diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 6038 |
1 files changed, 6038 insertions, 0 deletions
diff --git a/src/map/status.c b/src/map/status.c new file mode 100644 index 000000000..28896aceb --- /dev/null +++ b/src/map/status.c @@ -0,0 +1,6038 @@ +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <time.h>
+#include <ctype.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+#include <string.h>
+
+#include "pc.h"
+#include "map.h"
+#include "pet.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "status.h"
+
+#include "timer.h"
+#include "nullpo.h"
+#include "script.h"
+#include "showmsg.h"
+
+int SkillStatusChangeTable[]={
+ -1,-1,-1,-1,-1,-1,
+ SC_PROVOKE,
+ SC_WATK_ELEMENT, //Adds part of your final attack as elemental damage. [Skotlex]
+ SC_ENDURE,
+ -1,
+/* 10- */
+ SC_SIGHT, /* サイト */
+ -1,
+ SC_SAFETYWALL, /* セーフティーウォール */
+ -1,-1,-1,
+ SC_FREEZE, /* フロストダイバ? */
+ SC_STONE, /* スト?ンカ?ス */
+ -1,-1,
+/* 20- */
+ -1,-1,-1,-1,
+ SC_RUWACH, /* ルアフ */
+ -1,//SC_PNEUMA, Pneuma is no longer a status change. It is a cell type.
+ -1,-1,-1,
+ SC_INCREASEAGI, /* 速度?加 */
+/* 30- */
+ SC_DECREASEAGI, /* 速度減少 */
+ -1,
+ SC_SIGNUMCRUCIS, /* シグナムクルシス */
+ SC_ANGELUS, /* エンジェラス */
+ SC_BLESSING, /* ブレッシング */
+ -1,-1,-1,-1,-1,
+/* 40- */
+ -1,-1,-1,-1,-1,
+ SC_CONCENTRATE, /* 集中力向上 */
+ -1,-1,-1,-1,
+/* 50- */
+ -1,
+ SC_HIDING, /* ハイディング */
+ -1,-1,-1,-1,-1,-1,-1,-1,
+/* 60- */
+ SC_TWOHANDQUICKEN, /* 2HQ */
+ SC_AUTOCOUNTER,
+ -1,-1,-1,-1,
+ SC_IMPOSITIO, /* インポシティオマヌス */
+ SC_SUFFRAGIUM, /* サフラギウム */
+ SC_ASPERSIO, /* アスペルシオ */
+ SC_BENEDICTIO, /* 聖?降福 */
+/* 70- */
+ -1,
+ SC_SLOWPOISON,
+ -1,
+ SC_KYRIE, /* キリエエレイソン */
+ SC_MAGNIFICAT, /* マグニフィカ?ト */
+ SC_GLORIA, /* グロリア */
+ SC_SILENCE, /* レックスディビ?ナ */
+ -1,
+ SC_AETERNA, /* レックスエ?テルナ */
+ -1,
+/* 80- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 90- */
+ -1,-1,
+ SC_QUAGMIRE, /* クァグマイア */
+ -1,-1,-1,-1,-1,-1,-1,
+/* 100- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 110- */
+ -1,
+ SC_ADRENALINE, /* アドレナリンラッシュ */
+ SC_WEAPONPERFECTION,/* ウェポンパ?フェクション */
+ SC_OVERTHRUST, /* オ?バ?トラスト */
+ SC_MAXIMIZEPOWER, /* マキシマイズパワ? */
+ -1,-1,-1,-1,-1,
+/* 120- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 130- */
+ -1,-1,-1,-1,-1,
+ SC_CLOAKING, /* クロ?キング */
+ SC_STAN, /* ソニックブロ? */
+ -1,
+ SC_ENCPOISON, /* エンチャントポイズン */
+ SC_POISONREACT, /* ポイズンリアクト */
+/* 140- */
+ SC_POISON, /* ベノムダスト */
+ SC_SPLASHER, /* ベナムスプラッシャ? */
+ -1,
+ SC_TRICKDEAD, /* 死んだふり */
+ -1,-1,
+ SC_AUTOBERSERK,
+ -1,-1,-1,
+/* 150- */
+ -1,-1,-1,-1,-1,
+ SC_LOUD, /* ラウドボイス */
+ -1,
+ SC_ENERGYCOAT, /* エナジ?コ?ト */
+ -1,-1,
+/* 160- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 200 */
+ -1,
+ SC_KEEPING,
+ -1,
+ SC_COMA,
+ SC_BARRIER,
+ -1,
+ SC_STAN,
+ SC_HALLUCINATION,
+ -1,-1,
+/* 210- */
+ -1,-1,-1,-1,-1,
+ SC_STRIPWEAPON,
+ SC_STRIPSHIELD,
+ SC_STRIPARMOR,
+ SC_STRIPHELM,
+ -1,
+/* 220- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 230- */
+ -1,-1,-1,-1,
+ SC_CP_WEAPON,
+ SC_CP_SHIELD,
+ SC_CP_ARMOR,
+ SC_CP_HELM,
+ -1,-1,
+/* 240- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,
+ SC_AUTOGUARD,
+/* 250- */
+ -1,-1,
+ SC_REFLECTSHIELD,
+ -1,-1,
+ SC_DEVOTION,
+ SC_PROVIDENCE,
+ SC_DEFENDER,
+ SC_SPEARSQUICKEN,
+ -1,
+/* 260- */
+ -1,-1,-1,-1,-1,-1,-1,-1,
+ SC_STEELBODY,
+ SC_BLADESTOP_WAIT,
+/* 270- */
+ SC_EXPLOSIONSPIRITS,
+ SC_EXTREMITYFIST,
+ -1,-1,-1,-1,
+ SC_MAGICROD,
+ -1,-1,-1,
+/* 280- */
+ SC_FIREWEAPON,
+ SC_WATERWEAPON,
+ SC_WINDWEAPON,
+ SC_EARTHWEAPON,
+ -1,
+ SC_VOLCANO,
+ SC_DELUGE,
+ SC_VIOLENTGALE,
+ SC_LANDPROTECTOR,
+ -1,
+/* 290- */
+ -1,-1,-1,-1,
+ SC_ORCISH,
+ -1,-1,-1,-1,-1,
+/* 300- */
+ -1,-1,-1,
+ SC_COMA,
+ -1,-1,
+ SC_LULLABY,
+ SC_RICHMANKIM,
+ SC_ETERNALCHAOS,
+ SC_DRUMBATTLE,
+/* 310- */
+ SC_NIBELUNGEN,
+ SC_ROKISWEIL,
+ SC_INTOABYSS,
+ SC_SIEGFRIED,
+ -1,-1,-1,-1,-1,
+ SC_WHISTLE,
+/* 320- */
+ SC_ASSNCROS,
+ SC_POEMBRAGI,
+ SC_APPLEIDUN,
+ -1,-1,
+ SC_UGLYDANCE,
+ -1,
+ SC_HUMMING,
+ SC_DONTFORGETME,
+ SC_FORTUNE,
+/* 330- */
+ SC_SERVICE4U,
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 340- */
+ -1,-1,
+ SC_STOP,
+ -1,-1,-1,-1,-1,-1,-1,
+/* 350- */
+ -1,-1,-1,-1,-1,
+ SC_AURABLADE,
+ SC_PARRYING,
+ SC_CONCENTRATION,
+ SC_TENSIONRELAX,
+ SC_BERSERK,
+/* 360- */
+ -1,
+ SC_ASSUMPTIO,
+ SC_BASILICA,
+ -1,-1,-1,
+ SC_MAGICPOWER,
+ -1,
+ SC_SACRIFICE,
+ SC_GOSPEL,
+/* 370- */
+ -1,-1,-1,-1,-1,-1,-1,-1,
+ SC_EDP,
+ -1,
+/* 380- */
+ SC_TRUESIGHT,
+ -1,-1,
+ SC_WINDWALK,
+ SC_MELTDOWN,
+ -1,-1,
+ SC_CARTBOOST,
+ -1,
+ SC_CHASEWALK,
+/* 390- */
+ SC_REJECTSWORD,
+ -1,-1,-1,-1,
+ SC_MOONLIT,
+ SC_MARIONETTE,
+ -1,
+ SC_BLEEDING,
+ SC_JOINTBEAT,
+/* 400 */
+ -1,-1,
+ SC_MINDBREAKER,
+ SC_MEMORIZE,
+ SC_FOGWALL,
+ SC_SPIDERWEB,
+ -1,-1,
+ SC_BABY,
+ -1,
+/* 410- */
+ -1,
+ SC_RUN,
+ SC_READYSTORM,
+ -1,
+ SC_READYDOWN,
+ -1,
+ SC_READYTURN,
+ -1,
+ SC_READYCOUNTER,
+ -1,
+/* 420- */
+ SC_DODGE,
+ -1,-1,
+ SC_TKDORI,
+ -1,-1,-1,-1,
+ SC_WARM,
+ SC_WARM,
+/* 430- */
+ SC_WARM,
+ SC_SUN_COMFORT,
+ SC_MOON_COMFORT,
+ SC_STAR_COMFORT,
+ -1,-1,-1,-1,-1,-1,
+/* 440- */
+ -1,-1,-1,-1,
+ SC_FUSION,
+ MAPID_ALCHEMIST, // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
+ -1,
+ MAPID_MONK,
+ MAPID_STAR_GLADIATOR,
+ MAPID_SAGE,
+/* 450- */
+ MAPID_CRUSADER,
+ MAPID_SUPER_NOVICE,
+ MAPID_KNIGHT,
+ MAPID_WIZARD,
+ MAPID_PRIEST,
+ MAPID_BARDDANCER,
+ MAPID_ROGUE,
+ MAPID_ASSASSIN,
+ MAPID_BLACKSMITH,
+ SC_ADRENALINE2,
+/* 460- */
+ MAPID_HUNTER,
+ MAPID_SOUL_LINKER,
+ SC_KAIZEL,
+ SC_KAAHI,
+ SC_KAUPE,
+ SC_KAITE,
+ -1,-1,-1,-1,
+/* 470- */
+ SC_SWOO, // [marquis007]
+ SC_SKE,
+ SC_SKA, // [marquis007]
+ -1,-1,
+ SC_PRESERVE,
+ -1,-1,-1,-1,
+/* 480- */
+ -1,-1,
+ SC_DOUBLECAST,
+ -1,
+ SC_GRAVITATION,
+ -1,
+ SC_MAXOVERTHRUST,
+ SC_LONGING,
+ SC_HERMODE,
+ -1,
+/* 490- */
+ -1,-1,-1,-1,
+ SC_SPIRIT,
+ SC_ONEHAND,
+ -1,-1,-1,-1,
+/* 500- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 510- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 520- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 530- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 540- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 550- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 560- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 570- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 580- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 590- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 600- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 610- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 620- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 630- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 640- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 650- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 660- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 670- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 680- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 690- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 700- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 710- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 720- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 730- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 740- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 750- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 760- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 770- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 780- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 790- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 800- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 810- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 820- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 830- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 840- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 850- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 860- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 870- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 880- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 890- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 900- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 910- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 920- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 930- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 940- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 950- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 960- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 970- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 980- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 990- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1000- */
+ -1,-1,
+ SC_SHRINK,
+ -1,-1,
+ SC_CLOSECONFINE2,
+ SC_SIGHTBLASTER,
+ -1,-1,-1,
+/* 1010- */
+ -1,
+ SC_WINKCHARM,
+ -1,-1,
+ SC_COMA,
+ -1,-1,-1,-1,-1,
+/* 1020- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1030- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1040- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1050- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1060- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1070- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1080- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+/* 1090- */
+ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+};
+
+int StatusIconChangeTable[SC_MAX];
+
+static int max_weight_base[MAX_PC_CLASS];
+static int hp_coefficient[MAX_PC_CLASS];
+static int hp_coefficient2[MAX_PC_CLASS];
+static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
+static int sp_coefficient[MAX_PC_CLASS];
+static int aspd_base[MAX_PC_CLASS][20];
+#define MAX_REFINE_BONUS 5
+static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
+int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
+static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
+static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
+
+int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
+//to avoid cards exploits
+
+//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
+//but it is much less prone to errors. [Skotlex]
+void initStatusIconChangeTable(void) {
+ int i;
+ for (i = 0; i < SC_MAX; i++)
+ StatusIconChangeTable[i] = SI_BLANK;
+
+ StatusIconChangeTable[SC_PROVOKE] = SI_PROVOKE;
+ StatusIconChangeTable[SC_ENDURE] = SI_ENDURE;
+ StatusIconChangeTable[SC_TWOHANDQUICKEN] = SI_TWOHANDQUICKEN;
+ StatusIconChangeTable[SC_CONCENTRATE] = SI_CONCENTRATE;
+ StatusIconChangeTable[SC_HIDING] = SI_HIDING;
+ StatusIconChangeTable[SC_CLOAKING] = SI_CLOAKING;
+ StatusIconChangeTable[SC_ENCPOISON] = SI_ENCPOISON;
+ StatusIconChangeTable[SC_POISONREACT] = SI_POISONREACT;
+ StatusIconChangeTable[SC_QUAGMIRE] = SI_QUAGMIRE;
+ StatusIconChangeTable[SC_ANGELUS] = SI_ANGELUS;
+ StatusIconChangeTable[SC_BLESSING] = SI_BLESSING;
+ StatusIconChangeTable[SC_SIGNUMCRUCIS] = SI_SIGNUMCRUCIS;
+ StatusIconChangeTable[SC_INCREASEAGI] = SI_INCREASEAGI;
+ StatusIconChangeTable[SC_DECREASEAGI] = SI_DECREASEAGI;
+ StatusIconChangeTable[SC_SLOWPOISON] = SI_SLOWPOISON;
+ StatusIconChangeTable[SC_IMPOSITIO] = SI_IMPOSITIO;
+ StatusIconChangeTable[SC_SUFFRAGIUM] = SI_SUFFRAGIUM;
+ StatusIconChangeTable[SC_ASPERSIO] = SI_ASPERSIO;
+ StatusIconChangeTable[SC_BENEDICTIO] = SI_BENEDICTIO;
+ StatusIconChangeTable[SC_KYRIE] = SI_KYRIE;
+ StatusIconChangeTable[SC_MAGNIFICAT] = SI_MAGNIFICAT;
+ StatusIconChangeTable[SC_GLORIA] = SI_GLORIA;
+ StatusIconChangeTable[SC_AETERNA] = SI_AETERNA;
+ StatusIconChangeTable[SC_ADRENALINE] = SI_ADRENALINE;
+ StatusIconChangeTable[SC_WEAPONPERFECTION] = SI_WEAPONPERFECTION;
+ StatusIconChangeTable[SC_OVERTHRUST] = SI_OVERTHRUST;
+ StatusIconChangeTable[SC_MAXIMIZEPOWER] = SI_MAXIMIZEPOWER;
+ StatusIconChangeTable[SC_TRICKDEAD] = SI_TRICKDEAD;
+ StatusIconChangeTable[SC_LOUD] = SI_LOUD;
+ StatusIconChangeTable[SC_ENERGYCOAT] = SI_ENERGYCOAT;
+ StatusIconChangeTable[SC_BROKENARMOR] = SI_BROKENARMOR;
+ StatusIconChangeTable[SC_BROKENWEAPON] = SI_BROKENWEAPON;
+ StatusIconChangeTable[SC_HALLUCINATION] = SI_HALLUCINATION;
+ StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50;
+ StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
+ StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
+ StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
+ StatusIconChangeTable[SC_STRIPWEAPON] = SI_STRIPWEAPON;
+ StatusIconChangeTable[SC_STRIPSHIELD] = SI_STRIPSHIELD;
+ StatusIconChangeTable[SC_STRIPARMOR] = SI_STRIPARMOR;
+ StatusIconChangeTable[SC_STRIPHELM] = SI_STRIPHELM;
+ StatusIconChangeTable[SC_CP_WEAPON] = SI_CP_WEAPON;
+ StatusIconChangeTable[SC_CP_SHIELD] = SI_CP_SHIELD;
+ StatusIconChangeTable[SC_CP_ARMOR] = SI_CP_ARMOR;
+ StatusIconChangeTable[SC_CP_HELM] = SI_CP_HELM;
+ StatusIconChangeTable[SC_AUTOGUARD] = SI_AUTOGUARD;
+ StatusIconChangeTable[SC_REFLECTSHIELD] = SI_REFLECTSHIELD;
+ StatusIconChangeTable[SC_PROVIDENCE] = SI_PROVIDENCE;
+ StatusIconChangeTable[SC_DEFENDER] = SI_DEFENDER;
+ StatusIconChangeTable[SC_AUTOSPELL] = SI_AUTOSPELL;
+ StatusIconChangeTable[SC_SPEARSQUICKEN] = SI_SPEARQUICKEN;
+ StatusIconChangeTable[SC_EXPLOSIONSPIRITS] = SI_EXPLOSIONSPIRITS;
+ StatusIconChangeTable[SC_FURY] = SI_FURY;
+ StatusIconChangeTable[SC_FIREWEAPON] = SI_FIREWEAPON;
+ StatusIconChangeTable[SC_WATERWEAPON] = SI_WATERWEAPON;
+ StatusIconChangeTable[SC_WINDWEAPON] = SI_WINDWEAPON;
+ StatusIconChangeTable[SC_EARTHWEAPON] = SI_EARTHWEAPON;
+ StatusIconChangeTable[SC_AURABLADE] = SI_AURABLADE;
+ StatusIconChangeTable[SC_PARRYING] = SI_PARRYING;
+ StatusIconChangeTable[SC_CONCENTRATION] = SI_CONCENTRATION;
+ StatusIconChangeTable[SC_TENSIONRELAX] = SI_TENSIONRELAX;
+ StatusIconChangeTable[SC_BERSERK] = SI_BERSERK;
+ StatusIconChangeTable[SC_ASSUMPTIO] = SI_ASSUMPTIO;
+ StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
+ StatusIconChangeTable[SC_MAGICPOWER] = SI_MAGICPOWER;
+ StatusIconChangeTable[SC_EDP] = SI_EDP;
+ StatusIconChangeTable[SC_TRUESIGHT] = SI_TRUESIGHT;
+ StatusIconChangeTable[SC_WINDWALK] = SI_WINDWALK;
+ StatusIconChangeTable[SC_MELTDOWN] = SI_MELTDOWN;
+ StatusIconChangeTable[SC_CARTBOOST] = SI_CARTBOOST;
+ StatusIconChangeTable[SC_CHASEWALK] = SI_CHASEWALK;
+ StatusIconChangeTable[SC_REJECTSWORD] = SI_REJECTSWORD;
+ StatusIconChangeTable[SC_MARIONETTE] = SI_MARIONETTE;
+ StatusIconChangeTable[SC_MARIONETTE2] = SI_MARIONETTE2;
+ StatusIconChangeTable[SC_MOONLIT] = SI_MOONLIT;
+ StatusIconChangeTable[SC_DEVOTION] = SI_DEVOTION;
+ StatusIconChangeTable[SC_STEELBODY] = SI_STEELBODY;
+ StatusIconChangeTable[SC_SPURT] = SI_SPURT;
+ StatusIconChangeTable[SC_SPIRIT] = SI_SPIRIT;
+ StatusIconChangeTable[SC_READYSTORM] = SI_READYSTORM;
+ StatusIconChangeTable[SC_READYDOWN] = SI_READYDOWN;
+ StatusIconChangeTable[SC_READYTURN] = SI_READYTURN;
+ StatusIconChangeTable[SC_READYCOUNTER] = SI_READYCOUNTER;
+ StatusIconChangeTable[SC_DODGE] = SI_DODGE;
+ StatusIconChangeTable[SC_SHADOWWEAPON] = SI_SHADOWWEAPON;
+ StatusIconChangeTable[SC_WARM] = SI_WARM;
+ StatusIconChangeTable[SC_SUN_COMFORT] = SI_SUN_COMFORT;
+ StatusIconChangeTable[SC_MOON_COMFORT] = SI_MOON_COMFORT;
+ StatusIconChangeTable[SC_STAR_COMFORT] = SI_STAR_COMFORT;
+ StatusIconChangeTable[SC_ADRENALINE2] = SI_ADRENALINE2;
+ StatusIconChangeTable[SC_GHOSTWEAPON] = SI_GHOSTWEAPON;
+ StatusIconChangeTable[SC_KAITE] = SI_KAITE;
+ StatusIconChangeTable[SC_KAIZEL] = SI_KAIZEL;
+ StatusIconChangeTable[SC_KAAHI] = SI_KAAHI;
+ StatusIconChangeTable[SC_KAUPE] = SI_KAUPE;
+ StatusIconChangeTable[SC_ONEHAND] = SI_ONEHAND;
+ StatusIconChangeTable[SC_PRESERVE] = SI_PRESERVE;
+ StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
+ StatusIconChangeTable[SC_DOUBLECAST] = SI_DOUBLECAST;
+ StatusIconChangeTable[SC_MAXOVERTHRUST] = SI_MAXOVERTHRUST;
+ StatusIconChangeTable[SC_SHRINK] = SI_SHRINK;
+ StatusIconChangeTable[SC_SIGHTBLASTER] = SI_SIGHTBLASTER;
+ StatusIconChangeTable[SC_WINKCHARM] = SI_WINKCHARM;
+ StatusIconChangeTable[SC_CLOSECONFINE] = SI_CLOSECONFINE;
+ StatusIconChangeTable[SC_CLOSECONFINE2] = SI_CLOSECONFINE2;
+}
+/*==========================================
+ * 精錬ボーナス
+ *------------------------------------------
+ */
+int status_getrefinebonus(int lv,int type)
+{
+ if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
+ return refinebonus[lv][type];
+ return 0;
+}
+
+/*==========================================
+ * Checks whether the src can use the skill on the target,
+ * taking into account status/option of both source/target. [Skotlex]
+ * flag: 1 to indicate this call is done after the casting (target already selected)
+ * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
+ * target MAY Be null, in which case the checks are only to see
+ * whether the source can cast or not the skill on the ground.
+ *------------------------------------------
+ */
+int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
+{
+ int mode, race, hide_flag;
+ struct status_change *sc_data=NULL, *tsc_data;
+ short *option=NULL, *opt1=NULL;
+
+ if (src && status_isdead(src))
+ return 0;
+ if (target && status_isdead(target) && skill_num != ALL_RESURRECTION)
+ return 0;
+
+ if (skill_num == PA_PRESSURE && flag)
+ return 1; //Once Gloria Domini has been casted, there's nothing you can do to stop it. [Skotlex]
+
+ mode = src?status_get_mode(src):MD_CANATTACK;
+
+ if (!skill_num && !(mode&MD_CANATTACK))
+ return 0; //This mode is only needed for melee attacking.
+
+ if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
+ (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
+ && !(mode&MD_BOSS))
+ { //Basilica Check
+ if (!skill_num) return 0;
+ race = skill_get_inf(skill_num);
+ if (race&INF_ATTACK_SKILL)
+ return 0;
+ if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
+ return 0;
+ }
+ if (src) {
+ option = status_get_option(src);
+ opt1 = status_get_opt1(src);
+ sc_data = status_get_sc_data(src);
+ }
+
+ if (opt1 && (*opt1) >0)
+ return 0;
+
+ if(sc_data)
+ {
+ if (
+ (sc_data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
+ || (sc_data[SC_AUTOCOUNTER].timer != -1 && skill_num != KN_AUTOCOUNTER)
+ || (sc_data[SC_GOSPEL].timer != -1 && sc_data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
+ || sc_data[SC_GRAVITATION].timer != -1
+ )
+ return 0;
+
+ if (sc_data[SC_BLADESTOP].timer != -1) {
+ switch (sc_data[SC_BLADESTOP].val1)
+ {
+ case 1: return 0;
+ case 2: if (skill_num != MO_FINGEROFFENSIVE) return 0; break;
+ case 3: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE) return 0; break;
+ case 4: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) return 0; break;
+ case 5: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; break;
+ default: return 0;
+ }
+ }
+ if (skill_num)
+ { //Skills blocked through status changes...
