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- Made the warm skills BF_WEAPON type so that they may trigger effect cards.
- Also changed their pl to -1 so they carry the elemeso they carry the element.
- Warm skills now damage other players for 60sp per hit.
- Warm skill damage interval decreased to 100ms instead of 1000ms.
- TK_DODGE now only dodges ranged weapon attacks, while under Spurt mode it dodges everything.
- Cleaned up and expanded the sc_def_rate battle config. The new battle flags are mob_sc_def_rate, pc_sc_def_rate, mob_max_sc_def, pc_max_sc_def
- Modified Marionette Control so that the max bonus stats you get is capped to your server's defined max stats instead of 99.
- Mobs are no longer affected by the vs_traps_bctall switch.
- Added function pc_damage_sp to damage the SP of players.
- Modified Warm skills so that it only hurts SP of players while attacking/knocking back mobs.
- Autospell loop breaks after one skill is successful.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5288 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 19 years ago
parent
commit
00bbc7673b
10 changed files with 248 additions and 162 deletions
  1. 21 0
      Changelog-Trunk.txt
  2. 9 2
      conf-tmpl/battle/battle.conf
  3. 3 3
      db/skill_db.txt
  4. 24 13
      src/map/battle.c
  5. 5 1
      src/map/battle.h
  6. 4 4
      src/map/charcommand.c
  7. 32 8
      src/map/pc.c
  8. 1 0
      src/map/pc.h
  9. 59 69
      src/map/skill.c
  10. 90 62
      src/map/status.c

+ 21 - 0
Changelog-Trunk.txt

@@ -4,6 +4,27 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.  EVERYTHING ELSE
 GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
 2006/02/15
+	* The autospell loop now cancels after one successful cast. This means if
+	  you have 10 autospells with 100% casting rate, only one will come off with
+	  each hit instead of all of them. [Skotlex]
+	* Warm skill update: [Skotlex]
+	- they are type BF_WEAPON, so that they may trigger effect/spell cards.
+	- Changed their element to -1 to carry on weapon's element.
+	- Against player it only damages 60SP per "hit"
+	- Against non-players it is a knockback skill as it was before.
+	- Hit frequency increased to once every 100ms.
+	* TK_DODGE now only dodges ranged weapon attacks, while under Spurt mode
+	  it dodges everything (provide better information if this is not how it
+	  should behave as the current info given is conflicting itself >.<)
+	  [Skotlex]
+	* Cleaned up and expanded the sc_def_rate battle config. The new battle
+	  flags are mob_sc_def_rate, pc_sc_def_rate, mob_max_sc_def, pc_max_sc_def
+	  [Skotlex]
+	* Modified Marionette Control so that the max bonus stats you get is capped
+	  to your server's defined max stats instead of 99. [Skotlex]
+	* Mobs are no longer affected by the vs_traps_bctall switch. [Skotlex]
+	* Added function pc_damage_sp to damage the SP of players, updated code as
+	  necessary. [Skotlex]
 	* Fixed @lvup command adding levels instead of substracting when you
 	  specify a negative quantity. [Skotlex]
 2006/02/14

+ 9 - 2
conf-tmpl/battle/battle.conf

@@ -154,5 +154,12 @@ gtb_pvp_only: no
 
 // Adjustment for the natural rate of resistance from status changes.
 // If 50, status defense is halved, and you need twice as much stats to block
-// poison/silence/etc (eg: 200 vit to block poison/stun)
-status_def_rate: 100
+// them (eg: 200 vit to completely block stun)
+pc_status_def_rate: 100
+mob_status_def_rate: 100
+
+// Maximum resistance to status changes. (10000 = 100%)
+// NOTE: This is applied after cards and equipment. 
+// So inmunity cards will be capped to this value.
+pc_max_status_def: 10000
+mob_max_status_def: 10000

