// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/showmsg.h" #include "../common/malloc.h" #include "../common/utils.h" #include "../common/ers.h" #include "map.h" #include "path.h" #include "pc.h" #include "pet.h" #include "npc.h" #include "mob.h" #include "clif.h" #include "guild.h" #include "skill.h" #include "itemdb.h" #include "battle.h" #include "chrif.h" #include "status.h" #include "script.h" #include "unit.h" #include "mercenary.h" #include #include #include #include #include //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex] #define SC_HM_BASE 800 #define SC_GD_BASE 900 //Regen related flags. #define RGN_HP 0x01 #define RGN_SP 0x02 #define RGN_SHP 0x04 #define RGN_SSP 0x08 int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes. static int max_weight_base[CLASS_COUNT]; static int hp_coefficient[CLASS_COUNT]; static int hp_coefficient2[CLASS_COUNT]; static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1]; static int sp_coefficient[CLASS_COUNT]; static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt) int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt) static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt) static char job_bonus[CLASS_COUNT][MAX_LEVEL]; static struct status_data dummy_status; int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only //to avoid cards exploits static struct eri *sc_data_ers; //For sc_data entries static void add_sc(int skill, int sc) { int sk = skill; if (sk >= GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE; else if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE; if (sk < 0 || sk >= MAX_SKILL) { ShowError("add_sc: Unsupported skill id %d\n", skill); return; } if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance] SkillStatusChangeTableArray[sk] = sc; if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; } static void set_sc(int skill, int sc, int icon, unsigned int flag) { if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; StatusChangeFlagTable[sc] |= flag; add_sc(skill, sc); } //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array, //but it is much less prone to errors. [Skotlex] void initChangeTables(void) { int i; for (i = 0; i < SC_MAX; i++) StatusIconChangeTable[i] = SI_BLANK; for (i = 0; i < MAX_SKILL; i++) SkillStatusChangeTableArray[i] = -1; memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); //First we define the skill for common ailments. These are used in //skill_additional_effect through sc cards. [Skotlex] StatusSkillChangeTable[SC_STONE] = MG_STONECURSE; StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER; StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK; StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK; StatusSkillChangeTable[SC_POISON] = NPC_POISON; StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK; StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK; StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM; StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK; StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH; StatusSkillChangeTable[SC_DPOISON] = NPC_POISON; //These are the status-change flags for the common ailments. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF; StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF; // StatusChangeFlagTable[SC_STUN] = SCB_NONE; // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE; StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN; StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED; // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE; // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE; StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE; StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN; StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN; //The icons for the common ailments // StatusIconChangeTable[SC_STONE] = SI_BLANK; // StatusIconChangeTable[SC_FREEZE] = SI_BLANK; // StatusIconChangeTable[SC_STUN] = SI_BLANK; // StatusIconChangeTable[SC_SLEEP] = SI_BLANK; // StatusIconChangeTable[SC_POISON] = SI_BLANK; // StatusIconChangeTable[SC_CURSE] = SI_BLANK; // StatusIconChangeTable[SC_SILENCE] = SI_BLANK; // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK; // StatusIconChangeTable[SC_BLIND] = SI_BLANK; StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING; // StatusIconChangeTable[SC_DPOISON] = SI_BLANK; add_sc(SM_BASH, SC_STUN); set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK); add_sc(SM_MAGNUM, SC_WATK_ELEMENT); set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD); add_sc(MG_SIGHT, SC_SIGHT); add_sc(MG_SAFETYWALL, SC_SAFETYWALL); add_sc(MG_FROSTDIVER, SC_FREEZE); add_sc(MG_STONECURSE, SC_STONE); add_sc(AL_RUWACH, SC_RUWACH); add_sc(AL_PNEUMA, SC_PNEUMA); set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED); set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED); set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF); set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2); set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX); set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX); set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED); add_sc(TF_POISON, SC_POISON); set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD); add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER); set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK); set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE); set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE); set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE); set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN); set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE); set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN); set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK); add_sc(PR_LEXDIVINA, SC_SILENCE); set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE); add_sc(WZ_METEOR, SC_STUN); add_sc(WZ_VERMILION, SC_BLIND); add_sc(WZ_FROSTNOVA, SC_FREEZE); add_sc(WZ_STORMGUST, SC_FREEZE); set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED); set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD); set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE); set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE); set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE); add_sc(HT_LANDMINE, SC_STUN); add_sc(HT_ANKLESNARE, SC_ANKLE); add_sc(HT_SANDMAN, SC_SLEEP); add_sc(HT_FLASHER, SC_BLIND); add_sc(HT_FREEZINGTRAP, SC_FREEZE); set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED); add_sc(AS_SONICBLOW, SC_STUN); set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED); set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE); set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE); add_sc(AS_VENOMDUST, SC_POISON); add_sc(AS_SPLASHER, SC_SPLASHER); set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN); set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_AUTOBERSERK, SCB_NONE); add_sc(TF_SPRINKLESAND, SC_BLIND); add_sc(TF_THROWSTONE, SC_STUN); set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR); set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE); set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE); add_sc(NPC_EMOTION_ON, SC_MODECHANGE); set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE); add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE); add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE); add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE); add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE); add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE); add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE); add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE); add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE); add_sc(NPC_POISON, SC_POISON); add_sc(NPC_BLINDATTACK, SC_BLIND); add_sc(NPC_SILENCEATTACK, SC_SILENCE); add_sc(NPC_STUNATTACK, SC_STUN); add_sc(NPC_PETRIFYATTACK, SC_STONE); add_sc(NPC_CURSEATTACK, SC_CURSE); add_sc(NPC_SLEEPATTACK, SC_SLEEP); add_sc(NPC_MAGICALATTACK, SC_MAGICALATTACK); set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF); add_sc(NPC_DARKBLESSING, SC_COMA); set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF); add_sc(NPC_DEFENDER, SC_ARMOR); add_sc(NPC_LICK, SC_STUN); set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE); add_sc(NPC_REBIRTH, SC_KAIZEL); add_sc(RG_RAID, SC_STUN); set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK); set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF); set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT); set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT); add_sc(AM_ACIDTERROR, SC_BLEEDING); set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE); set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE); set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE); set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE); set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE); add_sc(CR_SHIELDCHARGE, SC_STUN); set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE); add_sc(CR_HOLYCROSS, SC_BLIND); add_sc(CR_GRANDCROSS, SC_BLIND); add_sc(CR_DEVOTION, SC_DEVOTION); set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC); set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD); set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD); set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED); add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT); add_sc(MO_BLADESTOP, SC_BLADESTOP); set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN); set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN); add_sc(SA_MAGICROD, SC_MAGICROD); set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE); set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE); set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE); set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE); set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE); set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK); set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP); set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE); add_sc(SA_REVERSEORCISH, SC_ORCISH); add_sc(SA_COMA, SC_COMA); set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN); add_sc(BD_RICHMANKIM, SC_RICHMANKIM); set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2); set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF); set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK); add_sc(BD_ROKISWEIL, SC_ROKISWEIL); add_sc(BD_INTOABYSS, SC_INTOABYSS); set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC); add_sc(BA_FROSTJOKE, SC_FREEZE); set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2); set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD); add_sc(BA_POEMBRAGI, SC_POEMBRAGI); set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP); add_sc(DC_SCREAM, SC_STUN); set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT); set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD); set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI); set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC); add_sc(NPC_DARKCROSS, SC_BLIND); add_sc(NPC_GRANDDARKNESS, SC_BLIND); set_sc(NPC_STOP, SC_STOP, SI_STOP, SCB_NONE); set_sc(NPC_WEAPONBRAKER, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE); set_sc(NPC_ARMORBRAKE, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE); set_sc(NPC_CHANGEUNDEAD, SC_CHANGEUNDEAD, SI_UNDEAD, SCB_DEF_ELE); set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK, SCB_HIT); set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_FLEE); add_sc(NPC_INVISIBLE, SC_CLOAKING); set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE); set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE); set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD); set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN); set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN); set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE); add_sc(HP_BASILICA, SC_BASILICA); set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK); add_sc(PA_SACRIFICE, SC_SACRIFICE); set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD); add_sc(PA_GOSPEL, SC_SCRESIST); add_sc(CH_TIGERFIST, SC_STOP); set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE); set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT); set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED); set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE); set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED); set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED); set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE); add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER); set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK); set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK); add_sc(LK_SPIRALPIERCE, SC_STOP); add_sc(LK_HEADCRUSH, SC_BLEEDING); set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD); add_sc(HW_NAPALMVULCAN, SC_CURSE); set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2); add_sc(PF_MEMORIZE, SC_MEMORIZE); add_sc(PF_FOGWALL, SC_FOGWALL); set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE); set_sc(WE_BABY, SC_BABY, SI_BABY, SCB_NONE); set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD); set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR); set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE); set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE); add_sc(TK_DOWNKICK, SC_STUN); set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE); set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE); set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE); set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE); set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE); set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE); set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE); add_sc(SG_MOON_WARM, SC_WARM); add_sc(SG_STAR_WARM, SC_WARM); set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2); set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE); set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD); add_sc(SG_FRIEND, SC_SKILLRATE_UP); set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC); set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED); set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD); set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE); set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE); set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE); set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE); add_sc(SL_STUN, SC_STUN); set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED); set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2); set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD); set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE); set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE); set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE); set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD); add_sc(WS_CARTTERMINATION, SC_STUN); set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE); set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD); add_sc(CG_HERMODE, SC_HERMODE); set_sc(ITEM_ENCHANTARMS, SC_ENCHANTARMS, SI_BLANK, SCB_ATK_ELE); set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC); set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD); set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2); add_sc(GS_CRACKER, SC_STUN); add_sc(GS_DISARM, SC_STRIPWEAPON); add_sc(GS_PIERCINGSHOT, SC_BLEEDING); set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD); set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE); set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT); set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD); set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE); set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED); add_sc(NJ_HYOUSYOURAKU, SC_FREEZE); set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT); set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE); set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE); add_sc(NPC_ICEBREATH, SC_FREEZE); add_sc(NPC_ACIDBREATH, SC_POISON); add_sc(NPC_HELLJUDGEMENT, SC_CURSE); add_sc(NPC_WIDESILENCE, SC_SILENCE); add_sc(NPC_WIDEFREEZE, SC_FREEZE); add_sc(NPC_WIDEBLEEDING, SC_BLEEDING); add_sc(NPC_WIDESTONE, SC_STONE); add_sc(NPC_WIDECONFUSE, SC_CONFUSION); add_sc(NPC_WIDESLEEP, SC_SLEEP); add_sc(NPC_WIDESIGHT, SC_SIGHT); add_sc(NPC_EVILLAND, SC_BLIND); add_sc(NPC_MAGICMIRROR, SC_MAGICMIRROR); set_sc(NPC_SLOWCAST, SC_SLOWCAST, SI_SLOWCAST, SCB_NONE); set_sc(NPC_CRITICALWOUND, SC_CRITICALWOUND, SI_CRITICALWOUND, SCB_NONE); set_sc(NPC_STONESKIN, SC_ARMORCHANGE, SI_BLANK, SCB_DEF|SCB_MDEF); add_sc(NPC_ANTIMAGIC, SC_ARMORCHANGE); add_sc(NPC_WIDECURSE, SC_CURSE); add_sc(NPC_WIDESTUN, SC_STUN); set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE); set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE); set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE); set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE); set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE); add_sc(MO_BALKYOUNG, SC_STUN); add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE); add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE); add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE); add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE); set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED); set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT); set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK); set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn] set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn] set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK); set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX); set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX); set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN); // Storing the target job rather than simply SC_SPIRIT simplifies code later on. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST, SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK, SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR, SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE, SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER, SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE, SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT, SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD, SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST, SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER, SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE, SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN, SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH, SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER, SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER, //Status that don't have a skill associated. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50; StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION; StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION; StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION; StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION; StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1; StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2; StatusIconChangeTable[SC_INCSTR] = SI_INCSTR; StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION; //This seems wrong as it sets the same icon to all skills that change your //element, but alas, all of them are mob-target only with the exception of //NPC_CHANGEUNDEAD, so this should be alright. [Skotlex] StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR; StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI; StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT; StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT; StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX; StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK; StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE; StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT; //Cash Items StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST; StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST; StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE; StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO; //Other SC which are not necessarily associated to skills. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD; StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD; StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD; StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED; StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED; StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK; StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK; StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; StatusChangeFlagTable[SC_INCSTR] |= SCB_STR; StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; StatusChangeFlagTable[SC_INCINT] |= SCB_INT; StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI; StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2; StatusChangeFlagTable[SC_INCDEF] |= SCB_DEF; StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; StatusChangeFlagTable[SC_INCMDEFRATE] |= SCB_MDEF; StatusChangeFlagTable[SC_INCBASEATK] |= SCB_BATK; StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR; StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI; StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT; StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT; StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX; StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK; StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT; StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE; StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC; if (!battle_config.display_hallucination) //Disable Hallucination. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; } int SkillStatusChangeTable(int skill) { int sk = skill; if (sk >= GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE; else if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE; if (sk < 0 || sk >= MAX_SKILL) { ShowError("add_sc: Unsupported skill id %d\n", skill); return -1; } return SkillStatusChangeTableArray[sk]; } int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. static void initDummyData(void) { memset(&dummy_status, 0, sizeof(dummy_status)); dummy_status.hp = dummy_status.max_hp = dummy_status.max_sp = dummy_status.str = dummy_status.agi = dummy_status.vit = dummy_status.int_ = dummy_status.dex = dummy_status.luk = dummy_status.hit = 1; dummy_status.speed = 2000; dummy_status.adelay = 4000; dummy_status.amotion = 2000; dummy_status.dmotion = 2000; dummy_status.ele_lv = 1; //Min elemental level. dummy_status.mode = MD_CANMOVE; } /*========================================== * 精錬ボーナス *------------------------------------------*/ int status_getrefinebonus(int lv,int type) { if (lv >= 0 && lv < 5 && type >= 0 && type < 3) return refinebonus[lv][type]; return 0; } //Sets HP to given value. Flag is the flag passed to status_heal in case //final value is higher than current (use 2 to make a healing effect display //on players) It will always succeed (overrides Berserk block), but it can't kill. int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { struct status_data *status; if (hp < 1) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (hp > status->max_hp) hp = status->max_hp; if (hp == status->hp) return 0; if (hp > status->hp) return status_heal(bl, hp - status->hp, 0, 1|flag); return status_zap(bl, status->hp - hp, 0); } //Sets SP to given value. Flag is the flag passed to status_heal in case //final value is higher than current (use 2 to make a healing effect display //on players) int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { struct status_data *status; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (sp > status->max_sp) sp = status->max_sp; if (sp == status->sp) return 0; if (sp > status->sp) return status_heal(bl, 0, sp - status->sp, 1|flag); return status_zap(bl, 0, status->sp - sp); } int status_charge(struct block_list* bl, int hp, int sp) { if(!(bl->type&BL_CONSUME)) return hp+sp; //Assume all was charged so there are no 'not enough' fails. return status_damage(NULL, bl, hp, sp, 0, 3); } //Inflicts damage on the target with the according walkdelay. //If flag&1, damage is passive and does not triggers cancelling status changes. //If flag&2, fail if target does not has enough to substract. //If flag&4, if killed, mob must not give exp/loot. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) { struct status_data *status; struct status_change *sc; if(sp && !(target->type&BL_CONSUME)) sp = 0; //Not a valid SP target. if (hp < 0) { //Assume absorbed damage. status_heal(target, -hp, 0, 1); hp = 0; } if (sp < 0) { status_heal(target, 0, -sp, 1); sp = 0; } if (!hp && !sp) return 0; if (target->type == BL_SKILL) return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick()); status = status_get_status_data(target); if (status == &dummy_status || !status->hp) return 0; //Invalid targets: no damage or dead // Let through. battle.c/skill.c have the whole logic of when it's possible or // not to hurt someone (and this check breaks pet catching) [Skotlex] // if (!target->prev && !(flag&2)) // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp sc = status_get_sc(target); if (sc && !sc->count) sc = NULL; if (hp && !(flag&1)) { if (sc) { struct status_change_entry *sce; if ((sce=sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE) { //Devotion prevents any of the other ailments from ending. struct map_session_data *sd2 = map_id2sd(sce->val1); if (sd2 && sd2->devotion[sce->val2] == target->id) { clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0); status_fix_damage(NULL, &sd2->bl, hp, 0); return 0; } status_change_end(target, SC_DEVOTION, -1); } if (sc->data[SC_FREEZE]) status_change_end(target,SC_FREEZE,-1); if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(target,SC_STONE,-1); if (sc->data[SC_SLEEP]) status_change_end(target,SC_SLEEP,-1); if (sc->data[SC_WINKCHARM]) status_change_end(target,SC_WINKCHARM,-1); if (sc->data[SC_CONFUSION]) status_change_end(target, SC_CONFUSION, -1); if (sc->data[SC_TRICKDEAD]) status_change_end(target, SC_TRICKDEAD, -1); if (sc->data[SC_HIDING]) status_change_end(target, SC_HIDING, -1); if (sc->data[SC_CLOAKING]) status_change_end(target, SC_CLOAKING, -1); if (sc->data[SC_CHASEWALK]) status_change_end(target, SC_CHASEWALK, -1); if ((sce=sc->data[SC_ENDURE]) && !sce->val4) { //Endure count is only reduced by non-players on non-gvg maps. //val4 signals infinite endure. [Skotlex] if (src && src->type != BL_PC && !map_flag_gvg(target->m) && --(sce->val2) < 0) status_change_end(target, SC_ENDURE, -1); } if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) { struct skill_unit_group *sg = (struct skill_unit_group *)sce->val4; if (sg) { skill_delunitgroup(target,sg); sce->val4 = 0; status_change_end(target, SC_GRAVITATION, -1); } } if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) skill_stop_dancing(target); } unit_skillcastcancel(target, 2); } if ((unsigned int)hp >= status->hp) { if (flag&2) return 0; hp = status->hp; } if ((unsigned int)sp > status->sp) { if (flag&2) return 0; sp = status->sp; } status->hp-= hp; status->sp-= sp; if (sc && hp && status->hp) { if (sc->data[SC_AUTOBERSERK] && (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && status->hp < status->max_hp>>2) sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); if (sc->data[SC_BERSERK] && status->hp <= 100) status_change_end(target, SC_BERSERK, -1); } switch (target->type) { case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break; case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break; } if (status->hp) { //Still lives! if (walkdelay) unit_set_walkdelay(target, gettick(), walkdelay, 0); return hp+sp; } status->hp = 1; //To let the dead function cast skills and all that. //NOTE: These dead functions should return: [Skotlex] //0: Death cancelled, auto-revived. //Non-zero: Standard death. Clear status, cancel move/attack, etc //&2: Also remove object from map. //&4: Also delete object from memory. switch (target->type) { case BL_PC: flag = pc_dead((TBL_PC*)target,src); break; case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break; default: //Unhandled case, do nothing to object. flag = 0; break; } if(!flag) //Death cancelled. return hp+sp; //Normal death status->hp = 0; if (battle_config.clear_unit_ondeath && battle_config.clear_unit_ondeath&target->type) skill_clear_unitgroup(target); status_change_clear(target,0); if(target->type&BL_REGEN) { //Reset regen ticks. struct regen_data *regen = status_get_regen_data(target); if (regen) { memset(®en->tick, 0, sizeof(regen->tick)); if (regen->sregen) memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); if (regen->ssregen) memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); } } if(flag&4) //Delete from memory. (also invokes map removal code) unit_free(target,1); else if(flag&2) //remove from map unit_remove_map(target,1); else { //Some death states that would normally be handled by unit_remove_map unit_stop_attack(target); unit_stop_walking(target,0); unit_skillcastcancel(target,0); clif_clearunit_area(target,1); skill_unit_move(target,gettick(),4); skill_cleartimerskill(target); } return hp+sp; } //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) //If flag&2, when the player is healed, show the HP/SP heal effect. int status_heal(struct block_list *bl,int hp,int sp, int flag) { struct status_data *status; struct status_change *sc; status = status_get_status_data(bl); if (status == &dummy_status || !status->hp) return 0; sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; if (hp < 0) { status_damage(NULL, bl, -hp, 0, 0, 1); hp = 0; } if(hp) { if (!(flag&1) && sc && sc->data[SC_BERSERK]) hp = 0; if((unsigned int)hp > status->max_hp - status->hp) hp = status->max_hp - status->hp; } if(sp < 0) { status_damage(NULL, bl, 0, -sp, 0, 1); sp = 0; } if(sp) { if((unsigned int)sp > status->max_sp - status->sp) sp = status->max_sp - status->sp; } if(!sp && !hp) return 0; status->hp+= hp; status->sp+= sp; if(hp && sc && sc->data[SC_AUTOBERSERK] && sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2==1 && status->hp>=status->max_hp>>2 ) //End auto berserk. status_change_end(bl,SC_PROVOKE,-1); // send hp update to client switch(bl->type) { case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break; } return hp+sp; } //Does percentual non-flinching damage/heal. If mob is killed this way, //no exp/drops will be awarded if there is no src (or src is target) //If rates are > 0, percent is of current HP/SP //If rates are < 0, percent is of max HP/SP //If !flag, this is heal, otherwise it is damage. //Furthermore, if flag==2, then the target must not die from the substraction. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) { struct status_data *status; unsigned int hp =0, sp = 0; status = status_get_status_data(target); //Change the equation when the values are high enough to discard the //imprecision in exchange of overflow protection [Skotlex] //Also add 100% checks since those are the most used cases where we don't //want aproximation errors. if (hp_rate > 99) hp = status->hp; else if (hp_rate > 0) hp = status->hp>10000? hp_rate*(status->hp/100): (hp_rate*status->hp)/100; else if (hp_rate < -99) hp = status->max_hp; else if (hp_rate < 0) hp = status->max_hp>10000? (-hp_rate)*(status->max_hp/100): (-hp_rate*status->max_hp)/100; if (hp_rate && !hp) hp = 1; if (flag == 2 && hp >= status->hp) hp = status->hp-1; //Must not kill target. //Should be safe to not do overflow protection here, noone should have //millions upon millions of SP if (sp_rate > 99) sp = status->sp; else if (sp_rate > 0) sp = (sp_rate*status->sp)/100; else if (sp_rate < -99) sp = status->max_sp; else if (sp_rate < 0) sp = (-sp_rate)*status->max_sp/100; if (sp_rate && !sp) sp = 1; //Ugly check in case damage dealt is too much for the received args of //status_heal / status_damage. [Skotlex] if (hp > INT_MAX) { hp -= INT_MAX; if (flag) status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); else status_heal(target, INT_MAX, 0, 0); } if (sp > INT_MAX) { sp -= INT_MAX; if (flag) status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); else status_heal(target, 0, INT_MAX, 0); } if (flag) return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); return status_heal(target, hp, sp, 0); } int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) { struct status_data *status; unsigned int hp, sp; if (!status_isdead(bl)) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; //Invalid target. hp = status->max_hp * per_hp/100; sp = status->max_sp * per_sp/100; if(hp > status->max_hp - status->hp) hp = status->max_hp - status->hp; else if (per_hp && !hp) hp = 1; if(sp > status->max_sp - status->sp) sp = status->max_sp - status->sp; else if (per_sp && !sp) sp = 1; status->hp += hp; status->sp += sp; if (bl->prev) //Animation only if character is already on a map. clif_resurrection(bl, 1); switch (bl->type) { case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break; case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break; case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break; } return 1; } /*========================================== * Checks whether the src can use the skill on the target, * taking into account status/option of both source/target. [Skotlex] * flag: * 0 - Trying to use skill on target. * 1 - Cast bar is done. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. * target MAY Be null, in which case the checks are only to see * whether the source can cast or not the skill on the ground. *------------------------------------------*/ int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) { struct status_data *status; struct status_change *sc=NULL, *tsc; int hide_flag; status = src?status_get_status_data(src):&dummy_status; if (src && status_isdead(src)) return 0; if (!skill_num) { //Normal attack checks. if (!(status->mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] if (target && status_isdead(target)) return 0; } if (skill_num == PA_PRESSURE && flag && target) { //Gloria Avoids pretty much everything.... tsc = status_get_sc(target); if(tsc && tsc->option&OPTION_HIDE) return 0; return 1; } if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) || (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA))) && !(status->mode&MD_BOSS)) { //Basilica Check if (!skill_num) return 0; hide_flag = skill_get_inf(skill_num); if (hide_flag&INF_ATTACK_SKILL) return 0; if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) return 0; } //Should fail when used on top of Land Protector [Skotlex] if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) && !(status->mode&MD_BOSS)) return 0; if (src) sc = status_get_sc(src); if(sc && sc->count) { if(sc->opt1 >0) { //Stuned/Frozen/etc if (flag != 1) //Can't cast, casted stuff can't damage. return 0; if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL)) return 0; //Targetted spells can't come off. } if ( (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD) || (sc->data[SC_AUTOCOUNTER] && !flag) || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL) || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) ) return 0; if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage clif_emotion(src, 3); return 0; } if (sc->data[SC_BLADESTOP]) { switch (sc->data[SC_BLADESTOP]->val1) { case 5: if (skill_num == MO_EXTREMITYFIST) break; case 4: if (skill_num == MO_CHAINCOMBO) break; case 3: if (skill_num == MO_INVESTIGATE) break; case 2: if (skill_num == MO_FINGEROFFENSIVE) break; default: return 0; } } if (sc->data[SC_DANCING] && flag!=2) { if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex] if (skill_num == BD_ENCORE || skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) ) return 0; } else switch (skill_num) { case BD_ADAPTATION: case CG_LONGINGFREEDOM: case BA_MUSICALSTRIKE: case DC_THROWARROW: break; default: return 0; } if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION) return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] } if (skill_num && //Do not block item-casted skills. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) ) { //Skills blocked through status changes... if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through sc->data[SC_SILENCE] || (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || sc->data[SC_STEELBODY] || sc->data[SC_BERSERK] )) return 0; //Skill blocking. if ( (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) || (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) || (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) ) return 0; } } if (sc && sc->option) { if (sc->option&OPTION_HIDE) switch (skill_num) { //Usable skills while hiding. case TF_HIDING: case AS_GRIMTOOTH: case RG_BACKSTAP: case RG_RAID: case NJ_SHADOWJUMP: case NJ_KIRIKAGE: break; default: //Non players can use all skills while hidden. if (!skill_num || src->type == BL_PC) return 0; } if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) return 0; } if (target == NULL || target == src) //No further checking needed. return 1; tsc = status_get_sc(target); if(tsc && tsc->count) { if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD]) return 0; if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU) && tsc->data[SC_FREEZE]) return 0; if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) return 0; } //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //You cannot hide from ground skills. if(skill_get_ele(skill_num,1) == ELE_EARTH) //TODO: Need Skill Lv here :/ hide_flag &= ~OPTION_HIDE; switch (target->type) { case BL_PC: { struct map_session_data *sd = (TBL_PC*) target; if (pc_isinvisible(sd)) return 0; if (tsc->option&hide_flag && !(status->mode&MD_BOSS) && (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR))) return 0; } break; case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] if (status->mode&MD_LOOTER) return 1; return 0; case BL_HOM: //Can't use support skills on homun (only master/self can) //Placed here instead of battle_check_target because support skill //invocations don't call that function. if (skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src) return 0; default: //Check for chase-walk/hiding/cloaking opponents. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) return 0; } return 1; } //Checks whether the source can see and chase target. int status_check_visibility(struct block_list *src, struct block_list *target) { int view_range; struct status_data* status = status_get_status_data(src); struct status_change* tsc = status_get_sc(target); switch (src->type) { case BL_MOB: view_range = ((TBL_MOB*)src)->min_chase; break; case BL_PET: view_range = ((TBL_PET*)src)->db->range2; break; default: view_range = AREA_SIZE; } if (src->m != target->m || !check_distance_bl(src, target, view_range)) return 0; switch (target->type) { //Check for chase-walk/hiding/cloaking opponents. case BL_PC: if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && !(status->mode&MD_BOSS) && ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) )) return 0; break; default: if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && !(status->mode&(MD_BOSS|MD_DETECTOR))) return 0; } return 1; } void status_calc_bl(struct block_list *bl, unsigned long flag); // Basic ASPD value int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status) { int amotion; // base weapon delay amotion = (sd->status.weapon < MAX_WEAPON_TYPE) ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield // percentual delay reduction from stats amotion-= amotion * (4*status->agi + status->dex)/1000; // raw delay adjustment from bAspd bonus amotion+= sd->aspd_add; return amotion; } static int status_base_atk(struct block_list *bl, struct status_data *status) { int flag = 0, str, dex, dstr; if(!(bl->type&battle_config.enable_baseatk)) return 0; if (bl->type == BL_PC) switch(((TBL_PC*)bl)->status.weapon){ case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: case W_SHOTGUN: case W_GATLING: case W_GRENADE: flag = 1; } if (flag) { str = status->dex; dex = status->str; } else { str = status->str; dex = status->dex; } //Normally only players have base-atk, but homunc have a different batk // equation, hinting that perhaps non-players should use this for batk. // [Skotlex] dstr = str/10; str += dstr*dstr; if (bl->type == BL_PC) str+= dex/5 + status->luk/5; return str; } #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5)) #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7)) //Fills in the misc data that can be calculated from the other status info (except for level) void status_calc_misc(struct block_list *bl, struct status_data *status, int level) { //Non players get the value set, players need to stack with previous bonuses. if (bl->type != BL_PC) status->batk = status->hit = status->flee = status->def2 = status->mdef2 = status->cri = status->flee2 = 0; status->matk_min = status_base_matk_min(status); status->matk_max = status_base_matk_max(status); status->hit += level + status->dex; status->flee += level + status->agi; status->def2 += status->vit; status->mdef2 += status->int_ + (status->vit>>1); if (bl->type&battle_config.enable_critical) status->cri += status->luk*3 + 10; else status->cri = 0; if (bl->type&battle_config.enable_perfect_flee) status->flee2 += status->luk + 10; else status->flee2 = 0; status->batk += status_base_atk(bl, status); if (status->cri) switch (bl->type) { case BL_MOB: if(battle_config.mob_critical_rate != 100) status->cri = status->cri*battle_config.mob_critical_rate/100; if(!status->cri && battle_config.mob_critical_rate) status->cri = 10; break; case BL_PC: //Players don't have a critical adjustment setting as of yet. break; default: if(battle_config.critical_rate != 100) status->cri = status->cri*battle_config.critical_rate/100; if (!status->cri && battle_config.critical_rate) status->cri = 10; } if(bl->type&BL_REGEN) status_calc_regen(bl, status, status_get_regen_data(bl)); } //Skotlex: Calculates the initial status for the given mob //first will only be false when the mob leveled up or got a GuardUp level. //first&2: Class-change invoked. int status_calc_mob(struct mob_data* md, int first) { struct status_data *status; struct block_list *mbl = NULL; int flag=0; if(first) { //Set basic level on respawn. if (md->spawn && !(first&2)) md->level = md->spawn->level; else md->level = md->db->lv; // [Valaris] } //Check if we need custom base-status if (battle_config.mobs_level_up && md->level > md->db->lv) flag|=1; if (md->special_state.size) flag|=2; if (md->guardian_data && md->guardian_data->guardup_lv) flag|=4; if (battle_config.slaves_inherit_speed && md->master_id) flag|=8; if (md->master_id && md->special_state.ai>1) flag|=16; if (!flag) { //No special status required. if (md->base_status) { aFree(md->base_status); md->base_status = NULL; } if(first) memcpy(&md->status, &md->db->status, sizeof(struct status_data)); return 0; } if (!md->base_status) md->base_status = aCalloc(1, sizeof(struct status_data)); status = md->base_status; memcpy(status, &md->db->status, sizeof(struct status_data)); if (flag&(8|16)) mbl = map_id2bl(md->master_id); if (flag&8 && mbl) { struct status_data *mstatus = status_get_base_status(mbl); if (mstatus && battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) status->speed = mstatus->speed; } if (flag&16 && mbl) { //Max HP setting from Summon Flora/marine Sphere struct unit_data *ud = unit_bl2ud(mbl); //Remove special AI when this is used by regular mobs. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) md->special_state.ai = 0; if (ud) { // different levels of HP according to skill level if (ud->skillid == AM_SPHEREMINE) { status->max_hp = 2000 + 400*ud->skilllv; } else { //AM_CANNIBALIZE status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl); status->mode|= MD_CANATTACK|MD_AGGRESSIVE; } status->hp = status->max_hp; } } if (flag&1) { // increase from mobs leveling up [Valaris] int diff = md->level - md->db->lv; status->str+= diff; status->agi+= diff; status->vit+= diff; status->int_+= diff; status->dex+= diff; status->luk+= diff; status->max_hp += diff*status->vit; status->max_sp += diff*status->int_; status->hp = status->max_hp; status->sp = status->max_sp; status->speed -= diff; } if (flag&2) { // change for sized monsters [Valaris] if (md->special_state.size==1) { status->max_hp>>=1; status->max_sp>>=1; if (!status->max_hp) status->max_hp = 1; if (!status->max_sp) status->max_sp = 1; status->hp=status->max_hp; status->sp=status->max_sp; status->str>>=1; status->agi>>=1; status->vit>>=1; status->int_>>=1; status->dex>>=1; status->luk>>=1; if (!status->str) status->str = 1; if (!status->agi) status->agi = 1; if (!status->vit) status->vit = 1; if (!status->int_) status->int_ = 1; if (!status->dex) status->dex = 1; if (!status->luk) status->luk = 1; } else if (md->special_state.size==2) { status->max_hp<<=1; status->max_sp<<=1; status->hp=status->max_hp; status->sp=status->max_sp; status->str<<=1; status->agi<<=1; status->vit<<=1; status->int_<<=1; status->dex<<=1; status->luk<<=1; } } status_calc_misc(&md->bl, status, md->level); if(flag&4) { // Strengthen Guardians - custom value +10% / lv struct guild_castle *gc; gc=guild_mapname2gc(map[md->bl.m].name); if (!gc) ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); else { status->max_hp += 2000 * gc->defense; status->max_sp += 200 * gc->defense; status->hp = status->max_hp; status->sp = status->max_sp; } status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; status->aspd_rate -= 100*md->guardian_data->guardup_lv; } //Initial battle status if (!first) status_calc_bl(&md->bl, SCB_ALL); else memcpy(&md->status, status, sizeof(struct status_data)); return 1; } //Skotlex: Calculates the stats of the given pet. int status_calc_pet(struct pet_data *pd, int first) { nullpo_retr(0, pd); if (first) { memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); pd->status.mode|= MD_CANMOVE; //so they can chase their master! pd->status.speed = pd->petDB->speed; } if (battle_config.pet_lv_rate && pd->msd) { struct map_session_data *sd = pd->msd; int lv; lv =sd->status.base_level*battle_config.pet_lv_rate/100; if (lv < 0) lv = 1; if (lv != pd->pet.level || first) { struct status_data *bstat = &pd->db->status, *status = &pd->status; pd->pet.level = lv; if (!first) //Lv Up animation clif_misceffect(&pd->bl, 0); status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; status->str = (bstat->str*lv)/pd->db->lv; status->agi = (bstat->agi*lv)/pd->db->lv; status->vit = (bstat->vit*lv)/pd->db->lv; status->int_ = (bstat->int_*lv)/pd->db->lv; status->dex = (bstat->dex*lv)/pd->db->lv; status->luk = (bstat->luk*lv)/pd->db->lv; status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); status->str = cap_value(status->str,1,battle_config.pet_max_stats); status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); status_calc_misc(&pd->bl, &pd->status, lv); if (!first) //Not done the first time because the pet is not visible yet clif_send_petstatus(sd); } } else if (first) { status_calc_misc(&pd->bl, &pd->status, pd->db->lv); if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) pd->pet.level = pd->db->lv; } //Support rate modifier (1000 = 100%) pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; if(battle_config.pet_support_rate != 100) pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; return 1; } /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array static void status_calc_sigma(void) { int i,j; for(i = 0; i < CLASS_COUNT; i++) { unsigned int k = 0; hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0; for(j = 2; j <= MAX_LEVEL; j++) { k += (hp_coefficient[i]*j + 50) / 100; hp_sigma_val[i][j] = k; if (k >= INT_MAX) break; //Overflow protection. [Skotlex] } for(; j <= MAX_LEVEL; j++) hp_sigma_val[i][j] = INT_MAX; } } /// Calculates base MaxHP value according to class and base level /// The recursive equation used to calculate level bonus is (using integer operations) /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D /// which reduces to something close to /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D } static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status) { unsigned int val = pc_class2idx(sd->status.class_); val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level]; if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER) val += 100; //Since their HP can't be approximated well enough without this. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max HP for top ranking Taekwons over level 90. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) val += 2000; //Supernovice lvl99 hp bonus. val += val * status->vit/100; // +1% per each point of VIT if (sd->class_&JOBL_UPPER) val += val * 25/100; //Trans classes get a 25% hp bonus else if (sd->class_&JOBL_BABY) val -= val * 30/100; //Baby classes get a 30% hp penalty return val; } static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) { unsigned int val; val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100; val += val * status->int_/100; if (sd->class_&JOBL_UPPER) val += val * 25/100; else if (sd->class_&JOBL_BABY) val -= val * 30/100; if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max SP for top ranking Taekwons over level 90. return val; } //Calculates player data from scratch without counting SC adjustments. //Should be invoked whenever players raise stats, learn passive skills or change equipment. int status_calc_pc(struct map_session_data* sd,int first) { static int calculating = 0; //Check for recursive call preemption. [Skotlex] struct status_data b_status, *status; const struct status_change *sc = &sd->sc; struct skill b_skill[MAX_SKILL]; int b_weight,b_max_weight; int i,index; int skill,refinedef=0; if(!sd->state.auth && !(first&1)) //Shouldn't invoke yet until player is done loading. return -1; if (++calculating > 10) //Too many recursive calls! return -1; memcpy(&b_status, &sd->battle_status, sizeof(struct status_data)); memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); b_weight = sd->weight; b_max_weight = sd->max_weight; pc_calc_skilltree(sd); // スキルツリ?の計算 sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300; if(first&1) { //Load Hp/SP from char-received data. sd->battle_status.hp = sd->status.hp; sd->battle_status.sp = sd->status.sp; sd->regen.sregen = &sd->sregen; sd->regen.ssregen = &sd->ssregen; 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_weight=0; 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++; } } status = &sd->base_status; // these are not zeroed. [zzo] sd->hprate=100; sd->sprate=100; sd->castrate=100; sd->delayrate=100; sd->dsprate=100; sd->speed_rate = 100; sd->hprecov_rate = 100; sd->sprecov_rate = 100; sd->atk_rate = sd->matk_rate = 100; sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; sd->regen.state.block = 0; // zeroed arrays, 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->param_bonus, 0, sizeof(sd->param_bonus) + sizeof(sd->param_equip) + sizeof(sd->subele) + sizeof(sd->subrace) + sizeof(sd->subrace2) + sizeof(sd->subsize) + sizeof(sd->reseff) + sizeof(sd->weapon_coma_ele) + sizeof(sd->weapon_coma_race) + sizeof(sd->weapon_atk) + sizeof(sd->weapon_atk_rate) + sizeof(sd->arrow_addele) + sizeof(sd->arrow_addrace) + sizeof(sd->arrow_addsize) + sizeof(sd->magic_addele) + sizeof(sd->magic_addrace) + sizeof(sd->magic_addsize) + sizeof(sd->critaddrace) + sizeof(sd->expaddrace) + sizeof(sd->ignore_mdef) + sizeof(sd->itemgrouphealrate) + sizeof(sd->sp_gain_race) ); memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); if (sd->special_state.intravision) //Clear status change. clif_status_load(&sd->bl, SI_INTRAVISION, 0); memset(&sd->special_state,0,sizeof(sd->special_state)); memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp))); //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] status->speed = DEFAULT_WALK_SPEED; //Give them all modes except these (useful for clones) status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY); status->size = (sd->class_&JOBL_BABY)?0:1; if (battle_config.character_size && pc_isriding(sd)) { //[Lupus] if (sd->class_&JOBL_BABY) { if (battle_config.character_size&2) status->size++; } else if(battle_config.character_size&1) status->size++; } status->aspd_rate = 1000; status->ele_lv = 1; status->race = RC_DEMIHUMAN; //zero up structures... memset(&sd->autospell,0,sizeof(sd->autospell) + sizeof(sd->autospell2) + sizeof(sd->addeff) + sizeof(sd->addeff2) + sizeof(sd->skillatk) + sizeof(sd->skillheal) + sizeof(sd->hp_loss) + sizeof(sd->sp_loss) + sizeof(sd->hp_regen) + sizeof(sd->sp_regen) + sizeof(sd->skillblown) + sizeof(sd->skillcast) + sizeof(sd->add_def) + sizeof(sd->add_mdef) + sizeof(sd->add_mdmg) + sizeof(sd->add_drop) + sizeof(sd->itemhealrate) ); // clear autoscripts... pc_autoscript_clear(sd->autoscript, ARRAYLENGTH(sd->autoscript)); pc_autoscript_clear(sd->autoscript2, ARRAYLENGTH(sd->autoscript2)); // vars zeroing. ints, shorts, chars. in that order. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk) + sizeof(sd->arrow_ele) + sizeof(sd->arrow_cri) + sizeof(sd->arrow_hit) + sizeof(sd->nsshealhp) + sizeof(sd->nsshealsp) + sizeof(sd->critical_def) + sizeof(sd->double_rate) + sizeof(sd->long_attack_atk_rate) + sizeof(sd->near_attack_def_rate) + sizeof(sd->long_attack_def_rate) + sizeof(sd->magic_def_rate) + sizeof(sd->misc_def_rate) + sizeof(sd->ignore_mdef_ele) + sizeof(sd->ignore_mdef_race) + sizeof(sd->perfect_hit) + sizeof(sd->perfect_hit_add) + sizeof(sd->get_zeny_rate) + sizeof(sd->get_zeny_num) + sizeof(sd->double_add_rate) + sizeof(sd->short_weapon_damage_return) + sizeof(sd->long_weapon_damage_return) + sizeof(sd->magic_damage_return) + sizeof(sd->random_attack_increase_add) + sizeof(sd->random_attack_increase_per) + sizeof(sd->break_weapon_rate) + sizeof(sd->break_armor_rate) + sizeof(sd->crit_atk_rate) + sizeof(sd->classchange) + sizeof(sd->speed_add_rate) + sizeof(sd->aspd_add) + sizeof(sd->setitem_hash) + sizeof(sd->setitem_hash2) // shorts + sizeof(sd->splash_range) + sizeof(sd->splash_add_range) + sizeof(sd->hp_gain_value) + sizeof(sd->sp_gain_value) + sizeof(sd->sp_vanish_rate) + sizeof(sd->sp_vanish_per) + sizeof(sd->unbreakable) + sizeof(sd->unbreakable_equip) + sizeof(sd->unstripable_equip) ); // Parse equipment. for(i=0;iequip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) continue; if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) continue; if(!sd->inventory_data[index]) continue; status->def += sd->inventory_data[index]->def; if(first&1 && sd->inventory_data[index]->equip_script) { //Execute equip-script on login run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } if(sd->inventory_data[index]->type == IT_WEAPON) { int r,wlv = sd->inventory_data[index]->wlv; struct weapon_data *wd; struct weapon_atk *wa; if (wlv >= MAX_REFINE_BONUS) wlv = MAX_REFINE_BONUS - 1; if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { wd = &sd->left_weapon; // Left-hand weapon wa = &status->lhw; } else { wd = &sd->right_weapon; wa = &status->rhw; } wa->atk += sd->inventory_data[index]->atk; wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0]; if((r-=refinebonus[wlv][2])>0) //Overrefine bonus. wd->overrefine = r*refinebonus[wlv][1]; wa->range += sd->inventory_data[index]->range; if(sd->inventory_data[index]->script) { if (wd == &sd->left_weapon) { sd->state.lr_flag = 1; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if (!calculating) //Abort, run_script retriggered this. [Skotlex] return 1; } if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon wd->star += (sd->status.inventory[index].card[1]>>8); if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) wd->star += 10; if (!wa->ele) //Do not overwrite element from previous bonuses. wa->ele = (sd->status.inventory[index].card[1]&0x0f); } } else if(sd->inventory_data[index]->type == IT_ARMOR) { refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; if(sd->inventory_data[index]->script) { run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if (!calculating) //Abort, run_script retriggered this. [Skotlex] return 1; } } } if(sd->equip_index[EQI_AMMO] >= 0){ index = sd->equip_index[EQI_AMMO]; if(sd->inventory_data[index]){ // Arrows sd->arrow_atk += sd->inventory_data[index]->atk; sd->state.lr_flag = 2; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] return 1; } } //Store equipment script bonuses memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); status->def += (refinedef+50)/100; //Parse Cards for(i=0;iequip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) continue; if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) continue; if(sd->inventory_data[index]) { int j,c; struct item_data *data; //Card script execution. if(itemdb_isspecial(sd->status.inventory[index].card[0])) continue; for(j=0;jinventory_data[index]->slot;j++){ current_equip_card_id= c= sd->status.inventory[index].card[j]; if(!c) continue; data = itemdb_exists(c); if(!data) continue; if(first&1 && data->equip_script) { //Execute equip-script on login run_script(data->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } if(!data->script) continue; if(data->flag.no_equip) { //Card restriction checks. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone) continue; if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1) continue; if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2) continue; } if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status. sd->state.lr_flag = 1; run_script(data->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else run_script(data->script,0,sd->bl.id,0); if (!calculating) //Abort, run_script his function. [Skotlex] return 1; } } } if(sd->pd && battle_config.pet_status_support) { // Pet struct pet_data *pd=sd->pd; if(pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets pc_bonus(sd,pd->bonus->type, pd->bonus->val); } //param_bonus now holds card bonuses. if(status->rhw.range < 1) status->rhw.range = 1; if(status->lhw.range < 1) status->lhw.range = 1; if(status->rhw.range < status->lhw.range) status->rhw.range = status->lhw.range; sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; sd->splash_range += sd->splash_add_range; if(sd->speed_add_rate) sd->speed_rate += sd->speed_add_rate; // Damage modifiers from weapon type sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; if(pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) { //When Riding with spear, damage modifier to mid-class becomes //same as versus large size. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; } // ----- STATS CALCULATION ----- // Job bonuses index = pc_class2idx(sd->status.class_); for(i=0;i<(int)sd->status.job_level && istr++; break; case 2: status->agi++; break; case 3: status->vit++; break; case 4: status->int_++; break; case 5: status->dex++; break; case 6: status->luk++; break; } } // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ status->str += 10; status->agi += 10; status->vit += 10; status->int_+= 10; status->dex += 10; status->luk += 10; } // Absolute modifiers from passive skills if(pc_checkskill(sd,BS_HILTBINDING)>0) status->str++; if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) status->int_ += (skill+1)/2; // +1 INT / 2 lv if((skill=pc_checkskill(sd,AC_OWL))>0) status->dex += skill; // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; status->str = cap_value(i,0,USHRT_MAX); i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; status->agi = cap_value(i,0,USHRT_MAX); i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; status->vit = cap_value(i,0,USHRT_MAX); i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; status->int_ = cap_value(i,0,USHRT_MAX); i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; status->dex = cap_value(i,0,USHRT_MAX); i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; status->luk = cap_value(i,0,USHRT_MAX); // ------ BASE ATTACK CALCULATION ------ // Base batk value is set on status_calc_misc // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) status->batk += sd->weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) status->batk += 4; // ----- HP MAX CALCULATION ----- // Basic MaxHP value //We hold the standard Max HP here to make it faster to recalculate on vit changes. sd->status.max_hp = status_base_pc_maxhp(sd,status); //This is done to handle underflows from negative Max HP bonuses i = sd->status.max_hp + (int)status->max_hp; status->max_hp = cap_value(i, 0, INT_MAX); // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,CR_TRUST))>0) status->max_hp += skill*200; // Apply relative modifiers from equipment if(sd->hprate < 0) sd->hprate = 0; if(sd->hprate!=100) status->max_hp = status->max_hp * sd->hprate/100; if(battle_config.hp_rate != 100) status->max_hp = status->max_hp * battle_config.hp_rate/100; if(status->max_hp > (unsigned int)battle_config.max_hp) status->max_hp = battle_config.max_hp; else if(!status->max_hp) status->max_hp = 1; // ----- SP MAX CALCULATION ----- // Basic MaxSP value sd->status.max_sp = status_base_pc_maxsp(sd,status); //This is done to handle underflows from negative Max SP bonuses i = sd->status.max_sp + (int)status->max_sp; status->max_sp = cap_value(i, 0, INT_MAX); // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,SL_KAINA))>0) status->max_sp += 30*skill; if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) status->max_sp += status->max_sp * skill/100; if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) status->max_sp += status->max_sp * 2*skill/100; // Apply relative modifiers from equipment if(sd->sprate < 0) sd->sprate = 0; if(sd->sprate!=100) status->max_sp = status->max_sp * sd->sprate/100; if(battle_config.sp_rate != 100) status->max_sp = status->max_sp * battle_config.sp_rate/100; if(status->max_sp > (unsigned int)battle_config.max_sp) status->max_sp = battle_config.max_sp; else if(!status->max_sp) status->max_sp = 1; // ----- RESPAWN HP/SP ----- // //Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { status->hp = status->max_hp; status->sp = status->max_sp; } else { if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) status->hp=status->max_hp>>1; else status->hp=status->max_hp * battle_config.restart_hp_rate/100; if(!status->hp) status->hp = 1; status->sp = status->max_sp * battle_config.restart_sp_rate /100; } // ----- MISC CALCULATION ----- status_calc_misc(&sd->bl, status, sd->status.base_level); //Equipment modifiers for misc settings if(sd->matk_rate < 0) sd->matk_rate = 0; if(sd->matk_rate != 100){ status->matk_max = status->matk_max * sd->matk_rate/100; status->matk_min = status->matk_min * sd->matk_rate/100; } if(sd->hit_rate < 0) sd->hit_rate = 0; if(sd->hit_rate != 100) status->hit = status->hit * sd->hit_rate/100; if(sd->flee_rate < 0) sd->flee_rate = 0; if(sd->flee_rate != 100) status->flee = status->flee * sd->flee_rate/100; if(sd->def2_rate < 0) sd->def2_rate = 0; if(sd->def2_rate != 100) status->def2 = status->def2 * sd->def2_rate/100; if(sd->mdef2_rate < 0) sd->mdef2_rate = 0; if(sd->mdef2_rate != 100) status->mdef2 = status->mdef2 * sd->mdef2_rate/100; if(sd->critical_rate < 0) sd->critical_rate = 0; if(sd->critical_rate != 100) status->cri = status->cri * sd->critical_rate/100; if(sd->flee2_rate < 0) sd->flee2_rate = 0; if(sd->flee2_rate != 100) status->flee2 = status->flee2 * sd->flee2_rate/100; // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) status->hit += skill*2; if((skill=pc_checkskill(sd,AC_VULTURE))>0){ status->hit += skill; if(sd->status.weapon == W_BOW) status->rhw.range += skill; } if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) status->hit += 2*skill; if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { status->hit += skill; status->rhw.range += skill; } } // ----- FLEE CALCULATION ----- // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,TF_MISS))>0) status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill=pc_checkskill(sd,MO_DODGE))>0) status->flee += (skill*3)>>1; // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->def_rate < 0) sd->def_rate = 0; if(sd->def_rate != 100) { i = status->def * sd->def_rate/100; status->def = cap_value(i, CHAR_MIN, CHAR_MAX); } if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) { status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); status->def = (unsigned char)battle_config.max_def; } // ----- EQUIPMENT-MDEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->mdef_rate < 0) sd->mdef_rate = 0; if(sd->mdef_rate != 100) { i = status->mdef * sd->mdef_rate/100; status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX); } if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) { status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); status->mdef = (signed char)battle_config.max_def; } // ----- WALKING SPEED CALCULATION ----- if(sd->speed_rate < 0) sd->speed_rate = 0; if(sd->speed_rate != 100) status->speed = status->speed*sd->speed_rate/100; // Relative modifiers from passive skills if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0) status->speed -= status->speed * skill/100; if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) status->speed -= status->speed * 25/100; if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) status->speed += status->speed * (100-10*skill)/100; if(status->speed < battle_config.max_walk_speed) status->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 i = status_base_amotion_pc(sd,status); status->amotion = cap_value(i,battle_config.max_aspd,2000); // Relative modifiers from passive skills if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) status->aspd_rate -= 5*skill; if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) status->aspd_rate -= 30*skill; if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) status->aspd_rate -= ((skill+1)/2) * 10; if(pc_isriding(sd)) status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); status->adelay = 2*status->amotion; // ----- DMOTION ----- // i = 800-status->agi*4; status->dmotion = cap_value(i, 400, 800); if(battle_config.pc_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; // ----- MISC CALCULATIONS ----- // Weight if((skill=pc_checkskill(sd,MC_INCCARRY))>0) sd->max_weight += 2000*skill; if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) sd->max_weight += 10000; if(sc->data[SC_KNOWLEDGE]) sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10; if((skill=pc_checkskill(sd,ALL_INCCARRY))>0) sd->max_weight += 2000*skill; if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0) sd->regen.state.walk = 1; else sd->regen.state.walk = 0; // Skill SP cost if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 ) sd->dsprate -= 4*skill; if(sc->data[SC_SERVICE4U]) sd->dsprate -= sc->data[SC_SERVICE4U]->val3; //Underflow protections. if(sd->dsprate < 0) sd->dsprate = 0; if(sd->castrate < 0) sd->castrate = 0; if(sd->delayrate < 0) sd->delayrate = 0; if(sd->hprecov_rate < 0) sd->hprecov_rate = 0; if(sd->sprecov_rate < 0) sd->sprecov_rate = 0; // Anti-element and anti-race if((skill=pc_checkskill(sd,CR_TRUST))>0) sd->subele[ELE_HOLY] += skill*5; if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { sd->subele[ELE_NEUTRAL] += skill; sd->subele[ELE_FIRE] += skill*4; } if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ skill = skill*4; sd->right_weapon.addrace[RC_DRAGON]+=skill; sd->left_weapon.addrace[RC_DRAGON]+=skill; sd->magic_addrace[RC_DRAGON]+=skill; sd->subrace[RC_DRAGON]+=skill; } if(sc->count){ if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex } if(sc->data[SC_SIEGFRIED]){ i = sc->data[SC_SIEGFRIED]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] += i; sd->subele[ELE_WIND] += i; sd->subele[ELE_POISON] += i; sd->subele[ELE_HOLY] += i; sd->subele[ELE_DARK] += i; sd->subele[ELE_GHOST] += i; sd->subele[ELE_UNDEAD] += i; } if(sc->data[SC_PROVIDENCE]){ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; } if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist. sd->subele[sc->data[SC_ARMOR_ELEMENT]->val1] += sc->data[SC_ARMOR_ELEMENT]->val2; sd->subele[sc->data[SC_ARMOR_ELEMENT]->val3] += sc->data[SC_ARMOR_ELEMENT]->val4; } } status_cpy(&sd->battle_status, status); status_calc_bl(&sd->bl, SCB_ALL); //Status related changes. status = &sd->battle_status; //Need to compare versus this. // ----- CLIENT-SIDE REFRESH ----- if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) clif_skillinfoblock(sd); if(b_status.speed != status->speed) clif_updatestatus(sd,SP_SPEED); if(b_weight != sd->weight) clif_updatestatus(sd,SP_WEIGHT); if(b_max_weight != sd->max_weight) { clif_updatestatus(sd,SP_MAXWEIGHT); pc_updateweightstatus(sd); } if(b_status.str != status->str) clif_updatestatus(sd,SP_STR); if(b_status.agi != status->agi) clif_updatestatus(sd,SP_AGI); if(b_status.vit != status->vit) clif_updatestatus(sd,SP_VIT); if(b_status.int_ != status->int_) clif_updatestatus(sd,SP_INT); if(b_status.dex != status->dex) clif_updatestatus(sd,SP_DEX); if(b_status.luk != status->luk) clif_updatestatus(sd,SP_LUK); if(b_status.hit != status->hit) clif_updatestatus(sd,SP_HIT); if(b_status.flee != status->flee) clif_updatestatus(sd,SP_FLEE1); if(b_status.amotion != status->amotion) clif_updatestatus(sd,SP_ASPD); if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk) clif_updatestatus(sd,SP_ATK1); if(b_status.def != status->def) clif_updatestatus(sd,SP_DEF1); if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2) clif_updatestatus(sd,SP_ATK2); if(b_status.def2 != status->def2) clif_updatestatus(sd,SP_DEF2); if(b_status.flee2 != status->flee2) clif_updatestatus(sd,SP_FLEE2); if(b_status.cri != status->cri) clif_updatestatus(sd,SP_CRITICAL); if(b_status.matk_max != status->matk_max) clif_updatestatus(sd,SP_MATK1); if(b_status.matk_min != status->matk_min) clif_updatestatus(sd,SP_MATK2); if(b_status.mdef != status->mdef) clif_updatestatus(sd,SP_MDEF1); if(b_status.mdef2 != status->mdef2) clif_updatestatus(sd,SP_MDEF2); if(b_status.rhw.range != status->rhw.range) clif_updatestatus(sd,SP_ATTACKRANGE); if(b_status.max_hp != status->max_hp) clif_updatestatus(sd,SP_MAXHP); if(b_status.max_sp != status->max_sp) clif_updatestatus(sd,SP_MAXSP); if(b_status.hp != status->hp) clif_updatestatus(sd,SP_HP); if(b_status.sp != status->sp) clif_updatestatus(sd,SP_SP); calculating = 0; return 0; } int status_calc_homunculus(struct homun_data *hd, int first) { struct status_data b_status, *status; struct s_homunculus *hom; int skill; int amotion; memcpy(&b_status, &hd->base_status, sizeof(struct status_data)); hom = &hd->homunculus; status = &hd->base_status; status->str = hom->str / 10; status->agi = hom->agi / 10; status->vit = hom->vit / 10; status->dex = hom->dex / 10; status->int_ = hom->int_ / 10; status->luk = hom->luk / 10; if (first) { //[orn] const struct s_homunculus_db *db = hd->homunculusDB; status->def_ele = db->element; status->ele_lv = 1; status->race = db->race; status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; status->rhw.range = 1 + status->size; status->mode = MD_CANMOVE|MD_CANATTACK; status->speed = DEFAULT_WALK_SPEED; if (battle_config.hom_setting&0x8 && hd->master) status->speed = status_get_speed(&hd->master->bl); status->hp = 1; status->sp = 1; } skill = hom->level/10 + status->vit/5; status->def = cap_value(skill, 0, 99); skill = hom->level/10 + status->int_/5; status->mdef = cap_value(skill, 0, 99); status->max_hp = hom->max_hp ; status->max_sp = hom->max_sp ; merc_hom_calc_skilltree(hd); if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) status->def += skill * 4; if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0) { status->int_ += 1 +skill/2 +skill/4 +skill/5; status->str += 1 +skill/3 +skill/3 +skill/4; } if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) status->max_hp += skill * 2 * status->max_hp / 100; if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ; if (first) { hd->battle_status.hp = hom->hp ; hd->battle_status.sp = hom->sp ; } status->rhw.atk = status->dex; status->rhw.atk2 = status->str + hom->level; status->aspd_rate = 1000; amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000; status->amotion = cap_value(amotion,battle_config.max_aspd,2000); status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. status_calc_misc(&hd->bl, status, hom->level); status_cpy(&hd->battle_status, status); status_calc_bl(&hd->bl, SCB_ALL); //Status related changes. if( memcmp(&b_status, status, sizeof(struct status_data)) && !first ) clif_hominfo(hd->master,hd,0) ; return 1; } static unsigned short status_calc_str(struct block_list *,struct status_change *,int); static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); static unsigned short status_calc_int(struct block_list *,struct status_change *,int); static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); static unsigned short status_calc_batk(struct block_list *,struct status_change *,int); static unsigned short status_calc_watk(struct block_list *,struct status_change *,int); static unsigned short status_calc_matk(struct block_list *,struct status_change *,int); static signed short status_calc_hit(struct block_list *,struct status_change *,int); static signed short status_calc_critical(struct block_list *,struct status_change *,int); static signed short status_calc_flee(struct block_list *,struct status_change *,int); static signed short status_calc_flee2(struct block_list *,struct status_change *,int); static signed char status_calc_def(struct block_list *,struct status_change *,int); static signed short status_calc_def2(struct block_list *,struct status_change *,int); static signed char status_calc_mdef(struct block_list *,struct status_change *,int); static signed short status_calc_mdef2(struct block_list *,struct status_change *,int); static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int); static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); //Calculates base regen values. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) { struct map_session_data *sd; int val, skill; if (!(bl->type&BL_REGEN) || !regen) return; BL_CAST(BL_PC,bl,sd); val = 1 + (status->vit/5) + (status->max_hp/200); if (sd && sd->hprecov_rate != 100) val = val*sd->hprecov_rate/100; regen->hp = cap_value(val, 1, SHRT_MAX); val = 1 + (status->int_/6) + (status->max_sp/100); if(status->int_ >= 120) val += ((status->int_-120)>>1) + 4; if(sd && sd->sprecov_rate != 100) val = val*sd->sprecov_rate/100; regen->sp = cap_value(val, 1, SHRT_MAX); if(sd) { struct regen_data_sub *sregen; if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { val = regen->sp*(100+3*skill)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } //Only players have skill/sitting skill regen for now. sregen = regen->sregen; val = 0; if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) val += skill*5 + skill*status->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) val += skill*3 + skill*status->max_sp/500; if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0) val += skill*3 + skill*status->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); // Skill-related recovery (only when sit) sregen = regen->ssregen; val = 0; if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) val += skill*4 + skill*status->max_hp/500; if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest) val += skill*30 + skill*status->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest) { val += skill*3 + skill*status->max_sp/500; if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest val += (30+10*skill)*val/100; } if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) val += skill*2 + skill*status->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); } if(bl->type==BL_HOM) { struct homun_data *hd = (TBL_HOM*)bl; if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) { val = regen->hp*(100+5*skill)/100; regen->hp = cap_value(val, 1, SHRT_MAX); } if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) { val = regen->sp*(100+3*skill)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } } } //Calculates SC related regen rates. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) { if (!(bl->type&BL_REGEN) || !regen) return; regen->flag = RGN_HP|RGN_SP; if(regen->sregen) { if (regen->sregen->hp) regen->flag|=RGN_SHP; if (regen->sregen->sp) regen->flag|=RGN_SSP; regen->sregen->rate.hp = regen->sregen->rate.sp = 1; } if (regen->ssregen) { if (regen->ssregen->hp) regen->flag|=RGN_SHP; if (regen->ssregen->sp) regen->flag|=RGN_SSP; regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; } regen->rate.hp = regen->rate.sp = 1; if (!sc || !sc->count) return; if ( (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) || sc->data[SC_BERSERK] || sc->data[SC_TRICKDEAD] || sc->data[SC_BLEEDING] ) //No regen regen->flag = 0; if ( sc->data[SC_EXTREMITYFIST] || sc->data[SC_DANCING] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ) //No natural SP regen regen->flag &=~RGN_SP; if( sc->data[SC_TENSIONRELAX] ) { regen->rate.hp += 2; if (regen->sregen) regen->sregen->rate.hp += 3; } if (sc->data[SC_MAGNIFICAT]) { regen->rate.hp += 1; regen->rate.sp += 1; } if (sc->data[SC_REGENERATION]) { const struct status_change_entry *sce = sc->data[SC_REGENERATION]; if (!sce->val4) { regen->rate.hp += sce->val2; regen->rate.sp += sce->val3; } else regen->flag&=~sce->val4; //Remove regen as specified by val4 } } //Calculates some attributes that depends on modified stats from status changes. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) { struct status_data *status = &sd->battle_status, *b_status = &sd->base_status; int skill; if(flag&(SCB_MAXHP|SCB_VIT)) { flag|=SCB_MAXHP; //Ensures client-side refresh status->max_hp = status_base_pc_maxhp(sd,status); status->max_hp += b_status->max_hp - sd->status.max_hp; status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp); if(status->max_hp > (unsigned int)battle_config.max_hp) status->max_hp = battle_config.max_hp; else if(!status->max_hp) status->max_hp = 1; if(status->hp > status->max_hp) { status->hp = status->max_hp; clif_updatestatus(sd,SP_HP); } } if(flag&(SCB_MAXSP|SCB_INT)) { flag|=SCB_MAXSP; status->max_sp = status_base_pc_maxsp(sd,status); status->max_sp += b_status->max_sp - sd->status.max_sp; status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); if(status->max_sp > (unsigned int)battle_config.max_sp) status->max_sp = battle_config.max_sp; else if(!status->max_sp) status->max_sp = 1; if(status->sp > status->max_sp) { status->sp = status->max_sp; clif_updatestatus(sd,SP_SP); } } if(flag&SCB_MATK) { //New matk status->matk_min = status_base_matk_min(status); status->matk_max = status_base_matk_max(status); //Bonuses from previous matk if(sd->matk_rate != 100){ status->matk_max = status->matk_max * sd->matk_rate/100; status->matk_min = status->matk_min * sd->matk_rate/100; } status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min); status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max); if(sd->sc.data[SC_MAGICPOWER]) { //Store current matk values sd->sc.mp_matk_min = status->matk_min; sd->sc.mp_matk_max = status->matk_max; } } if(flag&SCB_SPEED) { if(status->speed < battle_config.max_walk_speed) status->speed = battle_config.max_walk_speed; if ((skill=pc_checkskill(sd,SA_FREECAST))>0) { //Store casting walk speed for quick restoration. [Skotlex] sd->prev_speed = status->speed * (175-5*skill)/100; if(sd->ud.skilltimer != -1) { //Swap speed. skill = status->speed; status->speed = sd->prev_speed; sd->prev_speed = skill; } } } if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { flag|=SCB_ASPD; skill = status_base_amotion_pc(sd,status); status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); // Apply all relative modifiers if(status->aspd_rate != 1000) skill = skill *status->aspd_rate/1000; status->amotion = cap_value(skill,battle_config.max_aspd,2000); status->adelay = 2*status->amotion; if ((skill=pc_checkskill(sd,SA_FREECAST))>0) { //Store casting adelay for quick restoration. [Skotlex] sd->prev_adelay = status->adelay*(150-5*skill)/100; if(sd->ud.skilltimer != -1) { //Swap adelay. skill = status->adelay; status->adelay = sd->prev_adelay; sd->prev_adelay = skill; } } } if(flag&(SCB_AGI|SCB_DSPD)) { if (b_status->agi == status->agi) status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion); else { skill = 800-status->agi*4; status->dmotion = cap_value(skill, 400, 800); if(battle_config.pc_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; //It's safe to ignore b_status->dmotion since no bonus affects it. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion); } } if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP)) status_calc_regen(&sd->bl, status, &sd->regen); if(flag&SCB_REGEN) status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc); if (flag == SCB_ALL) return; //Refresh is done on invoking function (status_calc_pc) if(flag&SCB_STR) clif_updatestatus(sd,SP_STR); if(flag&SCB_AGI) clif_updatestatus(sd,SP_AGI); if(flag&SCB_VIT) clif_updatestatus(sd,SP_VIT); if(flag&SCB_INT) clif_updatestatus(sd,SP_INT); if(flag&SCB_DEX) clif_updatestatus(sd,SP_DEX); if(flag&SCB_LUK) clif_updatestatus(sd,SP_LUK); if(flag&SCB_HIT) clif_updatestatus(sd,SP_HIT); if(flag&SCB_FLEE) clif_updatestatus(sd,SP_FLEE1); if(flag&SCB_ASPD) clif_updatestatus(sd,SP_ASPD); if(flag&SCB_SPEED) clif_updatestatus(sd,SP_SPEED); if(flag&(SCB_BATK|SCB_WATK)) clif_updatestatus(sd,SP_ATK1); if(flag&SCB_DEF) clif_updatestatus(sd,SP_DEF1); if(flag&SCB_WATK) clif_updatestatus(sd,SP_ATK2); if(flag&SCB_DEF2) clif_updatestatus(sd,SP_DEF2); if(flag&SCB_FLEE2) clif_updatestatus(sd,SP_FLEE2); if(flag&SCB_CRI) clif_updatestatus(sd,SP_CRITICAL); if(flag&SCB_MATK) { clif_updatestatus(sd,SP_MATK1); clif_updatestatus(sd,SP_MATK2); } if(flag&SCB_MDEF) clif_updatestatus(sd,SP_MDEF1); if(flag&SCB_MDEF2) clif_updatestatus(sd,SP_MDEF2); if(flag&SCB_RANGE) clif_updatestatus(sd,SP_ATTACKRANGE); if(flag&SCB_MAXHP) clif_updatestatus(sd,SP_MAXHP); if(flag&SCB_MAXSP) clif_updatestatus(sd,SP_MAXSP); } //Calculates some attributes that depends on modified stats from status changes. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] { struct status_data *status = &hd->battle_status, *b_status = &hd->base_status; int skill = 0; if(flag&(SCB_MAXHP|SCB_VIT)) { flag|=SCB_MAXHP; //Ensures client-side refresh // Apply relative modifiers from equipment if(status->max_hp > (unsigned int)battle_config.max_hp) status->max_hp = battle_config.max_hp; else if(!status->max_hp) status->max_hp = 1; if(status->hp > status->max_hp) status->hp = status->max_hp; } if(flag&(SCB_MAXSP|SCB_INT)) { flag|=SCB_MAXSP; if(status->max_sp > (unsigned int)battle_config.max_sp) status->max_sp = battle_config.max_sp; else if(!status->max_sp) status->max_sp = 1; if(status->sp > status->max_sp) status->sp = status->max_sp; } if(flag&(SCB_VIT|SCB_DEF)) { //Since vit affects def, recalculate def. flag|=SCB_DEF; status->def = status_calc_def(&hd->bl, &hd->sc, b_status->def); status->def+=(status->vit/5 - b_status->vit/5); } if(flag&(SCB_INT|SCB_MDEF)) { flag|=SCB_MDEF; status->mdef = status_calc_mdef(&hd->bl, &hd->sc, b_status->mdef); status->mdef+= (status->int_/5 - b_status->int_/5); } if(flag&SCB_DEX) { flag |=SCB_WATK; status->rhw.atk = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk); status->rhw.atk+= (status->dex - b_status->dex); } if(flag&SCB_STR) { flag |=SCB_WATK; status->rhw.atk2 = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk2); status->rhw.atk2+= (status->str - b_status->str); } if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk) status->rhw.atk2 = status->rhw.atk; if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk status->matk_min = status->matk_max; if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master) status->speed = status_get_speed(&hd->master->bl); if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { flag|=SCB_ASPD; skill = (1000 -4*status->agi -status->dex) *hd->homunculusDB->baseASPD/1000; status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate); if(status->aspd_rate != 1000) skill = skill*status->aspd_rate/1000; status->amotion = cap_value(skill,battle_config.max_aspd,2000); status->adelay = status->amotion; } if(flag&(SCB_AGI|SCB_DSPD)) { skill = 800-status->agi*4; status->dmotion = cap_value(skill, 400, 800); status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion); } if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL) status_calc_regen(&hd->bl, status, &hd->regen); if(flag&SCB_REGEN) status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc); if (flag == SCB_ALL) return; //Refresh is done on invoking function (status_calc_hom) if (hd->master && flag&( SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK| SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2| SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2| SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED| SCB_RANGE|SCB_MAXHP|SCB_MAXSP) ) clif_hominfo(hd->master,hd,0); } void status_calc_bl(struct block_list *bl, unsigned long flag) { struct status_data *b_status, *status; struct status_change *sc; int temp; TBL_PC *sd; b_status = status_get_base_status(bl); status = status_get_status_data(bl); sc = status_get_sc(bl); if (!b_status || !status) return; BL_CAST(BL_PC,bl,sd); if(sd && flag&SCB_PC) { //Recalc everything. status_calc_pc(sd,0); return; } if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. status_cpy(status, b_status); return; } if(flag&SCB_STR) { status->str = status_calc_str(bl, sc, b_status->str); flag|=SCB_BATK; } if(flag&SCB_AGI) { status->agi = status_calc_agi(bl, sc, b_status->agi); flag|=SCB_FLEE; } if(flag&SCB_VIT) { status->vit = status_calc_vit(bl, sc, b_status->vit); flag|=SCB_DEF2|SCB_MDEF2; } if(flag&SCB_INT) { status->int_ = status_calc_int(bl, sc, b_status->int_); flag|=SCB_MATK|SCB_MDEF2; } if(flag&SCB_DEX) { status->dex = status_calc_dex(bl, sc, b_status->dex); flag|=SCB_BATK|SCB_HIT; } if(flag&SCB_LUK) { status->luk = status_calc_luk(bl, sc, b_status->luk); flag|=SCB_BATK|SCB_CRI|SCB_FLEE2; } if(flag&SCB_BATK && b_status->batk) { status->batk = status_base_atk(bl,status); temp = b_status->batk - status_base_atk(bl,b_status); if (temp) status->batk += temp; status->batk = status_calc_batk(bl, sc, status->batk); } if(flag&SCB_WATK) { status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk); if (!sd) //Should not affect weapon refine bonus status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2); if(b_status->lhw.atk) { if (sd) { sd->state.lr_flag = 1; status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); sd->state.lr_flag = 0; } else { status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2); } } } if(flag&SCB_HIT) { if (status->dex == b_status->dex) status->hit = status_calc_hit(bl, sc, b_status->hit); else status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex)); } if(flag&SCB_FLEE) { if (status->agi == b_status->agi) status->flee = status_calc_flee(bl, sc, b_status->flee); else status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)); } if(flag&SCB_DEF) status->def = status_calc_def(bl, sc, b_status->def); if(flag&SCB_DEF2) { if (status->vit == b_status->vit) status->def2 = status_calc_def2(bl, sc, b_status->def2); else status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit)); } if(flag&SCB_MDEF) status->mdef = status_calc_mdef(bl, sc, b_status->mdef); if(flag&SCB_MDEF2) { if (status->int_ == b_status->int_ && status->vit == b_status->vit) status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); else status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1)); } if(flag&SCB_SPEED) { struct unit_data *ud = unit_bl2ud(bl); status->speed = status_calc_speed(bl, sc, b_status->speed); //Re-walk to adjust speed (we do not check if walktimer != -1 //because if you step on something while walking, the moment this //piece of code triggers the walk-timer is set on -1) [Skotlex] if (ud) ud->state.change_walk_target = ud->state.speed_changed = 1; } if(flag&SCB_CRI && b_status->cri) { if (status->luk == b_status->luk) status->cri = status_calc_critical(bl, sc, b_status->cri); else status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk)); } if(flag&SCB_FLEE2 && b_status->flee2) { if (status->luk == b_status->luk) status->flee2 = status_calc_flee2(bl, sc, b_status->flee2); else status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk)); } if(flag&SCB_ATK_ELE) { status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); if (sd) sd->state.lr_flag = 1; status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); if (sd) sd->state.lr_flag = 0; } if(flag&SCB_DEF_ELE) { status->def_ele = status_calc_element(bl, sc, b_status->def_ele); status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); } if(flag&SCB_MODE) { status->mode = status_calc_mode(bl, sc, b_status->mode); //Since mode changed, reset their state. if (!(status->mode&MD_CANATTACK)) unit_stop_attack(bl); if (!