summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBen Longbons <b.r.longbons@gmail.com>2013-02-01 17:35:44 -0800
committerBen Longbons <b.r.longbons@gmail.com>2013-02-02 19:45:31 -0800
commitb3a0b3e7c94bce46bc0654528df0748cf0c2a6ac (patch)
treeaacb88561831e163335d9a97e52b4cc72f61789b
parent2b80fa49b0ec93e1f42e21cb92a348e18fa61a3f (diff)
downloadtmwa-b3a0b3e7c94bce46bc0654528df0748cf0c2a6ac.tar.gz
tmwa-b3a0b3e7c94bce46bc0654528df0748cf0c2a6ac.tar.bz2
tmwa-b3a0b3e7c94bce46bc0654528df0748cf0c2a6ac.tar.xz
tmwa-b3a0b3e7c94bce46bc0654528df0748cf0c2a6ac.zip
Remove most of the unused StatusChange values
-rw-r--r--src/map/battle.cpp641
-rw-r--r--src/map/clif.cpp101
-rw-r--r--src/map/map.cpp3
-rw-r--r--src/map/map.hpp1
-rw-r--r--src/map/map.t.hpp3
-rw-r--r--src/map/mob.cpp101
-rw-r--r--src/map/pc.cpp576
-rw-r--r--src/map/skill.cpp1028
-rw-r--r--src/map/skill.hpp1
-rw-r--r--src/map/skill.t.hpp289
10 files changed, 108 insertions, 2636 deletions
diff --git a/src/map/battle.cpp b/src/map/battle.cpp
index fe14615..4d98b45 100644
--- a/src/map/battle.cpp
+++ b/src/map/battle.cpp
@@ -129,7 +129,6 @@ int battle_get_max_hp(struct block_list *bl)
return ((struct map_session_data *) bl)->status.max_hp;
else
{
- eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
int max_hp = 1;
if (bl->type == BL_MOB && ((struct mob_data *) bl))
{
@@ -145,14 +144,6 @@ int battle_get_max_hp(struct block_list *bl)
max_hp = (max_hp * battle_config.monster_hp_rate) / 100;
}
}
- if (sc_data)
- {
- if (sc_data[SC_APPLEIDUN].timer != -1)
- max_hp +=
- ((5 + sc_data[SC_APPLEIDUN].val1 * 2 +
- ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) +
- sc_data[SC_APPLEIDUN].val3 / 10) * max_hp) / 100;
- }
if (max_hp < 1)
max_hp = 1;
return max_hp;
@@ -176,23 +167,6 @@ int battle_get_str(struct block_list *bl)
else if (bl->type == BL_PC && ((struct map_session_data *) bl))
return ((struct map_session_data *) bl)->paramc[ATTR::STR];
- if (sc_data)
- {
- if (sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1
- && bl->type != BL_PC)
- str += 4;
- if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
- { // ブレッシング
- int race = battle_get_race(bl);
- if (battle_check_undead(race, battle_get_elem_type(bl))
- || race == 6)
- str >>= 1; // 悪 魔/不死
- else
- str += sc_data[SC_BLESSING].val1; // その他
- }
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
- str += 5;
- }
if (str < 0)
str = 0;
return str;
@@ -216,23 +190,6 @@ int battle_get_agi(struct block_list *bl)
else if (bl->type == BL_PC && (struct map_session_data *) bl)
agi = ((struct map_session_data *) bl)->paramc[ATTR::AGI];
- if (sc_data)
- {
- if (sc_data[SC_INCREASEAGI].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC) // 速度増加(PCはpc.cで)
- agi += 2 + sc_data[SC_INCREASEAGI].val1;
-
- if (sc_data[SC_CONCENTRATE].timer != -1
- && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
- agi += agi * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
-
- if (sc_data[SC_DECREASEAGI].timer != -1) // 速度減少
- agi -= 2 + sc_data[SC_DECREASEAGI].val1;
-
- if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
- agi >>= 1;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
- agi += 5;
- }
if (agi < 0)
agi = 0;
return agi;
@@ -254,13 +211,6 @@ int battle_get_vit(struct block_list *bl)
vit = ((struct mob_data *) bl)->stats[MOB_VIT];
else if (bl->type == BL_PC && (struct map_session_data *) bl)
vit = ((struct map_session_data *) bl)->paramc[ATTR::VIT];
- if (sc_data)
- {
- if (sc_data[SC_STRIPARMOR].timer != -1 && bl->type != BL_PC)
- vit = vit * 60 / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
- vit += 5;
- }
if (vit < 0)
vit = 0;
@@ -284,22 +234,6 @@ int battle_get_int(struct block_list *bl)
else if (bl->type == BL_PC && (struct map_session_data *) bl)
int_ = ((struct map_session_data *) bl)->paramc[ATTR::INT];
- if (sc_data)
- {
- if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
- { // ブレッシング
- int race = battle_get_race(bl);
- if (battle_check_undead(race, battle_get_elem_type(bl))
- || race == 6)
- int_ >>= 1; // 悪 魔/不死
- else
- int_ += sc_data[SC_BLESSING].val1; // その他
- }
- if (sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
- int_ = int_ * 60 / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
- int_ += 5;
- }
if (int_ < 0)
int_ = 0;
return int_;
@@ -322,27 +256,6 @@ int battle_get_dex(struct block_list *bl)
else if (bl->type == BL_PC && (struct map_session_data *) bl)
dex = ((struct map_session_data *) bl)->paramc[ATTR::DEX];
- if (sc_data)
- {
- if (sc_data[SC_CONCENTRATE].timer != -1
- && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
- dex += dex * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
-
- if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
- { // ブレッシング
- int race = battle_get_race(bl);
- if (battle_check_undead(race, battle_get_elem_type(bl))
- || race == 6)
- dex >>= 1; // 悪 魔/不死
- else
- dex += sc_data[SC_BLESSING].val1; // その他
- }
-
- if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
- dex >>= 1;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
- dex += 5;
- }
if (dex < 0)
dex = 0;
return dex;
@@ -367,12 +280,8 @@ int battle_get_luk(struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_GLORIA].timer != -1 && bl->type != BL_PC) // グロリア(PCはpc.cで)
- luk += 30;
if (sc_data[SC_CURSE].timer != -1) // 呪い
luk = 0;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
- luk += 5;
}
if (luk < 0)
luk = 0;
@@ -399,16 +308,8 @@ int battle_get_flee(struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
- flee +=
- flee * (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2 +
- (sc_data[SC_WHISTLE].val3 >> 16)) / 100;
if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC)
flee -= flee * 25 / 100;
- if (sc_data[SC_WINDWALK].timer != -1 && bl->type != BL_PC) // ウィンドウォーク
- flee += flee * (sc_data[SC_WINDWALK].val2) / 100;
- if (sc_data[SC_SPIDERWEB].timer != -1 && bl->type != BL_PC) //スパイダーウェブ
- flee -= flee * 50 / 100;
if (battle_is_unarmed(bl))
flee += (skill_power_bl(bl, TMW_BRAWLING) >> 3); // +25 for 200
@@ -439,17 +340,8 @@ int battle_get_hit(struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_HUMMING].timer != -1 && bl->type != BL_PC) //
- hit +=
- hit * (sc_data[SC_HUMMING].val1 * 2 +
- sc_data[SC_HUMMING].val2 +
- sc_data[SC_HUMMING].val3) / 100;
if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) // 呪い
hit -= hit * 25 / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
- hit += 3 * (sc_data[SC_TRUESIGHT].val1);
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
- hit += (hit * (10 * (sc_data[SC_CONCENTRATION].val1))) / 100;
if (battle_is_unarmed(bl))
hit += (skill_power_bl(bl, TMW_BRAWLING) >> 4); // +12 for 200
@@ -482,12 +374,7 @@ int battle_get_flee2(struct block_list *bl)
else
flee2 = battle_get_luk(bl) + 1;
- if (sc_data)
{
- if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
- flee2 += (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2
- + (sc_data[SC_WHISTLE].val3 & 0xffff)) * 10;
-
if (battle_is_unarmed(bl))
flee2 += (skill_power_bl(bl, TMW_BRAWLING) >> 3); // +25 for 200
flee2 += skill_power_bl(bl, TMW_SPEED) >> 3;
@@ -520,17 +407,6 @@ int battle_get_critical(struct block_list *bl)
else
critical = battle_get_luk(bl) * 3 + 1;
- if (sc_data)
- {
- if (sc_data[SC_FORTUNE].timer != -1 && bl->type != BL_PC)
- critical +=
- (10 + sc_data[SC_FORTUNE].val1 + sc_data[SC_FORTUNE].val2 +
- sc_data[SC_FORTUNE].val3) * 10;
- if (sc_data[SC_EXPLOSIONSPIRITS].timer != -1 && bl->type != BL_PC)
- critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) //トゥルーサイト
- critical += critical * sc_data[SC_TRUESIGHT].val1 / 100;
- }
if (critical < 1)
critical = 1;
return critical;
@@ -560,12 +436,8 @@ int battle_get_baseatk(struct block_list *bl)
}
if (sc_data)
{ //状態異常あり
- if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態
- batk = batk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; //base_atk増加
if (sc_data[SC_CURSE].timer != -1) //呪われていたら
batk -= batk * 25 / 100; //base_atkが25%減少
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
- batk += batk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (batk < 1)
batk = 1; //base_atkは最低でも1
@@ -592,12 +464,8 @@ int battle_get_atk(struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
- atk = atk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
if (sc_data[SC_CURSE].timer != -1)
atk -= atk * 25 / 100;
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
- atk += atk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (atk < 0)
atk = 0;
@@ -644,21 +512,8 @@ int battle_get_atk2(struct block_list *bl)
atk2 = ((struct mob_data *) bl)->stats[MOB_ATK2];
if (sc_data)
{
- if (sc_data[SC_IMPOSITIO].timer != -1)
- atk2 += sc_data[SC_IMPOSITIO].val1 * 5;
- if (sc_data[SC_PROVOKE].timer != -1)
- atk2 = atk2 * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
if (sc_data[SC_CURSE].timer != -1)
atk2 -= atk2 * 25 / 100;
- if (sc_data[SC_DRUMBATTLE].timer != -1)
- atk2 += sc_data[SC_DRUMBATTLE].val2;
- if (sc_data[SC_NIBELUNGEN].timer != -1
- && (battle_get_element(bl) / 10) >= 8)
- atk2 += sc_data[SC_NIBELUNGEN].val2;
- if (sc_data[SC_STRIPWEAPON].timer != -1)
- atk2 = atk2 * 90 / 100;
- if (sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション
- atk2 += atk2 * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (atk2 < 0)
@@ -698,9 +553,6 @@ int battle_get_matk1(struct block_list *bl)
int matk, int_ = battle_get_int(bl);
matk = int_ + (int_ / 5) * (int_ / 5);
- if (sc_data)
- if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
- matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
return matk;
}
else if (bl->type == BL_PC && (struct map_session_data *) bl)
@@ -717,16 +569,12 @@ int battle_get_matk1(struct block_list *bl)
static
int battle_get_matk2(struct block_list *bl)
{
- eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
nullpo_ret(bl);
if (bl->type == BL_MOB)
{
int matk, int_ = battle_get_int(bl);
matk = int_ + (int_ / 7) * (int_ / 7);
- if (sc_data)
- if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
- matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
return matk;
}
else if (bl->type == BL_PC && (struct map_session_data *) bl)
@@ -765,36 +613,14 @@ int battle_get_def(struct block_list *bl)
{
if (sc_data)
{
- //キーピング時はDEF100
- if (sc_data[SC_KEEPING].timer != -1)
- def = 100;
- //プロボック時は減算
- if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
- def = (def * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
- //戦太鼓の響き時は加算
- if (sc_data[SC_DRUMBATTLE].timer != -1 && bl->type != BL_PC)
- def += sc_data[SC_DRUMBATTLE].val3;
//毒にかかっている時は減算
if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
def = def * 75 / 100;
- //ストリップシールド時は減算
- if (sc_data[SC_STRIPSHIELD].timer != -1 && bl->type != BL_PC)
- def = def * 85 / 100;
- //シグナムクルシス時は減算
- if (sc_data[SC_SIGNUMCRUCIS].timer != -1 && bl->type != BL_PC)
- def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2) / 100;
- //永遠の混沌時はDEF0になる
- if (sc_data[SC_ETERNALCHAOS].timer != -1 && bl->type != BL_PC)
- def = 0;
//凍結、石化時は右シフト
if (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0))
def >>= 1;
- //コンセントレーション時は減算
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
- def =
- (def * (100 - 5 * sc_data[SC_CONCENTRATION].val1)) / 100;
}
//詠唱中は詠唱時減算率に基づいて減算
if (skilltimer != -1)
@@ -837,15 +663,11 @@ int battle_get_mdef(struct block_list *bl)
if (mdef > 90)
mdef = 90;
}
- if (sc_data[SC_BARRIER].timer != -1)
- mdef = 100;
//凍結、石化時は1.25倍
if (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0))
mdef = mdef * 125 / 100;
- if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
- mdef -= (mdef * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
}
}
if (mdef < 0)
@@ -872,15 +694,8 @@ int battle_get_def2(struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_ANGELUS].timer != -1 && bl->type != BL_PC)
- def2 = def2 * (110 + 5 * sc_data[SC_ANGELUS].val1) / 100;
- if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
- def2 = (def2 * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
def2 = def2 * 75 / 100;
- //コンセントレーション時は減算
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
- def2 = def2 * (100 - 5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (def2 < 1)
def2 = 1;
@@ -895,7 +710,6 @@ int battle_get_def2(struct block_list *bl)
int battle_get_mdef2(struct block_list *bl)
{
int mdef2 = 0;
- eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
nullpo_ret(bl);
if (bl->type == BL_MOB)
@@ -906,11 +720,7 @@ int battle_get_mdef2(struct block_list *bl)
mdef2 =
((struct map_session_data *) bl)->mdef2 +
(((struct map_session_data *) bl)->paramc[ATTR::VIT] >> 1);
- if (sc_data)
- {
- if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
- mdef2 -= (mdef2 * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
- }
+
if (mdef2 < 0)
mdef2 = 0;
return mdef2;
@@ -936,37 +746,8 @@ int battle_get_speed(struct block_list *bl)
if (sc_data)
{
- //速度増加時は25%減算
- if (sc_data[SC_INCREASEAGI].timer != -1
- && sc_data[SC_DONTFORGETME].timer == -1)
- speed -= speed * 25 / 100;
- //速度減少時は25%加算
- if (sc_data[SC_DECREASEAGI].timer != -1)
- speed = speed * 125 / 100;
- //クァグマイア時は50%加算
- if (sc_data[SC_QUAGMIRE].timer != -1)
- speed = speed * 3 / 2;
- //私を忘れないで…時は加算
- if (sc_data[SC_DONTFORGETME].timer != -1)
- speed =
- speed * (100 + sc_data[SC_DONTFORGETME].val1 * 2 +
- sc_data[SC_DONTFORGETME].val2 +
- (sc_data[SC_DONTFORGETME].val3 & 0xffff)) / 100;
- //金剛時は25%加算
- if (sc_data[SC_STEELBODY].timer != -1)
- speed = speed * 125 / 100;
- //ディフェンダー時は加算
- if (sc_data[SC_DEFENDER].timer != -1)
- speed = (speed * (155 - sc_data[SC_DEFENDER].val1 * 5)) / 100;
- //踊り状態は4倍遅い
- if (sc_data[SC_DANCING].timer != -1)
- speed *= 4;
- //呪い時は450加算
if (sc_data[SC_CURSE].timer != -1)
speed = speed + 450;
- //ウィンドウォーク時はLv*2%減算
- if (sc_data[SC_WINDWALK].timer != -1)
- speed -= (speed * (sc_data[SC_WINDWALK].val1 * 2)) / 100;
}
if (speed < 1)
speed = 1;
@@ -993,57 +774,11 @@ int battle_get_adelay(struct block_list *bl)
if (sc_data)
{
- //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
- if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
- if (sc_data[SC_ADRENALINE].timer != -1
- && sc_data[SC_TWOHANDQUICKEN].timer == -1
- && sc_data[SC_QUAGMIRE].timer == -1
- && sc_data[SC_DONTFORGETME].timer == -1)
- { // アドレナリンラッシュ
- //使用者とパーティメンバーで格差が出る設定でなければ3割減算
- if (sc_data[SC_ADRENALINE].val2
- || !battle_config.party_skill_penaly)
- aspd_rate -= 30;
- //そうでなければ2.5割減算
- else
- aspd_rate -= 25;
