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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-14 21:35:53 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-14 21:35:53 +0000
commit11595c1ead1494189ecd8bbed1fa6252649b84f1 (patch)
treeaf409eb5d001e24539c88f83ef867e708dad7ea1
parent1ed902348f70cfb24fa4d08c04853485853b4498 (diff)
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- Hiding cancels Close Confine.
- Added the move enable condition to High Jump and Jump Kick. - ST_MOVE_ENABLE now also checks for pc_can_move(), and only perform a walk check if the skill is ground targetted. - Moved the berserk_cancel_buffs code to status_change_start. - Moved most checks of status_isimmune() to status_get_sc_def - Allowed Endow skills to go through status_isinmune characters. - Added variable type to skill_castend_nodamage_id which holds the value of SkillStatusChangeTable[skillid] to simplify code reading afterwards. - Fixed PR_BENEDICTIO not taking away all SP - Fixed the most horrible typo ever. (SC_STAN -> SC_STUN) - Added StatusSkillChangeTable which returns the Skill for a given SC. Used in skill_additional_effect for SC cards. - Removed the whole ugly static implementation of SkillStatusChangeTable, see status_initChangeTables() for new format which is much easier to read. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5278 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt11
-rw-r--r--db/Changelog.txt3
-rw-r--r--db/skill_require_db.txt4
-rw-r--r--src/map/battle.c4
-rw-r--r--src/map/mob.c2
-rw-r--r--src/map/skill.c465
-rw-r--r--src/map/status.c893
-rw-r--r--src/map/status.h5
8 files changed, 529 insertions, 858 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 87674842d..c340a3a2e 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -3,7 +3,16 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
-
+2006/02/14
+ * Hiding cancels Close Confine now. [Skotlex]
+ * ST_MOVE_ENABLE now also checks for pc_can_move(), and only perform a walk
+ check if the skill is ground targetted. [Skotlex]
+ * Moved the berserk_cancel_buffs code to status_change_start. [Skotlex]
+ * Moved most checks of status_isimmune() to status_get_sc_def [Skotlex]
+ * Allowed Endow skills to go through status_isinmune characters. [Skotlex]
+ * Fixed PR_BENEDICTIO not taking away all SP. [Skotlex]
+ * Modified the way Status changes are linked to skills for an easier to
+ read implementation (see status_initChangeTables). [Skotlex]
2006/02/13
* Added battle config sc_def_rate which adjusts natural defense of
characters against status changes (see conf/battle/battle.conf). [Skotlex]
diff --git a/db/Changelog.txt b/db/Changelog.txt
index de0f39b80..9ae7ffb17 100644
--- a/db/Changelog.txt
+++ b/db/Changelog.txt
@@ -29,6 +29,9 @@
=========================
+02/14
+ * Jump Kick and High Jump now depend on the skill state ST_MOVE_ENABLE
+ [Skotlex]
02/13
* Updated most mobs Summon Skills to use "OnSpawn" conditions. [Poki#3]
* Fixed exp.txt for Baby Dancer, thanks to Gepard [Komurka]
diff --git a/db/skill_require_db.txt b/db/skill_require_db.txt
index c7a1caab6..8772b7181 100644
--- a/db/skill_require_db.txt
+++ b/db/skill_require_db.txt
@@ -319,10 +319,10 @@
418,0,0,1,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_READYCOUNTER
419,0,0,14:12:10:8:6:4:2,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_COUNTERKICK
420,0,0,1,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_DODGE
-421,0,0,70:60:50:40:30:20:10,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_JUMPKICK
+421,0,0,70:60:50:40:30:20:10,0,0,0,99,move_enable,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_JUMPKICK
425,0,0,20:20:20:20:50:50:50,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_SEVENWIND
-426,0,0,50,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_HIGHJUMP
+426,0,0,50,0,0,0,99,move_enable,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_HIGHJUMP
427,0,0,100,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SG_FEEL
428,0,0,20,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SG_SUN_WARM
diff --git a/src/map/battle.c b/src/map/battle.c
index 35bc48183..a5b711bab 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1386,7 +1386,7 @@ static struct Damage battle_calc_weapon_attack(
}
if ((tsc && !flag.hit) &&
(tsc->data[SC_SLEEP].timer!=-1 ||
- tsc->data[SC_STAN].timer!=-1 ||
+ tsc->data[SC_STUN].timer!=-1 ||
tsc->data[SC_FREEZE].timer!=-1 ||
(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0))
)
@@ -2808,7 +2808,7 @@ struct Damage battle_calc_misc_attack(
struct status_change *sc = status_get_sc(target);
int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
- if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STAN].timer!=-1 ||
+ if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STUN].timer!=-1 ||
sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) )
hitrate = 1000000;
if(rand()%100 < hitrate) {
diff --git a/src/map/mob.c b/src/map/mob.c
index ac53f77c2..1c9ec49f3 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -4572,7 +4572,7 @@ static int mob_readskilldb(void)
{ "anybad", -1 },
{ "stone", SC_STONE },
{ "freeze", SC_FREEZE },
- { "stan", SC_STAN },
+ { "stan", SC_STUN },
{ "sleep", SC_SLEEP },
{ "poison", SC_POISON },
{ "curse", SC_CURSE },
diff --git a/src/map/skill.c b/src/map/skill.c
index 6809b3ce8..b1836c6bc 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -777,18 +777,6 @@ struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struc
*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
- /* MOB追加?果スキル用 */
- const int scl[]={
- SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
- SC_STONE, SC_CURSE, SC_SLEEP
- };
- const int sc2l[]={ //Note: We use Sonic Blow's stun duration for the confusion lasting time (dummy value): 12 secs at lv7
- MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
- NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
- NPC_SILENCEATTACK,AS_SONICBLOW,NPC_BLINDATTACK,
- LK_HEADCRUSH
- };
-
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
struct status_change *sc;
@@ -911,7 +899,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case SM_BASH: /* バッシュ?i急??U??j */
if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
//TODO: How much % per base level it actually is?
- status_change_start(bl,SC_STAN,(5*(skilllv-5)+(int)sd->status.base_level/10),
+ status_change_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
}
break;
@@ -929,7 +917,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case AS_SONICBLOW: /* ソニックブ?? */
- status_change_start(bl,SC_STAN,(2*skilllv+10),
+ status_change_start(bl,SC_STUN,(2*skilllv+10),
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -959,7 +947,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case WZ_METEOR:
- status_change_start(bl,SC_STAN,3*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STUN,3*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case WZ_VERMILION:
@@ -978,7 +966,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case HT_LANDMINE: /* ランドマイン */
- status_change_start(bl,SC_STAN,(5*skilllv+30),
+ status_change_start(bl,SC_STUN,(5*skilllv+30),
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -999,7 +987,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case TF_THROWSTONE: /* ?ホ投げ */
- status_change_start(bl,SC_STAN,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STUN,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
status_change_start(bl,SC_BLIND,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -1032,7 +1020,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
- status_change_start(bl,SC_STAN,(15+skilllv*5),
+ status_change_start(bl,SC_STUN,(15+skilllv*5),
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -1044,7 +1032,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case RG_RAID: /* サプライズアタック */
- status_change_start(bl,SC_STAN,(10+3*skilllv),
+ status_change_start(bl,SC_STUN,(10+3*skilllv),
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
status_change_start(bl,SC_BLIND,(10+3*skilllv),
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
@@ -1056,7 +1044,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case DC_SCREAM:
- status_change_start(bl,SC_STAN,(25+5*skilllv),
+ status_change_start(bl,SC_STUN,(25+5*skilllv),
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -1077,7 +1065,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case SL_STUN:
if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
- status_change_start(bl,SC_STAN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
break;
case SG_SUN_WARM:
case SG_MOON_WARM:
@@ -1095,15 +1083,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_BLINDATTACK:
- status_change_start(bl,scl[skillid-NPC_POISON],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
case NPC_POISON:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
- if(src->type==BL_PET)
- status_change_start(bl,scl[skillid-NPC_POISON],100,skilllv,0,0,0,skilllv*1000,0);
- else
- status_change_start(bl,scl[skillid-NPC_POISON],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,
+ src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv),0);
break;
case NPC_MENTALBREAKER:
@@ -1183,7 +1167,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
status_change_start(bl,SC_BLIND,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,1),0);
break;
case 1:
- status_change_start(bl,SC_STAN,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,2),0);
+ status_change_start(bl,SC_STUN,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,2),0);
break;
default:
status_change_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,3),0);
@@ -1196,7 +1180,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case WS_CARTTERMINATION: // Cart termination
- status_change_start(bl,SC_STAN,5*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STUN,5*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_ACIDDEMONSTRATION:
@@ -1210,7 +1194,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case TK_DOWNKICK:
- status_change_start(bl,SC_STAN,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
break;
case TK_JUMPKICK:
@@ -1237,7 +1221,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
if(attack_type == BF_MISC) //70% base stun chance...