(status->mode&MD_CANMOVE)) unit_stop_walking(bl,0); } // No status changes alter these yet. // if(flag&SCB_SIZE) // if(flag&SCB_RACE) // if(flag&SCB_RANGE) if(sd) { //The remaining are handled quite different by players, so use their own function. status_calc_bl_sub_pc(sd, flag); return; } if(flag&SCB_MAXHP) { status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued? status->hp = status->max_hp; } if(flag&SCB_MAXSP) { status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); if (status->sp > status->max_sp) status->sp = status->max_sp; } if(flag&SCB_MATK) { status->matk_min = status_base_matk_min(status); status->matk_max = status_base_matk_max(status); status->matk_min = status_calc_matk(bl, sc, status->matk_min); status->matk_max = status_calc_matk(bl, sc, status->matk_max); if(sc->data[SC_MAGICPOWER]) { //Store current matk values sc->mp_matk_min = status->matk_min; sc->mp_matk_max = status->matk_max; } } if(bl->type == BL_HOM) { //The remaining are handled quite different by homunculus, so use their own function. status_calc_bl_sub_hom((TBL_HOM*)bl, flag); return; } if(flag&SCB_ASPD) { status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate); temp = status->aspd_rate*b_status->amotion/1000; status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000); temp = status->aspd_rate*b_status->adelay/1000; status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000); } if(flag&SCB_DSPD) status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); if(bl->type&BL_REGEN) { if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP)) status_calc_regen(bl, status, status_get_regen_data(bl)); if(flag&SCB_REGEN) status_calc_regen_rate(bl, status_get_regen_data(bl), sc); } } /*========================================== * Apply shared stat mods from status changes [DracoRPG] *------------------------------------------*/ static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) { if(!sc || !sc->count) return cap_value(str,0,USHRT_MAX); if(sc->data[SC_INCALLSTATUS]) str += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCSTR]) str += sc->data[SC_INCSTR]->val1; if(sc->data[SC_STRFOOD]) str += sc->data[SC_STRFOOD]->val1; if(sc->data[SC_BATTLEORDERS]) str += 5; if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16) str += (sc->data[SC_GUILDAURA]->val3)>>16; if(sc->data[SC_LOUD]) str += 4; if(sc->data[SC_TRUESIGHT]) str += 5; if(sc->data[SC_SPURT]) str += 10; if(sc->data[SC_NEN]) str += sc->data[SC_NEN]->val1; if(sc->data[SC_BLESSING]){ if(sc->data[SC_BLESSING]->val2) str += sc->data[SC_BLESSING]->val2; else str >>= 1; } if(sc->data[SC_MARIONETTE]) str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; if(sc->data[SC_MARIONETTE2]) str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50) str = 50; return (unsigned short)cap_value(str,0,USHRT_MAX); } static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) { if(!sc || !sc->count) return cap_value(agi,0,USHRT_MAX); if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100; if(sc->data[SC_INCALLSTATUS]) agi += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCAGI]) agi += sc->data[SC_INCAGI]->val1; if(sc->data[SC_AGIFOOD]) agi += sc->data[SC_AGIFOOD]->val1; if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16) agi += (sc->data[SC_GUILDAURA]->val4)>>16; if(sc->data[SC_TRUESIGHT]) agi += 5; if(sc->data[SC_INCREASEAGI]) agi += sc->data[SC_INCREASEAGI]->val2; if(sc->data[SC_INCREASING]) agi += 4; // added based on skill updates [Reddozen] if(sc->data[SC_DECREASEAGI]) agi -= sc->data[SC_DECREASEAGI]->val2; if(sc->data[SC_QUAGMIRE]) agi -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) agi -= sc->data[SC_SUITON]->val2; if(sc->data[SC_MARIONETTE]) agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; if(sc->data[SC_MARIONETTE2]) agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50) agi = 50; return (unsigned short)cap_value(agi,0,USHRT_MAX); } static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) { if(!sc || !sc->count) return cap_value(vit,0,USHRT_MAX); if(sc->data[SC_INCALLSTATUS]) vit += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCVIT]) vit += sc->data[SC_INCVIT]->val1; if(sc->data[SC_VITFOOD]) vit += sc->data[SC_VITFOOD]->val1; if(sc->data[SC_CHANGE]) vit += sc->data[SC_CHANGE]->val2; if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF) vit += sc->data[SC_GUILDAURA]->val3&0xFFFF; if(sc->data[SC_TRUESIGHT]) vit += 5; if(sc->data[SC_STRIPARMOR]) vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; if(sc->data[SC_MARIONETTE]) vit -= sc->data[SC_MARIONETTE]->val3&0xFF; if(sc->data[SC_MARIONETTE2]) vit += sc->data[SC_MARIONETTE2]->val3&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50) vit = 50; return (unsigned short)cap_value(vit,0,USHRT_MAX); } static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) { if(!sc || !sc->count) return cap_value(int_,0,USHRT_MAX); if(sc->data[SC_INCALLSTATUS]) int_ += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCINT]) int_ += sc->data[SC_INCINT]->val1; if(sc->data[SC_INTFOOD]) int_ += sc->data[SC_INTFOOD]->val1; if(sc->data[SC_CHANGE]) int_ += sc->data[SC_CHANGE]->val3; if(sc->data[SC_BATTLEORDERS]) int_ += 5; if(sc->data[SC_TRUESIGHT]) int_ += 5; if(sc->data[SC_BLESSING]){ if (sc->data[SC_BLESSING]->val2) int_ += sc->data[SC_BLESSING]->val2; else int_ >>= 1; } if(sc->data[SC_STRIPHELM]) int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; if(sc->data[SC_NEN]) int_ += sc->data[SC_NEN]->val1; if(sc->data[SC_MARIONETTE]) int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; if(sc->data[SC_MARIONETTE2]) int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50) int_ = 50; return (unsigned short)cap_value(int_,0,USHRT_MAX); } static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) { if(!sc || !sc->count) return cap_value(dex,0,USHRT_MAX); if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100; if(sc->data[SC_INCALLSTATUS]) dex += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCDEX]) dex += sc->data[SC_INCDEX]->val1; if(sc->data[SC_DEXFOOD]) dex += sc->data[SC_DEXFOOD]->val1; if(sc->data[SC_BATTLEORDERS]) dex += 5; if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF) dex += sc->data[SC_GUILDAURA]->val4&0xFFFF; if(sc->data[SC_TRUESIGHT]) dex += 5; if(sc->data[SC_QUAGMIRE]) dex -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_BLESSING]){ if (sc->data[SC_BLESSING]->val2) dex += sc->data[SC_BLESSING]->val2; else dex >>= 1; } if(sc->data[SC_INCREASING]) dex += 4; // added based on skill updates [Reddozen] if(sc->data[SC_MARIONETTE]) dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; if(sc->data[SC_MARIONETTE2]) dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50) dex = 50; return (unsigned short)cap_value(dex,0,USHRT_MAX); } static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) { if(!sc || !sc->count) return cap_value(luk,0,USHRT_MAX); if(sc->data[SC_CURSE]) return 0; if(sc->data[SC_INCALLSTATUS]) luk += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCLUK]) luk += sc->data[SC_INCLUK]->val1; if(sc->data[SC_LUKFOOD]) luk += sc->data[SC_LUKFOOD]->val1; if(sc->data[SC_TRUESIGHT]) luk += 5; if(sc->data[SC_GLORIA]) luk += 30; if(sc->data[SC_MARIONETTE]) luk -= sc->data[SC_MARIONETTE]->val4&0xFF; if(sc->data[SC_MARIONETTE2]) luk += sc->data[SC_MARIONETTE2]->val4&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50) luk = 50; return (unsigned short)cap_value(luk,0,USHRT_MAX); } static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk) { if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); if(sc->data[SC_INCBASEATK]) batk += sc->data[SC_INCBASEATK]->val1; if(sc->data[SC_ATKPOTION]) batk += sc->data[SC_ATKPOTION]->val1; if(sc->data[SC_BATKFOOD]) batk += sc->data[SC_BATKFOOD]->val1; if(sc->data[SC_INCATKRATE]) batk += batk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) batk += batk * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_CONCENTRATION]) batk += batk * sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_SKE]) batk += batk * 3; if(sc->data[SC_BLOODLUST]) batk += batk * sc->data[SC_BLOODLUST]->val2/100; if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) batk -= batk * 25/100; if(sc->data[SC_CURSE]) batk -= batk * 25/100; //Curse shouldn't effect on this? <- Curse OR Bleeding?? // if(sc->data[SC_BLEEDING]) // batk -= batk * 25/100; if(sc->data[SC_FLEET]) batk += batk * sc->data[SC_FLEET]->val3/100; if(sc->data[SC_GATLINGFEVER]) batk += sc->data[SC_GATLINGFEVER]->val3; if(sc->data[SC_MADNESSCANCEL]) batk += 100; return (unsigned short)cap_value(batk,0,USHRT_MAX); } static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk) { if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); if(sc->data[SC_IMPOSITIO]) watk += sc->data[SC_IMPOSITIO]->val2; if(sc->data[SC_WATKFOOD]) watk += sc->data[SC_WATKFOOD]->val1; if(sc->data[SC_DRUMBATTLE]) watk += sc->data[SC_DRUMBATTLE]->val2; if(sc->data[SC_VOLCANO]) watk += sc->data[SC_VOLCANO]->val2; if(sc->data[SC_INCATKRATE]) watk += watk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) watk += watk * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_CONCENTRATION]) watk += watk * sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_SKE]) watk += watk * 3; if(sc->data[SC_NIBELUNGEN]) { if (bl->type != BL_PC) watk += sc->data[SC_NIBELUNGEN]->val2; else { TBL_PC *sd = (TBL_PC*)bl; int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) watk += sc->data[SC_NIBELUNGEN]->val2; } } if(sc->data[SC_BLOODLUST]) watk += watk * sc->data[SC_BLOODLUST]->val2/100; if(sc->data[SC_FLEET]) watk += watk * sc->data[SC_FLEET]->val3/100; if(sc->data[SC_CURSE]) watk -= watk * 25/100; if(sc->data[SC_STRIPWEAPON]) watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100; return (unsigned short)cap_value(watk,0,USHRT_MAX); } static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk) { if(!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); if(sc->data[SC_MATKPOTION]) matk += sc->data[SC_MATKPOTION]->val1; if(sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if(sc->data[SC_MAGICPOWER]) matk += matk * sc->data[SC_MAGICPOWER]->val3/100; if(sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/100; if(sc->data[SC_INCMATKRATE]) matk += matk * sc->data[SC_INCMATKRATE]->val1/100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) { if(!sc || !sc->count) return cap_value(critical,10,SHRT_MAX); if (sc->data[SC_INCCRI]) critical += sc->data[SC_INCCRI]->val2; if (sc->data[SC_EXPLOSIONSPIRITS]) critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; if (sc->data[SC_FORTUNE]) critical += sc->data[SC_FORTUNE]->val2; if (sc->data[SC_TRUESIGHT]) critical += sc->data[SC_TRUESIGHT]->val2; if(sc->data[SC_CLOAKING]) critical += critical; return (short)cap_value(critical,10,SHRT_MAX); } static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) { if(!sc || !sc->count) return cap_value(hit,1,SHRT_MAX); if(sc->data[SC_INCHIT]) hit += sc->data[SC_INCHIT]->val1; if(sc->data[SC_HITFOOD]) hit += sc->data[SC_HITFOOD]->val1; if(sc->data[SC_TRUESIGHT]) hit += sc->data[SC_TRUESIGHT]->val3; if(sc->data[SC_HUMMING]) hit += sc->data[SC_HUMMING]->val2; if(sc->data[SC_CONCENTRATION]) hit += sc->data[SC_CONCENTRATION]->val3; if(sc->data[SC_INCHITRATE]) hit += hit * sc->data[SC_INCHITRATE]->val1/100; if(sc->data[SC_BLIND]) hit -= hit * 25/100; if(sc->data[SC_ADJUSTMENT]) hit -= 30; if(sc->data[SC_INCREASING]) hit += 20; // RockmanEXE; changed based on updated [Reddozen] return (short)cap_value(hit,1,SHRT_MAX); } static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee) { if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex] flee -= flee * battle_config.gvg_flee_penalty/100; if(!sc || !sc->count) return cap_value(flee,1,SHRT_MAX); if(sc->data[SC_INCFLEE]) flee += sc->data[SC_INCFLEE]->val1; if(sc->data[SC_FLEEFOOD]) flee += sc->data[SC_FLEEFOOD]->val1; if(sc->data[SC_WHISTLE]) flee += sc->data[SC_WHISTLE]->val2; if(sc->data[SC_WINDWALK]) flee += sc->data[SC_WINDWALK]->val2; if(sc->data[SC_INCFLEERATE]) flee += flee * sc->data[SC_INCFLEERATE]->val1/100; if(sc->data[SC_VIOLENTGALE]) flee += sc->data[SC_VIOLENTGALE]->val2; if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] flee += sc->data[SC_MOON_COMFORT]->val2; if(sc->data[SC_CLOSECONFINE]) flee += 10; if(sc->data[SC_SPIDERWEB]) flee -= flee * 50/100; if(sc->data[SC_BERSERK]) flee -= flee * 50/100; if(sc->data[SC_BLIND]) flee -= flee * 25/100; if(sc->data[SC_ADJUSTMENT]) flee += 30; if(sc->data[SC_GATLINGFEVER]) flee -= sc->data[SC_GATLINGFEVER]->val4; if(sc->data[SC_SPEED]) flee += 10 + sc->data[SC_SPEED]->val1 * 10 ; return (short)cap_value(flee,1,SHRT_MAX); } static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) { if(!sc || !sc->count) return cap_value(flee2,10,SHRT_MAX); if(sc->data[SC_INCFLEE2]) flee2 += sc->data[SC_INCFLEE2]->val2; if(sc->data[SC_WHISTLE]) flee2 += sc->data[SC_WHISTLE]->val3*10; return (short)cap_value(flee2,10,SHRT_MAX); } static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def) { if(!sc || !sc->count) return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return sc->data[SC_SKA]->val3; if(sc->data[SC_BARRIER]) return 100; if(sc->data[SC_KEEPING]) return 90; if(sc->data[SC_STEELBODY]) return 90; if(sc->data[SC_INCDEF]) def += sc->data[SC_INCDEF]->val1; if(sc->data[SC_ARMORCHANGE]) def += sc->data[SC_ARMORCHANGE]->val2; if(sc->data[SC_DRUMBATTLE]) def += sc->data[SC_DRUMBATTLE]->val3; if(sc->data[SC_DEFENCE]) //[orn] def += sc->data[SC_DEFENCE]->val2 ; if(sc->data[SC_INCDEFRATE]) def += def * sc->data[SC_INCDEFRATE]->val1/100; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) def >>=1; if(sc->data[SC_FREEZE]) def >>=1; if(sc->data[SC_SIGNUMCRUCIS]) def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100; if(sc->data[SC_CONCENTRATION]) def -= def * sc->data[SC_CONCENTRATION]->val4/100; if(sc->data[SC_SKE]) def >>=1; if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> def -= def * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_STRIPSHIELD]) def -= def * sc->data[SC_STRIPSHIELD]->val2/100; if (sc->data[SC_FLING]) def -= def * (sc->data[SC_FLING]->val2)/100; return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX); } static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) { if(!sc || !sc->count) return cap_value(def2,1,SHRT_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_ETERNALCHAOS]) return 0; if(sc->data[SC_SUN_COMFORT]) def2 += sc->data[SC_SUN_COMFORT]->val2; if(sc->data[SC_ANGELUS]) def2 += def2 * sc->data[SC_ANGELUS]->val2/100; if(sc->data[SC_CONCENTRATION]) def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100; if(sc->data[SC_POISON]) def2 -= def2 * 25/100; if(sc->data[SC_DPOISON]) def2 -= def2 * 25/100; if(sc->data[SC_SKE]) def2 -= def2 * 50/100; if(sc->data[SC_PROVOKE]) def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_JOINTBEAT]){ def2 -= def2 * ( ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) + ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) ); } if(sc->data[SC_FLING]) def2 -= def2 * (sc->data[SC_FLING]->val3)/100; return (short)cap_value(def2,1,SHRT_MAX); } static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) { if(!sc || !sc->count) return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_BARRIER]) return 100; if(sc->data[SC_STEELBODY]) return 90; if(sc->data[SC_SKA]) return 90; if(sc->data[SC_ARMORCHANGE]) mdef += sc->data[SC_ARMORCHANGE]->val3; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) mdef += 25*mdef/100; if(sc->data[SC_FREEZE]) mdef += 25*mdef/100; if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0) mdef += sc->data[SC_ENDURE]->val1; if(sc->data[SC_INCMDEFRATE]) mdef += mdef * sc->data[SC_INCMDEFRATE]->val1/100; return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX); } static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) { if(!sc || !sc->count) return cap_value(mdef2,1,SHRT_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_MINDBREAKER]) mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; return (short)cap_value(mdef2,1,SHRT_MAX); } static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) { if(!sc || !sc->count) return cap_value(speed,10,USHRT_MAX); // Fixed reductions if(sc->data[SC_CURSE]) speed += 450; if(sc->data[SC_SWOO]) speed += 450; //Let's use Curse's slow down momentarily (exact value unknown) if(sc->data[SC_WEDDING]) speed += 300; if(!sc->data[SC_GATLINGFEVER]) { //% increases (they don't stack, with a few exceptions) if(sc->data[SC_SPEEDUP1]) speed -= speed * 50/100; else if(sc->data[SC_AVOID]) speed -= speed * sc->data[SC_AVOID]->val2/100; if(sc->data[SC_RUN]) speed -= speed * 50/100; else if(sc->data[SC_SPEEDUP0]) speed -= speed * 25/100; else if(sc->data[SC_INCREASEAGI]) speed -= speed * 25/100; else if(sc->data[SC_FUSION]) speed -= speed * 25/100; else if(sc->data[SC_CARTBOOST]) speed -= speed * 20/100; else if(sc->data[SC_BERSERK]) speed -= speed * 20/100; else if(sc->data[SC_WINDWALK]) speed -= speed * sc->data[SC_WINDWALK]->val3/100; } //% reductions (they stack) if(sc->data[SC_DANCING] && sc->data[SC_DANCING]->val3&0xFFFF) speed += speed*(sc->data[SC_DANCING]->val3&0xFFFF)/100; if(sc->data[SC_DECREASEAGI]) speed = speed * 100/75; if(sc->data[SC_STEELBODY]) speed = speed * 100/75; if(sc->data[SC_QUAGMIRE]) speed = speed * 100/50; if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) speed = speed * 100/sc->data[SC_SUITON]->val3; if(sc->data[SC_DONTFORGETME]) speed = speed * 100/sc->data[SC_DONTFORGETME]->val3; if(sc->data[SC_DEFENDER]) speed = speed * 100/sc->data[SC_DEFENDER]->val3; if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) speed = speed * 100/75; if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE)) { speed = speed * 100/(100 - ( sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0 ) - ( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0 )); } if(sc->data[SC_CLOAKING]) speed = speed * 100 /( (sc->data[SC_CLOAKING]->val4&1?25:0) //Wall speed bonus +sc->data[SC_CLOAKING]->val3); //Normal adjustment bonus-> if(sc->data[SC_LONGING]) speed = speed * 100/sc->data[SC_LONGING]->val3; if(sc->data[SC_HIDING] && sc->data[SC_HIDING]->val3) speed = speed * 100/sc->data[SC_HIDING]->val3; if(sc->data[SC_CHASEWALK]) speed = speed * 100/sc->data[SC_CHASEWALK]->val3; if(sc->data[SC_GATLINGFEVER]) speed = speed * 100/75; if(sc->data[SC_SLOWDOWN]) speed = speed * 100/75; return (short)cap_value(speed,10,USHRT_MAX); } static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) { int i; if(!sc || !sc->count) return cap_value(aspd_rate,0,SHRT_MAX); if(!sc->data[SC_QUAGMIRE] && !sc->data[SC_DONTFORGETME]) { int max = 0; if(sc->data[SC_STAR_COMFORT]) max = sc->data[SC_STAR_COMFORT]->val2; if(sc->data[SC_TWOHANDQUICKEN] && max < sc->data[SC_TWOHANDQUICKEN]->val2) max = sc->data[SC_TWOHANDQUICKEN]->val2; if(sc->data[SC_ONEHAND] && max < sc->data[SC_ONEHAND]->val2) max = sc->data[SC_ONEHAND]->val2; if(sc->data[SC_ADRENALINE2] && max < sc->data[SC_ADRENALINE2]->val3) max = sc->data[SC_ADRENALINE2]->val3; if(sc->data[SC_ADRENALINE] && max < sc->data[SC_ADRENALINE]->val3) max = sc->data[SC_ADRENALINE]->val3; if(sc->data[SC_SPEARQUICKEN] && max < sc->data[SC_SPEARQUICKEN]->val2) max = sc->data[SC_SPEARQUICKEN]->val2; if(sc->data[SC_GATLINGFEVER] && max < sc->data[SC_GATLINGFEVER]->val2) max = sc->data[SC_GATLINGFEVER]->val2; if(sc->data[SC_FLEET] && max < sc->data[SC_FLEET]->val2) max = sc->data[SC_FLEET]->val2; if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) { if (bl->type!=BL_PC) max = sc->data[SC_ASSNCROS]->val2; else switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_SHOTGUN: case W_GATLING: case W_GRENADE: break; default: max = sc->data[SC_ASSNCROS]->val2; } } aspd_rate -= max; //These stack with the rest of bonuses. if(sc->data[SC_BERSERK]) aspd_rate -= 300; else if(sc->data[SC_MADNESSCANCEL]) aspd_rate -= 200; } if(sc->data[SC_INCASPDRATE]) aspd_rate -= sc->data[SC_INCASPDRATE]->val2; if(sc->data[i=SC_ASPDPOTION3] || sc->data[i=SC_ASPDPOTION2] || sc->data[i=SC_ASPDPOTION1] || sc->data[i=SC_ASPDPOTION0]) aspd_rate -= sc->data[i]->val2; if(sc->data[SC_DONTFORGETME]) aspd_rate += sc->data[SC_DONTFORGETME]->val2; if(sc->data[SC_LONGING]) aspd_rate += sc->data[SC_LONGING]->val2; if(sc->data[SC_STEELBODY]) aspd_rate += 250; if(sc->data[SC_SKA]) aspd_rate += 250; if(sc->data[SC_DEFENDER]) aspd_rate += sc->data[SC_DEFENDER]->val4; if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) aspd_rate += 250; if(sc->data[SC_GRAVITATION]) aspd_rate += sc->data[SC_GRAVITATION]->val2; if(sc->data[SC_JOINTBEAT]) { if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) aspd_rate += 250; if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) aspd_rate += 100; } return (short)cap_value(aspd_rate,0,SHRT_MAX); } static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) { if(!sc || !sc->count || map_flag_gvg(bl->m)) return cap_value(dmotion,0,USHRT_MAX); if (sc->data[SC_ENDURE]) return 0; if (sc->data[SC_CONCENTRATION]) return 0; if(sc->data[SC_RUN]) return 0; return (unsigned short)cap_value(dmotion,0,USHRT_MAX); } static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp) { if(!sc || !sc->count) return cap_value(maxhp,1,UINT_MAX); if(sc->data[SC_INCMHPRATE]) maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; if(sc->data[SC_APPLEIDUN]) maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; if(sc->data[SC_DELUGE]) maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; if(sc->data[SC_BERSERK]) maxhp += maxhp * 2; return cap_value(maxhp,1,UINT_MAX); } static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) { if(!sc || !sc->count) return cap_value(maxsp,1,UINT_MAX); if(sc->data[SC_INCMSPRATE]) maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; if(sc->data[SC_SERVICE4U]) maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100; return cap_value(maxsp,1,UINT_MAX); } static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return element; if(sc->data[SC_FREEZE]) return ELE_WATER; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return ELE_EARTH; if(sc->data[SC_BENEDICTIO]) return ELE_HOLY; if(sc->data[SC_CHANGEUNDEAD]) return ELE_UNDEAD; if(sc->data[SC_ELEMENTALCHANGE]) return sc->data[SC_ELEMENTALCHANGE]->val2; return (unsigned char)cap_value(element,0,UCHAR_MAX); } static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) { if(!sc || !sc->count) return lv; if(sc->data[SC_FREEZE]) return 1; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return 1; if(sc->data[SC_BENEDICTIO]) return 1; if(sc->data[SC_CHANGEUNDEAD]) return 1; if(sc->data[SC_ELEMENTALCHANGE]) return sc->data[SC_ELEMENTALCHANGE]->val1; return (unsigned char)cap_value(lv,1,4); } unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return element; if(sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val2; if(sc->data[SC_WATERWEAPON]) return ELE_WATER; if(sc->data[SC_EARTHWEAPON]) return ELE_EARTH; if(sc->data[SC_FIREWEAPON]) return ELE_FIRE; if(sc->data[SC_WINDWEAPON]) return ELE_WIND; if(sc->data[SC_ENCPOISON]) return ELE_POISON; if(sc->data[SC_ASPERSIO]) return ELE_HOLY; if(sc->data[SC_SHADOWWEAPON]) return ELE_DARK; if(sc->data[SC_GHOSTWEAPON]) return ELE_GHOST; return (unsigned char)cap_value(element,0,UCHAR_MAX); } static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) { if(!sc || !sc->count) return mode; if(sc->data[SC_MODECHANGE]) { if (sc->data[SC_MODECHANGE]->val2) mode = sc->data[SC_MODECHANGE]->val2; //Set mode if (sc->data[SC_MODECHANGE]->val3) mode|= sc->data[SC_MODECHANGE]->val3; //Add mode if (sc->data[SC_MODECHANGE]->val4) mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode } return cap_value(mode,0,USHRT_MAX); } /*========================================== * Quick swap of adelay/speed when starting ending SA_FREECAST *------------------------------------------*/ void status_freecast_switch(struct map_session_data *sd) { struct status_data *status; unsigned short b_speed,tmp; status = &sd->battle_status; b_speed = status->speed; tmp = status->speed; status->speed = sd->prev_speed; sd->prev_speed = tmp; tmp = status->adelay; status->adelay = sd->prev_adelay; sd->prev_adelay = tmp; if(b_speed != status->speed) clif_updatestatus(sd,SP_SPEED); } const char* status_get_name(struct block_list *bl) { nullpo_retr(0, bl); switch (bl->type) { case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; case BL_MOB: return ((TBL_MOB*)bl)->name; case BL_PET: return ((TBL_PET*)bl)->pet.name; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; case BL_NPC: return ((TBL_NPC*)bl)->name; } return "Unknown"; } /*========================================== * 対象のClassを返す(汎用) * 戻りは整数で0以上 *------------------------------------------*/ int status_get_class(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob. return ((struct mob_data *)bl)->vd->class_; if(bl->type==BL_PC) return ((struct map_session_data *)bl)->status.class_; if(bl->type==BL_PET) return ((struct pet_data *)bl)->pet.class_; if(bl->type==BL_HOM) return ((struct homun_data *)bl)->homunculus.class_; return 0; } /*========================================== * 対象のレベルを返す(汎用) * 戻りは整数で0以上 *------------------------------------------*/ int status_get_lv(struct block_list *bl) { nullpo_retr(0, bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.base_level; case BL_MOB: return ((TBL_MOB*)bl)->level; case BL_PET: return ((TBL_PET*)bl)->pet.level; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; } return 1; } struct regen_data *status_get_regen_data(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->regen; case BL_HOM: return &((TBL_HOM*)bl)->regen; default: return NULL; } } struct status_data *status_get_status_data(struct block_list *bl) { nullpo_retr(&dummy_status, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->battle_status; case BL_MOB: return &((TBL_MOB*)bl)->status; case BL_PET: return &((TBL_PET*)bl)->status; case BL_HOM: return &((TBL_HOM*)bl)->battle_status; default: return &dummy_status; } } struct status_data *status_get_base_status(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->base_status; case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; case BL_PET: return &((TBL_PET*)bl)->db->status; case BL_HOM: return &((TBL_HOM*)bl)->base_status; default: return NULL; } } signed char status_get_def(struct block_list *bl) { struct unit_data *ud; struct