status.c 226 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/showmsg.h"
  7. #include "../common/malloc.h"
  8. #include "../common/utils.h"
  9. #include "../common/ers.h"
  10. #include "map.h"
  11. #include "path.h"
  12. #include "pc.h"
  13. #include "pet.h"
  14. #include "npc.h"
  15. #include "mob.h"
  16. #include "clif.h"
  17. #include "guild.h"
  18. #include "skill.h"
  19. #include "itemdb.h"
  20. #include "battle.h"
  21. #include "chrif.h"
  22. #include "skill.h"
  23. #include "status.h"
  24. #include "script.h"
  25. #include "unit.h"
  26. #include "mercenary.h"
  27. #include "vending.h"
  28. #include <time.h>
  29. #include <stdio.h>
  30. #include <stdlib.h>
  31. #include <memory.h>
  32. #include <string.h>
  33. //Regen related flags.
  34. #define RGN_HP 0x01
  35. #define RGN_SP 0x02
  36. #define RGN_SHP 0x04
  37. #define RGN_SSP 0x08
  38. static int max_weight_base[CLASS_COUNT];
  39. static int hp_coefficient[CLASS_COUNT];
  40. static int hp_coefficient2[CLASS_COUNT];
  41. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  42. static int sp_coefficient[CLASS_COUNT];
  43. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  44. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  45. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  46. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  47. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  48. static struct eri *sc_data_ers; //For sc_data entries
  49. static struct status_data dummy_status;
  50. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  51. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  52. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  53. //to avoid cards exploits
  54. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  55. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  56. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  57. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  58. sc_type status_skill2sc(int skill)
  59. {
  60. int sk = skill_get_index(skill);
  61. if( sk == 0 ) {
  62. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  63. return SC_NONE;
  64. }
  65. return SkillStatusChangeTable[sk];
  66. }
  67. int status_sc2skill(sc_type sc)
  68. {
  69. if( sc < 0 || sc >= SC_MAX ) {
  70. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  71. return 0;
  72. }
  73. return StatusSkillChangeTable[sc];
  74. }
  75. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  76. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  77. {
  78. int sk = skill_get_index(skill);
  79. if( sk == 0 ) {
  80. ShowError("set_sc: Unsupported skill id %d\n", skill);
  81. return;
  82. }
  83. if( sc < 0 || sc >= SC_MAX ) {
  84. ShowError("set_sc: Unsupported status change id %d\n", sc);
  85. return;
  86. }
  87. if( StatusSkillChangeTable[sc] == 0 )
  88. StatusSkillChangeTable[sc] = skill;
  89. if( StatusIconChangeTable[sc] == SI_BLANK )
  90. StatusIconChangeTable[sc] = icon;
  91. StatusChangeFlagTable[sc] |= flag;
  92. if( SkillStatusChangeTable[sk] == SC_NONE )
  93. SkillStatusChangeTable[sk] = sc;
  94. }
  95. void initChangeTables(void)
  96. {
  97. int i;
  98. for (i = 0; i < SC_MAX; i++)
  99. StatusIconChangeTable[i] = SI_BLANK;
  100. for (i = 0; i < MAX_SKILL; i++)
  101. SkillStatusChangeTable[i] = SC_NONE;
  102. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  103. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  104. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  105. set_sc( MG_STONECURSE , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  106. set_sc( MG_FROSTDIVER , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  107. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  108. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  109. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  110. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  111. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  112. set_sc( DC_WINKCHARM , SC_CONFUSION , SI_BLANK , SCB_NONE );
  113. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  114. set_sc( LK_HEADCRUSH , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  115. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  116. //The main status definitions
  117. add_sc( SM_BASH , SC_STUN );
  118. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  119. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  120. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  121. add_sc( MG_SIGHT , SC_SIGHT );
  122. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  123. add_sc( MG_FROSTDIVER , SC_FREEZE );
  124. add_sc( MG_STONECURSE , SC_STONE );
  125. add_sc( AL_RUWACH , SC_RUWACH );
  126. add_sc( AL_PNEUMA , SC_PNEUMA );
  127. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  128. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  129. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  130. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  131. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  132. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  133. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  134. add_sc( TF_POISON , SC_POISON );
  135. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  136. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  137. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  138. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  139. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  140. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  141. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  142. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  143. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  144. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  145. add_sc( PR_LEXDIVINA , SC_SILENCE );
  146. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  147. add_sc( WZ_METEOR , SC_STUN );
  148. add_sc( WZ_VERMILION , SC_BLIND );
  149. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  150. add_sc( WZ_STORMGUST , SC_FREEZE );
  151. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  152. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  153. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  154. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  155. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE );
  156. add_sc( HT_LANDMINE , SC_STUN );
  157. add_sc( HT_ANKLESNARE , SC_ANKLE );
  158. add_sc( HT_SANDMAN , SC_SLEEP );
  159. add_sc( HT_FLASHER , SC_BLIND );
  160. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  161. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  162. add_sc( AS_SONICBLOW , SC_STUN );
  163. set_sc( AS_GRIMTOOTH , SC_SLOWDOWN , SI_BLANK , SCB_SPEED );
  164. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  165. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  166. add_sc( AS_VENOMDUST , SC_POISON );
  167. add_sc( AS_SPLASHER , SC_SPLASHER );
  168. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  169. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  170. add_sc( TF_SPRINKLESAND , SC_BLIND );
  171. add_sc( TF_THROWSTONE , SC_STUN );
  172. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  173. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  174. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  175. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  176. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_BLANK , SCB_DEF_ELE );
  177. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  178. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  179. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  180. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  181. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  182. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  183. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  184. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  185. add_sc( NPC_POISON , SC_POISON );
  186. add_sc( NPC_BLINDATTACK , SC_BLIND );
  187. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  188. add_sc( NPC_STUNATTACK , SC_STUN );
  189. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  190. add_sc( NPC_CURSEATTACK , SC_CURSE );
  191. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  192. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  193. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  194. add_sc( NPC_DARKBLESSING , SC_COMA );
  195. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  196. add_sc( NPC_DEFENDER , SC_ARMOR );
  197. add_sc( NPC_LICK , SC_STUN );
  198. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  199. add_sc( NPC_REBIRTH , SC_KAIZEL );
  200. add_sc( RG_RAID , SC_STUN );
  201. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  202. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  203. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  204. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  205. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  206. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  207. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  208. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  209. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  210. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  211. add_sc( CR_SHIELDCHARGE , SC_STUN );
  212. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  213. add_sc( CR_HOLYCROSS , SC_BLIND );
  214. add_sc( CR_GRANDCROSS , SC_BLIND );
  215. add_sc( CR_DEVOTION , SC_DEVOTION );
  216. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_PC );
  217. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  218. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  219. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  220. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  221. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  222. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  223. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  224. add_sc( SA_MAGICROD , SC_MAGICROD );
  225. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  226. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  227. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  228. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  229. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  230. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  231. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  232. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  233. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  234. add_sc( SA_COMA , SC_COMA );
  235. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  236. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  237. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  238. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  239. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  240. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  241. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  242. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_PC );
  243. add_sc( BA_FROSTJOKER , SC_FREEZE );
  244. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  245. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  246. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  247. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  248. add_sc( DC_SCREAM , SC_STUN );
  249. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  250. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  251. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  252. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_MAXSP|SCB_PC );
  253. add_sc( NPC_DARKCROSS , SC_BLIND );
  254. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  255. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  256. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  257. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  258. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  259. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  260. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  261. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  262. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  263. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  264. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  265. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  266. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  267. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  268. add_sc( HP_BASILICA , SC_BASILICA );
  269. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  270. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  271. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  272. add_sc( PA_GOSPEL , SC_SCRESIST );
  273. add_sc( CH_TIGERFIST , SC_STOP );
  274. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  275. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  276. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  277. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  278. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  279. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  280. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  281. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  282. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  283. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  284. add_sc( LK_SPIRALPIERCE , SC_STOP );
  285. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  286. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  287. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  288. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  289. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  290. add_sc( PF_FOGWALL , SC_FOGWALL );
  291. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  292. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  293. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  294. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  295. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  296. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  297. add_sc( TK_DOWNKICK , SC_STUN );
  298. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  299. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  300. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  301. set_sc( TK_SPTIME , SC_TKREST , SI_TKREST , SCB_NONE );
  302. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  303. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  304. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  305. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  306. add_sc( SG_MOON_WARM , SC_WARM );
  307. add_sc( SG_STAR_WARM , SC_WARM );
  308. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  309. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  310. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  311. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  312. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_PC );
  313. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  314. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  315. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  316. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  317. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  318. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  319. add_sc( SL_STUN , SC_STUN );
  320. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  321. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  322. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  323. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  324. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  325. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  326. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  327. add_sc( WS_CARTTERMINATION , SC_STUN );
  328. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  329. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  330. add_sc( CG_HERMODE , SC_HERMODE );
  331. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  332. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_PC );
  333. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  334. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  335. add_sc( GS_CRACKER , SC_STUN );
  336. add_sc( GS_DISARM , SC_STRIPWEAPON );
  337. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  338. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  339. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  340. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  341. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  342. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  343. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  344. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  345. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  346. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  347. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  348. add_sc( NPC_ICEBREATH , SC_FREEZE );
  349. add_sc( NPC_ACIDBREATH , SC_POISON );
  350. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  351. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  352. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  353. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  354. add_sc( NPC_WIDESTONE , SC_STONE );
  355. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  356. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  357. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  358. add_sc( NPC_EVILLAND , SC_BLIND );
  359. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  360. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  361. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  362. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  363. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  364. add_sc( NPC_WIDECURSE , SC_CURSE );
  365. add_sc( NPC_WIDESTUN , SC_STUN );
  366. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  367. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  368. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  369. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  370. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  371. add_sc( MO_BALKYOUNG , SC_STUN );
  372. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  373. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  374. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  375. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  376. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  377. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  378. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  379. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  380. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  381. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  382. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  383. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  384. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  385. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  386. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  387. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  388. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  389. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  390. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  391. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  392. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  393. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  394. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  395. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  396. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  397. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  398. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  399. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  400. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  401. //Status that don't have a skill associated.
  402. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  403. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  404. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  405. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  406. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  407. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  408. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  409. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  410. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  411. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  412. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  413. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  414. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  415. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  416. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  417. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  418. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  419. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  420. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  421. //Cash Items
  422. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  423. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  424. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  425. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  426. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  427. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  428. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  429. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  430. StatusIconChangeTable[SC_HPREGEN] = SI_HPREGEN;
  431. StatusIconChangeTable[SC_SPCOST_RATE] = SI_SPCOST_RATE;
  432. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_COMMONSC_RESIST;
  433. StatusIconChangeTable[SC_ARMOR_RESIST] = SI_ARMOR_RESIST;
  434. //Other SC which are not necessarily associated to skills.
  435. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  436. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  437. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  438. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  439. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  440. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  441. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  442. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  443. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  444. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  445. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  446. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  447. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  448. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  449. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  450. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  451. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  452. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  453. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  454. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  455. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  456. StatusChangeFlagTable[SC_INCDEF] |= SCB_DEF;
  457. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  458. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  459. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  460. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  461. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  462. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  463. StatusChangeFlagTable[SC_INCBASEATK] |= SCB_BATK;
  464. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  465. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  466. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  467. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  468. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  469. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  470. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  471. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  472. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  473. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  474. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  475. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC;
  476. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_PC;
  477. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_PC;
  478. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  479. if (!battle_config.display_hallucination) //Disable Hallucination.
  480. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  481. }
  482. static void initDummyData(void)
  483. {
  484. memset(&dummy_status, 0, sizeof(dummy_status));
  485. dummy_status.hp =
  486. dummy_status.max_hp =
  487. dummy_status.max_sp =
  488. dummy_status.str =
  489. dummy_status.agi =
  490. dummy_status.vit =
  491. dummy_status.int_ =
  492. dummy_status.dex =
  493. dummy_status.luk =
  494. dummy_status.hit = 1;
  495. dummy_status.speed = 2000;
  496. dummy_status.adelay = 4000;
  497. dummy_status.amotion = 2000;
  498. dummy_status.dmotion = 2000;
  499. dummy_status.ele_lv = 1; //Min elemental level.
  500. dummy_status.mode = MD_CANMOVE;
  501. }
  502. /*==========================================
  503. * 精錬ボーナス
  504. *------------------------------------------*/
  505. int status_getrefinebonus(int lv,int type)
  506. {
  507. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  508. return refinebonus[lv][type];
  509. return 0;
  510. }
  511. //Sets HP to given value. Flag is the flag passed to status_heal in case
  512. //final value is higher than current (use 2 to make a healing effect display
  513. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  514. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  515. {
  516. struct status_data *status;
  517. if (hp < 1) return 0;
  518. status = status_get_status_data(bl);
  519. if (status == &dummy_status)
  520. return 0;
  521. if (hp > status->max_hp) hp = status->max_hp;
  522. if (hp == status->hp) return 0;
  523. if (hp > status->hp)
  524. return status_heal(bl, hp - status->hp, 0, 1|flag);
  525. return status_zap(bl, status->hp - hp, 0);
  526. }
  527. //Sets SP to given value. Flag is the flag passed to status_heal in case
  528. //final value is higher than current (use 2 to make a healing effect display
  529. //on players)
  530. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  531. {
  532. struct status_data *status;
  533. status = status_get_status_data(bl);
  534. if (status == &dummy_status)
  535. return 0;
  536. if (sp > status->max_sp) sp = status->max_sp;
  537. if (sp == status->sp) return 0;
  538. if (sp > status->sp)
  539. return status_heal(bl, 0, sp - status->sp, 1|flag);
  540. return status_zap(bl, 0, status->sp - sp);
  541. }
  542. int status_charge(struct block_list* bl, int hp, int sp)
  543. {
  544. if(!(bl->type&BL_CONSUME))
  545. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  546. return status_damage(NULL, bl, hp, sp, 0, 3);
  547. }
  548. //Inflicts damage on the target with the according walkdelay.
  549. //If flag&1, damage is passive and does not triggers cancelling status changes.
  550. //If flag&2, fail if target does not has enough to substract.
  551. //If flag&4, if killed, mob must not give exp/loot.
  552. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  553. {
  554. struct status_data *status;
  555. struct status_change *sc;
  556. if(sp && !(target->type&BL_CONSUME))
  557. sp = 0; //Not a valid SP target.
  558. if (hp < 0) { //Assume absorbed damage.
  559. status_heal(target, -hp, 0, 1);
  560. hp = 0;
  561. }
  562. if (sp < 0) {
  563. status_heal(target, 0, -sp, 1);
  564. sp = 0;
  565. }
  566. if (!hp && !sp)
  567. return 0;
  568. if (target->type == BL_SKILL)
  569. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  570. status = status_get_status_data(target);
  571. if (status == &dummy_status || !status->hp)
  572. return 0; //Invalid targets: no damage or dead
  573. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  574. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  575. // if (!target->prev && !(flag&2))
  576. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  577. sc = status_get_sc(target);
  578. if (sc && !sc->count)
  579. sc = NULL;
  580. if (hp && !(flag&1)) {
  581. if (sc) {
  582. struct status_change_entry *sce;
  583. if ((sce=sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE)
  584. { //Devotion prevents any of the other ailments from ending.
  585. struct map_session_data *sd2 = map_id2sd(sce->val1);
  586. if (sd2 && sd2->devotion[sce->val2] == target->id && check_distance_bl(target, &sd2->bl, sce->val3))
  587. {
  588. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  589. status_fix_damage(NULL, &sd2->bl, hp, 0);
  590. return 0;
  591. }
  592. status_change_end(target, SC_DEVOTION, -1);
  593. }
  594. if (sc->data[SC_FREEZE])
  595. status_change_end(target,SC_FREEZE,-1);
  596. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  597. status_change_end(target,SC_STONE,-1);
  598. if (sc->data[SC_SLEEP])
  599. status_change_end(target,SC_SLEEP,-1);
  600. if (sc->data[SC_WINKCHARM])
  601. status_change_end(target,SC_WINKCHARM,-1);
  602. if (sc->data[SC_CONFUSION])
  603. status_change_end(target, SC_CONFUSION, -1);
  604. if (sc->data[SC_TRICKDEAD])
  605. status_change_end(target, SC_TRICKDEAD, -1);
  606. if (sc->data[SC_HIDING])
  607. status_change_end(target, SC_HIDING, -1);
  608. if (sc->data[SC_CLOAKING])
  609. status_change_end(target, SC_CLOAKING, -1);
  610. if (sc->data[SC_CHASEWALK])
  611. status_change_end(target, SC_CHASEWALK, -1);
  612. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  613. //Endure count is only reduced by non-players on non-gvg maps.
  614. //val4 signals infinite endure. [Skotlex]
  615. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  616. && --(sce->val2) < 0)
  617. status_change_end(target, SC_ENDURE, -1);
  618. }
  619. if ((sce=sc->data[SC_GRAVITATION]) &&
  620. sce->val3 == BCT_SELF) {
  621. struct skill_unit_group *sg = (struct skill_unit_group *)sce->val4;
  622. if (sg) {
  623. skill_delunitgroup(target,sg);
  624. sce->val4 = 0;
  625. status_change_end(target, SC_GRAVITATION, -1);
  626. }
  627. }
  628. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  629. skill_stop_dancing(target);
  630. }
  631. unit_skillcastcancel(target, 2);
  632. }
  633. if ((unsigned int)hp >= status->hp) {
  634. if (flag&2) return 0;
  635. hp = status->hp;
  636. }
  637. if ((unsigned int)sp > status->sp) {
  638. if (flag&2) return 0;
  639. sp = status->sp;
  640. }
  641. status->hp-= hp;
  642. status->sp-= sp;
  643. if (sc && hp && status->hp) {
  644. if (sc->data[SC_AUTOBERSERK] &&
  645. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  646. status->hp < status->max_hp>>2)
  647. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  648. if (sc->data[SC_BERSERK] && status->hp <= 100)
  649. status_change_end(target, SC_BERSERK, -1);
  650. }
  651. switch (target->type)
  652. {
  653. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  654. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  655. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  656. }
  657. if (status->hp)
  658. { //Still lives!
  659. if (walkdelay)
  660. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  661. return hp+sp;
  662. }
  663. status->hp = 1; //To let the dead function cast skills and all that.
  664. //NOTE: These dead functions should return: [Skotlex]
  665. //0: Death cancelled, auto-revived.
  666. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  667. //&2: Also remove object from map.
  668. //&4: Also delete object from memory.
  669. switch (target->type) {
  670. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  671. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  672. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  673. default: //Unhandled case, do nothing to object.
  674. flag = 0;
  675. break;
  676. }
  677. if(!flag) //Death cancelled.
  678. return hp+sp;
  679. //Normal death
  680. status->hp = 0;
  681. if (battle_config.clear_unit_ondeath &&
  682. battle_config.clear_unit_ondeath&target->type)
  683. skill_clear_unitgroup(target);
  684. if(target->type&BL_REGEN)
  685. { //Reset regen ticks.
  686. struct regen_data *regen = status_get_regen_data(target);
  687. if (regen) {
  688. memset(&regen->tick, 0, sizeof(regen->tick));
  689. if (regen->sregen)
  690. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  691. if (regen->ssregen)
  692. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  693. }
  694. }
  695. if (!(flag&8) && sc && sc->data[SC_KAIZEL]) { //flag&8 = disable Kaizel
  696. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  697. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  698. status_change_clear(target,0);
  699. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  700. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  701. return hp+sp;
  702. }
  703. status_change_clear(target,0);
  704. if(flag&4) //Delete from memory. (also invokes map removal code)
  705. unit_free(target,1);
  706. else
  707. if(flag&2) //remove from map
  708. unit_remove_map(target,1);
  709. else
  710. { //Some death states that would normally be handled by unit_remove_map
  711. unit_stop_attack(target);
  712. unit_stop_walking(target,0);
  713. unit_skillcastcancel(target,0);
  714. clif_clearunit_area(target,1);
  715. skill_unit_move(target,gettick(),4);
  716. skill_cleartimerskill(target);
  717. }
  718. return hp+sp;
  719. }
  720. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  721. //If flag&2, when the player is healed, show the HP/SP heal effect.
  722. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  723. {
  724. struct status_data *status;
  725. struct status_change *sc;
  726. status = status_get_status_data(bl);
  727. if (status == &dummy_status || !status->hp)
  728. return 0;
  729. sc = status_get_sc(bl);
  730. if (sc && !sc->count)
  731. sc = NULL;
  732. if (hp < 0) {
  733. status_damage(NULL, bl, -hp, 0, 0, 1);
  734. hp = 0;
  735. }
  736. if(hp) {
  737. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  738. hp = 0;
  739. if((unsigned int)hp > status->max_hp - status->hp)
  740. hp = status->max_hp - status->hp;
  741. }
  742. if(sp < 0) {
  743. status_damage(NULL, bl, 0, -sp, 0, 1);
  744. sp = 0;
  745. }
  746. if(sp) {
  747. if((unsigned int)sp > status->max_sp - status->sp)
  748. sp = status->max_sp - status->sp;
  749. }
  750. if(!sp && !hp) return 0;
  751. status->hp+= hp;
  752. status->sp+= sp;
  753. if(hp && sc &&
  754. sc->data[SC_AUTOBERSERK] &&
  755. sc->data[SC_PROVOKE] &&
  756. sc->data[SC_PROVOKE]->val2==1 &&
  757. status->hp>=status->max_hp>>2
  758. ) //End auto berserk.
  759. status_change_end(bl,SC_PROVOKE,-1);
  760. // send hp update to client
  761. switch(bl->type) {
  762. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  763. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  764. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  765. }
  766. return hp+sp;
  767. }
  768. //Does percentual non-flinching damage/heal. If mob is killed this way,
  769. //no exp/drops will be awarded if there is no src (or src is target)
  770. //If rates are > 0, percent is of current HP/SP
  771. //If rates are < 0, percent is of max HP/SP
  772. //If !flag, this is heal, otherwise it is damage.
  773. //Furthermore, if flag==2, then the target must not die from the substraction.
  774. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  775. {
  776. struct status_data *status;
  777. unsigned int hp =0, sp = 0;
  778. status = status_get_status_data(target);
  779. //Change the equation when the values are high enough to discard the
  780. //imprecision in exchange of overflow protection [Skotlex]
  781. //Also add 100% checks since those are the most used cases where we don't
  782. //want aproximation errors.
  783. if (hp_rate > 99)
  784. hp = status->hp;
  785. else if (hp_rate > 0)
  786. hp = status->hp>10000?
  787. hp_rate*(status->hp/100):
  788. (hp_rate*status->hp)/100;
  789. else if (hp_rate < -99)
  790. hp = status->max_hp;
  791. else if (hp_rate < 0)
  792. hp = status->max_hp>10000?
  793. (-hp_rate)*(status->max_hp/100):
  794. (-hp_rate*status->max_hp)/100;
  795. if (hp_rate && !hp)
  796. hp = 1;
  797. if (flag == 2 && hp >= status->hp)
  798. hp = status->hp-1; //Must not kill target.
  799. //Should be safe to not do overflow protection here, noone should have
  800. //millions upon millions of SP
  801. if (sp_rate > 99)
  802. sp = status->sp;
  803. else if (sp_rate > 0)
  804. sp = (sp_rate*status->sp)/100;
  805. else if (sp_rate < -99)
  806. sp = status->max_sp;
  807. else if (sp_rate < 0)
  808. sp = (-sp_rate)*status->max_sp/100;
  809. if (sp_rate && !sp)
  810. sp = 1;
  811. //Ugly check in case damage dealt is too much for the received args of
  812. //status_heal / status_damage. [Skotlex]
  813. if (hp > INT_MAX) {
  814. hp -= INT_MAX;
  815. if (flag)
  816. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  817. else
  818. status_heal(target, INT_MAX, 0, 0);
  819. }
  820. if (sp > INT_MAX) {
  821. sp -= INT_MAX;
  822. if (flag)
  823. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  824. else
  825. status_heal(target, 0, INT_MAX, 0);
  826. }
  827. if (flag)
  828. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  829. return status_heal(target, hp, sp, 0);
  830. }
  831. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  832. {
  833. struct status_data *status;
  834. unsigned int hp, sp;
  835. if (!status_isdead(bl)) return 0;
  836. status = status_get_status_data(bl);
  837. if (status == &dummy_status)
  838. return 0; //Invalid target.
  839. hp = status->max_hp * per_hp/100;
  840. sp = status->max_sp * per_sp/100;
  841. if(hp > status->max_hp - status->hp)
  842. hp = status->max_hp - status->hp;
  843. else if (per_hp && !hp)
  844. hp = 1;
  845. if(sp > status->max_sp - status->sp)
  846. sp = status->max_sp - status->sp;
  847. else if (per_sp && !sp)
  848. sp = 1;
  849. status->hp += hp;
  850. status->sp += sp;
  851. if (bl->prev) //Animation only if character is already on a map.
  852. clif_resurrection(bl, 1);
  853. switch (bl->type) {
  854. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  855. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  856. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  857. }
  858. return 1;
  859. }
  860. /*==========================================
  861. * Checks whether the src can use the skill on the target,
  862. * taking into account status/option of both source/target. [Skotlex]
  863. * flag:
  864. * 0 - Trying to use skill on target.
  865. * 1 - Cast bar is done.
  866. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  867. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  868. * target MAY Be null, in which case the checks are only to see
  869. * whether the source can cast or not the skill on the ground.
  870. *------------------------------------------*/
  871. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  872. {
  873. struct status_data *status;
  874. struct status_change *sc=NULL, *tsc;
  875. int hide_flag;
  876. status = src?status_get_status_data(src):&dummy_status;
  877. if (src && status_isdead(src))
  878. return 0;
  879. if (!skill_num) { //Normal attack checks.
  880. if (!(status->mode&MD_CANATTACK))
  881. return 0; //This mode is only needed for melee attacking.
  882. //Dead state is not checked for skills as some skills can be used
  883. //on dead characters, said checks are left to skill.c [Skotlex]
  884. if (target && status_isdead(target))
  885. return 0;
  886. }
  887. if (skill_num == PA_PRESSURE && flag && target) {
  888. //Gloria Avoids pretty much everything....
  889. tsc = status_get_sc(target);
  890. if(tsc && tsc->option&OPTION_HIDE)
  891. return 0;
  892. return 1;
  893. }
  894. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  895. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  896. && !(status->mode&MD_BOSS))
  897. { //Basilica Check
  898. if (!skill_num) return 0;
  899. hide_flag = skill_get_inf(skill_num);
  900. if (hide_flag&INF_ATTACK_SKILL)
  901. return 0;
  902. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  903. return 0;
  904. }
  905. //Should fail when used on top of Land Protector [Skotlex]
  906. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  907. && !(status->mode&MD_BOSS))
  908. return 0;
  909. if (src) sc = status_get_sc(src);
  910. if(sc && sc->count)
  911. {
  912. if(sc->opt1 >0)
  913. { //Stuned/Frozen/etc
  914. if (flag != 1) //Can't cast, casted stuff can't damage.
  915. return 0;
  916. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  917. return 0; //Targetted spells can't come off.
  918. }
  919. if (
  920. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  921. || (sc->data[SC_AUTOCOUNTER] && !flag)
  922. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  923. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  924. )
  925. return 0;
  926. if (sc->data[SC_WINKCHARM] && target && !flag)
  927. { //Prevents skill usage
  928. clif_emotion(src, 3);
  929. return 0;
  930. }
  931. if (sc->data[SC_BLADESTOP]) {
  932. switch (sc->data[SC_BLADESTOP]->val1)
  933. {
  934. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  935. case 4: if (skill_num == MO_CHAINCOMBO) break;
  936. case 3: if (skill_num == MO_INVESTIGATE) break;
  937. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  938. default: return 0;
  939. }
  940. }
  941. if (sc->data[SC_DANCING] && flag!=2)
  942. {
  943. if(sc->data[SC_LONGING])
  944. { //Allow everything except dancing/re-dancing. [Skotlex]
  945. if (skill_num == BD_ENCORE ||
  946. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  947. )
  948. return 0;
  949. } else
  950. switch (skill_num) {
  951. case BD_ADAPTATION:
  952. case CG_LONGINGFREEDOM:
  953. case BA_MUSICALSTRIKE:
  954. case DC_THROWARROW:
  955. break;
  956. default:
  957. return 0;
  958. }
  959. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  960. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  961. }
  962. if (skill_num && //Do not block item-casted skills.
  963. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  964. ) { //Skills blocked through status changes...
  965. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  966. sc->data[SC_SILENCE] ||
  967. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) ||
  968. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) ||
  969. sc->data[SC_STEELBODY] ||
  970. sc->data[SC_BERSERK]
  971. ))
  972. return 0;
  973. //Skill blocking.
  974. if (
  975. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  976. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  977. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  978. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  979. )
  980. return 0;
  981. }
  982. }
  983. if (sc && sc->option)
  984. {
  985. if (sc->option&OPTION_HIDE)
  986. switch (skill_num) { //Usable skills while hiding.
  987. case TF_HIDING:
  988. case AS_GRIMTOOTH:
  989. case RG_BACKSTAP:
  990. case RG_RAID:
  991. case NJ_SHADOWJUMP:
  992. case NJ_KIRIKAGE:
  993. break;
  994. default:
  995. //Non players can use all skills while hidden.
  996. if (!skill_num || src->type == BL_PC)
  997. return 0;
  998. }
  999. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1000. return 0;
  1001. }
  1002. if (target == NULL || target == src) //No further checking needed.
  1003. return 1;
  1004. tsc = status_get_sc(target);
  1005. if(tsc && tsc->count)
  1006. {
  1007. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1008. return 0;
  1009. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  1010. && tsc->data[SC_FREEZE])
  1011. return 0;
  1012. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1013. return 0;
  1014. }
  1015. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1016. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1017. //You cannot hide from ground skills.
  1018. if(skill_get_ele(skill_num,1) == ELE_EARTH) //TODO: Need Skill Lv here :/
  1019. hide_flag &= ~OPTION_HIDE;
  1020. switch (target->type)
  1021. {
  1022. case BL_PC:
  1023. {
  1024. struct map_session_data *sd = (TBL_PC*) target;
  1025. if (pc_isinvisible(sd))
  1026. return 0;
  1027. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1028. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1029. return 0;
  1030. }
  1031. break;
  1032. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1033. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1034. if (status->mode&MD_LOOTER)
  1035. return 1;
  1036. return 0;
  1037. case BL_HOM:
  1038. //Can't use support skills on homun (only master/self can)
  1039. //Placed here instead of battle_check_target because support skill
  1040. //invocations don't call that function.
