// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _STATUS_H_ #define _STATUS_H_ #include "map.h" // Status changes listing. These code are for use by the server. enum { //First we enumerate common status ailments which are often used around. SC_STONE = 0, SC_FREEZE, SC_STUN, SC_SLEEP, SC_POISON, SC_CURSE, SC_SILENCE, SC_CONFUSION, SC_BLIND, SC_BLEEDING, SC_DPOISON, //10 //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future. SC_PROVOKE = 20, SC_ENDURE, SC_TWOHANDQUICKEN, SC_CONCENTRATE, SC_HIDING, SC_CLOAKING, SC_ENCPOISON, SC_POISONREACT, SC_QUAGMIRE, SC_ANGELUS, SC_BLESSING, //30 SC_SIGNUMCRUCIS, SC_INCREASEAGI, SC_DECREASEAGI, SC_SLOWPOISON, SC_IMPOSITIO , SC_SUFFRAGIUM, SC_ASPERSIO, SC_BENEDICTIO, SC_KYRIE, SC_MAGNIFICAT, //40 SC_GLORIA, SC_AETERNA, SC_ADRENALINE, SC_WEAPONPERFECTION, SC_OVERTHRUST, SC_MAXIMIZEPOWER, SC_TRICKDEAD, SC_LOUD, SC_ENERGYCOAT, SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon... SC_BROKENWEAPON, SC_HALLUCINATION, SC_WEIGHT50, SC_WEIGHT90, SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION2, SC_ASPDPOTION3, SC_SPEEDUP0, SC_SPEEDUP1, //60 SC_ATKPOTION, SC_MATKPOTION, SC_WEDDING, SC_SLOWDOWN, SC_ANKLE, SC_KEEPING, SC_BARRIER, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, //70 SC_STRIPHELM, SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_AUTOGUARD, SC_REFLECTSHIELD, SC_SPLASHER, SC_PROVIDENCE, SC_DEFENDER, //80 SC_MAGICROD, SC_SPELLBREAKER, SC_AUTOSPELL, SC_SIGHTTRASHER, SC_AUTOBERSERK, SC_SPEARSQUICKEN, SC_AUTOCOUNTER, SC_SIGHT, SC_SAFETYWALL, SC_RUWACH, //90 SC_EXTREMITYFIST, SC_EXPLOSIONSPIRITS, SC_COMBO, SC_BLADESTOP_WAIT, SC_BLADESTOP, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_VOLCANO, //100, SC_DELUGE, SC_VIOLENTGALE, SC_WATK_ELEMENT, SC_LANDPROTECTOR, SC_ARMOR_ELEMENT, SC_NOCHAT, SC_BABY, SC_AURABLADE, SC_PARRYING, SC_CONCENTRATION, //110 SC_TENSIONRELAX, SC_BERSERK, SC_FURY, SC_GOSPEL, SC_ASSUMPTIO, SC_BASILICA, SC_GUILDAURA, SC_MAGICPOWER, SC_EDP, SC_TRUESIGHT, //120 SC_WINDWALK, SC_MELTDOWN, SC_CARTBOOST, SC_CHASEWALK, SC_REJECTSWORD, SC_MARIONETTE, SC_MARIONETTE2, SC_MOONLIT, SC_JOINTBEAT, SC_MINDBREAKER, //130 SC_MEMORIZE, SC_FOGWALL, SC_SPIDERWEB, SC_DEVOTION, SC_SACRIFICE, SC_STEELBODY, SC_ORCISH, SC_READYSTORM, SC_READYDOWN, SC_READYTURN, //140 SC_READYCOUNTER, SC_DODGE, SC_RUN, SC_SHADOWWEAPON, SC_ADRENALINE2, SC_GHOSTWEAPON, SC_KAIZEL, SC_KAAHI, SC_KAUPE, SC_ONEHAND, //150 SC_PRESERVE, SC_BATTLEORDERS, SC_REGENERATION, SC_DOUBLECAST, SC_GRAVITATION, SC_MAXOVERTHRUST, SC_LONGING, SC_HERMODE, SC_SHRINK, SC_SIGHTBLASTER, //160 SC_WINKCHARM, SC_CLOSECONFINE, SC_CLOSECONFINE2, SC_DANCING, SC_LULLABY, SC_RICHMANKIM, SC_ETERNALCHAOS, SC_DRUMBATTLE, SC_NIBELUNGEN, SC_ROKISWEIL, //170 SC_INTOABYSS, SC_SIEGFRIED, SC_WHISTLE, SC_ASSNCROS, SC_POEMBRAGI, SC_APPLEIDUN, SC_UGLYDANCE, SC_HUMMING, SC_DONTFORGETME, SC_FORTUNE, //180 SC_SERVICE4U, SC_STOP, //Prevents inflicted chars from walking. [Skotlex] SC_SPURT, SC_SPIRIT, SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1. SC_INTRAVISION, SC_INCALLSTATUS, SC_INCSTR, SC_INCAGI, SC_INCVIT, //190 SC_INCINT, SC_INCDEX, SC_INCLUK, SC_INCHIT, SC_INCHITRATE, SC_INCFLEE, SC_INCFLEERATE, SC_INCMHPRATE, SC_INCMSPRATE, SC_INCATKRATE, //200 SC_INCMATKRATE, SC_INCDEFRATE, SC_STRFOOD, SC_AGIFOOD, SC_VITFOOD, SC_INTFOOD, SC_DEXFOOD, SC_LUKFOOD, SC_HITFOOD, SC_FLEEFOOD, //210 SC_BATKFOOD, SC_WATKFOOD, SC_MATKFOOD, SC_SCRESIST, //Increases