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-rw-r--r--src/map/status.c2011
1 files changed, 1072 insertions, 939 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 4a2a6c344..9cd01f7b3 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -245,7 +245,7 @@ void initChangeTables(void) {
set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
add_sc( NPC_DEFENDER , SC_ARMOR );
add_sc( NPC_LICK , SC_STUN );
- set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE );
+ set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE );
add_sc( NPC_REBIRTH , SC_REBIRTH );
add_sc( RG_RAID , SC_STUN );
#ifdef RENEWAL
@@ -469,8 +469,8 @@ void initChangeTables(void) {
set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
// Homunculus S
- set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE );
- set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
+ set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE );
+ set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
add_sc(MH_STAHL_HORN, SC_STUN);
set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
@@ -529,14 +529,14 @@ void initChangeTables(void) {
set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
add_sc( RK_DRAGONBREATH , SC_BURNING );
- set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );
+ set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );
set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
- set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
+ set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY );
/**
* GC Guillotine Cross
@@ -643,7 +643,7 @@ void initChangeTables(void) {
set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
- set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
+ set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN );
set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
/**
* Wanderer / Minstrel
@@ -677,7 +677,7 @@ void initChangeTables(void) {
set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
- set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
+ add_sc( SO_WARMER , SC_WARMER ); // At the moment, no icon on officials
set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
@@ -724,25 +724,25 @@ void initChangeTables(void) {
set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
- add_sc( KO_YAMIKUMO , SC_HIDING );
- set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
- add_sc( KO_MAKIBISHI , SC_STUN );
- set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
- set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- add_sc( KO_JYUSATSU , SC_CURSE );
- set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
- set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
- set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
- set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
- set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
- set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
- set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
- set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
-
- set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
-
- add_sc( ALL_REVERSEORCISH , SC_ORCISH );
- set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
+ add_sc( KO_YAMIKUMO , SC_HIDING );
+ set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
+ add_sc( KO_MAKIBISHI , SC_STUN );
+ set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
+ set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( KO_JYUSATSU , SC_CURSE );
+ set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
+ set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
+ set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
+ set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
+ set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
+ set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
+ set_sc_with_vfx( OB_AKAITSUKI, SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
+ set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
+
+ set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+
+ add_sc( ALL_REVERSEORCISH , SC_ORCISH );
+ set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR );
add_sc( NPC_WIDEBODYBURNNING , SC_BURNING );
@@ -750,7 +750,7 @@ void initChangeTables(void) {
add_sc( NPC_WIDECOLD , SC_COLD );
add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP );
add_sc( NPC_WIDESIREN , SC_SIREN );
-
+
set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
// Storing the target job rather than simply SC_SOULLINK simplifies code later on.
@@ -935,13 +935,16 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
status->ChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
status->ChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
+ status->ChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
status->ChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI;
status->ChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
status->ChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2;
status->ChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
status->ChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
status->ChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
+ status->ChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
status->ChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
+ status->ChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
status->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
status->ChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
status->ChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
@@ -1004,6 +1007,7 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
status->ChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
status->ChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
+ status->ChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
status->ChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
status->ChangeFlagTable[SC_WEDDING] = SCB_SPEED;
@@ -1018,32 +1022,32 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
/* status->DisplayType Table [Ind/Hercules] */
- status->DisplayType[SC_ALL_RIDING] = true;
- status->DisplayType[SC_PUSH_CART] = true;
- status->DisplayType[SC_SUMMON1] = true;
- status->DisplayType[SC_SUMMON2] = true;
- status->DisplayType[SC_SUMMON3] = true;
- status->DisplayType[SC_SUMMON4] = true;
- status->DisplayType[SC_SUMMON5] = true;
- status->DisplayType[SC_CAMOUFLAGE] = true;
- status->DisplayType[SC_DUPLELIGHT] = true;
- status->DisplayType[SC_ORATIO] = true;
- status->DisplayType[SC_FROSTMISTY] = true;
- status->DisplayType[SC_VENOMIMPRESS] = true;
- status->DisplayType[SC_HALLUCINATIONWALK] = true;
- status->DisplayType[SC_ROLLINGCUTTER] = true;
- status->DisplayType[SC_BANDING] = true;
- status->DisplayType[SC_COLD] = true;
- status->DisplayType[SC_DEEP_SLEEP] = true;
- status->DisplayType[SC_CURSEDCIRCLE_ATKER]= true;
- status->DisplayType[SC_CURSEDCIRCLE_TARGET]= true;
- status->DisplayType[SC_BLOOD_SUCKER] = true;
- status->DisplayType[SC__SHADOWFORM] = true;
- status->DisplayType[SC_MONSTER_TRANSFORM] = true;
- status->DisplayType[SC_MOONSTAR] = true;
- status->DisplayType[SC_SUPER_STAR] = true;
- status->DisplayType[SC_STRANGELIGHTS] = true;
- status->DisplayType[SC_DECORATION_OF_MUSIC] = true;
+ status->DisplayType[SC_ALL_RIDING] = true;
+ status->DisplayType[SC_PUSH_CART] = true;
+ status->DisplayType[SC_SUMMON1] = true;
+ status->DisplayType[SC_SUMMON2] = true;
+ status->DisplayType[SC_SUMMON3] = true;
+ status->DisplayType[SC_SUMMON4] = true;
+ status->DisplayType[SC_SUMMON5] = true;
+ status->DisplayType[SC_CAMOUFLAGE] = true;
+ status->DisplayType[SC_DUPLELIGHT] = true;
+ status->DisplayType[SC_ORATIO] = true;
+ status->DisplayType[SC_FROSTMISTY] = true;
+ status->DisplayType[SC_VENOMIMPRESS] = true;
+ status->DisplayType[SC_HALLUCINATIONWALK] = true;
+ status->DisplayType[SC_ROLLINGCUTTER] = true;
+ status->DisplayType[SC_BANDING] = true;
+ status->DisplayType[SC_COLD] = true;
+ status->DisplayType[SC_DEEP_SLEEP] = true;
+ status->DisplayType[SC_CURSEDCIRCLE_ATKER] = true;
+ status->DisplayType[SC_CURSEDCIRCLE_TARGET] = true;
+ status->DisplayType[SC_BLOOD_SUCKER] = true;
+ status->DisplayType[SC__SHADOWFORM] = true;
+ status->DisplayType[SC_MONSTER_TRANSFORM] = true;
+ status->DisplayType[SC_MOONSTAR] = true;
+ status->DisplayType[SC_SUPER_STAR] = true;
+ status->DisplayType[SC_STRANGELIGHTS] = true;
+ status->DisplayType[SC_DECORATION_OF_MUSIC] = true;
#ifdef RENEWAL_EDP
// renewal EDP increases your weapon atk
@@ -1134,10 +1138,10 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
struct status_change *sc;
int hp,sp;
- /* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */
+ /* From here onwards, we consider it a 32-type as the client does not support higher and the value doesn't get through percentage modifiers */
hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
-
+
if(sp && !(target->type&BL_CONSUME))
sp = 0; //Not a valid SP target.
@@ -1174,10 +1178,12 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
if( !st->hp )
flag |= 8;
+#if 0
// Let through. battle.c/skill.c have the whole logic of when it's possible or
// not to hurt someone (and this check breaks pet catching) [Skotlex]
- // if (!target->prev && !(flag&2))
- // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+ if (!target->prev && !(flag&2))
+ return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+#endif // 0
sc = status->get_sc(target);
if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
@@ -1186,11 +1192,11 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
if( hp && !(flag&1) ) {
if( sc ) {
struct status_change_entry *sce;
-
+
#ifdef DEVOTION_REFLECT_DAMAGE
if(src && (sce = sc->data[SC_DEVOTION])) {
struct block_list *d_bl = map->id2bl(sce->val1);
-
+
if(d_bl &&((d_bl->type == BL_MER && ((TBL_MER *)d_bl)->master && ((TBL_MER *)d_bl)->master->bl.id == target->id)
|| (d_bl->type == BL_PC && ((TBL_PC *)d_bl)->devotion[sce->val2] == target->id)) && check_distance_bl(target, d_bl, sce->val3)) {
clif->damage(d_bl, d_bl, 0, 0, hp, 0, 0, 0);
@@ -1200,7 +1206,6 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
status_change_end(target, SC_DEVOTION, INVALID_TIMER);
}
#endif
-
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(target, SC_STONE, INVALID_TIMER);
status_change_end(target, SC_FREEZE, INVALID_TIMER);
@@ -1264,8 +1269,8 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
unit->stop_walking( target, 1 );
}
- if( st->hp || (flag&8) )
- { //Still lives or has been dead before this damage.
+ if (st->hp || (flag&8)) {
+ //Still lives or has been dead before this damage.
if (walkdelay)
unit->set_walkdelay(target, timer->gettick(), walkdelay, 0);
return (int)(hp+sp);
@@ -1283,7 +1288,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
case BL_HOM: flag = homun->dead((TBL_HOM*)target); break;
case BL_MER: flag = mercenary->dead((TBL_MER*)target); break;
case BL_ELEM: flag = elemental->dead((TBL_ELEM*)target); break;
- default: //Unhandled case, do nothing to object.
+ default: //Unhandled case, do nothing to object.
flag = 0;
break;
}
@@ -1366,10 +1371,10 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) {
if (st == &status->dummy || !st->hp)
return 0;
- /* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */
+ /* From here onwards, we consider it a 32-type as the client does not support higher and the value doesn't get through percentage modifiers */
hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
-
+
sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
@@ -1513,13 +1518,12 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
if (bl->prev) //Animation only if character is already on a map.
clif->resurrection(bl, 1);
-
+
switch (bl->type) {
case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break;
case BL_MOB: mob->revive((TBL_MOB*)bl, hp); break;
case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break;
}
-
return 1;
}
@@ -1539,7 +1543,7 @@ int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int
hp = st->max_hp - st->hp;
else if (per_hp && !hp)
hp = 1;
-
+
if(sp > st->max_sp - st->sp)
sp = st->max_sp - st->sp;
else if (per_sp && !sp)
@@ -1562,9 +1566,9 @@ int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* flag:
-* 0 - Trying to use skill on target.
-* 1 - Cast bar is done.
-* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+* 0 - Trying to use skill on target.
+* 1 - Cast bar is done.
+* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
@@ -1600,8 +1604,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
if( src->type == BL_PC )
clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
else if( src->type == BL_MOB && map->list[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) {
- if( (st->mode&MD_BOSS) && !(map->list[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
- break;
+ if( st->mode&MD_BOSS ) { /** is boss **/
+ if( !( map->list[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS ) )
+ break;
+ } else { /** is not boss **/
+ if( map->list[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS )
+ break;
+ }
}
return 0;
}
@@ -1692,12 +1701,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
}
}
if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
- return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
}
if (skill_id && //Do not block item-casted skills.
(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
- ) { //Skills blocked through status changes...
+ ) {
+ //Skills blocked through status changes...
if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
sc->data[SC_SILENCE] ||
sc->data[SC_STEELBODY] ||
@@ -1789,17 +1799,10 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
//If targeting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
- //You cannot hide from ground skills.
- if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
+ // Applies even if the target hides
+ if ((skill->get_ele(skill_id,1) == ELE_EARTH && skill_id != MG_STONECURSE) // Ground type
+ || (flag&1 && skill->get_nk(skill_id)&NK_NO_DAMAGE && skill_id != ALL_RESURRECTION)) // Buff/debuff skills started before hiding
hide_flag &= ~OPTION_HIDE;
- else {
- switch ( skill_id ) {
- case MO_ABSORBSPIRITS: // it works when already casted and target suddenly hides.
- case SA_DISPELL:
- hide_flag &= ~OPTION_HIDE;
- break;
- }
- }
switch( target->type ) {
case BL_PC: {
@@ -1820,7 +1823,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
}
}
break;
- case BL_ITEM: //Allow targeting of items to pick'em up (or in the case of mobs, to loot them).
+ case BL_ITEM:
+ //Allow targeting of items to pick'em up (or in the case of mobs, to loot them).
//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
if (st->mode&MD_LOOTER)
return 1;
@@ -1847,226 +1851,6 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
return 1;
}
-//Checks whether the source can see and chase target.
-int status_check_visibility(struct block_list *src, struct block_list *target) {
- int view_range;
- struct status_change *tsc = NULL;
-
- switch (src->type) {
- case BL_MOB:
- view_range = ((TBL_MOB*)src)->min_chase;
- break;
- case BL_PET:
- view_range = ((TBL_PET*)src)->db->range2;
- break;
- default:
- view_range = AREA_SIZE;
- }
-
- if (src->m != target->m || !check_distance_bl(src, target, view_range))
- return 0;
-
- if( src->type == BL_NPC ) /* NPCs don't care for the rest */
- return 1;
-
- if( ( tsc = status->get_sc(target) ) ) {
- struct status_data *st = status->get_status_data(src);
-
- switch (target->type) { //Check for chase-walk/hiding/cloaking opponents.
- case BL_PC:
- if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) )
- return 0;
- if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) &&
- ( ((TBL_PC*)target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR) ) )
- return 0;
- break;
- default:
- if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS|MD_DETECTOR)) )
- return 0;
-
- }
- }
-
- return 1;
-}
-
-// Basic ASPD value
-int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) {
- int amotion;
-#ifdef RENEWAL_ASPD
- short mod = -1;
-
- switch( sd->weapontype2 ){ // adjustment for dual wielding
- case W_DAGGER: mod = 0; break; // 0, 1, 1
- case W_1HSWORD:
- case W_1HAXE: mod = 1;
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
- mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
- }
-
- amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
- ? (status->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
- : ((status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
- + status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
- - status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]
- + status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]);
-
- if ( sd->status.shield )
- amotion += ( 2000 - status->aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) +
- ( status->aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
-
-#else
- // base weapon delay
- amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
- ? (status->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
- : (status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
-
- // percentual delay reduction from stats
- amotion -= amotion * (4*st->agi + st->dex)/1000;
-#endif
-
- // raw delay adjustment from bAspd bonus
- amotion += sd->bonus.aspd_add;
-
- /* angra manyu disregards aspd_base and similar */
- if( sd->equip_index[EQI_HAND_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid == ITEMID_ANGRA_MANYU )
- return 0;
-
- return amotion;
-}
-
-unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) {
- int flag = 0, str, dex,
-#ifdef RENEWAL
- rstr,
-#endif
- dstr;
-
-
- if(!(bl->type&battle_config.enable_baseatk))
- return 0;
-
- if (bl->type == BL_PC)
- switch(((TBL_PC*)bl)->status.weapon){
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- flag = 1;
- }
- if (flag) {
-#ifdef RENEWAL
- rstr =
-#endif
- str = st->dex;
- dex = st->str;
- } else {
-#ifdef RENEWAL
- rstr =
-#endif
- str = st->str;
- dex = st->dex;
- }
- //Normally only players have base-atk, but homunc have a different batk
- // equation, hinting that perhaps non-players should use this for batk.
