From cbccd8815d0db4828d40e278c999b87eeb103e67 Mon Sep 17 00:00:00 2001 From: skotlex Date: Sat, 27 May 2006 18:08:30 +0000 Subject: - Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it) - Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data. - Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db. - Berserk's HP cost interval is now defined as time2. - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead - Rewrote the @heal related functions to use the new status_* healing functions. - Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc) - Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it. - Added defines for Elements (ELE_*) - Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure. - Rewrote and cleaned up battle_calc_misc_attack - Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4) - Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type - Cleaned up pet.c to stop invoking status_calc_pc when unnecessary - Modified skill_calc_heal to take into account the MEDITATION bonus. - Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition - Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50) - Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items. - Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends. - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills. - Fixed Asura Strike being usable from within a combo regardless of combo skill. - Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...) - Added StatusChangeFlagTable to store which statuses are changed by each SC - Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl - Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp) - Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc) - Made all the status_calc functions static. - Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments. - Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed. - Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data) - The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4) - Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones. - Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost. - Changed Chase Walk to store Speed adjustment on val3, sp cost in val4 - Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking. - Changed Wind walk to store speed bonus on val3 - Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs) - Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4 - Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_* - Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map. - Modified status_change_timer to use the status_charge function rather than directly substracting SP - Added SC_ELEMENTALCHANGE to modify someone's base defense element. - pc_clean_skilltree will now also remove item-granted skills. - Learning skills will now only invoke status_calc_pc when the skill is passive. - Cleaned up pc_steal_coin - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned. - Cleaned up pc_ regen related functions. - Made player-sprite mobs have item pickup animation and walkdelay when taking items. - Cleaned up mob_dead code. - Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6] - mob special ai state 3 signals summon flora. - Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET - Cleaned up some pet functions, made the menu functions receive as argument both pet and master. - Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/status.c | 12297 ++++++++++++++++++++++++++--------------------------- 1 file changed, 6123 insertions(+), 6174 deletions(-) (limited to 'src/map/status.c') diff --git a/src/map/status.c b/src/map/status.c index b8b38b5d9..a831bf51a 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1,6174 +1,6123 @@ -// Copyright (c) Athena Dev Teams - Licensed under GNU GPL -// For more information, see LICENCE in the main folder - -#include -#include -#include -#include -#include -#include -#include - -#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 "../common/timer.h" -#include "../common/nullpo.h" -#include "../common/showmsg.h" - -int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill. -int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. -int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. - -static int max_weight_base[MAX_PC_CLASS]; -static int hp_coefficient[MAX_PC_CLASS]; -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] -#define MAX_REFINE_BONUS 5 -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]; - -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 - -//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++) - SkillStatusChangeTable[i] = -1; - memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); - - //First we define the skill for common ailments. These are used in - //skill_additional_effect through sc cards. [Skotlex] - StatusSkillChangeTable[SC_STONE] = MG_STONECURSE; - StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER; - StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK; - StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK; - StatusSkillChangeTable[SC_POISON] = NPC_POISON; - StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK; - StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK; - StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM; - StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK; - StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH; - StatusSkillChangeTable[SC_DPOISON] = NPC_POISON; - -#define set_sc(skill, sc, icon) \ - if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \ - if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \ - if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; - - set_sc(SM_BASH, SC_STUN, SI_BLANK); - set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE); - set_sc(SM_MAGNUM, SC_WATK_ELEMENT, SI_BLANK); - set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE); - set_sc(MG_SIGHT, SC_SIGHT, SI_BLANK); - set_sc(MG_SAFETYWALL, SC_SAFETYWALL, SI_BLANK); - set_sc(MG_FROSTDIVER, SC_FREEZE, SI_BLANK); - set_sc(MG_STONECURSE, SC_STONE, SI_BLANK); - set_sc(AL_RUWACH, SC_RUWACH, SI_BLANK); - set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI); - set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI); - set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS); - set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS); - set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING); - set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE); - set_sc(TF_HIDING, SC_HIDING, SI_HIDING); - set_sc(TF_POISON, SC_POISON, SI_BLANK); - set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN); - set_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER, SI_BLANK); - set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO); - set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM); - set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO); - set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO); - set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON); - set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE); - set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT); - set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA); - set_sc(PR_LEXDIVINA, SC_SILENCE, SI_BLANK); - set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA); - set_sc(WZ_METEOR, SC_STUN, SI_BLANK); - set_sc(WZ_VERMILION, SC_BLIND, SI_BLANK); - set_sc(WZ_FROSTNOVA, SC_FREEZE, SI_BLANK); - set_sc(WZ_STORMGUST, SC_FREEZE, SI_BLANK); - set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE); - set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE); - set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION); - set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST); - set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER); - set_sc(HT_LANDMINE, SC_STUN, SI_BLANK); - set_sc(HT_ANKLESNARE, SC_ANKLE, SI_BLANK); - set_sc(HT_SANDMAN, SC_SLEEP, SI_BLANK); - set_sc(HT_FLASHER, SC_BLIND, SI_BLANK); - set_sc(HT_FREEZINGTRAP, SC_FREEZE, SI_BLANK); - set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING); - set_sc(AS_SONICBLOW, SC_STUN, SI_BLANK); - set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK); - set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON); - set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT); - set_sc(AS_VENOMDUST, SC_POISON, SI_BLANK); - set_sc(AS_SPLASHER, SC_SPLASHER, SI_BLANK); - set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD); - set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY); - set_sc(TF_SPRINKLESAND, SC_BLIND, SI_BLANK); - set_sc(TF_THROWSTONE, SC_STUN, SI_BLANK); - set_sc(MC_LOUD, SC_LOUD, SI_LOUD); - set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT); - set_sc(NPC_POISON, SC_POISON, SI_BLANK); - set_sc(NPC_BLINDATTACK, SC_BLIND, SI_BLANK); - set_sc(NPC_SILENCEATTACK, SC_SILENCE, SI_BLANK); - set_sc(NPC_STUNATTACK, SC_STUN, SI_BLANK); - set_sc(NPC_PETRIFYATTACK, SC_STONE, SI_BLANK); - set_sc(NPC_CURSEATTACK, SC_CURSE, SI_BLANK); - set_sc(NPC_SLEEPATTACK, SC_SLEEP, SI_BLANK); - set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK); - set_sc(NPC_DARKBLESSING, SC_COMA, SI_BLANK); - set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK); - set_sc(NPC_LICK, SC_STUN, SI_BLANK); - set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION); - set_sc(NPC_REBIRTH, SC_KAIZEL, SI_KAIZEL); - set_sc(RG_RAID, SC_STUN, SI_BLANK); - set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON); - set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD); - set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR); - set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM); - set_sc(AM_ACIDTERROR, SC_BLEEDING, SI_BLEEDING); - set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON); - set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD); - set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR); - set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM); - set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD); - set_sc(CR_SHIELDCHARGE, SC_STUN, SI_BLANK); - set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD); - set_sc(CR_HOLYCROSS, SC_BLIND, SI_BLANK); - set_sc(CR_GRANDCROSS, SC_BLIND, SI_BLANK); - set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION); - set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE); - set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER); - set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN); - set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY); - set_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT, SI_BLANK); - set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS); - set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK); - set_sc(SA_MAGICROD, SC_MAGICROD, SI_BLANK); - set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL); - set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON); - set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON); - set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON); - set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON); - set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK); - set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK); - set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK); - set_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR, SI_BLANK); - set_sc(SA_REVERSEORCISH, SC_ORCISH, SI_BLANK); - set_sc(SA_COMA, SC_COMA, SI_BLANK); - set_sc(BD_LULLABY, SC_LULLABY, SI_BLANK); - set_sc(BD_RICHMANKIM, SC_RICHMANKIM, SI_BLANK); - set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK); - set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK); - set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK); - set_sc(BD_ROKISWEIL, SC_ROKISWEIL, SI_BLANK); - set_sc(BD_INTOABYSS, SC_INTOABYSS, SI_BLANK); - set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK); - set_sc(BA_FROSTJOKE, SC_FREEZE, SI_BLANK); - set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK); - set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK); - set_sc(BA_POEMBRAGI, SC_POEMBRAGI, SI_BLANK); - set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK); - set_sc(DC_UGLYDANCE, SC_UGLYDANCE, SI_BLANK); - set_sc(DC_SCREAM, SC_STUN, SI_BLANK); - set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK); - set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK); - set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK); - set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK); - set_sc(NPC_DARKCROSS, SC_BLIND, SI_BLANK); - set_sc(NPC_GRANDDARKNESS, SC_BLIND, SI_BLANK); - set_sc(NPC_STOP, SC_STOP, SI_BLANK); - set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON); - set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR); - set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK); - set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK); - set_sc(NPC_INVISIBLE, SC_CLOAKING, SI_CLOAKING); - set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE); - set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING); - set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION); - set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX); - set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK); - set_sc(LK_FURY, SC_FURY, SI_FURY); - set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO); - set_sc(HP_BASILICA, SC_BASILICA, SI_BLANK); - set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER); - set_sc(PA_SACRIFICE, SC_SACRIFICE, SI_BLANK); - set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK); - set_sc(CH_TIGERFIST, SC_STOP, SI_BLANK); - set_sc(ASC_EDP, SC_EDP, SI_EDP); - set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT); - set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK); - set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN); - set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST); - set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK); - set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD); - set_sc(ST_REJECTSWORD, SC_AUTOCOUNTER, SI_BLANK); - set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT); - set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE); - set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2); - set_sc(LK_SPIRALPIERCE, SC_STOP, SI_BLANK); - set_sc(LK_HEADCRUSH, SC_BLEEDING, SI_BLEEDING); - set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT); - set_sc(HW_NAPALMVULCAN, SC_CURSE, SI_BLANK); - set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK); - set_sc(PF_MEMORIZE, SC_MEMORIZE, SI_BLANK); - set_sc(PF_FOGWALL, SC_FOGWALL, SI_BLANK); - set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK); - set_sc(WE_BABY, SC_BABY, SI_BLANK); - set_sc(TK_RUN, SC_RUN, SI_RUN); - set_sc(TK_RUN, SC_SPURT, SI_SPURT); - set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM); - set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN); - set_sc(TK_DOWNKICK, SC_STUN, SI_BLANK); - set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN); - set_sc(TK_READYCOUNTER, SC_READYCOUNTER, SI_READYCOUNTER); - set_sc(TK_DODGE, SC_DODGE, SI_DODGE); - set_sc(TK_SPTIME, SC_TKREST, SI_TKREST); - set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON); - set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON); - set_sc(SG_SUN_WARM, SC_WARM, SI_WARM); - set_sc(SG_MOON_WARM, SC_WARM, SI_WARM); - set_sc(SG_STAR_WARM, SC_WARM, SI_WARM); - set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT); - set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT); - set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT); - set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK); - set_sc(SG_FUSION, SC_FUSION, SI_BLANK); - set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2); - set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL); - set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI); - set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE); - set_sc(SL_KAITE, SC_KAITE, SI_KAITE); - set_sc(SL_STUN, SC_STUN, SI_BLANK); - set_sc(SL_SWOO, SC_SWOO, SI_BLANK); - set_sc(SL_SKE, SC_SKE, SI_BLANK); - set_sc(SL_SKA, SC_SKA, SI_BLANK); - set_sc(SL_SMA, SC_SMA, SI_SMA); - set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE); - set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST); - set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK); - set_sc(WS_CARTTERMINATION, SC_STUN, SI_BLANK); - set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST); - set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK); - set_sc(CG_HERMODE, SC_HERMODE, SI_BLANK); - set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT); - set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND); - set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK); - set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2); - set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE); - set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER); - set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM); - set_sc(MO_BALKYOUNG, SC_STUN, SI_BLANK); - //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89] - set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL); - set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT); - set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY); - set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER); - set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK); - set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI); - set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK); - set_sc(NJ_SUITON, SC_SUITON, SI_BLANK); - set_sc(NJ_NEN, SC_NEN, SI_NEN); - - // Storing the target job rather than simply SC_SPIRIT simplifies code later on. - SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST, - SkillStatusChangeTable[SL_MONK] = MAPID_MONK, - SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR, - SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE, - SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER, - SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE, - SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT, - SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD, - SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST, - SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER, - SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE, - SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN, - SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH, - SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER, - SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER, - - //Status that don't have a skill associated. - StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50; - StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; - StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION; - StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION; - StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION; - StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION; - StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION; - StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION; - StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; - - //Guild skills don't fit due to their range being beyond MAX_SKILL - StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA; - StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS; -#undef set_sc - - if (!battle_config.display_hallucination) //Disable Hallucination. - StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; -} - -/*========================================== - * 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; -} - -/*========================================== - * 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) -{ - int mode, race, hide_flag; - struct status_change *sc=NULL, *tsc; - - mode = src?status_get_mode(src):MD_CANATTACK; - - if (src && status_isdead(src)) - return 0; - - if (!skill_num) { //Normal attack checks. - if (!(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) { - //Gloria Avoids pretty much everything.... - tsc = target?status_get_sc(target):NULL; - if(tsc) { - if (tsc->option&OPTION_HIDE) - return 0; - if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1) - 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))) - && !(mode&MD_BOSS)) - { //Basilica Check - if (!skill_num) return 0; - race = skill_get_inf(skill_num); - if (race&INF_ATTACK_SKILL) - return 0; - if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) - return 0; - } - - if (src) sc = status_get_sc(src); - - if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1)) - //When sc do not cancel casting, the spell should come out. - return 0; - - if(sc && sc->count) - { - 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) - ) - return 0; - - if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag) - { //Prevents skill usage against players? - clif_emotion(src, 3); - return 0; - } - - if (sc->data[SC_BLADESTOP].timer != -1) { - switch (sc->data[SC_BLADESTOP].val1) - { - case 1: return 0; - case 2: if (skill_num != MO_FINGEROFFENSIVE) return 0; break; - case 3: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE) return 0; break; - case 4: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) return 0; break; - case 5: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; break; - default: return 0; - } - } - 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_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) || - (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) || - sc->data[SC_SILENCE].timer != -1 || - 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 && !(mode&MD_BOSS)) || - (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || - sc->data[SC_NOCHAT].timer != -1 - ) - return 0; - - if (flag!=2 && sc->data[SC_DANCING].timer != -1) - { - 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 == CG_HERMODE && skill_num == BD_ADAPTATION) - return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] - } - } - } - - if (sc && sc->option) - { - if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH - && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP - && skill_num != NJ_KIRIKAGE) - return 0; -// if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING) -// return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex] - 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 (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) - return 0; - if(skill_num == WZ_STORMGUST && 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->data[SC_STONE].val2 == 0))) - return 0; - } - - race = src?status_get_race(src):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) == 2) - hide_flag &= ~OPTION_HIDE; - - switch (target->type) - { - case BL_PC: - { - struct map_session_data *sd = (struct map_session_data*) target; - if (pc_isinvisible(sd)) - return 0; - if (tsc->option&hide_flag - && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR)) - && !(mode&MD_BOSS)) - 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 (mode&MD_LOOTER) - return 1; - else - return 0; - default: - //Check for chase-walk/hiding/cloaking opponents. - if (tsc && !(mode&MD_BOSS)) - { - if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR)) - return 0; - } - } - return 1; -} - -//Skotlex: Calculates the stats of the given pet. -int status_calc_pet(struct map_session_data *sd, int first) -{ - struct pet_data *pd; - - nullpo_retr(0, sd); - if (sd->status.pet_id == 0 || sd->pd == NULL) - return 1; - - pd = sd->pd; - - if (battle_config.pet_lv_rate && pd->status) - { - sd->pet.level = sd->status.base_level*battle_config.pet_lv_rate/100; - if (sd->pet.level < 0) - sd->pet.level = 1; - if (pd->status->level != sd->pet.level || first) - { - if (!first) //Lv Up animation - clif_misceffect(&pd->bl, 0); - pd->status->level = sd->pet.level; - pd->status->atk1 = (pd->db->atk1*pd->status->level)/pd->db->lv; - pd->status->atk2 = (pd->db->atk2*pd->status->level)/pd->db->lv; - pd->status->str = (pd->db->str*pd->status->level)/pd->db->lv; - pd->status->agi = (pd->db->agi*pd->status->level)/pd->db->lv; - pd->status->vit = (pd->db->vit*pd->status->level)/pd->db->lv; - pd->status->int_ = (pd->db->int_*pd->status->level)/pd->db->lv; - pd->status->dex = (pd->db->dex*pd->status->level)/pd->db->lv; - pd->status->luk = (pd->db->luk*pd->status->level)/pd->db->lv; - - if (pd->status->atk1 > battle_config.pet_max_atk1) pd->status->atk1 = battle_config.pet_max_atk1; - if (pd->status->atk2 > battle_config.pet_max_atk2) pd->status->atk2 = battle_config.pet_max_atk2; - - if (pd->status->str > battle_config.pet_max_stats) pd->status->str = battle_config.pet_max_stats; - else if (pd->status->str < 1) pd->status->str = 1; - if (pd->status->agi > battle_config.pet_max_stats) pd->status->agi = battle_config.pet_max_stats; - else if (pd->status->agi < 1) pd->status->agi = 1; - if (pd->status->vit > battle_config.pet_max_stats) pd->status->vit = battle_config.pet_max_stats; - else if (pd->status->vit < 1) pd->status->vit = 1; - if (pd->status->int_ > battle_config.pet_max_stats) pd->status->int_ = battle_config.pet_max_stats; - else if (pd->status->int_ < 1) pd->status->int_ = 1; - if (pd->status->dex > battle_config.pet_max_stats) pd->status->dex = battle_config.pet_max_stats; - else if (pd->status->dex < 1) pd->status->dex = 1; - if (pd->status->luk > battle_config.pet_max_stats) pd->status->luk = battle_config.pet_max_stats; - else if (pd->status->luk < 1) pd->status->luk = 1; - - if (!first) //Not done the first time because the pet is not visible yet - clif_send_petstatus(sd); - } - } - //Support rate modifier (1000 = 100%) - pd->rate_fix = 1000*(sd->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 0; -} - -/*========================================== - * パラメータ計算 - * first==0の時、計算対象のパラメータが呼び出し前から - * 変 化した場合自動でsendするが、 - * 能動的に変化させたパラメータは自前でsendするように - *------------------------------------------ - */ - -int status_calc_pc(struct map_session_data* sd,int first) -{ - static int calculating = 0; //Check for recursive call preemption. [Skotlex] - int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee; - int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2; - int b_base_atk; - struct skill b_skill[MAX_SKILL]; - int i,bl,index; - int skill,refinedef=0; - int str,dstr,dex; - - nullpo_retr(0, sd); - if (++calculating > 10) //Too many recursive calls to status_calc_pc! - return -1; - - b_speed = sd->speed; - b_max_hp = sd->status.max_hp; - b_max_sp = sd->status.max_sp; - b_hp = sd->status.hp; - b_sp = sd->status.sp; - b_weight = sd->weight; - b_max_weight = sd->max_weight; - memcpy(b_paramb,&sd->paramb,sizeof(b_paramb)); - memcpy(b_parame,&sd->paramc,sizeof(b_parame)); - memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); - b_hit = sd->hit; - b_flee = sd->flee; - b_aspd = sd->aspd; - b_watk = sd->right_weapon.watk + sd->left_weapon.watk; - b_def = sd->def; - b_watk2 = sd->right_weapon.watk2 + sd->left_weapon.watk2; - b_def2 = sd->def2; - b_flee2 = sd->flee2; - b_critical = sd->critical; - b_attackrange = sd->attackrange; - b_matk1 = sd->matk1; - b_matk2 = sd->matk2; - b_mdef = sd->mdef; - b_mdef2 = sd->mdef2; - b_base_atk = sd->base_atk; - - 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) { - sd->weight=0; - for(i=0;istatus.