diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 10093 |
1 files changed, 5416 insertions, 4677 deletions
diff --git a/src/map/status.c b/src/map/status.c index 992cc0855..4a2a6c344 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -2,103 +2,69 @@ // See the LICENSE file // Portions Copyright (c) Athena Dev Teams -#include "../common/cbasetypes.h" -#include "../common/timer.h" -#include "../common/nullpo.h" -#include "../common/random.h" -#include "../common/showmsg.h" -#include "../common/malloc.h" -#include "../common/utils.h" -#include "../common/ers.h" -#include "../common/strlib.h" +#define HERCULES_CORE +#include "../config/core.h" // ANTI_MAYAP_CHEAT, DBPATH, DEFTYPE_MAX, DEFTYPE_MIN, DEVOTION_REFLECT_DAMAGE, RENEWAL, RENEWAL_ASPD, RENEWAL_EDP +#include "status.h" + +#include <math.h> +#include <memory.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <time.h> + +#include "battle.h" +#include "chrif.h" +#include "clif.h" +#include "elemental.h" +#include "guild.h" +#include "homunculus.h" +#include "itemdb.h" #include "map.h" +#include "mercenary.h" +#include "mob.h" +#include "npc.h" #include "path.h" #include "pc.h" #include "pet.h" -#include "npc.h" -#include "mob.h" -#include "clif.h" -#include "guild.h" +#include "script.h" #include "skill.h" -#include "itemdb.h" -#include "battle.h" -#include "chrif.h" #include "skill.h" -#include "status.h" -#include "script.h" #include "unit.h" -#include "homunculus.h" -#include "mercenary.h" -#include "elemental.h" #include "vending.h" +#include "../common/cbasetypes.h" +#include "../common/ers.h" +#include "../common/malloc.h" +#include "../common/nullpo.h" +#include "../common/random.h" +#include "../common/showmsg.h" +#include "../common/strlib.h" +#include "../common/timer.h" +#include "../common/utils.h" -#include <time.h> -#include <stdio.h> -#include <stdlib.h> -#include <memory.h> -#include <string.h> -#include <math.h> - -//Regen related flags. -enum e_regen -{ - RGN_HP = 0x01, - RGN_SP = 0x02, - RGN_SHP = 0x04, - RGN_SSP = 0x08, -}; - -static int max_weight_base[CLASS_COUNT]; -static int hp_coefficient[CLASS_COUNT]; -static int hp_coefficient2[CLASS_COUNT]; -static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1]; -static int sp_coefficient[CLASS_COUNT]; -#ifdef RENEWAL_ASPD - static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1]; -#else - static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] -#endif - -// bonus values and upgrade chances for refining equipment -static struct { - int chance[MAX_REFINE]; // success chance - int bonus[MAX_REFINE]; // cumulative fixed bonus damage - int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage -} refine_info[REFINE_TYPE_MAX]; - -static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt) -static char job_bonus[CLASS_COUNT][MAX_LEVEL]; -static sc_conf_type sc_conf[SC_MAX]; - -static struct eri *sc_data_ers; //For sc_data entries -static struct status_data dummy_status; - -int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] -int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] -//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only -//to avoid cards exploits +struct status_interface status_s; /** - * Returns the status change associated with a skill. - * @param skill The skill to look up - * @return The status registered for this skill - **/ +* Returns the status change associated with a skill. +* @param skill The skill to look up +* @return The status registered for this skill +**/ sc_type status_skill2sc(int skill_id) { int idx; if( (idx = skill->get_index(skill_id)) == 0 ) { - ShowError("status_skill2sc: Unsupported skill id %d\n", skill); + ShowError("status_skill2sc: Unsupported skill id %d\n", skill_id); return SC_NONE; } - return SkillStatusChangeTable[idx]; + return status->Skill2SCTable[idx]; } /** - * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. - * Utilized for various duration lookups. Use with caution! - * @param sc The status to look up - * @return A skill associated with the status - **/ +* Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. +* Utilized for various duration lookups. Use with caution! +* @param sc The status to look up +* @return A skill associated with the status +**/ int status_sc2skill(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { @@ -106,14 +72,14 @@ int status_sc2skill(sc_type sc) return 0; } - return StatusSkillChangeTable[sc]; + return status->SkillChangeTable[sc]; } /** - * Returns the status calculation flag associated with a given status change. - * @param sc The status to look up - * @return The scb_flag registered for this status (see enum scb_flag) - **/ +* Returns the status calculation flag associated with a given status change. +* @param sc The status to look up +* @return The scb_flag registered for this status (see enum scb_flag) +**/ unsigned int status_sc2scb_flag(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { @@ -121,28 +87,24 @@ unsigned int status_sc2scb_flag(sc_type sc) return SCB_NONE; } - return StatusChangeFlagTable[sc]; + return status->ChangeFlagTable[sc]; } /** - * Returns the bl types which require a status change packet to be sent for a given client status identifier. - * @param type The client-side status identifier to look up (see enum si_type) - * @return The bl types relevant to the type (see enum bl_type) - **/ +* Returns the bl types which require a status change packet to be sent for a given client status identifier. +* @param type The client-side status identifier to look up (see enum si_type) +* @return The bl types relevant to the type (see enum bl_type) +**/ int status_type2relevant_bl_types(int type) { if( type < 0 || type >= SI_MAX ) { ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type); - return SI_BLANK; + return BL_NUL; } - return StatusRelevantBLTypes[type]; + return status->RelevantBLTypes[type]; } -#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE) -// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units -#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT - static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { uint16 idx; if( (idx = skill->get_index(skill_id)) == 0 ) { @@ -154,31 +116,35 @@ static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { return; } - if( StatusSkillChangeTable[sc] == 0 ) - StatusSkillChangeTable[sc] = skill_id; - if( StatusIconChangeTable[sc] == SI_BLANK ) - StatusIconChangeTable[sc] = icon; - StatusChangeFlagTable[sc] |= flag; + if( status->SkillChangeTable[sc] == 0 ) + status->SkillChangeTable[sc] = skill_id; + if( status->IconChangeTable[sc] == SI_BLANK ) + status->IconChangeTable[sc] = icon; + status->ChangeFlagTable[sc] |= flag; - if( SkillStatusChangeTable[idx] == SC_NONE ) - SkillStatusChangeTable[idx] = sc; + if( status->Skill2SCTable[idx] == SC_NONE ) + status->Skill2SCTable[idx] = sc; } void initChangeTables(void) { +#define add_sc(skill,sc) set_sc((skill),(sc),SI_BLANK,SCB_NONE) +// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units +#define set_sc_with_vfx(skill, sc, icon, flag) do { set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) + int i; for (i = 0; i < SC_MAX; i++) - StatusIconChangeTable[i] = SI_BLANK; + status->IconChangeTable[i] = SI_BLANK; for (i = 0; i < MAX_SKILL; i++) - SkillStatusChangeTable[i] = SC_NONE; + status->Skill2SCTable[i] = SC_NONE; for (i = 0; i < SI_MAX; i++) - StatusRelevantBLTypes[i] = BL_PC; + status->RelevantBLTypes[i] = BL_PC; - memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); - memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); - memset(StatusDisplayType, 0, sizeof(StatusDisplayType)); + memset(status->SkillChangeTable, 0, sizeof(status->SkillChangeTable)); + memset(status->ChangeFlagTable, 0, sizeof(status->ChangeFlagTable)); + memset(status->DisplayType, 0, sizeof(status->DisplayType)); //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); @@ -196,7 +162,7 @@ void initChangeTables(void) { //The main status definitions add_sc( SM_BASH , SC_STUN ); set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); - add_sc( SM_MAGNUM , SC_WATK_ELEMENT ); + add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY ); set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); add_sc( MG_SIGHT , SC_SIGHT ); add_sc( MG_SAFETYWALL , SC_SAFETYWALL ); @@ -214,7 +180,12 @@ void initChangeTables(void) { add_sc( TF_POISON , SC_POISON ); set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); - set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK ); + set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , +#ifdef RENEWAL + SCB_NONE ); +#else + SCB_WATK ); +#endif set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); @@ -233,7 +204,7 @@ void initChangeTables(void) { set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN ); - add_sc( HT_LANDMINE , SC_STUN ); + add_sc( HT_LANDMINE , SC_STUN ); set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE ); add_sc( HT_SANDMAN , SC_SLEEP ); add_sc( HT_FLASHER , SC_BLIND ); @@ -348,9 +319,9 @@ void initChangeTables(void) { set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); #ifndef RENEWAL - set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); + set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); #else - set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , SCB_HIT|SCB_DEF); + set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF); #endif set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); @@ -427,10 +398,20 @@ void initChangeTables(void) { add_sc( GS_CRACKER , SC_STUN ); add_sc( GS_DISARM , SC_NOEQUIPWEAPON ); add_sc( GS_PIERCINGSHOT , SC_BLOODING ); - set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_BATK|SCB_ASPD ); + set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD +#ifndef RENEWAL + |SCB_BATK ); +#else + ); +#endif set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); - set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD ); + set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD +#ifndef RENEWAL + |SCB_BATK ); +#else + ); +#endif set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED ); add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); @@ -467,7 +448,7 @@ void initChangeTables(void) { set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); - set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF ); + set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK | SCB_MATK | SCB_MDEF | SCB_DEF); set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); @@ -488,13 +469,13 @@ 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 ); + 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); set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); add_sc( MH_STEINWAND, SC_SAFETYWALL ); - add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER); - set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD); - add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE); set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); @@ -504,14 +485,14 @@ void initChangeTables(void) { add_sc(MH_POISON_MIST, SC_BLIND); set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); - add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE); - set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + set_sc( MH_SILENT_BREEZE , SC_SILENCE , SI_SILENT_BREEZE , SCB_NONE ); + add_sc( MH_STYLE_CHANGE , SC_STYLE_CHANGE); + set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); - add_sc( MER_CRASH , SC_STUN ); set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); - add_sc( MS_MAGNUM , SC_WATK_ELEMENT ); + add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY ); add_sc( MER_SIGHT , SC_SIGHT ); set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); @@ -541,13 +522,13 @@ void initChangeTables(void) { set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); /** - * Rune Knight - **/ + * Rune Knight + **/ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); - set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BLANK , SCB_MDEF ); + add_sc( RK_DRAGONBREATH , SC_BURNING ); 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 ); @@ -558,8 +539,8 @@ void initChangeTables(void) { set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY ); /** - * GC Guillotine Cross - **/ + * GC Guillotine Cross + **/ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); @@ -568,8 +549,8 @@ void initChangeTables(void) { set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); /** - * Arch Bishop - **/ + * Arch Bishop + **/ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); add_sc( AB_CANTO , SC_INC_AGI ); @@ -584,17 +565,17 @@ void initChangeTables(void) { set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); /** - * Warlock - **/ + * Warlock + **/ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); - set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); + set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); /** - * Ranger - **/ + * Ranger + **/ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); @@ -605,35 +586,33 @@ void initChangeTables(void) { add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY ); add_sc( RA_FIRINGTRAP , SC_BURNING ); add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY ); - set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE ); + set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); /** - * Mechanic - **/ + * Mechanic + **/ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); - set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE ); + set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF ); set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); /** - * Royal Guard - **/ + * Royal Guard + **/ set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); - set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF ); + set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP ); set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK); - set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK ); - set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF ); set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); /** - * Shadow Chaser - **/ + * Shadow Chaser + **/ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); @@ -648,13 +627,16 @@ void initChangeTables(void) { set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE ); - add_sc( SC_CHAOSPANIC , SC_CONFUSION ); - set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN ); + add_sc( SC_CHAOSPANIC , SC__CHAOS ); + add_sc( SC_MAELSTROM , SC__MAELSTROM ); + add_sc( SC_BLOODYLUST , SC_BERSERK ); + /** - * Sura - **/ + * Sura + **/ add_sc( SR_DRAGONCOMBO , SC_STUN ); add_sc( SR_EARTHSHAKER , SC_STUN ); + set_sc( SR_FALLENEMPIRE , SC_FALLENEMPIRE , SI_FALLENEMPIRE , SCB_NONE ); set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); @@ -662,16 +644,17 @@ void initChangeTables(void) { 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_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); /** - * Wanderer / Minstrel - **/ + * Wanderer / Minstrel + **/ set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); - set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_BATK ); + set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_WATK ); set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE ); + set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE ); set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE ); set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); @@ -680,19 +663,19 @@ void initChangeTables(void) { set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD ); set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP ); - set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK ); - set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK ); + set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT ); + set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP ); set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); - + /** - * Sorcerer - **/ + * Sorcerer + **/ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); - set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it. - add_sc( SO_CLOUD_KILL , SC_POISON ); + 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 ); set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); @@ -701,9 +684,10 @@ void initChangeTables(void) { set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + add_sc( SO_ELEMENTAL_SHIELD , SC_SAFETYWALL ); /** - * Genetic - **/ + * Genetic + **/ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE ); @@ -717,7 +701,7 @@ void initChangeTables(void) { set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); - set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE ); + set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE ); set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); @@ -734,8 +718,8 @@ void initChangeTables(void) { set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD ); set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD ); set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP ); - set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE ); - set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE ); + set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP ); + set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP ); set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); 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 ); @@ -757,302 +741,340 @@ void initChangeTables(void) { 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 ); + add_sc( NPC_WIDEFROSTMISTY , SC_FROSTMISTY ); + 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. - SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, - SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, - SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, - SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE, - SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, - SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, - SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, - SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, - SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, - SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, - SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, - SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, - SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, - SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, - SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, + status->Skill2SCTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, + status->Skill2SCTable[SL_MONK] = (sc_type)MAPID_MONK, + status->Skill2SCTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, + status->Skill2SCTable[SL_SAGE] = (sc_type)MAPID_SAGE, + status->Skill2SCTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, + status->Skill2SCTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, + status->Skill2SCTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, + status->Skill2SCTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, + status->Skill2SCTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, + status->Skill2SCTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, + status->Skill2SCTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, + status->Skill2SCTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, + status->Skill2SCTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, + status->Skill2SCTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, + status->Skill2SCTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, //Status that don't have a skill associated. - StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; - StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; - StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; - StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; - StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; - StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; - StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; - StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; - StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR; - StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK; - StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; - StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; - StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; - StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; - StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; - StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; - StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; - StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; - StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; - StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; - StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; - StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; - StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; - StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; - StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; - StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; - StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; + status->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; + status->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; + status->IconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; + status->IconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; + status->IconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; + status->IconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; + status->IconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; + status->IconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; + status->IconChangeTable[SC_CHASEWALK2] = SI_INCSTR; + status->IconChangeTable[SC_MIRACLE] = SI_SOULLINK; + status->IconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; + status->IconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; + status->IconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; + status->IconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; + status->IconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; + status->IconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; + status->IconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; + status->IconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; + status->IconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; + status->IconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; + status->IconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; + status->IconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; + status->IconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; + status->IconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; + status->IconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; + status->IconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; + status->IconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; //Cash Items - StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; - StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; - StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; - StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; - StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; - StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; - StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; - StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; - StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; - StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; - StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; - StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; - StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; - StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; - StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; - StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; - StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; - StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; - StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; - StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; + status->IconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; + status->IconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; + status->IconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; + status->IconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; + status->IconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; + status->IconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; + status->IconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; + status->IconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; + status->IconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; + status->IconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; + status->IconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; + status->IconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; + status->IconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; + status->IconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; + status->IconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; + status->IconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; + status->IconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; + status->IconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; + status->IconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; + status->IconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; // Mercenary Bonus Effects - StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; - StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK; - StatusIconChangeTable[SC_MER_HP] = SI_MER_HP; - StatusIconChangeTable[SC_MER_SP] = SI_MER_SP; - StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT; + status->IconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; + status->IconChangeTable[SC_MER_ATK] = SI_MER_ATK; + status->IconChangeTable[SC_MER_HP] = SI_MER_HP; + status->IconChangeTable[SC_MER_SP] = SI_MER_SP; + status->IconChangeTable[SC_MER_HIT] = SI_MER_HIT; // Warlock Spheres - StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1; - StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2; - StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3; - StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4; - StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5; + status->IconChangeTable[SC_SUMMON1] = SI_SPHERE_1; + status->IconChangeTable[SC_SUMMON2] = SI_SPHERE_2; + status->IconChangeTable[SC_SUMMON3] = SI_SPHERE_3; + status->IconChangeTable[SC_SUMMON4] = SI_SPHERE_4; + status->IconChangeTable[SC_SUMMON5] = SI_SPHERE_5; // Warlock Preserved spells - StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; - StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; - StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; - StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; - StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; - StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; - StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; - - StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; - StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; - StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; - StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; - - StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; - StatusIconChangeTable[SC_TOXIN] = SI_TOXIN; - StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE; - StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; - StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; - StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; - StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA; - StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; - StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; - - StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; - StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; - StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; - StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; - - StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY; - - StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; - - StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; - StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; - StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; - StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; - StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; + status->IconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; + status->IconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; + status->IconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; + status->IconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; + status->IconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; + status->IconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; + status->IconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; + + status->IconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; + status->IconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; + status->IconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; + status->IconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; + + status->IconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; + status->IconChangeTable[SC_TOXIN] = SI_TOXIN; + status->IconChangeTable[SC_PARALYSE] = SI_PARALYSE; + status->IconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; + status->IconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; + status->IconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; + status->IconChangeTable[SC_PYREXIA] = SI_PYREXIA; + status->IconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; + status->IconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; + + status->IconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; + status->IconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; + status->IconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; + status->IconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; + + status->IconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; + + status->IconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; + status->IconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; + status->IconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; + status->IconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; + status->IconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; //Genetics New Food Items Status Icons - StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; - StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; - StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; - StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; - StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; - StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; - - StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500; - StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; - StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; - StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; - StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; - StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; - StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500; - StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; + status->IconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; + status->IconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; + status->IconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; + status->IconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; + status->IconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; + status->IconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; + + status->IconChangeTable[SC_BOOST500] |= SI_BOOST500; + status->IconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; + status->IconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; + status->IconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; + status->IconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; + status->IconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; + status->IconChangeTable[SC_VITATA_500] |= SI_VITATA_500; + status->IconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; // Elemental Spirit's 'side' status change icons. - StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; - StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; - StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; - StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; - StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; - StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; - StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; - StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; - StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; - StatusIconChangeTable[SC_HEATER] = SI_HEATER; - StatusIconChangeTable[SC_TROPIC] = SI_TROPIC; - StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; - StatusIconChangeTable[SC_COOLER] = SI_COOLER; - StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; - StatusIconChangeTable[SC_GUST] = SI_GUST; - StatusIconChangeTable[SC_BLAST] = SI_BLAST; - StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; - StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; - StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; - StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; - StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; - StatusIconChangeTable[SC_REBOUND] = SI_REBOUND; - StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; - StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; + status->IconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; + status->IconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; + status->IconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; + status->IconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; + status->IconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; + status->IconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; + status->IconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; + status->IconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; + status->IconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; + status->IconChangeTable[SC_HEATER] = SI_HEATER; + status->IconChangeTable[SC_TROPIC] = SI_TROPIC; + status->IconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; + status->IconChangeTable[SC_COOLER] = SI_COOLER; + status->IconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; + status->IconChangeTable[SC_GUST] = SI_GUST; + status->IconChangeTable[SC_BLAST] = SI_BLAST; + status->IconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; + status->IconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; + status->IconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; + status->IconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; + status->IconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; + status->IconChangeTable[SC_REBOUND] = SI_REBOUND; + status->IconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; + status->IconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; + status->IconChangeTable[SC_MOONSTAR] = SI_MOONSTAR; + status->IconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR; + status->IconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS; + status->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC; //Other SC which are not necessarily associated to skills. - StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; - StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; - StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; - StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD; - StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED; - StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; - StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; - StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; - StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; - StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; - StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; - StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; - StatusChangeFlagTable[SC_INCINT] |= SCB_INT; - StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; - StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; - StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; - StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; - StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; - StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; - StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; - StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; - StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; - StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; - StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; - StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP; - StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP; - StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; - StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; - StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; - StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR; - StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI; - StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT; - StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT; - StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX; - StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK; - StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT; - StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE; - StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; - StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; - StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; - StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL; - StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; - StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; - StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; - StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; + status->ChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; + status->ChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; + status->ChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; + status->ChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD; + status->ChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED; + status->ChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; + status->ChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; + status->ChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; + status->ChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; + status->ChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; + status->ChangeFlagTable[SC_INCAGI] |= SCB_AGI; + status->ChangeFlagTable[SC_INCVIT] |= SCB_VIT; + status->ChangeFlagTable[SC_INCINT] |= SCB_INT; + status->ChangeFlagTable[SC_INCDEX] |= SCB_DEX; + status->ChangeFlagTable[SC_INCLUK] |= SCB_LUK; + status->ChangeFlagTable[SC_INCHIT] |= SCB_HIT; + status->ChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; + status->ChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; + status->ChangeFlagTable[SC_INCFLEERATE] |= 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_INCMSP] |= SCB_MAXSP; + status->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; + status->ChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; + status->ChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; + status->ChangeFlagTable[SC_FOOD_STR] |= SCB_STR; + status->ChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI; + status->ChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT; + status->ChangeFlagTable[SC_FOOD_INT] |= SCB_INT; + status->ChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX; + status->ChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK; + status->ChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT; + status->ChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE; + status->ChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; + status->ChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; + status->ChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; + status->ChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL; + status->ChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; + status->ChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; + status->ChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; + status->ChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; // Cash Items - StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; - StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; - StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT; - StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; - StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; - StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; + status->ChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; + status->ChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; + status->ChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT; + status->ChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; + status->ChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; + status->ChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; // Mercenary Bonus Effects - StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; - StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK; - StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; - StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; - StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT; + status->ChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; + status->ChangeFlagTable[SC_MER_ATK] |= SCB_WATK; + status->ChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; + status->ChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; + status->ChangeFlagTable[SC_MER_HIT] |= SCB_HIT; // Guillotine Cross Poison Effects - StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED; - StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; - StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; - StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; - - StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; - StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT; - StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT; - StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX; - StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI; - StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK; - StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD; - StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK; - StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK; - StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; - StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; - StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; - StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; - StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; - StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; - - StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; - - /* StatusDisplayType Table [Ind/Hercules] */ - StatusDisplayType[SC_ALL_RIDING] = true; - StatusDisplayType[SC_PUSH_CART] = true; - StatusDisplayType[SC_SUMMON1] = true; - StatusDisplayType[SC_SUMMON2] = true; - StatusDisplayType[SC_SUMMON3] = true; - StatusDisplayType[SC_SUMMON4] = true; - StatusDisplayType[SC_SUMMON5] = true; - StatusDisplayType[SC_CAMOUFLAGE] = true; - StatusDisplayType[SC_DUPLELIGHT] = true; - StatusDisplayType[SC_ORATIO] = true; - StatusDisplayType[SC_FROSTMISTY] = true; - StatusDisplayType[SC_VENOMIMPRESS] = true; - StatusDisplayType[SC_HALLUCINATIONWALK] = true; - StatusDisplayType[SC_ROLLINGCUTTER] = true; - StatusDisplayType[SC_BANDING] = true; - StatusDisplayType[SC_CRYSTALIZE] = true; - StatusDisplayType[SC_DEEP_SLEEP] = true; - StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true; - StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true; - StatusDisplayType[SC_BLOOD_SUCKER] = true; - StatusDisplayType[SC__SHADOWFORM] = true; - StatusDisplayType[SC__MANHOLE] = true; - StatusDisplayType[SC_MONSTER_TRANSFORM] = true; - + status->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD; + status->ChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; + status->ChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN; + status->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; + status->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE; + status->ChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; + // RG status + status->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK; + status->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF; + // Meca status + status->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED; + + status->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; + status->ChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT; + status->ChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT; + status->ChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX; + status->ChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI; + status->ChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK; + status->ChangeFlagTable[SC_BOOST500] |= SCB_ASPD; + status->ChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK; + status->ChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK; + status->ChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; + status->ChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; + status->ChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; + status->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; + status->ChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; + 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_ALL_RIDING] = SCB_SPEED; + status->ChangeFlagTable[SC_WEDDING] = SCB_SPEED; + + status->ChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD|SCB_HIT; + status->ChangeFlagTable[SC_MTF_MATK] = SCB_MATK; + status->ChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL; + + status->ChangeFlagTable[SC_MOONSTAR] |= SCB_NONE; + status->ChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE; + status->ChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE; + 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; + #ifdef RENEWAL_EDP // renewal EDP increases your weapon atk - StatusChangeFlagTable[SC_EDP] |= SCB_WATK; + status->ChangeFlagTable[SC_EDP] |= SCB_WATK; #endif if( !battle_config.display_hallucination ) //Disable Hallucination. - StatusIconChangeTable[SC_ILLUSION] = SI_BLANK; + status->IconChangeTable[SC_ILLUSION] = SI_BLANK; +#undef add_sc +#undef set_sc_with_vfx } -static void initDummyData(void) +void initDummyData(void) { - memset(&dummy_status, 0, sizeof(dummy_status)); - dummy_status.hp = - dummy_status.max_hp = - dummy_status.max_sp = - dummy_status.str = - dummy_status.agi = - dummy_status.vit = - dummy_status.int_ = - dummy_status.dex = - dummy_status.luk = - dummy_status.hit = 1; - dummy_status.speed = 2000; - dummy_status.adelay = 4000; - dummy_status.amotion = 2000; - dummy_status.dmotion = 2000; - dummy_status.ele_lv = 1; //Min elemental level. - dummy_status.mode = MD_CANMOVE; + memset(&status->dummy, 0, sizeof(status->dummy)); + status->dummy.hp = + status->dummy.max_hp = + status->dummy.max_sp = + status->dummy.str = + status->dummy.agi = + status->dummy.vit = + status->dummy.int_ = + status->dummy.dex = + status->dummy.luk = + status->dummy.hit = 1; + status->dummy.speed = 2000; + status->dummy.adelay = 4000; + status->dummy.amotion = 2000; + status->dummy.dmotion = 2000; + status->dummy.ele_lv = 1; //Min elemental level. + status->dummy.mode = MD_CANMOVE; } @@ -1062,107 +1084,123 @@ static inline void status_cpy(struct status_data* a, const struct status_data* b memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp))); } -//Sets HP to given value. Flag is the flag passed to status_heal in case +//Sets HP to given value. Flag is the flag passed to status->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) It will always succeed (overrides Berserk block), but it can't kill. -int status_set_hp(struct block_list *bl, unsigned int hp, int flag) -{ - struct status_data *status; +int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { + struct status_data *st; if (hp < 1) return 0; - status = status_get_status_data(bl); - if (status == &dummy_status) + st = status->get_status_data(bl); + if (st == &status->dummy) return 0; - if (hp > status->max_hp) hp = status->max_hp; - if (hp == status->hp) return 0; - if (hp > status->hp) - return status_heal(bl, hp - status->hp, 0, 1|flag); - return status_zap(bl, status->hp - hp, 0); + if (hp > st->max_hp) hp = st->max_hp; + if (hp == st->hp) return 0; + if (hp > st->hp) + return status->heal(bl, hp - st->hp, 0, 1|flag); + return status_zap(bl, st->hp - hp, 0); } -//Sets SP to given value. Flag is the flag passed to status_heal in case +//Sets SP to given value. Flag is the flag passed to status->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) -int status_set_sp(struct block_list *bl, unsigned int sp, int flag) -{ - struct status_data *status; +int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { + struct status_data *st; - status = status_get_status_data(bl); - if (status == &dummy_status) + st = status->get_status_data(bl); + if (st == &status->dummy) return 0; - if (sp > status->max_sp) sp = status->max_sp; - if (sp == status->sp) return 0; - if (sp > status->sp) - return status_heal(bl, 0, sp - status->sp, 1|flag); - return status_zap(bl, 0, status->sp - sp); + if (sp > st->max_sp) sp = st->max_sp; + if (sp == st->sp) return 0; + if (sp > st->sp) + return status->heal(bl, 0, sp - st->sp, 1|flag); + return status_zap(bl, 0, st->sp - sp); } -int status_charge(struct block_list* bl, int hp, int sp) -{ +int status_charge(struct block_list* bl, int64 hp, int64 sp) { if(!(bl->type&BL_CONSUME)) - return hp+sp; //Assume all was charged so there are no 'not enough' fails. - return status_damage(NULL, bl, hp, sp, 0, 3); + return (int)(hp+sp); //Assume all was charged so there are no 'not enough' fails. + return status->damage(NULL, bl, hp, sp, 0, 3); } //Inflicts damage on the target with the according walkdelay. -//If flag&1, damage is passive and does not triggers cancelling status changes. -//If flag&2, fail if target does not has enough to substract. +//If flag&1, damage is passive and does not triggers canceling status changes. +//If flag&2, fail if target does not has enough to subtract. //If flag&4, if killed, mob must not give exp/loot. //flag will be set to &8 when damaging sp of a dead character -int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) -{ - struct status_data *status; +int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, int64 in_sp, int walkdelay, int flag) { + struct status_data *st; 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 */ + 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. if (hp < 0) { //Assume absorbed damage. - status_heal(target, -hp, 0, 1); + status->heal(target, -hp, 0, 1); hp = 0; } if (sp < 0) { - status_heal(target, 0, -sp, 1); + status->heal(target, 0, -sp, 1); sp = 0; } if (target->type == BL_SKILL) - return skill->unit_ondamaged((struct skill_unit *)target, src, hp, iTimer->gettick()); + return skill->unit_ondamaged((struct skill_unit *)target, src, hp, timer->gettick()); - status = status_get_status_data(target); - if( status == &dummy_status ) + st = status->get_status_data(target); + if( st == &status->dummy ) return 0; - if ((unsigned int)hp >= status->hp) { + if ((unsigned int)hp >= st->hp) { if (flag&2) return 0; - hp = status->hp; + hp = st->hp; } - if ((unsigned int)sp > status->sp) { + if ((unsigned int)sp > st->sp) { if (flag&2) return 0; - sp = status->sp; + sp = st->sp; } if (!hp && !sp) return 0; - if( !status->hp ) + if( !st->hp ) flag |= 8; -// 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 + // Let through. battle.c/skill.c have the whole logic of when it's possible or + // not to hurt someone (and this check breaks pet catching) [Skotlex] + // if (!target->prev && !