- }
- //スピアクィッケン時は減算
- if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- //夕日のアサシンクロス時は減算
- if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
- sc_data[SC_TWOHANDQUICKEN].timer == -1
- && sc_data[SC_ADRENALINE].timer == -1
- && sc_data[SC_SPEARSQUICKEN].timer == -1
- && sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -=
- 5 + sc_data[SC_ASSNCROS].val1 +
- sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
- //私を忘れないで…時は加算
- if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで
- aspd_rate +=
- sc_data[SC_DONTFORGETME].val1 * 3 +
- sc_data[SC_DONTFORGETME].val2 +
- (sc_data[SC_DONTFORGETME].val3 >> 16);
- //金剛時25%加算
- if (sc_data[SC_STEELBODY].timer != -1) // 金剛
- aspd_rate += 25;
- //増速ポーション使用時は減算
- if (sc_data[SC_SPEEDPOTION2].timer != -1)
- aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
- else if (sc_data[SC_SPEEDPOTION1].timer != -1)
- aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
- else if (sc_data[SC_SPEEDPOTION0].timer != -1)
- aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
+ if (sc_data[SC_SPEEDPOTION0].timer != -1)
+ aspd_rate -= sc_data[SC_SPEEDPOTION0].val1;
// Fate's `haste' spell works the same as the above
if (sc_data[SC_HASTE].timer != -1)
aspd_rate -= sc_data[SC_HASTE].val1;
- //ディフェンダー時は加算
- if (sc_data[SC_DEFENDER].timer != -1)
- adelay += (1100 - sc_data[SC_DEFENDER].val1 * 100);
}
if (aspd_rate != 100)
@@ -1068,46 +803,10 @@ int battle_get_amotion(struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- if (sc_data[SC_ADRENALINE].timer != -1
- && sc_data[SC_TWOHANDQUICKEN].timer == -1
- && sc_data[SC_QUAGMIRE].timer == -1
- && sc_data[SC_DONTFORGETME].timer == -1)
- { // アドレナリンラッシュ
- if (sc_data[SC_ADRENALINE].val2
- || !battle_config.party_skill_penaly)
- aspd_rate -= 30;
- else
- aspd_rate -= 25;
- }
- if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
- sc_data[SC_TWOHANDQUICKEN].timer == -1
- && sc_data[SC_ADRENALINE].timer == -1
- && sc_data[SC_SPEARSQUICKEN].timer == -1
- && sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -=
- 5 + sc_data[SC_ASSNCROS].val1 +
- sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
- if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで
- aspd_rate +=
- sc_data[SC_DONTFORGETME].val1 * 3 +
- sc_data[SC_DONTFORGETME].val2 +
- (sc_data[SC_DONTFORGETME].val3 >> 16);
- if (sc_data[SC_STEELBODY].timer != -1) // 金剛
- aspd_rate += 25;
- if (sc_data[SC_SPEEDPOTION2].timer != -1)
- aspd_rate -= sc_data[SC_SPEEDPOTION2].val1;
- else if (sc_data[SC_SPEEDPOTION1].timer != -1)
- aspd_rate -= sc_data[SC_SPEEDPOTION1].val1;
- else if (sc_data[SC_SPEEDPOTION0].timer != -1)
+ if (sc_data[SC_SPEEDPOTION0].timer != -1)
aspd_rate -= sc_data[SC_SPEEDPOTION0].val1;
if (sc_data[SC_HASTE].timer != -1)
aspd_rate -= sc_data[SC_HASTE].val1;
- if (sc_data[SC_DEFENDER].timer != -1)
- amotion += (550 - sc_data[SC_DEFENDER].val1 * 50);
}
if (aspd_rate != 100)
@@ -1140,11 +839,6 @@ int battle_get_dmotion(struct block_list *bl)
else
return 2000;
- if ((sc_data && sc_data[SC_ENDURE].timer != -1) ||
- (bl->type == BL_PC
- && ((struct map_session_data *) bl)->special_state.infinite_endure))
- ret = 0;
-
return ret;
}
@@ -1162,8 +856,6 @@ int battle_get_element(struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_BENEDICTIO].timer != -1) // 聖体降福
- ret = 26;
if (sc_data[SC_FREEZE].timer != -1) // 凍結
ret = 21;
if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
@@ -1173,37 +865,6 @@ int battle_get_element(struct block_list *bl)
return ret;
}
-static
-int battle_get_attack_element(struct block_list *bl)
-{
- int ret = 0;
- eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
-
- nullpo_ret(bl);
- if (bl->type == BL_MOB && (struct mob_data *) bl)
- ret = 0;
- else if (bl->type == BL_PC && (struct map_session_data *) bl)
- ret = ((struct map_session_data *) bl)->atk_ele;
-
- if (sc_data)
- {
- if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェポン
- ret = 1;
- if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェポン
- ret = 2;
- if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランチャー
- ret = 3;
- if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー
- ret = 4;
- if (sc_data[SC_ENCPOISON].timer != -1) // エンチャントポイズン
- ret = 5;
- if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ
- ret = 6;
- }
-
- return ret;
-}
-
int battle_get_party_id(struct block_list *bl)
{
nullpo_ret(bl);
@@ -1369,7 +1030,6 @@ int battle_damage(struct block_list *bl, struct block_list *target,
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(target);
short *sc_count;
- int i;
nullpo_ret(target); //blはNULLで呼ばれることがあるので他でチェック
@@ -1412,26 +1072,6 @@ int battle_damage(struct block_list *bl, struct block_list *target,
struct map_session_data *tsd = (struct map_session_data *) target;
- if (tsd && tsd->sc_data[SC_DEVOTION].val1)
- { // ディボーションをかけられている
- struct map_session_data *md =
- map_id2sd(tsd->sc_data[SC_DEVOTION].val1);
- if (md && skill_devotion3(&md->bl, target->id))
- {
- skill_devotion(md, target->id);
- }
- else if (md && bl)
- for (i = 0; i < 5; i++)
- if (md->dev.val1[i] == target->id)
- {
- clif_damage(bl, &md->bl, gettick(), 0, 0,
- damage, 0, 0, 0);
- pc_damage(&md->bl, md, damage);
-
- return 0;
- }
- }
-
if (tsd && tsd->skilltimer != -1)
{ // 詠唱妨害
// フェンカードや妨害されないスキルかの検査
@@ -1498,11 +1138,10 @@ int battle_stopwalking(struct block_list *bl, int type)
*------------------------------------------
*/
static
-int battle_calc_damage(struct block_list *src, struct block_list *bl,
+int battle_calc_damage(struct block_list *, struct block_list *bl,
int damage, int div_,
- SkillID skill_num, int, BF flag)
+ SkillID, int, BF flag)
{
- struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
eptr<struct status_change, StatusChange> sc_data;
short *sc_count;
@@ -1511,8 +1150,6 @@ int battle_calc_damage(struct block_list *src, struct block_list *bl,
if (bl->type == BL_MOB)
md = (struct mob_data *) bl;
- else
- sd = (struct map_session_data *) bl;
sc_data = battle_get_sc_data(bl);
sc_count = battle_get_sc_count(bl);
@@ -1541,138 +1178,6 @@ int battle_calc_damage(struct block_list *src, struct block_list *bl,
// ニューマ
damage = 0;
}
-
- if (sc_data[SC_ROKISWEIL].timer != -1
- && damage > 0
- && bool(flag & BF_MAGIC))
- {
- // ニューマ
- damage = 0;
- }
-
- if (sc_data[SC_AETERNA].timer != -1 && damage > 0)
- { // レックスエーテルナ
- damage <<= 1;
- skill_status_change_end(bl, SC_AETERNA, -1);
- }
-
- //属性場のダメージ増加
- if (sc_data[SC_VOLCANO].timer != -1)
- { // ボルケーノ
- if (bool(flag & BF_SKILL)
- && skill_get_pl(skill_num) == 3)
- damage += damage * sc_data[SC_VOLCANO].val4 / 100;
- else if (!bool(flag & BF_SKILL)
- && (battle_get_attack_element(bl) == 3))
- damage += damage * sc_data[SC_VOLCANO].val4 / 100;
- }
-
- if (sc_data[SC_VIOLENTGALE].timer != -1)
- { // バイオレントゲイル
- if (bool(flag & BF_SKILL)
- && skill_get_pl(skill_num) == 4)
- damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
- else if (!bool(flag & BF_SKILL)
- && (battle_get_attack_element(bl) == 4))
- damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
- }
-
- if (sc_data[SC_DELUGE].timer != -1)
- { // デリュージ
- if (bool(flag & BF_SKILL)
- && skill_get_pl(skill_num) == 1)
- damage += damage * sc_data[SC_DELUGE].val4 / 100;
- else if (!bool(flag & BF_SKILL)
- && (battle_get_attack_element(bl) == 1))
- damage += damage * sc_data[SC_DELUGE].val4 / 100;
- }
-
- if (sc_data[SC_ENERGYCOAT].timer != -1 && damage > 0
- && bool(flag & BF_WEAPON))
- { // エナジーコート
- if (sd)
- {
- if (sd->status.sp > 0)
- {
- int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
- sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
- if (sd->status.sp < 0)
- sd->status.sp = 0;
- damage -= damage * ((per + 1) * 6) / 100;
- clif_updatestatus(sd, SP_SP);
- }
- if (sd->status.sp <= 0)
- skill_status_change_end(bl, SC_ENERGYCOAT, -1);
- }
- else
- damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
- }
-
- if (sc_data[SC_KYRIE].timer != -1 && damage > 0)
- {
- // キリエエレイソン
- struct status_change *sc = &sc_data[SC_KYRIE];
- sc->val2 -= damage;
- if (bool(flag & BF_WEAPON))
- {
- if (sc->val2 >= 0)
- damage = 0;
- else
- damage = -sc->val2;
- }
- if ((--sc->val3) <= 0 || (sc->val2 <= 0))
- skill_status_change_end(bl, SC_KYRIE, -1);
- }
-
- if (sc_data[SC_BASILICA].timer != -1 && damage > 0)
- {
- // ニューマ
- damage = 0;
- }
- if (sc_data[SC_LANDPROTECTOR].timer != -1 && damage > 0
- && bool(flag & BF_MAGIC))
- {
- // ニューマ
- damage = 0;
- }
-
- if (sc_data[SC_AUTOGUARD].timer != -1 && damage > 0
- && bool(flag & BF_WEAPON))
- {
- if (MRAND(100) < sc_data[SC_AUTOGUARD].val2)
- {
- damage = 0;
- if (sd)
- sd->canmove_tick = gettick() + 300;
- else if (md)
- md->canmove_tick = gettick() + 300;
- }
- }
-// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
-//
- if (sc_data[SC_PARRYING].timer != -1 && damage > 0
- && bool(flag & BF_WEAPON))
- {
- if (MRAND(100) < sc_data[SC_PARRYING].val2)
- damage = 0;
- }
- // リジェクトソード
- if (sc_data[SC_REJECTSWORD].timer != -1 && damage > 0
- && bool(flag & BF_WEAPON)
- && // the logic was always broken, I've simplfied to what it
- // was doing, it's not like this will be sticking around long
- ((src->type == BL_PC
- && ((struct map_session_data *) src)->status.weapon == 1)
- || src->type == BL_MOB))
- {
- if (MRAND(100) < (10 + 5 * sc_data[SC_REJECTSWORD].val1))
- { //反射確率は10+5*Lv
- damage = damage * 50 / 100;
- battle_damage(bl, src, damage, 0);
- if ((--sc_data[SC_REJECTSWORD].val2) <= 0)
- skill_status_change_end(bl, SC_REJECTSWORD, -1);
- }
- }
}
if (battle_config.skill_min_damage
@@ -1780,11 +1285,6 @@ struct Damage battle_calc_mob_weapon_attack(struct block_list *src,
if (atkmin > atkmax)
atkmin = atkmax;
- if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer != -1)
- { // マキシマイズパワー
- atkmin = atkmax;
- }
-
cri = battle_get_critical(src);
cri -= battle_get_luk(target) * 3;
if (battle_config.enemy_critical_rate != 100)
@@ -1819,22 +1319,6 @@ struct Damage battle_calc_mob_weapon_attack(struct block_list *src,
damage += atkmin + MRAND((atkmax - atkmin + 1));
else
damage += atkmin;
- // スキル修正1(攻撃力倍化系)
- // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
- // バッシュ,マグナムブレイク,
- // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
- // メマーナイト,カートレボリューション
- // ダブルストレイフィング,アローシャワー,チャージアロー,
- // ソニックブロー
- if (sc_data)
- { //状態異常中のダメージ追加
- if (sc_data[SC_OVERTHRUST].timer != -1) // オーバートラスト
- damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1) // トゥルーサイト
- damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
- if (sc_data[SC_BERSERK].timer != -1) // バーサーク
- damage += damage * 50 / 100;
- }
if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE)
{
@@ -1952,29 +1436,10 @@ struct Damage battle_calc_mob_weapon_attack(struct block_list *src,
cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100;
damage = damage * cardfix / 100;
}
- if (t_sc_data)
- {
- int cardfix = 100;
- if (t_sc_data[SC_DEFENDER].timer != -1
- && bool(flag & BF_LONG))
- cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100;
- if (cardfix != 100)
- damage = damage * cardfix / 100;
- }
- if (t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1)
- { //アシャンプティオ
- if (!map[target->m].flag.pvp)
- damage = damage / 3;
- else
- damage = damage / 2;
- }
if (damage < 0)
damage = 0;
- if (sc_data && sc_data[SC_AURABLADE].timer != -1) /* オーラブレード 必中 */
- damage += sc_data[SC_AURABLADE].val1 * 10;
-
// 完全回避の判定
if (skill_num == SkillID::ZERO && skill_lv >= 0 && tsd != NULL
&& MRAND(1000) < battle_get_flee2(target))
@@ -2182,8 +1647,7 @@ struct Damage battle_calc_pc_weapon_attack(struct block_list *src,
atkmax = watk;
atkmax_ = watk_;
}
- if ((sc_data && sc_data[SC_WEAPONPERFECTION].timer != -1)
- || (sd->special_state.no_sizefix))
+ if (sd->special_state.no_sizefix)
{ // ウェポンパーフェクション || ドレイクカード
atkmax = watk;
atkmax_ = watk_;
@@ -2194,12 +1658,6 @@ struct Damage battle_calc_pc_weapon_attack(struct block_list *src,
if (atkmin_ > atkmax_)
atkmin_ = atkmax_;
- if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer != -1)
- { // マキシマイズパワー
- atkmin = atkmax;
- atkmin_ = atkmax_;
- }
-
if (sd->double_rate > 0 && skill_num == SkillID::ZERO && skill_lv >= 0)
da = MRAND(100) < sd->double_rate;
@@ -2310,32 +1768,6 @@ struct Damage battle_calc_pc_weapon_attack(struct block_list *src,
}
}
- // スキル修正1(攻撃力倍化系)
- // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
- // バッシュ,マグナムブレイク,
- // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
- // メマーナイト,カートレボリューション
- // ダブルストレイフィング,アローシャワー,チャージアロー,
- // ソニックブロー
- if (sc_data)
- { //状態異常中のダメージ追加
- if (sc_data[SC_OVERTHRUST].timer != -1)
- { // オーバートラスト
- damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
- damage2 += damage2 * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
- }
- if (sc_data[SC_TRUESIGHT].timer != -1)
- { // トゥルーサイト
- damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
- damage2 += damage2 * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
- }
- if (sc_data[SC_BERSERK].timer != -1)
- { // バーサーク
- damage += damage * 50 / 100;
- damage2 += damage2 * 50 / 100;
- }
- }
-
if (skill_num != SkillID::ZERO && skill_num != SkillID::NEGATIVE)
{
flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
@@ -2517,34 +1949,6 @@ struct Damage battle_calc_pc_weapon_attack(struct block_list *src,
}
//カードによるダメージ減衰処理ここまで
-//対象にステータス異常がある場合のダメージ減算処理ここから
- if (t_sc_data)
- {
- cardfix = 100;
- if (t_sc_data[SC_DEFENDER].timer != -1
- && bool(flag & BF_LONG)) //ディフェンダー状態で遠距離攻撃
- cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100; //ディフェンダーによる減衰
- if (cardfix != 100)
- {
- damage = damage * cardfix / 100; //ディフェンダー補正によるダメージ減少
- damage2 = damage2 * cardfix / 100; //ディフェンダー補正による左手ダメージ減少
- }
- if (t_sc_data[SC_ASSUMPTIO].timer != -1)
- { //アスムプティオ
- if (!map[target->m].flag.pvp)
- {
- damage = damage / 3;
- damage2 = damage2 / 3;
- }
- else
- {
- damage = damage / 2;
- damage2 = damage2 / 2;
- }
- }
- }
-//対象にステータス異常がある場合のダメージ減算処理ここまで
-
if (damage < 0)
damage = 0;
if (damage2 < 0)
@@ -2556,12 +1960,6 @@ struct Damage battle_calc_pc_weapon_attack(struct block_list *src,
damage += sd->spiritball * 3;
damage2 += sd->spiritball * 3;
- if (sc_data && sc_data[SC_AURABLADE].timer != -1)
- { /* オーラブレード 必中 */
- damage += sc_data[SC_AURABLADE].val1 * 10;
- damage2 += sc_data[SC_AURABLADE].val1 * 10;
- }
-
// >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ!
// >map_session_data に左手ダメージ(atk,atk2)追加して
// >pc_calcstatus()でやるべきかな?
