diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 14606 |
1 files changed, 7303 insertions, 7303 deletions
diff --git a/src/map/status.c b/src/map/status.c index 52f4afc4f..1af25239a 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1,7303 +1,7303 @@ -// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-
-#include <time.h>
-#include <ctype.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <memory.h>
-#include <string.h>
-#include <limits.h>
-
-#include "pc.h"
-#include "map.h"
-#include "pet.h"
-#include "npc.h"
-#include "mob.h"
-#include "clif.h"
-#include "guild.h"
-#include "skill.h"
-#include "itemdb.h"
-#include "battle.h"
-#include "chrif.h"
-#include "status.h"
-#include "script.h"
-#include "unit.h"
-#include "mercenary.h"
-
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/showmsg.h"
-#include "../common/malloc.h"
-
-//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
-#define SC_HM_BASE 800
-#define SC_GD_BASE 900
-//Regen related flags.
-#define RGN_HP 0x01
-#define RGN_SP 0x02
-#define RGN_SHP 0x04
-#define RGN_SSP 0x08
-
-int SkillStatusChangeTableArray[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.
-unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
-
-static int max_weight_base[MAX_PC_CLASS];
-static int hp_coefficient[MAX_PC_CLASS];
-static int hp_coefficient2[MAX_PC_CLASS];
-static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
-static int sp_coefficient[MAX_PC_CLASS];
-static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
-static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
-int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
-static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
-static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
-
-static struct status_data dummy_status;
-int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
-int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
-//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
-//to avoid cards exploits
-void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
-
-static void add_sc(int skill, int sc)
-{
- int sk = skill;
- if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
- else
- if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
- if (sk < 0 || sk >= MAX_SKILL) {
- if (battle_config.error_log)
- ShowError("add_sc: Unsupported skill id %d\n", skill);
- return;
- }
- if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
- SkillStatusChangeTableArray[sk] = sc;
- if (StatusSkillChangeTable[sc]==0)
- StatusSkillChangeTable[sc] = skill;
-}
-
-static void set_sc(int skill, int sc, int icon, unsigned int flag)
-{
- if (StatusIconChangeTable[sc]==SI_BLANK)
- StatusIconChangeTable[sc] = icon;
- StatusChangeFlagTable[sc] |= flag;
- add_sc(skill, sc);
-}
-
-//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
-//but it is much less prone to errors. [Skotlex]
-void initChangeTables(void) {
- int i;
- for (i = 0; i < SC_MAX; i++)
- StatusIconChangeTable[i] = SI_BLANK;
- for (i = 0; i < MAX_SKILL; i++)
- SkillStatusChangeTableArray[i] = -1;
- malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
- malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
-
- //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;
-
- //These are the status-change flags for the common ailments.
- StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
- StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
-// StatusChangeFlagTable[SC_STUN] = SCB_NONE;
-// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
- StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
- StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
-// StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
-// StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
- StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
- StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
- StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
-
- //The icons for the common ailments
-// StatusIconChangeTable[SC_STONE] = SI_BLANK;
-// StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
-// StatusIconChangeTable[SC_STUN] = SI_BLANK;
-// StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
-// StatusIconChangeTable[SC_POISON] = SI_BLANK;
-// StatusIconChangeTable[SC_CURSE] = SI_BLANK;
-// StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
-// StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
-// StatusIconChangeTable[SC_BLIND] = SI_BLANK;
- StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
-// StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
-
-
- add_sc(SM_BASH, SC_STUN);
- set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
- add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
- set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
- add_sc(MG_SIGHT, SC_SIGHT);
- add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
- add_sc(MG_FROSTDIVER, SC_FREEZE);
- add_sc(MG_STONECURSE, SC_STONE);
- add_sc(AL_RUWACH, SC_RUWACH);
- set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
- set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
- set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
- set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
- set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
- set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
- set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
- add_sc(TF_POISON, SC_POISON);
- set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
- add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
- set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
- set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
- set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
- set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
- set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
- set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
- set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
- set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
- add_sc(PR_LEXDIVINA, SC_SILENCE);
- set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
- add_sc(WZ_METEOR, SC_STUN);
- add_sc(WZ_VERMILION, SC_BLIND);
- add_sc(WZ_FROSTNOVA, SC_FREEZE);
- add_sc(WZ_STORMGUST, SC_FREEZE);
- set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
- set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
- set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
- set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
- set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
- add_sc(HT_LANDMINE, SC_STUN);
- add_sc(HT_ANKLESNARE, SC_ANKLE);
- add_sc(HT_SANDMAN, SC_SLEEP);
- add_sc(HT_FLASHER, SC_BLIND);
- add_sc(HT_FREEZINGTRAP, SC_FREEZE);
- set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
- add_sc(AS_SONICBLOW, SC_STUN);
- set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
- set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
- set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
- add_sc(AS_VENOMDUST, SC_POISON);
- add_sc(AS_SPLASHER, SC_SPLASHER);
- set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
- set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
- add_sc(TF_SPRINKLESAND, SC_BLIND);
- add_sc(TF_THROWSTONE, SC_STUN);
- set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
- set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
- set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
- add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
- set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
- add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
- add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
- add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
- add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
- add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
- add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
- add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
- add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
- add_sc(NPC_POISON, SC_POISON);
- add_sc(NPC_BLINDATTACK, SC_BLIND);
- add_sc(NPC_SILENCEATTACK, SC_SILENCE);
- add_sc(NPC_STUNATTACK, SC_STUN);
- add_sc(NPC_PETRIFYATTACK, SC_STONE);
- add_sc(NPC_CURSEATTACK, SC_CURSE);
- add_sc(NPC_SLEEPATTACK, SC_SLEEP);
- set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
- add_sc(NPC_DARKBLESSING, SC_COMA);
- set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
- add_sc(NPC_DEFENDER, SC_ARMOR);
- add_sc(NPC_LICK, SC_STUN);
- set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
- add_sc(NPC_REBIRTH, SC_KAIZEL);
- add_sc(RG_RAID, SC_STUN);
- set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
- set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
- set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
- set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
- add_sc(AM_ACIDTERROR, SC_BLEEDING);
- set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
- set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
- set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
- set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
- set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
- add_sc(CR_SHIELDCHARGE, SC_STUN);
- set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
- add_sc(CR_HOLYCROSS, SC_BLIND);
- add_sc(CR_GRANDCROSS, SC_BLIND);
- set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
- set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
- set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
- set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
- set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
- add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
- add_sc(MO_BLADESTOP, SC_BLADESTOP);
- set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
- set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
- add_sc(SA_MAGICROD, SC_MAGICROD);
- set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
- set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
- set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
- set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
- set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
- set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
- set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
- set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
- add_sc(SA_REVERSEORCISH, SC_ORCISH);
- add_sc(SA_COMA, SC_COMA);
- set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
- add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
- set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
- set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
- set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
- add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
- add_sc(BD_INTOABYSS, SC_INTOABYSS);
- set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
- add_sc(BA_FROSTJOKE, SC_FREEZE);
- set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
- set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
- add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
- set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
- add_sc(DC_SCREAM, SC_STUN);
- set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
- set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
- set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
- set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
- add_sc(NPC_DARKCROSS, SC_BLIND);
- add_sc(NPC_GRANDDARKNESS, SC_BLIND);
- add_sc(NPC_STOP, SC_STOP);
- set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
- set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
- add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
- set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
- set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
- add_sc(NPC_INVISIBLE, SC_CLOAKING);
- set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
- set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
- set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
- set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
- set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
-// set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
- set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
- add_sc(HP_BASILICA, SC_BASILICA);
- set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
- add_sc(PA_SACRIFICE, SC_SACRIFICE);
- set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
- add_sc(PA_GOSPEL, SC_SCRESIST);
- add_sc(CH_TIGERFIST, SC_STOP);
- set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
- set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
- set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
- set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
- set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
- set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
- set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
- add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
- set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
- set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
- add_sc(LK_SPIRALPIERCE, SC_STOP);
- add_sc(LK_HEADCRUSH, SC_BLEEDING);
- set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
- add_sc(HW_NAPALMVULCAN, SC_CURSE);
- set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
- add_sc(PF_MEMORIZE, SC_MEMORIZE);
- add_sc(PF_FOGWALL, SC_FOGWALL);
- set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
- add_sc(WE_BABY, SC_BABY);
- set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
- set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
- set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
- set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
- add_sc(TK_DOWNKICK, SC_STUN);
- set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
- set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
- set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
- set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
- set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
- set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
- set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
- add_sc(SG_MOON_WARM, SC_WARM);
- add_sc(SG_STAR_WARM, SC_WARM);
- set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
- set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
- set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
- add_sc(SG_FRIEND, SC_SKILLRATE_UP);
- set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
- set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
- set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
- set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
- set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
- set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
- set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
- add_sc(SL_STUN, SC_STUN);
- set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
- set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
- set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
- set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
- set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
- set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
- set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
- add_sc(WS_CARTTERMINATION, SC_STUN);
- set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
- set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
- add_sc(CG_HERMODE, SC_HERMODE);
- set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
- set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
- set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
- add_sc(GS_CRACKER, SC_STUN);
- add_sc(GS_DISARM, SC_STRIPWEAPON);
- add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
- set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
- set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
- set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
- set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
- set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
- set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
- add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
- set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
- set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
- set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
- set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
- set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
- set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
- set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
- set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
- add_sc(MO_BALKYOUNG, SC_STUN);
- add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
- add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
- add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
- add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
-
- set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
- set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
- set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
- set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
- set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
- set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
-
- set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
- set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
- set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
-
- // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
- SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
- SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
- SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
- SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
- SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
- SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
- SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
- SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
- SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
- SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
- SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
- SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
- SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
- SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
- SkillStatusChangeTableArray[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_SPEEDPOTION1;
- StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
- StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
- StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
-
- //Other SC which are not necessarily associated to skills.
- StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
- StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
- StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
- StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
- StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
- StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
- StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
- StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
- StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
- StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
- StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
- StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
- StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
- StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
- StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
- StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
- StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
- StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
- StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
- StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
- StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
- StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
- StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
- StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
- StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
- StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
- StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
- StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
-
- if (!battle_config.display_hallucination) //Disable Hallucination.
- StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
-}
-
-int SkillStatusChangeTable(int skill)
-{
- int sk = skill;
- if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
- else
- if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
- if (sk < 0 || sk >= MAX_SKILL) {
- if (battle_config.error_log)
- ShowError("add_sc: Unsupported skill id %d\n", skill);
- return -1;
- }
- return SkillStatusChangeTableArray[sk];
-}
-int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
-static void initDummyData(void) {
- malloc_set(&dummy_status, 0, sizeof(dummy_status));
- dummy_status.hp =
- dummy_status.max_hp =
- dummy_status.max_sp =
- dummy_status.str =
- dummy_status.agi =
- dummy_status.vit =
- dummy_status.int_ =
- dummy_status.dex =
- dummy_status.luk =
- dummy_status.hit = 1;
- dummy_status.speed = 2000;
- dummy_status.adelay = 4000;
- dummy_status.amotion = 2000;
- dummy_status.dmotion = 2000;
- dummy_status.ele_lv = 1; //Min elemental level.
- dummy_status.mode = MD_CANMOVE;
-}
-
-/*==========================================
- * 精錬ボーナス
- *------------------------------------------
- */
-int status_getrefinebonus(int lv,int type)
-{
- if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
- return refinebonus[lv][type];
- return 0;
-}
-
-//Sets HP to given value. Flag is the flag passed to status_heal in case
-//final value is higher than current (use 2 to make a healing effect display
-//on players) It will always succeed (overrides Berserk block), but it can't kill.
-int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
-{
- struct status_data *status;
- if (hp < 1) return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
-
- if (hp > status->max_hp) hp = status->max_hp;
- if (hp == status->hp) return 0;
- if (hp > status->hp)
- return status_heal(bl, hp - status->hp, 0, 1|flag);
- return status_zap(bl, status->hp - hp, 0);
-}
-
-//Sets SP to given value. Flag is the flag passed to status_heal in case
-//final value is higher than current (use 2 to make a healing effect display
-//on players)
-int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
-{
- struct status_data *status;
-
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
-
- if (sp > status->max_sp) sp = status->max_sp;
- if (sp == status->sp) return 0;
- if (sp > status->sp)
- return status_heal(bl, 0, sp - status->sp, 1|flag);
- return status_zap(bl, 0, status->sp - sp);
-}
-
-//Inflicts damage on the target with the according walkdelay.
-//If flag&1, damage is passive and does not triggers cancelling status changes.
-//If flag&2, fail if target does not has enough to substract.
-//If flag&4, if killed, mob must not give exp/loot.
-int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
-{
- struct status_data *status;
- struct status_change *sc;
-
- if(sp && !(target->type&BL_CONSUME))
- sp = 0; //Not a valid SP target.
-
- if (hp < 0) { //Assume absorbed damage.
- status_heal(target, -hp, 0, 1);
- hp = 0;
- }
-
- if (sp < 0) {
- status_heal(target, 0, -sp, 1);
- sp = 0;
- }
-
- if (!hp && !sp)
- return 0;
-
-
- if (target->type == BL_SKILL)
- return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
-
- status = status_get_status_data(target);
-
- if (status == &dummy_status || !status->hp)
- return 0; //Invalid targets: no damage or dead
-
-// Let through. battle.c/skill.c have the whole logic of when it's possible or
-// not to hurt someone (and this check breaks pet catching) [Skotlex]
-// if (!target->prev && !(flag&2))
-// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
-
- sc = status_get_sc(target);
-
- if (sc && !sc->count)
- sc = NULL;
-
- if (hp && !(flag&1)) {
- if (sc) {
- if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
- { //Devotion prevents any of the other ailments from ending.
- struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
- if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
- {
- clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
- status_fix_damage(NULL, &sd2->bl, hp, 0);
- return 0;
- }
- status_change_end(target, SC_DEVOTION, -1);
- }
- if (sc->data[SC_FREEZE].timer != -1)
- status_change_end(target,SC_FREEZE,-1);
- if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
- status_change_end(target,SC_STONE,-1);
- if (sc->data[SC_SLEEP].timer != -1)
- status_change_end(target,SC_SLEEP,-1);
- if (sc->data[SC_WINKCHARM].timer != -1)
- status_change_end(target,SC_WINKCHARM,-1);
- if (sc->data[SC_CONFUSION].timer != -1)
- status_change_end(target, SC_CONFUSION, -1);
- if (sc->data[SC_TRICKDEAD].timer != -1)
- status_change_end(target, SC_TRICKDEAD, -1);
- if (sc->data[SC_HIDING].timer != -1)
- status_change_end(target, SC_HIDING, -1);
- if (sc->data[SC_CLOAKING].timer != -1)
- status_change_end(target, SC_CLOAKING, -1);
- if (sc->data[SC_CHASEWALK].timer != -1)
- status_change_end(target, SC_CHASEWALK, -1);
- if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
- //Endure count is only reduced by non-players on non-gvg maps.
- //val4 signals infinite endure. [Skotlex]
- if (src && src->type != BL_PC && !map_flag_gvg(target->m)
- && --(sc->data[SC_ENDURE].val2) < 0)
- status_change_end(target, SC_ENDURE, -1);
- }
- if (sc->data[SC_GRAVITATION].timer != -1 &&
- sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
- struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
- if (sg) {
- skill_delunitgroup(target,sg, 0);
- sc->data[SC_GRAVITATION].val4 = 0;
- status_change_end(target, SC_GRAVITATION, -1);
- }
- }
- if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
- skill_stop_dancing(target);
- }
- unit_skillcastcancel(target, 2);
- }
-
- if ((unsigned int)hp >= status->hp) {
- if (flag&2) return 0;
- hp = status->hp;
- }
-
- if ((unsigned int)sp > status->sp) {
- if (flag&2) return 0;
- sp = status->sp;
- }
-
- status->hp-= hp;
- status->sp-= sp;
-
- if (sc && hp && status->hp) {
- if (sc->data[SC_AUTOBERSERK].timer != -1 &&
- (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
- status->hp < status->max_hp>>2)
- sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
- if (sc->data[SC_BERSERK].timer != -1 &&
- status->hp <= 100)
- status_change_end(target, SC_BERSERK, -1);
- }
-
- switch (target->type)
- {
- case BL_MOB:
- mob_damage((TBL_MOB*)target, src, hp);
- break;
- case BL_PC:
- pc_damage((TBL_PC*)target,src,hp,sp);
- break;
- case BL_HOM:
- merc_damage((TBL_HOM*)target,src,hp,sp);
- }
-
- if (status->hp)
- { //Still lives!
- if (walkdelay)
- unit_set_walkdelay(target, gettick(), walkdelay, 0);
- return hp+sp;
- }
-
- status->hp = 1; //To let the dead function cast skills and all that.
- //NOTE: These dead functions should return: [Skotlex]
- //0: Death cancelled, auto-revived.
- //Non-zero: Standard death. Clear status, cancel move/attack, etc
- //&2: Also remove object from map.
- //&4: Also delete object from memory.
- switch (target->type)
- {
- case BL_MOB:
- flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
- break;
- case BL_PC:
- flag = pc_dead((TBL_PC*)target,src);
- break;
- case BL_HOM:
- flag = merc_hom_dead((TBL_HOM*)target,src);
- break;
- default: //Unhandled case, do nothing to object.
- flag = 0;
- break;
- }
-
- if(!flag) //Death cancelled.
- return hp+sp;
-
- //Normal death
- status->hp = 0;
- if (battle_config.clear_unit_ondeath &&
- battle_config.clear_unit_ondeath&target->type)
- skill_clear_unitgroup(target);
- status_change_clear(target,0);
-
- if(target->type&BL_REGEN)
- { //Reset regen ticks.
- struct regen_data *regen = status_get_regen_data(target);
- if (regen) {
- malloc_set(®en->tick, 0, sizeof(regen->tick));
- if (regen->sregen)
- malloc_set(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
- if (regen->ssregen)
- malloc_set(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
- }
- }
- if(flag&4) //Delete from memory. (also invokes map removal code)
- unit_free(target,1);
- else
- if(flag&2) //remove from map
- unit_remove_map(target,1);
- else
- { //Some death states that would normally be handled by unit_remove_map
- unit_stop_attack(target);
- unit_stop_walking(target,0);
- unit_skillcastcancel(target,0);
- clif_clearchar_area(target,1);
- skill_unit_move(target,gettick(),4);
- skill_cleartimerskill(target);
- }
-
- return hp+sp;
-}
-
-//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
-//If flag&2, when the player is healed, show the HP/SP heal effect.
-int status_heal(struct block_list *bl,int hp,int sp, int flag)
-{
- struct status_data *status;
- struct status_change *sc;
-
- status = status_get_status_data(bl);
-
- if (status == &dummy_status || !status->hp)
- return 0;
-
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
-
- if (hp < 0) {
- status_damage(NULL, bl, -hp, 0, 0, 1);
- hp = 0;
- }
-
- if(hp) {
- if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
- hp = 0;
-
-
- if((unsigned int)hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
- }
-
- if(sp < 0) {
- status_damage(NULL, bl, 0, -sp, 0, 1);
- sp = 0;
- }
-
- if(sp) {
- if((unsigned int)sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
- }
-
- if(!sp && !hp) return 0;
-
- status->hp+= hp;
- status->sp+= sp;
-
- if(hp && sc &&
- sc->data[SC_AUTOBERSERK].timer != -1 &&
- sc->data[SC_PROVOKE].timer!=-1 &&
- sc->data[SC_PROVOKE].val2==1 &&
- status->hp>=status->max_hp>>2
- ) //End auto berserk.
- status_change_end(bl,SC_PROVOKE,-1);
-
- switch(bl->type) {
- case BL_MOB:
- mob_heal((TBL_MOB*)bl,hp);
- break;
- case BL_PC:
- pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
- break;
- case BL_HOM:
- merc_hom_heal((TBL_HOM*)bl,hp,sp);
- break;
- }
- return hp+sp;
-}
-
-//Does percentual non-flinching damage/heal. If mob is killed this way,
-//no exp/drops will be awarded if there is no src (or src is target)
-//If rates are > 0, percent is of current HP/SP
-//If rates are < 0, percent is of max HP/SP
-//If flag, this is heal, otherwise it is damage.
-int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
-{
- struct status_data *status;
- unsigned int hp =0, sp = 0;
-
- status = status_get_status_data(target);
-
- //Change the equation when the values are high enough to discard the
- //imprecision in exchange of overflow protection [Skotlex]
- //Also add 100% checks since those are the most used cases where we don't
- //want aproximation errors.
- if (hp_rate > 99)
- hp = status->hp;
- else if (hp_rate > 0)
- hp = status->hp>10000?
- hp_rate*(status->hp/100):
- (hp_rate*status->hp)/100;
- else if (hp_rate < -99)
- hp = status->max_hp;
- else if (hp_rate < 0)
- hp = status->max_hp>10000?
- (-hp_rate)*(status->max_hp/100):
- (-hp_rate*status->max_hp)/100;
- if (hp_rate && !hp)
- hp = 1;
-
- //Should be safe to not do overflow protection here, noone should have
- //millions upon millions of SP
- if (sp_rate > 99)
- sp = status->sp;
- else if (sp_rate > 0)
- sp = (sp_rate*status->sp)/100;
- else if (sp_rate < -99)
- sp = status->max_sp;
- else if (sp_rate < 0)
- sp = (-sp_rate)*status->max_sp/100;
- if (sp_rate && !sp)
- sp = 1;
-
- //Ugly check in case damage dealt is too much for the received args of
- //status_heal / status_damage. [Skotlex]
- if (hp > INT_MAX) {
- hp -= INT_MAX;
- if (flag)
- status_heal(target, INT_MAX, 0, 0);
- else
- status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
- }
- if (sp > INT_MAX) {
- sp -= INT_MAX;
- if (flag)
- status_heal(target, 0, INT_MAX, 0);
- else
- status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
- }
- if (flag) return status_heal(target, hp, sp, 0);
- return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
-}
-
-int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
-{
- struct status_data *status;
- unsigned int hp, sp;
- if (!status_isdead(bl)) return 0;
-
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0; //Invalid target.
-
- hp = status->max_hp * per_hp/100;
- sp = status->max_sp * per_sp/100;
-
- if(hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
-
- if(sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
-
- status->hp += hp;
- status->sp += sp;
-
- if (bl->prev) //Animation only if character is already on a map.
- clif_resurrection(bl, 1);
- switch (bl->type) {
- case BL_MOB:
- mob_revive((TBL_MOB*)bl, hp);
- break;
- case BL_PC:
- pc_revive((TBL_PC*)bl, hp, sp);
- break;
- case BL_HOM: //[orn]
- merc_hom_revive((TBL_HOM*)bl, hp, sp);
- break;
- }
- return 1;
-}
-/*==========================================
- * Checks whether the src can use the skill on the target,
- * taking into account status/option of both source/target. [Skotlex]
- * flag:
- * 0 - Trying to use skill on target.
- * 1 - Cast bar is done.
- * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
- * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
- * target MAY Be null, in which case the checks are only to see
- * whether the source can cast or not the skill on the ground.
- *------------------------------------------
- */
-int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
-{
- struct status_data *status;
- struct status_change *sc=NULL, *tsc;
- int hide_flag;
-
- status = src?status_get_status_data(src):&dummy_status;
-
- if (src && status_isdead(src))
- return 0;
-
- if (!skill_num) { //Normal attack checks.
- if (!(status->mode&MD_CANATTACK))
- return 0; //This mode is only needed for melee attacking.
- //Dead state is not checked for skills as some skills can be used
- //on dead characters, said checks are left to skill.c [Skotlex]
- if (target && status_isdead(target))
- return 0;
- }
-
- if (skill_num == PA_PRESSURE && flag && target) {
- //Gloria Avoids pretty much everything....
- tsc = status_get_sc(target);
- if(tsc && tsc->option&OPTION_HIDE)
- return 0;
- return 1;
- }
-
- if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
- (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
- && !(status->mode&MD_BOSS))
- { //Basilica Check
- if (!skill_num) return 0;
- hide_flag = skill_get_inf(skill_num);
- if (hide_flag&INF_ATTACK_SKILL)
- return 0;
- if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
- return 0;
- }
-
- if (src) sc = status_get_sc(src);
-
- if(sc && sc->count)
- {
- if(sc->opt1 >0)
- { //Stuned/Frozen/etc
- if (flag != 1) //Can't cast, casted stuff can't damage.
- return 0;
- if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
- return 0; //Targetted spells can't come off.
- }
-
- if (
- (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
- || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
- || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
- || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
- || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
- )
- return 0;
-
- if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
- { //Prevents skill usage
- clif_emotion(src, 3);
- return 0;
- }
-
- if (sc->data[SC_BLADESTOP].timer != -1) {
- switch (sc->data[SC_BLADESTOP].val1)
- {
- case 5: if (skill_num == MO_EXTREMITYFIST) break;
- case 4: if (skill_num == MO_CHAINCOMBO) break;
- case 3: if (skill_num == MO_INVESTIGATE) break;
- case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
- default: return 0;
- }
- }
-
- if (sc->data[SC_DANCING].timer != -1 && flag!=2)
- {
- if(sc->data[SC_LONGING].timer != -1)
- { //Allow everything except dancing/re-dancing. [Skotlex]
- if (skill_num == BD_ENCORE ||
- skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
- )
- return 0;
- } else
- if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
- && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
- return 0;
- if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
- return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
- }
-
- if (skill_num && //Do not block item-casted skills.
- (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
- ) { //Skills blocked through status changes...
- if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
- sc->data[SC_SILENCE].timer != -1 ||
- (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
- (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
- sc->data[SC_STEELBODY].timer != -1 ||
- sc->data[SC_BERSERK].timer != -1
- ))
- return 0;
-
- //Skill blocking.
- if (
- (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
- (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
- (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
- (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
- )
- return 0;
-
- }
- }
-
- if (sc && sc->option)
- {
- if (sc->option&OPTION_HIDE)
- switch (skill_num) { //Usable skills while hiding.
- case TF_HIDING:
- case AS_GRIMTOOTH:
- case RG_BACKSTAP:
- case RG_RAID:
- case NJ_SHADOWJUMP:
- case NJ_KIRIKAGE:
- break;
- default:
- //Non players can use all skills while hidden.
- if (!skill_num || src->type == BL_PC)
- return 0;
- }
- if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
- return 0;
- }
- if (target == NULL || target == src) //No further checking needed.
- return 1;
-
- tsc = status_get_sc(target);
-
- if(tsc && tsc->count)
- {
- if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
- return 0;
- if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
- && tsc->data[SC_FREEZE].timer != -1)
- return 0;
- if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
- return 0;
- }
-
- //If targetting, cloak+hide protect you, otherwise only hiding does.
- hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
-
- //You cannot hide from ground skills.
- if(skill_get_pl(skill_num) == ELE_EARTH)
- hide_flag &= ~OPTION_HIDE;
-
- switch (target->type)
- {
- case BL_PC:
- {
- struct map_session_data *sd = (TBL_PC*) target;
- if (pc_isinvisible(sd))
- return 0;
- if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
- && (sd->special_state.perfect_hiding || !(
- status->race == RC_INSECT ||
- status->race == RC_DEMON ||
- status->mode&MD_DETECTOR
- )))
- return 0;
- }
- break;
- case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
- //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
- if (status->mode&MD_LOOTER)
- return 1;
- return 0;
- case BL_HOM:
- //Can't use support skills on homun (only master/self can)
- //Placed here instead of battle_check_target because support skill
- //invocations don't call that function.
- if (skill_num && skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
- battle_get_master(target) != src)
- return 0;
- default:
- //Check for chase-walk/hiding/cloaking opponents.
- if (tsc && !(status->mode&MD_BOSS))
- {
- if (tsc->option&hide_flag && !(
- status->race == RC_INSECT ||
- status->race == RC_DEMON ||
- status->mode&MD_DETECTOR
- ))
- return 0;
- }
- }
- return 1;
-}
-
-//Checks whether the source can see and chase target.
-int status_check_visibility(struct block_list *src, struct block_list *target)
-{
- int view_range;
- struct status_data* status = status_get_status_data(src);
- struct status_change* tsc = status_get_sc(target);
- switch (src->type) {
- case BL_MOB:
- view_range = ((TBL_MOB*)src)->min_chase;
- break;
- case BL_PET:
- view_range = ((TBL_PET*)src)->db->range2;
- break;
- default:
- view_range = AREA_SIZE;
- }
-
- if (src->m != target->m || !check_distance_bl(src, target, view_range))
- return 0;
-
- switch (target->type)
- {
- case BL_PC:
- {
- if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
- && !(status->mode&MD_BOSS) && (
- ((TBL_PC*)target)->special_state.perfect_hiding || !(
- status->race == RC_INSECT ||
- status->race == RC_DEMON ||
- status->mode&MD_DETECTOR
- )))
- return 0;
- }
- break;
- default:
- //Check for chase-walk/hiding/cloaking opponents.
- if (tsc && !(status->mode&MD_BOSS))
- {
- if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
- && !(
- status->race == RC_INSECT ||
- status->race == RC_DEMON ||
- status->mode&MD_DETECTOR
- ))
- return 0;
- }
- }
- return 1;
-}
-
-void status_calc_bl(struct block_list *bl, unsigned long flag);
-
-static int status_base_atk(struct block_list *bl, struct status_data *status)
-{
- int flag = 0, str, dex, dstr;
-
- if(!(bl->type&battle_config.enable_baseatk))
- return 0;
-
- if (bl->type == BL_PC)
- switch(((TBL_PC*)bl)->status.weapon){
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_SHOTGUN:
- case W_GATLING:
- case W_GRENADE:
- flag = 1;
- }
- if (flag) {
- str = status->dex;
- dex = status->str;
- } else {
- str = status->str;
- dex = status->dex;
- }
- //Normally only players have base-atk, but homunc have a different batk
- // equation, hinting that perhaps non-players should use this for batk.
- // [Skotlex]
- dstr = str/10;
- str += dstr*dstr;
- if (bl->type == BL_PC)
- str+= dex/5 + status->luk/5;
- return str;
-}
-
-#define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
-#define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
-
-//Fills in the misc data that can be calculated from the other status info (except for level)
-void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
-{
- //Non players get the value set, players need to stack with previous bonuses.
- if (bl->type != BL_PC)
- status->batk =
- status->matk_min = status->matk_max =
- status->hit = status->flee =
- status->def2 = status->mdef2 =
- status->cri = status->flee2 = 0;
-
- status->matk_min += status_base_matk_min(status);
- status->matk_max += status_base_matk_max(status);
-
- status->hit += level + status->dex;
- status->flee += level + status->agi;
- status->def2 += status->vit;
- status->mdef2 += status->int_ + (status->vit>>1);
-
- if (bl->type&battle_config.enable_critical)
- status->cri += status->luk*3 + 10;
- else
- status->cri = 0;
-
- if (bl->type&battle_config.enable_perfect_flee)
- status->flee2 += status->luk + 10;
- else
- status->flee2 = 0;
-
- status->batk += status_base_atk(bl, status);
- if (status->cri)
- switch (bl->type) {
- case BL_MOB:
- if(battle_config.mob_critical_rate != 100)
- status->cri = status->cri*battle_config.mob_critical_rate/100;
- if(!status->cri && battle_config.mob_critical_rate)
- status->cri = 10;
- break;
- case BL_PC:
- //Players don't have a critical adjustment setting as of yet.
- break;
- default:
- if(battle_config.critical_rate != 100)
- status->cri = status->cri*battle_config.critical_rate/100;
- if (!status->cri && battle_config.critical_rate)
- status->cri = 10;
- }
- if(bl->type&BL_REGEN)
- status_calc_regen(bl, status, status_get_regen_data(bl));
-}
-
-//Skotlex: Calculates the initial status for the given mob
-//first will only be false when the mob leveled up or got a GuardUp level.
-//first&2: Class-change invoked.
-int status_calc_mob(struct mob_data* md, int first)
-{
- struct status_data *status;
- struct block_list *mbl = NULL;
- int flag=0;
-
- if(first)
- { //Set basic level on respawn.
- if (md->spawn && !(first&2))
- md->level = md->spawn->level;
- else
- md->level = md->db->lv; // [Valaris]
- }
-
- //Check if we need custom base-status
- if (battle_config.mobs_level_up && md->level > md->db->lv)
- flag|=1;
-
- if (md->special_state.size)
- flag|=2;
-
- if (md->guardian_data && md->guardian_data->guardup_lv)
- flag|=4;
-
- if (battle_config.slaves_inherit_speed && md->master_id)
- flag|=8;
-
- if (md->master_id && md->special_state.ai>1)
- flag|=16;
-
- if (!flag)
- { //No special status required.
- if (md->base_status) {
- aFree(md->base_status);
- md->base_status = NULL;
- }
- if(first)
- memcpy(&md->status, &md->db->status, sizeof(struct status_data));
- return 0;
- }
- if (!md->base_status)
- md->base_status = aCalloc(1, sizeof(struct status_data));
-
- status = md->base_status;
- memcpy(status, &md->db->status, sizeof(struct status_data));
-
-
- if (flag&(8|16))
- mbl = map_id2bl(md->master_id);
-
- if (flag&8 && mbl) {
- struct status_data *mstatus = status_get_base_status(mbl);
- if (mstatus &&
- battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
- status->speed = mstatus->speed;
- }
-
- if (flag&16 && mbl)
- { //Max HP setting from Summon Flora/marine Sphere
- struct unit_data *ud = unit_bl2ud(mbl);
- //Remove special AI when this is used by regular mobs.
- if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
- md->special_state.ai = 0;
- if (ud)
- { // different levels of HP according to skill level
- if (ud->skillid == AM_SPHEREMINE) {
- status->max_hp = 2000 + 400*ud->skilllv;
- } else { //AM_CANNIBALIZE
- status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
- status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
- }
- status->hp = status->max_hp;
- }
- }
-
- if (flag&1)
- { // increase from mobs leveling up [Valaris]
- int diff = md->level - md->db->lv;
- status->str+= diff;
- status->agi+= diff;
- status->vit+= diff;
- status->int_+= diff;
- status->dex+= diff;
- status->luk+= diff;
- status->max_hp += diff*status->vit;
- status->max_sp += diff*status->int_;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->speed -= diff;
- }
-
-
- if (flag&2)
- { // change for sized monsters [Valaris]
- if (md->special_state.size==1) {
- status->max_hp>>=1;
- status->max_sp>>=1;
- if (!status->max_hp) status->max_hp = 1;
- if (!status->max_sp) status->max_sp = 1;
- status->hp=status->max_hp;
- status->sp=status->max_sp;
- status->str>>=1;
- status->agi>>=1;
- status->vit>>=1;
- status->int_>>=1;
- status->dex>>=1;
- status->luk>>=1;
- if (!status->str) status->str = 1;
- if (!status->agi) status->agi = 1;
- if (!status->vit) status->vit = 1;
- if (!status->int_) status->int_ = 1;
- if (!status->dex) status->dex = 1;
- if (!status->luk) status->luk = 1;
- } else if (md->special_state.size==2) {
- status->max_hp<<=1;
- status->max_sp<<=1;
- status->hp=status->max_hp;
- status->sp=status->max_sp;
- status->str<<=1;
- status->agi<<=1;
- status->vit<<=1;
- status->int_<<=1;
- status->dex<<=1;
- status->luk<<=1;
- }
- }
-
- status_calc_misc(&md->bl, status, md->level);
-
- if(flag&4)
- { // Strengthen Guardians - custom value +10% / lv
- struct guild_castle *gc;
- gc=guild_mapname2gc(map[md->bl.m].name);
- if (!gc)
- ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
- else {
- status->max_hp += 2000 * gc->defense;
- status->max_sp += 200 * gc->defense;
- if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
- status->hp = gc->guardian[md->guardian_data->number].hp;
- else //Emperium
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- }
- status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
- status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
- status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
- status->aspd_rate -= 100*md->guardian_data->guardup_lv;
- }
-
- //Initial battle status
- if (!first)
- status_calc_bl(&md->bl, SCB_ALL);
- else
- memcpy(&md->status, status, sizeof(struct status_data));
- return 1;
-}
-
-//Skotlex: Calculates the stats of the given pet.
-int status_calc_pet(struct pet_data *pd, int first)
-{
-
- nullpo_retr(0, pd);
-
- if (first) {
- memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
- pd->status.speed = pd->petDB->speed;
- }
-
- if (battle_config.pet_lv_rate && pd->msd)
- {
- struct map_session_data *sd = pd->msd;
- int lv;
-
- lv =sd->status.base_level*battle_config.pet_lv_rate/100;
- if (lv < 0)
- lv = 1;
- if (lv != pd->pet.level || first)
- {
- struct status_data *bstat = &pd->db->status, *status = &pd->status;
- pd->pet.level = lv;
- if (!first) //Lv Up animation
- clif_misceffect(&pd->bl, 0);
- status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
- status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
- status->str = (bstat->str*lv)/pd->db->lv;
- status->agi = (bstat->agi*lv)/pd->db->lv;
- status->vit = (bstat->vit*lv)/pd->db->lv;
- status->int_ = (bstat->int_*lv)/pd->db->lv;
- status->dex = (bstat->dex*lv)/pd->db->lv;
- status->luk = (bstat->luk*lv)/pd->db->lv;
-
- status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
- status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
- status->str = cap_value(status->str,1,battle_config.pet_max_stats);
- status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
- status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
- status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
- status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
- status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
-
- status_calc_misc(&pd->bl, &pd->status, lv);
-
- if (!first) //Not done the first time because the pet is not visible yet
- clif_send_petstatus(sd);
- }
- } else if (first)
- status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
-
- //Support rate modifier (1000 = 100%)
- pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
- if(battle_config.pet_support_rate != 100)
- pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
- return 1;
-}
-
-static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
-{
- unsigned int val;
- val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
- + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
- * (100 + status->vit)/100 + sd->param_equip[2];
- if (sd->class_&JOBL_UPPER)
- val += val * 25/100;
- else if (sd->class_&JOBL_BABY)
- val -= val * 30/100;
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
- val *= 3; //Triple max HP for top ranking Taekwons over level 90.
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
- val += 2000;
-
- return val;
-}
-
-static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
-{
- unsigned int val;
- val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
- * (100 + status->int_)/100 + sd->param_equip[3];
- if (sd->class_&JOBL_UPPER)
- val += val * 25/100;
- else if (sd->class_&JOBL_BABY)
- val -= val * 30/100;
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
- val *= 3; //Triple max SP for top ranking Taekwons over level 90.
-
- return val;
-}
-
-
-//Calculates player data from scratch without counting SC adjustments.
-//Should be invoked whenever players raise stats, learn passive skills or change equipment.
-int status_calc_pc(struct map_session_data* sd,int first)
-{
- static int calculating = 0; //Check for recursive call preemption. [Skotlex]
- struct status_data b_status, *status;
- struct weapon_atk b_lhw;
- struct skill b_skill[MAX_SKILL];
-
- int b_weight,b_max_weight;
- int i,index;
- int skill,refinedef=0;
-
- if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
- return -1;
-
- if (++calculating > 10) //Too many recursive calls!
- return -1;
-
- memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
- memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
- b_status.lhw = &b_lhw;
-
- memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
- b_weight = sd->weight;
- b_max_weight = sd->max_weight;
-
- pc_calc_skilltree(sd); // スキルツリ?の計算
-
- sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
-
- if(first&1) {
- //Load Hp/SP from char-received data.
- sd->battle_status.hp = sd->status.hp;
- sd->battle_status.sp = sd->status.sp;
- sd->battle_status.lhw = &sd->battle_lhw;
- sd->base_status.lhw = &sd->base_lhw;
- sd->regen.sregen = &sd->sregen;
- sd->regen.ssregen = &sd->ssregen;
- sd->weight=0;
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
- continue;
- sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
- }
- sd->cart_max_weight=battle_config.max_cart_weight;
- sd->cart_weight=0;
- sd->cart_max_num=MAX_CART;
- sd->cart_num=0;
- for(i=0;i<MAX_CART;i++){
- if(sd->status.cart[i].nameid==0)
- continue;
- sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
- sd->cart_num++;
- }
- }
-
- status = &sd->base_status;
- // these are not zeroed. [zzo]
- sd->hprate=100;
- sd->sprate=100;
- sd->castrate=100;
- sd->delayrate=100;
- sd->dsprate=100;
- sd->speed_rate = 100;
- sd->hprecov_rate = 100;
- sd->sprecov_rate = 100;
- sd->atk_rate = sd->matk_rate = 100;
- sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
- sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
- sd->regen.state.block = 0;
-
- // zeroed arays, order follows the order in map.h.
- // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
- malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
- + sizeof(sd->param_equip)
- + sizeof(sd->subele)
- + sizeof(sd->subrace)
- + sizeof(sd->subrace2)
- + sizeof(sd->subsize)
- + sizeof(sd->reseff)
- + sizeof(sd->weapon_coma_ele)
- + sizeof(sd->weapon_coma_race)
- + sizeof(sd->weapon_atk)
- + sizeof(sd->weapon_atk_rate)
- + sizeof(sd->arrow_addele)
- + sizeof(sd->arrow_addrace)
- + sizeof(sd->arrow_addsize)
- + sizeof(sd->magic_addele)
- + sizeof(sd->magic_addrace)
- + sizeof(sd->magic_addsize)
- + sizeof(sd->critaddrace)
- + sizeof(sd->expaddrace)
- + sizeof(sd->itemgrouphealrate)
- + sizeof(sd->sp_gain_race)
- );
-
- malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
- malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
-
- malloc_set(&sd->special_state,0,sizeof(sd->special_state));
- malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
- malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
-
- //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
- status->speed = DEFAULT_WALK_SPEED;
- status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
- status->size = (sd->class_&JOBL_BABY)?0:1;
- if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
- if (sd->class_&JOBL_BABY) {
- if (battle_config.character_size&2)
- status->size++;
- } else
- if(battle_config.character_size&1)
- status->size++;
- }
- status->aspd_rate = 1000;
- status->ele_lv = 1;
- status->race = RC_DEMIHUMAN;
-
- //zero up structures...
- malloc_set(&sd->autospell,0,sizeof(sd->autospell)
- + sizeof(sd->autospell2)
- + sizeof(sd->addeff)
- + sizeof(sd->addeff2)
- + sizeof(sd->skillatk)
- + sizeof(sd->skillblown)
- + sizeof(sd->add_def)
- + sizeof(sd->add_mdef)
- + sizeof(sd->add_dmg)
- + sizeof(sd->add_mdmg)
- + sizeof(sd->add_drop)
- + sizeof(sd->itemhealrate)
- );
-
- // vars zeroing. ints, shorts, chars. in that order.
- malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
- + sizeof(sd->arrow_ele)
- + sizeof(sd->arrow_cri)
- + sizeof(sd->arrow_hit)
- + sizeof(sd->nsshealhp)
- + sizeof(sd->nsshealsp)
- + sizeof(sd->critical_def)
- + sizeof(sd->double_rate)
- + sizeof(sd->long_attack_atk_rate)
- + sizeof(sd->near_attack_def_rate)
- + sizeof(sd->long_attack_def_rate)
- + sizeof(sd->magic_def_rate)
- + sizeof(sd->misc_def_rate)
- + sizeof(sd->ignore_mdef_ele)
- + sizeof(sd->ignore_mdef_race)
- + sizeof(sd->perfect_hit)
- + sizeof(sd->perfect_hit_add)
- + sizeof(sd->get_zeny_rate)
- + sizeof(sd->get_zeny_num)
- + sizeof(sd->double_add_rate)
- + sizeof(sd->short_weapon_damage_return)
- + sizeof(sd->long_weapon_damage_return)
- + sizeof(sd->magic_damage_return)
- + sizeof(sd->random_attack_increase_add)
- + sizeof(sd->random_attack_increase_per)
- + sizeof(sd->break_weapon_rate)
- + sizeof(sd->break_armor_rate)
- + sizeof(sd->crit_atk_rate)
- + sizeof(sd->hp_loss_rate)
- + sizeof(sd->sp_loss_rate)
- + sizeof(sd->classchange)
- + sizeof(sd->speed_add_rate)
- + sizeof(sd->aspd_add_rate)
- + sizeof(sd->setitem_hash)
- + sizeof(sd->setitem_hash2)
- // shorts
- + sizeof(sd->splash_range)
- + sizeof(sd->splash_add_range)
- + sizeof(sd->add_steal_rate)
- + sizeof(sd->hp_loss_value)
- + sizeof(sd->sp_loss_value)
- + sizeof(sd->hp_loss_type)
- + sizeof(sd->hp_gain_value)
- + sizeof(sd->sp_gain_value)
- + sizeof(sd->sp_vanish_rate)
- + sizeof(sd->sp_vanish_per)
- + sizeof(sd->add_drop_count)
- + sizeof(sd->unbreakable)
- + sizeof(sd->unbreakable_equip)
- + sizeof(sd->unstripable_equip)
- + sizeof(sd->add_def_count)
- + sizeof(sd->add_mdef_count)
- + sizeof(sd->add_dmg_count)
- + sizeof(sd->add_mdmg_count)
- );
-
- // Parse equipment.
- for(i=0;i<EQI_MAX-1;i++) {
- current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- if(index < 0)
- continue;
- if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
- continue;
- if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
- continue;
- if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
- continue;
- if(!sd->inventory_data[index])
- continue;
-
- status->def += sd->inventory_data[index]->def;
-
- if(first&1 && sd->inventory_data[index]->equip_script)
- { //Execute equip-script on login
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
-
- if(sd->inventory_data[index]->type == IT_WEAPON) {
- int r,wlv = sd->inventory_data[index]->wlv;
- struct weapon_data *wd;
- struct weapon_atk *wa;
-
- if (wlv >= MAX_REFINE_BONUS)
- wlv = MAX_REFINE_BONUS - 1;
- if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
- wd = &sd->left_weapon; // Left-hand weapon
- wa = status->lhw;
- } else {
- wd = &sd->right_weapon;
- wa = &status->rhw;
- }
- wa->atk += sd->inventory_data[index]->atk;
- wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
- if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
- wd->overrefine = r*refinebonus[wlv][1];
-
- wa->range += sd->inventory_data[index]->range;
- if(sd->inventory_data[index]->script) {
- if (wd == &sd->left_weapon) {
- sd->state.lr_flag = 1;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
-
- if(sd->status.inventory[index].card[0]==CARD0_FORGE)
- { // Forged weapon
- wd->star += (sd->status.inventory[index].card[1]>>8);
- if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
- if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
- wd->star += 10;
-
- if (!wa->ele) //Do not overwrite element from previous bonuses.
- wa->ele = (sd->status.inventory[index].card[1]&0x0f);
- }
- }
- else if(sd->inventory_data[index]->type == IT_ARMOR) {
- refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
- if(sd->inventory_data[index]->script) {
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
- }
- }
-
- if(sd->equip_index[EQI_AMMO] >= 0){
- index = sd->equip_index[EQI_AMMO];
- if(sd->inventory_data[index]){ // Arrows
- sd->arrow_atk += sd->inventory_data[index]->atk;
- sd->state.lr_flag = 2;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
- return 1;
- }
- }
-
- //Store equipment script bonuses
- memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
- malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
-
- status->def += (refinedef+50)/100;
-
- //Parse Cards
- for(i=0;i<EQI_MAX-1;i++) {
- current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- if(index < 0)
- continue;
- if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
- continue;
- if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
- continue;
- if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
- continue;
-
- if(sd->inventory_data[index]) {
- int j,c;
- struct item_data *data;
-
- //Card script execution.
- if(itemdb_isspecial(sd->status.inventory[index].card[0]))
- continue;
- for(j=0;j<sd->inventory_data[index]->slot;j++){
- current_equip_card_id= c= sd->status.inventory[index].card[j];
- if(!c)
- continue;
- data = itemdb_exists(c);
- if(!data)
- continue;
- if(first&1 && data->equip_script)
- { //Execute equip-script on login
- run_script(data->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
- if(!data->script)
- continue;
- if(data->flag.no_equip) { //Card restriction checks.
- if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
- continue;
- if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
- continue;
- if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
- continue;
- }
- if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
- { //Left hand status.
- sd->state.lr_flag = 1;
- run_script(data->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(data->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script his function. [Skotlex]
- return 1;
- }
- }
- }
-
- if(sd->pd && battle_config.pet_status_support)
- { // Pet
- struct pet_data *pd=sd->pd;
- if(pd && pd->pet.intimate > 0 &&
- (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
- pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
- pc_bonus(sd,pd->bonus->type, pd->bonus->val);
- }
- //param_bonus now holds card bonuses.
-
- if(status->rhw.range < 1) status->rhw.range = 1;
- if(status->lhw->range < 1) status->lhw->range = 1;
- if(status->rhw.range < status->lhw->range)
- status->rhw.range = status->lhw->range;
-
- sd->double_rate += sd->double_add_rate;
- sd->perfect_hit += sd->perfect_hit_add;
- sd->splash_range += sd->splash_add_range;
- if(sd->aspd_add_rate)
- status->aspd_rate += 10*sd->aspd_add_rate;
- if(sd->speed_add_rate)
- sd->speed_rate += sd->speed_add_rate;
-
- // Damage modifiers from weapon type
- sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
- sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
- sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
- sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
- sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
- sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
-
- if(pc_isriding(sd) &&
- (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
- { //When Riding with spear, damage modifier to mid-class becomes
- //same as versus large size.
- sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
- sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
- }
-
-// ----- STATS CALCULATION -----
-
- // Job bonuses
- for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
- if(!job_bonus[sd->status.class_][i])
- continue;
- switch(job_bonus[sd->status.class_][i]) {
- case 1:
- status->str++;
- break;
- case 2:
- status->agi++;
- break;
- case 3:
- status->vit++;
- break;
- case 4:
- status->int_++;
- break;
- case 5:
- status->dex++;
- break;
- case 6:
- status->luk++;
- break;
- }
- }
-
- // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
- if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
- status->str += 10;
- status->agi += 10;
- status->vit += 10;
- status->int_+= 10;
- status->dex += 10;
- status->luk += 10;
- }
-
- // Absolute modifiers from passive skills
- if(pc_checkskill(sd,BS_HILTBINDING)>0)
- status->str++;
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
- status->int_ += (skill+1)/2; // +1 INT / 2 lv
- if((skill=pc_checkskill(sd,AC_OWL))>0)
- status->dex += skill;
-
- // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
- i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
- status->str = cap_value(i,0,USHRT_MAX);
- i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
- status->agi = cap_value(i,0,USHRT_MAX);
- i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
- status->vit = cap_value(i,0,USHRT_MAX);
- i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
- status->int_ = cap_value(i,0,USHRT_MAX);
- i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
- status->dex = cap_value(i,0,USHRT_MAX);
- i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
- status->luk = cap_value(i,0,USHRT_MAX);
-
-// ------ BASE ATTACK CALCULATION ------
-
- // Base batk value is set on status_calc_misc
- // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
- if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
- status->batk += sd->weapon_atk[sd->status.weapon];
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
- status->batk += 4;
-
-// ----- HP MAX CALCULATION -----
-
- // Basic MaxHP value
- //We hold the standard Max HP here to make it faster to recalculate on vit changes.
- sd->status.max_hp = status_base_pc_maxhp(sd,status);
- status->max_hp += sd->status.max_hp;
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,CR_TRUST))>0)
- status->max_hp += skill*200;
-
- // Apply relative modifiers from equipment
- if(sd->hprate < 0)
- sd->hprate = 0;
- if(sd->hprate!=100)
- status->max_hp = status->max_hp * sd->hprate/100;
- if(battle_config.hp_rate != 100)
- status->max_hp = status->max_hp * battle_config.hp_rate/100;
-
- if(status->max_hp > (unsigned int)battle_config.max_hp)
- status->max_hp = battle_config.max_hp;
- else if(!status->max_hp)
- status->max_hp = 1;
-
-// ----- SP MAX CALCULATION -----
-
- // Basic MaxSP value
- sd->status.max_sp = status_base_pc_maxsp(sd,status);
- status->max_sp += sd->status.max_sp;
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,SL_KAINA))>0)
- status->max_sp += 30*skill;
- if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
- status->max_sp += status->max_sp * skill/100;
- if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
- status->max_sp += status->max_sp * 2*skill/100;
-
- // Apply relative modifiers from equipment
- if(sd->sprate < 0)
- sd->sprate = 0;
- if(sd->sprate!=100)
- status->max_sp = status->max_sp * sd->sprate/100;
- if(battle_config.sp_rate != 100)
- status->max_sp = status->max_sp * battle_config.sp_rate/100;
-
- if(status->max_sp > (unsigned int)battle_config.max_sp)
- status->max_sp = battle_config.max_sp;
- else if(!status->max_sp)
- status->max_sp = 1;
-
-// ----- RESPAWN HP/SP -----
-//
- //Calc respawn hp and store it on base_status
- if (sd->special_state.restart_full_recover)
- {
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- } else {
- if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
- && battle_config.restart_hp_rate < 50)
- status->hp=status->max_hp>>1;
- else
- status->hp=status->max_hp * battle_config.restart_hp_rate/100;
- if(!status->hp)
- status->hp = 1;
-
- status->sp = status->max_sp * battle_config.restart_sp_rate /100;
- }
-
-// ----- MISC CALCULATION -----
- status_calc_misc(&sd->bl, status, sd->status.base_level);
-
- //Equipment modifiers for misc settings
- if(sd->matk_rate < 0)
- sd->matk_rate = 0;
- if(sd->matk_rate != 100){
- status->matk_max = status->matk_max * sd->matk_rate/100;
- status->matk_min = status->matk_min * sd->matk_rate/100;
- }
-
- if(sd->hit_rate < 0)
- sd->hit_rate = 0;
- if(sd->hit_rate != 100)
- status->hit = status->hit * sd->hit_rate/100;
-
- if(sd->flee_rate < 0)
- sd->flee_rate = 0;
- if(sd->flee_rate != 100)
- status->flee = status->flee * sd->flee_rate/100;
-
- if(sd->def2_rate < 0)
- sd->def2_rate = 0;
- if(sd->def2_rate != 100)
- status->def2 = status->def2 * sd->def2_rate/100;
-
- if(sd->mdef2_rate < 0)
- sd->mdef2_rate = 0;
- if(sd->mdef2_rate != 100)
- status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
-
- if(sd->critical_rate < 0)
- sd->critical_rate = 0;
- if(sd->critical_rate != 100)
- status->cri = status->cri * sd->critical_rate/100;
-
- if(sd->flee2_rate < 0)
- sd->flee2_rate = 0;
- if(sd->flee2_rate != 100)
- status->flee2 = status->flee2 * sd->flee2_rate/100;
-
-// ----- HIT CALCULATION -----
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
- status->hit += skill*2;
- if((skill=pc_checkskill(sd,AC_VULTURE))>0){
- status->hit += skill;
- if(sd->status.weapon == W_BOW)
- status->rhw.range += skill;
- }
- if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
- {
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
- status->hit += 2*skill;
- if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
- status->hit += skill;
- status->rhw.range += skill;
- }
- }
-
-// ----- FLEE CALCULATION -----
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,TF_MISS))>0)
- status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
- if((skill=pc_checkskill(sd,MO_DODGE))>0)
- status->flee += (skill*3)>>1;
-
-// ----- EQUIPMENT-DEF CALCULATION -----
-
- // Apply relative modifiers from equipment
- if(sd->def_rate < 0)
- sd->def_rate = 0;
- if(sd->def_rate != 100) {
- i = status->def * sd->def_rate/100;
- status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
- }
-
- if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
- {
- status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
- status->def = (unsigned char)battle_config.max_def;
- }
-
-// ----- EQUIPMENT-MDEF CALCULATION -----
-
- // Apply relative modifiers from equipment
- if(sd->mdef_rate < 0)
- sd->mdef_rate = 0;
- if(sd->mdef_rate != 100) {
- i = status->mdef * sd->mdef_rate/100;
- status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
- }
-
- if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
- {
- status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
- status->mdef = (signed char)battle_config.max_def;
- }
-
-// ----- WALKING SPEED CALCULATION -----
-
- if(sd->speed_rate < 0)
- sd->speed_rate = 0;
- if(sd->speed_rate != 100)
- status->speed = status->speed*sd->speed_rate/100;
-
- // Relative modifiers from passive skills
- if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
- status->speed -= status->speed * skill/100;
- if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
- status->speed -= status->speed * 25/100;
- if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
- status->speed += status->speed * (100-10*skill)/100;
-
- if(status->speed < battle_config.max_walk_speed)
- status->speed = battle_config.max_walk_speed;
-
-// ----- ASPD CALCULATION -----
-// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
-
- // Basic ASPD value
- if (sd->status.weapon < MAX_WEAPON_TYPE)
- i = (1000 -4*status->agi -status->dex)
- *aspd_base[sd->status.class_][sd->status.weapon]/1000;
- else
- i = ((
- (1000 -4*status->agi -status->dex)
- *aspd_base[sd->status.class_][sd->weapontype1]/1000
- )+(
- (1000 -4*status->agi -status->dex)
- *aspd_base[sd->status.class_][sd->weapontype2]/1000
- )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
-
- status->amotion = cap_value(i,battle_config.max_aspd,2000);
-
- // Relative modifiers from passive skills
- if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- status->aspd_rate -= 5*skill;
- if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
- status->aspd_rate -= 30*skill;
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
- (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- status->aspd_rate -= ((skill+1)/2) * 10;
- if(pc_isriding(sd))
- status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
-
- status->adelay = 2*status->amotion;
-
-
-// ----- DMOTION -----
-//
- i = 800-status->agi*4;
- status->dmotion = cap_value(i, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
-
-// ----- MISC CALCULATIONS -----
-
- // Weight
- if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
- sd->max_weight += 2000*skill;
- if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
- sd->max_weight += 10000;
- if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
- sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
-
- if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
- sd->regen.state.walk = 1;
- else
- sd->regen.state.walk = 0;
-
- // Skill SP cost
- if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
- sd->dsprate -= 4*skill;
-
- if(sd->sc.count){
- if(sd->sc.data[SC_SERVICE4U].timer!=-1)
- sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
- }
-
- //Underflow protections.
- if(sd->dsprate < 0)
- sd->dsprate = 0;
- if(sd->castrate < 0)
- sd->castrate = 0;
- if(sd->delayrate < 0)
- sd->delayrate = 0;
- if(sd->hprecov_rate < 0)
- sd->hprecov_rate = 0;
- if(sd->sprecov_rate < 0)
- sd->sprecov_rate = 0;
-
- // Anti-element and anti-race
- if((skill=pc_checkskill(sd,CR_TRUST))>0)
- sd->subele[6] += skill*5;
- if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
- sd->subele[0] += skill;
- sd->subele[3] += skill*4;
- }
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
- skill = skill*4;
- sd->right_weapon.addrace[RC_DRAGON]+=skill;
- sd->left_weapon.addrace[RC_DRAGON]+=skill;
- sd->magic_addrace[RC_DRAGON]+=skill;
- sd->subrace[RC_DRAGON]+=skill;
- }
-
- if(sd->sc.count){
- if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
- { //Update the card-bonus data
- sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
- sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
- }
- if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
- sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
- }
- if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
- sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
- sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
- }
- }
-
- status_cpy(&sd->battle_status, status);
- status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
- status = &sd->battle_status; //Need to compare versus this.
-
-// ----- CLIENT-SIDE REFRESH -----
- if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
- clif_skillinfoblock(sd);
- if(b_status.speed != status->speed)
- clif_updatestatus(sd,SP_SPEED);
- if(b_weight != sd->weight)
- clif_updatestatus(sd,SP_WEIGHT);
- if(b_max_weight != sd->max_weight) {
- clif_updatestatus(sd,SP_MAXWEIGHT);
- pc_checkweighticon(sd);
- }
- if(b_status.str != status->str)
- clif_updatestatus(sd,SP_STR);
- if(b_status.agi != status->agi)
- clif_updatestatus(sd,SP_AGI);
- if(b_status.vit != status->vit)
- clif_updatestatus(sd,SP_VIT);
- if(b_status.int_ != status->int_)
- clif_updatestatus(sd,SP_INT);
- if(b_status.dex != status->dex)
- clif_updatestatus(sd,SP_DEX);
- if(b_status.luk != status->luk)
- clif_updatestatus(sd,SP_LUK);
- if(b_status.hit != status->hit)
- clif_updatestatus(sd,SP_HIT);
- if(b_status.flee != status->flee)
- clif_updatestatus(sd,SP_FLEE1);
- if(b_status.amotion != status->amotion)
- clif_updatestatus(sd,SP_ASPD);
- if(b_status.rhw.atk != status->rhw.atk ||
- b_status.lhw->atk != status->lhw->atk ||
- b_status.batk != status->batk)
- clif_updatestatus(sd,SP_ATK1);
- if(b_status.def != status->def)
- clif_updatestatus(sd,SP_DEF1);
- if(b_status.rhw.atk2 != status->rhw.atk2 ||
- b_status.lhw->atk2 != status->lhw->atk2)
- clif_updatestatus(sd,SP_ATK2);
- if(b_status.def2 != status->def2)
- clif_updatestatus(sd,SP_DEF2);
- if(b_status.flee2 != status->flee2)
- clif_updatestatus(sd,SP_FLEE2);
- if(b_status.cri != status->cri)
- clif_updatestatus(sd,SP_CRITICAL);
- if(b_status.matk_max != status->matk_max)
- clif_updatestatus(sd,SP_MATK1);
- if(b_status.matk_min != status->matk_min)
- clif_updatestatus(sd,SP_MATK2);
- if(b_status.mdef != status->mdef)
- clif_updatestatus(sd,SP_MDEF1);
- if(b_status.mdef2 != status->mdef2)
- clif_updatestatus(sd,SP_MDEF2);
- if(b_status.rhw.range != status->rhw.range)
- clif_updatestatus(sd,SP_ATTACKRANGE);
- if(b_status.max_hp != status->max_hp)
- clif_updatestatus(sd,SP_MAXHP);
- if(b_status.max_sp != status->max_sp)
- clif_updatestatus(sd,SP_MAXSP);
- if(b_status.hp != status->hp)
- clif_updatestatus(sd,SP_HP);
- if(b_status.sp != status->sp)
- clif_updatestatus(sd,SP_SP);
-
- calculating = 0;
- return 0;
-}
-
-int status_calc_homunculus(struct homun_data *hd, int first)
-{
- struct status_data b_status, *status;
- struct s_homunculus *hom;
- int skill;
-
- memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
- hom = &hd->homunculus;
-
- status = &hd->base_status;
-
- status->str = hom->str / 10;
- status->agi = hom->agi / 10;
- status->vit = hom->vit / 10;
- status->dex = hom->dex / 10;
- status->int_ = hom->int_ / 10;
- status->luk = hom->luk / 10;
-
- if (first) { //[orn]
- status->def_ele = hd->homunculusDB->element;
- status->ele_lv = 1;
- status->race = hd->homunculusDB->race ;
- status->size = hd->homunculusDB->size ;
- status->rhw.range = 1 + status->size;
- status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
- status->speed = DEFAULT_WALK_SPEED;
- if (battle_config.slaves_inherit_speed&1 &&
- hd->master && hd->master->state.auth) //Master needs be authed to have valid speed.
- status->speed = status_get_speed(&hd->master->bl);
-
- status->hp = 1;
- status->sp = 1;
- }
- skill = hom->level/10 + status->vit/5;
- status->def = cap_value(skill, 0, 99);
-
- skill = hom->level/10 + status->int_/5;
- status->mdef = cap_value(skill, 0, 99);
-
- status->max_hp = hom->max_hp ;
- status->max_sp = hom->max_sp ;
-
- merc_hom_calc_skilltree(hd);
-
- if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
- status->def += skill * 4;
-
- if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
- {
- status->int_ += 1 +skill/2 -skill/4 +skill/5;
- status->str += 1 +2*(skill/3) +skill/4;
- }
-
- if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
- status->max_hp += skill * 2 * status->max_hp / 100;
-
- if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
- status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
-
- if (first) {
- hd->battle_status.hp = hom->hp ;
- hd->battle_status.sp = hom->sp ;
- }
-
- status->rhw.atk = status->dex;
- status->rhw.atk2 = status->str + hom->level;
-
- status->aspd_rate = 1000;
-
- skill = (1000 -4*status->agi -status->dex)
- *hd->homunculusDB->baseASPD/1000;
-
- status->amotion = cap_value(skill,battle_config.max_aspd,2000);
- status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
-
- status_calc_misc(&hd->bl, status, hom->level);
- status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
-
- if (memcmp(&b_status, status, sizeof(struct status_data)))
- clif_hominfo(hd->master,hd,0) ;
-
- return 1;
-}
-
-static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
-static signed short status_calc_hit(struct block_list *,struct status_change *,int);
-static signed short status_calc_critical(struct block_list *,struct status_change *,int);
-static signed short status_calc_flee(struct block_list *,struct status_change *,int);
-static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
-static signed char status_calc_def(struct block_list *,struct status_change *,int);
-static signed short status_calc_def2(struct block_list *,struct status_change *,int);
-static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
-static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
-static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
-static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
-static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
-static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
-static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
-static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
-
-//Calculates base regen values.
-void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
-{
- struct map_session_data *sd;
- int val, skill;
-
- if (!(bl->type&BL_REGEN) || !regen)
- return;
- BL_CAST(BL_PC,bl,sd);
-
- val = 1 + (status->vit/5) + (status->max_hp/200);
-
- if (sd && sd->hprecov_rate != 100)
- val = val*sd->hprecov_rate/100;
-
- regen->hp = cap_value(val, 1, SHRT_MAX);
-
- val = 1 + (status->int_/6) + (status->max_sp/100);
- if(status->int_ >= 120)
- val += ((status->int_-120)>>1) + 4;
-
- if(sd && sd->sprecov_rate != 100)
- val = val*sd->sprecov_rate/100;
-
- regen->sp = cap_value(val, 1, SHRT_MAX);
-
- if(sd)
- {
- struct regen_data_sub *sregen;
- if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
- {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- //Only players have skill/sitting skill regen for now.
- sregen = regen->sregen;
-
- val = 0;
- if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
- val += skill*5 + (status->max_hp*skill/500);
- sregen->hp = cap_value(val, 0, SHRT_MAX);
-
- val = 0;
- if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
- val += skill*3 + (status->max_sp*skill/500);
- if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
- val += skill*3 + (status->max_sp*skill/500);
- sregen->sp = cap_value(val, 0, SHRT_MAX);
-
- // Skill-related recovery (only when sit)
- sregen = regen->ssregen;
-
- val = 0;
- if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
- val += skill*4 + (status->max_hp*skill/500);
-
- if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
- val += skill*30 + (status->max_hp*skill/500);
- sregen->hp = cap_value(val, 0, SHRT_MAX);
-
- val = 0;
- if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
- {
- val += skill*3 + (status->max_sp*skill/500);
- if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
- val += (30+10*skill)*val/100;
- }
- if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
- val += skill*2 + (status->max_sp*skill/500);
- sregen->sp = cap_value(val, 0, SHRT_MAX);
- }
-
- if(bl->type==BL_HOM)
- {
- struct homun_data *hd = (TBL_HOM*)bl;
- if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
- {
- val = regen->hp*(100+5*skill)/100;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- }
- if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
- {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- }
-}
-
-//Calculates SC related regen rates.
-void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
-{
- if (!(bl->type&BL_REGEN) || !regen)
- return;
-
- regen->flag = RGN_HP|RGN_SP;
- if(regen->sregen)
- {
- if (regen->sregen->hp)
- regen->flag|=RGN_SHP;
-
- if (regen->sregen->sp)
- regen->flag|=RGN_SSP;
- regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
- }
- if (regen->ssregen)
- {
- if (regen->ssregen->hp)
- regen->flag|=RGN_SHP;
-
- if (regen->ssregen->sp)
- regen->flag|=RGN_SSP;
- regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
- }
- regen->rate.hp = regen->rate.sp = 1;
-
- if (!sc || !sc->count)
- return;
-
- if (
- (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
- || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
- || sc->data[SC_BERSERK].timer != -1
- || sc->data[SC_TRICKDEAD].timer != -1
- || sc->data[SC_BLEEDING].timer != -1
- ) //No regen
- regen->flag = 0;
-
- if (
- sc->data[SC_EXTREMITYFIST].timer != -1
- || sc->data[SC_DANCING].timer != -1
- || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
- && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
- ) //No natural SP regen
- regen->flag &=~RGN_SP;
-
- if(
- sc->data[SC_TENSIONRELAX].timer!=-1
- ) {
- regen->rate.hp += 2;
- if (regen->sregen)
- regen->sregen->rate.hp += 3;
- }
- if (sc->data[SC_MAGNIFICAT].timer != -1)
- {
- regen->rate.hp += 1;
- regen->rate.sp += 1;
- }
- if (sc->data[SC_REGENERATION].timer != -1)
- {
- if (!sc->data[SC_REGENERATION].val4)
- {
- regen->rate.hp += sc->data[SC_REGENERATION].val2;
- regen->rate.sp += sc->data[SC_REGENERATION].val3;
- } else
- regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
- }
-}
-
-//Calculates some attributes that depends on modified stats from status changes.
-void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
-{
- struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
- int skill;
-
- if(flag&(SCB_MAXHP|SCB_VIT))
- {
- flag|=SCB_MAXHP; //Ensures client-side refresh
-
- status->max_hp = status_base_pc_maxhp(sd,status);
- status->max_hp += b_status->max_hp - sd->status.max_hp;
-
- status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
-
- if(status->max_hp > (unsigned int)battle_config.max_hp)
- status->max_hp = battle_config.max_hp;
- else if(!status->max_hp)
- status->max_hp = 1;
-
- if(status->hp > status->max_hp) {
- status->hp = status->max_hp;
- clif_updatestatus(sd,SP_HP);
- }
- }
-
- if(flag&(SCB_MAXSP|SCB_INT))
- {
- flag|=SCB_MAXSP;
-
- status->max_sp = status_base_pc_maxsp(sd,status);
- status->max_sp += b_status->max_sp - sd->status.max_sp;
-
- status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
-
- if(status->max_sp > (unsigned int)battle_config.max_sp)
- status->max_sp = battle_config.max_sp;
- else if(!status->max_sp)
- status->max_sp = 1;
-
- if(status->sp > status->max_sp) {
- status->sp = status->max_sp;
- clif_updatestatus(sd,SP_SP);
- }
- }
-
- if(flag&SCB_MATK) {
- //New matk
- status->matk_min = status_base_matk_min(status);
- status->matk_max = status_base_matk_max(status);
-
- //Bonuses from previous matk
- status->matk_max += b_status->matk_max - status_base_matk_max(b_status);
- status->matk_min += b_status->matk_min - status_base_matk_min(b_status);
-
- status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
- status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
-
- if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
- sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
- sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
- }
- }
-
- if(flag&SCB_SPEED) {
- if(status->speed < battle_config.max_walk_speed)
- status->speed = battle_config.max_walk_speed;
-
- if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
- //Store casting walk speed for quick restoration. [Skotlex]
- sd->prev_speed = status->speed * (175-5*skill)/100;
- if(sd->ud.skilltimer != -1) { //Swap speed.
- skill = status->speed;
- status->speed = sd->prev_speed;
- sd->prev_speed = skill;
- }
- }
- }
- if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
- flag|=SCB_ASPD;
- if (sd->status.weapon < MAX_WEAPON_TYPE)
- skill = (1000 -4*status->agi -status->dex)
- *aspd_base[sd->status.class_][sd->status.weapon]/1000;
- else
- skill = ((
- (1000 -4*status->agi -status->dex)
- *aspd_base[sd->status.class_][sd->weapontype1]/1000
- )+(
- (1000 -4*status->agi -status->dex)
- *aspd_base[sd->status.class_][sd->weapontype2]/1000
- )) *2/3;
-
- status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
-
- // Apply all relative modifiers
- if(status->aspd_rate != 1000)
- skill = skill *status->aspd_rate/1000;
-
- status->amotion = cap_value(skill,battle_config.max_aspd,2000);
-
- status->adelay = 2*status->amotion;
- if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
- //Store casting adelay for quick restoration. [Skotlex]
- sd->prev_adelay = status->adelay*(150-5*skill)/100;
- if(sd->ud.skilltimer != -1) { //Swap adelay.
- skill = status->adelay;
- status->adelay = sd->prev_adelay;
- sd->prev_adelay = skill;
- }
- }
-
- }
-
- if(flag&(SCB_AGI|SCB_DSPD)) {
- if (b_status->agi == status->agi)
- status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
- else {
- skill = 800-status->agi*4;
- status->dmotion = cap_value(skill, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
- //It's safe to ignore b_status->dmotion since no bonus affects it.
- status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
- }
- }
-
- if(flag&SCB_SPEED) {
- clif_updatestatus(sd,SP_SPEED);
- if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
- unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
- }
-
- if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
- status_calc_regen(&sd->bl, status, &sd->regen);
-
- if(flag&SCB_REGEN)
- status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
-
- if (flag == SCB_ALL)
- return; //Refresh is done on invoking function (status_calc_pc)
-
- if(flag&SCB_STR)
- clif_updatestatus(sd,SP_STR);
- if(flag&SCB_AGI)
- clif_updatestatus(sd,SP_AGI);
- if(flag&SCB_VIT)
- clif_updatestatus(sd,SP_VIT);
- if(flag&SCB_INT)
- clif_updatestatus(sd,SP_INT);
- if(flag&SCB_DEX)
- clif_updatestatus(sd,SP_DEX);
- if(flag&SCB_LUK)
- clif_updatestatus(sd,SP_LUK);
- if(flag&SCB_HIT)
- clif_updatestatus(sd,SP_HIT);
- if(flag&SCB_FLEE)
- clif_updatestatus(sd,SP_FLEE1);
- if(flag&SCB_ASPD)
- clif_updatestatus(sd,SP_ASPD);
- if(flag&(SCB_BATK|SCB_WATK))
- clif_updatestatus(sd,SP_ATK1);
- if(flag&SCB_DEF)
- clif_updatestatus(sd,SP_DEF1);
- if(flag&SCB_WATK)
- clif_updatestatus(sd,SP_ATK2);
- if(flag&SCB_DEF2)
- clif_updatestatus(sd,SP_DEF2);
- if(flag&SCB_FLEE2)
- clif_updatestatus(sd,SP_FLEE2);
- if(flag&SCB_CRI)
- clif_updatestatus(sd,SP_CRITICAL);
- if(flag&SCB_MATK) {
- clif_updatestatus(sd,SP_MATK1);
- clif_updatestatus(sd,SP_MATK2);
- }
- if(flag&SCB_MDEF)
- clif_updatestatus(sd,SP_MDEF1);
- if(flag&SCB_MDEF2)
- clif_updatestatus(sd,SP_MDEF2);
- if(flag&SCB_RANGE)
- clif_updatestatus(sd,SP_ATTACKRANGE);
- if(flag&SCB_MAXHP)
- clif_updatestatus(sd,SP_MAXHP);
- if(flag&SCB_MAXSP)
- clif_updatestatus(sd,SP_MAXSP);
-}
-
-//Calculates some attributes that depends on modified stats from status changes.
-void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
-{
- struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
- struct status_change *sc = &hd->sc;
- int skill = 0;
-
-
- if(flag&(SCB_MAXHP|SCB_VIT))
- {
- flag|=SCB_MAXHP; //Ensures client-side refresh
- // Apply relative modifiers from equipment
- if(status->max_hp > (unsigned int)battle_config.max_hp)
- status->max_hp = battle_config.max_hp;
- else if(!status->max_hp)
- status->max_hp = 1;
- if(status->hp > status->max_hp)
- status->hp = status->max_hp;
- }
- if(flag&(SCB_MAXSP|SCB_INT))
- {
- flag|=SCB_MAXSP;
- if(status->max_sp > (unsigned int)battle_config.max_sp)
- status->max_sp = battle_config.max_sp;
- else if(!status->max_sp)
- status->max_sp = 1;
- if(status->sp > status->max_sp)
- status->sp = status->max_sp;
- }
- if(flag&SCB_VIT)
- { //Since vit affects def, recalculate def.
- flag|=SCB_DEF;
- status->def = status_calc_def(&hd->bl, sc, b_status->def);
- status->def+= (status->vit/5 - b_status->vit/5);
- }
- if(flag&SCB_INT)
- {
- flag|=SCB_MDEF;
- status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef);
- status->mdef+= (status->int_/5 - b_status->int_/5);
- }
- if(flag&SCB_DEX) {
- flag |=SCB_WATK;
- status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk);
- status->rhw.atk+= (status->dex - b_status->dex);
- }
- if(flag&SCB_STR) {
- flag |=SCB_WATK;
- status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2);
- status->rhw.atk2+= (status->str - b_status->str);
- }
- if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
- status->rhw.atk2 = status->rhw.atk;
-
- if(flag&SCB_MATK) //Hom Min Matk is always the same as Max Matk
- status->matk_min = status->matk_max;
-
- if(flag&SCB_SPEED && battle_config.slaves_inherit_speed&1 && hd->master)
- status->speed = status_get_speed(&hd->master->bl);
-
- if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
- flag|=SCB_ASPD;
-
- skill = (1000 -4*status->agi -status->dex)
- *hd->homunculusDB->baseASPD/1000;
-
- status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate);
- if(status->aspd_rate != 1000)
- skill = skill*status->aspd_rate/1000;
-
- status->amotion = cap_value(skill,battle_config.max_aspd,2000);
- status->adelay = 2*status->amotion;
- }
-
- if(flag&(SCB_AGI|SCB_DSPD)) {
- skill = 800-status->agi*4;
- status->dmotion = cap_value(skill, 400, 800);
- status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion);
- }
-
- if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
- status_calc_regen(&hd->bl, status, &hd->regen);
-
- if(flag&SCB_REGEN)
- status_calc_regen_rate(&hd->bl, &hd->regen, sc);
-
- if (flag == SCB_ALL)
- return; //Refresh is done on invoking function (status_calc_hom)
-
- if (hd->master && flag&(
- SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
- SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
- SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
- SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
- SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
- )
- clif_hominfo(hd->master,hd,0);
-}
-
-void status_calc_bl(struct block_list *bl, unsigned long flag)
-{
- struct status_data *b_status, *status;
- struct status_change *sc;
- int temp;
- TBL_PC *sd;
- b_status = status_get_base_status(bl);
- status = status_get_status_data(bl);
- sc = status_get_sc(bl);
-
- if (!b_status || !status)
- return;
-
- BL_CAST(BL_PC,bl,sd);
-
- if(sd && flag&SCB_PC)
- { //Recalc everything.
- status_calc_pc(sd,0);
- return;
- }
-
- if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
- status_cpy(status, b_status);
- return;
- }
-
- if(flag&SCB_STR) {
- status->str = status_calc_str(bl, sc, b_status->str);
- flag|=SCB_BATK;
- }
-
- if(flag&SCB_AGI) {
- status->agi = status_calc_agi(bl, sc, b_status->agi);
- flag|=SCB_FLEE;
- }
-
- if(flag&SCB_VIT) {
- status->vit = status_calc_vit(bl, sc, b_status->vit);
- flag|=SCB_DEF2|SCB_MDEF2;
- }
-
- if(flag&SCB_INT) {
- status->int_ = status_calc_int(bl, sc, b_status->int_);
- flag|=SCB_MATK|SCB_MDEF2;
- }
-
- if(flag&SCB_DEX) {
- status->dex = status_calc_dex(bl, sc, b_status->dex);
- flag|=SCB_BATK|SCB_HIT;
- }
-
- if(flag&SCB_LUK) {
- status->luk = status_calc_luk(bl, sc, b_status->luk);
- flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
- }
-
- if(flag&SCB_BATK && b_status->batk) {
- status->batk = status_base_atk(bl,status);
- temp = b_status->batk - status_base_atk(bl,b_status);
- if (temp)
- status->batk += temp;
- status->batk = status_calc_batk(bl, sc, status->batk);
- }
-
- if(flag&SCB_WATK) {
- status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
- if (!sd) //Should not affect weapon refine bonus
- status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
- if(status->lhw && b_status->lhw && b_status->lhw->atk) {
- if (sd) {
- sd->state.lr_flag = 1;
- status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
- sd->state.lr_flag = 0;
- } else {
- status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
- status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
- }
- }
- }
-
- if(flag&SCB_HIT) {
- if (status->dex == b_status->dex)
- status->hit = status_calc_hit(bl, sc, b_status->hit);
- else
- status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
- }
-
- if(flag&SCB_FLEE) {
- if (status->agi == b_status->agi)
- status->flee = status_calc_flee(bl, sc, b_status->flee);
- else
- status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
- }
-
- if(flag&SCB_DEF)
- status->def = status_calc_def(bl, sc, b_status->def);
-
- if(flag&SCB_DEF2) {
- if (status->vit == b_status->vit)
- status->def2 = status_calc_def2(bl, sc, b_status->def2);
- else
- status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
- }
-
- if(flag&SCB_MDEF)
- status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
-
- if(flag&SCB_MDEF2) {
- if (status->int_ == b_status->int_ && status->vit == b_status->vit)
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
- else
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
- }
-
- if(flag&SCB_SPEED) {
- status->speed = status_calc_speed(bl, sc, b_status->speed);
- if (!sd)
- { //Player speed is updated on calc_bl_sub_pc
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
- unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
- }
- }
- if(flag&SCB_CRI && b_status->cri) {
- if (status->luk == b_status->luk)
- status->cri = status_calc_critical(bl, sc, b_status->cri);
- else
- status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
- }
-
- if(flag&SCB_FLEE2 && b_status->flee2) {
- if (status->luk == b_status->luk)
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
- else
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
- }
-
- if(flag&SCB_ATK_ELE) {
- status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
- if(status->lhw && b_status->lhw) {
- if (sd) sd->state.lr_flag = 1;
- status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
- if (sd) sd->state.lr_flag = 0;
- }
- }
-
- if(flag&SCB_DEF_ELE) {
- status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
- status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
- }
-
- if(flag&SCB_MODE)
- {
- status->mode = status_calc_mode(bl, sc, b_status->mode);
- //Since mode changed, reset their state.
- if (!(status->mode&MD_CANATTACK))
- unit_stop_attack(bl);
- if (!(status->mode&MD_CANMOVE))
- unit_stop_walking(bl,0);
- }
-
-// No status changes alter these yet.
-// if(flag&SCB_SIZE)
-// if(flag&SCB_RACE)
-// if(flag&SCB_RANGE)
-
- if(sd) {
- //The remaining are handled quite different by players, so use their own function.
- status_calc_bl_sub_pc(sd, flag);
- return;
- }
-
- if(flag&SCB_MAXHP) {
- status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
- if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
- status->hp = status->max_hp;
- }
-
- if(flag&SCB_MAXSP) {
- status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
- if (status->sp > status->max_sp)
- status->sp = status->max_sp;
- }
-
- if(flag&SCB_MATK) {
- status->matk_min = status_base_matk_min(status);
- status->matk_max = status_base_matk_max(status);
- status->matk_min = status_calc_matk(bl, sc, status->matk_min);
- status->matk_max = status_calc_matk(bl, sc, status->matk_max);
- if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
- sc->data[SC_MAGICPOWER].val3 = status->matk_min;
- sc->data[SC_MAGICPOWER].val4 = status->matk_max;
- }
- }
-
- if(bl->type == BL_HOM) {
- //The remaining are handled quite different by homunculus, so use their own function.
- status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
- return;
- }
-
- if(flag&SCB_ASPD) {
- status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
- temp = status->aspd_rate*b_status->amotion/1000;
- status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
-
- temp = status->aspd_rate*b_status->adelay/1000;
- status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
- }
-
- if(flag&SCB_DSPD)
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
-
- if(bl->type&BL_REGEN) {
- if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
- status_calc_regen(bl, status, status_get_regen_data(bl));
- if(flag&SCB_REGEN)
- status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
- }
-}
-/*==========================================
- * Apply shared stat mods from status changes [DracoRPG]
- *------------------------------------------
- */
-static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
-{
- if(!sc || !sc->count)
- return cap_value(str,1,USHRT_MAX);
-
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- str += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCSTR].timer!=-1)
- str += sc->data[SC_INCSTR].val1;
- if(sc->data[SC_STRFOOD].timer!=-1)
- str += sc->data[SC_STRFOOD].val1;
- if(sc->data[SC_BATTLEORDERS].timer!=-1)
- str += 5;
- if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
- str += sc->data[SC_GUILDAURA].val3>>16;
- if(sc->data[SC_LOUD].timer!=-1)
- str += 4;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- str += 5;
- if(sc->data[SC_SPURT].timer!=-1)
- str += 10;
- if(sc->data[SC_NEN].timer!=-1)
- str += sc->data[SC_NEN].val1;
- if(sc->data[SC_BLESSING].timer != -1){
- if(sc->data[SC_BLESSING].val2)
- str += sc->data[SC_BLESSING].val2;
- else
- str >>= 1;
- }
- if(sc->data[SC_MARIONETTE].timer!=-1)
- str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
- if(sc->data[SC_MARIONETTE2].timer!=-1)
- str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
- if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
- str = 50;
-
- return cap_value(str,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
-{
- if(!sc || !sc->count)
- return cap_value(agi,1,USHRT_MAX);
-
- if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
- agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
- if(sc->data[SC_INCAGIRATE].timer!=-1)
- agi += agi*sc->data[SC_INCAGIRATE].val1/100;
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- agi += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCAGI].timer!=-1)
- agi += sc->data[SC_INCAGI].val1;
- if(sc->data[SC_AGIFOOD].timer!=-1)
- agi += sc->data[SC_AGIFOOD].val1;
- if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
- agi += sc->data[SC_GUILDAURA].val4>>16;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- agi += 5;
- if(sc->data[SC_INCREASEAGI].timer!=-1)
- agi += sc->data[SC_INCREASEAGI].val2;
- if(sc->data[SC_INCREASING].timer!=-1)
- agi += 4; // added based on skill updates [Reddozen]
- if(sc->data[SC_DECREASEAGI].timer!=-1)
- agi -= sc->data[SC_DECREASEAGI].val2;
- if(sc->data[SC_QUAGMIRE].timer!=-1)
- agi -= sc->data[SC_QUAGMIRE].val2;
- if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
- agi -= sc->data[SC_SUITON].val2;
- if(sc->data[SC_MARIONETTE].timer!=-1)
- agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
- if(sc->data[SC_MARIONETTE2].timer!=-1)
- agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
- if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
- agi = 50;
-
- return cap_value(agi,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
-{
- if(!sc || !sc->count)
- return cap_value(vit,1,USHRT_MAX);
-
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- vit += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCVIT].timer!=-1)
- vit += sc->data[SC_INCVIT].val1;
- if(sc->data[SC_VITFOOD].timer!=-1)
- vit += sc->data[SC_VITFOOD].val1;
- if(sc->data[SC_CHANGE].timer!=-1)
- vit += sc->data[SC_CHANGE].val2;
- if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
- vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- vit += 5;
- if(sc->data[SC_STRIPARMOR].timer!=-1)
- vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
- if(sc->data[SC_MARIONETTE].timer!=-1)
- vit -= sc->data[SC_MARIONETTE].val3&0xFF;
- if(sc->data[SC_MARIONETTE2].timer!=-1)
- vit += sc->data[SC_MARIONETTE2].val3&0xFF;
- if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
- vit = 50;
-
- return cap_value(vit,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
-{
- if(!sc || !sc->count)
- return cap_value(int_,1,USHRT_MAX);
-
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- int_ += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCINT].timer!=-1)
- int_ += sc->data[SC_INCINT].val1;
- if(sc->data[SC_INTFOOD].timer!=-1)
- int_ += sc->data[SC_INTFOOD].val1;
- if(sc->data[SC_CHANGE].timer!=-1)
- int_ += sc->data[SC_CHANGE].val3;
- if(sc->data[SC_BATTLEORDERS].timer!=-1)
- int_ += 5;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- int_ += 5;
- if(sc->data[SC_BLESSING].timer != -1){
- if (sc->data[SC_BLESSING].val2)
- int_ += sc->data[SC_BLESSING].val2;
- else
- int_ >>= 1;
- }
- if(sc->data[SC_STRIPHELM].timer!=-1)
- int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
- if(sc->data[SC_NEN].timer!=-1)
- int_ += sc->data[SC_NEN].val1;
- if(sc->data[SC_MARIONETTE].timer!=-1)
- int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
- if(sc->data[SC_MARIONETTE2].timer!=-1)
- int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
- if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
- int_ = 50;
-
- return cap_value(int_,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
-{
- if(!sc || !sc->count)
- return cap_value(dex,1,USHRT_MAX);
-
- if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
- dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
-
- if(sc->data[SC_INCDEXRATE].timer!=-1)
- dex += dex*sc->data[SC_INCDEXRATE].val1/100;
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- dex += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCDEX].timer!=-1)
- dex += sc->data[SC_INCDEX].val1;
- if(sc->data[SC_DEXFOOD].timer!=-1)
- dex += sc->data[SC_DEXFOOD].val1;
- if(sc->data[SC_BATTLEORDERS].timer!=-1)
- dex += 5;
- if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
- dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- dex += 5;
- if(sc->data[SC_QUAGMIRE].timer!=-1)
- dex -= sc->data[SC_QUAGMIRE].val2;
- if(sc->data[SC_BLESSING].timer != -1){
- if (sc->data[SC_BLESSING].val2)
- dex += sc->data[SC_BLESSING].val2;
- else
- dex >>= 1;
- }
- if(sc->data[SC_INCREASING].timer!=-1)
- dex += 4; // added based on skill updates [Reddozen]
- if(sc->data[SC_MARIONETTE].timer!=-1)
- dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
- if(sc->data[SC_MARIONETTE2].timer!=-1)
- dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
- if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
- dex = 50;
-
- return cap_value(dex,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
-{
- if(!sc || !sc->count)
- return cap_value(luk,1,USHRT_MAX);
-
- if(sc->data[SC_CURSE].timer!=-1)
- return 0;
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- luk += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCLUK].timer!=-1)
- luk += sc->data[SC_INCLUK].val1;
- if(sc->data[SC_LUKFOOD].timer!=-1)
- luk += sc->data[SC_LUKFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- luk += 5;
- if(sc->data[SC_GLORIA].timer!=-1)
- luk += 30;
- if(sc->data[SC_MARIONETTE].timer!=-1)
- luk -= sc->data[SC_MARIONETTE].val4&0xFF;
- if(sc->data[SC_MARIONETTE2].timer!=-1)
- luk += sc->data[SC_MARIONETTE2].val4&0xFF;
- if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
- luk = 50;
-
- return cap_value(luk,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
-{
- if(!sc || !sc->count)
- return cap_value(batk,0,USHRT_MAX);
-
- if(sc->data[SC_ATKPOTION].timer!=-1)
- batk += sc->data[SC_ATKPOTION].val1;
- if(sc->data[SC_BATKFOOD].timer!=-1)
- batk += sc->data[SC_BATKFOOD].val1;
- if(sc->data[SC_INCATKRATE].timer!=-1)
- batk += batk * sc->data[SC_INCATKRATE].val1/100;
- if(sc->data[SC_PROVOKE].timer!=-1)
- batk += batk * sc->data[SC_PROVOKE].val3/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- batk += batk * sc->data[SC_CONCENTRATION].val2/100;
- if(sc->data[SC_SKE].timer!=-1)
- batk += batk * 3;
- if(sc->data[SC_BLOODLUST].timer!=-1)
- batk += batk * sc->data[SC_BLOODLUST].val2/100;
- if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
- batk -= batk * 25/100;
- if(sc->data[SC_CURSE].timer!=-1)
- batk -= batk * 25/100;
-//Curse shouldn't effect on this? <- Curse OR Bleeding??
