status.c 218 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/showmsg.h"
  7. #include "../common/malloc.h"
  8. #include "../common/utils.h"
  9. #include "../common/ers.h"
  10. #include "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 <time.h>
  26. #include <stdio.h>
  27. #include <stdlib.h>
  28. #include <memory.h>
  29. #include <string.h>
  30. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  31. #define SC_HM_BASE 800
  32. #define SC_GD_BASE 900
  33. //Regen related flags.
  34. #define RGN_HP 0x01
  35. #define RGN_SP 0x02
  36. #define RGN_SHP 0x04
  37. #define RGN_SSP 0x08
  38. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  39. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  40. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  41. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  42. static int max_weight_base[CLASS_COUNT];
  43. static int hp_coefficient[CLASS_COUNT];
  44. static int hp_coefficient2[CLASS_COUNT];
  45. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  46. static int sp_coefficient[CLASS_COUNT];
  47. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  48. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  49. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  50. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  51. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  52. static struct status_data dummy_status;
  53. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  54. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  55. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  56. //to avoid cards exploits
  57. static struct eri *sc_data_ers; //For sc_data entries
  58. static void add_sc(int skill, int sc)
  59. {
  60. int sk = skill;
  61. if (sk >= GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  62. else
  63. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  64. if (sk < 0 || sk >= MAX_SKILL) {
  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. {
  84. int i;
  85. for (i = 0; i < SC_MAX; i++)
  86. StatusIconChangeTable[i] = SI_BLANK;
  87. for (i = 0; i < MAX_SKILL; i++)
  88. SkillStatusChangeTableArray[i] = -1;
  89. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  90. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  91. //First we define the skill for common ailments. These are used in
  92. //skill_additional_effect through sc cards. [Skotlex]
  93. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  94. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  95. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  96. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  97. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  98. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  99. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  100. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  101. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  102. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  103. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  104. //These are the status-change flags for the common ailments.
  105. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  106. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  107. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  108. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  109. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  110. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  111. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  112. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  113. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  114. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  115. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  116. //The icons for the common ailments
  117. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  119. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  120. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  121. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  122. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  123. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  124. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  125. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  126. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  127. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  128. add_sc(SM_BASH, SC_STUN);
  129. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  130. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  131. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  132. add_sc(MG_SIGHT, SC_SIGHT);
  133. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  134. add_sc(MG_FROSTDIVER, SC_FREEZE);
  135. add_sc(MG_STONECURSE, SC_STONE);
  136. add_sc(AL_RUWACH, SC_RUWACH);
  137. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  138. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  139. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  140. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  141. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  142. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  143. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  144. add_sc(TF_POISON, SC_POISON);
  145. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  146. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  147. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  148. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  149. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  150. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  151. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  152. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  153. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  154. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  155. add_sc(PR_LEXDIVINA, SC_SILENCE);
  156. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  157. add_sc(WZ_METEOR, SC_STUN);
  158. add_sc(WZ_VERMILION, SC_BLIND);
  159. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  160. add_sc(WZ_STORMGUST, SC_FREEZE);
  161. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  162. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  163. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  164. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  165. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  166. add_sc(HT_LANDMINE, SC_STUN);
  167. add_sc(HT_ANKLESNARE, SC_ANKLE);
  168. add_sc(HT_SANDMAN, SC_SLEEP);
  169. add_sc(HT_FLASHER, SC_BLIND);
  170. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  171. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  172. add_sc(AS_SONICBLOW, SC_STUN);
  173. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  174. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  175. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  176. add_sc(AS_VENOMDUST, SC_POISON);
  177. add_sc(AS_SPLASHER, SC_SPLASHER);
  178. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  179. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_AUTOBERSERK, SCB_NONE);
  180. add_sc(TF_SPRINKLESAND, SC_BLIND);
  181. add_sc(TF_THROWSTONE, SC_STUN);
  182. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  183. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  184. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  185. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  186. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  187. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  194. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  195. add_sc(NPC_POISON, SC_POISON);
  196. add_sc(NPC_BLINDATTACK, SC_BLIND);
  197. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  198. add_sc(NPC_STUNATTACK, SC_STUN);
  199. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  200. add_sc(NPC_CURSEATTACK, SC_CURSE);
  201. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  202. add_sc(NPC_MAGICALATTACK, SC_MAGICALATTACK);
  203. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  204. add_sc(NPC_DARKBLESSING, SC_COMA);
  205. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
  206. add_sc(NPC_DEFENDER, SC_ARMOR);
  207. add_sc(NPC_LICK, SC_STUN);
  208. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  209. add_sc(NPC_REBIRTH, SC_KAIZEL);
  210. add_sc(RG_RAID, SC_STUN);
  211. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  212. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  213. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  214. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  215. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  216. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  217. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  218. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  219. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  220. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  221. add_sc(CR_SHIELDCHARGE, SC_STUN);
  222. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  223. add_sc(CR_HOLYCROSS, SC_BLIND);
  224. add_sc(CR_GRANDCROSS, SC_BLIND);
  225. add_sc(CR_DEVOTION, SC_DEVOTION);
  226. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  227. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  228. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  229. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  230. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  231. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  232. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  233. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  234. add_sc(SA_MAGICROD, SC_MAGICROD);
  235. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  236. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  238. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  239. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  240. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  241. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  242. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  243. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  244. add_sc(SA_COMA, SC_COMA);
  245. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  246. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  247. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  248. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  249. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  250. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  251. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  252. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  253. add_sc(BA_FROSTJOKE, SC_FREEZE);
  254. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  255. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  256. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  257. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  258. add_sc(DC_SCREAM, SC_STUN);
  259. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  260. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  261. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  262. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  263. add_sc(NPC_DARKCROSS, SC_BLIND);
  264. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  265. set_sc(NPC_STOP, SC_STOP, SI_STOP, SCB_NONE);
  266. set_sc(NPC_WEAPONBRAKER, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  267. set_sc(NPC_ARMORBRAKE, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  268. set_sc(NPC_CHANGEUNDEAD, SC_CHANGEUNDEAD, SI_UNDEAD, SCB_DEF_ELE);
  269. set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK, SCB_HIT);
  270. set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_FLEE);
  271. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  272. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  273. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  274. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  275. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  276. 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);
  277. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  278. add_sc(HP_BASILICA, SC_BASILICA);
  279. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  280. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  281. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  282. add_sc(PA_GOSPEL, SC_SCRESIST);
  283. add_sc(CH_TIGERFIST, SC_STOP);
  284. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  285. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  286. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  287. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  288. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  289. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  290. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  291. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  292. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  293. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  294. add_sc(LK_SPIRALPIERCE, SC_STOP);
  295. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  296. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  297. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  298. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  299. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  300. add_sc(PF_FOGWALL, SC_FOGWALL);
  301. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  302. set_sc(WE_BABY, SC_BABY, SI_BABY, SCB_NONE);
  303. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  304. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  305. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  306. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  307. add_sc(TK_DOWNKICK, SC_STUN);
  308. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  309. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  310. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  311. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  312. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  313. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  314. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  315. add_sc(SG_MOON_WARM, SC_WARM);
  316. add_sc(SG_STAR_WARM, SC_WARM);
  317. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  318. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  319. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  320. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  321. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  322. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  323. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  324. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  325. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  326. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  327. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  328. add_sc(SL_STUN, SC_STUN);
  329. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  330. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  331. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  332. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  333. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  334. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  335. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  336. add_sc(WS_CARTTERMINATION, SC_STUN);
  337. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  338. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  339. add_sc(CG_HERMODE, SC_HERMODE);
  340. set_sc(ITEM_ENCHANTARMS, SC_ENCHANTARMS, SI_BLANK, SCB_ATK_ELE);
  341. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  342. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  343. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  344. add_sc(GS_CRACKER, SC_STUN);
  345. add_sc(GS_DISARM, SC_STRIPWEAPON);
  346. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  347. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  348. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  349. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  350. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  351. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  352. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  353. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  354. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  355. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  356. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  357. add_sc(NPC_ICEBREATH, SC_FREEZE);
  358. add_sc(NPC_ACIDBREATH, SC_POISON);
  359. add_sc(NPC_HELLJUDGEMENT, SC_CURSE);
  360. add_sc(NPC_WIDESILENCE, SC_SILENCE);
  361. add_sc(NPC_WIDEFREEZE, SC_FREEZE);
  362. add_sc(NPC_WIDEBLEEDING, SC_BLEEDING);
  363. add_sc(NPC_WIDESTONE, SC_STONE);
  364. add_sc(NPC_WIDECONFUSE, SC_CONFUSION);
  365. add_sc(NPC_WIDESLEEP, SC_SLEEP);
  366. add_sc(NPC_WIDESIGHT, SC_SIGHT);
  367. add_sc(NPC_EVILLAND, SC_BLIND);
  368. add_sc(NPC_MAGICMIRROR, SC_MAGICMIRROR);
  369. set_sc(NPC_SLOWCAST, SC_SLOWCAST, SI_SLOWCAST, SCB_NONE);
  370. set_sc(NPC_CRITICALWOUND, SC_CRITICALWOUND, SI_CRITICALWOUND, SCB_NONE);
  371. set_sc(NPC_STONESKIN, SC_ARMORCHANGE, SI_BLANK, SCB_DEF|SCB_MDEF);
  372. add_sc(NPC_ANTIMAGIC, SC_ARMORCHANGE);
  373. add_sc(NPC_WIDECURSE, SC_CURSE);
  374. add_sc(NPC_WIDESTUN, SC_STUN);
  375. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  376. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  377. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  378. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  379. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  380. add_sc(MO_BALKYOUNG, SC_STUN);
  381. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  382. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  383. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  384. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  385. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  386. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  387. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  388. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  389. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  390. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  391. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  392. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  393. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  394. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  395. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  396. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  397. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  398. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  399. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  400. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  401. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  402. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  403. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  404. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  405. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  406. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  407. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  408. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  409. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  410. //Status that don't have a skill associated.
  411. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  412. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  413. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  414. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  415. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  416. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  417. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  418. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  419. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  420. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  421. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  422. //This seems wrong as it sets the same icon to all skills that change your
  423. //element, but alas, all of them are mob-target only with the exception of
  424. //NPC_CHANGEUNDEAD, so this should be alright. [Skotlex]
  425. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  426. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  427. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  428. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  429. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  430. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  431. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  432. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  433. //Cash Items
  434. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  435. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  436. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  437. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  438. //Other SC which are not necessarily associated to skills.
  439. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  440. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  441. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  442. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  443. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  444. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  445. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  446. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  447. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  448. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  449. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  450. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  451. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  452. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  453. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  454. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  455. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  456. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  457. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  458. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  459. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  460. StatusChangeFlagTable[SC_INCDEF] |= SCB_DEF;
  461. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  462. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  463. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  464. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  465. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  466. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  467. StatusChangeFlagTable[SC_INCMDEFRATE] |= SCB_MDEF;
  468. StatusChangeFlagTable[SC_INCBASEATK] |= SCB_BATK;
  469. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  470. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  471. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  472. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  473. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  474. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  475. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  476. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  477. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  478. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  479. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  480. if (!battle_config.display_hallucination) //Disable Hallucination.
  481. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  482. }
  483. int SkillStatusChangeTable(int skill)
  484. {
  485. int sk = skill;
  486. if (sk >= GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  487. else
  488. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  489. if (sk < 0 || sk >= MAX_SKILL) {
  490. ShowError("add_sc: Unsupported skill id %d\n", skill);
  491. return -1;
  492. }
  493. return SkillStatusChangeTableArray[sk];
  494. }
  495. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  496. static void initDummyData(void)
  497. {
  498. memset(&dummy_status, 0, sizeof(dummy_status));
  499. dummy_status.hp =
  500. dummy_status.max_hp =
  501. dummy_status.max_sp =
  502. dummy_status.str =
  503. dummy_status.agi =
  504. dummy_status.vit =
  505. dummy_status.int_ =
  506. dummy_status.dex =
  507. dummy_status.luk =
  508. dummy_status.hit = 1;
  509. dummy_status.speed = 2000;
  510. dummy_status.adelay = 4000;
  511. dummy_status.amotion = 2000;
  512. dummy_status.dmotion = 2000;
  513. dummy_status.ele_lv = 1; //Min elemental level.
  514. dummy_status.mode = MD_CANMOVE;
  515. }
  516. /*==========================================
  517. * 精錬ボーナス
  518. *------------------------------------------*/
  519. int status_getrefinebonus(int lv,int type)
  520. {
  521. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  522. return refinebonus[lv][type];
  523. return 0;
  524. }
  525. //Sets HP to given value. Flag is the flag passed to status_heal in case
  526. //final value is higher than current (use 2 to make a healing effect display
  527. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  528. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  529. {
  530. struct status_data *status;
  531. if (hp < 1) return 0;
  532. status = status_get_status_data(bl);
  533. if (status == &dummy_status)
  534. return 0;
  535. if (hp > status->max_hp) hp = status->max_hp;
  536. if (hp == status->hp) return 0;
  537. if (hp > status->hp)
  538. return status_heal(bl, hp - status->hp, 0, 1|flag);
  539. return status_zap(bl, status->hp - hp, 0);
  540. }
  541. //Sets SP to given value. Flag is the flag passed to status_heal in case
  542. //final value is higher than current (use 2 to make a healing effect display
  543. //on players)
  544. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  545. {
  546. struct status_data *status;
  547. status = status_get_status_data(bl);
  548. if (status == &dummy_status)
  549. return 0;
  550. if (sp > status->max_sp) sp = status->max_sp;
  551. if (sp == status->sp) return 0;
  552. if (sp > status->sp)
  553. return status_heal(bl, 0, sp - status->sp, 1|flag);
  554. return status_zap(bl, 0, status->sp - sp);
  555. }
  556. int status_charge(struct block_list* bl, int hp, int sp)
  557. {
  558. if(!(bl->type&BL_CONSUME))
  559. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  560. return status_damage(NULL, bl, hp, sp, 0, 3);
  561. }
  562. //Inflicts damage on the target with the according walkdelay.
  563. //If flag&1, damage is passive and does not triggers cancelling status changes.
  564. //If flag&2, fail if target does not has enough to substract.
  565. //If flag&4, if killed, mob must not give exp/loot.
  566. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  567. {
  568. struct status_data *status;
  569. struct status_change *sc;
  570. if(sp && !(target->type&BL_CONSUME))
  571. sp = 0; //Not a valid SP target.
  572. if (hp < 0) { //Assume absorbed damage.
  573. status_heal(target, -hp, 0, 1);
  574. hp = 0;
  575. }
  576. if (sp < 0) {
  577. status_heal(target, 0, -sp, 1);
  578. sp = 0;
  579. }
  580. if (!hp && !sp)
  581. return 0;
  582. if (target->type == BL_SKILL)
  583. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  584. status = status_get_status_data(target);
  585. if (status == &dummy_status || !status->hp)
  586. return 0; //Invalid targets: no damage or dead
  587. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  588. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  589. // if (!target->prev && !(flag&2))
  590. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  591. sc = status_get_sc(target);
  592. if (sc && !sc->count)
  593. sc = NULL;
  594. if (hp && !(flag&1)) {
  595. if (sc) {
  596. struct status_change_entry *sce;
  597. if ((sce=sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE)
  598. { //Devotion prevents any of the other ailments from ending.
  599. struct map_session_data *sd2 = map_id2sd(sce->val1);
  600. if (sd2 && sd2->devotion[sce->val2] == target->id)
  601. {
  602. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  603. status_fix_damage(NULL, &sd2->bl, hp, 0);
  604. return 0;
  605. }
  606. status_change_end(target, SC_DEVOTION, -1);
  607. }
  608. if (sc->data[SC_FREEZE])
  609. status_change_end(target,SC_FREEZE,-1);
  610. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  611. status_change_end(target,SC_STONE,-1);
  612. if (sc->data[SC_SLEEP])
  613. status_change_end(target,SC_SLEEP,-1);
  614. if (sc->data[SC_WINKCHARM])
  615. status_change_end(target,SC_WINKCHARM,-1);
  616. if (sc->data[SC_CONFUSION])
  617. status_change_end(target, SC_CONFUSION, -1);
  618. if (sc->data[SC_TRICKDEAD])
  619. status_change_end(target, SC_TRICKDEAD, -1);
  620. if (sc->data[SC_HIDING])
  621. status_change_end(target, SC_HIDING, -1);
  622. if (sc->data[SC_CLOAKING])
  623. status_change_end(target, SC_CLOAKING, -1);
  624. if (sc->data[SC_CHASEWALK])
  625. status_change_end(target, SC_CHASEWALK, -1);
  626. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  627. //Endure count is only reduced by non-players on non-gvg maps.
  628. //val4 signals infinite endure. [Skotlex]
  629. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  630. && --(sce->val2) < 0)
  631. status_change_end(target, SC_ENDURE, -1);
  632. }
  633. if ((sce=sc->data[SC_GRAVITATION]) &&
  634. sce->val3 == BCT_SELF) {
  635. struct skill_unit_group *sg = (struct skill_unit_group *)sce->val4;
  636. if (sg) {
  637. skill_delunitgroup(target,sg);
  638. sce->val4 = 0;
  639. status_change_end(target, SC_GRAVITATION, -1);
  640. }
  641. }
  642. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  643. skill_stop_dancing(target);
  644. }
  645. unit_skillcastcancel(target, 2);
  646. }
  647. if ((unsigned int)hp >= status->hp) {
  648. if (flag&2) return 0;
  649. hp = status->hp;
  650. }
  651. if ((unsigned int)sp > status->sp) {
  652. if (flag&2) return 0;
  653. sp = status->sp;
  654. }
  655. status->hp-= hp;
  656. status->sp-= sp;
  657. if (sc && hp && status->hp) {
  658. if (sc->data[SC_AUTOBERSERK] &&
  659. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  660. status->hp < status->max_hp>>2)
  661. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  662. if (sc->data[SC_BERSERK] && status->hp <= 100)
  663. status_change_end(target, SC_BERSERK, -1);
  664. }
  665. switch (target->type)
  666. {
  667. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  668. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  669. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  670. }
  671. if (status->hp)
  672. { //Still lives!
  673. if (walkdelay)
  674. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  675. return hp+sp;
  676. }
  677. status->hp = 1; //To let the dead function cast skills and all that.
  678. //NOTE: These dead functions should return: [Skotlex]
  679. //0: Death cancelled, auto-revived.
  680. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  681. //&2: Also remove object from map.
  682. //&4: Also delete object from memory.
  683. switch (target->type) {
  684. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  685. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  686. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  687. default: //Unhandled case, do nothing to object.
  688. flag = 0;
  689. break;
  690. }
  691. if(!flag) //Death cancelled.
  692. return hp+sp;
  693. //Normal death
  694. status->hp = 0;
  695. if (battle_config.clear_unit_ondeath &&
  696. battle_config.clear_unit_ondeath&target->type)
  697. skill_clear_unitgroup(target);
  698. status_change_clear(target,0);
  699. if(target->type&BL_REGEN)
  700. { //Reset regen ticks.
  701. struct regen_data *regen = status_get_regen_data(target);
  702. if (regen) {
  703. memset(&regen->tick, 0, sizeof(regen->tick));
  704. if (regen->sregen)
  705. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  706. if (regen->ssregen)
  707. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  708. }
  709. }
  710. if(flag&4) //Delete from memory. (also invokes map removal code)
  711. unit_free(target,1);
  712. else
  713. if(flag&2) //remove from map
  714. unit_remove_map(target,1);
  715. else
  716. { //Some death states that would normally be handled by unit_remove_map
  717. unit_stop_attack(target);
  718. unit_stop_walking(target,0);
  719. unit_skillcastcancel(target,0);
  720. clif_clearunit_area(target,1);
  721. skill_unit_move(target,gettick(),4);
  722. skill_cleartimerskill(target);
  723. }
  724. return hp+sp;
  725. }
  726. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  727. //If flag&2, when the player is healed, show the HP/SP heal effect.
  728. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  729. {
  730. struct status_data *status;
  731. struct status_change *sc;
  732. status = status_get_status_data(bl);
  733. if (status == &dummy_status || !status->hp)
  734. return 0;
  735. sc = status_get_sc(bl);
  736. if (sc && !sc->count)
  737. sc = NULL;
  738. if (hp < 0) {
  739. status_damage(NULL, bl, -hp, 0, 0, 1);
  740. hp = 0;
  741. }
  742. if(hp) {
  743. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  744. hp = 0;
  745. if((unsigned int)hp > status->max_hp - status->hp)
  746. hp = status->max_hp - status->hp;
  747. }
  748. if(sp < 0) {
  749. status_damage(NULL, bl, 0, -sp, 0, 1);
  750. sp = 0;
  751. }
  752. if(sp) {
  753. if((unsigned int)sp > status->max_sp - status->sp)
  754. sp = status->max_sp - status->sp;
  755. }
  756. if(!sp && !hp) return 0;
  757. status->hp+= hp;
  758. status->sp+= sp;
  759. if(hp && sc &&
  760. sc->data[SC_AUTOBERSERK] &&
  761. sc->data[SC_PROVOKE] &&
  762. sc->data[SC_PROVOKE]->val2==1 &&
  763. status->hp>=status->max_hp>>2
  764. ) //End auto berserk.
  765. status_change_end(bl,SC_PROVOKE,-1);
  766. switch(bl->type) {
  767. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  768. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  769. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  770. }
  771. return hp+sp;
  772. }
  773. //Does percentual non-flinching damage/heal. If mob is killed this way,
  774. //no exp/drops will be awarded if there is no src (or src is target)
  775. //If rates are > 0, percent is of current HP/SP
  776. //If rates are < 0, percent is of max HP/SP
  777. //If flag, this is heal, otherwise it is damage.
  778. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  779. {
  780. struct status_data *status;
  781. unsigned int hp =0, sp = 0;
  782. status = status_get_status_data(target);
  783. //Change the equation when the values are high enough to discard the
  784. //imprecision in exchange of overflow protection [Skotlex]
  785. //Also add 100% checks since those are the most used cases where we don't
  786. //want aproximation errors.
  787. if (hp_rate > 99)
  788. hp = status->hp;
  789. else if (hp_rate > 0)
  790. hp = status->hp>10000?
  791. hp_rate*(status->hp/100):
  792. (hp_rate*status->hp)/100;
  793. else if (hp_rate < -99)
  794. hp = status->max_hp;
  795. else if (hp_rate < 0)
  796. hp = status->max_hp>10000?
  797. (-hp_rate)*(status->max_hp/100):
  798. (-hp_rate*status->max_hp)/100;
  799. if (hp_rate && !hp)
  800. hp = 1;
  801. //Should be safe to not do overflow protection here, noone should have
  802. //millions upon millions of SP
  803. if (sp_rate > 99)
  804. sp = status->sp;
  805. else if (sp_rate > 0)
  806. sp = (sp_rate*status->sp)/100;
  807. else if (sp_rate < -99)
  808. sp = status->max_sp;
  809. else if (sp_rate < 0)
  810. sp = (-sp_rate)*status->max_sp/100;
  811. if (sp_rate && !sp)
  812. sp = 1;
  813. //Ugly check in case damage dealt is too much for the received args of
  814. //status_heal / status_damage. [Skotlex]
  815. if (hp > INT_MAX) {
  816. hp -= INT_MAX;
  817. if (flag)
  818. status_heal(target, INT_MAX, 0, 0);
  819. else
  820. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  821. }
  822. if (sp > INT_MAX) {
  823. sp -= INT_MAX;
  824. if (flag)
  825. status_heal(target, 0, INT_MAX, 0);
  826. else
  827. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  828. }
  829. if (flag) return status_heal(target, hp, sp, 0);
  830. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  831. }
  832. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  833. {
  834. struct status_data *status;
  835. unsigned int hp, sp;
  836. if (!status_isdead(bl)) return 0;
  837. status = status_get_status_data(bl);
  838. if (status == &dummy_status)
  839. return 0; //Invalid target.
  840. hp = status->max_hp * per_hp/100;
  841. sp = status->max_sp * per_sp/100;
  842. if(hp > status->max_hp - status->hp)
  843. hp = status->max_hp - status->hp;
  844. else if (per_hp && !hp)
  845. hp = 1;
  846. if(sp > status->max_sp - status->sp)
  847. sp = status->max_sp - status->sp;
  848. else if (per_sp && !sp)
  849. sp = 1;
  850. status->hp += hp;
  851. status->sp += sp;
  852. if (bl->prev) //Animation only if character is already on a map.
  853. clif_resurrection(bl, 1);
  854. switch (bl->type) {
  855. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  856. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  857. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  858. }
  859. return 1;
  860. }
  861. /*==========================================
  862. * Checks whether the src can use the skill on the target,
  863. * taking into account status/option of both source/target. [Skotlex]
  864. * flag:
  865. * 0 - Trying to use skill on target.
  866. * 1 - Cast bar is done.
  867. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  868. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  869. * target MAY Be null, in which case the checks are only to see
  870. * whether the source can cast or not the skill on the ground.
  871. *------------------------------------------*/
  872. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  873. {
  874. struct status_data *status;
  875. struct status_change *sc=NULL, *tsc;
  876. int hide_flag;
  877. status = src?status_get_status_data(src):&dummy_status;
  878. if (src && status_isdead(src))
  879. return 0;
  880. if (!skill_num) { //Normal attack checks.
  881. if (!(status->mode&MD_CANATTACK))
  882. return 0; //This mode is only needed for melee attacking.
  883. //Dead state is not checked for skills as some skills can be used
  884. //on dead characters, said checks are left to skill.c [Skotlex]
  885. if (target && status_isdead(target))
  886. return 0;
  887. }
  888. if (skill_num == PA_PRESSURE && flag && target) {
  889. //Gloria Avoids pretty much everything....
  890. tsc = status_get_sc(target);
  891. if(tsc && tsc->option&OPTION_HIDE)
  892. return 0;
  893. return 1;
  894. }
  895. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  896. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  897. && !(status->mode&MD_BOSS))
  898. { //Basilica Check
  899. if (!skill_num) return 0;
  900. hide_flag = skill_get_inf(skill_num);
  901. if (hide_flag&INF_ATTACK_SKILL)
  902. return 0;
  903. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  904. return 0;
  905. }
  906. //Should fail when used on top of Land Protector [Skotlex]
  907. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  908. && !(status->mode&MD_BOSS))
  909. return 0;
  910. if (src) sc = status_get_sc(src);
  911. if(sc && sc->count)
  912. {
  913. if(sc->opt1 >0)
  914. { //Stuned/Frozen/etc
  915. if (flag != 1) //Can't cast, casted stuff can't damage.
  916. return 0;
  917. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  918. return 0; //Targetted spells can't come off.
  919. }
  920. if (
  921. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  922. || (sc->data[SC_AUTOCOUNTER] && !flag)
  923. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  924. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  925. )
  926. return 0;
  927. if (sc->data[SC_WINKCHARM] && target && !flag)
  928. { //Prevents skill usage
  929. clif_emotion(src, 3);
  930. return 0;
  931. }
  932. if (sc->data[SC_BLADESTOP]) {
  933. switch (sc->data[SC_BLADESTOP]->val1)
  934. {
  935. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  936. case 4: if (skill_num == MO_CHAINCOMBO) break;
  937. case 3: if (skill_num == MO_INVESTIGATE) break;
  938. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  939. default: return 0;
  940. }
  941. }
  942. if (sc->data[SC_DANCING] && flag!=2)
  943. {
  944. if(sc->data[SC_LONGING])
  945. { //Allow everything except dancing/re-dancing. [Skotlex]
  946. if (skill_num == BD_ENCORE ||
  947. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  948. )
  949. return 0;
  950. } else
  951. switch (skill_num) {
  952. case BD_ADAPTATION:
  953. case CG_LONGINGFREEDOM:
  954. case BA_MUSICALSTRIKE:
  955. case DC_THROWARROW:
  956. break;
  957. default:
  958. return 0;
  959. }
  960. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  961. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  962. }
  963. if (skill_num && //Do not block item-casted skills.
  964. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  965. ) { //Skills blocked through status changes...
  966. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  967. sc->data[SC_SILENCE] ||
  968. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) ||
  969. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) ||
  970. sc->data[SC_STEELBODY] ||
  971. sc->data[SC_BERSERK]
  972. ))
  973. return 0;
  974. //Skill blocking.
  975. if (
  976. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  977. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  978. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  979. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  980. )
  981. return 0;
  982. }
  983. }
  984. if (sc && sc->option)
  985. {
  986. if (sc->option&OPTION_HIDE)
  987. switch (skill_num) { //Usable skills while hiding.