+ if ((sc_data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
+ (sc_data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
+ (sc_data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
+ (sc_data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
+ (sc_data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
+ sc_data[SC_SILENCE].timer != -1 || sc_data[SC_STEELBODY].timer != -1 ||
+ sc_data[SC_BERSERK].timer != -1 || sc_data[SC_SKA].timer != -1
+ )
+ return 0;
+
+ if (sc_data[SC_DANCING].timer != -1)
+ {
+ if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
+ && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
+ return 0;
+ if (sc_data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ }
+ }
+ }
+
+ if (option)
+ {
+ if ((*option)&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH
+ && skill_num != RG_BACKSTAP && skill_num != RG_RAID)
+ return 0;
+ if ((*option)&OPTION_CLOAK && skill_num == TF_HIDING)
+ return 0;
+ if ((*option)&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
+ return 0;
+ }
+ if (target == NULL || target == src) //No further checking needed.
+ return 1;
+
+ tsc_data = status_get_sc_data(target);
+ if(tsc_data)
+ {
+ if (!(mode & MD_BOSS) && tsc_data[SC_TRICKDEAD].timer != -1)
+ return 0;
+ if(skill_num == WZ_STORMGUST && tsc_data[SC_FREEZE].timer != -1)
+ return 0;
+ if(skill_num == PR_LEXAETERNA && (tsc_data[SC_FREEZE].timer != -1 || (tsc_data[SC_STONE].timer != -1 && tsc_data[SC_STONE].val2 == 0)))
+ return 0;
+ }
+
+ if (src) {
+ race = status_get_race(src);
+ } else { //Ground skill, only earth-elemental skills have detecting-hitting capabilities.
+ race = 0;
+ if(skill_get_pl(skill_num) == 2)
+ mode|= MD_DETECTOR;
+ }
+ option = status_get_option(target);
+ hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //If targetting, cloak+hide protect you, otherwise only hiding does.
+
+ switch (target->type)
+ {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data*) target;
+ if (pc_isinvisible(sd))
+ return 0;
+ if (((*option)&hide_flag || sd->state.gangsterparadise)
+ && (sd->state.perfect_hiding || !(race == 4 || race == 6 || mode&MD_DETECTOR))
+ && !(mode&MD_BOSS))
+ return 0;
+ }
+ break;
+ case BL_PET:
+ return 0;
+ case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
+ //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
+ if (mode&MD_LOOTER)
+ return 1;
+ else
+ return 0;
+ default:
+ //Check for chase-walk/hiding/cloaking opponents.
+ if (option && !(mode&MD_BOSS))
+ {
+ if ((*option)&hide_flag && !(race == 4 || race == 6 || mode&MD_DETECTOR))
+ return 0;
+ }
+ }
+ return 1;
+}
+
+//Skotlex: Calculates the stats of the given pet.
+int status_calc_pet(struct map_session_data *sd, int first)
+{
+ struct pet_data *pd;
+
+ nullpo_retr(0, sd);
+ if (sd->status.pet_id == 0 || sd->pd == NULL)
+ return 1;
+
+ pd = sd->pd;
+
+ if (battle_config.pet_lv_rate && pd->status)
+ {
+ sd->pet.level = sd->status.base_level*battle_config.pet_lv_rate/100;
+ if (sd->pet.level < 0)
+ sd->pet.level = 1;
+ if (pd->status->level != sd->pet.level || first)
+ {
+ if (!first) //Lv Up animation
+ clif_misceffect(&pd->bl, 0);
+ pd->status->level = sd->pet.level;
+ pd->status->atk1 = (pd->db->atk1*pd->status->level)/pd->db->lv;
+ pd->status->atk2 = (pd->db->atk2*pd->status->level)/pd->db->lv;
+ pd->status->str = (pd->db->str*pd->status->level)/pd->db->lv;
+ pd->status->agi = (pd->db->agi*pd->status->level)/pd->db->lv;
+ pd->status->vit = (pd->db->vit*pd->status->level)/pd->db->lv;
+ pd->status->int_ = (pd->db->int_*pd->status->level)/pd->db->lv;
+ pd->status->dex = (pd->db->dex*pd->status->level)/pd->db->lv;
+ pd->status->luk = (pd->db->luk*pd->status->level)/pd->db->lv;
+
+ if (pd->status->atk1 > battle_config.pet_max_atk1) pd->status->atk1 = battle_config.pet_max_atk1;
+ if (pd->status->atk2 > battle_config.pet_max_atk2) pd->status->atk2 = battle_config.pet_max_atk2;
+
+ if (pd->status->str > battle_config.pet_max_stats) pd->status->str = battle_config.pet_max_stats;
+ else if (pd->status->str < 1) pd->status->str = 1;
+ if (pd->status->agi > battle_config.pet_max_stats) pd->status->agi = battle_config.pet_max_stats;
+ else if (pd->status->agi < 1) pd->status->agi = 1;
+ if (pd->status->vit > battle_config.pet_max_stats) pd->status->vit = battle_config.pet_max_stats;
+ else if (pd->status->vit < 1) pd->status->vit = 1;
+ if (pd->status->int_ > battle_config.pet_max_stats) pd->status->int_ = battle_config.pet_max_stats;
+ else if (pd->status->int_ < 1) pd->status->int_ = 1;
+ if (pd->status->dex > battle_config.pet_max_stats) pd->status->dex = battle_config.pet_max_stats;
+ else if (pd->status->dex < 1) pd->status->dex = 1;
+ if (pd->status->luk > battle_config.pet_max_stats) pd->status->luk = battle_config.pet_max_stats;
+ else if (pd->status->luk < 1) pd->status->luk = 1;
+
+ if (!first) //Not done the first time because the pet is not visible yet
+ clif_send_petstatus(sd);
+ }
+ }
+ //Support rate modifier (1000 = 100%)
+ pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
+ if(battle_config.pet_support_rate != 100)
+ pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
+ return 0;
+}
+
+/*==========================================
+ * パラメータ計算
+ * first==0の時、計算対象のパラメータが呼び出し前から
+ * 変 化した場合自動でsendするが、
+ * 能動的に変化させたパラメータは自前でsendするように
+ *------------------------------------------
+ */
+
+int status_calc_pc(struct map_session_data* sd,int first)
+{
+ static int calculating = 0; //Check for recursive call preemption. [Skotlex]
+ int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
+ int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
+ int b_base_atk;
+ struct skill b_skill[MAX_SKILL];
+ int i,bl,index;
+ int skill,wele,wele_,def_ele,refinedef=0;
+ int pele=0,pdef_ele=0;
+ int str,dstr,dex;
+
+ nullpo_retr(0, sd);
+ if (++calculating > 10) //Too many recursive calls to status_calc_pc!
+ return -1;
+
+ b_speed = sd->speed;
+ b_max_hp = sd->status.max_hp;
+ b_max_sp = sd->status.max_sp;
+ b_hp = sd->status.hp;
+ b_sp = sd->status.sp;
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+ memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
+ memcpy(b_parame,&sd->paramc,sizeof(b_parame));
+ memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
+ b_hit = sd->hit;
+ b_flee = sd->flee;
+ b_aspd = sd->aspd;
+ b_watk = sd->right_weapon.watk;
+ b_def = sd->def;
+ b_watk2 = sd->right_weapon.watk2;
+ b_def2 = sd->def2;
+ b_flee2 = sd->flee2;
+ b_critical = sd->critical;
+ b_attackrange = sd->attackrange;
+ b_matk1 = sd->matk1;
+ b_matk2 = sd->matk2;
+ b_mdef = sd->mdef;
+ b_mdef2 = sd->mdef2;
+ b_class = sd->view_class;
+ sd->view_class = sd->status.class_;
+ b_base_atk = sd->base_atk;
+
+ pc_calc_skilltree(sd); // スキルツリ?の計算
+
+ sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
+
+ if(first&1) {
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_max_weight=battle_config.max_cart_weight;
+ sd->cart_weight=0;
+ sd->cart_max_num=MAX_CART;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ // these are not zeroed. [zzo]
+
+ sd->speed = DEFAULT_WALK_SPEED;
+ sd->hprate=battle_config.hp_rate;
+ sd->sprate=battle_config.sp_rate;
+ sd->castrate=100;
+ sd->delayrate=100;
+ sd->dsprate=100;
+ sd->aspd_rate = 100;
+ sd->speed_rate = 100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->atk_rate = sd->matk_rate = 100;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+ sd->speed_add_rate = sd->aspd_add_rate = 100;
+
+ // zeroed arays, order follows the order in map.h.
+ // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
+ memset (sd->paramb, 0, sizeof(sd->paramb)
+ + sizeof(sd->parame)
+ + sizeof(sd->subele)
+ + sizeof(sd->subrace)
+ + sizeof(sd->subrace2)
+ + sizeof(sd->subsize)
+ + sizeof(sd->addeff)
+ + sizeof(sd->addeff2)
+ + sizeof(sd->reseff)
+ + sizeof(sd->weapon_coma_ele)
+ + sizeof(sd->weapon_coma_race)
+ + sizeof(sd->weapon_atk)
+ + sizeof(sd->weapon_atk_rate)
+ + sizeof(sd->arrow_addele)
+ + sizeof(sd->arrow_addrace)
+ + sizeof(sd->arrow_addsize)
+ + sizeof(sd->arrow_addeff)
+ + sizeof(sd->arrow_addeff2)
+ + sizeof(sd->magic_addele)
+ + sizeof(sd->magic_addrace)
+ + sizeof(sd->magic_addsize)
+ + sizeof(sd->critaddrace)
+ + sizeof(sd->expaddrace)
+ + sizeof(sd->itemhealrate)
+ + sizeof(sd->addeff3)
+ + sizeof(sd->addeff3_type)
+ + sizeof(sd->sp_gain_race)
+ + sizeof(sd->unequip_losehp)
+ + sizeof(sd->unequip_losesp)
+ );
+
+
+ memset (&sd->right_weapon.watk, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
+ memset (&sd->left_weapon.watk, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
+
+ memset(&sd->special_state,0,sizeof(sd->special_state));
+
+ sd->status.max_hp = 0;
+ sd->status.max_sp = 0;
+
+ //zero up structures...
+ memset(&sd->autospell,0,sizeof(sd->autospell)
+ + sizeof(sd->autospell2)
+ + sizeof(sd->skillatk)
+ + sizeof(sd->skillblown)
+ + sizeof(sd->add_def)
+ + sizeof(sd->add_mdef)
+ + sizeof(sd->add_dmg)
+ + sizeof(sd->add_mdmg)
+ + sizeof(sd->add_drop)
+ );
+
+ // vars zeroing. ints, shorts, chars. in that order.
+ memset (&sd->hit, 0, sizeof(sd->hit)
+ + sizeof(sd->flee)
+ + sizeof(sd->flee2)
+ + sizeof(sd->critical)
+ + sizeof(sd->aspd)
+ + sizeof(sd->def)
+ + sizeof(sd->mdef)
+ + sizeof(sd->def2)
+ + sizeof(sd->mdef2)
+ + sizeof(sd->def_ele)
+ + sizeof(sd->matk1)
+ + sizeof(sd->matk2)
+ + sizeof(sd->base_atk)
+ + sizeof(sd->arrow_atk)
+ + sizeof(sd->arrow_ele)
+ + sizeof(sd->arrow_cri)
+ + sizeof(sd->arrow_hit)
+ + sizeof(sd->arrow_range)
+ + sizeof(sd->nhealhp)
+ + sizeof(sd->nhealsp)
+ + sizeof(sd->nshealhp)
+ + sizeof(sd->nshealsp)
+ + sizeof(sd->nsshealhp)
+ + sizeof(sd->nsshealsp)
+ + sizeof(sd->critical_def)
+ + sizeof(sd->double_rate)
+ + sizeof(sd->long_attack_atk_rate)
+ + sizeof(sd->near_attack_def_rate)
+ + sizeof(sd->long_attack_def_rate)
+ + sizeof(sd->magic_def_rate)
+ + sizeof(sd->misc_def_rate)
+ + sizeof(sd->ignore_mdef_ele)
+ + sizeof(sd->ignore_mdef_race)
+ + sizeof(sd->perfect_hit)
+ + sizeof(sd->perfect_hit_add)
+ + sizeof(sd->get_zeny_rate)
+ + sizeof(sd->get_zeny_num)
+ + sizeof(sd->double_add_rate)
+ + sizeof(sd->short_weapon_damage_return)
+ + sizeof(sd->long_weapon_damage_return)
+ + sizeof(sd->magic_damage_return)
+ + sizeof(sd->random_attack_increase_add)
+ + sizeof(sd->random_attack_increase_per)
+ + sizeof(sd->break_weapon_rate)
+ + sizeof(sd->break_armor_rate)
+ + sizeof(sd->crit_atk_rate)
+ + sizeof(sd->hp_loss_rate)
+ + sizeof(sd->sp_loss_rate)
+ + sizeof(sd->classchange)
+ + sizeof(sd->setitem_hash)
+ + sizeof(sd->setitem_hash2)
+ // shorts
+ + sizeof(sd->attackrange)
+ + sizeof(sd->attackrange_)
+ + sizeof(sd->splash_range)
+ + sizeof(sd->splash_add_range)
+ + sizeof(sd->add_steal_rate)
+ + sizeof(sd->hp_loss_value)
+ + sizeof(sd->sp_loss_value)
+ + sizeof(sd->hp_loss_type)
+ + sizeof(sd->sp_drain_type)
+ + sizeof(sd->hp_gain_value)
+ + sizeof(sd->sp_gain_value)
+ + sizeof(sd->add_drop_count)
+ + sizeof(sd->unbreakable)
+ + sizeof(sd->unbreakable_equip)
+ + sizeof(sd->unstripable_equip)
+ + sizeof(sd->no_regen)
+ + sizeof(sd->add_def_count)
+ + sizeof(sd->add_mdef_count)
+ + sizeof(sd->add_dmg_count)
+ + sizeof(sd->add_mdmg_count)
+ );
+
+ if(!sd->state.disguised && sd->disguise) {
+ pc_stop_walking(sd,0);
+ clif_clearchar(&sd->bl, 0);
+ sd->disguise=0;
+ clif_changeoption(&sd->bl);
+ clif_spawnpc(sd);
+ }
+
+ for(i=0;i<10;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == 9 && sd->equip_index[8] == index)
+ continue;
+ if(i == 5 && sd->equip_index[4] == index)
+ continue;
+ if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+
+ if(sd->inventory_data[index]) {
+ if(sd->inventory_data[index]->type == 4) { // Weapon cards
+ if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
+ int j;
+ for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
+ int c=sd->status.inventory[index].card[j];
+ if(c>0){
+ if(i == 8 && sd->status.inventory[index].equip == 0x20)
+ sd->state.lr_flag = 1;
+ run_script(itemdb_equipscript(c),0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+ }
+ }
+ else if(sd->inventory_data[index]->type==5){ // Non-weapon equipment cards
+ if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
+ int j;
+ for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
+ int c=sd->status.inventory[index].card[j];
+ if(c>0) {
+ run_script(itemdb_equipscript(c),0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+ }
+ }
+ }
+ }
+ wele = sd->right_weapon.atk_ele;
+ wele_ = sd->left_weapon.atk_ele;
+ def_ele = sd->def_ele;
+
+ if(sd->status.pet_id > 0) { // Pet
+ struct pet_data *pd=sd->pd;
+ if((pd && battle_config.pet_status_support) && (!battle_config.pet_equip_required || pd->equip > 0)) {
+ if(sd->pet.intimate > 0 && pd->state.skillbonus == 1 && pd->bonus) { //Skotlex: Readjusted for pets
+ pc_bonus(sd,pd->bonus->type, pd->bonus->val);
+ }
+ pele = sd->right_weapon.atk_ele;
+ pdef_ele = sd->def_ele;
+ sd->right_weapon.atk_ele = sd->def_ele = 0;
+ }
+ }
+ memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
+
+ // ?備品によるステ?タス?化はここで?行
+ for(i=0;i<10;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == 9 && sd->equip_index[8] == index)
+ continue;
+ if(i == 5 && sd->equip_index[4] == index)
+ continue;
+ if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+ if(sd->inventory_data[index]) {
+ sd->def += sd->inventory_data[index]->def;
+ if(sd->inventory_data[index]->type == 4) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ if (wlv >= MAX_REFINE_BONUS)
+ wlv = MAX_REFINE_BONUS - 1;
+ if(i == 8 && sd->status.inventory[index].equip == 0x20) { // Left-hand weapon
+ sd->left_weapon.watk += sd->inventory_data[index]->atk;
+ sd->left_weapon.watk2 = (r=sd->status.inventory[index].refine)* // 精?攻?力
+ refinebonus[wlv][0];
+ if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
+ sd->left_weapon.overrefine = r*refinebonus[wlv][1];
+
+ if(sd->status.inventory[index].card[0]==0x00ff){ // Forged weapon
+ sd->left_weapon.star = (sd->status.inventory[index].card[1]>>8); // 星のかけら
+ if(sd->left_weapon.star >= 15) sd->left_weapon.star = 40; // 3 Star Crumbs now give +40 dmg
+ if (pc_istop10fame( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+ sd->left_weapon.star += 10;
+ wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性
+ }
+ sd->attackrange_ += sd->inventory_data[index]->range;
+ sd->state.lr_flag = 1;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ else { // Right-hand weapon
+ sd->right_weapon.watk += sd->inventory_data[index]->atk;
+ sd->right_weapon.watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力
+ refinebonus[wlv][0];
+ if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
+ sd->right_weapon.overrefine += r*refinebonus[wlv][1];
+
+ if(sd->status.inventory[index].card[0]==0x00ff){ // Forged weapon
+ sd->right_weapon.star += (sd->status.inventory[index].card[1]>>8); // 星のかけら
+ if(sd->right_weapon.star >= 15) sd->right_weapon.star = 40; // 3 Star Crumbs now give +40 dmg
+ if (pc_istop10fame( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+ sd->right_weapon.star += 10;
+ wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性
+ }
+ sd->attackrange += sd->inventory_data[index]->range;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+ else if(sd->inventory_data[index]->type == 5) {
+ sd->right_weapon.watk += sd->inventory_data[index]->atk;
+ refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->equip_index[10] >= 0){ // 矢
+ index = sd->equip_index[10];
+ if(sd->inventory_data[index]){ // Arrows
+ sd->state.lr_flag = 2;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ sd->arrow_atk += sd->inventory_data[index]->atk;
+ }
+ }
+ sd->def += (refinedef+50)/100;
+
+ if(sd->attackrange < 1) sd->attackrange = 1;
+ if(sd->attackrange_ < 1) sd->attackrange_ = 1;
+ if(sd->attackrange < sd->attackrange_)
+ sd->attackrange = sd->attackrange_;
+ if(sd->status.weapon == 11)
+ sd->attackrange += sd->arrow_range;
+ if(wele > 0)
+ sd->right_weapon.atk_ele = wele;
+ if(wele_ > 0)
+ sd->left_weapon.atk_ele = wele_;
+ if(def_ele > 0)
+ sd->def_ele = def_ele;
+ if(battle_config.pet_status_support) {
+ if(pele > 0 && !sd->right_weapon.atk_ele)
+ sd->right_weapon.atk_ele = pele;
+ if(pdef_ele > 0 && !sd->def_ele)
+ sd->def_ele = pdef_ele;
+ }
+ sd->double_rate += sd->double_add_rate;
+ sd->perfect_hit += sd->perfect_hit_add;
+ sd->splash_range += sd->splash_add_range;
+ if(sd->aspd_add_rate != 100)
+ sd->aspd_rate += sd->aspd_add_rate-100;
+ if(sd->speed_add_rate != 100)
+ sd->speed_rate += sd->speed_add_rate-100;
+
+ // Damage modifiers from weapon type
+ sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
+ sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
+ sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
+ sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
+
+// ----- STATS CALCULATION -----
+
+ // Job bonuses
+ for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
+ if(job_bonus[sd->status.class_][i])
+ sd->paramb[job_bonus[sd->status.class_][i]-1]++;
+ }
+
+ // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
+ sd->paramb[0] += 10;
+ sd->paramb[1] += 10;
+ sd->paramb[2] += 10;
+ sd->paramb[3] += 10;
+ sd->paramb[4] += 10;
+ sd->paramb[5] += 10;
+ }
+
+ // Absolute modifiers from passive skills
+ if(pc_checkskill(sd,BS_HILTBINDING)>0)
+ sd->paramb[0] ++;
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
+ sd->paramb[3] += (skill+1)/2; // +1 INT / 2 lv
+ if((skill=pc_checkskill(sd,AC_OWL))>0)
+ sd->paramb[4] += skill;
+
+ // Improve Concentration adds a percentage of base stat + job bonus + equipment bonus, but not from card bonus nor status change bonus
+ if(sd->sc_count && sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){
+ sd->paramb[1] += (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
+ sd->paramb[4] += (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
+ }
+
+ // Absolute modifiers from status changes (only for PC)
+ if(sd->sc_count){
+ if (sd->sc_data[SC_BATTLEORDERS].timer != -1) {
+ sd->paramb[0] += 5;
+ sd->paramb[3] += 5;
+ sd->paramb[4] += 5;
+ }
+ if (sd->sc_data[SC_GUILDAURA].timer != -1) {
+ int guildflag = sd->sc_data[SC_GUILDAURA].val4;
+ for (i = 12; i >= 0; i -= 4) {
+ skill = guildflag >> i;
+ switch (i) {
+ case 12: sd->paramb[0] += skill; break;
+ case 8: sd->paramb[2] += skill; break;
+ case 4: sd->paramb[1] += skill; break;
+ case 0: sd->paramb[4] += skill; break;
+ }
+ guildflag ^= skill << i;
+ }
+ }
+ }
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->paramb[0] = status_calc_str(&sd->bl,sd->paramb[0]);
+ sd->paramb[1] = status_calc_agi(&sd->bl,sd->paramb[1]);
+ sd->paramb[2] = status_calc_vit(&sd->bl,sd->paramb[2]);
+ sd->paramb[3] = status_calc_int(&sd->bl,sd->paramb[3]);
+ sd->paramb[4] = status_calc_dex(&sd->bl,sd->paramb[4]);
+ sd->paramb[5] = status_calc_luk(&sd->bl,sd->paramb[5]);
+
+ // Relative modifiers from status changes (only for PC)
+ if(sd->sc_count){
+ if(sd->sc_data[SC_MARIONETTE].timer!=-1){
+ sd->paramb[0]-= sd->status.str/2;
+ sd->paramb[1]-= sd->status.agi/2;
+ sd->paramb[2]-= sd->status.vit/2;
+ sd->paramb[3]-= sd->status.int_/2;
+ sd->paramb[4]-= sd->status.dex/2;
+ sd->paramb[5]-= sd->status.luk/2;
+ }
+ else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
+ struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
+ if (psd) { // if partner is found
+ sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
+ sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
+ sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
+ sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
+ sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
+ sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
+ }
+ }
+ }
+
+ // Calculate total stats
+ sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
+ sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
+ sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
+ sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
+ sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
+ sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
+
+ if(sd->sc_count){
+ if(sd->sc_data[SC_SPIRIT].timer!=-1 && sd->sc_data[SC_SPIRIT].val2 == SL_HIGH)
+ { //Ups any status under 50 to 50.
