1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
|
// 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_STAN,
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_MAX, //Automatically updated max, used in for's and at startup to check we are within bounds. [Skotlex]
};
extern int SkillStatusChangeTable[];
//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_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,
// 159 = blue sparks and item-heal sound effect. Looks like item-use effect.
// 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,
// 184 = WTF?? creates the black shape of 4_m_02 NPC, with NPC talk cursor
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,
};
extern int StatusIconChangeTable[];
extern int current_equip_item_index;
//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
// �p�����[�^�����n battle.c ���ړ�
int status_get_class(struct block_list *bl);
int status_get_dir(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); //���蕐�푮���擾
#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 status_change *status_get_sc_data(struct block_list *bl);
short *status_get_sc_count(struct block_list *bl);
short *status_get_opt1(struct block_list *bl);
short *status_get_opt2(struct block_list *bl);
short *status_get_opt3(struct block_list *bl);
short *status_get_option(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))
// ��Ԉُ�֘A skill.c ���ړ�
int status_change_start(struct block_list *bl,int type,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 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 status_change_clear_debuffs(struct block_list *bl);
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
|