-// if(sc->data[SC_BLEEDING].timer != -1)
-// batk -= batk * 25/100;
- if(sc->data[SC_FLEET].timer!=-1)
- batk += batk * sc->data[SC_FLEET].val3/100;
- if(sc->data[SC_GATLINGFEVER].timer!=-1)
- batk += sc->data[SC_GATLINGFEVER].val3;
- if(sc->data[SC_MADNESSCANCEL].timer!=-1)
- batk += 100;
- return cap_value(batk,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
-{
- if(!sc || !sc->count)
- return cap_value(watk,0,USHRT_MAX);
-
- if(sc->data[SC_IMPOSITIO].timer!=-1)
- watk += sc->data[SC_IMPOSITIO].val2;
- if(sc->data[SC_WATKFOOD].timer!=-1)
- watk += sc->data[SC_WATKFOOD].val1;
- if(sc->data[SC_DRUMBATTLE].timer!=-1)
- watk += sc->data[SC_DRUMBATTLE].val2;
- if(sc->data[SC_VOLCANO].timer!=-1)
- watk += sc->data[SC_VOLCANO].val2;
- if(sc->data[SC_INCATKRATE].timer!=-1)
- watk += watk * sc->data[SC_INCATKRATE].val1/100;
- if(sc->data[SC_PROVOKE].timer!=-1)
- watk += watk * sc->data[SC_PROVOKE].val3/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- watk += watk * sc->data[SC_CONCENTRATION].val2/100;
- if(sc->data[SC_SKE].timer!=-1)
- watk += watk * 3;
- if(sc->data[SC_NIBELUNGEN].timer!=-1) {
- if (bl->type != BL_PC)
- watk += sc->data[SC_NIBELUNGEN].val2;
- else {
- TBL_PC *sd = (TBL_PC*)bl;
- int index = sd->equip_index[sd->state.lr_flag?8:9];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- watk += sc->data[SC_NIBELUNGEN].val2;
- }
- }
- if(sc->data[SC_BLOODLUST].timer!=-1)
- watk += watk * sc->data[SC_BLOODLUST].val2/100;
- if(sc->data[SC_FLEET].timer!=-1)
- watk += watk * sc->data[SC_FLEET].val3/100;
- if(sc->data[SC_CURSE].timer!=-1)
- watk -= watk * 25/100;
- if(sc->data[SC_STRIPWEAPON].timer!=-1)
- watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
-
- return cap_value(watk,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
-{
- if(!sc || !sc->count)
- return cap_value(matk,0,USHRT_MAX);
-
- if(sc->data[SC_MATKPOTION].timer!=-1)
- matk += sc->data[SC_MATKPOTION].val1;
- if(sc->data[SC_MATKFOOD].timer!=-1)
- matk += sc->data[SC_MATKFOOD].val1;
- if(sc->data[SC_MAGICPOWER].timer!=-1)
- matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
- if(sc->data[SC_MINDBREAKER].timer!=-1)
- matk += matk * sc->data[SC_MINDBREAKER].val2/100;
- if(sc->data[SC_INCMATKRATE].timer!=-1)
- matk += matk * sc->data[SC_INCMATKRATE].val1/100;
-
- return cap_value(matk,0,USHRT_MAX);
-}
-
-static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
-{
- if(!sc || !sc->count)
- return cap_value(critical,10,SHRT_MAX);
-
- if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
- critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
- if (sc->data[SC_FORTUNE].timer!=-1)
- critical += sc->data[SC_FORTUNE].val2;
- if (sc->data[SC_TRUESIGHT].timer!=-1)
- critical += sc->data[SC_TRUESIGHT].val2;
- if(sc->data[SC_CLOAKING].timer!=-1)
- critical += critical;
-
- return cap_value(critical,10,SHRT_MAX);
-}
-
-static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
-{
-
- if(!sc || !sc->count)
- return cap_value(hit,1,SHRT_MAX);
-
- if(sc->data[SC_INCHIT].timer != -1)
- hit += sc->data[SC_INCHIT].val1;
- if(sc->data[SC_HITFOOD].timer!=-1)
- hit += sc->data[SC_HITFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer != -1)
- hit += sc->data[SC_TRUESIGHT].val3;
- if(sc->data[SC_HUMMING].timer!=-1)
- hit += sc->data[SC_HUMMING].val2;
- if(sc->data[SC_CONCENTRATION].timer != -1)
- hit += sc->data[SC_CONCENTRATION].val3;
- if(sc->data[SC_INCHITRATE].timer != -1)
- hit += hit * sc->data[SC_INCHITRATE].val1/100;
- if(sc->data[SC_BLIND].timer != -1)
- hit -= hit * 25/100;
- if(sc->data[SC_ADJUSTMENT].timer!=-1)
- hit -= 30;
- if(sc->data[SC_INCREASING].timer!=-1)
- hit += 20; // RockmanEXE; changed based on updated [Reddozen]
-
- return cap_value(hit,1,SHRT_MAX);
-}
-
-static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
-{
- if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
- flee -= flee * battle_config.gvg_flee_penalty/100;
-
- if(!sc || !sc->count)
- return cap_value(flee,1,SHRT_MAX);
-
- if(sc->data[SC_INCFLEE].timer!=-1)
- flee += sc->data[SC_INCFLEE].val1;
- if(sc->data[SC_FLEEFOOD].timer!=-1)
- flee += sc->data[SC_FLEEFOOD].val1;
- if(sc->data[SC_WHISTLE].timer!=-1)
- flee += sc->data[SC_WHISTLE].val2;
- if(sc->data[SC_WINDWALK].timer!=-1)
- flee += sc->data[SC_WINDWALK].val2;
- if(sc->data[SC_INCFLEERATE].timer!=-1)
- flee += flee * sc->data[SC_INCFLEERATE].val1/100;
- if(sc->data[SC_VIOLENTGALE].timer!=-1)
- flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
- if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
- flee += sc->data[SC_MOON_COMFORT].val2;
- if(sc->data[SC_CLOSECONFINE].timer!=-1)
- flee += 10;
- if(sc->data[SC_SPIDERWEB].timer!=-1)
- flee -= flee * 50/100;
- if(sc->data[SC_BERSERK].timer!=-1)
- flee -= flee * 50/100;
- if(sc->data[SC_BLIND].timer!=-1)
- flee -= flee * 25/100;
- if(sc->data[SC_ADJUSTMENT].timer!=-1)
- flee += 30;
- if(sc->data[SC_GATLINGFEVER].timer!=-1)
- flee -= sc->data[SC_GATLINGFEVER].val4;
- if(sc->data[SC_SPEED].timer!=-1)
- flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
-
- return cap_value(flee,1,SHRT_MAX);
-}
-
-static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
-{
- if(!sc || !sc->count)
- return cap_value(flee2,10,SHRT_MAX);
-
- if(sc->data[SC_WHISTLE].timer!=-1)
- flee2 += sc->data[SC_WHISTLE].val3*10;
-
- return cap_value(flee2,10,SHRT_MAX);
-}
-
-static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
-{
- if(!sc || !sc->count)
- return cap_value(def,0,CHAR_MAX);
-
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_SKA].timer != -1)
- return sc->data[SC_SKA].val3;
- if(sc->data[SC_BARRIER].timer!=-1)
- return 100;
- if(sc->data[SC_KEEPING].timer!=-1)
- return 90;
- if(sc->data[SC_STEELBODY].timer!=-1)
- return 90;
- if(sc->data[SC_DRUMBATTLE].timer!=-1)
- def += sc->data[SC_DRUMBATTLE].val3;
- if (sc->data[SC_DEFENCE].timer != -1) //[orn]
- def += sc->data[SC_DEFENCE].val2 ;
- if(sc->data[SC_INCDEFRATE].timer!=-1)
- def += def * sc->data[SC_INCDEFRATE].val1/100;
- if(sc->data[SC_FREEZE].timer!=-1)
- def >>=1;
- if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
- def >>=1;
- if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
- def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- def -= def * sc->data[SC_CONCENTRATION].val4/100;
- if(sc->data[SC_SKE].timer!=-1)
- def >>=1;
- if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
- def -= def * sc->data[SC_PROVOKE].val4/100;
- if(sc->data[SC_STRIPSHIELD].timer!=-1)
- def -= def * sc->data[SC_STRIPSHIELD].val2/100;
- if (sc->data[SC_FLING].timer!=-1)
- def -= def * (sc->data[SC_FLING].val2)/100;
-
- return cap_value(def,0,CHAR_MAX);
-}
-
-static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
-{
- if(!sc || !sc->count)
- return cap_value(def2,1,SHRT_MAX);
-
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_ETERNALCHAOS].timer!=-1)
- return 0;
- if(sc->data[SC_SUN_COMFORT].timer!=-1)
- def2 += sc->data[SC_SUN_COMFORT].val2;
- if(sc->data[SC_ANGELUS].timer!=-1)
- def2 += def2 * sc->data[SC_ANGELUS].val2/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
- if(sc->data[SC_POISON].timer!=-1)
- def2 -= def2 * 25/100;
- if(sc->data[SC_DPOISON].timer!=-1)
- def2 -= def2 * 25/100;
- if(sc->data[SC_SKE].timer!=-1)
- def2 -= def2 * 50/100;
- if(sc->data[SC_PROVOKE].timer!=-1)
- def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
- if(sc->data[SC_JOINTBEAT].timer!=-1){
- if(sc->data[SC_JOINTBEAT].val2==3)
- def2 -= def2 * 50/100;
- else if(sc->data[SC_JOINTBEAT].val2==4)
- def2 -= def2 * 25/100;
- }
- if(sc->data[SC_FLING].timer!=-1)
- def2 -= def2 * (sc->data[SC_FLING].val3)/100;
-
- return cap_value(def2,1,SHRT_MAX);
-}
-
-static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
-{
- if(!sc || !sc->count)
- return cap_value(mdef,0,CHAR_MAX);
-
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_BARRIER].timer!=-1)
- return 100;
- if(sc->data[SC_STEELBODY].timer!=-1)
- return 90;
- if(sc->data[SC_SKA].timer != -1) // [marquis007]
- return 90;
- if(sc->data[SC_FREEZE].timer!=-1)
- mdef += 25*mdef/100;
- if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
- mdef += 25*mdef/100;
- if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
- mdef += sc->data[SC_ENDURE].val1;
-
- return cap_value(mdef,0,CHAR_MAX);
-}
-
-static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
-{
- if(!sc || !sc->count)
- return cap_value(mdef2,1,SHRT_MAX);
-
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_MINDBREAKER].timer!=-1)
- mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
-
- return cap_value(mdef2,1,SHRT_MAX);
-}
-
-static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
-{
- if(!sc || !sc->count)
- return cap_value(speed,10,USHRT_MAX);
-
- // Fixed reductions
- if(sc->data[SC_CURSE].timer!=-1)
- speed += 450;
- if(sc->data[SC_SWOO].timer != -1) // [marquis007]
- speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
- if(sc->data[SC_WEDDING].timer!=-1)
- speed += 300;
-
- if(sc->data[SC_GATLINGFEVER].timer==-1)
- { //% increases (they don't stack, with the exception of Speedup1? @.@)
- if(sc->data[SC_SPEEDUP1].timer!=-1)
- speed -= speed * 50/100;
- if(sc->data[SC_RUN].timer!=-1)
- speed -= speed * 50/100;
- else if(sc->data[SC_SPEEDUP0].timer!=-1)
- speed -= speed * 25/100;
- else if(sc->data[SC_INCREASEAGI].timer!=-1)
- speed -= speed * 25/100;
- else if(sc->data[SC_FUSION].timer != -1)
- speed -= speed * 25/100;
- else if(sc->data[SC_CARTBOOST].timer!=-1)
- speed -= speed * 20/100;
- else if(sc->data[SC_BERSERK].timer!=-1)
- speed -= speed * 20/100;
- else if(sc->data[SC_AVOID].timer!=-1)
- speed -= speed * sc->data[SC_AVOID].val2/100;
- else if(sc->data[SC_WINDWALK].timer!=-1)
- speed -= speed * sc->data[SC_WINDWALK].val3/100;
- }
- //% reductions (they stack)
- if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
- speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
- if(sc->data[SC_DECREASEAGI].timer!=-1)
- speed = speed * 100/75;
- if(sc->data[SC_STEELBODY].timer!=-1)
- speed = speed * 100/75;
- if(sc->data[SC_QUAGMIRE].timer!=-1)
- speed = speed * 100/50;
- if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
- speed = speed * 100/sc->data[SC_SUITON].val3;
- if(sc->data[SC_DONTFORGETME].timer!=-1)
- speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
- if(sc->data[SC_DEFENDER].timer!=-1)
- speed = speed * 100/sc->data[SC_DEFENDER].val3;
- if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
- speed = speed * 100/75;
- if(sc->data[SC_JOINTBEAT].timer!=-1) {
- if (sc->data[SC_JOINTBEAT].val2 == 0)
- speed = speed * 100/50;
- else
- if (sc->data[SC_JOINTBEAT].val2 == 2)
- speed = speed * 100/70;
- }
- if(sc->data[SC_CLOAKING].timer!=-1)
- speed = speed * 100 /(
- (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
- +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
-
- if(sc->data[SC_LONGING].timer!=-1)
- speed = speed * 100/sc->data[SC_LONGING].val3;
- if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
- speed = speed * 100/sc->data[SC_HIDING].val3;
- if(sc->data[SC_CHASEWALK].timer!=-1)
- speed = speed * 100/sc->data[SC_CHASEWALK].val3;
- if(sc->data[SC_GATLINGFEVER].timer!=-1)
- speed = speed * 100/75;
- if(sc->data[SC_SLOWDOWN].timer!=-1)
- speed = speed * 100/75;
-
- return cap_value(speed,10,USHRT_MAX);
-}
-
-static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
-{
- int i;
- if(!sc || !sc->count)
- return cap_value(aspd_rate,0,SHRT_MAX);
-
- if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
- {
- int max = 0;
- if(sc->data[SC_STAR_COMFORT].timer!=-1)
- max = sc->data[SC_STAR_COMFORT].val2;
-
- if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
- max < sc->data[SC_TWOHANDQUICKEN].val2)
- max = sc->data[SC_TWOHANDQUICKEN].val2;
-
- if(sc->data[SC_ONEHAND].timer!=-1 &&
- max < sc->data[SC_ONEHAND].val2)
- max = sc->data[SC_ONEHAND].val2;
-
- if(sc->data[SC_ADRENALINE2].timer!=-1 &&
- max < sc->data[SC_ADRENALINE2].val3)
- max = sc->data[SC_ADRENALINE2].val3;
-
- if(sc->data[SC_ADRENALINE].timer!=-1 &&
- max < sc->data[SC_ADRENALINE].val3)
- max = sc->data[SC_ADRENALINE].val3;
-
- if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
- max < sc->data[SC_SPEARQUICKEN].val2)
- max = sc->data[SC_SPEARQUICKEN].val2;
-
- if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
- max < sc->data[SC_GATLINGFEVER].val2)
- max = sc->data[SC_GATLINGFEVER].val2;
-
- if(sc->data[SC_FLEET].timer!=-1 &&
- max < sc->data[SC_FLEET].val2)
- max = sc->data[SC_FLEET].val2;
-
- if(sc->data[SC_ASSNCROS].timer!=-1 &&
- max < sc->data[SC_ASSNCROS].val2)
- {
- if (bl->type!=BL_PC)
- max = sc->data[SC_ASSNCROS].val2;
- else
- switch(((TBL_PC*)bl)->status.weapon)
- {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_SHOTGUN:
- case W_GATLING:
- case W_GRENADE:
- break;
- default:
- max = sc->data[SC_ASSNCROS].val2;
- }
- }
- aspd_rate -= max;
-
- //These stack with the rest of bonuses.
- if(sc->data[SC_BERSERK].timer!=-1)
- aspd_rate -= 300;
- else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
- aspd_rate -= 200;
- }
- if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
- sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
- sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
- sc->data[i=SC_ASPDPOTION0].timer!=-1)
- aspd_rate -= sc->data[i].val2;
- if(sc->data[SC_DONTFORGETME].timer!=-1)
- aspd_rate += sc->data[SC_DONTFORGETME].val2;
- if(sc->data[SC_LONGING].timer!=-1)
- aspd_rate += sc->data[SC_LONGING].val2;
- if(sc->data[SC_STEELBODY].timer!=-1)
- aspd_rate += 250;
- if(sc->data[SC_SKA].timer!=-1)
- aspd_rate += 250;
- if(sc->data[SC_DEFENDER].timer != -1)
- aspd_rate += sc->data[SC_DEFENDER].val4;
- if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
- aspd_rate += 250;
- if(sc->data[SC_GRAVITATION].timer!=-1)
- aspd_rate += sc->data[SC_GRAVITATION].val2;
-//Curse shouldn't effect on this?
-// if(sc->data[SC_BLEEDING].timer != -1)
-// aspd_rate += 250;
- if(sc->data[SC_JOINTBEAT].timer!=-1) {
- if (sc->data[SC_JOINTBEAT].val2 == 1)
- aspd_rate += 250;
- else if (sc->data[SC_JOINTBEAT].val2 == 2)
- aspd_rate += 100;
- }
-
- return cap_value(aspd_rate,0,SHRT_MAX);
-}
-
-static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
-{
- if(!sc || !sc->count || map_flag_gvg(bl->m))
- return cap_value(dmotion,0,USHRT_MAX);
-
- if (sc->data[SC_ENDURE].timer!=-1)
- return 0;
- if (sc->data[SC_CONCENTRATION].timer!=-1)
- return 0;
- if(sc->data[SC_RUN].timer!=-1)
- return 0;
-
- return cap_value(dmotion,0,USHRT_MAX);
-}
-
-static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
-{
- if(!sc || !sc->count)
- return cap_value(maxhp,1,UINT_MAX);
-
- if(sc->data[SC_INCMHPRATE].timer!=-1)
- maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
- if(sc->data[SC_APPLEIDUN].timer!=-1)
- maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
- if(sc->data[SC_DELUGE].timer!=-1)
- maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
- if(sc->data[SC_BERSERK].timer!=-1)
- maxhp += maxhp * 2;
-
- return cap_value(maxhp,1,UINT_MAX);
-}
-
-static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
-{
- if(!sc || !sc->count)
- return cap_value(maxsp,1,UINT_MAX);
-
- if(sc->data[SC_INCMSPRATE].timer!=-1)
- maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
- if(sc->data[SC_SERVICE4U].timer!=-1)
- maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
-
- return cap_value(maxsp,1,UINT_MAX);
-}
-
-static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
-{
- if(!sc || !sc->count)
- return element;
- if( sc->data[SC_FREEZE].timer!=-1 )
- return ELE_WATER;
- if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
- return ELE_EARTH;
- if( sc->data[SC_BENEDICTIO].timer!=-1 )
- return ELE_HOLY;
- if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
- return sc->data[SC_ELEMENTALCHANGE].val3;
- return cap_value(element,0,UCHAR_MAX);
-}
-
-static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
-{
- if(!sc || !sc->count)
- return lv;
- if( sc->data[SC_FREEZE].timer!=-1 )
- return 1;
- if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
- return 1;
- if( sc->data[SC_BENEDICTIO].timer!=-1 )
- return 1;
- if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
- return sc->data[SC_ELEMENTALCHANGE].val4;
- return cap_value(lv,1,4);
-}
-
-
-unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
-{
- if(!sc || !sc->count)
- return element;
- if( sc->data[SC_WATERWEAPON].timer!=-1)
- return ELE_WATER;
- if( sc->data[SC_EARTHWEAPON].timer!=-1)
- return ELE_EARTH;
- if( sc->data[SC_FIREWEAPON].timer!=-1)
- return ELE_FIRE;
- if( sc->data[SC_WINDWEAPON].timer!=-1)
- return ELE_WIND;
- if( sc->data[SC_ENCPOISON].timer!=-1)
- return ELE_POISON;
- if( sc->data[SC_ASPERSIO].timer!=-1)
- return ELE_HOLY;
- if( sc->data[SC_SHADOWWEAPON].timer!=-1)
- return ELE_DARK;
- if( sc->data[SC_GHOSTWEAPON].timer!=-1)
- return ELE_GHOST;
- return cap_value(element,0,UCHAR_MAX);
-}
-
-static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
-{
- if(!sc || !sc->count)
- return mode;
- if(sc->data[SC_MODECHANGE].timer!=-1) {
- if (sc->data[SC_MODECHANGE].val2)
- mode = sc->data[SC_MODECHANGE].val2; //Set mode
- if (sc->data[SC_MODECHANGE].val3)
- mode|= sc->data[SC_MODECHANGE].val3; //Add mode
- if (sc->data[SC_MODECHANGE].val4)
- mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
- }
- return cap_value(mode,0,USHRT_MAX);
-}
-
-/*==========================================
- * Quick swap of adelay/speed when starting ending SA_FREECAST
- *------------------------------------------
- */
-void status_freecast_switch(struct map_session_data *sd)
-{
- struct status_data *status;
- unsigned short b_speed,tmp;
-
- status = &sd->battle_status;
-
- b_speed = status->speed;
-
- tmp = status->speed;
- status->speed = sd->prev_speed;
- sd->prev_speed = tmp;
-
- tmp = status->adelay;
- status->adelay = sd->prev_adelay;
- sd->prev_adelay = tmp;
-
- if(b_speed != status->speed)
- clif_updatestatus(sd,SP_SPEED);
-}
-
-const char * status_get_name(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- switch (bl->type) {
- case BL_MOB:
- return ((TBL_MOB*)bl)->name;
- case BL_PC:
- if(strlen(((TBL_PC *)bl)->fakename)>0)
- return ((TBL_PC*)bl)->fakename;
- return ((TBL_PC*)bl)->status.name;
- case BL_PET:
- return ((TBL_PET*)bl)->pet.name;
- case BL_HOM:
- return ((TBL_HOM*)bl)->homunculus.name;
- case BL_NPC:
- return ((TBL_NPC*)bl)->name;
- }
- return "Unknown";
-}
-
-/*==========================================
- * 対象のClassを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_class(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
- return ((struct mob_data *)bl)->vd->class_;
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->status.class_;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->pet.class_;
- if(bl->type==BL_HOM)
- return ((struct homun_data *)bl)->homunculus.class_;
- return 0;
-}
-/*==========================================
- * 対象のレベルを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_lv(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB)
- return ((TBL_MOB*)bl)->level;
- if(bl->type==BL_PC)
- return ((TBL_PC*)bl)->status.base_level;
- if(bl->type==BL_PET)
- return ((TBL_PET*)bl)->pet.level;
- if(bl->type==BL_HOM)
- return ((TBL_HOM*)bl)->homunculus.level;
- return 1;
-}
-
-struct regen_data *status_get_regen_data(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC:
- return &((TBL_PC*)bl)->regen;
- case BL_HOM:
- return &((TBL_HOM*)bl)->regen;
- default:
- return NULL;
- }
-}
-
-struct status_data *status_get_status_data(struct block_list *bl)
-{
- nullpo_retr(&dummy_status, bl);
-
- switch (bl->type) {
- case BL_PC:
- return &((TBL_PC*)bl)->battle_status;
- case BL_MOB:
- return &((TBL_MOB*)bl)->status;
- case BL_PET:
- return &((TBL_PET*)bl)->status;
- case BL_HOM:
- return &((TBL_HOM*)bl)->battle_status;
- default:
- return &dummy_status;
- }
-}
-
-struct status_data *status_get_base_status(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC:
- return &((TBL_PC*)bl)->base_status;
- case BL_MOB:
- return ((TBL_MOB*)bl)->base_status?
- ((TBL_MOB*)bl)->base_status:
- &((TBL_MOB*)bl)->db->status;
- case BL_PET:
- return &((TBL_PET*)bl)->db->status;
- case BL_HOM:
- return &((TBL_HOM*)bl)->base_status;
- default:
- return NULL;
- }
-}
-
-unsigned short status_get_lwatk(struct block_list *bl)
-{
- struct status_data *status = status_get_status_data(bl);
- return status->lhw?status->lhw->atk:0;
-}
-
-unsigned short status_get_lwatk2(struct block_list *bl)
-{
- struct status_data *status = status_get_status_data(bl);
- return status->lhw?status->lhw->atk2:0;
-}
-
-unsigned char status_get_def(struct block_list *bl)
-{
- struct unit_data *ud;
- struct status_data *status = status_get_status_data(bl);
- int def = status?status->def:0;
- ud = unit_bl2ud(bl);
- if (ud && ud->skilltimer != -1)
- def -= def * skill_get_castdef(ud->skillid)/100;
- if(def < 0) def = 0;
- return def;
-}
-
-unsigned short status_get_speed(struct block_list *bl)
-{
- if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
- return ((struct npc_data *)bl)->speed;
- return status_get_status_data(bl)->speed;
-}
-
-unsigned char status_get_attack_lelement(struct block_list *bl)
-{
- struct status_data *status = status_get_status_data(bl);
- return status->lhw?status->lhw->ele:0;
-}
-
-int status_get_party_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.party_id;
- case BL_PET:
- if (((TBL_PET*)bl)->msd)
- return ((TBL_PET*)bl)->msd->status.party_id;
- break;
- case BL_MOB:
- {
- struct mob_data *md=(TBL_MOB*)bl;
- if( md->master_id>0 )
- {
- struct map_session_data *msd;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.party_id;
- return -md->master_id;
- }
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.party_id;
- break;
- case BL_SKILL:
- return ((TBL_SKILL*)bl)->group->party_id;
- }
- return 0;
-}
-
-int status_get_guild_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.guild_id;
- case BL_PET:
- if (((TBL_PET*)bl)->msd)
- return ((TBL_PET*)bl)->msd->status.guild_id;
- break;
- case BL_MOB:
- {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) //Guardian's guild [Skotlex]
- return md->guardian_data->guild_id;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.guild_id; //Alchemist's mobs [Skotlex]
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.guild_id;
- break;
- case BL_NPC:
- if (bl->subtype == SCRIPT)
- return ((TBL_NPC*)bl)->u.scr.guild_id;
- break;
- case BL_SKILL:
- return ((TBL_SKILL*)bl)->group->guild_id;
- }
- return 0;
-}
-
-int status_get_mexp(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB)
- return ((struct mob_data *)bl)->db->mexp;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->mexp;
- return 0;
-}
-int status_get_race2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type == BL_MOB)
- return ((struct mob_data *)bl)->db->race2;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->race2;
- return 0;
-}
-
-int status_isdead(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- return status_get_status_data(bl)->hp == 0;
-}
-
-int status_isimmune(struct block_list *bl)
-{
- struct status_change *sc =status_get_sc(bl);
- if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
- return 100;
-
- if (bl->type == BL_PC &&
- ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
- return ((TBL_PC*)bl)->special_state.no_magic_damage;
- return 0;
-}
-
-struct view_data *status_get_viewdata(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type)
- {
- case BL_PC:
- return &((TBL_PC*)bl)->vd;
- case BL_MOB:
- return ((TBL_MOB*)bl)->vd;
- case BL_PET:
- return &((TBL_PET*)bl)->vd;
- case BL_NPC:
- return ((TBL_NPC*)bl)->vd;
- case BL_HOM: //[blackhole89]
- return ((TBL_HOM*)bl)->vd;
- }
- return NULL;
-}
-
-void status_set_viewdata(struct block_list *bl, int class_)
-{
- struct view_data* vd;
- nullpo_retv(bl);
- if (mobdb_checkid(class_) || mob_is_clone(class_))
- vd = mob_get_viewdata(class_);
- else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
- vd = npc_get_viewdata(class_);
- else
- vd = NULL;
-
- switch (bl->type) {
- case BL_PC:
- {
- TBL_PC* sd = (TBL_PC*)bl;
- if (pcdb_checkid(class_)) {
- if (sd->sc.option&OPTION_WEDDING)
- class_ = JOB_WEDDING;
- else
- if (sd->sc.option&OPTION_XMAS)
- class_ = JOB_XMAS;
- else
- if (sd->sc.option&OPTION_RIDING)
- switch (class_)
- { //Adapt class to a Mounted one.
- case JOB_KNIGHT:
- class_ = JOB_KNIGHT2;
- break;
- case JOB_CRUSADER:
- class_ = JOB_CRUSADER2;
- break;
- case JOB_LORD_KNIGHT:
- class_ = JOB_LORD_KNIGHT2;
- break;
- case JOB_PALADIN:
- class_ = JOB_PALADIN2;
- break;
- case JOB_BABY_KNIGHT:
- class_ = JOB_BABY_KNIGHT2;
- break;
- case JOB_BABY_CRUSADER:
- class_ = JOB_BABY_CRUSADER2;
- break;
- }
- sd->vd.class_ = class_;
- clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
- sd->vd.head_top = sd->status.head_top;
- sd->vd.head_mid = sd->status.head_mid;
- sd->vd.head_bottom = sd->status.head_bottom;
- sd->vd.hair_style = sd->status.hair;
- sd->vd.hair_color = sd->status.hair_color;
- sd->vd.cloth_color = sd->status.clothes_color;
- sd->vd.sex = sd->status.sex;
- } else if (vd)
- memcpy(&sd->vd, vd, sizeof(struct view_data));
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
- }
- break;
- case BL_MOB:
- {
- TBL_MOB* md = (TBL_MOB*)bl;
- if (vd)
- md->vd = vd;
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
- }
- break;
- case BL_PET:
- {
- TBL_PET* pd = (TBL_PET*)bl;
- if (vd) {
- memcpy(&pd->vd, vd, sizeof(struct view_data));
- if (!pcdb_checkid(vd->class_)) {
- pd->vd.hair_style = battle_config.pet_hair_style;
- if(pd->pet.equip) {
- pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
- if (!pd->vd.head_bottom)
- pd->vd.head_bottom = pd->pet.equip;
- }
- }
- } else if (battle_config.error_log)
- ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
- }
- break;
- case BL_NPC:
- {
- TBL_NPC* nd = (TBL_NPC*)bl;
- if (vd)
- nd->vd = vd;
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
- }
- break;
- case BL_HOM: //[blackhole89]
- {
- struct homun_data *hd = (struct homun_data*)bl;
- if (vd)
- hd->vd = vd;
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
- }
- break;
- }
- vd = status_get_viewdata(bl);
- if (vd && vd->cloth_color && (
- (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
- || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
- ))
- vd->cloth_color = 0;
-}
-
-struct status_change *status_get_sc(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_MOB:
- return &((TBL_MOB*)bl)->sc;
- case BL_PC:
- return &((TBL_PC*)bl)->sc;
- case BL_NPC:
- return &((TBL_NPC*)bl)->sc;
- case BL_HOM: //[blackhole89]
- return &((TBL_HOM*)bl)->sc;
- }
- return NULL;
-}
-
-void status_change_init(struct block_list *bl)
-{
- struct status_change *sc = status_get_sc(bl);
- int i;
- nullpo_retv(sc);
- malloc_set(sc, 0, sizeof (struct status_change));
- for (i=0; i< SC_MAX; i++)
- sc->data[i].timer = -1;
-}
-
-//Returns defense against the specified status change.
-//Return range is 0 (no resist) to 10000 (inmunity)
-int status_get_sc_def(struct block_list *bl, int type)
-{
- int sc_def;
- struct status_data* status;
- 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:
- case SC_SUITON:
- return 10000;
- }
-
- status = status_get_status_data(bl);
- switch (type)
- {
- case SC_STUN:
- case SC_POISON:
- case SC_DPOISON:
- case SC_SILENCE:
- case SC_BLEEDING:
- sc_def = 300 +100*status->vit;
- break;
- case SC_SLEEP:
- sc_def = 300 +100*status->int_;
- break;
- case SC_STONE:
- case SC_FREEZE:
- case SC_DECREASEAGI:
- case SC_COMA:
- sc_def = 300 +100*status->mdef;
- break;
- case SC_CURSE:
- if (status->luk > status_get_lv(bl))
- return 10000; //Special property: inmunity when luk is greater than level
- else
- sc_def = 300 +100*status->luk;
- break;
- case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
- sc_def = 300 +50*status->vit +50*status->int_;
- break;
- case SC_CONFUSION:
- sc_def = 300 +50*status->str +50*status->int_;
- break;
- default:
- return 0; //Effect that cannot be reduced? Likely a buff.
- }
-
- BL_CAST(BL_PC,bl,sd);
-
- if (sd) {
-
- if (battle_config.pc_sc_def_rate != 100)
- sc_def = sc_def*battle_config.pc_sc_def_rate/100;
-
- if (sc_def < battle_config.pc_max_sc_def)
- sc_def += (battle_config.pc_max_sc_def - sc_def)*
- status->luk/battle_config.pc_luk_sc_def;
- else
- sc_def = battle_config.pc_max_sc_def;
-
- } else {
-
- if (battle_config.mob_sc_def_rate != 100)
- sc_def = sc_def*battle_config.mob_sc_def_rate/100;
-
- if (sc_def < battle_config.mob_max_sc_def)
- sc_def += (battle_config.mob_max_sc_def - sc_def)*
- status->luk/battle_config.mob_luk_sc_def;
- else
- sc_def = battle_config.mob_max_sc_def;
-
- }
-
- sc = status_get_sc(bl);
- if (sc && sc->count)
- {
- if (sc->data[SC_SCRESIST].timer != -1)
- sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
- else if (sc->data[SC_SIEGFRIED].timer != -1)
- sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
- }
-
- return sc_def>10000?10000:sc_def;
-}
-
-/*==========================================
- * Starts a status change.
- * type = type, val1~4 depend on the type.
- * rate = base success rate. 10000 = 100%
- * Tick is base duration
- * flag:
- * &1: Cannot be avoided (it has to start)
- * &2: Tick should not be reduced (by vit, luk, lv, etc)
- * &4: sc_data loaded, no value has to be altered.
- * &8: rate should not be reduced
- *------------------------------------------
- */
-int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
-{
- struct map_session_data *sd = NULL;
- struct status_change* sc;
- struct status_data *status;
- struct view_data *vd;
- int opt_flag, calc_flag, undead_flag;
-
- nullpo_retr(0, bl);
- sc=status_get_sc(bl);
- status = status_get_status_data(bl);
-
- if (!sc || status_isdead(bl))
- return 0;
-
- switch (bl->type)
- {
- case BL_PC:
- sd=(struct map_session_data *)bl;
- break;
- case BL_MOB:
- if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
- return 0; //Emperium can't be afflicted by status changes.
- break;
- }
-
- if(type < 0 || type >= SC_MAX) {
- if(battle_config.error_log)
- ShowError("status_change_start: invalid status change (%d)!\n", type);
- return 0;
- }
-
- //Check rate
- if (!(flag&(1|4))) {
- int def = status_get_sc_def(bl, type);
-
- if (def && tick && !(flag&2))
- {
- tick -= tick*def/10000;
- if (tick <= 0)
- return 0;
- }
-
- if (!(flag&8)) {
- if (def) //Natural resistance
- rate -= rate*def/10000;
-
- //Item resistance (only applies to rate%)
- if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
- && sd->reseff[type-SC_COMMON_MIN] > 0)
- rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
- }
-
- if (!(rand()%10000 < rate))
- return 0;
-
- }
-
- undead_flag=battle_check_undead(status->race,status->def_ele);
-
- //Check for inmunities / sc fails
- switch (type) {
- case SC_FREEZE:
- case SC_STONE:
- //Undead are inmune to Freeze/Stone
- if (undead_flag && !(flag&1))
- return 0;
- case SC_SLEEP:
- case SC_STUN:
- if (sc->opt1)
- return 0; //Cannot override other opt1 status changes. [Skotlex]
- break;
- case SC_CURSE:
- //Dark Elementals are inmune to curse.
- if (status->def_ele == ELE_DARK && !(flag&1))
- return 0;
- break;
- case SC_COMA:
- //Dark elementals and Demons are inmune to coma.
- if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
- return 0;
- break;
- case SC_SIGNUMCRUCIS:
- //Only affects demons and undead.
- if(status->race != RC_DEMON && !undead_flag)
- return 0;
- break;
- case SC_AETERNA:
- if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
- return 0;
- break;
- case SC_OVERTHRUST:
- if (sc->data[SC_MAXOVERTHRUST].timer != -1)
- return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
- break;
- case SC_ADRENALINE:
- if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
- return 0;
- if (sc->data[SC_QUAGMIRE].timer!=-1 ||
- sc->data[SC_DONTFORGETME].timer!=-1 ||
- sc->data[SC_DECREASEAGI].timer!=-1
- )
- return 0;
- break;
- case SC_ADRENALINE2:
- if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
- return 0;
- if (sc->data[SC_QUAGMIRE].timer!=-1 ||
- sc->data[SC_DONTFORGETME].timer!=-1 ||
- sc->data[SC_DECREASEAGI].timer!=-1
- )
- return 0;
- break;
- case SC_ONEHAND:
- case SC_TWOHANDQUICKEN:
- if(sc->data[SC_DECREASEAGI].timer!=-1)
- return 0;
- case SC_CONCENTRATE:
- case SC_INCREASEAGI:
- case SC_SPEARQUICKEN:
- case SC_TRUESIGHT:
- case SC_WINDWALK:
- case SC_CARTBOOST:
- case SC_ASSNCROS:
- if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
- return 0;
- break;
- case SC_CLOAKING:
- //Avoid cloaking with no wall and low skill level. [Skotlex]
- //Due to the cloaking card, we have to check the wall versus to known
- //skill level rather than the used one. [Skotlex]
- //if (sd && val1 < 3 && skill_check_cloaking(bl))
- if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
- return 0;
- break;
- case SC_MODECHANGE:
- {
- int mode;
- struct status_data *bstatus = status_get_base_status(bl);
- if (!bstatus) return 0;
- mode = val2?val2:bstatus->mode; //Base mode
- //Mode added AND removed? Added has priority.
- if ((val3&val4))
- val4&= ~(val3&val4);
- if (val3) mode|= val3; //Add mode
- if (val4) mode&=~val4; //Del mode
- if (mode == bstatus->mode) { //No change.
- if (sc->data[type].timer != -1) //Abort previous status
- return status_change_end(bl, type, -1);
- return 0;
- }
- }
- }
-
- //Check for BOSS resistances
- if(status->mode&MD_BOSS && !(flag&1)) {
- if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
- return 0;
- switch (type) {
- case SC_BLESSING:
- if (!undead_flag && status->race != RC_DEMON)
- break;
- case SC_QUAGMIRE:
- case SC_DECREASEAGI:
- case SC_SIGNUMCRUCIS:
- case SC_PROVOKE:
- case SC_ROKISWEIL:
- case SC_COMA:
- case SC_GRAVITATION:
- case SC_SUITON:
- return 0;
- }
- }
- //Before overlapping fail, one must check for status cured.
- switch (type) {
- case SC_BLESSING:
- if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
- if (sc->data[SC_CURSE].timer!=-1)
- status_change_end(bl,SC_CURSE,-1);
- if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
- status_change_end(bl,SC_STONE,-1);
- }
- break;
- case SC_INCREASEAGI:
- if(sc->data[SC_DECREASEAGI].timer!=-1 )
- status_change_end(bl,SC_DECREASEAGI,-1);
- break;
- case SC_DONTFORGETME:
- //is this correct? Maybe all three should stop the same subset of SCs...
- if(sc->data[SC_ASSNCROS].timer!=-1 )
- status_change_end(bl,SC_ASSNCROS,-1);
- case SC_QUAGMIRE:
- if(sc->data[SC_CONCENTRATE].timer!=-1 )
- status_change_end(bl,SC_CONCENTRATE,-1);
- if(sc->data[SC_TRUESIGHT].timer!=-1 )
- status_change_end(bl,SC_TRUESIGHT,-1);
- if(sc->data[SC_WINDWALK].timer!=-1 )
- status_change_end(bl,SC_WINDWALK,-1);
- //Also blocks the ones below...
- case SC_DECREASEAGI:
- if(sc->data[SC_INCREASEAGI].timer!=-1 )
- status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc->data[SC_ADRENALINE].timer!=-1 )
- status_change_end(bl,SC_ADRENALINE,-1);
- if(sc->data[SC_ADRENALINE2].timer!=-1 )
- status_change_end(bl,SC_ADRENALINE2,-1);
- if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
- status_change_end(bl,SC_SPEARQUICKEN,-1);
- if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
- status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- if(sc->data[SC_CARTBOOST].timer!=-1 )
- status_change_end(bl,SC_CARTBOOST,-1);
- if(sc->data[SC_ONEHAND].timer!=-1 )
- status_change_end(bl,SC_ONEHAND,-1);
- break;
- case SC_ONEHAND:
- //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
- if(sc->data[SC_ASPDPOTION0].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION0,-1);
- if(sc->data[SC_ASPDPOTION1].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION1,-1);
- if(sc->data[SC_ASPDPOTION2].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION2,-1);
- if(sc->data[SC_ASPDPOTION3].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION3,-1);
- break;
- case SC_MAXOVERTHRUST:
- //Cancels Normal Overthrust. [Skotlex]
- if (sc->data[SC_OVERTHRUST].timer != -1)
- status_change_end(bl, SC_OVERTHRUST, -1);
- break;
- case SC_KYRIE:
- // -- moonsoul (added to undo assumptio status if target has it)
- if(sc->data[SC_ASSUMPTIO].timer!=-1 )
- status_change_end(bl,SC_ASSUMPTIO,-1);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
- status_change_end(bl,SC_BLIND,-1);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
- //Clear Gospel [Skotlex]
- status_change_end(bl,SC_GOSPEL,-1);
- break;
- case SC_HIDING:
- 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);
- break;
- case SC_BERSERK:
- 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_AURABLADE].timer != -1)
- status_change_end(bl,SC_AURABLADE,-1);
- }
- break;
- case SC_ASSUMPTIO:
- if(sc->data[SC_KYRIE].timer!=-1)
- status_change_end(bl,SC_KYRIE,-1);
- break;
- case SC_CARTBOOST:
- if(sc->data[SC_DECREASEAGI].timer!=-1 )
- { //Cancel Decrease Agi, but take no further effect [Skotlex]
- status_change_end(bl,SC_DECREASEAGI,-1);
- return 0;
- }
- break;
- case SC_FUSION:
- if(sc->data[SC_SPIRIT].timer!=-1 )
- status_change_end(bl,SC_SPIRIT,-1);
- break;
- case SC_ADJUSTMENT:
- if(sc->data[SC_MADNESSCANCEL].timer != -1)
- status_change_end(bl,SC_MADNESSCANCEL,-1);
- break;
- case SC_MADNESSCANCEL:
- if(sc->data[SC_ADJUSTMENT].timer!=-1)
- status_change_end(bl,SC_ADJUSTMENT,-1);
- break;
- }
- //Check for overlapping fails
- if(sc->data[type].timer != -1){
- switch (type) {
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECTION:
- case SC_OVERTHRUST:
- if (sc->data[type].val2 > val2)
- return 0;
- break;
- case SC_STUN:
- case SC_SLEEP:
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_BLEEDING:
- case SC_DPOISON:
- case SC_CLOSECONFINE2: //Can't be re-closed in.
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- case SC_NOCHAT:
- case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
- return 0;
- case SC_COMBO:
- case SC_DANCING:
- case SC_DEVOTION:
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- case SC_ATKPOTION:
- case SC_MATKPOTION:
- case SC_JAILED:
- case SC_ARMOR_ELEMENT:
- break;
- case SC_GOSPEL:
- //Must not override a casting gospel char.
- if(sc->data[type].val4 == BCT_SELF)
- return 0;
- if(sc->data[type].val1 > val1)
- return 1;
- break;
- case SC_ENDURE:
- if(sc->data[type].val4 && !val4)
- return 1; //Don't let you override infinite endure.
- if(sc->data[type].val1 > val1)
- return 1;
- break;
- case SC_KAAHI:
- if(sc->data[type].val1 > val1)
- return 1;
- //Delete timer if it exists.
- if (sc->data[type].val4 != -1) {
- delete_timer(sc->data[type].val4,kaahi_heal_timer);
- sc->data[type].val4=-1;
- }
- break;
- default:
- if(sc->data[type].val1 > val1)
- return 1; //Return true to not mess up skill animations. [Skotlex
- }
- (sc->count)--;
- delete_timer(sc->data[type].timer, status_change_timer);
- sc->data[type].timer = -1;
- }
-
- vd = status_get_viewdata(bl);
- calc_flag = StatusChangeFlagTable[type];
- if(!(flag&4)) //Do not parse val settings when loading SCs
- switch(type){
- case SC_DECREASEAGI:
- if (sd) tick>>=1; //Half duration for players.
- case SC_INCREASEAGI:
- val2 = 2 + val1; //Agi change
- break;
- case SC_ENDURE:
- val2 = 7; // Hit-count [Celest]
- if (!(flag&1) && sd && !map_flag_gvg(bl->m))
- {
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < 5; i++)
- { //See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
- }
- }
- break;
- case SC_AUTOBERSERK:
- if (status->hp < status->max_hp>>2 &&
- (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
- sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
- break;
-
- case SC_SIGNUMCRUCIS:
- val2 = 10 + 4*val1; //Def reduction
- clif_emotion(bl,4);
- break;
- case SC_MAXIMIZEPOWER:
- val2 = tick>0?tick:60000;
- break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; //Chance to Poison enemies.
- val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
- break;
- case SC_POISONREACT:
- val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
- val3=50; // + 5*val1; //Chance to counter. [Skotlex]
- break;
- case SC_MAGICROD:
- val2 = val1*20; //SP gained
- break;
- case SC_KYRIE:
- val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
- val3 = (val1 / 2 + 5); //Hits
- break;
- case SC_MAGICPOWER:
- //val1: Skill lv
- val2 = 1; //Lasts 1 invocation
- //val3 will store matk_min (needed in case you use ground-spells)
- //val4 will store matk_max
- break;
- case SC_SACRIFICE:
- val2 = 5; //Lasts 5 hits
- break;
- case SC_ENCPOISON:
- val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
- case SC_ASPERSIO:
- case SC_FIREWEAPON:
- case SC_WATERWEAPON:
- case SC_WINDWEAPON:
- case SC_EARTHWEAPON:
- case SC_SHADOWWEAPON:
- case SC_GHOSTWEAPON:
- skill_enchant_elemental_end(bl,type);
- break;
- case SC_ELEMENTALCHANGE:
- //Val1 is skill level, val2 is skill that invoked this.
- if (!val3) //Val 3 holds the element, when not given, a random one is picked.
- val3 = rand()%ELE_MAX;
- val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
- break;
- case SC_PROVIDENCE:
- val2=val1*5; //Race/Ele resist
- break;
- case SC_REFLECTSHIELD:
- val2=10+val1*3; //% Dmg reflected
- if (sd && !(flag&1))
- { //Pass it to devoted chars.
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < 5; i++)
- { //Pass the status to the other affected chars. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
- }
- }
- break;
- case SC_STRIPWEAPON:
- if (bl->type != BL_PC) //Watk reduction
- val2 = 5*val1;
- break;
- case SC_STRIPSHIELD:
- if (bl->type != BL_PC) //Def reduction
- val2 = 3*val1;
- break;
- case SC_STRIPARMOR:
- if (bl->type != BL_PC) //Vit reduction
- val2 = 8*val1;
- break;
- case SC_STRIPHELM:
- if (bl->type != BL_PC) //Int reduction
- val2 = 8*val1;
- break;
- case SC_AUTOSPELL:
- //Val1 Skill LV of Autospell
- //Val2 Skill ID to cast
- //Val3 Max Lv to cast
- val4 = 5 + val1*2; //Chance of casting
- break;
- case SC_VOLCANO:
- if (status->def_ele == ELE_FIRE)
- val2 = val1*10; //Watk increase
- else
- val2 = 0;
- break;
- case SC_VIOLENTGALE:
- if (status->def_ele == ELE_WIND)
- val2 = val1*3; //Flee increase
- else
- val2 = 0;
- break;
- case SC_DELUGE:
- if(status->def_ele == ELE_WATER)
- val2 = deluge_eff[val1-1]; //HP increase
- else
- val2 = 0;
- break;
- case SC_SUITON:
- if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
- //No penalties.
- val2 = 0; //Agi penalty
- val3 = 0; //Walk speed penalty
- break;
- }
- val3 = 50;
- val2 = 3*((val1+1)/3);
- if (val1 > 4) val2--;
- break;
- case SC_ONEHAND:
- case SC_TWOHANDQUICKEN:
- val2 = 300;
- if (val1 > 10) //For boss casted skills [Skotlex]
- val2 += 20*(val1-10);
- break;
- case SC_SPEARQUICKEN:
- val2 = 200+10*val1;
- break;
- case SC_DANCING:
- //val1 : Skill ID + LV
- //val2 : Skill Group of the Dance.
- //val3 : Brings the skilllv (merged into val1 here)
- //val4 : Partner
- if (val1 == CG_MOONLIT)
- clif_status_change(bl,SI_MOONLIT,1);
- val1|= (val3<<16);
- val3 = 0; //Tick duration/Speed penalty.
- if (sd) { //Store walk speed change in lower part of val3
- val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
- if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
- val3 -= 40; //TODO: Figure out real bonus rate.
- }
- val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
- tick = 1000;
- break;
- case SC_LONGING:
- val2 = 500-100*val1; //Aspd penalty.
- val3 = 50+10*val1; //Walk speed adjustment.
- break;
- case SC_EXPLOSIONSPIRITS:
- val2 = 75 + 25*val1; //Cri bonus
- break;
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- val2 = 50*(2+type-SC_ASPDPOTION0);
- break;
-
- case SC_WEDDING:
- case SC_XMAS:
- if (!vd) return 0;
- //Store previous values as they could be removed.
- val1 = vd->class_;
- val2 = vd->weapon;
- val3 = vd->shield;
- val4 = vd->cloth_color;
- unit_stop_attack(bl);
- clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
- clif_changelook(bl,LOOK_WEAPON,0);
- clif_changelook(bl,LOOK_SHIELD,0);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- break;
- case SC_NOCHAT:
- tick = 60000;
- val1 = battle_config.manner_system; //Mute filters.
- if (sd) clif_updatestatus(sd,SP_MANNER);
- break;
-
- case SC_STONE:
- val2 = status->max_hp/100; //Petrified damage per second: 1%
- if (!val2) val2 = 1;
- val3 = tick/1000; //Petrified HP-damage iterations.
- if(val3 < 1) val3 = 1;
- tick = val4; //Petrifying time.
- if (tick < 1000)
- tick = 1000; //Min time
- calc_flag = 0; //Actual status changes take effect on petrified state.
- break;
-
- case SC_DPOISON:
- //Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (status->hp > status->max_hp>>2)
- {
- int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
- if (status->hp - diff < status->max_hp>>2)
- diff = status->hp - (status->max_hp>>2);
- status_zap(bl, diff, 0);
- }
- // fall through
- case SC_POISON: /* 毒 */
- val3 = tick/1000; //Damage iterations
- if(val3 < 1) val3 = 1;
- tick = 1000;
- //val4: HP damage
- if (bl->type == BL_PC)
- val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
- else
- val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
-
- break;
- case SC_CONFUSION:
- clif_emotion(bl,1);
- break;
- case SC_BLEEDING:
- val4 = tick/10000;
- if (!val4) val4 = 1;
- tick = 10000;
- break;
-
- case SC_HIDING:
- val2 = tick/1000;
- tick = 1000;
- //Store speed penalty on val3.
- if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
- val3 = 20 + 6*val3;
- val4 = val1+3; //Seconds before SP substraction happen.
- break;
- case SC_CHASEWALK:
- val2 = tick>0?tick:10000; //Interval at which SP is drained.
- val3 = 65+val1*5; //Speed adjustment.
- if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
- val3 += 10; //TODO: Figure out real bonus. Temp value +10%
- val4 = 10+val1*2; //SP cost.
- if (map_flag_gvg(bl->m)) val4 *= 5;
- break;
- case SC_CLOAKING:
- if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
- val1 = 10;
- val2 = tick>0?tick:60000; //SP consumption rate.
- val3 = 0;
- if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
- (val3=pc_checkskill(sd,TF_MISS))>0)
- val3 *= -1; //Substract the Dodge speed bonus.
- val3+= 70+val1*3; //Speed adjustment without a wall.
- //With a wall, it is val3 +25.
- //val4&1 signals the presence of a wall.
- //val4&2 makes cloak not end on normal attacks [Skotlex]
- //val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC) //Standard cloaking.
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- break;
- case SC_SIGHT: /* サイト/ルアフ */
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- val2 = tick/250;
- tick = 10;
- break;
-
- //Permanent effects.
- case SC_MODECHANGE:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- tick = 600*1000;
- break;
-
- case SC_AUTOGUARD:
- if (!(flag&1))
- {
- struct map_session_data *tsd;
- int i,t;
- for(i=val2=0;i<val1;i++) {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
- if (sd)
- for (i = 0; i < 5; i++)
- { //Pass the status to the other affected chars. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
- }
- }
- break;
-
- case SC_DEFENDER:
- if (!(flag&1))
- {
- struct map_session_data *tsd;
- int i;
- val2 = 5 + 15*val1; //Damage reduction
- val3 = 65 + 5*val1; //Speed adjustment
- val4 = 250 - 50*val1; //Aspd adjustment
-
- if (sd)
- for (i = 0; i < 5; i++)
- { //See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
- }
- }
- break;
-
- case SC_TENSIONRELAX:
- if (sd) {
- pc_setsit(sd);
- clif_sitting(sd);
- }
- val2 = 12; //SP cost
- val4 = 10000; //Decrease at 10secs intervals.
- val3 = tick/val4;
- tick = val4;
- break;
- case SC_PARRYING:
- val2 = 20 + val1*3; //Block Chance
- break;
-
- case SC_WINDWALK:
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
- val3 = 4*val2; //movement speed % increase is 4 times that
- break;
-
- case SC_JOINTBEAT: // Random break [DracoRPG]
- val2 = rand()%6; //Type of break
- if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
- break;
-
- case SC_BERSERK:
- if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
- sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
- //HP healing is performing after the calc_status call.
- //Val2 holds HP penalty
- if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
- if (!val4) val4 = 10000; //Val4 holds damage interval
- val3 = tick/val4; //val3 holds skill duration
- tick = val4;
- break;
-
- case SC_GOSPEL:
- if(val4 == BCT_SELF) { // self effect
- val2 = tick/10000;
- tick = 10000;
- status_change_clear_buffs(bl,3); //Remove buffs/debuffs
- }
- break;
-
- case SC_MARIONETTE:
- if (sd) {
- val3 = 0;
- val2 = sd->status.str>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val3|=val2<<16;
-
- val2 = sd->status.agi>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val3|=val2<<8;
-
- val2 = sd->status.vit>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val3|=val2;
-
- val4 = 0;
- val2 = sd->status.int_>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val4|=val2<<16;
-
- val2 = sd->status.dex>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val4|=val2<<8;
-
- val2 = sd->status.luk>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val4|=val2;
- } else {
- struct status_data *b_status = status_get_base_status(bl);
- if (!b_status)
- return 0;
-
- val3 = 0;
- val2 = b_status->str>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val3|=val2<<16;
-
- val2 = b_status->agi>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val3|=val2<<8;
-
- val2 = b_status->vit>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val3|=val2;
-
- val4 = 0;
- val2 = b_status->int_>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val4|=val2<<16;
-
- val2 = b_status->dex>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val4|=val2<<8;
-
- val2 = b_status->luk>>1;
- if (val2 > 0xFF) val2 = 0xFF;
- val4|=val2;
- }
- val2 = tick/1000;
- tick = 1000;
- break;
- case SC_MARIONETTE2:
- {
- struct block_list *pbl = map_id2bl(val1);
- struct status_change *psc = pbl?status_get_sc(pbl):NULL;
- int stat,max;
- if (!psc || psc->data[SC_MARIONETTE].timer == -1)
- return 0;
- val2 = tick /1000;
- val3 = val4 = 0;
- if (sd) {
- max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
- //Str
- stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
- if (sd->status.str+stat > max)
- stat =max-sd->status.str;
- val3 |= stat<<16;
- //Agi
- stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
- if (sd->status.agi+stat > max)
- stat =max-sd->status.agi;
- val3 |= stat<<8;
- //Vit
- stat = psc->data[SC_MARIONETTE].val3&0xFF;
- if (sd->status.vit+stat > max)
- stat =max-sd->status.vit;
- val3 |= stat;
- //Int
- stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
- if (sd->status.int_+stat > max)
- stat =max-sd->status.int_;
- val4 |= stat<<16;
- //Dex
- stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
- if (sd->status.dex+stat > max)
- stat =max-sd->status.dex;
- val4 |= stat<<8;
- //Luk
- stat = psc->data[SC_MARIONETTE].val4&0xFF;
- if (sd->status.luk+stat > max)
- stat =max-sd->status.luk;
- val4 |= stat;
- } else {
- struct status_data *b_status = status_get_base_status(bl);
- if (!b_status) return 0;
- max = 0xFF; //Assume a 256 max parameter
- //Str
- stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
- if (b_status->str+stat > max)
- stat = max - b_status->str;
- val3 |= stat<<16;
- //Agi
- stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
- if (b_status->agi+stat > max)
- stat = max - b_status->agi;
- val3 |= stat<<8;
- //Vit
- stat = psc->data[SC_MARIONETTE].val3&0xFF;
- if (b_status->vit+stat > max)
- stat = max - b_status->vit;
- val3 |= stat;
- //Int
- stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
- if (b_status->int_+stat > max)
- stat = max - b_status->int_;
- val4 |= stat<<16;
- //Dex
- stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
- if (b_status->dex+stat > max)
- stat = max - b_status->dex;
- val4 |= stat<<8;
- //Luk
- stat = psc->data[SC_MARIONETTE].val4&0xFF;
- if (b_status->luk+stat > max)
- stat = max - b_status->luk;
- val4 |= stat;
- }
- tick = 1000;
- break;
- }
- case SC_REJECTSWORD:
- val2 = 15*val1; //Reflect chance
- val3 = 3; //Reflections
- break;
-
- case SC_MEMORIZE:
- val2 = 5; //Memorized casts.