+ 3 - 3
db/skill_db.txt

@@ -444,9 +444,9 @@
 425,0,6,4,2:4:1:3:8:7:6,1,7,1,no,0,0,0,weapon,0	//TK_SEVENWIND#Mild Wind#
 426,0,6,4,0,1,5,1,no,0,0,0,weapon,0	//TK_HIGHJUMP#Taekwon Jump#
 427,0,6,4,0,1,3,1,yes,0,0,0,magic,0	//SG_FEEL#Feeling the Sun, Moon and Stars#
-428,1,6,4,0,1,3,1,yes,0,0,0,magic,2	//SG_SUN_WARM#Warmth of the Sun#
-429,1,6,4,0,1,3,1,yes,0,0,0,magic,2	//SG_MOON_WARM#Warmth of the Moon#
-430,1,6,4,0,1,3,1,yes,0,0,0,magic,2	//SG_STAR_WARM#Warmth of the Star#
+428,1,6,4,-1,1,3,1,yes,0,0,0,weapon,2	//SG_SUN_WARM#Warmth of the Sun#
+429,1,6,4,-1,1,3,1,yes,0,0,0,weapon,2	//SG_MOON_WARM#Warmth of the Moon#
+430,1,6,4,-1,1,3,1,yes,0,0,0,weapon,2	//SG_STAR_WARM#Warmth of the Star#
 431,0,0,4,0,1,4,1,yes,0,0,0,magic,0	//SG_SUN_COMFORT#Comfort of the Sun#
 432,0,0,4,0,1,4,1,yes,0,0,0,magic,0	//SG_MOON_COMFORT#Comfort of the Moon#
 433,0,0,4,0,1,4,1,yes,0,0,0,magic,0	//SG_STAR_COMFORT#Comfort of the Star#

+ 24 - 13
src/map/battle.c

@@ -609,7 +609,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
 			return 0;
 		}
 		
-		if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 && (flag&BF_LONG || (sc->data[SC_SPURT].timer != -1 && flag&BF_WEAPON))
+		if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
+			((flag&BF_LONG && flag&BF_WEAPON) || sc->data[SC_SPURT].timer != -1)
 			&& rand()%100 < 20) {
 			if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
 			clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
@@ -651,16 +652,16 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
 			damage >>=1;
 
 		if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
-			if(sd){
+			if(sd && sd->status.max_sp){
 				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);
+					int per = 100*sd->status.sp / sd->status.max_sp;
+					per /=20; //Uses 20% SP intervals.
+					//SP Cost: 1% + 0.5% per every 20% SP
+					if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0)
+						status_change_end( bl,SC_ENERGYCOAT,-1 );
+					//Reduction: 6% + 6% every 20%
+					damage -= damage * 6 * (1+per) / 100;
 				}
-				if(sd->status.sp<=0)
-					status_change_end( bl,SC_ENERGYCOAT,-1 );
 			}
 			else
 				damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
@@ -3824,11 +3825,14 @@ static const struct battle_data_short {
 	{ "duel_autoleave_when_die",			&battle_config.duel_autoleave_when_die}, //[LuzZza]
 	{ "duel_time_interval",					&battle_config.duel_time_interval}, // [LuzZza]
 	
-	{ "skip_teleport_lv1_menu",				&battle_config.skip_teleport_lv1_menu}, // [LuzZza]
-	{ "allow_skill_without_day",				&battle_config.allow_skill_without_day}, // [Komurka]
+	{ "skip_teleport_lv1_menu",			&battle_config.skip_teleport_lv1_menu}, // [LuzZza]
+	{ "allow_skill_without_day",			&battle_config.allow_skill_without_day}, // [Komurka]
 	{ "skill_caster_check",					&battle_config.skill_caster_check },
 	{ "status_cast_cancel",					&battle_config.sc_castcancel },
-	{ "status_def_rate",						&battle_config.sc_def_rate },
+	{ "pc_status_def_rate",					&battle_config.pc_sc_def_rate },
+	{ "mob_status_def_rate",				&battle_config.mob_sc_def_rate },
+	{ "pc_max_status_def",					&battle_config.pc_max_sc_def },
+	{ "mob_max_status_def",					&battle_config.mob_max_sc_def },
 };
 
 static const struct battle_data_int {
@@ -4218,7 +4222,10 @@ void battle_set_defaults() {
 
 	battle_config.skill_caster_check = 1;
 	battle_config.sc_castcancel = 0;
-	battle_config.sc_def_rate = 100;
+	battle_config.pc_sc_def_rate = 100;
+	battle_config.mob_sc_def_rate = 100;
+	battle_config.pc_max_sc_def = 10000;
+	battle_config.mob_max_sc_def = 5000;
 }
 
 void battle_validate_conf() {
@@ -4407,6 +4414,10 @@ void battle_validate_conf() {
 	if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
 		battle_config.mobs_level_up_exp_rate = 1;
 