+ if (sd->paramc[0] < 50) {
+ sd->paramb[0] += 50-sd->paramc[0];
+ sd->paramc[0] = 50;
+ }
+ if (sd->paramc[1] < 50) {
+ sd->paramb[1] += 50-sd->paramc[1];
+ sd->paramc[1] = 50;
+ }
+ if (sd->paramc[2] < 50) {
+ sd->paramb[2] += 50-sd->paramc[2];
+ sd->paramc[2] = 50;
+ }
+ if (sd->paramc[3] < 50) {
+ sd->paramb[3] += 50-sd->paramc[3];
+ sd->paramc[3] = 50;
+ }
+ if (sd->paramc[4] < 50) {
+ sd->paramb[4] += 50-sd->paramc[4];
+ sd->paramc[4] = 50;
+ }
+ if (sd->paramc[5] < 50) {
+ sd->paramb[5] += 50-sd->paramc[5];
+ sd->paramc[5] = 50;
+ }
+ }
+ }
+ for(i=0;i<6;i++)
+ if(sd->paramc[i] < 0) sd->paramc[i] = 0;
+
+ if (sd->sc_count && sd->sc_data[SC_CURSE].timer!=-1)
+ sd->paramc[5] = 0;
+
+// ------ BASE ATTACK CALCULATION ------
+
+ // Basic Base ATK value
+ switch(sd->status.weapon){
+ case 11: // Bows
+ case 13: // Musical Instruments
+ case 14: // Whips
+ str = sd->paramc[4];
+ dex = sd->paramc[0];
+ break;
+ default:
+ str = sd->paramc[0];
+ dex = sd->paramc[4];
+ break;
+ }
+ dstr = str/10;
+ sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
+ sd->base_atk += 4;
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->base_atk = status_calc_batk(&sd->bl,sd->base_atk);
+
+ if(sd->base_atk < 1)
+ sd->base_atk = 1;
+
+// ----- WEAPON ATK CALCULATION -----
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->right_weapon.watk = status_calc_watk(&sd->bl,sd->right_weapon.watk);
+ if((index= sd->equip_index[8]) >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->left_weapon.watk = status_calc_watk(&sd->bl,sd->left_weapon.watk);
+
+// ----- WEAPON UPGRADE ATK CALCULATION -----
+
+ // Absolute modifiers from status changes (only for PC)
+ if(sd->sc_count){
+ if(sd->sc_data[SC_NIBELUNGEN].timer!=-1){
+ index = sd->equip_index[9];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ sd->right_weapon.watk2 += sd->sc_data[SC_NIBELUNGEN].val2;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ sd->left_weapon.watk2 += sd->sc_data[SC_NIBELUNGEN].val2;
+ }
+ }
+
+// ----- MATK CALCULATION -----
+
+ // Basic MATK value
+ sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
+ sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
+ if(sd->matk1 < sd->matk2) {
+ int temp = sd->matk2;
+ sd->matk2 = sd->matk1;
+ sd->matk1 = temp;
+ }
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->matk1 = status_calc_matk(&sd->bl,sd->matk1);
+ sd->matk2 = status_calc_matk(&sd->bl,sd->matk2);
+
+ // Apply relative modifiers from equipment
+ if(sd->matk_rate != 100){
+ sd->matk1 = sd->matk1 * sd->matk_rate/100;
+ sd->matk2 = sd->matk2 * sd->matk_rate/100;
+ }
+
+// ----- CRIT CALCULATION -----
+
+ // Basic Crit value
+ sd->critical += (sd->paramc[5]*3)+10;
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->critical = status_calc_critical(&sd->bl,sd->critical);
+
+ // Apply relative modifiers from equipment
+ if(sd->critical_rate != 100)
+ sd->critical = sd->critical * sd->critical_rate/100;
+
+ if(sd->critical < 10) sd->critical = 10;
+
+// ----- HIT CALCULATION -----
+
+ // Basic Hit value
+ sd->hit += sd->paramc[4] + sd->status.base_level;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
+ sd->hit += skill*2;
+ if((skill=pc_checkskill(sd,AC_VULTURE))>0){
+ sd->hit += skill;
+ if(sd->status.weapon == 11)
+ sd->attackrange += skill;
+ }
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->hit = status_calc_hit(&sd->bl,sd->hit);
+
+ // Apply relative modifiers from equipment
+ if(sd->hit_rate != 100)
+ sd->hit = sd->hit * sd->hit_rate/100;
+
+ if(sd->hit < 1) sd->hit = 1;
+
+// ----- FLEE CALCULATION -----
+
+ // Basic Flee value
+ sd->flee += sd->paramc[1] + sd->status.base_level;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,TF_MISS))>0)
+ sd->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+ if((skill=pc_checkskill(sd,MO_DODGE))>0)
+ sd->flee += (skill*3)>>1;
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->flee = status_calc_flee(&sd->bl,sd->flee);
+
+ // Apply relative modifiers from equipment
+ if(sd->flee_rate != 100)
+ sd->flee = sd->flee * sd->flee_rate/100;
+
+ if(sd->flee < 1) sd->flee = 1;
+
+// ----- PERFECT DODGE CALCULATION -----
+
+ // Basic Perfect Dodge value
+ sd->flee2 += sd->paramc[5]+10;
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->flee2 = status_calc_flee2(&sd->bl,sd->flee2);
+
+ // Apply relative modifiers from equipment
+ if(sd->flee2_rate != 100)
+ sd->flee2 = sd->flee2 * sd->flee2_rate/100;
+
+ if(sd->flee2 < 10) sd->flee2 = 10;
+
+// ----- VIT-DEF CALCULATION -----
+
+ // Special fixed values from status changes
+ if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1)
+ sd->def2 = 0;
+ else if(sd->sc_count && sd->sc_data[SC_ETERNALCHAOS].timer!=-1)
+ sd->def2 = 0;
+ else {
+ // Basic VIT-DEF value
+ sd->def2 += sd->paramc[2];
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->def2 = status_calc_def2(&sd->bl,sd->def2);
+
+ // Apply relative modifiers from equipment
+ if(sd->def2_rate != 100)
+ sd->def2 = sd->def2 * sd->def2_rate/100;
+
+ if(sd->def2 < 1) sd->def2 = 1;
+ }
+
+// ----- EQUIPMENT-DEF CALCULATION -----
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->def = status_calc_def(&sd->bl,sd->def);
+
+ // Apply relative modifiers from equipment
+ if(sd->def_rate != 100)
+ sd->def = sd->def * sd->def_rate/100;
+
+ if(sd->def < 0) sd->def = 0;
+
+ else if (!battle_config.player_defense_type && sd->def > battle_config.max_def)
+ {
+ sd->def2 += battle_config.over_def_bonus*(sd->def -battle_config.max_def);
+ sd->def = battle_config.max_def;
+ }
+
+// ----- INT-MDEF CALCULATION -----
+
+ // Special fixed values from status changes
+ if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1)
+ sd->mdef2 = 0;
+ else {
+ // Basic INT-MDEF value
+ sd->mdef2 += sd->paramc[3];
+
+ // sd->mdef2 = status_calc_mdef2(&sd->bl,sd->mdef2);
+
+ // Apply relative modifiers from equipment
+ if(sd->mdef2_rate != 100)
+ sd->mdef2 = sd->mdef2 * sd->mdef2_rate/100;
+
+ if(sd->mdef2 < 1) sd->mdef2 = 1;
+ }
+
+// ----- EQUIPMENT-MDEF CALCULATION -----
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->mdef = status_calc_mdef(&sd->bl,sd->mdef);
+
+ // Apply relative modifiers from equipment
+ if(sd->mdef_rate != 100)
+ sd->mdef = sd->mdef * sd->mdef_rate/100;
+
+ if(sd->mdef < 0) sd->mdef = 0;
+
+ else if (!battle_config.player_defense_type && sd->mdef > battle_config.max_def)
+ {
+ sd->mdef2 += battle_config.over_def_bonus*(sd->mdef -battle_config.max_def);
+ sd->mdef = battle_config.max_def;
+ }
+
+// ----- WALKING SPEED CALCULATION -----
+
+ // Relative, then absolute modifiers from status changes (shared between PC and NPC)
+ sd->speed = status_calc_speed(&sd->bl,sd->speed);
+
+ // Relative modifiers from passive skills
+ if((skill=pc_checkskill(sd,TF_MISS))>0 && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && sd->sc_data[SC_CLOAKING].timer==-1)
+ sd->speed -= sd->speed * skill/100;
+ if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+ sd->speed -= sd->speed * 25/100;
+ if(pc_ishiding(sd) && (skill=pc_checkskill(sd,RG_TUNNELDRIVE))>0)
+ sd->speed += sd->speed * (100-16*skill)/100;
+ if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+ sd->speed += sd->speed * (100-10*skill)/100;
+ if(sd->skilltimer != -1 && (skill=pc_checkskill(sd,SA_FREECAST))>0) {
+ sd->prev_speed = sd->speed; //Store previous speed to correctly restore it. [Skotlex]
+ sd->speed += sd->speed * (75-5*skill)/100;
+ }
+ if(sd->sc_count && sd->sc_data[SC_DANCING].timer!=-1){
+ int s_rate = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
+ if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_BARDDANCER)
+ s_rate -= 40; //TODO: Figure out real bonus rate.
+ if (sd->sc_data[SC_LONGING].timer!=-1)
+ s_rate -= 20 * sd->sc_data[SC_LONGING].val1;
+ sd->speed += sd->speed * s_rate/100;
+ }
+ if(sd->sc_data[SC_FUSION].timer != -1) //Additional movement speed from SG_FUSION [Komurka]
+ sd->speed -= sd->speed * 25/100;
+
+ // Apply relative modifiers from equipment
+ if(sd->speed_rate != 100)
+ sd->speed = sd->speed*sd->speed_rate/100;
+
+ if(sd->speed < battle_config.max_walk_speed)
+ sd->speed = battle_config.max_walk_speed;
+
+// ----- ASPD CALCULATION -----
+// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
+
+ // Basic ASPD value
+ if (sd->status.weapon <= 16)
+ sd->aspd += aspd_base[sd->status.class_][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->status.weapon]/1000;
+ else
+ sd->aspd += (
+ (aspd_base[sd->status.class_][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
+ (aspd_base[sd->status.class_][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype2]/1000)
+ ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
+
+ // Relative modifiers from passive skills
+ if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0)
+ sd->aspd_rate -= (skill/2);
+ if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && sd->status.job_level >= battle_config.max_job_level)
+ sd->aspd_rate -= (skill*3);
+
+ if(pc_isriding(sd))
+ sd->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
+
+ // Relative modifiers from status changes (shared between PC and NPC)
+ sd->aspd_rate = status_calc_aspd_rate(&sd->bl,sd->aspd_rate);
+
+ // Apply all relative modifiers
+ if(sd->aspd_rate != 100)
+ sd->aspd = sd->aspd*sd->aspd_rate/100;
+
+ if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
+ sd->amotion = sd->aspd;
+
+// ----- HP MAX AND REGEN CALCULATION -----
+
+ // Basic MaxHP value
+ // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex]
+ bl = sd->status.base_level;
+ index = (3500 + bl*hp_coefficient2[sd->status.class_] +
+ hp_sigma_val[sd->status.class_][(bl > 0)? bl-1:0])/100 *
+ (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
+ if (sd->class_&JOBL_UPPER)
+ index += index * 30/100;
+ else if (sd->class_&JOBL_BABY)
+ index -= index * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON))
+ index *= 3; //Triple max HP for top ranking Taekwons over level 90.
+
+ sd->status.max_hp += index;
+
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
+ sd->status.max_hp = sd->status.max_hp + 2000;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ sd->status.max_hp += skill*200;
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->status.max_hp = status_calc_maxhp(&sd->bl,sd->status.max_hp);
+
+ // Apply relative modifiers from equipment
+ if(sd->hprate!=100)
+ sd->status.max_hp = sd->status.max_hp * sd->hprate/100;
+
+ if(sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ if(sd->status.hp>sd->status.max_hp)
+ sd->status.hp=sd->status.max_hp;
+ if(sd->status.max_hp <= 0) sd->status.max_hp = 1;
+
+ // Basic natural HP regeneration value
+ sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
+
+ // Apply relative modifiers from equipment
+ if(sd->hprecov_rate != 100)
+ sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
+
+ if(sd->nhealhp < 1) sd->nhealhp = 1;
+ if(sd->nhealhp > 0x7fff) sd->nhealhp = 0x7fff;
+
+ // Skill-related HP recovery
+ if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
+ sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
+ // Skill-related HP recovery (only when sit)
+ if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+ sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
+ if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest == 1)
+ sd->nsshealhp = skill*30 + (sd->status.max_hp*skill/500);
+
+ if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
+ if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
+
+// ----- SP MAX AND REGEN CALCULATION -----
+
+ // Basic MaxSP value
+ // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex]
+ index = ((sp_coefficient[sd->status.class_] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
+ if (sd->class_&JOBL_UPPER)
+ index += index * 30/100;
+ else if (sd->class_&JOBL_BABY)
+ index -= index * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON))
+ index *= 3; //Triple max SP for top ranking Taekwons over level 90.
+
+ sd->status.max_sp += index;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,SL_KAINA))>0)
+ sd->status.max_sp += 30*skill;
+ if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
+ sd->status.max_sp += sd->status.max_sp * skill/100;
+ if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
+ sd->status.max_sp += sd->status.max_sp * 2*skill/100;
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ sd->status.max_sp = status_calc_maxsp(&sd->bl,sd->status.max_sp);
+
+ // Apply relative modifiers from equipment
+ if(sd->sprate!=100)
+ sd->status.max_sp = sd->status.max_sp * sd->sprate/100;
+
+ if(sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+ if(sd->status.sp>sd->status.max_sp)
+ sd->status.sp=sd->status.max_sp;
+ if(sd->status.max_sp <= 0) sd->status.max_sp = 1;
+
+ if(sd->sc_data[SC_DANCING].timer==-1){
+ // Basic natural SP regeneration value
+ sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
+ if(sd->paramc[3] >= 120)
+ sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
+
+ // Relative modifiers from passive skills
+ if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
+ sd->nhealsp += sd->nhealsp * 3*skill/100;
+
+ // Apply relative modifiers from equipment
+ if(sd->sprecov_rate != 100)
+ sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
+
+ if(sd->nhealsp < 1) sd->nhealsp = 1;
+ if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
+
+ // Skill-related SP recovery
+ if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
+ sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
+ // Skill-related SP recovery (only when sit)
+ if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+ sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
+ if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest == 1) {
+ sd->nsshealsp = skill*3 + (sd->status.max_sp*skill/500);
+ if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+ sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
+ }
+ if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
+ if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
+ }
+
+// ----- MISC CALCULATIONS -----
+
+ //Even though people insist this is too slow, packet data reports this is the actual real equation.
+ sd->dmotion = 800-sd->paramc[1]*4;
+ if(sd->dmotion<400) sd->dmotion = 400;
+
+ // Weight
+ if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+ if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+ sd->max_weight += 10000;
+ if( (skill=pc_checkskill(sd,SG_KNOWLEDGE))>0) //SG skill [Komurka]
+ if(sd->bl.m == sd->feel_map[0].m || sd->bl.m == sd->feel_map[1].m || sd->bl.m == sd->feel_map[2].m)
+ sd->max_weight += sd->max_weight*skill/10;
+
+ // Skill SP cost
+ if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
+ sd->dsprate -= 4*skill;
+
+ if(sd->sc_count){
+ if(sd->sc_data[SC_SERVICE4U].timer!=-1)
+ sd->dsprate -= sd->sc_data[SC_SERVICE4U].val3;
+ }
+
+ if(sd->dsprate < 0) sd->dsprate = 0;
+
+ // Anti-element and anti-race
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ sd->subele[6] += skill*5;
+ if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[0] += skill;
+ sd->subele[3] += skill*4;
+ }
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
+ skill = skill*4;
+ sd->right_weapon.addrace[9]+=skill;
+ sd->left_weapon.addrace[9]+=skill;
+ sd->magic_addrace[9]+=skill;
+ sd->subrace[9]+=skill;
+ }
+
+ if(sd->sc_count){
+ if(sd->sc_data[SC_SIEGFRIED].timer!=-1){
+ sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2;
+ sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2;
+ }
+ if(sd->sc_data[SC_PROVIDENCE].timer!=-1){
+ sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2;
+ sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2;
+ }
+ }
+
+// ----- CLIENT-SIDE REFRESH -----
+ if(first&1) { //Since this is the initial loading, the Falcon and Peco icons must be loaded. [Skotlex]
+ if (sd->status.option&OPTION_FALCON)
+ clif_status_load(&sd->bl, SI_FALCON, 1);
+ if (sd->status.option&OPTION_RIDING)
+ clif_status_load(&sd->bl, SI_RIDING, 1);
+ }
+ if(first&4) {
+ calculating = 0;
+ return 0;
+ }
+ if(first&3) {
+ clif_updatestatus(sd,SP_SPEED);
+ clif_updatestatus(sd,SP_MAXHP);
+ clif_updatestatus(sd,SP_MAXSP);
+ if(first&1) {
+ clif_updatestatus(sd,SP_HP);
+ clif_updatestatus(sd,SP_SP);
+ }
+ calculating = 0;
+ return 0;
+ }
+
+
+ if(sd->sc_data[SC_WEDDING].timer != -1 && sd->view_class != JOB_WEDDING)
+ sd->view_class=JOB_WEDDING;
+
+ if(sd->sc_data[SC_XMAS].timer != -1 && sd->view_class != JOB_XMAS)
+ sd->view_class=JOB_XMAS;
+
+ if(b_class != sd->view_class) {
+ clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
+#if PACKETVER < 4
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+#else
+ clif_changelook(&sd->bl,LOOK_WEAPON,0);
+#endif
+ //Restoring cloth dye color after the view class changes. [Skotlex]
+ // Added Xmas Suit [Valaris]
+ if(battle_config.save_clothcolor && sd->status.clothes_color > 0 &&
+ ((sd->view_class != JOB_WEDDING && sd->view_class !=JOB_XMAS) || (sd->view_class==JOB_WEDDING && !battle_config.wedding_ignorepalette) ||
+ (sd->view_class==JOB_XMAS && !battle_config.xmas_ignorepalette)))
+ clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
+ }
+
+ if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
+ clif_skillinfoblock(sd);
+
+ if(b_speed != sd->speed)
+ clif_updatestatus(sd,SP_SPEED);
+ if(b_weight != sd->weight)
+ clif_updatestatus(sd,SP_WEIGHT);
+ if(b_max_weight != sd->max_weight) {
+ clif_updatestatus(sd,SP_MAXWEIGHT);
+ pc_checkweighticon(sd);
+ }
+ for(i=0;i<6;i++)
+ if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
+ clif_updatestatus(sd,SP_STR+i);
+ if(b_hit != sd->hit)
+ clif_updatestatus(sd,SP_HIT);
+ if(b_flee != sd->flee)
+ clif_updatestatus(sd,SP_FLEE1);
+ if(b_aspd != sd->aspd)
+ clif_updatestatus(sd,SP_ASPD);
+ if(b_watk != sd->right_weapon.watk || b_base_atk != sd->base_atk)
+ clif_updatestatus(sd,SP_ATK1);
+ if(b_def != sd->def)
+ clif_updatestatus(sd,SP_DEF1);
+ if(b_watk2 != sd->right_weapon.watk2)
+ clif_updatestatus(sd,SP_ATK2);
+ if(b_def2 != sd->def2)
+ clif_updatestatus(sd,SP_DEF2);
+ if(b_flee2 != sd->flee2)
+ clif_updatestatus(sd,SP_FLEE2);
+ if(b_critical != sd->critical)
+ clif_updatestatus(sd,SP_CRITICAL);
+ if(b_matk1 != sd->matk1)
+ clif_updatestatus(sd,SP_MATK1);
+ if(b_matk2 != sd->matk2)
+ clif_updatestatus(sd,SP_MATK2);
+ if(b_mdef != sd->mdef)
+ clif_updatestatus(sd,SP_MDEF1);
+ if(b_mdef2 != sd->mdef2)
+ clif_updatestatus(sd,SP_MDEF2);
+ if(b_attackrange != sd->attackrange)
+ clif_updatestatus(sd,SP_ATTACKRANGE);
+ if(b_max_hp != sd->status.max_hp)
+ clif_updatestatus(sd,SP_MAXHP);
+ if(b_max_sp != sd->status.max_sp)
+ clif_updatestatus(sd,SP_MAXSP);
+ if(b_hp != sd->status.hp)
+ clif_updatestatus(sd,SP_HP);
+ if(b_sp != sd->status.sp)
+ clif_updatestatus(sd,SP_SP);