  988. case TF_HIDING:
  989. case AS_GRIMTOOTH:
  990. case RG_BACKSTAP:
  991. case RG_RAID:
  992. case NJ_SHADOWJUMP:
  993. case NJ_KIRIKAGE:
  994. break;
  995. default:
  996. //Non players can use all skills while hidden.
  997. if (!skill_num || src->type == BL_PC)
  998. return 0;
  999. }
  1000. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1001. return 0;
  1002. }
  1003. if (target == NULL || target == src) //No further checking needed.
  1004. return 1;
  1005. tsc = status_get_sc(target);
  1006. if(tsc && tsc->count)
  1007. {
  1008. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1009. return 0;
  1010. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  1011. && tsc->data[SC_FREEZE])
  1012. return 0;
  1013. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1014. return 0;
  1015. }
  1016. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1017. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1018. //You cannot hide from ground skills.
  1019. if(skill_get_ele(skill_num,1) == ELE_EARTH) //TODO: Need Skill Lv here :/
  1020. hide_flag &= ~OPTION_HIDE;
  1021. switch (target->type)
  1022. {
  1023. case BL_PC:
  1024. {
  1025. struct map_session_data *sd = (TBL_PC*) target;
  1026. if (pc_isinvisible(sd))
  1027. return 0;
  1028. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1029. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1030. return 0;
  1031. }
  1032. break;
  1033. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1034. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1035. if (status->mode&MD_LOOTER)
  1036. return 1;
  1037. return 0;
  1038. case BL_HOM:
  1039. //Can't use support skills on homun (only master/self can)
  1040. //Placed here instead of battle_check_target because support skill
  1041. //invocations don't call that function.
  1042. if (skill_num && battle_config.hom_setting&0x1 &&
  1043. skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
  1044. battle_get_master(target) != src)
  1045. return 0;
  1046. default:
  1047. //Check for chase-walk/hiding/cloaking opponents.
  1048. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1049. return 0;
  1050. }
  1051. return 1;
  1052. }
  1053. //Checks whether the source can see and chase target.
  1054. int status_check_visibility(struct block_list *src, struct block_list *target)
  1055. {
  1056. int view_range;
  1057. struct status_data* status = status_get_status_data(src);
  1058. struct status_change* tsc = status_get_sc(target);
  1059. switch (src->type) {
  1060. case BL_MOB:
  1061. view_range = ((TBL_MOB*)src)->min_chase;
  1062. break;
  1063. case BL_PET:
  1064. view_range = ((TBL_PET*)src)->db->range2;
  1065. break;
  1066. default:
  1067. view_range = AREA_SIZE;
  1068. }
  1069. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1070. return 0;
  1071. switch (target->type)
  1072. { //Check for chase-walk/hiding/cloaking opponents.
  1073. case BL_PC:
  1074. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1075. !(status->mode&MD_BOSS) &&
  1076. (
  1077. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1078. !(status->mode&MD_DETECTOR)
  1079. ))
  1080. return 0;
  1081. break;
  1082. default:
  1083. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1084. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1085. return 0;
  1086. }
  1087. return 1;
  1088. }
  1089. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1090. // Basic ASPD value
  1091. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1092. {
  1093. int amotion;
  1094. // base weapon delay
  1095. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1096. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1097. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1098. // percentual delay reduction from stats
  1099. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1100. // raw delay adjustment from bAspd bonus
  1101. amotion+= sd->aspd_add;
  1102. return amotion;
  1103. }
  1104. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1105. {
  1106. int flag = 0, str, dex, dstr;
  1107. if(!(bl->type&battle_config.enable_baseatk))
  1108. return 0;
  1109. if (bl->type == BL_PC)
  1110. switch(((TBL_PC*)bl)->status.weapon){
  1111. case W_BOW:
  1112. case W_MUSICAL:
  1113. case W_WHIP:
  1114. case W_REVOLVER:
  1115. case W_RIFLE:
  1116. case W_SHOTGUN:
  1117. case W_GATLING:
  1118. case W_GRENADE:
  1119. flag = 1;
  1120. }
  1121. if (flag) {
  1122. str = status->dex;
  1123. dex = status->str;
  1124. } else {
  1125. str = status->str;
  1126. dex = status->dex;
  1127. }
  1128. //Normally only players have base-atk, but homunc have a different batk
  1129. // equation, hinting that perhaps non-players should use this for batk.
  1130. // [Skotlex]
  1131. dstr = str/10;
  1132. str += dstr*dstr;
  1133. if (bl->type == BL_PC)
  1134. str+= dex/5 + status->luk/5;
  1135. return str;
  1136. }
  1137. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1138. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1139. //Fills in the misc data that can be calculated from the other status info (except for level)
  1140. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1141. {
  1142. //Non players get the value set, players need to stack with previous bonuses.
  1143. if (bl->type != BL_PC)
  1144. status->batk =
  1145. status->hit = status->flee =
  1146. status->def2 = status->mdef2 =
  1147. status->cri = status->flee2 = 0;
  1148. status->matk_min = status_base_matk_min(status);
  1149. status->matk_max = status_base_matk_max(status);
  1150. status->hit += level + status->dex;
  1151. status->flee += level + status->agi;
  1152. status->def2 += status->vit;
  1153. status->mdef2 += status->int_ + (status->vit>>1);
  1154. if (bl->type&battle_config.enable_critical)
  1155. status->cri += status->luk*3 + 10;
  1156. else
  1157. status->cri = 0;
  1158. if (bl->type&battle_config.enable_perfect_flee)
  1159. status->flee2 += status->luk + 10;
  1160. else
  1161. status->flee2 = 0;
  1162. status->batk += status_base_atk(bl, status);
  1163. if (status->cri)
  1164. switch (bl->type) {
  1165. case BL_MOB:
  1166. if(battle_config.mob_critical_rate != 100)
  1167. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1168. if(!status->cri && battle_config.mob_critical_rate)
  1169. status->cri = 10;
  1170. break;
  1171. case BL_PC:
  1172. //Players don't have a critical adjustment setting as of yet.
  1173. break;
  1174. default:
  1175. if(battle_config.critical_rate != 100)
  1176. status->cri = status->cri*battle_config.critical_rate/100;
  1177. if (!status->cri && battle_config.critical_rate)
  1178. status->cri = 10;
  1179. }
  1180. if(bl->type&BL_REGEN)
  1181. status_calc_regen(bl, status, status_get_regen_data(bl));
  1182. }
  1183. //Skotlex: Calculates the initial status for the given mob
  1184. //first will only be false when the mob leveled up or got a GuardUp level.
  1185. //first&2: Class-change invoked.
  1186. int status_calc_mob(struct mob_data* md, int first)
  1187. {
  1188. struct status_data *status;
  1189. struct block_list *mbl = NULL;
  1190. int flag=0;
  1191. if(first)
  1192. { //Set basic level on respawn.
  1193. if (md->spawn && !(first&2))
  1194. md->level = md->spawn->level;
  1195. else
  1196. md->level = md->db->lv; // [Valaris]
  1197. }
  1198. //Check if we need custom base-status
  1199. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1200. flag|=1;
  1201. if (md->special_state.size)
  1202. flag|=2;
  1203. if (md->guardian_data && md->guardian_data->guardup_lv)
  1204. flag|=4;
  1205. if (battle_config.slaves_inherit_speed && md->master_id)
  1206. flag|=8;
  1207. if (md->master_id && md->special_state.ai>1)
  1208. flag|=16;
  1209. if (!flag)
  1210. { //No special status required.
  1211. if (md->base_status) {
  1212. aFree(md->base_status);
  1213. md->base_status = NULL;
  1214. }
  1215. if(first)
  1216. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1217. return 0;
  1218. }
  1219. if (!md->base_status)
  1220. md->base_status = aCalloc(1, sizeof(struct status_data));
  1221. status = md->base_status;
  1222. memcpy(status, &md->db->status, sizeof(struct status_data));
  1223. if (flag&(8|16))
  1224. mbl = map_id2bl(md->master_id);
  1225. if (flag&8 && mbl) {
  1226. struct status_data *mstatus = status_get_base_status(mbl);
  1227. if (mstatus &&
  1228. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1229. status->speed = mstatus->speed;
  1230. }
  1231. if (flag&16 && mbl)
  1232. { //Max HP setting from Summon Flora/marine Sphere
  1233. struct unit_data *ud = unit_bl2ud(mbl);
  1234. //Remove special AI when this is used by regular mobs.
  1235. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1236. md->special_state.ai = 0;
  1237. if (ud)
  1238. { // different levels of HP according to skill level
  1239. if (ud->skillid == AM_SPHEREMINE) {
  1240. status->max_hp = 2000 + 400*ud->skilllv;
  1241. } else { //AM_CANNIBALIZE
  1242. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1243. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1244. }
  1245. status->hp = status->max_hp;
  1246. }
  1247. }
  1248. if (flag&1)
  1249. { // increase from mobs leveling up [Valaris]
  1250. int diff = md->level - md->db->lv;
  1251. status->str+= diff;
  1252. status->agi+= diff;
  1253. status->vit+= diff;
  1254. status->int_+= diff;
  1255. status->dex+= diff;
  1256. status->luk+= diff;
  1257. status->max_hp += diff*status->vit;
  1258. status->max_sp += diff*status->int_;
  1259. status->hp = status->max_hp;
  1260. status->sp = status->max_sp;
  1261. status->speed -= diff;
  1262. }
  1263. if (flag&2)
  1264. { // change for sized monsters [Valaris]
  1265. if (md->special_state.size==1) {
  1266. status->max_hp>>=1;
  1267. status->max_sp>>=1;
  1268. if (!status->max_hp) status->max_hp = 1;
  1269. if (!status->max_sp) status->max_sp = 1;
  1270. status->hp=status->max_hp;
  1271. status->sp=status->max_sp;
  1272. status->str>>=1;
  1273. status->agi>>=1;
  1274. status->vit>>=1;
  1275. status->int_>>=1;
  1276. status->dex>>=1;
  1277. status->luk>>=1;
  1278. if (!status->str) status->str = 1;
  1279. if (!status->agi) status->agi = 1;
  1280. if (!status->vit) status->vit = 1;
  1281. if (!status->int_) status->int_ = 1;
  1282. if (!status->dex) status->dex = 1;
  1283. if (!status->luk) status->luk = 1;
  1284. } else if (md->special_state.size==2) {
  1285. status->max_hp<<=1;
  1286. status->max_sp<<=1;
  1287. status->hp=status->max_hp;
  1288. status->sp=status->max_sp;
  1289. status->str<<=1;
  1290. status->agi<<=1;
  1291. status->vit<<=1;
  1292. status->int_<<=1;
  1293. status->dex<<=1;
  1294. status->luk<<=1;
  1295. }
  1296. }
  1297. status_calc_misc(&md->bl, status, md->level);
  1298. if(flag&4)
  1299. { // Strengthen Guardians - custom value +10% / lv
  1300. struct guild_castle *gc;
  1301. gc=guild_mapname2gc(map[md->bl.m].name);
  1302. if (!gc)
  1303. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1304. else {
  1305. status->max_hp += 2000 * gc->defense;
  1306. status->max_sp += 200 * gc->defense;
  1307. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1308. status->hp = gc->guardian[md->guardian_data->number].hp;
  1309. else //Emperium
  1310. status->hp = status->max_hp;
  1311. status->sp = status->max_sp;
  1312. }
  1313. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1314. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1315. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1316. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1317. }
  1318. //Initial battle status
  1319. if (!first)
  1320. status_calc_bl(&md->bl, SCB_ALL);
  1321. else
  1322. memcpy(&md->status, status, sizeof(struct status_data));
  1323. return 1;
  1324. }
  1325. //Skotlex: Calculates the stats of the given pet.
  1326. int status_calc_pet(struct pet_data *pd, int first)
  1327. {
  1328. nullpo_retr(0, pd);
  1329. if (first) {
  1330. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1331. pd->status.mode|= MD_CANMOVE; //so they can chase their master!
  1332. pd->status.speed = pd->petDB->speed;
  1333. }
  1334. if (battle_config.pet_lv_rate && pd->msd)
  1335. {
  1336. struct map_session_data *sd = pd->msd;
  1337. int lv;
  1338. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1339. if (lv < 0)
  1340. lv = 1;
  1341. if (lv != pd->pet.level || first)
  1342. {
  1343. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1344. pd->pet.level = lv;
  1345. if (!first) //Lv Up animation
  1346. clif_misceffect(&pd->bl, 0);
  1347. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1348. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1349. status->str = (bstat->str*lv)/pd->db->lv;
  1350. status->agi = (bstat->agi*lv)/pd->db->lv;
  1351. status->vit = (bstat->vit*lv)/pd->db->lv;
  1352. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1353. status->dex = (bstat->dex*lv)/pd->db->lv;
  1354. status->luk = (bstat->luk*lv)/pd->db->lv;
  1355. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1356. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1357. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1358. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1359. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1360. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1361. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1362. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1363. status_calc_misc(&pd->bl, &pd->status, lv);
  1364. if (!first) //Not done the first time because the pet is not visible yet
  1365. clif_send_petstatus(sd);
  1366. }
  1367. } else if (first) {
  1368. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1369. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1370. pd->pet.level = pd->db->lv;
  1371. }
  1372. //Support rate modifier (1000 = 100%)
  1373. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1374. if(battle_config.pet_support_rate != 100)
  1375. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1376. return 1;
  1377. }
  1378. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1379. static void status_calc_sigma(void)
  1380. {
  1381. int i,j;
  1382. for(i = 0; i < CLASS_COUNT; i++)
  1383. {
  1384. unsigned int k = 0;
  1385. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1386. for(j = 2; j <= MAX_LEVEL; j++)
  1387. {
  1388. k += (hp_coefficient[i]*j + 50) / 100;
  1389. hp_sigma_val[i][j] = k;
  1390. if (k >= INT_MAX)
  1391. break; //Overflow protection. [Skotlex]
  1392. }
  1393. for(; j <= MAX_LEVEL; j++)
  1394. hp_sigma_val[i][j] = INT_MAX;
  1395. }
  1396. }
  1397. /// Calculates base MaxHP value according to class and base level
  1398. /// The recursive equation used to calculate level bonus is (using integer operations)
  1399. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1400. /// which reduces to something close to
  1401. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1402. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1403. {
  1404. unsigned int val = pc_class2idx(sd->status.class_);
  1405. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1406. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1407. val += 100; //Since their HP can't be approximated well enough without this.
  1408. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1409. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1410. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1411. val += 2000; //Supernovice lvl99 hp bonus.
  1412. val += val * status->vit/100; // +1% per each point of VIT
  1413. if (sd->class_&JOBL_UPPER)
  1414. val += val * 25/100; //Trans classes get a 25% hp bonus
  1415. else if (sd->class_&JOBL_BABY)
  1416. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1417. return val;
  1418. }
  1419. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1420. {
  1421. unsigned int val;
  1422. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1423. val += val * status->int_/100;
  1424. if (sd->class_&JOBL_UPPER)
  1425. val += val * 25/100;
  1426. else if (sd->class_&JOBL_BABY)
  1427. val -= val * 30/100;
  1428. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1429. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1430. return val;
  1431. }
  1432. //Calculates player data from scratch without counting SC adjustments.
  1433. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1434. int status_calc_pc(struct map_session_data* sd,int first)
  1435. {
  1436. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1437. struct status_data b_status, *status;
  1438. struct weapon_atk b_lhw;
  1439. struct skill b_skill[MAX_SKILL];
  1440. int b_weight,b_max_weight;
  1441. int i,index;
  1442. int skill,refinedef=0;
  1443. if(!sd->state.auth && !(first&1)) //Shouldn't invoke yet until player is done loading.
  1444. return -1;
  1445. if (++calculating > 10) //Too many recursive calls!
  1446. return -1;
  1447. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1448. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1449. b_status.lhw = &b_lhw;
  1450. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1451. b_weight = sd->weight;
  1452. b_max_weight = sd->max_weight;
  1453. pc_calc_skilltree(sd); // スキルツリ?の計算
  1454. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1455. if(first&1) {
  1456. //Load Hp/SP from char-received data.
  1457. sd->battle_status.hp = sd->status.hp;
  1458. sd->battle_status.sp = sd->status.sp;
  1459. sd->battle_status.lhw = &sd->battle_lhw;
  1460. sd->base_status.lhw = &sd->base_lhw;
  1461. sd->regen.sregen = &sd->sregen;
  1462. sd->regen.ssregen = &sd->ssregen;
  1463. sd->weight=0;
  1464. for(i=0;i<MAX_INVENTORY;i++){
  1465. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1466. continue;
  1467. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1468. }
  1469. sd->cart_weight=0;
  1470. sd->cart_num=0;
  1471. for(i=0;i<MAX_CART;i++){
  1472. if(sd->status.cart[i].nameid==0)
  1473. continue;
  1474. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1475. sd->cart_num++;
  1476. }
  1477. }
  1478. status = &sd->base_status;
  1479. // these are not zeroed. [zzo]
  1480. sd->hprate=100;
  1481. sd->sprate=100;
  1482. sd->castrate=100;
  1483. sd->delayrate=100;
  1484. sd->dsprate=100;
  1485. sd->speed_rate = 100;
  1486. sd->hprecov_rate = 100;
  1487. sd->sprecov_rate = 100;
  1488. sd->atk_rate = sd->matk_rate = 100;
  1489. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1490. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1491. sd->regen.state.block = 0;
  1492. // zeroed arrays, order follows the order in map.h.
  1493. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1494. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1495. + sizeof(sd->param_equip)
  1496. + sizeof(sd->subele)
  1497. + sizeof(sd->subrace)
  1498. + sizeof(sd->subrace2)
  1499. + sizeof(sd->subsize)
  1500. + sizeof(sd->reseff)
  1501. + sizeof(sd->weapon_coma_ele)
  1502. + sizeof(sd->weapon_coma_race)
  1503. + sizeof(sd->weapon_atk)
  1504. + sizeof(sd->weapon_atk_rate)
  1505. + sizeof(sd->arrow_addele)
  1506. + sizeof(sd->arrow_addrace)
  1507. + sizeof(sd->arrow_addsize)
  1508. + sizeof(sd->magic_addele)
  1509. + sizeof(sd->magic_addrace)
  1510. + sizeof(sd->magic_addsize)
  1511. + sizeof(sd->critaddrace)
  1512. + sizeof(sd->expaddrace)
  1513. + sizeof(sd->ignore_mdef)
  1514. + sizeof(sd->itemgrouphealrate)
  1515. + sizeof(sd->sp_gain_race)
  1516. );
  1517. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1518. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1519. if (sd->special_state.intravision) //Clear status change.
  1520. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1521. memset(&sd->special_state,0,sizeof(sd->special_state));
  1522. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1523. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1524. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1525. status->speed = DEFAULT_WALK_SPEED;
  1526. //Give them all modes except these (useful for clones)
  1527. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1528. status->size = (sd->class_&JOBL_BABY)?0:1;
  1529. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1530. if (sd->class_&JOBL_BABY) {
  1531. if (battle_config.character_size&2)
  1532. status->size++;
  1533. } else
  1534. if(battle_config.character_size&1)
  1535. status->size++;
  1536. }
  1537. status->aspd_rate = 1000;
  1538. status->ele_lv = 1;
  1539. status->race = RC_DEMIHUMAN;
  1540. //zero up structures...
  1541. memset(&sd->autospell,0,sizeof(sd->autospell)
  1542. + sizeof(sd->autospell2)
  1543. + sizeof(sd->addeff)
  1544. + sizeof(sd->addeff2)
  1545. + sizeof(sd->skillatk)
  1546. + sizeof(sd->skillheal)
  1547. + sizeof(sd->hp_loss)
  1548. + sizeof(sd->sp_loss)
  1549. + sizeof(sd->hp_regen)
  1550. + sizeof(sd->sp_regen)
  1551. + sizeof(sd->skillblown)
  1552. + sizeof(sd->skillcast)
  1553. + sizeof(sd->add_def)
  1554. + sizeof(sd->add_mdef)
  1555. + sizeof(sd->add_mdmg)
  1556. + sizeof(sd->add_drop)
  1557. + sizeof(sd->itemhealrate)
  1558. );
  1559. // clear autoscripts...
  1560. pc_autoscript_clear(sd->autoscript, ARRAYLENGTH(sd->autoscript));
  1561. pc_autoscript_clear(sd->autoscript2, ARRAYLENGTH(sd->autoscript2));
  1562. // vars zeroing. ints, shorts, chars. in that order.
  1563. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1564. + sizeof(sd->arrow_ele)
  1565. + sizeof(sd->arrow_cri)
  1566. + sizeof(sd->arrow_hit)
  1567. + sizeof(sd->nsshealhp)
  1568. + sizeof(sd->nsshealsp)
  1569. + sizeof(sd->critical_def)
  1570. + sizeof(sd->double_rate)
  1571. + sizeof(sd->long_attack_atk_rate)
  1572. + sizeof(sd->near_attack_def_rate)
  1573. + sizeof(sd->long_attack_def_rate)
  1574. + sizeof(sd->magic_def_rate)
  1575. + sizeof(sd->misc_def_rate)
  1576. + sizeof(sd->ignore_mdef_ele)
  1577. + sizeof(sd->ignore_mdef_race)
  1578. + sizeof(sd->perfect_hit)
  1579. + sizeof(sd->perfect_hit_add)
  1580. + sizeof(sd->get_zeny_rate)
  1581. + sizeof(sd->get_zeny_num)
  1582. + sizeof(sd->double_add_rate)
  1583. + sizeof(sd->short_weapon_damage_return)
  1584. + sizeof(sd->long_weapon_damage_return)
  1585. + sizeof(sd->magic_damage_return)
  1586. + sizeof(sd->random_attack_increase_add)
  1587. + sizeof(sd->random_attack_increase_per)
  1588. + sizeof(sd->break_weapon_rate)
  1589. + sizeof(sd->break_armor_rate)
  1590. + sizeof(sd->crit_atk_rate)
  1591. + sizeof(sd->classchange)
  1592. + sizeof(sd->speed_add_rate)
  1593. + sizeof(sd->aspd_add)
  1594. + sizeof(sd->setitem_hash)
  1595. + sizeof(sd->setitem_hash2)
  1596. // shorts
  1597. + sizeof(sd->splash_range)
  1598. + sizeof(sd->splash_add_range)
  1599. + sizeof(sd->add_steal_rate)
  1600. + sizeof(sd->hp_gain_value)
  1601. + sizeof(sd->sp_gain_value)
  1602. + sizeof(sd->sp_vanish_rate)
  1603. + sizeof(sd->sp_vanish_per)
  1604. + sizeof(sd->unbreakable)
  1605. + sizeof(sd->unbreakable_equip)
  1606. + sizeof(sd->unstripable_equip)
  1607. );
  1608. // Parse equipment.
  1609. for(i=0;i<EQI_MAX-1;i++) {
  1610. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1611. if(index < 0)
  1612. continue;
  1613. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1614. continue;
  1615. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1616. continue;
  1617. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1618. continue;
  1619. if(!sd->inventory_data[index])
  1620. continue;
  1621. status->def += sd->inventory_data[index]->def;
  1622. if(first&1 && sd->inventory_data[index]->equip_script)
  1623. { //Execute equip-script on login
  1624. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1625. if (!calculating)
  1626. return 1;
  1627. }
  1628. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1629. int r,wlv = sd->inventory_data[index]->wlv;
  1630. struct weapon_data *wd;
  1631. struct weapon_atk *wa;
  1632. if (wlv >= MAX_REFINE_BONUS)
  1633. wlv = MAX_REFINE_BONUS - 1;
  1634. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1635. wd = &sd->left_weapon; // Left-hand weapon
  1636. wa = status->lhw;
  1637. } else {
  1638. wd = &sd->right_weapon;
  1639. wa = &status->rhw;
  1640. }
  1641. wa->atk += sd->inventory_data[index]->atk;
  1642. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1643. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1644. wd->overrefine = r*refinebonus[wlv][1];
  1645. wa->range += sd->inventory_data[index]->range;
  1646. if(sd->inventory_data[index]->script) {
  1647. if (wd == &sd->left_weapon) {
  1648. sd->state.lr_flag = 1;
  1649. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1650. sd->state.lr_flag = 0;
  1651. } else
  1652. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1653. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1654. return 1;
  1655. }
  1656. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1657. { // Forged weapon
  1658. wd->star += (sd->status.inventory[index].card[1]>>8);
  1659. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1660. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1661. wd->star += 10;
  1662. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1663. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1664. }
  1665. }
  1666. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1667. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1668. if(sd->inventory_data[index]->script) {
  1669. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1670. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1671. return 1;
  1672. }
  1673. }
  1674. }
  1675. if(sd->equip_index[EQI_AMMO] >= 0){
  1676. index = sd->equip_index[EQI_AMMO];
  1677. if(sd->inventory_data[index]){ // Arrows
  1678. sd->arrow_atk += sd->inventory_data[index]->atk;
  1679. sd->state.lr_flag = 2;
  1680. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1681. sd->state.lr_flag = 0;
  1682. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1683. return 1;
  1684. }
  1685. }
  1686. //Store equipment script bonuses
  1687. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1688. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1689. status->def += (refinedef+50)/100;
  1690. //Parse Cards
  1691. for(i=0;i<EQI_MAX-1;i++) {
  1692. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1693. if(index < 0)
  1694. continue;
  1695. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1696. continue;
  1697. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1698. continue;
  1699. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1700. continue;
  1701. if(sd->inventory_data[index]) {
  1702. int j,c;
  1703. struct item_data *data;
  1704. //Card script execution.
  1705. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1706. continue;
  1707. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1708. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1709. if(!c)
  1710. continue;
  1711. data = itemdb_exists(c);
  1712. if(!data)
  1713. continue;
  1714. if(first&1 && data->equip_script)
  1715. { //Execute equip-script on login
  1716. run_script(data->equip_script,0,sd->bl.id,0);
  1717. if (!calculating)
  1718. return 1;
  1719. }
  1720. if(!data->script)
  1721. continue;
  1722. if(data->flag.no_equip) { //Card restriction checks.
  1723. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1724. continue;
  1725. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1726. continue;
  1727. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1728. continue;
  1729. }
  1730. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1731. { //Left hand status.
  1732. sd->state.lr_flag = 1;
  1733. run_script(data->script,0,sd->bl.id,0);
  1734. sd->state.lr_flag = 0;
  1735. } else
  1736. run_script(data->script,0,sd->bl.id,0);
  1737. if (!calculating) //Abort, run_script his function. [Skotlex]
  1738. return 1;
  1739. }
  1740. }
  1741. }
  1742. if(sd->pd && battle_config.pet_status_support)
  1743. { // Pet
  1744. struct pet_data *pd=sd->pd;
  1745. if(pd && pd->pet.intimate > 0 &&
  1746. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1747. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1748. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1749. }
  1750. //param_bonus now holds card bonuses.
  1751. if(status->rhw.range < 1) status->rhw.range = 1;
  1752. if(status->lhw->range < 1) status->lhw->range = 1;
  1753. if(status->rhw.range < status->lhw->range)
  1754. status->rhw.range = status->lhw->range;
  1755. sd->double_rate += sd->double_add_rate;
  1756. sd->perfect_hit += sd->perfect_hit_add;
  1757. sd->splash_range += sd->splash_add_range;
  1758. if(sd->speed_add_rate)
  1759. sd->speed_rate += sd->speed_add_rate;
  1760. // Damage modifiers from weapon type
  1761. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1762. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1763. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1764. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1765. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1766. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1767. if(pc_isriding(sd) &&
  1768. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1769. { //When Riding with spear, damage modifier to mid-class becomes
  1770. //same as versus large size.