+	if (battle_config.pc_max_sc_def > 10000)
+		battle_config.pc_max_sc_def = 10000;
+	if (battle_config.mob_max_sc_def > 10000)
+		battle_config.mob_max_sc_def = 10000;
 #ifdef CELL_NOSTACK
 	if (battle_config.cell_stack_limit < 1)
 	  	battle_config.cell_stack_limit = 1;

+ 5 - 1
src/map/battle.h

@@ -419,7 +419,11 @@ extern struct Battle_Config {
 	unsigned short cell_stack_limit; // [Skotlex]
 	unsigned short skill_caster_check; // [Skotlex]
 	unsigned short sc_castcancel; // [Skotlex]
-	unsigned short sc_def_rate; // [Skotlex]
+	unsigned short pc_sc_def_rate; // [Skotlex]
+	unsigned short mob_sc_def_rate;
+	unsigned short pc_max_sc_def;
+	unsigned short mob_max_sc_def;
+
 } battle_config;
 
 void do_init_battle(void);

+ 4 - 4
src/map/charcommand.c

@@ -1267,7 +1267,7 @@ int charcommand_baselevel(
 					level = pc_maxbaselv(pl_sd) - pl_sd->status.base_level;
 				for (i = 1; i <= level; i++)
 					pl_sd->status.status_point += (pl_sd->status.base_level + i + 14) / 5;
-				pl_sd->status.base_level += level;
+				pl_sd->status.base_level += (unsigned int)level;
 				clif_updatestatus(pl_sd, SP_BASELEVEL);
 				clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
 				clif_updatestatus(pl_sd, SP_STATUSPOINT);
@@ -1290,7 +1290,7 @@ int charcommand_baselevel(
 						pl_sd->status.status_point = 0;
 					clif_updatestatus(pl_sd, SP_STATUSPOINT);
 				} // to add: remove status points from stats
-				pl_sd->status.base_level -= level;
+				pl_sd->status.base_level -= (unsigned int)level;
 				clif_updatestatus(pl_sd, SP_BASELEVEL);
 				clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
 				status_calc_pc(pl_sd, 0);
@@ -1338,7 +1338,7 @@ int charcommand_joblevel(
 				if ((unsigned int)level > pc_maxjoblv(pl_sd) ||
 					pl_sd->status.job_level > pc_maxjoblv(pl_sd) -level)
 					level = pc_maxjoblv(pl_sd) - pl_sd->status.job_level;
-				pl_sd->status.job_level += level;
+				pl_sd->status.job_level += (unsigned int)level;
 				clif_updatestatus(pl_sd, SP_JOBLEVEL);
 				clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
 				pl_sd->status.skill_point += level;
@@ -1354,7 +1354,7 @@ int charcommand_joblevel(
 				level*=-1;
 				if ((unsigned int)level >= pl_sd->status.job_level)
 					level = pl_sd->status.job_level-1;
-				pl_sd->status.job_level -= level;
+				pl_sd->status.job_level -= (unsigned int)level;
 				clif_updatestatus(pl_sd, SP_JOBLEVEL);
 				clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
 				if (pl_sd->status.skill_point < level)

