// ステータス計算、状態異常処理 #include #include #include #include #include #include "pc.h" #include "map.h" #include "pet.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 "timer.h" #include "nullpo.h" #include "script.h" #include "showmsg.h" /* スキル番?=>ステ?タス異常番??換テ?ブル */ int SkillStatusChangeTable[]={ /* status.hのenumのSC_***とあわせること */ /* 0- */ -1,-1,-1,-1,-1,-1, SC_PROVOKE, /* プロボック */ -1, 1,-1, /* 10- */ SC_SIGHT, /* サイト */ -1, SC_SAFETYWALL, /* セーフティーウォール */ -1,-1,-1, SC_FREEZE, /* フロストダイバ? */ SC_STONE, /* スト?ンカ?ス */ -1,-1, /* 20- */ -1,-1,-1,-1, SC_RUWACH, /* ルアフ */ SC_PNEUMA, /* ニューマ */ -1,-1,-1, SC_INCREASEAGI, /* 速度?加 */ /* 30- */ SC_DECREASEAGI, /* 速度減少 */ -1, SC_SIGNUMCRUCIS, /* シグナムクルシス */ SC_ANGELUS, /* エンジェラス */ SC_BLESSING, /* ブレッシング */ -1,-1,-1,-1,-1, /* 40- */ -1,-1,-1,-1,-1, SC_CONCENTRATE, /* 集中力向上 */ -1,-1,-1,-1, /* 50- */ -1, SC_HIDING, /* ハイディング */ -1,-1,-1,-1,-1,-1,-1,-1, /* 60- */ SC_TWOHANDQUICKEN, /* 2HQ */ SC_AUTOCOUNTER, -1,-1,-1,-1, SC_IMPOSITIO, /* インポシティオマヌス */ SC_SUFFRAGIUM, /* サフラギウム */ SC_ASPERSIO, /* アスペルシオ */ SC_BENEDICTIO, /* 聖?降福 */ /* 70- */ -1, SC_SLOWPOISON, -1, SC_KYRIE, /* キリエエレイソン */ SC_MAGNIFICAT, /* マグニフィカ?ト */ SC_GLORIA, /* グロリア */ SC_DIVINA, /* レックスディビ?ナ */ -1, SC_AETERNA, /* レックスエ?テルナ */ -1, /* 80- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 90- */ -1,-1, SC_QUAGMIRE, /* クァグマイア */ -1,-1,-1,-1,-1,-1,-1, /* 100- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 110- */ -1, SC_ADRENALINE, /* アドレナリンラッシュ */ SC_WEAPONPERFECTION,/* ウェポンパ?フェクション */ SC_OVERTHRUST, /* オ?バ?トラスト */ SC_MAXIMIZEPOWER, /* マキシマイズパワ? */ -1,-1,-1,-1,-1, /* 120- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 130- */ -1,-1,-1,-1,-1, SC_CLOAKING, /* クロ?キング */ SC_STAN, /* ソニックブロ? */ -1, SC_ENCPOISON, /* エンチャントポイズン */ SC_POISONREACT, /* ポイズンリアクト */ /* 140- */ SC_POISON, /* ベノムダスト */ SC_SPLASHER, /* ベナムスプラッシャ? */ -1, SC_TRICKDEAD, /* 死んだふり */ -1,-1,SC_AUTOBERSERK,-1,-1,-1, /* 150- */ -1,-1,-1,-1,-1, SC_LOUD, /* ラウドボイス */ -1, SC_ENERGYCOAT, /* エナジ?コ?ト */ -1,-1, /* 160- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1,-1,-1, SC_SELFDESTRUCTION, -1,-1,-1,-1,-1,-1, -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1, SC_KEEPING, -1,-1, SC_BARRIER, -1,-1, SC_HALLUCINATION, -1,-1, /* 210- */ -1,-1,-1,-1,-1, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, -1, /* 220- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 230- */ -1,-1,-1,-1, SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, -1,-1, /* 240- */ -1,-1,-1,-1,-1,-1,-1,-1,-1, SC_AUTOGUARD, /* 250- */ -1,-1, SC_REFLECTSHIELD, -1,-1, SC_DEVOTION, SC_PROVIDENCE, SC_DEFENDER, SC_SPEARSQUICKEN, -1, /* 260- */ -1,-1,-1,-1,-1,-1,-1,-1, SC_STEELBODY, SC_BLADESTOP_WAIT, /* 270- */ SC_EXPLOSIONSPIRITS, SC_EXTREMITYFIST, -1,-1,-1,-1, SC_MAGICROD, -1,-1,-1, /* 280- */ SC_FLAMELAUNCHER, SC_FROSTWEAPON, SC_LIGHTNINGLOADER, SC_SEISMICWEAPON, -1, SC_VOLCANO, SC_DELUGE, SC_VIOLENTGALE, SC_LANDPROTECTOR, -1, /* 290- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 300- */ -1,-1,-1,-1,-1,-1, SC_LULLABY, SC_RICHMANKIM, SC_ETERNALCHAOS, SC_DRUMBATTLE, /* 310- */ SC_NIBELUNGEN, SC_ROKISWEIL, SC_INTOABYSS, SC_SIEGFRIED, -1,-1,-1, SC_DISSONANCE, -1, SC_WHISTLE, /* 320- */ SC_ASSNCROS, SC_POEMBRAGI, SC_APPLEIDUN, -1,-1, SC_UGLYDANCE, -1, SC_HUMMING, SC_DONTFORGETME, SC_FORTUNE, /* 330- */ SC_SERVICE4U, SC_SELFDESTRUCTION, -1,-1,-1,-1,-1,-1,-1,-1, /* 340- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, /* 350- */ -1,-1,-1,-1,-1, SC_AURABLADE, SC_PARRYING, SC_CONCENTRATION, SC_TENSIONRELAX, SC_BERSERK, /* 360- */ SC_BERSERK, SC_ASSUMPTIO, SC_BASILICA, -1,-1,-1, SC_MAGICPOWER, -1, SC_SACRIFICE, SC_GOSPEL, /* 370- */ -1,-1,-1,-1,-1,-1,-1,-1, SC_EDP, -1, /* 380- */ SC_TRUESIGHT, -1,-1, SC_WINDWALK, SC_MELTDOWN, -1,-1, SC_CARTBOOST, -1, SC_CHASEWALK, /* 390- */ SC_REJECTSWORD, -1,-1,-1,-1, SC_MOONLIT, SC_MARIONETTE, -1, SC_BLEEDING, SC_JOINTBEAT, /* 400 */ -1,-1, SC_MINDBREAKER, SC_MEMORIZE, SC_FOGWALL, SC_SPIDERWEB, -1,-1,-1,-1, /* 410- */ -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, }; 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][20]; static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt) int percentrefinery[5][10]; // 精錬成功率(refine_db.txt) static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt) static char job_bonus[3][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] //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 /*========================================== * 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; } /*========================================== * 精錬成功率 *------------------------------------------ */ int status_percentrefinery(struct map_session_data *sd,struct item *item) { int percent; nullpo_retr(0, item); percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine]; percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持 // 確率の有効範囲チェック if( percent > 100 ){ percent = 100; } if( percent < 0 ){ percent = 0; } return percent; } /*========================================== * 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) { 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,b_class; int b_base_atk; struct skill b_skill[MAX_SKILL]; int i,bl,index; int skill,aspd_rate,wele,wele_,def_ele,refinedef=0; int pele=0,pdef_ele=0; int str,dstr,dex; struct pc_base_job s_class; nullpo_retr(0, sd); //?生や養子の場合の元の職業を算出する s_class = pc_calc_base_job(sd->status.class_); 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->watk; b_def = sd->def; b_watk2 = sd->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_class = sd->view_class; sd->view_class = sd->status.class_; b_base_atk = sd->base_atk; pc_calc_skilltree(sd); // スキルツリ?の計算 sd->max_weight = max_weight_base[s_class.job]+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++; } } memset(sd->paramb,0,sizeof(sd->paramb)); memset(sd->parame,0,sizeof(sd->parame)); sd->hit = 0; sd->flee = 0; sd->flee2 = 0; sd->critical = 0; sd->aspd = 0; sd->watk = 0; sd->def = 0; sd->mdef = 0; sd->watk2 = 0; sd->def2 = 0; sd->mdef2 = 0; sd->status.max_hp = 0; sd->status.max_sp = 0; sd->attackrange = 0; sd->attackrange_ = 0; sd->atk_ele = 0; sd->def_ele = 0; sd->star =0; sd->overrefine =0; sd->matk1 =0; sd->matk2 =0; sd->speed = DEFAULT_WALK_SPEED ; sd->hprate=battle_config.hp_rate; sd->sprate=battle_config.sp_rate; sd->castrate=100; sd->delayrate=100; sd->dsprate=100; sd->base_atk=0; sd->arrow_atk=0; sd->arrow_ele=0; sd->arrow_hit=0; sd->arrow_range=0; sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0; memset(sd->addele,0,sizeof(sd->addele)); memset(sd->addrace,0,sizeof(sd->addrace)); memset(sd->addsize,0,sizeof(sd->addsize)); memset(sd->addele_,0,sizeof(sd->addele_)); memset(sd->addrace_,0,sizeof(sd->addrace_)); memset(sd->addsize_,0,sizeof(sd->addsize_)); memset(sd->subele,0,sizeof(sd->subele)); memset(sd->subrace,0,sizeof(sd->subrace)); memset(sd->addeff,0,sizeof(sd->addeff)); memset(sd->addeff2,0,sizeof(sd->addeff2)); memset(sd->reseff,0,sizeof(sd->reseff)); memset(&sd->special_state,0,sizeof(sd->special_state)); memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele)); memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race)); memset(sd->weapon_atk,0,sizeof(sd->weapon_atk)); memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate)); sd->watk_ = 0; //二刀流用(?) sd->watk_2 = 0; sd->atk_ele_ = 0; sd->star_ = 0; sd->overrefine_ = 0; sd->aspd_rate = 100; sd->speed_rate = 100; sd->hprecov_rate = 100; sd->sprecov_rate = 100; sd->critical_def = 0; sd->double_rate = 0; sd->near_attack_def_rate = sd->long_attack_def_rate = 0; sd->atk_rate = sd->matk_rate = 100; sd->ignore_def_ele = sd->ignore_def_race = 0; sd->ignore_def_ele_ = sd->ignore_def_race_ = 0; sd->ignore_mdef_ele = sd->ignore_mdef_race = 0; sd->arrow_cri = 0; sd->magic_def_rate = sd->misc_def_rate = 0; memset(sd->arrow_addele,0,sizeof(sd->arrow_addele)); memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace)); memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize)); memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff)); memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2)); memset(sd->magic_addele,0,sizeof(sd->magic_addele)); memset(sd->magic_addrace,0,sizeof(sd->magic_addrace)); memset(sd->magic_subrace,0,sizeof(sd->magic_subrace)); sd->perfect_hit = 0; 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->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0; sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0; sd->get_zeny_num = 0; sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0; sd->add_def_class_count = sd->add_mdef_class_count = 0; sd->monster_drop_item_count = 0; memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate)); memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_)); memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate)); memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate)); memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate)); memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race)); memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate)); sd->speed_add_rate = sd->aspd_add_rate = 100; sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0; sd->splash_range = sd->splash_add_range = 0; sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0; sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0; sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0; sd->magic_damage_return = 0; //AppleGirl Was Here sd->random_attack_increase_add = sd->random_attack_increase_per = 0; sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0; sd->unbreakable_equip = 0; sd->break_weapon_rate = sd->break_armor_rate = 0; sd->add_steal_rate = 0; sd->crit_atk_rate = 0; sd->no_regen = 0; sd->unstripable_equip = 0; sd->autospell2_id = sd->autospell2_lv = sd->autospell2_rate = 0; memset(sd->critaddrace,0,sizeof(sd->critaddrace)); memset(sd->addeff3,0,sizeof(sd->addeff3)); memset(sd->skillatk,0,sizeof(sd->skillatk)); sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0; sd->add_def_class_count = sd->add_mdef_class_count = 0; sd->add_damage_class_count2 = 0; memset(sd->add_damage_classid,0,sizeof(sd->add_damage_classid)); memset(sd->add_damage_classid_,0,sizeof(sd->add_damage_classid_)); memset(sd->add_magic_damage_classid,0,sizeof(sd->add_magic_damage_classid)); memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate)); memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_)); memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate)); memset(sd->add_def_classid,0,sizeof(sd->add_def_classid)); memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate)); memset(sd->add_mdef_classid,0,sizeof(sd->add_mdef_classid)); memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate)); memset(sd->add_damage_classid2,0,sizeof(sd->add_damage_classid2)); memset(sd->add_damage_classrate2,0,sizeof(sd->add_damage_classrate2)); sd->sp_gain_value = 0; sd->ignore_def_mob = sd->ignore_def_mob_ = 0; sd->hp_loss_rate = sd->hp_loss_value = sd->hp_loss_type = 0; memset(sd->addrace2,0,sizeof(sd->addrace2)); memset(sd->addrace2_,0,sizeof(sd->addrace2_)); sd->hp_gain_value = sd->sp_drain_type = 0; memset(sd->subsize,0,sizeof(sd->subsize)); memset(sd->unequip_losehp,0,sizeof(sd->unequip_losehp)); memset(sd->unequip_losesp,0,sizeof(sd->unequip_losesp)); memset(sd->subrace2,0,sizeof(sd->subrace2)); memset(sd->expaddrace,0,sizeof(sd->expaddrace)); memset(sd->sp_gain_race,0,sizeof(sd->sp_gain_race)); if(!sd->disguiseflag && sd->disguise) { sd->disguise=0; clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); clif_clearchar(&sd->bl, 9); pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); } if (sd->status.guild_id > 0) { struct guild *g = guild_search(sd->status.guild_id); if (g && strcmp(sd->status.name,g->master)==0) sd->state.gmaster_flag = (int)g; } 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]) { if(sd->inventory_data[index]->type == 4) { if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { int j; for(j=0;jinventory_data[index]->slot;j++){ // カ?ド int c=sd->status.inventory[index].card[j]; if(c>0){ if(i == 8 && sd->status.inventory[index].equip == 0x20) sd->state.lr_flag = 1; run_script(itemdb_equipscript(c),0,sd->bl.id,0); sd->state.lr_flag = 0; } } } } else if(sd->inventory_data[index]->type==5){ // 防具 if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { int j; for(j=0;jinventory_data[index]->slot;j++){ // カ?