  1041. if (skill_num && battle_config.hom_setting&0x1 &&
  1042. skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
  1043. battle_get_master(target) != src)
  1044. return 0;
  1045. default:
  1046. //Check for chase-walk/hiding/cloaking opponents.
  1047. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1048. return 0;
  1049. }
  1050. return 1;
  1051. }
  1052. //Checks whether the source can see and chase target.
  1053. int status_check_visibility(struct block_list *src, struct block_list *target)
  1054. {
  1055. int view_range;
  1056. struct status_data* status = status_get_status_data(src);
  1057. struct status_change* tsc = status_get_sc(target);
  1058. switch (src->type) {
  1059. case BL_MOB:
  1060. view_range = ((TBL_MOB*)src)->min_chase;
  1061. break;
  1062. case BL_PET:
  1063. view_range = ((TBL_PET*)src)->db->range2;
  1064. break;
  1065. default:
  1066. view_range = AREA_SIZE;
  1067. }
  1068. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1069. return 0;
  1070. switch (target->type)
  1071. { //Check for chase-walk/hiding/cloaking opponents.
  1072. case BL_PC:
  1073. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1074. !(status->mode&MD_BOSS) &&
  1075. (
  1076. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1077. !(status->mode&MD_DETECTOR)
  1078. ))
  1079. return 0;
  1080. break;
  1081. default:
  1082. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1083. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1084. return 0;
  1085. }
  1086. return 1;
  1087. }
  1088. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1089. // Basic ASPD value
  1090. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1091. {
  1092. int amotion;
  1093. // base weapon delay
  1094. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1095. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1096. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1097. // percentual delay reduction from stats
  1098. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1099. // raw delay adjustment from bAspd bonus
  1100. amotion+= sd->aspd_add;
  1101. return amotion;
  1102. }
  1103. static unsigned short status_base_atk(struct block_list *bl, struct status_data *status)
  1104. {
  1105. int flag = 0, str, dex, dstr;
  1106. if(!(bl->type&battle_config.enable_baseatk))
  1107. return 0;
  1108. if (bl->type == BL_PC)
  1109. switch(((TBL_PC*)bl)->status.weapon){
  1110. case W_BOW:
  1111. case W_MUSICAL:
  1112. case W_WHIP:
  1113. case W_REVOLVER:
  1114. case W_RIFLE:
  1115. case W_GATLING:
  1116. case W_SHOTGUN:
  1117. case W_GRENADE:
  1118. flag = 1;
  1119. }
  1120. if (flag) {
  1121. str = status->dex;
  1122. dex = status->str;
  1123. } else {
  1124. str = status->str;
  1125. dex = status->dex;
  1126. }
  1127. //Normally only players have base-atk, but homunc have a different batk
  1128. // equation, hinting that perhaps non-players should use this for batk.
  1129. // [Skotlex]
  1130. dstr = str/10;
  1131. str += dstr*dstr;
  1132. if (bl->type == BL_PC)
  1133. str+= dex/5 + status->luk/5;
  1134. return cap_value(str, 0, USHRT_MAX);
  1135. }
  1136. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1137. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1138. //Fills in the misc data that can be calculated from the other status info (except for level)
  1139. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1140. {
  1141. //Non players get the value set, players need to stack with previous bonuses.
  1142. if (bl->type != BL_PC)
  1143. status->batk =
  1144. status->hit = status->flee =
  1145. status->def2 = status->mdef2 =
  1146. status->cri = status->flee2 = 0;
  1147. status->matk_min = status_base_matk_min(status);
  1148. status->matk_max = status_base_matk_max(status);
  1149. status->hit += level + status->dex;
  1150. status->flee += level + status->agi;
  1151. status->def2 += status->vit;
  1152. status->mdef2 += status->int_ + (status->vit>>1);
  1153. if (bl->type&battle_config.enable_critical)
  1154. status->cri += status->luk*3 + 10;
  1155. else
  1156. status->cri = 0;
  1157. if (bl->type&battle_config.enable_perfect_flee)
  1158. status->flee2 += status->luk + 10;
  1159. else
  1160. status->flee2 = 0;
  1161. if (status->batk) {
  1162. int temp = status->batk + status_base_atk(bl, status);
  1163. status->batk = cap_value(temp, 0, USHRT_MAX);
  1164. } else
  1165. status->batk = status_base_atk(bl, status);
  1166. if (status->cri)
  1167. switch (bl->type) {
  1168. case BL_MOB:
  1169. if(battle_config.mob_critical_rate != 100)
  1170. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1171. if(!status->cri && battle_config.mob_critical_rate)
  1172. status->cri = 10;
  1173. break;
  1174. case BL_PC:
  1175. //Players don't have a critical adjustment setting as of yet.
  1176. break;
  1177. default:
  1178. if(battle_config.critical_rate != 100)
  1179. status->cri = status->cri*battle_config.critical_rate/100;
  1180. if (!status->cri && battle_config.critical_rate)
  1181. status->cri = 10;
  1182. }
  1183. if(bl->type&BL_REGEN)
  1184. status_calc_regen(bl, status, status_get_regen_data(bl));
  1185. }
  1186. //Skotlex: Calculates the initial status for the given mob
  1187. //first will only be false when the mob leveled up or got a GuardUp level.
  1188. //first&2: Class-change invoked.
  1189. int status_calc_mob(struct mob_data* md, int first)
  1190. {
  1191. struct status_data *status;
  1192. struct block_list *mbl = NULL;
  1193. int flag=0;
  1194. if(first)
  1195. { //Set basic level on respawn.
  1196. if (md->spawn && !(first&2))
  1197. md->level = md->spawn->level;
  1198. else
  1199. md->level = md->db->lv; // [Valaris]
  1200. }
  1201. //Check if we need custom base-status
  1202. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1203. flag|=1;
  1204. if (md->special_state.size)
  1205. flag|=2;
  1206. if (md->guardian_data && md->guardian_data->guardup_lv)
  1207. flag|=4;
  1208. if (battle_config.slaves_inherit_speed && md->master_id)
  1209. flag|=8;
  1210. if (md->master_id && md->special_state.ai>1)
  1211. flag|=16;
  1212. if (!flag)
  1213. { //No special status required.
  1214. if (md->base_status) {
  1215. aFree(md->base_status);
  1216. md->base_status = NULL;
  1217. }
  1218. if(first)
  1219. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1220. return 0;
  1221. }
  1222. if (!md->base_status)
  1223. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1224. status = md->base_status;
  1225. memcpy(status, &md->db->status, sizeof(struct status_data));
  1226. if (flag&(8|16))
  1227. mbl = map_id2bl(md->master_id);
  1228. if (flag&8 && mbl) {
  1229. struct status_data *mstatus = status_get_base_status(mbl);
  1230. if (mstatus &&
  1231. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1232. status->speed = mstatus->speed;
  1233. }
  1234. if (flag&16 && mbl)
  1235. { //Max HP setting from Summon Flora/marine Sphere
  1236. struct unit_data *ud = unit_bl2ud(mbl);
  1237. //Remove special AI when this is used by regular mobs.
  1238. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1239. md->special_state.ai = 0;
  1240. if (ud)
  1241. { // different levels of HP according to skill level
  1242. if (ud->skillid == AM_SPHEREMINE) {
  1243. status->max_hp = 2000 + 400*ud->skilllv;
  1244. } else { //AM_CANNIBALIZE
  1245. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1246. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1247. }
  1248. status->hp = status->max_hp;
  1249. }
  1250. }
  1251. if (flag&1)
  1252. { // increase from mobs leveling up [Valaris]
  1253. int diff = md->level - md->db->lv;
  1254. status->str+= diff;
  1255. status->agi+= diff;
  1256. status->vit+= diff;
  1257. status->int_+= diff;
  1258. status->dex+= diff;
  1259. status->luk+= diff;
  1260. status->max_hp += diff*status->vit;
  1261. status->max_sp += diff*status->int_;
  1262. status->hp = status->max_hp;
  1263. status->sp = status->max_sp;
  1264. status->speed -= diff;
  1265. }
  1266. if (flag&2)
  1267. { // change for sized monsters [Valaris]
  1268. if (md->special_state.size==1) {
  1269. status->max_hp>>=1;
  1270. status->max_sp>>=1;
  1271. if (!status->max_hp) status->max_hp = 1;
  1272. if (!status->max_sp) status->max_sp = 1;
  1273. status->hp=status->max_hp;
  1274. status->sp=status->max_sp;
  1275. status->str>>=1;
  1276. status->agi>>=1;
  1277. status->vit>>=1;
  1278. status->int_>>=1;
  1279. status->dex>>=1;
  1280. status->luk>>=1;
  1281. if (!status->str) status->str = 1;
  1282. if (!status->agi) status->agi = 1;
  1283. if (!status->vit) status->vit = 1;
  1284. if (!status->int_) status->int_ = 1;
  1285. if (!status->dex) status->dex = 1;
  1286. if (!status->luk) status->luk = 1;
  1287. } else if (md->special_state.size==2) {
  1288. status->max_hp<<=1;
  1289. status->max_sp<<=1;
  1290. status->hp=status->max_hp;
  1291. status->sp=status->max_sp;
  1292. status->str<<=1;
  1293. status->agi<<=1;
  1294. status->vit<<=1;
  1295. status->int_<<=1;
  1296. status->dex<<=1;
  1297. status->luk<<=1;
  1298. }
  1299. }
  1300. status_calc_misc(&md->bl, status, md->level);
  1301. if(flag&4)
  1302. { // Strengthen Guardians - custom value +10% / lv
  1303. struct guild_castle *gc;
  1304. gc=guild_mapname2gc(map[md->bl.m].name);
  1305. if (!gc)
  1306. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1307. else {
  1308. status->max_hp += 2000 * gc->defense;
  1309. status->max_sp += 200 * gc->defense;
  1310. status->hp = status->max_hp;
  1311. status->sp = status->max_sp;
  1312. }
  1313. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1314. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1315. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1316. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1317. }
  1318. //Initial battle status
  1319. if (!first)
  1320. status_calc_bl(&md->bl, SCB_ALL);
  1321. else
  1322. memcpy(&md->status, status, sizeof(struct status_data));
  1323. return 1;
  1324. }
  1325. //Skotlex: Calculates the stats of the given pet.
  1326. int status_calc_pet(struct pet_data *pd, int first)
  1327. {
  1328. nullpo_retr(0, pd);
  1329. if (first) {
  1330. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1331. pd->status.mode|= MD_CANMOVE; //so they can chase their master!
  1332. pd->status.speed = pd->petDB->speed;
  1333. }
  1334. if (battle_config.pet_lv_rate && pd->msd)
  1335. {
  1336. struct map_session_data *sd = pd->msd;
  1337. int lv;
  1338. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1339. if (lv < 0)
  1340. lv = 1;
  1341. if (lv != pd->pet.level || first)
  1342. {
  1343. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1344. pd->pet.level = lv;
  1345. if (!first) //Lv Up animation
  1346. clif_misceffect(&pd->bl, 0);
  1347. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1348. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1349. status->str = (bstat->str*lv)/pd->db->lv;
  1350. status->agi = (bstat->agi*lv)/pd->db->lv;
  1351. status->vit = (bstat->vit*lv)/pd->db->lv;
  1352. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1353. status->dex = (bstat->dex*lv)/pd->db->lv;
  1354. status->luk = (bstat->luk*lv)/pd->db->lv;
  1355. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1356. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1357. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1358. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1359. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1360. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1361. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1362. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1363. status_calc_misc(&pd->bl, &pd->status, lv);
  1364. if (!first) //Not done the first time because the pet is not visible yet
  1365. clif_send_petstatus(sd);
  1366. }
  1367. } else if (first) {
  1368. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1369. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1370. pd->pet.level = pd->db->lv;
  1371. }
  1372. //Support rate modifier (1000 = 100%)
  1373. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1374. if(battle_config.pet_support_rate != 100)
  1375. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1376. return 1;
  1377. }
  1378. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1379. static void status_calc_sigma(void)
  1380. {
  1381. int i,j;
  1382. for(i = 0; i < CLASS_COUNT; i++)
  1383. {
  1384. unsigned int k = 0;
  1385. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1386. for(j = 2; j <= MAX_LEVEL; j++)
  1387. {
  1388. k += (hp_coefficient[i]*j + 50) / 100;
  1389. hp_sigma_val[i][j] = k;
  1390. if (k >= INT_MAX)
  1391. break; //Overflow protection. [Skotlex]
  1392. }
  1393. for(; j <= MAX_LEVEL; j++)
  1394. hp_sigma_val[i][j] = INT_MAX;
  1395. }
  1396. }
  1397. /// Calculates base MaxHP value according to class and base level
  1398. /// The recursive equation used to calculate level bonus is (using integer operations)
  1399. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1400. /// which reduces to something close to
  1401. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1402. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1403. {
  1404. unsigned int val = pc_class2idx(sd->status.class_);
  1405. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1406. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1407. val += 100; //Since their HP can't be approximated well enough without this.
  1408. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1409. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1410. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1411. val += 2000; //Supernovice lvl99 hp bonus.
  1412. val += val * status->vit/100; // +1% per each point of VIT
  1413. if (sd->class_&JOBL_UPPER)
  1414. val += val * 25/100; //Trans classes get a 25% hp bonus
  1415. else if (sd->class_&JOBL_BABY)
  1416. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1417. return val;
  1418. }
  1419. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1420. {
  1421. unsigned int val;
  1422. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1423. val += val * status->int_/100;
  1424. if (sd->class_&JOBL_UPPER)
  1425. val += val * 25/100;
  1426. else if (sd->class_&JOBL_BABY)
  1427. val -= val * 30/100;
  1428. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1429. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1430. return val;
  1431. }
  1432. //Calculates player data from scratch without counting SC adjustments.
  1433. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1434. int status_calc_pc(struct map_session_data* sd,int first)
  1435. {
  1436. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1437. struct status_data b_status, *status;
  1438. const struct status_change *sc = &sd->sc;
  1439. struct skill b_skill[MAX_SKILL];
  1440. int b_weight,b_max_weight;
  1441. int i,index;
  1442. int skill,refinedef=0;
  1443. if (++calculating > 10) //Too many recursive calls!
  1444. return -1;
  1445. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1446. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1447. b_weight = sd->weight;
  1448. b_max_weight = sd->max_weight;
  1449. pc_calc_skilltree(sd); // スキルツリ?の計算
  1450. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1451. if(first&1) {
  1452. //Load Hp/SP from char-received data.
  1453. sd->battle_status.hp = sd->status.hp;
  1454. sd->battle_status.sp = sd->status.sp;
  1455. sd->regen.sregen = &sd->sregen;
  1456. sd->regen.ssregen = &sd->ssregen;
  1457. sd->weight=0;
  1458. for(i=0;i<MAX_INVENTORY;i++){
  1459. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1460. continue;
  1461. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1462. }
  1463. sd->cart_weight=0;
  1464. sd->cart_num=0;
  1465. for(i=0;i<MAX_CART;i++){
  1466. if(sd->status.cart[i].nameid==0)
  1467. continue;
  1468. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1469. sd->cart_num++;
  1470. }
  1471. }
  1472. status = &sd->base_status;
  1473. // these are not zeroed. [zzo]
  1474. sd->hprate=100;
  1475. sd->sprate=100;
  1476. sd->castrate=100;
  1477. sd->delayrate=100;
  1478. sd->dsprate=100;
  1479. sd->speed_rate = 100;
  1480. sd->hprecov_rate = 100;
  1481. sd->sprecov_rate = 100;
  1482. sd->atk_rate = sd->matk_rate = 100;
  1483. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1484. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1485. sd->regen.state.block = 0;
  1486. // zeroed arrays, order follows the order in map.h.
  1487. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1488. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1489. + sizeof(sd->param_equip)
  1490. + sizeof(sd->subele)
  1491. + sizeof(sd->subrace)
  1492. + sizeof(sd->subrace2)
  1493. + sizeof(sd->subsize)
  1494. + sizeof(sd->reseff)
  1495. + sizeof(sd->weapon_coma_ele)
  1496. + sizeof(sd->weapon_coma_race)
  1497. + sizeof(sd->weapon_atk)
  1498. + sizeof(sd->weapon_atk_rate)
  1499. + sizeof(sd->arrow_addele)
  1500. + sizeof(sd->arrow_addrace)
  1501. + sizeof(sd->arrow_addsize)
  1502. + sizeof(sd->magic_addele)
  1503. + sizeof(sd->magic_addrace)
  1504. + sizeof(sd->magic_addsize)
  1505. + sizeof(sd->critaddrace)
  1506. + sizeof(sd->expaddrace)
  1507. + sizeof(sd->ignore_mdef)
  1508. + sizeof(sd->itemgrouphealrate)
  1509. + sizeof(sd->sp_gain_race)
  1510. );
  1511. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1512. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1513. if (sd->special_state.intravision) //Clear status change.
  1514. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1515. memset(&sd->special_state,0,sizeof(sd->special_state));
  1516. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1517. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1518. status->speed = DEFAULT_WALK_SPEED;
  1519. //Give them all modes except these (useful for clones)
  1520. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1521. status->size = (sd->class_&JOBL_BABY)?0:1;
  1522. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1523. if (sd->class_&JOBL_BABY) {
  1524. if (battle_config.character_size&2)
  1525. status->size++;
  1526. } else
  1527. if(battle_config.character_size&1)
  1528. status->size++;
  1529. }
  1530. status->aspd_rate = 1000;
  1531. status->ele_lv = 1;
  1532. status->race = RC_DEMIHUMAN;
  1533. //zero up structures...
  1534. memset(&sd->autospell,0,sizeof(sd->autospell)
  1535. + sizeof(sd->autospell2)
  1536. + sizeof(sd->addeff)
  1537. + sizeof(sd->addeff2)
  1538. + sizeof(sd->skillatk)
  1539. + sizeof(sd->skillheal)
  1540. + sizeof(sd->hp_loss)
  1541. + sizeof(sd->sp_loss)
  1542. + sizeof(sd->hp_regen)
  1543. + sizeof(sd->sp_regen)
  1544. + sizeof(sd->skillblown)
  1545. + sizeof(sd->skillcast)
  1546. + sizeof(sd->add_def)
  1547. + sizeof(sd->add_mdef)
  1548. + sizeof(sd->add_mdmg)
  1549. + sizeof(sd->add_drop)
  1550. + sizeof(sd->itemhealrate)
  1551. );
  1552. // clear autoscripts...
  1553. pc_autoscript_clear(sd->autoscript, ARRAYLENGTH(sd->autoscript));
  1554. pc_autoscript_clear(sd->autoscript2, ARRAYLENGTH(sd->autoscript2));
  1555. // vars zeroing. ints, shorts, chars. in that order.
  1556. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1557. + sizeof(sd->arrow_ele)
  1558. + sizeof(sd->arrow_cri)
  1559. + sizeof(sd->arrow_hit)
  1560. + sizeof(sd->nsshealhp)
  1561. + sizeof(sd->nsshealsp)
  1562. + sizeof(sd->critical_def)
  1563. + sizeof(sd->double_rate)
  1564. + sizeof(sd->long_attack_atk_rate)
  1565. + sizeof(sd->near_attack_def_rate)
  1566. + sizeof(sd->long_attack_def_rate)
  1567. + sizeof(sd->magic_def_rate)
  1568. + sizeof(sd->misc_def_rate)
  1569. + sizeof(sd->ignore_mdef_ele)
  1570. + sizeof(sd->ignore_mdef_race)
  1571. + sizeof(sd->perfect_hit)
  1572. + sizeof(sd->perfect_hit_add)
  1573. + sizeof(sd->get_zeny_rate)
  1574. + sizeof(sd->get_zeny_num)
  1575. + sizeof(sd->double_add_rate)
  1576. + sizeof(sd->short_weapon_damage_return)
  1577. + sizeof(sd->long_weapon_damage_return)
  1578. + sizeof(sd->magic_damage_return)
  1579. + sizeof(sd->random_attack_increase_add)
  1580. + sizeof(sd->random_attack_increase_per)
  1581. + sizeof(sd->break_weapon_rate)
  1582. + sizeof(sd->break_armor_rate)
  1583. + sizeof(sd->crit_atk_rate)
  1584. + sizeof(sd->classchange)
  1585. + sizeof(sd->speed_add_rate)
  1586. + sizeof(sd->aspd_add)
  1587. + sizeof(sd->setitem_hash)
  1588. + sizeof(sd->setitem_hash2)
  1589. // shorts
  1590. + sizeof(sd->splash_range)
  1591. + sizeof(sd->splash_add_range)
  1592. + sizeof(sd->hp_gain_value)
  1593. + sizeof(sd->sp_gain_value)
  1594. + sizeof(sd->sp_vanish_rate)
  1595. + sizeof(sd->sp_vanish_per)
  1596. + sizeof(sd->unbreakable)
  1597. + sizeof(sd->unbreakable_equip)
  1598. + sizeof(sd->unstripable_equip)
  1599. );
  1600. // Parse equipment.
  1601. for(i=0;i<EQI_MAX-1;i++) {
  1602. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1603. if(index < 0)
  1604. continue;
  1605. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1606. continue;
  1607. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1608. continue;
  1609. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1610. continue;
  1611. if(!sd->inventory_data[index])
  1612. continue;
  1613. status->def += sd->inventory_data[index]->def;
  1614. if(first&1 && sd->inventory_data[index]->equip_script)
  1615. { //Execute equip-script on login
  1616. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1617. if (!calculating)
  1618. return 1;
  1619. }
  1620. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1621. int r,wlv = sd->inventory_data[index]->wlv;
  1622. struct weapon_data *wd;
  1623. struct weapon_atk *wa;
  1624. if (wlv >= MAX_REFINE_BONUS)
  1625. wlv = MAX_REFINE_BONUS - 1;
  1626. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1627. wd = &sd->left_weapon; // Left-hand weapon
  1628. wa = &status->lhw;
  1629. } else {
  1630. wd = &sd->right_weapon;
  1631. wa = &status->rhw;
  1632. }
  1633. wa->atk += sd->inventory_data[index]->atk;
  1634. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1635. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1636. wd->overrefine = r*refinebonus[wlv][1];
  1637. wa->range += sd->inventory_data[index]->range;
  1638. if(sd->inventory_data[index]->script) {
  1639. if (wd == &sd->left_weapon) {
  1640. sd->state.lr_flag = 1;
  1641. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1642. sd->state.lr_flag = 0;
  1643. } else
  1644. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1645. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1646. return 1;
  1647. }
  1648. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1649. { // Forged weapon
  1650. wd->star += (sd->status.inventory[index].card[1]>>8);
  1651. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1652. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1653. wd->star += 10;
  1654. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1655. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1656. }
  1657. }
  1658. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1659. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1660. if(sd->inventory_data[index]->script) {
  1661. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1662. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1663. return 1;
  1664. }
  1665. }
  1666. }
  1667. if(sd->equip_index[EQI_AMMO] >= 0){
  1668. index = sd->equip_index[EQI_AMMO];
  1669. if(sd->inventory_data[index]){ // Arrows
  1670. sd->arrow_atk += sd->inventory_data[index]->atk;
  1671. sd->state.lr_flag = 2;
  1672. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1673. sd->state.lr_flag = 0;
  1674. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1675. return 1;
  1676. }
  1677. }
  1678. //Store equipment script bonuses
  1679. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1680. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1681. status->def += (refinedef+50)/100;
  1682. //Parse Cards
  1683. for(i=0;i<EQI_MAX-1;i++) {
  1684. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1685. if(index < 0)
  1686. continue;
  1687. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1688. continue;
  1689. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1690. continue;
  1691. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1692. continue;
  1693. if(sd->inventory_data[index]) {
  1694. int j,c;
  1695. struct item_data *data;
  1696. //Card script execution.
  1697. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1698. continue;
  1699. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1700. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1701. if(!c)
  1702. continue;
  1703. data = itemdb_exists(c);
  1704. if(!data)
  1705. continue;
  1706. if(first&1 && data->equip_script)
  1707. { //Execute equip-script on login
  1708. run_script(data->equip_script,0,sd->bl.id,0);
  1709. if (!calculating)
  1710. return 1;
  1711. }
  1712. if(!data->script)
  1713. continue;
  1714. if(data->flag.no_equip) { //Card restriction checks.
  1715. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1716. continue;
  1717. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1718. continue;
  1719. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1720. continue;
  1721. }
  1722. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1723. { //Left hand status.
  1724. sd->state.lr_flag = 1;
  1725. run_script(data->script,0,sd->bl.id,0);
  1726. sd->state.lr_flag = 0;
  1727. } else
  1728. run_script(data->script,0,sd->bl.id,0);
  1729. if (!calculating) //Abort, run_script his function. [Skotlex]
  1730. return 1;
  1731. }
  1732. }
  1733. }
  1734. if(sd->pd && battle_config.pet_status_support)
  1735. { // Pet
  1736. struct pet_data *pd=sd->pd;
  1737. if(pd && pd->pet.intimate > 0 &&
  1738. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1739. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1740. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1741. }
  1742. //param_bonus now holds card bonuses.
  1743. if(status->rhw.range < 1) status->rhw.range = 1;
  1744. if(status->lhw.range < 1) status->lhw.range = 1;
  1745. if(status->rhw.range < status->lhw.range)
  1746. status->rhw.range = status->lhw.range;
  1747. sd->double_rate += sd->double_add_rate;
  1748. sd->perfect_hit += sd->perfect_hit_add;
  1749. sd->splash_range += sd->splash_add_range;
  1750. if(sd->speed_add_rate)
  1751. sd->speed_rate += sd->speed_add_rate;
  1752. // Damage modifiers from weapon type
  1753. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1754. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1755. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1756. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1757. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1758. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1759. if(pc_isriding(sd) &&
  1760. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1761. { //When Riding with spear, damage modifier to mid-class becomes
  1762. //same as versus large size.