(flag&2)) + // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp - sc = status_get_sc(target); + sc = status->get_sc(target); if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) hp = 1; 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); + status_fix_damage(NULL, d_bl, hp, 0); + return 0; + } + 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); @@ -1174,12 +1212,10 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s status_change_end(target, SC_CLOAKING, INVALID_TIMER); status_change_end(target, SC_CHASEWALK, INVALID_TIMER); status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER); - status_change_end(target, SC__INVISIBILITY, INVALID_TIMER); - status_change_end(target, SC_DEEP_SLEEP, INVALID_TIMER); if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) { //Endure count is only reduced by non-players on non-gvg maps. //val4 signals infinite endure. [Skotlex] - if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0) + if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map->list[target->m].flag.battleground && --(sce->val2) < 0) status_change_end(target, SC_ENDURE, INVALID_TIMER); } if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) { @@ -1190,82 +1226,80 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s status_change_end(target, SC_GRAVITATION, INVALID_TIMER); } } - if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) + if(sc->data[SC_DANCING] && (unsigned int)hp > st->max_hp>>2) status_change_end(target, SC_DANCING, INVALID_TIMER); if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0) status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER); if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0) status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER); } - unit_skillcastcancel(target, 2); + unit->skillcastcancel(target, 2); } - status->hp-= hp; - status->sp-= sp; + st->hp-= hp; + st->sp-= sp; - if (sc && hp && status->hp) { + if (sc && hp && st->hp) { if (sc->data[SC_AUTOBERSERK] && (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && - status->hp < status->max_hp>>2) - sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); - if (sc->data[SC_BERSERK] && status->hp <= 100) + st->hp < st->max_hp>>2) + sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0); + if (sc->data[SC_BERSERK] && st->hp <= 100) status_change_end(target, SC_BERSERK, INVALID_TIMER); - if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 ) + if( sc->data[SC_RAISINGDRAGON] && st->hp <= 1000 ) status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER); - if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100) + if (sc->data[SC_SATURDAY_NIGHT_FEVER] && st->hp <= 100) status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - if (sc->data[SC__BLOODYLUST] && status->hp <= 100) - status_change_end(target, SC__BLOODYLUST, INVALID_TIMER); } switch (target->type) { - case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break; - case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; - case BL_HOM: homun->damaged((TBL_HOM*)target); break; - case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break; - case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break; + case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break; + case BL_MOB: mob->damage((TBL_MOB*)target, src, hp); break; + case BL_HOM: homun->damaged((TBL_HOM*)target); break; + case BL_MER: mercenary->heal((TBL_MER*)target,hp,sp); break; + case BL_ELEM: elemental->heal((TBL_ELEM*)target,hp,sp); break; } - if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug - unit_stop_walking( target, 1 ); + if( src && target->type == BL_PC && (((TBL_PC*)target)->disguise) > 0 ) {// stop walking when attacked in disguise to prevent walk-delay bug + unit->stop_walking( target, 1 ); } - if( status->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, iTimer->gettick(), walkdelay, 0); - return hp+sp; + unit->set_walkdelay(target, timer->gettick(), walkdelay, 0); + return (int)(hp+sp); } - status->hp = 1; //To let the dead function cast skills and all that. + st->hp = 1; //To let the dead function cast skills and all that. //NOTE: These dead functions should return: [Skotlex] - //0: Death cancelled, auto-revived. + //0: Death canceled, auto-revived. //Non-zero: Standard death. Clear status, cancel move/attack, etc //&2: Also remove object from map. //&4: Also delete object from memory. switch (target->type) { - case BL_PC: flag = pc->dead((TBL_PC*)target,src); break; - case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; - 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. - flag = 0; - break; + case BL_PC: flag = pc->dead((TBL_PC*)target,src); break; + case BL_MOB: flag = mob->dead((TBL_MOB*)target, src, flag&4?3:0); break; + 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. + flag = 0; + break; } - if(!flag) //Death cancelled. - return hp+sp; + if(!flag) //Death canceled. + return (int)(hp+sp); //Normal death - status->hp = 0; + st->hp = 0; if (battle_config.clear_unit_ondeath && battle_config.clear_unit_ondeath&target->type) skill->clear_unitgroup(target); - if(target->type&BL_REGEN) - { //Reset regen ticks. - struct regen_data *regen = status_get_regen_data(target); + if(target->type&BL_REGEN) { + //Reset regen ticks. + struct regen_data *regen = status->get_regen_data(target); if (regen) { memset(®en->tick, 0, sizeof(regen->tick)); if (regen->sregen) @@ -1275,129 +1309,123 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s } } - if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) - { //flag&8 = disable Kaizel + if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { + //flag&8 = disable Kaizel int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) - status_revive(target, 100, 100); + status->revive(target, 100, 100); else - status_revive(target, sc->data[SC_KAIZEL]->val2, 0); - status_change_clear(target,0); + status->revive(target, sc->data[SC_KAIZEL]->val2, 0); + status->change_clear(target,0); clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1); - sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); + sc_start(target,target,status->skill2sc(PR_KYRIE),100,10,time); if( target->type == BL_MOB ) ((TBL_MOB*)target)->state.rebirth = 1; - return hp+sp; - } - if(target->type == BL_PC){ - TBL_PC *sd = BL_CAST(BL_PC,target); - TBL_HOM *hd = sd->hd; - if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){ - clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage - clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0)); - status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER); - return hp + sp; - } - } - if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so. - status_revive(target, sc->data[SC_REBIRTH]->val2, 0); - status_change_clear(target,0); + return (int)(hp+sp); + } + + if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { + // Ensure the monster has not already rebirthed before doing so. + status->revive(target, sc->data[SC_REBIRTH]->val2, 0); + status->change_clear(target,0); ((TBL_MOB*)target)->state.rebirth = 1; - return hp+sp; + return (int)(hp+sp); } - status_change_clear(target,0); + status->change_clear(target,0); if(flag&4) //Delete from memory. (also invokes map removal code) - unit_free(target,CLR_DEAD); - else - if(flag&2) //remove from map - unit_remove_map(target,CLR_DEAD); - else - { //Some death states that would normally be handled by unit_remove_map - unit_stop_attack(target); - unit_stop_walking(target,1); - unit_skillcastcancel(target,0); + unit->free(target,CLR_DEAD); + else if(flag&2) //remove from map + unit->remove_map(target,CLR_DEAD,ALC_MARK); + else { //Some death states that would normally be handled by unit_remove_map + unit->stop_attack(target); + unit->stop_walking(target,1); + unit->skillcastcancel(target,0); clif->clearunit_area(target,CLR_DEAD); - skill->unit_move(target,iTimer->gettick(),4); + skill->unit_move(target,timer->gettick(),4); skill->cleartimerskill(target); } - return hp+sp; + return (int)(hp+sp); } //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) //If flag&2, when the player is healed, show the HP/SP heal effect. -int status_heal(struct block_list *bl,int hp,int sp, int flag) -{ - struct status_data *status; +int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) { + struct status_data *st; struct status_change *sc; + int hp,sp; - status = status_get_status_data(bl); + st = status->get_status_data(bl); - if (status == &dummy_status || !status->hp) + if (st == &status->dummy || !st->hp) return 0; - sc = status_get_sc(bl); + /* 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 */ + 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; if (hp < 0) { if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures! - status_damage(NULL, bl, -hp, 0, 0, 1); + status->damage(NULL, bl, -hp, 0, 0, 1); hp = 0; } if(hp) { - if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) { + if( sc && sc->data[SC_BERSERK] ) { if( flag&1 ) flag &= ~2; else hp = 0; } - if((unsigned int)hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; + if((unsigned int)hp > st->max_hp - st->hp) + hp = st->max_hp - st->hp; } if(sp < 0) { if (sp==INT_MIN) sp++; - status_damage(NULL, bl, 0, -sp, 0, 1); + status->damage(NULL, bl, 0, -sp, 0, 1); sp = 0; } if(sp) { - if((unsigned int)sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; + if((unsigned int)sp > st->max_sp - st->sp) + sp = st->max_sp - st->sp; } if(!sp && !hp) return 0; - status->hp+= hp; - status->sp+= sp; + st->hp+= hp; + st->sp+= sp; - if(hp && sc && - sc->data[SC_AUTOBERSERK] && - sc->data[SC_PROVOKE] && - sc->data[SC_PROVOKE]->val2==1 && - status->hp>=status->max_hp>>2 - ) //End auto berserk. + if( hp && sc + && sc->data[SC_AUTOBERSERK] + && sc->data[SC_PROVOKE] + && sc->data[SC_PROVOKE]->val2==1 + && st->hp>=st->max_hp>>2 + ) //End auto berserk. status_change_end(bl, SC_PROVOKE, INVALID_TIMER); // send hp update to client switch(bl->type) { case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; - case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; + case BL_MOB: mob->heal((TBL_MOB*)bl,hp); break; case BL_HOM: homun->healed((TBL_HOM*)bl); break; - case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break; - case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break; + case BL_MER: mercenary->heal((TBL_MER*)bl,hp,sp); break; + case BL_ELEM: elemental->heal((TBL_ELEM*)bl,hp,sp); break; } - return hp+sp; + return (int)(hp+sp); } //Does percentual non-flinching damage/heal. If mob is killed this way, @@ -1405,146 +1433,174 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) //If rates are > 0, percent is of current HP/SP //If rates are < 0, percent is of max HP/SP //If !flag, this is heal, otherwise it is damage. -//Furthermore, if flag==2, then the target must not die from the substraction. -int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) -{ - struct status_data *status; - unsigned int hp =0, sp = 0; - - status = status_get_status_data(target); - - - //It's safe now [MarkZD] - if (hp_rate > 99) - hp = status->hp; - else if (hp_rate > 0) - hp = status->hp>10000? - hp_rate*(status->hp/100): - ((int64)hp_rate*status->hp)/100; - else if (hp_rate < -99) - hp = status->max_hp; - else if (hp_rate < 0) - hp = status->max_hp>10000? - (-hp_rate)*(status->max_hp/100): - ((int64)-hp_rate*status->max_hp)/100; +//Furthermore, if flag==2, then the target must not die from the subtraction. +int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) { + struct status_data *st; + unsigned int hp = 0, sp = 0; + + st = status->get_status_data(target); + + if (hp_rate > 100) + hp_rate = 100; + else if (hp_rate < -100) + hp_rate = -100; + if (hp_rate > 0) + hp = APPLY_RATE(st->hp, hp_rate); + else + hp = APPLY_RATE(st->max_hp, -hp_rate); if (hp_rate && !hp) hp = 1; - if (flag == 2 && hp >= status->hp) - hp = status->hp-1; //Must not kill target. - - if (sp_rate > 99) - sp = status->sp; - else if (sp_rate > 0) - sp = ((int64)sp_rate*status->sp)/100; - else if (sp_rate < -99) - sp = status->max_sp; - else if (sp_rate < 0) - sp = ((int64)-sp_rate)*status->max_sp/100; + if (flag == 2 && hp >= st->hp) + hp = st->hp-1; //Must not kill target. + + if (sp_rate > 100) + sp_rate = 100; + else if (sp_rate < -100) + sp_rate = -100; + if (sp_rate > 0) + sp = APPLY_RATE(st->sp, sp_rate); + else + sp = APPLY_RATE(st->max_sp, -sp_rate); if (sp_rate && !sp) sp = 1; //Ugly check in case damage dealt is too much for the received args of - //status_heal / status_damage. [Skotlex] + //status->heal / status->damage. [Skotlex] if (hp > INT_MAX) { - hp -= INT_MAX; + hp -= INT_MAX; if (flag) - status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); + status->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); else - status_heal(target, INT_MAX, 0, 0); + status->heal(target, INT_MAX, 0, 0); } - if (sp > INT_MAX) { + if (sp > INT_MAX) { sp -= INT_MAX; if (flag) - status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); + status->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); else - status_heal(target, 0, INT_MAX, 0); + status->heal(target, 0, INT_MAX, 0); } if (flag) - return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); - return status_heal(target, hp, sp, 0); + return status->damage(src, target, hp, sp, 0, (!src||src==target?5:1)); + return status->heal(target, hp, sp, 0); } -int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) -{ - struct status_data *status; +int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) { + struct status_data *st; unsigned int hp, sp; - if (!status_isdead(bl)) return 0; + if (!status->isdead(bl)) return 0; - status = status_get_status_data(bl); - if (status == &dummy_status) + st = status->get_status_data(bl); + if (st == &status->dummy) return 0; //Invalid target. - hp = (int64)status->max_hp * per_hp/100; - sp = (int64)status->max_sp * per_sp/100; + hp = APPLY_RATE(st->max_hp, per_hp); + sp = APPLY_RATE(st->max_sp, per_sp); - if(hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; + if(hp > st->max_hp - st->hp) + hp = st->max_hp - st->hp; else if (per_hp && !hp) hp = 1; - if(sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; + if(sp > st->max_sp - st->sp) + sp = st->max_sp - st->sp; else if (per_sp && !sp) sp = 1; - status->hp += hp; - status->sp += sp; + st->hp += hp; + st->sp += sp; 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_MOB: mob->revive((TBL_MOB*)bl, hp); break; + case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break; + } + + return 1; +} + +int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int per_sp) { + struct status_data *st; + unsigned int hp, sp; + if (!status->isdead(bl)) return 0; + + st = status->get_status_data(bl); + if (st == &status->dummy) + return 0; //Invalid target. + + hp = per_hp; + sp = per_sp; + + if(hp > st->max_hp - st->hp) + 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) + sp = 1; + + st->hp += hp; + st->sp += sp; + + 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; } /*========================================== - * Checks whether the src can use the skill on the target, - * taking into account status/option of both source/target. [Skotlex] - * flag: - * 0 - Trying to use skill on target. - * 1 - Cast bar is done. - * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. - * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. - * target MAY Be null, in which case the checks are only to see - * whether the source can cast or not the skill on the ground. - *------------------------------------------*/ -int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) -{ - struct status_data *status; +* Checks whether the src can use the skill on the target, +* taking into account status/option of both source/target. [Skotlex] +* flag: +* 0 - Trying to use skill on target. +* 1 - Cast bar is done. +* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. +* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. +* target MAY Be null, in which case the checks are only to see +* whether the source can cast or not the skill on the ground. +*------------------------------------------*/ +int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) { + struct status_data *st; struct status_change *sc=NULL, *tsc; int hide_flag; - status = src?status_get_status_data(src):&dummy_status; + st = src ? status->get_status_data(src) : &status->dummy; - if (src && src->type != BL_PC && status_isdead(src)) + if (src && src->type != BL_PC && status->isdead(src)) return 0; if (!skill_id) { //Normal attack checks. - if (!(status->mode&MD_CANATTACK)) + if (!(st->mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] - if (target && status_isdead(target)) + if (target && status->isdead(target)) return 0; - if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB) + if( src && (sc = status->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB) return 0; } if( skill_id ) { - + if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db. int i; - - for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) { - if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) { + + for(i = 0; i < map->list[src->m].zone->disabled_skills_count; i++) { + if( skill_id == map->list[src->m].zone->disabled_skills[i]->nameid && (map->list[src->m].zone->disabled_skills[i]->type&src->type) ) { 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[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) { - if( (status->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) ) + 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; } return 0; @@ -1556,19 +1612,19 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin case PA_PRESSURE: if( flag && target ) { //Gloria Avoids pretty much everything.... - tsc = status_get_sc(target); + tsc = status->get_sc(target); if(tsc && tsc->option&OPTION_HIDE) return 0; } break; case GN_WALLOFTHORN: - if( target && status_isdead(target) ) + if( target && status->isdead(target) ) return 0; break; case AL_TELEPORT: //Should fail when used on top of Land Protector [Skotlex] - if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) - && !(status->mode&MD_BOSS) + if (src && map->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) + && !(st->mode&MD_BOSS) && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) return 0; break; @@ -1577,28 +1633,28 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin } } - if ( src ) sc = status_get_sc(src); + if ( src ) sc = status->get_sc(src); if( sc && sc->count ) { - if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc + if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stunned/Frozen/etc if (flag != 1) //Can't cast, casted stuff can't damage. return 0; if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL)) - return 0; //Targetted spells can't come off. + return 0; //Targeted spells can't come off. } if ( (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD) - || (sc->data[SC_AUTOCOUNTER] && !flag) + || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id) || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL) || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) - ) + ) return 0; if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage - if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER ) - unit_walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1); + if( unit->bl2ud(src) && (unit->bl2ud(src))->walktimer == INVALID_TIMER ) + unit->walktobl(src, map->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1); clif->emotion(src, E_LV); return 0; } @@ -1606,11 +1662,11 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (sc->data[SC_BLADESTOP]) { switch (sc->data[SC_BLADESTOP]->val1) { - case 5: if (skill_id == MO_EXTREMITYFIST) break; - case 4: if (skill_id == MO_CHAINCOMBO) break; - case 3: if (skill_id == MO_INVESTIGATE) break; - case 2: if (skill_id == MO_FINGEROFFENSIVE) break; - default: return 0; + case 5: if (skill_id == MO_EXTREMITYFIST) break; + case 4: if (skill_id == MO_CHAINCOMBO) break; + case 3: if (skill_id == MO_INVESTIGATE) break; + case 2: if (skill_id == MO_FINGEROFFENSIVE) break; + default: return 0; } } @@ -1622,17 +1678,17 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex] if (skill_id == BD_ENCORE || skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) - ) + ) return 0; } else { switch (skill_id) { - case BD_ADAPTATION: - case CG_LONGINGFREEDOM: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - break; - default: - return 0; + case BD_ADAPTATION: + case CG_LONGINGFREEDOM: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + break; + default: + return 0; } } if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION) @@ -1641,46 +1697,44 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (skill_id && //Do not block item-casted skills. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id) - ) { //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] || - sc->data[SC_BERSERK] || - sc->data[SC__BLOODYLUST] || - sc->data[SC_OBLIVIONCURSE] || - sc->data[SC_WHITEIMPRISON] || - sc->data[SC__INVISIBILITY] || - (sc->data[SC_CRYSTALIZE] && src->type != BL_MOB) || - sc->data[SC__IGNORANCE] || - sc->data[SC_DEEP_SLEEP] || - sc->data[SC_SATURDAY_NIGHT_FEVER] || - sc->data[SC_CURSEDCIRCLE_TARGET] || - (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it - (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another - (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) || - (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id)) - )) - return 0; + ) { //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] || + sc->data[SC_BERSERK] || + sc->data[SC_OBLIVIONCURSE] || + sc->data[SC_WHITEIMPRISON] || + sc->data[SC__INVISIBILITY] || + (sc->data[SC_COLD] && src->type != BL_MOB) || + sc->data[SC__IGNORANCE] || + sc->data[SC_DEEP_SLEEP] || + sc->data[SC_SATURDAY_NIGHT_FEVER] || + sc->data[SC_CURSEDCIRCLE_TARGET] || + (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it + (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another + (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) || + (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id)) + )) + return 0; - //Skill blocking. - if ( - (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) || - (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) || - (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) || - (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) - ) - return 0; + //Skill blocking. + if ( + (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) || + (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) || + (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) || + (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) + ) + return 0; - if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) { - switch(skill_id) {//##TODO## make this a flag in skill_db? - // Skills that can be used even under Man Hole effects. + if( sc->data[SC__MANHOLE] || ((tsc = status->get_sc(target)) && tsc->data[SC__MANHOLE]) ) { + switch(skill_id) {//##TODO## make this a flag in skill_db? + // Skills that can be used even under Man Hole effects. case SC_SHADOWFORM: - case SC_STRIPACCESSARY: break; default: return 0; + } } - } } } @@ -1702,8 +1756,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin return 0; } } - if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK) - return 0; + if ( sc->option&OPTION_CHASEWALK ) { + if ( sc->data[SC__INVISIBILITY] ) { + if ( skill_id != 0 && skill_id != SC_INVISIBILITY ) + return 0; + } else if ( skill_id != ST_CHASEWALK ) + return 0; + } if( sc->data[SC_ALL_RIDING] ) return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind] } @@ -1711,7 +1770,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (target == NULL || target == src) //No further checking needed. return 1; - tsc = status_get_sc(target); + tsc = status->get_sc(target); if(tsc && tsc->count) { /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */ @@ -1724,35 +1783,46 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin return 0; if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) return 0; + if( ( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_CAMOUFLAGE] ) && !(st->mode&(MD_BOSS|MD_DETECTOR)) && flag == 4 ) + return 0; } - - //If targetting, cloak+hide protect you, otherwise only hiding does. + //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. + //You cannot hide from ground skills. if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ 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: { struct map_session_data *sd = (TBL_PC*) target; - bool is_boss = (status->mode&MD_BOSS); - bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens + bool is_boss = (st->mode&MD_BOSS); + bool is_detect = ((st->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens if (pc_isinvisible(sd)) return 0; - if (tsc->option&hide_flag && !is_boss && - ((sd->special_state.perfect_hiding || !is_detect) || - (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) - return 0; - if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id ) - return 0; - if( tsc->data[SC_STEALTHFIELD] && !is_boss ) - return 0; + if( tsc ) { + if (tsc->option&hide_flag && !is_boss && + ((sd->special_state.perfect_hiding || !is_detect) || + (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) + return 0; + if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (flag == 0 && src && src->type != BL_PC)) ) + return 0; + if( tsc->data[SC_STEALTHFIELD] && !is_boss ) + return 0; + } } break; - case BL_ITEM: //Allow targetting 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 (status->mode&MD_LOOTER) + if (st->mode&MD_LOOTER) return 1; return 0; case BL_HOM: @@ -1767,64 +1837,66 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin default: //Check for chase-walk/hiding/cloaking opponents. if( tsc ) { - if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) + if( tsc->option&hide_flag && !(st->mode&(MD_BOSS|MD_DETECTOR))) return 0; - if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) + if( tsc->data[SC_STEALTHFIELD] && !(st->mode&MD_BOSS) ) return 0; } } + return 1; } //Checks whether the source can see and chase target. -int status_check_visibility(struct block_list *src, struct block_list *target) -{ +int status_check_visibility(struct block_list *src, struct block_list *target) { int view_range; - struct status_data* status = status_get_status_data(src); - struct status_change* tsc = status_get_sc(target); + 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; + 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( tsc && tsc->data[SC_STEALTHFIELD] ) - 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] && !(status->mode&MD_BOSS) ) - return 0; - if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) && - ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) ) - return 0; - break; - default: - if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) ) - return 0; + 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* status) -{ +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 weilding + switch( sd->weapontype2 ){ // adjustment for dual wielding case W_DAGGER: mod = 0; break; // 0, 1, 1 case W_1HSWORD: case W_1HAXE: mod = 1; @@ -1833,33 +1905,37 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat } amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 ) - ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield - + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod - - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] - + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]); + ? (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 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) + - ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 ); + 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) - ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield + ? (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*status->agi + status->dex)/1000; + amotion -= amotion * (4*st->agi + st->dex)/1000; #endif + // raw delay adjustment from bAspd bonus amotion += sd->bonus.aspd_add; - return amotion; + /* 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; } -static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status) -{ +unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) { int flag = 0, str, dex, #ifdef RENEWAL rstr, @@ -1871,7 +1947,7 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct return 0; if (bl->type == BL_PC) - switch(((TBL_PC*)bl)->status.weapon){ + switch(((TBL_PC*)bl)->status.weapon){ case W_BOW: case W_MUSICAL: case W_WHIP: @@ -1886,14 +1962,14 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct #ifdef RENEWAL rstr = #endif - str = status->dex; - dex = status->str; + str = st->dex; + dex = st->str; } else { #ifdef RENEWAL rstr = #endif - str = status->str; - dex = status->dex; + 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. @@ -1902,99 +1978,104 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct str += dstr*dstr; if (bl->type == BL_PC) #ifdef RENEWAL - str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4); + 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 + status->luk/5; + str+= dex/5 + st->luk/5; #endif return cap_value(str, 0, USHRT_MAX); } -static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); } -static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); } +#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 -unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); } + 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 *status, int 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 ) - status->batk = - status->hit = status->flee = - status->def2 = status->mdef2 = - status->cri = status->flee2 = 0; + st->batk = + st->hit = st->flee = + st->def2 = st->mdef2 = + st->cri = st->flee2 = 0; #ifdef RENEWAL // renewal formulas - status->matk_min = status->matk_max = bl->type == BL_PC ? status_base_matk(status, level) : level + status->int_; - status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 - status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 - status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) - status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->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 - status->matk_min = status_base_matk_min(status); - status->matk_max = status_base_matk_max(status); - status->hit += level + status->dex; - status->flee += level + status->agi; - status->def2 += status->vit; - status->mdef2 += status->int_ + (status->vit>>1); -#endif + 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 ) - status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical) + st->cri += 10 + (st->luk*10/3); //(every 1 luk = +0.3 critical) else - status->cri = 0; + st->cri = 0; if (bl->type&battle_config.enable_perfect_flee) - status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee) + st->flee2 += st->luk + 10; //(every 10 luk = +1 perfect flee) else - status->flee2 = 0; + st->flee2 = 0; - if (status->batk) { - int temp = status->batk + status_base_atk(bl, status); - status->batk = cap_value(temp, 0, USHRT_MAX); + if (st->batk) { + int temp = st->batk + status->base_atk(bl, st); + st->batk = cap_value(temp, 0, USHRT_MAX); } else - status->batk = status_base_atk(bl, status); - if (status->cri) - switch (bl->type) { - case BL_MOB: - if(battle_config.mob_critical_rate != 100) - status->cri = status->cri*battle_config.mob_critical_rate/100; - if(!status->cri && battle_config.mob_critical_rate) - status->cri = 10; - break; - case BL_PC: - //Players don't have a critical adjustment setting as of yet. - break; - case BL_MER: + 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 - status->matk_min = status->matk_max = status_base_matk_max(status); - status->def2 = status->vit + level / 10 + status->vit / 5; - status->mdef2 = level / 10 + status->int_ / 5; + 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) - status->cri = status->cri*battle_config.critical_rate/100; - if (!status->cri && battle_config.critical_rate) - status->cri = 10; + 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, status, status_get_regen_data(bl)); + 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, bool first) -{ - struct status_data *status; +int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) { + struct status_data *mstatus; struct block_list *mbl = NULL; int flag=0; + int guardup_lv = 0; - if(first) - { //Set basic level on respawn. + if(opt&SCO_FIRST) { //Set basic level on respawn. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv) ; else @@ -2008,9 +2089,8 @@ int status_calc_mob_(struct mob_data* md, bool first) if (md->special_state.size) flag|=2; - if (md->guardian_data && md->guardian_data->guardup_lv) - flag|=4; - if (md->class_ == MOBID_EMPERIUM) + if( md->guardian_data && md->guardian_data->g + && (guardup_lv = guild->checkskill(md->guardian_data->g,GD_GUARDUP)) ) flag|=4; if (battle_config.slaves_inherit_speed && md->master_id) @@ -2025,142 +2105,145 @@ int status_calc_mob_(struct mob_data* md, bool first) aFree(md->base_status); md->base_status = NULL; } - if(first) + if(opt&SCO_FIRST) memcpy(&md->status, &md->db->status, sizeof(struct status_data)); return 0; } if (!md->base_status) md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data)); - status = md->base_status; - memcpy(status, &md->db->status, sizeof(struct status_data)); + mstatus = md->base_status; + memcpy(mstatus, &md->db->status, sizeof(struct status_data)); if (flag&(8|16)) - mbl = iMap->id2bl(md->master_id); + mbl = map->id2bl(md->master_id); if (flag&8 && mbl) { - struct status_data *mstatus = status_get_base_status(mbl); - if (mstatus && - battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) - status->speed = mstatus->speed; - if( status->speed < 2 ) /* minimum for the unit to function properly */ - status->speed = 2; + struct status_data *masterstatus = status->get_base_status(mbl); + if ( masterstatus ) { + if (battle_config.slaves_inherit_speed&(masterstatus->mode&MD_CANMOVE ? 1 : 2)) + mstatus->speed = masterstatus->speed; + if (mstatus->speed < 2) /* minimum for the unit to function properly */ + mstatus->speed = 2; + } } - if (flag&16 && mbl) - { //Max HP setting from Summon Flora/marine Sphere - struct unit_data *ud = unit_bl2ud(mbl); + if (flag&16 && mbl) { + //Max HP setting from Summon Flora/marine Sphere + struct unit_data *ud = unit->bl2ud(mbl); //Remove special AI when this is used by regular mobs. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) md->special_state.ai = 0; - if (ud) - { // different levels of HP according to skill level + if (ud) { + // different levels of HP according to skill level if (ud->skill_id == AM_SPHEREMINE) { - status->max_hp = 2000 + 400*ud->skill_lv; - } else if(ud->skill_id == KO_ZANZOU){ - status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); + mstatus->max_hp = 2000 + 400*ud->skill_lv; + } else if(ud->skill_id == KO_ZANZOU) { + mstatus->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); } else { //AM_CANNIBALIZE - status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl); - status->mode|= MD_CANATTACK|MD_AGGRESSIVE; + mstatus->max_hp = 1500 + 200*ud->skill_lv + 10*status->get_lv(mbl); + mstatus->mode|= MD_CANATTACK|MD_AGGRESSIVE; } - status->hp = status->max_hp; + mstatus->hp = mstatus->max_hp; + if( ud->skill_id == NC_SILVERSNIPER ) + mstatus->rhw.atk = mstatus->rhw.atk2 = 200 * ud->skill_lv; } } - if (flag&1) - { // increase from mobs leveling up [Valaris] + if (flag&1) { + // increase from mobs leveling up [Valaris] int diff = md->level - md->db->lv; - status->str+= diff; - status->agi+= diff; - status->vit+= diff; - status->int_+= diff; - status->dex+= diff; - status->luk+= diff; - status->max_hp += diff*status->vit; - status->max_sp += diff*status->int_; - status->hp = status->max_hp; - status->sp = status->max_sp; - status->speed -= cap_value(diff, 0, status->speed - 10); - } - - - if (flag&2 && battle_config.mob_size_influence) - { // change for sized monsters [Valaris] - if (md->special_state.size==SZ_MEDIUM) { - status->max_hp>>=1; - status->max_sp>>=1; - if (!status->max_hp) status->max_hp = 1; - if (!status->max_sp) status->max_sp = 1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str>>=1; - status->agi>>=1; - status->vit>>=1; - status->int_>>=1; - status->dex>>=1; - status->luk>>=1; - if (!status->str) status->str = 1; - if (!status->agi) status->agi = 1; - if (!status->vit) status->vit = 1; - if (!status->int_) status->int_ = 1; - if (!status->dex) status->dex = 1; - if (!status->luk) status->luk = 1; + mstatus->str+= diff; + mstatus->agi+= diff; + mstatus->vit+= diff; + mstatus->int_+= diff; + mstatus->dex+= diff; + mstatus->luk+= diff; + mstatus->max_hp += diff*mstatus->vit; + mstatus->max_sp += diff*mstatus->int_; + mstatus->hp = mstatus->max_hp; + mstatus->sp = mstatus->max_sp; + mstatus->speed -= cap_value(diff, 0, mstatus->speed - 10); + } + + + if (flag&2 && battle_config.mob_size_influence) { + // change for sized monsters [Valaris] + if (md->special_state.size==SZ_SMALL) { + mstatus->max_hp>>=1; + mstatus->max_sp>>=1; + if (!mstatus->max_hp) mstatus->max_hp = 1; + if (!mstatus->max_sp) mstatus->max_sp = 1; + mstatus->hp=mstatus->max_hp; + mstatus->sp=mstatus->max_sp; + mstatus->str>>=1; + mstatus->agi>>=1; + mstatus->vit>>=1; + mstatus->int_>>=1; + mstatus->dex>>=1; + mstatus->luk>>=1; + if (!mstatus->str) mstatus->str = 1; + if (!mstatus->agi) mstatus->agi = 1; + if (!mstatus->vit) mstatus->vit = 1; + if (!mstatus->int_) mstatus->int_ = 1; + if (!mstatus->dex) mstatus->dex = 1; + if (!mstatus->luk) mstatus->luk = 1; } else if (md->special_state.size==SZ_BIG) { - status->max_hp<<=1; - status->max_sp<<=1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str<<=1; - status->agi<<=1; - status->vit<<=1; - status->int_<<=1; - status->dex<<=1; - status->luk<<=1; + mstatus->max_hp<<=1; + mstatus->max_sp<<=1; + mstatus->hp=mstatus->max_hp; + mstatus->sp=mstatus->max_sp; + mstatus->str<<=1; + mstatus->agi<<=1; + mstatus->vit<<=1; + mstatus->int_<<=1; + mstatus->dex<<=1; + mstatus->luk<<=1; } } - status_calc_misc(&md->bl, status, md->level); + status->calc_misc(&md->bl, mstatus, md->level); if(flag&4) { // Strengthen Guardians - custom value +10% / lv struct guild_castle *gc; - gc=guild->mapname2gc(map[md->bl.m].name); + gc=guild->mapname2gc(map->list[md->bl.m].name); if (!gc) - ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); + ShowError("status_calc_mob: No castle set at map %s\n", map->list[md->bl.m].name); else - if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { + if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { #ifdef RENEWAL - status->max_hp += 50 * gc->defense; - status->max_sp += 70 * gc->defense; + mstatus->max_hp += 50 * gc->defense; + mstatus->max_sp += 70 * gc->defense; #else - status->max_hp += 1000 * gc->defense; - status->max_sp += 200 * gc->defense; + mstatus->max_hp += 1000 * gc->defense; + mstatus->max_sp += 200 * gc->defense; #endif - status->hp = status->max_hp; - status->sp = status->max_sp; - status->def += (gc->defense+2)/3; - status->mdef += (gc->defense+2)/3; - } - if(md->class_ != MOBID_EMPERIUM) { - status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; - status->aspd_rate -= 100*md->guardian_data->guardup_lv; - } + mstatus->hp = mstatus->max_hp; + mstatus->sp = mstatus->max_sp; + mstatus->def += (gc->defense+2)/3; + mstatus->mdef += (gc->defense+2)/3; + } + if(md->class_ != MOBID_EMPERIUM) { + mstatus->batk += mstatus->batk * 10*guardup_lv/100; + mstatus->rhw.atk += mstatus->rhw.atk * 10*guardup_lv/100; + mstatus->rhw.atk2 += mstatus->rhw.atk2 * 10*guardup_lv/100; + mstatus->aspd_rate -= 100*guardup_lv; + } } - if( first ) //Initial battle status - memcpy(&md->status, status, sizeof(struct status_data)); + if( opt&SCO_FIRST ) //Initial battle status + memcpy(&md->status, mstatus, sizeof(struct status_data)); return 1; } //Skotlex: Calculates the stats of the given pet. -int status_calc_pet_(struct pet_data *pd, bool first) +int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt) { nullpo_ret(pd); - if (first) { + if (opt&SCO_FIRST) { memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking pd->status.speed = pd->petDB->speed; @@ -2171,45 +2254,43 @@ int status_calc_pet_(struct pet_data *pd, bool first) } } - if (battle_config.pet_lv_rate && pd->msd) - { + if (battle_config.pet_lv_rate && pd->msd) { struct map_session_data *sd = pd->msd; int lv; lv =sd->status.base_level*battle_config.pet_lv_rate/100; if (lv < 0) lv = 1; - if (lv != pd->pet.level || first) - { - struct status_data *bstat = &pd->db->status, *status = &pd->status; + if (lv != pd->pet.level || opt&SCO_FIRST) { + struct status_data *bstat = &pd->db->status, *pstatus = &pd->status; pd->pet.level = lv; - if (!first) //Lv Up animation + if (! (opt&SCO_FIRST) ) //Lv Up animation clif->misceffect(&pd->bl, 0); - status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; - status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; - status->str = (bstat->str*lv)/pd->db->lv; - status->agi = (bstat->agi*lv)/pd->db->lv; - status->vit = (bstat->vit*lv)/pd->db->lv; - status->int_ = (bstat->int_*lv)/pd->db->lv; - status->dex = (bstat->dex*lv)/pd->db->lv; - status->luk = (bstat->luk*lv)/pd->db->lv; - - status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); - status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); - status->str = cap_value(status->str,1,battle_config.pet_max_stats); - status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); - status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); - status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); - status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); - status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); - - status_calc_misc(&pd->bl, &pd->status, lv); - - if (!first) //Not done the first time because the pet is not visible yet + pstatus->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; + pstatus->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; + pstatus->str = (bstat->str*lv)/pd->db->lv; + pstatus->agi = (bstat->agi*lv)/pd->db->lv; + pstatus->vit = (bstat->vit*lv)/pd->db->lv; + pstatus->int_ = (bstat->int_*lv)/pd->db->lv; + pstatus->dex = (bstat->dex*lv)/pd->db->lv; + pstatus->luk = (bstat->luk*lv)/pd->db->lv; + + pstatus->rhw.atk = cap_value(pstatus->rhw.atk, 1, battle_config.pet_max_atk1); + pstatus->rhw.atk2 = cap_value(pstatus->rhw.atk2, 2, battle_config.pet_max_atk2); + pstatus->str = cap_value(pstatus->str,1,battle_config.pet_max_stats); + pstatus->agi = cap_value(pstatus->agi,1,battle_config.pet_max_stats); + pstatus->vit = cap_value(pstatus->vit,1,battle_config.pet_max_stats); + pstatus->int_= cap_value(pstatus->int_,1,battle_config.pet_max_stats); + pstatus->dex = cap_value(pstatus->dex,1,battle_config.pet_max_stats); + pstatus->luk = cap_value(pstatus->luk,1,battle_config.pet_max_stats); + + status->calc_misc(&pd->bl, &pd->status, lv); + + if (! (opt&SCO_FIRST) ) //Not done the first time because the pet is not visible yet clif->send_petstatus(sd); } - } else if (first) { - status_calc_misc(&pd->bl, &pd->status, pd->db->lv); + } else if ( opt&SCO_FIRST ) { + status->calc_misc(&pd->bl, &pd->status, pd->db->lv); if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) pd->pet.level = pd->db->lv; } @@ -2223,23 +2304,23 @@ int status_calc_pet_(struct pet_data *pd, bool first) } /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array -static void status_calc_sigma(void) +void status_calc_sigma(void) { int i,j; for(i = 0; i < CLASS_COUNT; i++) { unsigned int k = 0; - hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0; + status->hp_sigma_val[i][0] = status->hp_sigma_val[i][1] = 0; for(j = 2; j <= MAX_LEVEL; j++) { - k += (hp_coefficient[i]*j + 50) / 100; - hp_sigma_val[i][j] = k; + k += (status->hp_coefficient[i]*j + 50) / 100; + status->hp_sigma_val[i][j] = k; if (k >= INT_MAX) break; //Overflow protection. [Skotlex] } for(; j <= MAX_LEVEL; j++) - hp_sigma_val[i][j] = INT_MAX; + status->hp_sigma_val[i][j] = INT_MAX; } } @@ -2248,33 +2329,31 @@ static void status_calc_sigma(void) /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D /// which reduces to something close to /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D } -static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status) -{ +unsigned int status_base_pc_maxhp(struct map_session_data *sd, struct status_data *st) { uint64 val = pc->class2idx(sd->status.class_); - val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level]; + val = 35 + sd->status.base_level*(int64)status->hp_coefficient2[val]/100 + status->hp_sigma_val[val][sd->status.base_level]; - if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER) + if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION) val += 100; //Since their HP can't be approximated well enough without this. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max HP for top ranking Taekwons over level 90. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) val += 2000; //Supernovice lvl99 hp bonus. - val += val * status->vit/100; // +1% per each point of VIT + val += val * st->vit/100; // +1% per each point of VIT if (sd->class_&JOBL_UPPER) val += val * 25/100; //Trans classes get a 25% hp bonus else if (sd->class_&JOBL_BABY) val -= val * 30/100; //Baby classes get a 30% hp penalty - return (unsigned int)val; + return (unsigned int)cap_value(val,0,UINT_MAX); } -static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) -{ +unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *st) { uint64 val; - val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100; - val += val * status->int_/100; + val = 10 + sd->status.base_level*(int64)status->sp_coefficient[pc->class2idx(sd->status.class_)]/100; + val += val * st->int_/100; if (sd->class_&JOBL_UPPER) val += val * 25/100; @@ -2283,19 +2362,18 @@ static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct sta if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max SP for top ranking Taekwons over level 90. - return (unsigned int)val; + return (unsigned int)cap_value(val,0,UINT_MAX); } //Calculates player data from scratch without counting SC adjustments. //Should be invoked whenever players raise stats, learn passive skills or change equipment. -int status_calc_pc_(struct map_session_data* sd, bool first) -{ +int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { static int calculating = 0; //Check for recursive call preemption. [Skotlex] - struct status_data *status; // pointer to the player's base status + struct status_data *bstatus; // pointer to the player's base status const struct status_change *sc = &sd->sc; struct s_skill b_skill[MAX_SKILL]; // previous skill tree int b_weight, b_max_weight, b_cart_weight_max, // previous weight - i, k, index, skill,refinedef=0; + i, k, index, skill_lv,refinedef=0; int64 i64; if (++calculating > 10) //Too many recursive calls! @@ -2309,9 +2387,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) pc->calc_skilltree(sd); // SkillTree calculation - sd->max_weight = max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300; + sd->max_weight = status->max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300; - if(first) { + if(opt&SCO_FIRST) { //Load Hp/SP from char-received data. sd->battle_status.hp = sd->status.hp; sd->battle_status.sp = sd->status.sp; @@ -2333,7 +2411,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } } - status = &sd->base_status; + bstatus = &sd->base_status; // these are not zeroed. [zzo] sd->hprate=100; sd->sprate=100; @@ -2371,7 +2449,6 @@ int status_calc_pc_(struct map_session_data* sd, bool first) + sizeof(sd->expaddrace) + sizeof(sd->ignore_mdef) + sizeof(sd->ignore_def) - + sizeof(sd->itemgrouphealrate) + sizeof(sd->sp_gain_race) + sizeof(sd->sp_gain_race_attack) + sizeof(sd->hp_gain_race_attack) @@ -2384,26 +2461,32 @@ int status_calc_pc_(struct map_session_data* sd, bool first) clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE); memset(&sd->special_state,0,sizeof(sd->special_state)); - memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp))); - + + 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; + } else { + int pSpeed = bstatus->speed; + 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] - if (!sd->state.permanent_speed) - status->speed = DEFAULT_WALK_SPEED; //Give them all modes except these (useful for clones) - status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); + bstatus->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); - status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM; + bstatus->size = (sd->class_&JOBL_BABY)?SZ_MEDIUM:SZ_SMALL; if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus] if (sd->class_&JOBL_BABY) { if (battle_config.character_size&SZ_BIG) - status->size++; + bstatus->size++; } else - if(battle_config.character_size&SZ_MEDIUM) - status->size++; + if(battle_config.character_size&SZ_SMALL) + bstatus->size++; } - status->aspd_rate = 1000; - status->ele_lv = 1; - status->race = RC_DEMIHUMAN; + bstatus->aspd_rate = 1000; + bstatus->ele_lv = 1; + bstatus->race = RC_DEMIHUMAN; //zero up structures... memset(&sd->autospell,0,sizeof(sd->autospell) @@ -2433,7 +2516,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) + sizeof(sd->skillfixcast) + sizeof(sd->skillvarcast) + sizeof(sd->skillfixcastrate) - ); + + sizeof(sd->def_set_race) + + sizeof(sd->mdef_set_race) + ); memset (&sd->bonus, 0,sizeof(sd->bonus)); @@ -2443,10 +2528,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true); // Parse equipment. - for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + for(i=0;i<EQI_MAX;i++) { + status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; + if(i == EQI_AMMO) continue;/* ammo has special handler down there */ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) @@ -2460,25 +2546,25 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(!sd->inventory_data[index]) continue; - for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) { - if( map[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) { + for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) { + if( map->list[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) { break; } } - - if( k < map[sd->bl.m].zone->disabled_items_count ) + + if( k < map->list[sd->bl.m].zone->disabled_items_count ) continue; - - status->def += sd->inventory_data[index]->def; - if(first && sd->inventory_data[index]->equip_script) - { //Execute equip-script on login - run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + bstatus->def += sd->inventory_data[index]->def; + + 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; } - // sanitize the refine level in case someone decreased the value inbetween + // sanitize the refine level in case someone decreased the value in between if (sd->status.inventory[index].refine > MAX_REFINE) sd->status.inventory[index].refine = MAX_REFINE; @@ -2490,35 +2576,35 @@ int status_calc_pc_(struct map_session_data* sd, bool first) wlv = REFINE_TYPE_MAX - 1; if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { wd = &sd->left_weapon; // Left-hand weapon - wa = &status->lhw; + wa = &bstatus->lhw; } else { wd = &sd->right_weapon; - wa = &status->rhw; + wa = &bstatus->rhw; } wa->atk += sd->inventory_data[index]->atk; if ( (r = sd->status.inventory[index].refine) ) - wa->atk2 = refine_info[wlv].bonus[r-1] / 100; + wa->atk2 = status->refine_info[wlv].bonus[r-1] / 100; #ifdef RENEWAL - wa->matk += sd->inventory_data[index]->matk; - wa->wlv = wlv; + wa->matk += sd->inventory_data[index]->matk; + wa->wlv = wlv; if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus - wa->matk += refine_info[wlv].bonus[r-1] / 100; + wa->matk += status->refine_info[wlv].bonus[r-1] / 100; #endif - //Overrefine bonus. + //Overrefined bonus. if (r) - wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100; + wd->overrefine = status->refine_info[wlv].randombonus_max[r-1] / 100; wa->range += sd->inventory_data[index]->range; if(sd->inventory_data[index]->script) { if (wd == &sd->left_weapon) { sd->state.lr_flag = 1; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - if (!calculating) //Abort, run_script retriggered this. [Skotlex] + script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); + if (!calculating) //Abort, script->run retriggered this. [Skotlex] return 1; } @@ -2536,14 +2622,14 @@ int status_calc_pc_(struct map_session_data* sd, bool first) else if(sd->inventory_data[index]->type == IT_ARMOR) { int r; if ( (r = sd->status.inventory[index].refine) ) - refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; + refinedef += status->refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; if(sd->inventory_data[index]->script) { if( i == EQI_HAND_L ) //Shield sd->state.lr_flag = 3; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); if( i == EQI_HAND_L ) //Shield sd->state.lr_flag = 0; - if (!calculating) //Abort, run_script retriggered this. [Skotlex] + if (!calculating) //Abort, script->run retriggered this. [Skotlex] return 1; } } @@ -2555,33 +2641,51 @@ int status_calc_pc_(struct map_session_data* sd, bool first) 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 - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); + script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; - if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] + if (!calculating) //Abort, script->run retriggered status_calc_pc. [Skotlex] return 1; } } /* we've got combos to process */ - if( sd->combos.count ) { - for( i = 0; i < sd->combos.count; i++ ) { - run_script(sd->combos.bonus[i],0,sd->bl.id,0); - if (!calculating) //Abort, run_script retriggered this. - return 1; + 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 + **/ + for(j = 0; j < combo->count; j++) { + for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) { + if( map->list[sd->bl.m].zone->disabled_items[k] == combo->nameid[j] ) { + break; + } + } + 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; } //Store equipment script bonuses memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); - status->def += (refinedef+50)/100; + bstatus->def += (refinedef+50)/100; //Parse Cards - for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + for(i=0;i<EQI_MAX;i++) { + status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; + if(i == EQI_AMMO) continue;/* ammo doesn't have cards */ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) @@ -2596,75 +2700,76 @@ int status_calc_pc_(struct map_session_data* sd, bool first) //Card script execution. if(itemdb_isspecial(sd->status.inventory[index].card[0])) continue; - for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish] - current_equip_card_id= c= sd->status.inventory[index].card[j]; + for(j=0;j<MAX_SLOTS;j++) { + // Uses MAX_SLOTS to support Soul Bound system [Inkfish] + status->current_equip_card_id= c= sd->status.inventory[index].card[j]; if(!c) continue; - data = itemdb_exists(c); + data = itemdb->exists(c); if(!data) continue; - if(first && data->equip_script) {//Execute equip-script on login - run_script(data->equip_script,0,sd->bl.id,0); + + for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) { + if( map->list[sd->bl.m].zone->disabled_items[k] == data->nameid ) { + break; + } + } + + if( k < map->list[sd->bl.m].zone->disabled_items_count ) + continue; + + if(opt&SCO_FIRST && data->equip_script) {//Execute equip-script on login + script->run(data->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } + if(!data->script) continue; - - for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) { - if( map[sd->bl.m].zone->disabled_items[k] == data->nameid ) { - break; - } - } - - if( k < map[sd->bl.m].zone->disabled_items_count ) - continue; - + if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status. sd->state.lr_flag = 1; - run_script(data->script,0,sd->bl.id,0); + script->run(data->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else - run_script(data->script,0,sd->bl.id,0); - if (!calculating) //Abort, run_script his function. [Skotlex] + script->run(data->script,0,sd->bl.id,0); + if (!calculating) //Abort, script->run his function. [Skotlex] return 1; } } } - if( sc->count && sc->data[SC_ITEMSCRIPT] ) - { - struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1); + if( sc->count && sc->data[SC_ITEMSCRIPT] ) { + struct item_data *data = itemdb->exists(sc->data[SC_ITEMSCRIPT]->val1); if( data && data->script ) - run_script(data->script,0,sd->bl.id,0); + script->run(data->script,0,sd->bl.id,0); } - if( sd->pd ) - { // Pet Bonus + if( sd->pd ) { // Pet Bonus struct pet_data *pd = sd->pd; if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly ) - run_script(pd->petDB->equip_script,0,sd->bl.id,0); + script->run(pd->petDB->equip_script,0,sd->bl.id,0); if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus ) pc->bonus(sd,pd->bonus->type, pd->bonus->val); } //param_bonus now holds card bonuses. - if(status->rhw.range < 1) status->rhw.range = 1; - if(status->lhw.range < 1) status->lhw.range = 1; - if(status->rhw.range < status->lhw.range) - status->rhw.range = status->lhw.range; + if(bstatus->rhw.range < 1) bstatus->rhw.range = 1; + if(bstatus->lhw.range < 1) bstatus->lhw.range = 1; + if(bstatus->rhw.range < bstatus->lhw.range) + bstatus->rhw.range = bstatus->lhw.range; sd->bonus.double_rate += sd->bonus.double_add_rate; sd->bonus.perfect_hit += sd->bonus.perfect_hit_add; sd->bonus.splash_range += sd->bonus.splash_add_range; // Damage modifiers from weapon type - sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; - sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; - sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; - sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; - sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; - sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; + sd->right_weapon.atkmods[0] = status->atkmods[0][sd->weapontype1]; + sd->right_weapon.atkmods[1] = status->atkmods[1][sd->weapontype1]; + sd->right_weapon.atkmods[2] = status->atkmods[2][sd->weapontype1]; + sd->left_weapon.atkmods[0] = status->atkmods[0][sd->weapontype2]; + 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)) @@ -2674,314 +2779,320 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; } -// ----- STATS CALCULATION ----- + // ----- STATS CALCULATION ----- // Job bonuses index = pc->class2idx(sd->status.class_); for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){ - if(!job_bonus[index][i]) + if(!status->job_bonus[index][i]) continue; - switch(job_bonus[index][i]) { - case 1: status->str++; break; - case 2: status->agi++; break; - case 3: status->vit++; break; - case 4: status->int_++; break; - case 5: status->dex++; break; - case 6: status->luk++; break; + switch(status->job_bonus[index][i]) { + case 1: bstatus->str++; break; + case 2: bstatus->agi++; break; + case 3: bstatus->vit++; break; + case 4: bstatus->int_++; break; + case 5: bstatus->dex++; break; + case 6: bstatus->luk++; break; } } // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 - if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ - status->str += 10; - status->agi += 10; - status->vit += 10; - status->int_+= 10; - status->dex += 10; - status->luk += 10; + if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70) { + bstatus->str += 10; + bstatus->agi += 10; + bstatus->vit += 10; + bstatus->int_+= 10; + bstatus->dex += 10; + bstatus->luk += 10; } // Absolute modifiers from passive skills if(pc->checkskill(sd,BS_HILTBINDING)>0) - status->str++; - if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0) - status->int_ += (skill+1)/2; // +1 INT / 2 lv - if((skill=pc->checkskill(sd,AC_OWL))>0) - status->dex += skill; - if((skill = pc->checkskill(sd,RA_RESEARCHTRAP))>0) - status->int_ += skill; + bstatus->str++; + if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0) + bstatus->int_ += (skill_lv+1)/2; // +1 INT / 2 lv + if((skill_lv=pc->checkskill(sd,AC_OWL))>0) + bstatus->dex += skill_lv; + if((skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP))>0) + bstatus->int_ += skill_lv; // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. - i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; - status->str = cap_value(i,0,USHRT_MAX); - i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; - status->agi = cap_value(i,0,USHRT_MAX); - i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; - status->vit = cap_value(i,0,USHRT_MAX); - i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; - status->int_ = cap_value(i,0,USHRT_MAX); - i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; - status->dex = cap_value(i,0,USHRT_MAX); - i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; - status->luk = cap_value(i,0,USHRT_MAX); - -// ------ BASE ATTACK CALCULATION ------ - - // Base batk value is set on status_calc_misc + i = bstatus->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; + bstatus->str = cap_value(i,0,USHRT_MAX); + i = bstatus->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; + bstatus->agi = cap_value(i,0,USHRT_MAX); + i = bstatus->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; + bstatus->vit = cap_value(i,0,USHRT_MAX); + i = bstatus->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; + bstatus->int_ = cap_value(i,0,USHRT_MAX); + i = bstatus->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; + bstatus->dex = cap_value(i,0,USHRT_MAX); + i = bstatus->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; + bstatus->luk = cap_value(i,0,USHRT_MAX); + + // ------ BASE ATTACK CALCULATION ------ + + // Base batk value is set on status->calc_misc // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) - status->batk += sd->weapon_atk[sd->status.weapon]; + bstatus->batk += sd->weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills #ifndef RENEWAL - if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE. - status->batk += 4; + if((skill_lv=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE. + bstatus->batk += 4; #endif -// ----- HP MAX CALCULATION ----- + // ----- HP MAX CALCULATION ----- // Basic MaxHP value //We hold the standard Max HP here to make it faster to recalculate on vit changes. - sd->status.max_hp = status_base_pc_maxhp(sd,status); + sd->status.max_hp = status->base_pc_maxhp(sd,bstatus); //This is done to handle underflows from negative Max HP bonuses - i64 = sd->status.max_hp + (int)status->max_hp; - status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX); + i64 = sd->status.max_hp + (int)bstatus->max_hp; + bstatus->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX); // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,CR_TRUST))>0) - status->max_hp += skill*200; + if((skill_lv=pc->checkskill(sd,CR_TRUST))>0) + bstatus->max_hp += skill_lv*200; // Apply relative modifiers from equipment if(sd->hprate < 0) sd->hprate = 0; if(sd->hprate!=100) - status->max_hp = (int64)status->max_hp * sd->hprate/100; + bstatus->max_hp = APPLY_RATE(bstatus->max_hp, sd->hprate); if(battle_config.hp_rate != 100) - status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100; + bstatus->max_hp = APPLY_RATE(bstatus->max_hp, battle_config.hp_rate); - if(status->max_hp > (unsigned int)battle_config.max_hp) - status->max_hp = battle_config.max_hp; - else if(!status->max_hp) - status->max_hp = 1; + if(bstatus->max_hp > (unsigned int)battle_config.max_hp) + bstatus->max_hp = battle_config.max_hp; + else if(!bstatus->max_hp) + bstatus->max_hp = 1; -// ----- SP MAX CALCULATION ----- + // ----- SP MAX CALCULATION ----- // Basic MaxSP value - sd->status.max_sp = status_base_pc_maxsp(sd,status); + sd->status.max_sp = status->base_pc_maxsp(sd,bstatus); //This is done to handle underflows from negative Max SP bonuses - i64 = sd->status.max_sp + (int)status->max_sp; - status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX); + i64 = sd->status.max_sp + (int)bstatus->max_sp; + bstatus->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX); // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,SL_KAINA))>0) - status->max_sp += 30*skill; - if((skill=pc->checkskill(sd,HP_MEDITATIO))>0) - status->max_sp += (int64)status->max_sp * skill/100; - if((skill=pc->checkskill(sd,HW_SOULDRAIN))>0) - status->max_sp += (int64)status->max_sp * 2*skill/100; - if( (skill = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 ) - status->max_sp += 200 + 20 * skill; - if( (skill = pc->checkskill(sd,WM_LESSON)) > 0 ) - status->max_sp += 30 * skill; + if((skill_lv=pc->checkskill(sd,SL_KAINA))>0) + bstatus->max_sp += 30*skill_lv; + if((skill_lv=pc->checkskill(sd,HP_MEDITATIO))>0) + bstatus->max_sp += (int64)bstatus->max_sp * skill_lv/100; + if((skill_lv=pc->checkskill(sd,HW_SOULDRAIN))>0) + bstatus->max_sp += (int64)bstatus->max_sp * 2*skill_lv/100; + if( (skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 ) + bstatus->max_sp += 200 + 20 * skill_lv; + if( (skill_lv = pc->checkskill(sd,WM_LESSON)) > 0 ) + bstatus->max_sp += 30 * skill_lv; // Apply relative modifiers from equipment if(sd->sprate < 0) sd->sprate = 0; if(sd->sprate!=100) - status->max_sp = (int64)status->max_sp * sd->sprate/100; + bstatus->max_sp = APPLY_RATE(bstatus->max_sp, sd->sprate); if(battle_config.sp_rate != 100) - status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100; + bstatus->max_sp = APPLY_RATE(bstatus->max_sp, battle_config.sp_rate); - if(status->max_sp > (unsigned int)battle_config.max_sp) - status->max_sp = battle_config.max_sp; - else if(!status->max_sp) - status->max_sp = 1; + if(bstatus->max_sp > (unsigned int)battle_config.max_sp) + bstatus->max_sp = battle_config.max_sp; + else if(!bstatus->max_sp) + bstatus->max_sp = 1; -// ----- RESPAWN HP/SP ----- -// + // ----- RESPAWN HP/SP ----- + // //Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { - status->hp = status->max_hp; - status->sp = status->max_sp; + bstatus->hp = bstatus->max_hp; + bstatus->sp = bstatus->max_sp; } else { if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) - status->hp = status->max_hp>>1; + bstatus->hp = bstatus->max_hp>>1; else - status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100; - if(!status->hp) - status->hp = 1; + bstatus->hp = APPLY_RATE(bstatus->max_hp, battle_config.restart_hp_rate); + if(!bstatus->hp) + bstatus->hp = 1; - status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100; + bstatus->sp = APPLY_RATE(bstatus->max_sp, battle_config.restart_sp_rate); - if( !status->sp ) /* the minimum for the respawn setting is SP:1 */ - status->sp = 1; + if( !bstatus->sp ) /* the minimum for the respawn setting is SP:1 */ + bstatus->sp = 1; } -// ----- MISC CALCULATION ----- - status_calc_misc(&sd->bl, status, sd->status.base_level); + // ----- MISC CALCULATION ----- + status->calc_misc(&sd->bl, bstatus, sd->status.base_level); //Equipment modifiers for misc settings if(sd->matk_rate < 0) sd->matk_rate = 0; if(sd->matk_rate != 100){ - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; + bstatus->matk_max = bstatus->matk_max * sd->matk_rate/100; + bstatus->matk_min = bstatus->matk_min * sd->matk_rate/100; } if(sd->hit_rate < 0) sd->hit_rate = 0; if(sd->hit_rate != 100) - status->hit = status->hit * sd->hit_rate/100; + bstatus->hit = bstatus->hit * sd->hit_rate/100; if(sd->flee_rate < 0) sd->flee_rate = 0; if(sd->flee_rate != 100) - status->flee = status->flee * sd->flee_rate/100; + bstatus->flee = bstatus->flee * sd->flee_rate/100; if(sd->def2_rate < 0) sd->def2_rate = 0; if(sd->def2_rate != 100) - status->def2 = status->def2 * sd->def2_rate/100; + bstatus->def2 = bstatus->def2 * sd->def2_rate/100; if(sd->mdef2_rate < 0) sd->mdef2_rate = 0; if(sd->mdef2_rate != 100) - status->mdef2 = status->mdef2 * sd->mdef2_rate/100; + bstatus->mdef2 = bstatus->mdef2 * sd->mdef2_rate/100; if(sd->critical_rate < 0) sd->critical_rate = 0; if(sd->critical_rate != 100) - status->cri = status->cri * sd->critical_rate/100; + bstatus->cri = bstatus->cri * sd->critical_rate/100; if(sd->flee2_rate < 0) sd->flee2_rate = 0; if(sd->flee2_rate != 100) - status->flee2 = status->flee2 * sd->flee2_rate/100; + bstatus->flee2 = bstatus->flee2 * sd->flee2_rate/100; -// ----- HIT CALCULATION ----- + // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) - status->hit += skill*2; - if((skill=pc->checkskill(sd,AC_VULTURE))>0){ #ifndef RENEWAL - status->hit += skill; + if((skill_lv=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c + bstatus->hit += skill_lv*2; +#endif + if((skill_lv=pc->checkskill(sd,AC_VULTURE))>0) { +#ifndef RENEWAL + bstatus->hit += skill_lv; #endif if(sd->status.weapon == W_BOW) - status->rhw.range += skill; - } - if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) - { - if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0) - status->hit += 2*skill; - if((skill=pc->checkskill(sd,GS_SNAKEEYE))>0) { - status->hit += skill; - status->rhw.range += skill; + bstatus->rhw.range += skill_lv; + } + if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { + if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0) + bstatus->hit += 2*skill_lv; + if((skill_lv=pc->checkskill(sd,GS_SNAKEEYE))>0) { + bstatus->hit += skill_lv; + bstatus->rhw.range += skill_lv; } } + if( (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0 ) + bstatus->hit += 3*skill_lv; + if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && ((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)) + bstatus->hit += 2*skill_lv; -// ----- FLEE CALCULATION ----- + // ----- FLEE CALCULATION ----- // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,TF_MISS))>0) - status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); - if((skill=pc->checkskill(sd,MO_DODGE))>0) - status->flee += (skill*3)>>1; -// ----- EQUIPMENT-DEF CALCULATION ----- + if((skill_lv=pc->checkskill(sd,TF_MISS))>0) + bstatus->flee += skill_lv*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); + if((skill_lv=pc->checkskill(sd,MO_DODGE))>0) + bstatus->flee += (skill_lv*3)>>1; + // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->def_rate < 0) sd->def_rate = 0; if(sd->def_rate != 100) { - i = status->def * sd->def_rate/100; - status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); + i = bstatus->def * sd->def_rate/100; + bstatus->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } + if( pc_ismadogear(sd) && (skill_lv = pc->checkskill(sd,NC_MAINFRAME)) > 0 ) + bstatus->def += 20 + 20 * skill_lv; + #ifndef RENEWAL - if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) - { - status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); - status->def = (unsigned char)battle_config.max_def; + if (!battle_config.weapon_defense_type && bstatus->def > battle_config.max_def) { + bstatus->def2 += battle_config.over_def_bonus*(bstatus->def -battle_config.max_def); + bstatus->def = (unsigned char)battle_config.max_def; } #endif -// ----- EQUIPMENT-MDEF CALCULATION ----- + // ----- EQUIPMENT-MDEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->mdef_rate < 0) sd->mdef_rate = 0; if(sd->mdef_rate != 100) { - i = status->mdef * sd->mdef_rate/100; - status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); + i = bstatus->mdef * sd->mdef_rate/100; + bstatus->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL - if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) - { - status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); - status->mdef = (signed char)battle_config.max_def; + if (!battle_config.magic_defense_type && bstatus->mdef > battle_config.max_def) { + bstatus->mdef2 += battle_config.over_def_bonus*(bstatus->mdef -battle_config.max_def); + bstatus->mdef = (signed char)battle_config.max_def; } #endif -// ----- ASPD CALCULATION ----- -// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied + // ----- ASPD CALCULATION ----- + // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value - i = status_base_amotion_pc(sd,status); - status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); + i = status->base_amotion_pc(sd,bstatus); + bstatus->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); // Relative modifiers from passive skills #ifndef RENEWAL_ASPD - if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - status->aspd_rate -= 5*skill; - if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) - status->aspd_rate -= 30*skill; - if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 && + if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) + bstatus->aspd_rate -= 5*skill_lv; + if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) + bstatus->aspd_rate -= 30*skill_lv; + if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - status->aspd_rate -= ((skill+1)/2) * 10; + bstatus->aspd_rate -= ((skill_lv+1)/2) * 10; if(pc_isriding(sd)) - status->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); + bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); else if(pc_isridingdragon(sd)) - status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); + bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); #else // needs more info - if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - status->aspd_rate += 5*skill; - if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) - status->aspd_rate += 30*skill; - if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 && + if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) + bstatus->aspd_rate += 5*skill_lv; + if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) + bstatus->aspd_rate += 30*skill_lv; + if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - status->aspd_rate += ((skill+1)/2) * 10; + bstatus->aspd_rate += ((skill_lv+1)/2) * 10; if(pc_isriding(sd)) - status->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); + bstatus->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); else if(pc_isridingdragon(sd)) - status->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); + bstatus->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); #endif - status->adelay = 2*status->amotion; + bstatus->adelay = 2*bstatus->amotion; -// ----- DMOTION ----- -// - i = 800-status->agi*4; - status->dmotion = cap_value(i, 400, 800); + // ----- DMOTION ----- + // + i = 800-bstatus->agi*4; + bstatus->dmotion = cap_value(i, 400, 800); if(battle_config.pc_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; + bstatus->dmotion = bstatus->dmotion*battle_config.pc_damage_delay_rate/100; -// ----- MISC CALCULATIONS ----- + // ----- MISC CALCULATIONS ----- // Weight - if((skill=pc->checkskill(sd,MC_INCCARRY))>0) - sd->max_weight += 2000*skill; + 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) sd->max_weight += 10000; else if(pc_isridingdragon(sd)) sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING); if(sc->data[SC_KNOWLEDGE]) sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10; - if((skill=pc->checkskill(sd,ALL_INCCARRY))>0) - sd->max_weight += 2000*skill; + if((skill_lv=pc->checkskill(sd,ALL_INCCARRY))>0) + sd->max_weight += 2000*skill_lv; sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000); @@ -2991,8 +3102,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->regen.state.walk = 0; // Skill SP cost - if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 ) - sd->dsprate -= 4*skill; + if((skill_lv=pc->checkskill(sd,HP_MANARECHARGE))>0 ) + sd->dsprate -= 4*skill_lv; if(sc->data[SC_SERVICEFORYOU]) sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3; @@ -3013,30 +3124,45 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->sprecov_rate = 0; // Anti-element and anti-race - if((skill=pc->checkskill(sd,CR_TRUST))>0) - sd->subele[ELE_HOLY] += skill*5; - if((skill=pc->checkskill(sd,BS_SKINTEMPER))>0) { - sd->subele[ELE_NEUTRAL] += skill; - sd->subele[ELE_FIRE] += skill*4; - } - if((skill=pc->checkskill(sd,NC_RESEARCHFE))>0) { - sd->subele[ELE_EARTH] += skill*10; - sd->subele[ELE_FIRE] += skill*10; - } - if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ){ - skill = skill*4; - sd->right_weapon.addrace[RC_DRAGON]+=skill; - sd->left_weapon.addrace[RC_DRAGON]+=skill; - sd->magic_addrace[RC_DRAGON]+=skill; - sd->subrace[RC_DRAGON]+=skill; - } - - if(sc->count){ - if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data + if((skill_lv=pc->checkskill(sd,CR_TRUST))>0) + sd->subele[ELE_HOLY] += skill_lv*5; + if((skill_lv=pc->checkskill(sd,BS_SKINTEMPER))>0) { + sd->subele[ELE_NEUTRAL] += skill_lv; + sd->subele[ELE_FIRE] += skill_lv*4; + } + if((skill_lv=pc->checkskill(sd,NC_RESEARCHFE))>0) { + sd->subele[ELE_EARTH] += skill_lv*10; + sd->subele[ELE_FIRE] += skill_lv*10; + } + if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ) { +#ifdef RENEWAL + skill_lv = skill_lv*2; +#else + skill_lv = skill_lv*4; +#endif + sd->right_weapon.addrace[RC_DRAGON]+=skill_lv; + sd->left_weapon.addrace[RC_DRAGON]+=skill_lv; + sd->magic_addrace[RC_DRAGON]+=skill_lv; + sd->subrace[RC_DRAGON]+=skill_lv; + } + + if( (skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0 ) { + sd->right_weapon.addrace[RC_DEMON] += skill_lv; + sd->right_weapon.addele[ELE_DARK] += skill_lv; + sd->left_weapon.addrace[RC_DEMON] += skill_lv; + sd->left_weapon.addele[ELE_DARK] += skill_lv; + sd->magic_addrace[RC_DEMON] += skill_lv; + sd->magic_addele[ELE_DARK] += skill_lv; + sd->subrace[RC_DEMON] += skill_lv; + sd->subele[ELE_DARK] += skill_lv; + } + + if(sc->count) { + if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex } - if(sc->data[SC_SIEGFRIED]){ + if(sc->data[SC_SIEGFRIED]){ i = sc->data[SC_SIEGFRIED]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_EARTH] += i; @@ -3084,6 +3210,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] -= i; } + if( sc->data[SC_MTF_MLEATKED] ) + sd->subele[ELE_NEUTRAL] += 2; if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_FIRE] += 25; if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 ) @@ -3093,9 +3221,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_EARTH] += 25; } - status_cpy(&sd->battle_status, status); + status_cpy(&sd->battle_status, bstatus); -// ----- CLIENT-SIDE REFRESH ----- + // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { //Will update on LoadEndAck calculating = 0; @@ -3118,218 +3246,188 @@ int status_calc_pc_(struct map_session_data* sd, bool first) return 0; } -int status_calc_mercenary_(struct mercenary_data *md, bool first) -{ - struct status_data *status = &md->base_status; +int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt) { + struct status_data *mstatus = &md->base_status; struct s_mercenary *merc = &md->mercenary; - if( first ) - { - memcpy(status, &md->db->status, sizeof(struct status_data)); - status->mode = MD_CANMOVE|MD_CANATTACK; - status->hp = status->max_hp; - status->sp = status->max_sp; + if( opt&SCO_FIRST ) { + memcpy(mstatus, &md->db->status, sizeof(struct status_data)); + mstatus->mode = MD_CANMOVE|MD_CANATTACK; + mstatus->hp = mstatus->max_hp; + mstatus->sp = mstatus->max_sp; md->battle_status.hp = merc->hp; md->battle_status.sp = merc->sp; } - status_calc_misc(&md->bl, status, md->db->lv); - status_cpy(&md->battle_status, status); + status->calc_misc(&md->bl, mstatus, md->db->lv); + status_cpy(&md->battle_status, mstatus); return 0; } -int status_calc_homunculus_(struct homun_data *hd, bool first) -{ - struct status_data *status = &hd->base_status; +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; + int skill_lv; int amotion; - status->str = hom->str / 10; - status->agi = hom->agi / 10; - status->vit = hom->vit / 10; - status->dex = hom->dex / 10; - status->int_ = hom->int_ / 10; - status->luk = hom->luk / 10; + 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 (first) { //[orn] + if ( opt&SCO_FIRST ) { //[orn] const struct s_homunculus_db *db = hd->homunculusDB; - status->def_ele = db->element; - status->ele_lv = 1; - status->race = db->race; - status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; - status->rhw.range = 1 + status->size; - status->mode = MD_CANMOVE|MD_CANATTACK; - status->speed = DEFAULT_WALK_SPEED; + 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) - status->speed = status_get_speed(&hd->master->bl); + hstatus->speed = status->get_speed(&hd->master->bl); - status->hp = 1; - status->sp = 1; + hstatus->hp = 1; + hstatus->sp = 1; } - skill = hom->level/10 + status->vit/5; - status->def = cap_value(skill, 0, 99); + skill_lv = hom->level/10 + hstatus->vit/5; + hstatus->def = cap_value(skill_lv, 0, 99); - skill = hom->level/10 + status->int_/5; - status->mdef = cap_value(skill, 0, 99); + skill_lv = hom->level/10 + hstatus->int_/5; + hstatus->mdef = cap_value(skill_lv, 0, 99); - status->max_hp = hom->max_hp ; - status->max_sp = hom->max_sp ; + hstatus->max_hp = hom->max_hp; + hstatus->max_sp = hom->max_sp; homun->calc_skilltree(hd, 0); - if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0) - status->def += skill * 4; + if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0) + hstatus->def += skill_lv * 4; - if((skill = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) { - status->int_ += 1 +skill/2 +skill/4 +skill/5; - status->str += 1 +skill/3 +skill/3 +skill/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=homun->checkskill(hd,HAMI_SKIN)) > 0) - status->max_hp += skill * 2 * status->max_hp / 100; + if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0) + hstatus->max_hp += skill_lv * 2 * hstatus->max_hp / 100; - if((skill = homun->checkskill(hd,HLIF_BRAIN)) > 0) - status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 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 (first) { - hd->battle_status.hp = hom->hp ; - hd->battle_status.sp = hom->sp ; + if ( opt&SCO_FIRST ) { + hd->battle_status.hp = hom->hp; + hd->battle_status.sp = hom->sp; } - status->rhw.atk = status->dex; - status->rhw.atk2 = status->str + hom->level; + hstatus->rhw.atk = hstatus->dex; + hstatus->rhw.atk2 = hstatus->str + hom->level; - status->aspd_rate = 1000; + hstatus->aspd_rate = 1000; - amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000; - status->amotion = cap_value(amotion,battle_config.max_aspd,2000); - status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. + 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, status, hom->level); + status->calc_misc(&hd->bl, hstatus, hom->level); #ifdef RENEWAL - status->matk_max = status->matk_min; + hstatus->matk_max = hstatus->matk_min; #endif - status_cpy(&hd->battle_status, status); + status_cpy(&hd->battle_status, hstatus); return 1; } -int status_calc_elemental_(struct elemental_data *ed, bool first) { - struct status_data *status = &ed->base_status; +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 ) return 0; - if( first ) { - memcpy(status, &ed->db->status, sizeof(struct status_data)); + if( opt&SCO_FIRST ) { + memcpy(estatus, &ed->db->status, sizeof(struct status_data)); if( !ele->mode ) - status->mode = EL_MODE_PASSIVE; + estatus->mode = EL_MODE_PASSIVE; else - status->mode = ele->mode; + estatus->mode = ele->mode; - status_calc_misc(&ed->bl, status, 0); + status->calc_misc(&ed->bl, estatus, 0); - status->max_hp = ele->max_hp; - status->max_sp = ele->max_sp; - status->hp = ele->hp; - status->sp = ele->sp; - status->rhw.atk = ele->atk; - status->rhw.atk2 = ele->atk2; + estatus->max_hp = ele->max_hp; + estatus->max_sp = ele->max_sp; + estatus->hp = ele->hp; + estatus->sp = ele->sp; + estatus->rhw.atk = ele->atk; + estatus->rhw.atk2 = ele->atk2; - status->matk_min += ele->matk; - status->def += ele->def; - status->mdef += ele->mdef; - status->flee = ele->flee; - status->hit = ele->hit; + estatus->matk_min += ele->matk; + estatus->def += ele->def; + estatus->mdef += ele->mdef; + estatus->flee = ele->flee; + estatus->hit = ele->hit; - memcpy(&ed->battle_status,status,sizeof(struct status_data)); + memcpy(&ed->battle_status,estatus,sizeof(struct status_data)); } else { - status_calc_misc(&ed->bl, status, 0); - status_cpy(&ed->battle_status, status); + status->calc_misc(&ed->bl, estatus, 0); + status_cpy(&ed->battle_status, estatus); } return 0; } -int status_calc_npc_(struct npc_data *nd, bool first) { - struct status_data *status = &nd->status; +int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt) { + struct status_data *nstatus = &nd->status; if (!nd) return 0; - if (first) { - status->hp = 1; - status->sp = 1; - status->max_hp = 1; - status->max_sp = 1; + if ( opt&SCO_FIRST ) { + nstatus->hp = 1; + nstatus->sp = 1; + nstatus->max_hp = 1; + nstatus->max_sp = 1; - status->def_ele = ELE_NEUTRAL; - status->ele_lv = 1; - status->race = RC_DEMIHUMAN; - status->size = nd->size; - status->rhw.range = 1 + status->size; - status->mode = (MD_CANMOVE|MD_CANATTACK); - status->speed = nd->speed; + nstatus->def_ele = ELE_NEUTRAL; + nstatus->ele_lv = 1; + nstatus->race = RC_DEMIHUMAN; + nstatus->size = nd->size; + nstatus->rhw.range = 1 + nstatus->size; + nstatus->mode = (MD_CANMOVE|MD_CANATTACK); + nstatus->speed = nd->speed; } - status->str = nd->stat_point; - status->agi = nd->stat_point; - status->vit = nd->stat_point; - status->int_= nd->stat_point; - status->dex = nd->stat_point; - status->luk = nd->stat_point; + nstatus->str = nd->stat_point; + nstatus->agi = nd->stat_point; + nstatus->vit = nd->stat_point; + nstatus->int_= nd->stat_point; + nstatus->dex = nd->stat_point; + nstatus->luk = nd->stat_point; - status_calc_misc(&nd->bl, status, nd->level); - status_cpy(&nd->status, status); + status->calc_misc(&nd->bl, nstatus, nd->level); + status_cpy(&nd->status, nstatus); return 0; } -static unsigned short status_calc_str(struct block_list *,struct status_change *,int); -static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); -static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); -static unsigned short status_calc_int(struct block_list *,struct status_change *,int); -static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); -static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool); -static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool); -static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool); -static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); -static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); -static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); -#ifdef RENEWAL_ASPD -static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag); -#endif -static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int); -static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64); -static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); -static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); -static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); -static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); -#ifdef RENEWAL -static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int); -#endif //Calculates base regen values. -void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) -{ +void status_calc_regen(struct block_list *bl, struct status_data *st, struct regen_data *regen) { struct map_session_data *sd; - int val, skill, reg_flag; + int val, skill_lv, reg_flag; + nullpo_retv(bl); + nullpo_retv(st); if( !(bl->type&BL_REGEN) || !regen ) return; sd = BL_CAST(BL_PC,bl); - val = 1 + (status->vit/5) + (status->max_hp/200); + val = 1 + (st->vit/5) + (st->max_hp/200); if( sd && sd->hprecov_rate != 100 ) val = val*sd->hprecov_rate/100; @@ -3338,38 +3436,36 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen->hp = cap_value(val, reg_flag, SHRT_MAX); - val = 1 + (status->int_/6) + (status->max_sp/100); - if( status->int_ >= 120 ) - val += ((status->int_-120)>>1) + 4; + val = 1 + (st->int_/6) + (st->max_sp/100); + if( st->int_ >= 120 ) + val += ((st->int_-120)>>1) + 4; if( sd && sd->sprecov_rate != 100 ) val = val*sd->sprecov_rate/100; regen->sp = cap_value(val, reg_flag, SHRT_MAX); - if( sd ) - { + if( sd ) { struct regen_data_sub *sregen; - if( (skill=pc->checkskill(sd,HP_MEDITATIO)) > 0 ) - { - val = regen->sp*(100+3*skill)/100; + if( (skill_lv=pc->checkskill(sd,HP_MEDITATIO)) > 0 ) { + val = regen->sp*(100+3*skill_lv)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } //Only players have skill/sitting skill regen for now. sregen = regen->sregen; val = 0; - if( (skill=pc->checkskill(sd,SM_RECOVERY)) > 0 ) - val += skill*5 + skill*status->max_hp/500; + if( (skill_lv=pc->checkskill(sd,SM_RECOVERY)) > 0 ) + val += skill_lv*5 + skill_lv*st->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; - if( (skill=pc->checkskill(sd,MG_SRECOVERY)) > 0 ) - val += skill*3 + skill*status->max_sp/500; - if( (skill=pc->checkskill(sd,NJ_NINPOU)) > 0 ) - val += skill*3 + skill*status->max_sp/500; - if( (skill=pc->checkskill(sd,WM_LESSON)) > 0 ) - val += 3 + 3 * skill; + if( (skill_lv=pc->checkskill(sd,MG_SRECOVERY)) > 0 ) + val += skill_lv*3 + skill_lv*st->max_sp/500; + if( (skill_lv=pc->checkskill(sd,NJ_NINPOU)) > 0 ) + val += skill_lv*3 + skill_lv*st->max_sp/500; + if( (skill_lv=pc->checkskill(sd,WM_LESSON)) > 0 ) + val += skill_lv*3 + skill_lv*st->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); @@ -3377,46 +3473,45 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct sregen = regen->ssregen; val = 0; - if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) - val += skill*4 + skill*status->max_hp/500; + if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) + val += skill_lv*4 + skill_lv*st->max_hp/500; - if( (skill=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest ) - val += skill*30 + skill*status->max_hp/500; + if( (skill_lv=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest ) + val += skill_lv*30 + skill_lv*st->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; - if( (skill=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) - { - val += skill*3 + skill*status->max_sp/500; - if ((skill=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest - val += (30+10*skill)*val/100; + if( (skill_lv=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) { + val += skill_lv*3 + skill_lv*st->max_sp/500; + if ((skill_lv=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest + val += (30+10*skill_lv)*val/100; } - if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) - val += skill*2 + skill*status->max_sp/500; + if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) + val += skill_lv*2 + skill_lv*st->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); } if( bl->type == BL_HOM ) { struct homun_data *hd = (TBL_HOM*)bl; - if( (skill = homun->checkskill(hd,HAMI_SKIN)) > 0 ) { - val = regen->hp*(100+5*skill)/100; + if( (skill_lv = homun->checkskill(hd,HAMI_SKIN)) > 0 ) { + val = regen->hp*(100+5*skill_lv)/100; regen->hp = cap_value(val, 1, SHRT_MAX); } - if( (skill = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) { - val = regen->sp*(100+3*skill)/100; + if( (skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) { + val = regen->sp*(100+3*skill_lv)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } } else if( bl->type == BL_MER ) { - val = (status->max_hp * status->vit / 10000 + 1) * 6; + val = (st->max_hp * st->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); - val = (status->max_sp * (status->int_ + 10) / 750) + 1; + val = (st->max_sp * (st->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } else if( bl->type == BL_ELEM ) { - val = (status->max_hp * status->vit / 10000 + 1) * 6; + val = (st->max_hp * st->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); - val = (status->max_sp * (status->int_ + 10) / 750) + 1; + val = (st->max_sp * (st->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } } @@ -3451,87 +3546,84 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str if (!sc || !sc->count) return; - if ( - (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) - || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) - || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST] - || sc->data[SC_TRICKDEAD] - || sc->data[SC_BLOODING] - || sc->data[SC_MAGICMUSHROOM] - || sc->data[SC_RAISINGDRAGON] - || sc->data[SC_SATURDAY_NIGHT_FEVER] + if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) + || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) + || sc->data[SC_BERSERK] + || sc->data[SC_TRICKDEAD] + || sc->data[SC_BLOODING] + || sc->data[SC_MAGICMUSHROOM] + || sc->data[SC_RAISINGDRAGON] + || sc->data[SC_SATURDAY_NIGHT_FEVER] ) //No regen regen->flag = 0; - 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 && - (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) - ) - ) //No natural SP regen - regen->flag &=~RGN_SP; + 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 + && (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) + ) + ) { + regen->flag &=~RGN_SP; //No natural SP regen + } - if( - sc->data[SC_TENSIONRELAX] - ) { + if (sc->data[SC_TENSIONRELAX]) { regen->rate.hp += 2; if (regen->sregen) regen->sregen->rate.hp += 3; } - if (sc->data[SC_MAGNIFICAT]) - { + if (sc->data[SC_MAGNIFICAT]) { regen->rate.hp += 1; regen->rate.sp += 1; } - if (sc->data[SC_GDSKILL_REGENERATION]) - { + if (sc->data[SC_GDSKILL_REGENERATION]) { const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION]; - if (!sce->val4) - { + if (!sce->val4) { regen->rate.hp += sce->val2; regen->rate.sp += sce->val3; } else regen->flag&=~sce->val4; //Remove regen as specified by val4 } - if(sc->data[SC_GENTLETOUCH_REVITALIZE]){ + 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; } - 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) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)) - regen->rate.hp *= 2; - + 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) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)) + regen->rate.hp *= 2; + if( sc->data[SC_VITALITYACTIVATION] ) + regen->flag &=~RGN_SP; + if(sc->data[SC_EXTRACT_WHITE_POTION_Z]) + regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1/100; + if(sc->data[SC_VITATA_500]) + regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1/100; } /// Recalculates parts of an object's battle status according to the specified flags. /// @param flag bitfield of values from enum scb_flag -void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) -{ - const struct status_data *b_status = status_get_base_status(bl); - struct status_data *status = status_get_status_data(bl); - struct status_change *sc = status_get_sc(bl); +void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { + const struct status_data *bst = status->get_base_status(bl); + struct status_data *st = status->get_status_data(bl); + struct status_change *sc = status->get_sc(bl); TBL_PC *sd = BL_CAST(BL_PC,bl); int temp; - if (!b_status || !status) + if (!bst || !st) return; if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. - status_cpy(status, b_status); + status_cpy(st, bst); return; } if(flag&SCB_STR) { - status->str = status_calc_str(bl, sc, b_status->str); + st->str = status->calc_str(bl, sc, bst->str); flag|=SCB_BATK; if( bl->type&BL_HOM ) flag |= SCB_WATK; } if(flag&SCB_AGI) { - status->agi = status_calc_agi(bl, sc, b_status->agi); + st->agi = status->calc_agi(bl, sc, bst->agi); flag|=SCB_FLEE #ifdef RENEWAL |SCB_DEF2 @@ -3542,7 +3634,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_VIT) { - status->vit = status_calc_vit(bl, sc, b_status->vit); + st->vit = status->calc_vit(bl, sc, bst->vit); flag|=SCB_DEF2|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXHP; @@ -3551,7 +3643,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_INT) { - status->int_ = status_calc_int(bl, sc, b_status->int_); + st->int_ = status->calc_int(bl, sc, bst->int_); flag|=SCB_MATK|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXSP; @@ -3560,7 +3652,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_DEX) { - status->dex = status_calc_dex(bl, sc, b_status->dex); + st->dex = status->calc_dex(bl, sc, bst->dex); flag|=SCB_BATK|SCB_HIT #ifdef RENEWAL |SCB_MATK|SCB_MDEF2 @@ -3573,7 +3665,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_LUK) { - status->luk = status_calc_luk(bl, sc, b_status->luk); + st->luk = status->calc_luk(bl, sc, bst->luk); flag|=SCB_BATK|SCB_CRI|SCB_FLEE2 #ifdef RENEWAL |SCB_MATK|SCB_HIT|SCB_FLEE @@ -3581,500 +3673,486 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) ; } - if(flag&SCB_BATK && b_status->batk) { - status->batk = status_base_atk(bl,status); - temp = b_status->batk - status_base_atk(bl,b_status); - if (temp) - { - temp += status->batk; - status->batk = cap_value(temp, 0, USHRT_MAX); + if(flag&SCB_BATK && bst->batk) { + st->batk = status->base_atk(bl,st); + temp = bst->batk - status->base_atk(bl,bst); + if (temp) { + temp += st->batk; + st->batk = cap_value(temp, 0, USHRT_MAX); } - status->batk = status_calc_batk(bl, sc, status->batk, true); + st->batk = status->calc_batk(bl, sc, st->batk, true); } - if(flag&SCB_WATK) { - status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true); + if(flag&SCB_WATK) { + st->rhw.atk = status->calc_watk(bl, sc, bst->rhw.atk, true); if (!sd) //Should not affect weapon refine bonus - status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true); + st->rhw.atk2 = status->calc_watk(bl, sc, bst->rhw.atk2, true); - if(b_status->lhw.atk) { + if(bst->lhw.atk) { if (sd) { sd->state.lr_flag = 1; - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); + st->lhw.atk = status->calc_watk(bl, sc, bst->lhw.atk, true); sd->state.lr_flag = 0; } else { - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); - status->lhw.atk2 = status_calc_watk(bl, sc, b_status->lhw.atk2, true); + st->lhw.atk = status->calc_watk(bl, sc, bst->lhw.atk, true); + st->lhw.atk2 = status->calc_watk(bl, sc, bst->lhw.atk2, true); } } - if( bl->type&BL_HOM ) - { - status->rhw.atk += (status->dex - b_status->dex); - status->rhw.atk2 += (status->str - b_status->str); - if( status->rhw.atk2 < status->rhw.atk ) - status->rhw.atk2 = status->rhw.atk; + 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) { - if (status->dex == b_status->dex + if (st->dex == bst->dex #ifdef RENEWAL - && status->luk == b_status->luk + && st->luk == bst->luk #endif ) - status->hit = status_calc_hit(bl, sc, b_status->hit, true); + st->hit = status->calc_hit(bl, sc, bst->hit, true); else - status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex) + st->hit = status->calc_hit(bl, sc, bst->hit + (st->dex - bst->dex) #ifdef RENEWAL - + (status->luk/3 - b_status->luk/3) + + (st->luk/3 - bst->luk/3) #endif - , true); + , true); } if(flag&SCB_FLEE) { - if (status->agi == b_status->agi + if (st->agi == bst->agi #ifdef RENEWAL - && status->luk == b_status->luk + && st->luk == bst->luk #endif ) - status->flee = status_calc_flee(bl, sc, b_status->flee, true); + st->flee = status->calc_flee(bl, sc, bst->flee, true); else - status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi) + st->flee = status->calc_flee(bl, sc, bst->flee +(st->agi - bst->agi) #ifdef RENEWAL - + (status->luk/5 - b_status->luk/5) + + (st->luk/5 - bst->luk/5) #endif , true); } - if(flag&SCB_DEF) - { - status->def = status_calc_def(bl, sc, b_status->def, true); + if(flag&SCB_DEF) { + st->def = status->calc_def(bl, sc, bst->def, true); if( bl->type&BL_HOM ) - status->def += (status->vit/5 - b_status->vit/5); + st->def += (st->vit/5 - bst->vit/5); } if(flag&SCB_DEF2) { - if (status->vit == b_status->vit + if (st->vit == bst->vit #ifdef RENEWAL - && status->agi == b_status->agi + && st->agi == bst->agi #endif ) - status->def2 = status_calc_def2(bl, sc, b_status->def2, true); + st->def2 = status->calc_def2(bl, sc, bst->def2, true); else - status->def2 = status_calc_def2(bl, sc, b_status->def2 + st->def2 = status->calc_def2(bl, sc, bst->def2 #ifdef RENEWAL - + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) ) + + (int)( ((float)st->vit/2 - (float)bst->vit/2) + ((float)st->agi/5 - (float)bst->agi/5) ) #else - + (status->vit - b_status->vit) + + (st->vit - bst->vit) #endif - , true); + , true); } - if(flag&SCB_MDEF) - { - status->mdef = status_calc_mdef(bl, sc, b_status->mdef, true); + if(flag&SCB_MDEF) { + st->mdef = status->calc_mdef(bl, sc, bst->mdef, true); if( bl->type&BL_HOM ) - status->mdef += (status->int_/5 - b_status->int_/5); + st->mdef += (st->int_/5 - bst->int_/5); } if(flag&SCB_MDEF2) { - if (status->int_ == b_status->int_ && status->vit == b_status->vit + if (st->int_ == bst->int_ && st->vit == bst->vit #ifdef RENEWAL - && status->dex == b_status->dex + && st->dex == bst->dex #endif ) - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2, true); + st->mdef2 = status->calc_mdef2(bl, sc, bst->mdef2, true); else - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) + st->mdef2 = status->calc_mdef2(bl, sc, bst->mdef2 +(st->int_ - bst->int_) #ifdef RENEWAL - + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) ) + + (int)( ((float)st->dex/5 - (float)bst->dex/5) + ((float)st->vit/5 - (float)bst->vit/5) ) #else - + ((status->vit - b_status->vit)>>1) + + ((st->vit - bst->vit)>>1) #endif , true); } if(flag&SCB_SPEED) { - struct unit_data *ud = unit_bl2ud(bl); - status->speed = status_calc_speed(bl, sc, b_status->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) + if (ud) ud->state.change_walk_target = ud->state.speed_changed = 1; - if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed ) - status->speed = battle_config.max_walk_speed; + if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && st->speed < battle_config.max_walk_speed ) + st->speed = battle_config.max_walk_speed; if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master) - status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl); - - + st->speed = status->get_speed(&((TBL_HOM*)bl)->master->bl); } - if(flag&SCB_CRI && b_status->cri) { - if (status->luk == b_status->luk) - status->cri = status_calc_critical(bl, sc, b_status->cri, true); + if(flag&SCB_CRI && bst->cri) { + if (st->luk == bst->luk) + st->cri = status->calc_critical(bl, sc, bst->cri, true); else - status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true); + st->cri = status->calc_critical(bl, sc, bst->cri + 3*(st->luk - bst->luk), true); /** - * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 - **/ + * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 + **/ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR ) - status->cri <<= 1; + st->cri <<= 1; } - if(flag&SCB_FLEE2 && b_status->flee2) { - if (status->luk == b_status->luk) - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2, true); + if(flag&SCB_FLEE2 && bst->flee2) { + if (st->luk == bst->luk) + st->flee2 = status->calc_flee2(bl, sc, bst->flee2, true); else - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true); + st->flee2 = status->calc_flee2(bl, sc, bst->flee2 +(st->luk - bst->luk), true); } if(flag&SCB_ATK_ELE) { - status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); + st->rhw.ele = status->calc_attack_element(bl, sc, bst->rhw.ele); if (sd) sd->state.lr_flag = 1; - status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); + st->lhw.ele = status->calc_attack_element(bl, sc, bst->lhw.ele); if (sd) sd->state.lr_flag = 0; } if(flag&SCB_DEF_ELE) { - status->def_ele = status_calc_element(bl, sc, b_status->def_ele); - status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); + st->def_ele = status->calc_element(bl, sc, bst->def_ele); + st->ele_lv = status->calc_element_lv(bl, sc, bst->ele_lv); } - if(flag&SCB_MODE) - { - status->mode = status_calc_mode(bl, sc, b_status->mode); + if(flag&SCB_MODE) { + st->mode = status->calc_mode(bl, sc, bst->mode); //Since mode changed, reset their state. - if (!