ド int c=sd->status.inventory[index].card[j]; if(c>0) run_script(itemdb_equipscript(c),0,sd->bl.id,0); } } } } } wele = sd->atk_ele; wele_ = sd->atk_ele_; def_ele = sd->def_ele; if(sd->status.pet_id > 0) { struct pet_data *pd=sd->pd; if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) { if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0 && pd->state.skillbonus == 1) { pc_bonus(sd,pd->skillbonustype,pd->skillbonusval); // run_script(sd->petDB->script,0,sd->bl.id,0); } pele = sd->atk_ele; pdef_ele = sd->def_ele; sd->atk_ele = sd->def_ele = 0; } } 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]) { sd->def += sd->inventory_data[index]->def; if(sd->inventory_data[index]->type == 4) { int r,wlv = sd->inventory_data[index]->wlv; if(i == 8 && sd->status.inventory[index].equip == 0x20) { //二刀流用デ?タ入力 sd->watk_ += sd->inventory_data[index]->atk; sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力 refinebonus[wlv][0]; if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス sd->overrefine_ = r*refinebonus[wlv][1]; if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性 } sd->attackrange_ += sd->inventory_data[index]->range; sd->state.lr_flag = 1; run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else { //二刀流武器以外 sd->watk += sd->inventory_data[index]->atk; sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力 refinebonus[wlv][0]; if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス sd->overrefine += r*refinebonus[wlv][1]; if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性 } sd->attackrange += sd->inventory_data[index]->range; run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); } } else if(sd->inventory_data[index]->type == 5) { sd->watk += sd->inventory_data[index]->atk; refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); } } } if(sd->equip_index[10] >= 0){ // 矢 index = sd->equip_index[10]; if(sd->inventory_data[index]){ //まだ?性が入っていない sd->state.lr_flag = 2; run_script(sd->inventory_data[index]->equip_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 == 11) sd->attackrange += sd->arrow_range; if(wele > 0) sd->atk_ele = wele; if(wele_ > 0) sd->atk_ele_ = wele_; if(def_ele > 0) sd->def_ele = def_ele; if(battle_config.pet_status_support) { if(pele > 0 && !sd->atk_ele) sd->atk_ele = pele; if(pdef_ele > 0 && !sd->def_ele) sd->def_ele = pdef_ele; } sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; sd->get_zeny_num += sd->get_zeny_add_num; sd->splash_range += sd->splash_add_range; if(sd->speed_add_rate != 100) sd->speed_rate += sd->speed_add_rate - 100; if(sd->aspd_add_rate != 100) sd->aspd_rate += sd->aspd_add_rate - 100; // 武器ATKサイズ補正 (右手) sd->atkmods[0] = atkmods[0][sd->weapontype1]; sd->atkmods[1] = atkmods[1][sd->weapontype1]; sd->atkmods[2] = atkmods[2][sd->weapontype1]; //武器ATKサイズ補正 (左手) sd->atkmods_[0] = atkmods[0][sd->weapontype2]; sd->atkmods_[1] = atkmods[1][sd->weapontype2]; sd->atkmods_[2] = atkmods[2][sd->weapontype2]; // jobボ?ナス分 for(i=0;istatus.job_level && iparamb[job_bonus[s_class.upper][s_class.job][i]-1]++; } if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris] sd->max_weight += skill*2000; if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目 sd->paramb[4] += skill; if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk sd->paramb[0] ++; sd->base_atk += 4; } if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels sd->paramb[3] += (skill+1)*0.5; } // ステ?タス?化による基本パラメ?タ補正 if(sd->sc_count){ if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上 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; } if(sd->sc_data[SC_INCREASEAGI].timer!=-1){ // 速度?加 sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1; sd->speed -= sd->speed *25/100; } if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { // 速度減少(agiはbattle.cで) sd->speed = sd->speed *125/100; sd->paramb[1] -= 2 + sd->sc_data[SC_DECREASEAGI].val1; // reduce agility [celest] } if(sd->sc_data[SC_CLOAKING].timer!=-1) { sd->critical_rate += 100; // critical increases sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; } if(sd->sc_data[SC_CHASEWALK].timer!=-1) { sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk if(sd->sc_data[SC_CHASEWALK].val4) sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds } if(sd->sc_data[SC_SLOWDOWN].timer!=-1) sd->speed = sd->speed*150/100; if(sd->sc_data[SC_SPEEDUP0].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) sd->speed -= sd->speed*25/100; if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1; sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1; sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1; } if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア sd->paramb[5]+= 30; if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス sd->paramb[0]+= 4; if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; //sd->paramb[1]-= agib > 50 ? 50 : agib; //sd->paramb[4]-= dexb > 50 ? 50 : dexb; sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5; sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5; sd->speed = sd->speed*3/2; } if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト sd->paramb[0]+= 5; sd->paramb[1]+= 5; sd->paramb[2]+= 5; sd->paramb[3]+= 5; sd->paramb[4]+= 5; sd->paramb[5]+= 5; } if(sd->sc_data[SC_MARIONETTE].timer!=-1){ struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3); if (psd) { // if partner is found sd->paramb[0]-= sd->status.str/2; // bonuses not included 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 sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2; sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2; sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2; sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2; sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2; sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2; } } if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ if (sd->sc_data[SC_GOSPEL].val3 == 6) { sd->paramb[0]+= 2; sd->paramb[1]+= 2; sd->paramb[2]+= 2; sd->paramb[3]+= 2; sd->paramb[4]+= 2; sd->paramb[5]+= 2; } } // New guild skills - Celest 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) { if (sd->sc_data[SC_GUILDAURA].val4 & 1<<0) sd->paramb[0] += 2; if (sd->sc_data[SC_GUILDAURA].val4 & 1<<1) sd->paramb[2] += 2; if (sd->sc_data[SC_GUILDAURA].val4 & 1<<2) sd->paramb[1] += 2; if (sd->sc_data[SC_GUILDAURA].val4 & 1<<3) sd->paramb[4] += 2; } } //1度も死んでないJob70スパノビに+10 if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){ sd->paramb[0]+= 15; sd->paramb[1]+= 15; sd->paramb[2]+= 15; sd->paramb[3]+= 15; sd->paramb[4]+= 15; sd->paramb[5]+= 15; } 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]; for(i=0;i<6;i++) if(sd->paramc[i] < 0) sd->paramc[i] = 0; if (sd->sc_count) { if (sd->sc_data[SC_CURSE].timer!=-1) sd->paramc[5] = 0; } if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) { str = sd->paramc[4]; dex = sd->paramc[0]; } else { str = sd->paramc[0]; dex = sd->paramc[4]; } dstr = str/10; sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; 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; } sd->hit += sd->paramc[4] + sd->status.base_level; sd->flee += sd->paramc[1] + sd->status.base_level; sd->def2 += sd->paramc[2]; sd->mdef2 += sd->paramc[3]; sd->flee2 += sd->paramc[5]+10; sd->critical += (sd->paramc[5]*3)+10; if(sd->base_atk < 1) sd->base_atk = 1; if(sd->critical_rate != 100) sd->critical = (sd->critical*sd->critical_rate)/100; if(sd->critical < 10) sd->critical = 10; if(sd->hit_rate != 100) sd->hit = (sd->hit*sd->hit_rate)/100; if(sd->hit < 1) sd->hit = 1; if(sd->flee_rate != 100) sd->flee = (sd->flee*sd->flee_rate)/100; if(sd->flee < 1) sd->flee = 1; if(sd->flee2_rate != 100) sd->flee2 = (sd->flee2*sd->flee2_rate)/100; if(sd->flee2 < 10) sd->flee2 = 10; if(sd->def_rate != 100) sd->def = (sd->def*sd->def_rate)/100; if(sd->def < 0) sd->def = 0; if(sd->def2_rate != 100) sd->def2 = (sd->def2*sd->def2_rate)/100; if(sd->def2 < 1) sd->def2 = 1; if(sd->mdef_rate != 100) sd->mdef = (sd->mdef*sd->mdef_rate)/100; if(sd->mdef < 0) sd->mdef = 0; if(sd->mdef2_rate != 100) sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100; if(sd->mdef2 < 1) sd->mdef2 = 1; // 二刀流 ASPD 修正 if (sd->status.weapon <= 16) sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000; else sd->aspd += ( (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) + (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000) ) * 140 / 200; aspd_rate = sd->aspd_rate; //攻?速度?加 if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目 sd->hit += skill; if(sd->status.weapon == 11) sd->attackrange += skill; } if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加 sd->hit += skill*2; if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ sd->speed += (100-16*skill)*DEFAULT_WALK_SPEED/100; //sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下 sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加 sd->speed -= (0.25 * DEFAULT_WALK_SPEED); sd->max_weight += 10000; } if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス sd->status.max_hp += skill*200; sd->subele[6] += skill*5; } if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { sd->subele[0] += skill; sd->subele[3] += skill*5; } if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 ) aspd_rate -= skill*0.5; bl=sd->status.base_level; sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); if (s_class.upper==1) // [MouseJstr] sd->status.max_hp = sd->status.max_hp * 130/100; else if (s_class.upper==2) sd->status.max_hp = sd->status.max_hp * 70/100; if (sd->hprate <= 0) sd->hprate = 1; if(sd->hprate!=100) sd->status.max_hp = sd->status.max_hp*sd->hprate/100; if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク sd->status.max_hp = sd->status.max_hp * 3; // sd->status.hp = sd->status.hp * 3; if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris sd->status.max_hp = battle_config.max_hp; if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris sd->status.hp = battle_config.max_hp; } if(s_class.job == 23 && sd->status.base_level >= 99){ sd->status.max_hp = sd->status.max_hp + 2000; } if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris sd->status.max_hp = battle_config.max_hp; if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end // 最大SP計算 sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); if (s_class.upper==1) // [MouseJstr] sd->status.max_sp = sd->status.max_sp * 130/100; else if (s_class.upper==2) sd->status.max_sp = sd->status.max_sp * 70/100; if (sd->sprate <= 0) sd->sprate = 1; if(sd->sprate!=100) sd->status.max_sp = sd->status.max_sp*sd->sprate/100; if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ sd->status.max_sp += sd->status.max_sp*skill/100; if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */ sd->status.max_sp += sd->status.max_sp*2*skill/100; if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) sd->status.max_sp = battle_config.max_sp; //自然回復HP sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */ sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff; } //自然回復SP 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; if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */ sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff; } if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) { sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff; if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff; } if(sd->hprecov_rate != 100) { sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; if(sd->nhealhp < 1) sd->nhealhp = 1; } if(sd->sprecov_rate != 100) { sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; if(sd->nhealsp < 1) sd->nhealsp = 1; } /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e' sd->nhealsp += 3*skill*(sd->status.max_sp)/100; if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff; } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/ // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも) if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ? skill = skill*4; sd->addrace[9]+=skill; sd->addrace_[9]+=skill; sd->subrace[9]+=skill; sd->magic_addrace[9]+=skill; sd->magic_subrace[9]-=skill; } //Flee上昇 if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加 sd->flee += skill*((sd->status.class_==12 || sd->status.class_==17 || sd->status.class_==4013 || sd->status.class_==4018) ? 4 : 3); if((sd->status.class_==12 || sd->status.class_==4013) && (sd->sc_count && sd->sc_data[SC_CLOAKING].timer==-1)) sd->speed -= (short)(skill*1.5/100 * DEFAULT_WALK_SPEED); } if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り sd->flee += (skill*3)>>1; // スキルやステ?タス異常による?りのパラメ?タ補正 if(sd->sc_count){ // ATK/DEF?化形 if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100; if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5; } if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100; sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; } if(sd->sc_data[SC_ENDURE].timer!=-1) sd->mdef2 += sd->sc_data[SC_ENDURE].val1; if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100; sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; } if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態 sd->def2 = sd->def2*75/100; if(sd->sc_data[SC_CURSE].timer!