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
|
#ifndef _STATUS_H_
#define _STATUS_H_
enum { // struct map_session_data �� status_change�̔�?�e?�u��
// SC_SENDMAX��?�̓N���C�A���g�ւ̒ʒm����B
// 2-2���E�̒l�͂Ȃ߂��Ⴍ������ۂ��̂Ŏb��B���Ԃ�?�X����܂��B
SC_SENDMAX = 128, // note: max is now 182, but we'll need to do alot of moving around
SC_PROVOKE = 0,
SC_ENDURE = 1,
SC_TWOHANDQUICKEN = 2,
SC_CONCENTRATE = 3,
SC_HIDING = 4,
SC_CLOAKING = 5,
SC_ENCPOISON = 6,
SC_POISONREACT = 7,
SC_QUAGMIRE = 8,
SC_ANGELUS = 9,
SC_BLESSING = 10,
SC_SIGNUMCRUCIS = 11,
SC_INCREASEAGI = 12,
SC_DECREASEAGI = 13,
SC_SLOWPOISON = 14,
SC_IMPOSITIO = 15,
SC_SUFFRAGIUM = 16,
SC_ASPERSIO = 17,
SC_BENEDICTIO = 18,
SC_KYRIE = 19,
SC_MAGNIFICAT = 20,
SC_GLORIA = 21,
SC_AETERNA = 22,
SC_ADRENALINE = 23,
SC_WEAPONPERFECTION = 24,
SC_OVERTHRUST = 25,
SC_MAXIMIZEPOWER = 26,
SC_RIDING = 27,
SC_FALCON = 28,
SC_TRICKDEAD = 29,
SC_LOUD = 30,
SC_ENERGYCOAT = 31,
SC_BROKNARMOR = 32,
SC_BROKNWEAPON = 33,
SC_HALLUCINATION = 34,
SC_WEIGHT50 = 35,
SC_WEIGHT90 = 36,
SC_SPEEDPOTION0 = 37,
SC_SPEEDPOTION1 = 38,
SC_SPEEDPOTION2 = 39,
SC_SPEEDPOTION3 = 40,
SC_SPEEDUP0 = 41, // for skill speedup
SC_SPEEDUP1 = 42, // for skill speedup
//-- 43-50
SC_STRIPWEAPON = 50,
SC_STRIPSHIELD = 51,
SC_STRIPARMOR = 52,
SC_STRIPHELM = 53,
SC_CP_WEAPON = 54,
SC_CP_SHIELD = 55,
SC_CP_ARMOR = 56,
SC_CP_HELM = 57,
SC_AUTOGUARD = 58,
SC_REFLECTSHIELD = 59,
SC_DEVOTION = 60,
SC_PROVIDENCE = 61,
SC_DEFENDER = 62,
SC_AUTOSPELL = 65,
SC_SPEARSQUICKEN = 68,
//-- 69-85
SC_EXPLOSIONSPIRITS = 86,
SC_STEELBODY = 87,
SC_COMBO = 89,
SC_FLAMELAUNCHER = 90,
SC_FROSTWEAPON = 91,
SC_LIGHTNINGLOADER = 92,
SC_SEISMICWEAPON = 93,
//-- 94-102
SC_AURABLADE = 103, /* �I?���u��?�h */
SC_PARRYING = 104, /* �p���C���O */
SC_CONCENTRATION = 105, /* �R���Z���g��?�V���� */
SC_TENSIONRELAX = 106, /* �e���V���������b�N�X */
SC_BERSERK = 107, /* �o?�T?�N */
//-- 108, 109
SC_ASSUMPTIO = 110, /* �A�V�����v�e�B�I */
//-- 111, 112
SC_MAGICPOWER = 113, /* ���@��?�� */
SC_EDP = 114, /* �G�t�F�N�g������������ړ� */
SC_TRUESIGHT = 115, /* �g�D��?�T�C�g */
SC_WINDWALK = 116, /* �E�C���h�E�H?�N */
SC_MELTDOWN = 117, /* �����g�_�E�� */
SC_CARTBOOST = 118, /* �J?�g�u?�X�g */
//-- 119
SC_REJECTSWORD = 120, /* ���W�F�N�g�\?�h */
SC_MARIONETTE = 121, /* �}���I�l�b�g�R���g��?�� */
SC_MARIONETTE2 = 122, // Marionette target
//-- 123
SC_BLEEDING = 124, /* �w�b�h�N���b�V�� */
SC_JOINTBEAT = 125, /* �W���C���g�r?�g */
//-- 126, 127
SC_STONE = 128,
SC_FREEZE = 129,
// <-- 130 = a baby skill status?
