summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorshennetsind <ind@henn.et>2013-02-15 00:14:58 -0200
committershennetsind <ind@henn.et>2013-02-15 00:14:58 -0200
commitac784540e034708959c3ebce999b31124f99ab7a (patch)
treec6989a17173c75edd7e9c0db5b073a04f1a382cc
parentef49bfc4445d464f19f84d78a2e6a1a5a3d9f0ac (diff)
downloadhercules-ac784540e034708959c3ebce999b31124f99ab7a.tar.gz
hercules-ac784540e034708959c3ebce999b31124f99ab7a.tar.bz2
hercules-ac784540e034708959c3ebce999b31124f99ab7a.tar.xz
hercules-ac784540e034708959c3ebce999b31124f99ab7a.zip
Extending readparam functionality
Added many more bonuses including missing key stuff such as def/mdef. Signed-off-by: shennetsind <ind@henn.et>
-rw-r--r--src/map/pc.c1316
1 files changed, 708 insertions, 608 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index e544fdd53..ad779a268 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -2020,604 +2020,604 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
status = &sd->base_status;
switch(type){
- case SP_STR:
- case SP_AGI:
- case SP_VIT:
- case SP_INT:
- case SP_DEX:
- case SP_LUK:
- if(sd->state.lr_flag != 2)
- sd->param_bonus[type-SP_STR]+=val;
- break;
- case SP_ATK1:
- if(!sd->state.lr_flag) {
- bonus = status->rhw.atk + val;
- status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
- }
- else if(sd->state.lr_flag == 1) {
- bonus = status->lhw.atk + val;
- status->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_ATK2:
- if(!sd->state.lr_flag) {
- bonus = status->rhw.atk2 + val;
- status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
- }
- else if(sd->state.lr_flag == 1) {
- bonus = status->lhw.atk2 + val;
- status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
- }
- break;
- case SP_BASE_ATK:
- if(sd->state.lr_flag != 2) {
-//#ifdef RENEWAL
-// sd->bonus.eatk += val;
-//#else
- bonus = status->batk + val;
- status->batk = cap_value(bonus, 0, USHRT_MAX);
-//#endif
- }
- break;
- case SP_DEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->def + val;
-#ifdef RENEWAL
- status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
-#else
- status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
-#endif
- }
- break;
- case SP_DEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->def2 + val;
- status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_MDEF1:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef + val;
-#ifdef RENEWAL
- status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
-#else
- status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
-#endif
- if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
- sd->bonus.shieldmdef += bonus;
+ case SP_STR:
+ case SP_AGI:
+ case SP_VIT:
+ case SP_INT:
+ case SP_DEX:
+ case SP_LUK:
+ if(sd->state.lr_flag != 2)
+ sd->param_bonus[type-SP_STR]+=val;
+ break;
+ case SP_ATK1:
+ if(!sd->state.lr_flag) {
+ bonus = status->rhw.atk + val;
+ status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
+ }
+ else if(sd->state.lr_flag == 1) {
+ bonus = status->lhw.atk + val;
+ status->lhw.atk = cap_value(bonus, 0, USHRT_MAX);
}
- }
- break;
- case SP_MDEF2:
- if(sd->state.lr_flag != 2) {
- bonus = status->mdef2 + val;
- status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_HIT:
- if(sd->state.lr_flag != 2) {
- bonus = status->hit + val;
- status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->bonus.arrow_hit+=val;
- break;
- case SP_FLEE1:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee + val;
- status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_FLEE2:
- if(sd->state.lr_flag != 2) {
- bonus = status->flee2 + val*10;
- status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- }
- break;
- case SP_CRITICAL:
- if(sd->state.lr_flag != 2) {
- bonus = status->cri + val*10;
- status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
- } else
- sd->bonus.arrow_cri += val*10;
- break;
- case SP_ATKELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
break;
- }
- switch (sd->state.lr_flag)
- {
- case 2:
- switch (sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- //Become weapon element.
- status->rhw.ele=val;
- break;
- default: //Become arrow element.