+
+ /* I don't think there's a need for this here. It should be handled in pc_damage and pc_heal. [Skotlex]
+ if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer!=-1 &&
+ (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0) && !pc_isdead(sd))
+ status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+ */
+ calculating = 0;
+ return 0;
+}
+
+/*==========================================
+ * Apply shared stat mods from status changes [DracoRPG]
+ *------------------------------------------
+ */
+int status_calc_str(struct block_list *bl, int str)
+{
+ struct status_change *sc_data;
+ nullpo_retr(str,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCALLSTATUS].timer!=-1)
+ str += sc_data[SC_INCALLSTATUS].val1;
+ if(sc_data[SC_INCSTR].timer!=-1)
+ str += sc_data[SC_INCSTR].val1;
+ if(sc_data[SC_STRFOOD].timer!=-1)
+ str += sc_data[SC_STRFOOD].val1;
+ if(sc_data[SC_LOUD].timer!=-1)
+ str += 4;
+ if(sc_data[SC_TRUESIGHT].timer!=-1)
+ str += 5;
+ if(sc_data[SC_SPURT].timer!=-1)
+ str += 10; //Bonus is +!0 regardless of skill level
+ if(sc_data[SC_BLESSING].timer != -1){
+ int race = status_get_race(bl);
+ if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
+ str >>= 1;
+ else str += sc_data[SC_BLESSING].val1;
+ }
+ }
+
+ return str;
+}
+
+int status_calc_agi(struct block_list *bl, int agi)
+{
+ struct status_change *sc_data;
+ nullpo_retr(agi,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCALLSTATUS].timer!=-1)
+ agi += sc_data[SC_INCALLSTATUS].val1;
+ if(sc_data[SC_INCAGI].timer!=-1)
+ agi += sc_data[SC_INCAGI].val1;
+ if(sc_data[SC_AGIFOOD].timer!=-1)
+ agi += sc_data[SC_AGIFOOD].val1;
+ if(sc_data[SC_TRUESIGHT].timer!=-1)
+ agi += 5;
+ if(sc_data[SC_INCREASEAGI].timer!=-1)
+ agi += 2 + sc_data[SC_INCREASEAGI].val1;
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ agi -= 2 + sc_data[SC_DECREASEAGI].val1;
+ if(sc_data[SC_QUAGMIRE].timer!=-1)
+ agi -= sc_data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
+ }
+
+ return agi;
+}
+
+int status_calc_vit(struct block_list *bl, int vit)
+{
+ struct status_change *sc_data;
+ nullpo_retr(vit,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCALLSTATUS].timer!=-1)
+ vit += sc_data[SC_INCALLSTATUS].val1;
+ if(sc_data[SC_INCVIT].timer!=-1)
+ vit += sc_data[SC_INCVIT].val1;
+ if(sc_data[SC_VITFOOD].timer!=-1)
+ vit += sc_data[SC_VITFOOD].val1;
+ if(sc_data[SC_TRUESIGHT].timer!=-1)
+ vit += 5;
+ if(sc_data[SC_STRIPARMOR].timer!=-1 && bl->type != BL_PC)
+ vit -= vit * 8*sc_data[SC_STRIPARMOR].val1/100;
+ }
+
+ return vit;
+}
+
+int status_calc_int(struct block_list *bl, int int_)
+{
+ struct status_change *sc_data;
+ nullpo_retr(int_,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCALLSTATUS].timer!=-1)
+ int_ += sc_data[SC_INCALLSTATUS].val1;
+ if(sc_data[SC_INCINT].timer!=-1)
+ int_ += sc_data[SC_INCINT].val1;
+ if(sc_data[SC_INTFOOD].timer!=-1)
+ int_ += sc_data[SC_INTFOOD].val1;
+ if(sc_data[SC_TRUESIGHT].timer!=-1)
+ int_ += 5;
+ if(sc_data[SC_BLESSING].timer != -1){
+ int race = status_get_race(bl);
+ if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
+ int_ >>= 1;
+ else int_ += sc_data[SC_BLESSING].val1;
+ }
+ if(sc_data[SC_STRIPHELM].timer!=-1 && bl->type != BL_PC)
+ int_ -= int_ * 8*sc_data[SC_STRIPHELM].val1/100;
+ }
+
+ return int_;
+}
+
+int status_calc_dex(struct block_list *bl, int dex)
+{
+ struct status_change *sc_data;
+ nullpo_retr(dex,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCALLSTATUS].timer!=-1)
+ dex += sc_data[SC_INCALLSTATUS].val1;
+ if(sc_data[SC_INCDEX].timer!=-1)
+ dex += sc_data[SC_INCDEX].val1;
+ if(sc_data[SC_DEXFOOD].timer!=-1)
+ dex += sc_data[SC_DEXFOOD].val1;
+ if(sc_data[SC_TRUESIGHT].timer!=-1)
+ dex += 5;
+ if(sc_data[SC_QUAGMIRE].timer!=-1)
+ dex -= sc_data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
+ if(sc_data[SC_BLESSING].timer != -1){
+ int race = status_get_race(bl);
+ if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
+ dex >>= 1;
+ else dex += sc_data[SC_BLESSING].val1;
+ }
+ }
+
+ return dex;
+}
+
+int status_calc_luk(struct block_list *bl, int luk)
+{
+ struct status_change *sc_data;
+ nullpo_retr(luk,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCALLSTATUS].timer!=-1)
+ luk += sc_data[SC_INCALLSTATUS].val1;
+ if(sc_data[SC_INCLUK].timer!=-1)
+ luk += sc_data[SC_INCLUK].val1;
+ if(sc_data[SC_LUKFOOD].timer!=-1)
+ luk += sc_data[SC_LUKFOOD].val1;
+ if(sc_data[SC_TRUESIGHT].timer!=-1)
+ luk += 5;
+ if(sc_data[SC_GLORIA].timer!=-1)
+ luk += 30;
+ }
+
+ return luk;
+}
+
+int status_calc_batk(struct block_list *bl, int batk)
+{
+ struct status_change *sc_data;
+ nullpo_retr(batk,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_ATKPOTION].timer!=-1)
+ batk += sc_data[SC_ATKPOTION].val1;
+ if(sc_data[SC_BATKFOOD].timer!=-1)
+ batk += sc_data[SC_BATKFOOD].val1;
+ if(sc_data[SC_INCATKRATE].timer!=-1)
+ batk += batk * sc_data[SC_INCATKRATE].val1/100;
+ if(sc_data[SC_PROVOKE].timer!=-1)
+ batk += batk * (2+3*sc_data[SC_PROVOKE].val1)/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1)
+ batk += batk * 5*sc_data[SC_CONCENTRATION].val1/100;
+ if(sc_data[SC_SKE].timer!=-1)
+ batk += batk * 3;
+ if(sc_data[SC_JOINTBEAT].timer!=-1 && sc_data[SC_JOINTBEAT].val2==4)
+ batk -= batk * 25/100;
+ if(sc_data[SC_CURSE].timer!=-1)
+ batk -= batk * 25/100;
+ }
+
+ return batk;
+}
+
+int status_calc_watk(struct block_list *bl, int watk)
+{
+ struct status_change *sc_data;
+ nullpo_retr(watk,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_IMPOSITIO].timer!=-1)
+ watk += 5*sc_data[SC_IMPOSITIO].val1;
+ if(sc_data[SC_WATKFOOD].timer!=-1)
+ watk += sc_data[SC_WATKFOOD].val1;
+ if(sc_data[SC_DRUMBATTLE].timer!=-1)
+ watk += sc_data[SC_DRUMBATTLE].val2;
+ if(sc_data[SC_VOLCANO].timer!=-1 && status_get_elem_type(bl)==3)
+ watk += sc_data[SC_VOLCANO].val3;
+ if(sc_data[SC_INCATKRATE].timer!=-1)
+ watk += watk * sc_data[SC_INCATKRATE].val1/100;
+ if(sc_data[SC_PROVOKE].timer!=-1)
+ watk += watk * (2+3*sc_data[SC_PROVOKE].val1)/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1)
+ watk += watk * 5*sc_data[SC_CONCENTRATION].val1/100;
+ if(sc_data[SC_SKE].timer!=-1)
+ watk += watk * 3;
+ if(sc_data[SC_NIBELUNGEN].timer!=-1 && bl->type != BL_PC && (status_get_element(bl)/10)>=8)
+ watk += sc_data[SC_NIBELUNGEN].val2;
+ if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC)
+ watk += (1000*sc_data[SC_EXPLOSIONSPIRITS].val1);
+ if(sc_data[SC_CURSE].timer!=-1)
+ watk -= watk * 25/100;
+ if(sc_data[SC_STRIPWEAPON].timer!=-1 && bl->type != BL_PC)
+ watk -= watk * 5*sc_data[SC_STRIPWEAPON].val1/100;
+ }
+ return watk;
+}
+
+int status_calc_matk(struct block_list *bl, int matk)
+{
+ struct status_change *sc_data;
+ nullpo_retr(matk,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_MATKPOTION].timer!=-1)
+ matk += sc_data[SC_MATKPOTION].val1;
+ if(sc_data[SC_MATKFOOD].timer!=-1)
+ matk += sc_data[SC_MATKFOOD].val1;
+ if(sc_data[SC_MAGICPOWER].timer!=-1)
+ matk += matk * 5*sc_data[SC_MAGICPOWER].val1/100;
+ if(sc_data[SC_MINDBREAKER].timer!=-1)
+ matk += matk * 20*sc_data[SC_MINDBREAKER].val1/100;
+ if(sc_data[SC_INCMATKRATE].timer!=-1)
+ matk += matk * sc_data[SC_INCMATKRATE].val1/100;
+ }
+
+ return matk;
+}
+
+int status_calc_critical(struct block_list *bl, int critical)
+{
+ struct status_change *sc_data;
+ nullpo_retr(critical,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if (sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
+ critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
+ if (sc_data[SC_FORTUNE].timer!=-1)
+ critical += sc_data[SC_FORTUNE].val2*10;
+ if (sc_data[SC_TRUESIGHT].timer!=-1)
+ critical += sc_data[SC_TRUESIGHT].val1*10;
+ if(sc_data[SC_CLOAKING].timer!=-1)
+ critical += critical;
+ }
+
+ return critical;
+}
+
+int status_calc_hit(struct block_list *bl, int hit)
+{
+ struct status_change *sc_data;
+ nullpo_retr(hit,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCHIT].timer != -1)
+ hit += sc_data[SC_INCHIT].val1;
+ if(sc_data[SC_HITFOOD].timer!=-1)
+ hit += sc_data[SC_HITFOOD].val1;
+ if(sc_data[SC_TRUESIGHT].timer != -1)
+ hit += 3*sc_data[SC_TRUESIGHT].val1;
+ if(sc_data[SC_HUMMING].timer!=-1)
+ hit += sc_data[SC_HUMMING].val2;
+ if(sc_data[SC_CONCENTRATION].timer != -1)
+ hit += 10*sc_data[SC_CONCENTRATION].val1;
+ if(sc_data[SC_INCHITRATE].timer != -1)
+ hit += hit * sc_data[SC_INCHITRATE].val1/100;
+ if(sc_data[SC_BLIND].timer != -1)
+ hit -= hit * 25 / 100;
+ }
+
+ return hit;
+}
+
+int status_calc_flee(struct block_list *bl, int flee)
+{
+ struct status_change *sc_data;
+ nullpo_retr(flee,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_INCFLEE].timer!=-1)
+ flee += sc_data[SC_INCFLEE].val1;
+ if(sc_data[SC_FLEEFOOD].timer!=-1)
+ flee += sc_data[SC_FLEEFOOD].val1;
+ if(sc_data[SC_WHISTLE].timer!=-1)
+ flee += sc_data[SC_WHISTLE].val2;
+ if(sc_data[SC_WINDWALK].timer!=-1)
+ flee += flee * sc_data[SC_WINDWALK].val2/100;
+ if(sc_data[SC_INCFLEERATE].timer!=-1)
+ flee += flee * sc_data[SC_INCFLEERATE].val1/100;
+ if(sc_data[SC_VIOLENTGALE].timer!=-1 && status_get_elem_type(bl)==4)
+ flee += flee * sc_data[SC_VIOLENTGALE].val3/100;
+ if(sc_data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
+ flee += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10;
+ if(sc_data[SC_CLOSECONFINE].timer!=-1)
+ flee += 10;
+ if(sc_data[SC_SPIDERWEB].timer!=-1)
+ flee -= flee * 50/100;
+ if(sc_data[SC_BERSERK].timer!=-1)
+ flee -= flee * 50/100;
+ if(sc_data[SC_BLIND].timer!=-1)
+ flee -= flee * 25/100;
+ }
+
+ if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
+ flee -= flee * battle_config.gvg_flee_penalty/100;
+ return flee;
+}
+
+int status_calc_flee2(struct block_list *bl, int flee2)
+{
+ struct status_change *sc_data;
+ nullpo_retr(flee2,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_WHISTLE].timer!=-1)
+ flee2 += sc_data[SC_WHISTLE].val3*10;
+ }
+
+ return flee2;
+}
+
+int status_calc_def(struct block_list *bl, int def)
+{
+ struct status_change *sc_data;
+ nullpo_retr(def,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc_data[SC_KEEPING].timer!=-1)
+ return 100;
+ if(sc_data[SC_STEELBODY].timer!=-1)
+ return 90;
+ if(sc_data[SC_SKA].timer != -1) // [marquis007]
+ return 90;
+ if(sc_data[SC_DRUMBATTLE].timer!=-1)
+ def += sc_data[SC_DRUMBATTLE].val3;
+ if(sc_data[SC_INCDEFRATE].timer!=-1)
+ def += def * sc_data[SC_INCDEFRATE].val1/100;
+ if(sc_data[SC_SIGNUMCRUCIS].timer!=-1)
+ def -= def * sc_data[SC_SIGNUMCRUCIS].val2/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1)
+ def -= def * 5*sc_data[SC_CONCENTRATION].val1/100;
+ if(sc_data[SC_SKE].timer!=-1)
+ def -= def * 50/100;
+ if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
+ def -= def * (5+5*sc_data[SC_PROVOKE].val1)/100;
+ if(sc_data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC)
+ def -= def * 3*sc_data[SC_STRIPSHIELD].val1/100;
+ }
+
+ return def;
+}
+
+int status_calc_def2(struct block_list *bl, int def2)
+{
+ struct status_change *sc_data;
+ nullpo_retr(def2,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc_data[SC_ETERNALCHAOS].timer!=-1)
+ return 0;
+ if(sc_data[SC_SUN_COMFORT].timer!=-1)
+ def2 += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/2;
+ if(sc_data[SC_ANGELUS].timer!=-1)
+ def2 += def2 * (10+5*sc_data[SC_ANGELUS].val1)/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1)
+ def2 -= def2 * 5*sc_data[SC_CONCENTRATION].val1/100;
+ if(sc_data[SC_POISON].timer!=-1)
+ def2 -= def2 * 25/100;
+ if(sc_data[SC_SKE].timer!=-1)
+ def2 -= def2 * 50/100;
+ if(sc_data[SC_PROVOKE].timer!=-1)
+ def2 -= def2 * (5+5*sc_data[SC_PROVOKE].val1)/100;
+ if(sc_data[SC_SKE].timer!=-1)
+ def2 /= 2;
+ if(sc_data[SC_JOINTBEAT].timer!=-1){
+ if(sc_data[SC_JOINTBEAT].val2==3)
+ def2 -= def2 * 50/100;
+ else if(sc_data[SC_JOINTBEAT].val2==4)
+ def2 -= def2 * 25/100;
+ }
+ }
+
+ return def2;
+}
+
+int status_calc_mdef(struct block_list *bl, int mdef)
+{
+ struct status_change *sc_data;
+ nullpo_retr(mdef,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc_data[SC_BARRIER].timer!=-1)
+ return 100;
+ if(sc_data[SC_STEELBODY].timer!=-1)
+ return 90;
+ if(sc_data[SC_SKA].timer != -1) // [marquis007]
+ return 90; // should it up mdef too?
+ if(sc_data[SC_ENDURE].timer!=-1)
+ mdef += sc_data[SC_ENDURE].val1;
+ }
+
+ return mdef;
+}
+
+int status_calc_mdef2(struct block_list *bl, int mdef2)
+{
+ struct status_change *sc_data;
+ nullpo_retr(mdef2,bl);
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data){
+ if(sc_data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc_data[SC_MINDBREAKER].timer!=-1)
+ mdef2 -= mdef2 * 12*sc_data[SC_MINDBREAKER].val1/100;
+ }
+
+ return mdef2;
+}
+
+int status_calc_speed(struct block_list *bl, int speed)
+{
+ struct status_change *sc_data;
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data) {
+ if(sc_data[SC_CURSE].timer!=-1)
+ speed += 450;
+ if(sc_data[SC_SWOO].timer != -1) // [marquis007]
+ speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
+ if(sc_data[SC_SPEEDUP1].timer!=-1)
+ speed -= speed*50/100;
+ else if(sc_data[SC_SPEEDUP0].timer!=-1)
+ speed -= speed*25/100;
+ else if(sc_data[SC_INCREASEAGI].timer!=-1)
+ speed -= speed * 25/100;
+ else if(sc_data[SC_CARTBOOST].timer!=-1)
+ speed -= speed * 20/100;
+ else if(sc_data[SC_BERSERK].timer!=-1)
+ speed -= speed * 20/100;
+ else if(sc_data[SC_WINDWALK].timer!=-1)
+ speed -= speed * 4*sc_data[SC_WINDWALK].val2/100;
+ if(sc_data[SC_WEDDING].timer!=-1)
+ speed += speed * 50/100;
+ if(sc_data[SC_SLOWDOWN].timer!=-1)
+ speed += speed * 50/100;
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ speed += speed * 25/100;
+ if(sc_data[SC_STEELBODY].timer!=-1)
+ speed += speed * 25/100;
+ if(sc_data[SC_SKA].timer!=-1)
+ speed += speed * 25/100;
+ if(sc_data[SC_QUAGMIRE].timer!=-1)
+ speed += speed * 50/100;
+ if(sc_data[SC_DONTFORGETME].timer!=-1)
+ speed += speed * sc_data[SC_DONTFORGETME].val3/100;
+ if(sc_data[SC_DEFENDER].timer!=-1)
+ speed += speed * (55-5*sc_data[SC_DEFENDER].val1)/100;
+ if(sc_data[SC_GOSPEL].timer!=-1 && sc_data[SC_GOSPEL].val4 == BCT_ENEMY)
+ speed += speed * 25/100;
+ if(sc_data[SC_JOINTBEAT].timer!=-1) {
+ if (sc_data[SC_JOINTBEAT].val2 == 0)
+ speed += speed * 50/100;
+ else if (sc_data[SC_JOINTBEAT].val2 == 2)
+ speed += speed * 30/100;
+ }
+ if(sc_data[SC_CLOAKING].timer!=-1)
+ speed = speed * (sc_data[SC_CLOAKING].val3-3*sc_data[SC_CLOAKING].val1) /100;
+ if(sc_data[SC_CHASEWALK].timer!=-1)
+ speed = speed * sc_data[SC_CHASEWALK].val3/100;
+ if(sc_data[SC_RUN].timer!=-1)/*駆け足による速度変化*/
+ speed -= speed * 25/100;
+
+ }
+
+ return speed;
+}
+
+int status_calc_aspd_rate(struct block_list *bl, int aspd_rate)
+{
+ struct status_change *sc_data;
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data) {
+ int i;
+ if(sc_data[SC_QUAGMIRE].timer==-1 && sc_data[SC_DONTFORGETME].timer==-1){
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1)
+ aspd_rate -= 30;
+ else if(sc_data[SC_ONEHAND].timer!=-1)
+ aspd_rate -= 30;
+ else if(sc_data[SC_ADRENALINE2].timer!=-1)
+ aspd_rate -= (sc_data[SC_ADRENALINE2].val2 || !battle_config.party_skill_penalty)?30:20;
+ else if(sc_data[SC_ADRENALINE].timer!=-1)
+ aspd_rate -= (sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)?30:20;
+ else if(sc_data[SC_SPEARSQUICKEN].timer!=-1)
+ aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+ else if(sc_data[SC_ASSNCROS].timer!=-1 && (bl->type!=BL_PC || ((struct map_session_data*)bl)->status.weapon != 11))
+ aspd_rate -= sc_data[SC_ASSNCROS].val2;
+ }
+ if(sc_data[SC_BERSERK].timer!=-1)
+ aspd_rate -= 30;
+ if(sc_data[i=SC_ASPDPOTION3].timer!=-1 || sc_data[i=SC_ASPDPOTION2].timer!=-1 || sc_data[i=SC_ASPDPOTION1].timer!=-1 || sc_data[i=SC_ASPDPOTION0].timer!=-1)
+ aspd_rate -= sc_data[i].val2;
+ if(sc_data[SC_DONTFORGETME].timer!=-1)
+ aspd_rate += sc_data[SC_DONTFORGETME].val2;
+ if(sc_data[SC_STEELBODY].timer!=-1)
+ aspd_rate += 25;
+ if(sc_data[SC_SKA].timer!=-1)
+ aspd_rate += 25;
+ if(sc_data[SC_DEFENDER].timer != -1)
+ aspd_rate += 25 -sc_data[SC_DEFENDER].val1*5;
+ if(sc_data[SC_GOSPEL].timer!=-1 && sc_data[SC_GOSPEL].val4 == BCT_ENEMY)
+ aspd_rate += 25;
+ if(sc_data[SC_GRAVITATION].timer!=-1)
+ aspd_rate += sc_data[SC_GRAVITATION].val2;
+ if(sc_data[SC_JOINTBEAT].timer!=-1) {
+ if (sc_data[SC_JOINTBEAT].val2 == 1)
+ aspd_rate += 25;
+ else if (sc_data[SC_JOINTBEAT].val2 == 2)
+ aspd_rate += 10;
+
+ if(sc_data[SC_STAR_COMFORT].timer!=-1 && bl->m == ((struct map_session_data *)bl)->feel_map[2].m) //SG skill [Komurka]
+ aspd_rate -= (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10;
+ }
+ }
+
+ return aspd_rate;
+}
+
+int status_calc_maxhp(struct block_list *bl, int maxhp)
+{
+ struct status_change *sc_data;
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data) {
+ if(sc_data[SC_INCMHPRATE].timer!=-1)
+ maxhp += maxhp * sc_data[SC_INCMHPRATE].val1/100;
+ if(sc_data[SC_APPLEIDUN].timer!=-1)
+ maxhp += maxhp * sc_data[SC_APPLEIDUN].val2/100;
+ if(sc_data[SC_DELUGE].timer!=-1 && status_get_elem_type(bl)==1)
+ maxhp += maxhp * deluge_eff[sc_data[SC_DELUGE].val1-1]/100;
+ if(sc_data[SC_BERSERK].timer!=-1)
+ maxhp += maxhp * 2;
+ }
+
+ return maxhp;
+}
+
+int status_calc_maxsp(struct block_list *bl, int maxsp)
+{
+ struct status_change *sc_data;
+ sc_data = status_get_sc_data(bl);
+
+ if(sc_data) {
+ if(sc_data[SC_INCMSPRATE].timer!=-1)
+ maxsp += maxsp * sc_data[SC_INCMSPRATE].val1/100;
+ if(sc_data[SC_SERVICE4U].timer!=-1)
+ maxsp += maxsp * sc_data[SC_SERVICE4U].val2/100;
+ }
+
+ return maxsp;
+}
+
+/*==========================================
+ * For quick calculating [Celest] Adapted by [Skotlex]
+ *------------------------------------------
+ */
+int status_quick_recalc_speed(struct map_session_data *sd, int skill_num, int skill_lv, char start)
+{
+ /* [Skotlex]
+ This function individually changes a character's speed upon a skill change and restores it upon it's ending.
+ Should only be used on non-inclusive skills to avoid exploits.
+ Currently used for freedom of cast
+ and when cloaking changes it's val3 (in which case the new val3 value comes in the level.
+ */
+
+ int b_speed;
+
+ b_speed = sd->speed;
+
+ switch (skill_num)
+ {
+ case SA_FREECAST:
+ if (start)
+ {
+ sd->prev_speed = sd->speed;
+ sd->speed = sd->speed*(175 - skill_lv*5)/100;
+ }
+ else
+ sd->speed = sd->prev_speed;
+ break;
+ case AS_CLOAKING:
+ if (start && sd->sc_data[SC_CLOAKING].timer != -1)
+ { //There shouldn't be an "stop" case here.
+ //If the previous upgrade was
+ //SPEED_ADD_RATE(3*sd->sc_data[SC_CLOAKING].val1 -sd->sc_data[SC_CLOAKING].val3);
+ //Then just changing val3 should be a net difference of....
+ if (3*sd->sc_data[SC_CLOAKING].val1 != sd->sc_data[SC_CLOAKING].val3) //This reverts the previous value.