SC_STAN = 130,
SC_SLEEP = 131,
// <-- 132 = another baby skill?
SC_POISON = 132,
SC_CURSE = 133,
SC_SILENCE = 134,
SC_CONFUSION = 135,
SC_BLIND = 136,
SC_DIVINA = SC_SILENCE,
//-- 137-139
SC_SAFETYWALL = 140,
SC_PNEUMA = 141,
//-- 142
SC_ANKLE = 143,
SC_DANCING = 144,
SC_KEEPING = 145,
SC_BARRIER = 146,
//-- 147,148
SC_MAGICROD = 149,
SC_SIGHT = 150,
SC_RUWACH = 151,
SC_AUTOCOUNTER = 152,
SC_VOLCANO = 153,
SC_DELUGE = 154,
SC_VIOLENTGALE = 155,
SC_BLADESTOP_WAIT = 156,
SC_BLADESTOP = 157,
SC_EXTREMITYFIST = 158,
//-- 159
SC_LULLABY =160,
SC_RICHMANKIM =161,
SC_ETERNALCHAOS =162,
SC_DRUMBATTLE =163,
SC_NIBELUNGEN =164,
SC_ROKISWEIL =165,
SC_INTOABYSS =166,
SC_SIEGFRIED =167,
SC_DISSONANCE =168,
SC_WHISTLE =169,
SC_ASSNCROS =170,
SC_POEMBRAGI =171,
SC_APPLEIDUN =172,
SC_UGLYDANCE =173,
SC_HUMMING =174,
SC_DONTFORGETME =175,
SC_FORTUNE =176,
SC_SERVICE4U =177,
SC_SPIDERWEB =180, /* �X�p�C�_?�E�F�b�u */
SC_SACRIFICE =184, /* �T�N���t�@�C�X */
SC_WEDDING =187, //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
SC_NOCHAT =188, //�ԃG��?��
SC_SPLASHER =189, /* �x�i���X�v���b�V��? */
SC_SELFDESTRUCTION =190, /* ���� */
SC_MEMORIZE =197, /* �������C�Y */ // changed from 181 to 192
SC_DPOISON =198, /* �ғ� */
// Used by English Team
SC_SLOWDOWN =45, // for skill slowdown
SC_AUTOBERSERK =46,
SC_SIGHTTRASHER =73,
SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
SC_ENSEMBLE =159,
SC_FOGWALL =178,
SC_GOSPEL =179,
SC_PRESERVE =181,
SC_BATTLEORDERS =182,
SC_MOONLIT =183,
SC_ATKPOT =185, // [Valaris]
SC_MATKPOT =186, // [Valaris]
SC_MINDBREAKER =191,
SC_SPELLBREAKER =192,
SC_LANDPROTECTOR =193,
SC_ADAPTATION =194,
SC_CHASEWALK =195,
SC_REGENERATION =196,
SC_GUILDAURA =199
};
extern int SkillStatusChangeTable[];
extern int current_equip_item_index;
// �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_baseatk(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_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_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);
// �X�e�[�^�X�v�Z pc.c ���番��
// pc_calcstatus
int status_calc_pc(struct map_session_data* sd,int first);
int status_calc_speed(struct map_session_data*); // [Celest]
// int status_calc_skilltree(struct map_session_data *sd);
int status_getrefinebonus(int lv,int type);
int status_percentrefinery(struct map_session_data *sd,struct item *item);
extern int percentrefinery[5][10];
int status_readdb(void);
int do_init_status(void);
#endif
|