@@ -2725,16 +2123,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,
if (sd->status.weapon && sd->status.weapon != 11)
{
int breakrate = 1;
- if (target->type == BL_PC && sd->sc_data[SC_MELTDOWN].timer != -1)
- {
- breakrate += 100 * sd->sc_data[SC_MELTDOWN].val1;
- if (MRAND(10000) <
- breakrate * battle_config.equipment_break_rate / 100
- || breakrate >= 10000)
- pc_breakweapon((struct map_session_data *) target);
- }
- if (sd->sc_data[SC_OVERTHRUST].timer != -1)
- breakrate += 20 * sd->sc_data[SC_OVERTHRUST].val1;
if (wd.type == 0x0a)
breakrate *= 2;
if (MRAND(10000) <
@@ -2751,12 +2139,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,
&& (wd.damage > 0 || wd.damage2 > 0))
{
int breakrate = 1;
- if (src->type == BL_PC
- && ((struct map_session_data *) src)->
- sc_data[SC_MELTDOWN].timer != -1)
- breakrate +=
- 70 *
- ((struct map_session_data *) src)->sc_data[SC_MELTDOWN].val1;
if (wd.type == 0x0a)
breakrate *= 2;
if (MRAND(10000) <
@@ -3114,13 +2496,6 @@ ATK battle_weapon_attack(struct block_list *src, struct block_list *target,
rdamage = 1;
}
}
- if (t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1)
- {
- rdamage +=
- damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100;
- if (rdamage < 1)
- rdamage = 1;
- }
}
else if (bool(wd.flag & BF_LONG))
{
@@ -3270,8 +2645,6 @@ ATK battle_weapon_attack(struct block_list *src, struct block_list *target,
if (rdamage > 0)
battle_damage(target, src, rdamage, 0);
- if (t_sc_data && t_sc_data[SC_SPLASHER].timer != -1) //殴ったので対象のベナムスプラッシャー状態を解除
- skill_status_change_end(target, SC_SPLASHER, -1);
map_freeblock_unlock();
}
diff --git a/src/map/clif.cpp b/src/map/clif.cpp
index 7ea7fd3..ba3123a 100644
--- a/src/map/clif.cpp
+++ b/src/map/clif.cpp
@@ -2819,26 +2819,6 @@ int clif_damage(struct block_list *src, struct block_list *dst,
sc_data = battle_get_sc_data(dst);
- if (type != 4 && dst->type == BL_PC
- && ((struct map_session_data *) dst)->special_state.infinite_endure)
- type = 9;
- if (sc_data)
- {
- if (type != 4 && sc_data[SC_ENDURE].timer != -1)
- type = 9;
- if (sc_data[SC_HALLUCINATION].timer != -1)
- {
- if (damage > 0)
- damage =
- damage * (5 + sc_data[SC_HALLUCINATION].val1) +
- MRAND(100);
- if (damage2 > 0)
- damage2 =
- damage2 * (5 + sc_data[SC_HALLUCINATION].val1) +
- MRAND(100);
- }
- }
-
WBUFW(buf, 0) = 0x8a;
WBUFL(buf, 2) = src->id;
WBUFL(buf, 6) = dst->id;
@@ -3220,18 +3200,6 @@ int clif_skill_damage(struct block_list *src, struct block_list *dst,
sc_data = battle_get_sc_data(dst);
- if (type != 5 && dst->type == BL_PC
- && ((struct map_session_data *) dst)->special_state.infinite_endure)
- type = 9;
- if (sc_data)
- {
- if (type != 5 && sc_data[SC_ENDURE].timer != -1)
- type = 9;
- if (sc_data[SC_HALLUCINATION].timer != -1 && damage > 0)
- damage =
- damage * (5 + sc_data[SC_HALLUCINATION].val1) + MRAND(100);
- }
-
WBUFW(buf, 0) = 0x1de;
WBUFW(buf, 2) = uint16_t(skill_id);
WBUFL(buf, 4) = src->id;
@@ -3915,14 +3883,6 @@ void clif_parse_LoadEndAck(int, struct map_session_data *sd)
// option
clif_changeoption(&sd->bl);
- if (sd->sc_data[SC_TRICKDEAD].timer != -1)
- skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
- if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1
- && !battle_check_undead(7, sd->def_ele))
- skill_status_change_end(&sd->bl, SC_SIGNUMCRUCIS, -1);
- if (sd->special_state.infinite_endure
- && sd->sc_data[SC_ENDURE].timer == -1)
- skill_status_change_start(&sd->bl, SC_ENDURE, 10, 1, 0, 0, 0, 0);
for (i = 0; i < MAX_INVENTORY; i++)
{
if (bool(sd->status.inventory[i].equip)
@@ -3988,11 +3948,9 @@ void clif_parse_WalkToXY(int fd, struct map_session_data *sd)
return;
// ステータス異常やハイディング中(トンネルドライブ無)で動けない
- if ((bool(sd->opt1) && sd->opt1 != (Opt1::_stone6)) ||
- sd->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア
- sd->sc_data[SC_TRICKDEAD].timer != -1 || //死んだふり
- sd->sc_data[SC_SPIDERWEB].timer != -1 || //スパイダーウェッブ
- (sd->sc_data[SC_DANCING].timer != -1 && sd->sc_data[SC_DANCING].val4)) //合奏スキル演奏中は動けない
+ if ((bool(sd->opt1) && sd->opt1 != (Opt1::_stone6))
+ || sd->sc_data[SC_ANKLE].timer != -1 //アンクルスネア
+ )
return;
if (bool(sd->status.option & Option::HIDE2))
return;
@@ -4015,7 +3973,6 @@ void clif_parse_WalkToXY(int fd, struct map_session_data *sd)
void clif_parse_QuitGame(int fd, struct map_session_data *sd)
{
unsigned int tick = gettick();
- struct skill_unit_group *sg;
nullpo_retv(sd);
@@ -4025,10 +3982,7 @@ void clif_parse_QuitGame(int fd, struct map_session_data *sd)
|| (sd->opt2 != Opt2::ZERO
&& !(night_flag == 1 && sd->opt2 == Opt2::BLIND))))
|| sd->skilltimer != -1 || (DIFF_TICK(tick, sd->canact_tick) < 0)
- || (sd->sc_data[SC_DANCING].timer != -1
- && sd->sc_data[SC_DANCING].val4
- && (sg = (struct skill_unit_group *) sd->sc_data[SC_DANCING].val2)
- && sg->src_id == sd->bl.id))
+ )
{
WFIFOW(fd, 2) = 1;
WFIFOSET(fd, packet_len_table[0x18b]);
@@ -4181,8 +4135,7 @@ void clif_parse_GlobalMessage(int fd, struct map_session_data *sd)
}
if (is_atcommand(fd, sd, message, 0)
- || ((sd->sc_data[SC_BERSERK].timer != -1 //バーサーク時は会話も不可
- || sd->sc_data[SC_NOCHAT].timer != -1)))//チャット禁止
+ || (sd->sc_data[SC_NOCHAT].timer != -1)) //チャット禁止
{
free(buf);
return;
@@ -4322,8 +4275,7 @@ void clif_parse_ActionRequest(int fd, struct map_session_data *sd)
if (sd->npc_id != 0
|| bool(sd->opt1)
|| bool(sd->status.option & Option::HIDE2)
- || sd->state.storage_open
- || sd->sc_data[SC_DANCING].timer != -1)
+ || sd->state.storage_open)
return;
tick = gettick();
@@ -4338,8 +4290,7 @@ void clif_parse_ActionRequest(int fd, struct map_session_data *sd)
{
case 0x00: // once attack
case 0x07: // continuous attack
- if (sd->sc_data[SC_WEDDING].timer != -1
- || bool(sd->status.option & Option::HIDE))
+ if (bool(sd->status.option & Option::HIDE))
return;
if (!battle_config.sdelay_attack_enable)
{
@@ -4442,8 +4393,7 @@ void clif_parse_Wis(int fd, struct map_session_data *sd)
}
if (is_atcommand(fd, sd, message, 0)
- || ((sd->sc_data[SC_BERSERK].timer != -1
- || sd->sc_data[SC_NOCHAT].timer != -1)))
+ || (sd->sc_data[SC_NOCHAT].timer != -1))
{
free(buf);
return;
@@ -4532,10 +4482,7 @@ void clif_parse_TakeItem(int fd, struct map_session_data *sd)
if (sd->npc_id != 0
|| sd->opt1 != Opt1::ZERO
- || (
- (sd->sc_data[SC_TRICKDEAD].timer != -1 || //死んだふり
- sd->sc_data[SC_BERSERK].timer != -1 || //バーサーク
- sd->sc_data[SC_NOCHAT].timer != -1))) //会話禁止
+ || sd->sc_data[SC_NOCHAT].timer != -1) //会話禁止
return;
if (fitem == NULL || fitem->bl.m != sd->bl.m)
@@ -4573,8 +4520,7 @@ void clif_parse_DropItem(int fd, struct map_session_data *sd)
return;
}
if (sd->npc_id != 0
- || sd->opt1 != Opt1::ZERO
- || sd->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ || sd->opt1 != Opt1::ZERO)
{
clif_displaymessage(sd->fd, "Can't drop items right now.");
return;
@@ -4602,10 +4548,7 @@ void clif_parse_UseItem(int fd, struct map_session_data *sd)
}
if (sd->npc_id != 0
|| sd->opt1 != Opt1::ZERO
- || (
- (sd->sc_data[SC_TRICKDEAD].timer != -1 || //死んだふり
- sd->sc_data[SC_BERSERK].timer != -1 || //バーサーク
- sd->sc_data[SC_NOCHAT].timer != -1))) //会話禁止
+ || sd->sc_data[SC_NOCHAT].timer != -1) //会話禁止
return;
if (sd->invincible_timer != -1)
@@ -4633,8 +4576,6 @@ void clif_parse_EquipItem(int fd, struct map_session_data *sd)
index = RFIFOW(fd, 2) - 2;
if (sd->npc_id != 0)
return;
- if (sd->sc_data[SC_BERSERK].timer != -1)
- return;
if (sd->status.inventory[index].identify != 1)
{ // 未鑑定
@@ -4678,8 +4619,6 @@ void clif_parse_UnequipItem(int fd, struct map_session_data *sd)
skill_status_change_end(&sd->bl, SC_BROKNWEAPON, -1);
if (sd->status.inventory[index].broken == 1 && sd->sc_data[SC_BROKNARMOR].timer != -1)
skill_status_change_end(&sd->bl, SC_BROKNARMOR, -1);
- if (sd->sc_data[SC_BERSERK].timer != -1)
- return;
if (sd->npc_id != 0
|| sd->opt1 != Opt1::ZERO)
@@ -4883,10 +4822,7 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
return;
}
- if (sd->sc_data[SC_TRICKDEAD].timer != -1
- || sd->sc_data[SC_BERSERK].timer != -1
- || sd->sc_data[SC_NOCHAT].timer != -1
- || sd->sc_data[SC_WEDDING].timer != -1)
+ if (sd->sc_data[SC_NOCHAT].timer != -1)
return;
if (sd->invincible_timer != -1)
pc_delinvincibletimer(sd);
@@ -4955,10 +4891,7 @@ void clif_parse_UseSkillToPos(int fd, struct map_session_data *sd)
return;
}
- if (sd->sc_data[SC_TRICKDEAD].timer != -1 ||
- sd->sc_data[SC_BERSERK].timer != -1
- || sd->sc_data[SC_NOCHAT].timer != -1
- || sd->sc_data[SC_WEDDING].timer != -1)
+ if (sd->sc_data[SC_NOCHAT].timer != -1)
return;
if (sd->invincible_timer != -1)
pc_delinvincibletimer(sd);
@@ -4994,10 +4927,7 @@ void clif_parse_UseSkillMap(int fd, struct map_session_data *sd)
return;
if (sd->npc_id != 0
- || sd->sc_data[SC_TRICKDEAD].timer != -1
- || sd->sc_data[SC_BERSERK].timer != -1
- || sd->sc_data[SC_NOCHAT].timer != -1
- || sd->sc_data[SC_WEDDING].timer != -1)
+ || sd->sc_data[SC_NOCHAT].timer != -1)
return;
if (sd->invincible_timer != -1)
@@ -5252,8 +5182,7 @@ void clif_parse_PartyMessage(int fd, struct map_session_data *sd)
}
if (is_atcommand(fd, sd, message, 0)
- || ((sd->sc_data[SC_BERSERK].timer != -1 //バーサーク時は会話も不可
- || sd->sc_data[SC_NOCHAT].timer != -1))) //チャット禁止
+ || (sd->sc_data[SC_NOCHAT].timer != -1)) //チャット禁止
{
free(buf);
return;
diff --git a/src/map/map.cpp b/src/map/map.cpp
index 5112ec3..a6aff48 100644
--- a/src/map/map.cpp
+++ b/src/map/map.cpp
@@ -1083,9 +1083,6 @@ int map_quit(struct map_session_data *sd)
skill_castcancel(&sd->bl, 0); // 詠唱を中断する
skill_stop_dancing(&sd->bl, 1); // ダンス/演奏中断
- if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中の終了はHPを100に
- sd->status.hp = 100;
-
skill_status_change_clear(&sd->bl, 1); // ステータス異常を解除する
skill_clear_unitgroup(&sd->bl); // スキルユニットグループの削除
skill_cleartimerskill(&sd->bl);
diff --git a/src/map/map.hpp b/src/map/map.hpp
index 32194c0..f9754e3 100644
--- a/src/map/map.hpp
+++ b/src/map/map.hpp
@@ -197,7 +197,6 @@ struct map_session_data
unsigned no_magic_damage:1;
unsigned no_weapon_damage:1;
unsigned no_gemstone:1;
- unsigned infinite_endure:1;
unsigned unbreakable_weapon:1;
unsigned unbreakable_armor:1;
unsigned infinite_autospell:1;
diff --git a/src/map/map.t.hpp b/src/map/map.t.hpp
index 0776788..0f2e47f 100644
--- a/src/map/map.t.hpp
+++ b/src/map/map.t.hpp
@@ -437,8 +437,7 @@ enum class SP : uint16_t
#define SP_NO_GEMSTONE SP::NO_GEMSTONE
NO_CASTCANCEL2 = 2006,
#define SP_NO_CASTCANCEL2 SP::NO_CASTCANCEL2
- INFINITE_ENDURE = 2007,
-#define SP_INFINITE_ENDURE SP::INFINITE_ENDURE
+
UNBREAKABLE_WEAPON = 2008,
#define SP_UNBREAKABLE_WEAPON SP::UNBREAKABLE_WEAPON
SP_UNBREAKABLE_ARMOR = 2009,
diff --git a/src/map/mob.cpp b/src/map/mob.cpp
index 0170665..f19cd63 100644
--- a/src/map/mob.cpp
+++ b/src/map/mob.cpp
@@ -613,9 +613,7 @@ int mob_can_move(struct mob_data *md)
|| bool(md->option & Option::HIDE2))
return 0;
// アンクル中で動けないとか
- if (md->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア
- md->sc_data[SC_SPIDERWEB].timer != -1 //スパイダーウェッブ
- )
+ if (md->sc_data[SC_ANKLE].timer != -1)
return 0;
return 1;
@@ -818,9 +816,9 @@ int mob_check_attack(struct mob_data *md)
}
if (tsd
&& !bool(mode & MobMode::BOSS)
- && (tsd->sc_data[SC_TRICKDEAD].timer != -1
- || ((pc_ishiding(tsd) || tsd->state.gangsterparadise)
- && race != 4 && race != 6)))
+ && ((pc_ishiding(tsd) || tsd->state.gangsterparadise)
+ && race != 4
+ && race != 6))
{
md->target_id = 0;
md->state.attackable = false;
@@ -879,10 +877,6 @@ int mob_attack(struct mob_data *md, unsigned int tick, int)
tbl->m, tbl->x - radius, tbl->y - radius,
tbl->x + radius, tbl->y + radius, BL_PC);
- if (!(battle_config.monster_cloak_check_type & 2)
- && md->sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&md->bl, SC_CLOAKING, -1);
-
md->attackabletime = tick + battle_get_adelay(&md->bl);
md->timer = add_timer(md->attackabletime, mob_timer, md->bl.id, 0);
@@ -1451,10 +1445,9 @@ int mob_target(struct mob_data *md, struct block_list *bl, int dist)
// Coercion is exerted if it is MVPMOB.
if (bool(mode & MobMode::BOSS)
- || (sc_data && sc_data[SC_TRICKDEAD].timer == -1
- && ((option != NULL && !bool(*option & (Option::CLOAK | Option::HIDE2)))
- || race == 4
- || race == 6)))
+ || ((option != NULL && !bool(*option & (Option::CLOAK | Option::HIDE2)))
+ || race == 4
+ || race == 6))
{
if (bl->type == BL_PC)
{
@@ -1525,10 +1518,10 @@ void mob_ai_sub_hard_activesearch(struct block_list *bl,
distance(smd->bl.x, smd->bl.y, tsd->bl.x, tsd->bl.y)) < 9)
{
if (bool(mode & MobMode::BOSS)
- || (tsd->sc_data[SC_TRICKDEAD].timer == -1
- && ((!pc_ishiding(tsd)
- && !tsd->state.gangsterparadise)
- || race == 4 || race == 6)))
+ || ((!pc_ishiding(tsd)
+ && !tsd->state.gangsterparadise)
+ || race == 4
+ || race == 6))
{ // 妨害がないか判定
if (mob_can_reach(smd, bl, 12) && // 到達可能性判定
MRAND(1000) < 1000 / (++(*pcc)))
@@ -1741,10 +1734,10 @@ int mob_ai_sub_hard_slavemob(struct mob_data *md, unsigned int tick)
{
race = mob_db[md->mob_class].race;
- if (bool(mode & MobMode::BOSS) ||
- (sd->sc_data[SC_TRICKDEAD].timer == -1 &&
- ((!pc_ishiding(sd) && !sd->state.gangsterparadise)
- || race == 4 || race == 6)))
+ if (bool(mode & MobMode::BOSS)
+ || ((!pc_ishiding(sd) && !sd->state.gangsterparadise)
+ || race == 4
+ || race == 6))
{ // 妨害がないか判定
md->target_id = sd->bl.id;
@@ -1756,24 +1749,6 @@ int mob_ai_sub_hard_slavemob(struct mob_data *md, unsigned int tick)
}
}
- // There is the master, the master locks a target and he does not lock.
-/* if ((md->target_id>0 && mmd->state.attackable) && (!mmd->target_id || !mmd->state.attackable) ){
- struct map_session_data *sd=map_id2sd(md->target_id);
- if (sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){
-
- race=mob_db[mmd->mob_class].race;
- if (mode&0x20 ||
- (sd->sc_data[SC_TRICKDEAD].timer == -1 &&
- (!(sd->status.option&0x06) || race==4 || race==6)
- ) ){ // It judges whether there is any disturbance.
-
- mmd->target_id=sd->bl.id;
- mmd->state.attackable = true;
- mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y);
- }
- }
- }*/
-
return 0;
}
@@ -1992,11 +1967,9 @@ void mob_ai_sub_hard(struct block_list *bl, unsigned int tick)
tbl->y)) >= md->min_chase)
mob_unlocktarget(md, tick); // 別マップか、視界外
else if (tsd && !bool(mode & MobMode::BOSS)
- && (tsd->sc_data[SC_TRICKDEAD].timer != -1
- ||
- ((pc_ishiding(tsd)
+ && ((pc_ishiding(tsd)
|| tsd->state.gangsterparadise) && race != 4
- && race != 6)))
+ && race != 6))
mob_unlocktarget(md, tick); // スキルなどによる策敵妨害
else if (!battle_check_range(&md->bl, tbl, mob_db[md->mob_class].range))
{
@@ -2536,8 +2509,7 @@ int mob_damage(struct block_list *src, struct mob_data *md, int damage,
return 0;
}
- if (md->sc_data[SC_ENDURE].timer == -1)
- mob_stop_walking(md, 3);
+ mob_stop_walking(md, 3);
if (damage > max_hp >> 2)
skill_stop_dancing(&md->bl, 0);
@@ -2629,8 +2601,6 @@ int mob_damage(struct block_list *src, struct mob_data *md, int damage,
if (bool(md->option & Option::HIDE2))
skill_status_change_end(&md->bl, SC_HIDING, -1);
- if (bool(md->option & Option::CLOAK))
- skill_status_change_end(&md->bl, SC_CLOAKING, -1);
if (md->hp > 0)
{
@@ -3344,12 +3314,7 @@ void mobskill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_
md->skilltimer = -1;
- if (bool(md->opt1)
- || md->sc_data[SC_DIVINA].timer != -1
- || md->sc_data[SC_ROKISWEIL].timer != -1
- || md->sc_data[SC_STEELBODY].timer != -1)
- return;
- if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ if (bool(md->opt1))
return;
if (md->skillid != NPC_EMOTION)
@@ -3421,12 +3386,7 @@ void mobskill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data
md->skilltimer = -1;
- if (bool(md->opt1)
- || md->sc_data[SC_DIVINA].timer != -1
- || md->sc_data[SC_ROKISWEIL].timer != -1
- || md->sc_data[SC_STEELBODY].timer != -1)
- return;
- if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ if (bool(md->opt1))
return;
if (battle_config.monster_land_skill_limit == 1)
@@ -3484,12 +3444,7 @@ int mobskill_use_id(struct mob_data *md, struct block_list *target,
skill_id = ms->skill_id;
skill_lv = ms->skill_lv;
- if (bool(md->opt1)
- || md->sc_data[SC_DIVINA].timer != -1
- || md->sc_data[SC_ROKISWEIL].timer != -1
- || md->sc_data[SC_STEELBODY].timer != -1)
- return 0;
- if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ if (bool(md->opt1))
return 0;
if (bool(md->option & Option::HIDE2))
@@ -3527,10 +3482,6 @@ int mobskill_use_id(struct mob_data *md, struct block_list *target,
md->skilllv = skill_lv;
md->skillidx = skill_idx;
- if (!(battle_config.monster_cloak_check_type & 2)
- && md->sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&md->bl, SC_CLOAKING, -1);
-
if (casttime > 0)
{
md->skilltimer =
@@ -3568,12 +3519,7 @@ int mobskill_use_pos(struct mob_data *md,
SkillID skill_id = ms->skill_id;
skill_lv = ms->skill_lv;
- if (bool(md->opt1)
- || md->sc_data[SC_DIVINA].timer != -1
- || md->sc_data[SC_ROKISWEIL].timer != -1
- || md->sc_data[SC_STEELBODY].timer != -1)
- return 0;
- if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ if (bool(md->opt1))
return 0;
if (bool(md->option & Option::HIDE2))
@@ -3609,9 +3555,6 @@ int mobskill_use_pos(struct mob_data *md,
md->skillid = skill_id;
md->skilllv = skill_lv;
md->skillidx = skill_idx;
- if (!(battle_config.monster_cloak_check_type & 2)
- && md->sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&md->bl, SC_CLOAKING, -1);
if (casttime > 0)
{
md->skilltimer =
diff --git a/src/map/pc.cpp b/src/map/pc.cpp
index 118aa1f..dc7c77c 100644
--- a/src/map/pc.cpp
+++ b/src/map/pc.cpp
@@ -714,22 +714,6 @@ int pc_isequip(struct map_session_data *sd, int n)
if (map[sd->bl.m].flag.pvp
&& (item->flag.no_equip == 1 || item->flag.no_equip == 3))
return 0;
- if (bool(item->equip & EPOS::WEAPON)
- && sc_data
- && sc_data[SC_STRIPWEAPON].timer != -1)
- return 0;
- if (bool(item->equip & EPOS::SHIELD)
- && sc_data
- && sc_data[SC_STRIPSHIELD].timer != -1)
- return 0;
- if (bool(item->equip & EPOS::MISC1)
- && sc_data
- && sc_data[SC_STRIPARMOR].timer != -1)
- return 0;
- if (bool(item->equip & EPOS::HAT)
- && sc_data
- && sc_data[SC_STRIPHELM].timer != -1)
- return 0;
return 1;
}
@@ -746,8 +730,6 @@ int pc_breakweapon(struct map_session_data *sd)
return -1;
if (sd->unbreakable >= MRAND(100))
return 0;
- if (sd->sc_data[SC_CP_WEAPON].timer != -1)
- return 0;
for (i = 0; i < MAX_INVENTORY; i++)
{
@@ -787,8 +769,6 @@ int pc_breakarmor(struct map_session_data *sd)
return -1;
if (sd->unbreakable >= MRAND(100))
return 0;
- if (sd->sc_data[SC_CP_ARMOR].timer != -1)
- return 0;
for (int i = 0; i < MAX_INVENTORY; i++)
{
@@ -1533,58 +1513,6 @@ int pc_calcstatus(struct map_session_data *sd, int first)
if (sd->aspd_add_rate != 100)
sd->aspd_rate += sd->aspd_add_rate - 100;
- // ステータス変化による基本パラメータ補正
- if (sd->sc_count)
- {
- if (sd->sc_data[SC_CONCENTRATE].timer != -1
- && sd->sc_data[SC_QUAGMIRE].timer == -1)
- { // 集中力向上
- sd->paramb[ATTR::AGI] +=
- (sd->status.attrs[ATTR::AGI] + sd->paramb[ATTR::AGI] + sd->parame[ATTR::AGI] -
- sd->paramcard[ATTR::AGI]) * (2 +
- sd->sc_data[SC_CONCENTRATE].val1) / 100;
- sd->paramb[ATTR::DEX] +=
- (sd->status.attrs[ATTR::DEX] + sd->paramb[ATTR::DEX] + sd->parame[ATTR::DEX] -
- sd->paramcard[ATTR::DEX]) * (2 +
- sd->sc_data[SC_CONCENTRATE].val1) / 100;
- }
- if (sd->sc_data[SC_INCREASEAGI].timer != -1
- && sd->sc_data[SC_QUAGMIRE].timer == -1
- && sd->sc_data[SC_DONTFORGETME].timer == -1)
- { // 速度増加
- sd->paramb[ATTR::AGI] += 2 + sd->sc_data[SC_INCREASEAGI].val1;
- sd->speed -= sd->speed * 25 / 100;
- }
- if (sd->sc_data[SC_DECREASEAGI].timer != -1) // 速度減少(agiはbattle.cで)
- sd->speed = sd->speed * 125 / 100;
- if (sd->sc_data[SC_CLOAKING].timer != -1)
- sd->speed =
- (sd->speed * (76 + (sd->sc_data[SC_INCREASEAGI].val1 * 3))) /
- 100;
- if (sd->sc_data[SC_BLESSING].timer != -1)
- { // ブレッシング
- sd->paramb[ATTR::STR] += sd->sc_data[SC_BLESSING].val1;
- sd->paramb[ATTR::INT] += sd->sc_data[SC_BLESSING].val1;
- sd->paramb[ATTR::DEX] += sd->sc_data[SC_BLESSING].val1;
- }
- if (sd->sc_data[SC_GLORIA].timer != -1) // グロリア
- sd->paramb[ATTR::LUK] += 30;
- if (sd->sc_data[SC_LOUD].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
- sd->paramb[ATTR::STR] += 4;
- if (sd->sc_data[SC_QUAGMIRE].timer != -1)
- { // クァグマイア
- sd->speed = sd->speed * 3 / 2;
- sd->paramb[ATTR::AGI] -=
- (sd->status.attrs[ATTR::AGI] + sd->paramb[ATTR::AGI] + sd->parame[ATTR::AGI]) / 2;
- sd->paramb[ATTR::DEX] -=
- (sd->status.attrs[ATTR::DEX] + sd->paramb[ATTR::DEX] + sd->parame[ATTR::DEX]) / 2;
- }
- if (sd->sc_data[SC_TRUESIGHT].timer != -1)
- { // トゥルーサイト
- for (auto& p : sd->paramb)
- p += 5;
- }
- }
sd->speed -= skill_power(sd, TMW_SPEED) >> 3;
sd->aspd_rate -= skill_power(sd, TMW_SPEED) / 10;
if (sd->aspd_rate < 20)
@@ -1710,18 +1638,6 @@ int pc_calcstatus(struct map_session_data *sd, int first)
}
sd->max_weight += 1000;
- if (sd->sc_count)
- {
- if (sd->sc_data[SC_WINDWALK].timer != -1) //ウィンドウォーク時はLv*2%減算
- sd->speed -=
- sd->speed * (sd->sc_data[SC_WINDWALK].val1 * 2) / 100;
- if (sd->sc_data[SC_CARTBOOST].timer != -1) // カートブースト
- sd->speed -= (DEFAULT_WALK_SPEED * 20) / 100;
- if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中はIAと同じぐらい速い?