+ sd->speed = sd->speed * 100 /(sd->sc_data[SC_CLOAKING].val3-3*sd->sc_data[SC_CLOAKING].val1);
+ sd->sc_data[SC_CLOAKING].val3 = skill_lv;
+ sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
+ }
+ break;
+ }
+
+ if(sd->speed < battle_config.max_walk_speed)
+ sd->speed = battle_config.max_walk_speed;
+
+ if(b_speed != sd->speed)
+ clif_updatestatus(sd,SP_SPEED);
+
+ return 0;
+}
+
+/*==========================================
+ * 対象のClassを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_class(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->class_;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.class_;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->class_;
+ return 0;
+}
+/*==========================================
+ * 対象の方向を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_dir(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->dir;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->dir;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->dir;
+ return 0;
+}
+/*==========================================
+ * 対象のレベルを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_lv(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->level;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.base_level;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->pet.level;
+ return 0;
+}
+
+/*==========================================
+ * 対象の射程を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_range(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->range;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->attackrange;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->range;
+ return 0;
+}
+/*==========================================
+ * 対象のHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_hp(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->hp;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.hp;
+ return 1;
+}
+/*==========================================
+ * 対象のMHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_max_hp(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.max_hp;
+ else {
+ int max_hp = 1;
+
+ if(bl->type == BL_MOB) {
+ struct mob_data *md;
+ nullpo_retr(1, md = (struct mob_data *)bl);
+ max_hp = md->max_hp;
+
+ if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
+ max_hp += (md->level - md->db->lv) * status_get_vit(bl);
+
+ }
+ else if(bl->type == BL_PET) {
+ struct pet_data *pd;
+ nullpo_retr(1, pd = (struct pet_data*)bl);
+ max_hp = pd->db->max_hp;
+ }
+
+ max_hp = status_calc_maxhp(bl,max_hp);
+ if(max_hp < 1) max_hp = 1;
+ return max_hp;
+ }
+}
+/*==========================================
+ * 対象のStrを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_str(struct block_list *bl)
+{
+ int str = 0;
+ nullpo_retr(0, bl);
+
+ if (bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->paramc[0];
+ else {
+ if(bl->type == BL_MOB) {
+ str = ((struct mob_data *)bl)->db->str;
+ if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
+ str += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
+ if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
+ str/=2;
+ else if(((struct mob_data*)bl)->special_state.size==2)
+ str*=2;
+ } else if(bl->type == BL_PET){ //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ str = ((struct pet_data *)bl)->status->str;
+ else
+ str = ((struct pet_data *)bl)->db->str;
+ }
+
+ str = status_calc_str(bl,str);
+ }
+ if(str < 0) str = 0;
+ return str;
+}
+/*==========================================
+ * 対象のAgiを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+
+int status_get_agi(struct block_list *bl)
+{
+ int agi=0;
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->paramc[1];
+ else {
+ if(bl->type == BL_MOB) {
+ agi = ((struct mob_data *)bl)->db->agi;
+ if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
+ agi += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
+ if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
+ agi/=2;
+ else if(((struct mob_data*)bl)->special_state.size==2)
+ agi*=2;
+ } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ agi = ((struct pet_data *)bl)->status->agi;
+ else
+ agi = ((struct pet_data *)bl)->db->agi;
+ }
+
+ agi = status_calc_agi(bl,agi);
+ }
+ if(agi < 0) agi = 0;
+ return agi;
+}
+/*==========================================
+ * 対象のVitを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_vit(struct block_list *bl)
+{
+ int vit = 0;
+ nullpo_retr(0, bl);
+
+ if(bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->paramc[2];
+ else {
+ if(bl->type == BL_MOB) {
+ vit = ((struct mob_data *)bl)->db->vit;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ vit += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
+ if(((struct mob_data*)bl)->special_state.size==1) // change for sizes monsters [Valaris]
+ vit/=2;
+ else if(((struct mob_data*)bl)->special_state.size==2)
+ vit*=2;
+ } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ vit = ((struct pet_data *)bl)->status->vit;
+ else
+ vit = ((struct pet_data *)bl)->db->vit;
+ }
+
+ vit = status_calc_vit(bl,vit);
+ }
+ if(vit < 0) vit = 0;
+ return vit;
+}
+/*==========================================
+ * 対象のIntを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_int(struct block_list *bl)
+{
+ int int_=0;
+ nullpo_retr(0, bl);
+
+ if(bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->paramc[3];
+ else {
+ if(bl->type == BL_MOB) {
+ int_ = ((struct mob_data *)bl)->db->int_;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ int_ += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
+ if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
+ int_/=2;
+ else if(((struct mob_data*)bl)->special_state.size==2)
+ int_*=2;
+ } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ int_ = ((struct pet_data *)bl)->status->int_;
+ else
+ int_ = ((struct pet_data *)bl)->db->int_;
+ }
+
+ int_ = status_calc_int(bl,int_);
+ }
+ if(int_ < 0) int_ = 0;
+ return int_;
+}
+/*==========================================
+ * 対象のDexを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_dex(struct block_list *bl)
+{
+ int dex = 0;
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->paramc[4];
+ else {
+ if(bl->type == BL_MOB) {
+ dex = ((struct mob_data *)bl)->db->dex;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ dex += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
+ if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
+ dex/=2;
+ else if(((struct mob_data*)bl)->special_state.size==2)
+ dex*=2;
+ } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ dex = ((struct pet_data *)bl)->status->dex;
+ else
+ dex = ((struct pet_data *)bl)->db->dex;
+ }
+
+ dex = status_calc_dex(bl,dex);
+ }
+ if(dex < 0) dex = 0;
+ return dex;
+}
+/*==========================================
+ * 対象のLukを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_luk(struct block_list *bl)
+{
+ int luk = 0;
+ nullpo_retr(0, bl);
+
+ if(bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->paramc[5];
+ else {
+ if(bl->type == BL_MOB) {
+ luk = ((struct mob_data *)bl)->db->luk;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ luk += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
+ if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
+ luk/=2;
+ else if(((struct mob_data*)bl)->special_state.size==2)
+ luk*=2;
+ } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ luk = ((struct pet_data *)bl)->status->luk;
+ else
+ luk = ((struct pet_data *)bl)->db->luk;
+ }
+
+ luk = status_calc_luk(bl,luk);
+ }
+ if(luk < 0) luk = 0;
+ return luk;
+}
+
+/*==========================================
+ * 対象のFleeを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_flee(struct block_list *bl)
+{
+ int flee = 1;
+ nullpo_retr(1, bl);
+
+ if(bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->flee;
+
+ flee = status_calc_flee(bl,status_get_agi(bl)+status_get_lv(bl));
+ if(flee < 1) flee = 1;
+ return flee;
+}
+/*==========================================
+ * 対象のHitを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_hit(struct block_list *bl)
+{
+ int hit = 1;
+ nullpo_retr(1, bl);
+ if (bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->hit;
+
+ hit = status_calc_hit(bl,status_get_dex(bl)+status_get_lv(bl));
+ if(hit < 1) hit = 1;
+ return hit;
+}
+/*==========================================
+ * 対象の完全回避を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_flee2(struct block_list *bl)
+{
+ int flee2 = 1;
+ nullpo_retr(1, bl);
+
+ if (bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->flee2;
+
+ flee2 = status_calc_flee2(bl,status_get_luk(bl)+10);
+ if (flee2 < 1) flee2 = 1;
+ return flee2;
+}
+/*==========================================
+ * 対象のクリティカルを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_critical(struct block_list *bl)
+{
+ int critical = 1;
+ nullpo_retr(1, bl);
+
+ if (bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->critical;
+
+ critical = status_get_luk(bl)*3+10;
+ if(battle_config.enemy_critical_rate != 100)
+ critical = critical*battle_config.enemy_critical_rate/100;
+ critical = status_calc_critical(bl,critical);
+ if (critical < 1) critical = 1;
+ return critical;
+}
+/*==========================================
+ * base_atkの取得
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_batk(struct block_list *bl)
+{
+ int batk = 1;
+ nullpo_retr(1, bl);
+
+ if(bl->type==BL_PC) {
+ batk = ((struct map_session_data *)bl)->base_atk;
+ if (((struct map_session_data *)bl)->status.weapon < 16)
+ batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
+ } else {
+ int str,dstr;
+ str = status_get_str(bl); //STR
+ dstr = str/10;
+ batk = dstr*dstr + str; //base_atkを計算する
+
+ if(bl->type == BL_MOB && ((struct mob_data *)bl)->guardian_data)
+ batk += batk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
+
+ batk = status_calc_batk(bl,batk);
+ }
+ if(batk < 1) batk = 1; //base_atkは最低でも1
+ return batk;
+}
+/*==========================================
+ * 対象のAtkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk(struct block_list *bl)
+{
+ int atk=0;
+ nullpo_retr(0, bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((struct map_session_data*)bl)->right_weapon.watk;
+ case BL_MOB:
+ atk = ((struct mob_data*)bl)->db->atk1;
+ if(((struct mob_data *)bl)->guardian_data)
+ atk += atk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
+ break;
+ case BL_PET: //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ atk = ((struct pet_data *)bl)->status->atk1;
+ else
+ atk = ((struct pet_data*)bl)->db->atk1;
+ break;
+ }
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ atk = status_calc_watk(bl,atk);
+ if(atk < 0) atk = 0;
+ return atk;
+}
+/*==========================================
+ * 対象の左手Atkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk_(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC){
+ return ((struct map_session_data*)bl)->left_weapon.watk;
+ }
+ return 0;
+}
+/*==========================================
+ * 対象のAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk2(struct block_list *bl)
+{
+ int atk2=0;
+ nullpo_retr(0, bl);
+
+ switch (bl->type) {
+ case BL_PC:
+ return ((struct map_session_data*)bl)->right_weapon.watk2;
+ case BL_MOB:
+ atk2 = ((struct mob_data*)bl)->db->atk2;
+
+ if(((struct mob_data *)bl)->guardian_data)
+ atk2 += atk2 * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
+ break;
+ case BL_PET: //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ atk2 = ((struct pet_data *)bl)->status->atk2;
+ else
+ atk2 = ((struct pet_data*)bl)->db->atk2;
+ break;
+ }
+
+ // Absolute, then relative modifiers from status changes (shared between PC and NPC)
+ atk2 = status_calc_watk(bl,atk2);
+
+ if(atk2 < 0) atk2 = 0;
+ return atk2;
+}
+/*==========================================
+ * 対象の左手Atk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk_2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data*)bl)->left_weapon.watk2;
+ return 0;
+}
+/*==========================================
+ * 対象のMAtk1を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_matk1(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+
+ if(bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->matk1;
+ else {
+ int matk = 0;
+ int int_ = status_get_int(bl);
+ matk = status_calc_matk(bl,int_+(int_/5)*(int_/5));
+ return matk;
+ }
+}
+/*==========================================
+ * 対象のMAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_matk2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+
+ if(bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->matk2;
+ else {
+ int matk = 0;
+ int int_ = status_get_int(bl);
+ matk = status_calc_matk(bl,int_+(int_/7)*(int_/7));
+ return matk;
+ }
+}
+/*==========================================
+ * 対象のDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_def(struct block_list *bl)
+{
+ int def=0;
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_PC){
+ def = ((struct map_session_data *)bl)->def;
+ if(((struct map_session_data *)bl)->skilltimer != -1)
+ def -= def * skill_get_castdef(((struct map_session_data *)bl)->skillid)/100;
+ } else if(bl->type==BL_MOB) {
+ def = ((struct mob_data *)bl)->db->def;
+ def -= def * skill_get_castdef(((struct mob_data *)bl)->skillid)/100;
+ } else if(bl->type==BL_PET)
+ def = ((struct pet_data *)bl)->db->def;
+
+ def = status_calc_def(bl,def);
+ if(def < 0) def = 0;
+
+ return def;
+}
+/*==========================================
+ * 対象のDef2を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_def2(struct block_list *bl)
+{
+ int def2 = 1;
+ nullpo_retr(1, bl);
+
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->def2;
+ else if(bl->type==BL_MOB)
+ def2 = ((struct mob_data *)bl)->db->vit;
+ else if(bl->type==BL_PET) { //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ def2 = ((struct pet_data *)bl)->status->vit;
+ else
+ def2 = ((struct pet_data *)bl)->db->vit;
+ }
+
+ def2 = status_calc_def2(bl,def2);
+ if(def2 < 1) def2 = 1;
+
+ return def2;
+}
+/*==========================================
+ * 対象のMDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_mdef(struct block_list *bl)
+{
+ int mdef=0;
+ nullpo_retr(0, bl);
+
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->mdef;
+ else if(bl->type==BL_MOB)
+ mdef = ((struct mob_data *)bl)->db->mdef;
+ else if(bl->type==BL_PET)
+ mdef = ((struct pet_data *)bl)->db->mdef;
+
+ mdef = status_calc_mdef(bl,mdef);
+ if(mdef < 0) mdef = 0;
+
+ return mdef;
+}
+/*==========================================
+ * 対象のMDef2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_mdef2(struct block_list *bl)
+{
+ int mdef2=0;
+ nullpo_retr(0, bl);
+
+ if(bl->type == BL_PC)
+ return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
+ else if(bl->type == BL_MOB)
+ mdef2 = ((struct mob_data *)bl)->db->int_ + (((struct mob_data *)bl)->db->vit>>1);
+ else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
+ if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
+ mdef2 = ((struct pet_data *)bl)->status->int_ +(((struct pet_data *)bl)->status->vit>>1);
+ else
+ mdef2 = ((struct pet_data *)bl)->db->int_ + (((struct pet_data *)bl)->db->vit>>1);
+ }
+
+ mdef2 = status_calc_mdef2(bl,mdef2);
+ if(mdef2 < 0) mdef2 = 0;
+
+ return mdef2;
+}
+/*==========================================
+ * 対象のSpeed(移動速度)を返す(汎用)
+ * 戻りは整数で1以上
+ * Speedは小さいほうが移動速度が速い
+ *------------------------------------------
+ */
+int status_get_speed(struct block_list *bl)
+{
+ int speed = 1000;
+ nullpo_retr(1000, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->speed;
+ else if(bl->type==BL_MOB) {
+ speed = ((struct mob_data *)bl)->speed;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ speed-=((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
+ }
+ else if(bl->type==BL_PET)
+ speed = ((struct pet_data *)bl)->msd->petDB->speed;
+ else if(bl->type==BL_NPC) //Added BL_NPC (Skotlex)
+ speed = ((struct npc_data *)bl)->speed;
+
+ speed = status_calc_speed(bl,speed);
+
+ if(speed < 1) speed = 1;
+ return speed;
+}
+/*==========================================
+ * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
+ * aDelayは小さいほうが攻撃速度が速い
+ *------------------------------------------
+ */
+int status_get_adelay(struct block_list *bl)
+{
+ int adelay,aspd_rate;
+ nullpo_retr(4000, bl);
+ switch (bl->type) {
+ case BL_PC:
+ return (((struct map_session_data *)bl)->aspd<<1);
+ case BL_MOB:
+ adelay = ((struct mob_data *)bl)->db->adelay;
+ if(((struct mob_data *)bl)->guardian_data)
+ aspd_rate = 100 - 10*((struct mob_data *)bl)->guardian_data->guardup_lv; // Strengthen Guardians - custom value +10% ASPD / lv
+ else
+ aspd_rate = 100;
+ break;
+ case BL_PET:
+ adelay = ((struct pet_data *)bl)->db->adelay;
+ aspd_rate = 100;
+ break;
+ default:
+ adelay=4000;
+ aspd_rate = 100;
+ break;
+ }
+ aspd_rate = status_calc_aspd_rate(bl,aspd_rate);
+
+ if(aspd_rate != 100)
+ adelay = adelay*aspd_rate/100;
+ if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
+ return adelay;
+}
+int status_get_amotion(struct block_list *bl)
+{
+ nullpo_retr(2000, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->amotion;
+ else {
+ int amotion=2000,aspd_rate = 100;
+ if(bl->type==BL_MOB) {
+ amotion = ((struct mob_data *)bl)->db->amotion;
+
+ if(((struct mob_data *)bl)->guardian_data)
+ aspd_rate -= aspd_rate * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ASPD / lv
+ } else if(bl->type==BL_PET)
+ amotion = ((struct pet_data *)bl)->db->amotion;
+
+ aspd_rate = status_calc_aspd_rate(bl,aspd_rate);
+
+ if(aspd_rate != 100)
+ amotion = amotion*aspd_rate/100;
+ if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
+ return amotion;
+ }
+ return 2000;
+}
+int status_get_dmotion(struct block_list *bl)
+{
+ int ret;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data = status_get_sc_data(bl);
+ if(bl->type==BL_MOB){
+ ret=((struct mob_data *)bl)->db->dmotion;
+ if(battle_config.monster_damage_delay_rate != 100)
+ ret = ret*battle_config.monster_damage_delay_rate/100;
+ }
+ else if(bl->type==BL_PC){
+ ret=((struct map_session_data *)bl)->dmotion;
+ if(battle_config.pc_damage_delay_rate != 100)
+ ret = ret*battle_config.pc_damage_delay_rate/100;
+ }
+ else if(bl->type==BL_PET)
+ ret=((struct pet_data *)bl)->db->dmotion;
+ else
+ return 2000;
+
+ if(sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_CONCENTRATION].timer!=-1 || sc_data[SC_BERSERK].timer!=-1))
+ if (!map_flag_gvg(bl->m)) //Only works on non-gvg grounds. [Skotlex]
+ return 0;
+
+ return ret;
+}
+int status_get_element(struct block_list *bl)
+{
+ // removed redundant variable ret [zzo]
+ struct status_change *sc_data = status_get_sc_data(bl);
+
+ nullpo_retr(20, bl);
+
+ if(sc_data) {
+ if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福
+ return 26;
+ if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結
+ return 21;
+ if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+ return 22;
+ }
+ if(bl->type==BL_MOB) // 10の位=Lv*2、1の位=属性
+ return ((struct mob_data *)bl)->def_ele;
+ if(bl->type==BL_PC)
+ return 20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->element;
+
+ return 20;
+}
+//Retrieves the object's element acquired by status changes only.
+int status_get_attack_sc_element(struct block_list *bl)
+{
+ struct status_change *sc_data=status_get_sc_data(bl);
+ if(sc_data) {
+ if( sc_data[SC_WATERWEAPON].timer!=-1) // フロストウェポン
+ return 1;
+ if( sc_data[SC_EARTHWEAPON].timer!=-1) // サイズミックウェポン
+ return 2;
+ if( sc_data[SC_FIREWEAPON].timer!=-1) // フレームランチャー
+ return 3;
+ if( sc_data[SC_WINDWEAPON].timer!=-1) // ライトニングローダー
+ return 4;
+ if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
+ return 5;
+ if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
+ return 6;
+ if( sc_data[SC_SHADOWWEAPON].timer!=-1)
+ return 7;
+ if( sc_data[SC_GHOSTWEAPON].timer!=-1)
+ return 8;
+ }
+ return 0;
+}
+
+
+int status_get_attack_element(struct block_list *bl)
+{
+ int ret = status_get_attack_sc_element(bl);
+
+ nullpo_retr(0, bl);
+
+ if (ret) return ret;
+
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return 0;
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->right_weapon.atk_ele;
+ if(bl->type==BL_PET && (struct pet_data *)bl)
+ return 0;
+
+ return 0;
+}
+int status_get_attack_element2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC) {
+ // removed redundant var, speeded up a bit [zzo]
+ int ret = status_get_attack_sc_element(bl);
+
+ if(ret) return ret;
+ return ((struct map_session_data *)bl)->left_weapon.atk_ele;
+ }
+ return 0;
+}
+int status_get_party_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.party_id;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->status.party_id;
+ if(bl->type==BL_MOB){
+ struct mob_data *md=(struct mob_data *)bl;
+ if( md->master_id>0 )
+ {
+ struct map_session_data *msd;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.party_id;
+ return -md->master_id;
+ }
+ return 0; //No party.
+ }
+ if(bl->type==BL_SKILL)
+ return ((struct skill_unit *)bl)->group->party_id;
+ return 0;
+}
+
+int status_get_guild_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.guild_id;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->status.guild_id;
+ if(bl->type==BL_MOB)
+ {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->guild_id;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.guild_id; //Alchemist's mobs [Skotlex]
+ return 0; //No guild.
+ }
+ if(bl->type==BL_SKILL)
+ return ((struct skill_unit *)bl)->group->guild_id;
+ return 0;
+}
+int status_get_race(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->race;
+ if(bl->type==BL_PC)
+ return 7;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->race;
+ return 0;
+}
+int status_get_size(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ switch (bl->type) {
+ case BL_MOB:
+ if (((struct mob_data *)bl)->sc_data[SC_SWOO].timer != -1) // [marquis007]
+ return 0;
+ return ((struct mob_data *)bl)->db->size;
+ case BL_PET:
+ return ((struct pet_data *)bl)->db->size;
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if (sd->sc_data[SC_SWOO].timer != -1)
+ return 0;
+ if (sd->class_&JOBL_BABY) //[Lupus]
+ return (pc_isriding(sd) && battle_config.character_size&2); //Baby Class Peco Rider + enabled option -> size = 1, else 0
+ return 1+(pc_isriding(sd) && battle_config.character_size&1); //Peco Rider + enabled option -> size = 2, else 1
+ }
+ }
+ return 1;
+}
+int status_get_mode(struct block_list *bl)
+{
+ nullpo_retr(MD_CANMOVE, bl);
+ if(bl->type==BL_MOB)
+ {
+ if (((struct mob_data *)bl)->mode)
+ return ((struct mob_data *)bl)->mode;
+ return ((struct mob_data *)bl)->db->mode;
+ }
+ if(bl->type==BL_PC)
+ return (MD_CANMOVE|MD_LOOTER|MD_CANATTACK);
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->mode;
+ if (bl->type==BL_SKILL)
+ return (MD_CANATTACK|MD_CANMOVE); //Default mode for skills: Can attack, can move (think dances).
+ //Default universal mode, can move
+ return MD_CANMOVE; // とりあえず動くということで1
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->mexp;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->mexp;
+ return 0;
+}
+int status_get_race2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type == BL_MOB)
+ return ((struct mob_data *)bl)->db->race2;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->race2;
+ return 0;
+}
+int status_isdead(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type == BL_MOB)
+ return ((struct mob_data *)bl)->state.state == MS_DEAD;
+ if(bl->type==BL_PC)
+ return pc_isdead((struct map_session_data *)bl);
+ return 0;
+}
+int status_isimmune(struct block_list *bl)
+{
+ struct map_session_data *sd = (struct map_session_data *)bl;
+
+ nullpo_retr(0, bl);
+ if (bl->type == BL_PC) {
+ if (sd->special_state.no_magic_damage)
+ return 1;
+ if (sd->sc_count && sd->sc_data[SC_HERMODE].timer != -1)
+ return 1;
+ }
+ return 0;
+}
+
+// StatusChange系の所得
+struct status_change *status_get_sc_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data*)bl)->sc_data;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data*)bl)->sc_data;
+ return NULL;
+}
+short *status_get_sc_count(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ if(bl->type==BL_MOB)
+ return &((struct mob_data*)bl)->sc_count;
+ if(bl->type==BL_PC)
+ return &((struct map_session_data*)bl)->sc_count;
+ return NULL;
+}
+short *status_get_opt1(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return &((struct mob_data*)bl)->opt1;
+ if(bl->type==BL_PC)
+ return &((struct map_session_data*)bl)->opt1;
+ if(bl->type==BL_NPC)
+ return &((struct npc_data*)bl)->opt1;
+ return 0;
+}
+short *status_get_opt2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return &((struct mob_data*)bl)->opt2;
+ if(bl->type==BL_PC)
+ return &((struct map_session_data*)bl)->opt2;
+ if(bl->type==BL_NPC)
+ return &((struct npc_data*)bl)->opt2;
+ return 0;
+}
+short *status_get_opt3(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return &((struct mob_data*)bl)->opt3;
+ if(bl->type==BL_PC)
+ return &((struct map_session_data*)bl)->opt3;
+ if(bl->type==BL_NPC)
+ return &((struct npc_data*)bl)->opt3;
+ return 0;
+}
+short *status_get_option(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return &((struct mob_data*)bl)->option;
+ if(bl->type==BL_PC)
+ return &((struct map_session_data*)bl)->status.option;
+ if(bl->type==BL_NPC)
+ return &((struct npc_data*)bl)->option;
+ return 0;
+}
+
+int status_get_sc_def(struct block_list *bl, int type)
+{
+ int sc_def;
+ nullpo_retr(0, bl);
+
+ switch (type)
+ {
+ case SP_MDEF1: // mdef
+ sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
+ break;
+ case SP_MDEF2: // int
+ sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3);
+ break;
+ case SP_DEF1: // def
+ sc_def = 100 - (3 + status_get_def(bl) + status_get_luk(bl)/3);
+ break;
+ case SP_DEF2: // vit
+ sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
+ break;
+ case SP_LUK: // luck
+ sc_def = 100 - (3 + status_get_luk(bl));
+ break;
+
+ case SC_STONE:
+ case SC_FREEZE:
+ sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
+ break;
+ case SC_STAN:
+ case SC_POISON:
+ case SC_SILENCE:
+ sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
+ break;
+ case SC_SLEEP:
+ case SC_CONFUSION:
+ sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3);
+ break;
+ case SC_BLIND:
+ sc_def = 100 - (3 + status_get_int(bl) + status_get_vit(bl)/3);
+ break;
+ case SC_CURSE:
+ sc_def = 100 - (3 + status_get_luk(bl) + status_get_vit(bl)/3);
+ break;
+
+ default:
+ sc_def = 100;
+ break;
+ }
+
+ if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->class_ == MOBID_EMPERIUM)
+ return 0;
+ if (sc_def < 50)
+ sc_def = 50;
+ } else if(bl->type == BL_PC) {
+ struct status_change* sc_data = status_get_sc_data(bl);
+ if (sc_data)
+ {
+ if (sc_data[SC_SCRESIST].timer != -1)
+ sc_def -= sc_data[SC_SCRESIST].val1; //Status resist
+ else if (sc_data[SC_SIEGFRIED].timer != -1)
+ sc_def -= sc_data[SC_SIEGFRIED].val2; //Status resistance.