  1763. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1764. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1765. }
  1766. // ----- STATS CALCULATION -----
  1767. // Job bonuses
  1768. index = pc_class2idx(sd->status.class_);
  1769. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1770. if(!job_bonus[index][i])
  1771. continue;
  1772. switch(job_bonus[index][i]) {
  1773. case 1: status->str++; break;
  1774. case 2: status->agi++; break;
  1775. case 3: status->vit++; break;
  1776. case 4: status->int_++; break;
  1777. case 5: status->dex++; break;
  1778. case 6: status->luk++; break;
  1779. }
  1780. }
  1781. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1782. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1783. status->str += 10;
  1784. status->agi += 10;
  1785. status->vit += 10;
  1786. status->int_+= 10;
  1787. status->dex += 10;
  1788. status->luk += 10;
  1789. }
  1790. // Absolute modifiers from passive skills
  1791. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1792. status->str++;
  1793. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1794. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1795. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1796. status->dex += skill;
  1797. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1798. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1799. status->str = cap_value(i,0,USHRT_MAX);
  1800. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1801. status->agi = cap_value(i,0,USHRT_MAX);
  1802. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1803. status->vit = cap_value(i,0,USHRT_MAX);
  1804. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1805. status->int_ = cap_value(i,0,USHRT_MAX);
  1806. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1807. status->dex = cap_value(i,0,USHRT_MAX);
  1808. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1809. status->luk = cap_value(i,0,USHRT_MAX);
  1810. // ------ BASE ATTACK CALCULATION ------
  1811. // Base batk value is set on status_calc_misc
  1812. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1813. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1814. status->batk += sd->weapon_atk[sd->status.weapon];
  1815. // Absolute modifiers from passive skills
  1816. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1817. status->batk += 4;
  1818. // ----- HP MAX CALCULATION -----
  1819. // Basic MaxHP value
  1820. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1821. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1822. //This is done to handle underflows from negative Max HP bonuses
  1823. i = sd->status.max_hp + (int)status->max_hp;
  1824. status->max_hp = cap_value(i, 0, INT_MAX);
  1825. // Absolute modifiers from passive skills
  1826. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1827. status->max_hp += skill*200;
  1828. // Apply relative modifiers from equipment
  1829. if(sd->hprate < 0)
  1830. sd->hprate = 0;
  1831. if(sd->hprate!=100)
  1832. status->max_hp = status->max_hp * sd->hprate/100;
  1833. if(battle_config.hp_rate != 100)
  1834. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1835. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1836. status->max_hp = battle_config.max_hp;
  1837. else if(!status->max_hp)
  1838. status->max_hp = 1;
  1839. // ----- SP MAX CALCULATION -----
  1840. // Basic MaxSP value
  1841. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1842. //This is done to handle underflows from negative Max SP bonuses
  1843. i = sd->status.max_sp + (int)status->max_sp;
  1844. status->max_sp = cap_value(i, 0, INT_MAX);
  1845. // Absolute modifiers from passive skills
  1846. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1847. status->max_sp += 30*skill;
  1848. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1849. status->max_sp += status->max_sp * skill/100;
  1850. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1851. status->max_sp += status->max_sp * 2*skill/100;
  1852. // Apply relative modifiers from equipment
  1853. if(sd->sprate < 0)
  1854. sd->sprate = 0;
  1855. if(sd->sprate!=100)
  1856. status->max_sp = status->max_sp * sd->sprate/100;
  1857. if(battle_config.sp_rate != 100)
  1858. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1859. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1860. status->max_sp = battle_config.max_sp;
  1861. else if(!status->max_sp)
  1862. status->max_sp = 1;
  1863. // ----- RESPAWN HP/SP -----
  1864. //
  1865. //Calc respawn hp and store it on base_status
  1866. if (sd->special_state.restart_full_recover)
  1867. {
  1868. status->hp = status->max_hp;
  1869. status->sp = status->max_sp;
  1870. } else {
  1871. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1872. && battle_config.restart_hp_rate < 50)
  1873. status->hp=status->max_hp>>1;
  1874. else
  1875. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1876. if(!status->hp)
  1877. status->hp = 1;
  1878. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1879. }
  1880. // ----- MISC CALCULATION -----
  1881. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1882. //Equipment modifiers for misc settings
  1883. if(sd->matk_rate < 0)
  1884. sd->matk_rate = 0;
  1885. if(sd->matk_rate != 100){
  1886. status->matk_max = status->matk_max * sd->matk_rate/100;
  1887. status->matk_min = status->matk_min * sd->matk_rate/100;
  1888. }
  1889. if(sd->hit_rate < 0)
  1890. sd->hit_rate = 0;
  1891. if(sd->hit_rate != 100)
  1892. status->hit = status->hit * sd->hit_rate/100;
  1893. if(sd->flee_rate < 0)
  1894. sd->flee_rate = 0;
  1895. if(sd->flee_rate != 100)
  1896. status->flee = status->flee * sd->flee_rate/100;
  1897. if(sd->def2_rate < 0)
  1898. sd->def2_rate = 0;
  1899. if(sd->def2_rate != 100)
  1900. status->def2 = status->def2 * sd->def2_rate/100;
  1901. if(sd->mdef2_rate < 0)
  1902. sd->mdef2_rate = 0;
  1903. if(sd->mdef2_rate != 100)
  1904. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1905. if(sd->critical_rate < 0)
  1906. sd->critical_rate = 0;
  1907. if(sd->critical_rate != 100)
  1908. status->cri = status->cri * sd->critical_rate/100;
  1909. if(sd->flee2_rate < 0)
  1910. sd->flee2_rate = 0;
  1911. if(sd->flee2_rate != 100)
  1912. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1913. // ----- HIT CALCULATION -----
  1914. // Absolute modifiers from passive skills
  1915. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1916. status->hit += skill*2;
  1917. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1918. status->hit += skill;
  1919. if(sd->status.weapon == W_BOW)
  1920. status->rhw.range += skill;
  1921. }
  1922. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1923. {
  1924. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1925. status->hit += 2*skill;
  1926. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1927. status->hit += skill;
  1928. status->rhw.range += skill;
  1929. }
  1930. }
  1931. // ----- FLEE CALCULATION -----
  1932. // Absolute modifiers from passive skills
  1933. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1934. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1935. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1936. status->flee += (skill*3)>>1;
  1937. // ----- EQUIPMENT-DEF CALCULATION -----
  1938. // Apply relative modifiers from equipment
  1939. if(sd->def_rate < 0)
  1940. sd->def_rate = 0;
  1941. if(sd->def_rate != 100) {
  1942. i = status->def * sd->def_rate/100;
  1943. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1944. }
  1945. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1946. {
  1947. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1948. status->def = (unsigned char)battle_config.max_def;
  1949. }
  1950. // ----- EQUIPMENT-MDEF CALCULATION -----
  1951. // Apply relative modifiers from equipment
  1952. if(sd->mdef_rate < 0)
  1953. sd->mdef_rate = 0;
  1954. if(sd->mdef_rate != 100) {
  1955. i = status->mdef * sd->mdef_rate/100;
  1956. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1957. }
  1958. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1959. {
  1960. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1961. status->mdef = (signed char)battle_config.max_def;
  1962. }
  1963. // ----- WALKING SPEED CALCULATION -----
  1964. if(sd->speed_rate < 0)
  1965. sd->speed_rate = 0;
  1966. if(sd->speed_rate != 100)
  1967. status->speed = status->speed*sd->speed_rate/100;
  1968. // Relative modifiers from passive skills
  1969. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1970. status->speed -= status->speed * skill/100;
  1971. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1972. status->speed -= status->speed * 25/100;
  1973. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1974. status->speed += status->speed * (100-10*skill)/100;
  1975. if(status->speed < battle_config.max_walk_speed)
  1976. status->speed = battle_config.max_walk_speed;
  1977. // ----- ASPD CALCULATION -----
  1978. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1979. // Basic ASPD value
  1980. i = status_base_amotion_pc(sd,status);
  1981. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1982. // Relative modifiers from passive skills
  1983. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1984. status->aspd_rate -= 5*skill;
  1985. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1986. status->aspd_rate -= 30*skill;
  1987. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1988. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1989. status->aspd_rate -= ((skill+1)/2) * 10;
  1990. if(pc_isriding(sd))
  1991. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1992. status->adelay = 2*status->amotion;
  1993. // ----- DMOTION -----
  1994. //
  1995. i = 800-status->agi*4;
  1996. status->dmotion = cap_value(i, 400, 800);
  1997. if(battle_config.pc_damage_delay_rate != 100)
  1998. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1999. // ----- MISC CALCULATIONS -----
  2000. // Weight
  2001. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2002. sd->max_weight += 2000*skill;
  2003. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2004. sd->max_weight += 10000;
  2005. if(sc->data[SC_KNOWLEDGE])
  2006. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2007. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2008. sd->max_weight += 2000*skill;
  2009. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2010. sd->regen.state.walk = 1;
  2011. else
  2012. sd->regen.state.walk = 0;
  2013. // Skill SP cost
  2014. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2015. sd->dsprate -= 4*skill;
  2016. if(sc->data[SC_SERVICE4U])
  2017. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2018. if(sc->data[SC_SPCOST_RATE])
  2019. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2020. //Underflow protections.
  2021. if(sd->dsprate < 0)
  2022. sd->dsprate = 0;
  2023. if(sd->castrate < 0)
  2024. sd->castrate = 0;
  2025. if(sd->delayrate < 0)
  2026. sd->delayrate = 0;
  2027. if(sd->hprecov_rate < 0)
  2028. sd->hprecov_rate = 0;
  2029. if(sd->sprecov_rate < 0)
  2030. sd->sprecov_rate = 0;
  2031. // Anti-element and anti-race
  2032. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2033. sd->subele[ELE_HOLY] += skill*5;
  2034. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2035. sd->subele[ELE_NEUTRAL] += skill;
  2036. sd->subele[ELE_FIRE] += skill*4;
  2037. }
  2038. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2039. skill = skill*4;
  2040. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2041. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2042. sd->magic_addrace[RC_DRAGON]+=skill;
  2043. sd->subrace[RC_DRAGON]+=skill;
  2044. }
  2045. if(sc->count){
  2046. if(sc->data[SC_CONCENTRATE])
  2047. { //Update the card-bonus data
  2048. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2049. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2050. }
  2051. if(sc->data[SC_SIEGFRIED]){
  2052. i = sc->data[SC_SIEGFRIED]->val2;
  2053. sd->subele[ELE_WATER] += i;
  2054. sd->subele[ELE_EARTH] += i;
  2055. sd->subele[ELE_FIRE] += i;
  2056. sd->subele[ELE_WIND] += i;
  2057. sd->subele[ELE_POISON] += i;
  2058. sd->subele[ELE_HOLY] += i;
  2059. sd->subele[ELE_DARK] += i;
  2060. sd->subele[ELE_GHOST] += i;
  2061. sd->subele[ELE_UNDEAD] += i;
  2062. }
  2063. if(sc->data[SC_PROVIDENCE]){
  2064. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2065. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2066. }
  2067. if(sc->data[SC_ARMOR_ELEMENT])
  2068. { //This status change should grant card-type elemental resist.
  2069. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2070. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2071. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2072. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2073. }
  2074. if(sc->data[SC_ARMOR_RESIST])
  2075. { // Undead Scroll
  2076. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2077. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2078. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2079. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2080. }
  2081. }
  2082. status_cpy(&sd->battle_status, status);
  2083. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2084. status = &sd->battle_status; //Need to compare versus this.
  2085. // ----- CLIENT-SIDE REFRESH -----
  2086. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2087. clif_skillinfoblock(sd);
  2088. if(b_status.speed != status->speed)
  2089. clif_updatestatus(sd,SP_SPEED);
  2090. if(b_weight != sd->weight)
  2091. clif_updatestatus(sd,SP_WEIGHT);
  2092. if(b_max_weight != sd->max_weight) {
  2093. clif_updatestatus(sd,SP_MAXWEIGHT);
  2094. pc_updateweightstatus(sd);
  2095. }
  2096. if(b_status.str != status->str)
  2097. clif_updatestatus(sd,SP_STR);
  2098. if(b_status.agi != status->agi)
  2099. clif_updatestatus(sd,SP_AGI);
  2100. if(b_status.vit != status->vit)
  2101. clif_updatestatus(sd,SP_VIT);
  2102. if(b_status.int_ != status->int_)
  2103. clif_updatestatus(sd,SP_INT);
  2104. if(b_status.dex != status->dex)
  2105. clif_updatestatus(sd,SP_DEX);
  2106. if(b_status.luk != status->luk)
  2107. clif_updatestatus(sd,SP_LUK);
  2108. if(b_status.hit != status->hit)
  2109. clif_updatestatus(sd,SP_HIT);
  2110. if(b_status.flee != status->flee)
  2111. clif_updatestatus(sd,SP_FLEE1);
  2112. if(b_status.amotion != status->amotion)
  2113. clif_updatestatus(sd,SP_ASPD);
  2114. if(b_status.rhw.atk != status->rhw.atk ||
  2115. b_status.lhw.atk != status->lhw.atk ||
  2116. b_status.batk != status->batk)
  2117. clif_updatestatus(sd,SP_ATK1);
  2118. if(b_status.def != status->def)
  2119. clif_updatestatus(sd,SP_DEF1);
  2120. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2121. b_status.lhw.atk2 != status->lhw.atk2)
  2122. clif_updatestatus(sd,SP_ATK2);
  2123. if(b_status.def2 != status->def2)
  2124. clif_updatestatus(sd,SP_DEF2);
  2125. if(b_status.flee2 != status->flee2)
  2126. clif_updatestatus(sd,SP_FLEE2);
  2127. if(b_status.cri != status->cri)
  2128. clif_updatestatus(sd,SP_CRITICAL);
  2129. if(b_status.matk_max != status->matk_max)
  2130. clif_updatestatus(sd,SP_MATK1);
  2131. if(b_status.matk_min != status->matk_min)
  2132. clif_updatestatus(sd,SP_MATK2);
  2133. if(b_status.mdef != status->mdef)
  2134. clif_updatestatus(sd,SP_MDEF1);
  2135. if(b_status.mdef2 != status->mdef2)
  2136. clif_updatestatus(sd,SP_MDEF2);
  2137. if(b_status.rhw.range != status->rhw.range)
  2138. clif_updatestatus(sd,SP_ATTACKRANGE);
  2139. if(b_status.max_hp != status->max_hp)
  2140. clif_updatestatus(sd,SP_MAXHP);
  2141. if(b_status.max_sp != status->max_sp)
  2142. clif_updatestatus(sd,SP_MAXSP);
  2143. if(b_status.hp != status->hp)
  2144. clif_updatestatus(sd,SP_HP);
  2145. if(b_status.sp != status->sp)
  2146. clif_updatestatus(sd,SP_SP);
  2147. calculating = 0;
  2148. return 0;
  2149. }
  2150. int status_calc_homunculus(struct homun_data *hd, int first)
  2151. {
  2152. struct status_data b_status, *status;
  2153. struct s_homunculus *hom;
  2154. int skill;
  2155. int amotion;
  2156. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2157. hom = &hd->homunculus;
  2158. status = &hd->base_status;
  2159. status->str = hom->str / 10;
  2160. status->agi = hom->agi / 10;
  2161. status->vit = hom->vit / 10;
  2162. status->dex = hom->dex / 10;
  2163. status->int_ = hom->int_ / 10;
  2164. status->luk = hom->luk / 10;
  2165. if (first) { //[orn]
  2166. const struct s_homunculus_db *db = hd->homunculusDB;
  2167. status->def_ele = db->element;
  2168. status->ele_lv = 1;
  2169. status->race = db->race;
  2170. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2171. status->rhw.range = 1 + status->size;
  2172. status->mode = MD_CANMOVE|MD_CANATTACK;
  2173. status->speed = DEFAULT_WALK_SPEED;
  2174. if (battle_config.hom_setting&0x8 && hd->master)
  2175. status->speed = status_get_speed(&hd->master->bl);
  2176. status->hp = 1;
  2177. status->sp = 1;
  2178. }
  2179. skill = hom->level/10 + status->vit/5;
  2180. status->def = cap_value(skill, 0, 99);
  2181. skill = hom->level/10 + status->int_/5;
  2182. status->mdef = cap_value(skill, 0, 99);
  2183. status->max_hp = hom->max_hp ;
  2184. status->max_sp = hom->max_sp ;
  2185. merc_hom_calc_skilltree(hd);
  2186. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2187. status->def += skill * 4;
  2188. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2189. {
  2190. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2191. status->str += 1 +skill/3 +skill/3 +skill/4;
  2192. }
  2193. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2194. status->max_hp += skill * 2 * status->max_hp / 100;
  2195. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2196. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2197. if (first) {
  2198. hd->battle_status.hp = hom->hp ;
  2199. hd->battle_status.sp = hom->sp ;
  2200. }
  2201. status->rhw.atk = status->dex;
  2202. status->rhw.atk2 = status->str + hom->level;
  2203. status->aspd_rate = 1000;
  2204. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2205. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2206. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2207. status_calc_misc(&hd->bl, status, hom->level);
  2208. status_cpy(&hd->battle_status, status);
  2209. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2210. if( memcmp(&b_status, status, sizeof(struct status_data)) && !first )
  2211. clif_hominfo(hd->master,hd,0) ;
  2212. return 1;
  2213. }
  2214. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2215. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2216. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2217. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2218. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2219. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2220. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2221. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2222. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2223. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2224. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2225. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2226. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2227. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2228. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2229. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2230. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2231. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2232. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2233. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2234. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2235. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2236. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2237. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2238. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2239. //Calculates base regen values.
  2240. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2241. {
  2242. struct map_session_data *sd;
  2243. int val, skill;
  2244. if (!(bl->type&BL_REGEN) || !regen)
  2245. return;
  2246. sd = BL_CAST(BL_PC,bl);
  2247. val = 1 + (status->vit/5) + (status->max_hp/200);
  2248. if (sd && sd->hprecov_rate != 100)
  2249. val = val*sd->hprecov_rate/100;
  2250. regen->hp = cap_value(val, 1, SHRT_MAX);
  2251. val = 1 + (status->int_/6) + (status->max_sp/100);
  2252. if(status->int_ >= 120)
  2253. val += ((status->int_-120)>>1) + 4;
  2254. if(sd && sd->sprecov_rate != 100)
  2255. val = val*sd->sprecov_rate/100;
  2256. regen->sp = cap_value(val, 1, SHRT_MAX);
  2257. if(sd)
  2258. {
  2259. struct regen_data_sub *sregen;
  2260. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2261. {
  2262. val = regen->sp*(100+3*skill)/100;
  2263. regen->sp = cap_value(val, 1, SHRT_MAX);
  2264. }
  2265. //Only players have skill/sitting skill regen for now.
  2266. sregen = regen->sregen;
  2267. val = 0;
  2268. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2269. val += skill*5 + skill*status->max_hp/500;
  2270. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2271. val = 0;
  2272. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2273. val += skill*3 + skill*status->max_sp/500;
  2274. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2275. val += skill*3 + skill*status->max_sp/500;
  2276. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2277. // Skill-related recovery (only when sit)
  2278. sregen = regen->ssregen;
  2279. val = 0;
  2280. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2281. val += skill*4 + skill*status->max_hp/500;
  2282. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2283. val += skill*30 + skill*status->max_hp/500;
  2284. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2285. val = 0;
  2286. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2287. {
  2288. val += skill*3 + skill*status->max_sp/500;
  2289. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2290. val += (30+10*skill)*val/100;
  2291. }
  2292. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2293. val += skill*2 + skill*status->max_sp/500;
  2294. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2295. }
  2296. if(bl->type==BL_HOM)
  2297. {
  2298. struct homun_data *hd = (TBL_HOM*)bl;
  2299. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2300. {
  2301. val = regen->hp*(100+5*skill)/100;
  2302. regen->hp = cap_value(val, 1, SHRT_MAX);
  2303. }
  2304. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2305. {
  2306. val = regen->sp*(100+3*skill)/100;
  2307. regen->sp = cap_value(val, 1, SHRT_MAX);
  2308. }
  2309. }
  2310. }
  2311. //Calculates SC related regen rates.
  2312. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2313. {
  2314. if (!(bl->type&BL_REGEN) || !regen)
  2315. return;
  2316. regen->flag = RGN_HP|RGN_SP;
  2317. if(regen->sregen)
  2318. {
  2319. if (regen->sregen->hp)
  2320. regen->flag|=RGN_SHP;
  2321. if (regen->sregen->sp)
  2322. regen->flag|=RGN_SSP;
  2323. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2324. }
  2325. if (regen->ssregen)
  2326. {
  2327. if (regen->ssregen->hp)
  2328. regen->flag|=RGN_SHP;
  2329. if (regen->ssregen->sp)
  2330. regen->flag|=RGN_SSP;
  2331. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2332. }
  2333. regen->rate.hp = regen->rate.sp = 1;
  2334. if (!sc || !sc->count)
  2335. return;
  2336. if (
  2337. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2338. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2339. || sc->data[SC_BERSERK]
  2340. || sc->data[SC_TRICKDEAD]
  2341. || sc->data[SC_BLEEDING]
  2342. ) //No regen
  2343. regen->flag = 0;
  2344. if (
  2345. sc->data[SC_EXTREMITYFIST]
  2346. || sc->data[SC_DANCING]
  2347. || (sc->data[SC_EXPLOSIONSPIRITS]
  2348. && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  2349. ) //No natural SP regen
  2350. regen->flag &=~RGN_SP;
  2351. if(
  2352. sc->data[SC_TENSIONRELAX]
  2353. ) {
  2354. regen->rate.hp += 2;
  2355. if (regen->sregen)
  2356. regen->sregen->rate.hp += 3;
  2357. }
  2358. if (sc->data[SC_MAGNIFICAT])
  2359. {
  2360. regen->rate.hp += 1;
  2361. regen->rate.sp += 1;
  2362. }
  2363. if (sc->data[SC_REGENERATION])
  2364. {
  2365. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2366. if (!sce->val4)
  2367. {
  2368. regen->rate.hp += sce->val2;
  2369. regen->rate.sp += sce->val3;
  2370. } else
  2371. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2372. }
  2373. }
  2374. //Calculates some attributes that depends on modified stats from status changes.
  2375. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2376. {
  2377. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2378. int skill;
  2379. if(flag&(SCB_MAXHP|SCB_VIT))
  2380. {
  2381. flag|=SCB_MAXHP; //Ensures client-side refresh
  2382. status->max_hp = status_base_pc_maxhp(sd,status);
  2383. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2384. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2385. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2386. status->max_hp = battle_config.max_hp;
  2387. else if(!status->max_hp)
  2388. status->max_hp = 1;
  2389. if(status->hp > status->max_hp) {
  2390. status->hp = status->max_hp;
  2391. clif_updatestatus(sd,SP_HP);
  2392. }
  2393. }
  2394. if(flag&(SCB_MAXSP|SCB_INT))
  2395. {
  2396. flag|=SCB_MAXSP;
  2397. status->max_sp = status_base_pc_maxsp(sd,status);
  2398. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2399. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2400. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2401. status->max_sp = battle_config.max_sp;
  2402. else if(!status->max_sp)
  2403. status->max_sp = 1;
  2404. if(status->sp > status->max_sp) {
  2405. status->sp = status->max_sp;
  2406. clif_updatestatus(sd,SP_SP);
  2407. }
  2408. }
  2409. if(flag&SCB_MATK) {
  2410. //New matk
  2411. status->matk_min = status_base_matk_min(status);
  2412. status->matk_max = status_base_matk_max(status);
  2413. //Bonuses from previous matk
  2414. if(sd->matk_rate != 100){
  2415. status->matk_max = status->matk_max * sd->matk_rate/100;
  2416. status->matk_min = status->matk_min * sd->matk_rate/100;
  2417. }
  2418. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2419. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2420. if(sd->sc.data[SC_MAGICPOWER]) { //Store current matk values
  2421. sd->sc.mp_matk_min = status->matk_min;
  2422. sd->sc.mp_matk_max = status->matk_max;
  2423. }
  2424. }
  2425. if(flag&SCB_SPEED) {
  2426. if(status->speed < battle_config.max_walk_speed)
  2427. status->speed = battle_config.max_walk_speed;
  2428. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2429. //Store casting walk speed for quick restoration. [Skotlex]
  2430. sd->prev_speed = status->speed * (175-5*skill)/100;
  2431. if(sd->ud.skilltimer != -1) { //Swap speed.
  2432. skill = status->speed;
  2433. status->speed = sd->prev_speed;
  2434. sd->prev_speed = skill;
  2435. }
  2436. }
  2437. }
  2438. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2439. flag|=SCB_ASPD;
  2440. skill = status_base_amotion_pc(sd,status);
  2441. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2442. // Apply all relative modifiers
  2443. if(status->aspd_rate != 1000)
  2444. skill = skill *status->aspd_rate/1000;
  2445. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2446. status->adelay = 2*status->amotion;
  2447. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2448. //Store casting adelay for quick restoration. [Skotlex]
  2449. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2450. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2451. skill = status->adelay;
  2452. status->adelay = sd->prev_adelay;
  2453. sd->prev_adelay = skill;
  2454. }
  2455. }
  2456. }
  2457. if(flag&(SCB_AGI|SCB_DSPD)) {
  2458. if (b_status->agi == status->agi)
  2459. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2460. else {
  2461. skill = 800-status->agi*4;
  2462. status->dmotion = cap_value(skill, 400, 800);
  2463. if(battle_config.pc_damage_delay_rate != 100)
  2464. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2465. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2466. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2467. }
  2468. }
  2469. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2470. status_calc_regen(&sd->bl, status, &sd->regen);
  2471. if(flag&SCB_REGEN)
  2472. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2473. if (flag == SCB_ALL)
  2474. return; //Refresh is done on invoking function (status_calc_pc)
  2475. if(flag&SCB_STR)
  2476. clif_updatestatus(sd,SP_STR);
  2477. if(flag&SCB_AGI)
  2478. clif_updatestatus(sd,SP_AGI);
  2479. if(flag&SCB_VIT)
  2480. clif_updatestatus(sd,SP_VIT);
  2481. if(flag&SCB_INT)
  2482. clif_updatestatus(sd,SP_INT);
  2483. if(flag&SCB_DEX)
  2484. clif_updatestatus(sd,SP_DEX);
  2485. if(flag&SCB_LUK)
  2486. clif_updatestatus(sd,SP_LUK);
  2487. if(flag&SCB_HIT)
  2488. clif_updatestatus(sd,SP_HIT);
  2489. if(flag&SCB_FLEE)
  2490. clif_updatestatus(sd,SP_FLEE1);
  2491. if(flag&SCB_ASPD)
  2492. clif_updatestatus(sd,SP_ASPD);
  2493. if(flag&SCB_SPEED)
  2494. clif_updatestatus(sd,SP_SPEED);
  2495. if(flag&(SCB_BATK|SCB_WATK))
  2496. clif_updatestatus(sd,SP_ATK1);
  2497. if(flag&SCB_DEF)
  2498. clif_updatestatus(sd,SP_DEF1);
  2499. if(flag&SCB_WATK)
  2500. clif_updatestatus(sd,SP_ATK2);
  2501. if(flag&SCB_DEF2)
  2502. clif_updatestatus(sd,SP_DEF2);
  2503. if(flag&SCB_FLEE2)
  2504. clif_updatestatus(sd,SP_FLEE2);
  2505. if(flag&SCB_CRI)
  2506. clif_updatestatus(sd,SP_CRITICAL);
  2507. if(flag&SCB_MATK) {
  2508. clif_updatestatus(sd,SP_MATK1);
  2509. clif_updatestatus(sd,SP_MATK2);
  2510. }
  2511. if(flag&SCB_MDEF)
  2512. clif_updatestatus(sd,SP_MDEF1);
  2513. if(flag&SCB_MDEF2)
  2514. clif_updatestatus(sd,SP_MDEF2);
  2515. if(flag&SCB_RANGE)
  2516. clif_updatestatus(sd,SP_ATTACKRANGE);
  2517. if(flag&SCB_MAXHP)
  2518. clif_updatestatus(sd,SP_MAXHP);
  2519. if(flag&SCB_MAXSP)
  2520. clif_updatestatus(sd,SP_MAXSP);
  2521. }
  2522. //Calculates some attributes that depends on modified stats from status changes.
  2523. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2524. {
  2525. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2526. int skill = 0;
  2527. if(flag&(SCB_MAXHP|SCB_VIT))
  2528. {
  2529. flag|=SCB_MAXHP; //Ensures client-side refresh
  2530. // Apply relative modifiers from equipment
  2531. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2532. status->max_hp = battle_config.max_hp;
  2533. else if(!status->max_hp)
  2534. status->max_hp = 1;
  2535. if(status->hp > status->max_hp)
  2536. status->hp = status->max_hp;
  2537. }
  2538. if(flag&(SCB_MAXSP|SCB_INT))
  2539. {
  2540. flag|=SCB_MAXSP;
  2541. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2542. status->max_sp = battle_config.max_sp;
  2543. else if(!status->max_sp)
  2544. status->max_sp = 1;
  2545. if(status->sp > status->max_sp)
  2546. status->sp = status->max_sp;
  2547. }
  2548. if(flag&(SCB_VIT|SCB_DEF))
  2549. { //Since vit affects def, recalculate def.
  2550. flag|=SCB_DEF;
  2551. status->def = status_calc_def(&hd->bl, &hd->sc, b_status->def);
  2552. status->def+=(status->vit/5 - b_status->vit/5);
  2553. }
  2554. if(flag&(SCB_INT|SCB_MDEF))
  2555. {
  2556. flag|=SCB_MDEF;
  2557. status->mdef = status_calc_mdef(&hd->bl, &hd->sc, b_status->mdef);
  2558. status->mdef+= (status->int_/5 - b_status->int_/5);
  2559. }
  2560. if(flag&SCB_DEX) {
  2561. flag |=SCB_WATK;
  2562. status->rhw.atk = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk);
  2563. status->rhw.atk+= (status->dex - b_status->dex);
  2564. }
  2565. if(flag&SCB_STR) {
  2566. flag |=SCB_WATK;
  2567. status->rhw.atk2 = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk2);
  2568. status->rhw.atk2+= (status->str - b_status->str);
  2569. }
  2570. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2571. status->rhw.atk2 = status->rhw.atk;
  2572. if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  2573. status->matk_min = status->matk_max;
  2574. if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
  2575. status->speed = status_get_speed(&hd->master->bl);
  2576. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2577. flag|=SCB_ASPD;
  2578. skill = (1000 -4*status->agi -status->dex)
  2579. *hd->homunculusDB->baseASPD/1000;
  2580. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2581. if(status->aspd_rate != 1000)
  2582. skill = skill*status->aspd_rate/1000;
  2583. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2584. status->adelay = status->amotion;
  2585. }
  2586. if(flag&(SCB_AGI|SCB_DSPD)) {
  2587. skill = 800-status->agi*4;
  2588. status->dmotion = cap_value(skill, 400, 800);
  2589. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2590. }
  2591. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2592. status_calc_regen(&hd->bl, status, &hd->regen);
  2593. if(flag&SCB_REGEN)
  2594. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2595. if (flag == SCB_ALL)
  2596. return; //Refresh is done on invoking function (status_calc_hom)
  2597. if (hd->master && flag&(
  2598. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2599. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2600. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2601. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2602. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2603. )
  2604. clif_hominfo(hd->master,hd,0);
  2605. }
  2606. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2607. {
  2608. struct status_data *b_status, *status;
  2609. struct status_change *sc;
  2610. int temp;
  2611. TBL_PC *sd;
  2612. b_status = status_get_base_status(bl);
  2613. status = status_get_status_data(bl);
  2614. sc = status_get_sc(bl);
  2615. if (!b_status || !status)
  2616. return;
  2617. sd = BL_CAST(BL_PC,bl);
  2618. if(sd && flag&SCB_PC)
  2619. { //Recalc everything.
  2620. status_calc_pc(sd,0);
  2621. return;
  2622. }
  2623. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2624. status_cpy(status, b_status);
  2625. return;
  2626. }
  2627. if(flag&SCB_STR) {
  2628. status->str = status_calc_str(bl, sc, b_status->str);
  2629. flag|=SCB_BATK;
  2630. }
  2631. if(flag&SCB_AGI) {
  2632. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2633. flag|=SCB_FLEE;
  2634. }
  2635. if(flag&SCB_VIT) {
  2636. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2637. flag|=SCB_DEF2|SCB_MDEF2;
  2638. }
  2639. if(flag&SCB_INT) {
  2640. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2641. flag|=SCB_MATK|SCB_MDEF2;
  2642. }
  2643. if(flag&SCB_DEX) {
  2644. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2645. flag|=SCB_BATK|SCB_HIT;
  2646. }
  2647. if(flag&SCB_LUK) {
  2648. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2649. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2650. }
  2651. if(flag&SCB_BATK && b_status->batk) {
  2652. status->batk = status_base_atk(bl,status);
  2653. temp = b_status->batk - status_base_atk(bl,b_status);
  2654. if (temp)
  2655. {
  2656. temp += status->batk;
  2657. status->batk = cap_value(temp, 0, USHRT_MAX);
  2658. }
  2659. status->batk = status_calc_batk(bl, sc, status->batk);
  2660. }
  2661. if(flag&SCB_WATK) {
  2662. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2663. if (!sd) //Should not affect weapon refine bonus
  2664. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2665. if(b_status->lhw.atk) {
  2666. if (sd) {
  2667. sd->state.lr_flag = 1;
  2668. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2669. sd->state.lr_flag = 0;
  2670. } else {
  2671. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2672. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2673. }
  2674. }
  2675. }
  2676. if(flag&SCB_HIT) {
  2677. if (status->dex == b_status->dex)
  2678. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2679. else
  2680. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2681. }
  2682. if(flag&SCB_FLEE) {
  2683. if (status->agi == b_status->agi)
  2684. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2685. else
  2686. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2687. }
  2688. if(flag&SCB_DEF)
  2689. status->def = status_calc_def(bl, sc, b_status->def);
  2690. if(flag&SCB_DEF2) {
  2691. if (status->vit == b_status->vit)
  2692. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2693. else
  2694. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2695. }
  2696. if(flag&SCB_MDEF)
  2697. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2698. if(flag&SCB_MDEF2) {
  2699. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2700. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2701. else
  2702. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2703. }
  2704. if(flag&SCB_SPEED) {
  2705. struct unit_data *ud = unit_bl2ud(bl);
  2706. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2707. //Re-walk to adjust speed (we do not check if walktimer != -1
  2708. //because if you step on something while walking, the moment this
  2709. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2710. if (ud)
  2711. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2712. }
  2713. if(flag&SCB_CRI && b_status->cri) {
  2714. if (status->luk == b_status->luk)
  2715. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2716. else
  2717. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2718. }
  2719. if(flag&SCB_FLEE2 && b_status->flee2) {
  2720. if (status->luk == b_status->luk)
  2721. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2722. else
  2723. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2724. }
  2725. if(flag&SCB_ATK_ELE) {
  2726. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2727. if (sd) sd->state.lr_flag = 1;
  2728. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2729. if (sd) sd->state.lr_flag = 0;
  2730. }
  2731. if(flag&SCB_DEF_ELE) {
  2732. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2733. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2734. }
  2735. if(flag&SCB_MODE)
  2736. {
  2737. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2738. //Since mode changed, reset their state.
