// �X�e�[�^�X�v�Z�A��Ԉُ폈��
#include <time.h>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <memory.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"
/* �X�L����?�����X�e?�^�X�ُ��??���e?�u�� */
int SkillStatusChangeTable[]={ /* status.h��enum��SC_***�Ƃ��킹�邱�� */
/* 0- */
-1,-1,-1,-1,-1,-1,
SC_PROVOKE, /* �v���{�b�N */
-1, 1,-1,
/* 10- */
SC_SIGHT, /* �T�C�g */
-1,
SC_SAFETYWALL, /* �Z�[�t�e�B�[�E�H�[�� */
-1,-1,-1,
SC_FREEZE, /* �t���X�g�_�C�o? */
SC_STONE, /* �X�g?���J?�X */
-1,-1,
/* 20- */
-1,-1,-1,-1,
SC_RUWACH, /* ���A�t */
SC_PNEUMA, /* �j���[�} */
-1,-1,-1,
SC_INCREASEAGI, /* ���x?�� */
/* 30- */
SC_DECREASEAGI, /* ���x���� */
-1,
SC_SIGNUMCRUCIS, /* �V�O�i���N���V�X */
SC_ANGELUS, /* �G���W�F���X */
SC_BLESSING, /* �u���b�V���O */
-1,-1,-1,-1,-1,
/* 40- */
-1,-1,-1,-1,-1,
SC_CONCENTRATE, /* �W���͌��� */
-1,-1,-1,-1,
/* 50- */
-1,
SC_HIDING, /* �n�C�f�B���O */
-1,-1,-1,-1,-1,-1,-1,-1,
/* 60- */
SC_TWOHANDQUICKEN, /* 2HQ */
SC_AUTOCOUNTER,
-1,-1,-1,-1,
SC_IMPOSITIO, /* �C���|�V�e�B�I�}�k�X */
SC_SUFFRAGIUM, /* �T�t���M�E�� */
SC_ASPERSIO, /* �A�X�y���V�I */
SC_BENEDICTIO, /* ��?�~�� */
/* 70- */
-1,
SC_SLOWPOISON,
-1,
SC_KYRIE, /* �L���G�G���C�\�� */
SC_MAGNIFICAT, /* �}�O�j�t�B�J?�g */
SC_GLORIA, /* �O�����A */
SC_DIVINA, /* ���b�N�X�f�B�r?�i */
-1,
SC_AETERNA, /* ���b�N�X�G?�e���i */
-1,
/* 80- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 90- */
-1,-1,
SC_QUAGMIRE, /* �N�@�O�}�C�A */
-1,-1,-1,-1,-1,-1,-1,
/* 100- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 110- */
-1,
SC_ADRENALINE, /* �A�h���i�������b�V�� */
SC_WEAPONPERFECTION,/* �E�F�|���p?�t�F�N�V���� */
SC_OVERTHRUST, /* �I?�o?�g���X�g */
SC_MAXIMIZEPOWER, /* �}�L�V�}�C�Y�p��? */
-1,-1,-1,-1,-1,
/* 120- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 130- */
-1,-1,-1,-1,-1,
SC_CLOAKING, /* �N��?�L���O */
SC_STAN, /* �\�j�b�N�u��? */
-1,
SC_ENCPOISON, /* �G���`�����g�|�C�Y�� */
SC_POISONREACT, /* �|�C�Y�����A�N�g */
/* 140- */
SC_POISON, /* �x�m���_�X�g */
SC_SPLASHER, /* �x�i���X�v���b�V��? */
-1,
SC_TRICKDEAD, /* ���ӂ� */
-1,-1,SC_AUTOBERSERK,-1,-1,-1,
/* 150- */
-1,-1,-1,-1,-1,
SC_LOUD, /* ���E�h�{�C�X */
-1,
SC_ENERGYCOAT, /* �G�i�W?�R?�g */
-1,-1,
/* 160- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,
SC_SELFDESTRUCTION,
-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,
SC_KEEPING,
-1,-1,
SC_BARRIER,
-1,-1,
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_FLAMELAUNCHER,
SC_FROSTWEAPON,
SC_LIGHTNINGLOADER,
SC_SEISMICWEAPON,
-1,
SC_VOLCANO,
SC_DELUGE,
SC_VIOLENTGALE,
SC_LANDPROTECTOR,
-1,
/* 290- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 300- */
-1,-1,-1,-1,-1,-1,
SC_LULLABY,
SC_RICHMANKIM,
SC_ETERNALCHAOS,
SC_DRUMBATTLE,
/* 310- */
SC_NIBELUNGEN,
SC_ROKISWEIL,
SC_INTOABYSS,
SC_SIEGFRIED,
-1,-1,-1,
SC_DISSONANCE,
-1,
SC_WHISTLE,
/* 320- */
SC_ASSNCROS,
SC_POEMBRAGI,
SC_APPLEIDUN,
-1,-1,
SC_UGLYDANCE,
-1,
SC_HUMMING,
SC_DONTFORGETME,
SC_FORTUNE,
/* 330- */
SC_SERVICE4U,
SC_SELFDESTRUCTION,
-1,-1,-1,-1,-1,-1,-1,-1,
/* 340- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 350- */
-1,-1,-1,-1,-1,
SC_AURABLADE,
SC_PARRYING,
SC_CONCENTRATION,
SC_TENSIONRELAX,
SC_BERSERK,
/* 360- */
SC_BERSERK,
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,-1,-1,-1,-1,-1,-1,-1,-1,-1,
};
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];
static int refinebonus[5][3]; // ���B�{�[�i�X�e�[�u��(refine_db.txt)
int percentrefinery[5][10]; // ���B������(refine_db.txt)
static int atkmods[3][20]; // ����ATK�T�C�Y�C��(size_fix.txt)
static char job_bonus[3][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
/*==========================================
* ���B�{�[�i�X
*------------------------------------------
*/
int status_getrefinebonus(int lv,int type)
{
if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
return refinebonus[lv][type];
return 0;
}
/*==========================================
* ���B������
*------------------------------------------
*/
int status_percentrefinery(struct map_session_data *sd,struct item *item)
{
int percent;
nullpo_retr(0, item);
percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];
percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // ���팤���X�L������
// �m���̗L���͈̓`�F�b�N
if( percent > 100 ){
percent = 100;
}
if( percent < 0 ){
percent = 0;
}
return percent;
}
/*==========================================
* �p�����[�^�v�Z
* first==0�̎��A�v�Z�Ώۂ̃p�����[�^���Ăяo���O����
* �� �������ꍇ������send���邪�A
* �\���I�ɕω��������p�����[�^�͎��O��send����悤��
*------------------------------------------
*/
int status_calc_pc(struct map_session_data* sd,int first)
{
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,aspd_rate,wele,wele_,def_ele,refinedef=0;
int pele=0,pdef_ele=0;
int str,dstr,dex;
struct pc_base_job s_class;
nullpo_retr(0, sd);
//?����{�q�̏ꍇ�̌��̐E�Ƃ��Z�o����
s_class = pc_calc_base_job(sd->status.class_);
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->watk;
b_def = sd->def;
b_watk2 = sd->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); // �X�L���c��?�̌v�Z
sd->max_weight = max_weight_base[s_class.job]+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++;
}
}
memset(sd->paramb,0,sizeof(sd->paramb));
memset(sd->parame,0,sizeof(sd->parame));
sd->hit = 0;
sd->flee = 0;
sd->flee2 = 0;
sd->critical = 0;
sd->aspd = 0;
sd->watk = 0;
sd->def = 0;
sd->mdef = 0;
sd->watk2 = 0;
sd->def2 = 0;
sd->mdef2 = 0;
sd->status.max_hp = 0;
sd->status.max_sp = 0;
sd->attackrange = 0;
sd->attackrange_ = 0;
sd->atk_ele = 0;
sd->def_ele = 0;
sd->star =0;
sd->overrefine =0;
sd->matk1 =0;
sd->matk2 =0;
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->base_atk=0;
sd->arrow_atk=0;
sd->arrow_ele=0;
sd->arrow_hit=0;
sd->arrow_range=0;
sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
memset(sd->addele,0,sizeof(sd->addele));
memset(sd->addrace,0,sizeof(sd->addrace));
memset(sd->addsize,0,sizeof(sd->addsize));
memset(sd->addele_,0,sizeof(sd->addele_));
memset(sd->addrace_,0,sizeof(sd->addrace_));
memset(sd->addsize_,0,sizeof(sd->addsize_));
memset(sd->subele,0,sizeof(sd->subele));
memset(sd->subrace,0,sizeof(sd->subrace));
memset(sd->addeff,0,sizeof(sd->addeff));
memset(sd->addeff2,0,sizeof(sd->addeff2));
memset(sd->reseff,0,sizeof(sd->reseff));
memset(&sd->special_state,0,sizeof(sd->special_state));
memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));
memset(sd->weapon_atk,0,sizeof(sd->weapon_atk));
memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate));
sd->watk_ = 0; //���p(?)
sd->watk_2 = 0;
sd->atk_ele_ = 0;
sd->star_ = 0;
sd->overrefine_ = 0;
sd->aspd_rate = 100;
sd->speed_rate = 100;
sd->hprecov_rate = 100;
sd->sprecov_rate = 100;
sd->critical_def = 0;
sd->double_rate = 0;
sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
sd->atk_rate = sd->matk_rate = 100;
sd->ignore_def_ele = sd->ignore_def_race = 0;
sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
sd->arrow_cri = 0;
sd->magic_def_rate = sd->misc_def_rate = 0;
memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
memset(sd->magic_addele,0,sizeof(sd->magic_addele));
memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
sd->perfect_hit = 0;
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->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
sd->get_zeny_num = 0;
sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
sd->add_def_class_count = sd->add_mdef_class_count = 0;
sd->monster_drop_item_count = 0;
memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
sd->speed_add_rate = sd->aspd_add_rate = 100;
sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
sd->splash_range = sd->splash_add_range = 0;
sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
sd->magic_damage_return = 0; //AppleGirl Was Here
sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0;
sd->unbreakable_equip = 0;
sd->break_weapon_rate = sd->break_armor_rate = 0;
sd->add_steal_rate = 0;
sd->crit_atk_rate = 0;
sd->no_regen = 0;
sd->unstripable_equip = 0;
sd->autospell2_id = sd->autospell2_lv = sd->autospell2_rate = 0;
memset(sd->critaddrace,0,sizeof(sd->critaddrace));
memset(sd->addeff3,0,sizeof(sd->addeff3));
memset(sd->addeff3_type,0,sizeof(sd->addeff3_type));
memset(sd->skillatk,0,sizeof(sd->skillatk));
sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
sd->add_def_class_count = sd->add_mdef_class_count = 0;
sd->add_damage_class_count2 = 0;
memset(sd->add_damage_classid,0,sizeof(sd->add_damage_classid));
memset(sd->add_damage_classid_,0,sizeof(sd->add_damage_classid_));
memset(sd->add_magic_damage_classid,0,sizeof(sd->add_magic_damage_classid));
memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
memset(sd->add_def_classid,0,sizeof(sd->add_def_classid));
memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
memset(sd->add_mdef_classid,0,sizeof(sd->add_mdef_classid));
memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
memset(sd->add_damage_classid2,0,sizeof(sd->add_damage_classid2));
memset(sd->add_damage_classrate2,0,sizeof(sd->add_damage_classrate2));
sd->sp_gain_value = 0;
sd->ignore_def_mob = sd->ignore_def_mob_ = 0;
sd->hp_loss_rate = sd->hp_loss_value = sd->hp_loss_type = 0;
memset(sd->addrace2,0,sizeof(sd->addrace2));
memset(sd->addrace2_,0,sizeof(sd->addrace2_));
sd->hp_gain_value = sd->sp_drain_type = 0;
memset(sd->subsize,0,sizeof(sd->subsize));
memset(sd->unequip_losehp,0,sizeof(sd->unequip_losehp));
memset(sd->unequip_losesp,0,sizeof(sd->unequip_losesp));
memset(sd->subrace2,0,sizeof(sd->subrace2));
memset(sd->expaddrace,0,sizeof(sd->expaddrace));
memset(sd->sp_gain_race,0,sizeof(sd->sp_gain_race));
if(!sd->disguiseflag && sd->disguise) {
sd->disguise=0;
clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
clif_clearchar(&sd->bl, 9);
pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
}
if (sd->status.guild_id > 0) {
struct guild *g = guild_search(sd->status.guild_id);
if (g && strcmp(sd->status.name,g->master)==0)
sd->state.gmaster_flag = (int)g;
}
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) {
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++){ // �J?�h
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;
}
}
}
}
else if(sd->inventory_data[index]->type==5){ // �h��
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++){ // �J?�h
int c=sd->status.inventory[index].card[j];
if(c>0)
run_script(itemdb_equipscript(c),0,sd->bl.id,0);
}
}
}
}
}
wele = sd->atk_ele;
wele_ = sd->atk_ele_;
def_ele = sd->def_ele;
if(sd->status.pet_id > 0) {
struct pet_data *pd=sd->pd;
if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) {
if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0 &&
pd->state.skillbonus == 1) {
pc_bonus(sd,pd->skillbonustype,pd->skillbonusval);
// run_script(sd->petDB->script,0,sd->bl.id,0);
}
pele = sd->atk_ele;
pdef_ele = sd->def_ele;
sd->atk_ele = sd->def_ele = 0;
}
}
memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
// ?���i�ɂ��X�e?�^�X?���͂�����?�s
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(i == 8 && sd->status.inventory[index].equip == 0x20) {
//���p�f?�^����
sd->watk_ += sd->inventory_data[index]->atk;
sd->watk_2 = (r=sd->status.inventory[index].refine)* // ��?�U?��
refinebonus[wlv][0];
if( (r-=refinebonus[wlv][2])>0 ) // ��?��?�{?�i�X
sd->overrefine_ = r*refinebonus[wlv][1];
if(sd->status.inventory[index].card[0]==0x00ff){ // ��������
sd->star_ = (sd->status.inventory[index].card[1]>>8); // ���̂�����
wele_= (sd->status.inventory[index].card[1]&0x0f); // ? ��
}
sd->attackrange_ += sd->inventory_data[index]->range;
sd->state.lr_flag = 1;
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
}
else { //������ȊO
sd->watk += sd->inventory_data[index]->atk;
sd->watk2 += (r=sd->status.inventory[index].refine)* // ��?�U?��
refinebonus[wlv][0];
if( (r-=refinebonus[wlv][2])>0 ) // ��?��?�{?�i�X
sd->overrefine += r*refinebonus[wlv][1];
if(sd->status.inventory[index].card[0]==0x00ff){ // ��������
sd->star += (sd->status.inventory[index].card[1]>>8); // ���̂�����
wele = (sd->status.inventory[index].card[1]&0x0f); // ? ��
}
sd->attackrange += sd->inventory_data[index]->range;
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
}
}
else if(sd->inventory_data[index]->type == 5) {
sd->watk += sd->inventory_data[index]->atk;
refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
}
}
}
if(sd->equip_index[10] >= 0){ // ��
index = sd->equip_index[10];
if(sd->inventory_data[index]){ //�܂�?���������Ă��Ȃ�
sd->state.lr_flag = 2;
run_script(sd->inventory_data[index]->equip_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->atk_ele = wele;
if(wele_ > 0)
sd->atk_ele_ = wele_;
if(def_ele > 0)
sd->def_ele = def_ele;
if(battle_config.pet_status_support) {
if(pele > 0 && !sd->atk_ele)
sd->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->get_zeny_num += sd->get_zeny_add_num;
sd->splash_range += sd->splash_add_range;
if(sd->speed_add_rate != 100)
sd->speed_rate += sd->speed_add_rate - 100;
if(sd->aspd_add_rate != 100)
sd->aspd_rate += sd->aspd_add_rate - 100;
// ����ATK�T�C�Y� (�E��)
sd->atkmods[0] = atkmods[0][sd->weapontype1];
sd->atkmods[1] = atkmods[1][sd->weapontype1];
sd->atkmods[2] = atkmods[2][sd->weapontype1];
//����ATK�T�C�Y� (����)
sd->atkmods_[0] = atkmods[0][sd->weapontype2];
sd->atkmods_[1] = atkmods[1][sd->weapontype2];
sd->atkmods_[2] = atkmods[2][sd->weapontype2];
// job�{?�i�X��
for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
if(job_bonus[s_class.upper][s_class.job][i])
sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
}
if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
sd->max_weight += skill*2000;
if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // �ӂ��낤�̖�
sd->paramb[4] += skill;
if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk
sd->paramb[0] ++;
sd->base_atk += 4;
}