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;istatus.cart[i].nameid==0) - continue; - sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; - sd->cart_num++; - } - } - - // these are not zeroed. [zzo] - - sd->speed = DEFAULT_WALK_SPEED; - sd->hprate=100; - sd->sprate=100; - sd->castrate=100; - sd->delayrate=100; - sd->dsprate=100; - sd->aspd_rate = 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->speed_add_rate = sd->aspd_add_rate = 100; - - // 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] - memset (sd->paramb, 0, sizeof(sd->paramb) - + sizeof(sd->parame) - + sizeof(sd->subele) - + sizeof(sd->subrace) - + sizeof(sd->subrace2) - + sizeof(sd->subsize) - + sizeof(sd->addeff) - + sizeof(sd->addeff2) - + 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->arrow_addeff) - + sizeof(sd->arrow_addeff2) - + sizeof(sd->magic_addele) - + sizeof(sd->magic_addrace) - + sizeof(sd->magic_addsize) - + sizeof(sd->critaddrace) - + sizeof(sd->expaddrace) - + sizeof(sd->itemhealrate) - + sizeof(sd->addeff3) - + sizeof(sd->addeff3_type) - + sizeof(sd->sp_gain_race) - ); - - - memset (&sd->right_weapon.watk, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); - memset (&sd->left_weapon.watk, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); - - memset(&sd->special_state,0,sizeof(sd->special_state)); - - sd->status.max_hp = 0; - sd->status.max_sp = 0; - - //zero up structures... - memset(&sd->autospell,0,sizeof(sd->autospell) - + sizeof(sd->autospell2) - + 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) - ); - - // vars zeroing. ints, shorts, chars. in that order. - memset (&sd->hit, 0, sizeof(sd->hit) - + sizeof(sd->flee) - + sizeof(sd->flee2) - + sizeof(sd->critical) - + sizeof(sd->aspd) - + sizeof(sd->def) - + sizeof(sd->mdef) - + sizeof(sd->def2) - + sizeof(sd->mdef2) - + sizeof(sd->def_ele) - + sizeof(sd->matk1) - + sizeof(sd->matk2) - + sizeof(sd->base_atk) - + sizeof(sd->arrow_atk) - + sizeof(sd->arrow_ele) - + sizeof(sd->arrow_cri) - + sizeof(sd->arrow_hit) - + sizeof(sd->arrow_range) - + sizeof(sd->nhealhp) - + sizeof(sd->nhealsp) - + sizeof(sd->nshealhp) - + sizeof(sd->nshealsp) - + 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->setitem_hash) - + sizeof(sd->setitem_hash2) - // shorts - + sizeof(sd->attackrange) - + sizeof(sd->attackrange_) - + 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->add_drop_count) - + sizeof(sd->unbreakable) - + sizeof(sd->unbreakable_equip) - + sizeof(sd->unstripable_equip) - + sizeof(sd->no_regen) - + sizeof(sd->add_def_count) - + sizeof(sd->add_mdef_count) - + sizeof(sd->add_dmg_count) - + sizeof(sd->add_mdmg_count) - ); - - for(i=0;i<10;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] - if(index < 0) - continue; - if(i == 9 && sd->equip_index[8] == index) - continue; - if(i == 5 && sd->equip_index[4] == index) - continue; - if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) - continue; - - if(sd->inventory_data[index]) { - int j,c; - struct item_data *data; - - //Card script execution. - if(sd->status.inventory[index].card[0]==0x00ff || - sd->status.inventory[index].card[0]==0x00fe || - sd->status.inventory[index].card[0]==(short)0xff00) - continue; - for(j=0;jinventory_data[index]->slot;j++){ // カ?ド - 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 == 8 && sd->status.inventory[index].equip == 0x20) - { //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 retriggered status_calc_pc. [Skotlex] - return 1; - } - } - } - - if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0) - { // Pet - struct pet_data *pd=sd->pd; - if(pd && (!battle_config.pet_equip_required || pd->equip > 0) && - pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets - pc_bonus(sd,pd->bonus->type, pd->bonus->val); - } - memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard)); - - // ?備品によるステ?タス?化はここで?行 - for(i=0;i<10;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] - if(index < 0) - continue; - if(i == 9 && sd->equip_index[8] == index) - continue; - if(i == 5 && sd->equip_index[4] == index) - continue; - if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) - continue; - if(!sd->inventory_data[index]) - continue; - - sd->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 == 4) { - int r,wlv = sd->inventory_data[index]->wlv; - struct weapon_data *wd; - if (wlv >= MAX_REFINE_BONUS) - wlv = MAX_REFINE_BONUS - 1; - if(i == 8 && sd->status.inventory[index].equip == 0x20) - wd = &sd->left_weapon; // Left-hand weapon - else - wd = &sd->right_weapon; - wd->watk += sd->inventory_data[index]->atk; - wd->watk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0]; - if((r-=refinebonus[wlv][2])>0) //Overrefine bonus. - wd->overrefine = r*refinebonus[wlv][1]; - - if (wd == &sd->left_weapon) { - sd->attackrange_ += sd->inventory_data[index]->range; - if(sd->inventory_data[index]->script) { - sd->state.lr_flag = 1; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - } - } else { - sd->attackrange += sd->inventory_data[index]->range; - if(sd->inventory_data[index]->script) - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - } - if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] - return 1; - - if(sd->status.inventory[index].card[0]==0x00ff) - { // 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 (!wd->atk_ele) //Do not overwrite element from previous bonuses. - wd->atk_ele = (sd->status.inventory[index].card[1]&0x0f); - - } - } - else if(sd->inventory_data[index]->type == 5) { - 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 status_calc_pc. [Skotlex] - return 1; - } - } - } - - if(sd->equip_index[10] >= 0){ // 矢 - index = sd->equip_index[10]; - if(sd->inventory_data[index]){ // Arrows - sd->state.lr_flag = 2; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - sd->arrow_atk += sd->inventory_data[index]->atk; - } - } - sd->def += (refinedef+50)/100; - - if(sd->attackrange < 1) sd->attackrange = 1; - if(sd->attackrange_ < 1) sd->attackrange_ = 1; - if(sd->attackrange < sd->attackrange_) - sd->attackrange = sd->attackrange_; - if(sd->status.weapon == W_BOW) - sd->attackrange += sd->arrow_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 != 100) - sd->aspd_rate += sd->aspd_add_rate-100; - if(sd->speed_add_rate != 100) - sd->speed_rate += sd->speed_add_rate-100; - - // 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]; - -// ----- STATS CALCULATION ----- - - // Job bonuses - for(i=0;i<(int)sd->status.job_level && istatus.class_][i]) - sd->paramb[job_bonus[sd->status.class_][i]-1]++; - } - - // 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){ - sd->paramb[0] += 10; - sd->paramb[1] += 10; - sd->paramb[2] += 10; - sd->paramb[3] += 10; - sd->paramb[4] += 10; - sd->paramb[5] += 10; - } - - // Absolute modifiers from passive skills - if(pc_checkskill(sd,BS_HILTBINDING)>0) - sd->paramb[0] ++; - if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) - sd->paramb[3] += (skill+1)/2; // +1 INT / 2 lv - if((skill=pc_checkskill(sd,AC_OWL))>0) - sd->paramb[4] += skill; - - // Improve Concentration adds a percentage of base stat + job bonus + equipment bonus, but not from card bonus nor status change bonus - if(sd->sc.count && sd->sc.data[SC_CONCENTRATE].timer!=-1 && sd->sc.data[SC_QUAGMIRE].timer == -1){ - sd->paramb[1] += (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc.data[SC_CONCENTRATE].val1)/100; - sd->paramb[4] += (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc.data[SC_CONCENTRATE].val1)/100; - } - - // Absolute modifiers from status changes (only for PC) - if(sd->sc.count){ - if (sd->sc.data[SC_BATTLEORDERS].timer != -1) { - sd->paramb[0] += 5; - sd->paramb[3] += 5; - sd->paramb[4] += 5; - } - if (sd->sc.data[SC_GUILDAURA].timer != -1) { - int guildflag = sd->sc.data[SC_GUILDAURA].val4; - for (i = 12; i >= 0; i -= 4) { - skill = guildflag >> i; - switch (i) { - case 12: sd->paramb[0] += skill; break; - case 8: sd->paramb[2] += skill; break; - case 4: sd->paramb[1] += skill; break; - case 0: sd->paramb[4] += skill; break; - } - guildflag ^= skill << i; - } - } - } - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->paramb[0] = status_calc_str(&sd->bl,sd->paramb[0]); - sd->paramb[1] = status_calc_agi(&sd->bl,sd->paramb[1]); - sd->paramb[2] = status_calc_vit(&sd->bl,sd->paramb[2]); - sd->paramb[3] = status_calc_int(&sd->bl,sd->paramb[3]); - sd->paramb[4] = status_calc_dex(&sd->bl,sd->paramb[4]); - sd->paramb[5] = status_calc_luk(&sd->bl,sd->paramb[5]); - - // Relative modifiers from status changes (only for PC) - if(sd->sc.count){ - if(sd->sc.data[SC_MARIONETTE].timer!=-1){ - sd->paramb[0]-= sd->status.str/2; - sd->paramb[1]-= sd->status.agi/2; - sd->paramb[2]-= sd->status.vit/2; - sd->paramb[3]-= sd->status.int_/2; - sd->paramb[4]-= sd->status.dex/2; - sd->paramb[5]-= sd->status.luk/2; - } - else if(sd->sc.data[SC_MARIONETTE2].timer!=-1){ - struct map_session_data *psd = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3); - if (psd) { // if partner is found - bl = pc_maxparameter(sd); //Cap to max parameter. [Skotlex] - if (sd->status.str < bl) - sd->paramb[0] += sd->status.str+psd->status.str/2 > bl ? - bl-sd->status.str : psd->status.str/2; - if (sd->status.agi < bl) - sd->paramb[1] += sd->status.agi+psd->status.agi/2 > bl ? - bl-sd->status.agi : psd->status.agi/2; - if (sd->status.vit < bl) - sd->paramb[2] += sd->status.vit+psd->status.vit/2 > bl ? - bl-sd->status.vit : psd->status.vit/2; - if (sd->status.int_ < bl) - sd->paramb[3] += sd->status.int_+psd->status.int_/2 > bl ? - bl-sd->status.int_ : psd->status.int_/2; - if (sd->status.dex < bl) - sd->paramb[4] += sd->status.dex+psd->status.dex/2 > bl ? - bl-sd->status.dex : psd->status.dex/2; - if (sd->status.luk < bl) - sd->paramb[5] += sd->status.luk+psd->status.luk/2 > bl ? - bl-sd->status.luk : psd->status.luk/2; - } - } - } - - // Calculate total stats - sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0]; - sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1]; - sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2]; - sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3]; - sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4]; - sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5]; - - if(sd->sc.count){ - if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_HIGH) - { //Ups any status under 50 to 50. - if (sd->paramc[0] < 50) { - sd->paramb[0] += 50-sd->paramc[0]; - sd->paramc[0] = 50; - } - if (sd->paramc[1] < 50) { - sd->paramb[1] += 50-sd->paramc[1]; - sd->paramc[1] = 50; - } - if (sd->paramc[2] < 50) { - sd->paramb[2] += 50-sd->paramc[2]; - sd->paramc[2] = 50; - } - if (sd->paramc[3] < 50) { - sd->paramb[3] += 50-sd->paramc[3]; - sd->paramc[3] = 50; - } - if (sd->paramc[4] < 50) { - sd->paramb[4] += 50-sd->paramc[4]; - sd->paramc[4] = 50; - } - if (sd->paramc[5] < 50) { - sd->paramb[5] += 50-sd->paramc[5]; - sd->paramc[5] = 50; - } - } - } - for(i=0;i<6;i++) - if(sd->paramc[i] < 0) sd->paramc[i] = 0; - - if (sd->sc.count && sd->sc.data[SC_CURSE].timer!=-1) - sd->paramc[5] = 0; - -// ------ BASE ATTACK CALCULATION ------ - - // Basic Base ATK value - switch(sd->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: - str = sd->paramc[4]; - dex = sd->paramc[0]; - break; - default: - str = sd->paramc[0]; - dex = sd->paramc[4]; - break; - } - dstr = str/10; - sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) - sd->base_atk += 4; - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->base_atk = status_calc_batk(&sd->bl,sd->base_atk); - - if(sd->base_atk < 1) - sd->base_atk = 1; - -// ----- WEAPON ATK CALCULATION ----- - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->right_weapon.watk = status_calc_watk(&sd->bl,sd->right_weapon.watk); - if((index= sd->equip_index[8]) >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) - sd->left_weapon.watk = status_calc_watk(&sd->bl,sd->left_weapon.watk); - -// ----- WEAPON UPGRADE ATK CALCULATION ----- - - // Absolute modifiers from status changes (only for PC) - if(sd->sc.count){ - if(sd->sc.data[SC_NIBELUNGEN].timer!=-1){ - index = sd->equip_index[9]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - sd->right_weapon.watk2 += sd->sc.data[SC_NIBELUNGEN].val2; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - sd->left_weapon.watk2 += sd->sc.data[SC_NIBELUNGEN].val2; - } - } - -// ----- MATK CALCULATION ----- - - // Basic MATK value - sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5); - sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7); - if(sd->matk1 < sd->matk2) { - int temp = sd->matk2; - sd->matk2 = sd->matk1; - sd->matk1 = temp; - } - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->matk1 = status_calc_matk(&sd->bl,sd->matk1); - sd->matk2 = status_calc_matk(&sd->bl,sd->matk2); - - // Apply relative modifiers from equipment - if(sd->matk_rate != 100){ - sd->matk1 = sd->matk1 * sd->matk_rate/100; - sd->matk2 = sd->matk2 * sd->matk_rate/100; - } - -// ----- CRIT CALCULATION ----- - - // Basic Crit value - sd->critical += (sd->paramc[5]*3)+10; - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->critical = status_calc_critical(&sd->bl,sd->critical); - - // Apply relative modifiers from equipment - if(sd->critical_rate != 100) - sd->critical = sd->critical * sd->critical_rate/100; - - if(sd->critical < 10) sd->critical = 10; - -// ----- HIT CALCULATION ----- - - // Basic Hit value - sd->hit += sd->paramc[4] + sd->status.base_level; - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) - sd->hit += skill*2; - if((skill=pc_checkskill(sd,AC_VULTURE))>0){ - sd->hit += skill; - if(sd->status.weapon == W_BOW) - sd->attackrange += skill; - } - if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) - { - if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) - sd->hit += 2*skill; - if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { - sd->hit += skill; - sd->attackrange += skill; - } - } - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->hit = status_calc_hit(&sd->bl,sd->hit); - - // Apply relative modifiers from equipment - if(sd->hit_rate != 100) - sd->hit = sd->hit * sd->hit_rate/100; - - if(sd->hit < 1) sd->hit = 1; - -// ----- FLEE CALCULATION ----- - - // Basic Flee value - sd->flee += sd->paramc[1] + sd->status.base_level; - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,TF_MISS))>0) - sd->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); - if((skill=pc_checkskill(sd,MO_DODGE))>0) - sd->flee += (skill*3)>>1; - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->flee = status_calc_flee(&sd->bl,sd->flee); - - // Apply relative modifiers from equipment - if(sd->flee_rate != 100) - sd->flee = sd->flee * sd->flee_rate/100; - - if(sd->flee < 1) sd->flee = 1; - -// ----- PERFECT DODGE CALCULATION ----- - - // Basic Perfect Dodge value - sd->flee2 += sd->paramc[5]+10; - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->flee2 = status_calc_flee2(&sd->bl,sd->flee2); - - // Apply relative modifiers from equipment - if(sd->flee2_rate != 100) - sd->flee2 = sd->flee2 * sd->flee2_rate/100; - - if(sd->flee2 < 10) sd->flee2 = 10; - -// ----- VIT-DEF CALCULATION ----- - - // Special fixed values from status changes - if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) - sd->def2 = 0; - else if(sd->sc.count && sd->sc.data[SC_ETERNALCHAOS].timer!=-1) - sd->def2 = 0; - else { - // Basic VIT-DEF value - sd->def2 += sd->paramc[2]; - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->def2 = status_calc_def2(&sd->bl,sd->def2); - - // Apply relative modifiers from equipment - if(sd->def2_rate != 100) - sd->def2 = sd->def2 * sd->def2_rate/100; - - if(sd->def2 < 1) sd->def2 = 1; - } - -// ----- EQUIPMENT-DEF CALCULATION ----- - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->def = status_calc_def(&sd->bl,sd->def); - - // Apply relative modifiers from equipment - if(sd->def_rate != 100) - sd->def = sd->def * sd->def_rate/100; - - if(sd->def < 0) sd->def = 0; - - else if (!battle_config.player_defense_type && sd->def > battle_config.max_def) - { - sd->def2 += battle_config.over_def_bonus*(sd->def -battle_config.max_def); - sd->def = battle_config.max_def; - } - -// ----- INT-MDEF CALCULATION ----- - - // Special fixed values from status changes - if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) - sd->mdef2 = 0; - else { - // Basic INT-MDEF value - sd->mdef2 += sd->paramc[3]; - - sd->mdef2 = status_calc_mdef2(&sd->bl,sd->mdef2); - - // Apply relative modifiers from equipment - if(sd->mdef2_rate != 100) - sd->mdef2 = sd->mdef2 * sd->mdef2_rate/100; - - if(sd->mdef2 < 1) sd->mdef2 = 1; - } - -// ----- EQUIPMENT-MDEF CALCULATION ----- - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->mdef = status_calc_mdef(&sd->bl,sd->mdef); - - // Apply relative modifiers from equipment - if(sd->mdef_rate != 100) - sd->mdef = sd->mdef * sd->mdef_rate/100; - - if(sd->mdef < 0) sd->mdef = 0; - - else if (!battle_config.player_defense_type && sd->mdef > battle_config.max_def) - { - sd->mdef2 += battle_config.over_def_bonus*(sd->mdef -battle_config.max_def); - sd->mdef = battle_config.max_def; - } - -// ----- WALKING SPEED CALCULATION ----- - - // Relative, then absolute modifiers from status changes (shared between PC and NPC) - sd->speed = status_calc_speed(&sd->bl,sd->speed); - - // Relative modifiers from passive skills - if((skill=pc_checkskill(sd,TF_MISS))>0 && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && sd->sc.data[SC_CLOAKING].timer==-1) - sd->speed -= sd->speed * skill/100; - if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) - sd->speed -= sd->speed * 25/100; - if(pc_ishiding(sd) && (skill=pc_checkskill(sd,RG_TUNNELDRIVE))>0) - sd->speed += sd->speed * (100-16*skill)/100; - if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) - sd->speed += sd->speed * (100-10*skill)/100; - if(sd->ud.skilltimer != -1 && (skill=pc_checkskill(sd,SA_FREECAST))>0) { - sd->prev_speed = sd->speed; //Store previous speed to correctly restore it. [Skotlex] - sd->speed += sd->speed * (75-5*skill)/100; - } - if(sd->sc.count && sd->sc.data[SC_DANCING].timer!=-1){ - int s_rate = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)); - if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER) - s_rate -= 40; //TODO: Figure out real bonus rate. - if (sd->sc.data[SC_LONGING].timer!=-1) - s_rate -= 20 * sd->sc.data[SC_LONGING].val1; - sd->speed += sd->speed * s_rate/100; - } - if(sd->sc.data[SC_FUSION].timer != -1) //Additional movement speed from SG_FUSION [Komurka] - sd->speed -= sd->speed * 25/100; - - // Apply relative modifiers from equipment - if(sd->speed_rate != 100) - sd->speed = sd->speed*sd->speed_rate/100; - - if(sd->speed < battle_config.max_walk_speed) - sd->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) - sd->aspd += aspd_base[sd->status.class_][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->status.weapon]/1000; - else - sd->aspd += ( - (aspd_base[sd->status.class_][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype1]/1000) + - (aspd_base[sd->status.class_][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*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] - - // Relative modifiers from passive skills - if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - sd->aspd_rate -= (skill/2); - if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) - sd->aspd_rate -= (skill*3); - if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && - (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - sd->aspd_rate -= (skill/2); - if(pc_isriding(sd)) - sd->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY); - - // Relative modifiers from status changes (shared between PC and NPC) - sd->aspd_rate = status_calc_aspd_rate(&sd->bl,sd->aspd_rate); - - // Apply all relative modifiers - if(sd->aspd_rate != 100) - sd->aspd = sd->aspd*sd->aspd_rate/100; - - if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; - sd->amotion = sd->aspd; - -// ----- HP MAX AND REGEN CALCULATION ----- - - // Basic MaxHP value - // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex] - bl = sd->status.base_level; - index = (3500 + bl*hp_coefficient2[sd->status.class_] + - hp_sigma_val[sd->status.class_][(bl > 0)? bl-1:0])/100 * - (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); - if (sd->class_&JOBL_UPPER) - index += index * 30/100; - else if (sd->class_&JOBL_BABY) - index -= index * 30/100; - if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) - index *= 3; //Triple max HP for top ranking Taekwons over level 90. - - sd->status.max_hp += index; - - if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) - sd->status.max_hp = sd->status.max_hp + 2000; - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,CR_TRUST))>0) - sd->status.max_hp += skill*200; - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->status.max_hp = status_calc_maxhp(&sd->bl,sd->status.max_hp); - - // Apply relative modifiers from equipment - if(sd->hprate!=100) - sd->status.max_hp = sd->status.max_hp * sd->hprate/100; - if(battle_config.hp_rate != 100) - sd->status.max_hp = sd->status.max_hp * battle_config.hp_rate/100; - - if (sd->status.max_hp < 0) //HP overflow?? - sd->status.max_hp = battle_config.max_hp; - else if(sd->status.max_hp > battle_config.max_hp) - sd->status.max_hp = battle_config.max_hp; - else if(sd->status.max_hp == 0) - sd->status.max_hp = 1; - - if(sd->status.hp>sd->status.max_hp) - sd->status.hp=sd->status.max_hp; - - // Basic natural HP regeneration value - sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); - - // Apply relative modifiers from equipment - if(sd->hprecov_rate != 100) - sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; - - if(sd->nhealhp < 1) sd->nhealhp = 1; - if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX; - - // Skill-related HP recovery - if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) - sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); - // Skill-related HP recovery (only when sit) - if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) - sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); - if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest) - sd->nsshealhp = skill*30 + (sd->status.max_hp*skill/500); - - if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX; - if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX; - -// ----- SP MAX AND REGEN CALCULATION ----- - - // Basic MaxSP value - // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex] - index = ((sp_coefficient[sd->status.class_] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); - if (sd->class_&JOBL_UPPER) - index += index * 30/100; - else if (sd->class_&JOBL_BABY) - index -= index * 30/100; - if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) - index *= 3; //Triple max SP for top ranking Taekwons over level 90. - - sd->status.max_sp += index; - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,SL_KAINA))>0) - sd->status.max_sp += 30*skill; - if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) - sd->status.max_sp += sd->status.max_sp * skill/100; - if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) - sd->status.max_sp += sd->status.max_sp * 2*skill/100; - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - sd->status.max_sp = status_calc_maxsp(&sd->bl,sd->status.max_sp); - - // Apply relative modifiers from equipment - if(sd->sprate!