- break;
-
- case SC_GRAVITATION:
- val2 = 50*val1; //aspd reduction
- break;
-
- case SC_HERMODE:
- status_change_clear_buffs(bl,1);
- break;
-
- case SC_REGENERATION:
- if (val1 == 1)
- val2 = 2;
- else
- val2 = val1; //HP Regerenation rate: 200% 200% 300%
- val3 = val1; //SP Regeneration Rate: 100% 200% 300%
- //if val4 comes set, this blocks regen rather than increase it.
- break;
-
- case SC_DEVOTION:
- {
- struct map_session_data *src;
- if ((src = map_id2sd(val1)) && src->sc.count)
- { //Try to inherit the status from the Crusader [Skotlex]
- //Ideally, we should calculate the remaining time and use that, but we'll trust that
- //once the Crusader's status changes, it will reflect on the others.
- const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- int type2;
- int i = map_flag_gvg(bl->m)?2:3;
- while (i >= 0) {
- type2 = types[i];
- if (src->sc.data[type2].timer != -1)
- sc_start(bl,type2,100,src->sc.data[type2].val1,
- skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
- i--;
- }
- }
- break;
- }
-
- case SC_COMA: //Coma. Sends a char to 1HP
- status_zap(bl, status_get_hp(bl)-1, 0);
- return 1;
-
- case SC_CLOSECONFINE2:
- {
- struct block_list *src = val2?map_id2bl(val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- if (src && sc2) {
- if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
- sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
- else { //Increase count of locked enemies and refresh time.
- sc2->data[SC_CLOSECONFINE].val2++;
- delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
- sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
- }
- } else //Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
- break;
- case SC_KAUPE:
- switch (val1) {
- case 3: //33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: //33, 66%
- val2 += 33*val1;
- val3 = 1; //Dodge 1 attack total.
- break;
- default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
- break;
- }
- break;
-
- case SC_COMBO:
- {
- //val1: Skill ID
- //val2: When given, target (for autotargetting skills)
- //val3: When set, this combo time should NOT delay attack/movement
- //val4: Combo time
- struct unit_data *ud = unit_bl2ud(bl);
- switch (val1) {
- case TK_STORMKICK:
- clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
- break;
- case TK_DOWNKICK:
- clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
- break;
- case TK_TURNKICK:
- clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
- break;
- case TK_COUNTER:
- clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
- break;
- }
- if (ud && !val3)
- {
- ud->attackabletime = gettick()+tick;
- unit_set_walkdelay(bl, gettick(), tick, 1);
- }
- val4 = tick; //Store combo-time in val4.
- }
- break;
- case SC_TKREST:
- val2 = 11-val1; //Chance to consume: 11-skilllv%
- break;
- case SC_RUN:
- val4 = gettick(); //Store time at which you started running.
- break;
- case SC_KAAHI:
- val2 = 200*val1; //HP heal
- val3 = 5*val1; //SP cost
- val4 = -1; //Kaahi Timer.
- break;
- case SC_BLESSING:
- if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
- val2 = val1;
- else
- val2 = 0; //0 -> Half stat.
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 1;
- break;
- case SC_CONCENTRATE:
- val2 = 2 + val1;
- if (sd) { //Store the card-bonus data that should not count in the %
- val3 = sd->param_bonus[1]; //Agi
- val4 = sd->param_bonus[4]; //Dex
- } else {
- val3 = val4 = 0;
- }
- break;
- case SC_ADRENALINE2:
- case SC_ADRENALINE:
- if (val2 || !battle_config.party_skill_penalty)
- val3 = 300;
- else
- val3 = 200;
- case SC_WEAPONPERFECTION:
- case SC_OVERTHRUST:
- if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_CONCENTRATION:
- val2 = 5*val1; //Batk/Watk Increase
- val3 = 10*val1; //Hit Increase
- val4 = 5*val1; //Def reduction
- break;
- case SC_ANGELUS:
- val2 = 5*val1; //def increase
- break;
- case SC_IMPOSITIO:
- val2 = 5*val1; //watk increase
- break;
- case SC_MELTDOWN:
- val2 = 100*val1; //Chance to break weapon
- val3 = 70*val1; //Change to break armor
- break;
- case SC_TRUESIGHT:
- val2 = 10*val1; //Critical increase
- val3 = 3*val1; //Hit increase
- break;
- case SC_SUN_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
- break;
- case SC_MOON_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
- break;
- case SC_STAR_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
- break;
- case SC_QUAGMIRE:
- val2 = (sd?5:10)*val1; //Agi/Dex decrease.
- break;
-
- // gs_something1 [Vicious]
- case SC_GATLINGFEVER:
- val2 = 20*val1; //Aspd increase
- val3 = 20+10*val1; //Batk increase
- val4 = 5*val1; //Flee decrease
- break;
-
- case SC_FLING:
- if (bl->type == BL_PC)
- val2 = 0; //No armor reduction to players.
- else
- val2 = 5*val1; //Def reduction
- val3 = 5*val1; //Def2 reduction
- break;
- case SC_PROVOKE:
- //val2 signals autoprovoke.
- val3 = 2+3*val1; //Atk increase
- val4 = 5+5*val1; //Def reduction.
- break;
- case SC_AVOID:
- val2 = 10*val1; //Speed change rate.
- break;
- case SC_DEFENCE:
- val2 = 2*val1; //Def bonus
- break;
- case SC_BLOODLUST:
- val2 = 20+10*val1; //Atk rate change.
- val3 = 3*val1; //Leech chance
- val4 = 20; //Leech percent
- break;
- case SC_FLEET:
- val2 = 30*val1; //Aspd change
- val3 = 5+5*val1; //bAtk/wAtk rate change
- break;
- case SC_MINDBREAKER:
- val2 = 20*val1; //matk increase.
- val3 = 12*val1; //mdef2 reduction.
- break;
- case SC_SKA:
- val2 = tick/1000;
- val3 = rand()%100; //Def changes randomly every second...
- tick = 1000;
- break;
- case SC_JAILED:
- tick = val1>0?1000:250;
- if (sd && sd->mapindex != val2)
- {
- int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
- map = sd->mapindex; //Current Map
- //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
- if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
- pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
- //2. Set restore point (val3 -> return map, val4 return coords
- val3 = map;
- val4 = pos;
- }
- break;
- case SC_UTSUSEMI:
- val2=(val1+1)/2; // number of hits blocked
- val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
- break;
- case SC_BUNSINJYUTSU:
- val2=(val1+1)/2; // number of hits blocked
- break;
- case SC_CHANGE:
- val2= 30*val1; //Vit increase
- val3= 20*val1; //Int increase
- break;
- case SC_SWOO:
- if(status->mode&MD_BOSS)
- tick /= 5; //TODO: Reduce skill's duration. But for how long?
- break;
- case SC_ANKLE:
- if (sd && battle_config.pc_sc_def_rate != 100)
- tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
- else if (battle_config.mob_sc_def_rate != 100)
- tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
- else
- tick -= tick*status->agi/100;
- if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
- tick /= 5;
- // Minimum trap time of 3+0.03*skilllv seconds [celest]
- // Changed to 3 secs and moved from skill.c [Skotlex]
- if (tick < 3000)
- tick = 3000;
- break;
- case SC_SPIDERWEB:
- if (bl->type == BL_PC)
- tick /=2;
- break;
- case SC_ARMOR:
- //NPC_DEFENDER:
- val2 = 80; //Damage reduction
- //Attack requirements to be blocked:
- val3 = BF_LONG; //Range
- val4 = BF_WEAPON|BF_MISC; //Type
- break;
- case SC_INTRAVISION:
- case SC_ARMOR_ELEMENT:
- //Place here SCs that have no SCB_* data, no skill associated, no ICON
- //associated, and yet are not wrong/unknown. [Skotlex]
- break;
- default:
- if (calc_flag == SCB_NONE &&
- StatusSkillChangeTable[type]==0 &&
- StatusIconChangeTable[type]==0)
- { //Status change with no calc, and no skill associated...? unknown?
- if(battle_config.error_log)
- ShowError("UnknownStatusChange [%d]\n", type);
- return 0;
- }
- }
- else //Special considerations when loading SC data.
- switch (type) {
- case SC_WEDDING:
- case SC_XMAS:
- clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
- clif_changelook(bl,LOOK_WEAPON,0);
- clif_changelook(bl,LOOK_SHIELD,0);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
- break;
- case SC_KAAHI:
- val4 = -1;
- break;
- //In case the speed reduction comes loaded incorrectly,
- //prevent division by 0.
- case SC_DONTFORGETME:
- case SC_CLOAKING:
- case SC_LONGING:
- case SC_HIDING:
- case SC_CHASEWALK:
- case SC_DEFENDER:
- if (!val3)
- return 0;
- break;
- case SC_GUILDAURA:
- //Compatibility Upgrade due to Guild Aura code rewrite
- //(older saved SC versions would load up with huge bonuses)
- return 0;
- }
- //Those that make you stop attacking/walking....
- switch (type) {
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_STONE:
- if (sd && pc_issit(sd)) //Avoid sprite sync problems.
- pc_setstand(sd);
- case SC_TRICKDEAD:
- unit_stop_attack(bl);
- skill_stop_dancing(bl);
- // Cancel cast when get status [LuzZza]
- if (battle_config.sc_castcancel&bl->type)
- unit_skillcastcancel(bl, 0);
- case SC_STOP:
- case SC_CONFUSION:
- case SC_CLOSECONFINE:
- case SC_CLOSECONFINE2:
- case SC_ANKLE:
- case SC_SPIDERWEB:
- unit_stop_walking(bl,1);
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- case SC_CHASEWALK:
- unit_stop_attack(bl);
- break;
- case SC_SILENCE:
- if (battle_config.sc_castcancel&bl->type)
- unit_skillcastcancel(bl, 0);
- break;
- }
-
- // Set option as needed.
- opt_flag = 1;
- switch(type){
- //OPT1
- case SC_STONE:
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- if(type == SC_STONE)
- sc->opt1 = OPT1_STONEWAIT;
- else
- sc->opt1 = OPT1_STONE + (type - SC_STONE);
- break;
- //OPT2
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- sc->opt2 |= 1<<(type-SC_POISON);
- break;
- case SC_DPOISON:
- sc->opt2 |= OPT2_DPOISON;
- break;
- case SC_SIGNUMCRUCIS:
- sc->opt2 |= OPT2_SIGNUMCRUCIS;
- break;
- //OPT3
- case SC_TWOHANDQUICKEN:
- case SC_SPEARQUICKEN:
- case SC_CONCENTRATION:
- sc->opt3 |= 0x1;
- opt_flag = 0;
- break;
- case SC_MAXOVERTHRUST:
- case SC_OVERTHRUST:
- case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
- sc->opt3 |= 0x2;
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 |= 0x4;
- opt_flag = 0;
- break;
- case SC_INCATKRATE:
- //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
- if (bl->type != BL_MOB) {
- opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 |= 0x8;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 |= 0x10;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 |= 0x20;
- opt_flag = 0;
- break;
- //0x40 missing?
- case SC_BERSERK:
- sc->opt3 |= 0x80;
- opt_flag = 0;
- break;
- //0x100, 0x200 missing?
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- sc->opt3 |= 0x400;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 |= 0x800;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 |= 0x1000;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 |= 0x2000;
- opt_flag = 0;
- break;
- //OPTION
- case SC_HIDING:
- sc->option |= OPTION_HIDE;
- break;
- case SC_CLOAKING:
- sc->option |= OPTION_CLOAK;
- break;
- case SC_CHASEWALK:
- sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
- break;
- case SC_SIGHT:
- sc->option |= OPTION_SIGHT;
- break;
- case SC_RUWACH:
- sc->option |= OPTION_RUWACH;
- break;
- case SC_WEDDING:
- sc->option |= OPTION_WEDDING;
- break;
- case SC_XMAS:
- sc->option |= OPTION_XMAS;
- break;
- case SC_ORCISH:
- sc->option |= OPTION_ORCISH;
- break;
- case SC_SIGHTTRASHER:
- sc->option |= OPTION_SIGHTTRASHER;
- break;
- case SC_FUSION:
- sc->option |= OPTION_FLYING;
- break;
- default:
- opt_flag = 0;
- }
-
- //On Aegis, when turning on a status change, first goes the option packet,
- // then the sc packet.
- if(opt_flag)
- clif_changeoption(bl);
-
- if (calc_flag&SCB_DYE)
- { //Reset DYE color
- if (vd && vd->cloth_color)
- {
- val4 = vd->cloth_color;
- clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
- }
- calc_flag&=~SCB_DYE;
- }
-
- if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
- clif_status_change(bl,StatusIconChangeTable[type],1);
- else if (sd) //Send packet to self otherwise (disguised player?)
- clif_status_load(bl,StatusIconChangeTable[type],1);
-
- (sc->count)++;
-
- sc->data[type].val1 = val1;
- sc->data[type].val2 = val2;
- sc->data[type].val3 = val3;
- sc->data[type].val4 = val4;
-
- sc->data[type].timer = add_timer(
- gettick() + tick, status_change_timer, bl->id, type);
-
- if (calc_flag)
- status_calc_bl(bl,calc_flag);
-
- if(sd && sd->pd)
- pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
-
- if (type==SC_BERSERK) {
- sc->data[type].val2 = 5*status->max_hp/100;
- status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
- status_set_sp(bl, 0, 0); //Damage all SP
- } else if (type==SC_CHANGE) //Heal all HP/SP
- status_percent_heal(bl, 100, 100);
-
-
- if (type==SC_RUN) {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud)
- ud->state.running = unit_run(bl);
- }
- return 1;
-}
-/*==========================================
- * ステータス異常全解除
- *------------------------------------------
- */
-int status_change_clear(struct block_list *bl,int type)
-{
- struct status_change* sc;
- int i;
-
- sc = status_get_sc(bl);
-
- if (!sc)
- return 0;
-
- if (sc->data[SC_FREEZE].val3)
- sc->data[SC_FREEZE].val3 = 0; //Reset freeze counter.
-
- if (!sc->count)
- return 0;
-
- if(sc->data[SC_DANCING].timer != -1)
- skill_stop_dancing(bl);
-
- for(i = 0; i < SC_MAX; i++)
- {
- if(sc->data[i].timer == -1)
- continue;
- if(type == 0)
- switch (i)
- { //Type 0: PC killed -> Place here stats that do not dispel on death.
- case SC_EDP:
- case SC_MELTDOWN:
- case SC_XMAS:
- case SC_NOCHAT:
- case SC_FUSION:
- case SC_TKREST:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- case SC_JAILED:
- case SC_STRFOOD:
- case SC_AGIFOOD:
- case SC_VITFOOD:
- case SC_INTFOOD:
- case SC_DEXFOOD:
- case SC_LUKFOOD:
- case SC_HITFOOD:
- case SC_FLEEFOOD:
- case SC_BATKFOOD:
- case SC_WATKFOOD:
- case SC_MATKFOOD:
- continue;
- }
- status_change_end(bl, i, -1);
-
- if (type == 1 && sc->data[i].timer != -1)
- { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
- (sc->count)--;
- delete_timer(sc->data[i].timer, status_change_timer);
- sc->data[i].timer = -1;
- }
- }
- sc->opt1 = 0;
- sc->opt2 = 0;
- sc->opt3 = 0;
- sc->option &= OPTION_MASK;
-
- if(!type || type&2)
- clif_changeoption(bl);
-
- return 1;
-}
-
-/*==========================================
- * ステータス異常終了
- *------------------------------------------
- */
-int status_change_end( struct block_list* bl , int type,int tid )
-{
- struct map_session_data *sd;
- struct status_change *sc;
- struct status_data *status;
- struct view_data *vd;
- int opt_flag=0, calc_flag;
-
- nullpo_retr(0, bl);
-
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
- nullpo_retr(0,sc);
- nullpo_retr(0,status);
-
- if(type < 0 || type >= SC_MAX)
- return 0;
-
- BL_CAST(BL_PC,bl,sd);
-
- if (sc->data[type].timer == -1 ||
- (sc->data[type].timer != tid && tid != -1))
- return 0;
-
- if (tid == -1)
- delete_timer(sc->data[type].timer,status_change_timer);
-
- sc->data[type].timer=-1;
- (sc->count)--;
-
- vd = status_get_viewdata(bl);
- calc_flag = StatusChangeFlagTable[type];
- switch(type){
- case SC_WEDDING:
- case SC_XMAS:
- if (!vd) return 0;
- if (sd) //Load data from sd->status.* as the stored values could have changed.
- status_set_viewdata(bl, sd->status.class_);
- else {
- vd->class_ = sc->data[type].val1;
- vd->weapon = sc->data[type].val2;
- vd->shield = sc->data[type].val3;
- vd->cloth_color = sc->data[type].val4;
- }
- clif_changelook(bl,LOOK_BASE,vd->class_);
- clif_changelook(bl,LOOK_WEAPON,vd->weapon);
- clif_changelook(bl,LOOK_SHIELD,vd->shield);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->state.running = 0;
- if (ud->walktimer != -1)
- unit_stop_walking(bl,1);
- }
- if (sc->data[type].val1 >= 7 &&
- DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
- (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
- )
- sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
- }
- break;
- case SC_AUTOBERSERK:
- if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
- status_change_end(bl,SC_PROVOKE,-1);
- break;
-
- case SC_DEFENDER:
- case SC_REFLECTSHIELD:
- case SC_AUTOGUARD:
- case SC_ENDURE:
- if (sd) {
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < 5; i++)
- { //Clear the status from the others too [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
- status_change_end(&tsd->bl,type,-1);
- }
- }
- break;
- case SC_DEVOTION:
- {
- struct map_session_data *md = map_id2sd(sc->data[type].val1);
- //The status could have changed because the Crusader left the game. [Skotlex]
- if (md)
- {
- md->devotion[sc->data[type].val2] = 0;
- clif_devotion(md);
- }
- //Remove inherited status [Skotlex]
- if (sc->data[SC_AUTOGUARD].timer != -1)
- status_change_end(bl,SC_AUTOGUARD,-1);
- if (sc->data[SC_DEFENDER].timer != -1)
- status_change_end(bl,SC_DEFENDER,-1);
- if (sc->data[SC_REFLECTSHIELD].timer != -1)
- status_change_end(bl,SC_REFLECTSHIELD,-1);
- if (sc->data[SC_ENDURE].timer != -1)
- status_change_end(bl,SC_ENDURE,-1);
- break;
- }
- case SC_BLADESTOP:
- if(sc->data[type].val4)
- {
- struct block_list *tbl = (struct block_list *)sc->data[type].val4;
- struct status_change *tsc = status_get_sc(tbl);
- sc->data[type].val4 = 0;
- if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
- {
- tsc->data[SC_BLADESTOP].val4 = 0;
- status_change_end(tbl,SC_BLADESTOP,-1);
- }
- clif_bladestop(bl,tbl,0);
- }
- break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- struct status_change *dsc;
- struct skill_unit_group *group;
- if(sc->data[type].val2)
- {
- group = (struct skill_unit_group *)sc->data[type].val2;
- sc->data[type].val2 = 0;
- skill_delunitgroup(bl, group, 0);
- }
- if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
- dsc = &dsd->sc;
- if(dsc && dsc->data[type].timer!=-1)
- { //This will prevent recursive loops.
- dsc->data[type].val2 = dsc->data[type].val4 = 0;
- status_change_end(&dsd->bl, type, -1);
- }
- }
- }
- if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
- clif_status_change(bl,SI_MOONLIT,0);
-
- if (sc->data[SC_LONGING].timer!=-1)
- status_change_end(bl,SC_LONGING,-1);
- break;
- case SC_NOCHAT:
- if (sd && sd->status.manner < 0 && tid != -1)
- sd->status.manner = 0;
- break;
- case SC_SPLASHER:
- {
- struct block_list *src=map_id2bl(sc->data[type].val3);
- if(src && tid!=-1)
- skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
- }
- break;
- case SC_CLOSECONFINE2:
- {
- struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- if (src && sc2 && sc2->count) {
- //If status was already ended, do nothing.
- if (sc2->data[SC_CLOSECONFINE].timer != -1)
- { //Decrease count
- if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
- status_change_end(src, SC_CLOSECONFINE, -1);
- }
- }
- }
- case SC_CLOSECONFINE:
- if (sc->data[type].val2 > 0) {
- //Caster has been unlocked... nearby chars need to be unlocked.
- int range = 1
- +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
- +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
- map_foreachinarea(status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
- }
- break;
- case SC_COMBO: //Clear last used skill when it is part of a combo.
- if (sd && sd->skillid_old == sc->data[type].val1)
- sd->skillid_old = sd->skilllv_old = 0;
- break;
-
- case SC_FREEZE:
- sc->data[type].val3 = 0; //Clear Storm Gust hit count
- break;
-
- case SC_MARIONETTE:
- case SC_MARIONETTE2: /// Marionette target
- if (sc->data[type].val1)
- { // check for partner and end their marionette status as well
- int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
- struct block_list *pbl = map_id2bl(sc->data[type].val1);
- struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
-
- if (sc2 && sc2->count && sc2->data[type2].timer != -1)
- {
- sc2->data[type2].val1 = 0;
- status_change_end(pbl, type2, -1);
- }
- }
- if (type == SC_MARIONETTE)
- clif_marionette(bl, 0); //Clear effect.
- break;
-
- case SC_BERSERK:
- //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
- if(status->hp > 100 && sc->data[type].val2)
- status_set_hp(bl, 100, 0);
- if(sc->data[SC_ENDURE].timer != -1)
- status_change_end(bl, SC_ENDURE, -1);
- sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
- skill_get_time(LK_BERSERK, sc->data[type].val1));
- break;
- case SC_GOSPEL: //Clear the buffs from other chars.
- if (sc->data[type].val3) { //Clear the group.
- struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
- sc->data[type].val3 = 0;
- skill_delunitgroup(bl, group, 0);
- }
- break;
- case SC_HERMODE:
- if(sc->data[type].val3 == BCT_SELF)
- skill_clear_unitgroup(bl);
- break;
- case SC_BASILICA: //Clear the skill area. [Skotlex]
- skill_clear_unitgroup(bl);
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 0;
- break;
- case SC_WARM:
- if (sc->data[type].val4) { //Clear the group.
- struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
- sc->data[type].val4 = 0;
- skill_delunitgroup(bl, group, 0);
- }
- break;
- case SC_KAAHI:
- //Delete timer if it exists.
- if (sc->data[type].val4 != -1) {
- delete_timer(sc->data[type].val4,kaahi_heal_timer);
- sc->data[type].val4=-1;
- }
- break;
- case SC_JAILED:
- if(tid == -1)
- break;
- //natural expiration.
- if(sd && sd->mapindex == sc->data[type].val2)
- {
- if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
- pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
- }
- break; //guess hes not in jail :P
- case SC_CHANGE:
- if (tid == -1)
- break;
- // "lose almost all their HP and SP" on natural expiration.
- status_set_hp(bl, 10, 0);
- status_set_sp(bl, 10, 0);
- break;
- }
-
- opt_flag = 1;
- switch(type){
- case SC_STONE:
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- sc->opt1 = 0;
- break;
-
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- sc->opt2 &= ~(1<<(type-SC_POISON));
- break;
- case SC_DPOISON:
- sc->opt2 &= ~OPT2_DPOISON;
- break;
- case SC_SIGNUMCRUCIS:
- sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
- break;
-
- case SC_HIDING:
- sc->option &= ~OPTION_HIDE;
- opt_flag|= 2|4; //Check for warp trigger + AoE trigger
- break;
- case SC_CLOAKING:
- sc->option &= ~OPTION_CLOAK;
- opt_flag|= 2;
- break;
- case SC_CHASEWALK:
- sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
- opt_flag|= 2;
- break;
- case SC_SIGHT:
- sc->option &= ~OPTION_SIGHT;
- break;
- case SC_WEDDING:
- sc->option &= ~OPTION_WEDDING;
- break;
- case SC_XMAS:
- sc->option &= ~OPTION_XMAS;
- break;
- case SC_ORCISH:
- sc->option &= ~OPTION_ORCISH;
- break;
- case SC_RUWACH:
- sc->option &= ~OPTION_RUWACH;
- break;
- case SC_SIGHTTRASHER:
- sc->option &= ~OPTION_SIGHTTRASHER;
- break;
- case SC_FUSION:
- sc->option &= ~OPTION_FLYING;
- break;
- //opt3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHAND:
- case SC_SPEARQUICKEN:
- case SC_CONCENTRATION:
- sc->opt3 &= ~0x1;
- opt_flag = 0;
- break;
- case SC_OVERTHRUST:
- case SC_MAXOVERTHRUST:
- case SC_SWOO:
- sc->opt3 &= ~0x2;
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 &= ~0x4;
- opt_flag = 0;
- break;
- case SC_INCATKRATE: //Simulated Explosion spirits effect.
- if (bl->type != BL_MOB)
- break;
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 &= ~0x8;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 &= ~0x10;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 &= ~0x20;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- sc->opt3 &= ~0x80;
- opt_flag = 0;
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- sc->opt3 &= ~0x400;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 &= ~0x800;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 &= ~0x1000;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 &= ~0x2000;
- opt_flag = 0;
- break;
- default:
- opt_flag = 0;
- }
-
- if (calc_flag&SCB_DYE)
- { //Restore DYE color
- if (vd && !vd->cloth_color && sc->data[type].val4)
- clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
- calc_flag&=~SCB_DYE;
- }
-
- //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
- if (vd && pcdb_checkid(vd->class_))
- clif_status_change(bl,StatusIconChangeTable[type],0);
- else if (sd)
- clif_status_load(bl,StatusIconChangeTable[type],0);
-
- if(opt_flag)
- clif_changeoption(bl);
-
- if (calc_flag)
- status_calc_bl(bl,calc_flag);
-
- if(opt_flag&4) //Out of hiding, invoke on place.
- skill_unit_move(bl,gettick(),1);
-
- if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
- npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
-
- return 1;
-}
-
-int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
-{
- struct block_list *bl;
- struct status_change *sc;
- struct status_data *status;
- int hp;
-
- bl=map_id2bl(id);
- sc=status_get_sc(bl);
- status=status_get_status_data(bl);
-
- if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
- return 0;
- if(sc->data[data].val4 != tid) {
- if (battle_config.error_log)
- ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
- sc->data[data].val4=-1;
- return 0;
- }
-
- if(!status_charge(bl, 0, sc->data[data].val3)) {
- sc->data[data].val4=-1;
- return 0;
- }
-
- hp = status->max_hp - status->hp;
- if (hp > sc->data[data].val2)
- hp = sc->data[data].val2;
- if (hp)
- status_heal(bl, hp, 0, 2);
- sc->data[data].val4=-1;
- return 1;
-}
-
-/*==========================================
- * ステータス異常終了タイマー
- *------------------------------------------
- */
-int status_change_timer(int tid, unsigned int tick, int id, int data)
-{
- int type = data;
- struct block_list *bl;
- struct map_session_data *sd=NULL;
- struct status_data *status;
- struct status_change *sc;
-
-// security system to prevent forgetting timer removal
- int temp_timerid;
-
- bl=map_id2bl(id);
-#ifndef _WIN32
- nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
-#endif
- sc=status_get_sc(bl);
- status = status_get_status_data(bl);
-
- if (!sc || !status)
- { //Temporal debug until case is resolved. [Skotlex]
- ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
- return 0;
- }
-
- if(bl->type==BL_PC)
- sd=(struct map_session_data *)bl;
-
- if(sc->data[type].timer != tid) {
- if(battle_config.error_log)
- ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
- return 0;
- }
-
- // security system to prevent forgetting timer removal
- // you shouldn't be that careless inside the switch here
- temp_timerid = sc->data[type].timer;
- sc->data[type].timer = -1;
-
- switch(type){ /* 特殊な?理になる場合 */
- case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
- case SC_CLOAKING:
- if(!status_charge(bl, 0, 1))
- break; //Not enough SP to continue.
- sc->data[type].timer=add_timer(
- sc->data[type].val2+tick, status_change_timer, bl->id, data);
- return 0;
-
- case SC_CHASEWALK:
- if(!status_charge(bl, 0, sc->data[type].val4))
- break; //Not enough SP to continue.
-
- if (sc->data[SC_INCSTR].timer == -1) {
- sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
- (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
- *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
- }
- sc->data[type].timer = add_timer(
- sc->data[type].val2+tick, status_change_timer, bl->id, data);
- return 0;
- break;
-
- case SC_SKA:
- if((--sc->data[type].val2)>0){
- sc->data[type].val3 = rand()%100; //Random defense.
- sc->data[type].timer=add_timer(
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_HIDING:
- if((--sc->data[type].val2)>0){
-
- if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
- break; //Fail if it's time to substract SP and there isn't.
-
- sc->data[type].timer=add_timer(
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_SIGHT:
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- {
- map_foreachinrange( status_change_timer_sub, bl,
- skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
- BL_CHAR, bl,sc,type,tick);
-
- if( (--sc->data[type].val2)>0 ){
- sc->data[type].timer=add_timer( /* タイマ?再設定 */
- 250+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_PROVOKE:
- if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
- sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_ENDURE:
- if(sc->data[type].val4) { //Infinite Endure.
- sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_STONE:
- if(sc->opt1 == OPT1_STONEWAIT) {
- sc->data[type].val4 = 0;
- unit_stop_walking(bl,1);
- sc->opt1 = OPT1_STONE;
- clif_changeoption(bl);
- sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- status_calc_bl(bl, StatusChangeFlagTable[type]);
- return 0;
- }
- if((--sc->data[type].val3) > 0) {
- if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
- status_zap(bl, sc->data[type].val2, 0);
- sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_POISON:
- if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
- break;
- case SC_DPOISON:
- if ((--sc->data[type].val3) > 0) {
- if (sc->data[SC_SLOWPOISON].timer == -1) {
- status_zap(bl, sc->data[type].val4, 0);
- if (status_isdead(bl))
- break;
- }
- sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_TENSIONRELAX:
- if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
- sc->data[type].timer=add_timer(
- sc->data[type].val4+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
- case SC_BLEEDING: // [celest]
- // i hope i haven't interpreted it wrong.. which i might ^^;
- // Source:
- // - 10ゥェエェネェヒHPェャハ盒
- // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、
- // To-do: bleeding effect increases damage taken?
- if ((--sc->data[type].val4) >= 0) {
- status_fix_damage(NULL, bl, rand()%600 + 200, 0);
- if (status_isdead(bl))
- break;
- sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_KNOWLEDGE:
- if (sd) {
- if(bl->m != sd->feel_map[0].m
- && bl->m != sd->feel_map[1].m
- && bl->m != sd->feel_map[2].m)
- break; //End it
- } //Otherwise continue.
- // Status changes that don't have a time limit
- case SC_AETERNA:
- case SC_TRICKDEAD:
- case SC_MODECHANGE:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_MAGICPOWER:
- case SC_REJECTSWORD:
- case SC_MEMORIZE:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_SACRIFICE:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYTURN:
- case SC_READYCOUNTER:
- case SC_RUN:
- case SC_DODGE:
- case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
- return 0;
-
- case SC_DANCING: //ダンススキルの時間SP消費
- {
- int s = 0;
- int sp = 1;
- int counter = sc->data[type].val3>>16;
- if (--counter <= 0)
- break;
- sc->data[type].val3&= 0xFFFF; //Remove counter
- sc->data[type].val3|=(counter<<16);//Reset it.
- switch(sc->data[type].val1&0xFFFF){
- case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_ASSASSINCROSS:
- case DC_UGLYDANCE:
- s=3;
- break;
- case BD_LULLABY:
- case BD_ETERNALCHAOS:
- case BD_ROKISWEIL:
- case DC_FORTUNEKISS:
- s=4;
- break;
- case CG_HERMODE:
- case BD_INTOABYSS:
- case BA_WHISTLE:
- case DC_HUMMING:
- case BA_POEMBRAGI:
- case DC_SERVICEFORYOU:
- s=5;
- break;
- case BA_APPLEIDUN:
- s=6;
- break;
- case CG_MOONLIT:
- //Moonlit's cost is 4sp*skill_lv [Skotlex]
- sp= 4*(sc->data[type].val1>>16);
- //Upkeep is also every 10 secs.
- case DC_DONTFORGETME:
- s=10;
- break;
- }
- if (s && ((sc->data[type].val3 % s) == 0)) {
- if (sc->data[SC_LONGING].timer != -1)
- sp = s;
- if (!status_charge(bl, 0, sp))
- break;
- }
- sc->data[type].timer=add_timer(
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_DEVOTION:
- { //Check range and timeleft to preserve status [Skotlex]
- //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
- struct map_session_data *md = map_id2sd(sc->data[type].val1);
- if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
- {
- sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_BERSERK:
- //The damage below should be made aware that Berserk is active.
- sc->data[type].timer = temp_timerid;
- // 5% every 10 seconds [DracoRPG]
- if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
- {
- sc->data[type].timer = add_timer(
- sc->data[type].val4+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
- case SC_NOCHAT:
- if(sd){
- sd->status.manner++;
- clif_updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0)
- { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SPLASHER:
- if (sc->data[type].val4 % 1000 == 0) {
- char timer[10];
- snprintf (timer, 10, "%d", sc->data[type].val4/1000);
- clif_message(bl, timer);
- }
- if((sc->data[type].val4 -= 500) > 0) {
- sc->data[type].timer = add_timer(
- 500 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- {
- struct block_list *pbl = map_id2bl(sc->data[type].val1);
- if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
- {
- sc->data[type].timer = add_timer(
- 1000 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_GOSPEL:
- if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
- {
- int hp, sp;
- hp = (sc->data[type].val1 > 5) ? 45 : 30;
- sp = (sc->data[type].val1 > 5) ? 35 : 20;
- if(!status_charge(bl, hp, sp))
- break;
- sc->data[type].timer = add_timer(
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_GUILDAURA:
- {
- struct block_list *tbl = map_id2bl(sc->data[type].val2);
-
- if (tbl && battle_check_range(bl, tbl, 2)){
- sc->data[type].timer = add_timer(
- 1000 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- case SC_JAILED:
- if(--sc->data[type].val1 > 0)
- {
- sc->data[type].timer=add_timer(
- 60000+tick, status_change_timer, bl->id,data);
- return 0;
- }
- break;
- case SC_BLIND:
- if(sc->data[SC_FOGWALL].timer!= -1)
- { //Blind lasts forever while you are standing on the fog.
- sc->data[type].timer=add_timer(
- 5000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
- }
-
- // default for all non-handled control paths
- // security system to prevent forgetting timer removal
-
- // if we reach this point we need the timer for the next call,
- // so restore it to have status_change_end handle a valid timer
- sc->data[type].timer = temp_timerid;
-
- return status_change_end( bl,type,tid );
-}
-
-/*==========================================
- * ステータス異常タイマー範囲処理
- *------------------------------------------
- */
-int status_change_timer_sub(struct block_list *bl, va_list ap )
-{
- struct block_list *src;
- struct status_change *sc, *tsc;
- struct map_session_data* sd=NULL;
- struct map_session_data* tsd=NULL;
-
- int type;
- unsigned int tick;
-
- src=va_arg(ap,struct block_list*);
- sc=va_arg(ap,struct status_change*);
- type=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- tsc=status_get_sc(bl);
-
- if (status_isdead(bl))
- return 0;
- if (src->type==BL_PC) sd= (struct map_session_data*)src;
- if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
-
- switch( type ){
- case SC_SIGHT: /* サイト */
- case SC_CONCENTRATE:
- if (tsc && tsc->count) {
- if (tsc->data[SC_HIDING].timer != -1)
- status_change_end( bl, SC_HIDING, -1);
- if (tsc->data[SC_CLOAKING].timer != -1)
- status_change_end( bl, SC_CLOAKING, -1);
- }
- break;
- case SC_RUWACH: /* ルアフ */
- if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
- tsc->data[SC_CLOAKING].timer != -1)) {
- status_change_end( bl, SC_HIDING, -1);
- status_change_end( bl, SC_CLOAKING, -1);
- if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
- skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
- }
- break;
- case SC_SIGHTBLASTER:
- if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
- status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
- {
- skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
- if (sc) sc->data[type].val2 = 0; //This signals it to end.
- }
- break;
- case SC_CLOSECONFINE:
- //Lock char has released the hold on everyone...
- if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
- tsc->data[SC_CLOSECONFINE2].val2 = 0;
- status_change_end(bl, SC_CLOSECONFINE2, -1);
- }
- break;
- }
- return 0;
-}
-
-/*==========================================
- * Clears buffs/debuffs of a character.
- * type&1 -> buffs, type&2 -> debuffs
- *------------------------------------------
- */
-int status_change_clear_buffs (struct block_list *bl, int type)
-{
- int i;
- struct status_change *sc= status_get_sc(bl);
-
- if (!sc || !sc->count)
- return 0;
-
- if (type&2) //Debuffs
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
- if(sc->data[i].timer != -1)
- status_change_end(bl,i,-1);
- }
-
- for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
-
- if(sc->data[i].timer == -1)
- continue;
-
- switch (i) {
- //Stuff that cannot be removed
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_COMBO:
- case SC_SMA:
- case SC_DANCING:
- case SC_GUILDAURA:
- case SC_SAFETYWALL:
- case SC_NOCHAT:
- case SC_JAILED:
- case SC_ANKLE:
- case SC_BLADESTOP:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- continue;
-
- //Debuffs that can be removed.
- case SC_HALLUCINATION:
- case SC_QUAGMIRE:
- case SC_SIGNUMCRUCIS:
- case SC_DECREASEAGI:
- case SC_SLOWDOWN:
- case SC_MINDBREAKER:
- case SC_WINKCHARM:
- case SC_STOP:
- case SC_ORCISH:
- case SC_STRIPWEAPON:
- case SC_STRIPSHIELD:
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- if (!(type&2))
- continue;
- break;
- //The rest are buffs that can be removed.
- case SC_BERSERK:
- if (!(type&1))
- continue;
- sc->data[i].val2 = 0;
- break;
- default:
- if (!(type&1))
- continue;
- break;
- }
- status_change_end(bl,i,-1);
- }
- return 0;
-}
-
-//Natural regen related stuff.
-static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
-static int status_natural_heal(DBKey key,void * data,va_list ap)
-{
- struct block_list *bl = (struct block_list*)data;
- struct regen_data *regen;
- struct status_data *status;
- struct status_change *sc;
- struct unit_data *ud;
- struct view_data *vd = NULL;
- struct regen_data_sub *sregen;
- struct map_session_data *sd;
- int val,rate,bonus = 0,flag;
-
- if (!(bl->type&BL_REGEN))
- return 0;
-
- regen = status_get_regen_data(bl);
- if (!regen) return 0;
- status = status_get_status_data(bl);
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- BL_CAST(BL_PC,bl,sd);
-
- flag = regen->flag;
- if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
- flag&=~(RGN_HP|RGN_SHP);
- if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
- flag&=~(RGN_SP|RGN_SSP);
-
- if (flag && (
- status_isdead(bl) ||
- (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
- ))
- flag=0;
-
- if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
- pc_bleeding(sd, natural_heal_diff_tick);
-
- if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
- (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
- { //Apply sitting regen bonus.
- sregen = regen->ssregen;
- if(flag&(RGN_SHP))
- { //Sitting HP regen
- val = natural_heal_diff_tick * sregen->rate.hp;
- if (regen->state.overweight)
- val>>=1; //Half as fast when overweight.
- sregen->tick.hp += val;
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
- { //Full
- flag&=~(RGN_HP|RGN_SHP);
- break;
- }
- }
- }
- if(flag&(RGN_SSP))
- { //Sitting SP regen
- val = natural_heal_diff_tick * sregen->rate.sp;
- if (regen->state.overweight)
- val>>=1; //Half as fast when overweight.
- sregen->tick.sp += val;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
- { //Full
- flag&=~(RGN_SP|RGN_SSP);
- break;
- }
- }
- }
- }
-
- if (flag && regen->state.overweight)
- flag=0;
-
- ud = unit_bl2ud(bl);
-
- if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
- {
- flag&=~(RGN_SHP|RGN_SSP);
- if(!regen->state.walk)
- flag&=~RGN_HP;
- }
-
- if (!flag)
- return 0;
-
- if (flag&(RGN_HP|RGN_SP))
- {
- if(!vd) vd = status_get_viewdata(bl);
- if(vd && vd->dead_sit == 2)
- bonus++;
- if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
- bonus++;
- if(regen->state.gc)
- bonus++;
- }
-
- //Natural Hp regen
- if (flag&RGN_HP)
- {
- rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
- if (ud && ud->walktimer != -1)
- rate/=2;
- regen->tick.hp += rate;
-
- if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
- {
- val = 0;
- do {
- val += regen->hp;
- regen->tick.hp -= battle_config.natural_healhp_interval;
- } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
- if (status_heal(bl, val, 0, 1) < val)
- flag&=~RGN_SHP; //full.
- }
- }
-
- //Natural SP regen
- if(flag&RGN_SP)
- {
- regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
-
- if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
- {
- val = 0;
- do {
- val += regen->sp;
- regen->tick.sp -= battle_config.natural_healsp_interval;
- } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
- if (status_heal(bl, 0, val, 1) < val)
- flag&=~RGN_SSP; //full.
- }
- }
-
- if (!regen->sregen)
- return flag;
-
- //Skill regen
- sregen = regen->sregen;
-
- if(flag&RGN_SHP)
- { //Skill HP regen
- sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
-
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
- break; //Full
- }
- }
- if(flag&RGN_SSP)
- { //Skill SP regen
- sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- val = sregen->sp;
- if (sd && sd->state.doridori) {
- val*=2;
- sd->state.doridori = 0;
- if ((rate = pc_checkskill(sd,TK_SPTIME)))
- sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
- 100,rate,skill_get_time(TK_SPTIME, rate));
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rand()%10000 < battle_config.sg_angel_skill_ratio
- ) { //Angel of the Sun/Moon/Star
- clif_feel_hate_reset(sd);
- pc_resethate(sd);
- pc_resetfeel(sd);
- }
- }
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, val, 3) < val)
- break; //Full
- }
- }
- return flag;
-}
-
-//Natural heal main timer.
-static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
-{
- natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
- map_foreachiddb(status_natural_heal);
- natural_heal_prev_tick = tick;
- return 0;
-}
-
-static int status_calc_sigma(void)
-{
- int i,j;
- unsigned int k;
-
- for(i=0;i<MAX_PC_CLASS;i++) {
- malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
- for(k=0,j=2;j<=MAX_LEVEL;j++) {
- k += hp_coefficient[i]*j + 50;
- k -= k%100;
- hp_sigma_val[i][j-1] = k;
- if (k >= INT_MAX)
- break; //Overflow protection. [Skotlex]
- }
- for(;j<=MAX_LEVEL;j++)
- hp_sigma_val[i][j-1] = INT_MAX;
- }
- return 0;
-}
-
-int status_readdb(void) {
- int i,j;
- FILE *fp;
- char line[1024], path[1024],*p;
-
- sprintf(path, "%s/job_db1.txt", db_path);
- fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- i = 0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[MAX_WEAPON_TYPE + 5];
- i++;
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(j < MAX_WEAPON_TYPE + 5)
- { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
- ShowDebug("%s: Not enough columns at line %d\n", path, i);
- continue;
- }
- if(atoi(split[0])>=MAX_PC_CLASS)
- continue;
-
- max_weight_base[atoi(split[0])]=atoi(split[1]);
- hp_coefficient[atoi(split[0])]=atoi(split[2]);
- hp_coefficient2[atoi(split[0])]=atoi(split[3]);
- sp_coefficient[atoi(split[0])]=atoi(split[4]);
- for(j=0;j<MAX_WEAPON_TYPE;j++)
- aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
- sprintf(path, "%s/job_db2.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(atoi(split[0])>=MAX_PC_CLASS)
- continue;
- for(i=1;i<j && split[i];i++)
- job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- // サイズ補正テ?ブル
- for(i=0;i<3;i++)
- for(j=0;j<MAX_WEAPON_TYPE;j++)
- atkmods[i][j]=100;
- sprintf(path, "%s/size_fix.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[MAX_WEAPON_TYPE];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- malloc_tsetdword(split,0,sizeof(split));
- for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- atkmods[i][j]=atoi(split[j]);
- }
- i++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- // 精?デ?タテ?ブル
- for(i=0;i<5;i++){
- for(j=0;j<MAX_REFINE; j++)
- percentrefinery[i][j]=100;
- percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
- refinebonus[i][0]=0;
- refinebonus[i][1]=0;
- refinebonus[i][2]=10;
- }
-
- sprintf(path, "%s/refine_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[MAX_REFINE+4];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- malloc_tsetdword(split,0,sizeof(split));
- for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
- refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
- refinebonus[i][2]=atoi(split[2]); // 安全精?限界
- for(j=0;j<MAX_REFINE && split[j];j++)
- percentrefinery[i][j]=atoi(split[j+3]);
- i++;
- }
- fclose(fp); //Lupus. close this file!!!