- status_change_start(bl,SC_STAN,70,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STUN,70,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
}
@@ -1255,7 +1239,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
continue; //Code Speedup.
rate/=100; //For some reason user effects are on a 10000 scale...
- status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(sc2l[type],7),0);
+ status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
}
}
@@ -1317,12 +1301,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
*/
int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
- const int sc2[]={
- MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
- NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
- NPC_SILENCEATTACK,AS_SONICBLOW,NPC_BLINDATTACK,
- LK_HEADCRUSH
- };
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
@@ -1384,11 +1362,11 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
if (rate) //Self infliced status from attacking.
- status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(sc2[type],7),0);
+ status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
rate = dstsd?dstsd->addeff3[type]:0;
if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
- status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(sc2[type],7),0);
+ status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
}
}
@@ -2476,16 +2454,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
if (src->m != bl->m)
return 1;
-
- if (src->type == BL_PC) {
- nullpo_retr(1, sd = (struct map_session_data *)src);
- }
if (bl->prev == NULL)
return 1;
- if (bl->type == BL_PC) {
- nullpo_retr(1, tsd = (struct map_session_data *)bl);
- }
+
+ if (src->type == BL_PC)
+ sd = (struct map_session_data *)src;
+ if (bl->type == BL_PC)
+ tsd = (struct map_session_data *)bl;
if ((skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS) && src != bl)
bl = src;
@@ -2493,6 +2469,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
if (status_isdead(src) || (src != bl && status_isdead(bl)))
return 1;
+ if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
+ //GTB makes all targetted skills silently fail.
+ return 1;
+
sc = status_get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
@@ -3001,7 +2981,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
case SL_STUN:
case SL_SMA:
if (sd && bl->type != BL_MOB) {
- status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
+ status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
clif_skill_fail(sd,skillid,0,0);
break;
}
@@ -3154,10 +3134,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
struct status_change *tsc;
struct mob_data *md = NULL;
struct mob_data *dstmd = NULL;
- int i;
-// int sc_dex, sc_luk;
+ int i,type=-1;
- if(skillid < 0)
+ if(skillid < 0 || skillid > MAX_SKILL)
{ // remove the debug print when this case is finished
ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
src, bl,skillid,skilllv,tick,flag);
@@ -3172,23 +3151,26 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 1;
if (src->type == BL_PC) {
- nullpo_retr (1, sd = (struct map_session_data *)src);
+ sd = (struct map_session_data *)src;
} else if (src->type == BL_MOB) {
- nullpo_retr (1, md = (struct mob_data *)src);
+ md = (struct mob_data *)src;
}
if (bl->type == BL_PC){
- nullpo_retr (1, dstsd = (struct map_session_data *)bl);
+ dstsd = (struct map_session_data *)bl;
} else if (bl->type == BL_MOB){
- nullpo_retr (1, dstmd = (struct mob_data *)bl);
+ dstmd = (struct mob_data *)bl;
}
if(bl->prev == NULL)
return 1;
- if(sd && pc_isdead(sd))
+ if(status_isdead(src) && skillid != NPC_REBIRTH)
return 1;
- if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
+ if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
return 1;
+
+ if (skillid >= 0 && skillid < sizeof(SkillStatusChangeTable)/sizeof(SkillStatusChangeTable[0]))
+ type = SkillStatusChangeTable[skillid];
//Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
// if (sd && skillnotok(skillid, sd)) // [MouseJstr]
// return 0;
@@ -3283,7 +3265,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_updatestatus(sd,SP_BASEEXP);
clif_updatestatus(sd,SP_JOBEXP);
}
- status_change_start(src,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,0,0); //SC_COMA :P
+ pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
break;
} else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
@@ -3340,12 +3322,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case AL_DECAGI: /* 速度減?ュ */
- if (status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
clif_skill_nodamage (src, bl, skillid, skilllv,
- status_change_start (bl, SkillStatusChangeTable[skillid],
+ status_change_start (bl, type,
(40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
skilllv, 0, 0, 0, skill_get_time(skillid,skilllv),0));
break;
@@ -3354,7 +3332,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (flag & 1) {
int race = status_get_race (bl), ele = status_get_elem_type (bl);
if (battle_check_target (src, bl, BCT_ENEMY) && (race == 6 || battle_check_undead (race, ele))) {
- status_change_start(bl,SkillStatusChangeTable[skillid],
+ status_change_start(bl,type,
23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
skilllv,0,0,0,0,0);
}
@@ -3368,16 +3346,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case PR_LEXDIVINA: /* レックスディビ?ナ */
- if (status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- if (tsc && tsc->count && tsc->data[SC_SILENCE].timer != -1) {
- status_change_end(bl,SC_SILENCE, -1);
+ if (tsc && tsc->count && tsc->data[type].timer != -1) {
+ status_change_end(bl,type, -1);
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
} else
clif_skill_nodamage (src, bl, skillid, skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],
+ status_change_start(bl,type,
100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
@@ -3424,12 +3398,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case SA_COMA:
- if (status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ));
break;
case SA_FULLRECOVERY:
@@ -3479,7 +3449,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case SA_REVERSEORCISH:
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl, SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
break;
case SA_FORTUNE:
@@ -3505,48 +3475,39 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case PR_LEXAETERNA: /* レックスエ?テルナ */
case PR_SUFFRAGIUM: /* サフラギウム */
case PR_BENEDICTIO: /* ?ケ??~福 */
- if (status_isimmune(bl))
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- else {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- }
+ clif_skill_nodamage(src,bl,skillid,skilllv,
+ status_change_start(bl,type,100,
+ skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
case CR_PROVIDENCE: /* プ?ヴィデンス */
- if (status_isimmune(bl))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else {
- if(sd && dstsd){ //Check they are not another crusader [Skotlex]
- if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
+ if(sd && dstsd){ //Check they are not another crusader [Skotlex]
+ if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],
- 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
}
+ clif_skill_nodamage(src,bl,skillid,skilllv,
+ status_change_start(bl,type,
+ 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
case CG_MARIONETTE: /* マリオネットコント??ル */
{
struct status_change *sc= status_get_sc(src);
- int sc1 = SkillStatusChangeTable[skillid];
- int sc2 = SC_MARIONETTE2;
+ int type2 = SC_MARIONETTE2;
if(sc && tsc){
- if (sc->data[sc1].timer == -1 && tsc->data[sc2].timer == -1) {
- status_change_start (src,sc1,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
- status_change_start (bl,sc2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
+ if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
+ status_change_start (src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
+ status_change_start (bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
clif_marionette(src, bl);
}
- else if (sc->data[sc1].timer != -1 && tsc->data[sc2].timer != -1 &&
- sc->data[sc1].val3 == bl->id && tsc->data[sc2].val3 == src->id) {
- status_change_end(src, sc1, -1);
- status_change_end(bl, sc2, -1);
+ else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
+ sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
+ status_change_end(src, type, -1);
+ status_change_end(bl, type2, -1);
clif_marionette(src, 0);
}
else {
@@ -3560,23 +3521,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case RG_CLOSECONFINE:
- if (status_isimmune(bl))
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- else {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start (bl,SkillStatusChangeTable[skillid],100,
- skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0));
- }
+ clif_skill_nodamage(src,bl,skillid,skilllv,
+ status_change_start (bl,type,100,
+ skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0));
break;
case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
if (dstsd) {
- if (status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
if(dstsd->status.weapon == 0 ||
(dstsd->sc.count && (
dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
@@ -3603,7 +3556,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
// 100% success rate at lv4 & 5, but lasts longer at lv5
i = skilllv <4?(60+skilllv*10):100;
- i = status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ i = status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
if(!i) {
if (sd) clif_skill_fail(sd,skillid,0,0);
@@ -3615,66 +3568,51 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case PR_ASPERSIO: /* アスペルシオ */
- if (status_isimmune(bl) || dstmd) {
+ if (sd && dstmd) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
case TK_SEVENWIND:
- {
- int sci=-1;
switch(skilllv){
case 1:
- sci=SC_EARTHWEAPON;
+ type=SC_EARTHWEAPON;
break;
case 2:
- sci=SC_WINDWEAPON;
+ type=SC_WINDWEAPON;
break;
case 3:
- sci=SC_WATERWEAPON;
+ type=SC_WATERWEAPON;
break;
case 4:
- sci=SC_FIREWEAPON;
+ type=SC_FIREWEAPON;
break;
case 5:
- sci=SC_GHOSTWEAPON;
+ type=SC_GHOSTWEAPON;
break;
case 6:
- sci=SC_SHADOWWEAPON;
+ type=SC_SHADOWWEAPON;
break;
case 7:
- sci=SC_ASPERSIO;
+ type=SC_ASPERSIO;
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,sci,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
+ status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
}
break;
case PR_KYRIE: /* キリエエレイソン */
- if (status_isimmune(bl)) {
- clif_skill_nodamage(bl,bl,skillid,skilllv,0);
- break;
- }
clif_skill_nodamage(bl,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
case LK_BERSERK: /* バ?サ?ク */
- if(battle_config.berserk_cancels_buffs)
- {
- status_change_end(bl,SC_ONEHAND,-1);
- status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- status_change_end(bl,SC_CONCENTRATION,-1);
- status_change_end(bl,SC_PARRYING,-1);
- status_change_end(bl,SC_ENDURE,-1);
- status_change_end(bl,SC_AURABLADE,-1);
- }
case KN_AUTOCOUNTER: /* オ?トカウンタ? */
case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
case KN_ONEHAND:
@@ -3705,7 +3643,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SG_MOON_COMFORT:
case SG_STAR_COMFORT:
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
@@ -3713,7 +3651,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SG_MOON_WARM:
case SG_STAR_WARM:
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,skillid,skill_get_range(skillid,skilllv),skill_get_time(skillid,skilllv),0));
break;
@@ -3728,7 +3666,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case HP_ASSUMPTIO:
if (flag&1)
- status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
else
{
map_foreachinarea(skill_area_sub,
@@ -3741,14 +3679,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SM_ENDURE: /* インデュア */
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
if (sd)
pc_blockskill_start (sd, skillid, 10000);
break;
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if (dstsd && dstsd->sc.count) {
+ if (sd && dstsd && dstsd->sc.count) {
if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
@@ -3762,7 +3700,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
@@ -3772,7 +3710,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_sitting(sd);
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
@@ -3805,11 +3743,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int range = 1;
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
map_foreachinarea( status_change_timer_sub,
src->m, src->x-range, src->y-range, src->x+range,src->y+range,BL_CHAR,
- src,status_get_sc(src),SkillStatusChangeTable[skillid],tick);
+ src,status_get_sc(src),type,tick);
}
break;
@@ -3821,7 +3759,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
clif_skill_nodamage(src,bl,skillid,skilllv,
- (i=status_change_start(bl,SkillStatusChangeTable[skillid],
+ (i=status_change_start(bl,type,
50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
skilllv,0,0,0,skill_get_time(skillid,skilllv),0)));
if (!i)
@@ -3860,7 +3798,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int lv = sd->status.base_level - dstsd->status.base_level;
if (lv < 0) lv = -lv;
if (lv > battle_config.devotion_level_difference ||
- (dstsd->sc.data[SC_DEVOTION].timer != -1 && dstsd->sc.data[SC_DEVOTION].val1 != src->id) || //Avoid overriding [Skotlex]
+ (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
@@ -3876,7 +3814,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
sd->devotion[i] = bl->id;
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000,0));
clif_devotion(sd);
}
@@ -3916,7 +3854,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case MO_BLADESTOP: // 白?n取り
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(src,SkillStatusChangeTable[skillid],100,
+ status_change_start(src,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
@@ -3977,7 +3915,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break; //Land Protector blocks Hammer Fall [Skotlex]
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SC_STAN,(20 + 10 * skilllv),
+ status_change_start(bl,SC_STUN,(20 + 10 * skilllv),
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
break;
case RG_RAID: /* サプライズアタック */
@@ -4053,13 +3991,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case PR_GLORIA: /* グ?リア */
case SN_WINDWALK: /* ウインドウォ?ク */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- /* 個別の?? */
- if(status_isimmune(bl)) {
- clif_skill_nodamage(bl,bl,skillid,skilllv,0);
- break;
- }
clif_skill_nodamage(bl,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
} else if (sd) {
/* パ?ティ全?への?? */
@@ -4077,7 +4010,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
/* 個別の?? */
clif_skill_nodamage(bl,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0));
} else if (sd) {
/* パ?ティ全?への?? */
@@ -4100,14 +4033,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CR_SHRINK:
case ST_PRESERVE:
case SG_FUSION:
- {
- int sci = SkillStatusChangeTable[skillid];
- if (tsc && tsc->data[sci].timer != -1)
- i = status_change_end(bl, sci, -1);
- else
- i = status_change_start(bl,sci,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ if (tsc && tsc->data[type].timer != -1)
+ i = status_change_end(bl, type, -1);
+ else
+ i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
clif_skill_nodamage(src,bl,skillid,skilllv,i);
- }
break;
case SL_KAITE:
case SL_KAAHI:
@@ -4120,58 +4050,46 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
dstsd->char_id == sd->status.partner_id ||
dstsd->char_id == sd->status.child
)) {
- status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
+ status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
clif_skill_fail(sd,skillid,0,0);
break;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
break;
case SM_AUTOBERSERK: // Celest
- {
- int sc = SkillStatusChangeTable[skillid];
- if (tsc && tsc->data[sc].timer != -1)
- i = status_change_end(bl, sc, -1);
- else
- i = status_change_start(bl,sc,100,skilllv,0,0,0,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- }
+ if (tsc && tsc->data[type].timer != -1)
+ i = status_change_end(bl, type, -1);
+ else
+ i = status_change_start(bl,type,100,skilllv,0,0,0,0,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case TF_HIDING: /* ハイディング */
case ST_CHASEWALK: /* ハイディング */
- {
- int sc = SkillStatusChangeTable[skillid];
- if (tsc && tsc->data[sc].timer != -1)
- i = status_change_end(bl, sc, -1);
- else
- i = status_change_start(bl,sc,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
- }
+ if (tsc && tsc->data[type].timer != -1)
+ i = status_change_end(bl, type, -1);
+ else
+ i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
break;
case TK_RUN:
- {
- int sci = SkillStatusChangeTable[skillid];
- if (tsc && tsc->data[sci].timer != -1)
- i = status_change_end(bl, sci, -1);
+ if (tsc && tsc->data[type].timer != -1)
+ i = status_change_end(bl, type, -1);
else
- i = status_change_start(bl,sci,100,skilllv,status_get_dir(bl),0,0,0,0);
+ i = status_change_start(bl,type,100,skilllv,status_get_dir(bl),0,0,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,i);
- }
break;
case AS_CLOAKING: /* ク??キング */
- {
- int sci=SkillStatusChangeTable[skillid];
- if(tsc && tsc->data[sci].timer!=-1 )
- /* 解?怩キる */
- i = status_change_end(bl, sci, -1);
- else
- i = status_change_start(bl,sci,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- clif_skill_nodamage(src,bl,skillid,-1,i);
- if (!i && sd)
- clif_skill_fail(sd,skillid,0,0);
- }
+ if(tsc && tsc->data[type].timer!=-1 )
+ /* 解?怩キる */
+ i = status_change_end(bl, type, -1);
+ else
+ i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,-1,i);
+ if (!i && sd)
+ clif_skill_fail(sd,skillid,0,0);
break;
/* ?地スキル */
@@ -4208,7 +4126,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
i = status_change_start(src,SC_DANCING,100,
skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv),0);
else
- i = status_change_start(src,SkillStatusChangeTable[skillid],100,
+ i = status_change_start(src,type,100,
skilllv,0,BCT_SELF,sg->group_id,
skill_get_time(skillid,skilllv),0);
clif_skill_nodamage(src,bl,skillid,skilllv,i);
@@ -4217,13 +4135,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case PA_GOSPEL: /* ゴスペル */
if (!tsc) break;
- if (tsc->data[SC_GOSPEL].timer != -1 && tsc->data[SC_GOSPEL].val4 == BCT_SELF) {
- i = status_change_end(bl,SC_GOSPEL,-1);
+ if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
+ i = status_change_end(bl,SC_GOSPEL,-1);
} else {
struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- if (tsc->data[SC_GOSPEL].timer != -1)
- status_change_end(bl,SC_GOSPEL,-1); //Was under someone else's Gospel. [Skotlex]
- i = status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
+ if (tsc->data[type].timer != -1)
+ status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
+ i = status_change_start(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
}
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
@@ -4265,7 +4183,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int race = status_get_race(bl);
if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],70,
+ status_change_start(bl,type,70,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
} else{
clif_skill_nodamage(src,bl,skillid,skilllv,0);
@@ -4354,31 +4272,28 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case PR_STRECOVERY: /* リカバリ? */
- {
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- status_change_end(bl, SC_FREEZE , -1 );
- status_change_end(bl, SC_STONE , -1 );
- status_change_end(bl, SC_SLEEP , -1 );
- status_change_end(bl, SC_STAN , -1 );
- //Is this equation really right? It looks so... special.