  2739. if (!(status->mode&MD_CANATTACK))
  2740. unit_stop_attack(bl);
  2741. if (!(status->mode&MD_CANMOVE))
  2742. unit_stop_walking(bl,0);
  2743. }
  2744. // No status changes alter these yet.
  2745. // if(flag&SCB_SIZE)
  2746. // if(flag&SCB_RACE)
  2747. // if(flag&SCB_RANGE)
  2748. if(sd) {
  2749. //The remaining are handled quite different by players, so use their own function.
  2750. status_calc_bl_sub_pc(sd, flag);
  2751. return;
  2752. }
  2753. if(flag&SCB_MAXHP) {
  2754. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2755. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2756. status->hp = status->max_hp;
  2757. }
  2758. if(flag&SCB_MAXSP) {
  2759. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2760. if (status->sp > status->max_sp)
  2761. status->sp = status->max_sp;
  2762. }
  2763. if(flag&SCB_MATK) {
  2764. status->matk_min = status_base_matk_min(status);
  2765. status->matk_max = status_base_matk_max(status);
  2766. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2767. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2768. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  2769. sc->mp_matk_min = status->matk_min;
  2770. sc->mp_matk_max = status->matk_max;
  2771. }
  2772. }
  2773. if(bl->type == BL_HOM) {
  2774. //The remaining are handled quite different by homunculus, so use their own function.
  2775. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2776. return;
  2777. }
  2778. if(flag&SCB_ASPD) {
  2779. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2780. temp = status->aspd_rate*b_status->amotion/1000;
  2781. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2782. temp = status->aspd_rate*b_status->adelay/1000;
  2783. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2784. }
  2785. if(flag&SCB_DSPD)
  2786. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2787. if(bl->type&BL_REGEN) {
  2788. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2789. status_calc_regen(bl, status, status_get_regen_data(bl));
  2790. if(flag&SCB_REGEN)
  2791. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2792. }
  2793. }
  2794. /*==========================================
  2795. * Apply shared stat mods from status changes [DracoRPG]
  2796. *------------------------------------------*/
  2797. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2798. {
  2799. if(!sc || !sc->count)
  2800. return cap_value(str,0,USHRT_MAX);
  2801. if(sc->data[SC_INCALLSTATUS])
  2802. str += sc->data[SC_INCALLSTATUS]->val1;
  2803. if(sc->data[SC_INCSTR])
  2804. str += sc->data[SC_INCSTR]->val1;
  2805. if(sc->data[SC_STRFOOD])
  2806. str += sc->data[SC_STRFOOD]->val1;
  2807. if(sc->data[SC_BATTLEORDERS])
  2808. str += 5;
  2809. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  2810. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  2811. if(sc->data[SC_LOUD])
  2812. str += 4;
  2813. if(sc->data[SC_TRUESIGHT])
  2814. str += 5;
  2815. if(sc->data[SC_SPURT])
  2816. str += 10;
  2817. if(sc->data[SC_NEN])
  2818. str += sc->data[SC_NEN]->val1;
  2819. if(sc->data[SC_BLESSING]){
  2820. if(sc->data[SC_BLESSING]->val2)
  2821. str += sc->data[SC_BLESSING]->val2;
  2822. else
  2823. str >>= 1;
  2824. }
  2825. if(sc->data[SC_MARIONETTE])
  2826. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  2827. if(sc->data[SC_MARIONETTE2])
  2828. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  2829. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  2830. str = 50;
  2831. return (unsigned short)cap_value(str,0,USHRT_MAX);
  2832. }
  2833. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2834. {
  2835. if(!sc || !sc->count)
  2836. return cap_value(agi,0,USHRT_MAX);
  2837. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2838. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  2839. if(sc->data[SC_INCALLSTATUS])
  2840. agi += sc->data[SC_INCALLSTATUS]->val1;
  2841. if(sc->data[SC_INCAGI])
  2842. agi += sc->data[SC_INCAGI]->val1;
  2843. if(sc->data[SC_AGIFOOD])
  2844. agi += sc->data[SC_AGIFOOD]->val1;
  2845. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  2846. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  2847. if(sc->data[SC_TRUESIGHT])
  2848. agi += 5;
  2849. if(sc->data[SC_INCREASEAGI])
  2850. agi += sc->data[SC_INCREASEAGI]->val2;
  2851. if(sc->data[SC_INCREASING])
  2852. agi += 4; // added based on skill updates [Reddozen]
  2853. if(sc->data[SC_DECREASEAGI])
  2854. agi -= sc->data[SC_DECREASEAGI]->val2;
  2855. if(sc->data[SC_QUAGMIRE])
  2856. agi -= sc->data[SC_QUAGMIRE]->val2;
  2857. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  2858. agi -= sc->data[SC_SUITON]->val2;
  2859. if(sc->data[SC_MARIONETTE])
  2860. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  2861. if(sc->data[SC_MARIONETTE2])
  2862. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  2863. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  2864. agi = 50;
  2865. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  2866. }
  2867. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2868. {
  2869. if(!sc || !sc->count)
  2870. return cap_value(vit,0,USHRT_MAX);
  2871. if(sc->data[SC_INCALLSTATUS])
  2872. vit += sc->data[SC_INCALLSTATUS]->val1;
  2873. if(sc->data[SC_INCVIT])
  2874. vit += sc->data[SC_INCVIT]->val1;
  2875. if(sc->data[SC_VITFOOD])
  2876. vit += sc->data[SC_VITFOOD]->val1;
  2877. if(sc->data[SC_CHANGE])
  2878. vit += sc->data[SC_CHANGE]->val2;
  2879. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  2880. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  2881. if(sc->data[SC_TRUESIGHT])
  2882. vit += 5;
  2883. if(sc->data[SC_STRIPARMOR])
  2884. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  2885. if(sc->data[SC_MARIONETTE])
  2886. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  2887. if(sc->data[SC_MARIONETTE2])
  2888. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  2889. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  2890. vit = 50;
  2891. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  2892. }
  2893. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2894. {
  2895. if(!sc || !sc->count)
  2896. return cap_value(int_,0,USHRT_MAX);
  2897. if(sc->data[SC_INCALLSTATUS])
  2898. int_ += sc->data[SC_INCALLSTATUS]->val1;
  2899. if(sc->data[SC_INCINT])
  2900. int_ += sc->data[SC_INCINT]->val1;
  2901. if(sc->data[SC_INTFOOD])
  2902. int_ += sc->data[SC_INTFOOD]->val1;
  2903. if(sc->data[SC_CHANGE])
  2904. int_ += sc->data[SC_CHANGE]->val3;
  2905. if(sc->data[SC_BATTLEORDERS])
  2906. int_ += 5;
  2907. if(sc->data[SC_TRUESIGHT])
  2908. int_ += 5;
  2909. if(sc->data[SC_BLESSING]){
  2910. if (sc->data[SC_BLESSING]->val2)
  2911. int_ += sc->data[SC_BLESSING]->val2;
  2912. else
  2913. int_ >>= 1;
  2914. }
  2915. if(sc->data[SC_STRIPHELM])
  2916. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  2917. if(sc->data[SC_NEN])
  2918. int_ += sc->data[SC_NEN]->val1;
  2919. if(sc->data[SC_MARIONETTE])
  2920. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  2921. if(sc->data[SC_MARIONETTE2])
  2922. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  2923. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  2924. int_ = 50;
  2925. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  2926. }
  2927. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2928. {
  2929. if(!sc || !sc->count)
  2930. return cap_value(dex,0,USHRT_MAX);
  2931. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2932. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  2933. if(sc->data[SC_INCALLSTATUS])
  2934. dex += sc->data[SC_INCALLSTATUS]->val1;
  2935. if(sc->data[SC_INCDEX])
  2936. dex += sc->data[SC_INCDEX]->val1;
  2937. if(sc->data[SC_DEXFOOD])
  2938. dex += sc->data[SC_DEXFOOD]->val1;
  2939. if(sc->data[SC_BATTLEORDERS])
  2940. dex += 5;
  2941. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  2942. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  2943. if(sc->data[SC_TRUESIGHT])
  2944. dex += 5;
  2945. if(sc->data[SC_QUAGMIRE])
  2946. dex -= sc->data[SC_QUAGMIRE]->val2;
  2947. if(sc->data[SC_BLESSING]){
  2948. if (sc->data[SC_BLESSING]->val2)
  2949. dex += sc->data[SC_BLESSING]->val2;
  2950. else
  2951. dex >>= 1;
  2952. }
  2953. if(sc->data[SC_INCREASING])
  2954. dex += 4; // added based on skill updates [Reddozen]
  2955. if(sc->data[SC_MARIONETTE])
  2956. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  2957. if(sc->data[SC_MARIONETTE2])
  2958. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  2959. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  2960. dex = 50;
  2961. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  2962. }
  2963. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2964. {
  2965. if(!sc || !sc->count)
  2966. return cap_value(luk,0,USHRT_MAX);
  2967. if(sc->data[SC_CURSE])
  2968. return 0;
  2969. if(sc->data[SC_INCALLSTATUS])
  2970. luk += sc->data[SC_INCALLSTATUS]->val1;
  2971. if(sc->data[SC_INCLUK])
  2972. luk += sc->data[SC_INCLUK]->val1;
  2973. if(sc->data[SC_LUKFOOD])
  2974. luk += sc->data[SC_LUKFOOD]->val1;
  2975. if(sc->data[SC_TRUESIGHT])
  2976. luk += 5;
  2977. if(sc->data[SC_GLORIA])
  2978. luk += 30;
  2979. if(sc->data[SC_MARIONETTE])
  2980. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  2981. if(sc->data[SC_MARIONETTE2])
  2982. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  2983. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  2984. luk = 50;
  2985. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  2986. }
  2987. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2988. {
  2989. if(!sc || !sc->count)
  2990. return cap_value(batk,0,USHRT_MAX);
  2991. if(sc->data[SC_INCBASEATK])
  2992. batk += sc->data[SC_INCBASEATK]->val1;
  2993. if(sc->data[SC_ATKPOTION])
  2994. batk += sc->data[SC_ATKPOTION]->val1;
  2995. if(sc->data[SC_BATKFOOD])
  2996. batk += sc->data[SC_BATKFOOD]->val1;
  2997. if(sc->data[SC_INCATKRATE])
  2998. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  2999. if(sc->data[SC_PROVOKE])
  3000. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3001. if(sc->data[SC_CONCENTRATION])
  3002. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3003. if(sc->data[SC_SKE])
  3004. batk += batk * 3;
  3005. if(sc->data[SC_BLOODLUST])
  3006. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3007. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3008. batk -= batk * 25/100;
  3009. if(sc->data[SC_CURSE])
  3010. batk -= batk * 25/100;
  3011. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3012. // if(sc->data[SC_BLEEDING])
  3013. // batk -= batk * 25/100;
  3014. if(sc->data[SC_FLEET])
  3015. batk += batk * sc->data[SC_FLEET]->val3/100;
  3016. if(sc->data[SC_GATLINGFEVER])
  3017. batk += sc->data[SC_GATLINGFEVER]->val3;
  3018. if(sc->data[SC_MADNESSCANCEL])
  3019. batk += 100;
  3020. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3021. }
  3022. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3023. {
  3024. if(!sc || !sc->count)
  3025. return cap_value(watk,0,USHRT_MAX);
  3026. if(sc->data[SC_IMPOSITIO])
  3027. watk += sc->data[SC_IMPOSITIO]->val2;
  3028. if(sc->data[SC_WATKFOOD])
  3029. watk += sc->data[SC_WATKFOOD]->val1;
  3030. if(sc->data[SC_DRUMBATTLE])
  3031. watk += sc->data[SC_DRUMBATTLE]->val2;
  3032. if(sc->data[SC_VOLCANO])
  3033. watk += sc->data[SC_VOLCANO]->val2;
  3034. if(sc->data[SC_INCATKRATE])
  3035. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3036. if(sc->data[SC_PROVOKE])
  3037. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3038. if(sc->data[SC_CONCENTRATION])
  3039. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3040. if(sc->data[SC_SKE])
  3041. watk += watk * 3;
  3042. if(sc->data[SC_NIBELUNGEN]) {
  3043. if (bl->type != BL_PC)
  3044. watk += sc->data[SC_NIBELUNGEN]->val2;
  3045. else {
  3046. TBL_PC *sd = (TBL_PC*)bl;
  3047. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3048. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3049. watk += sc->data[SC_NIBELUNGEN]->val2;
  3050. }
  3051. }
  3052. if(sc->data[SC_BLOODLUST])
  3053. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3054. if(sc->data[SC_FLEET])
  3055. watk += watk * sc->data[SC_FLEET]->val3/100;
  3056. if(sc->data[SC_CURSE])
  3057. watk -= watk * 25/100;
  3058. if(sc->data[SC_STRIPWEAPON])
  3059. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3060. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3061. }
  3062. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3063. {
  3064. if(!sc || !sc->count)
  3065. return cap_value(matk,0,USHRT_MAX);
  3066. if(sc->data[SC_MATKPOTION])
  3067. matk += sc->data[SC_MATKPOTION]->val1;
  3068. if(sc->data[SC_MATKFOOD])
  3069. matk += sc->data[SC_MATKFOOD]->val1;
  3070. if(sc->data[SC_MAGICPOWER])
  3071. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3072. if(sc->data[SC_MINDBREAKER])
  3073. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3074. if(sc->data[SC_INCMATKRATE])
  3075. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3076. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3077. }
  3078. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3079. {
  3080. if(!sc || !sc->count)
  3081. return cap_value(critical,10,SHRT_MAX);
  3082. if (sc->data[SC_INCCRI])
  3083. critical += sc->data[SC_INCCRI]->val2;
  3084. if (sc->data[SC_EXPLOSIONSPIRITS])
  3085. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3086. if (sc->data[SC_FORTUNE])
  3087. critical += sc->data[SC_FORTUNE]->val2;
  3088. if (sc->data[SC_TRUESIGHT])
  3089. critical += sc->data[SC_TRUESIGHT]->val2;
  3090. if(sc->data[SC_CLOAKING])
  3091. critical += critical;
  3092. return (short)cap_value(critical,10,SHRT_MAX);
  3093. }
  3094. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3095. {
  3096. if(!sc || !sc->count)
  3097. return cap_value(hit,1,SHRT_MAX);
  3098. if(sc->data[SC_INCHIT])
  3099. hit += sc->data[SC_INCHIT]->val1;
  3100. if(sc->data[SC_HITFOOD])
  3101. hit += sc->data[SC_HITFOOD]->val1;
  3102. if(sc->data[SC_TRUESIGHT])
  3103. hit += sc->data[SC_TRUESIGHT]->val3;
  3104. if(sc->data[SC_HUMMING])
  3105. hit += sc->data[SC_HUMMING]->val2;
  3106. if(sc->data[SC_CONCENTRATION])
  3107. hit += sc->data[SC_CONCENTRATION]->val3;
  3108. if(sc->data[SC_INCHITRATE])
  3109. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3110. if(sc->data[SC_BLIND])
  3111. hit -= hit * 25/100;
  3112. if(sc->data[SC_ADJUSTMENT])
  3113. hit -= 30;
  3114. if(sc->data[SC_INCREASING])
  3115. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3116. return (short)cap_value(hit,1,SHRT_MAX);
  3117. }
  3118. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3119. {
  3120. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3121. flee -= flee * battle_config.gvg_flee_penalty/100;
  3122. if(!sc || !sc->count)
  3123. return cap_value(flee,1,SHRT_MAX);
  3124. if(sc->data[SC_INCFLEE])
  3125. flee += sc->data[SC_INCFLEE]->val1;
  3126. if(sc->data[SC_FLEEFOOD])
  3127. flee += sc->data[SC_FLEEFOOD]->val1;
  3128. if(sc->data[SC_WHISTLE])
  3129. flee += sc->data[SC_WHISTLE]->val2;
  3130. if(sc->data[SC_WINDWALK])
  3131. flee += sc->data[SC_WINDWALK]->val2;
  3132. if(sc->data[SC_INCFLEERATE])
  3133. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3134. if(sc->data[SC_VIOLENTGALE])
  3135. flee += sc->data[SC_VIOLENTGALE]->val2;
  3136. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3137. flee += sc->data[SC_MOON_COMFORT]->val2;
  3138. if(sc->data[SC_CLOSECONFINE])
  3139. flee += 10;
  3140. if(sc->data[SC_SPIDERWEB])
  3141. flee -= flee * 50/100;
  3142. if(sc->data[SC_BERSERK])
  3143. flee -= flee * 50/100;
  3144. if(sc->data[SC_BLIND])
  3145. flee -= flee * 25/100;
  3146. if(sc->data[SC_ADJUSTMENT])
  3147. flee += 30;
  3148. if(sc->data[SC_GATLINGFEVER])
  3149. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3150. if(sc->data[SC_SPEED])
  3151. flee += 10 + sc->data[SC_SPEED]->val1 * 10 ;
  3152. return (short)cap_value(flee,1,SHRT_MAX);
  3153. }
  3154. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3155. {
  3156. if(!sc || !sc->count)
  3157. return cap_value(flee2,10,SHRT_MAX);
  3158. if(sc->data[SC_INCFLEE2])
  3159. flee2 += sc->data[SC_INCFLEE2]->val2;
  3160. if(sc->data[SC_WHISTLE])
  3161. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3162. return (short)cap_value(flee2,10,SHRT_MAX);
  3163. }
  3164. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3165. {
  3166. if(!sc || !sc->count)
  3167. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3168. if(sc->data[SC_BERSERK])
  3169. return 0;
  3170. if(sc->data[SC_SKA])
  3171. return sc->data[SC_SKA]->val3;
  3172. if(sc->data[SC_BARRIER])
  3173. return 100;
  3174. if(sc->data[SC_KEEPING])
  3175. return 90;
  3176. if(sc->data[SC_STEELBODY])
  3177. return 90;
  3178. if(sc->data[SC_INCDEF])
  3179. def += sc->data[SC_INCDEF]->val1;
  3180. if(sc->data[SC_ARMORCHANGE])
  3181. def += sc->data[SC_ARMORCHANGE]->val2;
  3182. if(sc->data[SC_DRUMBATTLE])
  3183. def += sc->data[SC_DRUMBATTLE]->val3;
  3184. if(sc->data[SC_DEFENCE]) //[orn]
  3185. def += sc->data[SC_DEFENCE]->val2 ;
  3186. if(sc->data[SC_INCDEFRATE])
  3187. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3188. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3189. def >>=1;
  3190. if(sc->data[SC_FREEZE])
  3191. def >>=1;
  3192. if(sc->data[SC_SIGNUMCRUCIS])
  3193. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3194. if(sc->data[SC_CONCENTRATION])
  3195. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3196. if(sc->data[SC_SKE])
  3197. def >>=1;
  3198. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3199. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3200. if(sc->data[SC_STRIPSHIELD])
  3201. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3202. if (sc->data[SC_FLING])
  3203. def -= def * (sc->data[SC_FLING]->val2)/100;
  3204. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3205. }
  3206. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3207. {
  3208. if(!sc || !sc->count)
  3209. return cap_value(def2,1,SHRT_MAX);
  3210. if(sc->data[SC_BERSERK])
  3211. return 0;
  3212. if(sc->data[SC_ETERNALCHAOS])
  3213. return 0;
  3214. if(sc->data[SC_SUN_COMFORT])
  3215. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3216. if(sc->data[SC_ANGELUS])
  3217. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3218. if(sc->data[SC_CONCENTRATION])
  3219. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3220. if(sc->data[SC_POISON])
  3221. def2 -= def2 * 25/100;
  3222. if(sc->data[SC_DPOISON])
  3223. def2 -= def2 * 25/100;
  3224. if(sc->data[SC_SKE])
  3225. def2 -= def2 * 50/100;
  3226. if(sc->data[SC_PROVOKE])
  3227. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3228. if(sc->data[SC_JOINTBEAT]){
  3229. def2 -= def2 *
  3230. ( ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 )
  3231. + ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) );
  3232. }
  3233. if(sc->data[SC_FLING])
  3234. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3235. return (short)cap_value(def2,1,SHRT_MAX);
  3236. }
  3237. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3238. {
  3239. if(!sc || !sc->count)
  3240. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3241. if(sc->data[SC_BERSERK])
  3242. return 0;
  3243. if(sc->data[SC_BARRIER])
  3244. return 100;
  3245. if(sc->data[SC_STEELBODY])
  3246. return 90;
  3247. if(sc->data[SC_SKA])
  3248. return 90;
  3249. if(sc->data[SC_ARMORCHANGE])
  3250. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3251. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3252. mdef += 25*mdef/100;
  3253. if(sc->data[SC_FREEZE])
  3254. mdef += 25*mdef/100;
  3255. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3256. mdef += sc->data[SC_ENDURE]->val1;
  3257. if(sc->data[SC_CONCENTRATION])
  3258. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3259. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3260. }
  3261. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3262. {
  3263. if(!sc || !sc->count)
  3264. return cap_value(mdef2,1,SHRT_MAX);
  3265. if(sc->data[SC_BERSERK])
  3266. return 0;
  3267. if(sc->data[SC_MINDBREAKER])
  3268. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3269. return (short)cap_value(mdef2,1,SHRT_MAX);
  3270. }
  3271. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3272. {
  3273. //Default speed coming in means there's no speed_rate adjustments.
  3274. int new_speed = speed;
  3275. bool default_speed = (speed == DEFAULT_WALK_SPEED);
  3276. if(!sc || !sc->count)
  3277. return cap_value(speed,10,USHRT_MAX);
  3278. if(sc->data[SC_WALKSPEED])
  3279. new_speed = sc->data[SC_WALKSPEED]->val1;
  3280. // Fixed reductions
  3281. if(sc->data[SC_CURSE])
  3282. new_speed += 450;
  3283. if(sc->data[SC_SWOO])
  3284. new_speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3285. if(sc->data[SC_WEDDING])
  3286. new_speed += 300;
  3287. if(!sc->data[SC_GATLINGFEVER])
  3288. { //These two stack with everything (but only one of either)
  3289. if(sc->data[SC_SPEEDUP1])
  3290. new_speed -= new_speed * 50/100;
  3291. else if(sc->data[SC_AVOID])
  3292. new_speed -= new_speed * sc->data[SC_AVOID]->val2/100;
  3293. speed = new_speed;
  3294. //These stack independently
  3295. if(sc->data[SC_RUN])
  3296. new_speed -= new_speed * 50/100;
  3297. if(sc->data[SC_INCREASEAGI])
  3298. new_speed -= new_speed * 25/100;
  3299. if(sc->data[SC_FUSION])
  3300. new_speed -= new_speed * 25/100;
  3301. //These only apply if you don't have increase agi and/or fusion and/or sprint
  3302. if(speed == new_speed)
  3303. {
  3304. //Don't allow buff from non speed potion consumables to stack with equips!
  3305. if(sc->data[SC_SPEEDUP0] && default_speed)
  3306. new_speed -= new_speed * 25/100;
  3307. else if(sc->data[SC_CARTBOOST])
  3308. new_speed -= new_speed * 20/100;
  3309. else if(sc->data[SC_BERSERK])
  3310. new_speed -= new_speed * 20/100;
  3311. else if(sc->data[SC_WINDWALK])
  3312. new_speed -= new_speed * sc->data[SC_WINDWALK]->val3/100;
  3313. }
  3314. }
  3315. speed = new_speed;
  3316. //% reductions (they stack)
  3317. if(sc->data[SC_DANCING] && sc->data[SC_DANCING]->val3&0xFFFF)
  3318. speed += speed*(sc->data[SC_DANCING]->val3&0xFFFF)/100;
  3319. if(sc->data[SC_DECREASEAGI])
  3320. speed = speed * 100/75;
  3321. if(sc->data[SC_STEELBODY])
  3322. speed = speed * 100/75;
  3323. if(sc->data[SC_QUAGMIRE])
  3324. speed = speed * 100/50;
  3325. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3326. speed = speed * 100/sc->data[SC_SUITON]->val3;
  3327. if(sc->data[SC_DONTFORGETME])
  3328. speed = speed * 100/sc->data[SC_DONTFORGETME]->val3;
  3329. if(sc->data[SC_DEFENDER])
  3330. speed = speed * 100/sc->data[SC_DEFENDER]->val3;
  3331. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3332. speed = speed * 100/75;
  3333. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE)) {
  3334. speed = speed * 100/(100
  3335. - ( sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0 )
  3336. - ( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0 ));
  3337. }
  3338. if(sc->data[SC_CLOAKING])
  3339. speed = speed * 100 /(
  3340. (sc->data[SC_CLOAKING]->val4&1?25:0) //Wall speed bonus
  3341. +sc->data[SC_CLOAKING]->val3); //Normal adjustment bonus->
  3342. if(sc->data[SC_LONGING])
  3343. speed = speed * 100/sc->data[SC_LONGING]->val3;
  3344. if(sc->data[SC_HIDING] && sc->data[SC_HIDING]->val3)
  3345. speed = speed * 100/sc->data[SC_HIDING]->val3;
  3346. if(sc->data[SC_CHASEWALK])
  3347. speed = speed * 100/sc->data[SC_CHASEWALK]->val3;
  3348. if(sc->data[SC_GATLINGFEVER])
  3349. speed = speed * 100/75;
  3350. if(sc->data[SC_SLOWDOWN])
  3351. speed = speed * 100/75;
  3352. return (short)cap_value(speed,10,USHRT_MAX);
  3353. }
  3354. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3355. {
  3356. int i;
  3357. if(!sc || !sc->count)
  3358. return cap_value(aspd_rate,0,SHRT_MAX);
  3359. if(!sc->data[SC_QUAGMIRE])
  3360. {
  3361. int max = 0;
  3362. if(sc->data[SC_STAR_COMFORT])
  3363. max = sc->data[SC_STAR_COMFORT]->val2;
  3364. if(sc->data[SC_TWOHANDQUICKEN] &&
  3365. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3366. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3367. if(sc->data[SC_ONEHAND] &&
  3368. max < sc->data[SC_ONEHAND]->val2)
  3369. max = sc->data[SC_ONEHAND]->val2;
  3370. if(sc->data[SC_ADRENALINE2] &&
  3371. max < sc->data[SC_ADRENALINE2]->val3)
  3372. max = sc->data[SC_ADRENALINE2]->val3;
  3373. if(sc->data[SC_ADRENALINE] &&
  3374. max < sc->data[SC_ADRENALINE]->val3)
  3375. max = sc->data[SC_ADRENALINE]->val3;
  3376. if(sc->data[SC_SPEARQUICKEN] &&
  3377. max < sc->data[SC_SPEARQUICKEN]->val2)
  3378. max = sc->data[SC_SPEARQUICKEN]->val2;
  3379. if(sc->data[SC_GATLINGFEVER] &&
  3380. max < sc->data[SC_GATLINGFEVER]->val2)
  3381. max = sc->data[SC_GATLINGFEVER]->val2;
  3382. if(sc->data[SC_FLEET] &&
  3383. max < sc->data[SC_FLEET]->val2)
  3384. max = sc->data[SC_FLEET]->val2;
  3385. if(sc->data[SC_ASSNCROS] &&
  3386. max < sc->data[SC_ASSNCROS]->val2)
  3387. {
  3388. if (bl->type!=BL_PC)
  3389. max = sc->data[SC_ASSNCROS]->val2;
  3390. else
  3391. switch(((TBL_PC*)bl)->status.weapon)
  3392. {
  3393. case W_BOW:
  3394. case W_REVOLVER:
  3395. case W_RIFLE:
  3396. case W_GATLING:
  3397. case W_SHOTGUN:
  3398. case W_GRENADE:
  3399. break;
  3400. default:
  3401. max = sc->data[SC_ASSNCROS]->val2;
  3402. }
  3403. }
  3404. aspd_rate -= max;
  3405. //These stack with the rest of bonuses.