+ }
+ }
+ return (sc_def < 0) ? 0 : sc_def;
+}
+
+/*==========================================
+ * Starts a status change.
+ * type = type, val1~4 depend on the type.
+ * 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.
+ *------------------------------------------
+ */
+int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change* sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
+ int scdef = 0;
+
+ nullpo_retr(0, bl);
+ switch (bl->type)
+ {
+ case BL_PC:
+ sd=(struct map_session_data *)bl;
+ if (status_isdead(bl))
+ return 0;
+ break;
+ case BL_MOB:
+ if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
+ return 0; //Emperium can't be afflicted by status changes.
+ if (status_isdead(bl))
+ return 0;
+ break;
+ case BL_PET: //Because pets can't have status changes.
+ case BL_SKILL: //These may happen by attacking traps or the like. [Skotlex]
+ return 0;
+ default:
+ if(battle_config.error_log)
+ ShowError("status_change_start: invalid source type (%d)!\n", bl->type);
+ return 0;
+ }
+ if(type < 0 || type >= SC_MAX) {
+ if(battle_config.error_log)
+ ShowError("status_change_start: invalid status change (%d)!\n", type);
+ return 0;
+ }
+ sc_data=status_get_sc_data(bl);
+ sc_count=status_get_sc_count(bl);
+ option=status_get_option(bl);
+ opt1=status_get_opt1(bl);
+ opt2=status_get_opt2(bl);
+ opt3=status_get_opt3(bl);
+
+ race=status_get_race(bl);
+ mode=status_get_mode(bl);
+ elem=status_get_elem_type(bl);
+ undead_flag=battle_check_undead(race,elem);
+
+ if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
+ return 0;
+ if(type == SC_OVERTHRUST && sc_data[SC_MAXOVERTHRUST].timer != -1)
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3;
+ break;
+ case SC_STAN:
+ case SC_SILENCE:
+ case SC_POISON:
+ case SC_DPOISON:
+ scdef=3+status_get_vit(bl)+status_get_luk(bl)/3;
+ break;
+ case SC_SLEEP:
+ case SC_BLIND:
+ scdef=3+status_get_int(bl)+status_get_luk(bl)/3;
+ break;
+ case SC_CURSE:
+ scdef=3+status_get_luk(bl);
+ break;
+ default:
+ scdef=0;
+ }
+ if(scdef>=100)
+ return 0;
+ if(sd){
+ if(type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
+ return 0;
+ if( sd && type == SC_ADRENALINE2 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
+ return 0;
+
+ if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && !(flag&1)){
+ if(sd->reseff[type-SC_COMMON_MIN] > 0 && rand()%10000<sd->reseff[type-SC_COMMON_MIN]){
+ if(battle_config.battle_log)
+ ShowInfo("PC %d skill_sc_start: status change %d blocked by reseff card (AID: %d).\n",type,bl->id);
+ return 0;
+ }
+ }
+ }
+
+ if((type==SC_FREEZE || type==SC_STONE) && undead_flag && !(flag&1))
+ //I've been informed that undead chars are inmune to stone curse too. [Skotlex]
+ return 0;
+
+
+ if (type==SC_BLESSING && (bl->type==BL_PC || (!undead_flag && race!=6))) {
+ if (sc_data[SC_CURSE].timer!=-1)
+ status_change_end(bl,SC_CURSE,-1);
+ if (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+ status_change_end(bl,SC_STONE,-1);
+ }
+
+ if((type == SC_ADRENALINE || type==SC_ADRENALINE2 || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
+ sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
+ return 0;
+
+ if(mode & MD_BOSS && !(flag&1) && ( (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+ || type==SC_QUAGMIRE || type==SC_DECREASEAGI || type==SC_SIGNUMCRUCIS || type==SC_PROVOKE || type==SC_ROKISWEIL
+ || type==SC_COMA
+ || (type == SC_BLESSING && (undead_flag || race == 6)))){
+ /* ボスには?かない(ただしカ?ドによる?果は適用される) */
+ return 0;
+ }
+
+ if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
+ if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
+ type != SC_ASPDPOTION0 && type != SC_ASPDPOTION1 && type != SC_ASPDPOTION2 && type != SC_ASPDPOTION3
+ && type != SC_ATKPOTION && type != SC_MATKPOTION // added atk and matk potions [Valaris]
+ )
+ return 0;
+
+ if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
+ return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
+
+ if (type == SC_GOSPEL && sc_data[type].val4 == BCT_SELF) //Must not override a casting gospel char.
+ return 0;
+
+ (*sc_count)--;
+ delete_timer(sc_data[type].timer, status_change_timer);
+ sc_data[type].timer = -1;
+ }
+
+ if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP || type==SC_STOP || type == SC_CONFUSION ||
+ type==SC_CLOSECONFINE || type==SC_CLOSECONFINE2)
+ battle_stopwalking(bl,1);
+
+ // クアグマイア/私を忘れないで中は無効なスキル
+ if ((sc_data[SC_QUAGMIRE].timer!=-1 || sc_data[SC_DONTFORGETME].timer!=-1) &&
+ (type==SC_CONCENTRATE || type==SC_INCREASEAGI ||
+ type==SC_TWOHANDQUICKEN || type==SC_SPEARSQUICKEN ||
+ type==SC_ADRENALINE || type==SC_ADRENALINE2 ||
+ type==SC_TRUESIGHT || type==SC_WINDWALK ||
+ type==SC_CARTBOOST || type==SC_ASSNCROS ||
+ type==SC_ONEHAND))
+ return 0;
+
+ switch(type){ /* 異常の種類ごとの?理 */
+ case SC_PROVOKE: /* プロボック */
+ calc_flag = 1;
+ if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
+ break;
+ case SC_ENDURE: /* インデュア */
+ if(tick <= 0) tick = 1000 * 60;
+ calc_flag = 1; // for updating mdef
+ val2 = 7; // [Celest]
+ break;
+ case SC_AUTOBERSERK:
+ {
+ if (!(flag&4))
+ tick = 60*1000;
+ if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
+ (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
+ status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
+ }
+ break;
+
+ case SC_INCREASEAGI: /* 速度上昇 */
+ calc_flag = 1;
+ if(sc_data[SC_DECREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ break;
+ case SC_DECREASEAGI: /* 速度減少 */
+ if (bl->type == BL_PC && !(tick&2)) // Celest
+ tick>>=1;
+ calc_flag = 1;
+ if(sc_data[SC_INCREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_ADRENALINE2].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE2,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc_data[SC_CARTBOOST].timer!=-1 )
+ status_change_end(bl,SC_CARTBOOST,-1);
+ if(sc_data[SC_ONEHAND].timer!=-1 )
+ status_change_end(bl,SC_ONEHAND,-1);
+ break;
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ calc_flag = 1;
+ val2 = 10 + val1*2;
+ if (!(flag&4))
+ tick = 600*1000;
+ clif_emotion(bl,4);
+ break;
+ case SC_ONEHAND: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+ if(sc_data[SC_ASPDPOTION0].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION0,-1);
+ if(sc_data[SC_ASPDPOTION1].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION1,-1);
+ if(sc_data[SC_ASPDPOTION2].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION2,-1);
+ if(sc_data[SC_ASPDPOTION3].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION3,-1);
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ return 0;
+ *opt3 |= 1;
+ calc_flag = 1;
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ return 0;
+ if(bl->type == BL_PC && !(flag&2))
+ if(pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ calc_flag = 1;
+ break;
+ case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
+ if(bl->type == BL_PC && !(flag&2))
+ if(pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_OVERTHRUST: /* オ?バ?スラスト */
+ if(bl->type == BL_PC && !(flag&2))
+ if(pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ *opt3 |= 2;
+ break;
+ case SC_MAXOVERTHRUST: //Cancels Normal Overthrust. [Skotlex]
+ if (sc_data[SC_OVERTHRUST].timer != -1)
+ status_change_end(bl, SC_OVERTHRUST, -1);
+ break;
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
+ if (!(flag&4))
+ {
+ if(bl->type != BL_PC)
+ tick = 5000;
+ val2 = tick;
+ }
+ break;
+ case SC_ENCPOISON: /* エンチャントポイズン */
+ calc_flag = 1;
+ val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
+ skill_enchant_elemental_end(bl,SC_ENCPOISON);
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; /* 猛毒付?確率(%) */
+ calc_flag = 1;
+ break;
+ case SC_POISONREACT: /* ポイズンリアクト */
+ if (!(flag&4))
+ val2=val1/2 + val1%2; // [Celest]
+ break;
+ case SC_ENERGYCOAT: /* エナジ?コ?ト */
+ *opt3 |= 4;
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20;
+ break;
+ case SC_KYRIE: /* キリエエレイソン */
+ if (!(flag&4))
+ {
+ val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
+ val3 = (val1 / 2 + 5); /* 回? */
+ }
+// -- moonsoul (added to undo assumptio status if target has it)
+ if(sc_data[SC_ASSUMPTIO].timer!=-1 )
+ status_change_end(bl,SC_ASSUMPTIO,-1);
+ break;
+ case SC_MINDBREAKER:
+ calc_flag = 1;
+ if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
+ case SC_TRICKDEAD: /* 死んだふり */
+ if (bl->type == BL_PC) {
+ pc_stopattack(sd);
+ }
+ break;
+ case SC_QUAGMIRE: /* クァグマイア */
+ calc_flag = 1;
+ if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
+ status_change_end(bl,SC_CONCENTRATE,-1);
+ if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc_data[SC_ONEHAND].timer!=-1 )
+ status_change_end(bl,SC_ONEHAND,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_ADRENALINE2].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE2,-1);
+ if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
+ status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
+ status_change_end(bl,SC_WINDWALK,-1);
+ if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
+ status_change_end(bl,SC_CARTBOOST,-1);
+ break;
+ case SC_MAGICPOWER:
+ calc_flag = 1;
+ val2 = 1;
+ break;
+ case SC_SACRIFICE:
+ if (!(flag&4))
+ val2 = 5;
+ break;
+ case SC_ASPERSIO: /* アスペルシオ */
+ skill_enchant_elemental_end(bl,SC_ASPERSIO);
+ break;
+ case SC_FIREWEAPON: /* フレ?ムランチャ? */
+ skill_enchant_elemental_end(bl,SC_FIREWEAPON);
+ break;
+ case SC_WATERWEAPON: /* フロストウェポン */
+ skill_enchant_elemental_end(bl,SC_WATERWEAPON);
+ break;
+ case SC_WINDWEAPON: /* ライトニングロ?ダ? */
+ skill_enchant_elemental_end(bl,SC_WINDWEAPON);
+ break;
+ case SC_EARTHWEAPON: /* サイズミックウェポン */
+ skill_enchant_elemental_end(bl,SC_EARTHWEAPON);
+ break;
+ case SC_SHADOWWEAPON:
+ skill_enchant_elemental_end(bl,SC_SHADOWWEAPON);
+ break;
+ case SC_GHOSTWEAPON:
+ skill_enchant_elemental_end(bl,SC_GHOSTWEAPON);
+ break;
+ case SC_PROVIDENCE: /* プロヴィデンス */
+ calc_flag = 1;
+ val2=val1*5;
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3;
+ break;
+ case SC_STRIPWEAPON:
+ if (val2==0) val2=90;
+ break;
+ case SC_STRIPSHIELD:
+ if (val2==0) val2=85;
+ break;
+
+ case SC_AUTOSPELL: /* オ?トスペル */
+ val4 = 5 + val1*2;
+ break;
+
+ case SC_VOLCANO:
+ calc_flag = 1;
+ val3 = val1*10;
+ break;
+ case SC_DELUGE:
+ calc_flag = 1;
+ if (sc_data[SC_FOGWALL].timer != -1 && sc_data[SC_BLIND].timer != -1)
+ status_change_end(bl,SC_BLIND,-1);
+ break;
+ case SC_VIOLENTGALE:
+ calc_flag = 1;
+ val3 = val1*3;
+ break;
+
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ calc_flag = 1;
+ val2 = 20+val1;
+ *opt3 |= 1;
+ break;
+
+ case SC_BLADESTOP: /* 白刃取り */
+ if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
+ *opt3 |= 32;
+ break;
+
+ case SC_LULLABY: /* 子守唄 */
+ case SC_RICHMANKIM:
+ case SC_ROKISWEIL: /* ロキの叫び */
+ case SC_INTOABYSS: /* 深淵の中に */
+ case SC_POEMBRAGI: /* ブラギの詩 */
+ case SC_UGLYDANCE: /* 自分勝手なダンス */
+ break;
+ case SC_ETERNALCHAOS: /* エタ?ナルカオス */
+ case SC_DRUMBATTLE: /* ?太鼓の響き */
+ case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
+ case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
+ case SC_WHISTLE: /* 口笛 */
+ case SC_ASSNCROS: /* 夕陽のアサシンクロス */
+ case SC_APPLEIDUN: /* イドゥンの林檎 */
+ case SC_HUMMING: /* ハミング */
+ case SC_ATKPOTION: // Valaris
+ case SC_MATKPOTION:
+ case SC_FORTUNE: /* 幸運のキス */
+ case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
+ calc_flag = 1;
+ break;
+ case SC_DONTFORGETME: /* 私を忘れないで */
+ calc_flag = 1;
+ if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc_data[SC_ONEHAND].timer!=-1 )
+ status_change_end(bl,SC_ONEHAND,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_ADRENALINE2].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE2,-1);
+ if(sc_data[SC_ASSNCROS].timer!=-1 )
+ status_change_end(bl,SC_ASSNCROS,-1);
+ if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
+ status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
+ status_change_end(bl,SC_WINDWALK,-1);
+ if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
+ status_change_end(bl,SC_CARTBOOST,-1);
+ break;
+ case SC_MOONLIT:
+ val2 = bl->id;
+ skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
+ break;
+ case SC_DANCING: /* ダンス/演奏中 */
+ calc_flag = 1;
+ if (!(flag&4))
+ {
+ val3= tick / 1000;
+ tick = 1000;
+ }
+ break;
+
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ calc_flag = 1;
+ val2 = 75 + 25*val1;
+ *opt3 |= 8;
+ break;
+ case SC_STEELBODY: // 金剛
+ case SC_SKA:
+ calc_flag = 1;
+ *opt3 |= 16;
+ break;
+ case SC_AUTOCOUNTER:
+ val3 = val4 = 0;
+ break;
+
+ case SC_ASPDPOTION0: /* ?速ポ?ション */
+ case SC_ASPDPOTION1:
+ case SC_ASPDPOTION2:
+ case SC_ASPDPOTION3:
+ calc_flag = 1;
+ if (!(flag&4))
+ val2 = 5*(2+type-SC_ASPDPOTION0);
+ break;
+
+ case SC_XMAS: // Xmas Suit [Valaris]
+ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
+ {
+ struct map_session_data *sd;
+ if (bl->type == BL_PC && (sd= (struct map_session_data *)bl))
+ { //Change look.
+ if(type==SC_WEDDING)
+ sd->view_class = JOB_WEDDING;
+ else if(type==SC_XMAS)
+ sd->view_class = JOB_XMAS;
+ clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
+#if PACKETVER < 4
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+#else
+ clif_changelook(&sd->bl,LOOK_WEAPON,0);
+#endif
+ if(battle_config.save_clothcolor && sd->status.clothes_color > 0 &&
+ ((type==SC_WEDDING && !battle_config.wedding_ignorepalette) ||
+ (type==SC_XMAS && !battle_config.xmas_ignorepalette)))
+ clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
+ }
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止?態
+ {
+ if(!battle_config.muting_players)
+ return 0;
+
+ if (!(flag&4))
+ tick = 60000;
+ updateflag = SP_MANNER;
+ save_flag = 1; // celest
+ }
+ break;
+
+ /* option1 */
+ case SC_STONE: /* 石化 */
+ if(!(flag&2)) {
+ int sc_def = status_get_mdef(bl)*200;
+ tick = tick - sc_def;
+ }
+ if (!(flag&4))
+ val3 = tick/1000;
+ if(val3 < 1) val3 = 1;
+ if (!(flag&4))
+ tick = 5000;
+ val2 = 1;
+ break;
+ case SC_SLEEP: /* 睡眠 */
+ if(!(flag&4)) {
+ tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
+ }
+ break;
+ case SC_FREEZE: /* 凍結 */
+ if(!(flag&2)) {
+ int sc_def = 100 - status_get_mdef(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+ case SC_STAN: /* スタン(val2にミリ秒セット) */
+ if(!(flag&2)) {
+ int sc_def = status_get_sc_def_vit(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+
+ /* option2 */
+ case SC_DPOISON: /* 猛毒 */
+ {
+ int hp = status_get_hp(bl);
+ int mhp = status_get_max_hp(bl);
+
+ // MHP?1/4????????
+ if (hp > mhp>>2) {
+ if(bl->type == BL_PC) {
+ int diff = mhp*10/100;
+ if (hp - diff < mhp>>2)
+ diff = hp - (mhp>>2);
+ pc_heal((struct map_session_data *)bl, -diff, 0);
+ } else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ hp -= mhp*15/100;
+ if (hp > mhp>>2)
+ md->hp = hp;
+ else
+ md->hp = mhp>>2;
+ }
+ }
+ } // fall through
+ case SC_POISON: /* 毒 */
+ {
+ int mhp;
+
+ calc_flag = 1;
+ if (flag&4)
+ break;
+ if(!(flag&2)) {
+ int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5);
+ tick = tick * sc_def / 100;
+ }
+ val3 = tick/1000;
+ if(val3 < 1) val3 = 1;
+ tick = 1000;
+ mhp = status_get_max_hp(bl);
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + mhp/50 : 3 + mhp*3/200;
+ else
+ val4 = (type == SC_DPOISON) ? 3 + mhp/100 : 3 + mhp/200;
+
+ }
+ break;
+ case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
+ if (sc_data && sc_data[SC_GOSPEL].timer!=-1) {
+ if (sc_data[SC_GOSPEL].val4 == BCT_SELF) { //Clear Gospel [Skotlex]
+ status_change_end(bl,SC_GOSPEL,-1);
+ }
+ break;
+ }
+ if(!(flag&2)) {
+ int sc_def = 100 - status_get_vit(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+ case SC_CONFUSION:
+ clif_emotion(bl,1);
+ break;
+ case SC_BLIND: /* 暗? */
+ calc_flag = 1;
+ if(!(flag&4) && tick < 1000)
+ tick = 30000;
+ if(!(flag&2)) {
+ int sc_def = 100 - (status_get_lv(bl)/10 + status_get_int(bl)/15);
+ tick = tick*sc_def/100;
+ if (tick < 5000) //Minimum 5 secs?
+ tick = 5000;
+ }
+ break;
+ case SC_CURSE:
+ calc_flag = 1;
+ if(!(flag&2)) {
+ int sc_def = 100 - status_get_vit(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+
+ case SC_BLEEDING:
+ if(!(flag&2)) {
+ int sc_def = 100 - (status_get_lv(bl)/5 +status_get_vit(bl));
+ tick = tick * sc_def / 100;
+ }
+ if(!(flag&4) && tick < 10000) //Minimum bleed time is 10 secs or this sc does nothing! [Skotlex]
+ tick = 10000;
+ val4 = tick;
+ tick = 10000;
+ break;
+
+ /* option */
+ case SC_HIDING: /* ハイディング */
+ calc_flag = 1;
+ if(bl->type == BL_PC && !(flag&4)) {
+ val2 = tick / 1000; /* 持?時間 */
+ tick = 1000;
+ }
+ break;
+ case SC_CHASEWALK:
+ case SC_CLOAKING: /* クロ?キング */
+ if (flag&4)
+ break;
+ if(bl->type != BL_PC)
+ tick = 5000*val1;
+ calc_flag = 1; // [Celest]
+ val2 = tick;
+ val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
+ break;
+ case SC_SIGHT: /* サイト/ルアフ */
+ case SC_RUWACH:
+ case SC_SIGHTBLASTER:
+ if (flag&4)
+ break;
+ val2 = tick/250;
+ tick = 10;
+ break;
+
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
+ case SC_READYDOWN:
+ case SC_READYCOUNTER:
+ case SC_READYTURN:
+ case SC_DODGE:
+ if (flag&4)
+ break;
+ tick = 600*1000;
+ break;
+
+ case SC_AUTOGUARD:
+ if (!flag)
+ {
+ struct map_session_data *tsd;
+ int i,t;
+ for(i=val2=0;i<val1;i++) {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+ if (sd)
+ for (i = 0; i < 5; i++)
+ { //Pass the status to the other affected chars. [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+ status_change_start(&tsd->bl,SC_AUTOGUARD,val1,val2,0,0,tick,1);
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ calc_flag = 1;
+ if (!flag)
+ {
+ struct map_session_data *tsd;
+ int i;
+ val2 = 5 + val1*15;
+ if (sd)
+ for (i = 0; i < 5; i++)
+ { //See if there are devoted characters, and pass the status to them. [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+ status_change_start(&tsd->bl,SC_DEFENDER,val1,val2,0,0,tick,1);
+ }
+ }
+ break;
+
+ case SC_CONCENTRATION: /* コンセントレ?ション */
+ *opt3 |= 1;
+ calc_flag = 1;
+ break;
+
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ if (flag&4)
+ break;
+ if(bl->type == BL_PC) {
+ tick = 10000;
+ } else return 0;
+ break;
+
+ case SC_PARRYING: /* パリイング */
+ val2 = 20 + val1*3;
+ break;
+
+ case SC_WINDWALK: /* ウインドウォ?ク */
+ calc_flag = 1;
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5, movement speed % increase is 4 times that
+ break;
+
+ case SC_JOINTBEAT: // Random break [DracoRPG]
+ calc_flag = 1;
+ val2 = rand()%6;
+ if (val2 == 5) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0);
+ break;
+
+ case SC_BERSERK: /* バ?サ?ク */
+ if(sd && !(flag&4)){
+ sd->status.hp = sd->status.max_hp * 3;
+ sd->status.sp = 0;
+ clif_updatestatus(sd,SP_HP);
+ clif_updatestatus(sd,SP_SP);
+ sd->canregen_tick = gettick() + 300000;
+ }
+ *opt3 |= 128;
+ if (!(flag&4))
+ tick = 10000;
+ calc_flag = 1;
+ break;
+
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ *opt3 |= 2048;
+ if(sc_data[SC_KYRIE].timer!=-1)
+ status_change_end(bl,SC_KYRIE,-1);
+ break;
+
+ case SC_WARM: //SG skills [Komurka]
+ if (!(flag&4)) {
+ val2 = tick/1000;
+ tick = 1000;
+ }
+ *opt3 |= 4096;
+ opt_flag = 1;
+ break;
+
+ case SC_GOSPEL:
+ if (val4 == BCT_SELF) { // self effect
+ if (flag&4)
+ break;
+ val2 = tick;
+ tick = 1000;
+ status_change_clear_buffs(bl);
+ status_change_clear_debuffs(bl); //Gospel clears both types.