- sd->bonus.arrow_ele=val;
- break;
+ case SP_ATK2:
+ if(!sd->state.lr_flag) {
+ bonus = status->rhw.atk2 + val;
+ status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
+ }
+ else if(sd->state.lr_flag == 1) {
+ bonus = status->lhw.atk2 + val;
+ status->lhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
}
break;
- case 1:
- status->lhw.ele=val;
+ case SP_BASE_ATK:
+ if(sd->state.lr_flag != 2) {
+ //#ifdef RENEWAL
+ // sd->bonus.eatk += val;
+ //#else
+ bonus = status->batk + val;
+ status->batk = cap_value(bonus, 0, USHRT_MAX);
+ //#endif
+ }
break;
- default:
- status->rhw.ele=val;
+ case SP_DEF1:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->def + val;
+ #ifdef RENEWAL
+ status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ #else
+ status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
+ #endif
+ }
break;
- }
- break;
- case SP_DEFELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
+ case SP_DEF2:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->def2 + val;
+ status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ }
break;
- }
- if(sd->state.lr_flag != 2)
- status->def_ele=val;
- break;
- case SP_MAXHP:
- if(sd->state.lr_flag == 2)
+ case SP_MDEF1:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->mdef + val;
+ #ifdef RENEWAL
+ status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ #else
+ status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
+ #endif
+ if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
+ sd->bonus.shieldmdef += bonus;
+ }
+ }
break;
- val += (int)status->max_hp;
- //Negative bonuses will underflow, this will be handled in status_calc_pc through casting
- //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
- status->max_hp = (unsigned int)val;
- break;
- case SP_MAXSP:
- if(sd->state.lr_flag == 2)
+ case SP_MDEF2:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->mdef2 + val;
+ status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ }
break;
- val += (int)status->max_sp;
- status->max_sp = (unsigned int)val;
- break;
-#ifndef RENEWAL_CAST
- case SP_VARCASTRATE:
-#endif
- case SP_CASTRATE:
- if(sd->state.lr_flag != 2)
- sd->castrate+=val;
- break;
- case SP_MAXHPRATE:
- if(sd->state.lr_flag != 2)
- sd->hprate+=val;
- break;
- case SP_MAXSPRATE:
- if(sd->state.lr_flag != 2)
- sd->sprate+=val;
- break;
- case SP_SPRATE:
- if(sd->state.lr_flag != 2)
- sd->dsprate+=val;
- break;
- case SP_ATTACKRANGE:
- switch (sd->state.lr_flag) {
- case 2:
- switch (sd->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- status->rhw.range += val;
+ case SP_HIT:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->hit + val;
+ status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ } else
+ sd->bonus.arrow_hit+=val;
+ break;
+ case SP_FLEE1:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->flee + val;
+ status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
}
break;
- case 1:
- status->lhw.range += val;
+ case SP_FLEE2:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->flee2 + val*10;
+ status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ }
break;
- default:
- status->rhw.range += val;
+ case SP_CRITICAL:
+ if(sd->state.lr_flag != 2) {
+ bonus = status->cri + val*10;
+ status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
+ } else
+ sd->bonus.arrow_cri += val*10;
break;
- }
- break;
- case SP_SPEED_RATE: //Non stackable increase
- if(sd->state.lr_flag != 2)
- sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val);
- break;
- case SP_SPEED_ADDRATE: //Stackable increase
- if(sd->state.lr_flag != 2)
- sd->bonus.speed_add_rate -= val;
- break;
- case SP_ASPD: //Raw increase
- if(sd->state.lr_flag != 2)
- sd->bonus.aspd_add -= 10*val;
- break;
- case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
- if(sd->state.lr_flag != 2)
-#ifndef RENEWAL_ASPD
- status->aspd_rate -= 10*val;
-#else
- status->aspd_rate2 += val;
-#endif
- break;
- case SP_HP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->hprecov_rate += val;
- break;
- case SP_SP_RECOV_RATE:
- if(sd->state.lr_flag != 2)
- sd->sprecov_rate += val;
- break;
- case SP_CRITICAL_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.critical_def += val;
- break;
- case SP_NEAR_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.near_attack_def_rate += val;
- break;
- case SP_LONG_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.long_attack_def_rate += val;
- break;
- case SP_DOUBLE_RATE:
- if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val)
- sd->bonus.double_rate = val;
- break;
- case SP_DOUBLE_ADD_RATE:
- if(sd->state.lr_flag == 0)
- sd->bonus.double_add_rate += val;
- break;
- case SP_MATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->matk_rate += val;
- break;
- case SP_IGNORE_DEF_ELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
+ case SP_ATKELE:
+ if(val >= ELE_MAX) {
+ ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
+ break;
+ }
+ switch (sd->state.lr_flag)
+ {
+ case 2:
+ switch (sd->status.weapon) {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ //Become weapon element.
+ status->rhw.ele=val;
+ break;
+ default: //Become arrow element.