- sd->speed -= sd->speed * 25 / 100;
- if (sd->sc_data[SC_WEDDING].timer != -1) //結婚中は歩くのが遅い
- sd->speed = 2 * DEFAULT_WALK_SPEED;
- }
bl = sd->status.base_level;
@@ -1734,16 +1650,6 @@ int pc_calcstatus(struct map_session_data *sd, int first)
if (sd->hprate != 100)
sd->status.max_hp = sd->status.max_hp * sd->hprate / 100;
- if (sd->sc_data[SC_BERSERK].timer != -1)
- { // バーサーク
- sd->status.max_hp = sd->status.max_hp * 3;
- sd->status.hp = sd->status.hp * 3;
- if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.max_hp = battle_config.max_hp;
- if (sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.hp = battle_config.max_hp;
- }
-
if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.max_hp = battle_config.max_hp;
if (sd->status.max_hp <= 0)
@@ -1783,110 +1689,9 @@ int pc_calcstatus(struct map_session_data *sd, int first)
if (sd->sc_count)
{
// ATK/DEF変化形
- if (sd->sc_data[SC_ANGELUS].timer != -1) // エンジェラス
- sd->def2 =
- sd->def2 * (110 + 5 * sd->sc_data[SC_ANGELUS].val1) / 100;
- if (sd->sc_data[SC_IMPOSITIO].timer != -1)
- { // インポシティオマヌス
- sd->watk += sd->sc_data[SC_IMPOSITIO].val1 * 5;
- index = sd->equip_index[EQUIP::SHIELD];
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->type == ItemType::WEAPON)
- sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1 * 5;
- }
- if (sd->sc_data[SC_PROVOKE].timer != -1)
- { // プロボック
- sd->def2 =
- sd->def2 * (100 - 6 * sd->sc_data[SC_PROVOKE].val1) / 100;
- sd->base_atk =
- sd->base_atk * (100 + 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
- sd->watk =
- sd->watk * (100 + 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
- index = sd->equip_index[EQUIP::SHIELD];
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->type == ItemType::WEAPON)
- sd->watk_ =
- sd->watk_ * (100 +
- 2 * sd->sc_data[SC_PROVOKE].val1) / 100;
- }
- if (sd->sc_data[SC_ENDURE].timer != -1)
- sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
- if (sd->sc_data[SC_MINDBREAKER].timer != -1)
- { // プロボック
- sd->mdef2 =
- sd->mdef2 * (100 -
- 6 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
- sd->matk1 =
- sd->matk1 * (100 +
- 2 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
- sd->matk2 =
- sd->matk2 * (100 +
- 2 * sd->sc_data[SC_MINDBREAKER].val1) / 100;
- }
if (sd->sc_data[SC_POISON].timer != -1) // 毒状態
sd->def2 = sd->def2 * 75 / 100;
- if (sd->sc_data[SC_DRUMBATTLE].timer != -1)
- { // 戦太鼓の響き
- sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
- sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
- index = sd->equip_index[EQUIP::SHIELD];
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->type == ItemType::WEAPON)
- sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
- }
- if (sd->sc_data[SC_NIBELUNGEN].timer != -1)
- { // ニーベルングの指輪
- index = sd->equip_index[EQUIP::WEAPON];
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->wlv == 3)
- sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
- index = sd->equip_index[EQUIP::SHIELD];
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->wlv == 3)
- sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->wlv == 4)
- sd->watk += sd->sc_data[SC_NIBELUNGEN].val2;
- index = sd->equip_index[EQUIP::SHIELD];
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->wlv == 4)
- sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2;
- }
-
- if (sd->sc_data[SC_VOLCANO].timer != -1 && sd->def_ele == 3)
- { // ボルケーノ
- sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
- }
-
- if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1)
- sd->def =
- sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2) / 100;
- if (sd->sc_data[SC_ETERNALCHAOS].timer != -1) // エターナルカオス
- sd->def = 0;
-
- if (sd->sc_data[SC_CONCENTRATION].timer != -1)
- { //コンセントレーション
- sd->watk =
- sd->watk * (100 +
- 5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
- index = sd->equip_index[EQUIP::SHIELD];
- if (index >= 0 && sd->inventory_data[index]
- && sd->inventory_data[index]->type == ItemType::WEAPON)
- sd->watk_ =
- sd->watk * (100 +
- 5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
- sd->def =
- sd->def * (100 -
- 5 * sd->sc_data[SC_CONCENTRATION].val1) / 100;
- }
- if (sd->sc_data[SC_MAGICPOWER].timer != -1)
- { //魔法力増幅
- sd->matk1 =
- sd->matk1 * (100 + 2 * sd->sc_data[SC_MAGICPOWER].val1) / 100;
- sd->matk2 =
- sd->matk2 * (100 + 2 * sd->sc_data[SC_MAGICPOWER].val1) / 100;
- }
if (sd->sc_data[SC_ATKPOT].timer != -1)
sd->watk += sd->sc_data[SC_ATKPOT].val1;
if (sd->sc_data[SC_MATKPOT].timer != -1)
@@ -1895,48 +1700,9 @@ int pc_calcstatus(struct map_session_data *sd, int first)
sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
}
- // ASPD/移動速度変化系
- if (sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- if (sd->sc_data[SC_ADRENALINE].timer != -1
- && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1
- && sd->sc_data[SC_QUAGMIRE].timer == -1
- && sd->sc_data[SC_DONTFORGETME].timer == -1)
- { // アドレナリンラッシュ
- if (sd->sc_data[SC_ADRENALINE].val2
- || !battle_config.party_skill_penaly)
- aspd_rate -= 30;
- else
- aspd_rate -= 25;
- }
- if (sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
- if (sd->sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
- sd->sc_data[SC_TWOHANDQUICKEN].timer == -1
- && sd->sc_data[SC_ADRENALINE].timer == -1
- && sd->sc_data[SC_SPEARSQUICKEN].timer == -1
- && sd->sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -=
- 5 + sd->sc_data[SC_ASSNCROS].val1 +
- sd->sc_data[SC_ASSNCROS].val2 + sd->sc_data[SC_ASSNCROS].val3;
- if (sd->sc_data[SC_DONTFORGETME].timer != -1)
- { // 私を忘れないで
- aspd_rate +=
- sd->sc_data[SC_DONTFORGETME].val1 * 3 +
- sd->sc_data[SC_DONTFORGETME].val2 +
- (sd->sc_data[SC_DONTFORGETME].val3 >> 16);
- sd->speed =
- sd->speed * (100 + sd->sc_data[SC_DONTFORGETME].val1 * 2 +
- sd->sc_data[SC_DONTFORGETME].val2 +
- (sd->sc_data[SC_DONTFORGETME].val3 & 0xffff)) /
- 100;
- }
{
- StatusChange i;
- if (sd->sc_data[i = SC_SPEEDPOTION2].timer != -1
- || sd->sc_data[i = SC_SPEEDPOTION1].timer != -1
- || sd->sc_data[i = SC_SPEEDPOTION0].timer != -1)
- aspd_rate -= sd->sc_data[i].val1;
+ if (sd->sc_data[SC_SPEEDPOTION0].timer != -1)
+ aspd_rate -= sd->sc_data[SC_SPEEDPOTION0].val1;
}
if (sd->sc_data[SC_HASTE].timer != -1)
@@ -1948,122 +1714,14 @@ int pc_calcstatus(struct map_session_data *sd, int first)
aspd_rate += sd->sc_data[SC_PHYS_SHIELD].val1;
// HIT/FLEE変化系
- if (sd->sc_data[SC_WHISTLE].timer != -1)
- { // 口笛
- sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
- + sd->sc_data[SC_WHISTLE].val2 +
- (sd->sc_data[SC_WHISTLE].val3 >> 16)) /
- 100;
- sd->flee2 +=
- (sd->sc_data[SC_WHISTLE].val1 + sd->sc_data[SC_WHISTLE].val2 +
- (sd->sc_data[SC_WHISTLE].val3 & 0xffff)) * 10;
- }
- if (sd->sc_data[SC_HUMMING].timer != -1) // ハミング
- sd->hit +=
- (sd->sc_data[SC_HUMMING].val1 * 2 +
- sd->sc_data[SC_HUMMING].val2 +
- sd->sc_data[SC_HUMMING].val3) * sd->hit / 100;
- if (sd->sc_data[SC_VIOLENTGALE].timer != -1 && sd->def_ele == 4)
- { // バイオレントゲイル
- sd->flee += sd->flee * sd->sc_data[SC_VIOLENTGALE].val3 / 100;
- }
if (sd->sc_data[SC_BLIND].timer != -1)
{ // 暗黒
sd->hit -= sd->hit * 25 / 100;
sd->flee -= sd->flee * 25 / 100;
}
- if (sd->sc_data[SC_WINDWALK].timer != -1) // ウィンドウォーク
- sd->flee += sd->flee * (sd->sc_data[SC_WINDWALK].val2) / 100;
- if (sd->sc_data[SC_SPIDERWEB].timer != -1) //スパイダーウェブ
- sd->flee -= sd->flee * 50 / 100;
- if (sd->sc_data[SC_TRUESIGHT].timer != -1) //トゥルーサイト
- sd->hit += 3 * (sd->sc_data[SC_TRUESIGHT].val1);
- if (sd->sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション
- sd->hit += (10 * (sd->sc_data[SC_CONCENTRATION].val1));
-
- // その他
- if (sd->sc_data[SC_APPLEIDUN].timer != -1)
- { // イドゥンの林檎
- sd->status.max_hp +=
- ((5 + sd->sc_data[SC_APPLEIDUN].val1 * 2 +
- ((sd->sc_data[SC_APPLEIDUN].val2 + 1) >> 1) +
- sd->sc_data[SC_APPLEIDUN].val3 / 10) * sd->status.max_hp) /
- 100;
- if (sd->status.max_hp < 0
- || sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- }
- if (sd->sc_data[SC_DELUGE].timer != -1 && sd->def_ele == 1)
- { // デリュージ
- sd->status.max_hp +=
- sd->status.max_hp * sd->sc_data[SC_DELUGE].val3 / 100;
- if (sd->status.max_hp < 0
- || sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- }
- if (sd->sc_data[SC_SERVICE4U].timer != -1)
- { // サービスフォーユー
- sd->status.max_sp +=
- sd->status.max_sp * (10 + sd->sc_data[SC_SERVICE4U].val1 +
- sd->sc_data[SC_SERVICE4U].val2 +
- sd->sc_data[SC_SERVICE4U].val3) / 100;
- if (sd->status.max_sp < 0
- || sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
- sd->dsprate -=
- (10 + sd->sc_data[SC_SERVICE4U].val1 * 3 +
- sd->sc_data[SC_SERVICE4U].val2 +
- sd->sc_data[SC_SERVICE4U].val3);
- if (sd->dsprate < 0)
- sd->dsprate = 0;
- }
-
- if (sd->sc_data[SC_FORTUNE].timer != -1) // 幸運のキス
- sd->critical +=
- (10 + sd->sc_data[SC_FORTUNE].val1 +
- sd->sc_data[SC_FORTUNE].val2 +
- sd->sc_data[SC_FORTUNE].val3) * 10;
- if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
- { // 爆裂波動
- sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
- }
-
- if (sd->sc_data[SC_STEELBODY].timer != -1)
- { // 金剛
- sd->def = 90;
- sd->mdef = 90;
- aspd_rate += 25;
- sd->speed = (sd->speed * 125) / 100;
- }
- if (sd->sc_data[SC_DEFENDER].timer != -1)
- {
- sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1 * 50);
- sd->speed =
- (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1 * 5)) / 100;
- }
- if (sd->sc_data[SC_ENCPOISON].timer != -1)
- sd->addeff[BadSC::POISON] += sd->sc_data[SC_ENCPOISON].val2;
-
- if (sd->sc_data[SC_DANCING].timer != -1)
- { // 演奏/ダンス使用中
- sd->speed *= 4;
- sd->nhealsp = 0;
- sd->nshealsp = 0;
- sd->nsshealsp = 0;
- }
if (sd->sc_data[SC_CURSE].timer != -1)
sd->speed += 450;
-
- if (sd->sc_data[SC_TRUESIGHT].timer != -1) //トゥルーサイト
- sd->critical +=
- sd->critical * (sd->sc_data[SC_TRUESIGHT].val1) / 100;
-
-/* if (sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
- sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
- if (sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(属性はbattle.cで)
- sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
- */
}
if (sd->speed_rate != 100)
@@ -2468,10 +2126,6 @@ int pc_bonus(struct map_session_data *sd, SP type, int val)
if (sd->state.lr_flag != 2)
sd->special_state.no_gemstone = 1;
break;
- case SP_INFINITE_ENDURE:
- if (sd->state.lr_flag != 2)
- sd->special_state.infinite_endure = 1;
- break;
case SP_SPLASH_RANGE:
if (sd->state.lr_flag != 2 && sd->splash_range < val)
sd->splash_range = val;
@@ -3126,7 +2780,7 @@ int pc_useitem(struct map_session_data *sd, int n)
amount = sd->status.inventory[n].amount;
if (sd->status.inventory[n].nameid <= 0
|| sd->status.inventory[n].amount <= 0
- || sd->sc_data[SC_BERSERK].timer != -1 || !pc_isUseitem(sd, n))
+ || !pc_isUseitem(sd, n))
{
clif_useitemack(sd, n, 0, 0);
return 1;
@@ -3328,16 +2982,8 @@ int pc_setpos(struct map_session_data *sd, const char *mapname_org, int x, int y
skill_gangsterparadise(sd, 0);
}
- if (sd->sc_data[SC_TRICKDEAD].timer != -1)
- skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
if (bool(sd->status.option & Option::HIDE2))
skill_status_change_end(&sd->bl, SC_HIDING, -1);
- if (bool(sd->status.option & Option::CLOAK))
- skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
- if (bool(sd->status.option & (Option::CHASEWALK | Option::HIDE2)))
- skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
- if (sd->sc_data[SC_DANCING].timer != -1) // clear dance effect when warping [Valaris]
- skill_stop_dancing(&sd->bl, 0);
memcpy(mapname, mapname_org, 24);
mapname[16] = 0;
@@ -3579,11 +3225,6 @@ void pc_walk(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
if (moveblock)
map_addblock(&sd->bl);
- if (sd->sc_data[SC_DANCING].timer != -1)
- skill_unit_move_unit_group((struct skill_unit_group *)
- sd->sc_data[SC_DANCING].val2,
- sd->bl.m, dx, dy);
-
map_foreachinmovearea(std::bind(clif_pcinsight, ph::_1, sd),
sd->bl.m, x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
@@ -3616,11 +3257,6 @@ void pc_walk(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
skill_devotion3(&sd->bl, sd->dev.val1[i]);
break;
}
- // 被ディボーション検査
- if (sd->sc_data[SC_DEVOTION].val1)
- {
- skill_devotion2(&sd->bl, sd->sc_data[SC_DEVOTION].val1);
- }
skill_unit_move(&sd->bl, tick, 1); // スキルユニットの検査
@@ -3823,74 +3459,6 @@ int pc_checkskill(struct map_session_data *sd, SkillID skill_id)
}
/*==========================================
- * 武器変更によるスキルの継続チェック
- * 引数:
- * struct map_session_data *sd セッションデータ
- * int nameid 装備品ID
- * 返り値:
- * 0 変更なし
- * -1 スキルを解除
- *------------------------------------------
- */
-static
-int pc_checkallowskill(struct map_session_data *sd)
-{
- nullpo_ret(sd);
-
- if (sd->sc_data[SC_TWOHANDQUICKEN].timer != -1)
- { // 2HQ
- skill_status_change_end(&sd->bl, SC_TWOHANDQUICKEN, -1); // 2HQを解除
- return -1;
- }
- if (sd->sc_data[SC_AURABLADE].timer != -1)
- { // オーラブレード
- skill_status_change_end(&sd->bl, SC_AURABLADE, -1); // オーラブレードを解除
- return -1;
- }
- if (sd->sc_data[SC_PARRYING].timer != -1)
- { // パリイング
- skill_status_change_end(&sd->bl, SC_PARRYING, -1); // パリイングを解除
- return -1;
- }
- if (sd->sc_data[SC_CONCENTRATION].timer != -1)
- { // コンセントレーション
- skill_status_change_end(&sd->bl, SC_CONCENTRATION, -1); // コンセントレーションを解除
- return -1;
- }
- if (sd->sc_data[SC_SPEARSQUICKEN].timer != -1)
- { // スピアクィッケン
- skill_status_change_end(&sd->bl, SC_SPEARSQUICKEN, -1); // スピアクイッケンを解除
- return -1;
- }
- if (sd->sc_data[SC_ADRENALINE].timer != -1)
- { // アドレナリンラッシュ
- skill_status_change_end(&sd->bl, SC_ADRENALINE, -1); // アドレナリンラッシュを解除
- return -1;
- }
-
- if (sd->status.shield <= 0)
- {
- if (sd->sc_data[SC_AUTOGUARD].timer != -1)
- { // オートガード
- skill_status_change_end(&sd->bl, SC_AUTOGUARD, -1);
- return -1;
- }
- if (sd->sc_data[SC_DEFENDER].timer != -1)
- { // ディフェンダー
- skill_status_change_end(&sd->bl, SC_DEFENDER, -1);
- return -1;
- }
- if (sd->sc_data[SC_REFLECTSHIELD].timer != -1)
- { //リフレクトシールド
- skill_status_change_end(&sd->bl, SC_REFLECTSHIELD, -1);
- return -1;
- }
- }
-
- return 0;
-}
-
-/*==========================================
* 装 備品のチェック
*------------------------------------------
*/
@@ -3954,11 +3522,6 @@ void pc_attack_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t)
Option *opt = battle_get_option(bl);
if (opt != NULL && bool(*opt & Option::REAL_ANY_HIDE))
return;
- if (((sc_data = battle_get_sc_data(bl))
- && sc_data[SC_TRICKDEAD].timer != -1)
- || ((sc_data = battle_get_sc_data(bl))
- && sc_data[SC_BASILICA].timer != -1))
- return;
if (sd->skilltimer != -1)
return;
@@ -3998,9 +3561,7 @@ void pc_attack_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t)
if (dist <= range && !battle_check_range(&sd->bl, bl, range))
{
- if (pc_can_reach(sd, bl->x, bl->y) && sd->canmove_tick < tick
- && (sd->sc_data[SC_ANKLE].timer == -1
- || sd->sc_data[SC_SPIDERWEB].timer == -1))
+ if (pc_can_reach(sd, bl->x, bl->y) && sd->canmove_tick < tick)
// TMW client doesn't support this
//pc_walktoxy(sd,bl->x,bl->y);
clif_movetoattack(sd, bl);