+ } else
+ calc_flag = 1;
+ break;
+
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2:
+ if (flag&4)
+ break;
+ val2 = tick;
+ if (!val3)
+ return 0;
+ tick = 1000;
+ calc_flag = 1;
+ *opt3 |= 1024;
+ break;
+
+ case SC_REJECTSWORD: /* リジェクトソ?ド */
+ val2 = 3; //3回攻?を跳ね返す
+ break;
+
+ case SC_MEMORIZE: /* メモライズ */
+ val2 = 5; //回詠唱を1/3にする
+ break;
+
+ case SC_GRAVITATION:
+ if (sd) {
+ if (val3 == BCT_SELF) {
+ sd->canmove_tick += tick;
+ sd->canact_tick += tick;
+ } else calc_flag = 1;
+ }
+ break;
+
+ case SC_HERMODE:
+ status_change_clear_buffs(bl);
+ break;
+
+ case SC_REGENERATION:
+ val1 = 2;
+ case SC_BATTLEORDERS:
+ if (!(flag&4))
+ tick = 60000; // 1 minute
+ calc_flag = 1;
+ break;
+ case SC_GUILDAURA:
+ calc_flag = 1;
+ if (!(flag&4))
+ tick = 1000;
+ break;
+
+ case SC_DEVOTION: /* ディボ?ション */
+ {
+ struct map_session_data *src;
+ if ((src = map_id2sd(val1)) && src->sc_count)
+ { //Try to inherit the status from the Crusader [Skotlex]
+ //Ideally, we should calculate the remaining time and use that, but we'll trust that
+ //once the Crusader's status changes, it will reflect on the others.
+ if (src->sc_data[SC_AUTOGUARD].timer != -1)
+ status_change_start(bl,SC_AUTOGUARD,src->sc_data[SC_AUTOGUARD].val1,0,0,0,
+ skill_get_time(CR_AUTOGUARD,src->sc_data[SC_AUTOGUARD].val1),0);
+ if (src->sc_data[SC_DEFENDER].timer != -1)
+ status_change_start(bl,SC_DEFENDER,src->sc_data[SC_DEFENDER].val1,0,0,0,
+ skill_get_time(CR_DEFENDER,src->sc_data[SC_DEFENDER].val1),0);
+ }
+ break;
+ }
+
+ case SC_COMA: //Coma. Sends a char to 1HP/SP
+ battle_damage(NULL, bl, status_get_hp(bl)-1, 0);
+ if (sd) pc_heal(sd,0,-sd->status.sp+1);
+ return 0;
+
+ case SC_CARTBOOST: /* カ?トブ?スト */
+ if(sc_data[SC_DECREASEAGI].timer!=-1 )
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ return 0;
+ }
+ calc_flag = 1;
+ break;
+
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = val2?map_id2bl(val2):NULL;
+ struct status_change *sc_data2 = src?status_get_sc_data(src):NULL;
+ if (src && sc_data2) {
+ if (sc_data2[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
+ status_change_start(src,SC_CLOSECONFINE,1,0,0,0,tick+1000,0);
+ else { //Increase count of locked enemies and refresh time.
+ sc_data2[SC_CLOSECONFINE].val1++;
+ delete_timer(sc_data2[SC_CLOSECONFINE].timer, status_change_timer);
+ sc_data2[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
+ }
+ }
+ }
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
+ break;
+ case SC_KAUPE:
+ if (flag&4)
+ break; //Do nothing when loading.
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
+ }
+ break;
+ case SC_COMBO:
+ switch (val1) { //Val1 contains the skill id
+ case TK_STORMKICK:
+ clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ if (sd) sd->attackabletime = gettick()+tick;
+ break;
+ case TK_DOWNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ if (sd) sd->attackabletime = gettick()+tick;
+ break;
+ case TK_TURNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ if (sd) sd->attackabletime = gettick()+tick;
+ break;
+ case TK_COUNTER:
+ clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ if (sd) sd->attackabletime = gettick()+tick;
+ break;
+ }
+ break;
+ case SC_SWOO: // [marquis007]
+ if (!(flag&4) && status_get_mode(bl)&MD_BOSS)
+ tick /= 4; //Reduce skill's duration. But for how long?
+// *opt3 |= 8192; //We haven't figured out this value yet...
+ opt_flag = 1;
+ calc_flag = 1;
+ break;
+ case SC_TKDORI:
+ val2 = 11-val1; //Chance to consume: 11-skilllv%
+ break;
+ case SC_RUN:
+ if (!(flag&4))
+ val4 = gettick(); //Store time at which you started running.
+ calc_flag = 1;
+ break;
+
+ case SC_CONCENTRATE: /* 集中力向上 */
+ case SC_BLESSING: /* ブレッシング */
+ case SC_ANGELUS: /* アンゼルス */
+ case SC_IMPOSITIO: /* インポシティオマヌス */
+ case SC_GLORIA: /* グロリア */
+ case SC_LOUD: /* ラウドボイス */
+ case SC_KEEPING:
+ case SC_BARRIER:
+ case SC_MELTDOWN: /* メルトダウン */
+ case SC_TRUESIGHT: /* トゥル?サイト */
+ case SC_SPIDERWEB: /* スパイダ?ウェッブ */
+ case SC_SLOWDOWN:
+ case SC_SPEEDUP0:
+ case SC_SPEEDUP1:
+ case SC_INCALLSTATUS:
+ case SC_INCHIT: /* HIT上昇 */
+ case SC_INCHITRATE: /* HIT%上昇 */
+ case SC_INCFLEE: /* FLEE上昇 */
+ case SC_INCFLEERATE: /* FLEE%上昇 */
+ case SC_INCMHPRATE: /* MHP%上昇 */
+ case SC_INCMSPRATE: /* MSP%上昇 */
+ case SC_INCATKRATE: /* ATK%上昇 */
+ case SC_INCMATKRATE:
+ case SC_INCDEFRATE:
+ case SC_INCSTR:
+ case SC_INCAGI:
+ case SC_INCVIT:
+ case SC_INCINT:
+ case SC_INCDEX:
+ case SC_INCLUK:
+ case SC_STRFOOD:
+ case SC_AGIFOOD:
+ case SC_VITFOOD:
+ case SC_INTFOOD:
+ case SC_DEXFOOD:
+ case SC_LUKFOOD:
+ case SC_FLEEFOOD:
+ case SC_HITFOOD:
+ case SC_BATKFOOD:
+ case SC_WATKFOOD:
+ case SC_MATKFOOD:
+ case SC_SPURT:
+ case SC_SPIRIT:
+ case SC_SUN_COMFORT:
+ case SC_MOON_COMFORT:
+ case SC_STAR_COMFORT:
+ case SC_FUSION:
+ case SC_SKE:
+ calc_flag = 1;
+ break;
+
+ case SC_SAFETYWALL:
+ case SC_SLOWPOISON: //Slow potion can be activated even if not poisoned.
+ case SC_SUFFRAGIUM: /* サフラギム */
+ case SC_BENEDICTIO: /* 聖? */
+ case SC_MAGNIFICAT: /* マグニフィカ?ト */
+ case SC_AETERNA: /* エ?テルナ */
+ case SC_STRIPARMOR:
+ case SC_STRIPHELM:
+ case SC_CP_WEAPON:
+ case SC_CP_SHIELD:
+ case SC_CP_ARMOR:
+ case SC_CP_HELM:
+ case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
+ case SC_ANKLE: /* アンクル */
+ case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
+ case SC_HALLUCINATION:
+ case SC_SPLASHER: /* ベナムスプラッシャ? */
+ case SC_FOGWALL:
+ case SC_PRESERVE:
+ case SC_DOUBLECAST:
+ case SC_AURABLADE: /* オ?ラブレ?ド */
+ case SC_BABY:
+ case SC_WATK_ELEMENT:
+ case SC_ARMOR_ELEMENT:
+ case SC_LONGING:
+ case SC_ORCISH:
+ case SC_SHRINK:
+ case SC_WINKCHARM:
+ case SC_SCRESIST:
+ case SC_STOP:
+ case SC_CLOSECONFINE:
+ case SC_SKILLRATE_UP:
+ case SC_KAIZEL:
+ case SC_KAAHI:
+ case SC_INTRAVISION:
+ case SC_BASILICA:
+ break;
+
+ default:
+ if(battle_config.error_log)
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+
+ if (bl->type == BL_PC && (battle_config.display_hallucination || type != SC_HALLUCINATION))
+ {
+ if (flag&4)
+ clif_status_load(bl,StatusIconChangeTable[type],1); //Sending to owner since they aren't in the map yet. [Skotlex]
+ clif_status_change(bl,StatusIconChangeTable[type],1);
+ }
+
+ /* optionの?更 */
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STAN:
+ case SC_SLEEP:
+
+ // Cancel cast when get status [LuzZza]
+ if (bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)bl; //Only Pressure is uninterruptable.
+ if (sd->skilltimer != -1 && sd->skillid != PA_PRESSURE) skill_castcancel(bl, 0);
+ } else
+ if (bl->type == BL_MOB) {
+ if (((struct mob_data *)bl)->skilltimer != -1) skill_castcancel(bl, 0);
+ }
+
+ battle_stopattack(bl); /* 攻?停止 */
+ skill_stop_dancing(bl); /* 演奏/ダンスの中? */
+ { /* 同時に掛からないステ?タス異常を解除 */
+ int i;
+ for(i = SC_STONE; i <= SC_SLEEP; i++){
+ if(sc_data[i].timer != -1){
+ (*sc_count)--;
+ delete_timer(sc_data[i].timer, status_change_timer);
+ sc_data[i].timer = -1;
+ }
+ }
+ }
+ if(type == SC_STONE)
+ *opt1 = OPT1_STONEWAIT;
+ else
+ *opt1 = OPT1_STONE + (type - SC_STONE);
+ opt_flag = 1;
+ break;
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 |= 1<<(type-SC_POISON);
+ opt_flag = 1;
+ break;
+ case SC_DPOISON: // 暫定で毒のエフェクトを使用
+ *opt2 |= OPT2_DPOISON;
+ opt_flag = 1;
+ break;
+ case SC_SIGNUMCRUCIS:
+ *opt2 |= OPT2_SIGNUMCRUCIS;
+ opt_flag = 1;
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ battle_stopattack(bl); /* 攻?停止 */
+ *option |= ((type==SC_HIDING)?OPTION_HIDE:OPTION_CLOAK);
+ opt_flag =1 ;
+ break;
+ case SC_CHASEWALK:
+ battle_stopattack(bl); /* 攻?停止 */
+ *option |= OPTION_CHASEWALK|OPTION_CLOAK;
+ opt_flag =1 ;
+ break;
+ case SC_SIGHT:
+ *option |= OPTION_SIGHT;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option |= OPTION_RUWACH;
+ opt_flag = 1;
+ break;
+ case SC_WEDDING:
+ *option |= OPTION_WEDDING;
+ opt_flag = 1;
+ break;
+ case SC_ORCISH:
+ *option |= OPTION_ORCISH;
+ opt_flag = 1;
+ break;
+ case SC_SIGHTTRASHER:
+ *option |= OPTION_SIGHTTRASHER;
+ opt_flag = 1;
+ break;
+ case SC_FUSION:
+ *option |= OPTION_FLYING;
+ opt_flag = 1;
+ break;
+ }
+
+ if(opt_flag) /* optionの?更 */
+ clif_changeoption(bl);
+
+ (*sc_count)++; /* ステ?タス異常の? */
+
+ sc_data[type].val1 = val1;
+ sc_data[type].val2 = val2;
+ sc_data[type].val3 = val3;
+ sc_data[type].val4 = val4;
+ /* タイマ?設定 */
+ sc_data[type].timer = add_timer(
+ gettick() + tick, status_change_timer, bl->id, type);
+
+ if(bl->type==BL_PC && calc_flag)
+ status_calc_pc(sd,0); /* ステ?タス再計算 */
+
+ if(bl->type==BL_PC && save_flag)
+ chrif_save(sd,0); // save the player status
+
+ if(bl->type==BL_PC && updateflag)
+ clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
+
+ if (bl->type==BL_PC && sd->pd)
+ pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
+
+ if(type==SC_RUN && bl->type==BL_PC)
+ pc_run(sd,val1,val2);
+
+ return 0;
+}
+/*==========================================
+ * ステータス異常全解除
+ *------------------------------------------
+ */
+int status_change_clear(struct block_list *bl,int type)
+{
+ struct status_change* sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int i;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, sc_data = status_get_sc_data(bl));
+ nullpo_retr(0, sc_count = status_get_sc_count(bl));
+ nullpo_retr(0, option = status_get_option(bl));
+ nullpo_retr(0, opt1 = status_get_opt1(bl));
+ nullpo_retr(0, opt2 = status_get_opt2(bl));
+ nullpo_retr(0, opt3 = status_get_opt3(bl));
+
+ if (*sc_count == 0)
+ return 0;
+ for(i = 0; i < SC_MAX; i++)
+ {
+ //Type 0: PC killed -> EDP and Meltdown must not be dispelled. [Skotlex]
+ // Do not reset Xmas status when killed. [Valaris]
+ if(sc_data[i].timer == -1 ||
+ (type == 0 && (i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS)))
+ continue;
+
+ status_change_end(bl, i, -1);
+
+ if (type == 1 && sc_data[i].timer != -1)
+ { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
+ (*sc_count)--;
+ delete_timer(sc_data[i].timer, status_change_timer);
+ sc_data[i].timer = -1;
+ }
+ }
+ //We can't assume the count is 0, some status don't end even when dead! [Skotlex]
+ //(*sc_count) = 0;
+ *opt1 = 0;
+ *opt2 = 0;
+ *opt3 = 0;
+ *option &= OPTION_MASK;
+
+ if(!type || type&2)
+ clif_changeoption(bl);
+
+ return 0;
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int status_change_end( struct block_list* bl , int type,int tid )
+{
+ struct map_session_data *sd;
+ struct status_change* sc_data;
+ int opt_flag=0, calc_flag = 0;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+
+ nullpo_retr(0, bl);
+ if(bl->type!=BL_PC && bl->type!=BL_MOB) {
+ if(battle_config.error_log)
+ ShowError("status_change_end: neither MOB nor PC !\n");
+ return 0;
+ }
+
+ if(type < 0 || type >= SC_MAX)
+ return 0;
+
+ sd = bl->type==BL_PC?(struct map_session_data *)bl:NULL;
+
+ sc_data = status_get_sc_data(bl);
+ sc_count = status_get_sc_count(bl);
+ option = status_get_option(bl);
+ opt1 = status_get_opt1(bl);
+ opt2 = status_get_opt2(bl);
+ opt3 = status_get_opt3(bl);
+
+ if (sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
+
+ if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
+ delete_timer(sc_data[type].timer,status_change_timer);
+
+ /* 該?の異常を正常に?す */
+ sc_data[type].timer=-1;
+ (*sc_count)--;
+
+ switch(type){ /* 異常の種類ごとの?理 */
+ case SC_PROVOKE: /* プロボック */
+ case SC_ENDURE: // celest
+ case SC_CONCENTRATE: /* 集中力向上 */
+ case SC_BLESSING: /* ブレッシング */
+ case SC_ANGELUS: /* アンゼルス */
+ case SC_INCREASEAGI: /* 速度上昇 */
+ case SC_DECREASEAGI: /* 速度減少 */
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ case SC_HIDING:
+ case SC_ONEHAND:
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ case SC_ENCPOISON: /* エンチャントポイズン */
+ case SC_IMPOSITIO: /* インポシティオマヌス */
+ case SC_GLORIA: /* グロリア */
+ case SC_LOUD: /* ラウドボイス */
+ case SC_QUAGMIRE: /* クァグマイア */
+ case SC_PROVIDENCE: /* プロヴィデンス */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ case SC_VOLCANO:
+ case SC_DELUGE:
+ case SC_VIOLENTGALE:
+ case SC_ETERNALCHAOS: /* エタ?ナルカオス */
+ case SC_DRUMBATTLE: /* ?太鼓の響き */
+ case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
+ case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
+ case SC_WHISTLE: /* 口笛 */
+ case SC_ASSNCROS: /* 夕陽のアサシンクロス */
+ case SC_HUMMING: /* ハミング */
+ case SC_DONTFORGETME: /* 私を忘れないで */
+ case SC_FORTUNE: /* 幸運のキス */
+ case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ case SC_STEELBODY: // 金剛
+ case SC_APPLEIDUN: /* イドゥンの林檎 */
+ case SC_BLADESTOP_WAIT:
+ case SC_CONCENTRATION: /* コンセントレ?ション */
+ case SC_ASSUMPTIO: /* アシャンプティオ */
+ case SC_WINDWALK: /* ウインドウォ?ク */
+ case SC_TRUESIGHT: /* トゥル?サイト */
+ case SC_SPIDERWEB: /* スパイダ?ウェッブ */
+ case SC_MAGICPOWER: /* 魔法力?幅 */
+ case SC_CHASEWALK:
+ case SC_ATKPOTION: // [Valaris]
+ case SC_MATKPOTION: // [Valaris]
+ case SC_MELTDOWN: /* メルトダウン */
+ case SC_CARTBOOST:
+ case SC_MINDBREAKER: /* マインドブレーカー */
+ case SC_EDP: // Celest
+ case SC_SLOWDOWN:
+ case SC_ASPDPOTION0: /* ?速ポ?ション */
+ case SC_ASPDPOTION1:
+ case SC_ASPDPOTION2:
+ case SC_ASPDPOTION3:
+ case SC_SPEEDUP0:
+ case SC_SPEEDUP1:
+ case SC_INCALLSTATUS:
+ case SC_INCHIT: /* HIT上昇 */
+ case SC_INCHITRATE: /* HIT%上昇 */
+ case SC_INCFLEE: /* FLEE上昇 */
+ case SC_INCFLEERATE: /* FLEE%上昇 */
+ case SC_INCMHPRATE: /* MHP%上昇 */
+ case SC_INCMSPRATE: /* MSP%上昇 */
+ case SC_INCATKRATE: /* ATK%上昇 */
+ case SC_INCMATKRATE:
+ case SC_INCDEFRATE:
+ case SC_INCSTR:
+ case SC_INCAGI:
+ case SC_INCVIT:
+ case SC_INCINT:
+ case SC_INCDEX:
+ case SC_INCLUK:
+ case SC_STRFOOD:
+ case SC_AGIFOOD:
+ case SC_VITFOOD:
+ case SC_INTFOOD:
+ case SC_DEXFOOD:
+ case SC_LUKFOOD:
+ case SC_FLEEFOOD:
+ case SC_HITFOOD:
+ case SC_BATKFOOD:
+ case SC_WATKFOOD:
+ case SC_MATKFOOD:
+ case SC_BATTLEORDERS:
+ case SC_REGENERATION:
+ case SC_GUILDAURA:
+ case SC_SPURT:
+ case SC_SPIRIT:
+ case SC_SUN_COMFORT:
+ case SC_MOON_COMFORT:
+ case SC_STAR_COMFORT:
+ case SC_FUSION:
+ case SC_SKE:
+ case SC_SWOO: // [marquis007]
+ case SC_SKA: // [marquis007]
+ calc_flag = 1;
+ break;
+
+ case SC_XMAS: // Xmas Suit [Valaris]
+ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
+ if (sd) {
+ //Restore look
+ sd->view_class = sd->status.class_;
+ clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
+#if PACKETVER < 4
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+#else
+ clif_changelook(&sd->bl,LOOK_WEAPON,0);
+#endif
+ if(battle_config.save_clothcolor && sd->status.clothes_color > 0)
+ clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
+ }
+ break;
+ case SC_RUN://駆け足
+ if (sd && sd->walktimer != -1)
+ pc_stop_walking(sd,1);
+ if (sc_data[type].val1 >= 7 &&
+ DIFF_TICK(gettick(), sc_data[type].val4) <= 1000 &&
+ (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
+ )
+ status_change_start(bl,SC_SPURT,sc_data[type].val1,0,0,0,skill_get_time2(TK_RUN, sc_data[type].val1),0);
+ calc_flag = 1;
+ break;
+ case SC_AUTOBERSERK:
+ if (sc_data[SC_PROVOKE].timer != -1 && sc_data[SC_PROVOKE].val2 == 1)
+ status_change_end(bl,SC_PROVOKE,-1);
+ break;
+
+ case SC_DEFENDER:
+ calc_flag = 1;
+ case SC_AUTOGUARD:
+ if (sd) {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++)
+ { //Clear the status from the others too [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc_data[type].timer != -1)
+ status_change_end(&tsd->bl,type,-1);
+ }
+ }
+ break;
+ case SC_DEVOTION: /* ディボ?ション */
+ {
+ struct map_session_data *md = map_id2sd(sc_data[type].val1);
+ //The status could have changed because the Crusader left the game. [Skotlex]
+ if (md)
+ {
+ md->devotion[sc_data[type].val2] = 0;
+ clif_devotion(md);
+ }
+ //Remove AutoGuard and Defender [Skotlex]
+ if (sc_data[SC_AUTOGUARD].timer != -1)
+ status_change_end(bl,SC_AUTOGUARD,-1);
+ if (sc_data[SC_DEFENDER].timer != -1)
+ status_change_end(bl,SC_DEFENDER,-1);
+ }
+ break;
+ case SC_BLADESTOP:
+ {
+ struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4);
+ //片方が切れたので相手の白刃?態が切れてないのなら解除
+ if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
+ status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
+
+ if(sc_data[type].val2==2)
+ clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ struct map_session_data *dsd;
+ struct status_change *d_sc_data;
+ if(sc_data[type].val2)
+ {
+ skill_delunitgroup((struct skill_unit_group *)sc_data[type].val2);
+ sc_data[type].val2 = 0;
+ }
+ if(sc_data[type].val4 && sc_data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc_data[type].val4))){
+ d_sc_data = dsd->sc_data;
+ //合奏で相手がいる場合相手のval4を0にする
+ if(d_sc_data && d_sc_data[type].timer!=-1)
+ {
+ d_sc_data[type].val2 = d_sc_data[type].val4 = 0; //This will prevent recursive loops.
+ status_change_end(&dsd->bl, type, -1);
+ }
+ }
+ if(sc_data[type].val1 == CG_MOONLIT) //Only dance that doesn't has ground tiles... [Skotlex]
+ status_change_end(bl, SC_MOONLIT, -1);
+ }
+ if (sc_data[SC_LONGING].timer!=-1)
+ status_change_end(bl,SC_LONGING,-1);
+ calc_flag = 1;
+ break;
+ case SC_NOCHAT: //チャット禁止?態
+ if (sd) {
+ if(battle_config.manner_system){
+ if (sd->status.manner >= 0) // weeee ^^ [celest]
+ sd->status.manner = 0;
+ clif_updatestatus(sd,SP_MANNER);
+ }
+ }
+ break;
+ case SC_SPLASHER: /* ベナムスプラッシャ? */
+ {
+ struct block_list *src=map_id2bl(sc_data[type].val3);
+ if(src && tid!=-1){
+ //自分にダメ?ジ&周?3*3にダメ?ジ
+ skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
+ }
+ }
+ break;
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = sc_data[type].val2?map_id2bl(sc_data[type].val2):NULL;
+ struct status_change *sc_data2 = src?status_get_sc_data(src):NULL;
+ if (src && sc_data2) {
+ if (sc_data2[SC_CLOSECONFINE].timer != -1) //If status was already ended, do nothing.
