status.c 231 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 "homunculus.h"
  27. #include "mercenary.h"
  28. #include "vending.h"
  29. #include <time.h>
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <memory.h>
  33. #include <string.h>
  34. //Regen related flags.
  35. #define RGN_HP 0x01
  36. #define RGN_SP 0x02
  37. #define RGN_SHP 0x04
  38. #define RGN_SSP 0x08
  39. static int max_weight_base[CLASS_COUNT];
  40. static int hp_coefficient[CLASS_COUNT];
  41. static int hp_coefficient2[CLASS_COUNT];
  42. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  43. static int sp_coefficient[CLASS_COUNT];
  44. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  45. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  46. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  47. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  48. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  49. static struct eri *sc_data_ers; //For sc_data entries
  50. static struct status_data dummy_status;
  51. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  52. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  53. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  54. //to avoid cards exploits
  55. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  56. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  57. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  58. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  59. sc_type status_skill2sc(int skill)
  60. {
  61. int sk = skill_get_index(skill);
  62. if( sk == 0 ) {
  63. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  64. return SC_NONE;
  65. }
  66. return SkillStatusChangeTable[sk];
  67. }
  68. int status_sc2skill(sc_type sc)
  69. {
  70. if( sc < 0 || sc >= SC_MAX ) {
  71. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  72. return 0;
  73. }
  74. return StatusSkillChangeTable[sc];
  75. }
  76. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  77. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  78. {
  79. int sk = skill_get_index(skill);
  80. if( sk == 0 ) {
  81. ShowError("set_sc: Unsupported skill id %d\n", skill);
  82. return;
  83. }
  84. if( sc < 0 || sc >= SC_MAX ) {
  85. ShowError("set_sc: Unsupported status change id %d\n", sc);
  86. return;
  87. }
  88. if( StatusSkillChangeTable[sc] == 0 )
  89. StatusSkillChangeTable[sc] = skill;
  90. if( StatusIconChangeTable[sc] == SI_BLANK )
  91. StatusIconChangeTable[sc] = icon;
  92. StatusChangeFlagTable[sc] |= flag;
  93. if( SkillStatusChangeTable[sk] == SC_NONE )
  94. SkillStatusChangeTable[sk] = sc;
  95. }
  96. void initChangeTables(void)
  97. {
  98. int i;
  99. for (i = 0; i < SC_MAX; i++)
  100. StatusIconChangeTable[i] = SI_BLANK;
  101. for (i = 0; i < MAX_SKILL; i++)
  102. SkillStatusChangeTable[i] = SC_NONE;
  103. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  104. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  105. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  106. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  107. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  108. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  109. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  110. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  111. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  112. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  113. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  114. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  115. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  116. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  117. //The main status definitions
  118. add_sc( SM_BASH , SC_STUN );
  119. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  120. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  121. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  122. add_sc( MG_SIGHT , SC_SIGHT );
  123. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  124. add_sc( MG_FROSTDIVER , SC_FREEZE );
  125. add_sc( MG_STONECURSE , SC_STONE );
  126. add_sc( AL_RUWACH , SC_RUWACH );
  127. add_sc( AL_PNEUMA , SC_PNEUMA );
  128. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  129. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  130. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  131. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  132. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  133. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  134. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  135. add_sc( TF_POISON , SC_POISON );
  136. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  137. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  138. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  139. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  140. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  141. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  142. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  143. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  144. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  145. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  146. add_sc( PR_LEXDIVINA , SC_SILENCE );
  147. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  148. add_sc( WZ_METEOR , SC_STUN );
  149. add_sc( WZ_VERMILION , SC_BLIND );
  150. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  151. add_sc( WZ_STORMGUST , SC_FREEZE );
  152. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  153. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  154. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  155. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  156. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE );
  157. add_sc( HT_LANDMINE , SC_STUN );
  158. add_sc( HT_ANKLESNARE , SC_ANKLE );
  159. add_sc( HT_SANDMAN , SC_SLEEP );
  160. add_sc( HT_FLASHER , SC_BLIND );
  161. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  162. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  163. add_sc( AS_SONICBLOW , SC_STUN );
  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_ARMOR_PROPERTY , 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_REBIRTH );
  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_ALL );
  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_ALL );
  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_ALL );
  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. add_sc( TK_SPTIME , SC_EARTHSCROLL );
  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_ALL );
  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( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  325. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  326. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  327. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  328. add_sc( WS_CARTTERMINATION , SC_STUN );
  329. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  330. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  331. add_sc( CG_HERMODE , SC_HERMODE );
  332. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  333. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  334. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  335. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  336. add_sc( GS_CRACKER , SC_STUN );
  337. add_sc( GS_DISARM , SC_STRIPWEAPON );
  338. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  339. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  340. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  341. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  342. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  343. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  344. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  345. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  346. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  347. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  348. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  349. add_sc( NPC_ICEBREATH , SC_FREEZE );
  350. add_sc( NPC_ACIDBREATH , SC_POISON );
  351. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  352. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  353. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  354. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  355. add_sc( NPC_WIDESTONE , SC_STONE );
  356. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  357. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  358. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  359. add_sc( NPC_EVILLAND , SC_BLIND );
  360. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  361. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  362. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  363. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  364. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  365. add_sc( NPC_WIDECURSE , SC_CURSE );
  366. add_sc( NPC_WIDESTUN , SC_STUN );
  367. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  368. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  369. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  370. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  371. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  372. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  373. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  374. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  375. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  376. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  377. add_sc( MO_BALKYOUNG , SC_STUN );
  378. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  379. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  380. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  381. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  382. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  383. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  384. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  385. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  386. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  387. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  388. add_sc( MER_CRASH , SC_STUN );
  389. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  390. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  391. add_sc( MER_SIGHT , SC_SIGHT );
  392. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  393. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  394. add_sc( MER_LEXDIVINA , SC_SILENCE );
  395. add_sc( MA_LANDMINE , SC_STUN );
  396. add_sc( MA_SANDMAN , SC_SLEEP );
  397. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  398. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  399. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  400. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  401. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  402. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  403. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  404. add_sc( ML_SPIRALPIERCE , SC_STOP );
  405. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  406. add_sc( ML_DEVOTION , SC_DEVOTION );
  407. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  408. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  409. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  410. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  411. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  412. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  413. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  414. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  415. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  416. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  417. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  418. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  419. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  420. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  421. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  422. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  423. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  424. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  425. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  426. //Status that don't have a skill associated.
  427. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  428. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  429. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  430. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  431. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  432. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  433. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  434. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  435. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  436. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  437. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  438. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  439. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  440. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  441. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  442. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  443. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  444. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  445. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  446. //Cash Items
  447. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  448. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  449. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  450. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  451. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  452. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  453. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  454. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  455. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  456. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  457. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  458. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  459. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  460. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  461. // Mercenary Bonus Effects
  462. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  463. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  464. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  465. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  466. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  467. //Other SC which are not necessarily associated to skills.
  468. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  469. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  470. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  471. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  472. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  473. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  474. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  475. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  476. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  477. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  478. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  479. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  480. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  481. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  482. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  483. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  484. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  485. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  486. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  487. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  488. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  489. StatusChangeFlagTable[SC_INCDEF] |= SCB_DEF;
  490. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  491. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  492. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  493. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  494. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  495. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  496. StatusChangeFlagTable[SC_INCBASEATK] |= SCB_BATK;
  497. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  498. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  499. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  500. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  501. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  502. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  503. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  504. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  505. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  506. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  507. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  508. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  509. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  510. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  511. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  512. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  513. // Mercenary Bonus Effects
  514. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  515. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  516. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  517. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  518. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  519. if( !battle_config.display_hallucination ) //Disable Hallucination.
  520. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  521. }
  522. static void initDummyData(void)
  523. {
  524. memset(&dummy_status, 0, sizeof(dummy_status));
  525. dummy_status.hp =
  526. dummy_status.max_hp =
  527. dummy_status.max_sp =
  528. dummy_status.str =
  529. dummy_status.agi =
  530. dummy_status.vit =
  531. dummy_status.int_ =
  532. dummy_status.dex =
  533. dummy_status.luk =
  534. dummy_status.hit = 1;
  535. dummy_status.speed = 2000;
  536. dummy_status.adelay = 4000;
  537. dummy_status.amotion = 2000;
  538. dummy_status.dmotion = 2000;
  539. dummy_status.ele_lv = 1; //Min elemental level.
  540. dummy_status.mode = MD_CANMOVE;
  541. }
  542. /*==========================================
  543. * 精錬ボーナス
  544. *------------------------------------------*/
  545. int status_getrefinebonus(int lv,int type)
  546. {
  547. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  548. return refinebonus[lv][type];
  549. return 0;
  550. }
  551. //Sets HP to given value. Flag is the flag passed to status_heal in case
  552. //final value is higher than current (use 2 to make a healing effect display
  553. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  554. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  555. {
  556. struct status_data *status;
  557. if (hp < 1) return 0;
  558. status = status_get_status_data(bl);
  559. if (status == &dummy_status)
  560. return 0;
  561. if (hp > status->max_hp) hp = status->max_hp;
  562. if (hp == status->hp) return 0;
  563. if (hp > status->hp)
  564. return status_heal(bl, hp - status->hp, 0, 1|flag);
  565. return status_zap(bl, status->hp - hp, 0);
  566. }
  567. //Sets SP to given value. Flag is the flag passed to status_heal in case
  568. //final value is higher than current (use 2 to make a healing effect display
  569. //on players)
  570. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  571. {
  572. struct status_data *status;
  573. status = status_get_status_data(bl);
  574. if (status == &dummy_status)
  575. return 0;
  576. if (sp > status->max_sp) sp = status->max_sp;
  577. if (sp == status->sp) return 0;
  578. if (sp > status->sp)
  579. return status_heal(bl, 0, sp - status->sp, 1|flag);
  580. return status_zap(bl, 0, status->sp - sp);
  581. }
  582. int status_charge(struct block_list* bl, int hp, int sp)
  583. {
  584. if(!(bl->type&BL_CONSUME))
  585. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  586. return status_damage(NULL, bl, hp, sp, 0, 3);
  587. }
  588. //Inflicts damage on the target with the according walkdelay.
  589. //If flag&1, damage is passive and does not triggers cancelling status changes.
  590. //If flag&2, fail if target does not has enough to substract.
  591. //If flag&4, if killed, mob must not give exp/loot.
  592. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  593. {
  594. struct status_data *status;
  595. struct status_change *sc;
  596. if(sp && !(target->type&BL_CONSUME))
  597. sp = 0; //Not a valid SP target.
  598. if (hp < 0) { //Assume absorbed damage.
  599. status_heal(target, -hp, 0, 1);
  600. hp = 0;
  601. }
  602. if (sp < 0) {
  603. status_heal(target, 0, -sp, 1);
  604. sp = 0;
  605. }
  606. if (!hp && !sp)
  607. return 0;
  608. if (target->type == BL_SKILL)
  609. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  610. status = status_get_status_data(target);
  611. if (status == &dummy_status || !status->hp)
  612. return 0; //Invalid targets: no damage or dead
  613. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  614. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  615. // if (!target->prev && !(flag&2))
  616. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  617. sc = status_get_sc(target);
  618. if( hp && !(flag&1) ) {
  619. if( sc ) {
  620. struct status_change_entry *sce;
  621. if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE )
  622. { // Devotion prevents any of the other ailments from ending.
  623. struct block_list *d_bl = map_id2bl(sce->val1);
  624. if( d_bl && (
  625. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  626. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  627. ) && check_distance_bl(target, d_bl, sce->val3) )
  628. {
  629. clif_damage(d_bl, d_bl, gettick(), 0, 0, hp, 0, 0, 0);
  630. status_fix_damage(NULL, d_bl, hp, 0);
  631. return 0;
  632. }
  633. status_change_end(target, SC_DEVOTION, -1);
  634. }
  635. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  636. status_change_end(target,SC_STONE,-1);
  637. status_change_end(target,SC_FREEZE,-1);
  638. status_change_end(target,SC_SLEEP,-1);
  639. status_change_end(target,SC_WINKCHARM,-1);
  640. status_change_end(target,SC_CONFUSION,-1);
  641. status_change_end(target,SC_TRICKDEAD,-1);
  642. status_change_end(target,SC_HIDING,-1);
  643. status_change_end(target,SC_CLOAKING,-1);
  644. status_change_end(target,SC_CHASEWALK,-1);
  645. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  646. //Endure count is only reduced by non-players on non-gvg maps.
  647. //val4 signals infinite endure. [Skotlex]
  648. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  649. status_change_end(target, SC_ENDURE, -1);
  650. }
  651. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  652. {
  653. struct skill_unit_group* sg = skill_id2group(sce->val4);
  654. if (sg) {
  655. skill_delunitgroup(sg);
  656. sce->val4 = 0;
  657. status_change_end(target, SC_GRAVITATION, -1);
  658. }
  659. }
  660. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  661. status_change_end(target, SC_DANCING, -1);
  662. }
  663. unit_skillcastcancel(target, 2);
  664. }
  665. if ((unsigned int)hp >= status->hp) {
  666. if (flag&2) return 0;
  667. hp = status->hp;
  668. }
  669. if ((unsigned int)sp > status->sp) {
  670. if (flag&2) return 0;
  671. sp = status->sp;
  672. }
  673. status->hp-= hp;
  674. status->sp-= sp;
  675. if (sc && hp && status->hp) {
  676. if (sc->data[SC_AUTOBERSERK] &&
  677. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  678. status->hp < status->max_hp>>2)
  679. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  680. if (sc->data[SC_BERSERK] && status->hp <= 100)
  681. status_change_end(target, SC_BERSERK, -1);
  682. }
  683. switch (target->type)
  684. {
  685. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  686. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  687. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  688. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  689. }
  690. if (status->hp)
  691. { //Still lives!
  692. if (walkdelay)
  693. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  694. return hp+sp;
  695. }
  696. status->hp = 1; //To let the dead function cast skills and all that.
  697. //NOTE: These dead functions should return: [Skotlex]
  698. //0: Death cancelled, auto-revived.
  699. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  700. //&2: Also remove object from map.
  701. //&4: Also delete object from memory.
  702. switch (target->type) {
  703. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  704. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  705. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  706. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  707. default: //Unhandled case, do nothing to object.
  708. flag = 0;
  709. break;
  710. }
  711. if(!flag) //Death cancelled.
  712. return hp+sp;
  713. //Normal death
  714. status->hp = 0;
  715. if (battle_config.clear_unit_ondeath &&
  716. battle_config.clear_unit_ondeath&target->type)
  717. skill_clear_unitgroup(target);
  718. if(target->type&BL_REGEN)
  719. { //Reset regen ticks.
  720. struct regen_data *regen = status_get_regen_data(target);
  721. if (regen) {
  722. memset(&regen->tick, 0, sizeof(regen->tick));
  723. if (regen->sregen)
  724. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  725. if (regen->ssregen)
  726. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  727. }
  728. }
  729. if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
  730. { //flag&8 = disable Kaizel
  731. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  732. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  733. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 )
  734. status_revive(target, 100, 100);
  735. else
  736. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  737. status_change_clear(target,0);
  738. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  739. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  740. if( target->type == BL_MOB )
  741. ((TBL_MOB*)target)->state.rebirth = 1;
  742. return hp+sp;
  743. }
  744. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  745. {// Ensure the monster has not already rebirthed before doing so.
  746. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  747. status_change_clear(target,0);
  748. ((TBL_MOB*)target)->state.rebirth = 1;
  749. return hp+sp;
  750. }
  751. status_change_clear(target,0);
  752. if(flag&4) //Delete from memory. (also invokes map removal code)
  753. unit_free(target,1);
  754. else
  755. if(flag&2) //remove from map
  756. unit_remove_map(target,1);
  757. else
  758. { //Some death states that would normally be handled by unit_remove_map
  759. unit_stop_attack(target);
  760. unit_stop_walking(target,1);
  761. unit_skillcastcancel(target,0);
  762. clif_clearunit_area(target,1);
  763. skill_unit_move(target,gettick(),4);
  764. skill_cleartimerskill(target);
  765. }
  766. return hp+sp;
  767. }
  768. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  769. //If flag&2, when the player is healed, show the HP/SP heal effect.
  770. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  771. {
  772. struct status_data *status;
  773. struct status_change *sc;
  774. status = status_get_status_data(bl);
  775. if (status == &dummy_status || !status->hp)
  776. return 0;
  777. sc = status_get_sc(bl);
  778. if (sc && !sc->count)
  779. sc = NULL;
  780. if (hp < 0) {
  781. status_damage(NULL, bl, -hp, 0, 0, 1);
  782. hp = 0;
  783. }
  784. if(hp) {
  785. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  786. hp = 0;
  787. if((unsigned int)hp > status->max_hp - status->hp)
  788. hp = status->max_hp - status->hp;
  789. }
  790. if(sp < 0) {
  791. status_damage(NULL, bl, 0, -sp, 0, 1);
  792. sp = 0;
  793. }
  794. if(sp) {
  795. if((unsigned int)sp > status->max_sp - status->sp)
  796. sp = status->max_sp - status->sp;
  797. }
  798. if(!sp && !hp) return 0;
  799. status->hp+= hp;
  800. status->sp+= sp;
  801. if(hp && sc &&
  802. sc->data[SC_AUTOBERSERK] &&
  803. sc->data[SC_PROVOKE] &&
  804. sc->data[SC_PROVOKE]->val2==1 &&
  805. status->hp>=status->max_hp>>2
  806. ) //End auto berserk.
  807. status_change_end(bl,SC_PROVOKE,-1);
  808. // send hp update to client
  809. switch(bl->type) {
  810. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  811. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  812. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  813. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  814. }
  815. return hp+sp;
  816. }
  817. //Does percentual non-flinching damage/heal. If mob is killed this way,
  818. //no exp/drops will be awarded if there is no src (or src is target)
  819. //If rates are > 0, percent is of current HP/SP
  820. //If rates are < 0, percent is of max HP/SP
  821. //If !flag, this is heal, otherwise it is damage.
  822. //Furthermore, if flag==2, then the target must not die from the substraction.
  823. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  824. {
  825. struct status_data *status;
  826. unsigned int hp =0, sp = 0;
  827. status = status_get_status_data(target);
  828. //Change the equation when the values are high enough to discard the
  829. //imprecision in exchange of overflow protection [Skotlex]
  830. //Also add 100% checks since those are the most used cases where we don't
  831. //want aproximation errors.
  832. if (hp_rate > 99)
  833. hp = status->hp;
  834. else if (hp_rate > 0)
  835. hp = status->hp>10000?
  836. hp_rate*(status->hp/100):
  837. (hp_rate*status->hp)/100;
  838. else if (hp_rate < -99)
  839. hp = status->max_hp;
  840. else if (hp_rate < 0)
  841. hp = status->max_hp>10000?
  842. (-hp_rate)*(status->max_hp/100):
  843. (-hp_rate*status->max_hp)/100;
  844. if (hp_rate && !hp)
  845. hp = 1;
  846. if (flag == 2 && hp >= status->hp)
  847. hp = status->hp-1; //Must not kill target.
  848. //Should be safe to not do overflow protection here, noone should have
  849. //millions upon millions of SP
  850. if (sp_rate > 99)
  851. sp = status->sp;
  852. else if (sp_rate > 0)
  853. sp = (sp_rate*status->sp)/100;
  854. else if (sp_rate < -99)
  855. sp = status->max_sp;
  856. else if (sp_rate < 0)
  857. sp = (-sp_rate)*status->max_sp/100;
  858. if (sp_rate && !sp)
  859. sp = 1;
  860. //Ugly check in case damage dealt is too much for the received args of
  861. //status_heal / status_damage. [Skotlex]
  862. if (hp > INT_MAX) {
  863. hp -= INT_MAX;
  864. if (flag)
  865. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  866. else
  867. status_heal(target, INT_MAX, 0, 0);
  868. }
  869. if (sp > INT_MAX) {
  870. sp -= INT_MAX;
  871. if (flag)
  872. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  873. else
  874. status_heal(target, 0, INT_MAX, 0);
  875. }
  876. if (flag)
  877. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  878. return status_heal(target, hp, sp, 0);
  879. }
  880. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  881. {
  882. struct status_data *status;
  883. unsigned int hp, sp;
  884. if (!status_isdead(bl)) return 0;
  885. status = status_get_status_data(bl);
  886. if (status == &dummy_status)
  887. return 0; //Invalid target.
  888. hp = status->max_hp * per_hp/100;
  889. sp = status->max_sp * per_sp/100;
  890. if(hp > status->max_hp - status->hp)
  891. hp = status->max_hp - status->hp;
  892. else if (per_hp && !hp)
  893. hp = 1;
  894. if(sp > status->max_sp - status->sp)
  895. sp = status->max_sp - status->sp;
  896. else if (per_sp && !sp)
  897. sp = 1;
  898. status->hp += hp;
  899. status->sp += sp;
  900. if (bl->prev) //Animation only if character is already on a map.
  901. clif_resurrection(bl, 1);
  902. switch (bl->type) {
  903. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  904. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  905. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  906. }
  907. return 1;
  908. }
  909. /*==========================================
  910. * Checks whether the src can use the skill on the target,
  911. * taking into account status/option of both source/target. [Skotlex]
  912. * flag:
  913. * 0 - Trying to use skill on target.
  914. * 1 - Cast bar is done.
  915. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  916. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  917. * target MAY Be null, in which case the checks are only to see
  918. * whether the source can cast or not the skill on the ground.
  919. *------------------------------------------*/
  920. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  921. {
  922. struct status_data *status;
  923. struct status_change *sc=NULL, *tsc;
  924. int hide_flag;
  925. status = src?status_get_status_data(src):&dummy_status;
  926. if (src && status_isdead(src))
  927. return 0;
  928. if (!skill_num) { //Normal attack checks.
  929. if (!(status->mode&MD_CANATTACK))
  930. return 0; //This mode is only needed for melee attacking.
  931. //Dead state is not checked for skills as some skills can be used
  932. //on dead characters, said checks are left to skill.c [Skotlex]
  933. if (target && status_isdead(target))
  934. return 0;
  935. }
  936. if (skill_num == PA_PRESSURE && flag && target) {
  937. //Gloria Avoids pretty much everything....
  938. tsc = status_get_sc(target);
  939. if(tsc && tsc->option&OPTION_HIDE)
  940. return 0;
  941. return 1;
  942. }
  943. //Should fail when used on top of Land Protector [Skotlex]
  944. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  945. && !(status->mode&MD_BOSS))
  946. return 0;
  947. if (src) sc = status_get_sc(src);
  948. if(sc && sc->count)
  949. {
  950. if(sc->opt1 >0)
  951. { //Stuned/Frozen/etc
  952. if (flag != 1) //Can't cast, casted stuff can't damage.
  953. return 0;
  954. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  955. return 0; //Targetted spells can't come off.
  956. }
  957. if (
  958. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  959. || (sc->data[SC_AUTOCOUNTER] && !flag)
  960. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  961. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  962. )
  963. return 0;
  964. if (sc->data[SC_WINKCHARM] && target && !flag)
  965. { //Prevents skill usage
  966. clif_emotion(src, 3);
  967. return 0;
  968. }
  969. if (sc->data[SC_BLADESTOP]) {
  970. switch (sc->data[SC_BLADESTOP]->val1)
  971. {
  972. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  973. case 4: if (skill_num == MO_CHAINCOMBO) break;
  974. case 3: if (skill_num == MO_INVESTIGATE) break;
  975. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  976. default: return 0;
  977. }
  978. }
  979. if (sc->data[SC_DANCING] && flag!=2)
  980. {
  981. if(sc->data[SC_LONGING])
  982. { //Allow everything except dancing/re-dancing. [Skotlex]
  983. if (skill_num == BD_ENCORE ||
  984. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  985. )
  986. return 0;
  987. } else
  988. switch (skill_num) {
  989. case BD_ADAPTATION:
  990. case CG_LONGINGFREEDOM:
  991. case BA_MUSICALSTRIKE:
  992. case DC_THROWARROW:
  993. break;
  994. default:
  995. return 0;
  996. }
  997. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  998. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  999. }
  1000. if (skill_num && //Do not block item-casted skills.
  1001. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1002. ) { //Skills blocked through status changes...
  1003. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1004. sc->data[SC_SILENCE] ||
  1005. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1006. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1007. sc->data[SC_STEELBODY] ||
  1008. sc->data[SC_BERSERK]
  1009. ))
  1010. return 0;
  1011. //Skill blocking.
  1012. if (
  1013. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1014. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1015. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1016. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1017. )
  1018. return 0;
  1019. }
  1020. }
  1021. if (sc && sc->option)
  1022. {
  1023. if (sc->option&OPTION_HIDE)
  1024. switch (skill_num) { //Usable skills while hiding.
  1025. case TF_HIDING:
  1026. case AS_GRIMTOOTH:
  1027. case RG_BACKSTAP:
  1028. case RG_RAID:
  1029. case NJ_SHADOWJUMP:
  1030. case NJ_KIRIKAGE:
  1031. break;
  1032. default:
  1033. //Non players can use all skills while hidden.
  1034. if (!skill_num || src->type == BL_PC)
  1035. return 0;
  1036. }
  1037. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1038. return 0;
  1039. }
  1040. if (target == NULL || target == src) //No further checking needed.
  1041. return 1;
  1042. tsc = status_get_sc(target);
  1043. if(tsc && tsc->count)
  1044. {
  1045. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1046. return 0;
  1047. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  1048. && tsc->data[SC_FREEZE])
  1049. return 0;
  1050. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1051. return 0;
  1052. }
  1053. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1054. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1055. //You cannot hide from ground skills.
  1056. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1057. hide_flag &= ~OPTION_HIDE;
  1058. switch( target->type )
  1059. {
  1060. case BL_PC:
  1061. {
  1062. struct map_session_data *sd = (TBL_PC*) target;
  1063. if (pc_isinvisible(sd))
  1064. return 0;
  1065. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1066. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1067. return 0;
  1068. }
  1069. break;
  1070. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1071. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1072. if (status->mode&MD_LOOTER)
  1073. return 1;
  1074. return 0;
  1075. case BL_HOM:
  1076. case BL_MER:
  1077. if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1078. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1079. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1080. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1081. if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
  1082. return 0; // Can't use Potion Pitcher on Mercenaries
  1083. default:
  1084. //Check for chase-walk/hiding/cloaking opponents.
  1085. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1086. return 0;
  1087. }
  1088. return 1;
  1089. }
  1090. //Checks whether the source can see and chase target.
  1091. int status_check_visibility(struct block_list *src, struct block_list *target)
  1092. {
  1093. int view_range;
  1094. struct status_data* status = status_get_status_data(src);
  1095. struct status_change* tsc = status_get_sc(target);
  1096. switch (src->type) {
  1097. case BL_MOB:
  1098. view_range = ((TBL_MOB*)src)->min_chase;
  1099. break;
  1100. case BL_PET:
  1101. view_range = ((TBL_PET*)src)->db->range2;
  1102. break;
  1103. default:
  1104. view_range = AREA_SIZE;
  1105. }
  1106. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1107. return 0;
  1108. switch (target->type)
  1109. { //Check for chase-walk/hiding/cloaking opponents.
  1110. case BL_PC:
  1111. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1112. !(status->mode&MD_BOSS) &&
  1113. (
  1114. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1115. !(status->mode&MD_DETECTOR)
  1116. ))
  1117. return 0;
  1118. break;
  1119. default:
  1120. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1121. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1122. return 0;
  1123. }
  1124. return 1;
  1125. }
  1126. // Basic ASPD value
  1127. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1128. {
  1129. int amotion;
  1130. // base weapon delay
  1131. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1132. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1133. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1134. // percentual delay reduction from stats
  1135. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1136. // raw delay adjustment from bAspd bonus
  1137. amotion+= sd->aspd_add;
  1138. return amotion;
  1139. }
  1140. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1141. {
  1142. int flag = 0, str, dex, dstr;
  1143. if(!(bl->type&battle_config.enable_baseatk))
  1144. return 0;
  1145. if (bl->type == BL_PC)
  1146. switch(((TBL_PC*)bl)->status.weapon){
  1147. case W_BOW:
  1148. case W_MUSICAL:
  1149. case W_WHIP:
  1150. case W_REVOLVER:
  1151. case W_RIFLE:
  1152. case W_GATLING:
  1153. case W_SHOTGUN:
  1154. case W_GRENADE:
  1155. flag = 1;
  1156. }
  1157. if (flag) {
  1158. str = status->dex;
  1159. dex = status->str;
  1160. } else {
  1161. str = status->str;
  1162. dex = status->dex;
  1163. }
  1164. //Normally only players have base-atk, but homunc have a different batk
  1165. // equation, hinting that perhaps non-players should use this for batk.
  1166. // [Skotlex]
  1167. dstr = str/10;
  1168. str += dstr*dstr;
  1169. if (bl->type == BL_PC)
  1170. str+= dex/5 + status->luk/5;
  1171. return cap_value(str, 0, USHRT_MAX);
  1172. }
  1173. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1174. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1175. //Fills in the misc data that can be calculated from the other status info (except for level)
  1176. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1177. {
  1178. //Non players get the value set, players need to stack with previous bonuses.
  1179. if( bl->type != BL_PC )
  1180. status->batk =
  1181. status->hit = status->flee =
  1182. status->def2 = status->mdef2 =
  1183. status->cri = status->flee2 = 0;
  1184. status->matk_min = status_base_matk_min(status);
  1185. status->matk_max = status_base_matk_max(status);
  1186. status->hit += level + status->dex;
  1187. status->flee += level + status->agi;
  1188. status->def2 += status->vit;
  1189. status->mdef2 += status->int_ + (status->vit>>1);
  1190. if( bl->type&battle_config.enable_critical )
  1191. status->cri += status->luk*3 + 10;
  1192. else
  1193. status->cri = 0;
  1194. if (bl->type&battle_config.enable_perfect_flee)
  1195. status->flee2 += status->luk + 10;
  1196. else
  1197. status->flee2 = 0;
  1198. if (status->batk) {
  1199. int temp = status->batk + status_base_atk(bl, status);
  1200. status->batk = cap_value(temp, 0, USHRT_MAX);
  1201. } else
  1202. status->batk = status_base_atk(bl, status);
  1203. if (status->cri)
  1204. switch (bl->type) {
  1205. case BL_MOB:
  1206. if(battle_config.mob_critical_rate != 100)
  1207. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1208. if(!status->cri && battle_config.mob_critical_rate)
  1209. status->cri = 10;
  1210. break;
  1211. case BL_PC:
  1212. //Players don't have a critical adjustment setting as of yet.
  1213. break;
  1214. default:
  1215. if(battle_config.critical_rate != 100)
  1216. status->cri = status->cri*battle_config.critical_rate/100;
  1217. if (!status->cri && battle_config.critical_rate)
  1218. status->cri = 10;
  1219. }
  1220. if(bl->type&BL_REGEN)
  1221. status_calc_regen(bl, status, status_get_regen_data(bl));
  1222. }
  1223. //Skotlex: Calculates the initial status for the given mob
  1224. //first will only be false when the mob leveled up or got a GuardUp level.
  1225. int status_calc_mob_(struct mob_data* md, bool first)
  1226. {
  1227. struct status_data *status;
  1228. struct block_list *mbl = NULL;
  1229. int flag=0;
  1230. if(first)
  1231. { //Set basic level on respawn.
  1232. md->level = md->db->lv;
  1233. }
  1234. //Check if we need custom base-status
  1235. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1236. flag|=1;
  1237. if (md->special_state.size)
  1238. flag|=2;
  1239. if (md->guardian_data && md->guardian_data->guardup_lv)
  1240. flag|=4;
  1241. if (battle_config.slaves_inherit_speed && md->master_id)
  1242. flag|=8;
  1243. if (md->master_id && md->special_state.ai>1)
  1244. flag|=16;
  1245. if (!flag)
  1246. { //No special status required.
  1247. if (md->base_status) {
  1248. aFree(md->base_status);
  1249. md->base_status = NULL;
  1250. }
  1251. if(first)
  1252. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1253. return 0;
  1254. }
  1255. if (!md->base_status)
  1256. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1257. status = md->base_status;
  1258. memcpy(status, &md->db->status, sizeof(struct status_data));
  1259. if (flag&(8|16))
  1260. mbl = map_id2bl(md->master_id);
  1261. if (flag&8 && mbl) {
  1262. struct status_data *mstatus = status_get_base_status(mbl);
  1263. if (mstatus &&
  1264. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1265. status->speed = mstatus->speed;
  1266. }
  1267. if (flag&16 && mbl)
  1268. { //Max HP setting from Summon Flora/marine Sphere
  1269. struct unit_data *ud = unit_bl2ud(mbl);
  1270. //Remove special AI when this is used by regular mobs.
  1271. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1272. md->special_state.ai = 0;
  1273. if (ud)
  1274. { // different levels of HP according to skill level
  1275. if (ud->skillid == AM_SPHEREMINE) {
  1276. status->max_hp = 2000 + 400*ud->skilllv;
  1277. } else { //AM_CANNIBALIZE
  1278. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1279. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1280. }
  1281. status->hp = status->max_hp;
  1282. }
  1283. }
  1284. if (flag&1)
  1285. { // increase from mobs leveling up [Valaris]
  1286. int diff = md->level - md->db->lv;
  1287. status->str+= diff;
  1288. status->agi+= diff;
  1289. status->vit+= diff;
  1290. status->int_+= diff;
  1291. status->dex+= diff;
  1292. status->luk+= diff;
  1293. status->max_hp += diff*status->vit;
  1294. status->max_sp += diff*status->int_;
  1295. status->hp = status->max_hp;
  1296. status->sp = status->max_sp;
  1297. status->speed -= diff;
  1298. }
  1299. if (flag&2)
  1300. { // change for sized monsters [Valaris]
  1301. if (md->special_state.size==1) {
  1302. status->max_hp>>=1;
  1303. status->max_sp>>=1;
  1304. if (!status->max_hp) status->max_hp = 1;
  1305. if (!status->max_sp) status->max_sp = 1;
  1306. status->hp=status->max_hp;
  1307. status->sp=status->max_sp;
  1308. status->str>>=1;
  1309. status->agi>>=1;
  1310. status->vit>>=1;
  1311. status->int_>>=1;
  1312. status->dex>>=1;
  1313. status->luk>>=1;
  1314. if (!status->str) status->str = 1;
  1315. if (!status->agi) status->agi = 1;
  1316. if (!status->vit) status->vit = 1;
  1317. if (!status->int_) status->int_ = 1;
  1318. if (!status->dex) status->dex = 1;
  1319. if (!status->luk) status->luk = 1;
  1320. } else if (md->special_state.size==2) {
  1321. status->max_hp<<=1;
  1322. status->max_sp<<=1;
  1323. status->hp=status->max_hp;
  1324. status->sp=status->max_sp;
  1325. status->str<<=1;
  1326. status->agi<<=1;
  1327. status->vit<<=1;
  1328. status->int_<<=1;
  1329. status->dex<<=1;
  1330. status->luk<<=1;
  1331. }
  1332. }
  1333. status_calc_misc(&md->bl, status, md->level);
  1334. if(flag&4)
  1335. { // Strengthen Guardians - custom value +10% / lv
  1336. struct guild_castle *gc;
  1337. gc=guild_mapname2gc(map[md->bl.m].name);
  1338. if (!gc)
  1339. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1340. else {
  1341. status->max_hp += 2000 * gc->defense;
  1342. status->max_sp += 200 * gc->defense;
  1343. status->hp = status->max_hp;
  1344. status->sp = status->max_sp;
  1345. }
  1346. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1347. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1348. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1349. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1350. }
  1351. if( first ) //Initial battle status
  1352. memcpy(&md->status, status, sizeof(struct status_data));
  1353. return 1;
  1354. }
  1355. //Skotlex: Calculates the stats of the given pet.
  1356. int status_calc_pet_(struct pet_data *pd, bool first)
  1357. {
  1358. nullpo_retr(0, pd);
  1359. if (first) {
  1360. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1361. pd->status.mode|= MD_CANMOVE; //so they can chase their master!
  1362. pd->status.speed = pd->petDB->speed;
  1363. }
  1364. if (battle_config.pet_lv_rate && pd->msd)
  1365. {
  1366. struct map_session_data *sd = pd->msd;
  1367. int lv;
  1368. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1369. if (lv < 0)
  1370. lv = 1;
  1371. if (lv != pd->pet.level || first)
  1372. {
  1373. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1374. pd->pet.level = lv;
  1375. if (!first) //Lv Up animation
  1376. clif_misceffect(&pd->bl, 0);
  1377. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1378. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1379. status->str = (bstat->str*lv)/pd->db->lv;
  1380. status->agi = (bstat->agi*lv)/pd->db->lv;
  1381. status->vit = (bstat->vit*lv)/pd->db->lv;
  1382. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1383. status->dex = (bstat->dex*lv)/pd->db->lv;
  1384. status->luk = (bstat->luk*lv)/pd->db->lv;
  1385. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1386. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1387. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1388. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1389. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1390. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1391. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1392. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1393. status_calc_misc(&pd->bl, &pd->status, lv);
  1394. if (!first) //Not done the first time because the pet is not visible yet
  1395. clif_send_petstatus(sd);
  1396. }
  1397. } else if (first) {
  1398. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1399. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1400. pd->pet.level = pd->db->lv;
  1401. }
  1402. //Support rate modifier (1000 = 100%)
  1403. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1404. if(battle_config.pet_support_rate != 100)
  1405. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1406. return 1;
  1407. }
  1408. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1409. static void status_calc_sigma(void)
  1410. {
  1411. int i,j;
  1412. for(i = 0; i < CLASS_COUNT; i++)
  1413. {
  1414. unsigned int k = 0;
  1415. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1416. for(j = 2; j <= MAX_LEVEL; j++)
  1417. {
  1418. k += (hp_coefficient[i]*j + 50) / 100;
  1419. hp_sigma_val[i][j] = k;
  1420. if (k >= INT_MAX)
  1421. break; //Overflow protection. [Skotlex]
  1422. }
  1423. for(; j <= MAX_LEVEL; j++)
  1424. hp_sigma_val[i][j] = INT_MAX;
  1425. }
  1426. }
  1427. /// Calculates base MaxHP value according to class and base level
  1428. /// The recursive equation used to calculate level bonus is (using integer operations)
  1429. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1430. /// which reduces to something close to
  1431. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1432. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1433. {
  1434. unsigned int val = pc_class2idx(sd->status.class_);
  1435. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1436. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1437. val += 100; //Since their HP can't be approximated well enough without this.
  1438. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1439. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1440. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1441. val += 2000; //Supernovice lvl99 hp bonus.
  1442. val += val * status->vit/100; // +1% per each point of VIT
  1443. if (sd->class_&JOBL_UPPER)
  1444. val += val * 25/100; //Trans classes get a 25% hp bonus
  1445. else if (sd->class_&JOBL_BABY)
  1446. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1447. return val;
  1448. }
  1449. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1450. {
  1451. unsigned int val;
  1452. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1453. val += val * status->int_/100;
  1454. if (sd->class_&JOBL_UPPER)
  1455. val += val * 25/100;
  1456. else if (sd->class_&JOBL_BABY)
  1457. val -= val * 30/100;
  1458. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1459. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1460. return val;
  1461. }
  1462. //Calculates player data from scratch without counting SC adjustments.
  1463. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1464. int status_calc_pc_(struct map_session_data* sd, bool first)
  1465. {
  1466. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1467. struct status_data *status; // pointer to the player's base status
  1468. const struct status_change *sc = &sd->sc;
  1469. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  1470. int b_weight, b_max_weight; // previous weight
  1471. int i,index;
  1472. int skill,refinedef=0;
  1473. if (++calculating > 10) //Too many recursive calls!
  1474. return -1;
  1475. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  1476. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  1477. b_weight = sd->weight;
  1478. b_max_weight = sd->max_weight;
  1479. pc_calc_skilltree(sd); // スキルツリ?の計算
  1480. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1481. if(first) {
  1482. //Load Hp/SP from char-received data.
  1483. sd->battle_status.hp = sd->status.hp;
  1484. sd->battle_status.sp = sd->status.sp;
  1485. sd->regen.sregen = &sd->sregen;
  1486. sd->regen.ssregen = &sd->ssregen;
  1487. sd->weight=0;
  1488. for(i=0;i<MAX_INVENTORY;i++){
  1489. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1490. continue;
  1491. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1492. }
  1493. sd->cart_weight=0;
  1494. sd->cart_num=0;
  1495. for(i=0;i<MAX_CART;i++){
  1496. if(sd->status.cart[i].nameid==0)
  1497. continue;
  1498. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1499. sd->cart_num++;
  1500. }
  1501. }
  1502. status = &sd->base_status;
  1503. // these are not zeroed. [zzo]
  1504. sd->hprate=100;
  1505. sd->sprate=100;
  1506. sd->castrate=100;
  1507. sd->delayrate=100;
  1508. sd->dsprate=100;
  1509. sd->hprecov_rate = 100;
  1510. sd->sprecov_rate = 100;
  1511. sd->atk_rate = sd->matk_rate = 100;
  1512. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1513. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1514. sd->regen.state.block = 0;
  1515. // zeroed arrays, order follows the order in map.h.
  1516. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1517. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1518. + sizeof(sd->param_equip)
  1519. + sizeof(sd->subele)
  1520. + sizeof(sd->subrace)
  1521. + sizeof(sd->subrace2)
  1522. + sizeof(sd->subsize)
  1523. + sizeof(sd->reseff)
  1524. + sizeof(sd->weapon_coma_ele)
  1525. + sizeof(sd->weapon_coma_race)
  1526. + sizeof(sd->weapon_atk)
  1527. + sizeof(sd->weapon_atk_rate)
  1528. + sizeof(sd->arrow_addele)
  1529. + sizeof(sd->arrow_addrace)
  1530. + sizeof(sd->arrow_addsize)
  1531. + sizeof(sd->magic_addele)
  1532. + sizeof(sd->magic_addrace)
  1533. + sizeof(sd->magic_addsize)
  1534. + sizeof(sd->critaddrace)
  1535. + sizeof(sd->expaddrace)
  1536. + sizeof(sd->ignore_mdef)
  1537. + sizeof(sd->ignore_def)
  1538. + sizeof(sd->itemgrouphealrate)
  1539. + sizeof(sd->sp_gain_race)
  1540. );
  1541. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1542. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1543. if (sd->special_state.intravision) //Clear status change.
  1544. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1545. memset(&sd->special_state,0,sizeof(sd->special_state));
  1546. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1547. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1548. status->speed = DEFAULT_WALK_SPEED;
  1549. //Give them all modes except these (useful for clones)
  1550. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1551. status->size = (sd->class_&JOBL_BABY)?0:1;
  1552. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1553. if (sd->class_&JOBL_BABY) {
  1554. if (battle_config.character_size&2)
  1555. status->size++;
  1556. } else
  1557. if(battle_config.character_size&1)
  1558. status->size++;
  1559. }
  1560. status->aspd_rate = 1000;
  1561. status->ele_lv = 1;
  1562. status->race = RC_DEMIHUMAN;
  1563. //zero up structures...
  1564. memset(&sd->autospell,0,sizeof(sd->autospell)
  1565. + sizeof(sd->autospell2)
  1566. + sizeof(sd->autospell3)
  1567. + sizeof(sd->addeff)
  1568. + sizeof(sd->addeff2)
  1569. + sizeof(sd->addeff3)
  1570. + sizeof(sd->skillatk)
  1571. + sizeof(sd->skillheal)
  1572. + sizeof(sd->skillheal2)
  1573. + sizeof(sd->hp_loss)
  1574. + sizeof(sd->sp_loss)
  1575. + sizeof(sd->hp_regen)
  1576. + sizeof(sd->sp_regen)
  1577. + sizeof(sd->skillblown)
  1578. + sizeof(sd->skillcast)
  1579. + sizeof(sd->add_def)
  1580. + sizeof(sd->add_mdef)
  1581. + sizeof(sd->add_mdmg)
  1582. + sizeof(sd->add_drop)
  1583. + sizeof(sd->itemhealrate)
  1584. );
  1585. // clear autoscripts...
  1586. pc_autoscript_clear(sd);
  1587. // vars zeroing. ints, shorts, chars. in that order.
  1588. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1589. + sizeof(sd->arrow_ele)
  1590. + sizeof(sd->arrow_cri)
  1591. + sizeof(sd->arrow_hit)
  1592. + sizeof(sd->nsshealhp)
  1593. + sizeof(sd->nsshealsp)
  1594. + sizeof(sd->critical_def)
  1595. + sizeof(sd->double_rate)
  1596. + sizeof(sd->long_attack_atk_rate)
  1597. + sizeof(sd->near_attack_def_rate)
  1598. + sizeof(sd->long_attack_def_rate)
  1599. + sizeof(sd->magic_def_rate)
  1600. + sizeof(sd->misc_def_rate)
  1601. + sizeof(sd->ignore_mdef_ele)
  1602. + sizeof(sd->ignore_mdef_race)
  1603. + sizeof(sd->perfect_hit)
  1604. + sizeof(sd->perfect_hit_add)
  1605. + sizeof(sd->get_zeny_rate)
  1606. + sizeof(sd->get_zeny_num)
  1607. + sizeof(sd->double_add_rate)
  1608. + sizeof(sd->short_weapon_damage_return)
  1609. + sizeof(sd->long_weapon_damage_return)
  1610. + sizeof(sd->magic_damage_return)
  1611. + sizeof(sd->random_attack_increase_add)
  1612. + sizeof(sd->random_attack_increase_per)
  1613. + sizeof(sd->break_weapon_rate)
  1614. + sizeof(sd->break_armor_rate)
  1615. + sizeof(sd->crit_atk_rate)
  1616. + sizeof(sd->classchange)
  1617. + sizeof(sd->speed_rate)
  1618. + sizeof(sd->speed_add_rate)
  1619. + sizeof(sd->aspd_add)
  1620. + sizeof(sd->setitem_hash)
  1621. + sizeof(sd->setitem_hash2)
  1622. // shorts
  1623. + sizeof(sd->splash_range)
  1624. + sizeof(sd->splash_add_range)
  1625. + sizeof(sd->add_steal_rate)
  1626. + sizeof(sd->add_heal_rate)
  1627. + sizeof(sd->add_heal2_rate)
  1628. + sizeof(sd->hp_gain_value)
  1629. + sizeof(sd->sp_gain_value)
  1630. + sizeof(sd->sp_vanish_rate)
  1631. + sizeof(sd->sp_vanish_per)
  1632. + sizeof(sd->unbreakable)
  1633. + sizeof(sd->unbreakable_equip)
  1634. + sizeof(sd->unstripable_equip)
  1635. );
  1636. // Parse equipment.
  1637. for(i=0;i<EQI_MAX-1;i++) {
  1638. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1639. if(index < 0)
  1640. continue;
  1641. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1642. continue;
  1643. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1644. continue;
  1645. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1646. continue;
  1647. if(!sd->inventory_data[index])
  1648. continue;
  1649. status->def += sd->inventory_data[index]->def;
  1650. if(first && sd->inventory_data[index]->equip_script)
  1651. { //Execute equip-script on login
  1652. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1653. if (!calculating)
  1654. return 1;
  1655. }
  1656. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1657. int r,wlv = sd->inventory_data[index]->wlv;
  1658. struct weapon_data *wd;
  1659. struct weapon_atk *wa;
  1660. if (wlv >= MAX_REFINE_BONUS)
  1661. wlv = MAX_REFINE_BONUS - 1;
  1662. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1663. wd = &sd->left_weapon; // Left-hand weapon
  1664. wa = &status->lhw;
  1665. } else {
  1666. wd = &sd->right_weapon;
  1667. wa = &status->rhw;
  1668. }
  1669. wa->atk += sd->inventory_data[index]->atk;
  1670. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1671. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1672. wd->overrefine = r*refinebonus[wlv][1];
  1673. wa->range += sd->inventory_data[index]->range;
  1674. if(sd->inventory_data[index]->script) {
  1675. if (wd == &sd->left_weapon) {
  1676. sd->state.lr_flag = 1;
  1677. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1678. sd->state.lr_flag = 0;
  1679. } else
  1680. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1681. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1682. return 1;
  1683. }
  1684. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1685. { // Forged weapon
  1686. wd->star += (sd->status.inventory[index].card[1]>>8);
  1687. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1688. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1689. wd->star += 10;
  1690. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1691. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1692. }
  1693. }
  1694. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1695. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1696. if(sd->inventory_data[index]->script) {
  1697. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1698. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1699. return 1;
  1700. }
  1701. }
  1702. }
  1703. if(sd->equip_index[EQI_AMMO] >= 0){
  1704. index = sd->equip_index[EQI_AMMO];
  1705. if(sd->inventory_data[index]){ // Arrows
  1706. sd->arrow_atk += sd->inventory_data[index]->atk;
  1707. sd->state.lr_flag = 2;
  1708. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1709. sd->state.lr_flag = 0;
  1710. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1711. return 1;
  1712. }
  1713. }
  1714. //Store equipment script bonuses
  1715. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1716. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1717. status->def += (refinedef+50)/100;
  1718. //Parse Cards
  1719. for(i=0;i<EQI_MAX-1;i++) {
  1720. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1721. if(index < 0)
  1722. continue;
  1723. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1724. continue;
  1725. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1726. continue;
  1727. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1728. continue;
  1729. if(sd->inventory_data[index]) {
  1730. int j,c;
  1731. struct item_data *data;
  1732. //Card script execution.
  1733. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1734. continue;
  1735. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1736. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1737. if(!c)
  1738. continue;
  1739. data = itemdb_exists(c);
  1740. if(!data)
  1741. continue;
  1742. if(first && data->equip_script)
  1743. { //Execute equip-script on login
  1744. run_script(data->equip_script,0,sd->bl.id,0);
  1745. if (!calculating)
  1746. return 1;
  1747. }
  1748. if(!data->script)
  1749. continue;
  1750. if(data->flag.no_equip) { //Card restriction checks.
  1751. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1752. continue;
  1753. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1754. continue;
  1755. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1756. continue;
  1757. }
  1758. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1759. { //Left hand status.
  1760. sd->state.lr_flag = 1;
  1761. run_script(data->script,0,sd->bl.id,0);
  1762. sd->state.lr_flag = 0;
  1763. } else
  1764. run_script(data->script,0,sd->bl.id,0);
  1765. if (!calculating) //Abort, run_script his function. [Skotlex]
  1766. return 1;
  1767. }
  1768. }
  1769. }
  1770. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  1771. {
  1772. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  1773. if( data && data->script )
  1774. run_script(data->script,0,sd->bl.id,0);
  1775. }
  1776. if( sd->pd )
  1777. { // Pet Bonus
  1778. struct pet_data *pd = sd->pd;
  1779. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  1780. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  1781. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  1782. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1783. }
  1784. //param_bonus now holds card bonuses.
  1785. if(status->rhw.range < 1) status->rhw.range = 1;
  1786. if(status->lhw.range < 1) status->lhw.range = 1;
  1787. if(status->rhw.range < status->lhw.range)
  1788. status->rhw.range = status->lhw.range;
  1789. sd->double_rate += sd->double_add_rate;
  1790. sd->perfect_hit += sd->perfect_hit_add;
  1791. sd->splash_range += sd->splash_add_range;
  1792. // Damage modifiers from weapon type
  1793. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1794. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1795. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1796. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1797. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1798. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1799. if(pc_isriding(sd) &&
  1800. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1801. { //When Riding with spear, damage modifier to mid-class becomes
  1802. //same as versus large size.
  1803. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1804. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1805. }
  1806. // ----- STATS CALCULATION -----
  1807. // Job bonuses
  1808. index = pc_class2idx(sd->status.class_);
  1809. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1810. if(!job_bonus[index][i])
  1811. continue;
  1812. switch(job_bonus[index][i]) {
  1813. case 1: status->str++; break;
  1814. case 2: status->agi++; break;
  1815. case 3: status->vit++; break;
  1816. case 4: status->int_++; break;
  1817. case 5: status->dex++; break;
  1818. case 6: status->luk++; break;
  1819. }
  1820. }
  1821. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1822. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1823. status->str += 10;
  1824. status->agi += 10;
  1825. status->vit += 10;
  1826. status->int_+= 10;
  1827. status->dex += 10;
  1828. status->luk += 10;
  1829. }
  1830. // Absolute modifiers from passive skills
  1831. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1832. status->str++;
  1833. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1834. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1835. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1836. status->dex += skill;
  1837. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1838. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1839. status->str = cap_value(i,0,USHRT_MAX);
  1840. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1841. status->agi = cap_value(i,0,USHRT_MAX);
  1842. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1843. status->vit = cap_value(i,0,USHRT_MAX);
  1844. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1845. status->int_ = cap_value(i,0,USHRT_MAX);
  1846. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1847. status->dex = cap_value(i,0,USHRT_MAX);
  1848. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1849. status->luk = cap_value(i,0,USHRT_MAX);
  1850. // ------ BASE ATTACK CALCULATION ------
  1851. // Base batk value is set on status_calc_misc
  1852. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1853. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1854. status->batk += sd->weapon_atk[sd->status.weapon];
  1855. // Absolute modifiers from passive skills
  1856. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1857. status->batk += 4;
  1858. // ----- HP MAX CALCULATION -----
  1859. // Basic MaxHP value
  1860. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1861. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1862. //This is done to handle underflows from negative Max HP bonuses
  1863. i = sd->status.max_hp + (int)status->max_hp;
  1864. status->max_hp = cap_value(i, 0, INT_MAX);
  1865. // Absolute modifiers from passive skills
  1866. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1867. status->max_hp += skill*200;
  1868. // Apply relative modifiers from equipment
  1869. if(sd->hprate < 0)
  1870. sd->hprate = 0;
  1871. if(sd->hprate!=100)
  1872. status->max_hp = status->max_hp * sd->hprate/100;
  1873. if(battle_config.hp_rate != 100)
  1874. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1875. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1876. status->max_hp = battle_config.max_hp;
  1877. else if(!status->max_hp)
  1878. status->max_hp = 1;
  1879. // ----- SP MAX CALCULATION -----
  1880. // Basic MaxSP value
  1881. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1882. //This is done to handle underflows from negative Max SP bonuses
  1883. i = sd->status.max_sp + (int)status->max_sp;
  1884. status->max_sp = cap_value(i, 0, INT_MAX);
  1885. // Absolute modifiers from passive skills
  1886. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1887. status->max_sp += 30*skill;
  1888. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1889. status->max_sp += status->max_sp * skill/100;
  1890. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1891. status->max_sp += status->max_sp * 2*skill/100;
  1892. // Apply relative modifiers from equipment
  1893. if(sd->sprate < 0)
  1894. sd->sprate = 0;
  1895. if(sd->sprate!=100)
  1896. status->max_sp = status->max_sp * sd->sprate/100;
  1897. if(battle_config.sp_rate != 100)
  1898. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1899. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1900. status->max_sp = battle_config.max_sp;
  1901. else if(!status->max_sp)
  1902. status->max_sp = 1;
  1903. // ----- RESPAWN HP/SP -----
  1904. //
  1905. //Calc respawn hp and store it on base_status
  1906. if (sd->special_state.restart_full_recover)
  1907. {
  1908. status->hp = status->max_hp;
  1909. status->sp = status->max_sp;
  1910. } else {
  1911. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1912. && battle_config.restart_hp_rate < 50)
  1913. status->hp=status->max_hp>>1;
  1914. else
  1915. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1916. if(!status->hp)
  1917. status->hp = 1;
  1918. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1919. }
  1920. // ----- MISC CALCULATION -----
  1921. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1922. //Equipment modifiers for misc settings
  1923. if(sd->matk_rate < 0)
  1924. sd->matk_rate = 0;
  1925. if(sd->matk_rate != 100){
  1926. status->matk_max = status->matk_max * sd->matk_rate/100;
  1927. status->matk_min = status->matk_min * sd->matk_rate/100;
  1928. }
  1929. if(sd->hit_rate < 0)
  1930. sd->hit_rate = 0;
  1931. if(sd->hit_rate != 100)
  1932. status->hit = status->hit * sd->hit_rate/100;
  1933. if(sd->flee_rate < 0)
  1934. sd->flee_rate = 0;
  1935. if(sd->flee_rate != 100)
  1936. status->flee = status->flee * sd->flee_rate/100;
  1937. if(sd->def2_rate < 0)
  1938. sd->def2_rate = 0;
  1939. if(sd->def2_rate != 100)
  1940. status->def2 = status->def2 * sd->def2_rate/100;
  1941. if(sd->mdef2_rate < 0)
  1942. sd->mdef2_rate = 0;
  1943. if(sd->mdef2_rate != 100)
  1944. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1945. if(sd->critical_rate < 0)
  1946. sd->critical_rate = 0;
  1947. if(sd->critical_rate != 100)
  1948. status->cri = status->cri * sd->critical_rate/100;
  1949. if(sd->flee2_rate < 0)
  1950. sd->flee2_rate = 0;
  1951. if(sd->flee2_rate != 100)
  1952. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1953. // ----- HIT CALCULATION -----
  1954. // Absolute modifiers from passive skills
  1955. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1956. status->hit += skill*2;
  1957. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1958. status->hit += skill;
  1959. if(sd->status.weapon == W_BOW)
  1960. status->rhw.range += skill;
  1961. }
  1962. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1963. {
  1964. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1965. status->hit += 2*skill;
  1966. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1967. status->hit += skill;
  1968. status->rhw.range += skill;
  1969. }
  1970. }
  1971. // ----- FLEE CALCULATION -----
  1972. // Absolute modifiers from passive skills
  1973. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1974. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1975. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1976. status->flee += (skill*3)>>1;
  1977. // ----- EQUIPMENT-DEF CALCULATION -----
  1978. // Apply relative modifiers from equipment
  1979. if(sd->def_rate < 0)
  1980. sd->def_rate = 0;
  1981. if(sd->def_rate != 100) {
  1982. i = status->def * sd->def_rate/100;
  1983. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1984. }
  1985. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1986. {
  1987. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1988. status->def = (unsigned char)battle_config.max_def;
  1989. }
  1990. // ----- EQUIPMENT-MDEF CALCULATION -----
  1991. // Apply relative modifiers from equipment
  1992. if(sd->mdef_rate < 0)
  1993. sd->mdef_rate = 0;
  1994. if(sd->mdef_rate != 100) {
  1995. i = status->mdef * sd->mdef_rate/100;
  1996. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1997. }
  1998. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1999. {
  2000. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2001. status->mdef = (signed char)battle_config.max_def;
  2002. }
  2003. // ----- ASPD CALCULATION -----
  2004. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2005. // Basic ASPD value
  2006. i = status_base_amotion_pc(sd,status);
  2007. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2008. // Relative modifiers from passive skills
  2009. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2010. status->aspd_rate -= 5*skill;
  2011. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2012. status->aspd_rate -= 30*skill;
  2013. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2014. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2015. status->aspd_rate -= ((skill+1)/2) * 10;
  2016. if(pc_isriding(sd))
  2017. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2018. status->adelay = 2*status->amotion;
  2019. // ----- DMOTION -----
  2020. //
  2021. i = 800-status->agi*4;
  2022. status->dmotion = cap_value(i, 400, 800);
  2023. if(battle_config.pc_damage_delay_rate != 100)
  2024. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2025. // ----- MISC CALCULATIONS -----
  2026. // Weight
  2027. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2028. sd->max_weight += 2000*skill;
  2029. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2030. sd->max_weight += 10000;
  2031. if(sc->data[SC_KNOWLEDGE])
  2032. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2033. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2034. sd->max_weight += 2000*skill;
  2035. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2036. sd->regen.state.walk = 1;
  2037. else
  2038. sd->regen.state.walk = 0;
  2039. // Skill SP cost
  2040. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2041. sd->dsprate -= 4*skill;
  2042. if(sc->data[SC_SERVICE4U])
  2043. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2044. if(sc->data[SC_SPCOST_RATE])
  2045. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2046. //Underflow protections.
  2047. if(sd->dsprate < 0)
  2048. sd->dsprate = 0;
  2049. if(sd->castrate < 0)
  2050. sd->castrate = 0;
  2051. if(sd->delayrate < 0)
  2052. sd->delayrate = 0;
  2053. if(sd->hprecov_rate < 0)
  2054. sd->hprecov_rate = 0;
  2055. if(sd->sprecov_rate < 0)
  2056. sd->sprecov_rate = 0;
  2057. // Anti-element and anti-race
  2058. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2059. sd->subele[ELE_HOLY] += skill*5;
  2060. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2061. sd->subele[ELE_NEUTRAL] += skill;
  2062. sd->subele[ELE_FIRE] += skill*4;
  2063. }
  2064. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2065. skill = skill*4;
  2066. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2067. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2068. sd->magic_addrace[RC_DRAGON]+=skill;
  2069. sd->subrace[RC_DRAGON]+=skill;
  2070. }
  2071. if(sc->count){
  2072. if(sc->data[SC_CONCENTRATE])
  2073. { //Update the card-bonus data
  2074. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2075. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2076. }
  2077. if(sc->data[SC_SIEGFRIED]){
  2078. i = sc->data[SC_SIEGFRIED]->val2;
  2079. sd->subele[ELE_WATER] += i;
  2080. sd->subele[ELE_EARTH] += i;
  2081. sd->subele[ELE_FIRE] += i;
  2082. sd->subele[ELE_WIND] += i;
  2083. sd->subele[ELE_POISON] += i;
  2084. sd->subele[ELE_HOLY] += i;
  2085. sd->subele[ELE_DARK] += i;
  2086. sd->subele[ELE_GHOST] += i;
  2087. sd->subele[ELE_UNDEAD] += i;
  2088. }
  2089. if(sc->data[SC_PROVIDENCE]){
  2090. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2091. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2092. }
  2093. if(sc->data[SC_ARMOR_ELEMENT])
  2094. { //This status change should grant card-type elemental resist.
  2095. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2096. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2097. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2098. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2099. }
  2100. if(sc->data[SC_ARMOR_RESIST])
  2101. { // Undead Scroll
  2102. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2103. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2104. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2105. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2106. }
  2107. }
  2108. status_cpy(&sd->battle_status, status);
  2109. // ----- CLIENT-SIDE REFRESH -----
  2110. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2111. clif_skillinfoblock(sd);
  2112. if(b_weight != sd->weight)
  2113. clif_updatestatus(sd,SP_WEIGHT);
  2114. if(b_max_weight != sd->max_weight) {
  2115. clif_updatestatus(sd,SP_MAXWEIGHT);
  2116. pc_updateweightstatus(sd);
  2117. }
  2118. calculating = 0;
  2119. return 0;
  2120. }
  2121. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2122. {
  2123. struct status_data *status = &md->base_status;
  2124. struct s_mercenary *merc = &md->mercenary;
  2125. if( first )
  2126. {
  2127. memcpy(status, &md->db->status, sizeof(struct status_data));
  2128. status->mode = MD_CANMOVE|MD_CANATTACK;
  2129. status->hp = status->max_hp;
  2130. status->sp = status->max_sp;
  2131. md->battle_status.hp = merc->hp;
  2132. md->battle_status.sp = merc->sp;
  2133. }
  2134. status_calc_misc(&md->bl, status, md->db->lv);
  2135. status_cpy(&md->battle_status, status);
  2136. return 0;
  2137. }
  2138. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2139. {
  2140. struct status_data *status = &hd->base_status;
  2141. struct s_homunculus *hom = &hd->homunculus;
  2142. int skill;
  2143. int amotion;
  2144. status->str = hom->str / 10;
  2145. status->agi = hom->agi / 10;
  2146. status->vit = hom->vit / 10;
  2147. status->dex = hom->dex / 10;
  2148. status->int_ = hom->int_ / 10;
  2149. status->luk = hom->luk / 10;
  2150. if (first) { //[orn]
  2151. const struct s_homunculus_db *db = hd->homunculusDB;
  2152. status->def_ele = db->element;
  2153. status->ele_lv = 1;
  2154. status->race = db->race;
  2155. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2156. status->rhw.range = 1 + status->size;
  2157. status->mode = MD_CANMOVE|MD_CANATTACK;
  2158. status->speed = DEFAULT_WALK_SPEED;
  2159. if (battle_config.hom_setting&0x8 && hd->master)
  2160. status->speed = status_get_speed(&hd->master->bl);
  2161. status->hp = 1;
  2162. status->sp = 1;
  2163. }
  2164. skill = hom->level/10 + status->vit/5;
  2165. status->def = cap_value(skill, 0, 99);
  2166. skill = hom->level/10 + status->int_/5;
  2167. status->mdef = cap_value(skill, 0, 99);
  2168. status->max_hp = hom->max_hp ;
  2169. status->max_sp = hom->max_sp ;
  2170. merc_hom_calc_skilltree(hd);
  2171. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2172. status->def += skill * 4;
  2173. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2174. {
  2175. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2176. status->str += 1 +skill/3 +skill/3 +skill/4;
  2177. }
  2178. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2179. status->max_hp += skill * 2 * status->max_hp / 100;
  2180. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2181. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2182. if (first) {
  2183. hd->battle_status.hp = hom->hp ;
  2184. hd->battle_status.sp = hom->sp ;
  2185. }
  2186. status->rhw.atk = status->dex;
  2187. status->rhw.atk2 = status->str + hom->level;
  2188. status->aspd_rate = 1000;
  2189. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2190. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2191. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2192. status_calc_misc(&hd->bl, status, hom->level);
  2193. status_cpy(&hd->battle_status, status);
  2194. return 1;
  2195. }
  2196. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2197. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2198. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2199. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2200. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2201. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2202. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2203. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2204. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2205. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2206. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2207. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2208. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2209. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2210. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2211. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2212. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2213. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2214. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2215. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2216. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2217. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2218. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2219. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2220. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2221. //Calculates base regen values.
  2222. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2223. {
  2224. struct map_session_data *sd;
  2225. int val, skill;
  2226. if( !(bl->type&BL_REGEN) || !regen )
  2227. return;
  2228. sd = BL_CAST(BL_PC,bl);
  2229. val = 1 + (status->vit/5) + (status->max_hp/200);
  2230. if( sd && sd->hprecov_rate != 100 )
  2231. val = val*sd->hprecov_rate/100;
  2232. regen->hp = cap_value(val, 1, SHRT_MAX);
  2233. val = 1 + (status->int_/6) + (status->max_sp/100);
  2234. if( status->int_ >= 120 )
  2235. val += ((status->int_-120)>>1) + 4;
  2236. if( sd && sd->sprecov_rate != 100 )
  2237. val = val*sd->sprecov_rate/100;
  2238. regen->sp = cap_value(val, 1, SHRT_MAX);
  2239. if( sd )
  2240. {
  2241. struct regen_data_sub *sregen;
  2242. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2243. {
  2244. val = regen->sp*(100+3*skill)/100;
  2245. regen->sp = cap_value(val, 1, SHRT_MAX);
  2246. }
  2247. //Only players have skill/sitting skill regen for now.
  2248. sregen = regen->sregen;
  2249. val = 0;
  2250. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2251. val += skill*5 + skill*status->max_hp/500;
  2252. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2253. val = 0;
  2254. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2255. val += skill*3 + skill*status->max_sp/500;
  2256. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2257. val += skill*3 + skill*status->max_sp/500;
  2258. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2259. // Skill-related recovery (only when sit)
  2260. sregen = regen->ssregen;
  2261. val = 0;
  2262. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2263. val += skill*4 + skill*status->max_hp/500;
  2264. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2265. val += skill*30 + skill*status->max_hp/500;
  2266. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2267. val = 0;
  2268. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2269. {
  2270. val += skill*3 + skill*status->max_sp/500;
  2271. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2272. val += (30+10*skill)*val/100;
  2273. }
  2274. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2275. val += skill*2 + skill*status->max_sp/500;
  2276. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2277. }
  2278. if( bl->type == BL_HOM )
  2279. {
  2280. struct homun_data *hd = (TBL_HOM*)bl;
  2281. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
  2282. {
  2283. val = regen->hp*(100+5*skill)/100;
  2284. regen->hp = cap_value(val, 1, SHRT_MAX);
  2285. }
  2286. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
  2287. {
  2288. val = regen->sp*(100+3*skill)/100;
  2289. regen->sp = cap_value(val, 1, SHRT_MAX);
  2290. }
  2291. }
  2292. else if( bl->type == BL_MER )
  2293. {
  2294. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2295. regen->hp = cap_value(val, 1, SHRT_MAX);
  2296. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2297. regen->sp = cap_value(val, 1, SHRT_MAX);
  2298. }
  2299. }
  2300. //Calculates SC related regen rates.
  2301. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2302. {
  2303. if (!(bl->type&BL_REGEN) || !regen)
  2304. return;
  2305. regen->flag = RGN_HP|RGN_SP;
  2306. if(regen->sregen)
  2307. {
  2308. if (regen->sregen->hp)
  2309. regen->flag|=RGN_SHP;
  2310. if (regen->sregen->sp)
  2311. regen->flag|=RGN_SSP;
  2312. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2313. }
  2314. if (regen->ssregen)
  2315. {
  2316. if (regen->ssregen->hp)
  2317. regen->flag|=RGN_SHP;
  2318. if (regen->ssregen->sp)
  2319. regen->flag|=RGN_SSP;
  2320. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2321. }
  2322. regen->rate.hp = regen->rate.sp = 1;
  2323. if (!sc || !sc->count)
  2324. return;
  2325. if (
  2326. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2327. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2328. || sc->data[SC_BERSERK]
  2329. || sc->data[SC_TRICKDEAD]
  2330. || sc->data[SC_BLEEDING]
  2331. ) //No regen
  2332. regen->flag = 0;
  2333. if (
  2334. sc->data[SC_DANCING]
  2335. || (
  2336. (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2337. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2338. )
  2339. ) //No natural SP regen
  2340. regen->flag &=~RGN_SP;
  2341. if(
  2342. sc->data[SC_TENSIONRELAX]
  2343. ) {
  2344. regen->rate.hp += 2;
  2345. if (regen->sregen)
  2346. regen->sregen->rate.hp += 3;
  2347. }
  2348. if (sc->data[SC_MAGNIFICAT])
  2349. {
  2350. regen->rate.hp += 1;
  2351. regen->rate.sp += 1;
  2352. }
  2353. if (sc->data[SC_REGENERATION])
  2354. {
  2355. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2356. if (!sce->val4)
  2357. {
  2358. regen->rate.hp += sce->val2;
  2359. regen->rate.sp += sce->val3;
  2360. } else
  2361. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2362. }
  2363. }
  2364. /// Recalculates parts of an object's battle status according to the specified flags.
  2365. /// @param flag bitfield of values from enum scb_flag
  2366. void status_calc_bl_main(struct block_list *bl, enum scb_flag flag)
  2367. {
  2368. const struct status_data *b_status = status_get_base_status(bl);
  2369. struct status_data *status = status_get_status_data(bl);
  2370. struct status_change *sc = status_get_sc(bl);
  2371. TBL_PC *sd = BL_CAST(BL_PC,bl);
  2372. int temp;
  2373. if (!b_status || !status)
  2374. return;
  2375. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2376. status_cpy(status, b_status);
  2377. return;
  2378. }
  2379. if(flag&SCB_STR) {
  2380. status->str = status_calc_str(bl, sc, b_status->str);
  2381. flag|=SCB_BATK;
  2382. if( bl->type&BL_HOM )
  2383. flag |= SCB_WATK;
  2384. }
  2385. if(flag&SCB_AGI) {
  2386. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2387. flag|=SCB_FLEE;
  2388. if( bl->type&(BL_PC|BL_HOM) )
  2389. flag |= SCB_ASPD|SCB_DSPD;
  2390. }
  2391. if(flag&SCB_VIT) {
  2392. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2393. flag|=SCB_DEF2|SCB_MDEF2;
  2394. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2395. flag |= SCB_MAXHP;
  2396. if( bl->type&BL_HOM )
  2397. flag |= SCB_DEF;
  2398. }
  2399. if(flag&SCB_INT) {
  2400. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2401. flag|=SCB_MATK|SCB_MDEF2;
  2402. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2403. flag |= SCB_MAXSP;
  2404. if( bl->type&BL_HOM )
  2405. flag |= SCB_MDEF;
  2406. }
  2407. if(flag&SCB_DEX) {
  2408. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2409. flag|=SCB_BATK|SCB_HIT;
  2410. if( bl->type&(BL_PC|BL_HOM) )
  2411. flag |= SCB_ASPD;
  2412. if( bl->type&BL_HOM )
  2413. flag |= SCB_WATK;
  2414. }
  2415. if(flag&SCB_LUK) {
  2416. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2417. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2418. }
  2419. if(flag&SCB_BATK && b_status->batk) {
  2420. status->batk = status_base_atk(bl,status);
  2421. temp = b_status->batk - status_base_atk(bl,b_status);
  2422. if (temp)
  2423. {
  2424. temp += status->batk;
  2425. status->batk = cap_value(temp, 0, USHRT_MAX);
  2426. }
  2427. status->batk = status_calc_batk(bl, sc, status->batk);
  2428. }
  2429. if(flag&SCB_WATK) {
  2430. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2431. if (!sd) //Should not affect weapon refine bonus
  2432. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2433. if(b_status->lhw.atk) {
  2434. if (sd) {
  2435. sd->state.lr_flag = 1;
  2436. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2437. sd->state.lr_flag = 0;
  2438. } else {
  2439. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2440. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2441. }
  2442. }
  2443. if( bl->type&BL_HOM )
  2444. {
  2445. status->rhw.atk += (status->dex - b_status->dex);
  2446. status->rhw.atk2 += (status->str - b_status->str);
  2447. if( status->rhw.atk2 < status->rhw.atk )
  2448. status->rhw.atk2 = status->rhw.atk;
  2449. }
  2450. }
  2451. if(flag&SCB_HIT) {
  2452. if (status->dex == b_status->dex)
  2453. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2454. else
  2455. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2456. }
  2457. if(flag&SCB_FLEE) {
  2458. if (status->agi == b_status->agi)
  2459. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2460. else
  2461. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2462. }
  2463. if(flag&SCB_DEF)
  2464. {
  2465. status->def = status_calc_def(bl, sc, b_status->def);
  2466. if( bl->type&BL_HOM )
  2467. status->def += (status->vit/5 - b_status->vit/5);
  2468. }
  2469. if(flag&SCB_DEF2) {
  2470. if (status->vit == b_status->vit)
  2471. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2472. else
  2473. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2474. }
  2475. if(flag&SCB_MDEF)
  2476. {
  2477. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2478. if( bl->type&BL_HOM )
  2479. status->mdef += (status->int_/5 - b_status->int_/5);
  2480. }
  2481. if(flag&SCB_MDEF2) {
  2482. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2483. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2484. else
  2485. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2486. }
  2487. if(flag&SCB_SPEED) {
  2488. struct unit_data *ud = unit_bl2ud(bl);
  2489. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2490. //Re-walk to adjust speed (we do not check if walktimer != -1
  2491. //because if you step on something while walking, the moment this
  2492. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2493. if (ud)
  2494. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2495. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  2496. status->speed = battle_config.max_walk_speed;
  2497. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  2498. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  2499. }
  2500. if(flag&SCB_CRI && b_status->cri) {
  2501. if (status->luk == b_status->luk)
  2502. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2503. else
  2504. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2505. }
  2506. if(flag&SCB_FLEE2 && b_status->flee2) {
  2507. if (status->luk == b_status->luk)
  2508. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2509. else
  2510. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2511. }
  2512. if(flag&SCB_ATK_ELE) {
  2513. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2514. if (sd) sd->state.lr_flag = 1;
  2515. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2516. if (sd) sd->state.lr_flag = 0;
  2517. }
  2518. if(flag&SCB_DEF_ELE) {
  2519. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2520. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2521. }
  2522. if(flag&SCB_MODE)
  2523. {
  2524. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2525. //Since mode changed, reset their state.
  2526. if (!(status->mode&MD_CANATTACK))
  2527. unit_stop_attack(bl);
  2528. if (!(status->mode&MD_CANMOVE))
  2529. unit_stop_walking(bl,1);
  2530. }
  2531. // No status changes alter these yet.
  2532. // if(flag&SCB_SIZE)
  2533. // if(flag&SCB_RACE)
  2534. // if(flag&SCB_RANGE)
  2535. if(flag&SCB_MAXHP) {
  2536. if( bl->type&BL_PC )
  2537. {
  2538. status->max_hp = status_base_pc_maxhp(sd,status);
  2539. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2540. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  2541. if( status->max_hp > (unsigned int)battle_config.max_hp )
  2542. status->max_hp = (unsigned int)battle_config.max_hp;
  2543. }
  2544. else
  2545. {
  2546. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2547. }
  2548. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  2549. {
  2550. status->hp = status->max_hp;
  2551. if( sd ) clif_updatestatus(sd,SP_HP);
  2552. }
  2553. }
  2554. if(flag&SCB_MAXSP) {
  2555. if( bl->type&BL_PC )
  2556. {
  2557. status->max_sp = status_base_pc_maxsp(sd,status);
  2558. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2559. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2560. if( status->max_sp > (unsigned int)battle_config.max_sp )
  2561. status->max_sp = (unsigned int)battle_config.max_sp;
  2562. }
  2563. else
  2564. {
  2565. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2566. }
  2567. if( status->sp > status->max_sp )
  2568. {
  2569. status->sp = status->max_sp;
  2570. if( sd ) clif_updatestatus(sd,SP_SP);
  2571. }
  2572. }
  2573. if(flag&SCB_MATK) {
  2574. //New matk
  2575. status->matk_min = status_base_matk_min(status);
  2576. status->matk_max = status_base_matk_max(status);
  2577. if( bl->type&BL_PC && sd->matk_rate != 100 )
  2578. {
  2579. //Bonuses from previous matk
  2580. status->matk_max = status->matk_max * sd->matk_rate/100;
  2581. status->matk_min = status->matk_min * sd->matk_rate/100;
  2582. }
  2583. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2584. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2585. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  2586. sc->mp_matk_min = status->matk_min;
  2587. sc->mp_matk_max = status->matk_max;
  2588. }
  2589. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  2590. status->matk_min = status->matk_max;
  2591. }
  2592. if(flag&SCB_ASPD) {
  2593. int amotion;
  2594. if( bl->type&BL_PC )
  2595. {
  2596. amotion = status_base_amotion_pc(sd,status);
  2597. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2598. if(status->aspd_rate != 1000)
  2599. amotion = amotion*status->aspd_rate/1000;
  2600. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2601. status->adelay = 2*status->amotion;
  2602. }
  2603. else
  2604. if( bl->type&BL_HOM )
  2605. {
  2606. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  2607. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2608. if(status->aspd_rate != 1000)
  2609. amotion = amotion*status->aspd_rate/1000;
  2610. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2611. status->adelay = status->amotion;
  2612. }
  2613. else // mercenary and mobs
  2614. {
  2615. amotion = b_status->amotion;
  2616. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2617. if(status->aspd_rate != 1000)
  2618. amotion = amotion*status->aspd_rate/1000;
  2619. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  2620. temp = b_status->adelay*status->aspd_rate/1000;
  2621. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  2622. }
  2623. }
  2624. if(flag&SCB_DSPD) {
  2625. int dmotion;
  2626. if( bl->type&BL_PC )
  2627. {
  2628. if (b_status->agi == status->agi)
  2629. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2630. else {
  2631. dmotion = 800-status->agi*4;
  2632. status->dmotion = cap_value(dmotion, 400, 800);
  2633. if(battle_config.pc_damage_delay_rate != 100)
  2634. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2635. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2636. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  2637. }
  2638. }
  2639. else
  2640. if( bl->type&BL_HOM )
  2641. {
  2642. dmotion = 800-status->agi*4;
  2643. status->dmotion = cap_value(dmotion, 400, 800);
  2644. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2645. }
  2646. else // mercenary and mobs
  2647. {
  2648. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2649. }
  2650. }
  2651. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  2652. status_calc_regen(bl, status, status_get_regen_data(bl));
  2653. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  2654. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2655. }
  2656. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  2657. /// Also sends updates to the client wherever applicable.
  2658. /// @param flag bitfield of values from enum scb_flag
  2659. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  2660. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  2661. {
  2662. struct status_data b_status; // previous battle status
  2663. struct status_data* status; // pointer to current battle status
  2664. // remember previous values
  2665. status = status_get_status_data(bl);
  2666. memcpy(&b_status, status, sizeof(struct status_data));
  2667. if( flag&SCB_BASE )
  2668. {// calculate the object's base status too
  2669. switch( bl->type )
  2670. {
  2671. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  2672. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  2673. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  2674. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  2675. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  2676. }
  2677. }
  2678. if( first && bl->type == BL_MOB )
  2679. return; // assume there will be no statuses active
  2680. status_calc_bl_main(bl, flag);
  2681. if( first && bl->type == BL_HOM )
  2682. return; // client update handled by caller
  2683. // compare against new values and send client updates
  2684. if( bl->type == BL_PC )
  2685. {
  2686. TBL_PC* sd = BL_CAST(BL_PC, bl);
  2687. if(b_status.str != status->str)
  2688. clif_updatestatus(sd,SP_STR);
  2689. if(b_status.agi != status->agi)
  2690. clif_updatestatus(sd,SP_AGI);
  2691. if(b_status.vit != status->vit)
  2692. clif_updatestatus(sd,SP_VIT);
  2693. if(b_status.int_ != status->int_)
  2694. clif_updatestatus(sd,SP_INT);
  2695. if(b_status.dex != status->dex)
  2696. clif_updatestatus(sd,SP_DEX);
  2697. if(b_status.luk != status->luk)
  2698. clif_updatestatus(sd,SP_LUK);
  2699. if(b_status.hit != status->hit)
  2700. clif_updatestatus(sd,SP_HIT);
  2701. if(b_status.flee != status->flee)
  2702. clif_updatestatus(sd,SP_FLEE1);
  2703. if(b_status.amotion != status->amotion)
  2704. clif_updatestatus(sd,SP_ASPD);
  2705. if(b_status.speed != status->speed)
  2706. clif_updatestatus(sd,SP_SPEED);
  2707. if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk)
  2708. clif_updatestatus(sd,SP_ATK1);
  2709. if(b_status.def != status->def)
  2710. clif_updatestatus(sd,SP_DEF1);
  2711. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2)
  2712. clif_updatestatus(sd,SP_ATK2);
  2713. if(b_status.def2 != status->def2)
  2714. clif_updatestatus(sd,SP_DEF2);
  2715. if(b_status.flee2 != status->flee2)
  2716. clif_updatestatus(sd,SP_FLEE2);
  2717. if(b_status.cri != status->cri)
  2718. clif_updatestatus(sd,SP_CRITICAL);
  2719. if(b_status.matk_max != status->matk_max)
  2720. clif_updatestatus(sd,SP_MATK1);
  2721. if(b_status.matk_min != status->matk_min)
  2722. clif_updatestatus(sd,SP_MATK2);
  2723. if(b_status.mdef != status->mdef)
  2724. clif_updatestatus(sd,SP_MDEF1);
  2725. if(b_status.mdef2 != status->mdef2)
  2726. clif_updatestatus(sd,SP_MDEF2);
  2727. if(b_status.rhw.range != status->rhw.range)
  2728. clif_updatestatus(sd,SP_ATTACKRANGE);
  2729. if(b_status.max_hp != status->max_hp)
  2730. clif_updatestatus(sd,SP_MAXHP);
  2731. if(b_status.max_sp != status->max_sp)
  2732. clif_updatestatus(sd,SP_MAXSP);
  2733. if(b_status.hp != status->hp)
  2734. clif_updatestatus(sd,SP_HP);
  2735. if(b_status.sp != status->sp)
  2736. clif_updatestatus(sd,SP_SP);
  2737. }
  2738. else
  2739. if( bl->type == BL_HOM )
  2740. {
  2741. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  2742. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  2743. clif_hominfo(hd->master,hd,0);
  2744. }
  2745. else
  2746. if( bl->type == BL_MER )
  2747. {
  2748. TBL_MER* md = BL_CAST(BL_MER, bl);
  2749. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  2750. clif_mercenary_updatestatus(md->master, SP_ATK1);
  2751. if( b_status.matk_max != status->matk_max )
  2752. clif_mercenary_updatestatus(md->master, SP_MATK1);
  2753. if( b_status.hit != status->hit )
  2754. clif_mercenary_updatestatus(md->master, SP_HIT);
  2755. if( b_status.cri != status->cri )
  2756. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  2757. if( b_status.def != status->def )
  2758. clif_mercenary_updatestatus(md->master, SP_DEF1);
  2759. if( b_status.mdef != status->mdef )
  2760. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  2761. if( b_status.flee != status->flee )
  2762. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  2763. if( b_status.amotion != status->amotion )
  2764. clif_mercenary_updatestatus(md->master, SP_ASPD);
  2765. if( b_status.max_hp != status->max_hp )
  2766. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  2767. if( b_status.max_sp != status->max_sp )
  2768. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  2769. if( b_status.hp != status->hp )
  2770. clif_mercenary_updatestatus(md->master, SP_HP);
  2771. if( b_status.sp != status->sp )
  2772. clif_mercenary_updatestatus(md->master, SP_SP);
  2773. }
  2774. }
  2775. /*==========================================
  2776. * Apply shared stat mods from status changes [DracoRPG]
  2777. *------------------------------------------*/
  2778. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2779. {
  2780. if(!sc || !sc->count)
  2781. return cap_value(str,0,USHRT_MAX);
  2782. if(sc->data[SC_INCALLSTATUS])
  2783. str += sc->data[SC_INCALLSTATUS]->val1;
  2784. if(sc->data[SC_INCSTR])
  2785. str += sc->data[SC_INCSTR]->val1;
  2786. if(sc->data[SC_STRFOOD])
  2787. str += sc->data[SC_STRFOOD]->val1;
  2788. if(sc->data[SC_BATTLEORDERS])
  2789. str += 5;
  2790. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  2791. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  2792. if(sc->data[SC_LOUD])
  2793. str += 4;
  2794. if(sc->data[SC_TRUESIGHT])
  2795. str += 5;
  2796. if(sc->data[SC_SPURT])
  2797. str += 10;
  2798. if(sc->data[SC_NEN])
  2799. str += sc->data[SC_NEN]->val1;
  2800. if(sc->data[SC_BLESSING]){
  2801. if(sc->data[SC_BLESSING]->val2)
  2802. str += sc->data[SC_BLESSING]->val2;
  2803. else
  2804. str >>= 1;
  2805. }
  2806. if(sc->data[SC_MARIONETTE])
  2807. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  2808. if(sc->data[SC_MARIONETTE2])
  2809. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  2810. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  2811. str = 50;
  2812. return (unsigned short)cap_value(str,0,USHRT_MAX);
  2813. }
  2814. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2815. {
  2816. if(!sc || !sc->count)
  2817. return cap_value(agi,0,USHRT_MAX);
  2818. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2819. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  2820. if(sc->data[SC_INCALLSTATUS])
  2821. agi += sc->data[SC_INCALLSTATUS]->val1;
  2822. if(sc->data[SC_INCAGI])
  2823. agi += sc->data[SC_INCAGI]->val1;
  2824. if(sc->data[SC_AGIFOOD])
  2825. agi += sc->data[SC_AGIFOOD]->val1;
  2826. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  2827. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  2828. if(sc->data[SC_TRUESIGHT])
  2829. agi += 5;
  2830. if(sc->data[SC_INCREASEAGI])
  2831. agi += sc->data[SC_INCREASEAGI]->val2;
  2832. if(sc->data[SC_INCREASING])
  2833. agi += 4; // added based on skill updates [Reddozen]
  2834. if(sc->data[SC_DECREASEAGI])
  2835. agi -= sc->data[SC_DECREASEAGI]->val2;
  2836. if(sc->data[SC_QUAGMIRE])
  2837. agi -= sc->data[SC_QUAGMIRE]->val2;
  2838. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  2839. agi -= sc->data[SC_SUITON]->val2;
  2840. if(sc->data[SC_MARIONETTE])
  2841. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  2842. if(sc->data[SC_MARIONETTE2])
  2843. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  2844. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  2845. agi = 50;
  2846. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  2847. }
  2848. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2849. {
  2850. if(!sc || !sc->count)
  2851. return cap_value(vit,0,USHRT_MAX);
  2852. if(sc->data[SC_INCALLSTATUS])
  2853. vit += sc->data[SC_INCALLSTATUS]->val1;
  2854. if(sc->data[SC_INCVIT])
  2855. vit += sc->data[SC_INCVIT]->val1;
  2856. if(sc->data[SC_VITFOOD])
  2857. vit += sc->data[SC_VITFOOD]->val1;
  2858. if(sc->data[SC_CHANGE])
  2859. vit += sc->data[SC_CHANGE]->val2;
  2860. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  2861. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  2862. if(sc->data[SC_TRUESIGHT])
  2863. vit += 5;
  2864. if(sc->data[SC_STRIPARMOR])
  2865. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  2866. if(sc->data[SC_MARIONETTE])
  2867. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  2868. if(sc->data[SC_MARIONETTE2])
  2869. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  2870. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  2871. vit = 50;
  2872. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  2873. }
  2874. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2875. {
  2876. if(!sc || !sc->count)
  2877. return cap_value(int_,0,USHRT_MAX);
  2878. if(sc->data[SC_INCALLSTATUS])
  2879. int_ += sc->data[SC_INCALLSTATUS]->val1;
  2880. if(sc->data[SC_INCINT])
  2881. int_ += sc->data[SC_INCINT]->val1;
  2882. if(sc->data[SC_INTFOOD])
  2883. int_ += sc->data[SC_INTFOOD]->val1;
  2884. if(sc->data[SC_CHANGE])
  2885. int_ += sc->data[SC_CHANGE]->val3;
  2886. if(sc->data[SC_BATTLEORDERS])
  2887. int_ += 5;
  2888. if(sc->data[SC_TRUESIGHT])
  2889. int_ += 5;
  2890. if(sc->data[SC_BLESSING]){
  2891. if (sc->data[SC_BLESSING]->val2)
  2892. int_ += sc->data[SC_BLESSING]->val2;
  2893. else
  2894. int_ >>= 1;
  2895. }
  2896. if(sc->data[SC_STRIPHELM])
  2897. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  2898. if(sc->data[SC_NEN])
  2899. int_ += sc->data[SC_NEN]->val1;
  2900. if(sc->data[SC_MARIONETTE])
  2901. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  2902. if(sc->data[SC_MARIONETTE2])
  2903. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  2904. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  2905. int_ = 50;
  2906. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  2907. }
  2908. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2909. {
  2910. if(!sc || !sc->count)
  2911. return cap_value(dex,0,USHRT_MAX);
  2912. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2913. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  2914. if(sc->data[SC_INCALLSTATUS])
  2915. dex += sc->data[SC_INCALLSTATUS]->val1;
  2916. if(sc->data[SC_INCDEX])
  2917. dex += sc->data[SC_INCDEX]->val1;
  2918. if(sc->data[SC_DEXFOOD])
  2919. dex += sc->data[SC_DEXFOOD]->val1;
  2920. if(sc->data[SC_BATTLEORDERS])
  2921. dex += 5;
  2922. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  2923. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  2924. if(sc->data[SC_TRUESIGHT])
  2925. dex += 5;
  2926. if(sc->data[SC_QUAGMIRE])
  2927. dex -= sc->data[SC_QUAGMIRE]->val2;
  2928. if(sc->data[SC_BLESSING]){
  2929. if (sc->data[SC_BLESSING]->val2)
  2930. dex += sc->data[SC_BLESSING]->val2;
  2931. else
  2932. dex >>= 1;
  2933. }
  2934. if(sc->data[SC_INCREASING])
  2935. dex += 4; // added based on skill updates [Reddozen]
  2936. if(sc->data[SC_MARIONETTE])
  2937. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  2938. if(sc->data[SC_MARIONETTE2])
  2939. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  2940. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  2941. dex = 50;
  2942. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  2943. }
  2944. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2945. {
  2946. if(!sc || !sc->count)
  2947. return cap_value(luk,0,USHRT_MAX);
  2948. if(sc->data[SC_CURSE])
  2949. return 0;
  2950. if(sc->data[SC_INCALLSTATUS])
  2951. luk += sc->data[SC_INCALLSTATUS]->val1;
  2952. if(sc->data[SC_INCLUK])
  2953. luk += sc->data[SC_INCLUK]->val1;
  2954. if(sc->data[SC_LUKFOOD])
  2955. luk += sc->data[SC_LUKFOOD]->val1;
  2956. if(sc->data[SC_TRUESIGHT])
  2957. luk += 5;
  2958. if(sc->data[SC_GLORIA])
  2959. luk += 30;
  2960. if(sc->data[SC_MARIONETTE])
  2961. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  2962. if(sc->data[SC_MARIONETTE2])
  2963. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  2964. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  2965. luk = 50;
  2966. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  2967. }
  2968. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2969. {
  2970. if(!sc || !sc->count)
  2971. return cap_value(batk,0,USHRT_MAX);
  2972. if(sc->data[SC_INCBASEATK])
  2973. batk += sc->data[SC_INCBASEATK]->val1;
  2974. if(sc->data[SC_ATKPOTION])
  2975. batk += sc->data[SC_ATKPOTION]->val1;
  2976. if(sc->data[SC_BATKFOOD])
  2977. batk += sc->data[SC_BATKFOOD]->val1;
  2978. if(sc->data[SC_INCATKRATE])
  2979. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  2980. if(sc->data[SC_PROVOKE])
  2981. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  2982. if(sc->data[SC_CONCENTRATION])
  2983. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  2984. if(sc->data[SC_SKE])
  2985. batk += batk * 3;
  2986. if(sc->data[SC_BLOODLUST])
  2987. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  2988. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  2989. batk -= batk * 25/100;
  2990. if(sc->data[SC_CURSE])
  2991. batk -= batk * 25/100;
  2992. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2993. // if(sc->data[SC_BLEEDING])
  2994. // batk -= batk * 25/100;
  2995. if(sc->data[SC_FLEET])
  2996. batk += batk * sc->data[SC_FLEET]->val3/100;
  2997. if(sc->data[SC_GATLINGFEVER])
  2998. batk += sc->data[SC_GATLINGFEVER]->val3;
  2999. if(sc->data[SC_MADNESSCANCEL])
  3000. batk += 100;
  3001. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3002. }
  3003. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3004. {
  3005. if(!sc || !sc->count)
  3006. return cap_value(watk,0,USHRT_MAX);
  3007. if(sc->data[SC_IMPOSITIO])
  3008. watk += sc->data[SC_IMPOSITIO]->val2;
  3009. if(sc->data[SC_WATKFOOD])
  3010. watk += sc->data[SC_WATKFOOD]->val1;
  3011. if(sc->data[SC_DRUMBATTLE])
  3012. watk += sc->data[SC_DRUMBATTLE]->val2;
  3013. if(sc->data[SC_VOLCANO])
  3014. watk += sc->data[SC_VOLCANO]->val2;
  3015. if(sc->data[SC_INCATKRATE])
  3016. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3017. if(sc->data[SC_PROVOKE])
  3018. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3019. if(sc->data[SC_CONCENTRATION])
  3020. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3021. if(sc->data[SC_SKE])
  3022. watk += watk * 3;
  3023. if(sc->data[SC_NIBELUNGEN]) {
  3024. if (bl->type != BL_PC)
  3025. watk += sc->data[SC_NIBELUNGEN]->val2;
  3026. else {
  3027. TBL_PC *sd = (TBL_PC*)bl;
  3028. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3029. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3030. watk += sc->data[SC_NIBELUNGEN]->val2;
  3031. }
  3032. }
  3033. if(sc->data[SC_BLOODLUST])
  3034. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3035. if(sc->data[SC_FLEET])
  3036. watk += watk * sc->data[SC_FLEET]->val3/100;
  3037. if(sc->data[SC_CURSE])
  3038. watk -= watk * 25/100;
  3039. if(sc->data[SC_STRIPWEAPON])
  3040. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3041. if(sc->data[SC_MERC_ATKUP])
  3042. watk += sc->data[SC_MERC_ATKUP]->val2;
  3043. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3044. }
  3045. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3046. {
  3047. if(!sc || !sc->count)
  3048. return cap_value(matk,0,USHRT_MAX);
  3049. if(sc->data[SC_MATKPOTION])
  3050. matk += sc->data[SC_MATKPOTION]->val1;
  3051. if(sc->data[SC_MATKFOOD])
  3052. matk += sc->data[SC_MATKFOOD]->val1;
  3053. if(sc->data[SC_MAGICPOWER])
  3054. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3055. if(sc->data[SC_MINDBREAKER])
  3056. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3057. if(sc->data[SC_INCMATKRATE])
  3058. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3059. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3060. }
  3061. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3062. {
  3063. if(!sc || !sc->count)
  3064. return cap_value(critical,10,SHRT_MAX);
  3065. if (sc->data[SC_INCCRI])
  3066. critical += sc->data[SC_INCCRI]->val2;
  3067. if (sc->data[SC_EXPLOSIONSPIRITS])
  3068. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3069. if (sc->data[SC_FORTUNE])
  3070. critical += sc->data[SC_FORTUNE]->val2;
  3071. if (sc->data[SC_TRUESIGHT])
  3072. critical += sc->data[SC_TRUESIGHT]->val2;
  3073. if(sc->data[SC_CLOAKING])
  3074. critical += critical;
  3075. return (short)cap_value(critical,10,SHRT_MAX);
  3076. }
  3077. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3078. {
  3079. if(!sc || !sc->count)
  3080. return cap_value(hit,1,SHRT_MAX);
  3081. if(sc->data[SC_INCHIT])
  3082. hit += sc->data[SC_INCHIT]->val1;
  3083. if(sc->data[SC_HITFOOD])
  3084. hit += sc->data[SC_HITFOOD]->val1;
  3085. if(sc->data[SC_TRUESIGHT])
  3086. hit += sc->data[SC_TRUESIGHT]->val3;
  3087. if(sc->data[SC_HUMMING])
  3088. hit += sc->data[SC_HUMMING]->val2;
  3089. if(sc->data[SC_CONCENTRATION])
  3090. hit += sc->data[SC_CONCENTRATION]->val3;
  3091. if(sc->data[SC_INCHITRATE])
  3092. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3093. if(sc->data[SC_BLIND])
  3094. hit -= hit * 25/100;
  3095. if(sc->data[SC_ADJUSTMENT])
  3096. hit -= 30;
  3097. if(sc->data[SC_INCREASING])
  3098. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3099. if(sc->data[SC_MERC_HITUP])
  3100. hit += sc->data[SC_MERC_HITUP]->val2;
  3101. return (short)cap_value(hit,1,SHRT_MAX);
  3102. }
  3103. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3104. {
  3105. if( bl->type == BL_PC )
  3106. {
  3107. if( map_flag_gvg(bl->m) )
  3108. flee -= flee * battle_config.gvg_flee_penalty/100;
  3109. else if( map[bl->m].flag.battleground )
  3110. flee -= flee * battle_config.bg_flee_penalty/100;
  3111. }
  3112. if(!sc || !sc->count)
  3113. return cap_value(flee,1,SHRT_MAX);
  3114. if(sc->data[SC_INCFLEE])
  3115. flee += sc->data[SC_INCFLEE]->val1;
  3116. if(sc->data[SC_FLEEFOOD])
  3117. flee += sc->data[SC_FLEEFOOD]->val1;
  3118. if(sc->data[SC_WHISTLE])
  3119. flee += sc->data[SC_WHISTLE]->val2;
  3120. if(sc->data[SC_WINDWALK])
  3121. flee += sc->data[SC_WINDWALK]->val2;
  3122. if(sc->data[SC_INCFLEERATE])
  3123. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3124. if(sc->data[SC_VIOLENTGALE])
  3125. flee += sc->data[SC_VIOLENTGALE]->val2;
  3126. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3127. flee += sc->data[SC_MOON_COMFORT]->val2;
  3128. if(sc->data[SC_CLOSECONFINE])
  3129. flee += 10;
  3130. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  3131. flee -= flee * 50/100;
  3132. if(sc->data[SC_BERSERK])
  3133. flee -= flee * 50/100;
  3134. if(sc->data[SC_BLIND])
  3135. flee -= flee * 25/100;
  3136. if(sc->data[SC_ADJUSTMENT])
  3137. flee += 30;
  3138. if(sc->data[SC_GATLINGFEVER])
  3139. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3140. if(sc->data[SC_SPEED])
  3141. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  3142. if(sc->data[SC_MERC_FLEEUP])
  3143. flee += sc->data[SC_MERC_FLEEUP]->val2;
  3144. return (short)cap_value(flee,1,SHRT_MAX);
  3145. }
  3146. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3147. {
  3148. if(!sc || !sc->count)
  3149. return cap_value(flee2,10,SHRT_MAX);
  3150. if(sc->data[SC_INCFLEE2])
  3151. flee2 += sc->data[SC_INCFLEE2]->val2;
  3152. if(sc->data[SC_WHISTLE])
  3153. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3154. return (short)cap_value(flee2,10,SHRT_MAX);
  3155. }
  3156. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3157. {
  3158. if(!sc || !sc->count)
  3159. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3160. if(sc->data[SC_BERSERK])
  3161. return 0;
  3162. if(sc->data[SC_SKA])
  3163. return sc->data[SC_SKA]->val3;
  3164. if(sc->data[SC_BARRIER])
  3165. return 100;
  3166. if(sc->data[SC_KEEPING])
  3167. return 90;
  3168. if(sc->data[SC_STEELBODY])
  3169. return 90;
  3170. if(sc->data[SC_INCDEF])
  3171. def += sc->data[SC_INCDEF]->val1;
  3172. if(sc->data[SC_ARMORCHANGE])
  3173. def += sc->data[SC_ARMORCHANGE]->val2;
  3174. if(sc->data[SC_DRUMBATTLE])
  3175. def += sc->data[SC_DRUMBATTLE]->val3;
  3176. if(sc->data[SC_DEFENCE]) //[orn]
  3177. def += sc->data[SC_DEFENCE]->val2 ;
  3178. if(sc->data[SC_INCDEFRATE])
  3179. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3180. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3181. def >>=1;
  3182. if(sc->data[SC_FREEZE])
  3183. def >>=1;
  3184. if(sc->data[SC_SIGNUMCRUCIS])
  3185. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3186. if(sc->data[SC_CONCENTRATION])
  3187. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3188. if(sc->data[SC_SKE])
  3189. def >>=1;
  3190. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3191. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3192. if(sc->data[SC_STRIPSHIELD])
  3193. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3194. if (sc->data[SC_FLING])
  3195. def -= def * (sc->data[SC_FLING]->val2)/100;
  3196. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3197. }
  3198. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3199. {
  3200. if(!sc || !sc->count)
  3201. return cap_value(def2,1,SHRT_MAX);
  3202. if(sc->data[SC_BERSERK])
  3203. return 0;
  3204. if(sc->data[SC_ETERNALCHAOS])
  3205. return 0;
  3206. if(sc->data[SC_SUN_COMFORT])
  3207. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3208. if(sc->data[SC_ANGELUS])
  3209. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3210. if(sc->data[SC_CONCENTRATION])
  3211. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3212. if(sc->data[SC_POISON])
  3213. def2 -= def2 * 25/100;
  3214. if(sc->data[SC_DPOISON])
  3215. def2 -= def2 * 25/100;
  3216. if(sc->data[SC_SKE])
  3217. def2 -= def2 * 50/100;
  3218. if(sc->data[SC_PROVOKE])
  3219. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3220. if(sc->data[SC_JOINTBEAT])
  3221. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  3222. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  3223. if(sc->data[SC_FLING])
  3224. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3225. return (short)cap_value(def2,1,SHRT_MAX);
  3226. }
  3227. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3228. {
  3229. if(!sc || !sc->count)
  3230. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3231. if(sc->data[SC_BERSERK])
  3232. return 0;
  3233. if(sc->data[SC_BARRIER])
  3234. return 100;
  3235. if(sc->data[SC_STEELBODY])
  3236. return 90;
  3237. if(sc->data[SC_SKA])
  3238. return 90;
  3239. if(sc->data[SC_ARMORCHANGE])
  3240. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3241. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3242. mdef += 25*mdef/100;
  3243. if(sc->data[SC_FREEZE])
  3244. mdef += 25*mdef/100;
  3245. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3246. mdef += sc->data[SC_ENDURE]->val1;
  3247. if(sc->data[SC_CONCENTRATION])
  3248. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3249. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3250. }
  3251. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3252. {
  3253. if(!sc || !sc->count)
  3254. return cap_value(mdef2,1,SHRT_MAX);
  3255. if(sc->data[SC_BERSERK])
  3256. return 0;
  3257. if(sc->data[SC_MINDBREAKER])
  3258. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3259. return (short)cap_value(mdef2,1,SHRT_MAX);
  3260. }
  3261. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3262. {
  3263. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3264. int speed_rate;
  3265. if( sc == NULL )
  3266. return cap_value(speed,10,USHRT_MAX);
  3267. if( sd && sd->ud.skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  3268. {
  3269. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  3270. }
  3271. else
  3272. {
  3273. speed_rate = 100;
  3274. //GetMoveHasteValue2()
  3275. {
  3276. int val = 0;
  3277. if( sc->data[SC_FUSION] )
  3278. val = 25;
  3279. else
  3280. if( sd && pc_isriding(sd) )
  3281. val = 25;
  3282. speed_rate -= val;
  3283. }
  3284. //GetMoveSlowValue()
  3285. {
  3286. int val = 0;
  3287. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  3288. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  3289. else
  3290. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  3291. val = sc->data[SC_CHASEWALK]->val3;
  3292. else
  3293. {
  3294. // Longing for Freedom cancels song/dance penalty
  3295. if( sc->data[SC_LONGING] )
  3296. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  3297. else
  3298. if( sd && sc->data[SC_DANCING] )
  3299. val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
  3300. if( sc->data[SC_DECREASEAGI] )
  3301. val = max( val, 25 );
  3302. if( sc->data[SC_QUAGMIRE] )
  3303. val = max( val, 50 );
  3304. if( sc->data[SC_DONTFORGETME] )
  3305. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  3306. if( sc->data[SC_CURSE] )
  3307. val = max( val, 300 );
  3308. if( sc->data[SC_CHASEWALK] )
  3309. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  3310. if( sc->data[SC_WEDDING] )
  3311. val = max( val, 100 );
  3312. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  3313. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  3314. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  3315. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  3316. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  3317. val = max( val, 75 );
  3318. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  3319. val = max( val, 100 );
  3320. if( sc->data[SC_GATLINGFEVER] )
  3321. val = max( val, 100 );
  3322. if( sc->data[SC_SUITON] )
  3323. val = max( val, sc->data[SC_SUITON]->val3 );
  3324. if( sc->data[SC_SWOO] )
  3325. val = max( val, 300 );
  3326. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  3327. val = max( val, sd->speed_rate + sd->speed_add_rate );
  3328. }
  3329. speed_rate += val;
  3330. }
  3331. //GetMoveHasteValue1()
  3332. {
  3333. int val = 0;
  3334. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  3335. val = max( val, 50 );
  3336. if( sc->data[SC_INCREASEAGI] )
  3337. val = max( val, 25 );
  3338. if( sc->data[SC_WINDWALK] )
  3339. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  3340. if( sc->data[SC_CARTBOOST] )
  3341. val = max( val, 20 );
  3342. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  3343. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  3344. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  3345. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  3346. if( sc->data[SC_BERSERK] )
  3347. val = max( val, 25 );
  3348. if( sc->data[SC_RUN] )
  3349. val = max( val, 55 );
  3350. if( sc->data[SC_AVOID] )
  3351. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  3352. //FIXME: official items use a single bonus for this [ultramage]
  3353. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  3354. val = max( val, 25 );
  3355. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  3356. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  3357. speed_rate -= val;
  3358. }
  3359. if( speed_rate < 40 )
  3360. speed_rate = 40;
  3361. }
  3362. //GetSpeed()
  3363. {
  3364. if( sd && pc_iscarton(sd) )
  3365. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  3366. if( speed_rate != 100 )
  3367. speed = speed * speed_rate / 100;
  3368. if( sc->data[SC_STEELBODY] )
  3369. speed = 200;
  3370. if( sc->data[SC_DEFENDER] )
  3371. speed = max(speed, 200);
  3372. if( sc->data[SC_WALKSPEED] ) // ChangeSpeed
  3373. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  3374. }
  3375. return (short)cap_value(speed,10,USHRT_MAX);
  3376. }
  3377. /// Calculates an object's ASPD modifier (alters the base amotion value).
  3378. /// Note that the scale of aspd_rate is 1000 = 100%.
  3379. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3380. {
  3381. int i;
  3382. if(!sc || !sc->count)
  3383. return cap_value(aspd_rate,0,SHRT_MAX);
  3384. if(!sc->data[SC_QUAGMIRE])
  3385. {
  3386. int max = 0;
  3387. if(sc->data[SC_STAR_COMFORT])
  3388. max = sc->data[SC_STAR_COMFORT]->val2;
  3389. if(sc->data[SC_TWOHANDQUICKEN] &&
  3390. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3391. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3392. if(sc->data[SC_ONEHAND] &&
  3393. max < sc->data[SC_ONEHAND]->val2)
  3394. max = sc->data[SC_ONEHAND]->val2;
  3395. if(sc->data[SC_MERC_QUICKEN] &&
  3396. max < sc->data[SC_MERC_QUICKEN]->val2)
  3397. max = sc->data[SC_MERC_QUICKEN]->val2;
  3398. if(sc->data[SC_ADRENALINE2] &&
  3399. max < sc->data[SC_ADRENALINE2]->val3)
  3400. max = sc->data[SC_ADRENALINE2]->val3;
  3401. if(sc->data[SC_ADRENALINE] &&
  3402. max < sc->data[SC_ADRENALINE]->val3)
  3403. max = sc->data[SC_ADRENALINE]->val3;
  3404. if(sc->data[SC_SPEARQUICKEN] &&
  3405. max < sc->data[SC_SPEARQUICKEN]->val2)
  3406. max = sc->data[SC_SPEARQUICKEN]->val2;
  3407. if(sc->data[SC_GATLINGFEVER] &&
  3408. max < sc->data[SC_GATLINGFEVER]->val2)
  3409. max = sc->data[SC_GATLINGFEVER]->val2;
  3410. if(sc->data[SC_FLEET] &&
  3411. max < sc->data[SC_FLEET]->val2)
  3412. max = sc->data[SC_FLEET]->val2;
  3413. if(sc->data[SC_ASSNCROS] &&
  3414. max < sc->data[SC_ASSNCROS]->val2)
  3415. {
  3416. if (bl->type!=BL_PC)
  3417. max = sc->data[SC_ASSNCROS]->val2;
  3418. else
  3419. switch(((TBL_PC*)bl)->status.weapon)
  3420. {
  3421. case W_BOW:
  3422. case W_REVOLVER:
  3423. case W_RIFLE:
  3424. case W_GATLING:
  3425. case W_SHOTGUN:
  3426. case W_GRENADE:
  3427. break;
  3428. default:
  3429. max = sc->data[SC_ASSNCROS]->val2;
  3430. }
  3431. }
  3432. aspd_rate -= max;
  3433. //These stack with the rest of bonuses.
  3434. if(sc->data[SC_BERSERK])
  3435. aspd_rate -= 300;
  3436. else if(sc->data[SC_MADNESSCANCEL])
  3437. aspd_rate -= 200;
  3438. }
  3439. if(sc->data[SC_INCASPDRATE])
  3440. aspd_rate -= sc->data[SC_INCASPDRATE]->val2;
  3441. if(sc->data[i=SC_ASPDPOTION3] ||
  3442. sc->data[i=SC_ASPDPOTION2] ||
  3443. sc->data[i=SC_ASPDPOTION1] ||
  3444. sc->data[i=SC_ASPDPOTION0])
  3445. aspd_rate -= sc->data[i]->val2;
  3446. if(sc->data[SC_DONTFORGETME])
  3447. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  3448. if(sc->data[SC_LONGING])
  3449. aspd_rate += sc->data[SC_LONGING]->val2;
  3450. if(sc->data[SC_STEELBODY])
  3451. aspd_rate += 250;
  3452. if(sc->data[SC_SKA])
  3453. aspd_rate += 250;
  3454. if(sc->data[SC_DEFENDER])
  3455. aspd_rate += sc->data[SC_DEFENDER]->val4;
  3456. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3457. aspd_rate += 250;
  3458. if(sc->data[SC_GRAVITATION])
  3459. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  3460. if(sc->data[SC_JOINTBEAT]) {
  3461. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  3462. aspd_rate += 250;
  3463. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  3464. aspd_rate += 100;
  3465. }
  3466. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  3467. }
  3468. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3469. {
  3470. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  3471. return cap_value(dmotion,0,USHRT_MAX);
  3472. if( sc->data[SC_ENDURE] )
  3473. return 0;
  3474. if( sc->data[SC_CONCENTRATION] )
  3475. return 0;
  3476. if( sc->data[SC_RUN] )
  3477. return 0;
  3478. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  3479. }
  3480. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3481. {
  3482. if(!sc || !sc->count)
  3483. return cap_value(maxhp,1,UINT_MAX);
  3484. if(sc->data[SC_INCMHPRATE])
  3485. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  3486. if(sc->data[SC_APPLEIDUN])
  3487. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  3488. if(sc->data[SC_DELUGE])
  3489. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  3490. if(sc->data[SC_BERSERK])
  3491. maxhp += maxhp * 2;
  3492. if(sc->data[SC_MARIONETTE])
  3493. maxhp -= 1000;
  3494. if(sc->data[SC_MERC_HPUP])
  3495. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  3496. return cap_value(maxhp,1,UINT_MAX);
  3497. }
  3498. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3499. {
  3500. if(!sc || !sc->count)
  3501. return cap_value(maxsp,1,UINT_MAX);
  3502. if(sc->data[SC_INCMSPRATE])
  3503. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  3504. if(sc->data[SC_SERVICE4U])
  3505. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  3506. if(sc->data[SC_MERC_SPUP])
  3507. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  3508. return cap_value(maxsp,1,UINT_MAX);
  3509. }
  3510. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3511. {
  3512. if(!sc || !sc->count)
  3513. return element;
  3514. if(sc->data[SC_FREEZE])
  3515. return ELE_WATER;
  3516. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3517. return ELE_EARTH;
  3518. if(sc->data[SC_BENEDICTIO])
  3519. return ELE_HOLY;
  3520. if(sc->data[SC_CHANGEUNDEAD])
  3521. return ELE_UNDEAD;
  3522. if(sc->data[SC_ELEMENTALCHANGE])
  3523. return sc->data[SC_ELEMENTALCHANGE]->val2;
  3524. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3525. }
  3526. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3527. {
  3528. if(!sc || !sc->count)
  3529. return lv;
  3530. if(sc->data[SC_FREEZE])
  3531. return 1;
  3532. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3533. return 1;
  3534. if(sc->data[SC_BENEDICTIO])
  3535. return 1;
  3536. if(sc->data[SC_CHANGEUNDEAD])
  3537. return 1;
  3538. if(sc->data[SC_ELEMENTALCHANGE])
  3539. return sc->data[SC_ELEMENTALCHANGE]->val1;
  3540. return (unsigned char)cap_value(lv,1,4);
  3541. }
  3542. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3543. {
  3544. if(!sc || !sc->count)
  3545. return element;
  3546. if(sc->data[SC_ENCHANTARMS])
  3547. return sc->data[SC_ENCHANTARMS]->val2;
  3548. if(sc->data[SC_WATERWEAPON])
  3549. return ELE_WATER;
  3550. if(sc->data[SC_EARTHWEAPON])
  3551. return ELE_EARTH;
  3552. if(sc->data[SC_FIREWEAPON])
  3553. return ELE_FIRE;
  3554. if(sc->data[SC_WINDWEAPON])
  3555. return ELE_WIND;
  3556. if(sc->data[SC_ENCPOISON])
  3557. return ELE_POISON;
  3558. if(sc->data[SC_ASPERSIO])
  3559. return ELE_HOLY;
  3560. if(sc->data[SC_SHADOWWEAPON])
  3561. return ELE_DARK;
  3562. if(sc->data[SC_GHOSTWEAPON])
  3563. return ELE_GHOST;
  3564. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3565. }
  3566. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3567. {
  3568. if(!sc || !sc->count)
  3569. return mode;
  3570. if(sc->data[SC_MODECHANGE]) {
  3571. if (sc->data[SC_MODECHANGE]->val2)
  3572. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  3573. if (sc->data[SC_MODECHANGE]->val3)
  3574. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  3575. if (sc->data[SC_MODECHANGE]->val4)
  3576. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  3577. }
  3578. return cap_value(mode,0,USHRT_MAX);
  3579. }
  3580. const char* status_get_name(struct block_list *bl)
  3581. {
  3582. nullpo_retr(0, bl);
  3583. switch (bl->type) {
  3584. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  3585. case BL_MOB: return ((TBL_MOB*)bl)->name;
  3586. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  3587. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  3588. case BL_NPC: return ((TBL_NPC*)bl)->name;
  3589. }
  3590. return "Unknown";
  3591. }
  3592. /*==========================================
  3593. * 対象のClassを返す(汎用)
  3594. * 戻りは整数で0以上
  3595. *------------------------------------------*/
  3596. int status_get_class(struct block_list *bl)
  3597. {
  3598. nullpo_retr(0, bl);
  3599. switch( bl->type )
  3600. {
  3601. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  3602. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  3603. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  3604. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  3605. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  3606. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  3607. }
  3608. return 0;
  3609. }
  3610. /*==========================================
  3611. * 対象のレベルを返す(汎用)
  3612. * 戻りは整数で0以上
  3613. *------------------------------------------*/
  3614. int status_get_lv(struct block_list *bl)
  3615. {
  3616. nullpo_retr(0, bl);
  3617. switch (bl->type) {
  3618. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  3619. case BL_MOB: return ((TBL_MOB*)bl)->level;
  3620. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  3621. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  3622. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  3623. }
  3624. return 1;
  3625. }
  3626. struct regen_data *status_get_regen_data(struct block_list *bl)
  3627. {
  3628. nullpo_retr(NULL, bl);
  3629. switch (bl->type) {
  3630. case BL_PC: return &((TBL_PC*)bl)->regen;
  3631. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  3632. case BL_MER: return &((TBL_MER*)bl)->regen;
  3633. default:
  3634. return NULL;
  3635. }
  3636. }
  3637. struct status_data *status_get_status_data(struct block_list *bl)
  3638. {
  3639. nullpo_retr(&dummy_status, bl);
  3640. switch (bl->type) {
  3641. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  3642. case BL_MOB: return &((TBL_MOB*)bl)->status;
  3643. case BL_PET: return &((TBL_PET*)bl)->status;
  3644. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  3645. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  3646. default:
  3647. return &dummy_status;
  3648. }
  3649. }
  3650. struct status_data *status_get_base_status(struct block_list *bl)
  3651. {
  3652. nullpo_retr(NULL, bl);
  3653. switch (bl->type) {
  3654. case BL_PC: return &((TBL_PC*)bl)->base_status;
  3655. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  3656. case BL_PET: return &((TBL_PET*)bl)->db->status;
  3657. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  3658. case BL_MER: return &((TBL_MER*)bl)->base_status;
  3659. default:
  3660. return NULL;
  3661. }
  3662. }
  3663. signed char status_get_def(struct block_list *bl)
  3664. {
  3665. struct unit_data *ud;
  3666. struct status_data *status = status_get_status_data(bl);
  3667. int def = status?status->def:0;
  3668. ud = unit_bl2ud(bl);
  3669. if (ud && ud->skilltimer != -1)
  3670. def -= def * skill_get_castdef(ud->skillid)/100;
  3671. return cap_value(def, CHAR_MIN, CHAR_MAX);
  3672. }
  3673. unsigned short status_get_speed(struct block_list *bl)
  3674. {
  3675. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3676. return ((struct npc_data *)bl)->speed;
  3677. return status_get_status_data(bl)->speed;
  3678. }
  3679. int status_get_party_id(struct block_list *bl)
  3680. {
  3681. nullpo_retr(0, bl);
  3682. switch (bl->type) {
  3683. case BL_PC:
  3684. return ((TBL_PC*)bl)->status.party_id;
  3685. case BL_PET:
  3686. if (((TBL_PET*)bl)->msd)
  3687. return ((TBL_PET*)bl)->msd->status.party_id;
  3688. break;
  3689. case BL_MOB:
  3690. {
  3691. struct mob_data *md=(TBL_MOB*)bl;
  3692. if( md->master_id>0 )
  3693. {
  3694. struct map_session_data *msd;
  3695. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3696. return msd->status.party_id;
  3697. return -md->master_id;
  3698. }
  3699. }
  3700. break;
  3701. case BL_HOM:
  3702. if (((TBL_HOM*)bl)->master)
  3703. return ((TBL_HOM*)bl)->master->status.party_id;
  3704. break;
  3705. case BL_MER:
  3706. if (((TBL_MER*)bl)->master)
  3707. return ((TBL_MER*)bl)->master->status.party_id;
  3708. break;
  3709. case BL_SKILL:
  3710. return ((TBL_SKILL*)bl)->group->party_id;
  3711. }
  3712. return 0;
  3713. }
  3714. int status_get_guild_id(struct block_list *bl)
  3715. {
  3716. nullpo_retr(0, bl);
  3717. switch (bl->type) {
  3718. case BL_PC:
  3719. return ((TBL_PC*)bl)->status.guild_id;
  3720. case BL_PET:
  3721. if (((TBL_PET*)bl)->msd)
  3722. return ((TBL_PET*)bl)->msd->status.guild_id;
  3723. break;
  3724. case BL_MOB:
  3725. {
  3726. struct map_session_data *msd;
  3727. struct mob_data *md = (struct mob_data *)bl;
  3728. if (md->guardian_data) //Guardian's guild [Skotlex]
  3729. return md->guardian_data->guild_id;
  3730. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3731. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3732. }
  3733. break;
  3734. case BL_HOM:
  3735. if (((TBL_HOM*)bl)->master)
  3736. return ((TBL_HOM*)bl)->master->status.guild_id;
  3737. break;
  3738. case BL_MER:
  3739. if (((TBL_MER*)bl)->master)
  3740. return ((TBL_MER*)bl)->master->status.guild_id;
  3741. break;
  3742. case BL_NPC:
  3743. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  3744. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3745. break;
  3746. case BL_SKILL:
  3747. return ((TBL_SKILL*)bl)->group->guild_id;
  3748. }
  3749. return 0;
  3750. }
  3751. int status_get_emblem_id(struct block_list *bl)
  3752. {
  3753. nullpo_retr(0, bl);
  3754. switch (bl->type) {
  3755. case BL_PC:
  3756. return ((TBL_PC*)bl)->guild_emblem_id;
  3757. case BL_PET:
  3758. if (((TBL_PET*)bl)->msd)
  3759. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  3760. break;
  3761. case BL_MOB:
  3762. {
  3763. struct map_session_data *msd;
  3764. struct mob_data *md = (struct mob_data *)bl;
  3765. if (md->guardian_data) //Guardian's guild [Skotlex]
  3766. return md->guardian_data->emblem_id;
  3767. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3768. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  3769. }
  3770. break;
  3771. case BL_HOM:
  3772. if (((TBL_HOM*)bl)->master)
  3773. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  3774. break;
  3775. case BL_MER:
  3776. if (((TBL_MER*)bl)->master)
  3777. return ((TBL_MER*)bl)->master->guild_emblem_id;
  3778. break;
  3779. case BL_NPC:
  3780. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  3781. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  3782. if (g)
  3783. return g->emblem_id;
  3784. }
  3785. break;
  3786. }
  3787. return 0;
  3788. }
  3789. int status_get_mexp(struct block_list *bl)
  3790. {
  3791. nullpo_retr(0, bl);
  3792. if(bl->type==BL_MOB)
  3793. return ((struct mob_data *)bl)->db->mexp;
  3794. if(bl->type==BL_PET)
  3795. return ((struct pet_data *)bl)->db->mexp;
  3796. return 0;
  3797. }
  3798. int status_get_race2(struct block_list *bl)
  3799. {
  3800. nullpo_retr(0, bl);
  3801. if(bl->type == BL_MOB)
  3802. return ((struct mob_data *)bl)->db->race2;
  3803. if(bl->type==BL_PET)
  3804. return ((struct pet_data *)bl)->db->race2;
  3805. return 0;
  3806. }
  3807. int status_isdead(struct block_list *bl)
  3808. {
  3809. nullpo_retr(0, bl);
  3810. return status_get_status_data(bl)->hp == 0;
  3811. }
  3812. int status_isimmune(struct block_list *bl)
  3813. {
  3814. struct status_change *sc =status_get_sc(bl);
  3815. if (sc && sc->data[SC_HERMODE])
  3816. return 100;
  3817. if (bl->type == BL_PC &&
  3818. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  3819. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3820. return 0;
  3821. }
  3822. struct view_data* status_get_viewdata(struct block_list *bl)
  3823. {
  3824. nullpo_retr(NULL, bl);
  3825. switch (bl->type) {
  3826. case BL_PC: return &((TBL_PC*)bl)->vd;
  3827. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  3828. case BL_PET: return &((TBL_PET*)bl)->vd;
  3829. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  3830. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  3831. case BL_MER: return ((TBL_MER*)bl)->vd;
  3832. }
  3833. return NULL;
  3834. }
  3835. void status_set_viewdata(struct block_list *bl, int class_)
  3836. {
  3837. struct view_data* vd;
  3838. nullpo_retv(bl);
  3839. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3840. vd = mob_get_viewdata(class_);
  3841. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3842. vd = npc_get_viewdata(class_);
  3843. else if (homdb_checkid(class_))
  3844. vd = merc_get_hom_viewdata(class_);
  3845. else if (merc_class(class_))
  3846. vd = merc_get_viewdata(class_);
  3847. else
  3848. vd = NULL;
  3849. switch (bl->type) {
  3850. case BL_PC:
  3851. {
  3852. TBL_PC* sd = (TBL_PC*)bl;
  3853. if (pcdb_checkid(class_)) {
  3854. if (sd->sc.option&OPTION_WEDDING)
  3855. class_ = JOB_WEDDING;
  3856. else
  3857. if (sd->sc.option&OPTION_SUMMER)
  3858. class_ = JOB_SUMMER;
  3859. else
  3860. if (sd->sc.option&OPTION_XMAS)
  3861. class_ = JOB_XMAS;
  3862. else
  3863. if (sd->sc.option&OPTION_RIDING)
  3864. switch (class_)
  3865. { //Adapt class to a Mounted one.
  3866. case JOB_KNIGHT:
  3867. class_ = JOB_KNIGHT2;
  3868. break;
  3869. case JOB_CRUSADER:
  3870. class_ = JOB_CRUSADER2;
  3871. break;
  3872. case JOB_LORD_KNIGHT:
  3873. class_ = JOB_LORD_KNIGHT2;
  3874. break;
  3875. case JOB_PALADIN:
  3876. class_ = JOB_PALADIN2;
  3877. break;
  3878. case JOB_BABY_KNIGHT:
  3879. class_ = JOB_BABY_KNIGHT2;
  3880. break;
  3881. case JOB_BABY_CRUSADER:
  3882. class_ = JOB_BABY_CRUSADER2;
  3883. break;
  3884. }
  3885. sd->vd.class_ = class_;
  3886. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3887. sd->vd.head_top = sd->status.head_top;
  3888. sd->vd.head_mid = sd->status.head_mid;
  3889. sd->vd.head_bottom = sd->status.head_bottom;
  3890. sd->vd.hair_style = sd->status.hair;
  3891. sd->vd.hair_color = sd->status.hair_color;
  3892. sd->vd.cloth_color = sd->status.clothes_color;
  3893. sd->vd.sex = sd->status.sex;
  3894. } else if (vd)
  3895. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3896. else
  3897. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3898. }
  3899. break;
  3900. case BL_MOB:
  3901. {
  3902. TBL_MOB* md = (TBL_MOB*)bl;
  3903. if (vd)
  3904. md->vd = vd;
  3905. else
  3906. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3907. }
  3908. break;
  3909. case BL_PET:
  3910. {
  3911. TBL_PET* pd = (TBL_PET*)bl;
  3912. if (vd) {
  3913. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3914. if (!pcdb_checkid(vd->class_)) {
  3915. pd->vd.hair_style = battle_config.pet_hair_style;
  3916. if(pd->pet.equip) {
  3917. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3918. if (!pd->vd.head_bottom)
  3919. pd->vd.head_bottom = pd->pet.equip;
  3920. }
  3921. }
  3922. } else
  3923. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3924. }
  3925. break;
  3926. case BL_NPC:
  3927. {
  3928. TBL_NPC* nd = (TBL_NPC*)bl;
  3929. if (vd)
  3930. nd->vd = vd;
  3931. else
  3932. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3933. }
  3934. break;
  3935. case BL_HOM: //[blackhole89]
  3936. {
  3937. struct homun_data *hd = (struct homun_data*)bl;
  3938. if (vd)
  3939. hd->vd = vd;
  3940. else
  3941. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3942. }
  3943. break;
  3944. case BL_MER:
  3945. {
  3946. struct mercenary_data *md = (struct mercenary_data*)bl;
  3947. if (vd)
  3948. md->vd = vd;
  3949. else
  3950. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  3951. }
  3952. break;
  3953. }
  3954. vd = status_get_viewdata(bl);
  3955. if (vd && vd->cloth_color && (
  3956. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3957. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3958. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  3959. ))
  3960. vd->cloth_color = 0;
  3961. }
  3962. /// Returns the status_change data of bl or NULL if it doesn't exist.
  3963. struct status_change *status_get_sc(struct block_list *bl)
  3964. {
  3965. if( bl )
  3966. switch (bl->type) {
  3967. case BL_PC: return &((TBL_PC*)bl)->sc;
  3968. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  3969. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  3970. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  3971. case BL_MER: return &((TBL_MER*)bl)->sc;
  3972. }
  3973. return NULL;
  3974. }
  3975. void status_change_init(struct block_list *bl)
  3976. {
  3977. struct status_change *sc = status_get_sc(bl);
  3978. nullpo_retv(sc);
  3979. memset(sc, 0, sizeof (struct status_change));
  3980. }
  3981. //Applies SC defense to a given status change.
  3982. //Returns the adjusted duration based on flag values.
  3983. //the flag values are the same as in status_change_start.
  3984. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  3985. {
  3986. int sc_def, tick_def = 0;
  3987. struct status_data* status;
  3988. struct status_change* sc;
  3989. struct map_session_data *sd;
  3990. nullpo_retr(0, bl);
  3991. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3992. if (status_isimmune(bl))
  3993. switch (type)
  3994. {
  3995. case SC_DECREASEAGI:
  3996. case SC_SILENCE:
  3997. case SC_COMA:
  3998. case SC_INCREASEAGI:
  3999. case SC_BLESSING:
  4000. case SC_SLOWPOISON:
  4001. case SC_IMPOSITIO:
  4002. case SC_AETERNA:
  4003. case SC_SUFFRAGIUM:
  4004. case SC_BENEDICTIO:
  4005. case SC_PROVIDENCE:
  4006. case SC_KYRIE:
  4007. case SC_ASSUMPTIO:
  4008. case SC_ANGELUS:
  4009. case SC_MAGNIFICAT:
  4010. case SC_GLORIA:
  4011. case SC_WINDWALK:
  4012. case SC_MAGICROD:
  4013. case SC_HALLUCINATION:
  4014. case SC_STONE:
  4015. case SC_QUAGMIRE:
  4016. case SC_SUITON:
  4017. return 0;
  4018. }
  4019. sd = BL_CAST(BL_PC,bl);
  4020. status = status_get_status_data(bl);
  4021. switch (type)
  4022. {
  4023. case SC_STUN:
  4024. case SC_POISON:
  4025. case SC_DPOISON:
  4026. case SC_SILENCE:
  4027. case SC_BLEEDING:
  4028. sc_def = 3 +status->vit;
  4029. break;
  4030. case SC_SLEEP:
  4031. sc_def = 3 +status->int_;
  4032. break;
  4033. case SC_DECREASEAGI:
  4034. if (sd) tick>>=1; //Half duration for players.
  4035. case SC_STONE:
  4036. case SC_FREEZE:
  4037. sc_def = 3 +status->mdef;
  4038. break;
  4039. case SC_CURSE:
  4040. //Special property: inmunity when luk is greater than level or zero
  4041. if (status->luk > status_get_lv(bl) || status->luk == 0)
  4042. return 0;
  4043. else
  4044. sc_def = 3 +status->luk;
  4045. tick_def = status->vit;
  4046. break;
  4047. case SC_BLIND:
  4048. sc_def = 3 +(status->vit + status->int_)/2;
  4049. break;
  4050. case SC_CONFUSION:
  4051. sc_def = 3 +(status->str + status->int_)/2;
  4052. break;
  4053. case SC_ANKLE:
  4054. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4055. tick /= 5;
  4056. sc_def = status->agi / 2;
  4057. break;
  4058. case SC_MAGICMIRROR:
  4059. case SC_ARMORCHANGE:
  4060. if (sd) //Duration greatly reduced for players.
  4061. tick /= 15;
  4062. //No defense against it (buff).
  4063. default:
  4064. //Effect that cannot be reduced? Likely a buff.
  4065. if (!(rand()%10000 < rate))
  4066. return 0;
  4067. return tick?tick:1;
  4068. }
  4069. if (sd) {
  4070. if (battle_config.pc_sc_def_rate != 100)
  4071. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4072. if (sc_def < battle_config.pc_max_sc_def)
  4073. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4074. status->luk/battle_config.pc_luk_sc_def;
  4075. else
  4076. sc_def = battle_config.pc_max_sc_def;
  4077. if (tick_def) {
  4078. if (battle_config.pc_sc_def_rate != 100)
  4079. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4080. }
  4081. } else {
  4082. if (battle_config.mob_sc_def_rate != 100)
  4083. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4084. if (sc_def < battle_config.mob_max_sc_def)
  4085. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4086. status->luk/battle_config.mob_luk_sc_def;
  4087. else
  4088. sc_def = battle_config.mob_max_sc_def;
  4089. if (tick_def) {
  4090. if (battle_config.mob_sc_def_rate != 100)
  4091. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4092. }
  4093. }
  4094. sc = status_get_sc(bl);
  4095. if (sc && sc->count)
  4096. {
  4097. if (sc->data[SC_SCRESIST])
  4098. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4099. else if (sc->data[SC_SIEGFRIED])
  4100. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4101. }
  4102. //When no tick def, reduction is the same for both.
  4103. if (!tick_def) tick_def = sc_def;
  4104. //Natural resistance
  4105. if (!(flag&8)) {
  4106. rate -= rate*sc_def/100;
  4107. //Item resistance (only applies to rate%)
  4108. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4109. {
  4110. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4111. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4112. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4113. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  4114. }
  4115. }
  4116. if (!(rand()%10000 < rate))
  4117. return 0;
  4118. //Why would a status start with no duration? Presume it has
  4119. //duration defined elsewhere.
  4120. if (!tick) return 1;
  4121. //Rate reduction
  4122. if (flag&2)
  4123. return tick;
  4124. tick -= tick*tick_def/100;
  4125. // Changed to 5 seconds according to recent tests [Playtester]
  4126. if (type == SC_ANKLE && tick < 5000)
  4127. tick = 5000;
  4128. return tick<=0?0:tick;
  4129. }
  4130. /*==========================================
  4131. * Starts a status change.
  4132. * 'type' = type, 'val1~4' depend on the type.
  4133. * 'rate' = base success rate. 10000 = 100%
  4134. * 'tick' is base duration
  4135. * 'flag':
  4136. * &1: Cannot be avoided (it has to start)
  4137. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4138. * &4: sc_data loaded, no value has to be altered.
  4139. * &8: rate should not be reduced
  4140. *------------------------------------------*/
  4141. 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)
  4142. {
  4143. struct map_session_data *sd = NULL;
  4144. struct status_change* sc;
  4145. struct status_change_entry* sce;
  4146. struct status_data *status;
  4147. struct view_data *vd;
  4148. int opt_flag, calc_flag, undead_flag;
  4149. nullpo_retr(0, bl);
  4150. sc = status_get_sc(bl);
  4151. status = status_get_status_data(bl);
  4152. if( type <= SC_NONE || type >= SC_MAX )
  4153. {
  4154. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4155. return 0;
  4156. }
  4157. if( !sc )
  4158. return 0; //Unable to receive status changes
  4159. if( status_isdead(bl) )
  4160. return 0;
  4161. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  4162. {
  4163. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4164. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  4165. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  4166. }
  4167. sd = BL_CAST(BL_PC, bl);
  4168. //Adjust tick according to status resistances
  4169. if( !(flag&(1|4)) )
  4170. {
  4171. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4172. if( !tick ) return 0;
  4173. }
  4174. undead_flag = battle_check_undead(status->race,status->def_ele);
  4175. //Check for inmunities / sc fails
  4176. switch (type)
  4177. {
  4178. case SC_FREEZE:
  4179. case SC_STONE:
  4180. //Undead are immune to Freeze/Stone
  4181. if (undead_flag && !(flag&1))
  4182. return 0;
  4183. case SC_SLEEP:
  4184. case SC_STUN:
  4185. if (sc->opt1)
  4186. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4187. break;
  4188. case SC_SIGNUMCRUCIS:
  4189. //Only affects demons and undead element (but not players)
  4190. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4191. return 0;
  4192. break;
  4193. case SC_AETERNA:
  4194. if (sc->data[SC_STONE] || sc->data[SC_FREEZE])
  4195. return 0;
  4196. break;
  4197. case SC_KYRIE:
  4198. if (bl->type == BL_MOB)
  4199. return 0;
  4200. break;
  4201. case SC_OVERTHRUST:
  4202. if (sc->data[SC_MAXOVERTHRUST])
  4203. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4204. break;
  4205. case SC_ADRENALINE:
  4206. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4207. return 0;
  4208. if (sc->data[SC_QUAGMIRE] ||
  4209. sc->data[SC_DECREASEAGI]
  4210. )
  4211. return 0;
  4212. break;
  4213. case SC_ADRENALINE2:
  4214. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4215. return 0;
  4216. if (sc->data[SC_QUAGMIRE] ||
  4217. sc->data[SC_DECREASEAGI]
  4218. )
  4219. return 0;
  4220. break;
  4221. case SC_ONEHAND:
  4222. case SC_MERC_QUICKEN:
  4223. case SC_TWOHANDQUICKEN:
  4224. if(sc->data[SC_DECREASEAGI])
  4225. return 0;
  4226. case SC_CONCENTRATE:
  4227. case SC_INCREASEAGI:
  4228. case SC_SPEARQUICKEN:
  4229. case SC_TRUESIGHT:
  4230. case SC_WINDWALK:
  4231. case SC_CARTBOOST:
  4232. case SC_ASSNCROS:
  4233. if (sc->data[SC_QUAGMIRE])
  4234. return 0;
  4235. break;
  4236. case SC_CLOAKING:
  4237. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4238. //Due to the cloaking card, we have to check the wall versus to known
  4239. //skill level rather than the used one. [Skotlex]
  4240. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4241. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  4242. return 0;
  4243. break;
  4244. case SC_MODECHANGE:
  4245. {
  4246. int mode;
  4247. struct status_data *bstatus = status_get_base_status(bl);
  4248. if (!bstatus) return 0;
  4249. if (sc->data[type])
  4250. { //Pile up with previous values.
  4251. if(!val2) val2 = sc->data[type]->val2;
  4252. val3 |= sc->data[type]->val3;
  4253. val4 |= sc->data[type]->val4;
  4254. }
  4255. mode = val2?val2:bstatus->mode; //Base mode
  4256. if (val4) mode&=~val4; //Del mode
  4257. if (val3) mode|= val3; //Add mode
  4258. if (mode == bstatus->mode) { //No change.
  4259. if (sc->data[type]) //Abort previous status
  4260. return status_change_end(bl, type, -1);
  4261. return 0;
  4262. }
  4263. }
  4264. break;
  4265. //Strip skills, need to divest something or it fails.
  4266. case SC_STRIPWEAPON:
  4267. if (sd) {
  4268. int i;
  4269. opt_flag = 0; //Reuse to check success condition.
  4270. if(sd->unstripable_equip&EQP_WEAPON)
  4271. return 0;
  4272. i = sd->equip_index[EQI_HAND_L];
  4273. if (i>=0 && sd->inventory_data[i] &&
  4274. sd->inventory_data[i]->type == IT_WEAPON)
  4275. {
  4276. opt_flag|=1;
  4277. pc_unequipitem(sd,i,3); //L-hand weapon
  4278. }
  4279. i = sd->equip_index[EQI_HAND_R];
  4280. if (i>=0 && sd->inventory_data[i] &&
  4281. sd->inventory_data[i]->type == IT_WEAPON)
  4282. {
  4283. opt_flag|=2;
  4284. pc_unequipitem(sd,i,3);
  4285. }
  4286. if (!opt_flag) return 0;
  4287. }
  4288. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4289. break;
  4290. case SC_STRIPSHIELD:
  4291. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  4292. else
  4293. if (sd) {
  4294. int i;
  4295. if(sd->unstripable_equip&EQP_SHIELD)
  4296. return 0;
  4297. i = sd->equip_index[EQI_HAND_L];
  4298. if (i<0 || !sd->inventory_data[i] ||
  4299. sd->inventory_data[i]->type != IT_ARMOR)
  4300. return 0;
  4301. pc_unequipitem(sd,i,3);
  4302. }
  4303. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4304. break;
  4305. case SC_STRIPARMOR:
  4306. if (sd) {
  4307. int i;
  4308. if(sd->unstripable_equip&EQP_ARMOR)
  4309. return 0;
  4310. i = sd->equip_index[EQI_ARMOR];
  4311. if (i<0 || !sd->inventory_data[i])
  4312. return 0;
  4313. pc_unequipitem(sd,i,3);
  4314. }
  4315. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4316. break;
  4317. case SC_STRIPHELM:
  4318. if (sd) {
  4319. int i;
  4320. if(sd->unstripable_equip&EQP_HELM)
  4321. return 0;
  4322. i = sd->equip_index[EQI_HEAD_TOP];
  4323. if (i<0 || !sd->inventory_data[i])
  4324. return 0;
  4325. pc_unequipitem(sd,i,3);
  4326. }
  4327. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4328. break;
  4329. case SC_MERC_FLEEUP:
  4330. case SC_MERC_ATKUP:
  4331. case SC_MERC_HPUP:
  4332. case SC_MERC_SPUP:
  4333. case SC_MERC_HITUP:
  4334. if( bl->type != BL_MER )
  4335. return 0; // Stats only for Mercenaries
  4336. break;
  4337. }
  4338. //Check for BOSS resistances
  4339. if(status->mode&MD_BOSS && !(flag&1)) {
  4340. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4341. return 0;
  4342. switch (type) {
  4343. case SC_BLESSING:
  4344. if (!undead_flag && status->race!=RC_DEMON)
  4345. break;
  4346. case SC_DECREASEAGI:
  4347. case SC_PROVOKE:
  4348. case SC_COMA:
  4349. case SC_GRAVITATION:
  4350. case SC_SUITON:
  4351. case SC_RICHMANKIM:
  4352. case SC_ROKISWEIL:
  4353. case SC_FOGWALL:
  4354. return 0;
  4355. }
  4356. }
  4357. //Before overlapping fail, one must check for status cured.
  4358. switch (type)
  4359. {
  4360. case SC_BLESSING:
  4361. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  4362. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  4363. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4364. if (sc->data[SC_CURSE])
  4365. status_change_end(bl,SC_CURSE,-1);
  4366. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4367. status_change_end(bl,SC_STONE,-1);
  4368. }
  4369. break;
  4370. case SC_INCREASEAGI:
  4371. status_change_end(bl,SC_DECREASEAGI,-1);
  4372. break;
  4373. case SC_QUAGMIRE:
  4374. status_change_end(bl,SC_CONCENTRATE,-1);
  4375. status_change_end(bl,SC_TRUESIGHT,-1);
  4376. status_change_end(bl,SC_WINDWALK,-1);
  4377. //Also blocks the ones below...
  4378. case SC_DECREASEAGI:
  4379. status_change_end(bl,SC_CARTBOOST,-1);
  4380. //Also blocks the ones below...
  4381. case SC_DONTFORGETME:
  4382. status_change_end(bl,SC_INCREASEAGI,-1);
  4383. status_change_end(bl,SC_ADRENALINE,-1);
  4384. status_change_end(bl,SC_ADRENALINE2,-1);
  4385. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4386. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4387. status_change_end(bl,SC_ONEHAND,-1);
  4388. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4389. break;
  4390. case SC_ONEHAND:
  4391. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4392. status_change_end(bl,SC_ASPDPOTION0,-1);
  4393. status_change_end(bl,SC_ASPDPOTION1,-1);
  4394. status_change_end(bl,SC_ASPDPOTION2,-1);
  4395. status_change_end(bl,SC_ASPDPOTION3,-1);
  4396. break;
  4397. case SC_MAXOVERTHRUST:
  4398. //Cancels Normal Overthrust. [Skotlex]
  4399. status_change_end(bl, SC_OVERTHRUST, -1);
  4400. break;
  4401. case SC_KYRIE:
  4402. //Cancels Assumptio
  4403. status_change_end(bl,SC_ASSUMPTIO,-1);
  4404. break;
  4405. case SC_DELUGE:
  4406. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  4407. status_change_end(bl,SC_BLIND,-1);
  4408. break;
  4409. case SC_SILENCE:
  4410. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  4411. status_change_end(bl,SC_GOSPEL,-1);
  4412. break;
  4413. case SC_HIDING:
  4414. status_change_end(bl, SC_CLOSECONFINE, -1);
  4415. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4416. break;
  4417. case SC_BERSERK:
  4418. if(battle_config.berserk_cancels_buffs)
  4419. {
  4420. status_change_end(bl,SC_ONEHAND,-1);
  4421. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4422. status_change_end(bl,SC_CONCENTRATION,-1);
  4423. status_change_end(bl,SC_PARRYING,-1);
  4424. status_change_end(bl,SC_AURABLADE,-1);
  4425. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4426. }
  4427. break;
  4428. case SC_ASSUMPTIO:
  4429. status_change_end(bl,SC_KYRIE,-1);
  4430. status_change_end(bl,SC_KAITE,-1);
  4431. break;
  4432. case SC_KAITE:
  4433. status_change_end(bl,SC_ASSUMPTIO,-1);
  4434. break;
  4435. case SC_CARTBOOST:
  4436. if(sc->data[SC_DECREASEAGI])
  4437. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4438. status_change_end(bl,SC_DECREASEAGI,-1);
  4439. return 0;
  4440. }
  4441. break;
  4442. case SC_FUSION:
  4443. status_change_end(bl,SC_SPIRIT,-1);
  4444. break;
  4445. case SC_ADJUSTMENT:
  4446. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4447. break;
  4448. case SC_MADNESSCANCEL:
  4449. status_change_end(bl,SC_ADJUSTMENT,-1);
  4450. break;
  4451. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  4452. case SC_CHANGEUNDEAD:
  4453. status_change_end(bl,SC_BLESSING,-1);
  4454. status_change_end(bl,SC_INCREASEAGI,-1);
  4455. break;
  4456. }
  4457. //Check for overlapping fails
  4458. if( (sce = sc->data[type]) )
  4459. {
  4460. switch( type )
  4461. {
  4462. case SC_MERC_FLEEUP:
  4463. case SC_MERC_ATKUP:
  4464. case SC_MERC_HPUP:
  4465. case SC_MERC_SPUP:
  4466. case SC_MERC_HITUP:
  4467. if( sce->val1 > val1 )
  4468. val1 = sce->val1;
  4469. break;
  4470. case SC_ADRENALINE:
  4471. case SC_ADRENALINE2:
  4472. case SC_WEAPONPERFECTION:
  4473. case SC_OVERTHRUST:
  4474. if (sce->val2 > val2)
  4475. return 0;
  4476. break;
  4477. case SC_HPREGEN:
  4478. case SC_HPDRAIN:
  4479. case SC_SPREGEN:
  4480. case SC_S_LIFEPOTION:
  4481. case SC_L_LIFEPOTION:
  4482. case SC_BOSSMAPINFO:
  4483. case SC_STUN:
  4484. case SC_SLEEP:
  4485. case SC_POISON:
  4486. case SC_CURSE:
  4487. case SC_SILENCE:
  4488. case SC_CONFUSION:
  4489. case SC_BLIND:
  4490. case SC_BLEEDING:
  4491. case SC_DPOISON:
  4492. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4493. case SC_MARIONETTE:
  4494. case SC_MARIONETTE2:
  4495. case SC_NOCHAT:
  4496. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4497. return 0;
  4498. case SC_COMBO:
  4499. case SC_DANCING:
  4500. case SC_DEVOTION:
  4501. case SC_ASPDPOTION0:
  4502. case SC_ASPDPOTION1:
  4503. case SC_ASPDPOTION2:
  4504. case SC_ASPDPOTION3:
  4505. case SC_ATKPOTION:
  4506. case SC_MATKPOTION:
  4507. case SC_ENCHANTARMS:
  4508. case SC_ARMOR_ELEMENT:
  4509. case SC_ARMOR_RESIST:
  4510. break;
  4511. case SC_GOSPEL:
  4512. //Must not override a casting gospel char.
  4513. if(sce->val4 == BCT_SELF)
  4514. return 0;
  4515. if(sce->val1 > val1)
  4516. return 1;
  4517. break;
  4518. case SC_ENDURE:
  4519. if(sce->val4 && !val4)
  4520. return 1; //Don't let you override infinite endure.
  4521. if(sce->val1 > val1)
  4522. return 1;
  4523. break;
  4524. case SC_KAAHI:
  4525. //Kaahi overwrites previous level regardless of existing level.
  4526. //Delete timer if it exists.
  4527. if (sce->val4 != -1) {
  4528. delete_timer(sce->val4,kaahi_heal_timer);
  4529. sce->val4=-1;
  4530. }
  4531. break;
  4532. case SC_JAILED:
  4533. //When a player is already jailed, do not edit the jail data.
  4534. val2 = sce->val2;
  4535. val3 = sce->val3;
  4536. val4 = sce->val4;
  4537. break;
  4538. case SC_JOINTBEAT:
  4539. val2 |= sce->val2; // stackable ailments
  4540. default:
  4541. if(sce->val1 > val1)
  4542. return 1; //Return true to not mess up skill animations. [Skotlex]
  4543. }
  4544. }
  4545. vd = status_get_viewdata(bl);
  4546. calc_flag = StatusChangeFlagTable[type];
  4547. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  4548. switch(type)
  4549. {
  4550. case SC_DECREASEAGI:
  4551. case SC_INCREASEAGI:
  4552. val2 = 2 + val1; //Agi change
  4553. break;
  4554. case SC_ENDURE:
  4555. val2 = 7; // Hit-count [Celest]
  4556. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  4557. {
  4558. struct map_session_data *tsd;
  4559. if( sd )
  4560. {
  4561. int i;
  4562. for( i = 0; i < 5; i++ )
  4563. {
  4564. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4565. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4566. }
  4567. }
  4568. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4569. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4570. }
  4571. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  4572. if( val4 )
  4573. tick = -1;
  4574. break;
  4575. case SC_AUTOBERSERK:
  4576. if (status->hp < status->max_hp>>2 &&
  4577. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  4578. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4579. tick = -1;
  4580. break;
  4581. case SC_SIGNUMCRUCIS:
  4582. val2 = 10 + 4*val1; //Def reduction
  4583. tick = -1;
  4584. clif_emotion(bl,4);
  4585. break;
  4586. case SC_MAXIMIZEPOWER:
  4587. val2 = tick>0?tick:60000;
  4588. break;
  4589. case SC_EDP: // [Celest]
  4590. val2 = val1 + 2; //Chance to Poison enemies.
  4591. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4592. break;
  4593. case SC_POISONREACT:
  4594. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4595. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4596. break;
  4597. case SC_MAGICROD:
  4598. val2 = val1*20; //SP gained
  4599. break;
  4600. case SC_KYRIE:
  4601. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4602. val3 = (val1 / 2 + 5); //Hits
  4603. break;
  4604. case SC_MAGICPOWER:
  4605. //val1: Skill lv
  4606. val2 = 1; //Lasts 1 invocation
  4607. val3 = 5*val1; //Matk% increase
  4608. break;
  4609. case SC_SACRIFICE:
  4610. val2 = 5; //Lasts 5 hits
  4611. tick = -1;
  4612. break;
  4613. case SC_ENCPOISON:
  4614. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4615. case SC_ASPERSIO:
  4616. case SC_FIREWEAPON:
  4617. case SC_WATERWEAPON:
  4618. case SC_WINDWEAPON:
  4619. case SC_EARTHWEAPON:
  4620. case SC_SHADOWWEAPON:
  4621. case SC_GHOSTWEAPON:
  4622. skill_enchant_elemental_end(bl,type);
  4623. break;
  4624. case SC_ELEMENTALCHANGE:
  4625. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  4626. // val2 : Element (When no element, random one is picked)
  4627. // val3 : 0 = called by skill 1 = called by script (fixed level)
  4628. if( !val2 ) val2 = rand()%ELE_MAX;
  4629. if( val1 == 1 && val3 == 0 )
  4630. val1 = 1 + rand()%4;
  4631. else if( val1 > 4 )
  4632. val1 = 4; // Max Level
  4633. val3 = 0; // Not need to keep this info.
  4634. break;
  4635. case SC_PROVIDENCE:
  4636. val2=val1*5; //Race/Ele resist
  4637. break;
  4638. case SC_REFLECTSHIELD:
  4639. val2=10+val1*3; // %Dmg reflected
  4640. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  4641. {
  4642. struct map_session_data *tsd;
  4643. if( sd )
  4644. {
  4645. int i;
  4646. for( i = 0; i < 5; i++ )
  4647. {
  4648. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4649. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4650. }
  4651. }
  4652. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4653. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4654. }
  4655. break;
  4656. case SC_STRIPWEAPON:
  4657. if (!sd) //Watk reduction
  4658. val2 = 25;
  4659. break;
  4660. case SC_STRIPSHIELD:
  4661. if (!sd) //Def reduction
  4662. val2 = 15;
  4663. break;
  4664. case SC_STRIPARMOR:
  4665. if (!sd) //Vit reduction
  4666. val2 = 40;
  4667. break;
  4668. case SC_STRIPHELM:
  4669. if (!sd) //Int reduction
  4670. val2 = 40;
  4671. break;
  4672. case SC_AUTOSPELL:
  4673. //Val1 Skill LV of Autospell
  4674. //Val2 Skill ID to cast
  4675. //Val3 Max Lv to cast
  4676. val4 = 5 + val1*2; //Chance of casting
  4677. break;
  4678. case SC_VOLCANO:
  4679. if (status->def_ele == ELE_FIRE)
  4680. val2 = val1*10; //Watk increase
  4681. else
  4682. val2 = 0;
  4683. break;
  4684. case SC_VIOLENTGALE:
  4685. if (status->def_ele == ELE_WIND)
  4686. val2 = val1*3; //Flee increase
  4687. else
  4688. val2 = 0;
  4689. break;
  4690. case SC_DELUGE:
  4691. if(status->def_ele == ELE_WATER)
  4692. val2 = deluge_eff[val1-1]; //HP increase
  4693. else
  4694. val2 = 0;
  4695. break;
  4696. case SC_SUITON:
  4697. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4698. //No penalties.
  4699. val2 = 0; //Agi penalty
  4700. val3 = 0; //Walk speed penalty
  4701. break;
  4702. }
  4703. val3 = 50;
  4704. val2 = 3*((val1+1)/3);
  4705. if (val1 > 4) val2--;
  4706. break;
  4707. case SC_ONEHAND:
  4708. case SC_TWOHANDQUICKEN:
  4709. val2 = 300;
  4710. if (val1 > 10) //For boss casted skills [Skotlex]
  4711. val2 += 20*(val1-10);
  4712. break;
  4713. case SC_MERC_QUICKEN:
  4714. val2 = 300;
  4715. break;
  4716. case SC_SPEARQUICKEN:
  4717. val2 = 200+10*val1;
  4718. break;
  4719. case SC_DANCING:
  4720. //val1 : Skill ID + LV
  4721. //val2 : Skill Group of the Dance.
  4722. //val3 : Brings the skilllv (merged into val1 here)
  4723. //val4 : Partner
  4724. if (val1 == CG_MOONLIT)
  4725. clif_status_change(bl,SI_MOONLIT,1,tick);
  4726. val1|= (val3<<16);
  4727. val3 = tick/1000; //Tick duration
  4728. tick = 1000;
  4729. break;
  4730. case SC_LONGING:
  4731. val2 = 500-100*val1; //Aspd penalty.
  4732. break;
  4733. case SC_EXPLOSIONSPIRITS:
  4734. val2 = 75 + 25*val1; //Cri bonus
  4735. break;
  4736. case SC_ASPDPOTION0:
  4737. case SC_ASPDPOTION1:
  4738. case SC_ASPDPOTION2:
  4739. case SC_ASPDPOTION3:
  4740. val2 = 50*(2+type-SC_ASPDPOTION0);
  4741. break;
  4742. case SC_WEDDING:
  4743. case SC_XMAS:
  4744. case SC_SUMMER:
  4745. if (!vd) return 0;
  4746. //Store previous values as they could be removed.
  4747. val1 = vd->class_;
  4748. val2 = vd->weapon;
  4749. val3 = vd->shield;
  4750. val4 = vd->cloth_color;
  4751. unit_stop_attack(bl);
  4752. clif_changelook(bl,LOOK_WEAPON,0);
  4753. clif_changelook(bl,LOOK_SHIELD,0);
  4754. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  4755. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4756. break;
  4757. case SC_NOCHAT:
  4758. tick = 60000;
  4759. val1 = battle_config.manner_system; //Mute filters.
  4760. if (sd)
  4761. {
  4762. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4763. clif_updatestatus(sd,SP_MANNER);
  4764. }
  4765. break;
  4766. case SC_STONE:
  4767. val3 = tick/1000; //Petrified HP-damage iterations.
  4768. if(val3 < 1) val3 = 1;
  4769. tick = val4; //Petrifying time.
  4770. if (tick < 1000)
  4771. tick = 1000; //Min time
  4772. calc_flag = 0; //Actual status changes take effect on petrified state.
  4773. break;
  4774. case SC_DPOISON:
  4775. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4776. if (status->hp > status->max_hp>>2)
  4777. {
  4778. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4779. if (status->hp - diff < status->max_hp>>2)
  4780. diff = status->hp - (status->max_hp>>2);
  4781. status_zap(bl, diff, 0);
  4782. }
  4783. // fall through
  4784. case SC_POISON: /* 毒 */
  4785. val3 = tick/1000; //Damage iterations
  4786. if(val3 < 1) val3 = 1;
  4787. tick = 1000;
  4788. //val4: HP damage
  4789. if (bl->type == BL_PC)
  4790. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4791. else
  4792. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4793. break;
  4794. case SC_CONFUSION:
  4795. clif_emotion(bl,1);
  4796. break;
  4797. case SC_BLEEDING:
  4798. val4 = tick/10000;
  4799. if (!val4) val4 = 1;
  4800. tick = 10000;
  4801. break;
  4802. case SC_HPREGEN:
  4803. case SC_HPDRAIN:
  4804. case SC_SPREGEN:
  4805. case SC_S_LIFEPOTION:
  4806. case SC_L_LIFEPOTION:
  4807. if( val1 == 0 ) return 0;
  4808. // val1 = heal percent/amout
  4809. // val2 = seconds between heals
  4810. // val4 = total of heals
  4811. if( val2 < 1 ) val2 = 1;
  4812. if( (val4 = tick/(val2 * 1000)) < 1 )
  4813. val4 = 1;
  4814. tick = val2 * 1000; // val2 = Seconds between heals
  4815. break;
  4816. case SC_BOSSMAPINFO:
  4817. if( sd != NULL )
  4818. {
  4819. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  4820. if( boss_md == NULL || boss_md->bl.prev == NULL )
  4821. { // No MVP on this map - MVP is dead
  4822. clif_bossmapinfo(sd->fd, boss_md, 1);
  4823. return 0; // No need to start SC
  4824. }
  4825. val1 = boss_md->bl.id;
  4826. if( (val4 = tick/1000) < 1 )
  4827. val4 = 1;
  4828. tick = 1000;
  4829. }
  4830. break;
  4831. case SC_HIDING:
  4832. val2 = tick/1000;
  4833. tick = 1000;
  4834. val3 = 0; // unused, previously speed adjustment
  4835. val4 = val1+3; //Seconds before SP substraction happen.
  4836. break;
  4837. case SC_CHASEWALK:
  4838. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4839. val3 = 35 - 5 * val1; //Speed adjustment.
  4840. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  4841. val3 -= 40;
  4842. val4 = 10+val1*2; //SP cost.
  4843. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  4844. break;
  4845. case SC_CLOAKING:
  4846. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4847. val1 = 10;
  4848. val2 = tick>0?tick:60000; //SP consumption rate.
  4849. val3 = 0; // unused, previously walk speed adjustment
  4850. //val4&1 signals the presence of a wall.
  4851. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4852. //val4&4 makes cloak not end on using skills
  4853. if (bl->type == BL_PC) //Standard cloaking.
  4854. val4 |= battle_config.pc_cloak_check_type&7;
  4855. else
  4856. val4 |= battle_config.monster_cloak_check_type&7;
  4857. break;
  4858. case SC_SIGHT: /* サイト/ルアフ */
  4859. case SC_RUWACH:
  4860. case SC_SIGHTBLASTER:
  4861. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  4862. val2 = tick/250;
  4863. tick = 10;
  4864. break;
  4865. //Permanent effects.
  4866. case SC_AETERNA:
  4867. case SC_MODECHANGE:
  4868. case SC_WEIGHT50:
  4869. case SC_WEIGHT90:
  4870. case SC_BROKENWEAPON:
  4871. case SC_BROKENARMOR:
  4872. case SC_READYSTORM:
  4873. case SC_READYDOWN:
  4874. case SC_READYCOUNTER:
  4875. case SC_READYTURN:
  4876. case SC_DODGE:
  4877. tick = -1;
  4878. break;
  4879. case SC_AUTOGUARD:
  4880. if( !(flag&1) )
  4881. {
  4882. struct map_session_data *tsd;
  4883. int i,t;
  4884. for( i = val2 = 0; i < val1; i++)
  4885. {
  4886. t = 5-(i>>1);
  4887. val2 += (t < 0)? 1:t;
  4888. }
  4889. if( bl->type&(BL_PC|BL_MER) )
  4890. {
  4891. if( sd )
  4892. {
  4893. for( i = 0; i < 5; i++ )
  4894. {
  4895. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4896. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4897. }
  4898. }
  4899. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4900. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4901. }
  4902. }
  4903. break;
  4904. case SC_DEFENDER:
  4905. if (!(flag&1))
  4906. {
  4907. struct map_session_data *tsd;
  4908. int i;
  4909. val2 = 5 + 15*val1; //Damage reduction
  4910. val3 = 0; // unused, previously speed adjustment
  4911. val4 = 250 - 50*val1; //Aspd adjustment
  4912. if (sd)
  4913. for (i = 0; i < 5; i++)
  4914. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4915. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4916. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4917. }
  4918. }
  4919. break;
  4920. case SC_TENSIONRELAX:
  4921. if (sd) {
  4922. pc_setsit(sd);
  4923. clif_sitting(&sd->bl);
  4924. }
  4925. val2 = 12; //SP cost
  4926. val4 = 10000; //Decrease at 10secs intervals.
  4927. val3 = tick/val4;
  4928. tick = val4;
  4929. break;
  4930. case SC_PARRYING:
  4931. val2 = 20 + val1*3; //Block Chance
  4932. break;
  4933. case SC_WINDWALK:
  4934. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4935. break;
  4936. case SC_JOINTBEAT:
  4937. if( val2&BREAK_NECK )
  4938. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  4939. break;
  4940. case SC_BERSERK:
  4941. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  4942. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  4943. //HP healing is performing after the calc_status call.
  4944. //Val2 holds HP penalty
  4945. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  4946. if (!val4) val4 = 10000; //Val4 holds damage interval
  4947. val3 = tick/val4; //val3 holds skill duration
  4948. tick = val4;
  4949. break;
  4950. case SC_GOSPEL:
  4951. if(val4 == BCT_SELF) { // self effect
  4952. val2 = tick/10000;
  4953. tick = 10000;
  4954. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4955. }
  4956. break;
  4957. case SC_MARIONETTE:
  4958. {
  4959. int stat;
  4960. val2 = tick / 1000;
  4961. val3 = 0;
  4962. val4 = 0;
  4963. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  4964. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  4965. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  4966. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  4967. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  4968. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  4969. tick = 1000;
  4970. break;
  4971. }
  4972. case SC_MARIONETTE2:
  4973. {
  4974. int stat,max_stat;
  4975. // fetch caster information
  4976. struct block_list *pbl = map_id2bl(val1);
  4977. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4978. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  4979. // fetch target's stats
  4980. struct status_data* status = status_get_status_data(bl); // battle status
  4981. if (!psce)
  4982. return 0;
  4983. val2 = tick / 1000;
  4984. val3 = 0;
  4985. val4 = 0;
  4986. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  4987. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  4988. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  4989. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  4990. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  4991. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  4992. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  4993. tick = 1000;
  4994. break;
  4995. }
  4996. case SC_REJECTSWORD:
  4997. val2 = 15*val1; //Reflect chance
  4998. val3 = 3; //Reflections
  4999. tick = -1;
  5000. break;
  5001. case SC_MEMORIZE:
  5002. val2 = 5; //Memorized casts.
  5003. tick = -1;
  5004. break;
  5005. case SC_GRAVITATION:
  5006. val2 = 50*val1; //aspd reduction
  5007. break;
  5008. case SC_REGENERATION:
  5009. if (val1 == 1)
  5010. val2 = 2;
  5011. else
  5012. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  5013. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  5014. //if val4 comes set, this blocks regen rather than increase it.
  5015. break;
  5016. case SC_DEVOTION:
  5017. {
  5018. struct block_list *d_bl;
  5019. struct status_change *d_sc;
  5020. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  5021. { // Inherits Status From Source
  5022. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5023. enum sc_type type2;
  5024. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  5025. while( i >= 0 )
  5026. {
  5027. type2 = types[i];
  5028. if( d_sc->data[type2] )
  5029. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  5030. i--;
  5031. }
  5032. }
  5033. break;
  5034. }
  5035. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5036. status_zap(bl, status->hp-1, val2?0:status->sp);
  5037. return 1;
  5038. break;
  5039. case SC_CLOSECONFINE2:
  5040. {
  5041. struct block_list *src = val2?map_id2bl(val2):NULL;
  5042. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5043. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5044. if (src && sc2) {
  5045. if (!sce2) //Start lock on caster.
  5046. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5047. else { //Increase count of locked enemies and refresh time.
  5048. (sce2->val2)++;
  5049. delete_timer(sce2->timer, status_change_timer);
  5050. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5051. }
  5052. } else //Status failed.
  5053. return 0;
  5054. }
  5055. break;
  5056. case SC_KAITE:
  5057. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5058. break;
  5059. case SC_KAUPE:
  5060. switch (val1) {
  5061. case 3: //33*3 + 1 -> 100%
  5062. val2++;
  5063. case 1:
  5064. case 2: //33, 66%
  5065. val2 += 33*val1;
  5066. val3 = 1; //Dodge 1 attack total.
  5067. break;
  5068. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5069. val2 = 100;
  5070. val3 = val1-2;
  5071. break;
  5072. }
  5073. break;
  5074. case SC_COMBO:
  5075. {
  5076. //val1: Skill ID
  5077. //val2: When given, target (for autotargetting skills)
  5078. //val3: When set, this combo time should NOT delay attack/movement
  5079. //val4: Combo time
  5080. struct unit_data *ud = unit_bl2ud(bl);
  5081. switch (val1) {
  5082. case TK_STORMKICK:
  5083. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5084. break;
  5085. case TK_DOWNKICK:
  5086. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5087. break;
  5088. case TK_TURNKICK:
  5089. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5090. break;
  5091. case TK_COUNTER:
  5092. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5093. break;
  5094. }
  5095. if (ud && !val3)
  5096. {
  5097. ud->attackabletime = gettick()+tick;
  5098. unit_set_walkdelay(bl, gettick(), tick, 1);
  5099. }
  5100. val4 = tick; //Store combo-time in val4.
  5101. }
  5102. break;
  5103. case SC_EARTHSCROLL:
  5104. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5105. break;
  5106. case SC_RUN:
  5107. val4 = gettick(); //Store time at which you started running.
  5108. tick = -1;
  5109. break;
  5110. case SC_KAAHI:
  5111. val2 = 200*val1; //HP heal
  5112. val3 = 5*val1; //SP cost
  5113. val4 = -1; //Kaahi Timer.
  5114. break;
  5115. case SC_BLESSING:
  5116. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5117. val2 = val1;
  5118. else
  5119. val2 = 0; //0 -> Half stat.
  5120. break;
  5121. case SC_TRICKDEAD:
  5122. if (vd) vd->dead_sit = 1;
  5123. tick = -1;
  5124. break;
  5125. case SC_CONCENTRATE:
  5126. val2 = 2 + val1;
  5127. if (sd) { //Store the card-bonus data that should not count in the %
  5128. val3 = sd->param_bonus[1]; //Agi
  5129. val4 = sd->param_bonus[4]; //Dex
  5130. } else {
  5131. val3 = val4 = 0;
  5132. }
  5133. break;
  5134. case SC_MAXOVERTHRUST:
  5135. val2 = 20*val1; //Power increase
  5136. break;
  5137. case SC_OVERTHRUST:
  5138. //val2 holds if it was casted on self, or is bonus received from others
  5139. val3 = 5*val1; //Power increase
  5140. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5141. tick += tick / 10;
  5142. break;
  5143. case SC_ADRENALINE2:
  5144. case SC_ADRENALINE:
  5145. val3 = (val2) ? 300 : 200; // aspd increase
  5146. case SC_WEAPONPERFECTION:
  5147. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5148. tick += tick / 10;
  5149. break;
  5150. case SC_CONCENTRATION:
  5151. val2 = 5*val1; //Batk/Watk Increase
  5152. val3 = 10*val1; //Hit Increase
  5153. val4 = 5*val1; //Def reduction
  5154. break;
  5155. case SC_ANGELUS:
  5156. val2 = 5*val1; //def increase
  5157. break;
  5158. case SC_IMPOSITIO:
  5159. val2 = 5*val1; //watk increase
  5160. break;
  5161. case SC_MELTDOWN:
  5162. val2 = 100*val1; //Chance to break weapon
  5163. val3 = 70*val1; //Change to break armor
  5164. break;
  5165. case SC_TRUESIGHT:
  5166. val2 = 10*val1; //Critical increase
  5167. val3 = 3*val1; //Hit increase
  5168. break;
  5169. case SC_SUN_COMFORT:
  5170. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5171. break;
  5172. case SC_MOON_COMFORT:
  5173. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5174. break;
  5175. case SC_STAR_COMFORT:
  5176. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5177. break;
  5178. case SC_QUAGMIRE:
  5179. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5180. break;
  5181. // gs_something1 [Vicious]
  5182. case SC_GATLINGFEVER:
  5183. val2 = 20*val1; //Aspd increase
  5184. val3 = 20+10*val1; //Batk increase
  5185. val4 = 5*val1; //Flee decrease
  5186. break;
  5187. case SC_FLING:
  5188. if (bl->type == BL_PC)
  5189. val2 = 0; //No armor reduction to players.
  5190. else
  5191. val2 = 5*val1; //Def reduction
  5192. val3 = 5*val1; //Def2 reduction
  5193. break;
  5194. case SC_PROVOKE:
  5195. //val2 signals autoprovoke.
  5196. val3 = 2+3*val1; //Atk increase
  5197. val4 = 5+5*val1; //Def reduction.
  5198. break;
  5199. case SC_AVOID:
  5200. //val2 = 10*val1; //Speed change rate.
  5201. break;
  5202. case SC_DEFENCE:
  5203. val2 = 2*val1; //Def bonus
  5204. break;
  5205. case SC_BLOODLUST:
  5206. val2 = 20+10*val1; //Atk rate change.
  5207. val3 = 3*val1; //Leech chance
  5208. val4 = 20; //Leech percent
  5209. break;
  5210. case SC_FLEET:
  5211. val2 = 30*val1; //Aspd change
  5212. val3 = 5+5*val1; //bAtk/wAtk rate change
  5213. break;
  5214. case SC_MINDBREAKER:
  5215. val2 = 20*val1; //matk increase.
  5216. val3 = 12*val1; //mdef2 reduction.
  5217. break;
  5218. case SC_SKA:
  5219. val2 = tick/1000;
  5220. val3 = rand()%100; //Def changes randomly every second...
  5221. tick = 1000;
  5222. break;
  5223. case SC_JAILED:
  5224. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5225. tick = val1>0?1000:250;
  5226. if (sd)
  5227. {
  5228. if (sd->mapindex != val2)
  5229. {
  5230. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5231. map = sd->mapindex; //Current Map
  5232. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5233. pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
  5234. //2. Set restore point (val3 -> return map, val4 return coords
  5235. val3 = map;
  5236. val4 = pos;
  5237. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5238. val3 = sd->status.save_point.map;
  5239. val4 = (sd->status.save_point.x&0xFFFF)
  5240. |(sd->status.save_point.y<<16);
  5241. }
  5242. }
  5243. break;
  5244. case SC_UTSUSEMI:
  5245. val2=(val1+1)/2; // number of hits blocked
  5246. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5247. break;
  5248. case SC_BUNSINJYUTSU:
  5249. val2=(val1+1)/2; // number of hits blocked
  5250. break;
  5251. case SC_CHANGE:
  5252. val2= 30*val1; //Vit increase
  5253. val3= 20*val1; //Int increase
  5254. break;
  5255. case SC_SWOO:
  5256. if(status->mode&MD_BOSS)
  5257. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5258. break;
  5259. case SC_SPIDERWEB:
  5260. if( bl->type == BL_PC )
  5261. tick /= 2;
  5262. val1 = val2 = 1;
  5263. break;
  5264. case SC_ARMOR:
  5265. //NPC_DEFENDER:
  5266. val2 = 80; //Damage reduction
  5267. //Attack requirements to be blocked:
  5268. val3 = BF_LONG; //Range
  5269. val4 = BF_WEAPON|BF_MISC; //Type
  5270. break;
  5271. case SC_ENCHANTARMS:
  5272. //end previous enchants
  5273. skill_enchant_elemental_end(bl,type);
  5274. //Make sure the received element is valid.
  5275. if (val2 >= ELE_MAX)
  5276. val2 = val2%ELE_MAX;
  5277. else if (val2 < 0)
  5278. val2 = rand()%ELE_MAX;
  5279. break;
  5280. case SC_CRITICALWOUND:
  5281. val2 = 20*val1; //Heal effectiveness decrease
  5282. break;
  5283. case SC_MAGICMIRROR:
  5284. case SC_SLOWCAST:
  5285. val2 = 20*val1; //Magic reflection/cast rate
  5286. break;
  5287. case SC_ARMORCHANGE:
  5288. if (val2 == NPC_ANTIMAGIC)
  5289. { //Boost mdef
  5290. val2 =-20;
  5291. val3 = 20;
  5292. } else { //Boost def
  5293. val2 = 20;
  5294. val3 =-20;
  5295. }
  5296. val2*=val1; //20% per level
  5297. val3*=val1;
  5298. break;
  5299. case SC_EXPBOOST:
  5300. case SC_JEXPBOOST:
  5301. if (val1 < 0)
  5302. val1 = 0;
  5303. break;
  5304. case SC_INCASPDRATE:
  5305. case SC_INCFLEE2:
  5306. case SC_INCCRI:
  5307. val2 = val1*10; //Actual boost (since 100% = 1000)
  5308. break;
  5309. case SC_SUFFRAGIUM:
  5310. val2 = 15 * val1; //Speed cast decrease
  5311. break;
  5312. case SC_INCHEALRATE:
  5313. if (val1 < 1)
  5314. val1 = 1;
  5315. break;
  5316. case SC_HALLUCINATION:
  5317. val2 = 5+val1; //Factor by which displayed damage is increased by
  5318. break;
  5319. case SC_DOUBLECAST:
  5320. val2 = 30+10*val1; //Trigger rate
  5321. break;
  5322. case SC_KAIZEL:
  5323. val2 = 10*val1; //% of life to be revived with
  5324. break;
  5325. // case SC_ARMOR_ELEMENT:
  5326. // case SC_ARMOR_RESIST:
  5327. // Mod your resistance against elements:
  5328. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  5329. // break;
  5330. case SC_FASTCAST:
  5331. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5332. //associated, and yet are not wrong/unknown. [Skotlex]
  5333. break;
  5334. case SC_MERC_FLEEUP:
  5335. case SC_MERC_ATKUP:
  5336. case SC_MERC_HITUP:
  5337. val2 = 15 * val1;
  5338. break;
  5339. case SC_MERC_HPUP:
  5340. case SC_MERC_SPUP:
  5341. val2 = 5 * val1;
  5342. break;
  5343. case SC_REBIRTH:
  5344. val2 = 20*val1; //% of life to be revived with
  5345. break;
  5346. default:
  5347. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  5348. { //Status change with no calc, no icon, and no skill associated...?
  5349. ShowError("UnknownStatusChange [%d]\n", type);
  5350. return 0;
  5351. }
  5352. }
  5353. else //Special considerations when loading SC data.
  5354. switch( type )
  5355. {
  5356. case SC_WEDDING:
  5357. case SC_XMAS:
  5358. case SC_SUMMER:
  5359. clif_changelook(bl,LOOK_WEAPON,0);
  5360. clif_changelook(bl,LOOK_SHIELD,0);
  5361. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5362. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5363. break;
  5364. case SC_KAAHI:
  5365. val4 = -1;
  5366. break;
  5367. }
  5368. //Those that make you stop attacking/walking....
  5369. switch (type)
  5370. {
  5371. case SC_FREEZE:
  5372. case SC_STUN:
  5373. case SC_SLEEP:
  5374. case SC_STONE:
  5375. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5376. pc_setstand(sd);
  5377. case SC_TRICKDEAD:
  5378. unit_stop_attack(bl);
  5379. status_change_end(bl, SC_DANCING, -1);
  5380. // Cancel cast when get status [LuzZza]
  5381. if (battle_config.sc_castcancel&bl->type)
  5382. unit_skillcastcancel(bl, 0);
  5383. case SC_STOP:
  5384. case SC_CONFUSION:
  5385. case SC_CLOSECONFINE:
  5386. case SC_CLOSECONFINE2:
  5387. case SC_ANKLE:
  5388. case SC_SPIDERWEB:
  5389. unit_stop_walking(bl,1);
  5390. break;
  5391. case SC_HIDING:
  5392. case SC_CLOAKING:
  5393. case SC_CHASEWALK:
  5394. case SC_WEIGHT90:
  5395. unit_stop_attack(bl);
  5396. break;
  5397. case SC_SILENCE:
  5398. if (battle_config.sc_castcancel&bl->type)
  5399. unit_skillcastcancel(bl, 0);
  5400. break;
  5401. }
  5402. // Set option as needed.
  5403. opt_flag = 1;
  5404. switch(type)
  5405. {
  5406. //OPT1
  5407. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  5408. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  5409. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  5410. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  5411. //OPT2
  5412. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  5413. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  5414. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  5415. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  5416. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  5417. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  5418. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  5419. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  5420. //OPT3
  5421. case SC_TWOHANDQUICKEN:
  5422. case SC_ONEHAND:
  5423. case SC_SPEARQUICKEN:
  5424. case SC_CONCENTRATION:
  5425. case SC_MERC_QUICKEN:
  5426. sc->opt3 |= OPT3_QUICKEN;
  5427. opt_flag = 0;
  5428. break;
  5429. case SC_MAXOVERTHRUST:
  5430. case SC_OVERTHRUST:
  5431. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5432. sc->opt3 |= OPT3_OVERTHRUST;
  5433. opt_flag = 0;
  5434. break;
  5435. case SC_ENERGYCOAT:
  5436. case SC_SKE:
  5437. sc->opt3 |= OPT3_ENERGYCOAT;
  5438. opt_flag = 0;
  5439. break;
  5440. case SC_INCATKRATE:
  5441. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5442. if (bl->type != BL_MOB) {
  5443. opt_flag = 0;
  5444. break;
  5445. }
  5446. case SC_EXPLOSIONSPIRITS:
  5447. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  5448. opt_flag = 0;
  5449. break;
  5450. case SC_STEELBODY:
  5451. case SC_SKA:
  5452. sc->opt3 |= OPT3_STEELBODY;
  5453. opt_flag = 0;
  5454. break;
  5455. case SC_BLADESTOP:
  5456. sc->opt3 |= OPT3_BLADESTOP;
  5457. opt_flag = 0;
  5458. break;
  5459. case SC_AURABLADE:
  5460. sc->opt3 |= OPT3_AURABLADE;
  5461. opt_flag = 0;
  5462. break;
  5463. case SC_BERSERK:
  5464. sc->opt3 |= OPT3_BERSERK;
  5465. opt_flag = 0;
  5466. break;
  5467. // case ???: // doesn't seem to do anything
  5468. // sc->opt3 |= OPT3_LIGHTBLADE;
  5469. // opt_flag = 0;
  5470. // break;
  5471. case SC_DANCING:
  5472. if ((val1&0xFFFF) == CG_MOONLIT)
  5473. sc->opt3 |= OPT3_MOONLIT;
  5474. opt_flag = 0;
  5475. break;
  5476. case SC_MARIONETTE:
  5477. case SC_MARIONETTE2:
  5478. sc->opt3 |= OPT3_MARIONETTE;
  5479. opt_flag = 0;
  5480. break;
  5481. case SC_ASSUMPTIO:
  5482. sc->opt3 |= OPT3_ASSUMPTIO;
  5483. opt_flag = 0;
  5484. break;
  5485. case SC_WARM: //SG skills [Komurka]
  5486. sc->opt3 |= OPT3_WARM;
  5487. opt_flag = 0;
  5488. break;
  5489. case SC_KAITE:
  5490. sc->opt3 |= OPT3_KAITE;
  5491. opt_flag = 0;
  5492. break;
  5493. case SC_BUNSINJYUTSU:
  5494. sc->opt3 |= OPT3_BUNSIN;
  5495. opt_flag = 0;
  5496. break;
  5497. case SC_SPIRIT:
  5498. sc->opt3 |= OPT3_SOULLINK;
  5499. opt_flag = 0;
  5500. break;
  5501. case SC_CHANGEUNDEAD:
  5502. sc->opt3 |= OPT3_UNDEAD;
  5503. opt_flag = 0;
  5504. break;
  5505. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  5506. // sc->opt3 |= OPT3_CONTRACT;
  5507. // opt_flag = 0;
  5508. // break;
  5509. //OPTION
  5510. case SC_HIDING:
  5511. sc->option |= OPTION_HIDE;
  5512. break;
  5513. case SC_CLOAKING:
  5514. sc->option |= OPTION_CLOAK;
  5515. break;
  5516. case SC_CHASEWALK:
  5517. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5518. break;
  5519. case SC_SIGHT:
  5520. sc->option |= OPTION_SIGHT;
  5521. break;
  5522. case SC_RUWACH:
  5523. sc->option |= OPTION_RUWACH;
  5524. break;
  5525. case SC_WEDDING:
  5526. sc->option |= OPTION_WEDDING;
  5527. break;
  5528. case SC_XMAS:
  5529. sc->option |= OPTION_XMAS;
  5530. break;
  5531. case SC_SUMMER:
  5532. sc->option |= OPTION_SUMMER;
  5533. break;
  5534. case SC_ORCISH:
  5535. sc->option |= OPTION_ORCISH;
  5536. break;
  5537. case SC_FUSION:
  5538. sc->option |= OPTION_FLYING;
  5539. break;
  5540. default:
  5541. opt_flag = 0;
  5542. }
  5543. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  5544. if(opt_flag)
  5545. clif_changeoption(bl);
  5546. if (calc_flag&SCB_DYE)
  5547. { //Reset DYE color
  5548. if (vd && vd->cloth_color)
  5549. {
  5550. val4 = vd->cloth_color;
  5551. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5552. }
  5553. calc_flag&=~SCB_DYE;
  5554. }
  5555. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) ) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5556. clif_status_change(bl,StatusIconChangeTable[type],1,tick);
  5557. else if( sd ) //Send packet to self otherwise (disguised player?)
  5558. clif_status_load(bl,StatusIconChangeTable[type],1);
  5559. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  5560. if((sce=sc->data[type]))
  5561. {// reuse old sc
  5562. if( sce->timer != INVALID_TIMER )
  5563. delete_timer(sce->timer, status_change_timer);
  5564. }
  5565. else
  5566. {// new sc
  5567. ++(sc->count);
  5568. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  5569. }
  5570. sce->val1 = val1;
  5571. sce->val2 = val2;
  5572. sce->val3 = val3;
  5573. sce->val4 = val4;
  5574. if (tick >= 0)
  5575. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  5576. else
  5577. sce->timer = INVALID_TIMER; //Infinite duration
  5578. if (calc_flag)
  5579. status_calc_bl(bl,calc_flag);
  5580. if(sd && sd->pd)
  5581. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5582. switch( type )
  5583. {
  5584. case SC_BERSERK:
  5585. sce->val2 = 5*status->max_hp/100;
  5586. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5587. status_set_sp(bl, 0, 0); //Damage all SP
  5588. break;
  5589. case SC_CHANGE:
  5590. status_percent_heal(bl, 100, 100);
  5591. break;
  5592. case SC_RUN:
  5593. {
  5594. struct unit_data *ud = unit_bl2ud(bl);
  5595. if( ud )
  5596. ud->state.running = unit_run(bl);
  5597. }
  5598. break;
  5599. case SC_BOSSMAPINFO:
  5600. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  5601. break;
  5602. case SC_MERC_HPUP:
  5603. status_percent_heal(bl, 100, 0); // Recover Full HP
  5604. break;
  5605. case SC_MERC_SPUP:
  5606. status_percent_heal(bl, 0, 100); // Recover Full SP
  5607. break;
  5608. }
  5609. return 1;
  5610. }
  5611. /*==========================================
  5612. * ステータス異常全解除
  5613. * type:
  5614. * 0 - ???
  5615. * 1 - ???
  5616. * 2 - ???
  5617. *------------------------------------------*/
  5618. int status_change_clear(struct block_list* bl, int type)
  5619. {
  5620. struct status_change* sc;
  5621. int i;
  5622. sc = status_get_sc(bl);
  5623. if (!sc || !sc->count)
  5624. return 0;
  5625. for(i = 0; i < SC_MAX; i++)
  5626. {
  5627. if(!sc->data[i])
  5628. continue;
  5629. if(type == 0)
  5630. switch (i)
  5631. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  5632. case SC_WEIGHT50:
  5633. case SC_WEIGHT90:
  5634. case SC_EDP:
  5635. case SC_MELTDOWN:
  5636. case SC_XMAS:
  5637. case SC_SUMMER:
  5638. case SC_NOCHAT:
  5639. case SC_FUSION:
  5640. case SC_EARTHSCROLL:
  5641. case SC_READYSTORM:
  5642. case SC_READYDOWN:
  5643. case SC_READYCOUNTER:
  5644. case SC_READYTURN:
  5645. case SC_DODGE:
  5646. case SC_JAILED:
  5647. case SC_EXPBOOST:
  5648. case SC_ITEMBOOST:
  5649. case SC_HELLPOWER:
  5650. case SC_JEXPBOOST:
  5651. continue;
  5652. }
  5653. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5654. if( type == 1 && sc->data[i] )
  5655. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5656. (sc->count)--;
  5657. if (sc->data[i]->timer != INVALID_TIMER)
  5658. delete_timer(sc->data[i]->timer, status_change_timer);
  5659. ers_free(sc_data_ers, sc->data[i]);
  5660. sc->data[i] = NULL;
  5661. }
  5662. }
  5663. sc->opt1 = 0;
  5664. sc->opt2 = 0;
  5665. sc->opt3 = 0;
  5666. sc->option &= OPTION_MASK;
  5667. if( type == 0 || type == 2 )
  5668. clif_changeoption(bl);
  5669. return 1;
  5670. }
  5671. /*==========================================
  5672. * ステータス異常終了
  5673. *------------------------------------------*/
  5674. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  5675. {
  5676. struct map_session_data *sd;
  5677. struct status_change *sc;
  5678. struct status_change_entry *sce;
  5679. struct status_data *status;
  5680. struct view_data *vd;
  5681. int opt_flag=0, calc_flag;
  5682. nullpo_retr(0, bl);
  5683. sc = status_get_sc(bl);
  5684. status = status_get_status_data(bl);
  5685. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  5686. return 0;
  5687. sd = BL_CAST(BL_PC,bl);
  5688. if (sce->timer != tid && tid != -1)
  5689. return 0;
  5690. if (tid == -1) {
  5691. if (type == SC_ENDURE && sce->val4)
  5692. //Do not end infinite endure.
  5693. return 0;
  5694. if (sce->timer != -1) //Could be a SC with infinite duration
  5695. delete_timer(sce->timer,status_change_timer);
  5696. if (sc->opt1)
  5697. switch (type) {
  5698. //"Ugly workaround" [Skotlex]
  5699. //delays status change ending so that a skill that sets opt1 fails to
  5700. //trigger when it also removed one
  5701. case SC_STONE:
  5702. sce->val3 = 0; //Petrify time counter.
  5703. case SC_FREEZE:
  5704. case SC_STUN:
  5705. case SC_SLEEP:
  5706. if (sce->val1) {
  5707. //Removing the 'level' shouldn't affect anything in the code
  5708. //since these SC are not affected by it, and it lets us know
  5709. //if we have already delayed this attack or not.
  5710. sce->val1 = 0;
  5711. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5712. return 1;
  5713. }
  5714. }
  5715. }
  5716. sc->data[type] = NULL;
  5717. (sc->count)--;
  5718. vd = status_get_viewdata(bl);
  5719. calc_flag = StatusChangeFlagTable[type];
  5720. switch(type){
  5721. case SC_WEDDING:
  5722. case SC_XMAS:
  5723. case SC_SUMMER:
  5724. if (!vd) break;
  5725. if (sd)
  5726. { //Load data from sd->status.* as the stored values could have changed.
  5727. //Must remove OPTION to prevent class being rechanged.
  5728. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  5729. clif_changeoption(&sd->bl);
  5730. status_set_viewdata(bl, sd->status.class_);
  5731. } else {
  5732. vd->class_ = sce->val1;
  5733. vd->weapon = sce->val2;
  5734. vd->shield = sce->val3;
  5735. vd->cloth_color = sce->val4;
  5736. }
  5737. clif_changelook(bl,LOOK_BASE,vd->class_);
  5738. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5739. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5740. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5741. if(sd) clif_skillinfoblock(sd);
  5742. break;
  5743. case SC_RUN:
  5744. {
  5745. struct unit_data *ud = unit_bl2ud(bl);
  5746. bool begin_spurt = true;
  5747. if (ud) {
  5748. if(!ud->state.running)
  5749. begin_spurt = false;
  5750. ud->state.running = 0;
  5751. if (ud->walktimer != -1)
  5752. unit_stop_walking(bl,1);
  5753. }
  5754. if (begin_spurt && sce->val1 >= 7 &&
  5755. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  5756. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5757. )
  5758. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  5759. }
  5760. break;
  5761. case SC_AUTOBERSERK:
  5762. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  5763. status_change_end(bl,SC_PROVOKE,-1);
  5764. break;
  5765. case SC_ENDURE:
  5766. case SC_DEFENDER:
  5767. case SC_REFLECTSHIELD:
  5768. case SC_AUTOGUARD:
  5769. {
  5770. struct map_session_data *tsd;
  5771. if( bl->type == BL_PC )
  5772. { // Clear Status from others
  5773. int i;
  5774. for( i = 0; i < 5; i++ )
  5775. {
  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. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  5781. { // Clear Status from Master
  5782. tsd = ((TBL_MER*)bl)->master;
  5783. if( tsd && tsd->sc.data[type] )
  5784. status_change_end(&tsd->bl, type, -1);
  5785. }
  5786. }
  5787. break;
  5788. case SC_DEVOTION:
  5789. {
  5790. struct block_list *d_bl = map_id2bl(sce->val1);
  5791. if( d_bl )
  5792. {
  5793. if( d_bl->type == BL_PC )
  5794. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  5795. else if( d_bl->type == BL_MER )
  5796. ((TBL_MER*)d_bl)->devotion_flag = 0;
  5797. clif_devotion(d_bl, NULL);
  5798. }
  5799. status_change_end(bl,SC_AUTOGUARD,-1);
  5800. status_change_end(bl,SC_DEFENDER,-1);
  5801. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5802. status_change_end(bl,SC_ENDURE,-1);
  5803. }
  5804. break;
  5805. case SC_BLADESTOP:
  5806. if(sce->val4)
  5807. {
  5808. int tid = sce->val4;
  5809. struct block_list *tbl = map_id2bl(tid);
  5810. struct status_change *tsc = status_get_sc(tbl);
  5811. sce->val4 = 0;
  5812. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  5813. {
  5814. tsc->data[SC_BLADESTOP]->val4 = 0;
  5815. status_change_end(tbl,SC_BLADESTOP,-1);
  5816. }
  5817. clif_bladestop(bl, tid, 0);
  5818. }
  5819. break;
  5820. case SC_DANCING:
  5821. {
  5822. struct map_session_data *dsd;
  5823. struct status_change_entry *dsc;
  5824. struct skill_unit_group *group;
  5825. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  5826. {// end status on partner as well
  5827. dsc = dsd->sc.data[SC_DANCING];
  5828. if(dsc)
  5829. { //This will prevent recursive loops.
  5830. dsc->val2 = dsc->val4 = 0;
  5831. status_change_end(&dsd->bl, SC_DANCING, -1);
  5832. }
  5833. }
  5834. if(sce->val2)
  5835. {// erase associated land skill
  5836. group = skill_id2group(sce->val2);
  5837. sce->val2 = 0;
  5838. skill_delunitgroup(group);
  5839. }
  5840. if((sce->val1&0xFFFF) == CG_MOONLIT)
  5841. clif_status_change(bl,SI_MOONLIT,0,0);
  5842. status_change_end(bl,SC_LONGING,-1);
  5843. }
  5844. break;
  5845. case SC_NOCHAT:
  5846. if (sd && sd->status.manner < 0 && tid != -1)
  5847. sd->status.manner = 0;
  5848. if (sd)
  5849. {
  5850. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  5851. clif_updatestatus(sd,SP_MANNER);
  5852. }
  5853. break;
  5854. case SC_SPLASHER:
  5855. {
  5856. struct block_list *src=map_id2bl(sce->val3);
  5857. if(src && tid!=-1)
  5858. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  5859. }
  5860. break;
  5861. case SC_CLOSECONFINE2:
  5862. {
  5863. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  5864. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5865. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  5866. //If status was already ended, do nothing.
  5867. //Decrease count
  5868. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  5869. status_change_end(src, SC_CLOSECONFINE, -1);
  5870. }
  5871. }
  5872. case SC_CLOSECONFINE:
  5873. if (sce->val2 > 0) {
  5874. //Caster has been unlocked... nearby chars need to be unlocked.
  5875. int range = 1
  5876. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  5877. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5878. map_foreachinarea(status_change_timer_sub,
  5879. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  5880. }
  5881. break;
  5882. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5883. if (sd && sd->skillid_old == sce->val1)
  5884. sd->skillid_old = sd->skilllv_old = 0;
  5885. break;
  5886. case SC_MARIONETTE:
  5887. case SC_MARIONETTE2: /// Marionette target
  5888. if (sce->val1)
  5889. { // check for partner and end their marionette status as well
  5890. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5891. struct block_list *pbl = map_id2bl(sce->val1);
  5892. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5893. if (sc2 && sc2->data[type2])
  5894. {
  5895. sc2->data[type2]->val1 = 0;
  5896. status_change_end(pbl, type2, -1);
  5897. }
  5898. }
  5899. break;
  5900. case SC_BERSERK:
  5901. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5902. if(status->hp > 100 && sce->val2)
  5903. status_set_hp(bl, 100, 0);
  5904. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  5905. {
  5906. sc->data[SC_ENDURE]->val4 = 0;
  5907. status_change_end(bl, SC_ENDURE, -1);
  5908. }
  5909. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  5910. break;
  5911. case SC_GOSPEL:
  5912. if (sce->val3) { //Clear the group.
  5913. struct skill_unit_group* group = skill_id2group(sce->val3);
  5914. sce->val3 = 0;
  5915. skill_delunitgroup(group);
  5916. }
  5917. break;
  5918. case SC_HERMODE:
  5919. if(sce->val3 == BCT_SELF)
  5920. skill_clear_unitgroup(bl);
  5921. break;
  5922. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5923. skill_clear_unitgroup(bl);
  5924. break;
  5925. case SC_TRICKDEAD:
  5926. if (vd) vd->dead_sit = 0;
  5927. break;
  5928. case SC_WARM:
  5929. if (sce->val4) { //Clear the group.
  5930. struct skill_unit_group* group = skill_id2group(sce->val4);
  5931. sce->val4 = 0;
  5932. skill_delunitgroup(group);
  5933. }
  5934. break;
  5935. case SC_KAAHI:
  5936. //Delete timer if it exists.
  5937. if (sce->val4 != -1)
  5938. delete_timer(sce->val4,kaahi_heal_timer);
  5939. break;
  5940. case SC_JAILED:
  5941. if(tid == -1)
  5942. break;
  5943. //natural expiration.
  5944. if(sd && sd->mapindex == sce->val2)
  5945. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3);
  5946. break; //guess hes not in jail :P
  5947. case SC_CHANGE:
  5948. if (tid == -1)
  5949. break;
  5950. // "lose almost all their HP and SP" on natural expiration.
  5951. status_set_hp(bl, 10, 0);
  5952. status_set_sp(bl, 10, 0);
  5953. break;
  5954. case SC_AUTOTRADE:
  5955. if (tid == -1)
  5956. break;
  5957. vending_closevending(sd);
  5958. map_quit(sd);
  5959. // Because map_quit calls status_change_end with tid -1
  5960. // from here it's not neccesary to continue
  5961. return 1;
  5962. break;
  5963. case SC_STOP:
  5964. if( sce->val2 )
  5965. {
  5966. struct block_list* tbl = map_id2bl(sce->val2);
  5967. sce->val2 = 0;
  5968. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  5969. status_change_end(tbl, SC_STOP, -1);
  5970. }
  5971. break;
  5972. }
  5973. opt_flag = 1;
  5974. switch(type){
  5975. case SC_STONE:
  5976. case SC_FREEZE:
  5977. case SC_STUN:
  5978. case SC_SLEEP:
  5979. sc->opt1 = 0;
  5980. break;
  5981. case SC_POISON:
  5982. case SC_CURSE:
  5983. case SC_SILENCE:
  5984. case SC_BLIND:
  5985. sc->opt2 &= ~(1<<(type-SC_POISON));
  5986. break;
  5987. case SC_DPOISON:
  5988. sc->opt2 &= ~OPT2_DPOISON;
  5989. break;
  5990. case SC_SIGNUMCRUCIS:
  5991. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5992. break;
  5993. case SC_HIDING:
  5994. sc->option &= ~OPTION_HIDE;
  5995. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  5996. break;
  5997. case SC_CLOAKING:
  5998. sc->option &= ~OPTION_CLOAK;
  5999. opt_flag|= 2;
  6000. break;
  6001. case SC_CHASEWALK:
  6002. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  6003. opt_flag|= 2;
  6004. break;
  6005. case SC_SIGHT:
  6006. sc->option &= ~OPTION_SIGHT;
  6007. break;
  6008. case SC_WEDDING:
  6009. sc->option &= ~OPTION_WEDDING;
  6010. break;
  6011. case SC_XMAS:
  6012. sc->option &= ~OPTION_XMAS;
  6013. break;
  6014. case SC_SUMMER:
  6015. sc->option &= ~OPTION_SUMMER;
  6016. break;
  6017. case SC_ORCISH:
  6018. sc->option &= ~OPTION_ORCISH;
  6019. break;
  6020. case SC_RUWACH:
  6021. sc->option &= ~OPTION_RUWACH;
  6022. break;
  6023. case SC_FUSION:
  6024. sc->option &= ~OPTION_FLYING;
  6025. break;
  6026. //opt3
  6027. case SC_TWOHANDQUICKEN:
  6028. case SC_ONEHAND:
  6029. case SC_SPEARQUICKEN:
  6030. case SC_CONCENTRATION:
  6031. case SC_MERC_QUICKEN:
  6032. sc->opt3 &= ~OPT3_QUICKEN;
  6033. opt_flag = 0;
  6034. break;
  6035. case SC_OVERTHRUST:
  6036. case SC_MAXOVERTHRUST:
  6037. case SC_SWOO:
  6038. sc->opt3 &= ~OPT3_OVERTHRUST;
  6039. opt_flag = 0;
  6040. break;
  6041. case SC_ENERGYCOAT:
  6042. case SC_SKE:
  6043. sc->opt3 &= ~OPT3_ENERGYCOAT;
  6044. opt_flag = 0;
  6045. break;
  6046. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  6047. if (bl->type != BL_MOB)
  6048. {
  6049. opt_flag = 0;
  6050. break;
  6051. }
  6052. case SC_EXPLOSIONSPIRITS:
  6053. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  6054. opt_flag = 0;
  6055. break;
  6056. case SC_STEELBODY:
  6057. case SC_SKA:
  6058. sc->opt3 &= ~OPT3_STEELBODY;
  6059. opt_flag = 0;
  6060. break;
  6061. case SC_BLADESTOP:
  6062. sc->opt3 &= ~OPT3_BLADESTOP;
  6063. opt_flag = 0;
  6064. break;
  6065. case SC_AURABLADE:
  6066. sc->opt3 &= ~OPT3_AURABLADE;
  6067. opt_flag = 0;
  6068. break;
  6069. case SC_BERSERK:
  6070. sc->opt3 &= ~OPT3_BERSERK;
  6071. opt_flag = 0;
  6072. break;
  6073. // case ???: // doesn't seem to do anything
  6074. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  6075. // opt_flag = 0;
  6076. // break;
  6077. case SC_DANCING:
  6078. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  6079. sc->opt3 &= ~OPT3_MOONLIT;
  6080. opt_flag = 0;
  6081. break;
  6082. case SC_MARIONETTE:
  6083. case SC_MARIONETTE2:
  6084. sc->opt3 &= ~OPT3_MARIONETTE;
  6085. opt_flag = 0;
  6086. break;
  6087. case SC_ASSUMPTIO:
  6088. sc->opt3 &= ~OPT3_ASSUMPTIO;
  6089. opt_flag = 0;
  6090. break;
  6091. case SC_WARM: //SG skills [Komurka]
  6092. sc->opt3 &= ~OPT3_WARM;
  6093. opt_flag = 0;
  6094. break;
  6095. case SC_KAITE:
  6096. sc->opt3 &= ~OPT3_KAITE;
  6097. opt_flag = 0;
  6098. break;
  6099. case SC_BUNSINJYUTSU:
  6100. sc->opt3 &= ~OPT3_BUNSIN;
  6101. opt_flag = 0;
  6102. break;
  6103. case SC_SPIRIT:
  6104. sc->opt3 &= ~OPT3_SOULLINK;
  6105. opt_flag = 0;
  6106. break;
  6107. case SC_CHANGEUNDEAD:
  6108. sc->opt3 &= ~OPT3_UNDEAD;
  6109. opt_flag = 0;
  6110. break;
  6111. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  6112. // sc->opt3 &= ~OPT3_CONTRACT;
  6113. // opt_flag = 0;
  6114. // break;
  6115. default:
  6116. opt_flag = 0;
  6117. }
  6118. if (calc_flag&SCB_DYE)
  6119. { //Restore DYE color
  6120. if (vd && !vd->cloth_color && sce->val4)
  6121. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6122. calc_flag&=~SCB_DYE;
  6123. }
  6124. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6125. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) )
  6126. clif_status_change(bl,StatusIconChangeTable[type],0,0);
  6127. else if (sd)
  6128. clif_status_load(bl,StatusIconChangeTable[type],0);
  6129. if(opt_flag)
  6130. clif_changeoption(bl);
  6131. if (calc_flag)
  6132. status_calc_bl(bl,calc_flag);
  6133. if(opt_flag&4) //Out of hiding, invoke on place.
  6134. skill_unit_move(bl,gettick(),1);
  6135. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6136. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6137. ers_free(sc_data_ers, sce);
  6138. return 1;
  6139. }
  6140. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6141. {
  6142. struct block_list *bl;
  6143. struct status_change *sc;
  6144. struct status_change_entry *sce;
  6145. struct status_data *status;
  6146. int hp;
  6147. if(!((bl=map_id2bl(id))&&
  6148. (sc=status_get_sc(bl)) &&
  6149. (sce = sc->data[SC_KAAHI])))
  6150. return 0;
  6151. if(sce->val4 != tid) {
  6152. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  6153. sce->val4=-1;
  6154. return 0;
  6155. }
  6156. status=status_get_status_data(bl);
  6157. if(!status_charge(bl, 0, sce->val3)) {
  6158. sce->val4=-1;
  6159. return 0;
  6160. }
  6161. hp = status->max_hp - status->hp;
  6162. if (hp > sce->val2)
  6163. hp = sce->val2;
  6164. if (hp)
  6165. status_heal(bl, hp, 0, 2);
  6166. sce->val4=-1;
  6167. return 1;
  6168. }
  6169. /*==========================================
  6170. * ステータス異常終了タイマー
  6171. *------------------------------------------*/
  6172. int status_change_timer(int tid, unsigned int tick, int id, intptr data)
  6173. {
  6174. enum sc_type type = (sc_type)data;
  6175. struct block_list *bl;
  6176. struct map_session_data *sd;
  6177. struct status_data *status;
  6178. struct status_change *sc;
  6179. struct status_change_entry *sce;
  6180. bl = map_id2bl(id);
  6181. if(!bl)
  6182. {
  6183. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  6184. return 0;
  6185. }
  6186. sc = status_get_sc(bl);
  6187. status = status_get_status_data(bl);
  6188. if(!(sc && (sce = sc->data[type])))
  6189. {
  6190. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  6191. return 0;
  6192. }
  6193. if( sce->timer != tid )
  6194. {
  6195. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  6196. return 0;
  6197. }
  6198. sd = BL_CAST(BL_PC, bl);
  6199. // set the next timer of the sce (don't assume the status still exists)
  6200. #define sc_timer_next(t,f,i,d) \
  6201. if( (sce=sc->data[type]) ) \
  6202. sce->timer = add_timer(t,f,i,d); \
  6203. else \
  6204. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  6205. switch(type)
  6206. {
  6207. case SC_MAXIMIZEPOWER:
  6208. case SC_CLOAKING:
  6209. if(!status_charge(bl, 0, 1))
  6210. break; //Not enough SP to continue.
  6211. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6212. return 0;
  6213. case SC_CHASEWALK:
  6214. if(!status_charge(bl, 0, sce->val4))
  6215. break; //Not enough SP to continue.
  6216. if (!sc->data[SC_INCSTR]) {
  6217. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  6218. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  6219. *skill_get_time2(status_sc2skill(type),sce->val1));
  6220. }
  6221. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6222. return 0;
  6223. break;
  6224. case SC_SKA:
  6225. if(--(sce->val2)>0){
  6226. sce->val3 = rand()%100; //Random defense.
  6227. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6228. return 0;
  6229. }
  6230. break;
  6231. case SC_HIDING:
  6232. if(--(sce->val2)>0){
  6233. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  6234. break; //Fail if it's time to substract SP and there isn't.
  6235. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6236. return 0;
  6237. }
  6238. break;
  6239. case SC_SIGHT:
  6240. case SC_RUWACH:
  6241. case SC_SIGHTBLASTER:
  6242. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  6243. if( --(sce->val2)>0 ){
  6244. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  6245. return 0;
  6246. }
  6247. break;
  6248. case SC_PROVOKE:
  6249. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  6250. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  6251. return 0;
  6252. }
  6253. break;
  6254. case SC_STONE:
  6255. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  6256. sce->val4 = 0;
  6257. unit_stop_walking(bl,1);
  6258. sc->opt1 = OPT1_STONE;
  6259. clif_changeoption(bl);
  6260. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6261. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6262. return 0;
  6263. }
  6264. if(--(sce->val3) > 0) {
  6265. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  6266. status_percent_damage(NULL, bl, 1, 0, false);
  6267. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6268. return 0;
  6269. }
  6270. break;
  6271. case SC_POISON:
  6272. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  6273. break;
  6274. case SC_DPOISON:
  6275. if (--(sce->val3) > 0) {
  6276. if (!sc->data[SC_SLOWPOISON]) {
  6277. bool flag;
  6278. map_freeblock_lock();
  6279. status_zap(bl, sce->val4, 0);
  6280. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  6281. map_freeblock_unlock();
  6282. if (flag) return 0; //target died, SC cancelled already.
  6283. }
  6284. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  6285. return 0;
  6286. }
  6287. break;
  6288. case SC_TENSIONRELAX:
  6289. if(status->max_hp > status->hp && --(sce->val3) > 0){
  6290. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6291. return 0;
  6292. }
  6293. break;
  6294. case SC_KNOWLEDGE:
  6295. if (!sd) break;
  6296. if(bl->m == sd->feel_map[0].m ||
  6297. bl->m == sd->feel_map[1].m ||
  6298. bl->m == sd->feel_map[2].m)
  6299. { //Timeout will be handled by pc_setpos
  6300. sce->timer = INVALID_TIMER;
  6301. return 0;
  6302. }
  6303. break;
  6304. case SC_BLEEDING:
  6305. if (--(sce->val4) >= 0) {
  6306. int flag;
  6307. map_freeblock_lock();
  6308. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  6309. flag = !sc->data[type];
  6310. map_freeblock_unlock();
  6311. if (flag) return 0; //SC already ended.
  6312. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  6313. return 0;
  6314. }
  6315. break;
  6316. case SC_HPDRAIN:
  6317. if( --(sce->val4) >= 0 )
  6318. {
  6319. int flag, hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  6320. map_freeblock_lock();
  6321. status_fix_damage(NULL, bl, hp, 0);
  6322. flag = !sc->data[type];
  6323. map_freeblock_unlock();
  6324. if( flag ) return 0;
  6325. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6326. }
  6327. break;
  6328. case SC_HPREGEN:
  6329. case SC_S_LIFEPOTION:
  6330. case SC_L_LIFEPOTION:
  6331. if( sd && --(sce->val4) >= 0 )
  6332. {
  6333. // val1 < 0 = per max% | val1 > 0 = exact amount
  6334. int hp = 0;
  6335. if( status->hp < status->max_hp )
  6336. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  6337. status_heal(bl, hp, 0, 2);
  6338. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6339. return 0;
  6340. }
  6341. break;
  6342. case SC_SPREGEN:
  6343. if( sd && --(sce->val4) >= 0 )
  6344. {
  6345. // val1 < 0 = per max% | val1 > 0 = exact amount
  6346. int sp = 0;
  6347. if( status->sp < status->max_sp )
  6348. sp = (sce->val1 < 0) ? (int)(sd->status.max_sp * -1 * sce->val1 / 100.) : sce->val1 ;
  6349. status_heal(bl, 0, sp, 2);
  6350. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6351. return 0;
  6352. }
  6353. break;
  6354. case SC_BOSSMAPINFO:
  6355. if( sd && --(sce->val4) >= 0 )
  6356. {
  6357. struct mob_data *boss_md = map_id2boss(sce->val1);
  6358. if( boss_md && sd->bl.m == boss_md->bl.m )
  6359. {
  6360. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  6361. if (boss_md->bl.prev != NULL) {
  6362. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  6363. return 0;
  6364. }
  6365. }
  6366. }
  6367. break;
  6368. case SC_DANCING: //ダンススキルの時間SP消費
  6369. {
  6370. int s = 0;
  6371. int sp = 1;
  6372. if (--sce->val3 <= 0)
  6373. break;
  6374. switch(sce->val1&0xFFFF){
  6375. case BD_RICHMANKIM:
  6376. case BD_DRUMBATTLEFIELD:
  6377. case BD_RINGNIBELUNGEN:
  6378. case BD_SIEGFRIED:
  6379. case BA_DISSONANCE:
  6380. case BA_ASSASSINCROSS:
  6381. case DC_UGLYDANCE:
  6382. s=3;
  6383. break;
  6384. case BD_LULLABY:
  6385. case BD_ETERNALCHAOS:
  6386. case BD_ROKISWEIL:
  6387. case DC_FORTUNEKISS:
  6388. s=4;
  6389. break;
  6390. case CG_HERMODE:
  6391. case BD_INTOABYSS:
  6392. case BA_WHISTLE:
  6393. case DC_HUMMING:
  6394. case BA_POEMBRAGI:
  6395. case DC_SERVICEFORYOU:
  6396. s=5;
  6397. break;
  6398. case BA_APPLEIDUN:
  6399. s=6;
  6400. break;
  6401. case CG_MOONLIT:
  6402. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6403. sp= 4*(sce->val1>>16);
  6404. //Upkeep is also every 10 secs.
  6405. case DC_DONTFORGETME:
  6406. s=10;
  6407. break;
  6408. }
  6409. if( s != 0 && sce->val3 % s == 0 )
  6410. {
  6411. if (sc->data[SC_LONGING])
  6412. sp*= 3;
  6413. if (!status_charge(bl, 0, sp))
  6414. break;
  6415. }
  6416. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6417. return 0;
  6418. }
  6419. break;
  6420. case SC_DEVOTION:
  6421. //FIXME: use normal status duration instead of a looping timer
  6422. if( (sce->val4 -= 1000) > 0 )
  6423. {
  6424. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6425. return 0;
  6426. }
  6427. break;
  6428. case SC_BERSERK:
  6429. // 5% every 10 seconds [DracoRPG]
  6430. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  6431. {
  6432. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6433. return 0;
  6434. }
  6435. break;
  6436. case SC_NOCHAT:
  6437. if(sd){
  6438. sd->status.manner++;
  6439. clif_changestatus(bl,SP_MANNER,sd->status.manner);
  6440. clif_updatestatus(sd,SP_MANNER);
  6441. if (sd->status.manner < 0)
  6442. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6443. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  6444. return 0;
  6445. }
  6446. }
  6447. break;
  6448. case SC_SPLASHER:
  6449. // custom Venom Splasher countdown timer
  6450. //if (sce->val4 % 1000 == 0) {
  6451. // char timer[10];
  6452. // snprintf (timer, 10, "%d", sce->val4/1000);
  6453. // clif_message(bl, timer);
  6454. //}
  6455. if((sce->val4 -= 500) > 0) {
  6456. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  6457. return 0;
  6458. }
  6459. break;
  6460. case SC_MARIONETTE:
  6461. case SC_MARIONETTE2:
  6462. {
  6463. struct block_list *pbl = map_id2bl(sce->val1);
  6464. if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0)
  6465. {
  6466. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6467. return 0;
  6468. }
  6469. }
  6470. break;
  6471. case SC_GOSPEL:
  6472. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  6473. {
  6474. int hp, sp;
  6475. hp = (sce->val1 > 5) ? 45 : 30;
  6476. sp = (sce->val1 > 5) ? 35 : 20;
  6477. if(!status_charge(bl, hp, sp))
  6478. break;
  6479. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  6480. return 0;
  6481. }
  6482. break;
  6483. case SC_GUILDAURA:
  6484. {
  6485. struct block_list *tbl = map_id2bl(sce->val2);
  6486. if (tbl && battle_check_range(bl, tbl, 2)){
  6487. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6488. return 0;
  6489. }
  6490. }
  6491. break;
  6492. case SC_JAILED:
  6493. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  6494. {
  6495. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  6496. return 0;
  6497. }
  6498. break;
  6499. case SC_BLIND:
  6500. if(sc->data[SC_FOGWALL])
  6501. { //Blind lasts forever while you are standing on the fog.
  6502. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  6503. return 0;
  6504. }
  6505. break;
  6506. }
  6507. // default for all non-handled control paths is to end the status
  6508. return status_change_end( bl,type,tid );
  6509. #undef sc_timer_next
  6510. }
  6511. /*==========================================
  6512. * ステータス異常タイマー範囲処理
  6513. *------------------------------------------*/
  6514. int status_change_timer_sub(struct block_list* bl, va_list ap)
  6515. {
  6516. struct map_session_data *sd, *tsd;
  6517. struct status_change* tsc;
  6518. struct block_list* src = va_arg(ap,struct block_list*);
  6519. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  6520. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  6521. unsigned int tick = va_arg(ap,unsigned int);
  6522. if (status_isdead(bl))
  6523. return 0;
  6524. tsc = status_get_sc(bl);
  6525. sd = BL_CAST(BL_PC, src);
  6526. tsd = BL_CAST(BL_PC, bl);
  6527. switch( type )
  6528. {
  6529. case SC_SIGHT: /* サイト */
  6530. case SC_CONCENTRATE:
  6531. status_change_end(bl, SC_HIDING, -1);
  6532. status_change_end(bl, SC_CLOAKING, -1);
  6533. break;
  6534. case SC_RUWACH: /* ルアフ */
  6535. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  6536. status_change_end(bl, SC_HIDING, -1);
  6537. status_change_end(bl, SC_CLOAKING, -1);
  6538. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6539. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6540. }
  6541. break;
  6542. case SC_SIGHTBLASTER:
  6543. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6544. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6545. {
  6546. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6547. if (sce) sce->val2 = 0; //This signals it to end.
  6548. }
  6549. break;
  6550. case SC_CLOSECONFINE:
  6551. //Lock char has released the hold on everyone...
  6552. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  6553. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  6554. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6555. }
  6556. break;
  6557. }
  6558. return 0;
  6559. }
  6560. /*==========================================
  6561. * Clears buffs/debuffs of a character.
  6562. * type&1 -> buffs, type&2 -> debuffs
  6563. *------------------------------------------*/
  6564. int status_change_clear_buffs (struct block_list* bl, int type)
  6565. {
  6566. int i;
  6567. struct status_change *sc= status_get_sc(bl);
  6568. if (!sc || !sc->count)
  6569. return 0;
  6570. if (type&2) //Debuffs
  6571. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  6572. {
  6573. if(sc->data[i])
  6574. status_change_end(bl,(sc_type)i,-1);
  6575. }
  6576. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  6577. {
  6578. if(!sc->data[i])
  6579. continue;
  6580. switch (i) {
  6581. //Stuff that cannot be removed
  6582. case SC_WEIGHT50:
  6583. case SC_WEIGHT90:
  6584. case SC_COMBO:
  6585. case SC_SMA:
  6586. case SC_DANCING:
  6587. case SC_GUILDAURA:
  6588. case SC_SAFETYWALL:
  6589. case SC_PNEUMA:
  6590. case SC_NOCHAT:
  6591. case SC_JAILED:
  6592. case SC_ANKLE:
  6593. case SC_BLADESTOP:
  6594. case SC_CP_WEAPON:
  6595. case SC_CP_SHIELD:
  6596. case SC_CP_ARMOR:
  6597. case SC_CP_HELM:
  6598. case SC_STRFOOD:
  6599. case SC_AGIFOOD:
  6600. case SC_VITFOOD:
  6601. case SC_INTFOOD:
  6602. case SC_DEXFOOD:
  6603. case SC_LUKFOOD:
  6604. case SC_HITFOOD:
  6605. case SC_FLEEFOOD:
  6606. case SC_BATKFOOD:
  6607. case SC_WATKFOOD:
  6608. case SC_MATKFOOD:
  6609. continue;
  6610. //Debuffs that can be removed.
  6611. case SC_HALLUCINATION:
  6612. case SC_QUAGMIRE:
  6613. case SC_SIGNUMCRUCIS:
  6614. case SC_DECREASEAGI:
  6615. case SC_SLOWDOWN:
  6616. case SC_MINDBREAKER:
  6617. case SC_WINKCHARM:
  6618. case SC_STOP:
  6619. case SC_ORCISH:
  6620. case SC_STRIPWEAPON:
  6621. case SC_STRIPSHIELD:
  6622. case SC_STRIPARMOR:
  6623. case SC_STRIPHELM:
  6624. if (!(type&2))
  6625. continue;
  6626. break;
  6627. //The rest are buffs that can be removed.
  6628. case SC_BERSERK:
  6629. if (!(type&1))
  6630. continue;
  6631. sc->data[i]->val2 = 0;
  6632. break;
  6633. default:
  6634. if (!(type&1))
  6635. continue;
  6636. break;
  6637. }
  6638. status_change_end(bl,(sc_type)i,-1);
  6639. }
  6640. return 0;
  6641. }
  6642. //Natural regen related stuff.
  6643. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6644. static int status_natural_heal(struct block_list* bl, va_list args)
  6645. {
  6646. struct regen_data *regen;
  6647. struct status_data *status;
  6648. struct status_change *sc;
  6649. struct unit_data *ud;
  6650. struct view_data *vd = NULL;
  6651. struct regen_data_sub *sregen;
  6652. struct map_session_data *sd;
  6653. int val,rate,bonus = 0,flag;
  6654. regen = status_get_regen_data(bl);
  6655. if (!regen) return 0;
  6656. status = status_get_status_data(bl);
  6657. sc = status_get_sc(bl);
  6658. if (sc && !sc->count)
  6659. sc = NULL;
  6660. sd = BL_CAST(BL_PC,bl);
  6661. flag = regen->flag;
  6662. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6663. flag&=~(RGN_HP|RGN_SHP);
  6664. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6665. flag&=~(RGN_SP|RGN_SSP);
  6666. if (flag && (
  6667. status_isdead(bl) ||
  6668. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6669. ))
  6670. flag=0;
  6671. if (sd) {
  6672. if (sd->hp_loss.value || sd->sp_loss.value)
  6673. pc_bleeding(sd, natural_heal_diff_tick);
  6674. if (sd->hp_regen.value || sd->sp_regen.value)
  6675. pc_regen(sd, natural_heal_diff_tick);
  6676. }
  6677. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6678. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6679. { //Apply sitting regen bonus.
  6680. sregen = regen->ssregen;
  6681. if(flag&(RGN_SHP))
  6682. { //Sitting HP regen
  6683. val = natural_heal_diff_tick * sregen->rate.hp;
  6684. if (regen->state.overweight)
  6685. val>>=1; //Half as fast when overweight.
  6686. sregen->tick.hp += val;
  6687. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6688. {
  6689. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6690. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6691. { //Full
  6692. flag&=~(RGN_HP|RGN_SHP);
  6693. break;
  6694. }
  6695. }
  6696. }
  6697. if(flag&(RGN_SSP))
  6698. { //Sitting SP regen
  6699. val = natural_heal_diff_tick * sregen->rate.sp;
  6700. if (regen->state.overweight)
  6701. val>>=1; //Half as fast when overweight.
  6702. sregen->tick.sp += val;
  6703. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6704. {
  6705. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6706. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6707. { //Full
  6708. flag&=~(RGN_SP|RGN_SSP);
  6709. break;
  6710. }
  6711. }
  6712. }
  6713. }
  6714. if (flag && regen->state.overweight)
  6715. flag=0;
  6716. ud = unit_bl2ud(bl);
  6717. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6718. {
  6719. flag&=~(RGN_SHP|RGN_SSP);
  6720. if(!regen->state.walk)
  6721. flag&=~RGN_HP;
  6722. }
  6723. if (!flag)
  6724. return 0;
  6725. if (flag&(RGN_HP|RGN_SP))
  6726. {
  6727. if(!vd) vd = status_get_viewdata(bl);
  6728. if(vd && vd->dead_sit == 2)
  6729. bonus++;
  6730. if(regen->state.gc)
  6731. bonus++;
  6732. }
  6733. //Natural Hp regen
  6734. if (flag&RGN_HP)
  6735. {
  6736. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6737. if (ud && ud->walktimer != -1)
  6738. rate/=2;
  6739. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  6740. if(bl->type==BL_HOM) rate *=2;
  6741. regen->tick.hp += rate;
  6742. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6743. {
  6744. val = 0;
  6745. do {
  6746. val += regen->hp;
  6747. regen->tick.hp -= battle_config.natural_healhp_interval;
  6748. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6749. if (status_heal(bl, val, 0, 1) < val)
  6750. flag&=~RGN_SHP; //full.
  6751. }
  6752. }
  6753. //Natural SP regen
  6754. if(flag&RGN_SP)
  6755. {
  6756. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  6757. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  6758. if(bl->type==BL_HOM) rate *=2;
  6759. regen->tick.sp += rate;
  6760. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6761. {
  6762. val = 0;
  6763. do {
  6764. val += regen->sp;
  6765. regen->tick.sp -= battle_config.natural_healsp_interval;
  6766. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6767. if (status_heal(bl, 0, val, 1) < val)
  6768. flag&=~RGN_SSP; //full.
  6769. }
  6770. }
  6771. if (!regen->sregen)
  6772. return flag;
  6773. //Skill regen
  6774. sregen = regen->sregen;
  6775. if(flag&RGN_SHP)
  6776. { //Skill HP regen
  6777. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6778. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6779. {
  6780. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6781. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6782. break; //Full
  6783. }
  6784. }
  6785. if(flag&RGN_SSP)
  6786. { //Skill SP regen
  6787. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6788. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6789. {
  6790. val = sregen->sp;
  6791. if (sd && sd->state.doridori) {
  6792. val*=2;
  6793. sd->state.doridori = 0;
  6794. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6795. sc_start(bl,status_skill2sc(TK_SPTIME),
  6796. 100,rate,skill_get_time(TK_SPTIME, rate));
  6797. if (
  6798. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6799. rand()%10000 < battle_config.sg_angel_skill_ratio
  6800. ) { //Angel of the Sun/Moon/Star
  6801. clif_feel_hate_reset(sd);
  6802. pc_resethate(sd);
  6803. pc_resetfeel(sd);
  6804. }
  6805. }
  6806. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6807. if(status_heal(bl, 0, val, 3) < val)
  6808. break; //Full
  6809. }
  6810. }
  6811. return flag;
  6812. }
  6813. //Natural heal main timer.
  6814. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6815. {
  6816. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6817. map_foreachregen(status_natural_heal);
  6818. natural_heal_prev_tick = tick;
  6819. return 0;
  6820. }
  6821. int status_readdb(void)
  6822. {
  6823. int i,j,class_;
  6824. FILE *fp;
  6825. char line[1024], path[1024],*p;
  6826. sprintf(path, "%s/job_db1.txt", db_path);
  6827. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6828. if(fp==NULL){
  6829. ShowError("can't read %s\n", path);
  6830. return 1;
  6831. }
  6832. i = 0;
  6833. while(fgets(line, sizeof(line), fp))
  6834. {
  6835. //NOTE: entry MAX_WEAPON_TYPE is not counted
  6836. char* split[5 + MAX_WEAPON_TYPE];
  6837. i++;
  6838. if(line[0]=='/' && line[1]=='/')
  6839. continue;
  6840. for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
  6841. split[j]=p;
  6842. p=strchr(p,',');
  6843. if(p) *p++=0;
  6844. }
  6845. if(j < 5 + MAX_WEAPON_TYPE)
  6846. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6847. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6848. continue;
  6849. }
  6850. class_ = atoi(split[0]);
  6851. if(!pcdb_checkid(class_))
  6852. continue;
  6853. class_ = pc_class2idx(class_);
  6854. max_weight_base[class_]=atoi(split[1]);
  6855. hp_coefficient[class_]=atoi(split[2]);
  6856. hp_coefficient2[class_]=atoi(split[3]);
  6857. sp_coefficient[class_]=atoi(split[4]);
  6858. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6859. aspd_base[class_][j]=atoi(split[j+5]);
  6860. }
  6861. fclose(fp);
  6862. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6863. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6864. sprintf(path, "%s/job_db2.txt", db_path);
  6865. fp=fopen(path,"r");
  6866. if(fp==NULL){
  6867. ShowError("can't read %s\n", path);
  6868. return 1;
  6869. }
  6870. while(fgets(line, sizeof(line), fp))
  6871. {
  6872. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6873. if(line[0]=='/' && line[1]=='/')
  6874. continue;
  6875. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6876. split[j]=p;
  6877. p=strchr(p,',');
  6878. if(p) *p++=0;
  6879. }
  6880. class_ = atoi(split[0]);
  6881. if(!pcdb_checkid(class_))
  6882. continue;
  6883. class_ = pc_class2idx(class_);
  6884. for(i=1;i<j && split[i];i++)
  6885. job_bonus[class_][i-1]=atoi(split[i]);
  6886. }
  6887. fclose(fp);
  6888. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6889. // サイズ補正テ?ブル
  6890. for(i=0;i<3;i++)
  6891. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6892. atkmods[i][j]=100;
  6893. sprintf(path, "%s/size_fix.txt", db_path);
  6894. fp=fopen(path,"r");
  6895. if(fp==NULL){
  6896. ShowError("can't read %s\n", path);
  6897. return 1;
  6898. }
  6899. i=0;
  6900. while(fgets(line, sizeof(line), fp))
  6901. {
  6902. char *split[MAX_WEAPON_TYPE];
  6903. if(line[0]=='/' && line[1]=='/')
  6904. continue;
  6905. if(atoi(line)<=0)
  6906. continue;
  6907. memset(split,0,sizeof(split));
  6908. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6909. split[j]=p;
  6910. p=strchr(p,',');
  6911. if(p) *p++=0;
  6912. atkmods[i][j]=atoi(split[j]);
  6913. }
  6914. i++;
  6915. }
  6916. fclose(fp);
  6917. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6918. // 精?デ?タテ?ブル
  6919. for(i=0;i<5;i++){
  6920. for(j=0;j<MAX_REFINE; j++)
  6921. percentrefinery[i][j]=100;
  6922. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6923. refinebonus[i][0]=0;
  6924. refinebonus[i][1]=0;
  6925. refinebonus[i][2]=10;
  6926. }
  6927. sprintf(path, "%s/refine_db.txt", db_path);
  6928. fp=fopen(path,"r");
  6929. if(fp==NULL){
  6930. ShowError("can't read %s\n", path);
  6931. return 1;
  6932. }
  6933. i=0;
  6934. while(fgets(line, sizeof(line), fp))
  6935. {
  6936. char *split[MAX_REFINE+4];
  6937. if(line[0]=='/' && line[1]=='/')
  6938. continue;
  6939. if(atoi(line)<=0)
  6940. continue;
  6941. memset(split,0,sizeof(split));
  6942. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6943. split[j]=p;
  6944. p=strchr(p,',');
  6945. if(p) *p++=0;
  6946. }
  6947. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6948. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6949. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6950. for(j=0;j<MAX_REFINE && split[j+3];j++)
  6951. percentrefinery[i][j]=atoi(split[j+3]);
  6952. i++;
  6953. }
  6954. fclose(fp); //Lupus. close this file!!!
  6955. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6956. return 0;
  6957. }
  6958. /*==========================================
  6959. * スキル関係初期化処理
  6960. *------------------------------------------*/
  6961. int do_init_status(void)
  6962. {
  6963. add_timer_func_list(status_change_timer,"status_change_timer");
  6964. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6965. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6966. initChangeTables();
  6967. initDummyData();
  6968. status_readdb();
  6969. status_calc_sigma();
  6970. natural_heal_prev_tick = gettick();
  6971. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  6972. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6973. return 0;
  6974. }
  6975. void do_final_status(void)
  6976. {
  6977. ers_destroy(sc_data_ers);
  6978. }