(status->mode&MD_CANATTACK)) - unit_stop_attack(bl); - if (!(status->mode&MD_CANMOVE)) - unit_stop_walking(bl,1); + if (!(st->mode&MD_CANATTACK)) + unit->stop_attack(bl); + if (!(st->mode&MD_CANMOVE)) + unit->stop_walking(bl,1); } -// No status changes alter these yet. -// if(flag&SCB_SIZE) -// if(flag&SCB_RACE) -// if(flag&SCB_RANGE) + // No status changes alter these yet. + // if(flag&SCB_SIZE) + // if(flag&SCB_RACE) + // if(flag&SCB_RANGE) if(flag&SCB_MAXHP) { - if( bl->type&BL_PC ) - { - status->max_hp = status_base_pc_maxhp(sd,status); - status->max_hp += b_status->max_hp - sd->status.max_hp; + if( bl->type&BL_PC ) { + st->max_hp = status->base_pc_maxhp(sd,st); + st->max_hp += bst->max_hp - sd->status.max_hp; - status->max_hp = status_calc_maxhp(bl, sc, status->max_hp); + st->max_hp = status->calc_maxhp(bl, sc, st->max_hp); - if( status->max_hp > (unsigned int)battle_config.max_hp ) - status->max_hp = (unsigned int)battle_config.max_hp; - } - else - { - status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); + if( st->max_hp > (unsigned int)battle_config.max_hp ) + st->max_hp = (unsigned int)battle_config.max_hp; + } else { + st->max_hp = status->calc_maxhp(bl, sc, bst->max_hp); } - if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued? - { - status->hp = status->max_hp; + if( st->hp > st->max_hp ) { + //FIXME: Should perhaps a status_zap should be issued? + st->hp = st->max_hp; if( sd ) clif->updatestatus(sd,SP_HP); } } if(flag&SCB_MAXSP) { - if( bl->type&BL_PC ) - { - status->max_sp = status_base_pc_maxsp(sd,status); - status->max_sp += b_status->max_sp - sd->status.max_sp; + if( bl->type&BL_PC ) { + st->max_sp = status->base_pc_maxsp(sd,st); + st->max_sp += bst->max_sp - sd->status.max_sp; - status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); + st->max_sp = status->calc_maxsp(&sd->bl, &sd->sc, st->max_sp); - if( status->max_sp > (unsigned int)battle_config.max_sp ) - status->max_sp = (unsigned int)battle_config.max_sp; - } - else - { - status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); + if( st->max_sp > (unsigned int)battle_config.max_sp ) + st->max_sp = (unsigned int)battle_config.max_sp; + } else { + st->max_sp = status->calc_maxsp(bl, sc, bst->max_sp); } - if( status->sp > status->max_sp ) - { - status->sp = status->max_sp; + if( st->sp > st->max_sp ) { + st->sp = st->max_sp; if( sd ) clif->updatestatus(sd,SP_SP); } } - if(flag&SCB_MATK) { - status_get_matk(bl, 0); + if(flag&SCB_MATK) { + status->update_matk(bl); } if(flag&SCB_ASPD) { int amotion; - if( bl->type&BL_PC ) - { - amotion = status_base_amotion_pc(sd,status); + if( bl->type&BL_PC ) { + amotion = status->base_amotion_pc(sd,st); #ifndef RENEWAL_ASPD - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + 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(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10; + 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) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier + 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) + status->aspd_rate2) / 10 + 5) / 10; + * (status->calc_aspd(bl, sc, 2) + st->aspd_rate2) / 10 + 5) / 10; - if(status->aspd_rate != 1000) // absolute percentage modifier - amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 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); - status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); + 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); - status->adelay = 2*status->amotion; - } - else - if( bl->type&BL_HOM ) - { - amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + 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->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + if(st->aspd_rate != 1000) + amotion = amotion*st->aspd_rate/1000; - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion,battle_config.max_aspd,2000); + amotion = status->calc_fix_aspd(bl, sc, amotion); + st->amotion = cap_value(amotion,battle_config.max_aspd,2000); - status->adelay = status->amotion; - } - else // mercenary and mobs - { - amotion = b_status->amotion; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + st->adelay = st->amotion; + } else { // mercenary and mobs + amotion = bst->amotion; + st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + if(st->aspd_rate != 1000) + amotion = amotion*st->aspd_rate/1000; - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); + amotion = status->calc_fix_aspd(bl, sc, amotion); + st->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); - temp = b_status->adelay*status->aspd_rate/1000; - status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); + 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 (b_status->agi == status->agi) - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); + if( bl->type&BL_PC ) { + if (bst->agi == st->agi) + st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion); else { - dmotion = 800-status->agi*4; - status->dmotion = cap_value(dmotion, 400, 800); + dmotion = 800-st->agi*4; + st->dmotion = cap_value(dmotion, 400, 800); if(battle_config.pc_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; - //It's safe to ignore b_status->dmotion since no bonus affects it. - status->dmotion = status_calc_dmotion(bl, sc, status->dmotion); + 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-status->agi*4; - status->dmotion = cap_value(dmotion, 400, 800); - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); - } - else // mercenary and mobs - { - status->dmotion = status_calc_dmotion(bl, sc, b_status->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_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN) - status_calc_regen(bl, status, status_get_regen_data(bl)); + status->calc_regen(bl, st, status->get_regen_data(bl)); if(flag&SCB_REGEN && bl->type&BL_REGEN) - status_calc_regen_rate(bl, status_get_regen_data(bl), sc); + status->calc_regen_rate(bl, status->get_regen_data(bl), sc); } /// Recalculates parts of an object's base status and battle status according to the specified flags. /// Also sends updates to the client wherever applicable. /// @param flag bitfield of values from enum scb_flag /// @param first if true, will cause status_calc_* functions to run their base status initialization code -void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) -{ - struct status_data b_status; // previous battle status - struct status_data* status; // pointer to current battle status +void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_calc_opt opt) { + struct status_data bst; // previous battle status + struct status_data *st; // pointer to current battle status + if( bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0 ) { + if( opt&SCO_FORCE ) + ((TBL_PC*)bl)->state.hold_recalc = 0;/* clear and move on */ + else { + ((TBL_PC*)bl)->state.hold_recalc = 1;/* flag and stop */ + return; + } + } + // remember previous values - status = status_get_status_data(bl); - memcpy(&b_status, status, sizeof(struct status_data)); + st = status->get_status_data(bl); + memcpy(&bst, st, sizeof(struct status_data)); if( flag&SCB_BASE ) {// calculate the object's base status too switch( bl->type ) { - case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break; - case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break; - case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break; - case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break; - case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break; - case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break; - case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break; + case BL_PC: status->calc_pc_(BL_CAST(BL_PC,bl), opt); break; + case BL_MOB: status->calc_mob_(BL_CAST(BL_MOB,bl), opt); break; + case BL_PET: status->calc_pet_(BL_CAST(BL_PET,bl), opt); break; + case BL_HOM: status->calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break; + case BL_MER: status->calc_mercenary_(BL_CAST(BL_MER,bl), opt); break; + case BL_ELEM: status->calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break; + case BL_NPC: status->calc_npc_(BL_CAST(BL_NPC,bl), opt); break; } } if( bl->type == BL_PET ) return; // pets are not affected by statuses - if( first && bl->type == BL_MOB ) + if( opt&SCO_FIRST && bl->type == BL_MOB ) return; // assume there will be no statuses active - status_calc_bl_main(bl, flag); + status->calc_bl_main(bl, flag); - if( first && bl->type == BL_HOM ) + if( opt&SCO_FIRST && bl->type == BL_HOM ) return; // client update handled by caller // compare against new values and send client updates - if( bl->type == BL_PC ) - { + if( bl->type == BL_PC ) { TBL_PC* sd = BL_CAST(BL_PC, bl); - if(b_status.str != status->str) + if(bst.str != st->str) clif->updatestatus(sd,SP_STR); - if(b_status.agi != status->agi) + if(bst.agi != st->agi) clif->updatestatus(sd,SP_AGI); - if(b_status.vit != status->vit) + if(bst.vit != st->vit) clif->updatestatus(sd,SP_VIT); - if(b_status.int_ != status->int_) + if(bst.int_ != st->int_) clif->updatestatus(sd,SP_INT); - if(b_status.dex != status->dex) + if(bst.dex != st->dex) clif->updatestatus(sd,SP_DEX); - if(b_status.luk != status->luk) + if(bst.luk != st->luk) clif->updatestatus(sd,SP_LUK); - if(b_status.hit != status->hit) + if(bst.hit != st->hit) clif->updatestatus(sd,SP_HIT); - if(b_status.flee != status->flee) + if(bst.flee != st->flee) clif->updatestatus(sd,SP_FLEE1); - if(b_status.amotion != status->amotion) + if(bst.amotion != st->amotion) clif->updatestatus(sd,SP_ASPD); - if(b_status.speed != status->speed) + if(bst.speed != st->speed) clif->updatestatus(sd,SP_SPEED); - if(b_status.batk != status->batk + if(bst.batk != st->batk #ifndef RENEWAL - || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk + || bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk #endif - ) + ) clif->updatestatus(sd,SP_ATK1); - if(b_status.def != status->def){ + if(bst.def != st->def) { clif->updatestatus(sd,SP_DEF1); #ifdef RENEWAL clif->updatestatus(sd,SP_DEF2); #endif } - if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2 + if(bst.rhw.atk2 != st->rhw.atk2 || bst.lhw.atk2 != st->lhw.atk2 #ifdef RENEWAL - || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk + || bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk #endif ) clif->updatestatus(sd,SP_ATK2); - if(b_status.def2 != status->def2){ + if(bst.def2 != st->def2){ clif->updatestatus(sd,SP_DEF2); #ifdef RENEWAL clif->updatestatus(sd,SP_DEF1); #endif } - if(b_status.flee2 != status->flee2) + if(bst.flee2 != st->flee2) clif->updatestatus(sd,SP_FLEE2); - if(b_status.cri != status->cri) + if(bst.cri != st->cri) clif->updatestatus(sd,SP_CRITICAL); #ifndef RENEWAL - if(b_status.matk_max != status->matk_max) + if(bst.matk_max != st->matk_max) clif->updatestatus(sd,SP_MATK1); - if(b_status.matk_min != status->matk_min) - clif->updatestatus(sd,SP_MATK2); + if(bst.matk_min != st->matk_min) + clif->updatestatus(sd,SP_MATK2); #else - if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){ + if(bst.matk_max != st->matk_max || bst.matk_min != st->matk_min){ clif->updatestatus(sd,SP_MATK2); clif->updatestatus(sd,SP_MATK1); } #endif - if(b_status.mdef != status->mdef){ + if(bst.mdef != st->mdef) { clif->updatestatus(sd,SP_MDEF1); #ifdef RENEWAL clif->updatestatus(sd,SP_MDEF2); #endif } - if(b_status.mdef2 != status->mdef2){ + if(bst.mdef2 != st->mdef2) { clif->updatestatus(sd,SP_MDEF2); #ifdef RENEWAL clif->updatestatus(sd,SP_MDEF1); #endif } - if(b_status.rhw.range != status->rhw.range) + if(bst.rhw.range != st->rhw.range) clif->updatestatus(sd,SP_ATTACKRANGE); - if(b_status.max_hp != status->max_hp) + if(bst.max_hp != st->max_hp) clif->updatestatus(sd,SP_MAXHP); - if(b_status.max_sp != status->max_sp) + if(bst.max_sp != st->max_sp) clif->updatestatus(sd,SP_MAXSP); - if(b_status.hp != status->hp) + if(bst.hp != st->hp) clif->updatestatus(sd,SP_HP); - if(b_status.sp != status->sp) + if(bst.sp != st->sp) clif->updatestatus(sd,SP_SP); +#ifdef RENEWAL + if(bst.equip_atk != st->equip_atk) + clif->updatestatus(sd,SP_ATK2); +#endif } else if( bl->type == BL_HOM ) { TBL_HOM* hd = BL_CAST(BL_HOM, bl); - if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 ) + if( hd->master && memcmp(&bst, st, sizeof(struct status_data)) != 0 ) clif->hominfo(hd->master,hd,0); } else if( bl->type == BL_MER ) { TBL_MER* md = BL_CAST(BL_MER, bl); - if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 ) + if( bst.rhw.atk != st->rhw.atk || bst.rhw.atk2 != st->rhw.atk2 ) clif->mercenary_updatestatus(md->master, SP_ATK1); - if( b_status.matk_max != status->matk_max ) + if( bst.matk_max != st->matk_max ) clif->mercenary_updatestatus(md->master, SP_MATK1); - if( b_status.hit != status->hit ) + if( bst.hit != st->hit ) clif->mercenary_updatestatus(md->master, SP_HIT); - if( b_status.cri != status->cri ) + if( bst.cri != st->cri ) clif->mercenary_updatestatus(md->master, SP_CRITICAL); - if( b_status.def != status->def ) + if( bst.def != st->def ) clif->mercenary_updatestatus(md->master, SP_DEF1); - if( b_status.mdef != status->mdef ) + if( bst.mdef != st->mdef ) clif->mercenary_updatestatus(md->master, SP_MDEF1); - if( b_status.flee != status->flee ) + if( bst.flee != st->flee ) clif->mercenary_updatestatus(md->master, SP_MERCFLEE); - if( b_status.amotion != status->amotion ) + if( bst.amotion != st->amotion ) clif->mercenary_updatestatus(md->master, SP_ASPD); - if( b_status.max_hp != status->max_hp ) + if( bst.max_hp != st->max_hp ) clif->mercenary_updatestatus(md->master, SP_MAXHP); - if( b_status.max_sp != status->max_sp ) + if( bst.max_sp != st->max_sp ) clif->mercenary_updatestatus(md->master, SP_MAXSP); - if( b_status.hp != status->hp ) + if( bst.hp != st->hp ) clif->mercenary_updatestatus(md->master, SP_HP); - if( b_status.sp != status->sp ) + if( bst.sp != st->sp ) clif->mercenary_updatestatus(md->master, SP_SP); } else if( bl->type == BL_ELEM ) { TBL_ELEM* ed = BL_CAST(BL_ELEM, bl); - if( b_status.max_hp != status->max_hp ) + if( bst.max_hp != st->max_hp ) clif->elemental_updatestatus(ed->master, SP_MAXHP); - if( b_status.max_sp != status->max_sp ) + if( bst.max_sp != st->max_sp ) clif->elemental_updatestatus(ed->master, SP_MAXSP); - if( b_status.hp != status->hp ) + if( bst.hp != st->hp ) clif->elemental_updatestatus(ed->master, SP_HP); - if( b_status.sp != status->sp ) + if( bst.sp != st->sp ) clif->mercenary_updatestatus(ed->master, SP_SP); } } /*========================================== - * Apply shared stat mods from status changes [DracoRPG] - *------------------------------------------*/ -static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) +* Apply shared stat mods from status changes [DracoRPG] +*------------------------------------------*/ +unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) { if(!sc || !sc->count) return cap_value(str,0,USHRT_MAX); @@ -4083,6 +4161,8 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang 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]) @@ -4131,7 +4211,7 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang return (unsigned short)cap_value(str,0,USHRT_MAX); } -static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) +unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) { if(!sc || !sc->count) return cap_value(agi,0,USHRT_MAX); @@ -4189,7 +4269,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang return (unsigned short)cap_value(agi,0,USHRT_MAX); } -static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) +unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) { if(!sc || !sc->count) return cap_value(vit,0,USHRT_MAX); @@ -4237,7 +4317,7 @@ static unsigned short status_calc_vit(struct block_list *bl, struct status_chang return (unsigned short)cap_value(vit,0,USHRT_MAX); } -static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) +unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) { if(!sc || !sc->count) return cap_value(int_,0,USHRT_MAX); @@ -4246,6 +4326,8 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang 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]) @@ -4275,7 +4357,7 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang if(sc->data[SC_MARIONETTE]) int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; if(sc->data[SC_MANDRAGORA]) - int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1; + int_ -= 4 * sc->data[SC_MANDRAGORA]->val1; if(sc->data[SC_COCKTAIL_WARG_BLOOD]) int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1; if(sc->data[SC_INSPIRATION]) @@ -4285,17 +4367,19 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang if(sc->data[SC_KYOUGAKU]) int_ -= sc->data[SC_KYOUGAKU]->val2; - if(sc->data[SC_NOEQUIPHELM]) - int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100; - if(sc->data[SC__STRIPACCESSARY]) - int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100; + if(bl->type != BL_PC){ + if(sc->data[SC_NOEQUIPHELM]) + int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100; + 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); } -static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) +unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) { if(!sc || !sc->count) return cap_value(dex,0,USHRT_MAX); @@ -4347,7 +4431,7 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang if(sc->data[SC_MARSHOFABYSS]) dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100; - if(sc->data[SC__STRIPACCESSARY]) + 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; @@ -4355,7 +4439,7 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang return (unsigned short)cap_value(dex,0,USHRT_MAX); } -static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) +unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) { if(!sc || !sc->count) return cap_value(luk,0,USHRT_MAX); @@ -4395,7 +4479,7 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang if(sc->data[SC_LAUDARAMUS]) luk += 4 + sc->data[SC_LAUDARAMUS]->val1; - if(sc->data[SC__STRIPACCESSARY]) + if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC) luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100; if(sc->data[SC_BANANA_BOMB]) luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100; @@ -4404,38 +4488,38 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang return (unsigned short)cap_value(luk,0,USHRT_MAX); } - -static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) +unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) { if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); - + if( !viewable ){ /* some statuses that are hidden in the status window */ + if(sc->data[SC_PLUSATTACKPOWER]) + batk += sc->data[SC_PLUSATTACKPOWER]->val1; return (unsigned short)cap_value(batk,0,USHRT_MAX); } - +#ifndef RENEWAL if(sc->data[SC_PLUSATTACKPOWER]) batk += sc->data[SC_PLUSATTACKPOWER]->val1; - if(sc->data[SC_BATKFOOD]) - batk += sc->data[SC_BATKFOOD]->val1; - if(sc->data[SC_GS_GATLINGFEVER]) - batk += sc->data[SC_GS_GATLINGFEVER]->val3; if(sc->data[SC_GS_MADNESSCANCEL]) batk += 100; + if(sc->data[SC_GS_GATLINGFEVER]) + batk += sc->data[SC_GS_GATLINGFEVER]->val3; +#endif + if(sc->data[SC_BATKFOOD]) + batk += sc->data[SC_BATKFOOD]->val1; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) batk += 50; if(bl->type == BL_ELEM - && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) - ) + && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) + || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) + ) batk += batk / 5; if(sc->data[SC_FULL_SWING_K]) batk += sc->data[SC_FULL_SWING_K]->val1; - if(sc->data[SC_ODINS_POWER]) - batk += 70; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_element(bl) == ELE_WATER) //water type batk /= 2; @@ -4463,45 +4547,40 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan 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; + //Curse shouldn't effect on this? <- Curse OR Bleeding?? + // if(sc->data[SC_BLOODING]) + // batk -= batk * 25/100; if(sc->data[SC_HLIF_FLEET]) batk += batk * sc->data[SC_HLIF_FLEET]->val3/100; if(sc->data[SC__ENERVATION]) batk -= batk * sc->data[SC__ENERVATION]->val2 / 100; - if(sc->data[SC_RUSH_WINDMILL]) - batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100; if(sc->data[SC_SATURDAY_NIGHT_FEVER]) batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1; - if(sc->data[SC_MELODYOFSINK]) - batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100; - if(sc->data[SC_BEYOND_OF_WARCRY]) - batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; return (unsigned short)cap_value(batk,0,USHRT_MAX); } -static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) +unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) { if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ - if(sc->data[SC_STRIKING]) - watk += sc->data[SC_STRIKING]->val2; + if( sc->data[SC_WATER_BARRIER] ) + watk -= sc->data[SC_WATER_BARRIER]->val3; if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; return (unsigned short)cap_value(watk,0,USHRT_MAX); } - +#ifndef RENEWAL if(sc->data[SC_IMPOSITIO]) watk += sc->data[SC_IMPOSITIO]->val2; - if(sc->data[SC_WATKFOOD]) - watk += sc->data[SC_WATKFOOD]->val1; if(sc->data[SC_DRUMBATTLE]) watk += sc->data[SC_DRUMBATTLE]->val2; +#endif + if(sc->data[SC_WATKFOOD]) + watk += sc->data[SC_WATKFOOD]->val1; if(sc->data[SC_VOLCANO]) watk += sc->data[SC_VOLCANO]->val2; if(sc->data[SC_MER_ATK]) @@ -4518,27 +4597,20 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk += sc->data[SC_TROPIC_OPTION]->val2; if( sc->data[SC_HEATER_OPTION] ) watk += sc->data[SC_HEATER_OPTION]->val2; - if( sc->data[SC_WATER_BARRIER] ) - watk -= sc->data[SC_WATER_BARRIER]->val3; if( sc->data[SC_PYROTECHNIC_OPTION] ) watk += sc->data[SC_PYROTECHNIC_OPTION]->val2; + +#ifndef RENEWAL if(sc->data[SC_NIBELUNGEN]) { if (bl->type != BL_PC) watk += sc->data[SC_NIBELUNGEN]->val2; else { - #ifndef RENEWAL TBL_PC *sd = (TBL_PC*)bl; int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - #endif watk += sc->data[SC_NIBELUNGEN]->val2; } } -#ifndef RENEWAL - if(sc->data[SC_STRIKING]) - watk += sc->data[SC_STRIKING]->val2; - if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) - watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; if(sc->data[SC_LKCONCENTRATION]) watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100; #endif @@ -4548,106 +4620,111 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk += watk * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_SKE]) watk += watk * 3; - if(sc->data[SC__ENERVATION]) - watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if(sc->data[SC_HLIF_FLEET]) watk += watk * sc->data[SC_HLIF_FLEET]->val3/100; if(sc->data[SC_CURSE]) watk -= watk * 25/100; - if(sc->data[SC_NOEQUIPWEAPON]) + if(sc->data[SC_NOEQUIPWEAPON] && bl->type != BL_PC) watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; + if(sc->data[SC_RUSH_WINDMILL]) + watk += sc->data[SC_RUSH_WINDMILL]->val2; + if (sc->data[SC_ODINS_POWER]) + watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; + if(sc->data[SC_STRIKING]) + watk += sc->data[SC_STRIKING]->val2; if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) - ) + || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) + ) watk += watk / 10; if( sc && sc->data[SC_TIDAL_WEAPON] ) watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100; if(sc->data[SC_ANGRIFFS_MODUS]) watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100; + if( sc->data[SC_FLASHCOMBO] ) + watk += sc->data[SC_FLASHCOMBO]->val2; return (unsigned short)cap_value(watk,0,USHRT_MAX); } +unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) { #ifdef RENEWAL -static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) -{ - if (!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); - if (sc->data[SC_PLUSMAGICPOWER]) - matk += sc->data[SC_PLUSMAGICPOWER]->val1; - if (sc->data[SC_MATKFOOD]) - matk += sc->data[SC_MATKFOOD]->val1; + if (!sc || !sc->count) + return cap_value(matk,0,USHRT_MAX); + if (sc->data[SC_PLUSMAGICPOWER]) + matk += sc->data[SC_PLUSMAGICPOWER]->val1; + if (sc->data[SC_MATKFOOD]) + matk += sc->data[SC_MATKFOOD]->val1; if(sc->data[SC_MANA_PLUS]) matk += sc->data[SC_MANA_PLUS]->val1; if(sc->data[SC_AQUAPLAY_OPTION]) matk += sc->data[SC_AQUAPLAY_OPTION]->val2; if(sc->data[SC_CHILLY_AIR_OPTION]) matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; - if(sc->data[SC_WATER_BARRIER]) - matk -= sc->data[SC_WATER_BARRIER]->val3; + if(sc->data[SC_COOLER_OPTION]) + matk += sc->data[SC_COOLER_OPTION]->val2; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) matk += 50; if(sc->data[SC_ODINS_POWER]) matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 if(sc->data[SC_IZAYOI]) matk += 25 * sc->data[SC_IZAYOI]->val1; - return (unsigned short)cap_value(matk,0,USHRT_MAX); -} + return (unsigned short)cap_value(matk,0,USHRT_MAX); +#else + return 0; #endif -static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) +} +unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) { if(!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ + if (sc->data[SC_MINDBREAKER]) + matk += matk * sc->data[SC_MINDBREAKER]->val2/100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } #ifndef RENEWAL // take note fixed value first before % modifiers - if (sc->data[SC_PLUSMAGICPOWER]) - matk += sc->data[SC_PLUSMAGICPOWER]->val1; - if (sc->data[SC_MATKFOOD]) - matk += sc->data[SC_MATKFOOD]->val1; - if (sc->data[SC_MANA_PLUS]) - matk += sc->data[SC_MANA_PLUS]->val1; - if (sc->data[SC_AQUAPLAY_OPTION]) - matk += sc->data[SC_AQUAPLAY_OPTION]->val2; - if (sc->data[SC_CHILLY_AIR_OPTION]) - matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; - if (sc->data[SC_WATER_BARRIER]) - matk -= sc->data[SC_WATER_BARRIER]->val3; - if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) - matk += 50; - if (sc->data[SC_ODINS_POWER]) - matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 - if (sc->data[SC_IZAYOI]) - matk += 25 * sc->data[SC_IZAYOI]->val1; + if (sc->data[SC_PLUSMAGICPOWER]) + matk += sc->data[SC_PLUSMAGICPOWER]->val1; + if (sc->data[SC_MATKFOOD]) + matk += sc->data[SC_MATKFOOD]->val1; + if (sc->data[SC_MANA_PLUS]) + matk += sc->data[SC_MANA_PLUS]->val1; + if (sc->data[SC_AQUAPLAY_OPTION]) + matk += sc->data[SC_AQUAPLAY_OPTION]->val2; + if (sc->data[SC_CHILLY_AIR_OPTION]) + matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; + if(sc->data[SC_COOLER_OPTION]) + matk += sc->data[SC_COOLER_OPTION]->val2; + if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) + matk += 50; + if (sc->data[SC_ODINS_POWER]) + matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 + if (sc->data[SC_IZAYOI]) + matk += 25 * sc->data[SC_IZAYOI]->val1; #endif if( sc->data[SC_ZANGETSU] ) matk += sc->data[SC_ZANGETSU]->val3; - if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) - matk += matk * sc->data[SC_MAGICPOWER]->val3/100; - if (sc->data[SC_MINDBREAKER]) - matk += matk * sc->data[SC_MINDBREAKER]->val2/100; - if (sc->data[SC_INCMATKRATE]) - matk += matk * sc->data[SC_INCMATKRATE]->val1/100; - if (sc->data[SC_MOONLIT_SERENADE]) - matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100; - if (sc->data[SC_MELODYOFSINK]) - matk += matk * sc->data[SC_MELODYOFSINK]->val3/100; - if (sc->data[SC_BEYOND_OF_WARCRY]) - matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; + if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) + matk += matk * sc->data[SC_MAGICPOWER]->val3/100; + if (sc->data[SC_INCMATKRATE]) + matk += matk * sc->data[SC_INCMATKRATE]->val1/100; + if (sc->data[SC_MOONLIT_SERENADE]) + matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100; + if (sc->data[SC_MTF_MATK]) + matk += matk * 25 / 100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } -static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { +signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { if(!sc || !sc->count) return cap_value(critical,10,SHRT_MAX); @@ -4675,14 +4752,16 @@ static signed short status_calc_critical(struct block_list *bl, struct status_ch #endif if(sc->data[SC__INVISIBILITY]) - critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100; + critical += sc->data[SC__INVISIBILITY]->val3; if(sc->data[SC__UNLUCKY]) critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100; + if(sc->data[SC_BEYOND_OF_WARCRY]) + critical += 10 * sc->data[SC_BEYOND_OF_WARCRY]->val3; return (short)cap_value(critical,10,SHRT_MAX); } -static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable) +signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable) { if(!sc || !sc->count) @@ -4690,6 +4769,8 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change if( !viewable ){ /* some statuses that are hidden in the status window */ + if(sc->data[SC_MTF_ASPD]) + hit += 5; return (short)cap_value(hit,1,SHRT_MAX); } @@ -4704,7 +4785,7 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change if(sc->data[SC_LKCONCENTRATION]) hit += sc->data[SC_LKCONCENTRATION]->val3; if(sc->data[SC_INSPIRATION]) - hit += 5 * sc->data[SC_INSPIRATION]->val1; + hit += 5 * sc->data[SC_INSPIRATION]->val1 + 25; if(sc->data[SC_GS_ADJUSTMENT]) hit -= 30; if(sc->data[SC_GS_ACCURACY]) @@ -4722,17 +4803,17 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change hit -= hit * 20 / 100; if (sc->data[SC_VOLCANIC_ASH]) 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); } -static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) -{ - if( bl->type == BL_PC ) - { - if( map_flag_gvg(bl->m) ) +signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) { + if( bl->type == BL_PC ) { + if( map_flag_gvg2(bl->m) ) flee -= flee * battle_config.gvg_flee_penalty/100; - else if( map[bl->m].flag.battleground ) + else if( map->list[bl->m].flag.battleground ) flee -= flee * battle_config.bg_flee_penalty/100; } @@ -4760,8 +4841,6 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change flee += 10; if (sc->data[SC_ANGRIFFS_MODUS]) flee -= sc->data[SC_ANGRIFFS_MODUS]->val3; - if (sc->data[SC_OVERED_BOOST]) - flee = max(flee,sc->data[SC_OVERED_BOOST]->val2); if(sc->data[SC_GS_ADJUSTMENT]) flee += 30; if(sc->data[SC_HLIF_SPEED]) @@ -4785,35 +4864,38 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change flee += flee * sc->data[SC_INCFLEERATE]->val1/100; if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) flee -= flee * 50/100; - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) + if (sc->data[SC_BERSERK]) flee -= flee * 50/100; if(sc->data[SC_BLIND]) flee -= flee * 25/100; if(sc->data[SC_FEAR]) flee -= flee * 20 / 100; if(sc->data[SC_PARALYSE]) - flee -= flee * 10 / 100; // 10% Flee reduction + flee -= flee / 10; // 10% Flee reduction if(sc->data[SC_INFRAREDSCAN]) flee -= flee * 30 / 100; if( sc->data[SC__LAZINESS] ) flee -= flee * sc->data[SC__LAZINESS]->val3 / 100; if( sc->data[SC_GLOOMYDAY] ) - flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100; + 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_WIND_STEP_OPTION] ) flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100; if( sc->data[SC_ZEPHYR] ) - flee += flee * sc->data[SC_ZEPHYR]->val2 / 100; + flee += sc->data[SC_ZEPHYR]->val2; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob 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; return (short)cap_value(flee,1,SHRT_MAX); } -static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) +signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) { if(!sc || !sc->count) return cap_value(flee2,10,SHRT_MAX); @@ -4841,12 +4923,20 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def /* some statuses that are hidden in the status window */ if( sc && sc->data[SC_CAMOUFLAGE] ) def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; + if( sc->data[SC_OVERED_BOOST] && bl->type == BL_PC ) + 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]) + return sc->data[SC_DEFSET]->val1; return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); } - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) + if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return sc->data[SC_SKA]->val3; @@ -4858,27 +4948,32 @@ 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]) + def += sc->data[SC_DRUMBATTLE]->val3; if(sc->data[SC_STONESKIN]) def += sc->data[SC_STONESKIN]->val2; - if(sc->data[SC_DRUMBATTLE]) - def += sc->data[SC_DRUMBATTLE]->val3; if(sc->data[SC_HAMI_DEFENCE]) //[orn] - def += sc->data[SC_HAMI_DEFENCE]->val2 ; - if(sc->data[SC_INCDEFRATE]) - def += def * sc->data[SC_INCDEFRATE]->val1/100; + def += sc->data[SC_HAMI_DEFENCE]->val2; + if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) def += 50; if(sc->data[SC_ODINS_POWER]) def -= 20; - if( sc->data[SC_ANGRIFFS_MODUS] ) - def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1; - if(sc->data[SC_STONEHARDSKIN]) - def += sc->data[SC_STONEHARDSKIN]->val1; + +#ifndef RENEWAL if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) def >>=1; if(sc->data[SC_FREEZE]) def >>=1; + if(sc->data[SC_INCDEFRATE]) + def += def * sc->data[SC_INCDEFRATE]->val1/100; +#endif + if( sc->data[SC_ANGRIFFS_MODUS] ) + def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1; if(sc->data[SC_CRUCIS]) def -= def * sc->data[SC_CRUCIS]->val2/100; if(sc->data[SC_LKCONCENTRATION]) @@ -4893,24 +4988,29 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def def -= def * (sc->data[SC_FLING]->val2)/100; if( sc->data[SC_ANALYZE] ) def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - if( sc->data[SC_FORCEOFVANGUARD] ) - def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_SATURDAY_NIGHT_FEVER]) def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100; if(sc->data[SC_EARTHDRIVE]) def -= def * 25 / 100; if( sc->data[SC_ROCK_CRUSHER] ) def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100; + if( sc->data[SC_FROSTMISTY] ) + def -= def * 10 / 100; + if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM ) + def -= def * 50 / 100; + if( sc->data[SC_POWER_OF_GAIA] ) def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100; + if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 ) + def += sc->data[SC_SHIELDSPELL_REF]->val2; if( sc->data[SC_PRESTIGE] ) def += def * sc->data[SC_PRESTIGE]->val1 / 100; - if( sc->data[SC_FROSTMISTY] ) - def -= def * 10 / 100; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_race(bl)==RC_PLANT) def /= 2; } + if(sc->data[SC_UNLIMIT]) + return 1; return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); } @@ -4929,9 +5029,11 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i #ifdef RENEWAL if( sc && sc->data[SC_ASSUMPTIO] ) def2 <<= 1; -#endif +#endif if( sc && sc->data[SC_CAMOUFLAGE] ) def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; + if(sc->data[SC_DEFSET]) + return sc->data[SC_DEFSET]->val1; #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else @@ -4939,17 +5041,14 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i #endif } - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) + if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_ETERNALCHAOS]) return 0; if(sc->data[SC_SUN_COMFORT]) def2 += sc->data[SC_SUN_COMFORT]->val2; - if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 ) - def2 += sc->data[SC_SHIELDSPELL_REF]->val2; if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 ) 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 def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100; @@ -4968,20 +5067,21 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_JOINTBEAT]) def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100 - + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; + + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; if(sc->data[SC_FLING]) def2 -= def2 * (sc->data[SC_FLING]->val3)/100; if(sc->data[SC_ANALYZE]) def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if( sc->data[SC_ECHOSONG] ) - def2 += def2 * sc->data[SC_ECHOSONG]->val2/100; + def2 += def2 * sc->data[SC_ECHOSONG]->val3/100; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_race(bl)==RC_PLANT) def2 /= 2; } if (sc->data[SC_NEEDLE_OF_PARALYZE]) def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100; - + if (sc->data[SC_UNLIMIT]) + return 1; #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else @@ -4997,10 +5097,14 @@ defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int md if( !viewable ){ /* some statuses that are hidden in the status window */ + if(sc->data[SC_NEUTRALBARRIER] ) + mdef += mdef * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100; + if(sc->data[SC_MDEFSET]) + return sc->data[SC_MDEFSET]->val1; return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); } - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) + if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_BARRIER]) return 100; @@ -5018,8 +5122,6 @@ defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int md mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1; if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] mdef += sc->data[SC_STONEHARDSKIN]->val1; - if(sc->data[SC_WATER_BARRIER]) - mdef += sc->data[SC_WATER_BARRIER]->val2; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) mdef += 25*mdef/100; if(sc->data[SC_FREEZE]) @@ -5031,9 +5133,11 @@ defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int md if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4) mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100; if (sc->data[SC_ODINS_POWER]) - mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; + mdef -= 20; if(sc->data[SC_BURNING]) mdef -= mdef *25 / 100; + if (sc->data[SC_UNLIMIT]) + return 1; return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); } @@ -5049,6 +5153,10 @@ signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, if( !viewable ){ /* some statuses that are hidden in the status window */ + if(sc->data[SC_MDEFSET]) + return sc->data[SC_MDEFSET]->val1; + if(sc->data[SC_MINDBREAKER]) + mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; #ifdef RENEWAL if(sc && sc->data[SC_ASSUMPTIO]) mdef2 <<= 1; @@ -5058,15 +5166,14 @@ signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, #endif } - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) + if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return 90; - if(sc->data[SC_MINDBREAKER]) - mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; if(sc->data[SC_ANALYZE]) mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - + if (sc->data[SC_UNLIMIT]) + return 1; #ifdef RENEWAL return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else @@ -5074,21 +5181,18 @@ signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, #endif } -static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) +unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) { TBL_PC* sd = BL_CAST(BL_PC, bl); int speed_rate; - if( sc == NULL ) - return cap_value(speed,10,USHRT_MAX); - - if (sd && sd->state.permanent_speed) - return (short)cap_value(speed,10,USHRT_MAX); + if( sc == NULL || ( sd && sd->state.permanent_speed ) ) + return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED); if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) { if( sd->ud.skill_id == LG_EXEEDBREAK ) - speed_rate = 100 + 60 - (sd->ud.skill_lv * 10); + speed_rate = 160 - 10 * sd->ud.skill_lv; else speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST); } @@ -5124,68 +5228,70 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 ) val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE); else - if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) - val = sc->data[SC_CHASEWALK]->val3; - else - { - // Longing for Freedom cancels song/dance penalty - if( sc->data[SC_LONGING] ) - val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); + if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) + val = sc->data[SC_CHASEWALK]->val3; else - if( sd && sc->data[SC_DANCING] ) - val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); - - if( sc->data[SC_DEC_AGI] ) - val = max( val, 25 ); - if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) ) - val = max( val, 50 ); - if( sc->data[SC_DONTFORGETME] ) - val = max( val, sc->data[SC_DONTFORGETME]->val3 ); - if( sc->data[SC_CURSE] ) - val = max( val, 300 ); - if( sc->data[SC_CHASEWALK] ) - val = max( val, sc->data[SC_CHASEWALK]->val3 ); - if( sc->data[SC_WEDDING] ) - val = max( val, 100 ); - if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) - val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); - if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) - val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); - if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) - val = max( val, 75 ); - if( sc->data[SC_SLOWDOWN] ) // Slow Potion - val = max( val, 100 ); - if( sc->data[SC_GS_GATLINGFEVER] ) - val = max( val, 100 ); - if( sc->data[SC_NJ_SUITON] ) - val = max( val, sc->data[SC_NJ_SUITON]->val3 ); - if( sc->data[SC_SWOO] ) - val = max( val, 300 ); - if( sc->data[SC_FROSTMISTY] ) - val = max( val, 50 ); - if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) - val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) ); - if( sc->data[SC__GROOMY] ) - val = max( val, sc->data[SC__GROOMY]->val2); - if( sc->data[SC_STEALTHFIELD_MASTER] ) - val = max( val, 30 ); - if( sc->data[SC_BANDING_DEFENCE] ) - val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed. - if( sc->data[SC_ROCK_CRUSHER_ATK] ) - val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); - if( sc->data[SC_POWER_OF_GAIA] ) - val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); - if( sc->data[SC_MELON_BOMB] ) - val = max( val, sc->data[SC_MELON_BOMB]->val1 ); - - if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end. - val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); - - if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup - val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); - } + { + // Longing for Freedom cancels song/dance penalty + if( sc->data[SC_LONGING] ) + val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); + else + if( sd && sc->data[SC_DANCING] ) + val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); + + if( sc->data[SC_DEC_AGI] ) + val = max( val, 25 ); + if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) + val = max( val, 50 ); + if( sc->data[SC_DONTFORGETME] ) + val = max( val, sc->data[SC_DONTFORGETME]->val3 ); + if( sc->data[SC_CURSE] ) + val = max( val, 300 ); + if( sc->data[SC_CHASEWALK] ) + val = max( val, sc->data[SC_CHASEWALK]->val3 ); + if( sc->data[SC_WEDDING] ) + val = max( val, 100 ); + if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) + val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); + if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) + val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); + if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) + val = max( val, 75 ); + if( sc->data[SC_SLOWDOWN] ) // Slow Potion + val = max( val, 100 ); + if( sc->data[SC_GS_GATLINGFEVER] ) + val = max( val, 100 ); + if( sc->data[SC_NJ_SUITON] ) + val = max( val, sc->data[SC_NJ_SUITON]->val3 ); + if( sc->data[SC_SWOO] ) + val = max( val, 300 ); + if( sc->data[SC_FROSTMISTY] ) + val = max( val, 50 ); + if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) + val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) ); + 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) + if( sc->data[SC_STEALTHFIELD_MASTER] ) + val = max( val, 30 ); + if( sc->data[SC_BANDING_DEFENCE] ) + val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed. + if( sc->data[SC_ROCK_CRUSHER_ATK] ) + val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); + if( sc->data[SC_POWER_OF_GAIA] ) + val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); + if( sc->data[SC_MELON_BOMB] ) + val = max( val, sc->data[SC_MELON_BOMB]->val1 ); + + if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end. + val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); + + if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup + val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); + } - speed_rate += val; + speed_rate += val; } //GetMoveHasteValue1() @@ -5204,7 +5310,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha val = max( val, 1 * pc->checkskill(sd,TF_MISS) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 ) val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 ); - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) + if (sc->data[SC_BERSERK]) val = max( val, 25 ); if( sc->data[SC_RUN] ) val = max( val, 55 ); @@ -5219,7 +5325,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha if( sc->data[SC_GN_CARTBOOST] ) val = max( val, sc->data[SC_GN_CARTBOOST]->val2 ); if( sc->data[SC_SWING] ) - val = max( val, sc->data[SC_SWING]->val2 ); + val = max( val, sc->data[SC_SWING]->val3 ); if( sc->data[SC_WIND_STEP_OPTION] ) val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 ); if( sc->data[SC_FULL_THROTTLE] ) @@ -5256,14 +5362,13 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha } - return (short)cap_value(speed,10,USHRT_MAX); + return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED); } -#ifdef RENEWAL_ASPD // flag&1 - fixed value [malufett] // flag&2 - percentage value -static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) -{ +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; if(!sc || !sc->count) @@ -5297,7 +5402,7 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s skills1 = 5; } - if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15) + if((sc->data[SC_BERSERK]) && skills1 < 15) skills1 = 15; else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20) skills1 = 20; @@ -5329,20 +5434,22 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s if( sc->data[SC_PARALYSE] ) skills2 -= 10; if( sc->data[SC__BODYPAINT] ) - skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1; + 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 -= sc->data[SC_GLOOMYDAY]->val3; + 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]->val2; + 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] ) @@ -5361,7 +5468,7 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s if (bl->type!=BL_PC) skills2 += sc->data[SC_ASSNCROS]->val2; else - switch(((TBL_PC*)bl)->status.weapon) + switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: @@ -5375,30 +5482,31 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s } } return ( flag&1? (skills1 + pots) : skills2 ); -} +#else + return 0; #endif +} -static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) { - if (!sc || !sc->count) - return cap_value(aspd, 0, 2000); - - if (!sc->data[SC_QUAGMIRE]) { - if (sc->data[SC_OVERED_BOOST]) - aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10; - } +short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) { + if (!sc || !sc->count) + return cap_value(aspd, 0, 2000); if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] - || sc->data[SC_WILD_STORM_OPTION])) + || sc->data[SC_WILD_STORM_OPTION])) aspd -= 50; // +5 ASPD if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40; + if( sc && sc->data[SC_MTF_ASPD] ) + aspd -= 10; - return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway + if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means + aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3 * 10; + return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway } /// Calculates an object's ASPD modifier (alters the base amotion value). /// Note that the scale of aspd_rate is 1000 = 100%. -static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) +short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) { int i; @@ -5448,7 +5556,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if (bl->type!