  1771. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1772. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1773. }
  1774. // ----- STATS CALCULATION -----
  1775. // Job bonuses
  1776. index = pc_class2idx(sd->status.class_);
  1777. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1778. if(!job_bonus[index][i])
  1779. continue;
  1780. switch(job_bonus[index][i]) {
  1781. case 1: status->str++; break;
  1782. case 2: status->agi++; break;
  1783. case 3: status->vit++; break;
  1784. case 4: status->int_++; break;
  1785. case 5: status->dex++; break;
  1786. case 6: status->luk++; break;
  1787. }
  1788. }
  1789. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1790. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1791. status->str += 10;
  1792. status->agi += 10;
  1793. status->vit += 10;
  1794. status->int_+= 10;
  1795. status->dex += 10;
  1796. status->luk += 10;
  1797. }
  1798. // Absolute modifiers from passive skills
  1799. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1800. status->str++;
  1801. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1802. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1803. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1804. status->dex += skill;
  1805. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1806. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1807. status->str = cap_value(i,0,USHRT_MAX);
  1808. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1809. status->agi = cap_value(i,0,USHRT_MAX);
  1810. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1811. status->vit = cap_value(i,0,USHRT_MAX);
  1812. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1813. status->int_ = cap_value(i,0,USHRT_MAX);
  1814. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1815. status->dex = cap_value(i,0,USHRT_MAX);
  1816. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1817. status->luk = cap_value(i,0,USHRT_MAX);
  1818. // ------ BASE ATTACK CALCULATION ------
  1819. // Base batk value is set on status_calc_misc
  1820. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1821. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1822. status->batk += sd->weapon_atk[sd->status.weapon];
  1823. // Absolute modifiers from passive skills
  1824. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1825. status->batk += 4;
  1826. // ----- HP MAX CALCULATION -----
  1827. // Basic MaxHP value
  1828. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1829. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1830. //This is done to handle underflows from negative Max HP bonuses
  1831. i = sd->status.max_hp + (int)status->max_hp;
  1832. status->max_hp = cap_value(i, 0, INT_MAX);
  1833. // Absolute modifiers from passive skills
  1834. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1835. status->max_hp += skill*200;
  1836. // Apply relative modifiers from equipment
  1837. if(sd->hprate < 0)
  1838. sd->hprate = 0;
  1839. if(sd->hprate!=100)
  1840. status->max_hp = status->max_hp * sd->hprate/100;
  1841. if(battle_config.hp_rate != 100)
  1842. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1843. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1844. status->max_hp = battle_config.max_hp;
  1845. else if(!status->max_hp)
  1846. status->max_hp = 1;
  1847. // ----- SP MAX CALCULATION -----
  1848. // Basic MaxSP value
  1849. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1850. //This is done to handle underflows from negative Max SP bonuses
  1851. i = sd->status.max_sp + (int)status->max_sp;
  1852. status->max_sp = cap_value(i, 0, INT_MAX);
  1853. // Absolute modifiers from passive skills
  1854. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1855. status->max_sp += 30*skill;
  1856. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1857. status->max_sp += status->max_sp * skill/100;
  1858. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1859. status->max_sp += status->max_sp * 2*skill/100;
  1860. // Apply relative modifiers from equipment
  1861. if(sd->sprate < 0)
  1862. sd->sprate = 0;
  1863. if(sd->sprate!=100)
  1864. status->max_sp = status->max_sp * sd->sprate/100;
  1865. if(battle_config.sp_rate != 100)
  1866. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1867. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1868. status->max_sp = battle_config.max_sp;
  1869. else if(!status->max_sp)
  1870. status->max_sp = 1;
  1871. // ----- RESPAWN HP/SP -----
  1872. //
  1873. //Calc respawn hp and store it on base_status
  1874. if (sd->special_state.restart_full_recover)
  1875. {
  1876. status->hp = status->max_hp;
  1877. status->sp = status->max_sp;
  1878. } else {
  1879. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1880. && battle_config.restart_hp_rate < 50)
  1881. status->hp=status->max_hp>>1;
  1882. else
  1883. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1884. if(!status->hp)
  1885. status->hp = 1;
  1886. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1887. }
  1888. // ----- MISC CALCULATION -----
  1889. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1890. //Equipment modifiers for misc settings
  1891. if(sd->matk_rate < 0)
  1892. sd->matk_rate = 0;
  1893. if(sd->matk_rate != 100){
  1894. status->matk_max = status->matk_max * sd->matk_rate/100;
  1895. status->matk_min = status->matk_min * sd->matk_rate/100;
  1896. }
  1897. if(sd->hit_rate < 0)
  1898. sd->hit_rate = 0;
  1899. if(sd->hit_rate != 100)
  1900. status->hit = status->hit * sd->hit_rate/100;
  1901. if(sd->flee_rate < 0)
  1902. sd->flee_rate = 0;
  1903. if(sd->flee_rate != 100)
  1904. status->flee = status->flee * sd->flee_rate/100;
  1905. if(sd->def2_rate < 0)
  1906. sd->def2_rate = 0;
  1907. if(sd->def2_rate != 100)
  1908. status->def2 = status->def2 * sd->def2_rate/100;
  1909. if(sd->mdef2_rate < 0)
  1910. sd->mdef2_rate = 0;
  1911. if(sd->mdef2_rate != 100)
  1912. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1913. if(sd->critical_rate < 0)
  1914. sd->critical_rate = 0;
  1915. if(sd->critical_rate != 100)
  1916. status->cri = status->cri * sd->critical_rate/100;
  1917. if(sd->flee2_rate < 0)
  1918. sd->flee2_rate = 0;
  1919. if(sd->flee2_rate != 100)
  1920. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1921. // ----- HIT CALCULATION -----
  1922. // Absolute modifiers from passive skills
  1923. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1924. status->hit += skill*2;
  1925. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1926. status->hit += skill;
  1927. if(sd->status.weapon == W_BOW)
  1928. status->rhw.range += skill;
  1929. }
  1930. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1931. {
  1932. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1933. status->hit += 2*skill;
  1934. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1935. status->hit += skill;
  1936. status->rhw.range += skill;
  1937. }
  1938. }
  1939. // ----- FLEE CALCULATION -----
  1940. // Absolute modifiers from passive skills
  1941. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1942. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1943. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1944. status->flee += (skill*3)>>1;
  1945. // ----- EQUIPMENT-DEF CALCULATION -----
  1946. // Apply relative modifiers from equipment
  1947. if(sd->def_rate < 0)
  1948. sd->def_rate = 0;
  1949. if(sd->def_rate != 100) {
  1950. i = status->def * sd->def_rate/100;
  1951. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1952. }
  1953. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1954. {
  1955. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1956. status->def = (unsigned char)battle_config.max_def;
  1957. }
  1958. // ----- EQUIPMENT-MDEF CALCULATION -----
  1959. // Apply relative modifiers from equipment
  1960. if(sd->mdef_rate < 0)
  1961. sd->mdef_rate = 0;
  1962. if(sd->mdef_rate != 100) {
  1963. i = status->mdef * sd->mdef_rate/100;
  1964. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1965. }
  1966. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1967. {
  1968. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1969. status->mdef = (signed char)battle_config.max_def;
  1970. }
  1971. // ----- WALKING SPEED CALCULATION -----
  1972. if(sd->speed_rate < 0)
  1973. sd->speed_rate = 0;
  1974. if(sd->speed_rate != 100)
  1975. status->speed = status->speed*sd->speed_rate/100;
  1976. // Relative modifiers from passive skills
  1977. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1978. status->speed -= status->speed * skill/100;
  1979. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1980. status->speed -= status->speed * 25/100;
  1981. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1982. status->speed += status->speed * (100-10*skill)/100;
  1983. if(status->speed < battle_config.max_walk_speed)
  1984. status->speed = battle_config.max_walk_speed;
  1985. // ----- ASPD CALCULATION -----
  1986. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1987. // Basic ASPD value
  1988. i = status_base_amotion_pc(sd,status);
  1989. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1990. // Relative modifiers from passive skills
  1991. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1992. status->aspd_rate -= 5*skill;
  1993. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1994. status->aspd_rate -= 30*skill;
  1995. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1996. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1997. status->aspd_rate -= ((skill+1)/2) * 10;
  1998. if(pc_isriding(sd))
  1999. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2000. status->adelay = 2*status->amotion;
  2001. // ----- DMOTION -----
  2002. //
  2003. i = 800-status->agi*4;
  2004. status->dmotion = cap_value(i, 400, 800);
  2005. if(battle_config.pc_damage_delay_rate != 100)
  2006. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2007. // ----- MISC CALCULATIONS -----
  2008. // Weight
  2009. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2010. sd->max_weight += 2000*skill;
  2011. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2012. sd->max_weight += 10000;
  2013. if(sd->sc.data[SC_KNOWLEDGE])
  2014. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE]->val1/10;
  2015. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2016. sd->max_weight += 2000*skill;
  2017. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2018. sd->regen.state.walk = 1;
  2019. else
  2020. sd->regen.state.walk = 0;
  2021. // Skill SP cost
  2022. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2023. sd->dsprate -= 4*skill;
  2024. if(sd->sc.count){
  2025. if(sd->sc.data[SC_SERVICE4U])
  2026. sd->dsprate -= sd->sc.data[SC_SERVICE4U]->val3;
  2027. }
  2028. //Underflow protections.
  2029. if(sd->dsprate < 0)
  2030. sd->dsprate = 0;
  2031. if(sd->castrate < 0)
  2032. sd->castrate = 0;
  2033. if(sd->delayrate < 0)
  2034. sd->delayrate = 0;
  2035. if(sd->hprecov_rate < 0)
  2036. sd->hprecov_rate = 0;
  2037. if(sd->sprecov_rate < 0)
  2038. sd->sprecov_rate = 0;
  2039. // Anti-element and anti-race
  2040. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2041. sd->subele[6] += skill*5;
  2042. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2043. sd->subele[0] += skill;
  2044. sd->subele[3] += skill*4;
  2045. }
  2046. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2047. skill = skill*4;
  2048. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2049. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2050. sd->magic_addrace[RC_DRAGON]+=skill;
  2051. sd->subrace[RC_DRAGON]+=skill;
  2052. }
  2053. if(sd->sc.count){
  2054. if(sd->sc.data[SC_CONCENTRATE])
  2055. { //Update the card-bonus data
  2056. sd->sc.data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2057. sd->sc.data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2058. }
  2059. if(sd->sc.data[SC_SIEGFRIED]){
  2060. i = sd->sc.data[SC_SIEGFRIED]->val2;
  2061. sd->subele[ELE_WATER] += i;
  2062. sd->subele[ELE_EARTH] += i;
  2063. sd->subele[ELE_FIRE] += i;
  2064. sd->subele[ELE_WIND] += i;
  2065. sd->subele[ELE_POISON] += i;
  2066. sd->subele[ELE_HOLY] += i;
  2067. sd->subele[ELE_DARK] += i;
  2068. sd->subele[ELE_GHOST] += i;
  2069. sd->subele[ELE_UNDEAD] += i;
  2070. }
  2071. if(sd->sc.data[SC_PROVIDENCE]){
  2072. sd->subele[ELE_HOLY] += sd->sc.data[SC_PROVIDENCE]->val2;
  2073. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE]->val2;
  2074. }
  2075. }
  2076. status_cpy(&sd->battle_status, status);
  2077. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2078. status = &sd->battle_status; //Need to compare versus this.
  2079. // ----- CLIENT-SIDE REFRESH -----
  2080. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2081. clif_skillinfoblock(sd);
  2082. if(b_status.speed != status->speed)
  2083. clif_updatestatus(sd,SP_SPEED);
  2084. if(b_weight != sd->weight)
  2085. clif_updatestatus(sd,SP_WEIGHT);
  2086. if(b_max_weight != sd->max_weight) {
  2087. clif_updatestatus(sd,SP_MAXWEIGHT);
  2088. pc_updateweightstatus(sd);
  2089. }
  2090. if(b_status.str != status->str)
  2091. clif_updatestatus(sd,SP_STR);
  2092. if(b_status.agi != status->agi)
  2093. clif_updatestatus(sd,SP_AGI);
  2094. if(b_status.vit != status->vit)
  2095. clif_updatestatus(sd,SP_VIT);
  2096. if(b_status.int_ != status->int_)
  2097. clif_updatestatus(sd,SP_INT);
  2098. if(b_status.dex != status->dex)
  2099. clif_updatestatus(sd,SP_DEX);
  2100. if(b_status.luk != status->luk)
  2101. clif_updatestatus(sd,SP_LUK);
  2102. if(b_status.hit != status->hit)
  2103. clif_updatestatus(sd,SP_HIT);
  2104. if(b_status.flee != status->flee)
  2105. clif_updatestatus(sd,SP_FLEE1);
  2106. if(b_status.amotion != status->amotion)
  2107. clif_updatestatus(sd,SP_ASPD);
  2108. if(b_status.rhw.atk != status->rhw.atk ||
  2109. b_status.lhw->atk != status->lhw->atk ||
  2110. b_status.batk != status->batk)
  2111. clif_updatestatus(sd,SP_ATK1);
  2112. if(b_status.def != status->def)
  2113. clif_updatestatus(sd,SP_DEF1);
  2114. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2115. b_status.lhw->atk2 != status->lhw->atk2)
  2116. clif_updatestatus(sd,SP_ATK2);
  2117. if(b_status.def2 != status->def2)
  2118. clif_updatestatus(sd,SP_DEF2);
  2119. if(b_status.flee2 != status->flee2)
  2120. clif_updatestatus(sd,SP_FLEE2);
  2121. if(b_status.cri != status->cri)
  2122. clif_updatestatus(sd,SP_CRITICAL);
  2123. if(b_status.matk_max != status->matk_max)
  2124. clif_updatestatus(sd,SP_MATK1);
  2125. if(b_status.matk_min != status->matk_min)
  2126. clif_updatestatus(sd,SP_MATK2);
  2127. if(b_status.mdef != status->mdef)
  2128. clif_updatestatus(sd,SP_MDEF1);
  2129. if(b_status.mdef2 != status->mdef2)
  2130. clif_updatestatus(sd,SP_MDEF2);
  2131. if(b_status.rhw.range != status->rhw.range)
  2132. clif_updatestatus(sd,SP_ATTACKRANGE);
  2133. if(b_status.max_hp != status->max_hp)
  2134. clif_updatestatus(sd,SP_MAXHP);
  2135. if(b_status.max_sp != status->max_sp)
  2136. clif_updatestatus(sd,SP_MAXSP);
  2137. if(b_status.hp != status->hp)
  2138. clif_updatestatus(sd,SP_HP);
  2139. if(b_status.sp != status->sp)
  2140. clif_updatestatus(sd,SP_SP);
  2141. calculating = 0;
  2142. return 0;
  2143. }
  2144. int status_calc_homunculus(struct homun_data *hd, int first)
  2145. {
  2146. struct status_data b_status, *status;
  2147. struct s_homunculus *hom;
  2148. int skill;
  2149. int amotion;
  2150. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2151. hom = &hd->homunculus;
  2152. status = &hd->base_status;
  2153. status->str = hom->str / 10;
  2154. status->agi = hom->agi / 10;
  2155. status->vit = hom->vit / 10;
  2156. status->dex = hom->dex / 10;
  2157. status->int_ = hom->int_ / 10;
  2158. status->luk = hom->luk / 10;
  2159. if (first) { //[orn]
  2160. const struct s_homunculus_db *db = hd->homunculusDB;
  2161. status->def_ele = db->element;
  2162. status->ele_lv = 1;
  2163. status->race = db->race;
  2164. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2165. status->rhw.range = 1 + status->size;
  2166. status->mode = MD_CANMOVE|MD_CANATTACK;
  2167. status->speed = DEFAULT_WALK_SPEED;
  2168. if (battle_config.hom_setting&0x8 && hd->master)
  2169. status->speed = status_get_speed(&hd->master->bl);
  2170. status->hp = 1;
  2171. status->sp = 1;
  2172. }
  2173. skill = hom->level/10 + status->vit/5;
  2174. status->def = cap_value(skill, 0, 99);
  2175. skill = hom->level/10 + status->int_/5;
  2176. status->mdef = cap_value(skill, 0, 99);
  2177. status->max_hp = hom->max_hp ;
  2178. status->max_sp = hom->max_sp ;
  2179. merc_hom_calc_skilltree(hd);
  2180. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2181. status->def += skill * 4;
  2182. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2183. {
  2184. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2185. status->str += 1 +skill/3 +skill/3 +skill/4;
  2186. }
  2187. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2188. status->max_hp += skill * 2 * status->max_hp / 100;
  2189. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2190. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2191. if (first) {
  2192. hd->battle_status.hp = hom->hp ;
  2193. hd->battle_status.sp = hom->sp ;
  2194. }
  2195. status->rhw.atk = status->dex;
  2196. status->rhw.atk2 = status->str + hom->level;
  2197. status->aspd_rate = 1000;
  2198. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2199. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2200. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2201. status_calc_misc(&hd->bl, status, hom->level);
  2202. status_cpy(&hd->battle_status, status);
  2203. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2204. if( memcmp(&b_status, status, sizeof(struct status_data)) && !first )
  2205. clif_hominfo(hd->master,hd,0) ;
  2206. return 1;
  2207. }
  2208. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2209. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2210. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2211. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2212. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2213. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2214. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2215. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2216. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2217. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2218. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2219. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2220. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2221. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2222. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2223. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2224. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2225. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2226. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2227. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2228. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2229. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2230. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2231. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2232. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2233. //Calculates base regen values.
  2234. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2235. {
  2236. struct map_session_data *sd;
  2237. int val, skill;
  2238. if (!(bl->type&BL_REGEN) || !regen)
  2239. return;
  2240. BL_CAST(BL_PC,bl,sd);
  2241. val = 1 + (status->vit/5) + (status->max_hp/200);
  2242. if (sd && sd->hprecov_rate != 100)
  2243. val = val*sd->hprecov_rate/100;
  2244. regen->hp = cap_value(val, 1, SHRT_MAX);
  2245. val = 1 + (status->int_/6) + (status->max_sp/100);
  2246. if(status->int_ >= 120)
  2247. val += ((status->int_-120)>>1) + 4;
  2248. if(sd && sd->sprecov_rate != 100)
  2249. val = val*sd->sprecov_rate/100;
  2250. regen->sp = cap_value(val, 1, SHRT_MAX);
  2251. if(sd)
  2252. {
  2253. struct regen_data_sub *sregen;
  2254. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2255. {
  2256. val = regen->sp*(100+3*skill)/100;
  2257. regen->sp = cap_value(val, 1, SHRT_MAX);
  2258. }
  2259. //Only players have skill/sitting skill regen for now.
  2260. sregen = regen->sregen;
  2261. val = 0;
  2262. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2263. val += skill*5 + skill*status->max_hp/500;
  2264. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2265. val = 0;
  2266. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2267. val += skill*3 + skill*status->max_sp/500;
  2268. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2269. val += skill*3 + skill*status->max_sp/500;
  2270. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2271. // Skill-related recovery (only when sit)
  2272. sregen = regen->ssregen;
  2273. val = 0;
  2274. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2275. val += skill*4 + skill*status->max_hp/500;
  2276. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2277. val += skill*30 + skill*status->max_hp/500;
  2278. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2279. val = 0;
  2280. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2281. {
  2282. val += skill*3 + skill*status->max_sp/500;
  2283. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2284. val += (30+10*skill)*val/100;
  2285. }
  2286. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2287. val += skill*2 + skill*status->max_sp/500;
  2288. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2289. }
  2290. if(bl->type==BL_HOM)
  2291. {
  2292. struct homun_data *hd = (TBL_HOM*)bl;
  2293. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2294. {
  2295. val = regen->hp*(100+5*skill)/100;
  2296. regen->hp = cap_value(val, 1, SHRT_MAX);
  2297. }
  2298. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2299. {
  2300. val = regen->sp*(100+3*skill)/100;
  2301. regen->sp = cap_value(val, 1, SHRT_MAX);
  2302. }
  2303. }
  2304. }
  2305. //Calculates SC related regen rates.
  2306. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2307. {
  2308. if (!(bl->type&BL_REGEN) || !regen)
  2309. return;
  2310. regen->flag = RGN_HP|RGN_SP;
  2311. if(regen->sregen)
  2312. {
  2313. if (regen->sregen->hp)
  2314. regen->flag|=RGN_SHP;
  2315. if (regen->sregen->sp)
  2316. regen->flag|=RGN_SSP;
  2317. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2318. }
  2319. if (regen->ssregen)
  2320. {
  2321. if (regen->ssregen->hp)
  2322. regen->flag|=RGN_SHP;
  2323. if (regen->ssregen->sp)
  2324. regen->flag|=RGN_SSP;
  2325. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2326. }
  2327. regen->rate.hp = regen->rate.sp = 1;
  2328. if (!sc || !sc->count)
  2329. return;
  2330. if (
  2331. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2332. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2333. || sc->data[SC_BERSERK]
  2334. || sc->data[SC_TRICKDEAD]
  2335. || sc->data[SC_BLEEDING]
  2336. ) //No regen
  2337. regen->flag = 0;
  2338. if (
  2339. sc->data[SC_EXTREMITYFIST]
  2340. || sc->data[SC_DANCING]
  2341. || (sc->data[SC_EXPLOSIONSPIRITS]
  2342. && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  2343. ) //No natural SP regen
  2344. regen->flag &=~RGN_SP;
  2345. if(
  2346. sc->data[SC_TENSIONRELAX]
  2347. ) {
  2348. regen->rate.hp += 2;
  2349. if (regen->sregen)
  2350. regen->sregen->rate.hp += 3;
  2351. }
  2352. if (sc->data[SC_MAGNIFICAT])
  2353. {
  2354. regen->rate.hp += 1;
  2355. regen->rate.sp += 1;
  2356. }
  2357. if (sc->data[SC_REGENERATION])
  2358. {
  2359. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2360. if (!sce->val4)
  2361. {
  2362. regen->rate.hp += sce->val2;
  2363. regen->rate.sp += sce->val3;
  2364. } else
  2365. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2366. }
  2367. }
  2368. //Calculates some attributes that depends on modified stats from status changes.
  2369. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2370. {
  2371. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2372. int skill;
  2373. if(flag&(SCB_MAXHP|SCB_VIT))
  2374. {
  2375. flag|=SCB_MAXHP; //Ensures client-side refresh
  2376. status->max_hp = status_base_pc_maxhp(sd,status);
  2377. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2378. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2379. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2380. status->max_hp = battle_config.max_hp;
  2381. else if(!status->max_hp)
  2382. status->max_hp = 1;
  2383. if(status->hp > status->max_hp) {
  2384. status->hp = status->max_hp;
  2385. clif_updatestatus(sd,SP_HP);
  2386. }
  2387. }
  2388. if(flag&(SCB_MAXSP|SCB_INT))
  2389. {
  2390. flag|=SCB_MAXSP;
  2391. status->max_sp = status_base_pc_maxsp(sd,status);
  2392. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2393. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2394. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2395. status->max_sp = battle_config.max_sp;
  2396. else if(!status->max_sp)
  2397. status->max_sp = 1;
  2398. if(status->sp > status->max_sp) {
  2399. status->sp = status->max_sp;
  2400. clif_updatestatus(sd,SP_SP);
  2401. }
  2402. }
  2403. if(flag&SCB_MATK) {
  2404. //New matk
  2405. status->matk_min = status_base_matk_min(status);
  2406. status->matk_max = status_base_matk_max(status);
  2407. //Bonuses from previous matk
  2408. if(sd->matk_rate != 100){
  2409. status->matk_max = status->matk_max * sd->matk_rate/100;
  2410. status->matk_min = status->matk_min * sd->matk_rate/100;
  2411. }
  2412. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2413. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2414. if(sd->sc.data[SC_MAGICPOWER]) { //Store current matk values
  2415. sd->sc.mp_matk_min = status->matk_min;
  2416. sd->sc.mp_matk_max = status->matk_max;
  2417. }
  2418. }
  2419. if(flag&SCB_SPEED) {
  2420. if(status->speed < battle_config.max_walk_speed)
  2421. status->speed = battle_config.max_walk_speed;
  2422. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2423. //Store casting walk speed for quick restoration. [Skotlex]
  2424. sd->prev_speed = status->speed * (175-5*skill)/100;
  2425. if(sd->ud.skilltimer != -1) { //Swap speed.
  2426. skill = status->speed;
  2427. status->speed = sd->prev_speed;
  2428. sd->prev_speed = skill;
  2429. }
  2430. }
  2431. }
  2432. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2433. flag|=SCB_ASPD;
  2434. skill = status_base_amotion_pc(sd,status);
  2435. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2436. // Apply all relative modifiers
  2437. if(status->aspd_rate != 1000)
  2438. skill = skill *status->aspd_rate/1000;
  2439. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2440. status->adelay = 2*status->amotion;
  2441. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2442. //Store casting adelay for quick restoration. [Skotlex]
  2443. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2444. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2445. skill = status->adelay;
  2446. status->adelay = sd->prev_adelay;
  2447. sd->prev_adelay = skill;
  2448. }
  2449. }
  2450. }
  2451. if(flag&(SCB_AGI|SCB_DSPD)) {
  2452. if (b_status->agi == status->agi)
  2453. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2454. else {
  2455. skill = 800-status->agi*4;
  2456. status->dmotion = cap_value(skill, 400, 800);
  2457. if(battle_config.pc_damage_delay_rate != 100)
  2458. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2459. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2460. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2461. }
  2462. }
  2463. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2464. status_calc_regen(&sd->bl, status, &sd->regen);
  2465. if(flag&SCB_REGEN)
  2466. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2467. if (flag == SCB_ALL)
  2468. return; //Refresh is done on invoking function (status_calc_pc)
  2469. if(flag&SCB_STR)
  2470. clif_updatestatus(sd,SP_STR);
  2471. if(flag&SCB_AGI)
  2472. clif_updatestatus(sd,SP_AGI);
  2473. if(flag&SCB_VIT)
  2474. clif_updatestatus(sd,SP_VIT);
  2475. if(flag&SCB_INT)
  2476. clif_updatestatus(sd,SP_INT);
  2477. if(flag&SCB_DEX)
  2478. clif_updatestatus(sd,SP_DEX);
  2479. if(flag&SCB_LUK)
  2480. clif_updatestatus(sd,SP_LUK);
  2481. if(flag&SCB_HIT)
  2482. clif_updatestatus(sd,SP_HIT);
  2483. if(flag&SCB_FLEE)
  2484. clif_updatestatus(sd,SP_FLEE1);
  2485. if(flag&SCB_ASPD)
  2486. clif_updatestatus(sd,SP_ASPD);
  2487. if(flag&SCB_SPEED)
  2488. clif_updatestatus(sd,SP_SPEED);
  2489. if(flag&(SCB_BATK|SCB_WATK))
  2490. clif_updatestatus(sd,SP_ATK1);
  2491. if(flag&SCB_DEF)
  2492. clif_updatestatus(sd,SP_DEF1);
  2493. if(flag&SCB_WATK)
  2494. clif_updatestatus(sd,SP_ATK2);
  2495. if(flag&SCB_DEF2)
  2496. clif_updatestatus(sd,SP_DEF2);
  2497. if(flag&SCB_FLEE2)
  2498. clif_updatestatus(sd,SP_FLEE2);
  2499. if(flag&SCB_CRI)
  2500. clif_updatestatus(sd,SP_CRITICAL);
  2501. if(flag&SCB_MATK) {
  2502. clif_updatestatus(sd,SP_MATK1);
  2503. clif_updatestatus(sd,SP_MATK2);
  2504. }
  2505. if(flag&SCB_MDEF)
  2506. clif_updatestatus(sd,SP_MDEF1);
  2507. if(flag&SCB_MDEF2)
  2508. clif_updatestatus(sd,SP_MDEF2);
  2509. if(flag&SCB_RANGE)
  2510. clif_updatestatus(sd,SP_ATTACKRANGE);
  2511. if(flag&SCB_MAXHP)
  2512. clif_updatestatus(sd,SP_MAXHP);
  2513. if(flag&SCB_MAXSP)
  2514. clif_updatestatus(sd,SP_MAXSP);
  2515. }
  2516. //Calculates some attributes that depends on modified stats from status changes.
  2517. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2518. {
  2519. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2520. int skill = 0;
  2521. if(flag&(SCB_MAXHP|SCB_VIT))
  2522. {
  2523. flag|=SCB_MAXHP; //Ensures client-side refresh
  2524. // Apply relative modifiers from equipment
  2525. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2526. status->max_hp = battle_config.max_hp;
  2527. else if(!status->max_hp)
  2528. status->max_hp = 1;
  2529. if(status->hp > status->max_hp)
  2530. status->hp = status->max_hp;
  2531. }
  2532. if(flag&(SCB_MAXSP|SCB_INT))
  2533. {
  2534. flag|=SCB_MAXSP;
  2535. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2536. status->max_sp = battle_config.max_sp;
  2537. else if(!status->max_sp)
  2538. status->max_sp = 1;
  2539. if(status->sp > status->max_sp)
  2540. status->sp = status->max_sp;
  2541. }
  2542. if(flag&SCB_VIT)
  2543. { //Since vit affects def, recalculate def.