- // [Skotlex]
- dstr = str/10;
- str += dstr*dstr;
- if (bl->type == BL_PC)
-#ifdef RENEWAL
- str = (int)(rstr + (float)dex/5 + (float)st->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4);
- else if(bl->type == BL_MOB)
- str = rstr + ((TBL_MOB*)bl)->level;
-#else
- str+= dex/5 + st->luk/5;
-#endif
- return cap_value(str, 0, USHRT_MAX);
-}
-
-#ifndef RENEWAL
-static inline unsigned short status_base_matk_min(const struct status_data *st){ return st->int_+(st->int_/7)*(st->int_/7); }
-#endif // not RENEWAL
-static inline unsigned short status_base_matk_max(const struct status_data *st){ return st->int_+(st->int_/5)*(st->int_/5); }
-
-unsigned short status_base_matk(const struct status_data *st, int level) {
-#ifdef RENEWAL
- return st->int_+(st->int_/2)+(st->dex/5)+(st->luk/3)+(level/4);
-#else
- return 0;
-#endif
-}
-
-//Fills in the misc data that can be calculated from the other status info (except for level)
-void status_calc_misc(struct block_list *bl, struct status_data *st, int level) {
- //Non players get the value set, players need to stack with previous bonuses.
- if( bl->type != BL_PC )
- st->batk =
- st->hit = st->flee =
- st->def2 = st->mdef2 =
- st->cri = st->flee2 = 0;
-
-#ifdef RENEWAL // renewal formulas
- st->matk_min = st->matk_max = bl->type == BL_PC ? status->base_matk(st, level) : level + st->int_;
- st->hit += level + st->dex + (bl->type == BL_PC ? st->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
- st->flee += level + st->agi + (bl->type == BL_PC ? st->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
- st->def2 += (int)(((float)level + st->vit)/2 + ( bl->type == BL_PC ? ((float)st->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
- st->mdef2 += (int)( bl->type == BL_PC ?(st->int_ + ((float)level/4) + ((float)(st->dex+st->vit)/5)):((float)(st->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
-#else // not RENEWAL
- st->matk_min = status_base_matk_min(st);
- st->matk_max = status_base_matk_max(st);
- st->hit += level + st->dex;
- st->flee += level + st->agi;
- st->def2 += st->vit;
- st->mdef2 += st->int_ + (st->vit>>1);
-#endif // RENEWAL
-
- if( bl->type&battle_config.enable_critical )
- st->cri += 10 + (st->luk*10/3); //(every 1 luk = +0.3 critical)
- else
- st->cri = 0;
-
- if (bl->type&battle_config.enable_perfect_flee)
- st->flee2 += st->luk + 10; //(every 10 luk = +1 perfect flee)
- else
- st->flee2 = 0;
-
- if (st->batk) {
- int temp = st->batk + status->base_atk(bl, st);
- st->batk = cap_value(temp, 0, USHRT_MAX);
- } else
- st->batk = status->base_atk(bl, st);
- if (st->cri)
- switch (bl->type) {
- case BL_MOB:
- if(battle_config.mob_critical_rate != 100)
- st->cri = st->cri*battle_config.mob_critical_rate/100;
- if(!st->cri && battle_config.mob_critical_rate)
- st->cri = 10;
- break;
- case BL_PC:
- //Players don't have a critical adjustment setting as of yet.
- break;
- case BL_MER:
-#ifdef RENEWAL
- st->matk_min = st->matk_max = status_base_matk_max(st);
- st->def2 = st->vit + level / 10 + st->vit / 5;
- st->mdef2 = level / 10 + st->int_ / 5;
-#endif
- break;
- default:
- if(battle_config.critical_rate != 100)
- st->cri = st->cri*battle_config.critical_rate/100;
- if (!st->cri && battle_config.critical_rate)
- st->cri = 10;
- }
- if(bl->type&BL_REGEN)
- status->calc_regen(bl, st, status->get_regen_data(bl));
-}
-
//Skotlex: Calculates the initial status for the given mob
//first will only be false when the mob leveled up or got a GuardUp level.
int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) {
@@ -2169,7 +1953,7 @@ int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) {
if (flag&2 && battle_config.mob_size_influence) {
// change for sized monsters [Valaris]
- if (md->special_state.size==SZ_SMALL) {
+ if (md->special_state.size==SZ_MEDIUM) {
mstatus->max_hp>>=1;
mstatus->max_sp>>=1;
if (!mstatus->max_hp) mstatus->max_hp = 1;
@@ -2204,8 +1988,8 @@ int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) {
status->calc_misc(&md->bl, mstatus, md->level);
- if(flag&4)
- { // Strengthen Guardians - custom value +10% / lv
+ if (flag&4) {
+ // Strengthen Guardians - custom value +10% / lv
struct guild_castle *gc;
gc=guild->mapname2gc(map->list[md->bl.m].name);
if (!gc)
@@ -2286,7 +2070,7 @@ int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
status->calc_misc(&pd->bl, &pd->status, lv);
- if (! (opt&SCO_FIRST) ) //Not done the first time because the pet is not visible yet
+ if (! (opt&SCO_FIRST) ) //Not done the first time because the pet is not visible yet
clif->send_petstatus(sd);
}
} else if ( opt&SCO_FIRST ) {
@@ -2385,7 +2169,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
b_max_weight = sd->max_weight;
b_cart_weight_max = sd->cart_weight_max;
- pc->calc_skilltree(sd); // SkillTree calculation
+ pc->calc_skilltree(sd); // SkillTree calculation
sd->max_weight = status->max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300;
@@ -2461,7 +2245,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE);
memset(&sd->special_state,0,sizeof(sd->special_state));
-
+
if (!sd->state.permanent_speed) {
memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
bstatus->speed = DEFAULT_WALK_SPEED;
@@ -2470,19 +2254,20 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
bstatus->speed = pSpeed;
}
-
+
//FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
//Give them all modes except these (useful for clones)
bstatus->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
- bstatus->size = (sd->class_&JOBL_BABY)?SZ_MEDIUM:SZ_SMALL;
- if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus]
+ bstatus->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
+ if (battle_config.character_size && (pc_isridingpeco(sd) || pc_isridingdragon(sd))) { //[Lupus]
if (sd->class_&JOBL_BABY) {
if (battle_config.character_size&SZ_BIG)
bstatus->size++;
- } else
- if(battle_config.character_size&SZ_SMALL)
+ } else {
+ if(battle_config.character_size&SZ_MEDIUM)
bstatus->size++;
+ }
}
bstatus->aspd_rate = 1000;
bstatus->ele_lv = 1;
@@ -2557,8 +2342,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
bstatus->def += sd->inventory_data[index]->def;
- if(opt&SCO_FIRST && sd->inventory_data[index]->equip_script)
- { //Execute equip-script on login
+ if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script) {
+ //Execute equip-script on login
script->run(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
@@ -2608,8 +2393,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
return 1;
}
- if(sd->status.inventory[index].card[0]==CARD0_FORGE)
- { // Forged weapon
+ if (sd->status.inventory[index].card[0]==CARD0_FORGE) {
+ // Forged weapon
wd->star += (sd->status.inventory[index].card[1]>>8);
if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
if(pc->famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
@@ -2637,7 +2422,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
if(sd->equip_index[EQI_AMMO] >= 0){
index = sd->equip_index[EQI_AMMO];
- if(sd->inventory_data[index]){ // Arrows
+ if (sd->inventory_data[index]) {
+ // Arrows
sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
sd->state.lr_flag = 2;
if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
@@ -2652,7 +2438,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
for( i = 0; i < sd->combo_count; i++ ) {
struct item_combo *combo = itemdb->id2combo(sd->combos[i].id);
unsigned char j;
-
+
/**
* ensure combo usage is allowed at this location
**/
@@ -2665,10 +2451,10 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
if( k != map->list[sd->bl.m].zone->disabled_items_count )
break;
}
-
+
if( j != combo->count )
continue;
-
+
script->run(sd->combos[i].bonus,0,sd->bl.id,0);
if (!calculating) //Abort, script->run retriggered this.
return 1;
@@ -2771,9 +2557,10 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
sd->left_weapon.atkmods[1] = status->atkmods[1][sd->weapontype2];
sd->left_weapon.atkmods[2] = status->atkmods[2][sd->weapontype2];
- if( (pc_isriding(sd) || pc_isridingdragon(sd)) &&
- (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
- { //When Riding with spear, damage modifier to mid-class becomes
+ if ((pc_isridingpeco(sd) || pc_isridingdragon(sd))
+ && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)
+ ) {
+ //When Riding with spear, damage modifier to mid-class becomes
//same as versus large size.
sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
@@ -3053,9 +2840,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
bstatus->aspd_rate -= ((skill_lv+1)/2) * 10;
- if(pc_isriding(sd))
+ if (pc_isridingpeco(sd))
bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
- else if(pc_isridingdragon(sd))
+ else if (pc_isridingdragon(sd))
bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
#else // needs more info
if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
@@ -3065,9 +2852,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
bstatus->aspd_rate += ((skill_lv+1)/2) * 10;
- if(pc_isriding(sd))
+ if (pc_isridingpeco(sd))
bstatus->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
- else if(pc_isridingdragon(sd))
+ else if (pc_isridingdragon(sd))
bstatus->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
#endif
bstatus->adelay = 2*bstatus->amotion;
@@ -3085,7 +2872,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
// Weight
if((skill_lv=pc->checkskill(sd,MC_INCCARRY))>0)
sd->max_weight += 2000*skill_lv;
- if(pc_isriding(sd) && pc->checkskill(sd,KN_RIDING)>0)
+ if (pc_isridingpeco(sd) && pc->checkskill(sd,KN_RIDING) > 0)
sd->max_weight += 10000;
else if(pc_isridingdragon(sd))
sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING);
@@ -3178,7 +2965,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
}
- if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist.
+ if(sc->data[SC_ARMORPROPERTY]) {
+ //This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3;
@@ -3265,94 +3053,17 @@ int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt
return 0;
}
-int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) {
- struct status_data *hstatus = &hd->base_status;
- struct s_homunculus *hom = &hd->homunculus;
- int skill_lv;
- int amotion;
-
- hstatus->str = hom->str / 10;
- hstatus->agi = hom->agi / 10;
- hstatus->vit = hom->vit / 10;
- hstatus->dex = hom->dex / 10;
- hstatus->int_ = hom->int_ / 10;
- hstatus->luk = hom->luk / 10;
-
- if ( opt&SCO_FIRST ) { //[orn]
- const struct s_homunculus_db *db = hd->homunculusDB;
- hstatus->def_ele = db->element;
- hstatus->ele_lv = 1;
- hstatus->race = db->race;
- hstatus->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
- hstatus->rhw.range = 1 + hstatus->size;
- hstatus->mode = MD_CANMOVE|MD_CANATTACK;
- hstatus->speed = DEFAULT_WALK_SPEED;
- if (battle_config.hom_setting&0x8 && hd->master)
- hstatus->speed = status->get_speed(&hd->master->bl);
-
- hstatus->hp = 1;
- hstatus->sp = 1;
- }
- skill_lv = hom->level/10 + hstatus->vit/5;
- hstatus->def = cap_value(skill_lv, 0, 99);
-
- skill_lv = hom->level/10 + hstatus->int_/5;
- hstatus->mdef = cap_value(skill_lv, 0, 99);
-
- hstatus->max_hp = hom->max_hp;
- hstatus->max_sp = hom->max_sp;
-
- homun->calc_skilltree(hd, 0);
-
- if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0)
- hstatus->def += skill_lv * 4;
-
- if((skill_lv = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) {
- hstatus->int_ += 1 +skill_lv/2 +skill_lv/4 +skill_lv/5;
- hstatus->str += 1 +skill_lv/3 +skill_lv/3 +skill_lv/4;
- }
-
- if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0)
- hstatus->max_hp += skill_lv * 2 * hstatus->max_hp / 100;
-
- if((skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0)
- hstatus->max_sp += (1 +skill_lv/2 -skill_lv/4 +skill_lv/5) * hstatus->max_sp / 100;
-
- if ( opt&SCO_FIRST ) {
- hd->battle_status.hp = hom->hp;
- hd->battle_status.sp = hom->sp;
- }
-
- hstatus->rhw.atk = hstatus->dex;
- hstatus->rhw.atk2 = hstatus->str + hom->level;
-
- hstatus->aspd_rate = 1000;
-
- amotion = (1000 -4*hstatus->agi -hstatus->dex) * hd->homunculusDB->baseASPD/1000;
- hstatus->amotion = cap_value(amotion,battle_config.max_aspd,2000);
- hstatus->adelay = hstatus->amotion; //It seems adelay = amotion for Homunculus.
-
- status->calc_misc(&hd->bl, hstatus, hom->level);
-
-#ifdef RENEWAL
- hstatus->matk_max = hstatus->matk_min;
-#endif
-
- status_cpy(&hd->battle_status, hstatus);
- return 1;
-}
-
int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt) {
struct status_data *estatus = &ed->base_status;
struct s_elemental *ele = &ed->elemental;
struct map_session_data *sd = ed->master;
- if( !sd )
+ if ( !sd )
return 0;
- if( opt&SCO_FIRST ) {
+ if ( opt&SCO_FIRST ) {
memcpy(estatus, &ed->db->status, sizeof(struct status_data));
- if( !ele->mode )
+ if ( !ele->mode )
estatus->mode = EL_MODE_PASSIVE;
else
estatus->mode = ele->mode;
@@ -3372,7 +3083,7 @@ int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt
estatus->flee = ele->flee;
estatus->hit = ele->hit;
- memcpy(&ed->battle_status,estatus,sizeof(struct status_data));
+ memcpy(&ed->battle_status, estatus, sizeof(struct status_data));
} else {
status->calc_misc(&ed->bl, estatus, 0);
status_cpy(&ed->battle_status, estatus);
@@ -3415,6 +3126,89 @@ int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt) {
return 0;
}
+int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) {
+ struct status_data *hstatus = &hd->base_status;
+ struct s_homunculus *hom = &hd->homunculus;
+ int skill_lv;
+ int amotion;
+
+ hstatus->str = hom->str / 10;
+ hstatus->agi = hom->agi / 10;
+ hstatus->vit = hom->vit / 10;
+ hstatus->dex = hom->dex / 10;
+ hstatus->int_ = hom->int_ / 10;
+ hstatus->luk = hom->luk / 10;
+
+ APPLY_HOMUN_LEVEL_STATWEIGHT();
+
+ if ( opt&SCO_FIRST ) { //[orn]
+ const struct s_homunculus_db *db = hd->homunculusDB;
+ hstatus->def_ele = db->element;
+ hstatus->ele_lv = 1;
+ hstatus->race = db->race;
+ hstatus->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
+ hstatus->rhw.range = 1 + hstatus->size;
+ hstatus->mode = MD_CANMOVE | MD_CANATTACK;
+ hstatus->speed = DEFAULT_WALK_SPEED;
+ if ( battle_config.hom_setting & 0x8 && hd->master )
+ hstatus->speed = status->get_speed(&hd->master->bl);
+
+ hstatus->hp = 1;
+ hstatus->sp = 1;
+ }
+
+ hstatus->aspd_rate = 1000;
+
+#ifdef RENEWAL
+ amotion = hd->homunculusDB->baseASPD;
+ amotion = amotion - amotion * (hstatus->dex + hom->dex_value) / 1000 - (hstatus->agi + hom->agi_value) * amotion / 250;
+#else
+ skill_lv = hom->level / 10 + hstatus->vit / 5;
+ hstatus->def = cap_value(skill_lv, 0, 99);
+
+ skill_lv = hom->level / 10 + hstatus->int_ / 5;
+ hstatus->mdef = cap_value(skill_lv, 0, 99);
+ amotion = (1000 - 4 * hstatus->agi - hstatus->dex) * hd->homunculusDB->baseASPD / 1000;
+#endif
+
+ hstatus->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
+ hstatus->adelay = hstatus->amotion; //It seems adelay = amotion for Homunculus.