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
sd->paramb[3] += (int) ((skill+1)*0.5);
}
// �X�e?�^�X?���ɂ���{�p����?�^�
if(sd->sc_count){
if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // �W���͌���
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;
}
if(sd->sc_data[SC_INCREASEAGI].timer!=-1){ // ���x?��
sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
sd->speed -= sd->speed *25/100;
}
if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { // ���x����(agi��battle.c��)
sd->speed = sd->speed *125/100;
sd->paramb[1] -= 2 + sd->sc_data[SC_DECREASEAGI].val1; // reduce agility [celest]
}
if(sd->sc_data[SC_CLOAKING].timer!=-1) {
sd->critical_rate += 100; // critical increases
sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
}
if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk
if(sd->sc_data[SC_CHASEWALK].val4)
sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds
}
if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
sd->speed = sd->speed*150/100;
if(sd->sc_data[SC_SPEEDUP0].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1)
sd->speed -= sd->speed*25/100;
if(sd->sc_data[SC_BLESSING].timer!=-1){ // �u���b�V���O
sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1;
sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1;
sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1;
}
if(sd->sc_data[SC_GLORIA].timer!=-1) // �O�����A
sd->paramb[5]+= 30;
if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ���E�h�{�C�X
sd->paramb[0]+= 4;
if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // �N�@�O�}�C�A
//int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
//int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
//sd->paramb[1]-= agib > 50 ? 50 : agib;
//sd->paramb[4]-= dexb > 50 ? 50 : dexb;
sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5;
sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5;
sd->speed = sd->speed*3/2;
}
if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // �g�D��?�T�C�g
sd->paramb[0]+= 5;
sd->paramb[1]+= 5;
sd->paramb[2]+= 5;
sd->paramb[3]+= 5;
sd->paramb[4]+= 5;
sd->paramb[5]+= 5;
}
if(sd->sc_data[SC_MARIONETTE].timer!=-1){
// skip partner checking -- should be handled in status_change_timer
//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/2; // bonuses not included
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;
}
}
if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
if (sd->sc_data[SC_GOSPEL].val3 == 6) {
sd->paramb[0]+= 2;
sd->paramb[1]+= 2;
sd->paramb[2]+= 2;
sd->paramb[3]+= 2;
sd->paramb[4]+= 2;
sd->paramb[5]+= 2;
}
}
// New guild skills - Celest
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) {
if (sd->sc_data[SC_GUILDAURA].val4 & 1<<0)
sd->paramb[0] += 2;
if (sd->sc_data[SC_GUILDAURA].val4 & 1<<1)
sd->paramb[2] += 2;
if (sd->sc_data[SC_GUILDAURA].val4 & 1<<2)
sd->paramb[1] += 2;
if (sd->sc_data[SC_GUILDAURA].val4 & 1<<3)
sd->paramb[4] += 2;
}
}
//1�x������łȂ�Job70�X�p�m�r��+10
if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
sd->paramb[0]+= 15;
sd->paramb[1]+= 15;
sd->paramb[2]+= 15;
sd->paramb[3]+= 15;
sd->paramb[4]+= 15;
sd->paramb[5]+= 15;
}
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];
for(i=0;i<6;i++)
if(sd->paramc[i] < 0) sd->paramc[i] = 0;
if (sd->sc_count) {
if (sd->sc_data[SC_CURSE].timer!=-1)
sd->paramc[5] = 0;
}
if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) {
str = sd->paramc[4];
dex = sd->paramc[0];
}
else {
str = sd->paramc[0];
dex = sd->paramc[4];
}
dstr = str/10;
sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
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;
}
sd->hit += sd->paramc[4] + sd->status.base_level;
sd->flee += sd->paramc[1] + sd->status.base_level;
sd->def2 += sd->paramc[2];
sd->mdef2 += sd->paramc[3];
sd->flee2 += sd->paramc[5]+10;
sd->critical += (sd->paramc[5]*3)+10;
if(sd->base_atk < 1)
sd->base_atk = 1;
if(sd->critical_rate != 100)
sd->critical = (sd->critical*sd->critical_rate)/100;
if(sd->critical < 10) sd->critical = 10;
if(sd->hit_rate != 100)
sd->hit = (sd->hit*sd->hit_rate)/100;
if(sd->hit < 1) sd->hit = 1;
if(sd->flee_rate != 100)
sd->flee = (sd->flee*sd->flee_rate)/100;
if(sd->flee < 1) sd->flee = 1;
if(sd->flee2_rate != 100)
sd->flee2 = (sd->flee2*sd->flee2_rate)/100;
if(sd->flee2 < 10) sd->flee2 = 10;
if(sd->def_rate != 100)
sd->def = (sd->def*sd->def_rate)/100;
if(sd->def < 0) sd->def = 0;
if(sd->def2_rate != 100)
sd->def2 = (sd->def2*sd->def2_rate)/100;
if(sd->def2 < 1) sd->def2 = 1;
if(sd->mdef_rate != 100)
sd->mdef = (sd->mdef*sd->mdef_rate)/100;
if(sd->mdef < 0) sd->mdef = 0;
if(sd->mdef2_rate != 100)
sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100;
if(sd->mdef2 < 1) sd->mdef2 = 1;
// �� ASPD �C��
if (sd->status.weapon <= 16)
sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000;
else
sd->aspd += (
(aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) +
(aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000)
) * 140 / 200;
aspd_rate = sd->aspd_rate;
//�U?���x?��
if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ���V�̖�
sd->hit += skill;
if(sd->status.weapon == 11)
sd->attackrange += skill;
}
if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // ����?���̖�����?��
sd->hit += skill*2;
if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // �g���l���h���C�u // �g���l���h���C�u
sd->speed += (100-16*skill)*DEFAULT_WALK_SPEED/100;
//sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // �J?�g�ɂ�鑬�x�ቺ
sd->speed += (short) ((10-skill) * (DEFAULT_WALK_SPEED * 0.1));
else if (pc_isriding(sd)) { // �y�R�y�R?��ɂ�鑬�x?��
sd->speed -= (short) ((0.25 * DEFAULT_WALK_SPEED));
sd->max_weight += 10000;
}
if((skill=pc_checkskill(sd,CR_TRUST))>0) { // �t�F�C�X
sd->status.max_hp += skill*200;
sd->subele[6] += skill*5;
}
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
sd->subele[0] += skill;
sd->subele[3] += skill*5;
}
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
aspd_rate -= (int) (skill*0.5);
bl=sd->status.base_level;
sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
if (s_class.upper==1) // [MouseJstr]
sd->status.max_hp = sd->status.max_hp * 130/100;
else if (s_class.upper==2)
sd->status.max_hp = sd->status.max_hp * 70/100;
if (sd->hprate <= 0)
sd->hprate = 1;
if(sd->hprate!=100)
sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // �o?�T?�N
sd->status.max_hp = sd->status.max_hp * 3;
// sd->status.hp = sd->status.hp * 3;
if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.max_hp = battle_config.max_hp;
if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.hp = battle_config.max_hp;
}
if(s_class.job == 23 && sd->status.base_level >= 99){
sd->status.max_hp = sd->status.max_hp + 2000;
}
if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.max_hp = battle_config.max_hp;
if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end
// �ő�SP�v�Z
sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
if (s_class.upper==1) // [MouseJstr]
sd->status.max_sp = sd->status.max_sp * 130/100;
else if (s_class.upper==2)
sd->status.max_sp = sd->status.max_sp * 70/100;
if (sd->sprate <= 0)
sd->sprate = 1;
if(sd->sprate!=100)
sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // ���f�B�e�C�e�B�I
sd->status.max_sp += sd->status.max_sp*skill/100;
if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* �\�E���h���C�� */
sd->status.max_sp += sd->status.max_sp*2*skill/100;
if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
//���R��HP
sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP�͌��� */
sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
}
//���R��SP
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;
if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP�͌��� */
sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
}
if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
}
if(sd->hprecov_rate != 100) {
sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
if(sd->nhealhp < 1) sd->nhealhp = 1;
}
if(sd->sprecov_rate != 100) {
sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
if(sd->nhealsp < 1) sd->nhealsp = 1;
}
/* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,��Z((c)��R��n~.��,E',(c),(c),e'
sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
} Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/
// �푰�ϐ��i����ł����́H �f�B�o�C���v���e�N�V�����Ɠ���?�������邩���j
if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // �h���S�m���W?
skill = skill*4;
sd->addrace[9]+=skill;
sd->addrace_[9]+=skill;
sd->subrace[9]+=skill;
sd->magic_addrace[9]+=skill;
sd->magic_subrace[9]-=skill;
}
//Flee�㏸
if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // ���?��
sd->flee += skill*((sd->status.class_==12 || sd->status.class_==17 || sd->status.class_==4013 || sd->status.class_==4018) ? 4 : 3);
if((sd->status.class_==12 || sd->status.class_==4013) && (sd->sc_count && sd->sc_data[SC_CLOAKING].timer==-1))
sd->speed -= (short)(skill*1.5/100 * DEFAULT_WALK_SPEED);
}
if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // ����
sd->flee += (skill*3)>>1;
// �X�L����X�e?�^�X�ُ�ɂ��?��̃p����?�^�
if(sd->sc_count){
// ATK/DEF?���`
if(sd->sc_data[SC_ANGELUS].timer!=-1) // �G���W�F���X
sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// �C���|�V�e�B�I�}�k�X
sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
}
if(sd->sc_data[SC_PROVOKE].timer!=-1){ // �v���{�b�N
sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
}
if(sd->sc_data[SC_ENDURE].timer!=-1)
sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // �v���{�b�N
sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
}
if(sd->sc_data[SC_POISON].timer!=-1) // ��?��
sd->def2 = sd->def2*75/100;
if(sd->sc_data[SC_CURSE].timer!=-1){
sd->base_atk = sd->base_atk*75/100;
sd->watk = sd->watk*75/100;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
sd->watk_ = sd->watk_*75/100;
}
if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?���ۂ̋���
sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
}
if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // �j?�x�����O�̎w��
index = sd->equip_index[9];
/*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
index = sd->equip_index[9];*/
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
}
if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // �{���P?�m
sd->watk += sd->sc_data[SC_VOLCANO].val3;
}
if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // �G�^?�i���J�I�X
sd->def=0;
if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //�R���Z���g��?�V����
sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
}
if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //���@��?��
sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
}
if(sd->sc_data[SC_ATKPOT].timer!=-1)
sd->watk += sd->sc_data[SC_ATKPOT].val1;
if(sd->sc_data[SC_MATKPOT].timer!=-1){
sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
}
// ASPD/�ړ����x?���n
if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
aspd_rate -= 30;
if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // �A�h���i�������b�V��
if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
aspd_rate -= 30;
else
aspd_rate -= 25;
}
if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // �X�s�A�N�B�b�P��
aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // �[�z�̃A�T�V���N���X
sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
sd->sc_data[SC_DONTFORGETME].timer == -1)
aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // ����Y��Ȃ���
aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
}
if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 ||
sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? ���|?�V����
aspd_rate -= sd->sc_data[i].val2;
if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //�E�B���h�E�H?�N�b�Lv*2%���Z
sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
if(sd->sc_data[SC_CARTBOOST].timer!=-1) // �J?�g�u?�X�g
sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
if(sd->sc_data[SC_BERSERK].timer!=-1) //�o?�T?�N����IA�Ɠ������炢�����H
sd->speed -= sd->speed *25/100;
if(sd->sc_data[SC_WEDDING].timer!=-1) //��������?���̂�?��
sd->speed = 2*DEFAULT_WALK_SPEED;
// HIT/FLEE?���n
if(sd->sc_data[SC_WHISTLE].timer!=-1){ // ���J
sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
}
if(sd->sc_data[SC_HUMMING].timer!=-1) // �n�~���O
sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
+sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // �o�C�I�����g�Q�C��
sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
}
if(sd->sc_data[SC_BLIND].timer!=-1){ // ��?
sd->hit -= sd->hit*25/100;
sd->flee -= sd->flee*25/100;
}
if(sd->sc_data[SC_WINDWALK].timer!=-1) // �E�B���h�E�H?�N
sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //�X�p�C�_?�E�F�u
sd->flee -= sd->flee*50/100;
if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //�g�D��?�T�C�g
sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //�R���Z���g��?�V����
sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));
// �ϐ�
if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // �s���g�̃W?�N�t��?�h
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){ // �v�����B�f���X
sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ��?��
sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?��
}
// ���̑�
if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // �C�h�D���̗ь�
sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
+sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
sd->status.max_hp = battle_config.max_hp;
}
if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // �f����?�W
sd->status.max_hp += sd->status.max_hp * deluge_eff[sd->sc_data[SC_DELUGE].val1-1]/100;
if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
sd->status.max_hp = battle_config.max_hp;
}
if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // �T?�r�X�t�H?��?
sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
+sd->sc_data[SC_SERVICE4U].val3)/100;
if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
+sd->sc_data[SC_SERVICE4U].val3);
if(sd->dsprate<0)sd->dsprate=0;
}
if(sd->sc_data[SC_FORTUNE].timer!=-1) // �K�^�̃L�X
sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
+sd->sc_data[SC_FORTUNE].val3)*10;
if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // �����g��
if(s_class.job==23)
sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
else
sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
}
if(sd->sc_data[SC_STEELBODY].timer!=-1){ // ����
sd->def = 90;
sd->mdef = 90;
aspd_rate += 25;
sd->speed = (sd->speed * 125) / 100;
}
if(sd->sc_data[SC_DEFENDER].timer != -1) {
sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
// removed as of 12/14's patch [celest]
//sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
}
if(sd->sc_data[SC_ENCPOISON].timer != -1)
sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
if( sd->sc_data[SC_DANCING].timer!=-1 ){ // ���t/�_���X�g�p��
sd->speed = (short) ((double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))));
//sd->speed*=4;
sd->nhealsp = 0;
sd->nshealsp = 0;
sd->nsshealsp = 0;
}
if(sd->sc_data[SC_CURSE].timer!=-1)
sd->speed += 450;
if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //�g�D��?�T�C�g
sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;
/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // �G���`�����g�|�C�Y��(?����battle.c��)
sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
if(sd->sc_data[SC_DELUGE].timer!=-1) // �G���`�����g�|�C�Y��(?����battle.c��)
sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
*/
if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG]
sd->def = sd->def2 = 0;
sd->mdef = sd->mdef2 = 0;
sd->flee -= sd->flee*50/100;
aspd_rate -= 30;
//sd->base_atk *= 3;
}
if(sd->sc_data[SC_KEEPING].timer!=-1)
sd->def = 100;
if(sd->sc_data[SC_BARRIER].timer!=-1)
sd->mdef = 100;
if(sd->sc_data[SC_JOINTBEAT].timer!=-1) { // Random break [DracoRPG]
switch(sd->sc_data[SC_JOINTBEAT].val2) {
case 1: //Ankle break
sd->speed_rate += 50;
break;
case 2: //Wrist break
sd->aspd_rate += 25;
break;
case 3: //Knee break
sd->speed_rate += 30;
sd->aspd_rate += 10;
break;
case 4: //Shoulder break
sd->def2 -= sd->def2*50/100;
break;
case 5: //Waist break
sd->def2 -= sd->def2*50/100;
sd->base_atk -= sd->base_atk*25/100;
break;
}
}
if(sd->sc_data[SC_GOSPEL].timer!=-1) {
if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
switch (sd->sc_data[SC_GOSPEL].val3)
{
case 4:
sd->status.max_hp += sd->status.max_hp * 25 / 100;
if(sd->status.max_hp > battle_config.max_hp)
sd->status.max_hp = battle_config.max_hp;
break;
case 5:
sd->status.max_sp += sd->status.max_sp * 25 / 100;
if(sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
break;
case 11:
sd->def += sd->def * 25 / 100;
sd->def2 += sd->def2 * 25 / 100;
break;
case 12:
sd->base_atk += sd->base_atk * 8 / 100;
break;
case 13:
sd->flee += sd->flee * 5 / 100;
break;
case 14:
sd->hit += sd->hit * 5 / 100;
break;
}
} else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){
switch (sd->sc_data[SC_GOSPEL].val3)
{
case 5:
sd->def = 0;
sd->def2 = 0;
break;
case 6:
sd->base_atk = 0;
sd->watk = 0;
sd->watk2 = 0;
break;
case 7:
sd->flee = 0;
break;
case 8:
sd->speed_rate += 75;
aspd_rate += 75;
break;
}
}
}
// custom stats, since there's no info on how much it actually gives ^^; [Celest]
if (sd->sc_data[SC_GUILDAURA].timer != -1) {
if (sd->sc_data[SC_GUILDAURA].val4 & 1<<4) {
sd->hit += 10;
sd->flee += 10;
}
}
}
if (sd->speed_rate <= 0)
sd->speed_rate = 1;
if(sd->speed_rate != 100)
sd->speed = sd->speed*sd->speed_rate/100;
if(sd->speed < 1) sd->speed = 1;
if(aspd_rate != 100)
sd->aspd = sd->aspd*aspd_rate/100;
if(pc_isriding(sd)) // �R���C��
sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
sd->amotion = sd->aspd;
sd->dmotion = 800-sd->paramc[1]*4;
if(sd->dmotion<400)
sd->dmotion = 400;
if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
sd->prev_speed = sd->speed;
sd->speed = sd->speed*(175 - skill*5)/100;
}
if(sd->status.hp>sd->status.max_hp)
sd->status.hp=sd->status.max_hp;
if(sd->status.sp>sd->status.max_sp)
sd->status.sp=sd->status.max_sp;
if(first&4)
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);
}
return 0;
}
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
}
if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
clif_skillinfoblock(sd); // �X�L�����M
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->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->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);
/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
clif_updatestatus(sd,SP_CARTINFO);*/
//if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
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))
// �I?�g�o?�T?�N?��
status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
return 0;
}
/*==========================================
* For quick calculating [Celest]
*------------------------------------------
*/
int status_calc_speed (struct map_session_data *sd)
{
int b_speed, skill;
struct pc_base_job s_class;
nullpo_retr(0, sd);
s_class = pc_calc_base_job(sd->status.class_);
b_speed = sd->speed;
sd->speed = DEFAULT_WALK_SPEED ;
if(sd->sc_count){
if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // ���x?��
sd->speed -= sd->speed *25/100;
}
if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
sd->speed = sd->speed *125/100;
}
if(sd->sc_data[SC_CLOAKING].timer!=-1) {
sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
}
if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
}
if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
sd->speed = sd->speed*3/2;
}
if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) {
sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
}
if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
}
if(sd->sc_data[SC_BERSERK].timer!=-1) {
sd->speed -= sd->speed *25/100;
}
if(sd->sc_data[SC_WEDDING].timer!=-1) {
sd->speed = 2*DEFAULT_WALK_SPEED;
}
if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
}
if(sd->sc_data[SC_STEELBODY].timer!=-1){
sd->speed = (sd->speed * 125) / 100;
}
if(sd->sc_data[SC_DEFENDER].timer != -1) {
// removed as of 12/14's patch [celest]
//sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
}
if( sd->sc_data[SC_DANCING].timer!=-1 ){
sd->speed = (int) ((double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))));
}
if(sd->sc_data[SC_CURSE].timer!=-1)
sd->speed += 450;
if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
sd->speed = sd->speed*150/100;
if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
sd->speed -= sd->speed*25/100;
}
if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
sd->speed += (100-16*skill)*DEFAULT_WALK_SPEED/100;
if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
sd->speed += (short) ((10-skill) * (DEFAULT_WALK_SPEED * 0.1));
else if (pc_isriding(sd)) {
sd->speed -= (short) ((0.25 * DEFAULT_WALK_SPEED));
}
if((skill=pc_checkskill(sd,TF_MISS))>0)
if(s_class.job==12)
sd->speed -= (short) (sd->speed *(skill*1.5)/100);
if(sd->speed_rate != 100)
sd->speed = sd->speed*sd->speed_rate/100;
if(sd->speed < 1) sd->speed = 1;
if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
sd->prev_speed = sd->speed;
sd->speed = sd->speed*(175 - skill*5)/100;
}
if(b_speed != sd->speed)
clif_updatestatus(sd,SP_SPEED);
return 0;
}
/*==========================================
* �Ώۂ�Class��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_class(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return ((struct mob_data *)bl)->class_;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->status.class_;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return ((struct pet_data *)bl)->class_;
else
return 0;
}
/*==========================================
* �Ώۂ̕�����Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_dir(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return ((struct mob_data *)bl)->dir;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->dir;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return ((struct pet_data *)bl)->dir;
else
return 0;
}
/*==========================================
* �Ώۂ̃��x����Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_lv(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return ((struct mob_data *)bl)->level;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->status.base_level;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return ((struct pet_data *)bl)->msd->pet.level;
else
return 0;
}
/*==========================================
* �Ώۂ̎˒���Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_range(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return mob_db[((struct mob_data *)bl)->class_].range;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->attackrange;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return mob_db[((struct pet_data *)bl)->class_].range;
else
return 0;
}
/*==========================================
* �Ώۂ�HP��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_hp(struct block_list *bl)
{
nullpo_retr(1, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return ((struct mob_data *)bl)->hp;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->status.hp;
else
return 1;
}
/*==========================================
* �Ώۂ�MHP��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_max_hp(struct block_list *bl)
{
nullpo_retr(1, bl);
if(bl->type==BL_PC && ((struct map_session_data *)bl))
return ((struct map_session_data *)bl)->status.max_hp;
else {
struct status_change *sc_data;
int max_hp = 1;
if(bl->type == BL_MOB) {
struct mob_data *md;
nullpo_retr(1, md = (struct mob_data *)bl);
max_hp = mob_db[md->class_].max_hp;
if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
max_hp += (md->level - mob_db[md->class_].lv) * status_get_vit(bl);
if(mob_db[md->class_].mexp > 0) { //MVP Monsters
if(battle_config.mvp_hp_rate != 100) {
double hp = (double)max_hp * battle_config.mvp_hp_rate / 100.0;
max_hp = (hp > 0x7FFFFFFF ? 0x7FFFFFFF : (int)hp);
}
}
else { //Common MONSTERS
if(battle_config.monster_hp_rate != 100) {
double hp = (double)max_hp * battle_config.monster_hp_rate / 100.0;
max_hp = (hp > 0x7FFFFFFF ? 0x7FFFFFFF : (int)hp);
}
}
}
else if(bl->type == BL_PET) {
struct pet_data *pd;
nullpo_retr(1, pd = (struct pet_data*)bl);
max_hp = mob_db[pd->class_].max_hp;
if(mob_db[pd->class_].mexp > 0) { //MVP Monsters
if(battle_config.mvp_hp_rate != 100)
max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
}
else { //Common MONSTERS
if(battle_config.monster_hp_rate != 100)
max_hp = (max_hp * battle_config.monster_hp_rate)/100;
}
}
sc_data = status_get_sc_data(bl);
if(sc_data) {
if(sc_data[SC_APPLEIDUN].timer != -1)
max_hp += ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1)
+ sc_data[SC_APPLEIDUN].val3 / 10) * max_hp)/100;
if(sc_data[SC_GOSPEL].timer != -1 &&
sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
sc_data[SC_GOSPEL].val3 == 4)
max_hp += max_hp * 25 / 100;
}
if(max_hp < 1) max_hp = 1;
return max_hp;
}
return 1;
}
/*==========================================
* �Ώۂ�Str��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_str(struct block_list *bl)
{
int str = 0;
nullpo_retr(0, bl);
if (bl->type == BL_PC && ((struct map_session_data *)bl))
return ((struct map_session_data *)bl)->paramc[0];
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
if(bl->type == BL_MOB && ((struct mob_data *)bl)) {
str = mob_db[((struct mob_data *)bl)->class_].str;
if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
str += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
}
else if(bl->type == BL_PET && ((struct pet_data *)bl))
str = mob_db[((struct pet_data *)bl)->class_].str;
if(sc_data) {
if(sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1)
str += 4;
if( sc_data[SC_BLESSING].timer != -1){ // �u���b�V���O
int race = status_get_race(bl);
if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
str >>= 1; // �� ��/�s��
else str += sc_data[SC_BLESSING].val1; // ���̑�
}
if(sc_data[SC_TRUESIGHT].timer!=-1) // �g�D���[�T�C�g
str += 5;
}
}
if(str < 0) str = 0;
return str;
}
/*==========================================
* �Ώۂ�Agi��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_agi(struct block_list *bl)
{
int agi=0;
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->paramc[1];
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
if(bl->type == BL_MOB && (struct mob_data *)bl) {
agi = mob_db[((struct mob_data *)bl)->class_].agi;
if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
agi += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
}
else if(bl->type == BL_PET && (struct pet_data *)bl)
agi = mob_db[((struct pet_data *)bl)->class_].agi;
if(sc_data) {
if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // ���x����(PC��pc.c��)
agi += 2 + sc_data[SC_INCREASEAGI].val1;
if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1)
agi += agi * (2 + sc_data[SC_CONCENTRATE].val1)/100;
if(sc_data[SC_DECREASEAGI].timer!=-1) // ���x����
agi -= 2 + sc_data[SC_DECREASEAGI].val1;
if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // �N�@�O�}�C�A
//agi >>= 1;
//int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100;
//agi -= agib > 50 ? 50 : agib;
agi -= sc_data[SC_QUAGMIRE].val1*10;
}
if(sc_data[SC_TRUESIGHT].timer!=-1) // �g�D���[�T�C�g
agi += 5;
}
}
if(agi < 0) agi = 0;
return agi;
}
/*==========================================
* �Ώۂ�Vit��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_vit(struct block_list *bl)
{
int vit = 0;
nullpo_retr(0, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->paramc[2];
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
if(bl->type == BL_MOB && (struct mob_data *)bl) {
vit = mob_db[((struct mob_data *)bl)->class_].vit;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
vit += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
}
else if(bl->type == BL_PET && (struct pet_data *)bl)
vit = mob_db[((struct pet_data *)bl)->class_].vit;
if(sc_data) {
if(sc_data[SC_STRIPARMOR].timer != -1)
vit = vit*60/100;
if(sc_data[SC_TRUESIGHT].timer!=-1) // �g�D���[�T�C�g
vit += 5;
}
}
if(vit < 0) vit = 0;
return vit;
}
/*==========================================
* �Ώۂ�Int��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_int(struct block_list *bl)
{
int int_=0;
nullpo_retr(0, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->paramc[3];
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
if(bl->type == BL_MOB && (struct mob_data *)bl){