=-1){ sd->base_atk = sd->base_atk*75/100; sd->watk = sd->watk*75/100; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ = sd->watk_*75/100; } if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き sd->watk += sd->sc_data[SC_DRUMBATTLE].val2; sd->def += sd->sc_data[SC_DRUMBATTLE].val3; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2; } if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪 index = sd->equip_index[9]; /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) sd->watk += sd->sc_data[SC_NIBELUNGEN].val3; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3; index = sd->equip_index[9];*/ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3; } if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ sd->watk += sd->sc_data[SC_VOLCANO].val3; } if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1) sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100; if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス sd->def=0; if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100; } if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅 sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; } if(sd->sc_data[SC_ATKPOT].timer!=-1) sd->watk += sd->sc_data[SC_ATKPOT].val1; if(sd->sc_data[SC_MATKPOT].timer!=-1){ sd->matk1 += sd->sc_data[SC_MATKPOT].val1; sd->matk2 += sd->sc_data[SC_MATKPOT].val1; } // ASPD/移動速度?化系 if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ aspd_rate -= 30; if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) aspd_rate -= 30; else aspd_rate -= 25; } if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2; if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 && sd->sc_data[SC_DONTFORGETME].timer == -1) aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3; if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16); sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; } if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション aspd_rate -= sd->sc_data[i].val2; if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算 sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い? sd->speed -= sd->speed *25/100; if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い sd->speed = 2*DEFAULT_WALK_SPEED; // HIT/FLEE?化系 if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛 sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1 +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100; sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10; } if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2 +sd->sc_data[SC_HUMMING].val3) * sd->hit/100; if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100; } if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗? sd->hit -= sd->hit*25/100; sd->flee -= sd->flee*25/100; } if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100; if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ sd->flee -= sd->flee*50/100; if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1); if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1)); // 耐性 if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火 sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水 } if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性 sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔 } // その他 if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎 sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1) +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100; if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) sd->status.max_hp = battle_config.max_hp; } if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100; if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) sd->status.max_hp = battle_config.max_hp; } if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ? sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2 +sd->sc_data[SC_SERVICE4U].val3)/100; if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) sd->status.max_sp = battle_config.max_sp; sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2 +sd->sc_data[SC_SERVICE4U].val3); if(sd->dsprate<0)sd->dsprate=0; } if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2 +sd->sc_data[SC_FORTUNE].val3)*10; if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動 if(s_class.job==23) sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100; else sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2; } if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛 sd->def = 90; sd->mdef = 90; aspd_rate += 25; sd->speed = (sd->speed * 125) / 100; } if(sd->sc_data[SC_DEFENDER].timer != -1) { sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50); // removed as of 12/14's patch [celest] //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; } if(sd->sc_data[SC_ENCPOISON].timer != -1) sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2; if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中 sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); //sd->speed*=4; sd->nhealsp = 0; sd->nshealsp = 0; sd->nsshealsp = 0; } if(sd->sc_data[SC_CURSE].timer!=-1) sd->speed += 450; if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100; /* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで) sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで) sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting */ if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG] sd->def = sd->def2 = 0; sd->mdef = sd->mdef2 = 0; sd->flee -= sd->flee*50/100; aspd_rate -= 30; //sd->base_atk *= 3; } if(sd->sc_data[SC_KEEPING].timer!=-1) sd->def = 100; if(sd->sc_data[SC_BARRIER].timer!=-1) sd->mdef = 100; if(sd->sc_data[SC_JOINTBEAT].timer!=-1) { // Random break [DracoRPG] switch(sd->sc_data[SC_JOINTBEAT].val2) { case 1: //Ankle break sd->speed_rate += 50; break; case 2: //Wrist break sd->aspd_rate += 25; break; case 3: //Knee break sd->speed_rate += 30; sd->aspd_rate += 10; break; case 4: //Shoulder break sd->def2 -= sd->def2*50/100; break; case 5: //Waist break sd->def2 -= sd->def2*50/100; sd->base_atk -= sd->base_atk*25/100; break; } } if(sd->sc_data[SC_GOSPEL].timer!=-1) { if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ switch (sd->sc_data[SC_GOSPEL].val3) { case 4: sd->status.max_hp += sd->status.max_hp * 25 / 100; if(sd->status.max_hp > battle_config.max_hp) sd->status.max_hp = battle_config.max_hp; break; case 5: sd->status.max_sp += sd->status.max_sp * 25 / 100; if(sd->status.max_sp > battle_config.max_sp) sd->status.max_sp = battle_config.max_sp; break; case 11: sd->def += sd->def * 25 / 100; sd->def2 += sd->def2 * 25 / 100; break; case 12: sd->base_atk += sd->base_atk * 8 / 100; break; case 13: sd->flee += sd->flee * 5 / 100; break; case 14: sd->hit += sd->hit * 5 / 100; break; } } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){ switch (sd->sc_data[SC_GOSPEL].val3) { case 5: sd->def = 0; sd->def2 = 0; break; case 6: sd->base_atk = 0; sd->watk = 0; sd->watk2 = 0; break; case 7: sd->flee = 0; break; case 8: sd->speed_rate += 75; aspd_rate += 75; break; } } } // custom stats, since there's no info on how much it actually gives ^^; [Celest] if (sd->sc_data[SC_GUILDAURA].timer != -1) { if (sd->sc_data[SC_GUILDAURA].val4 & 1<<4) { sd->hit += 10; sd->flee += 10; } } } if (sd->speed_rate <= 0) sd->speed_rate = 1; if(sd->speed_rate != 100) sd->speed = sd->speed*sd->speed_rate/100; if(sd->speed < 1) sd->speed = 1; if(aspd_rate != 100) sd->aspd = sd->aspd*aspd_rate/100; if(pc_isriding(sd)) // 騎兵修練 sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100; if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; sd->amotion = sd->aspd; sd->dmotion = 800-sd->paramc[1]*4; if(sd->dmotion<400) sd->dmotion = 400; if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { sd->prev_speed = sd->speed; sd->speed = sd->speed*(175 - skill*5)/100; } if(sd->status.hp>sd->status.max_hp) sd->status.hp=sd->status.max_hp; if(sd->status.sp>sd->status.max_sp) sd->status.sp=sd->status.max_sp; if(first&4) 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); } return 0; } if(b_class != sd->view_class) { clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); #if PACKETVER < 4 clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); #else clif_changelook(&sd->bl,LOOK_WEAPON,0); #endif } if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange) clif_skillinfoblock(sd); // スキル送信 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->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->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); /* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num || before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight ) clif_updatestatus(sd,SP_CARTINFO);*/ //if(sd->status.hpstatus.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && if(sd->status.hpstatus.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 && (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd)) // オ?トバ?サ?ク?動 status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); return 0; } /*========================================== * For quick calculating [Celest] *------------------------------------------ */ int status_calc_speed (struct map_session_data *sd) { int b_speed, skill; struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class_); b_speed = sd->speed; sd->speed = DEFAULT_WALK_SPEED ; if(sd->sc_count){ if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 sd->speed -= sd->speed *25/100; } if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { sd->speed = sd->speed *125/100; } if(sd->sc_data[SC_CLOAKING].timer!=-1) { sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; } if(sd->sc_data[SC_CHASEWALK].timer!=-1) { sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; } if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ sd->speed = sd->speed*3/2; } if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) { sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; } if(sd->sc_data[SC_CARTBOOST].timer!=-1) { sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; } if(sd->sc_data[SC_BERSERK].timer!=-1) { sd->speed -= sd->speed *25/100; } if(sd->sc_data[SC_WEDDING].timer!=-1) { sd->speed = 2*DEFAULT_WALK_SPEED; } if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; } if(sd->sc_data[SC_STEELBODY].timer!=-1){ sd->speed = (sd->speed * 125) / 100; } if(sd->sc_data[SC_DEFENDER].timer != -1) { // removed as of 12/14's patch [celest] //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; } if( sd->sc_data[SC_DANCING].timer!=-1 ){ sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); } if(sd->sc_data[SC_CURSE].timer!=-1) sd->speed += 450; if(sd->sc_data[SC_SLOWDOWN].timer!=-1) sd->speed = sd->speed*150/100; if(sd->sc_data[SC_SPEEDUP0].timer!=-1) sd->speed -= sd->speed*25/100; } if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) sd->speed += (100-16*skill)*DEFAULT_WALK_SPEED/100; if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); else if (pc_isriding(sd)) { sd->speed -= (0.25 * DEFAULT_WALK_SPEED); } if((skill=pc_checkskill(sd,TF_MISS))>0) if(s_class.job==12) sd->speed -= sd->speed *(skill*1.5)/100; if(sd->speed_rate != 100) sd->speed = sd->speed*sd->speed_rate/100; if(sd->speed < 1) sd->speed = 1; if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { sd->prev_speed = sd->speed; sd->speed = sd->speed*(175 - skill*5)/100; } 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 && (struct mob_data *)bl) return ((struct mob_data *)bl)->class_; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.class_; else if(bl->type==BL_PET && (struct pet_data *)bl) return ((struct pet_data *)bl)->class_; else return 0; } /*========================================== * 対象の方向を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_dir(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->dir; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->dir; else if(bl->type==BL_PET && (struct pet_data *)bl) return ((struct pet_data *)bl)->dir; else 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 && (struct mob_data *)bl) return ((struct mob_data *)bl)->level; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.base_level; else if(bl->type==BL_PET && (struct pet_data *)bl) return ((struct pet_data *)bl)->msd->pet.level; else 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 && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].range; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->attackrange; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].range; else 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 && (struct mob_data *)bl) return ((struct mob_data *)bl)->hp; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.hp; else 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 && ((struct map_session_data *)bl)) return ((struct map_session_data *)bl)->status.max_hp; else { struct status_change *sc_data; int max_hp = 1; if(bl->type == BL_MOB) { struct mob_data *md; nullpo_retr(1, md = (struct mob_data *)bl); max_hp = mob_db[md->class_].max_hp; if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] max_hp += (md->level - mob_db[md->class_].lv) * status_get_vit(bl); if(mob_db[md->class_].mexp > 0) { //MVP Monsters if(battle_config.mvp_hp_rate != 100) { double hp = (double)max_hp * battle_config.mvp_hp_rate / 100.0; max_hp = (hp > 0x7FFFFFFF ? 