+
+
+ hstatus->max_hp = hom->max_hp;
+ hstatus->max_sp = hom->max_sp;
+
+ homun->calc_skilltree(hd, 0);
+
+ if ( (skill_lv = homun->checkskill(hd, HAMI_SKIN)) > 0 )
+ hstatus->def += skill_lv * 4;
+
+ if ( (skill_lv = homun->checkskill(hd, HVAN_INSTRUCT)) > 0 ) {
+ hstatus->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
+ hstatus->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
+ }
+
+ if ( (skill_lv = homun->checkskill(hd, HAMI_SKIN)) > 0 )
+ hstatus->max_hp += skill_lv * 2 * hstatus->max_hp / 100;
+
+ if ( (skill_lv = homun->checkskill(hd, HLIF_BRAIN)) > 0 )
+ hstatus->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * hstatus->max_sp / 100;
+
+ if ( opt&SCO_FIRST ) {
+ hd->battle_status.hp = hom->hp;
+ hd->battle_status.sp = hom->sp;
+ }
+
+#ifndef RENEWAL
+ hstatus->rhw.atk = hstatus->dex;
+ hstatus->rhw.atk2 = hstatus->str + hom->level;
+#endif
+
+ status->calc_misc(&hd->bl, hstatus, hom->level);
+
+ status_cpy(&hd->battle_status, hstatus);
+ return 1;
+}
//Calculates base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *st, struct regen_data *regen) {
@@ -3554,8 +3348,8 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
|| sc->data[SC_MAGICMUSHROOM]
|| sc->data[SC_RAISINGDRAGON]
|| sc->data[SC_SATURDAY_NIGHT_FEVER]
- ) //No regen
- regen->flag = 0;
+ )
+ regen->flag = 0; //No regen
if ( sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
|| ( bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK
@@ -3583,8 +3377,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
regen->flag&=~sce->val4; //Remove regen as specified by val4
}
if(sc->data[SC_GENTLETOUCH_REVITALIZE]) {
- regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX);
- regen->state.walk= 1;
+ regen->hp += regen->hp * ( 30 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1 + 50 ) / 100;
}
if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
@@ -3610,6 +3403,21 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
if (!bst || !st)
return;
+ /** [Playtester]
+ * This needs to be done even if there is currently no status change active, because
+ * we need to update the speed on the client when the last status change ends.
+ **/
+ if(flag&SCB_SPEED) {
+ struct unit_data *ud = unit->bl2ud(bl);
+ /** [Skotlex]
+ * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
+ * because if you step on something while walking, the moment this
+ * piece of code triggers the walk-timer is set on INVALID_TIMER)
+ **/
+ if (ud)
+ ud->state.change_walk_target = ud->state.speed_changed = 1;
+ }
+
if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
status_cpy(st, bst);
return;
@@ -3698,13 +3506,6 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
st->lhw.atk2 = status->calc_watk(bl, sc, bst->lhw.atk2, true);
}
}
-
- if( bl->type&BL_HOM ) {
- st->rhw.atk += (st->dex - bst->dex);
- st->rhw.atk2 += (st->str - bst->str);
- if( st->rhw.atk2 < st->rhw.atk )
- st->rhw.atk2 = st->rhw.atk;
- }
}
if(flag&SCB_HIT) {
@@ -3786,16 +3587,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
if(flag&SCB_SPEED) {
- struct unit_data *ud = unit->bl2ud(bl);
st->speed = status->calc_speed(bl, sc, bst->speed);
- //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
- //because if you step on something while walking, the moment this
- //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
- if (ud)
- ud->state.change_walk_target = ud->state.speed_changed = 1;
-
if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && st->speed < battle_config.max_walk_speed )
st->speed = battle_config.max_walk_speed;
@@ -3845,9 +3639,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
// No status changes alter these yet.
- // if(flag&SCB_SIZE)
- // if(flag&SCB_RACE)
- // if(flag&SCB_RANGE)
+ //if(flag&SCB_SIZE)
+ //if(flag&SCB_RACE)
+ //if(flag&SCB_RANGE)
if(flag&SCB_MAXHP) {
if( bl->type&BL_PC ) {
@@ -3891,76 +3685,82 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
if(flag&SCB_MATK) {
status->update_matk(bl);
}
+
+ if ( flag&SCB_DSPD ) {
+ int dmotion;
+ if ( bl->type&BL_PC ) {
+ if (bst->agi == st->agi)
+ st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
+ else {
+ dmotion = 800-st->agi*4;
+ st->dmotion = cap_value(dmotion, 400, 800);
+ if ( battle_config.pc_damage_delay_rate != 100 )
+ st->dmotion = st->dmotion*battle_config.pc_damage_delay_rate / 100;
+ //It's safe to ignore bst->dmotion since no bonus affects it.
+ st->dmotion = status->calc_dmotion(bl, sc, st->dmotion);
+ }
+ } else if ( bl->type&BL_HOM ) {
+ dmotion = 800 - st->agi * 4;
+ st->dmotion = cap_value(dmotion, 400, 800);
+ st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
+ } else { // mercenary and mobs
+ st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
+ }
+ }
if(flag&SCB_ASPD) {
int amotion;
- if( bl->type&BL_PC ) {
- amotion = status->base_amotion_pc(sd,st);
-#ifndef RENEWAL_ASPD
- st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
-
- if(st->aspd_rate != 1000)
- amotion = amotion*st->aspd_rate/1000;
+ if ( bl->type&BL_HOM ) {
+#ifdef RENEWAL
+ amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
+ amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
+ amotion = (amotion * status->calc_aspd(bl, sc, 1) + status->calc_aspd(bl, sc, 2)) / -100 + amotion;
#else
- // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
- amotion -= (int)(sqrt( (pow(st->agi, 2) / 2) + (pow(st->dex, 2) / 5) ) / 4 + ((float)status->calc_aspd(bl, sc, 1) * st->agi / 200)) * 10;
+ amotion = (1000 - 4 * st->agi - st->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
- if( (status->calc_aspd(bl, sc, 2) + st->aspd_rate2) != 0 ) // RE ASPD percertage modifier
- amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
- * (status->calc_aspd(bl, sc, 2) + st->aspd_rate2) / 10 + 5) / 10;
+ amotion = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
- if(st->aspd_rate != 1000) // absolute percentage modifier
- amotion = ( 200 - (200-amotion/10) * st->aspd_rate / 1000 ) * 10;
+ if ( st->aspd_rate != 1000 )
+ amotion = amotion*st->aspd_rate / 1000;
#endif
amotion = status->calc_fix_aspd(bl, sc, amotion);
- st->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
+ st->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
- st->adelay = 2*st->amotion;
- } else if( bl->type&BL_HOM ) {
- amotion = (1000 - 4*st->agi - st->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
+ st->adelay = st->amotion;
+ } else if ( bl->type&BL_PC ) {
+ amotion = status->base_amotion_pc(sd, st);
+#ifndef RENEWAL_ASPD
st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
if(st->aspd_rate != 1000)
amotion = amotion*st->aspd_rate/1000;
+#else
+ // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
+ amotion -= (int)(sqrt((pow(st->agi, 2) / 2) + (pow(st->dex, 2) / 5)) / 4 + ((float)status->calc_aspd(bl, sc, 1) * st->agi / 200)) * 10;
+
+ if ( (status->calc_aspd(bl, sc, 2) + st->aspd_rate2) != 0 ) // RE ASPD percertage modifier
+ amotion -= ((amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd))
+ * (status->calc_aspd(bl, sc, 2) + st->aspd_rate2) / 10 + 5) / 10;
+ if ( st->aspd_rate != 1000 ) // absolute percentage modifier
+ amotion = (200 - (200 - amotion / 10) * st->aspd_rate / 1000) * 10;
+#endif
amotion = status->calc_fix_aspd(bl, sc, amotion);
- st->amotion = cap_value(amotion,battle_config.max_aspd,2000);
+ st->amotion = cap_value(amotion, ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd), 2000);
- st->adelay = st->amotion;
+ st->adelay = 2 * st->amotion;
} else { // mercenary and mobs
amotion = bst->amotion;
st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
- if(st->aspd_rate != 1000)
- amotion = amotion*st->aspd_rate/1000;
+ if ( st->aspd_rate != 1000 )
+ amotion = amotion*st->aspd_rate / 1000;
amotion = status->calc_fix_aspd(bl, sc, amotion);
st->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
- temp = bst->adelay*st->aspd_rate/1000;
- st->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
- }
- }
-
- if(flag&SCB_DSPD) {
- int dmotion;
- if( bl->type&BL_PC ) {
- if (bst->agi == st->agi)
- st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
- else {
- dmotion = 800-st->agi*4;
- st->dmotion = cap_value(dmotion, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- st->dmotion = st->dmotion*battle_config.pc_damage_delay_rate/100;
- //It's safe to ignore bst->dmotion since no bonus affects it.
- st->dmotion = status->calc_dmotion(bl, sc, st->dmotion);
- }
- } else if( bl->type&BL_HOM ) {
- dmotion = 800-st->agi*4;
- st->dmotion = cap_value(dmotion, 400, 800);
- st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
- } else { // mercenary and mobs
- st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
+ temp = bst->adelay*st->aspd_rate / 1000;
+ st->adelay = cap_value(temp, battle_config.monster_max_aspd * 2, 4000);
}
}
@@ -3986,7 +3786,7 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_ca
return;
}
}
-
+
// remember previous values
st = status->get_status_data(bl);
memcpy(&bst, st, sizeof(struct status_data));
@@ -4006,8 +3806,12 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_ca
if( bl->type == BL_PET )
return; // pets are not affected by statuses
- if( opt&SCO_FIRST && bl->type == BL_MOB )
+ if( opt&SCO_FIRST && bl->type == BL_MOB ) {
+#ifdef RENEWAL
+ status->update_matk(bl); // Otherwise, the mob will spawn with lower MATK values
+#endif
return; // assume there will be no statuses active
+ }
status->calc_bl_main(bl, flag);
@@ -4148,6 +3952,245 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_ca
clif->mercenary_updatestatus(ed->master, SP_SP);
}
}
+//Checks whether the source can see and chase target.
+int status_check_visibility(struct block_list *src, struct block_list *target) {
+ int view_range;
+ struct status_change *tsc = NULL;
+
+ switch ( src->type ) {
+ case BL_MOB:
+ view_range = ((TBL_MOB*)src)->min_chase;
+ break;
+ case BL_PET:
+ view_range = ((TBL_PET*)src)->db->range2;
+ break;
+ default:
+ view_range = AREA_SIZE;
+ }
+
+ if ( src->m != target->m || !check_distance_bl(src, target, view_range) )
+ return 0;
+
+ if ( src->type == BL_NPC ) /* NPCs don't care for the rest */
+ return 1;
+
+ if ( (tsc = status->get_sc(target)) ) {
+ struct status_data *st = status->get_status_data(src);
+
+ switch ( target->type ) { //Check for chase-walk/hiding/cloaking opponents.
+ case BL_PC:
+ if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) )
+ return 0;
+ if ( (tsc->option&(OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) &&
+ (((TBL_PC*)target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR)) )
+ return 0;
+ break;
+ default:
+ if ( (tsc->option&(OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS | MD_DETECTOR)) )
+ return 0;
+
+ }
+ }
+
+ return 1;
+}
+
+// Basic ASPD value
+int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) {
+ int amotion;
+#ifdef RENEWAL_ASPD
+ short mod = -1;
+
+ switch ( sd->weapontype2 ) { // adjustment for dual wielding
+ case W_DAGGER:
+ mod = 0;
+ break; // 0, 1, 1
+ case W_1HSWORD:
+ case W_1HAXE:
+ mod = 1;
+ if ( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
+ mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2;
+ }
+
+ amotion = (sd->status.weapon < MAX_WEAPON_TYPE && mod < 0)
+ ? (status->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : ((status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
+ + status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
+ - status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]
+ + status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]);
+
+ if ( sd->status.shield )
+ amotion += (2000 - status->aspd_base[pc->class2idx(sd->status.class_)][W_FIST]) +
+ (status->aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000);
+
+#else
+ // base weapon delay
+ amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
+ ? (status->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : (status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + status->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 7 / 10; // dual-wield
+
+ // percentual delay reduction from stats
+ amotion -= amotion * (4 * st->agi + st->dex) / 1000;
+#endif
+ // raw delay adjustment from bAspd bonus
+ amotion += sd->bonus.aspd_add;
+
+ /* angra manyu disregards aspd_base and similar */
+ if ( sd->equip_index[EQI_HAND_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid == ITEMID_ANGRA_MANYU )
+ return 0;
+
+ return amotion;
+}
+
+unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) {
+ int flag = 0, str, dex, dstr;
+
+ if ( !(bl->type&battle_config.enable_baseatk) )
+ return 0;
+
+ if ( bl->type == BL_PC )
+ switch ( ((TBL_PC*)bl)->status.weapon ) {
+ case W_BOW:
+ case W_MUSICAL:
+ case W_WHIP:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ flag = 1;
+ }
+ if ( flag ) {
+#ifdef RENEWAL
+ dstr =
+#endif
+ str = st->dex;
+ dex = st->str;
+ } else {
+#ifdef RENEWAL
+ dstr =
+#endif
+ str = st->str;
+ dex = st->dex;
+ }
+ //Normally only players have base-atk, but homunc have a different batk
+ // equation, hinting that perhaps non-players should use this for batk.