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- return 0;
-}
-
-/*==========================================
- * スキル関係初期化処理
- *------------------------------------------
- */
-int do_init_status(void)
-{
- if (SC_MAX > MAX_STATUSCHANGE)
- {
- ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
- exit(1);
- }
- add_timer_func_list(status_change_timer,"status_change_timer");
- add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
- add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
- initChangeTables();
- initDummyData();
- status_readdb();
- status_calc_sigma();
- natural_heal_prev_tick = gettick();
- add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
- return 0;
-}
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder + +#include <time.h> +#include <ctype.h> +#include <stdio.h> +#include <stdlib.h> +#include <memory.h> +#include <string.h> +#include <limits.h> + +#include "pc.h" +#include "map.h" +#include "pet.h" +#include "npc.h" +#include "mob.h" +#include "clif.h" +#include "guild.h" +#include "skill.h" +#include "itemdb.h" +#include "battle.h" +#include "chrif.h" +#include "status.h" +#include "script.h" +#include "unit.h" +#include "mercenary.h" + +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/showmsg.h" +#include "../common/malloc.h" + +//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex] +#define SC_HM_BASE 800 +#define SC_GD_BASE 900 +//Regen related flags. +#define RGN_HP 0x01 +#define RGN_SP 0x02 +#define RGN_SHP 0x04 +#define RGN_SSP 0x08 + +int SkillStatusChangeTableArray[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. +unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes. + +static int max_weight_base[MAX_PC_CLASS]; +static int hp_coefficient[MAX_PC_CLASS]; +static int hp_coefficient2[MAX_PC_CLASS]; +static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; +static int sp_coefficient[MAX_PC_CLASS]; +static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89] +static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt) +int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt) +static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt) +static char job_bonus[MAX_PC_CLASS][MAX_LEVEL]; + +static struct status_data dummy_status; +int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] +int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] +//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only +//to avoid cards exploits +void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn] + +static void add_sc(int skill, int sc) +{ + int sk = skill; + if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE; + else + if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE; + if (sk < 0 || sk >= MAX_SKILL) { + if (battle_config.error_log) + ShowError("add_sc: Unsupported skill id %d\n", skill); + return; + } + if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance] + SkillStatusChangeTableArray[sk] = sc; + if (StatusSkillChangeTable[sc]==0) + StatusSkillChangeTable[sc] = skill; +} + +static void set_sc(int skill, int sc, int icon, unsigned int flag) +{ + if (StatusIconChangeTable[sc]==SI_BLANK) + StatusIconChangeTable[sc] = icon; + StatusChangeFlagTable[sc] |= flag; + add_sc(skill, sc); +} + +//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array, +//but it is much less prone to errors. [Skotlex] +void initChangeTables(void) { + int i; + for (i = 0; i < SC_MAX; i++) + StatusIconChangeTable[i] = SI_BLANK; + for (i = 0; i < MAX_SKILL; i++) + SkillStatusChangeTableArray[i] = -1; + malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); + malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); + + //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; + + //These are the status-change flags for the common ailments. + StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF; + StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF; +// StatusChangeFlagTable[SC_STUN] = SCB_NONE; +// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE; + StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN; + StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED; +// StatusChangeFlagTable[SC_SILENCE] = SCB_NONE; +// StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE; + StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE; + StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN; + StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN; + + //The icons for the common ailments +// StatusIconChangeTable[SC_STONE] = SI_BLANK; +// StatusIconChangeTable[SC_FREEZE] = SI_BLANK; +// StatusIconChangeTable[SC_STUN] = SI_BLANK; +// StatusIconChangeTable[SC_SLEEP] = SI_BLANK; +// StatusIconChangeTable[SC_POISON] = SI_BLANK; +// StatusIconChangeTable[SC_CURSE] = SI_BLANK; +// StatusIconChangeTable[SC_SILENCE] = SI_BLANK; +// StatusIconChangeTable[SC_CONFUSION] = SI_BLANK; +// StatusIconChangeTable[SC_BLIND] = SI_BLANK; + StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING; +// StatusIconChangeTable[SC_DPOISON] = SI_BLANK; + + + add_sc(SM_BASH, SC_STUN); + set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK); + add_sc(SM_MAGNUM, SC_WATK_ELEMENT); + set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD); + add_sc(MG_SIGHT, SC_SIGHT); + add_sc(MG_SAFETYWALL, SC_SAFETYWALL); + add_sc(MG_FROSTDIVER, SC_FREEZE); + add_sc(MG_STONECURSE, SC_STONE); + add_sc(AL_RUWACH, SC_RUWACH); + set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED); + set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED); + set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF); + set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2); + set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX); + set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX); + set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED); + add_sc(TF_POISON, SC_POISON); + set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD); + add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER); + set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK); + set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE); + set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE); + set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE); + set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN); + set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE); + set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN); + set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK); + add_sc(PR_LEXDIVINA, SC_SILENCE); + set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE); + add_sc(WZ_METEOR, SC_STUN); + add_sc(WZ_VERMILION, SC_BLIND); + add_sc(WZ_FROSTNOVA, SC_FREEZE); + add_sc(WZ_STORMGUST, SC_FREEZE); + set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED); + set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD); + set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE); + set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE); + set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE); + add_sc(HT_LANDMINE, SC_STUN); + add_sc(HT_ANKLESNARE, SC_ANKLE); + add_sc(HT_SANDMAN, SC_SLEEP); + add_sc(HT_FLASHER, SC_BLIND); + add_sc(HT_FREEZINGTRAP, SC_FREEZE); + set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED); + add_sc(AS_SONICBLOW, SC_STUN); + set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED); + set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE); + set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE); + add_sc(AS_VENOMDUST, SC_POISON); + add_sc(AS_SPLASHER, SC_SPLASHER); + set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN); + set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE); + add_sc(TF_SPRINKLESAND, SC_BLIND); + add_sc(TF_THROWSTONE, SC_STUN); + set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR); + set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE); + set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE); + add_sc(NPC_EMOTION_ON, SC_MODECHANGE); + set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE); + add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE); + add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE); + add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE); + add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE); + add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE); + add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE); + add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE); + add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE); + add_sc(NPC_POISON, SC_POISON); + add_sc(NPC_BLINDATTACK, SC_BLIND); + add_sc(NPC_SILENCEATTACK, SC_SILENCE); + add_sc(NPC_STUNATTACK, SC_STUN); + add_sc(NPC_PETRIFYATTACK, SC_STONE); + add_sc(NPC_CURSEATTACK, SC_CURSE); + add_sc(NPC_SLEEPATTACK, SC_SLEEP); + set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF); + add_sc(NPC_DARKBLESSING, SC_COMA); + set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF); + add_sc(NPC_DEFENDER, SC_ARMOR); + add_sc(NPC_LICK, SC_STUN); + set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE); + add_sc(NPC_REBIRTH, SC_KAIZEL); + add_sc(RG_RAID, SC_STUN); + set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK); + set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF); + set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT); + set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT); + add_sc(AM_ACIDTERROR, SC_BLEEDING); + set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE); + set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE); + set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE); + set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE); + set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE); + add_sc(CR_SHIELDCHARGE, SC_STUN); + set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE); + add_sc(CR_HOLYCROSS, SC_BLIND); + add_sc(CR_GRANDCROSS, SC_BLIND); + set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE); + set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC); + set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD); + set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD); + set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED); + add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT); + add_sc(MO_BLADESTOP, SC_BLADESTOP); + set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN); + set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN); + add_sc(SA_MAGICROD, SC_MAGICROD); + set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE); + set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE); + set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE); + set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE); + set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE); + set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK); + set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP); + set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE); + add_sc(SA_REVERSEORCISH, SC_ORCISH); + add_sc(SA_COMA, SC_COMA); + set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN); + add_sc(BD_RICHMANKIM, SC_RICHMANKIM); + set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2); + set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF); + set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK); + add_sc(BD_ROKISWEIL, SC_ROKISWEIL); + add_sc(BD_INTOABYSS, SC_INTOABYSS); + set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC); + add_sc(BA_FROSTJOKE, SC_FREEZE); + set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2); + set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD); + add_sc(BA_POEMBRAGI, SC_POEMBRAGI); + set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP); + add_sc(DC_SCREAM, SC_STUN); + set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT); + set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD); + set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI); + set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC); + add_sc(NPC_DARKCROSS, SC_BLIND); + add_sc(NPC_GRANDDARKNESS, SC_BLIND); + add_sc(NPC_STOP, SC_STOP); + set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE); + set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE); + add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE); + set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX); + set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI); + add_sc(NPC_INVISIBLE, SC_CLOAKING); + set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE); + set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE); + set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD); + set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN); + set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN); +// set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill + set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE); + add_sc(HP_BASILICA, SC_BASILICA); + set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK); + add_sc(PA_SACRIFICE, SC_SACRIFICE); + set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD); + add_sc(PA_GOSPEL, SC_SCRESIST); + add_sc(CH_TIGERFIST, SC_STOP); + set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE); + set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT); + set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED); + set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE); + set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED); + set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED); + set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE); + add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER); + set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK); + set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK); + add_sc(LK_SPIRALPIERCE, SC_STOP); + add_sc(LK_HEADCRUSH, SC_BLEEDING); + set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD); + add_sc(HW_NAPALMVULCAN, SC_CURSE); + set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2); + add_sc(PF_MEMORIZE, SC_MEMORIZE); + add_sc(PF_FOGWALL, SC_FOGWALL); + set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE); + add_sc(WE_BABY, SC_BABY); + set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD); + set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR); + set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE); + set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE); + add_sc(TK_DOWNKICK, SC_STUN); + set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE); + set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE); + set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE); + set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE); + set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE); + set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE); + set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE); + add_sc(SG_MOON_WARM, SC_WARM); + add_sc(SG_STAR_WARM, SC_WARM); + set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2); + set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE); + set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD); + add_sc(SG_FRIEND, SC_SKILLRATE_UP); + set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC); + set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED); + set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD); + set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE); + set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE); + set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE); + set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE); + add_sc(SL_STUN, SC_STUN); + set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED); + set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2); + set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD); + set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE); + set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE); + set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE); + set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD); + add_sc(WS_CARTTERMINATION, SC_STUN); + set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE); + set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD); + add_sc(CG_HERMODE, SC_HERMODE); + set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC); + set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD); + set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2); + add_sc(GS_CRACKER, SC_STUN); + add_sc(GS_DISARM, SC_STRIPWEAPON); + add_sc(GS_PIERCINGSHOT, SC_BLEEDING); + set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD); + set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE); + set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT); + set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD); + set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE); + set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED); + add_sc(NJ_HYOUSYOURAKU, SC_FREEZE); + set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT); + set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE); + set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE); + set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE); + set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE); + set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE); + set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE); + set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE); + add_sc(MO_BALKYOUNG, SC_STUN); + add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE); + add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE); + add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE); + add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE); + + set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED); + set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT); + set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK); + set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn] + set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn] + set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK); + + set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX); + set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX); + set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN); + + // Storing the target job rather than simply SC_SPIRIT simplifies code later on. + SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST, + SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK, + SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR, + SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE, + SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER, + SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE, + SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT, + SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD, + SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST, + SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER, + SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE, + SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN, + SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH, + SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER, + SkillStatusChangeTableArray[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_SPEEDPOTION1; + StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2; + StatusIconChangeTable[SC_INCSTR] = SI_INCSTR; + StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; + + //Other SC which are not necessarily associated to skills. + StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; + StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD; + StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD; + StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD; + StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED; + StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED; + StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK; + StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK; + StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; + StatusChangeFlagTable[SC_INCSTR] |= SCB_STR; + StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; + StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; + StatusChangeFlagTable[SC_INCINT] |= SCB_INT; + StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; + StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; + StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; + StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; + StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; + StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; + StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; + StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; + StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; + StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; + StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; + StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR; + StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI; + StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT; + StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT; + StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX; + StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK; + StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT; + StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE; + StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; + StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; + StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; + + if (!battle_config.display_hallucination) //Disable Hallucination. + StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; +} + +int SkillStatusChangeTable(int skill) +{ + int sk = skill; + if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE; + else + if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE; + if (sk < 0 || sk >= MAX_SKILL) { + if (battle_config.error_log) + ShowError("add_sc: Unsupported skill id %d\n", skill); + return -1; + } + return SkillStatusChangeTableArray[sk]; +} +int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. +static void initDummyData(void) { + malloc_set(&dummy_status, 0, sizeof(dummy_status)); + dummy_status.hp = + dummy_status.max_hp = + dummy_status.max_sp = + dummy_status.str = + dummy_status.agi = + dummy_status.vit = + dummy_status.int_ = + dummy_status.dex = + dummy_status.luk = + dummy_status.hit = 1; + dummy_status.speed = 2000; + dummy_status.adelay = 4000; + dummy_status.amotion = 2000; + dummy_status.dmotion = 2000; + dummy_status.ele_lv = 1; //Min elemental level. + dummy_status.mode = MD_CANMOVE; +} + +/*========================================== + * 精錬ボーナス + *------------------------------------------ + */ +int status_getrefinebonus(int lv,int type) +{ + if (lv >= 0 && lv < 5 && type >= 0 && type < 3) + return refinebonus[lv][type]; + return 0; +} + +//Sets HP to given value. Flag is the flag passed to status_heal in case +//final value is higher than current (use 2 to make a healing effect display +//on players) It will always succeed (overrides Berserk block), but it can't kill. +int status_set_hp(struct block_list *bl, unsigned int hp, int flag) +{ + struct status_data *status; + if (hp < 1) return 0; + status = status_get_status_data(bl); + if (status == &dummy_status) + return 0; + + if (hp > status->max_hp) hp = status->max_hp; + if (hp == status->hp) return 0; + if (hp > status->hp) + return status_heal(bl, hp - status->hp, 0, 1|flag); + return status_zap(bl, status->hp - hp, 0); +} + +//Sets SP to given value. Flag is the flag passed to status_heal in case +//final value is higher than current (use 2 to make a healing effect display +//on players) +int status_set_sp(struct block_list *bl, unsigned int sp, int flag) +{ + struct status_data *status; + + status = status_get_status_data(bl); + if (status == &dummy_status) + return 0; + + if (sp > status->max_sp) sp = status->max_sp; + if (sp == status->sp) return 0; + if (sp > status->sp) + return status_heal(bl, 0, sp - status->sp, 1|flag); + return status_zap(bl, 0, status->sp - sp); +} + +//Inflicts damage on the target with the according walkdelay. +//If flag&1, damage is passive and does not triggers cancelling status changes. +//If flag&2, fail if target does not has enough to substract. +//If flag&4, if killed, mob must not give exp/loot. +int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) +{ + struct status_data *status; + struct status_change *sc; + + if(sp && !(target->type&BL_CONSUME)) + sp = 0; //Not a valid SP target. + + if (hp < 0) { //Assume absorbed damage. + status_heal(target, -hp, 0, 1); + hp = 0; + } + + if (sp < 0) { + status_heal(target, 0, -sp, 1); + sp = 0; + } + + if (!hp && !sp) + return 0; + + + if (target->type == BL_SKILL) + return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick()); + + status = status_get_status_data(target); + + if (status == &dummy_status || !status->hp) + return 0; //Invalid targets: no damage or dead + +// Let through. battle.c/skill.c have the whole logic of when it's possible or +// not to hurt someone (and this check breaks pet catching) [Skotlex] +// if (!target->prev && !(flag&2)) +// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp + + sc = status_get_sc(target); + + if (sc && !sc->count) + sc = NULL; + + if (hp && !(flag&1)) { + if (sc) { + if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE) + { //Devotion prevents any of the other ailments from ending. + struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1); + if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id) + { + clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0); + status_fix_damage(NULL, &sd2->bl, hp, 0); + return 0; + } + status_change_end(target, SC_DEVOTION, -1); + } + if (sc->data[SC_FREEZE].timer != -1) + status_change_end(target,SC_FREEZE,-1); + if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + status_change_end(target,SC_STONE,-1); + if (sc->data[SC_SLEEP].timer != -1) + status_change_end(target,SC_SLEEP,-1); + if (sc->data[SC_WINKCHARM].timer != -1) + status_change_end(target,SC_WINKCHARM,-1); + if (sc->data[SC_CONFUSION].timer != -1) + status_change_end(target, SC_CONFUSION, -1); + if (sc->data[SC_TRICKDEAD].timer != -1) + status_change_end(target, SC_TRICKDEAD, -1); + if (sc->data[SC_HIDING].timer != -1) + status_change_end(target, SC_HIDING, -1); + if (sc->data[SC_CLOAKING].timer != -1) + status_change_end(target, SC_CLOAKING, -1); + if (sc->data[SC_CHASEWALK].timer != -1) + status_change_end(target, SC_CHASEWALK, -1); + if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) { + //Endure count is only reduced by non-players on non-gvg maps. + //val4 signals infinite endure. [Skotlex] + if (src && src->type != BL_PC && !map_flag_gvg(target->m) + && --(sc->data[SC_ENDURE].val2) < 0) + status_change_end(target, SC_ENDURE, -1); + } + if (sc->data[SC_GRAVITATION].timer != -1 && + sc->data[SC_GRAVITATION].val3 == BCT_SELF) { + struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4; + if (sg) { + skill_delunitgroup(target,sg, 0); + sc->data[SC_GRAVITATION].val4 = 0; + status_change_end(target, SC_GRAVITATION, -1); + } + } + if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > status->max_hp>>2) + skill_stop_dancing(target); + } + unit_skillcastcancel(target, 2); + } + + if ((unsigned int)hp >= status->hp) { + if (flag&2) return 0; + hp = status->hp; + } + + if ((unsigned int)sp > status->sp) { + if (flag&2) return 0; + sp = status->sp; + } + + status->hp-= hp; + status->sp-= sp; + + if (sc && hp && status->hp) { + if (sc->data[SC_AUTOBERSERK].timer != -1 && + (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) && + status->hp < status->max_hp>>2) + sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); + if (sc->data[SC_BERSERK].timer != -1 && + status->hp <= 100) + status_change_end(target, SC_BERSERK, -1); + } + + switch (target->type) + { + case BL_MOB: + mob_damage((TBL_MOB*)target, src, hp); + break; + case BL_PC: + pc_damage((TBL_PC*)target,src,hp,sp); + break; + case BL_HOM: + merc_damage((TBL_HOM*)target,src,hp,sp); + } + + if (status->hp) + { //Still lives! + if (walkdelay) + unit_set_walkdelay(target, gettick(), walkdelay, 0); + return hp+sp; + } + + status->hp = 1; //To let the dead function cast skills and all that. + //NOTE: These dead functions should return: [Skotlex] + //0: Death cancelled, auto-revived. + //Non-zero: Standard death. Clear status, cancel move/attack, etc + //&2: Also remove object from map. + //&4: Also delete object from memory. + switch (target->type) + { + case BL_MOB: + flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); + break; + case BL_PC: + flag = pc_dead((TBL_PC*)target,src); + break; + case BL_HOM: + flag = merc_hom_dead((TBL_HOM*)target,src); + break; + default: //Unhandled case, do nothing to object. + flag = 0; + break; + } + + if(!flag) //Death cancelled. + return hp+sp; + + //Normal death + status->hp = 0; + if (battle_config.clear_unit_ondeath && + battle_config.clear_unit_ondeath&target->type) + skill_clear_unitgroup(target); + status_change_clear(target,0); + + if(target->type&BL_REGEN) + { //Reset regen ticks. + struct regen_data *regen = status_get_regen_data(target); + if (regen) { + malloc_set(®en->tick, 0, sizeof(regen->tick)); + if (regen->sregen) + malloc_set(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); + if (regen->ssregen) + malloc_set(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); + } + } + if(flag&4) //Delete from memory. (also invokes map removal code) + unit_free(target,1); + else + if(flag&2) //remove from map + unit_remove_map(target,1); + else + { //Some death states that would normally be handled by unit_remove_map + unit_stop_attack(target); + unit_stop_walking(target,0); + unit_skillcastcancel(target,0); + clif_clearchar_area(target,1); + skill_unit_move(target,gettick(),4); + skill_cleartimerskill(target); + } + + return hp+sp; +} + +//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) +//If flag&2, when the player is healed, show the HP/SP heal effect. +int status_heal(struct block_list *bl,int hp,int sp, int flag) +{ + struct status_data *status; + struct status_change *sc; + + status = status_get_status_data(bl); + + if (status == &dummy_status || !status->hp) + return 0; + + sc = status_get_sc(bl); + if (sc && !sc->count) + sc = NULL; + + if (hp < 0) { + status_damage(NULL, bl, -hp, 0, 0, 1); + hp = 0; + } + + if(hp) { + if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1) + hp = 0; + + + if((unsigned int)hp > status->max_hp - status->hp) + hp = status->max_hp - status->hp; + } + + if(sp < 0) { + status_damage(NULL, bl, 0, -sp, 0, 1); + sp = 0; + } + + if(sp) { + if((unsigned int)sp > status->max_sp - status->sp) + sp = status->max_sp - status->sp; + } + + if(!sp && !hp) return 0; + + status->hp+= hp; + status->sp+= sp; + + if(hp && sc && + sc->data[SC_AUTOBERSERK].timer != -1 && + sc->data[SC_PROVOKE].timer!=-1 && + sc->data[SC_PROVOKE].val2==1 && + status->hp>=status->max_hp>>2 + ) //End auto berserk. + status_change_end(bl,SC_PROVOKE,-1); + + switch(bl->type) { + case BL_MOB: + mob_heal((TBL_MOB*)bl,hp); + break; + case BL_PC: + pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); + break; + case BL_HOM: + merc_hom_heal((TBL_HOM*)bl,hp,sp); + break; + } + return hp+sp; +} + +//Does percentual non-flinching damage/heal. If mob is killed this way, +//no exp/drops will be awarded if there is no src (or src is target) +//If rates are > 0, percent is of current HP/SP +//If rates are < 0, percent is of max HP/SP +//If flag, this is heal, otherwise it is damage. +int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) +{ + struct status_data *status; + unsigned int hp =0, sp = 0; + + status = status_get_status_data(target); + + //Change the equation when the values are high enough to discard the + //imprecision in exchange of overflow protection [Skotlex] + //Also add 100% checks since those are the most used cases where we don't + //want aproximation errors. + if (hp_rate > 99) + hp = status->hp; + else if (hp_rate > 0) + hp = status->hp>10000? + hp_rate*(status->hp/100): + (hp_rate*status->hp)/100; + else if (hp_rate < -99) + hp = status->max_hp; + else if (hp_rate < 0) + hp = status->max_hp>10000? + (-hp_rate)*(status->max_hp/100): + (-hp_rate*status->max_hp)/100; + if (hp_rate && !hp) + hp = 1; + + //Should be safe to not do overflow protection here, noone should have + //millions upon millions of SP + if (sp_rate > 99) + sp = status->sp; + else if (sp_rate > 0) + sp = (sp_rate*status->sp)/100; + else if (sp_rate < -99) + sp = status->max_sp; + else if (sp_rate < 0) + sp = (-sp_rate)*status->max_sp/100; + if (sp_rate && !sp) + sp = 1; + + //Ugly check in case damage dealt is too much for the received args of + //status_heal / status_damage. [Skotlex] + if (hp > INT_MAX) { + hp -= INT_MAX; + if (flag) + status_heal(target, INT_MAX, 0, 0); + else + status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); + } + if (sp > INT_MAX) { + sp -= INT_MAX; + if (flag) + status_heal(target, 0, INT_MAX, 0); + else + status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); + } + if (flag) return status_heal(target, hp, sp, 0); + return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); +} + +int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) +{ + struct status_data *status; + unsigned int hp, sp; + if (!status_isdead(bl)) return 0; + + status = status_get_status_data(bl); + if (status == &dummy_status) + return 0; //Invalid target. + + hp = status->max_hp * per_hp/100; + sp = status->max_sp * per_sp/100; + + if(hp > status->max_hp - status->hp) + hp = status->max_hp - status->hp; + + if(sp > status->max_sp - status->sp) + sp = status->max_sp - status->sp; + + status->hp += hp; + status->sp += sp; + + if (bl->prev) //Animation only if character is already on a map. + clif_resurrection(bl, 1); + switch (bl->type) { + case BL_MOB: + mob_revive((TBL_MOB*)bl, hp); + break; + case BL_PC: + pc_revive((TBL_PC*)bl, hp, sp); + break; + case BL_HOM: //[orn] + merc_hom_revive((TBL_HOM*)bl, hp, sp); + break; + } + return 1; +} +/*========================================== + * Checks whether the src can use the skill on the target, + * taking into account status/option of both source/target. [Skotlex] + * flag: + * 0 - Trying to use skill on target. + * 1 - Cast bar is done. + * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. + * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. + * target MAY Be null, in which case the checks are only to see + * whether the source can cast or not the skill on the ground. + *------------------------------------------ + */ +int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) +{ + struct status_data *status; + struct status_change *sc=NULL, *tsc; + int hide_flag; + + status = src?status_get_status_data(src):&dummy_status; + + if (src && status_isdead(src)) + return 0; + + if (!skill_num) { //Normal attack checks. + if (!(status->mode&MD_CANATTACK)) + return 0; //This mode is only needed for melee attacking. + //Dead state is not checked for skills as some skills can be used + //on dead characters, said checks are left to skill.c [Skotlex] + if (target && status_isdead(target)) + return 0; + } + + if (skill_num == PA_PRESSURE && flag && target) { + //Gloria Avoids pretty much everything.... + tsc = status_get_sc(target); + if(tsc && tsc->option&OPTION_HIDE) + return 0; + return 1; + } + + if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) || + (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA))) + && !(status->mode&MD_BOSS)) + { //Basilica Check + if (!skill_num) return 0; + hide_flag = skill_get_inf(skill_num); + if (hide_flag&INF_ATTACK_SKILL) + return 0; + if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) + return 0; + } + + if (src) sc = status_get_sc(src); + + if(sc && sc->count) + { + if(sc->opt1 >0) + { //Stuned/Frozen/etc + if (flag != 1) //Can't cast, casted stuff can't damage. + return 0; + if (!skill_get_inf(skill_num)&INF_GROUND_SKILL) + return 0; //Targetted spells can't come off. + } + + if ( + (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD) + || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag) + || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL) + || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION) + || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING) + ) + return 0; + + if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag) + { //Prevents skill usage + clif_emotion(src, 3); + return 0; + } + + if (sc->data[SC_BLADESTOP].timer != -1) { + switch (sc->data[SC_BLADESTOP].val1) + { + case 5: if (skill_num == MO_EXTREMITYFIST) break; + case 4: if (skill_num == MO_CHAINCOMBO) break; + case 3: if (skill_num == MO_INVESTIGATE) break; + case 2: if (skill_num == MO_FINGEROFFENSIVE) break; + default: return 0; + } + } + + if (sc->data[SC_DANCING].timer != -1 && flag!=2) + { + if(sc->data[SC_LONGING].timer != -1) + { //Allow everything except dancing/re-dancing. [Skotlex] + if (skill_num == BD_ENCORE || + skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) + ) + return 0; + } else + if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM + && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW) + return 0; + if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION) + return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] + } + + if (skill_num && //Do not block item-casted skills. + (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) + ) { //Skills blocked through status changes... + if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through + sc->data[SC_SILENCE].timer != -1 || + (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) || + (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) || + sc->data[SC_STEELBODY].timer != -1 || + sc->data[SC_BERSERK].timer != -1 + )) + return 0; + + //Skill blocking. + if ( + (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) || + (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) || + (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || + (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL) + ) + return 0; + + } + } + + if (sc && sc->option) + { + if (sc->option&OPTION_HIDE) + switch (skill_num) { //Usable skills while hiding. + case TF_HIDING: + case AS_GRIMTOOTH: + case RG_BACKSTAP: + case RG_RAID: + case NJ_SHADOWJUMP: + case NJ_KIRIKAGE: + break; + default: + //Non players can use all skills while hidden. + if (!skill_num || src->type == BL_PC) + return 0; + } + if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) + return 0; + } + if (target == NULL || target == src) //No further checking needed. + return 1; + + tsc = status_get_sc(target); + + if(tsc && tsc->count) + { + if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) + return 0; + if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU) + && tsc->data[SC_FREEZE].timer != -1) + return 0; + if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE))) + return 0; + } + + //If targetting, cloak+hide protect you, otherwise only hiding does. + hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); + + //You cannot hide from ground skills. + if(skill_get_pl(skill_num) == ELE_EARTH) + hide_flag &= ~OPTION_HIDE; + + switch (target->type) + { + case BL_PC: + { + struct map_session_data *sd = (TBL_PC*) target; + if (pc_isinvisible(sd)) + return 0; + if (tsc->option&hide_flag && !(status->mode&MD_BOSS) + && (sd->special_state.perfect_hiding || !( + status->race == RC_INSECT || + status->race == RC_DEMON || + status->mode&MD_DETECTOR + ))) + return 0; + } + break; + case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). + //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] + if (status->mode&MD_LOOTER) + return 1; + return 0; + case BL_HOM: + //Can't use support skills on homun (only master/self can) + //Placed here instead of battle_check_target because support skill + //invocations don't call that function. + if (skill_num && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && + battle_get_master(target) != src) + return 0; + default: + //Check for chase-walk/hiding/cloaking opponents. + if (tsc && !(status->mode&MD_BOSS)) + { + if (tsc->option&hide_flag && !( + status->race == RC_INSECT || + status->race == RC_DEMON || + status->mode&MD_DETECTOR + )) + return 0; + } + } + return 1; +} + +//Checks whether the source can see and chase target. +int status_check_visibility(struct block_list *src, struct block_list *target) +{ + int view_range; + struct status_data* status = status_get_status_data(src); + struct status_change* tsc = status_get_sc(target); + switch (src->type) { + case BL_MOB: + view_range = ((TBL_MOB*)src)->min_chase; + break; + case BL_PET: + view_range = ((TBL_PET*)src)->db->range2; + break; + default: + view_range = AREA_SIZE; + } + + if (src->m != target->m || !check_distance_bl(src, target, view_range)) + return 0; + + switch (target->type) + { + case BL_PC: + { + if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) + && !(status->mode&MD_BOSS) && ( + ((TBL_PC*)target)->special_state.perfect_hiding || !( + status->race == RC_INSECT || + status->race == RC_DEMON || + status->mode&MD_DETECTOR + ))) + return 0; + } + break; + default: + //Check for chase-walk/hiding/cloaking opponents. + if (tsc && !(status->mode&MD_BOSS)) + { + if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) + && !( + status->race == RC_INSECT || + status->race == RC_DEMON || + status->mode&MD_DETECTOR + )) + return 0; + } + } + return 1; +} + +void status_calc_bl(struct block_list *bl, unsigned long flag); + +static int status_base_atk(struct block_list *bl, struct status_data *status) +{ + int flag = 0, str, dex, dstr; + + if(!(bl->type&battle_config.enable_baseatk)) + return 0; + + if (bl->type == BL_PC) + switch(((TBL_PC*)bl)->status.weapon){ + case W_BOW: + case W_MUSICAL: + case W_WHIP: + case W_REVOLVER: + case W_RIFLE: + case W_SHOTGUN: + case W_GATLING: + case W_GRENADE: + flag = 1; + } + if (flag) { + str = status->dex; + dex = status->str; + } else { + str = status->str; + dex = status->dex; + } + //Normally only players have base-atk, but homunc have a different batk + // equation, hinting that perhaps non-players should use this for batk. + // [Skotlex] + dstr = str/10; + str += dstr*dstr; + if (bl->type == BL_PC) + str+= dex/5 + status->luk/5; + return str; +} + +#define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5)) +#define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7)) + +//Fills in the misc data that can be calculated from the other status info (except for level) +void status_calc_misc(struct block_list *bl, struct status_data *status, int level) +{ + //Non players get the value set, players need to stack with previous bonuses. + if (bl->type != BL_PC) + status->batk = + status->matk_min = status->matk_max = + status->hit = status->flee = + status->def2 = status->mdef2 = + status->cri = status->flee2 = 0; + + status->matk_min += status_base_matk_min(status); + status->matk_max += status_base_matk_max(status); + + status->hit += level + status->dex; + status->flee += level + status->agi; + status->def2 += status->vit; + status->mdef2 += status->int_ + (status->vit>>1); + + if (bl->type&battle_config.enable_critical) + status->cri += status->luk*3 + 10; + else + status->cri = 0; + + if (bl->type&battle_config.enable_perfect_flee) + status->flee2 += status->luk + 10; + else + status->flee2 = 0; + + status->batk += status_base_atk(bl, status); + if (status->cri) + switch (bl->type) { + case BL_MOB: + if(battle_config.mob_critical_rate != 100) + status->cri = status->cri*battle_config.mob_critical_rate/100; + if(!status->cri && battle_config.mob_critical_rate) + status->cri = 10; + break; + case BL_PC: + //Players don't have a critical adjustment setting as of yet. + break; + default: + if(battle_config.critical_rate != 100) + status->cri = status->cri*battle_config.critical_rate/100; + if (!status->cri && battle_config.critical_rate) + status->cri = 10; + } + if(bl->type&BL_REGEN) + status_calc_regen(bl, status, status_get_regen_data(bl)); +} + +//Skotlex: Calculates the initial status for the given mob +//first will only be false when the mob leveled up or got a GuardUp level. +//first&2: Class-change invoked. +int status_calc_mob(struct mob_data* md, int first) +{ + struct status_data *status; + struct block_list *mbl = NULL; + int flag=0; + + if(first) + { //Set basic level on respawn. + if (md->spawn && !(first&2)) + md->level = md->spawn->level; + else + md->level = md->db->lv; // [Valaris] + } + + //Check if we need custom base-status + if (battle_config.mobs_level_up && md->level > md->db->lv) + flag|=1; + + if (md->special_state.size) + flag|=2; + + if (md->guardian_data && md->guardian_data->guardup_lv) + flag|=4; + + if (battle_config.slaves_inherit_speed && md->master_id) + flag|=8; + + if (md->master_id && md->special_state.ai>1) + flag|=16; + + if (!flag) + { //No special status required. + if (md->base_status) { + aFree(md->base_status); + md->base_status = NULL; + } + if(first) + memcpy(&md->status, &md->db->status, sizeof(struct status_data)); + return 0; + } + if (!md->base_status) + md->base_status = aCalloc(1, sizeof(struct status_data)); + + status = md->base_status; + memcpy(status, &md->db->status, sizeof(struct status_data)); + + + if (flag&(8|16)) + mbl = map_id2bl(md->master_id); + + if (flag&8 && mbl) { + struct status_data *mstatus = status_get_base_status(mbl); + if (mstatus && + battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) + status->speed = mstatus->speed; + } + + if (flag&16 && mbl) + { //Max HP setting from Summon Flora/marine Sphere + struct unit_data *ud = unit_bl2ud(mbl); + //Remove special AI when this is used by regular mobs. + if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) + md->special_state.ai = 0; + if (ud) + { // different levels of HP according to skill level + if (ud->skillid == AM_SPHEREMINE) { + status->max_hp = 2000 + 400*ud->skilllv; + } else { //AM_CANNIBALIZE + status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl); + status->mode|= MD_CANATTACK|MD_AGGRESSIVE; + } + status->hp = status->max_hp; + } + } + + if (flag&1) + { // increase from mobs leveling up [Valaris] + int diff = md->level - md->db->lv; + status->str+= diff; + status->agi+= diff; + status->vit+= diff; + status->int_+= diff; + status->dex+= diff; + status->luk+= diff; + status->max_hp += diff*status->vit; + status->max_sp += diff*status->int_; + status->hp = status->max_hp; + status->sp = status->max_sp; + status->speed -= diff; + } + + + if (flag&2) + { // change for sized monsters [Valaris] + if (md->special_state.size==1) { + status->max_hp>>=1; + status->max_sp>>=1; + if (!status->max_hp) status->max_hp = 1; + if (!status->max_sp) status->max_sp = 1; + status->hp=status->max_hp; + status->sp=status->max_sp; + status->str>>=1; + status->agi>>=1; + status->vit>>=1; + status->int_>>=1; + status->dex>>=1; + status->luk>>=1; + if (!status->str) status->str = 1; + if (!status->agi) status->agi = 1; + if (!status->vit) status->vit = 1; + if (!status->int_) status->int_ = 1; + if (!status->dex) status->dex = 1; + if (!status->luk) status->luk = 1; + } else if (md->special_state.size==2) { + status->max_hp<<=1; + status->max_sp<<=1; + status->hp=status->max_hp; + status->sp=status->max_sp; + status->str<<=1; + status->agi<<=1; + status->vit<<=1; + status->int_<<=1; + status->dex<<=1; + status->luk<<=1; + } + } + + status_calc_misc(&md->bl, status, md->level); + + if(flag&4) + { // Strengthen Guardians - custom value +10% / lv + struct guild_castle *gc; + gc=guild_mapname2gc(map[md->bl.m].name); + if (!gc) + ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); + else { + status->max_hp += 2000 * gc->defense; + status->max_sp += 200 * gc->defense; + if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP + status->hp = gc->guardian[md->guardian_data->number].hp; + else //Emperium + status->hp = status->max_hp; + status->sp = status->max_sp; + } + status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; + status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; + status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; + status->aspd_rate -= 100*md->guardian_data->guardup_lv; + } + + //Initial battle status + if (!first) + status_calc_bl(&md->bl, SCB_ALL); + else + memcpy(&md->status, status, sizeof(struct status_data)); + return 1; +} + +//Skotlex: Calculates the stats of the given pet. +int status_calc_pet(struct pet_data *pd, int first) +{ + + nullpo_retr(0, pd); + + if (first) { + memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); + pd->status.speed = pd->petDB->speed; + } + + if (battle_config.pet_lv_rate && pd->msd) + { + struct map_session_data *sd = pd->msd; + int lv; + + lv =sd->status.base_level*battle_config.pet_lv_rate/100; + if (lv < 0) + lv = 1; + if (lv != pd->pet.level || first) + { + struct status_data *bstat = &pd->db->status, *status = &pd->status; + pd->pet.level = lv; + if (!first) //Lv Up animation + clif_misceffect(&pd->bl, 0); + status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; + status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; + status->str = (bstat->str*lv)/pd->db->lv; + status->agi = (bstat->agi*lv)/pd->db->lv; + status->vit = (bstat->vit*lv)/pd->db->lv; + status->int_ = (bstat->int_*lv)/pd->db->lv; + status->dex = (bstat->dex*lv)/pd->db->lv; + status->luk = (bstat->luk*lv)/pd->db->lv; + + status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); + status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); + status->str = cap_value(status->str,1,battle_config.pet_max_stats); + status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); + status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); + status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); + status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); + status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); + + status_calc_misc(&pd->bl, &pd->status, lv); + + if (!first) //Not done the first time because the pet is not visible yet + clif_send_petstatus(sd); + } + } else if (first) + status_calc_misc(&pd->bl, &pd->status, pd->db->lv); + + //Support rate modifier (1000 = 100%) + pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; + if(battle_config.pet_support_rate != 100) + pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; + return 1; +} + +static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status) +{ + unsigned int val; + val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_] + + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100 + * (100 + status->vit)/100 + sd->param_equip[2]; + if (sd->class_&JOBL_UPPER) + val += val * 25/100; + else if (sd->class_&JOBL_BABY) + val -= val * 30/100; + if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) + val *= 3; //Triple max HP for top ranking Taekwons over level 90. + if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) + val += 2000; + + return val; +} + +static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) +{ + unsigned int val; + val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100 + * (100 + status->int_)/100 + sd->param_equip[3]; + if (sd->class_&JOBL_UPPER) + val += val * 25/100; + else if (sd->class_&JOBL_BABY) + val -= val * 30/100; + if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) + val *= 3; //Triple max SP for top ranking Taekwons over level 90. + + return val; +} + + +//Calculates player data from scratch without counting SC adjustments. +//Should be invoked whenever players raise stats, learn passive skills or change equipment. +int status_calc_pc(struct map_session_data* sd,int first) +{ + static int calculating = 0; //Check for recursive call preemption. [Skotlex] + struct status_data b_status, *status; + struct weapon_atk b_lhw; + struct skill b_skill[MAX_SKILL]; + + int b_weight,b_max_weight; + int i,index; + int skill,refinedef=0; + + if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading. + return -1; + + if (++calculating > 10) //Too many recursive calls! + return -1; + + memcpy(&b_status, &sd->battle_status, sizeof(struct status_data)); + memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk)); + b_status.lhw = &b_lhw; + + memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); + b_weight = sd->weight; + b_max_weight = sd->max_weight; + + pc_calc_skilltree(sd); // スキルツリ?