  3406. if(sc->data[SC_BERSERK])
  3407. aspd_rate -= 300;
  3408. else if(sc->data[SC_MADNESSCANCEL])
  3409. aspd_rate -= 200;
  3410. }
  3411. if(sc->data[SC_INCASPDRATE])
  3412. aspd_rate -= sc->data[SC_INCASPDRATE]->val2;
  3413. if(sc->data[i=SC_ASPDPOTION3] ||
  3414. sc->data[i=SC_ASPDPOTION2] ||
  3415. sc->data[i=SC_ASPDPOTION1] ||
  3416. sc->data[i=SC_ASPDPOTION0])
  3417. aspd_rate -= sc->data[i]->val2;
  3418. if(sc->data[SC_DONTFORGETME])
  3419. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  3420. if(sc->data[SC_LONGING])
  3421. aspd_rate += sc->data[SC_LONGING]->val2;
  3422. if(sc->data[SC_STEELBODY])
  3423. aspd_rate += 250;
  3424. if(sc->data[SC_SKA])
  3425. aspd_rate += 250;
  3426. if(sc->data[SC_DEFENDER])
  3427. aspd_rate += sc->data[SC_DEFENDER]->val4;
  3428. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3429. aspd_rate += 250;
  3430. if(sc->data[SC_GRAVITATION])
  3431. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  3432. if(sc->data[SC_JOINTBEAT]) {
  3433. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  3434. aspd_rate += 250;
  3435. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  3436. aspd_rate += 100;
  3437. }
  3438. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  3439. }
  3440. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3441. {
  3442. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3443. return cap_value(dmotion,0,USHRT_MAX);
  3444. if (sc->data[SC_ENDURE])
  3445. return 0;
  3446. if (sc->data[SC_CONCENTRATION])
  3447. return 0;
  3448. if(sc->data[SC_RUN])
  3449. return 0;
  3450. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  3451. }
  3452. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3453. {
  3454. if(!sc || !sc->count)
  3455. return cap_value(maxhp,1,UINT_MAX);
  3456. if(sc->data[SC_INCMHPRATE])
  3457. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  3458. if(sc->data[SC_APPLEIDUN])
  3459. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  3460. if(sc->data[SC_DELUGE])
  3461. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  3462. if(sc->data[SC_BERSERK])
  3463. maxhp += maxhp * 2;
  3464. return cap_value(maxhp,1,UINT_MAX);
  3465. }
  3466. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3467. {
  3468. if(!sc || !sc->count)
  3469. return cap_value(maxsp,1,UINT_MAX);
  3470. if(sc->data[SC_INCMSPRATE])
  3471. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  3472. if(sc->data[SC_SERVICE4U])
  3473. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  3474. return cap_value(maxsp,1,UINT_MAX);
  3475. }
  3476. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3477. {
  3478. if(!sc || !sc->count)
  3479. return element;
  3480. if(sc->data[SC_FREEZE])
  3481. return ELE_WATER;
  3482. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3483. return ELE_EARTH;
  3484. if(sc->data[SC_BENEDICTIO])
  3485. return ELE_HOLY;
  3486. if(sc->data[SC_CHANGEUNDEAD])
  3487. return ELE_UNDEAD;
  3488. if(sc->data[SC_ELEMENTALCHANGE])
  3489. return sc->data[SC_ELEMENTALCHANGE]->val2;
  3490. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3491. }
  3492. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3493. {
  3494. if(!sc || !sc->count)
  3495. return lv;
  3496. if(sc->data[SC_FREEZE])
  3497. return 1;
  3498. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3499. return 1;
  3500. if(sc->data[SC_BENEDICTIO])
  3501. return 1;
  3502. if(sc->data[SC_CHANGEUNDEAD])
  3503. return 1;
  3504. if(sc->data[SC_ELEMENTALCHANGE])
  3505. return sc->data[SC_ELEMENTALCHANGE]->val1;
  3506. return (unsigned char)cap_value(lv,1,4);
  3507. }
  3508. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3509. {
  3510. if(!sc || !sc->count)
  3511. return element;
  3512. if(sc->data[SC_ENCHANTARMS])
  3513. return sc->data[SC_ENCHANTARMS]->val2;
  3514. if(sc->data[SC_WATERWEAPON])
  3515. return ELE_WATER;
  3516. if(sc->data[SC_EARTHWEAPON])
  3517. return ELE_EARTH;
  3518. if(sc->data[SC_FIREWEAPON])
  3519. return ELE_FIRE;
  3520. if(sc->data[SC_WINDWEAPON])
  3521. return ELE_WIND;
  3522. if(sc->data[SC_ENCPOISON])
  3523. return ELE_POISON;
  3524. if(sc->data[SC_ASPERSIO])
  3525. return ELE_HOLY;
  3526. if(sc->data[SC_SHADOWWEAPON])
  3527. return ELE_DARK;
  3528. if(sc->data[SC_GHOSTWEAPON])
  3529. return ELE_GHOST;
  3530. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3531. }
  3532. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3533. {
  3534. if(!sc || !sc->count)
  3535. return mode;
  3536. if(sc->data[SC_MODECHANGE]) {
  3537. if (sc->data[SC_MODECHANGE]->val2)
  3538. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  3539. if (sc->data[SC_MODECHANGE]->val3)
  3540. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  3541. if (sc->data[SC_MODECHANGE]->val4)
  3542. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  3543. }
  3544. return cap_value(mode,0,USHRT_MAX);
  3545. }
  3546. /*==========================================
  3547. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3548. *------------------------------------------*/
  3549. void status_freecast_switch(struct map_session_data *sd)
  3550. {
  3551. struct status_data *status;
  3552. unsigned short b_speed,tmp;
  3553. status = &sd->battle_status;
  3554. b_speed = status->speed;
  3555. tmp = status->speed;
  3556. status->speed = sd->prev_speed;
  3557. sd->prev_speed = tmp;
  3558. tmp = status->adelay;
  3559. status->adelay = sd->prev_adelay;
  3560. sd->prev_adelay = tmp;
  3561. if(b_speed != status->speed)
  3562. clif_updatestatus(sd,SP_SPEED);
  3563. }
  3564. const char* status_get_name(struct block_list *bl)
  3565. {
  3566. nullpo_retr(0, bl);
  3567. switch (bl->type) {
  3568. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  3569. case BL_MOB: return ((TBL_MOB*)bl)->name;
  3570. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  3571. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  3572. case BL_NPC: return ((TBL_NPC*)bl)->name;
  3573. }
  3574. return "Unknown";
  3575. }
  3576. /*==========================================
  3577. * 対象のClassを返す(汎用)
  3578. * 戻りは整数で0以上
  3579. *------------------------------------------*/
  3580. int status_get_class(struct block_list *bl)
  3581. {
  3582. nullpo_retr(0, bl);
  3583. switch( bl->type )
  3584. {
  3585. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  3586. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  3587. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  3588. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  3589. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  3590. }
  3591. return 0;
  3592. }
  3593. /*==========================================
  3594. * 対象のレベルを返す(汎用)
  3595. * 戻りは整数で0以上
  3596. *------------------------------------------*/
  3597. int status_get_lv(struct block_list *bl)
  3598. {
  3599. nullpo_retr(0, bl);
  3600. switch (bl->type) {
  3601. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  3602. case BL_MOB: return ((TBL_MOB*)bl)->level;
  3603. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  3604. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  3605. }
  3606. return 1;
  3607. }
  3608. struct regen_data *status_get_regen_data(struct block_list *bl)
  3609. {
  3610. nullpo_retr(NULL, bl);
  3611. switch (bl->type) {
  3612. case BL_PC: return &((TBL_PC*)bl)->regen;
  3613. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  3614. default:
  3615. return NULL;
  3616. }
  3617. }
  3618. struct status_data *status_get_status_data(struct block_list *bl)
  3619. {
  3620. nullpo_retr(&dummy_status, bl);
  3621. switch (bl->type) {
  3622. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  3623. case BL_MOB: return &((TBL_MOB*)bl)->status;
  3624. case BL_PET: return &((TBL_PET*)bl)->status;
  3625. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  3626. default:
  3627. return &dummy_status;
  3628. }
  3629. }
  3630. struct status_data *status_get_base_status(struct block_list *bl)
  3631. {
  3632. nullpo_retr(NULL, bl);
  3633. switch (bl->type) {
  3634. case BL_PC: return &((TBL_PC*)bl)->base_status;
  3635. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  3636. case BL_PET: return &((TBL_PET*)bl)->db->status;
  3637. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  3638. default:
  3639. return NULL;
  3640. }
  3641. }
  3642. signed char status_get_def(struct block_list *bl)
  3643. {
  3644. struct unit_data *ud;
  3645. struct status_data *status = status_get_status_data(bl);
  3646. int def = status?status->def:0;
  3647. ud = unit_bl2ud(bl);
  3648. if (ud && ud->skilltimer != -1)
  3649. def -= def * skill_get_castdef(ud->skillid)/100;
  3650. return cap_value(def, CHAR_MIN, CHAR_MAX);
  3651. }
  3652. unsigned short status_get_speed(struct block_list *bl)
  3653. {
  3654. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3655. return ((struct npc_data *)bl)->speed;
  3656. return status_get_status_data(bl)->speed;
  3657. }
  3658. int status_get_party_id(struct block_list *bl)
  3659. {
  3660. nullpo_retr(0, bl);
  3661. switch (bl->type) {
  3662. case BL_PC:
  3663. return ((TBL_PC*)bl)->status.party_id;
  3664. case BL_PET:
  3665. if (((TBL_PET*)bl)->msd)
  3666. return ((TBL_PET*)bl)->msd->status.party_id;
  3667. break;
  3668. case BL_MOB:
  3669. {
  3670. struct mob_data *md=(TBL_MOB*)bl;
  3671. if( md->master_id>0 )
  3672. {
  3673. struct map_session_data *msd;
  3674. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3675. return msd->status.party_id;
  3676. return -md->master_id;
  3677. }
  3678. }
  3679. break;
  3680. case BL_HOM:
  3681. if (((TBL_HOM*)bl)->master)
  3682. return ((TBL_HOM*)bl)->master->status.party_id;
  3683. break;
  3684. case BL_SKILL:
  3685. return ((TBL_SKILL*)bl)->group->party_id;
  3686. }
  3687. return 0;
  3688. }
  3689. int status_get_guild_id(struct block_list *bl)
  3690. {
  3691. nullpo_retr(0, bl);
  3692. switch (bl->type) {
  3693. case BL_PC:
  3694. return ((TBL_PC*)bl)->status.guild_id;
  3695. case BL_PET:
  3696. if (((TBL_PET*)bl)->msd)
  3697. return ((TBL_PET*)bl)->msd->status.guild_id;
  3698. break;
  3699. case BL_MOB:
  3700. {
  3701. struct map_session_data *msd;
  3702. struct mob_data *md = (struct mob_data *)bl;
  3703. if (md->guardian_data) //Guardian's guild [Skotlex]
  3704. return md->guardian_data->guild_id;
  3705. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3706. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3707. }
  3708. break;
  3709. case BL_HOM:
  3710. if (((TBL_HOM*)bl)->master)
  3711. return ((TBL_HOM*)bl)->master->status.guild_id;
  3712. break;
  3713. case BL_NPC:
  3714. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  3715. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3716. break;
  3717. case BL_SKILL:
  3718. return ((TBL_SKILL*)bl)->group->guild_id;
  3719. }
  3720. return 0;
  3721. }
  3722. int status_get_emblem_id(struct block_list *bl)
  3723. {
  3724. nullpo_retr(0, bl);
  3725. switch (bl->type) {
  3726. case BL_PC:
  3727. return ((TBL_PC*)bl)->guild_emblem_id;
  3728. case BL_PET:
  3729. if (((TBL_PET*)bl)->msd)
  3730. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  3731. break;
  3732. case BL_MOB:
  3733. {
  3734. struct map_session_data *msd;
  3735. struct mob_data *md = (struct mob_data *)bl;
  3736. if (md->guardian_data) //Guardian's guild [Skotlex]
  3737. return md->guardian_data->emblem_id;
  3738. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3739. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  3740. }
  3741. break;
  3742. case BL_HOM:
  3743. if (((TBL_HOM*)bl)->master)
  3744. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  3745. break;
  3746. case BL_NPC:
  3747. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  3748. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  3749. if (g)
  3750. return g->emblem_id;
  3751. }
  3752. break;
  3753. }
  3754. return 0;
  3755. }
  3756. int status_get_mexp(struct block_list *bl)
  3757. {
  3758. nullpo_retr(0, bl);
  3759. if(bl->type==BL_MOB)
  3760. return ((struct mob_data *)bl)->db->mexp;
  3761. if(bl->type==BL_PET)
  3762. return ((struct pet_data *)bl)->db->mexp;
  3763. return 0;
  3764. }
  3765. int status_get_race2(struct block_list *bl)
  3766. {
  3767. nullpo_retr(0, bl);
  3768. if(bl->type == BL_MOB)
  3769. return ((struct mob_data *)bl)->db->race2;
  3770. if(bl->type==BL_PET)
  3771. return ((struct pet_data *)bl)->db->race2;
  3772. return 0;
  3773. }
  3774. int status_isdead(struct block_list *bl)
  3775. {
  3776. nullpo_retr(0, bl);
  3777. return status_get_status_data(bl)->hp == 0;
  3778. }
  3779. int status_isimmune(struct block_list *bl)
  3780. {
  3781. struct status_change *sc =status_get_sc(bl);
  3782. if (sc && sc->data[SC_HERMODE])
  3783. return 100;
  3784. if (bl->type == BL_PC &&
  3785. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  3786. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3787. return 0;
  3788. }
  3789. struct view_data* status_get_viewdata(struct block_list *bl)
  3790. {
  3791. nullpo_retr(NULL, bl);
  3792. switch (bl->type) {
  3793. case BL_PC: return &((TBL_PC*)bl)->vd;
  3794. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  3795. case BL_PET: return &((TBL_PET*)bl)->vd;
  3796. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  3797. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  3798. }
  3799. return NULL;
  3800. }
  3801. void status_set_viewdata(struct block_list *bl, int class_)
  3802. {
  3803. struct view_data* vd;
  3804. nullpo_retv(bl);
  3805. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3806. vd = mob_get_viewdata(class_);
  3807. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3808. vd = npc_get_viewdata(class_);
  3809. else if (homdb_checkid(class_))
  3810. vd = merc_get_hom_viewdata(class_);
  3811. else
  3812. vd = NULL;
  3813. switch (bl->type) {
  3814. case BL_PC:
  3815. {
  3816. TBL_PC* sd = (TBL_PC*)bl;
  3817. if (pcdb_checkid(class_)) {
  3818. if (sd->sc.option&OPTION_WEDDING)
  3819. class_ = JOB_WEDDING;
  3820. else
  3821. if (sd->sc.option&OPTION_SUMMER)
  3822. class_ = JOB_SUMMER;
  3823. else
  3824. if (sd->sc.option&OPTION_XMAS)
  3825. class_ = JOB_XMAS;
  3826. else
  3827. if (sd->sc.option&OPTION_RIDING)
  3828. switch (class_)
  3829. { //Adapt class to a Mounted one.
  3830. case JOB_KNIGHT:
  3831. class_ = JOB_KNIGHT2;
  3832. break;
  3833. case JOB_CRUSADER:
  3834. class_ = JOB_CRUSADER2;
  3835. break;
  3836. case JOB_LORD_KNIGHT:
  3837. class_ = JOB_LORD_KNIGHT2;
  3838. break;
  3839. case JOB_PALADIN:
  3840. class_ = JOB_PALADIN2;
  3841. break;
  3842. case JOB_BABY_KNIGHT:
  3843. class_ = JOB_BABY_KNIGHT2;
  3844. break;
  3845. case JOB_BABY_CRUSADER:
  3846. class_ = JOB_BABY_CRUSADER2;
  3847. break;
  3848. }
  3849. sd->vd.class_ = class_;
  3850. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3851. sd->vd.head_top = sd->status.head_top;
  3852. sd->vd.head_mid = sd->status.head_mid;
  3853. sd->vd.head_bottom = sd->status.head_bottom;
  3854. sd->vd.hair_style = sd->status.hair;
  3855. sd->vd.hair_color = sd->status.hair_color;
  3856. sd->vd.cloth_color = sd->status.clothes_color;
  3857. sd->vd.sex = sd->status.sex;
  3858. } else if (vd)
  3859. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3860. else
  3861. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3862. }
  3863. break;
  3864. case BL_MOB:
  3865. {
  3866. TBL_MOB* md = (TBL_MOB*)bl;
  3867. if (vd)
  3868. md->vd = vd;
  3869. else
  3870. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3871. }
  3872. break;
  3873. case BL_PET:
  3874. {
  3875. TBL_PET* pd = (TBL_PET*)bl;
  3876. if (vd) {
  3877. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3878. if (!pcdb_checkid(vd->class_)) {
  3879. pd->vd.hair_style = battle_config.pet_hair_style;
  3880. if(pd->pet.equip) {
  3881. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3882. if (!pd->vd.head_bottom)
  3883. pd->vd.head_bottom = pd->pet.equip;
  3884. }
  3885. }
  3886. } else
  3887. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3888. }
  3889. break;
  3890. case BL_NPC:
  3891. {
  3892. TBL_NPC* nd = (TBL_NPC*)bl;
  3893. if (vd)
  3894. nd->vd = vd;
  3895. else
  3896. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3897. }
  3898. break;
  3899. case BL_HOM: //[blackhole89]
  3900. {
  3901. struct homun_data *hd = (struct homun_data*)bl;
  3902. if (vd)
  3903. hd->vd = vd;
  3904. else
  3905. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3906. }
  3907. break;
  3908. }
  3909. vd = status_get_viewdata(bl);
  3910. if (vd && vd->cloth_color && (
  3911. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3912. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3913. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  3914. ))
  3915. vd->cloth_color = 0;
  3916. }
  3917. struct status_change *status_get_sc(struct block_list *bl)
  3918. {
  3919. nullpo_retr(NULL, bl);
  3920. switch (bl->type) {
  3921. case BL_PC: return &((TBL_PC*)bl)->sc;
  3922. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  3923. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  3924. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  3925. }
  3926. return NULL;
  3927. }
  3928. void status_change_init(struct block_list *bl)
  3929. {
  3930. struct status_change *sc = status_get_sc(bl);
  3931. nullpo_retv(sc);
  3932. memset(sc, 0, sizeof (struct status_change));
  3933. }
  3934. //Applies SC defense to a given status change.
  3935. //Returns the adjusted duration based on flag values.
  3936. //the flag values are the same as in status_change_start.
  3937. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  3938. {
  3939. int sc_def, tick_def = 0;
  3940. struct status_data* status;
  3941. struct status_change* sc;
  3942. struct map_session_data *sd;
  3943. nullpo_retr(0, bl);
  3944. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3945. if (status_isimmune(bl))
  3946. switch (type)
  3947. {
  3948. case SC_DECREASEAGI:
  3949. case SC_SILENCE:
  3950. case SC_COMA:
  3951. case SC_INCREASEAGI:
  3952. case SC_BLESSING:
  3953. case SC_SLOWPOISON:
  3954. case SC_IMPOSITIO:
  3955. case SC_AETERNA:
  3956. case SC_SUFFRAGIUM:
  3957. case SC_BENEDICTIO:
  3958. case SC_PROVIDENCE:
  3959. case SC_KYRIE:
  3960. case SC_ASSUMPTIO:
  3961. case SC_ANGELUS:
  3962. case SC_MAGNIFICAT:
  3963. case SC_GLORIA:
  3964. case SC_WINDWALK:
  3965. case SC_MAGICROD:
  3966. case SC_HALLUCINATION:
  3967. case SC_STONE:
  3968. case SC_QUAGMIRE:
  3969. case SC_SUITON:
  3970. return 0;
  3971. }
  3972. sd = BL_CAST(BL_PC,bl);
  3973. status = status_get_status_data(bl);
  3974. switch (type)
  3975. {
  3976. case SC_STUN:
  3977. case SC_POISON:
  3978. case SC_DPOISON:
  3979. case SC_SILENCE:
  3980. case SC_BLEEDING:
  3981. sc_def = 3 +status->vit;
  3982. break;
  3983. case SC_SLEEP:
  3984. sc_def = 3 +status->int_;
  3985. break;
  3986. case SC_DECREASEAGI:
  3987. if (sd) tick>>=1; //Half duration for players.
  3988. case SC_STONE:
  3989. case SC_FREEZE:
  3990. sc_def = 3 +status->mdef;
  3991. break;
  3992. case SC_CURSE:
  3993. //Special property: inmunity when luk is greater than level
  3994. if (status->luk > status_get_lv(bl))
  3995. return 0;
  3996. else
  3997. sc_def = 3 +status->luk;
  3998. tick_def = status->vit;
  3999. break;
  4000. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  4001. sc_def = 3 +(status->vit + status->int_)/2;
  4002. break;
  4003. case SC_CONFUSION:
  4004. sc_def = 3 +(status->str + status->int_)/2;
  4005. break;
  4006. case SC_ANKLE:
  4007. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4008. tick /= 5;
  4009. sc_def = status->agi / 2;
  4010. break;
  4011. case SC_MAGICMIRROR:
  4012. case SC_ARMORCHANGE:
  4013. if (sd) //Duration greatly reduced for players.
  4014. tick /= 15;
  4015. //No defense against it (buff).
  4016. default:
  4017. //Effect that cannot be reduced? Likely a buff.
  4018. if (!(rand()%10000 < rate))
  4019. return 0;
  4020. return tick?tick:1;
  4021. }
  4022. if (sd) {
  4023. if (battle_config.pc_sc_def_rate != 100)
  4024. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4025. if (sc_def < battle_config.pc_max_sc_def)
  4026. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4027. status->luk/battle_config.pc_luk_sc_def;
  4028. else
  4029. sc_def = battle_config.pc_max_sc_def;
  4030. if (tick_def) {
  4031. if (battle_config.pc_sc_def_rate != 100)
  4032. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4033. }
  4034. } else {
  4035. if (battle_config.mob_sc_def_rate != 100)
  4036. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4037. if (sc_def < battle_config.mob_max_sc_def)
  4038. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4039. status->luk/battle_config.mob_luk_sc_def;
  4040. else
  4041. sc_def = battle_config.mob_max_sc_def;
  4042. if (tick_def) {
  4043. if (battle_config.mob_sc_def_rate != 100)
  4044. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4045. }
  4046. }
  4047. sc = status_get_sc(bl);
  4048. if (sc && sc->count)
  4049. {
  4050. if (sc->data[SC_SCRESIST])
  4051. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4052. else if (sc->data[SC_SIEGFRIED])
  4053. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4054. }
  4055. //When no tick def, reduction is the same for both.
  4056. if (!tick_def) tick_def = sc_def;
  4057. //Natural resistance
  4058. if (!(flag&8)) {
  4059. rate -= rate*sc_def/100;
  4060. //Item resistance (only applies to rate%)
  4061. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4062. {
  4063. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4064. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4065. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4066. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1;
  4067. }
  4068. }
  4069. if (!(rand()%10000 < rate))
  4070. return 0;
  4071. //Why would a status start with no duration? Presume it has
  4072. //duration defined elsewhere.
  4073. if (!tick) return 1;
  4074. //Rate reduction
  4075. if (flag&2)
  4076. return tick;
  4077. tick -= tick*tick_def/100;
  4078. // Changed to 5 seconds according to recent tests [Playtester]
  4079. if (type == SC_ANKLE && tick < 5000)
  4080. tick = 5000;
  4081. return tick<=0?0:tick;
  4082. }
  4083. /*==========================================
  4084. * Starts a status change.
  4085. * 'type' = type, 'val1~4' depend on the type.
  4086. * 'rate' = base success rate. 10000 = 100%
  4087. * 'tick' is base duration
  4088. * 'flag':
  4089. * &1: Cannot be avoided (it has to start)
  4090. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4091. * &4: sc_data loaded, no value has to be altered.
  4092. * &8: rate should not be reduced
  4093. *------------------------------------------*/
  4094. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4095. {
  4096. struct map_session_data *sd = NULL;
  4097. struct status_change* sc;
  4098. struct status_change_entry* sce;
  4099. struct status_data *status;
  4100. struct view_data *vd;
  4101. int opt_flag, calc_flag, undead_flag;
  4102. nullpo_retr(0, bl);
  4103. sc = status_get_sc(bl);
  4104. status = status_get_status_data(bl);
  4105. if( type <= SC_NONE || type >= SC_MAX )
  4106. {
  4107. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4108. return 0;
  4109. }
  4110. if( !sc )
  4111. return 0; //Unable to receive status changes
  4112. if( status_isdead(bl) )
  4113. return 0;
  4114. if( bl->type == BL_MOB )
  4115. {
  4116. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4117. if( (md->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL && type != SC_PNEUMA) || md->barricade )
  4118. return 0; //Emperium can't be afflicted by status changes
  4119. }
  4120. sd = BL_CAST(BL_PC, bl);
  4121. //Adjust tick according to status resistances
  4122. if( !(flag&(1|4)) )
  4123. {
  4124. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4125. if( !tick ) return 0;
  4126. }
  4127. undead_flag = battle_check_undead(status->race,status->def_ele);
  4128. //Check for inmunities / sc fails
  4129. switch (type)
  4130. {
  4131. case SC_FREEZE:
  4132. case SC_STONE:
  4133. //Undead are immune to Freeze/Stone
  4134. if (undead_flag && !(flag&1))
  4135. return 0;
  4136. case SC_SLEEP:
  4137. case SC_STUN:
  4138. if (sc->opt1)
  4139. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4140. break;
  4141. case SC_SIGNUMCRUCIS:
  4142. //Only affects demons and undead element (but not players)
  4143. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4144. return 0;
  4145. break;
  4146. case SC_AETERNA:
  4147. if (sc->data[SC_STONE] || sc->data[SC_FREEZE])
  4148. return 0;
  4149. break;
  4150. case SC_KYRIE:
  4151. if (bl->type == BL_MOB)
  4152. return 0;
  4153. break;
  4154. case SC_OVERTHRUST:
  4155. if (sc->data[SC_MAXOVERTHRUST])
  4156. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4157. break;
  4158. case SC_ADRENALINE:
  4159. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4160. return 0;
  4161. if (sc->data[SC_QUAGMIRE] ||
  4162. sc->data[SC_DECREASEAGI]
  4163. )
  4164. return 0;
  4165. break;
  4166. case SC_ADRENALINE2:
  4167. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4168. return 0;
  4169. if (sc->data[SC_QUAGMIRE] ||
  4170. sc->data[SC_DECREASEAGI]
  4171. )
  4172. return 0;
  4173. break;
  4174. case SC_ONEHAND:
  4175. case SC_TWOHANDQUICKEN:
  4176. if(sc->data[SC_DECREASEAGI])
  4177. return 0;
  4178. case SC_CONCENTRATE:
  4179. case SC_INCREASEAGI:
  4180. case SC_SPEARQUICKEN:
  4181. case SC_TRUESIGHT:
  4182. case SC_WINDWALK:
  4183. case SC_CARTBOOST:
  4184. case SC_ASSNCROS:
  4185. if (sc->data[SC_QUAGMIRE])
  4186. return 0;
  4187. break;
  4188. case SC_CLOAKING:
  4189. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4190. //Due to the cloaking card, we have to check the wall versus to known
  4191. //skill level rather than the used one. [Skotlex]
  4192. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4193. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  4194. return 0;
  4195. break;
  4196. case SC_MODECHANGE:
  4197. {
  4198. int mode;
  4199. struct status_data *bstatus = status_get_base_status(bl);
  4200. if (!bstatus) return 0;
  4201. if (sc->data[type])
  4202. { //Pile up with previous values.
  4203. if(!val2) val2 = sc->data[type]->val2;
  4204. val3 |= sc->data[type]->val3;
  4205. val4 |= sc->data[type]->val4;
  4206. }
  4207. mode = val2?val2:bstatus->mode; //Base mode
  4208. if (val4) mode&=~val4; //Del mode
  4209. if (val3) mode|= val3; //Add mode
  4210. if (mode == bstatus->mode) { //No change.
  4211. if (sc->data[type]) //Abort previous status
  4212. return status_change_end(bl, type, -1);
  4213. return 0;
  4214. }
  4215. }
  4216. break;
  4217. //Strip skills, need to divest something or it fails.
  4218. case SC_STRIPWEAPON:
  4219. if (sd) {
  4220. int i;
  4221. opt_flag = 0; //Reuse to check success condition.
  4222. if(sd->unstripable_equip&EQP_WEAPON)
  4223. return 0;
  4224. i = sd->equip_index[EQI_HAND_L];
  4225. if (i>=0 && sd->inventory_data[i] &&
  4226. sd->inventory_data[i]->type == IT_WEAPON)
  4227. {
  4228. opt_flag|=1;
  4229. pc_unequipitem(sd,i,3); //L-hand weapon
  4230. }
  4231. i = sd->equip_index[EQI_HAND_R];
  4232. if (i>=0 && sd->inventory_data[i] &&
  4233. sd->inventory_data[i]->type == IT_WEAPON)
  4234. {
  4235. opt_flag|=2;
  4236. pc_unequipitem(sd,i,3);
  4237. }
  4238. if (!opt_flag) return 0;
  4239. }
  4240. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4241. break;
  4242. case SC_STRIPSHIELD:
  4243. if (sd) {
  4244. int i;
  4245. if(sd->unstripable_equip&EQP_SHIELD)
  4246. return 0;
  4247. i = sd->equip_index[EQI_HAND_L];
  4248. if (i<0 || !sd->inventory_data[i] ||
  4249. sd->inventory_data[i]->type != IT_ARMOR)
  4250. return 0;
  4251. pc_unequipitem(sd,i,3);
  4252. }
  4253. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4254. break;
  4255. case SC_STRIPARMOR:
  4256. if (sd) {
  4257. int i;
  4258. if(sd->unstripable_equip&EQP_ARMOR)
  4259. return 0;
  4260. i = sd->equip_index[EQI_ARMOR];
  4261. if (i<0 || !sd->inventory_data[i])
  4262. return 0;
  4263. pc_unequipitem(sd,i,3);
  4264. }
  4265. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4266. break;
  4267. case SC_STRIPHELM:
  4268. if (sd) {
  4269. int i;
  4270. if(sd->unstripable_equip&EQP_HELM)
  4271. return 0;
  4272. i = sd->equip_index[EQI_HEAD_TOP];
  4273. if (i<0 || !sd->inventory_data[i])
  4274. return 0;
  4275. pc_unequipitem(sd,i,3);
  4276. }
  4277. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4278. break;
  4279. }
  4280. //Check for BOSS resistances
  4281. if(status->mode&MD_BOSS && !(flag&1)) {
  4282. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4283. return 0;
  4284. switch (type) {
  4285. case SC_BLESSING:
  4286. if (status->race!=RC_UNDEAD && status->race!=RC_DEMON)
  4287. break;
  4288. case SC_QUAGMIRE:
  4289. case SC_DECREASEAGI:
  4290. case SC_PROVOKE:
  4291. case SC_COMA:
  4292. case SC_GRAVITATION:
  4293. case SC_SUITON:
  4294. case SC_STRIPWEAPON:
  4295. case SC_STRIPSHIELD:
  4296. case SC_STRIPARMOR:
  4297. case SC_STRIPHELM:
  4298. case SC_RICHMANKIM:
  4299. case SC_ROKISWEIL:
  4300. case SC_FOGWALL:
  4301. return 0;
  4302. }
  4303. }
  4304. //Before overlapping fail, one must check for status cured.
  4305. switch (type)
  4306. {
  4307. case SC_BLESSING:
  4308. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  4309. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  4310. if (status->race!=RC_UNDEAD && status->race!=RC_DEMON) {
  4311. if (sc->data[SC_CURSE])
  4312. status_change_end(bl,SC_CURSE,-1);
  4313. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4314. status_change_end(bl,SC_STONE,-1);
  4315. }
  4316. break;
  4317. case SC_INCREASEAGI:
  4318. if(sc->data[SC_DECREASEAGI])
  4319. status_change_end(bl,SC_DECREASEAGI,-1);
  4320. break;
  4321. case SC_QUAGMIRE:
  4322. if(sc->data[SC_CONCENTRATE])
  4323. status_change_end(bl,SC_CONCENTRATE,-1);
  4324. if(sc->data[SC_TRUESIGHT])
  4325. status_change_end(bl,SC_TRUESIGHT,-1);
  4326. if(sc->data[SC_WINDWALK])
  4327. status_change_end(bl,SC_WINDWALK,-1);
  4328. //Also blocks the ones below...