+ 32 - 8
src/map/pc.c

@@ -5272,6 +5272,33 @@ static int pc_respawn(int tid,unsigned int tick,int id,int data)
 	}
 	return 0;
 }
+
+/*==========================================
+ * Damages a player's SP, returns remaining SP. [Skotlex]
+ * damage is absolute damage, rate is % damage (100 = 100%)
+ * Returns remaining SP, or -1 if the player did not have enough SP to substract from.
+ *------------------------------------------
+ */
+int pc_damage_sp(struct map_session_data *sd, int damage, int rate)
+{
+	if (!sd->status.sp)
+		return 0;
+	
+	if (rate)
+		damage += (rate*(sd->status.sp-damage)/sd->status.max_sp)/100;
+	
+	if (sd->status.sp >= damage){
+		sd->status.sp -= damage;
+		clif_updatestatus(sd,SP_SP);
+		return sd->status.sp;
+	}
+	if (sd->status.sp) {
+		sd->status.sp = 0;
+		clif_updatestatus(sd,SP_SP);
+		return -1;
+	}
+	return 0;
+}
 /*==========================================
  * pcにダメ?ジを?える
  *------------------------------------------
@@ -5918,14 +5945,11 @@ int pc_heal(struct map_session_data *sd,int hp,int sp)
 
 	nullpo_retr(0, sd);
 
-	if(pc_checkoverhp(sd)) {
-		if(hp > 0)
-			hp = 0;
-	}
-	if(pc_checkoversp(sd)) {
-		if(sp > 0)
-			sp = 0;
-	}
+	if(hp > 0 && pc_checkoverhp(sd))
+		hp = 0;
+
+	if(sp > 0 && pc_checkoversp(sd))
+		sp = 0;
 
 	if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい
 		return 0;

+ 1 - 0
src/map/pc.h

@@ -138,6 +138,7 @@ int pc_unequipitem(struct map_session_data*,int,int);
 int pc_checkitem(struct map_session_data*);
 int pc_useitem(struct map_session_data*,int);
 
+int pc_damage_sp(struct map_session_data *, int, int);
 int pc_damage(struct block_list *,struct map_session_data*,int);
 int pc_heal(struct map_session_data *,int,int);
 int pc_itemheal(struct map_session_data *sd,int hp,int sp);

+ 59 - 69
src/map/skill.c

@@ -970,11 +970,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
 		break;
 
-	case HT_SHOCKWAVE:				//it can't affect mobs, because they have no SP...
-		if(dstsd){
-			dstsd->status.sp -= dstsd->status.sp*(15*skilllv+5)/100;
-			clif_updatestatus(dstsd,SP_SP);
-		}
+	case HT_SHOCKWAVE:	//it can't affect mobs, because they have no SP...
+		if(dstsd)
+			pc_damage_sp(dstsd, 0, 15*skilllv+5);
 		break;
 
 	case HT_SANDMAN:		/* サンドマン */
@@ -1025,10 +1023,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 		break;
 
 	case PA_PRESSURE:	/* プレッシャ? */
-		if (dstsd) {
-			dstsd->status.sp -= dstsd->status.sp * (15 + 5 * skilllv) / 100;
-			clif_updatestatus(dstsd,SP_SP);
-		}
+		if (dstsd)
+			pc_damage_sp(dstsd, 0, 15 +5*skilllv);
 		break;
 
 	case RG_RAID:		/* サプライズアタック */
@@ -1054,29 +1050,16 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 
 	case DC_UGLYDANCE:
 		if (dstsd) {
-				int skill, sp = 5+5*skilllv;
-				if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
-				    sp += 5+skill;
-				dstsd->status.sp -= sp;
-				if(dstsd->status.sp<0)
-					dstsd->status.sp=0;
-				clif_updatestatus(dstsd,SP_SP);
+			int skill, sp = 5+5*skilllv;
+			if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
+			    sp += 5+skill;
+			pc_damage_sp(dstsd, sp, 0);
 		}
   		break;
 	case SL_STUN:
 		if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
 			status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
 		break;
-	case SG_SUN_WARM:
-	case SG_MOON_WARM:
-	case SG_STAR_WARM:
-		if (dstsd) {
-			dstsd->status.sp -= 5;
-			if(dstsd->status.sp < 0)
-				dstsd->status.sp = 0;
-			clif_updatestatus(dstsd,SP_SP);	
-		}
-		break;
 			