=100) - sd->status.max_sp = sd->status.max_sp * sd->sprate/100; - if(battle_config.sp_rate != 100) - sd->status.max_sp = sd->status.max_sp * battle_config.sp_rate/100; - - if(sd->status.max_sp > battle_config.max_sp) - sd->status.max_sp = battle_config.max_sp; - else if(sd->status.max_sp <= 0) - sd->status.max_sp = 1; - if(sd->status.sp>sd->status.max_sp) - sd->status.sp=sd->status.max_sp; - - if(sd->sc.data[SC_DANCING].timer==-1){ - // Basic natural SP regeneration value - sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100); - if(sd->paramc[3] >= 120) - sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4; - - // Relative modifiers from passive skills - if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) - sd->nhealsp += sd->nhealsp * 3*skill/100; - - // Apply relative modifiers from equipment - if(sd->sprecov_rate != 100) - sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; - - if(sd->nhealsp < 1) sd->nhealsp = 1; - if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX; - - // Skill-related SP recovery - if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) - sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); - if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0) - sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); - // Skill-related SP recovery (only when sit) - if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) - sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); - if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest) - { - sd->nsshealsp = skill*3 + (sd->status.max_sp*skill/500); - if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest - sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100; - } - if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX; - if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX; - } - -// ----- MISC CALCULATIONS ----- - - //Even though people insist this is too slow, packet data reports this is the actual real equation. - sd->dmotion = 800-sd->paramc[1]*4; - if(sd->dmotion<400) sd->dmotion = 400; - - // 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; - - // 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; - } - - if(sd->dsprate < 0) sd->dsprate = 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_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; - } - } - -// ----- CLIENT-SIDE REFRESH ----- - if(first&4) { - calculating = 0; - return 0; - } - if(first&3) { - clif_updatestatus(sd,SP_SPEED); - clif_updatestatus(sd,SP_MAXHP); - clif_updatestatus(sd,SP_MAXSP); - if(first&1) { - clif_updatestatus(sd,SP_HP); - clif_updatestatus(sd,SP_SP); - } - calculating = 0; - return 0; - } - - if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) - clif_skillinfoblock(sd); - if(b_speed != sd->speed) - clif_updatestatus(sd,SP_SPEED); - if(b_weight != sd->weight) - clif_updatestatus(sd,SP_WEIGHT); - if(b_max_weight != sd->max_weight) { - clif_updatestatus(sd,SP_MAXWEIGHT); - pc_checkweighticon(sd); - } - for(i=0;i<6;i++) - if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) - clif_updatestatus(sd,SP_STR+i); - if(b_hit != sd->hit) - clif_updatestatus(sd,SP_HIT); - if(b_flee != sd->flee) - clif_updatestatus(sd,SP_FLEE1); - if(b_aspd != sd->aspd) - clif_updatestatus(sd,SP_ASPD); - if(b_watk != sd->right_weapon.watk + sd->left_weapon.watk || b_base_atk != sd->base_atk) - clif_updatestatus(sd,SP_ATK1); - if(b_def != sd->def) - clif_updatestatus(sd,SP_DEF1); - if(b_watk2 != sd->right_weapon.watk2 + sd->left_weapon.watk2) - clif_updatestatus(sd,SP_ATK2); - if(b_def2 != sd->def2) - clif_updatestatus(sd,SP_DEF2); - if(b_flee2 != sd->flee2) - clif_updatestatus(sd,SP_FLEE2); - if(b_critical != sd->critical) - clif_updatestatus(sd,SP_CRITICAL); - if(b_matk1 != sd->matk1) - clif_updatestatus(sd,SP_MATK1); - if(b_matk2 != sd->matk2) - clif_updatestatus(sd,SP_MATK2); - if(b_mdef != sd->mdef) - clif_updatestatus(sd,SP_MDEF1); - if(b_mdef2 != sd->mdef2) - clif_updatestatus(sd,SP_MDEF2); - if(b_attackrange != sd->attackrange) - clif_updatestatus(sd,SP_ATTACKRANGE); - if(b_max_hp != sd->status.max_hp) - clif_updatestatus(sd,SP_MAXHP); - if(b_max_sp != sd->status.max_sp) - clif_updatestatus(sd,SP_MAXSP); - if(b_hp != sd->status.hp) - clif_updatestatus(sd,SP_HP); - if(b_sp != sd->status.sp) - clif_updatestatus(sd,SP_SP); - - calculating = 0; - return 0; -} - -/*========================================== - * Apply shared stat mods from status changes [DracoRPG] - *------------------------------------------ - */ -int status_calc_str(struct block_list *bl, int str) -{ - struct status_change *sc; - nullpo_retr(str,bl); - sc= status_get_sc(bl); - - if(sc && sc->count){ - 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_LOUD].timer!=-1) - str += 4; - if(sc->data[SC_TRUESIGHT].timer!=-1) - str += 5; - if(sc->data[SC_SPURT].timer!=-1) - str += 10; //Bonus is +!0 regardless of skill level - 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_NEN].timer!=-1) - str += sc->data[SC_NEN].val1; - } - - return str; -} - -int status_calc_agi(struct block_list *bl, int agi) -{ - struct status_change *sc; - nullpo_retr(agi,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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_TRUESIGHT].timer!=-1) - agi += 5; - if(sc->data[SC_INCREASEAGI].timer!=-1) - agi += 2 + sc->data[SC_INCREASEAGI].val1; - if(sc->data[SC_DECREASEAGI].timer!=-1) - agi -= 2 + sc->data[SC_DECREASEAGI].val1; - if(sc->data[SC_QUAGMIRE].timer!=-1) - agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10); - if(sc->data[SC_SUITON].timer!=-1) - agi -= sc->data[SC_SUITON].val2; - if(sc->data[SC_INCREASING].timer!=-1) - agi += 4; // added based on skill updates [Reddozen] - } - - return agi; -} - -int status_calc_vit(struct block_list *bl, int vit) -{ - struct status_change *sc; - nullpo_retr(vit,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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_TRUESIGHT].timer!=-1) - vit += 5; - if(sc->data[SC_STRIPARMOR].timer!=-1 && bl->type != BL_PC) - vit -= vit * 8*sc->data[SC_STRIPARMOR].val1/100; - } - - return vit; -} - -int status_calc_int(struct block_list *bl, int int_) -{ - struct status_change *sc; - nullpo_retr(int_,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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_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 && bl->type != BL_PC) - int_ -= int_ * 8*sc->data[SC_STRIPHELM].val1/100; - if(sc->data[SC_NEN].timer!=-1) - int_ += sc->data[SC_NEN].val1; - } - - return int_; -} - -int status_calc_dex(struct block_list *bl, int dex) -{ - struct status_change *sc; - nullpo_retr(dex,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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_TRUESIGHT].timer!=-1) - dex += 5; - if(sc->data[SC_QUAGMIRE].timer!=-1) - dex -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10); - 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] - } - - return dex; -} - -int status_calc_luk(struct block_list *bl, int luk) -{ - struct status_change *sc; - nullpo_retr(luk,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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; - } - - return luk; -} - -int status_calc_batk(struct block_list *bl, int batk) -{ - struct status_change *sc; - nullpo_retr(batk,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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 * (2+3*sc->data[SC_PROVOKE].val1)/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - batk += batk * 5*sc->data[SC_CONCENTRATION].val1/100; - if(sc->data[SC_SKE].timer!=-1) - batk += batk * 3; - 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? -// if(sc->data[SC_BLEEDING].timer != -1) -// batk -= batk * 25/100; - if(sc->data[SC_MADNESSCANCEL].timer!=-1) - batk += 100; - } - - return batk; -} - -int status_calc_watk(struct block_list *bl, int watk) -{ - struct status_change *sc; - nullpo_retr(watk,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - if(sc->data[SC_IMPOSITIO].timer!=-1) - watk += 5*sc->data[SC_IMPOSITIO].val1; - 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 && status_get_elem_type(bl)==3) - watk += sc->data[SC_VOLCANO].val3; - if(sc->data[SC_INCATKRATE].timer!=-1) - watk += watk * sc->data[SC_INCATKRATE].val1/100; - if(sc->data[SC_PROVOKE].timer!=-1) - watk += watk * (2+3*sc->data[SC_PROVOKE].val1)/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - watk += watk * 5*sc->data[SC_CONCENTRATION].val1/100; - if(sc->data[SC_SKE].timer!=-1) - watk += watk * 3; - if(sc->data[SC_NIBELUNGEN].timer!=-1 && bl->type != BL_PC && (status_get_element(bl)/10)>=8) - watk += sc->data[SC_NIBELUNGEN].val2; - if(sc->data[SC_CURSE].timer!=-1) - watk -= watk * 25/100; - if(sc->data[SC_STRIPWEAPON].timer!=-1 && bl->type != BL_PC) - watk -= watk * 5*sc->data[SC_STRIPWEAPON].val1/100; - } - return watk; -} - -int status_calc_matk(struct block_list *bl, int matk) -{ - struct status_change *sc; - nullpo_retr(matk,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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 * 20*sc->data[SC_MINDBREAKER].val1/100; - if(sc->data[SC_INCMATKRATE].timer!=-1) - matk += matk * sc->data[SC_INCMATKRATE].val1/100; - } - - return matk; -} - -int status_calc_critical(struct block_list *bl, int critical) -{ - struct status_change *sc; - nullpo_retr(critical,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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*10; - if (sc->data[SC_TRUESIGHT].timer!=-1) - critical += sc->data[SC_TRUESIGHT].val1*10; - if(sc->data[SC_CLOAKING].timer!=-1) - critical += critical; - } - - return critical; -} - -int status_calc_hit(struct block_list *bl, int hit) -{ - struct status_change *sc; - nullpo_retr(hit,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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 += 3*sc->data[SC_TRUESIGHT].val1; - if(sc->data[SC_HUMMING].timer!=-1) - hit += sc->data[SC_HUMMING].val2; - if(sc->data[SC_CONCENTRATION].timer != -1) - hit += 10*sc->data[SC_CONCENTRATION].val1; - 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 hit; -} - -int status_calc_flee(struct block_list *bl, int flee) -{ - struct status_change *sc; - nullpo_retr(flee,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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 && status_get_elem_type(bl)==4) - flee += flee * sc->data[SC_VIOLENTGALE].val3/100; - if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka] - flee += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10; - 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].val1*5; - } - - 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; - return flee; -} - -int status_calc_flee2(struct block_list *bl, int flee2) -{ - struct status_change *sc; - nullpo_retr(flee2,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - if(sc->data[SC_WHISTLE].timer!=-1) - flee2 += sc->data[SC_WHISTLE].val3*10; - } - - return flee2; -} - -int status_calc_def(struct block_list *bl, int def) -{ - struct status_change *sc; - nullpo_retr(def,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - if(sc->data[SC_BERSERK].timer!=-1) - return 0; - if(sc->data[SC_KEEPING].timer!=-1) - return 100; - if(sc->data[SC_SKA].timer != -1) - return rand()%100; //Reports indicate SKA actually randomizes defense. - 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_INCDEFRATE].timer!=-1) - def += def * sc->data[SC_INCDEFRATE].val1/100; - if(sc->data[SC_SIGNUMCRUCIS].timer!=-1) - def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - def -= def * 5*sc->data[SC_CONCENTRATION].val1/100; - if(sc->data[SC_SKE].timer!=-1) - def -= def * 50/100; - if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense. - def -= def * (5+5*sc->data[SC_PROVOKE].val1)/100; - if(sc->data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC) - def -= def * 3*sc->data[SC_STRIPSHIELD].val1/100; - //if (sd->data[SC_FLING].timer!=-1 && bl->type != BL_PC) - // def -= (def * sd->data[SC_FLING].val1) / 100; - } - - return def; -} - -int status_calc_def2(struct block_list *bl, int def2) -{ - struct status_change *sc; - nullpo_retr(def2,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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 += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/2; - if(sc->data[SC_ANGELUS].timer!=-1) - def2 += def2 * (5*sc->data[SC_ANGELUS].val1)/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - def2 -= def2 * 5*sc->data[SC_CONCENTRATION].val1/100; - if(sc->data[SC_POISON].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 * (5+5*sc->data[SC_PROVOKE].val1)/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 (sd->data[SC_FLING].timer!=-1) - // def2 -= (def2 * sd->data[SC_FLING].val1) / 100; - } - - return def2; -} - -int status_calc_mdef(struct block_list *bl, int mdef) -{ - struct status_change *sc; - nullpo_retr(mdef,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - 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; // should it up mdef too? - if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0) - mdef += sc->data[SC_ENDURE].val1; - } - - return mdef; -} - -int status_calc_mdef2(struct block_list *bl, int mdef2) -{ - struct status_change *sc; - nullpo_retr(mdef2,bl); - sc = status_get_sc(bl); - - if(sc && sc->count){ - if(sc->data[SC_BERSERK].timer!=-1) - return 0; - if(sc->data[SC_MINDBREAKER].timer!=-1) - mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100; - } - - return mdef2; -} - -int status_calc_speed(struct block_list *bl, int speed) -{ - struct status_change *sc; - sc = status_get_sc(bl); - - if(sc && sc->count) { - 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 += speed; - if(sc->data[SC_SPEEDUP1].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_CARTBOOST].timer!=-1) - speed -= speed * 20/100; - else if(sc->data[SC_BERSERK].timer!=-1) - speed -= speed * 20/100; - else if(sc->data[SC_WINDWALK].timer!=-1) - speed -= speed * 4*sc->data[SC_WINDWALK].val2/100; - if(sc->data[SC_SLOWDOWN].timer!=-1) - speed += speed * 50/100; - if(sc->data[SC_DECREASEAGI].timer!=-1) - speed += speed * 25/100; - if(sc->data[SC_STEELBODY].timer!=-1) - speed += speed * 25/100; - if(sc->data[SC_SKA].timer!=-1) - speed += speed * 25/100; - if(sc->data[SC_QUAGMIRE].timer!=-1) - speed += speed * 50/100; - if(sc->data[SC_DONTFORGETME].timer!=-1) - speed += speed * sc->data[SC_DONTFORGETME].val3/100; - if(sc->data[SC_DEFENDER].timer!=-1) - speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100; - if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) - speed += speed * 25/100; - if(sc->data[SC_JOINTBEAT].timer!=-1) { - if (sc->data[SC_JOINTBEAT].val2 == 0) - speed += speed * 50/100; - else if (sc->data[SC_JOINTBEAT].val2 == 2) - speed += speed * 30/100; - } - if(sc->data[SC_CLOAKING].timer!=-1) - speed = speed * (sc->data[SC_CLOAKING].val3-3*sc->data[SC_CLOAKING].val1) /100; - if(sc->data[SC_CHASEWALK].timer!=-1) - speed = speed * sc->data[SC_CHASEWALK].val3/100; - if(sc->data[SC_RUN].timer!=-1)/*駆け足による速度変化*/ - speed -= speed * 25/100; - if(sc->data[SC_GATLINGFEVER].timer!=-1) - speed += speed * 25/100; - } - - return speed; -} - -int status_calc_aspd_rate(struct block_list *bl, int aspd_rate) -{ - struct status_change *sc; - sc = status_get_sc(bl); - - if(sc && sc->count) { - int i; - if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1){ - if(sc->data[SC_TWOHANDQUICKEN].timer!=-1) - aspd_rate -= 30; - else if(sc->data[SC_ONEHAND].timer!=-1) - aspd_rate -= 30; - else if(sc->data[SC_ADRENALINE2].timer!=-1) - aspd_rate -= (sc->data[SC_ADRENALINE2].val2 || !battle_config.party_skill_penalty)?30:20; - else if(sc->data[SC_ADRENALINE].timer!=-1) - aspd_rate -= (sc->data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)?30:20; - else if(sc->data[SC_SPEARQUICKEN].timer!=-1) - aspd_rate -= sc->data[SC_SPEARQUICKEN].val2; - else if(sc->data[SC_ASSNCROS].timer!=-1 && (bl->type!=BL_PC || ((struct map_session_data*)bl)->status.weapon != W_BOW)) - aspd_rate -= sc->data[SC_ASSNCROS].val2; - } - if(sc->data[SC_BERSERK].timer!=-1) - aspd_rate -= 30; - 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_STEELBODY].timer!=-1) - aspd_rate += 25; - if(sc->data[SC_SKA].timer!=-1) - aspd_rate += 25; - if(sc->data[SC_DEFENDER].timer != -1) - aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5; - if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) - aspd_rate += 25; - 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 += 25; - if(sc->data[SC_JOINTBEAT].timer!=-1) { - if (sc->data[SC_JOINTBEAT].val2 == 1) - aspd_rate += 25; - else if (sc->data[SC_JOINTBEAT].val2 == 2) - aspd_rate += 10; - } - if(sc->data[SC_STAR_COMFORT].timer!=-1) - aspd_rate -= (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10; - if(sc->data[SC_MADNESSCANCEL].timer!=-1) - aspd_rate -= 20; - if(sc->data[SC_GATLINGFEVER].timer!=-1) - aspd_rate -= sc->data[SC_GATLINGFEVER].val1*2; - } - - return aspd_rate; -} - -int status_calc_maxhp(struct block_list *bl, int maxhp) -{ - struct status_change *sc; - sc = status_get_sc(bl); - - if(sc && sc->count) { - 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 && status_get_elem_type(bl)==1) - maxhp += maxhp * deluge_eff[sc->data[SC_DELUGE].val1-1]/100; - if(sc->data[SC_BERSERK].timer!=-1) - maxhp += maxhp * 2; - } - - return maxhp; -} - -int status_calc_maxsp(struct block_list *bl, int maxsp) -{ - struct status_change *sc; - sc = status_get_sc(bl); - - if(sc && sc->count) { - 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 maxsp; -} - -/*========================================== - * For quick calculating [Celest] Adapted by [Skotlex] - *------------------------------------------ - */ -int status_quick_recalc_speed(struct map_session_data *sd, int skill_num, int skill_lv, char start) -{ - /* [Skotlex] - This function individually changes a character's speed upon a skill change and restores it upon it's ending. - Should only be used on non-inclusive skills to avoid exploits. - Currently used for freedom of cast - and when cloaking changes it's val3 (in which case the new val3 value comes in the level. - */ - - int b_speed; - - b_speed = sd->speed; - - switch (skill_num) - { - case SA_FREECAST: - if (start) - { - sd->prev_speed = sd->speed; - sd->speed = sd->speed*(175 - skill_lv*5)/100; - } - else - sd->speed = sd->prev_speed; - break; - case AS_CLOAKING: - if (start && sd->sc.data[SC_CLOAKING].timer != -1) - { //There shouldn't be an "stop" case here. - //If the previous upgrade was - //SPEED_ADD_RATE(3*sd->sc.data[SC_CLOAKING].val1 -sd->sc.data[SC_CLOAKING].val3); - //Then just changing val3 should be a net difference of.... - if (3*sd->sc.data[SC_CLOAKING].val1 != sd->sc.data[SC_CLOAKING].val3) //This reverts the previous value. - sd->speed = sd->speed * 100 /(sd->sc.data[SC_CLOAKING].val3-3*sd->sc.data[SC_CLOAKING].val1); - sd->sc.data[SC_CLOAKING].val3 = skill_lv; - sd->speed = sd->speed * (sd->sc.data[SC_CLOAKING].val3-sd->sc.data[SC_CLOAKING].val1*3) /100; - } - break; - } - - if(sd->speed < battle_config.max_walk_speed) - sd->speed = battle_config.max_walk_speed; - - if(b_speed != sd->speed) - clif_updatestatus(sd,SP_SPEED); - - return 0; -} - -/*========================================== - * 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)->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 ((struct mob_data *)bl)->level; - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.base_level; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->msd->pet.level; - return 0; -} - -/*========================================== - * 対象の射程を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_range(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB) - return ((struct mob_data *)bl)->db->range; - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->attackrange; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->range; - if(bl->type==BL_HOMUNCULUS) - return 1; //[blackhole89] - return 0; -} -/*========================================== - * 対象のHPを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_hp(struct block_list *bl) -{ - nullpo_retr(1, bl); - if(bl->type==BL_MOB) - return ((struct mob_data *)bl)->hp; - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.hp; - if(bl->type==BL_HOMUNCULUS) - return ((struct homun_data *)bl)->hp; - return 1; -} -/*========================================== - * 対象のMHPを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_max_hp(struct block_list *bl) -{ - nullpo_retr(1, bl); - - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.max_hp; - else if(bl->type==BL_HOMUNCULUS) - return ((struct homun_data *)bl)->max_hp; //[blackhole89] - else { - int max_hp = 1; - - if(bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(1, md = (struct mob_data *)bl); - max_hp = md->max_hp; - - if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] - max_hp += (md->level - md->db->lv) * status_get_vit(bl); - - } - else if(bl->type == BL_PET) { - struct pet_data *pd; - nullpo_retr(1, pd = (struct pet_data*)bl); - max_hp = pd->db->max_hp; - } - - max_hp = status_calc_maxhp(bl,max_hp); - if(max_hp < 1) max_hp = 1; - return max_hp; - } -} -/*========================================== - * 対象のStrを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_str(struct block_list *bl) -{ - int str = 0; - nullpo_retr(0, bl); - - if (bl->type == BL_PC) - return ((struct map_session_data *)bl)->paramc[0]; - else { - if(bl->type == BL_MOB) { - str = ((struct mob_data *)bl)->db->str; - if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] - str += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; - if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] - str/=2; - else if(((struct mob_data*)bl)->special_state.size==2) - str*=2; - } else if(bl->type == BL_PET){ // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - str = ((struct pet_data *)bl)->status->str; - else - str = ((struct pet_data *)bl)->db->str; - } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89] - str = ((struct homun_data *)bl)->str; - } - - str = status_calc_str(bl,str); - } - if(str < 0) str = 0; - return str; -} -/*========================================== - * 対象のAgiを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ - -int status_get_agi(struct block_list *bl) -{ - int agi=0; - nullpo_retr(0, bl); - - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->paramc[1]; - else { - if(bl->type == BL_MOB) { - agi = ((struct mob_data *)bl)->db->agi; - if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris] - agi += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; - if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] - agi/=2; - else if(((struct mob_data*)bl)->special_state.size==2) - agi*=2; - } else if(bl->type == BL_PET) { // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - agi = ((struct pet_data *)bl)->status->agi; - else - agi = ((struct pet_data *)bl)->db->agi; - } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89] - agi = ((struct homun_data *)bl)->agi; - } - - agi = status_calc_agi(bl,agi); - } - if(agi < 0) agi = 0; - return agi; -} -/*========================================== - * 対象のVitを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_vit(struct block_list *bl) -{ - int vit = 0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC) - return ((struct map_session_data *)bl)->paramc[2]; - else { - if(bl->type == BL_MOB) { - vit = ((struct mob_data *)bl)->db->vit; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - vit += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; - if(((struct mob_data*)bl)->special_state.size==1) // change for sizes monsters [Valaris] - vit/=2; - else if(((struct mob_data*)bl)->special_state.size==2) - vit*=2; - } else if(bl->type == BL_PET) { // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - vit = ((struct pet_data *)bl)->status->vit; - else - vit = ((struct pet_data *)bl)->db->vit; - } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89] - vit = ((struct homun_data *)bl)->vit; - } - - vit = status_calc_vit(bl,vit); - } - if(vit < 0) vit = 0; - return vit; -} -/*========================================== - * 対象のIntを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_int(struct block_list *bl) -{ - int int_=0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC) - return ((struct map_session_data *)bl)->paramc[3]; - else { - if(bl->type == BL_MOB) { - int_ = ((struct mob_data *)bl)->db->int_; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - int_ += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; - if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] - int_/=2; - else if(((struct mob_data*)bl)->special_state.size==2) - int_*=2; - } else if(bl->type == BL_PET) { // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - int_ = ((struct pet_data *)bl)->status->int_; - else - int_ = ((struct pet_data *)bl)->db->int_; - } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89] - int_ = ((struct homun_data *)bl)->int_; - } - - int_ = status_calc_int(bl,int_); - } - if(int_ < 0) int_ = 0; - return int_; -} -/*========================================== - * 対象のDexを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_dex(struct block_list *bl) -{ - int dex = 0; - nullpo_retr(0, bl); - - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->paramc[4]; - else { - if(bl->type == BL_MOB) { - dex = ((struct mob_data *)bl)->db->dex; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - dex += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; - if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] - dex/=2; - else if(((struct mob_data*)bl)->special_state.size==2) - dex*=2; - } else if(bl->type == BL_PET) { // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - dex = ((struct pet_data *)bl)->status->dex; - else - dex = ((struct