0x7FFFFFFF : (int)hp); } } else { //Common MONSTERS if(battle_config.monster_hp_rate != 100) { double hp = (double)max_hp * battle_config.monster_hp_rate / 100.0; max_hp = (hp > 0x7FFFFFFF ? 0x7FFFFFFF : (int)hp); } } } else if(bl->type == BL_PET) { struct pet_data *pd; nullpo_retr(1, pd = (struct pet_data*)bl); max_hp = mob_db[pd->class_].max_hp; if(mob_db[pd->class_].mexp > 0) { //MVP Monsters if(battle_config.mvp_hp_rate != 100) max_hp = (max_hp * battle_config.mvp_hp_rate)/100; } else { //Common MONSTERS if(battle_config.monster_hp_rate != 100) max_hp = (max_hp * battle_config.monster_hp_rate)/100; } } sc_data = status_get_sc_data(bl); if(sc_data) { if(sc_data[SC_APPLEIDUN].timer != -1) max_hp += ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) + sc_data[SC_APPLEIDUN].val3 / 10) * max_hp)/100; if(sc_data[SC_GOSPEL].timer != -1 && sc_data[SC_GOSPEL].val4 == BCT_PARTY && sc_data[SC_GOSPEL].val3 == 4) max_hp += max_hp * 25 / 100; } if(max_hp < 1) max_hp = 1; return max_hp; } return 1; } /*========================================== * 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 && ((struct map_session_data *)bl)) return ((struct map_session_data *)bl)->paramc[0]; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); if(bl->type == BL_MOB && ((struct mob_data *)bl)) { str = mob_db[((struct mob_data *)bl)->class_].str; if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] str += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type == BL_PET && ((struct pet_data *)bl)) str = mob_db[((struct pet_data *)bl)->class_].str; if(sc_data) { if(sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1) str += 4; if( sc_data[SC_BLESSING].timer != -1){ // ブレッシング int race = status_get_race(bl); if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) str >>= 1; // 悪 魔/不死 else str += sc_data[SC_BLESSING].val1; // その他 } if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト str += 5; } } 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 && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->paramc[1]; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); if(bl->type == BL_MOB && (struct mob_data *)bl) { agi = mob_db[((struct mob_data *)bl)->class_].agi; if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris] agi += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type == BL_PET && (struct pet_data *)bl) agi = mob_db[((struct pet_data *)bl)->class_].agi; if(sc_data) { if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 速度増加(PCはpc.cで) agi += 2 + sc_data[SC_INCREASEAGI].val1; if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) agi += agi * (2 + sc_data[SC_CONCENTRATE].val1)/100; if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少 agi -= 2 + sc_data[SC_DECREASEAGI].val1; if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア //agi >>= 1; //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100; //agi -= agib > 50 ? 50 : agib; agi -= sc_data[SC_QUAGMIRE].val1*10; } if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト agi += 5; } } 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 && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->paramc[2]; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); if(bl->type == BL_MOB && (struct mob_data *)bl) { vit = mob_db[((struct mob_data *)bl)->class_].vit; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] vit += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type == BL_PET && (struct pet_data *)bl) vit = mob_db[((struct pet_data *)bl)->class_].vit; if(sc_data) { if(sc_data[SC_STRIPARMOR].timer != -1) vit = vit*60/100; if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト vit += 5; } } 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 && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->paramc[3]; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); if(bl->type == BL_MOB && (struct mob_data *)bl){ int_ = mob_db[((struct mob_data *)bl)->class_].int_; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] int_ += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type == BL_PET && (struct pet_data *)bl) int_ = mob_db[((struct pet_data *)bl)->class_].int_; if(sc_data) { if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング int race = status_get_race(bl); if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) int_ >>= 1; // 悪 魔/不死 else int_ += sc_data[SC_BLESSING].val1; // その他 } if(sc_data[SC_STRIPHELM].timer != -1) int_ = int_*60/100; if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト int_ += 5; } } 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 && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->paramc[4]; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); if(bl->type == BL_MOB && (struct mob_data *)bl) { dex = mob_db[((struct mob_data *)bl)->class_].dex; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] dex += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type == BL_PET && (struct pet_data *)bl) dex = mob_db[((struct pet_data *)bl)->class_].dex; if(sc_data) { if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100; if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング int race = status_get_race(bl); if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) dex >>= 1; // 悪 魔/不死 else dex += sc_data[SC_BLESSING].val1; // その他 } if(sc_data[SC_QUAGMIRE].timer!=-1) { // クァグマイア // dex >>= 1; //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100; //dex -= dexb > 50 ? 50 : dexb; dex -= sc_data[SC_QUAGMIRE].val1*10; } if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト dex += 5; } } 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 && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->paramc[5]; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); if(bl->type == BL_MOB && (struct mob_data *)bl) { luk = mob_db[((struct mob_data *)bl)->class_].luk; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] luk += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type == BL_PET && (struct pet_data *)bl) luk = mob_db[((struct pet_data *)bl)->class_].luk; if(sc_data) { if(sc_data[SC_GLORIA].timer!=-1) // グロリア(PCはpc.cで) luk += 30; if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト luk += 5; if(sc_data[SC_CURSE].timer!=-1) // 呪い luk = 0; } } 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 && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->flee; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); flee = status_get_agi(bl) + status_get_lv(bl); if(sc_data){ if(sc_data[SC_WHISTLE].timer!=-1) flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 +(sc_data[SC_WHISTLE].val3>>16))/100; if(sc_data[SC_BLIND].timer!=-1) flee -= flee*25/100; if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク flee += flee*(sc_data[SC_WINDWALK].val2)/100; if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ flee -= flee*50/100; if(sc_data[SC_GOSPEL].timer!=-1) { if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && sc_data[SC_GOSPEL].val3 == 13) flee += flee*5/100; else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && sc_data[SC_GOSPEL].val3 == 7) flee = 0; } } } 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 && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->hit; else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); hit = status_get_dex(bl) + status_get_lv(bl); if(sc_data) { if(sc_data[SC_HUMMING].timer!=-1) // hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2 +sc_data[SC_HUMMING].val3)/100; if(sc_data[SC_BLIND].timer!=-1) // 呪い hit -= hit*25/100; if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト hit += 3*(sc_data[SC_TRUESIGHT].val1); if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100; if(sc_data[SC_GOSPEL].timer!=-1 && sc_data[SC_GOSPEL].val4 == BCT_PARTY && sc_data[SC_GOSPEL].val3 == 14) hit += hit*5/100; if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) hit += 20*sc_data[SC_EXPLOSIONSPIRITS].val1; } } 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 && (struct map_session_data *)bl){ return ((struct map_session_data *)bl)->flee2; } else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); flee2 = status_get_luk(bl)+1; if(sc_data) { if(sc_data[SC_WHISTLE].timer!=-1) flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 +(sc_data[SC_WHISTLE].val3&0xffff))*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 && (struct map_session_data *)bl){ return ((struct map_session_data *)bl)->critical; } else { struct status_change *sc_data; sc_data = status_get_sc_data(bl); critical = status_get_luk(bl)*3 + 1; if(sc_data) { if(sc_data[SC_FORTUNE].timer!=-1) critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2 + sc_data[SC_FORTUNE].val3)*10; if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) critical += sc_data[SC_EXPLOSIONSPIRITS].val2; if(sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト critical += critical*sc_data[SC_TRUESIGHT].val1/100; } } if(critical < 1) critical = 1; return critical; } /*========================================== * base_atkの取得 * 戻りは整数で1以上 *------------------------------------------ */ int status_get_baseatk(struct block_list *bl) { int batk = 1; nullpo_retr(1, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) { batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk if (((struct map_session_data *)bl)->status.weapon < 16) batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon]; } else { //それ以外なら struct status_change *sc_data; int str,dstr; str = status_get_str(bl); //STR dstr = str/10; batk = dstr*dstr + str; //base_atkを計算する sc_data = status_get_sc_data(bl); if(sc_data) { //状態異常あり if(sc_data[SC_PROVOKE].timer!=-1) //PCでプロボック(SM_PROVOKE)状態 batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加 if(sc_data[SC_CURSE].timer!=-1) //呪われていたら batk -= batk*25/100; //base_atkが25%減少 if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; } } 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); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data*)bl)->watk; else { struct status_change *sc_data; sc_data=status_get_sc_data(bl); if(bl->type == BL_MOB && (struct mob_data *)bl) atk = mob_db[((struct mob_data*)bl)->class_].atk1; else if(bl->type == BL_PET && (struct pet_data *)bl) atk = mob_db[((struct pet_data*)bl)->class_].atk1; if(sc_data) { if(sc_data[SC_PROVOKE].timer!=-1) atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100; if(sc_data[SC_CURSE].timer!=-1) atk -= atk*25/100; if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100; if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) atk += (1000*sc_data[SC_EXPLOSIONSPIRITS].val1); if(sc_data[SC_STRIPWEAPON].timer!=-1) atk -= atk*10/100; if(sc_data[SC_GOSPEL].timer!=-1) { if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && sc_data[SC_GOSPEL].val3 == 12) atk += atk*8/100; else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && sc_data[SC_GOSPEL].val3 == 6) atk = 0; } } } 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 && (struct map_session_data *)bl){ int atk=((struct map_session_data*)bl)->watk_; return atk; } else 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) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data*)bl)->watk2; else { struct status_change *sc_data=status_get_sc_data(bl); int atk2=0; if(bl->type==BL_MOB && (struct mob_data *)bl) atk2 = mob_db[((struct mob_data*)bl)->class_].atk2; else if(bl->type==BL_PET && (struct pet_data *)bl) atk2 = mob_db[((struct pet_data*)bl)->class_].atk2; if(sc_data) { if( sc_data[SC_IMPOSITIO].timer!=-1) atk2 += sc_data[SC_IMPOSITIO].val1*5; if( sc_data[SC_PROVOKE].timer!=-1 ) atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100; if( sc_data[SC_CURSE].timer!=-1 ) atk2 -= atk2*25/100; if(sc_data[SC_DRUMBATTLE].timer!=-1) atk2 += sc_data[SC_DRUMBATTLE].val2; if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 ) atk2 += sc_data[SC_NIBELUNGEN].val3; if(sc_data[SC_STRIPWEAPON].timer!=-1) atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100; if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100; if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) atk2 += (1000*sc_data[SC_EXPLOSIONSPIRITS].val1); } if(atk2 < 0) atk2 = 0; return atk2; } return 0; } /*========================================== * 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 && (struct map_session_data *)bl) return ((struct map_session_data*)bl)->watk_2; else 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) { int matk = 0; nullpo_retr(0, bl); if(bl->type == BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->matk1; else { struct status_change *sc_data; int int_ = status_get_int(bl); matk = int_+(int_/5)*(int_/5); sc_data = status_get_sc_data(bl); if(sc_data) { if(sc_data[SC_MINDBREAKER].timer!