status_data *status = status_get_status_data(bl); int def = status?status->def:0; ud = unit_bl2ud(bl); if (ud && ud->skilltimer != -1) def -= def * skill_get_castdef(ud->skillid)/100; return cap_value(def, CHAR_MIN, CHAR_MAX); } unsigned short status_get_speed(struct block_list *bl) { if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] return ((struct npc_data *)bl)->speed; return status_get_status_data(bl)->speed; } int status_get_party_id(struct block_list *bl) { nullpo_retr(0, bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.party_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->status.party_id; break; case BL_MOB: { struct mob_data *md=(TBL_MOB*)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; } } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.party_id; break; case BL_SKILL: return ((TBL_SKILL*)bl)->group->party_id; } return 0; } int status_get_guild_id(struct block_list *bl) { nullpo_retr(0, bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.guild_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->status.guild_id; break; case 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] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.guild_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == SCRIPT) return ((TBL_NPC*)bl)->u.scr.guild_id; break; case BL_SKILL: return ((TBL_SKILL*)bl)->group->guild_id; } return 0; } int status_get_emblem_id(struct block_list *bl) { nullpo_retr(0, bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->guild_emblem_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->guild_emblem_id; break; case 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->emblem_id; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->guild_emblem_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id); if (g) return g->emblem_id; } break; } return 0; } int status_get_mexp(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->db->mexp; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->mexp; return 0; } int status_get_race2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type == BL_MOB) return ((struct mob_data *)bl)->db->race2; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->race2; return 0; } int status_isdead(struct block_list *bl) { nullpo_retr(0, bl); return status_get_status_data(bl)->hp == 0; } int status_isimmune(struct block_list *bl) { struct status_change *sc =status_get_sc(bl); if (sc && sc->data[SC_HERMODE]) return 100; if (bl->type == BL_PC && ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity) return ((TBL_PC*)bl)->special_state.no_magic_damage; return 0; } struct view_data* status_get_viewdata(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->vd; case BL_MOB: return ((TBL_MOB*)bl)->vd; case BL_PET: return &((TBL_PET*)bl)->vd; case BL_NPC: return ((TBL_NPC*)bl)->vd; case BL_HOM: return ((TBL_HOM*)bl)->vd; } return NULL; } void status_set_viewdata(struct block_list *bl, int class_) { struct view_data* vd; nullpo_retv(bl); if (mobdb_checkid(class_) || mob_is_clone(class_)) vd = mob_get_viewdata(class_); else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) vd = npc_get_viewdata(class_); else if (homdb_checkid(class_)) vd = merc_get_hom_viewdata(class_); else vd = NULL; switch (bl->type) { case BL_PC: { TBL_PC* sd = (TBL_PC*)bl; if (pcdb_checkid(class_)) { if (sd->sc.option&OPTION_WEDDING) class_ = JOB_WEDDING; else if (sd->sc.option&OPTION_SUMMER) class_ = JOB_SUMMER; else if (sd->sc.option&OPTION_XMAS) class_ = JOB_XMAS; else if (sd->sc.option&OPTION_RIDING) switch (class_) { //Adapt class to a Mounted one. case JOB_KNIGHT: class_ = JOB_KNIGHT2; break; case JOB_CRUSADER: class_ = JOB_CRUSADER2; break; case JOB_LORD_KNIGHT: class_ = JOB_LORD_KNIGHT2; break; case JOB_PALADIN: class_ = JOB_PALADIN2; break; case JOB_BABY_KNIGHT: class_ = JOB_BABY_KNIGHT2; break; case JOB_BABY_CRUSADER: class_ = JOB_BABY_CRUSADER2; break; } sd->vd.class_ = class_; clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); sd->vd.head_top = sd->status.head_top; sd->vd.head_mid = sd->status.head_mid; sd->vd.head_bottom = sd->status.head_bottom; sd->vd.hair_style = sd->status.hair; sd->vd.hair_color = sd->status.hair_color; sd->vd.cloth_color = sd->status.clothes_color; sd->vd.sex = sd->status.sex; } else if (vd) memcpy(&sd->vd, vd, sizeof(struct view_data)); else ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); } break; case BL_MOB: { TBL_MOB* md = (TBL_MOB*)bl; if (vd) md->vd = vd; else ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); } break; case BL_PET: { TBL_PET* pd = (TBL_PET*)bl; if (vd) { memcpy(&pd->vd, vd, sizeof(struct view_data)); if (!pcdb_checkid(vd->class_)) { pd->vd.hair_style = battle_config.pet_hair_style; if(pd->pet.equip) { pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); if (!pd->vd.head_bottom) pd->vd.head_bottom = pd->pet.equip; } } } else ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); } break; case BL_NPC: { TBL_NPC* nd = (TBL_NPC*)bl; if (vd) nd->vd = vd; else ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); } break; case BL_HOM: //[blackhole89] { struct homun_data *hd = (struct homun_data*)bl; if (vd) hd->vd = vd; else ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); } break; } vd = status_get_viewdata(bl); if (vd && vd->cloth_color && ( (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette) || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette) || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette) )) vd->cloth_color = 0; } struct status_change *status_get_sc(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->sc; case BL_MOB: return &((TBL_MOB*)bl)->sc; case BL_NPC: return &((TBL_NPC*)bl)->sc; case BL_HOM: return &((TBL_HOM*)bl)->sc; } return NULL; } void status_change_init(struct block_list *bl) { struct status_change *sc = status_get_sc(bl); nullpo_retv(sc); memset(sc, 0, sizeof (struct status_change)); } //Applies SC defense to a given status change. //Returns the adjusted duration based on flag values. //the flag values are the same as in status_change_start. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { int sc_def, tick_def = 0; struct status_data* status; struct status_change* sc; struct map_session_data *sd; nullpo_retr(0, bl); //Status that are blocked by Golden Thief Bug card or Wand of Hermod if (status_isimmune(bl)) switch (type) { case SC_DECREASEAGI: case SC_SILENCE: case SC_COMA: case SC_INCREASEAGI: case SC_BLESSING: case SC_SLOWPOISON: case SC_IMPOSITIO: case SC_AETERNA: case SC_SUFFRAGIUM: case SC_BENEDICTIO: case SC_PROVIDENCE: case SC_KYRIE: case SC_ASSUMPTIO: case SC_ANGELUS: case SC_MAGNIFICAT: case SC_GLORIA: case SC_WINDWALK: case SC_MAGICROD: case SC_HALLUCINATION: case SC_STONE: case SC_QUAGMIRE: case SC_SUITON: return 0; } BL_CAST(BL_PC,bl,sd); status = status_get_status_data(bl); switch (type) { case SC_STUN: case SC_POISON: case SC_DPOISON: case SC_SILENCE: case SC_BLEEDING: sc_def = 3 +status->vit; break; case SC_SLEEP: sc_def = 3 +status->int_; break; case SC_DECREASEAGI: if (sd) tick>>=1; //Half duration for players. case SC_STONE: case SC_FREEZE: sc_def = 3 +status->mdef; break; case SC_CURSE: //Special property: inmunity when luk is greater than level if (status->luk > status_get_lv(bl)) return 0; else sc_def = 3 +status->luk; tick_def = status->vit; break; case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value. sc_def = 3 +(status->vit + status->int_)/2; break; case SC_CONFUSION: sc_def = 3 +(status->str + status->int_)/2; break; case SC_ANKLE: if(status->mode&MD_BOSS) // Lasts 5 times less on bosses tick /= 5; sc_def = status->agi; break; case SC_MAGICMIRROR: case SC_ARMORCHANGE: if (sd) //Duration greatly reduced for players. tick /= 15; //No defense against it (buff). default: //Effect that cannot be reduced? Likely a buff. if (!(rand()%10000 < rate)) return 0; return tick?tick:1; } if (sd) { if (battle_config.pc_sc_def_rate != 100) sc_def = sc_def*battle_config.pc_sc_def_rate/100; if (sc_def < battle_config.pc_max_sc_def) sc_def += (battle_config.pc_max_sc_def - sc_def)* status->luk/battle_config.pc_luk_sc_def; else sc_def = battle_config.pc_max_sc_def; if (tick_def) { if (battle_config.pc_sc_def_rate != 100) tick_def = tick_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; if (sc_def < battle_config.mob_max_sc_def) sc_def += (battle_config.mob_max_sc_def - sc_def)* status->luk/battle_config.mob_luk_sc_def; else sc_def = battle_config.mob_max_sc_def; if (tick_def) { if (battle_config.mob_sc_def_rate != 100) tick_def = tick_def*battle_config.mob_sc_def_rate/100; } } sc = status_get_sc(bl); if (sc && sc->count) { if (sc->data[SC_SCRESIST]) sc_def += sc->data[SC_SCRESIST]->val1; //Status resist else if (sc->data[SC_SIEGFRIED]) sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance. } //When no tick def, reduction is the same for both. if (!tick_def) tick_def = sc_def; //Natural resistance if (!(flag&8)) { rate -= rate*sc_def/100; //Item resistance (only applies to rate%) if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0) rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; } if (!(rand()%10000 < rate)) return 0; //Why would a status start with no duration? Presume it has //duration defined elsewhere. if (!tick) return 1; //Rate reduction if (flag&2) return tick; tick -= tick*tick_def/100; // Minimum trap time of 3+0.03*skilllv seconds [celest] // Changed to 3 secs and moved from skill.c [Skotlex] if (type == SC_ANKLE && tick < 3000) tick = 3000; return tick<=0?0:tick; } /*========================================== * Starts a status change. * 'type' = type, 'val1~4' depend on the type. * 'rate' = base success rate. 10000 = 100% * 'tick' is base duration * 'flag': * &1: Cannot be avoided (it has to start) * &2: Tick should not be reduced (by vit, luk, lv, etc) * &4: sc_data loaded, no value has to be altered. * &8: rate should not be reduced *------------------------------------------*/ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) { struct map_session_data *sd = NULL; struct status_change* sc; struct status_change_entry* sce; struct status_data *status; struct view_data *vd; int opt_flag, calc_flag, undead_flag; nullpo_retr(0, bl); sc = status_get_sc(bl); status = status_get_status_data(bl); if( type < 0 || type >= SC_MAX ) { ShowError("status_change_start: invalid status change (%d)!\n", type); return 0; } if( !sc ) return 0; //Unable to receive status changes if( status_isdead(bl) ) return 0; if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) { if( type != SC_SAFETYWALL && type != SC_PNEUMA ) return 0; //Emperium can't be afflicted by status changes } BL_CAST(BL_PC, bl, sd); if(sd && sd->state.waitingdisconnect) return 0; //Character logging out, all his SC were wiped already! //Adjust tick according to status resistances if( !(flag&(1|4)) ) { tick = status_get_sc_def(bl, type, rate, tick, flag); if( !tick ) return 0; } undead_flag = battle_check_undead(status->race,status->def_ele); //Check for inmunities / sc fails switch (type) { case SC_FREEZE: case SC_STONE: //Undead are immune 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_SIGNUMCRUCIS: //Only affects demons and undead. if(status->race != RC_DEMON && !undead_flag) return 0; break; case SC_AETERNA: if (sc->data[SC_STONE] || sc->data[SC_FREEZE]) return 0; break; case SC_KYRIE: if (bl->type == BL_MOB) return 0; break; case SC_OVERTHRUST: if (sc->data[SC_MAXOVERTHRUST]) return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] break; case SC_ADRENALINE: if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE))) return 0; if (sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME] || sc->data[SC_DECREASEAGI] ) return 0; break; case SC_ADRENALINE2: if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2))) return 0; if (sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME] || sc->data[SC_DECREASEAGI] ) return 0; break; case SC_ONEHAND: case SC_TWOHANDQUICKEN: if(sc->data[SC_DECREASEAGI]) return 0; case SC_CONCENTRATE: case SC_INCREASEAGI: case SC_SPEARQUICKEN: case SC_TRUESIGHT: case SC_WINDWALK: case SC_CARTBOOST: case SC_ASSNCROS: if (sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME]) return 0; break; case SC_CLOAKING: //Avoid cloaking with no wall and low skill level. [Skotlex] //Due to the cloaking card, we have to check the wall versus to known //skill level rather than the used one. [Skotlex] //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) ) return 0; break; case SC_MODECHANGE: { int mode; struct status_data *bstatus = status_get_base_status(bl); if (!bstatus) return 0; if (sc->data[type]) { //Pile up with previous values. if(!val2) val2 = sc->data[type]->val2; val3 |= sc->data[type]->val3; val4 |= sc->data[type]->val4; } mode = val2?val2:bstatus->mode; //Base mode if (val4) mode&=~val4; //Del mode if (val3) mode|= val3; //Add mode if (mode == bstatus->mode) { //No change. if (sc->data[type]) //Abort previous status return status_change_end(bl, type, -1); return 0; } } break; //Strip skills, need to divest something or it fails. case SC_STRIPWEAPON: if (sd) { int i; opt_flag = 0; //Reuse to check success condition. if(sd->unstripable_equip&EQP_WEAPON) return 0; i = sd->equip_index[EQI_HAND_L]; if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { opt_flag|=1; pc_unequipitem(sd,i,3); //L-hand weapon } i = sd->equip_index[EQI_HAND_R]; if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { opt_flag|=2; pc_unequipitem(sd,i,3); } if (!opt_flag) return 0; } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_STRIPSHIELD: if (sd) { int i; if(sd->unstripable_equip&EQP_SHIELD) return 0; i = sd->equip_index[EQI_HAND_L]; if (i<0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR) return 0; pc_unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_STRIPARMOR: if (sd) { int i; if(sd->unstripable_equip&EQP_ARMOR) return 0; i = sd->equip_index[EQI_ARMOR]; if (i<0 || !sd->inventory_data[i]) return 0; pc_unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_STRIPHELM: if (sd) { int i; if(sd->unstripable_equip&EQP_HELM) return 0; i = sd->equip_index[EQI_HEAD_TOP]; if (i<0 || !sd->inventory_data[i]) return 0; pc_unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; } //Check for BOSS resistances if(status->mode&MD_BOSS && !(flag&1)) { if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) return 0; switch (type) { case SC_BLESSING: if (!undead_flag && status->race != RC_DEMON) break; case SC_QUAGMIRE: case SC_DECREASEAGI: case SC_PROVOKE: case SC_ROKISWEIL: case SC_COMA: case SC_GRAVITATION: case SC_SUITON: case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: return 0; } } //Before overlapping fail, one must check for status cured. switch (type) { case SC_BLESSING: if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { if (sc->data[SC_CURSE]) status_change_end(bl,SC_CURSE,-1); if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(bl,SC_STONE,-1); } break; case SC_INCREASEAGI: if(sc->data[SC_DECREASEAGI]) status_change_end(bl,SC_DECREASEAGI,-1); break; case SC_QUAGMIRE: if(sc->data[SC_CONCENTRATE]) status_change_end(bl,SC_CONCENTRATE,-1); if(sc->data[SC_TRUESIGHT]) status_change_end(bl,SC_TRUESIGHT,-1); if(sc->data[SC_WINDWALK]) status_change_end(bl,SC_WINDWALK,-1); //Also blocks the ones below... case SC_DECREASEAGI: if(sc->data[SC_CARTBOOST]) status_change_end(bl,SC_CARTBOOST,-1); //Also blocks the ones below... case SC_DONTFORGETME: if(sc->data[SC_INCREASEAGI]) status_change_end(bl,SC_INCREASEAGI,-1); if(sc->data[SC_ADRENALINE]) status_change_end(bl,SC_ADRENALINE,-1); if(sc->data[SC_ADRENALINE2]) status_change_end(bl,SC_ADRENALINE2,-1); if(sc->data[SC_SPEARQUICKEN]) status_change_end(bl,SC_SPEARQUICKEN,-1); if(sc->data[SC_TWOHANDQUICKEN]) status_change_end(bl,SC_TWOHANDQUICKEN,-1); if(sc->data[SC_ONEHAND]) 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]) status_change_end(bl,SC_ASPDPOTION0,-1); if(sc->data[SC_ASPDPOTION1]) status_change_end(bl,SC_ASPDPOTION1,-1); if(sc->data[SC_ASPDPOTION2]) status_change_end(bl,SC_ASPDPOTION2,-1); if(sc->data[SC_ASPDPOTION3]) status_change_end(bl,SC_ASPDPOTION3,-1); break; case SC_MAXOVERTHRUST: //Cancels Normal Overthrust. [Skotlex] if (sc->data[SC_OVERTHRUST]) 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]) status_change_end(bl,SC_ASSUMPTIO,-1); break; case SC_DELUGE: if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) status_change_end(bl,SC_BLIND,-1); break; case SC_SILENCE: if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) status_change_end(bl,SC_GOSPEL,-1); break; case SC_HIDING: if(sc->data[SC_CLOSECONFINE]) status_change_end(bl, SC_CLOSECONFINE, -1); if(sc->data[SC_CLOSECONFINE2]) status_change_end(bl, SC_CLOSECONFINE2, -1); break; case SC_BERSERK: if(battle_config.berserk_cancels_buffs) { if (sc->data[SC_ONEHAND]) status_change_end(bl,SC_ONEHAND,-1); if (sc->data[SC_TWOHANDQUICKEN]) status_change_end(bl,SC_TWOHANDQUICKEN,-1); if (sc->data[SC_CONCENTRATION]) status_change_end(bl,SC_CONCENTRATION,-1); if (sc->data[SC_PARRYING]) status_change_end(bl,SC_PARRYING,-1); if (sc->data[SC_AURABLADE]) status_change_end(bl,SC_AURABLADE,-1); } break; case SC_ASSUMPTIO: if(sc->data[SC_KYRIE]) status_change_end(bl,SC_KYRIE,-1); if(sc->data[SC_KAITE]) status_change_end(bl,SC_KAITE,-1); break; case SC_KAITE: if(sc->data[SC_ASSUMPTIO]) status_change_end(bl,SC_ASSUMPTIO,-1); break; case SC_CARTBOOST: if(sc->data[SC_DECREASEAGI]) { //Cancel Decrease Agi, but take no further effect [Skotlex] status_change_end(bl,SC_DECREASEAGI,-1); return 0; } break; case SC_FUSION: if(sc->data[SC_SPIRIT]) status_change_end(bl,SC_SPIRIT,-1); break; case SC_ADJUSTMENT: if(sc->data[SC_MADNESSCANCEL]) status_change_end(bl,SC_MADNESSCANCEL,-1); break; case SC_MADNESSCANCEL: if(sc->data[SC_ADJUSTMENT]) status_change_end(bl,SC_ADJUSTMENT,-1); break; } //Check for overlapping fails if((sce=sc->data[type])) { switch (type) { case SC_ADRENALINE: case SC_ADRENALINE2: case SC_WEAPONPERFECTION: case SC_OVERTHRUST: if (sce->val2 > val2) return 0; break; case SC_HPREGEN: 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_CLOSECONFINE2: //Can't be re-closed in. case SC_MARIONETTE: case SC_MARIONETTE2: case SC_NOCHAT: case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. return 0; case SC_COMBO: case SC_DANCING: case SC_DEVOTION: case SC_ASPDPOTION0: case SC_ASPDPOTION1: case SC_ASPDPOTION2: case SC_ASPDPOTION3: case SC_ATKPOTION: case SC_MATKPOTION: case SC_ENCHANTARMS: case SC_ARMOR_ELEMENT: break; case SC_GOSPEL: //Must not override a casting gospel char. if(sce->val4 == BCT_SELF) return 0; if(sce->val1 > val1) return 1; break; case SC_ENDURE: if(sce->val4 && !val4) return 1; //Don't let you override infinite endure. if(sce->val1 > val1) return 1; break; case SC_KAAHI: if(sce->val1 > val1) return 1; //Delete timer if it exists. if (sce->val4 != -1) { delete_timer(sce->val4,kaahi_heal_timer); sce->val4=-1; } break; case SC_JAILED: //When a player is already jailed, do not edit the jail data. val2 = sce->val2; val3 = sce->val3; val4 = sce->val4; break; case SC_JOINTBEAT: val2 |= sce->val2; // stackable ailments default: if(sce->val1 > val1) return 1; //Return true to not mess up skill animations. [Skotlex] } } vd = status_get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; if(!(flag&4)) //&4 - Do not parse val settings when loading SCs switch(type) { case SC_DECREASEAGI: case SC_INCREASEAGI: val2 = 2 + val1; //Agi change break; case SC_ENDURE: val2 = 7; // Hit-count [Celest] if (!(flag&1) && sd && !map_flag_gvg(bl->m)) { struct map_session_data *tsd; int i; for (i = 0; i < 5; i++) { //See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1); } } //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) if(val4) tick = -1; break; case SC_AUTOBERSERK: if (status->hp < status->max_hp>>2 && (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); tick = -1; break; case SC_SIGNUMCRUCIS: val2 = 10 + 4*val1; //Def reduction tick = -1; clif_emotion(bl,4); break; case SC_MAXIMIZEPOWER: val2 = tick>0?tick:60000; break; case SC_EDP: // [Celest] val2 = val1 + 2; //Chance to Poison enemies. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) break; case SC_POISONREACT: val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] val3=50; // + 5*val1; //Chance to counter. [Skotlex] break; case SC_MAGICROD: val2 = val1*20; //SP gained break; case SC_KYRIE: val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb val3 = (val1 / 2 + 5); //Hits break; case SC_MAGICPOWER: //val1: Skill lv val2 = 1; //Lasts 1 invocation val3 = 5*val1; //Matk% increase tick = -1; break; case SC_SACRIFICE: val2 = 5; //Lasts 5 hits tick = -1; break; case SC_ENCPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate case SC_ASPERSIO: case SC_FIREWEAPON: case SC_WATERWEAPON: case SC_WINDWEAPON: case SC_EARTHWEAPON: case SC_SHADOWWEAPON: case SC_GHOSTWEAPON: skill_enchant_elemental_end(bl,type); break; case SC_ELEMENTALCHANGE: //Val1 is elemental change level, val2 is element to use. if (!val2) //Val 3 holds the element, when not given, a random one is picked. val2 = rand()%ELE_MAX; //Elemental Lv is always a random value between 1 and 4. if (val1 == 1) val1 =1+rand()%4; else if (val1 > 4) val1 = 4; break; case SC_PROVIDENCE: val2=val1*5; //Race/Ele resist break; case SC_REFLECTSHIELD: val2=10+val1*3; //% Dmg reflected if (sd && !