pet_data *)bl)->db->dex; - } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89] - dex = ((struct homun_data *)bl)->dex; - } - - dex = status_calc_dex(bl,dex); - } - if(dex < 0) dex = 0; - return dex; -} -/*========================================== - * 対象のLukを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_luk(struct block_list *bl) -{ - int luk = 0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC) - return ((struct map_session_data *)bl)->paramc[5]; - else { - if(bl->type == BL_MOB) { - luk = ((struct mob_data *)bl)->db->luk; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - luk += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; - if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] - luk/=2; - else if(((struct mob_data*)bl)->special_state.size==2) - luk*=2; - } else if(bl->type == BL_PET) { // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - luk = ((struct pet_data *)bl)->status->luk; - else - luk = ((struct pet_data *)bl)->db->luk; - } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89] - luk = ((struct homun_data *)bl)->luk; - } - - luk = status_calc_luk(bl,luk); - } - if(luk < 0) luk = 0; - return luk; -} - -/*========================================== - * 対象のFleeを返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_flee(struct block_list *bl) -{ - int flee = 1; - nullpo_retr(1, bl); - - if(bl->type == BL_PC) - return ((struct map_session_data *)bl)->flee; - - flee = status_calc_flee(bl,status_get_agi(bl)+status_get_lv(bl)); - if(flee < 1) flee = 1; - return flee; -} -/*========================================== - * 対象のHitを返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_hit(struct block_list *bl) -{ - int hit = 1; - nullpo_retr(1, bl); - if (bl->type == BL_PC) - return ((struct map_session_data *)bl)->hit; - - hit = status_calc_hit(bl,status_get_dex(bl)+status_get_lv(bl)); - if(hit < 1) hit = 1; - return hit; -} -/*========================================== - * 対象の完全回避を返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_flee2(struct block_list *bl) -{ - int flee2 = 1; - nullpo_retr(1, bl); - - if (bl->type == BL_PC) - return ((struct map_session_data *)bl)->flee2; - - flee2 = status_calc_flee2(bl,status_get_luk(bl)+10); - if (flee2 < 1) flee2 = 1; - return flee2; -} -/*========================================== - * 対象のクリティカルを返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_critical(struct block_list *bl) -{ - int critical = 1; - nullpo_retr(1, bl); - - if (bl->type == BL_PC) - return ((struct map_session_data *)bl)->critical; - - critical = status_get_luk(bl)*3+10; - if(battle_config.enemy_critical_rate != 100) - critical = critical*battle_config.enemy_critical_rate/100; - critical = status_calc_critical(bl,critical); - if (critical < 1) critical = 1; - return critical; -} -/*========================================== - * base_atkの取得 - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_batk(struct block_list *bl) -{ - int batk = 1; - nullpo_retr(1, bl); - - if(bl->type==BL_PC) { - batk = ((struct map_session_data *)bl)->base_atk; - if (((struct map_session_data *)bl)->status.weapon < MAX_WEAPON_TYPE) - batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon]; - } else { - int str,dstr; - str = status_get_str(bl); //STR - dstr = str/10; - batk = dstr*dstr + str; //base_atkを計算する - - if(bl->type == BL_MOB && ((struct mob_data *)bl)->guardian_data) - batk += batk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv - - batk = status_calc_batk(bl,batk); - } - if(batk < 1) batk = 1; //base_atkは最低でも1 - return batk; -} -/*========================================== - * 対象のAtkを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk(struct block_list *bl) -{ - int atk=0; - nullpo_retr(0, bl); - switch (bl->type) { - case BL_PC: - return ((struct map_session_data*)bl)->right_weapon.watk; - case BL_MOB: - atk = ((struct mob_data*)bl)->db->atk1; - if(((struct mob_data *)bl)->guardian_data) - atk += atk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv - break; - case BL_PET: // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - atk = ((struct pet_data *)bl)->status->atk1; - else - atk = ((struct pet_data*)bl)->db->atk1; - break; - case BL_HOMUNCULUS: //[blackhole89] - atk = ((struct homun_data*)bl)->atk; - break; - } - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - atk = status_calc_watk(bl,atk); - if(atk < 0) atk = 0; - return atk; -} -/*========================================== - * 対象の左手Atkを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk_(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC){ - return ((struct map_session_data*)bl)->left_weapon.watk; - } - return 0; -} -/*========================================== - * 対象のAtk2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk2(struct block_list *bl) -{ - int atk2=0; - nullpo_retr(0, bl); - - switch (bl->type) { - case BL_PC: - return ((struct map_session_data*)bl)->right_weapon.watk2; - case BL_MOB: - atk2 = ((struct mob_data*)bl)->db->atk2; - - if(((struct mob_data *)bl)->guardian_data) - atk2 += atk2 * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv - break; - case BL_PET: // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - atk2 = ((struct pet_data *)bl)->status->atk2; - else - atk2 = ((struct pet_data*)bl)->db->atk2; - break; - case BL_HOMUNCULUS: //[blackhole89] - atk2 = ((struct homun_data*)bl)->atk; - break; - } - - // Absolute, then relative modifiers from status changes (shared between PC and NPC) - atk2 = status_calc_watk(bl,atk2); - - if(atk2 < 0) atk2 = 0; - return atk2; -} -/*========================================== - * 対象の左手Atk2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk_2(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC) - return ((struct map_session_data*)bl)->left_weapon.watk2; - return 0; -} -/*========================================== - * 対象のMAtk1を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_matk1(struct block_list *bl) -{ - nullpo_retr(0, bl); - - if(bl->type == BL_PC) - return ((struct map_session_data *)bl)->matk1; - else { - int matk = 0; - int int_ = status_get_int(bl); - matk = status_calc_matk(bl,int_+(int_/5)*(int_/5)); - return matk; - } -} -/*========================================== - * 対象のMAtk2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_matk2(struct block_list *bl) -{ - nullpo_retr(0, bl); - - if(bl->type == BL_PC) - return ((struct map_session_data *)bl)->matk2; - else { - int matk = 0; - int int_ = status_get_int(bl); - matk = status_calc_matk(bl,int_+(int_/7)*(int_/7)); - return matk; - } -} -/*========================================== - * 対象のDefを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_def(struct block_list *bl) -{ - struct unit_data *ud; - int def=0; - nullpo_retr(0, bl); - - if(bl->type==BL_PC){ - def = ((struct map_session_data *)bl)->def; - } else if(bl->type==BL_MOB) { - def = ((struct mob_data *)bl)->db->def; - } else if(bl->type==BL_PET) - def = ((struct pet_data *)bl)->db->def; - - - if (bl->type != BL_PC) //Players already had this one done. - def = status_calc_def(bl,def); - - ud = unit_bl2ud(bl); - if (ud && ud->skilltimer != -1) - def -= def * skill_get_castdef(ud->skillid)/100; - - if(def < 0) def = 0; - return def; -} -/*========================================== - * 対象のDef2を返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_def2(struct block_list *bl) -{ - int def2 = 1; - nullpo_retr(1, bl); - - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->def2; - else if(bl->type==BL_MOB) - def2 = ((struct mob_data *)bl)->db->vit; - else if(bl->type==BL_PET) { // Use pet's stats - if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) - def2 = ((struct pet_data *)bl)->status->vit; - else - def2 = ((struct pet_data *)bl)->db->vit; - } - - def2 = status_calc_def2(bl,def2); - if(def2 < 1) def2 = 1; - - return def2; -} -/*========================================== - * 対象のMDefを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_mdef(struct block_list *bl) -{ - int mdef=0; - nullpo_retr(0, bl); - - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->mdef; - else if(bl->type==BL_MOB) - mdef = ((struct mob_data *)bl)->db->mdef; - else if(bl->type==BL_PET) - mdef = ((struct pet_data *)bl)->db->mdef; - - mdef = status_calc_mdef(bl,mdef); - if(mdef < 0) mdef = 0; - - return mdef; -} -/*========================================== - * 対象のMDef2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_mdef2(struct block_list *bl) -{ - int mdef2=0; - nullpo_retr(0, bl); - - switch(bl->type) - { - case BL_PC: - return ((TBL_PC*)bl)->mdef2 + (((TBL_PC*)bl)->paramc[2]>>1); - case BL_MOB: - mdef2 = ((TBL_MOB*)bl)->db->int_ + (((TBL_MOB*)bl)->db->vit>>1); - break; - case BL_PET: - // Use pet's stats - if (battle_config.pet_lv_rate && ((TBL_PET*)bl)->status) - mdef2 = ((TBL_PET*)bl)->status->int_ +(((TBL_PET*)bl)->status->vit>>1); - else - mdef2 = ((TBL_PET*)bl)->db->int_ + (((TBL_PET*)bl)->db->vit>>1); - break; - } - - mdef2 = status_calc_mdef2(bl,mdef2); - if(mdef2 < 0) mdef2 = 0; - return mdef2; -} -/*========================================== - * 対象のSpeed(移動速度)を返す(汎用) - * 戻りは整数で1以上 - * Speedは小さいほうが移動速度が速い - *------------------------------------------ - */ -int status_get_speed(struct block_list *bl) -{ - int speed = 1000; - nullpo_retr(1000, bl); - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->speed; - else if(bl->type==BL_MOB) { - speed = ((struct mob_data *)bl)->speed; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - speed-=((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; - } - else if(bl->type==BL_PET) - speed = ((struct pet_data *)bl)->speed; - else if(bl->type==BL_NPC) //Added BL_NPC (Skotlex) - speed = ((struct npc_data *)bl)->speed; - else if(bl->type==BL_HOMUNCULUS) //[blackhole89] - speed = ((struct homun_data *)bl)->speed; - - speed = status_calc_speed(bl,speed); - - if(speed < 1) speed = 1; - return speed; -} -/*========================================== - * 対象のaDelay(攻撃時ディレイ)を返す(汎用) - * aDelayは小さいほうが攻撃速度が速い - *------------------------------------------ - */ -int status_get_adelay(struct block_list *bl) -{ - int adelay,aspd_rate; - nullpo_retr(4000, bl); - switch (bl->type) { - case BL_PC: - return (((struct map_session_data *)bl)->aspd<<1); - case BL_MOB: - adelay = ((struct mob_data *)bl)->db->adelay; - if(((struct mob_data *)bl)->guardian_data) - aspd_rate = 100 - 10*((struct mob_data *)bl)->guardian_data->guardup_lv; // Strengthen Guardians - custom value +10% ASPD / lv - else - aspd_rate = 100; - break; - case BL_PET: - adelay = ((struct pet_data *)bl)->db->adelay; - aspd_rate = 100; - break; - case BL_HOMUNCULUS: - adelay = 500; //temp; this should go into the structure later - aspd_rate=100; //[blackhole89] - break; - default: - adelay=4000; - aspd_rate = 100; - break; - } - aspd_rate = status_calc_aspd_rate(bl,aspd_rate); - - if(aspd_rate != 100) - adelay = adelay*aspd_rate/100; - if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1; - return adelay; -} -int status_get_amotion(struct block_list *bl) -{ - nullpo_retr(2000, bl); - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->amotion; - else { - int amotion=2000,aspd_rate = 100; - if(bl->type==BL_MOB) { - amotion = ((struct mob_data *)bl)->db->amotion; - - if(((struct mob_data *)bl)->guardian_data) - aspd_rate -= aspd_rate * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ASPD / lv - } else if(bl->type==BL_PET) - amotion = ((struct pet_data *)bl)->db->amotion; - else if(bl->type==BL_HOMUNCULUS) - amotion = ((struct homun_data *)bl)->amotion; //[blackhole89] - - aspd_rate = status_calc_aspd_rate(bl,aspd_rate); - - if(aspd_rate != 100) - amotion = amotion*aspd_rate/100; - if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd; - return amotion; - } - return 2000; -} -int status_get_dmotion(struct block_list *bl) -{ - int ret; - struct status_change *sc; - - nullpo_retr(0, bl); - sc = status_get_sc(bl); - if(bl->type==BL_MOB){ - ret=((struct mob_data *)bl)->db->dmotion; - if(battle_config.monster_damage_delay_rate != 100) - ret = ret*battle_config.monster_damage_delay_rate/100; - } - else if(bl->type==BL_PC){ - ret=((struct map_session_data *)bl)->dmotion; - if(battle_config.pc_damage_delay_rate != 100) - ret = ret*battle_config.pc_damage_delay_rate/100; - } - else if(bl->type==BL_PET) - ret=((struct pet_data *)bl)->db->dmotion; - else if(bl->type==BL_HOMUNCULUS) - ret=((struct homun_data *)bl)->dmotion; //[blackhole89] - else - return 2000; - - if(sc && sc->count - && (sc->data[SC_ENDURE].timer!=-1 || sc->data[SC_CONCENTRATION].timer!=-1) - && !map_flag_gvg(bl->m) //Only works on non-gvg grounds. [Skotlex] - ) - return 0; - - return ret; -} -int status_get_element(struct block_list *bl) -{ - // removed redundant variable ret [zzo] - struct status_change *sc= status_get_sc(bl); - - nullpo_retr(20, bl); - - if(sc && sc->count) { - if( sc->data[SC_FREEZE].timer!=-1 ) // 凍結 - return 21; - if( sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) - return 22; - if( sc->data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 - return 26; - } - if(bl->type==BL_MOB) // 10の位=Lv*2、1の位=属性 - return ((struct mob_data *)bl)->def_ele; - if(bl->type==BL_PC) - return 20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->element; - - return 20; -} -//Retrieves the object's element acquired by status changes only. -int status_get_attack_sc_element(struct block_list *bl) -{ - struct status_change *sc =status_get_sc(bl); - if(sc && sc->count) { - if( sc->data[SC_WATERWEAPON].timer!=-1) // フロストウェポン - return 1; - if( sc->data[SC_EARTHWEAPON].timer!=-1) // サイズミックウェポン - return 2; - if( sc->data[SC_FIREWEAPON].timer!=-1) // フレームランチャー - return 3; - if( sc->data[SC_WINDWEAPON].timer!=-1) // ライトニングローダー - return 4; - if( sc->data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン - return 5; - if( sc->data[SC_ASPERSIO].timer!=-1) // アスペルシオ - return 6; - if( sc->data[SC_SHADOWWEAPON].timer!=-1) - return 7; - if( sc->data[SC_GHOSTWEAPON].timer!=-1) - return 8; - } - return 0; -} - - -int status_get_attack_element(struct block_list *bl) -{ - int ret = status_get_attack_sc_element(bl); - - nullpo_retr(0, bl); - - if (ret) return ret; - - if(bl->type==BL_MOB && (struct mob_data *)bl) - return 0; - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->right_weapon.atk_ele; - if(bl->type==BL_PET && (struct pet_data *)bl) - return 0; - - return 0; -} -int status_get_attack_element2(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC) { - // removed redundant var, speeded up a bit [zzo] - int ret = status_get_attack_sc_element(bl); - - if(ret) return ret; - return ((struct map_session_data *)bl)->left_weapon.atk_ele; - } - return 0; -} -int status_get_party_id(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.party_id; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->msd->status.party_id; - if(bl->type==BL_MOB){ - struct mob_data *md=(struct mob_data *)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; - } - return 0; //No party. - } - if(bl->type==BL_SKILL) - return ((struct skill_unit *)bl)->group->party_id; - return 0; -} - -int status_get_guild_id(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.guild_id; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->msd->status.guild_id; - if(bl->type==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] - return 0; //No guild. - } - if (bl->type == BL_NPC && bl->subtype == SCRIPT) - return ((TBL_NPC*)bl)->u.scr.guild_id; - if(bl->type==BL_SKILL) - return ((struct skill_unit *)bl)->group->guild_id; - return 0; -} -int status_get_race(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB) - return ((struct mob_data *)bl)->db->race; - if(bl->type==BL_PC) - return RC_DEMIHUMAN; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->race; - return 0; -} -int status_get_size(struct block_list *bl) -{ - nullpo_retr(1, bl); - switch (bl->type) { - case BL_MOB: - return ((struct mob_data *)bl)->db->size; - case BL_PET: - return ((struct pet_data *)bl)->db->size; - case BL_PC: - { - struct map_session_data *sd = (struct map_session_data *)bl; - if (sd->sc.data[SC_SWOO].timer != -1) - return 0; - if (sd->class_&JOBL_BABY) //[Lupus] - return (pc_isriding(sd) && battle_config.character_size&2); //Baby Class Peco Rider + enabled option -> size = 1, else 0 - return 1+(pc_isriding(sd) && battle_config.character_size&1); //Peco Rider + enabled option -> size = 2, else 1 - } - } - return 1; -} -int status_get_mode(struct block_list *bl) -{ - nullpo_retr(MD_CANMOVE, bl); - if(bl->type==BL_MOB) - { - if (((struct mob_data *)bl)->mode) - return ((struct mob_data *)bl)->mode; - return ((struct mob_data *)bl)->db->mode; - } - if(bl->type==BL_PC) - return (MD_CANMOVE|MD_LOOTER|MD_CANATTACK); - if(bl->type==BL_HOMUNCULUS) //[blackhole89] - return (MD_CANMOVE|MD_CANATTACK); - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->mode; - if (bl->type==BL_SKILL) - return (MD_CANATTACK|MD_CANMOVE); //Default mode for skills: Can attack, can move (think dances). - //Default universal mode, can move - return MD_CANMOVE; // とりあえず動くということで1 -} - -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); - if(bl->type == BL_MOB) - return ((struct mob_data *)bl)->hp <= 0; - if(bl->type==BL_PC) - return pc_isdead((struct map_session_data *)bl); - return 0; -} -int status_isimmune(struct block_list *bl) -{ - struct status_change *sc =status_get_sc(bl); - if (bl->type == BL_PC && - ((struct map_session_data *)bl)->special_state.no_magic_damage) - return 1; - if (sc && sc->count && sc->data[SC_HERMODE].timer != -1) - return 1; - return 0; -} - -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_HOMUNCULUS: //[blackhole89] - return ((struct homun_data*)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_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; - } - if (class_ == JOB_WEDDING) - sd->sc.option|=OPTION_WEDDING; - else if (sd->sc.option&OPTION_WEDDING) - sd->sc.option&=~OPTION_WEDDING; //If not going to display it, then remove the option. - 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->equip) { - pd->vd.head_bottom = itemdb_viewid(pd->equip); - if (!pd->vd.head_bottom) - pd->vd.head_bottom = pd->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_HOMUNCULUS: //[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_HOMUNCULUS: //[blackhole89] - return &((struct homun_data*)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); - memset(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_change* sc; - nullpo_retr(0, bl); - - //Status that are blocked by Golden Thief Bug card or Wand of Hermod - if (status_isimmune(bl)) - switch (type) - { - case SC_DECREASEAGI: - case SC_SILENCE: - case SC_COMA: - case SC_INCREASEAGI: - case SC_BLESSING: - case SC_SLOWPOISON: - case SC_IMPOSITIO: - case SC_AETERNA: - case SC_SUFFRAGIUM: - case SC_BENEDICTIO: - case SC_PROVIDENCE: - case SC_KYRIE: - case SC_ASSUMPTIO: - case SC_ANGELUS: - case SC_MAGNIFICAT: - case SC_GLORIA: - case SC_WINDWALK: - case SC_MAGICROD: - case SC_HALLUCINATION: - case SC_STONE: - case SC_QUAGMIRE: - return 10000; - } - - switch (type) - { - //Note that stats that are *100/3 were simplified to *33 - case SC_STONE: - case SC_FREEZE: - case SC_DECREASEAGI: - case SC_COMA: - sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl); - break; - case SC_SLEEP: - case SC_CONFUSION: - sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl); - break; -// Removed since it collides with normal sc. -// case SP_DEF1: // def -// sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl); -// break; - case SC_STUN: - case SC_POISON: - case SC_DPOISON: - case SC_SILENCE: - case SC_BLEEDING: - case SC_STOP: - sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl); - break; - case SC_BLIND: - sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl); - break; - case SC_CURSE: - sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl); - break; - default: - return 0; //Effect that cannot be reduced? Likely a buff. - } - - if (bl->type == BL_PC) { - if (battle_config.pc_sc_def_rate != 100) - sc_def = sc_def*battle_config.pc_sc_def_rate/100; - } else - if (battle_config.mob_sc_def_rate != 100) - sc_def = sc_def*battle_config.mob_sc_def_rate/100; - - 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].val2; //Status resistance. - } - - if(bl->type == BL_PC) { - if (sc_def > battle_config.pc_max_sc_def) - sc_def = battle_config.pc_max_sc_def; - } else if (sc_def > battle_config.mob_max_sc_def) - sc_def = battle_config.mob_max_sc_def; - - return sc_def; -} - -//Reduces tick delay based on type and character defenses. -int status_get_sc_tick(struct block_list *bl, int type, int tick) -{ - struct map_session_data *sd; - int rate=0, min=0; - //If rate is positive, it is a % reduction (10000 -> 100%) - //if it is negative, it is an absolute reduction in ms. - sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL; - switch (type) { - case SC_DECREASEAGI: /* 速度減少 */ - if (sd) // Celest - tick>>=1; - break; - case SC_ADRENALINE: /* アドレナリンラッシュ */ - case SC_ADRENALINE2: - case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ - case SC_OVERTHRUST: /* オ?バ?スラスト */ - if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_STONE: /* 石化 */ - rate = -200*status_get_mdef(bl); - break; - case SC_FREEZE: /* 凍結 */ - rate = 100*status_get_mdef(bl); - break; - case SC_STUN: //Reduction in duration is the same as reduction in rate. - rate = 300 +100*status_get_vit(bl) +33*status_get_luk(bl); - break; - case SC_DPOISON: /* 猛毒 */ - case SC_POISON: /* 毒 */ - rate = 100*status_get_vit(bl) + 20*status_get_luk(bl); - break; - case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ - case SC_CONFUSION: - case SC_CURSE: - rate = 100*status_get_vit(bl); - break; - case SC_BLIND: /* 暗? */ - rate = 10*status_get_lv(bl) + 7*status_get_int(bl); - min = 5000; //Minimum 5 secs? - break; - case SC_BLEEDING: - rate = 20*status_get_lv(bl) +100*status_get_vit(bl); - min = 10000; //Need a min of 10 secs for it to hurt at least once. - break; - case SC_SWOO: - if (status_get_mode(bl)&MD_BOSS) - tick /= 5; //TODO: Reduce skill's duration. But for how long? - break; - case SC_ANKLE: - if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses - tick /= 5; - rate = -100*status_get_agi(bl); - // Minimum trap time of 3+0.03*skilllv seconds [celest] - // Changed to 3 secs and moved from skill.c [Skotlex] - min = 3000; - break; - case SC_SPIDERWEB: - if (map[bl->m].flag.pvp) - tick /=2; - break; - case SC_STOP: - // Unsure of this... but I get a feeling that agi reduces this - // (it was on Tiger Fist Code, but at -1 ms per 10 agi.... - rate = -100*status_get_agi(bl); - break; - } - if (rate) { - if (bl->type == BL_PC) { - if (battle_config.pc_sc_def_rate != 100) - rate = rate*battle_config.pc_sc_def_rate/100; - if (battle_config.pc_max_sc_def != 10000) - min = tick*(10000-battle_config.pc_max_sc_def)/10000; - } else { - if (battle_config.mob_sc_def_rate != 100) - rate = rate*battle_config.mob_sc_def_rate/100; - if (battle_config.mob_max_sc_def != 10000) - min = tick*(10000-battle_config.mob_max_sc_def)/10000; - } - - if (rate >0) - tick -= tick*rate/10000; - else - tick += rate; - } - return ticktype) - { - 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&(4|1))) { - if (rate > 10000) //Shouldn't let this go above 100% - rate = 10000; - race = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value. - //sd resistance applies even if the flag is &8 - if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0) - race+= sd->reseff[type-SC_COMMON_MIN]; - - if (race) - rate -= rate*race/10000; - - if (!(rand()%10000 < rate)) - return 0; - } - - //SC duration reduction. - if(!(flag&(2|4)) && tick) { - tick = status_get_sc_tick(bl, type, tick); - if (tick <= 0) - return 0; - } - - race=status_get_race(bl); - mode=status_get_mode(bl); - elem=status_get_elem_type(bl); - undead_flag=battle_check_undead(race,elem); - - //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 (elem == 7 && !(flag&1)) - return 0; - break; - case SC_COMA: - //Dark elementals and Demons are inmune to coma. - if((elem == 7 || race == RC_DEMON) && !(flag&1)) - return 0; - break; - case SC_SIGNUMCRUCIS: - //Only affects demons and undead. - if(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 && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) - 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 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<status.weapon))) - 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 && skilllv < 3 && skill_check_cloaking(bl)) - if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl)) - return 0; - break; - } - - //Check for BOSS resistances - if(mode & MD_BOSS && !(flag&1)) { - if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) - return 0; - switch (type) { - case SC_BLESSING: - if (!undead_flag && 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: - return 0; - } - } - //Before overlapping fail, one must check for status cured. - switch (type) { - case SC_BLESSING: - if ((!undead_flag && 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->data[SC_STONE].val2==0) - 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: /* バ?サ?ク */ - if(battle_config.berserk_cancels_buffs) - { - if (sc->data[SC_ONEHAND].timer != -1) - status_change_end(bl,SC_ONEHAND,-1); - if (sc->data[SC_TWOHANDQUICKEN].timer != -1) - status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if (sc->data[SC_CONCENTRATION].timer != -1) - status_change_end(bl,SC_CONCENTRATION,-1); - if (sc->data[SC_PARRYING].timer != -1) - status_change_end(bl,SC_PARRYING,-1); - if (sc->data[SC_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: /* カ?