int_ = mob_db[((struct mob_data *)bl)->class_].int_;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
int_ += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
}
else if(bl->type == BL_PET && (struct pet_data *)bl)
int_ = mob_db[((struct pet_data *)bl)->class_].int_;
if(sc_data) {
if(sc_data[SC_BLESSING].timer != -1){ // �u���b�V���O
int race = status_get_race(bl);
if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 )
int_ >>= 1; // �� ��/�s��
else
int_ += sc_data[SC_BLESSING].val1; // ���̑�
}
if(sc_data[SC_STRIPHELM].timer != -1)
int_ = int_*60/100;
if(sc_data[SC_TRUESIGHT].timer!=-1) // �g�D���[�T�C�g
int_ += 5;
}
}
if(int_ < 0) int_ = 0;
return int_;
}
/*==========================================
* �Ώۂ�Dex��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_dex(struct block_list *bl)
{
int dex = 0;
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->paramc[4];
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
if(bl->type == BL_MOB && (struct mob_data *)bl) {
dex = mob_db[((struct mob_data *)bl)->class_].dex;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
dex += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
}
else if(bl->type == BL_PET && (struct pet_data *)bl)
dex = mob_db[((struct pet_data *)bl)->class_].dex;
if(sc_data) {
if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1)
dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100;
if(sc_data[SC_BLESSING].timer != -1){ // �u���b�V���O
int race = status_get_race(bl);
if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 )
dex >>= 1; // �� ��/�s��
else dex += sc_data[SC_BLESSING].val1; // ���̑�
}
if(sc_data[SC_QUAGMIRE].timer!=-1) { // �N�@�O�}�C�A
// dex >>= 1;
//int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100;
//dex -= dexb > 50 ? 50 : dexb;
dex -= sc_data[SC_QUAGMIRE].val1*10;
}
if(sc_data[SC_TRUESIGHT].timer!=-1) // �g�D���[�T�C�g
dex += 5;
}
}
if(dex < 0) dex = 0;
return dex;
}
/*==========================================
* �Ώۂ�Luk��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_luk(struct block_list *bl)
{
int luk = 0;
nullpo_retr(0, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->paramc[5];
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
if(bl->type == BL_MOB && (struct mob_data *)bl) {
luk = mob_db[((struct mob_data *)bl)->class_].luk;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
luk += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
}
else if(bl->type == BL_PET && (struct pet_data *)bl)
luk = mob_db[((struct pet_data *)bl)->class_].luk;
if(sc_data) {
if(sc_data[SC_GLORIA].timer!=-1) // �O�����A(PC��pc.c��)
luk += 30;
if(sc_data[SC_TRUESIGHT].timer!=-1) // �g�D���[�T�C�g
luk += 5;
if(sc_data[SC_CURSE].timer!=-1) // ��
luk = 0;
}
}
if(luk < 0) luk = 0;
return luk;
}
/*==========================================
* �Ώۂ�Flee��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_flee(struct block_list *bl)
{
int flee = 1;
nullpo_retr(1, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->flee;
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
flee = status_get_agi(bl) + status_get_lv(bl);
if(sc_data){
if(sc_data[SC_WHISTLE].timer!=-1)
flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+(sc_data[SC_WHISTLE].val3>>16))/100;
if(sc_data[SC_BLIND].timer!=-1)
flee -= flee*25/100;
if(sc_data[SC_WINDWALK].timer!=-1) // �E�B���h�E�H�[�N
flee += flee*(sc_data[SC_WINDWALK].val2)/100;
if(sc_data[SC_SPIDERWEB].timer!=-1) //�X�p�C�_�[�E�F�u
flee -= flee*50/100;
if(sc_data[SC_GOSPEL].timer!=-1) {
if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
sc_data[SC_GOSPEL].val3 == 13)
flee += flee*5/100;
else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
sc_data[SC_GOSPEL].val3 == 7)
flee = 0;
}
}
}
if(flee < 1) flee = 1;
return flee;
}
/*==========================================
* �Ώۂ�Hit��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_hit(struct block_list *bl)
{
int hit = 1;
nullpo_retr(1, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->hit;
else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
hit = status_get_dex(bl) + status_get_lv(bl);
if(sc_data) {
if(sc_data[SC_HUMMING].timer!=-1) //
hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2
+sc_data[SC_HUMMING].val3)/100;
if(sc_data[SC_BLIND].timer!=-1) // ��
hit -= hit*25/100;
if(sc_data[SC_TRUESIGHT].timer!=-1) // �g�D���[�T�C�g
hit += 3*(sc_data[SC_TRUESIGHT].val1);
if(sc_data[SC_CONCENTRATION].timer!=-1) //�R���Z���g���[�V����
hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
if(sc_data[SC_GOSPEL].timer!=-1 &&
sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
sc_data[SC_GOSPEL].val3 == 14)
hit += hit*5/100;
if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
hit += 20*sc_data[SC_EXPLOSIONSPIRITS].val1;
}
}
if(hit < 1) hit = 1;
return hit;
}
/*==========================================
* �Ώۂ̊��S�����Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_flee2(struct block_list *bl)
{
int flee2 = 1;
nullpo_retr(1, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl){
return ((struct map_session_data *)bl)->flee2;
} else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
flee2 = status_get_luk(bl)+1;
if(sc_data) {
if(sc_data[SC_WHISTLE].timer!=-1)
flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+(sc_data[SC_WHISTLE].val3&0xffff))*10;
}
}
if(flee2 < 1) flee2 = 1;
return flee2;
}
/*==========================================
* �Ώۂ̃N���e�B�J����Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_critical(struct block_list *bl)
{
int critical = 1;
nullpo_retr(1, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl){
return ((struct map_session_data *)bl)->critical;
} else {
struct status_change *sc_data;
sc_data = status_get_sc_data(bl);
critical = status_get_luk(bl)*3 + 1;
if(sc_data) {
if(sc_data[SC_FORTUNE].timer!=-1)
critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2
+ sc_data[SC_FORTUNE].val3)*10;
if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
if(sc_data[SC_TRUESIGHT].timer!=-1) //�g�D���[�T�C�g
critical += critical*sc_data[SC_TRUESIGHT].val1/100;
}
}
if(critical < 1) critical = 1;
return critical;
}
/*==========================================
* base_atk�̎擾
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_baseatk(struct block_list *bl)
{
int batk = 1;
nullpo_retr(1, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl) {
batk = ((struct map_session_data *)bl)->base_atk; //�ݒ肳��Ă���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 { //����ȊO�Ȃ�
struct status_change *sc_data;
int str,dstr;
str = status_get_str(bl); //STR
dstr = str/10;
batk = dstr*dstr + str; //base_atk���v�Z����
sc_data = status_get_sc_data(bl);
if(sc_data) { //��Ԉُ킠��
if(sc_data[SC_PROVOKE].timer!=-1) //PC�Ńv���{�b�N(SM_PROVOKE)���
batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk����
if(sc_data[SC_CURSE].timer!=-1) //���������
batk -= batk*25/100; //base_atk��25%����
if(sc_data[SC_CONCENTRATION].timer!=-1) //�R���Z���g���[�V����
batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;
}
}
if(batk < 1) batk = 1; //base_atk�͍Œ�ł�1
return batk;
}
/*==========================================
* �Ώۂ�Atk��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk(struct block_list *bl)
{
int atk = 0;
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data*)bl)->watk;
else {
struct status_change *sc_data;
sc_data=status_get_sc_data(bl);
if(bl->type == BL_MOB && (struct mob_data *)bl)
atk = mob_db[((struct mob_data*)bl)->class_].atk1;
else if(bl->type == BL_PET && (struct pet_data *)bl)
atk = mob_db[((struct pet_data*)bl)->class_].atk1;
if(sc_data) {
if(sc_data[SC_PROVOKE].timer!=-1)
atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100;
if(sc_data[SC_CURSE].timer!=-1)
atk -= atk*25/100;
if(sc_data[SC_CONCENTRATION].timer!=-1) //�R���Z���g���[�V����
atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
atk += (1000*sc_data[SC_EXPLOSIONSPIRITS].val1);
if(sc_data[SC_STRIPWEAPON].timer!=-1)
atk -= atk*10/100;
if(sc_data[SC_GOSPEL].timer!=-1) {
if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
sc_data[SC_GOSPEL].val3 == 12)
atk += atk*8/100;
else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
sc_data[SC_GOSPEL].val3 == 6)
atk = 0;
}
}
}
if(atk < 0) atk = 0;
return atk;
}
/*==========================================
* �Ώۂ̍���Atk��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk_(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl){
int atk=((struct map_session_data*)bl)->watk_;
return atk;
}
else
return 0;
}
/*==========================================
* �Ώۂ�Atk2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data*)bl)->watk2;
else {
struct status_change *sc_data=status_get_sc_data(bl);
int atk2=0;
if(bl->type==BL_MOB && (struct mob_data *)bl)
atk2 = mob_db[((struct mob_data*)bl)->class_].atk2;
else if(bl->type==BL_PET && (struct pet_data *)bl)
atk2 = mob_db[((struct pet_data*)bl)->class_].atk2;
if(sc_data) {
if( sc_data[SC_IMPOSITIO].timer!=-1)
atk2 += sc_data[SC_IMPOSITIO].val1*5;
if( sc_data[SC_PROVOKE].timer!=-1 )
atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100;
if( sc_data[SC_CURSE].timer!=-1 )
atk2 -= atk2*25/100;
if(sc_data[SC_DRUMBATTLE].timer!=-1)
atk2 += sc_data[SC_DRUMBATTLE].val2;
if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 )
atk2 += sc_data[SC_NIBELUNGEN].val3;
if(sc_data[SC_STRIPWEAPON].timer!=-1)
atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
if(sc_data[SC_CONCENTRATION].timer!=-1) //�R���Z���g���[�V����
atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
atk2 += (1000*sc_data[SC_EXPLOSIONSPIRITS].val1);
}
if(atk2 < 0) atk2 = 0;
return atk2;
}
return 0;
}
/*==========================================
* �Ώۂ̍���Atk2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk_2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data*)bl)->watk_2;
else
return 0;
}
/*==========================================
* �Ώۂ�MAtk1��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_matk1(struct block_list *bl)
{
int matk = 0;
nullpo_retr(0, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->matk1;
else {
struct status_change *sc_data;
int int_ = status_get_int(bl);
matk = int_+(int_/5)*(int_/5);
sc_data = status_get_sc_data(bl);
if(sc_data) {
if(sc_data[SC_MINDBREAKER].timer!=-1)
matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
}
}
return matk;
}
/*==========================================
* �Ώۂ�MAtk2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_matk2(struct block_list *bl)
{
int matk = 0;
nullpo_retr(0, bl);
if(bl->type == BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->matk2;
else {
struct status_change *sc_data = status_get_sc_data(bl);
int int_ = status_get_int(bl);
matk = int_+(int_/7)*(int_/7);
if(sc_data) {
if(sc_data[SC_MINDBREAKER].timer!=-1)
matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
}
}
return matk;
}
/*==========================================
* �Ώۂ�Def��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_def(struct block_list *bl)
{
struct status_change *sc_data;
int def=0,skilltimer=-1,skillid=0;
nullpo_retr(0, bl);
sc_data=status_get_sc_data(bl);
if(bl->type==BL_PC && (struct map_session_data *)bl){
def = ((struct map_session_data *)bl)->def;
skilltimer = ((struct map_session_data *)bl)->skilltimer;
skillid = ((struct map_session_data *)bl)->skillid;
}
else if(bl->type==BL_MOB && (struct mob_data *)bl) {
def = mob_db[((struct mob_data *)bl)->class_].def;
skilltimer = ((struct mob_data *)bl)->skilltimer;
skillid = ((struct mob_data *)bl)->skillid;
}
else if(bl->type==BL_PET && (struct pet_data *)bl)
def = mob_db[((struct pet_data *)bl)->class_].def;
if(def < 1000000) {
if(sc_data) {
//�����A�Ή����͉E�V�t�g
if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
def >>= 1;
if (bl->type != BL_PC) {
//�L�[�s���O����DEF100
if( sc_data[SC_KEEPING].timer!=-1)
def = 100;
//�v���{�b�N���͌��Z
if( sc_data[SC_PROVOKE].timer!=-1)
def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
//�푾�ۂ̋������͉��Z
if( sc_data[SC_DRUMBATTLE].timer!=-1)
def += sc_data[SC_DRUMBATTLE].val3;
//�łɂ������Ă��鎞�͌��Z
if(sc_data[SC_POISON].timer!=-1)
def = def*75/100;
//�X�g���b�v�V�[���h���͌��Z
if(sc_data[SC_STRIPSHIELD].timer!=-1)
def = def*sc_data[SC_STRIPSHIELD].val2/100;
//�V�O�i���N���V�X���͌��Z
if(sc_data[SC_SIGNUMCRUCIS].timer!=-1)
def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
//�i���̍�����DEF0�ɂȂ�
if(sc_data[SC_ETERNALCHAOS].timer!=-1)
def = 0;
//�R���Z���g���[�V�������͌��Z
if( sc_data[SC_CONCENTRATION].timer!=-1)
def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
if(sc_data[SC_GOSPEL].timer!=-1) {
if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
sc_data[SC_GOSPEL].val3 == 11)
def += def*25/100;
else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
sc_data[SC_GOSPEL].val3 == 5)
def = 0;
}
if(sc_data[SC_JOINTBEAT].timer!=-1) {
if (sc_data[SC_JOINTBEAT].val2 == 4)
def -= def*50/100;
else if (sc_data[SC_JOINTBEAT].val2 == 5)
def -= def*25/100;
}
}
}
//�r�����͉r�������Z���Ɋ�Â��Č��Z
if(skilltimer != -1) {
int def_rate = skill_get_castdef(skillid);
if(def_rate != 0)
def = (def * (100 - def_rate))/100;
}
}
if(def < 0) def = 0;
return def;
}
/*==========================================
* �Ώۂ�MDef��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_mdef(struct block_list *bl)
{
struct status_change *sc_data;
int mdef=0;
nullpo_retr(0, bl);
sc_data=status_get_sc_data(bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
mdef = ((struct map_session_data *)bl)->mdef;
else if(bl->type==BL_MOB && (struct mob_data *)bl)
mdef = mob_db[((struct mob_data *)bl)->class_].mdef;
else if(bl->type==BL_PET && (struct pet_data *)bl)
mdef = mob_db[((struct pet_data *)bl)->class_].mdef;
if(mdef < 1000000) {
if(sc_data) {
//�o���A�[��Ԏ���MDEF100
if(sc_data[SC_BARRIER].timer != -1)
mdef = 100;
//�����A�Ή�����1.25�{
if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
mdef = mdef*125/100;
if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100;
}
}
if(mdef < 0) mdef = 0;
return mdef;
}
/*==========================================
* �Ώۂ�Def2��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
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 {
struct status_change *sc_data;
if(bl->type==BL_MOB)
def2 = mob_db[((struct mob_data *)bl)->class_].vit;
else if(bl->type==BL_PET)
def2 = mob_db[((struct pet_data *)bl)->class_].vit;
sc_data = status_get_sc_data(bl);
if(sc_data) {
if(sc_data[SC_ANGELUS].timer != -1)
def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100;
if(sc_data[SC_PROVOKE].timer!=-1)
def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