 	/* MOBの追加?果付きスキル */
 	case NPC_PETRIFYATTACK:
@@ -1245,46 +1228,56 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 
 	//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
 	//Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
-	if(sd && !status_isdead(bl) && src != bl &&
-		(!skillid || skillid == KN_AUTOCOUNTER || skillid == CR_REFLECTSHIELD || skill_get_nk(skillid)!=NK_NO_DAMAGE)) 
-	{
-		struct block_list *tbl;
-		int i, auto_skillid, auto_skilllv, rate;
-
-		for (i = 0; i < MAX_PC_BONUS; i++) {
-			if (sd->autospell[i].id == 0)
+	if(sd && !status_isdead(bl) && src != bl) {
+		switch (skillid) {
+			case KN_AUTOCOUNTER:
+			case CR_REFLECTSHIELD:
+			case SG_SUN_WARM:
+			case SG_MOON_WARM:
+			case SG_STAR_WARM:
+				rate = 1;
 				break;
+			default:
+				rate = (!skillid || skill_get_nk(skillid)!=NK_NO_DAMAGE);
+		}
+		if (rate) {
+			struct block_list *tbl;
+			int i;
+			for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
 
-			auto_skillid = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
-
-			if (auto_skillid == skillid) //Prevents skill from retriggering themselves. [Skotlex]
-				continue;
+				skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
+				//Prevents skill from retriggering themselves. [Skotlex]
+				if (skill == skillid)
+					continue;
 
-			auto_skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
-			rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
+				//skill2 reused to store skilllv.
+				skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
+				rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
 
-			if (rand()%1000 > rate)
-				continue;
-			if (sd->autospell[i].id < 0)
-				tbl = src;
-			else
-				tbl = bl;
-			
-			if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, auto_skillid, auto_skilllv)))
-				continue; //Autoskills DO check for target-src range. [Skotlex]
-			
-			if (skill_get_inf(auto_skillid) & INF_GROUND_SKILL)
-				skill_castend_pos2(src, tbl->x, tbl->y, auto_skillid, auto_skilllv, tick, 0);
-			else {
-				switch (skill_get_nk(auto_skillid)) {
-					case NK_NO_DAMAGE:
-						skill_castend_nodamage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
-						break;
-					case NK_SPLASH_DAMAGE:
-					default:
-						skill_castend_damage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
-						break;
+				if (rand()%1000 > rate)
+					continue;
+				if (sd->autospell[i].id < 0)
+					tbl = src;
+				else
+					tbl = bl;
+				
+				if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
+					continue; //Autoskills DO check for target-src range. [Skotlex]
+				
+				if (skill_get_inf(skill) & INF_GROUND_SKILL)
+					skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
+				else {
+					switch (skill_get_nk(skill)) {
+						case NK_NO_DAMAGE:
+							skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
+							break;
+						case NK_SPLASH_DAMAGE:
+						default:
+							skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
+							break;
+					}
 				}
+				break; //Only one auto skill comes off at a time.
 			}
 		}
 	}
@@ -6434,8 +6427,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
 			val3 = BD_INTOABYSS;	//Store into abyss state, to know it shouldn't give traps back. [Skotlex]
 		if (map_flag_gvg(src->m))
 			limit *= 4; // longer trap times in WOE [celest]
-		if (battle_config.vs_traps_bctall && map_flag_vs(src->m))
-			target = BCT_ALL; //Change target to all [Skotlex]
+		if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
+			&& src->type != BL_MOB) 
+			//Change target to all with the exception of mob traps [Skotlex]
+			target = BCT_ALL;
 		break;
 
 	case SA_LANDPROTECTOR:	/* グランドク�?ス */
@@ -7510,12 +7505,7 @@ static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int
 				for (i = 0; i < c; i++)
 				{
 					if ((tsd = map_id2sd(p_sd[i])) != NULL)
-					{
-						tsd->status.sp -= 10;
-						if (tsd->status.sp < 0)
-							tsd->status.sp = 0;
-						clif_updatestatus(tsd,SP_SP);
-					}
+						pc_damage_sp(tsd, 10, 0);
 				}
 				return c;
 			case CG_MOONLIT:

+ 90 - 62
src/map/status.c

@@ -1009,12 +1009,25 @@ int status_calc_pc(struct map_session_data* sd,int first)
 		else if(sd->sc.data[SC_MARIONETTE2].timer!=-1){
 			struct map_session_data *psd = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3);
 			if (psd) {	// if partner is found
-				sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
-				sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
-				sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
-				sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
-				sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
-				sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
+				bl = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
+				if (sd->status.str < bl)
+					sd->paramb[0] += sd->status.str+psd->status.str/2 > bl ?
+						bl-sd->status.str : psd->status.str/2;
+				if (sd->status.agi < bl)
+					sd->paramb[1] += sd->status.agi+psd->status.agi/2 > bl ?
+						bl-sd->status.agi : psd->status.agi/2;
+				if (sd->status.vit < bl)
+					sd->paramb[2] += sd->status.vit+psd->status.vit/2 > bl ?
+						bl-sd->status.vit : psd->status.vit/2;
+				if (sd->status.int_ < bl)
+					sd->paramb[3] += sd->status.int_+psd->status.int_/2 > bl ?
+						bl-sd->status.int_ : psd->status.int_/2;
+				if (sd->status.dex < bl)
+					sd->paramb[4] += sd->status.dex+psd->status.dex/2 > bl ?
+						bl-sd->status.dex : psd->status.dex/2;
+				if (sd->status.luk < bl)
+					sd->paramb[5] += sd->status.luk+psd->status.luk/2 > bl ?
+						bl-sd->status.luk : psd->status.luk/2;
 			}
 		}
 	}
@@ -3286,46 +3299,48 @@ int status_get_sc_def(struct block_list *bl, int type)
 	
 	switch (type)
 	{
+	//Note that stats that are *100/3 were simplified to *33
 	case SP_MDEF1:	// mdef
 	case SC_STONE:
 	case SC_FREEZE:
 	case SC_DECREASEAGI:
-		sc_def = 3 + status_get_mdef(bl) + status_get_luk(bl)/3;
+	case SC_COMA:
+		sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
 		break;
 	case SP_MDEF2:	// int
 	case SC_SLEEP:
 	case SC_CONFUSION:
-		sc_def = 3 + status_get_int(bl) + status_get_luk(bl)/3;
+		sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
 		break;
 	case SP_DEF1:	// def
-		sc_def = 3 + status_get_def(bl) + status_get_luk(bl)/3;
+		sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
 		break;
 	case SP_DEF2:	// vit
 	case SC_STUN:
 	case SC_POISON:
 	case SC_SILENCE:
 	case SC_STOP:
-		sc_def = 3 + status_get_vit(bl) + status_get_luk(bl)/3;
+		sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
 		break;
 	case SP_LUK:	// luck
-		sc_def = 3 + status_get_luk(bl);
+		sc_def = 300 +100*status_get_luk(bl);
 		break;
 	case SC_BLIND:
-		sc_def = 3 + status_get_int(bl) + status_get_vit(bl)/3;
+		sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
 		break;
 	case SC_CURSE:
-		sc_def = 3 + status_get_luk(bl) + status_get_vit(bl)/3;
-		break;
-	case SC_COMA:
-		sc_def = 3 + status_get_mdef(bl);
+		sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
 		break;
 	default:
 		return 0; //Effect that cannot be reduced? Likely a buff.
 	}
 
-	sc_def*=100; //Send it on the interval 0->10000
-	if (battle_config.sc_def_rate != 100)
-		sc_def = sc_def*battle_config.sc_def_rate/100;
+	if (bl->type == BL_PC) {
+		if (battle_config.pc_sc_def_rate != 100)
+			sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+	} else
+	if (battle_config.mob_sc_def_rate != 100)
+		sc_def = sc_def*battle_config.mob_sc_def_rate/100;
 	
 	sc = status_get_sc(bl);
 	if (sc && sc->count)
@@ -3336,15 +3351,18 @@ int status_get_sc_def(struct block_list *bl, int type)
 			sc_def += 100*sc->data[SC_SIEGFRIED].val2; //Status resistance.
 	}
 