+ // [Skotlex]
+#ifdef RENEWAL
+ if ( bl->type == BL_HOM )
+ str = 2 * (((TBL_HOM*)bl)->homunculus.level + status_get_homstr(bl));
+#else
+ dstr = str / 10;
+ str += dstr*dstr;
+#endif
+ if ( bl->type == BL_PC )
+#ifdef RENEWAL
+ str = (int)(dstr + (float)dex / 5 + (float)st->luk / 3 + (float)((TBL_PC*)bl)->status.base_level / 4);
+ else if ( bl->type == BL_MOB )
+ str = dstr + ((TBL_MOB*)bl)->level;
+#else
+ str += dex / 5 + st->luk / 5;
+#endif
+ return cap_value(str, 0, USHRT_MAX);
+}
+
+#ifndef RENEWAL
+static inline unsigned short status_base_matk_min(const struct status_data *st) { return st->int_ + (st->int_ / 7)*(st->int_ / 7); }
+#endif // not RENEWAL
+static inline unsigned short status_base_matk_max(const struct status_data *st) { return st->int_ + (st->int_ / 5)*(st->int_ / 5); }
+
+unsigned short status_base_matk(struct block_list *bl, const struct status_data *st, int level) {
+#ifdef RENEWAL
+ switch ( bl->type ) {
+ case BL_MOB:
+ return st->int_ + level;
+ case BL_HOM:
+ return status_get_homint(bl) + level;
+ case BL_PC:
+ default: // temporary until all are formulated
+ return st->int_ + (st->int_ / 2) + (st->dex / 5) + (st->luk / 3) + (level / 4);
+ }
+#else
+ return 0;
+#endif
+}
+
+//Fills in the misc data that can be calculated from the other status info (except for level)
+void status_calc_misc(struct block_list *bl, struct status_data *st, int level) {
+ //Non players get the value set, players need to stack with previous bonuses.
+ if ( bl->type != BL_PC )
+ st->batk =
+ st->hit = st->flee =
+ st->def2 = st->mdef2 =
+ st->cri = st->flee2 = 0;
+
+#ifdef RENEWAL // renewal formulas
+ if ( bl->type == BL_HOM ) {
+ st->def2 = status_get_homvit(bl) + status_get_homagi(bl) / 2;
+ st->mdef2 = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
+ st->def += status_get_homvit(bl) + level / 2;
+ st->mdef = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
+ st->hit = level + st->dex + 150;
+ st->flee = level + status_get_homagi(bl);
+ st->rhw.atk = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
+ st->rhw.atk2 = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
+ } else {
+ st->hit += level + st->dex + (bl->type == BL_PC ? st->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
+ st->flee += level + st->agi + (bl->type == BL_PC ? st->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
+ st->def2 += (int)(((float)level + st->vit) / 2 + (bl->type == BL_PC ? ((float)st->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
+ st->mdef2 += (int)(bl->type == BL_PC ? (st->int_ + ((float)level / 4) + ((float)(st->dex + st->vit) / 5)) : ((float)(st->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
+ }
+#else // not RENEWAL
+ st->matk_min = status_base_matk_min(st);
+ st->matk_max = status_base_matk_max(st);
+ st->hit += level + st->dex;
+ st->flee += level + st->agi;
+ st->def2 += st->vit;
+ st->mdef2 += st->int_ + (st->vit >> 1);
+#endif // RENEWAL
+
+ if ( bl->type&battle_config.enable_critical )
+ st->cri += 10 + (st->luk * 10 / 3); //(every 1 luk = +0.3 critical)
+ else
+ st->cri = 0;
+
+ if ( bl->type&battle_config.enable_perfect_flee )
+ st->flee2 += st->luk + 10; //(every 10 luk = +1 perfect flee)
+ else
+ st->flee2 = 0;
+
+ if ( st->batk ) {
+ int temp = st->batk + status->base_atk(bl, st);
+ st->batk = cap_value(temp, 0, USHRT_MAX);
+ } else
+ st->batk = status->base_atk(bl, st);
+ if ( st->cri )
+ switch ( bl->type ) {
+ case BL_MOB:
+ if ( battle_config.mob_critical_rate != 100 )
+ st->cri = st->cri*battle_config.mob_critical_rate / 100;
+ if ( !st->cri && battle_config.mob_critical_rate )
+ st->cri = 10;
+ break;
+ case BL_PC:
+ //Players don't have a critical adjustment setting as of yet.
+ break;
+ case BL_MER:
+#ifdef RENEWAL
+ st->matk_min = st->matk_max = status_base_matk_max(st);
+ st->def2 = st->vit + level / 10 + st->vit / 5;
+ st->mdef2 = level / 10 + st->int_ / 5;
+#endif
+ break;
+ default:
+ if ( battle_config.critical_rate != 100 )
+ st->cri = st->cri*battle_config.critical_rate / 100;
+ if ( !st->cri && battle_config.critical_rate )
+ st->cri = 10;
+ }
+ if ( bl->type&BL_REGEN )
+ status->calc_regen(bl, st, status->get_regen_data(bl));
+}
/*==========================================
* Apply shared stat mods from status changes [DracoRPG]
@@ -4157,14 +4200,14 @@ unsigned short status_calc_str(struct block_list *bl, struct status_change *sc,
if(!sc || !sc->count)
return cap_value(str,0,USHRT_MAX);
+ if(sc->data[SC_FULL_THROTTLE])
+ str += str * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
str -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
if(sc->data[SC_BEYOND_OF_WARCRY])
str += sc->data[SC_BEYOND_OF_WARCRY]->val3;
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50)
- return 50;
if(sc->data[SC_INCALLSTATUS])
str += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_CHASEWALK2])
@@ -4195,6 +4238,8 @@ unsigned short status_calc_str(struct block_list *bl, struct status_change *sc,
str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF;
if(sc->data[SC_MARIONETTE])
str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ str += ((sc->data[SC_SOULLINK]->val3)>>16)&0xFF;
if(sc->data[SC_GIANTGROWTH])
str += 30;
if(sc->data[SC_SAVAGE_STEAK])
@@ -4204,9 +4249,7 @@ unsigned short status_calc_str(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_STOMACHACHE])
str -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
- str -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_FULL_THROTTLE])
- str += str * 20 / 100;
+ str -= sc->data[SC_KYOUGAKU]->val3;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
@@ -4216,12 +4259,12 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc,
if(!sc || !sc->count)
return cap_value(agi,0,USHRT_MAX);
+ if(sc->data[SC_FULL_THROTTLE])
+ agi += agi * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
agi -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(agi,0,USHRT_MAX);
}
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50)
- return 50;
if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100;
if(sc->data[SC_INCALLSTATUS])
@@ -4239,7 +4282,7 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_INC_AGI])
agi += sc->data[SC_INC_AGI]->val2;
if(sc->data[SC_GS_ACCURACY])
- agi += 4; // added based on skill updates [Reddozen]
+ agi += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_DEC_AGI])
agi -= sc->data[SC_DEC_AGI]->val2;
if(sc->data[SC_QUAGMIRE])
@@ -4250,6 +4293,8 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc,
agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF;
if(sc->data[SC_MARIONETTE])
agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ agi += ((sc->data[SC_SOULLINK]->val3)>>8)&0xFF;
if(sc->data[SC_ADORAMUS])
agi -= sc->data[SC_ADORAMUS]->val2;
if(sc->data[SC_DROCERA_HERB_STEAMED])
@@ -4259,12 +4304,10 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_STOMACHACHE])
agi -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
- agi -= sc->data[SC_KYOUGAKU]->val2;
+ agi -= sc->data[SC_KYOUGAKU]->val3;
if(sc->data[SC_MARSHOFABYSS])
agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- agi += agi * 20 / 100;
return (unsigned short)cap_value(agi,0,USHRT_MAX);
}
@@ -4274,12 +4317,12 @@ unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc,
if(!sc || !sc->count)
return cap_value(vit,0,USHRT_MAX);
+ if(sc->data[SC_FULL_THROTTLE])
+ vit += vit * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
vit -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(vit,0,USHRT_MAX);
}
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50)
- return 50;
if(sc->data[SC_INCALLSTATUS])
vit += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCVIT])
@@ -4298,6 +4341,8 @@ unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc,
vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF;
if(sc->data[SC_MARIONETTE])
vit += sc->data[SC_MARIONETTE]->val3&0xFF;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ vit += sc->data[SC_SOULLINK]->val3&0xFF;
if(sc->data[SC_LAUDAAGNUS])
vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
if(sc->data[SC_MINOR_BBQ])
@@ -4307,12 +4352,10 @@ unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_STOMACHACHE])
vit -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
- vit -= sc->data[SC_KYOUGAKU]->val2;
+ vit -= sc->data[SC_KYOUGAKU]->val3;
if(sc->data[SC_NOEQUIPARMOR])
vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100;
- if(sc->data[SC_FULL_THROTTLE])
- vit += vit * 20 / 100;
return (unsigned short)cap_value(vit,0,USHRT_MAX);
}
@@ -4322,14 +4365,14 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
if(!sc || !sc->count)
return cap_value(int_,0,USHRT_MAX);
+ if(sc->data[SC_FULL_THROTTLE])
+ int_ += int_ * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
int_ -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
if(sc->data[SC_MELODYOFSINK])
int_ -= sc->data[SC_MELODYOFSINK]->val3;
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50)
- return 50;
if(sc->data[SC_INCALLSTATUS])
int_ += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCINT])
@@ -4356,6 +4399,8 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF;
if(sc->data[SC_MARIONETTE])
int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ int_ += ((sc->data[SC_SOULLINK]->val4)>>16)&0xFF;
if(sc->data[SC_MANDRAGORA])
int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
if(sc->data[SC_COCKTAIL_WARG_BLOOD])
@@ -4365,7 +4410,7 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_STOMACHACHE])
int_ -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
- int_ -= sc->data[SC_KYOUGAKU]->val2;
+ int_ -= sc->data[SC_KYOUGAKU]->val3;
if(bl->type != BL_PC){
if(sc->data[SC_NOEQUIPHELM])
@@ -4373,8 +4418,6 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
if(sc->data[SC__STRIPACCESSARY])
int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
}
- if(sc->data[SC_FULL_THROTTLE])
- int_ += int_ * 20 / 100;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
@@ -4384,12 +4427,12 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc,
if(!sc || !sc->count)
return cap_value(dex,0,USHRT_MAX);
+ if(sc->data[SC_FULL_THROTTLE])
+ dex += dex * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
dex -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50)
- return 50;
if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100;
if(sc->data[SC_INCALLSTATUS])
@@ -4415,11 +4458,13 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc,
dex >>= 1;
}
if(sc->data[SC_GS_ACCURACY])
- dex += 4; // added based on skill updates [Reddozen]
+ dex += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_MARIONETTE_MASTER])
dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
if(sc->data[SC_MARIONETTE])
dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ dex += ((sc->data[SC_SOULLINK]->val4)>>8)&0xFF;
if(sc->data[SC_SIROMA_ICE_TEA])
dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
if(sc->data[SC_INSPIRATION])
@@ -4427,14 +4472,12 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_STOMACHACHE])
dex -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
- dex -= sc->data[SC_KYOUGAKU]->val2;
+ dex -= sc->data[SC_KYOUGAKU]->val3;
if(sc->data[SC_MARSHOFABYSS])
dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- dex += dex * 20 / 100;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
@@ -4444,14 +4487,14 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc,
if(!sc || !sc->count)
return cap_value(luk,0,USHRT_MAX);
+ if(sc->data[SC_FULL_THROTTLE])
+ luk += luk * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
luk -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(luk,0,USHRT_MAX);
}
if(sc->data[SC_CURSE])
return 0;
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50)
- return 50;
if(sc->data[SC_INCALLSTATUS])
luk += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCLUK])
@@ -4468,6 +4511,8 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc,
luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF;
if(sc->data[SC_MARIONETTE])
luk += sc->data[SC_MARIONETTE]->val4&0xFF;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ luk += sc->data[SC_SOULLINK]->val4&0xFF;
if(sc->data[SC_PUTTI_TAILS_NOODLES])
luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
if(sc->data[SC_INSPIRATION])
@@ -4475,7 +4520,7 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_STOMACHACHE])
luk -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
- luk -= sc->data[SC_KYOUGAKU]->val2;
+ luk -= sc->data[SC_KYOUGAKU]->val3;
if(sc->data[SC_LAUDARAMUS])
luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
@@ -4483,8 +4528,6 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc,
luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
if(sc->data[SC_BANANA_BOMB])
luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- luk += luk * 20 / 100;
return (unsigned short)cap_value(luk,0,USHRT_MAX);
}
@@ -4547,9 +4590,10 @@ unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc,
batk -= batk * 25/100;
if( sc->data[SC_ZANGETSU] )
batk += sc->data[SC_ZANGETSU]->val2;
- //Curse shouldn't effect on this? <- Curse OR Bleeding??
- // if(sc->data[SC_BLOODING])
- // batk -= batk * 25/100;
+#if 0 //Curse shouldn't effect on this? <- Curse OR Bleeding??