の計算 + + sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300; + + if(first&1) { + //Load Hp/SP from char-received data. + sd->battle_status.hp = sd->status.hp; + sd->battle_status.sp = sd->status.sp; + sd->battle_status.lhw = &sd->battle_lhw; + sd->base_status.lhw = &sd->base_lhw; + sd->regen.sregen = &sd->sregen; + sd->regen.ssregen = &sd->ssregen; + sd->weight=0; + for(i=0;i<MAX_INVENTORY;i++){ + if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) + continue; + sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; + } + sd->cart_max_weight=battle_config.max_cart_weight; + sd->cart_weight=0; + sd->cart_max_num=MAX_CART; + sd->cart_num=0; + for(i=0;i<MAX_CART;i++){ + if(sd->status.cart[i].nameid==0) + continue; + sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; + sd->cart_num++; + } + } + + status = &sd->base_status; + // these are not zeroed. [zzo] + sd->hprate=100; + sd->sprate=100; + sd->castrate=100; + sd->delayrate=100; + sd->dsprate=100; + sd->speed_rate = 100; + sd->hprecov_rate = 100; + sd->sprecov_rate = 100; + sd->atk_rate = sd->matk_rate = 100; + sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; + sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; + sd->regen.state.block = 0; + + // zeroed arays, order follows the order in map.h. + // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo] + malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus) + + sizeof(sd->param_equip) + + sizeof(sd->subele) + + sizeof(sd->subrace) + + sizeof(sd->subrace2) + + sizeof(sd->subsize) + + sizeof(sd->reseff) + + sizeof(sd->weapon_coma_ele) + + sizeof(sd->weapon_coma_race) + + sizeof(sd->weapon_atk) + + sizeof(sd->weapon_atk_rate) + + sizeof(sd->arrow_addele) + + sizeof(sd->arrow_addrace) + + sizeof(sd->arrow_addsize) + + sizeof(sd->magic_addele) + + sizeof(sd->magic_addrace) + + sizeof(sd->magic_addsize) + + sizeof(sd->critaddrace) + + sizeof(sd->expaddrace) + + sizeof(sd->itemgrouphealrate) + + sizeof(sd->sp_gain_race) + ); + + malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); + malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); + + malloc_set(&sd->special_state,0,sizeof(sd->special_state)); + malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw))); + malloc_set(status->lhw, 0, sizeof(struct weapon_atk)); + + //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex] + status->speed = DEFAULT_WALK_SPEED; + status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; + status->size = (sd->class_&JOBL_BABY)?0:1; + if (battle_config.character_size && pc_isriding(sd)) { //[Lupus] + if (sd->class_&JOBL_BABY) { + if (battle_config.character_size&2) + status->size++; + } else + if(battle_config.character_size&1) + status->size++; + } + status->aspd_rate = 1000; + status->ele_lv = 1; + status->race = RC_DEMIHUMAN; + + //zero up structures... + malloc_set(&sd->autospell,0,sizeof(sd->autospell) + + sizeof(sd->autospell2) + + sizeof(sd->addeff) + + sizeof(sd->addeff2) + + sizeof(sd->skillatk) + + sizeof(sd->skillblown) + + sizeof(sd->add_def) + + sizeof(sd->add_mdef) + + sizeof(sd->add_dmg) + + sizeof(sd->add_mdmg) + + sizeof(sd->add_drop) + + sizeof(sd->itemhealrate) + ); + + // vars zeroing. ints, shorts, chars. in that order. + malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk) + + sizeof(sd->arrow_ele) + + sizeof(sd->arrow_cri) + + sizeof(sd->arrow_hit) + + sizeof(sd->nsshealhp) + + sizeof(sd->nsshealsp) + + sizeof(sd->critical_def) + + sizeof(sd->double_rate) + + sizeof(sd->long_attack_atk_rate) + + sizeof(sd->near_attack_def_rate) + + sizeof(sd->long_attack_def_rate) + + sizeof(sd->magic_def_rate) + + sizeof(sd->misc_def_rate) + + sizeof(sd->ignore_mdef_ele) + + sizeof(sd->ignore_mdef_race) + + sizeof(sd->perfect_hit) + + sizeof(sd->perfect_hit_add) + + sizeof(sd->get_zeny_rate) + + sizeof(sd->get_zeny_num) + + sizeof(sd->double_add_rate) + + sizeof(sd->short_weapon_damage_return) + + sizeof(sd->long_weapon_damage_return) + + sizeof(sd->magic_damage_return) + + sizeof(sd->random_attack_increase_add) + + sizeof(sd->random_attack_increase_per) + + sizeof(sd->break_weapon_rate) + + sizeof(sd->break_armor_rate) + + sizeof(sd->crit_atk_rate) + + sizeof(sd->hp_loss_rate) + + sizeof(sd->sp_loss_rate) + + sizeof(sd->classchange) + + sizeof(sd->speed_add_rate) + + sizeof(sd->aspd_add_rate) + + sizeof(sd->setitem_hash) + + sizeof(sd->setitem_hash2) + // shorts + + sizeof(sd->splash_range) + + sizeof(sd->splash_add_range) + + sizeof(sd->add_steal_rate) + + sizeof(sd->hp_loss_value) + + sizeof(sd->sp_loss_value) + + sizeof(sd->hp_loss_type) + + sizeof(sd->hp_gain_value) + + sizeof(sd->sp_gain_value) + + sizeof(sd->sp_vanish_rate) + + sizeof(sd->sp_vanish_per) + + sizeof(sd->add_drop_count) + + sizeof(sd->unbreakable) + + sizeof(sd->unbreakable_equip) + + sizeof(sd->unstripable_equip) + + sizeof(sd->add_def_count) + + sizeof(sd->add_mdef_count) + + sizeof(sd->add_dmg_count) + + sizeof(sd->add_mdmg_count) + ); + + // Parse equipment. + for(i=0;i<EQI_MAX-1;i++) { + current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + if(index < 0) + continue; + if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) + continue; + if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) + continue; + if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) + continue; + if(!sd->inventory_data[index]) + continue; + + status->def += sd->inventory_data[index]->def; + + if(first&1 && sd->inventory_data[index]->equip_script) + { //Execute equip-script on login + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + if (!calculating) + return 1; + } + + if(sd->inventory_data[index]->type == IT_WEAPON) { + int r,wlv = sd->inventory_data[index]->wlv; + struct weapon_data *wd; + struct weapon_atk *wa; + + if (wlv >= MAX_REFINE_BONUS) + wlv = MAX_REFINE_BONUS - 1; + if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { + wd = &sd->left_weapon; // Left-hand weapon + wa = status->lhw; + } else { + wd = &sd->right_weapon; + wa = &status->rhw; + } + wa->atk += sd->inventory_data[index]->atk; + wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0]; + if((r-=refinebonus[wlv][2])>0) //Overrefine bonus. + wd->overrefine = r*refinebonus[wlv][1]; + + wa->range += sd->inventory_data[index]->range; + if(sd->inventory_data[index]->script) { + if (wd == &sd->left_weapon) { + sd->state.lr_flag = 1; + run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + } else + run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + if (!calculating) //Abort, run_script retriggered this. [Skotlex] + return 1; + } + + if(sd->status.inventory[index].card[0]==CARD0_FORGE) + { // Forged weapon + wd->star += (sd->status.inventory[index].card[1]>>8); + if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg + if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) + wd->star += 10; + + if (!wa->ele) //Do not overwrite element from previous bonuses. + wa->ele = (sd->status.inventory[index].card[1]&0x0f); + } + } + else if(sd->inventory_data[index]->type == IT_ARMOR) { + refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; + if(sd->inventory_data[index]->script) { + run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + if (!calculating) //Abort, run_script retriggered this. [Skotlex] + return 1; + } + } + } + + if(sd->equip_index[EQI_AMMO] >= 0){ + index = sd->equip_index[EQI_AMMO]; + if(sd->inventory_data[index]){ // Arrows + sd->arrow_atk += sd->inventory_data[index]->atk; + sd->state.lr_flag = 2; + run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] + return 1; + } + } + + //Store equipment script bonuses + memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); + malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus)); + + status->def += (refinedef+50)/100; + + //Parse Cards + for(i=0;i<EQI_MAX-1;i++) { + current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + if(index < 0) + continue; + if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) + continue; + if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) + continue; + if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) + continue; + + if(sd->inventory_data[index]) { + int j,c; + struct item_data *data; + + //Card script execution. + if(itemdb_isspecial(sd->status.inventory[index].card[0])) + continue; + for(j=0;j<sd->inventory_data[index]->slot;j++){ + current_equip_card_id= c= sd->status.inventory[index].card[j]; + if(!c) + continue; + data = itemdb_exists(c); + if(!data) + continue; + if(first&1 && data->equip_script) + { //Execute equip-script on login + run_script(data->equip_script,0,sd->bl.id,0); + if (!calculating) + return 1; + } + if(!data->script) + continue; + if(data->flag.no_equip) { //Card restriction checks. + if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone) + continue; + if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1) + continue; + if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2) + continue; + } + if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) + { //Left hand status. + sd->state.lr_flag = 1; + run_script(data->script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + } else + run_script(data->script,0,sd->bl.id,0); + if (!calculating) //Abort, run_script his function. [Skotlex] + return 1; + } + } + } + + if(sd->pd && battle_config.pet_status_support) + { // Pet + struct pet_data *pd=sd->pd; + if(pd && pd->pet.intimate > 0 && + (!battle_config.pet_equip_required || pd->pet.equip > 0) && + pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets + pc_bonus(sd,pd->bonus->type, pd->bonus->val); + } + //param_bonus now holds card bonuses. + + if(status->rhw.range < 1) status->rhw.range = 1; + if(status->lhw->range < 1) status->lhw->range = 1; + if(status->rhw.range < status->lhw->range) + status->rhw.range = status->lhw->range; + + sd->double_rate += sd->double_add_rate; + sd->perfect_hit += sd->perfect_hit_add; + sd->splash_range += sd->splash_add_range; + if(sd->aspd_add_rate) + status->aspd_rate += 10*sd->aspd_add_rate; + if(sd->speed_add_rate) + sd->speed_rate += sd->speed_add_rate; + + // Damage modifiers from weapon type + sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; + sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; + sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; + sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; + sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; + sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; + + if(pc_isriding(sd) && + (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) + { //When Riding with spear, damage modifier to mid-class becomes + //same as versus large size. + sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; + sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; + } + +// ----- STATS CALCULATION ----- + + // Job bonuses + for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){ + if(!job_bonus[sd->status.class_][i]) + continue; + switch(job_bonus[sd->status.class_][i]) { + case 1: + status->str++; + break; + case 2: + status->agi++; + break; + case 3: + status->vit++; + break; + case 4: + status->int_++; + break; + case 5: + status->dex++; + break; + case 6: + status->luk++; + break; + } + } + + // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 + if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ + status->str += 10; + status->agi += 10; + status->vit += 10; + status->int_+= 10; + status->dex += 10; + status->luk += 10; + } + + // Absolute modifiers from passive skills + if(pc_checkskill(sd,BS_HILTBINDING)>0) + status->str++; + if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) + status->int_ += (skill+1)/2; // +1 INT / 2 lv + if((skill=pc_checkskill(sd,AC_OWL))>0) + status->dex += skill; + + // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. + i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; + status->str = cap_value(i,0,USHRT_MAX); + i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; + status->agi = cap_value(i,0,USHRT_MAX); + i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; + status->vit = cap_value(i,0,USHRT_MAX); + i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; + status->int_ = cap_value(i,0,USHRT_MAX); + i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; + status->dex = cap_value(i,0,USHRT_MAX); + i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; + status->luk = cap_value(i,0,USHRT_MAX); + +// ------ BASE ATTACK CALCULATION ------ + + // Base batk value is set on status_calc_misc + // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) + if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) + status->batk += sd->weapon_atk[sd->status.weapon]; + // Absolute modifiers from passive skills + if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) + status->batk += 4; + +// ----- HP MAX CALCULATION ----- + + // Basic MaxHP value + //We hold the standard Max HP here to make it faster to recalculate on vit changes. + sd->status.max_hp = status_base_pc_maxhp(sd,status); + status->max_hp += sd->status.max_hp; + + // Absolute modifiers from passive skills + if((skill=pc_checkskill(sd,CR_TRUST))>0) + status->max_hp += skill*200; + + // Apply relative modifiers from equipment + if(sd->hprate < 0) + sd->hprate = 0; + if(sd->hprate!=100) + status->max_hp = status->max_hp * sd->hprate/100; + if(battle_config.hp_rate != 100) + status->max_hp = status->max_hp * battle_config.hp_rate/100; + + if(status->max_hp > (unsigned int)battle_config.max_hp) + status->max_hp = battle_config.max_hp; + else if(!status->max_hp) + status->max_hp = 1; + +// ----- SP MAX CALCULATION ----- + + // Basic MaxSP value + sd->status.max_sp = status_base_pc_maxsp(sd,status); + status->max_sp += sd->status.max_sp; + + // Absolute modifiers from passive skills + if((skill=pc_checkskill(sd,SL_KAINA))>0) + status->max_sp += 30*skill; + if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) + status->max_sp += status->max_sp * skill/100; + if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) + status->max_sp += status->max_sp * 2*skill/100; + + // Apply relative modifiers from equipment + if(sd->sprate < 0) + sd->sprate = 0; + if(sd->sprate!=100) + status->max_sp = status->max_sp * sd->sprate/100; + if(battle_config.sp_rate != 100) + status->max_sp = status->max_sp * battle_config.sp_rate/100; + + if(status->max_sp > (unsigned int)battle_config.max_sp) + status->max_sp = battle_config.max_sp; + else if(!status->max_sp) + status->max_sp = 1; + +// ----- RESPAWN HP/SP ----- +// + //Calc respawn hp and store it on base_status + if (sd->special_state.restart_full_recover) + { + status->hp = status->max_hp; + status->sp = status->max_sp; + } else { + if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) + && battle_config.restart_hp_rate < 50) + status->hp=status->max_hp>>1; + else + status->hp=status->max_hp * battle_config.restart_hp_rate/100; + if(!status->hp) + status->hp = 1; + + status->sp = status->max_sp * battle_config.restart_sp_rate /100; + } + +// ----- MISC CALCULATION ----- + status_calc_misc(&sd->bl, status, sd->status.base_level); + + //Equipment modifiers for misc settings + if(sd->matk_rate < 0) + sd->matk_rate = 0; + if(sd->matk_rate != 100){ + status->matk_max = status->matk_max * sd->matk_rate/100; + status->matk_min = status->matk_min * sd->matk_rate/100; + } + + if(sd->hit_rate < 0) + sd->hit_rate = 0; + if(sd->hit_rate != 100) + status->hit = status->hit * sd->hit_rate/100; + + if(sd->flee_rate < 0) + sd->flee_rate = 0; + if(sd->flee_rate != 100) + status->flee = status->flee * sd->flee_rate/100; + + if(sd->def2_rate < 0) + sd->def2_rate = 0; + if(sd->def2_rate != 100) + status->def2 = status->def2 * sd->def2_rate/100; + + if(sd->mdef2_rate < 0) + sd->mdef2_rate = 0; + if(sd->mdef2_rate != 100) + status->mdef2 = status->mdef2 * sd->mdef2_rate/100; + + if(sd->critical_rate < 0) + sd->critical_rate = 0; + if(sd->critical_rate != 100) + status->cri = status->cri * sd->critical_rate/100; + + if(sd->flee2_rate < 0) + sd->flee2_rate = 0; + if(sd->flee2_rate != 100) + status->flee2 = status->flee2 * sd->flee2_rate/100; + +// ----- HIT CALCULATION ----- + + // Absolute modifiers from passive skills + if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) + status->hit += skill*2; + if((skill=pc_checkskill(sd,AC_VULTURE))>0){ + status->hit += skill; + if(sd->status.weapon == W_BOW) + status->rhw.range += skill; + } + if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) + { + if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) + status->hit += 2*skill; + if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { + status->hit += skill; + status->rhw.range += skill; + } + } + +// ----- FLEE CALCULATION ----- + + // Absolute modifiers from passive skills + if((skill=pc_checkskill(sd,TF_MISS))>0) + status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); + if((skill=pc_checkskill(sd,MO_DODGE))>0) + status->flee += (skill*3)>>1; + +// ----- EQUIPMENT-DEF CALCULATION ----- + + // Apply relative modifiers from equipment + if(sd->def_rate < 0) + sd->def_rate = 0; + if(sd->def_rate != 100) { + i = status->def * sd->def_rate/100; + status->def = cap_value(i, CHAR_MIN, CHAR_MAX); + } + + if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) + { + status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); + status->def = (unsigned char)battle_config.max_def; + } + +// ----- EQUIPMENT-MDEF CALCULATION ----- + + // Apply relative modifiers from equipment + if(sd->mdef_rate < 0) + sd->mdef_rate = 0; + if(sd->mdef_rate != 100) { + i = status->mdef * sd->mdef_rate/100; + status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX); + } + + if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) + { + status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); + status->mdef = (signed char)battle_config.max_def; + } + +// ----- WALKING SPEED CALCULATION ----- + + if(sd->speed_rate < 0) + sd->speed_rate = 0; + if(sd->speed_rate != 100) + status->speed = status->speed*sd->speed_rate/100; + + // Relative modifiers from passive skills + if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0) + status->speed -= status->speed * skill/100; + if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) + status->speed -= status->speed * 25/100; + if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) + status->speed += status->speed * (100-10*skill)/100; + + if(status->speed < battle_config.max_walk_speed) + status->speed = battle_config.max_walk_speed; + +// ----- ASPD CALCULATION ----- +// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied + + // Basic ASPD value + if (sd->status.weapon < MAX_WEAPON_TYPE) + i = (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->status.weapon]/1000; + else + i = (( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype1]/1000 + )+( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype2]/1000 + )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex] + + status->amotion = cap_value(i,battle_config.max_aspd,2000); + + // Relative modifiers from passive skills + if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) + status->aspd_rate -= 5*skill; + if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) + status->aspd_rate -= 30*skill; + if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && + (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) + status->aspd_rate -= ((skill+1)/2) * 10; + if(pc_isriding(sd)) + status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); + + status->adelay = 2*status->amotion; + + +// ----- DMOTION ----- +// + i = 800-status->agi*4; + status->dmotion = cap_value(i, 400, 800); + if(battle_config.pc_damage_delay_rate != 100) + status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; + +// ----- MISC CALCULATIONS ----- + + // Weight + if((skill=pc_checkskill(sd,MC_INCCARRY))>0) + sd->max_weight += 2000*skill; + if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) + sd->max_weight += 10000; + if(sd->sc.data[SC_KNOWLEDGE].timer != -1) + sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10; + + if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0) + sd->regen.state.walk = 1; + else + sd->regen.state.walk = 0; + + // Skill SP cost + if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 ) + sd->dsprate -= 4*skill; + + if(sd->sc.count){ + if(sd->sc.data[SC_SERVICE4U].timer!=-1) + sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3; + } + + //Underflow protections. + if(sd->dsprate < 0) + sd->dsprate = 0; + if(sd->castrate < 0) + sd->castrate = 0; + if(sd->delayrate < 0) + sd->delayrate = 0; + if(sd->hprecov_rate < 0) + sd->hprecov_rate = 0; + if(sd->sprecov_rate < 0) + sd->sprecov_rate = 0; + + // Anti-element and anti-race + if((skill=pc_checkskill(sd,CR_TRUST))>0) + sd->subele[6] += skill*5; + if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { + sd->subele[0] += skill; + sd->subele[3] += skill*4; + } + if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ + skill = skill*4; + sd->right_weapon.addrace[RC_DRAGON]+=skill; + sd->left_weapon.addrace[RC_DRAGON]+=skill; + sd->magic_addrace[RC_DRAGON]+=skill; + sd->subrace[RC_DRAGON]+=skill; + } + + if(sd->sc.count){ + if(sd->sc.data[SC_CONCENTRATE].timer!=-1) + { //Update the card-bonus data + sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi + sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex + } + if(sd->sc.data[SC_SIEGFRIED].timer!=-1){ + sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2; + sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2; + } + if(sd->sc.data[SC_PROVIDENCE].timer!=-1){ + sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2; + sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2; + } + } + + status_cpy(&sd->battle_status, status); + status_calc_bl(&sd->bl, SCB_ALL); //Status related changes. + status = &sd->battle_status; //Need to compare versus this. + +// ----- CLIENT-SIDE REFRESH ----- + if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) + clif_skillinfoblock(sd); + if(b_status.speed != status->speed) + clif_updatestatus(sd,SP_SPEED); + if(b_weight != sd->weight) + clif_updatestatus(sd,SP_WEIGHT); + if(b_max_weight != sd->max_weight) { + clif_updatestatus(sd,SP_MAXWEIGHT); + pc_checkweighticon(sd); + } + if(b_status.str != status->str) + clif_updatestatus(sd,SP_STR); + if(b_status.agi != status->agi) + clif_updatestatus(sd,SP_AGI); + if(b_status.vit != status->vit) + clif_updatestatus(sd,SP_VIT); + if(b_status.int_ != status->int_) + clif_updatestatus(sd,SP_INT); + if(b_status.dex != status->dex) + clif_updatestatus(sd,SP_DEX); + if(b_status.luk != status->luk) + clif_updatestatus(sd,SP_LUK); + if(b_status.hit != status->hit) + clif_updatestatus(sd,SP_HIT); + if(b_status.flee != status->flee) + clif_updatestatus(sd,SP_FLEE1); + if(b_status.amotion != status->amotion) + clif_updatestatus(sd,SP_ASPD); + if(b_status.rhw.atk != status->rhw.atk || + b_status.lhw->atk != status->lhw->atk || + b_status.batk != status->batk) + clif_updatestatus(sd,SP_ATK1); + if(b_status.def != status->def) + clif_updatestatus(sd,SP_DEF1); + if(b_status.rhw.atk2 != status->rhw.atk2 || + b_status.lhw->atk2 != status->lhw->atk2) + clif_updatestatus(sd,SP_ATK2); + if(b_status.def2 != status->def2) + clif_updatestatus(sd,SP_DEF2); + if(b_status.flee2 != status->flee2) + clif_updatestatus(sd,SP_FLEE2); + if(b_status.cri != status->cri) + clif_updatestatus(sd,SP_CRITICAL); + if(b_status.matk_max != status->matk_max) + clif_updatestatus(sd,SP_MATK1); + if(b_status.matk_min != status->matk_min) + clif_updatestatus(sd,SP_MATK2); + if(b_status.mdef != status->mdef) + clif_updatestatus(sd,SP_MDEF1); + if(b_status.mdef2 != status->mdef2) + clif_updatestatus(sd,SP_MDEF2); + if(b_status.rhw.range != status->rhw.range) + clif_updatestatus(sd,SP_ATTACKRANGE); + if(b_status.max_hp != status->max_hp) + clif_updatestatus(sd,SP_MAXHP); + if(b_status.max_sp != status->max_sp) + clif_updatestatus(sd,SP_MAXSP); + if(b_status.hp != status->hp) + clif_updatestatus(sd,SP_HP); + if(b_status.sp != status->sp) + clif_updatestatus(sd,SP_SP); + + calculating = 0; + return 0; +} + +int status_calc_homunculus(struct homun_data *hd, int first) +{ + struct status_data b_status, *status; + struct s_homunculus *hom; + int skill; + + memcpy(&b_status, &hd->base_status, sizeof(struct status_data)); + hom = &hd->homunculus; + + status = &hd->base_status; + + status->str = hom->str / 10; + status->agi = hom->agi / 10; + status->vit = hom->vit / 10; + status->dex = hom->dex / 10; + status->int_ = hom->int_ / 10; + status->luk = hom->luk / 10; + + if (first) { //[orn] + status->def_ele = hd->homunculusDB->element; + status->ele_lv = 1; + status->race = hd->homunculusDB->race ; + status->size = hd->homunculusDB->size ; + status->rhw.range = 1 + status->size; + status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; + status->speed = DEFAULT_WALK_SPEED; + if (battle_config.slaves_inherit_speed&1 && + hd->master && hd->master->state.auth) //Master needs be authed to have valid speed. + status->speed = status_get_speed(&hd->master->bl); + + status->hp = 1; + status->sp = 1; + } + skill = hom->level/10 + status->vit/5; + status->def = cap_value(skill, 0, 99); + + skill = hom->level/10 + status->int_/5; + status->mdef = cap_value(skill, 0, 99); + + status->max_hp = hom->max_hp ; + status->max_sp = hom->max_sp ; + + merc_hom_calc_skilltree(hd); + + if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) + status->def += skill * 4; + + if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0) + { + status->int_ += 1 +skill/2 -skill/4 +skill/5; + status->str += 1 +2*(skill/3) +skill/4; + } + + if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) + status->max_hp += skill * 2 * status->max_hp / 100; + + if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) + status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ; + + if (first) { + hd->battle_status.hp = hom->hp ; + hd->battle_status.sp = hom->sp ; + } + + status->rhw.atk = status->dex; + status->rhw.atk2 = status->str + hom->level; + + status->aspd_rate = 1000; + + skill = (1000 -4*status->agi -status->dex) + *hd->homunculusDB->baseASPD/1000; + + status->amotion = cap_value(skill,battle_config.max_aspd,2000); + status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. + + status_calc_misc(&hd->bl, status, hom->level); + status_calc_bl(&hd->bl, SCB_ALL); //Status related changes. + + if (memcmp(&b_status, status, sizeof(struct status_data))) + clif_hominfo(hd->master,hd,0) ; + + return 1; +} + +static unsigned short status_calc_str(struct block_list *,struct status_change *,int); +static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); +static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); +static unsigned short status_calc_int(struct block_list *,struct status_change *,int); +static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); +static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); +static unsigned short status_calc_batk(struct block_list *,struct status_change *,int); +static unsigned short status_calc_watk(struct block_list *,struct status_change *,int); +static unsigned short status_calc_matk(struct block_list *,struct status_change *,int); +static signed short status_calc_hit(struct block_list *,struct status_change *,int); +static signed short status_calc_critical(struct block_list *,struct status_change *,int); +static signed short status_calc_flee(struct block_list *,struct status_change *,int); +static signed short status_calc_flee2(struct block_list *,struct status_change *,int); +static signed char status_calc_def(struct block_list *,struct status_change *,int); +static signed short status_calc_def2(struct block_list *,struct status_change *,int); +static signed char status_calc_mdef(struct block_list *,struct status_change *,int); +static signed short status_calc_mdef2(struct block_list *,struct status_change *,int); +static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); +static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); +static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); +static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int); +static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); +static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); +static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); +static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); + +//Calculates base regen values. +void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) +{ + struct map_session_data *sd; + int val, skill; + + if (!(bl->type&BL_REGEN) || !regen) + return; + BL_CAST(BL_PC,bl,sd); + + val = 1 + (status->vit/5) + (status->max_hp/200); + + if (sd && sd->hprecov_rate != 100) + val = val*sd->hprecov_rate/100; + + regen->hp = cap_value(val, 1, SHRT_MAX); + + val = 1 + (status->int_/6) + (status->max_sp/100); + if(status->int_ >= 120) + val += ((status->int_-120)>>1) + 4; + + if(sd && sd->sprecov_rate != 100) + val = val*sd->sprecov_rate/100; + + regen->sp = cap_value(val, 1, SHRT_MAX); + + if(sd) + { + struct regen_data_sub *sregen; + if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) + { + val = regen->sp*(100+3*skill)/100; + regen->sp = cap_value(val, 1, SHRT_MAX); + } + //Only players have skill/sitting skill regen for now. + sregen = regen->sregen; + + val = 0; + if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) + val += skill*5 + (status->max_hp*skill/500); + sregen->hp = cap_value(val, 0, SHRT_MAX); + + val = 0; + if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) + val += skill*3 + (status->max_sp*skill/500); + if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0) + val += skill*3 + (status->max_sp*skill/500); + sregen->sp = cap_value(val, 0, SHRT_MAX); + + // Skill-related recovery (only when sit) + sregen = regen->ssregen; + + val = 0; + if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) + val += skill*4 + (status->max_hp*skill/500); + + if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest) + val += skill*30 + (status->max_hp*skill/500); + sregen->hp = cap_value(val, 0, SHRT_MAX); + + val = 0; + if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest) + { + val += skill*3 + (status->max_sp*skill/500); + if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest + val += (30+10*skill)*val/100; + } + if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) + val += skill*2 + (status->max_sp*skill/500); + sregen->sp = cap_value(val, 0, SHRT_MAX); + } + + if(bl->type==BL_HOM) + { + struct homun_data *hd = (TBL_HOM*)bl; + if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) + { + val = regen->hp*(100+5*skill)/100; + regen->hp = cap_value(val, 1, SHRT_MAX); + } + if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) + { + val = regen->sp*(100+3*skill)/100; + regen->sp = cap_value(val, 1, SHRT_MAX); + } + } +} + +//Calculates SC related regen rates. +void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) +{ + if (!(bl->type&BL_REGEN) || !regen) + return; + + regen->flag = RGN_HP|RGN_SP; + if(regen->sregen) + { + if (regen->sregen->hp) + regen->flag|=RGN_SHP; + + if (regen->sregen->sp) + regen->flag|=RGN_SSP; + regen->sregen->rate.hp = regen->sregen->rate.sp = 1; + } + if (regen->ssregen) + { + if (regen->ssregen->hp) + regen->flag|=RGN_SHP; + + if (regen->ssregen->sp) + regen->flag|=RGN_SSP; + regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; + } + regen->rate.hp = regen->rate.sp = 1; + + if (!sc || !sc->count) + return; + + if ( + (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1) + || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1) + || sc->data[SC_BERSERK].timer != -1 + || sc->data[SC_TRICKDEAD].timer != -1 + || sc->data[SC_BLEEDING].timer != -1 + ) //No regen + regen->flag = 0; + + if ( + sc->data[SC_EXTREMITYFIST].timer != -1 + || sc->data[SC_DANCING].timer != -1 + || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1 + && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK)) + ) //No natural SP regen + regen->flag &=~RGN_SP; + + if( + sc->data[SC_TENSIONRELAX].timer!=-1 + ) { + regen->rate.hp += 2; + if (regen->sregen) + regen->sregen->rate.hp += 3; + } + if (sc->data[SC_MAGNIFICAT].timer != -1) + { + regen->rate.hp += 1; + regen->rate.sp += 1; + } + if (sc->data[SC_REGENERATION].timer != -1) + { + if (!sc->data[SC_REGENERATION].val4) + { + regen->rate.hp += sc->data[SC_REGENERATION].val2; + regen->rate.sp += sc->data[SC_REGENERATION].val3; + } else + regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4 + } +} + +//Calculates some attributes that depends on modified stats from status changes. +void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) +{ + struct status_data *status = &sd->battle_status, *b_status = &sd->base_status; + int skill; + + if(flag&(SCB_MAXHP|SCB_VIT)) + { + flag|=SCB_MAXHP; //Ensures client-side refresh + + status->max_hp = status_base_pc_maxhp(sd,status); + status->max_hp += b_status->max_hp - sd->status.max_hp; + + status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp); + + if(status->max_hp > (unsigned int)battle_config.max_hp) + status->max_hp = battle_config.max_hp; + else if(!status->max_hp) + status->max_hp = 1; + + if(status->hp > status->max_hp) { + status->hp = status->max_hp; + clif_updatestatus(sd,SP_HP); + } + } + + if(flag&(SCB_MAXSP|SCB_INT)) + { + flag|=SCB_MAXSP; + + status->max_sp = status_base_pc_maxsp(sd,status); + status->max_sp += b_status->max_sp - sd->status.max_sp; + + status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); + + if(status->max_sp > (unsigned int)battle_config.max_sp) + status->max_sp = battle_config.max_sp; + else if(!status->max_sp) + status->max_sp = 1; + + if(status->sp > status->max_sp) { + status->sp = status->max_sp; + clif_updatestatus(sd,SP_SP); + } + } + + if(flag&SCB_MATK) { + //New matk + status->matk_min = status_base_matk_min(status); + status->matk_max = status_base_matk_max(status); + + //Bonuses from previous matk + status->matk_max += b_status->matk_max - status_base_matk_max(b_status); + status->matk_min += b_status->matk_min - status_base_matk_min(b_status); + + status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min); + status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max); + + if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values + sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min; + sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max; + } + } + + if(flag&SCB_SPEED) { + if(status->speed < battle_config.max_walk_speed) + status->speed = battle_config.max_walk_speed; + + if ((skill=pc_checkskill(sd,SA_FREECAST))>0) { + //Store casting walk speed for quick restoration. [Skotlex] + sd->prev_speed = status->speed * (175-5*skill)/100; + if(sd->ud.skilltimer != -1) { //Swap speed. + skill = status->speed; + status->speed = sd->prev_speed; + sd->prev_speed = skill; + } + } + } + if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { + flag|=SCB_ASPD; + if (sd->status.weapon < MAX_WEAPON_TYPE) + skill = (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->status.weapon]/1000; + else + skill = (( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype1]/1000 + )+( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype2]/1000 + )) *2/3; + + status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); + + // Apply all relative modifiers + if(status->aspd_rate != 1000) + skill = skill *status->aspd_rate/1000; + + status->amotion = cap_value(skill,battle_config.max_aspd,2000); + + status->adelay = 2*status->amotion; + if ((skill=pc_checkskill(sd,SA_FREECAST))>0) { + //Store casting adelay for quick restoration. [Skotlex] + sd->prev_adelay = status->adelay*(150-5*skill)/100; + if(sd->ud.skilltimer != -1) { //Swap adelay. + skill = status->adelay; + status->adelay = sd->prev_adelay; + sd->prev_adelay = skill; + } + } + + } + + if(flag&(SCB_AGI|SCB_DSPD)) { + if (b_status->agi == status->agi) + status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion); + else { + skill = 800-status->agi*4; + status->dmotion = cap_value(skill, 400, 800); + if(battle_config.pc_damage_delay_rate != 100) + status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; + //It's safe to ignore b_status->dmotion since no bonus affects it. + status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion); + } + } + + if(flag&SCB_SPEED) { + clif_updatestatus(sd,SP_SPEED); + if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex] + unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy); + } + + if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP)) + status_calc_regen(&sd->bl, status, &sd->regen); + + if(flag&SCB_REGEN) + status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc); + + if (flag == SCB_ALL) + return; //Refresh is done on invoking function (status_calc_pc) + + if(flag&SCB_STR) + clif_updatestatus(sd,SP_STR); + if(flag&SCB_AGI) + clif_updatestatus(sd,SP_AGI); + if(flag&SCB_VIT) + clif_updatestatus(sd,SP_VIT); + if(flag&SCB_INT) + clif_updatestatus(sd,SP_INT); + if(flag&SCB_DEX) + clif_updatestatus(sd,SP_DEX); + if(flag&SCB_LUK) + clif_updatestatus(sd,SP_LUK); + if(flag&SCB_HIT) + clif_updatestatus(sd,SP_HIT); + if(flag&SCB_FLEE) + clif_updatestatus(sd,SP_FLEE1); + if(flag&SCB_ASPD) + clif_updatestatus(sd,SP_ASPD); + if(flag&(SCB_BATK|SCB_WATK)) + clif_updatestatus(sd,SP_ATK1); + if(flag&SCB_DEF) + clif_updatestatus(sd,SP_DEF1); + if(flag&SCB_WATK) + clif_updatestatus(sd,SP_ATK2); + if(flag&SCB_DEF2) + clif_updatestatus(sd,SP_DEF2); + if(flag&SCB_FLEE2) + clif_updatestatus(sd,SP_FLEE2); + if(flag&SCB_CRI) + clif_updatestatus(sd,SP_CRITICAL); + if(flag&SCB_MATK) { + clif_updatestatus(sd,SP_MATK1); + clif_updatestatus(sd,SP_MATK2); + } + if(flag&SCB_MDEF) + clif_updatestatus(sd,SP_MDEF1); + if(flag&SCB_MDEF2) + clif_updatestatus(sd,SP_MDEF2); + if(flag&SCB_RANGE) + clif_updatestatus(sd,SP_ATTACKRANGE); + if(flag&SCB_MAXHP) + clif_updatestatus(sd,SP_MAXHP); + if(flag&SCB_MAXSP) + clif_updatestatus(sd,SP_MAXSP); +} + +//Calculates some attributes that depends on modified stats from status changes. +void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] +{ + struct status_data *status = &hd->battle_status, *b_status = &hd->base_status; + struct status_change *sc = &hd->sc; + int skill = 0; + + + if(flag&(SCB_MAXHP|SCB_VIT)) + { + flag|=SCB_MAXHP; //Ensures client-side refresh + // Apply relative modifiers from equipment + if(status->max_hp > (unsigned int)battle_config.max_hp) + status->max_hp = battle_config.max_hp; + else if(!status->max_hp) + status->max_hp = 1; + if(status->hp > status->max_hp) + status->hp = status->max_hp; + } + if(flag&(SCB_MAXSP|SCB_INT)) + { + flag|=SCB_MAXSP; + if(status->max_sp > (unsigned int)battle_config.max_sp) + status->max_sp = battle_config.max_sp; + else if(!status->max_sp) + status->max_sp = 1; + if(status->sp > status->max_sp) + status->sp = status->max_sp; + } + if(flag&SCB_VIT) + { //Since vit affects def, recalculate def. + flag|=SCB_DEF; + status->def = status_calc_def(&hd->bl, sc, b_status->def); + status->def+= (status->vit/5 - b_status->vit/5); + } + if(flag&SCB_INT) + { + flag|=SCB_MDEF; + status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef); + status->mdef+= (status->int_/5 - b_status->int_/5); + } + if(flag&SCB_DEX) { + flag |=SCB_WATK; + status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk); + status->rhw.atk+= (status->dex - b_status->dex); + } + if(flag&SCB_STR) { + flag |=SCB_WATK; + status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2); + status->rhw.atk2+= (status->str - b_status->str); + } + if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk) + status->rhw.atk2 = status->rhw.atk; + + if(flag&SCB_MATK) //Hom Min Matk is always the same as Max Matk + status->matk_min = status->matk_max; + + if(flag&SCB_SPEED && battle_config.slaves_inherit_speed&1 && hd->master) + status->speed = status_get_speed(&hd->master->bl); + + if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { + flag|=SCB_ASPD; + + skill = (1000 -4*status->agi -status->dex) + *hd->homunculusDB->baseASPD/1000; + + status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate); + if(status->aspd_rate != 1000) + skill = skill*status->aspd_rate/1000; + + status->amotion = cap_value(skill,battle_config.max_aspd,2000); + status->adelay = 2*status->amotion; + } + + if(flag&(SCB_AGI|SCB_DSPD)) { + skill = 800-status->agi*4; + status->dmotion = cap_value(skill, 400, 800); + status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion); + } + + if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL) + status_calc_regen(&hd->bl, status, &hd->regen); + + if(flag&SCB_REGEN) + status_calc_regen_rate(&hd->bl, &hd->regen, sc); + + if (flag == SCB_ALL) + return; //Refresh is done on invoking function (status_calc_hom) + + if (hd->master && flag&( + SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK| + SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2| + SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2| + SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED| + SCB_RANGE|SCB_MAXHP|SCB_MAXSP) + ) + clif_hominfo(hd->master,hd,0); +} + +void status_calc_bl(struct block_list *bl, unsigned long flag) +{ + struct status_data *b_status, *status; + struct status_change *sc; + int temp; + TBL_PC *sd; + b_status = status_get_base_status(bl); + status = status_get_status_data(bl); + sc = status_get_sc(bl); + + if (!b_status || !status) + return; + + BL_CAST(BL_PC,bl,sd); + + if(sd && flag&SCB_PC) + { //Recalc everything. + status_calc_pc(sd,0); + return; + } + + if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference. + status_cpy(status, b_status); + return; + } + + if(flag&SCB_STR) { + status->str = status_calc_str(bl, sc, b_status->str); + flag|=SCB_BATK; + } + + if(flag&SCB_AGI) { + status->agi = status_calc_agi(bl, sc, b_status->agi); + flag|=SCB_FLEE; + } + + if(flag&SCB_VIT) { + status->vit = status_calc_vit(bl, sc, b_status->vit); + flag|=SCB_DEF2|SCB_MDEF2; + } + + if(flag&SCB_INT) { + status->int_ = status_calc_int(bl, sc, b_status->int_); + flag|=SCB_MATK|SCB_MDEF2; + } + + if(flag&SCB_DEX) { + status->dex = status_calc_dex(bl, sc, b_status->dex); + flag|=SCB_BATK|SCB_HIT; + } + + if(flag&SCB_LUK) { + status->luk = status_calc_luk(bl, sc, b_status->luk); + flag|=SCB_BATK|SCB_CRI|SCB_FLEE2; + } + + if(flag&SCB_BATK && b_status->batk) { + status->batk = status_base_atk(bl,status); + temp = b_status->batk - status_base_atk(bl,b_status); + if (temp) + status->batk += temp; + status->batk = status_calc_batk(bl, sc, status->batk); + } + + if(flag&SCB_WATK) { + status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk); + if (!sd) //Should not affect weapon refine bonus + status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2); + if(status->lhw && b_status->lhw && b_status->lhw->atk) { + if (sd) { + sd->state.lr_flag = 1; + status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk); + sd->state.lr_flag = 0; + } else { + status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk); + status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2); + } + } + } + + if(flag&SCB_HIT) { + if (status->dex == b_status->dex) + status->hit = status_calc_hit(bl, sc, b_status->hit); + else + status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex)); + } + + if(flag&SCB_FLEE) { + if (status->agi == b_status->agi) + status->flee = status_calc_flee(bl, sc, b_status->flee); + else + status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)); + } + + if(flag&SCB_DEF) + status->def = status_calc_def(bl, sc, b_status->def); + + if(flag&SCB_DEF2) { + if (status->vit == b_status->vit) + status->def2 = status_calc_def2(bl, sc, b_status->def2); + else + status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit)); + } + + if(flag&SCB_MDEF) + status->mdef = status_calc_mdef(bl, sc, b_status->mdef); + + if(flag&SCB_MDEF2) { + if (status->int_ == b_status->int_ && status->vit == b_status->vit) + status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); + else + status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1)); + } + + if(flag&SCB_SPEED) { + status->speed = status_calc_speed(bl, sc, b_status->speed); + if (!sd) + { //Player speed is updated on calc_bl_sub_pc + struct unit_data *ud = unit_bl2ud(bl); + if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex] + unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy); + } + } + if(flag&SCB_CRI && b_status->cri) { + if (status->luk == b_status->luk) + status->cri = status_calc_critical(bl, sc, b_status->cri); + else + status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk)); + } + + if(flag&SCB_FLEE2 && b_status->flee2) { + if (status->luk == b_status->luk) + status->flee2 = status_calc_flee2(bl, sc, b_status->flee2); + else + status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk)); + } + + if(flag&SCB_ATK_ELE) { + status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); + if(status->lhw && b_status->lhw) { + if (sd) sd->state.lr_flag = 1; + status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele); + if (sd) sd->state.lr_flag = 0; + } + } + + if(flag&SCB_DEF_ELE) { + status->def_ele = status_calc_element(bl, sc, b_status->def_ele); + status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); + } + + if(flag&SCB_MODE) + { + status->mode = status_calc_mode(bl, sc, b_status->mode); + //Since mode changed, reset their state. + if (!(status->mode&MD_CANATTACK)) + unit_stop_attack(bl); + if (!(status->mode&MD_CANMOVE)) + unit_stop_walking(bl,0); + } + +// No status changes alter these yet. +// if(flag&SCB_SIZE) +// if(flag&SCB_RACE) +// if(flag&SCB_RANGE) + + if(sd) { + //The remaining are handled quite different by players, so use their own function. + status_calc_bl_sub_pc(sd, flag); + return; + } + + if(flag&SCB_MAXHP) { + status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); + if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued? + status->hp = status->max_hp; + } + + if(flag&SCB_MAXSP) { + status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); + if (status->sp > status->max_sp) + status->sp = status->max_sp; + } + + if(flag&SCB_MATK) { + status->matk_min = status_base_matk_min(status); + status->matk_max = status_base_matk_max(status); + status->matk_min = status_calc_matk(bl, sc, status->matk_min); + status->matk_max = status_calc_matk(bl, sc, status->matk_max); + if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values + sc->data[SC_MAGICPOWER].val3 = status->matk_min; + sc->data[SC_MAGICPOWER].val4 = status->matk_max; + } + } + + if(bl->type == BL_HOM) { + //The remaining are handled quite different by homunculus, so use their own function. + status_calc_bl_sub_hom((TBL_HOM*)bl, flag); + return; + } + + if(flag&SCB_ASPD) { + status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate); + temp = status->aspd_rate*b_status->amotion/1000; + status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000); + + temp = status->aspd_rate*b_status->adelay/1000; + status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000); + } + + if(flag&SCB_DSPD) + status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); + + if(bl->type&BL_REGEN) { + if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP)) + status_calc_regen(bl, status, status_get_regen_data(bl)); + if(flag&SCB_REGEN) + status_calc_regen_rate(bl, status_get_regen_data(bl), sc); + } +} +/*========================================== + * Apply shared stat mods from status changes [DracoRPG] + *------------------------------------------ + */ +static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) +{ + if(!sc || !sc->count) + return cap_value(str,1,USHRT_MAX); + + if(sc->data[SC_INCALLSTATUS].timer!=-1) + str += sc->data[SC_INCALLSTATUS].val1; + if(sc->data[SC_INCSTR].timer!=-1) + str += sc->data[SC_INCSTR].val1; + if(sc->data[SC_STRFOOD].timer!=-1) + str += sc->data[SC_STRFOOD].val1; + if(sc->data[SC_BATTLEORDERS].timer!=-1) + str += 5; + if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16) + str += sc->data[SC_GUILDAURA].val3>>16; + if(sc->data[SC_LOUD].timer!=-1) + str += 4; + if(sc->data[SC_TRUESIGHT].timer!=-1) + str += 5; + if(sc->data[SC_SPURT].timer!=-1) + str += 10; + if(sc->data[SC_NEN].timer!=-1) + str += sc->data[SC_NEN].val1; + if(sc->data[SC_BLESSING].timer != -1){ + if(sc->data[SC_BLESSING].val2) + str += sc->data[SC_BLESSING].val2; + else + str >>= 1; + } + if(sc->data[SC_MARIONETTE].timer!=-1) + str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF; + if(sc->data[SC_MARIONETTE2].timer!=-1) + str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF; + if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50) + str = 50; + + return cap_value(str,1,USHRT_MAX); +} + +static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) +{ + if(!sc || !sc->count) + return cap_value(agi,1,USHRT_MAX); + + if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1) + agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100; + if(sc->data[SC_INCAGIRATE].timer!=-1) + agi += agi*sc->data[SC_INCAGIRATE].val1/100; + if(sc->data[SC_INCALLSTATUS].timer!=-1) + agi += sc->data[SC_INCALLSTATUS].val1; + if(sc->data[SC_INCAGI].timer!=-1) + agi += sc->data[SC_INCAGI].val1; + if(sc->data[SC_AGIFOOD].timer!=-1) + agi += sc->data[SC_AGIFOOD].val1; + if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16) + agi += sc->data[SC_GUILDAURA].val4>>16; + if(sc->data[SC_TRUESIGHT].timer!=-1) + agi += 5; + if(sc->data[SC_INCREASEAGI].timer!=-1) + agi += sc->data[SC_INCREASEAGI].val2; + if(sc->data[SC_INCREASING].timer!=-1) + agi += 4; // added based on skill updates [Reddozen] + if(sc->data[SC_DECREASEAGI].timer!=-1) + agi -= sc->data[SC_DECREASEAGI].val2; + if(sc->data[SC_QUAGMIRE].timer!=-1) + agi -= sc->data[SC_QUAGMIRE].val2; + if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) + agi -= sc->data[SC_SUITON].val2; + if(sc->data[SC_MARIONETTE].timer!=-1) + agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF; + if(sc->data[SC_MARIONETTE2].timer!=-1) + agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF; + if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50) + agi = 50; + + return cap_value(agi,1,USHRT_MAX); +} + +static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) +{ + if(!sc || !sc->count) + return cap_value(vit,1,USHRT_MAX); + + if(sc->data[SC_INCALLSTATUS].timer!=-1) + vit += sc->data[SC_INCALLSTATUS].val1; + if(sc->data[SC_INCVIT].timer!=-1) + vit += sc->data[SC_INCVIT].val1; + if(sc->data[SC_VITFOOD].timer!=-1) + vit += sc->data[SC_VITFOOD].val1; + if(sc->data[SC_CHANGE].timer!=-1) + vit += sc->data[SC_CHANGE].val2; + if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF) + vit += sc->data[SC_GUILDAURA].val3&0xFFFF; + if(sc->data[SC_TRUESIGHT].timer!=-1) + vit += 5; + if(sc->data[SC_STRIPARMOR].timer!=-1) + vit -= vit * sc->data[SC_STRIPARMOR].val2/100; + if(sc->data[SC_MARIONETTE].timer!=-1) + vit -= sc->data[SC_MARIONETTE].val3&0xFF; + if(sc->data[SC_MARIONETTE2].timer!=-1) + vit += sc->data[SC_MARIONETTE2].val3&0xFF; + if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50) + vit = 50; + + return cap_value(vit,1,USHRT_MAX); +} + +static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) +{ + if(!sc || !sc->count) + return cap_value(int_,1,USHRT_MAX); + + if(sc->data[SC_INCALLSTATUS].timer!=-1) + int_ += sc->data[SC_INCALLSTATUS].val1; + if(sc->data[SC_INCINT].timer!=-1) + int_ += sc->data[SC_INCINT].val1; + if(sc->data[SC_INTFOOD].timer!=-1) + int_ += sc->data[SC_INTFOOD].val1; + if(sc->data[SC_CHANGE].timer!