if(sc_data[SC_POISON].timer!=-1)
def2 = def2*75/100;
//�R���Z���g���[�V�������͌��Z
if( sc_data[SC_CONCENTRATION].timer!=-1)
def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100;
if(sc_data[SC_GOSPEL].timer!=-1) {
if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
sc_data[SC_GOSPEL].val3 == 11)
def2 += def2*25/100;
else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
sc_data[SC_GOSPEL].val3 == 5)
def2 = 0;
}
}
}
if(def2 < 1) def2 = 1;
return def2;
}
/*==========================================
* �Ώۂ�MDef2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
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 {
struct status_change *sc_data = status_get_sc_data(bl);
if(bl->type == BL_MOB)
mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1);
else if(bl->type == BL_PET)
mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1);
if(sc_data) {
if(sc_data[SC_MINDBREAKER].timer!=-1)
mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100;
}
}
if(mdef2 < 0) mdef2 = 0;
return mdef2;
}
/*==========================================
* �Ώۂ�Speed(�ړ����x)��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
* Speed�͏������ق����ړ����x������
*------------------------------------------
*/
int status_get_speed(struct block_list *bl)
{
nullpo_retr(1000, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->speed;
else {
struct status_change *sc_data=status_get_sc_data(bl);
int speed = 1000;
if(bl->type==BL_MOB && (struct mob_data *)bl) {
speed = ((struct mob_data *)bl)->speed;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
}
else if(bl->type==BL_PET && (struct pet_data *)bl)
speed = ((struct pet_data *)bl)->msd->petDB->speed;
if(sc_data) {
//���x��������25%���Z
if(sc_data[SC_INCREASEAGI].timer!=-1)
speed -= speed*25/100;
//�E�B���h�E�H�[�N����Lv*2%���Z
else if(sc_data[SC_WINDWALK].timer!=-1)
speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
//���x��������25%���Z
if(sc_data[SC_DECREASEAGI].timer!=-1)
speed = speed*125/100;
//�N�@�O�}�C�A����50%���Z
if(sc_data[SC_QUAGMIRE].timer!=-1)
speed = speed*3/2;
//����Y��Ȃ��Łc���͉��Z
if(sc_data[SC_DONTFORGETME].timer!=-1)
speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100;
//��������25%���Z
if(sc_data[SC_STEELBODY].timer!=-1)
speed = speed*125/100;
//�f�B�t�F���_�[���͉��Z
// removed as of 12/14's patch [celest]
/*if(sc_data[SC_DEFENDER].timer!=-1)
speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/
//�x���Ԃ�4�{�x��
if(sc_data[SC_DANCING].timer!=-1 )
speed *= 6;
//����450���Z
if(sc_data[SC_CURSE].timer!=-1)
speed = speed + 450;
if(sc_data[SC_SLOWDOWN].timer!=-1)
speed = speed*150/100;
if(sc_data[SC_SPEEDUP0].timer!=-1)
speed -= speed*25/100;
if(sc_data[SC_GOSPEL].timer!=-1 &&
sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
sc_data[SC_GOSPEL].val3 == 8)
speed = speed*125/100;
if(sc_data[SC_JOINTBEAT].timer!=-1) {
if (sc_data[SC_JOINTBEAT].val2 == 1)
speed = speed*150/100;
else if (sc_data[SC_JOINTBEAT].val2 == 3)
speed = speed*130/100;
}
}
if(speed < 1) speed = 1;
return speed;
}
return 1000;
}
/*==========================================
* �Ώۂ�aDelay(�U�����f�B���C)��Ԃ�(�ėp)
* aDelay�͏������ق����U�����x������
*------------------------------------------
*/
int status_get_adelay(struct block_list *bl)
{
nullpo_retr(4000, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return (((struct map_session_data *)bl)->aspd<<1);
else {
struct status_change *sc_data=status_get_sc_data(bl);
int adelay=4000,aspd_rate = 100,i;
if(bl->type==BL_MOB && (struct mob_data *)bl)
adelay = mob_db[((struct mob_data *)bl)->class_].adelay;
else if(bl->type==BL_PET && (struct pet_data *)bl)
adelay = mob_db[((struct pet_data *)bl)->class_].adelay;
if(sc_data) {
//�c�[�n���h�N�C�b�P���g�p���ŃN�@�O�}�C�A�ł�����Y��Ȃ��Łc�ł��Ȃ�����3�����Z
if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
aspd_rate -= 30;
//�A�h���i�������b�V���g�p���Ńc�[�n���h�N�C�b�P���ł��N�@�O�}�C�A�ł�����Y��Ȃ��Łc�ł��Ȃ�����
if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // �A�h���i�������b�V��
//�g�p�҂ƃp�[�e�B�����o�[�Ŋi�����o��ݒ�łȂ����3�����Z
if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
aspd_rate -= 30;
//�����łȂ����2.5�����Z
else
aspd_rate -= 25;
}
//�X�s�A�N�B�b�P�����͌��Z
if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // �X�s�A�N�B�b�P��
aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
//�[���̃A�T�V���N���X���͌��Z
if(sc_data[SC_ASSNCROS].timer!=-1 && // �[�z�̃A�T�V���N���X
sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
sc_data[SC_DONTFORGETME].timer == -1)
aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
//����Y��Ȃ��Łc���͉��Z
if(sc_data[SC_DONTFORGETME].timer!=-1) // ����Y��Ȃ���
aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
//������25%���Z
if(sc_data[SC_STEELBODY].timer!=-1) // ����
aspd_rate += 25;
//�����|�[�V�����g�p���͌��Z
if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
aspd_rate -= sc_data[i].val2;
//�f�B�t�F���_�[���͉��Z
if(sc_data[SC_DEFENDER].timer != -1)
adelay += (1100 - sc_data[SC_DEFENDER].val1*100);
if(sc_data[SC_GOSPEL].timer!=-1 &&
sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
sc_data[SC_GOSPEL].val3 == 8)
aspd_rate = aspd_rate*125/100;
if(sc_data[SC_JOINTBEAT].timer!=-1) {
if (sc_data[SC_JOINTBEAT].val2 == 2)
aspd_rate = aspd_rate*125/100;
else if (sc_data[SC_JOINTBEAT].val2 == 3)
aspd_rate = aspd_rate*110/100;
}
}
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;
}
return 4000;
}
int status_get_amotion(struct block_list *bl)
{
nullpo_retr(2000, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->amotion;
else {
struct status_change *sc_data=status_get_sc_data(bl);
int amotion=2000,aspd_rate = 100,i;
if(bl->type==BL_MOB && (struct mob_data *)bl)
amotion = mob_db[((struct mob_data *)bl)->class_].amotion;
else if(bl->type==BL_PET && (struct pet_data *)bl)
amotion = mob_db[((struct pet_data *)bl)->class_].amotion;
if(sc_data) {
if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
aspd_rate -= 30;
if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // �A�h���i�������b�V��
if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
aspd_rate -= 30;
else
aspd_rate -= 25;
}
if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // �X�s�A�N�B�b�P��
aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
if(sc_data[SC_ASSNCROS].timer!=-1 && // �[�z�̃A�T�V���N���X
sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
sc_data[SC_DONTFORGETME].timer == -1)
aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
if(sc_data[SC_DONTFORGETME].timer!=-1) // ����Y��Ȃ���
aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
if(sc_data[SC_STEELBODY].timer!=-1) // ����
aspd_rate += 25;
if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
aspd_rate -= sc_data[i].val2;
if(sc_data[SC_DEFENDER].timer != -1)
amotion += (550 - sc_data[SC_DEFENDER].val1*50);
}
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 && (struct mob_data *)bl){
ret=mob_db[((struct mob_data *)bl)->class_].dmotion;
if(battle_config.monster_damage_delay_rate != 100)
ret = ret*battle_config.monster_damage_delay_rate/400;
}
else if(bl->type==BL_PC && (struct map_session_data *)bl){
ret=((struct map_session_data *)bl)->dmotion;
if(battle_config.pc_damage_delay_rate != 100)
ret = ret*battle_config.pc_damage_delay_rate/400;
}
else if(bl->type==BL_PET && (struct pet_data *)bl)
ret=mob_db[((struct pet_data *)bl)->class_].dmotion;
else
return 2000;
if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) ||
(bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure))
ret=0;
return ret;
}
int status_get_element(struct block_list *bl)
{
int ret = 20;
struct status_change *sc_data;
nullpo_retr(ret, bl);
sc_data = status_get_sc_data(bl);
if(bl->type==BL_MOB && (struct mob_data *)bl) // 10�̈ʁ�Lv*2�A�P�̈ʁ�����
ret=((struct mob_data *)bl)->def_ele;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
ret=20+((struct map_session_data *)bl)->def_ele; // �h�䑮��Lv1
else if(bl->type==BL_PET && (struct pet_data *)bl)
ret = mob_db[((struct pet_data *)bl)->class_].element;
if(sc_data) {
if( sc_data[SC_BENEDICTIO].timer!=-1 ) // ���̍~��
ret=26;
if( sc_data[SC_FREEZE].timer!=-1 ) // ����
ret=21;
if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
ret=22;
}
return ret;
}
int status_get_attack_element(struct block_list *bl)
{
int ret = 0;
struct status_change *sc_data=status_get_sc_data(bl);
nullpo_retr(0, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
ret=0;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
ret=((struct map_session_data *)bl)->atk_ele;
else if(bl->type==BL_PET && (struct pet_data *)bl)
ret=0;
if(sc_data) {
if( sc_data[SC_FROSTWEAPON].timer!=-1) // �t���X�g�E�F�|��
ret=1;
if( sc_data[SC_SEISMICWEAPON].timer!=-1) // �T�C�Y�~�b�N�E�F�|��
ret=2;
if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // �t���[�������`���[
ret=3;
if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ���C�g�j���O���[�_�[
ret=4;
if( sc_data[SC_ENCPOISON].timer!=-1) // �G���`�����g�|�C�Y��
ret=5;
if( sc_data[SC_ASPERSIO].timer!=-1) // �A�X�y���V�I
ret=6;
}
return ret;
}
int status_get_attack_element2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl) {
int ret = ((struct map_session_data *)bl)->atk_ele_;
struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data;
if(sc_data) {
if( sc_data[SC_FROSTWEAPON].timer!=-1) // �t���X�g�E�F�|��
ret=1;
if( sc_data[SC_SEISMICWEAPON].timer!=-1) // �T�C�Y�~�b�N�E�F�|��
ret=2;
if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // �t���[�������`���[
ret=3;
if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ���C�g�j���O���[�_�[
ret=4;
if( sc_data[SC_ENCPOISON].timer!=-1) // �G���`�����g�|�C�Y��
ret=5;
if( sc_data[SC_ASPERSIO].timer!=-1) // �A�X�y���V�I
ret=6;
}
return ret;
}
return 0;
}
int status_get_party_id(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->status.party_id;
else if(bl->type==BL_MOB && (struct mob_data *)bl){
struct mob_data *md=(struct mob_data *)bl;
if( md->master_id>0 )
return -md->master_id;
return -md->bl.id;
}
else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
return ((struct skill_unit *)bl)->group->party_id;
else
return 0;
}
int status_get_guild_id(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->status.guild_id;
else if(bl->type==BL_MOB && (struct mob_data *)bl)
return ((struct mob_data *)bl)->class_;
else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
return ((struct skill_unit *)bl)->group->guild_id;
else
return 0;
}
int status_get_race(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return mob_db[((struct mob_data *)bl)->class_].race;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return 7;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return mob_db[((struct pet_data *)bl)->class_].race;
else
return 0;
}
int status_get_size(struct block_list *bl)
{
nullpo_retr(1, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return mob_db[((struct mob_data *)bl)->class_].size;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return mob_db[((struct pet_data *)bl)->class_].size;
else if(bl->type==BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
//if (pc_isriding(sd)) // fact or rumour?
// return 2;
if (pc_calc_upper(sd->status.class_) == 2)
return 0;
return 1;
} else
return 1;
}
int status_get_mode(struct block_list *bl)
{
nullpo_retr(0x01, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return mob_db[((struct mob_data *)bl)->class_].mode;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return mob_db[((struct pet_data *)bl)->class_].mode;
else
return 0x01; // �Ƃ肠���������Ƃ������Ƃ�1
}
int status_get_mexp(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return mob_db[((struct mob_data *)bl)->class_].mexp;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return mob_db[((struct pet_data *)bl)->class_].mexp;
else
return 0;
}
int status_get_race2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type == BL_MOB && (struct mob_data *)bl)
return mob_db[((struct mob_data *)bl)->class_].race2;
else if(bl->type==BL_PET && (struct pet_data *)bl)
return mob_db[((struct pet_data *)bl)->class_].race2;
else
return 0;
}
int status_isdead(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type == BL_MOB && (struct mob_data *)bl)
return ((struct mob_data *)bl)->state.state == MS_DEAD;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return pc_isdead((struct map_session_data *)bl);
else
return 0;
}
// StatusChange�n�̏���
struct status_change *status_get_sc_data(struct block_list *bl)
{
nullpo_retr(NULL, bl);
if(bl->type==BL_MOB && (struct mob_data *)bl)
return ((struct mob_data*)bl)->sc_data;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
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 && (struct mob_data *)bl)
return &((struct mob_data*)bl)->sc_count;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
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 && (struct mob_data *)bl)
return &((struct mob_data*)bl)->opt1;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return &((struct map_session_data*)bl)->opt1;
else if(bl->type==BL_NPC && (struct npc_data *)bl)
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 && (struct mob_data *)bl)
return &((struct mob_data*)bl)->opt2;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return &((struct map_session_data*)bl)->opt2;
else if(bl->type==BL_NPC && (struct npc_data *)bl)
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 && (struct mob_data *)bl)
return &((struct mob_data*)bl)->opt3;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return &((struct map_session_data*)bl)->opt3;
else if(bl->type==BL_NPC && (struct npc_data *)bl)
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 && (struct mob_data *)bl)
return &((struct mob_data*)bl)->option;
else if(bl->type==BL_PC && (struct map_session_data *)bl)
return &((struct map_session_data*)bl)->status.option;
else if(bl->type==BL_NPC && (struct npc_data *)bl)
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:
case SC_BLIND:
sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3);
break;
case SC_CURSE:
sc_def = 100 - (3 + status_get_luk(bl));
break;
default:
sc_def = 100;
break;
}
if(bl->type == BL_MOB) {
struct mob_data *md = (struct mob_data *)bl;
if (md && md->class_ == 1288)
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 && sc_data[SC_GOSPEL].timer != -1 &&
sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
sc_data[SC_GOSPEL].val3 == 3)
sc_def -= 25;
}
return (sc_def < 0) ? 0 : sc_def;
}
/*==========================================
* �X�e�[�^�X�ُ�J�n
*------------------------------------------
