status.c 184 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 <time.h>
  4. #include <ctype.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <memory.h>
  8. #include <string.h>
  9. #include <limits.h>
  10. #include "pc.h"
  11. #include "map.h"
  12. #include "pet.h"
  13. #include "npc.h"
  14. #include "mob.h"
  15. #include "clif.h"
  16. #include "guild.h"
  17. #include "skill.h"
  18. #include "itemdb.h"
  19. #include "battle.h"
  20. #include "chrif.h"
  21. #include "status.h"
  22. #include "script.h"
  23. #include "unit.h"
  24. #include "../common/timer.h"
  25. #include "../common/nullpo.h"
  26. #include "../common/showmsg.h"
  27. #include "../common/malloc.h"
  28. int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill.
  29. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  30. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  31. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  32. static int max_weight_base[MAX_PC_CLASS];
  33. static int hp_coefficient[MAX_PC_CLASS];
  34. static int hp_coefficient2[MAX_PC_CLASS];
  35. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  36. static int sp_coefficient[MAX_PC_CLASS];
  37. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  38. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  39. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  40. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  41. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  42. static struct status_data dummy_status;
  43. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  44. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  45. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  46. //to avoid cards exploits
  47. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  48. //but it is much less prone to errors. [Skotlex]
  49. void initChangeTables(void) {
  50. int i;
  51. for (i = 0; i < SC_MAX; i++)
  52. StatusIconChangeTable[i] = SI_BLANK;
  53. for (i = 0; i < MAX_SKILL; i++)
  54. SkillStatusChangeTable[i] = -1;
  55. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  56. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  57. //First we define the skill for common ailments. These are used in
  58. //skill_additional_effect through sc cards. [Skotlex]
  59. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  60. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  61. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  62. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  63. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  64. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  65. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  66. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  67. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  68. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  69. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  70. //These are the status-change flags for the common ailments.
  71. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
  72. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE;
  73. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  74. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  75. StatusChangeFlagTable[SC_POISON] = SCB_DEF2;
  76. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  77. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  78. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  79. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  80. // StatusChangeFlagTable[SC_BLEEDING] = SCB_NONE;
  81. // StatusChangeFlagTable[SC_DPOISON] = SCB_NONE;
  82. //The icons for the common ailments
  83. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  84. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  85. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  86. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  87. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  88. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  89. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  90. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  91. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  92. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  93. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  94. #define set_sc(skill, sc, icon, flag) \
  95. if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
  96. if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \
  97. if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; \
  98. StatusChangeFlagTable[sc] |= flag;
  99. //This one is for sc's that already were defined.
  100. #define add_sc(skill, sc) \
  101. if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
  102. if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill;
  103. add_sc(SM_BASH, SC_STUN);
  104. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  105. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  106. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  107. add_sc(MG_SIGHT, SC_SIGHT);
  108. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  109. add_sc(MG_FROSTDIVER, SC_FREEZE);
  110. add_sc(MG_STONECURSE, SC_STONE);
  111. add_sc(AL_RUWACH, SC_RUWACH);
  112. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  113. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  114. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  115. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  116. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  117. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  118. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  119. add_sc(TF_POISON, SC_POISON);
  120. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  121. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  122. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  123. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  124. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  125. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  126. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
  127. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  128. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
  129. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  130. add_sc(PR_LEXDIVINA, SC_SILENCE);
  131. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  132. add_sc(WZ_METEOR, SC_STUN);
  133. add_sc(WZ_VERMILION, SC_BLIND);
  134. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  135. add_sc(WZ_STORMGUST, SC_FREEZE);
  136. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD);
  137. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  138. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  139. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  140. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  141. add_sc(HT_LANDMINE, SC_STUN);
  142. add_sc(HT_ANKLESNARE, SC_ANKLE);
  143. add_sc(HT_SANDMAN, SC_SLEEP);
  144. add_sc(HT_FLASHER, SC_BLIND);
  145. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  146. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  147. add_sc(AS_SONICBLOW, SC_STUN);
  148. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  149. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  150. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  151. add_sc(AS_VENOMDUST, SC_POISON);
  152. add_sc(AS_SPLASHER, SC_SPLASHER);
  153. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
  154. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  155. add_sc(TF_SPRINKLESAND, SC_BLIND);
  156. add_sc(TF_THROWSTONE, SC_STUN);
  157. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  158. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  159. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  160. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  161. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  162. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  163. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  164. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  165. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  166. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  167. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  168. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  169. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  170. add_sc(NPC_POISON, SC_POISON);
  171. add_sc(NPC_BLINDATTACK, SC_BLIND);
  172. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  173. add_sc(NPC_STUNATTACK, SC_STUN);
  174. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  175. add_sc(NPC_CURSEATTACK, SC_CURSE);
  176. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  177. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  178. add_sc(NPC_DARKBLESSING, SC_COMA);
  179. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  180. add_sc(NPC_LICK, SC_STUN);
  181. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  182. add_sc(NPC_REBIRTH, SC_KAIZEL);
  183. add_sc(RG_RAID, SC_STUN);
  184. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  185. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  186. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  187. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  188. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  189. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  190. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  191. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  192. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  193. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  194. add_sc(CR_SHIELDCHARGE, SC_STUN);
  195. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  196. add_sc(CR_HOLYCROSS, SC_BLIND);
  197. add_sc(CR_GRANDCROSS, SC_BLIND);
  198. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  199. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  200. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  201. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  202. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  203. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  204. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  205. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
  206. add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
  207. add_sc(SA_MAGICROD, SC_MAGICROD);
  208. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  209. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  210. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  211. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  212. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  213. set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK, SCB_WATK);
  214. set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK, SCB_MAXHP);
  215. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK, SCB_FLEE);
  216. add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR);
  217. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  218. add_sc(SA_COMA, SC_COMA);
  219. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  220. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  221. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  222. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  223. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  224. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  225. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  226. add_sc(BA_FROSTJOKE, SC_FREEZE);
  227. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  228. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  229. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  230. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  231. add_sc(DC_SCREAM, SC_STUN);
  232. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  233. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  234. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  235. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  236. add_sc(NPC_DARKCROSS, SC_BLIND);
  237. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  238. add_sc(NPC_STOP, SC_STOP);
  239. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  240. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  241. set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK, SCB_HIT);
  242. set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_FLEE);
  243. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  244. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  245. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  246. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  247. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
  248. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
  249. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  250. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  251. add_sc(HP_BASILICA, SC_BASILICA);
  252. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  253. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  254. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  255. add_sc(PA_GOSPEL, SC_SCRESIST);
  256. add_sc(CH_TIGERFIST, SC_STOP);
  257. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  258. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  259. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  260. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  261. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  262. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK, SCB_SPEED);
  263. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  264. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  265. set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
  266. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  267. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  268. add_sc(LK_SPIRALPIERCE, SC_STOP);
  269. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  270. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  271. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  272. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  273. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  274. add_sc(PF_FOGWALL, SC_FOGWALL);
  275. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  276. add_sc(WE_BABY, SC_BABY);
  277. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED);
  278. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  279. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  280. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  281. add_sc(TK_DOWNKICK, SC_STUN);
  282. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  283. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  284. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  285. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  286. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  287. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  288. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  289. add_sc(SG_MOON_WARM, SC_WARM);
  290. add_sc(SG_STAR_WARM, SC_WARM);
  291. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  292. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  293. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  294. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  295. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  296. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  297. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  298. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  299. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  300. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  301. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  302. add_sc(SL_STUN, SC_STUN);
  303. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  304. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  305. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  306. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  307. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  308. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  309. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  310. add_sc(WS_CARTTERMINATION, SC_STUN);
  311. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  312. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  313. add_sc(CG_HERMODE, SC_HERMODE);
  314. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  315. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  316. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  317. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  318. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  319. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  320. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  321. add_sc(MO_BALKYOUNG, SC_STUN);
  322. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  323. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  324. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  325. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  326. //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
  327. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  328. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  329. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  330. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
  331. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  332. //Uncomment and update when you plan on implementing.
  333. // set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK);
  334. // set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI);
  335. // set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK);
  336. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI);
  337. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  338. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  339. SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  340. SkillStatusChangeTable[SL_MONK] = MAPID_MONK,
  341. SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR,
  342. SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE,
  343. SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER,
  344. SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  345. SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT,
  346. SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD,
  347. SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST,
  348. SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER,
  349. SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE,
  350. SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN,
  351. SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  352. SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER,
  353. SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  354. //Status that don't have a skill associated.
  355. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  356. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  357. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  358. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  359. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  360. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  361. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
  362. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
  363. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  364. //Other SC which are not necessarily associated to skills.
  365. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  366. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  367. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  368. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  369. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  370. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  371. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  372. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  373. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  374. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  375. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  376. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  377. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  378. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  379. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  380. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  381. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  382. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  383. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  384. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  385. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  386. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  387. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  388. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  389. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  390. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  391. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  392. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  393. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  394. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  395. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  396. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  397. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  398. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  399. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  400. //Guild skills don't fit due to their range being beyond MAX_SKILL
  401. StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
  402. StatusChangeFlagTable[SC_GUILDAURA] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX;
  403. StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
  404. StatusChangeFlagTable[SC_BATTLEORDERS] |= SCB_STR|SCB_INT|SCB_DEX;
  405. #undef set_sc
  406. #undef add_sc
  407. if (!battle_config.display_hallucination) //Disable Hallucination.
  408. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  409. }
  410. static void initDummyData(void) {
  411. memset(&dummy_status, 0, sizeof(dummy_status));
  412. dummy_status.hp =
  413. dummy_status.max_hp =
  414. dummy_status.max_sp =
  415. dummy_status.str =
  416. dummy_status.agi =
  417. dummy_status.vit =
  418. dummy_status.int_ =
  419. dummy_status.dex =
  420. dummy_status.luk =
  421. dummy_status.hit = 1;
  422. dummy_status.speed = 2000;
  423. dummy_status.adelay = 4000;
  424. dummy_status.amotion = 2000;
  425. dummy_status.dmotion = 2000;
  426. dummy_status.ele_lv = 1; //Min elemental level.
  427. dummy_status.mode = MD_CANMOVE;
  428. }
  429. /*==========================================
  430. * 精錬ボーナス
  431. *------------------------------------------
  432. */
  433. int status_getrefinebonus(int lv,int type)
  434. {
  435. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  436. return refinebonus[lv][type];
  437. return 0;
  438. }
  439. //Inflicts damage on the target with the according walkdelay.
  440. //If flag&1, damage is passive and does not triggers cancelling status changes.
  441. //If flag&2, fail if target does not has enough to substract.
  442. //If flag&4, if killed, mob must not give exp/loot.
  443. int status_damage(struct block_list *src,struct block_list *target,unsigned int hp, unsigned sp, int walkdelay, int flag)
  444. {
  445. struct status_data *status;
  446. struct status_change *sc;
  447. if(sp && target->type != BL_PC)
  448. sp = 0; //Only players get SP damage.
  449. if (!hp && !sp)
  450. return 0;
  451. if (target->type == BL_SKILL)
  452. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  453. status = status_get_status_data(target);
  454. if (status == &dummy_status || !status->hp || !target->prev)
  455. return 0; //Invalid targets: no damage, dead, not on a map.
  456. sc = status_get_sc(target);
  457. if (sc && !sc->count)
  458. sc = NULL;
  459. if (hp && !(flag&1)) {
  460. if (sc) {
  461. if (sc->data[SC_FREEZE].timer != -1)
  462. status_change_end(target,SC_FREEZE,-1);
  463. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  464. status_change_end(target,SC_STONE,-1);
  465. if (sc->data[SC_SLEEP].timer != -1)
  466. status_change_end(target,SC_SLEEP,-1);
  467. if (sc->data[SC_WINKCHARM].timer != -1)
  468. status_change_end(target,SC_WINKCHARM,-1);
  469. if (sc->data[SC_CONFUSION].timer != -1)
  470. status_change_end(target, SC_CONFUSION, -1);
  471. if (sc->data[SC_TRICKDEAD].timer != -1)
  472. status_change_end(target, SC_TRICKDEAD, -1);
  473. if (sc->data[SC_HIDING].timer != -1)
  474. status_change_end(target, SC_HIDING, -1);
  475. if (sc->data[SC_CLOAKING].timer != -1)
  476. status_change_end(target, SC_CLOAKING, -1);
  477. if (sc->data[SC_CHASEWALK].timer != -1)
  478. status_change_end(target, SC_CHASEWALK, -1);
  479. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  480. //Endure count is only reduced by non-players on non-gvg maps.
  481. //val4 signals infinite endure. [Skotlex]
  482. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  483. && --(sc->data[SC_ENDURE].val2) < 0)
  484. status_change_end(target, SC_ENDURE, -1);
  485. }
  486. if (sc->data[SC_GRAVITATION].timer != -1 &&
  487. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  488. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  489. if (sg) {
  490. skill_delunitgroup(target,sg);
  491. sc->data[SC_GRAVITATION].val4 = 0;
  492. status_change_end(target, SC_GRAVITATION, -1);
  493. }
  494. }
  495. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  496. {
  497. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  498. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  499. {
  500. clif_damage(src, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  501. status_fix_damage(NULL, &sd2->bl, hp, 0);
  502. return 0;
  503. }
  504. status_change_end(target, SC_DEVOTION, -1);
  505. }
  506. if(sc->data[SC_DANCING].timer != -1 && hp > status->max_hp>>2)
  507. skill_stop_dancing(target);
  508. }
  509. unit_skillcastcancel(target, 2);
  510. }
  511. if (hp >= status->hp) {
  512. if (flag&2) return 0;
  513. hp = status->hp;
  514. }
  515. if (sp > status->sp) {
  516. if (flag&2) return 0;
  517. sp = status->sp;
  518. }
  519. status->hp-= hp;
  520. status->sp-= sp;
  521. if (sc && hp && status->hp) {
  522. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  523. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  524. status->hp < status->max_hp>>2)
  525. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  526. }
  527. switch (target->type)
  528. {
  529. case BL_MOB:
  530. mob_damage((TBL_MOB*)target, src, hp);
  531. if (!status->hp)
  532. mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  533. break;
  534. case BL_PC:
  535. pc_damage((TBL_PC*)target,src,hp,sp);
  536. if (!status->hp)
  537. pc_dead((TBL_PC*)target,src);
  538. break;
  539. }
  540. if (walkdelay && status->hp)
  541. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  542. return hp+sp;
  543. }
  544. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  545. //If flag&2, when the player is healed, show the HP/SP heal effect.
  546. int status_heal(struct block_list *bl,unsigned int hp,unsigned int sp, int flag)
  547. {
  548. struct status_data *status;
  549. struct status_change *sc;
  550. status = status_get_status_data(bl);
  551. if (status == &dummy_status || !status->hp)
  552. return 0;
  553. sc = status_get_sc(bl);
  554. if (sc && !sc->count)
  555. sc = NULL;
  556. if(hp) {
  557. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  558. hp = 0;
  559. if(hp > status->max_hp - status->hp)
  560. hp = status->max_hp - status->hp;
  561. }
  562. if(sp) {
  563. if(sp > status->max_sp - status->sp)
  564. sp = status->max_sp - status->sp;
  565. }
  566. if(!sp && !hp) return 0;
  567. status->hp+= hp;
  568. status->sp+= sp;
  569. if(hp && sc &&
  570. sc->data[SC_AUTOBERSERK].timer != -1 &&
  571. sc->data[SC_PROVOKE].timer!=-1 &&
  572. sc->data[SC_PROVOKE].val2==1 &&
  573. status->hp>=status->max_hp>>2
  574. ) //End auto berserk.
  575. status_change_end(bl,SC_PROVOKE,-1);
  576. switch(bl->type) {
  577. case BL_MOB:
  578. mob_heal((TBL_MOB*)bl,hp);
  579. break;
  580. case BL_PC:
  581. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  582. break;
  583. }
  584. return hp+sp;
  585. }
  586. //Does percentual non-flinching damage/heal. If mob is killed this way,
  587. //no exp/drops will be awarded if there is no src (or src is target)
  588. //If rates are > 0, percent is of current HP/SP
  589. //If rates are < 0, percent is of max HP/SP
  590. //If flag, this is heal, otherwise it is damage.
  591. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  592. {
  593. struct status_data *status;
  594. unsigned int hp =0, sp = 0;
  595. status = status_get_status_data(target);
  596. if (hp_rate > 0)
  597. hp = (hp_rate*status->hp)/100;
  598. else if (hp_rate < 0)
  599. hp = (-hp_rate)*status->max_hp/100;
  600. if (hp_rate && !hp)
  601. hp = 1;
  602. if (sp_rate > 0)
  603. sp = (sp_rate*status->sp)/100;
  604. else if (sp_rate < 0)
  605. sp = (-sp_rate)*status->max_sp/100;
  606. if (sp_rate && !sp)
  607. sp = 1;
  608. if (flag) return status_heal(target, hp, sp, 0);
  609. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  610. }
  611. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  612. {
  613. struct status_data *status;
  614. unsigned int hp, sp;
  615. if (!status_isdead(bl)) return 0;
  616. status = status_get_status_data(bl);
  617. if (status == &dummy_status)
  618. return 0; //Invalid target.
  619. hp = status->max_hp * per_hp/100;
  620. sp = status->max_sp * per_hp/100;
  621. if(hp > status->max_hp - status->hp)
  622. hp = status->max_hp - status->hp;
  623. if(sp > status->max_sp - status->sp)
  624. sp = status->max_sp - status->sp;
  625. status->hp += hp;
  626. status->sp += sp;
  627. clif_resurrection(bl, 1);
  628. switch (bl->type) {
  629. case BL_MOB:
  630. mob_revive((TBL_MOB*)bl, hp);
  631. break;
  632. case BL_PC:
  633. pc_revive((TBL_PC*)bl, hp, sp);
  634. break;
  635. }
  636. return 1;
  637. }
  638. /*==========================================
  639. * Checks whether the src can use the skill on the target,
  640. * taking into account status/option of both source/target. [Skotlex]
  641. * flag:
  642. * 0 - Trying to use skill on target.
  643. * 1 - Cast bar is done.
  644. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  645. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  646. * target MAY Be null, in which case the checks are only to see
  647. * whether the source can cast or not the skill on the ground.
  648. *------------------------------------------
  649. */
  650. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  651. {
  652. int mode, race, hide_flag;
  653. struct status_change *sc=NULL, *tsc;
  654. mode = src?status_get_mode(src):MD_CANATTACK;
  655. if (src && status_isdead(src))
  656. return 0;
  657. if (!skill_num) { //Normal attack checks.
  658. if (!(mode&MD_CANATTACK))
  659. return 0; //This mode is only needed for melee attacking.
  660. //Dead state is not checked for skills as some skills can be used
  661. //on dead characters, said checks are left to skill.c [Skotlex]
  662. if (target && status_isdead(target))
  663. return 0;
  664. }
  665. if (skill_num == PA_PRESSURE && flag) {
  666. //Gloria Avoids pretty much everything....
  667. tsc = target?status_get_sc(target):NULL;
  668. if(tsc) {
  669. if (tsc->option&OPTION_HIDE)
  670. return 0;
  671. if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
  672. return 0;
  673. }
  674. return 1;
  675. }
  676. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  677. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  678. && !(mode&MD_BOSS))
  679. { //Basilica Check
  680. if (!skill_num) return 0;
  681. race = skill_get_inf(skill_num);
  682. if (race&INF_ATTACK_SKILL)
  683. return 0;
  684. if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  685. return 0;
  686. }
  687. if (src) sc = status_get_sc(src);
  688. if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
  689. //When sc do not cancel casting, the spell should come out.
  690. return 0;
  691. if(sc && sc->count)
  692. {
  693. if (
  694. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  695. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  696. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  697. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  698. )
  699. return 0;
  700. if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag)
  701. { //Prevents skill usage against players?
  702. clif_emotion(src, 3);
  703. return 0;
  704. }
  705. if (sc->data[SC_BLADESTOP].timer != -1) {
  706. switch (sc->data[SC_BLADESTOP].val1)
  707. {
  708. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  709. case 4: if (skill_num == MO_CHAINCOMBO) break;
  710. case 3: if (skill_num == MO_INVESTIGATE) break;
  711. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  712. default: return 0;
  713. }
  714. }
  715. if (skill_num && //Do not block item-casted skills.
  716. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  717. ) { //Skills blocked through status changes...
  718. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  719. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  720. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  721. sc->data[SC_SILENCE].timer != -1 ||
  722. sc->data[SC_STEELBODY].timer != -1 ||
  723. sc->data[SC_BERSERK].timer != -1
  724. ))
  725. return 0;
  726. //Skill blocking.
  727. if (
  728. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  729. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
  730. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  731. sc->data[SC_NOCHAT].timer != -1
  732. )
  733. return 0;
  734. if (flag!=2 && sc->data[SC_DANCING].timer != -1)
  735. {
  736. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  737. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  738. return 0;
  739. if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
  740. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  741. }
  742. }
  743. }
  744. if (sc && sc->option)
  745. {
  746. if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH
  747. && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP
  748. && skill_num != NJ_KIRIKAGE)
  749. return 0;
  750. // if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING)
  751. // return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex]
  752. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  753. return 0;
  754. }
  755. if (target == NULL || target == src) //No further checking needed.
  756. return 1;
  757. tsc = status_get_sc(target);
  758. if(tsc && tsc->count)
  759. {
  760. if (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  761. return 0;
  762. if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
  763. return 0;
  764. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  765. return 0;
  766. }
  767. race = src?status_get_race(src):0;
  768. //If targetting, cloak+hide protect you, otherwise only hiding does.
  769. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  770. //You cannot hide from ground skills.
  771. if(skill_get_pl(skill_num) == 2)
  772. hide_flag &= ~OPTION_HIDE;
  773. switch (target->type)
  774. {
  775. case BL_PC:
  776. {
  777. struct map_session_data *sd = (struct map_session_data*) target;
  778. if (pc_isinvisible(sd))
  779. return 0;
  780. if (tsc->option&hide_flag
  781. && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
  782. && !(mode&MD_BOSS))
  783. return 0;
  784. }
  785. break;
  786. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  787. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  788. if (mode&MD_LOOTER)
  789. return 1;
  790. else
  791. return 0;
  792. default:
  793. //Check for chase-walk/hiding/cloaking opponents.
  794. if (tsc && !(mode&MD_BOSS))
  795. {
  796. if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
  797. return 0;
  798. }
  799. }
  800. return 1;
  801. }
  802. void status_calc_bl(struct block_list *bl, unsigned long flag);
  803. static int status_base_atk(struct block_list *bl, struct status_data *status)
  804. {
  805. int flag = 0, str, dex, dstr;
  806. if (bl->type == BL_PC)
  807. switch(((TBL_PC*)bl)->status.weapon){
  808. case W_BOW:
  809. case W_MUSICAL:
  810. case W_WHIP:
  811. case W_REVOLVER:
  812. case W_RIFLE:
  813. case W_SHOTGUN:
  814. case W_GATLING:
  815. case W_GRENADE:
  816. flag = 1;
  817. }
  818. if (flag) {
  819. str = status->dex;
  820. dex = status->str;
  821. } else {
  822. str = status->str;
  823. dex = status->dex;
  824. }
  825. dstr = str/10;
  826. return str + dstr*dstr + dex/5 + status->luk/5;
  827. }
  828. //Fills in the misc data that can be calculated from the other status info (except for level)
  829. void status_calc_misc(struct status_data *status, int level)
  830. {
  831. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  832. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  833. status->hit = level + status->dex;
  834. status->flee = level + status->agi;
  835. status->def2 = status->vit;
  836. status->mdef2 = status->int_ + (status->vit>>1);
  837. status->cri = status->luk*3 + 10;
  838. status->flee2 = status->luk + 10;
  839. }
  840. //Skotlex: Calculates the initial status for the given mob
  841. //first will only be false when the mob leveled up or got a GuardUp level.
  842. int status_calc_mob(struct mob_data* md, int first)
  843. {
  844. struct status_data *status;
  845. struct block_list *mbl = NULL;
  846. int flag=0;
  847. //Check if we need custom base-status
  848. if (battle_config.mobs_level_up && md->level != md->db->lv)
  849. flag|=1;
  850. if (md->special_state.size)
  851. flag|=2;
  852. if (md->guardian_data && md->guardian_data->guardup_lv)
  853. flag|=4;
  854. if (battle_config.slaves_inherit_speed && md->master_id)
  855. flag|=8;
  856. if (md->master_id && md->special_state.ai>1)
  857. flag|=16;
  858. if (!flag)
  859. { //No special status required.
  860. if (md->base_status) {
  861. aFree(md->base_status);
  862. md->base_status = NULL;
  863. }
  864. if(first)
  865. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  866. return 0;
  867. }
  868. if (!md->base_status)
  869. md->base_status = aCalloc(1, sizeof(struct status_data));
  870. status = md->base_status;
  871. memcpy(status, &md->db->status, sizeof(struct status_data));
  872. if (flag&(8|16))
  873. mbl = map_id2bl(md->master_id);
  874. if (flag&8 && mbl) {
  875. struct status_data *mstatus = status_get_base_status(mbl);
  876. if (mstatus && mstatus->mode&MD_CANMOVE && status->mode&MD_CANMOVE)
  877. status->speed = mstatus->speed;
  878. }
  879. if (flag&16 && mbl)
  880. { //Max HP setting from Summon Flora/marine Sphere
  881. struct unit_data *ud = unit_bl2ud(mbl);
  882. if (ud)
  883. { // different levels of HP according to skill level
  884. if (ud->skillid == AM_SPHEREMINE) {
  885. status->max_hp = 2000 + 400*ud->skilllv;
  886. status->mode|= MD_CANMOVE; //Needed for the skill
  887. } else { //AM_CANNIBALIZE
  888. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  889. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  890. }
  891. status->hp = status->max_hp;
  892. }
  893. }
  894. if (flag&1)
  895. { // increase from mobs leveling up [Valaris]
  896. int diff = md->level - md->db->lv;
  897. status->str+= diff;
  898. status->agi+= diff;
  899. status->vit+= diff;
  900. status->int_+= diff;
  901. status->dex+= diff;
  902. status->luk+= diff;
  903. status->max_hp += diff*status->vit;
  904. status->max_sp += diff*status->int_;
  905. status->hp = status->max_hp;
  906. status->sp = status->max_sp;
  907. status->speed -= diff;
  908. }
  909. if (flag&2)
  910. { // change for sized monsters [Valaris]
  911. if (md->special_state.size==1) {
  912. status->max_hp>>=1;
  913. status->max_sp>>=1;
  914. if (!status->max_hp) status->max_hp = 1;
  915. if (!status->max_sp) status->max_sp = 1;
  916. status->hp=status->max_hp;
  917. status->sp=status->max_sp;
  918. status->str>>=1;
  919. status->agi>>=1;
  920. status->vit>>=1;
  921. status->int_>>=1;
  922. status->dex>>=1;
  923. status->luk>>=1;
  924. if (!status->str) status->str = 1;
  925. if (!status->agi) status->agi = 1;
  926. if (!status->vit) status->vit = 1;
  927. if (!status->int_) status->int_ = 1;
  928. if (!status->dex) status->dex = 1;
  929. if (!status->luk) status->luk = 1;
  930. } else if (md->special_state.size==2) {
  931. status->max_hp<<=1;
  932. status->max_sp<<=1;
  933. status->hp=status->max_hp;
  934. status->sp=status->max_sp;
  935. status->str<<=1;
  936. status->agi<<=1;
  937. status->vit<<=1;
  938. status->int_<<=1;
  939. status->dex<<=1;
  940. status->luk<<=1;
  941. }
  942. }
  943. status->batk = status_base_atk(&md->bl, status);
  944. status_calc_misc(status, md->level);
  945. if(flag&4)
  946. { // Strengthen Guardians - custom value +10% / lv
  947. struct guild_castle *gc;
  948. gc=guild_mapname2gc(map[md->bl.m].name);
  949. if (!gc)
  950. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  951. else {
  952. status->max_hp += 2000 * gc->defense;
  953. status->max_sp += 200 * gc->defense;
  954. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  955. status->hp = gc->guardian[md->guardian_data->number].hp;
  956. else //Emperium
  957. status->hp = status->max_hp;
  958. status->sp = status->max_sp;
  959. }
  960. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  961. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  962. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  963. status->aspd_rate -= 10*md->guardian_data->guardup_lv;
  964. }
  965. if(!battle_config.enemy_str)
  966. status->batk = 0;
  967. if(battle_config.enemy_critical_rate != 100)
  968. status->cri = status->cri*battle_config.enemy_critical_rate/100;
  969. if (!status->cri && battle_config.enemy_critical_rate)
  970. status->cri = 1;
  971. if (!battle_config.enemy_perfect_flee)
  972. status->flee2 = 0;
  973. //Initial battle status
  974. if (!first) {
  975. status_cpy(&md->status, status);
  976. if (md->sc.count)
  977. status_calc_bl(&md->bl, SCB_ALL);
  978. } else
  979. memcpy(&md->status, status, sizeof(struct status_data));
  980. return 1;
  981. }
  982. //Skotlex: Calculates the stats of the given pet.
  983. int status_calc_pet(struct pet_data *pd, int first)
  984. {
  985. struct map_session_data *sd;
  986. int lv;
  987. nullpo_retr(0, pd);
  988. sd = pd->msd;
  989. if(!sd || sd->status.pet_id == 0 || sd->pd == NULL)
  990. return 0;
  991. if (first) {
  992. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  993. pd->status.speed = pd->petDB->speed;
  994. }
  995. if (battle_config.pet_lv_rate)
  996. {
  997. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  998. if (lv < 0)
  999. lv = 1;
  1000. if (lv != sd->pet.level || first)
  1001. {
  1002. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1003. sd->pet.level = lv;
  1004. if (!first) //Lv Up animation
  1005. clif_misceffect(&pd->bl, 0);
  1006. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1007. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1008. status->str = (bstat->str*lv)/pd->db->lv;
  1009. status->agi = (bstat->agi*lv)/pd->db->lv;
  1010. status->vit = (bstat->vit*lv)/pd->db->lv;
  1011. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1012. status->dex = (bstat->dex*lv)/pd->db->lv;
  1013. status->luk = (bstat->luk*lv)/pd->db->lv;
  1014. if(status->rhw.atk > battle_config.pet_max_atk1)
  1015. status->rhw.atk = battle_config.pet_max_atk1;
  1016. if(status->rhw.atk2 > battle_config.pet_max_atk2)
  1017. status->rhw.atk2 = battle_config.pet_max_atk2;
  1018. if(status->str > battle_config.pet_max_stats)
  1019. status->str = battle_config.pet_max_stats;
  1020. else if (status->str < 1) status->str = 1;
  1021. if(status->agi > battle_config.pet_max_stats)
  1022. status->agi = battle_config.pet_max_stats;
  1023. else if (status->agi < 1) status->agi = 1;
  1024. if(status->vit > battle_config.pet_max_stats)
  1025. status->vit = battle_config.pet_max_stats;
  1026. else if (status->vit < 1) status->vit = 1;
  1027. if(status->int_ > battle_config.pet_max_stats)
  1028. status->int_ = battle_config.pet_max_stats;
  1029. else if (status->int_ < 1) status->int_ = 1;
  1030. if(status->dex > battle_config.pet_max_stats)
  1031. status->dex = battle_config.pet_max_stats;
  1032. else if (status->dex < 1) status->dex = 1;
  1033. if(status->luk > battle_config.pet_max_stats)
  1034. status->luk = battle_config.pet_max_stats;
  1035. else if (status->luk < 1) status->luk = 1;
  1036. status->batk = status_base_atk(&pd->bl, &pd->status);
  1037. status_calc_misc(&pd->status, lv);
  1038. if (!battle_config.pet_str)
  1039. pd->status.batk = 0;
  1040. if (!first) //Not done the first time because the pet is not visible yet
  1041. clif_send_petstatus(sd);
  1042. }
  1043. } else if (first) {
  1044. pd->status.batk = status_base_atk(&pd->bl, &pd->status);
  1045. status_calc_misc(&pd->status, pd->db->lv);
  1046. if (!battle_config.pet_str)
  1047. pd->status.batk = 0;
  1048. }
  1049. //Support rate modifier (1000 = 100%)
  1050. pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1051. if(battle_config.pet_support_rate != 100)
  1052. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1053. return 1;
  1054. }
  1055. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1056. {
  1057. unsigned int val;
  1058. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1059. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1060. * (100 + status->vit)/100 + sd->param_equip[2];
  1061. if (sd->class_&JOBL_UPPER)
  1062. val += val * 30/100;
  1063. else if (sd->class_&JOBL_BABY)
  1064. val -= val * 30/100;
  1065. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1066. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1067. return val;
  1068. }
  1069. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1070. {
  1071. unsigned int val;
  1072. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1073. * (100 + status->int_)/100 + sd->param_equip[3];
  1074. if (sd->class_&JOBL_UPPER)
  1075. val += val * 30/100;
  1076. else if (sd->class_&JOBL_BABY)
  1077. val -= val * 30/100;
  1078. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1079. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1080. return val;
  1081. }
  1082. //Calculates player data from scratch without counting SC adjustments.
  1083. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1084. int status_calc_pc(struct map_session_data* sd,int first)
  1085. {
  1086. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1087. struct status_data b_status, *status;
  1088. struct weapon_atk b_lhw;
  1089. struct skill b_skill[MAX_SKILL];
  1090. int b_weight,b_max_weight;
  1091. int b_paramcard[6];
  1092. int i,index;
  1093. int skill,refinedef=0;
  1094. if (++calculating > 10) //Too many recursive calls!
  1095. return -1;
  1096. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1097. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1098. b_status.lhw = &b_lhw;
  1099. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1100. b_weight = sd->weight;
  1101. b_max_weight = sd->max_weight;
  1102. pc_calc_skilltree(sd); // スキルツリ?の計算
  1103. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1104. if(first&1) {
  1105. //Load Hp/SP from char-received data.
  1106. sd->battle_status.hp = sd->status.hp;
  1107. sd->battle_status.sp = sd->status.sp;
  1108. sd->battle_status.lhw = &sd->battle_lhw;
  1109. sd->base_status.lhw = &sd->base_lhw;
  1110. sd->weight=0;
  1111. for(i=0;i<MAX_INVENTORY;i++){
  1112. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1113. continue;
  1114. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1115. }
  1116. sd->cart_max_weight=battle_config.max_cart_weight;
  1117. sd->cart_weight=0;
  1118. sd->cart_max_num=MAX_CART;
  1119. sd->cart_num=0;
  1120. for(i=0;i<MAX_CART;i++){
  1121. if(sd->status.cart[i].nameid==0)
  1122. continue;
  1123. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1124. sd->cart_num++;
  1125. }
  1126. }
  1127. status = &sd->base_status;
  1128. // these are not zeroed. [zzo]
  1129. sd->hprate=100;
  1130. sd->sprate=100;
  1131. sd->castrate=100;
  1132. sd->delayrate=100;
  1133. sd->dsprate=100;
  1134. sd->speed_rate = 100;
  1135. sd->hprecov_rate = 100;
  1136. sd->sprecov_rate = 100;
  1137. sd->atk_rate = sd->matk_rate = 100;
  1138. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1139. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1140. // zeroed arays, order follows the order in map.h.
  1141. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1142. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1143. + sizeof(sd->param_equip)
  1144. + sizeof(sd->subele)
  1145. + sizeof(sd->subrace)
  1146. + sizeof(sd->subrace2)
  1147. + sizeof(sd->subsize)
  1148. + sizeof(sd->addeff)
  1149. + sizeof(sd->addeff2)
  1150. + sizeof(sd->reseff)
  1151. + sizeof(sd->weapon_coma_ele)
  1152. + sizeof(sd->weapon_coma_race)
  1153. + sizeof(sd->arrow_addele)
  1154. + sizeof(sd->arrow_addrace)
  1155. + sizeof(sd->arrow_addsize)
  1156. + sizeof(sd->arrow_addeff)
  1157. + sizeof(sd->arrow_addeff2)
  1158. + sizeof(sd->magic_addele)
  1159. + sizeof(sd->magic_addrace)
  1160. + sizeof(sd->magic_addsize)
  1161. + sizeof(sd->critaddrace)
  1162. + sizeof(sd->expaddrace)
  1163. + sizeof(sd->itemhealrate)
  1164. + sizeof(sd->addeff3)
  1165. + sizeof(sd->addeff3_type)
  1166. + sizeof(sd->sp_gain_race)
  1167. );
  1168. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1169. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1170. memset(&sd->special_state,0,sizeof(sd->special_state));
  1171. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1172. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1173. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1174. status->speed = DEFAULT_WALK_SPEED;
  1175. status->aspd_rate = 100;
  1176. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1177. status->size = (sd->class_&JOBL_BABY)?0:1;
  1178. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1179. if (sd->class_&JOBL_BABY) {
  1180. if (battle_config.character_size&2)
  1181. status->size++;
  1182. } if(battle_config.character_size&1)
  1183. status->size++;
  1184. }
  1185. status->aspd_rate = 100;
  1186. status->ele_lv = 1;
  1187. status->race = RC_DEMIHUMAN;
  1188. //zero up structures...
  1189. memset(&sd->autospell,0,sizeof(sd->autospell)
  1190. + sizeof(sd->autospell2)
  1191. + sizeof(sd->skillatk)
  1192. + sizeof(sd->skillblown)
  1193. + sizeof(sd->add_def)
  1194. + sizeof(sd->add_mdef)
  1195. + sizeof(sd->add_dmg)
  1196. + sizeof(sd->add_mdmg)
  1197. + sizeof(sd->add_drop)
  1198. );
  1199. // vars zeroing. ints, shorts, chars. in that order.
  1200. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1201. + sizeof(sd->arrow_ele)
  1202. + sizeof(sd->arrow_cri)
  1203. + sizeof(sd->arrow_hit)
  1204. + sizeof(sd->nhealhp)
  1205. + sizeof(sd->nhealsp)
  1206. + sizeof(sd->nshealhp)
  1207. + sizeof(sd->nshealsp)
  1208. + sizeof(sd->nsshealhp)
  1209. + sizeof(sd->nsshealsp)
  1210. + sizeof(sd->critical_def)
  1211. + sizeof(sd->double_rate)
  1212. + sizeof(sd->long_attack_atk_rate)
  1213. + sizeof(sd->near_attack_def_rate)
  1214. + sizeof(sd->long_attack_def_rate)
  1215. + sizeof(sd->magic_def_rate)
  1216. + sizeof(sd->misc_def_rate)
  1217. + sizeof(sd->ignore_mdef_ele)
  1218. + sizeof(sd->ignore_mdef_race)
  1219. + sizeof(sd->perfect_hit)
  1220. + sizeof(sd->perfect_hit_add)
  1221. + sizeof(sd->get_zeny_rate)
  1222. + sizeof(sd->get_zeny_num)
  1223. + sizeof(sd->double_add_rate)
  1224. + sizeof(sd->short_weapon_damage_return)
  1225. + sizeof(sd->long_weapon_damage_return)
  1226. + sizeof(sd->magic_damage_return)
  1227. + sizeof(sd->random_attack_increase_add)
  1228. + sizeof(sd->random_attack_increase_per)
  1229. + sizeof(sd->break_weapon_rate)
  1230. + sizeof(sd->break_armor_rate)
  1231. + sizeof(sd->crit_atk_rate)
  1232. + sizeof(sd->hp_loss_rate)
  1233. + sizeof(sd->sp_loss_rate)
  1234. + sizeof(sd->classchange)
  1235. + sizeof(sd->speed_add_rate)
  1236. + sizeof(sd->aspd_add_rate)
  1237. + sizeof(sd->setitem_hash)
  1238. + sizeof(sd->setitem_hash2)
  1239. // shorts
  1240. + sizeof(sd->splash_range)
  1241. + sizeof(sd->splash_add_range)
  1242. + sizeof(sd->add_steal_rate)
  1243. + sizeof(sd->hp_loss_value)
  1244. + sizeof(sd->sp_loss_value)
  1245. + sizeof(sd->hp_loss_type)
  1246. + sizeof(sd->hp_gain_value)
  1247. + sizeof(sd->sp_gain_value)
  1248. + sizeof(sd->add_drop_count)
  1249. + sizeof(sd->unbreakable)
  1250. + sizeof(sd->unbreakable_equip)
  1251. + sizeof(sd->unstripable_equip)
  1252. + sizeof(sd->no_regen)
  1253. + sizeof(sd->add_def_count)
  1254. + sizeof(sd->add_mdef_count)
  1255. + sizeof(sd->add_dmg_count)
  1256. + sizeof(sd->add_mdmg_count)
  1257. );
  1258. for(i=0;i<10;i++) {
  1259. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1260. if(index < 0)
  1261. continue;
  1262. if(i == 9 && sd->equip_index[8] == index)
  1263. continue;
  1264. if(i == 5 && sd->equip_index[4] == index)
  1265. continue;
  1266. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1267. continue;
  1268. if(sd->inventory_data[index]) {
  1269. int j,c;
  1270. struct item_data *data;
  1271. //Card script execution.
  1272. if(sd->status.inventory[index].card[0]==0x00ff ||
  1273. sd->status.inventory[index].card[0]==0x00fe ||
  1274. sd->status.inventory[index].card[0]==(short)0xff00)
  1275. continue;
  1276. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1277. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1278. if(!c)
  1279. continue;
  1280. data = itemdb_exists(c);
  1281. if(!data)
  1282. continue;
  1283. if(first&1 && data->equip_script)
  1284. { //Execute equip-script on login
  1285. run_script(data->equip_script,0,sd->bl.id,0);
  1286. if (!calculating)
  1287. return 1;
  1288. }
  1289. if(!data->script)
  1290. continue;
  1291. if(data->flag.no_equip) { //Card restriction checks.
  1292. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1293. continue;
  1294. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1295. continue;
  1296. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1297. continue;
  1298. }
  1299. if(i == 8 && sd->status.inventory[index].equip == 0x20)
  1300. { //Left hand status.
  1301. sd->state.lr_flag = 1;
  1302. run_script(data->script,0,sd->bl.id,0);
  1303. sd->state.lr_flag = 0;
  1304. } else
  1305. run_script(data->script,0,sd->bl.id,0);
  1306. if (!calculating) //Abort, run_script his function. [Skotlex]
  1307. return 1;
  1308. }
  1309. }
  1310. }
  1311. if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0)
  1312. { // Pet
  1313. struct pet_data *pd=sd->pd;
  1314. if(pd && (!battle_config.pet_equip_required || pd->equip > 0) &&
  1315. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1316. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1317. }
  1318. memcpy(b_paramcard,sd->param_bonus,sizeof(b_paramcard));
  1319. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1320. // ?備品によるステ?タス?化はここで?行
  1321. for(i=0;i<10;i++) {
  1322. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1323. if(index < 0)
  1324. continue;
  1325. if(i == 9 && sd->equip_index[8] == index)
  1326. continue;
  1327. if(i == 5 && sd->equip_index[4] == index)
  1328. continue;
  1329. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1330. continue;
  1331. if(!sd->inventory_data[index])
  1332. continue;
  1333. status->def += sd->inventory_data[index]->def;
  1334. if(first&1 && sd->inventory_data[index]->equip_script)
  1335. { //Execute equip-script on login
  1336. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1337. if (!calculating)
  1338. return 1;
  1339. }
  1340. if(sd->inventory_data[index]->type == 4) {
  1341. int r,wlv = sd->inventory_data[index]->wlv;
  1342. struct weapon_data *wd;
  1343. struct weapon_atk *wa;
  1344. if (wlv >= MAX_REFINE_BONUS)
  1345. wlv = MAX_REFINE_BONUS - 1;
  1346. if(i == 8 && sd->status.inventory[index].equip == 0x20) {
  1347. wd = &sd->left_weapon; // Left-hand weapon
  1348. wa = status->lhw;
  1349. } else {
  1350. wd = &sd->right_weapon;
  1351. wa = &status->rhw;
  1352. }
  1353. wa->atk += sd->inventory_data[index]->atk;
  1354. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1355. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1356. wd->overrefine = r*refinebonus[wlv][1];
  1357. wa->range += sd->inventory_data[index]->range;
  1358. if(sd->inventory_data[index]->script) {
  1359. if (wd == &sd->left_weapon) {
  1360. sd->state.lr_flag = 1;
  1361. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1362. sd->state.lr_flag = 0;
  1363. } else
  1364. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1365. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1366. return 1;
  1367. }
  1368. if(sd->status.inventory[index].card[0]==0x00ff)
  1369. { // Forged weapon
  1370. wd->star += (sd->status.inventory[index].card[1]>>8);
  1371. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1372. if(pc_famerank( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1373. wd->star += 10;
  1374. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1375. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1376. }
  1377. }
  1378. else if(sd->inventory_data[index]->type == 5) {
  1379. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1380. if(sd->inventory_data[index]->script) {
  1381. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1382. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1383. return 1;
  1384. }
  1385. }
  1386. }
  1387. if(sd->equip_index[10] >= 0){ // 矢
  1388. index = sd->equip_index[10];
  1389. if(sd->inventory_data[index]){ // Arrows
  1390. sd->state.lr_flag = 2;
  1391. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1392. sd->state.lr_flag = 0;
  1393. sd->arrow_atk += sd->inventory_data[index]->atk;
  1394. }
  1395. }
  1396. //Store equipment script bonuses
  1397. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1398. //We store card bonuses here because Improve Concentration is the only SC
  1399. //that will not take it into consideration when buffing you up.
  1400. memcpy(sd->param_bonus, b_paramcard, sizeof(sd->param_bonus));
  1401. status->def += (refinedef+50)/100;
  1402. if(status->rhw.range < 1) status->rhw.range = 1;
  1403. if(status->lhw->range < 1) status->lhw->range = 1;
  1404. if(status->rhw.range < status->lhw->range)
  1405. status->rhw.range = status->lhw->range;
  1406. sd->double_rate += sd->double_add_rate;
  1407. sd->perfect_hit += sd->perfect_hit_add;
  1408. sd->splash_range += sd->splash_add_range;
  1409. if(sd->aspd_add_rate)
  1410. sd->aspd_rate += sd->aspd_add_rate;
  1411. if(sd->speed_add_rate)
  1412. sd->speed_rate += sd->speed_add_rate;
  1413. // Damage modifiers from weapon type
  1414. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1415. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1416. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1417. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1418. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1419. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1420. // ----- STATS CALCULATION -----
  1421. // Job bonuses
  1422. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1423. if(!job_bonus[sd->status.class_][i])
  1424. continue;
  1425. switch(job_bonus[sd->status.class_][i]) {
  1426. case 1:
  1427. status->str++;
  1428. break;
  1429. case 2:
  1430. status->agi++;
  1431. break;
  1432. case 3:
  1433. status->vit++;
  1434. break;
  1435. case 4:
  1436. status->int_++;
  1437. break;
  1438. case 5:
  1439. status->dex++;
  1440. break;
  1441. case 6:
  1442. status->luk++;
  1443. break;
  1444. }
  1445. }
  1446. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1447. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1448. status->str += 10;
  1449. status->agi += 10;
  1450. status->vit += 10;
  1451. status->int_+= 10;
  1452. status->dex += 10;
  1453. status->luk += 10;
  1454. }
  1455. // Absolute modifiers from passive skills
  1456. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1457. status->str++;
  1458. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1459. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1460. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1461. status->dex += skill;
  1462. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1463. i = status->str + sd->status.str + b_paramcard[0] + sd->param_equip[0];
  1464. status->str = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1465. i = status->agi + sd->status.agi + b_paramcard[1] + sd->param_equip[1];
  1466. status->agi = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1467. i = status->vit + sd->status.vit + b_paramcard[2] + sd->param_equip[2];
  1468. status->vit = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1469. i = status->int_+ sd->status.int_+ b_paramcard[3] + sd->param_equip[3];
  1470. status->int_ = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1471. i = status->dex + sd->status.dex + b_paramcard[4] + sd->param_equip[4];
  1472. status->dex = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1473. i = status->luk + sd->status.luk + b_paramcard[5] + sd->param_equip[5];
  1474. status->luk = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1475. // ------ BASE ATTACK CALCULATION ------
  1476. // Basic Base ATK value
  1477. status->batk += status_base_atk(&sd->bl,status);
  1478. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1479. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1480. status->batk += sd->weapon_atk[sd->status.weapon];
  1481. // Absolute modifiers from passive skills
  1482. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1483. status->batk += 4;
  1484. // ----- MATK CALCULATION -----
  1485. // Basic MATK value
  1486. status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
  1487. status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
  1488. // ----- CRIT CALCULATION -----
  1489. // Basic Crit value
  1490. status->cri += (status->luk*3)+10;
  1491. // ----- HIT CALCULATION -----
  1492. // Basic Hit value
  1493. status->hit += status->dex + sd->status.base_level;
  1494. // Absolute modifiers from passive skills
  1495. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1496. status->hit += skill*2;
  1497. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1498. status->hit += skill;
  1499. if(sd->status.weapon == W_BOW)
  1500. status->rhw.range += skill;
  1501. }
  1502. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1503. {
  1504. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1505. status->hit += 2*skill;
  1506. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1507. status->hit += skill;
  1508. status->rhw.range += skill;
  1509. }
  1510. }
  1511. // ----- FLEE CALCULATION -----
  1512. // Basic Flee value
  1513. status->flee += status->agi + sd->status.base_level;
  1514. // Absolute modifiers from passive skills
  1515. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1516. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1517. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1518. status->flee += (skill*3)>>1;
  1519. // ----- PERFECT DODGE CALCULATION -----
  1520. // Basic Perfect Dodge value
  1521. status->flee2 += status->luk+10;
  1522. // ----- VIT-DEF CALCULATION -----
  1523. // Basic VIT-DEF value
  1524. status->def2 += status->vit;
  1525. // ----- EQUIPMENT-DEF CALCULATION -----
  1526. // Apply relative modifiers from equipment
  1527. if(sd->def_rate != 100)
  1528. status->def = status->def * sd->def_rate/100;
  1529. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1530. {
  1531. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1532. status->def = (unsigned char)battle_config.max_def;
  1533. }
  1534. // ----- INT-MDEF CALCULATION -----
  1535. // Basic INT-MDEF value
  1536. status->mdef2 += status->int_ + (status->vit>>1);
  1537. // ----- EQUIPMENT-MDEF CALCULATION -----
  1538. // Apply relative modifiers from equipment
  1539. if(sd->mdef_rate != 100)
  1540. status->mdef = status->mdef * sd->mdef_rate/100;
  1541. if (!battle_config.weapon_defense_type && status->mdef > battle_config.max_def)
  1542. {
  1543. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1544. status->mdef = (unsigned char)battle_config.max_def;
  1545. }
  1546. // ----- WALKING SPEED CALCULATION -----
  1547. // Relative modifiers from passive skills
  1548. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1549. status->speed -= status->speed * 25/100;
  1550. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1551. status->speed += status->speed * (100-10*skill)/100;
  1552. // ----- ASPD CALCULATION -----
  1553. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1554. // Basic ASPD value
  1555. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1556. status->amotion = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1557. else
  1558. status->amotion = (
  1559. (aspd_base[sd->status.class_][sd->weapontype1]
  1560. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
  1561. (aspd_base[sd->status.class_][sd->weapontype2]
  1562. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000)
  1563. ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1564. // Relative modifiers from passive skills
  1565. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1566. status->aspd_rate -= (skill/2);
  1567. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1568. status->aspd_rate -= (skill*3);
  1569. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1570. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1571. status->aspd_rate -= (skill/2);
  1572. if(pc_isriding(sd))
  1573. status->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1574. status->adelay = 2*status->amotion;
  1575. // ----- DMOTION -----
  1576. //
  1577. status->dmotion = 800-status->agi*4;
  1578. if(status->dmotion<400) status->dmotion = 400;
  1579. // ----- HP MAX CALCULATION -----
  1580. // Basic MaxHP value
  1581. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1582. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1583. status->max_hp += sd->status.max_hp;
  1584. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1585. status->max_hp += 2000;
  1586. // Absolute modifiers from passive skills
  1587. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1588. status->max_hp += skill*200;
  1589. // ----- SP MAX CALCULATION -----
  1590. // Basic MaxSP value
  1591. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1592. status->max_sp += sd->status.max_sp;
  1593. // Absolute modifiers from passive skills
  1594. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1595. status->max_sp += 30*skill;
  1596. if(status->sp>status->max_sp)
  1597. status->sp=status->max_sp;
  1598. // ----- RESPAWN HP/SP -----
  1599. //
  1600. //Calc respawn hp and store it on base_status
  1601. if (sd->special_state.restart_full_recover)
  1602. {
  1603. status->hp = status->max_hp;
  1604. status->sp = status->max_sp;
  1605. } else {
  1606. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1607. && battle_config.restart_hp_rate < 50)
  1608. status->hp=status->max_hp>>1;
  1609. else
  1610. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1611. if(status->hp < 0)
  1612. status->hp = 1;
  1613. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1614. }
  1615. // ----- MISC CALCULATIONS -----
  1616. // Weight
  1617. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1618. sd->max_weight += 2000*skill;
  1619. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1620. sd->max_weight += 10000;
  1621. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1622. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1623. // Skill SP cost
  1624. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1625. sd->dsprate -= 4*skill;
  1626. if(sd->sc.count){
  1627. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1628. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1629. }
  1630. if(sd->dsprate < 0) sd->dsprate = 0;
  1631. // Anti-element and anti-race
  1632. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1633. sd->subele[6] += skill*5;
  1634. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1635. sd->subele[0] += skill;
  1636. sd->subele[3] += skill*4;
  1637. }
  1638. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1639. skill = skill*4;
  1640. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1641. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1642. sd->magic_addrace[RC_DRAGON]+=skill;
  1643. sd->subrace[RC_DRAGON]+=skill;
  1644. }
  1645. if(sd->sc.count){
  1646. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  1647. { //Update the card-bonus data
  1648. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  1649. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  1650. }
  1651. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  1652. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  1653. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  1654. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  1655. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  1656. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  1657. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  1658. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  1659. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  1660. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  1661. }
  1662. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  1663. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  1664. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  1665. }
  1666. }
  1667. status_cpy(&sd->battle_status, status);
  1668. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  1669. status = &sd->battle_status; //Need to compare versus this.
  1670. // ----- CLIENT-SIDE REFRESH -----
  1671. if(first&4) {
  1672. calculating = 0;
  1673. return 0;
  1674. }
  1675. if(first&3) {
  1676. clif_updatestatus(sd,SP_SPEED);
  1677. clif_updatestatus(sd,SP_MAXHP);
  1678. clif_updatestatus(sd,SP_MAXSP);
  1679. if(first&1) {
  1680. clif_updatestatus(sd,SP_HP);
  1681. clif_updatestatus(sd,SP_SP);
  1682. }
  1683. calculating = 0;
  1684. return 0;
  1685. }
  1686. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  1687. clif_skillinfoblock(sd);
  1688. if(b_status.speed != status->speed)
  1689. clif_updatestatus(sd,SP_SPEED);
  1690. if(b_weight != sd->weight)
  1691. clif_updatestatus(sd,SP_WEIGHT);
  1692. if(b_max_weight != sd->max_weight) {
  1693. clif_updatestatus(sd,SP_MAXWEIGHT);
  1694. pc_checkweighticon(sd);
  1695. }
  1696. if(b_status.str != status->str)
  1697. clif_updatestatus(sd,SP_STR);
  1698. if(b_status.agi != status->agi)
  1699. clif_updatestatus(sd,SP_AGI);
  1700. if(b_status.vit != status->vit)
  1701. clif_updatestatus(sd,SP_VIT);
  1702. if(b_status.int_ != status->int_)
  1703. clif_updatestatus(sd,SP_INT);
  1704. if(b_status.dex != status->dex)
  1705. clif_updatestatus(sd,SP_DEX);
  1706. if(b_status.luk != status->luk)
  1707. clif_updatestatus(sd,SP_LUK);
  1708. if(b_status.hit != status->hit)
  1709. clif_updatestatus(sd,SP_HIT);
  1710. if(b_status.flee != status->flee)
  1711. clif_updatestatus(sd,SP_FLEE1);
  1712. if(b_status.amotion != status->amotion)
  1713. clif_updatestatus(sd,SP_ASPD);
  1714. if(b_status.rhw.atk != status->rhw.atk ||
  1715. b_status.lhw->atk != status->lhw->atk ||
  1716. b_status.batk != status->batk)
  1717. clif_updatestatus(sd,SP_ATK1);
  1718. if(b_status.def != status->def)
  1719. clif_updatestatus(sd,SP_DEF1);
  1720. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  1721. b_status.lhw->atk2 != status->lhw->atk2)
  1722. clif_updatestatus(sd,SP_ATK2);
  1723. if(b_status.def2 != status->def2)
  1724. clif_updatestatus(sd,SP_DEF2);
  1725. if(b_status.flee2 != status->flee2)
  1726. clif_updatestatus(sd,SP_FLEE2);
  1727. if(b_status.cri != status->cri)
  1728. clif_updatestatus(sd,SP_CRITICAL);
  1729. if(b_status.matk_max != status->matk_max)
  1730. clif_updatestatus(sd,SP_MATK1);
  1731. if(b_status.matk_min != status->matk_min)
  1732. clif_updatestatus(sd,SP_MATK2);
  1733. if(b_status.mdef != status->mdef)
  1734. clif_updatestatus(sd,SP_MDEF1);
  1735. if(b_status.mdef2 != status->mdef2)
  1736. clif_updatestatus(sd,SP_MDEF2);
  1737. if(b_status.rhw.range != status->rhw.range)
  1738. clif_updatestatus(sd,SP_ATTACKRANGE);
  1739. if(b_status.max_hp != status->max_hp)
  1740. clif_updatestatus(sd,SP_MAXHP);
  1741. if(b_status.max_sp != status->max_sp)
  1742. clif_updatestatus(sd,SP_MAXSP);
  1743. if(b_status.hp != status->hp)
  1744. clif_updatestatus(sd,SP_HP);
  1745. if(b_status.sp != status->sp)
  1746. clif_updatestatus(sd,SP_SP);
  1747. calculating = 0;
  1748. return 0;
  1749. }
  1750. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  1751. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  1752. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  1753. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  1754. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  1755. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  1756. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  1757. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  1758. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  1759. static unsigned short status_calc_hit(struct block_list *,struct status_change *,int);
  1760. static unsigned short status_calc_critical(struct block_list *,struct status_change *,int);
  1761. static unsigned short status_calc_flee(struct block_list *,struct status_change *,int);
  1762. static unsigned short status_calc_flee2(struct block_list *,struct status_change *,int);
  1763. static unsigned char status_calc_def(struct block_list *,struct status_change *,int);
  1764. static unsigned short status_calc_def2(struct block_list *,struct status_change *,int);
  1765. static unsigned char status_calc_mdef(struct block_list *,struct status_change *,int);
  1766. static unsigned short status_calc_mdef2(struct block_list *,struct status_change *,int);
  1767. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  1768. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  1769. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  1770. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  1771. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  1772. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  1773. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  1774. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  1775. //Calculates some attributes that depends on modified stats from status changes.
  1776. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  1777. {
  1778. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  1779. int skill;
  1780. if(flag&(SCB_MAXHP|SCB_VIT))
  1781. {
  1782. flag|=SCB_MAXHP; //Ensures client-side refresh
  1783. status->max_hp = status_base_pc_maxhp(sd,status);
  1784. status->max_hp += b_status->max_hp - sd->status.max_hp;
  1785. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  1786. // Apply relative modifiers from equipment
  1787. if(sd->hprate!=100)
  1788. status->max_hp = status->max_hp * sd->hprate/100;
  1789. if(battle_config.hp_rate != 100)
  1790. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1791. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1792. status->max_hp = battle_config.max_hp;
  1793. else if(!status->max_hp)
  1794. status->max_hp = 1;
  1795. if(status->hp > status->max_hp) {
  1796. status->hp = status->max_hp;
  1797. clif_updatestatus(sd,SP_HP);
  1798. }
  1799. sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);
  1800. // Apply relative modifiers from equipment
  1801. if(sd->hprecov_rate != 100)
  1802. sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
  1803. if(sd->nhealhp < 1) sd->nhealhp = 1;
  1804. else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
  1805. // Skill-related HP recovery
  1806. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  1807. sd->nshealhp = skill*5 + (status->max_hp*skill/500);
  1808. // Skill-related HP recovery (only when sit)
  1809. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  1810. sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
  1811. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  1812. sd->nsshealhp = skill*30 + (status->max_hp*skill/500);
  1813. if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
  1814. if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
  1815. }
  1816. if(flag&(SCB_MAXSP|SCB_INT))
  1817. {
  1818. flag|=SCB_MAXSP;
  1819. status->max_sp = status_base_pc_maxsp(sd,status);
  1820. status->max_sp += b_status->max_sp - sd->status.max_sp;
  1821. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1822. status->max_sp += status->max_sp * skill/100;
  1823. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1824. status->max_sp += status->max_sp * 2*skill/100;
  1825. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  1826. // Apply relative modifiers from equipment
  1827. if(sd->sprate!=100)
  1828. status->max_sp = status->max_sp * sd->sprate/100;
  1829. if(battle_config.sp_rate != 100)
  1830. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1831. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1832. status->max_sp = battle_config.max_sp;
  1833. else if(!status->max_sp)
  1834. status->max_sp = 1;
  1835. if(status->sp > status->max_sp) {
  1836. status->sp = status->max_sp;
  1837. clif_updatestatus(sd,SP_SP);
  1838. }
  1839. sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
  1840. if(status->int_ >= 120)
  1841. sd->nhealsp += ((status->int_-120)>>1) + 4;
  1842. // Relative modifiers from passive skills
  1843. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  1844. sd->nhealsp += sd->nhealsp * 3*skill/100;
  1845. // Apply relative modifiers from equipment
  1846. if(sd->sprecov_rate != 100)
  1847. sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
  1848. if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
  1849. else if(sd->nhealsp < 1) sd->nhealsp = 1;
  1850. // Skill-related SP recovery
  1851. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  1852. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  1853. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  1854. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  1855. // Skill-related SP recovery (only when sit)
  1856. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  1857. sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
  1858. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  1859. {
  1860. sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
  1861. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  1862. sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
  1863. }
  1864. if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
  1865. if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
  1866. }
  1867. if(flag&SCB_MATK) {
  1868. //New matk
  1869. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  1870. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  1871. //Bonuses from previous matk
  1872. status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
  1873. status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
  1874. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  1875. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  1876. if(sd->matk_rate != 100){
  1877. status->matk_max = status->matk_max * sd->matk_rate/100;
  1878. status->matk_min = status->matk_min * sd->matk_rate/100;
  1879. }
  1880. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  1881. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  1882. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  1883. }
  1884. }
  1885. if(flag&SCB_HIT) {
  1886. if(sd->hit_rate != 100)
  1887. status->hit = status->hit * sd->hit_rate/100;
  1888. if(status->hit < 1) status->hit = 1;
  1889. }
  1890. if(flag&SCB_FLEE) {
  1891. if(sd->flee_rate != 100)
  1892. status->flee = status->flee * sd->flee_rate/100;
  1893. if(status->flee < 1) status->flee = 1;
  1894. }
  1895. if(flag&SCB_DEF2) {
  1896. if(sd->def2_rate != 100)
  1897. status->def2 = status->def2 * sd->def2_rate/100;
  1898. if(status->def2 < 1) status->def2 = 1;
  1899. }
  1900. if(flag&SCB_MDEF2) {
  1901. if(sd->mdef2_rate != 100)
  1902. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1903. if(status->mdef2 < 1) status->mdef2 = 1;
  1904. }
  1905. if(flag&SCB_SPEED) {
  1906. if(sd->speed_rate != 100)
  1907. status->speed = status->speed*sd->speed_rate/100;
  1908. if(status->speed < battle_config.max_walk_speed)
  1909. status->speed = battle_config.max_walk_speed;
  1910. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  1911. //Store casting walk speed for quick restoration. [Skotlex]
  1912. sd->prev_speed = status->speed * (175-5*skill)/100;
  1913. if(sd->ud.skilltimer != -1) { //Swap speed.
  1914. skill = status->speed;
  1915. status->speed = sd->prev_speed;
  1916. sd->prev_speed = skill;
  1917. }
  1918. }
  1919. }
  1920. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  1921. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1922. status->amotion = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1923. else
  1924. status->amotion = (
  1925. (aspd_base[sd->status.class_][sd->weapontype1]
  1926. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
  1927. (aspd_base[sd->status.class_][sd->weapontype2]
  1928. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000)
  1929. ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1930. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  1931. // Apply all relative modifiers
  1932. if(status->aspd_rate != 100)
  1933. status->amotion = status->amotion*status->aspd_rate/100;
  1934. if(status->amotion < battle_config.max_aspd)
  1935. status->amotion = battle_config.max_aspd;
  1936. status->adelay = 2*status->amotion;
  1937. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  1938. //Store casting adelay for quick restoration. [Skotlex]
  1939. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  1940. if(sd->ud.skilltimer != -1) { //Swap adelay.
  1941. skill = status->adelay;
  1942. status->adelay = sd->prev_adelay;
  1943. sd->prev_adelay = skill;
  1944. }
  1945. }
  1946. }
  1947. if(flag&(SCB_AGI|SCB_DSPD)) {
  1948. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  1949. status->dmotion = 800-status->agi*4;
  1950. if(status->dmotion<400) status->dmotion = 400;
  1951. if(battle_config.pc_damage_delay_rate != 100)
  1952. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1953. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  1954. }
  1955. if(flag&SCB_CRI)
  1956. {
  1957. if(sd->critical_rate != 100)
  1958. status->cri = status->cri * sd->critical_rate/100;
  1959. if(status->cri < 10) status->cri = 10;
  1960. }
  1961. if(flag&SCB_FLEE2) {
  1962. if(sd->flee2_rate != 100)
  1963. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1964. if(status->flee2 < 10) status->flee2 = 10;
  1965. }
  1966. if (flag == SCB_ALL)
  1967. return; //Refresh is done on invoking function (status_calc_pc)
  1968. if(flag&SCB_SPEED)
  1969. clif_updatestatus(sd,SP_SPEED);
  1970. if(flag&SCB_STR)
  1971. clif_updatestatus(sd,SP_STR);
  1972. if(flag&SCB_AGI)
  1973. clif_updatestatus(sd,SP_AGI);
  1974. if(flag&SCB_VIT)
  1975. clif_updatestatus(sd,SP_VIT);
  1976. if(flag&SCB_DEX)
  1977. clif_updatestatus(sd,SP_DEX);
  1978. if(flag&SCB_LUK)
  1979. clif_updatestatus(sd,SP_LUK);
  1980. if(flag&SCB_HIT)
  1981. clif_updatestatus(sd,SP_HIT);
  1982. if(flag&SCB_FLEE)
  1983. clif_updatestatus(sd,SP_FLEE1);
  1984. if(flag&SCB_ASPD)
  1985. clif_updatestatus(sd,SP_ASPD);
  1986. if(flag&(SCB_BATK|SCB_WATK))
  1987. clif_updatestatus(sd,SP_ATK1);
  1988. if(flag&SCB_DEF)
  1989. clif_updatestatus(sd,SP_DEF1);
  1990. if(flag&SCB_WATK)
  1991. clif_updatestatus(sd,SP_ATK2);
  1992. if(flag&SCB_DEF2)
  1993. clif_updatestatus(sd,SP_DEF2);
  1994. if(flag&SCB_FLEE2)
  1995. clif_updatestatus(sd,SP_FLEE2);
  1996. if(flag&SCB_CRI)
  1997. clif_updatestatus(sd,SP_CRITICAL);
  1998. if(flag&SCB_MATK) {
  1999. clif_updatestatus(sd,SP_MATK1);
  2000. clif_updatestatus(sd,SP_MATK2);
  2001. }
  2002. if(flag&SCB_MDEF)
  2003. clif_updatestatus(sd,SP_MDEF1);
  2004. if(flag&SCB_MDEF2)
  2005. clif_updatestatus(sd,SP_MDEF2);
  2006. if(flag&SCB_RANGE)
  2007. clif_updatestatus(sd,SP_ATTACKRANGE);
  2008. if(flag&SCB_MAXHP)
  2009. clif_updatestatus(sd,SP_MAXHP);
  2010. if(flag&SCB_MAXSP)
  2011. clif_updatestatus(sd,SP_MAXSP);
  2012. }
  2013. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2014. {
  2015. struct status_data *b_status, *status;
  2016. struct status_change *sc;
  2017. int temp;
  2018. TBL_PC *sd;
  2019. b_status = status_get_base_status(bl);
  2020. status = status_get_status_data(bl);
  2021. sc = status_get_sc(bl);
  2022. if (!b_status || !status)
  2023. return;
  2024. BL_CAST(BL_PC,bl,sd);
  2025. if(sd && flag&SCB_PC)
  2026. { //Recalc everything.
  2027. status_calc_pc(sd,0);
  2028. return;
  2029. }
  2030. if(!sd && (!sc || !sc->count)) { //No difference.
  2031. status_cpy(status, b_status);
  2032. return;
  2033. }
  2034. if(flag&SCB_STR) {
  2035. status->str = status_calc_str(bl, sc, b_status->str);
  2036. flag|=SCB_BATK;
  2037. }
  2038. if(flag&SCB_AGI) {
  2039. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2040. flag|=SCB_FLEE;
  2041. }
  2042. if(flag&SCB_VIT) {
  2043. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2044. flag|=SCB_DEF2|SCB_MDEF2;
  2045. }
  2046. if(flag&SCB_INT) {
  2047. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2048. flag|=SCB_MATK|SCB_MDEF2;
  2049. }
  2050. if(flag&SCB_DEX) {
  2051. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2052. flag|=SCB_BATK|SCB_HIT;
  2053. }
  2054. if(flag&SCB_LUK) {
  2055. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2056. flag|=SCB_CRI|SCB_FLEE2;
  2057. }
  2058. if(flag&SCB_BATK && b_status->batk) {
  2059. status->batk = status_base_atk(bl,status);
  2060. temp = b_status->batk - status_base_atk(bl,b_status);
  2061. if (temp)
  2062. status->batk += temp;
  2063. status->batk = status_calc_batk(bl, sc, status->batk);
  2064. }
  2065. if(flag&SCB_WATK) {
  2066. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2067. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2068. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2069. if (sd) sd->state.lr_flag = 1;
  2070. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2071. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2072. if (sd) sd->state.lr_flag = 0;
  2073. }
  2074. }
  2075. if(flag&SCB_HIT) {
  2076. status->hit = status_get_lv(bl) + status->dex;
  2077. temp = b_status->dex - status->dex;
  2078. if (temp)
  2079. status->hit += temp;
  2080. status->hit = status_calc_hit(bl, sc, status->hit);
  2081. }
  2082. if(flag&SCB_FLEE) {
  2083. status->flee = status_get_lv(bl) + status->agi;
  2084. temp = b_status->agi - status->agi;
  2085. if (temp)
  2086. status->flee += temp;
  2087. status->flee = status_calc_flee(bl, sc, status->flee);
  2088. }
  2089. if(flag&SCB_DEF)
  2090. status->def = status_calc_def(bl, sc, b_status->def);
  2091. if(flag&SCB_DEF2) {
  2092. status->def2 = status->vit;
  2093. temp = b_status->def2 - b_status->vit;
  2094. if (temp)
  2095. status->def2+=temp;
  2096. status->def2 = status_calc_def2(bl, sc, status->def2);
  2097. }
  2098. if(flag&SCB_MDEF)
  2099. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2100. if(flag&SCB_MDEF2) {
  2101. status->mdef2 = status->int_ + (status->vit>>1);
  2102. temp = b_status->mdef2 -(b_status->int_ + (b_status->vit>>1));
  2103. if (temp)
  2104. status->mdef2+=temp;
  2105. status->mdef2 = status_calc_mdef2(bl, sc, status->mdef2);
  2106. }
  2107. if(flag&SCB_SPEED)
  2108. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2109. if(flag&SCB_CRI && b_status->cri) {
  2110. status->cri = status->luk*3 + 10;
  2111. temp = b_status->cri - (b_status->luk*3 + 10);
  2112. if (temp)
  2113. status->cri += temp;
  2114. status->cri = status_calc_critical(bl, sc, status->cri);
  2115. }
  2116. if(flag&SCB_FLEE2 && b_status->flee2) {
  2117. status->flee2 = status->luk + 10;
  2118. temp = b_status->flee2 - b_status->flee2 + 10;
  2119. if (temp)
  2120. status->flee2 += temp;
  2121. status->flee2 = status_calc_flee2(bl, sc, status->flee2);
  2122. }
  2123. if(flag&SCB_ATK_ELE) {
  2124. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2125. if(status->lhw && b_status->lhw) {
  2126. if (sd) sd->state.lr_flag = 1;
  2127. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2128. if (sd) sd->state.lr_flag = 0;
  2129. }
  2130. }
  2131. if(flag&SCB_DEF_ELE) {
  2132. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2133. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2134. }
  2135. if(flag&SCB_MODE)
  2136. {
  2137. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2138. //Since mode changed, reset their state.
  2139. unit_stop_attack(bl);
  2140. unit_stop_walking(bl,0);
  2141. }
  2142. // No status changes alter these yet.
  2143. // if(flag&SCB_SIZE)
  2144. // if(flag&SCB_RACE)
  2145. // if(flag&SCB_RANGE)
  2146. if(sd) {
  2147. //The remaining are handled quite different by players, so use their own function.
  2148. status_calc_bl_sub_pc(sd, flag);
  2149. return;
  2150. }
  2151. if(flag&SCB_MAXHP) {
  2152. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2153. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2154. status->hp = status->max_hp;
  2155. }
  2156. if(flag&SCB_MAXSP) {
  2157. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2158. if (status->sp > status->max_sp)
  2159. status->sp = status->max_sp;
  2160. }
  2161. if(flag&SCB_MATK) {
  2162. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2163. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2164. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2165. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2166. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2167. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2168. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2169. }
  2170. }
  2171. if(flag&SCB_ASPD) {
  2172. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2173. status->amotion = status->aspd_rate*b_status->amotion/100;
  2174. status->adelay = status->aspd_rate*b_status->adelay/100;
  2175. if(status->adelay < battle_config.monster_max_aspd<<1)
  2176. status->adelay = battle_config.monster_max_aspd<<1;
  2177. if(status->amotion < battle_config.monster_max_aspd)
  2178. status->amotion = battle_config.monster_max_aspd;
  2179. }
  2180. if(flag&SCB_DSPD)
  2181. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2182. }
  2183. //Caps values to min/max
  2184. #define cap_value(a, min, max) (a>max?max:a<min?min:a)
  2185. /*==========================================
  2186. * Apply shared stat mods from status changes [DracoRPG]
  2187. *------------------------------------------
  2188. */
  2189. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2190. {
  2191. if(!sc || !sc->count)
  2192. return str;
  2193. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2194. str += sc->data[SC_INCALLSTATUS].val1;
  2195. if(sc->data[SC_INCSTR].timer!=-1)
  2196. str += sc->data[SC_INCSTR].val1;
  2197. if(sc->data[SC_STRFOOD].timer!=-1)
  2198. str += sc->data[SC_STRFOOD].val1;
  2199. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2200. str += 5;
  2201. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>12)&0xF))
  2202. str += (sc->data[SC_GUILDAURA].val4>>12)&0xF;
  2203. if(sc->data[SC_LOUD].timer!=-1)
  2204. str += 4;
  2205. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2206. str += 5;
  2207. if(sc->data[SC_SPURT].timer!=-1)
  2208. str += 10;
  2209. if(sc->data[SC_NEN].timer!=-1)
  2210. str += sc->data[SC_NEN].val1;
  2211. if(sc->data[SC_BLESSING].timer != -1){
  2212. if(sc->data[SC_BLESSING].val2)
  2213. str += sc->data[SC_BLESSING].val2;
  2214. else
  2215. str >>= 1;
  2216. }
  2217. if(sc->data[SC_MARIONETTE].timer!=-1)
  2218. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2219. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2220. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2221. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2222. str = 50;
  2223. return cap_value(str,1,USHRT_MAX);
  2224. }
  2225. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2226. {
  2227. if(!sc || !sc->count)
  2228. return agi;
  2229. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2230. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2231. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2232. agi += sc->data[SC_INCALLSTATUS].val1;
  2233. if(sc->data[SC_INCAGI].timer!=-1)
  2234. agi += sc->data[SC_INCAGI].val1;
  2235. if(sc->data[SC_AGIFOOD].timer!=-1)
  2236. agi += sc->data[SC_AGIFOOD].val1;
  2237. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>4)&0xF))
  2238. agi += (sc->data[SC_GUILDAURA].val4>>4)&0xF;
  2239. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2240. agi += 5;
  2241. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2242. agi += 2 + sc->data[SC_INCREASEAGI].val1;
  2243. if(sc->data[SC_INCREASING].timer!=-1)
  2244. agi += 4; // added based on skill updates [Reddozen]
  2245. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2246. agi -= 2 + sc->data[SC_DECREASEAGI].val1;
  2247. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2248. agi -= sc->data[SC_QUAGMIRE].val2;
  2249. if(sc->data[SC_SUITON].timer!=-1)
  2250. agi -= sc->data[SC_SUITON].val2;
  2251. if(sc->data[SC_MARIONETTE].timer!=-1)
  2252. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2253. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2254. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2255. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2256. agi = 50;
  2257. return cap_value(agi,1,USHRT_MAX);
  2258. }
  2259. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2260. {
  2261. if(!sc || !sc->count)
  2262. return vit;
  2263. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2264. vit += sc->data[SC_INCALLSTATUS].val1;
  2265. if(sc->data[SC_INCVIT].timer!=-1)
  2266. vit += sc->data[SC_INCVIT].val1;
  2267. if(sc->data[SC_VITFOOD].timer!=-1)
  2268. vit += sc->data[SC_VITFOOD].val1;
  2269. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>8)&0xF))
  2270. vit += (sc->data[SC_GUILDAURA].val4>>8)&0xF;
  2271. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2272. vit += 5;
  2273. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2274. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2275. if(sc->data[SC_MARIONETTE].timer!=-1)
  2276. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2277. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2278. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2279. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2280. vit = 50;
  2281. return cap_value(vit,1,USHRT_MAX);
  2282. }
  2283. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2284. {
  2285. if(!sc || !sc->count)
  2286. return int_;
  2287. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2288. int_ += sc->data[SC_INCALLSTATUS].val1;
  2289. if(sc->data[SC_INCINT].timer!=-1)
  2290. int_ += sc->data[SC_INCINT].val1;
  2291. if(sc->data[SC_INTFOOD].timer!=-1)
  2292. int_ += sc->data[SC_INTFOOD].val1;
  2293. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2294. int_ += 5;
  2295. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2296. int_ += 5;
  2297. if(sc->data[SC_BLESSING].timer != -1){
  2298. if (sc->data[SC_BLESSING].val2)
  2299. int_ += sc->data[SC_BLESSING].val2;
  2300. else
  2301. int_ >>= 1;
  2302. }
  2303. if(sc->data[SC_STRIPHELM].timer!=-1)
  2304. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2305. if(sc->data[SC_NEN].timer!=-1)
  2306. int_ += sc->data[SC_NEN].val1;
  2307. if(sc->data[SC_MARIONETTE].timer!=-1)
  2308. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2309. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2310. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2311. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2312. int_ = 50;
  2313. return cap_value(int_,1,USHRT_MAX);
  2314. }
  2315. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2316. {
  2317. if(!sc || !sc->count)
  2318. return dex;
  2319. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2320. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2321. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2322. dex += sc->data[SC_INCALLSTATUS].val1;
  2323. if(sc->data[SC_INCDEX].timer!=-1)
  2324. dex += sc->data[SC_INCDEX].val1;
  2325. if(sc->data[SC_DEXFOOD].timer!=-1)
  2326. dex += sc->data[SC_DEXFOOD].val1;
  2327. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2328. dex += 5;
  2329. if(sc->data[SC_GUILDAURA].timer != -1 && (sc->data[SC_GUILDAURA].val4&0xF))
  2330. dex += sc->data[SC_GUILDAURA].val4&0xF;
  2331. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2332. dex += 5;
  2333. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2334. dex -= sc->data[SC_QUAGMIRE].val2;
  2335. if(sc->data[SC_BLESSING].timer != -1){
  2336. if (sc->data[SC_BLESSING].val2)
  2337. dex += sc->data[SC_BLESSING].val2;
  2338. else
  2339. dex >>= 1;
  2340. }
  2341. if(sc->data[SC_INCREASING].timer!=-1)
  2342. dex += 4; // added based on skill updates [Reddozen]
  2343. if(sc->data[SC_MARIONETTE].timer!=-1)
  2344. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2345. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2346. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2347. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2348. dex = 50;
  2349. return cap_value(dex,1,USHRT_MAX);
  2350. }
  2351. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2352. {
  2353. if(!sc || !sc->count)
  2354. return luk;
  2355. if(sc->data[SC_CURSE].timer!=-1)
  2356. return 0;
  2357. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2358. luk += sc->data[SC_INCALLSTATUS].val1;
  2359. if(sc->data[SC_INCLUK].timer!=-1)
  2360. luk += sc->data[SC_INCLUK].val1;
  2361. if(sc->data[SC_LUKFOOD].timer!=-1)
  2362. luk += sc->data[SC_LUKFOOD].val1;
  2363. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2364. luk += 5;
  2365. if(sc->data[SC_GLORIA].timer!=-1)
  2366. luk += 30;
  2367. if(sc->data[SC_MARIONETTE].timer!=-1)
  2368. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2369. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2370. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2371. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2372. luk = 50;
  2373. return cap_value(luk,1,USHRT_MAX);
  2374. }
  2375. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2376. {
  2377. if(!sc || !sc->count)
  2378. return batk;
  2379. if(sc->data[SC_ATKPOTION].timer!=-1)
  2380. batk += sc->data[SC_ATKPOTION].val1;
  2381. if(sc->data[SC_BATKFOOD].timer!=-1)
  2382. batk += sc->data[SC_BATKFOOD].val1;
  2383. if(sc->data[SC_INCATKRATE].timer!=-1)
  2384. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2385. if(sc->data[SC_PROVOKE].timer!=-1)
  2386. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2387. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2388. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2389. if(sc->data[SC_SKE].timer!=-1)
  2390. batk += batk * 3;
  2391. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2392. batk -= batk * 25/100;
  2393. if(sc->data[SC_CURSE].timer!=-1)
  2394. batk -= batk * 25/100;
  2395. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2396. // if(sc->data[SC_BLEEDING].timer != -1)
  2397. // batk -= batk * 25/100;
  2398. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2399. batk += 100;
  2400. return cap_value(batk,0,USHRT_MAX);
  2401. }
  2402. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2403. {
  2404. if(!sc || !sc->count)
  2405. return watk;
  2406. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2407. watk += sc->data[SC_IMPOSITIO].val2;
  2408. if(sc->data[SC_WATKFOOD].timer!=-1)
  2409. watk += sc->data[SC_WATKFOOD].val1;
  2410. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2411. watk += sc->data[SC_DRUMBATTLE].val2;
  2412. if(sc->data[SC_VOLCANO].timer!=-1)
  2413. watk += sc->data[SC_VOLCANO].val2;
  2414. if(sc->data[SC_INCATKRATE].timer!=-1)
  2415. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2416. if(sc->data[SC_PROVOKE].timer!=-1)
  2417. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2418. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2419. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2420. if(sc->data[SC_SKE].timer!=-1)
  2421. watk += watk * 3;
  2422. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2423. if (bl->type != BL_PC)
  2424. watk += sc->data[SC_NIBELUNGEN].val2;
  2425. else {
  2426. TBL_PC *sd = (TBL_PC*)bl;
  2427. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2428. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2429. watk += sc->data[SC_NIBELUNGEN].val2;
  2430. }
  2431. }
  2432. if(sc->data[SC_CURSE].timer!=-1)
  2433. watk -= watk * 25/100;
  2434. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2435. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2436. return cap_value(watk,0,USHRT_MAX);
  2437. }
  2438. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2439. {
  2440. if(!sc || !sc->count)
  2441. return matk;
  2442. if(sc->data[SC_MATKPOTION].timer!=-1)
  2443. matk += sc->data[SC_MATKPOTION].val1;
  2444. if(sc->data[SC_MATKFOOD].timer!=-1)
  2445. matk += sc->data[SC_MATKFOOD].val1;
  2446. if(sc->data[SC_MAGICPOWER].timer!=-1)
  2447. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  2448. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2449. matk += matk * 20*sc->data[SC_MINDBREAKER].val1/100;
  2450. if(sc->data[SC_INCMATKRATE].timer!=-1)
  2451. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  2452. return cap_value(matk,0,USHRT_MAX);
  2453. }
  2454. static unsigned short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  2455. {
  2456. if(!sc || !sc->count)
  2457. return critical;
  2458. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2459. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  2460. if (sc->data[SC_FORTUNE].timer!=-1)
  2461. critical += sc->data[SC_FORTUNE].val2;
  2462. if (sc->data[SC_TRUESIGHT].timer!=-1)
  2463. critical += sc->data[SC_TRUESIGHT].val2;
  2464. if(sc->data[SC_CLOAKING].timer!=-1)
  2465. critical += critical;
  2466. return cap_value(critical,0,USHRT_MAX);
  2467. }
  2468. static unsigned short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  2469. {
  2470. if(!sc || !sc->count)
  2471. return hit;
  2472. if(sc->data[SC_INCHIT].timer != -1)
  2473. hit += sc->data[SC_INCHIT].val1;
  2474. if(sc->data[SC_HITFOOD].timer!=-1)
  2475. hit += sc->data[SC_HITFOOD].val1;
  2476. if(sc->data[SC_TRUESIGHT].timer != -1)
  2477. hit += sc->data[SC_TRUESIGHT].val3;
  2478. if(sc->data[SC_HUMMING].timer!=-1)
  2479. hit += sc->data[SC_HUMMING].val2;
  2480. if(sc->data[SC_CONCENTRATION].timer != -1)
  2481. hit += sc->data[SC_CONCENTRATION].val3;
  2482. if(sc->data[SC_INCHITRATE].timer != -1)
  2483. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  2484. if(sc->data[SC_BLIND].timer != -1)
  2485. hit -= hit * 25/100;
  2486. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2487. hit += 30;
  2488. if(sc->data[SC_INCREASING].timer!=-1)
  2489. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  2490. return cap_value(hit,0,USHRT_MAX);
  2491. }
  2492. static unsigned short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  2493. {
  2494. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  2495. flee -= flee * battle_config.gvg_flee_penalty/100;
  2496. if(!sc || !sc->count)
  2497. return flee;
  2498. if(sc->data[SC_INCFLEE].timer!=-1)
  2499. flee += sc->data[SC_INCFLEE].val1;
  2500. if(sc->data[SC_FLEEFOOD].timer!=-1)
  2501. flee += sc->data[SC_FLEEFOOD].val1;
  2502. if(sc->data[SC_WHISTLE].timer!=-1)
  2503. flee += sc->data[SC_WHISTLE].val2;
  2504. if(sc->data[SC_WINDWALK].timer!=-1)
  2505. flee += sc->data[SC_WINDWALK].val2;
  2506. if(sc->data[SC_INCFLEERATE].timer!=-1)
  2507. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  2508. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  2509. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  2510. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  2511. flee += sc->data[SC_MOON_COMFORT].val2;
  2512. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  2513. flee += 10;
  2514. if(sc->data[SC_SPIDERWEB].timer!=-1)
  2515. flee -= flee * 50/100;
  2516. if(sc->data[SC_BERSERK].timer!=-1)
  2517. flee -= flee * 50/100;
  2518. if(sc->data[SC_BLIND].timer!=-1)
  2519. flee -= flee * 25/100;
  2520. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2521. flee += 30;
  2522. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2523. flee -= sc->data[SC_GATLINGFEVER].val1*5;
  2524. return cap_value(flee,0,USHRT_MAX);
  2525. }
  2526. static unsigned short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  2527. {
  2528. if(!sc || !sc->count)
  2529. return flee2;
  2530. if(sc->data[SC_WHISTLE].timer!=-1)
  2531. flee2 += sc->data[SC_WHISTLE].val3*10;
  2532. return cap_value(flee2,0,USHRT_MAX);
  2533. }
  2534. static unsigned char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  2535. {
  2536. if(!sc || !sc->count)
  2537. return def;
  2538. if(sc->data[SC_BERSERK].timer!=-1)
  2539. return 0;
  2540. if(sc->data[SC_KEEPING].timer!=-1)
  2541. return 100;
  2542. if(sc->data[SC_SKA].timer != -1)
  2543. return rand()%100; //Reports indicate SKA actually randomizes defense.
  2544. if(sc->data[SC_STEELBODY].timer!=-1)
  2545. return 90;
  2546. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2547. def += sc->data[SC_DRUMBATTLE].val3;
  2548. if(sc->data[SC_INCDEFRATE].timer!=-1)
  2549. def += def * sc->data[SC_INCDEFRATE].val1/100;
  2550. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  2551. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  2552. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2553. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  2554. if(sc->data[SC_SKE].timer!=-1)
  2555. def -= def * 50/100;
  2556. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  2557. def -= def * sc->data[SC_PROVOKE].val4/100;
  2558. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  2559. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  2560. if (sc->data[SC_FLING].timer!=-1)
  2561. def -= def * (sc->data[SC_FLING].val2)/100;
  2562. return cap_value(def,0,UCHAR_MAX);
  2563. }
  2564. static unsigned short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  2565. {
  2566. if(!sc || !sc->count)
  2567. return def2;
  2568. if(sc->data[SC_BERSERK].timer!=-1)
  2569. return 0;
  2570. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  2571. return 0;
  2572. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  2573. def2 += sc->data[SC_SUN_COMFORT].val2;
  2574. if(sc->data[SC_ANGELUS].timer!=-1)
  2575. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  2576. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2577. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  2578. if(sc->data[SC_POISON].timer!=-1)
  2579. def2 -= def2 * 25/100;
  2580. if(sc->data[SC_SKE].timer!=-1)
  2581. def2 -= def2 * 50/100;
  2582. if(sc->data[SC_PROVOKE].timer!=-1)
  2583. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  2584. if(sc->data[SC_JOINTBEAT].timer!=-1){
  2585. if(sc->data[SC_JOINTBEAT].val2==3)
  2586. def2 -= def2 * 50/100;
  2587. else if(sc->data[SC_JOINTBEAT].val2==4)
  2588. def2 -= def2 * 25/100;
  2589. }
  2590. if(sc->data[SC_FLING].timer!=-1)
  2591. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  2592. return cap_value(def2,0,USHRT_MAX);
  2593. }
  2594. static unsigned char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  2595. {
  2596. if(!sc || !sc->count)
  2597. return mdef;
  2598. if(sc->data[SC_BERSERK].timer!=-1)
  2599. return 0;
  2600. if(sc->data[SC_BARRIER].timer!=-1)
  2601. return 100;
  2602. if(sc->data[SC_STEELBODY].timer!=-1)
  2603. return 90;
  2604. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  2605. return 90;
  2606. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  2607. mdef += sc->data[SC_ENDURE].val1;
  2608. return cap_value(mdef,0,UCHAR_MAX);
  2609. }
  2610. static unsigned short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  2611. {
  2612. if(!sc || !sc->count)
  2613. return mdef2;
  2614. if(sc->data[SC_BERSERK].timer!=-1)
  2615. return 0;
  2616. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2617. mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100;
  2618. return cap_value(mdef2,0,USHRT_MAX);
  2619. }
  2620. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  2621. {
  2622. if(!sc || !sc->count)
  2623. return speed;
  2624. if(sc->data[SC_CURSE].timer!=-1)
  2625. speed += 450;
  2626. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  2627. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  2628. if(sc->data[SC_WEDDING].timer!=-1)
  2629. speed += 300;
  2630. if(sc->data[SC_SPEEDUP1].timer!=-1)
  2631. speed -= speed*50/100;
  2632. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  2633. speed -= speed*25/100;
  2634. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  2635. speed -= speed * 25/100;
  2636. else if(sc->data[SC_CARTBOOST].timer!=-1)
  2637. speed -= speed * 20/100;
  2638. else if(sc->data[SC_BERSERK].timer!=-1)
  2639. speed -= speed * 20/100;
  2640. else if(sc->data[SC_WINDWALK].timer!=-1)
  2641. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  2642. if(sc->data[SC_SLOWDOWN].timer!=-1)
  2643. speed += speed * 50/100;
  2644. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2645. speed += speed * 25/100;
  2646. if(sc->data[SC_STEELBODY].timer!=-1)
  2647. speed += speed * 25/100;
  2648. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2649. speed += speed * 50/100;
  2650. if(sc->data[SC_DONTFORGETME].timer!=-1)
  2651. speed += speed * sc->data[SC_DONTFORGETME].val3/100;
  2652. if(sc->data[SC_DEFENDER].timer!=-1)
  2653. speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100;
  2654. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  2655. speed += speed * 25/100;
  2656. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  2657. if (sc->data[SC_JOINTBEAT].val2 == 0)
  2658. speed += speed * 50/100;
  2659. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  2660. speed += speed * 30/100;
  2661. }
  2662. if(sc->data[SC_CLOAKING].timer!=-1)
  2663. speed = speed*(
  2664. (sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus
  2665. +sc->data[SC_CLOAKING].val3) /100; //Normal adjustment bonus.
  2666. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  2667. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  2668. if(sc->data[SC_LONGING].timer!=-1)
  2669. speed += speed*sc->data[SC_LONGING].val2/100;
  2670. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  2671. speed += speed*sc->data[SC_HIDING].val3/100;
  2672. if(sc->data[SC_CHASEWALK].timer!=-1)
  2673. speed = speed * sc->data[SC_CHASEWALK].val3/100;
  2674. if(sc->data[SC_RUN].timer!=-1)
  2675. speed -= speed * 25/100;
  2676. if(sc->data[SC_FUSION].timer != -1)
  2677. speed -= speed * 25/100;
  2678. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2679. speed += speed * 25/100;
  2680. return cap_value(speed,0,USHRT_MAX);
  2681. }
  2682. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  2683. {
  2684. int i;
  2685. if(!sc || !sc->count)
  2686. return aspd_rate;
  2687. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  2688. {
  2689. int max = 0;
  2690. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  2691. max = sc->data[SC_STAR_COMFORT].val2;
  2692. if((sc->data[SC_TWOHANDQUICKEN].timer!=-1 ||
  2693. sc->data[SC_ONEHAND].timer!=-1 ||
  2694. sc->data[SC_BERSERK].timer!=-1
  2695. ) && max < 30)
  2696. max = 30;
  2697. if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 20)
  2698. max = 20;
  2699. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  2700. max < sc->data[SC_ADRENALINE2].val2)
  2701. max = sc->data[SC_ADRENALINE2].val2;
  2702. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  2703. max < sc->data[SC_ADRENALINE].val2)
  2704. max = sc->data[SC_ADRENALINE].val2;
  2705. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  2706. max < sc->data[SC_SPEARQUICKEN].val2)
  2707. max = sc->data[SC_SPEARQUICKEN].val2;
  2708. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  2709. max < sc->data[SC_GATLINGFEVER].val2)
  2710. max = sc->data[SC_GATLINGFEVER].val2;
  2711. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  2712. max < sc->data[SC_ASSNCROS].val2)
  2713. {
  2714. if (bl->type!=BL_PC)
  2715. max = sc->data[SC_ASSNCROS].val2;
  2716. else
  2717. switch(((TBL_PC*)bl)->status.weapon)
  2718. {
  2719. case W_BOW:
  2720. case W_REVOLVER:
  2721. case W_RIFLE:
  2722. case W_SHOTGUN:
  2723. case W_GATLING:
  2724. case W_GRENADE:
  2725. break;
  2726. default:
  2727. max = sc->data[SC_ASSNCROS].val2;
  2728. }
  2729. }
  2730. aspd_rate -= max;
  2731. }
  2732. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  2733. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  2734. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  2735. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  2736. aspd_rate -= sc->data[i].val2;
  2737. if(sc->data[SC_DONTFORGETME].timer!=-1)
  2738. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  2739. if(sc->data[SC_LONGING].timer!=-1)
  2740. aspd_rate += sc->data[SC_LONGING].val2;
  2741. if(sc->data[SC_STEELBODY].timer!=-1)
  2742. aspd_rate += 25;
  2743. if(sc->data[SC_SKA].timer!=-1)
  2744. aspd_rate += 25;
  2745. if(sc->data[SC_DEFENDER].timer != -1)
  2746. aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5;
  2747. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  2748. aspd_rate += 25;
  2749. if(sc->data[SC_GRAVITATION].timer!=-1)
  2750. aspd_rate += sc->data[SC_GRAVITATION].val2;
  2751. //Curse shouldn't effect on this?
  2752. // if(sc->data[SC_BLEEDING].timer != -1)
  2753. // aspd_rate += 25;
  2754. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  2755. if (sc->data[SC_JOINTBEAT].val2 == 1)
  2756. aspd_rate += 25;
  2757. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  2758. aspd_rate += 10;
  2759. }
  2760. return cap_value(aspd_rate,0,SHRT_MAX);
  2761. }
  2762. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  2763. {
  2764. if(!sc || !sc->count || map_flag_gvg(bl->m))
  2765. return dmotion;
  2766. if (sc->data[SC_ENDURE].timer!=-1 ||
  2767. sc->data[SC_CONCENTRATION].timer!=-1)
  2768. return 0;
  2769. return cap_value(dmotion,0,USHRT_MAX);
  2770. }
  2771. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  2772. {
  2773. if(!sc || !sc->count)
  2774. return maxhp;
  2775. if(sc->data[SC_INCMHPRATE].timer!=-1)
  2776. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  2777. if(sc->data[SC_APPLEIDUN].timer!=-1)
  2778. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  2779. if(sc->data[SC_DELUGE].timer!=-1)
  2780. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  2781. if(sc->data[SC_BERSERK].timer!=-1)
  2782. maxhp += maxhp * 2;
  2783. return cap_value(maxhp,1,UINT_MAX);
  2784. }
  2785. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  2786. {
  2787. if(!sc || !sc->count)
  2788. return maxsp;
  2789. if(sc->data[SC_INCMSPRATE].timer!=-1)
  2790. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  2791. if(sc->data[SC_SERVICE4U].timer!=-1)
  2792. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  2793. return cap_value(maxsp,1,UINT_MAX);
  2794. }
  2795. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  2796. {
  2797. if(!sc || !sc->count)
  2798. return element;
  2799. if( sc->data[SC_FREEZE].timer!=-1 )
  2800. return ELE_WATER;
  2801. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2802. return ELE_EARTH;
  2803. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  2804. return ELE_HOLY;
  2805. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  2806. return sc->data[SC_ELEMENTALCHANGE].val3;
  2807. return cap_value(element,0,UCHAR_MAX);
  2808. }
  2809. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  2810. {
  2811. if(!sc || !sc->count)
  2812. return lv;
  2813. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  2814. return sc->data[SC_ELEMENTALCHANGE].val4;
  2815. return cap_value(lv,0,UCHAR_MAX);
  2816. }
  2817. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  2818. {
  2819. if(!sc || !sc->count)
  2820. return element;
  2821. if( sc->data[SC_WATERWEAPON].timer!=-1)
  2822. return ELE_WATER;
  2823. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  2824. return ELE_EARTH;
  2825. if( sc->data[SC_FIREWEAPON].timer!=-1)
  2826. return ELE_FIRE;
  2827. if( sc->data[SC_WINDWEAPON].timer!=-1)
  2828. return ELE_WIND;
  2829. if( sc->data[SC_ENCPOISON].timer!=-1)
  2830. return ELE_POISON;
  2831. if( sc->data[SC_ASPERSIO].timer!=-1)
  2832. return ELE_HOLY;
  2833. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  2834. return ELE_DARK;
  2835. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  2836. return ELE_GHOST;
  2837. return cap_value(element,0,UCHAR_MAX);
  2838. }
  2839. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  2840. {
  2841. if(!sc || !sc->count)
  2842. return mode;
  2843. if(sc->data[SC_MODECHANGE].timer!=-1) {
  2844. if (sc->data[SC_MODECHANGE].val2)
  2845. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  2846. if (sc->data[SC_MODECHANGE].val3)
  2847. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  2848. if (sc->data[SC_MODECHANGE].val4)
  2849. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  2850. }
  2851. return cap_value(mode,0,USHRT_MAX);
  2852. }
  2853. /*==========================================
  2854. * Quick swap of adelay/speed when starting ending SA_FREECAST
  2855. *------------------------------------------
  2856. */
  2857. void status_freecast_switch(struct map_session_data *sd)
  2858. {
  2859. struct status_data *status;
  2860. unsigned short b_speed,tmp;
  2861. status = &sd->battle_status;
  2862. b_speed = status->speed;
  2863. tmp = status->speed;
  2864. status->speed = sd->prev_speed;
  2865. sd->prev_speed = tmp;
  2866. tmp = status->adelay;
  2867. status->adelay = sd->prev_adelay;
  2868. sd->prev_adelay = tmp;
  2869. if(b_speed != status->speed)
  2870. clif_updatestatus(sd,SP_SPEED);
  2871. }
  2872. /*==========================================
  2873. * 対象のClassを返す(汎用)
  2874. * 戻りは整数で0以上
  2875. *------------------------------------------
  2876. */
  2877. int status_get_class(struct block_list *bl)
  2878. {
  2879. nullpo_retr(0, bl);
  2880. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  2881. return ((struct mob_data *)bl)->vd->class_;
  2882. if(bl->type==BL_PC)
  2883. return ((struct map_session_data *)bl)->status.class_;
  2884. if(bl->type==BL_PET)
  2885. return ((struct pet_data *)bl)->class_;
  2886. return 0;
  2887. }
  2888. /*==========================================
  2889. * 対象のレベルを返す(汎用)
  2890. * 戻りは整数で0以上
  2891. *------------------------------------------
  2892. */
  2893. int status_get_lv(struct block_list *bl)
  2894. {
  2895. nullpo_retr(0, bl);
  2896. if(bl->type==BL_MOB)
  2897. return ((struct mob_data *)bl)->level;
  2898. if(bl->type==BL_PC)
  2899. return ((struct map_session_data *)bl)->status.base_level;
  2900. if(bl->type==BL_PET)
  2901. return ((struct pet_data *)bl)->msd->pet.level;
  2902. return 0;
  2903. }
  2904. struct status_data *status_get_status_data(struct block_list *bl)
  2905. {
  2906. nullpo_retr(NULL, bl);
  2907. switch (bl->type) {
  2908. case BL_PC:
  2909. return &((TBL_PC*)bl)->battle_status;
  2910. case BL_MOB:
  2911. return &((TBL_MOB*)bl)->status;
  2912. case BL_PET:
  2913. return &((TBL_PET*)bl)->status;
  2914. default:
  2915. return &dummy_status;
  2916. }
  2917. }
  2918. struct status_data *status_get_base_status(struct block_list *bl)
  2919. {
  2920. nullpo_retr(NULL, bl);
  2921. switch (bl->type) {
  2922. case BL_PC:
  2923. return &((TBL_PC*)bl)->base_status;
  2924. case BL_MOB:
  2925. return ((TBL_MOB*)bl)->base_status?
  2926. ((TBL_MOB*)bl)->base_status:
  2927. &((TBL_MOB*)bl)->db->status;
  2928. case BL_PET:
  2929. return &((TBL_PET*)bl)->db->status;
  2930. default:
  2931. return NULL;
  2932. }
  2933. }
  2934. unsigned short status_get_lwatk(struct block_list *bl)
  2935. {
  2936. struct status_data *status = status_get_status_data(bl);
  2937. return status->lhw?status->lhw->atk:0;
  2938. }
  2939. unsigned short status_get_lwatk2(struct block_list *bl)
  2940. {
  2941. struct status_data *status = status_get_status_data(bl);
  2942. return status->lhw?status->lhw->atk2:0;
  2943. }
  2944. unsigned char status_get_def(struct block_list *bl)
  2945. {
  2946. struct unit_data *ud;
  2947. struct status_data *status = status_get_status_data(bl);
  2948. int def = status?status->def:0;
  2949. ud = unit_bl2ud(bl);
  2950. if (ud && ud->skilltimer != -1)
  2951. def -= def * skill_get_castdef(ud->skillid)/100;
  2952. if(def < 0) def = 0;
  2953. return def;
  2954. }
  2955. unsigned short status_get_speed(struct block_list *bl)
  2956. {
  2957. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  2958. return ((struct npc_data *)bl)->speed;
  2959. return status_get_status_data(bl)->speed;
  2960. }
  2961. unsigned char status_get_attack_lelement(struct block_list *bl)
  2962. {
  2963. struct status_data *status = status_get_status_data(bl);
  2964. return status->lhw?status->lhw->ele:0;
  2965. }
  2966. int status_get_party_id(struct block_list *bl)
  2967. {
  2968. nullpo_retr(0, bl);
  2969. if(bl->type==BL_PC)
  2970. return ((struct map_session_data *)bl)->status.party_id;
  2971. if(bl->type==BL_PET)
  2972. return ((struct pet_data *)bl)->msd->status.party_id;
  2973. if(bl->type==BL_MOB){
  2974. struct mob_data *md=(struct mob_data *)bl;
  2975. if( md->master_id>0 )
  2976. {
  2977. struct map_session_data *msd;
  2978. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  2979. return msd->status.party_id;
  2980. return -md->master_id;
  2981. }
  2982. return 0; //No party.
  2983. }
  2984. if(bl->type==BL_SKILL)
  2985. return ((struct skill_unit *)bl)->group->party_id;
  2986. return 0;
  2987. }
  2988. int status_get_guild_id(struct block_list *bl)
  2989. {
  2990. nullpo_retr(0, bl);
  2991. if(bl->type==BL_PC)
  2992. return ((struct map_session_data *)bl)->status.guild_id;
  2993. if(bl->type==BL_PET)
  2994. return ((struct pet_data *)bl)->msd->status.guild_id;
  2995. if(bl->type==BL_MOB)
  2996. {
  2997. struct map_session_data *msd;
  2998. struct mob_data *md = (struct mob_data *)bl;
  2999. if (md->guardian_data) //Guardian's guild [Skotlex]
  3000. return md->guardian_data->guild_id;
  3001. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3002. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3003. return 0; //No guild.
  3004. }
  3005. if (bl->type == BL_NPC && bl->subtype == SCRIPT)
  3006. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3007. if(bl->type==BL_SKILL)
  3008. return ((struct skill_unit *)bl)->group->guild_id;
  3009. return 0;
  3010. }
  3011. int status_get_mexp(struct block_list *bl)
  3012. {
  3013. nullpo_retr(0, bl);
  3014. if(bl->type==BL_MOB)
  3015. return ((struct mob_data *)bl)->db->mexp;
  3016. if(bl->type==BL_PET)
  3017. return ((struct pet_data *)bl)->db->mexp;
  3018. return 0;
  3019. }
  3020. int status_get_race2(struct block_list *bl)
  3021. {
  3022. nullpo_retr(0, bl);
  3023. if(bl->type == BL_MOB)
  3024. return ((struct mob_data *)bl)->db->race2;
  3025. if(bl->type==BL_PET)
  3026. return ((struct pet_data *)bl)->db->race2;
  3027. return 0;
  3028. }
  3029. int status_isdead(struct block_list *bl)
  3030. {
  3031. nullpo_retr(0, bl);
  3032. return status_get_status_data(bl)->hp == 0;
  3033. }
  3034. int status_isimmune(struct block_list *bl)
  3035. {
  3036. struct status_change *sc =status_get_sc(bl);
  3037. if (bl->type == BL_PC &&
  3038. ((struct map_session_data *)bl)->special_state.no_magic_damage)
  3039. return 1;
  3040. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3041. return 1;
  3042. return 0;
  3043. }
  3044. struct view_data *status_get_viewdata(struct block_list *bl)
  3045. {
  3046. nullpo_retr(NULL, bl);
  3047. switch (bl->type)
  3048. {
  3049. case BL_PC:
  3050. return &((TBL_PC*)bl)->vd;
  3051. case BL_MOB:
  3052. return ((TBL_MOB*)bl)->vd;
  3053. case BL_PET:
  3054. return &((TBL_PET*)bl)->vd;
  3055. case BL_NPC:
  3056. return ((TBL_NPC*)bl)->vd;
  3057. case BL_HOMUNCULUS: //[blackhole89]
  3058. return ((struct homun_data*)bl)->vd;
  3059. }
  3060. return NULL;
  3061. }
  3062. void status_set_viewdata(struct block_list *bl, int class_)
  3063. {
  3064. struct view_data* vd;
  3065. nullpo_retv(bl);
  3066. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3067. vd = mob_get_viewdata(class_);
  3068. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3069. vd = npc_get_viewdata(class_);
  3070. else
  3071. vd = NULL;
  3072. switch (bl->type) {
  3073. case BL_PC:
  3074. {
  3075. TBL_PC* sd = (TBL_PC*)bl;
  3076. if (pcdb_checkid(class_)) {
  3077. if (sd->sc.option&OPTION_RIDING)
  3078. switch (class_)
  3079. { //Adapt class to a Mounted one.
  3080. case JOB_KNIGHT:
  3081. class_ = JOB_KNIGHT2;
  3082. break;
  3083. case JOB_CRUSADER:
  3084. class_ = JOB_CRUSADER2;
  3085. break;
  3086. case JOB_LORD_KNIGHT:
  3087. class_ = JOB_LORD_KNIGHT2;
  3088. break;
  3089. case JOB_PALADIN:
  3090. class_ = JOB_PALADIN2;
  3091. break;
  3092. case JOB_BABY_KNIGHT:
  3093. class_ = JOB_BABY_KNIGHT2;
  3094. break;
  3095. case JOB_BABY_CRUSADER:
  3096. class_ = JOB_BABY_CRUSADER2;
  3097. break;
  3098. }
  3099. if (class_ == JOB_WEDDING)
  3100. sd->sc.option|=OPTION_WEDDING;
  3101. else if (sd->sc.option&OPTION_WEDDING)
  3102. sd->sc.option&=~OPTION_WEDDING; //If not going to display it, then remove the option.
  3103. sd->vd.class_ = class_;
  3104. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3105. sd->vd.head_top = sd->status.head_top;
  3106. sd->vd.head_mid = sd->status.head_mid;
  3107. sd->vd.head_bottom = sd->status.head_bottom;
  3108. sd->vd.hair_style = sd->status.hair;
  3109. sd->vd.hair_color = sd->status.hair_color;
  3110. sd->vd.cloth_color = sd->status.clothes_color;
  3111. sd->vd.sex = sd->status.sex;
  3112. } else if (vd)
  3113. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3114. else if (battle_config.error_log)
  3115. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3116. }
  3117. break;
  3118. case BL_MOB:
  3119. {
  3120. TBL_MOB* md = (TBL_MOB*)bl;
  3121. if (vd)
  3122. md->vd = vd;
  3123. else if (battle_config.error_log)
  3124. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3125. }
  3126. break;
  3127. case BL_PET:
  3128. {
  3129. TBL_PET* pd = (TBL_PET*)bl;
  3130. if (vd) {
  3131. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3132. if (!pcdb_checkid(vd->class_)) {
  3133. pd->vd.hair_style = battle_config.pet_hair_style;
  3134. if(pd->equip) {
  3135. pd->vd.head_bottom = itemdb_viewid(pd->equip);
  3136. if (!pd->vd.head_bottom)
  3137. pd->vd.head_bottom = pd->equip;
  3138. }
  3139. }
  3140. } else if (battle_config.error_log)
  3141. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3142. }
  3143. break;
  3144. case BL_NPC:
  3145. {
  3146. TBL_NPC* nd = (TBL_NPC*)bl;
  3147. if (vd)
  3148. nd->vd = vd;
  3149. else if (battle_config.error_log)
  3150. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3151. }
  3152. break;
  3153. case BL_HOMUNCULUS: //[blackhole89]
  3154. {
  3155. struct homun_data *hd = (struct homun_data*)bl;
  3156. if (vd)
  3157. hd->vd = vd;
  3158. else if (battle_config.error_log)
  3159. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3160. }
  3161. break;
  3162. }
  3163. vd = status_get_viewdata(bl);
  3164. if (vd && vd->cloth_color && (
  3165. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3166. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3167. ))
  3168. vd->cloth_color = 0;
  3169. }
  3170. struct status_change *status_get_sc(struct block_list *bl)
  3171. {
  3172. nullpo_retr(NULL, bl);
  3173. switch (bl->type) {
  3174. case BL_MOB:
  3175. return &((TBL_MOB*)bl)->sc;
  3176. case BL_PC:
  3177. return &((TBL_PC*)bl)->sc;
  3178. case BL_NPC:
  3179. return &((TBL_NPC*)bl)->sc;
  3180. case BL_HOMUNCULUS: //[blackhole89]
  3181. return &((struct homun_data*)bl)->sc;
  3182. }
  3183. return NULL;
  3184. }
  3185. void status_change_init(struct block_list *bl)
  3186. {
  3187. struct status_change *sc = status_get_sc(bl);
  3188. int i;
  3189. nullpo_retv(sc);
  3190. memset(sc, 0, sizeof (struct status_change));
  3191. for (i=0; i< SC_MAX; i++)
  3192. sc->data[i].timer = -1;
  3193. }
  3194. //Returns defense against the specified status change.
  3195. //Return range is 0 (no resist) to 10000 (inmunity)
  3196. int status_get_sc_def(struct block_list *bl, int type)
  3197. {
  3198. int sc_def;
  3199. struct status_change* sc;
  3200. nullpo_retr(0, bl);
  3201. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3202. if (status_isimmune(bl))
  3203. switch (type)
  3204. {
  3205. case SC_DECREASEAGI:
  3206. case SC_SILENCE:
  3207. case SC_COMA:
  3208. case SC_INCREASEAGI:
  3209. case SC_BLESSING:
  3210. case SC_SLOWPOISON:
  3211. case SC_IMPOSITIO:
  3212. case SC_AETERNA:
  3213. case SC_SUFFRAGIUM:
  3214. case SC_BENEDICTIO:
  3215. case SC_PROVIDENCE:
  3216. case SC_KYRIE:
  3217. case SC_ASSUMPTIO:
  3218. case SC_ANGELUS:
  3219. case SC_MAGNIFICAT:
  3220. case SC_GLORIA:
  3221. case SC_WINDWALK:
  3222. case SC_MAGICROD:
  3223. case SC_HALLUCINATION:
  3224. case SC_STONE:
  3225. case SC_QUAGMIRE:
  3226. return 10000;
  3227. }
  3228. switch (type)
  3229. {
  3230. //Note that stats that are *100/3 were simplified to *33
  3231. case SC_STONE:
  3232. case SC_FREEZE:
  3233. case SC_DECREASEAGI:
  3234. case SC_COMA:
  3235. sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
  3236. break;
  3237. case SC_SLEEP:
  3238. case SC_CONFUSION:
  3239. sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
  3240. break;
  3241. // Removed since it collides with normal sc.
  3242. // case SP_DEF1: // def
  3243. // sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
  3244. // break;
  3245. case SC_STUN:
  3246. case SC_POISON:
  3247. case SC_DPOISON:
  3248. case SC_SILENCE:
  3249. case SC_BLEEDING:
  3250. case SC_STOP:
  3251. sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
  3252. break;
  3253. case SC_BLIND:
  3254. sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
  3255. break;
  3256. case SC_CURSE:
  3257. sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
  3258. break;
  3259. default:
  3260. return 0; //Effect that cannot be reduced? Likely a buff.
  3261. }
  3262. if (bl->type == BL_PC) {
  3263. if (battle_config.pc_sc_def_rate != 100)
  3264. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3265. } else
  3266. if (battle_config.mob_sc_def_rate != 100)
  3267. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3268. sc = status_get_sc(bl);
  3269. if (sc && sc->count)
  3270. {
  3271. if (sc->data[SC_SCRESIST].timer != -1)
  3272. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3273. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3274. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3275. }
  3276. if(bl->type == BL_PC) {
  3277. if (sc_def > battle_config.pc_max_sc_def)
  3278. sc_def = battle_config.pc_max_sc_def;
  3279. } else if (sc_def > battle_config.mob_max_sc_def)
  3280. sc_def = battle_config.mob_max_sc_def;
  3281. return sc_def;
  3282. }
  3283. //Reduces tick delay based on type and character defenses.
  3284. int status_get_sc_tick(struct block_list *bl, int type, int tick)
  3285. {
  3286. struct map_session_data *sd;
  3287. int rate=0, min=0;
  3288. //If rate is positive, it is a % reduction (10000 -> 100%)
  3289. //if it is negative, it is an absolute reduction in ms.
  3290. sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
  3291. switch (type) {
  3292. case SC_DECREASEAGI: /* 速度減少 */
  3293. if (sd) // Celest
  3294. tick>>=1;
  3295. break;
  3296. case SC_ADRENALINE: /* アドレナリンラッシュ */
  3297. case SC_ADRENALINE2:
  3298. case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
  3299. case SC_OVERTHRUST: /* オ?バ?スラスト */
  3300. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  3301. tick += tick / 10;
  3302. break;
  3303. case SC_STONE: /* 石化 */
  3304. rate = -200*status_get_mdef(bl);
  3305. break;
  3306. case SC_FREEZE: /* 凍結 */
  3307. rate = 100*status_get_mdef(bl);
  3308. break;
  3309. case SC_STUN: //Reduction in duration is the same as reduction in rate.
  3310. rate = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
  3311. break;
  3312. case SC_DPOISON: /* 猛毒 */
  3313. case SC_POISON: /* 毒 */
  3314. rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
  3315. break;
  3316. case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
  3317. case SC_CONFUSION:
  3318. case SC_CURSE:
  3319. rate = 100*status_get_vit(bl);
  3320. break;
  3321. case SC_BLIND: /* 暗? */
  3322. rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
  3323. min = 5000; //Minimum 5 secs?
  3324. break;
  3325. case SC_BLEEDING:
  3326. rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
  3327. min = 10000; //Need a min of 10 secs for it to hurt at least once.
  3328. break;
  3329. case SC_SWOO:
  3330. if (status_get_mode(bl)&MD_BOSS)
  3331. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  3332. break;
  3333. case SC_ANKLE:
  3334. if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
  3335. tick /= 5;
  3336. rate = -100*status_get_agi(bl);
  3337. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  3338. // Changed to 3 secs and moved from skill.c [Skotlex]
  3339. min = 3000;
  3340. break;
  3341. case SC_SPIDERWEB:
  3342. if (map[bl->m].flag.pvp)
  3343. tick /=2;
  3344. break;
  3345. case SC_STOP:
  3346. // Unsure of this... but I get a feeling that agi reduces this
  3347. // (it was on Tiger Fist Code, but at -1 ms per 10 agi....
  3348. rate = -100*status_get_agi(bl);
  3349. break;
  3350. }
  3351. if (rate) {
  3352. if (bl->type == BL_PC) {
  3353. if (battle_config.pc_sc_def_rate != 100)
  3354. rate = rate*battle_config.pc_sc_def_rate/100;
  3355. if (battle_config.pc_max_sc_def != 10000)
  3356. min = tick*(10000-battle_config.pc_max_sc_def)/10000;
  3357. } else {
  3358. if (battle_config.mob_sc_def_rate != 100)
  3359. rate = rate*battle_config.mob_sc_def_rate/100;
  3360. if (battle_config.mob_max_sc_def != 10000)
  3361. min = tick*(10000-battle_config.mob_max_sc_def)/10000;
  3362. }
  3363. if (rate >0)
  3364. tick -= tick*rate/10000;
  3365. else
  3366. tick += rate;
  3367. }
  3368. return tick<min?min:tick;
  3369. }
  3370. /*==========================================
  3371. * Starts a status change.
  3372. * type = type, val1~4 depend on the type.
  3373. * rate = base success rate. 10000 = 100%
  3374. * Tick is base duration
  3375. * flag:
  3376. * &1: Cannot be avoided (it has to start)
  3377. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3378. * &4: sc_data loaded, no value has to be altered.
  3379. * &8: rate should not be reduced
  3380. *------------------------------------------
  3381. */
  3382. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3383. {
  3384. struct map_session_data *sd = NULL;
  3385. struct status_change* sc;
  3386. struct status_data *status;
  3387. int opt_flag , calc_flag = 0, undead_flag;
  3388. nullpo_retr(0, bl);
  3389. sc=status_get_sc(bl);
  3390. status = status_get_status_data(bl);
  3391. if (!sc || !status || status_isdead(bl))
  3392. return 0;
  3393. switch (bl->type)
  3394. {
  3395. case BL_PC:
  3396. sd=(struct map_session_data *)bl;
  3397. break;
  3398. case BL_MOB:
  3399. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3400. return 0; //Emperium can't be afflicted by status changes.
  3401. break;
  3402. }
  3403. if(type < 0 || type >= SC_MAX) {
  3404. if(battle_config.error_log)
  3405. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3406. return 0;
  3407. }
  3408. //Check rate
  3409. if (!(flag&(4|1))) {
  3410. int def;
  3411. def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
  3412. //sd resistance applies even if the flag is &8
  3413. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0)
  3414. def+= sd->reseff[type-SC_COMMON_MIN];
  3415. if (def)
  3416. rate -= rate*def/10000;
  3417. if (!(rand()%10000 < rate))
  3418. return 0;
  3419. }
  3420. //SC duration reduction.
  3421. if(!(flag&(2|4)) && tick) {
  3422. tick = status_get_sc_tick(bl, type, tick);
  3423. if (tick <= 0)
  3424. return 0;
  3425. }
  3426. undead_flag=battle_check_undead(status->race,status->def_ele);
  3427. //Check for inmunities / sc fails
  3428. switch (type) {
  3429. case SC_FREEZE:
  3430. case SC_STONE:
  3431. //Undead are inmune to Freeze/Stone
  3432. if (undead_flag && !(flag&1))
  3433. return 0;
  3434. case SC_SLEEP:
  3435. case SC_STUN:
  3436. if (sc->opt1)
  3437. return 0; //Cannot override other opt1 status changes. [Skotlex]
  3438. break;
  3439. case SC_CURSE:
  3440. //Dark Elementals are inmune to curse.
  3441. if (status->def_ele == ELE_DARK && !(flag&1))
  3442. return 0;
  3443. break;
  3444. case SC_COMA:
  3445. //Dark elementals and Demons are inmune to coma.
  3446. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  3447. return 0;
  3448. break;
  3449. case SC_SIGNUMCRUCIS:
  3450. //Only affects demons and undead.
  3451. if(status->race != RC_DEMON && !undead_flag)
  3452. return 0;
  3453. break;
  3454. case SC_AETERNA:
  3455. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  3456. return 0;
  3457. break;
  3458. case SC_OVERTHRUST:
  3459. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  3460. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  3461. break;
  3462. case SC_ADRENALINE:
  3463. if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
  3464. return 0;
  3465. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3466. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3467. sc->data[SC_DECREASEAGI].timer!=-1
  3468. )
  3469. return 0;
  3470. break;
  3471. case SC_ADRENALINE2:
  3472. if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
  3473. return 0;
  3474. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3475. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3476. sc->data[SC_DECREASEAGI].timer!=-1
  3477. )
  3478. return 0;
  3479. break;
  3480. case SC_ONEHAND:
  3481. case SC_TWOHANDQUICKEN:
  3482. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3483. return 0;
  3484. case SC_CONCENTRATE:
  3485. case SC_INCREASEAGI:
  3486. case SC_SPEARQUICKEN:
  3487. case SC_TRUESIGHT:
  3488. case SC_WINDWALK:
  3489. case SC_CARTBOOST:
  3490. case SC_ASSNCROS:
  3491. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  3492. return 0;
  3493. break;
  3494. case SC_CLOAKING:
  3495. //Avoid cloaking with no wall and low skill level. [Skotlex]
  3496. //Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex]
  3497. // if (sd && skilllv < 3 && skill_check_cloaking(bl,&sd->sc))
  3498. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl, &sd->sc))
  3499. return 0;
  3500. break;
  3501. case SC_MODECHANGE:
  3502. {
  3503. int mode;
  3504. struct status_data *bstatus = status_get_base_status(bl);
  3505. if (!bstatus) return 0;
  3506. mode = val2?val2:bstatus->mode; //Base mode
  3507. if (val3) mode|= val3; //Add mode
  3508. if (val4) mode&=~val4; //Del mode
  3509. if (mode == bstatus->mode) { //No change.
  3510. if (sc->data[type].timer != -1) //Abort previous status
  3511. return status_change_end(bl, type, -1);
  3512. return 0;
  3513. }
  3514. }
  3515. }
  3516. //Check for BOSS resistances
  3517. if(status->mode&MD_BOSS && !(flag&1)) {
  3518. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  3519. return 0;
  3520. switch (type) {
  3521. case SC_BLESSING:
  3522. if (!undead_flag && status->race != RC_DEMON)
  3523. break;
  3524. case SC_QUAGMIRE:
  3525. case SC_DECREASEAGI:
  3526. case SC_SIGNUMCRUCIS:
  3527. case SC_PROVOKE:
  3528. case SC_ROKISWEIL:
  3529. case SC_COMA:
  3530. case SC_GRAVITATION:
  3531. return 0;
  3532. }
  3533. }
  3534. //Before overlapping fail, one must check for status cured.
  3535. switch (type) {
  3536. case SC_BLESSING:
  3537. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  3538. if (sc->data[SC_CURSE].timer!=-1)
  3539. status_change_end(bl,SC_CURSE,-1);
  3540. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3541. status_change_end(bl,SC_STONE,-1);
  3542. }
  3543. break;
  3544. case SC_INCREASEAGI:
  3545. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3546. status_change_end(bl,SC_DECREASEAGI,-1);
  3547. break;
  3548. case SC_DONTFORGETME:
  3549. //is this correct? Maybe all three should stop the same subset of SCs...
  3550. if(sc->data[SC_ASSNCROS].timer!=-1 )
  3551. status_change_end(bl,SC_ASSNCROS,-1);
  3552. case SC_QUAGMIRE:
  3553. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  3554. status_change_end(bl,SC_CONCENTRATE,-1);
  3555. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  3556. status_change_end(bl,SC_TRUESIGHT,-1);
  3557. if(sc->data[SC_WINDWALK].timer!=-1 )
  3558. status_change_end(bl,SC_WINDWALK,-1);
  3559. //Also blocks the ones below...
  3560. case SC_DECREASEAGI:
  3561. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  3562. status_change_end(bl,SC_INCREASEAGI,-1);
  3563. if(sc->data[SC_ADRENALINE].timer!=-1 )
  3564. status_change_end(bl,SC_ADRENALINE,-1);
  3565. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  3566. status_change_end(bl,SC_ADRENALINE2,-1);
  3567. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  3568. status_change_end(bl,SC_SPEARQUICKEN,-1);
  3569. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  3570. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3571. if(sc->data[SC_CARTBOOST].timer!=-1 )
  3572. status_change_end(bl,SC_CARTBOOST,-1);
  3573. if(sc->data[SC_ONEHAND].timer!=-1 )
  3574. status_change_end(bl,SC_ONEHAND,-1);
  3575. break;
  3576. case SC_ONEHAND:
  3577. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  3578. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  3579. status_change_end(bl,SC_ASPDPOTION0,-1);
  3580. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  3581. status_change_end(bl,SC_ASPDPOTION1,-1);
  3582. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  3583. status_change_end(bl,SC_ASPDPOTION2,-1);
  3584. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  3585. status_change_end(bl,SC_ASPDPOTION3,-1);
  3586. break;
  3587. case SC_MAXOVERTHRUST:
  3588. //Cancels Normal Overthrust. [Skotlex]
  3589. if (sc->data[SC_OVERTHRUST].timer != -1)
  3590. status_change_end(bl, SC_OVERTHRUST, -1);
  3591. break;
  3592. case SC_KYRIE:
  3593. // -- moonsoul (added to undo assumptio status if target has it)
  3594. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  3595. status_change_end(bl,SC_ASSUMPTIO,-1);
  3596. break;
  3597. case SC_DELUGE:
  3598. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  3599. status_change_end(bl,SC_BLIND,-1);
  3600. break;
  3601. case SC_SILENCE:
  3602. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  3603. //Clear Gospel [Skotlex]
  3604. status_change_end(bl,SC_GOSPEL,-1);
  3605. break;
  3606. case SC_HIDING:
  3607. if(sc->data[SC_CLOSECONFINE].timer != -1)
  3608. status_change_end(bl, SC_CLOSECONFINE, -1);
  3609. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  3610. status_change_end(bl, SC_CLOSECONFINE2, -1);
  3611. break;
  3612. case SC_BERSERK:
  3613. if(battle_config.berserk_cancels_buffs)
  3614. {
  3615. if (sc->data[SC_ONEHAND].timer != -1)
  3616. status_change_end(bl,SC_ONEHAND,-1);
  3617. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  3618. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3619. if (sc->data[SC_CONCENTRATION].timer != -1)
  3620. status_change_end(bl,SC_CONCENTRATION,-1);
  3621. if (sc->data[SC_PARRYING].timer != -1)
  3622. status_change_end(bl,SC_PARRYING,-1);
  3623. if (sc->data[SC_AURABLADE].timer != -1)
  3624. status_change_end(bl,SC_AURABLADE,-1);
  3625. }
  3626. break;
  3627. case SC_ASSUMPTIO:
  3628. if(sc->data[SC_KYRIE].timer!=-1)
  3629. status_change_end(bl,SC_KYRIE,-1);
  3630. break;
  3631. case SC_CARTBOOST:
  3632. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3633. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  3634. status_change_end(bl,SC_DECREASEAGI,-1);
  3635. return 0;
  3636. }
  3637. break;
  3638. case SC_FUSION:
  3639. if(sc->data[SC_SPIRIT].timer!=-1 )
  3640. status_change_end(bl,SC_SPIRIT,-1);
  3641. break;
  3642. case SC_ADJUSTMENT:
  3643. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  3644. status_change_end(bl,SC_MADNESSCANCEL,-1);
  3645. break;
  3646. case SC_MADNESSCANCEL:
  3647. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3648. status_change_end(bl,SC_ADJUSTMENT,-1);
  3649. break;
  3650. }
  3651. //Check for overlapping fails
  3652. if(sc->data[type].timer != -1){
  3653. switch (type) {
  3654. case SC_ADRENALINE:
  3655. case SC_ADRENALINE2:
  3656. case SC_WEAPONPERFECTION:
  3657. case SC_OVERTHRUST:
  3658. if (sc->data[type].val2 > val2)
  3659. return 0;
  3660. break;
  3661. case SC_WARM:
  3662. { //Fetch the Group, half the attack interval. [Skotlex]
  3663. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  3664. if (group)
  3665. group->interval/=2;
  3666. return 1;
  3667. }
  3668. case SC_STUN:
  3669. case SC_SLEEP:
  3670. case SC_POISON:
  3671. case SC_CURSE:
  3672. case SC_SILENCE:
  3673. case SC_CONFUSION:
  3674. case SC_BLIND:
  3675. case SC_BLEEDING:
  3676. case SC_DPOISON:
  3677. case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
  3678. case SC_CLOSECONFINE2: //Can't be re-closed in.
  3679. case SC_MARIONETTE:
  3680. case SC_MARIONETTE2:
  3681. return 0;
  3682. case SC_DANCING:
  3683. case SC_DEVOTION:
  3684. case SC_ASPDPOTION0:
  3685. case SC_ASPDPOTION1:
  3686. case SC_ASPDPOTION2:
  3687. case SC_ASPDPOTION3:
  3688. case SC_ATKPOTION:
  3689. case SC_MATKPOTION:
  3690. break;
  3691. case SC_GOSPEL:
  3692. //Must not override a casting gospel char.
  3693. if(sc->data[type].val4 == BCT_SELF)
  3694. return 0;
  3695. if(sc->data[type].val1 > val1)
  3696. return 1;
  3697. break;
  3698. case SC_ENDURE:
  3699. if(sc->data[type].val4 && !val4)
  3700. return 1; //Don't let you override infinite endure.
  3701. if(sc->data[type].val1 > val1)
  3702. return 1;
  3703. break;
  3704. case SC_KAAHI:
  3705. if(sc->data[type].val1 > val1)
  3706. return 1;
  3707. //Delete timer if it exists.
  3708. if (sc->data[type].val4 != -1) {
  3709. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  3710. sc->data[type].val4=-1;
  3711. }
  3712. break;
  3713. default:
  3714. if(sc->data[type].val1 > val1)
  3715. return 1; //Return true to not mess up skill animations. [Skotlex
  3716. }
  3717. (sc->count)--;
  3718. delete_timer(sc->data[type].timer, status_change_timer);
  3719. sc->data[type].timer = -1;
  3720. }
  3721. calc_flag = StatusChangeFlagTable[type];
  3722. if(!(flag&4)) //Do not parse val settings when loading SCs
  3723. switch(type){
  3724. case SC_ENDURE: /* インデュア */
  3725. val2 = 7; // Hit-count [Celest]
  3726. break;
  3727. case SC_AUTOBERSERK:
  3728. if (status->hp < status->max_hp>>2 &&
  3729. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  3730. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  3731. break;
  3732. case SC_SIGNUMCRUCIS:
  3733. val2 = 10 + val1*2; //Def reduction
  3734. clif_emotion(bl,4);
  3735. break;
  3736. case SC_MAXIMIZEPOWER:
  3737. val2 = tick>0?tick:60000;
  3738. break;
  3739. case SC_EDP: // [Celest]
  3740. val2 = val1 + 2; //Chance to Poison enemies.
  3741. break;
  3742. case SC_POISONREACT:
  3743. val2=val1/2 + val1%2; // Number of counters [Celest]
  3744. break;
  3745. case SC_MAGICROD:
  3746. val2 = val1*20; //SP gained
  3747. break;
  3748. case SC_KYRIE:
  3749. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  3750. val3 = (val1 / 2 + 5); //Hits
  3751. break;
  3752. case SC_MAGICPOWER:
  3753. //val1: Skill lv
  3754. val2 = 1; //Lasts 1 invocation
  3755. //val3 will store matk_min (needed in case you use ground-spells)
  3756. //val4 will store matk_max
  3757. break;
  3758. case SC_SACRIFICE:
  3759. val2 = 5; //Lasts 5 hits
  3760. break;
  3761. case SC_ENCPOISON:
  3762. val2= 25+5*val1; //Poisoning Chance (2.5+5%)
  3763. case SC_ASPERSIO:
  3764. case SC_FIREWEAPON:
  3765. case SC_WATERWEAPON:
  3766. case SC_WINDWEAPON:
  3767. case SC_EARTHWEAPON:
  3768. case SC_SHADOWWEAPON:
  3769. case SC_GHOSTWEAPON:
  3770. skill_enchant_elemental_end(bl,type);
  3771. break;
  3772. case SC_ELEMENTALCHANGE:
  3773. //Val1 is skill level, val2 is skill that invoked this.
  3774. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  3775. val3 = rand()%ELE_MAX;
  3776. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  3777. break;
  3778. case SC_PROVIDENCE:
  3779. val2=val1*5; //Race/Ele resist
  3780. break;
  3781. case SC_REFLECTSHIELD:
  3782. val2=10+val1*3; //% Dmg reflected
  3783. break;
  3784. case SC_STRIPWEAPON:
  3785. if (bl->type != BL_PC) //Watk reduction
  3786. val2 = 5*val1;
  3787. break;
  3788. case SC_STRIPSHIELD:
  3789. if (bl->type != BL_PC) //Def reduction
  3790. val2 = 3*val1;
  3791. break;
  3792. case SC_STRIPARMOR:
  3793. if (bl->type != BL_PC) //Vit reduction
  3794. val2 = 8*val1;
  3795. break;
  3796. case SC_STRIPHELM:
  3797. if (bl->type != BL_PC) //Int reduction
  3798. val2 = 8*val1;
  3799. break;
  3800. case SC_AUTOSPELL:
  3801. //Val1 Skill LV of Autospell
  3802. //Val2 Skill ID to cast
  3803. //Val3 Max Lv to cast
  3804. val4 = 5 + val1*2; //Chance of casting
  3805. break;
  3806. case SC_VOLCANO:
  3807. if (status->def_ele == ELE_FIRE)
  3808. val2 = val1*10; //Watk increase
  3809. else
  3810. val2 = 0;
  3811. break;
  3812. case SC_VIOLENTGALE:
  3813. if (status->def_ele == ELE_WIND)
  3814. val2 = val1*3; //Flee increase
  3815. else
  3816. val2 = 0;
  3817. break;
  3818. case SC_DELUGE:
  3819. if(status->def_ele == ELE_WATER)
  3820. val2 = deluge_eff[val1-1]; //HP increase
  3821. else
  3822. val2 = 0;
  3823. break;
  3824. case SC_SUITON:
  3825. if (status_get_class(bl) != JOB_NINJA) {
  3826. //Is there some kind of formula behind this?
  3827. switch ((val1+1)/3) {
  3828. case 3:
  3829. val2 = 8;
  3830. break;
  3831. case 2:
  3832. val2 = 5;
  3833. break;
  3834. case 1:
  3835. val2 = 3;
  3836. break;
  3837. case 0:
  3838. val2 = 0;
  3839. break;
  3840. default:
  3841. val2 = 3*((val1+1)/3);
  3842. break;
  3843. }
  3844. } else val2 = 0;
  3845. break;
  3846. case SC_SPEARQUICKEN: /* スピアクイッケン */
  3847. calc_flag = 1;
  3848. val2 = 20+val1;
  3849. break;
  3850. case SC_MOONLIT:
  3851. val2 = bl->id;
  3852. skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
  3853. break;
  3854. case SC_DANCING:
  3855. //val1 : Skill which is being danced.
  3856. //val2 : Skill Group of the Dance.
  3857. //val4 : Partner
  3858. val3 = 0; //Tick duration/Speed penalty.
  3859. if (sd) { //Store walk speed change in lower part of val3
  3860. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  3861. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  3862. val3 -= 40; //TODO: Figure out real bonus rate.
  3863. }
  3864. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  3865. tick = 1000;
  3866. break;
  3867. case SC_LONGING:
  3868. val2 = 50-10*val1; //Aspd/Speed penalty.
  3869. break;
  3870. case SC_EXPLOSIONSPIRITS:
  3871. val2 = 75 + 25*val1; //Cri bonus
  3872. break;
  3873. case SC_ASPDPOTION0:
  3874. case SC_ASPDPOTION1:
  3875. case SC_ASPDPOTION2:
  3876. case SC_ASPDPOTION3:
  3877. val2 = 5*(2+type-SC_ASPDPOTION0);
  3878. break;
  3879. case SC_WEDDING:
  3880. case SC_XMAS:
  3881. {
  3882. struct view_data *vd = status_get_viewdata(bl);
  3883. if (!vd) return 0;
  3884. //Store previous values as they could be removed.
  3885. val1 = vd->class_;
  3886. val2 = vd->weapon;
  3887. val3 = vd->shield;
  3888. val4 = vd->cloth_color;
  3889. unit_stop_attack(bl);
  3890. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  3891. clif_changelook(bl,LOOK_WEAPON,0);
  3892. clif_changelook(bl,LOOK_SHIELD,0);
  3893. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  3894. }
  3895. break;
  3896. case SC_NOCHAT:
  3897. if(!battle_config.muting_players) {
  3898. sd->status.manner = 0; //Zido
  3899. return 0;
  3900. }
  3901. tick = 60000;
  3902. if (sd) clif_updatestatus(sd,SP_MANNER);
  3903. break;
  3904. case SC_STONE:
  3905. val2 = status->max_hp/100; //Petrified damage per second: 1%
  3906. if (!val2) val2 = 1;
  3907. val3 = tick/1000; //Petrified HP-damage iterations.
  3908. if(val3 < 1) val3 = 1;
  3909. tick = 5000; //Petrifying time.
  3910. break;
  3911. case SC_DPOISON:
  3912. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  3913. if (status->hp > status->max_hp>>2)
  3914. {
  3915. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  3916. if (status->hp - diff < status->max_hp>>2)
  3917. diff = status->hp - (status->max_hp>>2);
  3918. status_zap(bl, diff, 0);
  3919. }
  3920. // fall through
  3921. case SC_POISON: /* 毒 */
  3922. val3 = tick/1000; //Damage iterations
  3923. if(val3 < 1) val3 = 1;
  3924. tick = 1000;
  3925. //val4: HP damage
  3926. if (bl->type == BL_PC)
  3927. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  3928. else
  3929. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  3930. break;
  3931. case SC_CONFUSION:
  3932. clif_emotion(bl,1);
  3933. break;
  3934. case SC_BLEEDING:
  3935. val4 = tick;
  3936. tick = 10000;
  3937. break;
  3938. case SC_HIDING:
  3939. val2 = tick/1000;
  3940. tick = 1000;
  3941. //Store speed penalty on val3.
  3942. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  3943. val3 = 100 - 16*val3;
  3944. val4 = val1+3; //Seconds before SP substraction happen.
  3945. break;
  3946. case SC_CHASEWALK:
  3947. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  3948. val3 = 65+val1*5; //Speed adjustment.
  3949. val4 = 10+val1*2; //SP cost.
  3950. if (map_flag_gvg(bl->m)) val4 *= 5;
  3951. break;
  3952. case SC_CLOAKING:
  3953. val2 = tick>0?tick:60000; //SP consumption rate.
  3954. val3 = 0;
  3955. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  3956. (val3=pc_checkskill(sd,TF_MISS))>0)
  3957. val3 *= -1; //Substract the Dodge speed bonus.
  3958. val3+= 70+val1*3; //Speed adjustment without a wall.
  3959. //With a wall, it is val3 +25.
  3960. //val4&2 signals the presence of a wall.
  3961. if (!val4)
  3962. { //val4&1 signals eternal cloaking (not cancelled on attack) [Skotlex]
  3963. if (bl->type == BL_PC) //Standard cloaking.
  3964. val4 = battle_config.pc_cloak_check_type&2?1:0;
  3965. else
  3966. val4 = battle_config.monster_cloak_check_type&2?1:0;
  3967. }
  3968. break;
  3969. case SC_SIGHT: /* サイト/ルアフ */
  3970. case SC_RUWACH:
  3971. case SC_SIGHTBLASTER:
  3972. val2 = tick/250;
  3973. tick = 10;
  3974. break;
  3975. //Permanent effects.
  3976. case SC_MODECHANGE:
  3977. case SC_WEIGHT50:
  3978. case SC_WEIGHT90:
  3979. case SC_BROKENWEAPON:
  3980. case SC_BROKENARMOR:
  3981. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  3982. case SC_READYDOWN:
  3983. case SC_READYCOUNTER:
  3984. case SC_READYTURN:
  3985. case SC_DODGE:
  3986. tick = 600*1000;
  3987. break;
  3988. case SC_AUTOGUARD:
  3989. if (!flag)
  3990. {
  3991. struct map_session_data *tsd;
  3992. int i,t;
  3993. for(i=val2=0;i<val1;i++) {
  3994. t = 5-(i>>1);
  3995. val2 += (t < 0)? 1:t;
  3996. }
  3997. if (sd)
  3998. for (i = 0; i < 5; i++)
  3999. { //Pass the status to the other affected chars. [Skotlex]
  4000. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4001. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4002. }
  4003. }
  4004. break;
  4005. case SC_DEFENDER:
  4006. if (!flag)
  4007. {
  4008. struct map_session_data *tsd;
  4009. int i;
  4010. val2 = 5 + val1*15;
  4011. if (sd)
  4012. for (i = 0; i < 5; i++)
  4013. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4014. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4015. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,0,0,tick,1);
  4016. }
  4017. }
  4018. break;
  4019. case SC_TENSIONRELAX:
  4020. if (sd) {
  4021. pc_setsit(sd);
  4022. clif_sitting(sd);
  4023. }
  4024. val2 = 12; //SP cost
  4025. val4 = 10000; //Decrease at 10secs intervals.
  4026. val3 = tick/val4;
  4027. tick = val4;
  4028. break;
  4029. case SC_PARRYING:
  4030. val2 = 20 + val1*3; //Block Chance
  4031. break;
  4032. case SC_WINDWALK:
  4033. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4034. val3 = 4*val2; //movement speed % increase is 4 times that
  4035. break;
  4036. case SC_JOINTBEAT: // Random break [DracoRPG]
  4037. val2 = rand()%6; //Type of break
  4038. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4039. break;
  4040. case SC_BERSERK:
  4041. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4042. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4043. //HP healing is performing after the calc_status call.
  4044. if (sd) sd->canregen_tick = gettick() + 300000;
  4045. //Val2 holds HP penalty
  4046. if (!val4) val4 = 10000; //Val4 holds damage interval
  4047. val3 = tick/val4; //val3 holds skill duration
  4048. tick = val4;
  4049. break;
  4050. case SC_GOSPEL:
  4051. if(val4 == BCT_SELF) { // self effect
  4052. val2 = tick/10000;
  4053. tick = 10000;
  4054. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4055. }
  4056. break;
  4057. case SC_MARIONETTE:
  4058. if (sd) {
  4059. val3 = 0;
  4060. val2 = sd->status.str>>1;
  4061. if (val2 > 0xFF) val2 = 0xFF;
  4062. val3|=val2<<16;
  4063. val2 = sd->status.agi>>1;
  4064. if (val2 > 0xFF) val2 = 0xFF;
  4065. val3|=val2<<8;
  4066. val2 = sd->status.vit>>1;
  4067. if (val2 > 0xFF) val2 = 0xFF;
  4068. val3|=val2;
  4069. val4 = 0;
  4070. val2 = sd->status.int_>>1;
  4071. if (val2 > 0xFF) val2 = 0xFF;
  4072. val4|=val2<<16;
  4073. val2 = sd->status.dex>>1;
  4074. if (val2 > 0xFF) val2 = 0xFF;
  4075. val4|=val2<<8;
  4076. val2 = sd->status.luk>>1;
  4077. if (val2 > 0xFF) val2 = 0xFF;
  4078. val4|=val2;
  4079. } else {
  4080. struct status_data *b_status = status_get_base_status(bl);
  4081. if (!b_status)
  4082. return 0;
  4083. val3 = 0;
  4084. val2 = b_status->str>>1;
  4085. if (val2 > 0xFF) val2 = 0xFF;
  4086. val3|=val2<<16;
  4087. val2 = b_status->agi>>1;
  4088. if (val2 > 0xFF) val2 = 0xFF;
  4089. val3|=val2<<8;
  4090. val2 = b_status->vit>>1;
  4091. if (val2 > 0xFF) val2 = 0xFF;
  4092. val3|=val2;
  4093. val4 = 0;
  4094. val2 = b_status->int_>>1;
  4095. if (val2 > 0xFF) val2 = 0xFF;
  4096. val4|=val2<<16;
  4097. val2 = b_status->dex>>1;
  4098. if (val2 > 0xFF) val2 = 0xFF;
  4099. val4|=val2<<8;
  4100. val2 = b_status->luk>>1;
  4101. if (val2 > 0xFF) val2 = 0xFF;
  4102. val4|=val2;
  4103. }
  4104. val2 = tick/1000;
  4105. tick = 1000;
  4106. break;
  4107. case SC_MARIONETTE2:
  4108. {
  4109. struct block_list *pbl = map_id2bl(val1);
  4110. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4111. int stat,max;
  4112. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4113. return 0;
  4114. val2 = tick /1000;
  4115. val3 = val4 = 0;
  4116. if (sd) {
  4117. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4118. //Str
  4119. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4120. if (sd->status.str+stat > max)
  4121. stat =max-sd->status.str;
  4122. val3 |= stat<<16;
  4123. //Agi
  4124. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4125. if (sd->status.agi+stat > max)
  4126. stat =max-sd->status.agi;
  4127. val3 |= stat<<8;
  4128. //Vit
  4129. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4130. if (sd->status.vit+stat > max)
  4131. stat =max-sd->status.vit;
  4132. val3 |= stat;
  4133. //Int
  4134. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4135. if (sd->status.int_+stat > max)
  4136. stat =max-sd->status.int_;
  4137. val4 |= stat<<16;
  4138. //Dex
  4139. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4140. if (sd->status.dex+stat > max)
  4141. stat =max-sd->status.dex;
  4142. val4 |= stat<<8;
  4143. //Luk
  4144. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4145. if (sd->status.luk+stat > max)
  4146. stat =max-sd->status.luk;
  4147. val4 |= stat;
  4148. } else {
  4149. struct status_data *status = status_get_base_status(bl);
  4150. if (!status) return 0;
  4151. max = 0xFF; //Assume a 256 max parameter
  4152. //Str
  4153. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4154. if (status->str+stat > max)
  4155. stat = max - status->str;
  4156. val3 |= stat<<16;
  4157. //Agi
  4158. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4159. if (status->agi+stat > max)
  4160. stat = max - status->agi;
  4161. val3 |= stat<<8;
  4162. //Vit
  4163. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4164. if (status->vit+stat > max)
  4165. stat = max - status->vit;
  4166. val3 |= stat;
  4167. //Int
  4168. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4169. if (status->int_+stat > max)
  4170. stat = max - status->int_;
  4171. val4 |= stat<<16;
  4172. //Dex
  4173. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4174. if (status->dex+stat > max)
  4175. stat = max - status->dex;
  4176. val4 |= stat<<8;
  4177. //Luk
  4178. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4179. if (status->luk+stat > max)
  4180. stat = max - status->luk;
  4181. val4 |= stat;
  4182. }
  4183. tick = 1000;
  4184. break;
  4185. }
  4186. case SC_REJECTSWORD:
  4187. val2 = 15*val1; //Reflect chance
  4188. val3 = 3; //Reflections
  4189. break;
  4190. case SC_MEMORIZE:
  4191. val2 = 5; //Memorized casts.
  4192. break;
  4193. case SC_GRAVITATION:
  4194. if (val3 == BCT_SELF) {
  4195. struct unit_data *ud = unit_bl2ud(bl);
  4196. if (ud) {
  4197. ud->canmove_tick += tick;
  4198. ud->canact_tick += tick;
  4199. }
  4200. }
  4201. break;
  4202. case SC_HERMODE:
  4203. status_change_clear_buffs(bl,1);
  4204. break;
  4205. case SC_REGENERATION:
  4206. if (val1 == 1)
  4207. val2 = 2;
  4208. else
  4209. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4210. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4211. break;
  4212. case SC_DEVOTION:
  4213. {
  4214. struct map_session_data *src;
  4215. if ((src = map_id2sd(val1)) && src->sc.count)
  4216. { //Try to inherit the status from the Crusader [Skotlex]
  4217. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4218. //once the Crusader's status changes, it will reflect on the others.
  4219. int type2 = SC_AUTOGUARD;
  4220. if (src->sc.data[type2].timer != -1)
  4221. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4222. type2 = SC_DEFENDER;
  4223. if (src->sc.data[type2].timer != -1)
  4224. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4225. type2 = SC_REFLECTSHIELD;
  4226. if (src->sc.data[type2].timer != -1)
  4227. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4228. }
  4229. break;
  4230. }
  4231. case SC_COMA: //Coma. Sends a char to 1HP
  4232. status_zap(bl, status_get_hp(bl)-1, 0);
  4233. return 1;
  4234. case SC_CLOSECONFINE2:
  4235. {
  4236. struct block_list *src = val2?map_id2bl(val2):NULL;
  4237. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4238. if (src && sc2) {
  4239. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4240. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4241. else { //Increase count of locked enemies and refresh time.
  4242. sc2->data[SC_CLOSECONFINE].val2++;
  4243. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4244. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4245. }
  4246. } else //Status failed.
  4247. return 0;
  4248. }
  4249. break;
  4250. case SC_KAITE:
  4251. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4252. break;
  4253. case SC_KAUPE:
  4254. switch (val1) {
  4255. case 3: //33*3 + 1 -> 100%
  4256. val2++;
  4257. case 1:
  4258. case 2: //33, 66%
  4259. val2 += 33*val1;
  4260. val3 = 1; //Dodge 1 attack total.
  4261. break;
  4262. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4263. val2 = 100;
  4264. val3 = val1-2;
  4265. break;
  4266. }
  4267. break;
  4268. case SC_COMBO:
  4269. {
  4270. struct unit_data *ud = unit_bl2ud(bl);
  4271. switch (val1) { //Val1 contains the skill id
  4272. case TK_STORMKICK:
  4273. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4274. break;
  4275. case TK_DOWNKICK:
  4276. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4277. break;
  4278. case TK_TURNKICK:
  4279. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4280. break;
  4281. case TK_COUNTER:
  4282. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4283. break;
  4284. }
  4285. if (ud) {
  4286. ud->attackabletime = gettick()+tick;
  4287. unit_set_walkdelay(bl, gettick(), tick, 1);
  4288. }
  4289. }
  4290. break;
  4291. case SC_TKREST:
  4292. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4293. break;
  4294. case SC_RUN:
  4295. val4 = gettick(); //Store time at which you started running.
  4296. break;
  4297. case SC_KAAHI:
  4298. if(flag&4) {
  4299. val4 = -1;
  4300. break;
  4301. }
  4302. val2 = 200*val1; //HP heal
  4303. val3 = 5*val1; //SP cost
  4304. val4 = -1; //Kaahi Timer.
  4305. break;
  4306. case SC_BLESSING:
  4307. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4308. val2 = val1;
  4309. else
  4310. val2 = 0; //0 -> Half stat.
  4311. break;
  4312. case SC_TRICKDEAD: /* 死んだふり */
  4313. {
  4314. struct view_data *vd = status_get_viewdata(bl);
  4315. if (vd) vd->dead_sit = 1;
  4316. break;
  4317. }
  4318. case SC_CONCENTRATE:
  4319. val2 = 2 + val1;
  4320. if (sd) { //Store the card-bonus data that should not count in the %
  4321. val3 = sd->param_bonus[1]; //Agi
  4322. val4 = sd->param_bonus[4]; //Dex
  4323. } else {
  4324. val3 = val4 = 0;
  4325. }
  4326. break;
  4327. case SC_ADRENALINE2:
  4328. case SC_ADRENALINE:
  4329. if (val2 || !battle_config.party_skill_penalty)
  4330. val2 = 30;
  4331. else
  4332. val2 = 20;
  4333. break;
  4334. case SC_CONCENTRATION:
  4335. val2 = 5*val1; //Batk/Watk Increase
  4336. val3 = 10*val1; //Hit Increase
  4337. val4 = 5*val1; //Def reduction
  4338. break;
  4339. case SC_ANGELUS:
  4340. val2 = 5*val1; //def increase
  4341. break;
  4342. case SC_IMPOSITIO:
  4343. val2 = 5*val1; //watk increase
  4344. break;
  4345. case SC_MELTDOWN:
  4346. val2 = 100*val1; //Chance to break weapon
  4347. val3 = 70*val1; //Change to break armor
  4348. break;
  4349. case SC_TRUESIGHT:
  4350. val2 = 10*val1; //Critical increase
  4351. val3 = 3*val1; //Hit increase
  4352. break;
  4353. case SC_SUN_COMFORT:
  4354. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4355. break;
  4356. case SC_MOON_COMFORT:
  4357. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
  4358. break;
  4359. case SC_STAR_COMFORT:
  4360. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //Aspd increase
  4361. break;
  4362. case SC_QUAGMIRE:
  4363. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4364. break;
  4365. // gs_something1 [Vicious]
  4366. case SC_GATLINGFEVER:
  4367. val2 = 2*val1; //Aspd increase
  4368. val3 = 5*val1; //Flee decrease
  4369. break;
  4370. case SC_FLING:
  4371. val2 = 3*val1; //Def reduction
  4372. val3 = 3*val1; //Def2 reduction
  4373. break;
  4374. case SC_PROVOKE:
  4375. //val2 signals autoprovoke.
  4376. val3 = 2+3*val1; //Atk increase
  4377. val4 = 5+5*val1; //Def reduction.
  4378. break;
  4379. default:
  4380. if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
  4381. { //Status change with no calc, and no skill associated...? unknown?
  4382. if(battle_config.error_log)
  4383. ShowError("UnknownStatusChange [%d]\n", type);
  4384. return 0;
  4385. }
  4386. }
  4387. else //Special considerations when loading SC data.
  4388. switch (type) {
  4389. case SC_WEDDING:
  4390. case SC_XMAS:
  4391. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4392. clif_changelook(bl,LOOK_WEAPON,0);
  4393. clif_changelook(bl,LOOK_SHIELD,0);
  4394. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  4395. break;
  4396. case SC_KAAHI:
  4397. val4 = -1;
  4398. break;
  4399. }
  4400. //Those that make you stop attacking/walking....
  4401. switch (type) {
  4402. case SC_FREEZE:
  4403. case SC_STUN:
  4404. case SC_SLEEP:
  4405. case SC_STONE:
  4406. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  4407. pc_setstand(sd);
  4408. case SC_TRICKDEAD:
  4409. unit_stop_attack(bl);
  4410. skill_stop_dancing(bl);
  4411. // Cancel cast when get status [LuzZza]
  4412. if (battle_config.sc_castcancel)
  4413. unit_skillcastcancel(bl, 0);
  4414. case SC_STOP:
  4415. case SC_CONFUSION:
  4416. case SC_CLOSECONFINE:
  4417. case SC_CLOSECONFINE2:
  4418. case SC_ANKLE:
  4419. case SC_SPIDERWEB:
  4420. case SC_MADNESSCANCEL:
  4421. unit_stop_walking(bl,1);
  4422. break;
  4423. case SC_HIDING:
  4424. case SC_CLOAKING:
  4425. case SC_CHASEWALK:
  4426. unit_stop_attack(bl);
  4427. break;
  4428. }
  4429. if (sd)
  4430. { //Why must it be ONLY for players? [Skotlex]
  4431. if (bl->prev)
  4432. clif_status_change(bl,StatusIconChangeTable[type],1);
  4433. else
  4434. clif_status_load(bl,StatusIconChangeTable[type],1);
  4435. }
  4436. // Set option as needed.
  4437. opt_flag = 1;
  4438. switch(type){
  4439. //OPT1
  4440. case SC_STONE:
  4441. case SC_FREEZE:
  4442. case SC_STUN:
  4443. case SC_SLEEP:
  4444. if(type == SC_STONE)
  4445. sc->opt1 = OPT1_STONEWAIT;
  4446. else
  4447. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  4448. break;
  4449. //OPT2
  4450. case SC_POISON:
  4451. case SC_CURSE:
  4452. case SC_SILENCE:
  4453. case SC_BLIND:
  4454. sc->opt2 |= 1<<(type-SC_POISON);
  4455. break;
  4456. case SC_DPOISON:
  4457. sc->opt2 |= OPT2_DPOISON;
  4458. break;
  4459. case SC_SIGNUMCRUCIS:
  4460. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  4461. break;
  4462. //OPT3
  4463. case SC_TWOHANDQUICKEN:
  4464. case SC_SPEARQUICKEN:
  4465. case SC_CONCENTRATION:
  4466. sc->opt3 |= 1;
  4467. opt_flag = 0;
  4468. break;
  4469. case SC_MAXOVERTHRUST:
  4470. case SC_OVERTHRUST:
  4471. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  4472. sc->opt3 |= 2;
  4473. opt_flag = 0;
  4474. break;
  4475. case SC_ENERGYCOAT:
  4476. sc->opt3 |= 4;
  4477. opt_flag = 0;
  4478. break;
  4479. case SC_INCATKRATE:
  4480. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  4481. if (bl->type != BL_MOB) {
  4482. opt_flag = 0;
  4483. break;
  4484. }
  4485. case SC_EXPLOSIONSPIRITS:
  4486. sc->opt3 |= 8;
  4487. opt_flag = 0;
  4488. break;
  4489. case SC_STEELBODY:
  4490. case SC_SKA:
  4491. sc->opt3 |= 16;
  4492. opt_flag = 0;
  4493. break;
  4494. case SC_BLADESTOP:
  4495. sc->opt3 |= 32;
  4496. opt_flag = 0;
  4497. break;
  4498. case SC_BERSERK:
  4499. sc->opt3 |= 128;
  4500. opt_flag = 0;
  4501. break;
  4502. case SC_MARIONETTE:
  4503. case SC_MARIONETTE2:
  4504. sc->opt3 |= 1024;
  4505. opt_flag = 0;
  4506. break;
  4507. case SC_ASSUMPTIO:
  4508. sc->opt3 |= 2048;
  4509. opt_flag = 0;
  4510. break;
  4511. case SC_WARM: //SG skills [Komurka]
  4512. sc->opt3 |= 4096;
  4513. opt_flag = 0;
  4514. break;
  4515. //OPTION
  4516. case SC_HIDING:
  4517. sc->option |= OPTION_HIDE;
  4518. break;
  4519. case SC_CLOAKING:
  4520. sc->option |= OPTION_CLOAK;
  4521. break;
  4522. case SC_CHASEWALK:
  4523. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  4524. break;
  4525. case SC_SIGHT:
  4526. sc->option |= OPTION_SIGHT;
  4527. break;
  4528. case SC_RUWACH:
  4529. sc->option |= OPTION_RUWACH;
  4530. break;
  4531. case SC_WEDDING:
  4532. sc->option |= OPTION_WEDDING;
  4533. break;
  4534. case SC_ORCISH:
  4535. sc->option |= OPTION_ORCISH;
  4536. break;
  4537. case SC_SIGHTTRASHER:
  4538. sc->option |= OPTION_SIGHTTRASHER;
  4539. break;
  4540. case SC_FUSION:
  4541. sc->option |= OPTION_FLYING;
  4542. break;
  4543. default:
  4544. opt_flag = 0;
  4545. }
  4546. if(opt_flag)
  4547. clif_changeoption(bl);
  4548. (sc->count)++;
  4549. sc->data[type].val1 = val1;
  4550. sc->data[type].val2 = val2;
  4551. sc->data[type].val3 = val3;
  4552. sc->data[type].val4 = val4;
  4553. sc->data[type].timer = add_timer(
  4554. gettick() + tick, status_change_timer, bl->id, type);
  4555. if (calc_flag)
  4556. status_calc_bl(bl,calc_flag);
  4557. if(sd && sd->pd)
  4558. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  4559. if (type==SC_BERSERK) {
  4560. sc->data[type].val2 = 5*status->max_hp/100;
  4561. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  4562. status_percent_damage(NULL, bl, 0, 100); //Damage all SP
  4563. }
  4564. if (type==SC_RUN) {
  4565. struct unit_data *ud = unit_bl2ud(bl);
  4566. if (ud)
  4567. ud->state.running = unit_run(bl);
  4568. }
  4569. return 1;
  4570. }
  4571. /*==========================================
  4572. * ステータス異常全解除
  4573. *------------------------------------------
  4574. */
  4575. int status_change_clear(struct block_list *bl,int type)
  4576. {
  4577. struct status_change* sc;
  4578. int i;
  4579. sc = status_get_sc(bl);
  4580. if (!sc || sc->count == 0)
  4581. return 0;
  4582. if(sc->data[SC_DANCING].timer != -1)
  4583. skill_stop_dancing(bl);
  4584. for(i = 0; i < SC_MAX; i++)
  4585. {
  4586. //Type 0: PC killed -> Place here stats that do not dispel on death.
  4587. if(sc->data[i].timer == -1 ||
  4588. (type == 0 && (
  4589. i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT ||
  4590. i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM ||
  4591. i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN ||
  4592. i == SC_DODGE
  4593. )))
  4594. continue;
  4595. status_change_end(bl, i, -1);
  4596. if (type == 1 && sc->data[i].timer != -1)
  4597. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  4598. (sc->count)--;
  4599. delete_timer(sc->data[i].timer, status_change_timer);
  4600. sc->data[i].timer = -1;
  4601. }
  4602. }
  4603. sc->opt1 = 0;
  4604. sc->opt2 = 0;
  4605. sc->opt3 = 0;
  4606. sc->option &= OPTION_MASK;
  4607. if(!type || type&2)
  4608. clif_changeoption(bl);
  4609. return 1;
  4610. }
  4611. /*==========================================
  4612. * ステータス異常終了
  4613. *------------------------------------------
  4614. */
  4615. int status_change_end( struct block_list* bl , int type,int tid )
  4616. {
  4617. struct map_session_data *sd;
  4618. struct status_change *sc;
  4619. struct status_data *status;
  4620. int opt_flag=0, calc_flag = 0;
  4621. nullpo_retr(0, bl);
  4622. sc = status_get_sc(bl);
  4623. status = status_get_status_data(bl);
  4624. nullpo_retr(0,sc);
  4625. nullpo_retr(0,status);
  4626. if(type < 0 || type >= SC_MAX)
  4627. return 0;
  4628. BL_CAST(BL_PC,bl,sd);
  4629. if (sc->data[type].timer == -1 ||
  4630. (sc->data[type].timer != tid && tid != -1))
  4631. return 0;
  4632. if (tid == -1)
  4633. delete_timer(sc->data[type].timer,status_change_timer);
  4634. sc->data[type].timer=-1;
  4635. (sc->count)--;
  4636. calc_flag = StatusChangeFlagTable[type];
  4637. switch(type){
  4638. case SC_WEDDING:
  4639. case SC_XMAS:
  4640. {
  4641. struct view_data *vd = status_get_viewdata(bl);
  4642. if (!vd) return 0;
  4643. if (sd) //Load data from sd->status.* as the stored values could have changed.
  4644. status_set_viewdata(bl, sd->status.class_);
  4645. else {
  4646. vd->class_ = sc->data[type].val1;
  4647. vd->weapon = sc->data[type].val2;
  4648. vd->shield = sc->data[type].val3;
  4649. vd->cloth_color = sc->data[type].val4;
  4650. }
  4651. clif_changelook(bl,LOOK_BASE,vd->class_);
  4652. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  4653. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  4654. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4655. }
  4656. break;
  4657. case SC_RUN:
  4658. {
  4659. struct unit_data *ud = unit_bl2ud(bl);
  4660. if (ud) {
  4661. ud->state.running = 0;
  4662. if (ud->walktimer != -1)
  4663. unit_stop_walking(bl,1);
  4664. }
  4665. if (sc->data[type].val1 >= 7 &&
  4666. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  4667. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
  4668. (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
  4669. )
  4670. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  4671. }
  4672. break;
  4673. case SC_AUTOBERSERK:
  4674. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  4675. status_change_end(bl,SC_PROVOKE,-1);
  4676. break;
  4677. case SC_DEFENDER:
  4678. case SC_REFLECTSHIELD:
  4679. case SC_AUTOGUARD:
  4680. if (sd) {
  4681. struct map_session_data *tsd;
  4682. int i;
  4683. for (i = 0; i < 5; i++)
  4684. { //Clear the status from the others too [Skotlex]
  4685. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  4686. status_change_end(&tsd->bl,type,-1);
  4687. }
  4688. }
  4689. break;
  4690. case SC_DEVOTION:
  4691. {
  4692. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  4693. //The status could have changed because the Crusader left the game. [Skotlex]
  4694. if (md)
  4695. {
  4696. md->devotion[sc->data[type].val2] = 0;
  4697. clif_devotion(md);
  4698. }
  4699. //Remove AutoGuard and Defender [Skotlex]
  4700. if (sc->data[SC_AUTOGUARD].timer != -1)
  4701. status_change_end(bl,SC_AUTOGUARD,-1);
  4702. if (sc->data[SC_DEFENDER].timer != -1)
  4703. status_change_end(bl,SC_DEFENDER,-1);
  4704. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  4705. status_change_end(bl,SC_REFLECTSHIELD,-1);
  4706. break;
  4707. }
  4708. case SC_BLADESTOP:
  4709. if(sc->data[type].val4)
  4710. {
  4711. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  4712. struct status_change *tsc = status_get_sc(tbl);
  4713. sc->data[type].val4 = 0;
  4714. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  4715. {
  4716. tsc->data[SC_BLADESTOP].val4 = 0;
  4717. status_change_end(tbl,SC_BLADESTOP,-1);
  4718. }
  4719. clif_bladestop(bl,tbl,0);
  4720. }
  4721. break;
  4722. case SC_DANCING:
  4723. {
  4724. struct map_session_data *dsd;
  4725. struct status_change *dsc;
  4726. struct skill_unit_group *group;
  4727. if(sc->data[type].val2)
  4728. {
  4729. group = (struct skill_unit_group *)sc->data[type].val2;
  4730. sc->data[type].val2 = 0;
  4731. skill_delunitgroup(bl, group);
  4732. }
  4733. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  4734. dsc = &dsd->sc;
  4735. if(dsc && dsc->data[type].timer!=-1)
  4736. { //This will prevent recursive loops.
  4737. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  4738. status_change_end(&dsd->bl, type, -1);
  4739. }
  4740. }
  4741. }
  4742. //Only dance that doesn't has ground tiles... [Skotlex]
  4743. if(sc->data[type].val1 == CG_MOONLIT)
  4744. status_change_end(bl, SC_MOONLIT, -1);
  4745. if (sc->data[SC_LONGING].timer!=-1)
  4746. status_change_end(bl,SC_LONGING,-1);
  4747. break;
  4748. case SC_NOCHAT:
  4749. if (sd && battle_config.manner_system)
  4750. {
  4751. //Why set it to 0? Can't we use good manners for something? [Skotlex]
  4752. // if (sd->status.manner >= 0) // weeee ^^ [celest]
  4753. // sd->status.manner = 0;
  4754. clif_updatestatus(sd,SP_MANNER);
  4755. }
  4756. break;
  4757. case SC_SPLASHER:
  4758. {
  4759. struct block_list *src=map_id2bl(sc->data[type].val3);
  4760. if(src && tid!=-1)
  4761. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  4762. }
  4763. break;
  4764. case SC_CLOSECONFINE2:
  4765. {
  4766. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  4767. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4768. if (src && sc2 && sc2->count) {
  4769. //If status was already ended, do nothing.
  4770. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  4771. { //Decrease count
  4772. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  4773. status_change_end(src, SC_CLOSECONFINE, -1);
  4774. }
  4775. }
  4776. }
  4777. case SC_CLOSECONFINE:
  4778. if (sc->data[type].val2 > 0) {
  4779. //Caster has been unlocked... nearby chars need to be unlocked.
  4780. int range = 1
  4781. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  4782. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  4783. map_foreachinarea(status_change_timer_sub,
  4784. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  4785. }
  4786. break;
  4787. case SC_COMBO: //Clear last used skill when it is part of a combo.
  4788. if (sd && sd->skillid_old == sc->data[type].val1)
  4789. sd->skillid_old = sd->skilllv_old = 0;
  4790. break;
  4791. case SC_FREEZE:
  4792. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  4793. break;
  4794. case SC_MARIONETTE:
  4795. case SC_MARIONETTE2: /// Marionette target
  4796. if (sc->data[type].val1)
  4797. { // check for partner and end their marionette status as well
  4798. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  4799. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  4800. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  4801. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  4802. {
  4803. sc2->data[type2].val1 = 0;
  4804. status_change_end(pbl, type2, -1);
  4805. }
  4806. }
  4807. if (type == SC_MARIONETTE)
  4808. clif_marionette(bl, 0); //Clear effect.
  4809. break;
  4810. case SC_BERSERK:
  4811. //val4 indicates if the skill was dispelled. [Skotlex]
  4812. if(status->hp > 100 && !sc->data[type].val4)
  4813. status_zap(bl, status->hp-100, 0);
  4814. if(sc->data[SC_ENDURE].timer != -1)
  4815. status_change_end(bl, SC_ENDURE, -1);
  4816. break;
  4817. case SC_GRAVITATION:
  4818. if (sc->data[type].val3 == BCT_SELF) {
  4819. struct unit_data *ud = unit_bl2ud(bl);
  4820. if (ud)
  4821. ud->canmove_tick = ud->canact_tick = gettick();
  4822. }
  4823. break;
  4824. case SC_GOSPEL: //Clear the buffs from other chars.
  4825. if (sc->data[type].val3) { //Clear the group.
  4826. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  4827. sc->data[type].val3 = 0;
  4828. skill_delunitgroup(bl, group);
  4829. }
  4830. break;
  4831. case SC_HERMODE:
  4832. case SC_BASILICA: //Clear the skill area. [Skotlex]
  4833. if(sc->data[type].val3 == BCT_SELF)
  4834. skill_clear_unitgroup(bl);
  4835. break;
  4836. case SC_MOONLIT: //Clear the unit effect. [Skotlex]
  4837. skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
  4838. break;
  4839. case SC_TRICKDEAD: /* 死んだふり */
  4840. {
  4841. struct view_data *vd = status_get_viewdata(bl);
  4842. if (vd) vd->dead_sit = 0;
  4843. break;
  4844. }
  4845. case SC_WARM:
  4846. if (sc->data[type].val4) { //Clear the group.
  4847. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  4848. sc->data[type].val4 = 0;
  4849. skill_delunitgroup(bl, group);
  4850. }
  4851. break;
  4852. case SC_KAAHI:
  4853. //Delete timer if it exists.
  4854. if (sc->data[type].val4 != -1) {
  4855. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4856. sc->data[type].val4=-1;
  4857. }
  4858. break;
  4859. }
  4860. if (sd)
  4861. { //Why must it be ONLY for players? [Skotlex]
  4862. if (bl->prev)
  4863. clif_status_change(bl,StatusIconChangeTable[type],0);
  4864. else
  4865. clif_status_load(bl,StatusIconChangeTable[type],0);
  4866. }
  4867. opt_flag = 1;
  4868. switch(type){
  4869. case SC_STONE:
  4870. case SC_FREEZE:
  4871. case SC_STUN:
  4872. case SC_SLEEP:
  4873. sc->opt1 = 0;
  4874. break;
  4875. case SC_POISON:
  4876. case SC_CURSE:
  4877. case SC_SILENCE:
  4878. case SC_BLIND:
  4879. sc->opt2 &= ~(1<<(type-SC_POISON));
  4880. break;
  4881. case SC_DPOISON:
  4882. sc->opt2 &= ~OPT2_DPOISON;
  4883. break;
  4884. case SC_SIGNUMCRUCIS:
  4885. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  4886. break;
  4887. case SC_HIDING:
  4888. sc->option &= ~OPTION_HIDE;
  4889. break;
  4890. case SC_CLOAKING:
  4891. sc->option &= ~OPTION_CLOAK;
  4892. break;
  4893. case SC_CHASEWALK:
  4894. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  4895. break;
  4896. case SC_SIGHT:
  4897. sc->option &= ~OPTION_SIGHT;
  4898. break;
  4899. case SC_WEDDING:
  4900. sc->option &= ~OPTION_WEDDING;
  4901. break;
  4902. case SC_ORCISH:
  4903. sc->option &= ~OPTION_ORCISH;
  4904. break;
  4905. case SC_RUWACH:
  4906. sc->option &= ~OPTION_RUWACH;
  4907. break;
  4908. case SC_SIGHTTRASHER:
  4909. sc->option &= ~OPTION_SIGHTTRASHER;
  4910. break;
  4911. case SC_FUSION:
  4912. sc->option &= ~OPTION_FLYING;
  4913. break;
  4914. //opt3
  4915. case SC_TWOHANDQUICKEN:
  4916. case SC_ONEHAND:
  4917. case SC_SPEARQUICKEN:
  4918. case SC_CONCENTRATION:
  4919. sc->opt3 &= ~1;
  4920. opt_flag = 0;
  4921. break;
  4922. case SC_OVERTHRUST:
  4923. case SC_MAXOVERTHRUST:
  4924. case SC_SWOO:
  4925. sc->opt3 &= ~2;
  4926. opt_flag = 0;
  4927. break;
  4928. case SC_ENERGYCOAT:
  4929. sc->opt3 &= ~4;
  4930. opt_flag = 0;
  4931. break;
  4932. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  4933. if (bl->type != BL_MOB)
  4934. break;
  4935. case SC_EXPLOSIONSPIRITS:
  4936. sc->opt3 &= ~8;
  4937. opt_flag = 0;
  4938. break;
  4939. case SC_STEELBODY:
  4940. case SC_SKA:
  4941. sc->opt3 &= ~16;
  4942. opt_flag = 0;
  4943. break;
  4944. case SC_BLADESTOP:
  4945. sc->opt3 &= ~32;
  4946. opt_flag = 0;
  4947. break;
  4948. case SC_BERSERK:
  4949. sc->opt3 &= ~128;
  4950. opt_flag = 0;
  4951. break;
  4952. case SC_MARIONETTE:
  4953. case SC_MARIONETTE2:
  4954. sc->opt3 &= ~1024;
  4955. opt_flag = 0;
  4956. break;
  4957. case SC_ASSUMPTIO:
  4958. sc->opt3 &= ~2048;
  4959. opt_flag = 0;
  4960. break;
  4961. case SC_WARM: //SG skills [Komurka]
  4962. sc->opt3 &= ~4096;
  4963. opt_flag = 0;
  4964. break;
  4965. default:
  4966. opt_flag = 0;
  4967. }
  4968. if(opt_flag)
  4969. clif_changeoption(bl);
  4970. if (calc_flag)
  4971. status_calc_bl(bl,calc_flag);
  4972. return 1;
  4973. }
  4974. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  4975. {
  4976. struct block_list *bl;
  4977. struct status_change *sc;
  4978. struct status_data *status;
  4979. int hp;
  4980. bl=map_id2bl(id);
  4981. sc=status_get_sc(bl);
  4982. status=status_get_status_data(bl);
  4983. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  4984. return 0;
  4985. if(sc->data[data].val4 != tid) {
  4986. if (battle_config.error_log)
  4987. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  4988. sc->data[data].val4=-1;
  4989. return 0;
  4990. }
  4991. if(!status_charge(bl, 0, sc->data[data].val3)) {
  4992. sc->data[data].val4=-1;
  4993. return 0;
  4994. }
  4995. hp = status->max_hp - status->hp;
  4996. if (hp > sc->data[data].val2)
  4997. hp = sc->data[data].val2;
  4998. if (hp) {
  4999. status_heal(bl, hp, 0, 0);
  5000. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5001. }
  5002. sc->data[data].val4=-1;
  5003. return 1;
  5004. }
  5005. /*==========================================
  5006. * ステータス異常終了タイマー
  5007. *------------------------------------------
  5008. */
  5009. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5010. {
  5011. int type = data;
  5012. struct block_list *bl;
  5013. struct map_session_data *sd=NULL;
  5014. struct status_data *status;
  5015. struct status_change *sc;
  5016. // security system to prevent forgetting timer removal
  5017. int temp_timerid;
  5018. bl=map_id2bl(id);
  5019. #ifndef _WIN32
  5020. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5021. #endif
  5022. sc=status_get_sc(bl);
  5023. status = status_get_status_data(bl);
  5024. if (!sc || !status)
  5025. { //Temporal debug until case is resolved. [Skotlex]
  5026. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5027. return 0;
  5028. }
  5029. if(bl->type==BL_PC)
  5030. sd=(struct map_session_data *)bl;
  5031. if(sc->data[type].timer != tid) {
  5032. if(battle_config.error_log)
  5033. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5034. return 0;
  5035. }
  5036. // security system to prevent forgetting timer removal
  5037. // you shouldn't be that careless inside the switch here
  5038. temp_timerid = sc->data[type].timer;
  5039. sc->data[type].timer = -1;
  5040. switch(type){ /* 特殊な?理になる場合 */
  5041. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5042. case SC_CLOAKING:
  5043. if(!status_charge(bl, 0, 1))
  5044. break; //Not enough SP to continue.
  5045. sc->data[type].timer=add_timer(
  5046. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5047. return 0;
  5048. case SC_CHASEWALK:
  5049. if(!status_charge(bl, 0, sc->data[type].val4))
  5050. break; //Not enough SP to continue.
  5051. if (sc->data[SC_INCSTR].timer == -1) {
  5052. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5053. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5054. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5055. }
  5056. sc->data[type].timer = add_timer(
  5057. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5058. return 0;
  5059. break;
  5060. case SC_HIDING:
  5061. if((--sc->data[type].val2)>0){
  5062. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5063. break; //Fail if it's time to substract SP and there isn't.
  5064. sc->data[type].timer=add_timer(
  5065. 1000+tick, status_change_timer,
  5066. bl->id, data);
  5067. return 0;
  5068. }
  5069. break;
  5070. case SC_SIGHT:
  5071. case SC_RUWACH:
  5072. case SC_SIGHTBLASTER:
  5073. {
  5074. map_foreachinrange( status_change_timer_sub, bl,
  5075. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5076. BL_CHAR, bl,sc,type,tick);
  5077. if( (--sc->data[type].val2)>0 ){
  5078. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5079. 250+tick, status_change_timer,
  5080. bl->id, data);
  5081. return 0;
  5082. }
  5083. }
  5084. break;
  5085. case SC_PROVOKE:
  5086. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5087. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5088. return 0;
  5089. }
  5090. break;
  5091. case SC_ENDURE:
  5092. if(sc->data[type].val4) { //Infinite Endure.
  5093. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5094. return 0;
  5095. }
  5096. break;
  5097. case SC_STONE:
  5098. if(sc->opt1 == OPT1_STONEWAIT) {
  5099. sc->data[type].val4 = 0;
  5100. unit_stop_walking(bl,1);
  5101. sc->opt1 = OPT1_STONE;
  5102. clif_changeoption(bl);
  5103. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5104. status_calc_bl(bl, SCB_DEF_ELE);
  5105. return 0;
  5106. }
  5107. if((--sc->data[type].val3) > 0) {
  5108. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5109. status_zap(bl, sc->data[type].val2, 0);
  5110. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5111. return 0;
  5112. }
  5113. break;
  5114. case SC_POISON:
  5115. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5116. break;
  5117. case SC_DPOISON:
  5118. if ((--sc->data[type].val3) > 0) {
  5119. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5120. status_zap(bl, sc->data[type].val4, 0);
  5121. if (status_isdead(bl))
  5122. break;
  5123. }
  5124. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5125. return 0;
  5126. }
  5127. break;
  5128. case SC_TENSIONRELAX:
  5129. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5130. sc->data[type].timer=add_timer(
  5131. sc->data[type].val4+tick, status_change_timer,
  5132. bl->id, data);
  5133. return 0;
  5134. }
  5135. break;
  5136. case SC_BLEEDING: // [celest]
  5137. // i hope i haven't interpreted it wrong.. which i might ^^;
  5138. // Source:
  5139. // - 10�ェエェネェヒHPェャハ�エ
  5140. // - �槢ェホェ゙ェ゙ォオ?ォミ�ヤムェ茘�戓ーェキェニェ�?ヘ�ェマ眈ェィェハェ、
  5141. // To-do: bleeding effect increases damage taken?
  5142. if ((sc->data[type].val4 -= 10000) >= 0) {
  5143. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5144. if (status_isdead(bl))
  5145. break;
  5146. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5147. return 0;
  5148. }
  5149. break;
  5150. case SC_KNOWLEDGE:
  5151. if (sd) {
  5152. if(bl->m != sd->feel_map[0].m
  5153. && bl->m != sd->feel_map[1].m
  5154. && bl->m != sd->feel_map[2].m)
  5155. break; //End it
  5156. } //Otherwise continue.
  5157. // Status changes that don't have a time limit
  5158. case SC_AETERNA:
  5159. case SC_TRICKDEAD:
  5160. case SC_MODECHANGE:
  5161. case SC_WEIGHT50:
  5162. case SC_WEIGHT90:
  5163. case SC_MAGICPOWER:
  5164. case SC_REJECTSWORD:
  5165. case SC_MEMORIZE:
  5166. case SC_BROKENWEAPON:
  5167. case SC_BROKENARMOR:
  5168. case SC_SACRIFICE:
  5169. case SC_READYSTORM:
  5170. case SC_READYDOWN:
  5171. case SC_READYTURN:
  5172. case SC_READYCOUNTER:
  5173. case SC_RUN:
  5174. case SC_DODGE:
  5175. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5176. case SC_NEN:
  5177. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5178. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5179. return 0;
  5180. case SC_DANCING: //ダンススキルの時間SP消費
  5181. {
  5182. int s = 0;
  5183. int sp = 1;
  5184. int counter = sc->data[type].val3>>16;
  5185. if (--counter <= 0)
  5186. break;
  5187. sc->data[type].val3&= 0xFFFF; //Remove counter
  5188. sc->data[type].val3|=(counter<<16);//Reset it.
  5189. switch(sc->data[type].val1){
  5190. case BD_RICHMANKIM:
  5191. case BD_DRUMBATTLEFIELD:
  5192. case BD_RINGNIBELUNGEN:
  5193. case BD_SIEGFRIED:
  5194. case BA_DISSONANCE:
  5195. case BA_ASSASSINCROSS:
  5196. case DC_UGLYDANCE:
  5197. s=3;
  5198. break;
  5199. case BD_LULLABY:
  5200. case BD_ETERNALCHAOS:
  5201. case BD_ROKISWEIL:
  5202. case DC_FORTUNEKISS:
  5203. s=4;
  5204. break;
  5205. case CG_HERMODE:
  5206. case BD_INTOABYSS:
  5207. case BA_WHISTLE:
  5208. case DC_HUMMING:
  5209. case BA_POEMBRAGI:
  5210. case DC_SERVICEFORYOU:
  5211. s=5;
  5212. break;
  5213. case BA_APPLEIDUN:
  5214. s=6;
  5215. break;
  5216. case CG_MOONLIT:
  5217. sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5218. //Upkeep is also every 10 secs.
  5219. case DC_DONTFORGETME:
  5220. s=10;
  5221. break;
  5222. }
  5223. if (s && ((sc->data[type].val3 % s) == 0)) {
  5224. if (sc->data[SC_LONGING].timer != -1)
  5225. sp = s;
  5226. if (!status_charge(bl, 0, sp))
  5227. break;
  5228. }
  5229. sc->data[type].timer=add_timer(
  5230. 1000+tick, status_change_timer,
  5231. bl->id, data);
  5232. return 0;
  5233. }
  5234. break;
  5235. case SC_DEVOTION:
  5236. { //Check range and timeleft to preserve status [Skotlex]
  5237. //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2sd
  5238. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5239. if (md && battle_check_range(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  5240. {
  5241. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  5242. return 0;
  5243. }
  5244. }
  5245. break;
  5246. case SC_BERSERK:
  5247. // 5% every 10 seconds [DracoRPG]
  5248. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  5249. {
  5250. sc->data[type].timer = add_timer(
  5251. sc->data[type].val4+tick, status_change_timer,
  5252. bl->id, data);
  5253. return 0;
  5254. }
  5255. else if (sd)
  5256. sd->canregen_tick = gettick() + 300000;
  5257. break;
  5258. case SC_NOCHAT:
  5259. if(sd && battle_config.manner_system){
  5260. sd->status.manner++;
  5261. clif_updatestatus(sd,SP_MANNER);
  5262. if (sd->status.manner < 0)
  5263. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  5264. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  5265. return 0;
  5266. }
  5267. }
  5268. break;
  5269. case SC_SPLASHER:
  5270. if (sc->data[type].val4 % 1000 == 0) {
  5271. char timer[10];
  5272. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  5273. clif_message(bl, timer);
  5274. }
  5275. if((sc->data[type].val4 -= 500) > 0) {
  5276. sc->data[type].timer = add_timer(
  5277. 500 + tick, status_change_timer,
  5278. bl->id, data);
  5279. return 0;
  5280. }
  5281. break;
  5282. case SC_MARIONETTE:
  5283. case SC_MARIONETTE2:
  5284. {
  5285. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5286. if (pbl && battle_check_range(bl, pbl, 7) && (sc->data[type].val2--)>0)
  5287. {
  5288. sc->data[type].timer = add_timer(
  5289. 1000 + tick, status_change_timer,
  5290. bl->id, data);
  5291. return 0;
  5292. }
  5293. }
  5294. break;
  5295. case SC_GOSPEL:
  5296. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  5297. {
  5298. int hp, sp;
  5299. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  5300. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  5301. if(!status_charge(bl, hp, sp))
  5302. break;
  5303. sc->data[type].timer = add_timer(
  5304. 10000+tick, status_change_timer,
  5305. bl->id, data);
  5306. return 0;
  5307. }
  5308. break;
  5309. case SC_GUILDAURA:
  5310. {
  5311. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  5312. if (tbl && battle_check_range(bl, tbl, 2)){
  5313. sc->data[type].timer = add_timer(
  5314. 1000 + tick, status_change_timer,
  5315. bl->id, data);
  5316. return 0;
  5317. }
  5318. }
  5319. break;
  5320. }
  5321. // default for all non-handled control paths
  5322. // security system to prevent forgetting timer removal
  5323. // if we reach this point we need the timer for the next call,
  5324. // so restore it to have status_change_end handle a valid timer
  5325. sc->data[type].timer = temp_timerid;
  5326. return status_change_end( bl,type,tid );
  5327. }
  5328. /*==========================================
  5329. * ステータス異常タイマー範囲処理
  5330. *------------------------------------------
  5331. */
  5332. int status_change_timer_sub(struct block_list *bl, va_list ap )
  5333. {
  5334. struct block_list *src;
  5335. struct status_change *sc, *tsc;
  5336. struct map_session_data* sd=NULL;
  5337. struct map_session_data* tsd=NULL;
  5338. int type;
  5339. unsigned int tick;
  5340. src=va_arg(ap,struct block_list*);
  5341. sc=va_arg(ap,struct status_change*);
  5342. type=va_arg(ap,int);
  5343. tick=va_arg(ap,unsigned int);
  5344. tsc=status_get_sc(bl);
  5345. if (status_isdead(bl))
  5346. return 0;
  5347. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  5348. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  5349. switch( type ){
  5350. case SC_SIGHT: /* サイト */
  5351. case SC_CONCENTRATE:
  5352. if (tsc && tsc->count) {
  5353. if (tsc->data[SC_HIDING].timer != -1)
  5354. status_change_end( bl, SC_HIDING, -1);
  5355. if (tsc->data[SC_CLOAKING].timer != -1)
  5356. status_change_end( bl, SC_CLOAKING, -1);
  5357. }
  5358. break;
  5359. case SC_RUWACH: /* ルアフ */
  5360. if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
  5361. tsc->data[SC_CLOAKING].timer != -1)) {
  5362. status_change_end( bl, SC_HIDING, -1);
  5363. status_change_end( bl, SC_CLOAKING, -1);
  5364. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  5365. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  5366. }
  5367. break;
  5368. case SC_SIGHTBLASTER:
  5369. {
  5370. if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0)
  5371. { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
  5372. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  5373. sc->data[type].val2 = 0; //This signals it to end.
  5374. }
  5375. }
  5376. break;
  5377. case SC_CLOSECONFINE:
  5378. //Lock char has released the hold on everyone...
  5379. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  5380. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  5381. status_change_end(bl, SC_CLOSECONFINE2, -1);
  5382. }
  5383. break;
  5384. }
  5385. return 0;
  5386. }
  5387. /*==========================================
  5388. * Clears buffs/debuffs of a character.
  5389. * type&1 -> buffs, type&2 -> debuffs
  5390. *------------------------------------------
  5391. */
  5392. int status_change_clear_buffs (struct block_list *bl, int type)
  5393. {
  5394. int i;
  5395. struct status_change *sc= status_get_sc(bl);
  5396. if (!sc || !sc->count)
  5397. return 0;
  5398. if (type&2) //Debuffs
  5399. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  5400. if(sc->data[i].timer != -1)
  5401. status_change_end(bl,i,-1);
  5402. }
  5403. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  5404. if(sc->data[i].timer == -1)
  5405. continue;
  5406. switch (i) {
  5407. //Stuff that cannot be removed
  5408. case SC_WEIGHT50:
  5409. case SC_WEIGHT90:
  5410. case SC_COMBO:
  5411. case SC_SMA:
  5412. case SC_DANCING:
  5413. case SC_GUILDAURA:
  5414. case SC_SAFETYWALL:
  5415. case SC_NOCHAT:
  5416. case SC_ANKLE:
  5417. case SC_BLADESTOP:
  5418. case SC_CP_WEAPON:
  5419. case SC_CP_SHIELD:
  5420. case SC_CP_ARMOR:
  5421. case SC_CP_HELM:
  5422. continue;
  5423. //Debuffs that can be removed.
  5424. case SC_HALLUCINATION:
  5425. case SC_QUAGMIRE:
  5426. case SC_SIGNUMCRUCIS:
  5427. case SC_DECREASEAGI:
  5428. case SC_SLOWDOWN:
  5429. case SC_MINDBREAKER:
  5430. case SC_WINKCHARM:
  5431. case SC_STOP:
  5432. case SC_ORCISH:
  5433. case SC_STRIPWEAPON:
  5434. case SC_STRIPSHIELD:
  5435. case SC_STRIPARMOR:
  5436. case SC_STRIPHELM:
  5437. if (!(type&2))
  5438. continue;
  5439. break;
  5440. //The rest are buffs that can be removed.
  5441. case SC_BERSERK:
  5442. if (!(type&1))
  5443. continue;
  5444. sc->data[i].val4 = 1;
  5445. break;
  5446. default:
  5447. if (!(type&1))
  5448. continue;
  5449. break;
  5450. }
  5451. status_change_end(bl,i,-1);
  5452. }
  5453. return 0;
  5454. }
  5455. static int status_calc_sigma(void)
  5456. {
  5457. int i,j;
  5458. unsigned int k;
  5459. for(i=0;i<MAX_PC_CLASS;i++) {
  5460. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  5461. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  5462. k += hp_coefficient[i]*j + 50;
  5463. k -= k%100;
  5464. hp_sigma_val[i][j-1] = k;
  5465. if (k >= INT_MAX)
  5466. break; //Overflow protection. [Skotlex]
  5467. }
  5468. for(;j<=MAX_LEVEL;j++)
  5469. hp_sigma_val[i][j-1] = INT_MAX;
  5470. }
  5471. return 0;
  5472. }
  5473. int status_readdb(void) {
  5474. int i,j;
  5475. FILE *fp;
  5476. char line[1024], path[1024],*p;
  5477. sprintf(path, "%s/job_db1.txt", db_path);
  5478. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  5479. if(fp==NULL){
  5480. ShowError("can't read %s\n", path);
  5481. return 1;
  5482. }
  5483. i = 0;
  5484. while(fgets(line, sizeof(line)-1, fp)){
  5485. char *split[MAX_WEAPON_TYPE + 5];
  5486. i++;
  5487. if(line[0]=='/' && line[1]=='/')
  5488. continue;
  5489. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  5490. split[j]=p;
  5491. p=strchr(p,',');
  5492. if(p) *p++=0;
  5493. }
  5494. if(j < MAX_WEAPON_TYPE + 5)
  5495. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  5496. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  5497. continue;
  5498. }
  5499. if(atoi(split[0])>=MAX_PC_CLASS)
  5500. continue;
  5501. max_weight_base[atoi(split[0])]=atoi(split[1]);
  5502. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  5503. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  5504. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  5505. for(j=0;j<MAX_WEAPON_TYPE;j++)
  5506. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  5507. }
  5508. fclose(fp);
  5509. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5510. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  5511. sprintf(path, "%s/job_db2.txt", db_path);
  5512. fp=fopen(path,"r");
  5513. if(fp==NULL){
  5514. ShowError("can't read %s\n", path);
  5515. return 1;
  5516. }
  5517. while(fgets(line, sizeof(line)-1, fp)){
  5518. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  5519. if(line[0]=='/' && line[1]=='/')
  5520. continue;
  5521. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  5522. split[j]=p;
  5523. p=strchr(p,',');
  5524. if(p) *p++=0;
  5525. }
  5526. if(atoi(split[0])>=MAX_PC_CLASS)
  5527. continue;
  5528. for(i=1;i<j && split[i];i++)
  5529. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  5530. }
  5531. fclose(fp);
  5532. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5533. // サイズ補正テ?ブル
  5534. for(i=0;i<3;i++)
  5535. for(j=0;j<MAX_WEAPON_TYPE;j++)
  5536. atkmods[i][j]=100;
  5537. sprintf(path, "%s/size_fix.txt", db_path);
  5538. fp=fopen(path,"r");
  5539. if(fp==NULL){
  5540. ShowError("can't read %s\n", path);
  5541. return 1;
  5542. }
  5543. i=0;
  5544. while(fgets(line, sizeof(line)-1, fp)){
  5545. char *split[MAX_WEAPON_TYPE];
  5546. if(line[0]=='/' && line[1]=='/')
  5547. continue;
  5548. if(atoi(line)<=0)
  5549. continue;
  5550. memset(split,0,sizeof(split));
  5551. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  5552. split[j]=p;
  5553. p=strchr(p,',');
  5554. if(p) *p++=0;
  5555. atkmods[i][j]=atoi(split[j]);
  5556. }
  5557. i++;
  5558. }
  5559. fclose(fp);
  5560. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5561. // 精?デ?タテ?ブル
  5562. for(i=0;i<5;i++){
  5563. for(j=0;j<MAX_REFINE; j++)
  5564. percentrefinery[i][j]=100;
  5565. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  5566. refinebonus[i][0]=0;
  5567. refinebonus[i][1]=0;
  5568. refinebonus[i][2]=10;
  5569. }
  5570. sprintf(path, "%s/refine_db.txt", db_path);
  5571. fp=fopen(path,"r");
  5572. if(fp==NULL){
  5573. ShowError("can't read %s\n", path);
  5574. return 1;
  5575. }
  5576. i=0;
  5577. while(fgets(line, sizeof(line)-1, fp)){
  5578. char *split[16];
  5579. if(line[0]=='/' && line[1]=='/')
  5580. continue;
  5581. if(atoi(line)<=0)
  5582. continue;
  5583. memset(split,0,sizeof(split));
  5584. for(j=0,p=line;j<16 && p;j++){
  5585. split[j]=p;
  5586. p=strchr(p,',');
  5587. if(p) *p++=0;
  5588. }
  5589. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  5590. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  5591. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  5592. for(j=0;j<MAX_REFINE && split[j];j++)
  5593. percentrefinery[i][j]=atoi(split[j+3]);
  5594. i++;
  5595. }
  5596. fclose(fp); //Lupus. close this file!!!
  5597. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5598. return 0;
  5599. }
  5600. /*==========================================
  5601. * スキル関係初期化処理
  5602. *------------------------------------------
  5603. */
  5604. int do_init_status(void)
  5605. {
  5606. if (SC_MAX > MAX_STATUSCHANGE)
  5607. {
  5608. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  5609. exit(1);
  5610. }
  5611. add_timer_func_list(status_change_timer,"status_change_timer");
  5612. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  5613. initChangeTables();
  5614. initDummyData();
  5615. status_readdb();
  5616. status_calc_sigma();
  5617. return 0;
  5618. }