=-1) matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; } } 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) { int matk = 0; nullpo_retr(0, bl); if(bl->type == BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->matk2; else { struct status_change *sc_data = status_get_sc_data(bl); int int_ = status_get_int(bl); matk = int_+(int_/7)*(int_/7); if(sc_data) { if(sc_data[SC_MINDBREAKER].timer!=-1) matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; } } 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 status_change *sc_data; int def=0,skilltimer=-1,skillid=0; nullpo_retr(0, bl); sc_data=status_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl){ def = ((struct map_session_data *)bl)->def; skilltimer = ((struct map_session_data *)bl)->skilltimer; skillid = ((struct map_session_data *)bl)->skillid; } else if(bl->type==BL_MOB && (struct mob_data *)bl) { def = mob_db[((struct mob_data *)bl)->class_].def; skilltimer = ((struct mob_data *)bl)->skilltimer; skillid = ((struct mob_data *)bl)->skillid; } else if(bl->type==BL_PET && (struct pet_data *)bl) def = mob_db[((struct pet_data *)bl)->class_].def; if(def < 1000000) { if(sc_data) { //凍結、石化時は右シフト if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) def >>= 1; if (bl->type != BL_PC) { //キーピング時はDEF100 if( sc_data[SC_KEEPING].timer!=-1) def = 100; //プロボック時は減算 if( sc_data[SC_PROVOKE].timer!=-1) def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; //戦太鼓の響き時は加算 if( sc_data[SC_DRUMBATTLE].timer!=-1) def += sc_data[SC_DRUMBATTLE].val3; //毒にかかっている時は減算 if(sc_data[SC_POISON].timer!=-1) def = def*75/100; //ストリップシールド時は減算 if(sc_data[SC_STRIPSHIELD].timer!=-1) def = def*sc_data[SC_STRIPSHIELD].val2/100; //シグナムクルシス時は減算 if(sc_data[SC_SIGNUMCRUCIS].timer!=-1) def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100; //永遠の混沌時はDEF0になる if(sc_data[SC_ETERNALCHAOS].timer!=-1) def = 0; //コンセントレーション時は減算 if( sc_data[SC_CONCENTRATION].timer!=-1) def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100; if(sc_data[SC_GOSPEL].timer!=-1) { if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && sc_data[SC_GOSPEL].val3 == 11) def += def*25/100; else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && sc_data[SC_GOSPEL].val3 == 5) def = 0; } if(sc_data[SC_JOINTBEAT].timer!=-1) { if (sc_data[SC_JOINTBEAT].val2 == 4) def -= def*50/100; else if (sc_data[SC_JOINTBEAT].val2 == 5) def -= def*25/100; } } } //詠唱中は詠唱時減算率に基づいて減算 if(skilltimer != -1) { int def_rate = skill_get_castdef(skillid); if(def_rate != 0) def = (def * (100 - def_rate))/100; } } if(def < 0) def = 0; return def; } /*========================================== * 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) { struct status_change *sc_data; int mdef=0; nullpo_retr(0, bl); sc_data=status_get_sc_data(bl); if(bl->type==BL_PC && (struct map_session_data *)bl) mdef = ((struct map_session_data *)bl)->mdef; else if(bl->type==BL_MOB && (struct mob_data *)bl) mdef = mob_db[((struct mob_data *)bl)->class_].mdef; else if(bl->type==BL_PET && (struct pet_data *)bl) mdef = mob_db[((struct pet_data *)bl)->class_].mdef; if(mdef < 1000000) { if(sc_data) { //バリアー状態時はMDEF100 if(sc_data[SC_BARRIER].timer != -1) mdef = 100; //凍結、石化時は1.25倍 if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) mdef = mdef*125/100; if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100; } } if(mdef < 0) mdef = 0; return mdef; } /*========================================== * 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 { struct status_change *sc_data; if(bl->type==BL_MOB) def2 = mob_db[((struct mob_data *)bl)->class_].vit; else if(bl->type==BL_PET) def2 = mob_db[((struct pet_data *)bl)->class_].vit; sc_data = status_get_sc_data(bl); if(sc_data) { if(sc_data[SC_ANGELUS].timer != -1) def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100; if(sc_data[SC_PROVOKE].timer!=-1) def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; if(sc_data[SC_POISON].timer!=-1) def2 = def2*75/100; //コンセントレーション時は減算 if( sc_data[SC_CONCENTRATION].timer!=-1) def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100; if(sc_data[SC_GOSPEL].timer!=-1) { if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && sc_data[SC_GOSPEL].val3 == 11) def2 += def2*25/100; else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && sc_data[SC_GOSPEL].val3 == 5) def2 = 0; } } } if(def2 < 1) def2 = 1; return def2; } /*========================================== * 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); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1); else { struct status_change *sc_data = status_get_sc_data(bl); if(bl->type == BL_MOB) mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1); else if(bl->type == BL_PET) mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1); if(sc_data) { if(sc_data[SC_MINDBREAKER].timer!=-1) mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100; } } 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) { nullpo_retr(1000, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->speed; else { struct status_change *sc_data=status_get_sc_data(bl); int speed = 1000; if(bl->type==BL_MOB && (struct mob_data *)bl) { speed = ((struct mob_data *)bl)->speed; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; } else if(bl->type==BL_PET && (struct pet_data *)bl) speed = ((struct pet_data *)bl)->msd->petDB->speed; if(sc_data) { //速度増加時は25%減算 if(sc_data[SC_INCREASEAGI].timer!=-1) speed -= speed*25/100; //ウィンドウォーク時はLv*2%減算 else if(sc_data[SC_WINDWALK].timer!=-1) speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100; //速度減少時は25%加算 if(sc_data[SC_DECREASEAGI].timer!=-1) speed = speed*125/100; //クァグマイア時は50%加算 if(sc_data[SC_QUAGMIRE].timer!=-1) speed = speed*3/2; //私を忘れないで…時は加算 if(sc_data[SC_DONTFORGETME].timer!=-1) speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100; //金剛時は25%加算 if(sc_data[SC_STEELBODY].timer!=-1) speed = speed*125/100; //ディフェンダー時は加算 // removed as of 12/14's patch [celest] /*if(sc_data[SC_DEFENDER].timer!=-1) speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/ //踊り状態は4倍遅い if(sc_data[SC_DANCING].timer!=-1 ) speed *= 6; //呪い時は450加算 if(sc_data[SC_CURSE].timer!=-1) speed = speed + 450; if(sc_data[SC_SLOWDOWN].timer!=-1) speed = speed*150/100; if(sc_data[SC_SPEEDUP0].timer!=-1) speed -= speed*25/100; if(sc_data[SC_GOSPEL].timer!=-1 && sc_data[SC_GOSPEL].val4 == BCT_ENEMY && sc_data[SC_GOSPEL].val3 == 8) speed = speed*125/100; if(sc_data[SC_JOINTBEAT].timer!=-1) { if (sc_data[SC_JOINTBEAT].val2 == 1) speed = speed*150/100; else if (sc_data[SC_JOINTBEAT].val2 == 3) speed = speed*130/100; } } if(speed < 1) speed = 1; return speed; } return 1000; } /*========================================== * 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) { nullpo_retr(4000, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return (((struct map_session_data *)bl)->aspd<<1); else { struct status_change *sc_data=status_get_sc_data(bl); int adelay=4000,aspd_rate = 100,i; if(bl->type==BL_MOB && (struct mob_data *)bl) adelay = mob_db[((struct mob_data *)bl)->class_].adelay; else if(bl->type==BL_PET && (struct pet_data *)bl) adelay = mob_db[((struct pet_data *)bl)->class_].adelay; if(sc_data) { //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算 if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ aspd_rate -= 30; //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ //使用者とパーティメンバーで格差が出る設定でなければ3割減算 if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) aspd_rate -= 30; //そうでなければ2.5割減算 else aspd_rate -= 25; } //スピアクィッケン時は減算 if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; //夕日のアサシンクロス時は減算 if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && sc_data[SC_DONTFORGETME].timer == -1) aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; //私を忘れないで…時は加算 if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); //金剛時25%加算 if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 aspd_rate += 25; //増速ポーション使用時は減算 if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) aspd_rate -= sc_data[i].val2; //ディフェンダー時は加算 if(sc_data[SC_DEFENDER].timer != -1) adelay += (1100 - sc_data[SC_DEFENDER].val1*100); if(sc_data[SC_GOSPEL].timer!=-1 && sc_data[SC_GOSPEL].val4 == BCT_ENEMY && sc_data[SC_GOSPEL].val3 == 8) aspd_rate = aspd_rate*125/100; if(sc_data[SC_JOINTBEAT].timer!=-1) { if (sc_data[SC_JOINTBEAT].val2 == 2) aspd_rate = aspd_rate*125/100; else if (sc_data[SC_JOINTBEAT].val2 == 3) aspd_rate = aspd_rate*110/100; } } 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; } return 4000; } int status_get_amotion(struct block_list *bl) { nullpo_retr(2000, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->amotion; else { struct status_change *sc_data=status_get_sc_data(bl); int amotion=2000,aspd_rate = 100,i; if(bl->type==BL_MOB && (struct mob_data *)bl) amotion = mob_db[((struct mob_data *)bl)->class_].amotion; else if(bl->type==BL_PET && (struct pet_data *)bl) amotion = mob_db[((struct pet_data *)bl)->class_].amotion; if(sc_data) { if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ aspd_rate -= 30; if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) aspd_rate -= 30; else aspd_rate -= 25; } if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && sc_data[SC_DONTFORGETME].timer == -1) aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 aspd_rate += 25; if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) aspd_rate -= sc_data[i].val2; if(sc_data[SC_DEFENDER].timer != -1) amotion += (550 - sc_data[SC_DEFENDER].val1*50); } 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_data; nullpo_retr(0, bl); sc_data = status_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl){ ret=mob_db[((struct mob_data *)bl)->class_].dmotion; if(battle_config.monster_damage_delay_rate != 100) ret = ret*battle_config.monster_damage_delay_rate/400; } else if(bl->type==BL_PC && (struct map_session_data *)bl){ ret=((struct map_session_data *)bl)->dmotion; if(battle_config.pc_damage_delay_rate != 100) ret = ret*battle_config.pc_damage_delay_rate/400; } else if(bl->type==BL_PET && (struct pet_data *)bl) ret=mob_db[((struct pet_data *)bl)->class_].dmotion; else return 2000; if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) || (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure)) ret=0; return ret; } int status_get_element(struct block_list *bl) { int ret = 20; struct status_change *sc_data; nullpo_retr(ret, bl); sc_data = status_get_sc_data(bl); if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性 ret=((struct mob_data *)bl)->def_ele; else if(bl->type==BL_PC && (struct map_session_data *)bl) ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 else if(bl->type==BL_PET && (struct pet_data *)bl) ret = mob_db[((struct pet_data *)bl)->class_].element; if(sc_data) { if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 ret=26; if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結 ret=21; if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ret=22; } return ret; } int status_get_attack_element(struct block_list *bl) { int ret = 0; struct status_change *sc_data=status_get_sc_data(bl); nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) ret=0; else if(bl->type==BL_PC && (struct map_session_data *)bl) ret=((struct map_session_data *)bl)->atk_ele; else if(bl->type==BL_PET && (struct pet_data *)bl) ret=0; if(sc_data) { if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン ret=1; if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン ret=2; if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー ret=3; if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー ret=4; if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン ret=5; if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ ret=6; } return ret; } int status_get_attack_element2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) { int ret = ((struct map_session_data *)bl)->atk_ele_; struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data; if(sc_data) { if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン ret=1; if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン ret=2; if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー ret=3; if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー ret=4; if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン ret=5; if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ ret=6; } return ret; } return 0; } int status_get_party_id(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.party_id; else