- if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
- status_change_start(bl, SC_BLIND,
- (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
- 1,0,0,0,
- 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd){
- dstmd->attacked_id=0;
- dstmd->target_id=0;
- dstmd->state.targettype = NONE_ATTACKABLE;
- dstmd->state.skillstate=MSS_IDLE;
- dstmd->next_walktime=tick+rand()%3000+3000;
- }
+ if(status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ status_change_end(bl, SC_FREEZE , -1 );
+ status_change_end(bl, SC_STONE , -1 );
+ status_change_end(bl, SC_SLEEP , -1 );
+ status_change_end(bl, SC_STUN , -1 );
+ //Is this equation really right? It looks so... special.
+ if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
+ status_change_start(bl, SC_BLIND,
+ (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
+ 1,0,0,0,
+ 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstmd){
+ dstmd->attacked_id=0;
+ dstmd->target_id=0;
+ dstmd->state.targettype = NONE_ATTACKABLE;
+ dstmd->state.skillstate=MSS_IDLE;
+ dstmd->next_walktime=tick+rand()%3000+3000;
}
break;
@@ -4624,7 +4539,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(tsc && tsc->data[scid].timer != -1)
status_change_end(bl, scid, -1 );
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
}
break;
@@ -4701,8 +4616,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int x,y, dir = status_get_dir(src);
- if (sd && !pc_can_move(sd))
- return 0;
if (md && !mob_can_move(md))
return 0;
@@ -4816,9 +4729,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
case SA_MAGICROD:
- if (status_isimmune(bl))
- break;
- status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case SA_AUTOSPELL: /* オ?トスペル */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4903,12 +4814,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case NPC_HALLUCINATION:
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
@@ -4917,7 +4824,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int skill_time = skill_get_time(skillid,skilllv);
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_time,0));
if (md)
mob_changestate(md,MS_DELAY,skill_time);
@@ -4928,19 +4835,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_REBIRTH:
//New rebirth System uses Kaizel lv1. [Skotlex]
- status_change_start(bl,SkillStatusChangeTable[skillid],100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
+ status_change_start(bl,type,100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
break;
case NPC_DARKBLESSING:
- {
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],
- (50+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
- }
+ clif_skill_nodamage(src,bl,skillid,skilllv,
+ status_change_start(bl,type,
+ (50+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
break;
case NPC_LICK:
@@ -4952,7 +4853,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
pc_heal(dstsd,0,-100);
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],
+ status_change_start(bl,type,
(skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
break;
@@ -5132,9 +5033,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
map_freeblock_unlock();
return 0;
}
- status_change_start(bl,SC_STAN,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- if (f_sd) status_change_start(&f_sd->bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- if (m_sd) status_change_start(&m_sd->bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
+ if (f_sd) status_change_start(&f_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ if (m_sd) status_change_start(&m_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
}
break;
@@ -5282,7 +5183,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0));
break;
@@ -5297,7 +5198,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
//Has a 55% + skilllv*5% success chance.
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],55 +5*skilllv,
+ status_change_start(bl,type,55 +5*skilllv,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
{
if (sd) clif_skill_fail(sd,skillid,0,0);
@@ -5401,7 +5302,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case PF_DOUBLECASTING:
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],
+ status_change_start(bl,type,
30+ 10*skilllv,skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
@@ -5412,7 +5313,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
&& tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
{
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
}
}
@@ -5488,7 +5389,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_damage(src,bl,tick,0,0,4444,0,0,0);
break;
case 12: // stun
- status_change_start(bl,SC_STAN,100,skilllv,0,0,0,5000,0);
+ status_change_start(bl,SC_STUN,100,skilllv,0,0,0,5000,0);
break;
case 13: // atk,matk,hit,flee,def reduced
status_change_start(bl,SC_INCATKRATE,100,-20,0,0,0,30000,0);
@@ -5520,7 +5421,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SL_STAR:
case SL_SUPERNOVICE:
case SL_WIZARD:
- if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == SkillStatusChangeTable[skillid])) {
+ if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
clif_skill_fail(sd,skillid,0,0);
break;
}
@@ -5535,14 +5436,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
break;
case SL_SKA: // [marquis007]
if (sd && bl->type != BL_MOB) {
- status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
+ status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
clif_skill_fail(sd,skillid,0,0);
break;
}
@@ -5551,29 +5452,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
else
{
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
}
break;
case SL_SWOO:
if (sd && bl->type != BL_MOB) {
- status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
+ status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
break;
case SL_SKE:
if (sd && bl->type != BL_MOB) {
- status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
+ status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SkillStatusChangeTable[skillid],100,
+ status_change_start(bl,type,100,
skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -6796,8 +6697,6 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
break;
case UNT_QUAGMIRE:
- if(status_isimmune(bl))
- break;
if(sc && sc->data[type].timer==-1)
status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
break;
@@ -7554,7 +7453,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
if(pc_isdead(tsd))
return 0;
- if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STAN].timer != -1))
+ if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
return 0;
switch(skillid)
@@ -8296,7 +8195,11 @@ int skill_check_condition(struct map_session_data *sd,int type)
case ST_MOVE_ENABLE:
{
struct walkpath_data wpd;
- if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
+ if(!pc_can_move(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ if (skill_get_inf(skill)&INF_GROUND_SKILL && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
diff --git a/src/map/status.c b/src/map/status.c
index 3efe688be..856e0d4f5 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -25,450 +25,9 @@
#include "script.h"
#include "showmsg.h"
-int SkillStatusChangeTable[]={
- -1,-1,-1,-1,-1,-1,
- SC_PROVOKE,
- SC_WATK_ELEMENT, //Adds part of your final attack as elemental damage. [Skotlex]
- SC_ENDURE,
- -1,
-/* 10- */
- SC_SIGHT, /* サイト */
- -1,
- SC_SAFETYWALL, /* セーフティーウォール */
- -1,-1,-1,
- SC_FREEZE, /* フロストダイバ? */
- SC_STONE, /* スト?ンカ?ス */
- -1,-1,
-/* 20- */
- -1,-1,-1,-1,
- SC_RUWACH, /* ルアフ */
- -1,//SC_PNEUMA, Pneuma is no longer a status change. It is a cell type.
- -1,-1,-1,
- SC_INCREASEAGI, /* 速度?加 */
-/* 30- */
- SC_DECREASEAGI, /* 速度減少 */
- -1,
- SC_SIGNUMCRUCIS, /* シグナムクルシス */
- SC_ANGELUS, /* エンジェラス */
- SC_BLESSING, /* ブレッシング */
- -1,-1,-1,-1,-1,
-/* 40- */
- -1,-1,-1,-1,-1,
- SC_CONCENTRATE, /* 集中力向上 */
- -1,-1,-1,-1,
-/* 50- */
- -1,
- SC_HIDING, /* ハイディング */
- -1,-1,-1,-1,-1,-1,-1,-1,
-/* 60- */
- SC_TWOHANDQUICKEN, /* 2HQ */
- SC_AUTOCOUNTER,
- -1,-1,-1,-1,
- SC_IMPOSITIO, /* インポシティオマヌス */