*/
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;
int type2 = type;
nullpo_retr(0, bl);
if(bl->type == BL_SKILL)
return 0;
if(bl->type == BL_MOB)
if (status_isdead(bl)) return 0;
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));
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;
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;
// case SC_CONFUSION:
default:
scdef=0;
}
if(scdef>=100)
return 0;
if(bl->type==BL_PC){
sd=(struct map_session_data *)bl;
if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
return 0;
if(SC_STONE<=type && type<=SC_BLIND){ /* �J?�h�ɂ��ϐ� */
if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
if(battle_config.battle_log)
printf("PC %d skill_sc_start: card�ɂ��ُ�ϐ�?��\n",sd->bl.id);
return 0;
}
}
}
else if(bl->type == BL_MOB) {
}
else {
if(battle_config.error_log)
printf("status_change_start: neither MOB nor PC !\n");
return 0;
}
if(type==SC_FREEZE && undead_flag && !(flag&1))
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_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
return 0;
if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
(type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
/* �{�X�ɂ�?���Ȃ�(�������J?�h�ɂ��?�ʂ͓K�p�����) */
return 0;
}
if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
battle_stopwalking(bl,1);
if(sc_data[type].timer != -1){ /* ���łɓ����ُ�ɂȂ��Ă���ꍇ�^�C�}���� */
if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3
&& type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
return 0;
if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
return 0;/* ?���������ł��Ȃ�?�Ԉُ�ł��鎞��?�Ԉُ���s��Ȃ� */
(*sc_count)--;
delete_timer(sc_data[type].timer, status_change_timer);
sc_data[type].timer = -1;
}
// �N�A�O�}�C�A/����Y��Ȃ��Œ��͖����ȃX�L��
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_LOUD || type==SC_TRUESIGHT ||
type==SC_WINDWALK || type==SC_CARTBOOST || type==SC_ASSNCROS))
return 0;
switch(type){ /* �ُ�̎�ނ��Ƃ�?�� */
case SC_PROVOKE: /* �v���{�b�N */
calc_flag = 1;
if(tick <= 0) tick = 1000; /* (�I?�g�o?�T?�N) */
break;
case SC_ENDURE: /* �C���f���A */
if(tick <= 0) tick = 1000 * 60;
calc_flag = 1; // for updating mdef
#ifdef TWILIGHT
val2 = 40; // [Celest]
#else
val2 = 7; // [Celest]
#endif
break;
case SC_AUTOBERSERK:
{
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_CONCENTRATE: /* �W���͌��� */
case SC_BLESSING: /* �u���b�V���O */
case SC_ANGELUS: /* �A���[���X */
calc_flag = 1;
break;
case SC_INCREASEAGI: /* ���x�㏸ */
calc_flag = 1;
if(sc_data[SC_DECREASEAGI].timer!=-1 )
status_change_end(bl,SC_DECREASEAGI,-1);
// the effect will still remain [celest]
// if(sc_data[SC_WINDWALK].timer!=-1 ) /* �E�C���h�E�H?�N */
// status_change_end(bl,SC_WINDWALK,-1);
break;
case SC_DECREASEAGI: /* ���x���� */
if (bl->type == BL_PC) // 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_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-1);
if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
break;
case SC_SIGNUMCRUCIS: /* �V�O�i���N���V�X */
calc_flag = 1;
// val2 = 14 + val1;
val2 = 10 + val1*2;
tick = 600*1000;
clif_emotion(bl,4);
break;
case SC_SLOWPOISON:
if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
return 0;
break;
case SC_TWOHANDQUICKEN: /* 2HQ */
if(sc_data[SC_DECREASEAGI].timer!=-1)
return 0;
*opt3 |= 1;
calc_flag = 1;
break;
case SC_ADRENALINE: /* �A�h���i�������b�V�� */
if(sc_data[SC_DECREASEAGI].timer!=-1)
return 0;
if(bl->type == BL_PC)
if(pc_checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
calc_flag = 1;
break;
case SC_WEAPONPERFECTION: /* �E�F�|���p?�t�F�N�V���� */
if(bl->type == BL_PC)
if(pc_checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
break;
case SC_OVERTHRUST: /* �I?�o?�X���X�g */
if(bl->type == BL_PC)
if(pc_checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
*opt3 |= 2;
break;
case SC_MAXIMIZEPOWER: /* �}�L�V�}�C�Y�p��?(SP��1���鎞��,val2�ɂ�) */
if(bl->type == BL_PC)
val2 = tick;
else
tick = 5000*val1;
break;
case SC_ENCPOISON: /* �G���`�����g�|�C�Y�� */
calc_flag = 1;
val2=(((val1 - 1) / 2) + 3)*100; /* �ŕt?�m�� */
skill_enchant_elemental_end(bl,SC_ENCPOISON);
break;
case SC_EDP: // [Celest]
val2 = val1 + 2; /* �ғŕt?�m��(%) */
calc_flag = 1;
break;
case SC_POISONREACT: /* �|�C�Y�����A�N�g */
val2=val1/2 + val1%2; // [Celest]
break;
case SC_IMPOSITIO: /* �C���|�V�e�B�I�}�k�X */
calc_flag = 1;
break;
case SC_ASPERSIO: /* �A�X�y���V�I */
skill_enchant_elemental_end(bl,SC_ASPERSIO);
break;
case SC_SUFFRAGIUM: /* �T�t���M�� */
case SC_BENEDICTIO: /* ��? */
case SC_MAGNIFICAT: /* �}�O�j�t�B�J?�g */
case SC_AETERNA: /* �G?�e���i */
break;
case SC_ENERGYCOAT: /* �G�i�W?�R?�g */
*opt3 |= 4;
break;
case SC_MAGICROD:
val2 = val1*20;
break;
case SC_KYRIE: /* �L���G�G���C�\�� */
val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* �ϋv�x */
val3 = (val1 / 2 + 5); /* ��? */
// -- 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; /* (�I?�g�o?�T?�N) */
case SC_GLORIA: /* �O�����A */
calc_flag = 1;
break;
case SC_LOUD: /* ���E�h�{�C�X */
calc_flag = 1;
break;
case SC_TRICKDEAD: /* ���ӂ� */
if (bl->type == BL_PC) {
pc_stopattack((struct map_session_data *)sd);
}
break;
case SC_QUAGMIRE: /* �N�@�O�}�C�A */
calc_flag = 1;
if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* �W���͌������ */
status_change_end(bl,SC_CONCENTRATE,-1);
if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* ���x�㏸���� */
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_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_LOUD].timer!=-1 )
status_change_end(bl,SC_LOUD,-1);
if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* �g�D��?�T�C�g */
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc_data[SC_WINDWALK].timer!=-1 ) /* �E�C���h�E�H?�N */
status_change_end(bl,SC_WINDWALK,-1);
if(sc_data[SC_CARTBOOST].timer!=-1 ) /* �J?�g�u?�X�g */
status_change_end(bl,SC_CARTBOOST,-1);
break;
case SC_MAGICPOWER:
calc_flag = 1;
val2 = 1;
break;
case SC_SACRIFICE:
val2 = 5;
break;
case SC_FLAMELAUNCHER: /* �t��?�������`��? */
skill_enchant_elemental_end(bl,SC_FLAMELAUNCHER);
break;
case SC_FROSTWEAPON: /* �t���X�g�E�F�|�� */
skill_enchant_elemental_end(bl,SC_FROSTWEAPON);
break;
case SC_LIGHTNINGLOADER: /* ���C�g�j���O��?�_? */
skill_enchant_elemental_end(bl,SC_LIGHTNINGLOADER);
break;
case SC_SEISMICWEAPON: /* �T�C�Y�~�b�N�E�F�|�� */
skill_enchant_elemental_end(bl,SC_SEISMICWEAPON);
break;
case SC_DEVOTION: /* �f�B�{?�V���� */
calc_flag = 1;
break;
case SC_PROVIDENCE: /* �v�����B�f���X */
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_STRIPARMOR:
case SC_STRIPHELM:
case SC_CP_WEAPON:
case SC_CP_SHIELD:
case SC_CP_ARMOR:
case SC_CP_HELM:
break;
case SC_AUTOSPELL: /* �I?�g�X�y�� */
val4 = 5 + val1*2;
break;
case SC_VOLCANO:
calc_flag = 1;
val3 = val1*10;
//val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
break;
case SC_DELUGE:
calc_flag = 1;
//val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
//val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
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;
//val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
break;
case SC_SPEARSQUICKEN: /* �X�s�A�N�C�b�P�� */
calc_flag = 1;
val2 = 20+val1;
*opt3 |= 1;
break;
case SC_COMBO:
break;
case SC_BLADESTOP_WAIT: /* ���n���(�҂�) */
break;
case SC_BLADESTOP: /* ���n��� */
if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
*opt3 |= 32;
break;
case SC_LULLABY: /* �q��S */
val2 = 11;
break;
case SC_RICHMANKIM:
break;
case SC_ETERNALCHAOS: /* �G�^?�i���J�I�X */
calc_flag = 1;
break;
case SC_DRUMBATTLE: /* ?���ۂ̋��� */
calc_flag = 1;
val2 = (val1+1)*25;
val3 = (val1+1)*2;
break;
case SC_NIBELUNGEN: /* �j?�x�����O�̎w�� */
calc_flag = 1;
//val2 = (val1+2)*50;
val3 = (val1+2)*25;
break;
case SC_ROKISWEIL: /* ���L�̋��� */
break;
case SC_INTOABYSS: /* �[���̒��� */
break;
case SC_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
calc_flag = 1;
val2 = 55 + val1*5;
val3 = val1*10;
break;
case SC_DISSONANCE: /* �s���a�� */
val2 = 10;
break;
case SC_WHISTLE: /* ���J */
calc_flag = 1;
break;
case SC_ASSNCROS: /* �[�z�̃A�T�V���N���X */
calc_flag = 1;
break;
case SC_POEMBRAGI: /* �u���M�̎� */
break;
case SC_APPLEIDUN: /* �C�h�D���̗ь� */
calc_flag = 1;
break;
case SC_UGLYDANCE: /* ��������ȃ_���X */
val2 = 10;
break;
case SC_HUMMING: /* �n�~���O */
calc_flag = 1;
break;
case SC_DONTFORGETME: /* ����Y��Ȃ��� */
calc_flag = 1;
if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* ���x�㏸���� */
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_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_ASSNCROS].timer!=-1 )
status_change_end(bl,SC_ASSNCROS,-1);
if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* �g�D��?�T�C�g */
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc_data[SC_WINDWALK].timer!=-1 ) /* �E�C���h�E�H?�N */
status_change_end(bl,SC_WINDWALK,-1);
if(sc_data[SC_CARTBOOST].timer!=-1 ) /* �J?�g�u?�X�g */
status_change_end(bl,SC_CARTBOOST,-1);
break;
case SC_FORTUNE: /* �K�^�̃L�X */
calc_flag = 1;
break;
case SC_SERVICE4U: /* �T?�r�X�t�H?��? */
calc_flag = 1;
break;
case SC_MOONLIT:
val2 = bl->id;
break;
case SC_DANCING: /* �_���X/���t�� */
calc_flag = 1;
val3= tick / 1000;
tick = 1000;
break;
case SC_EXPLOSIONSPIRITS: // �����g��
calc_flag = 1;
val2 = 75 + 25*val1;
*opt3 |= 8;
break;
case SC_STEELBODY: // ����
calc_flag = 1;
*opt3 |= 16;
break;
case SC_EXTREMITYFIST: /* ���C���e���� */
break;
case SC_AUTOCOUNTER:
val3 = val4 = 0;
break;
case SC_SPEEDPOTION0: /* ?���|?�V���� */
case SC_SPEEDPOTION1:
case SC_SPEEDPOTION2:
case SC_SPEEDPOTION3:
calc_flag = 1;
tick = 1000 * tick;
val2 = 5*(2+type-SC_SPEEDPOTION0);
break;
/* atk & matk potions [Valaris] */
case SC_ATKPOT:
case SC_MATKPOT:
calc_flag = 1;
tick = 1000 * tick;
break;
case SC_WEDDING: //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
{
time_t timer;
calc_flag = 1;
tick = 10000;
if(!val2)
val2 = time(&timer);
}
break;
case SC_NOCHAT: //�`���b�g�֎~?��
{
time_t timer;
if(!battle_config.muting_players)
break;
tick = 60000;
if(!val2)
val2 = time(&timer);
updateflag = SP_MANNER;
save_flag = 1; // celest
}
break;
case SC_SELFDESTRUCTION: //����
clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
val3 = tick / 1000;
tick = 1000;
break;
/* option1 */
case SC_STONE: /* �Ή� */
if(!(flag&2)) {
int sc_def = status_get_mdef(bl)*200;
tick = tick - sc_def;
}
val3 = tick/1000;
if(val3 < 1) val3 = 1;
tick = 5000;
val2 = 1;
break;
case SC_SLEEP: /* ���� */
if(!(flag&2)) {
// int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3);
// tick = tick * sc_def / 100;
// if(tick < 1000) tick = 1000;
tick = 30000;//�����̓X�e?�^�X�ϐ���?��炸30�b
}
break;
case SC_FREEZE: /* ���� */
if(!(flag&2)) {
int sc_def = 100 - status_get_mdef(bl);
tick = tick * sc_def / 100;
}
break;
case SC_STAN: /* �X�^���ival2�Ƀ~���b�Z�b�g�j */
if(!(flag&2)) {
int sc_def = status_get_sc_def_vit(bl);
tick = tick * sc_def / 100;
}
break;
/* option2 */
case SC_DPOISON: /* �ғ� */
{
int mhp = status_get_max_hp(bl);
int hp = status_get_hp(bl);
// MHP?1/4????????
if (hp > mhp>>2) {
if(bl->type == BL_PC) {
int diff = mhp*10/100;
if (hp - diff < mhp>>2)
hp = hp - (mhp>>2);
pc_heal((struct map_session_data *)bl, -hp, 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: /* �� */
calc_flag = 1;
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;
break;
case SC_SILENCE: /* ��?�i���b�N�X�f�r?�i�j */
if (sc_data && sc_data[SC_GOSPEL].timer!=-1) {
skill_delunitgroup((struct skill_unit_group *)sc_data[SC_GOSPEL].val3);
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:
val2 = tick;
tick = 100;
clif_emotion(bl,1);
if (sd) {
pc_stop_walking (sd, 0);
}
break;
case SC_BLIND: /* ��? */
calc_flag = 1;
if(!(flag&2)) {
int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15;
tick = 30000 - sc_def;
}
break;
case SC_CURSE:
calc_flag = 1;
if(!(flag&2)) {
int sc_def = 100 - status_get_vit(bl);
tick = tick * sc_def / 100;
}
break;
/* option */
case SC_HIDING: /* �n�C�f�B���O */
calc_flag = 1;
if(bl->type == BL_PC) {
val2 = tick / 1000; /* ��?���� */
tick = 1000;
}
break;
case SC_CHASEWALK:
case SC_CLOAKING: /* �N��?�L���O */
if(bl->type == BL_PC) {
calc_flag = 1; // [Celest]
val2 = tick;
val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
}
else
tick = 5000*val1;
break;
case SC_SIGHT: /* �T�C�g/���A�t */
case SC_RUWACH:
val2 = tick/250;
tick = 10;
break;
/* �Z?�t�e�B�E�H?���A�j��?�} */
case SC_SAFETYWALL: case SC_PNEUMA:
tick=((struct skill_unit *)val2)->group->limit;
break;
/* �A���N�� */
case SC_ANKLE:
break;
/* �X�L������Ȃ�/���Ԃ�?�W���Ȃ� */
case SC_RIDING:
calc_flag = 1;
tick = 600*1000;
break;
case SC_FALCON:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_BROKNWEAPON:
case SC_BROKNARMOR:
tick=600*1000;
break;
case SC_AUTOGUARD:
{
int i,t;
for(i=val2=0;i<val1;i++) {
t = 5-(i>>1);
val2 += (t < 0)? 1:t;
}
}
break;
case SC_DEFENDER:
calc_flag = 1;
val2 = 5 + val1*15;
break;
case SC_KEEPING:
case SC_BARRIER:
calc_flag = 1;
case SC_HALLUCINATION:
break;
case SC_CONCENTRATION: /* �R���Z���g��?�V���� */
*opt3 |= 1;
calc_flag = 1;
break;
case SC_TENSIONRELAX: /* �e���V���������b�N�X */
if(bl->type == BL_PC) {
tick = 10000;
} else return 0;
break;
case SC_AURABLADE: /* �I?���u��?�h */
case SC_PARRYING: /* �p���C���O */
// case SC_ASSUMPTIO: /* */
// case SC_HEADCRUSH: /* �w�b�h�N���b�V�� */
// case SC_JOINTBEAT: /* �W���C���g�r?�g */
// case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
//�Ƃ肠������?��
break;
// -- moonsoul (for new upper class related skill status effects)
/*
case SC_AURABLADE:
val2 = val1*10;
break;
case SC_PARRYING:
val2=val1*3;
break;
case SC_CONCENTRATION:
calc_flag=1;
val2=val1*10;
val3=val1*5;
break;
case SC_TENSIONRELAX:
// val2 = 10;
// val3 = 15;
break;
case SC_BERSERK:
calc_flag=1;
break;
case SC_ASSUMPTIO:
if(sc_data[SC_KYRIE].timer!=-1 )
status_change_end(bl,SC_KYRIE,-1);
break;*/
case SC_WINDWALK: /* �E�C���h�E�H?�N */
calc_flag = 1;
val2 = (val1 / 2); //Flee�㏸��
break;
case SC_JOINTBEAT: // Random break [DracoRPG]
calc_flag = 1;
val2 = rand()%6 + 1;
if (val2 == 6) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0);
break;
case SC_BERSERK: /* �o?�T?�N */
if(sd){
sd->status.hp = sd->status.max_hp * 3;
sd->status.sp = 0;
clif_updatestatus(sd,SP_HP);
clif_updatestatus(sd,SP_SP);
clif_status_change(bl,SC_INCREASEAGI,1); /* �A�C�R���\�� */
sd->canregen_tick = gettick() + 300000;
}
*opt3 |= 128;
tick = 10000;
calc_flag = 1;
break;
case SC_ASSUMPTIO: /* �A�X���v�e�B�I */
if(sc_data[SC_KYRIE].timer!=-1 )
status_change_end(bl,SC_KYRIE,-1);
break;
*opt3 |= 2048;
break;
case SC_BASILICA: // [celest]