  2544. flag|=SCB_DEF;
  2545. status->def = status_calc_def(&hd->bl, &hd->sc, b_status->def);
  2546. status->def+= (status->vit/5 - b_status->vit/5);
  2547. }
  2548. if(flag&SCB_INT)
  2549. {
  2550. flag|=SCB_MDEF;
  2551. status->mdef = status_calc_mdef(&hd->bl, &hd->sc, b_status->mdef);
  2552. status->mdef+= (status->int_/5 - b_status->int_/5);
  2553. }
  2554. if(flag&SCB_DEX) {
  2555. flag |=SCB_WATK;
  2556. status->rhw.atk = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk);
  2557. status->rhw.atk+= (status->dex - b_status->dex);
  2558. }
  2559. if(flag&SCB_STR) {
  2560. flag |=SCB_WATK;
  2561. status->rhw.atk2 = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk2);
  2562. status->rhw.atk2+= (status->str - b_status->str);
  2563. }
  2564. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2565. status->rhw.atk2 = status->rhw.atk;
  2566. if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  2567. status->matk_min = status->matk_max;
  2568. if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
  2569. status->speed = status_get_speed(&hd->master->bl);
  2570. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2571. flag|=SCB_ASPD;
  2572. skill = (1000 -4*status->agi -status->dex)
  2573. *hd->homunculusDB->baseASPD/1000;
  2574. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2575. if(status->aspd_rate != 1000)
  2576. skill = skill*status->aspd_rate/1000;
  2577. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2578. status->adelay = status->amotion;
  2579. }
  2580. if(flag&(SCB_AGI|SCB_DSPD)) {
  2581. skill = 800-status->agi*4;
  2582. status->dmotion = cap_value(skill, 400, 800);
  2583. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2584. }
  2585. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2586. status_calc_regen(&hd->bl, status, &hd->regen);
  2587. if(flag&SCB_REGEN)
  2588. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2589. if (flag == SCB_ALL)
  2590. return; //Refresh is done on invoking function (status_calc_hom)
  2591. if (hd->master && flag&(
  2592. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2593. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2594. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2595. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2596. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2597. )
  2598. clif_hominfo(hd->master,hd,0);
  2599. }
  2600. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2601. {
  2602. struct status_data *b_status, *status;
  2603. struct status_change *sc;
  2604. int temp;
  2605. TBL_PC *sd;
  2606. b_status = status_get_base_status(bl);
  2607. status = status_get_status_data(bl);
  2608. sc = status_get_sc(bl);
  2609. if (!b_status || !status)
  2610. return;
  2611. BL_CAST(BL_PC,bl,sd);
  2612. if(sd && flag&SCB_PC)
  2613. { //Recalc everything.
  2614. status_calc_pc(sd,0);
  2615. return;
  2616. }
  2617. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2618. status_cpy(status, b_status);
  2619. return;
  2620. }
  2621. if(flag&SCB_STR) {
  2622. status->str = status_calc_str(bl, sc, b_status->str);
  2623. flag|=SCB_BATK;
  2624. }
  2625. if(flag&SCB_AGI) {
  2626. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2627. flag|=SCB_FLEE;
  2628. }
  2629. if(flag&SCB_VIT) {
  2630. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2631. flag|=SCB_DEF2|SCB_MDEF2;
  2632. }
  2633. if(flag&SCB_INT) {
  2634. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2635. flag|=SCB_MATK|SCB_MDEF2;
  2636. }
  2637. if(flag&SCB_DEX) {
  2638. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2639. flag|=SCB_BATK|SCB_HIT;
  2640. }
  2641. if(flag&SCB_LUK) {
  2642. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2643. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2644. }
  2645. if(flag&SCB_BATK && b_status->batk) {
  2646. status->batk = status_base_atk(bl,status);
  2647. temp = b_status->batk - status_base_atk(bl,b_status);
  2648. if (temp)
  2649. status->batk += temp;
  2650. status->batk = status_calc_batk(bl, sc, status->batk);
  2651. }
  2652. if(flag&SCB_WATK) {
  2653. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2654. if (!sd) //Should not affect weapon refine bonus
  2655. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2656. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2657. if (sd) {
  2658. sd->state.lr_flag = 1;
  2659. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2660. sd->state.lr_flag = 0;
  2661. } else {
  2662. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2663. status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
  2664. }
  2665. }
  2666. }
  2667. if(flag&SCB_HIT) {
  2668. if (status->dex == b_status->dex)
  2669. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2670. else
  2671. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2672. }
  2673. if(flag&SCB_FLEE) {
  2674. if (status->agi == b_status->agi)
  2675. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2676. else
  2677. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2678. }
  2679. if(flag&SCB_DEF)
  2680. status->def = status_calc_def(bl, sc, b_status->def);
  2681. if(flag&SCB_DEF2) {
  2682. if (status->vit == b_status->vit)
  2683. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2684. else
  2685. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2686. }
  2687. if(flag&SCB_MDEF)
  2688. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2689. if(flag&SCB_MDEF2) {
  2690. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2691. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2692. else
  2693. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2694. }
  2695. if(flag&SCB_SPEED) {
  2696. struct unit_data *ud = unit_bl2ud(bl);
  2697. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2698. //Re-walk to adjust speed (we do not check if walktimer != -1
  2699. //because if you step on something while walking, the moment this
  2700. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2701. if (ud)
  2702. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2703. }
  2704. if(flag&SCB_CRI && b_status->cri) {
  2705. if (status->luk == b_status->luk)
  2706. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2707. else
  2708. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2709. }
  2710. if(flag&SCB_FLEE2 && b_status->flee2) {
  2711. if (status->luk == b_status->luk)
  2712. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2713. else
  2714. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2715. }
  2716. if(flag&SCB_ATK_ELE) {
  2717. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2718. if(status->lhw && b_status->lhw) {
  2719. if (sd) sd->state.lr_flag = 1;
  2720. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2721. if (sd) sd->state.lr_flag = 0;
  2722. }
  2723. }
  2724. if(flag&SCB_DEF_ELE) {
  2725. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2726. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2727. }
  2728. if(flag&SCB_MODE)
  2729. {
  2730. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2731. //Since mode changed, reset their state.
  2732. if (!(status->mode&MD_CANATTACK))
  2733. unit_stop_attack(bl);
  2734. if (!(status->mode&MD_CANMOVE))
  2735. unit_stop_walking(bl,0);
  2736. }
  2737. // No status changes alter these yet.
  2738. // if(flag&SCB_SIZE)
  2739. // if(flag&SCB_RACE)
  2740. // if(flag&SCB_RANGE)
  2741. if(sd) {
  2742. //The remaining are handled quite different by players, so use their own function.
  2743. status_calc_bl_sub_pc(sd, flag);
  2744. return;
  2745. }
  2746. if(flag&SCB_MAXHP) {
  2747. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2748. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2749. status->hp = status->max_hp;
  2750. }
  2751. if(flag&SCB_MAXSP) {
  2752. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2753. if (status->sp > status->max_sp)
  2754. status->sp = status->max_sp;
  2755. }
  2756. if(flag&SCB_MATK) {
  2757. status->matk_min = status_base_matk_min(status);
  2758. status->matk_max = status_base_matk_max(status);
  2759. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2760. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2761. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  2762. sc->mp_matk_min = status->matk_min;
  2763. sc->mp_matk_max = status->matk_max;
  2764. }
  2765. }
  2766. if(bl->type == BL_HOM) {
  2767. //The remaining are handled quite different by homunculus, so use their own function.
  2768. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2769. return;
  2770. }
  2771. if(flag&SCB_ASPD) {
  2772. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2773. temp = status->aspd_rate*b_status->amotion/1000;
  2774. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2775. temp = status->aspd_rate*b_status->adelay/1000;
  2776. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2777. }
  2778. if(flag&SCB_DSPD)
  2779. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2780. if(bl->type&BL_REGEN) {
  2781. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2782. status_calc_regen(bl, status, status_get_regen_data(bl));
  2783. if(flag&SCB_REGEN)
  2784. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2785. }
  2786. }
  2787. /*==========================================
  2788. * Apply shared stat mods from status changes [DracoRPG]
  2789. *------------------------------------------*/
  2790. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2791. {
  2792. if(!sc || !sc->count)
  2793. return cap_value(str,0,USHRT_MAX);
  2794. if(sc->data[SC_INCALLSTATUS])
  2795. str += sc->data[SC_INCALLSTATUS]->val1;
  2796. if(sc->data[SC_INCSTR])
  2797. str += sc->data[SC_INCSTR]->val1;
  2798. if(sc->data[SC_STRFOOD])
  2799. str += sc->data[SC_STRFOOD]->val1;
  2800. if(sc->data[SC_BATTLEORDERS])
  2801. str += 5;
  2802. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  2803. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  2804. if(sc->data[SC_LOUD])
  2805. str += 4;
  2806. if(sc->data[SC_TRUESIGHT])
  2807. str += 5;
  2808. if(sc->data[SC_SPURT])
  2809. str += 10;
  2810. if(sc->data[SC_NEN])
  2811. str += sc->data[SC_NEN]->val1;
  2812. if(sc->data[SC_BLESSING]){
  2813. if(sc->data[SC_BLESSING]->val2)
  2814. str += sc->data[SC_BLESSING]->val2;
  2815. else
  2816. str >>= 1;
  2817. }
  2818. if(sc->data[SC_MARIONETTE])
  2819. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  2820. if(sc->data[SC_MARIONETTE2])
  2821. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  2822. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  2823. str = 50;
  2824. return (unsigned short)cap_value(str,0,USHRT_MAX);
  2825. }
  2826. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2827. {
  2828. if(!sc || !sc->count)
  2829. return cap_value(agi,0,USHRT_MAX);
  2830. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2831. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  2832. if(sc->data[SC_INCALLSTATUS])
  2833. agi += sc->data[SC_INCALLSTATUS]->val1;
  2834. if(sc->data[SC_INCAGI])
  2835. agi += sc->data[SC_INCAGI]->val1;
  2836. if(sc->data[SC_AGIFOOD])
  2837. agi += sc->data[SC_AGIFOOD]->val1;
  2838. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  2839. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  2840. if(sc->data[SC_TRUESIGHT])
  2841. agi += 5;
  2842. if(sc->data[SC_INCREASEAGI])
  2843. agi += sc->data[SC_INCREASEAGI]->val2;
  2844. if(sc->data[SC_INCREASING])
  2845. agi += 4; // added based on skill updates [Reddozen]
  2846. if(sc->data[SC_DECREASEAGI])
  2847. agi -= sc->data[SC_DECREASEAGI]->val2;
  2848. if(sc->data[SC_QUAGMIRE])
  2849. agi -= sc->data[SC_QUAGMIRE]->val2;
  2850. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  2851. agi -= sc->data[SC_SUITON]->val2;
  2852. if(sc->data[SC_MARIONETTE])
  2853. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  2854. if(sc->data[SC_MARIONETTE2])
  2855. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  2856. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  2857. agi = 50;
  2858. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  2859. }
  2860. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2861. {
  2862. if(!sc || !sc->count)
  2863. return cap_value(vit,0,USHRT_MAX);
  2864. if(sc->data[SC_INCALLSTATUS])
  2865. vit += sc->data[SC_INCALLSTATUS]->val1;
  2866. if(sc->data[SC_INCVIT])
  2867. vit += sc->data[SC_INCVIT]->val1;
  2868. if(sc->data[SC_VITFOOD])
  2869. vit += sc->data[SC_VITFOOD]->val1;
  2870. if(sc->data[SC_CHANGE])
  2871. vit += sc->data[SC_CHANGE]->val2;
  2872. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  2873. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  2874. if(sc->data[SC_TRUESIGHT])
  2875. vit += 5;
  2876. if(sc->data[SC_STRIPARMOR])
  2877. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  2878. if(sc->data[SC_MARIONETTE])
  2879. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  2880. if(sc->data[SC_MARIONETTE2])
  2881. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  2882. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  2883. vit = 50;
  2884. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  2885. }
  2886. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2887. {
  2888. if(!sc || !sc->count)
  2889. return cap_value(int_,0,USHRT_MAX);
  2890. if(sc->data[SC_INCALLSTATUS])
  2891. int_ += sc->data[SC_INCALLSTATUS]->val1;
  2892. if(sc->data[SC_INCINT])
  2893. int_ += sc->data[SC_INCINT]->val1;
  2894. if(sc->data[SC_INTFOOD])
  2895. int_ += sc->data[SC_INTFOOD]->val1;
  2896. if(sc->data[SC_CHANGE])
  2897. int_ += sc->data[SC_CHANGE]->val3;
  2898. if(sc->data[SC_BATTLEORDERS])
  2899. int_ += 5;
  2900. if(sc->data[SC_TRUESIGHT])
  2901. int_ += 5;
  2902. if(sc->data[SC_BLESSING]){
  2903. if (sc->data[SC_BLESSING]->val2)
  2904. int_ += sc->data[SC_BLESSING]->val2;
  2905. else
  2906. int_ >>= 1;
  2907. }
  2908. if(sc->data[SC_STRIPHELM])
  2909. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  2910. if(sc->data[SC_NEN])
  2911. int_ += sc->data[SC_NEN]->val1;
  2912. if(sc->data[SC_MARIONETTE])
  2913. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  2914. if(sc->data[SC_MARIONETTE2])
  2915. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  2916. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  2917. int_ = 50;
  2918. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  2919. }
  2920. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2921. {
  2922. if(!sc || !sc->count)
  2923. return cap_value(dex,0,USHRT_MAX);
  2924. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2925. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  2926. if(sc->data[SC_INCALLSTATUS])
  2927. dex += sc->data[SC_INCALLSTATUS]->val1;
  2928. if(sc->data[SC_INCDEX])
  2929. dex += sc->data[SC_INCDEX]->val1;
  2930. if(sc->data[SC_DEXFOOD])
  2931. dex += sc->data[SC_DEXFOOD]->val1;
  2932. if(sc->data[SC_BATTLEORDERS])
  2933. dex += 5;
  2934. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  2935. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  2936. if(sc->data[SC_TRUESIGHT])
  2937. dex += 5;
  2938. if(sc->data[SC_QUAGMIRE])
  2939. dex -= sc->data[SC_QUAGMIRE]->val2;
  2940. if(sc->data[SC_BLESSING]){
  2941. if (sc->data[SC_BLESSING]->val2)
  2942. dex += sc->data[SC_BLESSING]->val2;
  2943. else
  2944. dex >>= 1;
  2945. }
  2946. if(sc->data[SC_INCREASING])
  2947. dex += 4; // added based on skill updates [Reddozen]
  2948. if(sc->data[SC_MARIONETTE])
  2949. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  2950. if(sc->data[SC_MARIONETTE2])
  2951. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  2952. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  2953. dex = 50;
  2954. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  2955. }
  2956. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2957. {
  2958. if(!sc || !sc->count)
  2959. return cap_value(luk,0,USHRT_MAX);
  2960. if(sc->data[SC_CURSE])
  2961. return 0;
  2962. if(sc->data[SC_INCALLSTATUS])
  2963. luk += sc->data[SC_INCALLSTATUS]->val1;
  2964. if(sc->data[SC_INCLUK])
  2965. luk += sc->data[SC_INCLUK]->val1;
  2966. if(sc->data[SC_LUKFOOD])
  2967. luk += sc->data[SC_LUKFOOD]->val1;
  2968. if(sc->data[SC_TRUESIGHT])
  2969. luk += 5;
  2970. if(sc->data[SC_GLORIA])
  2971. luk += 30;
  2972. if(sc->data[SC_MARIONETTE])
  2973. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  2974. if(sc->data[SC_MARIONETTE2])
  2975. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  2976. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  2977. luk = 50;
  2978. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  2979. }
  2980. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2981. {
  2982. if(!sc || !sc->count)
  2983. return cap_value(batk,0,USHRT_MAX);
  2984. if(sc->data[SC_INCBASEATK])
  2985. batk += sc->data[SC_INCBASEATK]->val1;
  2986. if(sc->data[SC_ATKPOTION])
  2987. batk += sc->data[SC_ATKPOTION]->val1;
  2988. if(sc->data[SC_BATKFOOD])
  2989. batk += sc->data[SC_BATKFOOD]->val1;
  2990. if(sc->data[SC_INCATKRATE])
  2991. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  2992. if(sc->data[SC_PROVOKE])
  2993. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  2994. if(sc->data[SC_CONCENTRATION])
  2995. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  2996. if(sc->data[SC_SKE])
  2997. batk += batk * 3;
  2998. if(sc->data[SC_BLOODLUST])
  2999. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3000. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3001. batk -= batk * 25/100;
  3002. if(sc->data[SC_CURSE])
  3003. batk -= batk * 25/100;
  3004. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3005. // if(sc->data[SC_BLEEDING]->)
  3006. // batk -= batk * 25/100;
  3007. if(sc->data[SC_FLEET])
  3008. batk += batk * sc->data[SC_FLEET]->val3/100;
  3009. if(sc->data[SC_GATLINGFEVER])
  3010. batk += sc->data[SC_GATLINGFEVER]->val3;
  3011. if(sc->data[SC_MADNESSCANCEL])
  3012. batk += 100;
  3013. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3014. }
  3015. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3016. {
  3017. if(!sc || !sc->count)
  3018. return cap_value(watk,0,USHRT_MAX);
  3019. if(sc->data[SC_IMPOSITIO])
  3020. watk += sc->data[SC_IMPOSITIO]->val2;
  3021. if(sc->data[SC_WATKFOOD])
  3022. watk += sc->data[SC_WATKFOOD]->val1;
  3023. if(sc->data[SC_DRUMBATTLE])
  3024. watk += sc->data[SC_DRUMBATTLE]->val2;
  3025. if(sc->data[SC_VOLCANO])
  3026. watk += sc->data[SC_VOLCANO]->val2;
  3027. if(sc->data[SC_INCATKRATE])
  3028. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3029. if(sc->data[SC_PROVOKE])
  3030. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3031. if(sc->data[SC_CONCENTRATION])
  3032. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3033. if(sc->data[SC_SKE])
  3034. watk += watk * 3;
  3035. if(sc->data[SC_NIBELUNGEN]) {
  3036. if (bl->type != BL_PC)
  3037. watk += sc->data[SC_NIBELUNGEN]->val2;
  3038. else {
  3039. TBL_PC *sd = (TBL_PC*)bl;
  3040. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3041. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3042. watk += sc->data[SC_NIBELUNGEN]->val2;
  3043. }
  3044. }
  3045. if(sc->data[SC_BLOODLUST])
  3046. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3047. if(sc->data[SC_FLEET])
  3048. watk += watk * sc->data[SC_FLEET]->val3/100;
  3049. if(sc->data[SC_CURSE])
  3050. watk -= watk * 25/100;
  3051. if(sc->data[SC_STRIPWEAPON])
  3052. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3053. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3054. }
  3055. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3056. {
  3057. if(!sc || !sc->count)
  3058. return cap_value(matk,0,USHRT_MAX);
  3059. if(sc->data[SC_MATKPOTION])
  3060. matk += sc->data[SC_MATKPOTION]->val1;
  3061. if(sc->data[SC_MATKFOOD])
  3062. matk += sc->data[SC_MATKFOOD]->val1;
  3063. if(sc->data[SC_MAGICPOWER])
  3064. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3065. if(sc->data[SC_MINDBREAKER])
  3066. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3067. if(sc->data[SC_INCMATKRATE])
  3068. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3069. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3070. }
  3071. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3072. {
  3073. if(!sc || !sc->count)
  3074. return cap_value(critical,10,SHRT_MAX);
  3075. if (sc->data[SC_INCCRI])
  3076. critical += sc->data[SC_INCCRI]->val2;
  3077. if (sc->data[SC_EXPLOSIONSPIRITS])
  3078. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3079. if (sc->data[SC_FORTUNE])
  3080. critical += sc->data[SC_FORTUNE]->val2;
  3081. if (sc->data[SC_TRUESIGHT])
  3082. critical += sc->data[SC_TRUESIGHT]->val2;
  3083. if(sc->data[SC_CLOAKING])
  3084. critical += critical;
  3085. return (short)cap_value(critical,10,SHRT_MAX);
  3086. }
  3087. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3088. {
  3089. if(!sc || !sc->count)
  3090. return cap_value(hit,1,SHRT_MAX);
  3091. if(sc->data[SC_INCHIT])
  3092. hit += sc->data[SC_INCHIT]->val1;
  3093. if(sc->data[SC_HITFOOD])
  3094. hit += sc->data[SC_HITFOOD]->val1;
  3095. if(sc->data[SC_TRUESIGHT])
  3096. hit += sc->data[SC_TRUESIGHT]->val3;
  3097. if(sc->data[SC_HUMMING])
  3098. hit += sc->data[SC_HUMMING]->val2;
  3099. if(sc->data[SC_CONCENTRATION])
  3100. hit += sc->data[SC_CONCENTRATION]->val3;
  3101. if(sc->data[SC_INCHITRATE])
  3102. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3103. if(sc->data[SC_BLIND])
  3104. hit -= hit * 25/100;
  3105. if(sc->data[SC_ADJUSTMENT])
  3106. hit -= 30;
  3107. if(sc->data[SC_INCREASING])
  3108. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3109. return (short)cap_value(hit,1,SHRT_MAX);
  3110. }
  3111. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3112. {
  3113. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3114. flee -= flee * battle_config.gvg_flee_penalty/100;
  3115. if(!sc || !sc->count)
  3116. return cap_value(flee,1,SHRT_MAX);
  3117. if(sc->data[SC_INCFLEE])
  3118. flee += sc->data[SC_INCFLEE]->val1;
  3119. if(sc->data[SC_FLEEFOOD])
  3120. flee += sc->data[SC_FLEEFOOD]->val1;
  3121. if(sc->data[SC_WHISTLE])
  3122. flee += sc->data[SC_WHISTLE]->val2;
  3123. if(sc->data[SC_WINDWALK])
  3124. flee += sc->data[SC_WINDWALK]->val2;
  3125. if(sc->data[SC_INCFLEERATE])
  3126. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3127. if(sc->data[SC_VIOLENTGALE])
  3128. flee += sc->data[SC_VIOLENTGALE]->val2;
  3129. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3130. flee += sc->data[SC_MOON_COMFORT]->val2;
  3131. if(sc->data[SC_CLOSECONFINE])
  3132. flee += 10;
  3133. if(sc->data[SC_SPIDERWEB])
  3134. flee -= flee * 50/100;
  3135. if(sc->data[SC_BERSERK])
  3136. flee -= flee * 50/100;
  3137. if(sc->data[SC_BLIND])
  3138. flee -= flee * 25/100;
  3139. if(sc->data[SC_ADJUSTMENT])
  3140. flee += 30;
  3141. if(sc->data[SC_GATLINGFEVER])
  3142. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3143. if(sc->data[SC_SPEED])
  3144. flee += 10 + sc->data[SC_SPEED]->val1 * 10 ;
  3145. return (short)cap_value(flee,1,SHRT_MAX);
  3146. }
  3147. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3148. {
  3149. if(!sc || !sc->count)
  3150. return cap_value(flee2,10,SHRT_MAX);
  3151. if(sc->data[SC_INCFLEE2])
  3152. flee2 += sc->data[SC_INCFLEE2]->val2;
  3153. if(sc->data[SC_WHISTLE])
  3154. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3155. return (short)cap_value(flee2,10,SHRT_MAX);
  3156. }
  3157. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3158. {
  3159. if(!sc || !sc->count)
  3160. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3161. if(sc->data[SC_BERSERK])
  3162. return 0;
  3163. if(sc->data[SC_SKA])
  3164. return sc->data[SC_SKA]->val3;
  3165. if(sc->data[SC_BARRIER])
  3166. return 100;
  3167. if(sc->data[SC_KEEPING])
  3168. return 90;
  3169. if(sc->data[SC_STEELBODY])
  3170. return 90;
  3171. if(sc->data[SC_INCDEF])
  3172. def += sc->data[SC_INCDEF]->val1;
  3173. if(sc->data[SC_ARMORCHANGE])
  3174. def += sc->data[SC_ARMORCHANGE]->val2;
  3175. if(sc->data[SC_DRUMBATTLE])
  3176. def += sc->data[SC_DRUMBATTLE]->val3;
  3177. if(sc->data[SC_DEFENCE]) //[orn]
  3178. def += sc->data[SC_DEFENCE]->val2 ;
  3179. if(sc->data[SC_INCDEFRATE])
  3180. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3181. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3182. def >>=1;
  3183. if(sc->data[SC_FREEZE])
  3184. def >>=1;
  3185. if(sc->data[SC_SIGNUMCRUCIS])
  3186. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3187. if(sc->data[SC_CONCENTRATION])
  3188. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3189. if(sc->data[SC_SKE])
  3190. def >>=1;
  3191. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3192. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3193. if(sc->data[SC_STRIPSHIELD])
  3194. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3195. if (sc->data[SC_FLING])
  3196. def -= def * (sc->data[SC_FLING]->val2)/100;
  3197. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3198. }
  3199. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3200. {
  3201. if(!sc || !sc->count)
  3202. return cap_value(def2,1,SHRT_MAX);
  3203. if(sc->data[SC_BERSERK])
  3204. return 0;
  3205. if(sc->data[SC_ETERNALCHAOS])
  3206. return 0;
  3207. if(sc->data[SC_SUN_COMFORT])
  3208. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3209. if(sc->data[SC_ANGELUS])
  3210. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3211. if(sc->data[SC_CONCENTRATION])
  3212. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3213. if(sc->data[SC_POISON])
  3214. def2 -= def2 * 25/100;
  3215. if(sc->data[SC_DPOISON])
  3216. def2 -= def2 * 25/100;
  3217. if(sc->data[SC_SKE])
  3218. def2 -= def2 * 50/100;
  3219. if(sc->data[SC_PROVOKE])
  3220. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3221. if(sc->data[SC_JOINTBEAT]){
  3222. def2 -= def2 *
  3223. ( ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 )
  3224. + ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) );
  3225. }
  3226. if(sc->data[SC_FLING])
  3227. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3228. return (short)cap_value(def2,1,SHRT_MAX);
  3229. }
  3230. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3231. {
  3232. if(!sc || !sc->count)
  3233. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3234. if(sc->data[SC_BERSERK])
  3235. return 0;
  3236. if(sc->data[SC_BARRIER])
  3237. return 100;
  3238. if(sc->data[SC_STEELBODY])
  3239. return 90;
  3240. if(sc->data[SC_SKA])
  3241. return 90;
  3242. if(sc->data[SC_ARMORCHANGE])
  3243. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3244. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3245. mdef += 25*mdef/100;
  3246. if(sc->data[SC_FREEZE])
  3247. mdef += 25*mdef/100;
  3248. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3249. mdef += sc->data[SC_ENDURE]->val1;
  3250. if(sc->data[SC_INCMDEFRATE])
  3251. mdef += mdef * sc->data[SC_INCMDEFRATE]->val1/100;
  3252. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3253. }
  3254. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3255. {
  3256. if(!sc || !sc->count)
  3257. return cap_value(mdef2,1,SHRT_MAX);
  3258. if(sc->data[SC_BERSERK])
  3259. return 0;
  3260. if(sc->data[SC_MINDBREAKER])
  3261. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3262. return (short)cap_value(mdef2,1,SHRT_MAX);
  3263. }
  3264. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3265. {
  3266. if(!sc || !sc->count)