=BL_PC) max = sc->data[SC_ASSNCROS]->val2; else - switch(((TBL_PC*)bl)->status.weapon) + switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: @@ -5463,7 +5571,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * } aspd_rate -= max; - if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) + if(sc->data[SC_BERSERK]) aspd_rate -= 300; else if(sc->data[SC_GS_MADNESSCANCEL]) aspd_rate -= 200; @@ -5504,17 +5612,17 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if( sc->data[SC_PARALYSE] ) aspd_rate += 100; if( sc->data[SC__BODYPAINT] ) - aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1; + aspd_rate += 10 * 5 * sc->data[SC__BODYPAINT]->val1; if( sc->data[SC__INVISIBILITY] ) aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ; if( sc->data[SC__GROOMY] ) aspd_rate += sc->data[SC__GROOMY]->val2 * 10; if( sc->data[SC_SWING] ) - aspd_rate -= sc->data[SC_SWING]->val2 * 10; + aspd_rate -= sc->data[SC_SWING]->val3 * 10; if( sc->data[SC_DANCE_WITH_WUG] ) aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10; if( sc->data[SC_GLOOMYDAY] ) - aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10; + aspd_rate += ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 ); if( sc->data[SC_EARTHDRIVE] ) aspd_rate += 250; if( sc->data[SC_GENTLETOUCH_CHANGE] ) @@ -5535,14 +5643,15 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * return (short)cap_value(aspd_rate,0,SHRT_MAX); } -static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) -{ - if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground ) +unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) { + // It has been confirmed on official servers that MvP mobs have no dmotion even without endure + if( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) + return 0; + + if( !sc || !sc->count || map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground ) return cap_value(dmotion,0,USHRT_MAX); - /** - * It has been confirmed on official servers that MvP mobs have no dmotion even without endure - **/ - if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) ) + + if( sc->data[SC_ENDURE] ) return 0; if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) return 0; @@ -5550,7 +5659,7 @@ static unsigned short status_calc_dmotion(struct block_list *bl, struct status_c return (unsigned short)cap_value(dmotion,0,USHRT_MAX); } -static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp) +unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp) { if(!sc || !sc->count) return (unsigned int)cap_value(maxhp,1,UINT_MAX); @@ -5563,7 +5672,7 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; if(sc->data[SC_DELUGE]) maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) + if(sc->data[SC_BERSERK]) maxhp += maxhp * 2; if(sc->data[SC_MARIONETTE_MASTER]) maxhp -= 1000; @@ -5584,11 +5693,13 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang if(sc->data[SC__WEAKNESS]) maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100; if(sc->data[SC_LERADS_DEW]) - maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100; + maxhp += sc->data[SC_LERADS_DEW]->val3; + if(sc->data[SC_BEYOND_OF_WARCRY]) + maxhp -= maxhp * sc->data[SC_BEYOND_OF_WARCRY]->val4 / 100; if(sc->data[SC_FORCEOFVANGUARD]) maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; - if(sc->data[SC_INSPIRATION]) //Custom value. - maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100; + if(sc->data[SC_INSPIRATION]) + maxhp += maxhp * 5 * sc->data[SC_INSPIRATION]->val1 / 100 + 600 * sc->data[SC_INSPIRATION]->val1; if(sc->data[SC_RAISINGDRAGON]) maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] % @@ -5601,6 +5712,10 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100; if(sc->data[SC_PETROLOGY_OPTION]) maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100; + if(sc->data[SC_CURSED_SOIL_OPTION]) + maxhp += maxhp * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; + if(sc->data[SC_UPHEAVAL_OPTION]) + maxhp += maxhp * sc->data[SC_UPHEAVAL_OPTION]->val3 / 100; if (sc->data[SC_ANGRIFFS_MODUS]) maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100; if (sc->data[SC_GOLDENE_FERSE]) @@ -5611,7 +5726,7 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang return (unsigned int)cap_value(maxhp,1,UINT_MAX); } -static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) +unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) { if(!sc || !sc->count) return cap_value(maxsp,1,UINT_MAX); @@ -5634,7 +5749,7 @@ static unsigned int status_calc_maxsp(struct block_list *bl, struct status_chang return cap_value(maxsp,1,UINT_MAX); } -static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) +unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return element; @@ -5655,7 +5770,7 @@ static unsigned char status_calc_element(struct block_list *bl, struct status_ch return (unsigned char)cap_value(element,0,UCHAR_MAX); } -static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) +unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) { if(!sc || !sc->count) return lv; @@ -5686,16 +5801,16 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch if(sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val2; if(sc->data[SC_PROPERTYWATER] - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) return ELE_WATER; if(sc->data[SC_PROPERTYGROUND] - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) return ELE_EARTH; if(sc->data[SC_PROPERTYFIRE] - || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) return ELE_FIRE; if(sc->data[SC_PROPERTYWIND] - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) return ELE_WIND; if(sc->data[SC_ENCHANTPOISON]) return ELE_POISON; @@ -5707,12 +5822,12 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch return ELE_GHOST; if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) return ELE_WATER; - if(sc->data[SC_PYROCLASTIC]) - return ELE_FIRE; + if(sc->data[SC_PYROCLASTIC]) + return ELE_FIRE; return (unsigned char)cap_value(element,0,UCHAR_MAX); } -static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) +unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) { if(!sc || !sc->count) return mode; @@ -5730,21 +5845,21 @@ static unsigned short status_calc_mode(struct block_list *bl, struct status_chan const char* status_get_name(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; - case BL_MOB: return ((TBL_MOB*)bl)->name; - case BL_PET: return ((TBL_PET*)bl)->pet.name; - case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; - case BL_NPC: return ((TBL_NPC*)bl)->name; + case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; + case BL_MOB: return ((TBL_MOB*)bl)->name; + case BL_PET: return ((TBL_PET*)bl)->pet.name; + case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; + case BL_NPC: return ((TBL_NPC*)bl)->name; } return "Unknown"; } /*========================================== - * Get the class of the current bl - * return - * 0 = fail - * class_id = success - *------------------------------------------*/ +* Get the class of the current bl +* return +* 0 = fail +* class_id = success +*------------------------------------------*/ int status_get_class(struct block_list *bl) { nullpo_ret(bl); switch( bl->type ) { @@ -5759,11 +5874,11 @@ int status_get_class(struct block_list *bl) { return 0; } /*========================================== - * Get the base level of the current bl - * return - * 1 = fail - * level = success - *------------------------------------------*/ +* Get the base level of the current bl +* return +* 1 = fail +* level = success +*------------------------------------------*/ int status_get_lv(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { @@ -5793,7 +5908,7 @@ struct regen_data *status_get_regen_data(struct block_list *bl) struct status_data *status_get_status_data(struct block_list *bl) { - nullpo_retr(&dummy_status, bl); + nullpo_retr(&status->dummy, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->battle_status; @@ -5802,9 +5917,9 @@ struct status_data *status_get_status_data(struct block_list *bl) case BL_HOM: return &((TBL_HOM*)bl)->battle_status; case BL_MER: return &((TBL_MER*)bl)->battle_status; case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status; - case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status); + case BL_NPC: return ((mob->db_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &status->dummy); default: - return &dummy_status; + return &status->dummy; } } @@ -5818,62 +5933,61 @@ struct status_data *status_get_base_status(struct block_list *bl) case BL_HOM: return &((TBL_HOM*)bl)->base_status; case BL_MER: return &((TBL_MER*)bl)->base_status; case BL_ELEM: return &((TBL_ELEM*)bl)->base_status; - case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); + case BL_NPC: return ((mob->db_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); default: return NULL; } } defType status_get_def(struct block_list *bl) { struct unit_data *ud; - struct status_data *status = status_get_status_data(bl); - int def = status?status->def:0; - ud = unit_bl2ud(bl); + struct status_data *st = status->get_status_data(bl); + int def = st ? st->def : 0; + ud = unit->bl2ud(bl); if (ud && ud->skilltimer != INVALID_TIMER) def -= def * skill->get_castdef(ud->skill_id)/100; return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } -unsigned short status_get_speed(struct block_list *bl) -{ - if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] - return ((struct npc_data *)bl)->speed; - return status_get_status_data(bl)->speed; +unsigned short status_get_speed(struct block_list *bl) { + if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] + return ((struct npc_data *)bl)->speed; + return status->get_status_data(bl)->speed; } int status_get_party_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->status.party_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->status.party_id; - break; - case BL_MOB: { - struct mob_data *md=(TBL_MOB*)bl; - if( md->master_id > 0 ) { - struct map_session_data *msd; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->status.party_id; - return -md->master_id; - } - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.party_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->status.party_id; - break; - case BL_SKILL: - return ((TBL_SKILL*)bl)->group->party_id; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->status.party_id; - break; + case BL_PC: + return ((TBL_PC*)bl)->status.party_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->status.party_id; + break; + case BL_MOB: { + struct mob_data *md=(TBL_MOB*)bl; + if( md->master_id > 0 ) { + struct map_session_data *msd; + if (md->special_state.ai && (msd = map->id2sd(md->master_id)) != NULL) + return msd->status.party_id; + return -md->master_id; + } + } + break; + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->status.party_id; + break; + case BL_MER: + if (((TBL_MER*)bl)->master) + return ((TBL_MER*)bl)->master->status.party_id; + break; + case BL_SKILL: + return ((TBL_SKILL*)bl)->group->party_id; + case BL_ELEM: + if (((TBL_ELEM*)bl)->master) + return ((TBL_ELEM*)bl)->master->status.party_id; + break; } return 0; } @@ -5881,39 +5995,42 @@ int status_get_party_id(struct block_list *bl) { int status_get_guild_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->status.guild_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->status.guild_id; - break; - case BL_MOB: { - struct map_session_data *msd; - struct mob_data *md = (struct mob_data *)bl; - if (md->guardian_data) //Guardian's guild [Skotlex] - return md->guardian_data->guild_id; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->status.guild_id; //Alchemist's mobs [Skotlex] - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.guild_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->status.guild_id; - break; - case BL_NPC: - if (((TBL_NPC*)bl)->subtype == SCRIPT) - return ((TBL_NPC*)bl)->u.scr.guild_id; - break; - case BL_SKILL: - return ((TBL_SKILL*)bl)->group->guild_id; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->status.guild_id; - break; + case BL_PC: + return ((TBL_PC*)bl)->status.guild_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->status.guild_id; + break; + case BL_MOB: + { + struct map_session_data *msd; + struct mob_data *md = (struct mob_data *)bl; + if( md->guardian_data ) { //Guardian's guild [Skotlex] + // Guardian guild data may not been available yet, castle data is always set + return (md->guardian_data->g)?md->guardian_data->g->guild_id:md->guardian_data->castle->guild_id; + } + if( md->special_state.ai && (msd = map->id2sd(md->master_id)) != NULL ) + return msd->status.guild_id; //Alchemist's mobs [Skotlex] + break; + } + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->status.guild_id; + break; + case BL_MER: + if (((TBL_MER*)bl)->master) + return ((TBL_MER*)bl)->master->status.guild_id; + break; + case BL_NPC: + if (((TBL_NPC*)bl)->subtype == SCRIPT) + return ((TBL_NPC*)bl)->u.scr.guild_id; + break; + case BL_SKILL: + return ((TBL_SKILL*)bl)->group->guild_id; + case BL_ELEM: + if (((TBL_ELEM*)bl)->master) + return ((TBL_ELEM*)bl)->master->status.guild_id; + break; } return 0; } @@ -5921,40 +6038,40 @@ int status_get_guild_id(struct block_list *bl) { int status_get_emblem_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->guild_emblem_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->guild_emblem_id; - break; - case BL_MOB: { - struct map_session_data *msd; - struct mob_data *md = (struct mob_data *)bl; - if (md->guardian_data) //Guardian's guild [Skotlex] - return md->guardian_data->emblem_id; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->guild_emblem_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->guild_emblem_id; - break; - case BL_NPC: - if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { - struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id); - if (g) - return g->emblem_id; - } - break; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->guild_emblem_id; - break; + case BL_PC: + return ((TBL_PC*)bl)->guild_emblem_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->guild_emblem_id; + break; + case BL_MOB: { + struct map_session_data *msd; + struct mob_data *md = (struct mob_data *)bl; + if (md->guardian_data) //Guardian's guild [Skotlex] + return (md->guardian_data->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] + } + break; + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->guild_emblem_id; + break; + case BL_MER: + if (((TBL_MER*)bl)->master) + return ((TBL_MER*)bl)->master->guild_emblem_id; + break; + case BL_NPC: + if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { + struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id); + if (g) + return g->emblem_id; + } + break; + case BL_ELEM: + if (((TBL_ELEM*)bl)->master) + return ((TBL_ELEM*)bl)->master->guild_emblem_id; + break; } return 0; } @@ -5978,15 +6095,13 @@ int status_get_race2(struct block_list *bl) return 0; } -int status_isdead(struct block_list *bl) -{ +int status_isdead(struct block_list *bl) { nullpo_ret(bl); - return status_get_status_data(bl)->hp == 0; + return status->get_status_data(bl)->hp == 0; } -int status_isimmune(struct block_list *bl) -{ - struct status_change *sc =status_get_sc(bl); +int status_isimmune(struct block_list *bl) { + struct status_change *sc = status->get_sc(bl); if (sc && sc->data[SC_HERMODE]) return 100; @@ -6015,135 +6130,137 @@ void status_set_viewdata(struct block_list *bl, int class_) { struct view_data* vd; nullpo_retv(bl); - if (mobdb_checkid(class_) || mob_is_clone(class_)) - vd = mob_get_viewdata(class_); + if (mob->db_checkid(class_) || mob->is_clone(class_)) + vd = mob->get_viewdata(class_); else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) - vd = npc_get_viewdata(class_); + vd = npc->get_viewdata(class_); else if (homdb_checkid(class_)) vd = homun->get_viewdata(class_); - else if (merc_class(class_)) - vd = merc_get_viewdata(class_); - else if (elemental_class(class_)) - vd = elemental_get_viewdata(class_); + else if (mercenary->class(class_)) + vd = mercenary->get_viewdata(class_); + else if (elemental->class(class_)) + vd = elemental->get_viewdata(class_); else vd = NULL; switch (bl->type) { - case BL_PC: - { - TBL_PC* sd = (TBL_PC*)bl; - if (pcdb_checkid(class_)) { - if (sd->sc.option&OPTION_RIDING) { - switch (class_) { //Adapt class to a Mounted one. - case JOB_KNIGHT: - class_ = JOB_KNIGHT2; - break; - case JOB_CRUSADER: - class_ = JOB_CRUSADER2; - break; - case JOB_LORD_KNIGHT: - class_ = JOB_LORD_KNIGHT2; - break; - case JOB_PALADIN: - class_ = JOB_PALADIN2; - break; - case JOB_BABY_KNIGHT: - class_ = JOB_BABY_KNIGHT2; - break; - case JOB_BABY_CRUSADER: - class_ = JOB_BABY_CRUSADER2; - break; - } - } - sd->vd.class_ = class_; - clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); - sd->vd.head_top = sd->status.head_top; - sd->vd.head_mid = sd->status.head_mid; - sd->vd.head_bottom = sd->status.head_bottom; - sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); - sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); - sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); - sd->vd.robe = sd->status.robe; - sd->vd.sex = sd->status.sex; - - if ( sd->vd.cloth_color ) { - if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette ) - sd->vd.cloth_color = 0; + case BL_PC: + { + TBL_PC* sd = (TBL_PC*)bl; + if (pcdb_checkid(class_)) { + if (sd->sc.option&OPTION_RIDING) { + switch (class_) { //Adapt class to a Mounted one. + case JOB_KNIGHT: + class_ = JOB_KNIGHT2; + break; + case JOB_CRUSADER: + class_ = JOB_CRUSADER2; + break; + case JOB_LORD_KNIGHT: + class_ = JOB_LORD_KNIGHT2; + break; + case JOB_PALADIN: + class_ = JOB_PALADIN2; + break; + case JOB_BABY_KNIGHT: + class_ = JOB_BABY_KNIGHT2; + break; + case JOB_BABY_CRUSADER: + class_ = JOB_BABY_CRUSADER2; + break; } - } else if (vd) - memcpy(&sd->vd, vd, sizeof(struct view_data)); - else - ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); - } + } + sd->vd.class_ = class_; + clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); + sd->vd.head_top = sd->status.head_top; + sd->vd.head_mid = sd->status.head_mid; + sd->vd.head_bottom = sd->status.head_bottom; + sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); + sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); + sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); + sd->vd.robe = sd->status.robe; + sd->vd.sex = sd->status.sex; + + if ( sd->vd.cloth_color ) { + if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_OKTOBERFEST /* TODO: config? */ ) + sd->vd.cloth_color = 0; + } + } else if (vd) + memcpy(&sd->vd, vd, sizeof(struct view_data)); + else + ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); + } break; - case BL_MOB: - { - TBL_MOB* md = (TBL_MOB*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); - } + case BL_MOB: + { + TBL_MOB* md = (TBL_MOB*)bl; + if (vd) + md->vd = vd; + else + ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); + } break; - case BL_PET: - { - TBL_PET* pd = (TBL_PET*)bl; - if (vd) { - memcpy(&pd->vd, vd, sizeof(struct view_data)); - if (!pcdb_checkid(vd->class_)) { - pd->vd.hair_style = battle_config.pet_hair_style; - if(pd->pet.equip) { - pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); - if (!pd->vd.head_bottom) - pd->vd.head_bottom = pd->pet.equip; - } + case BL_PET: + { + TBL_PET* pd = (TBL_PET*)bl; + if (vd) { + memcpy(&pd->vd, vd, sizeof(struct view_data)); + if (!pcdb_checkid(vd->class_)) { + pd->vd.hair_style = battle_config.pet_hair_style; + if(pd->pet.equip) { + pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); + if (!pd->vd.head_bottom) + pd->vd.head_bottom = pd->pet.equip; } - } else - ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); - } + } + } else + ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); + } break; - case BL_NPC: - { - TBL_NPC* nd = (TBL_NPC*)bl; - if (vd) - nd->vd = vd; - else - ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); - } + case BL_NPC: + { + TBL_NPC* nd = (TBL_NPC*)bl; + if (vd) + nd->vd = vd; + else + ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); + } + break; + case BL_HOM: //[blackhole89] + { + struct homun_data *hd = (struct homun_data*)bl; + if (vd) + hd->vd = vd; + else + ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); + } + break; + case BL_MER: + { + struct mercenary_data *md = (struct mercenary_data*)bl; + if (vd) + md->vd = vd; + else + ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); + } + break; + case BL_ELEM: + { + struct elemental_data *ed = (struct elemental_data*)bl; + if (vd) + ed->vd = vd; + else + ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); + } break; - case BL_HOM: //[blackhole89] - { - struct homun_data *hd = (struct homun_data*)bl; - if (vd) - hd->vd = vd; - else - ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); - } - break; - case BL_MER: - { - struct mercenary_data *md = (struct mercenary_data*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); - } - break; - case BL_ELEM: - { - struct elemental_data *ed = (struct elemental_data*)bl; - if (vd) - ed->vd = vd; - else - ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); - } - break; } } @@ -6151,192 +6268,308 @@ void status_set_viewdata(struct block_list *bl, int class_) struct status_change *status_get_sc(struct block_list *bl) { if( bl ) { switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->sc; - case BL_MOB: return &((TBL_MOB*)bl)->sc; - case BL_NPC: return NULL; - case BL_HOM: return &((TBL_HOM*)bl)->sc; - case BL_MER: return &((TBL_MER*)bl)->sc; - case BL_ELEM: return &((TBL_ELEM*)bl)->sc; + case BL_PC: return &((TBL_PC*)bl)->sc; + case BL_MOB: return &((TBL_MOB*)bl)->sc; + case BL_NPC: return NULL; + case BL_HOM: return &((TBL_HOM*)bl)->sc; + case BL_MER: return &((TBL_MER*)bl)->sc; + case BL_ELEM: return &((TBL_ELEM*)bl)->sc; } } return NULL; } -void status_change_init(struct block_list *bl) -{ - struct status_change *sc = status_get_sc(bl); +void status_change_init(struct block_list *bl) { + struct status_change *sc = status->get_sc(bl); nullpo_retv(sc); 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. -int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) -{ +//the flag values are the same as in status->change_start. +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 - struct status_data* status; - struct status_change* sc; + int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2 (pre-re only) + + struct status_data *st; + 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 +#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)) + if (status->isimmune(bl)) switch (type) { - case SC_DEC_AGI: - case SC_SILENCE: - case SC_COMA: - case SC_INC_AGI: - case SC_BLESSING: - case SC_SLOWPOISON: - case SC_IMPOSITIO: - case SC_LEXAETERNA: - case SC_SUFFRAGIUM: - case SC_BENEDICTIO: - case SC_PROVIDENCE: - case SC_KYRIE: - case SC_ASSUMPTIO: - case SC_ANGELUS: - case SC_MAGNIFICAT: - case SC_GLORIA: - case SC_WINDWALK: - case SC_MAGICROD: - case SC_ILLUSION: - case SC_STONE: - 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: - case SC__BLOODYLUST: - return 0; + case SC_DEC_AGI: + case SC_SILENCE: + case SC_COMA: + case SC_INC_AGI: + case SC_BLESSING: + case SC_SLOWPOISON: + case SC_IMPOSITIO: + case SC_LEXAETERNA: + case SC_SUFFRAGIUM: + case SC_BENEDICTIO: + case SC_PROVIDENCE: + case SC_KYRIE: + case SC_ASSUMPTIO: + case SC_ANGELUS: + case SC_MAGNIFICAT: + case SC_GLORIA: + case SC_WINDWALK: + case SC_MAGICROD: + case SC_ILLUSION: + case SC_STONE: + 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); - status = status_get_status_data(bl); - sc = status_get_sc(bl); + st = status->get_status_data(bl); + sc = status->get_sc(bl); if( sc && !sc->count ) sc = NULL; - switch (type) { - case SC_STUN: - case SC_POISON: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - case SC_DPOISON: - case SC_SILENCE: - case SC_BLOODING: - sc_def = status->vit*100; - sc_def2 = status->luk*10; - break; - case SC_SLEEP: - sc_def = status->int_*100; - sc_def2 = status->luk*10; - break; - case SC_DEEP_SLEEP: - sc_def = status->int_*50; - tick_def = status->int_*10 + status_get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. - break; - case SC_DEC_AGI: - case SC_ADORAMUS: //Arch Bishop - if (sd) tick>>=1; //Half duration for players. - case SC_STONE: - //Impossible to reduce duration with stats - tick_def = 0; - tick_def2 = 0; - case SC_FREEZE: - sc_def = status->mdef*100; - sc_def2 = status->luk*10; - break; - case SC_CURSE: - //Special property: inmunity when luk is greater than level or zero - if (status->luk > status_get_lv(bl) || status->luk == 0) + + if (sc && sc->data[SC_KINGS_GRACE]) { + // Protects against status effects + switch (type) { + case SC_POISON: + case SC_BLIND: + case SC_FREEZE: + case SC_STONE: + case SC_STUN: + case SC_SLEEP: + case SC_BLOODING: + case SC_CURSE: + case SC_CONFUSION: + case SC_ILLUSION: + case SC_SILENCE: + case SC_BURNING: + case SC_COLD: + case SC_FROSTMISTY: + case SC_DEEP_SLEEP: + case SC_FEAR: + case SC_MANDRAGORA: + case SC__CHAOS: return 0; - sc_def = status->luk*100; - sc_def2 = status->luk*10; - tick_def = status->vit*100; - break; - case SC_BLIND: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - sc_def = (status->vit + status->int_)*50; - sc_def2 = status->luk*10; - break; - case SC_CONFUSION: - sc_def = (status->str + status->int_)*50; - sc_def2 = status->luk*10; - break; - case SC_ANKLESNARE: - if(status->mode&MD_BOSS) // Lasts 5 times less on bosses - tick /= 5; - sc_def = status->agi*50; - break; - case SC_MAGICMIRROR: - case SC_STONESKIN: - if (sd) //Duration greatly reduced for players. - tick /= 15; - sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate - tick_def2 = 0; //No duration reduction - break; - case SC_MARSHOFABYSS: - //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } - tick_def2 = (status->int_ + status->luk)*50; - break; - case SC_STASIS: - //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } - tick_def2 = (status->vit + status->dex)*50; + } + } + + switch (type) { + 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; + tick_def2 = st->luk*100; + } else { + //For monsters: 30000 - 200*vit + 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 + 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); + break; + case SC_SLEEP: + 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 + break; + case SC_DEEP_SLEEP: + sc_def = st->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 + break; + case SC_DEC_AGI: + case SC_ADORAMUS: + if (sd) tick >>= 1; //Half duration for players. + 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; + case SC_STONE: + 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 + tick /= 5; + sc_def = st->agi*50; + break; + case SC_MAGICMIRROR: + case SC_STONESKIN: + 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 } + tick_def2 = (st->int_ + st->luk)*50; + break; + case SC_STASIS: + //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } + tick_def2 = (st->vit + st->dex)*50; + break; + case SC_WHITEIMPRISON: + if( tick == 5000 ) // 100% on caster break; - if( bl->type == BL_PC ) - tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; + if (bl->type == BL_PC) + tick_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 150) * 20; else - tick -= (status->vit + status->luk) / 20 * 1000; + tick_def2 = (st->vit + st->luk)*50; break; case SC_BURNING: - tick -= 75 * status->luk + 125 * status->agi; - tick = max(tick,5000); // Minimum Duration 5s. + tick_def2 = 75*st->luk + 125*st->agi; break; case SC_FROSTMISTY: - tick -= 1000 * ((status->vit + status->dex) / 20); - tick = max(tick,6000); // Minimum Duration 10s. + tick_def2 = (st->vit + st->dex)*50; break; case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) - sc_def = 100 - ( 100 - status->int_* 8 / 10 ); - sc_def = max(sc_def, 5); // minimum of 5% + sc_def = st->int_*80; + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_LEECHESEND: + tick_def2 = (st->vit + st->luk) * 500; break; case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)} - rate -= status->agi*100/4; - rate = max(rate,5000); // minimum of 50% + sc_def2 = st->agi*25; break; case SC_ELECTRICSHOCKER: - if( bl->type == BL_MOB ) - tick -= 1000 * (status->agi/10); + tick_def2 = (st->vit + st->agi) * 70; + break; + case SC_COLD: + tick_def2 = st->vit*100 + status->get_lv(bl)*20; break; - case SC_CRYSTALIZE: - tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50); + case SC_VACUUM_EXTREME: + tick_def2 = st->str*50; break; case SC_MANDRAGORA: - sc_def = (status->vit+status->luk)/5; + sc_def = (st->vit + st->luk)*20; + break; + 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 -= 1000 * status_get_int(bl) / 20; + tick_def2 = st->int_ * 50; + break; + case SC_NEEDLE_OF_PARALYZE: + tick_def2 = (st->vit + st->luk) * 50; break; - case SC_NEEDLE_OF_PARALYZE: - tick -= 50 * (status->vit + status->luk); //(1000/20); - break; default: //Effect that cannot be reduced? Likely a buff. if (!(rnd()%10000 < rate)) return 0; - return tick?tick:1; + return tick ? tick : 1; } if (sd) { @@ -6376,11 +6609,16 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance. } - //When no tick def, reduction is the same for both. - if(tick_def < 0) + //When tick def not set, reduction is the same for both. + if(tick_def == -1) tick_def = sc_def; - if(tick_def2 < 0) + if(tick_def2 == -1) { +#ifdef RENEWAL + tick_def2 = 0; +#else tick_def2 = sc_def2; +#endif + } //Natural resistance if (!(flag&8)) { @@ -6389,9 +6627,12 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti //Minimum chances switch (type) { - case SC_WUGBITE: - rate = max(rate, 5000); //Minimum of 50% - break; + case SC_OBLIVIONCURSE: + rate = max(rate,500); //Minimum of 5% + break; + case SC_WUGBITE: + rate = max(rate,5000); //Minimum of 50% + break; } //Item resistance (only applies to rate%) @@ -6402,6 +6643,9 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti if( sd->sc.data[SC_TARGET_BLOOD] ) rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100; } + + //Aegis accuracy + if(rate > 0 && rate%10 != 0) rate += (10 - rate%10); } if (!(rnd()%10000 < rate)) @@ -6419,61 +6663,79 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti //Minimum durations switch (type) { - case SC_ANKLESNARE: - case SC_MARSHOFABYSS: - case SC_STASIS: - tick = max(tick, 5000); //Minimum duration 5s - break; - case SC_BURNING: - case SC_FROSTMISTY: - tick = max(tick, 10000); //Minimum duration 10s - break; - default: - //Skills need to trigger even if the duration is reduced below 1ms - tick = max(tick, 1); - break; + case SC_ANKLESNARE: + case SC_BURNING: + case SC_MARSHOFABYSS: + case SC_STASIS: + case SC_DEEP_SLEEP: + tick = max(tick, 5000); //Minimum duration 5s + break; + case SC_FROSTMISTY: + tick = max(tick, 6000); + break; + default: + //Skills need to trigger even if the duration is reduced below 1ms + tick = max(tick, 1); + break; } return tick; +#undef SCDEF_LVL_CAP +#undef SCDEF_LVL_DIFF } /* [Ind/Hercules] fast-checkin sc-display array */ void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) { - struct sc_display_entry *entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry); + 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; entry->val1 = dval1; entry->val2 = dval2; entry->val3 = dval3; - + RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count); sd->sc_display[ sd->sc_display_count - 1 ] = entry; } void status_display_remove(struct map_session_data *sd, enum sc_type type) { 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 ) { int cursor; - - ers_free(pc_sc_display_ers, sd->sc_display[i]); + + ers_free(pc->sc_display_ers, sd->sc_display[i]); sd->sc_display[i] = NULL; - + /* the all-mighty compact-o-matic */ for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i] == NULL ) continue; - + if( i != cursor ) { sd->sc_display[cursor] = sd->sc_display[i]; } - + cursor++; } - + if( !(sd->sc_display_count = cursor) ) { aFree(sd->sc_display); sd->sc_display = NULL; @@ -6481,30 +6743,29 @@ 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 - *------------------------------------------*/ -int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) { +* Starts a status change. +* 'type' = type, 'val1~4' depend on the type. +* 'rate' = base success rate. 10000 = 100% +* 'tick' is base duration +* 'flag': +* &1: Cannot be avoided (it has to start) +* &2: Tick should not be reduced (by vit, luk, lv, etc) +* &4: sc_data loaded, no value has to be altered. +* &8: rate should not be reduced +*------------------------------------------*/ +int status_change_start(struct block_list *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; struct status_change_entry* sce; - struct status_data *status; + struct status_data *st; struct view_data *vd; int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0; nullpo_ret(bl); - sc = status_get_sc(bl); - status = status_get_status_data(bl); + sc = status->get_sc(bl); + st = status->get_status_data(bl); - if( type <= SC_NONE || type >= SC_MAX ) - { + if( type <= SC_NONE || type >= SC_MAX ) { ShowError("status_change_start: invalid status change (%d)!\n", type); return 0; } @@ -6512,62 +6773,81 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( !sc ) return 0; //Unable to receive status changes - if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters + if( status->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters return 0; - if( bl->type == BL_MOB) - { + if( bl->type == BL_MOB) { 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(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( sc->data[SC_REFRESH] ) { if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed. return 0; // Immune to status ailements switch( type ) { - case SC_QUAGMIRE://Tester said it protects against this and decrease agi. - case SC_DEC_AGI: - case SC_BURNING: - case SC_FROSTMISTY: - //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech] - case SC_MARSHOFABYSS: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC_CRYSTALIZE: ////08/31/2011 - Class Balance Changes - case SC_DEEP_SLEEP: - case SC_MANDRAGORA: - return 0; + case SC_DEEP_SLEEP: + case SC__CHAOS: + case SC_BURNING: + case SC_STUN: + case SC_SLEEP: + case SC_CURSE: + case SC_STONE: + case SC_POISON: + case SC_BLIND: + case SC_SILENCE: + case SC_BLOODING: + case SC_FREEZE: + case SC_FROSTMISTY: + case SC_COLD: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_MARSHOFABYSS: + case SC_MANDRAGORA: + return 0; } - } - else if( sc->data[SC_INSPIRATION] ) { + } else if( sc->data[SC_INSPIRATION] ) { if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX ) return 0; // Immune to status ailements switch( type ) { - case SC_DEEP_SLEEP: - case SC_SATURDAY_NIGHT_FEVER: - case SC_PYREXIA: - case SC_DEATHHURT: - case SC_MAGICMUSHROOM: - case SC_VENOMBLEED: + case SC_POISON: + case SC_BLIND: + case SC_STUN: + case SC_SILENCE: + case SC__CHAOS: + case SC_STONE: + case SC_SLEEP: + case SC_BLOODING: + case SC_CURSE: + case SC_BURNING: + case SC_FROSTMISTY: + case SC_FREEZE: + case SC_COLD: + case SC_FEAR: case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: case SC_OBLIVIONCURSE: case SC_LEECHESEND: + case SC_DEEP_SLEEP: + case SC_SATURDAY_NIGHT_FEVER: + case SC__BODYPAINT: case SC__ENERVATION: case SC__GROOMY: + case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY: case SC__WEAKNESS: - case SC__BODYPAINT: - case SC__IGNORANCE: return 0; } } @@ -6575,308 +6855,304 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sd = BL_CAST(BL_PC, bl); //Adjust tick according to status resistances - if( !(flag&(1|4)) ) - { - tick = status_get_sc_def(bl, type, rate, tick, flag); + if( !(flag&(1|4)) ) { + tick = status->get_sc_def(src, bl, type, rate, tick, flag); if( !tick ) return 0; } - undead_flag = battle->check_undead(status->race,status->def_ele); + undead_flag = battle->check_undead(st->race,st->def_ele); //Check for inmunities / sc fails switch (type) { - case SC_ANGRIFFS_MODUS: - case SC_GOLDENE_FERSE: - if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) - || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) - ) - return 0; - case SC_STONE: - if(sc->data[SC_POWER_OF_GAIA]) - return 0; - case SC_FREEZE: - //Undead are immune to Freeze/Stone - if (undead_flag && !(flag&1)) - return 0; - case SC_DEEP_SLEEP: - case SC_SLEEP: - case SC_STUN: - case SC_FROSTMISTY: - case SC_CRYSTALIZE: - if (sc->opt1) - return 0; //Cannot override other opt1 status changes. [Skotlex] - if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_CRYSTALIZE) && sc->data[SC_WARMER]) - return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] - break; - - //There all like berserk, do not everlap each other - case SC__BLOODYLUST: - if(!sd) return 0; //should only affect player - case SC_BERSERK: - if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST])) - || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_BERSERK])) - ) - return 0; - break; + case SC_DRUMBATTLE: + case SC_NIBELUNGEN: + case SC_INTOABYSS: + case SC_SIEGFRIED: + if( sd && !sd->status.party_id ) + return 0; + break; + case SC_ANGRIFFS_MODUS: + case SC_GOLDENE_FERSE: + if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) + || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) + ) + return 0; + case SC_VACUUM_EXTREME: + if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING]) + return 0; + break; + case SC_STONE: + if(sc->data[SC_POWER_OF_GAIA]) + return 0; + case SC_FREEZE: + //Undead are immune to Freeze/Stone + if (undead_flag && !(flag&1)) + return 0; + case SC_SLEEP: + case SC_STUN: + case SC_FROSTMISTY: + case SC_COLD: + if (sc->opt1) + return 0; //Cannot override other opt1 status changes. [Skotlex] + if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER]) + return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] + break; - case SC_BURNING: - if(sc->opt1 || sc->data[SC_FROSTMISTY]) - return 0; - break; + //There all like berserk, do not everlap each other + case SC_BERSERK: + if( sc->data[SC__BLOODYLUST] ) + return 0; + break; - case SC_CRUCIS: - //Only affects demons and undead element (but not players) - if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) - return 0; - break; - case SC_LEXAETERNA: - if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) - return 0; - break; - case SC_KYRIE: - if (bl->type == BL_MOB) - return 0; - break; - case SC_OVERTHRUST: - if (sc->data[SC_OVERTHRUSTMAX]) - 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] - break; - case SC_ADRENALINE: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] || - sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] - ) - return 0; - break; - case SC_ADRENALINE2: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] - ) - return 0; - break; - case SC_MAGNIFICAT: - if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat - return 0; - break; - case SC_ONEHANDQUICKEN: - case SC_MER_QUICKEN: - case SC_TWOHANDQUICKEN: - if(sc->data[SC_DEC_AGI]) - return 0; + case SC_BURNING: + if(sc->opt1 || sc->data[SC_FROSTMISTY]) + return 0; + break; - case SC_INC_AGI: - if(sd && pc_issit(sd)){ - pc->setstand(sd); - clif->standing(&sd->bl); - } - - case SC_CONCENTRATION: - case SC_SPEARQUICKEN: - case SC_TRUESIGHT: - case SC_WINDWALK: - case SC_CARTBOOST: - case SC_ASSNCROS: - if (sc->data[SC_QUAGMIRE]) - return 0; - if(sc->option&OPTION_MADOGEAR) - return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind] - break; - case SC_CLOAKING: - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known - //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) - if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) ) - return 0; - break; - case SC_MODECHANGE: - { - int mode; - struct status_data *bstatus = status_get_base_status(bl); - if (!bstatus) return 0; - if (sc->data[type]) - { //Pile up with previous values. - if(!val2) val2 = sc->data[type]->val2; - val3 |= sc->data[type]->val3; - val4 |= sc->data[type]->val4; - } - mode = val2?val2:bstatus->mode; //Base mode - if (val4) mode&=~val4; //Del mode - if (val3) mode|= val3; //Add mode - if (mode == bstatus->mode) { //No change. - if (sc->data[type]) //Abort previous status - return status_change_end(bl, type, INVALID_TIMER); - return 0; - } - } - 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 - int i; - opt_flag = 0; //Reuse to check success condition. - if(sd->bonus.unstripable_equip&EQP_WEAPON) + case SC_CRUCIS: + //Only affects demons and undead element (but not players) + if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) + return 0; + break; + case SC_LEXAETERNA: + if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) + return 0; + break; + case SC_KYRIE: + if (bl->type == BL_MOB) + return 0; + break; + case SC_OVERTHRUST: + if (sc->data[SC_OVERTHRUSTMAX]) + 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] + break; + case SC_ADRENALINE: + if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) + return 0; + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DEC_AGI] || + sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] + ) + return 0; + break; + case SC_ADRENALINE2: + if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) + return 0; + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DEC_AGI] + ) + return 0; + break; + case SC_MAGNIFICAT: + if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat + return 0; + break; + case SC_ONEHANDQUICKEN: + case SC_MER_QUICKEN: + case SC_TWOHANDQUICKEN: + if(sc->data[SC_DEC_AGI]) return 0; - i = sd->equip_index[EQI_HAND_R]; - if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { - opt_flag|=2; - pc->unequipitem(sd,i,3); + case SC_CONCENTRATION: + case SC_SPEARQUICKEN: + case SC_TRUESIGHT: + case SC_WINDWALK: + 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] + case SC_INC_AGI: + if (sc->data[SC_QUAGMIRE]) + return 0; + break; + case SC_CLOAKING: + if (sd && !skill->can_cloak(sd)) + return 0; + break; + case SC_MODECHANGE: + { + int mode; + struct status_data *bst = status->get_base_status(bl); + if (!bst) return 0; + if (sc->data[type]) { + //Pile up with previous values. + if(!val2) val2 = sc->data[type]->val2; + val3 |= sc->data[type]->val3; + val4 |= sc->data[type]->val4; + } + mode = val2 ? val2 : bst->mode; //Base mode + if (val4) mode&=~val4; //Del mode + if (val3) mode|= val3; //Add mode + if (mode == bst->mode) { //No change. + if (sc->data[type]) //Abort previous status + return status_change_end(bl, type, INVALID_TIMER); + return 0; } - if (!opt_flag) return 0; } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPSHIELD: - if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. - else - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_SHIELD) + 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 + int i; + opt_flag = 0; //Reuse to check success condition. + if(sd->bonus.unstripable_equip&EQP_WEAPON) + return 0; + + i = sd->equip_index[EQI_HAND_R]; + if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { + opt_flag|=2; + pc->unequipitem(sd,i,3); + } + if (!opt_flag) return 0; + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_NOEQUIPSHIELD: + if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. + else + if (sd && !(flag&4)) { + int i; + if(sd->bonus.unstripable_equip&EQP_SHIELD) + return 0; + i = sd->equip_index[EQI_HAND_L]; + if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) + return 0; + pc->unequipitem(sd,i,3); + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_NOEQUIPARMOR: + if (sd && !(flag&4)) { + int i; + if(sd->bonus.unstripable_equip&EQP_ARMOR) + return 0; + i = sd->equip_index[EQI_ARMOR]; + if ( i < 0 || !sd->inventory_data[i] ) + return 0; + pc->unequipitem(sd,i,3); + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_NOEQUIPHELM: + if (sd && !(flag&4)) { + int i; + if(sd->bonus.unstripable_equip&EQP_HELM) + return 0; + i = sd->equip_index[EQI_HEAD_TOP]; + if ( i < 0 || !sd->inventory_data[i] ) + return 0; + pc->unequipitem(sd,i,3); + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HP: + case SC_MER_SP: + case SC_MER_HIT: + if( bl->type != BL_MER ) + return 0; // Stats only for Mercenaries + break; + case SC_FOOD_STR: + if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) return 0; - i = sd->equip_index[EQI_HAND_L]; - if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) + break; + case SC_FOOD_AGI: + if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPARMOR: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_ARMOR) + break; + case SC_FOOD_VIT: + if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) return 0; - i = sd->equip_index[EQI_ARMOR]; - if ( i < 0 || !sd->inventory_data[i] ) + break; + case SC_FOOD_INT: + if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPHELM: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_HELM) + break; + case SC_FOOD_DEX: + if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) return 0; - i = sd->equip_index[EQI_HEAD_TOP]; - if ( i < 0 || !sd->inventory_data[i] ) + break; + case SC_FOOD_LUK: + if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HP: - case SC_MER_SP: - case SC_MER_HIT: - if( bl->type != BL_MER ) - return 0; // Stats only for Mercenaries - break; - case SC_FOOD_STR: - if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_AGI: - if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_VIT: - if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_INT: - if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_DEX: - if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_LUK: - if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_STR_CASH: - if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) - return 0; - break; - case SC_FOOD_AGI_CASH: - if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) - return 0; - break; - case SC_FOOD_VIT_CASH: - if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) - return 0; - break; - case SC_FOOD_INT_CASH: - if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) - return 0; - break; - case SC_FOOD_DEX_CASH: - if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) - return 0; - break; - case SC_FOOD_LUK_CASH: - if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) - return 0; - break; - case SC_CAMOUFLAGE: - if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) - return 0; - break; - case SC__STRIPACCESSARY: - if( sd ) { - int i = -1; - if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) { - i = sd->equip_index[EQI_ACC_L]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //L-Accessory - } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) { - i = sd->equip_index[EQI_ACC_R]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //R-Accessory - } - if( i < 0 ) + break; + case SC_FOOD_STR_CASH: + if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) return 0; - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - { // it doesn't stack or even renewed - int i = SC_TOXIN; - for(; i<= SC_LEECHESEND; i++) - if(sc->data[i]) return 0; - } - break; - case SC_SATURDAY_NIGHT_FEVER: - if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST]) - return 0; - break; - case SC_OFFERTORIUM: - if (sc->data[SC_MAGNIFICAT]) - return 0; - break; + break; + case SC_FOOD_AGI_CASH: + if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) + return 0; + break; + case SC_FOOD_VIT_CASH: + if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) + return 0; + break; + case SC_FOOD_INT_CASH: + if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) + return 0; + break; + case SC_FOOD_DEX_CASH: + if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) + return 0; + break; + case SC_FOOD_LUK_CASH: + if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) + return 0; + break; + case SC_CAMOUFLAGE: + if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) + return 0; + break; + case SC__STRIPACCESSARY: + if( sd ) { + int i = -1; + if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) { + i = sd->equip_index[EQI_ACC_L]; + if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) + pc->unequipitem(sd,i,3); //L-Accessory + } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) { + i = sd->equip_index[EQI_ACC_R]; + if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) + pc->unequipitem(sd,i,3); //R-Accessory + } + if( i < 0 ) + return 0; + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + { // it doesn't stack or even renewed + int i = SC_TOXIN; + for(; i<= SC_LEECHESEND; i++) + if(sc->data[i]) return 0; + } + break; + case SC_MAGNETICFIELD: + if(sc->data[SC_HOVERING]) + return 0; + break; + case SC_OFFERTORIUM: + if (sc->data[SC_MAGNIFICAT]) + return 0; + break; } //Check for BOSS resistances - if(status->mode&MD_BOSS && !(flag&1)) { - if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) - return 0; - switch (type) { + if(st->mode&MD_BOSS && !