break;
case SC_GOSPEL:
if (val4 == BCT_SELF) { // self effect
int i;
if (sd) {
sd->canact_tick += tick;
sd->canmove_tick += tick;
}
val2 = tick;
tick = 1000;
for (i=0; i<=26; i++) {
if(sc_data[i].timer!=-1)
status_change_end(bl,i,-1);
}
for (i=58; i<=62; i++) {
if(sc_data[i].timer!=-1)
status_change_end(bl,i,-1);
}
for (i=132; i<=136; i++) {
if(sc_data[i].timer!=-1)
status_change_end(bl,i,-1);
}
}
break;
case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
case SC_MARIONETTE2:
val2 = tick;
if (!val3)
return 0;
tick = 1000;
calc_flag = 1;
*opt3 |= 1024;
break;
case SC_MELTDOWN: /* �����g�_�E�� */
case SC_CARTBOOST: /* �J?�g�u?�X�g */
case SC_TRUESIGHT: /* �g�D��?�T�C�g */
case SC_SPIDERWEB: /* �X�p�C�_?�E�F�b�u */
calc_flag = 1;
break;
case SC_REJECTSWORD: /* ���W�F�N�g�\?�h */
val2 = 3; //3��U?�˕Ԃ�
break;
case SC_MEMORIZE: /* �������C�Y */
val2 = 5; //��r����1/3�ɂ���
break;
case SC_SPLASHER: /* �x�i���X�v���b�V��? */
break;
case SC_FOGWALL:
break;
case SC_PRESERVE:
break;
case SC_BLEEDING:
{
// every 1 vit deducts 1 second
val3 = tick - status_get_vit(bl) * 1000;
// minimum 50 seconds
if (val3 < 50000)
val3 = 50000;
val4 = 10000;
tick = 1000;
}
break;
case SC_SLOWDOWN:
case SC_SPEEDUP0:
calc_flag = 1;
break;
case SC_REGENERATION:
val1 = 2;
case SC_BATTLEORDERS:
tick = 60000; // 1 minute
calc_flag = 1;
break;
case SC_GUILDAURA:
calc_flag = 1;
tick = 1000;
break;
case SC_BABY:
type2 = _SC_BABY;
break;
default:
if(battle_config.error_log)
printf("UnknownStatusChange [%d]\n", type);
return 0;
}
if(bl->type==BL_PC &&
(type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS || type==SC_BABY))
clif_status_change(bl,type2,1); /* �A�C�R���\�� */
/* option��?�X */
switch(type){
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
case SC_SLEEP:
battle_stopattack(bl); /* �U?��~ */
skill_stop_dancing(bl,0); /* ���t/�_���X�̒�? */
{ /* �����Ɋ|����Ȃ��X�e?�^�X�ُ������ */
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 = 6;
else
*opt1 = type - SC_STONE + 1;
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: // �b��œł̃G�t�F�N�g���g�p
*opt2 |= 1;
opt_flag = 1;
break;
case SC_SIGNUMCRUCIS:
*opt2 |= 0x40;
opt_flag = 1;
break;
case SC_HIDING:
case SC_CLOAKING:
battle_stopattack(bl); /* �U?��~ */
*option |= ((type==SC_HIDING)?2:4);
opt_flag =1 ;
break;
case SC_CHASEWALK:
battle_stopattack(bl); /* �U?��~ */
*option |= 16388;
opt_flag =1 ;
break;
case SC_SIGHT:
*option |= 1;
opt_flag = 1;
break;
case SC_RUWACH:
*option |= 8192;
opt_flag = 1;
break;
case SC_WEDDING:
*option |= 4096;
opt_flag = 1;
}
if(opt_flag) /* option��?�X */
clif_changeoption(bl);
(*sc_count)++; /* �X�e?�^�X�ُ��? */
sc_data[type].val1 = val1;
sc_data[type].val2 = val2;
sc_data[type].val3 = val3;
sc_data[type].val4 = val4;
/* �^�C�}?�ݒ� */
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); /* �X�e?�^�X�Čv�Z */
if(bl->type==BL_PC && save_flag)
chrif_save(sd); // save the player status
if(bl->type==BL_PC && updateflag)
clif_updatestatus(sd,updateflag); /* �X�e?�^�X���N���C�A���g�ɑ��� */
return 0;
}
/*==========================================
* �X�e�[�^�X�ُ�S����
*------------------------------------------
*/
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 < MAX_STATUSCHANGE; i++){
if(sc_data[i].timer != -1){ /* �ُ킪����Ȃ�^�C�}?���폜���� */
status_change_end(bl, i, -1);
}
}
*sc_count = 0;
*opt1 = 0;
*opt2 = 0;
*opt3 = 0;
*option &= OPTION_MASK;
if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
*opt2 |= STATE_BLIND;
if(!type || type&2)
clif_changeoption(bl);
return 0;
}
/*==========================================
* �X�e�[�^�X�ُ�I��
*------------------------------------------
*/
int status_change_end( struct block_list* bl , int type,int tid )
{
struct status_change* sc_data;
int opt_flag=0, calc_flag = 0;
short *sc_count, *option, *opt1, *opt2, *opt3;
int type2 = type;
nullpo_retr(0, bl);
if(bl->type!=BL_PC && bl->type!=BL_MOB) {
if(battle_config.error_log)
printf("status_change_end: neither MOB nor PC !\n");
return 0;
}
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 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
if (tid == -1) // �^�C�}����Ă�Ă��Ȃ��Ȃ�^�C�}�폜������
delete_timer(sc_data[type].timer,status_change_timer);
/* �Y?�ُ̈�𐳏��?�� */
sc_data[type].timer=-1;
(*sc_count)--;
switch(type){ /* �ُ�̎�ނ��Ƃ�?�� */
case SC_PROVOKE: /* �v���{�b�N */
case SC_ENDURE: // celest
case SC_CONCENTRATE: /* �W���͌��� */
case SC_BLESSING: /* �u���b�V���O */
case SC_ANGELUS: /* �A���[���X */
case SC_INCREASEAGI: /* ���x�㏸ */
case SC_DECREASEAGI: /* ���x���� */
case SC_SIGNUMCRUCIS: /* �V�O�i���N���V�X */
case SC_HIDING:
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_ADRENALINE: /* �A�h���i�������b�V�� */
case SC_ENCPOISON: /* �G���`�����g�|�C�Y�� */
case SC_IMPOSITIO: /* �C���|�V�e�B�I�}�k�X */
case SC_GLORIA: /* �O�����A */
case SC_LOUD: /* ���E�h�{�C�X */
case SC_QUAGMIRE: /* �N�@�O�}�C�A */
case SC_PROVIDENCE: /* �v�����B�f���X */
case SC_SPEARSQUICKEN: /* �X�s�A�N�C�b�P�� */
case SC_VOLCANO:
case SC_DELUGE:
case SC_VIOLENTGALE:
case SC_ETERNALCHAOS: /* �G�^?�i���J�I�X */
case SC_DRUMBATTLE: /* ?���ۂ̋��� */
case SC_NIBELUNGEN: /* �j?�x�����O�̎w�� */
case SC_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
case SC_WHISTLE: /* ���J */
case SC_ASSNCROS: /* �[�z�̃A�T�V���N���X */
case SC_HUMMING: /* �n�~���O */
case SC_DONTFORGETME: /* ����Y��Ȃ��� */
case SC_FORTUNE: /* �K�^�̃L�X */
case SC_SERVICE4U: /* �T?�r�X�t�H?��? */
case SC_EXPLOSIONSPIRITS: // �����g��
case SC_STEELBODY: // ����
case SC_DEFENDER:
case SC_SPEEDPOTION0: /* ?���|?�V���� */
case SC_SPEEDPOTION1:
case SC_SPEEDPOTION2:
case SC_SPEEDPOTION3:
case SC_APPLEIDUN: /* �C�h�D���̗ь� */
case SC_RIDING:
case SC_BLADESTOP_WAIT:
case SC_CONCENTRATION: /* �R���Z���g��?�V���� */
case SC_ASSUMPTIO: /* �A�V�����v�e�B�I */
case SC_WINDWALK: /* �E�C���h�E�H?�N */
case SC_TRUESIGHT: /* �g�D��?�T�C�g */
case SC_SPIDERWEB: /* �X�p�C�_?�E�F�b�u */
case SC_MAGICPOWER: /* ���@��?�� */
case SC_CHASEWALK:
case SC_ATKPOT: /* attack potion [Valaris] */
case SC_MATKPOT: /* magic attack potion [Valaris] */
case SC_WEDDING: //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
case SC_MELTDOWN: /* �����g�_�E�� */
case SC_MINDBREAKER: /* �}�C���h�u���[�J�[ */
// Celest
case SC_EDP:
case SC_SLOWDOWN:
case SC_SPEEDUP0:
case SC_BATTLEORDERS:
case SC_REGENERATION:
case SC_GUILDAURA:
calc_flag = 1;
break;
case SC_AUTOBERSERK:
if (sc_data[SC_PROVOKE].timer != -1)
status_change_end(bl,SC_PROVOKE,-1);
break;
case SC_BERSERK: /* �o?�T?�N */
calc_flag = 1;
clif_status_change(bl,SC_INCREASEAGI,0); /* �A�C�R������ */
break;
case SC_DEVOTION: /* �f�B�{?�V���� */
{
struct map_session_data *md = map_id2sd(sc_data[type].val1);
sc_data[type].val1=sc_data[type].val2=0;
skill_devotion(md,bl->id);
calc_flag = 1;
}
break;
case SC_BLADESTOP:
{
struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4);
//�Е����ꂽ�̂ő���̔��n?�Ԃ���ĂȂ��̂Ȃ����
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].val4 && (dsd=map_id2sd(sc_data[type].val4))){
d_sc_data = dsd->sc_data;
//���t�ő��肪����ꍇ�����val4��0�ɂ���
if(d_sc_data && d_sc_data[type].timer!=-1)
d_sc_data[type].val4=0;
}
}
calc_flag = 1;
break;
case SC_NOCHAT: //�`���b�g�֎~?��
{
struct map_session_data *sd=NULL;
if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
if (sd->status.manner >= 0) // weeee ^^ [celest]
sd->status.manner = 0;
clif_updatestatus(sd,SP_MANNER);
}
}
break;
case SC_SPLASHER: /* �x�i���X�v���b�V��? */
{
struct block_list *src=map_id2bl(sc_data[type].val3);
if(src && tid!=-1){
//�����Ƀ_��?�W����?3*3�Ƀ_��?�W
skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
}
}
break;
case SC_SELFDESTRUCTION: /* ���� */
{
//�����̃_��?�W��0�ɂ���
struct mob_data *md=NULL;
if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
}
break;
/* option1 */
case SC_FREEZE:
sc_data[type].val3 = 0;
break;
/* option2 */
case SC_POISON: /* �� */
case SC_BLIND: /* ��? */
case SC_CURSE:
calc_flag = 1;
break;
// celest
case SC_CONFUSION:
{
struct map_session_data *sd=NULL;
if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
sd->next_walktime = -1;
}
}
break;
case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
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 (*status_get_sc_count(pbl) > 0 &&
(sc_data = status_get_sc_data(pbl)) &&
sc_data[type2].timer != -1)
status_change_end(pbl, type2, -1);
}
calc_flag = 1;
}
break;
case SC_BABY:
type2 = _SC_BABY;
break;
}
if(bl->type==BL_PC &&
(type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS || type==SC_BABY))
clif_status_change(bl,type2,0); /* �A�C�R������ */
switch(type){ /* �����?��Ƃ��Ȃɂ�?�����K�v */
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
case SC_SLEEP:
*opt1 = 0;
opt_flag = 1;
break;
case SC_POISON:
if (sc_data[SC_DPOISON].timer != -1) //
break; // DPOISON�p�̃I�v�V����
*opt2 &= ~1; // ��?�p�ɗp�ӂ��ꂽ�ꍇ�ɂ�
opt_flag = 1; // �����͍폜����
break; //
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
*opt2 &= ~(1<<(type-SC_POISON));
opt_flag = 1;
break;
case SC_DPOISON:
if (sc_data[SC_POISON].timer != -1) // DPOISON�p�̃I�v�V������
break; // �p�ӂ��ꂽ��폜
*opt2 &= ~1; // ��?�ԉ���
opt_flag = 1;
break;
case SC_SIGNUMCRUCIS:
*opt2 &= ~0x40;
opt_flag = 1;
break;
case SC_HIDING:
case SC_CLOAKING:
*option &= ~((type == SC_HIDING) ? 2 : 4);
calc_flag = 1; // orn
opt_flag = 1 ;
break;
case SC_CHASEWALK:
*option &= ~16388;
opt_flag = 1 ;
break;
case SC_SIGHT:
*option &= ~1;
opt_flag = 1;
break;
case SC_WEDDING: //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
*option &= ~4096;
opt_flag = 1;
break;
case SC_RUWACH:
*option &= ~8192;
opt_flag = 1;
break;
//opt3
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_SPEARSQUICKEN: /* �X�s�A�N�C�b�P�� */
case SC_CONCENTRATION: /* �R���Z���g��?�V���� */
*opt3 &= ~1;
break;
case SC_OVERTHRUST: /* �I?�o?�X���X�g */
*opt3 &= ~2;
break;
case SC_ENERGYCOAT: /* �G�i�W?�R?�g */
*opt3 &= ~4;
break;
case SC_EXPLOSIONSPIRITS: // �����g��
*opt3 &= ~8;
break;
case SC_STEELBODY: // ����
*opt3 &= ~16;
break;
case SC_BLADESTOP: /* ���n��� */
*opt3 &= ~32;
break;
case SC_BERSERK: /* �o?�T?�N */
*opt3 &= ~128;
break;
case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
case SC_MARIONETTE2:
*opt3 &= ~1024;
break;
case SC_ASSUMPTIO: /* �A�X���v�e�B�I */
*opt3 &= ~2048;
break;
}
if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
*opt2 |= STATE_BLIND;
opt_flag = 1;
}
if(opt_flag) /* option��?�X��?���� */
clif_changeoption(bl);
if (bl->type == BL_PC && calc_flag)
status_calc_pc((struct map_session_data *)bl,0); /* �X�e?�^�X�Čv�Z */
}
return 0;
}
/*==========================================
* �X�e�[�^�X�ُ�I���^�C�}�[
*------------------------------------------
*/
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; //�g���ĂȂ��H
// 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); //�g���ĂȂ��H
if(sc_data[type].timer != tid) {
if(battle_config.error_log)
printf("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){ /* �����?���ɂȂ�ꍇ */
case SC_MAXIMIZEPOWER: /* �}�L�V�}�C�Y�p��? */
case SC_CLOAKING:
if(sd){
if( sd->status.sp > 0 ){ /* SP���܂Ŏ�? */
sd->status.sp--;
clif_updatestatus(sd,SP_SP);
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
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[sd->bl.m].flag.gvg) sp *= 5;
if( sd->status.sp > sp){
sd->status.sp -= sp; // update sp cost [Celest]
clif_updatestatus(sd,SP_SP);
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
sc_data[type].val2+tick, status_change_timer, bl->id, data);
sc_data[SC_CHASEWALK].val4++;
if (sc_data[SC_CHASEWALK].val4 > 3)
sc_data[SC_CHASEWALK].val4 = 0;
status_calc_pc (sd, 0);
return 0;
}
}
break;
case SC_HIDING: /* �n�C�f�B���O */
if(sd){ /* SP�������āA���Ԑ����̊Ԃ͎�? */
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( /* �^�C�}?�Đݒ� */
1000+tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_SIGHT: /* �T�C�g */
case SC_RUWACH: /* ���A�t */
{
int range = 5;
if ( type == SC_SIGHT ) range = 7;
map_foreachinarea( status_change_timer_sub,
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
bl,type,tick);
if( (--sc_data[type].val2)>0 ){
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
250+tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_SIGNUMCRUCIS: /* �V�O�i���N���V�X */
{
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_PROVOKE: /* �v���{�b�N/�I?�g�o?�T?�N */
if(sc_data[type].val2!=0){ /* �I?�g�o?�T?�N�i�P�b���Ƃ�HP�`�F�b�N�j */
if(sd && sd->status.hp>sd->status.max_hp>>2) /* ��~ */
break;
sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
return 0;
}
break;
case SC_ENDURE: /* �C���f���A */
case SC_AUTOBERSERK: // Celest
if(sd && sd->special_state.infinite_endure) {
#ifdef TWILIGHT
sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
#else
sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data );
#endif
//sc_data[type].val2=1;
return 0;
}
break;
case SC_DISSONANCE: /* �s���a�� */
if( (--sc_data[type].val2)>0){
struct skill_unit *unit=
(struct skill_unit *)sc_data[type].val4;
struct block_list *src;
/*if(!unit || !unit->group)
break;
src=map_id2bl(unit->group->src_id);
if(!src)
break;*/
nullpo_retb(unit);
nullpo_retb(unit->group);
nullpo_retb(src=map_id2bl(unit->group->src_id));
skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
if( (bl->type==BL_MOB) && (MS_DEAD==((struct mob_data *)bl)->state.state) )
break;
sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
status_change_timer, bl->id, data );
return 0;
}
break;
case SC_LULLABY: /* �q��S */
if( (--sc_data[type].val2)>0){
struct skill_unit *unit=
(struct skill_unit *)sc_data[type].val4;
nullpo_retb(unit);
nullpo_retb(unit->group);
if(unit->group->src_id == bl->id)
break;
skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
if (unit->group != 0)
{
sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
status_change_timer, bl->id, data );
return 0;
}// dont forget the brackets
}
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 = 1;
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:
case SC_DPOISON:
if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
int hp = status_get_max_hp(bl);
if (type == SC_POISON && status_get_hp(bl) < hp>>2)
break;
if(sd) {
hp = (type == SC_DPOISON) ? 3 + hp/50 : 3 + hp*3/200;
pc_heal(sd, -hp, 0);
} else if (bl->type == BL_MOB) {
struct mob_data *md;
nullpo_retr(0, md=(struct mob_data *)bl);
hp = (type == SC_DPOISON) ? 3 + hp/100 : 3 + hp/200;
md->hp -= hp;
}
}
if (sc_data[type].val3 > 0)
{
sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
// hmm setting up a timer and breaking then to call status_change_end just right away?