  3267. return cap_value(speed,10,USHRT_MAX);
  3268. // Fixed reductions
  3269. if(sc->data[SC_CURSE])
  3270. speed += 450;
  3271. if(sc->data[SC_SWOO])
  3272. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3273. if(sc->data[SC_WEDDING])
  3274. speed += 300;
  3275. if(!sc->data[SC_GATLINGFEVER])
  3276. { //% increases (they don't stack, with a few exceptions)
  3277. if(sc->data[SC_SPEEDUP1])
  3278. speed -= speed * 50/100;
  3279. else if(sc->data[SC_AVOID])
  3280. speed -= speed * sc->data[SC_AVOID]->val2/100;
  3281. if(sc->data[SC_RUN])
  3282. speed -= speed * 50/100;
  3283. else if(sc->data[SC_SPEEDUP0])
  3284. speed -= speed * 25/100;
  3285. else if(sc->data[SC_INCREASEAGI])
  3286. speed -= speed * 25/100;
  3287. else if(sc->data[SC_FUSION])
  3288. speed -= speed * 25/100;
  3289. else if(sc->data[SC_CARTBOOST])
  3290. speed -= speed * 20/100;
  3291. else if(sc->data[SC_BERSERK])
  3292. speed -= speed * 20/100;
  3293. else if(sc->data[SC_WINDWALK])
  3294. speed -= speed * sc->data[SC_WINDWALK]->val3/100;
  3295. }
  3296. //% reductions (they stack)
  3297. if(sc->data[SC_DANCING] && sc->data[SC_DANCING]->val3&0xFFFF)
  3298. speed += speed*(sc->data[SC_DANCING]->val3&0xFFFF)/100;
  3299. if(sc->data[SC_DECREASEAGI])
  3300. speed = speed * 100/75;
  3301. if(sc->data[SC_STEELBODY])
  3302. speed = speed * 100/75;
  3303. if(sc->data[SC_QUAGMIRE])
  3304. speed = speed * 100/50;
  3305. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3306. speed = speed * 100/sc->data[SC_SUITON]->val3;
  3307. if(sc->data[SC_DONTFORGETME])
  3308. speed = speed * 100/sc->data[SC_DONTFORGETME]->val3;
  3309. if(sc->data[SC_DEFENDER])
  3310. speed = speed * 100/sc->data[SC_DEFENDER]->val3;
  3311. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3312. speed = speed * 100/75;
  3313. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE)) {
  3314. speed = speed * 100/(100
  3315. - ( sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0 )
  3316. - ( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0 ));
  3317. }
  3318. if(sc->data[SC_CLOAKING])
  3319. speed = speed * 100 /(
  3320. (sc->data[SC_CLOAKING]->val4&1?25:0) //Wall speed bonus
  3321. +sc->data[SC_CLOAKING]->val3); //Normal adjustment bonus->
  3322. if(sc->data[SC_LONGING])
  3323. speed = speed * 100/sc->data[SC_LONGING]->val3;
  3324. if(sc->data[SC_HIDING] && sc->data[SC_HIDING]->val3)
  3325. speed = speed * 100/sc->data[SC_HIDING]->val3;
  3326. if(sc->data[SC_CHASEWALK])
  3327. speed = speed * 100/sc->data[SC_CHASEWALK]->val3;
  3328. if(sc->data[SC_GATLINGFEVER])
  3329. speed = speed * 100/75;
  3330. if(sc->data[SC_SLOWDOWN])
  3331. speed = speed * 100/75;
  3332. return (short)cap_value(speed,10,USHRT_MAX);
  3333. }
  3334. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3335. {
  3336. int i;
  3337. if(!sc || !sc->count)
  3338. return cap_value(aspd_rate,0,SHRT_MAX);
  3339. if(!sc->data[SC_QUAGMIRE] && !sc->data[SC_DONTFORGETME])
  3340. {
  3341. int max = 0;
  3342. if(sc->data[SC_STAR_COMFORT])
  3343. max = sc->data[SC_STAR_COMFORT]->val2;
  3344. if(sc->data[SC_TWOHANDQUICKEN] &&
  3345. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3346. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3347. if(sc->data[SC_ONEHAND] &&
  3348. max < sc->data[SC_ONEHAND]->val2)
  3349. max = sc->data[SC_ONEHAND]->val2;
  3350. if(sc->data[SC_ADRENALINE2] &&
  3351. max < sc->data[SC_ADRENALINE2]->val3)
  3352. max = sc->data[SC_ADRENALINE2]->val3;
  3353. if(sc->data[SC_ADRENALINE] &&
  3354. max < sc->data[SC_ADRENALINE]->val3)
  3355. max = sc->data[SC_ADRENALINE]->val3;
  3356. if(sc->data[SC_SPEARQUICKEN] &&
  3357. max < sc->data[SC_SPEARQUICKEN]->val2)
  3358. max = sc->data[SC_SPEARQUICKEN]->val2;
  3359. if(sc->data[SC_GATLINGFEVER] &&
  3360. max < sc->data[SC_GATLINGFEVER]->val2)
  3361. max = sc->data[SC_GATLINGFEVER]->val2;
  3362. if(sc->data[SC_FLEET] &&
  3363. max < sc->data[SC_FLEET]->val2)
  3364. max = sc->data[SC_FLEET]->val2;
  3365. if(sc->data[SC_ASSNCROS] &&
  3366. max < sc->data[SC_ASSNCROS]->val2)
  3367. {
  3368. if (bl->type!=BL_PC)
  3369. max = sc->data[SC_ASSNCROS]->val2;
  3370. else
  3371. switch(((TBL_PC*)bl)->status.weapon)
  3372. {
  3373. case W_BOW:
  3374. case W_REVOLVER:
  3375. case W_RIFLE:
  3376. case W_SHOTGUN:
  3377. case W_GATLING:
  3378. case W_GRENADE:
  3379. break;
  3380. default:
  3381. max = sc->data[SC_ASSNCROS]->val2;
  3382. }
  3383. }
  3384. aspd_rate -= max;
  3385. //These stack with the rest of bonuses->
  3386. if(sc->data[SC_BERSERK])
  3387. aspd_rate -= 300;
  3388. else if(sc->data[SC_MADNESSCANCEL])
  3389. aspd_rate -= 200;
  3390. }
  3391. if(sc->data[SC_INCASPDRATE])
  3392. aspd_rate -= sc->data[SC_INCASPDRATE]->val2;
  3393. if(sc->data[i=SC_ASPDPOTION3] ||
  3394. sc->data[i=SC_ASPDPOTION2] ||
  3395. sc->data[i=SC_ASPDPOTION1] ||
  3396. sc->data[i=SC_ASPDPOTION0])
  3397. aspd_rate -= sc->data[i]->val2;
  3398. if(sc->data[SC_DONTFORGETME])
  3399. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  3400. if(sc->data[SC_LONGING])
  3401. aspd_rate += sc->data[SC_LONGING]->val2;
  3402. if(sc->data[SC_STEELBODY])
  3403. aspd_rate += 250;
  3404. if(sc->data[SC_SKA])
  3405. aspd_rate += 250;
  3406. if(sc->data[SC_DEFENDER])
  3407. aspd_rate += sc->data[SC_DEFENDER]->val4;
  3408. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3409. aspd_rate += 250;
  3410. if(sc->data[SC_GRAVITATION])
  3411. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  3412. if(sc->data[SC_JOINTBEAT]) {
  3413. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  3414. aspd_rate += 250;
  3415. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  3416. aspd_rate += 100;
  3417. }
  3418. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  3419. }
  3420. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3421. {
  3422. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3423. return cap_value(dmotion,0,USHRT_MAX);
  3424. if (sc->data[SC_ENDURE])
  3425. return 0;
  3426. if (sc->data[SC_CONCENTRATION])
  3427. return 0;
  3428. if(sc->data[SC_RUN])
  3429. return 0;
  3430. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  3431. }
  3432. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3433. {
  3434. if(!sc || !sc->count)
  3435. return cap_value(maxhp,1,UINT_MAX);
  3436. if(sc->data[SC_INCMHPRATE])
  3437. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  3438. if(sc->data[SC_APPLEIDUN])
  3439. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  3440. if(sc->data[SC_DELUGE])
  3441. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  3442. if(sc->data[SC_BERSERK])
  3443. maxhp += maxhp * 2;
  3444. return cap_value(maxhp,1,UINT_MAX);
  3445. }
  3446. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3447. {
  3448. if(!sc || !sc->count)
  3449. return cap_value(maxsp,1,UINT_MAX);
  3450. if(sc->data[SC_INCMSPRATE])
  3451. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  3452. if(sc->data[SC_SERVICE4U])
  3453. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  3454. return cap_value(maxsp,1,UINT_MAX);
  3455. }
  3456. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3457. {
  3458. if(!sc || !sc->count)
  3459. return element;
  3460. if(sc->data[SC_FREEZE])
  3461. return ELE_WATER;
  3462. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3463. return ELE_EARTH;
  3464. if(sc->data[SC_BENEDICTIO])
  3465. return ELE_HOLY;
  3466. if(sc->data[SC_CHANGEUNDEAD])
  3467. return ELE_UNDEAD;
  3468. if(sc->data[SC_ELEMENTALCHANGE])
  3469. return sc->data[SC_ELEMENTALCHANGE]->val2;
  3470. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3471. }
  3472. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3473. {
  3474. if(!sc || !sc->count)
  3475. return lv;
  3476. if(sc->data[SC_FREEZE])
  3477. return 1;
  3478. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3479. return 1;
  3480. if(sc->data[SC_BENEDICTIO])
  3481. return 1;
  3482. if(sc->data[SC_CHANGEUNDEAD])
  3483. return 1;
  3484. if(sc->data[SC_ELEMENTALCHANGE])
  3485. return sc->data[SC_ELEMENTALCHANGE]->val1;
  3486. return (unsigned char)cap_value(lv,1,4);
  3487. }
  3488. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3489. {
  3490. if(!sc || !sc->count)
  3491. return element;
  3492. if(sc->data[SC_ENCHANTARMS])
  3493. return sc->data[SC_ENCHANTARMS]->val2;
  3494. if(sc->data[SC_WATERWEAPON])
  3495. return ELE_WATER;
  3496. if(sc->data[SC_EARTHWEAPON])
  3497. return ELE_EARTH;
  3498. if(sc->data[SC_FIREWEAPON])
  3499. return ELE_FIRE;
  3500. if(sc->data[SC_WINDWEAPON])
  3501. return ELE_WIND;
  3502. if(sc->data[SC_ENCPOISON])
  3503. return ELE_POISON;
  3504. if(sc->data[SC_ASPERSIO])
  3505. return ELE_HOLY;
  3506. if(sc->data[SC_SHADOWWEAPON])
  3507. return ELE_DARK;
  3508. if(sc->data[SC_GHOSTWEAPON])
  3509. return ELE_GHOST;
  3510. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3511. }
  3512. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3513. {
  3514. if(!sc || !sc->count)
  3515. return mode;
  3516. if(sc->data[SC_MODECHANGE]) {
  3517. if (sc->data[SC_MODECHANGE]->val2)
  3518. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  3519. if (sc->data[SC_MODECHANGE]->val3)
  3520. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  3521. if (sc->data[SC_MODECHANGE]->val4)
  3522. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  3523. }
  3524. return cap_value(mode,0,USHRT_MAX);
  3525. }
  3526. /*==========================================
  3527. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3528. *------------------------------------------*/
  3529. void status_freecast_switch(struct map_session_data *sd)
  3530. {
  3531. struct status_data *status;
  3532. unsigned short b_speed,tmp;
  3533. status = &sd->battle_status;
  3534. b_speed = status->speed;
  3535. tmp = status->speed;
  3536. status->speed = sd->prev_speed;
  3537. sd->prev_speed = tmp;
  3538. tmp = status->adelay;
  3539. status->adelay = sd->prev_adelay;
  3540. sd->prev_adelay = tmp;
  3541. if(b_speed != status->speed)
  3542. clif_updatestatus(sd,SP_SPEED);
  3543. }
  3544. const char* status_get_name(struct block_list *bl)
  3545. {
  3546. nullpo_retr(0, bl);
  3547. switch (bl->type) {
  3548. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  3549. case BL_MOB: return ((TBL_MOB*)bl)->name;
  3550. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  3551. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  3552. case BL_NPC: return ((TBL_NPC*)bl)->name;
  3553. }
  3554. return "Unknown";
  3555. }
  3556. /*==========================================
  3557. * 対象のClassを返す(汎用)
  3558. * 戻りは整数で0以上
  3559. *------------------------------------------*/
  3560. int status_get_class(struct block_list *bl)
  3561. {
  3562. nullpo_retr(0, bl);
  3563. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3564. return ((struct mob_data *)bl)->vd->class_;
  3565. if(bl->type==BL_PC)
  3566. return ((struct map_session_data *)bl)->status.class_;
  3567. if(bl->type==BL_PET)
  3568. return ((struct pet_data *)bl)->pet.class_;
  3569. if(bl->type==BL_HOM)
  3570. return ((struct homun_data *)bl)->homunculus.class_;
  3571. return 0;
  3572. }
  3573. /*==========================================
  3574. * 対象のレベルを返す(汎用)
  3575. * 戻りは整数で0以上
  3576. *------------------------------------------*/
  3577. int status_get_lv(struct block_list *bl)
  3578. {
  3579. nullpo_retr(0, bl);
  3580. switch (bl->type) {
  3581. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  3582. case BL_MOB: return ((TBL_MOB*)bl)->level;
  3583. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  3584. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  3585. }
  3586. return 1;
  3587. }
  3588. struct regen_data *status_get_regen_data(struct block_list *bl)
  3589. {
  3590. nullpo_retr(NULL, bl);
  3591. switch (bl->type) {
  3592. case BL_PC: return &((TBL_PC*)bl)->regen;
  3593. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  3594. default:
  3595. return NULL;
  3596. }
  3597. }
  3598. struct status_data *status_get_status_data(struct block_list *bl)
  3599. {
  3600. nullpo_retr(&dummy_status, bl);
  3601. switch (bl->type) {
  3602. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  3603. case BL_MOB: return &((TBL_MOB*)bl)->status;
  3604. case BL_PET: return &((TBL_PET*)bl)->status;
  3605. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  3606. default:
  3607. return &dummy_status;
  3608. }
  3609. }
  3610. struct status_data *status_get_base_status(struct block_list *bl)
  3611. {
  3612. nullpo_retr(NULL, bl);
  3613. switch (bl->type) {
  3614. case BL_PC: return &((TBL_PC*)bl)->base_status;
  3615. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  3616. case BL_PET: return &((TBL_PET*)bl)->db->status;
  3617. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  3618. default:
  3619. return NULL;
  3620. }
  3621. }
  3622. unsigned short status_get_lwatk(struct block_list *bl)
  3623. {
  3624. struct status_data *status = status_get_status_data(bl);
  3625. return status->lhw?status->lhw->atk:0;
  3626. }
  3627. unsigned short status_get_lwatk2(struct block_list *bl)
  3628. {
  3629. struct status_data *status = status_get_status_data(bl);
  3630. return status->lhw?status->lhw->atk2:0;
  3631. }
  3632. signed char status_get_def(struct block_list *bl)
  3633. {
  3634. struct unit_data *ud;
  3635. struct status_data *status = status_get_status_data(bl);
  3636. int def = status?status->def:0;
  3637. ud = unit_bl2ud(bl);
  3638. if (ud && ud->skilltimer != -1)
  3639. def -= def * skill_get_castdef(ud->skillid)/100;
  3640. return cap_value(def, CHAR_MIN, CHAR_MAX);
  3641. }
  3642. unsigned short status_get_speed(struct block_list *bl)
  3643. {
  3644. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3645. return ((struct npc_data *)bl)->speed;
  3646. return status_get_status_data(bl)->speed;
  3647. }
  3648. unsigned char status_get_attack_lelement(struct block_list *bl)
  3649. {
  3650. struct status_data *status = status_get_status_data(bl);
  3651. return status->lhw?status->lhw->ele:0;
  3652. }
  3653. int status_get_party_id(struct block_list *bl)
  3654. {
  3655. nullpo_retr(0, bl);
  3656. switch (bl->type) {
  3657. case BL_PC:
  3658. return ((TBL_PC*)bl)->status.party_id;
  3659. case BL_PET:
  3660. if (((TBL_PET*)bl)->msd)
  3661. return ((TBL_PET*)bl)->msd->status.party_id;
  3662. break;
  3663. case BL_MOB:
  3664. {
  3665. struct mob_data *md=(TBL_MOB*)bl;
  3666. if( md->master_id>0 )
  3667. {
  3668. struct map_session_data *msd;
  3669. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3670. return msd->status.party_id;
  3671. return -md->master_id;
  3672. }
  3673. }
  3674. break;
  3675. case BL_HOM:
  3676. if (((TBL_HOM*)bl)->master)
  3677. return ((TBL_HOM*)bl)->master->status.party_id;
  3678. break;
  3679. case BL_SKILL:
  3680. return ((TBL_SKILL*)bl)->group->party_id;
  3681. }
  3682. return 0;
  3683. }
  3684. int status_get_guild_id(struct block_list *bl)
  3685. {
  3686. nullpo_retr(0, bl);
  3687. switch (bl->type) {
  3688. case BL_PC:
  3689. return ((TBL_PC*)bl)->status.guild_id;
  3690. case BL_PET:
  3691. if (((TBL_PET*)bl)->msd)
  3692. return ((TBL_PET*)bl)->msd->status.guild_id;
  3693. break;
  3694. case BL_MOB:
  3695. {
  3696. struct map_session_data *msd;
  3697. struct mob_data *md = (struct mob_data *)bl;
  3698. if (md->guardian_data) //Guardian's guild [Skotlex]
  3699. return md->guardian_data->guild_id;
  3700. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3701. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3702. }
  3703. break;
  3704. case BL_HOM:
  3705. if (((TBL_HOM*)bl)->master)
  3706. return ((TBL_HOM*)bl)->master->status.guild_id;
  3707. break;
  3708. case BL_NPC:
  3709. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  3710. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3711. break;
  3712. case BL_SKILL:
  3713. return ((TBL_SKILL*)bl)->group->guild_id;
  3714. }
  3715. return 0;
  3716. }
  3717. int status_get_emblem_id(struct block_list *bl)
  3718. {
  3719. nullpo_retr(0, bl);
  3720. switch (bl->type) {
  3721. case BL_PC:
  3722. return ((TBL_PC*)bl)->guild_emblem_id;
  3723. case BL_PET:
  3724. if (((TBL_PET*)bl)->msd)
  3725. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  3726. break;
  3727. case BL_MOB:
  3728. {
  3729. struct map_session_data *msd;
  3730. struct mob_data *md = (struct mob_data *)bl;
  3731. if (md->guardian_data) //Guardian's guild [Skotlex]
  3732. return md->guardian_data->emblem_id;
  3733. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3734. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  3735. }
  3736. break;
  3737. case BL_HOM:
  3738. if (((TBL_HOM*)bl)->master)
  3739. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  3740. break;
  3741. case BL_NPC:
  3742. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  3743. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  3744. if (g)
  3745. return g->emblem_id;
  3746. }
  3747. break;
  3748. }
  3749. return 0;
  3750. }
  3751. int status_get_mexp(struct block_list *bl)
  3752. {
  3753. nullpo_retr(0, bl);
  3754. if(bl->type==BL_MOB)
  3755. return ((struct mob_data *)bl)->db->mexp;
  3756. if(bl->type==BL_PET)
  3757. return ((struct pet_data *)bl)->db->mexp;
  3758. return 0;
  3759. }
  3760. int status_get_race2(struct block_list *bl)
  3761. {
  3762. nullpo_retr(0, bl);
  3763. if(bl->type == BL_MOB)
  3764. return ((struct mob_data *)bl)->db->race2;
  3765. if(bl->type==BL_PET)
  3766. return ((struct pet_data *)bl)->db->race2;
  3767. return 0;
  3768. }
  3769. int status_isdead(struct block_list *bl)
  3770. {
  3771. nullpo_retr(0, bl);
  3772. return status_get_status_data(bl)->hp == 0;
  3773. }
  3774. int status_isimmune(struct block_list *bl)
  3775. {
  3776. struct status_change *sc =status_get_sc(bl);
  3777. if (sc && sc->data[SC_HERMODE])
  3778. return 100;
  3779. if (bl->type == BL_PC &&
  3780. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  3781. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3782. return 0;
  3783. }
  3784. struct view_data* status_get_viewdata(struct block_list *bl)
  3785. {
  3786. nullpo_retr(NULL, bl);
  3787. switch (bl->type) {
  3788. case BL_PC: return &((TBL_PC*)bl)->vd;
  3789. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  3790. case BL_PET: return &((TBL_PET*)bl)->vd;
  3791. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  3792. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  3793. }
  3794. return NULL;
  3795. }
  3796. void status_set_viewdata(struct block_list *bl, int class_)
  3797. {
  3798. struct view_data* vd;
  3799. nullpo_retv(bl);
  3800. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3801. vd = mob_get_viewdata(class_);
  3802. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3803. vd = npc_get_viewdata(class_);
  3804. else if (homdb_checkid(class_))
  3805. vd = merc_get_hom_viewdata(class_);
  3806. else
  3807. vd = NULL;
  3808. switch (bl->type) {
  3809. case BL_PC:
  3810. {
  3811. TBL_PC* sd = (TBL_PC*)bl;
  3812. if (pcdb_checkid(class_)) {
  3813. if (sd->sc.option&OPTION_WEDDING)
  3814. class_ = JOB_WEDDING;
  3815. else
  3816. if (sd->sc.option&OPTION_SUMMER)
  3817. class_ = JOB_SUMMER;
  3818. else
  3819. if (sd->sc.option&OPTION_XMAS)
  3820. class_ = JOB_XMAS;
  3821. else
  3822. if (sd->sc.option&OPTION_RIDING)
  3823. switch (class_)
  3824. { //Adapt class to a Mounted one.
  3825. case JOB_KNIGHT:
  3826. class_ = JOB_KNIGHT2;
  3827. break;
  3828. case JOB_CRUSADER:
  3829. class_ = JOB_CRUSADER2;
  3830. break;
  3831. case JOB_LORD_KNIGHT:
  3832. class_ = JOB_LORD_KNIGHT2;
  3833. break;
  3834. case JOB_PALADIN:
  3835. class_ = JOB_PALADIN2;
  3836. break;
  3837. case JOB_BABY_KNIGHT:
  3838. class_ = JOB_BABY_KNIGHT2;
  3839. break;
  3840. case JOB_BABY_CRUSADER:
  3841. class_ = JOB_BABY_CRUSADER2;
  3842. break;
  3843. }
  3844. sd->vd.class_ = class_;
  3845. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3846. sd->vd.head_top = sd->status.head_top;
  3847. sd->vd.head_mid = sd->status.head_mid;
  3848. sd->vd.head_bottom = sd->status.head_bottom;
  3849. sd->vd.hair_style = sd->status.hair;
  3850. sd->vd.hair_color = sd->status.hair_color;
  3851. sd->vd.cloth_color = sd->status.clothes_color;
  3852. sd->vd.sex = sd->status.sex;
  3853. } else if (vd)
  3854. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3855. else
  3856. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3857. }
  3858. break;
  3859. case BL_MOB:
  3860. {
  3861. TBL_MOB* md = (TBL_MOB*)bl;
  3862. if (vd)
  3863. md->vd = vd;
  3864. else
  3865. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3866. }
  3867. break;
  3868. case BL_PET:
  3869. {
  3870. TBL_PET* pd = (TBL_PET*)bl;
  3871. if (vd) {
  3872. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3873. if (!pcdb_checkid(vd->class_)) {
  3874. pd->vd.hair_style = battle_config.pet_hair_style;
  3875. if(pd->pet.equip) {
  3876. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3877. if (!pd->vd.head_bottom)
  3878. pd->vd.head_bottom = pd->pet.equip;
  3879. }
  3880. }
  3881. } else
  3882. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3883. }
  3884. break;
  3885. case BL_NPC:
  3886. {
  3887. TBL_NPC* nd = (TBL_NPC*)bl;
  3888. if (vd)
  3889. nd->vd = vd;
  3890. else
  3891. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3892. }
  3893. break;
  3894. case BL_HOM: //[blackhole89]
  3895. {
  3896. struct homun_data *hd = (struct homun_data*)bl;
  3897. if (vd)
  3898. hd->vd = vd;
  3899. else
  3900. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3901. }
  3902. break;
  3903. }
  3904. vd = status_get_viewdata(bl);
  3905. if (vd && vd->cloth_color && (
  3906. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3907. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3908. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  3909. ))
  3910. vd->cloth_color = 0;
  3911. }
  3912. struct status_change *status_get_sc(struct block_list *bl)
  3913. {
  3914. nullpo_retr(NULL, bl);
  3915. switch (bl->type) {
  3916. case BL_PC: return &((TBL_PC*)bl)->sc;
  3917. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  3918. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  3919. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  3920. }
  3921. return NULL;
  3922. }
  3923. void status_change_init(struct block_list *bl)
  3924. {
  3925. struct status_change *sc = status_get_sc(bl);
  3926. nullpo_retv(sc);
  3927. memset(sc, 0, sizeof (struct status_change));
  3928. }
  3929. //Applies SC defense to a given status change.
  3930. //Returns the adjusted duration based on flag values.
  3931. //the flag values are the same as in status_change_start.
  3932. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  3933. {
  3934. int sc_def, tick_def = 0;
  3935. struct status_data* status;
  3936. struct status_change* sc;
  3937. struct map_session_data *sd;
  3938. nullpo_retr(0, bl);
  3939. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3940. if (status_isimmune(bl))
  3941. switch (type)
  3942. {
  3943. case SC_DECREASEAGI:
  3944. case SC_SILENCE:
  3945. case SC_COMA:
  3946. case SC_INCREASEAGI:
  3947. case SC_BLESSING:
  3948. case SC_SLOWPOISON:
  3949. case SC_IMPOSITIO:
  3950. case SC_AETERNA:
  3951. case SC_SUFFRAGIUM:
  3952. case SC_BENEDICTIO:
  3953. case SC_PROVIDENCE:
  3954. case SC_KYRIE:
  3955. case SC_ASSUMPTIO:
  3956. case SC_ANGELUS:
  3957. case SC_MAGNIFICAT:
  3958. case SC_GLORIA:
  3959. case SC_WINDWALK:
  3960. case SC_MAGICROD:
  3961. case SC_HALLUCINATION:
  3962. case SC_STONE:
  3963. case SC_QUAGMIRE:
  3964. case SC_SUITON:
  3965. return 0;
  3966. }
  3967. BL_CAST(BL_PC,bl,sd);
  3968. status = status_get_status_data(bl);
  3969. switch (type)
  3970. {
  3971. case SC_STUN:
  3972. case SC_POISON:
  3973. case SC_DPOISON:
  3974. case SC_SILENCE:
  3975. case SC_BLEEDING:
  3976. sc_def = 3 +status->vit;
  3977. break;
  3978. case SC_SLEEP:
  3979. sc_def = 3 +status->int_;
  3980. break;
  3981. case SC_DECREASEAGI:
  3982. if (sd) tick>>=1; //Half duration for players.
  3983. case SC_STONE:
  3984. case SC_FREEZE:
  3985. sc_def = 3 +status->mdef;
  3986. break;
  3987. case SC_CURSE:
  3988. //Special property: inmunity when luk is greater than level
  3989. if (status->luk > status_get_lv(bl))
  3990. return 0;
  3991. else
  3992. sc_def = 3 +status->luk;
  3993. tick_def = status->vit;
  3994. break;
  3995. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3996. sc_def = 3 +(status->vit + status->int_)/2;
  3997. break;
  3998. case SC_CONFUSION:
  3999. sc_def = 3 +(status->str + status->int_)/2;
  4000. break;
  4001. case SC_ANKLE:
  4002. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4003. tick /= 5;
  4004. sc_def = status->agi;
  4005. break;
  4006. case SC_MAGICMIRROR:
  4007. case SC_ARMORCHANGE:
  4008. if (sd) //Duration greatly reduced for players.
  4009. tick /= 15;
  4010. //No defense against it (buff).
  4011. default:
  4012. //Effect that cannot be reduced? Likely a buff.
  4013. if (!(rand()%10000 < rate))
  4014. return 0;
  4015. return tick?tick:1;
  4016. }
  4017. if (sd) {
  4018. if (battle_config.pc_sc_def_rate != 100)
  4019. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4020. if (sc_def < battle_config.pc_max_sc_def)
  4021. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4022. status->luk/battle_config.pc_luk_sc_def;
  4023. else
  4024. sc_def = battle_config.pc_max_sc_def;
  4025. if (tick_def) {
  4026. if (battle_config.pc_sc_def_rate != 100)
  4027. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4028. }
  4029. } else {
  4030. if (battle_config.mob_sc_def_rate != 100)
  4031. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4032. if (sc_def < battle_config.mob_max_sc_def)
  4033. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4034. status->luk/battle_config.mob_luk_sc_def;
  4035. else
  4036. sc_def = battle_config.mob_max_sc_def;
  4037. if (tick_def) {
  4038. if (battle_config.mob_sc_def_rate != 100)
  4039. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4040. }
  4041. }
  4042. sc = status_get_sc(bl);
  4043. if (sc && sc->count)
  4044. {
  4045. if (sc->data[SC_SCRESIST])
  4046. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4047. else if (sc->data[SC_SIEGFRIED])
  4048. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4049. }
  4050. //When no tick def, reduction is the same for both.
  4051. if (!tick_def) tick_def = sc_def;
  4052. //Natural resistance
  4053. if (!(flag&8)) {
  4054. rate -= rate*sc_def/100;
  4055. //Item resistance (only applies to rate%)
  4056. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  4057. && sd->reseff[type-SC_COMMON_MIN] > 0)
  4058. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4059. }
  4060. if (!(rand()%10000 < rate))
  4061. return 0;
  4062. //Why would a status start with no duration? Presume it has
  4063. //duration defined elsewhere.
  4064. if (!tick) return 1;
  4065. //Rate reduction
  4066. if (flag&2)
  4067. return tick;
  4068. tick -= tick*tick_def/100;
  4069. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  4070. // Changed to 3 secs and moved from skill.c [Skotlex]
  4071. if (type == SC_ANKLE && tick < 3000)
  4072. tick = 3000;
  4073. return tick<=0?0:tick;
  4074. }
  4075. /*==========================================
  4076. * Starts a status change.