resistance to status changes. SC_XMAS, // Xmas Suit [Valaris] SC_WARM, //SG skills [Komurka] SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_FUSION, //220 SC_SKILLRATE_UP, SC_SKE, SC_KAITE, SC_SWOO, // [marquis007] SC_SKA, // [marquis007] SC_TKDORI, // [marquis007] SC_MIRACLE, //SG 'hidden' skill [Komurka] //Ninja/GS states SC_MADNESSCANCEL, SC_ADJUSTMENT, SC_INCREASING, //230 SC_GATLINGFEVER, SC_TATAMIGAESHI, SC_UTSUSEMI, SC_KAENSIN, SC_SUITON, SC_NEN, SC_KNOWLEDGE, SC_SMA, //Not combined with SC_COMBO because SMA has it's own visual effect. [Skotlex]. SC_MAX, //Automatically updated max, used in for's and at startup to check we are within bounds. [Skotlex] }; extern int SkillStatusChangeTable[MAX_SKILL]; extern int StatusSkillChangeTable[SC_MAX]; //Numerates the Number for the status changes (client-dependent), imported from jA enum { SI_BLANK = -1, SI_PROVOKE = 0, SI_ENDURE = 1, SI_TWOHANDQUICKEN = 2, SI_CONCENTRATE = 3, SI_HIDING = 4, SI_CLOAKING = 5, SI_ENCPOISON = 6, SI_POISONREACT = 7, SI_QUAGMIRE = 8, SI_ANGELUS = 9, SI_BLESSING = 10, SI_SIGNUMCRUCIS = 11, SI_INCREASEAGI = 12, SI_DECREASEAGI = 13, SI_SLOWPOISON = 14, SI_IMPOSITIO = 15, SI_SUFFRAGIUM = 16, SI_ASPERSIO = 17, SI_BENEDICTIO = 18, SI_KYRIE = 19, SI_MAGNIFICAT = 20, SI_GLORIA = 21, SI_AETERNA = 22, SI_ADRENALINE = 23, SI_WEAPONPERFECTION = 24, SI_OVERTHRUST = 25, SI_MAXIMIZEPOWER = 26, SI_RIDING = 27, SI_FALCON = 28, SI_TRICKDEAD = 29, SI_LOUD = 30, SI_ENERGYCOAT = 31, SI_BROKENARMOR = 32, SI_BROKENWEAPON = 33, SI_HALLUCINATION = 34, SI_WEIGHT50 = 35, SI_WEIGHT90 = 36, SI_ASPDPOTION = 37, //38: Again Aspd Potion //39: Again Aspd Potion //40: Again Aspd Potion SI_SPEEDPOTION = 41, //42: Again Speed Up SI_STRIPWEAPON = 50, SI_STRIPSHIELD = 51, SI_STRIPARMOR = 52, SI_STRIPHELM = 53, SI_CP_WEAPON = 54, SI_CP_SHIELD = 55, SI_CP_ARMOR = 56, SI_CP_HELM = 57, SI_AUTOGUARD = 58, SI_REFLECTSHIELD = 59, SI_PROVIDENCE = 61, SI_DEFENDER = 62, SI_AUTOSPELL = 65, SI_SPEARQUICKEN = 68, SI_EXPLOSIONSPIRITS = 86, SI_FURY = 87, SI_FIREWEAPON = 90, SI_WATERWEAPON = 91, SI_WINDWEAPON = 92, SI_EARTHWEAPON = 93, // 102 = again gloria - from what I saw on screenshots, I wonder if it isn't gospel... [DracoRPG] SI_AURABLADE = 103, SI_PARRYING = 104, SI_CONCENTRATION = 105, SI_TENSIONRELAX = 106, SI_BERSERK = 107, SI_ASSUMPTIO = 110, SI_GUILDAURA = 112, SI_MAGICPOWER = 113, SI_EDP = 114, SI_TRUESIGHT = 115, SI_WINDWALK = 116, SI_MELTDOWN = 117, SI_CARTBOOST = 118, SI_REJECTSWORD = 120, SI_MARIONETTE = 121, SI_MARIONETTE2 = 122, SI_MOONLIT = 123, SI_BLEEDING = 124, SI_JOINTBEAT = 125, SI_DEVOTION = 130, SI_STEELBODY = 132, SI_CHASEWALK = 134, SI_READYSTORM = 135, SI_READYDOWN = 137, SI_READYTURN = 139, SI_READYCOUNTER = 141, SI_DODGE = 143, SI_RUN = 144, SI_SPURT = 145, SI_SHADOWWEAPON = 146, SI_ADRENALINE2 = 147, SI_GHOSTWEAPON = 148, SI_NIGHT = 149, SI_SPIRIT = 149, SI_DEVIL = 152, SI_KAITE = 153, SI_KAIZEL = 156, SI_KAAHI = 157, SI_KAUPE = 158, SI_SMA = 159, // 160 SI_ONEHAND = 161, SI_WARM = 165, // 166 | The three show the exact same display: ultra red character (165, 166, 167) // 167 | SI_SUN_COMFORT = 169, SI_MOON_COMFORT = 170, SI_STAR_COMFORT = 171, SI_PRESERVE = 181, SI_BATTLEORDERS = 182, SI_INTRAVISION = 184, //WTF?? creates the black shape of 4_m_02 NPC, with NPC talk cursor. Supposedly intravision shows this. SI_DOUBLECAST = 186, SI_MAXOVERTHRUST = 188, SI_TAROT = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG] SI_SHRINK = 197, SI_SIGHTBLASTER = 198, SI_WINKCHARM = 199, SI_CLOSECONFINE = 200, SI_CLOSECONFINE2 = 201, SI_MADNESSCANCEL = 203, //[blackhole89] SI_GATLINGFEVER = 204, // 205 = Gloria again SI_MAEMI = 206, // 207 = crash SI_NEN = 208, SI_ADJUSTMENT = 209, SI_ACCURACY = 210 }; extern int StatusIconChangeTable[]; extern int current_equip_item_index; extern int current_equip_card_id; //Mode definitions to clear up code reading. [Skotlex] #define MD_CANMOVE 0x001 #define MD_LOOTER 0x002 //MD_ANGRY mobs are also aggressive. #define MD_AGGRESSIVE 0x804 #define MD_ASSIST 0x008 #define MD_CASTSENSOR 0x010 #define MD_BOSS 0x020 #define MD_PLANT 0x040 #define MD_CANATTACK 0x080 #define MD_DETECTOR 0x100 //#define MD_CHANGETARGET 0x200 //Mode deprecated, figured out through mob_can_changetarget() #define MD_CHANGECHASE 0x400 #define MD_ANGRY 0x800 #define MD_MASK 0xFFF //Status change option definitions (options are what makes status changes visible to chars //who were not on your field of sight when it happened) //opt1: Non stackable status changes. enum { OPT1_STONE = 1, //Petrified OPT1_FREEZE, OPT1_STUN, OPT1_SLEEP, //What is 5? OPT1_STONEWAIT=6 //Petrifying }; //opt2: Stackable status changes. #define OPT2_POISON 0x001 #define OPT2_CURSE 0x002 #define OPT2_SILENCE 0x004 //0x008 Odd howl sound, Signum crucis? #define OPT2_SIGNUMCRUCIS 0x008 #define OPT2_BLIND 0x010 //0x020 - nothing //0x040 - nothing #define OPT2_DPOISON 0x080 //0x100 //Opt3: Skill state changes, stackable. #define OPT3_SPEEDUP 0x001 //Quicken skills #define OPT3_POWERUP 0x002 //Power Thrust #define OPT3_SHIELD 0x004 //Energy Coat #define OPT3_FURY 0x008 //Explosion spirits #define OPT3_ELECTRIC 0x010 //Steel Body #define OPT3_STOP 0x020 //Blade Stop //64 Unknown #define OPT3_BERSERK 0x080 //Berserk //256 Unknown //512 Unknown #define OPT3_PINKAURA 0x400 //Marionette #define OPT3_AURASHIELD 0x800 //Assumptio #define OPT3_HEAT 0x1000 //Warmth Skills // パラメータ所得系 battle.c より移動 int status_get_class(struct block_list *bl); int status_get_lv(struct block_list *bl); int status_get_range(struct block_list *bl); int status_get_hp(struct block_list *bl); int status_get_max_hp(struct block_list *bl); int status_get_str(struct block_list *bl); int status_get_agi(struct block_list *bl); int status_get_vit(struct block_list *bl); int status_get_int(struct block_list *bl); int status_get_dex(struct block_list *bl); int status_get_luk(struct block_list *bl); int status_get_hit(struct block_list *bl); int status_get_flee(struct block_list *bl); int status_get_def(struct block_list *bl); int status_get_mdef(struct block_list *bl); int status_get_flee2(struct block_list *bl); int status_get_def2(struct block_list *bl); int status_get_mdef2(struct block_list *bl); int status_get_batk(struct block_list *bl); int status_get_atk(struct block_list *bl); int status_get_atk2(struct block_list *bl); int status_get_speed(struct block_list *bl); int status_get_adelay(struct block_list *bl); int status_get_amotion(struct block_list *bl); int status_get_dmotion(struct block_list *bl); int status_get_element(struct block_list *bl); int status_get_attack_sc_element(struct block_list *bl); int status_get_attack_element(struct block_list *bl); int status_get_attack_element2(struct block_list *bl); //左手武器属性取得 #define status_get_elem_type(bl) (status_get_element(bl)%10) #define status_get_elem_level(bl) (status_get_element(bl)/10/2) int