// I think you're missing brackets and a:
return 0;
}
break;
case SC_TENSIONRELAX: /* �e���V���������b�N�X */
if(sd){ /* SP�������āAHP��?�^���łȂ����?? */
if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
sd->status.sp -= 12;
clif_updatestatus(sd,SP_SP);
} */
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
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);
// calling status_change_end then break and call it again might not be that what is necessary
// or am I wrong?
// so I just add brackets and a:
return 0;
}
}
break;
case SC_BLEEDING: // [celest]
// i hope i haven't interpreted it wrong.. which i might ^^;
// Source:
// - 10�����Ȫ�HP�����
// - ����Ϊުޫ�?����Ѫ��������ƪ�?����Ἢ��ʪ�
if((sc_data[type].val3 -= 1000) > 0) {
if((sc_data[type].val4 -= 1000) > 0) {
int hp = rand()%300+400;
if(sd) {
pc_heal(sd,-hp,0);
sd->canmove_tick = tick+1000;
}
else if(bl->type == BL_MOB) {
struct mob_data *md;
nullpo_retr(0, md=(struct mob_data *)bl);
md->hp -= hp;
}
}
if (sd) {
sd->canact_tick = tick+1000;
}
sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
// hmm setting up a timer and breaking then to call status_change_end just right away?
// I think you're missing a:
return 0;
}
break;
/* ���Ԑꖳ���H�H */
case SC_AETERNA:
case SC_TRICKDEAD:
case SC_RIDING:
case SC_FALCON:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_MAGICPOWER: /* ���@��?�� */
case SC_REJECTSWORD: /* ���W�F�N�g�\?�h */
case SC_MEMORIZE: /* �������C�Y */
case SC_BROKNWEAPON:
case SC_BROKNARMOR:
case SC_SACRIFICE:
sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
return 0;
case SC_DANCING: //�_���X�X�L���̎���SP����
{
int s=0;
if(sd){
if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
switch(sc_data[type].val1){
case BD_RICHMANKIM: /* �j�����h�̉� 3�b��SP1 */
case BD_DRUMBATTLEFIELD: /* ?���ۂ̋��� 3�b��SP1 */
case BD_RINGNIBELUNGEN: /* �j?�x�����O�̎w�� 3�b��SP1 */
case BD_SIEGFRIED: /* �s���g�̃W?�N�t��?�h 3�b��SP1 */
case BA_DISSONANCE: /* �s���a�� 3�b��SP1 */
case BA_ASSASSINCROSS: /* �[�z�̃A�T�V���N���X 3�b��SP1 */
case DC_UGLYDANCE: /* ��������ȃ_���X 3�b��SP1 */
s=3;
break;
case BD_LULLABY: /* �q��� 4�b��SP1 */
case BD_ETERNALCHAOS: /* �i���̍��� 4�b��SP1 */
case BD_ROKISWEIL: /* ���L�̋��� 4�b��SP1 */
case DC_FORTUNEKISS: /* �K�^�̃L�X 4�b��SP1 */
s=4;
break;
case BD_INTOABYSS: /* �[���̒��� 5�b��SP1 */
case BA_WHISTLE: /* ���J 5�b��SP1 */
case DC_HUMMING: /* �n�~���O 5�b��SP1 */
case BA_POEMBRAGI: /* �u���M�̎� 5�b��SP1 */
case DC_SERVICEFORYOU: /* �T?�r�X�t�H?��? 5�b��SP1 */
s=5;
break;
case BA_APPLEIDUN: /* �C�h�D���̗ь� 6�b��SP1 */
s=6;
break;
case DC_DONTFORGETME: /* ����Y��Ȃ��Łc 10�b��SP1 */
case CG_MOONLIT: /* ������̐�ɗ�����Ԃт� 10�b��SP1�H */
s=10;
break;
}
if(s && ((sc_data[type].val3 % s) == 0)){
sd->status.sp--;
clif_updatestatus(sd,SP_SP);
}
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
1000+tick, status_change_timer,
bl->id, data);
return 0;
}
}
}
break;
case SC_BERSERK: /* �o?�T?�N */
if(sd){ /* HP��100�ȏ�Ȃ�?? */
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( /* �^�C�}?�Đݒ� */
10000+tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_WEDDING: //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
if(sd){
time_t timer;
if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1���Ԃ����Ă��Ȃ��̂�??
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
10000+tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_NOCHAT: //�`���b�g�֎~?��
if(sd && battle_config.muting_players){
time_t timer;
if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //�J�n����status.manner��?���ĂȂ��̂�??
clif_updatestatus(sd,SP_MANNER);
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ�(60�b) */
60000+tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_SELFDESTRUCTION: /* ���� */
if(--sc_data[type].val3>0){
struct mob_data *md;
if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
md->speed -= 250;
md->next_walktime=tick;
}
sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
1000+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: /* �}���I�l�b�g�R���g��?�� */
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;
// Celest
case SC_CONFUSION:
{
int i = 3000;
//struct mob_data *md;
if (sd) {
pc_randomwalk (sd, gettick());
sd->next_walktime = tick + (i=1000 + rand()%1000);
} /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) {
md->state.state=MS_WALK;
if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
(md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) )
md->next_walktime = tick + 3000*rand()%2000;
mob_randomwalk(md,tick);
}*/
if ((sc_data[type].val2 -= 1000) > 0) {
sc_data[type].timer = add_timer(
i + tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_GOSPEL:
{
int calc_flag = 0;
if (sc_data[type].val3 > 0) {
sc_data[type].val3 = 0;
calc_flag = 1;
}
if(sd && 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(sd->status.hp - hp > 0 &&
sd->status.sp - sp > 0){
sd->status.hp -= hp;
sd->status.sp -= sp;
clif_updatestatus(sd,SP_HP);
clif_updatestatus(sd,SP_SP);
if ((sc_data[type].val2 -= 10000) > 0) {
sc_data[type].timer = add_timer(
10000+tick, status_change_timer,
bl->id, data);
return 0;
}
}
} else if (sd && sc_data[type].val4 == BCT_PARTY) {
int i;
switch ((i = rand() % 12)) {
case 1: // heal between 100-1000
{
struct block_list tbl;
int heal = rand() % 900 + 100;
tbl.id = 0;
tbl.m = bl->m;
tbl.x = bl->x;
tbl.y = bl->y;
clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1);
battle_heal(NULL,bl,heal,0,0);
}
break;
case 2: // end negative status
{
int j;
for (j=0; j<4; j++)
if(sc_data[i + SC_POISON].timer!=-1) {
status_change_end(bl,j,-1);
break;
}
}
break;
case 3: // +25% resistance to negative status
case 4: // +25% max hp
case 5: // +25% max sp
case 6: // +2 to all stats
case 11: // +25% armor and vit def
case 12: // +8% atk
case 13: // +5% flee
case 14: // +5% hit
sc_data[type].val3 = i;
if (i == 6 ||
(i >= 11 && i <= 14))
calc_flag = 1;
break;
case 7: // level 5 bless
{
struct block_list tbl;
tbl.id = 0;
tbl.m = bl->m;
tbl.x = bl->x;
tbl.y = bl->y;
clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1);
status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 );
}
break;
case 8: // level 5 increase agility
{
struct block_list tbl;
tbl.id = 0;
tbl.m = bl->m;
tbl.x = bl->x;
tbl.y = bl->y;
clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1);
status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 );
}
break;
case 9: // holy element to weapon
{
struct block_list tbl;
tbl.id = 0;
tbl.m = bl->m;
tbl.x = bl->x;
tbl.y = bl->y;
clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1);
status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 );
}
break;
case 10: // holy element to armour
{
struct block_list tbl;
tbl.id = 0;
tbl.m = bl->m;
tbl.x = bl->x;
tbl.y = bl->y;
clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1);
status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 );
}
break;
default:
break;
}
} else if (sc_data[type].val4 == BCT_ENEMY) {
int i;
switch ((i = rand() % 8)) {
case 1: // damage between 300-800
case 2: // damage between 150-550 (ignore def)
battle_damage(NULL, bl, rand() % 500,0); // temporary damage
break;
case 3: // random status effect
{
int effect[3] = {
SC_CURSE,
SC_BLIND,
SC_POISON };
status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 );
}
break;
case 4: // level 10 provoke
{
struct block_list tbl;
tbl.id = 0;
tbl.m = bl->m;
tbl.x = bl->x;
tbl.y = bl->y;
clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1);
status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 );
}
break;
case 5: // 0 def
case 6: // 0 atk
case 7: // 0 flee
case 8: // -75% move speed and aspd
sc_data[type].val3 = i;
calc_flag = 1;
break;
default:
break;
}
}
if (sd && calc_flag)
status_calc_pc (sd, 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;
}// ugh, don't forget the brackets
}
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 );
}
/*==========================================
* �X�e�[�^�X�ُ�^�C�}�[�͈͏���
*------------------------------------------
*/
int status_change_timer_sub(struct block_list *bl, va_list ap )
{
struct block_list *src;
int type;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, src=va_arg(ap,struct block_list*));
type=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
if(bl->type!=BL_PC && bl->type!=BL_MOB)
return 0;
switch( type ){
case SC_SIGHT: /* �T�C�g */
case SC_CONCENTRATE:
if( (*status_get_option(bl))&6 ){
status_change_end( bl, SC_HIDING, -1);
status_change_end( bl, SC_CLOAKING, -1);
}
break;
case SC_RUWACH: /* ���A�t */
if( (*status_get_option(bl))&6 ){
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,sc_data[type].val1,tick,0);
}
break;
}
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,k;
FILE *fp;
char line[1024],*p;
// JOB�?�l�P
fp=fopen("db/job_db1.txt","r");
if(fp==NULL){
printf("can't read db/job_db1.txt\n");
return 1;
}
i=0;
while(fgets(line, sizeof(line)-1, fp)){
char *split[50];
if(line[0]=='/' && line[1]=='/')
continue;
for(j=0,p=line;j<21 && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
if(j<21)
continue;
max_weight_base[i]=atoi(split[0]);
hp_coefficient[i]=atoi(split[1]);
hp_coefficient2[i]=atoi(split[2]);
sp_coefficient[i]=atoi(split[3]);
for(j=0;j<17;j++)
aspd_base[i][j]=atoi(split[j+4]);
i++;
// -- moonsoul (below two lines added to accommodate high numbered new class ids)
if(i==24)
i=4001;
if(i==MAX_PC_CLASS)
break;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt");
ShowStatus(tmp_output);
// JOB�{?�i�X
memset(job_bonus,0,sizeof(job_bonus));
fp=fopen("db/job_db2.txt","r");
if(fp==NULL){
printf("can't read db/job_db2.txt\n");
return 1;
}
i=0;
while(fgets(line, sizeof(line)-1, fp)){
if(line[0]=='/' && line[1]=='/')
continue;
for(j=0,p=line;j<MAX_LEVEL && p;j++){
if(sscanf(p,"%d",&k)==0)
break;
job_bonus[0][i][j]=k;
job_bonus[2][i][j]=k; //�{�q�E�̃{?�i�X�͕�����Ȃ��̂�?
p=strchr(p,',');
if(p) p++;
}
i++;
// -- moonsoul (below two lines added to accommodate high numbered new class ids)
if(i==24)
i=4001;
if(i==MAX_PC_CLASS)
break;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt");
ShowStatus(tmp_output);
// JOB�{?�i�X2 ?���E�p
fp=fopen("db/job_db2-2.txt","r");
if(fp==NULL){
printf("can't read db/job_db2-2.txt\n");
return 1;
}
i=0;
while(fgets(line, sizeof(line)-1, fp)){
if(line[0]=='/' && line[1]=='/')
continue;
for(j=0,p=line;j<MAX_LEVEL && p;j++){
if(sscanf(p,"%d",&k)==0)
break;
job_bonus[1][i][j]=k;
p=strchr(p,',');
if(p) p++;
}
i++;
if(i==MAX_PC_CLASS)
break;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt");
ShowStatus(tmp_output);
// �T�C�Y��e?�u��
for(i=0;i<3;i++)
for(j=0;j<20;j++)
atkmods[i][j]=100;
fp=fopen("db/size_fix.txt","r");
if(fp==NULL){
printf("can't read db/size_fix.txt\n");
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);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt");
ShowStatus(tmp_output);
// ��?�f?�^�e?�u��
for(i=0;i<5;i++){
for(j=0;j<10;j++)
percentrefinery[i][j]=100;
refinebonus[i][0]=0;
refinebonus[i][1]=0;
refinebonus[i][2]=10;
}
fp=fopen("db/refine_db.txt","r");
if(fp==NULL){
printf("can't read db/refine_db.txt\n");
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]); // ��?�{?�i�X
refinebonus[i][1]=atoi(split[1]); // ��?��?�{?�i�X
refinebonus[i][2]=atoi(split[2]); // ���S��?���E
for(j=0;j<10 && split[j];j++)
percentrefinery[i][j]=atoi(split[j+3]);
i++;
}
fclose(fp); //Lupus. close this file!!!
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt");
ShowStatus(tmp_output);
return 0;
}
/*==========================================
* �X�L���W����������
*------------------------------------------
*/
int do_init_status(void)
{
add_timer_func_list(status_change_timer,"status_change_timer");
status_readdb();
status_calc_sigma();
return 0;
}