=-1) + int_ += sc->data[SC_CHANGE].val3; + if(sc->data[SC_BATTLEORDERS].timer!=-1) + int_ += 5; + if(sc->data[SC_TRUESIGHT].timer!=-1) + int_ += 5; + if(sc->data[SC_BLESSING].timer != -1){ + if (sc->data[SC_BLESSING].val2) + int_ += sc->data[SC_BLESSING].val2; + else + int_ >>= 1; + } + if(sc->data[SC_STRIPHELM].timer!=-1) + int_ -= int_ * sc->data[SC_STRIPHELM].val2/100; + if(sc->data[SC_NEN].timer!=-1) + int_ += sc->data[SC_NEN].val1; + if(sc->data[SC_MARIONETTE].timer!=-1) + int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF; + if(sc->data[SC_MARIONETTE2].timer!=-1) + int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF; + if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50) + int_ = 50; + + return cap_value(int_,1,USHRT_MAX); +} + +static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) +{ + if(!sc || !sc->count) + return cap_value(dex,1,USHRT_MAX); + + if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1) + dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100; + + if(sc->data[SC_INCDEXRATE].timer!=-1) + dex += dex*sc->data[SC_INCDEXRATE].val1/100; + if(sc->data[SC_INCALLSTATUS].timer!=-1) + dex += sc->data[SC_INCALLSTATUS].val1; + if(sc->data[SC_INCDEX].timer!=-1) + dex += sc->data[SC_INCDEX].val1; + if(sc->data[SC_DEXFOOD].timer!=-1) + dex += sc->data[SC_DEXFOOD].val1; + if(sc->data[SC_BATTLEORDERS].timer!=-1) + dex += 5; + if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF) + dex += sc->data[SC_GUILDAURA].val4&0xFFFF; + if(sc->data[SC_TRUESIGHT].timer!=-1) + dex += 5; + if(sc->data[SC_QUAGMIRE].timer!=-1) + dex -= sc->data[SC_QUAGMIRE].val2; + if(sc->data[SC_BLESSING].timer != -1){ + if (sc->data[SC_BLESSING].val2) + dex += sc->data[SC_BLESSING].val2; + else + dex >>= 1; + } + if(sc->data[SC_INCREASING].timer!=-1) + dex += 4; // added based on skill updates [Reddozen] + if(sc->data[SC_MARIONETTE].timer!=-1) + dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF; + if(sc->data[SC_MARIONETTE2].timer!=-1) + dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF; + if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50) + dex = 50; + + return cap_value(dex,1,USHRT_MAX); +} + +static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) +{ + if(!sc || !sc->count) + return cap_value(luk,1,USHRT_MAX); + + if(sc->data[SC_CURSE].timer!=-1) + return 0; + if(sc->data[SC_INCALLSTATUS].timer!=-1) + luk += sc->data[SC_INCALLSTATUS].val1; + if(sc->data[SC_INCLUK].timer!=-1) + luk += sc->data[SC_INCLUK].val1; + if(sc->data[SC_LUKFOOD].timer!=-1) + luk += sc->data[SC_LUKFOOD].val1; + if(sc->data[SC_TRUESIGHT].timer!=-1) + luk += 5; + if(sc->data[SC_GLORIA].timer!=-1) + luk += 30; + if(sc->data[SC_MARIONETTE].timer!=-1) + luk -= sc->data[SC_MARIONETTE].val4&0xFF; + if(sc->data[SC_MARIONETTE2].timer!=-1) + luk += sc->data[SC_MARIONETTE2].val4&0xFF; + if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50) + luk = 50; + + return cap_value(luk,1,USHRT_MAX); +} + +static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk) +{ + if(!sc || !sc->count) + return cap_value(batk,0,USHRT_MAX); + + if(sc->data[SC_ATKPOTION].timer!=-1) + batk += sc->data[SC_ATKPOTION].val1; + if(sc->data[SC_BATKFOOD].timer!=-1) + batk += sc->data[SC_BATKFOOD].val1; + if(sc->data[SC_INCATKRATE].timer!=-1) + batk += batk * sc->data[SC_INCATKRATE].val1/100; + if(sc->data[SC_PROVOKE].timer!=-1) + batk += batk * sc->data[SC_PROVOKE].val3/100; + if(sc->data[SC_CONCENTRATION].timer!=-1) + batk += batk * sc->data[SC_CONCENTRATION].val2/100; + if(sc->data[SC_SKE].timer!=-1) + batk += batk * 3; + if(sc->data[SC_BLOODLUST].timer!=-1) + batk += batk * sc->data[SC_BLOODLUST].val2/100; + if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4) + batk -= batk * 25/100; + if(sc->data[SC_CURSE].timer!=-1) + batk -= batk * 25/100; +//Curse shouldn't effect on this? <- Curse OR Bleeding?? +// if(sc->data[SC_BLEEDING].timer != -1) +// batk -= batk * 25/100; + if(sc->data[SC_FLEET].timer!=-1) + batk += batk * sc->data[SC_FLEET].val3/100; + if(sc->data[SC_GATLINGFEVER].timer!=-1) + batk += sc->data[SC_GATLINGFEVER].val3; + if(sc->data[SC_MADNESSCANCEL].timer!=-1) + batk += 100; + return cap_value(batk,0,USHRT_MAX); +} + +static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk) +{ + if(!sc || !sc->count) + return cap_value(watk,0,USHRT_MAX); + + if(sc->data[SC_IMPOSITIO].timer!=-1) + watk += sc->data[SC_IMPOSITIO].val2; + if(sc->data[SC_WATKFOOD].timer!=-1) + watk += sc->data[SC_WATKFOOD].val1; + if(sc->data[SC_DRUMBATTLE].timer!=-1) + watk += sc->data[SC_DRUMBATTLE].val2; + if(sc->data[SC_VOLCANO].timer!=-1) + watk += sc->data[SC_VOLCANO].val2; + if(sc->data[SC_INCATKRATE].timer!=-1) + watk += watk * sc->data[SC_INCATKRATE].val1/100; + if(sc->data[SC_PROVOKE].timer!=-1) + watk += watk * sc->data[SC_PROVOKE].val3/100; + if(sc->data[SC_CONCENTRATION].timer!=-1) + watk += watk * sc->data[SC_CONCENTRATION].val2/100; + if(sc->data[SC_SKE].timer!=-1) + watk += watk * 3; + if(sc->data[SC_NIBELUNGEN].timer!=-1) { + if (bl->type != BL_PC) + watk += sc->data[SC_NIBELUNGEN].val2; + else { + TBL_PC *sd = (TBL_PC*)bl; + int index = sd->equip_index[sd->state.lr_flag?8:9]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) + watk += sc->data[SC_NIBELUNGEN].val2; + } + } + if(sc->data[SC_BLOODLUST].timer!=-1) + watk += watk * sc->data[SC_BLOODLUST].val2/100; + if(sc->data[SC_FLEET].timer!=-1) + watk += watk * sc->data[SC_FLEET].val3/100; + if(sc->data[SC_CURSE].timer!=-1) + watk -= watk * 25/100; + if(sc->data[SC_STRIPWEAPON].timer!=-1) + watk -= watk * sc->data[SC_STRIPWEAPON].val2/100; + + return cap_value(watk,0,USHRT_MAX); +} + +static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk) +{ + if(!sc || !sc->count) + return cap_value(matk,0,USHRT_MAX); + + if(sc->data[SC_MATKPOTION].timer!=-1) + matk += sc->data[SC_MATKPOTION].val1; + if(sc->data[SC_MATKFOOD].timer!=-1) + matk += sc->data[SC_MATKFOOD].val1; + if(sc->data[SC_MAGICPOWER].timer!=-1) + matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100; + if(sc->data[SC_MINDBREAKER].timer!=-1) + matk += matk * sc->data[SC_MINDBREAKER].val2/100; + if(sc->data[SC_INCMATKRATE].timer!=-1) + matk += matk * sc->data[SC_INCMATKRATE].val1/100; + + return cap_value(matk,0,USHRT_MAX); +} + +static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) +{ + if(!sc || !sc->count) + return cap_value(critical,10,SHRT_MAX); + + if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1) + critical += sc->data[SC_EXPLOSIONSPIRITS].val2; + if (sc->data[SC_FORTUNE].timer!=-1) + critical += sc->data[SC_FORTUNE].val2; + if (sc->data[SC_TRUESIGHT].timer!=-1) + critical += sc->data[SC_TRUESIGHT].val2; + if(sc->data[SC_CLOAKING].timer!=-1) + critical += critical; + + return cap_value(critical,10,SHRT_MAX); +} + +static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) +{ + + if(!sc || !sc->count) + return cap_value(hit,1,SHRT_MAX); + + if(sc->data[SC_INCHIT].timer != -1) + hit += sc->data[SC_INCHIT].val1; + if(sc->data[SC_HITFOOD].timer!=-1) + hit += sc->data[SC_HITFOOD].val1; + if(sc->data[SC_TRUESIGHT].timer != -1) + hit += sc->data[SC_TRUESIGHT].val3; + if(sc->data[SC_HUMMING].timer!=-1) + hit += sc->data[SC_HUMMING].val2; + if(sc->data[SC_CONCENTRATION].timer != -1) + hit += sc->data[SC_CONCENTRATION].val3; + if(sc->data[SC_INCHITRATE].timer != -1) + hit += hit * sc->data[SC_INCHITRATE].val1/100; + if(sc->data[SC_BLIND].timer != -1) + hit -= hit * 25/100; + if(sc->data[SC_ADJUSTMENT].timer!=-1) + hit -= 30; + if(sc->data[SC_INCREASING].timer!=-1) + hit += 20; // RockmanEXE; changed based on updated [Reddozen] + + return cap_value(hit,1,SHRT_MAX); +} + +static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee) +{ + if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex] + flee -= flee * battle_config.gvg_flee_penalty/100; + + if(!sc || !sc->count) + return cap_value(flee,1,SHRT_MAX); + + if(sc->data[SC_INCFLEE].timer!=-1) + flee += sc->data[SC_INCFLEE].val1; + if(sc->data[SC_FLEEFOOD].timer!=-1) + flee += sc->data[SC_FLEEFOOD].val1; + if(sc->data[SC_WHISTLE].timer!=-1) + flee += sc->data[SC_WHISTLE].val2; + if(sc->data[SC_WINDWALK].timer!=-1) + flee += sc->data[SC_WINDWALK].val2; + if(sc->data[SC_INCFLEERATE].timer!=-1) + flee += flee * sc->data[SC_INCFLEERATE].val1/100; + if(sc->data[SC_VIOLENTGALE].timer!=-1) + flee += flee * sc->data[SC_VIOLENTGALE].val2/100; + if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka] + flee += sc->data[SC_MOON_COMFORT].val2; + if(sc->data[SC_CLOSECONFINE].timer!=-1) + flee += 10; + if(sc->data[SC_SPIDERWEB].timer!=-1) + flee -= flee * 50/100; + if(sc->data[SC_BERSERK].timer!=-1) + flee -= flee * 50/100; + if(sc->data[SC_BLIND].timer!=-1) + flee -= flee * 25/100; + if(sc->data[SC_ADJUSTMENT].timer!=-1) + flee += 30; + if(sc->data[SC_GATLINGFEVER].timer!=-1) + flee -= sc->data[SC_GATLINGFEVER].val4; + if(sc->data[SC_SPEED].timer!=-1) + flee += 10 + sc->data[SC_SPEED].val1 * 10 ; + + return cap_value(flee,1,SHRT_MAX); +} + +static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) +{ + if(!sc || !sc->count) + return cap_value(flee2,10,SHRT_MAX); + + if(sc->data[SC_WHISTLE].timer!=-1) + flee2 += sc->data[SC_WHISTLE].val3*10; + + return cap_value(flee2,10,SHRT_MAX); +} + +static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def) +{ + if(!sc || !sc->count) + return cap_value(def,0,CHAR_MAX); + + if(sc->data[SC_BERSERK].timer!=-1) + return 0; + if(sc->data[SC_SKA].timer != -1) + return sc->data[SC_SKA].val3; + if(sc->data[SC_BARRIER].timer!=-1) + return 100; + if(sc->data[SC_KEEPING].timer!=-1) + return 90; + if(sc->data[SC_STEELBODY].timer!=-1) + return 90; + if(sc->data[SC_DRUMBATTLE].timer!=-1) + def += sc->data[SC_DRUMBATTLE].val3; + if (sc->data[SC_DEFENCE].timer != -1) //[orn] + def += sc->data[SC_DEFENCE].val2 ; + if(sc->data[SC_INCDEFRATE].timer!=-1) + def += def * sc->data[SC_INCDEFRATE].val1/100; + if(sc->data[SC_FREEZE].timer!=-1) + def >>=1; + if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + def >>=1; + if(sc->data[SC_SIGNUMCRUCIS].timer!=-1) + def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100; + if(sc->data[SC_CONCENTRATION].timer!=-1) + def -= def * sc->data[SC_CONCENTRATION].val4/100; + if(sc->data[SC_SKE].timer!=-1) + def >>=1; + if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense. + def -= def * sc->data[SC_PROVOKE].val4/100; + if(sc->data[SC_STRIPSHIELD].timer!=-1) + def -= def * sc->data[SC_STRIPSHIELD].val2/100; + if (sc->data[SC_FLING].timer!=-1) + def -= def * (sc->data[SC_FLING].val2)/100; + + return cap_value(def,0,CHAR_MAX); +} + +static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) +{ + if(!sc || !sc->count) + return cap_value(def2,1,SHRT_MAX); + + if(sc->data[SC_BERSERK].timer!=-1) + return 0; + if(sc->data[SC_ETERNALCHAOS].timer!=-1) + return 0; + if(sc->data[SC_SUN_COMFORT].timer!=-1) + def2 += sc->data[SC_SUN_COMFORT].val2; + if(sc->data[SC_ANGELUS].timer!=-1) + def2 += def2 * sc->data[SC_ANGELUS].val2/100; + if(sc->data[SC_CONCENTRATION].timer!=-1) + def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100; + if(sc->data[SC_POISON].timer!=-1) + def2 -= def2 * 25/100; + if(sc->data[SC_DPOISON].timer!=-1) + def2 -= def2 * 25/100; + if(sc->data[SC_SKE].timer!=-1) + def2 -= def2 * 50/100; + if(sc->data[SC_PROVOKE].timer!=-1) + def2 -= def2 * sc->data[SC_PROVOKE].val4/100; + if(sc->data[SC_JOINTBEAT].timer!=-1){ + if(sc->data[SC_JOINTBEAT].val2==3) + def2 -= def2 * 50/100; + else if(sc->data[SC_JOINTBEAT].val2==4) + def2 -= def2 * 25/100; + } + if(sc->data[SC_FLING].timer!=-1) + def2 -= def2 * (sc->data[SC_FLING].val3)/100; + + return cap_value(def2,1,SHRT_MAX); +} + +static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) +{ + if(!sc || !sc->count) + return cap_value(mdef,0,CHAR_MAX); + + if(sc->data[SC_BERSERK].timer!=-1) + return 0; + if(sc->data[SC_BARRIER].timer!=-1) + return 100; + if(sc->data[SC_STEELBODY].timer!=-1) + return 90; + if(sc->data[SC_SKA].timer != -1) // [marquis007] + return 90; + if(sc->data[SC_FREEZE].timer!=-1) + mdef += 25*mdef/100; + if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + mdef += 25*mdef/100; + if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0) + mdef += sc->data[SC_ENDURE].val1; + + return cap_value(mdef,0,CHAR_MAX); +} + +static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) +{ + if(!sc || !sc->count) + return cap_value(mdef2,1,SHRT_MAX); + + if(sc->data[SC_BERSERK].timer!=-1) + return 0; + if(sc->data[SC_MINDBREAKER].timer!=-1) + mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100; + + return cap_value(mdef2,1,SHRT_MAX); +} + +static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) +{ + if(!sc || !sc->count) + return cap_value(speed,10,USHRT_MAX); + + // Fixed reductions + if(sc->data[SC_CURSE].timer!=-1) + speed += 450; + if(sc->data[SC_SWOO].timer != -1) // [marquis007] + speed += 450; //Let's use Curse's slow down momentarily (exact value unknown) + if(sc->data[SC_WEDDING].timer!=-1) + speed += 300; + + if(sc->data[SC_GATLINGFEVER].timer==-1) + { //% increases (they don't stack, with the exception of Speedup1? @.@) + if(sc->data[SC_SPEEDUP1].timer!=-1) + speed -= speed * 50/100; + if(sc->data[SC_RUN].timer!=-1) + speed -= speed * 50/100; + else if(sc->data[SC_SPEEDUP0].timer!=-1) + speed -= speed * 25/100; + else if(sc->data[SC_INCREASEAGI].timer!=-1) + speed -= speed * 25/100; + else if(sc->data[SC_FUSION].timer != -1) + speed -= speed * 25/100; + else if(sc->data[SC_CARTBOOST].timer!=-1) + speed -= speed * 20/100; + else if(sc->data[SC_BERSERK].timer!=-1) + speed -= speed * 20/100; + else if(sc->data[SC_AVOID].timer!=-1) + speed -= speed * sc->data[SC_AVOID].val2/100; + else if(sc->data[SC_WINDWALK].timer!=-1) + speed -= speed * sc->data[SC_WINDWALK].val3/100; + } + //% reductions (they stack) + if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF) + speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100; + if(sc->data[SC_DECREASEAGI].timer!=-1) + speed = speed * 100/75; + if(sc->data[SC_STEELBODY].timer!=-1) + speed = speed * 100/75; + if(sc->data[SC_QUAGMIRE].timer!=-1) + speed = speed * 100/50; + if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) + speed = speed * 100/sc->data[SC_SUITON].val3; + if(sc->data[SC_DONTFORGETME].timer!=-1) + speed = speed * 100/sc->data[SC_DONTFORGETME].val3; + if(sc->data[SC_DEFENDER].timer!=-1) + speed = speed * 100/sc->data[SC_DEFENDER].val3; + if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) + speed = speed * 100/75; + if(sc->data[SC_JOINTBEAT].timer!=-1) { + if (sc->data[SC_JOINTBEAT].val2 == 0) + speed = speed * 100/50; + else + if (sc->data[SC_JOINTBEAT].val2 == 2) + speed = speed * 100/70; + } + if(sc->data[SC_CLOAKING].timer!=-1) + speed = speed * 100 /( + (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus + +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus. + + if(sc->data[SC_LONGING].timer!=-1) + speed = speed * 100/sc->data[SC_LONGING].val3; + if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3) + speed = speed * 100/sc->data[SC_HIDING].val3; + if(sc->data[SC_CHASEWALK].timer!=-1) + speed = speed * 100/sc->data[SC_CHASEWALK].val3; + if(sc->data[SC_GATLINGFEVER].timer!=-1) + speed = speed * 100/75; + if(sc->data[SC_SLOWDOWN].timer!=-1) + speed = speed * 100/75; + + return cap_value(speed,10,USHRT_MAX); +} + +static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) +{ + int i; + if(!sc || !sc->count) + return cap_value(aspd_rate,0,SHRT_MAX); + + if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1) + { + int max = 0; + if(sc->data[SC_STAR_COMFORT].timer!=-1) + max = sc->data[SC_STAR_COMFORT].val2; + + if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 && + max < sc->data[SC_TWOHANDQUICKEN].val2) + max = sc->data[SC_TWOHANDQUICKEN].val2; + + if(sc->data[SC_ONEHAND].timer!=-1 && + max < sc->data[SC_ONEHAND].val2) + max = sc->data[SC_ONEHAND].val2; + + if(sc->data[SC_ADRENALINE2].timer!=-1 && + max < sc->data[SC_ADRENALINE2].val3) + max = sc->data[SC_ADRENALINE2].val3; + + if(sc->data[SC_ADRENALINE].timer!=-1 && + max < sc->data[SC_ADRENALINE].val3) + max = sc->data[SC_ADRENALINE].val3; + + if(sc->data[SC_SPEARQUICKEN].timer!=-1 && + max < sc->data[SC_SPEARQUICKEN].val2) + max = sc->data[SC_SPEARQUICKEN].val2; + + if(sc->data[SC_GATLINGFEVER].timer!=-1 && + max < sc->data[SC_GATLINGFEVER].val2) + max = sc->data[SC_GATLINGFEVER].val2; + + if(sc->data[SC_FLEET].timer!=-1 && + max < sc->data[SC_FLEET].val2) + max = sc->data[SC_FLEET].val2; + + if(sc->data[SC_ASSNCROS].timer!=-1 && + max < sc->data[SC_ASSNCROS].val2) + { + if (bl->type!=BL_PC) + max = sc->data[SC_ASSNCROS].val2; + else + switch(((TBL_PC*)bl)->status.weapon) + { + case W_BOW: + case W_REVOLVER: + case W_RIFLE: + case W_SHOTGUN: + case W_GATLING: + case W_GRENADE: + break; + default: + max = sc->data[SC_ASSNCROS].val2; + } + } + aspd_rate -= max; + + //These stack with the rest of bonuses. + if(sc->data[SC_BERSERK].timer!=-1) + aspd_rate -= 300; + else if(sc->data[SC_MADNESSCANCEL].timer!=-1) + aspd_rate -= 200; + } + if(sc->data[i=SC_ASPDPOTION3].timer!=-1 || + sc->data[i=SC_ASPDPOTION2].timer!=-1 || + sc->data[i=SC_ASPDPOTION1].timer!=-1 || + sc->data[i=SC_ASPDPOTION0].timer!=-1) + aspd_rate -= sc->data[i].val2; + if(sc->data[SC_DONTFORGETME].timer!=-1) + aspd_rate += sc->data[SC_DONTFORGETME].val2; + if(sc->data[SC_LONGING].timer!=-1) + aspd_rate += sc->data[SC_LONGING].val2; + if(sc->data[SC_STEELBODY].timer!=-1) + aspd_rate += 250; + if(sc->data[SC_SKA].timer!=-1) + aspd_rate += 250; + if(sc->data[SC_DEFENDER].timer != -1) + aspd_rate += sc->data[SC_DEFENDER].val4; + if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) + aspd_rate += 250; + if(sc->data[SC_GRAVITATION].timer!=-1) + aspd_rate += sc->data[SC_GRAVITATION].val2; +//Curse shouldn't effect on this? +// if(sc->data[SC_BLEEDING].timer != -1) +// aspd_rate += 250; + if(sc->data[SC_JOINTBEAT].timer!=-1) { + if (sc->data[SC_JOINTBEAT].val2 == 1) + aspd_rate += 250; + else if (sc->data[SC_JOINTBEAT].val2 == 2) + aspd_rate += 100; + } + + return cap_value(aspd_rate,0,SHRT_MAX); +} + +static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) +{ + if(!sc || !sc->count || map_flag_gvg(bl->m)) + return cap_value(dmotion,0,USHRT_MAX); + + if (sc->data[SC_ENDURE].timer!=-1) + return 0; + if (sc->data[SC_CONCENTRATION].timer!=-1) + return 0; + if(sc->data[SC_RUN].timer!=-1) + return 0; + + return cap_value(dmotion,0,USHRT_MAX); +} + +static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp) +{ + if(!sc || !sc->count) + return cap_value(maxhp,1,UINT_MAX); + + if(sc->data[SC_INCMHPRATE].timer!=-1) + maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100; + if(sc->data[SC_APPLEIDUN].timer!=-1) + maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100; + if(sc->data[SC_DELUGE].timer!=-1) + maxhp += maxhp * sc->data[SC_DELUGE].val2/100; + if(sc->data[SC_BERSERK].timer!=-1) + maxhp += maxhp * 2; + + return cap_value(maxhp,1,UINT_MAX); +} + +static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) +{ + if(!sc || !sc->count) + return cap_value(maxsp,1,UINT_MAX); + + if(sc->data[SC_INCMSPRATE].timer!=-1) + maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100; + if(sc->data[SC_SERVICE4U].timer!=-1) + maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100; + + return cap_value(maxsp,1,UINT_MAX); +} + +static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) +{ + if(!sc || !sc->count) + return element; + if( sc->data[SC_FREEZE].timer!=-1 ) + return ELE_WATER; + if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + return ELE_EARTH; + if( sc->data[SC_BENEDICTIO].timer!=-1 ) + return ELE_HOLY; + if( sc->data[SC_ELEMENTALCHANGE].timer!=-1) + return sc->data[SC_ELEMENTALCHANGE].val3; + return cap_value(element,0,UCHAR_MAX); +} + +static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) +{ + if(!sc || !sc->count) + return lv; + if( sc->data[SC_FREEZE].timer!=-1 ) + return 1; + if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + return 1; + if( sc->data[SC_BENEDICTIO].timer!=-1 ) + return 1; + if(sc->data[SC_ELEMENTALCHANGE].timer!=-1) + return sc->data[SC_ELEMENTALCHANGE].val4; + return cap_value(lv,1,4); +} + + +unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) +{ + if(!sc || !sc->count) + return element; + if( sc->data[SC_WATERWEAPON].timer!=-1) + return ELE_WATER; + if( sc->data[SC_EARTHWEAPON].timer!=-1) + return ELE_EARTH; + if( sc->data[SC_FIREWEAPON].timer!=-1) + return ELE_FIRE; + if( sc->data[SC_WINDWEAPON].timer!=-1) + return ELE_WIND; + if( sc->data[SC_ENCPOISON].timer!=-1) + return ELE_POISON; + if( sc->data[SC_ASPERSIO].timer!=-1) + return ELE_HOLY; + if( sc->data[SC_SHADOWWEAPON].timer!=-1) + return ELE_DARK; + if( sc->data[SC_GHOSTWEAPON].timer!=-1) + return ELE_GHOST; + return cap_value(element,0,UCHAR_MAX); +} + +static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) +{ + if(!sc || !sc->count) + return mode; + if(sc->data[SC_MODECHANGE].timer!=-1) { + if (sc->data[SC_MODECHANGE].val2) + mode = sc->data[SC_MODECHANGE].val2; //Set mode + if (sc->data[SC_MODECHANGE].val3) + mode|= sc->data[SC_MODECHANGE].val3; //Add mode + if (sc->data[SC_MODECHANGE].val4) + mode&=~sc->data[SC_MODECHANGE].val4; //Del mode + } + return cap_value(mode,0,USHRT_MAX); +} + +/*========================================== + * Quick swap of adelay/speed when starting ending SA_FREECAST + *------------------------------------------ + */ +void status_freecast_switch(struct map_session_data *sd) +{ + struct status_data *status; + unsigned short b_speed,tmp; + + status = &sd->battle_status; + + b_speed = status->speed; + + tmp = status->speed; + status->speed = sd->prev_speed; + sd->prev_speed = tmp; + + tmp = status->adelay; + status->adelay = sd->prev_adelay; + sd->prev_adelay = tmp; + + if(b_speed != status->speed) + clif_updatestatus(sd,SP_SPEED); +} + +const char * status_get_name(struct block_list *bl) +{ + nullpo_retr(0, bl); + switch (bl->type) { + case BL_MOB: + return ((TBL_MOB*)bl)->name; + case BL_PC: + if(strlen(((TBL_PC *)bl)->fakename)>0) + return ((TBL_PC*)bl)->fakename; + return ((TBL_PC*)bl)->status.name; + case BL_PET: + return ((TBL_PET*)bl)->pet.name; + case BL_HOM: + return ((TBL_HOM*)bl)->homunculus.name; + case BL_NPC: + return ((TBL_NPC*)bl)->name; + } + return "Unknown"; +} + +/*========================================== + * 対象のClassを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_class(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob. + return ((struct mob_data *)bl)->vd->class_; + if(bl->type==BL_PC) + return ((struct map_session_data *)bl)->status.class_; + if(bl->type==BL_PET) + return ((struct pet_data *)bl)->pet.class_; + if(bl->type==BL_HOM) + return ((struct homun_data *)bl)->homunculus.class_; + return 0; +} +/*========================================== + * 対象のレベルを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_lv(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB) + return ((TBL_MOB*)bl)->level; + if(bl->type==BL_PC) + return ((TBL_PC*)bl)->status.base_level; + if(bl->type==BL_PET) + return ((TBL_PET*)bl)->pet.level; + if(bl->type==BL_HOM) + return ((TBL_HOM*)bl)->homunculus.level; + return 1; +} + +struct regen_data *status_get_regen_data(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + switch (bl->type) { + case BL_PC: + return &((TBL_PC*)bl)->regen; + case BL_HOM: + return &((TBL_HOM*)bl)->regen; + default: + return NULL; + } +} + +struct status_data *status_get_status_data(struct block_list *bl) +{ + nullpo_retr(&dummy_status, bl); + + switch (bl->type) { + case BL_PC: + return &((TBL_PC*)bl)->battle_status; + case BL_MOB: + return &((TBL_MOB*)bl)->status; + case BL_PET: + return &((TBL_PET*)bl)->status; + case BL_HOM: + return &((TBL_HOM*)bl)->battle_status; + default: + return &dummy_status; + } +} + +struct status_data *status_get_base_status(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + switch (bl->type) { + case BL_PC: + return &((TBL_PC*)bl)->base_status; + case BL_MOB: + return ((TBL_MOB*)bl)->base_status? + ((TBL_MOB*)bl)->base_status: + &((TBL_MOB*)bl)->db->status; + case BL_PET: + return &((TBL_PET*)bl)->db->status; + case BL_HOM: + return &((TBL_HOM*)bl)->base_status; + default: + return NULL; + } +} + +unsigned short status_get_lwatk(struct block_list *bl) +{ + struct status_data *status = status_get_status_data(bl); + return status->lhw?status->lhw->atk:0; +} + +unsigned short status_get_lwatk2(struct block_list *bl) +{ + struct status_data *status = status_get_status_data(bl); + return status->lhw?status->lhw->atk2:0; +} + +unsigned char status_get_def(struct block_list *bl) +{ + struct unit_data *ud; + struct status_data *status = status_get_status_data(bl); + int def = status?status->def:0; + ud = unit_bl2ud(bl); + if (ud && ud->skilltimer != -1) + def -= def * skill_get_castdef(ud->skillid)/100; + if(def < 0) def = 0; + return def; +} + +unsigned short status_get_speed(struct block_list *bl) +{ + if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] + return ((struct npc_data *)bl)->speed; + return status_get_status_data(bl)->speed; +} + +unsigned char status_get_attack_lelement(struct block_list *bl) +{ + struct status_data *status = status_get_status_data(bl); + return status->lhw?status->lhw->ele:0; +} + +int status_get_party_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + switch (bl->type) { + case BL_PC: + return ((TBL_PC*)bl)->status.party_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->status.party_id; + break; + case BL_MOB: + { + struct mob_data *md=(TBL_MOB*)bl; + if( md->master_id>0 ) + { + struct map_session_data *msd; + if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) + return msd->status.party_id; + return -md->master_id; + } + } + break; + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->status.party_id; + break; + case BL_SKILL: + return ((TBL_SKILL*)bl)->group->party_id; + } + return 0; +} + +int status_get_guild_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + switch (bl->type) { + case BL_PC: + return ((TBL_PC*)bl)->status.guild_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->status.guild_id; + break; + case BL_MOB: + { + struct map_session_data *msd; + struct mob_data *md = (struct mob_data *)bl; + if (md->guardian_data) //Guardian's guild [Skotlex] + return md->guardian_data->guild_id; + if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) + return msd->status.guild_id; //Alchemist's mobs [Skotlex] + } + break; + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->status.guild_id; + break; + case BL_NPC: + if (bl->subtype == SCRIPT) + return ((TBL_NPC*)bl)->u.scr.guild_id; + break; + case BL_SKILL: + return ((TBL_SKILL*)bl)->group->guild_id; + } + return 0; +} + +int status_get_mexp(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB) + return ((struct mob_data *)bl)->db->mexp; + if(bl->type==BL_PET) + return ((struct pet_data *)bl)->db->mexp; + return 0; +} +int status_get_race2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type == BL_MOB) + return ((struct mob_data *)bl)->db->race2; + if(bl->type==BL_PET) + return ((struct pet_data *)bl)->db->race2; + return 0; +} + +int status_isdead(struct block_list *bl) +{ + nullpo_retr(0, bl); + return status_get_status_data(bl)->hp == 0; +} + +int status_isimmune(struct block_list *bl) +{ + struct status_change *sc =status_get_sc(bl); + if (sc && sc->count && sc->data[SC_HERMODE].timer != -1) + return 100; + + if (bl->type == BL_PC && + ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity) + return ((TBL_PC*)bl)->special_state.no_magic_damage; + return 0; +} + +struct view_data *status_get_viewdata(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + switch (bl->type) + { + case BL_PC: + return &((TBL_PC*)bl)->vd; + case BL_MOB: + return ((TBL_MOB*)bl)->vd; + case BL_PET: + return &((TBL_PET*)bl)->vd; + case BL_NPC: + return ((TBL_NPC*)bl)->vd; + case BL_HOM: //[blackhole89] + return ((TBL_HOM*)bl)->vd; + } + return NULL; +} + +void status_set_viewdata(struct block_list *bl, int class_) +{ + struct view_data* vd; + nullpo_retv(bl); + if (mobdb_checkid(class_) || mob_is_clone(class_)) + vd = mob_get_viewdata(class_); + else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) + vd = npc_get_viewdata(class_); + else + vd = NULL; + + switch (bl->type) { + case BL_PC: + { + TBL_PC* sd = (TBL_PC*)bl; + if (pcdb_checkid(class_)) { + if (sd->sc.option&OPTION_WEDDING) + class_ = JOB_WEDDING; + else + if (sd->sc.option&OPTION_XMAS) + class_ = JOB_XMAS; + else + if (sd->sc.option&OPTION_RIDING) + switch (class_) + { //Adapt class to a Mounted one. + case JOB_KNIGHT: + class_ = JOB_KNIGHT2; + break; + case JOB_CRUSADER: + class_ = JOB_CRUSADER2; + break; + case JOB_LORD_KNIGHT: + class_ = JOB_LORD_KNIGHT2; + break; + case JOB_PALADIN: + class_ = JOB_PALADIN2; + break; + case JOB_BABY_KNIGHT: + class_ = JOB_BABY_KNIGHT2; + break; + case JOB_BABY_CRUSADER: + class_ = JOB_BABY_CRUSADER2; + break; + } + sd->vd.class_ = class_; + clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); + sd->vd.head_top = sd->status.head_top; + sd->vd.head_mid = sd->status.head_mid; + sd->vd.head_bottom = sd->status.head_bottom; + sd->vd.hair_style = sd->status.hair; + sd->vd.hair_color = sd->status.hair_color; + sd->vd.cloth_color = sd->status.clothes_color; + sd->vd.sex = sd->status.sex; + } else if (vd) + memcpy(&sd->vd, vd, sizeof(struct view_data)); + else if (battle_config.error_log) + ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); + } + break; + case BL_MOB: + { + TBL_MOB* md = (TBL_MOB*)bl; + if (vd) + md->vd = vd; + else if (battle_config.error_log) + ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); + } + break; + case BL_PET: + { + TBL_PET* pd = (TBL_PET*)bl; + if (vd) { + memcpy(&pd->vd, vd, sizeof(struct view_data)); + if (!pcdb_checkid(vd->class_)) { + pd->vd.hair_style = battle_config.pet_hair_style; + if(pd->pet.equip) { + pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); + if (!pd->vd.head_bottom) + pd->vd.head_bottom = pd->pet.equip; + } + } + } else if (battle_config.error_log) + ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); + } + break; + case BL_NPC: + { + TBL_NPC* nd = (TBL_NPC*)bl; + if (vd) + nd->vd = vd; + else if (battle_config.error_log) + ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); + } + break; + case BL_HOM: //[blackhole89] + { + struct homun_data *hd = (struct homun_data*)bl; + if (vd) + hd->vd = vd; + else if (battle_config.error_log) + ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); + } + break; + } + vd = status_get_viewdata(bl); + if (vd && vd->cloth_color && ( + (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette) + || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette) + )) + vd->cloth_color = 0; +} + +struct status_change *status_get_sc(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + switch (bl->type) { + case BL_MOB: + return &((TBL_MOB*)bl)->sc; + case BL_PC: + return &((TBL_PC*)bl)->sc; + case BL_NPC: + return &((TBL_NPC*)bl)->sc; + case BL_HOM: //[blackhole89] + return &((TBL_HOM*)bl)->sc; + } + return NULL; +} + +void status_change_init(struct block_list *bl) +{ + struct status_change *sc = status_get_sc(bl); + int i; + nullpo_retv(sc); + malloc_set(sc, 0, sizeof (struct status_change)); + for (i=0; i< SC_MAX; i++) + sc->data[i].timer = -1; +} + +//Returns defense against the specified status change. +//Return range is 0 (no resist) to 10000 (inmunity) +int status_get_sc_def(struct block_list *bl, int type) +{ + int sc_def; + struct status_data* status; + 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: + case SC_SUITON: + return 10000; + } + + status = status_get_status_data(bl); + switch (type) + { + case SC_STUN: + case SC_POISON: + case SC_DPOISON: + case SC_SILENCE: + case SC_BLEEDING: + sc_def = 300 +100*status->vit; + break; + case SC_SLEEP: + sc_def = 300 +100*status->int_; + break; + case SC_STONE: + case SC_FREEZE: + case SC_DECREASEAGI: + case SC_COMA: + sc_def = 300 +100*status->mdef; + break; + case SC_CURSE: + if (status->luk > status_get_lv(bl)) + return 10000; //Special property: inmunity when luk is greater than level + else + sc_def = 300 +100*status->luk; + break; + case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value. + sc_def = 300 +50*status->vit +50*status->int_; + break; + case SC_CONFUSION: + sc_def = 300 +50*status->str +50*status->int_; + break; + default: + return 0; //Effect that cannot be reduced? Likely a buff. + } + + BL_CAST(BL_PC,bl,sd); + + if (sd) { + + if (battle_config.pc_sc_def_rate != 100) + sc_def = sc_def*battle_config.pc_sc_def_rate/100; + + if (sc_def < battle_config.pc_max_sc_def) + sc_def += (battle_config.pc_max_sc_def - sc_def)* + status->luk/battle_config.pc_luk_sc_def; + else + sc_def = battle_config.pc_max_sc_def; + + } else { + + if (battle_config.mob_sc_def_rate != 100) + sc_def = sc_def*battle_config.mob_sc_def_rate/100; + + if (sc_def < battle_config.mob_max_sc_def) + sc_def += (battle_config.mob_max_sc_def - sc_def)* + status->luk/battle_config.mob_luk_sc_def; + else + sc_def = battle_config.mob_max_sc_def; + + } + + sc = status_get_sc(bl); + if (sc && sc->count) + { + if (sc->data[SC_SCRESIST].timer != -1) + sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist + else if (sc->data[SC_SIEGFRIED].timer != -1) + sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance. + } + + return sc_def>10000?10000:sc_def; +} + +/*========================================== + * Starts a status change. + * type = type, val1~4 depend on the type. + * rate = base success rate. 10000 = 100% + * Tick is base duration + * flag: + * &1: Cannot be avoided (it has to start) + * &2: Tick should not be reduced (by vit, luk, lv, etc) + * &4: sc_data loaded, no value has to be altered. + * &8: rate should not be reduced + *------------------------------------------ + */ +int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) +{ + struct map_session_data *sd = NULL; + struct status_change* sc; + struct status_data *status; + struct view_data *vd; + int opt_flag, calc_flag, undead_flag; + + nullpo_retr(0, bl); + sc=status_get_sc(bl); + status = status_get_status_data(bl); + + if (!sc || status_isdead(bl)) + return 0; + + switch (bl->type) + { + case BL_PC: + sd=(struct map_session_data *)bl; + break; + case BL_MOB: + if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL) + return 0; //Emperium can't be afflicted by status changes. + break; + } + + if(type < 0 || type >= SC_MAX) { + if(battle_config.error_log) + ShowError("status_change_start: invalid status change (%d)!\n", type); + return 0; + } + + //Check rate + if (!(flag&(1|4))) { + int def = status_get_sc_def(bl, type); + + if (def && tick && !(flag&2)) + { + tick -= tick*def/10000; + if (tick <= 0) + return 0; + } + + if (!(flag&8)) { + if (def) //Natural resistance + rate -= rate*def/10000; + + //Item resistance (only applies to rate%) + if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX + && sd->reseff[type-SC_COMMON_MIN] > 0) + rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; + } + + if (!(rand()%10000 < rate)) + return 0; + + } + + undead_flag=battle_check_undead(status->race,status->def_ele); + + //Check for inmunities / sc fails + switch (type) { + case SC_FREEZE: + case SC_STONE: + //Undead are inmune to Freeze/Stone + if (undead_flag && !(flag&1)) + return 0; + case SC_SLEEP: + case SC_STUN: + if (sc->opt1) + return 0; //Cannot override other opt1 status changes. [Skotlex] + break; + case SC_CURSE: + //Dark Elementals are inmune to curse. + if (status->def_ele == ELE_DARK && !(flag&1)) + return 0; + break; + case SC_COMA: + //Dark elementals and Demons are inmune to coma. + if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1)) + return 0; + break; + case SC_SIGNUMCRUCIS: + //Only affects demons and undead. + if(status->race != RC_DEMON && !undead_flag) + return 0; + break; + case SC_AETERNA: + if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1) + return 0; + break; + case SC_OVERTHRUST: + if (sc->data[SC_MAXOVERTHRUST].timer != -1) + return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] + break; + case SC_ADRENALINE: + if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE))) + return 0; + if (sc->data[SC_QUAGMIRE].timer!=-1 || + sc->data[SC_DONTFORGETME].timer!=-1 || + sc->data[SC_DECREASEAGI].timer!=-1 + ) + return 0; + break; + case SC_ADRENALINE2: + if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2))) + return 0; + if (sc->data[SC_QUAGMIRE].timer!=-1 || + sc->data[SC_DONTFORGETME].timer!=-1 || + sc->data[SC_DECREASEAGI].timer!=-1 + ) + return 0; + break; + case SC_ONEHAND: + case SC_TWOHANDQUICKEN: + if(sc->data[SC_DECREASEAGI].timer!=-1) + return 0; + case SC_CONCENTRATE: + case SC_INCREASEAGI: + case SC_SPEARQUICKEN: + case SC_TRUESIGHT: + case SC_WINDWALK: + case SC_CARTBOOST: + case SC_ASSNCROS: + if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1) + return 0; + break; + case SC_CLOAKING: + //Avoid cloaking with no wall and low skill level. [Skotlex] + //Due to the cloaking card, we have to check the wall versus to known + //skill level rather than the used one. [Skotlex] + //if (sd && val1 < 3 && skill_check_cloaking(bl)) + if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc)) + return 0; + break; + case SC_MODECHANGE: + { + int mode; + struct status_data *bstatus = status_get_base_status(bl); + if (!bstatus) return 0; + mode = val2?val2:bstatus->mode; //Base mode + //Mode added AND removed? Added has priority. + if ((val3&val4)) + val4&= ~(val3&val4); + if (val3) mode|= val3; //Add mode + if (val4) mode&=~val4; //Del mode + if (mode == bstatus->mode) { //No change. + if (sc->data[type].timer != -1) //Abort previous status + return status_change_end(bl, type, -1); + return 0; + } + } + } + + //Check for BOSS resistances + if(status->mode&MD_BOSS && !(flag&1)) { + if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) + return 0; + switch (type) { + case SC_BLESSING: + if (!undead_flag && status->race != RC_DEMON) + break; + case SC_QUAGMIRE: + case SC_DECREASEAGI: + case SC_SIGNUMCRUCIS: + case SC_PROVOKE: + case SC_ROKISWEIL: + case SC_COMA: + case SC_GRAVITATION: + case SC_SUITON: + return 0; + } + } + //Before overlapping fail, one must check for status cured. + switch (type) { + case SC_BLESSING: + if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { + if (sc->data[SC_CURSE].timer!=-1) + status_change_end(bl,SC_CURSE,-1); + if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + status_change_end(bl,SC_STONE,-1); + } + break; + case SC_INCREASEAGI: + if(sc->data[SC_DECREASEAGI].timer!=-1 ) + status_change_end(bl,SC_DECREASEAGI,-1); + break; + case SC_DONTFORGETME: + //is this correct? Maybe all three should stop the same subset of SCs... + if(sc->data[SC_ASSNCROS].timer!=-1 ) + status_change_end(bl,SC_ASSNCROS,-1); + case SC_QUAGMIRE: + if(sc->data[SC_CONCENTRATE].timer!=-1 ) + status_change_end(bl,SC_CONCENTRATE,-1); + if(sc->data[SC_TRUESIGHT].timer!=-1 ) + status_change_end(bl,SC_TRUESIGHT,-1); + if(sc->data[SC_WINDWALK].timer!=-1 ) + status_change_end(bl,SC_WINDWALK,-1); + //Also blocks the ones below... + case SC_DECREASEAGI: + if(sc->data[SC_INCREASEAGI].timer!=-1 ) + status_change_end(bl,SC_INCREASEAGI,-1); + if(sc->data[SC_ADRENALINE].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE,-1); + if(sc->data[SC_ADRENALINE2].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE2,-1); + if(sc->data[SC_SPEARQUICKEN].timer!=-1 ) + status_change_end(bl,SC_SPEARQUICKEN,-1); + if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 ) + status_change_end(bl,SC_TWOHANDQUICKEN,-1); + if(sc->data[SC_CARTBOOST].timer!=-1 ) + status_change_end(bl,SC_CARTBOOST,-1); + if(sc->data[SC_ONEHAND].timer!=-1 ) + status_change_end(bl,SC_ONEHAND,-1); + break; + case SC_ONEHAND: + //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] + if(sc->data[SC_ASPDPOTION0].timer!=-1) + status_change_end(bl,SC_ASPDPOTION0,-1); + if(sc->data[SC_ASPDPOTION1].timer!=-1) + status_change_end(bl,SC_ASPDPOTION1,-1); + if(sc->data[SC_ASPDPOTION2].timer!=-1) + status_change_end(bl,SC_ASPDPOTION2,-1); + if(sc->data[SC_ASPDPOTION3].timer!=-1) + status_change_end(bl,SC_ASPDPOTION3,-1); + break; + case SC_MAXOVERTHRUST: + //Cancels Normal Overthrust. [Skotlex] + if (sc->data[SC_OVERTHRUST].timer != -1) + status_change_end(bl, SC_OVERTHRUST, -1); + break; + case SC_KYRIE: + // -- moonsoul (added to undo assumptio status if target has it) + if(sc->data[SC_ASSUMPTIO].timer!=-1 ) + status_change_end(bl,SC_ASSUMPTIO,-1); + break; + case SC_DELUGE: + if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1) + status_change_end(bl,SC_BLIND,-1); + break; + case SC_SILENCE: + if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) + //Clear Gospel [Skotlex] + status_change_end(bl,SC_GOSPEL,-1); + break; + case SC_HIDING: + 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); + break; + case SC_BERSERK: + 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_AURABLADE].timer != -1) + status_change_end(bl,SC_AURABLADE,-1); + } + break; + case SC_ASSUMPTIO: + if(sc->data[SC_KYRIE].timer!=-1) + status_change_end(bl,SC_KYRIE,-1); + break; + case SC_CARTBOOST: + if(sc->data[SC_DECREASEAGI].timer!=-1 ) + { //Cancel Decrease Agi, but take no further effect [Skotlex] + status_change_end(bl,SC_DECREASEAGI,-1); + return 0; + } + break; + case SC_FUSION: + if(sc->data[SC_SPIRIT].timer!=-1 ) + status_change_end(bl,SC_SPIRIT,-1); + break; + case SC_ADJUSTMENT: + if(sc->data[SC_MADNESSCANCEL].timer != -1) + status_change_end(bl,SC_MADNESSCANCEL,-1); + break; + case SC_MADNESSCANCEL: + if(sc->data[SC_ADJUSTMENT].timer!=-1) + status_change_end(bl,SC_ADJUSTMENT,-1); + break; + } + //Check for overlapping fails + if(sc->data[type].timer != -1){ + switch (type) { + case SC_ADRENALINE: + case SC_ADRENALINE2: + case SC_WEAPONPERFECTION: + case SC_OVERTHRUST: + if (sc->data[type].val2 > val2) + return 0; + break; + case SC_STUN: + case SC_SLEEP: + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_CONFUSION: + case SC_BLIND: + case SC_BLEEDING: + case SC_DPOISON: + case SC_CLOSECONFINE2: //Can't be re-closed in. + case SC_MARIONETTE: + case SC_MARIONETTE2: + case SC_NOCHAT: + case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. + return 0; + case SC_COMBO: + case SC_DANCING: + case SC_DEVOTION: + case SC_ASPDPOTION0: + case SC_ASPDPOTION1: + case SC_ASPDPOTION2: + case SC_ASPDPOTION3: + case SC_ATKPOTION: + case SC_MATKPOTION: + case SC_JAILED: + case SC_ARMOR_ELEMENT: + break; + case SC_GOSPEL: + //Must not override a casting gospel char. + if(sc->data[type].val4 == BCT_SELF) + return 0; + if(sc->data[type].val1 > val1) + return 1; + break; + case SC_ENDURE: + if(sc->data[type].val4 && !val4) + return 1; //Don't let you override infinite endure. + if(sc->data[type].val1 > val1) + return 1; + break; + case SC_KAAHI: + if(sc->data[type].val1 > val1) + return 1; + //Delete timer if it exists. + if (sc->data[type].val4 != -1) { + delete_timer(sc->data[type].val4,kaahi_heal_timer); + sc->data[type].val4=-1; + } + break; + default: + if(sc->data[type].val1 > val1) + return 1; //Return true to not mess up skill animations. [Skotlex + } + (sc->count)--; + delete_timer(sc->data[type].timer, status_change_timer); + sc->data[type].timer = -1; + } + + vd = status_get_viewdata(bl); + calc_flag = StatusChangeFlagTable[type]; + if(!(flag&4)) //Do not parse val settings when loading SCs + switch(type){ + case SC_DECREASEAGI: + if (sd) tick>>=1; //Half duration for players. + case SC_INCREASEAGI: + val2 = 2 + val1; //Agi change + break; + case SC_ENDURE: + val2 = 7; // Hit-count [Celest] + if (!(flag&1) && sd && !map_flag_gvg(bl->m)) + { + struct map_session_data *tsd; + int i; + for (i = 0; i < 5; i++) + { //See if there are devoted characters, and pass the status to them. [Skotlex] + if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) + status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1); + } + } + break; + case SC_AUTOBERSERK: + if (status->hp < status->max_hp>>2 && + (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0)) + sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); + break; + + case SC_SIGNUMCRUCIS: + val2 = 10 + 4*val1; //Def reduction + clif_emotion(bl,4); + break; + case SC_MAXIMIZEPOWER: + val2 = tick>0?tick:60000; + break; + case SC_EDP: // [Celest] + val2 = val1 + 2; //Chance to Poison enemies. + val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) + break; + case SC_POISONREACT: + val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] + val3=50; // + 5*val1; //Chance to counter. [Skotlex] + break; + case SC_MAGICROD: + val2 = val1*20; //SP gained + break; + case SC_KYRIE: + val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb + val3 = (val1 / 2 + 5); //Hits + break; + case SC_MAGICPOWER: + //val1: Skill lv + val2 = 1; //Lasts 1 invocation + //val3 will store matk_min (needed in case you use ground-spells) + //val4 will store matk_max + break; + case SC_SACRIFICE: + val2 = 5; //Lasts 5 hits + break; + case SC_ENCPOISON: + val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate + case SC_ASPERSIO: + case SC_FIREWEAPON: + case SC_WATERWEAPON: + case SC_WINDWEAPON: + case SC_EARTHWEAPON: + case SC_SHADOWWEAPON: + case SC_GHOSTWEAPON: + skill_enchant_elemental_end(bl,type); + break; + case SC_ELEMENTALCHANGE: + //Val1 is skill level, val2 is skill that invoked this. + if (!val3) //Val 3 holds the element, when not given, a random one is picked. + val3 = rand()%ELE_MAX; + val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4. + break; + case SC_PROVIDENCE: + val2=val1*5; //Race/Ele resist + break; + case SC_REFLECTSHIELD: + val2=10+val1*3; //% Dmg reflected + if (sd && !(flag&1)) + { //Pass it to devoted chars. + struct map_session_data *tsd; + int i; + for (i = 0; i < 5; i++) + { //Pass the status to the other affected chars. [Skotlex] + if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) + status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1); + } + } + break; + case SC_STRIPWEAPON: + if (bl->type != BL_PC) //Watk reduction + val2 = 5*val1; + break; + case SC_STRIPSHIELD: + if (bl->type != BL_PC) //Def reduction + val2 = 3*val1; + break; + case SC_STRIPARMOR: + if (bl->type != BL_PC) //Vit reduction + val2 = 8*val1; + break; + case SC_STRIPHELM: + if (bl->type != BL_PC) //Int reduction + val2 = 8*val1; + break; + case SC_AUTOSPELL: + //Val1 Skill LV of Autospell + //Val2 Skill ID to cast + //Val3 Max Lv to cast + val4 = 5 + val1*2; //Chance of casting + break; + case SC_VOLCANO: + if (status->def_ele == ELE_FIRE) + val2 = val1*10; //Watk increase + else + val2 = 0; + break; + case SC_VIOLENTGALE: + if (status->def_ele == ELE_WIND) + val2 = val1*3; //Flee increase + else + val2 = 0; + break; + case SC_DELUGE: + if(status->def_ele == ELE_WATER) + val2 = deluge_eff[val1-1]; //HP increase + else + val2 = 0; + break; + case SC_SUITON: + if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) { + //No penalties. + val2 = 0; //Agi penalty + val3 = 0; //Walk speed penalty + break; + } + val3 = 50; + val2 = 3*((val1+1)/3); + if (val1 > 4) val2--; + break; + case SC_ONEHAND: + case SC_TWOHANDQUICKEN: + val2 = 300; + if (val1 > 10) //For boss casted skills [Skotlex] + val2 += 20*(val1-10); + break; + case SC_SPEARQUICKEN: + val2 = 200+10*val1; + break; + case SC_DANCING: + //val1 : Skill ID + LV + //val2 : Skill Group of the Dance. + //val3 : Brings the skilllv (merged into val1 here) + //val4 : Partner + if (val1 == CG_MOONLIT) + clif_status_change(bl,SI_MOONLIT,1); + val1|= (val3<<16); + val3 = 0; //Tick duration/Speed penalty. + if (sd) { //Store walk speed change in lower part of val3 + val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)); + if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER) + val3 -= 40; //TODO: Figure out real bonus rate. + } + val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3 + tick = 1000; + break; + case SC_LONGING: + val2 = 500-100*val1; //Aspd penalty. + val3 = 50+10*val1; //Walk speed adjustment. + break; + case SC_EXPLOSIONSPIRITS: + val2 = 75 + 25*val1; //Cri bonus + break; + case SC_ASPDPOTION0: + case SC_ASPDPOTION1: + case SC_ASPDPOTION2: + case SC_ASPDPOTION3: + val2 = 50*(2+type-SC_ASPDPOTION0); + break; + + case SC_WEDDING: + case SC_XMAS: + if (!vd) return 0; + //Store previous values as they could be removed. + val1 = vd->class_; + val2 = vd->weapon; + val3 = vd->shield; + val4 = vd->cloth_color; + unit_stop_attack(bl); + clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS); + clif_changelook(bl,LOOK_WEAPON,0); + clif_changelook(bl,LOOK_SHIELD,0); + clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); + break; + case SC_NOCHAT: + tick = 60000; + val1 = battle_config.manner_system; //Mute filters. + if (sd) clif_updatestatus(sd,SP_MANNER); + break; + + case SC_STONE: + val2 = status->max_hp/100; //Petrified damage per second: 1% + if (!val2) val2 = 1; + val3 = tick/1000; //Petrified HP-damage iterations. + if(val3 < 1) val3 = 1; + tick = val4; //Petrifying time. + if (tick < 1000) + tick = 1000; //Min time + calc_flag = 0; //Actual status changes take effect on petrified state. + break; + + case SC_DPOISON: + //Lose 10/15% of your life as long as it doesn't brings life below 25% + if (status->hp > status->max_hp>>2) + { + int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; + if (status->hp - diff < status->max_hp>>2) + diff = status->hp - (status->max_hp>>2); + status_zap(bl, diff, 0); + } + // fall through + case SC_POISON: /* 毒 */ + val3 = tick/1000; //Damage iterations + if(val3 < 1) val3 = 1; + tick = 1000; + //val4: HP damage + if (bl->type == BL_PC) + val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; + else + val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; + + break; + case SC_CONFUSION: + clif_emotion(bl,1); + break; + case SC_BLEEDING: + val4 = tick/10000; + if (!val4) val4 = 1; + tick = 10000; + break; + + case SC_HIDING: + val2 = tick/1000; + tick = 1000; + //Store speed penalty on val3. + if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0) + val3 = 20 + 6*val3; + val4 = val1+3; //Seconds before SP substraction happen. + break; + case SC_CHASEWALK: + val2 = tick>0?tick:10000; //Interval at which SP is drained. + val3 = 65+val1*5; //Speed adjustment. + if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE) + val3 += 10; //TODO: Figure out real bonus. Temp value +10% + val4 = 10+val1*2; //SP cost. + if (map_flag_gvg(bl->m)) val4 *= 5; + break; + case SC_CLOAKING: + if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] + val1 = 10; + val2 = tick>0?tick:60000; //SP consumption rate. + val3 = 0; + if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && + (val3=pc_checkskill(sd,TF_MISS))>0) + val3 *= -1; //Substract the Dodge speed bonus. + val3+= 70+val1*3; //Speed adjustment without a wall. + //With a wall, it is val3 +25. + //val4&1 signals the presence of a wall. + //val4&2 makes cloak not end on normal attacks [Skotlex] + //val4&4 makes cloak not end on using skills + if (bl->type == BL_PC) //Standard cloaking. + val4 |= battle_config.pc_cloak_check_type&7; + else + val4 |= battle_config.monster_cloak_check_type&7; + break; + case SC_SIGHT: /* サイト/ルアフ */ + case SC_RUWACH: + case SC_SIGHTBLASTER: + val2 = tick/250; + tick = 10; + break; + + //Permanent effects. + case SC_MODECHANGE: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_BROKENWEAPON: + case SC_BROKENARMOR: + case SC_READYSTORM: // Taekwon stances SCs [Dralnu] + case SC_READYDOWN: + case SC_READYCOUNTER: + case SC_READYTURN: + case SC_DODGE: + tick = 600*1000; + break; + + case SC_AUTOGUARD: + if (!(flag&1)) + { + struct map_session_data *tsd; + int i,t; + for(i=val2=0;i<val1;i++) { + t = 5-(i>>1); + val2 += (t < 0)? 1:t; + } + if (sd) + for (i = 0; i < 5; i++) + { //Pass the status to the other affected chars. [Skotlex] + if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) + status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1); + } + } + break; + + case SC_DEFENDER: + if (!