if(bl->type==BL_MOB && (struct mob_data *)bl){ struct mob_data *md=(struct mob_data *)bl; if( md->master_id>0 ) return -md->master_id; return -md->bl.id; } else if(bl->type==BL_SKILL && (struct skill_unit *)bl) return ((struct skill_unit *)bl)->group->party_id; else return 0; } int status_get_guild_id(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->status.guild_id; else if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->class_; else if(bl->type==BL_SKILL && (struct skill_unit *)bl) return ((struct skill_unit *)bl)->group->guild_id; else return 0; } int status_get_race(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].race; else if(bl->type==BL_PC && (struct map_session_data *)bl) return 7; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].race; else return 0; } int status_get_size(struct block_list *bl) { nullpo_retr(1, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].size; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].size; else if(bl->type==BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; //if (pc_isriding(sd)) // fact or rumour? // return 2; if (pc_calc_upper(sd->status.class_) == 2) return 0; return 1; } else return 1; } int status_get_mode(struct block_list *bl) { nullpo_retr(0x01, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].mode; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].mode; else return 0x01; // 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 && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].mexp; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].mexp; else return 0; } int status_get_race2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type == BL_MOB && (struct mob_data *)bl) return mob_db[((struct mob_data *)bl)->class_].race2; else if(bl->type==BL_PET && (struct pet_data *)bl) return mob_db[((struct pet_data *)bl)->class_].race2; else return 0; } int status_isdead(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type == BL_MOB && (struct mob_data *)bl) return ((struct mob_data *)bl)->state.state == MS_DEAD; else if(bl->type==BL_PC && (struct map_session_data *)bl) return pc_isdead((struct map_session_data *)bl); else return 0; } // StatusChange系の所得 struct status_change *status_get_sc_data(struct block_list *bl) { nullpo_retr(NULL, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return ((struct mob_data*)bl)->sc_data; else if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data*)bl)->sc_data; return NULL; } short *status_get_sc_count(struct block_list *bl) { nullpo_retr(NULL, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->sc_count; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->sc_count; return NULL; } short *status_get_opt1(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->opt1; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->opt1; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->opt1; return 0; } short *status_get_opt2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->opt2; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->opt2; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->opt2; return 0; } short *status_get_opt3(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->opt3; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->opt3; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->opt3; return 0; } short *status_get_option(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB && (struct mob_data *)bl) return &((struct mob_data*)bl)->option; else if(bl->type==BL_PC && (struct map_session_data *)bl) return &((struct map_session_data*)bl)->status.option; else if(bl->type==BL_NPC && (struct npc_data *)bl) return &((struct npc_data*)bl)->option; return 0; } int status_get_sc_def(struct block_list *bl, int type) { int sc_def; nullpo_retr(0, bl); switch (type) { case SP_MDEF1: // mdef sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); break; case SP_MDEF2: // int sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); break; case SP_DEF1: // def sc_def = 100 - (3 + status_get_def(bl) + status_get_luk(bl)/3); break; case SP_DEF2: // vit sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); break; case SP_LUK: // luck sc_def = 100 - (3 + status_get_luk(bl)); break; case SC_STONE: case SC_FREEZE: sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); break; case SC_STAN: case SC_POISON: case SC_SILENCE: sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); break; case SC_SLEEP: case SC_CONFUSION: case SC_BLIND: sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); break; case SC_CURSE: sc_def = 100 - (3 + status_get_luk(bl)); break; default: sc_def = 100; break; } if(bl->type == BL_MOB) { struct mob_data *md = (struct mob_data *)bl; if (md && md->class_ == 1288) return 0; if (sc_def < 50) sc_def = 50; } else if(bl->type == BL_PC) { struct status_change* sc_data = status_get_sc_data(bl); if (sc_data && sc_data[SC_GOSPEL].timer != -1 && sc_data[SC_GOSPEL].val4 == BCT_PARTY && sc_data[SC_GOSPEL].val3 == 3) sc_def -= 25; } return (sc_def < 0) ? 0 : sc_def; } /*========================================== * ステータス異常開始 *------------------------------------------ */ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag) { struct map_session_data *sd = NULL; struct status_change* sc_data; short *sc_count, *option, *opt1, *opt2, *opt3; int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag; int scdef=0; nullpo_retr(0, bl); if(bl->type == BL_SKILL) return 0; if(bl->type == BL_MOB) if (status_isdead(bl)) return 0; nullpo_retr(0, sc_data=status_get_sc_data(bl)); nullpo_retr(0, sc_count=status_get_sc_count(bl)); nullpo_retr(0, option=status_get_option(bl)); nullpo_retr(0, opt1=status_get_opt1(bl)); nullpo_retr(0, opt2=status_get_opt2(bl)); nullpo_retr(0, opt3=status_get_opt3(bl)); race=status_get_race(bl); mode=status_get_mode(bl); elem=status_get_elem_type(bl); undead_flag=battle_check_undead(race,elem); if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) ) return 0; switch(type){ case SC_STONE: case SC_FREEZE: scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3; break; case SC_STAN: case SC_SILENCE: case SC_POISON: case SC_DPOISON: scdef=3+status_get_vit(bl)+status_get_luk(bl)/3; break; case SC_SLEEP: case SC_BLIND: scdef=3+status_get_int(bl)+status_get_luk(bl)/3; break; case SC_CURSE: scdef=3+status_get_luk(bl); break; // case SC_CONFUSION: default: scdef=0; } if(scdef>=100) return 0; if(bl->type==BL_PC){ sd=(struct map_session_data *)bl; if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) return 0; if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */ if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000reseff[type-SC_STONE]){ if(battle_config.battle_log) printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id); return 0; } } } else if(bl->type == BL_MOB) { } else { if(battle_config.error_log) printf("status_change_start: neither MOB nor PC !\n"); return 0; } if(type==SC_FREEZE && undead_flag && !(flag&1)) return 0; if (type==SC_BLESSING && (bl->type==BL_PC || (!undead_flag && race!=6))) { 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); } if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) && sc_data[type].timer != -1 && sc_data[type].val2 && !val2) return 0; if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE || (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){ /* ボスには?かない(ただしカ?ドによる?果は適用される) */ return 0; } if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP) battle_stopwalking(bl,1); if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */ if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] return 0; if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON) return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */ (*sc_count)--; delete_timer(sc_data[type].timer, status_change_timer); sc_data[type].timer = -1; } // クアグマイア/私を忘れないで中は無効なスキル if ((sc_data[SC_QUAGMIRE].timer!=-1 || sc_data[SC_DONTFORGETME].timer!=-1) && (type==SC_CONCENTRATE || type==SC_INCREASEAGI || type==SC_TWOHANDQUICKEN || type==SC_SPEARSQUICKEN || type==SC_ADRENALINE || type==SC_LOUD || type==SC_TRUESIGHT || type==SC_WINDWALK || type==SC_CARTBOOST || type==SC_ASSNCROS)) return 0; 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; calc_flag = 1; // for updating mdef #ifdef TWILIGHT val2 = 40; // [Celest] #else val2 = 7; // [Celest] #endif break; case SC_AUTOBERSERK: { tick = 60*1000; if (bl->type == BL_PC && sd->status.hpstatus.max_hp>>2 && (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0)) status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0); } break; 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 */ calc_flag = 1; break; case SC_INCREASEAGI: /* 速度上昇 */ calc_flag = 1; if(sc_data[SC_DECREASEAGI].timer!=-1 ) status_change_end(bl,SC_DECREASEAGI,-1); // the effect will still remain [celest] // if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ // status_change_end(bl,SC_WINDWALK,-1); break; case SC_DECREASEAGI: /* 速度減少 */ if (bl->type == BL_PC) // Celest tick>>=1; calc_flag = 1; 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_SPEARSQUICKEN].timer!=-1 ) status_change_end(bl,SC_SPEARSQUICKEN,-1); if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) status_change_end(bl,SC_TWOHANDQUICKEN,-1); break; case SC_SIGNUMCRUCIS: /* シグナムクルシス */ calc_flag = 1; // val2 = 14 + val1; val2 = 10 + val1*2; tick = 600*1000; clif_emotion(bl,4); break; case SC_SLOWPOISON: if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1) return 0; break; case SC_TWOHANDQUICKEN: /* 2HQ */ if(sc_data[SC_DECREASEAGI].timer!=-1) return 0; *opt3 |= 1; calc_flag = 1; break; case SC_ADRENALINE: /* アドレナリンラッシュ */ if(sc_data[SC_DECREASEAGI].timer!=-1) return 0; if(bl->type == BL_PC) if(pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; calc_flag = 1; break; case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ if(bl->type == BL_PC) if(pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; case SC_OVERTHRUST: /* オ?バ?スラスト */ if(bl->type == BL_PC) if(pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; *opt3 |= 2; break; case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */ if(bl->type == BL_PC) val2 = tick; else tick = 5000*val1; 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 */ skill_encchant_eremental_end(bl,SC_ENCPOISON); 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 */ val2=val1/2 + val1%2; // [Celest] break; case SC_IMPOSITIO: /* インポシティオマヌス */ calc_flag = 1; break; case SC_ASPERSIO: /* アスペルシオ */ skill_encchant_eremental_end(bl,SC_ASPERSIO); break; 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 */ break; case SC_ENERGYCOAT: /* エナジ?コ?ト */ *opt3 |= 4; break; case SC_MAGICROD: val2 = val1*20; break; case SC_KYRIE: /* キリエエレイソン */ val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ val3 = (val1 / 2 + 5); /* 回? */ // -- 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_MINDBREAKER: calc_flag = 1; if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ case SC_GLORIA: /* グロリア */ calc_flag = 1; break; case SC_LOUD: /* ラウドボイス */ calc_flag = 1; break; case SC_TRICKDEAD: /* 死んだふり */ if (bl->type == BL_PC) { pc_stopattack((struct map_session_data *)sd); } break; case SC_QUAGMIRE: /* クァグマイア */ calc_flag = 1; if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */ status_change_end(bl,SC_CONCENTRATE,-1); if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ status_change_end(bl,SC_INCREASEAGI,-1); if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) status_change_end(bl,SC_TWOHANDQUICKEN,-1); if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) status_change_end(bl,SC_SPEARSQUICKEN,-1); if(sc_data[SC_ADRENALINE].timer!=-1 ) status_change_end(bl,SC_ADRENALINE,-1); if(sc_data[SC_LOUD].timer!=-1 ) status_change_end(bl,SC_LOUD,-1); if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ status_change_end(bl,SC_TRUESIGHT,-1); if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ status_change_end(bl,SC_WINDWALK,-1); if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ status_change_end(bl,SC_CARTBOOST,-1); break; case SC_MAGICPOWER: calc_flag = 1; val2 = 1; break; case SC_SACRIFICE: val2 = 5; break; case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */ skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER); break; case SC_FROSTWEAPON: /* フロストウェポン */ skill_encchant_eremental_end(bl,SC_FROSTWEAPON); break; case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */ skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER); break; case SC_SEISMICWEAPON: /* サイズミックウェポン */ skill_encchant_eremental_end(bl,SC_SEISMICWEAPON); break; case SC_DEVOTION: /* ディボ?ション */ calc_flag = 1; 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_STRIPARMOR: case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: break; case SC_AUTOSPELL: /* オ?