@@ -4019,9 +3580,6 @@ void pc_attack_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t)
pc_stop_walking(sd, 0);
sd->attacktarget_lv =
battle_weapon_attack(&sd->bl, bl, tick, BCT_ZERO);
- if (!(battle_config.pc_cloak_check_type & 2)
- && sd->sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
map_freeblock_unlock();
sd->attackabletime = tick + (sd->aspd << 1);
}
@@ -4219,15 +3777,6 @@ int pc_gainexp_reason(struct map_session_data *sd, int base_exp, int job_exp,
}};
MAP_LOG_PC(sd, "GAINXP %d %d %s", base_exp, job_exp, reasons[reason]);
- if (sd->sc_data[SC_RICHMANKIM].timer != -1)
- {
- // added bounds checking [Vaalris]
- base_exp +=
- base_exp * (25 + sd->sc_data[SC_RICHMANKIM].val1 * 25) / 100;
- job_exp +=
- job_exp * (25 + sd->sc_data[SC_RICHMANKIM].val1 * 25) / 100;
- }
-
if (!battle_config.multi_level_up && pc_nextbaseafter(sd))
{
while (sd->status.base_exp + base_exp >= pc_nextbaseafter(sd)
@@ -4636,24 +4185,15 @@ int pc_damage(struct block_list *src, struct map_session_data *sd,
else
MAP_LOG_PC(sd, "INJURED-BY null FOR %d", damage);
- // 歩 いていたら足を止める
- if (sd->sc_data[SC_ENDURE].timer == -1
- && !sd->special_state.infinite_endure)
- pc_stop_walking(sd, 3);
+ pc_stop_walking(sd, 3);
// 演奏/ダンスの中断
if (damage > sd->status.max_hp >> 2)
skill_stop_dancing(&sd->bl, 0);
sd->status.hp -= damage;
- if (sd->sc_data[SC_TRICKDEAD].timer != -1)
- skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
if (bool(sd->status.option & Option::HIDE2))
skill_status_change_end(&sd->bl, SC_HIDING, -1);
- if (bool(sd->status.option & Option::CLOAK))
- skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
- if (bool(sd->status.option & Option::CHASEWALK))
- skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
if (sd->status.hp > 0)
{
@@ -4699,8 +4239,6 @@ int pc_damage(struct block_list *src, struct map_session_data *sd,
for (i = 0; i < 5; i++)
if (sd->dev.val1[i])
{
- skill_status_change_end(&map_id2sd(sd->dev.val1[i])->bl,
- SC_DEVOTION, -1);
sd->dev.val1[i] = sd->dev.val2[i] = 0;
}
@@ -5088,9 +4626,6 @@ int pc_heal(struct map_session_data *sd, int hp, int sp)
sp = 0;
}
- if (sd->sc_data[SC_BERSERK].timer != -1) //バーサーク中は回復させないらしい
- return 0;
-
if (hp + sd->status.hp > sd->status.max_hp)
hp = sd->status.max_hp - sd->status.hp;
if (sp + sd->status.sp > sd->status.max_sp)
@@ -5199,9 +4734,6 @@ int pc_itemheal_effect(struct map_session_data *sd, int hp, int sp)
{
nullpo_ret(sd);
- if (sd->sc_data[SC_GOSPEL].timer != -1) //バーサーク中は回復させないらしい
- return 0;
-
if (sd->state.potionpitcher_flag)
{
sd->potion_hp = hp;
@@ -5858,12 +5390,6 @@ int pc_equipitem(struct map_session_data *sd, int n, EPOS)
// -- moonsoul (if player is berserk then cannot equip)
//
- if (sd->sc_data[SC_BERSERK].timer != -1)
- {
- clif_equipitemack(sd, n, EPOS::ZERO, 0); // fail
- return 0;
- }
-
if (pos == (EPOS::MISC2 | EPOS::CAPE))
{
// アクセサリ用例外処理
@@ -5963,7 +5489,6 @@ int pc_equipitem(struct map_session_data *sd, int n, EPOS)
}
pc_signal_advanced_equipment_change(sd, n);
- pc_checkallowskill(sd); // 装備品でスキルか解除されるかチェック
if (itemdb_look(sd->status.inventory[n].nameid) == 11 && arrow)
{ // Added by RoVeRT
clif_arrowequip(sd, arrow);
@@ -5971,24 +5496,6 @@ int pc_equipitem(struct map_session_data *sd, int n, EPOS)
}
pc_calcstatus(sd, 0);
- if (sd->special_state.infinite_endure)
- {
- if (sd->sc_data[SC_ENDURE].timer == -1)
- skill_status_change_start(&sd->bl, SC_ENDURE, 10, 1, 0, 0, 0, 0);
- }
- else
- {
- if (sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
- skill_status_change_end(&sd->bl, SC_ENDURE, -1);
- }
-
- if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1
- && !battle_check_undead(7, sd->def_ele))
- skill_status_change_end(&sd->bl, SC_SIGNUMCRUCIS, -1);
- if (sd->sc_data[SC_DANCING].timer != -1
- && (sd->status.weapon != 13 && sd->status.weapon != 14))
- skill_stop_dancing(&sd->bl, 0);
-
return 0;
}
@@ -6002,12 +5509,6 @@ int pc_unequipitem(struct map_session_data *sd, int n, CalcStatus type)
// -- moonsoul (if player is berserk then cannot unequip)
//
- if (sd->sc_data[SC_BERSERK].timer != -1)
- {
- clif_unequipitemack(sd, n, EPOS::ZERO, 0);
- return 0;
- }
-
if (battle_config.battle_log)
PRINTF("unequip %d %x:%x\n",
n, pc_equippoint(sd, n),
@@ -6057,10 +5558,6 @@ int pc_unequipitem(struct map_session_data *sd, int n, CalcStatus type)
clif_unequipitemack(sd, n, sd->status.inventory[n].equip, 1);
sd->status.inventory[n].equip = EPOS::ZERO;
- if (type == CalcStatus::NOW)
- pc_checkallowskill(sd);
- if (sd->weapontype1 == 0 && sd->weapontype2 == 0)
- skill_encchant_eremental_end(&sd->bl, StatusChange::NEGATIVE1);
}
else
{
@@ -6069,9 +5566,6 @@ int pc_unequipitem(struct map_session_data *sd, int n, CalcStatus type)
if (type == CalcStatus::NOW)
{
pc_calcstatus(sd, 0);
- if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1
- && !battle_check_undead(7, sd->def_ele))
- skill_status_change_end(&sd->bl, SC_SIGNUMCRUCIS, -1);
}
return 0;
@@ -6384,8 +5878,6 @@ int pc_spheal(struct map_session_data *sd)
a = natural_heal_diff_tick;
if (pc_issit(sd))
a += a;
- if (sd->sc_data[SC_MAGNIFICAT].timer != -1) // マグニフィカート
- a += a;
return a;
}
@@ -6404,8 +5896,6 @@ int pc_hpheal(struct map_session_data *sd)
a = natural_heal_diff_tick;
if (pc_issit(sd))
a += a;
- if (sd->sc_data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
- a += a;
return a;
}
@@ -6414,13 +5904,10 @@ static
int pc_natural_heal_hp(struct map_session_data *sd)
{
int bhp;
- int inc_num, bonus, skill;
+ int inc_num, bonus;
nullpo_ret(sd);
- if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
- return 0;
-
if (pc_checkoverhp(sd))
{
sd->hp_sub = sd->inchealhptick = 0;
@@ -6432,16 +5919,8 @@ int pc_natural_heal_hp(struct map_session_data *sd)
if (sd->walktimer == -1)
{
inc_num = pc_hpheal(sd);
- if (sd->sc_data[SC_TENSIONRELAX].timer != -1)
- { // テンションリラックス
- sd->hp_sub += 2 * inc_num;
- sd->inchealhptick += 3 * natural_heal_diff_tick;
- }
- else
- {
- sd->hp_sub += inc_num;
- sd->inchealhptick += natural_heal_diff_tick;
- }
+ sd->hp_sub += inc_num;
+ sd->inchealhptick += natural_heal_diff_tick;
}
else
{
@@ -6493,30 +5972,6 @@ int pc_natural_heal_hp(struct map_session_data *sd)
sd->inchealhptick = 0;
return 0;
-
- if (sd->sc_data[SC_APPLEIDUN].timer != -1)
- { // Apple of Idun
- if (sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp)
- {
- bonus = skill * 20;
- while (sd->inchealhptick >= 6000)
- {
- sd->inchealhptick -= 6000;
- if (sd->status.hp + bonus <= sd->status.max_hp)
- sd->status.hp += bonus;
- else
- {
- bonus = sd->status.max_hp - sd->status.hp;
- sd->status.hp = sd->status.max_hp;
- sd->hp_sub = sd->inchealhptick = 0;
- }
- }
- }
- }
- else
- sd->inchealhptick = 0;
-
- return 0;
}
static
@@ -6527,9 +5982,6 @@ int pc_natural_heal_sp(struct map_session_data *sd)
nullpo_ret(sd);
- if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT
- return 0;
-
if (pc_checkoversp(sd))
{
sd->sp_sub = sd->inchealsptick = 0;
@@ -6539,8 +5991,7 @@ int pc_natural_heal_sp(struct map_session_data *sd)
bsp = sd->status.sp;
inc_num = pc_spheal(sd);
- if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
- sd->sp_sub += inc_num;
+ sd->sp_sub += inc_num;
if (sd->walktimer == -1)
sd->inchealsptick += natural_heal_diff_tick;
else
@@ -6669,11 +6120,7 @@ void pc_natural_heal_sub(struct map_session_data *sd)
&& !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1)
{
pc_natural_heal_hp(sd);
- if (sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅状態ではSPが回復しない
- sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない
- sd->sc_data[SC_BERSERK].timer == -1 //バーサーク状態ではSPが回復しない
- )
- pc_natural_heal_sp(sd);
+ pc_natural_heal_sp(sd);
}
else
{
@@ -6844,9 +6291,6 @@ void pc_setstand(struct map_session_data *sd)
{
nullpo_retv(sd);
- if (sd->sc_data[SC_TENSIONRELAX].timer != -1)
- skill_status_change_end(&sd->bl, SC_TENSIONRELAX, -1);
-
sd->state.dead_sit = 0;
}
diff --git a/src/map/skill.cpp b/src/map/skill.cpp
index c963135..aac7e1f 100644
--- a/src/map/skill.cpp
+++ b/src/map/skill.cpp
@@ -1025,8 +1025,6 @@ int skill_attack(BF attack_type, struct block_list *src,
if (skill_get_pl(skillid) != 2) //スキルの属性が地属性でなければ何もしない
return 0;
}
- if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
- return 0;
if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //術者がPCでチャット中なら何もしない
return 0;
if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //術者がPCでチャット中なら何もしない
@@ -1038,34 +1036,6 @@ int skill_attack(BF attack_type, struct block_list *src,
lv = (flag >> 20) & 0xf;
dmg = battle_calc_attack(attack_type, src, bl, skillid, skilllv, flag & 0xff); //ダメージ計算
-//マジックロッド処理ここから
- if (bool(attack_type & BF_MAGIC)
- && sc_data
- && sc_data[SC_MAGICROD].timer != -1
- && src == dsrc)
- { //魔法攻撃でマジックロッド状態でsrc=dsrcなら
- dmg.damage = dmg.damage2 = 0; //ダメージ0
- if (bl->type == BL_PC)
- { //対象がPCの場合
- int sp = skill_get_sp(skillid, skilllv); //使用されたスキルのSPを吸収
- sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算
- if (sp > 0x7fff)
- sp = 0x7fff; //SP多すぎの場合は理論最大値
- else if (sp < 1)
- sp = 1; //1以下の場合は1
- if (((struct map_session_data *) bl)->status.sp + sp >
- ((struct map_session_data *) bl)->status.max_sp)
- { //回復SP+現在のSPがMSPより大きい場合
- sp = ((struct map_session_data *) bl)->status.max_sp - ((struct map_session_data *) bl)->status.sp; //SPをMSP-現在SPにする
- ((struct map_session_data *) bl)->status.sp = ((struct map_session_data *) bl)->status.max_sp; //現在のSPにMSPを代入
- }
- else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
- ((struct map_session_data *) bl)->status.sp += sp;
- ((struct map_session_data *) bl)->canact_tick = tick + skill_delayfix(bl, 0); //
- }
- }
-//マジックロッド処理ここまで
-
damage = dmg.damage + dmg.damage2;
if (lv == 15)
@@ -1114,12 +1084,6 @@ int skill_attack(BF attack_type, struct block_list *src,
rdamage = 1;
}
}
- if (sc_data && sc_data[SC_REFLECTSHIELD].timer != -1)
- { //リフレクトシールド時
- rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
- if (rdamage < 1)
- rdamage = 1;
- }
}
else if (bool(dmg.flag & BF_LONG))
{ //遠距離攻撃時?※
@@ -1708,13 +1672,6 @@ int skill_castend_map(struct map_session_data *sd, SkillID skill_num,
|| bool(sd->status.option & Option::HIDE2))
return 0;
- if (sd->sc_data[SC_DIVINA].timer != -1
- || sd->sc_data[SC_ROKISWEIL].timer != -1
- || sd->sc_data[SC_STEELBODY].timer != -1
- || sd->sc_data[SC_DANCING].timer != -1
- || sd->sc_data[SC_BERSERK].timer != -1)
- return 0;
-
if (skill_num != sd->skillid) /* 不正パケットらしい */
return 0;
@@ -1872,15 +1829,14 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl,
{
struct skill_unit *unit2;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
- StatusChange type = SC_PNEUMA;
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start(bl, type, sg->skill_lv, (int) src,
- 0, 0, 0, 0);
- else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
+ if (sc_data && sc_data[SC_PNEUMA].timer == -1)
+ skill_status_change_start(bl, SC_PNEUMA, sg->skill_lv,
+ (int) src, 0, 0, 0, 0);
+ else if ((unit2 = (struct skill_unit *) sc_data[SC_PNEUMA].val2)
&& unit2 != src)
{
if (DIFF_TICK(sg->tick, unit2->group->tick) > 0)
- skill_status_change_start(bl, type, sg->skill_lv,
+ skill_status_change_start(bl, SC_PNEUMA, sg->skill_lv,
(int) src, 0, 0, 0, 0);
ts->tick -= sg->interval;
}
@@ -1890,15 +1846,14 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl,
{
struct skill_unit *unit2;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
- StatusChange type = SC_SAFETYWALL;
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start(bl, type, sg->skill_lv, (int) src,
- 0, 0, 0, 0);
- else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
+ if (sc_data && sc_data[SC_SAFETYWALL].timer == -1)
+ skill_status_change_start(bl, SC_SAFETYWALL, sg->skill_lv,
+ (int) src, 0, 0, 0, 0);
+ else if ((unit2 = (struct skill_unit *) sc_data[SC_SAFETYWALL].val2)
&& unit2 != src)
{
if (sg->val1 < unit2->group->val1)
- skill_status_change_start(bl, type, sg->skill_lv,
+ skill_status_change_start(bl, SC_SAFETYWALL, sg->skill_lv,
(int) src, 0, 0, 0, 0);
ts->tick -= sg->interval;
}
@@ -2255,10 +2210,9 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl,
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type =
- (sg->unit_id == 0x85) ? SC_PNEUMA :
- ((sg->unit_id == 0x7e) ? SC_SAFETYWALL : SC_QUAGMIRE);
- if ((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
- sc_data && sc_data[type].timer != -1
+ (sg->unit_id == 0x85) ? SC_PNEUMA : SC_SAFETYWALL;
+ if (sc_data
+ && sc_data[type].timer != -1
&& ((struct skill_unit *) sc_data[type].val2) == src)
{
skill_status_change_end(bl, type, -1);
@@ -2278,17 +2232,11 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl,
case 0xb5:
case 0xb8:
{
- struct block_list *target = map_id2bl(sg->val2);
- if (target == bl)
- skill_status_change_end(bl, SC_SPIDERWEB, -1);
sg->limit = DIFF_TICK(tick, sg->tick) + 1000;
}
break;
case 0xb6:
{
- struct block_list *target = map_id2bl(sg->val2);
- if (target == bl)
- skill_status_change_end(bl, SC_FOGWALL, -1);
sg->limit = DIFF_TICK(tick, sg->tick) + 1000;
}
break;
@@ -2341,9 +2289,6 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl,
break;
case 0xb7: /* スパイダーウェッブ */
{
- struct block_list *target = map_id2bl(sg->val2);
- if (target && target == bl)
- skill_status_change_end(bl, SC_SPIDERWEB, -1);
sg->limit = DIFF_TICK(tick, sg->tick) + 1000;
}
break;
@@ -2637,14 +2582,7 @@ int skill_check_condition(struct map_session_data *sd, int type)
clif_skill_fail(sd, sd->skillid, 0, 0);
return 0;
}
- if (sd->sc_data[SC_DIVINA].timer != -1
- || sd->sc_data[SC_ROKISWEIL].timer != -1
- || sd->sc_data[SC_STEELBODY].timer != -1
- || sd->sc_data[SC_BERSERK].timer != -1)
- {
- clif_skill_fail(sd, sd->skillid, 0, 0);
- return 0; /* 状態異常や沈黙など */
- }
+
SkillID skill = sd->skillid;
lv = sd->skilllv;
hp = skill_get_hp(skill, lv); /* 消費HP */
@@ -2710,9 +2648,6 @@ int skill_check_condition(struct map_session_data *sd, int type)
if (itemid[i] >= 715 && itemid[i] <= 717
&& sd->special_state.no_gemstone)
continue;
- if (((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
- && sd->sc_data[SC_INTOABYSS].timer != -1)
- continue;
index[i] = pc_search_inventory(sd, itemid[i]);
if (index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
@@ -2801,20 +2736,6 @@ int skill_castfix(struct block_list *bl, int time)
time = time * battle_config.cast_rate / 100;
}
- /* サフラギウム */
- if (sc_data && sc_data[SC_SUFFRAGIUM].timer != -1)
- {
- time = time * (100 - sc_data[SC_SUFFRAGIUM].val1 * 15) / 100;
- skill_status_change_end(bl, SC_SUFFRAGIUM, -1);
- }
- /* ブラギの詩 */
- if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
- time =
- time * (100 -
- (sc_data[SC_POEMBRAGI].val1 * 3 +
- sc_data[SC_POEMBRAGI].val2 +
- (sc_data[SC_POEMBRAGI].val3 >> 16))) / 100;
-
return (time > 0) ? time : 0;
}
@@ -2842,14 +2763,6 @@ int skill_delayfix(struct block_list *bl, int time)
time = time * battle_config.delay_rate / 100;
}
- /* ブラギの詩 */
- if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
- time =
- time * (100 -
- (sc_data[SC_POEMBRAGI].val1 * 3 +