+ if(sc->data[SC_BLOODING])
+ batk -= batk * 25/100;
+#endif // 0
if(sc->data[SC_HLIF_FLEET])
batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
if(sc->data[SC__ENERVATION])
@@ -4591,7 +4635,7 @@ unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc,
watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
if(sc->data[SC_INSPIRATION])
watk += sc->data[SC_INSPIRATION]->val2;
- if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
+ if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
if( sc->data[SC_TROPIC_OPTION] )
watk += sc->data[SC_TROPIC_OPTION]->val2;
@@ -4776,6 +4820,8 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in
if(sc->data[SC_INCHIT])
hit += sc->data[SC_INCHIT]->val1;
+ if(sc->data[SC_MTF_HITFLEE])
+ hit += sc->data[SC_MTF_HITFLEE]->val1;
if(sc->data[SC_FOOD_BASICHIT])
hit += sc->data[SC_FOOD_BASICHIT]->val1;
if(sc->data[SC_TRUESIGHT])
@@ -4797,6 +4843,8 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in
hit += hit * sc->data[SC_INCHITRATE]->val1/100;
if(sc->data[SC_BLIND])
hit -= hit * 25/100;
+ if(sc->data[SC_FIRE_EXPANSION_TEAR_GAS])
+ hit -= hit * 50 / 100;
if(sc->data[SC__GROOMY])
hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
if(sc->data[SC_FEAR])
@@ -4805,7 +4853,7 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in
hit /= 2;
if(sc->data[SC_ILLUSIONDOPING])
hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; //custom
-
+
return (short)cap_value(hit,1,SHRT_MAX);
}
@@ -4827,6 +4875,8 @@ signed short status_calc_flee(struct block_list *bl, struct status_change *sc, i
if(sc->data[SC_INCFLEE])
flee += sc->data[SC_INCFLEE]->val1;
+ if(sc->data[SC_MTF_HITFLEE])
+ flee += sc->data[SC_MTF_HITFLEE]->val2;
if(sc->data[SC_FOOD_BASICAVOIDANCE])
flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1;
if(sc->data[SC_WHISTLE])
@@ -4880,6 +4930,10 @@ signed short status_calc_flee(struct block_list *bl, struct status_change *sc, i
flee -= flee * ( 20 + 5 * sc->data[SC_GLOOMYDAY]->val1 ) / 100;
if( sc->data[SC_SATURDAY_NIGHT_FEVER] )
flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
+ if ( sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER] )
+ flee += flee * 20 / 100;
+ if ( sc->data[SC_FIRE_EXPANSION_TEAR_GAS] )
+ flee -= flee * 50 / 100;
if( sc->data[SC_WIND_STEP_OPTION] )
flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
if( sc->data[SC_ZEPHYR] )
@@ -4888,7 +4942,7 @@ signed short status_calc_flee(struct block_list *bl, struct status_change *sc, i
if(status_get_element(bl) == ELE_WATER) //water type
flee /= 2;
}
-
+
if( sc->data[SC_OVERED_BOOST] ) // should be final and unmodifiable by any means
flee = sc->data[SC_OVERED_BOOST]->val2;
@@ -4927,8 +4981,6 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
def -= def * 50 / 100;
if( sc->data[SC_NEUTRALBARRIER] )
def += def * (10 + 5*sc->data[SC_NEUTRALBARRIER]->val1) / 100;
- if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 )
- def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4;
if( sc->data[SC_FORCEOFVANGUARD] )
def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
if(sc->data[SC_DEFSET])
@@ -4948,7 +5000,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
if(sc->data[SC_STEELBODY])
return 90;
#endif
-
+
if(sc->data[SC_STONEHARDSKIN])
def += sc->data[SC_STONEHARDSKIN]->val1;
if(sc->data[SC_DRUMBATTLE])
@@ -4956,7 +5008,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
if(sc->data[SC_STONESKIN])
def += sc->data[SC_STONESKIN]->val2;
- if(sc->data[SC_HAMI_DEFENCE]) //[orn]
+ if(sc->data[SC_HAMI_DEFENCE]) //[orn]
def += sc->data[SC_HAMI_DEFENCE]->val2;
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
@@ -5032,6 +5084,8 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
#endif
if( sc && sc->data[SC_CAMOUFLAGE] )
def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
+ if(sc->data[SC_GENTLETOUCH_REVITALIZE])
+ def2 += sc->data[SC_GENTLETOUCH_REVITALIZE]->val2;
if(sc->data[SC_DEFSET])
return sc->data[SC_DEFSET]->val1;
#ifdef RENEWAL
@@ -5047,7 +5101,7 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
return 0;
if(sc->data[SC_SUN_COMFORT])
def2 += sc->data[SC_SUN_COMFORT]->val2;
- if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
+ if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
if(sc->data[SC_ANGELUS])
#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
@@ -5204,16 +5258,16 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
{
int val = 0;
- if( sc->data[SC_FUSION] )
+ if(sc->data[SC_FUSION]) {
val = 25;
- else if( sd ) {
- if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] )
+ } else if (sd) {
+ if (pc_isridingpeco(sd) || pc_isridingdragon(sd) || sd->sc.data[SC_ALL_RIDING])
val = 25;//Same bonus
- else if( pc_isridingwug(sd) )
+ else if (pc_isridingwug(sd))
val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER);
- else if( pc_ismadogear(sd) ) {
+ else if (pc_ismadogear(sd)) {
val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE)));
- if( sc->data[SC_ACCELERATION] )
+ if (sc->data[SC_ACCELERATION])
val += 25;
}
}
@@ -5272,7 +5326,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sc->data[SC__GROOMY] )
val = max( val, sc->data[SC__GROOMY]->val2);
if( sc->data[SC_GLOOMYDAY] )
- val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
+ val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
if( sc->data[SC_STEALTHFIELD_MASTER] )
val = max( val, 30 );
if( sc->data[SC_BANDING_DEFENCE] )
@@ -5329,7 +5383,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sc->data[SC_WIND_STEP_OPTION] )
val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
if( sc->data[SC_FULL_THROTTLE] )
- val = max( val, 30);
+ val = max( val, 25);
//FIXME: official items use a single bonus for this [ultramage]
if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup
val = max( val, 25 );
@@ -5369,119 +5423,123 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
// flag&2 - percentage value
short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) {
#ifdef RENEWAL_ASPD
- int i, pots = 0, skills1 = 0, skills2 = 0;
+ int i, pots = 0, bonus = 0;
- if(!sc || !sc->count)
+ if (!sc || !sc->count)
return 0;
- if(sc->data[i=SC_ATTHASTE_INFINITY] ||
- sc->data[i=SC_ATTHASTE_POTION3] ||
- sc->data[i=SC_ATTHASTE_POTION2] ||
- sc->data[i=SC_ATTHASTE_POTION1])
- pots += sc->data[i]->val1;
-
- if( !sc->data[SC_QUAGMIRE] ){
- if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7;
-
- if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info
- skills1 = 7;
-
- if(sc->data[SC_ADRENALINE2] && skills1 < 6)
- skills1 = 6;
-
- if(sc->data[SC_ADRENALINE] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
- skills1 = 7;
+ if (flag&1) {
+ // ASPD fixed values
+ if (sc->data[i=SC_ATTHASTE_INFINITY]
+ || sc->data[i=SC_ATTHASTE_POTION3]
+ || sc->data[i=SC_ATTHASTE_POTION2]
+ || sc->data[i=SC_ATTHASTE_POTION1]
+ )
+ pots += sc->data[i]->val1;
+
+ if (!sc->data[SC_QUAGMIRE]) {
+ if(sc->data[SC_TWOHANDQUICKEN] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_ONEHANDQUICKEN] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_MER_QUICKEN] && bonus < 7) // needs more info
+ bonus = 7;
+ if(sc->data[SC_ADRENALINE2] && bonus < 6)
+ bonus = 6;
+ if(sc->data[SC_ADRENALINE] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_SPEARQUICKEN] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_HLIF_FLEET] && bonus < 5)
+ bonus = 5;
+ }
- if(sc->data[SC_HLIF_FLEET] && skills1 < 5)
- skills1 = 5;
- }
+ if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
+ if (bl->type!=BL_PC)
+ bonus = sc->data[SC_ASSNCROS]->val2;
+ else {
+ switch (((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ bonus = sc->data[SC_ASSNCROS]->val2;
+ }
+ }
+ }
- if((sc->data[SC_BERSERK]) && skills1 < 15)
- skills1 = 15;
- else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20)
- skills1 = 20;
+ if ((sc->data[SC_BERSERK]) && bonus < 15)
+ bonus = 15;
+ else if (sc->data[SC_GS_MADNESSCANCEL] && bonus < 20)
+ bonus = 20;
- if(sc->data[SC_DONTFORGETME])
- skills2 -= sc->data[SC_DONTFORGETME]->val2;
- if(sc->data[SC_LONGING])
- skills2 -= sc->data[SC_LONGING]->val2;
- if(sc->data[SC_STEELBODY])
- skills2 -= 25;
- if(sc->data[SC_SKA])
- skills2 -= 25;
- if(sc->data[SC_DEFENDER])
- skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
- if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
- skills2 -= 25;
- if(sc->data[SC_GRAVITATION])
- skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
- if(sc->data[SC_JOINTBEAT]) { // needs more info
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
- skills2 -= 25;
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
- skills2 -= 10;
- }
- if( sc->data[SC_FROSTMISTY] )
- skills2 -= 15;
- if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
- skills2 -= 50;
- if( sc->data[SC_PARALYSE] )
- skills2 -= 10;
- if( sc->data[SC__BODYPAINT] )
- skills2 -= sc->data[SC__BODYPAINT]->val1;
- if( sc->data[SC__INVISIBILITY] )
- skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
- if( sc->data[SC__GROOMY] )
- skills2 -= sc->data[SC__GROOMY]->val2;
- if( sc->data[SC_GLOOMYDAY] )
- skills2 -= ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
- if( sc->data[SC_EARTHDRIVE] )
- skills2 -= 25;
- if( sc->data[SC_MELON_BOMB] )
- skills2 -= sc->data[SC_MELON_BOMB]->val1;
- if( sc->data[SC_PAIN_KILLER] )
- skills2 -= sc->data[SC_PAIN_KILLER]->val2;
-
- if( sc->data[SC_SWING] )
- skills2 += sc->data[SC_SWING]->val3;
- if( sc->data[SC_DANCE_WITH_WUG] )
- skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
- if( sc->data[SC_GENTLETOUCH_CHANGE] )
- skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
- if( sc->data[SC_BOOST500] )
- skills2 += sc->data[SC_BOOST500]->val1;
- if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
- skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
- if( sc->data[SC_INCASPDRATE] )
- skills2 += sc->data[SC_INCASPDRATE]->val1;
- if( sc->data[SC_GS_GATLINGFEVER] )
- skills2 += sc->data[SC_GS_GATLINGFEVER]->val1;
- if( sc->data[SC_STAR_COMFORT] )
- skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1;
- if( sc->data[SC_ASSNCROS] && !skills1){
- if (bl->type!=BL_PC)
- skills2 += sc->data[SC_ASSNCROS]->val2;
- else
- switch(((TBL_PC*)bl)->status.weapon)
- {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- skills2 += sc->data[SC_ASSNCROS]->val2;
+ } else {
+ // ASPD percentage values
+ if (sc->data[SC_DONTFORGETME])
+ bonus -= sc->data[SC_DONTFORGETME]->val2;
+ if (sc->data[SC_LONGING])
+ bonus -= sc->data[SC_LONGING]->val2;
+ if (sc->data[SC_STEELBODY])
+ bonus -= 25;
+ if (sc->data[SC_SKA])
+ bonus -= 25;
+ if (sc->data[SC_DEFENDER])
+ bonus -= sc->data[SC_DEFENDER]->val4 / 10;
+ if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
+ bonus -= 25;
+ if (sc->data[SC_GRAVITATION])
+ bonus -= sc->data[SC_GRAVITATION]->val2; // needs more info
+ if (sc->data[SC_JOINTBEAT]) { // needs more info
+ if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
+ bonus -= 25;
+ if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
+ bonus -= 10;
}
- }
- return ( flag&1? (skills1 + pots) : skills2 );
+ if (sc->data[SC_FROSTMISTY])
+ bonus -= 15;
+ if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
+ bonus -= 50;
+ if (sc->data[SC_PARALYSE])
+ bonus -= 10;
+ if (sc->data[SC__BODYPAINT])
+ bonus -= sc->data[SC__BODYPAINT]->val1;
+ if (sc->data[SC__INVISIBILITY])
+ bonus -= sc->data[SC__INVISIBILITY]->val2 ;
+ if (sc->data[SC__GROOMY])
+ bonus -= sc->data[SC__GROOMY]->val2;
+ if (sc->data[SC_GLOOMYDAY])
+ bonus -= (15 + 5 * sc->data[SC_GLOOMYDAY]->val1);
+ if (sc->data[SC_EARTHDRIVE])
+ bonus -= 25;
+ if (sc->data[SC_MELON_BOMB])
+ bonus -= sc->data[SC_MELON_BOMB]->val1;
+ if (sc->data[SC_PAIN_KILLER])
+ bonus -= sc->data[SC_PAIN_KILLER]->val2;
+
+ if (sc->data[SC_SWING]) // TODO: SC_SWING shouldn't stack with skill1 modifiers
+ bonus += sc->data[SC_SWING]->val3;
+ if (sc->data[SC_DANCE_WITH_WUG])
+ bonus += sc->data[SC_DANCE_WITH_WUG]->val3;
+ if (sc->data[SC_GENTLETOUCH_CHANGE])
+ bonus += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
+ if (sc->data[SC_BOOST500])
+ bonus += sc->data[SC_BOOST500]->val1;
+ if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
+ bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
+ if (sc->data[SC_INCASPDRATE])
+ bonus += sc->data[SC_INCASPDRATE]->val1;
+ if (sc->data[SC_GS_GATLINGFEVER])
+ bonus += sc->data[SC_GS_GATLINGFEVER]->val1;
+ if (sc->data[SC_STAR_COMFORT])
+ bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
+ }
+
+ return (bonus + pots);
#else
return 0;
#endif
@@ -5500,7 +5558,7 @@ short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int
aspd -= 10;
if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means
- aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3 * 10;
+ aspd = (200 - sc->data[SC_OVERED_BOOST]->val3) * 10;
return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
}
@@ -5569,6 +5627,7 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int
max = sc->data[SC_ASSNCROS]->val2;
}
}
+
aspd_rate -= max;
if(sc->data[SC_BERSERK])
@@ -5668,6 +5727,8 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc,
maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
if(sc->data[SC_INCMHP])
maxhp += (sc->data[SC_INCMHP]->val1);
+ if(sc->data[SC_MTF_MHP])
+ maxhp += (sc->data[SC_MTF_MHP]->val1);
if(sc->data[SC_APPLEIDUN])
maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
if(sc->data[SC_DELUGE])
@@ -5735,6 +5796,8 @@ unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc,
maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
if(sc->data[SC_INCMSP])
maxsp += (sc->data[SC_INCMSP]->val1);
+ if(sc->data[SC_MTF_MSP])
+ maxsp += (sc->data[SC_MTF_MSP]->val1);
if(sc->data[SC_SERVICEFORYOU])
maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100;
if(sc->data[SC_MER_SP])
@@ -5857,8 +5920,8 @@ const char* status_get_name(struct block_list *bl) {
/*==========================================
* Get the class of the current bl
* return
-* 0 = fail
-* class_id = success
+* 0 = fail
+* class_id = success
*------------------------------------------*/
int status_get_class(struct block_list *bl) {
nullpo_ret(bl);
@@ -5876,8 +5939,8 @@ int status_get_class(struct block_list *bl) {
/*==========================================
* Get the base level of the current bl
* return
-* 1 = fail
-* level = success
+* 1 = fail
+* level = success
*------------------------------------------*/
int status_get_lv(struct block_list *bl) {
nullpo_ret(bl);
@@ -5983,7 +6046,9 @@ int status_get_party_id(struct block_list *bl) {
return ((TBL_MER*)bl)->master->status.party_id;
break;
case BL_SKILL:
- return ((TBL_SKILL*)bl)->group->party_id;
+ if (((TBL_SKILL*)bl)->group)
+ return ((TBL_SKILL*)bl)->group->party_id;
+ break;
case BL_ELEM:
if (((TBL_ELEM*)bl)->master)
return ((TBL_ELEM*)bl)->master->status.party_id;
@@ -6026,7 +6091,9 @@ int status_get_guild_id(struct block_list *bl) {
return ((TBL_NPC*)bl)->u.scr.guild_id;
break;
case BL_SKILL:
- return ((TBL_SKILL*)bl)->group->guild_id;
+ if (((TBL_SKILL*)bl)->group)
+ return ((TBL_SKILL*)bl)->group->guild_id;
+ break;
case BL_ELEM:
if (((TBL_ELEM*)bl)->master)
return ((TBL_ELEM*)bl)->master->status.guild_id;
@@ -6047,7 +6114,7 @@ int status_get_emblem_id(struct block_list *bl) {
case BL_MOB: {
struct map_session_data *msd;
struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) //Guardian's guild [Skotlex]
+ if (md->guardian_data) //Guardian's guild [Skotlex]
return (md->guardian_data->g) ? md->guardian_data->g->emblem_id:0;
if (md->special_state.ai && (msd = map->id2sd(md->master_id)) != NULL)
return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
@@ -6148,8 +6215,9 @@ void status_set_viewdata(struct block_list *bl, int class_)
{
TBL_PC* sd = (TBL_PC*)bl;
if (pcdb_checkid(class_)) {
- if (sd->sc.option&OPTION_RIDING) {
- switch (class_) { //Adapt class to a Mounted one.