+ sd->bonus.arrow_ele=val;
+ break;
+ }
+ break;
+ case 1:
+ status->lhw.ele=val;
+ break;
+ default:
+ status->rhw.ele=val;
+ break;
+ }
break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_ele |= 1<<val;
- break;
- case SP_IGNORE_DEF_RACE:
- if(!sd->state.lr_flag)
- sd->right_weapon.ignore_def_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.ignore_def_race |= 1<<val;
- break;
- case SP_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.atk_rate += val;
- break;
- case SP_MAGIC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.magic_def_rate += val;
- break;
- case SP_MISC_ATK_DEF:
- if(sd->state.lr_flag != 2)
- sd->bonus.misc_def_rate += val;
- break;
- case SP_IGNORE_MDEF_RATE:
- if(sd->state.lr_flag != 2) {
- sd->ignore_mdef[RC_NONBOSS] += val;
- sd->ignore_mdef[RC_BOSS] += val;
- }
- break;
- case SP_IGNORE_MDEF_ELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
+ case SP_DEFELE:
+ if(val >= ELE_MAX) {
+ ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ status->def_ele=val;
break;
- }
- if(sd->state.lr_flag != 2)
- sd->bonus.ignore_mdef_ele |= 1<<val;
- break;
- case SP_IGNORE_MDEF_RACE:
- if(sd->state.lr_flag != 2)
- sd->bonus.ignore_mdef_race |= 1<<val;
- break;
- case SP_PERFECT_HIT_RATE:
- if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val)
- sd->bonus.perfect_hit = val;
- break;
- case SP_PERFECT_HIT_ADD_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.perfect_hit_add += val;
- break;
- case SP_CRITICAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->critical_rate+=val;
- break;
- case SP_DEF_RATIO_ATK_ELE:
- if(val >= ELE_MAX) {
- ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
+ case SP_MAXHP:
+ if(sd->state.lr_flag == 2)
+ break;
+ val += (int)status->max_hp;
+ //Negative bonuses will underflow, this will be handled in status_calc_pc through casting
+ //If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
+ status->max_hp = (unsigned int)val;
break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_ele |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_ele |= 1<<val;
- break;
- case SP_DEF_RATIO_ATK_RACE:
- if(val >= RC_MAX) {
- ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
+ case SP_MAXSP:
+ if(sd->state.lr_flag == 2)
+ break;
+ val += (int)status->max_sp;
+ status->max_sp = (unsigned int)val;
break;
- }
- if(!sd->state.lr_flag)
- sd->right_weapon.def_ratio_atk_race |= 1<<val;
- else if(sd->state.lr_flag == 1)
- sd->left_weapon.def_ratio_atk_race |= 1<<val;
- break;
- case SP_HIT_RATE:
- if(sd->state.lr_flag != 2)
- sd->hit_rate += val;
- break;
- case SP_FLEE_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee_rate += val;
- break;
- case SP_FLEE2_RATE:
- if(sd->state.lr_flag != 2)
- sd->flee2_rate += val;
- break;
- case SP_DEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->def_rate += val;
- break;
- case SP_DEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->def2_rate += val;
- break;
- case SP_MDEF_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef_rate += val;
- break;
- case SP_MDEF2_RATE:
- if(sd->state.lr_flag != 2)
- sd->mdef2_rate += val;
- break;
- case SP_RESTART_FULL_RECOVER:
- if(sd->state.lr_flag != 2)
- sd->special_state.restart_full_recover = 1;
- break;
- case SP_NO_CASTCANCEL:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel = 1;
- break;
- case SP_NO_CASTCANCEL2:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_castcancel2 = 1;
- break;
- case SP_NO_SIZEFIX:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_sizefix = 1;
- break;
- case SP_NO_MAGIC_DAMAGE:
- if(sd->state.lr_flag == 2)
+ #ifndef RENEWAL_CAST
+ case SP_VARCASTRATE:
+ #endif
+ case SP_CASTRATE:
+ if(sd->state.lr_flag != 2)
+ sd->castrate+=val;
break;
- val+= sd->special_state.no_magic_damage;
- sd->special_state.no_magic_damage = cap_value(val,0,100);
- break;
- case SP_NO_WEAPON_DAMAGE:
- if(sd->state.lr_flag == 2)
+ case SP_MAXHPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->hprate+=val;
break;
- val+= sd->special_state.no_weapon_damage;
- sd->special_state.no_weapon_damage = cap_value(val,0,100);
- break;
- case SP_NO_MISC_DAMAGE:
- if(sd->state.lr_flag == 2)
+ case SP_MAXSPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->sprate+=val;
break;
- val+= sd->special_state.no_misc_damage;
- sd->special_state.no_misc_damage = cap_value(val,0,100);
- break;
- case SP_NO_GEMSTONE:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_gemstone = 1;
- break;
- case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
- if(sd->state.lr_flag != 2) {
- sd->special_state.intravision = 1;
- clif_status_load(&sd->bl, SI_INTRAVISION, 1);
- }
- break;
- case SP_NO_KNOCKBACK:
- if(sd->state.lr_flag != 2)
- sd->special_state.no_knockback = 1;
- break;
- case SP_SPLASH_RANGE:
- if(sd->bonus.splash_range < val)
- sd->bonus.splash_range = val;
- break;
- case SP_SPLASH_ADD_RANGE:
- sd->bonus.splash_add_range += val;
- break;