(flag&1)) + { + struct map_session_data *tsd; + int i; + val2 = 5 + 15*val1; //Damage reduction + val3 = 65 + 5*val1; //Speed adjustment + val4 = 250 - 50*val1; //Aspd adjustment + + if (sd) + for (i = 0; i < 5; i++) + { //See if there are devoted characters, and pass the status to them. [Skotlex] + if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) + status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); + } + } + break; + + case SC_TENSIONRELAX: + if (sd) { + pc_setsit(sd); + clif_sitting(sd); + } + val2 = 12; //SP cost + val4 = 10000; //Decrease at 10secs intervals. + val3 = tick/val4; + tick = val4; + break; + case SC_PARRYING: + val2 = 20 + val1*3; //Block Chance + break; + + case SC_WINDWALK: + val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 + val3 = 4*val2; //movement speed % increase is 4 times that + break; + + case SC_JOINTBEAT: // Random break [DracoRPG] + val2 = rand()%6; //Type of break + if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1)); + break; + + case SC_BERSERK: + if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4) + sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick); + //HP healing is performing after the calc_status call. + //Val2 holds HP penalty + if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1); + if (!val4) val4 = 10000; //Val4 holds damage interval + val3 = tick/val4; //val3 holds skill duration + tick = val4; + break; + + case SC_GOSPEL: + if(val4 == BCT_SELF) { // self effect + val2 = tick/10000; + tick = 10000; + status_change_clear_buffs(bl,3); //Remove buffs/debuffs + } + break; + + case SC_MARIONETTE: + if (sd) { + val3 = 0; + val2 = sd->status.str>>1; + if (val2 > 0xFF) val2 = 0xFF; + val3|=val2<<16; + + val2 = sd->status.agi>>1; + if (val2 > 0xFF) val2 = 0xFF; + val3|=val2<<8; + + val2 = sd->status.vit>>1; + if (val2 > 0xFF) val2 = 0xFF; + val3|=val2; + + val4 = 0; + val2 = sd->status.int_>>1; + if (val2 > 0xFF) val2 = 0xFF; + val4|=val2<<16; + + val2 = sd->status.dex>>1; + if (val2 > 0xFF) val2 = 0xFF; + val4|=val2<<8; + + val2 = sd->status.luk>>1; + if (val2 > 0xFF) val2 = 0xFF; + val4|=val2; + } else { + struct status_data *b_status = status_get_base_status(bl); + if (!b_status) + return 0; + + val3 = 0; + val2 = b_status->str>>1; + if (val2 > 0xFF) val2 = 0xFF; + val3|=val2<<16; + + val2 = b_status->agi>>1; + if (val2 > 0xFF) val2 = 0xFF; + val3|=val2<<8; + + val2 = b_status->vit>>1; + if (val2 > 0xFF) val2 = 0xFF; + val3|=val2; + + val4 = 0; + val2 = b_status->int_>>1; + if (val2 > 0xFF) val2 = 0xFF; + val4|=val2<<16; + + val2 = b_status->dex>>1; + if (val2 > 0xFF) val2 = 0xFF; + val4|=val2<<8; + + val2 = b_status->luk>>1; + if (val2 > 0xFF) val2 = 0xFF; + val4|=val2; + } + val2 = tick/1000; + tick = 1000; + break; + case SC_MARIONETTE2: + { + struct block_list *pbl = map_id2bl(val1); + struct status_change *psc = pbl?status_get_sc(pbl):NULL; + int stat,max; + if (!psc || psc->data[SC_MARIONETTE].timer == -1) + return 0; + val2 = tick /1000; + val3 = val4 = 0; + if (sd) { + max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex] + //Str + stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF; + if (sd->status.str+stat > max) + stat =max-sd->status.str; + val3 |= stat<<16; + //Agi + stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF; + if (sd->status.agi+stat > max) + stat =max-sd->status.agi; + val3 |= stat<<8; + //Vit + stat = psc->data[SC_MARIONETTE].val3&0xFF; + if (sd->status.vit+stat > max) + stat =max-sd->status.vit; + val3 |= stat; + //Int + stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF; + if (sd->status.int_+stat > max) + stat =max-sd->status.int_; + val4 |= stat<<16; + //Dex + stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF; + if (sd->status.dex+stat > max) + stat =max-sd->status.dex; + val4 |= stat<<8; + //Luk + stat = psc->data[SC_MARIONETTE].val4&0xFF; + if (sd->status.luk+stat > max) + stat =max-sd->status.luk; + val4 |= stat; + } else { + struct status_data *b_status = status_get_base_status(bl); + if (!b_status) return 0; + max = 0xFF; //Assume a 256 max parameter + //Str + stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF; + if (b_status->str+stat > max) + stat = max - b_status->str; + val3 |= stat<<16; + //Agi + stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF; + if (b_status->agi+stat > max) + stat = max - b_status->agi; + val3 |= stat<<8; + //Vit + stat = psc->data[SC_MARIONETTE].val3&0xFF; + if (b_status->vit+stat > max) + stat = max - b_status->vit; + val3 |= stat; + //Int + stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF; + if (b_status->int_+stat > max) + stat = max - b_status->int_; + val4 |= stat<<16; + //Dex + stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF; + if (b_status->dex+stat > max) + stat = max - b_status->dex; + val4 |= stat<<8; + //Luk + stat = psc->data[SC_MARIONETTE].val4&0xFF; + if (b_status->luk+stat > max) + stat = max - b_status->luk; + val4 |= stat; + } + tick = 1000; + break; + } + case SC_REJECTSWORD: + val2 = 15*val1; //Reflect chance + val3 = 3; //Reflections + break; + + case SC_MEMORIZE: + val2 = 5; //Memorized casts. + break; + + case SC_GRAVITATION: + val2 = 50*val1; //aspd reduction + break; + + case SC_HERMODE: + status_change_clear_buffs(bl,1); + break; + + case SC_REGENERATION: + if (val1 == 1) + val2 = 2; + else + val2 = val1; //HP Regerenation rate: 200% 200% 300% + val3 = val1; //SP Regeneration Rate: 100% 200% 300% + //if val4 comes set, this blocks regen rather than increase it. + break; + + case SC_DEVOTION: + { + struct map_session_data *src; + if ((src = map_id2sd(val1)) && src->sc.count) + { //Try to inherit the status from the Crusader [Skotlex] + //Ideally, we should calculate the remaining time and use that, but we'll trust that + //once the Crusader's status changes, it will reflect on the others. + const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; + int type2; + int i = map_flag_gvg(bl->m)?2:3; + while (i >= 0) { + type2 = types[i]; + if (src->sc.data[type2].timer != -1) + sc_start(bl,type2,100,src->sc.data[type2].val1, + skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); + i--; + } + } + break; + } + + case SC_COMA: //Coma. Sends a char to 1HP + status_zap(bl, status_get_hp(bl)-1, 0); + return 1; + + case SC_CLOSECONFINE2: + { + struct block_list *src = val2?map_id2bl(val2):NULL; + struct status_change *sc2 = src?status_get_sc(src):NULL; + if (src && sc2) { + if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster. + sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000); + else { //Increase count of locked enemies and refresh time. + sc2->data[SC_CLOSECONFINE].val2++; + delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer); + sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); + } + } else //Status failed. + return 0; + } + break; + case SC_KAITE: + val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5 + break; + case SC_KAUPE: + switch (val1) { + case 3: //33*3 + 1 -> 100% + val2++; + case 1: + case 2: //33, 66% + val2 += 33*val1; + val3 = 1; //Dodge 1 attack total. + break; + default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] + val2 = 100; + val3 = val1-2; + break; + } + break; + + case SC_COMBO: + { + //val1: Skill ID + //val2: When given, target (for autotargetting skills) + //val3: When set, this combo time should NOT delay attack/movement + //val4: Combo time + struct unit_data *ud = unit_bl2ud(bl); + switch (val1) { + case TK_STORMKICK: + clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1); + break; + case TK_DOWNKICK: + clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1); + break; + case TK_TURNKICK: + clif_skill_nodamage(bl,bl,TK_READYTURN,1,1); + break; + case TK_COUNTER: + clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); + break; + } + if (ud && !val3) + { + ud->attackabletime = gettick()+tick; + unit_set_walkdelay(bl, gettick(), tick, 1); + } + val4 = tick; //Store combo-time in val4. + } + break; + case SC_TKREST: + val2 = 11-val1; //Chance to consume: 11-skilllv% + break; + case SC_RUN: + val4 = gettick(); //Store time at which you started running. + break; + case SC_KAAHI: + val2 = 200*val1; //HP heal + val3 = 5*val1; //SP cost + val4 = -1; //Kaahi Timer. + break; + case SC_BLESSING: + if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) + val2 = val1; + else + val2 = 0; //0 -> Half stat. + break; + case SC_TRICKDEAD: + if (vd) vd->dead_sit = 1; + break; + case SC_CONCENTRATE: + val2 = 2 + val1; + if (sd) { //Store the card-bonus data that should not count in the % + val3 = sd->param_bonus[1]; //Agi + val4 = sd->param_bonus[4]; //Dex + } else { + val3 = val4 = 0; + } + break; + case SC_ADRENALINE2: + case SC_ADRENALINE: + if (val2 || !battle_config.party_skill_penalty) + val3 = 300; + else + val3 = 200; + case SC_WEAPONPERFECTION: + case SC_OVERTHRUST: + if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_CONCENTRATION: + val2 = 5*val1; //Batk/Watk Increase + val3 = 10*val1; //Hit Increase + val4 = 5*val1; //Def reduction + break; + case SC_ANGELUS: + val2 = 5*val1; //def increase + break; + case SC_IMPOSITIO: + val2 = 5*val1; //watk increase + break; + case SC_MELTDOWN: + val2 = 100*val1; //Chance to break weapon + val3 = 70*val1; //Change to break armor + break; + case SC_TRUESIGHT: + val2 = 10*val1; //Critical increase + val3 = 3*val1; //Hit increase + break; + case SC_SUN_COMFORT: + val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase + break; + case SC_MOON_COMFORT: + val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase + break; + case SC_STAR_COMFORT: + val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase + break; + case SC_QUAGMIRE: + val2 = (sd?5:10)*val1; //Agi/Dex decrease. + break; + + // gs_something1 [Vicious] + case SC_GATLINGFEVER: + val2 = 20*val1; //Aspd increase + val3 = 20+10*val1; //Batk increase + val4 = 5*val1; //Flee decrease + break; + + case SC_FLING: + if (bl->type == BL_PC) + val2 = 0; //No armor reduction to players. + else + val2 = 5*val1; //Def reduction + val3 = 5*val1; //Def2 reduction + break; + case SC_PROVOKE: + //val2 signals autoprovoke. + val3 = 2+3*val1; //Atk increase + val4 = 5+5*val1; //Def reduction. + break; + case SC_AVOID: + val2 = 10*val1; //Speed change rate. + break; + case SC_DEFENCE: + val2 = 2*val1; //Def bonus + break; + case SC_BLOODLUST: + val2 = 20+10*val1; //Atk rate change. + val3 = 3*val1; //Leech chance + val4 = 20; //Leech percent + break; + case SC_FLEET: + val2 = 30*val1; //Aspd change + val3 = 5+5*val1; //bAtk/wAtk rate change + break; + case SC_MINDBREAKER: + val2 = 20*val1; //matk increase. + val3 = 12*val1; //mdef2 reduction. + break; + case SC_SKA: + val2 = tick/1000; + val3 = rand()%100; //Def changes randomly every second... + tick = 1000; + break; + case SC_JAILED: + tick = val1>0?1000:250; + if (sd && sd->mapindex != val2) + { + int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates + map = sd->mapindex; //Current Map + //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y + if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0) + pc_setsavepoint(sd, (unsigned short)val2,val3,val4); + //2. Set restore point (val3 -> return map, val4 return coords + val3 = map; + val4 = pos; + } + break; + case SC_UTSUSEMI: + val2=(val1+1)/2; // number of hits blocked + val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value. + break; + case SC_BUNSINJYUTSU: + val2=(val1+1)/2; // number of hits blocked + break; + case SC_CHANGE: + val2= 30*val1; //Vit increase + val3= 20*val1; //Int increase + break; + case SC_SWOO: + if(status->mode&MD_BOSS) + tick /= 5; //TODO: Reduce skill's duration. But for how long? + break; + case SC_ANKLE: + if (sd && battle_config.pc_sc_def_rate != 100) + tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000; + else if (battle_config.mob_sc_def_rate != 100) + tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000; + else + tick -= tick*status->agi/100; + if(status->mode&MD_BOSS) // Lasts 5 times less on bosses + tick /= 5; + // Minimum trap time of 3+0.03*skilllv seconds [celest] + // Changed to 3 secs and moved from skill.c [Skotlex] + if (tick < 3000) + tick = 3000; + break; + case SC_SPIDERWEB: + if (bl->type == BL_PC) + tick /=2; + break; + case SC_ARMOR: + //NPC_DEFENDER: + val2 = 80; //Damage reduction + //Attack requirements to be blocked: + val3 = BF_LONG; //Range + val4 = BF_WEAPON|BF_MISC; //Type + break; + case SC_INTRAVISION: + case SC_ARMOR_ELEMENT: + //Place here SCs that have no SCB_* data, no skill associated, no ICON + //associated, and yet are not wrong/unknown. [Skotlex] + break; + default: + if (calc_flag == SCB_NONE && + StatusSkillChangeTable[type]==0 && + StatusIconChangeTable[type]==0) + { //Status change with no calc, and no skill associated...? unknown? + if(battle_config.error_log) + ShowError("UnknownStatusChange [%d]\n", type); + return 0; + } + } + else //Special considerations when loading SC data. + switch (type) { + case SC_WEDDING: + case SC_XMAS: + clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS); + clif_changelook(bl,LOOK_WEAPON,0); + clif_changelook(bl,LOOK_SHIELD,0); + clif_changelook(bl,LOOK_CLOTHES_COLOR,val4); + break; + case SC_KAAHI: + val4 = -1; + break; + //In case the speed reduction comes loaded incorrectly, + //prevent division by 0. + case SC_DONTFORGETME: + case SC_CLOAKING: + case SC_LONGING: + case SC_HIDING: + case SC_CHASEWALK: + case SC_DEFENDER: + if (!val3) + return 0; + break; + case SC_GUILDAURA: + //Compatibility Upgrade due to Guild Aura code rewrite + //(older saved SC versions would load up with huge bonuses) + return 0; + } + //Those that make you stop attacking/walking.... + switch (type) { + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + case SC_STONE: + if (sd && pc_issit(sd)) //Avoid sprite sync problems. + pc_setstand(sd); + case SC_TRICKDEAD: + unit_stop_attack(bl); + skill_stop_dancing(bl); + // Cancel cast when get status [LuzZza] + if (battle_config.sc_castcancel&bl->type) + unit_skillcastcancel(bl, 0); + case SC_STOP: + case SC_CONFUSION: + case SC_CLOSECONFINE: + case SC_CLOSECONFINE2: + case SC_ANKLE: + case SC_SPIDERWEB: + unit_stop_walking(bl,1); + break; + case SC_HIDING: + case SC_CLOAKING: + case SC_CHASEWALK: + unit_stop_attack(bl); + break; + case SC_SILENCE: + if (battle_config.sc_castcancel&bl->type) + unit_skillcastcancel(bl, 0); + break; + } + + // Set option as needed. + opt_flag = 1; + switch(type){ + //OPT1 + case SC_STONE: + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + if(type == SC_STONE) + sc->opt1 = OPT1_STONEWAIT; + else + sc->opt1 = OPT1_STONE + (type - SC_STONE); + break; + //OPT2 + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + sc->opt2 |= 1<<(type-SC_POISON); + break; + case SC_DPOISON: + sc->opt2 |= OPT2_DPOISON; + break; + case SC_SIGNUMCRUCIS: + sc->opt2 |= OPT2_SIGNUMCRUCIS; + break; + //OPT3 + case SC_TWOHANDQUICKEN: + case SC_SPEARQUICKEN: + case SC_CONCENTRATION: + sc->opt3 |= 0x1; + opt_flag = 0; + break; + case SC_MAXOVERTHRUST: + case SC_OVERTHRUST: + case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... + sc->opt3 |= 0x2; + opt_flag = 0; + break; + case SC_ENERGYCOAT: + case SC_SKE: + sc->opt3 |= 0x4; + opt_flag = 0; + break; + case SC_INCATKRATE: + //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] + if (bl->type != BL_MOB) { + opt_flag = 0; + break; + } + case SC_EXPLOSIONSPIRITS: + sc->opt3 |= 0x8; + opt_flag = 0; + break; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 |= 0x10; + opt_flag = 0; + break; + case SC_BLADESTOP: + sc->opt3 |= 0x20; + opt_flag = 0; + break; + //0x40 missing? + case SC_BERSERK: + sc->opt3 |= 0x80; + opt_flag = 0; + break; + //0x100, 0x200 missing? + case SC_MARIONETTE: + case SC_MARIONETTE2: + sc->opt3 |= 0x400; + opt_flag = 0; + break; + case SC_ASSUMPTIO: + sc->opt3 |= 0x800; + opt_flag = 0; + break; + case SC_WARM: //SG skills [Komurka] + sc->opt3 |= 0x1000; + opt_flag = 0; + break; + case SC_KAITE: + sc->opt3 |= 0x2000; + opt_flag = 0; + break; + //OPTION + case SC_HIDING: + sc->option |= OPTION_HIDE; + break; + case SC_CLOAKING: + sc->option |= OPTION_CLOAK; + break; + case SC_CHASEWALK: + sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; + break; + case SC_SIGHT: + sc->option |= OPTION_SIGHT; + break; + case SC_RUWACH: + sc->option |= OPTION_RUWACH; + break; + case SC_WEDDING: + sc->option |= OPTION_WEDDING; + break; + case SC_XMAS: + sc->option |= OPTION_XMAS; + break; + case SC_ORCISH: + sc->option |= OPTION_ORCISH; + break; + case SC_SIGHTTRASHER: + sc->option |= OPTION_SIGHTTRASHER; + break; + case SC_FUSION: + sc->option |= OPTION_FLYING; + break; + default: + opt_flag = 0; + } + + //On Aegis, when turning on a status change, first goes the option packet, + // then the sc packet. + if(opt_flag) + clif_changeoption(bl); + + if (calc_flag&SCB_DYE) + { //Reset DYE color + if (vd && vd->cloth_color) + { + val4 = vd->cloth_color; + clif_changelook(bl,LOOK_CLOTHES_COLOR,0); + } + calc_flag&=~SCB_DYE; + } + + if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex] + clif_status_change(bl,StatusIconChangeTable[type],1); + else if (sd) //Send packet to self otherwise (disguised player?) + clif_status_load(bl,StatusIconChangeTable[type],1); + + (sc->count)++; + + sc->data[type].val1 = val1; + sc->data[type].val2 = val2; + sc->data[type].val3 = val3; + sc->data[type].val4 = val4; + + sc->data[type].timer = add_timer( + gettick() + tick, status_change_timer, bl->id, type); + + if (calc_flag) + status_calc_bl(bl,calc_flag); + + if(sd && sd->pd) + pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing + + if (type==SC_BERSERK) { + sc->data[type].val2 = 5*status->max_hp/100; + status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. + status_set_sp(bl, 0, 0); //Damage all SP + } else if (type==SC_CHANGE) //Heal all HP/SP + status_percent_heal(bl, 100, 100); + + + if (type==SC_RUN) { + struct unit_data *ud = unit_bl2ud(bl); + if (ud) + ud->state.running = unit_run(bl); + } + return 1; +} +/*========================================== + * ステータス異常全解除 + *------------------------------------------ + */ +int status_change_clear(struct block_list *bl,int type) +{ + struct status_change* sc; + int i; + + sc = status_get_sc(bl); + + if (!sc) + return 0; + + if (sc->data[SC_FREEZE].val3) + sc->data[SC_FREEZE].val3 = 0; //Reset freeze counter. + + if (!sc->count) + return 0; + + if(sc->data[SC_DANCING].timer != -1) + skill_stop_dancing(bl); + + for(i = 0; i < SC_MAX; i++) + { + if(sc->data[i].timer == -1) + continue; + if(type == 0) + switch (i) + { //Type 0: PC killed -> Place here stats that do not dispel on death. + case SC_EDP: + case SC_MELTDOWN: + case SC_XMAS: + case SC_NOCHAT: + case SC_FUSION: + case SC_TKREST: + case SC_READYSTORM: + case SC_READYDOWN: + case SC_READYCOUNTER: + case SC_READYTURN: + case SC_DODGE: + case SC_JAILED: + case SC_STRFOOD: + case SC_AGIFOOD: + case SC_VITFOOD: + case SC_INTFOOD: + case SC_DEXFOOD: + case SC_LUKFOOD: + case SC_HITFOOD: + case SC_FLEEFOOD: + case SC_BATKFOOD: + case SC_WATKFOOD: + case SC_MATKFOOD: + continue; + } + status_change_end(bl, i, -1); + + if (type == 1 && sc->data[i].timer != -1) + { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] + (sc->count)--; + delete_timer(sc->data[i].timer, status_change_timer); + sc->data[i].timer = -1; + } + } + sc->opt1 = 0; + sc->opt2 = 0; + sc->opt3 = 0; + sc->option &= OPTION_MASK; + + if(!type || type&2) + clif_changeoption(bl); + + return 1; +} + +/*========================================== + * ステータス異常終了 + *------------------------------------------ + */ +int status_change_end( struct block_list* bl , int type,int tid ) +{ + struct map_session_data *sd; + struct status_change *sc; + struct status_data *status; + struct view_data *vd; + int opt_flag=0, calc_flag; + + nullpo_retr(0, bl); + + sc = status_get_sc(bl); + status = status_get_status_data(bl); + nullpo_retr(0,sc); + nullpo_retr(0,status); + + if(type < 0 || type >= SC_MAX) + return 0; + + BL_CAST(BL_PC,bl,sd); + + if (sc->data[type].timer == -1 || + (sc->data[type].timer != tid && tid != -1)) + return 0; + + if (tid == -1) + delete_timer(sc->data[type].timer,status_change_timer); + + sc->data[type].timer=-1; + (sc->count)--; + + vd = status_get_viewdata(bl); + calc_flag = StatusChangeFlagTable[type]; + switch(type){ + case SC_WEDDING: + case SC_XMAS: + if (!vd) return 0; + if (sd) //Load data from sd->status.* as the stored values could have changed. + status_set_viewdata(bl, sd->status.class_); + else { + vd->class_ = sc->data[type].val1; + vd->weapon = sc->data[type].val2; + vd->shield = sc->data[type].val3; + vd->cloth_color = sc->data[type].val4; + } + clif_changelook(bl,LOOK_BASE,vd->class_); + clif_changelook(bl,LOOK_WEAPON,vd->weapon); + clif_changelook(bl,LOOK_SHIELD,vd->shield); + clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); + break; + case SC_RUN: + { + struct unit_data *ud = unit_bl2ud(bl); + if (ud) { + ud->state.running = 0; + if (ud->walktimer != -1) + unit_stop_walking(bl,1); + } + if (sc->data[type].val1 >= 7 && + DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 && + (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) + ) + sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1)); + } + break; + case SC_AUTOBERSERK: + if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1) + status_change_end(bl,SC_PROVOKE,-1); + break; + + case SC_DEFENDER: + case SC_REFLECTSHIELD: + case SC_AUTOGUARD: + case SC_ENDURE: + if (sd) { + struct map_session_data *tsd; + int i; + for (i = 0; i < 5; i++) + { //Clear the status from the others too [Skotlex] + if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1) + status_change_end(&tsd->bl,type,-1); + } + } + break; + case SC_DEVOTION: + { + struct map_session_data *md = map_id2sd(sc->data[type].val1); + //The status could have changed because the Crusader left the game. [Skotlex] + if (md) + { + md->devotion[sc->data[type].val2] = 0; + clif_devotion(md); + } + //Remove inherited status [Skotlex] + if (sc->data[SC_AUTOGUARD].timer != -1) + status_change_end(bl,SC_AUTOGUARD,-1); + if (sc->data[SC_DEFENDER].timer != -1) + status_change_end(bl,SC_DEFENDER,-1); + if (sc->data[SC_REFLECTSHIELD].timer != -1) + status_change_end(bl,SC_REFLECTSHIELD,-1); + if (sc->data[SC_ENDURE].timer != -1) + status_change_end(bl,SC_ENDURE,-1); + break; + } + case SC_BLADESTOP: + if(sc->data[type].val4) + { + struct block_list *tbl = (struct block_list *)sc->data[type].val4; + struct status_change *tsc = status_get_sc(tbl); + sc->data[type].val4 = 0; + if(tsc && tsc->data[SC_BLADESTOP].timer!=-1) + { + tsc->data[SC_BLADESTOP].val4 = 0; + status_change_end(tbl,SC_BLADESTOP,-1); + } + clif_bladestop(bl,tbl,0); + } + break; + case SC_DANCING: + { + struct map_session_data *dsd; + struct status_change *dsc; + struct skill_unit_group *group; + if(sc->data[type].val2) + { + group = (struct skill_unit_group *)sc->data[type].val2; + sc->data[type].val2 = 0; + skill_delunitgroup(bl, group, 0); + } + if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){ + dsc = &dsd->sc; + if(dsc && dsc->data[type].timer!=-1) + { //This will prevent recursive loops. + dsc->data[type].val2 = dsc->data[type].val4 = 0; + status_change_end(&dsd->bl, type, -1); + } + } + } + if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT) + clif_status_change(bl,SI_MOONLIT,0); + + if (sc->data[SC_LONGING].timer!=-1) + status_change_end(bl,SC_LONGING,-1); + break; + case SC_NOCHAT: + if (sd && sd->status.manner < 0 && tid != -1) + sd->status.manner = 0; + break; + case SC_SPLASHER: + { + struct block_list *src=map_id2bl(sc->data[type].val3); + if(src && tid!=-1) + skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 ); + } + break; + case SC_CLOSECONFINE2: + { + struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL; + struct status_change *sc2 = src?status_get_sc(src):NULL; + if (src && sc2 && sc2->count) { + //If status was already ended, do nothing. + if (sc2->data[SC_CLOSECONFINE].timer != -1) + { //Decrease count + if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up. + status_change_end(src, SC_CLOSECONFINE, -1); + } + } + } + case SC_CLOSECONFINE: + if (sc->data[type].val2 > 0) { + //Caster has been unlocked... nearby chars need to be unlocked. + int range = 1 + +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1) + +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... + map_foreachinarea(status_change_timer_sub, + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick()); + } + break; + case SC_COMBO: //Clear last used skill when it is part of a combo. + if (sd && sd->skillid_old == sc->data[type].val1) + sd->skillid_old = sd->skilllv_old = 0; + break; + + case SC_FREEZE: + sc->data[type].val3 = 0; //Clear Storm Gust hit count + break; + + case SC_MARIONETTE: + case SC_MARIONETTE2: /// Marionette target + if (sc->data[type].val1) + { // check for partner and end their marionette status as well + int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; + struct block_list *pbl = map_id2bl(sc->data[type].val1); + struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; + + if (sc2 && sc2->count && sc2->data[type2].timer != -1) + { + sc2->data[type2].val1 = 0; + status_change_end(pbl, type2, -1); + } + } + if (type == SC_MARIONETTE) + clif_marionette(bl, 0); //Clear effect. + break; + + case SC_BERSERK: + //If val2 is removed, no HP penalty (dispelled?) [Skotlex] + if(status->hp > 100 && sc->data[type].val2) + status_set_hp(bl, 100, 0); + if(sc->data[SC_ENDURE].timer != -1) + status_change_end(bl, SC_ENDURE, -1); + sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), + skill_get_time(LK_BERSERK, sc->data[type].val1)); + break; + case SC_GOSPEL: //Clear the buffs from other chars. + if (sc->data[type].val3) { //Clear the group. + struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3; + sc->data[type].val3 = 0; + skill_delunitgroup(bl, group, 0); + } + break; + case SC_HERMODE: + if(sc->data[type].val3 == BCT_SELF) + skill_clear_unitgroup(bl); + break; + case SC_BASILICA: //Clear the skill area. [Skotlex] + skill_clear_unitgroup(bl); + break; + case SC_TRICKDEAD: + if (vd) vd->dead_sit = 0; + break; + case SC_WARM: + if (sc->data[type].val4) { //Clear the group. + struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4; + sc->data[type].val4 = 0; + skill_delunitgroup(bl, group, 0); + } + break; + case SC_KAAHI: + //Delete timer if it exists. + if (sc->data[type].val4 != -1) { + delete_timer(sc->data[type].val4,kaahi_heal_timer); + sc->data[type].val4=-1; + } + break; + case SC_JAILED: + if(tid == -1) + break; + //natural expiration. + if(sd && sd->mapindex == sc->data[type].val2) + { + if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0) + pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y); + } + break; //guess hes not in jail :P + case SC_CHANGE: + if (tid == -1) + break; + // "lose almost all their HP and SP" on natural expiration. + status_set_hp(bl, 10, 0); + status_set_sp(bl, 10, 0); + break; + } + + opt_flag = 1; + switch(type){ + case SC_STONE: + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + sc->opt1 = 0; + break; + + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + sc->opt2 &= ~(1<<(type-SC_POISON)); + break; + case SC_DPOISON: + sc->opt2 &= ~OPT2_DPOISON; + break; + case SC_SIGNUMCRUCIS: + sc->opt2 &= ~OPT2_SIGNUMCRUCIS; + break; + + case SC_HIDING: + sc->option &= ~OPTION_HIDE; + opt_flag|= 2|4; //Check for warp trigger + AoE trigger + break; + case SC_CLOAKING: + sc->option &= ~OPTION_CLOAK; + opt_flag|= 2; + break; + case SC_CHASEWALK: + sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); + opt_flag|= 2; + break; + case SC_SIGHT: + sc->option &= ~OPTION_SIGHT; + break; + case SC_WEDDING: + sc->option &= ~OPTION_WEDDING; + break; + case SC_XMAS: + sc->option &= ~OPTION_XMAS; + break; + case SC_ORCISH: + sc->option &= ~OPTION_ORCISH; + break; + case SC_RUWACH: + sc->option &= ~OPTION_RUWACH; + break; + case SC_SIGHTTRASHER: + sc->option &= ~OPTION_SIGHTTRASHER; + break; + case SC_FUSION: + sc->option &= ~OPTION_FLYING; + break; + //opt3 + case SC_TWOHANDQUICKEN: + case SC_ONEHAND: + case SC_SPEARQUICKEN: + case SC_CONCENTRATION: + sc->opt3 &= ~0x1; + opt_flag = 0; + break; + case SC_OVERTHRUST: + case SC_MAXOVERTHRUST: + case SC_SWOO: + sc->opt3 &= ~0x2; + opt_flag = 0; + break; + case SC_ENERGYCOAT: + case SC_SKE: + sc->opt3 &= ~0x4; + opt_flag = 0; + break; + case SC_INCATKRATE: //Simulated Explosion spirits effect. + if (bl->type != BL_MOB) + break; + case SC_EXPLOSIONSPIRITS: + sc->opt3 &= ~0x8; + opt_flag = 0; + break; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 &= ~0x10; + opt_flag = 0; + break; + case SC_BLADESTOP: + sc->opt3 &= ~0x20; + opt_flag = 0; + break; + case SC_BERSERK: + sc->opt3 &= ~0x80; + opt_flag = 0; + break; + case SC_MARIONETTE: + case SC_MARIONETTE2: + sc->opt3 &= ~0x400; + opt_flag = 0; + break; + case SC_ASSUMPTIO: + sc->opt3 &= ~0x800; + opt_flag = 0; + break; + case SC_WARM: //SG skills [Komurka] + sc->opt3 &= ~0x1000; + opt_flag = 0; + break; + case SC_KAITE: + sc->opt3 &= ~0x2000; + opt_flag = 0; + break; + default: + opt_flag = 0; + } + + if (calc_flag&SCB_DYE) + { //Restore DYE color + if (vd && !vd->cloth_color && sc->data[type].val4) + clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4); + calc_flag&=~SCB_DYE; + } + + //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. + if (vd && pcdb_checkid(vd->class_)) + clif_status_change(bl,StatusIconChangeTable[type],0); + else if (sd) + clif_status_load(bl,StatusIconChangeTable[type],0); + + if(opt_flag) + clif_changeoption(bl); + + if (calc_flag) + status_calc_bl(bl,calc_flag); + + if(opt_flag&4) //Out of hiding, invoke on place. + skill_unit_move(bl,gettick(),1); + + if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) + npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. + + return 1; +} + +int kaahi_heal_timer(int tid, unsigned int tick, int id, int data) +{ + struct block_list *bl; + struct status_change *sc; + struct status_data *status; + int hp; + + bl=map_id2bl(id); + sc=status_get_sc(bl); + status=status_get_status_data(bl); + + if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1) + return 0; + if(sc->data[data].val4 != tid) { + if (battle_config.error_log) + ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4); + sc->data[data].val4=-1; + return 0; + } + + if(!status_charge(bl, 0, sc->data[data].val3)) { + sc->data[data].val4=-1; + return 0; + } + + hp = status->max_hp - status->hp; + if (hp > sc->data[data].val2) + hp = sc->data[data].val2; + if (hp) + status_heal(bl, hp, 0, 2); + sc->data[data].val4=-1; + return 1; +} + +/*========================================== + * ステータス異常終了タイマー + *------------------------------------------ + */ +int status_change_timer(int tid, unsigned int tick, int id, int data) +{ + int type = data; + struct block_list *bl; + struct map_session_data *sd=NULL; + struct status_data *status; + struct status_change *sc; + +// security system to prevent forgetting timer removal + int temp_timerid; + + bl=map_id2bl(id); +#ifndef _WIN32 + nullpo_retr_f(0, bl, "id=%d data=%d",id,data); +#endif + sc=status_get_sc(bl); + status = status_get_status_data(bl); + + if (!sc || !status) + { //Temporal debug until case is resolved. [Skotlex] + ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1); + return 0; + } + + if(bl->type==BL_PC) + sd=(struct map_session_data *)bl; + + if(sc->data[type].timer != tid) { + if(battle_config.error_log) + ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id); + return 0; + } + + // security system to prevent forgetting timer removal + // you shouldn't be that careless inside the switch here + temp_timerid = sc->data[type].timer; + sc->data[type].timer = -1; + + switch(type){ /* 特殊な?理になる場合 */ + case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ + case SC_CLOAKING: + if(!status_charge(bl, 0, 1)) + break; //Not enough SP to continue. + sc->data[type].timer=add_timer( + sc->data[type].val2+tick, status_change_timer, bl->id, data); + return 0; + + case SC_CHASEWALK: + if(!status_charge(bl, 0, sc->data[type].val4)) + break; //Not enough SP to continue. + + if (sc->data[SC_INCSTR].timer == -1) { + sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1), + (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration + *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1)); + } + sc->data[type].timer = add_timer( + sc->data[type].val2+tick, status_change_timer, bl->id, data); + return 0; + break; + + case SC_SKA: + if((--sc->data[type].val2)>0){ + sc->data[type].val3 = rand()%100; //Random defense. + sc->data[type].timer=add_timer( + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_HIDING: + if((--sc->data[type].val2)>0){ + + if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1)) + break; //Fail if it's time to substract SP and there isn't. + + sc->data[type].timer=add_timer( + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_SIGHT: + case SC_RUWACH: + case SC_SIGHTBLASTER: + { + map_foreachinrange( status_change_timer_sub, bl, + skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1), + BL_CHAR, bl,sc,type,tick); + + if( (--sc->data[type].val2)>0 ){ + sc->data[type].timer=add_timer( /* タイマ?再設定 */ + 250+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_PROVOKE: + if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal) + sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_ENDURE: + if(sc->data[type].val4) { //Infinite Endure. + sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data); + return 0; + } + break; + + case SC_STONE: + if(sc->opt1 == OPT1_STONEWAIT) { + sc->data[type].val4 = 0; + unit_stop_walking(bl,1); + sc->opt1 = OPT1_STONE; + clif_changeoption(bl); + sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + status_calc_bl(bl, StatusChangeFlagTable[type]); + return 0; + } + if((--sc->data[type].val3) > 0) { + if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2) + status_zap(bl, sc->data[type].val2, 0); + sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_POISON: + if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left. + break; + case SC_DPOISON: + if ((--sc->data[type].val3) > 0) { + if (sc->data[SC_SLOWPOISON].timer == -1) { + status_zap(bl, sc->data[type].val4, 0); + if (status_isdead(bl)) + break; + } + sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_TENSIONRELAX: + if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){ + sc->data[type].timer=add_timer( + sc->data[type].val4+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + case SC_BLEEDING: // [celest] + // i hope i haven't interpreted it wrong.. which i might ^^; + // Source: + // - 10ゥェエェネェヒHPェャハ盒 + // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、 + // To-do: bleeding effect increases damage taken? + if ((--sc->data[type].val4) >= 0) { + status_fix_damage(NULL, bl, rand()%600 + 200, 0); + if (status_isdead(bl)) + break; + sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_KNOWLEDGE: + if (sd) { + if(bl->m != sd->feel_map[0].m + && bl->m != sd->feel_map[1].m + && bl->m != sd->feel_map[2].m) + break; //End it + } //Otherwise continue. + // Status changes that don't have a time limit + case SC_AETERNA: + case SC_TRICKDEAD: + case SC_MODECHANGE: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_MAGICPOWER: + case SC_REJECTSWORD: + case SC_MEMORIZE: + case SC_BROKENWEAPON: + case SC_BROKENARMOR: + case SC_SACRIFICE: + case SC_READYSTORM: + case SC_READYDOWN: + case SC_READYTURN: + case SC_READYCOUNTER: + case SC_RUN: + case SC_DODGE: + case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex] + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); + return 0; + + case SC_DANCING: //ダンススキルの時間SP消費 + { + int s = 0; + int sp = 1; + int counter = sc->data[type].val3>>16; + if (--counter <= 0) + break; + sc->data[type].val3&= 0xFFFF; //Remove counter + sc->data[type].val3|=(counter<<16);//Reset it. + switch(sc->data[type].val1&0xFFFF){ + case BD_RICHMANKIM: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_SIEGFRIED: + case BA_DISSONANCE: + case BA_ASSASSINCROSS: + case DC_UGLYDANCE: + s=3; + break; + case BD_LULLABY: + case BD_ETERNALCHAOS: + case BD_ROKISWEIL: + case DC_FORTUNEKISS: + s=4; + break; + case CG_HERMODE: + case BD_INTOABYSS: + case BA_WHISTLE: + case DC_HUMMING: + case BA_POEMBRAGI: + case DC_SERVICEFORYOU: + s=5; + break; + case BA_APPLEIDUN: + s=6; + break; + case CG_MOONLIT: + //Moonlit's cost is 4sp*skill_lv [Skotlex] + sp= 4*(sc->data[type].val1>>16); + //Upkeep is also every 10 secs. + case DC_DONTFORGETME: + s=10; + break; + } + if (s && ((sc->data[type].val3 % s) == 0)) { + if (sc->data[SC_LONGING].timer != -1) + sp = s; + if (!status_charge(bl, 0, sp)) + break; + } + sc->data[type].timer=add_timer( + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_DEVOTION: + { //Check range and timeleft to preserve status [Skotlex] + //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl + struct map_session_data *md = map_id2sd(sc->data[type].val1); + if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0) + { + sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data); + return 0; + } + } + break; + + case SC_BERSERK: + //The damage below should be made aware that Berserk is active. + sc->data[type].timer = temp_timerid; + // 5% every 10 seconds [DracoRPG] + if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0)) + { + sc->data[type].timer = add_timer( + sc->data[type].val4+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + case SC_NOCHAT: + if(sd){ + sd->status.manner++; + clif_updatestatus(sd,SP_MANNER); + if (sd->status.manner < 0) + { //Every 60 seconds your manner goes up by 1 until it gets back to 0. + sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data); + return 0; + } + } + break; + + case SC_SPLASHER: + if (sc->data[type].val4 % 1000 == 0) { + char timer[10]; + snprintf (timer, 10, "%d", sc->data[type].val4/1000); + clif_message(bl, timer); + } + if((sc->data[type].val4 -= 500) > 0) { + sc->data[type].timer = add_timer( + 500 + tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_MARIONETTE: + case SC_MARIONETTE2: + { + struct block_list *pbl = map_id2bl(sc->data[type].val1); + if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0) + { + sc->data[type].timer = add_timer( + 1000 + tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_GOSPEL: + if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0) + { + int hp, sp; + hp = (sc->data[type].val1 > 5) ? 45 : 30; + sp = (sc->data[type].val1 > 5) ? 35 : 20; + if(!status_charge(bl, hp, sp)) + break; + sc->data[type].timer = add_timer( + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_GUILDAURA: + { + struct block_list *tbl = map_id2bl(sc->data[type].val2); + + if (tbl && battle_check_range(bl, tbl, 2)){ + sc->data[type].timer = add_timer( + 1000 + tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_JAILED: + if(--sc->data[type].val1 > 0) + { + sc->data[type].timer=add_timer( + 60000+tick, status_change_timer, bl->id,data); + return 0; + } + break; + case SC_BLIND: + if(sc->data[SC_FOGWALL].timer!= -1) + { //Blind lasts forever while you are standing on the fog. + sc->data[type].timer=add_timer( + 5000+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + } + + // default for all non-handled control paths + // security system to prevent forgetting timer removal + + // if we reach this point we need the timer for the next call, + // so restore it to have status_change_end handle a valid timer + sc->data[type].timer = temp_timerid; + + return status_change_end( bl,type,tid ); +} + +/*========================================== + * ステータス異常タイマー範囲処理 + *------------------------------------------ + */ +int status_change_timer_sub(struct block_list *bl, va_list ap ) +{ + struct block_list *src; + struct status_change *sc, *tsc; + struct map_session_data* sd=NULL; + struct map_session_data* tsd=NULL; + + int type; + unsigned int tick; + + src=va_arg(ap,struct block_list*); + sc=va_arg(ap,struct status_change*); + type=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + tsc=status_get_sc(bl); + + if (status_isdead(bl)) + return 0; + if (src->type==BL_PC) sd= (struct map_session_data*)src; + if (bl->type==BL_PC) tsd= (struct map_session_data*)bl; + + switch( type ){ + case SC_SIGHT: /* サイト */ + case SC_CONCENTRATE: + if (tsc && tsc->count) { + if (tsc->data[SC_HIDING].timer != -1) + status_change_end( bl, SC_HIDING, -1); + if (tsc->data[SC_CLOAKING].timer != -1) + status_change_end( bl, SC_CLOAKING, -1); + } + break; + case SC_RUWACH: /* ルアフ */ + if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother + tsc->data[SC_CLOAKING].timer != -1)) { + status_change_end( bl, SC_HIDING, -1); + status_change_end( bl, SC_CLOAKING, -1); + if(battle_check_target( src, bl, BCT_ENEMY ) > 0) + skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); + } + break; + case SC_SIGHTBLASTER: + if (battle_check_target( src, bl, BCT_ENEMY ) > 0 && + status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) + { + skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); + if (sc) sc->data[type].val2 = 0; //This signals it to end. + } + break; + case SC_CLOSECONFINE: + //Lock char has released the hold on everyone... + if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) { + tsc->data[SC_CLOSECONFINE2].val2 = 0; + status_change_end(bl, SC_CLOSECONFINE2, -1); + } + break; + } + return 0; +} + +/*========================================== + * Clears buffs/debuffs of a character. + * type&1 -> buffs, type&2 -> debuffs + *------------------------------------------ + */ +int status_change_clear_buffs (struct block_list *bl, int type) +{ + int i; + struct status_change *sc= status_get_sc(bl); + + if (!sc || !sc->count) + return 0; + + if (type&2) //Debuffs + for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) { + if(sc->data[i].timer != -1) + status_change_end(bl,i,-1); + } + + for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) { + + if(sc->data[i].timer == -1) + continue; + + switch (i) { + //Stuff that cannot be removed + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_COMBO: + case SC_SMA: + case SC_DANCING: + case SC_GUILDAURA: + case SC_SAFETYWALL: + case SC_NOCHAT: + case SC_JAILED: + case SC_ANKLE: + case SC_BLADESTOP: + case SC_CP_WEAPON: + case SC_CP_SHIELD: + case SC_CP_ARMOR: + case SC_CP_HELM: + continue; + + //Debuffs that can be removed. + case SC_HALLUCINATION: + case SC_QUAGMIRE: + case SC_SIGNUMCRUCIS: + case SC_DECREASEAGI: + case SC_SLOWDOWN: + case SC_MINDBREAKER: + case SC_WINKCHARM: + case SC_STOP: + case SC_ORCISH: + case SC_STRIPWEAPON: + case SC_STRIPSHIELD: + case SC_STRIPARMOR: + case SC_STRIPHELM: + if (!(type&2)) + continue; + break; + //The rest are buffs that can be removed. + case SC_BERSERK: + if (!(type&1)) + continue; + sc->data[i].val2 = 0; + break; + default: + if (!(type&1)) + continue; + break; + } + status_change_end(bl,i,-1); + } + return 0; +} + +//Natural regen related stuff. +static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; +static int status_natural_heal(DBKey key,void * data,va_list ap) +{ + struct block_list *bl = (struct block_list*)data; + struct regen_data *regen; + struct status_data *status; + struct status_change *sc; + struct unit_data *ud; + struct view_data *vd = NULL; + struct regen_data_sub *sregen; + struct map_session_data *sd; + int val,rate,bonus = 0,flag; + + if (!(bl->type&BL_REGEN)) + return 0; + + regen = status_get_regen_data(bl); + if (!regen) return 0; + status = status_get_status_data(bl); + sc = status_get_sc(bl); + if (sc && !sc->count) + sc = NULL; + BL_CAST(BL_PC,bl,sd); + + flag = regen->flag; + if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) + flag&=~(RGN_HP|RGN_SHP); + if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) + flag&=~(RGN_SP|RGN_SSP); + + if (flag && ( + status_isdead(bl) || + (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) + )) + flag=0; + + if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)) + pc_bleeding(sd, natural_heal_diff_tick); + + if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && + (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) + { //Apply sitting regen bonus. + sregen = regen->ssregen; + if(flag&(RGN_SHP)) + { //Sitting HP regen + val = natural_heal_diff_tick * sregen->rate.hp; + if (regen->state.overweight) + val>>=1; //Half as fast when overweight. + sregen->tick.hp += val; + while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) + { + sregen->tick.hp -= battle_config.natural_heal_skill_interval; + if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) + { //Full + flag&=~(RGN_HP|RGN_SHP); + break; + } + } + } + if(flag&(RGN_SSP)) + { //Sitting SP regen + val = natural_heal_diff_tick * sregen->rate.sp; + if (regen->state.overweight) + val>>=1; //Half as fast when overweight. + sregen->tick.sp += val; + while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) + { + sregen->tick.sp -= battle_config.natural_heal_skill_interval; + if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) + { //Full + flag&=~(RGN_SP|RGN_SSP); + break; + } + } + } + } + + if (flag && regen->state.overweight) + flag=0; + + ud = unit_bl2ud(bl); + + if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1) + { + flag&=~(RGN_SHP|RGN_SSP); + if(!regen->state.walk) + flag&=~RGN_HP; + } + + if (!flag) + return 0; + + if (flag&(RGN_HP|RGN_SP)) + { + if(!vd) vd = status_get_viewdata(bl); + if(vd && vd->dead_sit == 2) + bonus++; + if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN)) + bonus++; + if(regen->state.gc) + bonus++; + } + + //Natural Hp regen + if (flag&RGN_HP) + { + rate = natural_heal_diff_tick*(regen->rate.hp+bonus); + if (ud && ud->walktimer != -1) + rate/=2; + regen->tick.hp += rate; + + if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) + { + val = 0; + do { + val += regen->hp; + regen->tick.hp -= battle_config.natural_healhp_interval; + } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); + if (status_heal(bl, val, 0, 1) < val) + flag&=~RGN_SHP; //full. + } + } + + //Natural SP regen + if(flag&RGN_SP) + { + regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus); + + if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) + { + val = 0; + do { + val += regen->sp; + regen->tick.sp -= battle_config.natural_healsp_interval; + } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); + if (status_heal(bl, 0, val, 1) < val) + flag&=~RGN_SSP; //full. + } + } + + if (!regen->sregen) + return flag; + + //Skill regen + sregen = regen->sregen; + + if(flag&RGN_SHP) + { //Skill HP regen + sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; + + while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) + { + sregen->tick.hp -= battle_config.natural_heal_skill_interval; + if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) + break; //Full + } + } + if(flag&RGN_SSP) + { //Skill SP regen + sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; + while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) + { + val = sregen->sp; + if (sd && sd->state.doridori) { + val*=2; + sd->state.doridori = 0; + if ((rate = pc_checkskill(sd,TK_SPTIME))) + sc_start(bl,SkillStatusChangeTable(TK_SPTIME), + 100,rate,skill_get_time(TK_SPTIME, rate)); + if ( + (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && + rand()%10000 < battle_config.sg_angel_skill_ratio + ) { //Angel of the Sun/Moon/Star + clif_feel_hate_reset(sd); + pc_resethate(sd); + pc_resetfeel(sd); + } + } + sregen->tick.sp -= battle_config.natural_heal_skill_interval; + if(status_heal(bl, 0, val, 3) < val) + break; //Full + } + } + return flag; +} + +//Natural heal main timer. +static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data) +{ + natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); + map_foreachiddb(status_natural_heal); + natural_heal_prev_tick = tick; + return 0; +} + +static int status_calc_sigma(void) +{ + int i,j; + unsigned int k; + + for(i=0;i<MAX_PC_CLASS;i++) { + malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i])); + for(k=0,j=2;j<=MAX_LEVEL;j++) { + k += hp_coefficient[i]*j + 50; + k -= k%100; + hp_sigma_val[i][j-1] = k; + if (k >= INT_MAX) + break; //Overflow protection. [Skotlex] + } + for(;j<=MAX_LEVEL;j++) + hp_sigma_val[i][j-1] = INT_MAX; + } + return 0; +} + +int status_readdb(void) { + int i,j; + FILE *fp; + char line[1024], path[1024],*p; + + sprintf(path, "%s/job_db1.txt", db_path); + fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD) + if(fp==NULL){ + ShowError("can't read %s\n", path); + return 1; + } + i = 0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[MAX_WEAPON_TYPE + 5]; + i++; + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89] + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(j < MAX_WEAPON_TYPE + 5) + { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89] + ShowDebug("%s: Not enough columns at line %d\n", path, i); + continue; + } + if(atoi(split[0])>=MAX_PC_CLASS) + continue; + + max_weight_base[atoi(split[0])]=atoi(split[1]); + hp_coefficient[atoi(split[0])]=atoi(split[2]); + hp_coefficient2[atoi(split[0])]=atoi(split[3]); + sp_coefficient[atoi(split[0])]=atoi(split[4]); + for(j=0;j<MAX_WEAPON_TYPE;j++) + aspd_base[atoi(split[0])][j]=atoi(split[j+5]); + } + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); + + malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus + sprintf(path, "%s/job_db2.txt", db_path); + fp=fopen(path,"r"); + if(fp==NULL){ + ShowError("can't read %s\n", path); + return 1; + } + while(fgets(line, sizeof(line)-1, fp)){ + char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex] + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(atoi(split[0])>=MAX_PC_CLASS) + continue; + for(i=1;i<j && split[i];i++) + job_bonus[atoi(split[0])][i-1]=atoi(split[i]); + } + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); + + // サイズ補正テ?ブル + for(i=0;i<3;i++) + for(j=0;j<MAX_WEAPON_TYPE;j++) + atkmods[i][j]=100; + sprintf(path, "%s/size_fix.txt", db_path); + fp=fopen(path,"r"); + if(fp==NULL){ + ShowError("can't read %s\n", path); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[MAX_WEAPON_TYPE]; + if(line[0]=='/' && line[1]=='/') + continue; + if(atoi(line)<=0) + continue; + malloc_tsetdword(split,0,sizeof(split)); + for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + atkmods[i][j]=atoi(split[j]); + } + i++; + } + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); + + // 精?デ?タテ?ブル + for(i=0;i<5;i++){ + for(j=0;j<MAX_REFINE; j++) + percentrefinery[i][j]=100; + percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex] + refinebonus[i][0]=0; + refinebonus[i][1]=0; + refinebonus[i][2]=10; + } + + sprintf(path, "%s/refine_db.txt", db_path); + fp=fopen(path,"r"); + if(fp==NULL){ + ShowError("can't read %s\n", path); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[MAX_REFINE+4]; + if(line[0]=='/' && line[1]=='/') + continue; + if(atoi(line)<=0) + continue; + malloc_tsetdword(split,0,sizeof(split)); + for(j=0,p=line;j<MAX_REFINE+4 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス + refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス + refinebonus[i][2]=atoi(split[2]); // 安全精?限界 + for(j=0;j<MAX_REFINE && split[j];j++) + percentrefinery[i][j]=atoi(split[j+3]); + i++; + } + fclose(fp); //Lupus. close this file!!! + ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); + + return 0; +} + +/*========================================== + * スキル関係初期化処理 + *------------------------------------------ + */ +int do_init_status(void) +{ + if (SC_MAX > MAX_STATUSCHANGE) + { + ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE); + exit(1); + } + add_timer_func_list(status_change_timer,"status_change_timer"); + add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer"); + add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer"); + initChangeTables(); + initDummyData(); + status_readdb(); + status_calc_sigma(); + natural_heal_prev_tick = gettick(); + add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); + return 0; +} |