+ if (pc_isridingpeco(sd)) {
+ switch (class_) {
+ //Adapt class to a Mounted one.
case JOB_KNIGHT:
class_ = JOB_KNIGHT2;
break;
@@ -6234,7 +6302,7 @@ void status_set_viewdata(struct block_list *bl, int class_)
ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
}
break;
- case BL_HOM: //[blackhole89]
+ case BL_HOM: //[blackhole89]
{
struct homun_data *hd = (struct homun_data*)bl;
if (vd)
@@ -6285,36 +6353,33 @@ void status_change_init(struct block_list *bl) {
memset(sc, 0, sizeof (struct status_change));
}
-//Applies SC defense to a given status change.
-//Returns the adjusted duration based on flag values.
-//the flag values are the same as in status->change_start.
+/**
+ * Applies SC defense to a given status change.
+ *
+ * @see status_change_start for the expected parameters.
+ * @return the adjusted duration based on flag values.
+ */
int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag) {
//Percentual resistance: 10000 = 100% Resist
//Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
int sc_def = 0, tick_def = -1; //-1 = use sc_def
//Linear resistance substracted from rate and tick after percentual resistance was applied
//Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
- int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2 (pre-re only)
+ int sc_def2 = 0, tick_def2 = 0;
- struct status_data *st;
+ struct status_data *st, *bst;
struct status_change *sc;
struct map_session_data *sd;
nullpo_ret(bl);
-
+
if(!src)
return tick ? tick : 1; // If no source, it can't be resisted (NPC given)
/// Returns the 'bl's level, capped to 'cap'
#define SCDEF_LVL_CAP(bl, cap) ( (bl) ? (status->get_lv(bl) > (cap) ? (cap) : status->get_lv(bl)) : 0 )
-/// Renewal level modifier.
-/// In renewal, returns the difference between the levels of 'bl' and 'src', both capped to 'maxlv', multiplied by 'factor'
-/// In pre-renewal, returns zero.
-#ifdef RENEWAL
+/// returns the difference between the levels of 'bl' and 'src', both capped to 'maxlv', multiplied by 'factor'
#define SCDEF_LVL_DIFF(bl, src, maxlv, factor) ( ( SCDEF_LVL_CAP((bl), (maxlv)) - SCDEF_LVL_CAP((src), (maxlv)) ) * (factor) )
-#else
-#define SCDEF_LVL_DIFF(bl, src, maxlv, factor) 0
-#endif
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status->isimmune(bl))
@@ -6342,17 +6407,12 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
case SC_QUAGMIRE:
case SC_NJ_SUITON:
case SC_SWING:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
return 0;
}
sd = BL_CAST(BL_PC,bl);
st = status->get_status_data(bl);
+ bst = status->get_base_status(bl);
sc = status->get_sc(bl);
if( sc && !sc->count )
sc = NULL;
@@ -6386,15 +6446,12 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
case SC_STUN:
sc_def = st->vit*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
-#ifdef RENEWAL
tick_def2 = st->luk*10;
-#endif
break;
case SC_POISON:
case SC_DPOISON:
sc_def = st->vit*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
-#ifdef RENEWAL
if (sd) {
//For players: 60000 - 450*vit - 100*luk
tick_def = st->vit*75;
@@ -6404,38 +6461,40 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
tick>>=1;
tick_def = (st->vit*200)/3;
}
-#endif
break;
case SC_SILENCE:
#ifdef RENEWAL
sc_def = st->int_*100;
sc_def2 = (st->vit + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
- tick_def2 = st->luk * 10;
#else
sc_def = st->vit*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#endif
+ tick_def2 = st->luk * 10;
break;
case SC_BLOODING:
#ifdef RENEWAL
sc_def = st->agi*100;
- tick_def2 = st->luk*10;
#else
sc_def = st->vit*100;
#endif
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+ tick_def2 = st->luk*10;
break;
case SC_SLEEP:
+#ifdef RENEWAL
+ sc_def = st->agi*100;
+ sc_def2 = (st->int_ + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#else
sc_def = st->int_*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
-#ifdef RENEWAL
- tick_def2 = st->luk*10;
#endif
+ tick_def2 = st->luk*10;
break;
case SC_DEEP_SLEEP:
- sc_def = st->int_*50;
+ sc_def = bst->int_*50;
tick_def = 0; // Linear reduction instead
- tick_def2 = st->int_ * 50 + SCDEF_LVL_CAP(bl, 150) * 50; // kRO balance update lists this formula
+ tick_def2 = bst->int_ * 50 + SCDEF_LVL_CAP(bl, 150) * 50; // kRO balance update lists this formula
break;
case SC_DEC_AGI:
case SC_ADORAMUS:
@@ -6443,7 +6502,6 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
sc_def = st->mdef*100;
#ifndef RENEWAL
sc_def2 = st->luk*10;
- tick_def2 = 0; //No duration reduction
#endif
tick_def = 0; //No duration reduction
break;
@@ -6451,50 +6509,30 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
sc_def = st->mdef*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
tick_def = 0; //No duration reduction
-#ifndef RENEWAL
- tick_def2 = 0; //No duration reduction
-#endif
break;
case SC_FREEZE:
sc_def = st->mdef*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
- tick_def = 0; //No duration reduction
-#ifdef RENEWAL
tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk
-#else
- tick_def2 = 0; //No duration reduction
-#endif
break;
case SC_CURSE:
// Special property: immunity when luk is zero
if (st->luk == 0)
return 0;
-#ifndef RENEWAL
- // Special property: immunity when luk is greater than level
- if (st->luk > status->get_lv(bl))
- return 0;
-#endif
sc_def = st->luk*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(NULL, src, 99, 10); // Curse only has a level penalty and no resistance
tick_def = st->vit*100;
-#ifdef RENEWAL
tick_def2 = st->luk*10;
-#endif
break;
case SC_BLIND:
sc_def = (st->vit + st->int_)*50;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
-#ifdef RENEWAL
tick_def2 = st->luk*10;
-#endif
break;
case SC_CONFUSION:
sc_def = (st->str + st->int_)*50;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
-#ifdef RENEWAL
- sc_def2 = -sc_def2; // Reversed sc_def2
tick_def2 = st->luk*10;
-#endif
break;
case SC_ANKLESNARE:
if(st->mode&MD_BOSS) // Lasts 5 times less on bosses
@@ -6506,7 +6544,6 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
if (sd) //Duration greatly reduced for players.
tick /= 15;
sc_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 99) * 20; // Linear Reduction of Rate
- tick_def2 = 0; //No duration reduction
break;
case SC_MARSHOFABYSS:
//5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
@@ -6548,10 +6585,10 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
tick_def2 = (st->vit + st->agi) * 70;
break;
case SC_COLD:
- tick_def2 = st->vit*100 + status->get_lv(bl)*20;
+ tick_def2 = bst->vit*100 + status->get_lv(bl)*20;
break;
case SC_VACUUM_EXTREME:
- tick_def2 = st->str*50;
+ tick_def2 = bst->str*50;
break;
case SC_MANDRAGORA:
sc_def = (st->vit + st->luk)*20;
@@ -6559,9 +6596,6 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
case SC_SIREN:
tick_def2 = (status->get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level : 0);
break;
- case SC_KYOUGAKU:
- tick_def2 = st->int_ * 50;
- break;
case SC_NEEDLE_OF_PARALYZE:
tick_def2 = (st->vit + st->luk) * 50;
break;
@@ -6612,16 +6646,9 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
//When tick def not set, reduction is the same for both.
if(tick_def == -1)
tick_def = sc_def;
- if(tick_def2 == -1) {
-#ifdef RENEWAL
- tick_def2 = 0;
-#else
- tick_def2 = sc_def2;
-#endif
- }
//Natural resistance
- if (!(flag&8)) {
+ if (!(flag&SCFLAG_FIXEDRATE)) {
rate -= rate*sc_def/10000;
rate -= sc_def2;
@@ -6655,7 +6682,7 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
if (tick < 1) return 1;
//Rate reduction
- if (flag&2)
+ if (flag&SCFLAG_FIXEDTICK)
return tick;
tick -= tick*tick_def/10000;
@@ -6687,19 +6714,19 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
struct sc_display_entry *entry;
int i;
-
+
for( i = 0; i < sd->sc_display_count; i++ ) {
if( sd->sc_display[i]->type == type )
break;
}
-
+
if( i != sd->sc_display_count ) {
sd->sc_display[i]->val1 = dval1;
sd->sc_display[i]->val2 = dval2;
sd->sc_display[i]->val3 = dval3;
return;
}
-
+
entry = ers_alloc(pc->sc_display_ers, struct sc_display_entry);
entry->type = type;
@@ -6742,17 +6769,23 @@ void status_display_remove(struct map_session_data *sd, enum sc_type type) {
}
}
}
-/*==========================================
-* Starts a status change.
-* 'type' = type, 'val1~4' depend on the type.
-* 'rate' = base success rate. 10000 = 100%
-* 'tick' is base duration
-* 'flag':
-* &1: Cannot be avoided (it has to start)
-* &2: Tick should not be reduced (by vit, luk, lv, etc)
-* &4: sc_data loaded, no value has to be altered.
-* &8: rate should not be reduced
-*------------------------------------------*/
+/**
+ * Starts a status change.
+ *
+ * @param src Status change source bl.
+ * @param bl Status change target bl.
+ * @param type Status change type.
+ * @param rate Base success rate. 1 means 0.01%, 10000 means 100%.
+ * @param val1 Additional value (meaning depends on type).
+ * @param val2 Additional value (meaning depends on type).
+ * @param val3 Additional value (meaning depends on type).
+ * @param val4 Additional value (meaning depends on type).
+ * @param tick Base duration (milliseconds).
+ * @param flag Special flags (@see enum scstart_flag).
+ *
+ * @retval 0 if no status change happened.
+ * @retval 1 if the status change was successfully applied.
+ */
int status_change_start(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, int flag) {
struct map_session_data *sd = NULL;
struct status_change* sc;
@@ -6780,8 +6813,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
struct mob_data *md = BL_CAST(BL_MOB,bl);
if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
return 0; //Emperium/BG Monsters can't be afflicted by status changes
- //if(md && mob_is_gvg(md) && status->sc2scb_flag(type)&SCB_MAXHP)
- // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+#if 0
+ if(md && mob_is_gvg(md) && status->sc2scb_flag(type)&SCB_MAXHP)
+ return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+#endif // 0
}
if( sc->data[SC_REFRESH] ) {
@@ -6855,7 +6890,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
sd = BL_CAST(BL_PC, bl);
//Adjust tick according to status resistances
- if( !(flag&(1|4)) ) {
+ if( !(flag&(SCFLAG_NOAVOID|SCFLAG_LOADED)) ) {
tick = status->get_sc_def(src, bl, type, rate, tick, flag);
if( !tick ) return 0;
}
@@ -6877,7 +6912,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
)
return 0;
case SC_VACUUM_EXTREME:
- if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING])
+ if(sc->data[SC_HALLUCINATIONWALK])
return 0;
break;
case SC_STONE:
@@ -6885,7 +6920,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
return 0;
case SC_FREEZE:
//Undead are immune to Freeze/Stone
- if (undead_flag && !(flag&1))
+ if (undead_flag && !(flag&SCFLAG_NOAVOID))
return 0;
case SC_SLEEP:
case SC_STUN:
@@ -6926,7 +6961,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
case SC_OVERTHRUSTMAX:
if( sc->option&OPTION_MADOGEAR )
- return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
+ return 0; //Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
break;
case SC_ADRENALINE:
if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
@@ -6962,7 +6997,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_CARTBOOST:
case SC_ASSNCROS:
if(sc->option&OPTION_MADOGEAR)
- return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind]
+ return 0; //Mado is immune to wind walk, cart boost, etc (others above) [Ind]
case SC_INC_AGI:
if (sc->data[SC_QUAGMIRE])
return 0;
@@ -6994,7 +7029,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
//Strip skills, need to divest something or it fails.
case SC_NOEQUIPWEAPON:
- if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
+ if (sd && !(flag&SCFLAG_LOADED)) { //apply sc anyway if loading saved sc_data
int i;
opt_flag = 0; //Reuse to check success condition.
if(sd->bonus.unstripable_equip&EQP_WEAPON)
@@ -7012,7 +7047,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_NOEQUIPSHIELD:
if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
else
- if (sd && !(flag&4)) {
+ if (sd && !(flag&SCFLAG_LOADED)) {
int i;
if(sd->bonus.unstripable_equip&EQP_SHIELD)
return 0;
@@ -7024,7 +7059,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_NOEQUIPARMOR:
- if (sd && !(flag&4)) {
+ if (sd && !(flag&SCFLAG_LOADED)) {
int i;
if(sd->bonus.unstripable_equip&EQP_ARMOR)
return 0;
@@ -7036,7 +7071,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_NOEQUIPHELM:
- if (sd && !(flag&4)) {
+ if (sd && !(flag&SCFLAG_LOADED)) {
int i;
if(sd->bonus.unstripable_equip&EQP_HELM)
return 0;
@@ -7135,7 +7170,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
{ // it doesn't stack or even renewed
int i = SC_TOXIN;
for(; i<= SC_LEECHESEND; i++)
- if(sc->data[i]) return 0;
+ if(sc->data[i]) return 0;
}
break;
case SC_MAGNETICFIELD:
@@ -7149,7 +7184,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
}
//Check for BOSS resistances
- if(st->mode&MD_BOSS && !(flag&1)) {
+ if(st->mode&MD_BOSS && !(flag&SCFLAG_NOAVOID)) {
if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
return 0;
switch (type) {
@@ -7210,9 +7245,13 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(bl, SC_STONE, INVALID_TIMER);
}
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
case SC_INC_AGI:
status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
case SC_QUAGMIRE:
status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
@@ -7285,8 +7324,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_CARTBOOST:
- if(sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS])
- { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ if (sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS]) {
+ //Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
return 0;
@@ -7547,7 +7586,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
vd = status->get_viewdata(bl);
calc_flag = status->ChangeFlagTable[type];
- if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
+ if(!(flag&SCFLAG_LOADED)) { // Do not parse val settings when loading SCs
switch(type) {
case SC_ADORAMUS:
sc_start(src,bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1));
@@ -7558,16 +7597,16 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC_ENDURE:
val2 = 7; // Hit-count [Celest]
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
+ if( !(flag&SCFLAG_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
struct map_session_data *tsd;
if( sd ) {
int i;
for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_ALL);
}
} else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_ALL);
}
//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
if( val4 )
@@ -7588,7 +7627,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick_time = val2 = tick>0?tick:60000;
tick = -1; // duration sent to the client should be infinite
break;
- case SC_EDP: // [Celest]
+ case SC_EDP: // [Celest]
val2 = val1 + 2; //Chance to Poison enemies.
val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
#ifdef RENEWAL_EDP
@@ -7628,7 +7667,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick = -1;
break;
case SC_ENCHANTPOISON:
- val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
+ val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
case SC_ASPERSIO:
case SC_PROPERTYFIRE:
case SC_PROPERTYWATER:
@@ -7655,16 +7694,16 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC_REFLECTSHIELD:
val2=10+val1*3; // %Dmg reflected
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
+ if( !(flag&SCFLAG_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
struct map_session_data *tsd;
if( sd ) {
int i;
for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL);
}
} else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL);
}
break;
case SC_NOEQUIPWEAPON:
@@ -7877,17 +7916,17 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
//val4&1 signals the presence of a wall.
//val4&2 makes cloak not end on normal attacks [Skotlex]
//val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
val4 |= battle_config.pc_cloak_check_type&7;
else
val4 |= battle_config.monster_cloak_check_type&7;
break;
- case SC_SIGHT: /* splash status */
+ case SC_SIGHT: /* splash status */
case SC_RUWACH:
case SC_WZ_SIGHTBLASTER:
val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
- val2 = tick/250;
- tick_time = 10; // [GodLesZ] tick time
+ val2 = tick/20;
+ tick_time = 20; // [GodLesZ] tick time
break;
//Permanent effects.
@@ -7907,7 +7946,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC_AUTOGUARD:
- if( !(flag&1) ) {
+ if( !(flag&SCFLAG_NOAVOID) ) {
struct map_session_data *tsd;
int i,t;
for( i = val2 = 0; i < val1; i++) {
@@ -7919,17 +7958,17 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
if( sd ) {
for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL);
}
}
break;
case SC_DEFENDER:
- if (!(flag&1)) {
+ if (!(flag&SCFLAG_NOAVOID)) {
val2 = 5 + 15*val1; //Damage reduction
val3 = 0; // unused, previously speed adjustment
val4 = 250 - 50*val1; //Aspd adjustment
@@ -7940,7 +7979,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
for (i = 0; i < 5; i++) {
//See if there are devoted characters, and pass the status to them. [Skotlex]
if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])))
- status->change_start(bl, &tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ status->change_start(bl, &tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,SCFLAG_NOAVOID);
}
}
}
@@ -8030,6 +8069,23 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF);
}
break;
+ case SC_SOULLINK:
+ //1st Transcendent Spirit works similar to Marionette Control
+ if(sd && val2 == SL_HIGH) {
+ int stat,max_stat;
+ // Fetch target's stats
+ struct status_data* status2 = status->get_status_data(bl); // Battle status
+ val3 = 0;
+ val4 = 0;
+ max_stat = (status->get_lv(bl)-10<50)?status->get_lv(bl)-10:50;
+ stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
+ stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
+ }
+ break;
case SC_SWORDREJECT:
val2 = 15*val1; //Reflect chance
val3 = 3; //Reflections
@@ -8067,7 +8123,9 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
while( i >= 0 ) {
type2 = types[i];
if( d_sc->data[type2] )
- sc_start(bl, bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1));
+ status->change_start(bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, 0,
+ skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1),
+ (type2 != SC_DEFENDER) ? SCFLAG_NOICON : SCFLAG_NONE);
i--;
}
}
@@ -8154,7 +8212,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_KAAHI:
val2 = 200*val1; //HP heal
val3 = 5*val1; //SP cost
- val4 = INVALID_TIMER; //Kaahi Timer.
+ val4 = INVALID_TIMER; //Kaahi Timer.
break;
case SC_BLESSING:
if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
@@ -8290,7 +8348,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
//2. Set restore point (val3 -> return map, val4 return coords
val3 = map_index;
val4 = pos;
- } else if (!val3
+ } else if (!val3
|| val3 == sd->mapindex
|| !sd->sc.data[SC_JAILED] // If player is being jailed and is already in jail (issue: 8206)
) { //Use save point.
@@ -8344,11 +8402,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC_STONESKIN:
- if (val2 == NPC_ANTIMAGIC)
- { //Boost mdef
+ if (val2 == NPC_ANTIMAGIC) {
+ //Boost mdef
val2 =-20;
val3 = 20;
- } else { //Boost def
+ } else {
+ //Boost def
val2 = 20;
val3 =-20;
}
@@ -8466,7 +8525,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick_time = 4000; // [GodLesZ] tick time
break;
case SC_PYREXIA:
- status->change_start(src, bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ status->change_start(src, bl,SC_BLIND,10000,val1,0,0,0,30000,SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); // Blind status that last for 30 seconds
val4 = tick / 3000;
tick_time = 3000; // [GodLesZ] tick time
break;
@@ -8578,20 +8637,33 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC__ENERVATION:
val2 = 20 + 10 * val1; // ATK Reduction
- if( sd ) pc->delspiritball(sd,sd->spiritball,0);
+ if ( sd ) {
+ int i;
+ pc->delspiritball(sd, sd->spiritball, 0);
+ for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++)
+ pc->del_charm(sd, sd->spiritcharm[i], i);
+ }
break;
case SC__GROOMY:
val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
val3 = 20 * val1; //HIT
if( sd ) { // Removes Animals
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
- if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
- if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
- if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
- if( sd->status.pet_id > 0 ) pet->menu(sd, 3);
- if( homun_alive(sd->hd) ) homun->vaporize(sd,HOM_ST_REST);
- if( sd->md ) mercenary->delete(sd->md,3);
+ if (pc_isridingpeco(sd))
+ pc->setridingpeco(sd, false);
+ if (pc_isridingdragon(sd))
+ pc->setridingdragon(sd, 0);
+ if (pc_iswug(sd))
+ pc->setoption(sd, sd->sc.option&~OPTION_WUG);
+ if (pc_isridingwug(sd))
+ pc->setridingwug(sd, false);
+ if (pc_isfalcon(sd))
+ pc->setfalcon(sd, false);
+ if (sd->status.pet_id > 0)
+ pet->menu(sd, 3);
+ if (homun_alive(sd->hd))
+ homun->vaporize(sd,HOM_ST_REST);
+ if (sd->md)
+ mercenary->delete(sd->md,3);
}
break;
case SC__LAZINESS:
@@ -8688,8 +8760,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
if ( !val3 )
val3 = 50;
if( sd ) {
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ if (pc_isridingpeco(sd))
+ pc->setridingpeco(sd, false);
+ if (pc_isridingdragon(sd))
+ pc->setridingdragon(sd, false);
}
}
break;
@@ -8785,18 +8859,16 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
struct block_list * src2;
val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
if( (src2 = map->id2bl(val2)) ){
- val4 = ( 200/status_get_int(src2) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
+ val4 = ( 200/(status_get_int(src2)?status_get_int(src2):1) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
val2 = ( status_get_dex(src2)/4 + status_get_str(src2)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
}
}
break;
case SC_GENTLETOUCH_REVITALIZE:
- {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
- struct block_list * src2;
- val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
- if( (src2 = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
- val4 = ( status_get_vit(src2)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
- }
+ if(val2 < 0)
+ val2 = 0;
+ else
+ val2 = val2 / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
break;
case SC_PYROTECHNIC_OPTION:
val2 = 60;
@@ -8804,7 +8876,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_HEATER_OPTION:
val2 = 120; // Watk. TODO: Renewal (Atk2)
val3 = (sd ? sd->status.job_level : 0); // % Increase damage.
- val4 = 3; // Change into fire element.
+ val4 = 3; // Change into fire element.
break;
case SC_TROPIC_OPTION:
val2 = 180; // Watk. TODO: Renewal (Atk2)
@@ -8814,16 +8886,16 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val2 = 40;
break;
case SC_COOLER_OPTION:
- val2 = 80; // Bonus Matk
+ val2 = 80; // Bonus Matk
val3 = (sd ? sd->status.job_level : 0); // % Freezing chance
- val4 = 1; // Change into water elemet
+ val4 = 1; // Change into water elemet
break;
case SC_CHILLY_AIR_OPTION:
val2 = 120; // Matk. TODO: Renewal (Matk1)
val3 = MG_COLDBOLT;
break;
case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
+ val2 = 50; // % Increase speed and flee.
break;
case SC_BLAST_OPTION:
val2 = (sd ? sd->status.job_level : 0); // % Increase damage
@@ -8855,7 +8927,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_WATER_DROP_OPTION:
case SC_WIND_CURTAIN_OPTION:
case SC_STONE_SHIELD_OPTION:
- val2 = 100; // Elemental modifier.
+ val2 = 100; // Elemental modifier.
break;
case SC_TROPIC:
case SC_CHILLY_AIR:
@@ -8887,10 +8959,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick_time = val3;
break;
case SC_WATER_BARRIER:
- val3 = 20; // Reductions. Atk2, Flee1
+ val3 = 20; // Reductions. Atk2, Flee1
break;
case SC_ZEPHYR:
- val2 = 25; // Flee.
+ val2 = 25; // Flee.
break;
case SC_TIDAL_WEAPON:
val2 = 20; // Increase Elemental's attack.
@@ -8905,13 +8977,17 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val1 = 15;
break;
case SC_STOMACHACHE:
- val2 = 8; // SP consume.
+ val2 = 8; // SP consume.
val4 = tick / 10000;
tick_time = 10000; // [GodLesZ] tick time
break;
- case SC_KYOUGAKU:
- val2 = 2*val1 + rand()%(3 * val1);
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ case SC_KYOUGAKU: {
+ int min = val1*2;
+ int max = val1*3;
+ val3 = rnd()%(max-min)+min;
+ val2 = val1;
+ val1 = 1002; // Monster ID
+ }
break;
case SC_KAGEMUSYA:
val3 = val1 * 2;
@@ -9036,8 +9112,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val2 = 20+(20*val1);
break;
default:
- if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 )
- { //Status change with no calc, no icon, and no skill associated...?
+ if (calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0) {
+ //Status change with no calc, no icon, and no skill associated...?
ShowError("UnknownStatusChange [%d]\n", type);
return 0;
}
@@ -9058,13 +9134,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_KAAHI:
val4 = INVALID_TIMER;
break;
- case SC_KYOUGAKU:
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
- break;
}
}
- /* values that must be set regardless of flag&4 e.g. val_flag */
+ /* values that must be set regardless of SCFLAG_LOADED e.g. val_flag */
switch(type) {
case SC_FIGHTINGSPIRIT:
val_flag |= 1|2;
@@ -9181,6 +9254,9 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_WATER_BARRIER:
val_flag |= 1|2|4;
break;
+ case SC_KYOUGAKU:
+ val_flag |= 1;
+ break;
case SC_CASH_PLUSEXP:
case SC_CASH_PLUSONLYJOBEXP:
case SC_MONSTER_TRANSFORM:
@@ -9188,7 +9264,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val_flag |= 1;
break;
}
-
+
/* [Ind/Hercules] */
if( sd && status->DisplayType[type] ) {
int dval1 = 0, dval2 = 0, dval3 = 0;
@@ -9239,7 +9315,6 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_CURSEDCIRCLE_TARGET:
case SC_FEAR:
case SC_MEIKYOUSISUI:
- case SC_KYOUGAKU:
case SC_NEEDLE_OF_PARALYZE:
case SC_DEATHBOUND:
unit->stop_walking(bl,1);
@@ -9293,13 +9368,13 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
opt_flag = 1;
switch(type) {
//OPT1
- case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
- case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
- case SC_STUN: sc->opt1 = OPT1_STUN; break;
- case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
- case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
- case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
- case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
+ case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
+ case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
+ case SC_STUN: sc->opt1 = OPT1_STUN; break;
+ case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
+ case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
+ case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
+ case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
//OPT2
case SC_POISON: sc->opt2 |= OPT2_POISON; break;
case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
@@ -9325,7 +9400,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC_OVERTHRUSTMAX:
case SC_OVERTHRUST:
- case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
sc->opt3 |= OPT3_OVERTHRUST;
opt_flag = 0;
break;
@@ -9361,10 +9436,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
opt_flag = 0;
sc->opt3 |= OPT3_BERSERK;
break;
-// case ???: // doesn't seem to do anything
-// sc->opt3 |= OPT3_LIGHTBLADE;
-// opt_flag = 0;
-// break;
+#if 0
+ case ???: // doesn't seem to do anything
+ sc->opt3 |= OPT3_LIGHTBLADE;
+ opt_flag = 0;
+ break;
+#endif // 0
case SC_DANCING:
if ((val1&0xFFFF) == CG_MOONLIT)
sc->opt3 |= OPT3_MOONLIT;
@@ -9399,10 +9476,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
sc->opt3 |= OPT3_UNDEAD;
opt_flag = 0;
break;
-// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
-// sc->opt3 |= OPT3_CONTRACT;
-// opt_flag = 0;
-// break;
+#if 0
+ case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ sc->opt3 |= OPT3_CONTRACT;
+ opt_flag = 0;
+ break;
+#endif // 0
//OPTION
case SC_HIDING:
sc->option |= OPTION_HIDE;
@@ -9468,7 +9547,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
}
}
- if (calc_flag&SCB_DYE) { //Reset DYE color
+ if (calc_flag&SCB_DYE) {
+ //Reset DYE color
if (vd && vd->cloth_color) {
val4 = vd->cloth_color;
clif->changelook(bl,LOOK_CLOTHES_COLOR,0);
@@ -9476,7 +9556,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
calc_flag&=~SCB_DYE;
}
- if( !(flag&4 && status->DisplayType[type]) )
+ if(!(flag&SCFLAG_NOICON) && !(flag&SCFLAG_LOADED && status->DisplayType[type]))
clif->status_change(bl,status->IconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
/**
@@ -9670,7 +9750,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
#ifdef ANTI_MAYAP_CHEAT
bool invisible = false;
#endif
-
+
nullpo_ret(bl);
sc = status->get_sc(bl);
@@ -9686,7 +9766,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if( sd && sce->timer == INVALID_TIMER && !sd->state.loggingout )
chrif->del_scdata_single(sd->status.account_id,sd->status.char_id,type);
-
+
if (tid == INVALID_TIMER) {
if (type == SC_ENDURE && sce->val4)
//Do not end infinite endure.