トブ?スト */ - 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; - } - //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_WARM: - { //Fetch the Group, half the attack interval. [Skotlex] - struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4; - if (group) - group->interval/=2; - return 1; - } - 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_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it) - case SC_CLOSECONFINE2: //Can't be re-closed in. - return 0; - case SC_DANCING: - case SC_DEVOTION: - case SC_ASPDPOTION0: - case SC_ASPDPOTION1: - case SC_ASPDPOTION2: - case SC_ASPDPOTION3: - case SC_ATKPOTION: - case SC_MATKPOTION: - 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; - } - - switch(type){ /* 異常の種類ごとの?理 */ - case SC_PROVOKE: /* プロボック */ - calc_flag = 1; - if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ - break; - case SC_ENDURE: /* インデュア */ - if(tick <= 0) tick = 1000 * 60; - val2 = 7; // [Celest] - if (!val4) - calc_flag = 1; // for updating mdef - break; - case SC_AUTOBERSERK: - { - if (!(flag&4)) - tick = 60*1000; - if (sd && sd->status.hpstatus.max_hp>>2 && - (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,0); - } - break; - - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - calc_flag = 1; - val2 = 10 + val1*2; - if (!(flag&4)) - tick = 600*1000; - clif_emotion(bl,4); - break; - case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */ - if (flag&4) - break; - val2 = tick>0?tick:60000; - break; - case SC_EDP: // [Celest] - val2 = val1 + 2; /* 猛毒付?確率(%) */ - calc_flag = 1; - break; - case SC_POISONREACT: /* ポイズンリアクト */ - if (!(flag&4)) - val2=val1/2 + val1%2; // [Celest] - break; - case SC_MAGICROD: - val2 = val1*20; - break; - case SC_KYRIE: /* キリエエレイソン */ - if (!(flag&4)) - { - val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ - val3 = (val1 / 2 + 5); /* 回? */ - } - break; - case SC_MINDBREAKER: - calc_flag = 1; - if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ - break; - case SC_MAGICPOWER: - calc_flag = 1; - val2 = 1; - break; - case SC_SACRIFICE: - if (!(flag&4)) - val2 = 5; - break; - case SC_ENCPOISON: /* エンチャントポイズン */ - calc_flag = 1; - val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */ - case SC_ASPERSIO: /* アスペルシオ */ - case SC_FIREWEAPON: /* フレ?ムランチャ? */ - case SC_WATERWEAPON: /* フロストウェポン */ - case SC_WINDWEAPON: /* ライトニングロ?ダ? */ - case SC_EARTHWEAPON: /* サイズミックウェポン */ - case SC_SHADOWWEAPON: - case SC_GHOSTWEAPON: - skill_enchant_elemental_end(bl,type); - break; - case SC_PROVIDENCE: /* プロヴィデンス */ - calc_flag = 1; - val2=val1*5; - break; - case SC_REFLECTSHIELD: - val2=10+val1*3; - break; - case SC_STRIPWEAPON: - if (val2==0) val2=90; - break; - case SC_STRIPSHIELD: - if (val2==0) val2=85; - break; - - case SC_AUTOSPELL: /* オ?トスペル */ - val4 = 5 + val1*2; - break; - - case SC_VOLCANO: - calc_flag = 1; - val3 = val1*10; - break; - case SC_VIOLENTGALE: - calc_flag = 1; - val3 = val1*3; - break; - case SC_SUITON: - calc_flag = 1; - if (flag&4) - break; - if (status_get_class(bl) != JOB_NINJA) { - //Is there some kind of formula behind this? - switch ((val1+1)/3) { - case 3: - val2 = 8; - break; - case 2: - val2 = 5; - break; - case 1: - val2 = 3; - break; - case 0: - val2 = 0; - break; - default: - val2 = 3*((val1+1)/3); - break; - } - } else val2 = 0; - break; - - case SC_SPEARQUICKEN: /* スピアクイッケン */ - calc_flag = 1; - val2 = 20+val1; - break; - - case SC_MOONLIT: - val2 = bl->id; - skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT); - break; - case SC_DANCING: /* ダンス/演奏中 */ - calc_flag = 1; - if (!(flag&4)) - { - val3= tick / 1000; - tick = 1000; - } - break; - - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - calc_flag = 1; - val2 = 75 + 25*val1; - break; - case SC_AUTOCOUNTER: - val3 = val4 = 0; - break; - - case SC_ASPDPOTION0: /* ?速ポ?ション */ - case SC_ASPDPOTION1: - case SC_ASPDPOTION2: - case SC_ASPDPOTION3: - calc_flag = 1; - if (!(flag&4)) - val2 = 5*(2+type-SC_ASPDPOTION0); - break; - - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - case SC_XMAS: - { - struct view_data *vd = status_get_viewdata(bl); - if (vd) { - //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: //チャット禁止?態 - { - if(!battle_config.muting_players) { - sd->status.manner = 0; //Zido - status_change_end(&sd->bl,SC_NOCHAT,-1); //Zido - return 0; - } - - if (!(flag&4)) - tick = 60000; - updateflag = SP_MANNER; - save_flag = 1; // celest - } - break; - - /* option1 */ - case SC_STONE: /* 石化 */ - if (flag&4) - break; - val2 = 1; - val3 = tick/1000; - if(val3 < 1) val3 = 1; - tick = 5000; - break; - - /* option2 */ - case SC_DPOISON: /* 猛毒 */ - { - int hp = status_get_hp(bl); - int mhp = status_get_max_hp(bl); - - //Lose 10/15% of your life as long as it doesn't brings life below 25% - if (hp > mhp>>2) { - int diff = mhp*(bl->type==BL_PC?10:15)/100; - if (hp - diff < mhp>>2) - diff = hp - (mhp>>2); - battle_damage(NULL, bl, diff, 0, 1); - } - } // fall through - case SC_POISON: /* 毒 */ - { - int mhp; - - calc_flag = 1; - if (flag&4) - break; - val3 = tick/1000; - if(val3 < 1) val3 = 1; - tick = 1000; - mhp = status_get_max_hp(bl); - if (bl->type == BL_PC) - val4 = (type == SC_DPOISON) ? 3 + mhp/50 : 3 + mhp*3/200; - else - val4 = (type == SC_DPOISON) ? 3 + mhp/100 : 3 + mhp/200; - - } - break; - case SC_CONFUSION: - clif_emotion(bl,1); - break; - case SC_BLEEDING: - val4 = tick; - tick = 10000; - break; - /* option */ - case SC_HIDING: /* ハイディング */ - calc_flag = 1; - if(bl->type == BL_PC && !(flag&4)) { - val2 = tick / 1000; /* 持?時間 */ - tick = 1000; - } - break; - case SC_CHASEWALK: - case SC_CLOAKING: /* クロ?キング */ - if (flag&4) - break; - calc_flag = 1; // [Celest] - val2 = tick>0?tick:60000; - val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; - if (!val4) - { //val4 signals eternal cloaking (not cancelled on attack) [Skotlex] - //Standard cloaking. - if (bl->type == BL_PC) - val4 = battle_config.pc_cloak_check_type&2?1:0; - else - val4 = battle_config.monster_cloak_check_type&2?1:0; - } - break; - case SC_SIGHT: /* サイト/ルアフ */ - case SC_RUWACH: - case SC_SIGHTBLASTER: - if (flag&4) - break; - val2 = tick/250; - tick = 10; - break; - - 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: - if (flag&4) - break; - tick = 600*1000; - break; - - case SC_AUTOGUARD: - if (!flag) - { - struct map_session_data *tsd; - int i,t; - for(i=val2=0;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,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1); - } - } - break; - - case SC_DEFENDER: - calc_flag = 1; - if (!flag) - { - struct map_session_data *tsd; - int i; - val2 = 5 + val1*15; - 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,SC_DEFENDER,10000,val1,5+val1*5,0,0,tick,1); - } - } - break; - - case SC_TENSIONRELAX: /* テンションリラックス */ - if (flag&4) - break; - if(bl->type == BL_PC) { - tick = 10000; - } else return 0; - break; - - case SC_PARRYING: /* パリイング */ - val2 = 20 + val1*3; - break; - - case SC_WINDWALK: /* ウインドウォ?ク */ - calc_flag = 1; - val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5, movement speed % increase is 4 times that - break; - - case SC_JOINTBEAT: // Random break [DracoRPG] - calc_flag = 1; - val2 = rand()%6; - if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1)); - break; - - case SC_BERSERK: /* バ?サ?ク */ - if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4) - sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick); - if(sd && !(flag&4)){ - sd->status.hp = sd->status.max_hp * 3; - sd->status.sp = 0; - clif_updatestatus(sd,SP_HP); - clif_updatestatus(sd,SP_SP); - sd->canregen_tick = gettick() + 300000; - } - if (!(flag&4)) - tick = 10000; - calc_flag = 1; - break; - - case SC_GOSPEL: - if (val4 == BCT_SELF) { // self effect - if (flag&4) - break; - val2 = tick; - tick = 1000; - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - } else - calc_flag = 1; - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - if (flag&4) - break; - val2 = tick; - if (!val3) - return 0; - tick = 1000; - calc_flag = 1; - break; - - case SC_REJECTSWORD: /* リジェクトソ?ド */ - val2 = 3; //3回攻?を跳ね返す - break; - - case SC_MEMORIZE: /* メモライズ */ - val2 = 5; //回詠唱を1/3にする - break; - - case SC_GRAVITATION: - if (val3 == BCT_SELF) { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) { - ud->canmove_tick += tick; - ud->canact_tick += tick; - } - } else - calc_flag = 1; - break; - - case SC_HERMODE: - status_change_clear_buffs(bl,1); - break; - - case SC_REGENERATION: - val1 = 2; - case SC_BATTLEORDERS: - if (!(flag&4)) - tick = 60000; // 1 minute - calc_flag = 1; - break; - case SC_GUILDAURA: - calc_flag = 1; - if (!(flag&4)) - tick = 1000; - break; - - case SC_DEVOTION: /* ディボ?ション */ - { - 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. - int type2 = SC_AUTOGUARD; - 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)); - type2 = SC_DEFENDER; - 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)); - type2 = SC_REFLECTSHIELD; - 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)); - - } - break; - } - - case SC_COMA: //Coma. Sends a char to 1HP - battle_damage(NULL, bl, status_get_hp(bl)-1, 0, 1); - 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: - if (flag&4) - break; //Do nothing when loading. - 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: - { - struct unit_data *ud = unit_bl2ud(bl); - switch (val1) { //Val1 contains the skill id - 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) { - ud->attackabletime = gettick()+tick; - unit_set_walkdelay(bl, gettick(), tick, 1); - } - } - break; - case SC_TKREST: - val2 = 11-val1; //Chance to consume: 11-skilllv% - break; - case SC_RUN: - if (!(flag&4)) - val4 = gettick(); //Store time at which you started running. - calc_flag = 1; - break; - case SC_KAAHI: - if(flag&4) { - val4 = -1; - break; - } - val2 = 200*val1; //HP heal - val3 = 5*val1; //SP cost - val4 = -1; //Kaahi Timer. - break; - case SC_BLESSING: - if ((!undead_flag && race!=RC_DEMON) || bl->type == BL_PC) - val2 = val1; - else - val2 = 0; //0 -> Half stat. - calc_flag = 1; - break; - case SC_TRICKDEAD: /* 死んだふり */ - { - struct view_data *vd = status_get_viewdata(bl); - if (vd) vd->dead_sit = 1; - break; - } - case SC_CONCENTRATION: /* コンセントレ?ション */case SC_ETERNALCHAOS: /* エタ?ナルカオス */ - case SC_DRUMBATTLE: /* ?太鼓の響き */ - case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ - case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case SC_WHISTLE: /* 口笛 */ - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - case SC_APPLEIDUN: /* イドゥンの林檎 */ - case SC_HUMMING: /* ハミング */ - case SC_ATKPOTION: // Valaris - case SC_MATKPOTION: - case SC_FORTUNE: /* 幸運のキス */ - case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ - case SC_ADRENALINE2: - case SC_ADRENALINE: /* アドレナリンラッシュ */ - case SC_BLIND: /* 暗? */ - case SC_CURSE: - case SC_CONCENTRATE: /* 集中力向上 */ - case SC_ANGELUS: /* アンゼルス */ - case SC_IMPOSITIO: /* インポシティオマヌス */ - case SC_GLORIA: /* グロリア */ - case SC_LOUD: /* ラウドボイス */ - case SC_KEEPING: - case SC_BARRIER: - case SC_MELTDOWN: /* メルトダウン */ - case SC_TRUESIGHT: /* トゥル?サイト */ - case SC_SPIDERWEB: /* スパイダ?ウェッブ */ - case SC_SLOWDOWN: - case SC_SPEEDUP0: - case SC_SPEEDUP1: - case SC_INCALLSTATUS: - case SC_INCHIT: /* HIT上昇 */ - case SC_INCHITRATE: /* HIT%上昇 */ - case SC_INCFLEE: /* FLEE上昇 */ - case SC_INCFLEERATE: /* FLEE%上昇 */ - case SC_INCMHPRATE: /* MHP%上昇 */ - case SC_INCMSPRATE: /* MSP%上昇 */ - case SC_INCATKRATE: /* ATK%上昇 */ - case SC_INCMATKRATE: - case SC_INCDEFRATE: - case SC_INCSTR: - case SC_INCAGI: - case SC_INCVIT: - case SC_INCINT: - case SC_INCDEX: - case SC_INCLUK: - case SC_STRFOOD: - case SC_AGIFOOD: - case SC_VITFOOD: - case SC_INTFOOD: - case SC_DEXFOOD: - case SC_LUKFOOD: - case SC_FLEEFOOD: - case SC_HITFOOD: - case SC_BATKFOOD: - case SC_WATKFOOD: - case SC_MATKFOOD: - case SC_SPURT: - case SC_SPIRIT: - case SC_SUN_COMFORT: - case SC_MOON_COMFORT: - case SC_STAR_COMFORT: - case SC_FUSION: - case SC_SKE: - case SC_SWOO: // [marquis007] - case SC_STEELBODY: // 金剛 - case SC_SKA: - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_MIRACLE: - case SC_INCREASEAGI: /* 速度上昇 */ - case SC_DECREASEAGI: /* 速度減少 */ - case SC_ONEHAND: - case SC_DONTFORGETME: /* 私を忘れないで */ - case SC_DELUGE: - case SC_CARTBOOST: /* カ?トブ?スト */ - case SC_QUAGMIRE: /* クァグマイア */ - case SC_KNOWLEDGE: - calc_flag = 1; - break; - - case SC_LULLABY: /* 子守唄 */ - case SC_RICHMANKIM: - case SC_ROKISWEIL: /* ロキの叫び */ - case SC_INTOABYSS: /* 深淵の中に */ - case SC_POEMBRAGI: /* ブラギの詩 */ - case SC_UGLYDANCE: /* 自分勝手なダンス */ - case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ - case SC_FREEZE: /* 凍結 */ - case SC_STUN: /* スタン(val2にミリ秒セット) */ - case SC_ENERGYCOAT: /* エナジ?コ?ト */ - case SC_SAFETYWALL: - case SC_OVERTHRUST: /* オ?バ?スラスト */ - case SC_SLOWPOISON: //Slow potion can be activated even if not poisoned. - case SC_SUFFRAGIUM: /* サフラギム */ - case SC_BENEDICTIO: /* 聖? */ - case SC_MAGNIFICAT: /* マグニフィカ?ト */ - case SC_AETERNA: /* エ?テルナ */ - case SC_STRIPARMOR: - case SC_STRIPHELM: - case SC_CP_WEAPON: - case SC_CP_SHIELD: - case SC_CP_ARMOR: - case SC_CP_HELM: - case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ - case SC_ANKLE: /* アンクル */ - case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ - case SC_HALLUCINATION: - case SC_SPLASHER: /* ベナムスプラッシャ? */ - case SC_FOGWALL: - case SC_PRESERVE: - case SC_DOUBLECAST: - case SC_AURABLADE: /* オ?ラブレ?ド */ - case SC_BABY: - case SC_WATK_ELEMENT: - case SC_ARMOR_ELEMENT: - case SC_LONGING: - case SC_ORCISH: - case SC_SHRINK: - case SC_WINKCHARM: - case SC_SCRESIST: - case SC_STOP: - case SC_CLOSECONFINE: - case SC_SKILLRATE_UP: - case SC_KAIZEL: - case SC_INTRAVISION: - case SC_BASILICA: - case SC_MAXOVERTHRUST: - case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ - case SC_ASSUMPTIO: /* アスムプティオ */ - case SC_SLEEP: - case SC_SMA: - case SC_WARM: - case SC_BLADESTOP: - break; - // gs_something1 [Vicious] - case SC_MADNESSCANCEL: - case SC_ADJUSTMENT: - case SC_INCREASING: - case SC_GATLINGFEVER: - case SC_TATAMIGAESHI: - case SC_KAENSIN: - calc_flag = 1; - break; - case SC_UTSUSEMI: - case SC_NEN: - break; - - - default: - if(battle_config.error_log) - ShowError("UnknownStatusChange [%d]\n", type); - 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); /* 演奏/ダンスの中? */ - // Cancel cast when get status [LuzZza] - if (battle_config.sc_castcancel) - unit_skillcastcancel(bl, 0); - case SC_STOP: - case SC_CONFUSION: - case SC_CLOSECONFINE: - case SC_CLOSECONFINE2: - case SC_ANKLE: - case SC_SPIDERWEB: - case SC_MADNESSCANCEL: - unit_stop_walking(bl,1); - break; - case SC_HIDING: - case SC_CLOAKING: - case SC_CHASEWALK: - unit_stop_attack(bl); /* 攻?停止 */ - break; - } - - - if (bl->type == BL_PC) - { - if (flag&4) - clif_status_load(bl,StatusIconChangeTable[type],1); //Sending to owner since they aren't in the map yet. [Skotlex] - clif_status_change(bl,StatusIconChangeTable[type],1); - } - - // 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: // 暫定で毒のエフェクトを使用 - sc->opt2 |= OPT2_DPOISON; - break; - case SC_SIGNUMCRUCIS: - sc->opt2 |= OPT2_SIGNUMCRUCIS; - break; - //OPT3 - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_SPEARQUICKEN: /* スピアクイッケン */ - case SC_CONCENTRATION: /* コンセントレ?ション */ - sc->opt3 |= 1; - opt_flag = 0; - break; - case SC_MAXOVERTHRUST: - case SC_OVERTHRUST: /* オ?バ?スラスト */ - case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... - sc->opt3 |= 2; - opt_flag = 0; - break; - case SC_ENERGYCOAT: /* エナジ?コ?ト */ - sc->opt3 |= 4; - opt_flag = 0; - break; - case SC_INCATKRATE: /* ATK%上昇 */ - //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] - if (bl->type != BL_MOB) { - opt_flag = 0; - break; - } - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - sc->opt3 |= 8; - opt_flag = 0; - break; - case SC_STEELBODY: // 金剛 - case SC_SKA: - sc->opt3 |= 16; - opt_flag = 0; - break; - case SC_BLADESTOP: /* 白刃取り */ - sc->opt3 |= 32; - opt_flag = 0; - break; - case SC_BERSERK: /* バ?サ?ク */ - sc->opt3 |= 128; - opt_flag = 0; - break; - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - sc->opt3 |= 1024; - opt_flag = 0; - break; - case SC_ASSUMPTIO: /* アスムプティオ */ - sc->opt3 |= 2048; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 |= 4096; - 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_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; - } - - if(opt_flag) /* optionの?更 */ - clif_changeoption(bl); - - (sc->count)++; /* ステ?タス異常の? */ - - sc->data[type].val1 = val1; - sc->data[type].val2 = val2; - sc->data[type].val3 = val3; - sc->data[type].val4 = val4; - /* タイマ?設定 */ - sc->data[type].timer = add_timer( - gettick() + tick, status_change_timer, bl->id, type); - - if(sd) { - if (calc_flag) - status_calc_pc(sd,0); /* ステ?タス再計算 */ - if(save_flag) - chrif_save(sd,0); // save the player status - if(updateflag) - clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */ - if (sd->pd) - pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing - } - - 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 || sc->count == 0) - return 0; - for(i = 0; i < SC_MAX; i++) - { - //Type 0: PC killed -> Place here stats that do not dispel on death. - if(sc->data[i].timer == -1 || - (type == 0 && ( - i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT || - i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM || - i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN - ))) - 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; - int opt_flag=0, calc_flag = 0; - - nullpo_retr(0, bl); - - sc = status_get_sc(bl); - if(!sc) { - if(battle_config.error_log) - ShowError("status_change_end: BL type %d doesn't has sc data!\n", bl->type); - return 0; - } - - if(type < 0 || type >= SC_MAX) - return 0; - - sd = bl->type==BL_PC?(struct map_session_data *)bl:NULL; - - if (sc->data[type].timer != -1 && (sc->data[type].timer == tid || tid == -1)) { - - if (tid == -1) // タイマから呼ばれていないならタイマ削除をする - delete_timer(sc->data[type].timer,status_change_timer); - - /* 該?の異常を正常に?す */ - sc->data[type].timer=-1; - (sc->count)--; - - switch(type){ /* 異常の種類ごとの?理 */ - case SC_PROVOKE: /* プロボック */ - case SC_CONCENTRATE: /* 集中力向上 */ - case SC_BLESSING: /* ブレッシング */ - case SC_ANGELUS: /* アンゼルス */ - case SC_INCREASEAGI: /* 速度上昇 */ - case SC_DECREASEAGI: /* 速度減少 */ - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - case SC_HIDING: - case SC_ONEHAND: - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_ADRENALINE2: - case SC_ADRENALINE: /* アドレナリンラッシュ */ - case SC_ENCPOISON: /* エンチャントポイズン */ - case SC_IMPOSITIO: /* インポシティオマヌス */ - case SC_GLORIA: /* グロリア */ - case SC_LOUD: /* ラウドボイス */ - case SC_QUAGMIRE: /* クァグマイア */ - case SC_PROVIDENCE: /* プロヴィデンス */ - case SC_SPEARQUICKEN: /* スピアクイッケン */ - case SC_VOLCANO: - case SC_DELUGE: - case SC_VIOLENTGALE: - case SC_ETERNALCHAOS: /* エタ?ナルカオス */ - case SC_DRUMBATTLE: /* ?太鼓の響き */ - case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ - case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case SC_WHISTLE: /* 口笛 */ - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - case SC_HUMMING: /* ハミング */ - case SC_DONTFORGETME: /* 私を忘れないで */ - case SC_FORTUNE: /* 幸運のキス */ - case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - case SC_STEELBODY: // 金剛 - case SC_APPLEIDUN: /* イドゥンの林檎 */ - case SC_BLADESTOP_WAIT: - case SC_CONCENTRATION: /* コンセントレ?ション */ - case SC_ASSUMPTIO: /* アシャンプティオ */ - case SC_WINDWALK: /* ウインドウォ?ク */ - case SC_TRUESIGHT: /* トゥル?サイト */ - case SC_SPIDERWEB: /* スパイダ?ウェッブ */ - case SC_MAGICPOWER: /* 魔法力?幅 */ - case SC_CHASEWALK: - case SC_ATKPOTION: // [Valaris] - case SC_MATKPOTION: // [Valaris] - case SC_MELTDOWN: /* メルトダウン */ - case SC_CARTBOOST: - case SC_MINDBREAKER: /* マインドブレーカー */ - case SC_EDP: // Celest - case SC_SLOWDOWN: - case SC_ASPDPOTION0: /* ?速ポ?ション */ - case SC_ASPDPOTION1: - case SC_ASPDPOTION2: - case SC_ASPDPOTION3: - case SC_SPEEDUP0: - case SC_SPEEDUP1: - case SC_INCALLSTATUS: - case SC_INCHIT: /* HIT上昇 */ - case SC_INCHITRATE: /* HIT%上昇 */ - case SC_INCFLEE: /* FLEE上昇 */ - case SC_INCFLEERATE: /* FLEE%上昇 */ - case SC_INCMHPRATE: /* MHP%上昇 */ - case SC_INCMSPRATE: /* MSP%上昇 */ - case SC_INCATKRATE: /* ATK%上昇 */ - case SC_INCMATKRATE: - case SC_INCDEFRATE: - case SC_INCSTR: - case SC_INCAGI: - case SC_INCVIT: - case SC_INCINT: - case SC_INCDEX: - case SC_INCLUK: - case SC_STRFOOD: - case SC_AGIFOOD: - case SC_VITFOOD: - case SC_INTFOOD: - case SC_DEXFOOD: - case SC_LUKFOOD: - case SC_FLEEFOOD: - case SC_HITFOOD: - case SC_BATKFOOD: - case SC_WATKFOOD: - case SC_MATKFOOD: - case SC_BATTLEORDERS: - case SC_REGENERATION: - case SC_GUILDAURA: - case SC_SPURT: - case SC_SPIRIT: - case SC_SUN_COMFORT: - case SC_MOON_COMFORT: - case SC_STAR_COMFORT: - case SC_FUSION: - case SC_SKE: - case SC_SWOO: // [marquis007] - case SC_SKA: // [marquis007] - case SC_KNOWLEDGE: - case SC_KEEPING: - case SC_BARRIER: - calc_flag = 1; - break; - - case SC_ENDURE: // celest - calc_flag = (sc->data[type].val4==0); - break; - - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - case SC_XMAS: - { - struct view_data *vd = status_get_viewdata(bl); - if (vd) { - 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://駆け足 - { - 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)); - calc_flag = 1; - } - 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: - calc_flag = 1; - case SC_REFLECTSHIELD: - case SC_AUTOGUARD: - 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: /* ディボ?ション */ - { - 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 AutoGuard and Defender [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); - } - 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; - if(sc->data[type].val2) - { - skill_delunitgroup(bl, (struct skill_unit_group *)sc->data[type].val2); - sc->data[type].val2 = 0; - } - if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){ - dsc = &dsd->sc; - //合奏で相手がいる場合相手のval4を0にする - if(dsc && dsc->data[type].timer!=-1) - { - dsc->data[type].val2 = dsc->data[type].val4 = 0; //This will prevent recursive loops. - status_change_end(&dsd->bl, type, -1); - } - } - if(sc->data[type].val1 == CG_MOONLIT) //Only dance that doesn't has ground tiles... [Skotlex] - status_change_end(bl, SC_MOONLIT, -1); - } - if (sc->data[SC_LONGING].timer!=-1) - status_change_end(bl,SC_LONGING,-1); - calc_flag = 1; - break; - case SC_NOCHAT: //チャット禁止?態 - if (sd) { - if(battle_config.manner_system){ - //Why set it to 0? Can't we use good manners for something? [Skotlex] -// if (sd->status.manner >= 0) // weeee ^^ [celest] -// sd->status.manner = 0; - clif_updatestatus(sd,SP_MANNER); - } - } - break; - case SC_SPLASHER: /* ベナムスプラッシャ? */ - { - struct block_list *src=map_id2bl(sc->data[type].val3); - if(src && tid!=-1){ - //自分にダメ?ジ&周?3*3にダメ?ジ - 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 (sc2->data[SC_CLOSECONFINE].timer != -1) //If status was already ended, do nothing. - { //Decrease count - if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up. - status_change_end(src, SC_CLOSECONFINE, -1); - } - } - } - break; - 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; - /* option1 */ - case SC_FREEZE: - sc->data[type].val3 = 0; - break; - - /* option2 */ - case SC_POISON: /* 毒 */ - case SC_BLIND: /* 暗? */ - case SC_CURSE: - calc_flag = 1; - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: /// Marionette target - { - // check for partner and end their marionette status as well - int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; - struct block_list *pbl = map_id2bl(sc->data[type].val3); - struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; - if (pbl && sc2 && sc2->count && sc2->data[type2].timer != -1) - status_change_end(pbl, type2, -1); - if (type == SC_MARIONETTE) - clif_marionette(bl, 0); - calc_flag = 1; - } - break; - - case SC_BERSERK: //val4 indicates if the skill was dispelled. [Skotlex] - if (sd && sd->status.hp > 100 && !sc->data[type].val4) { - sd->status.hp = 100; - clif_updatestatus(sd,SP_HP); - } - if(sc->data[SC_ENDURE].timer != -1) - status_change_end(bl, SC_ENDURE, -1); - calc_flag = 1; - break; - case SC_GRAVITATION: - if (sc->data[type].val3 == BCT_SELF) { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) - ud->canmove_tick = ud->canact_tick = gettick(); - } else - calc_flag = 1; - - case SC_GOSPEL: //Clear the buffs from other chars. - if(sc->data[type].val4 != BCT_SELF) - calc_flag = 1; - else 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); - } - break; - case SC_HERMODE: - case SC_BASILICA: //Clear the skill area. [Skotlex] - if(sc->data[type].val3 == BCT_SELF) - skill_clear_unitgroup(bl); - break; - case SC_MOONLIT: //Clear the unit effect. [Skotlex] - skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT); - break; - case SC_TRICKDEAD: /* 死んだふり */ - { - struct view_data *vd = status_get_viewdata(bl); - 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); - } - 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_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; - //gs_something2 [Vicious] - case SC_MADNESSCANCEL: - case SC_ADJUSTMENT: - case SC_INCREASING: - case SC_GATLINGFEVER: - case SC_TATAMIGAESHI: - case SC_KAENSIN: - case SC_SUITON: - calc_flag = 1; - break; - case SC_UTSUSEMI: - case SC_NEN: - break; - } - - - if (sd) - clif_status_change(bl,StatusIconChangeTable[type],0); - - switch(type){ /* 正常に?