status_get_party_id(struct block_list *bl); int status_get_guild_id(struct block_list *bl); int status_get_race(struct block_list *bl); int status_get_size(struct block_list *bl); int status_get_mode(struct block_list *bl); int status_get_mexp(struct block_list *bl); int status_get_race2(struct block_list *bl); struct view_data *status_get_viewdata(struct block_list *bl); void status_set_viewdata(struct block_list *bl, int class_); void status_change_init(struct block_list *bl); struct status_change *status_get_sc(struct block_list *bl); int status_get_matk1(struct block_list *bl); int status_get_matk2(struct block_list *bl); int status_get_critical(struct block_list *bl); int status_get_atk_(struct block_list *bl); int status_get_atk_2(struct block_list *bl); int status_get_atk2(struct block_list *bl); int status_isdead(struct block_list *bl); int status_isimmune(struct block_list *bl); int status_get_sc_def(struct block_list *bl, int type); #define status_get_sc_def_mdef(bl) (status_get_sc_def(bl, SP_MDEF1)) #define status_get_sc_def_vit(bl) (status_get_sc_def(bl, SP_DEF2)) #define status_get_sc_def_int(bl) (status_get_sc_def(bl, SP_MDEF2)) #define status_get_sc_def_luk(bl) (status_get_sc_def(bl, SP_LUK)) //Short version, receives rate in 1->100 range, and does not uses a flag setting. #define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0) #define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0) int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag); int status_change_end( struct block_list* bl , int type,int tid ); int kaahi_heal_timer(int tid, unsigned int tick, int id, int data); int status_change_timer(int tid, unsigned int tick, int id, int data); int status_change_timer_sub(struct block_list *bl, va_list ap ); int status_change_clear(struct block_list *bl,int type); int status_change_clear_buffs(struct block_list *bl, int type); int status_calc_pet(struct map_session_data* sd, int first); // [Skotlex] int status_calc_pc(struct map_session_data* sd,int first); int status_calc_str(struct block_list *,int); int status_calc_agi(struct block_list *,int); int status_calc_vit(struct block_list *,int); int status_calc_int(struct block_list *,int); int status_calc_dex(struct block_list *,int); int status_calc_luk(struct block_list *,int); int status_calc_batk(struct block_list *,int); int status_calc_watk(struct block_list *,int); int status_calc_matk(struct block_list *,int); int status_calc_hit(struct block_list *,int); int status_calc_critical(struct block_list *,int); int status_calc_flee(struct block_list *,int); int status_calc_flee2(struct block_list *,int); int status_calc_def(struct block_list *,int); int status_calc_def2(struct block_list *,int); int status_calc_mdef(struct block_list *,int); int status_calc_mdef2(struct block_list *,int); int status_calc_speed(struct block_list *,int); int status_calc_aspd_rate(struct block_list *,int); int status_calc_maxhp(struct block_list *,int); int status_calc_maxsp(struct block_list *,int); int status_quick_recalc_speed(struct map_session_data*, int, int, char); // [Celest] - modified by [Skotlex] int status_getrefinebonus(int lv,int type); int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex] //Use this to refer the max refinery level [Skotlex] #define MAX_REFINE 10 extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex] int status_readdb(void); int do_init_status(void); #endif