  4077. * 'type' = type, 'val1~4' depend on the type.
  4078. * 'rate' = base success rate. 10000 = 100%
  4079. * 'tick' is base duration
  4080. * 'flag':
  4081. * &1: Cannot be avoided (it has to start)
  4082. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4083. * &4: sc_data loaded, no value has to be altered.
  4084. * &8: rate should not be reduced
  4085. *------------------------------------------*/
  4086. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4087. {
  4088. struct map_session_data *sd = NULL;
  4089. struct status_change* sc;
  4090. struct status_change_entry* sce;
  4091. struct status_data *status;
  4092. struct view_data *vd;
  4093. int opt_flag, calc_flag, undead_flag;
  4094. nullpo_retr(0, bl);
  4095. sc = status_get_sc(bl);
  4096. status = status_get_status_data(bl);
  4097. if( type < 0 || type >= SC_MAX )
  4098. {
  4099. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4100. return 0;
  4101. }
  4102. if( !sc )
  4103. return 0; //Unable to receive status changes
  4104. if( status_isdead(bl) )
  4105. return 0;
  4106. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  4107. {
  4108. if( type != SC_SAFETYWALL )
  4109. return 0; //Emperium can't be afflicted by status changes
  4110. }
  4111. BL_CAST(BL_PC, bl, sd);
  4112. //Adjust tick according to status resistances
  4113. if( !(flag&(1|4)) )
  4114. {
  4115. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4116. if( !tick ) return 0;
  4117. }
  4118. undead_flag = battle_check_undead(status->race,status->def_ele);
  4119. //Check for inmunities / sc fails
  4120. switch (type)
  4121. {
  4122. case SC_FREEZE:
  4123. case SC_STONE:
  4124. //Undead are immune to Freeze/Stone
  4125. if (undead_flag && !(flag&1))
  4126. return 0;
  4127. case SC_SLEEP:
  4128. case SC_STUN:
  4129. if (sc->opt1)
  4130. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4131. break;
  4132. case SC_SIGNUMCRUCIS:
  4133. //Only affects demons and undead.
  4134. if(status->race != RC_DEMON && !undead_flag)
  4135. return 0;
  4136. break;
  4137. case SC_AETERNA:
  4138. if (sc->data[SC_STONE] || sc->data[SC_FREEZE])
  4139. return 0;
  4140. break;
  4141. case SC_KYRIE:
  4142. if (bl->type == BL_MOB)
  4143. return 0;
  4144. break;
  4145. case SC_OVERTHRUST:
  4146. if (sc->data[SC_MAXOVERTHRUST])
  4147. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4148. break;
  4149. case SC_ADRENALINE:
  4150. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4151. return 0;
  4152. if (sc->data[SC_QUAGMIRE] ||
  4153. sc->data[SC_DONTFORGETME] ||
  4154. sc->data[SC_DECREASEAGI]
  4155. )
  4156. return 0;
  4157. break;
  4158. case SC_ADRENALINE2:
  4159. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4160. return 0;
  4161. if (sc->data[SC_QUAGMIRE] ||
  4162. sc->data[SC_DONTFORGETME] ||
  4163. sc->data[SC_DECREASEAGI]
  4164. )
  4165. return 0;
  4166. break;
  4167. case SC_ONEHAND:
  4168. case SC_TWOHANDQUICKEN:
  4169. if(sc->data[SC_DECREASEAGI])
  4170. return 0;
  4171. case SC_CONCENTRATE:
  4172. case SC_INCREASEAGI:
  4173. case SC_SPEARQUICKEN:
  4174. case SC_TRUESIGHT:
  4175. case SC_WINDWALK:
  4176. case SC_CARTBOOST:
  4177. case SC_ASSNCROS:
  4178. if (sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME])
  4179. return 0;
  4180. break;
  4181. case SC_CLOAKING:
  4182. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4183. //Due to the cloaking card, we have to check the wall versus to known
  4184. //skill level rather than the used one. [Skotlex]
  4185. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4186. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,NULL))
  4187. return 0;
  4188. break;
  4189. case SC_MODECHANGE:
  4190. {
  4191. int mode;
  4192. struct status_data *bstatus = status_get_base_status(bl);
  4193. if (!bstatus) return 0;
  4194. if (sc->data[type])
  4195. { //Pile up with previous values.
  4196. if(!val2) val2 = sc->data[type]->val2;
  4197. val3 |= sc->data[type]->val3;
  4198. val4 |= sc->data[type]->val4;
  4199. }
  4200. mode = val2?val2:bstatus->mode; //Base mode
  4201. if (val4) mode&=~val4; //Del mode
  4202. if (val3) mode|= val3; //Add mode
  4203. if (mode == bstatus->mode) { //No change.
  4204. if (sc->data[type]) //Abort previous status
  4205. return status_change_end(bl, type, -1);
  4206. return 0;
  4207. }
  4208. }
  4209. break;
  4210. //Strip skills, need to divest something or it fails.
  4211. case SC_STRIPWEAPON:
  4212. if (sd) {
  4213. int i;
  4214. opt_flag = 0; //Reuse to check success condition.
  4215. if(sd->unstripable_equip&EQP_WEAPON)
  4216. return 0;
  4217. i = sd->equip_index[EQI_HAND_L];
  4218. if (i>=0 && sd->inventory_data[i] &&
  4219. sd->inventory_data[i]->type == IT_WEAPON)
  4220. {
  4221. opt_flag|=1;
  4222. pc_unequipitem(sd,i,3); //L-hand weapon
  4223. }
  4224. i = sd->equip_index[EQI_HAND_R];
  4225. if (i>=0 && sd->inventory_data[i] &&
  4226. sd->inventory_data[i]->type == IT_WEAPON)
  4227. {
  4228. opt_flag|=2;
  4229. pc_unequipitem(sd,i,3);
  4230. }
  4231. if (!opt_flag) return 0;
  4232. }
  4233. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4234. break;
  4235. case SC_STRIPSHIELD:
  4236. if (sd) {
  4237. int i;
  4238. if(sd->unstripable_equip&EQP_SHIELD)
  4239. return 0;
  4240. i = sd->equip_index[EQI_HAND_L];
  4241. if (i<0 || !sd->inventory_data[i] ||
  4242. sd->inventory_data[i]->type != IT_ARMOR)
  4243. return 0;
  4244. pc_unequipitem(sd,i,3);
  4245. }
  4246. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4247. break;
  4248. case SC_STRIPARMOR:
  4249. if (sd) {
  4250. int i;
  4251. if(sd->unstripable_equip&EQP_ARMOR)
  4252. return 0;
  4253. i = sd->equip_index[EQI_ARMOR];
  4254. if (i<0 || !sd->inventory_data[i])
  4255. return 0;
  4256. pc_unequipitem(sd,i,3);
  4257. }
  4258. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4259. break;
  4260. case SC_STRIPHELM:
  4261. if (sd) {
  4262. int i;
  4263. if(sd->unstripable_equip&EQP_HELM)
  4264. return 0;
  4265. i = sd->equip_index[EQI_HEAD_TOP];
  4266. if (i<0 || !sd->inventory_data[i])
  4267. return 0;
  4268. pc_unequipitem(sd,i,3);
  4269. }
  4270. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4271. break;
  4272. }
  4273. //Check for BOSS resistances
  4274. if(status->mode&MD_BOSS && !(flag&1)) {
  4275. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4276. return 0;
  4277. switch (type) {
  4278. case SC_BLESSING:
  4279. if (!undead_flag && status->race != RC_DEMON)
  4280. break;
  4281. case SC_QUAGMIRE:
  4282. case SC_DECREASEAGI:
  4283. case SC_SIGNUMCRUCIS:
  4284. case SC_PROVOKE:
  4285. case SC_ROKISWEIL:
  4286. case SC_COMA:
  4287. case SC_GRAVITATION:
  4288. case SC_SUITON:
  4289. case SC_STRIPWEAPON:
  4290. case SC_STRIPSHIELD:
  4291. case SC_STRIPARMOR:
  4292. case SC_STRIPHELM:
  4293. return 0;
  4294. }
  4295. }
  4296. //Before overlapping fail, one must check for status cured.
  4297. switch (type)
  4298. {
  4299. case SC_BLESSING:
  4300. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4301. if (sc->data[SC_CURSE])
  4302. status_change_end(bl,SC_CURSE,-1);
  4303. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4304. status_change_end(bl,SC_STONE,-1);
  4305. }
  4306. break;
  4307. case SC_INCREASEAGI:
  4308. if(sc->data[SC_DECREASEAGI])
  4309. status_change_end(bl,SC_DECREASEAGI,-1);
  4310. break;
  4311. case SC_QUAGMIRE:
  4312. if(sc->data[SC_CONCENTRATE])
  4313. status_change_end(bl,SC_CONCENTRATE,-1);
  4314. if(sc->data[SC_TRUESIGHT])
  4315. status_change_end(bl,SC_TRUESIGHT,-1);
  4316. if(sc->data[SC_WINDWALK])
  4317. status_change_end(bl,SC_WINDWALK,-1);
  4318. //Also blocks the ones below...
  4319. case SC_DECREASEAGI:
  4320. if(sc->data[SC_CARTBOOST])
  4321. status_change_end(bl,SC_CARTBOOST,-1);
  4322. //Also blocks the ones below...
  4323. case SC_DONTFORGETME:
  4324. if(sc->data[SC_INCREASEAGI])
  4325. status_change_end(bl,SC_INCREASEAGI,-1);
  4326. if(sc->data[SC_ADRENALINE])
  4327. status_change_end(bl,SC_ADRENALINE,-1);
  4328. if(sc->data[SC_ADRENALINE2])
  4329. status_change_end(bl,SC_ADRENALINE2,-1);
  4330. if(sc->data[SC_SPEARQUICKEN])
  4331. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4332. if(sc->data[SC_TWOHANDQUICKEN])
  4333. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4334. if(sc->data[SC_ONEHAND])
  4335. status_change_end(bl,SC_ONEHAND,-1);
  4336. break;
  4337. case SC_ONEHAND:
  4338. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4339. if(sc->data[SC_ASPDPOTION0])
  4340. status_change_end(bl,SC_ASPDPOTION0,-1);
  4341. if(sc->data[SC_ASPDPOTION1])
  4342. status_change_end(bl,SC_ASPDPOTION1,-1);
  4343. if(sc->data[SC_ASPDPOTION2])
  4344. status_change_end(bl,SC_ASPDPOTION2,-1);
  4345. if(sc->data[SC_ASPDPOTION3])
  4346. status_change_end(bl,SC_ASPDPOTION3,-1);
  4347. break;
  4348. case SC_MAXOVERTHRUST:
  4349. //Cancels Normal Overthrust. [Skotlex]
  4350. if (sc->data[SC_OVERTHRUST])
  4351. status_change_end(bl, SC_OVERTHRUST, -1);
  4352. break;
  4353. case SC_KYRIE:
  4354. // -- moonsoul (added to undo assumptio status if target has it)
  4355. if(sc->data[SC_ASSUMPTIO])
  4356. status_change_end(bl,SC_ASSUMPTIO,-1);
  4357. break;
  4358. case SC_DELUGE:
  4359. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  4360. status_change_end(bl,SC_BLIND,-1);
  4361. break;
  4362. case SC_SILENCE:
  4363. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  4364. status_change_end(bl,SC_GOSPEL,-1);
  4365. break;
  4366. case SC_HIDING:
  4367. if(sc->data[SC_CLOSECONFINE])
  4368. status_change_end(bl, SC_CLOSECONFINE, -1);
  4369. if(sc->data[SC_CLOSECONFINE2])
  4370. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4371. break;
  4372. case SC_BERSERK:
  4373. if(battle_config.berserk_cancels_buffs)
  4374. {
  4375. if (sc->data[SC_ONEHAND])
  4376. status_change_end(bl,SC_ONEHAND,-1);
  4377. if (sc->data[SC_TWOHANDQUICKEN])
  4378. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4379. if (sc->data[SC_CONCENTRATION])
  4380. status_change_end(bl,SC_CONCENTRATION,-1);
  4381. if (sc->data[SC_PARRYING])
  4382. status_change_end(bl,SC_PARRYING,-1);
  4383. if (sc->data[SC_AURABLADE])
  4384. status_change_end(bl,SC_AURABLADE,-1);
  4385. }
  4386. break;
  4387. case SC_ASSUMPTIO:
  4388. if(sc->data[SC_KYRIE])
  4389. status_change_end(bl,SC_KYRIE,-1);
  4390. if(sc->data[SC_KAITE])
  4391. status_change_end(bl,SC_KAITE,-1);
  4392. break;
  4393. case SC_KAITE:
  4394. if(sc->data[SC_ASSUMPTIO])
  4395. status_change_end(bl,SC_ASSUMPTIO,-1);
  4396. break;
  4397. case SC_CARTBOOST:
  4398. if(sc->data[SC_DECREASEAGI])
  4399. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4400. status_change_end(bl,SC_DECREASEAGI,-1);
  4401. return 0;
  4402. }
  4403. break;
  4404. case SC_FUSION:
  4405. if(sc->data[SC_SPIRIT])
  4406. status_change_end(bl,SC_SPIRIT,-1);
  4407. break;
  4408. case SC_ADJUSTMENT:
  4409. if(sc->data[SC_MADNESSCANCEL])
  4410. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4411. break;
  4412. case SC_MADNESSCANCEL:
  4413. if(sc->data[SC_ADJUSTMENT])
  4414. status_change_end(bl,SC_ADJUSTMENT,-1);
  4415. break;
  4416. }
  4417. //Check for overlapping fails
  4418. if((sce=sc->data[type]))
  4419. {
  4420. switch (type)
  4421. {
  4422. case SC_ADRENALINE:
  4423. case SC_ADRENALINE2:
  4424. case SC_WEAPONPERFECTION:
  4425. case SC_OVERTHRUST:
  4426. if (sce->val2 > val2)
  4427. return 0;
  4428. break;
  4429. case SC_HPREGEN:
  4430. case SC_STUN:
  4431. case SC_SLEEP:
  4432. case SC_POISON:
  4433. case SC_CURSE:
  4434. case SC_SILENCE:
  4435. case SC_CONFUSION:
  4436. case SC_BLIND:
  4437. case SC_BLEEDING:
  4438. case SC_DPOISON:
  4439. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4440. case SC_MARIONETTE:
  4441. case SC_MARIONETTE2:
  4442. case SC_NOCHAT:
  4443. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4444. return 0;
  4445. case SC_COMBO:
  4446. case SC_DANCING:
  4447. case SC_DEVOTION:
  4448. case SC_ASPDPOTION0:
  4449. case SC_ASPDPOTION1:
  4450. case SC_ASPDPOTION2:
  4451. case SC_ASPDPOTION3:
  4452. case SC_ATKPOTION:
  4453. case SC_MATKPOTION:
  4454. case SC_ENCHANTARMS:
  4455. case SC_ARMOR_ELEMENT:
  4456. break;
  4457. case SC_GOSPEL:
  4458. //Must not override a casting gospel char.
  4459. if(sce->val4 == BCT_SELF)
  4460. return 0;
  4461. if(sce->val1 > val1)
  4462. return 1;
  4463. break;
  4464. case SC_ENDURE:
  4465. if(sce->val4 && !val4)
  4466. return 1; //Don't let you override infinite endure.
  4467. if(sce->val1 > val1)
  4468. return 1;
  4469. break;
  4470. case SC_KAAHI:
  4471. if(sce->val1 > val1)
  4472. return 1;
  4473. //Delete timer if it exists.
  4474. if (sce->val4 != -1) {
  4475. delete_timer(sce->val4,kaahi_heal_timer);
  4476. sce->val4=-1;
  4477. }
  4478. break;
  4479. case SC_JAILED:
  4480. //When a player is already jailed, do not edit the jail data.
  4481. val2 = sce->val2;
  4482. val3 = sce->val3;
  4483. val4 = sce->val4;
  4484. break;
  4485. case SC_JOINTBEAT:
  4486. val2 |= sce->val2; // stackable ailments
  4487. default:
  4488. if(sce->val1 > val1)
  4489. return 1; //Return true to not mess up skill animations. [Skotlex
  4490. }
  4491. (sc->count)--;
  4492. if (sce->timer != -1)
  4493. delete_timer(sce->timer, status_change_timer);
  4494. sce->timer = -1;
  4495. }
  4496. //NOTE: avoiding returning after this point, or if you must return a failure, use this to properly cleanup any existing data.
  4497. #define sc_start_abort(ret) { \
  4498. if (sce) { ers_free(sc_data_ers, sce); sc->data[type] = NULL; } \
  4499. return ret; }
  4500. vd = status_get_viewdata(bl);
  4501. calc_flag = StatusChangeFlagTable[type];
  4502. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  4503. switch(type)
  4504. {
  4505. case SC_DECREASEAGI:
  4506. case SC_INCREASEAGI:
  4507. val2 = 2 + val1; //Agi change
  4508. break;
  4509. case SC_ENDURE:
  4510. val2 = 7; // Hit-count [Celest]
  4511. if (!(flag&1) && sd && !map_flag_gvg(bl->m))
  4512. {
  4513. struct map_session_data *tsd;
  4514. int i;
  4515. for (i = 0; i < 5; i++)
  4516. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4517. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4518. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4519. }
  4520. }
  4521. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  4522. if(val4)
  4523. tick = -1;
  4524. break;
  4525. case SC_AUTOBERSERK:
  4526. if (status->hp < status->max_hp>>2 &&
  4527. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  4528. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4529. tick = -1;
  4530. break;
  4531. case SC_SIGNUMCRUCIS:
  4532. val2 = 10 + 4*val1; //Def reduction
  4533. tick = -1;
  4534. clif_emotion(bl,4);
  4535. break;
  4536. case SC_MAXIMIZEPOWER:
  4537. val2 = tick>0?tick:60000;
  4538. break;
  4539. case SC_EDP: // [Celest]
  4540. val2 = val1 + 2; //Chance to Poison enemies.
  4541. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4542. break;
  4543. case SC_POISONREACT:
  4544. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4545. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4546. break;
  4547. case SC_MAGICROD:
  4548. val2 = val1*20; //SP gained
  4549. break;
  4550. case SC_KYRIE:
  4551. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4552. val3 = (val1 / 2 + 5); //Hits
  4553. break;
  4554. case SC_MAGICPOWER:
  4555. //val1: Skill lv
  4556. val2 = 1; //Lasts 1 invocation
  4557. val3 = 5*val1; //Matk% increase
  4558. tick = -1;
  4559. break;
  4560. case SC_SACRIFICE:
  4561. val2 = 5; //Lasts 5 hits
  4562. tick = -1;
  4563. break;
  4564. case SC_ENCPOISON:
  4565. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4566. case SC_ASPERSIO:
  4567. case SC_FIREWEAPON:
  4568. case SC_WATERWEAPON:
  4569. case SC_WINDWEAPON:
  4570. case SC_EARTHWEAPON:
  4571. case SC_SHADOWWEAPON:
  4572. case SC_GHOSTWEAPON:
  4573. skill_enchant_elemental_end(bl,type);
  4574. break;
  4575. case SC_ELEMENTALCHANGE:
  4576. //Val1 is elemental change level, val2 is element to use.
  4577. if (!val2) //Val 3 holds the element, when not given, a random one is picked.
  4578. val2 = rand()%ELE_MAX;
  4579. //Elemental Lv is always a random value between 1 and 4.
  4580. if (val1 == 1)
  4581. val1 =1+rand()%4;
  4582. else if (val1 > 4)
  4583. val1 = 4;
  4584. break;
  4585. case SC_PROVIDENCE:
  4586. val2=val1*5; //Race/Ele resist
  4587. break;
  4588. case SC_REFLECTSHIELD:
  4589. val2=10+val1*3; //% Dmg reflected
  4590. if (sd && !(flag&1))
  4591. { //Pass it to devoted chars.
  4592. struct map_session_data *tsd;
  4593. int i;
  4594. for (i = 0; i < 5; i++)
  4595. { //Pass the status to the other affected chars. [Skotlex]
  4596. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4597. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4598. }
  4599. }
  4600. break;
  4601. case SC_STRIPWEAPON:
  4602. if (!sd) //Watk reduction
  4603. val2 = 5*val1;
  4604. break;
  4605. case SC_STRIPSHIELD:
  4606. if (!sd) //Def reduction
  4607. val2 = 3*val1;
  4608. break;
  4609. case SC_STRIPARMOR:
  4610. if (!sd) //Vit reduction
  4611. val2 = 8*val1;
  4612. break;
  4613. case SC_STRIPHELM:
  4614. if (!sd) //Int reduction
  4615. val2 = 8*val1;
  4616. break;
  4617. case SC_AUTOSPELL:
  4618. //Val1 Skill LV of Autospell
  4619. //Val2 Skill ID to cast
  4620. //Val3 Max Lv to cast
  4621. val4 = 5 + val1*2; //Chance of casting
  4622. break;
  4623. case SC_VOLCANO:
  4624. if (status->def_ele == ELE_FIRE)
  4625. val2 = val1*10; //Watk increase
  4626. else
  4627. val2 = 0;
  4628. break;
  4629. case SC_VIOLENTGALE:
  4630. if (status->def_ele == ELE_WIND)
  4631. val2 = val1*3; //Flee increase
  4632. else
  4633. val2 = 0;
  4634. break;
  4635. case SC_DELUGE:
  4636. if(status->def_ele == ELE_WATER)
  4637. val2 = deluge_eff[val1-1]; //HP increase
  4638. else
  4639. val2 = 0;
  4640. break;
  4641. case SC_SUITON:
  4642. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4643. //No penalties.
  4644. val2 = 0; //Agi penalty
  4645. val3 = 0; //Walk speed penalty
  4646. break;
  4647. }
  4648. val3 = 50;
  4649. val2 = 3*((val1+1)/3);
  4650. if (val1 > 4) val2--;
  4651. break;
  4652. case SC_ONEHAND:
  4653. case SC_TWOHANDQUICKEN:
  4654. val2 = 300;
  4655. if (val1 > 10) //For boss casted skills [Skotlex]
  4656. val2 += 20*(val1-10);
  4657. break;
  4658. case SC_SPEARQUICKEN:
  4659. val2 = 200+10*val1;
  4660. break;
  4661. case SC_DANCING:
  4662. //val1 : Skill ID + LV
  4663. //val2 : Skill Group of the Dance.
  4664. //val3 : Brings the skilllv (merged into val1 here)
  4665. //val4 : Partner
  4666. if (val1 == CG_MOONLIT)
  4667. clif_status_change(bl,SI_MOONLIT,1);
  4668. val1|= (val3<<16);
  4669. val3 = 0; //Tick duration/Speed penalty.
  4670. if (sd) { //Store walk speed change in lower part of val3
  4671. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4672. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)
  4673. val3 -= 40; //TODO: Figure out real bonus rate.
  4674. }
  4675. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4676. tick = 1000;
  4677. break;
  4678. case SC_LONGING:
  4679. val2 = 500-100*val1; //Aspd penalty.
  4680. val3 = 50+10*val1; //Walk speed adjustment.
  4681. break;
  4682. case SC_EXPLOSIONSPIRITS:
  4683. val2 = 75 + 25*val1; //Cri bonus
  4684. break;
  4685. case SC_ASPDPOTION0:
  4686. case SC_ASPDPOTION1:
  4687. case SC_ASPDPOTION2:
  4688. case SC_ASPDPOTION3:
  4689. val2 = 50*(2+type-SC_ASPDPOTION0);
  4690. break;
  4691. case SC_WEDDING:
  4692. case SC_XMAS:
  4693. case SC_SUMMER:
  4694. if (!vd) sc_start_abort(0);
  4695. //Store previous values as they could be removed.
  4696. val1 = vd->class_;
  4697. val2 = vd->weapon;
  4698. val3 = vd->shield;
  4699. val4 = vd->cloth_color;
  4700. unit_stop_attack(bl);
  4701. clif_changelook(bl,LOOK_WEAPON,0);
  4702. clif_changelook(bl,LOOK_SHIELD,0);
  4703. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  4704. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4705. break;
  4706. case SC_NOCHAT:
  4707. tick = 60000;
  4708. val1 = battle_config.manner_system; //Mute filters.
  4709. if (sd) clif_updatestatus(sd,SP_MANNER);
  4710. break;
  4711. case SC_STONE:
  4712. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4713. if (!val2) val2 = 1;
  4714. val3 = tick/1000; //Petrified HP-damage iterations.
  4715. if(val3 < 1) val3 = 1;
  4716. tick = val4; //Petrifying time.
  4717. if (tick < 1000)
  4718. tick = 1000; //Min time
  4719. calc_flag = 0; //Actual status changes take effect on petrified state.
  4720. break;
  4721. case SC_DPOISON:
  4722. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4723. if (status->hp > status->max_hp>>2)
  4724. {
  4725. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4726. if (status->hp - diff < status->max_hp>>2)
  4727. diff = status->hp - (status->max_hp>>2);
  4728. status_zap(bl, diff, 0);
  4729. }
  4730. // fall through
  4731. case SC_POISON: /* 毒 */
  4732. val3 = tick/1000; //Damage iterations
  4733. if(val3 < 1) val3 = 1;
  4734. tick = 1000;
  4735. //val4: HP damage
  4736. if (bl->type == BL_PC)
  4737. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4738. else
  4739. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4740. break;
  4741. case SC_CONFUSION:
  4742. clif_emotion(bl,1);
  4743. break;
  4744. case SC_BLEEDING:
  4745. val4 = tick/10000;
  4746. if (!val4) val4 = 1;
  4747. tick = 10000;
  4748. break;
  4749. case SC_HPREGEN:
  4750. // val1 = % of Max HP per tick
  4751. val4 = tick/(val2 * 1000);
  4752. if (!val4) val4 = 1;
  4753. tick = val2 * 1000; // val2 = seconds
  4754. break;
  4755. case SC_HIDING:
  4756. val2 = tick/1000;
  4757. tick = 1000;
  4758. //Store speed penalty on val3.
  4759. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4760. val3 = 20 + 6*val3;
  4761. val4 = val1+3; //Seconds before SP substraction happen.
  4762. break;
  4763. case SC_CHASEWALK:
  4764. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4765. val3 = 65+val1*5; //Speed adjustment.
  4766. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  4767. val3 += 60;
  4768. val4 = 10+val1*2; //SP cost.
  4769. if (map_flag_gvg(bl->m)) val4 *= 5;
  4770. break;
  4771. case SC_CLOAKING:
  4772. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4773. val1 = 10;
  4774. val2 = tick>0?tick:60000; //SP consumption rate.
  4775. val3 = 0;
  4776. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4777. (val3=pc_checkskill(sd,TF_MISS))>0)
  4778. val3 *= -1; //Substract the Dodge speed bonus.
  4779. val3+= 70+val1*3; //Speed adjustment without a wall.
  4780. //With a wall, it is val3 +25.
  4781. //val4&1 signals the presence of a wall.
  4782. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4783. //val4&4 makes cloak not end on using skills
  4784. if (bl->type == BL_PC) //Standard cloaking.
  4785. val4 |= battle_config.pc_cloak_check_type&7;
  4786. else
  4787. val4 |= battle_config.monster_cloak_check_type&7;
  4788. break;
  4789. case SC_SIGHT: /* サイト/ルアフ */
  4790. case SC_RUWACH:
  4791. case SC_SIGHTBLASTER:
  4792. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  4793. val2 = tick/250;
  4794. tick = 10;
  4795. break;
  4796. //Permanent effects.
  4797. case SC_AETERNA:
  4798. case SC_MODECHANGE:
  4799. case SC_WEIGHT50:
  4800. case SC_WEIGHT90:
  4801. case SC_BROKENWEAPON:
  4802. case SC_BROKENARMOR:
  4803. case SC_READYSTORM:
  4804. case SC_READYDOWN:
  4805. case SC_READYCOUNTER:
  4806. case SC_READYTURN:
  4807. case SC_DODGE:
  4808. tick = -1;
  4809. break;
  4810. case SC_AUTOGUARD:
  4811. if (!(flag&1))
  4812. {
  4813. struct map_session_data *tsd;
  4814. int i,t;
  4815. for(i=val2=0;i<val1;i++) {
  4816. t = 5-(i>>1);
  4817. val2 += (t < 0)? 1:t;
  4818. }
  4819. if (sd)
  4820. for (i = 0; i < 5; i++)
  4821. { //Pass the status to the other affected chars. [Skotlex]
  4822. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4823. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4824. }
  4825. }
  4826. break;
  4827. case SC_DEFENDER:
  4828. if (!(flag&1))
  4829. {
  4830. struct map_session_data *tsd;
  4831. int i;
  4832. val2 = 5 + 15*val1; //Damage reduction
  4833. val3 = 65 + 5*val1; //Speed adjustment
  4834. val4 = 250 - 50*val1; //Aspd adjustment
  4835. if (sd)
  4836. for (i = 0; i < 5; i++)
  4837. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4838. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4839. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4840. }
  4841. }
  4842. break;
  4843. case SC_TENSIONRELAX:
  4844. if (sd) {
  4845. pc_setsit(sd);
  4846. clif_sitting(&sd->bl);
  4847. }
  4848. val2 = 12; //SP cost
  4849. val4 = 10000; //Decrease at 10secs intervals.