  4329. case SC_DECREASEAGI:
  4330. if(sc->data[SC_CARTBOOST])
  4331. status_change_end(bl,SC_CARTBOOST,-1);
  4332. //Also blocks the ones below...
  4333. case SC_DONTFORGETME:
  4334. if(sc->data[SC_INCREASEAGI])
  4335. status_change_end(bl,SC_INCREASEAGI,-1);
  4336. if(sc->data[SC_ADRENALINE])
  4337. status_change_end(bl,SC_ADRENALINE,-1);
  4338. if(sc->data[SC_ADRENALINE2])
  4339. status_change_end(bl,SC_ADRENALINE2,-1);
  4340. if(sc->data[SC_SPEARQUICKEN])
  4341. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4342. if(sc->data[SC_TWOHANDQUICKEN])
  4343. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4344. if(sc->data[SC_ONEHAND])
  4345. status_change_end(bl,SC_ONEHAND,-1);
  4346. break;
  4347. case SC_ONEHAND:
  4348. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4349. if(sc->data[SC_ASPDPOTION0])
  4350. status_change_end(bl,SC_ASPDPOTION0,-1);
  4351. if(sc->data[SC_ASPDPOTION1])
  4352. status_change_end(bl,SC_ASPDPOTION1,-1);
  4353. if(sc->data[SC_ASPDPOTION2])
  4354. status_change_end(bl,SC_ASPDPOTION2,-1);
  4355. if(sc->data[SC_ASPDPOTION3])
  4356. status_change_end(bl,SC_ASPDPOTION3,-1);
  4357. break;
  4358. case SC_MAXOVERTHRUST:
  4359. //Cancels Normal Overthrust. [Skotlex]
  4360. if (sc->data[SC_OVERTHRUST])
  4361. status_change_end(bl, SC_OVERTHRUST, -1);
  4362. break;
  4363. case SC_KYRIE:
  4364. // -- moonsoul (added to undo assumptio status if target has it)
  4365. if(sc->data[SC_ASSUMPTIO])
  4366. status_change_end(bl,SC_ASSUMPTIO,-1);
  4367. break;
  4368. case SC_DELUGE:
  4369. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  4370. status_change_end(bl,SC_BLIND,-1);
  4371. break;
  4372. case SC_SILENCE:
  4373. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  4374. status_change_end(bl,SC_GOSPEL,-1);
  4375. break;
  4376. case SC_HIDING:
  4377. if(sc->data[SC_CLOSECONFINE])
  4378. status_change_end(bl, SC_CLOSECONFINE, -1);
  4379. if(sc->data[SC_CLOSECONFINE2])
  4380. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4381. break;
  4382. case SC_BERSERK:
  4383. if(battle_config.berserk_cancels_buffs)
  4384. {
  4385. if (sc->data[SC_ONEHAND])
  4386. status_change_end(bl,SC_ONEHAND,-1);
  4387. if (sc->data[SC_TWOHANDQUICKEN])
  4388. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4389. if (sc->data[SC_CONCENTRATION])
  4390. status_change_end(bl,SC_CONCENTRATION,-1);
  4391. if (sc->data[SC_PARRYING])
  4392. status_change_end(bl,SC_PARRYING,-1);
  4393. if (sc->data[SC_AURABLADE])
  4394. status_change_end(bl,SC_AURABLADE,-1);
  4395. }
  4396. break;
  4397. case SC_ASSUMPTIO:
  4398. if(sc->data[SC_KYRIE])
  4399. status_change_end(bl,SC_KYRIE,-1);
  4400. if(sc->data[SC_KAITE])
  4401. status_change_end(bl,SC_KAITE,-1);
  4402. break;
  4403. case SC_KAITE:
  4404. if(sc->data[SC_ASSUMPTIO])
  4405. status_change_end(bl,SC_ASSUMPTIO,-1);
  4406. break;
  4407. case SC_CARTBOOST:
  4408. if(sc->data[SC_DECREASEAGI])
  4409. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4410. status_change_end(bl,SC_DECREASEAGI,-1);
  4411. return 0;
  4412. }
  4413. break;
  4414. case SC_FUSION:
  4415. if(sc->data[SC_SPIRIT])
  4416. status_change_end(bl,SC_SPIRIT,-1);
  4417. break;
  4418. case SC_ADJUSTMENT:
  4419. if(sc->data[SC_MADNESSCANCEL])
  4420. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4421. break;
  4422. case SC_MADNESSCANCEL:
  4423. if(sc->data[SC_ADJUSTMENT])
  4424. status_change_end(bl,SC_ADJUSTMENT,-1);
  4425. break;
  4426. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  4427. case SC_CHANGEUNDEAD:
  4428. if(sc->data[SC_BLESSING])
  4429. status_change_end(bl,SC_BLESSING,-1);
  4430. if(sc->data[SC_INCREASEAGI])
  4431. status_change_end(bl,SC_INCREASEAGI,-1);
  4432. break;
  4433. }
  4434. //Check for overlapping fails
  4435. if((sce=sc->data[type]))
  4436. {
  4437. switch (type)
  4438. {
  4439. case SC_ADRENALINE:
  4440. case SC_ADRENALINE2:
  4441. case SC_WEAPONPERFECTION:
  4442. case SC_OVERTHRUST:
  4443. if (sce->val2 > val2)
  4444. return 0;
  4445. break;
  4446. case SC_HPREGEN:
  4447. case SC_SPREGEN:
  4448. case SC_STUN:
  4449. case SC_SLEEP:
  4450. case SC_POISON:
  4451. case SC_CURSE:
  4452. case SC_SILENCE:
  4453. case SC_CONFUSION:
  4454. case SC_BLIND:
  4455. case SC_BLEEDING:
  4456. case SC_DPOISON:
  4457. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4458. case SC_MARIONETTE:
  4459. case SC_MARIONETTE2:
  4460. case SC_NOCHAT:
  4461. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4462. return 0;
  4463. case SC_COMBO:
  4464. case SC_DANCING:
  4465. case SC_DEVOTION:
  4466. case SC_ASPDPOTION0:
  4467. case SC_ASPDPOTION1:
  4468. case SC_ASPDPOTION2:
  4469. case SC_ASPDPOTION3:
  4470. case SC_ATKPOTION:
  4471. case SC_MATKPOTION:
  4472. case SC_ENCHANTARMS:
  4473. case SC_ARMOR_ELEMENT:
  4474. case SC_ARMOR_RESIST:
  4475. break;
  4476. case SC_GOSPEL:
  4477. //Must not override a casting gospel char.
  4478. if(sce->val4 == BCT_SELF)
  4479. return 0;
  4480. if(sce->val1 > val1)
  4481. return 1;
  4482. break;
  4483. case SC_ENDURE:
  4484. if(sce->val4 && !val4)
  4485. return 1; //Don't let you override infinite endure.
  4486. if(sce->val1 > val1)
  4487. return 1;
  4488. break;
  4489. case SC_KAAHI:
  4490. if(sce->val1 > val1)
  4491. return 1;
  4492. //Delete timer if it exists.
  4493. if (sce->val4 != -1) {
  4494. delete_timer(sce->val4,kaahi_heal_timer);
  4495. sce->val4=-1;
  4496. }
  4497. break;
  4498. case SC_JAILED:
  4499. //When a player is already jailed, do not edit the jail data.
  4500. val2 = sce->val2;
  4501. val3 = sce->val3;
  4502. val4 = sce->val4;
  4503. break;
  4504. case SC_JOINTBEAT:
  4505. val2 |= sce->val2; // stackable ailments
  4506. default:
  4507. if(sce->val1 > val1)
  4508. return 1; //Return true to not mess up skill animations. [Skotlex]
  4509. }
  4510. }
  4511. vd = status_get_viewdata(bl);
  4512. calc_flag = StatusChangeFlagTable[type];
  4513. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  4514. switch(type)
  4515. {
  4516. case SC_DECREASEAGI:
  4517. case SC_INCREASEAGI:
  4518. val2 = 2 + val1; //Agi change
  4519. break;
  4520. case SC_ENDURE:
  4521. val2 = 7; // Hit-count [Celest]
  4522. if (!(flag&1) && sd && !map_flag_gvg(bl->m) && (type != SC_ENDURE || !val4))
  4523. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4524. //(but do not pass infinite endure)
  4525. struct map_session_data *tsd;
  4526. int i;
  4527. for (i = 0; i < 5; i++)
  4528. {
  4529. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4530. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4531. }
  4532. }
  4533. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  4534. if(val4)
  4535. tick = -1;
  4536. break;
  4537. case SC_AUTOBERSERK:
  4538. if (status->hp < status->max_hp>>2 &&
  4539. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  4540. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4541. tick = -1;
  4542. break;
  4543. case SC_SIGNUMCRUCIS:
  4544. val2 = 10 + 4*val1; //Def reduction
  4545. tick = -1;
  4546. clif_emotion(bl,4);
  4547. break;
  4548. case SC_MAXIMIZEPOWER:
  4549. val2 = tick>0?tick:60000;
  4550. break;
  4551. case SC_EDP: // [Celest]
  4552. val2 = val1 + 2; //Chance to Poison enemies.
  4553. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4554. break;
  4555. case SC_POISONREACT:
  4556. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4557. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4558. break;
  4559. case SC_MAGICROD:
  4560. val2 = val1*20; //SP gained
  4561. break;
  4562. case SC_KYRIE:
  4563. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4564. val3 = (val1 / 2 + 5); //Hits
  4565. break;
  4566. case SC_MAGICPOWER:
  4567. //val1: Skill lv
  4568. val2 = 1; //Lasts 1 invocation
  4569. val3 = 5*val1; //Matk% increase
  4570. tick = -1;
  4571. break;
  4572. case SC_SACRIFICE:
  4573. val2 = 5; //Lasts 5 hits
  4574. tick = -1;
  4575. break;
  4576. case SC_ENCPOISON:
  4577. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4578. case SC_ASPERSIO:
  4579. case SC_FIREWEAPON:
  4580. case SC_WATERWEAPON:
  4581. case SC_WINDWEAPON:
  4582. case SC_EARTHWEAPON:
  4583. case SC_SHADOWWEAPON:
  4584. case SC_GHOSTWEAPON:
  4585. skill_enchant_elemental_end(bl,type);
  4586. break;
  4587. case SC_ELEMENTALCHANGE:
  4588. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  4589. // val2 : Element (When no element, random one is picked)
  4590. // val3 : 0 = called by skill 1 = called by script (fixed level)
  4591. if( !val2 ) val2 = rand()%ELE_MAX;
  4592. if( val1 == 1 && val3 == 0 )
  4593. val1 = 1 + rand()%4;
  4594. else if( val1 > 4 )
  4595. val1 = 4; // Max Level
  4596. val3 = 0; // Not need to keep this info.
  4597. break;
  4598. case SC_PROVIDENCE:
  4599. val2=val1*5; //Race/Ele resist
  4600. break;
  4601. case SC_REFLECTSHIELD:
  4602. val2=10+val1*3; //% Dmg reflected
  4603. if (sd && !(flag&1))
  4604. { //Pass it to devoted chars.
  4605. struct map_session_data *tsd;
  4606. int i;
  4607. for (i = 0; i < 5; i++)
  4608. { //Pass the status to the other affected chars. [Skotlex]
  4609. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4610. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4611. }
  4612. }
  4613. break;
  4614. case SC_STRIPWEAPON:
  4615. if (!sd) //Watk reduction
  4616. val2 = 5*val1;
  4617. break;
  4618. case SC_STRIPSHIELD:
  4619. if (!sd) //Def reduction
  4620. val2 = 3*val1;
  4621. break;
  4622. case SC_STRIPARMOR:
  4623. if (!sd) //Vit reduction
  4624. val2 = 8*val1;
  4625. break;
  4626. case SC_STRIPHELM:
  4627. if (!sd) //Int reduction
  4628. val2 = 8*val1;
  4629. break;
  4630. case SC_AUTOSPELL:
  4631. //Val1 Skill LV of Autospell
  4632. //Val2 Skill ID to cast
  4633. //Val3 Max Lv to cast
  4634. val4 = 5 + val1*2; //Chance of casting
  4635. break;
  4636. case SC_VOLCANO:
  4637. if (status->def_ele == ELE_FIRE)
  4638. val2 = val1*10; //Watk increase
  4639. else
  4640. val2 = 0;
  4641. break;
  4642. case SC_VIOLENTGALE:
  4643. if (status->def_ele == ELE_WIND)
  4644. val2 = val1*3; //Flee increase
  4645. else
  4646. val2 = 0;
  4647. break;
  4648. case SC_DELUGE:
  4649. if(status->def_ele == ELE_WATER)
  4650. val2 = deluge_eff[val1-1]; //HP increase
  4651. else
  4652. val2 = 0;
  4653. break;
  4654. case SC_SUITON:
  4655. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4656. //No penalties.
  4657. val2 = 0; //Agi penalty
  4658. val3 = 0; //Walk speed penalty
  4659. break;
  4660. }
  4661. val3 = 50;
  4662. val2 = 3*((val1+1)/3);
  4663. if (val1 > 4) val2--;
  4664. break;
  4665. case SC_ONEHAND:
  4666. case SC_TWOHANDQUICKEN:
  4667. val2 = 300;
  4668. if (val1 > 10) //For boss casted skills [Skotlex]
  4669. val2 += 20*(val1-10);
  4670. break;
  4671. case SC_SPEARQUICKEN:
  4672. val2 = 200+10*val1;
  4673. break;
  4674. case SC_DANCING:
  4675. //val1 : Skill ID + LV
  4676. //val2 : Skill Group of the Dance.
  4677. //val3 : Brings the skilllv (merged into val1 here)
  4678. //val4 : Partner
  4679. if (val1 == CG_MOONLIT)
  4680. clif_status_change(bl,SI_MOONLIT,1);
  4681. val1|= (val3<<16);
  4682. val3 = 0; //Tick duration/Speed penalty.
  4683. //Store walk speed change in lower part of val3
  4684. if (sd && !(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  4685. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4686. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4687. tick = 1000;
  4688. break;
  4689. case SC_LONGING:
  4690. val2 = 500-100*val1; //Aspd penalty.
  4691. val3 = 50+10*val1; //Walk speed adjustment.
  4692. break;
  4693. case SC_EXPLOSIONSPIRITS:
  4694. val2 = 75 + 25*val1; //Cri bonus
  4695. break;
  4696. case SC_ASPDPOTION0:
  4697. case SC_ASPDPOTION1:
  4698. case SC_ASPDPOTION2:
  4699. case SC_ASPDPOTION3:
  4700. val2 = 50*(2+type-SC_ASPDPOTION0);
  4701. break;
  4702. case SC_WEDDING:
  4703. case SC_XMAS:
  4704. case SC_SUMMER:
  4705. if (!vd) return 0;
  4706. //Store previous values as they could be removed.
  4707. val1 = vd->class_;
  4708. val2 = vd->weapon;
  4709. val3 = vd->shield;
  4710. val4 = vd->cloth_color;
  4711. unit_stop_attack(bl);
  4712. clif_changelook(bl,LOOK_WEAPON,0);
  4713. clif_changelook(bl,LOOK_SHIELD,0);
  4714. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  4715. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4716. break;
  4717. case SC_NOCHAT:
  4718. tick = 60000;
  4719. val1 = battle_config.manner_system; //Mute filters.
  4720. if (sd)
  4721. {
  4722. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4723. clif_updatestatus(sd,SP_MANNER);
  4724. }
  4725. break;
  4726. case SC_STONE:
  4727. val3 = tick/1000; //Petrified HP-damage iterations.
  4728. if(val3 < 1) val3 = 1;
  4729. tick = val4; //Petrifying time.
  4730. if (tick < 1000)
  4731. tick = 1000; //Min time
  4732. calc_flag = 0; //Actual status changes take effect on petrified state.
  4733. break;
  4734. case SC_DPOISON:
  4735. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4736. if (status->hp > status->max_hp>>2)
  4737. {
  4738. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4739. if (status->hp - diff < status->max_hp>>2)
  4740. diff = status->hp - (status->max_hp>>2);
  4741. status_zap(bl, diff, 0);
  4742. }
  4743. // fall through
  4744. case SC_POISON: /* 毒 */
  4745. val3 = tick/1000; //Damage iterations
  4746. if(val3 < 1) val3 = 1;
  4747. tick = 1000;
  4748. //val4: HP damage
  4749. if (bl->type == BL_PC)
  4750. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4751. else
  4752. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4753. break;
  4754. case SC_CONFUSION:
  4755. clif_emotion(bl,1);
  4756. break;
  4757. case SC_BLEEDING:
  4758. val4 = tick/10000;
  4759. if (!val4) val4 = 1;
  4760. tick = 10000;
  4761. break;
  4762. case SC_HPREGEN:
  4763. case SC_SPREGEN:
  4764. if( val1 == 0 ) return 0;
  4765. // val1 = heal percent/amout
  4766. // val2 = seconds between heals
  4767. // val4 = total of heals
  4768. if( val2 < 1 ) val2 = 1;
  4769. if( (val4 = tick/(val2 * 1000)) < 1 )
  4770. val4 = 1;
  4771. tick = val2 * 1000; // val2 = Seconds between heals
  4772. break;
  4773. case SC_HIDING:
  4774. val2 = tick/1000;
  4775. tick = 1000;
  4776. //Store speed penalty on val3.
  4777. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4778. val3 = 20 + 6*val3;
  4779. val4 = val1+3; //Seconds before SP substraction happen.
  4780. break;
  4781. case SC_CHASEWALK:
  4782. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4783. val3 = 65+val1*5; //Speed adjustment.
  4784. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  4785. val3 += 60;
  4786. val4 = 10+val1*2; //SP cost.
  4787. if (map_flag_gvg(bl->m)) val4 *= 5;
  4788. break;
  4789. case SC_CLOAKING:
  4790. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4791. val1 = 10;
  4792. val2 = tick>0?tick:60000; //SP consumption rate.
  4793. val3 = 0;
  4794. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4795. (val3=pc_checkskill(sd,TF_MISS))>0)
  4796. val3 *= -1; //Substract the Dodge speed bonus.
  4797. val3+= 70+val1*3; //Speed adjustment without a wall.
  4798. //With a wall, it is val3 +25.
  4799. //val4&1 signals the presence of a wall.
  4800. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4801. //val4&4 makes cloak not end on using skills
  4802. if (bl->type == BL_PC) //Standard cloaking.
  4803. val4 |= battle_config.pc_cloak_check_type&7;
  4804. else
  4805. val4 |= battle_config.monster_cloak_check_type&7;
  4806. break;
  4807. case SC_SIGHT: /* サイト/ルアフ */
  4808. case SC_RUWACH:
  4809. case SC_SIGHTBLASTER:
  4810. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  4811. val2 = tick/250;
  4812. tick = 10;
  4813. break;
  4814. //Permanent effects.
  4815. case SC_AETERNA:
  4816. case SC_MODECHANGE:
  4817. case SC_WEIGHT50:
  4818. case SC_WEIGHT90:
  4819. case SC_BROKENWEAPON:
  4820. case SC_BROKENARMOR:
  4821. case SC_READYSTORM:
  4822. case SC_READYDOWN:
  4823. case SC_READYCOUNTER:
  4824. case SC_READYTURN:
  4825. case SC_DODGE:
  4826. tick = -1;
  4827. break;
  4828. case SC_AUTOGUARD:
  4829. if (!(flag&1))
  4830. {
  4831. struct map_session_data *tsd;
  4832. int i,t;
  4833. for(i=val2=0;i<val1;i++) {
  4834. t = 5-(i>>1);
  4835. val2 += (t < 0)? 1:t;
  4836. }
  4837. if (sd)
  4838. for (i = 0; i < 5; i++)
  4839. { //Pass the status to the other affected chars. [Skotlex]
  4840. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4841. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4842. }
  4843. }
  4844. break;
  4845. case SC_DEFENDER:
  4846. if (!(flag&1))
  4847. {
  4848. struct map_session_data *tsd;
  4849. int i;
  4850. val2 = 5 + 15*val1; //Damage reduction
  4851. val3 = 65 + 5*val1; //Speed adjustment
  4852. val4 = 250 - 50*val1; //Aspd adjustment
  4853. if (sd)
  4854. for (i = 0; i < 5; i++)
  4855. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4856. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4857. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4858. }
  4859. }
  4860. break;
  4861. case SC_TENSIONRELAX:
  4862. if (sd) {
  4863. pc_setsit(sd);
  4864. clif_sitting(&sd->bl);
  4865. }
  4866. val2 = 12; //SP cost
  4867. val4 = 10000; //Decrease at 10secs intervals.
  4868. val3 = tick/val4;
  4869. tick = val4;
  4870. break;
  4871. case SC_PARRYING:
  4872. val2 = 20 + val1*3; //Block Chance
  4873. break;
  4874. case SC_WINDWALK:
  4875. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4876. val3 = 4*val2; //movement speed % increase is 4 times that
  4877. break;
  4878. case SC_JOINTBEAT:
  4879. if( val2&BREAK_NECK )
  4880. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  4881. break;
  4882. case SC_BERSERK:
  4883. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  4884. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  4885. //HP healing is performing after the calc_status call.
  4886. //Val2 holds HP penalty
  4887. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  4888. if (!val4) val4 = 10000; //Val4 holds damage interval
  4889. val3 = tick/val4; //val3 holds skill duration
  4890. tick = val4;
  4891. break;
  4892. case SC_GOSPEL:
  4893. if(val4 == BCT_SELF) { // self effect
  4894. val2 = tick/10000;
  4895. tick = 10000;
  4896. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4897. }
  4898. break;
  4899. case SC_MARIONETTE:
  4900. if (sd) {
  4901. val3 = 0;
  4902. val2 = sd->status.str>>1;
  4903. if (val2 > 0xFF) val2 = 0xFF;
  4904. val3|=val2<<16;
  4905. val2 = sd->status.agi>>1;
  4906. if (val2 > 0xFF) val2 = 0xFF;
  4907. val3|=val2<<8;
  4908. val2 = sd->status.vit>>1;
  4909. if (val2 > 0xFF) val2 = 0xFF;
  4910. val3|=val2;
  4911. val4 = 0;
  4912. val2 = sd->status.int_>>1;
  4913. if (val2 > 0xFF) val2 = 0xFF;
  4914. val4|=val2<<16;
  4915. val2 = sd->status.dex>>1;
  4916. if (val2 > 0xFF) val2 = 0xFF;
  4917. val4|=val2<<8;
  4918. val2 = sd->status.luk>>1;
  4919. if (val2 > 0xFF) val2 = 0xFF;
  4920. val4|=val2;
  4921. } else {
  4922. struct status_data *b_status = status_get_base_status(bl);
  4923. if (!b_status)
  4924. return 0;
  4925. val3 = 0;
  4926. val2 = b_status->str>>1;
  4927. if (val2 > 0xFF) val2 = 0xFF;
  4928. val3|=val2<<16;
  4929. val2 = b_status->agi>>1;
  4930. if (val2 > 0xFF) val2 = 0xFF;
  4931. val3|=val2<<8;
  4932. val2 = b_status->vit>>1;
  4933. if (val2 > 0xFF) val2 = 0xFF;
  4934. val3|=val2;
  4935. val4 = 0;
  4936. val2 = b_status->int_>>1;
  4937. if (val2 > 0xFF) val2 = 0xFF;
  4938. val4|=val2<<16;
  4939. val2 = b_status->dex>>1;
  4940. if (val2 > 0xFF) val2 = 0xFF;
  4941. val4|=val2<<8;
  4942. val2 = b_status->luk>>1;
  4943. if (val2 > 0xFF) val2 = 0xFF;
  4944. val4|=val2;
  4945. }
  4946. val2 = tick/1000;
  4947. tick = 1000;
  4948. break;
  4949. case SC_MARIONETTE2:
  4950. {
  4951. struct block_list *pbl = map_id2bl(val1);
  4952. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4953. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  4954. int stat,max;
  4955. if (!psce)
  4956. return 0;
  4957. val2 = tick /1000;
  4958. val3 = val4 = 0;
  4959. if (sd) {
  4960. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4961. //Str
  4962. stat = (psce->val3>>16)&0xFF;
  4963. if (sd->status.str+stat > max)
  4964. stat =max-sd->status.str;
  4965. val3 |= stat<<16;
  4966. //Agi
  4967. stat = (psce->val3>>8)&0xFF;
  4968. if (sd->status.agi+stat > max)
  4969. stat =max-sd->status.agi;
  4970. val3 |= stat<<8;
  4971. //Vit
  4972. stat = psce->val3&0xFF;
  4973. if (sd->status.vit+stat > max)
  4974. stat =max-sd->status.vit;
  4975. val3 |= stat;
  4976. //Int
  4977. stat = (psce->val4>>16)&0xFF;
  4978. if (sd->status.int_+stat > max)
  4979. stat =max-sd->status.int_;
  4980. val4 |= stat<<16;
  4981. //Dex
  4982. stat = (psce->val4>>8)&0xFF;
  4983. if (sd->status.dex+stat > max)
  4984. stat =max-sd->status.dex;
  4985. val4 |= stat<<8;
  4986. //Luk
  4987. stat = psce->val4&0xFF;
  4988. if (sd->status.luk+stat > max)
  4989. stat =max-sd->status.luk;
  4990. val4 |= stat;
  4991. } else {
  4992. struct status_data *b_status = status_get_base_status(bl);
  4993. if (!b_status) return 0;
  4994. max = 0xFF; //Assume a 256 max parameter
  4995. //Str
  4996. stat = (psce->val3>>16)&0xFF;
  4997. if (b_status->str+stat > max)
  4998. stat = max - b_status->str;
  4999. val3 |= stat<<16;
  5000. //Agi
  5001. stat = (psce->val3>>8)&0xFF;
  5002. if (b_status->agi+stat > max)
  5003. stat = max - b_status->agi;
  5004. val3 |= stat<<8;
  5005. //Vit
  5006. stat = psce->val3&0xFF;
  5007. if (b_status->vit+stat > max)
  5008. stat = max - b_status->vit;
  5009. val3 |= stat;
  5010. //Int
  5011. stat = (psce->val4>>16)&0xFF;
  5012. if (b_status->int_+stat > max)
  5013. stat = max - b_status->int_;
  5014. val4 |= stat<<16;
  5015. //Dex
  5016. stat = (psce->val4>>8)&0xFF;
  5017. if (b_status->dex+stat > max)
  5018. stat = max - b_status->dex;
  5019. val4 |= stat<<8;
  5020. //Luk
  5021. stat = psce->val4&0xFF;
  5022. if (b_status->luk+stat > max)
  5023. stat = max - b_status->luk;
  5024. val4 |= stat;
  5025. }
  5026. tick = 1000;
  5027. break;
  5028. }
  5029. case SC_REJECTSWORD:
  5030. val2 = 15*val1; //Reflect chance
  5031. val3 = 3; //Reflections
  5032. tick = -1;
  5033. break;
  5034. case SC_MEMORIZE:
  5035. val2 = 5; //Memorized casts.
  5036. tick = -1;
  5037. break;
  5038. case SC_GRAVITATION:
  5039. val2 = 50*val1; //aspd reduction
  5040. break;
  5041. case SC_REGENERATION:
  5042. if (val1 == 1)
  5043. val2 = 2;
  5044. else
  5045. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  5046. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  5047. //if val4 comes set, this blocks regen rather than increase it.
  5048. break;
  5049. case SC_DEVOTION:
  5050. {
  5051. struct map_session_data *src;
  5052. if ((src = map_id2sd(val1)) && src->sc.count)
  5053. { //Try to inherit the status from the Crusader [Skotlex]
  5054. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  5055. //once the Crusader's status changes, it will reflect on the others.
  5056. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5057. enum sc_type type2;
  5058. int i = map_flag_gvg(bl->m)?2:3;
  5059. while (i >= 0) {
  5060. type2 = types[i];
  5061. if (src->sc.data[type2])
  5062. sc_start(bl,type2,100,src->sc.data[type2]->val1,
  5063. skill_get_time(status_sc2skill(type2),src->sc.data[type2]->val1));
  5064. i--;
  5065. }
  5066. }
  5067. break;
  5068. }
  5069. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5070. status_zap(bl, status->hp-1, val2?0:status->sp);
  5071. return 1;
  5072. break;
  5073. case SC_CLOSECONFINE2:
  5074. {
  5075. struct block_list *src = val2?map_id2bl(val2):NULL;
  5076. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5077. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5078. if (src && sc2) {
  5079. if (!sce2) //Start lock on caster.
  5080. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5081. else { //Increase count of locked enemies and refresh time.
  5082. (sce2->val2)++;
  5083. delete_timer(sce2->timer, status_change_timer);
  5084. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5085. }
  5086. } else //Status failed.
  5087. return 0;
  5088. }
  5089. break;
  5090. case SC_KAITE:
  5091. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5092. break;
  5093. case SC_KAUPE:
  5094. switch (val1) {
  5095. case 3: //33*3 + 1 -> 100%
  5096. val2++;
  5097. case 1:
  5098. case 2: //33, 66%
  5099. val2 += 33*val1;
  5100. val3 = 1; //Dodge 1 attack total.
  5101. break;
  5102. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5103. val2 = 100;
  5104. val3 = val1-2;
  5105. break;
  5106. }
  5107. break;
  5108. case SC_COMBO:
  5109. {
  5110. //val1: Skill ID
  5111. //val2: When given, target (for autotargetting skills)
  5112. //val3: When set, this combo time should NOT delay attack/movement
  5113. //val4: Combo time
  5114. struct unit_data *ud = unit_bl2ud(bl);
  5115. switch (val1) {
  5116. case TK_STORMKICK:
  5117. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5118. break;
  5119. case TK_DOWNKICK:
  5120. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5121. break;
  5122. case TK_TURNKICK:
  5123. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5124. break;
  5125. case TK_COUNTER:
  5126. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5127. break;
  5128. }
  5129. if (ud && !val3)
  5130. {
  5131. ud->attackabletime = gettick()+tick;
  5132. unit_set_walkdelay(bl, gettick(), tick, 1);
  5133. }
  5134. val4 = tick; //Store combo-time in val4.