(flag&1)) { //Pass it to devoted chars. struct map_session_data *tsd; int i; 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,type,10000,val1,val2,0,0,tick,1); } } break; case SC_STRIPWEAPON: if (!sd) //Watk reduction val2 = 5*val1; break; case SC_STRIPSHIELD: if (!sd) //Def reduction val2 = 3*val1; break; case SC_STRIPARMOR: if (!sd) //Vit reduction val2 = 8*val1; break; case SC_STRIPHELM: if (!sd) //Int reduction val2 = 8*val1; break; case SC_AUTOSPELL: //Val1 Skill LV of Autospell //Val2 Skill ID to cast //Val3 Max Lv to cast val4 = 5 + val1*2; //Chance of casting break; case SC_VOLCANO: if (status->def_ele == ELE_FIRE) val2 = val1*10; //Watk increase else val2 = 0; break; case SC_VIOLENTGALE: if (status->def_ele == ELE_WIND) val2 = val1*3; //Flee increase else val2 = 0; break; case SC_DELUGE: if(status->def_ele == ELE_WATER) val2 = deluge_eff[val1-1]; //HP increase else val2 = 0; break; case SC_SUITON: if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) { //No penalties. val2 = 0; //Agi penalty val3 = 0; //Walk speed penalty break; } val3 = 50; val2 = 3*((val1+1)/3); if (val1 > 4) val2--; break; case SC_ONEHAND: case SC_TWOHANDQUICKEN: val2 = 300; if (val1 > 10) //For boss casted skills [Skotlex] val2 += 20*(val1-10); break; case SC_SPEARQUICKEN: val2 = 200+10*val1; break; case SC_DANCING: //val1 : Skill ID + LV //val2 : Skill Group of the Dance. //val3 : Brings the skilllv (merged into val1 here) //val4 : Partner if (val1 == CG_MOONLIT) clif_status_change(bl,SI_MOONLIT,1); val1|= (val3<<16); val3 = 0; //Tick duration/Speed penalty. if (sd) { //Store walk speed change in lower part of val3 val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)); if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) val3 -= 40; //TODO: Figure out real bonus rate. } val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3 tick = 1000; break; case SC_LONGING: val2 = 500-100*val1; //Aspd penalty. val3 = 50+10*val1; //Walk speed adjustment. break; case SC_EXPLOSIONSPIRITS: val2 = 75 + 25*val1; //Cri bonus break; case SC_ASPDPOTION0: case SC_ASPDPOTION1: case SC_ASPDPOTION2: case SC_ASPDPOTION3: val2 = 50*(2+type-SC_ASPDPOTION0); break; case SC_WEDDING: case SC_XMAS: case SC_SUMMER: if (!vd) return 0; //Store previous values as they could be removed. val1 = vd->class_; val2 = vd->weapon; val3 = vd->shield; val4 = vd->cloth_color; unit_stop_attack(bl); clif_changelook(bl,LOOK_WEAPON,0); clif_changelook(bl,LOOK_SHIELD,0); clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); break; case SC_NOCHAT: tick = 60000; val1 = battle_config.manner_system; //Mute filters. if (sd) clif_updatestatus(sd,SP_MANNER); break; case SC_STONE: val2 = status->max_hp/100; //Petrified damage per second: 1% if (!val2) val2 = 1; val3 = tick/1000; //Petrified HP-damage iterations. if(val3 < 1) val3 = 1; tick = val4; //Petrifying time. if (tick < 1000) tick = 1000; //Min time calc_flag = 0; //Actual status changes take effect on petrified state. break; case SC_DPOISON: //Lose 10/15% of your life as long as it doesn't brings life below 25% if (status->hp > status->max_hp>>2) { int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; if (status->hp - diff < status->max_hp>>2) diff = status->hp - (status->max_hp>>2); status_zap(bl, diff, 0); } // fall through case SC_POISON: /* 毒 */ val3 = tick/1000; //Damage iterations if(val3 < 1) val3 = 1; tick = 1000; //val4: HP damage if (bl->type == BL_PC) val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; else val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; break; case SC_CONFUSION: clif_emotion(bl,1); break; case SC_BLEEDING: val4 = tick/10000; if (!val4) val4 = 1; tick = 10000; break; case SC_HPREGEN: // val1 = % of Max HP per tick val4 = tick/(val2 * 1000); if (!val4) val4 = 1; tick = val2 * 1000; // val2 = seconds break; case SC_HIDING: val2 = tick/1000; tick = 1000; //Store speed penalty on val3. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0) val3 = 20 + 6*val3; val4 = val1+3; //Seconds before SP substraction happen. break; case SC_CHASEWALK: val2 = tick>0?tick:10000; //Interval at which SP is drained. val3 = 65+val1*5; //Speed adjustment. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) val3 += 60; val4 = 10+val1*2; //SP cost. if (map_flag_gvg(bl->m)) val4 *= 5; break; case SC_CLOAKING: if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] val1 = 10; val2 = tick>0?tick:60000; //SP consumption rate. val3 = 0; if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (val3=pc_checkskill(sd,TF_MISS))>0) val3 *= -1; //Substract the Dodge speed bonus. val3+= 70+val1*3; //Speed adjustment without a wall. //With a wall, it is val3 +25. //val4&1 signals the presence of a wall. //val4&2 makes cloak not end on normal attacks [Skotlex] //val4&4 makes cloak not end on using skills if (bl->type == BL_PC) //Standard cloaking. val4 |= battle_config.pc_cloak_check_type&7; else val4 |= battle_config.monster_cloak_check_type&7; break; case SC_SIGHT: /* サイト/ルアフ */ case SC_RUWACH: case SC_SIGHTBLASTER: val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id. val2 = tick/250; tick = 10; break; //Permanent effects. case SC_AETERNA: case SC_MODECHANGE: case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKENWEAPON: case SC_BROKENARMOR: case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: tick = -1; break; case SC_AUTOGUARD: if (!(flag&1)) { 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,type,10000,val1,val2,0,0,tick,1); } } break; case SC_DEFENDER: if (!(flag&1)) { struct map_session_data *tsd; int i; val2 = 5 + 15*val1; //Damage reduction val3 = 65 + 5*val1; //Speed adjustment val4 = 250 - 50*val1; //Aspd adjustment if (sd) for (i = 0; i < 5; i++) { //See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); } } break; case SC_TENSIONRELAX: if (sd) { pc_setsit(sd); clif_sitting(&sd->bl); } val2 = 12; //SP cost val4 = 10000; //Decrease at 10secs intervals. val3 = tick/val4; tick = val4; break; case SC_PARRYING: val2 = 20 + val1*3; //Block Chance break; case SC_WINDWALK: val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 val3 = 4*val2; //movement speed % increase is 4 times that break; case SC_JOINTBEAT: if( val2&BREAK_NECK ) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1)); break; case SC_BERSERK: if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); //HP healing is performing after the calc_status call. //Val2 holds HP penalty if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1); if (!val4) val4 = 10000; //Val4 holds damage interval val3 = tick/val4; //val3 holds skill duration tick = val4; break; case SC_GOSPEL: if(val4 == BCT_SELF) { // self effect val2 = tick/10000; tick = 10000; status_change_clear_buffs(bl,3); //Remove buffs/debuffs } break; case SC_MARIONETTE: if (sd) { val3 = 0; val2 = sd->status.str>>1; if (val2 > 0xFF) val2 = 0xFF; val3|=val2<<16; val2 = sd->status.agi>>1; if (val2 > 0xFF) val2 = 0xFF; val3|=val2<<8; val2 = sd->status.vit>>1; if (val2 > 0xFF) val2 = 0xFF; val3|=val2; val4 = 0; val2 = sd->status.int_>>1; if (val2 > 0xFF) val2 = 0xFF; val4|=val2<<16; val2 = sd->status.dex>>1; if (val2 > 0xFF) val2 = 0xFF; val4|=val2<<8; val2 = sd->status.luk>>1; if (val2 > 0xFF) val2 = 0xFF; val4|=val2; } else { struct status_data *b_status = status_get_base_status(bl); if (!b_status) return 0; val3 = 0; val2 = b_status->str>>1; if (val2 > 0xFF) val2 = 0xFF; val3|=val2<<16; val2 = b_status->agi>>1; if (val2 > 0xFF) val2 = 0xFF; val3|=val2<<8; val2 = b_status->vit>>1; if (val2 > 0xFF) val2 = 0xFF; val3|=val2; val4 = 0; val2 = b_status->int_>>1; if (val2 > 0xFF) val2 = 0xFF; val4|=val2<<16; val2 = b_status->dex>>1; if (val2 > 0xFF) val2 = 0xFF; val4|=val2<<8; val2 = b_status->luk>>1; if (val2 > 0xFF) val2 = 0xFF; val4|=val2; } val2 = tick/1000; tick = 1000; break; case SC_MARIONETTE2: { struct block_list *pbl = map_id2bl(val1); struct status_change *psc = pbl?status_get_sc(pbl):NULL; struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL; int stat,max; if (!psce) return 0; val2 = tick /1000; val3 = val4 = 0; if (sd) { max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex] //Str stat = (psce->val3>>16)&0xFF; if (sd->status.str+stat > max) stat =max-sd->status.str; val3 |= stat<<16; //Agi stat = (psce->val3>>8)&0xFF; if (sd->status.agi+stat > max) stat =max-sd->status.agi; val3 |= stat<<8; //Vit stat = psce->val3&0xFF; if (sd->status.vit+stat > max) stat =max-sd->status.vit; val3 |= stat; //Int stat = (psce->val4>>16)&0xFF; if (sd->status.int_+stat > max) stat =max-sd->status.int_; val4 |= stat<<16; //Dex stat = (psce->val4>>8)&0xFF; if (sd->status.dex+stat > max) stat =max-sd->status.dex; val4 |= stat<<8; //Luk stat = psce->val4&0xFF; if (sd->status.luk+stat > max) stat =max-sd->status.luk; val4 |= stat; } else { struct status_data *b_status = status_get_base_status(bl); if (!b_status) return 0; max = 0xFF; //Assume a 256 max parameter //Str stat = (psce->val3>>16)&0xFF; if (b_status->str+stat > max) stat = max - b_status->str; val3 |= stat<<16; //Agi stat = (psce->val3>>8)&0xFF; if (b_status->agi+stat > max) stat = max - b_status->agi; val3 |= stat<<8; //Vit stat = psce->val3&0xFF; if (b_status->vit+stat > max) stat = max - b_status->vit; val3 |= stat; //Int stat = (psce->val4>>16)&0xFF; if (b_status->int_+stat > max) stat = max - b_status->int_; val4 |= stat<<16; //Dex stat = (psce->val4>>8)&0xFF; if (b_status->dex+stat > max) stat = max - b_status->dex; val4 |= stat<<8; //Luk stat = psce->val4&0xFF; if (b_status->luk+stat > max) stat = max - b_status->luk; val4 |= stat; } tick = 1000; break; } case SC_REJECTSWORD: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections tick = -1; break; case SC_MEMORIZE: val2 = 5; //Memorized casts. tick = -1; break; case SC_GRAVITATION: val2 = 50*val1; //aspd reduction break; case SC_REGENERATION: if (val1 == 1) val2 = 2; else val2 = val1; //HP Regerenation rate: 200% 200% 300% val3 = val1; //SP Regeneration Rate: 100% 200% 300% //if val4 comes set, this blocks regen rather than increase it. break; case SC_DEVOTION: { struct map_session_data *src; if ((src = map_id2sd(val1)) && src->sc.count) { //Try to inherit the status from the Crusader [Skotlex] //Ideally, we should calculate the remaining time and use that, but we'll trust that //once the Crusader's status changes, it will reflect on the others. const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; int type2; int i = map_flag_gvg(bl->m)?2:3; while (i >= 0) { type2 = types[i]; if (src->sc.data[type2]) sc_start(bl,type2,100,src->sc.data[type2]->val1, skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2]->val1)); i--; } } break; } case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp status_zap(bl, status->hp-1, val2?0:status->sp); return 1; break; case SC_CLOSECONFINE2: { struct block_list *src = val2?map_id2bl(val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL; if (src && sc2) { if (!sce2) //Start lock on caster. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. (sce2->val2)++; delete_timer(sce2->timer, status_change_timer); sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); } } else //Status failed. return 0; } break; case SC_KAITE: val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5 break; case SC_KAUPE: switch (val1) { case 3: //33*3 + 1 -> 100% val2++; case 1: case 2: //33, 66% val2 += 33*val1; val3 = 1; //Dodge 1 attack total. break; default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] val2 = 100; val3 = val1-2; break; } break; case SC_COMBO: { //val1: Skill ID //val2: When given, target (for autotargetting skills) //val3: When set, this combo time should NOT delay attack/movement //val4: Combo time struct unit_data *ud = unit_bl2ud(bl); switch (val1) { case TK_STORMKICK: clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1); break; case TK_DOWNKICK: clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1); break; case TK_TURNKICK: clif_skill_nodamage(bl,bl,TK_READYTURN,1,1); break; case TK_COUNTER: clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); break; } if (ud && !val3) { ud->attackabletime = gettick()+tick; unit_set_walkdelay(bl, gettick(), tick, 1); } val4 = tick; //Store combo-time in val4. } break; case SC_TKREST: val2 = 11-val1; //Chance to consume: 11-skilllv% break; case SC_RUN: val4 = gettick(); //Store time at which you started running. tick = -1; break; case SC_KAAHI: val2 = 200*val1; //HP heal val3 = 5*val1; //SP cost val4 = -1; //Kaahi Timer. break; case SC_BLESSING: if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) val2 = val1; else val2 = 0; //0 -> Half stat. break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 1; tick = -1; break; case SC_CONCENTRATE: val2 = 2 + val1; if (sd) { //Store the card-bonus data that should not count in the % val3 = sd->param_bonus[1]; //Agi val4 = sd->param_bonus[4]; //Dex } else { val3 = val4 = 0; } break; case SC_MAXOVERTHRUST: val2 = 20*val1; //Power increase break; case SC_OVERTHRUST: //val2 holds if it was casted on self, or is bonus received from others val3 = 5*val1; //Power increase if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; case SC_ADRENALINE2: case SC_ADRENALINE: val3 = (val2) ? 300 : 200; // aspd increase case SC_WEAPONPERFECTION: if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; case SC_CONCENTRATION: val2 = 5*val1; //Batk/Watk Increase val3 = 10*val1; //Hit Increase val4 = 5*val1; //Def reduction break; case SC_ANGELUS: val2 = 5*val1; //def increase break; case SC_IMPOSITIO: val2 = 5*val1; //watk increase break; case SC_MELTDOWN: val2 = 100*val1; //Chance to break weapon val3 = 70*val1; //Change to break armor break; case SC_TRUESIGHT: val2 = 10*val1; //Critical increase val3 = 3*val1; //Hit increase break; case SC_SUN_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase break; case SC_MOON_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase break; case SC_STAR_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase break; case SC_QUAGMIRE: val2 = (sd?5:10)*val1; //Agi/Dex decrease. break; // gs_something1 [Vicious] case SC_GATLINGFEVER: val2 = 20*val1; //Aspd increase val3 = 20+10*val1; //Batk increase val4 = 5*val1; //Flee decrease break; case SC_FLING: if (bl->type == BL_PC) val2 = 0; //No armor reduction to players. else val2 = 5*val1; //Def reduction val3 = 5*val1; //Def2 reduction break; case SC_PROVOKE: //val2 signals autoprovoke. val3 = 2+3*val1; //Atk increase val4 = 5+5*val1; //Def reduction. break; case SC_AVOID: val2 = 10*val1; //Speed change rate. break; case SC_DEFENCE: val2 = 2*val1; //Def bonus break; case SC_BLOODLUST: val2 = 20+10*val1; //Atk rate change. val3 = 3*val1; //Leech chance val4 = 20; //Leech percent break; case SC_FLEET: val2 = 30*val1; //Aspd change val3 = 5+5*val1; //bAtk/wAtk rate change break; case SC_MINDBREAKER: val2 = 20*val1; //matk increase. val3 = 12*val1; //mdef2 reduction. break; case SC_SKA: val2 = tick/1000; val3 = rand()%100; //Def changes randomly every second... tick = 1000; break; case SC_JAILED: //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. tick = val1>0?1000:250; if (sd) { if (sd->mapindex != val2) { int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates map = sd->mapindex; //Current Map //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y pc_setpos(sd,(unsigned short)val2,val3,val4, 3); //2. Set restore point (val3 -> return map, val4 return coords val3 = map; val4 = pos; } else if (!val3 || val3 == sd->mapindex) { //Use save point. val3 = sd->status.save_point.map; val4 = (sd->status.save_point.x&0xFFFF) |(sd->status.save_point.y<<16); } } break; case SC_UTSUSEMI: val2=(val1+1)/2; // number of hits blocked val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value. break; case SC_BUNSINJYUTSU: val2=(val1+1)/2; // number of hits blocked break; case SC_CHANGE: val2= 30*val1; //Vit increase val3= 20*val1; //Int increase break; case SC_SWOO: if(status->mode&MD_BOSS) tick /= 5; //TODO: Reduce skill's duration. But for how long? break; case SC_SPIDERWEB: if (bl->type == BL_PC) tick /=2; break; case SC_ARMOR: //NPC_DEFENDER: val2 = 80; //Damage reduction //Attack requirements to be blocked: val3 = BF_LONG; //Range val4 = BF_WEAPON|BF_MISC; //Type break; case SC_ENCHANTARMS: //end previous enchants skill_enchant_elemental_end(bl,type); //Make sure the received element is valid. if (val2 >= ELE_MAX) val2 = val2%ELE_MAX; else if (val2 < 0) val2 = rand()%ELE_MAX; break; case SC_CRITICALWOUND: val2 = 20*val1; //Heal effectiveness decrease break; case SC_MAGICMIRROR: case SC_SLOWCAST: val2 = 20*val1; //Magic reflection/cast rate break; case SC_ARMORCHANGE: if (val2 == NPC_ANTIMAGIC) { //Boost mdef val2 =-20; val3 = 20; } else { //Boost def val2 = 20; val3 =-20; } val2*=val1; //20% per level val3*=val1; break; case SC_EXPBOOST: if (val1 < 0) val1 = 0; break; case SC_INCASPDRATE: case SC_INCFLEE2: case SC_INCCRI: val2 = val1*10; //Actual boost (since 100% = 1000) break; case SC_SUFFRAGIUM: val2 = 15 * val1; //Speed cast decrease break; case SC_INCHEALRATE: if (val1 < 1) val1 = 1; break; case SC_HALLUCINATION: val2 = 5+val1; //Factor by which displayed damage is increased by break; case SC_DOUBLECAST: val2 = 40+10*val1; //Trigger rate break; case SC_KAIZEL: val2 = 10*val1; //% of life to be revived with break; case SC_ARMOR_ELEMENT: //Script generated elemental resist, verify bounds. if (val1 < ELE_NEUTRAL || val1 >= ELE_MAX) val1 = val2 = 0; //First Elemental resist if (val3 < ELE_NEUTRAL || val3 >= ELE_MAX) val3 = val4 = 0; //Second element resist break; case SC_FASTCAST: //Place here SCs that have no SCB_* data, no skill associated, no ICON //associated, and yet are not wrong/unknown. [Skotlex] break; default: if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) { //Status change with no calc, no icon, and no skill associated...? ShowError("UnknownStatusChange [%d]\n", type); return 0; } } else //Special considerations when loading SC data. switch( type ) { case SC_WEDDING: case SC_XMAS: case SC_SUMMER: clif_changelook(bl,LOOK_WEAPON,0); clif_changelook(bl,LOOK_SHIELD,0); clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); clif_changelook(bl,LOOK_CLOTHES_COLOR,val4); break; case SC_KAAHI: val4 = -1; break; //In case the speed reduction comes loaded incorrectly, prevent division by 0. case SC_DONTFORGETME: case SC_CLOAKING: case SC_LONGING: case SC_HIDING: case SC_CHASEWALK: case SC_DEFENDER: if (!val3) val3 = 100; break; } //Those that make you stop attacking/walking.... switch (type) { case SC_FREEZE: case SC_STUN: case SC_SLEEP: case SC_STONE: if (sd && pc_issit(sd)) //Avoid sprite sync problems. pc_setstand(sd); case SC_TRICKDEAD: unit_stop_attack(bl); skill_stop_dancing(bl); // Cancel cast when get status [LuzZza] if (battle_config.sc_castcancel&bl->type) unit_skillcastcancel(bl, 0); case SC_STOP: case SC_CONFUSION: case SC_CLOSECONFINE: case SC_CLOSECONFINE2: case SC_ANKLE: case SC_SPIDERWEB: unit_stop_walking(bl,1); break; case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK: unit_stop_attack(bl); break; case SC_SILENCE: if (battle_config.sc_castcancel&bl->type) unit_skillcastcancel(bl, 0); break; } // Set option as needed. opt_flag = 1; switch(type) { //OPT1 case SC_STONE: case SC_FREEZE: case SC_STUN: case SC_SLEEP: if(type == SC_STONE) sc->opt1 = OPT1_STONEWAIT; else sc->opt1 = OPT1_STONE + (type - SC_STONE); break; //OPT2 case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_BLIND: sc->opt2 |= 1<<(type-SC_POISON); break; case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; //OPT3 case SC_TWOHANDQUICKEN: case SC_SPEARQUICKEN: case SC_CONCENTRATION: sc->opt3 |= 0x1; opt_flag = 0; break; case SC_MAXOVERTHRUST: case SC_OVERTHRUST: case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... sc->opt3 |= 0x2; opt_flag = 0; break; case SC_ENERGYCOAT: case SC_SKE: sc->opt3 |= 0x4; opt_flag = 0; break; case SC_INCATKRATE: //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] if (bl->type != BL_MOB) { opt_flag = 0; break; } case SC_EXPLOSIONSPIRITS: sc->opt3 |= 0x8; opt_flag = 0; break; case SC_STEELBODY: case SC_SKA: sc->opt3 |= 0x10; opt_flag = 0; break; case SC_BLADESTOP: sc->opt3 |= 0x20; opt_flag = 0; break; //0x40 missing? case SC_BERSERK: sc->opt3 |= 0x80; opt_flag = 0; break; //0x100, 0x200 missing? case SC_MARIONETTE: case SC_MARIONETTE2: sc->opt3 |= 0x400; opt_flag = 0; break; case SC_ASSUMPTIO: sc->opt3 |= 0x800; opt_flag = 0; break; case SC_WARM: //SG skills [Komurka] sc->opt3 |= 0x1000; opt_flag = 0; break; case SC_KAITE: sc->opt3 |= 0x2000; opt_flag = 0; break; //OPTION case SC_HIDING: sc->option |= OPTION_HIDE; break; case SC_CLOAKING: sc->option |= OPTION_CLOAK; break; case SC_CHASEWALK: sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; break; case SC_SIGHT: sc->option |= OPTION_SIGHT; break; case SC_RUWACH: sc->option |= OPTION_RUWACH; break; case SC_WEDDING: sc->option |= OPTION_WEDDING; break; case SC_XMAS: sc->option |= OPTION_XMAS; break; case SC_SUMMER: sc->option |= OPTION_SUMMER; break; case SC_ORCISH: sc->option |= OPTION_ORCISH; break; case SC_FUSION: sc->option |= OPTION_FLYING; break; default: opt_flag = 0; } //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. if(opt_flag) clif_changeoption(bl); if (calc_flag&SCB_DYE) { //Reset DYE color if (vd && vd->cloth_color) { val4 = vd->cloth_color; clif_changelook(bl,LOOK_CLOTHES_COLOR,0); } calc_flag&=~SCB_DYE; } if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex] clif_status_change(bl,StatusIconChangeTable[type],1); else if (sd) //Send packet to self otherwise (disguised player?) clif_status_load(bl,StatusIconChangeTable[type],1); //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. if((sce=sc->data[type])) {// reuse old sc if( sce->timer != INVALID_TIMER ) delete_timer(sce->timer, status_change_timer); } else {// new sc ++(sc->count); sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); } sce->val1 = val1; sce->val2 = val2; sce->val3 = val3; sce->val4 = val4; if (tick >= 0) sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type); else sce->timer = INVALID_TIMER; //Infinite duration if (calc_flag) status_calc_bl(bl,calc_flag); if(sd && sd->pd) pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing if (type==SC_BERSERK) { sce->val2 = 5*status->max_hp/100; status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. status_set_sp(bl, 0, 0); //Damage all SP } else if (type==SC_CHANGE) //Heal all HP/SP status_percent_heal(bl, 100, 100); if (type==SC_RUN) { struct unit_data *ud = unit_bl2ud(bl); if (ud) ud->state.running = unit_run(bl); } return 1; } /*========================================== * ステータス異常全解除 * type: * 0 - ??? * 1 - ??? * 2 - ??? *------------------------------------------*/ int status_change_clear(struct block_list* bl, int type) { struct status_change* sc; enum sc_type i; sc = status_get_sc(bl); if (!sc || !sc->count) return 0; if(sc->data[SC_DANCING]) skill_stop_dancing(bl); for(i = 0; i < SC_MAX; i++) { if(!sc->data[i]) continue; if(type == 0) switch (i) { //Type 0: PC killed -> Place here statuses that do not dispel on death. case SC_EDP: case SC_MELTDOWN: case SC_XMAS: case SC_SUMMER: case SC_NOCHAT: case SC_FUSION: case SC_TKREST: case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: case SC_JAILED: continue; } status_change_end(bl, i, INVALID_TIMER); if( type == 1 && sc->data[i] ) { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; if (sc->data[i]->timer != INVALID_TIMER) delete_timer(sc->data[i]->timer, status_change_timer); ers_free(sc_data_ers, sc->data[i]); sc->data[i] = NULL; } } sc->opt1 = 0; sc->opt2 = 0; sc->opt3 = 0; sc->option &= OPTION_MASK; if( type == 0 || type == 2 ) clif_changeoption(bl); return 1; } /*========================================== * ステータス異常終了 *------------------------------------------*/ int status_change_end(struct block_list* bl, enum sc_type type, int tid) { struct map_session_data *sd; struct status_change *sc; struct status_change_entry *sce; struct status_data *status; struct view_data *vd; int opt_flag=0, calc_flag; nullpo_retr(0, bl); sc = status_get_sc(bl); status = status_get_status_data(bl); if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) return 0; BL_CAST(BL_PC,bl,sd); if (sce->timer != tid && tid != -1) return 0; if (tid == -1) { if (type == SC_ENDURE && sce->val4) //Do not end infinite endure. return 0; if (sce->timer != -1) //Could be a SC with infinite duration delete_timer(sce->timer,status_change_timer); if (sc->opt1) switch (type) { //"Ugly workaround" [Skotlex] //delays status change ending so that a skill that sets opt1 fails to //trigger when it also removed one case SC_STONE: sce->val3 = 0; //Petrify time counter. case SC_FREEZE: case SC_STUN: case SC_SLEEP: if (sce->val1) { //Removing the 'level' shouldn't affect anything in the code //since these SC are not affected by it, and it lets us know //if we have already delayed this attack or not. sce->val1 = 0; sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type); return 1; } } } sc->data[type] = NULL; (sc->count)--; vd = status_get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; switch(type){ case SC_WEDDING: case SC_XMAS: case SC_SUMMER: if (!vd) break; if (sd) { //Load data from sd->status.