- SC_SUFFRAGIUM, /* サフラギウム */
- SC_ASPERSIO, /* アスペルシオ */
- SC_BENEDICTIO, /* 聖?降福 */
-/* 70- */
- -1,
- SC_SLOWPOISON,
- -1,
- SC_KYRIE, /* キリエエレイソン */
- SC_MAGNIFICAT, /* マグニフィカ?ト */
- SC_GLORIA, /* グロリア */
- SC_SILENCE, /* レックスディビ?ナ */
- -1,
- SC_AETERNA, /* レックスエ?テルナ */
- -1,
-/* 80- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 90- */
- -1,-1,
- SC_QUAGMIRE, /* クァグマイア */
- -1,-1,-1,-1,-1,-1,-1,
-/* 100- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 110- */
- -1,
- SC_ADRENALINE, /* アドレナリンラッシュ */
- SC_WEAPONPERFECTION,/* ウェポンパ?フェクション */
- SC_OVERTHRUST, /* オ?バ?トラスト */
- SC_MAXIMIZEPOWER, /* マキシマイズパワ? */
- -1,-1,-1,-1,-1,
-/* 120- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 130- */
- -1,-1,-1,-1,-1,
- SC_CLOAKING, /* クロ?キング */
- SC_STAN, /* ソニックブロ? */
- -1,
- SC_ENCPOISON, /* エンチャントポイズン */
- SC_POISONREACT, /* ポイズンリアクト */
-/* 140- */
- SC_POISON, /* ベノムダスト */
- SC_SPLASHER, /* ベナムスプラッシャ? */
- -1,
- SC_TRICKDEAD, /* 死んだふり */
- -1,-1,
- SC_AUTOBERSERK,
- -1,-1,-1,
-/* 150- */
- -1,-1,-1,-1,-1,
- SC_LOUD, /* ラウドボイス */
- -1,
- SC_ENERGYCOAT, /* エナジ?コ?ト */
- -1,-1,
-/* 160- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 200 */
- -1,
- SC_KEEPING,
- -1,
- SC_COMA,
- SC_BARRIER,
- -1,
- SC_STAN,
- SC_HALLUCINATION,
- SC_KAIZEL,
- -1,
-/* 210- */
- -1,-1,-1,-1,-1,
- SC_STRIPWEAPON,
- SC_STRIPSHIELD,
- SC_STRIPARMOR,
- SC_STRIPHELM,
- -1,
-/* 220- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 230- */
- -1,-1,-1,-1,
- SC_CP_WEAPON,
- SC_CP_SHIELD,
- SC_CP_ARMOR,
- SC_CP_HELM,
- -1,-1,
-/* 240- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,
- SC_AUTOGUARD,
-/* 250- */
- -1,-1,
- SC_REFLECTSHIELD,
- -1,-1,
- SC_DEVOTION,
- SC_PROVIDENCE,
- SC_DEFENDER,
- SC_SPEARSQUICKEN,
- -1,
-/* 260- */
- -1,-1,-1,-1,-1,-1,-1,-1,
- SC_STEELBODY,
- SC_BLADESTOP_WAIT,
-/* 270- */
- SC_EXPLOSIONSPIRITS,
- SC_EXTREMITYFIST,
- -1,-1,-1,-1,
- SC_MAGICROD,
- -1,-1,-1,
-/* 280- */
- SC_FIREWEAPON,
- SC_WATERWEAPON,
- SC_WINDWEAPON,
- SC_EARTHWEAPON,
- -1,
- SC_VOLCANO,
- SC_DELUGE,
- SC_VIOLENTGALE,
- SC_LANDPROTECTOR,
- -1,
-/* 290- */
- -1,-1,-1,-1,
- SC_ORCISH,
- -1,-1,-1,-1,-1,
-/* 300- */
- -1,-1,-1,
- SC_COMA,
- -1,-1,
- SC_LULLABY,
- SC_RICHMANKIM,
- SC_ETERNALCHAOS,
- SC_DRUMBATTLE,
-/* 310- */
- SC_NIBELUNGEN,
- SC_ROKISWEIL,
- SC_INTOABYSS,
- SC_SIEGFRIED,
- -1,-1,-1,-1,-1,
- SC_WHISTLE,
-/* 320- */
- SC_ASSNCROS,
- SC_POEMBRAGI,
- SC_APPLEIDUN,
- -1,-1,
- SC_UGLYDANCE,
- -1,
- SC_HUMMING,
- SC_DONTFORGETME,
- SC_FORTUNE,
-/* 330- */
- SC_SERVICE4U,
- -1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 340- */
- -1,-1,
- SC_STOP,
- -1,-1,-1,-1,-1,-1,-1,
-/* 350- */
- -1,-1,-1,-1,-1,
- SC_AURABLADE,
- SC_PARRYING,
- SC_CONCENTRATION,
- SC_TENSIONRELAX,
- SC_BERSERK,
-/* 360- */
- -1,
- SC_ASSUMPTIO,
- SC_BASILICA,
- -1,-1,-1,
- SC_MAGICPOWER,
- -1,
- SC_SACRIFICE,
- SC_GOSPEL,
-/* 370- */
- -1,-1,-1,-1,-1,-1,-1,-1,
- SC_EDP,
- -1,
-/* 380- */
- SC_TRUESIGHT,
- -1,-1,
- SC_WINDWALK,
- SC_MELTDOWN,
- -1,-1,
- SC_CARTBOOST,
- -1,
- SC_CHASEWALK,
-/* 390- */
- SC_REJECTSWORD,
- -1,-1,-1,-1,
- SC_MOONLIT,
- SC_MARIONETTE,
- -1,
- SC_BLEEDING,
- SC_JOINTBEAT,
-/* 400 */
- -1,-1,
- SC_MINDBREAKER,
- SC_MEMORIZE,
- SC_FOGWALL,
- SC_SPIDERWEB,
- -1,-1,
- SC_BABY,
- -1,
-/* 410- */
- -1,
- SC_RUN,
- SC_READYSTORM,
- -1,
- SC_READYDOWN,
- -1,
- SC_READYTURN,
- -1,
- SC_READYCOUNTER,
- -1,
-/* 420- */
- SC_DODGE,
- -1,-1,
- SC_TKDORI,
- -1,-1,-1,-1,
- SC_WARM,
- SC_WARM,
-/* 430- */
- SC_WARM,
- SC_SUN_COMFORT,
- SC_MOON_COMFORT,
- SC_STAR_COMFORT,
- -1,-1,-1,-1,-1,-1,
-/* 440- */
- -1,-1,-1,-1,
- SC_FUSION,
- MAPID_ALCHEMIST, // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
- -1,
- MAPID_MONK,
- MAPID_STAR_GLADIATOR,
- MAPID_SAGE,
-/* 450- */
- MAPID_CRUSADER,
- MAPID_SUPER_NOVICE,
- MAPID_KNIGHT,
- MAPID_WIZARD,
- MAPID_PRIEST,
- MAPID_BARDDANCER,
- MAPID_ROGUE,
- MAPID_ASSASSIN,
- MAPID_BLACKSMITH,
- SC_ADRENALINE2,
-/* 460- */
- MAPID_HUNTER,
- MAPID_SOUL_LINKER,
- SC_KAIZEL,
- SC_KAAHI,
- SC_KAUPE,
- SC_KAITE,
- -1,-1,-1,-1,
-/* 470- */
- SC_SWOO, // [marquis007]
- SC_SKE,
- SC_SKA, // [marquis007]
- -1,-1,
- SC_PRESERVE,
- -1,-1,-1,-1,
-/* 480- */
- -1,-1,
- SC_DOUBLECAST,
- -1,
- SC_GRAVITATION,
- -1,
- SC_MAXOVERTHRUST,
- SC_LONGING,
- SC_HERMODE,
- -1,
-/* 490- */
- -1,-1,-1,-1,
- SC_SPIRIT,
- SC_ONEHAND,
- -1,-1,-1,-1,
-/* 500- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 510- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 520- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 530- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 540- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 550- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 560- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 570- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 580- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 590- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 600- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 610- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 620- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 630- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 640- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 650- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 660- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 670- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 680- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 690- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 700- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 710- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 720- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 730- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 740- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 750- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 760- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 770- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 780- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 790- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 800- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 810- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 820- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 830- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 840- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 850- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 860- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 870- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 880- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 890- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 900- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 910- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 920- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 930- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 940- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 950- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 960- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 970- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 980- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 990- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1000- */
- -1,-1,
- SC_SHRINK,
- -1,-1,
- SC_CLOSECONFINE2,
- SC_SIGHTBLASTER,
- -1,-1,-1,
-/* 1010- */
- -1,
- SC_WINKCHARM,
- -1,-1,
- SC_COMA,
- -1,-1,-1,-1,-1,
-/* 1020- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1030- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1040- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1050- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1060- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1070- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1080- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-/* 1090- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-};
-
-int StatusIconChangeTable[SC_MAX];
+int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill.
+int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
+int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
static int max_weight_base[MAX_PC_CLASS];
static int hp_coefficient[MAX_PC_CLASS];
@@ -488,122 +47,271 @@ int current_equip_item_index; //Contains inventory index of an equipped item. To
//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
//but it is much less prone to errors. [Skotlex]
-void initStatusIconChangeTable(void) {
+void initChangeTables(void) {
int i;
for (i = 0; i < SC_MAX; i++)
StatusIconChangeTable[i] = SI_BLANK;
-
- StatusIconChangeTable[SC_PROVOKE] = SI_PROVOKE;
- StatusIconChangeTable[SC_ENDURE] = SI_ENDURE;
- StatusIconChangeTable[SC_TWOHANDQUICKEN] = SI_TWOHANDQUICKEN;
- StatusIconChangeTable[SC_CONCENTRATE] = SI_CONCENTRATE;
- StatusIconChangeTable[SC_HIDING] = SI_HIDING;
- StatusIconChangeTable[SC_CLOAKING] = SI_CLOAKING;
- StatusIconChangeTable[SC_ENCPOISON] = SI_ENCPOISON;
- StatusIconChangeTable[SC_POISONREACT] = SI_POISONREACT;
- StatusIconChangeTable[SC_QUAGMIRE] = SI_QUAGMIRE;
- StatusIconChangeTable[SC_ANGELUS] = SI_ANGELUS;
- StatusIconChangeTable[SC_BLESSING] = SI_BLESSING;
- StatusIconChangeTable[SC_SIGNUMCRUCIS] = SI_SIGNUMCRUCIS;
- StatusIconChangeTable[SC_INCREASEAGI] = SI_INCREASEAGI;
- StatusIconChangeTable[SC_DECREASEAGI] = SI_DECREASEAGI;
- StatusIconChangeTable[SC_SLOWPOISON] = SI_SLOWPOISON;
- StatusIconChangeTable[SC_IMPOSITIO] = SI_IMPOSITIO;
- StatusIconChangeTable[SC_SUFFRAGIUM] = SI_SUFFRAGIUM;
- StatusIconChangeTable[SC_ASPERSIO] = SI_ASPERSIO;
- StatusIconChangeTable[SC_BENEDICTIO] = SI_BENEDICTIO;
- StatusIconChangeTable[SC_KYRIE] = SI_KYRIE;
- StatusIconChangeTable[SC_MAGNIFICAT] = SI_MAGNIFICAT;
- StatusIconChangeTable[SC_GLORIA] = SI_GLORIA;
- StatusIconChangeTable[SC_AETERNA] = SI_AETERNA;
- StatusIconChangeTable[SC_ADRENALINE] = SI_ADRENALINE;
- StatusIconChangeTable[SC_WEAPONPERFECTION] = SI_WEAPONPERFECTION;
- StatusIconChangeTable[SC_OVERTHRUST] = SI_OVERTHRUST;
- StatusIconChangeTable[SC_MAXIMIZEPOWER] = SI_MAXIMIZEPOWER;
- StatusIconChangeTable[SC_TRICKDEAD] = SI_TRICKDEAD;
- StatusIconChangeTable[SC_LOUD] = SI_LOUD;
- StatusIconChangeTable[SC_ENERGYCOAT] = SI_ENERGYCOAT;
- StatusIconChangeTable[SC_BROKENARMOR] = SI_BROKENARMOR;
- StatusIconChangeTable[SC_BROKENWEAPON] = SI_BROKENWEAPON;
- StatusIconChangeTable[SC_HALLUCINATION] = SI_HALLUCINATION;
- StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50;
- StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
+ for (i = 0; i < MAX_SKILL; i++)
+ SkillStatusChangeTable[i] = -1;
+ memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
+
+ //First we define the skill for common ailments. These are used in
+ //skill_additional_effect through sc cards. [Skotlex]
+ StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
+ StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
+ StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
+ StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
+ StatusSkillChangeTable[SC_POISON] = NPC_POISON;
+ StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
+ StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
+ StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
+ StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
+ StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
+ StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
+
+#define set_sc(skill, sc, icon) \
+ if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
+ if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \
+ if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon;
+
+ set_sc(SM_BASH, SC_STUN, SI_BLANK);
+ set_sc(SM_PROVOKE, SC_PROVOKE, SI_BLANK);
+ set_sc(SM_MAGNUM, SC_WATK_ELEMENT, SI_BLANK);
+ set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE);
+ set_sc(MG_SIGHT, SC_SIGHT, SI_BLANK);
+ set_sc(MG_SAFETYWALL, SC_SAFETYWALL, SI_BLANK);
+ set_sc(MG_FROSTDIVER, SC_FREEZE, SI_BLANK);
+ set_sc(MG_STONECURSE, SC_STONE, SI_BLANK);
+ set_sc(AL_RUWACH, SC_RUWACH, SI_BLANK);
+ set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI);
+ set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI);
+ set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS);
+ set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS);
+ set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING);
+ set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE);
+ set_sc(TF_HIDING, SC_HIDING, SI_HIDING);
+ set_sc(TF_POISON, SC_POISON, SI_BLANK);
+ set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN);
+ set_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER, SI_BLANK);
+ set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO);
+ set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM);
+ set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO);
+ set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO);
+ set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON);
+ set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE);
+ set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT);
+ set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA);
+ set_sc(PR_LEXDIVINA, SC_SILENCE, SI_BLANK);
+ set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA);
+ set_sc(WZ_METEOR, SC_STUN, SI_BLANK);
+ set_sc(WZ_VERMILION, SC_BLIND, SI_BLANK);
+ set_sc(WZ_FROSTNOVA, SC_FREEZE, SI_BLANK);
+ set_sc(WZ_STORMGUST, SC_FREEZE, SI_BLANK);
+ set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE);
+ set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE);
+ set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION);
+ set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST);
+ set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER);
+ set_sc(HT_LANDMINE, SC_STUN, SI_BLANK);
+ set_sc(HT_SANDMAN, SC_SLEEP, SI_BLANK);
+ set_sc(HT_FLASHER, SC_BLIND, SI_BLANK);
+ set_sc(HT_FREEZINGTRAP, SC_FREEZE, SI_BLANK);
+ set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING);
+ set_sc(AS_SONICBLOW, SC_STUN, SI_BLANK);
+ set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK);
+ set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON);
+ set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT);
+ set_sc(AS_VENOMDUST, SC_POISON, SI_BLANK);
+ set_sc(AS_SPLASHER, SC_SPLASHER, SI_BLANK);
+ set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD);
+ set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_BLANK);
+ set_sc(TF_SPRINKLESAND, SC_BLIND, SI_BLANK);
+ set_sc(TF_THROWSTONE, SC_STUN, SI_BLANK);
+ set_sc(MC_LOUD, SC_LOUD, SI_LOUD);
+ set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT);
+ set_sc(NPC_POISON, SC_POISON, SI_BLANK);
+ set_sc(NPC_BLINDATTACK, SC_BLIND, SI_BLANK);
+ set_sc(NPC_SILENCEATTACK, SC_SILENCE, SI_BLANK);
+ set_sc(NPC_STUNATTACK, SC_STUN, SI_BLANK);
+ set_sc(NPC_PETRIFYATTACK, SC_STONE, SI_BLANK);
+ set_sc(NPC_CURSEATTACK, SC_CURSE, SI_BLANK);
+ set_sc(NPC_SLEEPATTACK, SC_SLEEP, SI_BLANK);
+ set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK);
+ set_sc(NPC_DARKBLESSING, SC_COMA, SI_BLANK);
+ set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK);
+ set_sc(NPC_LICK, SC_STUN, SI_BLANK);
+ set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION);
+ set_sc(NPC_REBIRTH, SC_KAIZEL, SI_KAIZEL);
+ set_sc(RG_RAID, SC_STUN, SI_BLANK);
+ set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON);
+ set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD);
+ set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR);
+ set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM);
+ set_sc(AM_ACIDTERROR, SC_BLEEDING, SI_BLEEDING);
+ set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON);
+ set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD);
+ set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR);
+ set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM);
+ set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD);
+ set_sc(CR_SHIELDCHARGE, SC_STUN, SI_AUTOGUARD);
+ set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD);
+ set_sc(CR_HOLYCROSS, SC_BLIND, SI_BLANK);
+ set_sc(CR_GRANDCROSS, SC_BLIND, SI_BLANK);
+ set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION);
+ set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE);
+ set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER);
+ set_sc(CR_SPEARQUICKEN, SC_SPEARSQUICKEN, SI_SPEARQUICKEN);
+ set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY);
+ set_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT, SI_BLANK);
+ set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS);
+ set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK);
+ set_sc(SA_MAGICROD, SC_MAGICROD, SI_BLANK);
+ set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL);
+ set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON);
+ set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON);
+ set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON);
+ set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON);
+ set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK);
+ set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK);
+ set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK);
+ set_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR, SI_BLANK);
+ set_sc(SA_REVERSEORCISH, SC_ORCISH, SI_BLANK);
+ set_sc(SA_COMA, SC_COMA, SI_BLANK);
+ set_sc(BD_LULLABY, SC_LULLABY, SI_BLANK);
+ set_sc(BD_RICHMANKIM, SC_RICHMANKIM, SI_BLANK);
+ set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK);
+ set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK);
+ set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK);
+ set_sc(BD_ROKISWEIL, SC_ROKISWEIL, SI_BLANK);
+ set_sc(BD_INTOABYSS, SC_INTOABYSS, SI_BLANK);
+ set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK);
+ set_sc(BA_FROSTJOKE, SC_FREEZE, SI_BLANK);
+ set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK);
+ set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK);
+ set_sc(BA_POEMBRAGI, SC_POEMBRAGI, SI_BLANK);