トスペル */ val4 = 5 + val1*2; break; case SC_VOLCANO: calc_flag = 1; val3 = val1*10; val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); break; case SC_DELUGE: calc_flag = 1; val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) ); val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); break; case SC_VIOLENTGALE: calc_flag = 1; val3 = val1*3; val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); break; case SC_SPEARSQUICKEN: /* スピアクイッケン */ calc_flag = 1; val2 = 20+val1; *opt3 |= 1; break; case SC_COMBO: break; case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ break; case SC_BLADESTOP: /* 白刃取り */ if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); *opt3 |= 32; break; case SC_LULLABY: /* 子守唄 */ val2 = 11; break; case SC_RICHMANKIM: break; case SC_ETERNALCHAOS: /* エタ?ナルカオス */ calc_flag = 1; break; case SC_DRUMBATTLE: /* ?太鼓の響き */ calc_flag = 1; val2 = (val1+1)*25; val3 = (val1+1)*2; break; case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ calc_flag = 1; //val2 = (val1+2)*50; val3 = (val1+2)*25; break; case SC_ROKISWEIL: /* ロキの叫び */ break; case SC_INTOABYSS: /* 深淵の中に */ break; case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ calc_flag = 1; val2 = 55 + val1*5; val3 = val1*10; break; case SC_DISSONANCE: /* 不協和音 */ val2 = 10; break; case SC_WHISTLE: /* 口笛 */ calc_flag = 1; break; case SC_ASSNCROS: /* 夕陽のアサシンクロス */ calc_flag = 1; break; case SC_POEMBRAGI: /* ブラギの詩 */ break; case SC_APPLEIDUN: /* イドゥンの林檎 */ calc_flag = 1; break; case SC_UGLYDANCE: /* 自分勝手なダンス */ val2 = 10; break; case SC_HUMMING: /* ハミング */ calc_flag = 1; break; case SC_DONTFORGETME: /* 私を忘れないで */ calc_flag = 1; if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ status_change_end(bl,SC_INCREASEAGI,-1); if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) status_change_end(bl,SC_TWOHANDQUICKEN,-1); if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) status_change_end(bl,SC_SPEARSQUICKEN,-1); if(sc_data[SC_ADRENALINE].timer!=-1 ) status_change_end(bl,SC_ADRENALINE,-1); if(sc_data[SC_ASSNCROS].timer!=-1 ) status_change_end(bl,SC_ASSNCROS,-1); if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ status_change_end(bl,SC_TRUESIGHT,-1); if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ status_change_end(bl,SC_WINDWALK,-1); if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ status_change_end(bl,SC_CARTBOOST,-1); break; case SC_FORTUNE: /* 幸運のキス */ calc_flag = 1; break; case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ calc_flag = 1; break; case SC_MOONLIT: val2 = bl->id; break; case SC_DANCING: /* ダンス/演奏中 */ calc_flag = 1; val3= tick / 1000; tick = 1000; break; case SC_EXPLOSIONSPIRITS: // 爆裂波動 calc_flag = 1; val2 = 75 + 25*val1; *opt3 |= 8; break; case SC_STEELBODY: // 金剛 calc_flag = 1; *opt3 |= 16; break; case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ break; case SC_AUTOCOUNTER: val3 = val4 = 0; break; case SC_SPEEDPOTION0: /* ?速ポ?ション */ case SC_SPEEDPOTION1: case SC_SPEEDPOTION2: case SC_SPEEDPOTION3: calc_flag = 1; tick = 1000 * tick; val2 = 5*(2+type-SC_SPEEDPOTION0); break; /* atk & matk potions [Valaris] */ case SC_ATKPOT: case SC_MATKPOT: calc_flag = 1; tick = 1000 * tick; break; case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) { time_t timer; calc_flag = 1; tick = 10000; if(!val2) val2 = time(&timer); } break; case SC_NOCHAT: //チャット禁止?態 { time_t timer; if(!battle_config.muting_players) break; tick = 60000; if(!val2) val2 = time(&timer); updateflag = SP_MANNER; save_flag = 1; // celest } break; case SC_SELFDESTRUCTION: //自爆 clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1)); val3 = tick / 1000; tick = 1000; break; /* option1 */ case SC_STONE: /* 石化 */ if(!(flag&2)) { int sc_def = status_get_mdef(bl)*200; tick = tick - sc_def; } val3 = tick/1000; if(val3 < 1) val3 = 1; tick = 5000; val2 = 1; break; case SC_SLEEP: /* 睡眠 */ if(!(flag&2)) { // int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3); // tick = tick * sc_def / 100; // if(tick < 1000) tick = 1000; tick = 30000;//睡眠はステ?タス耐性に?わらず30秒 } break; case SC_FREEZE: /* 凍結 */ if(!(flag&2)) { int sc_def = 100 - status_get_mdef(bl); tick = tick * sc_def / 100; } break; case SC_STAN: /* スタン(val2にミリ秒セット) */ if(!(flag&2)) { int sc_def = status_get_sc_def_vit(bl); tick = tick * sc_def / 100; } break; /* option2 */ case SC_DPOISON: /* 猛毒 */ { int mhp = status_get_max_hp(bl); int hp = status_get_hp(bl); // MHP?1/4???????? if (hp > mhp>>2) { if(bl->type == BL_PC) { int diff = mhp*10/100; if (hp - diff < mhp>>2) hp = hp - (mhp>>2); pc_heal((struct map_session_data *)bl, -hp, 0); } else if(bl->type == BL_MOB) { struct mob_data *md = (struct mob_data *)bl; hp -= mhp*15/100; if (hp > mhp>>2) md->hp = hp; else md->hp = mhp>>2; } } } // fall through case SC_POISON: /* 毒 */ calc_flag = 1; if(!(flag&2)) { int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5); tick = tick * sc_def / 100; } val3 = tick/1000; if(val3 < 1) val3 = 1; tick = 1000; break; case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ if (sc_data && sc_data[SC_GOSPEL].timer!=-1) { skill_delunitgroup((struct skill_unit_group *)sc_data[SC_GOSPEL].val3); status_change_end(bl,SC_GOSPEL,-1); break; } if(!(flag&2)) { int sc_def = 100 - status_get_vit(bl); tick = tick * sc_def / 100; } break; case SC_CONFUSION: val2 = tick; tick = 100; clif_emotion(bl,1); if (sd) { pc_stop_walking (sd, 0); } break; case SC_BLIND: /* 暗? */ calc_flag = 1; if(!(flag&2)) { int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15; tick = 30000 - sc_def; } break; case SC_CURSE: calc_flag = 1; if(!(flag&2)) { int sc_def = 100 - status_get_vit(bl); tick = tick * sc_def / 100; } break; /* option */ case SC_HIDING: /* ハイディング */ calc_flag = 1; if(bl->type == BL_PC) { val2 = tick / 1000; /* 持?時間 */ tick = 1000; } break; case SC_CHASEWALK: case SC_CLOAKING: /* クロ?キング */ if(bl->type == BL_PC) { calc_flag = 1; // [Celest] val2 = tick; val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; } else tick = 5000*val1; break; case SC_SIGHT: /* サイト/ルアフ */ case SC_RUWACH: val2 = tick/250; tick = 10; break; /* セ?フティウォ?ル、ニュ?マ */ case SC_SAFETYWALL: case SC_PNEUMA: tick=((struct skill_unit *)val2)->group->limit; break; /* アンクル */ case SC_ANKLE: break; /* スキルじゃない/時間に?係しない */ case SC_RIDING: calc_flag = 1; tick = 600*1000; break; case SC_FALCON: case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKNWEAPON: case SC_BROKNARMOR: tick=600*1000; break; case SC_AUTOGUARD: { int i,t; for(i=val2=0;i>1); val2 += (t < 0)? 1:t; } } break; case SC_DEFENDER: calc_flag = 1; val2 = 5 + val1*15; break; case SC_KEEPING: case SC_BARRIER: calc_flag = 1; case SC_HALLUCINATION: break; case SC_CONCENTRATION: /* コンセントレ?ション */ *opt3 |= 1; calc_flag = 1; break; case SC_TENSIONRELAX: /* テンションリラックス */ if(bl->type == BL_PC) { tick = 10000; } else return 0; break; case SC_AURABLADE: /* オ?ラブレ?ド */ case SC_PARRYING: /* パリイング */ // case SC_ASSUMPTIO: /* */ // case SC_HEADCRUSH: /* ヘッドクラッシュ */ // case SC_JOINTBEAT: /* ジョイントビ?ト */ // case SC_MARIONETTE: /* マリオネットコントロ?ル */ //とりあえず手?き break; // -- moonsoul (for new upper class related skill status effects) /* case SC_AURABLADE: val2 = val1*10; break; case SC_PARRYING: val2=val1*3; break; case SC_CONCENTRATION: calc_flag=1; val2=val1*10; val3=val1*5; break; case SC_TENSIONRELAX: // val2 = 10; // val3 = 15; break; case SC_BERSERK: calc_flag=1; break; case SC_ASSUMPTIO: if(sc_data[SC_KYRIE].timer!=-1 ) status_change_end(bl,SC_KYRIE,-1); break;*/ case SC_WINDWALK: /* ウインドウォ?ク */ calc_flag = 1; val2 = (val1 / 2); //Flee上昇率 break; case SC_JOINTBEAT: // Random break [DracoRPG] calc_flag = 1; val2 = rand()%6 + 1; if (val2 == 6) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0); break; case SC_BERSERK: /* バ?サ?ク */ if(sd){ sd->status.hp = sd->status.max_hp * 3; sd->status.sp = 0; clif_updatestatus(sd,SP_HP); clif_updatestatus(sd,SP_SP); clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */ sd->canregen_tick = gettick() + 300000; } *opt3 |= 128; tick = 10000; calc_flag = 1; break; case SC_ASSUMPTIO: /* アスムプティオ */ if(sc_data[SC_KYRIE].timer!=-1 ) status_change_end(bl,SC_KYRIE,-1); break; *opt3 |= 2048; break; case SC_BASILICA: // [celest] break; case SC_GOSPEL: if (val4 == BCT_SELF) { // self effect int i; if (sd) { sd->canact_tick += tick; sd->canmove_tick += tick; } val2 = tick; tick = 1000; for (i=0; i<=26; i++) { if(sc_data[i].timer!=-1) status_change_end(bl,i,-1); } for (i=58; i<=62; i++) { if(sc_data[i].timer!=-1) status_change_end(bl,i,-1); } for (i=132; i<=136; i++) { if(sc_data[i].timer!=-1) status_change_end(bl,i,-1); } } break; case SC_MARIONETTE: /* マリオネットコントロ?ル */ case SC_MARIONETTE2: val2 = tick; if (!val3) return 0; tick = 1000; calc_flag = 1; *opt3 |= 1024; break; case SC_MELTDOWN: /* メルトダウン */ case SC_CARTBOOST: /* カ?トブ?スト */ case SC_TRUESIGHT: /* トゥル?サイト */ case SC_SPIDERWEB: /* スパイダ?ウェッブ */ 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_SPLASHER: /* ベナムスプラッシャ? */ break; case SC_FOGWALL: val2 = 75; // calc_flag = 1; // not sure of effects yet [celest] break; case SC_PRESERVE: break; case SC_BLEEDING: { // every 1 vit deducts 1 second val3 = tick - status_get_vit(bl) * 1000; // minimum 50 seconds if (val3 < 50000) val3 = 50000; val4 = 10000; tick = 1000; } break; case SC_SLOWDOWN: case SC_SPEEDUP0: calc_flag = 1; break; case SC_REGENERATION: val1 = 2; case SC_BATTLEORDERS: tick = 60000; // 1 minute calc_flag = 1; break; case SC_GUILDAURA: calc_flag = 1; tick = 1000; break; default: if(battle_config.error_log) printf("UnknownStatusChange [%d]\n", type); return 0; } if(bl->type==BL_PC && (typeid, type); if(bl->type==BL_PC && calc_flag) status_calc_pc(sd,0); /* ステ?タス再計算 */ if(bl->type==BL_PC && save_flag) chrif_save(sd); // save the player status if(bl->type==BL_PC && updateflag) clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */ return 0; } /*========================================== * ステータス異常全解除 *------------------------------------------ */ int status_change_clear(struct block_list *bl,int type) { struct status_change* sc_data; short *sc_count, *option, *opt1, *opt2, *opt3; int i; nullpo_retr(0, bl); nullpo_retr(0, sc_data = status_get_sc_data(bl)); nullpo_retr(0, sc_count = status_get_sc_count(bl)); nullpo_retr(0, option = status_get_option(bl)); nullpo_retr(0, opt1 = status_get_opt1(bl)); nullpo_retr(0, opt2 = status_get_opt2(bl)); nullpo_retr(0, opt3 = status_get_opt3(bl)); if (*sc_count == 0) return 0; for(i = 0; i < MAX_STATUSCHANGE; i++){ if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */ status_change_end(bl, i, -1); } } *sc_count = 0; *opt1 = 0; *opt2 = 0; *opt3 = 0; *option &= OPTION_MASK; if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor] !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest] *opt2 |= STATE_BLIND; if(!type || type&2) clif_changeoption(bl); return 0; } /*========================================== * ステータス異常終了 *------------------------------------------ */ int status_change_end( struct block_list* bl , int type,int tid ) { struct status_change* sc_data; int opt_flag=0, calc_flag = 0; short *sc_count, *option, *opt1, *opt2, *opt3; nullpo_retr(0, bl); if(bl->type!=BL_PC && bl->type!=BL_MOB) { if(battle_config.error_log) printf("status_change_end: neither MOB nor PC !\n"); return 0; } nullpo_retr(0, sc_data = status_get_sc_data(bl)); nullpo_retr(0, sc_count = status_get_sc_count(bl)); nullpo_retr(0, option = status_get_option(bl)); nullpo_retr(0, opt1 = status_get_opt1(bl)); nullpo_retr(0, opt2 = status_get_opt2(bl)); nullpo_retr(0, opt3 = status_get_opt3(bl)); if ((*sc_count) > 0 && 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_ENDURE: // celest 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_TWOHANDQUICKEN: /* 2HQ */ 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_SPEARSQUICKEN: /* 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_DEFENDER: case SC_SPEEDPOTION0: /* ?速ポ?ション */ case SC_SPEEDPOTION1: case SC_SPEEDPOTION2: case SC_SPEEDPOTION3: case SC_APPLEIDUN: /* イドゥンの林檎 */ case SC_RIDING: 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_ATKPOT: /* attack potion [Valaris] */ case SC_MATKPOT: /* magic attack potion [Valaris] */ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) case SC_MELTDOWN: /* メルトダウン */ case SC_MINDBREAKER: /* マインドブレーカー */ // Celest case SC_EDP: case SC_SLOWDOWN: case SC_SPEEDUP0: case SC_BATTLEORDERS: case SC_REGENERATION: case SC_GUILDAURA: calc_flag = 1; break; case SC_AUTOBERSERK: if (sc_data[SC_PROVOKE].timer != -1) status_change_end(bl,SC_PROVOKE,-1); break; case SC_BERSERK: /* バ?サ?ク */ calc_flag = 1; clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */ break; case SC_DEVOTION: /* ディボ?ション */ { struct map_session_data *md = map_id2sd(sc_data[type].val1); sc_data[type].val1=sc_data[type].val2=0; skill_devotion(md,bl->id); calc_flag = 1; } break; case SC_BLADESTOP: { struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4); //片方が切れたので相手の白刃?態が切れてないのなら解除 if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1) status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1); if(sc_data[type].val2==2) clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0); } break; case SC_DANCING: { struct map_session_data *dsd; struct status_change *d_sc_data; if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){ d_sc_data = dsd->sc_data; //合奏で相手がいる場合相手のval4を0にする if(d_sc_data && d_sc_data[type].timer!=-1) d_sc_data[type].val4=0; } } calc_flag = 1; break; case SC_NOCHAT: //チャット禁止?態 { struct map_session_data *sd=NULL; if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ 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_SELFDESTRUCTION: /* 自爆 */ { //自分のダメ?ジは0にして struct mob_data *md=NULL; if(bl->type == BL_MOB && (md=(struct mob_data*)bl)) skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); } 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; // celest case SC_CONFUSION: { struct map_session_data *sd=NULL; if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ sd->next_walktime = -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); if (pbl) { struct status_change* sc_data; if (*status_get_sc_count(pbl) > 0 && (sc_data = status_get_sc_data(pbl)) && sc_data[type2].timer != -1) status_change_end(pbl, type2, -1); } calc_flag = 1; } break; } if(bl->type==BL_PC && (typetype == BL_PC && // by [Yor] !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest] *opt2 |= STATE_BLIND; opt_flag = 1; } if(opt_flag) /* optionの?更を?える */ clif_changeoption(bl); if (bl->type == BL_PC && calc_flag) status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */ } return 0; } /*========================================== * 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_data; //short *sc_count; //使ってない? // security system to prevent forgetting timer removal int temp_timerid; nullpo_retr_f(0, bl=map_id2bl(id), "id=%d data=%d",id,data); nullpo_retr(0, sc_data=status_get_sc_data(bl)); if(bl->type==BL_PC) nullpo_retr(0, sd=(struct map_session_data *)bl); //sc_count=status_get_sc_count(bl); //使ってない? if(sc_data[type].timer != tid) { if(battle_config.error_log) printf("status_change_timer %d != %d\n",tid,sc_data[type].timer); 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){ if( sd->status.sp > 0 ){ /* SP切れるまで持? */ 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[SC_CHASEWALK].val1*2; if (map[sd->bl.m].flag.gvg) sp *= 5; if( sd->status.sp > sp){ sd->status.sp -= sp; // update sp cost [Celest] 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); sc_data[SC_CHASEWALK].val4++; if (sc_data[SC_CHASEWALK].val4 > 3) sc_data[SC_CHASEWALK].val4 = 0; status_calc_pc (sd, 0); 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 */ { int range = 5; if ( type == SC_SIGHT ) range = 7; map_foreachinarea( status_change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, bl,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_SIGNUMCRUCIS: /* シグナムクルシス */ { int race = status_get_race(bl); if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) { sc_data[type].timer=add_timer(1000*600+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 */ case SC_AUTOBERSERK: // Celest if(sd && sd->special_state.infinite_endure) { #ifdef TWILIGHT sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); #else sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data ); #endif //sc_data[type].val2=1; return 0; } break; case SC_DISSONANCE: /* 不協和音 */ if( (--sc_data[type].val2)>0){ struct skill_unit *unit= (struct skill_unit *)sc_data[type].val4; struct block_list *src; /*if(!unit || !unit->group) break; src=map_id2bl(unit->group->src_id); if(!src) break;*/ nullpo_retb(unit); nullpo_retb(unit->group); nullpo_retb(src=map_id2bl(unit->group->src_id)); skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0); if( (bl->type==BL_MOB) && (MS_DEAD==((struct mob_data *)bl)->state.state) ) break; sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick, status_change_timer, bl->id, data ); return 0; } break; case SC_LULLABY: /* 子守唄 */ if( (--sc_data[type].val2)>0){ struct skill_unit *unit= (struct skill_unit *)sc_data[type].val4; nullpo_retb(unit); nullpo_retb(unit->group); if(unit->group->src_id == bl->id) break; skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick); if (unit->group != 0) { sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick, status_change_timer, bl->id, data ); return 0; }// dont forget the brackets } break; case SC_STONE: if(sc_data[type].val2 != 0) { short *opt1 = status_get_opt1(bl); sc_data[type].val2 = 0; sc_data[type].val4 = 0; battle_stopwalking(bl,1); if(opt1) { *opt1 = 1; 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; if(sd) pc_heal(sd,-hp,0); else if(bl->type == BL_MOB){ struct mob_data *md; if((md=((struct mob_data *)bl)) == NULL) break; md->hp -= hp; } } sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_POISON: case SC_DPOISON: if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) { int hp = status_get_max_hp(bl); if (type == SC_POISON && status_get_hp(bl) < hp>>2) break; if(sd) { hp = (type == SC_DPOISON) ? 3 + hp/50 : 3 + hp*3/200; pc_heal(sd, -hp, 0); } else if (bl->type == BL_MOB) { struct mob_data *md; nullpo_retr(0, md=(struct mob_data *)bl); hp = (type == SC_DPOISON) ? 3 + hp/100 : 3 + hp/200; md->hp -= hp; } } if (sc_data[type].val3 > 0) { sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); // hmm setting up a timer and breaking then to call status_change_end just right away? // I think you're missing brackets and a: 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 ){ /* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ sd->status.sp -= 12; clif_updatestatus(sd,SP_SP); } */ 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); // calling status_change_end then break and call it again might not be that what is necessary // or am I wrong? // so I just add brackets and a: 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、 if((sc_data[type].val3 -= 1000) > 0) { if((sc_data[type].val4 -= 1000) > 0) { int hp = rand()%300+400; if(sd) { pc_heal(sd,-hp,0); sd->canmove_tick = tick+1000; } else if(bl->type == BL_MOB) { struct mob_data *md; nullpo_retr(0, md=(struct mob_data *)bl); md->hp -= hp; } } if (sd) { sd->canact_tick = tick+1000; } sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); // hmm setting up a timer and breaking then to call status_change_end just right away? // I think you're missing a: return 0; } break; /* 時間切れ無し?? */ case SC_AETERNA: case SC_TRICKDEAD: case SC_RIDING: case SC_FALCON: case SC_WEIGHT50: case SC_WEIGHT90: case SC_MAGICPOWER: /* 魔法力?幅 */ case SC_REJECTSWORD: /* リジェクトソ?ド */ case SC_MEMORIZE: /* メモライズ */ case SC_BROKNWEAPON: case SC_BROKNARMOR: case SC_SACRIFICE: 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; if(sd){ if(sd->status.sp > 0 && (--sc_data[type].val3)>0){ 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 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 DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ s=10; break; } if(s && ((sc_data[type].val3 % s) == 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_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; } } break; case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) if(sd){ time_t timer; if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので?? sc_data[type].timer=add_timer( /* タイマ?再設定 */ 10000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_NOCHAT: //チャット禁止?態 if(sd && battle_config.muting_players){ time_t timer; if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので?? clif_updatestatus(sd,SP_MANNER); sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */ 60000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_SELFDESTRUCTION: /* 自爆 */ if(--sc_data[type].val3>0){ struct mob_data *md; if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){ md->speed -= 250; md->next_walktime=tick; } 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_SPLASHER: if (sc_data[type].val4 % 1000 == 0) { char timer[2]; sprintf (timer, "%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; // Celest case SC_CONFUSION: { int i = 3000; //struct mob_data *md; if (sd) { pc_randomwalk (sd, gettick()); sd->next_walktime = tick + (i=1000 + rand()%1000); } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) { md->state.state=MS_WALK; if( DIFF_TICK(md->next_walktime,tick) > + 7000 && (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) ) md->next_walktime = tick + 3000*rand()%2000; mob_randomwalk(md,tick); }*/ if ((sc_data[type].val2 -= 1000) > 0) { sc_data[type].timer = add_timer( i + tick, status_change_timer, bl->id, data); return 0; } } break; case SC_GOSPEL: { int calc_flag = 0; if (sc_data[type].val3 > 0) { sc_data[type].val3 = 0; calc_flag = 1; } if(sd && 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(sd->status.hp - hp > 0 && sd->status.sp - sp > 0){ sd->status.hp -= hp; sd->status.sp -= sp; clif_updatestatus(sd,SP_HP); clif_updatestatus(sd,SP_SP); if ((sc_data[type].val2 -= 10000) > 0) { sc_data[type].timer = add_timer( 10000+tick, status_change_timer, bl->id, data); return 0; } } } else if (sd && sc_data[type].val4 == BCT_PARTY) { int i; switch ((i = rand() % 12)) { case 1: // heal between 100-1000 { struct block_list tbl; int heal = rand() % 900 + 100; tbl.id = 0; tbl.m = bl->m; tbl.x = bl->x; tbl.y = bl->y; clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1); battle_heal(NULL,bl,heal,0,0); } break; case 2: // end negative status { int j; for (j=0; j<4; j++) if(sc_data[i + SC_POISON].timer!=-1) { status_change_end(bl,j,-1); break; } } break; case 3: // +25% resistance to negative status case 4: // +25% max hp case 5: // +25% max sp case 6: // +2 to all stats case 11: // +25% armor and vit def case 12: // +8% atk case 13: // +5% flee case 14: // +5% hit sc_data[type].val3 = i; if (i == 6 || (i >= 11 && i <= 14)) calc_flag = 1; break; case 7: // level 5 bless { struct block_list tbl; tbl.id = 0; tbl.m = bl->m; tbl.x = bl->x; tbl.y = bl->y; clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1); status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 ); } break; case 8: // level 5 increase agility { struct block_list tbl; tbl.id = 0; tbl.m = bl->m; tbl.x = bl->x; tbl.y = bl->y; clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1); status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 ); } break; case 9: // holy element to weapon { struct block_list tbl; tbl.id = 0; tbl.m = bl->m; tbl.x = bl->x; tbl.y = bl->y; clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1); status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 ); } break; case 10: // holy element to armour { struct block_list tbl; tbl.id = 0; tbl.m = bl->m; tbl.x = bl->x; tbl.y = bl->y; clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1); status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 ); } break; default: break; } } else if (sc_data[type].val4 == BCT_ENEMY) { int i; switch ((i = rand() % 8)) { case 1: // damage between 300-800 case 2: // damage between 150-550 (ignore def) battle_damage(NULL, bl, rand() % 500,0); // temporary damage break; case 3: // random status effect { int effect[3] = { SC_CURSE, SC_BLIND, SC_POISON }; status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 ); } break; case 4: // level 10 provoke { struct block_list tbl; tbl.id = 0; tbl.m = bl->m; tbl.x = bl->x; tbl.y = bl->y; clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1); status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 ); } break; case 5: // 0 def case 6: // 0 atk case 7: // 0 flee case 8: // -75% move speed and aspd sc_data[type].val3 = i; calc_flag = 1; break; default: break; } } if (sd && calc_flag) status_calc_pc (sd, 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; }// ugh, don't forget the brackets } 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; int type; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src=va_arg(ap,struct block_list*)); type=va_arg(ap,int); tick=va_arg(ap,unsigned int); if(bl->type!=BL_PC && bl->type!=BL_MOB) return 0; switch( type ){ case SC_SIGHT: /* サイト */ case SC_CONCENTRATE: if( (*status_get_option(bl))&6 ){ status_change_end( bl, SC_HIDING, -1); status_change_end( bl, SC_CLOAKING, -1); } break; case SC_RUWACH: /* ルアフ */ if( (*status_get_option(bl))&6 ){ struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest] if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother sc_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,sc_data[type].val1,tick,0); } break; } return 0; } static int status_calc_sigma(void) { int i,j,k; for(i=0;i