(flag&1)) { + if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) + return 0; + switch (type) { case SC_BLESSING: case SC_DEC_AGI: case SC_PROVOKE: @@ -6887,14 +7163,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_ROKISWEIL: case SC_FOGWALL: case SC_FROSTMISTY: - case SC_BURNING: + case SC_BURNING: case SC_MARSHOFABYSS: case SC_ADORAMUS: case SC_NEEDLE_OF_PARALYZE: case SC_DEEP_SLEEP: - case SC_CRYSTALIZE: + case SC_COLD: - // Exploit prevention - kRO Fix + // Exploit prevention - kRO Fix case SC_PYREXIA: case SC_DEATHHURT: case SC_TOXIN: @@ -6904,247 +7180,255 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_OBLIVIONCURSE: case SC_LEECHESEND: - // Ranger Effects + // Ranger Effects case SC_WUGBITE: case SC_ELECTRICSHOCKER: case SC_MAGNETICFIELD: + // Masquerades + case SC__ENERVATION: + case SC__GROOMY: + case SC__LAZINESS: + case SC__UNLUCKY: + case SC__WEAKNESS: + case SC__IGNORANCE: + + // Other Effects + case SC_VACUUM_EXTREME: + return 0; } } //Before overlapping fail, one must check for status cured. switch (type) { - case SC_BLESSING: - //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM - //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { - status_change_end(bl, SC_CURSE, INVALID_TIMER); - if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - status_change_end(bl, SC_STONE, INVALID_TIMER); - } - break; - case SC_INC_AGI: - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - break; - case SC_QUAGMIRE: - status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - //Also blocks the ones below... - case SC_DEC_AGI: - status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); - //Also blocks the ones below... - case SC_DONTFORGETME: - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); - status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); - break; - case SC_ONEHANDQUICKEN: - //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_OVERTHRUSTMAX: - //Cancels Normal Overthrust. [Skotlex] - status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); - break; - case SC_KYRIE: - //Cancels Assumptio - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - break; - case SC_DELUGE: - if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) - status_change_end(bl, SC_BLIND, INVALID_TIMER); - break; - case SC_SILENCE: - if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) - status_change_end(bl, SC_GOSPEL, INVALID_TIMER); - break; - case SC_HIDING: - status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); - status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); - break; - case SC__BLOODYLUST: - case SC_BERSERK: - if(battle_config.berserk_cancels_buffs) { - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + case SC_BLESSING: + //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM + //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] + if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) { + status_change_end(bl, SC_CURSE, INVALID_TIMER); + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) + status_change_end(bl, SC_STONE, INVALID_TIMER); + } + break; + case SC_INC_AGI: + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + break; + case SC_QUAGMIRE: + status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + //Also blocks the ones below... + case SC_DEC_AGI: + case SC_ADORAMUS: + status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); + //Also blocks the ones below... + case SC_DONTFORGETME: + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); + status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_PARRYING, INVALID_TIMER); - status_change_end(bl, SC_AURABLADE, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - } -#ifdef RENEWAL - else { - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - } -#endif - break; - case SC_ASSUMPTIO: - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_KAITE, INVALID_TIMER); - break; - case SC_KAITE: - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - break; - case SC_CARTBOOST: - if(sc->data[SC_DEC_AGI]) - { //Cancel Decrease Agi, but take no further effect [Skotlex] - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - return 0; - } - break; - case SC_FUSION: - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); - break; - case SC_GS_ADJUSTMENT: - status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); - break; - case SC_GS_MADNESSCANCEL: - status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); - break; - //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up - case SC_PROPERTYUNDEAD: - status_change_end(bl, SC_BLESSING, INVALID_TIMER); - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - break; - case SC_FOOD_STR: - status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); - break; - case SC_FOOD_AGI: - status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); - break; - case SC_FOOD_VIT: - status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); - break; - case SC_FOOD_INT: - status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); - break; - case SC_FOOD_DEX: - status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); - break; - case SC_FOOD_LUK: - status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); - break; - case SC_FOOD_STR_CASH: - status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); - break; - case SC_FOOD_AGI_CASH: - status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); - break; - case SC_FOOD_VIT_CASH: - status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); - break; - case SC_FOOD_INT_CASH: - status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); - break; - case SC_FOOD_DEX_CASH: - status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); - break; - case SC_FOOD_LUK_CASH: - status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); - break; - case SC_ENDURE: - if( val4 ) - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - break; - case SC_FIGHTINGSPIRIT: - status_change_end(bl, type, INVALID_TIMER); // Remove previous one. - break; - case SC_MARSHOFABYSS: - status_change_end(bl, SC_INCAGI, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_SWING: - case SC_SYMPHONY_LOVE: - case SC_MOONLIT_SERENADE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - case SC_HARMONIZE: //group A doesn't overlap - if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); - if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - break; - case SC_SIREN: - case SC_DEEP_SLEEP: - case SC_GLOOMYDAY: - case SC_SONG_OF_MANA: - case SC_DANCE_WITH_WUG: - case SC_SATURDAY_NIGHT_FEVER: - case SC_LERADS_DEW: - case SC_MELODYOFSINK: - case SC_BEYOND_OF_WARCRY: - case SC_UNLIMITED_HUMMING_VOICE: //group B - if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); - if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - if (type != SC_GLOOMYDAY) { - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); - } - if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - if (type != SC_SATURDAY_NIGHT_FEVER) { - if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { - sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - } - } - break; - case SC_REFLECTSHIELD: - status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); - break; - case SC_LG_REFLECTDAMAGE: - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); - if( type != SC_SHIELDSPELL_DEF ) + status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); + break; + case SC_ONEHANDQUICKEN: + //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); + break; + case SC_OVERTHRUSTMAX: + //Cancels Normal Overthrust. [Skotlex] + status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); + break; + case SC_KYRIE: + //Cancels Assumptio + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + break; + case SC_DELUGE: + if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) + status_change_end(bl, SC_BLIND, INVALID_TIMER); + break; + case SC_SILENCE: + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) + status_change_end(bl, SC_GOSPEL, INVALID_TIMER); + break; + case SC_HIDING: + status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); + status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); + break; + case SC_BERSERK: + if( val3 == SC__BLOODYLUST ) + break; + if(battle_config.berserk_cancels_buffs) { + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_PARRYING, INVALID_TIMER); + status_change_end(bl, SC_AURABLADE, INVALID_TIMER); + status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); + } + #ifdef RENEWAL + else { + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + } + #endif + break; + case SC_ASSUMPTIO: + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_KAITE, INVALID_TIMER); + break; + case SC_KAITE: + 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] + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + status_change_end(bl, SC_ADORAMUS, INVALID_TIMER); + return 0; + } + break; + case SC_FUSION: + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); + break; + case SC_GS_ADJUSTMENT: + status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); + break; + case SC_GS_MADNESSCANCEL: + status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); + break; + //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up + case SC_PROPERTYUNDEAD: + status_change_end(bl, SC_BLESSING, INVALID_TIMER); + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + break; + case SC_FOOD_STR: + status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); + break; + case SC_FOOD_AGI: + status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); + break; + case SC_FOOD_VIT: + status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); + break; + case SC_FOOD_INT: + status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); + break; + case SC_FOOD_DEX: + status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); + break; + case SC_FOOD_LUK: + status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); + break; + case SC_FOOD_STR_CASH: + status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); + break; + case SC_FOOD_AGI_CASH: + status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); + break; + case SC_FOOD_VIT_CASH: + status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); + break; + case SC_FOOD_INT_CASH: + status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); + break; + case SC_FOOD_DEX_CASH: + status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); + break; + case SC_FOOD_LUK_CASH: + status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); + break; + case SC_ENDURE: + if( val4 ) + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); + break; + case SC_FIGHTINGSPIRIT: + case SC_OVERED_BOOST: + status_change_end(bl, type, INVALID_TIMER); // Remove previous one. + break; + case SC_MARSHOFABYSS: + status_change_end(bl, SC_INCAGI, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); + break; + //Group A Status (doesn't overlap) + case SC_SWING: + case SC_SYMPHONY_LOVE: + case SC_MOONLIT_SERENADE: + case SC_RUSH_WINDMILL: + case SC_ECHOSONG: + case SC_HARMONIZE: + case SC_FRIGG_SONG: + if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); + if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER); + break; + //Group B Status + case SC_SIREN: + case SC_DEEP_SLEEP: + case SC_SIRCLEOFNATURE: + case SC_LERADS_DEW: + case SC_MELODYOFSINK: + case SC_BEYOND_OF_WARCRY: + case SC_UNLIMITED_HUMMING_VOICE: + case SC_GLOOMYDAY: + case SC_SONG_OF_MANA: + case SC_DANCE_WITH_WUG: + if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); + if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + if (type != SC_GLOOMYDAY) status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + break; + case SC_REFLECTSHIELD: + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + break; + case SC_LG_REFLECTDAMAGE: + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + break; + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_MDEF ) status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_REF ) status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); - break; - case SC_GENTLETOUCH_ENERGYGAIN: - case SC_GENTLETOUCH_CHANGE: - case SC_GENTLETOUCH_REVITALIZE: - if( type != SC_GENTLETOUCH_REVITALIZE ) - status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); - if( type != SC_GENTLETOUCH_ENERGYGAIN ) - status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); - if( type != SC_GENTLETOUCH_CHANGE ) - status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); - break; - case SC_INVINCIBLE: - status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); - break; - case SC_INVINCIBLEOFF: - status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); - break; - case SC_MAGICPOWER: - status_change_end(bl, type, INVALID_TIMER); - break; + break; + case SC_GENTLETOUCH_ENERGYGAIN: + case SC_GENTLETOUCH_CHANGE: + case SC_GENTLETOUCH_REVITALIZE: + if( type != SC_GENTLETOUCH_REVITALIZE ) + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + if( type != SC_GENTLETOUCH_ENERGYGAIN ) + status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); + if( type != SC_GENTLETOUCH_CHANGE ) + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + break; + case SC_INVINCIBLE: + status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); + break; + case SC_INVINCIBLEOFF: + status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); + break; + case SC_MAGICPOWER: + status_change_end(bl, type, INVALID_TIMER); + break; } //Check for overlapping fails @@ -7182,6 +7466,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_MARIONETTE: case SC_NOCHAT: case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. + case SC_ABUNDANCE: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: case SC__INVISIBILITY: case SC__ENERVATION: case SC__GROOMY: @@ -7189,6 +7482,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC__LAZINESS: case SC__WEAKNESS: case SC__UNLUCKY: + case SC__CHAOS: return 0; case SC_COMBOATTACK: case SC_DANCING: @@ -7204,7 +7498,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_ARMOR_RESIST: break; case SC_GOSPEL: - //Must not override a casting gospel char. + //Must not override a casting gospel char. if(sce->val4 == BCT_SELF) return 0; if(sce->val1 > val1) @@ -7220,7 +7514,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //Kaahi overwrites previous level regardless of existing level. //Delete timer if it exists. if (sce->val4 != INVALID_TIMER) { - iTimer->delete_timer(sce->val4,kaahi_heal_timer); + timer->delete(sce->val4,status->kaahi_heal_timer); sce->val4 = INVALID_TIMER; } break; @@ -7231,7 +7525,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = sce->val4; break; case SC_LERADS_DEW: - if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) + if (sc && sc->data[SC_BERSERK]) return 0; case SC_SHAPESHIFT: case SC_PROPERTYWALK: @@ -7251,39 +7545,38 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } } - vd = status_get_viewdata(bl); - calc_flag = StatusChangeFlagTable[type]; + vd = status->get_viewdata(bl); + calc_flag = status->ChangeFlagTable[type]; if(!(flag&4)) { //&4 - 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)); + // Fall through to SC_INC_AGI case SC_DEC_AGI: case SC_INC_AGI: val2 = 2 + val1; //Agi change break; case SC_ENDURE: val2 = 7; // Hit-count [Celest] - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) - { + if( !(flag&1) && (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 ) - { + if( sd ) { int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + 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); } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + } 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); } //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) if( val4 ) tick = -1; break; case SC_AUTOBERSERK: - if (status->hp < status->max_hp>>2 && + if (st->hp < st->max_hp>>2 && (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); + sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000); tick = -1; break; case SC_CRUCIS: @@ -7297,11 +7590,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_EDP: // [Celest] val2 = val1 + 2; //Chance to Poison enemies. + val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) #ifdef RENEWAL_EDP - val3 = 50*(val1+3); val4 = 100 * ((val1 + 1)/2 + 2); - #else - val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) #endif if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; @@ -7314,8 +7605,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = val1*20; //SP gained break; case SC_KYRIE: - val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb - val3 = (val1 / 2 + 5); //Hits + val2 = APPLY_RATE(st->max_hp, (val1 * 2 + 10)); //%Max HP to absorb + // val4 holds current about of party memebers when casting AB_PRAEFATIO, + // as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion. + if( val4 < 1 ) //== PR_KYRIE + val3 = (val1 / 2 + 5); // Hits + else { //== AB_PRAEFATIO + val2 += val4 * 2; //Increase barrier strength per party member. + val3 = 6 + val1; + } + if( sd ) + val1 = min(val1,pc->checkskill(sd,PR_KYRIE)); // use skill level to determine barrier health. break; case SC_MAGICPOWER: //val1: Skill lv @@ -7355,20 +7655,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_REFLECTSHIELD: val2=10+val1*3; // %Dmg reflected - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) - { + if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) { struct map_session_data *tsd; - if( sd ) - { + if( sd ) { int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + 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); } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + } 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); } break; case SC_NOEQUIPWEAPON: @@ -7396,21 +7692,21 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_VOLCANO: val2 = val1*10; //Watk increase #ifndef RENEWAL - if (status->def_ele != ELE_FIRE) + if (st->def_ele != ELE_FIRE) val2 = 0; #endif break; case SC_VIOLENTGALE: val2 = val1*3; //Flee increase - #ifndef RENEWAL - if (status->def_ele != ELE_WIND) + #ifndef RENEWAL + if (st->def_ele != ELE_WIND) val2 = 0; - #endif + #endif break; case SC_DELUGE: - val2 = deluge_eff[val1-1]; //HP increase + val2 = skill->deluge_eff[val1-1]; //HP increase #ifndef RENEWAL - if(status->def_ele != ELE_WATER) + if(st->def_ele != ELE_WATER) val2 = 0; #endif break; @@ -7466,18 +7762,22 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_ATTHASTE_POTION3: case SC_ATTHASTE_INFINITY: val2 = 50*(2+type-SC_ATTHASTE_POTION1); - break; + break; case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: + case SC_OKTOBERFEST: if (!vd) return 0; //Store previous values as they could be removed. - unit_stop_attack(bl); + unit->stop_attack(bl); break; case SC_NOCHAT: - // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? + // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by + // mmocharstatus.manner, each negative point results in 1 minute with this status activated + // This is done this way because the message that the client displays is hardcoded, and only + // shows how many minutes are remaining. [Panikon] tick = 60000; val1 = battle_config.manner_system; //Mute filters. if (sd) @@ -7497,30 +7797,30 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_DPOISON: - //Lose 10/15% of your life as long as it doesn't brings life below 25% - if (status->hp > status->max_hp>>2) { - int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; - if (status->hp - diff < status->max_hp>>2) - diff = status->hp - (status->max_hp>>2); - if( val2 && bl->type == BL_MOB ) { - struct block_list* src = iMap->id2bl(val2); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,diff); + //Lose 10/15% of your life as long as it doesn't brings life below 25% + if (st->hp > st->max_hp>>2) { + int diff = st->max_hp*(bl->type==BL_PC?10:15)/100; + if (st->hp - diff < st->max_hp>>2) + diff = st->hp - (st->max_hp>>2); + if( val2 && bl->type == BL_MOB ) { + struct block_list* src2 = map->id2bl(val2); + if( src2 ) + mob->log_damage((TBL_MOB*)bl,src2,diff); + } + status_zap(bl, diff, 0); } - status_zap(bl, diff, 0); - } - // fall through + // fall through case SC_POISON: - val3 = tick/1000; //Damage iterations - if(val3 < 1) val3 = 1; - tick_time = 1000; // [GodLesZ] tick time - //val4: HP damage - if (bl->type == BL_PC) - val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; - else - val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; + val3 = tick/1000; //Damage iterations + if(val3 < 1) val3 = 1; + tick_time = 1000; // [GodLesZ] tick time + //val4: HP damage + if (bl->type == BL_PC) + val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200; + else + val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200; - break; + break; case SC_CONFUSION: clif->emotion(bl,E_WHAT); break; @@ -7541,11 +7841,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = val2 * 1000; // [GodLesZ] tick time break; case SC_CASH_BOSS_ALARM: - if( sd != NULL ) - { - struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map - if( boss_md == NULL || boss_md->bl.prev == NULL ) - { // No MVP on this map - MVP is dead + if( sd != NULL ) { + struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map + if( boss_md == NULL || boss_md->bl.prev == NULL ) { + // No MVP on this map - MVP is dead clif->bossmapinfo(sd->fd, boss_md, 1); return 0; // No need to start SC } @@ -7567,7 +7866,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) val3 -= 40; val4 = 10+val1*2; //SP cost. - if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5; + if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5; break; case SC_CLOAKING: if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] @@ -7591,7 +7890,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 10; // [GodLesZ] tick time break; - //Permanent effects. + //Permanent effects. case SC_LEXAETERNA: case SC_MODECHANGE: case SC_WEIGHTOVER50: @@ -7604,52 +7903,44 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_TURNKICK_READY: case SC_DODGE_READY: case SC_PUSH_CART: - case SC_ALL_RIDING: tick = -1; break; case SC_AUTOGUARD: - if( !(flag&1) ) - { + if( !(flag&1) ) { struct map_session_data *tsd; int i,t; - for( i = val2 = 0; i < val1; i++) - { + for( i = val2 = 0; i < val1; i++) { t = 5-(i>>1); val2 += (t < 0)? 1:t; } - if( bl->type&(BL_PC|BL_MER) ) - { - if( sd ) - { - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + if( bl->type&(BL_PC|BL_MER) ) { + 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); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } } break; case SC_DEFENDER: - if (!(flag&1)) - { + if (!(flag&1)) { val2 = 5 + 15*val1; //Damage reduction val3 = 0; // unused, previously speed adjustment val4 = 250 - 50*val1; //Aspd adjustment - if (sd) - { + if (sd) { struct map_session_data *tsd; int i; - for (i = 0; i < 5; i++) - { //See if there are devoted characters, and pass the status to them. [Skotlex] - if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i]))) - status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); + 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); } } } @@ -7676,26 +7967,28 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_JOINTBEAT: if( val2&BREAK_NECK ) - sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1)); + sc_start2(src,bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1)); break; case SC_BERSERK: - if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) - sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); - case SC__BLOODYLUST: + if( val3 == SC__BLOODYLUST ) + sc_start(src,bl,(sc_type)val3,100,val1,tick); + if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) ) + sc_start4(src, bl, SC_ENDURE, 100,10,0,0,2, tick); //HP healing is performing after the calc_status call. //Val2 holds HP penalty - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); + if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1); if (!val4) val4 = 10000; //Val4 holds damage interval val3 = tick/val4; //val3 holds skill duration tick_time = val4; // [GodLesZ] tick time break; case SC_GOSPEL: - if(val4 == BCT_SELF) { // self effect + if(val4 == BCT_SELF) { + // self effect val2 = tick/10000; tick_time = 10000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs + status->change_clear_buffs(bl,3); //Remove buffs/debuffs } break; @@ -7705,23 +7998,23 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 0; val4 = 0; - stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); - stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); - break; + stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); + stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); } + break; case SC_MARIONETTE: { int stat,max_stat; // fetch caster information - struct block_list *pbl = iMap->id2bl(val1); - struct status_change *psc = pbl?status_get_sc(pbl):NULL; - struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL; + struct block_list *pbl = map->id2bl(val1); + struct status_change *psc = pbl ? status->get_sc(pbl) : NULL; + struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL; // fetch target's stats - struct status_data* status = status_get_status_data(bl); // battle status + struct status_data* tst = status->get_status_data(bl); // battle status if (!psce) return 0; @@ -7729,14 +8022,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 0; val4 = 0; max_stat = battle_config.max_parameter; //Cap to 99 (default) - stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF); - stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); - break; + stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF); + stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF); } + break; case SC_SWORDREJECT: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections @@ -7766,16 +8059,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val struct block_list *d_bl; struct status_change *d_sc; - if( (d_bl = iMap->id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) - { // Inherits Status From Source + if( (d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) { + // Inherits Status From Source const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; enum sc_type type2; - int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3; - while( i >= 0 ) - { + int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3; + while( i >= 0 ) { type2 = types[i]; if( d_sc->data[type2] ) - sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1)); + sc_start(bl, bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1)); i--; } } @@ -7784,25 +8076,25 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp if( val3 && bl->type == BL_MOB ) { - struct block_list* src = iMap->id2bl(val3); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,status->hp - 1); + struct block_list* src2 = map->id2bl(val3); + if( src2 ) + mob->log_damage((TBL_MOB*)bl,src2,st->hp - 1); } - status_zap(bl, status->hp-1, val2?0:status->sp); + status_zap(bl, st->hp-1, val2 ? 0 : st->sp); return 1; break; case SC_RG_CCONFINE_S: { - struct block_list *src = val2?iMap->id2bl(val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; - struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL; - if (src && sc2) { + struct block_list *src2 = val2 ? map->id2bl(val2) : NULL; + struct status_change *sc2 = src ? status->get_sc(src2) : NULL; + struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL; + if (src2 && sc2) { if (!sce2) //Start lock on caster. - sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); + sc_start4(src,src2,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. (sce2->val2)++; - iTimer->delete_timer(sce2->timer, status_change_timer); - sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, status_change_timer, src->id, SC_RG_CCONFINE_M); + timer->delete(sce2->timer, status->change_timer); + sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src2->id, SC_RG_CCONFINE_M); } } else //Status failed. return 0; @@ -7813,41 +8105,50 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_KAUPE: switch (val1) { - case 3: //33*3 + 1 -> 100% - val2++; - case 1: - case 2: //33, 66% - val2 += 33*val1; - val3 = 1; //Dodge 1 attack total. - break; - default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] - val2 = 100; - val3 = val1-2; - break; + case 3: //33*3 + 1 -> 100% + val2++; + case 1: + case 2: //33, 66% + val2 += 33*val1; + val3 = 1; //Dodge 1 attack total. + break; + default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] + val2 = 100; + val3 = val1-2; + break; } break; - case SC_COMBOATTACK: { - //val1: Skill ID - //val2: When given, target (for autotargetting skills) - //val3: When set, this combo time should NOT delay attack/movement - //val3: TK: Last used kick - //val4: TK: Combo time - struct unit_data *ud = unit_bl2ud(bl); - if (ud && !val3) { - tick += 300 * battle_config.combo_delay_rate/100; - ud->attackabletime = iTimer->gettick()+tick; - unit_set_walkdelay(bl, iTimer->gettick(), tick, 1); - } - val3 = 0; - val4 = tick; + case SC_COMBOATTACK: + { + //val1: Skill ID + //val2: When given, target (for autotargetting skills) + //val3: When set, this combo time should NOT delay attack/movement + //val3: If set to 2 this combo will delay ONLY attack + //val3: TK: Last used kick + //val4: TK: Combo time + struct unit_data *ud = unit->bl2ud(bl); + if( ud && (!val3 || val3 == 2) ) { + tick += 300 * battle_config.combo_delay_rate/100; + ud->attackabletime = timer->gettick()+tick; + if( !val3 ) + unit->set_walkdelay(bl, timer->gettick(), tick, 1); } + val3 = 0; + val4 = tick; break; + } case SC_EARTHSCROLL: val2 = 11-val1; //Chance to consume: 11-skill_lv% break; case SC_RUN: - val4 = iTimer->gettick(); //Store time at which you started running. + { + //Store time at which you started running. + int64 currenttick = timer->gettick(); + // Note: this int64 value is stored in two separate int32 variables (FIXME) + val3 = (int)(currenttick&0x00000000ffffffffLL); + val4 = (int)((currenttick&0xffffffff00000000LL)>>32); + } tick = -1; break; case SC_KAAHI: @@ -7856,7 +8157,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = INVALID_TIMER; //Kaahi Timer. break; case SC_BLESSING: - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) + if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) val2 = val1; else val2 = 0; //0 -> Half stat. @@ -7894,7 +8195,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 5*val1; //Batk/Watk Increase val3 = 10*val1; //Hit Increase val4 = 5*val1; //Def reduction - sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect + sc_start(src, bl, SC_ENDURE, 100, 1, tick); //Endure effect break; case SC_ANGELUS: val2 = 5*val1; //def increase @@ -7911,23 +8212,25 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 3*val1; //Hit increase break; case SC_SUN_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase + val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase break; case SC_MOON_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase + val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase break; case SC_STAR_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase + val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase break; case SC_QUAGMIRE: val2 = (sd?5:10)*val1; //Agi/Dex decrease. break; - // gs_something1 [Vicious] + // gs_something1 [Vicious] case SC_GS_GATLINGFEVER: val2 = 20*val1; //Aspd increase - val3 = 20+10*val1; //Batk increase val4 = 5*val1; //Flee decrease + #ifndef RENEWAL + val3 = 20+10*val1; //Batk increase + #endif break; case SC_FLING: @@ -7967,20 +8270,30 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; // [GodLesZ] tick time break; case SC_JAILED: - //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. + // val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. + // When first called: + // val2 Jail map_index + // val3 x + // val4 y + // When renewing status' information + // val3 Return map_index + // val4 return coordinates tick = val1>0?1000:250; if (sd) { if (sd->mapindex != val2) { - int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates - map = sd->mapindex; //Current Map + int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates + int map_index = sd->mapindex; /// Current Map //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); //2. Set restore point (val3 -> return map, val4 return coords - val3 = map; + val3 = map_index; val4 = pos; - } else if (!val3 || val3 == sd->mapindex) { //Use save point. + } 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. val3 = sd->status.save_point.map; val4 = (sd->status.save_point.x&0xFFFF) |(sd->status.save_point.y<<16); @@ -7999,7 +8312,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3= 20*val1; //Int increase break; case SC_SWOO: - if(status->mode&MD_BOSS) + if(st->mode&MD_BOSS) tick /= 5; //TODO: Reduce skill's duration. But for how long? break; case SC_SPIDERWEB: @@ -8067,12 +8380,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_KAIZEL: val2 = 10*val1; //% of life to be revived with break; - // case SC_ARMORPROPERTY: - // case SC_ARMOR_RESIST: + // case SC_ARMORPROPERTY: + // case SC_ARMOR_RESIST: // Mod your resistance against elements: // val1 = water | val2 = earth | val3 = fire | val4 = wind // break; - //case ????: + //case ????: //Place here SCs that have no SCB_* data, no skill associated, no ICON //associated, and yet are not wrong/unknown. [Skotlex] //break; @@ -8100,9 +8413,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_SPL_MATK: val2 = 2; // Splendide group break; - /** - * General - **/ + /** + * General + **/ case SC_FEAR: val2 = 2; val4 = tick / 1000; @@ -8112,9 +8425,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = tick / 3000; // Total Ticks to Burn!! tick_time = 3000; // [GodLesZ] tick time break; - /** - * Rune Knight - **/ + /** + * Rune Knight + **/ case SC_DEATHBOUND: val2 = 500 + 100 * val1; break; @@ -8122,19 +8435,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( sd ) val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase break; - case SC_FIGHTINGSPIRIT: - val_flag |= 1|2; - break; case SC_ABUNDANCE: val4 = tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; - case SC_GIANTGROWTH: - val2 = 10; // Triple damage success rate. - break; - /** - * Arch Bishop - **/ + /** + * Arch Bishop + **/ case SC_RENOVATIO: val4 = tick / 5000; tick_time = 5000; @@ -8144,16 +8451,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_VENOMIMPRESS: val2 = 10 * val1; - val_flag |= 1|2; - break; - case SC_POISONINGWEAPON: - val_flag |= 1|2|4; break; case SC_WEAPONBLOCKING: val2 = 10 + 2 * val1; // Chance - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - val_flag |= 1|2; + val4 = tick / 5000; + tick_time = 5000; // [GodLesZ] tick time break; case SC_TOXIN: val4 = tick / 10000; @@ -8164,7 +8466,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 4000; // [GodLesZ] tick time break; case SC_PYREXIA: - status_change_start(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,val1,0,0,0,30000,11); // Blind status that last for 30 seconds val4 = tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; @@ -8176,13 +8478,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; - case SC_ROLLINGCUTTER: - val_flag |= 1; - break; case SC_CLOAKINGEXCEED: val2 = ( val1 + 1 ) / 2; // Hits val3 = 90 + val1 * 10; // Walk speed - val_flag |= 1|2|4; if (bl->type == BL_PC) val4 |= battle_config.pc_cloak_check_type&7; else @@ -8192,7 +8490,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_HALLUCINATIONWALK: val2 = 50 * val1; // Evasion rate of physical attacks. Flee val3 = 10 * val1; // Evasion rate of magical attacks. - val_flag |= 1|2|4; break; case SC_WHITEIMPRISON: status_change_end(bl, SC_BURNING, INVALID_TIMER); @@ -8210,7 +8507,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_READING_SB: // val2 = sp reduction per second - tick_time = 5000; // [GodLesZ] tick time + tick_time = 10000; // [GodLesZ] tick time break; case SC_SUMMON1: case SC_SUMMON2: @@ -8221,19 +8518,22 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1; break; case SC_SHAPESHIFT: switch( val1 ) { - case 1: val2 = ELE_FIRE; break; - case 2: val2 = ELE_EARTH; break; - case 3: val2 = ELE_WIND; break; - case 4: val2 = ELE_WATER; break; + case 1: val2 = ELE_FIRE; break; + case 2: val2 = ELE_EARTH; break; + case 3: val2 = ELE_WIND; break; + case 4: val2 = ELE_WATER; break; } break; + case SC_STEALTHFIELD_MASTER: + val4 = tick / 1000; + tick_time = 2000 + (1000 * val1); + break; case SC_ELECTRICSHOCKER: - case SC_CRYSTALIZE: + case SC_COLD: case SC_MEIKYOUSISUI: val4 = tick / 1000; if( val4 < 1 ) @@ -8245,17 +8545,26 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; // [GodLesZ] tick time break; case SC_WUGDASH: - val4 = iTimer->gettick(); //Store time at which you started running. + { + //Store time at which you started running. + int64 currenttick = timer->gettick(); + // Note: this int64 value is stored in two separate int32 variables (FIXME) + val3 = (int)(currenttick&0x00000000ffffffffLL); + val4 = (int)((currenttick&0xffffffff00000000LL)>>32); + } tick = -1; break; + case SC__REPRODUCE: + val4 = tick / 1000; + tick_time = 1000; + break; case SC__SHADOWFORM: { - struct map_session_data * s_sd = iMap->id2sd(val2); - if( s_sd ) - s_sd->shadowform_id = bl->id; - val4 = tick / 1000; - val_flag |= 1|2|4; - tick_time = 1000; // [GodLesZ] tick time - } + struct map_session_data * s_sd = map->id2sd(val2); + if( s_sd ) + s_sd->shadowform_id = bl->id; + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + } break; case SC__STRIPACCESSARY: if (!sd) @@ -8263,47 +8572,40 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC__INVISIBILITY: val2 = 50 - 10 * val1; // ASPD - val3 = 20 * val1; // CRITICAL + val3 = 200 * val1; // CRITICAL val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1|2; break; case SC__ENERVATION: val2 = 20 + 10 * val1; // ATK Reduction - val_flag |= 1|2; if( sd ) pc->delspiritball(sd,sd->spiritball,0); break; case SC__GROOMY: val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] val3 = 20 * val1; //HIT - val_flag |= 1|2|4; 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,1); - if( sd->md ) merc_delete(sd->md,3); + 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: val2 = 10 + 10 * val1; // Cast reduction val3 = 10 * val1; // Flee Reduction - val_flag |= 1|2|4; break; case SC__UNLUCKY: val2 = 10 * val1; // Crit and Flee2 Reduction - val_flag |= 1|2|4; break; case SC__WEAKNESS: val2 = 10 * val1; - val_flag |= 1|2; // bypasses coating protection and MADO - sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); - sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); - break; + sc_start(src, bl,SC_NOEQUIPWEAPON,100,val1,tick); + sc_start(src, bl,SC_NOEQUIPSHIELD,100,val1,tick); break; case SC_GN_CARTBOOST: if( val1 < 3 ) @@ -8314,13 +8616,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 100; break; case SC_PROPERTYWALK: - val_flag |= 1|2; val3 = 0; break; case SC_WARMER: status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); + status_change_end(bl, SC_COLD, INVALID_TIMER); break; case SC_STRIKING: val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) @@ -8328,32 +8629,26 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; // [GodLesZ] tick time break; case SC_BLOOD_SUCKER: - { - struct block_list *src = iMap->id2bl(sce->val2); - val3 = 1; - if(src) - val3 = 200 + 100 * sce->val1 + status_get_int(src); - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC_VACUUM_EXTREME: - tick -= (status->str / 20) * 1000; - val4 = val3 = tick / 100; - tick_time = 100; // [GodLesZ] tick time + { + struct block_list *src2 = map->id2bl(val2); + val3 = 1; + if(src2) + val3 = 200 + 100 * val1 + status_get_int(src2); + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + } break; case SC_SWING: - val2 = 4 * val1; // Walk speed and aspd reduction. + val3 = 5 * val1 + val2;//Movement Speed And ASPD Increase break; case SC_SYMPHONY_LOVE: + val2 = 12 * val1 + val2 + sd->status.job_level / 4;//MDEF Increase In % + case SC_MOONLIT_SERENADE: case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - val2 = 6 * val1; - val2 += val3; //Adding 1% * Lesson Bonus - val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel + val2 = 6 * val1 + val2 + sd->status.job_level / 5; break; - case SC_MOONLIT_SERENADE: - val2 = 10 * val1; + case SC_ECHOSONG: + val3 = 6 * val1 + val2 + sd->status.job_level / 4;//DEF Increase In % break; case SC_HARMONIZE: val2 = 5 + 5 * val1; @@ -8367,34 +8662,36 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 2000; // [GodLesZ] tick time break; case SC_SIRCLEOFNATURE: - val2 = 1 + val1; //SP consume - val3 = 40 * val1; //HP recovery + val2 = 40 * val1;//HP recovery + val3 = 4 * val1;//SP drain val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_SONG_OF_MANA: - val3 = 10 + (2 * val2); - val4 = tick/3000; - tick_time = 3000; // [GodLesZ] tick time + val3 = 10 + 5 * val2; + val4 = tick/5000; + tick_time = 5000; // [GodLesZ] tick time break; case SC_SATURDAY_NIGHT_FEVER: - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); - if (!val4) val4 = 3000; - val3 = tick/val4; - tick_time = val4; // [GodLesZ] tick time + /*val2 = 12000 - 2000 * val1;//HP/SP Drain Timer + if ( val2 < 1000 ) + val2 = 1000;//Added to prevent val3 from dividing by 0 when using level 6 or higher through commands. [Rytech] + val3 = tick/val2;*/ + val3 = tick / 3000; + tick_time = 3000;// [GodLesZ] tick time break; case SC_GLOOMYDAY: - val2 = 20 + 5 * val1; // Flee reduction. - val3 = 15 + 5 * val1; // ASPD reduction. - if( sd && rand()%100 < val1 ){ // (Skill Lv) % - val4 = 1; // reduce walk speed by half. - if( pc_isriding(sd) ) pc->setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); + if ( !val2 ) { + val2 = (val4 > 0 ? max(15, rnd()%(val4*5)) : 0) + val1 * 10; + } + if ( rnd()%10000 < val1*100 ) { // 1% per SkillLv chance + 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); + } } - break; - case SC_GLOOMYDAY_SK: - // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. - val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); break; case SC_SITDOWN_FORCE: case SC_BANANA_BOMB_SITDOWN_POSTDELAY: @@ -8406,119 +8703,108 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } break; case SC_DANCE_WITH_WUG: - val3 = (5 * val1) + (1 * val2); //Still need official value. + val3 = 5 + 5 * val2;//ASPD Increase + val4 = 20 + 10 * val2;//Fixed Cast Time Reduction break; case SC_LERADS_DEW: - val3 = (5 * val1) + (1 * val2); + val3 = 200 * val1 + 300 * val2;//MaxHP Increase break; case SC_MELODYOFSINK: - val3 = (5 * val1) + (1 * val2); + val3 = val1 * (2 + val2);//INT Reduction. Formula Includes Caster And 2nd Performer. + val4 = tick/1000; + tick_time = 1000; break; case SC_BEYOND_OF_WARCRY: - val3 = (5 * val1) + (1 * val2); + val3 = val1 * (2 + val2);//STR And Crit Reduction. Formula Includes Caster And 2nd Performer. + val4 = 4 * val1 + 4 * val2;//MaxHP Reduction break; case SC_UNLIMITED_HUMMING_VOICE: { - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); if( ud == NULL ) return 0; ud->state.skillcastcancel = 0; - val3 = 15 - (2 * val2); + val3 = 15 - (3 * val2);//Increased SP Cost. } break; case SC_LG_REFLECTDAMAGE: val2 = 15 + 5 * val1; - val3 = (val1==5)?20:(val1+4)*2; // SP consumption + val3 = 25 + 5 * val1; //Number of Reflects val4 = tick/10000; tick_time = 10000; // [GodLesZ] tick time break; - case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] - val2 = 20 + 12 * (val1 - 1); // Chance - val3 = 5 + (2 * val1); // Max rage counters + case SC_FORCEOFVANGUARD: + val2 = 8 + 12 * val1; // Chance + val3 = 5 + 2 * val1; // Max rage counters tick = -1; //endless duration in the client - tick_time = 6000; // [GodLesZ] tick time - val_flag |= 1|2|4; break; case SC_EXEEDBREAK: - val1 *= 150; // 150 * skill_lv - if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. - val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100); - val1 += 15 * (sd ? sd->status.job_level:50) + 100; + if( sd ){ + short index = sd->equip_index[EQI_HAND_R]; + val1 = 15 * (sd->status.job_level + val1 * 10); + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) + val1 += (sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv) * status->get_lv(bl) / 100; } - else // Mobs - val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] break; - case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil] - val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage. + case SC_PRESTIGE: + val2 = (st->int_ + st->luk) * val1 / 20;// Chance to evade magic damage. + val2 = val2 * status->get_lv(bl) / 200; + val2 += val1; val1 *= 15; // Defence added if( sd ) val1 += 10 * pc->checkskill(sd,CR_DEFENDER); - val_flag |= 1|2; + val1 *= status->get_lv(bl) / 100; break; case SC_BANDING: tick_time = 5000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - val_flag |= 1|2; break; case SC_MAGNETICFIELD: val3 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_INSPIRATION: - if( sd ) - { - val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus - val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus + if( sd ) { + val2 = 40 * val1 + 3 * sd->status.job_level;// ATK bonus + val3 = sd->status.base_level / 10 + sd->status.job_level / 5;// All stat bonus } - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - break; - case SC_SPELLFIST: - case SC_CURSEDCIRCLE_ATKER: - val_flag |= 1|2|4; + val4 = tick / 5000; + tick_time = 5000; // [GodLesZ] tick time + status->change_clear_buffs(bl,3); //Remove buffs/debuffs break; case SC_CRESCENTELBOW: - val2 = 94 + val1; - val_flag |= 1|2; + val2 = (sd ? sd->status.job_level : 2) / 2 + 50 + 5 * val1; break; case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; - val_flag |= 1; break; case SC_RAISINGDRAGON: val3 = tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_GENTLETOUCH_CHANGE: - {// take note there is no def increase as skill desc says. [malufett] - struct block_list * src; - val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % - if( (src = iMap->id2bl(val2)) ){ - val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] - val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] - } + {// take note there is no def increase as skill desc says. [malufett] + 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] + 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 * src; - val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % - if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently - val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] - } + {// 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] + } break; case SC_PYROTECHNIC_OPTION: - val_flag |= 1|2|4; + val2 = 60; break; case SC_HEATER_OPTION: val2 = 120; // Watk. TODO: Renewal (Atk2) - val3 = 33; // % Increase effects. + val3 = (sd ? sd->status.job_level : 0); // % Increase damage. val4 = 3; // Change into fire element. - val_flag |= 1|2|4; break; case SC_TROPIC_OPTION: val2 = 180; // Watk. TODO: Renewal (Atk2) @@ -8526,77 +8812,85 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_AQUAPLAY_OPTION: val2 = 40; - val_flag |= 1|2|4; break; case SC_COOLER_OPTION: - val2 = 80; // % Freezing chance - val3 = 33; // % increased damage + val2 = 80; // Bonus Matk + val3 = (sd ? sd->status.job_level : 0); // % Freezing chance val4 = 1; // Change into water elemet - val_flag |= 1|2|4; break; case SC_CHILLY_AIR_OPTION: val2 = 120; // Matk. TODO: Renewal (Matk1) val3 = MG_COLDBOLT; - val_flag |= 1|2; - break; - case SC_GUST_OPTION: - val_flag |= 1|2; break; case SC_WIND_STEP_OPTION: val2 = 50; // % Increase speed and flee. break; case SC_BLAST_OPTION: - val2 = 20; + val2 = (sd ? sd->status.job_level : 0); // % Increase damage val3 = ELE_WIND; - val_flag |= 1|2|4; break; case SC_WILD_STORM_OPTION: val2 = MG_LIGHTNINGBOLT; - val_flag |= 1|2; break; case SC_PETROLOGY_OPTION: val2 = 5; val3 = 50; - val_flag |= 1|2|4; + break; + case SC_SOLID_SKIN_OPTION: + val2 = 33; // % Increase DEF break; case SC_CURSED_SOIL_OPTION: val2 = 10; - val3 = 33; + val3 = (sd ? sd->status.job_level : 0); // % Increase Damage val4 = 2; - val_flag |= 1|2|4; break; case SC_UPHEAVAL_OPTION: val2 = WZ_EARTHSPIKE; - val_flag |= 1|2; + val3 = 15; // Bonus MaxHP break; case SC_CIRCLE_OF_FIRE_OPTION: val2 = 300; - val_flag |= 1|2; break; case SC_FIRE_CLOAK_OPTION: case SC_WATER_DROP_OPTION: case SC_WIND_CURTAIN_OPTION: case SC_STONE_SHIELD_OPTION: - val2 = 20; // Elemental modifier. Not confirmed. - break; + val2 = 100; // Elemental modifier. + break; + case SC_TROPIC: + case SC_CHILLY_AIR: + case SC_WILD_STORM: + case SC_UPHEAVAL: + val2 += 10; + case SC_HEATER: + case SC_COOLER: + case SC_BLAST: + case SC_CURSED_SOIL: + val2 += 10; + case SC_PYROTECHNIC: + case SC_AQUAPLAY: + case SC_GUST: + case SC_PETROLOGY: + val2 += 5; + val3 += 9000; case SC_CIRCLE_OF_FIRE: + case SC_WATER_SCREEN: + case SC_WIND_STEP: + case SC_SOLID_SKIN: case SC_FIRE_CLOAK: case SC_WATER_DROP: - case SC_WATER_SCREEN: case SC_WIND_CURTAIN: - case SC_WIND_STEP: case SC_STONE_SHIELD: - case SC_SOLID_SKIN: - val2 = 10; - tick_time = 2000; // [GodLesZ] tick time + val2 += 5; + val3 += 1000; + val4 = tick; + tick_time = val3; break; case SC_WATER_BARRIER: - val2 = 40; // Increasement. Mdef1 ??? - val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? - val_flag |= 1|2|4; + val3 = 20; // Reductions. Atk2, Flee1 break; case SC_ZEPHYR: - val2 = 22; // Flee. + val2 = 25; // Flee. break; case SC_TIDAL_WEAPON: val2 = 20; // Increase Elemental's attack. @@ -8626,25 +8920,35 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; break; case SC_ZANGETSU: - val2 = status_get_lv(bl) / 3 + 20 * val1; - val3 = status_get_lv(bl) / 2 + 30 * val1; + val2 = val4 = status->get_lv(bl) / 3 + 20 * val1; + val3 = status->get_lv(bl) / 2 + 30 * val1; val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); - val3 = (!(status_get_sp(bl)%2) ? val2 : -val3); + val3 = (!(status_get_sp(bl)%2) ? val4 : -val3); break; case SC_GENSOU: - { - int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; - #define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;} - if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) - return 0; +#define PER( a, lvl ) do { \ + int temp__ = (a); \ + if( temp__ <= 15 ) (lvl) = 1; \ + else if( temp__ <= 30 ) (lvl) = 2; \ + else if( temp__ <= 50 ) (lvl) = 3; \ + else if( temp__ <= 75 ) (lvl) = 4; \ + else (lvl) = 5; \ +} while(0) - PER( 100 / (status_get_max_hp(bl) / hp) ); - status_heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); + { + int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; - PER( 100 / (status_get_max_sp(bl) / sp) ); - status_heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); - } + if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) + return 0; + + PER( 100 / (status_get_max_hp(bl) / hp), lv ); + status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); + + PER( 100 / (status_get_max_sp(bl) / sp), lv ); + status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); + } +#undef PER break; case SC_ANGRIFFS_MODUS: val2 = 50 + 20 * val1; //atk bonus @@ -8683,7 +8987,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 2*val1; //aspd reduction % val3 = 2*val1; //dmg reduction % if(sc->data[SC_NEEDLE_OF_PARALYZE]) - sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration + sc_start(src, bl, SC_ENDURE, 100, val1, tick); //start endure for same duration break; case SC_STYLE_CHANGE: //[Lighta] need real info tick = -1; @@ -8710,21 +9014,33 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_FRIGG_SONG: val2 = 5 * val1; - val3 = 1000 + 100 * val1; - tick_time = 10000; + val3 = (20 * val1) + 80; + tick_time = 1000; val4 = tick / tick_time; break; + case SC_DARKCROW: + val2 = 30 * val1; + break; case SC_MONSTER_TRANSFORM: - if( !mobdb_checkid(val1) ) + if( !mob->db_checkid(val1) ) val1 = 1002; // default poring - val_flag |= 1; break; - default: - if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) - { //Status change with no calc, no icon, and no skill associated...? - ShowError("UnknownStatusChange [%d]\n", type); - return 0; - } + case SC_ALL_RIDING: + tick = -1; + break; + case SC_FLASHCOMBO: + /** + * val1 = <IN>skill_id + * val2 = <OUT>attack addition + **/ + 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...? + ShowError("UnknownStatusChange [%d]\n", type); + return 0; + } } } else { //Special considerations when loading SC data. switch( type ) { @@ -8732,6 +9048,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_XMAS: case SC_SUMMER: case SC_HANBOK: + case SC_OKTOBERFEST: if( !vd ) break; clif->changelook(bl,LOOK_BASE,vd->class_); clif->changelook(bl,LOOK_WEAPON,0); @@ -8741,22 +9058,139 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_KAAHI: val4 = INVALID_TIMER; break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - case SC_MONSTER_TRANSFORM: - val_flag |= 1; - 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 */ + switch(type) { + case SC_FIGHTINGSPIRIT: + val_flag |= 1|2; + break; + case SC_VENOMIMPRESS: + val_flag |= 1|2; + break; + case SC_POISONINGWEAPON: + val_flag |= 1|2|4; + break; + case SC_WEAPONBLOCKING: + val_flag |= 1|2; + break; + case SC_ROLLINGCUTTER: + val_flag |= 1; + break; + case SC_CLOAKINGEXCEED: + val_flag |= 1|2|4; + break; + case SC_HALLUCINATIONWALK: + val_flag |= 1|2|4; + break; + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + val_flag |= 1; + break; + case SC__SHADOWFORM: + val_flag |= 1|2|4; + break; + case SC__INVISIBILITY: + val_flag |= 1|2; + break; + case SC__ENERVATION: + val_flag |= 1|2; + break; + case SC__GROOMY: + val_flag |= 1|2|4; + break; + case SC__LAZINESS: + val_flag |= 1|2|4; + break; + case SC__UNLUCKY: + val_flag |= 1|2|4; + break; + case SC__WEAKNESS: + val_flag |= 1|2; + break; + case SC_PROPERTYWALK: + val_flag |= 1|2; + break; + case SC_FORCEOFVANGUARD: + val_flag |= 1|2|4; + break; + case SC_PRESTIGE: + val_flag |= 1|2; + break; + case SC_BANDING: + val_flag |= 1; + break; + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + val_flag |= 1|2; + break; + case SC_SPELLFIST: + case SC_CURSEDCIRCLE_ATKER: + val_flag |= 1|2|4; + break; + case SC_CRESCENTELBOW: + val_flag |= 1|2; + break; + case SC_LIGHTNINGWALK: + val_flag |= 1; + break; + case SC_PYROTECHNIC_OPTION: + val_flag |= 1|2|4; + break; + case SC_HEATER_OPTION: + val_flag |= 1|2|4; + break; + case SC_AQUAPLAY_OPTION: + val_flag |= 1|2|4; + break; + case SC_COOLER_OPTION: + val_flag |= 1|2|4; + break; + case SC_CHILLY_AIR_OPTION: + val_flag |= 1|2; + break; + case SC_GUST_OPTION: + val_flag |= 1|2; + break; + case SC_BLAST_OPTION: + val_flag |= 1|2|4; + break; + case SC_WILD_STORM_OPTION: + val_flag |= 1|2; + break; + case SC_PETROLOGY_OPTION: + val_flag |= 1|2|4; + break; + case SC_CURSED_SOIL_OPTION: + val_flag |= 1|2|4; + break; + case SC_UPHEAVAL_OPTION: + val_flag |= 1|2; + break; + case SC_CIRCLE_OF_FIRE_OPTION: + val_flag |= 1|2; + break; + case SC_WATER_BARRIER: + val_flag |= 1|2|4; + break; + case SC_CASH_PLUSEXP: + case SC_CASH_PLUSONLYJOBEXP: + case SC_MONSTER_TRANSFORM: + case SC_CASH_RECEIVEITEM: + val_flag |= 1; + break; + } /* [Ind/Hercules] */ - if( sd && StatusDisplayType[type] ) { + if( sd && status->DisplayType[type] ) { int dval1 = 0, dval2 = 0, dval3 = 0; switch( type ) { case SC_ALL_RIDING: @@ -8766,11 +9200,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val dval1 = val1; break; } - status_display_add(sd,type,dval1,dval2,dval3); + status->display_add(sd,type,dval1,dval2,dval3); } //Those that make you stop attacking/walking.... switch (type) { + case SC_VACUUM_EXTREME: + if(!map_flag_gvg(bl->m)) + unit->stop_walking(bl,1); + break; case SC_FREEZE: case SC_STUN: case SC_SLEEP: @@ -8782,9 +9220,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_change_end(bl, SC_DANCING, INVALID_TIMER); // Cancel cast when get status [LuzZza] if (battle_config.sc_castcancel&bl->type) - unit_skillcastcancel(bl, 0); + unit->skillcastcancel(bl, 0); + case SC_FALLENEMPIRE: case SC_WHITEIMPRISON: - unit_stop_attack(bl); + unit->stop_attack(bl); case SC_STOP: case SC_CONFUSION: case SC_RG_CCONFINE_M: @@ -8794,20 +9233,20 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_WUGBITE: case SC_THORNS_TRAP: case SC__MANHOLE: - case SC_CRYSTALIZE: + case SC__CHAOS: + case SC_COLD: case SC_CURSEDCIRCLE_ATKER: case SC_CURSEDCIRCLE_TARGET: case SC_FEAR: - case SC_NETHERWORLD: case SC_MEIKYOUSISUI: case SC_KYOUGAKU: case SC_NEEDLE_OF_PARALYZE: case SC_DEATHBOUND: - unit_stop_walking(bl,1); - break; + unit->stop_walking(bl,1); + break; case SC_ANKLESNARE: if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) - unit_stop_walking(bl,1); + unit->stop_walking(bl,1); break; case SC_HIDING: case SC_CLOAKING: @@ -8816,12 +9255,38 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_WEIGHTOVER90: case SC_CAMOUFLAGE: case SC_SIREN: - unit_stop_attack(bl); - break; + case SC_ALL_RIDING: + unit->stop_attack(bl); + break; case SC_SILENCE: if (battle_config.sc_castcancel&bl->type) - unit_skillcastcancel(bl, 0); - break; + unit->skillcastcancel(bl, 0); + break; + /* */ + case SC_ITEMSCRIPT: + if( sd ) { + switch( val1 ) { + case ITEMID_PHREEONI_CARD: + clif->status_change(bl, SI_FOOD_BASICHIT, 1, tick, 0, 0, 0); + break; + case ITEMID_GHOSTRING_CARD: + clif->status_change(bl,SI_ARMOR_PROPERTY,1,tick,0,0,0); + break; + case ITEMID_TAO_GUNKA_CARD: + clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0); + break; + case ITEMID_MISTRESS_CARD: + clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0); + break; + case ITEMID_ORC_HERO_CARD: + clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0); + break; + case ITEMID_ORC_LOAD_CARD: + clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0); + break; + } + } + break; } // Set option as needed. @@ -8831,17 +9296,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val 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_DEEP_SLEEP: opt_flag = 0; 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_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; 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; case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; case SC_CRUCIS: + case SC__CHAOS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; @@ -8894,7 +9359,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_BERSERK: opt_flag = 0; -// case SC__BLOODYLUST: sc->opt3 |= OPT3_BERSERK; break; // case ???: // doesn't seem to do anything @@ -8946,10 +9410,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_CLOAKING: case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: sc->option |= OPTION_CLOAK; opt_flag = 2; break; + case SC__INVISIBILITY: case SC_CHASEWALK: sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; opt_flag = 2; @@ -8982,12 +9446,20 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_FUSION: sc->option |= OPTION_FLYING; break; + case SC_OKTOBERFEST: + sc->option |= OPTION_OKTOBERFEST; + opt_flag |= 0x4; + break; + case SC__FEINTBOMB_MASTER: + sc->option |= OPTION_INVISIBLE; + opt_flag |= 0x4; + break; default: opt_flag = 0; } //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. - if(opt_flag) { + if(opt_flag) { clif->changeoption(bl); if( sd && opt_flag&0x4 ) { clif->changelook(bl,LOOK_BASE,vd->class_); @@ -9004,59 +9476,61 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val calc_flag&=~SCB_DYE; } - if( !(flag&4 && StatusDisplayType[type]) ) - clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); + if( !(flag&4 && 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); /** - * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. - **/ + * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. + **/ if( tick_time ) tick = tick_time; //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. if((sce=sc->data[type])) {// reuse old sc if( sce->timer != INVALID_TIMER ) - iTimer->delete_timer(sce->timer, status_change_timer); + timer->delete(sce->timer, status->change_timer); } else {// new sc ++(sc->count); - sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); + sce = sc->data[type] = ers_alloc(status->data_ers, struct status_change_entry); } sce->val1 = val1; sce->val2 = val2; sce->val3 = val3; sce->val4 = val4; if (tick >= 0) - sce->timer = iTimer->add_timer(iTimer->gettick() + tick, status_change_timer, bl->id, type); - else + sce->timer = timer->add(timer->gettick() + tick, status->change_timer, bl->id, type); + else { sce->timer = INVALID_TIMER; //Infinite duration + if( sd ) + chrif->save_scdata_single(sd->status.account_id,sd->status.char_id,type,sce); + } if (calc_flag) status_calc_bl(bl,calc_flag); if(sd && sd->pd) - pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing + pet->sc_check(sd, type); //Skotlex: Pet Status Effect Healing - switch (type) { - case SC__BLOODYLUST: + switch (type) { case SC_BERSERK: if (!(sce->val2)) { //don't heal if already set - status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. - status_set_sp(bl, 0, 0); //Damage all SP + status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. + status->set_sp(bl, 0, 0); //Damage all SP } - sce->val2 = 5 * status->max_hp / 100; + sce->val2 = 5 * st->max_hp / 100; break; case SC_HLIF_CHANGE: status_percent_heal(bl, 100, 100); break; case SC_RUN: { - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); if( ud ) - ud->state.running = unit_run(bl); + ud->state.running = unit->run(bl, NULL, SC_RUN); } break; case SC_CASH_BOSS_ALARM: - clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message + clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message break; case SC_MER_HP: status_percent_heal(bl, 100, 0); // Recover Full HP @@ -9064,87 +9538,86 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_MER_SP: status_percent_heal(bl, 0, 100); // Recover Full SP break; - /** - * Ranger - **/ + /** + * Ranger + **/ case SC_WUGDASH: { - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); if( ud ) - ud->state.running = unit_wugdash(bl, sd); + ud->state.running = unit->run(bl, sd, SC_WUGDASH); } break; case SC_COMBOATTACK: switch (sce->val1) { - case TK_STORMKICK: - clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); - break; - case TK_DOWNKICK: - clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); - break; - case TK_TURNKICK: - clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); - break; - case TK_COUNTER: - clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); - break; - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - if (sd) - clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); - break; - case TK_JUMPKICK: - if (sd) - clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); - break; - case MO_TRIPLEATTACK: - if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); - break; - case SR_FALLENEMPIRE: - if (sd){ - clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); - clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); - } - break; + case TK_STORMKICK: + clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); + break; + case TK_DOWNKICK: + clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); + break; + case TK_TURNKICK: + clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); + break; + case TK_COUNTER: + clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); + break; + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + if (sd) + clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); + break; + case TK_JUMPKICK: + if (sd) + clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); + break; + case MO_TRIPLEATTACK: + if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) + clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); + break; + case SR_FALLENEMPIRE: + if (sd){ + clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); + clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); + } + break; } break; - case SC_RAISINGDRAGON: - sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] + case SC_RAISINGDRAGON: + sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] break; } if( opt_flag&2 && sd && sd->touching_id ) - npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range + npc->touchnext_areanpc(sd,false); // run OnTouch_ on next char in range return 1; } - /*========================================== - * Ending all status except those listed. - * @TODO maybe usefull for dispel instead reseting a liste there. - * type: - * 0 - PC killed -> Place here statuses that do not dispel on death. - * 1 - If for some reason status_change_end decides to still keep the status when quitting. - * 2 - Do clif - * 3 - Do not remove some permanent/time-independent effects - *------------------------------------------*/ +* Ending all status except those listed. +* @TODO maybe usefull for dispel instead reseting a liste there. +* type: +* 0 - PC killed -> Place here statuses that do not dispel on death. +* 1 - If for some reason status_change_end decides to still keep the status when quitting. +* 2 - Do clif +* 3 - Do not remove some permanent/time-independent effects +*------------------------------------------*/ int status_change_clear(struct block_list* bl, int type) { struct status_change* sc; int i; - sc = status_get_sc(bl); + sc = status->get_sc(bl); if (!sc || !sc->count) return 0; for(i = 0; i < SC_MAX; i++) { if(!sc->data[i]) - continue; - + continue; + if(type == 0){ - if( status_get_sc_type(i)&SC_NO_REM_DEATH ){ + if( status->get_sc_type(i)&SC_NO_REM_DEATH ) { switch (i) { case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) @@ -9154,17 +9627,8 @@ int status_change_clear(struct block_list* bl, int type) { } } } - if( type == 3 ) { - switch (i) {// TODO: This list may be incomplete - case SC_WEIGHTOVER50: - case SC_WEIGHTOVER90: - case SC_NOCHAT: - case SC_PUSH_CART: - case SC_JAILED: - case SC_ALL_RIDING: - continue; - } - } + if( type == 3 && status->get_sc_type(i)&SC_NO_CLEAR ) + continue; status_change_end(bl, (sc_type)i, INVALID_TIMER); @@ -9172,8 +9636,8 @@ int status_change_clear(struct block_list* bl, int type) { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; if (sc->data[i]->timer != INVALID_TIMER) - iTimer->delete_timer(sc->data[i]->timer, status_change_timer); - ers_free(sc_data_ers, sc->data[i]); + timer->delete(sc->data[i]->timer, status->change_timer); + ers_free(status->data_ers, sc->data[i]); sc->data[i] = NULL; } } @@ -9182,6 +9646,7 @@ int status_change_clear(struct block_list* bl, int type) { sc->opt2 = 0; sc->opt3 = 0; sc->bs_counter = 0; + sc->fv_counter = 0; #ifndef RENEWAL sc->sg_counter = 0; #endif @@ -9193,20 +9658,23 @@ int status_change_clear(struct block_list* bl, int type) { } /*========================================== - * Special condition we want to effectuate, check before ending a status. - *------------------------------------------*/ +* Special condition we want to effectuate, check before ending a status. +*------------------------------------------*/ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { struct map_session_data *sd; struct status_change *sc; struct status_change_entry *sce; - struct status_data *status; + struct status_data *st; struct view_data *vd; int opt_flag=0, calc_flag; - +#ifdef ANTI_MAYAP_CHEAT + bool invisible = false; +#endif + nullpo_ret(bl); - sc = status_get_sc(bl); - status = status_get_status_data(bl); + sc = status->get_sc(bl); + st = status->get_status_data(bl); if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) return 0; @@ -9216,30 +9684,33 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if (sce->timer != tid && tid != INVALID_TIMER) return 0; + 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. - return 0; + return 0; if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration - iTimer->delete_timer(sce->timer,status_change_timer); + timer->delete(sce->timer,status->change_timer); if (sc->opt1) - switch (type) { - //"Ugly workaround" [Skotlex] - //delays status change ending so that a skill that sets opt1 fails to - //trigger when it also removed one - case SC_STONE: - sce->val3 = 0; //Petrify time counter. - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - if (sce->val1) { - //Removing the 'level' shouldn't affect anything in the code - //since these SC are not affected by it, and it lets us know - //if we have already delayed this attack or not. - sce->val1 = 0; - sce->timer = iTimer->add_timer(iTimer->gettick()+10, status_change_timer, bl->id, type); - return 1; - } + switch (type) { + //"Ugly workaround" [Skotlex] + //delays status change ending so that a skill that sets opt1 fails to + //trigger when it also removed one + case SC_STONE: + sce->val3 = 0; //Petrify time counter. + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + if (sce->val1) { + //Removing the 'level' shouldn't affect anything in the code + //since these SC are not affected by it, and it lets us know + //if we have already delayed this attack or not. + sce->val1 = 0; + sce->timer = timer->add(timer->gettick()+10, status->change_timer, bl->id, type); + return 1; + } } } @@ -9247,42 +9718,52 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->data[type] = NULL; - if( sd && StatusDisplayType[type] ) { - status_display_remove(sd,type); + if( sd && status->DisplayType[type] ) { + status->display_remove(sd,type); } - - vd = status_get_viewdata(bl); - calc_flag = StatusChangeFlagTable[type]; - switch(type){ - case SC_GRANITIC_ARMOR:{ - int dammage = status->max_hp*sce->val3/100; - if(status->hp < dammage) //to not kill him - dammage = status->hp-1; - status_damage(NULL, bl, dammage,0,0,1); - break; - } - case SC_PYROCLASTIC: - if(bl->type == BL_PC) - skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); - break; - case SC_RUN: + +#ifdef ANTI_MAYAP_CHEAT + if (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE)) + invisible = true; +#endif + + vd = status->get_viewdata(bl); + calc_flag = status->ChangeFlagTable[type]; + switch(type) { + case SC_GRANITIC_ARMOR: { - struct unit_data *ud = unit_bl2ud(bl); - bool begin_spurt = true; - if (ud) { - if(!ud->state.running) - begin_spurt = false; - ud->state.running = 0; - if (ud->walktimer != INVALID_TIMER) - unit_stop_walking(bl,1); - } - if (begin_spurt && sce->val1 >= 7 && - DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 && - (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) - ) - sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1)); + int damage = st->max_hp*sce->val3/100; + if(st->hp < damage) //to not kill him + damage = st->hp-1; + status->damage(NULL, bl, damage,0,0,1); } - break; + break; + case SC_PYROCLASTIC: + if(bl->type == BL_PC) + skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); + break; + case SC_RUN: + { + struct unit_data *ud = unit->bl2ud(bl); + bool begin_spurt = true; + // Note: this int64 value is stored in two separate int32 variables (FIXME) + int64 starttick = (int64)sce->val3&0x00000000ffffffffLL; + starttick |= ((int64)sce->val4<<32)&0xffffffff00000000LL; + + if (ud) { + if(!ud->state.running) + begin_spurt = false; + ud->state.running = 0; + if (ud->walktimer != INVALID_TIMER) + unit->stop_walking(bl,1); + } + if (begin_spurt && sce->val1 >= 7 + && DIFF_TICK(timer->gettick(), starttick) <= 1000 + && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) + ) + sc_start(bl, bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1)); + } + break; case SC_AUTOBERSERK: if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) status_change_end(bl, SC_PROVOKE, INVALID_TIMER); @@ -9294,17 +9775,15 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_AUTOGUARD: { struct map_session_data *tsd; - if( bl->type == BL_PC ) - { // Clear Status from others + if( bl->type == BL_PC ) { + // Clear Status from others int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] ) + for( i = 0; i < 5; i++ ) { + if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) - { // Clear Status from Master + } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { + // Clear Status from Master tsd = ((TBL_MER*)bl)->master; if( tsd && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); @@ -9313,9 +9792,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_DEVOTION: { - struct block_list *d_bl = iMap->id2bl(sce->val1); - if( d_bl ) - { + struct block_list *d_bl = map->id2bl(sce->val1); + if( d_bl ) { if( d_bl->type == BL_PC ) ((TBL_PC*)d_bl)->devotion[sce->val2] = 0; else if( d_bl->type == BL_MER ) @@ -9331,18 +9809,16 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_BLADESTOP: - if(sce->val4) - { - int tid = sce->val4; - struct block_list *tbl = iMap->id2bl(tid); - struct status_change *tsc = status_get_sc(tbl); + if(sce->val4) { + int target_id = sce->val4; + struct block_list *tbl = map->id2bl(target_id); + struct status_change *tsc = status->get_sc(tbl); sce->val4 = 0; - if(tbl && tsc && tsc->data[SC_BLADESTOP]) - { + if(tbl && tsc && tsc->data[SC_BLADESTOP]) { tsc->data[SC_BLADESTOP]->val4 = 0; status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER); } - clif->bladestop(bl, tid, 0); + clif->bladestop(bl, target_id, 0); } break; case SC_DANCING: @@ -9368,7 +9844,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sd->delunit_prevline = line; } - if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4))) + if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map->id2sd(sce->val4))) {// end status on partner as well dsc = dsd->sc.data[SC_DANCING]; if(dsc) { @@ -9415,15 +9891,15 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_SPLASHER: { - struct block_list *src=iMap->id2bl(sce->val3); + struct block_list *src=map->id2bl(sce->val3); if(src && tid != INVALID_TIMER) - skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL ); + skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL ); } break; case SC_RG_CCONFINE_S: { - struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; + struct block_list *src = sce->val2 ? map->id2bl(sce->val2) : NULL; + struct status_change *sc2 = src ? status->get_sc(src) : NULL; if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) { //If status was already ended, do nothing. //Decrease count @@ -9435,15 +9911,15 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if (sce->val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked. int range = 1 - +skill->get_range2(bl, status_sc2skill(type), sce->val1) + +skill->get_range2(bl, status->sc2skill(type), sce->val1) +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... - iMap->foreachinarea(status_change_timer_sub, - bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick()); + map->foreachinarea(status->change_timer_sub, + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick()); } break; case SC_COMBOATTACK: if( sd ) - switch (sce->val1) { + switch (sce->val1) { case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: @@ -9464,12 +9940,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: /// Marionette target - if (sce->val1) - { // check for partner and end their marionette status as well + case SC_MARIONETTE: /// Marionette target + if (sce->val1) { + // check for partner and end their marionette status as well enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER; - struct block_list *pbl = iMap->id2bl(sce->val1); - struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; + struct block_list *pbl = map->id2bl(sce->val1); + struct status_change* sc2 = pbl ? status->get_sc(pbl) : NULL; if (sc2 && sc2->data[type2]) { @@ -9480,19 +9956,18 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - //If val2 is removed, no HP penalty (dispelled?) [Skotlex] - if (status->hp > 100 && sce->val2) - status_set_hp(bl, 100, 0); - if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) - { + if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) { + status_percent_heal(bl, 100, 0); + status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER); + } else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex] + status->set_hp(bl, 100, 0); + if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) { sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, INVALID_TIMER); } - case SC__BLOODYLUST: - sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); + sc_start4(bl, bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. - sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); + sc_start(bl,bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); break; case SC_GOSPEL: if (sce->val3) { //Clear the group. @@ -9506,8 +9981,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const skill->clear_unitgroup(bl); break; case SC_BASILICA: //Clear the skill area. [Skotlex] - skill->clear_unitgroup(bl); - break; + skill->clear_unitgroup(bl); + break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 0; break; @@ -9523,76 +9998,77 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_KAAHI: //Delete timer if it exists. if (sce->val4 != INVALID_TIMER) - iTimer->delete_timer(sce->val4,kaahi_heal_timer); + timer->delete(sce->val4,status->kaahi_heal_timer); break; case SC_JAILED: if(tid == INVALID_TIMER) break; - //natural expiration. + //natural expiration. if(sd && sd->mapindex == sce->val2) pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); break; //guess hes not in jail :P case SC_HLIF_CHANGE: if (tid == INVALID_TIMER) - break; + break; // "lose almost all their HP and SP" on natural expiration. - status_set_hp(bl, 10, 0); - status_set_sp(bl, 10, 0); + status->set_hp(bl, 10, 0); + status->set_sp(bl, 10, 0); break; case SC_AUTOTRADE: if (tid == INVALID_TIMER) break; // Note: vending/buying is closed by unit_remove_map, no // need to do it here. - iMap->quit(sd); - // Because iMap->quit calls status_change_end with tid -1 + map->quit(sd); + // Because map->quit calls status_change_end with tid -1 // from here it's not neccesary to continue return 1; break; case SC_STOP: - if( sce->val2 ) - { - struct block_list* tbl = iMap->id2bl(sce->val2); + if( sce->val2 ) { + struct block_list *tbl = map->id2bl(sce->val2); + struct status_change *tsc = NULL; sce->val2 = 0; - if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id ) + if( tbl && (tsc = status->get_sc(tbl)) && tsc->data[SC_STOP] && tsc->data[SC_STOP]->val2 == bl->id ) status_change_end(tbl, SC_STOP, INVALID_TIMER); } break; case SC_LKCONCENTRATION: status_change_end(bl, SC_ENDURE, INVALID_TIMER); break; - /** - * 3rd Stuff - **/ + /** + * 3rd Stuff + **/ case SC_MILLENNIUMSHIELD: - clif->millenniumshield(sd,0); + clif->millenniumshield(bl,0); break; case SC_HALLUCINATIONWALK: - sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); + sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); break; case SC_WHITEIMPRISON: { - struct block_list* src = iMap->id2bl(sce->val2); + struct block_list* src = map->id2bl(sce->val2); if( tid == -1 || !src) break; // Terminated by Damage - status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0)); + status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,0,0,400*sce->val1,0,0,0)); } break; case SC_WUGDASH: { - struct unit_data *ud = unit_bl2ud(bl); + struct unit_data *ud = unit->bl2ud(bl); if (ud) { ud->state.running = 0; if (ud->walktimer != -1) - unit_stop_walking(bl,1); + unit->stop_walking(bl,1); } } break; case SC_ADORAMUS: status_change_end(bl, SC_BLIND, INVALID_TIMER); break; - case SC__SHADOWFORM: { - struct map_session_data *s_sd = iMap->id2sd(sce->val2); + case SC__SHADOWFORM: + { + struct map_session_data *s_sd = map->id2sd(sce->val2); if( !s_sd ) break; s_sd->shadowform_id = 0; @@ -9614,16 +10090,16 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } break; case SC_BANDING: - if(sce->val4) { - struct skill_unit_group *group = skill->id2group(sce->val4); - sce->val4 = 0; - if( group ) /* might have been cleared before status ended, e.g. land protector */ - skill->del_unitgroup(group,ALC_MARK); - } + if(sce->val4) { + struct skill_unit_group *group = skill->id2group(sce->val4); + sce->val4 = 0; + if( group ) /* might have been cleared before status ended, e.g. land protector */ + skill->del_unitgroup(group,ALC_MARK); + } break; case SC_CURSEDCIRCLE_ATKER: if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target. - iMap->foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick()); + map->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick()); break; case SC_RAISINGDRAGON: if( sd && sce->val2 && !pc_isdead(sd) ) { @@ -9638,21 +10114,21 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } break; case SC_CURSEDCIRCLE_TARGET: - { - struct block_list *src = iMap->id2bl(sce->val2); - struct status_change *sc = status_get_sc(src); - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){ - status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); - clif->bladestop(bl, sce->val2, 0); - } + { + struct block_list *src = map->id2bl(sce->val2); + struct status_change *ssc = status->get_sc(src); + if( ssc && ssc->data[SC_CURSEDCIRCLE_ATKER] && --(ssc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){ + status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); + clif->bladestop(bl, sce->val2, 0); } + } break; case SC_BLOOD_SUCKER: if( sce->val2 ){ - struct block_list *src = iMap->id2bl(sce->val2); - if(src){ - struct status_change *sc = status_get_sc(src); - sc->bs_counter--; + struct block_list *src = map->id2bl(sce->val2); + if(src) { + struct status_change *ssc = status->get_sc(src); + ssc->bs_counter--; } } break; @@ -9663,20 +10139,61 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const calc_flag = SCB_ALL;/* required for overlapping */ break; case SC_FULL_THROTTLE: - sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); + sc_start(bl,bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); break; - } + case SC_MONSTER_TRANSFORM: + if( sce->val2 ) + status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER); + break; + case SC_ITEMSCRIPT: + if( sd ) { + switch( sce->val1 ) { + case ITEMID_PHREEONI_CARD: + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_FOOD_BASICHIT); + break; + case ITEMID_GHOSTRING_CARD: + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_ARMOR_PROPERTY); + break; + case ITEMID_TAO_GUNKA_CARD: + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA); + break; + case ITEMID_MISTRESS_CARD: + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS); + break; + case ITEMID_ORC_HERO_CARD: + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO); + break; + case ITEMID_ORC_LOAD_CARD: + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD); + break; + } + } + break; + case SC_OVERED_BOOST: + switch( bl->type ){ + case BL_HOM: + { + struct homun_data *hd = BL_CAST(BL_HOM, bl); + if( hd ) + hd->homunculus.hunger = max(1, hd->homunculus.hunger - 50); + } + break; + case BL_PC: + status_zap(bl, 0, status_get_max_sp(bl) / 2); + break; + } + break; + } opt_flag = 1; - switch(type){ + switch(type) { case SC_STONE: case SC_FREEZE: case SC_STUN: case SC_SLEEP: - case SC_DEEP_SLEEP: case SC_BURNING: case SC_WHITEIMPRISON: - case SC_CRYSTALIZE: + case SC_COLD: sc->opt1 = 0; break; @@ -9690,6 +10207,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->opt2 &= ~OPT2_DPOISON; break; case SC_CRUCIS: + case SC__CHAOS: sc->opt2 &= ~OPT2_SIGNUMCRUCIS; break; @@ -9699,11 +10217,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_CLOAKING: case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: sc->option &= ~OPTION_CLOAK; case SC_CAMOUFLAGE: opt_flag|= 2; break; + case SC__INVISIBILITY: case SC_CHASEWALK: sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); opt_flag|= 2; @@ -9727,6 +10245,14 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->option &= ~OPTION_HANBOK; opt_flag |= 0x4; break; + case SC_OKTOBERFEST: + sc->option &= ~OPTION_OKTOBERFEST; + opt_flag |= 0x4; + break; + case SC__FEINTBOMB_MASTER: + sc->option &= ~OPTION_INVISIBLE; + opt_flag |= 0x4; + break; case SC_ORCISH: sc->option &= ~OPTION_ORCISH; break; @@ -9736,7 +10262,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_FUSION: sc->option &= ~OPTION_FLYING; break; - //opt3 + //opt3 case SC_TWOHANDQUICKEN: case SC_ONEHANDQUICKEN: case SC_SPEARQUICKEN: @@ -9784,13 +10310,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_BERSERK: opt_flag = 0; - // case SC__BLOODYLUST: sc->opt3 &= ~OPT3_BERSERK; break; - // case ???: // doesn't seem to do anything - // sc->opt3 &= ~OPT3_LIGHTBLADE; - // opt_flag = 0; - // break; + // case ???: // doesn't seem to do anything + // sc->opt3 &= ~OPT3_LIGHTBLADE; + // opt_flag = 0; + // break; case SC_DANCING: if ((sce->val1&0xFFFF) == CG_MOONLIT) sc->opt3 &= ~OPT3_MOONLIT; @@ -9825,14 +10350,20 @@ 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; + // case ???: // from DA_CONTRACT (looks like biolab mobs aura) + // sc->opt3 &= ~OPT3_CONTRACT; + // opt_flag = 0; + // break; default: opt_flag = 0; } +#ifdef ANTI_MAYAP_CHEAT + if (invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))) { + clif->fixpos(bl); + } +#endif + if (calc_flag&SCB_DYE) { //Restore DYE color if (vd && !vd->cloth_color && sce->val4) clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); @@ -9840,14 +10371,14 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. - clif->sc_end(bl,bl->id,AREA,StatusIconChangeTable[type]); + clif->sc_end(bl,bl->id,AREA,status->IconChangeTable[type]); if( opt_flag&8 ) //bugreport:681 clif->changeoption2(bl); else if(opt_flag) { clif->changeoption(bl); if( sd && opt_flag&0x4 ) { - clif->changelook(bl,LOOK_BASE,vd->class_); + clif->changelook(bl,LOOK_BASE,sd->vd.class_); clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon); clif->changelook(bl,LOOK_SHIELD,sd->vd.shield); @@ -9859,26 +10390,26 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const status_calc_bl(bl,calc_flag); if(opt_flag&4) //Out of hiding, invoke on place. - skill->unit_move(bl,iTimer->gettick(),1); + skill->unit_move(bl,timer->gettick(),1); - if(opt_flag&2 && sd && iMap->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 && map->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) + npc->touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. - ers_free(sc_data_ers, sce); + ers_free(status->data_ers, sce); return 1; } -int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) -{ +int kaahi_heal_timer(int tid, int64 tick, int id, intptr_t data) { struct block_list *bl; struct status_change *sc; struct status_change_entry *sce; - struct status_data *status; + struct status_data *st; int hp; - if(!((bl=iMap->id2bl(id))&& - (sc=status_get_sc(bl)) && - (sce = sc->data[SC_KAAHI]))) + if(!( (bl=map->id2bl(id)) + && (sc=status->get_sc(bl)) + && (sce=sc->data[SC_KAAHI]) + )) return 0; if(sce->val4 != tid) { @@ -9887,243 +10418,235 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } - status=status_get_status_data(bl); - if(!status_charge(bl, 0, sce->val3)) { + st=status->get_status_data(bl); + if(!status->charge(bl, 0, sce->val3)) { sce->val4 = INVALID_TIMER; return 0; } - hp = status->max_hp - status->hp; + hp = st->max_hp - st->hp; if (hp > sce->val2) hp = sce->val2; if (hp) - status_heal(bl, hp, 0, 2); + status->heal(bl, hp, 0, 2); sce->val4 = INVALID_TIMER; return 1; } /*========================================== - * For recusive status, like for each 5s we drop sp etc. - * Reseting the end timer. - *------------------------------------------*/ -int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) -{ +* For recusive status, like for each 5s we drop sp etc. +* Reseting the end timer. +*------------------------------------------*/ +int status_change_timer(int tid, int64 tick, int id, intptr_t data) { enum sc_type type = (sc_type)data; struct block_list *bl; struct map_session_data *sd; - struct status_data *status; + struct status_data *st; struct status_change *sc; struct status_change_entry *sce; - bl = iMap->id2bl(id); - if(!bl) - { - ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data); + bl = map->id2bl(id); + if (!bl) { + ShowDebug("status_change_timer: Null pointer id: %d data: %"PRIdPTR"\n", id, data); return 0; } - sc = status_get_sc(bl); - status = status_get_status_data(bl); + sc = status->get_sc(bl); + st = status->get_status_data(bl); - if(!(sc && (sce = sc->data[type]))) - { - ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type); + if (!(sc && (sce = sc->data[type]))) { + ShowDebug("status_change_timer: Null pointer id: %d data: %"PRIdPTR" bl-type: %d\n", id, data, bl->type); return 0; } - if( sce->timer != tid ) - { + if (sce->timer != tid) { ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); return 0; } sd = BL_CAST(BL_PC, bl); -// set the next timer of the sce (don't assume the status still exists) -#define sc_timer_next(t,f,i,d) \ - if( (sce=sc->data[type]) ) \ - sce->timer = iTimer->add_timer(t,f,i,d); \ + // set the next timer of the sce (don't assume the status still exists) +#define sc_timer_next(t,f,i,d) do { \ + if ((sce=sc->data[type])) \ + sce->timer = timer->add((t),(f),(i),(d)); \ else \ - ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) + ShowError("status_change_timer: Unexpected NULL status change id: %d data: %"PRIdPTR"\n", id, data); \ +} while(0) - switch(type) - { - case SC_MAXIMIZEPOWER: - case SC_CLOAKING: - if(!status_charge(bl, 0, 1)) - break; //Not enough SP to continue. - sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); - return 0; - - case SC_CHASEWALK: - if(!status_charge(bl, 0, sce->val4)) - break; //Not enough SP to continue. + switch(type) { + case SC_MAXIMIZEPOWER: + case SC_CLOAKING: + if(!status->charge(bl, 0, 1)) + break; //Not enough SP to continue. + sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data); + return 0; - if (!sc->data[SC_CHASEWALK2]) { - sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1), - (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration - *skill->get_time2(status_sc2skill(type),sce->val1)); - } - sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); - return 0; - break; + case SC_CHASEWALK: + if(!status->charge(bl, 0, sce->val4)) + break; //Not enough SP to continue. - case SC_SKA: - if(--(sce->val2)>0){ - sce->val3 = rnd()%100; //Random defense. - sc_timer_next(1000+tick, status_change_timer,bl->id, data); + if (!sc->data[SC_CHASEWALK2]) { + sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1), + (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration + * skill->get_time2(status->sc2skill(type),sce->val1)); + } + sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data); return 0; - } - break; - - case SC_HIDING: - if(--(sce->val2)>0){ + break; - if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) - break; //Fail if it's time to substract SP and there isn't. + case SC_SKA: + if(--(sce->val2)>0) { + sce->val3 = rnd()%100; //Random defense. + sc_timer_next(1000+tick, status->change_timer,bl->id, data); + return 0; + } + break; - sc_timer_next(1000+tick, status_change_timer,bl->id, data); - return 0; - } - break; + case SC_HIDING: + if(--(sce->val2)>0) { + if(sce->val2 % sce->val4 == 0 && !status->charge(bl, 0, 1)) + break; //Fail if it's time to substract SP and there isn't. - case SC_SIGHT: - case SC_RUWACH: - case SC_WZ_SIGHTBLASTER: - if(type == SC_WZ_SIGHTBLASTER) - iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); - else - iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); + sc_timer_next(1000+tick, status->change_timer,bl->id, data); + return 0; + } + break; - 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); - return 0; - } - break; + case SC_SIGHT: + case SC_RUWACH: + case SC_WZ_SIGHTBLASTER: + if(type == SC_WZ_SIGHTBLASTER) + map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); + else + map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); - case SC_PROVOKE: - if(sce->val2) { //Auto-provoke (it is ended in status_heal) - sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); - return 0; - } - break; + 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); + return 0; + } + break; - case SC_STONE: - if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { - sce->val4 = 0; - unit_stop_walking(bl,1); - unit_stop_attack(bl); - sc->opt1 = OPT1_STONE; - clif->changeoption(bl); - sc_timer_next(1000+tick,status_change_timer, bl->id, data ); - status_calc_bl(bl, StatusChangeFlagTable[type]); - return 0; - } - if(--(sce->val3) > 0) { - if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) - status_percent_damage(NULL, bl, 1, 0, false); - sc_timer_next(1000+tick,status_change_timer, bl->id, data ); - return 0; - } - break; + case SC_PROVOKE: + if(sce->val2) { //Auto-provoke (it is ended in status->heal) + sc_timer_next(1000*60+tick, status->change_timer, bl->id, data ); + return 0; + } + break; - case SC_POISON: - if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. + case SC_STONE: + if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { + sce->val4 = 0; + unit->stop_walking(bl,1); + unit->stop_attack(bl); + sc->opt1 = OPT1_STONE; + clif->changeoption(bl); + sc_timer_next(1000+tick, status->change_timer, bl->id, data ); + status_calc_bl(bl, status->ChangeFlagTable[type]); + return 0; + } + if(--(sce->val3) > 0) { + if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4) + status_percent_damage(NULL, bl, 1, 0, false); + sc_timer_next(1000+tick, status->change_timer, bl->id, data ); + return 0; + } break; - case SC_DPOISON: - if (--(sce->val3) > 0) { - if (!sc->data[SC_SLOWPOISON]) { - if( sce->val2 && bl->type == BL_MOB ) { - struct block_list* src = iMap->id2bl(sce->val2); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,sce->val4); - } - iMap->freeblock_lock(); - status_zap(bl, sce->val4, 0); - if (sc->data[type]) { // Check if the status still last ( can be dead since then ). - sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); + + case SC_POISON: + if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. + break; + case SC_DPOISON: + if (--(sce->val3) > 0) { + if (!sc->data[SC_SLOWPOISON]) { + if( sce->val2 && bl->type == BL_MOB ) { + struct block_list* src = map->id2bl(sce->val2); + if( src ) + mob->log_damage((TBL_MOB*)bl,src,sce->val4); + } + map->freeblock_lock(); + status_zap(bl, sce->val4, 0); + if (sc->data[type]) { // Check if the status still last ( can be dead since then ). + sc_timer_next(1000 + tick, status->change_timer, bl->id, data ); + } + map->freeblock_unlock(); } - iMap->freeblock_unlock(); + return 0; } - return 0; - } - break; + break; - case SC_TENSIONRELAX: - if(status->max_hp > status->hp && --(sce->val3) > 0){ - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_TENSIONRELAX: + if(st->max_hp > st->hp && --(sce->val3) > 0) { + sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data); + return 0; + } + break; - 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 - sce->timer = INVALID_TIMER; - return 0; - } - break; + 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 + sce->timer = INVALID_TIMER; + return 0; + } + break; - case SC_BLOODING: - if (--(sce->val4) >= 0) { - int hp = rnd()%600 + 200; - struct block_list* src = iMap->id2bl(sce->val2); - if( src && bl && bl->type == BL_MOB ) { - mob_log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1); - } - iMap->freeblock_lock(); - status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1); - if( sc->data[type] ) { - if( status->hp == 1 ) { - iMap->freeblock_unlock(); - break; + case SC_BLOODING: + if (--(sce->val4) >= 0) { + int hp = rnd()%600 + 200; + struct block_list* src = map->id2bl(sce->val2); + if( src && bl && bl->type == BL_MOB ) { + mob->log_damage((TBL_MOB*)bl,src,sd||hp<st->hp?hp:st->hp-1); + } + map->freeblock_lock(); + status_fix_damage(src, bl, sd||hp<st->hp?hp:st->hp-1, 1); + if( sc->data[type] ) { + if( st->hp == 1 ) { + map->freeblock_unlock(); + break; + } + sc_timer_next(10000 + tick, status->change_timer, bl->id, data); } - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + map->freeblock_unlock(); + return 0; } - iMap->freeblock_unlock(); - return 0; - } - break; + break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - if( sd && --(sce->val4) >= 0 ) - { - // val1 < 0 = per max% | val1 > 0 = exact amount - int hp = 0; - if( status->hp < status->max_hp ) - hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; - status_heal(bl, hp, 0, 2); - sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_S_LIFEPOTION: + case SC_L_LIFEPOTION: + if( sd && --(sce->val4) >= 0 ) { + // val1 < 0 = per max% | val1 > 0 = exact amount + int hp = 0; + if( st->hp < st->max_hp ) + hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; + status->heal(bl, hp, 0, 2); + sc_timer_next((sce->val2 * 1000) + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_CASH_BOSS_ALARM: - if( sd && --(sce->val4) >= 0 ) - { - struct mob_data *boss_md = iMap->id2boss(sce->val1); - if( boss_md && sd->bl.m == boss_md->bl.m ) - { - clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap - if (boss_md->bl.prev != NULL) { - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; + case SC_CASH_BOSS_ALARM: + if( sd && --(sce->val4) >= 0 ) { + struct mob_data *boss_md = map->id2boss(sce->val1); + if( boss_md && sd->bl.m == boss_md->bl.m ) { + clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap + if (boss_md->bl.prev != NULL) { + sc_timer_next(5000 + tick, status->change_timer, bl->id, data); + return 0; + } } } - } - break; + break; - case SC_DANCING: //SP consumption by time of dancing skills - { - int s = 0; - int sp = 1; - if (--sce->val3 <= 0) - break; - switch(sce->val1&0xFFFF){ + case SC_DANCING: //SP consumption by time of dancing skills + { + int s = 0; + int sp = 1; + if (--sce->val3 <= 0) + break; + switch(sce->val1&0xFFFF){ case BD_RICHMANKIM: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: @@ -10148,11 +10671,11 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) s=5; break; case BA_APPLEIDUN: - #ifdef RENEWAL - s=5; - #else - s=6; - #endif + #ifdef RENEWAL + s=5; + #else + s=6; + #endif break; case CG_MOONLIT: //Moonlit's cost is 4sp*skill_lv [Skotlex] @@ -10161,587 +10684,587 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case DC_DONTFORGETME: s=10; break; + } + if( s != 0 && sce->val3 % s == 0 ) { + if (sc->data[SC_LONGING]) + sp*= 3; + if (!status->charge(bl, 0, sp)) + break; + } + sc_timer_next(1000+tick, status->change_timer, bl->id, data); + return 0; } - if( s != 0 && sce->val3 % s == 0 ) - { - if (sc->data[SC_LONGING]) - sp*= 3; - if (!status_charge(bl, 0, sp)) - break; + break; + case SC_BERSERK: + // 5% every 10 seconds [DracoRPG] + if( --( sce->val3 ) > 0 && status->charge(bl, sce->val2, 0) && st->hp > 100 ) { + sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data); + return 0; } - sc_timer_next(1000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC__BLOODYLUST: - case SC_BERSERK: - // 5% every 10 seconds [DracoRPG] - if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) - { - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); - return 0; - } - break; + break; - case SC_NOCHAT: - if(sd){ - sd->status.manner++; - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); - if (sd->status.manner < 0) - { //Every 60 seconds your manner goes up by 1 until it gets back to 0. - sc_timer_next(60000+tick, status_change_timer, bl->id, data); - return 0; + case SC_NOCHAT: + if(sd) { + sd->status.manner++; + clif->changestatus(sd,SP_MANNER,sd->status.manner); + clif->updatestatus(sd,SP_MANNER); + if (sd->status.manner < 0) { + //Every 60 seconds your manner goes up by 1 until it gets back to 0. + sc_timer_next(60000+tick, status->change_timer, bl->id, data); + return 0; + } } - } - break; + break; - case SC_SPLASHER: - // custom Venom Splasher countdown timer - //if (sce->val4 % 1000 == 0) { - // char timer[10]; - // snprintf (timer, 10, "%d", sce->val4/1000); - // clif->message(bl, timer); - //} - if((sce->val4 -= 500) > 0) { - sc_timer_next(500 + tick, status_change_timer, bl->id, data); - return 0; - } - 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((sce->val4 -= 500) > 0) { + sc_timer_next(500 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - { - struct block_list *pbl = iMap->id2bl(sce->val1); - if( pbl && check_distance_bl(bl, pbl, 7) ) + case SC_MARIONETTE_MASTER: + case SC_MARIONETTE: { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + struct block_list *pbl = map->id2bl(sce->val1); + if( pbl && check_distance_bl(bl, pbl, 7) ) { + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + } + break; + + case SC_GOSPEL: + if(sce->val4 == BCT_SELF && --(sce->val2) > 0) { + int hp, sp; + hp = (sce->val1 > 5) ? 45 : 30; + sp = (sce->val1 > 5) ? 35 : 20; + if(!status->charge(bl, hp, sp)) + break; + sc_timer_next(10000+tick, status->change_timer, bl->id, data); return 0; } - } - break; + break; - case SC_GOSPEL: - if(sce->val4 == BCT_SELF && --(sce->val2) > 0) - { - int hp, sp; - hp = (sce->val1 > 5) ? 45 : 30; - sp = (sce->val1 > 5) ? 35 : 20; - if(!status_charge(bl, hp, sp)) - break; - sc_timer_next(10000+tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_JAILED: + if(sce->val1 == INT_MAX || --(sce->val1) > 0) { + sc_timer_next(60000+tick, status->change_timer, bl->id,data); + return 0; + } + break; - case SC_JAILED: - if(sce->val1 == INT_MAX || --(sce->val1) > 0) - { - sc_timer_next(60000+tick, status_change_timer, bl->id,data); - return 0; - } - break; + case SC_BLIND: + if(sc->data[SC_FOGWALL]) { + //Blind lasts forever while you are standing on the fog. + sc_timer_next(5000+tick, status->change_timer, bl->id, data); + return 0; + } + break; + case SC_ABUNDANCE: + if(--(sce->val4) > 0) { + status->heal(bl,0,60,0); + sc_timer_next(10000+tick, status->change_timer, bl->id, data); + } + break; - case SC_BLIND: - if(sc->data[SC_FOGWALL]) - { //Blind lasts forever while you are standing on the fog. - sc_timer_next(5000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_ABUNDANCE: - if(--(sce->val4) > 0) { - status_heal(bl,0,60,0); - sc_timer_next(10000+tick, status_change_timer, bl->id, data); - } - break; + case SC_PYREXIA: + if( --(sce->val4) > 0 ) { + map->freeblock_lock(); + clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0); + status_fix_damage(NULL,bl,100,0); + if( sc->data[type] ) { + sc_timer_next(3000+tick,status->change_timer,bl->id,data); + } + map->freeblock_unlock(); + return 0; + } + break; - case SC_PYREXIA: - if( --(sce->val4) > 0 ) { - iMap->freeblock_lock(); - clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0); - status_fix_damage(NULL,bl,100,0); - if( sc->data[type] ) { - sc_timer_next(3000+tick,status_change_timer,bl->id,data); - } - iMap->freeblock_unlock(); - return 0; - } - break; + case SC_LEECHESEND: + if( --(sce->val4) > 0 ) { + int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) + damage += st->vit * (sce->val1 - 3); + unit->skillcastcancel(bl,2); + map->freeblock_lock(); + status->damage(bl, bl, damage, 0, clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); + if( sc->data[type] ) { + sc_timer_next(1000 + tick, status->change_timer, bl->id, data ); + } + map->freeblock_unlock(); + return 0; + } + break; - case SC_LEECHESEND: - if( --(sce->val4) > 0 ) { - int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) - damage += status->vit * (sce->val1 - 3); - unit_skillcastcancel(bl,2); - iMap->freeblock_lock(); - status_damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); - if( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); - } - iMap->freeblock_unlock(); - return 0; - } - break; + case SC_MAGICMUSHROOM: + if( --(sce->val4) > 0 ) { + bool flag = 0; + int damage = st->max_hp * 3 / 100; + if( st->hp <= damage ) + damage = st->hp - 1; // Cannot Kill + + if( damage > 0 ) { // 3% Damage each 4 seconds + map->freeblock_lock(); + status_zap(bl,damage,0); + flag = !sc->data[type]; // Killed? Should not + map->freeblock_unlock(); + } - case SC_MAGICMUSHROOM: - if( --(sce->val4) > 0 ) { - bool flag = 0; - int damage = status->max_hp * 3 / 100; - if( status->hp <= damage ) - damage = status->hp - 1; // Cannot Kill - - if( damage > 0 ) { // 3% Damage each 4 seconds - iMap->freeblock_lock(); - status_zap(bl,damage,0); - flag = !sc->data[type]; // Killed? Should not - iMap->freeblock_unlock(); - } - - if( !flag ) { // Random Skill Cast - if (sd && !pc_issit(sd)) { //can't cast if sit - int mushroom_skill_id = 0, i; - unit_stop_attack(bl); - unit_skillcastcancel(bl,1); - do { - i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; - mushroom_skill_id = skill_magicmushroom_db[i].skill_id; - } - while( mushroom_skill_id == 0 ); + if( !flag ) { // Random Skill Cast + if (sd && !pc_issit(sd)) { //can't cast if sit + int mushroom_skill_id = 0, i; + unit->stop_attack(bl); + unit->skillcastcancel(bl,0); + do { + i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; + mushroom_skill_id = skill->magicmushroom_db[i].skill_id; + } + while( mushroom_skill_id == 0 ); - switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage - case CAST_GROUND: - skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0); - break; + switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage + case CAST_GROUND: + skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0); + break; + } } + + clif->emotion(bl,E_HEH); + sc_timer_next(4000+tick,status->change_timer,bl->id,data); } + return 0; + } + break; - clif->emotion(bl,E_HEH); - sc_timer_next(4000+tick,status_change_timer,bl->id,data); + case SC_TOXIN: + if( --(sce->val4) > 0 ) { + //Damage is every 10 seconds including 3%sp drain. + map->freeblock_lock(); + clif->damage(bl,bl,status_get_amotion(bl),1,1,0,0,0); + status->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable + if( sc->data[type] ) { + sc_timer_next(10000 + tick, status->change_timer, bl->id, data ); + } + map->freeblock_unlock(); + return 0; } - return 0; - } - break; + break; - case SC_TOXIN: - if( --(sce->val4) > 0 ) - { //Damage is every 10 seconds including 3%sp drain. - iMap->freeblock_lock(); - clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); - status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable - if( sc->data[type] ) { - sc_timer_next(10000 + tick, status_change_timer, bl->id, data ); - } - iMap->freeblock_unlock(); - return 0; - } - break; + case SC_OBLIVIONCURSE: + if( --(sce->val4) > 0 ) { + clif->emotion(bl,E_WHAT); + sc_timer_next(3000 + tick, status->change_timer, bl->id, data ); + return 0; + } + break; - case SC_OBLIVIONCURSE: - if( --(sce->val4) > 0 ) - { - clif->emotion(bl,E_WHAT); - sc_timer_next(3000 + tick, status_change_timer, bl->id, data ); - return 0; - } - break; + case SC_WEAPONBLOCKING: + if( --(sce->val4) > 0 ) { + if( !status->charge(bl,0,3) ) + break; + sc_timer_next(5000+tick,status->change_timer,bl->id,data); + return 0; + } + break; - case SC_WEAPONBLOCKING: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl,0,3) ) + case SC_CLOAKINGEXCEED: + if(!status->charge(bl,0,10-sce->val1)) break; - sc_timer_next(3000+tick,status_change_timer,bl->id,data); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); return 0; - } - break; - case SC_CLOAKINGEXCEED: - if(!status_charge(bl,0,10-sce->val1)) + case SC_RENOVATIO: + if( --(sce->val4) > 0 ) { + int heal = st->max_hp * 3 / 100; + if( sc && sc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + status->heal(bl, heal, 0, 2); + sc_timer_next(5000 + tick, status->change_timer, bl->id, data); + return 0; + } break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - case SC_RENOVATIO: - if( --(sce->val4) > 0 ) - { - int heal = status->max_hp * 3 / 100; - if( sc && sc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - status_heal(bl, heal, 0, 2); - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_BURNING: + if( --(sce->val4) > 0 ) { + struct block_list *src = map->id2bl(sce->val3); + int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP) - case SC_BURNING: - if( --(sce->val4) > 0 ) - { - struct block_list *src = iMap->id2bl(sce->val3); - int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP) + map->freeblock_lock(); + clif->damage(bl,bl,0,0,damage,1,9,0); //damage is like endure effect with no walk delay + status->damage(src, bl, damage, 0, 0, 1); - iMap->freeblock_lock(); - clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay - status_damage(src, bl, damage, 0, 0, 1); + if( sc->data[type]){ // Target still lives. [LimitLine] + sc_timer_next(3000 + tick, status->change_timer, bl->id, data); + } + map->freeblock_unlock(); + return 0; + } + break; - if( sc->data[type]){ // Target still lives. [LimitLine] - sc_timer_next(3000 + tick, status_change_timer, bl->id, data); + case SC_FEAR: + if( --(sce->val4) > 0 ) { + if( sce->val2 > 0 ) + sce->val2--; + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; } - iMap->freeblock_unlock(); - return 0; - } - break; + break; - case SC_FEAR: - if( --(sce->val4) > 0 ) - { - if( sce->val2 > 0 ) - sce->val2--; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + if( --(sce->val4) > 0 ) { + if( !status->charge(bl, 0, 1) ) + break; + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl, 0, 1) ) + case SC_READING_SB: + if( !status->charge(bl, 0, sce->val2) ) { + int i; + for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well. + status_change_end(bl, (sc_type)i, INVALID_TIMER); break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + } + sc_timer_next(10000 + tick, status->change_timer, bl->id, data); return 0; - } - break; - case SC_READING_SB: - if( !status_charge(bl, 0, sce->val2) ){ - int i; - for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well. - status_change_end(bl, (sc_type)i, INVALID_TIMER); + case SC_ELECTRICSHOCKER: + if( --(sce->val4) > 0 ) { + status->charge(bl, 0, st->max_sp / 100 * sce->val1 ); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } break; - } - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - - case SC_ELECTRICSHOCKER: - if( --(sce->val4) > 0 ) - { - status_charge(bl, 0, status->max_sp / 100 * sce->val1 ); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_CAMOUFLAGE: - if(--(sce->val4) > 0){ - status_charge(bl,0,7 - sce->val1); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_CAMOUFLAGE: + if(--(sce->val4) > 0) { + status->charge(bl,0,7 - sce->val1); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC__REPRODUCE: - if(!status_charge(bl, 0, 1)) + case SC__REPRODUCE: + if( --(sce->val4) >= 0 ) { + if( !status_charge(bl, 0, 9 - (1 + sce->val1) / 2) ) + break; + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } break; - sc_timer_next(1000+tick, status_change_timer, bl->id, data); - return 0; - case SC__SHADOWFORM: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC__SHADOWFORM: + if( --(sce->val4) > 0 ) { + if( !status->charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) + break; + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC__INVISIBILITY: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC__INVISIBILITY: + if( --(sce->val4) >= 0 ) { + if( !status->charge(bl, 0, status_get_max_sp(bl) * (12 - sce->val1*2) / 100) ) + break; + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_STRIKING: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl,0, sce->val1 ) ) - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_VACUUM_EXTREME: - if( --(sce->val4) > 0 ){ - sc_timer_next(100 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_BLOOD_SUCKER: - if( --(sce->val4) > 0 ) { - struct block_list *src = iMap->id2bl(sce->val2); - int damage; - if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) - break; - iMap->freeblock_lock(); - damage = sce->val3; - status_damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1); - unit_skillcastcancel(bl,1); - if ( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + case SC_STRIKING: + if( --(sce->val4) > 0 ) { + if( !status->charge(bl,0, sce->val1 ) ) + break; + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; } - iMap->freeblock_unlock(); - status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level - return 0; - } - break; + break; + case SC_BLOOD_SUCKER: + if( --(sce->val4) > 0 ) { + struct block_list *src = map->id2bl(sce->val2); + int damage; + if( !src || (src && (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) + break; + map->freeblock_lock(); + damage = sce->val3; + status->damage(src, bl, damage, 0, clif->damage(bl,bl,st->amotion,st->dmotion+200,damage,1,0,0), 1); + unit->skillcastcancel(bl,1); + if ( sc->data[type] ) { + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + } + map->freeblock_unlock(); + status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level + return 0; + } + break; - case SC_SIREN: - if( --(sce->val4) > 0 ) - { - clif->emotion(bl,E_LV); - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_SIREN: + if( --(sce->val4) > 0 ) { + clif->emotion(bl,E_LV); + sc_timer_next(2000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_DEEP_SLEEP: - if( --(sce->val4) > 0 ) - { // Recovers 1% HP/SP every 2 seconds. - status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2); - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_DEEP_SLEEP: + if( --(sce->val4) >= 0 ) + {// Recovers 3% of the player's MaxHP/MaxSP every 2 seconds. + status->heal(bl, st->max_hp * 3 / 100, st->max_sp * 3 / 100, 2); + sc_timer_next(2000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_SIRCLEOFNATURE: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl,0,sce->val2) ) - break; - status_heal(bl, sce->val3, 0, 1); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_SIRCLEOFNATURE: + if( --(sce->val4) >= 0 ) { + 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); + return 0; + } + break; - case SC_SONG_OF_MANA: - if( --(sce->val4) > 0 ) - { - status_heal(bl,0,sce->val3,3); - sc_timer_next(3000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_SONG_OF_MANA: + if( --(sce->val4) >= 0 ) { + status->heal(bl,0,sce->val3,3); + sc_timer_next(5000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_SATURDAY_NIGHT_FEVER: - // 1% HP/SP drain every val4 seconds [Jobbie] - if( --(sce->val3) > 0 ) - { - int hp = status->hp / 100; - int sp = status->sp / 100; - if( !status_charge(bl, hp, sp) ) + case SC_SATURDAY_NIGHT_FEVER: + if( --(sce->val3) >= 0 ) { + if( !status_charge(bl, st->max_hp * 1 / 100, st->max_sp * 1 / 100) ) break; - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_CRYSTALIZE: - if( --(sce->val4) > 0 ) - { // Drains 2% of HP and 1% of SP every seconds. - if( bl->type != BL_MOB) // doesn't work on mobs - status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + sc_timer_next(3000+tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_FORCEOFVANGUARD: - if( !status_charge(bl,0,20) ) + case SC_MELODYOFSINK: + if( --(sce->val4) >= 0 ) { + 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; + } break; - sc_timer_next(6000 + tick, status_change_timer, bl->id, data); - return 0; - case SC_BANDING: - if( status_charge(bl, 0, 7 - sce->val1) ) - { - if( sd ) pc->banding(sd, sce->val1); - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + case SC_COLD: + if( --(sce->val4) > 0 ) { + // Drains 2% of HP and 1% of SP every seconds. + if( bl->type != BL_MOB) // doesn't work on mobs + status->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_LG_REFLECTDAMAGE: - if( --(sce->val4) > 0 ) { - if( !status_charge(bl,0,sce->val3) ) + case SC_FORCEOFVANGUARD: + if( !status->charge(bl, 0, (24 - 4 * sce->val1)) ) break; - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + sc_timer_next(10000 + tick, status->change_timer, bl->id, data); return 0; - } - break; - case SC_OVERHEAT_LIMITPOINT: - if( --(sce->val1) > 0 ) { // Cooling - sc_timer_next(30000 + tick, status_change_timer, bl->id, data); - } - break; + case SC_BANDING: + if( status->charge(bl, 0, 7 - sce->val1) ) { + if( sd ) pc->banding(sd, sce->val1); + sc_timer_next(5000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; - case SC_OVERHEAT: - { - int damage = status->max_hp / 100; // Suggestion 1% each second - if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum - iMap->freeblock_lock(); - status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0)); - if( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + case SC_LG_REFLECTDAMAGE: + if( --(sce->val4) >= 0 ) { + if( !status->charge(bl,0,10) ) + break; + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; } - iMap->freeblock_unlock(); - } - break; + break; - case SC_MAGNETICFIELD: - { - if( --(sce->val3) <= 0 ) - break; // Time out - if( sce->val2 == bl->id ) + case SC_OVERHEAT_LIMITPOINT: + if( --(sce->val1) > 0 ) { // Cooling + sc_timer_next(30000 + tick, status->change_timer, bl->id, data); + } + break; + + case SC_OVERHEAT: { - if( !status_charge(bl,0,14 + (3 * sce->val1)) ) - break; // No more SP status should end, and in the next second will end for the other affected players + int damage = st->max_hp / 100; // Suggestion 1% each second + if( damage >= st->hp ) damage = st->hp - 1; // Do not kill, just keep you with 1 hp minimum + map->freeblock_lock(); + status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,0,0,damage,0,0,0)); + if( sc->data[type] ) { + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + } + map->freeblock_unlock(); } - else + break; + + case SC_MAGNETICFIELD: { - struct block_list *src = iMap->id2bl(sce->val2); - struct status_change *ssc; - if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] ) - break; // Source no more under Magnetic Field + if( --(sce->val3) <= 0 ) + break; // Time out + if( sce->val2 == bl->id ) { + if( !status->charge(bl,0,50) ) + break; // No more SP status should end, and in the next second will end for the other affected players + } else { + struct block_list *src = map->id2bl(sce->val2); + struct status_change *ssc; + if( !src || (ssc = status->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] ) + break; // Source no more under Magnetic Field + } + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); } - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - } - break; + break; - case SC_INSPIRATION: - if(--(sce->val4) > 0) - { - int hp = status->max_hp * (7-sce->val1) / 100; - int sp = status->max_sp * (9-sce->val1) / 100; + case SC_STEALTHFIELD_MASTER: + 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,hp,sp) ) break; + if( !status_charge(bl,0,sp) ) + break; - sc_timer_next(1000+tick,status_change_timer,bl->id, data); - return 0; - } - break; + if( !sc->data[SC_STEALTHFIELD_MASTER] ) + break; - case SC_RAISINGDRAGON: - // 1% every 5 seconds [Jobbie] - if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) - { - if( !sc->data[type] ) return 0; - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; + sc_timer_next((2000 + 1000 * sce->val1)+tick,status->change_timer,bl->id, data); + return 0; + } + break; + + case SC_INSPIRATION: + if(--(sce->val4) >= 0) { + int hp = st->max_hp * (35 - 5 * sce->val1) / 1000; + int sp = st->max_sp * (45 - 5 * sce->val1) / 1000; + + if( !status->charge(bl,hp,sp) ) break; - case SC_CIRCLE_OF_FIRE: - case SC_FIRE_CLOAK: - case SC_WATER_DROP: - case SC_WATER_SCREEN: - case SC_WIND_CURTAIN: - case SC_WIND_STEP: - case SC_STONE_SHIELD: - case SC_SOLID_SKIN: - if( !status_charge(bl,0,sce->val2) ){ - struct block_list *s_bl = battle->get_master(bl); - if( s_bl ) - status_change_end(s_bl,type+1,INVALID_TIMER); - status_change_end(bl,type,INVALID_TIMER); + sc_timer_next(5000+tick,status->change_timer,bl->id, data); + return 0; + } break; - } - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); - return 0; - case SC_STOMACHACHE: - if( --(sce->val4) > 0 ){ - status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. - if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds. - { - pc_stop_walking(sd,1|4); - pc_stop_attack(sd); - pc_setsit(sd); - clif->sitting(bl); + case SC_RAISINGDRAGON: + // 1% every 5 seconds [Jobbie] + if( --(sce->val3)>0 && status->charge(bl, sce->val2, 0) ) { + if( !sc->data[type] ) return 0; + sc_timer_next(5000 + tick, status->change_timer, bl->id, data); + return 0; } - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - /* they only end by status_change_end */ - sc_timer_next(600000 + tick, status_change_timer, bl->id, data); - return 0; - case SC_MEIKYOUSISUI: - if( --(sce->val4) > 0 ){ - status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_IZAYOI: - case SC_KAGEMUSYA: - if( --(sce->val2) > 0 ){ - if(!status_charge(bl, 0, 1)) break; - sc_timer_next(1000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_ANGRIFFS_MODUS: - if(--(sce->val4) > 0) { //drain hp/sp - if( !status_charge(bl,100,20) ) break; - sc_timer_next(1000+tick,status_change_timer,bl->id, data); - return 0; - } - break; - case SC_FULL_THROTTLE: - if( --(sce->val4) > 0 ) - { - status_percent_damage(bl, bl, sce->val2, 0, false); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_KINGS_GRACE: - if( --(sce->val4) > 0 ) - { - status_percent_heal(bl, sce->val2, 0); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + break; + + case SC_TROPIC: + case SC_CHILLY_AIR: + case SC_WILD_STORM: + case SC_UPHEAVAL: + case SC_HEATER: + case SC_COOLER: + case SC_BLAST: + case SC_CURSED_SOIL: + case SC_PYROTECHNIC: + case SC_AQUAPLAY: + case SC_GUST: + case SC_PETROLOGY: + case SC_CIRCLE_OF_FIRE: + case SC_WATER_SCREEN: + case SC_WIND_STEP: + case SC_SOLID_SKIN: + case SC_FIRE_CLOAK: + case SC_WATER_DROP: + case SC_WIND_CURTAIN: + case SC_STONE_SHIELD: + if(status->charge(bl, 0, sce->val2) && (sce->val4==-1 || (sce->val4-=sce->val3)>=0)) + sc_timer_next(sce->val3 + tick, status->change_timer, bl->id, data); + else + if (bl->type == BL_ELEM) + elemental->change_mode(BL_CAST(BL_ELEM,bl),MAX_ELESKILLTREE); return 0; - } - break; - case SC_FRIGG_SONG: - if( --(sce->val4) > 0 ) - { - status_heal(bl, sce->val3, 0, 0); - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + + case SC_STOMACHACHE: + if( --(sce->val4) > 0 ) { + status->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. + if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds. + pc_stop_walking(sd,1|4); + pc_stop_attack(sd); + pc_setsit(sd); + clif->sitting(bl); + } + sc_timer_next(10000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; + case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES: + /* they only end by status_change_end */ + sc_timer_next(600000 + tick, status->change_timer, bl->id, data); return 0; - } - break; + case SC_MEIKYOUSISUI: + if( --(sce->val4) > 0 ) { + status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; + case SC_IZAYOI: + case SC_KAGEMUSYA: + if( --(sce->val2) > 0 ) { + if(!status->charge(bl, 0, 1)) break; + sc_timer_next(1000+tick, status->change_timer, bl->id, data); + return 0; + } + break; + case SC_ANGRIFFS_MODUS: + if(--(sce->val4) > 0) { //drain hp/sp + if( !status->charge(bl,100,20) ) break; + sc_timer_next(1000+tick,status->change_timer,bl->id, data); + return 0; + } + break; + case SC_FULL_THROTTLE: + if( --(sce->val4) >= 0 ) { + status_percent_damage(bl, bl, 0, sce->val2, false); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; + case SC_KINGS_GRACE: + if( --(sce->val4) > 0 ) { + status_percent_heal(bl, sce->val2, 0); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; + case SC_FRIGG_SONG: + if( --(sce->val4) > 0 ) { + status->heal(bl, sce->val3, 0, 0); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; } // default for all non-handled control paths is to end the status @@ -10750,96 +11273,93 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } /*========================================== - * Foreach iteration of repetitive status - *------------------------------------------*/ -int status_change_timer_sub(struct block_list* bl, va_list ap) -{ +* Foreach iteration of repetitive status +*------------------------------------------*/ +int status_change_timer_sub(struct block_list* bl, va_list ap) { struct status_change* tsc; struct block_list* src = va_arg(ap,struct block_list*); struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int - unsigned int tick = va_arg(ap,unsigned int); + int64 tick = va_arg(ap, int64); - if (status_isdead(bl)) + if (status->isdead(bl)) return 0; - tsc = status_get_sc(bl); + tsc = status->get_sc(bl); switch( type ) { - case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */ - if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking - rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % + case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */ + if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking + rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - case SC_CONCENTRATION: - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); - break; - case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */ - if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || - tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] || - tsc->data[SC__INVISIBILITY])) { + case SC_CONCENTRATION: status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); - if(battle->check_target( src, bl, BCT_ENEMY ) > 0) - skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); - } - if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking - rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + break; + case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */ + if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || + tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) { + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + if(battle->check_target( src, bl, BCT_ENEMY ) > 0) + skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); + } + if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking + rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - break; - case SC_WZ_SIGHTBLASTER: - 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. + break; + case SC_WZ_SIGHTBLASTER: + 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. + } } - } - break; - case SC_RG_CCONFINE_M: - //Lock char has released the hold on everyone... - if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) { - tsc->data[SC_RG_CCONFINE_S]->val2 = 0; - status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); - } - break; - case SC_CURSEDCIRCLE_TARGET: - if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) { - clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0); - status_change_end(bl, type, INVALID_TIMER); - } - break; + break; + case SC_RG_CCONFINE_M: + //Lock char has released the hold on everyone... + if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) { + tsc->data[SC_RG_CCONFINE_S]->val2 = 0; + status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); + } + break; + case SC_CURSEDCIRCLE_TARGET: + if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) { + clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0); + status_change_end(bl, type, INVALID_TIMER); + } + break; } return 0; } +int status_get_total_def(struct block_list *src) { return status->get_status_data(src)->def2 + (short)status->get_def(src); } +int status_get_total_mdef(struct block_list *src) { return status->get_status_data(src)->mdef2 + (short)status_get_mdef(src); } +int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag) { #ifdef RENEWAL -int status_get_total_def(struct block_list *src){ return status_get_status_data(src)->def2 + (short)status_get_def(src); } -int status_get_total_mdef(struct block_list *src){ return status_get_status_data(src)->mdef2 + (short)status_get_mdef(src); } -int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){ int min = 0, max = 0, dstr; float strdex_bonus, variance; - struct status_change *sc = status_get_sc(bl); - + struct status_change *sc = status->get_sc(bl); + if ( bl->type == BL_PC && watk->atk ){ - if ( flag&16 ) + if ( flag&2 ) dstr = status_get_dex(bl); else dstr = status_get_str(bl); - + variance = 5.0f * watk->atk * watk->wlv / 100.0f; strdex_bonus = watk->atk * dstr / 200.0f; - min = (watk->atk - (int)(variance + strdex_bonus)) + watk->atk2; - max = (watk->atk + (int)(variance + strdex_bonus)) + watk->atk2; + min = (int)(watk->atk - variance + strdex_bonus) + watk->atk2; + max = (int)(watk->atk + variance + strdex_bonus) + watk->atk2; }else if( watk->atk ){ min = watk->atk * 80 / 100; max = watk->atk * 120 / 100; @@ -10851,152 +11371,218 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl else max = min; } - - if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0) + + if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) ) max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1; - max = status_calc_watk(bl, sc, max, false); + max = status->calc_watk(bl, sc, max, false); return max; -} +#else + return 0; #endif +} -#define GETRANDMATK(){\ - if( status->matk_max > status->matk_min )\ - return status->matk_min + rnd()%(status->matk_max - status->matk_min);\ - else\ - return status->matk_min;\ +/** + * 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; } -/*========================================== - * flag [malufett] - * 0 - update matk values - * 1 - get matk w/o SC bonuses - * 2 - get modified matk - * 3 - get matk w/o eatk & SC bonuses - *------------------------------------------*/ -int status_get_matk(struct block_list *bl, int flag){ - struct status_data *status; +/** + * 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 ) - return 1; + return; - status = status_get_status_data(bl); - sc = status_get_sc(bl); - sd = BL_CAST(BL_PC, bl); + if( flag != 0 && flag != 1 && flag != 3 ) { + ShowError("status_get_matk_sub: Unknown flag %d!\n", flag); + return; + } - if( flag == 2 ) // just get matk - GETRANDMATK(); + st = status->get_status_data(bl); + sc = status->get_sc(bl); + sd = BL_CAST(BL_PC, bl); -#ifndef RENEWAL - status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0); - status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0); -#else +#ifdef RENEWAL /** * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers **/ - status->matk_min = status_base_matk(status, status_get_lv(bl)); - + *matk_min = status->base_matk(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 ) - status->matk_min += sd->bonus.ematk; - if( flag != 3 ) - status->matk_min = status_calc_ematk(bl, sc, status->matk_min); + *matk_min += sd->bonus.ematk; + if( flag != 3 ) + *matk_min = status->calc_ematk(bl, sc, *matk_min); - status->matk_max = status->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 && (status->rhw.matk + status->lhw.matk) > 0 ){ - int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks - int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level - status->matk_min += wMatk - variance; - status->matk_max += wMatk + variance; - }else if( bl->type&BL_MOB ){ - status->matk_min = status->matk_max = status_get_int(bl) + status_get_lv(bl); - status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; - status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; - } + 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); + *matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; + *matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; + } +#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); #endif - if (bl->type&BL_PC && sd->matk_rate != 100) { - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; + + if (sd && 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])) - status->matk_min = status->matk_max; + *matk_min = *matk_max; #ifdef RENEWAL - if( sd && sd->right_weapon.overrefine > 0){ - status->matk_min++; - status->matk_max += sd->right_weapon.overrefine - 1; + if( sd && sd->right_weapon.overrefine > 0 ) { + (*matk_min)++; + *matk_max += sd->right_weapon.overrefine - 1; } #endif + return; +} - if( flag ) // get unmodified from sc matk - GETRANDMATK(); +/** + * 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; - status->matk_min = status_calc_matk(bl, sc, status->matk_min, true); - status->matk_max = status_calc_matk(bl, sc, status->matk_max, true); + if( bl == NULL ) + return 1; - return 0; + if( flag < 1 || flag > 3 ) { + ShowError("status_get_matk: Unknown flag %d!\n", flag); + return 1; + } + + if( (st = status->get_status_data(bl)) == NULL ) + return 0; + + // Just get matk + if( flag == 2 ) + return status_get_rand_matk(st->matk_max, st->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 ) { + struct status_data *st; + struct status_change *sc; + unsigned short matk_max, matk_min; + + if( bl == NULL ) + return; + + if( (st = status->get_status_data(bl)) == NULL ) + return; + + if( (sc = status->get_sc(bl)) == NULL ) + return; + + status_get_matk_sub( bl, 0, &matk_max, &matk_min ); + + // Update matk + st->matk_min = status->calc_matk(bl, sc, matk_min, true); + st->matk_max = status->calc_matk(bl, sc, matk_max, true); + + return; } /*========================================== - * Clears buffs/debuffs of a character. - * type&1 -> buffs, type&2 -> debuffs - * type&4 -> especific debuffs(implemented with refresh) - *------------------------------------------*/ -int status_change_clear_buffs (struct block_list* bl, int type) -{ +* Clears buffs/debuffs of a character. +* type&1 -> buffs, type&2 -> debuffs +* type&4 -> especific debuffs(implemented with refresh) +*------------------------------------------*/ +int status_change_clear_buffs (struct block_list* bl, int type) { int i; - struct status_change *sc= status_get_sc(bl); + struct status_change *sc= status->get_sc(bl); if (!sc || !sc->count) return 0; - if (type&6) //Debuffs - for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) - status_change_end(bl, (sc_type)i, INVALID_TIMER); - - for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) - { - if( !sc->data[i] || !status_get_sc_type(i) ) - continue; + if (type&6) //Debuffs + for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) + status_change_end(bl, (sc_type)i, INVALID_TIMER); - if( type&1 && !(status_get_sc_type(i)&SC_BUFF) ) + for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) { + if( !sc->data[i] || !status->get_sc_type(i) ) continue; - if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) ) + if( type&3 && !(status->get_sc_type(i)&SC_BUFF) && !(status->get_sc_type(i)&SC_DEBUFF) ) continue; + if( type < 3 ) { + if( type&1 && !(status->get_sc_type(i)&SC_BUFF) ) + continue; + if( type&2 && !(status->get_sc_type(i)&SC_DEBUFF) ) + continue; + } switch (i) { - case SC_DEEP_SLEEP: - case SC_FROSTMISTY: - case SC_CRYSTALIZE: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC_MARSHOFABYSS: - case SC_MANDRAGORA: - if(!(type&4)) - continue; - break; - case SC__BLOODYLUST: - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - if(type&4) - continue; - sc->data[i]->val2 = 0; - break; + case SC_DEEP_SLEEP: + case SC_FROSTMISTY: + case SC_COLD: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + case SC_MARSHOFABYSS: + case SC_MANDRAGORA: + if(!(type&4)) + continue; + break; + case SC_BERSERK: + if(type&4) + continue; + sc->data[i]->val2 = 0; + break; + default: + if(type&4) + continue; + } status_change_end(bl, (sc_type)i, INVALID_TIMER); } @@ -11005,15 +11591,14 @@ int status_change_clear_buffs (struct block_list* bl, int type) int status_change_spread( struct block_list *src, struct block_list *bl ) { int i, flag = 0; - struct status_change *sc = status_get_sc(src); - const struct TimerData *timer; - unsigned int tick; + struct status_change *sc = status->get_sc(src); + int64 tick; struct status_change_data data; if( !sc || !sc->count ) return 0; - tick = iTimer->gettick(); + tick = timer->gettick(); for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) { if( !sc->data[i] || i == SC_COMMON_MAX ) @@ -11022,70 +11607,69 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { switch( i ) { //Debuffs that can be spreaded. // NOTE: We'll add/delte SCs when we are able to confirm it. - case SC_CURSE: - case SC_SILENCE: - case SC_CONFUSION: - case SC_BLIND: - case SC_NOCHAT: - case SC_ILLUSION: - case SC_CRUCIS: - case SC_DEC_AGI: - case SC_SLOWDOWN: - case SC_MINDBREAKER: - case SC_DC_WINKCHARM: - case SC_STOP: - case SC_ORCISH: + case SC_CURSE: + case SC_SILENCE: + case SC_CONFUSION: + case SC_BLIND: + case SC_NOCHAT: + case SC_ILLUSION: + case SC_CRUCIS: + case SC_DEC_AGI: + case SC_SLOWDOWN: + case SC_MINDBREAKER: + case SC_DC_WINKCHARM: + case SC_STOP: + case SC_ORCISH: //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically. //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all. //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech] //case SC_NOEQUIPHELM: //case SC__STRIPACCESSARY: - case SC_WUGBITE: - case SC_FROSTMISTY: - case SC_VENOMBLEED: - case SC_DEATHHURT: - case SC_PARALYSE: - if( sc->data[i]->timer != INVALID_TIMER ) { - timer = iTimer->get_timer(sc->data[i]->timer); - if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0) - continue; - data.tick = DIFF_TICK(timer->tick,tick); - } else - data.tick = INVALID_TIMER; - break; - // Special cases - case SC_POISON: - case SC_DPOISON: - data.tick = sc->data[i]->val3 * 1000; - break; - case SC_FEAR: - case SC_LEECHESEND: - data.tick = sc->data[i]->val4 * 1000; - break; - case SC_BURNING: - data.tick = sc->data[i]->val4 * 2000; - break; - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - data.tick = sc->data[i]->val4 * 3000; - break; - case SC_MAGICMUSHROOM: - data.tick = sc->data[i]->val4 * 4000; - break; - case SC_TOXIN: - case SC_BLOODING: - data.tick = sc->data[i]->val4 * 10000; - break; - default: + case SC_WUGBITE: + case SC_FROSTMISTY: + case SC_VENOMBLEED: + case SC_DEATHHURT: + case SC_PARALYSE: + if( sc->data[i]->timer != INVALID_TIMER ) { + const struct TimerData *td = timer->get(sc->data[i]->timer); + if (td == NULL || td->func != status->change_timer || DIFF_TICK(td->tick,tick) < 0) continue; - break; + data.tick = DIFF_TICK32(td->tick,tick); + } else + data.tick = INVALID_TIMER; + break; + // Special cases + case SC_POISON: + case SC_DPOISON: + data.tick = sc->data[i]->val3 * 1000; + break; + case SC_FEAR: + case SC_LEECHESEND: + data.tick = sc->data[i]->val4 * 1000; + break; + case SC_BURNING: + data.tick = sc->data[i]->val4 * 2000; + break; + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + data.tick = sc->data[i]->val4 * 3000; + break; + case SC_MAGICMUSHROOM: + data.tick = sc->data[i]->val4 * 4000; + break; + case SC_TOXIN: + case SC_BLOODING: + data.tick = sc->data[i]->val4 * 10000; + break; + default: + continue; } - if( i ){ + if( i ) { data.val1 = sc->data[i]->val1; data.val2 = sc->data[i]->val2; data.val3 = sc->data[i]->val3; data.val4 = sc->data[i]->val4; - status_change_start(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,1|2|8); flag = 1; } } @@ -11094,11 +11678,9 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { } //Natural regen related stuff. -static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; -static int status_natural_heal(struct block_list* bl, va_list args) -{ +int status_natural_heal(struct block_list* bl, va_list args) { struct regen_data *regen; - struct status_data *status; + struct status_data *st; struct status_change *sc; struct unit_data *ud; struct view_data *vd = NULL; @@ -11106,64 +11688,66 @@ static int status_natural_heal(struct block_list* bl, va_list args) struct map_session_data *sd; int val,rate,bonus = 0,flag; - regen = status_get_regen_data(bl); + regen = status->get_regen_data(bl); if (!regen) return 0; - status = status_get_status_data(bl); - sc = status_get_sc(bl); + st = status->get_status_data(bl); + sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; sd = BL_CAST(BL_PC,bl); flag = regen->flag; - if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) + if (flag&RGN_HP && (st->hp >= st->max_hp || regen->state.block&1)) flag&=~(RGN_HP|RGN_SHP); - if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) + if (flag&RGN_SP && (st->sp >= st->max_sp || regen->state.block&2)) flag&=~(RGN_SP|RGN_SSP); - if (flag && ( - status_isdead(bl) || - (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY])) - )) + if (flag + && (status->isdead(bl) + || (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY])) + ) + ) flag=0; if (sd) { if (sd->hp_loss.value || sd->sp_loss.value) - pc->bleeding(sd, natural_heal_diff_tick); + pc->bleeding(sd, status->natural_heal_diff_tick); if (sd->hp_regen.value || sd->sp_regen.value) - pc->regen(sd, natural_heal_diff_tick); + pc->regen(sd, status->natural_heal_diff_tick); } - if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && - (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) - { //Apply sitting regen bonus. + if (flag&(RGN_SHP|RGN_SSP) + && regen->ssregen + && (vd = status->get_viewdata(bl)) + && vd->dead_sit == 2 + ) { + //Apply sitting regen bonus. sregen = regen->ssregen; - if(flag&(RGN_SHP)) - { //Sitting HP regen - val = natural_heal_diff_tick * sregen->rate.hp; + if(flag&(RGN_SHP)) { + //Sitting HP regen + val = status->natural_heal_diff_tick * sregen->rate.hp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.hp += val; - while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) - { + while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) - { //Full + if(status->heal(bl, sregen->hp, 0, 3) < sregen->hp) { + //Full flag&=~(RGN_HP|RGN_SHP); break; } } } - if(flag&(RGN_SSP)) - { //Sitting SP regen - val = natural_heal_diff_tick * sregen->rate.sp; + if(flag&(RGN_SSP)) { + //Sitting SP regen + val = status->natural_heal_diff_tick * sregen->rate.sp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.sp += val; - while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) - { + while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) - { //Full + if(status->heal(bl, 0, sregen->sp, 3) < sregen->sp) { + //Full flag&=~(RGN_SP|RGN_SSP); break; } @@ -11174,10 +11758,9 @@ static int status_natural_heal(struct block_list* bl, va_list args) if (flag && regen->state.overweight) flag=0; - ud = unit_bl2ud(bl); + ud = unit->bl2ud(bl); - if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) - { + if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) { flag&=~(RGN_SHP|RGN_SSP); if(!regen->state.walk) flag&=~RGN_HP; @@ -11186,9 +11769,8 @@ static int status_natural_heal(struct block_list* bl, va_list args) if (!flag) return 0; - if (flag&(RGN_HP|RGN_SP)) - { - if(!vd) vd = status_get_viewdata(bl); + if (flag&(RGN_HP|RGN_SP)) { + if(!vd) vd = status->get_viewdata(bl); if(vd && vd->dead_sit == 2) bonus++; if(regen->state.gc) @@ -11196,9 +11778,8 @@ static int status_natural_heal(struct block_list* bl, va_list args) } //Natural Hp regen - if (flag&RGN_HP) - { - rate = natural_heal_diff_tick*(regen->rate.hp+bonus); + if (flag&RGN_HP) { + rate = status->natural_heal_diff_tick*(regen->rate.hp+bonus); if (ud && ud->walktimer != INVALID_TIMER) rate/=2; // Homun HP regen fix (they should regen as if they were sitting (twice as fast) @@ -11206,35 +11787,32 @@ static int status_natural_heal(struct block_list* bl, va_list args) regen->tick.hp += rate; - if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) - { + if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { val = 0; do { val += regen->hp; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); - if (status_heal(bl, val, 0, 1) < val) + if (status->heal(bl, val, 0, 1) < val) flag&=~RGN_SHP; //full. } } //Natural SP regen - if(flag&RGN_SP) - { - rate = natural_heal_diff_tick*(regen->rate.sp+bonus); + if(flag&RGN_SP) { + rate = status->natural_heal_diff_tick*(regen->rate.sp+bonus); // Homun SP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *=2; regen->tick.sp += rate; - if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) - { + if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { val = 0; do { val += regen->sp; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); - if (status_heal(bl, 0, val, 1) < val) + if (status->heal(bl, 0, val, 1) < val) flag&=~RGN_SSP; //full. } } @@ -11245,40 +11823,38 @@ static int status_natural_heal(struct block_list* bl, va_list args) //Skill regen sregen = regen->sregen; - if(flag&RGN_SHP) - { //Skill HP regen - sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; + if(flag&RGN_SHP) { + //Skill HP regen + sregen->tick.hp += status->natural_heal_diff_tick * sregen->rate.hp; - while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) - { + while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) + if(status->heal(bl, sregen->hp, 0, 3) < sregen->hp) break; //Full } } - if(flag&RGN_SSP) - { //Skill SP regen - sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; - while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) - { + if(flag&RGN_SSP) { + //Skill SP regen + sregen->tick.sp += status->natural_heal_diff_tick * sregen->rate.sp; + while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { val = sregen->sp; if (sd && sd->state.doridori) { val*=2; sd->state.doridori = 0; if ((rate = pc->checkskill(sd,TK_SPTIME))) - sc_start(bl,status_skill2sc(TK_SPTIME), - 100,rate,skill->get_time(TK_SPTIME, rate)); - if ( - (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && - rnd()%10000 < battle_config.sg_angel_skill_ratio - ) { //Angel of the Sun/Moon/Star + sc_start(bl,bl,status->skill2sc(TK_SPTIME), + 100,rate,skill->get_time(TK_SPTIME, rate)); + if ((sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR + &&rnd()%10000 < battle_config.sg_angel_skill_ratio + ) { + //Angel of the Sun/Moon/Star clif->feel_hate_reset(sd); pc->resethate(sd); pc->resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, val, 3) < val) + if(status->heal(bl, 0, val, 3) < val) break; //Full } } @@ -11286,26 +11862,26 @@ static int status_natural_heal(struct block_list* bl, va_list args) } //Natural heal main timer. -static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data) -{ - natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); - iMap->map_foreachregen(status_natural_heal); - natural_heal_prev_tick = tick; +int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data) { + // This difference is always positive and lower than UINT_MAX (~24 days) + status->natural_heal_diff_tick = (unsigned int)cap_value(DIFF_TICK(tick,status->natural_heal_prev_tick), 0, UINT_MAX); + map->foreachregen(status->natural_heal); + status->natural_heal_prev_tick = tick; return 0; } /** - * Get the chance to upgrade a piece of equipment. - * @param wlv The weapon type of the item to refine (see see enum refine_type) - * @param refine The target refine level - * @return The chance to refine the item, in percent (0~100) - **/ +* Get the chance to upgrade a piece of equipment. +* @param wlv The weapon type of the item to refine (see see enum refine_type) +* @param refine The target refine level +* @return The chance to refine the item, in percent (0~100) +**/ int status_get_refine_chance(enum refine_type wlv, int refine) { if ( refine < 0 || refine >= MAX_REFINE) - return 0; + return 0; - return refine_info[wlv].chance[refine]; + return status->refine_info[wlv].chance[refine]; } int status_get_sc_type(sc_type type) { @@ -11313,17 +11889,17 @@ int status_get_sc_type(sc_type type) { if( type <= SC_NONE || type >= SC_MAX ) return 0; - return sc_conf[type]; + return status->sc_conf[type]; } /*------------------------------------------ - * DB reading. - * job_db1.txt - weight, hp, sp, aspd - * job_db2.txt - job level stat bonuses - * size_fix.txt - size adjustment table for weapons - * refine_db.txt - refining data table - *------------------------------------------*/ -static bool status_readdb_job1(char* fields[], int columns, int current) +* DB reading. +* job_db1.txt - weight, hp, sp, aspd +* job_db2.txt - job level stat bonuses +* size_fix.txt - size adjustment table for weapons +* refine_db.txt - refining data table +*------------------------------------------*/ +bool status_readdb_job1(char* fields[], int columns, int current) {// Job-specific values (weight, HP, SP, ASPD) int idx, class_; unsigned int i; @@ -11337,22 +11913,22 @@ static bool status_readdb_job1(char* fields[], int columns, int current) } idx = pc->class2idx(class_); - max_weight_base[idx] = atoi(fields[1]); - hp_coefficient[idx] = atoi(fields[2]); - hp_coefficient2[idx] = atoi(fields[3]); - sp_coefficient[idx] = atoi(fields[4]); + status->max_weight_base[idx] = atoi(fields[1]); + status->hp_coefficient[idx] = atoi(fields[2]); + status->hp_coefficient2[idx] = atoi(fields[3]); + status->sp_coefficient[idx] = atoi(fields[4]); #ifdef RENEWAL_ASPD for(i = 0; i <= MAX_WEAPON_TYPE; i++) #else for(i = 0; i < MAX_WEAPON_TYPE; i++) #endif { - aspd_base[idx][i] = atoi(fields[i+5]); + status->aspd_base[idx][i] = atoi(fields[i+5]); } return true; } -static bool status_readdb_job2(char* fields[], int columns, int current) +bool status_readdb_job2(char* fields[], int columns, int current) { int idx, class_, i; @@ -11367,23 +11943,23 @@ static bool status_readdb_job2(char* fields[], int columns, int current) for(i = 1; i < columns; i++) { - job_bonus[idx][i-1] = atoi(fields[i]); + status->job_bonus[idx][i-1] = atoi(fields[i]); } return true; } -static bool status_readdb_sizefix(char* fields[], int columns, int current) +bool status_readdb_sizefix(char* fields[], int columns, int current) { unsigned int i; for(i = 0; i < MAX_WEAPON_TYPE; i++) { - atkmods[current][i] = atoi(fields[i]); + status->atkmods[current][i] = atoi(fields[i]); } return true; } -static bool status_readdb_refine(char* fields[], int columns, int current) +bool status_readdb_refine(char* fields[], int columns, int current) { int i, bonus_per_level, random_bonus, random_bonus_start_level; @@ -11405,68 +11981,65 @@ static bool status_readdb_refine(char* fields[], int columns, int current) *delim = '\0'; - refine_info[current].chance[i] = atoi(fields[4+i]); + status->refine_info[current].chance[i] = atoi(fields[4+i]); if (i >= random_bonus_start_level - 1) - refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2); + status->refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2); - refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1); + status->refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1); if (i > 0) - refine_info[current].bonus[i] += refine_info[current].bonus[i-1]; + status->refine_info[current].bonus[i] += status->refine_info[current].bonus[i-1]; } return true; } -static bool status_readdb_scconfig(char* fields[], int columns, int current) -{ +bool status_readdb_scconfig(char* fields[], int columns, int current) { int val = 0; char* type = fields[0]; - if( !script_get_constant(type, &val) ){ + if( !script->get_constant(type, &val) ){ ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type); return false; } - sc_conf[val] = (int)strtol(fields[1], NULL, 0); + status->sc_conf[val] = (int)strtol(fields[1], NULL, 0); return true; } -/* -* Read status db -* job1.txt -* job2.txt -* size_fixe.txt -* refine_db.txt -*/ +/** + * Read status db + * job1.txt + * job2.txt + * size_fixe.txt + * refine_db.txt + **/ int status_readdb(void) { int i, j; // initialize databases to default // - - // reset job_db1.txt data - memset(max_weight_base, 0, sizeof(max_weight_base)); - memset(hp_coefficient, 0, sizeof(hp_coefficient)); - memset(hp_coefficient2, 0, sizeof(hp_coefficient2)); - memset(sp_coefficient, 0, sizeof(sp_coefficient)); - memset(aspd_base, 0, sizeof(aspd_base)); - // reset job_db2.txt data - memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus - + if( runflag == MAPSERVER_ST_RUNNING ) {//not necessary during boot + // reset job_db1.txt data + memset(status->max_weight_base, 0, sizeof(status->max_weight_base)); + memset(status->hp_coefficient, 0, sizeof(status->hp_coefficient)); + memset(status->hp_coefficient2, 0, sizeof(status->hp_coefficient2)); + memset(status->sp_coefficient, 0, sizeof(status->sp_coefficient)); + memset(status->aspd_base, 0, sizeof(status->aspd_base)); + // reset job_db2.txt data + memset(status->job_bonus,0,sizeof(status->job_bonus)); // Job-specific stats bonus + } // size_fix.txt - for(i=0;i<ARRAYLENGTH(atkmods);i++) - for(j=0;j<MAX_WEAPON_TYPE;j++) - atkmods[i][j]=100; + for(i = 0; i < ARRAYLENGTH(status->atkmods); i++) + for(j = 0; j < MAX_WEAPON_TYPE; j++) + status->atkmods[i][j] = 100; // refine_db.txt - for(i=0;i<ARRAYLENGTH(refine_info);i++) - { - for(j=0;j<MAX_REFINE; j++) - { - refine_info[i].chance[j] = 100; - refine_info[i].bonus[j] = 0; - refine_info[i].randombonus_max[j] = 0; + for(i=0;i<ARRAYLENGTH(status->refine_info);i++) { + for(j=0;j<MAX_REFINE; j++) { + status->refine_info[i].chance[j] = 100; + status->refine_info[i].bonus[j] = 0; + status->refine_info[i].randombonus_max[j] = 0; } } @@ -11475,36 +12048,202 @@ int status_readdb(void) #ifdef RENEWAL_ASPD - sv->readdb(iMap->db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1); + sv->readdb(map->db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, status->readdb_job1); #else - sv->readdb(iMap->db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1); + 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(iMap->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2); - sv->readdb(iMap->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix); - sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine); - sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig); + 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"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); return 0; } /*========================================== - * Status db init and destroy. - *------------------------------------------*/ -int do_init_status(void) -{ - iTimer->add_timer_func_list(status_change_timer,"status_change_timer"); - iTimer->add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer"); - iTimer->add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer"); - initChangeTables(); - initDummyData(); - status_readdb(); - status_calc_sigma(); - natural_heal_prev_tick = iTimer->gettick(); - sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE); - iTimer->add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); +* Status db init and destroy. +*------------------------------------------*/ +int do_init_status(bool minimal) { + if (minimal) + return 0; + + timer->add_func_list(status->change_timer,"status_change_timer"); + timer->add_func_list(status->kaahi_heal_timer,"status_kaahi_heal_timer"); + timer->add_func_list(status->natural_heal_timer,"status_natural_heal_timer"); + status->initChangeTables(); + status->initDummyData(); + status->readdb(); + status->calc_sigma(); + status->natural_heal_prev_tick = timer->gettick(); + status->data_ers = ers_new(sizeof(struct status_change_entry),"status.c::data_ers",ERS_OPT_NONE); + timer->add_interval(status->natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status->natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); return 0; } -void do_final_status(void) -{ - ers_destroy(sc_data_ers); +void do_final_status(void) { + ers_destroy(status->data_ers); +} + +/*===================================== +* Default Functions : status.h +* Generated by HerculesInterfaceMaker +* created by Susu +*-------------------------------------*/ +void status_defaults(void) { + status = &status_s; + + /* vars */ + //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only + //to avoid cards exploits + status->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] + status->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex] + + memset(status->max_weight_base,0,sizeof(status->max_weight_base) + + sizeof(status->hp_coefficient) + + sizeof(status->hp_coefficient2) + + sizeof(status->hp_sigma_val) + + sizeof(status->sp_coefficient) + + sizeof(status->aspd_base) + + sizeof(status->Skill2SCTable) + + sizeof(status->IconChangeTable) + + sizeof(status->ChangeFlagTable) + + sizeof(status->SkillChangeTable) + + sizeof(status->RelevantBLTypes) + + sizeof(status->DisplayType) + + sizeof(status->refine_info) + + sizeof(status->atkmods) + + sizeof(status->job_bonus) + + sizeof(status->sc_conf) + ); + + status->data_ers = NULL; + memset(&status->dummy, 0, sizeof(status->dummy)); + status->natural_heal_prev_tick = 0; + status->natural_heal_diff_tick = 0; + /* funcs */ + status->get_refine_chance = status_get_refine_chance; + // for looking up associated data + status->skill2sc = status_skill2sc; + status->sc2skill = status_sc2skill; + status->sc2scb_flag = status_sc2scb_flag; + status->type2relevant_bl_types = status_type2relevant_bl_types; + status->get_sc_type = status_get_sc_type; + + status->damage = status_damage; + //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills) + status->charge = status_charge; + status->percent_change = status_percent_change; + //Used to set the hp/sp of an object to an absolute value (can't kill) + status->set_hp = status_set_hp; + status->set_sp = status_set_sp; + status->heal = status_heal; + status->revive = status_revive; + status->fixed_revive = status_fixed_revive; + status->get_regen_data = status_get_regen_data; + status->get_status_data = status_get_status_data; + status->get_base_status = status_get_base_status; + status->get_name = status_get_name; + status->get_class = status_get_class; + status->get_lv = status_get_lv; + status->get_def = status_get_def; + status->get_speed = status_get_speed; + status->calc_attack_element = status_calc_attack_element; + status->get_party_id = status_get_party_id; + status->get_guild_id = status_get_guild_id; + status->get_emblem_id = status_get_emblem_id; + status->get_mexp = status_get_mexp; + status->get_race2 = status_get_race2; + + status->get_viewdata = status_get_viewdata; + status->set_viewdata = status_set_viewdata; + status->change_init = status_change_init; + status->get_sc = status_get_sc; + + status->isdead = status_isdead; + status->isimmune = status_isimmune; + + status->get_sc_def = status_get_sc_def; + + status->change_start = status_change_start; + status->change_end_ = status_change_end_; + status->kaahi_heal_timer = kaahi_heal_timer; + status->change_timer = status_change_timer; + status->change_timer_sub = status_change_timer_sub; + status->change_clear = status_change_clear; + status->change_clear_buffs = status_change_clear_buffs; + + status->calc_bl_ = status_calc_bl_; + status->calc_mob_ = status_calc_mob_; + status->calc_pet_ = status_calc_pet_; + status->calc_pc_ = status_calc_pc_; + status->calc_homunculus_ = status_calc_homunculus_; + status->calc_mercenary_ = status_calc_mercenary_; + status->calc_elemental_ = status_calc_elemental_; + + status->calc_misc = status_calc_misc; + status->calc_regen = status_calc_regen; + status->calc_regen_rate = status_calc_regen_rate; + + status->check_skilluse = status_check_skilluse; // [Skotlex] + status->check_visibility = status_check_visibility; //[Skotlex] + + status->change_spread = status_change_spread; + + status->calc_def = status_calc_def; + status->calc_def2 = status_calc_def2; + status->calc_mdef = status_calc_mdef; + status->calc_mdef2 = status_calc_mdef2; + status->calc_batk = status_calc_batk; + status->base_matk = status_base_matk; + status->get_weapon_atk = status_get_weapon_atk; + status->get_total_mdef = status_get_total_mdef; + status->get_total_def = status_get_total_def; + + status->get_matk = status_get_matk; + status->update_matk = status_update_matk; + + 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; + status->base_atk = status_base_atk; + status->calc_sigma = status_calc_sigma; + status->base_pc_maxhp = status_base_pc_maxhp; + status->base_pc_maxsp = status_base_pc_maxsp; + status->calc_npc_ = status_calc_npc_; + status->calc_str = status_calc_str; + status->calc_agi = status_calc_agi; + status->calc_vit = status_calc_vit; + status->calc_int = status_calc_int; + status->calc_dex = status_calc_dex; + status->calc_luk = status_calc_luk; + status->calc_watk = status_calc_watk; + status->calc_matk = status_calc_matk; + status->calc_hit = status_calc_hit; + status->calc_critical = status_calc_critical; + status->calc_flee = status_calc_flee; + status->calc_flee2 = status_calc_flee2; + status->calc_speed = status_calc_speed; + status->calc_aspd_rate = status_calc_aspd_rate; + status->calc_dmotion = status_calc_dmotion; + status->calc_aspd = status_calc_aspd; + status->calc_fix_aspd = status_calc_fix_aspd; + status->calc_maxhp = status_calc_maxhp; + status->calc_maxsp = status_calc_maxsp; + status->calc_element = status_calc_element; + status->calc_element_lv = status_calc_element_lv; + status->calc_mode = status_calc_mode; + status->calc_ematk = status_calc_ematk; + status->calc_bl_main = status_calc_bl_main; + status->display_add = status_display_add; + status->display_remove = status_display_remove; + status->natural_heal = status_natural_heal; + status->natural_heal_timer = status_natural_heal_timer; + status->readdb_job1 = status_readdb_job1; + status->readdb_job2 = status_readdb_job2; + status->readdb_sizefix = status_readdb_sizefix; + status->readdb_refine = status_readdb_refine; + status->readdb_scconfig = status_readdb_scconfig; } |