  4850. val3 = tick/val4;
  4851. tick = val4;
  4852. break;
  4853. case SC_PARRYING:
  4854. val2 = 20 + val1*3; //Block Chance
  4855. break;
  4856. case SC_WINDWALK:
  4857. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4858. val3 = 4*val2; //movement speed % increase is 4 times that
  4859. break;
  4860. case SC_JOINTBEAT:
  4861. if( val2&BREAK_NECK )
  4862. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4863. break;
  4864. case SC_BERSERK:
  4865. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  4866. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  4867. //HP healing is performing after the calc_status call.
  4868. //Val2 holds HP penalty
  4869. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4870. if (!val4) val4 = 10000; //Val4 holds damage interval
  4871. val3 = tick/val4; //val3 holds skill duration
  4872. tick = val4;
  4873. break;
  4874. case SC_GOSPEL:
  4875. if(val4 == BCT_SELF) { // self effect
  4876. val2 = tick/10000;
  4877. tick = 10000;
  4878. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4879. }
  4880. break;
  4881. case SC_MARIONETTE:
  4882. if (sd) {
  4883. val3 = 0;
  4884. val2 = sd->status.str>>1;
  4885. if (val2 > 0xFF) val2 = 0xFF;
  4886. val3|=val2<<16;
  4887. val2 = sd->status.agi>>1;
  4888. if (val2 > 0xFF) val2 = 0xFF;
  4889. val3|=val2<<8;
  4890. val2 = sd->status.vit>>1;
  4891. if (val2 > 0xFF) val2 = 0xFF;
  4892. val3|=val2;
  4893. val4 = 0;
  4894. val2 = sd->status.int_>>1;
  4895. if (val2 > 0xFF) val2 = 0xFF;
  4896. val4|=val2<<16;
  4897. val2 = sd->status.dex>>1;
  4898. if (val2 > 0xFF) val2 = 0xFF;
  4899. val4|=val2<<8;
  4900. val2 = sd->status.luk>>1;
  4901. if (val2 > 0xFF) val2 = 0xFF;
  4902. val4|=val2;
  4903. } else {
  4904. struct status_data *b_status = status_get_base_status(bl);
  4905. if (!b_status)
  4906. sc_start_abort(0);
  4907. val3 = 0;
  4908. val2 = b_status->str>>1;
  4909. if (val2 > 0xFF) val2 = 0xFF;
  4910. val3|=val2<<16;
  4911. val2 = b_status->agi>>1;
  4912. if (val2 > 0xFF) val2 = 0xFF;
  4913. val3|=val2<<8;
  4914. val2 = b_status->vit>>1;
  4915. if (val2 > 0xFF) val2 = 0xFF;
  4916. val3|=val2;
  4917. val4 = 0;
  4918. val2 = b_status->int_>>1;
  4919. if (val2 > 0xFF) val2 = 0xFF;
  4920. val4|=val2<<16;
  4921. val2 = b_status->dex>>1;
  4922. if (val2 > 0xFF) val2 = 0xFF;
  4923. val4|=val2<<8;
  4924. val2 = b_status->luk>>1;
  4925. if (val2 > 0xFF) val2 = 0xFF;
  4926. val4|=val2;
  4927. }
  4928. val2 = tick/1000;
  4929. tick = 1000;
  4930. break;
  4931. case SC_MARIONETTE2:
  4932. {
  4933. struct block_list *pbl = map_id2bl(val1);
  4934. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4935. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  4936. int stat,max;
  4937. if (!psce)
  4938. sc_start_abort(0);
  4939. val2 = tick /1000;
  4940. val3 = val4 = 0;
  4941. if (sd) {
  4942. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4943. //Str
  4944. stat = (psce->val3>>16)&0xFF;
  4945. if (sd->status.str+stat > max)
  4946. stat =max-sd->status.str;
  4947. val3 |= stat<<16;
  4948. //Agi
  4949. stat = (psce->val3>>8)&0xFF;
  4950. if (sd->status.agi+stat > max)
  4951. stat =max-sd->status.agi;
  4952. val3 |= stat<<8;
  4953. //Vit
  4954. stat = psce->val3&0xFF;
  4955. if (sd->status.vit+stat > max)
  4956. stat =max-sd->status.vit;
  4957. val3 |= stat;
  4958. //Int
  4959. stat = (psce->val4>>16)&0xFF;
  4960. if (sd->status.int_+stat > max)
  4961. stat =max-sd->status.int_;
  4962. val4 |= stat<<16;
  4963. //Dex
  4964. stat = (psce->val4>>8)&0xFF;
  4965. if (sd->status.dex+stat > max)
  4966. stat =max-sd->status.dex;
  4967. val4 |= stat<<8;
  4968. //Luk
  4969. stat = psce->val4&0xFF;
  4970. if (sd->status.luk+stat > max)
  4971. stat =max-sd->status.luk;
  4972. val4 |= stat;
  4973. } else {
  4974. struct status_data *b_status = status_get_base_status(bl);
  4975. if (!b_status) sc_start_abort(0);
  4976. max = 0xFF; //Assume a 256 max parameter
  4977. //Str
  4978. stat = (psce->val3>>16)&0xFF;
  4979. if (b_status->str+stat > max)
  4980. stat = max - b_status->str;
  4981. val3 |= stat<<16;
  4982. //Agi
  4983. stat = (psce->val3>>8)&0xFF;
  4984. if (b_status->agi+stat > max)
  4985. stat = max - b_status->agi;
  4986. val3 |= stat<<8;
  4987. //Vit
  4988. stat = psce->val3&0xFF;
  4989. if (b_status->vit+stat > max)
  4990. stat = max - b_status->vit;
  4991. val3 |= stat;
  4992. //Int
  4993. stat = (psce->val4>>16)&0xFF;
  4994. if (b_status->int_+stat > max)
  4995. stat = max - b_status->int_;
  4996. val4 |= stat<<16;
  4997. //Dex
  4998. stat = (psce->val4>>8)&0xFF;
  4999. if (b_status->dex+stat > max)
  5000. stat = max - b_status->dex;
  5001. val4 |= stat<<8;
  5002. //Luk
  5003. stat = psce->val4&0xFF;
  5004. if (b_status->luk+stat > max)
  5005. stat = max - b_status->luk;
  5006. val4 |= stat;
  5007. }
  5008. tick = 1000;
  5009. break;
  5010. }
  5011. case SC_REJECTSWORD:
  5012. val2 = 15*val1; //Reflect chance
  5013. val3 = 3; //Reflections
  5014. tick = -1;
  5015. break;
  5016. case SC_MEMORIZE:
  5017. val2 = 5; //Memorized casts.
  5018. tick = -1;
  5019. break;
  5020. case SC_GRAVITATION:
  5021. val2 = 50*val1; //aspd reduction
  5022. break;
  5023. case SC_HERMODE:
  5024. status_change_clear_buffs(bl,1);
  5025. break;
  5026. case SC_REGENERATION:
  5027. if (val1 == 1)
  5028. val2 = 2;
  5029. else
  5030. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  5031. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  5032. //if val4 comes set, this blocks regen rather than increase it.
  5033. break;
  5034. case SC_DEVOTION:
  5035. {
  5036. struct map_session_data *src;
  5037. if ((src = map_id2sd(val1)) && src->sc.count)
  5038. { //Try to inherit the status from the Crusader [Skotlex]
  5039. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  5040. //once the Crusader's status changes, it will reflect on the others.
  5041. const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5042. int type2;
  5043. int i = map_flag_gvg(bl->m)?2:3;
  5044. while (i >= 0) {
  5045. type2 = types[i];
  5046. if (src->sc.data[type2])
  5047. sc_start(bl,type2,100,src->sc.data[type2]->val1,
  5048. skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2]->val1));
  5049. i--;
  5050. }
  5051. }
  5052. break;
  5053. }
  5054. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5055. status_zap(bl, status->hp-1, val2?0:status->sp);
  5056. sc_start_abort(1);
  5057. break;
  5058. case SC_CLOSECONFINE2:
  5059. {
  5060. struct block_list *src = val2?map_id2bl(val2):NULL;
  5061. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5062. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5063. if (src && sc2) {
  5064. if (!sce2) //Start lock on caster.
  5065. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5066. else { //Increase count of locked enemies and refresh time.
  5067. (sce2->val2)++;
  5068. delete_timer(sce2->timer, status_change_timer);
  5069. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5070. }
  5071. } else //Status failed.
  5072. sc_start_abort(0);
  5073. }
  5074. break;
  5075. case SC_KAITE:
  5076. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5077. break;
  5078. case SC_KAUPE:
  5079. switch (val1) {
  5080. case 3: //33*3 + 1 -> 100%
  5081. val2++;
  5082. case 1:
  5083. case 2: //33, 66%
  5084. val2 += 33*val1;
  5085. val3 = 1; //Dodge 1 attack total.
  5086. break;
  5087. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5088. val2 = 100;
  5089. val3 = val1-2;
  5090. break;
  5091. }
  5092. break;
  5093. case SC_COMBO:
  5094. {
  5095. //val1: Skill ID
  5096. //val2: When given, target (for autotargetting skills)
  5097. //val3: When set, this combo time should NOT delay attack/movement
  5098. //val4: Combo time
  5099. struct unit_data *ud = unit_bl2ud(bl);
  5100. switch (val1) {
  5101. case TK_STORMKICK:
  5102. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5103. break;
  5104. case TK_DOWNKICK:
  5105. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5106. break;
  5107. case TK_TURNKICK:
  5108. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5109. break;
  5110. case TK_COUNTER:
  5111. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5112. break;
  5113. }
  5114. if (ud && !val3)
  5115. {
  5116. ud->attackabletime = gettick()+tick;
  5117. unit_set_walkdelay(bl, gettick(), tick, 1);
  5118. }
  5119. val4 = tick; //Store combo-time in val4.
  5120. }
  5121. break;
  5122. case SC_TKREST:
  5123. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5124. break;
  5125. case SC_RUN:
  5126. val4 = gettick(); //Store time at which you started running.
  5127. tick = -1;
  5128. break;
  5129. case SC_KAAHI:
  5130. val2 = 200*val1; //HP heal
  5131. val3 = 5*val1; //SP cost
  5132. val4 = -1; //Kaahi Timer.
  5133. break;
  5134. case SC_BLESSING:
  5135. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5136. val2 = val1;
  5137. else
  5138. val2 = 0; //0 -> Half stat.
  5139. break;
  5140. case SC_TRICKDEAD:
  5141. if (vd) vd->dead_sit = 1;
  5142. tick = -1;
  5143. break;
  5144. case SC_CONCENTRATE:
  5145. val2 = 2 + val1;
  5146. if (sd) { //Store the card-bonus data that should not count in the %
  5147. val3 = sd->param_bonus[1]; //Agi
  5148. val4 = sd->param_bonus[4]; //Dex
  5149. } else {
  5150. val3 = val4 = 0;
  5151. }
  5152. break;
  5153. case SC_MAXOVERTHRUST:
  5154. val2 = 20*val1; //Power increase
  5155. break;
  5156. case SC_OVERTHRUST:
  5157. val2 = 5*val1; //Power increase
  5158. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5159. tick += tick / 10;
  5160. break;
  5161. case SC_ADRENALINE2:
  5162. case SC_ADRENALINE:
  5163. val3 = (val2) ? 300 : 200; // aspd increase
  5164. case SC_WEAPONPERFECTION:
  5165. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5166. tick += tick / 10;
  5167. break;
  5168. case SC_CONCENTRATION:
  5169. val2 = 5*val1; //Batk/Watk Increase
  5170. val3 = 10*val1; //Hit Increase
  5171. val4 = 5*val1; //Def reduction
  5172. break;
  5173. case SC_ANGELUS:
  5174. val2 = 5*val1; //def increase
  5175. break;
  5176. case SC_IMPOSITIO:
  5177. val2 = 5*val1; //watk increase
  5178. break;
  5179. case SC_MELTDOWN:
  5180. val2 = 100*val1; //Chance to break weapon
  5181. val3 = 70*val1; //Change to break armor
  5182. break;
  5183. case SC_TRUESIGHT:
  5184. val2 = 10*val1; //Critical increase
  5185. val3 = 3*val1; //Hit increase
  5186. break;
  5187. case SC_SUN_COMFORT:
  5188. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5189. break;
  5190. case SC_MOON_COMFORT:
  5191. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5192. break;
  5193. case SC_STAR_COMFORT:
  5194. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5195. break;
  5196. case SC_QUAGMIRE:
  5197. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5198. break;
  5199. // gs_something1 [Vicious]
  5200. case SC_GATLINGFEVER:
  5201. val2 = 20*val1; //Aspd increase
  5202. val3 = 20+10*val1; //Batk increase
  5203. val4 = 5*val1; //Flee decrease
  5204. break;
  5205. case SC_FLING:
  5206. if (bl->type == BL_PC)
  5207. val2 = 0; //No armor reduction to players.
  5208. else
  5209. val2 = 5*val1; //Def reduction
  5210. val3 = 5*val1; //Def2 reduction
  5211. break;
  5212. case SC_PROVOKE:
  5213. //val2 signals autoprovoke.
  5214. val3 = 2+3*val1; //Atk increase
  5215. val4 = 5+5*val1; //Def reduction.
  5216. break;
  5217. case SC_AVOID:
  5218. val2 = 10*val1; //Speed change rate.
  5219. break;
  5220. case SC_DEFENCE:
  5221. val2 = 2*val1; //Def bonus
  5222. break;
  5223. case SC_BLOODLUST:
  5224. val2 = 20+10*val1; //Atk rate change.
  5225. val3 = 3*val1; //Leech chance
  5226. val4 = 20; //Leech percent
  5227. break;
  5228. case SC_FLEET:
  5229. val2 = 30*val1; //Aspd change
  5230. val3 = 5+5*val1; //bAtk/wAtk rate change
  5231. break;
  5232. case SC_MINDBREAKER:
  5233. val2 = 20*val1; //matk increase.
  5234. val3 = 12*val1; //mdef2 reduction.
  5235. break;
  5236. case SC_SKA:
  5237. val2 = tick/1000;
  5238. val3 = rand()%100; //Def changes randomly every second...
  5239. tick = 1000;
  5240. break;
  5241. case SC_JAILED:
  5242. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5243. tick = val1>0?1000:250;
  5244. if (sd)
  5245. {
  5246. if (sd->mapindex != val2)
  5247. {
  5248. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5249. map = sd->mapindex; //Current Map
  5250. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5251. pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
  5252. //2. Set restore point (val3 -> return map, val4 return coords
  5253. val3 = map;
  5254. val4 = pos;
  5255. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5256. val3 = sd->status.save_point.map;
  5257. val4 = (sd->status.save_point.x&0xFFFF)
  5258. |(sd->status.save_point.y<<16);
  5259. }
  5260. }
  5261. break;
  5262. case SC_UTSUSEMI:
  5263. val2=(val1+1)/2; // number of hits blocked
  5264. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5265. break;
  5266. case SC_BUNSINJYUTSU:
  5267. val2=(val1+1)/2; // number of hits blocked
  5268. break;
  5269. case SC_CHANGE:
  5270. val2= 30*val1; //Vit increase
  5271. val3= 20*val1; //Int increase
  5272. break;
  5273. case SC_SWOO:
  5274. if(status->mode&MD_BOSS)
  5275. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5276. break;
  5277. case SC_SPIDERWEB:
  5278. if (bl->type == BL_PC)
  5279. tick /=2;
  5280. break;
  5281. case SC_ARMOR:
  5282. //NPC_DEFENDER:
  5283. val2 = 80; //Damage reduction
  5284. //Attack requirements to be blocked:
  5285. val3 = BF_LONG; //Range
  5286. val4 = BF_WEAPON|BF_MISC; //Type
  5287. break;
  5288. case SC_ENCHANTARMS:
  5289. //end previous enchants
  5290. skill_enchant_elemental_end(bl,type);
  5291. //Make sure the received element is valid.
  5292. if (val2 >= ELE_MAX)
  5293. val2 = val2%ELE_MAX;
  5294. else if (val2 < 0)
  5295. val2 = rand()%ELE_MAX;
  5296. break;
  5297. case SC_CRITICALWOUND:
  5298. val2 = 20*val1; //Heal effectiveness decrease
  5299. break;
  5300. case SC_MAGICMIRROR:
  5301. case SC_SLOWCAST:
  5302. val2 = 20*val1; //Magic reflection/cast rate
  5303. break;
  5304. case SC_ARMORCHANGE:
  5305. if (val2 == NPC_ANTIMAGIC)
  5306. { //Boost mdef
  5307. val2 =-20;
  5308. val3 = 20;
  5309. } else { //Boost def
  5310. val2 = 20;
  5311. val3 =-20;
  5312. }
  5313. val2*=val1; //20% per level
  5314. val3*=val1;
  5315. break;
  5316. case SC_EXPBOOST:
  5317. if (val1 < 0)
  5318. val1 = 0;
  5319. break;
  5320. case SC_INCASPDRATE:
  5321. case SC_INCFLEE2:
  5322. case SC_INCCRI:
  5323. val2 = val1*10; //Actual boost (since 100% = 1000)
  5324. break;
  5325. case SC_SUFFRAGIUM:
  5326. val2 = 15 * val1; //Speed cast decrease
  5327. break;
  5328. case SC_INCHEALRATE:
  5329. if (val1 < 1)
  5330. val1 = 1;
  5331. break;
  5332. case SC_HALLUCINATION:
  5333. val2 = 5+val1; //Factor by which displayed damage is increased by
  5334. break;
  5335. case SC_DOUBLECAST:
  5336. val2 = 40+10*val1; //Trigger rate
  5337. break;
  5338. case SC_KAIZEL:
  5339. val2 = 10*val1; //% of life to be revived with
  5340. break;
  5341. case SC_ARMOR_ELEMENT:
  5342. case SC_FASTCAST:
  5343. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5344. //associated, and yet are not wrong/unknown. [Skotlex]
  5345. break;
  5346. default:
  5347. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  5348. { //Status change with no calc, no icon, and no skill associated...?
  5349. ShowError("UnknownStatusChange [%d]\n", type);
  5350. sc_start_abort(0);
  5351. }
  5352. }
  5353. else //Special considerations when loading SC data.
  5354. switch( type )
  5355. {
  5356. case SC_WEDDING:
  5357. case SC_XMAS:
  5358. case SC_SUMMER:
  5359. clif_changelook(bl,LOOK_WEAPON,0);
  5360. clif_changelook(bl,LOOK_SHIELD,0);
  5361. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5362. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5363. break;
  5364. case SC_KAAHI:
  5365. val4 = -1;
  5366. break;
  5367. //In case the speed reduction comes loaded incorrectly, prevent division by 0.
  5368. case SC_DONTFORGETME:
  5369. case SC_CLOAKING:
  5370. case SC_LONGING:
  5371. case SC_HIDING:
  5372. case SC_CHASEWALK:
  5373. case SC_DEFENDER:
  5374. if (!val3) val3 = 100;
  5375. break;
  5376. }
  5377. //Those that make you stop attacking/walking....
  5378. switch (type)
  5379. {
  5380. case SC_FREEZE:
  5381. case SC_STUN:
  5382. case SC_SLEEP:
  5383. case SC_STONE:
  5384. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5385. pc_setstand(sd);
  5386. case SC_TRICKDEAD:
  5387. unit_stop_attack(bl);
  5388. skill_stop_dancing(bl);
  5389. // Cancel cast when get status [LuzZza]
  5390. if (battle_config.sc_castcancel&bl->type)
  5391. unit_skillcastcancel(bl, 0);
  5392. case SC_STOP:
  5393. case SC_CONFUSION:
  5394. case SC_CLOSECONFINE:
  5395. case SC_CLOSECONFINE2:
  5396. case SC_ANKLE:
  5397. case SC_SPIDERWEB:
  5398. unit_stop_walking(bl,1);
  5399. break;
  5400. case SC_HIDING:
  5401. case SC_CLOAKING:
  5402. case SC_CHASEWALK:
  5403. unit_stop_attack(bl);
  5404. break;
  5405. case SC_SILENCE:
  5406. if (battle_config.sc_castcancel&bl->type)
  5407. unit_skillcastcancel(bl, 0);
  5408. break;
  5409. }
  5410. // Set option as needed.
  5411. opt_flag = 1;
  5412. switch(type)
  5413. {
  5414. //OPT1
  5415. case SC_STONE:
  5416. case SC_FREEZE:
  5417. case SC_STUN:
  5418. case SC_SLEEP:
  5419. if(type == SC_STONE)
  5420. sc->opt1 = OPT1_STONEWAIT;
  5421. else
  5422. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5423. break;
  5424. //OPT2
  5425. case SC_POISON:
  5426. case SC_CURSE:
  5427. case SC_SILENCE:
  5428. case SC_BLIND:
  5429. sc->opt2 |= 1<<(type-SC_POISON);
  5430. break;
  5431. case SC_DPOISON:
  5432. sc->opt2 |= OPT2_DPOISON;
  5433. break;
  5434. case SC_SIGNUMCRUCIS:
  5435. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5436. break;
  5437. //OPT3
  5438. case SC_TWOHANDQUICKEN:
  5439. case SC_SPEARQUICKEN:
  5440. case SC_CONCENTRATION:
  5441. sc->opt3 |= 0x1;
  5442. opt_flag = 0;
  5443. break;
  5444. case SC_MAXOVERTHRUST:
  5445. case SC_OVERTHRUST:
  5446. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5447. sc->opt3 |= 0x2;
  5448. opt_flag = 0;
  5449. break;
  5450. case SC_ENERGYCOAT:
  5451. case SC_SKE:
  5452. sc->opt3 |= 0x4;
  5453. opt_flag = 0;
  5454. break;
  5455. case SC_INCATKRATE:
  5456. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5457. if (bl->type != BL_MOB) {
  5458. opt_flag = 0;
  5459. break;
  5460. }
  5461. case SC_EXPLOSIONSPIRITS:
  5462. sc->opt3 |= 0x8;
  5463. opt_flag = 0;
  5464. break;
  5465. case SC_STEELBODY:
  5466. case SC_SKA:
  5467. sc->opt3 |= 0x10;
  5468. opt_flag = 0;
  5469. break;
  5470. case SC_BLADESTOP:
  5471. sc->opt3 |= 0x20;
  5472. opt_flag = 0;
  5473. break;
  5474. //0x40 missing?
  5475. case SC_BERSERK:
  5476. sc->opt3 |= 0x80;
  5477. opt_flag = 0;
  5478. break;
  5479. //0x100, 0x200 missing?
  5480. case SC_MARIONETTE:
  5481. case SC_MARIONETTE2:
  5482. sc->opt3 |= 0x400;
  5483. opt_flag = 0;
  5484. break;
  5485. case SC_ASSUMPTIO:
  5486. sc->opt3 |= 0x800;
  5487. opt_flag = 0;
  5488. break;
  5489. case SC_WARM: //SG skills [Komurka]
  5490. sc->opt3 |= 0x1000;
  5491. opt_flag = 0;
  5492. break;
  5493. case SC_KAITE:
  5494. sc->opt3 |= 0x2000;
  5495. opt_flag = 0;
  5496. break;
  5497. //OPTION
  5498. case SC_HIDING:
  5499. sc->option |= OPTION_HIDE;
  5500. break;
  5501. case SC_CLOAKING:
  5502. sc->option |= OPTION_CLOAK;
  5503. break;
  5504. case SC_CHASEWALK:
  5505. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5506. break;
  5507. case SC_SIGHT:
  5508. sc->option |= OPTION_SIGHT;
  5509. break;
  5510. case SC_RUWACH:
  5511. sc->option |= OPTION_RUWACH;
  5512. break;
  5513. case SC_WEDDING:
  5514. sc->option |= OPTION_WEDDING;
  5515. break;
  5516. case SC_XMAS:
  5517. sc->option |= OPTION_XMAS;
  5518. break;
  5519. case SC_SUMMER:
  5520. sc->option |= OPTION_SUMMER;
  5521. break;
  5522. case SC_ORCISH:
  5523. sc->option |= OPTION_ORCISH;
  5524. break;
  5525. case SC_FUSION:
  5526. sc->option |= OPTION_FLYING;
  5527. break;
  5528. default:
  5529. opt_flag = 0;
  5530. }
  5531. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  5532. if(opt_flag)
  5533. clif_changeoption(bl);
  5534. if (calc_flag&SCB_DYE)
  5535. { //Reset DYE color
  5536. if (vd && vd->cloth_color)
  5537. {
  5538. val4 = vd->cloth_color;
  5539. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5540. }
  5541. calc_flag&=~SCB_DYE;
  5542. }
  5543. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5544. clif_status_change(bl,StatusIconChangeTable[type],1);
  5545. else if (sd) //Send packet to self otherwise (disguised player?)
  5546. clif_status_load(bl,StatusIconChangeTable[type],1);
  5547. (sc->count)++;
  5548. if (!sce) //Not null when overwriting existing sc.
  5549. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  5550. sce->val1 = val1;
  5551. sce->val2 = val2;
  5552. sce->val3 = val3;
  5553. sce->val4 = val4;
  5554. if (tick >= 0)
  5555. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  5556. else
  5557. sce->timer = -1; //Infinite duration
  5558. if (calc_flag)
  5559. status_calc_bl(bl,calc_flag);
  5560. if(sd && sd->pd)
  5561. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5562. if (type==SC_BERSERK) {
  5563. sce->val2 = 5*status->max_hp/100;
  5564. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5565. status_set_sp(bl, 0, 0); //Damage all SP
  5566. } else if (type==SC_CHANGE) //Heal all HP/SP
  5567. status_percent_heal(bl, 100, 100);
  5568. if (type==SC_RUN) {
  5569. struct unit_data *ud = unit_bl2ud(bl);
  5570. if (ud)
  5571. ud->state.running = unit_run(bl);
  5572. }
  5573. return 1;
  5574. #undef sc_start_abort
  5575. }
  5576. /*==========================================
  5577. * ステータス異常全解除
  5578. * type:
  5579. * 0 - ???
  5580. * 1 - ???
  5581. * 2 - ???
  5582. *------------------------------------------*/
  5583. int status_change_clear(struct block_list* bl, int type)
  5584. {
  5585. struct status_change* sc;
  5586. enum sc_type i;
  5587. sc = status_get_sc(bl);
  5588. if (!sc || !sc->count)
  5589. return 0;
  5590. if(sc->data[SC_DANCING])
  5591. skill_stop_dancing(bl);
  5592. for(i = 0; i < SC_MAX; i++)
  5593. {
  5594. if(!sc->data[i])
  5595. continue;
  5596. if(type == 0)
  5597. switch (i)
  5598. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  5599. case SC_EDP:
  5600. case SC_MELTDOWN:
  5601. case SC_XMAS:
  5602. case SC_SUMMER:
  5603. case SC_NOCHAT:
  5604. case SC_FUSION:
  5605. case SC_TKREST:
  5606. case SC_READYSTORM:
  5607. case SC_READYDOWN:
  5608. case SC_READYCOUNTER:
  5609. case SC_READYTURN:
  5610. case SC_DODGE:
  5611. case SC_JAILED:
  5612. continue;
  5613. }
  5614. status_change_end(bl, i, INVALID_TIMER);
  5615. if( type == 1 && sc->data[i] )
  5616. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5617. (sc->count)--;
  5618. if (sc->data[i]->timer != INVALID_TIMER)
  5619. delete_timer(sc->data[i]->timer, status_change_timer);
  5620. ers_free(sc_data_ers, sc->data[i]);
  5621. sc->data[i] = NULL;
  5622. }
  5623. }
  5624. sc->opt1 = 0;
  5625. sc->opt2 = 0;
  5626. sc->opt3 = 0;
  5627. sc->option &= OPTION_MASK;
  5628. if( type == 0 || type == 2 )
  5629. clif_changeoption(bl);
  5630. return 1;
  5631. }
  5632. /*==========================================
  5633. * ステータス異常終了
  5634. *------------------------------------------*/
  5635. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  5636. {
  5637. struct map_session_data *sd;
  5638. struct status_change *sc;
  5639. struct status_change_entry *sce;
  5640. struct status_data *status;
  5641. struct view_data *vd;
  5642. int opt_flag=0, calc_flag;
  5643. nullpo_retr(0, bl);
  5644. sc = status_get_sc(bl);
  5645. status = status_get_status_data(bl);
  5646. nullpo_retr(0,sc);
  5647. nullpo_retr(0,status);
  5648. if(type < 0 || type >= SC_MAX || !(sce = sc->data[type]))
  5649. return 0;
  5650. BL_CAST(BL_PC,bl,sd);
  5651. if (sce->timer != tid && tid != -1)
  5652. return 0;
  5653. if (tid == -1) {
  5654. if (type == SC_ENDURE && sce->val4)
  5655. //Do not end infinite endure.