- sc_data[SC_POEMBRAGI].val2 +
- (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100;
-
return (time > 0) ? time : 0;
}
@@ -2884,31 +2797,9 @@ int skill_use_id(struct map_session_data *sd, int target_id,
if (bool(sd->opt1))
return 0;
- if (sc_data[SC_CHASEWALK].timer != -1)
- return 0;
- if (sc_data[SC_VOLCANO].timer != -1)
- {
- }
- if (sc_data[SC_ROKISWEIL].timer != -1)
- {
- }
- if (sd->sc_data[SC_DIVINA].timer != -1
- || sd->sc_data[SC_ROKISWEIL].timer != -1
- || sd->sc_data[SC_STEELBODY].timer != -1
- || sd->sc_data[SC_BERSERK].timer != -1)
- {
- return 0; /* 状態異常や沈黙など */
- }
-
if (bool(sd->status.option & Option::HIDE2))
return 0;
- /* 演奏/ダンス中 */
- if (sc_data && sc_data[SC_DANCING].timer != -1)
- {
- return 0;
- }
-
if (skill_get_inf2(skill_num) & 0x200 && sd->bl.id == target_id)
return 0;
@@ -2931,21 +2822,10 @@ int skill_use_id(struct map_session_data *sd, int target_id,
delay = skill_delayfix(&sd->bl, skill_get_delay(skill_num, skill_lv));
sd->state.skillcastcancel = skill_db[skill_num].castcancel;
- //メモライズ状態ならキャストタイムが1/3
- if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
- {
- casttime = casttime / 3;
- if ((--sc_data[SC_MEMORIZE].val2) <= 0)
- skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
- }
-
if (battle_config.pc_skill_log)
PRINTF("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
sd->bl.id, target_id, skill_num, skill_lv, casttime);
-// if(sd->skillitem == skill_num)
-// casttime = delay = 0;
-
if (casttime > 0 || forcecast)
{ /* 詠唱が必要 */
struct mob_data *md;
@@ -2966,14 +2846,11 @@ int skill_use_id(struct map_session_data *sd, int target_id,
sd->state.skillcastcancel = 0;
sd->skilltarget = target_id;
-/* sd->cast_target_bl = bl; */
sd->skillx = 0;
sd->skilly = 0;
sd->canact_tick = tick + casttime + delay;
sd->canmove_tick = tick;
- if (!(battle_config.pc_cloak_check_type & 2) && sc_data
- && sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
+
if (casttime > 0)
{
sd->skilltimer = add_timer(tick + casttime, skill_castend_id, sd->bl.id, 0);
@@ -2985,10 +2862,6 @@ int skill_use_id(struct map_session_data *sd, int target_id,
skill_castend_id(sd->skilltimer, tick, sd->bl.id, 0);
}
- //マジックパワーの効果終了
- if (sc_data && sc_data[SC_MAGICPOWER].timer != -1)
- skill_status_change_end(&sd->bl, SC_MAGICPOWER, -1);
-
return 0;
}
@@ -3014,15 +2887,6 @@ int skill_use_pos(struct map_session_data *sd,
if (bool(sd->opt1))
return 0;
- if (sc_data)
- {
- if (sc_data[SC_DIVINA].timer != -1 ||
- sc_data[SC_ROKISWEIL].timer != -1 ||
- sc_data[SC_STEELBODY].timer != -1 ||
- sc_data[SC_DANCING].timer != -1 ||
- sc_data[SC_BERSERK].timer != -1)
- return 0; /* 状態異常や沈黙など */
- }
if (bool(sd->status.option & Option::HIDE2))
return 0;
@@ -3056,27 +2920,14 @@ int skill_use_pos(struct map_session_data *sd,
sd->bl.id, skill_x, skill_y,
skill_num, skill_lv, casttime);
-// if(sd->skillitem == skill_num)
-// casttime = delay = 0;
- //メモライズ状態ならキャストタイムが1/3
- if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
- {
- casttime = casttime / 3;
- if ((--sc_data[SC_MEMORIZE].val2) <= 0)
- skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
- }
-
if (casttime <= 0) /* 詠唱の無いものはキャンセルされない */
sd->state.skillcastcancel = 0;
sd->skilltarget = 0;
-/* sd->cast_target_bl = NULL; */
tick = gettick();
sd->canact_tick = tick + casttime + delay;
sd->canmove_tick = tick;
- if (!(battle_config.pc_cloak_check_type & 2) && sc_data
- && sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
+
if (casttime > 0)
{
sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
@@ -3087,9 +2938,6 @@ int skill_use_pos(struct map_session_data *sd,
sd->skilltimer = -1;
skill_castend_pos(sd->skilltimer, tick, sd->bl.id, 0);
}
- //マジックパワーの効果終了
- if (sc_data && sc_data[SC_MAGICPOWER].timer != -1)
- skill_status_change_end(&sd->bl, SC_MAGICPOWER, -1);
return 0;
}
@@ -3169,7 +3017,7 @@ void skill_devotion(struct map_session_data *md, int)
struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
// 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
if (sd == NULL
- || (md->bl.id != sd->sc_data[SC_DEVOTION].val1)
+ || (md->bl.id != 0/* was something else - TODO remove this */)
|| skill_devotion3(&md->bl, md->dev.val1[n]))
{
skill_devotion_end(md, sd, n);
@@ -3222,13 +3070,6 @@ void skill_devotion_end(struct map_session_data *md,
nullpo_retv(sd);
md->dev.val1[target] = md->dev.val2[target] = 0;
- if (sd)
- {
- // skill_status_change_end(sd->bl,SC_DEVOTION,-1);
- sd->sc_data[SC_DEVOTION].val1 = 0;
- sd->sc_data[SC_DEVOTION].val2 = 0;
- clif_status_change(&sd->bl, SC_DEVOTION, 0);
- }
}
int skill_gangsterparadise(struct map_session_data *, int)
@@ -3357,11 +3198,9 @@ void skill_status_change_timer_sub(struct block_list *bl,
switch (type)
{
case SC_SIGHT: /* サイト */
- case SC_CONCENTRATE:
if (bool((*battle_get_option(bl)) & (Option::HIDE2 | Option::CLOAK)))
{
skill_status_change_end(bl, SC_HIDING, -1);
- skill_status_change_end(bl, SC_CLOAKING, -1);
}
break;
}
@@ -3429,65 +3268,14 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid)
switch (type)
{ /* 異常の種類ごとの処理 */
- case SC_PROVOKE: /* プロボック */
- case SC_CONCENTRATE: /* 集中力向上 */
- case SC_BLESSING: /* ブレッシング */
- case SC_ANGELUS: /* アンゼルス */
- case SC_INCREASEAGI: /* 速度上昇 */
- case SC_DECREASEAGI: /* 速度減少 */
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
case SC_HIDING:
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- case SC_ENCPOISON: /* エンチャントポイズン */
- case SC_IMPOSITIO: /* インポシティオマヌス */
- case SC_GLORIA: /* グロリア */
- case SC_LOUD: /* ラウドボイス */
- case SC_QUAGMIRE: /* クァグマイア */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_VOLCANO:
- case SC_DELUGE:
- case SC_VIOLENTGALE:
- case SC_ETERNALCHAOS: /* エターナルカオス */
- case SC_DRUMBATTLE: /* 戦太鼓の響き */
- case SC_NIBELUNGEN: /* ニーベルングの指輪 */
- case SC_WHISTLE: /* 口笛 */
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- case SC_HUMMING: /* ハミング */
- case SC_DONTFORGETME: /* 私を忘れないで */
- case SC_FORTUNE: /* 幸運のキス */
- case SC_SERVICE4U: /* サービスフォーユー */
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- case SC_STEELBODY: // 金剛
- case SC_DEFENDER:
case SC_SPEEDPOTION0: /* 増速ポーション */
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- case SC_RIDING:
- case SC_AURABLADE: /* オーラブレード */
- case SC_PARRYING: /* パリイング */
- case SC_CONCENTRATION: /* コンセントレーション */
- case SC_TENSIONRELAX: /* テンションリラックス */
- case SC_ASSUMPTIO: /* アシャンプティオ */
- case SC_WINDWALK: /* ウインドウォーク */
- case SC_TRUESIGHT: /* トゥルーサイト */
- case SC_SPIDERWEB: /* スパイダーウェッブ */
- case SC_MAGICPOWER: /* 魔法力増幅 */
- case SC_CHASEWALK:
case SC_ATKPOT: /* attack potion [Valaris] */
case SC_MATKPOT: /* magic attack potion [Valaris] */
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- case SC_MELTDOWN: /* メルトダウン */
case SC_PHYS_SHIELD:
case SC_HASTE:
calc_flag = 1;
break;
- case SC_BERSERK: /* バーサーク */
- calc_flag = 1;
- clif_status_change(bl, SC_INCREASEAGI, 0); /* アイコン消去 */
- break;
- case SC_DEVOTION: /* ディボーション */
{
struct map_session_data *md = map_id2sd(sc_data[type].val1);
sc_data[type].val1 = sc_data[type].val2 = 0;
@@ -3495,35 +3283,8 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid)
calc_flag = 1;
}
break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- eptr<struct status_change, StatusChange> d_sc_data;
- if (sc_data[type].val4
- && (dsd = map_id2sd(sc_data[type].val4)))
- {
- d_sc_data = dsd->sc_data;
- //合奏で相手がいる場合相手のval4を0にする
- if (d_sc_data && d_sc_data[type].timer != -1)
- d_sc_data[type].val4 = 0;
- }
- }
- calc_flag = 1;
- break;
case SC_NOCHAT: //チャット禁止状態
break;
- case SC_SPLASHER: /* ベナムスプラッシャー */
- {
- struct block_list *src = map_id2bl(sc_data[type].val3);
- if (src && tid != -1)
- {
- //自分にダメージ&周囲3*3にダメージ
- skill_castend_damage_id(src, bl,
- SkillID(sc_data[type].val2), sc_data[type].val1,
- gettick(), BCT_ZERO);
- }
- }
- break;
case SC_SELFDESTRUCTION: /* 自爆 */
{
//自分のダメージは0にして
@@ -3587,11 +3348,6 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid)
opt_flag = 1;
break;
- case SC_SIGNUMCRUCIS:
- *opt2 &= ~Opt2::_signumcrucis;
- opt_flag = 1;
- break;
-
case SC_SPEEDPOTION0:
*opt2 &= ~Opt2::_speedpotion0;
opt_flag = 1;
@@ -3607,52 +3363,10 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid)
opt_flag = 1;
break;
- case SC_CLOAKING:
- *option &= ~Option::CLOAK;
- opt_flag = 1;
- break;
-
- case SC_CHASEWALK:
- *option &= ~Option::CHASEWALK;
- opt_flag = 1;
- break;
-
case SC_SIGHT:
*option &= ~Option::SIGHT;
opt_flag = 1;
break;
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- *option &= ~Option::_wedding;
- opt_flag = 1;
- break;
-
- //opt3
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_CONCENTRATION: /* コンセントレーション */
- *opt3 &= ~Opt3::_concentration;
- break;
- case SC_OVERTHRUST: /* オーバースラスト */
- *opt3 &= ~Opt3::_overthrust;
- break;
- case SC_ENERGYCOAT: /* エナジーコート */
- *opt3 &= ~Opt3::_energycoat;
- break;
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- *opt3 &= ~Opt3::_explosionspirits;
- break;
- case SC_STEELBODY: // 金剛
- *opt3 &= ~Opt3::_steelbody;
- break;
- case SC_BERSERK: /* バーサーク */
- *opt3 &= ~Opt3::_berserk;
- break;
- case SC_MARIONETTE: /* マリオネットコントロール */
- *opt3 &= ~Opt3::_marionette;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 &= ~Opt3::_assumptio;
- break;
}
if (night_flag == 1
@@ -3732,25 +3446,6 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom
switch (type)
{ /* 特殊な処理になる場合 */
- case SC_MAXIMIZEPOWER: /* マキシマイズパワー */
- case SC_CLOAKING: /* クローキング */
- case SC_CHASEWALK:
- if (sd)
- {
- if (sd->status.sp > 0)
- { /* SP切れるまで持続 */
- sd->status.sp--;
- clif_updatestatus(sd, SP_SP);
- sc_data[type].timer = add_timer( /* タイマー再設定 */
- sc_data[type].val2 +
- tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
-
case SC_HIDING: /* ハイディング */
if (sd)
{ /* SPがあって、時間制限の間は持続 */
@@ -3788,84 +3483,6 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom
}
break;
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- {
- int race = battle_get_race(bl);
- if (race == 6
- || battle_check_undead(race, battle_get_elem_type(bl)))
- {
- sc_data[type].timer =
- add_timer(1000 * 600 + tick, skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
-
- case SC_PROVOKE: /* プロボック/オートバーサーク */
- if (sc_data[type].val2 != 0)
- { /* オートバーサーク(1秒ごとにHPチェック) */
- if (sd && sd->status.hp > sd->status.max_hp >> 2) /* 停止 */
- break;
- sc_data[type].timer =
- add_timer(1000 + tick, skill_status_change_timer, bl->id,
- data);
- return;
- }
- break;
-
- case SC_ENDURE: /* インデュア */
- if (sd && sd->special_state.infinite_endure)
- {
- sc_data[type].timer =
- add_timer(1000 * 600 + tick, skill_status_change_timer,
- bl->id, data);
- sc_data[type].val2 = 1;
- return;
- }
- break;
-
- case SC_DISSONANCE: /* 不協和音 */
- if ((--sc_data[type].val2) > 0)
- {
- struct skill_unit *unit =
- (struct skill_unit *) sc_data[type].val4;
- struct block_list *src;
-
- if (!unit || !unit->group)
- break;
- src = map_id2bl(unit->group->src_id);
- if (!src)
- break;
- skill_attack(BF_MISC, src, &unit->bl, bl,
- unit->group->skill_id, sc_data[type].val1, tick,
- BCT_ZERO);
- sc_data[type].timer =
- add_timer(skill_get_time2(unit->group->skill_id,
- unit->group->skill_lv) + tick,
- skill_status_change_timer, bl->id, data);
- return;
- }
- break;
-
- case SC_LULLABY: /* 子守唄 */
- if ((--sc_data[type].val2) > 0)
- {
- struct skill_unit *unit =
- (struct skill_unit *) sc_data[type].val4;
- if (!unit || !unit->group || unit->group->src_id == bl->id)
- break;
- skill_additional_effect(bl, bl, unit->group->skill_id,
- sc_data[type].val1,
- BF_LONG | BF_SKILL | BF_MISC, tick);
- sc_data[type].timer =
- add_timer(skill_get_time(unit->group->skill_id,
- unit->group->skill_lv) / 10 + tick,
- skill_status_change_timer, bl->id, data);
- return;
- }
- break;
-
case SC_STONE:
if (sc_data[type].val2 != 0)
{
@@ -3947,37 +3564,9 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom
data);
break;
- case SC_TENSIONRELAX: /* テンションリラックス */
- if (sd)
- { /* SPがあって、HPが満タンでなければ継続 */
- if (sd->status.sp > 12 && sd->status.max_hp > sd->status.hp)
- {
- if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0)
- {
- sd->status.sp -= 12;
- clif_updatestatus(sd, SP_SP);
- }
- sc_data[type].timer = add_timer( /* タイマー再設定 */
- 10000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- if (sd->status.max_hp <= sd->status.hp)
- skill_status_change_end(&sd->bl, SC_TENSIONRELAX, -1);
- }
- break;
-
/* 時間切れ無し?? */
- case SC_AETERNA:
- case SC_TRICKDEAD:
- case SC_RIDING:
- case SC_FALCON:
case SC_WEIGHT50:
case SC_WEIGHT90:
- case SC_MAGICPOWER: /* 魔法力増幅 */
- case SC_REJECTSWORD: /* リジェクトソード */
- case SC_MEMORIZE: /* メモライズ */
case SC_BROKNWEAPON:
case SC_BROKNARMOR:
if (sc_data[type].timer == tid)
@@ -3986,56 +3575,6 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom
bl->id, data);
return;
- case SC_DANCING: //ダンススキルの時間SP消費
- {
- int s = 0;
- if (sd)
- {
- if (sd->status.sp > 0 && (--sc_data[type].val3) > 0)
- {
- if (s && ((sc_data[type].val3 % s) == 0))
- {
- sd->status.sp--;
- clif_updatestatus(sd, SP_SP);
- }
- sc_data[type].timer = add_timer( /* タイマー再設定 */
- 1000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- }
- break;
- case SC_BERSERK: /* バーサーク */
- if (sd)
- { /* HPが100以上なら継続 */
- if ((sd->status.hp - sd->status.hp / 100) > 100)
- {
- sd->status.hp -= sd->status.hp / 100;
- clif_updatestatus(sd, SP_HP);
- sc_data[type].timer = add_timer( /* タイマー再設定 */
- 15000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- if (sd)
- {
- time_t timer;
- if (time(&timer) < ((sc_data[type].val2) + 3600))
- { //1時間たっていないので継続
- sc_data[type].timer = add_timer( /* タイマー再設定 */
- 10000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
case SC_NOCHAT: //チャット禁止状態
if (sd && battle_config.muting_players)
{
@@ -4080,35 +3619,6 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom
}
/*==========================================
- * ステータス異常終了
- *------------------------------------------
- */
-int skill_encchant_eremental_end(struct block_list *bl, StatusChange type)
-{
- eptr<struct status_change, StatusChange> sc_data;
-
- nullpo_ret(bl);
- sc_data = battle_get_sc_data(bl);
- if (not sc_data)
- return 0;
-
- if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解除 */
- skill_status_change_end(bl, SC_ENCPOISON, -1);
- if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解除 */
- skill_status_change_end(bl, SC_ASPERSIO, -1);
- if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* フレイムランチャ解除 */
- skill_status_change_end(bl, SC_FLAMELAUNCHER, -1);
- if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* フロストウェポン解除 */
- skill_status_change_end(bl, SC_FROSTWEAPON, -1);
- if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ライトニングローダー解除 */
- skill_status_change_end(bl, SC_LIGHTNINGLOADER, -1);
- if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* サイスミックウェポン解除 */
- skill_status_change_end(bl, SC_SEISMICWEAPON, -1);
-
- return 0;
-}
-
-/*==========================================
* ステータス異常開始
*------------------------------------------
*/
