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-rw-r--r--src/map/status.c14606
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(&regen->tick, 0, sizeof(regen->tick));
- if (regen->sregen)
- malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
- if (regen->ssregen)
- malloc_set(&regen->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(&regen->tick, 0, sizeof(regen->tick));
+ if (regen->sregen)
+ malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
+ if (regen->ssregen)
+ malloc_set(&regen->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;
+}