+ set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK);
+ set_sc(DC_UGLYDANCE, SC_UGLYDANCE, SI_BLANK);
+ set_sc(DC_SCREAM, SC_STUN, SI_BLANK);
+ set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK);
+ set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK);
+ set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK);
+ set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK);
+ set_sc(NPC_DARKCROSS, SC_BLIND, SI_BLANK);
+ set_sc(NPC_GRANDDARKNESS, SC_BLIND, SI_BLANK);
+ set_sc(NPC_STOP, SC_STOP, SI_BLANK);
+ set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON);
+ set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR);
+ set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE);
+ set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING);
+ set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION);
+ set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX);
+ set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK);
+ set_sc(LK_FURY, SC_FURY, SI_FURY);
+ set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO);
+ set_sc(HP_BASILICA, SC_BASILICA, SI_BLANK);
+ set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER);
+ set_sc(PA_SACRIFICE, SC_SACRIFICE, SI_BLANK);
+ set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK);
+ set_sc(CH_TIGERFIST, SC_STOP, SI_BLANK);
+ set_sc(ASC_EDP, SC_EDP, SI_EDP);
+ set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT);
+ set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK);
+ set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN);
+ set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST);
+ set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK);
+ set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD);
+ set_sc(ST_REJECTSWORD, SC_AUTOCOUNTER, SI_BLANK);
+ set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT);
+ set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE);
+ set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2);
+ set_sc(LK_SPIRALPIERCE, SC_STOP, SI_BLANK);
+ set_sc(LK_HEADCRUSH, SC_BLEEDING, SI_BLEEDING);
+ set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_BLANK);
+ set_sc(HW_NAPALMVULCAN, SC_CURSE, SI_BLANK);
+ set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK);
+ set_sc(PF_MEMORIZE, SC_MEMORIZE, SI_BLANK);
+ set_sc(PF_FOGWALL, SC_FOGWALL, SI_BLANK);
+ set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK);
+ set_sc(WE_BABY, SC_BABY, SI_BLANK);
+ set_sc(TK_RUN, SC_RUN, SI_BLANK);
+ set_sc(TK_RUN, SC_SPURT, SI_SPURT);
+ set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM);
+ set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN);
+ set_sc(TK_DOWNKICK, SC_STUN, SI_BLANK);
+ set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN);
+ set_sc(TK_READYCOUNTER, SC_READYCOUNTER, SI_READYCOUNTER);
+ set_sc(TK_DODGE, SC_DODGE, SI_DODGE);
+ set_sc(TK_SPTIME, SC_TKDORI, SI_BLANK);
+ set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON);
+ set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON);
+ set_sc(SG_SUN_WARM, SC_WARM, SI_WARM);
+ set_sc(SG_MOON_WARM, SC_WARM, SI_WARM);
+ set_sc(SG_STAR_WARM, SC_WARM, SI_WARM);
+ set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT);
+ set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT);
+ set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT);
+ set_sc(SG_FUSION, SC_FUSION, SI_BLANK);
+ set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2);
+ set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL);
+ set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI);
+ set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE);
+ set_sc(SL_KAITE, SC_KAITE, SI_KAITE);
+ set_sc(SL_STUN, SC_STUN, SI_BLANK);
+ set_sc(SL_SWOO, SC_SWOO, SI_BLANK);
+ set_sc(SL_SKE, SC_SKE, SI_BLANK);
+ set_sc(SL_SKA, SC_SKA, SI_BLANK);
+ set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE);
+ set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST);
+ set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK);
+ set_sc(WS_CARTTERMINATION, SC_STUN, SI_BLANK);
+ set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST);
+ set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK);
+ set_sc(CG_HERMODE, SC_HERMODE, SI_BLANK);
+ set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT);
+ set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND);
+ set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK);
+ set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2);
+ set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE);
+ set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER);
+ set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM);
+ set_sc(MO_BALKYOUNG, SC_STUN, SI_BLANK);
+
+ // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
+ SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST,
+ SkillStatusChangeTable[SL_MONK] = MAPID_MONK,
+ SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR,
+ SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE,
+ SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER,
+ SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
+ SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT,
+ SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD,
+ SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST,
+ SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER,
+ SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE,
+ SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN,
+ SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH,
+ SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER,
+ SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER,
+
+ //Status that don't have a skill associated.
+ StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50;
+ StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
- StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
- StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
- StatusIconChangeTable[SC_STRIPWEAPON] = SI_STRIPWEAPON;
- StatusIconChangeTable[SC_STRIPSHIELD] = SI_STRIPSHIELD;
- StatusIconChangeTable[SC_STRIPARMOR] = SI_STRIPARMOR;
- StatusIconChangeTable[SC_STRIPHELM] = SI_STRIPHELM;
- StatusIconChangeTable[SC_CP_WEAPON] = SI_CP_WEAPON;
- StatusIconChangeTable[SC_CP_SHIELD] = SI_CP_SHIELD;
- StatusIconChangeTable[SC_CP_ARMOR] = SI_CP_ARMOR;
- StatusIconChangeTable[SC_CP_HELM] = SI_CP_HELM;
- StatusIconChangeTable[SC_AUTOGUARD] = SI_AUTOGUARD;
- StatusIconChangeTable[SC_REFLECTSHIELD] = SI_REFLECTSHIELD;
- StatusIconChangeTable[SC_PROVIDENCE] = SI_PROVIDENCE;
- StatusIconChangeTable[SC_DEFENDER] = SI_DEFENDER;
- StatusIconChangeTable[SC_AUTOSPELL] = SI_AUTOSPELL;
- StatusIconChangeTable[SC_SPEARSQUICKEN] = SI_SPEARQUICKEN;
- StatusIconChangeTable[SC_EXPLOSIONSPIRITS] = SI_EXPLOSIONSPIRITS;
- StatusIconChangeTable[SC_FURY] = SI_FURY;
- StatusIconChangeTable[SC_FIREWEAPON] = SI_FIREWEAPON;
- StatusIconChangeTable[SC_WATERWEAPON] = SI_WATERWEAPON;
- StatusIconChangeTable[SC_WINDWEAPON] = SI_WINDWEAPON;
- StatusIconChangeTable[SC_EARTHWEAPON] = SI_EARTHWEAPON;
- StatusIconChangeTable[SC_AURABLADE] = SI_AURABLADE;
- StatusIconChangeTable[SC_PARRYING] = SI_PARRYING;
- StatusIconChangeTable[SC_CONCENTRATION] = SI_CONCENTRATION;
- StatusIconChangeTable[SC_TENSIONRELAX] = SI_TENSIONRELAX;
- StatusIconChangeTable[SC_BERSERK] = SI_BERSERK;
- StatusIconChangeTable[SC_ASSUMPTIO] = SI_ASSUMPTIO;
- StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
- StatusIconChangeTable[SC_MAGICPOWER] = SI_MAGICPOWER;
- StatusIconChangeTable[SC_EDP] = SI_EDP;
- StatusIconChangeTable[SC_TRUESIGHT] = SI_TRUESIGHT;
- StatusIconChangeTable[SC_WINDWALK] = SI_WINDWALK;
- StatusIconChangeTable[SC_MELTDOWN] = SI_MELTDOWN;
- StatusIconChangeTable[SC_CARTBOOST] = SI_CARTBOOST;
- StatusIconChangeTable[SC_CHASEWALK] = SI_CHASEWALK;
- StatusIconChangeTable[SC_REJECTSWORD] = SI_REJECTSWORD;
- StatusIconChangeTable[SC_MARIONETTE] = SI_MARIONETTE;
- StatusIconChangeTable[SC_MARIONETTE2] = SI_MARIONETTE2;
- StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
- StatusIconChangeTable[SC_MOONLIT] = SI_MOONLIT;
- StatusIconChangeTable[SC_DEVOTION] = SI_DEVOTION;
- StatusIconChangeTable[SC_STEELBODY] = SI_STEELBODY;
- StatusIconChangeTable[SC_SPURT] = SI_SPURT;
- StatusIconChangeTable[SC_SPIRIT] = SI_SPIRIT;
- StatusIconChangeTable[SC_READYSTORM] = SI_READYSTORM;
- StatusIconChangeTable[SC_READYDOWN] = SI_READYDOWN;
- StatusIconChangeTable[SC_READYTURN] = SI_READYTURN;
- StatusIconChangeTable[SC_READYCOUNTER] = SI_READYCOUNTER;
- StatusIconChangeTable[SC_DODGE] = SI_DODGE;
- StatusIconChangeTable[SC_SHADOWWEAPON] = SI_SHADOWWEAPON;
- StatusIconChangeTable[SC_WARM] = SI_WARM;
- StatusIconChangeTable[SC_SUN_COMFORT] = SI_SUN_COMFORT;
- StatusIconChangeTable[SC_MOON_COMFORT] = SI_MOON_COMFORT;
- StatusIconChangeTable[SC_STAR_COMFORT] = SI_STAR_COMFORT;
- StatusIconChangeTable[SC_ADRENALINE2] = SI_ADRENALINE2;
- StatusIconChangeTable[SC_GHOSTWEAPON] = SI_GHOSTWEAPON;
- StatusIconChangeTable[SC_KAITE] = SI_KAITE;
- StatusIconChangeTable[SC_KAIZEL] = SI_KAIZEL;
- StatusIconChangeTable[SC_KAAHI] = SI_KAAHI;
- StatusIconChangeTable[SC_KAUPE] = SI_KAUPE;
- StatusIconChangeTable[SC_ONEHAND] = SI_ONEHAND;
- StatusIconChangeTable[SC_PRESERVE] = SI_PRESERVE;
+ StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
+ StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
+
+ //Guild skills don't fit due to their range being beyond MAX_SKILL
+ StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
- StatusIconChangeTable[SC_DOUBLECAST] = SI_DOUBLECAST;
- StatusIconChangeTable[SC_MAXOVERTHRUST] = SI_MAXOVERTHRUST;
- StatusIconChangeTable[SC_SHRINK] = SI_SHRINK;
- StatusIconChangeTable[SC_SIGHTBLASTER] = SI_SIGHTBLASTER;
- StatusIconChangeTable[SC_WINKCHARM] = SI_WINKCHARM;
- StatusIconChangeTable[SC_CLOSECONFINE] = SI_CLOSECONFINE;
- StatusIconChangeTable[SC_CLOSECONFINE2] = SI_CLOSECONFINE2;
+#undef set_sc
+
+ if (!battle_config.display_hallucination) //Disable Hallucination.
+ StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
}
+
/*==========================================
* 精錬ボーナス
*------------------------------------------
@@ -3520,13 +3228,12 @@ int status_isdead(struct block_list *bl)
}
int status_isimmune(struct block_list *bl)
{
- struct map_session_data *sd = (struct map_session_data *)bl;
- if (bl->type == BL_PC) {
- if (sd->special_state.no_magic_damage)
- return 1;
- if (sd->sc.count && sd->sc.data[SC_HERMODE].timer != -1)
- return 1;
- }
+ struct status_change *sc =status_get_sc(bl);
+ if (bl->type == BL_PC &&
+ ((struct map_session_data *)bl)->special_state.no_magic_damage)
+ return 1;
+ if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
+ return 1;
return 0;
}
@@ -3548,6 +3255,34 @@ int status_get_sc_def(struct block_list *bl, int type)
struct status_change* sc;
struct map_session_data *sd;
nullpo_retr(0, bl);
+
+ //Status that are blocked by Golden Thief Bug card or Wand of Hermod
+ if (status_isimmune(bl))
+ switch (type)
+ {
+ case SC_DECREASEAGI:
+ case SC_SILENCE:
+ case SC_COMA:
+ case SC_INCREASEAGI:
+ case SC_BLESSING:
+ case SC_SLOWPOISON:
+ case SC_IMPOSITIO:
+ case SC_AETERNA:
+ case SC_SUFFRAGIUM:
+ case SC_BENEDICTIO:
+ case SC_PROVIDENCE:
+ case SC_KYRIE:
+ case SC_ASSUMPTIO:
+ case SC_ANGELUS:
+ case SC_MAGNIFICAT:
+ case SC_GLORIA:
+ case SC_WINDWALK:
+ case SC_MAGICROD:
+ case SC_HALLUCINATION:
+ case SC_STONE:
+ case SC_QUAGMIRE:
+ return 10000;
+ }
switch (type)
{
@@ -3566,7 +3301,7 @@ int status_get_sc_def(struct block_list *bl, int type)
sc_def = 3 + status_get_def(bl) + status_get_luk(bl)/3;
break;
case SP_DEF2: // vit
- case SC_STAN:
+ case SC_STUN:
case SC_POISON:
case SC_SILENCE:
case SC_STOP:
@@ -3583,6 +3318,7 @@ int status_get_sc_def(struct block_list *bl, int type)
break;
case SC_COMA:
sc_def = 3 + status_get_mdef(bl);
+ break;
default:
return 0; //Effect that cannot be reduced? Likely a buff.
}
@@ -3635,7 +3371,7 @@ int status_get_sc_tick(struct block_list *bl, int type, int tick)
case SC_FREEZE: /* 凍結 */
tick -= tick*status_get_mdef(bl)/100;
break;
- case SC_STAN: /* スタン(val2にミリ秒セット) */
+ case SC_STUN: /* スタン(val2にミリ秒セット) */
tick -= tick*status_get_sc_def_vit(bl)/10000;
break;
case SC_DPOISON: /* 猛毒 */
@@ -3747,7 +3483,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
if (undead_flag && !(flag&1))
return 0;
case SC_SLEEP:
- case SC_STAN:
+ case SC_STUN:
if (sc->opt1)
return 0; //Cannot override other opt1 status changes. [Skotlex]
break;
@@ -3843,7 +3579,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
//Must not override a casting gospel char.
if (sc->data[type].val4 == BCT_SELF)
return 0;
- case SC_STAN:
+ case SC_STUN:
case SC_SLEEP:
case SC_POISON:
case SC_CURSE:
@@ -4219,6 +3955,10 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
/* option */
case SC_HIDING: /* ハイディング */
calc_flag = 1;
+ if(sc->data[SC_CLOSECONFINE].timer != -1)
+ status_change_end(bl, SC_CLOSECONFINE, -1);
+ if(sc->data[SC_CLOSECONFINE2].timer != -1)
+ status_change_end(bl, SC_CLOSECONFINE2, -1);
if(bl->type == BL_PC && !(flag&4)) {
val2 = tick / 1000; /* 持?時間 */
tick = 1000;
@@ -4315,6 +4055,21 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
break;
case SC_BERSERK: /* バ?サ?ク */
+ if(battle_config.berserk_cancels_buffs)
+ {
+ if (sc->data[SC_ONEHAND].timer != -1)
+ status_change_end(bl,SC_ONEHAND,-1);
+ if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if (sc->data[SC_CONCENTRATION].timer != -1)
+ status_change_end(bl,SC_CONCENTRATION,-1);
+ if (sc->data[SC_PARRYING].timer != -1)
+ status_change_end(bl,SC_PARRYING,-1);
+ if (sc->data[SC_ENDURE].timer != -1)
+ status_change_end(bl,SC_ENDURE,-1);
+ if (sc->data[SC_AURABLADE].timer != -1)
+ status_change_end(bl,SC_AURABLADE,-1);
+ }
if(sd && !(flag&4)){
sd->status.hp = sd->status.max_hp * 3;
sd->status.sp = 0;
@@ -4577,7 +4332,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
case SC_TRICKDEAD: /* 死んだふり */
case SC_FREEZE: /* 凍結 */
- case SC_STAN: /* スタン(val2にミリ秒セット) */
+ case SC_STUN: /* スタン(val2にミリ秒セット) */
case SC_ENERGYCOAT: /* エナジ?コ?ト */
case SC_SAFETYWALL:
case SC_OVERTHRUST: /* オ?バ?スラスト */
@@ -4627,7 +4382,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
//Those that make you stop attacking/walking....
switch (type) {
case SC_FREEZE:
- case SC_STAN:
+ case SC_STUN:
case SC_SLEEP:
case SC_STONE:
if (sd && pc_issit(sd)) //Avoid sprite sync problems.
@@ -4652,7 +4407,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
}
- if (bl->type == BL_PC && (battle_config.display_hallucination || type != SC_HALLUCINATION))
+ if (bl->type == BL_PC)
{
if (flag&4)
clif_status_load(bl,StatusIconChangeTable[type],1); //Sending to owner since they aren't in the map yet. [Skotlex]
@@ -4665,7 +4420,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
//OPT1
case SC_STONE:
case SC_FREEZE:
- case SC_STAN:
+ case SC_STUN:
case SC_SLEEP:
if(type == SC_STONE)
sc->opt1 = OPT1_STONEWAIT;
@@ -5173,13 +4928,13 @@ int status_change_end( struct block_list* bl , int type,int tid )
}
- if (sd && (battle_config.display_hallucination || type != SC_HALLUCINATION))
+ if (sd)
clif_status_change(bl,StatusIconChangeTable[type],0);
switch(type){ /* 正常に?るときなにか?理が必要 */
case SC_STONE:
case SC_FREEZE:
- case SC_STAN:
+ case SC_STUN:
case SC_SLEEP:
sc->opt1 = 0;
opt_flag = 1;
@@ -6009,7 +5764,7 @@ int do_init_status(void)
exit(1);
}
add_timer_func_list(status_change_timer,"status_change_timer");
- initStatusIconChangeTable();
+ initChangeTables();
status_readdb();
status_calc_sigma();
return 0;
diff --git a/src/map/status.h b/src/map/status.h
index e4774a4f8..2ad97bf9b 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -11,7 +11,7 @@ enum {
//First we enumerate common status ailments which are often used around.
SC_STONE = 0,
SC_FREEZE,
- SC_STAN,
+ SC_STUN,
SC_SLEEP,
SC_POISON,
SC_CURSE,
@@ -232,7 +232,8 @@ enum {
//
SC_MAX, //Automatically updated max, used in for's and at startup to check we are within bounds. [Skotlex]
};
-extern int SkillStatusChangeTable[];
+extern int SkillStatusChangeTable[MAX_SKILL];
+extern int StatusSkillChangeTable[SC_MAX];
//Numerates the Number for the status changes (client-dependent), imported from jA
enum {