るときなにか?理が必要 */ - case SC_STONE: - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - sc->opt1 = 0; - opt_flag = 1; - break; - - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - sc->opt2 &= ~(1<<(type-SC_POISON)); - opt_flag = 1; - break; - case SC_DPOISON: - sc->opt2 &= ~OPT2_DPOISON; // 毒?態解除 - opt_flag = 1; - break; - case SC_SIGNUMCRUCIS: - sc->opt2 &= ~OPT2_SIGNUMCRUCIS; - opt_flag = 1; - break; - - case SC_HIDING: - sc->option &= ~OPTION_HIDE; - opt_flag = 1 ; - break; - case SC_CLOAKING: - sc->option &= ~OPTION_CLOAK; - calc_flag = 1; // orn - opt_flag = 1 ; - break; - case SC_CHASEWALK: - sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); - opt_flag = 1 ; - break; - case SC_SIGHT: - sc->option &= ~OPTION_SIGHT; - opt_flag = 1; - break; - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - sc->option &= ~OPTION_WEDDING; - opt_flag = 1; - break; - case SC_ORCISH: - sc->option &= ~OPTION_ORCISH; - opt_flag = 1; - break; - case SC_RUWACH: - sc->option &= ~OPTION_RUWACH; - opt_flag = 1; - break; - case SC_SIGHTTRASHER: - sc->option &= ~OPTION_SIGHTTRASHER; - opt_flag = 1; - break; - case SC_FUSION: - sc->option &= ~OPTION_FLYING; - opt_flag = 1; - break; - //opt3 - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_ONEHAND: /* 1HQ */ - case SC_SPEARQUICKEN: /* スピアクイッケン */ - case SC_CONCENTRATION: /* コンセントレ?ション */ - sc->opt3 &= ~1; - break; - case SC_OVERTHRUST: /* オ?バ?スラスト */ - case SC_MAXOVERTHRUST: - case SC_SWOO: - sc->opt3 &= ~2; - break; - case SC_ENERGYCOAT: /* エナジ?コ?ト */ - sc->opt3 &= ~4; - break; - case SC_INCATKRATE: //Simulated Explosion spirits effect. - if (bl->type != BL_MOB) - break; - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - sc->opt3 &= ~8; - break; - case SC_STEELBODY: // 金剛 - case SC_SKA: - sc->opt3 &= ~16; - break; - case SC_BLADESTOP: /* 白刃取り */ - sc->opt3 &= ~32; - break; - case SC_BERSERK: /* バ?サ?ク */ - sc->opt3 &= ~128; - break; - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - sc->opt3 &= ~1024; - break; - case SC_ASSUMPTIO: /* アスムプティオ */ - sc->opt3 &= ~2048; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 &= ~4096; - break; - } - - if(opt_flag) /* optionの?更を?える */ - clif_changeoption(bl); - - if (sd && calc_flag) - status_calc_pc(sd,0); - } - - return 1; -} - -int kaahi_heal_timer(int tid, unsigned int tick, int id, int data) -{ - struct block_list *bl; - struct status_change *sc; - int hp; - - bl=map_id2bl(id); - sc=status_get_sc(bl); - if (!sc || 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 (bl->type == BL_PC && ((TBL_PC*)bl)->status.sp < sc->data[data].val3) { - sc->data[data].val4=-1; - return 0; - } - - hp = status_get_max_hp(bl) - status_get_hp(bl); - if (hp > sc->data[data].val2) - hp = sc->data[data].val2; - if (hp) { - battle_heal(bl, bl, hp, -sc->data[data].val3, 1); - clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); - } - 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_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); - if (!sc) - { //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(!sd || sd->status.sp > 0) - { - if (sd) - { - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - } - sc->data[type].timer=add_timer( /* タイマ?再設定 */ - sc->data[type].val2+tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_CHASEWALK: - if(sd){ - int sp = 10+sc->data[type].val1*2; - if (map_flag_gvg(sd->bl.m)) sp *= 5; - if (pc_damage_sp(sd, sp, 0) > 0) { - if ((++sc->data[type].val4) == 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( /* タイマ?再設定 */ - sc->data[type].val2+tick, status_change_timer, bl->id, data); - return 0; - } - } - break; - - case SC_HIDING: /* ハイディング */ - if(sd){ /* SPがあって、時間制限の間は持? */ - if( sd->status.sp > 0 && (--sc->data[type].val2)>0 ){ - if(sc->data[type].val2 % (sc->data[type].val1+3) ==0 ){ - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - } - sc->data[type].timer=add_timer( /* タイマ?再設定 */ - 1000+tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_SIGHT: /* サイト */ - case SC_RUWACH: /* ルアフ */ - 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: /* プロボック/オ?トバ?サ?ク */ - if(sc->data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */ - if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ - break; - sc->data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_ENDURE: /* インデュア */ - if(sc->data[type].val4) - { - sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_STONE: - if(sc->data[type].val2 != 0) { - sc->data[type].val2 = 0; - 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 ); - return 0; - } - else if( (--sc->data[type].val3) > 0) { - int hp = status_get_max_hp(bl); - if((++sc->data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) { - hp = hp/100; - if(hp < 1) hp = 1; - battle_damage(NULL, bl, hp, 0, 1); - } - sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_POISON: - if (status_get_hp(bl) <= status_get_max_hp(bl)>>2) //Stop damaging after 25% HP left. - break; - case SC_DPOISON: - if ((--sc->data[type].val3) > 0 && sc->data[SC_SLOWPOISON].timer == -1) - battle_damage(NULL, bl, sc->data[type].val4, 0, 1); - if (sc->data[type].val3 > 0 && !status_isdead(bl)) - { - sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_TENSIONRELAX: /* テンションリラックス */ - if(sd){ /* SPがあって、HPが?タンでなければ?? */ - if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ - sc->data[type].timer=add_timer( /* タイマ?再設定 */ - 10000+tick, status_change_timer, - bl->id, data); - return 0; - } - if(sd->status.max_hp <= sd->status.hp) - { - status_change_end(&sd->bl,SC_TENSIONRELAX,-1); - 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 -= 10000) >= 0) { - int hp = rand()%600 + 200; - battle_damage(NULL,bl,hp,0,0); - if (!status_isdead(bl)) - 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_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_NEN: - 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; - if (--sc->data[type].val3 <= 0) - break; - if(sd) { - switch(sc->data[type].val1){ - case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ - case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */ - case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */ - case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */ - case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ - case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ - s=3; - break; - case BD_LULLABY: /* 子守歌 4秒にSP1 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ - case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ - case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ - s=4; - break; - case CG_HERMODE: // Wand of Hermod - sp=5; //Upkeep = 5 - case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ - case BA_WHISTLE: /* 口笛 5秒でSP1 */ - case DC_HUMMING: /* ハミング 5秒でSP1 */ - case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ - case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */ - s=5; - break; - case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ - s=6; - break; - case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ - sp= 4*sc->data[type].val2; //Moonlit's cost is 4sp*skill_lv [Skotlex] - //Upkeep is also every 10 secs. - case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ - s=10; - break; - } - if (s && ((sc->data[type].val3 % s) == 0)) { - if (sc->data[SC_LONGING].timer != -1) - sp = s; - if (pc_damage_sp(sd, sp, 0) <= 0) - break; - } - } - sc->data[type].timer=add_timer( /* タイマ?再設定 */ - 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_id2sd - struct map_session_data *md = map_id2sd(sc->data[type].val1); - if (md && battle_check_range(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: /* バ?サ?ク */ - if(sd){ /* HPが100以上なら?? */ - if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG] - sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest] - clif_updatestatus(sd,SP_HP); - sc->data[type].timer = add_timer( /* タイマ?再設定 */ - 10000+tick, status_change_timer, - bl->id, data); - return 0; - } - else - sd->canregen_tick = gettick() + 300000; - } - break; - case SC_NOCHAT: //チャット禁止?態 - if(sd && battle_config.manner_system){ - 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: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - { - struct block_list *pbl = map_id2bl(sc->data[type].val3); - if (pbl && battle_check_range(bl, pbl, 7) && - (sc->data[type].val2 -= 1000)>0) { - sc->data[type].timer = add_timer( - 1000 + tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_GOSPEL: - if(sc->data[type].val4 == BCT_SELF){ - int hp, sp; - hp = (sc->data[type].val1 > 5) ? 45 : 30; - sp = (sc->data[type].val1 > 5) ? 35 : 20; - if(status_get_hp(bl) - hp > 0 && - (sd == NULL || sd->status.sp - sp> 0)) - { - if (sd) - pc_damage_sp(sd, sp, 0); - battle_damage(NULL, bl, hp, 0, 1); - if ((sc->data[type].val2 -= 10000) > 0) { - 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; - } - - // 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 (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0) - { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex] - skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); - 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_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].val4 = 1; - break; - default: - if (!(type&1)) - continue; - break; - } - status_change_end(bl,i,-1); - } - return 0; -} - -static int status_calc_sigma(void) -{ - int i,j; - unsigned int k; - - for(i=0;i= 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_PC_CLASS) - continue; - for(i=1;i 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"); - initChangeTables(); - status_readdb(); - status_calc_sigma(); - return 0; -} +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder + +#include +#include +#include +#include +#include +#include +#include + +#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 "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/showmsg.h" +#include "../common/malloc.h" + +int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill. +int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. +int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. +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 + +//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++) + SkillStatusChangeTable[i] = -1; + memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); + memset(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; + StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE; +// StatusChangeFlagTable[SC_STUN] = SCB_NONE; +// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE; + StatusChangeFlagTable[SC_POISON] = SCB_DEF2; + 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_NONE; +// StatusChangeFlagTable[SC_DPOISON] = SCB_NONE; + + //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; + + +#define set_sc(skill, sc, icon, flag) \ + if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \ + if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \ + if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; \ + StatusChangeFlagTable[sc] |= flag; + +//This one is for sc's that already were defined. +#define add_sc(skill, sc) \ + if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \ + if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; + + + 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_NONE); + set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE); + set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE); + 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); + 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_NONE); + 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); + 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); + set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI); + add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST); + 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_BLANK, SCB_WATK); + set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK, SCB_MAXHP); + set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK, SCB_FLEE); + add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR); + add_sc(SA_REVERSEORCISH, SC_ORCISH); + add_sc(SA_COMA, SC_COMA); + 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); + set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK, SCB_HIT); + set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_FLEE); + 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_NONE); + set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP); +// 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_CHASEWALK, SCB_SPEED); + set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE); + add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER); + set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE); + 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); + 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_SPEED|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(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); + + //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89] + 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_FLEE|SCB_SPEED|SCB_ASPD); + //Uncomment and update when you plan on implementing. +// set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK); +// set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI); +// set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK); + set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI); + set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT); + + // Storing the target job rather than simply SC_SPIRIT simplifies code later on. + SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST, + SkillStatusChangeTable[SL_MONK] = MAPID_MONK, + SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR, + SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE, + SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER, + SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE, + SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT, + SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD, + SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST, + SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER, + SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE, + SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN, + SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH, + SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER, + SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER, + + //Status that don't have a skill associated. + StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50; + StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; + StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION; + StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION; + StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION; + StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION; + StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION; + StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION; + StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; + + //Other SC which are not necessarily associated to skills. + 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; + + //Guild skills don't fit due to their range being beyond MAX_SKILL + StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA; + StatusChangeFlagTable[SC_GUILDAURA] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX; + StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS; + StatusChangeFlagTable[SC_BATTLEORDERS] |= SCB_STR|SCB_INT|SCB_DEX; +#undef set_sc +#undef add_sc + if (!battle_config.display_hallucination) //Disable Hallucination. + StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; +} + +static void initDummyData(void) { + memset(&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; +} + +//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,unsigned int hp, unsigned sp, int walkdelay, int flag) +{ + struct status_data *status; + struct status_change *sc; + + if(sp && target->type != BL_PC) + sp = 0; //Only players get SP damage. + + 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 || !target->prev) + return 0; //Invalid targets: no damage, dead, not on a map. + + sc = status_get_sc(target); + + if (sc && !sc->count) + sc = NULL; + + if (hp && !(flag&1)) { + if (sc) { + 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); + sc->data[SC_GRAVITATION].val4 = 0; + status_change_end(target, SC_GRAVITATION, -1); + } + } + if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE) + { + 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(src, &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_DANCING].timer != -1 && hp > status->max_hp>>2) + skill_stop_dancing(target); + } + unit_skillcastcancel(target, 2); + } + + if (hp >= status->hp) { + if (flag&2) return 0; + hp = status->hp; + } + + if (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); + } + + switch (target->type) + { + case BL_MOB: + mob_damage((TBL_MOB*)target, src, hp); + if (!status->hp) + mob_dead((TBL_MOB*)target, src, flag&4?3:0); + break; + case BL_PC: + pc_damage((TBL_PC*)target,src,hp,sp); + if (!status->hp) + pc_dead((TBL_PC*)target,src); + break; + } + + if (walkdelay && status->hp) + unit_set_walkdelay(target, gettick(), walkdelay, 0); + + 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,unsigned int hp,unsigned 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) { + if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1) + hp = 0; + + if(hp > status->max_hp - status->hp) + hp = status->max_hp - status->hp; + } + + if(sp) { + if (bl->type != BL_PC) + sp = 0; //Only players get SP changes + + if(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; + } + 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,char hp_rate, char sp_rate, int flag) +{ + struct status_data *status; + unsigned int hp =0, sp = 0; + + status = status_get_status_data(target); + + if (hp_rate > 0) + hp = (hp_rate*status->hp)/100; + else if (hp_rate < 0) + hp = (-hp_rate)*status->max_hp/100; + if (hp_rate && !hp) + hp = 1; + + if (sp_rate > 0) + sp = (sp_rate*status->sp)/100; + else if (sp_rate < 0) + sp = (-sp_rate)*status->max_sp/100; + if (sp_rate && !sp) + sp = 1; + + if (flag) return status_heal(target, hp, sp, 0); + return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); +} + +/*========================================== + * 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) +{ + int mode, race, hide_flag; + struct status_change *sc=NULL, *tsc; + + mode = src?status_get_mode(src):MD_CANATTACK; + + if (src && status_isdead(src)) + return 0; + + if (!skill_num) { //Normal attack checks. + if (!(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) { + //Gloria Avoids pretty much everything.... + tsc = target?status_get_sc(target):NULL; + if(tsc) { + if (tsc->option&OPTION_HIDE) + return 0; + if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1) + 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))) + && !(mode&MD_BOSS)) + { //Basilica Check + if (!skill_num) return 0; + race = skill_get_inf(skill_num); + if (race&INF_ATTACK_SKILL) + return 0; + if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) + return 0; + } + + if (src) sc = status_get_sc(src); + + if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1)) + //When sc do not cancel casting, the spell should come out. + return 0; + + if(sc && sc->count) + { + 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) + ) + return 0; + + if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag) + { //Prevents skill usage against players? + 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 (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_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) || + (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) || + sc->data[SC_SILENCE].timer != -1 || + 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 && !(mode&MD_BOSS)) || + (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || + sc->data[SC_NOCHAT].timer != -1 + ) + return 0; + + if (flag!=2 && sc->data[SC_DANCING].timer != -1) + { + 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 == CG_HERMODE && skill_num == BD_ADAPTATION) + return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] + } + } + } + + if (sc && sc->option) + { + if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH + && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP + && skill_num != NJ_KIRIKAGE) + return 0; +// if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING) +// return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex] + 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 (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) + return 0; + if(skill_num == WZ_STORMGUST && 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; + } + + race = src?status_get_race(src):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) == 2) + hide_flag &= ~OPTION_HIDE; + + switch (target->type) + { + case BL_PC: + { + struct map_session_data *sd = (struct map_session_data*) target; + if (pc_isinvisible(sd)) + return 0; + if (tsc->option&hide_flag + && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR)) + && !(mode&MD_BOSS)) + 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 (mode&MD_LOOTER) + return 1; + else + return 0; + default: + //Check for chase-walk/hiding/cloaking opponents. + if (tsc && !(mode&MD_BOSS)) + { + if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || 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 == 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; + } + dstr = str/10; + return str + dstr*dstr + dex/5 + status->luk/5; +} + + +//Fills in the misc data that can be calculated from the other status info (except for level) +void status_calc_misc(struct status_data *status, int level) +{ + status->matk_min = status->int_+(status->int_/7)*(status->int_/7); + status->matk_max = status->int_+(status->int_/5)*(status->int_/5); + + status->hit = level + status->dex; + status->flee = level + status->agi; + status->def2 = status->vit; + status->mdef2 = status->int_ + (status->vit>>1); + + status->cri = status->luk*3 + 10; + status->flee2 = status->luk + 10; +} + +//Skotlex: Calculates the initial status for the given mob +//first will only be false when the mob leveled up or got a GuardUp level. +int status_calc_mob(struct mob_data* md, int first) +{ + struct status_data *status; + struct block_list *mbl; + int flag=0; + + //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 && mstatus->mode&MD_CANMOVE && status->mode&MD_CANMOVE) + status->speed = mstatus->speed; + } + + if (flag&16 && mbl) + { //Max HP setting from Summon Flora/marine Sphere + struct unit_data *ud = unit_bl2ud(mbl); + if (ud) + { // different levels of HP according to skill level + if (ud->skillid == AM_SPHEREMINE) { + status->max_hp = 2000 + 400*ud->skilllv; + status->mode|= MD_CANMOVE; //Needed for the skill + } 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->batk = status_base_atk(&md->bl, status); + status_calc_misc(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 -= 10*md->guardian_data->guardup_lv; + } + + if(!battle_config.enemy_str) + status->batk = 0; + + if(battle_config.enemy_critical_rate != 100) + status->cri = status->cri*battle_config.enemy_critical_rate/100; + if (!status->cri && battle_config.enemy_critical_rate) + status->cri = 1; + + if (!battle_config.enemy_perfect_flee) + status->flee2 = 0; + + //Initial battle status + if (!first) { + status_cpy(&md->status, status); + if (md->sc.count) + 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) +{ + struct map_session_data *sd; + int lv; + + nullpo_retr(0, pd); + sd = pd->msd; + if(!sd || sd->status.pet_id == 0 || sd->pd == NULL) + return 0; + + if (first) { + memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); + pd->status.speed = pd->petDB->speed; + } + + if (battle_config.pet_lv_rate) + { + lv =sd->status.base_level*battle_config.pet_lv_rate/100; + if (lv < 0) + lv = 1; + if (lv != sd->pet.level || first) + { + struct status_data *bstat = &pd->db->status, *status = &pd->status; + sd->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; + + if(status->rhw.atk > battle_config.pet_max_atk1) + status->rhw.atk = battle_config.pet_max_atk1; + if(status->rhw.atk2 > battle_config.pet_max_atk2) + status->rhw.atk2 = battle_config.pet_max_atk2; + + if(status->str > battle_config.pet_max_stats) + status->str = battle_config.pet_max_stats; + else if (status->str < 1) status->str = 1; + if(status->agi > battle_config.pet_max_stats) + status->agi = battle_config.pet_max_stats; + else if (status->agi < 1) status->agi = 1; + if(status->vit > battle_config.pet_max_stats) + status->vit = battle_config.pet_max_stats; + else if (status->vit < 1) status->vit = 1; + if(status->int_ > battle_config.pet_max_stats) + status->int_ = battle_config.pet_max_stats; + else if (status->int_ < 1) status->int_ = 1; + if(status->dex > battle_config.pet_max_stats) + status->dex = battle_config.pet_max_stats; + else if (status->dex < 1) status->dex = 1; + if(status->luk > battle_config.pet_max_stats) + status->luk = battle_config.pet_max_stats; + else if (status->luk < 1) status->luk = 1; + + status->batk = status_base_atk(&pd->bl, &pd->status); + status_calc_misc(&pd->status, lv); + if (!battle_config.pet_str) + pd->status.batk = 0; + if (!first) //Not done the first time because the pet is not visible yet + clif_send_petstatus(sd); + } + } else if (first) { + pd->status.batk = status_base_atk(&pd->bl, &pd->status); + status_calc_misc(&pd->status, pd->db->lv); + if (!battle_config.pet_str) + pd->status.batk = 0; + } + + //Support rate modifier (1000 = 100%) + pd->rate_fix = 1000*(sd->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 * 30/100; + 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->char_id, MAPID_TAEKWON)) + val *= 3; //Triple max HP for top ranking Taekwons over level 90. + 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 * 30/100; + 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->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 b_paramcard[6]; + int i,index; + int skill,refinedef=0; + + 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->weight=0; + for(i=0;istatus.