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-rw-r--r--src/map/status.c10093
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(&regen->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;
}