  5135. }
  5136. break;
  5137. case SC_TKREST:
  5138. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5139. break;
  5140. case SC_RUN:
  5141. val4 = gettick(); //Store time at which you started running.
  5142. tick = -1;
  5143. break;
  5144. case SC_KAAHI:
  5145. val2 = 200*val1; //HP heal
  5146. val3 = 5*val1; //SP cost
  5147. val4 = -1; //Kaahi Timer.
  5148. break;
  5149. case SC_BLESSING:
  5150. if (status->race!=RC_UNDEAD && status->race!=RC_DEMON)
  5151. val2 = val1;
  5152. else
  5153. val2 = 0; //0 -> Half stat.
  5154. break;
  5155. case SC_TRICKDEAD:
  5156. if (vd) vd->dead_sit = 1;
  5157. tick = -1;
  5158. break;
  5159. case SC_CONCENTRATE:
  5160. val2 = 2 + val1;
  5161. if (sd) { //Store the card-bonus data that should not count in the %
  5162. val3 = sd->param_bonus[1]; //Agi
  5163. val4 = sd->param_bonus[4]; //Dex
  5164. } else {
  5165. val3 = val4 = 0;
  5166. }
  5167. break;
  5168. case SC_MAXOVERTHRUST:
  5169. val2 = 20*val1; //Power increase
  5170. break;
  5171. case SC_OVERTHRUST:
  5172. //val2 holds if it was casted on self, or is bonus received from others
  5173. val3 = 5*val1; //Power increase
  5174. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5175. tick += tick / 10;
  5176. break;
  5177. case SC_ADRENALINE2:
  5178. case SC_ADRENALINE:
  5179. val3 = (val2) ? 300 : 200; // aspd increase
  5180. case SC_WEAPONPERFECTION:
  5181. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5182. tick += tick / 10;
  5183. break;
  5184. case SC_CONCENTRATION:
  5185. val2 = 5*val1; //Batk/Watk Increase
  5186. val3 = 10*val1; //Hit Increase
  5187. val4 = 5*val1; //Def reduction
  5188. break;
  5189. case SC_ANGELUS:
  5190. val2 = 5*val1; //def increase
  5191. break;
  5192. case SC_IMPOSITIO:
  5193. val2 = 5*val1; //watk increase
  5194. break;
  5195. case SC_MELTDOWN:
  5196. val2 = 100*val1; //Chance to break weapon
  5197. val3 = 70*val1; //Change to break armor
  5198. break;
  5199. case SC_TRUESIGHT:
  5200. val2 = 10*val1; //Critical increase
  5201. val3 = 3*val1; //Hit increase
  5202. break;
  5203. case SC_SUN_COMFORT:
  5204. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5205. break;
  5206. case SC_MOON_COMFORT:
  5207. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5208. break;
  5209. case SC_STAR_COMFORT:
  5210. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5211. break;
  5212. case SC_QUAGMIRE:
  5213. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5214. break;
  5215. // gs_something1 [Vicious]
  5216. case SC_GATLINGFEVER:
  5217. val2 = 20*val1; //Aspd increase
  5218. val3 = 20+10*val1; //Batk increase
  5219. val4 = 5*val1; //Flee decrease
  5220. break;
  5221. case SC_FLING:
  5222. if (bl->type == BL_PC)
  5223. val2 = 0; //No armor reduction to players.
  5224. else
  5225. val2 = 5*val1; //Def reduction
  5226. val3 = 5*val1; //Def2 reduction
  5227. break;
  5228. case SC_PROVOKE:
  5229. //val2 signals autoprovoke.
  5230. val3 = 2+3*val1; //Atk increase
  5231. val4 = 5+5*val1; //Def reduction.
  5232. break;
  5233. case SC_AVOID:
  5234. val2 = 10*val1; //Speed change rate.
  5235. break;
  5236. case SC_DEFENCE:
  5237. val2 = 2*val1; //Def bonus
  5238. break;
  5239. case SC_BLOODLUST:
  5240. val2 = 20+10*val1; //Atk rate change.
  5241. val3 = 3*val1; //Leech chance
  5242. val4 = 20; //Leech percent
  5243. break;
  5244. case SC_FLEET:
  5245. val2 = 30*val1; //Aspd change
  5246. val3 = 5+5*val1; //bAtk/wAtk rate change
  5247. break;
  5248. case SC_MINDBREAKER:
  5249. val2 = 20*val1; //matk increase.
  5250. val3 = 12*val1; //mdef2 reduction.
  5251. break;
  5252. case SC_SKA:
  5253. val2 = tick/1000;
  5254. val3 = rand()%100; //Def changes randomly every second...
  5255. tick = 1000;
  5256. break;
  5257. case SC_JAILED:
  5258. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5259. tick = val1>0?1000:250;
  5260. if (sd)
  5261. {
  5262. if (sd->mapindex != val2)
  5263. {
  5264. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5265. map = sd->mapindex; //Current Map
  5266. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5267. pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
  5268. //2. Set restore point (val3 -> return map, val4 return coords
  5269. val3 = map;
  5270. val4 = pos;
  5271. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5272. val3 = sd->status.save_point.map;
  5273. val4 = (sd->status.save_point.x&0xFFFF)
  5274. |(sd->status.save_point.y<<16);
  5275. }
  5276. }
  5277. break;
  5278. case SC_UTSUSEMI:
  5279. val2=(val1+1)/2; // number of hits blocked
  5280. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5281. break;
  5282. case SC_BUNSINJYUTSU:
  5283. val2=(val1+1)/2; // number of hits blocked
  5284. break;
  5285. case SC_CHANGE:
  5286. val2= 30*val1; //Vit increase
  5287. val3= 20*val1; //Int increase
  5288. break;
  5289. case SC_SWOO:
  5290. if(status->mode&MD_BOSS)
  5291. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5292. break;
  5293. case SC_SPIDERWEB:
  5294. if (bl->type == BL_PC)
  5295. tick /=2;
  5296. break;
  5297. case SC_ARMOR:
  5298. //NPC_DEFENDER:
  5299. val2 = 80; //Damage reduction
  5300. //Attack requirements to be blocked:
  5301. val3 = BF_LONG; //Range
  5302. val4 = BF_WEAPON|BF_MISC; //Type
  5303. break;
  5304. case SC_ENCHANTARMS:
  5305. //end previous enchants
  5306. skill_enchant_elemental_end(bl,type);
  5307. //Make sure the received element is valid.
  5308. if (val2 >= ELE_MAX)
  5309. val2 = val2%ELE_MAX;
  5310. else if (val2 < 0)
  5311. val2 = rand()%ELE_MAX;
  5312. break;
  5313. case SC_CRITICALWOUND:
  5314. val2 = 20*val1; //Heal effectiveness decrease
  5315. break;
  5316. case SC_MAGICMIRROR:
  5317. case SC_SLOWCAST:
  5318. val2 = 20*val1; //Magic reflection/cast rate
  5319. break;
  5320. case SC_ARMORCHANGE:
  5321. if (val2 == NPC_ANTIMAGIC)
  5322. { //Boost mdef
  5323. val2 =-20;
  5324. val3 = 20;
  5325. } else { //Boost def
  5326. val2 = 20;
  5327. val3 =-20;
  5328. }
  5329. val2*=val1; //20% per level
  5330. val3*=val1;
  5331. break;
  5332. case SC_EXPBOOST:
  5333. if (val1 < 0)
  5334. val1 = 0;
  5335. break;
  5336. case SC_INCASPDRATE:
  5337. case SC_INCFLEE2:
  5338. case SC_INCCRI:
  5339. val2 = val1*10; //Actual boost (since 100% = 1000)
  5340. break;
  5341. case SC_SUFFRAGIUM:
  5342. val2 = 15 * val1; //Speed cast decrease
  5343. break;
  5344. case SC_INCHEALRATE:
  5345. if (val1 < 1)
  5346. val1 = 1;
  5347. break;
  5348. case SC_HALLUCINATION:
  5349. val2 = 5+val1; //Factor by which displayed damage is increased by
  5350. break;
  5351. case SC_DOUBLECAST:
  5352. val2 = 30+10*val1; //Trigger rate
  5353. break;
  5354. case SC_KAIZEL:
  5355. val2 = 10*val1; //% of life to be revived with
  5356. break;
  5357. // case SC_ARMOR_ELEMENT:
  5358. // case SC_ARMOR_RESIST:
  5359. // Mod your resistance against elements:
  5360. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  5361. // break;
  5362. case SC_FASTCAST:
  5363. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5364. //associated, and yet are not wrong/unknown. [Skotlex]
  5365. break;
  5366. default:
  5367. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  5368. { //Status change with no calc, no icon, and no skill associated...?
  5369. ShowError("UnknownStatusChange [%d]\n", type);
  5370. return 0;
  5371. }
  5372. }
  5373. else //Special considerations when loading SC data.
  5374. switch( type )
  5375. {
  5376. case SC_WEDDING:
  5377. case SC_XMAS:
  5378. case SC_SUMMER:
  5379. clif_changelook(bl,LOOK_WEAPON,0);
  5380. clif_changelook(bl,LOOK_SHIELD,0);
  5381. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5382. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5383. break;
  5384. case SC_KAAHI:
  5385. val4 = -1;
  5386. break;
  5387. //In case the speed reduction comes loaded incorrectly, prevent division by 0.
  5388. case SC_DONTFORGETME:
  5389. case SC_CLOAKING:
  5390. case SC_LONGING:
  5391. case SC_HIDING:
  5392. case SC_CHASEWALK:
  5393. case SC_DEFENDER:
  5394. if (!val3) val3 = 100;
  5395. break;
  5396. }
  5397. //Those that make you stop attacking/walking....
  5398. switch (type)
  5399. {
  5400. case SC_FREEZE:
  5401. case SC_STUN:
  5402. case SC_SLEEP:
  5403. case SC_STONE:
  5404. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5405. pc_setstand(sd);
  5406. case SC_TRICKDEAD:
  5407. unit_stop_attack(bl);
  5408. skill_stop_dancing(bl);
  5409. // Cancel cast when get status [LuzZza]
  5410. if (battle_config.sc_castcancel&bl->type)
  5411. unit_skillcastcancel(bl, 0);
  5412. case SC_STOP:
  5413. case SC_CONFUSION:
  5414. case SC_CLOSECONFINE:
  5415. case SC_CLOSECONFINE2:
  5416. case SC_ANKLE:
  5417. case SC_SPIDERWEB:
  5418. unit_stop_walking(bl,1);
  5419. break;
  5420. case SC_HIDING:
  5421. case SC_CLOAKING:
  5422. case SC_CHASEWALK:
  5423. unit_stop_attack(bl);
  5424. break;
  5425. case SC_SILENCE:
  5426. if (battle_config.sc_castcancel&bl->type)
  5427. unit_skillcastcancel(bl, 0);
  5428. break;
  5429. }
  5430. // Set option as needed.
  5431. opt_flag = 1;
  5432. switch(type)
  5433. {
  5434. //OPT1
  5435. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  5436. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  5437. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  5438. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  5439. //OPT2
  5440. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  5441. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  5442. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  5443. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  5444. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  5445. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  5446. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  5447. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  5448. //OPT3
  5449. case SC_TWOHANDQUICKEN:
  5450. case SC_SPEARQUICKEN:
  5451. case SC_CONCENTRATION:
  5452. sc->opt3 |= 0x1;
  5453. opt_flag = 0;
  5454. break;
  5455. case SC_MAXOVERTHRUST:
  5456. case SC_OVERTHRUST:
  5457. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5458. sc->opt3 |= 0x2;
  5459. opt_flag = 0;
  5460. break;
  5461. case SC_ENERGYCOAT:
  5462. case SC_SKE:
  5463. sc->opt3 |= 0x4;
  5464. opt_flag = 0;
  5465. break;
  5466. case SC_INCATKRATE:
  5467. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5468. if (bl->type != BL_MOB) {
  5469. opt_flag = 0;
  5470. break;
  5471. }
  5472. case SC_EXPLOSIONSPIRITS:
  5473. sc->opt3 |= 0x8;
  5474. opt_flag = 0;
  5475. break;
  5476. case SC_STEELBODY:
  5477. case SC_SKA:
  5478. sc->opt3 |= 0x10;
  5479. opt_flag = 0;
  5480. break;
  5481. case SC_BLADESTOP:
  5482. sc->opt3 |= 0x20;
  5483. opt_flag = 0;
  5484. break;
  5485. //0x40 missing?
  5486. case SC_BERSERK:
  5487. sc->opt3 |= 0x80;
  5488. opt_flag = 0;
  5489. break;
  5490. //0x100 missing?
  5491. case SC_DANCING:
  5492. if ((val1&0xFFFF) == CG_MOONLIT)
  5493. sc->opt3 |= 0x200;
  5494. opt_flag = 0;
  5495. break;
  5496. case SC_MARIONETTE:
  5497. case SC_MARIONETTE2:
  5498. sc->opt3 |= 0x400;
  5499. opt_flag = 0;
  5500. break;
  5501. case SC_ASSUMPTIO:
  5502. sc->opt3 |= 0x800;
  5503. opt_flag = 0;
  5504. break;
  5505. case SC_WARM: //SG skills [Komurka]
  5506. sc->opt3 |= 0x1000;
  5507. opt_flag = 0;
  5508. break;
  5509. case SC_KAITE:
  5510. sc->opt3 |= 0x2000;
  5511. opt_flag = 0;
  5512. break;
  5513. case SC_BUNSINJYUTSU:
  5514. sc->opt3 |= 0x4000;
  5515. opt_flag = 0;
  5516. break;
  5517. case SC_SPIRIT:
  5518. sc->opt3 |= 0x8000;
  5519. opt_flag = 0;
  5520. break;
  5521. case SC_CHANGEUNDEAD:
  5522. sc->opt3 |= 0x10000;
  5523. opt_flag = 0;
  5524. break;
  5525. // TODO: unknown option (looks like the aura of biolab mobs)
  5526. // case ???:
  5527. // sc->opt3 |= 0x20000;
  5528. // opt_flag = 0;
  5529. // break;
  5530. //OPTION
  5531. case SC_HIDING:
  5532. sc->option |= OPTION_HIDE;
  5533. break;
  5534. case SC_CLOAKING:
  5535. sc->option |= OPTION_CLOAK;
  5536. break;
  5537. case SC_CHASEWALK:
  5538. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5539. break;
  5540. case SC_SIGHT:
  5541. sc->option |= OPTION_SIGHT;
  5542. break;
  5543. case SC_RUWACH:
  5544. sc->option |= OPTION_RUWACH;
  5545. break;
  5546. case SC_WEDDING:
  5547. sc->option |= OPTION_WEDDING;
  5548. break;
  5549. case SC_XMAS:
  5550. sc->option |= OPTION_XMAS;
  5551. break;
  5552. case SC_SUMMER:
  5553. sc->option |= OPTION_SUMMER;
  5554. break;
  5555. case SC_ORCISH:
  5556. sc->option |= OPTION_ORCISH;
  5557. break;
  5558. case SC_FUSION:
  5559. sc->option |= OPTION_FLYING;
  5560. break;
  5561. default:
  5562. opt_flag = 0;
  5563. }
  5564. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  5565. if(opt_flag)
  5566. clif_changeoption(bl);
  5567. if (calc_flag&SCB_DYE)
  5568. { //Reset DYE color
  5569. if (vd && vd->cloth_color)
  5570. {
  5571. val4 = vd->cloth_color;
  5572. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5573. }
  5574. calc_flag&=~SCB_DYE;
  5575. }
  5576. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5577. clif_status_change(bl,StatusIconChangeTable[type],1);
  5578. else if (sd) //Send packet to self otherwise (disguised player?)
  5579. clif_status_load(bl,StatusIconChangeTable[type],1);
  5580. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  5581. if((sce=sc->data[type]))
  5582. {// reuse old sc
  5583. if( sce->timer != INVALID_TIMER )
  5584. delete_timer(sce->timer, status_change_timer);
  5585. }
  5586. else
  5587. {// new sc
  5588. ++(sc->count);
  5589. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  5590. }
  5591. sce->val1 = val1;
  5592. sce->val2 = val2;
  5593. sce->val3 = val3;
  5594. sce->val4 = val4;
  5595. if (tick >= 0)
  5596. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  5597. else
  5598. sce->timer = INVALID_TIMER; //Infinite duration
  5599. if (calc_flag)
  5600. status_calc_bl(bl,calc_flag);
  5601. if(sd && sd->pd)
  5602. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5603. if (type==SC_BERSERK) {
  5604. sce->val2 = 5*status->max_hp/100;
  5605. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5606. status_set_sp(bl, 0, 0); //Damage all SP
  5607. } else if (type==SC_CHANGE) //Heal all HP/SP
  5608. status_percent_heal(bl, 100, 100);
  5609. if (type==SC_RUN) {
  5610. struct unit_data *ud = unit_bl2ud(bl);
  5611. if (ud)
  5612. ud->state.running = unit_run(bl);
  5613. }
  5614. return 1;
  5615. }
  5616. /*==========================================
  5617. * ステータス異常全解除
  5618. * type:
  5619. * 0 - ???
  5620. * 1 - ???
  5621. * 2 - ???
  5622. *------------------------------------------*/
  5623. int status_change_clear(struct block_list* bl, int type)
  5624. {
  5625. struct status_change* sc;
  5626. int i;
  5627. sc = status_get_sc(bl);
  5628. if (!sc || !sc->count)
  5629. return 0;
  5630. if(sc->data[SC_DANCING])
  5631. skill_stop_dancing(bl);
  5632. for(i = 0; i < SC_MAX; i++)
  5633. {
  5634. if(!sc->data[i])
  5635. continue;
  5636. if(type == 0)
  5637. switch (i)
  5638. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  5639. case SC_EDP:
  5640. case SC_MELTDOWN:
  5641. case SC_XMAS:
  5642. case SC_SUMMER:
  5643. case SC_NOCHAT:
  5644. case SC_FUSION:
  5645. case SC_TKREST:
  5646. case SC_READYSTORM:
  5647. case SC_READYDOWN:
  5648. case SC_READYCOUNTER:
  5649. case SC_READYTURN:
  5650. case SC_DODGE:
  5651. case SC_JAILED:
  5652. case SC_EXPBOOST:
  5653. case SC_ITEMBOOST:
  5654. continue;
  5655. }
  5656. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5657. if( type == 1 && sc->data[i] )
  5658. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5659. (sc->count)--;
  5660. if (sc->data[i]->timer != INVALID_TIMER)
  5661. delete_timer(sc->data[i]->timer, status_change_timer);
  5662. ers_free(sc_data_ers, sc->data[i]);
  5663. sc->data[i] = NULL;
  5664. }
  5665. }
  5666. sc->opt1 = 0;
  5667. sc->opt2 = 0;
  5668. sc->opt3 = 0;
  5669. sc->option &= OPTION_MASK;
  5670. if( type == 0 || type == 2 )
  5671. clif_changeoption(bl);
  5672. return 1;
  5673. }
  5674. /*==========================================
  5675. * ステータス異常終了
  5676. *------------------------------------------*/
  5677. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  5678. {
  5679. struct map_session_data *sd;
  5680. struct status_change *sc;
  5681. struct status_change_entry *sce;
  5682. struct status_data *status;
  5683. struct view_data *vd;
  5684. int opt_flag=0, calc_flag;
  5685. nullpo_retr(0, bl);
  5686. sc = status_get_sc(bl);
  5687. status = status_get_status_data(bl);
  5688. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  5689. return 0;
  5690. sd = BL_CAST(BL_PC,bl);
  5691. if (sce->timer != tid && tid != -1)
  5692. return 0;
  5693. if (tid == -1) {
  5694. if (type == SC_ENDURE && sce->val4)
  5695. //Do not end infinite endure.
  5696. return 0;
  5697. if (sce->timer != -1) //Could be a SC with infinite duration
  5698. delete_timer(sce->timer,status_change_timer);
  5699. if (sc->opt1)
  5700. switch (type) {
  5701. //"Ugly workaround" [Skotlex]
  5702. //delays status change ending so that a skill that sets opt1 fails to
  5703. //trigger when it also removed one
  5704. case SC_STONE:
  5705. sce->val3 = 0; //Petrify time counter.
  5706. case SC_FREEZE:
  5707. case SC_STUN:
  5708. case SC_SLEEP:
  5709. if (sce->val1) {
  5710. //Removing the 'level' shouldn't affect anything in the code
  5711. //since these SC are not affected by it, and it lets us know
  5712. //if we have already delayed this attack or not.
  5713. sce->val1 = 0;
  5714. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5715. return 1;
  5716. }
  5717. }
  5718. }
  5719. sc->data[type] = NULL;
  5720. (sc->count)--;
  5721. vd = status_get_viewdata(bl);
  5722. calc_flag = StatusChangeFlagTable[type];
  5723. switch(type){
  5724. case SC_WEDDING:
  5725. case SC_XMAS:
  5726. case SC_SUMMER:
  5727. if (!vd) break;
  5728. if (sd)
  5729. { //Load data from sd->status.* as the stored values could have changed.
  5730. //Must remove OPTION to prevent class being rechanged.
  5731. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  5732. clif_changeoption(&sd->bl);
  5733. status_set_viewdata(bl, sd->status.class_);
  5734. } else {
  5735. vd->class_ = sce->val1;
  5736. vd->weapon = sce->val2;
  5737. vd->shield = sce->val3;
  5738. vd->cloth_color = sce->val4;
  5739. }
  5740. clif_changelook(bl,LOOK_BASE,vd->class_);
  5741. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5742. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5743. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5744. break;
  5745. case SC_RUN:
  5746. {
  5747. struct unit_data *ud = unit_bl2ud(bl);
  5748. bool begin_spurt = true;
  5749. if (ud) {
  5750. if(!ud->state.running)
  5751. begin_spurt = false;
  5752. ud->state.running = 0;
  5753. if (ud->walktimer != -1)
  5754. unit_stop_walking(bl,1);
  5755. }
  5756. if (begin_spurt && sce->val1 >= 7 &&
  5757. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  5758. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5759. )
  5760. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  5761. }
  5762. break;
  5763. case SC_AUTOBERSERK:
  5764. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  5765. status_change_end(bl,SC_PROVOKE,-1);
  5766. break;
  5767. case SC_ENDURE:
  5768. case SC_DEFENDER:
  5769. case SC_REFLECTSHIELD:
  5770. case SC_AUTOGUARD:
  5771. if (sd) {
  5772. struct map_session_data *tsd;
  5773. int i;
  5774. for (i = 0; i < 5; i++)
  5775. { //Clear the status from the others too [Skotlex]
  5776. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type])
  5777. status_change_end(&tsd->bl,type,-1);
  5778. }
  5779. }
  5780. break;
  5781. case SC_DEVOTION:
  5782. {
  5783. struct map_session_data *md = map_id2sd(sce->val1);
  5784. //The status could have changed because the Crusader left the game. [Skotlex]
  5785. if (md)
  5786. {
  5787. md->devotion[sce->val2] = 0;
  5788. clif_devotion(md,NULL);
  5789. }
  5790. //Remove inherited status [Skotlex]
  5791. if (sc->data[SC_AUTOGUARD])
  5792. status_change_end(bl,SC_AUTOGUARD,-1);
  5793. if (sc->data[SC_DEFENDER])
  5794. status_change_end(bl,SC_DEFENDER,-1);
  5795. if (sc->data[SC_REFLECTSHIELD])
  5796. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5797. if (sc->data[SC_ENDURE])
  5798. status_change_end(bl,SC_ENDURE,-1);
  5799. }
  5800. break;
  5801. case SC_BLADESTOP:
  5802. if(sce->val4)
  5803. {
  5804. struct block_list *tbl = (struct block_list *)sce->val4;
  5805. struct status_change *tsc = status_get_sc(tbl);
  5806. sce->val4 = 0;
  5807. if(tsc && tsc->data[SC_BLADESTOP])
  5808. {
  5809. tsc->data[SC_BLADESTOP]->val4 = 0;
  5810. status_change_end(tbl,SC_BLADESTOP,-1);
  5811. }
  5812. clif_bladestop(bl,tbl,0);
  5813. }
  5814. break;
  5815. case SC_DANCING:
  5816. {
  5817. struct map_session_data *dsd;
  5818. struct status_change_entry *dsc;
  5819. struct skill_unit_group *group;
  5820. if(sce->val2)
  5821. {
  5822. group = (struct skill_unit_group *)sce->val2;
  5823. sce->val2 = 0;
  5824. skill_delunitgroup(bl, group);
  5825. }
  5826. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))){
  5827. dsc = dsd->sc.data[type];
  5828. if(dsc)
  5829. { //This will prevent recursive loops.
  5830. dsc->val2 = dsc->val4 = 0;
  5831. status_change_end(&dsd->bl, type, -1);
  5832. }
  5833. }
  5834. }
  5835. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  5836. clif_status_change(bl,SI_MOONLIT,0);
  5837. if (sc->data[SC_LONGING])
  5838. status_change_end(bl,SC_LONGING,-1);
  5839. break;
  5840. case SC_NOCHAT:
  5841. if (sd && sd->status.manner < 0 && tid != -1)
  5842. sd->status.manner = 0;
  5843. if (sd)
  5844. {
  5845. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  5846. clif_updatestatus(sd,SP_MANNER);
  5847. }
  5848. break;
  5849. case SC_SPLASHER:
  5850. {
  5851. struct block_list *src=map_id2bl(sce->val3);
  5852. if(src && tid!=-1)
  5853. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  5854. }
  5855. break;
  5856. case SC_CLOSECONFINE2:
  5857. {
  5858. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  5859. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5860. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  5861. //If status was already ended, do nothing.
  5862. //Decrease count
  5863. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  5864. status_change_end(src, SC_CLOSECONFINE, -1);
  5865. }
  5866. }
  5867. case SC_CLOSECONFINE:
  5868. if (sce->val2 > 0) {
  5869. //Caster has been unlocked... nearby chars need to be unlocked.
  5870. int range = 1
  5871. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  5872. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5873. map_foreachinarea(status_change_timer_sub,
  5874. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  5875. }
  5876. break;
  5877. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5878. if (sd && sd->skillid_old == sce->val1)
  5879. sd->skillid_old = sd->skilllv_old = 0;
  5880. break;
  5881. case SC_MARIONETTE:
  5882. case SC_MARIONETTE2: /// Marionette target
  5883. if (sce->val1)
  5884. { // check for partner and end their marionette status as well
  5885. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5886. struct block_list *pbl = map_id2bl(sce->val1);
  5887. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5888. if (sc2 && sc2->data[type2])
  5889. {
  5890. sc2->data[type2]->val1 = 0;
  5891. status_change_end(pbl, type2, -1);
  5892. }
  5893. }
  5894. break;
  5895. case SC_BERSERK:
  5896. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5897. if(status->hp > 100 && sce->val2)
  5898. status_set_hp(bl, 100, 0);
  5899. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  5900. {
  5901. sc->data[SC_ENDURE]->val4 = 0;
  5902. status_change_end(bl, SC_ENDURE, -1);
  5903. }
  5904. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5905. skill_get_time(LK_BERSERK, sce->val1));
  5906. break;
  5907. case SC_GOSPEL:
  5908. if (sce->val3) { //Clear the group.
  5909. struct skill_unit_group *group = (struct skill_unit_group *)sce->val3;
  5910. sce->val3 = 0;
  5911. skill_delunitgroup(bl, group);
  5912. }
  5913. break;
  5914. case SC_HERMODE:
  5915. if(sce->val3 == BCT_SELF)
  5916. skill_clear_unitgroup(bl);
  5917. break;
  5918. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5919. skill_clear_unitgroup(bl);
  5920. break;
  5921. case SC_TRICKDEAD:
  5922. if (vd) vd->dead_sit = 0;
  5923. break;
  5924. case SC_WARM:
  5925. if (sce->val4) { //Clear the group.
  5926. struct skill_unit_group *group = (struct skill_unit_group *)sce->val4;
  5927. sce->val4 = 0;
  5928. skill_delunitgroup(bl, group);
  5929. }
  5930. break;
  5931. case SC_KAAHI:
  5932. //Delete timer if it exists.
  5933. if (sce->val4 != -1)
  5934. delete_timer(sce->val4,kaahi_heal_timer);
  5935. break;
  5936. case SC_JAILED:
  5937. if(tid == -1)
  5938. break;
  5939. //natural expiration.
  5940. if(sd && sd->mapindex == sce->val2)
  5941. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3);
  5942. break; //guess hes not in jail :P
  5943. case SC_CHANGE:
  5944. if (tid == -1)
  5945. break;
  5946. // "lose almost all their HP and SP" on natural expiration.
  5947. status_set_hp(bl, 10, 0);
  5948. status_set_sp(bl, 10, 0);
  5949. break;
  5950. case SC_AUTOTRADE:
  5951. if (tid == -1)
  5952. break;
  5953. vending_closevending(sd);
  5954. map_quit(sd);
  5955. // Because map_quit calls status_change_end with tid -1
  5956. // from here it's not neccesary to continue
  5957. return 1;
  5958. break;
  5959. }
  5960. opt_flag = 1;
  5961. switch(type){
  5962. case SC_STONE:
  5963. case SC_FREEZE:
  5964. case SC_STUN:
  5965. case SC_SLEEP:
  5966. sc->opt1 = 0;
  5967. break;
  5968. case SC_POISON:
  5969. case SC_CURSE:
  5970. case SC_SILENCE:
  5971. case SC_BLIND:
  5972. sc->opt2 &= ~(1<<(type-SC_POISON));
  5973. break;
  5974. case SC_DPOISON:
  5975. sc->opt2 &= ~OPT2_DPOISON;
  5976. break;
  5977. case SC_SIGNUMCRUCIS:
  5978. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5979. break;
  5980. case SC_HIDING:
  5981. sc->option &= ~OPTION_HIDE;
  5982. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  5983. break;
  5984. case SC_CLOAKING:
  5985. sc->option &= ~OPTION_CLOAK;
  5986. opt_flag|= 2;
  5987. break;
  5988. case SC_CHASEWALK:
  5989. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5990. opt_flag|= 2;
  5991. break;
  5992. case SC_SIGHT:
  5993. sc->option &= ~OPTION_SIGHT;
  5994. break;
  5995. case SC_WEDDING:
  5996. sc->option &= ~OPTION_WEDDING;
  5997. break;
  5998. case SC_XMAS:
  5999. sc->option &= ~OPTION_XMAS;
  6000. break;
  6001. case SC_SUMMER:
  6002. sc->option &= ~OPTION_SUMMER;
  6003. break;
  6004. case SC_ORCISH:
  6005. sc->option &= ~OPTION_ORCISH;
  6006. break;
  6007. case SC_RUWACH:
  6008. sc->option &= ~OPTION_RUWACH;
  6009. break;
  6010. case SC_FUSION:
  6011. sc->option &= ~OPTION_FLYING;
  6012. break;
  6013. //opt3
  6014. case SC_TWOHANDQUICKEN:
  6015. case SC_ONEHAND:
  6016. case SC_SPEARQUICKEN:
  6017. case SC_CONCENTRATION:
  6018. sc->opt3 &= ~0x1;
  6019. opt_flag = 0;
  6020. break;
  6021. case SC_OVERTHRUST:
  6022. case SC_MAXOVERTHRUST:
  6023. case SC_SWOO:
  6024. sc->opt3 &= ~0x2;
  6025. opt_flag = 0;
  6026. break;
  6027. case SC_ENERGYCOAT:
  6028. case SC_SKE:
  6029. sc->opt3 &= ~0x4;
  6030. opt_flag = 0;
  6031. break;
  6032. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  6033. if (bl->type != BL_MOB)
  6034. {
  6035. opt_flag = 0;
  6036. break;
  6037. }
  6038. case SC_EXPLOSIONSPIRITS:
  6039. sc->opt3 &= ~0x8;
  6040. opt_flag = 0;
  6041. break;
  6042. case SC_STEELBODY:
  6043. case SC_SKA:
  6044. sc->opt3 &= ~0x10;
  6045. opt_flag = 0;
  6046. break;
  6047. case SC_BLADESTOP:
  6048. sc->opt3 &= ~0x20;
  6049. opt_flag = 0;
  6050. break;
  6051. case SC_BERSERK:
  6052. sc->opt3 &= ~0x80;
  6053. opt_flag = 0;
  6054. break;
  6055. case SC_DANCING:
  6056. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  6057. sc->opt3 &= ~0x200;
  6058. opt_flag = 0;
  6059. break;
  6060. case SC_MARIONETTE:
  6061. case SC_MARIONETTE2:
  6062. sc->opt3 &= ~0x400;
  6063. opt_flag = 0;
  6064. break;
  6065. case SC_ASSUMPTIO:
  6066. sc->opt3 &= ~0x800;
  6067. opt_flag = 0;
  6068. break;
  6069. case SC_WARM: //SG skills [Komurka]
  6070. sc->opt3 &= ~0x1000;
  6071. opt_flag = 0;
  6072. break;
  6073. case SC_KAITE:
  6074. sc->opt3 &= ~0x2000;
  6075. opt_flag = 0;
  6076. break;
  6077. case SC_BUNSINJYUTSU:
  6078. sc->opt3 &= ~0x4000;
  6079. opt_flag = 0;
  6080. break;
  6081. case SC_SPIRIT:
  6082. sc->opt3 &= ~0x8000;
  6083. opt_flag = 0;
  6084. break;
  6085. case SC_CHANGEUNDEAD:
  6086. sc->opt3 &= ~0x10000;
  6087. opt_flag = 0;
  6088. break;
  6089. // TODO:
  6090. // case ???:
  6091. // sc->opt3 &= ~0x20000;
  6092. // opt_flag = 0;
  6093. // break;
  6094. default:
  6095. opt_flag = 0;
  6096. }
  6097. if (calc_flag&SCB_DYE)
  6098. { //Restore DYE color
  6099. if (vd && !vd->cloth_color && sce->val4)
  6100. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6101. calc_flag&=~SCB_DYE;
  6102. }
  6103. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6104. if (vd && pcdb_checkid(vd->class_))
  6105. clif_status_change(bl,StatusIconChangeTable[type],0);
  6106. else if (sd)
  6107. clif_status_load(bl,StatusIconChangeTable[type],0);
  6108. if(opt_flag)
  6109. clif_changeoption(bl);
  6110. if (calc_flag)
  6111. status_calc_bl(bl,calc_flag);
  6112. if(opt_flag&4) //Out of hiding, invoke on place.
  6113. skill_unit_move(bl,gettick(),1);
  6114. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6115. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6116. ers_free(sc_data_ers, sce);
  6117. return 1;
  6118. }
  6119. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6120. {
  6121. struct block_list *bl;
  6122. struct status_change *sc;
  6123. struct status_change_entry *sce;
  6124. struct status_data *status;
  6125. int hp;
  6126. if(!((bl=map_id2bl(id))&&
  6127. (sc=status_get_sc(bl)) &&
  6128. (sce = sc->data[SC_KAAHI])))
  6129. return 0;
  6130. if(sce->val4 != tid) {
  6131. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  6132. sce->val4=-1;
  6133. return 0;
  6134. }
  6135. status=status_get_status_data(bl);
  6136. if(!status_charge(bl, 0, sce->val3)) {
  6137. sce->val4=-1;
  6138. return 0;
  6139. }
  6140. hp = status->max_hp - status->hp;
  6141. if (hp > sce->val2)
  6142. hp = sce->val2;
  6143. if (hp)
  6144. status_heal(bl, hp, 0, 2);
  6145. sce->val4=-1;
  6146. return 1;
  6147. }
  6148. /*==========================================
  6149. * ステータス異常終了タイマー
  6150. *------------------------------------------*/
  6151. int status_change_timer(int tid, unsigned int tick, int id, intptr data)
  6152. {
  6153. enum sc_type type = (sc_type)data;
  6154. struct block_list *bl;
  6155. struct map_session_data *sd;
  6156. struct status_data *status;
  6157. struct status_change *sc;
  6158. struct status_change_entry *sce;
  6159. bl = map_id2bl(id);
  6160. if(!bl)
  6161. {
  6162. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  6163. return 0;
  6164. }
  6165. sc = status_get_sc(bl);
  6166. status = status_get_status_data(bl);
  6167. if(!(sc && (sce = sc->data[type])))
  6168. {
  6169. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  6170. return 0;
  6171. }
  6172. if( sce->timer != tid )
  6173. {
  6174. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  6175. return 0;
  6176. }
  6177. sd = BL_CAST(BL_PC, bl);
  6178. // set the next timer of the sce (don't assume the status still exists)
  6179. #define sc_timer_next(t,f,i,d) \
  6180. if( (sce=sc->data[type]) ) \
  6181. sce->timer = add_timer(t,f,i,d); \
  6182. else \
  6183. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  6184. switch(type)
  6185. {
  6186. case SC_MAXIMIZEPOWER:
  6187. case SC_CLOAKING:
  6188. if(!status_charge(bl, 0, 1))
  6189. break; //Not enough SP to continue.
  6190. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6191. return 0;
  6192. case SC_CHASEWALK:
  6193. if(!status_charge(bl, 0, sce->val4))
  6194. break; //Not enough SP to continue.
  6195. if (!sc->data[SC_INCSTR]) {
  6196. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  6197. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  6198. *skill_get_time2(status_sc2skill(type),sce->val1));
  6199. }
  6200. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6201. return 0;
  6202. break;
  6203. case SC_SKA:
  6204. if(--(sce->val2)>0){
  6205. sce->val3 = rand()%100; //Random defense.
  6206. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6207. return 0;
  6208. }
  6209. break;
  6210. case SC_HIDING:
  6211. if(--(sce->val2)>0){
  6212. if(sce->val2 % sce->val4 == 0 &&!status_charge(bl, 0, 1))
  6213. break; //Fail if it's time to substract SP and there isn't.
  6214. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6215. return 0;
  6216. }
  6217. break;
  6218. case SC_SIGHT:
  6219. case SC_RUWACH:
  6220. case SC_SIGHTBLASTER:
  6221. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  6222. if( --(sce->val2)>0 ){
  6223. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  6224. return 0;
  6225. }
  6226. break;
  6227. case SC_PROVOKE:
  6228. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  6229. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  6230. return 0;
  6231. }
  6232. break;
  6233. case SC_STONE:
  6234. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  6235. sce->val4 = 0;
  6236. unit_stop_walking(bl,1);
  6237. sc->opt1 = OPT1_STONE;
  6238. clif_changeoption(bl);
  6239. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6240. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6241. return 0;
  6242. }
  6243. if(--(sce->val3) > 0) {
  6244. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  6245. status_percent_damage(NULL, bl, 1, 0, false);
  6246. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6247. return 0;
  6248. }
  6249. break;
  6250. case SC_POISON:
  6251. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  6252. break;
  6253. case SC_DPOISON:
  6254. if (--(sce->val3) > 0) {
  6255. if (!sc->data[SC_SLOWPOISON]) {
  6256. bool flag;
  6257. map_freeblock_lock();
  6258. status_zap(bl, sce->val4, 0);
  6259. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  6260. map_freeblock_unlock();
  6261. if (flag) return 0; //target died, SC cancelled already.
  6262. }
  6263. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  6264. return 0;
  6265. }
  6266. break;
  6267. case SC_TENSIONRELAX:
  6268. if(status->max_hp > status->hp && --(sce->val3) > 0){
  6269. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6270. return 0;
  6271. }
  6272. break;
  6273. case SC_BLEEDING:
  6274. if (--(sce->val4) >= 0) {
  6275. int flag;
  6276. map_freeblock_lock();
  6277. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  6278. flag = !sc->data[type];
  6279. map_freeblock_unlock();
  6280. if (flag) return 0; //SC already ended.
  6281. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  6282. return 0;
  6283. }
  6284. break;
  6285. case SC_KNOWLEDGE:
  6286. if (!sd) break;
  6287. if(bl->m == sd->feel_map[0].m ||
  6288. bl->m == sd->feel_map[1].m ||
  6289. bl->m == sd->feel_map[2].m)
  6290. { //Timeout will be handled by pc_setpos
  6291. sce->timer = INVALID_TIMER;
  6292. return 0;
  6293. }
  6294. break;
  6295. case SC_HPREGEN:
  6296. case SC_SPREGEN:
  6297. if( sd && --(sce->val4) >= 0 )
  6298. {
  6299. // val1 < 0 = per max% | val1 > 0 = exact amount
  6300. int hp = 0, sp = 0;
  6301. if( type == SC_HPREGEN && status->hp < status->max_hp )
  6302. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  6303. else if( type == SC_SPREGEN && status->sp < status->max_sp )
  6304. sp = (sce->val1 < 0) ? (int)(sd->status.max_sp * -1 * sce->val1 / 100.) : sce->val1 ;
  6305. status_heal(bl, hp, sp, 2);
  6306. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data );
  6307. return 0;
  6308. }
  6309. break;
  6310. case SC_DANCING: //ダンススキルの時間SP消費
  6311. {
  6312. int s = 0;
  6313. int sp = 1;
  6314. int counter = (sce->val3)>>16;
  6315. if (--counter <= 0)
  6316. break;
  6317. sce->val3&= 0xFFFF; //Remove counter
  6318. sce->val3|=(counter<<16);//Reset it.
  6319. switch(sce->val1&0xFFFF){
  6320. case BD_RICHMANKIM:
  6321. case BD_DRUMBATTLEFIELD:
  6322. case BD_RINGNIBELUNGEN:
  6323. case BD_SIEGFRIED:
  6324. case BA_DISSONANCE:
  6325. case BA_ASSASSINCROSS:
  6326. case DC_UGLYDANCE:
  6327. s=3;
  6328. break;
  6329. case BD_LULLABY:
  6330. case BD_ETERNALCHAOS:
  6331. case BD_ROKISWEIL:
  6332. case DC_FORTUNEKISS:
  6333. s=4;
  6334. break;
  6335. case CG_HERMODE:
  6336. case BD_INTOABYSS:
  6337. case BA_WHISTLE:
  6338. case DC_HUMMING:
  6339. case BA_POEMBRAGI:
  6340. case DC_SERVICEFORYOU:
  6341. s=5;
  6342. break;
  6343. case BA_APPLEIDUN:
  6344. s=6;
  6345. break;
  6346. case CG_MOONLIT:
  6347. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6348. sp= 4*(sce->val1>>16);
  6349. //Upkeep is also every 10 secs.
  6350. case DC_DONTFORGETME:
  6351. s=10;
  6352. break;
  6353. }
  6354. if (s && (counter%s == 0))
  6355. {
  6356. if (sc->data[SC_LONGING])
  6357. sp*= 3;
  6358. if (!status_charge(bl, 0, sp))
  6359. break;
  6360. }
  6361. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6362. return 0;
  6363. }
  6364. break;
  6365. case SC_DEVOTION:
  6366. //FIXME: use normal status duration instead of a looping timer
  6367. if( (sce->val4 -= 1000) > 0 )
  6368. {
  6369. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6370. return 0;
  6371. }
  6372. break;
  6373. case SC_BERSERK:
  6374. // 5% every 10 seconds [DracoRPG]
  6375. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  6376. {
  6377. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6378. return 0;
  6379. }
  6380. break;
  6381. case SC_NOCHAT:
  6382. if(sd){
  6383. sd->status.manner++;
  6384. clif_changestatus(bl,SP_MANNER,sd->status.manner);
  6385. clif_updatestatus(sd,SP_MANNER);
  6386. if (sd->status.manner < 0)
  6387. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6388. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  6389. return 0;
  6390. }
  6391. }
  6392. break;
  6393. case SC_SPLASHER:
  6394. // custom Venom Splasher countdown timer
  6395. //if (sce->val4 % 1000 == 0) {
  6396. // char timer[10];
  6397. // snprintf (timer, 10, "%d", sce->val4/1000);
  6398. // clif_message(bl, timer);
  6399. //}
  6400. if((sce->val4 -= 500) > 0) {
  6401. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  6402. return 0;
  6403. }
  6404. break;
  6405. case SC_MARIONETTE:
  6406. case SC_MARIONETTE2:
  6407. {
  6408. struct block_list *pbl = map_id2bl(sce->val1);
  6409. if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0)
  6410. {
  6411. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6412. return 0;
  6413. }
  6414. }
  6415. break;
  6416. case SC_GOSPEL:
  6417. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  6418. {
  6419. int hp, sp;
  6420. hp = (sce->val1 > 5) ? 45 : 30;
  6421. sp = (sce->val1 > 5) ? 35 : 20;
  6422. if(!status_charge(bl, hp, sp))
  6423. break;
  6424. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  6425. return 0;
  6426. }
  6427. break;
  6428. case SC_GUILDAURA:
  6429. {
  6430. struct block_list *tbl = map_id2bl(sce->val2);
  6431. if (tbl && battle_check_range(bl, tbl, 2)){
  6432. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6433. return 0;
  6434. }
  6435. }
  6436. break;
  6437. case SC_JAILED:
  6438. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  6439. {
  6440. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  6441. return 0;
  6442. }
  6443. break;
  6444. case SC_BLIND:
  6445. if(sc->data[SC_FOGWALL])
  6446. { //Blind lasts forever while you are standing on the fog.
  6447. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  6448. return 0;
  6449. }
  6450. break;
  6451. }
  6452. // default for all non-handled control paths is to end the status
  6453. return status_change_end( bl,type,tid );
  6454. #undef sc_timer_next
  6455. }
  6456. /*==========================================
  6457. * ステータス異常タイマー範囲処理
  6458. *------------------------------------------*/
  6459. int status_change_timer_sub(struct block_list* bl, va_list ap)
  6460. {
  6461. struct map_session_data *sd, *tsd;
  6462. struct status_change* tsc;
  6463. struct block_list* src = va_arg(ap,struct block_list*);
  6464. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  6465. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  6466. unsigned int tick = va_arg(ap,unsigned int);
  6467. if (status_isdead(bl))
  6468. return 0;
  6469. tsc = status_get_sc(bl);
  6470. sd = BL_CAST(BL_PC, src);
  6471. tsd = BL_CAST(BL_PC, bl);
  6472. switch( type )
  6473. {
  6474. case SC_SIGHT: /* サイト */
  6475. case SC_CONCENTRATE:
  6476. if (tsc) {
  6477. if (tsc->data[SC_HIDING])
  6478. status_change_end( bl, SC_HIDING, -1);
  6479. if (tsc->data[SC_CLOAKING])
  6480. status_change_end( bl, SC_CLOAKING, -1);
  6481. }
  6482. break;
  6483. case SC_RUWACH: /* ルアフ */
  6484. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  6485. status_change_end( bl, SC_HIDING, -1);
  6486. status_change_end( bl, SC_CLOAKING, -1);
  6487. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6488. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6489. }
  6490. break;
  6491. case SC_SIGHTBLASTER:
  6492. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6493. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6494. {
  6495. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6496. if (sce) sce->val2 = 0; //This signals it to end.
  6497. }
  6498. break;
  6499. case SC_CLOSECONFINE:
  6500. //Lock char has released the hold on everyone...
  6501. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  6502. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  6503. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6504. }
  6505. break;
  6506. }
  6507. return 0;
  6508. }
  6509. /*==========================================
  6510. * Clears buffs/debuffs of a character.
  6511. * type&1 -> buffs, type&2 -> debuffs
  6512. *------------------------------------------*/
  6513. int status_change_clear_buffs (struct block_list* bl, int type)
  6514. {
  6515. int i;
  6516. struct status_change *sc= status_get_sc(bl);
  6517. if (!sc || !sc->count)
  6518. return 0;
  6519. if (type&2) //Debuffs
  6520. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  6521. {
  6522. if(sc->data[i])
  6523. status_change_end(bl,(sc_type)i,-1);
  6524. }
  6525. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  6526. {
  6527. if(!sc->data[i])
  6528. continue;
  6529. switch (i) {
  6530. //Stuff that cannot be removed
  6531. case SC_WEIGHT50:
  6532. case SC_WEIGHT90:
  6533. case SC_COMBO:
  6534. case SC_SMA:
  6535. case SC_DANCING:
  6536. case SC_GUILDAURA:
  6537. case SC_SAFETYWALL:
  6538. case SC_PNEUMA:
  6539. case SC_NOCHAT:
  6540. case SC_JAILED:
  6541. case SC_ANKLE:
  6542. case SC_BLADESTOP:
  6543. case SC_CP_WEAPON:
  6544. case SC_CP_SHIELD:
  6545. case SC_CP_ARMOR:
  6546. case SC_CP_HELM:
  6547. case SC_STRFOOD:
  6548. case SC_AGIFOOD:
  6549. case SC_VITFOOD:
  6550. case SC_INTFOOD:
  6551. case SC_DEXFOOD:
  6552. case SC_LUKFOOD:
  6553. case SC_HITFOOD:
  6554. case SC_FLEEFOOD:
  6555. case SC_BATKFOOD:
  6556. case SC_WATKFOOD:
  6557. case SC_MATKFOOD:
  6558. continue;
  6559. //Debuffs that can be removed.
  6560. case SC_HALLUCINATION:
  6561. case SC_QUAGMIRE:
  6562. case SC_SIGNUMCRUCIS:
  6563. case SC_DECREASEAGI:
  6564. case SC_SLOWDOWN:
  6565. case SC_MINDBREAKER:
  6566. case SC_WINKCHARM:
  6567. case SC_STOP:
  6568. case SC_ORCISH:
  6569. case SC_STRIPWEAPON:
  6570. case SC_STRIPSHIELD:
  6571. case SC_STRIPARMOR:
  6572. case SC_STRIPHELM:
  6573. if (!(type&2))
  6574. continue;
  6575. break;
  6576. //The rest are buffs that can be removed.
  6577. case SC_BERSERK:
  6578. if (!(type&1))
  6579. continue;
  6580. sc->data[i]->val2 = 0;
  6581. break;
  6582. default:
  6583. if (!(type&1))
  6584. continue;
  6585. break;
  6586. }
  6587. status_change_end(bl,(sc_type)i,-1);
  6588. }
  6589. return 0;
  6590. }
  6591. //Natural regen related stuff.
  6592. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6593. static int status_natural_heal(struct block_list* bl, va_list args)
  6594. {
  6595. struct regen_data *regen;
  6596. struct status_data *status;
  6597. struct status_change *sc;
  6598. struct unit_data *ud;
  6599. struct view_data *vd = NULL;
  6600. struct regen_data_sub *sregen;
  6601. struct map_session_data *sd;
  6602. int val,rate,bonus = 0,flag;
  6603. if (!(bl->type&BL_REGEN))
  6604. return 0;
  6605. regen = status_get_regen_data(bl);
  6606. if (!regen) return 0;
  6607. status = status_get_status_data(bl);
  6608. sc = status_get_sc(bl);
  6609. if (sc && !sc->count)
  6610. sc = NULL;
  6611. sd = BL_CAST(BL_PC,bl);
  6612. flag = regen->flag;
  6613. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6614. flag&=~(RGN_HP|RGN_SHP);
  6615. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6616. flag&=~(RGN_SP|RGN_SSP);
  6617. if (flag && (
  6618. status_isdead(bl) ||
  6619. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6620. ))
  6621. flag=0;
  6622. if (sd) {
  6623. if (sd->hp_loss.value || sd->sp_loss.value)
  6624. pc_bleeding(sd, natural_heal_diff_tick);
  6625. if (sd->hp_regen.value || sd->sp_regen.value)
  6626. pc_regen(sd, natural_heal_diff_tick);
  6627. }
  6628. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6629. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6630. { //Apply sitting regen bonus.
  6631. sregen = regen->ssregen;
  6632. if(flag&(RGN_SHP))
  6633. { //Sitting HP regen
  6634. val = natural_heal_diff_tick * sregen->rate.hp;
  6635. if (regen->state.overweight)
  6636. val>>=1; //Half as fast when overweight.
  6637. sregen->tick.hp += val;
  6638. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6639. {
  6640. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6641. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6642. { //Full
  6643. flag&=~(RGN_HP|RGN_SHP);
  6644. break;
  6645. }
  6646. }
  6647. }
  6648. if(flag&(RGN_SSP))
  6649. { //Sitting SP regen
  6650. val = natural_heal_diff_tick * sregen->rate.sp;
  6651. if (regen->state.overweight)
  6652. val>>=1; //Half as fast when overweight.
  6653. sregen->tick.sp += val;
  6654. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6655. {
  6656. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6657. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6658. { //Full
  6659. flag&=~(RGN_SP|RGN_SSP);
  6660. break;
  6661. }
  6662. }
  6663. }
  6664. }
  6665. if (flag && regen->state.overweight)
  6666. flag=0;
  6667. ud = unit_bl2ud(bl);
  6668. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6669. {
  6670. flag&=~(RGN_SHP|RGN_SSP);
  6671. if(!regen->state.walk)
  6672. flag&=~RGN_HP;
  6673. }
  6674. if (!flag)
  6675. return 0;
  6676. if (flag&(RGN_HP|RGN_SP))
  6677. {
  6678. if(!vd) vd = status_get_viewdata(bl);
  6679. if(vd && vd->dead_sit == 2)
  6680. bonus++;
  6681. if(regen->state.gc)
  6682. bonus++;
  6683. }
  6684. //Natural Hp regen
  6685. if (flag&RGN_HP)
  6686. {
  6687. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6688. if (ud && ud->walktimer != -1)
  6689. rate/=2;
  6690. regen->tick.hp += rate;
  6691. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6692. {
  6693. val = 0;
  6694. do {
  6695. val += regen->hp;
  6696. regen->tick.hp -= battle_config.natural_healhp_interval;
  6697. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6698. if (status_heal(bl, val, 0, 1) < val)
  6699. flag&=~RGN_SHP; //full.
  6700. }
  6701. }
  6702. //Natural SP regen
  6703. if(flag&RGN_SP)
  6704. {
  6705. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6706. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6707. {
  6708. val = 0;
  6709. do {
  6710. val += regen->sp;
  6711. regen->tick.sp -= battle_config.natural_healsp_interval;
  6712. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6713. if (status_heal(bl, 0, val, 1) < val)
  6714. flag&=~RGN_SSP; //full.
  6715. }
  6716. }
  6717. if (!regen->sregen)
  6718. return flag;
  6719. //Skill regen
  6720. sregen = regen->sregen;
  6721. if(flag&RGN_SHP)
  6722. { //Skill HP regen
  6723. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6724. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6725. {
  6726. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6727. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6728. break; //Full
  6729. }
  6730. }
  6731. if(flag&RGN_SSP)
  6732. { //Skill SP regen
  6733. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6734. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6735. {
  6736. val = sregen->sp;
  6737. if (sd && sd->state.doridori) {
  6738. val*=2;
  6739. sd->state.doridori = 0;
  6740. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6741. sc_start(bl,status_skill2sc(TK_SPTIME),
  6742. 100,rate,skill_get_time(TK_SPTIME, rate));
  6743. if (
  6744. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6745. rand()%10000 < battle_config.sg_angel_skill_ratio
  6746. ) { //Angel of the Sun/Moon/Star
  6747. clif_feel_hate_reset(sd);
  6748. pc_resethate(sd);
  6749. pc_resetfeel(sd);
  6750. }
  6751. }
  6752. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6753. if(status_heal(bl, 0, val, 3) < val)
  6754. break; //Full
  6755. }
  6756. }
  6757. return flag;
  6758. }
  6759. //Natural heal main timer.
  6760. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6761. {
  6762. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6763. map_foreachiddb(status_natural_heal);
  6764. natural_heal_prev_tick = tick;
  6765. return 0;
  6766. }
  6767. int status_readdb(void)
  6768. {
  6769. int i,j,class_;
  6770. FILE *fp;
  6771. char line[1024], path[1024],*p;
  6772. sprintf(path, "%s/job_db1.txt", db_path);
  6773. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6774. if(fp==NULL){
  6775. ShowError("can't read %s\n", path);
  6776. return 1;
  6777. }
  6778. i = 0;
  6779. while(fgets(line, sizeof(line), fp))
  6780. {
  6781. //NOTE: entry MAX_WEAPON_TYPE is not counted
  6782. char* split[5 + MAX_WEAPON_TYPE];
  6783. i++;
  6784. if(line[0]=='/' && line[1]=='/')
  6785. continue;
  6786. for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
  6787. split[j]=p;
  6788. p=strchr(p,',');
  6789. if(p) *p++=0;
  6790. }
  6791. if(j < 5 + MAX_WEAPON_TYPE)
  6792. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6793. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6794. continue;
  6795. }
  6796. class_ = atoi(split[0]);
  6797. if(!pcdb_checkid(class_))
  6798. continue;
  6799. class_ = pc_class2idx(class_);
  6800. max_weight_base[class_]=atoi(split[1]);
  6801. hp_coefficient[class_]=atoi(split[2]);
  6802. hp_coefficient2[class_]=atoi(split[3]);
  6803. sp_coefficient[class_]=atoi(split[4]);
  6804. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6805. aspd_base[class_][j]=atoi(split[j+5]);
  6806. }
  6807. fclose(fp);
  6808. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6809. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6810. sprintf(path, "%s/job_db2.txt", db_path);
  6811. fp=fopen(path,"r");
  6812. if(fp==NULL){
  6813. ShowError("can't read %s\n", path);
  6814. return 1;
  6815. }
  6816. while(fgets(line, sizeof(line), fp))
  6817. {
  6818. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6819. if(line[0]=='/' && line[1]=='/')
  6820. continue;
  6821. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6822. split[j]=p;
  6823. p=strchr(p,',');
  6824. if(p) *p++=0;
  6825. }
  6826. class_ = atoi(split[0]);
  6827. if(!pcdb_checkid(class_))
  6828. continue;
  6829. class_ = pc_class2idx(class_);
  6830. for(i=1;i<j && split[i];i++)
  6831. job_bonus[class_][i-1]=atoi(split[i]);
  6832. }
  6833. fclose(fp);
  6834. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6835. // サイズ補正テ?ブル
  6836. for(i=0;i<3;i++)
  6837. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6838. atkmods[i][j]=100;
  6839. sprintf(path, "%s/size_fix.txt", db_path);
  6840. fp=fopen(path,"r");
  6841. if(fp==NULL){
  6842. ShowError("can't read %s\n", path);
  6843. return 1;
  6844. }
  6845. i=0;
  6846. while(fgets(line, sizeof(line), fp))
  6847. {
  6848. char *split[MAX_WEAPON_TYPE];
  6849. if(line[0]=='/' && line[1]=='/')
  6850. continue;
  6851. if(atoi(line)<=0)
  6852. continue;
  6853. memset(split,0,sizeof(split));
  6854. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6855. split[j]=p;
  6856. p=strchr(p,',');
  6857. if(p) *p++=0;
  6858. atkmods[i][j]=atoi(split[j]);
  6859. }
  6860. i++;
  6861. }
  6862. fclose(fp);
  6863. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6864. // 精?デ?タテ?ブル
  6865. for(i=0;i<5;i++){
  6866. for(j=0;j<MAX_REFINE; j++)
  6867. percentrefinery[i][j]=100;
  6868. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6869. refinebonus[i][0]=0;
  6870. refinebonus[i][1]=0;
  6871. refinebonus[i][2]=10;
  6872. }
  6873. sprintf(path, "%s/refine_db.txt", db_path);
  6874. fp=fopen(path,"r");
  6875. if(fp==NULL){
  6876. ShowError("can't read %s\n", path);
  6877. return 1;
  6878. }
  6879. i=0;
  6880. while(fgets(line, sizeof(line), fp))
  6881. {
  6882. char *split[MAX_REFINE+4];
  6883. if(line[0]=='/' && line[1]=='/')
  6884. continue;
  6885. if(atoi(line)<=0)
  6886. continue;
  6887. memset(split,0,sizeof(split));
  6888. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6889. split[j]=p;
  6890. p=strchr(p,',');
  6891. if(p) *p++=0;
  6892. }
  6893. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6894. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6895. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6896. for(j=0;j<MAX_REFINE && split[j+3];j++)
  6897. percentrefinery[i][j]=atoi(split[j+3]);
  6898. i++;
  6899. }
  6900. fclose(fp); //Lupus. close this file!!!
  6901. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6902. return 0;
  6903. }
  6904. /*==========================================
  6905. * スキル関係初期化処理
  6906. *------------------------------------------*/
  6907. int do_init_status(void)
  6908. {
  6909. add_timer_func_list(status_change_timer,"status_change_timer");
  6910. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6911. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6912. initChangeTables();
  6913. initDummyData();
  6914. status_readdb();
  6915. status_calc_sigma();
  6916. natural_heal_prev_tick = gettick();
  6917. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  6918. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6919. return 0;
  6920. }
  6921. void do_final_status(void)
  6922. {
  6923. ers_destroy(sc_data_ers);
  6924. }