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;istatus.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; + + // 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] + memset (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->addeff) + + sizeof(sd->addeff2) + + sizeof(sd->reseff) + + sizeof(sd->weapon_coma_ele) + + sizeof(sd->weapon_coma_race) + + sizeof(sd->arrow_addele) + + sizeof(sd->arrow_addrace) + + sizeof(sd->arrow_addsize) + + sizeof(sd->arrow_addeff) + + sizeof(sd->arrow_addeff2) + + sizeof(sd->magic_addele) + + sizeof(sd->magic_addrace) + + sizeof(sd->magic_addsize) + + sizeof(sd->critaddrace) + + sizeof(sd->expaddrace) + + sizeof(sd->itemhealrate) + + sizeof(sd->addeff3) + + sizeof(sd->addeff3_type) + + sizeof(sd->sp_gain_race) + ); + + memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); + memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); + + memset(&sd->special_state,0,sizeof(sd->special_state)); + memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw))); + memset(status->lhw, 0, sizeof(struct weapon_atk)); + + //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] + status->speed = DEFAULT_WALK_SPEED; + status->aspd_rate = 100; + 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++; + } if(battle_config.character_size&1) + status->size++; + } + status->aspd_rate = 100; + status->ele_lv = 1; + status->race = RC_DEMIHUMAN; + + //zero up structures... + memset(&sd->autospell,0,sizeof(sd->autospell) + + sizeof(sd->autospell2) + + 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) + ); + + // vars zeroing. ints, shorts, chars. in that order. + memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk) + + sizeof(sd->arrow_ele) + + sizeof(sd->arrow_cri) + + sizeof(sd->arrow_hit) + + sizeof(sd->nhealhp) + + sizeof(sd->nhealsp) + + sizeof(sd->nshealhp) + + sizeof(sd->nshealsp) + + 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->add_drop_count) + + sizeof(sd->unbreakable) + + sizeof(sd->unbreakable_equip) + + sizeof(sd->unstripable_equip) + + sizeof(sd->no_regen) + + sizeof(sd->add_def_count) + + sizeof(sd->add_mdef_count) + + sizeof(sd->add_dmg_count) + + sizeof(sd->add_mdmg_count) + ); + + for(i=0;i<10;i++) { + current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + + if(sd->inventory_data[index]) { + int j,c; + struct item_data *data; + + //Card script execution. + if(sd->status.inventory[index].card[0]==0x00ff || + sd->status.inventory[index].card[0]==0x00fe || + sd->status.inventory[index].card[0]==(short)0xff00) + continue; + for(j=0;jinventory_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 == 8 && sd->status.inventory[index].equip == 0x20) + { //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->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0) + { // Pet + struct pet_data *pd=sd->pd; + if(pd && (!battle_config.pet_equip_required || pd->equip > 0) && + pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets + pc_bonus(sd,pd->bonus->type, pd->bonus->val); + } + memcpy(b_paramcard,sd->param_bonus,sizeof(b_paramcard)); + memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); + + // ?備品によるステ?タス?化はここで?行 + for(i=0;i<10;i++) { + current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + if(!sd->inventory_data[index]) + 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 == 4) { + 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 == 8 && sd->status.inventory[index].equip == 0x20) { + 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]==0x00ff) + { // 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 == 5) { + 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[10] >= 0){ // 矢 + index = sd->equip_index[10]; + if(sd->inventory_data[index]){ // Arrows + sd->state.lr_flag = 2; + run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + sd->arrow_atk += sd->inventory_data[index]->atk; + } + } + + //Store equipment script bonuses + memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); + //We store card bonuses here because Improve Concentration is the only SC + //that will not take it into consideration when buffing you up. + memcpy(sd->param_bonus, b_paramcard, sizeof(sd->param_bonus)); + + status->def += (refinedef+50)/100; + + 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) + sd->aspd_rate += 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]; + +// ----- STATS CALCULATION ----- + + // Job bonuses + for(i=0;i<(int)sd->status.job_level && istatus.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 + b_paramcard[0] + sd->param_equip[0]; + status->str = i<0?0:(i>USHRT_MAX?USHRT_MAX:i); + i = status->agi + sd->status.agi + b_paramcard[1] + sd->param_equip[1]; + status->agi = i<0?0:(i>USHRT_MAX?USHRT_MAX:i); + i = status->vit + sd->status.vit + b_paramcard[2] + sd->param_equip[2]; + status->vit = i<0?0:(i>USHRT_MAX?USHRT_MAX:i); + i = status->int_+ sd->status.int_+ b_paramcard[3] + sd->param_equip[3]; + status->int_ = i<0?0:(i>USHRT_MAX?USHRT_MAX:i); + i = status->dex + sd->status.dex + b_paramcard[4] + sd->param_equip[4]; + status->dex = i<0?0:(i>USHRT_MAX?USHRT_MAX:i); + i = status->luk + sd->status.luk + b_paramcard[5] + sd->param_equip[5]; + status->luk = i<0?0:(i>USHRT_MAX?USHRT_MAX:i); + +// ------ BASE ATTACK CALCULATION ------ + + // Basic Base ATK value + status->batk += status_base_atk(&sd->bl,status); + // 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; + +// ----- MATK CALCULATION ----- + + // Basic MATK value + status->matk_max += status->int_+(status->int_/5)*(status->int_/5); + status->matk_min += status->int_+(status->int_/7)*(status->int_/7); + +// ----- CRIT CALCULATION ----- + + // Basic Crit value + status->cri += (status->luk*3)+10; + +// ----- HIT CALCULATION ----- + + // Basic Hit value + status->hit += status->dex + sd->status.base_level; + + // 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 ----- + + // Basic Flee value + status->flee += status->agi + sd->status.base_level; + + // 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; + +// ----- PERFECT DODGE CALCULATION ----- + + // Basic Perfect Dodge value + status->flee2 += status->luk+10; + +// ----- VIT-DEF CALCULATION ----- + + // Basic VIT-DEF value + status->def2 += status->vit; + +// ----- EQUIPMENT-DEF CALCULATION ----- + + // Apply relative modifiers from equipment + if(sd->def_rate != 100) + status->def = status->def * sd->def_rate/100; + + 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 = battle_config.max_def; + } + +// ----- INT-MDEF CALCULATION ----- + + // Basic INT-MDEF value + status->mdef2 += status->int_ + (status->vit>>1); + +// ----- EQUIPMENT-MDEF CALCULATION ----- + + // Apply relative modifiers from equipment + if(sd->mdef_rate != 100) + status->mdef = status->mdef * sd->mdef_rate/100; + + if (!battle_config.weapon_defense_type && status->mdef > battle_config.max_def) + { + status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); + status->mdef = battle_config.max_def; + } + +// ----- WALKING SPEED CALCULATION ----- + + // Relative modifiers from passive skills + 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; + +// ----- 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) + status->amotion = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000; + else + status->amotion = ( + (aspd_base[sd->status.class_][sd->weapontype1] + -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) + + (aspd_base[sd->status.class_][sd->weapontype2] + -(status->agi*4+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] + + // Relative modifiers from passive skills + if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) + status->aspd_rate -= (skill/2); + if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) + status->aspd_rate -= (skill*3); + if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && + (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) + status->aspd_rate -= (skill/2); + if(pc_isriding(sd)) + status->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY); + + status->adelay = 2*status->amotion; + + +// ----- DMOTION ----- +// + status->dmotion = 800-status->agi*4; + if(status->dmotion<400) status->dmotion = 400; + +// ----- 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; + + if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) + status->max_hp += 2000; + + // Absolute modifiers from passive skills + if((skill=pc_checkskill(sd,CR_TRUST))>0) + status->max_hp += skill*200; + +// ----- 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(status->sp>status->max_sp) + status->sp=status->max_sp; + +// ----- 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 < 0) + status->hp = 1; + + status->sp = status->max_sp * battle_config.restart_sp_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; + + // 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; + } + + if(sd->dsprate < 0) sd->dsprate = 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(first&4) { + calculating = 0; + return 0; + } + if(first&3) { + clif_updatestatus(sd,SP_SPEED); + clif_updatestatus(sd,SP_MAXHP); + clif_updatestatus(sd,SP_MAXSP); + if(first&1) { + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + } + calculating = 0; + return 0; + } + + 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; +} + +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 unsigned short status_calc_hit(struct block_list *,struct status_change *,int); +static unsigned short status_calc_critical(struct block_list *,struct status_change *,int); +static unsigned short status_calc_flee(struct block_list *,struct status_change *,int); +static unsigned short status_calc_flee2(struct block_list *,struct status_change *,int); +static unsigned char status_calc_def(struct block_list *,struct status_change *,int); +static unsigned short status_calc_def2(struct block_list *,struct status_change *,int); +static unsigned char status_calc_mdef(struct block_list *,struct status_change *,int); +static unsigned 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 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); + // Apply relative modifiers from equipment + 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 > 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); + } + + sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200); + + // Apply relative modifiers from equipment + if(sd->hprecov_rate != 100) + sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; + + if(sd->nhealhp < 1) sd->nhealhp = 1; + else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX; + + // Skill-related HP recovery + if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) + sd->nshealhp = skill*5 + (status->max_hp*skill/500); + // Skill-related HP recovery (only when sit) + if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) + sd->nsshealhp = skill*4 + (status->max_hp*skill/500); + if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest) + sd->nsshealhp = skill*30 + (status->max_hp*skill/500); + + if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX; + if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX; + } + + 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; + + 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; + + status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); + + // Apply relative modifiers from equipment + 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 > 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); + } + + sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100); + if(status->int_ >= 120) + sd->nhealsp += ((status->int_-120)>>1) + 4; + + // Relative modifiers from passive skills + if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) + sd->nhealsp += sd->nhealsp * 3*skill/100; + + // Apply relative modifiers from equipment + if(sd->sprecov_rate != 100) + sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; + + if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX; + else if(sd->nhealsp < 1) sd->nhealsp = 1; + + // Skill-related SP recovery + if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) + sd->nshealsp = skill*3 + (status->max_sp*skill/500); + if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0) + sd->nshealsp = skill*3 + (status->max_sp*skill/500); + // Skill-related SP recovery (only when sit) + if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) + sd->nsshealsp = skill*2 + (status->max_sp*skill/500); + if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest) + { + sd->nsshealsp = skill*3 + (status->max_sp*skill/500); + if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest + sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100; + } + if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX; + if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX; + } + + if(flag&SCB_MATK) { + //New matk + status->matk_min = status->int_+(status->int_/7)*(status->int_/7); + status->matk_max = status->int_+(status->int_/5)*(status->int_/5); + + //Bonuses from previous matk + status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5)); + status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7)); + + 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->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->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_HIT) { + if(sd->hit_rate != 100) + status->hit = status->hit * sd->hit_rate/100; + + if(status->hit < 1) status->hit = 1; + } + + if(flag&SCB_FLEE) { + if(sd->flee_rate != 100) + status->flee = status->flee * sd->flee_rate/100; + + if(status->flee < 1) status->flee = 1; + } + + if(flag&SCB_DEF2) { + if(sd->def2_rate != 100) + status->def2 = status->def2 * sd->def2_rate/100; + + if(status->def2 < 1) status->def2 = 1; + } + + if(flag&SCB_MDEF2) { + if(sd->mdef2_rate != 100) + status->mdef2 = status->mdef2 * sd->mdef2_rate/100; + + if(status->mdef2 < 1) status->mdef2 = 1; + } + + if(flag&SCB_SPEED) { + if(sd->speed_rate != 100) + status->speed = status->speed*sd->speed_rate/100; + + 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)) { + if (sd->status.weapon < MAX_WEAPON_TYPE) + status->amotion = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000; + else + status->amotion = ( + (aspd_base[sd->status.class_][sd->weapontype1] + -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) + + (aspd_base[sd->status.class_][sd->weapontype2] + -(status->agi*4+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->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); + + // Apply all relative modifiers + if(status->aspd_rate != 100) + status->amotion = status->amotion*status->aspd_rate/100; + + if(status->amotion < battle_config.max_aspd) + status->amotion = battle_config.max_aspd; + + 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)) { + //Even though people insist this is too slow, packet data reports this is the actual real equation. + status->dmotion = 800-status->agi*4; + if(status->dmotion<400) status->dmotion = 400; + + if(battle_config.pc_damage_delay_rate != 100) + status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; + + status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion); + } + + + if(flag&SCB_CRI) + { + if(sd->critical_rate != 100) + status->cri = status->cri * sd->critical_rate/100; + + if(status->cri < 10) status->cri = 10; + } + + if(flag&SCB_FLEE2) { + if(sd->flee2_rate != 100) + status->flee2 = status->flee2 * sd->flee2_rate/100; + + if(status->flee2 < 10) status->flee2 = 10; + } + if (flag == SCB_ALL) + return; //Refresh is done on invoking function (status_calc_pc) + + if(flag&SCB_SPEED) + clif_updatestatus(sd,SP_SPEED); + 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_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); +} + +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(!sd && (!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_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); + 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); + status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2); + if (sd) sd->state.lr_flag = 0; + } + } + + if(flag&SCB_HIT) { + status->hit = status_get_lv(bl) + status->dex; + temp = b_status->dex - status->dex; + if (temp) + status->hit += temp; + status->hit = status_calc_hit(bl, sc, status->hit); + } + + if(flag&SCB_FLEE) { + status->flee = status_get_lv(bl) + status->agi; + temp = b_status->agi - status->agi; + if (temp) + status->flee += temp; + status->flee = status_calc_flee(bl, sc, status->flee); + } + + if(flag&SCB_DEF) + status->def = status_calc_def(bl, sc, b_status->def); + + if(flag&SCB_DEF2) { + status->def2 = status->vit; + temp = b_status->def2 - b_status->vit; + if (temp) + status->def2+=temp; + status->def2 = status_calc_def2(bl, sc, status->def2); + } + + if(flag&SCB_MDEF) + status->mdef = status_calc_mdef(bl, sc, b_status->mdef); + + if(flag&SCB_MDEF2) { + status->mdef2 = status->int_ + (status->vit>>1); + temp = b_status->mdef2 -(b_status->int_ + (b_status->vit>>1)); + if (temp) + status->mdef2+=temp; + status->mdef2 = status_calc_mdef2(bl, sc, status->mdef2); + } + + if(flag&SCB_SPEED) + status->speed = status_calc_speed(bl, sc, b_status->speed); + + if(flag&SCB_CRI && b_status->cri) { + status->cri = status->luk*3 + 10; + temp = b_status->cri - (b_status->luk*3 + 10); + if (temp) + status->cri += temp; + status->cri = status_calc_critical(bl, sc, status->cri); + } + + if(flag&SCB_FLEE2 && b_status->flee2) { + status->flee2 = status->luk + 10; + temp = b_status->flee2 - b_status->flee2 + 10; + if (temp) + status->flee2 += temp; + status->flee2 = status_calc_flee2(bl, sc, status->flee2); + } + + 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. + unit_stop_attack(bl); + 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->int_+(status->int_/7)*(status->int_/7); + status->matk_max = status->int_+(status->int_/5)*(status->int_/5); + 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(flag&SCB_ASPD) { + status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate); + status->amotion = status->aspd_rate*b_status->amotion/100; + status->adelay = status->aspd_rate*b_status->adelay/100; + + if(status->adelay < battle_config.monster_max_aspd<<1) + status->adelay = battle_config.monster_max_aspd<<1; + if(status->amotion < battle_config.monster_max_aspd) + status->amotion = battle_config.monster_max_aspd; + } + + if(flag&SCB_DSPD) + status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); +} +//Caps values to min/max +#define cap_value(a, min, max) (a>max?max:acount) + return str; + + 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].val4>>12)&0xF)) + str += (sc->data[SC_GUILDAURA].val4>>12)&0xF; + 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 agi; + + 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_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>>4)&0xF)) + agi += (sc->data[SC_GUILDAURA].val4>>4)&0xF; + if(sc->data[SC_TRUESIGHT].timer!=-1) + agi += 5; + if(sc->data[SC_INCREASEAGI].timer!=-1) + agi += 2 + sc->data[SC_INCREASEAGI].val1; + if(sc->data[SC_INCREASING].timer!=-1) + agi += 4; // added based on skill updates [Reddozen] + if(sc->data[SC_DECREASEAGI].timer!=-1) + agi -= 2 + sc->data[SC_DECREASEAGI].val1; + if(sc->data[SC_QUAGMIRE].timer!=-1) + agi -= sc->data[SC_QUAGMIRE].val2; + if(sc->data[SC_SUITON].timer!=-1) + 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 vit; + + 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_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>8)&0xF)) + vit += (sc->data[SC_GUILDAURA].val4>>8)&0xF; + 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 int_; + + 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_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 dex; + + 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_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&0xF)) + dex += sc->data[SC_GUILDAURA].val4&0xF; + 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 luk; + + 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 batk; + + 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 * (2+3*sc->data[SC_PROVOKE].val1)/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_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_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 watk; + + 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 * (2+3*sc->data[SC_PROVOKE].val1)/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_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 matk; + + 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 * 20*sc->data[SC_MINDBREAKER].val1/100; + if(sc->data[SC_INCMATKRATE].timer!=-1) + matk += matk * sc->data[SC_INCMATKRATE].val1/100; + + return cap_value(matk,0,USHRT_MAX); +} + +static unsigned short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) +{ + if(!sc || !sc->count) + return critical; + + 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,0,USHRT_MAX); +} + +static unsigned short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) +{ + + if(!sc || !sc->count) + return hit; + + 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,0,USHRT_MAX); +} + +static unsigned 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 flee; + 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].val1*5; + + return cap_value(flee,0,USHRT_MAX); +} + +static unsigned short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) +{ + if(!sc || !sc->count) + return flee2; + if(sc->data[SC_WHISTLE].timer!=-1) + flee2 += sc->data[SC_WHISTLE].val3*10; + return cap_value(flee2,0,USHRT_MAX); +} + +static unsigned char status_calc_def(struct block_list *bl, struct status_change *sc, int def) +{ + if(!sc || !sc->count) + return def; + if(sc->data[SC_BERSERK].timer!=-1) + return 0; + if(sc->data[SC_KEEPING].timer!=-1) + return 100; + if(sc->data[SC_SKA].timer != -1) + return rand()%100; //Reports indicate SKA actually randomizes defense. + 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_INCDEFRATE].timer!=-1) + def += def * sc->data[SC_INCDEFRATE].val1/100; + 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 -= def * 50/100; + if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense. + def -= def * (5+5*sc->data[SC_PROVOKE].val1)/100; + if(sc->data[SC_STRIPSHIELD].timer!=-1) + def -= def * sc->data[SC_STRIPSHIELD].val2/100; + //if (sd->data[SC_FLING].timer!=-1 && bl->type != BL_PC) + // def -= (def * sd->data[SC_FLING].val1) / 100; + return cap_value(def,0,UCHAR_MAX); +} + +static unsigned short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) +{ + if(!sc || !sc->count) + return def2; + + 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_SKE].timer!=-1) + def2 -= def2 * 50/100; + if(sc->data[SC_PROVOKE].timer!=-1) + def2 -= def2 * (5+5*sc->data[SC_PROVOKE].val1)/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 (sd->data[SC_FLING].timer!=-1) + // def2 -= (def2 * sd->data[SC_FLING].val1) / 100; + + return cap_value(def2,0,USHRT_MAX); +} + +static unsigned char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) +{ + if(!sc || !sc->count) + return mdef; + + 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_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0) + mdef += sc->data[SC_ENDURE].val1; + + return cap_value(mdef,0,UCHAR_MAX); +} + +static unsigned short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) +{ + if(!sc || !sc->count) + return mdef2; + if(sc->data[SC_BERSERK].timer!=-1) + return 0; + if(sc->data[SC_MINDBREAKER].timer!=-1) + mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100; + + return cap_value(mdef2,0,USHRT_MAX); +} + +static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) +{ + if(!sc || !sc->count) + return speed; + 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_SPEEDUP1].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_CARTBOOST].timer!=-1) + speed -= speed * 20/100; + else if(sc->data[SC_BERSERK].timer!=-1) + speed -= speed * 20/100; + else if(sc->data[SC_WINDWALK].timer!=-1) + speed -= speed * sc->data[SC_WINDWALK].val3/100; + if(sc->data[SC_SLOWDOWN].timer!=-1) + speed += speed * 50/100; + if(sc->data[SC_DECREASEAGI].timer!=-1) + speed += speed * 25/100; + if(sc->data[SC_STEELBODY].timer!=-1) + speed += speed * 25/100; + if(sc->data[SC_SKA].timer!=-1) + speed += speed * 25/100; + if(sc->data[SC_QUAGMIRE].timer!=-1) + speed += speed * 50/100; + if(sc->data[SC_DONTFORGETME].timer!=-1) + speed += speed * sc->data[SC_DONTFORGETME].val3/100; + if(sc->data[SC_DEFENDER].timer!=-1) + speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100; + if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) + speed += speed * 25/100; + if(sc->data[SC_JOINTBEAT].timer!=-1) { + if (sc->data[SC_JOINTBEAT].val2 == 0) + speed += speed * 50/100; + else if (sc->data[SC_JOINTBEAT].val2 == 2) + speed += speed * 30/100; + } + if(sc->data[SC_CLOAKING].timer!