- case SP_SHORT_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->bonus.short_weapon_damage_return += val;
- break;
- case SP_LONG_WEAPON_DAMAGE_RETURN:
- if(sd->state.lr_flag != 2)
- sd->bonus.long_weapon_damage_return += val;
- break;
- case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
- if(sd->state.lr_flag != 2)
- sd->bonus.magic_damage_return += val;
- break;
- case SP_ALL_STATS: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_STR-SP_STR]+=val;
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_VIT-SP_STR]+=val;
- sd->param_bonus[SP_INT-SP_STR]+=val;
- sd->param_bonus[SP_DEX-SP_STR]+=val;
- sd->param_bonus[SP_LUK-SP_STR]+=val;
- }
- break;
- case SP_AGI_VIT: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_VIT-SP_STR]+=val;
- }
- break;
- case SP_AGI_DEX_STR: // [Valaris]
- if(sd->state.lr_flag!=2) {
- sd->param_bonus[SP_AGI-SP_STR]+=val;
- sd->param_bonus[SP_DEX-SP_STR]+=val;
- sd->param_bonus[SP_STR-SP_STR]+=val;
- }
- break;
- case SP_PERFECT_HIDE: // [Valaris]
- if(sd->state.lr_flag!=2)
- sd->special_state.perfect_hiding=1;
- break;
- case SP_UNBREAKABLE:
- if(sd->state.lr_flag!=2)
- sd->bonus.unbreakable += val;
- break;
- case SP_UNBREAKABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_WEAPON;
- break;
- case SP_UNBREAKABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_ARMOR;
- break;
- case SP_UNBREAKABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_HELM;
- break;
- case SP_UNBREAKABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_SHIELD;
- break;
- case SP_UNBREAKABLE_GARMENT:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_GARMENT;
- break;
- case SP_UNBREAKABLE_SHOES:
- if(sd->state.lr_flag != 2)
- sd->bonus.unbreakable_equip |= EQP_SHOES;
- break;
- case SP_CLASSCHANGE: // [Valaris]
- if(sd->state.lr_flag !=2)
- sd->bonus.classchange=val;
- break;
- case SP_LONG_ATK_RATE:
- if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
- sd->bonus.long_attack_atk_rate+=val;
- break;
- case SP_BREAK_WEAPON_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.break_weapon_rate+=val;
- break;
- case SP_BREAK_ARMOR_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.break_armor_rate+=val;
- break;
- case SP_ADD_STEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_steal_rate+=val;
- break;
- case SP_DELAYRATE:
- if(sd->state.lr_flag != 2)
- sd->delayrate+=val;
- break;
- case SP_CRIT_ATK_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.crit_atk_rate += val;
- break;
- case SP_NO_REGEN:
- if(sd->state.lr_flag != 2)
- sd->regen.state.block|=val;
- break;
- case SP_UNSTRIPABLE_WEAPON:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_WEAPON;
- break;
- case SP_UNSTRIPABLE:
- case SP_UNSTRIPABLE_ARMOR:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_ARMOR;
- break;
- case SP_UNSTRIPABLE_HELM:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_HELM;
- break;
- case SP_UNSTRIPABLE_SHIELD:
- if(sd->state.lr_flag != 2)
- sd->bonus.unstripable_equip |= EQP_SHIELD;
- break;
- case SP_HP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
- sd->right_weapon.hp_drain[RC_BOSS].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
- sd->left_weapon.hp_drain[RC_BOSS].value += val;
- }
- break;
- case SP_SP_DRAIN_VALUE:
- if(!sd->state.lr_flag) {
- sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
- sd->right_weapon.sp_drain[RC_BOSS].value += val;
- }
- else if(sd->state.lr_flag == 1) {
- sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
- sd->left_weapon.sp_drain[RC_BOSS].value += val;
- }
- break;
- case SP_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.sp_gain_value += val;
- break;
- case SP_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.hp_gain_value += val;
- break;
- case SP_MAGIC_SP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.magic_sp_gain_value += val;
- break;
- case SP_MAGIC_HP_GAIN_VALUE:
- if(!sd->state.lr_flag)
- sd->bonus.magic_hp_gain_value += val;
- break;
- case SP_ADD_HEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_heal_rate += val;
- break;
- case SP_ADD_HEAL2_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_heal2_rate += val;
- break;
- case SP_ADD_ITEM_HEAL_RATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.itemhealrate2 += val;
- break;
- case SP_EMATK:
- if(sd->state.lr_flag != 2)
- sd->bonus.ematk += val;
- break;
- case SP_FIXCASTRATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.fixcastrate -= val;
- break;
- case SP_ADD_FIXEDCAST:
- if(sd->state.lr_flag != 2)
- sd->bonus.add_fixcast += val;
+ case SP_SPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->dsprate+=val;
+ break;
+ case SP_ATTACKRANGE:
+ switch (sd->state.lr_flag) {
+ case 2:
+ switch (sd->status.weapon) {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ status->rhw.range += val;
+ }
+ break;
+ case 1:
+ status->lhw.range += val;
+ break;
+ default:
+ status->rhw.range += val;
+ break;
+ }
+ break;
+ case SP_SPEED_RATE: //Non stackable increase
+ if(sd->state.lr_flag != 2)
+ sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val);
+ break;
+ case SP_SPEED_ADDRATE: //Stackable increase
+ if(sd->state.lr_flag != 2)
+ sd->bonus.speed_add_rate -= val;
+ break;
+ case SP_ASPD: //Raw increase
+ if(sd->state.lr_flag != 2)
+ sd->bonus.aspd_add -= 10*val;
+ break;
+ case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
+ if(sd->state.lr_flag != 2)
+ #ifndef RENEWAL_ASPD
+ status->aspd_rate -= 10*val;
+ #else
+ status->aspd_rate2 += val;
+ #endif
+ break;
+ case SP_HP_RECOV_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->hprecov_rate += val;
+ break;
+ case SP_SP_RECOV_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->sprecov_rate += val;
+ break;
+ case SP_CRITICAL_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.critical_def += val;
+ break;
+ case SP_NEAR_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.near_attack_def_rate += val;
+ break;
+ case SP_LONG_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.long_attack_def_rate += val;
+ break;
+ case SP_DOUBLE_RATE:
+ if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val)
+ sd->bonus.double_rate = val;
+ break;
+ case SP_DOUBLE_ADD_RATE:
+ if(sd->state.lr_flag == 0)
+ sd->bonus.double_add_rate += val;
+ break;
+ case SP_MATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->matk_rate += val;
+ break;
+ case SP_IGNORE_DEF_ELE:
+ if(val >= ELE_MAX) {
+ ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
+ break;
+ }
+ if(!sd->state.lr_flag)
+ sd->right_weapon.ignore_def_ele |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.ignore_def_ele |= 1<<val;
+ break;
+ case SP_IGNORE_DEF_RACE:
+ if(!sd->state.lr_flag)
+ sd->right_weapon.ignore_def_race |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.ignore_def_race |= 1<<val;
+ break;
+ case SP_ATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.atk_rate += val;
+ break;
+ case SP_MAGIC_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.magic_def_rate += val;
+ break;
+ case SP_MISC_ATK_DEF:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.misc_def_rate += val;
+ break;
+ case SP_IGNORE_MDEF_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->ignore_mdef[RC_NONBOSS] += val;
+ sd->ignore_mdef[RC_BOSS] += val;
+ }
+ break;
+ case SP_IGNORE_MDEF_ELE:
+ if(val >= ELE_MAX) {
+ ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->bonus.ignore_mdef_ele |= 1<<val;
+ break;
+ case SP_IGNORE_MDEF_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.ignore_mdef_race |= 1<<val;
+ break;
+ case SP_PERFECT_HIT_RATE:
+ if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val)
+ sd->bonus.perfect_hit = val;
+ break;
+ case SP_PERFECT_HIT_ADD_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.perfect_hit_add += val;
+ break;
+ case SP_CRITICAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->critical_rate+=val;
+ break;
+ case SP_DEF_RATIO_ATK_ELE:
+ if(val >= ELE_MAX) {
+ ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
+ break;
+ }
+ if(!sd->state.lr_flag)
+ sd->right_weapon.def_ratio_atk_ele |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.def_ratio_atk_ele |= 1<<val;
+ break;
+ case SP_DEF_RATIO_ATK_RACE:
+ if(val >= RC_MAX) {
+ ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
+ break;
+ }
+ if(!sd->state.lr_flag)
+ sd->right_weapon.def_ratio_atk_race |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.def_ratio_atk_race |= 1<<val;
+ break;
+ case SP_HIT_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->hit_rate += val;
+ break;
+ case SP_FLEE_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->flee_rate += val;
+ break;
+ case SP_FLEE2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->flee2_rate += val;
+ break;
+ case SP_DEF_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->def_rate += val;
+ break;
+ case SP_DEF2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->def2_rate += val;
+ break;
+ case SP_MDEF_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->mdef_rate += val;
+ break;
+ case SP_MDEF2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->mdef2_rate += val;
+ break;
+ case SP_RESTART_FULL_RECOVER:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.restart_full_recover = 1;
+ break;
+ case SP_NO_CASTCANCEL:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel = 1;
+ break;
+ case SP_NO_CASTCANCEL2:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_castcancel2 = 1;
+ break;
+ case SP_NO_SIZEFIX:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_sizefix = 1;
+ break;
+ case SP_NO_MAGIC_DAMAGE:
+ if(sd->state.lr_flag == 2)
+ break;
+ val+= sd->special_state.no_magic_damage;
+ sd->special_state.no_magic_damage = cap_value(val,0,100);
+ break;
+ case SP_NO_WEAPON_DAMAGE:
+ if(sd->state.lr_flag == 2)
+ break;
+ val+= sd->special_state.no_weapon_damage;
+ sd->special_state.no_weapon_damage = cap_value(val,0,100);
+ break;
+ case SP_NO_MISC_DAMAGE:
+ if(sd->state.lr_flag == 2)
+ break;
+ val+= sd->special_state.no_misc_damage;
+ sd->special_state.no_misc_damage = cap_value(val,0,100);