+ { //Decrease count
+ if (--sc_data2[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
+ status_change_end(src, SC_CLOSECONFINE, -1);
+ }
+ }
+ }
+ break;
+ case SC_CLOSECONFINE:
+ if (sc_data[type].val1 > 0) { //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 2*skill_get_range2(bl, RG_CLOSECONFINE, 1);
+ map_foreachinarea(status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,type,gettick());
+ }
+ break;
+ /* option1 */
+ case SC_FREEZE:
+ sc_data[type].val3 = 0;
+ break;
+
+ /* option2 */
+ case SC_POISON: /* 毒 */
+ case SC_BLIND: /* 暗? */
+ case SC_CURSE:
+ calc_flag = 1;
+ break;
+
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2: /// Marionette target
+ {
+ // check for partner and end their marionette status as well
+ int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
+ struct block_list *pbl = map_id2bl(sc_data[type].val3);
+ if (pbl) {
+ struct status_change* sc_data;
+ if ((sc_data = status_get_sc_data(pbl)) && sc_data[type2].timer != -1)
+ status_change_end(pbl, type2, -1);
+ }
+ if (type == SC_MARIONETTE)
+ clif_marionette(bl, 0);
+ calc_flag = 1;
+ }
+ break;
+
+ case SC_BERSERK: //val4 indicates if the skill was dispelled. [Skotlex]
+ if (sd && sd->status.hp > 100 && !sc_data[type].val4) {
+ sd->status.hp = 100;
+ clif_updatestatus(sd,SP_HP);
+ }
+ calc_flag = 1;
+ break;
+
+ case SC_GRAVITATION:
+ if (sd) {
+ if (sc_data[type].val3 == BCT_SELF) {
+ unsigned int tick = gettick();
+ sd->canmove_tick = tick;
+ sd->canact_tick = tick;
+ } else calc_flag = 1;
+ }
+ break;
+
+ case SC_GOSPEL: //Clear the buffs from other chars.
+ if(sc_data[type].val4 != BCT_SELF)
+ calc_flag = 1;
+ else if (sc_data[type].val3) { //Clear the group.
+ struct skill_unit_group *group = (struct skill_unit_group *)sc_data[type].val3;
+ sc_data[type].val3 = 0;
+ skill_delunitgroup(group);
+ }
+ break;
+ case SC_HERMODE:
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ if(sc_data[type].val3 == BCT_SELF)
+ skill_clear_unitgroup(bl);
+ break;
+ case SC_MOONLIT: //Clear the unit effect. [Skotlex]
+ skill_setmapcell(bl,CG_MOONLIT, sc_data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
+ break;
+ }
+
+
+ if (sd && (battle_config.display_hallucination || type != SC_HALLUCINATION))
+ clif_status_change(bl,StatusIconChangeTable[type],0);
+
+ switch(type){ /* 正常に?るときなにか?理が必要 */
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STAN:
+ case SC_SLEEP:
+ *opt1 = 0;
+ opt_flag = 1;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 &= ~(1<<(type-SC_POISON));
+ opt_flag = 1;
+ break;
+ case SC_DPOISON:
+ *opt2 &= ~OPT2_DPOISON; // 毒?態解除
+ opt_flag = 1;
+ break;
+ case SC_SIGNUMCRUCIS:
+ *opt2 &= ~OPT2_SIGNUMCRUCIS;
+ opt_flag = 1;
+ break;
+
+ case SC_HIDING:
+ *option &= ~OPTION_HIDE;
+ opt_flag = 1 ;
+ break;
+ case SC_CLOAKING:
+ *option &= ~OPTION_CLOAK;
+ calc_flag = 1; // orn
+ opt_flag = 1 ;
+ break;
+ case SC_CHASEWALK:
+ *option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
+ opt_flag = 1 ;
+ break;
+ case SC_SIGHT:
+ *option &= ~OPTION_SIGHT;
+ opt_flag = 1;
+ break;
+ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
+ *option &= ~OPTION_WEDDING;
+ opt_flag = 1;
+ break;
+ case SC_ORCISH:
+ *option &= ~OPTION_ORCISH;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option &= ~OPTION_RUWACH;
+ opt_flag = 1;
+ break;
+ case SC_SIGHTTRASHER:
+ *option &= ~OPTION_SIGHTTRASHER;
+ opt_flag = 1;
+ break;
+ case SC_FUSION:
+ *option &= ~OPTION_FLYING;
+ opt_flag = 1;
+ break;
+ //opt3
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ case SC_ONEHAND: /* 1HQ */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ case SC_CONCENTRATION: /* コンセントレ?ション */
+ *opt3 &= ~1;
+ break;
+ case SC_OVERTHRUST: /* オ?バ?スラスト */
+ *opt3 &= ~2;
+ break;
+ case SC_ENERGYCOAT: /* エナジ?コ?ト */
+ *opt3 &= ~4;
+ break;
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ *opt3 &= ~8;
+ break;
+ case SC_STEELBODY: // 金剛
+ case SC_SKA:
+ *opt3 &= ~16;
+ break;
+ case SC_BLADESTOP: /* 白刃取り */
+ *opt3 &= ~32;
+ break;
+ case SC_BERSERK: /* バ?サ?ク */
+ *opt3 &= ~128;
+ break;
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2:
+ *opt3 &= ~1024;
+ break;
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ *opt3 &= ~2048;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ *opt3 &= ~4096;
+ opt_flag = 1;
+ break;
+ }
+
+ if(opt_flag) /* optionの?更を?える */
+ clif_changeoption(bl);
+
+ if (sd && calc_flag)
+ status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */
+ }
+
+ return 0;
+}
+
+
+/*==========================================
+ * ステータス異常終了タイマー
+ *------------------------------------------
+ */
+int status_change_timer(int tid, unsigned int tick, int id, int data)
+{
+ int type = data;
+ struct block_list *bl;
+ struct map_session_data *sd=NULL;
+ struct status_change *sc_data;
+ //short *sc_count; //使ってない?
+
+// security system to prevent forgetting timer removal
+ int temp_timerid;
+
+ bl=map_id2bl(id);
+#ifndef _WIN32
+ nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
+#endif
+ nullpo_retr(0, sc_data=status_get_sc_data(bl));
+
+ if(bl->type==BL_PC)
+ nullpo_retr(0, sd=(struct map_session_data *)bl);
+
+ //sc_count=status_get_sc_count(bl); //使ってない?
+
+ if(sc_data[type].timer != tid) {
+ if(battle_config.error_log)
+ ShowError("status_change_timer %d != %d\n",tid,sc_data[type].timer);
+ return 0;
+ }
+
+ // security system to prevent forgetting timer removal
+ // you shouldn't be that careless inside the switch here
+ temp_timerid = sc_data[type].timer;
+ sc_data[type].timer = -1;
+
+ switch(type){ /* 特殊な?理になる場合 */
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
+ case SC_CLOAKING:
+ if(!sd || sd->status.sp > 0)
+ {
+ if (sd)
+ {
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ }
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ sc_data[type].val2+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CHASEWALK:
+ if(sd){
+ int sp = 10+sc_data[SC_CHASEWALK].val1*2;
+ if (map_flag_gvg(sd->bl.m)) sp *= 5;
+ if (sd->status.sp > sp){
+ sd->status.sp -= sp; // update sp cost [Celest]
+ clif_updatestatus(sd,SP_SP);
+ if ((++sc_data[SC_CHASEWALK].val4) == 1) {
+ status_change_start(bl, SC_INCSTR, 1<<(sc_data[SC_CHASEWALK].val1-1), 0, 0, 0,
+ (sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ *skill_get_time2(ST_CHASEWALK,sc_data[SC_CHASEWALK].val1), 0);
+ }
+ sc_data[type].timer = add_timer( /* タイマ?再設定 */
+ sc_data[type].val2+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_HIDING: /* ハイディング */
+ if(sd){ /* SPがあって、時間制限の間は持? */
+ if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
+ if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ }
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SIGHT: /* サイト */
+ case SC_RUWACH: /* ルアフ */
+ case SC_SIGHTBLASTER:
+ {
+ int range = skill_get_range2(bl, type==SC_SIGHT?MG_SIGHT:(type==SC_RUWACH?AL_RUWACH:WZ_SIGHTBLASTER), sc_data[type].val1);
+ map_foreachinarea( status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,
+ bl,type,tick);
+
+ if( (--sc_data[type].val2)>0 ){
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 250+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ {
+ int race = status_get_race(bl);
+ if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) {
+ sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ }
+ break;
+
+ case SC_WARM: //SG skills [Komurka]
+ if( (--sc_data[type].val2)>0){
+ map_foreachinarea( status_change_timer_sub,
+ bl->m, bl->x-sc_data[type].val4, bl->y-sc_data[type].val4, bl->x+sc_data[type].val4,bl->y+sc_data[type].val4,BL_CHAR,
+ bl,type,tick);
+ sc_data[type].timer=add_timer(tick+1000, status_change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
+ if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
+ if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
+ break;
+ sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_AUTOBERSERK: //Auto Berserk continues until triggered off manually. [Skotlex]
+ sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data );
+ return 0;
+
+ case SC_ENDURE: /* インデュア */
+ if(sd && sd->special_state.infinite_endure) {
+ sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc_data[type].val2 != 0) {
+ short *opt1 = status_get_opt1(bl);
+ sc_data[type].val2 = 0;
+ sc_data[type].val4 = 0;
+ battle_stopwalking(bl,1);
+ if(opt1) {
+ *opt1 = OPT1_STONE;
+ clif_changeoption(bl);
+ }
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ else if( (--sc_data[type].val3) > 0) {
+ int hp = status_get_max_hp(bl);
+ if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
+ hp = hp/100;
+ if(hp < 1) hp = 1;
+ if(sd)
+ pc_heal(sd,-hp,0);
+ else if(bl->type == BL_MOB){
+ struct mob_data *md;
+ if((md=((struct mob_data *)bl)) == NULL)
+ break;
+ md->hp -= hp;
+ }
+ }
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_POISON:
+ if (status_get_hp(bl) <= status_get_max_hp(bl)>>2) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if ((--sc_data[type].val3) > 0 && sc_data[SC_SLOWPOISON].timer == -1) {
+ if(sd) {
+ pc_heal(sd, -sc_data[type].val4, 0);
+ } else if (bl->type == BL_MOB) {
+ ((struct mob_data*)bl)->hp -= sc_data[type].val4;
+ if (battle_config.show_mob_hp)
+ clif_charnameack (0, bl);
+ } else
+ battle_heal(NULL, bl, -sc_data[type].val4, 0, 1);
+ }
+ if (sc_data[type].val3 > 0 && !status_isdead(bl))
+ {
+ sc_data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ if(sd){ /* SPがあって、HPが?タンでなければ?? */
+ if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ if(sd->status.max_hp <= sd->status.hp)
+ {
+ status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
+ return 0;
+ }
+ }
+ break;
+ case SC_BLEEDING: // [celest]
+ // i hope i haven't interpreted it wrong.. which i might ^^;
+ // Source:
+ // - 10ゥェエェネェヒHPェャハ盒
+ // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、
+ // To-do: bleeding effect increases damage taken?
+ if ((sc_data[type].val4 -= 10000) >= 0) {
+ int hp = rand()%300 + 400;
+ if(sd) {
+ pc_heal(sd,-hp,0);
+ } else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md) md->hp -= hp;
+ }
+ if (!status_isdead(bl)) {
+ // walking and casting effect is lost
+ battle_stopwalking (bl, 1);
+ skill_castcancel (bl, 0);
+ sc_data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
+ }
+ return 0;
+ }
+ break;
+
+ // Status changes that don't have a time limit
+ case SC_AETERNA:
+ case SC_TRICKDEAD:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_MAGICPOWER:
+ case SC_REJECTSWORD:
+ case SC_MEMORIZE:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_SACRIFICE:
+ case SC_READYSTORM:
+ case SC_READYDOWN:
+ case SC_READYTURN:
+ case SC_READYCOUNTER:
+ case SC_RUN:
+ case SC_DODGE:
+ sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
+ return 0;
+
+ case SC_DANCING: //ダンススキルの時間SP消費
+ {
+ int s = 0;
+ int sp = 1;
+ if(sd && (--sc_data[type].val3) > 0) {
+ switch(sc_data[type].val1){
+ case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
+ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
+ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
+ case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
+ case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
+ case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
+ s=3;
+ break;
+ case BD_LULLABY: /* 子守歌 4秒にSP1 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
+ case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
+ case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
+ s=4;
+ break;
+ case CG_HERMODE: // Wand of Hermod
+ sp=5; //Upkeep = 5
+ case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
+ case BA_WHISTLE: /* 口笛 5秒でSP1 */
+ case DC_HUMMING: /* ハミング 5秒でSP1 */
+ case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
+ case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
+ s=5;
+ break;
+ case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
+ s=6;
+ break;
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
+ sp= 4*sc_data[type].val2; //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
+ s=10;
+ break;
+ }
+ if (s && ((sc_data[type].val3 % s) == 0)) {
+ if (sc_data[SC_LONGING].timer != -1)
+ sp = s;
+ if (sp > sd->status.sp)
+ sp = sd->status.sp;
+ sd->status.sp -= sp;
+ clif_updatestatus(sd,SP_SP);
+ if (sd->status.sp <= 0)
+ break;
+ }
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_DEVOTION:
+ { //Check range and timeleft to preserve status [Skotlex]
+ //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2sd
+ struct map_session_data *md = map_id2sd(sc_data[type].val1);
+ if (md && battle_check_range(bl, &md->bl, sc_data[type].val3) && (sc_data[type].val4-=1000)>0)
+ {
+ sc_data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_BERSERK: /* バ?サ?ク */
+ if(sd){ /* HPが100以上なら?? */
+ if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
+ sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
+ clif_updatestatus(sd,SP_HP);
+ sc_data[type].timer = add_timer( /* タイマ?再設定 */
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ else
+ sd->canregen_tick = gettick() + 300000;
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止?態
+ if(sd && battle_config.manner_system){
+ sd->status.manner++;
+ clif_updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0)
+ { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc_data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SPLASHER:
+ if (sc_data[type].val4 % 1000 == 0) {
+ char timer[2];
+ sprintf (timer, "%d", sc_data[type].val4/1000);
+ clif_message(bl, timer);
+ }
+ if((sc_data[type].val4 -= 500) > 0) {
+ sc_data[type].timer = add_timer(
+ 500 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2:
+ {
+ struct block_list *pbl = map_id2bl(sc_data[type].val3);
+ if (pbl && battle_check_range(bl, pbl, 7) &&
+ (sc_data[type].val2 -= 1000)>0) {
+ sc_data[type].timer = add_timer(
+ 1000 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_GOSPEL:
+ if(sc_data[type].val4 == BCT_SELF){
+ int hp, sp;
+ hp = (sc_data[type].val1 > 5) ? 45 : 30;
+ sp = (sc_data[type].val1 > 5) ? 35 : 20;
+ if(status_get_hp(bl) - hp > 0 &&
+ (sd == NULL || sd->status.sp - sp> 0))
+ {
+ if (sd)
+ pc_heal(sd,-hp,-sp);
+ else if (bl->type == BL_MOB)
+ mob_heal((struct mob_data *)bl,-hp);
+
+ if ((sc_data[type].val2 -= 10000) > 0) {
+ sc_data[type].timer = add_timer(
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
+
+ case SC_GUILDAURA:
+ {
+ struct block_list *tbl = map_id2bl(sc_data[type].val2);
+
+ if (tbl && battle_check_range(bl, tbl, 2)){
+ sc_data[type].timer = add_timer(
+ 1000 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ }
+
+ // default for all non-handled control paths
+ // security system to prevent forgetting timer removal
+
+ // if we reach this point we need the timer for the next call,
+ // so restore it to have status_change_end handle a valid timer
+ sc_data[type].timer = temp_timerid;
+
+ return status_change_end( bl,type,tid );
+}
+
+/*==========================================
+ * ステータス異常タイマー範囲処理
+ *------------------------------------------
+ */
+int status_change_timer_sub(struct block_list *bl, va_list ap )
+{
+ struct block_list *src;
+ struct map_session_data* sd=NULL;
+ struct map_session_data* tsd=NULL;
+
+ int type;
+ unsigned int tick;
+
+ src=va_arg(ap,struct block_list*);
+ type=va_arg(ap,int);
+ tick=va_arg(ap,unsigned int);
+
+ if (status_isdead(bl))
+ return 0;
+ if (src->type==BL_PC) sd= (struct map_session_data*)src;
+ if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
+
+ switch( type ){
+ case SC_SIGHT: /* サイト */
+ case SC_CONCENTRATE:
+ if( (*status_get_option(bl))&(OPTION_HIDE|OPTION_CLOAK) ){
+ status_change_end( bl, SC_HIDING, -1);
+ status_change_end( bl, SC_CLOAKING, -1);
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ if( (*status_get_option(bl))&(OPTION_HIDE|OPTION_CLOAK) ){
+ struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest]
+ if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
+ sc_data[SC_CLOAKING].timer != -1)) {
+ status_change_end( bl, SC_HIDING, -1);
+ status_change_end( bl, SC_CLOAKING, -1);
+ if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
+ skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
+ }
+ }
+ break;
+ case SC_SIGHTBLASTER:
+ {
+ struct status_change *sc_data = status_get_sc_data(src);
+ if (sc_data && sc_data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0)
+ { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
+ skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
+ sc_data[type].val2 = 0; //This signals it to end.
+ }
+ }
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ {
+ if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
+ struct status_change *sc_data = status_get_sc_data(src);
+ if(sd){
+ if(sd->status.sp<2) {
+ sd->sc_data[type].val2 = 0; //Makes it end on the next tick.
+ break;
+ }
+ sd->status.sp -= 2;
+ clif_updatestatus(sd,SP_SP);
+ }
+ skill_attack(BF_WEAPON,src,src,bl,sc_data?sc_data[type].val3:SG_SUN_WARM,1,tick,0);
+ }
+ }
+ break;
+ case SC_CLOSECONFINE:
+ { //Lock char has released the hold on everyone...
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (sc_data && sc_data[SC_CLOSECONFINE2].timer != -1 && sc_data[SC_CLOSECONFINE2].val2 == src->id) {
+ sc_data[SC_CLOSECONFINE2].val2 = 0;
+ status_change_end(bl, SC_CLOSECONFINE2, -1);
+ }
+ }
+ break;
+ }
+ return 0;
+}
+
+int status_change_clear_buffs (struct block_list *bl)
+{
+ int i;
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (!sc_data)
+ return 0;
+ for (i = 20; i < SC_MAX; i++) {
+ if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
+ || i == SC_QUAGMIRE || i == SC_SIGNUMCRUCIS || i == SC_DECREASEAGI
+ || i == SC_SLOWDOWN || i == SC_ANKLE|| i == SC_BLADESTOP
+ || i == SC_MINDBREAKER || i == SC_WINKCHARM
+ || i == SC_STOP || i == SC_NOCHAT || i == SC_ORCISH
+ || i == SC_STRIPWEAPON || i == SC_STRIPSHIELD || i == SC_STRIPARMOR || i == SC_STRIPHELM
+ || i == SC_COMBO || i == SC_DANCING || i == SC_GUILDAURA
+ )
+ continue;
+ if(sc_data[i].timer != -1)
+ status_change_end(bl,i,-1);
+ }
+ return 0;
+}
+int status_change_clear_debuffs (struct block_list *bl)
+{
+ int i;
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (!sc_data)
+ return 0;
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
+ if(sc_data[i].timer != -1)
+ status_change_end(bl,i,-1);
+ }
+ //Other ailments not in the common range.
+ if(sc_data[SC_HALLUCINATION].timer != -1)
+ status_change_end(bl,SC_HALLUCINATION,-1);
+ if(sc_data[SC_QUAGMIRE].timer != -1)
+ status_change_end(bl,SC_QUAGMIRE,-1);
+ if(sc_data[SC_SIGNUMCRUCIS].timer != -1)
+ status_change_end(bl,SC_SIGNUMCRUCIS,-1);
+ if(sc_data[SC_DECREASEAGI].timer != -1)
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ if(sc_data[SC_SLOWDOWN].timer != -1)
+ status_change_end(bl,SC_SLOWDOWN,-1);
+ if(sc_data[SC_MINDBREAKER].timer != -1)
+ status_change_end(bl,SC_MINDBREAKER,-1);
+ if(sc_data[SC_WINKCHARM].timer != -1)
+ status_change_end(bl,SC_WINKCHARM,-1);
+ if(sc_data[SC_STOP].timer != -1)
+ status_change_end(bl,SC_STOP,-1);
+ if(sc_data[SC_ORCISH].timer != -1)
+ status_change_end(bl,SC_ORCISH,-1);
+ if(sc_data[SC_STRIPWEAPON].timer != -1)
+ status_change_end(bl,SC_STRIPWEAPON,-1);
+ if(sc_data[SC_STRIPSHIELD].timer != -1)
+ status_change_end(bl,SC_STRIPSHIELD,-1);
+ if(sc_data[SC_STRIPARMOR].timer != -1)
+ status_change_end(bl,SC_STRIPARMOR,-1);
+ if(sc_data[SC_STRIPHELM].timer != -1)
+ status_change_end(bl,SC_STRIPHELM,-1);
+ return 0;
+}
+
+static int status_calc_sigma(void)
+{
+ int i,j,k;
+
+ for(i=0;i<MAX_PC_CLASS;i++) {
+ memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
+ for(k=0,j=2;j<=MAX_LEVEL;j++) {
+ k += hp_coefficient[i]*j + 50;
+ k -= k%100;
+ hp_sigma_val[i][j-1] = k;
+ }
+ }
+ return 0;
+}
+
+int status_readdb(void) {
+ int i,j;
+ FILE *fp;
+ char line[1024], path[1024],*p;
+
+ sprintf(path, "%s/job_db1.txt", db_path);
+ fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[23];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<22 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(j<22)
+ continue;
+ if(atoi(split[0])>=MAX_PC_CLASS)
+ continue;
+ max_weight_base[atoi(split[0])]=atoi(split[1]);
+ hp_coefficient[atoi(split[0])]=atoi(split[2]);
+ hp_coefficient2[atoi(split[0])]=atoi(split[3]);
+ sp_coefficient[atoi(split[0])]=atoi(split[4]);
+ for(j=0;j<17;j++)
+ aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","job_db1.txt");
+
+ memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
+ sprintf(path, "%s/job_db2.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(atoi(split[0])>=MAX_PC_CLASS)
+ continue;
+ for(i=1;i<j && split[i];i++)
+ job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ // サイズ補正テ?ブル
+ for(i=0;i<3;i++)
+ for(j=0;j<20;j++)
+ atkmods[i][j]=100;
+ sprintf(path, "%s/size_fix.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[20];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<20 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ for(j=0;j<20 && split[j];j++)
+ atkmods[i][j]=atoi(split[j]);
+ i++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ // 精?デ?タテ?ブル
+ for(i=0;i<5;i++){
+ for(j=0;j<MAX_REFINE; j++)
+ percentrefinery[i][j]=100;
+ percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
+ refinebonus[i][0]=0;
+ refinebonus[i][1]=0;
+ refinebonus[i][2]=10;
+ }
+
+ sprintf(path, "%s/refine_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<16 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
+ refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
+ refinebonus[i][2]=atoi(split[2]); // 安全精?限界
+ for(j=0;j<MAX_REFINE && split[j];j++)
+ percentrefinery[i][j]=atoi(split[j+3]);
+ i++;
+ }
+ fclose(fp); //Lupus. close this file!!!
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ return 0;
+}
+
+/*==========================================
+ * スキル関係初期化処理
+ *------------------------------------------
+ */
+int do_init_status(void)
+{
+ if (SC_MAX > MAX_STATUSCHANGE)
+ {
+ ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
+ exit(1);
+ }
+ add_timer_func_list(status_change_timer,"status_change_timer");
+ initStatusIconChangeTable();
+ status_readdb();
+ status_calc_sigma();
+ return 0;
+}
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