* as the stored values could have changed. //Must remove OPTION to prevent class being rechanged. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER; clif_changeoption(&sd->bl); status_set_viewdata(bl, sd->status.class_); } else { vd->class_ = sce->val1; vd->weapon = sce->val2; vd->shield = sce->val3; vd->cloth_color = sce->val4; } clif_changelook(bl,LOOK_BASE,vd->class_); clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); clif_changelook(bl,LOOK_WEAPON,vd->weapon); clif_changelook(bl,LOOK_SHIELD,vd->shield); break; case SC_RUN: { struct unit_data *ud = unit_bl2ud(bl); if (ud) { ud->state.running = 0; if (ud->walktimer != -1) unit_stop_walking(bl,1); } if (sce->val1 >= 7 && DIFF_TICK(gettick(), sce->val4) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(StatusSkillChangeTable[type], sce->val1)); } break; case SC_AUTOBERSERK: if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) status_change_end(bl,SC_PROVOKE,-1); break; case SC_ENDURE: case SC_DEFENDER: case SC_REFLECTSHIELD: case SC_AUTOGUARD: if (sd) { struct map_session_data *tsd; int i; for (i = 0; i < 5; i++) { //Clear the status from the others too [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type]) status_change_end(&tsd->bl,type,-1); } } break; case SC_DEVOTION: { struct map_session_data *md = map_id2sd(sce->val1); //The status could have changed because the Crusader left the game. [Skotlex] if (md) { md->devotion[sce->val2] = 0; clif_devotion(md); } //Remove inherited status [Skotlex] if (sc->data[SC_AUTOGUARD]) status_change_end(bl,SC_AUTOGUARD,-1); if (sc->data[SC_DEFENDER]) status_change_end(bl,SC_DEFENDER,-1); if (sc->data[SC_REFLECTSHIELD]) status_change_end(bl,SC_REFLECTSHIELD,-1); if (sc->data[SC_ENDURE]) status_change_end(bl,SC_ENDURE,-1); break; } case SC_BLADESTOP: if(sce->val4) { struct block_list *tbl = (struct block_list *)sce->val4; struct status_change *tsc = status_get_sc(tbl); sce->val4 = 0; if(tsc && tsc->data[SC_BLADESTOP]) { tsc->data[SC_BLADESTOP]->val4 = 0; status_change_end(tbl,SC_BLADESTOP,-1); } clif_bladestop(bl,tbl,0); } break; case SC_DANCING: { struct map_session_data *dsd; struct status_change_entry *dsc; struct skill_unit_group *group; if(sce->val2) { group = (struct skill_unit_group *)sce->val2; sce->val2 = 0; skill_delunitgroup(bl, group); } if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))){ dsc = dsd->sc.data[type]; if(dsc) { //This will prevent recursive loops. dsc->val2 = dsc->val4 = 0; status_change_end(&dsd->bl, type, -1); } } } if ((sce->val1&0xFFFF) == CG_MOONLIT) clif_status_change(bl,SI_MOONLIT,0); if (sc->data[SC_LONGING]) status_change_end(bl,SC_LONGING,-1); break; case SC_NOCHAT: if (sd && sd->status.manner < 0 && tid != -1) sd->status.manner = 0; break; case SC_SPLASHER: { struct block_list *src=map_id2bl(sce->val3); if(src && tid!=-1) skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL ); } break; case SC_CLOSECONFINE2: { struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; if (src && sc2 && sc2->data[SC_CLOSECONFINE]) { //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); } } case SC_CLOSECONFINE: if (sce->val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked. int range = 1 +skill_get_range2(bl, StatusSkillChangeTable[type], sce->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,sce,type,gettick()); } break; case SC_COMBO: //Clear last used skill when it is part of a combo. if (sd && sd->skillid_old == sce->val1) sd->skillid_old = sd->skilllv_old = 0; break; case SC_MARIONETTE: case SC_MARIONETTE2: /// Marionette target if (sce->val1) { // check for partner and end their marionette status as well int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; struct block_list *pbl = map_id2bl(sce->val1); struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; if (sc2 && sc2->data[type2]) { sc2->data[type2]->val1 = 0; status_change_end(pbl, type2, -1); } } if (type == SC_MARIONETTE) clif_marionette(bl, 0); //Clear effect. break; case SC_BERSERK: //If val2 is removed, no HP penalty (dispelled?) [Skotlex] if(status->hp > 100 && sce->val2) status_set_hp(bl, 100, 0); if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) { sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, -1); } sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1)); break; case SC_GOSPEL: if (sce->val3) { //Clear the group. struct skill_unit_group *group = (struct skill_unit_group *)sce->val3; sce->val3 = 0; skill_delunitgroup(bl, group); } break; case SC_HERMODE: if(sce->val3 == BCT_SELF) skill_clear_unitgroup(bl); break; case SC_BASILICA: //Clear the skill area. [Skotlex] skill_clear_unitgroup(bl); break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 0; break; case SC_WARM: if (sce->val4) { //Clear the group. struct skill_unit_group *group = (struct skill_unit_group *)sce->val4; sce->val4 = 0; skill_delunitgroup(bl, group); } break; case SC_KAAHI: //Delete timer if it exists. if (sce->val4 != -1) delete_timer(sce->val4,kaahi_heal_timer); break; case SC_JAILED: if(tid == -1) break; //natural expiration. if(sd && sd->mapindex == sce->val2) pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3); break; //guess hes not in jail :P case SC_CHANGE: if (tid == -1) break; // "lose almost all their HP and SP" on natural expiration. status_set_hp(bl, 10, 0); status_set_sp(bl, 10, 0); break; } opt_flag = 1; switch(type){ case SC_STONE: case SC_FREEZE: case SC_STUN: case SC_SLEEP: sc->opt1 = 0; break; case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_BLIND: sc->opt2 &= ~(1<<(type-SC_POISON)); break; case SC_DPOISON: sc->opt2 &= ~OPT2_DPOISON; break; case SC_SIGNUMCRUCIS: sc->opt2 &= ~OPT2_SIGNUMCRUCIS; break; case SC_HIDING: sc->option &= ~OPTION_HIDE; opt_flag|= 2|4; //Check for warp trigger + AoE trigger break; case SC_CLOAKING: sc->option &= ~OPTION_CLOAK; opt_flag|= 2; break; case SC_CHASEWALK: sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); opt_flag|= 2; break; case SC_SIGHT: sc->option &= ~OPTION_SIGHT; break; case SC_WEDDING: sc->option &= ~OPTION_WEDDING; break; case SC_XMAS: sc->option &= ~OPTION_XMAS; break; case SC_SUMMER: sc->option &= ~OPTION_SUMMER; break; case SC_ORCISH: sc->option &= ~OPTION_ORCISH; break; case SC_RUWACH: sc->option &= ~OPTION_RUWACH; break; case SC_FUSION: sc->option &= ~OPTION_FLYING; break; //opt3 case SC_TWOHANDQUICKEN: case SC_ONEHAND: case SC_SPEARQUICKEN: case SC_CONCENTRATION: sc->opt3 &= ~0x1; opt_flag = 0; break; case SC_OVERTHRUST: case SC_MAXOVERTHRUST: case SC_SWOO: sc->opt3 &= ~0x2; opt_flag = 0; break; case SC_ENERGYCOAT: case SC_SKE: sc->opt3 &= ~0x4; opt_flag = 0; break; case SC_INCATKRATE: //Simulated Explosion spirits effect. if (bl->type != BL_MOB) break; case SC_EXPLOSIONSPIRITS: sc->opt3 &= ~0x8; opt_flag = 0; break; case SC_STEELBODY: case SC_SKA: sc->opt3 &= ~0x10; opt_flag = 0; break; case SC_BLADESTOP: sc->opt3 &= ~0x20; opt_flag = 0; break; case SC_BERSERK: sc->opt3 &= ~0x80; opt_flag = 0; break; case SC_MARIONETTE: case SC_MARIONETTE2: sc->opt3 &= ~0x400; opt_flag = 0; break; case SC_ASSUMPTIO: sc->opt3 &= ~0x800; opt_flag = 0; break; case SC_WARM: //SG skills [Komurka] sc->opt3 &= ~0x1000; opt_flag = 0; break; case SC_KAITE: sc->opt3 &= ~0x2000; opt_flag = 0; break; default: opt_flag = 0; } if (calc_flag&SCB_DYE) { //Restore DYE color if (vd && !vd->cloth_color && sce->val4) clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); calc_flag&=~SCB_DYE; } //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. if (vd && pcdb_checkid(vd->class_)) clif_status_change(bl,StatusIconChangeTable[type],0); else if (sd) clif_status_load(bl,StatusIconChangeTable[type],0); if(opt_flag) clif_changeoption(bl); if (calc_flag) status_calc_bl(bl,calc_flag); if(opt_flag&4) //Out of hiding, invoke on place. skill_unit_move(bl,gettick(),1); if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. ers_free(sc_data_ers, sce); return 1; } int kaahi_heal_timer(int tid, unsigned int tick, int id, int data) { struct block_list *bl; struct status_change *sc; struct status_change_entry *sce; struct status_data *status; int hp; if(!((bl=map_id2bl(id))&& (sc=status_get_sc(bl)) && (sce = sc->data[SC_KAAHI]))) return 0; if(sce->val4 != tid) { ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4); sce->val4=-1; return 0; } status=status_get_status_data(bl); if(!status_charge(bl, 0, sce->val3)) { sce->val4=-1; return 0; } hp = status->max_hp - status->hp; if (hp > sce->val2) hp = sce->val2; if (hp) status_heal(bl, hp, 0, 2); sce->val4=-1; return 1; } /*========================================== * ステータス異常終了タイマー *------------------------------------------*/ int status_change_timer(int tid, unsigned int tick, int id, int data) { enum sc_type type = data; struct block_list *bl; struct map_session_data *sd; struct status_data *status; struct status_change *sc; struct status_change_entry *sce; bl = map_id2bl(id); if(!bl) { ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data); return 0; } sc = status_get_sc(bl); status = status_get_status_data(bl); if(!(sc && (sce = sc->data[type]))) { ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type); return 0; } if( sce->timer != tid ) { ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); return 0; } BL_CAST(BL_PC, bl, sd); // set the next timer of the sce (don't assume the status still exists) #define sc_timer_next(t,f,i,d) \ if( (sce=sc->data[type]) ) \ sce->timer = add_timer(t,f,i,d); \ else \ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) switch(type) { case SC_MAXIMIZEPOWER: case SC_CLOAKING: if(!status_charge(bl, 0, 1)) break; //Not enough SP to continue. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); return 0; case SC_CHASEWALK: if(!status_charge(bl, 0, sce->val4)) break; //Not enough SP to continue. if (!sc->data[SC_INCSTR]) { sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1), (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration *skill_get_time2(StatusSkillChangeTable[type],sce->val1)); } sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); return 0; break; case SC_SKA: if(--(sce->val2)>0){ sce->val3 = rand()%100; //Random defense. sc_timer_next(1000+tick, status_change_timer,bl->id, data); return 0; } break; case SC_HIDING: if(--(sce->val2)>0){ if(sce->val2 % sce->val4 == 0 &&!status_charge(bl, 0, 1)) break; //Fail if it's time to substract SP and there isn't. sc_timer_next(1000+tick, status_change_timer,bl->id, data); return 0; } break; case SC_SIGHT: case SC_RUWACH: case SC_SIGHTBLASTER: map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); if( --(sce->val2)>0 ){ sc_timer_next(250+tick, status_change_timer, bl->id, data); return 0; } break; case SC_PROVOKE: if(sce->val2) { //Auto-provoke (it is ended in status_heal) sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_STONE: if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { sce->val4 = 0; unit_stop_walking(bl,1); sc->opt1 = OPT1_STONE; clif_changeoption(bl); sc_timer_next(1000+tick,status_change_timer, bl->id, data ); status_calc_bl(bl, StatusChangeFlagTable[type]); return 0; } if(--(sce->val3) > 0) { if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) status_zap(bl, sce->val2, 0); sc_timer_next(1000+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_POISON: if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left. break; case SC_DPOISON: if (--(sce->val3) > 0) { if (!sc->data[SC_SLOWPOISON]) { bool flag; map_freeblock_lock(); status_zap(bl, sce->val4, 0); flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel. map_freeblock_unlock(); if (flag) return 0; //target died, SC cancelled already. } sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_TENSIONRELAX: if(status->max_hp > status->hp && --(sce->val3) > 0){ sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); return 0; } break; case SC_BLEEDING: if (--(sce->val4) >= 0) { int flag; map_freeblock_lock(); status_fix_damage(NULL, bl, rand()%600 + 200, 0); flag = !sc->data[type]; map_freeblock_unlock(); if (flag) return 0; //SC already ended. sc_timer_next(10000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_HPREGEN: if( sd && --(sce->val4) >= 0 ) { if( status->hp < status->max_hp ) { int hp = (int)(sd->status.max_hp * sce->val1 / 100.); status_heal(bl, hp, 0, 2); } sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_KNOWLEDGE: if (!sd) break; if(bl->m == sd->feel_map[0].m || bl->m == sd->feel_map[1].m || bl->m == sd->feel_map[2].m) { //Timeout will be handled by pc_setpos sce->timer = INVALID_TIMER; return 0; } break; case SC_DANCING: //ダンススキルの時間SP消費 { int s = 0; int sp = 1; int counter = (sce->val3)>>16; if (--counter <= 0) break; sce->val3&= 0xFFFF; //Remove counter sce->val3|=(counter<<16);//Reset it. switch(sce->val1&0xFFFF){ case BD_RICHMANKIM: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_SIEGFRIED: case BA_DISSONANCE: case BA_ASSASSINCROSS: case DC_UGLYDANCE: s=3; break; case BD_LULLABY: case BD_ETERNALCHAOS: case BD_ROKISWEIL: case DC_FORTUNEKISS: s=4; break; case CG_HERMODE: case BD_INTOABYSS: case BA_WHISTLE: case DC_HUMMING: case BA_POEMBRAGI: case DC_SERVICEFORYOU: s=5; break; case BA_APPLEIDUN: s=6; break; case CG_MOONLIT: //Moonlit's cost is 4sp*skill_lv [Skotlex] sp= 4*(sce->val1>>16); //Upkeep is also every 10 secs. case DC_DONTFORGETME: s=10; break; } if (s && (counter%s == 0)) { if (sc->data[SC_LONGING]) sp*= 3; if (!status_charge(bl, 0, sp)) break; } sc_timer_next(1000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_DEVOTION: { //Check range and timeleft to preserve status [Skotlex] //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl struct map_session_data *md = map_id2sd(sce->val1); if (md && check_distance_bl(bl, &md->bl, sce->val3) && (sce->val4-=1000)>0) { sc_timer_next(1000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_BERSERK: // 5% every 10 seconds [DracoRPG] if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0)) { sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); return 0; } break; case SC_NOCHAT: if(sd){ sd->status.manner++; clif_updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { //Every 60 seconds your manner goes up by 1 until it gets back to 0. sc_timer_next(60000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_SPLASHER: // custom Venom Splasher countdown timer //if (sce->val4 % 1000 == 0) { // char timer[10]; // snprintf (timer, 10, "%d", sce->val4/1000); // clif_message(bl, timer); //} if((sce->val4 -= 500) > 0) { sc_timer_next(500 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_MARIONETTE: case SC_MARIONETTE2: { struct block_list *pbl = map_id2bl(sce->val1); if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0) { sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } } break; case SC_GOSPEL: if(sce->val4 == BCT_SELF && --(sce->val2) > 0) { int hp, sp; hp = (sce->val1 > 5) ? 45 : 30; sp = (sce->val1 > 5) ? 35 : 20; if(!status_charge(bl, hp, sp)) break; sc_timer_next(10000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_GUILDAURA: { struct block_list *tbl = map_id2bl(sce->val2); if (tbl && battle_check_range(bl, tbl, 2)){ sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } } break; case SC_JAILED: if(sce->val1 == INT_MAX || --(sce->val1) > 0) { sc_timer_next(60000+tick, status_change_timer, bl->id,data); return 0; } break; case SC_BLIND: if(sc->data[SC_FOGWALL]) { //Blind lasts forever while you are standing on the fog. sc_timer_next(5000+tick, status_change_timer, bl->id, data); return 0; } break; } // default for all non-handled control paths is to end the status return status_change_end( bl,type,tid ); #undef sc_timer_next } /*========================================== * 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 map_session_data *sd, *tsd; struct status_change* tsc; struct block_list* src = va_arg(ap,struct block_list*); struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); enum sc_type type = va_arg(ap,enum sc_type); unsigned int tick = va_arg(ap,unsigned int); if (status_isdead(bl)) return 0; tsc = status_get_sc(bl); BL_CAST(BL_PC, src, sd); BL_CAST(BL_PC, bl, tsd); switch( type ) { case SC_SIGHT: /* サイト */ case SC_CONCENTRATE: if (tsc) { if (tsc->data[SC_HIDING]) status_change_end( bl, SC_HIDING, -1); if (tsc->data[SC_CLOAKING]) status_change_end( bl, SC_CLOAKING, -1); } break; case SC_RUWACH: /* ルアフ */ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) { 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 (battle_check_target( src, bl, BCT_ENEMY ) > 0 && status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) { skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); if (sce) sce->val2 = 0; //This signals it to end. } break; case SC_CLOSECONFINE: //Lock char has released the hold on everyone... if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) { tsc->data[SC_CLOSECONFINE2]->val2 = 0; status_change_end(bl, SC_CLOSECONFINE2, -1); } break; } return 0; } /*========================================== * Clears buffs/debuffs of a character. * type&1 -> buffs, type&2 -> debuffs *------------------------------------------*/ int status_change_clear_buffs (struct block_list* bl, int type) { enum sc_type i; struct status_change *sc= status_get_sc(bl); if (!sc || !sc->count) return 0; if (type&2) //Debuffs for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ) { if(sc->data[i]) status_change_end(bl,i,-1); } for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) { if(!sc->data[i]) continue; switch (i) { //Stuff that cannot be removed case SC_WEIGHT50: case SC_WEIGHT90: case SC_COMBO: case SC_SMA: case SC_DANCING: case SC_GUILDAURA: case SC_SAFETYWALL: case SC_PNEUMA: case SC_NOCHAT: case SC_JAILED: case SC_ANKLE: case SC_BLADESTOP: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: case SC_WATKFOOD: case SC_MATKFOOD: continue; //Debuffs that can be removed. case SC_HALLUCINATION: case SC_QUAGMIRE: case SC_SIGNUMCRUCIS: case SC_DECREASEAGI: case SC_SLOWDOWN: case SC_MINDBREAKER: case SC_WINKCHARM: case SC_STOP: case SC_ORCISH: case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: if (!(type&2)) continue; break; //The rest are buffs that can be removed. case SC_BERSERK: if (!(type&1)) continue; sc->data[i]->val2 = 0; break; default: if (!(type&1)) continue; break; } status_change_end(bl,i,-1); } return 0; } //Natural regen related stuff. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; static int status_natural_heal(DBKey key,void * data,va_list ap) { struct block_list *bl = (struct block_list*)data; struct regen_data *regen; struct status_data *status; struct status_change *sc; struct unit_data *ud; struct view_data *vd = NULL; struct regen_data_sub *sregen; struct map_session_data *sd; int val,rate,bonus = 0,flag; if (!(bl->type&BL_REGEN)) return 0; regen = status_get_regen_data(bl); if (!regen) return 0; status = status_get_status_data(bl); sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; BL_CAST(BL_PC,bl,sd); flag = regen->flag; if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) flag&=~(RGN_HP|RGN_SHP); if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) flag&=~(RGN_SP|RGN_SSP); if (flag && ( status_isdead(bl) || (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) )) flag=0; if (sd) { if (sd->hp_loss.value || sd->sp_loss.value) pc_bleeding(sd, natural_heal_diff_tick); if (sd->hp_regen.value || sd->sp_regen.value) pc_regen(sd, natural_heal_diff_tick); } if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { //Apply sitting regen bonus. sregen = regen->ssregen; if(flag&(RGN_SHP)) { //Sitting HP regen val = natural_heal_diff_tick * sregen->rate.hp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.hp += val; while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { //Full flag&=~(RGN_HP|RGN_SHP); break; } } } if(flag&(RGN_SSP)) { //Sitting SP regen val = natural_heal_diff_tick * sregen->rate.sp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.sp += val; while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { //Full flag&=~(RGN_SP|RGN_SSP); break; } } } } if (flag && regen->state.overweight) flag=0; ud = unit_bl2ud(bl); if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1) { flag&=~(RGN_SHP|RGN_SSP); if(!regen->state.walk) flag&=~RGN_HP; } if (!flag) return 0; if (flag&(RGN_HP|RGN_SP)) { if(!vd) vd = status_get_viewdata(bl); if(vd && vd->dead_sit == 2) bonus++; if(regen->state.gc) bonus++; } //Natural Hp regen if (flag&RGN_HP) { rate = natural_heal_diff_tick*(regen->rate.hp+bonus); if (ud && ud->walktimer != -1) rate/=2; regen->tick.hp += rate; if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { val = 0; do { val += regen->hp; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); if (status_heal(bl, val, 0, 1) < val) flag&=~RGN_SHP; //full. } } //Natural SP regen if(flag&RGN_SP) { regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus); if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { val = 0; do { val += regen->sp; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); if (status_heal(bl, 0, val, 1) < val) flag&=~RGN_SSP; //full. } } if (!regen->sregen) return flag; //Skill regen sregen = regen->sregen; if(flag&RGN_SHP) { //Skill HP regen sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) break; //Full } } if(flag&RGN_SSP) { //Skill SP regen sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { val = sregen->sp; if (sd && sd->state.doridori) { val*=2; sd->state.doridori = 0; if ((rate = pc_checkskill(sd,TK_SPTIME))) sc_start(bl,SkillStatusChangeTable(TK_SPTIME), 100,rate,skill_get_time(TK_SPTIME, rate)); if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rand()%10000 < battle_config.sg_angel_skill_ratio ) { //Angel of the Sun/Moon/Star clif_feel_hate_reset(sd); pc_resethate(sd); pc_resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, val, 3) < val) break; //Full } } return flag; } //Natural heal main timer. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data) { natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); map_foreachiddb(status_natural_heal); natural_heal_prev_tick = tick; return 0; } int status_readdb(void) { int i,j,class_; FILE *fp; char line[1024], path[1024],*p; sprintf(path, "%s/job_db1.txt", db_path); fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD) if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } i = 0; while(fgets(line, sizeof(line), fp)) { //NOTE: entry MAX_WEAPON_TYPE is not counted char* split[5 + MAX_WEAPON_TYPE]; i++; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(j < 5 + MAX_WEAPON_TYPE) { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89] ShowDebug("%s: Not enough columns at line %d\n", path, i); continue; } class_ = atoi(split[0]); if(!pcdb_checkid(class_)) continue; class_ = pc_class2idx(class_); max_weight_base[class_]=atoi(split[1]); hp_coefficient[class_]=atoi(split[2]); hp_coefficient2[class_]=atoi(split[3]); sp_coefficient[class_]=atoi(split[4]); for(j=0;j