-	if(bl->type == BL_MOB && sc_def > 5000)
-		sc_def = 5000; //Are mobs really capped to 50% defense?
-
 	sd = bl->type==BL_PC?(struct map_session_data*)bl:NULL;
 	
 	if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX &&
 		sd->reseff[type-SC_COMMON_MIN] > 0)
 		sc_def += sd->reseff[type-SC_COMMON_MIN];
 
+	if(bl->type == BL_PC) {
+		if (sc_def > battle_config.pc_max_sc_def)
+			sc_def = battle_config.pc_max_sc_def;
+	} else if (sc_def > battle_config.mob_max_sc_def)
+		sc_def = battle_config.mob_max_sc_def;
+	
 	return sc_def;
 }
 
@@ -3352,6 +3370,9 @@ int status_get_sc_def(struct block_list *bl, int type)
 int status_get_sc_tick(struct block_list *bl, int type, int tick)
 {
 	struct map_session_data *sd;
+	int rate=0, min=0;
+	//If rate is positive, it is a % reduction (10000 -> 100%)
+	//if it is negative, it is an absolute reduction in ms.
 	sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
 	switch (type) {
 		case SC_DECREASEAGI:		/* 速度減少 */
@@ -3366,55 +3387,68 @@ int status_get_sc_tick(struct block_list *bl, int type, int tick)
 				tick += tick / 10;
 		break;
 		case SC_STONE:				/* 石化 */
-			tick = tick-status_get_mdef(bl)*200;
+			rate = -200*status_get_mdef(bl);
 		break;
 		case SC_FREEZE:				/* 凍結 */
-			tick -= tick*status_get_mdef(bl)/100;
+			rate = 100*status_get_mdef(bl);
 		break;
 		case SC_STUN:				/* スタン(val2にミリ秒セット) */
-			tick -= tick*status_get_sc_def_vit(bl)/10000;
+			rate = status_get_sc_def_vit(bl);
 		break;
 		case SC_DPOISON:			/* 猛毒 */
 		case SC_POISON:				/* 毒 */
-			tick -= tick*(status_get_vit(bl) + status_get_luk(bl)/5)/100;
+			rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
 		break;
 		case SC_SILENCE:			/* 沈?(レックスデビ?ナ) */
 		case SC_CONFUSION:
 		case SC_CURSE:
-			tick -= tick * status_get_vit(bl)/100;
+			rate = 100*status_get_vit(bl);
 		break;
 		case SC_BLIND:				/* 暗? */
-			if(tick < 1000)
-				tick = 30000;
-			tick -= tick*(status_get_lv(bl)/10 + status_get_int(bl)/15)/100;
-			if (tick < 5000) //Minimum 5 secs?
-				tick = 5000;
+			rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
+			min = 5000; //Minimum 5 secs?
 		break;
 		case SC_BLEEDING:
-			tick -= tick*(status_get_lv(bl)/5 +status_get_vit(bl))/100;
-			if(tick < 10000) //Minimum bleed time is 10 secs or this sc does nothing! [Skotlex]
-				tick = 10000;
+			rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
+			min = 10000; //Need a min of 10 secs for it to hurt at least once.
 		break;
 		case SC_SWOO:
 			if (status_get_mode(bl)&MD_BOSS)
-				tick /= 5; //Reduce skill's duration. But for how long?
+				tick /= 5; //TODO: Reduce skill's duration. But for how long?
 		break;
 		case SC_ANKLE:
-			tick -= status_get_agi(bl)*100;
 			if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
 				tick /= 5;
+			rate = -100*status_get_agi(bl);
 		// Minimum trap time of 3+0.03*skilllv seconds [celest]
 		// Changed to 3 secs and moved from skill.c [Skotlex]
-			if (tick < 3000)
-				tick = 3000;
+			min = 3000;
 		break;
 		case SC_STOP:
 		// Unsure of this... but I get a feeling that agi reduces this
 		// (it was on Tiger Fist Code, but at -1 ms per 10 agi....
-			tick -= 100*status_get_agi(bl);
+			rate = -100*status_get_agi(bl);
 		break;
 	}
-	return tick;
+	if (rate) {
+		if (bl->type == BL_PC) {
+			if (battle_config.pc_sc_def_rate != 100)
+				rate = rate*battle_config.pc_sc_def_rate/100;
+			if (battle_config.pc_max_sc_def != 10000)
+				min = tick*(10000-battle_config.pc_max_sc_def)/10000;
+		} else {
+			if (battle_config.mob_sc_def_rate != 100)
+				rate = rate*battle_config.mob_sc_def_rate/100;
+			if (battle_config.mob_max_sc_def != 10000)
+				min = tick*(10000-battle_config.mob_max_sc_def)/10000;
+		}
+		
+		if (rate >0)
+			tick -= tick*rate/10000;
+		else
+			tick -= rate;
+	}
+	return tick<min?min:tick;
 }
 /*==========================================
  * Starts a status change.
@@ -4089,8 +4123,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
 