@@ -4153,10 +3663,6 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
elem = battle_get_elem_type(bl);
undead_flag = battle_check_undead(race, elem);
- if (type == SC_AETERNA
- && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1))
- return 0;
-
switch (type)
{
case SC_STONE:
@@ -4185,8 +3691,6 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
if (bl->type == BL_PC)
{
sd = (struct map_session_data *) bl;
- if (sd && type == SC_ADRENALINE)
- return 0;
if (SC_STONE <= type && type <= SC_BLIND)
{
@@ -4215,22 +3719,13 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
if (type == SC_FREEZE && undead_flag && !(flag & 1))
return 0;
- if ((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION
- || type == SC_OVERTHRUST) && sc_data[type].timer != -1
- && sc_data[type].val2 && !val2)
- return 0;
-
if (bool(mode & MobMode::BOSS)
&& (type == SC_STONE
|| type == SC_FREEZE
|| type == SC_STAN
|| type == SC_SLEEP
|| type == SC_SILENCE
- || type == SC_QUAGMIRE
- || type == SC_DECREASEAGI
- || type == SC_SIGNUMCRUCIS
- || type == SC_PROVOKE
- || (type == SC_BLESSING && (undead_flag || race == 6)))
+ )
&& !(flag & 1))
{
/* ボスには効かない(ただしカードによる効果は適用される) */
@@ -4242,11 +3737,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
if (sc_data[type].timer != -1)
{ /* すでに同じ異常になっている場合タイマ解除 */
if (sc_data[type].val1 > val1
- && type != SC_DANCING
- && type != SC_DEVOTION
&& type != SC_SPEEDPOTION0
- && type != SC_SPEEDPOTION1
- && type != SC_SPEEDPOTION2
&& type != SC_ATKPOT
&& type != SC_MATKPOT) // added atk and matk potions [Valaris]
return 0;
@@ -4261,296 +3752,13 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
switch (type)
{ /* 異常の種類ごとの処理 */
- case SC_PROVOKE: /* プロボック */
- calc_flag = 1;
- if (tick <= 0)
- tick = 1000; /* (オートバーサーク) */
- break;
- case SC_ENDURE: /* インデュア */
- if (tick <= 0)
- tick = 1000 * 60;
- break;
- case SC_CONCENTRATE: /* 集中力向上 */
- calc_flag = 1;
- break;
- case SC_BLESSING: /* ブレッシング */
- {
- if (bl->type == BL_PC || (!undead_flag && race != 6))
- {
- if (sc_data[SC_CURSE].timer != -1)
- skill_status_change_end(bl, SC_CURSE, -1);
- if (sc_data[SC_STONE].timer != -1
- && sc_data[SC_STONE].val2 == 0)
- skill_status_change_end(bl, SC_STONE, -1);
- }
- calc_flag = 1;
- }
- break;
- case SC_ANGELUS: /* アンゼルス */
- calc_flag = 1;
- break;
- case SC_INCREASEAGI: /* 速度上昇 */
- calc_flag = 1;
- if (sc_data[SC_DECREASEAGI].timer != -1)
- skill_status_change_end(bl, SC_DECREASEAGI, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
- skill_status_change_end(bl, SC_WINDWALK, -1);
- break;
- case SC_DECREASEAGI: /* 速度減少 */
- calc_flag = 1;
- if (sc_data[SC_INCREASEAGI].timer != -1)
- skill_status_change_end(bl, SC_INCREASEAGI, -1);
- break;
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- calc_flag = 1;
-// val2 = 14 + val1;
- val2 = 10 + val1 * 2;
- tick = 600 * 1000;
- clif_emotion(bl, 4);
- break;
case SC_SLOWPOISON:
if (sc_data[SC_POISON].timer == -1)
return 0;
break;
- case SC_TWOHANDQUICKEN: /* 2HQ */
- *opt3 |= Opt3::_concentration;
- calc_flag = 1;
- break;
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- calc_flag = 1;
- break;
- case SC_WEAPONPERFECTION: /* ウェポンパーフェクション */
- if (battle_config.party_skill_penaly && !val2)
- tick /= 5;
- break;
- case SC_OVERTHRUST: /* オーバースラスト */
- *opt3 |= Opt3::_overthrust;
- if (battle_config.party_skill_penaly && !val2)
- tick /= 10;
- break;
- case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPが1減る時間,val2にも) */
- if (bl->type == BL_PC)
- val2 = tick;
- else
- tick = 5000 * val1;
- break;
- case SC_ENCPOISON: /* エンチャントポイズン */
- calc_flag = 1;
- val2 = (((val1 - 1) / 2) + 3) * 100; /* 毒付与確率 */
- skill_encchant_eremental_end(bl, SC_ENCPOISON);
- break;
- case SC_POISONREACT: /* ポイズンリアクト */
- break;
- case SC_IMPOSITIO: /* インポシティオマヌス */
- calc_flag = 1;
- break;
- case SC_ASPERSIO: /* アスペルシオ */
- skill_encchant_eremental_end(bl, SC_ASPERSIO);
- break;
- case SC_SUFFRAGIUM: /* サフラギム */
- case SC_BENEDICTIO: /* 聖体 */
- case SC_MAGNIFICAT: /* マグニフィカート */
- case SC_AETERNA: /* エーテルナ */
- break;
- case SC_ENERGYCOAT: /* エナジーコート */
- *opt3 |= Opt3::_energycoat;
- break;
- case SC_MAGICROD:
- val2 = val1 * 20;
- break;
- case SC_KYRIE: /* キリエエレイソン */
- val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100; /* 耐久度 */
- val3 = (val1 / 2 + 5); /* 回数 */
-// -- moonsoul (added to undo assumptio status if target has it)
- if (sc_data[SC_ASSUMPTIO].timer != -1)
- skill_status_change_end(bl, SC_ASSUMPTIO, -1);
- break;
- case SC_MINDBREAKER:
- calc_flag = 1;
- if (tick <= 0)
- tick = 1000; /* (オートバーサーク) */
- break;
- case SC_GLORIA: /* グロリア */
- calc_flag = 1;
- break;
- case SC_LOUD: /* ラウドボイス */
- calc_flag = 1;
- break;
- case SC_TRICKDEAD: /* 死んだふり */
- break;
- case SC_QUAGMIRE: /* クァグマイア */
- calc_flag = 1;
- if (sc_data[SC_CONCENTRATE].timer != -1) /* 集中力向上解除 */
- skill_status_change_end(bl, SC_CONCENTRATE, -1);
- if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
- skill_status_change_end(bl, SC_INCREASEAGI, -1);
- if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
- skill_status_change_end(bl, SC_TWOHANDQUICKEN, -1);
- if (sc_data[SC_SPEARSQUICKEN].timer != -1)
- skill_status_change_end(bl, SC_SPEARSQUICKEN, -1);
- if (sc_data[SC_ADRENALINE].timer != -1)
- skill_status_change_end(bl, SC_ADRENALINE, -1);
- if (sc_data[SC_LOUD].timer != -1)
- skill_status_change_end(bl, SC_LOUD, -1);
- if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
- skill_status_change_end(bl, SC_TRUESIGHT, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
- skill_status_change_end(bl, SC_WINDWALK, -1);
- if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
- skill_status_change_end(bl, SC_CARTBOOST, -1);
- break;
- case SC_FLAMELAUNCHER: /* フレームランチャー */
- skill_encchant_eremental_end(bl, SC_FLAMELAUNCHER);
- break;
- case SC_FROSTWEAPON: /* フロストウェポン */
- skill_encchant_eremental_end(bl, SC_FROSTWEAPON);
- break;
- case SC_LIGHTNINGLOADER: /* ライトニングローダー */
- skill_encchant_eremental_end(bl, SC_LIGHTNINGLOADER);
- break;
- case SC_SEISMICWEAPON: /* サイズミックウェポン */
- skill_encchant_eremental_end(bl, SC_SEISMICWEAPON);
- break;
- case SC_DEVOTION: /* ディボーション */
- calc_flag = 1;
- break;
- case SC_REFLECTSHIELD:
- val2 = 10 + val1 * 3;
- break;
- case SC_STRIPWEAPON:
- case SC_STRIPSHIELD:
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- break;
-
- case SC_VOLCANO:
- calc_flag = 1;
- val3 = val1 * 10;
- val4 =
- val1 >= 5 ? 20 : (val1 ==
- 4 ? 19 : (val1 ==
- 3 ? 17 : (val1 == 2 ? 14 : 10)));
- break;
- case SC_DELUGE:
- calc_flag = 1;
- val3 =
- val1 >= 5 ? 15 : (val1 ==
- 4 ? 14 : (val1 ==
- 3 ? 12 : (val1 == 2 ? 9 : 5)));
- val4 =
- val1 >= 5 ? 20 : (val1 ==
- 4 ? 19 : (val1 ==
- 3 ? 17 : (val1 == 2 ? 14 : 10)));
- break;
- case SC_VIOLENTGALE:
- calc_flag = 1;
- val3 = val1 * 3;
- val4 =
- val1 >= 5 ? 20 : (val1 ==
- 4 ? 19 : (val1 ==
- 3 ? 17 : (val1 == 2 ? 14 : 10)));
- break;
-
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- calc_flag = 1;
- val2 = 20 + val1;
- *opt3 |= Opt3::_concentration;
- break;
-
- case SC_LULLABY: /* 子守唄 */
- val2 = 11;
- break;
- case SC_RICHMANKIM:
- break;
- case SC_ETERNALCHAOS: /* エターナルカオス */
- calc_flag = 1;
- break;
- case SC_DRUMBATTLE: /* 戦太鼓の響き */
- calc_flag = 1;
- val2 = (val1 + 1) * 25;
- val3 = (val1 + 1) * 2;
- break;
- case SC_NIBELUNGEN: /* ニーベルングの指輪 */
- calc_flag = 1;
- val2 = (val1 + 2) * 50;
- val3 = (val1 + 2) * 25;
- break;
- case SC_ROKISWEIL: /* ロキの叫び */
- break;
- case SC_INTOABYSS: /* 深淵の中に */
- break;
- case SC_DISSONANCE: /* 不協和音 */
- val2 = 10;
- break;
- case SC_WHISTLE: /* 口笛 */
- calc_flag = 1;
- break;
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- calc_flag = 1;
- break;
- case SC_POEMBRAGI: /* ブラギの詩 */
- break;
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- calc_flag = 1;
- break;
- case SC_UGLYDANCE: /* 自分勝手なダンス */
- val2 = 10;
- break;
- case SC_HUMMING: /* ハミング */
- calc_flag = 1;
- break;
- case SC_DONTFORGETME: /* 私を忘れないで */
- calc_flag = 1;
- if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
- skill_status_change_end(bl, SC_INCREASEAGI, -1);
- if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
- skill_status_change_end(bl, SC_TWOHANDQUICKEN, -1);
- if (sc_data[SC_SPEARSQUICKEN].timer != -1)
- skill_status_change_end(bl, SC_SPEARSQUICKEN, -1);
- if (sc_data[SC_ADRENALINE].timer != -1)
- skill_status_change_end(bl, SC_ADRENALINE, -1);
- if (sc_data[SC_ASSNCROS].timer != -1)
- skill_status_change_end(bl, SC_ASSNCROS, -1);
- if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
- skill_status_change_end(bl, SC_TRUESIGHT, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
- skill_status_change_end(bl, SC_WINDWALK, -1);
- if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
- skill_status_change_end(bl, SC_CARTBOOST, -1);
- break;
- case SC_FORTUNE: /* 幸運のキス */
- calc_flag = 1;
- break;
- case SC_SERVICE4U: /* サービスフォーユー */
- calc_flag = 1;
- break;
- case SC_DANCING: /* ダンス/演奏中 */
- calc_flag = 1;
- val3 = tick / 1000;
- tick = 1000;
- break;
-
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- calc_flag = 1;
- val2 = 75 + 25 * val1;
- *opt3 |= Opt3::_explosionspirits;
- break;
- case SC_STEELBODY: // 金剛
- calc_flag = 1;
- *opt3 |= Opt3::_steelbody;
- break;
- case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- break;
case SC_SPEEDPOTION0: /* 増速ポーション */
*opt2 |= Opt2::_speedpotion0;
- FALLTHROUGH;
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
calc_flag = 1;
tick = 1000 * tick;
// val2 = 5*(2+type-SC_SPEEDPOTION0);
@@ -4564,16 +3772,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
calc_flag = 1;
tick = 1000 * tick;
break;
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- {
- time_t timer;
- calc_flag = 1;
- tick = 10000;
- if (!val2)
- val2 = time(&timer);
- }
- break;
case SC_NOCHAT: //チャット禁止状態
{
time_t timer;
@@ -4678,13 +3877,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
tick = 1000;
}
break;
- case SC_CHASEWALK:
- case SC_CLOAKING: /* クローキング */
- if (bl->type == BL_PC)
- val2 = tick;
- else
- tick = 5000 * val1;
- break;
+
case SC_SIGHT: /* サイト/ルアフ */
val2 = tick / 250;
tick = 10;
@@ -4700,12 +3893,6 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
case SC_ANKLE:
break;
- /* スキルじゃない/時間に関係しない */
- case SC_RIDING:
- calc_flag = 1;
- tick = 600 * 1000;
- break;
- case SC_FALCON:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_BROKNWEAPON:
@@ -4713,110 +3900,9 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
tick = 600 * 1000;
break;
- case SC_AUTOGUARD:
- {
- int i, t;
- for (i = val2 = 0; i < val1; i++)
- {
- t = 5 - (i >> 1);
- val2 += (t < 0) ? 1 : t;
- }
- }
- break;
-
- case SC_DEFENDER:
- calc_flag = 1;
- val2 = 5 + val1 * 15;
- break;
-
- case SC_KEEPING:
- case SC_BARRIER:
- case SC_HALLUCINATION:
- break;
- case SC_CONCENTRATION: /* コンセントレーション */
- *opt3 |= Opt3::_concentration;
- calc_flag = 1;
- break;
- case SC_TENSIONRELAX: /* テンションリラックス */
- calc_flag = 1;
- if (bl->type == BL_PC)
- {
- tick = 10000;
- }
- break;
- case SC_AURABLADE: /* オーラブレード */
- case SC_PARRYING: /* パリイング */
-// case SC_ASSUMPTIO: /* */
- case SC_HEADCRUSH: /* ヘッドクラッシュ */
- case SC_JOINTBEAT: /* ジョイントビート */
-// case SC_MARIONETTE: /* マリオネットコントロール */
-
- //とりあえず手抜き
- break;
-
-// -- moonsoul (for new upper class related skill status effects)
-/*
- case SC_AURABLADE:
- val2 = val1*10;
- break;
- case SC_PARRYING:
- val2=val1*3;
- break;
- case SC_CONCENTRATION:
- calc_flag=1;
- val2=val1*10;
- val3=val1*5;
- break;
- case SC_TENSIONRELAX:
-// val2 = 10;
-// val3 = 15;
- break;
- case SC_BERSERK:
- calc_flag=1;
- break;
- case SC_ASSUMPTIO:
- if (sc_data[SC_KYRIE].timer!=-1 )
- skill_status_change_end(bl,SC_KYRIE,-1);
- break;
-*/
- case SC_WINDWALK: /* ウインドウォーク */
- calc_flag = 1;
- val2 = (val1 / 2); //Flee上昇率
- break;
- case SC_BERSERK: /* バーサーク */
- if (sd)
- {
- sd->status.sp = 0;
- clif_updatestatus(sd, SP_SP);
- clif_status_change(bl, SC_INCREASEAGI, 1); /* アイコン表示 */
- }
- *opt3 |= Opt3::_berserk;
- tick = 1000;
- calc_flag = 1;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 |= Opt3::_assumptio;
- break;
- case SC_MARIONETTE: /* マリオネットコントロール */
- *opt3 |= Opt3::_marionette;
- break;
- case SC_MELTDOWN: /* メルトダウン */
- case SC_CARTBOOST: /* カートブースト */
- case SC_TRUESIGHT: /* トゥルーサイト */
- case SC_SPIDERWEB: /* スパイダーウェッブ */
- case SC_MAGICPOWER: /* 魔法力増幅 */
- calc_flag = 1;
- break;
- case SC_REJECTSWORD: /* リジェクトソード */
- val2 = 3; //3回攻撃を跳ね返す
- break;
- case SC_MEMORIZE: /* メモライズ */
- val2 = 3; //3回詠唱を1/3にする
- break;
case SC_HASTE:
calc_flag = 1;
break;
- case SC_SPLASHER: /* ベナムスプラッシャー */
case SC_PHYS_SHIELD:
case SC_MBARRIER:
case SC_HALT_REGENERATE:
@@ -4889,32 +3975,15 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
*opt2 |= Opt2::_slowpoison;
opt_flag = 1;
break;
- case SC_SIGNUMCRUCIS:
- *opt2 |= Opt2::_signumcrucis;
- opt_flag = 1;
- break;
case SC_HIDING:
battle_stopattack(bl); /* 攻撃停止 */
*option |= Option::HIDE2;
opt_flag = 1;
break;
- case SC_CLOAKING:
- battle_stopattack(bl); /* 攻撃停止 */
- *option |= Option::CLOAK;
- opt_flag = 1;
- break;
- case SC_CHASEWALK:
- battle_stopattack(bl); /* 攻撃停止 */
- *option |= Option::CHASEWALK | Option::CLOAK;
- opt_flag = 1;
- break;
case SC_SIGHT:
*option |= Option::SIGHT;
opt_flag = 1;
break;
- case SC_WEDDING:
- *option |= Option::_wedding;
- opt_flag = 1;
}
if (opt_flag) /* optionの変更 */
@@ -5014,7 +4083,6 @@ int skill_check_cloaking(struct block_list *bl)
}
if (end)
{
- skill_status_change_end(bl, SC_CLOAKING, -1);
*battle_get_option(bl) &= ~Option::CLOAK; /* 念のための処理 */
}
return end;
@@ -5032,63 +4100,9 @@ int skill_check_cloaking(struct block_list *bl)
*
*------------------------------------------
*/
-void skill_stop_dancing(struct block_list *src, int flag)
+void skill_stop_dancing(struct block_list *, int)
{
- eptr<struct status_change, StatusChange> sc_data;
- struct skill_unit_group *group;
-
- nullpo_retv(src);
-
- sc_data = battle_get_sc_data(src);
- if (sc_data && sc_data[SC_DANCING].timer == -1)
- return;
- group = (struct skill_unit_group *) sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
- if (group && src->type == BL_PC && sc_data && sc_data[SC_DANCING].val4)
- { //合奏中断
- struct map_session_data *dsd = map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
- if (flag)
- { //ログアウトなど片方が落ちても演奏が継続される
- if (dsd && src->id == group->src_id)
- { //グループを持ってるPCが落ちる
- group->src_id = sc_data[SC_DANCING].val4; //相方にグループを任せる
- if (flag & 1) //ログアウト
- dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態
- if (flag & 2) //ハエ飛びなど
- return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
- }
- else if (dsd && dsd->bl.id == group->src_id)
- { //相方がグループを持っているPCが落ちる(自分はグループを持っていない)
- if (flag & 1) //ログアウト
- dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態
- if (flag & 2) //ハエ飛びなど
- return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
- }
- skill_status_change_end(src, SC_DANCING, -1); //自分のステータスを終了させる
- //そしてグループは消さない&消さないのでステータス計算もいらない?
- return;
- }
- else
- {
- if (dsd && src->id == group->src_id)
- { //グループを持ってるPCが止める
- skill_status_change_end((struct block_list *) dsd, SC_DANCING, -1); //相手のステータスを終了させる
- }
- if (dsd && dsd->bl.id == group->src_id)
- { //相方がグループを持っているPCが止める(自分はグループを持っていない)
- skill_status_change_end(src, SC_DANCING, -1); //自分のステータスを終了させる
- }
- }
- }
- if (flag & 2 && group && src->type == BL_PC)
- { //ハエで飛んだときとかはユニットも飛ぶ
- struct map_session_data *sd = (struct map_session_data *) src;
- skill_unit_move_unit_group(group, sd->bl.m, (sd->to_x - sd->bl.x),
- (sd->to_y - sd->bl.y));
- return;
- }
- skill_delunitgroup(group);
- if (src->type == BL_PC)
- pc_calcstatus((struct map_session_data *) src, 0);
+ // TODO remove this
}
/*==========================================
diff --git a/src/map/skill.hpp b/src/map/skill.hpp
index 69fccf0..0966d68 100644
--- a/src/map/skill.hpp
+++ b/src/map/skill.hpp
@@ -126,7 +126,6 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
int skill_status_change_start(struct block_list *bl, StatusChange type,
int val1, int val2, int val3, int val4, int tick, int flag);
int skill_status_change_active(struct block_list *bl, StatusChange type); // [fate]
-int skill_encchant_eremental_end(struct block_list *bl, StatusChange type);
int skill_status_change_end(struct block_list *bl, StatusChange type, int tid);
int skill_status_change_clear(struct block_list *bl, int type);
diff --git a/src/map/skill.t.hpp b/src/map/skill.t.hpp
index 9040a27..9dadce0 100644
--- a/src/map/skill.t.hpp
+++ b/src/map/skill.t.hpp
@@ -28,292 +28,67 @@ enum class StatusChange : uint16_t
#define CLIF_OPTION_SC_SCRIBE StatusChange::CLIF_OPTION_SC_SCRIBE
// the rest are the normal effects
- SC_PROVOKE = 0,
-#define SC_PROVOKE StatusChange::SC_PROVOKE
- SC_ENDURE = 1,
-#define SC_ENDURE StatusChange::SC_ENDURE
- SC_TWOHANDQUICKEN = 2,
-#define SC_TWOHANDQUICKEN StatusChange::SC_TWOHANDQUICKEN
- SC_CONCENTRATE = 3,
-#define SC_CONCENTRATE StatusChange::SC_CONCENTRATE
- SC_HIDING = 4,
+ SC_HIDING = 4, // ? (opt) ?bad
#define SC_HIDING StatusChange::SC_HIDING
- SC_CLOAKING = 5,
-#define SC_CLOAKING StatusChange::SC_CLOAKING
- SC_ENCPOISON = 6,
-#define SC_ENCPOISON StatusChange::SC_ENCPOISON
- SC_POISONREACT = 7,
-#define SC_POISONREACT StatusChange::SC_POISONREACT
- SC_QUAGMIRE = 8,
-#define SC_QUAGMIRE StatusChange::SC_QUAGMIRE
- SC_ANGELUS = 9,
-#define SC_ANGELUS StatusChange::SC_ANGELUS
- SC_BLESSING = 10,
-#define SC_BLESSING StatusChange::SC_BLESSING
- SC_SIGNUMCRUCIS = 11,
-#define SC_SIGNUMCRUCIS StatusChange::SC_SIGNUMCRUCIS
- SC_INCREASEAGI = 12,
-#define SC_INCREASEAGI StatusChange::SC_INCREASEAGI
- SC_DECREASEAGI = 13,
-#define SC_DECREASEAGI StatusChange::SC_DECREASEAGI
- SC_SLOWPOISON = 14, //
+
+ SC_SLOWPOISON = 14, // item script
#define SC_SLOWPOISON StatusChange::SC_SLOWPOISON
- SC_IMPOSITIO = 15,
-#define SC_IMPOSITIO StatusChange::SC_IMPOSITIO
- SC_SUFFRAGIUM = 16,
-#define SC_SUFFRAGIUM StatusChange::SC_SUFFRAGIUM
- SC_ASPERSIO = 17,
-#define SC_ASPERSIO StatusChange::SC_ASPERSIO
- SC_BENEDICTIO = 18,
-#define SC_BENEDICTIO StatusChange::SC_BENEDICTIO
- SC_KYRIE = 19,
-#define SC_KYRIE StatusChange::SC_KYRIE
- SC_MAGNIFICAT = 20,
-#define SC_MAGNIFICAT StatusChange::SC_MAGNIFICAT
- SC_GLORIA = 21,
-#define SC_GLORIA StatusChange::SC_GLORIA
- SC_AETERNA = 22,
-#define SC_AETERNA StatusChange::SC_AETERNA
- SC_ADRENALINE = 23,
-#define SC_ADRENALINE StatusChange::SC_ADRENALINE
- SC_WEAPONPERFECTION = 24,
-#define SC_WEAPONPERFECTION StatusChange::SC_WEAPONPERFECTION
- SC_OVERTHRUST = 25,
-#define SC_OVERTHRUST StatusChange::SC_OVERTHRUST
- SC_MAXIMIZEPOWER = 26,
-#define SC_MAXIMIZEPOWER StatusChange::SC_MAXIMIZEPOWER
- SC_RIDING = 27,
-#define SC_RIDING StatusChange::SC_RIDING
- SC_FALCON = 28,
-#define SC_FALCON StatusChange::SC_FALCON
- SC_TRICKDEAD = 29,
-#define SC_TRICKDEAD StatusChange::SC_TRICKDEAD
- SC_LOUD = 30,
-#define SC_LOUD StatusChange::SC_LOUD
- SC_ENERGYCOAT = 31,
-#define SC_ENERGYCOAT StatusChange::SC_ENERGYCOAT
- SC_BROKNARMOR = 32,
+
+ SC_BROKNARMOR = 32, // ?
#define SC_BROKNARMOR StatusChange::SC_BROKNARMOR
- SC_BROKNWEAPON = 33,
+ SC_BROKNWEAPON = 33, // ?
#define SC_BROKNWEAPON StatusChange::SC_BROKNWEAPON
- SC_HALLUCINATION = 34,
-#define SC_HALLUCINATION StatusChange::SC_HALLUCINATION
- SC_WEIGHT50 = 35,
+
+ SC_WEIGHT50 = 35, // ? sort of used
#define SC_WEIGHT50 StatusChange::SC_WEIGHT50
- SC_WEIGHT90 = 36,
+ SC_WEIGHT90 = 36, // definitely used
#define SC_WEIGHT90 StatusChange::SC_WEIGHT90
- SC_SPEEDPOTION0 = 37, //
+ SC_SPEEDPOTION0 = 37, // item script
#define SC_SPEEDPOTION0 StatusChange::SC_SPEEDPOTION0
- SC_SPEEDPOTION1 = 38,
-#define SC_SPEEDPOTION1 StatusChange::SC_SPEEDPOTION1
- SC_SPEEDPOTION2 = 39,
-#define SC_SPEEDPOTION2 StatusChange::SC_SPEEDPOTION2
-
- SC_STRIPWEAPON = 50,
-#define SC_STRIPWEAPON StatusChange::SC_STRIPWEAPON
- SC_STRIPSHIELD = 51,
-#define SC_STRIPSHIELD StatusChange::SC_STRIPSHIELD
- SC_STRIPARMOR = 52,
-#define SC_STRIPARMOR StatusChange::SC_STRIPARMOR
- SC_STRIPHELM = 53,
-#define SC_STRIPHELM StatusChange::SC_STRIPHELM
- SC_CP_WEAPON = 54,
-#define SC_CP_WEAPON StatusChange::SC_CP_WEAPON
- SC_CP_SHIELD = 55,
-#define SC_CP_SHIELD StatusChange::SC_CP_SHIELD
- SC_CP_ARMOR = 56,
-#define SC_CP_ARMOR StatusChange::SC_CP_ARMOR
- SC_CP_HELM = 57,
-#define SC_CP_HELM StatusChange::SC_CP_HELM
- SC_AUTOGUARD = 58,
-#define SC_AUTOGUARD StatusChange::SC_AUTOGUARD
- SC_REFLECTSHIELD = 59,
-#define SC_REFLECTSHIELD StatusChange::SC_REFLECTSHIELD
- SC_DEVOTION = 60,
-#define SC_DEVOTION StatusChange::SC_DEVOTION
-
- SC_DEFENDER = 62,
-#define SC_DEFENDER StatusChange::SC_DEFENDER
-
- SC_SPEARSQUICKEN = 68,
-#define SC_SPEARSQUICKEN StatusChange::SC_SPEARSQUICKEN
-
- SC_HEALING = 70, //
+
+ SC_HEALING = 70, // item script
#define SC_HEALING StatusChange::SC_HEALING
- SC_SIGHTTRASHER = 73,
-#define SC_SIGHTTRASHER StatusChange::SC_SIGHTTRASHER
-
- SC_EXPLOSIONSPIRITS = 86,
-#define SC_EXPLOSIONSPIRITS StatusChange::SC_EXPLOSIONSPIRITS
- SC_STEELBODY = 87,
-#define SC_STEELBODY StatusChange::SC_STEELBODY
-
- SC_FLAMELAUNCHER = 90,
-#define SC_FLAMELAUNCHER StatusChange::SC_FLAMELAUNCHER
- SC_FROSTWEAPON = 91,
-#define SC_FROSTWEAPON StatusChange::SC_FROSTWEAPON
- SC_LIGHTNINGLOADER = 92,
-#define SC_LIGHTNINGLOADER StatusChange::SC_LIGHTNINGLOADER
- SC_SEISMICWEAPON = 93,
-#define SC_SEISMICWEAPON StatusChange::SC_SEISMICWEAPON
-
- SC_AURABLADE = 103,
-#define SC_AURABLADE StatusChange::SC_AURABLADE
- SC_PARRYING = 104,
-#define SC_PARRYING StatusChange::SC_PARRYING
- SC_CONCENTRATION = 105,
-#define SC_CONCENTRATION StatusChange::SC_CONCENTRATION
- SC_TENSIONRELAX = 106,
-#define SC_TENSIONRELAX StatusChange::SC_TENSIONRELAX
- SC_BERSERK = 107,
-#define SC_BERSERK StatusChange::SC_BERSERK
-
- SC_ASSUMPTIO = 110,
-#define SC_ASSUMPTIO StatusChange::SC_ASSUMPTIO
-
- SC_MAGICPOWER = 113,
-#define SC_MAGICPOWER StatusChange::SC_MAGICPOWER
-
- SC_TRUESIGHT = 115,
-#define SC_TRUESIGHT StatusChange::SC_TRUESIGHT
- SC_WINDWALK = 116,
-#define SC_WINDWALK StatusChange::SC_WINDWALK
- SC_MELTDOWN = 117,
-#define SC_MELTDOWN StatusChange::SC_MELTDOWN
- SC_CARTBOOST = 118,
-#define SC_CARTBOOST StatusChange::SC_CARTBOOST
-
- SC_REJECTSWORD = 120,
-#define SC_REJECTSWORD StatusChange::SC_REJECTSWORD
- SC_MARIONETTE = 121,
-#define SC_MARIONETTE StatusChange::SC_MARIONETTE
-
- SC_HEADCRUSH = 124,
-#define SC_HEADCRUSH StatusChange::SC_HEADCRUSH
- SC_JOINTBEAT = 125,
-#define SC_JOINTBEAT StatusChange::SC_JOINTBEAT
- SC_BASILICA = SC_JOINTBEAT,
-#define SC_BASILICA StatusChange::SC_BASILICA
-
- SC_STONE = 128,
+ SC_STONE = 128, // ?bad
#define SC_STONE StatusChange::SC_STONE
- SC_FREEZE = 129,
+ SC_FREEZE = 129, // ?bad
#define SC_FREEZE StatusChange::SC_FREEZE
- SC_STAN = 130,
+ SC_STAN = 130, // ?bad
#define SC_STAN StatusChange::SC_STAN
- SC_SLEEP = 131,
+ SC_SLEEP = 131, // ?bad
#define SC_SLEEP StatusChange::SC_SLEEP
- SC_POISON = 132, //
+ SC_POISON = 132, // bad; actually used
#define SC_POISON StatusChange::SC_POISON
- SC_CURSE = 133,
+ SC_CURSE = 133, // ?bad
#define SC_CURSE StatusChange::SC_CURSE
- SC_SILENCE = 134,
+ SC_SILENCE = 134, // ?bad
#define SC_SILENCE StatusChange::SC_SILENCE
- SC_DIVINA = SC_SILENCE,
-#define SC_DIVINA StatusChange::SC_DIVINA
- SC_CONFUSION = 135,
+ SC_CONFUSION = 135, // ?bad
#define SC_CONFUSION StatusChange::SC_CONFUSION
- SC_BLIND = 136,
+ SC_BLIND = 136, // ?bad
#define SC_BLIND StatusChange::SC_BLIND
- SC_SAFETYWALL = 140,
+ SC_SAFETYWALL = 140, // ?skill.cpp skill_unit thingies
#define SC_SAFETYWALL StatusChange::SC_SAFETYWALL
- SC_PNEUMA = 141,
+ SC_PNEUMA = 141, // ?skill.cpp skill_unit thingies
#define SC_PNEUMA StatusChange::SC_PNEUMA
- SC_ANKLE = 143,
+ SC_ANKLE = 143, // ?skill.cpp skill_unit thingies
#define SC_ANKLE StatusChange::SC_ANKLE
- SC_DANCING = 144,
-#define SC_DANCING StatusChange::SC_DANCING
- SC_KEEPING = 145,
-#define SC_KEEPING StatusChange::SC_KEEPING
- SC_BARRIER = 146,
-#define SC_BARRIER StatusChange::SC_BARRIER
-
- SC_MAGICROD = 149,
-#define SC_MAGICROD StatusChange::SC_MAGICROD
- SC_SIGHT = 150,
+
+ SC_SIGHT = 150, // ?unbad
#define SC_SIGHT StatusChange::SC_SIGHT
- SC_VOLCANO = 153,
-#define SC_VOLCANO StatusChange::SC_VOLCANO
- SC_DELUGE = 154,
-#define SC_DELUGE StatusChange::SC_DELUGE
- SC_VIOLENTGALE = 155,
-#define SC_VIOLENTGALE StatusChange::SC_VIOLENTGALE
-
- SC_EXTREMITYFIST = 158,
-#define SC_EXTREMITYFIST StatusChange::SC_EXTREMITYFIST
-
- SC_ENSEMBLE = 159,
-#define SC_ENSEMBLE StatusChange::SC_ENSEMBLE
-
- SC_LULLABY = 160,
-#define SC_LULLABY StatusChange::SC_LULLABY
- SC_RICHMANKIM = 161,
-#define SC_RICHMANKIM StatusChange::SC_RICHMANKIM
- SC_ETERNALCHAOS = 162,
-#define SC_ETERNALCHAOS StatusChange::SC_ETERNALCHAOS
- SC_DRUMBATTLE = 163,
-#define SC_DRUMBATTLE StatusChange::SC_DRUMBATTLE
- SC_NIBELUNGEN = 164,
-#define SC_NIBELUNGEN StatusChange::SC_NIBELUNGEN
- SC_ROKISWEIL = 165,
-#define SC_ROKISWEIL StatusChange::SC_ROKISWEIL
- SC_INTOABYSS = 166,
-#define SC_INTOABYSS StatusChange::SC_INTOABYSS
-
- SC_DISSONANCE = 168,
-#define SC_DISSONANCE StatusChange::SC_DISSONANCE
- SC_WHISTLE = 169,
-#define SC_WHISTLE StatusChange::SC_WHISTLE
- SC_ASSNCROS = 170,
-#define SC_ASSNCROS StatusChange::SC_ASSNCROS
- SC_POEMBRAGI = 171,
-#define SC_POEMBRAGI StatusChange::SC_POEMBRAGI
- SC_APPLEIDUN = 172,
-#define SC_APPLEIDUN StatusChange::SC_APPLEIDUN
- SC_UGLYDANCE = 173,
-#define SC_UGLYDANCE StatusChange::SC_UGLYDANCE
- SC_HUMMING = 174,
-#define SC_HUMMING StatusChange::SC_HUMMING
- SC_DONTFORGETME = 175,
-#define SC_DONTFORGETME StatusChange::SC_DONTFORGETME
- SC_FORTUNE = 176,
-#define SC_FORTUNE StatusChange::SC_FORTUNE
- SC_SERVICE4U = 177,
-#define SC_SERVICE4U StatusChange::SC_SERVICE4U
- SC_FOGWALL = 178,
-#define SC_FOGWALL StatusChange::SC_FOGWALL
- SC_GOSPEL = 179,
-#define SC_GOSPEL StatusChange::SC_GOSPEL
- SC_SPIDERWEB = 180,
-#define SC_SPIDERWEB StatusChange::SC_SPIDERWEB
- SC_MEMORIZE = 181,
-#define SC_MEMORIZE StatusChange::SC_MEMORIZE
- SC_LANDPROTECTOR = 182,
-#define SC_LANDPROTECTOR StatusChange::SC_LANDPROTECTOR
- SC_ADAPTATION = 183,
-#define SC_ADAPTATION StatusChange::SC_ADAPTATION
- SC_CHASEWALK = 184,
-#define SC_CHASEWALK StatusChange::SC_CHASEWALK
- SC_ATKPOT = 185, //
+ SC_ATKPOT = 185, // item script
#define SC_ATKPOT StatusChange::SC_ATKPOT
- SC_MATKPOT = 186,
+ SC_MATKPOT = 186, // unused, but kept for parallel
#define SC_MATKPOT StatusChange::SC_MATKPOT
- SC_WEDDING = 187,
-#define SC_WEDDING StatusChange::SC_WEDDING
- SC_NOCHAT = 188,
+
+ SC_NOCHAT = 188, // ? something with manner
#define SC_NOCHAT StatusChange::SC_NOCHAT
- SC_SPLASHER = 189, // ?
-#define SC_SPLASHER StatusChange::SC_SPLASHER
- SC_SELFDESTRUCTION = 190,
+
+ SC_SELFDESTRUCTION = 190, // see table - maybe used, maybe not
#define SC_SELFDESTRUCTION StatusChange::SC_SELFDESTRUCTION
- SC_MINDBREAKER = 191,
-#define SC_MINDBREAKER StatusChange::SC_MINDBREAKER
- SC_SPELLBREAKER = 192,
-#define SC_SPELLBREAKER StatusChange::SC_SPELLBREAKER
// Added for Fate's spells
SC_HIDE = 194, // Hide from `detect' magic (PCs only)