+ break;
+ case SP_NO_GEMSTONE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_gemstone = 1;
+ break;
+ case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
+ if(sd->state.lr_flag != 2) {
+ sd->special_state.intravision = 1;
+ clif_status_load(&sd->bl, SI_INTRAVISION, 1);
+ }
+ break;
+ case SP_NO_KNOCKBACK:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_knockback = 1;
+ break;
+ case SP_SPLASH_RANGE:
+ if(sd->bonus.splash_range < val)
+ sd->bonus.splash_range = val;
+ break;
+ case SP_SPLASH_ADD_RANGE:
+ sd->bonus.splash_add_range += val;
+ break;
+ case SP_SHORT_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.short_weapon_damage_return += val;
+ break;
+ case SP_LONG_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.long_weapon_damage_return += val;
+ break;
+ case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
+ if(sd->state.lr_flag != 2)
+ sd->bonus.magic_damage_return += val;
+ break;
+ case SP_ALL_STATS: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->param_bonus[SP_STR-SP_STR]+=val;
+ sd->param_bonus[SP_AGI-SP_STR]+=val;
+ sd->param_bonus[SP_VIT-SP_STR]+=val;
+ sd->param_bonus[SP_INT-SP_STR]+=val;
+ sd->param_bonus[SP_DEX-SP_STR]+=val;
+ sd->param_bonus[SP_LUK-SP_STR]+=val;
+ }
+ break;
+ case SP_AGI_VIT: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->param_bonus[SP_AGI-SP_STR]+=val;
+ sd->param_bonus[SP_VIT-SP_STR]+=val;
+ }
+ break;
+ case SP_AGI_DEX_STR: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->param_bonus[SP_AGI-SP_STR]+=val;
+ sd->param_bonus[SP_DEX-SP_STR]+=val;
+ sd->param_bonus[SP_STR-SP_STR]+=val;
+ }
+ break;
+ case SP_PERFECT_HIDE: // [Valaris]
+ if(sd->state.lr_flag!=2)
+ sd->special_state.perfect_hiding=1;
+ break;
+ case SP_UNBREAKABLE:
+ if(sd->state.lr_flag!=2)
+ sd->bonus.unbreakable += val;
+ break;
+ case SP_UNBREAKABLE_WEAPON:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unbreakable_equip |= EQP_WEAPON;
+ break;
+ case SP_UNBREAKABLE_ARMOR:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unbreakable_equip |= EQP_ARMOR;
+ break;
+ case SP_UNBREAKABLE_HELM:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unbreakable_equip |= EQP_HELM;
+ break;
+ case SP_UNBREAKABLE_SHIELD:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unbreakable_equip |= EQP_SHIELD;
+ break;
+ case SP_UNBREAKABLE_GARMENT:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unbreakable_equip |= EQP_GARMENT;
+ break;
+ case SP_UNBREAKABLE_SHOES:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unbreakable_equip |= EQP_SHOES;
+ break;
+ case SP_CLASSCHANGE: // [Valaris]
+ if(sd->state.lr_flag !=2)
+ sd->bonus.classchange=val;
+ break;
+ case SP_LONG_ATK_RATE:
+ if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses
+ sd->bonus.long_attack_atk_rate+=val;
+ break;
+ case SP_BREAK_WEAPON_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.break_weapon_rate+=val;
+ break;
+ case SP_BREAK_ARMOR_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.break_armor_rate+=val;
+ break;
+ case SP_ADD_STEAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.add_steal_rate+=val;
+ break;
+ case SP_DELAYRATE:
+ if(sd->state.lr_flag != 2)
+ sd->delayrate+=val;
+ break;
+ case SP_CRIT_ATK_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.crit_atk_rate += val;
+ break;
+ case SP_NO_REGEN:
+ if(sd->state.lr_flag != 2)
+ sd->regen.state.block|=val;
+ break;
+ case SP_UNSTRIPABLE_WEAPON:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unstripable_equip |= EQP_WEAPON;
+ break;
+ case SP_UNSTRIPABLE:
+ case SP_UNSTRIPABLE_ARMOR:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unstripable_equip |= EQP_ARMOR;
+ break;
+ case SP_UNSTRIPABLE_HELM:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unstripable_equip |= EQP_HELM;
+ break;
+ case SP_UNSTRIPABLE_SHIELD:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.unstripable_equip |= EQP_SHIELD;
+ break;
+ case SP_HP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
+ sd->right_weapon.hp_drain[RC_BOSS].value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
+ sd->left_weapon.hp_drain[RC_BOSS].value += val;
+ }
+ break;
+ case SP_SP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
+ sd->right_weapon.sp_drain[RC_BOSS].value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
+ sd->left_weapon.sp_drain[RC_BOSS].value += val;
+ }
+ break;
+ case SP_SP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->bonus.sp_gain_value += val;
+ break;
+ case SP_HP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->bonus.hp_gain_value += val;
+ break;
+ case SP_MAGIC_SP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->bonus.magic_sp_gain_value += val;
+ break;
+ case SP_MAGIC_HP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->bonus.magic_hp_gain_value += val;
+ break;
+ case SP_ADD_HEAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.add_heal_rate += val;
+ break;
+ case SP_ADD_HEAL2_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.add_heal2_rate += val;
+ break;
+ case SP_ADD_ITEM_HEAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.itemhealrate2 += val;
+ break;
+ case SP_EMATK:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.ematk += val;
+ break;
+ case SP_FIXCASTRATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.fixcastrate -= val;
+ break;
+ case SP_ADD_FIXEDCAST:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.add_fixcast += val;
- break;
-#ifdef RENEWAL_CAST
- case SP_VARCASTRATE:
- if(sd->state.lr_flag != 2)
- sd->bonus.varcastrate -= val;
- break;
- case SP_ADD_VARIABLECAST:
- if(sd->state.lr_flag != 2)
+ break;
+ #ifdef RENEWAL_CAST
+ case SP_VARCASTRATE:
+ if(sd->state.lr_flag != 2)
+ sd->bonus.varcastrate -= val;
+ break;
+ case SP_ADD_VARIABLECAST:
+ if(sd->state.lr_flag != 2)
- sd->bonus.add_varcast += val;
+ sd->bonus.add_varcast += val;
- break;
-#endif
- default:
- ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
- break;
+ break;
+ #endif
+ default:
+ ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
+ break;
}
return 0;
}
@@ -6875,39 +6875,139 @@ int pc_readparam(struct map_session_data* sd,int type)
nullpo_ret(sd);
switch(type) {
- case SP_SKILLPOINT: val = sd->status.skill_point; break;
- case SP_STATUSPOINT: val = sd->status.status_point; break;
- case SP_ZENY: val = sd->status.zeny; break;
- case SP_BASELEVEL: val = sd->status.base_level; break;
- case SP_JOBLEVEL: val = sd->status.job_level; break;
- case SP_CLASS: val = sd->status.class_; break;
- case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
- case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
- case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
- case SP_SEX: val = sd->status.sex; break;
- case SP_WEIGHT: val = sd->weight; break;
- case SP_MAXWEIGHT: val = sd->max_weight; break;
- case SP_BASEEXP: val = sd->status.base_exp; break;
- case SP_JOBEXP: val = sd->status.job_exp; break;
- case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break;
- case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break;
- case SP_HP: val = sd->battle_status.hp; break;
- case SP_MAXHP: val = sd->battle_status.max_hp; break;
- case SP_SP: val = sd->battle_status.sp; break;
- case SP_MAXSP: val = sd->battle_status.max_sp; break;
- case SP_STR: val = sd->status.str; break;
- case SP_AGI: val = sd->status.agi; break;
- case SP_VIT: val = sd->status.vit; break;
- case SP_INT: val = sd->status.int_; break;
- case SP_DEX: val = sd->status.dex; break;
- case SP_LUK: val = sd->status.luk; break;
- case SP_KARMA: val = sd->status.karma; break;
- case SP_MANNER: val = sd->status.manner; break;
- case SP_FAME: val = sd->status.fame; break;
- case SP_KILLERRID: val = sd->killerrid; break;
- case SP_KILLEDRID: val = sd->killedrid; break;
- case SP_CRITICAL: val = sd->battle_status.cri/10; break;
- case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break;
+ case SP_SKILLPOINT: val = sd->status.skill_point; break;
+ case SP_STATUSPOINT: val = sd->status.status_point; break;
+ case SP_ZENY: val = sd->status.zeny; break;
+ case SP_BASELEVEL: val = sd->status.base_level; break;
+ case SP_JOBLEVEL: val = sd->status.job_level; break;
+ case SP_CLASS: val = sd->status.class_; break;
+ case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
+ case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
+ case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
+ case SP_SEX: val = sd->status.sex; break;
+ case SP_WEIGHT: val = sd->weight; break;
+ case SP_MAXWEIGHT: val = sd->max_weight; break;
+ case SP_BASEEXP: val = sd->status.base_exp; break;
+ case SP_JOBEXP: val = sd->status.job_exp; break;
+ case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break;
+ case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break;
+ case SP_HP: val = sd->battle_status.hp; break;
+ case SP_MAXHP: val = sd->battle_status.max_hp; break;
+ case SP_SP: val = sd->battle_status.sp; break;
+ case SP_MAXSP: val = sd->battle_status.max_sp; break;
+ case SP_STR: val = sd->status.str; break;
+ case SP_AGI: val = sd->status.agi; break;
+ case SP_VIT: val = sd->status.vit; break;
+ case SP_INT: val = sd->status.int_; break;
+ case SP_DEX: val = sd->status.dex; break;
+ case SP_LUK: val = sd->status.luk; break;
+ case SP_KARMA: val = sd->status.karma; break;
+ case SP_MANNER: val = sd->status.manner; break;
+ case SP_FAME: val = sd->status.fame; break;
+ case SP_KILLERRID: val = sd->killerrid; break;
+ case SP_KILLEDRID: val = sd->killedrid; break;
+ case SP_CRITICAL: val = sd->battle_status.cri/10; break;
+ case SP_ASPD: val = (2000-sd->battle_status.amotion)/10; break;
+ case SP_BASE_ATK: val = sd->battle_status.batk; break;
+ case SP_DEF1: val = sd->battle_status.def; break;
+ case SP_DEF2: val = sd->battle_status.def2; break;
+ case SP_MDEF1: val = sd->battle_status.mdef; break;
+ case SP_MDEF2: val = sd->battle_status.mdef2; break;
+ case SP_HIT: val = sd->battle_status.hit; break;
+ case SP_FLEE1: val = sd->battle_status.flee; break;
+ case SP_FLEE2: val = sd->battle_status.flee2; break;
+ case SP_DEFELE: val = sd->battle_status.def_ele; break;
+#ifndef RENEWAL_CAST
+ case SP_VARCASTRATE:
+#endif
+ case SP_CASTRATE:
+ val = sd->castrate+=val;
+ break;
+ case SP_MAXHPRATE: val = sd->hprate; break;
+ case SP_MAXSPRATE: val = sd->sprate; break;
+ case SP_SPRATE: val = sd->dsprate; break;
+ case SP_SPEED_RATE: val = sd->bonus.speed_rate; break;
+ case SP_SPEED_ADDRATE: val = sd->bonus.speed_add_rate; break;
+ case SP_ASPD_RATE:
+#ifndef RENEWAL_ASPD
+ val = sd->battle_status.aspd_rate;
+#else
+ val = sd->battle_status.aspd_rate2;
+#endif
+ break;
+ case SP_HP_RECOV_RATE: val = sd->hprecov_rate; break;
+ case SP_SP_RECOV_RATE: val = sd->sprecov_rate; break;
+ case SP_CRITICAL_DEF: val = sd->bonus.critical_def; break;
+ case SP_NEAR_ATK_DEF: val = sd->bonus.near_attack_def_rate; break;
+ case SP_LONG_ATK_DEF: val = sd->bonus.long_attack_def_rate; break;
+ case SP_DOUBLE_RATE: val = sd->bonus.double_rate; break;
+ case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break;
+ case SP_MATK_RATE: val = sd->matk_rate; break;
+ case SP_ATK_RATE: val = sd->bonus.atk_rate; break;
+ case SP_MAGIC_ATK_DEF: val = sd->bonus.magic_def_rate; break;
+ case SP_MISC_ATK_DEF: val = sd->bonus.misc_def_rate; break;
+ case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break;
+ case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break;
+ case SP_CRITICAL_RATE: val = sd->critical_rate; break;
+ case SP_HIT_RATE: val = sd->hit_rate; break;
+ case SP_FLEE_RATE: val = sd->flee_rate; break;
+ case SP_FLEE2_RATE: val = sd->flee2_rate; break;
+ case SP_DEF_RATE: val = sd->def_rate; break;
+ case SP_DEF2_RATE: val = sd->def2_rate; break;
+ case SP_MDEF_RATE: val = sd->mdef_rate; break;
+ case SP_MDEF2_RATE: val = sd->mdef2_rate; break;
+ case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break;
+ case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break;
+ case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break;
+ case SP_NO_SIZEFIX: val = sd->special_state.no_sizefix?1:0; break;
+ case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break;
+ case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break;
+ case SP_NO_MISC_DAMAGE: val = sd->special_state.no_misc_damage; break;
+ case SP_NO_GEMSTONE: val = sd->special_state.no_gemstone?1:0; break;
+ case SP_INTRAVISION: val = sd->special_state.intravision?1:0; break;
+ case SP_NO_KNOCKBACK: val = sd->special_state.no_knockback?1:0; break;
+ case SP_SPLASH_RANGE: val = sd->bonus.splash_range; break;
+ case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break;
+ case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break;
+ case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break;
+ case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break;
+ case SP_PERFECT_HIDE: val = sd->special_state.perfect_hiding?1:0; break;
+ case SP_UNBREAKABLE: val = sd->bonus.unbreakable; break;
+ case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break;
+ case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break;
+ case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break;
+ case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break;
+ case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break;
+ case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break;
+ case SP_CLASSCHANGE: val = sd->bonus.classchange; break;
+ case SP_LONG_ATK_RATE: val = sd->bonus.long_attack_atk_rate; break;
+ case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break;
+ case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break;
+ case SP_ADD_STEAL_RATE: val = sd->bonus.add_steal_rate; break;
+ case SP_DELAYRATE: val = sd->delayrate; break;
+ case SP_CRIT_ATK_RATE: val = sd->bonus.crit_atk_rate; break;
+ case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break;
+ case SP_UNSTRIPABLE:
+ case SP_UNSTRIPABLE_ARMOR:
+ val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0;
+ break;
+ case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break;
+ case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break;
+ case SP_SP_GAIN_VALUE: val = sd->bonus.sp_gain_value; break;
+ case SP_HP_GAIN_VALUE: val = sd->bonus.hp_gain_value; break;
+ case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break;
+ case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break;
+ case SP_ADD_HEAL_RATE: val = sd->bonus.add_heal_rate; break;
+ case SP_ADD_HEAL2_RATE: val = sd->bonus.add_heal2_rate; break;
+ case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break;
+ case SP_EMATK: val = sd->bonus.ematk; break;
+ case SP_FIXCASTRATE: val = sd->bonus.fixcastrate; break;
+ case SP_ADD_FIXEDCAST: val = sd->bonus.add_fixcast; break;
+#ifdef RENEWAL_CAST
+ case SP_VARCASTRATE: val = sd->bonus.varcastrate; break;
+ case SP_ADD_VARIABLECAST:val = sd->bonus.add_varcast; break;
+#endif
+
}
return val;