=-1) + speed = speed*( + (sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus + +sc->data[SC_CLOAKING].val3) /100; //Normal adjustment bonus. + + 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_LONGING].timer!=-1) + speed += speed*sc->data[SC_LONGING].val2/100; + if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3) + speed += speed*sc->data[SC_HIDING].val3/100; + if(sc->data[SC_CHASEWALK].timer!=-1) + speed = speed * sc->data[SC_CHASEWALK].val3/100; + if(sc->data[SC_RUN].timer!=-1) + speed -= speed * 25/100; + if(sc->data[SC_FUSION].timer != -1) + speed -= speed * 25/100; + if(sc->data[SC_GATLINGFEVER].timer!=-1) + speed += speed * 25/100; + + return cap_value(speed,0,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 aspd_rate; + + 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 || + sc->data[SC_ONEHAND].timer!=-1 || + sc->data[SC_BERSERK].timer!=-1 + ) && max < 30) + max = 30; + + if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 20) + max = 20; + + if(sc->data[SC_ADRENALINE2].timer!=-1 && + max < sc->data[SC_ADRENALINE2].val2) + max = sc->data[SC_ADRENALINE2].val2; + + if(sc->data[SC_ADRENALINE].timer!=-1 && + max < sc->data[SC_ADRENALINE].val2) + max = sc->data[SC_ADRENALINE].val2; + + 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_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; + } + 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 += 25; + if(sc->data[SC_SKA].timer!=-1) + aspd_rate += 25; + if(sc->data[SC_DEFENDER].timer != -1) + aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5; + if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) + aspd_rate += 25; + 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 += 25; + if(sc->data[SC_JOINTBEAT].timer!=-1) { + if (sc->data[SC_JOINTBEAT].val2 == 1) + aspd_rate += 25; + else if (sc->data[SC_JOINTBEAT].val2 == 2) + aspd_rate += 10; + } + + 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 dmotion; + + if (sc->data[SC_ENDURE].timer!=-1 || + sc->data[SC_CONCENTRATION].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 maxhp; + + 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 maxsp; + 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_ELEMENTALCHANGE].timer!=-1) + return sc->data[SC_ELEMENTALCHANGE].val4; + return cap_value(lv,0,UCHAR_MAX); +} + + +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); +} + +/*========================================== + * 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)->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 ((struct mob_data *)bl)->level; + if(bl->type==BL_PC) + return ((struct map_session_data *)bl)->status.base_level; + if(bl->type==BL_PET) + return ((struct pet_data *)bl)->msd->pet.level; + return 0; +} + +struct status_data *status_get_status_data(struct block_list *bl) +{ + nullpo_retr(NULL, 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; + 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; + default: + return NULL; + } +} + +int status_get_lwatk(struct block_list *bl) +{ + struct status_data *status = status_get_status_data(bl); + return status->lhw?status->lhw->atk:0; +} + +int status_get_lwatk2(struct block_list *bl) +{ + struct status_data *status = status_get_status_data(bl); + return status->lhw?status->lhw->atk2:0; +} + +int 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; +} + +int status_get_speed(struct block_list *bl) +{ + struct status_data *status; + + if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] + return ((struct npc_data *)bl)->speed; + + status = status_get_status_data(bl); + return status?status->speed:2000; +} + +int 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); + if(bl->type==BL_PC) + return ((struct map_session_data *)bl)->status.party_id; + if(bl->type==BL_PET) + return ((struct pet_data *)bl)->msd->status.party_id; + if(bl->type==BL_MOB){ + struct mob_data *md=(struct mob_data *)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; + } + return 0; //No party. + } + if(bl->type==BL_SKILL) + return ((struct skill_unit *)bl)->group->party_id; + return 0; +} + +int status_get_guild_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC) + return ((struct map_session_data *)bl)->status.guild_id; + if(bl->type==BL_PET) + return ((struct pet_data *)bl)->msd->status.guild_id; + if(bl->type==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] + return 0; //No guild. + } + if (bl->type == BL_NPC && bl->subtype == SCRIPT) + return ((TBL_NPC*)bl)->u.scr.guild_id; + if(bl->type==BL_SKILL) + return ((struct skill_unit *)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 (bl->type == BL_PC && + ((struct map_session_data *)bl)->special_state.no_magic_damage) + return 1; + if (sc && sc->count && sc->data[SC_HERMODE].timer != -1) + return 1; + return 0; +} + +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_HOMUNCULUS: //[blackhole89] + return ((struct homun_data*)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_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; + } + if (class_ == JOB_WEDDING) + sd->sc.option|=OPTION_WEDDING; + else if (sd->sc.option&OPTION_WEDDING) + sd->sc.option&=~OPTION_WEDDING; //If not going to display it, then remove the option. + 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->equip) { + pd->vd.head_bottom = itemdb_viewid(pd->equip); + if (!pd->vd.head_bottom) + pd->vd.head_bottom = pd->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_HOMUNCULUS: //[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_HOMUNCULUS: //[blackhole89] + return &((struct homun_data*)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); + memset(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_change* sc; + nullpo_retr(0, bl); + + //Status that are blocked by Golden Thief Bug card or Wand of Hermod + if (status_isimmune(bl)) + switch (type) + { + case SC_DECREASEAGI: + case SC_SILENCE: + case SC_COMA: + case SC_INCREASEAGI: + case SC_BLESSING: + case SC_SLOWPOISON: + case SC_IMPOSITIO: + case SC_AETERNA: + case SC_SUFFRAGIUM: + case SC_BENEDICTIO: + case SC_PROVIDENCE: + case SC_KYRIE: + case SC_ASSUMPTIO: + case SC_ANGELUS: + case SC_MAGNIFICAT: + case SC_GLORIA: + case SC_WINDWALK: + case SC_MAGICROD: + case SC_HALLUCINATION: + case SC_STONE: + case SC_QUAGMIRE: + return 10000; + } + + switch (type) + { + //Note that stats that are *100/3 were simplified to *33 + case SC_STONE: + case SC_FREEZE: + case SC_DECREASEAGI: + case SC_COMA: + sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl); + break; + case SC_SLEEP: + case SC_CONFUSION: + sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl); + break; +// Removed since it collides with normal sc. +// case SP_DEF1: // def +// sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl); +// break; + case SC_STUN: + case SC_POISON: + case SC_DPOISON: + case SC_SILENCE: + case SC_BLEEDING: + case SC_STOP: + sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl); + break; + case SC_BLIND: + sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl); + break; + case SC_CURSE: + sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl); + break; + default: + return 0; //Effect that cannot be reduced? Likely a buff. + } + + if (bl->type == BL_PC) { + if (battle_config.pc_sc_def_rate != 100) + sc_def = sc_def*battle_config.pc_sc_def_rate/100; + } else + if (battle_config.mob_sc_def_rate != 100) + sc_def = sc_def*battle_config.mob_sc_def_rate/100; + + 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. + } + + if(bl->type == BL_PC) { + if (sc_def > battle_config.pc_max_sc_def) + sc_def = battle_config.pc_max_sc_def; + } else if (sc_def > battle_config.mob_max_sc_def) + sc_def = battle_config.mob_max_sc_def; + + return sc_def; +} + +//Reduces tick delay based on type and character defenses. +int status_get_sc_tick(struct block_list *bl, int type, int tick) +{ + struct map_session_data *sd; + int rate=0, min=0; + //If rate is positive, it is a % reduction (10000 -> 100%) + //if it is negative, it is an absolute reduction in ms. + sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL; + switch (type) { + case SC_DECREASEAGI: /* 速度減少 */ + if (sd) // Celest + tick>>=1; + break; + case SC_ADRENALINE: /* アドレナリンラッシュ */ + case SC_ADRENALINE2: + case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ + case SC_OVERTHRUST: /* オ?バ?スラスト */ + if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_STONE: /* 石化 */ + rate = -200*status_get_mdef(bl); + break; + case SC_FREEZE: /* 凍結 */ + rate = 100*status_get_mdef(bl); + break; + case SC_STUN: //Reduction in duration is the same as reduction in rate. + rate = 300 +100*status_get_vit(bl) +33*status_get_luk(bl); + break; + case SC_DPOISON: /* 猛毒 */ + case SC_POISON: /* 毒 */ + rate = 100*status_get_vit(bl) + 20*status_get_luk(bl); + break; + case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ + case SC_CONFUSION: + case SC_CURSE: + rate = 100*status_get_vit(bl); + break; + case SC_BLIND: /* 暗? */ + rate = 10*status_get_lv(bl) + 7*status_get_int(bl); + min = 5000; //Minimum 5 secs? + break; + case SC_BLEEDING: + rate = 20*status_get_lv(bl) +100*status_get_vit(bl); + min = 10000; //Need a min of 10 secs for it to hurt at least once. + break; + case SC_SWOO: + if (status_get_mode(bl)&MD_BOSS) + tick /= 5; //TODO: Reduce skill's duration. But for how long? + break; + case SC_ANKLE: + if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses + tick /= 5; + rate = -100*status_get_agi(bl); + // Minimum trap time of 3+0.03*skilllv seconds [celest] + // Changed to 3 secs and moved from skill.c [Skotlex] + min = 3000; + break; + case SC_SPIDERWEB: + if (map[bl->m].flag.pvp) + tick /=2; + break; + case SC_STOP: + // Unsure of this... but I get a feeling that agi reduces this + // (it was on Tiger Fist Code, but at -1 ms per 10 agi.... + rate = -100*status_get_agi(bl); + break; + } + if (rate) { + if (bl->type == BL_PC) { + if (battle_config.pc_sc_def_rate != 100) + rate = rate*battle_config.pc_sc_def_rate/100; + if (battle_config.pc_max_sc_def != 10000) + min = tick*(10000-battle_config.pc_max_sc_def)/10000; + } else { + if (battle_config.mob_sc_def_rate != 100) + rate = rate*battle_config.mob_sc_def_rate/100; + if (battle_config.mob_max_sc_def != 10000) + min = tick*(10000-battle_config.mob_max_sc_def)/10000; + } + + if (rate >0) + tick -= tick*rate/10000; + else + tick += rate; + } + return ticktype) + { + 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&(4|1))) { + int def; + def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value. + //sd resistance applies even if the flag is &8 + if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0) + def+= sd->reseff[type-SC_COMMON_MIN]; + + if (def) + rate -= rate*def/10000; + + if (!(rand()%10000 < rate)) + return 0; + } + + //SC duration reduction. + if(!(flag&(2|4)) && tick) { + tick = status_get_sc_tick(bl, type, tick); + if (tick <= 0) + 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 && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) + 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 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<status.weapon))) + 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 && skilllv < 3 && skill_check_cloaking(bl,&sd->sc)) + if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl, &sd->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 + 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: + 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_WARM: + { //Fetch the Group, half the attack interval. [Skotlex] + struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4; + if (group) + group->interval/=2; + return 1; + } + 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_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it) + case SC_CLOSECONFINE2: //Can't be re-closed in. + case SC_MARIONETTE: + case SC_MARIONETTE2: + return 0; + case SC_DANCING: + case SC_DEVOTION: + case SC_ASPDPOTION0: + case SC_ASPDPOTION1: + case SC_ASPDPOTION2: + case SC_ASPDPOTION3: + case SC_ATKPOTION: + case SC_MATKPOTION: + 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; + } + + calc_flag = StatusChangeFlagTable[type]; + if(!(flag&4)) //Do not parse val settings when loading SCs + switch(type){ + case SC_ENDURE: /* インデュア */ + val2 = 7; // Hit-count [Celest] + 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 + val1*2; //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. + break; + case SC_POISONREACT: + val2=val1/2 + val1%2; // Number of counters [Celest] + 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= 25+5*val1; //Poisoning Chance (2.5+5%) + 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 + 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 (status_get_class(bl) != JOB_NINJA) { + //Is there some kind of formula behind this? + switch ((val1+1)/3) { + case 3: + val2 = 8; + break; + case 2: + val2 = 5; + break; + case 1: + val2 = 3; + break; + case 0: + val2 = 0; + break; + default: + val2 = 3*((val1+1)/3); + break; + } + } else val2 = 0; + break; + + case SC_SPEARQUICKEN: /* スピアクイッケン */ + calc_flag = 1; + val2 = 20+val1; + break; + + case SC_MOONLIT: + val2 = bl->id; + skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT); + break; + case SC_DANCING: + //val1 : Skill which is being danced. + //val2 : Skill Group of the Dance. + //val4 : Partner + 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 = 50-10*val1; //Aspd/Speed penalty. + break; + case SC_EXPLOSIONSPIRITS: + val2 = 75 + 25*val1; //Cri bonus + break; + case SC_ASPDPOTION0: + case SC_ASPDPOTION1: + case SC_ASPDPOTION2: + case SC_ASPDPOTION3: + val2 = 5*(2+type-SC_ASPDPOTION0); + break; + + case SC_WEDDING: + case SC_XMAS: + { + struct view_data *vd = status_get_viewdata(bl); + 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: + if(!battle_config.muting_players) { + sd->status.manner = 0; //Zido + return 0; + } + tick = 60000; + 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 = 5000; //Petrifying time. + 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; + 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 = 100 - 16*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. + val4 = 10+val1*2; //SP cost. + if (map_flag_gvg(bl->m)) val4 *= 5; + break; + case SC_CLOAKING: + 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&2 signals the presence of a wall. + if (!val4) + { //val4&1 signals eternal cloaking (not cancelled on attack) [Skotlex] + if (bl->type == BL_PC) //Standard cloaking. + val4 = battle_config.pc_cloak_check_type&2?1:0; + else + val4 = battle_config.monster_cloak_check_type&2?1:0; + } + 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) + { + struct map_session_data *tsd; + int i,t; + for(i=val2=0;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,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1); + } + } + break; + + case SC_DEFENDER: + if (!flag) + { + struct map_session_data *tsd; + int i; + val2 = 5 + val1*15; + 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,SC_DEFENDER,10000,val1,5+val1*5,0,0,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. + if (sd) sd->canregen_tick = gettick() + 300000; + //Val2 holds HP penalty + 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 *status = status_get_base_status(bl); + if (!status) return 0; + max = 0xFF; //Assume a 256 max parameter + //Str + stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF; + if (status->str+stat > max) + stat = max - status->str; + val3 |= stat<<16; + //Agi + stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF; + if (status->agi+stat > max) + stat = max - status->agi; + val3 |= stat<<8; + //Vit + stat = psc->data[SC_MARIONETTE].val3&0xFF; + if (status->vit+stat > max) + stat = max - status->vit; + val3 |= stat; + //Int + stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF; + if (status->int_+stat > max) + stat = max - status->int_; + val4 |= stat<<16; + //Dex + stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF; + if (status->dex+stat > max) + stat = max - status->dex; + val4 |= stat<<8; + //Luk + stat = psc->data[SC_MARIONETTE].val4&0xFF; + if (status->luk+stat > max) + stat = max - 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: + if (val3 == BCT_SELF) { + struct unit_data *ud = unit_bl2ud(bl); + if (ud) { + ud->canmove_tick += tick; + ud->canact_tick += tick; + } + } + 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% + 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. + int type2 = SC_AUTOGUARD; + 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)); + type2 = SC_DEFENDER; + 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)); + type2 = SC_REFLECTSHIELD; + 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)); + + } + 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: + { + struct unit_data *ud = unit_bl2ud(bl); + switch (val1) { //Val1 contains the skill id + 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) { + ud->attackabletime = gettick()+tick; + unit_set_walkdelay(bl, gettick(), tick, 1); + } + } + 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: + if(flag&4) { + val4 = -1; + break; + } + 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: /* 死んだふり */ + { + struct view_data *vd = status_get_viewdata(bl); + 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) + val2 = 30; + else + val2 = 20; + 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; //luk increase + break; + case SC_STAR_COMFORT: + val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //Aspd increase + break; + case SC_QUAGMIRE: + val2 = (sd?5:10)*val1; //Agi/Dex decrease. + break; + + // gs_something1 [Vicious] + case SC_GATLINGFEVER: + val2 = 2*val1; //Aspd increase + val3 = 5*val1; //Flee decrease + break; + + default: + if (calc_flag == SCB_NONE && StatusSkillChangeTable[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; + } + //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) + unit_skillcastcancel(bl, 0); + case SC_STOP: + case SC_CONFUSION: + case SC_CLOSECONFINE: + case SC_CLOSECONFINE2: + case SC_ANKLE: + case SC_SPIDERWEB: + case SC_MADNESSCANCEL: + unit_stop_walking(bl,1); + break; + case SC_HIDING: + case SC_CLOAKING: + case SC_CHASEWALK: + unit_stop_attack(bl); + break; + } + + if (sd) + { //Why must it be ONLY for players? [Skotlex] + if (bl->prev) + clif_status_change(bl,StatusIconChangeTable[type],1); + else + clif_status_load(bl,StatusIconChangeTable[type],1); + } + + // 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 |= 1; + 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 |= 2; + opt_flag = 0; + break; + case SC_ENERGYCOAT: + sc->opt3 |= 4; + 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 |= 8; + opt_flag = 0; + break; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 |= 16; + opt_flag = 0; + break; + case SC_BLADESTOP: + sc->opt3 |= 32; + opt_flag = 0; + break; + case SC_BERSERK: + sc->opt3 |= 128; + opt_flag = 0; + break; + case SC_MARIONETTE: + case SC_MARIONETTE2: + sc->opt3 |= 1024; + opt_flag = 0; + break; + case SC_ASSUMPTIO: + sc->opt3 |= 2048; + opt_flag = 0; + break; + case SC_WARM: //SG skills [Komurka] + sc->opt3 |= 4096; + 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_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; + } + + if(opt_flag) + clif_changeoption(bl); + + (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_percent_damage(NULL, bl, 0, 100); //Damage all SP + } + + 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 || sc->count == 0) + return 0; + + if(sc->data[SC_DANCING].timer != -1) + skill_stop_dancing(bl); + for(i = 0; i < SC_MAX; i++) + { + //Type 0: PC killed -> Place here stats that do not dispel on death. + if(sc->data[i].timer == -1 || + (type == 0 && ( + i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT || + i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM || + i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN + ))) + 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; + int opt_flag=0, calc_flag = 0; + + 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)--; + + calc_flag = StatusChangeFlagTable[type]; + switch(type){ + case SC_WEDDING: + case SC_XMAS: + { + struct view_data *vd = status_get_viewdata(bl); + 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 && + (sd->class_&MAPID_BASEMASK) != MAPID_SOUL_LINKER)) + ) + 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: + 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 AutoGuard and Defender [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); + 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); + } + 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); + } + } + } + //Only dance that doesn't has ground tiles... [Skotlex] + if(sc->data[type].val1 == CG_MOONLIT) + status_change_end(bl, SC_MOONLIT, -1); + + if (sc->data[SC_LONGING].timer!=-1) + status_change_end(bl,SC_LONGING,-1); + break; + case SC_NOCHAT: + if (sd && battle_config.manner_system) + { + //Why set it to 0? Can't we use good manners for something? [Skotlex] +// if (sd->status.manner >= 0) // weeee ^^ [celest] +// sd->status.manner = 0; + clif_updatestatus(sd,SP_MANNER); + } + 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: + //val4 indicates if the skill was dispelled. [Skotlex] + if(status->hp > 100 && !sc->data[type].val4) + status_zap(bl, status->hp-100, 0); + if(sc->data[SC_ENDURE].timer != -1) + status_change_end(bl, SC_ENDURE, -1); + break; + case SC_GRAVITATION: + if (sc->data[type].val3 == BCT_SELF) { + struct unit_data *ud = unit_bl2ud(bl); + if (ud) + ud->canmove_tick = ud->canact_tick = gettick(); + } + 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); + } + break; + case SC_HERMODE: + case SC_BASILICA: //Clear the skill area. [Skotlex] + if(sc->data[type].val3 == BCT_SELF) + skill_clear_unitgroup(bl); + break; + case SC_MOONLIT: //Clear the unit effect. [Skotlex] + skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT); + break; + case SC_TRICKDEAD: /* 死んだふり */ + { + struct view_data *vd = status_get_viewdata(bl); + 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); + } + 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; + } + + if (sd) + { //Why must it be ONLY for players? [Skotlex] + if (bl->prev) + clif_status_change(bl,StatusIconChangeTable[type],0); + else + clif_status_load(bl,StatusIconChangeTable[type],0); + } + + 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; + 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_WEDDING: + sc->option &= ~OPTION_WEDDING; + 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 &= ~1; + opt_flag = 0; + break; + case SC_OVERTHRUST: + case SC_MAXOVERTHRUST: + case SC_SWOO: + sc->opt3 &= ~2; + opt_flag = 0; + break; + case SC_ENERGYCOAT: + sc->opt3 &= ~4; + opt_flag = 0; + break; + case SC_INCATKRATE: //Simulated Explosion spirits effect. + if (bl->type != BL_MOB) + break; + case SC_EXPLOSIONSPIRITS: + sc->opt3 &= ~8; + opt_flag = 0; + break; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 &= ~16; + opt_flag = 0; + break; + case SC_BLADESTOP: + sc->opt3 &= ~32; + opt_flag = 0; + break; + case SC_BERSERK: + sc->opt3 &= ~128; + opt_flag = 0; + break; + case SC_MARIONETTE: + case SC_MARIONETTE2: + sc->opt3 &= ~1024; + opt_flag = 0; + break; + case SC_ASSUMPTIO: + sc->opt3 &= ~2048; + opt_flag = 0; + break; + case SC_WARM: //SG skills [Komurka] + sc->opt3 &= ~4096; + opt_flag = 0; + break; + default: + opt_flag = 0; + } + + if(opt_flag) + clif_changeoption(bl); + + if (calc_flag) + status_calc_bl(bl,calc_flag); + + 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, 0); + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + } + 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_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, SCB_DEF_ELE); + 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 -= 10000) >= 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_NEN: + 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){ + 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: + sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex] + //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_id2sd + struct map_session_data *md = map_id2sd(sc->data[type].val1); + if (md && battle_check_range(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: + // 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; + } + else if (sd) + sd->canregen_tick = gettick() + 300000; + break; + case SC_NOCHAT: + if(sd && battle_config.manner_system){ + 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 && battle_check_range(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; + } + + // 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 (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0) + { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex] + skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); + 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_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].val4 = 1; + break; + default: + if (!(type&1)) + continue; + break; + } + status_change_end(bl,i,-1); + } + return 0; +} + +static int status_calc_sigma(void) +{ + int i,j; + unsigned int k; + + for(i=0;i= 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_PC_CLASS) + continue; + for(i=1;i 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"); + initChangeTables(); + initDummyData(); + status_readdb(); + status_calc_sigma(); + return 0; +} -- cgit v1.2.3-70-g09d2