 		case SC_WARM: //SG skills [Komurka]
 			if (!(flag&4)) {
-				val2 = tick/1000;
-				tick = 1000;
+				val2 = tick/100;
+				tick = 100;
 			}
 			break;
 
@@ -5099,9 +5133,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
 		if(sd){
 			int sp = 10+sc->data[SC_CHASEWALK].val1*2;
 			if (map_flag_gvg(sd->bl.m)) sp *= 5;
-			if (sd->status.sp > sp){
-				sd->status.sp -= sp; // update sp cost [Celest]
-				clif_updatestatus(sd,SP_SP);
+			if (pc_damage_sp(sd, sp, 0) > 0) {
 				if ((++sc->data[SC_CHASEWALK].val4) == 1) {
 					status_change_start(bl, SC_INCSTR,10000,
 						1<<(sc->data[SC_CHASEWALK].val1-1), 0, 0, 0,
@@ -5163,7 +5195,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
 			map_foreachinarea( status_change_timer_sub,
 				bl->m, bl->x-sc->data[type].val4, bl->y-sc->data[type].val4, bl->x+sc->data[type].val4,bl->y+sc->data[type].val4,BL_CHAR,
 				bl,sc,type,tick);
-			sc->data[type].timer=add_timer(tick+1000, status_change_timer,bl->id, data);
+			sc->data[type].timer=add_timer(tick+100, status_change_timer,bl->id, data);
 			return 0;
 		}
 		break;
@@ -5339,11 +5371,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
 				if (s && ((sc->data[type].val3 % s) == 0)) {
 					if (sc->data[SC_LONGING].timer != -1)
 						sp = s;
-					if (sp > sd->status.sp)
-						sp = sd->status.sp;
-					sd->status.sp -= sp;
-					clif_updatestatus(sd,SP_SP);
-					if (sd->status.sp <= 0)
+					if (pc_damage_sp(sd, sp, 0) <= 0)
 						break;
 				}
 			}
@@ -5521,18 +5549,18 @@ int status_change_timer_sub(struct block_list *bl, va_list ap )
 		}
 		break;
 	case SC_WARM: //SG skills [Komurka]
-		if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
-			if(sd){
-				if(sd->status.sp<2) {
+		if(sc && sc->data[type].val2 &&
+			battle_check_target( src,bl, BCT_ENEMY ) > 0)
+	 	{
+			if(tsd)
+				//Only damage SP [Skotlex]
+				//	case SG_SUN_WARM:
+				pc_damage_sp(tsd, 60, 0);
+			else { //Otherwise, Knockback attack.
+				if(sd && pc_damage_sp(sd, 2, 0) <= 0)
 					sd->sc.data[type].val2 = 0; //Makes it end on the next tick.
-					break;
-				}
-				sd->status.sp -= 2;
-				clif_updatestatus(sd,SP_SP);	
+				skill_attack(BF_WEAPON,src,src,bl,sc->data[type].val3,sc->data[type].val1,tick,0);
 			}
-			skill_attack(BF_WEAPON,src,src,bl,
-				sc?sc->data[type].val3:SG_SUN_WARM,sc?sc->data[type].val1:1,
-				tick,0);
 		}
 		break;
 	case SC_CLOSECONFINE: