status.c 220 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 "mercenary.h"
  25. #include "../common/timer.h"
  26. #include "../common/nullpo.h"
  27. #include "../common/showmsg.h"
  28. #include "../common/malloc.h"
  29. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  30. #define SC_HM_BASE 800
  31. #define SC_GD_BASE 900
  32. //Regen related flags.
  33. #define RGN_HP 0x01
  34. #define RGN_SP 0x02
  35. #define RGN_SHP 0x04
  36. #define RGN_SSP 0x08
  37. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  38. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  39. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  40. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  41. static int max_weight_base[MAX_PC_CLASS];
  42. static int hp_coefficient[MAX_PC_CLASS];
  43. static int hp_coefficient2[MAX_PC_CLASS];
  44. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  45. static int sp_coefficient[MAX_PC_CLASS];
  46. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  47. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  48. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  49. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  50. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  51. static struct status_data dummy_status;
  52. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  54. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  55. //to avoid cards exploits
  56. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  57. static void add_sc(int skill, int sc)
  58. {
  59. int sk = skill;
  60. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  61. else
  62. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  63. if (sk < 0 || sk >= MAX_SKILL) {
  64. if (battle_config.error_log)
  65. ShowError("add_sc: Unsupported skill id %d\n", skill);
  66. return;
  67. }
  68. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  69. SkillStatusChangeTableArray[sk] = sc;
  70. if (StatusSkillChangeTable[sc]==0)
  71. StatusSkillChangeTable[sc] = skill;
  72. }
  73. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  74. {
  75. if (StatusIconChangeTable[sc]==SI_BLANK)
  76. StatusIconChangeTable[sc] = icon;
  77. StatusChangeFlagTable[sc] |= flag;
  78. add_sc(skill, sc);
  79. }
  80. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  81. //but it is much less prone to errors. [Skotlex]
  82. void initChangeTables(void) {
  83. int i;
  84. for (i = 0; i < SC_MAX; i++)
  85. StatusIconChangeTable[i] = SI_BLANK;
  86. for (i = 0; i < MAX_SKILL; i++)
  87. SkillStatusChangeTableArray[i] = -1;
  88. malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  89. malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  90. //First we define the skill for common ailments. These are used in
  91. //skill_additional_effect through sc cards. [Skotlex]
  92. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  93. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  94. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  95. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  96. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  97. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  98. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  99. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  100. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  101. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  102. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  103. //These are the status-change flags for the common ailments.
  104. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  105. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  106. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  107. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  108. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  109. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  110. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  111. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  112. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  113. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  114. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  115. //The icons for the common ailments
  116. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  119. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  120. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  121. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  122. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  123. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  124. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  125. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  126. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  127. add_sc(SM_BASH, SC_STUN);
  128. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  129. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  130. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  131. add_sc(MG_SIGHT, SC_SIGHT);
  132. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  133. add_sc(MG_FROSTDIVER, SC_FREEZE);
  134. add_sc(MG_STONECURSE, SC_STONE);
  135. add_sc(AL_RUWACH, SC_RUWACH);
  136. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  137. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  138. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  139. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  140. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  141. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  142. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  143. add_sc(TF_POISON, SC_POISON);
  144. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  145. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  146. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  147. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  148. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  149. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  150. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  151. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  152. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  153. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  154. add_sc(PR_LEXDIVINA, SC_SILENCE);
  155. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  156. add_sc(WZ_METEOR, SC_STUN);
  157. add_sc(WZ_VERMILION, SC_BLIND);
  158. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  159. add_sc(WZ_STORMGUST, SC_FREEZE);
  160. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  161. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  162. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  163. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  164. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  165. add_sc(HT_LANDMINE, SC_STUN);
  166. add_sc(HT_ANKLESNARE, SC_ANKLE);
  167. add_sc(HT_SANDMAN, SC_SLEEP);
  168. add_sc(HT_FLASHER, SC_BLIND);
  169. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  170. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  171. add_sc(AS_SONICBLOW, SC_STUN);
  172. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  173. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  174. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  175. add_sc(AS_VENOMDUST, SC_POISON);
  176. add_sc(AS_SPLASHER, SC_SPLASHER);
  177. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  178. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  179. add_sc(TF_SPRINKLESAND, SC_BLIND);
  180. add_sc(TF_THROWSTONE, SC_STUN);
  181. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  182. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  183. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  184. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  185. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  186. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  194. add_sc(NPC_POISON, SC_POISON);
  195. add_sc(NPC_BLINDATTACK, SC_BLIND);
  196. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  197. add_sc(NPC_STUNATTACK, SC_STUN);
  198. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  199. add_sc(NPC_CURSEATTACK, SC_CURSE);
  200. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  201. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  202. add_sc(NPC_DARKBLESSING, SC_COMA);
  203. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  204. add_sc(NPC_LICK, SC_STUN);
  205. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  206. add_sc(NPC_REBIRTH, SC_KAIZEL);
  207. add_sc(RG_RAID, SC_STUN);
  208. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  209. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  210. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  211. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  212. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  213. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  214. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  215. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  216. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  217. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  218. add_sc(CR_SHIELDCHARGE, SC_STUN);
  219. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  220. add_sc(CR_HOLYCROSS, SC_BLIND);
  221. add_sc(CR_GRANDCROSS, SC_BLIND);
  222. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  223. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  224. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  225. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  226. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  227. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  229. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  230. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  231. add_sc(SA_MAGICROD, SC_MAGICROD);
  232. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  233. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  234. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  238. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  239. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  240. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  241. add_sc(SA_COMA, SC_COMA);
  242. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  243. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  244. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  245. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  246. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  247. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  248. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  249. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  250. add_sc(BA_FROSTJOKE, SC_FREEZE);
  251. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  252. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  253. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  254. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  255. add_sc(DC_SCREAM, SC_STUN);
  256. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  257. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  258. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  259. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  260. add_sc(NPC_DARKCROSS, SC_BLIND);
  261. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  262. add_sc(NPC_STOP, SC_STOP);
  263. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  264. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  265. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  266. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  267. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  268. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  269. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  270. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  271. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  272. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  273. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
  274. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  275. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  276. add_sc(HP_BASILICA, SC_BASILICA);
  277. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  278. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  279. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  280. add_sc(PA_GOSPEL, SC_SCRESIST);
  281. add_sc(CH_TIGERFIST, SC_STOP);
  282. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  283. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  284. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  285. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  286. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  287. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  288. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  289. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  290. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. add_sc(LK_SPIRALPIERCE, SC_STOP);
  293. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  294. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  295. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  296. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  297. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  298. add_sc(PF_FOGWALL, SC_FOGWALL);
  299. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  300. add_sc(WE_BABY, SC_BABY);
  301. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  302. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  303. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  304. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  305. add_sc(TK_DOWNKICK, SC_STUN);
  306. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  307. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  308. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  309. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  310. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  311. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  312. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  313. add_sc(SG_MOON_WARM, SC_WARM);
  314. add_sc(SG_STAR_WARM, SC_WARM);
  315. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  316. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  317. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  318. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  319. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  320. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  321. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  322. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  323. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  324. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  325. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  326. add_sc(SL_STUN, SC_STUN);
  327. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  328. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  329. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  330. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  331. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  332. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  333. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  334. add_sc(WS_CARTTERMINATION, SC_STUN);
  335. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  336. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  337. add_sc(CG_HERMODE, SC_HERMODE);
  338. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  339. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  340. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  341. add_sc(GS_CRACKER, SC_STUN);
  342. add_sc(GS_DISARM, SC_STRIPWEAPON);
  343. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  344. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  345. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  346. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  347. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  348. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  349. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  350. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  351. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  352. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  353. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  354. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  355. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  356. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  357. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  358. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  359. add_sc(MO_BALKYOUNG, SC_STUN);
  360. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  361. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  362. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  363. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  364. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  365. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  366. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  367. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  368. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  369. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  370. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  371. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  372. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  373. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  374. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  375. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  376. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  377. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  378. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  379. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  380. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  381. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  382. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  383. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  384. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  385. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  386. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  387. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  388. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  389. //Status that don't have a skill associated.
  390. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  391. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  392. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  393. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  394. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  395. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  396. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  397. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  398. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  399. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  400. //Other SC which are not necessarily associated to skills.
  401. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  402. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  403. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  404. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  405. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  406. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  407. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  408. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  409. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  410. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  411. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  412. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  413. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  414. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  415. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  416. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  417. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  418. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  419. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  420. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  421. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  422. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  423. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  424. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  425. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  426. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  427. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  428. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  429. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  430. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  431. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  432. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  433. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  434. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  435. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  436. if (!battle_config.display_hallucination) //Disable Hallucination.
  437. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  438. }
  439. int SkillStatusChangeTable(int skill)
  440. {
  441. int sk = skill;
  442. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  443. else
  444. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  445. if (sk < 0 || sk >= MAX_SKILL) {
  446. if (battle_config.error_log)
  447. ShowError("add_sc: Unsupported skill id %d\n", skill);
  448. return -1;
  449. }
  450. return SkillStatusChangeTableArray[sk];
  451. }
  452. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  453. static void initDummyData(void) {
  454. malloc_set(&dummy_status, 0, sizeof(dummy_status));
  455. dummy_status.hp =
  456. dummy_status.max_hp =
  457. dummy_status.max_sp =
  458. dummy_status.str =
  459. dummy_status.agi =
  460. dummy_status.vit =
  461. dummy_status.int_ =
  462. dummy_status.dex =
  463. dummy_status.luk =
  464. dummy_status.hit = 1;
  465. dummy_status.speed = 2000;
  466. dummy_status.adelay = 4000;
  467. dummy_status.amotion = 2000;
  468. dummy_status.dmotion = 2000;
  469. dummy_status.ele_lv = 1; //Min elemental level.
  470. dummy_status.mode = MD_CANMOVE;
  471. }
  472. /*==========================================
  473. * 精錬ボーナス
  474. *------------------------------------------
  475. */
  476. int status_getrefinebonus(int lv,int type)
  477. {
  478. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  479. return refinebonus[lv][type];
  480. return 0;
  481. }
  482. //Sets HP to given value. Flag is the flag passed to status_heal in case
  483. //final value is higher than current (use 2 to make a healing effect display
  484. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  485. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  486. {
  487. struct status_data *status;
  488. if (hp < 1) return 0;
  489. status = status_get_status_data(bl);
  490. if (status == &dummy_status)
  491. return 0;
  492. if (hp > status->max_hp) hp = status->max_hp;
  493. if (hp == status->hp) return 0;
  494. if (hp > status->hp)
  495. return status_heal(bl, hp - status->hp, 0, 1|flag);
  496. return status_zap(bl, status->hp - hp, 0);
  497. }
  498. //Sets SP to given value. Flag is the flag passed to status_heal in case
  499. //final value is higher than current (use 2 to make a healing effect display
  500. //on players)
  501. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  502. {
  503. struct status_data *status;
  504. status = status_get_status_data(bl);
  505. if (status == &dummy_status)
  506. return 0;
  507. if (sp > status->max_sp) sp = status->max_sp;
  508. if (sp == status->sp) return 0;
  509. if (sp > status->sp)
  510. return status_heal(bl, 0, sp - status->sp, 1|flag);
  511. return status_zap(bl, 0, status->sp - sp);
  512. }
  513. //Inflicts damage on the target with the according walkdelay.
  514. //If flag&1, damage is passive and does not triggers cancelling status changes.
  515. //If flag&2, fail if target does not has enough to substract.
  516. //If flag&4, if killed, mob must not give exp/loot.
  517. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  518. {
  519. struct status_data *status;
  520. struct status_change *sc;
  521. if(sp && !(target->type&BL_CONSUME))
  522. sp = 0; //Not a valid SP target.
  523. if (hp < 0) { //Assume absorbed damage.
  524. status_heal(target, -hp, 0, 1);
  525. hp = 0;
  526. }
  527. if (sp < 0) {
  528. status_heal(target, 0, -sp, 1);
  529. sp = 0;
  530. }
  531. if (!hp && !sp)
  532. return 0;
  533. if (target->type == BL_SKILL)
  534. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  535. status = status_get_status_data(target);
  536. if (status == &dummy_status || !status->hp)
  537. return 0; //Invalid targets: no damage or dead
  538. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  539. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  540. // if (!target->prev && !(flag&2))
  541. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  542. sc = status_get_sc(target);
  543. if (sc && !sc->count)
  544. sc = NULL;
  545. if (hp && !(flag&1)) {
  546. if (sc) {
  547. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  548. { //Devotion prevents any of the other ailments from ending.
  549. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  550. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  551. {
  552. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  553. status_fix_damage(NULL, &sd2->bl, hp, 0);
  554. return 0;
  555. }
  556. status_change_end(target, SC_DEVOTION, -1);
  557. }
  558. if (sc->data[SC_FREEZE].timer != -1)
  559. status_change_end(target,SC_FREEZE,-1);
  560. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  561. status_change_end(target,SC_STONE,-1);
  562. if (sc->data[SC_SLEEP].timer != -1)
  563. status_change_end(target,SC_SLEEP,-1);
  564. if (sc->data[SC_WINKCHARM].timer != -1)
  565. status_change_end(target,SC_WINKCHARM,-1);
  566. if (sc->data[SC_CONFUSION].timer != -1)
  567. status_change_end(target, SC_CONFUSION, -1);
  568. if (sc->data[SC_TRICKDEAD].timer != -1)
  569. status_change_end(target, SC_TRICKDEAD, -1);
  570. if (sc->data[SC_HIDING].timer != -1)
  571. status_change_end(target, SC_HIDING, -1);
  572. if (sc->data[SC_CLOAKING].timer != -1)
  573. status_change_end(target, SC_CLOAKING, -1);
  574. if (sc->data[SC_CHASEWALK].timer != -1)
  575. status_change_end(target, SC_CHASEWALK, -1);
  576. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  577. //Endure count is only reduced by non-players on non-gvg maps.
  578. //val4 signals infinite endure. [Skotlex]
  579. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  580. && --(sc->data[SC_ENDURE].val2) < 0)
  581. status_change_end(target, SC_ENDURE, -1);
  582. }
  583. if (sc->data[SC_GRAVITATION].timer != -1 &&
  584. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  585. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  586. if (sg) {
  587. skill_delunitgroup(target,sg, 0);
  588. sc->data[SC_GRAVITATION].val4 = 0;
  589. status_change_end(target, SC_GRAVITATION, -1);
  590. }
  591. }
  592. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  593. skill_stop_dancing(target);
  594. }
  595. unit_skillcastcancel(target, 2);
  596. }
  597. if ((unsigned int)hp >= status->hp) {
  598. if (flag&2) return 0;
  599. hp = status->hp;
  600. }
  601. if ((unsigned int)sp > status->sp) {
  602. if (flag&2) return 0;
  603. sp = status->sp;
  604. }
  605. status->hp-= hp;
  606. status->sp-= sp;
  607. if (sc && hp && status->hp) {
  608. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  609. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  610. status->hp < status->max_hp>>2)
  611. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  612. if (sc->data[SC_BERSERK].timer != -1 &&
  613. status->hp <= 100)
  614. status_change_end(target, SC_BERSERK, -1);
  615. }
  616. switch (target->type)
  617. {
  618. case BL_MOB:
  619. mob_damage((TBL_MOB*)target, src, hp);
  620. break;
  621. case BL_PC:
  622. pc_damage((TBL_PC*)target,src,hp,sp);
  623. break;
  624. case BL_HOM:
  625. merc_damage((TBL_HOM*)target,src,hp,sp);
  626. }
  627. if (status->hp)
  628. { //Still lives!
  629. if (walkdelay)
  630. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  631. return hp+sp;
  632. }
  633. status->hp = 1; //To let the dead function cast skills and all that.
  634. //NOTE: These dead functions should return: [Skotlex]
  635. //0: Death cancelled, auto-revived.
  636. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  637. //&2: Also remove object from map.
  638. //&4: Also delete object from memory.
  639. switch (target->type)
  640. {
  641. case BL_MOB:
  642. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  643. break;
  644. case BL_PC:
  645. flag = pc_dead((TBL_PC*)target,src);
  646. break;
  647. case BL_HOM:
  648. flag = merc_hom_dead((TBL_HOM*)target,src);
  649. break;
  650. default: //Unhandled case, do nothing to object.
  651. flag = 0;
  652. break;
  653. }
  654. if(!flag) //Death cancelled.
  655. return hp+sp;
  656. //Normal death
  657. status->hp = 0;
  658. if (battle_config.clear_unit_ondeath &&
  659. battle_config.clear_unit_ondeath&target->type)
  660. skill_clear_unitgroup(target);
  661. status_change_clear(target,0);
  662. if(target->type&BL_REGEN)
  663. { //Reset regen ticks.
  664. struct regen_data *regen = status_get_regen_data(target);
  665. if (regen) {
  666. malloc_set(&regen->tick, 0, sizeof(regen->tick));
  667. if (regen->sregen)
  668. malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  669. if (regen->ssregen)
  670. malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  671. }
  672. }
  673. if(flag&4) //Delete from memory. (also invokes map removal code)
  674. unit_free(target,1);
  675. else
  676. if(flag&2) //remove from map
  677. unit_remove_map(target,1);
  678. else
  679. { //Some death states that would normally be handled by unit_remove_map
  680. unit_stop_attack(target);
  681. unit_stop_walking(target,0);
  682. unit_skillcastcancel(target,0);
  683. clif_clearchar_area(target,1);
  684. skill_unit_move(target,gettick(),4);
  685. skill_cleartimerskill(target);
  686. }
  687. return hp+sp;
  688. }
  689. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  690. //If flag&2, when the player is healed, show the HP/SP heal effect.
  691. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  692. {
  693. struct status_data *status;
  694. struct status_change *sc;
  695. status = status_get_status_data(bl);
  696. if (status == &dummy_status || !status->hp)
  697. return 0;
  698. sc = status_get_sc(bl);
  699. if (sc && !sc->count)
  700. sc = NULL;
  701. if (hp < 0) {
  702. status_damage(NULL, bl, -hp, 0, 0, 1);
  703. hp = 0;
  704. }
  705. if(hp) {
  706. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  707. hp = 0;
  708. if((unsigned int)hp > status->max_hp - status->hp)
  709. hp = status->max_hp - status->hp;
  710. }
  711. if(sp < 0) {
  712. status_damage(NULL, bl, 0, -sp, 0, 1);
  713. sp = 0;
  714. }
  715. if(sp) {
  716. if((unsigned int)sp > status->max_sp - status->sp)
  717. sp = status->max_sp - status->sp;
  718. }
  719. if(!sp && !hp) return 0;
  720. status->hp+= hp;
  721. status->sp+= sp;
  722. if(hp && sc &&
  723. sc->data[SC_AUTOBERSERK].timer != -1 &&
  724. sc->data[SC_PROVOKE].timer!=-1 &&
  725. sc->data[SC_PROVOKE].val2==1 &&
  726. status->hp>=status->max_hp>>2
  727. ) //End auto berserk.
  728. status_change_end(bl,SC_PROVOKE,-1);
  729. switch(bl->type) {
  730. case BL_MOB:
  731. mob_heal((TBL_MOB*)bl,hp);
  732. break;
  733. case BL_PC:
  734. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  735. break;
  736. case BL_HOM:
  737. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  738. break;
  739. }
  740. return hp+sp;
  741. }
  742. //Does percentual non-flinching damage/heal. If mob is killed this way,
  743. //no exp/drops will be awarded if there is no src (or src is target)
  744. //If rates are > 0, percent is of current HP/SP
  745. //If rates are < 0, percent is of max HP/SP
  746. //If flag, this is heal, otherwise it is damage.
  747. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  748. {
  749. struct status_data *status;
  750. unsigned int hp =0, sp = 0;
  751. status = status_get_status_data(target);
  752. //Change the equation when the values are high enough to discard the
  753. //imprecision in exchange of overflow protection [Skotlex]
  754. //Also add 100% checks since those are the most used cases where we don't
  755. //want aproximation errors.
  756. if (hp_rate > 99)
  757. hp = status->hp;
  758. else if (hp_rate > 0)
  759. hp = status->hp>10000?
  760. hp_rate*(status->hp/100):
  761. (hp_rate*status->hp)/100;
  762. else if (hp_rate < -99)
  763. hp = status->max_hp;
  764. else if (hp_rate < 0)
  765. hp = status->max_hp>10000?
  766. (-hp_rate)*(status->max_hp/100):
  767. (-hp_rate*status->max_hp)/100;
  768. if (hp_rate && !hp)
  769. hp = 1;
  770. //Should be safe to not do overflow protection here, noone should have
  771. //millions upon millions of SP
  772. if (sp_rate > 99)
  773. sp = status->sp;
  774. else if (sp_rate > 0)
  775. sp = (sp_rate*status->sp)/100;
  776. else if (sp_rate < -99)
  777. sp = status->max_sp;
  778. else if (sp_rate < 0)
  779. sp = (-sp_rate)*status->max_sp/100;
  780. if (sp_rate && !sp)
  781. sp = 1;
  782. //Ugly check in case damage dealt is too much for the received args of
  783. //status_heal / status_damage. [Skotlex]
  784. if (hp > INT_MAX) {
  785. hp -= INT_MAX;
  786. if (flag)
  787. status_heal(target, INT_MAX, 0, 0);
  788. else
  789. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  790. }
  791. if (sp > INT_MAX) {
  792. sp -= INT_MAX;
  793. if (flag)
  794. status_heal(target, 0, INT_MAX, 0);
  795. else
  796. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  797. }
  798. if (flag) return status_heal(target, hp, sp, 0);
  799. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  800. }
  801. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  802. {
  803. struct status_data *status;
  804. unsigned int hp, sp;
  805. if (!status_isdead(bl)) return 0;
  806. status = status_get_status_data(bl);
  807. if (status == &dummy_status)
  808. return 0; //Invalid target.
  809. hp = status->max_hp * per_hp/100;
  810. sp = status->max_sp * per_sp/100;
  811. if(hp > status->max_hp - status->hp)
  812. hp = status->max_hp - status->hp;
  813. if(sp > status->max_sp - status->sp)
  814. sp = status->max_sp - status->sp;
  815. status->hp += hp;
  816. status->sp += sp;
  817. if (bl->prev) //Animation only if character is already on a map.
  818. clif_resurrection(bl, 1);
  819. switch (bl->type) {
  820. case BL_MOB:
  821. mob_revive((TBL_MOB*)bl, hp);
  822. break;
  823. case BL_PC:
  824. pc_revive((TBL_PC*)bl, hp, sp);
  825. break;
  826. case BL_HOM: //[orn]
  827. merc_hom_revive((TBL_HOM*)bl, hp, sp);
  828. break;
  829. }
  830. return 1;
  831. }
  832. /*==========================================
  833. * Checks whether the src can use the skill on the target,
  834. * taking into account status/option of both source/target. [Skotlex]
  835. * flag:
  836. * 0 - Trying to use skill on target.
  837. * 1 - Cast bar is done.
  838. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  839. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  840. * target MAY Be null, in which case the checks are only to see
  841. * whether the source can cast or not the skill on the ground.
  842. *------------------------------------------
  843. */
  844. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  845. {
  846. struct status_data *status;
  847. struct status_change *sc=NULL, *tsc;
  848. int hide_flag;
  849. status = src?status_get_status_data(src):&dummy_status;
  850. if (src && status_isdead(src))
  851. return 0;
  852. if (!skill_num) { //Normal attack checks.
  853. if (!(status->mode&MD_CANATTACK))
  854. return 0; //This mode is only needed for melee attacking.
  855. //Dead state is not checked for skills as some skills can be used
  856. //on dead characters, said checks are left to skill.c [Skotlex]
  857. if (target && status_isdead(target))
  858. return 0;
  859. }
  860. if (skill_num == PA_PRESSURE && flag && target) {
  861. //Gloria Avoids pretty much everything....
  862. tsc = status_get_sc(target);
  863. if(tsc && tsc->option&OPTION_HIDE)
  864. return 0;
  865. return 1;
  866. }
  867. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  868. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  869. && !(status->mode&MD_BOSS))
  870. { //Basilica Check
  871. if (!skill_num) return 0;
  872. hide_flag = skill_get_inf(skill_num);
  873. if (hide_flag&INF_ATTACK_SKILL)
  874. return 0;
  875. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  876. return 0;
  877. }
  878. if (src) sc = status_get_sc(src);
  879. if(sc && sc->count)
  880. {
  881. if(sc->opt1 >0 && flag != 1)
  882. //When sc do not cancel casting, the spell should come out, and when it does, we can never have
  883. //a flag == 1 && sc->opt1 case, since cancelling should had been stopped before.
  884. return 0;
  885. if (
  886. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  887. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  888. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  889. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  890. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  891. )
  892. return 0;
  893. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  894. { //Prevents skill usage
  895. clif_emotion(src, 3);
  896. return 0;
  897. }
  898. if (sc->data[SC_BLADESTOP].timer != -1) {
  899. switch (sc->data[SC_BLADESTOP].val1)
  900. {
  901. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  902. case 4: if (skill_num == MO_CHAINCOMBO) break;
  903. case 3: if (skill_num == MO_INVESTIGATE) break;
  904. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  905. default: return 0;
  906. }
  907. }
  908. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  909. {
  910. if(sc->data[SC_LONGING].timer != -1)
  911. { //Allow everything except dancing/re-dancing. [Skotlex]
  912. if (skill_num == BD_ENCORE ||
  913. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  914. )
  915. return 0;
  916. } else
  917. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  918. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  919. return 0;
  920. if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  921. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  922. }
  923. if (skill_num && //Do not block item-casted skills.
  924. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  925. ) { //Skills blocked through status changes...
  926. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  927. sc->data[SC_SILENCE].timer != -1 ||
  928. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  929. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  930. sc->data[SC_STEELBODY].timer != -1 ||
  931. sc->data[SC_BERSERK].timer != -1
  932. ))
  933. return 0;
  934. //Skill blocking.
  935. if (
  936. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  937. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
  938. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  939. (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
  940. )
  941. return 0;
  942. }
  943. }
  944. if (sc && sc->option)
  945. {
  946. if (sc->option&OPTION_HIDE)
  947. switch (skill_num) { //Usable skills while hiding.
  948. case TF_HIDING:
  949. case AS_GRIMTOOTH:
  950. case RG_BACKSTAP:
  951. case RG_RAID:
  952. case NJ_SHADOWJUMP:
  953. case NJ_KIRIKAGE:
  954. break;
  955. default:
  956. return 0;
  957. }
  958. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  959. return 0;
  960. }
  961. if (target == NULL || target == src) //No further checking needed.
  962. return 1;
  963. tsc = status_get_sc(target);
  964. if(tsc && tsc->count)
  965. {
  966. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  967. return 0;
  968. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  969. && tsc->data[SC_FREEZE].timer != -1)
  970. return 0;
  971. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  972. return 0;
  973. }
  974. //If targetting, cloak+hide protect you, otherwise only hiding does.
  975. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  976. //You cannot hide from ground skills.
  977. if(skill_get_pl(skill_num) == ELE_EARTH)
  978. hide_flag &= ~OPTION_HIDE;
  979. switch (target->type)
  980. {
  981. case BL_PC:
  982. {
  983. struct map_session_data *sd = (TBL_PC*) target;
  984. if (pc_isinvisible(sd))
  985. return 0;
  986. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  987. && (sd->special_state.perfect_hiding || !(
  988. status->race == RC_INSECT ||
  989. status->race == RC_DEMON ||
  990. status->mode&MD_DETECTOR
  991. )))
  992. return 0;
  993. }
  994. break;
  995. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  996. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  997. if (status->mode&MD_LOOTER)
  998. return 1;
  999. else
  1000. return 0;
  1001. default:
  1002. //Check for chase-walk/hiding/cloaking opponents.
  1003. if (tsc && !(status->mode&MD_BOSS))
  1004. {
  1005. if (tsc->option&hide_flag && !(
  1006. status->race == RC_INSECT ||
  1007. status->race == RC_DEMON ||
  1008. status->mode&MD_DETECTOR
  1009. ))
  1010. return 0;
  1011. }
  1012. }
  1013. return 1;
  1014. }
  1015. //Checks whether the source can see and chase target.
  1016. int status_check_visibility(struct block_list *src, struct block_list *target)
  1017. {
  1018. int view_range;
  1019. struct status_data* status = status_get_status_data(src);
  1020. struct status_change* tsc = status_get_sc(target);
  1021. switch (src->type) {
  1022. case BL_MOB:
  1023. view_range = ((TBL_MOB*)src)->min_chase;
  1024. break;
  1025. case BL_PET:
  1026. view_range = ((TBL_PET*)src)->db->range2;
  1027. break;
  1028. default:
  1029. view_range = AREA_SIZE;
  1030. }
  1031. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1032. return 0;
  1033. switch (target->type)
  1034. {
  1035. case BL_PC:
  1036. {
  1037. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1038. && !(status->mode&MD_BOSS) && (
  1039. ((TBL_PC*)target)->special_state.perfect_hiding || !(
  1040. status->race == RC_INSECT ||
  1041. status->race == RC_DEMON ||
  1042. status->mode&MD_DETECTOR
  1043. )))
  1044. return 0;
  1045. }
  1046. break;
  1047. default:
  1048. //Check for chase-walk/hiding/cloaking opponents.
  1049. if (tsc && !(status->mode&MD_BOSS))
  1050. {
  1051. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1052. && !(
  1053. status->race == RC_INSECT ||
  1054. status->race == RC_DEMON ||
  1055. status->mode&MD_DETECTOR
  1056. ))
  1057. return 0;
  1058. }
  1059. }
  1060. return 1;
  1061. }
  1062. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1063. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1064. {
  1065. int flag = 0, str, dex, dstr;
  1066. if(!(bl->type&battle_config.enable_baseatk))
  1067. return 0;
  1068. if (bl->type == BL_PC)
  1069. switch(((TBL_PC*)bl)->status.weapon){
  1070. case W_BOW:
  1071. case W_MUSICAL:
  1072. case W_WHIP:
  1073. case W_REVOLVER:
  1074. case W_RIFLE:
  1075. case W_SHOTGUN:
  1076. case W_GATLING:
  1077. case W_GRENADE:
  1078. flag = 1;
  1079. }
  1080. if (flag) {
  1081. str = status->dex;
  1082. dex = status->str;
  1083. } else {
  1084. str = status->str;
  1085. dex = status->dex;
  1086. }
  1087. //Normally only players have base-atk, but homunc have a different batk
  1088. // equation, hinting that perhaps non-players should use this for batk.
  1089. // [Skotlex]
  1090. dstr = str/10;
  1091. str += dstr*dstr;
  1092. if (bl->type == BL_PC)
  1093. str+= dex/5 + status->luk/5;
  1094. return str;
  1095. }
  1096. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1097. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1098. //Fills in the misc data that can be calculated from the other status info (except for level)
  1099. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1100. {
  1101. //Non players get the value set, players need to stack with previous bonuses.
  1102. if (bl->type != BL_PC)
  1103. status->batk =
  1104. status->matk_min = status->matk_max =
  1105. status->hit = status->flee =
  1106. status->def2 = status->mdef2 =
  1107. status->cri = status->flee2 = 0;
  1108. status->matk_min += status_base_matk_min(status);
  1109. status->matk_max += status_base_matk_max(status);
  1110. status->hit += level + status->dex;
  1111. status->flee += level + status->agi;
  1112. status->def2 += status->vit;
  1113. status->mdef2 += status->int_ + (status->vit>>1);
  1114. if (bl->type&battle_config.enable_critical)
  1115. status->cri += status->luk*3 + 10;
  1116. else
  1117. status->cri = 0;
  1118. if (bl->type&battle_config.enable_perfect_flee)
  1119. status->flee2 += status->luk + 10;
  1120. else
  1121. status->flee2 = 0;
  1122. status->batk += status_base_atk(bl, status);
  1123. if (status->cri)
  1124. switch (bl->type) {
  1125. case BL_MOB:
  1126. if(battle_config.mob_critical_rate != 100)
  1127. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1128. if(!status->cri && battle_config.mob_critical_rate)
  1129. status->cri = 10;
  1130. break;
  1131. case BL_PC:
  1132. //Players don't have a critical adjustment setting as of yet.
  1133. break;
  1134. default:
  1135. if(battle_config.critical_rate != 100)
  1136. status->cri = status->cri*battle_config.critical_rate/100;
  1137. if (!status->cri && battle_config.critical_rate)
  1138. status->cri = 10;
  1139. }
  1140. if(bl->type&BL_REGEN)
  1141. status_calc_regen(bl, status, status_get_regen_data(bl));
  1142. }
  1143. //Skotlex: Calculates the initial status for the given mob
  1144. //first will only be false when the mob leveled up or got a GuardUp level.
  1145. //first&2: Class-change invoked.
  1146. int status_calc_mob(struct mob_data* md, int first)
  1147. {
  1148. struct status_data *status;
  1149. struct block_list *mbl = NULL;
  1150. int flag=0;
  1151. if(first)
  1152. { //Set basic level on respawn.
  1153. if (md->spawn && !(first&2))
  1154. md->level = md->spawn->level;
  1155. else
  1156. md->level = md->db->lv; // [Valaris]
  1157. }
  1158. //Check if we need custom base-status
  1159. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1160. flag|=1;
  1161. if (md->special_state.size)
  1162. flag|=2;
  1163. if (md->guardian_data && md->guardian_data->guardup_lv)
  1164. flag|=4;
  1165. if (battle_config.slaves_inherit_speed && md->master_id)
  1166. flag|=8;
  1167. if (md->master_id && md->special_state.ai>1)
  1168. flag|=16;
  1169. if (!flag)
  1170. { //No special status required.
  1171. if (md->base_status) {
  1172. aFree(md->base_status);
  1173. md->base_status = NULL;
  1174. }
  1175. if(first)
  1176. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1177. return 0;
  1178. }
  1179. if (!md->base_status)
  1180. md->base_status = aCalloc(1, sizeof(struct status_data));
  1181. status = md->base_status;
  1182. memcpy(status, &md->db->status, sizeof(struct status_data));
  1183. if (flag&(8|16))
  1184. mbl = map_id2bl(md->master_id);
  1185. if (flag&8 && mbl) {
  1186. struct status_data *mstatus = status_get_base_status(mbl);
  1187. if (mstatus)
  1188. status->speed = mstatus->speed;
  1189. }
  1190. if (flag&16 && mbl)
  1191. { //Max HP setting from Summon Flora/marine Sphere
  1192. struct unit_data *ud = unit_bl2ud(mbl);
  1193. //Remove special AI when this is used by regular mobs.
  1194. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1195. md->special_state.ai = 0;
  1196. if (ud)
  1197. { // different levels of HP according to skill level
  1198. if (ud->skillid == AM_SPHEREMINE) {
  1199. status->max_hp = 2000 + 400*ud->skilllv;
  1200. } else { //AM_CANNIBALIZE
  1201. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1202. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1203. }
  1204. status->hp = status->max_hp;
  1205. }
  1206. }
  1207. if (flag&1)
  1208. { // increase from mobs leveling up [Valaris]
  1209. int diff = md->level - md->db->lv;
  1210. status->str+= diff;
  1211. status->agi+= diff;
  1212. status->vit+= diff;
  1213. status->int_+= diff;
  1214. status->dex+= diff;
  1215. status->luk+= diff;
  1216. status->max_hp += diff*status->vit;
  1217. status->max_sp += diff*status->int_;
  1218. status->hp = status->max_hp;
  1219. status->sp = status->max_sp;
  1220. status->speed -= diff;
  1221. }
  1222. if (flag&2)
  1223. { // change for sized monsters [Valaris]
  1224. if (md->special_state.size==1) {
  1225. status->max_hp>>=1;
  1226. status->max_sp>>=1;
  1227. if (!status->max_hp) status->max_hp = 1;
  1228. if (!status->max_sp) status->max_sp = 1;
  1229. status->hp=status->max_hp;
  1230. status->sp=status->max_sp;
  1231. status->str>>=1;
  1232. status->agi>>=1;
  1233. status->vit>>=1;
  1234. status->int_>>=1;
  1235. status->dex>>=1;
  1236. status->luk>>=1;
  1237. if (!status->str) status->str = 1;
  1238. if (!status->agi) status->agi = 1;
  1239. if (!status->vit) status->vit = 1;
  1240. if (!status->int_) status->int_ = 1;
  1241. if (!status->dex) status->dex = 1;
  1242. if (!status->luk) status->luk = 1;
  1243. } else if (md->special_state.size==2) {
  1244. status->max_hp<<=1;
  1245. status->max_sp<<=1;
  1246. status->hp=status->max_hp;
  1247. status->sp=status->max_sp;
  1248. status->str<<=1;
  1249. status->agi<<=1;
  1250. status->vit<<=1;
  1251. status->int_<<=1;
  1252. status->dex<<=1;
  1253. status->luk<<=1;
  1254. }
  1255. }
  1256. status_calc_misc(&md->bl, status, md->level);
  1257. if(flag&4)
  1258. { // Strengthen Guardians - custom value +10% / lv
  1259. struct guild_castle *gc;
  1260. gc=guild_mapname2gc(map[md->bl.m].name);
  1261. if (!gc)
  1262. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1263. else {
  1264. status->max_hp += 2000 * gc->defense;
  1265. status->max_sp += 200 * gc->defense;
  1266. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1267. status->hp = gc->guardian[md->guardian_data->number].hp;
  1268. else //Emperium
  1269. status->hp = status->max_hp;
  1270. status->sp = status->max_sp;
  1271. }
  1272. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1273. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1274. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1275. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1276. }
  1277. //Initial battle status
  1278. if (!first)
  1279. status_calc_bl(&md->bl, SCB_ALL);
  1280. else
  1281. memcpy(&md->status, status, sizeof(struct status_data));
  1282. return 1;
  1283. }
  1284. //Skotlex: Calculates the stats of the given pet.
  1285. int status_calc_pet(struct pet_data *pd, int first)
  1286. {
  1287. nullpo_retr(0, pd);
  1288. if (first) {
  1289. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1290. pd->status.speed = pd->petDB->speed;
  1291. }
  1292. if (battle_config.pet_lv_rate && pd->msd)
  1293. {
  1294. struct map_session_data *sd = pd->msd;
  1295. int lv;
  1296. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1297. if (lv < 0)
  1298. lv = 1;
  1299. if (lv != pd->pet.level || first)
  1300. {
  1301. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1302. pd->pet.level = lv;
  1303. if (!first) //Lv Up animation
  1304. clif_misceffect(&pd->bl, 0);
  1305. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1306. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1307. status->str = (bstat->str*lv)/pd->db->lv;
  1308. status->agi = (bstat->agi*lv)/pd->db->lv;
  1309. status->vit = (bstat->vit*lv)/pd->db->lv;
  1310. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1311. status->dex = (bstat->dex*lv)/pd->db->lv;
  1312. status->luk = (bstat->luk*lv)/pd->db->lv;
  1313. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1314. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1315. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1316. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1317. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1318. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1319. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1320. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1321. status_calc_misc(&pd->bl, &pd->status, lv);
  1322. if (!first) //Not done the first time because the pet is not visible yet
  1323. clif_send_petstatus(sd);
  1324. }
  1325. } else if (first)
  1326. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1327. //Support rate modifier (1000 = 100%)
  1328. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1329. if(battle_config.pet_support_rate != 100)
  1330. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1331. return 1;
  1332. }
  1333. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1334. {
  1335. unsigned int val;
  1336. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1337. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1338. * (100 + status->vit)/100 + sd->param_equip[2];
  1339. if (sd->class_&JOBL_UPPER)
  1340. val += val * 25/100;
  1341. else if (sd->class_&JOBL_BABY)
  1342. val -= val * 30/100;
  1343. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1344. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1345. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1346. val += 2000;
  1347. return val;
  1348. }
  1349. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1350. {
  1351. unsigned int val;
  1352. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1353. * (100 + status->int_)/100 + sd->param_equip[3];
  1354. if (sd->class_&JOBL_UPPER)
  1355. val += val * 25/100;
  1356. else if (sd->class_&JOBL_BABY)
  1357. val -= val * 30/100;
  1358. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1359. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1360. return val;
  1361. }
  1362. //Calculates player data from scratch without counting SC adjustments.
  1363. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1364. int status_calc_pc(struct map_session_data* sd,int first)
  1365. {
  1366. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1367. struct status_data b_status, *status;
  1368. struct weapon_atk b_lhw;
  1369. struct skill b_skill[MAX_SKILL];
  1370. int b_weight,b_max_weight;
  1371. int i,index;
  1372. int skill,refinedef=0;
  1373. if (++calculating > 10) //Too many recursive calls!
  1374. return -1;
  1375. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1376. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1377. b_status.lhw = &b_lhw;
  1378. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1379. b_weight = sd->weight;
  1380. b_max_weight = sd->max_weight;
  1381. pc_calc_skilltree(sd); // スキルツリ?の計算
  1382. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1383. if(first&1) {
  1384. //Load Hp/SP from char-received data.
  1385. sd->battle_status.hp = sd->status.hp;
  1386. sd->battle_status.sp = sd->status.sp;
  1387. sd->battle_status.lhw = &sd->battle_lhw;
  1388. sd->base_status.lhw = &sd->base_lhw;
  1389. sd->regen.sregen = &sd->sregen;
  1390. sd->regen.ssregen = &sd->ssregen;
  1391. sd->weight=0;
  1392. for(i=0;i<MAX_INVENTORY;i++){
  1393. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1394. continue;
  1395. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1396. }
  1397. sd->cart_max_weight=battle_config.max_cart_weight;
  1398. sd->cart_weight=0;
  1399. sd->cart_max_num=MAX_CART;
  1400. sd->cart_num=0;
  1401. for(i=0;i<MAX_CART;i++){
  1402. if(sd->status.cart[i].nameid==0)
  1403. continue;
  1404. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1405. sd->cart_num++;
  1406. }
  1407. }
  1408. status = &sd->base_status;
  1409. // these are not zeroed. [zzo]
  1410. sd->hprate=100;
  1411. sd->sprate=100;
  1412. sd->castrate=100;
  1413. sd->delayrate=100;
  1414. sd->dsprate=100;
  1415. sd->speed_rate = 100;
  1416. sd->hprecov_rate = 100;
  1417. sd->sprecov_rate = 100;
  1418. sd->atk_rate = sd->matk_rate = 100;
  1419. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1420. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1421. sd->regen.state.block = 0;
  1422. // zeroed arays, order follows the order in map.h.
  1423. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1424. malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1425. + sizeof(sd->param_equip)
  1426. + sizeof(sd->subele)
  1427. + sizeof(sd->subrace)
  1428. + sizeof(sd->subrace2)
  1429. + sizeof(sd->subsize)
  1430. + sizeof(sd->reseff)
  1431. + sizeof(sd->weapon_coma_ele)
  1432. + sizeof(sd->weapon_coma_race)
  1433. + sizeof(sd->weapon_atk)
  1434. + sizeof(sd->weapon_atk_rate)
  1435. + sizeof(sd->arrow_addele)
  1436. + sizeof(sd->arrow_addrace)
  1437. + sizeof(sd->arrow_addsize)
  1438. + sizeof(sd->magic_addele)
  1439. + sizeof(sd->magic_addrace)
  1440. + sizeof(sd->magic_addsize)
  1441. + sizeof(sd->critaddrace)
  1442. + sizeof(sd->expaddrace)
  1443. + sizeof(sd->itemgrouphealrate)
  1444. + sizeof(sd->sp_gain_race)
  1445. );
  1446. malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1447. malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1448. malloc_set(&sd->special_state,0,sizeof(sd->special_state));
  1449. malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1450. malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
  1451. //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
  1452. status->speed = DEFAULT_WALK_SPEED;
  1453. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1454. status->size = (sd->class_&JOBL_BABY)?0:1;
  1455. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1456. if (sd->class_&JOBL_BABY) {
  1457. if (battle_config.character_size&2)
  1458. status->size++;
  1459. } else
  1460. if(battle_config.character_size&1)
  1461. status->size++;
  1462. }
  1463. status->aspd_rate = 1000;
  1464. status->ele_lv = 1;
  1465. status->race = RC_DEMIHUMAN;
  1466. //zero up structures...
  1467. malloc_set(&sd->autospell,0,sizeof(sd->autospell)
  1468. + sizeof(sd->autospell2)
  1469. + sizeof(sd->addeff)
  1470. + sizeof(sd->addeff2)
  1471. + sizeof(sd->skillatk)
  1472. + sizeof(sd->skillblown)
  1473. + sizeof(sd->add_def)
  1474. + sizeof(sd->add_mdef)
  1475. + sizeof(sd->add_dmg)
  1476. + sizeof(sd->add_mdmg)
  1477. + sizeof(sd->add_drop)
  1478. + sizeof(sd->itemhealrate)
  1479. );
  1480. // vars zeroing. ints, shorts, chars. in that order.
  1481. malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1482. + sizeof(sd->arrow_ele)
  1483. + sizeof(sd->arrow_cri)
  1484. + sizeof(sd->arrow_hit)
  1485. + sizeof(sd->nsshealhp)
  1486. + sizeof(sd->nsshealsp)
  1487. + sizeof(sd->critical_def)
  1488. + sizeof(sd->double_rate)
  1489. + sizeof(sd->long_attack_atk_rate)
  1490. + sizeof(sd->near_attack_def_rate)
  1491. + sizeof(sd->long_attack_def_rate)
  1492. + sizeof(sd->magic_def_rate)
  1493. + sizeof(sd->misc_def_rate)
  1494. + sizeof(sd->ignore_mdef_ele)
  1495. + sizeof(sd->ignore_mdef_race)
  1496. + sizeof(sd->perfect_hit)
  1497. + sizeof(sd->perfect_hit_add)
  1498. + sizeof(sd->get_zeny_rate)
  1499. + sizeof(sd->get_zeny_num)
  1500. + sizeof(sd->double_add_rate)
  1501. + sizeof(sd->short_weapon_damage_return)
  1502. + sizeof(sd->long_weapon_damage_return)
  1503. + sizeof(sd->magic_damage_return)
  1504. + sizeof(sd->random_attack_increase_add)
  1505. + sizeof(sd->random_attack_increase_per)
  1506. + sizeof(sd->break_weapon_rate)
  1507. + sizeof(sd->break_armor_rate)
  1508. + sizeof(sd->crit_atk_rate)
  1509. + sizeof(sd->hp_loss_rate)
  1510. + sizeof(sd->sp_loss_rate)
  1511. + sizeof(sd->classchange)
  1512. + sizeof(sd->speed_add_rate)
  1513. + sizeof(sd->aspd_add_rate)
  1514. + sizeof(sd->setitem_hash)
  1515. + sizeof(sd->setitem_hash2)
  1516. // shorts
  1517. + sizeof(sd->splash_range)
  1518. + sizeof(sd->splash_add_range)
  1519. + sizeof(sd->add_steal_rate)
  1520. + sizeof(sd->hp_loss_value)
  1521. + sizeof(sd->sp_loss_value)
  1522. + sizeof(sd->hp_loss_type)
  1523. + sizeof(sd->hp_gain_value)
  1524. + sizeof(sd->sp_gain_value)
  1525. + sizeof(sd->sp_vanish_rate)
  1526. + sizeof(sd->sp_vanish_per)
  1527. + sizeof(sd->add_drop_count)
  1528. + sizeof(sd->unbreakable)
  1529. + sizeof(sd->unbreakable_equip)
  1530. + sizeof(sd->unstripable_equip)
  1531. + sizeof(sd->add_def_count)
  1532. + sizeof(sd->add_mdef_count)
  1533. + sizeof(sd->add_dmg_count)
  1534. + sizeof(sd->add_mdmg_count)
  1535. );
  1536. // Parse equipment.
  1537. for(i=0;i<EQI_MAX-1;i++) {
  1538. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1539. if(index < 0)
  1540. continue;
  1541. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1542. continue;
  1543. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1544. continue;
  1545. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1546. continue;
  1547. if(!sd->inventory_data[index])
  1548. continue;
  1549. status->def += sd->inventory_data[index]->def;
  1550. if(first&1 && sd->inventory_data[index]->equip_script)
  1551. { //Execute equip-script on login
  1552. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1553. if (!calculating)
  1554. return 1;
  1555. }
  1556. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1557. int r,wlv = sd->inventory_data[index]->wlv;
  1558. struct weapon_data *wd;
  1559. struct weapon_atk *wa;
  1560. if (wlv >= MAX_REFINE_BONUS)
  1561. wlv = MAX_REFINE_BONUS - 1;
  1562. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1563. wd = &sd->left_weapon; // Left-hand weapon
  1564. wa = status->lhw;
  1565. } else {
  1566. wd = &sd->right_weapon;
  1567. wa = &status->rhw;
  1568. }
  1569. wa->atk += sd->inventory_data[index]->atk;
  1570. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1571. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1572. wd->overrefine = r*refinebonus[wlv][1];
  1573. wa->range += sd->inventory_data[index]->range;
  1574. if(sd->inventory_data[index]->script) {
  1575. if (wd == &sd->left_weapon) {
  1576. sd->state.lr_flag = 1;
  1577. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1578. sd->state.lr_flag = 0;
  1579. } else
  1580. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1581. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1582. return 1;
  1583. }
  1584. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1585. { // Forged weapon
  1586. wd->star += (sd->status.inventory[index].card[1]>>8);
  1587. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1588. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1589. wd->star += 10;
  1590. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1591. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1592. }
  1593. }
  1594. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1595. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1596. if(sd->inventory_data[index]->script) {
  1597. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1598. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1599. return 1;
  1600. }
  1601. }
  1602. }
  1603. if(sd->equip_index[EQI_AMMO] >= 0){
  1604. index = sd->equip_index[EQI_AMMO];
  1605. if(sd->inventory_data[index]){ // Arrows
  1606. sd->arrow_atk += sd->inventory_data[index]->atk;
  1607. sd->state.lr_flag = 2;
  1608. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1609. sd->state.lr_flag = 0;
  1610. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1611. return 1;
  1612. }
  1613. }
  1614. //Store equipment script bonuses
  1615. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1616. malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1617. status->def += (refinedef+50)/100;
  1618. //Parse Cards
  1619. for(i=0;i<EQI_MAX-1;i++) {
  1620. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1621. if(index < 0)
  1622. continue;
  1623. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1624. continue;
  1625. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1626. continue;
  1627. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1628. continue;
  1629. if(sd->inventory_data[index]) {
  1630. int j,c;
  1631. struct item_data *data;
  1632. //Card script execution.
  1633. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1634. continue;
  1635. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1636. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1637. if(!c)
  1638. continue;
  1639. data = itemdb_exists(c);
  1640. if(!data)
  1641. continue;
  1642. if(first&1 && data->equip_script)
  1643. { //Execute equip-script on login
  1644. run_script(data->equip_script,0,sd->bl.id,0);
  1645. if (!calculating)
  1646. return 1;
  1647. }
  1648. if(!data->script)
  1649. continue;
  1650. if(data->flag.no_equip) { //Card restriction checks.
  1651. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1652. continue;
  1653. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1654. continue;
  1655. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1656. continue;
  1657. }
  1658. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1659. { //Left hand status.
  1660. sd->state.lr_flag = 1;
  1661. run_script(data->script,0,sd->bl.id,0);
  1662. sd->state.lr_flag = 0;
  1663. } else
  1664. run_script(data->script,0,sd->bl.id,0);
  1665. if (!calculating) //Abort, run_script his function. [Skotlex]
  1666. return 1;
  1667. }
  1668. }
  1669. }
  1670. if(sd->pd && battle_config.pet_status_support)
  1671. { // Pet
  1672. struct pet_data *pd=sd->pd;
  1673. if(pd && pd->pet.intimate > 0 &&
  1674. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1675. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1676. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1677. }
  1678. //param_bonus now holds card bonuses.
  1679. if(status->rhw.range < 1) status->rhw.range = 1;
  1680. if(status->lhw->range < 1) status->lhw->range = 1;
  1681. if(status->rhw.range < status->lhw->range)
  1682. status->rhw.range = status->lhw->range;
  1683. sd->double_rate += sd->double_add_rate;
  1684. sd->perfect_hit += sd->perfect_hit_add;
  1685. sd->splash_range += sd->splash_add_range;
  1686. if(sd->aspd_add_rate)
  1687. status->aspd_rate += 10*sd->aspd_add_rate;
  1688. if(sd->speed_add_rate)
  1689. sd->speed_rate += sd->speed_add_rate;
  1690. // Damage modifiers from weapon type
  1691. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1692. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1693. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1694. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1695. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1696. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1697. if(pc_isriding(sd) &&
  1698. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1699. { //When Riding with spear, damage modifier to mid-class becomes
  1700. //same as versus large size.
  1701. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1702. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1703. }
  1704. // ----- STATS CALCULATION -----
  1705. // Job bonuses
  1706. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1707. if(!job_bonus[sd->status.class_][i])
  1708. continue;
  1709. switch(job_bonus[sd->status.class_][i]) {
  1710. case 1:
  1711. status->str++;
  1712. break;
  1713. case 2:
  1714. status->agi++;
  1715. break;
  1716. case 3:
  1717. status->vit++;
  1718. break;
  1719. case 4:
  1720. status->int_++;
  1721. break;
  1722. case 5:
  1723. status->dex++;
  1724. break;
  1725. case 6:
  1726. status->luk++;
  1727. break;
  1728. }
  1729. }
  1730. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1731. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1732. status->str += 10;
  1733. status->agi += 10;
  1734. status->vit += 10;
  1735. status->int_+= 10;
  1736. status->dex += 10;
  1737. status->luk += 10;
  1738. }
  1739. // Absolute modifiers from passive skills
  1740. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1741. status->str++;
  1742. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1743. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1744. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1745. status->dex += skill;
  1746. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1747. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1748. status->str = cap_value(i,0,USHRT_MAX);
  1749. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1750. status->agi = cap_value(i,0,USHRT_MAX);
  1751. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1752. status->vit = cap_value(i,0,USHRT_MAX);
  1753. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1754. status->int_ = cap_value(i,0,USHRT_MAX);
  1755. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1756. status->dex = cap_value(i,0,USHRT_MAX);
  1757. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1758. status->luk = cap_value(i,0,USHRT_MAX);
  1759. // ------ BASE ATTACK CALCULATION ------
  1760. // Base batk value is set on status_calc_misc
  1761. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1762. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1763. status->batk += sd->weapon_atk[sd->status.weapon];
  1764. // Absolute modifiers from passive skills
  1765. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1766. status->batk += 4;
  1767. // ----- HP MAX CALCULATION -----
  1768. // Basic MaxHP value
  1769. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1770. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1771. status->max_hp += sd->status.max_hp;
  1772. // Absolute modifiers from passive skills
  1773. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1774. status->max_hp += skill*200;
  1775. // Apply relative modifiers from equipment
  1776. if(sd->hprate < 0)
  1777. sd->hprate = 0;
  1778. if(sd->hprate!=100)
  1779. status->max_hp = status->max_hp * sd->hprate/100;
  1780. if(battle_config.hp_rate != 100)
  1781. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1782. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1783. status->max_hp = battle_config.max_hp;
  1784. else if(!status->max_hp)
  1785. status->max_hp = 1;
  1786. // ----- SP MAX CALCULATION -----
  1787. // Basic MaxSP value
  1788. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1789. status->max_sp += sd->status.max_sp;
  1790. // Absolute modifiers from passive skills
  1791. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1792. status->max_sp += 30*skill;
  1793. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1794. status->max_sp += status->max_sp * skill/100;
  1795. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1796. status->max_sp += status->max_sp * 2*skill/100;
  1797. // Apply relative modifiers from equipment
  1798. if(sd->sprate < 0)
  1799. sd->sprate = 0;
  1800. if(sd->sprate!=100)
  1801. status->max_sp = status->max_sp * sd->sprate/100;
  1802. if(battle_config.sp_rate != 100)
  1803. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1804. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1805. status->max_sp = battle_config.max_sp;
  1806. else if(!status->max_sp)
  1807. status->max_sp = 1;
  1808. // ----- RESPAWN HP/SP -----
  1809. //
  1810. //Calc respawn hp and store it on base_status
  1811. if (sd->special_state.restart_full_recover)
  1812. {
  1813. status->hp = status->max_hp;
  1814. status->sp = status->max_sp;
  1815. } else {
  1816. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1817. && battle_config.restart_hp_rate < 50)
  1818. status->hp=status->max_hp>>1;
  1819. else
  1820. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1821. if(!status->hp)
  1822. status->hp = 1;
  1823. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1824. }
  1825. // ----- MISC CALCULATION -----
  1826. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1827. //Equipment modifiers for misc settings
  1828. if(sd->matk_rate < 0)
  1829. sd->matk_rate = 0;
  1830. if(sd->matk_rate != 100){
  1831. status->matk_max = status->matk_max * sd->matk_rate/100;
  1832. status->matk_min = status->matk_min * sd->matk_rate/100;
  1833. }
  1834. if(sd->hit_rate < 0)
  1835. sd->hit_rate = 0;
  1836. if(sd->hit_rate != 100)
  1837. status->hit = status->hit * sd->hit_rate/100;
  1838. if(sd->flee_rate < 0)
  1839. sd->flee_rate = 0;
  1840. if(sd->flee_rate != 100)
  1841. status->flee = status->flee * sd->flee_rate/100;
  1842. if(sd->def2_rate < 0)
  1843. sd->def2_rate = 0;
  1844. if(sd->def2_rate != 100)
  1845. status->def2 = status->def2 * sd->def2_rate/100;
  1846. if(sd->mdef2_rate < 0)
  1847. sd->mdef2_rate = 0;
  1848. if(sd->mdef2_rate != 100)
  1849. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1850. if(sd->critical_rate < 0)
  1851. sd->critical_rate = 0;
  1852. if(sd->critical_rate != 100)
  1853. status->cri = status->cri * sd->critical_rate/100;
  1854. if(sd->flee2_rate < 0)
  1855. sd->flee2_rate = 0;
  1856. if(sd->flee2_rate != 100)
  1857. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1858. // ----- HIT CALCULATION -----
  1859. // Absolute modifiers from passive skills
  1860. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1861. status->hit += skill*2;
  1862. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1863. status->hit += skill;
  1864. if(sd->status.weapon == W_BOW)
  1865. status->rhw.range += skill;
  1866. }
  1867. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1868. {
  1869. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1870. status->hit += 2*skill;
  1871. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1872. status->hit += skill;
  1873. status->rhw.range += skill;
  1874. }
  1875. }
  1876. // ----- FLEE CALCULATION -----
  1877. // Absolute modifiers from passive skills
  1878. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1879. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1880. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1881. status->flee += (skill*3)>>1;
  1882. // ----- EQUIPMENT-DEF CALCULATION -----
  1883. // Apply relative modifiers from equipment
  1884. if(sd->def_rate < 0)
  1885. sd->def_rate = 0;
  1886. if(sd->def_rate != 100) {
  1887. i = status->def * sd->def_rate/100;
  1888. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1889. }
  1890. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1891. {
  1892. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1893. status->def = (unsigned char)battle_config.max_def;
  1894. }
  1895. // ----- EQUIPMENT-MDEF CALCULATION -----
  1896. // Apply relative modifiers from equipment
  1897. if(sd->mdef_rate < 0)
  1898. sd->mdef_rate = 0;
  1899. if(sd->mdef_rate != 100) {
  1900. i = status->mdef * sd->mdef_rate/100;
  1901. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1902. }
  1903. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1904. {
  1905. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1906. status->mdef = (signed char)battle_config.max_def;
  1907. }
  1908. // ----- WALKING SPEED CALCULATION -----
  1909. if(sd->speed_rate < 0)
  1910. sd->speed_rate = 0;
  1911. if(sd->speed_rate != 100)
  1912. status->speed = status->speed*sd->speed_rate/100;
  1913. // Relative modifiers from passive skills
  1914. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1915. status->speed -= status->speed * skill/100;
  1916. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1917. status->speed -= status->speed * 25/100;
  1918. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1919. status->speed += status->speed * (100-10*skill)/100;
  1920. if(status->speed < battle_config.max_walk_speed)
  1921. status->speed = battle_config.max_walk_speed;
  1922. // ----- ASPD CALCULATION -----
  1923. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1924. // Basic ASPD value
  1925. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1926. i = (1000 -4*status->agi -status->dex)
  1927. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1928. else
  1929. i = ((
  1930. (1000 -4*status->agi -status->dex)
  1931. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1932. )+(
  1933. (1000 -4*status->agi -status->dex)
  1934. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1935. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1936. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1937. // Relative modifiers from passive skills
  1938. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1939. status->aspd_rate -= 5*skill;
  1940. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1941. status->aspd_rate -= 30*skill;
  1942. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1943. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1944. status->aspd_rate -= ((skill+1)/2) * 10;
  1945. if(pc_isriding(sd))
  1946. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1947. status->adelay = 2*status->amotion;
  1948. // ----- DMOTION -----
  1949. //
  1950. i = 800-status->agi*4;
  1951. status->dmotion = cap_value(i, 400, 800);
  1952. if(battle_config.pc_damage_delay_rate != 100)
  1953. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1954. // ----- MISC CALCULATIONS -----
  1955. // Weight
  1956. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1957. sd->max_weight += 2000*skill;
  1958. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1959. sd->max_weight += 10000;
  1960. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1961. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1962. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1963. sd->regen.state.walk = 1;
  1964. else
  1965. sd->regen.state.walk = 0;
  1966. // Skill SP cost
  1967. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1968. sd->dsprate -= 4*skill;
  1969. if(sd->sc.count){
  1970. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1971. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1972. }
  1973. //Underflow protections.
  1974. if(sd->dsprate < 0)
  1975. sd->dsprate = 0;
  1976. if(sd->castrate < 0)
  1977. sd->castrate = 0;
  1978. if(sd->delayrate < 0)
  1979. sd->delayrate = 0;
  1980. if(sd->hprecov_rate < 0)
  1981. sd->hprecov_rate = 0;
  1982. if(sd->sprecov_rate < 0)
  1983. sd->sprecov_rate = 0;
  1984. // Anti-element and anti-race
  1985. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1986. sd->subele[6] += skill*5;
  1987. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1988. sd->subele[0] += skill;
  1989. sd->subele[3] += skill*4;
  1990. }
  1991. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1992. skill = skill*4;
  1993. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1994. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1995. sd->magic_addrace[RC_DRAGON]+=skill;
  1996. sd->subrace[RC_DRAGON]+=skill;
  1997. }
  1998. if(sd->sc.count){
  1999. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  2000. { //Update the card-bonus data
  2001. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  2002. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  2003. }
  2004. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  2005. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  2006. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  2007. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  2008. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  2009. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  2010. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  2011. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  2012. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  2013. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  2014. }
  2015. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  2016. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  2017. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  2018. }
  2019. }
  2020. status_cpy(&sd->battle_status, status);
  2021. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2022. status = &sd->battle_status; //Need to compare versus this.
  2023. // ----- CLIENT-SIDE REFRESH -----
  2024. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2025. clif_skillinfoblock(sd);
  2026. if(b_status.speed != status->speed)
  2027. clif_updatestatus(sd,SP_SPEED);
  2028. if(b_weight != sd->weight)
  2029. clif_updatestatus(sd,SP_WEIGHT);
  2030. if(b_max_weight != sd->max_weight) {
  2031. clif_updatestatus(sd,SP_MAXWEIGHT);
  2032. pc_checkweighticon(sd);
  2033. }
  2034. if(b_status.str != status->str)
  2035. clif_updatestatus(sd,SP_STR);
  2036. if(b_status.agi != status->agi)
  2037. clif_updatestatus(sd,SP_AGI);
  2038. if(b_status.vit != status->vit)
  2039. clif_updatestatus(sd,SP_VIT);
  2040. if(b_status.int_ != status->int_)
  2041. clif_updatestatus(sd,SP_INT);
  2042. if(b_status.dex != status->dex)
  2043. clif_updatestatus(sd,SP_DEX);
  2044. if(b_status.luk != status->luk)
  2045. clif_updatestatus(sd,SP_LUK);
  2046. if(b_status.hit != status->hit)
  2047. clif_updatestatus(sd,SP_HIT);
  2048. if(b_status.flee != status->flee)
  2049. clif_updatestatus(sd,SP_FLEE1);
  2050. if(b_status.amotion != status->amotion)
  2051. clif_updatestatus(sd,SP_ASPD);
  2052. if(b_status.rhw.atk != status->rhw.atk ||
  2053. b_status.lhw->atk != status->lhw->atk ||
  2054. b_status.batk != status->batk)
  2055. clif_updatestatus(sd,SP_ATK1);
  2056. if(b_status.def != status->def)
  2057. clif_updatestatus(sd,SP_DEF1);
  2058. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2059. b_status.lhw->atk2 != status->lhw->atk2)
  2060. clif_updatestatus(sd,SP_ATK2);
  2061. if(b_status.def2 != status->def2)
  2062. clif_updatestatus(sd,SP_DEF2);
  2063. if(b_status.flee2 != status->flee2)
  2064. clif_updatestatus(sd,SP_FLEE2);
  2065. if(b_status.cri != status->cri)
  2066. clif_updatestatus(sd,SP_CRITICAL);
  2067. if(b_status.matk_max != status->matk_max)
  2068. clif_updatestatus(sd,SP_MATK1);
  2069. if(b_status.matk_min != status->matk_min)
  2070. clif_updatestatus(sd,SP_MATK2);
  2071. if(b_status.mdef != status->mdef)
  2072. clif_updatestatus(sd,SP_MDEF1);
  2073. if(b_status.mdef2 != status->mdef2)
  2074. clif_updatestatus(sd,SP_MDEF2);
  2075. if(b_status.rhw.range != status->rhw.range)
  2076. clif_updatestatus(sd,SP_ATTACKRANGE);
  2077. if(b_status.max_hp != status->max_hp)
  2078. clif_updatestatus(sd,SP_MAXHP);
  2079. if(b_status.max_sp != status->max_sp)
  2080. clif_updatestatus(sd,SP_MAXSP);
  2081. if(b_status.hp != status->hp)
  2082. clif_updatestatus(sd,SP_HP);
  2083. if(b_status.sp != status->sp)
  2084. clif_updatestatus(sd,SP_SP);
  2085. calculating = 0;
  2086. return 0;
  2087. }
  2088. int status_calc_homunculus(struct homun_data *hd, int first)
  2089. {
  2090. struct status_data b_status, *status;
  2091. struct s_homunculus *hom;
  2092. int skill;
  2093. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2094. hom = &hd->homunculus;
  2095. status = &hd->base_status;
  2096. status->str = hom->str / 10;
  2097. status->agi = hom->agi / 10;
  2098. status->vit = hom->vit / 10;
  2099. status->dex = hom->dex / 10;
  2100. status->int_ = hom->int_ / 10;
  2101. status->luk = hom->luk / 10;
  2102. if (first) { //[orn]
  2103. status->def_ele = hd->homunculusDB->element;
  2104. status->ele_lv = 1;
  2105. status->race = hd->homunculusDB->race ;
  2106. status->size = hd->homunculusDB->size ;
  2107. status->rhw.range = 1 + status->size;
  2108. status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  2109. if (battle_config.slaves_inherit_speed && hd->master)
  2110. status->speed = status_get_speed(&hd->master->bl);
  2111. else
  2112. status->speed = DEFAULT_WALK_SPEED;
  2113. status->hp = 1;
  2114. status->sp = 1;
  2115. }
  2116. skill = hom->level/10 + status->vit/5;
  2117. status->def = cap_value(skill, 0, 99);
  2118. skill = hom->level/10 + status->int_/5;
  2119. status->mdef = cap_value(skill, 0, 99);
  2120. status->max_hp = hom->max_hp ;
  2121. status->max_sp = hom->max_sp ;
  2122. merc_hom_calc_skilltree(hd);
  2123. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2124. status->def += skill * 4;
  2125. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2126. {
  2127. status->int_ += 1 +skill/2 -skill/4 +skill/5;
  2128. status->str += 1 +2*(skill/3) +skill/4;
  2129. }
  2130. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2131. status->max_hp += skill * 2 * status->max_hp / 100;
  2132. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2133. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2134. if (first) {
  2135. hd->battle_status.hp = hom->hp ;
  2136. hd->battle_status.sp = hom->sp ;
  2137. }
  2138. status->rhw.atk = status->dex;
  2139. status->rhw.atk2 = status->str + hom->level;
  2140. status->aspd_rate = 1000;
  2141. skill = (1000 -4*status->agi -status->dex)
  2142. *hd->homunculusDB->baseASPD/1000;
  2143. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2144. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2145. status_calc_misc(&hd->bl, status, hom->level);
  2146. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2147. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2148. clif_hominfo(hd->master,hd,0) ;
  2149. return 1;
  2150. }
  2151. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2152. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2153. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2154. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2155. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2156. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2157. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2158. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2159. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2160. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2161. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2162. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2163. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2164. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2165. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2166. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2167. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2168. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2169. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2170. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2171. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2172. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2173. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2174. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2175. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2176. //Calculates base regen values.
  2177. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2178. {
  2179. struct map_session_data *sd;
  2180. int val, skill;
  2181. if (!(bl->type&BL_REGEN) || !regen)
  2182. return;
  2183. BL_CAST(BL_PC,bl,sd);
  2184. val = 1 + (status->vit/5) + (status->max_hp/200);
  2185. if (sd && sd->hprecov_rate != 100)
  2186. val = val*sd->hprecov_rate/100;
  2187. regen->hp = cap_value(val, 1, SHRT_MAX);
  2188. val = 1 + (status->int_/6) + (status->max_sp/100);
  2189. if(status->int_ >= 120)
  2190. val += ((status->int_-120)>>1) + 4;
  2191. if(sd && sd->sprecov_rate != 100)
  2192. val = val*sd->sprecov_rate/100;
  2193. regen->sp = cap_value(val, 1, SHRT_MAX);
  2194. if(sd)
  2195. {
  2196. struct regen_data_sub *sregen;
  2197. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2198. {
  2199. val = regen->sp*(100+3*skill)/100;
  2200. regen->sp = cap_value(val, 1, SHRT_MAX);
  2201. }
  2202. //Only players have skill/sitting skill regen for now.
  2203. sregen = regen->sregen;
  2204. val = 0;
  2205. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2206. val += skill*5 + (status->max_hp*skill/500);
  2207. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2208. val = 0;
  2209. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2210. val += skill*3 + (status->max_sp*skill/500);
  2211. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2212. val += skill*3 + (status->max_sp*skill/500);
  2213. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2214. // Skill-related recovery (only when sit)
  2215. sregen = regen->ssregen;
  2216. val = 0;
  2217. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2218. val += skill*4 + (status->max_hp*skill/500);
  2219. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2220. val += skill*30 + (status->max_hp*skill/500);
  2221. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2222. val = 0;
  2223. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2224. {
  2225. val += skill*3 + (status->max_sp*skill/500);
  2226. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2227. val += (30+10*skill)*val/100;
  2228. }
  2229. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2230. val += skill*2 + (status->max_sp*skill/500);
  2231. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2232. }
  2233. if(bl->type==BL_HOM)
  2234. {
  2235. struct homun_data *hd = (TBL_HOM*)bl;
  2236. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2237. {
  2238. val = regen->hp*(100+5*skill)/100;
  2239. regen->hp = cap_value(val, 1, SHRT_MAX);
  2240. }
  2241. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2242. {
  2243. val = regen->sp*(100+3*skill)/100;
  2244. regen->sp = cap_value(val, 1, SHRT_MAX);
  2245. }
  2246. }
  2247. }
  2248. //Calculates SC related regen rates.
  2249. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2250. {
  2251. if (!(bl->type&BL_REGEN) || !regen)
  2252. return;
  2253. regen->flag = RGN_HP|RGN_SP;
  2254. if(regen->sregen)
  2255. {
  2256. if (regen->sregen->hp)
  2257. regen->flag|=RGN_SHP;
  2258. if (regen->sregen->sp)
  2259. regen->flag|=RGN_SSP;
  2260. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2261. }
  2262. if (regen->ssregen)
  2263. {
  2264. if (regen->ssregen->hp)
  2265. regen->flag|=RGN_SHP;
  2266. if (regen->ssregen->sp)
  2267. regen->flag|=RGN_SSP;
  2268. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2269. }
  2270. regen->rate.hp = regen->rate.sp = 1;
  2271. if (!sc || !sc->count)
  2272. return;
  2273. if (
  2274. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2275. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2276. || sc->data[SC_BERSERK].timer != -1
  2277. || sc->data[SC_TRICKDEAD].timer != -1
  2278. || sc->data[SC_BLEEDING].timer != -1
  2279. ) //No regen
  2280. regen->flag = 0;
  2281. if (
  2282. sc->data[SC_EXTREMITYFIST].timer != -1
  2283. || sc->data[SC_DANCING].timer != -1
  2284. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2285. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2286. ) //No natural SP regen
  2287. regen->flag &=~RGN_SP;
  2288. if(
  2289. sc->data[SC_TENSIONRELAX].timer!=-1
  2290. ) {
  2291. regen->rate.hp += 2;
  2292. if (regen->sregen)
  2293. regen->sregen->rate.hp += 3;
  2294. }
  2295. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2296. {
  2297. regen->rate.hp += 1;
  2298. regen->rate.sp += 1;
  2299. }
  2300. if (sc->data[SC_REGENERATION].timer != -1)
  2301. {
  2302. if (!sc->data[SC_REGENERATION].val4)
  2303. {
  2304. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2305. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2306. } else
  2307. regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
  2308. }
  2309. }
  2310. //Calculates some attributes that depends on modified stats from status changes.
  2311. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2312. {
  2313. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2314. int skill;
  2315. if(flag&(SCB_MAXHP|SCB_VIT))
  2316. {
  2317. flag|=SCB_MAXHP; //Ensures client-side refresh
  2318. status->max_hp = status_base_pc_maxhp(sd,status);
  2319. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2320. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2321. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2322. status->max_hp = battle_config.max_hp;
  2323. else if(!status->max_hp)
  2324. status->max_hp = 1;
  2325. if(status->hp > status->max_hp) {
  2326. status->hp = status->max_hp;
  2327. clif_updatestatus(sd,SP_HP);
  2328. }
  2329. }
  2330. if(flag&(SCB_MAXSP|SCB_INT))
  2331. {
  2332. flag|=SCB_MAXSP;
  2333. status->max_sp = status_base_pc_maxsp(sd,status);
  2334. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2335. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2336. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2337. status->max_sp = battle_config.max_sp;
  2338. else if(!status->max_sp)
  2339. status->max_sp = 1;
  2340. if(status->sp > status->max_sp) {
  2341. status->sp = status->max_sp;
  2342. clif_updatestatus(sd,SP_SP);
  2343. }
  2344. }
  2345. if(flag&SCB_MATK) {
  2346. //New matk
  2347. status->matk_min = status_base_matk_min(status);
  2348. status->matk_max = status_base_matk_max(status);
  2349. //Bonuses from previous matk
  2350. status->matk_max += b_status->matk_max - status_base_matk_max(b_status);
  2351. status->matk_min += b_status->matk_min - status_base_matk_min(b_status);
  2352. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2353. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2354. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2355. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2356. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2357. }
  2358. }
  2359. if(flag&SCB_SPEED) {
  2360. if(status->speed < battle_config.max_walk_speed)
  2361. status->speed = battle_config.max_walk_speed;
  2362. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2363. //Store casting walk speed for quick restoration. [Skotlex]
  2364. sd->prev_speed = status->speed * (175-5*skill)/100;
  2365. if(sd->ud.skilltimer != -1) { //Swap speed.
  2366. skill = status->speed;
  2367. status->speed = sd->prev_speed;
  2368. sd->prev_speed = skill;
  2369. }
  2370. }
  2371. }
  2372. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2373. flag|=SCB_ASPD;
  2374. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2375. skill = (1000 -4*status->agi -status->dex)
  2376. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2377. else
  2378. skill = ((
  2379. (1000 -4*status->agi -status->dex)
  2380. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2381. )+(
  2382. (1000 -4*status->agi -status->dex)
  2383. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2384. )) *2/3;
  2385. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2386. // Apply all relative modifiers
  2387. if(status->aspd_rate != 1000)
  2388. skill = skill *status->aspd_rate/1000;
  2389. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2390. status->adelay = 2*status->amotion;
  2391. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2392. //Store casting adelay for quick restoration. [Skotlex]
  2393. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2394. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2395. skill = status->adelay;
  2396. status->adelay = sd->prev_adelay;
  2397. sd->prev_adelay = skill;
  2398. }
  2399. }
  2400. }
  2401. if(flag&(SCB_AGI|SCB_DSPD)) {
  2402. if (b_status->agi == status->agi)
  2403. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2404. else {
  2405. skill = 800-status->agi*4;
  2406. status->dmotion = cap_value(skill, 400, 800);
  2407. if(battle_config.pc_damage_delay_rate != 100)
  2408. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2409. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2410. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2411. }
  2412. }
  2413. if(flag&SCB_SPEED) {
  2414. clif_updatestatus(sd,SP_SPEED);
  2415. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2416. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2417. }
  2418. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2419. status_calc_regen(&sd->bl, status, &sd->regen);
  2420. if(flag&SCB_REGEN)
  2421. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2422. if (flag == SCB_ALL)
  2423. return; //Refresh is done on invoking function (status_calc_pc)
  2424. if(flag&SCB_STR)
  2425. clif_updatestatus(sd,SP_STR);
  2426. if(flag&SCB_AGI)
  2427. clif_updatestatus(sd,SP_AGI);
  2428. if(flag&SCB_VIT)
  2429. clif_updatestatus(sd,SP_VIT);
  2430. if(flag&SCB_INT)
  2431. clif_updatestatus(sd,SP_INT);
  2432. if(flag&SCB_DEX)
  2433. clif_updatestatus(sd,SP_DEX);
  2434. if(flag&SCB_LUK)
  2435. clif_updatestatus(sd,SP_LUK);
  2436. if(flag&SCB_HIT)
  2437. clif_updatestatus(sd,SP_HIT);
  2438. if(flag&SCB_FLEE)
  2439. clif_updatestatus(sd,SP_FLEE1);
  2440. if(flag&SCB_ASPD)
  2441. clif_updatestatus(sd,SP_ASPD);
  2442. if(flag&(SCB_BATK|SCB_WATK))
  2443. clif_updatestatus(sd,SP_ATK1);
  2444. if(flag&SCB_DEF)
  2445. clif_updatestatus(sd,SP_DEF1);
  2446. if(flag&SCB_WATK)
  2447. clif_updatestatus(sd,SP_ATK2);
  2448. if(flag&SCB_DEF2)
  2449. clif_updatestatus(sd,SP_DEF2);
  2450. if(flag&SCB_FLEE2)
  2451. clif_updatestatus(sd,SP_FLEE2);
  2452. if(flag&SCB_CRI)
  2453. clif_updatestatus(sd,SP_CRITICAL);
  2454. if(flag&SCB_MATK) {
  2455. clif_updatestatus(sd,SP_MATK1);
  2456. clif_updatestatus(sd,SP_MATK2);
  2457. }
  2458. if(flag&SCB_MDEF)
  2459. clif_updatestatus(sd,SP_MDEF1);
  2460. if(flag&SCB_MDEF2)
  2461. clif_updatestatus(sd,SP_MDEF2);
  2462. if(flag&SCB_RANGE)
  2463. clif_updatestatus(sd,SP_ATTACKRANGE);
  2464. if(flag&SCB_MAXHP)
  2465. clif_updatestatus(sd,SP_MAXHP);
  2466. if(flag&SCB_MAXSP)
  2467. clif_updatestatus(sd,SP_MAXSP);
  2468. }
  2469. //Calculates some attributes that depends on modified stats from status changes.
  2470. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2471. {
  2472. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2473. int skill = 0;
  2474. if(flag&(SCB_MAXHP|SCB_VIT))
  2475. {
  2476. flag|=SCB_MAXHP; //Ensures client-side refresh
  2477. // Apply relative modifiers from equipment
  2478. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2479. status->max_hp = battle_config.max_hp;
  2480. else if(!status->max_hp)
  2481. status->max_hp = 1;
  2482. if(status->hp > status->max_hp)
  2483. status->hp = status->max_hp;
  2484. }
  2485. if(flag&SCB_VIT)
  2486. {
  2487. flag|=SCB_DEF;
  2488. status->def += (status->vit/5 - b_status->vit/5);
  2489. }
  2490. if(flag&(SCB_MAXSP|SCB_INT))
  2491. {
  2492. flag|=SCB_MAXSP;
  2493. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2494. status->max_sp = battle_config.max_sp;
  2495. else if(!status->max_sp)
  2496. status->max_sp = 1;
  2497. if(status->sp > status->max_sp)
  2498. status->sp = status->max_sp;
  2499. }
  2500. if(flag&SCB_INT) {
  2501. flag|=SCB_MDEF;
  2502. status->mdef += (status->int_/5 - b_status->int_/5);
  2503. }
  2504. if(flag&SCB_DEX) {
  2505. flag |=SCB_WATK;
  2506. status->rhw.atk += (status->dex - b_status->dex);
  2507. }
  2508. if(flag&SCB_STR) {
  2509. flag |=SCB_WATK;
  2510. status->rhw.atk += (status->str - b_status->str);
  2511. }
  2512. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2513. status->rhw.atk2 = status->rhw.atk;
  2514. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2515. flag|=SCB_ASPD;
  2516. skill = (1000 -4*status->agi -status->dex)
  2517. *hd->homunculusDB->baseASPD/1000;
  2518. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2519. if(status->aspd_rate != 1000)
  2520. skill = skill*status->aspd_rate/1000;
  2521. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2522. status->adelay = 2*status->amotion;
  2523. }
  2524. if(flag&(SCB_AGI|SCB_DSPD)) {
  2525. skill = 800-status->agi*4;
  2526. status->dmotion = cap_value(skill, 400, 800);
  2527. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2528. }
  2529. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2530. status_calc_regen(&hd->bl, status, &hd->regen);
  2531. if(flag&SCB_REGEN)
  2532. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2533. if (flag == SCB_ALL)
  2534. return; //Refresh is done on invoking function (status_calc_hom)
  2535. if (hd->master && flag&(
  2536. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2537. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2538. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2539. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2540. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2541. )
  2542. clif_hominfo(hd->master,hd,0);
  2543. }
  2544. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2545. {
  2546. struct status_data *b_status, *status;
  2547. struct status_change *sc;
  2548. int temp;
  2549. TBL_PC *sd;
  2550. b_status = status_get_base_status(bl);
  2551. status = status_get_status_data(bl);
  2552. sc = status_get_sc(bl);
  2553. if (!b_status || !status)
  2554. return;
  2555. BL_CAST(BL_PC,bl,sd);
  2556. if(sd && flag&SCB_PC)
  2557. { //Recalc everything.
  2558. status_calc_pc(sd,0);
  2559. return;
  2560. }
  2561. if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2562. status_cpy(status, b_status);
  2563. return;
  2564. }
  2565. if(flag&SCB_STR) {
  2566. status->str = status_calc_str(bl, sc, b_status->str);
  2567. flag|=SCB_BATK;
  2568. }
  2569. if(flag&SCB_AGI) {
  2570. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2571. flag|=SCB_FLEE;
  2572. }
  2573. if(flag&SCB_VIT) {
  2574. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2575. flag|=SCB_DEF2|SCB_MDEF2;
  2576. }
  2577. if(flag&SCB_INT) {
  2578. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2579. flag|=SCB_MATK|SCB_MDEF2;
  2580. }
  2581. if(flag&SCB_DEX) {
  2582. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2583. flag|=SCB_BATK|SCB_HIT;
  2584. }
  2585. if(flag&SCB_LUK) {
  2586. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2587. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2588. }
  2589. if(flag&SCB_BATK && b_status->batk) {
  2590. status->batk = status_base_atk(bl,status);
  2591. temp = b_status->batk - status_base_atk(bl,b_status);
  2592. if (temp)
  2593. status->batk += temp;
  2594. status->batk = status_calc_batk(bl, sc, status->batk);
  2595. }
  2596. if(flag&SCB_WATK) {
  2597. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2598. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2599. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2600. if (sd) sd->state.lr_flag = 1;
  2601. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2602. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2603. if (sd) sd->state.lr_flag = 0;
  2604. }
  2605. }
  2606. if(flag&SCB_HIT) {
  2607. if (status->dex == b_status->dex)
  2608. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2609. else
  2610. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2611. }
  2612. if(flag&SCB_FLEE) {
  2613. if (status->agi == b_status->agi)
  2614. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2615. else
  2616. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2617. }
  2618. if(flag&SCB_DEF)
  2619. status->def = status_calc_def(bl, sc, b_status->def);
  2620. if(flag&SCB_DEF2) {
  2621. if (status->vit == b_status->vit)
  2622. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2623. else
  2624. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2625. }
  2626. if(flag&SCB_MDEF)
  2627. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2628. if(flag&SCB_MDEF2) {
  2629. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2630. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2631. else
  2632. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2633. }
  2634. if(flag&SCB_SPEED) {
  2635. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2636. if (!sd)
  2637. { //Player speed is updated on calc_bl_sub_pc
  2638. struct unit_data *ud = unit_bl2ud(bl);
  2639. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2640. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2641. }
  2642. }
  2643. if(flag&SCB_CRI && b_status->cri) {
  2644. if (status->luk == b_status->luk)
  2645. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2646. else
  2647. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2648. }
  2649. if(flag&SCB_FLEE2 && b_status->flee2) {
  2650. if (status->luk == b_status->luk)
  2651. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2652. else
  2653. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2654. }
  2655. if(flag&SCB_ATK_ELE) {
  2656. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2657. if(status->lhw && b_status->lhw) {
  2658. if (sd) sd->state.lr_flag = 1;
  2659. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2660. if (sd) sd->state.lr_flag = 0;
  2661. }
  2662. }
  2663. if(flag&SCB_DEF_ELE) {
  2664. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2665. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2666. }
  2667. if(flag&SCB_MODE)
  2668. {
  2669. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2670. //Since mode changed, reset their state.
  2671. if (!(status->mode&MD_CANATTACK))
  2672. unit_stop_attack(bl);
  2673. if (!(status->mode&MD_CANMOVE))
  2674. unit_stop_walking(bl,0);
  2675. }
  2676. // No status changes alter these yet.
  2677. // if(flag&SCB_SIZE)
  2678. // if(flag&SCB_RACE)
  2679. // if(flag&SCB_RANGE)
  2680. if(sd) {
  2681. //The remaining are handled quite different by players, so use their own function.
  2682. status_calc_bl_sub_pc(sd, flag);
  2683. return;
  2684. }
  2685. if(flag&SCB_MAXHP) {
  2686. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2687. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2688. status->hp = status->max_hp;
  2689. }
  2690. if(flag&SCB_MAXSP) {
  2691. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2692. if (status->sp > status->max_sp)
  2693. status->sp = status->max_sp;
  2694. }
  2695. if(flag&SCB_MATK) {
  2696. status->matk_min = status_base_matk_min(status);
  2697. status->matk_max = status_base_matk_max(status);
  2698. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2699. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2700. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2701. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2702. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2703. }
  2704. }
  2705. if(bl->type == BL_HOM) {
  2706. //The remaining are handled quite different by homunculus, so use their own function.
  2707. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2708. return;
  2709. }
  2710. if(flag&SCB_ASPD) {
  2711. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2712. temp = status->aspd_rate*b_status->amotion/1000;
  2713. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2714. temp = status->aspd_rate*b_status->adelay/1000;
  2715. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2716. }
  2717. if(flag&SCB_DSPD)
  2718. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2719. if(bl->type&BL_REGEN) {
  2720. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2721. status_calc_regen(bl, status, status_get_regen_data(bl));
  2722. if(flag&SCB_REGEN)
  2723. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2724. }
  2725. }
  2726. /*==========================================
  2727. * Apply shared stat mods from status changes [DracoRPG]
  2728. *------------------------------------------
  2729. */
  2730. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2731. {
  2732. if(!sc || !sc->count)
  2733. return cap_value(str,1,USHRT_MAX);
  2734. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2735. str += sc->data[SC_INCALLSTATUS].val1;
  2736. if(sc->data[SC_INCSTR].timer!=-1)
  2737. str += sc->data[SC_INCSTR].val1;
  2738. if(sc->data[SC_STRFOOD].timer!=-1)
  2739. str += sc->data[SC_STRFOOD].val1;
  2740. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2741. str += 5;
  2742. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2743. str += sc->data[SC_GUILDAURA].val3>>16;
  2744. if(sc->data[SC_LOUD].timer!=-1)
  2745. str += 4;
  2746. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2747. str += 5;
  2748. if(sc->data[SC_SPURT].timer!=-1)
  2749. str += 10;
  2750. if(sc->data[SC_NEN].timer!=-1)
  2751. str += sc->data[SC_NEN].val1;
  2752. if(sc->data[SC_BLESSING].timer != -1){
  2753. if(sc->data[SC_BLESSING].val2)
  2754. str += sc->data[SC_BLESSING].val2;
  2755. else
  2756. str >>= 1;
  2757. }
  2758. if(sc->data[SC_MARIONETTE].timer!=-1)
  2759. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2760. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2761. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2762. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2763. str = 50;
  2764. return cap_value(str,1,USHRT_MAX);
  2765. }
  2766. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2767. {
  2768. if(!sc || !sc->count)
  2769. return cap_value(agi,1,USHRT_MAX);
  2770. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2771. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2772. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2773. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2774. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2775. agi += sc->data[SC_INCALLSTATUS].val1;
  2776. if(sc->data[SC_INCAGI].timer!=-1)
  2777. agi += sc->data[SC_INCAGI].val1;
  2778. if(sc->data[SC_AGIFOOD].timer!=-1)
  2779. agi += sc->data[SC_AGIFOOD].val1;
  2780. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2781. agi += sc->data[SC_GUILDAURA].val4>>16;
  2782. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2783. agi += 5;
  2784. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2785. agi += sc->data[SC_INCREASEAGI].val2;
  2786. if(sc->data[SC_INCREASING].timer!=-1)
  2787. agi += 4; // added based on skill updates [Reddozen]
  2788. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2789. agi -= sc->data[SC_DECREASEAGI].val2;
  2790. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2791. agi -= sc->data[SC_QUAGMIRE].val2;
  2792. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
  2793. agi -= sc->data[SC_SUITON].val2;
  2794. if(sc->data[SC_MARIONETTE].timer!=-1)
  2795. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2796. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2797. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2798. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2799. agi = 50;
  2800. return cap_value(agi,1,USHRT_MAX);
  2801. }
  2802. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2803. {
  2804. if(!sc || !sc->count)
  2805. return cap_value(vit,1,USHRT_MAX);
  2806. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2807. vit += sc->data[SC_INCALLSTATUS].val1;
  2808. if(sc->data[SC_INCVIT].timer!=-1)
  2809. vit += sc->data[SC_INCVIT].val1;
  2810. if(sc->data[SC_VITFOOD].timer!=-1)
  2811. vit += sc->data[SC_VITFOOD].val1;
  2812. if(sc->data[SC_CHANGE].timer!=-1)
  2813. vit += sc->data[SC_CHANGE].val2;
  2814. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2815. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2816. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2817. vit += 5;
  2818. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2819. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2820. if(sc->data[SC_MARIONETTE].timer!=-1)
  2821. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2822. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2823. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2824. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2825. vit = 50;
  2826. return cap_value(vit,1,USHRT_MAX);
  2827. }
  2828. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2829. {
  2830. if(!sc || !sc->count)
  2831. return cap_value(int_,1,USHRT_MAX);
  2832. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2833. int_ += sc->data[SC_INCALLSTATUS].val1;
  2834. if(sc->data[SC_INCINT].timer!=-1)
  2835. int_ += sc->data[SC_INCINT].val1;
  2836. if(sc->data[SC_INTFOOD].timer!=-1)
  2837. int_ += sc->data[SC_INTFOOD].val1;
  2838. if(sc->data[SC_CHANGE].timer!=-1)
  2839. int_ += sc->data[SC_CHANGE].val3;
  2840. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2841. int_ += 5;
  2842. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2843. int_ += 5;
  2844. if(sc->data[SC_BLESSING].timer != -1){
  2845. if (sc->data[SC_BLESSING].val2)
  2846. int_ += sc->data[SC_BLESSING].val2;
  2847. else
  2848. int_ >>= 1;
  2849. }
  2850. if(sc->data[SC_STRIPHELM].timer!=-1)
  2851. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2852. if(sc->data[SC_NEN].timer!=-1)
  2853. int_ += sc->data[SC_NEN].val1;
  2854. if(sc->data[SC_MARIONETTE].timer!=-1)
  2855. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2856. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2857. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2858. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2859. int_ = 50;
  2860. return cap_value(int_,1,USHRT_MAX);
  2861. }
  2862. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2863. {
  2864. if(!sc || !sc->count)
  2865. return cap_value(dex,1,USHRT_MAX);
  2866. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2867. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2868. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2869. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2870. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2871. dex += sc->data[SC_INCALLSTATUS].val1;
  2872. if(sc->data[SC_INCDEX].timer!=-1)
  2873. dex += sc->data[SC_INCDEX].val1;
  2874. if(sc->data[SC_DEXFOOD].timer!=-1)
  2875. dex += sc->data[SC_DEXFOOD].val1;
  2876. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2877. dex += 5;
  2878. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2879. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2880. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2881. dex += 5;
  2882. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2883. dex -= sc->data[SC_QUAGMIRE].val2;
  2884. if(sc->data[SC_BLESSING].timer != -1){
  2885. if (sc->data[SC_BLESSING].val2)
  2886. dex += sc->data[SC_BLESSING].val2;
  2887. else
  2888. dex >>= 1;
  2889. }
  2890. if(sc->data[SC_INCREASING].timer!=-1)
  2891. dex += 4; // added based on skill updates [Reddozen]
  2892. if(sc->data[SC_MARIONETTE].timer!=-1)
  2893. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2894. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2895. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2896. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2897. dex = 50;
  2898. return cap_value(dex,1,USHRT_MAX);
  2899. }
  2900. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2901. {
  2902. if(!sc || !sc->count)
  2903. return cap_value(luk,1,USHRT_MAX);
  2904. if(sc->data[SC_CURSE].timer!=-1)
  2905. return 0;
  2906. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2907. luk += sc->data[SC_INCALLSTATUS].val1;
  2908. if(sc->data[SC_INCLUK].timer!=-1)
  2909. luk += sc->data[SC_INCLUK].val1;
  2910. if(sc->data[SC_LUKFOOD].timer!=-1)
  2911. luk += sc->data[SC_LUKFOOD].val1;
  2912. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2913. luk += 5;
  2914. if(sc->data[SC_GLORIA].timer!=-1)
  2915. luk += 30;
  2916. if(sc->data[SC_MARIONETTE].timer!=-1)
  2917. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2918. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2919. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2920. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2921. luk = 50;
  2922. return cap_value(luk,1,USHRT_MAX);
  2923. }
  2924. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2925. {
  2926. if(!sc || !sc->count)
  2927. return cap_value(batk,0,USHRT_MAX);
  2928. if(sc->data[SC_ATKPOTION].timer!=-1)
  2929. batk += sc->data[SC_ATKPOTION].val1;
  2930. if(sc->data[SC_BATKFOOD].timer!=-1)
  2931. batk += sc->data[SC_BATKFOOD].val1;
  2932. if(sc->data[SC_INCATKRATE].timer!=-1)
  2933. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2934. if(sc->data[SC_PROVOKE].timer!=-1)
  2935. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2936. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2937. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2938. if(sc->data[SC_SKE].timer!=-1)
  2939. batk += batk * 3;
  2940. if(sc->data[SC_BLOODLUST].timer!=-1)
  2941. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2942. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2943. batk -= batk * 25/100;
  2944. if(sc->data[SC_CURSE].timer!=-1)
  2945. batk -= batk * 25/100;
  2946. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2947. // if(sc->data[SC_BLEEDING].timer != -1)
  2948. // batk -= batk * 25/100;
  2949. if(sc->data[SC_FLEET].timer!=-1)
  2950. batk += batk * sc->data[SC_FLEET].val3/100;
  2951. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2952. batk += sc->data[SC_GATLINGFEVER].val3;
  2953. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2954. batk += 100;
  2955. return cap_value(batk,0,USHRT_MAX);
  2956. }
  2957. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2958. {
  2959. if(!sc || !sc->count)
  2960. return cap_value(watk,0,USHRT_MAX);
  2961. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2962. watk += sc->data[SC_IMPOSITIO].val2;
  2963. if(sc->data[SC_WATKFOOD].timer!=-1)
  2964. watk += sc->data[SC_WATKFOOD].val1;
  2965. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2966. watk += sc->data[SC_DRUMBATTLE].val2;
  2967. if(sc->data[SC_VOLCANO].timer!=-1)
  2968. watk += sc->data[SC_VOLCANO].val2;
  2969. if(sc->data[SC_INCATKRATE].timer!=-1)
  2970. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2971. if(sc->data[SC_PROVOKE].timer!=-1)
  2972. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2973. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2974. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2975. if(sc->data[SC_SKE].timer!=-1)
  2976. watk += watk * 3;
  2977. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2978. if (bl->type != BL_PC)
  2979. watk += sc->data[SC_NIBELUNGEN].val2;
  2980. else {
  2981. TBL_PC *sd = (TBL_PC*)bl;
  2982. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2983. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2984. watk += sc->data[SC_NIBELUNGEN].val2;
  2985. }
  2986. }
  2987. if(sc->data[SC_BLOODLUST].timer!=-1)
  2988. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  2989. if(sc->data[SC_FLEET].timer!=-1)
  2990. watk += watk * sc->data[SC_FLEET].val3/100;
  2991. if(sc->data[SC_CURSE].timer!=-1)
  2992. watk -= watk * 25/100;
  2993. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2994. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2995. return cap_value(watk,0,USHRT_MAX);
  2996. }
  2997. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2998. {
  2999. if(!sc || !sc->count)
  3000. return cap_value(matk,0,USHRT_MAX);
  3001. if(sc->data[SC_MATKPOTION].timer!=-1)
  3002. matk += sc->data[SC_MATKPOTION].val1;
  3003. if(sc->data[SC_MATKFOOD].timer!=-1)
  3004. matk += sc->data[SC_MATKFOOD].val1;
  3005. if(sc->data[SC_MAGICPOWER].timer!=-1)
  3006. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  3007. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3008. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  3009. if(sc->data[SC_INCMATKRATE].timer!=-1)
  3010. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  3011. return cap_value(matk,0,USHRT_MAX);
  3012. }
  3013. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3014. {
  3015. if(!sc || !sc->count)
  3016. return cap_value(critical,10,SHRT_MAX);
  3017. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  3018. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  3019. if (sc->data[SC_FORTUNE].timer!=-1)
  3020. critical += sc->data[SC_FORTUNE].val2;
  3021. if (sc->data[SC_TRUESIGHT].timer!=-1)
  3022. critical += sc->data[SC_TRUESIGHT].val2;
  3023. if(sc->data[SC_CLOAKING].timer!=-1)
  3024. critical += critical;
  3025. return cap_value(critical,10,SHRT_MAX);
  3026. }
  3027. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3028. {
  3029. if(!sc || !sc->count)
  3030. return cap_value(hit,1,SHRT_MAX);
  3031. if(sc->data[SC_INCHIT].timer != -1)
  3032. hit += sc->data[SC_INCHIT].val1;
  3033. if(sc->data[SC_HITFOOD].timer!=-1)
  3034. hit += sc->data[SC_HITFOOD].val1;
  3035. if(sc->data[SC_TRUESIGHT].timer != -1)
  3036. hit += sc->data[SC_TRUESIGHT].val3;
  3037. if(sc->data[SC_HUMMING].timer!=-1)
  3038. hit += sc->data[SC_HUMMING].val2;
  3039. if(sc->data[SC_CONCENTRATION].timer != -1)
  3040. hit += sc->data[SC_CONCENTRATION].val3;
  3041. if(sc->data[SC_INCHITRATE].timer != -1)
  3042. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  3043. if(sc->data[SC_BLIND].timer != -1)
  3044. hit -= hit * 25/100;
  3045. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3046. hit -= 30;
  3047. if(sc->data[SC_INCREASING].timer!=-1)
  3048. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3049. return cap_value(hit,1,SHRT_MAX);
  3050. }
  3051. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3052. {
  3053. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3054. flee -= flee * battle_config.gvg_flee_penalty/100;
  3055. if(!sc || !sc->count)
  3056. return cap_value(flee,1,SHRT_MAX);
  3057. if(sc->data[SC_INCFLEE].timer!=-1)
  3058. flee += sc->data[SC_INCFLEE].val1;
  3059. if(sc->data[SC_FLEEFOOD].timer!=-1)
  3060. flee += sc->data[SC_FLEEFOOD].val1;
  3061. if(sc->data[SC_WHISTLE].timer!=-1)
  3062. flee += sc->data[SC_WHISTLE].val2;
  3063. if(sc->data[SC_WINDWALK].timer!=-1)
  3064. flee += sc->data[SC_WINDWALK].val2;
  3065. if(sc->data[SC_INCFLEERATE].timer!=-1)
  3066. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  3067. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  3068. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  3069. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  3070. flee += sc->data[SC_MOON_COMFORT].val2;
  3071. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  3072. flee += 10;
  3073. if(sc->data[SC_SPIDERWEB].timer!=-1)
  3074. flee -= flee * 50/100;
  3075. if(sc->data[SC_BERSERK].timer!=-1)
  3076. flee -= flee * 50/100;
  3077. if(sc->data[SC_BLIND].timer!=-1)
  3078. flee -= flee * 25/100;
  3079. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3080. flee += 30;
  3081. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3082. flee -= sc->data[SC_GATLINGFEVER].val4;
  3083. if(sc->data[SC_SPEED].timer!=-1)
  3084. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  3085. return cap_value(flee,1,SHRT_MAX);
  3086. }
  3087. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3088. {
  3089. if(!sc || !sc->count)
  3090. return cap_value(flee2,10,SHRT_MAX);
  3091. if(sc->data[SC_WHISTLE].timer!=-1)
  3092. flee2 += sc->data[SC_WHISTLE].val3*10;
  3093. return cap_value(flee2,10,SHRT_MAX);
  3094. }
  3095. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3096. {
  3097. if(!sc || !sc->count)
  3098. return cap_value(def,0,CHAR_MAX);
  3099. if(sc->data[SC_BERSERK].timer!=-1)
  3100. return 0;
  3101. if(sc->data[SC_KEEPING].timer!=-1)
  3102. return 100;
  3103. if(sc->data[SC_SKA].timer != -1)
  3104. return sc->data[SC_SKA].val3;
  3105. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3106. def += sc->data[SC_DEFENCE].val2 ;
  3107. if(sc->data[SC_STEELBODY].timer!=-1)
  3108. return 90;
  3109. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3110. def += sc->data[SC_DRUMBATTLE].val3;
  3111. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3112. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3113. if(sc->data[SC_FREEZE].timer!=-1)
  3114. def >>=1;
  3115. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3116. def >>=1;
  3117. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3118. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3119. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3120. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3121. if(sc->data[SC_SKE].timer!=-1)
  3122. def >>=1;
  3123. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3124. def -= def * sc->data[SC_PROVOKE].val4/100;
  3125. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3126. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3127. if (sc->data[SC_FLING].timer!=-1)
  3128. def -= def * (sc->data[SC_FLING].val2)/100;
  3129. return cap_value(def,0,CHAR_MAX);
  3130. }
  3131. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3132. {
  3133. if(!sc || !sc->count)
  3134. return cap_value(def2,1,SHRT_MAX);
  3135. if(sc->data[SC_BERSERK].timer!=-1)
  3136. return 0;
  3137. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3138. return 0;
  3139. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3140. def2 += sc->data[SC_SUN_COMFORT].val2;
  3141. if(sc->data[SC_ANGELUS].timer!=-1)
  3142. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3143. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3144. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3145. if(sc->data[SC_POISON].timer!=-1)
  3146. def2 -= def2 * 25/100;
  3147. if(sc->data[SC_DPOISON].timer!=-1)
  3148. def2 -= def2 * 25/100;
  3149. if(sc->data[SC_SKE].timer!=-1)
  3150. def2 -= def2 * 50/100;
  3151. if(sc->data[SC_PROVOKE].timer!=-1)
  3152. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3153. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3154. if(sc->data[SC_JOINTBEAT].val2==3)
  3155. def2 -= def2 * 50/100;
  3156. else if(sc->data[SC_JOINTBEAT].val2==4)
  3157. def2 -= def2 * 25/100;
  3158. }
  3159. if(sc->data[SC_FLING].timer!=-1)
  3160. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3161. return cap_value(def2,1,SHRT_MAX);
  3162. }
  3163. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3164. {
  3165. if(!sc || !sc->count)
  3166. return cap_value(mdef,0,CHAR_MAX);
  3167. if(sc->data[SC_BERSERK].timer!=-1)
  3168. return 0;
  3169. if(sc->data[SC_BARRIER].timer!=-1)
  3170. return 100;
  3171. if(sc->data[SC_STEELBODY].timer!=-1)
  3172. return 90;
  3173. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3174. return 90;
  3175. if(sc->data[SC_FREEZE].timer!=-1)
  3176. mdef += 25*mdef/100;
  3177. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3178. mdef += 25*mdef/100;
  3179. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3180. mdef += sc->data[SC_ENDURE].val1;
  3181. return cap_value(mdef,0,CHAR_MAX);
  3182. }
  3183. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3184. {
  3185. if(!sc || !sc->count)
  3186. return cap_value(mdef2,1,SHRT_MAX);
  3187. if(sc->data[SC_BERSERK].timer!=-1)
  3188. return 0;
  3189. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3190. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3191. return cap_value(mdef2,1,SHRT_MAX);
  3192. }
  3193. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3194. {
  3195. if(!sc || !sc->count)
  3196. return cap_value(speed,10,USHRT_MAX);
  3197. // Fixed reductions
  3198. if(sc->data[SC_CURSE].timer!=-1)
  3199. speed += 450;
  3200. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3201. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3202. if(sc->data[SC_WEDDING].timer!=-1)
  3203. speed += 300;
  3204. //% increases (they don't stack, with the exception of Speedup1? @.@)
  3205. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3206. speed -= speed * 50/100;
  3207. if(sc->data[SC_RUN].timer!=-1)
  3208. speed -= speed * 50/100;
  3209. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3210. speed -= speed * 25/100;
  3211. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3212. speed -= speed * 25/100;
  3213. else if(sc->data[SC_FUSION].timer != -1)
  3214. speed -= speed * 25/100;
  3215. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3216. speed -= speed * 20/100;
  3217. else if(sc->data[SC_BERSERK].timer!=-1)
  3218. speed -= speed * 20/100;
  3219. else if(sc->data[SC_AVOID].timer!=-1)
  3220. speed -= speed * sc->data[SC_AVOID].val2/100;
  3221. else if(sc->data[SC_WINDWALK].timer!=-1)
  3222. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3223. //% reductions (they stack)
  3224. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3225. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3226. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3227. speed = speed * 100/75;
  3228. if(sc->data[SC_STEELBODY].timer!=-1)
  3229. speed = speed * 100/75;
  3230. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3231. speed = speed * 100/50;
  3232. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3233. speed = speed * 100/sc->data[SC_SUITON].val3;
  3234. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3235. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3236. if(sc->data[SC_DEFENDER].timer!=-1)
  3237. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3238. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3239. speed = speed * 100/75;
  3240. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3241. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3242. speed = speed * 100/50;
  3243. else
  3244. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3245. speed = speed * 100/70;
  3246. }
  3247. if(sc->data[SC_CLOAKING].timer!=-1)
  3248. speed = speed * 100 /(
  3249. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3250. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3251. if(sc->data[SC_LONGING].timer!=-1)
  3252. speed = speed * 100/sc->data[SC_LONGING].val3;
  3253. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3254. speed = speed * 100/sc->data[SC_HIDING].val3;
  3255. if(sc->data[SC_CHASEWALK].timer!=-1)
  3256. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3257. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3258. speed = speed * 100/75;
  3259. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3260. speed = speed * 100/75;
  3261. return cap_value(speed,10,USHRT_MAX);
  3262. }
  3263. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3264. {
  3265. int i;
  3266. if(!sc || !sc->count)
  3267. return cap_value(aspd_rate,0,SHRT_MAX);
  3268. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3269. {
  3270. int max = 0;
  3271. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3272. max = sc->data[SC_STAR_COMFORT].val2;
  3273. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3274. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3275. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3276. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3277. max < sc->data[SC_ONEHAND].val2)
  3278. max = sc->data[SC_ONEHAND].val2;
  3279. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3280. max < sc->data[SC_ADRENALINE2].val3)
  3281. max = sc->data[SC_ADRENALINE2].val3;
  3282. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3283. max < sc->data[SC_ADRENALINE].val3)
  3284. max = sc->data[SC_ADRENALINE].val3;
  3285. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3286. max < sc->data[SC_SPEARQUICKEN].val2)
  3287. max = sc->data[SC_SPEARQUICKEN].val2;
  3288. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3289. max < sc->data[SC_GATLINGFEVER].val2)
  3290. max = sc->data[SC_GATLINGFEVER].val2;
  3291. if(sc->data[SC_FLEET].timer!=-1 &&
  3292. max < sc->data[SC_FLEET].val2)
  3293. max = sc->data[SC_FLEET].val2;
  3294. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3295. max < sc->data[SC_ASSNCROS].val2)
  3296. {
  3297. if (bl->type!=BL_PC)
  3298. max = sc->data[SC_ASSNCROS].val2;
  3299. else
  3300. switch(((TBL_PC*)bl)->status.weapon)
  3301. {
  3302. case W_BOW:
  3303. case W_REVOLVER:
  3304. case W_RIFLE:
  3305. case W_SHOTGUN:
  3306. case W_GATLING:
  3307. case W_GRENADE:
  3308. break;
  3309. default:
  3310. max = sc->data[SC_ASSNCROS].val2;
  3311. }
  3312. }
  3313. aspd_rate -= max;
  3314. //These stack with the rest of bonuses.
  3315. if(sc->data[SC_BERSERK].timer!=-1)
  3316. aspd_rate -= 300;
  3317. else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  3318. aspd_rate -= 200;
  3319. }
  3320. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3321. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3322. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3323. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3324. aspd_rate -= sc->data[i].val2;
  3325. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3326. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3327. if(sc->data[SC_LONGING].timer!=-1)
  3328. aspd_rate += sc->data[SC_LONGING].val2;
  3329. if(sc->data[SC_STEELBODY].timer!=-1)
  3330. aspd_rate += 250;
  3331. if(sc->data[SC_SKA].timer!=-1)
  3332. aspd_rate += 250;
  3333. if(sc->data[SC_DEFENDER].timer != -1)
  3334. aspd_rate += sc->data[SC_DEFENDER].val4;
  3335. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3336. aspd_rate += 250;
  3337. if(sc->data[SC_GRAVITATION].timer!=-1)
  3338. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3339. //Curse shouldn't effect on this?
  3340. // if(sc->data[SC_BLEEDING].timer != -1)
  3341. // aspd_rate += 250;
  3342. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3343. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3344. aspd_rate += 250;
  3345. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3346. aspd_rate += 100;
  3347. }
  3348. return cap_value(aspd_rate,0,SHRT_MAX);
  3349. }
  3350. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3351. {
  3352. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3353. return cap_value(dmotion,0,USHRT_MAX);
  3354. if (sc->data[SC_ENDURE].timer!=-1)
  3355. return 0;
  3356. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3357. return 0;
  3358. if(sc->data[SC_RUN].timer!=-1)
  3359. return 0;
  3360. return cap_value(dmotion,0,USHRT_MAX);
  3361. }
  3362. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3363. {
  3364. if(!sc || !sc->count)
  3365. return cap_value(maxhp,1,UINT_MAX);
  3366. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3367. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3368. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3369. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3370. if(sc->data[SC_DELUGE].timer!=-1)
  3371. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3372. if(sc->data[SC_BERSERK].timer!=-1)
  3373. maxhp += maxhp * 2;
  3374. return cap_value(maxhp,1,UINT_MAX);
  3375. }
  3376. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3377. {
  3378. if(!sc || !sc->count)
  3379. return cap_value(maxsp,1,UINT_MAX);
  3380. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3381. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3382. if(sc->data[SC_SERVICE4U].timer!=-1)
  3383. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3384. return cap_value(maxsp,1,UINT_MAX);
  3385. }
  3386. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3387. {
  3388. if(!sc || !sc->count)
  3389. return element;
  3390. if( sc->data[SC_FREEZE].timer!=-1 )
  3391. return ELE_WATER;
  3392. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3393. return ELE_EARTH;
  3394. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3395. return ELE_HOLY;
  3396. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3397. return sc->data[SC_ELEMENTALCHANGE].val3;
  3398. return cap_value(element,0,UCHAR_MAX);
  3399. }
  3400. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3401. {
  3402. if(!sc || !sc->count)
  3403. return lv;
  3404. if( sc->data[SC_FREEZE].timer!=-1 )
  3405. return 1;
  3406. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3407. return 1;
  3408. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3409. return 1;
  3410. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3411. return sc->data[SC_ELEMENTALCHANGE].val4;
  3412. return cap_value(lv,1,4);
  3413. }
  3414. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3415. {
  3416. if(!sc || !sc->count)
  3417. return element;
  3418. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3419. return ELE_WATER;
  3420. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3421. return ELE_EARTH;
  3422. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3423. return ELE_FIRE;
  3424. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3425. return ELE_WIND;
  3426. if( sc->data[SC_ENCPOISON].timer!=-1)
  3427. return ELE_POISON;
  3428. if( sc->data[SC_ASPERSIO].timer!=-1)
  3429. return ELE_HOLY;
  3430. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3431. return ELE_DARK;
  3432. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3433. return ELE_GHOST;
  3434. return cap_value(element,0,UCHAR_MAX);
  3435. }
  3436. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3437. {
  3438. if(!sc || !sc->count)
  3439. return mode;
  3440. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3441. if (sc->data[SC_MODECHANGE].val2)
  3442. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3443. if (sc->data[SC_MODECHANGE].val3)
  3444. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3445. if (sc->data[SC_MODECHANGE].val4)
  3446. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3447. }
  3448. return cap_value(mode,0,USHRT_MAX);
  3449. }
  3450. /*==========================================
  3451. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3452. *------------------------------------------
  3453. */
  3454. void status_freecast_switch(struct map_session_data *sd)
  3455. {
  3456. struct status_data *status;
  3457. unsigned short b_speed,tmp;
  3458. status = &sd->battle_status;
  3459. b_speed = status->speed;
  3460. tmp = status->speed;
  3461. status->speed = sd->prev_speed;
  3462. sd->prev_speed = tmp;
  3463. tmp = status->adelay;
  3464. status->adelay = sd->prev_adelay;
  3465. sd->prev_adelay = tmp;
  3466. if(b_speed != status->speed)
  3467. clif_updatestatus(sd,SP_SPEED);
  3468. }
  3469. const char * status_get_name(struct block_list *bl)
  3470. {
  3471. nullpo_retr(0, bl);
  3472. switch (bl->type) {
  3473. case BL_MOB:
  3474. return ((TBL_MOB*)bl)->name;
  3475. case BL_PC:
  3476. if(strlen(((TBL_PC *)bl)->fakename)>0)
  3477. return ((TBL_PC*)bl)->fakename;
  3478. return ((TBL_PC*)bl)->status.name;
  3479. case BL_PET:
  3480. return ((TBL_PET*)bl)->pet.name;
  3481. case BL_HOM:
  3482. return ((TBL_HOM*)bl)->homunculus.name;
  3483. case BL_NPC:
  3484. return ((TBL_NPC*)bl)->name;
  3485. }
  3486. return "Unknown";
  3487. }
  3488. /*==========================================
  3489. * 対象のClassを返す(汎用)
  3490. * 戻りは整数で0以上
  3491. *------------------------------------------
  3492. */
  3493. int status_get_class(struct block_list *bl)
  3494. {
  3495. nullpo_retr(0, bl);
  3496. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3497. return ((struct mob_data *)bl)->vd->class_;
  3498. if(bl->type==BL_PC)
  3499. return ((struct map_session_data *)bl)->status.class_;
  3500. if(bl->type==BL_PET)
  3501. return ((struct pet_data *)bl)->pet.class_;
  3502. if(bl->type==BL_HOM)
  3503. return ((struct homun_data *)bl)->homunculus.class_;
  3504. return 0;
  3505. }
  3506. /*==========================================
  3507. * 対象のレベルを返す(汎用)
  3508. * 戻りは整数で0以上
  3509. *------------------------------------------
  3510. */
  3511. int status_get_lv(struct block_list *bl)
  3512. {
  3513. nullpo_retr(0, bl);
  3514. if(bl->type==BL_MOB)
  3515. return ((TBL_MOB*)bl)->level;
  3516. if(bl->type==BL_PC)
  3517. return ((TBL_PC*)bl)->status.base_level;
  3518. if(bl->type==BL_PET)
  3519. return ((TBL_PET*)bl)->pet.level;
  3520. if(bl->type==BL_HOM)
  3521. return ((TBL_HOM*)bl)->homunculus.level;
  3522. return 1;
  3523. }
  3524. struct regen_data *status_get_regen_data(struct block_list *bl)
  3525. {
  3526. nullpo_retr(NULL, bl);
  3527. switch (bl->type) {
  3528. case BL_PC:
  3529. return &((TBL_PC*)bl)->regen;
  3530. case BL_HOM:
  3531. return &((TBL_HOM*)bl)->regen;
  3532. default:
  3533. return NULL;
  3534. }
  3535. }
  3536. struct status_data *status_get_status_data(struct block_list *bl)
  3537. {
  3538. nullpo_retr(NULL, bl);
  3539. switch (bl->type) {
  3540. case BL_PC:
  3541. return &((TBL_PC*)bl)->battle_status;
  3542. case BL_MOB:
  3543. return &((TBL_MOB*)bl)->status;
  3544. case BL_PET:
  3545. return &((TBL_PET*)bl)->status;
  3546. case BL_HOM:
  3547. return &((TBL_HOM*)bl)->battle_status;
  3548. default:
  3549. return &dummy_status;
  3550. }
  3551. }
  3552. struct status_data *status_get_base_status(struct block_list *bl)
  3553. {
  3554. nullpo_retr(NULL, bl);
  3555. switch (bl->type) {
  3556. case BL_PC:
  3557. return &((TBL_PC*)bl)->base_status;
  3558. case BL_MOB:
  3559. return ((TBL_MOB*)bl)->base_status?
  3560. ((TBL_MOB*)bl)->base_status:
  3561. &((TBL_MOB*)bl)->db->status;
  3562. case BL_PET:
  3563. return &((TBL_PET*)bl)->db->status;
  3564. case BL_HOM:
  3565. return &((TBL_HOM*)bl)->base_status;
  3566. default:
  3567. return NULL;
  3568. }
  3569. }
  3570. unsigned short status_get_lwatk(struct block_list *bl)
  3571. {
  3572. struct status_data *status = status_get_status_data(bl);
  3573. return status->lhw?status->lhw->atk:0;
  3574. }
  3575. unsigned short status_get_lwatk2(struct block_list *bl)
  3576. {
  3577. struct status_data *status = status_get_status_data(bl);
  3578. return status->lhw?status->lhw->atk2:0;
  3579. }
  3580. unsigned char status_get_def(struct block_list *bl)
  3581. {
  3582. struct unit_data *ud;
  3583. struct status_data *status = status_get_status_data(bl);
  3584. int def = status?status->def:0;
  3585. ud = unit_bl2ud(bl);
  3586. if (ud && ud->skilltimer != -1)
  3587. def -= def * skill_get_castdef(ud->skillid)/100;
  3588. if(def < 0) def = 0;
  3589. return def;
  3590. }
  3591. unsigned short status_get_speed(struct block_list *bl)
  3592. {
  3593. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3594. return ((struct npc_data *)bl)->speed;
  3595. return status_get_status_data(bl)->speed;
  3596. }
  3597. unsigned char status_get_attack_lelement(struct block_list *bl)
  3598. {
  3599. struct status_data *status = status_get_status_data(bl);
  3600. return status->lhw?status->lhw->ele:0;
  3601. }
  3602. int status_get_party_id(struct block_list *bl)
  3603. {
  3604. nullpo_retr(0, bl);
  3605. switch (bl->type) {
  3606. case BL_PC:
  3607. return ((TBL_PC*)bl)->status.party_id;
  3608. case BL_PET:
  3609. if (((TBL_PET*)bl)->msd)
  3610. return ((TBL_PET*)bl)->msd->status.party_id;
  3611. break;
  3612. case BL_MOB:
  3613. {
  3614. struct mob_data *md=(TBL_MOB*)bl;
  3615. if( md->master_id>0 )
  3616. {
  3617. struct map_session_data *msd;
  3618. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3619. return msd->status.party_id;
  3620. return -md->master_id;
  3621. }
  3622. }
  3623. break;
  3624. case BL_HOM:
  3625. if (((TBL_HOM*)bl)->master)
  3626. return ((TBL_HOM*)bl)->master->status.party_id;
  3627. break;
  3628. case BL_SKILL:
  3629. return ((TBL_SKILL*)bl)->group->party_id;
  3630. }
  3631. return 0;
  3632. }
  3633. int status_get_guild_id(struct block_list *bl)
  3634. {
  3635. nullpo_retr(0, bl);
  3636. switch (bl->type) {
  3637. case BL_PC:
  3638. return ((TBL_PC*)bl)->status.guild_id;
  3639. case BL_PET:
  3640. if (((TBL_PET*)bl)->msd)
  3641. return ((TBL_PET*)bl)->msd->status.guild_id;
  3642. break;
  3643. case BL_MOB:
  3644. {
  3645. struct map_session_data *msd;
  3646. struct mob_data *md = (struct mob_data *)bl;
  3647. if (md->guardian_data) //Guardian's guild [Skotlex]
  3648. return md->guardian_data->guild_id;
  3649. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3650. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3651. }
  3652. break;
  3653. case BL_HOM:
  3654. if (((TBL_HOM*)bl)->master)
  3655. return ((TBL_HOM*)bl)->master->status.guild_id;
  3656. break;
  3657. case BL_NPC:
  3658. if (bl->subtype == SCRIPT)
  3659. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3660. break;
  3661. case BL_SKILL:
  3662. return ((TBL_SKILL*)bl)->group->guild_id;
  3663. }
  3664. return 0;
  3665. }
  3666. int status_get_mexp(struct block_list *bl)
  3667. {
  3668. nullpo_retr(0, bl);
  3669. if(bl->type==BL_MOB)
  3670. return ((struct mob_data *)bl)->db->mexp;
  3671. if(bl->type==BL_PET)
  3672. return ((struct pet_data *)bl)->db->mexp;
  3673. return 0;
  3674. }
  3675. int status_get_race2(struct block_list *bl)
  3676. {
  3677. nullpo_retr(0, bl);
  3678. if(bl->type == BL_MOB)
  3679. return ((struct mob_data *)bl)->db->race2;
  3680. if(bl->type==BL_PET)
  3681. return ((struct pet_data *)bl)->db->race2;
  3682. return 0;
  3683. }
  3684. int status_isdead(struct block_list *bl)
  3685. {
  3686. nullpo_retr(0, bl);
  3687. return status_get_status_data(bl)->hp == 0;
  3688. }
  3689. int status_isimmune(struct block_list *bl)
  3690. {
  3691. struct status_change *sc =status_get_sc(bl);
  3692. if (bl->type == BL_PC &&
  3693. ((TBL_PC*)bl)->special_state.no_magic_damage)
  3694. return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
  3695. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3696. return 1;
  3697. return 0;
  3698. }
  3699. struct view_data *status_get_viewdata(struct block_list *bl)
  3700. {
  3701. nullpo_retr(NULL, bl);
  3702. switch (bl->type)
  3703. {
  3704. case BL_PC:
  3705. return &((TBL_PC*)bl)->vd;
  3706. case BL_MOB:
  3707. return ((TBL_MOB*)bl)->vd;
  3708. case BL_PET:
  3709. return &((TBL_PET*)bl)->vd;
  3710. case BL_NPC:
  3711. return ((TBL_NPC*)bl)->vd;
  3712. case BL_HOM: //[blackhole89]
  3713. return ((TBL_HOM*)bl)->vd;
  3714. }
  3715. return NULL;
  3716. }
  3717. void status_set_viewdata(struct block_list *bl, int class_)
  3718. {
  3719. struct view_data* vd;
  3720. nullpo_retv(bl);
  3721. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3722. vd = mob_get_viewdata(class_);
  3723. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3724. vd = npc_get_viewdata(class_);
  3725. else
  3726. vd = NULL;
  3727. switch (bl->type) {
  3728. case BL_PC:
  3729. {
  3730. TBL_PC* sd = (TBL_PC*)bl;
  3731. if (pcdb_checkid(class_)) {
  3732. if (sd->sc.option&OPTION_WEDDING)
  3733. class_ = JOB_WEDDING;
  3734. else
  3735. if (sd->sc.option&OPTION_XMAS)
  3736. class_ = JOB_XMAS;
  3737. else
  3738. if (sd->sc.option&OPTION_RIDING)
  3739. switch (class_)
  3740. { //Adapt class to a Mounted one.
  3741. case JOB_KNIGHT:
  3742. class_ = JOB_KNIGHT2;
  3743. break;
  3744. case JOB_CRUSADER:
  3745. class_ = JOB_CRUSADER2;
  3746. break;
  3747. case JOB_LORD_KNIGHT:
  3748. class_ = JOB_LORD_KNIGHT2;
  3749. break;
  3750. case JOB_PALADIN:
  3751. class_ = JOB_PALADIN2;
  3752. break;
  3753. case JOB_BABY_KNIGHT:
  3754. class_ = JOB_BABY_KNIGHT2;
  3755. break;
  3756. case JOB_BABY_CRUSADER:
  3757. class_ = JOB_BABY_CRUSADER2;
  3758. break;
  3759. }
  3760. sd->vd.class_ = class_;
  3761. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3762. sd->vd.head_top = sd->status.head_top;
  3763. sd->vd.head_mid = sd->status.head_mid;
  3764. sd->vd.head_bottom = sd->status.head_bottom;
  3765. sd->vd.hair_style = sd->status.hair;
  3766. sd->vd.hair_color = sd->status.hair_color;
  3767. sd->vd.cloth_color = sd->status.clothes_color;
  3768. sd->vd.sex = sd->status.sex;
  3769. } else if (vd)
  3770. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3771. else if (battle_config.error_log)
  3772. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3773. }
  3774. break;
  3775. case BL_MOB:
  3776. {
  3777. TBL_MOB* md = (TBL_MOB*)bl;
  3778. if (vd)
  3779. md->vd = vd;
  3780. else if (battle_config.error_log)
  3781. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3782. }
  3783. break;
  3784. case BL_PET:
  3785. {
  3786. TBL_PET* pd = (TBL_PET*)bl;
  3787. if (vd) {
  3788. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3789. if (!pcdb_checkid(vd->class_)) {
  3790. pd->vd.hair_style = battle_config.pet_hair_style;
  3791. if(pd->pet.equip) {
  3792. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3793. if (!pd->vd.head_bottom)
  3794. pd->vd.head_bottom = pd->pet.equip;
  3795. }
  3796. }
  3797. } else if (battle_config.error_log)
  3798. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3799. }
  3800. break;
  3801. case BL_NPC:
  3802. {
  3803. TBL_NPC* nd = (TBL_NPC*)bl;
  3804. if (vd)
  3805. nd->vd = vd;
  3806. else if (battle_config.error_log)
  3807. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3808. }
  3809. break;
  3810. case BL_HOM: //[blackhole89]
  3811. {
  3812. struct homun_data *hd = (struct homun_data*)bl;
  3813. if (vd)
  3814. hd->vd = vd;
  3815. else if (battle_config.error_log)
  3816. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3817. }
  3818. break;
  3819. }
  3820. vd = status_get_viewdata(bl);
  3821. if (vd && vd->cloth_color && (
  3822. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3823. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3824. ))
  3825. vd->cloth_color = 0;
  3826. }
  3827. struct status_change *status_get_sc(struct block_list *bl)
  3828. {
  3829. nullpo_retr(NULL, bl);
  3830. switch (bl->type) {
  3831. case BL_MOB:
  3832. return &((TBL_MOB*)bl)->sc;
  3833. case BL_PC:
  3834. return &((TBL_PC*)bl)->sc;
  3835. case BL_NPC:
  3836. return &((TBL_NPC*)bl)->sc;
  3837. case BL_HOM: //[blackhole89]
  3838. return &((TBL_HOM*)bl)->sc;
  3839. }
  3840. return NULL;
  3841. }
  3842. void status_change_init(struct block_list *bl)
  3843. {
  3844. struct status_change *sc = status_get_sc(bl);
  3845. int i;
  3846. nullpo_retv(sc);
  3847. malloc_set(sc, 0, sizeof (struct status_change));
  3848. for (i=0; i< SC_MAX; i++)
  3849. sc->data[i].timer = -1;
  3850. }
  3851. //Returns defense against the specified status change.
  3852. //Return range is 0 (no resist) to 10000 (inmunity)
  3853. int status_get_sc_def(struct block_list *bl, int type)
  3854. {
  3855. int sc_def;
  3856. struct status_data* status;
  3857. struct status_change* sc;
  3858. struct map_session_data *sd;
  3859. nullpo_retr(0, bl);
  3860. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3861. if (status_isimmune(bl))
  3862. switch (type)
  3863. {
  3864. case SC_DECREASEAGI:
  3865. case SC_SILENCE:
  3866. case SC_COMA:
  3867. case SC_INCREASEAGI:
  3868. case SC_BLESSING:
  3869. case SC_SLOWPOISON:
  3870. case SC_IMPOSITIO:
  3871. case SC_AETERNA:
  3872. case SC_SUFFRAGIUM:
  3873. case SC_BENEDICTIO:
  3874. case SC_PROVIDENCE:
  3875. case SC_KYRIE:
  3876. case SC_ASSUMPTIO:
  3877. case SC_ANGELUS:
  3878. case SC_MAGNIFICAT:
  3879. case SC_GLORIA:
  3880. case SC_WINDWALK:
  3881. case SC_MAGICROD:
  3882. case SC_HALLUCINATION:
  3883. case SC_STONE:
  3884. case SC_QUAGMIRE:
  3885. case SC_SUITON:
  3886. return 10000;
  3887. }
  3888. status = status_get_status_data(bl);
  3889. switch (type)
  3890. {
  3891. case SC_STUN:
  3892. case SC_POISON:
  3893. case SC_DPOISON:
  3894. case SC_SILENCE:
  3895. case SC_BLEEDING:
  3896. sc_def = 300 +100*status->vit;
  3897. break;
  3898. case SC_SLEEP:
  3899. sc_def = 300 +100*status->int_;
  3900. break;
  3901. case SC_STONE:
  3902. case SC_FREEZE:
  3903. case SC_DECREASEAGI:
  3904. case SC_COMA:
  3905. sc_def = 300 +100*status->mdef;
  3906. break;
  3907. case SC_CURSE:
  3908. if (status->luk > status_get_lv(bl))
  3909. return 10000; //Special property: inmunity when luk is greater than level
  3910. else
  3911. sc_def = 300 +100*status->luk;
  3912. break;
  3913. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3914. sc_def = 300 +50*status->vit +50*status->int_;
  3915. break;
  3916. case SC_CONFUSION:
  3917. sc_def = 300 +50*status->str +50*status->int_;
  3918. break;
  3919. default:
  3920. return 0; //Effect that cannot be reduced? Likely a buff.
  3921. }
  3922. BL_CAST(BL_PC,bl,sd);
  3923. if (sd) {
  3924. if (battle_config.pc_sc_def_rate != 100)
  3925. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3926. if (sc_def < battle_config.pc_max_sc_def)
  3927. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3928. status->luk/battle_config.pc_luk_sc_def;
  3929. else
  3930. sc_def = battle_config.pc_max_sc_def;
  3931. } else {
  3932. if (battle_config.mob_sc_def_rate != 100)
  3933. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3934. if (sc_def < battle_config.mob_max_sc_def)
  3935. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3936. status->luk/battle_config.mob_luk_sc_def;
  3937. else
  3938. sc_def = battle_config.mob_max_sc_def;
  3939. }
  3940. sc = status_get_sc(bl);
  3941. if (sc && sc->count)
  3942. {
  3943. if (sc->data[SC_SCRESIST].timer != -1)
  3944. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3945. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3946. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3947. }
  3948. return sc_def>10000?10000:sc_def;
  3949. }
  3950. /*==========================================
  3951. * Starts a status change.
  3952. * type = type, val1~4 depend on the type.
  3953. * rate = base success rate. 10000 = 100%
  3954. * Tick is base duration
  3955. * flag:
  3956. * &1: Cannot be avoided (it has to start)
  3957. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3958. * &4: sc_data loaded, no value has to be altered.
  3959. * &8: rate should not be reduced
  3960. *------------------------------------------
  3961. */
  3962. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3963. {
  3964. struct map_session_data *sd = NULL;
  3965. struct status_change* sc;
  3966. struct status_data *status;
  3967. struct view_data *vd;
  3968. int opt_flag, calc_flag, undead_flag;
  3969. nullpo_retr(0, bl);
  3970. sc=status_get_sc(bl);
  3971. status = status_get_status_data(bl);
  3972. if (!sc || status_isdead(bl))
  3973. return 0;
  3974. switch (bl->type)
  3975. {
  3976. case BL_PC:
  3977. sd=(struct map_session_data *)bl;
  3978. break;
  3979. case BL_MOB:
  3980. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3981. return 0; //Emperium can't be afflicted by status changes.
  3982. break;
  3983. }
  3984. if(type < 0 || type >= SC_MAX) {
  3985. if(battle_config.error_log)
  3986. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3987. return 0;
  3988. }
  3989. //Check rate
  3990. if (!(flag&(1|4))) {
  3991. int def = status_get_sc_def(bl, type);
  3992. if (def && tick && !(flag&2))
  3993. {
  3994. tick -= tick*def/10000;
  3995. if (tick <= 0)
  3996. return 0;
  3997. }
  3998. if (!(flag&8)) {
  3999. if (def) //Natural resistance
  4000. rate -= rate*def/10000;
  4001. //Item resistance (only applies to rate%)
  4002. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  4003. && sd->reseff[type-SC_COMMON_MIN] > 0)
  4004. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4005. }
  4006. if (!(rand()%10000 < rate))
  4007. return 0;
  4008. }
  4009. undead_flag=battle_check_undead(status->race,status->def_ele);
  4010. //Check for inmunities / sc fails
  4011. switch (type) {
  4012. case SC_FREEZE:
  4013. case SC_STONE:
  4014. //Undead are inmune to Freeze/Stone
  4015. if (undead_flag && !(flag&1))
  4016. return 0;
  4017. case SC_SLEEP:
  4018. case SC_STUN:
  4019. if (sc->opt1)
  4020. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4021. break;
  4022. case SC_CURSE:
  4023. //Dark Elementals are inmune to curse.
  4024. if (status->def_ele == ELE_DARK && !(flag&1))
  4025. return 0;
  4026. break;
  4027. case SC_COMA:
  4028. //Dark elementals and Demons are inmune to coma.
  4029. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  4030. return 0;
  4031. break;
  4032. case SC_SIGNUMCRUCIS:
  4033. //Only affects demons and undead.
  4034. if(status->race != RC_DEMON && !undead_flag)
  4035. return 0;
  4036. break;
  4037. case SC_AETERNA:
  4038. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  4039. return 0;
  4040. break;
  4041. case SC_OVERTHRUST:
  4042. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  4043. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4044. break;
  4045. case SC_ADRENALINE:
  4046. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4047. return 0;
  4048. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4049. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4050. sc->data[SC_DECREASEAGI].timer!=-1
  4051. )
  4052. return 0;
  4053. break;
  4054. case SC_ADRENALINE2:
  4055. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4056. return 0;
  4057. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4058. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4059. sc->data[SC_DECREASEAGI].timer!=-1
  4060. )
  4061. return 0;
  4062. break;
  4063. case SC_ONEHAND:
  4064. case SC_TWOHANDQUICKEN:
  4065. if(sc->data[SC_DECREASEAGI].timer!=-1)
  4066. return 0;
  4067. case SC_CONCENTRATE:
  4068. case SC_INCREASEAGI:
  4069. case SC_SPEARQUICKEN:
  4070. case SC_TRUESIGHT:
  4071. case SC_WINDWALK:
  4072. case SC_CARTBOOST:
  4073. case SC_ASSNCROS:
  4074. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  4075. return 0;
  4076. break;
  4077. case SC_CLOAKING:
  4078. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4079. //Due to the cloaking card, we have to check the wall versus to known
  4080. //skill level rather than the used one. [Skotlex]
  4081. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  4082. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  4083. return 0;
  4084. break;
  4085. case SC_MODECHANGE:
  4086. {
  4087. int mode;
  4088. struct status_data *bstatus = status_get_base_status(bl);
  4089. if (!bstatus) return 0;
  4090. mode = val2?val2:bstatus->mode; //Base mode
  4091. if (val3) mode|= val3; //Add mode
  4092. if (val4) mode&=~val4; //Del mode
  4093. if (mode == bstatus->mode) { //No change.
  4094. if (sc->data[type].timer != -1) //Abort previous status
  4095. return status_change_end(bl, type, -1);
  4096. return 0;
  4097. }
  4098. }
  4099. }
  4100. //Check for BOSS resistances
  4101. if(status->mode&MD_BOSS && !(flag&1)) {
  4102. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4103. return 0;
  4104. switch (type) {
  4105. case SC_BLESSING:
  4106. if (!undead_flag && status->race != RC_DEMON)
  4107. break;
  4108. case SC_QUAGMIRE:
  4109. case SC_DECREASEAGI:
  4110. case SC_SIGNUMCRUCIS:
  4111. case SC_PROVOKE:
  4112. case SC_ROKISWEIL:
  4113. case SC_COMA:
  4114. case SC_GRAVITATION:
  4115. case SC_SUITON:
  4116. return 0;
  4117. }
  4118. }
  4119. //Before overlapping fail, one must check for status cured.
  4120. switch (type) {
  4121. case SC_BLESSING:
  4122. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4123. if (sc->data[SC_CURSE].timer!=-1)
  4124. status_change_end(bl,SC_CURSE,-1);
  4125. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4126. status_change_end(bl,SC_STONE,-1);
  4127. }
  4128. break;
  4129. case SC_INCREASEAGI:
  4130. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4131. status_change_end(bl,SC_DECREASEAGI,-1);
  4132. break;
  4133. case SC_DONTFORGETME:
  4134. //is this correct? Maybe all three should stop the same subset of SCs...
  4135. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4136. status_change_end(bl,SC_ASSNCROS,-1);
  4137. case SC_QUAGMIRE:
  4138. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4139. status_change_end(bl,SC_CONCENTRATE,-1);
  4140. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4141. status_change_end(bl,SC_TRUESIGHT,-1);
  4142. if(sc->data[SC_WINDWALK].timer!=-1 )
  4143. status_change_end(bl,SC_WINDWALK,-1);
  4144. //Also blocks the ones below...
  4145. case SC_DECREASEAGI:
  4146. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4147. status_change_end(bl,SC_INCREASEAGI,-1);
  4148. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4149. status_change_end(bl,SC_ADRENALINE,-1);
  4150. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4151. status_change_end(bl,SC_ADRENALINE2,-1);
  4152. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4153. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4154. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4155. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4156. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4157. status_change_end(bl,SC_CARTBOOST,-1);
  4158. if(sc->data[SC_ONEHAND].timer!=-1 )
  4159. status_change_end(bl,SC_ONEHAND,-1);
  4160. break;
  4161. case SC_ONEHAND:
  4162. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4163. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4164. status_change_end(bl,SC_ASPDPOTION0,-1);
  4165. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4166. status_change_end(bl,SC_ASPDPOTION1,-1);
  4167. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4168. status_change_end(bl,SC_ASPDPOTION2,-1);
  4169. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4170. status_change_end(bl,SC_ASPDPOTION3,-1);
  4171. break;
  4172. case SC_MAXOVERTHRUST:
  4173. //Cancels Normal Overthrust. [Skotlex]
  4174. if (sc->data[SC_OVERTHRUST].timer != -1)
  4175. status_change_end(bl, SC_OVERTHRUST, -1);
  4176. break;
  4177. case SC_KYRIE:
  4178. // -- moonsoul (added to undo assumptio status if target has it)
  4179. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4180. status_change_end(bl,SC_ASSUMPTIO,-1);
  4181. break;
  4182. case SC_DELUGE:
  4183. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4184. status_change_end(bl,SC_BLIND,-1);
  4185. break;
  4186. case SC_SILENCE:
  4187. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4188. //Clear Gospel [Skotlex]
  4189. status_change_end(bl,SC_GOSPEL,-1);
  4190. break;
  4191. case SC_HIDING:
  4192. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4193. status_change_end(bl, SC_CLOSECONFINE, -1);
  4194. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4195. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4196. break;
  4197. case SC_BERSERK:
  4198. if(battle_config.berserk_cancels_buffs)
  4199. {
  4200. if (sc->data[SC_ONEHAND].timer != -1)
  4201. status_change_end(bl,SC_ONEHAND,-1);
  4202. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4203. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4204. if (sc->data[SC_CONCENTRATION].timer != -1)
  4205. status_change_end(bl,SC_CONCENTRATION,-1);
  4206. if (sc->data[SC_PARRYING].timer != -1)
  4207. status_change_end(bl,SC_PARRYING,-1);
  4208. if (sc->data[SC_AURABLADE].timer != -1)
  4209. status_change_end(bl,SC_AURABLADE,-1);
  4210. }
  4211. break;
  4212. case SC_ASSUMPTIO:
  4213. if(sc->data[SC_KYRIE].timer!=-1)
  4214. status_change_end(bl,SC_KYRIE,-1);
  4215. break;
  4216. case SC_CARTBOOST:
  4217. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4218. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4219. status_change_end(bl,SC_DECREASEAGI,-1);
  4220. return 0;
  4221. }
  4222. break;
  4223. case SC_FUSION:
  4224. if(sc->data[SC_SPIRIT].timer!=-1 )
  4225. status_change_end(bl,SC_SPIRIT,-1);
  4226. break;
  4227. case SC_ADJUSTMENT:
  4228. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4229. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4230. break;
  4231. case SC_MADNESSCANCEL:
  4232. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4233. status_change_end(bl,SC_ADJUSTMENT,-1);
  4234. break;
  4235. }
  4236. //Check for overlapping fails
  4237. if(sc->data[type].timer != -1){
  4238. switch (type) {
  4239. case SC_ADRENALINE:
  4240. case SC_ADRENALINE2:
  4241. case SC_WEAPONPERFECTION:
  4242. case SC_OVERTHRUST:
  4243. if (sc->data[type].val2 > val2)
  4244. return 0;
  4245. break;
  4246. case SC_STUN:
  4247. case SC_SLEEP:
  4248. case SC_POISON:
  4249. case SC_CURSE:
  4250. case SC_SILENCE:
  4251. case SC_CONFUSION:
  4252. case SC_BLIND:
  4253. case SC_BLEEDING:
  4254. case SC_DPOISON:
  4255. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4256. case SC_MARIONETTE:
  4257. case SC_MARIONETTE2:
  4258. case SC_NOCHAT:
  4259. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4260. return 0;
  4261. case SC_COMBO:
  4262. case SC_DANCING:
  4263. case SC_DEVOTION:
  4264. case SC_ASPDPOTION0:
  4265. case SC_ASPDPOTION1:
  4266. case SC_ASPDPOTION2:
  4267. case SC_ASPDPOTION3:
  4268. case SC_ATKPOTION:
  4269. case SC_MATKPOTION:
  4270. case SC_JAILED:
  4271. case SC_ARMOR_ELEMENT:
  4272. break;
  4273. case SC_GOSPEL:
  4274. //Must not override a casting gospel char.
  4275. if(sc->data[type].val4 == BCT_SELF)
  4276. return 0;
  4277. if(sc->data[type].val1 > val1)
  4278. return 1;
  4279. break;
  4280. case SC_ENDURE:
  4281. if(sc->data[type].val4 && !val4)
  4282. return 1; //Don't let you override infinite endure.
  4283. if(sc->data[type].val1 > val1)
  4284. return 1;
  4285. break;
  4286. case SC_KAAHI:
  4287. if(sc->data[type].val1 > val1)
  4288. return 1;
  4289. //Delete timer if it exists.
  4290. if (sc->data[type].val4 != -1) {
  4291. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4292. sc->data[type].val4=-1;
  4293. }
  4294. break;
  4295. default:
  4296. if(sc->data[type].val1 > val1)
  4297. return 1; //Return true to not mess up skill animations. [Skotlex
  4298. }
  4299. (sc->count)--;
  4300. delete_timer(sc->data[type].timer, status_change_timer);
  4301. sc->data[type].timer = -1;
  4302. }
  4303. vd = status_get_viewdata(bl);
  4304. calc_flag = StatusChangeFlagTable[type];
  4305. if(!(flag&4)) //Do not parse val settings when loading SCs
  4306. switch(type){
  4307. case SC_DECREASEAGI:
  4308. if (sd) tick>>=1; //Half duration for players.
  4309. case SC_INCREASEAGI:
  4310. val2 = 2 + val1; //Agi change
  4311. break;
  4312. case SC_ENDURE:
  4313. val2 = 7; // Hit-count [Celest]
  4314. break;
  4315. case SC_AUTOBERSERK:
  4316. if (status->hp < status->max_hp>>2 &&
  4317. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4318. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4319. break;
  4320. case SC_SIGNUMCRUCIS:
  4321. val2 = 10 + 4*val1; //Def reduction
  4322. clif_emotion(bl,4);
  4323. break;
  4324. case SC_MAXIMIZEPOWER:
  4325. val2 = tick>0?tick:60000;
  4326. break;
  4327. case SC_EDP: // [Celest]
  4328. val2 = val1 + 2; //Chance to Poison enemies.
  4329. break;
  4330. case SC_POISONREACT:
  4331. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4332. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4333. break;
  4334. case SC_MAGICROD:
  4335. val2 = val1*20; //SP gained
  4336. break;
  4337. case SC_KYRIE:
  4338. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4339. val3 = (val1 / 2 + 5); //Hits
  4340. break;
  4341. case SC_MAGICPOWER:
  4342. //val1: Skill lv
  4343. val2 = 1; //Lasts 1 invocation
  4344. //val3 will store matk_min (needed in case you use ground-spells)
  4345. //val4 will store matk_max
  4346. break;
  4347. case SC_SACRIFICE:
  4348. val2 = 5; //Lasts 5 hits
  4349. break;
  4350. case SC_ENCPOISON:
  4351. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4352. case SC_ASPERSIO:
  4353. case SC_FIREWEAPON:
  4354. case SC_WATERWEAPON:
  4355. case SC_WINDWEAPON:
  4356. case SC_EARTHWEAPON:
  4357. case SC_SHADOWWEAPON:
  4358. case SC_GHOSTWEAPON:
  4359. skill_enchant_elemental_end(bl,type);
  4360. break;
  4361. case SC_ELEMENTALCHANGE:
  4362. //Val1 is skill level, val2 is skill that invoked this.
  4363. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4364. val3 = rand()%ELE_MAX;
  4365. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4366. break;
  4367. case SC_PROVIDENCE:
  4368. val2=val1*5; //Race/Ele resist
  4369. break;
  4370. case SC_REFLECTSHIELD:
  4371. val2=10+val1*3; //% Dmg reflected
  4372. if (sd)
  4373. { //Pass it to devoted chars.
  4374. struct map_session_data *tsd;
  4375. int i;
  4376. for (i = 0; i < 5; i++)
  4377. { //Pass the status to the other affected chars. [Skotlex]
  4378. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4379. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4380. }
  4381. }
  4382. break;
  4383. case SC_STRIPWEAPON:
  4384. if (bl->type != BL_PC) //Watk reduction
  4385. val2 = 5*val1;
  4386. break;
  4387. case SC_STRIPSHIELD:
  4388. if (bl->type != BL_PC) //Def reduction
  4389. val2 = 3*val1;
  4390. break;
  4391. case SC_STRIPARMOR:
  4392. if (bl->type != BL_PC) //Vit reduction
  4393. val2 = 8*val1;
  4394. break;
  4395. case SC_STRIPHELM:
  4396. if (bl->type != BL_PC) //Int reduction
  4397. val2 = 8*val1;
  4398. break;
  4399. case SC_AUTOSPELL:
  4400. //Val1 Skill LV of Autospell
  4401. //Val2 Skill ID to cast
  4402. //Val3 Max Lv to cast
  4403. val4 = 5 + val1*2; //Chance of casting
  4404. break;
  4405. case SC_VOLCANO:
  4406. if (status->def_ele == ELE_FIRE)
  4407. val2 = val1*10; //Watk increase
  4408. else
  4409. val2 = 0;
  4410. break;
  4411. case SC_VIOLENTGALE:
  4412. if (status->def_ele == ELE_WIND)
  4413. val2 = val1*3; //Flee increase
  4414. else
  4415. val2 = 0;
  4416. break;
  4417. case SC_DELUGE:
  4418. if(status->def_ele == ELE_WATER)
  4419. val2 = deluge_eff[val1-1]; //HP increase
  4420. else
  4421. val2 = 0;
  4422. break;
  4423. case SC_SUITON:
  4424. val2 = 0; //Agi penalty
  4425. val3 = 0; //Walk speed penalty
  4426. if (status_get_class(bl) == JOB_NINJA ||
  4427. (sd && !map_flag_vs(bl->m)))
  4428. break;
  4429. val3 = 50;
  4430. val2 = 3*((val1+1)/3);
  4431. if (val1 > 4) val2--;
  4432. break;
  4433. case SC_ONEHAND:
  4434. case SC_TWOHANDQUICKEN:
  4435. val2 = 300;
  4436. if (val1 > 10) //For boss casted skills [Skotlex]
  4437. val2 += 20*(val1-10);
  4438. break;
  4439. case SC_SPEARQUICKEN:
  4440. val2 = 200+10*val1;
  4441. break;
  4442. case SC_DANCING:
  4443. //val1 : Skill ID + LV
  4444. //val2 : Skill Group of the Dance.
  4445. //val3 : Brings the skilllv (merged into val1 here)
  4446. //val4 : Partner
  4447. if (val1 == CG_MOONLIT)
  4448. clif_status_change(bl,SI_MOONLIT,1);
  4449. val1|= (val3<<16);
  4450. val3 = 0; //Tick duration/Speed penalty.
  4451. if (sd) { //Store walk speed change in lower part of val3
  4452. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4453. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4454. val3 -= 40; //TODO: Figure out real bonus rate.
  4455. }
  4456. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4457. tick = 1000;
  4458. break;
  4459. case SC_LONGING:
  4460. val2 = 500-100*val1; //Aspd penalty.
  4461. val3 = 50+10*val1; //Walk speed adjustment.
  4462. break;
  4463. case SC_EXPLOSIONSPIRITS:
  4464. val2 = 75 + 25*val1; //Cri bonus
  4465. break;
  4466. case SC_ASPDPOTION0:
  4467. case SC_ASPDPOTION1:
  4468. case SC_ASPDPOTION2:
  4469. case SC_ASPDPOTION3:
  4470. val2 = 50*(2+type-SC_ASPDPOTION0);
  4471. break;
  4472. case SC_WEDDING:
  4473. case SC_XMAS:
  4474. if (!vd) return 0;
  4475. //Store previous values as they could be removed.
  4476. val1 = vd->class_;
  4477. val2 = vd->weapon;
  4478. val3 = vd->shield;
  4479. val4 = vd->cloth_color;
  4480. unit_stop_attack(bl);
  4481. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4482. clif_changelook(bl,LOOK_WEAPON,0);
  4483. clif_changelook(bl,LOOK_SHIELD,0);
  4484. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4485. break;
  4486. case SC_NOCHAT:
  4487. tick = 60000;
  4488. val1 = battle_config.manner_system; //Mute filters.
  4489. if (sd) clif_updatestatus(sd,SP_MANNER);
  4490. break;
  4491. case SC_STONE:
  4492. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4493. if (!val2) val2 = 1;
  4494. val3 = tick/1000; //Petrified HP-damage iterations.
  4495. if(val3 < 1) val3 = 1;
  4496. tick = 5000; //Petrifying time.
  4497. calc_flag = 0; //Actual status changes take effect on petrified state.
  4498. break;
  4499. case SC_DPOISON:
  4500. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4501. if (status->hp > status->max_hp>>2)
  4502. {
  4503. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4504. if (status->hp - diff < status->max_hp>>2)
  4505. diff = status->hp - (status->max_hp>>2);
  4506. status_zap(bl, diff, 0);
  4507. }
  4508. // fall through
  4509. case SC_POISON: /* 毒 */
  4510. val3 = tick/1000; //Damage iterations
  4511. if(val3 < 1) val3 = 1;
  4512. tick = 1000;
  4513. //val4: HP damage
  4514. if (bl->type == BL_PC)
  4515. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4516. else
  4517. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4518. break;
  4519. case SC_CONFUSION:
  4520. clif_emotion(bl,1);
  4521. break;
  4522. case SC_BLEEDING:
  4523. val4 = tick/10000;
  4524. if (!val4) val4 = 1;
  4525. tick = 10000;
  4526. break;
  4527. case SC_HIDING:
  4528. val2 = tick/1000;
  4529. tick = 1000;
  4530. //Store speed penalty on val3.
  4531. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4532. val3 = 20 + 6*val3;
  4533. val4 = val1+3; //Seconds before SP substraction happen.
  4534. break;
  4535. case SC_CHASEWALK:
  4536. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4537. val3 = 65+val1*5; //Speed adjustment.
  4538. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4539. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4540. val4 = 10+val1*2; //SP cost.
  4541. if (map_flag_gvg(bl->m)) val4 *= 5;
  4542. break;
  4543. case SC_CLOAKING:
  4544. if (!sd) //Monsters should be able to walk no penalties. [Skotlex]
  4545. val1 = 10;
  4546. val2 = tick>0?tick:60000; //SP consumption rate.
  4547. val3 = 0;
  4548. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4549. (val3=pc_checkskill(sd,TF_MISS))>0)
  4550. val3 *= -1; //Substract the Dodge speed bonus.
  4551. val3+= 70+val1*3; //Speed adjustment without a wall.
  4552. //With a wall, it is val3 +25.
  4553. //val4&1 signals the presence of a wall.
  4554. //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
  4555. if (bl->type == BL_PC) //Standard cloaking.
  4556. val4 |= battle_config.pc_cloak_check_type&3;
  4557. else
  4558. val4 |= battle_config.monster_cloak_check_type&3;
  4559. break;
  4560. case SC_SIGHT: /* サイト/ルアフ */
  4561. case SC_RUWACH:
  4562. case SC_SIGHTBLASTER:
  4563. val2 = tick/250;
  4564. tick = 10;
  4565. break;
  4566. //Permanent effects.
  4567. case SC_MODECHANGE:
  4568. case SC_WEIGHT50:
  4569. case SC_WEIGHT90:
  4570. case SC_BROKENWEAPON:
  4571. case SC_BROKENARMOR:
  4572. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4573. case SC_READYDOWN:
  4574. case SC_READYCOUNTER:
  4575. case SC_READYTURN:
  4576. case SC_DODGE:
  4577. tick = 600*1000;
  4578. break;
  4579. case SC_AUTOGUARD:
  4580. if (!flag)
  4581. {
  4582. struct map_session_data *tsd;
  4583. int i,t;
  4584. for(i=val2=0;i<val1;i++) {
  4585. t = 5-(i>>1);
  4586. val2 += (t < 0)? 1:t;
  4587. }
  4588. if (sd)
  4589. for (i = 0; i < 5; i++)
  4590. { //Pass the status to the other affected chars. [Skotlex]
  4591. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4592. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4593. }
  4594. }
  4595. break;
  4596. case SC_DEFENDER:
  4597. if (!flag)
  4598. {
  4599. struct map_session_data *tsd;
  4600. int i;
  4601. val2 = 5 + 15*val1; //Damage reduction
  4602. val3 = 65 + 5*val1; //Speed adjustment
  4603. val4 = 250 - 50*val1; //Aspd adjustment
  4604. if (sd)
  4605. for (i = 0; i < 5; i++)
  4606. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4607. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4608. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
  4609. }
  4610. }
  4611. break;
  4612. case SC_TENSIONRELAX:
  4613. if (sd) {
  4614. pc_setsit(sd);
  4615. clif_sitting(sd);
  4616. }
  4617. val2 = 12; //SP cost
  4618. val4 = 10000; //Decrease at 10secs intervals.
  4619. val3 = tick/val4;
  4620. tick = val4;
  4621. break;
  4622. case SC_PARRYING:
  4623. val2 = 20 + val1*3; //Block Chance
  4624. break;
  4625. case SC_WINDWALK:
  4626. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4627. val3 = 4*val2; //movement speed % increase is 4 times that
  4628. break;
  4629. case SC_JOINTBEAT: // Random break [DracoRPG]
  4630. val2 = rand()%6; //Type of break
  4631. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4632. break;
  4633. case SC_BERSERK:
  4634. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4635. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4636. //HP healing is performing after the calc_status call.
  4637. //Val2 holds HP penalty
  4638. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4639. if (!val4) val4 = 10000; //Val4 holds damage interval
  4640. val3 = tick/val4; //val3 holds skill duration
  4641. tick = val4;
  4642. break;
  4643. case SC_GOSPEL:
  4644. if(val4 == BCT_SELF) { // self effect
  4645. val2 = tick/10000;
  4646. tick = 10000;
  4647. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4648. }
  4649. break;
  4650. case SC_MARIONETTE:
  4651. if (sd) {
  4652. val3 = 0;
  4653. val2 = sd->status.str>>1;
  4654. if (val2 > 0xFF) val2 = 0xFF;
  4655. val3|=val2<<16;
  4656. val2 = sd->status.agi>>1;
  4657. if (val2 > 0xFF) val2 = 0xFF;
  4658. val3|=val2<<8;
  4659. val2 = sd->status.vit>>1;
  4660. if (val2 > 0xFF) val2 = 0xFF;
  4661. val3|=val2;
  4662. val4 = 0;
  4663. val2 = sd->status.int_>>1;
  4664. if (val2 > 0xFF) val2 = 0xFF;
  4665. val4|=val2<<16;
  4666. val2 = sd->status.dex>>1;
  4667. if (val2 > 0xFF) val2 = 0xFF;
  4668. val4|=val2<<8;
  4669. val2 = sd->status.luk>>1;
  4670. if (val2 > 0xFF) val2 = 0xFF;
  4671. val4|=val2;
  4672. } else {
  4673. struct status_data *b_status = status_get_base_status(bl);
  4674. if (!b_status)
  4675. return 0;
  4676. val3 = 0;
  4677. val2 = b_status->str>>1;
  4678. if (val2 > 0xFF) val2 = 0xFF;
  4679. val3|=val2<<16;
  4680. val2 = b_status->agi>>1;
  4681. if (val2 > 0xFF) val2 = 0xFF;
  4682. val3|=val2<<8;
  4683. val2 = b_status->vit>>1;
  4684. if (val2 > 0xFF) val2 = 0xFF;
  4685. val3|=val2;
  4686. val4 = 0;
  4687. val2 = b_status->int_>>1;
  4688. if (val2 > 0xFF) val2 = 0xFF;
  4689. val4|=val2<<16;
  4690. val2 = b_status->dex>>1;
  4691. if (val2 > 0xFF) val2 = 0xFF;
  4692. val4|=val2<<8;
  4693. val2 = b_status->luk>>1;
  4694. if (val2 > 0xFF) val2 = 0xFF;
  4695. val4|=val2;
  4696. }
  4697. val2 = tick/1000;
  4698. tick = 1000;
  4699. break;
  4700. case SC_MARIONETTE2:
  4701. {
  4702. struct block_list *pbl = map_id2bl(val1);
  4703. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4704. int stat,max;
  4705. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4706. return 0;
  4707. val2 = tick /1000;
  4708. val3 = val4 = 0;
  4709. if (sd) {
  4710. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4711. //Str
  4712. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4713. if (sd->status.str+stat > max)
  4714. stat =max-sd->status.str;
  4715. val3 |= stat<<16;
  4716. //Agi
  4717. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4718. if (sd->status.agi+stat > max)
  4719. stat =max-sd->status.agi;
  4720. val3 |= stat<<8;
  4721. //Vit
  4722. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4723. if (sd->status.vit+stat > max)
  4724. stat =max-sd->status.vit;
  4725. val3 |= stat;
  4726. //Int
  4727. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4728. if (sd->status.int_+stat > max)
  4729. stat =max-sd->status.int_;
  4730. val4 |= stat<<16;
  4731. //Dex
  4732. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4733. if (sd->status.dex+stat > max)
  4734. stat =max-sd->status.dex;
  4735. val4 |= stat<<8;
  4736. //Luk
  4737. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4738. if (sd->status.luk+stat > max)
  4739. stat =max-sd->status.luk;
  4740. val4 |= stat;
  4741. } else {
  4742. struct status_data *b_status = status_get_base_status(bl);
  4743. if (!b_status) return 0;
  4744. max = 0xFF; //Assume a 256 max parameter
  4745. //Str
  4746. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4747. if (b_status->str+stat > max)
  4748. stat = max - b_status->str;
  4749. val3 |= stat<<16;
  4750. //Agi
  4751. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4752. if (b_status->agi+stat > max)
  4753. stat = max - b_status->agi;
  4754. val3 |= stat<<8;
  4755. //Vit
  4756. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4757. if (b_status->vit+stat > max)
  4758. stat = max - b_status->vit;
  4759. val3 |= stat;
  4760. //Int
  4761. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4762. if (b_status->int_+stat > max)
  4763. stat = max - b_status->int_;
  4764. val4 |= stat<<16;
  4765. //Dex
  4766. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4767. if (b_status->dex+stat > max)
  4768. stat = max - b_status->dex;
  4769. val4 |= stat<<8;
  4770. //Luk
  4771. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4772. if (b_status->luk+stat > max)
  4773. stat = max - b_status->luk;
  4774. val4 |= stat;
  4775. }
  4776. tick = 1000;
  4777. break;
  4778. }
  4779. case SC_REJECTSWORD:
  4780. val2 = 15*val1; //Reflect chance
  4781. val3 = 3; //Reflections
  4782. break;
  4783. case SC_MEMORIZE:
  4784. val2 = 5; //Memorized casts.
  4785. break;
  4786. case SC_GRAVITATION:
  4787. val2 = 50*val1; //aspd reduction
  4788. if (val3 == BCT_SELF) {
  4789. struct unit_data *ud = unit_bl2ud(bl);
  4790. if (ud) {
  4791. ud->canmove_tick += tick;
  4792. ud->canact_tick += tick;
  4793. }
  4794. }
  4795. break;
  4796. case SC_HERMODE:
  4797. status_change_clear_buffs(bl,1);
  4798. break;
  4799. case SC_REGENERATION:
  4800. if (val1 == 1)
  4801. val2 = 2;
  4802. else
  4803. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4804. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4805. //if val4 comes set, this blocks regen rather than increase it.
  4806. break;
  4807. case SC_DEVOTION:
  4808. {
  4809. struct map_session_data *src;
  4810. if ((src = map_id2sd(val1)) && src->sc.count)
  4811. { //Try to inherit the status from the Crusader [Skotlex]
  4812. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4813. //once the Crusader's status changes, it will reflect on the others.
  4814. int type2 = SC_AUTOGUARD;
  4815. if (src->sc.data[type2].timer != -1)
  4816. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4817. type2 = SC_DEFENDER;
  4818. if (src->sc.data[type2].timer != -1)
  4819. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4820. type2 = SC_REFLECTSHIELD;
  4821. if (src->sc.data[type2].timer != -1)
  4822. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4823. }
  4824. break;
  4825. }
  4826. case SC_COMA: //Coma. Sends a char to 1HP
  4827. status_zap(bl, status_get_hp(bl)-1, 0);
  4828. return 1;
  4829. case SC_CLOSECONFINE2:
  4830. {
  4831. struct block_list *src = val2?map_id2bl(val2):NULL;
  4832. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4833. if (src && sc2) {
  4834. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4835. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4836. else { //Increase count of locked enemies and refresh time.
  4837. sc2->data[SC_CLOSECONFINE].val2++;
  4838. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4839. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4840. }
  4841. } else //Status failed.
  4842. return 0;
  4843. }
  4844. break;
  4845. case SC_KAITE:
  4846. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4847. break;
  4848. case SC_KAUPE:
  4849. switch (val1) {
  4850. case 3: //33*3 + 1 -> 100%
  4851. val2++;
  4852. case 1:
  4853. case 2: //33, 66%
  4854. val2 += 33*val1;
  4855. val3 = 1; //Dodge 1 attack total.
  4856. break;
  4857. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4858. val2 = 100;
  4859. val3 = val1-2;
  4860. break;
  4861. }
  4862. break;
  4863. case SC_COMBO:
  4864. {
  4865. //val1: Skill ID
  4866. //val2: When given, target (for autotargetting skills)
  4867. //val3: When set, this combo time should NOT delay attack/movement
  4868. //val4: Combo time
  4869. struct unit_data *ud = unit_bl2ud(bl);
  4870. switch (val1) {
  4871. case TK_STORMKICK:
  4872. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4873. break;
  4874. case TK_DOWNKICK:
  4875. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4876. break;
  4877. case TK_TURNKICK:
  4878. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4879. break;
  4880. case TK_COUNTER:
  4881. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4882. break;
  4883. }
  4884. if (ud && !val3)
  4885. {
  4886. ud->attackabletime = gettick()+tick;
  4887. unit_set_walkdelay(bl, gettick(), tick, 1);
  4888. }
  4889. val4 = tick; //Store combo-time in val4.
  4890. }
  4891. break;
  4892. case SC_TKREST:
  4893. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4894. break;
  4895. case SC_RUN:
  4896. val4 = gettick(); //Store time at which you started running.
  4897. break;
  4898. case SC_KAAHI:
  4899. val2 = 200*val1; //HP heal
  4900. val3 = 5*val1; //SP cost
  4901. val4 = -1; //Kaahi Timer.
  4902. break;
  4903. case SC_BLESSING:
  4904. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4905. val2 = val1;
  4906. else
  4907. val2 = 0; //0 -> Half stat.
  4908. break;
  4909. case SC_TRICKDEAD:
  4910. if (vd) vd->dead_sit = 1;
  4911. break;
  4912. case SC_CONCENTRATE:
  4913. val2 = 2 + val1;
  4914. if (sd) { //Store the card-bonus data that should not count in the %
  4915. val3 = sd->param_bonus[1]; //Agi
  4916. val4 = sd->param_bonus[4]; //Dex
  4917. } else {
  4918. val3 = val4 = 0;
  4919. }
  4920. break;
  4921. case SC_ADRENALINE2:
  4922. case SC_ADRENALINE:
  4923. if (val2 || !battle_config.party_skill_penalty)
  4924. val3 = 300;
  4925. else
  4926. val3 = 200;
  4927. case SC_WEAPONPERFECTION:
  4928. case SC_OVERTHRUST:
  4929. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  4930. tick += tick / 10;
  4931. break;
  4932. case SC_CONCENTRATION:
  4933. val2 = 5*val1; //Batk/Watk Increase
  4934. val3 = 10*val1; //Hit Increase
  4935. val4 = 5*val1; //Def reduction
  4936. break;
  4937. case SC_ANGELUS:
  4938. val2 = 5*val1; //def increase
  4939. break;
  4940. case SC_IMPOSITIO:
  4941. val2 = 5*val1; //watk increase
  4942. break;
  4943. case SC_MELTDOWN:
  4944. val2 = 100*val1; //Chance to break weapon
  4945. val3 = 70*val1; //Change to break armor
  4946. break;
  4947. case SC_TRUESIGHT:
  4948. val2 = 10*val1; //Critical increase
  4949. val3 = 3*val1; //Hit increase
  4950. break;
  4951. case SC_SUN_COMFORT:
  4952. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4953. break;
  4954. case SC_MOON_COMFORT:
  4955. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  4956. break;
  4957. case SC_STAR_COMFORT:
  4958. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  4959. break;
  4960. case SC_QUAGMIRE:
  4961. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4962. break;
  4963. // gs_something1 [Vicious]
  4964. case SC_GATLINGFEVER:
  4965. val2 = 20*val1; //Aspd increase
  4966. val3 = 20+10*val1; //Batk increase
  4967. val4 = 5*val1; //Flee decrease
  4968. break;
  4969. case SC_FLING:
  4970. val2 = 3*val1; //Def reduction
  4971. val3 = 3*val1; //Def2 reduction
  4972. break;
  4973. case SC_PROVOKE:
  4974. //val2 signals autoprovoke.
  4975. val3 = 2+3*val1; //Atk increase
  4976. val4 = 5+5*val1; //Def reduction.
  4977. break;
  4978. case SC_AVOID:
  4979. val2 = 10*val1; //Speed change rate.
  4980. break;
  4981. case SC_DEFENCE:
  4982. val2 = 2*val1; //Def bonus
  4983. break;
  4984. case SC_BLOODLUST:
  4985. val2 = 20+10*val1; //Atk rate change.
  4986. val3 = 3*val1; //Leech chance
  4987. val4 = 20; //Leech percent
  4988. break;
  4989. case SC_FLEET:
  4990. val2 = 30*val1; //Aspd change
  4991. val3 = 5+5*val1; //bAtk/wAtk rate change
  4992. break;
  4993. case SC_MINDBREAKER:
  4994. val2 = 20*val1; //matk increase.
  4995. val3 = 12*val1; //mdef2 reduction.
  4996. break;
  4997. case SC_SKA:
  4998. val2 = tick/1000;
  4999. val3 = rand()%100; //Def changes randomly every second...
  5000. tick = 1000;
  5001. break;
  5002. case SC_JAILED:
  5003. tick = val1>0?1000:250;
  5004. if (sd && sd->mapindex != val2)
  5005. {
  5006. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5007. map = sd->mapindex; //Current Map
  5008. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5009. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  5010. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  5011. //2. Set restore point (val3 -> return map, val4 return coords
  5012. val3 = map;
  5013. val4 = pos;
  5014. }
  5015. break;
  5016. case SC_UTSUSEMI:
  5017. val2=(val1+1)/2; // number of hits blocked
  5018. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5019. break;
  5020. case SC_BUNSINJYUTSU:
  5021. val2=(val1+1)/2; // number of hits blocked
  5022. break;
  5023. case SC_CHANGE:
  5024. val2= 30*val1; //Vit increase
  5025. val3= 20*val1; //Int increase
  5026. break;
  5027. case SC_SWOO:
  5028. if(status->mode&MD_BOSS)
  5029. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5030. break;
  5031. case SC_ANKLE:
  5032. if (sd && battle_config.pc_sc_def_rate != 100)
  5033. tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
  5034. else if (battle_config.mob_sc_def_rate != 100)
  5035. tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
  5036. else
  5037. tick -= tick*status->agi/100;
  5038. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5039. tick /= 5;
  5040. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  5041. // Changed to 3 secs and moved from skill.c [Skotlex]
  5042. if (tick < 3000)
  5043. tick = 3000;
  5044. break;
  5045. case SC_SPIDERWEB:
  5046. if (map[bl->m].flag.pvp)
  5047. tick /=2;
  5048. break;
  5049. case SC_INTRAVISION:
  5050. case SC_ARMOR_ELEMENT:
  5051. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5052. //associated, and yet are not wrong/unknown. [Skotlex]
  5053. break;
  5054. default:
  5055. if (calc_flag == SCB_NONE &&
  5056. StatusSkillChangeTable[type]==0 &&
  5057. StatusIconChangeTable[type]==0)
  5058. { //Status change with no calc, and no skill associated...? unknown?
  5059. if(battle_config.error_log)
  5060. ShowError("UnknownStatusChange [%d]\n", type);
  5061. return 0;
  5062. }
  5063. }
  5064. else //Special considerations when loading SC data.
  5065. switch (type) {
  5066. case SC_WEDDING:
  5067. case SC_XMAS:
  5068. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  5069. clif_changelook(bl,LOOK_WEAPON,0);
  5070. clif_changelook(bl,LOOK_SHIELD,0);
  5071. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5072. break;
  5073. case SC_KAAHI:
  5074. val4 = -1;
  5075. break;
  5076. //In case the speed reduction comes loaded incorrectly,
  5077. //prevent division by 0.
  5078. case SC_DONTFORGETME:
  5079. case SC_CLOAKING:
  5080. case SC_LONGING:
  5081. case SC_HIDING:
  5082. case SC_CHASEWALK:
  5083. case SC_DEFENDER:
  5084. if (!val3)
  5085. return 0;
  5086. break;
  5087. case SC_GUILDAURA:
  5088. //Compatibility Upgrade due to Guild Aura code rewrite
  5089. //(older saved SC versions would load up with huge bonuses)
  5090. return 0;
  5091. }
  5092. //Those that make you stop attacking/walking....
  5093. switch (type) {
  5094. case SC_FREEZE:
  5095. case SC_STUN:
  5096. case SC_SLEEP:
  5097. case SC_STONE:
  5098. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5099. pc_setstand(sd);
  5100. case SC_TRICKDEAD:
  5101. unit_stop_attack(bl);
  5102. skill_stop_dancing(bl);
  5103. // Cancel cast when get status [LuzZza]
  5104. if (battle_config.sc_castcancel&bl->type)
  5105. unit_skillcastcancel(bl, 0);
  5106. case SC_STOP:
  5107. case SC_CONFUSION:
  5108. case SC_CLOSECONFINE:
  5109. case SC_CLOSECONFINE2:
  5110. case SC_ANKLE:
  5111. case SC_SPIDERWEB:
  5112. unit_stop_walking(bl,1);
  5113. break;
  5114. case SC_HIDING:
  5115. case SC_CLOAKING:
  5116. case SC_CHASEWALK:
  5117. unit_stop_attack(bl);
  5118. break;
  5119. case SC_SILENCE:
  5120. if (battle_config.sc_castcancel&bl->type)
  5121. unit_skillcastcancel(bl, 0);
  5122. break;
  5123. }
  5124. // Set option as needed.
  5125. opt_flag = 1;
  5126. switch(type){
  5127. //OPT1
  5128. case SC_STONE:
  5129. case SC_FREEZE:
  5130. case SC_STUN:
  5131. case SC_SLEEP:
  5132. if(type == SC_STONE)
  5133. sc->opt1 = OPT1_STONEWAIT;
  5134. else
  5135. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5136. break;
  5137. //OPT2
  5138. case SC_POISON:
  5139. case SC_CURSE:
  5140. case SC_SILENCE:
  5141. case SC_BLIND:
  5142. sc->opt2 |= 1<<(type-SC_POISON);
  5143. break;
  5144. case SC_DPOISON:
  5145. sc->opt2 |= OPT2_DPOISON;
  5146. break;
  5147. case SC_SIGNUMCRUCIS:
  5148. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5149. break;
  5150. //OPT3
  5151. case SC_TWOHANDQUICKEN:
  5152. case SC_SPEARQUICKEN:
  5153. case SC_CONCENTRATION:
  5154. sc->opt3 |= 1;
  5155. opt_flag = 0;
  5156. break;
  5157. case SC_MAXOVERTHRUST:
  5158. case SC_OVERTHRUST:
  5159. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5160. sc->opt3 |= 2;
  5161. opt_flag = 0;
  5162. break;
  5163. case SC_ENERGYCOAT:
  5164. case SC_SKE:
  5165. sc->opt3 |= 4;
  5166. opt_flag = 0;
  5167. break;
  5168. case SC_INCATKRATE:
  5169. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5170. if (bl->type != BL_MOB) {
  5171. opt_flag = 0;
  5172. break;
  5173. }
  5174. case SC_EXPLOSIONSPIRITS:
  5175. sc->opt3 |= 8;
  5176. opt_flag = 0;
  5177. break;
  5178. case SC_STEELBODY:
  5179. case SC_SKA:
  5180. sc->opt3 |= 16;
  5181. opt_flag = 0;
  5182. break;
  5183. case SC_BLADESTOP:
  5184. sc->opt3 |= 32;
  5185. opt_flag = 0;
  5186. break;
  5187. case SC_BERSERK:
  5188. sc->opt3 |= 128;
  5189. opt_flag = 0;
  5190. break;
  5191. case SC_MARIONETTE:
  5192. case SC_MARIONETTE2:
  5193. sc->opt3 |= 1024;
  5194. opt_flag = 0;
  5195. break;
  5196. case SC_ASSUMPTIO:
  5197. sc->opt3 |= 2048;
  5198. opt_flag = 0;
  5199. break;
  5200. case SC_WARM: //SG skills [Komurka]
  5201. sc->opt3 |= 4096;
  5202. opt_flag = 0;
  5203. break;
  5204. case SC_KAITE:
  5205. sc->opt3 |= 8192;
  5206. opt_flag = 0;
  5207. break;
  5208. //OPTION
  5209. case SC_HIDING:
  5210. sc->option |= OPTION_HIDE;
  5211. break;
  5212. case SC_CLOAKING:
  5213. sc->option |= OPTION_CLOAK;
  5214. break;
  5215. case SC_CHASEWALK:
  5216. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5217. break;
  5218. case SC_SIGHT:
  5219. sc->option |= OPTION_SIGHT;
  5220. break;
  5221. case SC_RUWACH:
  5222. sc->option |= OPTION_RUWACH;
  5223. break;
  5224. case SC_WEDDING:
  5225. sc->option |= OPTION_WEDDING;
  5226. break;
  5227. case SC_XMAS:
  5228. sc->option |= OPTION_XMAS;
  5229. break;
  5230. case SC_ORCISH:
  5231. sc->option |= OPTION_ORCISH;
  5232. break;
  5233. case SC_SIGHTTRASHER:
  5234. sc->option |= OPTION_SIGHTTRASHER;
  5235. break;
  5236. case SC_FUSION:
  5237. sc->option |= OPTION_FLYING;
  5238. break;
  5239. default:
  5240. opt_flag = 0;
  5241. }
  5242. //On Aegis, when turning on a status change, first goes the option packet,
  5243. // then the sc packet.
  5244. if(opt_flag)
  5245. clif_changeoption(bl);
  5246. if (calc_flag&SCB_DYE)
  5247. { //Reset DYE color
  5248. if (vd && vd->cloth_color)
  5249. {
  5250. val4 = vd->cloth_color;
  5251. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5252. }
  5253. calc_flag&=~SCB_DYE;
  5254. }
  5255. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5256. clif_status_change(bl,StatusIconChangeTable[type],1);
  5257. else if (sd) //Send packet to self otherwise (disguised player?)
  5258. clif_status_load(bl,StatusIconChangeTable[type],1);
  5259. (sc->count)++;
  5260. sc->data[type].val1 = val1;
  5261. sc->data[type].val2 = val2;
  5262. sc->data[type].val3 = val3;
  5263. sc->data[type].val4 = val4;
  5264. sc->data[type].timer = add_timer(
  5265. gettick() + tick, status_change_timer, bl->id, type);
  5266. if (calc_flag)
  5267. status_calc_bl(bl,calc_flag);
  5268. if(sd && sd->pd)
  5269. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5270. if (type==SC_BERSERK) {
  5271. sc->data[type].val2 = 5*status->max_hp/100;
  5272. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5273. status_set_sp(bl, 0, 0); //Damage all SP
  5274. } else if (type==SC_CHANGE) //Heal all HP/SP
  5275. status_percent_heal(bl, 100, 100);
  5276. if (type==SC_RUN) {
  5277. struct unit_data *ud = unit_bl2ud(bl);
  5278. if (ud)
  5279. ud->state.running = unit_run(bl);
  5280. }
  5281. return 1;
  5282. }
  5283. /*==========================================
  5284. * ステータス異常全解除
  5285. *------------------------------------------
  5286. */
  5287. int status_change_clear(struct block_list *bl,int type)
  5288. {
  5289. struct status_change* sc;
  5290. int i;
  5291. sc = status_get_sc(bl);
  5292. if (!sc || sc->count == 0)
  5293. return 0;
  5294. if(sc->data[SC_DANCING].timer != -1)
  5295. skill_stop_dancing(bl);
  5296. for(i = 0; i < SC_MAX; i++)
  5297. {
  5298. if(sc->data[i].timer == -1)
  5299. continue;
  5300. if(type == 0)
  5301. switch (i)
  5302. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5303. case SC_EDP:
  5304. case SC_MELTDOWN:
  5305. case SC_XMAS:
  5306. case SC_NOCHAT:
  5307. case SC_FUSION:
  5308. case SC_TKREST:
  5309. case SC_READYSTORM:
  5310. case SC_READYDOWN:
  5311. case SC_READYCOUNTER:
  5312. case SC_READYTURN:
  5313. case SC_DODGE:
  5314. case SC_JAILED:
  5315. case SC_STRFOOD:
  5316. case SC_AGIFOOD:
  5317. case SC_VITFOOD:
  5318. case SC_INTFOOD:
  5319. case SC_DEXFOOD:
  5320. case SC_LUKFOOD:
  5321. case SC_HITFOOD:
  5322. case SC_FLEEFOOD:
  5323. case SC_BATKFOOD:
  5324. case SC_WATKFOOD:
  5325. case SC_MATKFOOD:
  5326. continue;
  5327. }
  5328. status_change_end(bl, i, -1);
  5329. if (type == 1 && sc->data[i].timer != -1)
  5330. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5331. (sc->count)--;
  5332. delete_timer(sc->data[i].timer, status_change_timer);
  5333. sc->data[i].timer = -1;
  5334. }
  5335. }
  5336. sc->opt1 = 0;
  5337. sc->opt2 = 0;
  5338. sc->opt3 = 0;
  5339. sc->option &= OPTION_MASK;
  5340. if(!type || type&2)
  5341. clif_changeoption(bl);
  5342. return 1;
  5343. }
  5344. /*==========================================
  5345. * ステータス異常終了
  5346. *------------------------------------------
  5347. */
  5348. int status_change_end( struct block_list* bl , int type,int tid )
  5349. {
  5350. struct map_session_data *sd;
  5351. struct status_change *sc;
  5352. struct status_data *status;
  5353. struct view_data *vd;
  5354. int opt_flag=0, calc_flag;
  5355. nullpo_retr(0, bl);
  5356. sc = status_get_sc(bl);
  5357. status = status_get_status_data(bl);
  5358. nullpo_retr(0,sc);
  5359. nullpo_retr(0,status);
  5360. if(type < 0 || type >= SC_MAX)
  5361. return 0;
  5362. BL_CAST(BL_PC,bl,sd);
  5363. if (sc->data[type].timer == -1 ||
  5364. (sc->data[type].timer != tid && tid != -1))
  5365. return 0;
  5366. if (tid == -1)
  5367. delete_timer(sc->data[type].timer,status_change_timer);
  5368. sc->data[type].timer=-1;
  5369. (sc->count)--;
  5370. vd = status_get_viewdata(bl);
  5371. calc_flag = StatusChangeFlagTable[type];
  5372. switch(type){
  5373. case SC_WEDDING:
  5374. case SC_XMAS:
  5375. if (!vd) return 0;
  5376. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5377. status_set_viewdata(bl, sd->status.class_);
  5378. else {
  5379. vd->class_ = sc->data[type].val1;
  5380. vd->weapon = sc->data[type].val2;
  5381. vd->shield = sc->data[type].val3;
  5382. vd->cloth_color = sc->data[type].val4;
  5383. }
  5384. clif_changelook(bl,LOOK_BASE,vd->class_);
  5385. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5386. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5387. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5388. break;
  5389. case SC_RUN:
  5390. {
  5391. struct unit_data *ud = unit_bl2ud(bl);
  5392. if (ud) {
  5393. ud->state.running = 0;
  5394. if (ud->walktimer != -1)
  5395. unit_stop_walking(bl,1);
  5396. }
  5397. if (sc->data[type].val1 >= 7 &&
  5398. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5399. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5400. )
  5401. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5402. }
  5403. break;
  5404. case SC_AUTOBERSERK:
  5405. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5406. status_change_end(bl,SC_PROVOKE,-1);
  5407. break;
  5408. case SC_DEFENDER:
  5409. case SC_REFLECTSHIELD:
  5410. case SC_AUTOGUARD:
  5411. if (sd) {
  5412. struct map_session_data *tsd;
  5413. int i;
  5414. for (i = 0; i < 5; i++)
  5415. { //Clear the status from the others too [Skotlex]
  5416. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5417. status_change_end(&tsd->bl,type,-1);
  5418. }
  5419. }
  5420. break;
  5421. case SC_DEVOTION:
  5422. {
  5423. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5424. //The status could have changed because the Crusader left the game. [Skotlex]
  5425. if (md)
  5426. {
  5427. md->devotion[sc->data[type].val2] = 0;
  5428. clif_devotion(md);
  5429. }
  5430. //Remove AutoGuard and Defender [Skotlex]
  5431. if (sc->data[SC_AUTOGUARD].timer != -1)
  5432. status_change_end(bl,SC_AUTOGUARD,-1);
  5433. if (sc->data[SC_DEFENDER].timer != -1)
  5434. status_change_end(bl,SC_DEFENDER,-1);
  5435. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5436. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5437. break;
  5438. }
  5439. case SC_BLADESTOP:
  5440. if(sc->data[type].val4)
  5441. {
  5442. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5443. struct status_change *tsc = status_get_sc(tbl);
  5444. sc->data[type].val4 = 0;
  5445. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5446. {
  5447. tsc->data[SC_BLADESTOP].val4 = 0;
  5448. status_change_end(tbl,SC_BLADESTOP,-1);
  5449. }
  5450. clif_bladestop(bl,tbl,0);
  5451. }
  5452. break;
  5453. case SC_DANCING:
  5454. {
  5455. struct map_session_data *dsd;
  5456. struct status_change *dsc;
  5457. struct skill_unit_group *group;
  5458. if(sc->data[type].val2)
  5459. {
  5460. group = (struct skill_unit_group *)sc->data[type].val2;
  5461. sc->data[type].val2 = 0;
  5462. skill_delunitgroup(bl, group, 0);
  5463. }
  5464. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5465. dsc = &dsd->sc;
  5466. if(dsc && dsc->data[type].timer!=-1)
  5467. { //This will prevent recursive loops.
  5468. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5469. status_change_end(&dsd->bl, type, -1);
  5470. }
  5471. }
  5472. }
  5473. if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
  5474. clif_status_change(bl,SI_MOONLIT,0);
  5475. if (sc->data[SC_LONGING].timer!=-1)
  5476. status_change_end(bl,SC_LONGING,-1);
  5477. break;
  5478. case SC_NOCHAT:
  5479. if (sd && sd->status.manner < 0 && tid != -1)
  5480. sd->status.manner = 0;
  5481. break;
  5482. case SC_SPLASHER:
  5483. {
  5484. struct block_list *src=map_id2bl(sc->data[type].val3);
  5485. if(src && tid!=-1)
  5486. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5487. }
  5488. break;
  5489. case SC_CLOSECONFINE2:
  5490. {
  5491. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5492. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5493. if (src && sc2 && sc2->count) {
  5494. //If status was already ended, do nothing.
  5495. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5496. { //Decrease count
  5497. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5498. status_change_end(src, SC_CLOSECONFINE, -1);
  5499. }
  5500. }
  5501. }
  5502. case SC_CLOSECONFINE:
  5503. if (sc->data[type].val2 > 0) {
  5504. //Caster has been unlocked... nearby chars need to be unlocked.
  5505. int range = 1
  5506. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5507. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5508. map_foreachinarea(status_change_timer_sub,
  5509. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5510. }
  5511. break;
  5512. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5513. if (sd && sd->skillid_old == sc->data[type].val1)
  5514. sd->skillid_old = sd->skilllv_old = 0;
  5515. break;
  5516. case SC_FREEZE:
  5517. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5518. break;
  5519. case SC_MARIONETTE:
  5520. case SC_MARIONETTE2: /// Marionette target
  5521. if (sc->data[type].val1)
  5522. { // check for partner and end their marionette status as well
  5523. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5524. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5525. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5526. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5527. {
  5528. sc2->data[type2].val1 = 0;
  5529. status_change_end(pbl, type2, -1);
  5530. }
  5531. }
  5532. if (type == SC_MARIONETTE)
  5533. clif_marionette(bl, 0); //Clear effect.
  5534. break;
  5535. case SC_BERSERK:
  5536. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5537. if(status->hp > 100 && sc->data[type].val2)
  5538. status_set_hp(bl, 100, 0);
  5539. if(sc->data[SC_ENDURE].timer != -1)
  5540. status_change_end(bl, SC_ENDURE, -1);
  5541. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5542. skill_get_time(LK_BERSERK, sc->data[type].val1));
  5543. break;
  5544. case SC_GRAVITATION:
  5545. if (sc->data[type].val3 == BCT_SELF) {
  5546. struct unit_data *ud = unit_bl2ud(bl);
  5547. if (ud)
  5548. ud->canmove_tick = ud->canact_tick = gettick();
  5549. }
  5550. break;
  5551. case SC_GOSPEL: //Clear the buffs from other chars.
  5552. if (sc->data[type].val3) { //Clear the group.
  5553. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5554. sc->data[type].val3 = 0;
  5555. skill_delunitgroup(bl, group, 0);
  5556. }
  5557. break;
  5558. case SC_HERMODE:
  5559. if(sc->data[type].val3 == BCT_SELF)
  5560. skill_clear_unitgroup(bl);
  5561. break;
  5562. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5563. skill_clear_unitgroup(bl);
  5564. break;
  5565. case SC_TRICKDEAD:
  5566. if (vd) vd->dead_sit = 0;
  5567. break;
  5568. case SC_WARM:
  5569. if (sc->data[type].val4) { //Clear the group.
  5570. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5571. sc->data[type].val4 = 0;
  5572. skill_delunitgroup(bl, group, 0);
  5573. }
  5574. break;
  5575. case SC_KAAHI:
  5576. //Delete timer if it exists.
  5577. if (sc->data[type].val4 != -1) {
  5578. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5579. sc->data[type].val4=-1;
  5580. }
  5581. break;
  5582. case SC_JAILED:
  5583. if(tid == -1)
  5584. break;
  5585. //natural expiration.
  5586. if(sd && sd->mapindex == sc->data[type].val2)
  5587. {
  5588. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5589. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5590. }
  5591. break; //guess hes not in jail :P
  5592. case SC_CHANGE:
  5593. if (tid == -1)
  5594. break;
  5595. // "lose almost all their HP and SP" on natural expiration.
  5596. status_set_hp(bl, 10, 0);
  5597. status_set_sp(bl, 10, 0);
  5598. break;
  5599. }
  5600. opt_flag = 1;
  5601. switch(type){
  5602. case SC_STONE:
  5603. case SC_FREEZE:
  5604. case SC_STUN:
  5605. case SC_SLEEP:
  5606. sc->opt1 = 0;
  5607. break;
  5608. case SC_POISON:
  5609. case SC_CURSE:
  5610. case SC_SILENCE:
  5611. case SC_BLIND:
  5612. sc->opt2 &= ~(1<<(type-SC_POISON));
  5613. break;
  5614. case SC_DPOISON:
  5615. sc->opt2 &= ~OPT2_DPOISON;
  5616. break;
  5617. case SC_SIGNUMCRUCIS:
  5618. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5619. break;
  5620. case SC_HIDING:
  5621. sc->option &= ~OPTION_HIDE;
  5622. opt_flag = 2; //Check for warp trigger.
  5623. break;
  5624. case SC_CLOAKING:
  5625. sc->option &= ~OPTION_CLOAK;
  5626. opt_flag = 2;
  5627. break;
  5628. case SC_CHASEWALK:
  5629. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5630. opt_flag = 2;
  5631. break;
  5632. case SC_SIGHT:
  5633. sc->option &= ~OPTION_SIGHT;
  5634. break;
  5635. case SC_WEDDING:
  5636. sc->option &= ~OPTION_WEDDING;
  5637. break;
  5638. case SC_XMAS:
  5639. sc->option &= ~OPTION_XMAS;
  5640. break;
  5641. case SC_ORCISH:
  5642. sc->option &= ~OPTION_ORCISH;
  5643. break;
  5644. case SC_RUWACH:
  5645. sc->option &= ~OPTION_RUWACH;
  5646. break;
  5647. case SC_SIGHTTRASHER:
  5648. sc->option &= ~OPTION_SIGHTTRASHER;
  5649. break;
  5650. case SC_FUSION:
  5651. sc->option &= ~OPTION_FLYING;
  5652. break;
  5653. //opt3
  5654. case SC_TWOHANDQUICKEN:
  5655. case SC_ONEHAND:
  5656. case SC_SPEARQUICKEN:
  5657. case SC_CONCENTRATION:
  5658. sc->opt3 &= ~1;
  5659. opt_flag = 0;
  5660. break;
  5661. case SC_OVERTHRUST:
  5662. case SC_MAXOVERTHRUST:
  5663. case SC_SWOO:
  5664. sc->opt3 &= ~2;
  5665. opt_flag = 0;
  5666. break;
  5667. case SC_ENERGYCOAT:
  5668. case SC_SKE:
  5669. sc->opt3 &= ~4;
  5670. opt_flag = 0;
  5671. break;
  5672. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5673. if (bl->type != BL_MOB)
  5674. break;
  5675. case SC_EXPLOSIONSPIRITS:
  5676. sc->opt3 &= ~8;
  5677. opt_flag = 0;
  5678. break;
  5679. case SC_STEELBODY:
  5680. case SC_SKA:
  5681. sc->opt3 &= ~16;
  5682. opt_flag = 0;
  5683. break;
  5684. case SC_BLADESTOP:
  5685. sc->opt3 &= ~32;
  5686. opt_flag = 0;
  5687. break;
  5688. case SC_BERSERK:
  5689. sc->opt3 &= ~128;
  5690. opt_flag = 0;
  5691. break;
  5692. case SC_MARIONETTE:
  5693. case SC_MARIONETTE2:
  5694. sc->opt3 &= ~1024;
  5695. opt_flag = 0;
  5696. break;
  5697. case SC_ASSUMPTIO:
  5698. sc->opt3 &= ~2048;
  5699. opt_flag = 0;
  5700. break;
  5701. case SC_WARM: //SG skills [Komurka]
  5702. sc->opt3 &= ~4096;
  5703. opt_flag = 0;
  5704. break;
  5705. case SC_KAITE:
  5706. sc->opt3 &= ~8192;
  5707. opt_flag = 0;
  5708. break;
  5709. default:
  5710. opt_flag = 0;
  5711. }
  5712. if (calc_flag&SCB_DYE)
  5713. { //Restore DYE color
  5714. if (vd && !vd->cloth_color && sc->data[type].val4)
  5715. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5716. calc_flag&=~SCB_DYE;
  5717. }
  5718. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5719. if (vd && pcdb_checkid(vd->class_))
  5720. clif_status_change(bl,StatusIconChangeTable[type],0);
  5721. else if (sd)
  5722. clif_status_load(bl,StatusIconChangeTable[type],0);
  5723. if(opt_flag)
  5724. clif_changeoption(bl);
  5725. if (calc_flag)
  5726. status_calc_bl(bl,calc_flag);
  5727. if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5728. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5729. return 1;
  5730. }
  5731. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5732. {
  5733. struct block_list *bl;
  5734. struct status_change *sc;
  5735. struct status_data *status;
  5736. int hp;
  5737. bl=map_id2bl(id);
  5738. sc=status_get_sc(bl);
  5739. status=status_get_status_data(bl);
  5740. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5741. return 0;
  5742. if(sc->data[data].val4 != tid) {
  5743. if (battle_config.error_log)
  5744. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5745. sc->data[data].val4=-1;
  5746. return 0;
  5747. }
  5748. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5749. sc->data[data].val4=-1;
  5750. return 0;
  5751. }
  5752. hp = status->max_hp - status->hp;
  5753. if (hp > sc->data[data].val2)
  5754. hp = sc->data[data].val2;
  5755. if (hp)
  5756. status_heal(bl, hp, 0, 2);
  5757. sc->data[data].val4=-1;
  5758. return 1;
  5759. }
  5760. /*==========================================
  5761. * ステータス異常終了タイマー
  5762. *------------------------------------------
  5763. */
  5764. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5765. {
  5766. int type = data;
  5767. struct block_list *bl;
  5768. struct map_session_data *sd=NULL;
  5769. struct status_data *status;
  5770. struct status_change *sc;
  5771. // security system to prevent forgetting timer removal
  5772. int temp_timerid;
  5773. bl=map_id2bl(id);
  5774. #ifndef _WIN32
  5775. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5776. #endif
  5777. sc=status_get_sc(bl);
  5778. status = status_get_status_data(bl);
  5779. if (!sc || !status)
  5780. { //Temporal debug until case is resolved. [Skotlex]
  5781. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5782. return 0;
  5783. }
  5784. if(bl->type==BL_PC)
  5785. sd=(struct map_session_data *)bl;
  5786. if(sc->data[type].timer != tid) {
  5787. if(battle_config.error_log)
  5788. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5789. return 0;
  5790. }
  5791. // security system to prevent forgetting timer removal
  5792. // you shouldn't be that careless inside the switch here
  5793. temp_timerid = sc->data[type].timer;
  5794. sc->data[type].timer = -1;
  5795. switch(type){ /* 特殊な?理になる場合 */
  5796. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5797. case SC_CLOAKING:
  5798. if(!status_charge(bl, 0, 1))
  5799. break; //Not enough SP to continue.
  5800. sc->data[type].timer=add_timer(
  5801. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5802. return 0;
  5803. case SC_CHASEWALK:
  5804. if(!status_charge(bl, 0, sc->data[type].val4))
  5805. break; //Not enough SP to continue.
  5806. if (sc->data[SC_INCSTR].timer == -1) {
  5807. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5808. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5809. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5810. }
  5811. sc->data[type].timer = add_timer(
  5812. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5813. return 0;
  5814. break;
  5815. case SC_SKA:
  5816. if((--sc->data[type].val2)>0){
  5817. sc->data[type].val3 = rand()%100; //Random defense.
  5818. sc->data[type].timer=add_timer(
  5819. 1000+tick, status_change_timer,
  5820. bl->id, data);
  5821. return 0;
  5822. }
  5823. break;
  5824. case SC_HIDING:
  5825. if((--sc->data[type].val2)>0){
  5826. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5827. break; //Fail if it's time to substract SP and there isn't.
  5828. sc->data[type].timer=add_timer(
  5829. 1000+tick, status_change_timer,
  5830. bl->id, data);
  5831. return 0;
  5832. }
  5833. break;
  5834. case SC_SIGHT:
  5835. case SC_RUWACH:
  5836. case SC_SIGHTBLASTER:
  5837. {
  5838. map_foreachinrange( status_change_timer_sub, bl,
  5839. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5840. BL_CHAR, bl,sc,type,tick);
  5841. if( (--sc->data[type].val2)>0 ){
  5842. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5843. 250+tick, status_change_timer,
  5844. bl->id, data);
  5845. return 0;
  5846. }
  5847. }
  5848. break;
  5849. case SC_PROVOKE:
  5850. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5851. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5852. return 0;
  5853. }
  5854. break;
  5855. case SC_ENDURE:
  5856. if(sc->data[type].val4) { //Infinite Endure.
  5857. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5858. return 0;
  5859. }
  5860. break;
  5861. case SC_STONE:
  5862. if(sc->opt1 == OPT1_STONEWAIT) {
  5863. sc->data[type].val4 = 0;
  5864. unit_stop_walking(bl,1);
  5865. sc->opt1 = OPT1_STONE;
  5866. clif_changeoption(bl);
  5867. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5868. status_calc_bl(bl, StatusChangeFlagTable[type]);
  5869. return 0;
  5870. }
  5871. if((--sc->data[type].val3) > 0) {
  5872. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5873. status_zap(bl, sc->data[type].val2, 0);
  5874. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5875. return 0;
  5876. }
  5877. break;
  5878. case SC_POISON:
  5879. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5880. break;
  5881. case SC_DPOISON:
  5882. if ((--sc->data[type].val3) > 0) {
  5883. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5884. status_zap(bl, sc->data[type].val4, 0);
  5885. if (status_isdead(bl))
  5886. break;
  5887. }
  5888. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5889. return 0;
  5890. }
  5891. break;
  5892. case SC_TENSIONRELAX:
  5893. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5894. sc->data[type].timer=add_timer(
  5895. sc->data[type].val4+tick, status_change_timer,
  5896. bl->id, data);
  5897. return 0;
  5898. }
  5899. break;
  5900. case SC_BLEEDING: // [celest]
  5901. // i hope i haven't interpreted it wrong.. which i might ^^;
  5902. // Source:
  5903. // - 10�ェエェネェヒHPェャハ�エ
  5904. // - �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、
  5905. // To-do: bleeding effect increases damage taken?
  5906. if ((--sc->data[type].val4) >= 0) {
  5907. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5908. if (status_isdead(bl))
  5909. break;
  5910. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5911. return 0;
  5912. }
  5913. break;
  5914. case SC_KNOWLEDGE:
  5915. if (sd) {
  5916. if(bl->m != sd->feel_map[0].m
  5917. && bl->m != sd->feel_map[1].m
  5918. && bl->m != sd->feel_map[2].m)
  5919. break; //End it
  5920. } //Otherwise continue.
  5921. // Status changes that don't have a time limit
  5922. case SC_AETERNA:
  5923. case SC_TRICKDEAD:
  5924. case SC_MODECHANGE:
  5925. case SC_WEIGHT50:
  5926. case SC_WEIGHT90:
  5927. case SC_MAGICPOWER:
  5928. case SC_REJECTSWORD:
  5929. case SC_MEMORIZE:
  5930. case SC_BROKENWEAPON:
  5931. case SC_BROKENARMOR:
  5932. case SC_SACRIFICE:
  5933. case SC_READYSTORM:
  5934. case SC_READYDOWN:
  5935. case SC_READYTURN:
  5936. case SC_READYCOUNTER:
  5937. case SC_RUN:
  5938. case SC_DODGE:
  5939. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5940. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5941. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5942. return 0;
  5943. case SC_DANCING: //ダンススキルの時間SP消費
  5944. {
  5945. int s = 0;
  5946. int sp = 1;
  5947. int counter = sc->data[type].val3>>16;
  5948. if (--counter <= 0)
  5949. break;
  5950. sc->data[type].val3&= 0xFFFF; //Remove counter
  5951. sc->data[type].val3|=(counter<<16);//Reset it.
  5952. switch(sc->data[type].val1&0xFFFF){
  5953. case BD_RICHMANKIM:
  5954. case BD_DRUMBATTLEFIELD:
  5955. case BD_RINGNIBELUNGEN:
  5956. case BD_SIEGFRIED:
  5957. case BA_DISSONANCE:
  5958. case BA_ASSASSINCROSS:
  5959. case DC_UGLYDANCE:
  5960. s=3;
  5961. break;
  5962. case BD_LULLABY:
  5963. case BD_ETERNALCHAOS:
  5964. case BD_ROKISWEIL:
  5965. case DC_FORTUNEKISS:
  5966. s=4;
  5967. break;
  5968. case CG_HERMODE:
  5969. case BD_INTOABYSS:
  5970. case BA_WHISTLE:
  5971. case DC_HUMMING:
  5972. case BA_POEMBRAGI:
  5973. case DC_SERVICEFORYOU:
  5974. s=5;
  5975. break;
  5976. case BA_APPLEIDUN:
  5977. s=6;
  5978. break;
  5979. case CG_MOONLIT:
  5980. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5981. sp= 4*(sc->data[type].val1>>16);
  5982. //Upkeep is also every 10 secs.
  5983. case DC_DONTFORGETME:
  5984. s=10;
  5985. break;
  5986. }
  5987. if (s && ((sc->data[type].val3 % s) == 0)) {
  5988. if (sc->data[SC_LONGING].timer != -1)
  5989. sp = s;
  5990. if (!status_charge(bl, 0, sp))
  5991. break;
  5992. }
  5993. sc->data[type].timer=add_timer(
  5994. 1000+tick, status_change_timer,
  5995. bl->id, data);
  5996. return 0;
  5997. }
  5998. break;
  5999. case SC_DEVOTION:
  6000. { //Check range and timeleft to preserve status [Skotlex]
  6001. //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_id2bl
  6002. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  6003. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  6004. {
  6005. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6006. return 0;
  6007. }
  6008. }
  6009. break;
  6010. case SC_BERSERK:
  6011. // 5% every 10 seconds [DracoRPG]
  6012. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  6013. {
  6014. sc->data[type].timer = add_timer(
  6015. sc->data[type].val4+tick, status_change_timer,
  6016. bl->id, data);
  6017. return 0;
  6018. }
  6019. break;
  6020. case SC_NOCHAT:
  6021. if(sd){
  6022. sd->status.manner++;
  6023. clif_updatestatus(sd,SP_MANNER);
  6024. if (sd->status.manner < 0)
  6025. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6026. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  6027. return 0;
  6028. }
  6029. }
  6030. break;
  6031. case SC_SPLASHER:
  6032. if (sc->data[type].val4 % 1000 == 0) {
  6033. char timer[10];
  6034. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  6035. clif_message(bl, timer);
  6036. }
  6037. if((sc->data[type].val4 -= 500) > 0) {
  6038. sc->data[type].timer = add_timer(
  6039. 500 + tick, status_change_timer,
  6040. bl->id, data);
  6041. return 0;
  6042. }
  6043. break;
  6044. case SC_MARIONETTE:
  6045. case SC_MARIONETTE2:
  6046. {
  6047. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  6048. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  6049. {
  6050. sc->data[type].timer = add_timer(
  6051. 1000 + tick, status_change_timer,
  6052. bl->id, data);
  6053. return 0;
  6054. }
  6055. }
  6056. break;
  6057. case SC_GOSPEL:
  6058. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  6059. {
  6060. int hp, sp;
  6061. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  6062. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  6063. if(!status_charge(bl, hp, sp))
  6064. break;
  6065. sc->data[type].timer = add_timer(
  6066. 10000+tick, status_change_timer,
  6067. bl->id, data);
  6068. return 0;
  6069. }
  6070. break;
  6071. case SC_GUILDAURA:
  6072. {
  6073. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6074. if (tbl && battle_check_range(bl, tbl, 2)){
  6075. sc->data[type].timer = add_timer(
  6076. 1000 + tick, status_change_timer,
  6077. bl->id, data);
  6078. return 0;
  6079. }
  6080. }
  6081. break;
  6082. case SC_JAILED:
  6083. if(--sc->data[type].val1 > 0)
  6084. {
  6085. sc->data[type].timer=add_timer(
  6086. 60000+tick, status_change_timer, bl->id,data);
  6087. return 0;
  6088. }
  6089. break;
  6090. case SC_BLIND:
  6091. if(sc->data[SC_FOGWALL].timer!= -1)
  6092. { //Blind lasts forever while you are standing on the fog.
  6093. sc->data[type].timer=add_timer(
  6094. 5000+tick, status_change_timer,
  6095. bl->id, data);
  6096. return 0;
  6097. }
  6098. break;
  6099. }
  6100. // default for all non-handled control paths
  6101. // security system to prevent forgetting timer removal
  6102. // if we reach this point we need the timer for the next call,
  6103. // so restore it to have status_change_end handle a valid timer
  6104. sc->data[type].timer = temp_timerid;
  6105. return status_change_end( bl,type,tid );
  6106. }
  6107. /*==========================================
  6108. * ステータス異常タイマー範囲処理
  6109. *------------------------------------------
  6110. */
  6111. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6112. {
  6113. struct block_list *src;
  6114. struct status_change *sc, *tsc;
  6115. struct map_session_data* sd=NULL;
  6116. struct map_session_data* tsd=NULL;
  6117. int type;
  6118. unsigned int tick;
  6119. src=va_arg(ap,struct block_list*);
  6120. sc=va_arg(ap,struct status_change*);
  6121. type=va_arg(ap,int);
  6122. tick=va_arg(ap,unsigned int);
  6123. tsc=status_get_sc(bl);
  6124. if (status_isdead(bl))
  6125. return 0;
  6126. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6127. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6128. switch( type ){
  6129. case SC_SIGHT: /* サイト */
  6130. case SC_CONCENTRATE:
  6131. if (tsc && tsc->count) {
  6132. if (tsc->data[SC_HIDING].timer != -1)
  6133. status_change_end( bl, SC_HIDING, -1);
  6134. if (tsc->data[SC_CLOAKING].timer != -1)
  6135. status_change_end( bl, SC_CLOAKING, -1);
  6136. }
  6137. break;
  6138. case SC_RUWACH: /* ルアフ */
  6139. 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
  6140. tsc->data[SC_CLOAKING].timer != -1)) {
  6141. status_change_end( bl, SC_HIDING, -1);
  6142. status_change_end( bl, SC_CLOAKING, -1);
  6143. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6144. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6145. }
  6146. break;
  6147. case SC_SIGHTBLASTER:
  6148. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6149. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6150. {
  6151. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6152. if (sc) sc->data[type].val2 = 0; //This signals it to end.
  6153. }
  6154. break;
  6155. case SC_CLOSECONFINE:
  6156. //Lock char has released the hold on everyone...
  6157. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6158. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6159. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6160. }
  6161. break;
  6162. }
  6163. return 0;
  6164. }
  6165. /*==========================================
  6166. * Clears buffs/debuffs of a character.
  6167. * type&1 -> buffs, type&2 -> debuffs
  6168. *------------------------------------------
  6169. */
  6170. int status_change_clear_buffs (struct block_list *bl, int type)
  6171. {
  6172. int i;
  6173. struct status_change *sc= status_get_sc(bl);
  6174. if (!sc || !sc->count)
  6175. return 0;
  6176. if (type&2) //Debuffs
  6177. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6178. if(sc->data[i].timer != -1)
  6179. status_change_end(bl,i,-1);
  6180. }
  6181. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6182. if(sc->data[i].timer == -1)
  6183. continue;
  6184. switch (i) {
  6185. //Stuff that cannot be removed
  6186. case SC_WEIGHT50:
  6187. case SC_WEIGHT90:
  6188. case SC_COMBO:
  6189. case SC_SMA:
  6190. case SC_DANCING:
  6191. case SC_GUILDAURA:
  6192. case SC_SAFETYWALL:
  6193. case SC_NOCHAT:
  6194. case SC_JAILED:
  6195. case SC_ANKLE:
  6196. case SC_BLADESTOP:
  6197. case SC_CP_WEAPON:
  6198. case SC_CP_SHIELD:
  6199. case SC_CP_ARMOR:
  6200. case SC_CP_HELM:
  6201. continue;
  6202. //Debuffs that can be removed.
  6203. case SC_HALLUCINATION:
  6204. case SC_QUAGMIRE:
  6205. case SC_SIGNUMCRUCIS:
  6206. case SC_DECREASEAGI:
  6207. case SC_SLOWDOWN:
  6208. case SC_MINDBREAKER:
  6209. case SC_WINKCHARM:
  6210. case SC_STOP:
  6211. case SC_ORCISH:
  6212. case SC_STRIPWEAPON:
  6213. case SC_STRIPSHIELD:
  6214. case SC_STRIPARMOR:
  6215. case SC_STRIPHELM:
  6216. if (!(type&2))
  6217. continue;
  6218. break;
  6219. //The rest are buffs that can be removed.
  6220. case SC_BERSERK:
  6221. if (!(type&1))
  6222. continue;
  6223. sc->data[i].val2 = 0;
  6224. break;
  6225. default:
  6226. if (!(type&1))
  6227. continue;
  6228. break;
  6229. }
  6230. status_change_end(bl,i,-1);
  6231. }
  6232. return 0;
  6233. }
  6234. //Natural regen related stuff.
  6235. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6236. static int status_natural_heal(DBKey key,void * data,va_list app)
  6237. {
  6238. struct block_list *bl = (struct block_list*)data;
  6239. struct regen_data *regen;
  6240. struct status_data *status;
  6241. struct status_change *sc;
  6242. struct unit_data *ud;
  6243. struct view_data *vd = NULL;
  6244. struct regen_data_sub *sregen;
  6245. struct map_session_data *sd;
  6246. int val,rate,bonus = 0,flag;
  6247. if (!(bl->type&BL_REGEN))
  6248. return 0;
  6249. regen = status_get_regen_data(bl);
  6250. if (!regen) return 0;
  6251. status = status_get_status_data(bl);
  6252. sc = status_get_sc(bl);
  6253. if (sc && !sc->count)
  6254. sc = NULL;
  6255. BL_CAST(BL_PC,bl,sd);
  6256. flag = regen->flag;
  6257. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6258. flag&=~(RGN_HP|RGN_SHP);
  6259. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6260. flag&=~(RGN_SP|RGN_SSP);
  6261. if (flag && (
  6262. status_isdead(bl) ||
  6263. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6264. ))
  6265. flag=0;
  6266. if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
  6267. pc_bleeding(sd, natural_heal_diff_tick);
  6268. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6269. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6270. { //Apply sitting regen bonus.
  6271. sregen = regen->ssregen;
  6272. if(flag&(RGN_SHP))
  6273. { //Sitting HP regen
  6274. val = natural_heal_diff_tick * sregen->rate.hp;
  6275. if (regen->state.overweight)
  6276. val>>=1; //Half as fast when overweight.
  6277. sregen->tick.hp += val;
  6278. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6279. {
  6280. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6281. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6282. { //Full
  6283. flag&=~(RGN_HP|RGN_SHP);
  6284. break;
  6285. }
  6286. }
  6287. }
  6288. if(flag&(RGN_SSP))
  6289. { //Sitting SP regen
  6290. val = natural_heal_diff_tick * sregen->rate.sp;
  6291. if (regen->state.overweight)
  6292. val>>=1; //Half as fast when overweight.
  6293. sregen->tick.sp += val;
  6294. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6295. {
  6296. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6297. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6298. { //Full
  6299. flag&=~(RGN_SP|RGN_SSP);
  6300. break;
  6301. }
  6302. }
  6303. }
  6304. }
  6305. if (flag && regen->state.overweight)
  6306. flag=0;
  6307. ud = unit_bl2ud(bl);
  6308. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6309. {
  6310. flag&=~(RGN_SHP|RGN_SSP);
  6311. if(!regen->state.walk)
  6312. flag&=~RGN_HP;
  6313. }
  6314. if (!flag)
  6315. return 0;
  6316. if (flag&(RGN_HP|RGN_SP))
  6317. {
  6318. if(!vd) vd = status_get_viewdata(bl);
  6319. if(vd && vd->dead_sit == 2)
  6320. bonus++;
  6321. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6322. bonus++;
  6323. if(regen->state.gc)
  6324. bonus++;
  6325. }
  6326. //Natural Hp regen
  6327. if (flag&RGN_HP)
  6328. {
  6329. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6330. if (ud && ud->walktimer != -1)
  6331. rate/=2;
  6332. regen->tick.hp += rate;
  6333. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6334. {
  6335. val = 0;
  6336. do {
  6337. val += regen->hp;
  6338. regen->tick.hp -= battle_config.natural_healhp_interval;
  6339. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6340. if (status_heal(bl, val, 0, 1) < val)
  6341. flag&=~RGN_SHP; //full.
  6342. }
  6343. }
  6344. //Natural SP regen
  6345. if(flag&RGN_SP)
  6346. {
  6347. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6348. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6349. {
  6350. val = 0;
  6351. do {
  6352. val += regen->sp;
  6353. regen->tick.sp -= battle_config.natural_healsp_interval;
  6354. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6355. if (status_heal(bl, 0, val, 1) < val)
  6356. flag&=~RGN_SSP; //full.
  6357. }
  6358. }
  6359. if (!regen->sregen)
  6360. return flag;
  6361. //Skill regen
  6362. sregen = regen->sregen;
  6363. if(flag&RGN_SHP)
  6364. { //Skill HP regen
  6365. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6366. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6367. {
  6368. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6369. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6370. break; //Full
  6371. }
  6372. }
  6373. if(flag&RGN_SSP)
  6374. { //Skill SP regen
  6375. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6376. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6377. {
  6378. val = sregen->sp;
  6379. if (sd && sd->state.doridori) {
  6380. val*=2;
  6381. sd->state.doridori = 0;
  6382. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6383. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6384. 100,rate,skill_get_time(TK_SPTIME, rate));
  6385. if (
  6386. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6387. rand()%10000 < battle_config.sg_angel_skill_ratio
  6388. ) { //Angel of the Sun/Moon/Star
  6389. pc_resethate(sd);
  6390. pc_resetfeel(sd);
  6391. //TODO: Figure out how to make the client-side msg show up.
  6392. clif_displaymessage(sd->fd,"[Angel of the Sun, Moon and Stars]");
  6393. }
  6394. }
  6395. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6396. if(status_heal(bl, 0, val, 3) < val)
  6397. break; //Full
  6398. }
  6399. }
  6400. return flag;
  6401. }
  6402. //Natural heal main timer.
  6403. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6404. {
  6405. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6406. map_foreachiddb(status_natural_heal);
  6407. natural_heal_prev_tick = tick;
  6408. return 0;
  6409. }
  6410. static int status_calc_sigma(void)
  6411. {
  6412. int i,j;
  6413. unsigned int k;
  6414. for(i=0;i<MAX_PC_CLASS;i++) {
  6415. malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6416. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6417. k += hp_coefficient[i]*j + 50;
  6418. k -= k%100;
  6419. hp_sigma_val[i][j-1] = k;
  6420. if (k >= INT_MAX)
  6421. break; //Overflow protection. [Skotlex]
  6422. }
  6423. for(;j<=MAX_LEVEL;j++)
  6424. hp_sigma_val[i][j-1] = INT_MAX;
  6425. }
  6426. return 0;
  6427. }
  6428. int status_readdb(void) {
  6429. int i,j;
  6430. FILE *fp;
  6431. char line[1024], path[1024],*p;
  6432. sprintf(path, "%s/job_db1.txt", db_path);
  6433. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6434. if(fp==NULL){
  6435. ShowError("can't read %s\n", path);
  6436. return 1;
  6437. }
  6438. i = 0;
  6439. while(fgets(line, sizeof(line)-1, fp)){
  6440. char *split[MAX_WEAPON_TYPE + 5];
  6441. i++;
  6442. if(line[0]=='/' && line[1]=='/')
  6443. continue;
  6444. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6445. split[j]=p;
  6446. p=strchr(p,',');
  6447. if(p) *p++=0;
  6448. }
  6449. if(j < MAX_WEAPON_TYPE + 5)
  6450. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6451. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6452. continue;
  6453. }
  6454. if(atoi(split[0])>=MAX_PC_CLASS)
  6455. continue;
  6456. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6457. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6458. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6459. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6460. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6461. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6462. }
  6463. fclose(fp);
  6464. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6465. malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6466. sprintf(path, "%s/job_db2.txt", db_path);
  6467. fp=fopen(path,"r");
  6468. if(fp==NULL){
  6469. ShowError("can't read %s\n", path);
  6470. return 1;
  6471. }
  6472. while(fgets(line, sizeof(line)-1, fp)){
  6473. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6474. if(line[0]=='/' && line[1]=='/')
  6475. continue;
  6476. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6477. split[j]=p;
  6478. p=strchr(p,',');
  6479. if(p) *p++=0;
  6480. }
  6481. if(atoi(split[0])>=MAX_PC_CLASS)
  6482. continue;
  6483. for(i=1;i<j && split[i];i++)
  6484. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6485. }
  6486. fclose(fp);
  6487. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6488. // サイズ補正テ?ブル
  6489. for(i=0;i<3;i++)
  6490. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6491. atkmods[i][j]=100;
  6492. sprintf(path, "%s/size_fix.txt", db_path);
  6493. fp=fopen(path,"r");
  6494. if(fp==NULL){
  6495. ShowError("can't read %s\n", path);
  6496. return 1;
  6497. }
  6498. i=0;
  6499. while(fgets(line, sizeof(line)-1, fp)){
  6500. char *split[MAX_WEAPON_TYPE];
  6501. if(line[0]=='/' && line[1]=='/')
  6502. continue;
  6503. if(atoi(line)<=0)
  6504. continue;
  6505. malloc_tsetdword(split,0,sizeof(split));
  6506. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6507. split[j]=p;
  6508. p=strchr(p,',');
  6509. if(p) *p++=0;
  6510. atkmods[i][j]=atoi(split[j]);
  6511. }
  6512. i++;
  6513. }
  6514. fclose(fp);
  6515. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6516. // 精?デ?タテ?ブル
  6517. for(i=0;i<5;i++){
  6518. for(j=0;j<MAX_REFINE; j++)
  6519. percentrefinery[i][j]=100;
  6520. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6521. refinebonus[i][0]=0;
  6522. refinebonus[i][1]=0;
  6523. refinebonus[i][2]=10;
  6524. }
  6525. sprintf(path, "%s/refine_db.txt", db_path);
  6526. fp=fopen(path,"r");
  6527. if(fp==NULL){
  6528. ShowError("can't read %s\n", path);
  6529. return 1;
  6530. }
  6531. i=0;
  6532. while(fgets(line, sizeof(line)-1, fp)){
  6533. char *split[MAX_REFINE+4];
  6534. if(line[0]=='/' && line[1]=='/')
  6535. continue;
  6536. if(atoi(line)<=0)
  6537. continue;
  6538. malloc_tsetdword(split,0,sizeof(split));
  6539. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6540. split[j]=p;
  6541. p=strchr(p,',');
  6542. if(p) *p++=0;
  6543. }
  6544. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6545. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6546. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6547. for(j=0;j<MAX_REFINE && split[j];j++)
  6548. percentrefinery[i][j]=atoi(split[j+3]);
  6549. i++;
  6550. }
  6551. fclose(fp); //Lupus. close this file!!!
  6552. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6553. return 0;
  6554. }
  6555. /*==========================================
  6556. * スキル関係初期化処理
  6557. *------------------------------------------
  6558. */
  6559. int do_init_status(void)
  6560. {
  6561. if (SC_MAX > MAX_STATUSCHANGE)
  6562. {
  6563. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6564. exit(1);
  6565. }
  6566. add_timer_func_list(status_change_timer,"status_change_timer");
  6567. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6568. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6569. initChangeTables();
  6570. initDummyData();
  6571. status_readdb();
  6572. status_calc_sigma();
  6573. natural_heal_prev_tick = gettick();
  6574. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6575. return 0;
  6576. }