@@ -10132,9 +10212,6 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
}
break;
- case SC_KYOUGAKU:
- clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
- break;
case SC_CLAIRVOYANCE:
calc_flag = SCB_ALL;/* required for overlapping */
break;
@@ -10312,10 +10389,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
opt_flag = 0;
sc->opt3 &= ~OPT3_BERSERK;
break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 &= ~OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
+#if 0
+ case ???: // doesn't seem to do anything
+ sc->opt3 &= ~OPT3_LIGHTBLADE;
+ opt_flag = 0;
+ break;
+#endif // 0
case SC_DANCING:
if ((sce->val1&0xFFFF) == CG_MOONLIT)
sc->opt3 &= ~OPT3_MOONLIT;
@@ -10350,16 +10429,19 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
sc->opt3 &= ~OPT3_UNDEAD;
opt_flag = 0;
break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 &= ~OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
+#if 0
+ case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ sc->opt3 &= ~OPT3_CONTRACT;
+ opt_flag = 0;
+ break;
+#endif // 0
default:
opt_flag = 0;
}
#ifdef ANTI_MAYAP_CHEAT
if (invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))) {
+ clif->slide(bl, bl->x, bl->y);
clif->fixpos(bl);
}
#endif
@@ -10392,8 +10474,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if(opt_flag&4) //Out of hiding, invoke on place.
skill->unit_move(bl,timer->gettick(),1);
- if(opt_flag&2 && sd && map->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
- npc->touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
+ if (opt_flag & 2 && sd) {
+ if (map->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
+ npc->touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
+ else
+ npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);
+ }
ers_free(status->data_ers, sce);
return 1;
@@ -10515,14 +10601,17 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_SIGHT:
case SC_RUWACH:
case SC_WZ_SIGHTBLASTER:
- if(type == SC_WZ_SIGHTBLASTER)
+ if(type == SC_WZ_SIGHTBLASTER) {
+ //Restore trap immunity
+ if(sce->val4%2)
+ sce->val4--;
map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
- else
+ } else
map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
if( --(sce->val2)>0 ){
- sce->val4 += 250; // use for Shadow Form 2 seconds checking.
- sc_timer_next(250+tick, status->change_timer, bl->id, data);
+ sce->val4 += 20; // use for Shadow Form 2 seconds checking.
+ sc_timer_next(20+tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10584,10 +10673,11 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_KNOWLEDGE:
if (!sd) break;
- if(bl->m == sd->feel_map[0].m ||
- bl->m == sd->feel_map[1].m ||
- bl->m == sd->feel_map[2].m)
- { //Timeout will be handled by pc->setpos
+ if (bl->m == sd->feel_map[0].m
+ || bl->m == sd->feel_map[1].m
+ || bl->m == sd->feel_map[2].m
+ ) {
+ //Timeout will be handled by pc->setpos
sce->timer = INVALID_TIMER;
return 0;
}
@@ -10717,12 +10807,13 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
break;
case SC_SPLASHER:
- // custom Venom Splasher countdown timer
- //if (sce->val4 % 1000 == 0) {
- // char counter[10];
- // snprintf (counter, 10, "%d", sce->val4/1000);
- // clif->message(bl, counter);
- //}
+#if 0 // custom Venom Splasher countdown timer
+ if (sce->val4 % 1000 == 0) {
+ char counter[10];
+ snprintf (counter, 10, "%d", sce->val4/1000);
+ clif->message(bl, counter);
+ }
+#endif // 0
if((sce->val4 -= 500) > 0) {
sc_timer_next(500 + tick, status->change_timer, bl->id, data);
return 0;
@@ -10961,7 +11052,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC__REPRODUCE:
if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl, 0, 9 - (1 + sce->val1) / 2) )
+ if( !status->charge(bl, 0, 9 - (1 + sce->val1) / 2) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
@@ -11032,10 +11123,10 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_SIRCLEOFNATURE:
if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl,0,sce->val3) )
+ if( !status->charge(bl,0,sce->val3) )
break;
status->heal(bl, sce->val2, 0, 1);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -11051,7 +11142,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_SATURDAY_NIGHT_FEVER:
if( --(sce->val3) >= 0 ) {
- if( !status_charge(bl, st->max_hp * 1 / 100, st->max_sp * 1 / 100) )
+ if( !status->charge(bl, st->max_hp * 1 / 100, st->max_sp * 1 / 100) )
break;
sc_timer_next(3000+tick, status->change_timer, bl->id, data);
return 0;
@@ -11060,7 +11151,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_MELODYOFSINK:
if( --(sce->val4) >= 0 ) {
- status_charge(bl, 0, st->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
+ status->charge(bl, 0, st->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
}
@@ -11139,11 +11230,11 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
if(--(sce->val4) >= 0) {
// 1% SP Upkeep Cost
int sp = st->max_sp / 100;
-
+
if( st->sp <= sp )
status_change_end(bl,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
- if( !status_charge(bl,0,sp) )
+ if( !status->charge(bl,0,sp) )
break;
if( !sc->data[SC_STEALTHFIELD_MASTER] )
@@ -11317,10 +11408,13 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) {
if (battle->check_target( src, bl, BCT_ENEMY ) > 0
&& status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
) {
- if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
- && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)
- ){
- sce->val2 = 0; //This signals it to end.
+ struct skill_unit *su = (struct skill_unit *)bl;
+ if (sce && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x4000)
+ && (!su || !su->group || !(skill->get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
+ sce->val2 = 0; // This signals it to end.
+ } else if ((bl->type&BL_SKILL) && sce && sce->val4%2 == 0) {
+ //Remove trap immunity temporarily so it triggers if you still stand on it
+ sce->val4++;
}
}
break;
@@ -11360,20 +11454,41 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl
min = (int)(watk->atk - variance + strdex_bonus) + watk->atk2;
max = (int)(watk->atk + variance + strdex_bonus) + watk->atk2;
- }else if( watk->atk ){
+ }
+ else if (bl->type == BL_MOB && watk->atk){
min = watk->atk * 80 / 100;
max = watk->atk * 120 / 100;
}
+ else if (bl->type == BL_HOM && watk->atk){
+ if (flag & 4){
+ max = min = status->get_matk(bl, 2);
+ }
+ else{
+ min = watk->atk;
+ max = watk->atk2;
+ }
+ }
if( !(flag&1) ){
if( max > min )
- max = min + rnd()%(max - min);
+ max = min + rnd()%(max - min + 1);
else
max = min;
}
- if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) )
- max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1;
+ if ( bl->type == BL_PC && !(flag & 2) ) {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ short index = sd->equip_index[EQI_HAND_R], refine;
+ if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON
+ && (refine = sd->status.inventory[index].refine) < 16 && refine ) {
+ int r = status->refine_info[watk->wlv].randombonus_max[refine + (4 - watk->wlv)] / 100;
+ if ( r )
+ max += (rnd() % 100) % r + 1;
+ }
+
+ if ( sd->spiritcharm[SPIRITS_TYPE_CHARM_LAND] > 0 )
+ max += 10 * max * sd->spiritcharm[SPIRITS_TYPE_CHARM_LAND] / 100;
+ }
max = status->calc_watk(bl, sc, max, false);
@@ -11384,31 +11499,21 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl
}
/**
- * Gets a random matk value depending on min matk and max matk
- **/
-unsigned short status_get_rand_matk( unsigned short matk_max, unsigned short matk_min ) {
- if( matk_max > matk_min )
- return matk_min + rnd()%(matk_max - matk_min);
- else
- return matk_min;
-}
-
-/**
- * Get bl's matk_max and matk_min values depending on flag
- * @param flag
- * 0 - Get MATK
- * 1 - Get MATK w/o SC bonuses
- * 3 - Get MATK w/o EATK & SC bonuses
- **/
-void status_get_matk_sub( struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min ) {
+* Get bl's matk_max and matk_min values depending on flag
+* @param flag
+* 0 - Get MATK
+* 1 - Get MATK w/o SC bonuses
+* 3 - Get MATK w/o EATK & SC bonuses
+**/
+void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min) {
struct status_data *st;
struct status_change *sc;
struct map_session_data *sd;
- if( bl == NULL )
+ if ( bl == NULL )
return;
- if( flag != 0 && flag != 1 && flag != 3 ) {
+ if ( flag != 0 && flag != 1 && flag != 3 ) {
ShowError("status_get_matk_sub: Unknown flag %d!\n", flag);
return;
}
@@ -11419,107 +11524,135 @@ void status_get_matk_sub( struct block_list *bl, int flag, unsigned short *matk_
#ifdef RENEWAL
/**
- * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
- * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
- **/
- *matk_min = status->base_matk(st, status->get_lv(bl));
+ * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
+ * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
+ **/
+ *matk_min = status->base_matk(bl, st, status->get_lv(bl));
// Any +MATK you get from skills and cards, including cards in weapon, is added here.
- if( sd && sd->bonus.ematk > 0 && flag != 3 )
+ if ( sd && sd->bonus.ematk > 0 && flag != 3 )
*matk_min += sd->bonus.ematk;
- if( flag != 3 )
+ if ( flag != 3 )
*matk_min = status->calc_ematk(bl, sc, *matk_min);
*matk_max = *matk_min;
- //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
- if( bl->type&BL_PC && (st->rhw.matk + st->lhw.matk) > 0 ) {
- int wMatk = st->rhw.matk + st->lhw.matk; // Left and right matk stacks
- int variance = wMatk * st->rhw.wlv / 10; // Only use right hand weapon level
- *matk_min += wMatk - variance;
- *matk_max += wMatk + variance;
- } else if( bl->type&BL_MOB ) {
- *matk_min = *matk_max = status_get_int(bl) + status->get_lv(bl);
+ switch ( bl->type ) {
+ case BL_PC:
+ //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
+ if ( (st->rhw.matk + st->lhw.matk) > 0 ) {
+ int wMatk = st->rhw.matk + st->lhw.matk; // Left and right matk stacks
+ int variance = wMatk * st->rhw.wlv / 10; // Only use right hand weapon level
+ *matk_min += wMatk - variance;
+ *matk_max += wMatk + variance;
+ }
+ break;
+ case BL_MOB:
*matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
*matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
+ break;
+ case BL_HOM:
+ *matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
+ *matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
+ break;
}
+
#else // not RENEWAL
- *matk_min = status_base_matk_min(st) + (sd?sd->bonus.ematk:0);
- *matk_max = status_base_matk_max(st) + (sd?sd->bonus.ematk:0);
+ *matk_min = status_base_matk_min(st) + (sd ? sd->bonus.ematk : 0);
+ *matk_max = status_base_matk_max(st) + (sd ? sd->bonus.ematk : 0);
#endif
- if (sd && sd->matk_rate != 100) {
- *matk_max = (*matk_max) * sd->matk_rate/100;
- *matk_min = (*matk_min) * sd->matk_rate/100;
+ if ( sd && sd->matk_rate != 100 ) {
+ *matk_max = (*matk_max) * sd->matk_rate / 100;
+ *matk_min = (*matk_min) * sd->matk_rate / 100;
}
- if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
- || (sc && sc->data[SC_RECOGNIZEDSPELL]))
+ if ( (bl->type&BL_HOM && battle_config.hom_setting & 0x20) //Hom Min Matk is always the same as Max Matk
+ || (sc && sc->data[SC_RECOGNIZEDSPELL]) )
*matk_min = *matk_max;
#ifdef RENEWAL
- if( sd && sd->right_weapon.overrefine > 0 ) {
- (*matk_min)++;
- *matk_max += sd->right_weapon.overrefine - 1;
+ if ( sd && !(flag & 2) ) {
+ short index = sd->equip_index[EQI_HAND_R], refine;
+ if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON
+ && (refine = sd->status.inventory[index].refine) < 16 && refine ) {
+ int r = status->refine_info[sd->inventory_data[index]->wlv].randombonus_max[refine + (4 - sd->inventory_data[index]->wlv)] / 100;
+ if ( r )
+ *matk_max += (rnd() % 100) % r + 1;
+ }
}
#endif
+
+ *matk_min = status->calc_matk(bl, sc, *matk_min, false);
+ *matk_max = status->calc_matk(bl, sc, *matk_max, false);
+
return;
}
/**
- * Get bl's matk value depending on flag
- * @param flag [malufett]
- * 1 - Get MATK w/o SC bonuses
- * 2 - Get modified MATK
- * 3 - Get MATK w/o eATK & SC bonuses
- * @retval 1 failure
- * @retval MATK success
- *
- * Shouldn't change _any_ value! [Panikon]
- **/
-int status_get_matk( struct block_list *bl, int flag ) {
+* Gets a random matk value depending on min matk and max matk
+**/
+unsigned short status_get_rand_matk(unsigned short matk_max, unsigned short matk_min) {
+ if ( matk_max > matk_min )
+ return matk_min + rnd() % (matk_max - matk_min);
+ else
+ return matk_min;
+}
+
+/**
+* Get bl's matk value depending on flag
+* @param flag [malufett]
+* 1 - Get MATK w/o SC bonuses
+* 2 - Get modified MATK
+* 3 - Get MATK w/o eATK & SC bonuses
+* @retval 1 failure
+* @retval MATK success
+*
+* Shouldn't change _any_ value! [Panikon]
+**/
+int status_get_matk(struct block_list *bl, int flag) {
struct status_data *st;
unsigned short matk_max, matk_min;
- if( bl == NULL )
+ if ( bl == NULL )
return 1;
- if( flag < 1 || flag > 3 ) {
+ if ( flag < 1 || flag > 3 ) {
ShowError("status_get_matk: Unknown flag %d!\n", flag);
return 1;
}
- if( (st = status->get_status_data(bl)) == NULL )
+ if ( (st = status->get_status_data(bl)) == NULL )
return 0;
// Just get matk
- if( flag == 2 )
+ if ( flag == 2 )
return status_get_rand_matk(st->matk_max, st->matk_min);
- status_get_matk_sub( bl, flag, &matk_max, &matk_min );
+ status_get_matk_sub(bl, flag, &matk_max, &matk_min);
// Get unmodified from sc matk
return status_get_rand_matk(matk_max, matk_min);
}
/**
- * Updates bl's MATK values
- **/
-void status_update_matk( struct block_list *bl ) {
+* Updates bl's MATK values
+**/
+void status_update_matk(struct block_list *bl) {
struct status_data *st;
struct status_change *sc;
unsigned short matk_max, matk_min;
- if( bl == NULL )
+ if ( bl == NULL )
return;
- if( (st = status->get_status_data(bl)) == NULL )
+ if ( (st = status->get_status_data(bl)) == NULL )
return;
- if( (sc = status->get_sc(bl)) == NULL )
+ if ( (sc = status->get_sc(bl)) == NULL )
return;
- status_get_matk_sub( bl, 0, &matk_max, &matk_min );
+ status_get_matk_sub(bl, 0, &matk_max, &matk_min);
// Update matk
st->matk_min = status->calc_matk(bl, sc, matk_min, true);
@@ -11669,7 +11802,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) {
data.val2 = sc->data[i]->val2;
data.val3 = sc->data[i]->val3;
data.val4 = sc->data[i]->val4;
- status->change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
+ status->change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
flag = 1;
}
}
@@ -12053,7 +12186,7 @@ int status_readdb(void)
sv->readdb(map->db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, status->readdb_job1);
#endif
sv->readdb(map->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, status->readdb_job2);
- sv->readdb(map->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(status->atkmods), status->readdb_sizefix);
+ sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(status->atkmods), status->readdb_sizefix);
sv->readdb(map->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(status->refine_info), status->readdb_refine);
sv->readdb(map->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, status->readdb_scconfig);
@@ -12204,7 +12337,7 @@ void status_defaults(void) {
status->readdb = status_readdb;
status->init = do_init_status;
status->final = do_final_status;
-
+
status->initChangeTables = initChangeTables;
status->initDummyData = initDummyData;
status->base_amotion_pc = status_base_amotion_pc;