  5656. return 0;
  5657. if (sce->timer != -1) //Could be a SC with infinite duration
  5658. delete_timer(sce->timer,status_change_timer);
  5659. if (sc->opt1)
  5660. switch (type) {
  5661. //"Ugly workaround" [Skotlex]
  5662. //delays status change ending so that a skill that sets opt1 fails to
  5663. //trigger when it also removed one
  5664. case SC_STONE:
  5665. sce->val3 = 0; //Petrify time counter.
  5666. case SC_FREEZE:
  5667. case SC_STUN:
  5668. case SC_SLEEP:
  5669. if (sce->val1) {
  5670. //Removing the 'level' shouldn't affect anything in the code
  5671. //since these SC are not affected by it, and it lets us know
  5672. //if we have already delayed this attack or not.
  5673. sce->val1 = 0;
  5674. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5675. return 1;
  5676. }
  5677. }
  5678. }
  5679. sc->data[type] = NULL;
  5680. (sc->count)--;
  5681. vd = status_get_viewdata(bl);
  5682. calc_flag = StatusChangeFlagTable[type];
  5683. switch(type){
  5684. case SC_WEDDING:
  5685. case SC_XMAS:
  5686. case SC_SUMMER:
  5687. if (!vd) break;
  5688. if (sd)
  5689. { //Load data from sd->status.* as the stored values could have changed.
  5690. //Must remove OPTION to prevent class being rechanged.
  5691. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  5692. clif_changeoption(&sd->bl);
  5693. status_set_viewdata(bl, sd->status.class_);
  5694. } else {
  5695. vd->class_ = sce->val1;
  5696. vd->weapon = sce->val2;
  5697. vd->shield = sce->val3;
  5698. vd->cloth_color = sce->val4;
  5699. }
  5700. clif_changelook(bl,LOOK_BASE,vd->class_);
  5701. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5702. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5703. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5704. break;
  5705. case SC_RUN:
  5706. {
  5707. struct unit_data *ud = unit_bl2ud(bl);
  5708. if (ud) {
  5709. ud->state.running = 0;
  5710. if (ud->walktimer != -1)
  5711. unit_stop_walking(bl,1);
  5712. }
  5713. if (sce->val1 >= 7 &&
  5714. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  5715. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5716. )
  5717. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(StatusSkillChangeTable[type], sce->val1));
  5718. }
  5719. break;
  5720. case SC_AUTOBERSERK:
  5721. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  5722. status_change_end(bl,SC_PROVOKE,-1);
  5723. break;
  5724. case SC_ENDURE:
  5725. case SC_DEFENDER:
  5726. case SC_REFLECTSHIELD:
  5727. case SC_AUTOGUARD:
  5728. if (sd) {
  5729. struct map_session_data *tsd;
  5730. int i;
  5731. for (i = 0; i < 5; i++)
  5732. { //Clear the status from the others too [Skotlex]
  5733. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type])
  5734. status_change_end(&tsd->bl,type,-1);
  5735. }
  5736. }
  5737. break;
  5738. case SC_DEVOTION:
  5739. {
  5740. struct map_session_data *md = map_id2sd(sce->val1);
  5741. //The status could have changed because the Crusader left the game. [Skotlex]
  5742. if (md)
  5743. {
  5744. md->devotion[sce->val2] = 0;
  5745. clif_devotion(md);
  5746. }
  5747. //Remove inherited status [Skotlex]
  5748. if (sc->data[SC_AUTOGUARD])
  5749. status_change_end(bl,SC_AUTOGUARD,-1);
  5750. if (sc->data[SC_DEFENDER])
  5751. status_change_end(bl,SC_DEFENDER,-1);
  5752. if (sc->data[SC_REFLECTSHIELD])
  5753. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5754. if (sc->data[SC_ENDURE])
  5755. status_change_end(bl,SC_ENDURE,-1);
  5756. break;
  5757. }
  5758. case SC_BLADESTOP:
  5759. if(sce->val4)
  5760. {
  5761. struct block_list *tbl = (struct block_list *)sce->val4;
  5762. struct status_change *tsc = status_get_sc(tbl);
  5763. sce->val4 = 0;
  5764. if(tsc && tsc->data[SC_BLADESTOP])
  5765. {
  5766. tsc->data[SC_BLADESTOP]->val4 = 0;
  5767. status_change_end(tbl,SC_BLADESTOP,-1);
  5768. }
  5769. clif_bladestop(bl,tbl,0);
  5770. }
  5771. break;
  5772. case SC_DANCING:
  5773. {
  5774. struct map_session_data *dsd;
  5775. struct status_change_entry *dsc;
  5776. struct skill_unit_group *group;
  5777. if(sce->val2)
  5778. {
  5779. group = (struct skill_unit_group *)sce->val2;
  5780. sce->val2 = 0;
  5781. skill_delunitgroup(bl, group);
  5782. }
  5783. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))){
  5784. dsc = dsd->sc.data[type];
  5785. if(dsc)
  5786. { //This will prevent recursive loops.
  5787. dsc->val2 = dsc->val4 = 0;
  5788. status_change_end(&dsd->bl, type, -1);
  5789. }
  5790. }
  5791. }
  5792. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  5793. clif_status_change(bl,SI_MOONLIT,0);
  5794. if (sc->data[SC_LONGING])
  5795. status_change_end(bl,SC_LONGING,-1);
  5796. break;
  5797. case SC_NOCHAT:
  5798. if (sd && sd->status.manner < 0 && tid != -1)
  5799. sd->status.manner = 0;
  5800. break;
  5801. case SC_SPLASHER:
  5802. {
  5803. struct block_list *src=map_id2bl(sce->val3);
  5804. if(src && tid!=-1)
  5805. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  5806. }
  5807. break;
  5808. case SC_CLOSECONFINE2:
  5809. {
  5810. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  5811. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5812. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  5813. //If status was already ended, do nothing.
  5814. //Decrease count
  5815. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  5816. status_change_end(src, SC_CLOSECONFINE, -1);
  5817. }
  5818. }
  5819. case SC_CLOSECONFINE:
  5820. if (sce->val2 > 0) {
  5821. //Caster has been unlocked... nearby chars need to be unlocked.
  5822. int range = 1
  5823. +skill_get_range2(bl, StatusSkillChangeTable[type], sce->val1)
  5824. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5825. map_foreachinarea(status_change_timer_sub,
  5826. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  5827. }
  5828. break;
  5829. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5830. if (sd && sd->skillid_old == sce->val1)
  5831. sd->skillid_old = sd->skilllv_old = 0;
  5832. break;
  5833. case SC_MARIONETTE:
  5834. case SC_MARIONETTE2: /// Marionette target
  5835. if (sce->val1)
  5836. { // check for partner and end their marionette status as well
  5837. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5838. struct block_list *pbl = map_id2bl(sce->val1);
  5839. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5840. if (sc2 && sc2->data[type2])
  5841. {
  5842. sc2->data[type2]->val1 = 0;
  5843. status_change_end(pbl, type2, -1);
  5844. }
  5845. }
  5846. if (type == SC_MARIONETTE)
  5847. clif_marionette(bl, 0); //Clear effect.
  5848. break;
  5849. case SC_BERSERK:
  5850. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5851. if(status->hp > 100 && sce->val2)
  5852. status_set_hp(bl, 100, 0);
  5853. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  5854. {
  5855. sc->data[SC_ENDURE]->val4 = 0;
  5856. status_change_end(bl, SC_ENDURE, -1);
  5857. }
  5858. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5859. skill_get_time(LK_BERSERK, sce->val1));
  5860. break;
  5861. case SC_GOSPEL:
  5862. if (sce->val3) { //Clear the group.
  5863. struct skill_unit_group *group = (struct skill_unit_group *)sce->val3;
  5864. sce->val3 = 0;
  5865. skill_delunitgroup(bl, group);
  5866. }
  5867. break;
  5868. case SC_HERMODE:
  5869. if(sce->val3 == BCT_SELF)
  5870. skill_clear_unitgroup(bl);
  5871. break;
  5872. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5873. skill_clear_unitgroup(bl);
  5874. break;
  5875. case SC_TRICKDEAD:
  5876. if (vd) vd->dead_sit = 0;
  5877. break;
  5878. case SC_WARM:
  5879. if (sce->val4) { //Clear the group.
  5880. struct skill_unit_group *group = (struct skill_unit_group *)sce->val4;
  5881. sce->val4 = 0;
  5882. skill_delunitgroup(bl, group);
  5883. }
  5884. break;
  5885. case SC_KAAHI:
  5886. //Delete timer if it exists.
  5887. if (sce->val4 != -1)
  5888. delete_timer(sce->val4,kaahi_heal_timer);
  5889. break;
  5890. case SC_JAILED:
  5891. if(tid == -1)
  5892. break;
  5893. //natural expiration.
  5894. if(sd && sd->mapindex == sce->val2)
  5895. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3);
  5896. break; //guess hes not in jail :P
  5897. case SC_CHANGE:
  5898. if (tid == -1)
  5899. break;
  5900. // "lose almost all their HP and SP" on natural expiration.
  5901. status_set_hp(bl, 10, 0);
  5902. status_set_sp(bl, 10, 0);
  5903. break;
  5904. }
  5905. opt_flag = 1;
  5906. switch(type){
  5907. case SC_STONE:
  5908. case SC_FREEZE:
  5909. case SC_STUN:
  5910. case SC_SLEEP:
  5911. sc->opt1 = 0;
  5912. break;
  5913. case SC_POISON:
  5914. case SC_CURSE:
  5915. case SC_SILENCE:
  5916. case SC_BLIND:
  5917. sc->opt2 &= ~(1<<(type-SC_POISON));
  5918. break;
  5919. case SC_DPOISON:
  5920. sc->opt2 &= ~OPT2_DPOISON;
  5921. break;
  5922. case SC_SIGNUMCRUCIS:
  5923. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5924. break;
  5925. case SC_HIDING:
  5926. sc->option &= ~OPTION_HIDE;
  5927. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  5928. break;
  5929. case SC_CLOAKING:
  5930. sc->option &= ~OPTION_CLOAK;
  5931. opt_flag|= 2;
  5932. break;
  5933. case SC_CHASEWALK:
  5934. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5935. opt_flag|= 2;
  5936. break;
  5937. case SC_SIGHT:
  5938. sc->option &= ~OPTION_SIGHT;
  5939. break;
  5940. case SC_WEDDING:
  5941. sc->option &= ~OPTION_WEDDING;
  5942. break;
  5943. case SC_XMAS:
  5944. sc->option &= ~OPTION_XMAS;
  5945. break;
  5946. case SC_SUMMER:
  5947. sc->option &= ~OPTION_SUMMER;
  5948. break;
  5949. case SC_ORCISH:
  5950. sc->option &= ~OPTION_ORCISH;
  5951. break;
  5952. case SC_RUWACH:
  5953. sc->option &= ~OPTION_RUWACH;
  5954. break;
  5955. case SC_FUSION:
  5956. sc->option &= ~OPTION_FLYING;
  5957. break;
  5958. //opt3
  5959. case SC_TWOHANDQUICKEN:
  5960. case SC_ONEHAND:
  5961. case SC_SPEARQUICKEN:
  5962. case SC_CONCENTRATION:
  5963. sc->opt3 &= ~0x1;
  5964. opt_flag = 0;
  5965. break;
  5966. case SC_OVERTHRUST:
  5967. case SC_MAXOVERTHRUST:
  5968. case SC_SWOO:
  5969. sc->opt3 &= ~0x2;
  5970. opt_flag = 0;
  5971. break;
  5972. case SC_ENERGYCOAT:
  5973. case SC_SKE:
  5974. sc->opt3 &= ~0x4;
  5975. opt_flag = 0;
  5976. break;
  5977. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5978. if (bl->type != BL_MOB)
  5979. break;
  5980. case SC_EXPLOSIONSPIRITS:
  5981. sc->opt3 &= ~0x8;
  5982. opt_flag = 0;
  5983. break;
  5984. case SC_STEELBODY:
  5985. case SC_SKA:
  5986. sc->opt3 &= ~0x10;
  5987. opt_flag = 0;
  5988. break;
  5989. case SC_BLADESTOP:
  5990. sc->opt3 &= ~0x20;
  5991. opt_flag = 0;
  5992. break;
  5993. case SC_BERSERK:
  5994. sc->opt3 &= ~0x80;
  5995. opt_flag = 0;
  5996. break;
  5997. case SC_MARIONETTE:
  5998. case SC_MARIONETTE2:
  5999. sc->opt3 &= ~0x400;
  6000. opt_flag = 0;
  6001. break;
  6002. case SC_ASSUMPTIO:
  6003. sc->opt3 &= ~0x800;
  6004. opt_flag = 0;
  6005. break;
  6006. case SC_WARM: //SG skills [Komurka]
  6007. sc->opt3 &= ~0x1000;
  6008. opt_flag = 0;
  6009. break;
  6010. case SC_KAITE:
  6011. sc->opt3 &= ~0x2000;
  6012. opt_flag = 0;
  6013. break;
  6014. default:
  6015. opt_flag = 0;
  6016. }
  6017. if (calc_flag&SCB_DYE)
  6018. { //Restore DYE color
  6019. if (vd && !vd->cloth_color && sce->val4)
  6020. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6021. calc_flag&=~SCB_DYE;
  6022. }
  6023. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6024. if (vd && pcdb_checkid(vd->class_))
  6025. clif_status_change(bl,StatusIconChangeTable[type],0);
  6026. else if (sd)
  6027. clif_status_load(bl,StatusIconChangeTable[type],0);
  6028. if(opt_flag)
  6029. clif_changeoption(bl);
  6030. if (calc_flag)
  6031. status_calc_bl(bl,calc_flag);
  6032. if(opt_flag&4) //Out of hiding, invoke on place.
  6033. skill_unit_move(bl,gettick(),1);
  6034. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6035. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6036. ers_free(sc_data_ers, sce);
  6037. return 1;
  6038. }
  6039. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  6040. {
  6041. struct block_list *bl;
  6042. struct status_change *sc;
  6043. struct status_change_entry *sce;
  6044. struct status_data *status;
  6045. int hp;
  6046. bl=map_id2bl(id);
  6047. sc=status_get_sc(bl);
  6048. status=status_get_status_data(bl);
  6049. if (!(sc && status && data == SC_KAAHI && sc->data[data]))
  6050. return 0;
  6051. sce = sc->data[data];
  6052. if(sce->val4 != tid) {
  6053. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  6054. sce->val4=-1;
  6055. return 0;
  6056. }
  6057. if(!status_charge(bl, 0, sce->val3)) {
  6058. sce->val4=-1;
  6059. return 0;
  6060. }
  6061. hp = status->max_hp - status->hp;
  6062. if (hp > sce->val2)
  6063. hp = sce->val2;
  6064. if (hp)
  6065. status_heal(bl, hp, 0, 2);
  6066. sce->val4=-1;
  6067. return 1;
  6068. }
  6069. /*==========================================
  6070. * ステータス異常終了タイマー
  6071. *------------------------------------------*/
  6072. int status_change_timer(int tid, unsigned int tick, int id, int data)
  6073. {
  6074. enum sc_type type = data;
  6075. struct block_list *bl;
  6076. struct map_session_data *sd;
  6077. struct status_data *status;
  6078. struct status_change *sc;
  6079. struct status_change_entry *sce;
  6080. bl = map_id2bl(id);
  6081. sc = status_get_sc(bl);
  6082. status = status_get_status_data(bl);
  6083. if(!(bl && sc && (sce = sc->data[type])))
  6084. {
  6085. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  6086. return 0;
  6087. }
  6088. if( sce->timer != tid )
  6089. {
  6090. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  6091. return 0;
  6092. }
  6093. BL_CAST(BL_PC, bl, sd);
  6094. switch(type)
  6095. {
  6096. case SC_MAXIMIZEPOWER:
  6097. case SC_CLOAKING:
  6098. if(!status_charge(bl, 0, 1))
  6099. break; //Not enough SP to continue.
  6100. sce->timer = add_timer(sce->val2+tick, status_change_timer, bl->id, data);
  6101. return 0;
  6102. case SC_CHASEWALK:
  6103. if(!status_charge(bl, 0, sce->val4))
  6104. break; //Not enough SP to continue.
  6105. if (!sc->data[SC_INCSTR]) {
  6106. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  6107. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  6108. *skill_get_time2(StatusSkillChangeTable[type],sce->val1));
  6109. }
  6110. sce->timer = add_timer(sce->val2+tick, status_change_timer, bl->id, data);
  6111. return 0;
  6112. break;
  6113. case SC_SKA:
  6114. if(--(sce->val2)>0){
  6115. sce->val3 = rand()%100; //Random defense.
  6116. sce->timer = add_timer(1000+tick, status_change_timer,bl->id, data);
  6117. return 0;
  6118. }
  6119. break;
  6120. case SC_HIDING:
  6121. if(--(sce->val2)>0){
  6122. if(sce->val2 % sce->val4 == 0 &&!status_charge(bl, 0, 1))
  6123. break; //Fail if it's time to substract SP and there isn't.
  6124. sce->timer = add_timer(1000+tick, status_change_timer,bl->id, data);
  6125. return 0;
  6126. }
  6127. break;
  6128. case SC_SIGHT:
  6129. case SC_RUWACH:
  6130. case SC_SIGHTBLASTER:
  6131. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  6132. if( --(sce->val2)>0 ){
  6133. sce->timer = add_timer(250+tick, status_change_timer, bl->id, data);
  6134. return 0;
  6135. }
  6136. break;
  6137. case SC_PROVOKE:
  6138. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  6139. sce->timer = add_timer(1000*60+tick,status_change_timer, bl->id, data );
  6140. return 0;
  6141. }
  6142. break;
  6143. case SC_STONE:
  6144. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  6145. sce->val4 = 0;
  6146. unit_stop_walking(bl,1);
  6147. sc->opt1 = OPT1_STONE;
  6148. clif_changeoption(bl);
  6149. sce->timer = add_timer(1000+tick,status_change_timer, bl->id, data );
  6150. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6151. return 0;
  6152. }
  6153. if(--(sce->val3) > 0) {
  6154. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  6155. status_zap(bl, sce->val2, 0);
  6156. sce->timer = add_timer(1000+tick,status_change_timer, bl->id, data );
  6157. return 0;
  6158. }
  6159. break;
  6160. case SC_POISON:
  6161. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  6162. break;
  6163. case SC_DPOISON:
  6164. if (--(sce->val3) > 0) {
  6165. if (!sc->data[SC_SLOWPOISON]) {
  6166. status_zap(bl, sce->val4, 0);
  6167. if (status_isdead(bl))
  6168. break;
  6169. }
  6170. sce->timer = add_timer(1000 + tick, status_change_timer, bl->id, data );
  6171. return 0;
  6172. }
  6173. break;
  6174. case SC_TENSIONRELAX:
  6175. if(status->max_hp > status->hp && --(sce->val3) > 0){
  6176. sce->timer = add_timer(sce->val4+tick, status_change_timer, bl->id, data);
  6177. return 0;
  6178. }
  6179. break;
  6180. case SC_BLEEDING:
  6181. if (--(sce->val4) >= 0) {
  6182. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  6183. if (status_isdead(bl))
  6184. break;
  6185. sce->timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  6186. return 0;
  6187. }
  6188. break;
  6189. case SC_HPREGEN:
  6190. if( sd && --(sce->val4) >= 0 )
  6191. {
  6192. if( status->hp < status->max_hp ) {
  6193. int hp = (int)(sd->status.max_hp * sce->val1 / 100.);
  6194. status_heal(bl, hp, 0, 2);
  6195. }
  6196. sce->timer = add_timer((sce->val2 * 1000) + tick, status_change_timer, bl->id, data );
  6197. return 0;
  6198. }
  6199. break;
  6200. case SC_KNOWLEDGE:
  6201. if (!sd) break;
  6202. if(bl->m == sd->feel_map[0].m ||
  6203. bl->m == sd->feel_map[1].m ||
  6204. bl->m == sd->feel_map[2].m)
  6205. { //Timeout will be handled by pc_setpos
  6206. sce->timer = -1;
  6207. return 0;
  6208. }
  6209. break;
  6210. case SC_DANCING: //ダンススキルの時間SP消費
  6211. {
  6212. int s = 0;
  6213. int sp = 1;
  6214. int counter = (sce->val3)>>16;
  6215. if (--counter <= 0)
  6216. break;
  6217. sce->val3&= 0xFFFF; //Remove counter
  6218. sce->val3|=(counter<<16);//Reset it.
  6219. switch(sce->val1&0xFFFF){
  6220. case BD_RICHMANKIM:
  6221. case BD_DRUMBATTLEFIELD:
  6222. case BD_RINGNIBELUNGEN:
  6223. case BD_SIEGFRIED:
  6224. case BA_DISSONANCE:
  6225. case BA_ASSASSINCROSS:
  6226. case DC_UGLYDANCE:
  6227. s=3;
  6228. break;
  6229. case BD_LULLABY:
  6230. case BD_ETERNALCHAOS:
  6231. case BD_ROKISWEIL:
  6232. case DC_FORTUNEKISS:
  6233. s=4;
  6234. break;
  6235. case CG_HERMODE:
  6236. case BD_INTOABYSS:
  6237. case BA_WHISTLE:
  6238. case DC_HUMMING:
  6239. case BA_POEMBRAGI:
  6240. case DC_SERVICEFORYOU:
  6241. s=5;
  6242. break;
  6243. case BA_APPLEIDUN:
  6244. s=6;
  6245. break;
  6246. case CG_MOONLIT:
  6247. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6248. sp= 4*(sce->val1>>16);
  6249. //Upkeep is also every 10 secs.
  6250. case DC_DONTFORGETME:
  6251. s=10;
  6252. break;
  6253. }
  6254. if (s && (counter%s == 0))
  6255. {
  6256. if (sc->data[SC_LONGING])
  6257. sp*= 3;
  6258. if (!status_charge(bl, 0, sp))
  6259. break;
  6260. }
  6261. sce->timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6262. return 0;
  6263. }
  6264. break;
  6265. case SC_DEVOTION:
  6266. { //Check range and timeleft to preserve status [Skotlex]
  6267. //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
  6268. struct map_session_data *md = map_id2sd(sce->val1);
  6269. if (md && check_distance_bl(bl, &md->bl, sce->val3) && (sce->val4-=1000)>0)
  6270. {
  6271. sce->timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6272. return 0;
  6273. }
  6274. }
  6275. break;
  6276. case SC_BERSERK:
  6277. // 5% every 10 seconds [DracoRPG]
  6278. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  6279. {
  6280. sce->timer = add_timer(sce->val4+tick, status_change_timer, bl->id, data);
  6281. return 0;
  6282. }
  6283. break;
  6284. case SC_NOCHAT:
  6285. if(sd){
  6286. sd->status.manner++;
  6287. clif_updatestatus(sd,SP_MANNER);
  6288. if (sd->status.manner < 0)
  6289. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6290. sce->timer = add_timer(60000+tick, status_change_timer, bl->id, data);
  6291. return 0;
  6292. }
  6293. }
  6294. break;
  6295. case SC_SPLASHER:
  6296. // custom Venom Splasher countdown timer
  6297. //if (sce->val4 % 1000 == 0) {
  6298. // char timer[10];
  6299. // snprintf (timer, 10, "%d", sce->val4/1000);
  6300. // clif_message(bl, timer);
  6301. //}
  6302. if((sce->val4 -= 500) > 0) {
  6303. sce->timer = add_timer(500 + tick, status_change_timer, bl->id, data);
  6304. return 0;
  6305. }
  6306. break;
  6307. case SC_MARIONETTE:
  6308. case SC_MARIONETTE2:
  6309. {
  6310. struct block_list *pbl = map_id2bl(sce->val1);
  6311. if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0)
  6312. {
  6313. sce->timer = add_timer(1000 + tick, status_change_timer, bl->id, data);
  6314. return 0;
  6315. }
  6316. }
  6317. break;
  6318. case SC_GOSPEL:
  6319. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  6320. {
  6321. int hp, sp;
  6322. hp = (sce->val1 > 5) ? 45 : 30;
  6323. sp = (sce->val1 > 5) ? 35 : 20;
  6324. if(!status_charge(bl, hp, sp))
  6325. break;
  6326. sce->timer = add_timer(10000+tick, status_change_timer, bl->id, data);
  6327. return 0;
  6328. }
  6329. break;
  6330. case SC_GUILDAURA:
  6331. {
  6332. struct block_list *tbl = map_id2bl(sce->val2);
  6333. if (tbl && battle_check_range(bl, tbl, 2)){
  6334. sce->timer = add_timer(1000 + tick, status_change_timer, bl->id, data);
  6335. return 0;
  6336. }
  6337. }
  6338. break;
  6339. case SC_JAILED:
  6340. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  6341. {
  6342. sce->timer = add_timer(60000+tick, status_change_timer, bl->id,data);
  6343. return 0;
  6344. }
  6345. break;
  6346. case SC_BLIND:
  6347. if(sc->data[SC_FOGWALL])
  6348. { //Blind lasts forever while you are standing on the fog.
  6349. sce->timer = add_timer(5000+tick, status_change_timer, bl->id, data);
  6350. return 0;
  6351. }
  6352. break;
  6353. }
  6354. // default for all non-handled control paths is to end the status
  6355. return status_change_end( bl,type,tid );
  6356. }
  6357. /*==========================================
  6358. * ステータス異常タイマー範囲処理
  6359. *------------------------------------------*/
  6360. int status_change_timer_sub(struct block_list* bl, va_list ap)
  6361. {
  6362. struct map_session_data *sd, *tsd;
  6363. struct status_change* tsc;
  6364. struct block_list* src = va_arg(ap,struct block_list*);
  6365. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  6366. enum sc_type type = va_arg(ap,enum sc_type);
  6367. unsigned int tick = va_arg(ap,unsigned int);
  6368. if (status_isdead(bl))
  6369. return 0;
  6370. tsc = status_get_sc(bl);
  6371. BL_CAST(BL_PC, src, sd);
  6372. BL_CAST(BL_PC, bl, tsd);
  6373. switch( type )
  6374. {
  6375. case SC_SIGHT: /* サイト */
  6376. case SC_CONCENTRATE:
  6377. if (tsc) {
  6378. if (tsc->data[SC_HIDING])
  6379. status_change_end( bl, SC_HIDING, -1);
  6380. if (tsc->data[SC_CLOAKING])
  6381. status_change_end( bl, SC_CLOAKING, -1);
  6382. }
  6383. break;
  6384. case SC_RUWACH: /* ルアフ */
  6385. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  6386. status_change_end( bl, SC_HIDING, -1);
  6387. status_change_end( bl, SC_CLOAKING, -1);
  6388. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6389. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6390. }
  6391. break;
  6392. case SC_SIGHTBLASTER:
  6393. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6394. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6395. {
  6396. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6397. if (sce) sce->val2 = 0; //This signals it to end.
  6398. }
  6399. break;
  6400. case SC_CLOSECONFINE:
  6401. //Lock char has released the hold on everyone...
  6402. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  6403. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  6404. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6405. }
  6406. break;
  6407. }
  6408. return 0;
  6409. }
  6410. /*==========================================
  6411. * Clears buffs/debuffs of a character.
  6412. * type&1 -> buffs, type&2 -> debuffs
  6413. *------------------------------------------*/
  6414. int status_change_clear_buffs (struct block_list* bl, int type)
  6415. {
  6416. enum sc_type i;
  6417. struct status_change *sc= status_get_sc(bl);
  6418. if (!sc || !sc->count)
  6419. return 0;
  6420. if (type&2) //Debuffs
  6421. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  6422. {
  6423. if(sc->data[i])
  6424. status_change_end(bl,i,-1);
  6425. }
  6426. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  6427. {
  6428. if(!sc->data[i])
  6429. continue;
  6430. switch (i) {
  6431. //Stuff that cannot be removed
  6432. case SC_WEIGHT50:
  6433. case SC_WEIGHT90:
  6434. case SC_COMBO:
  6435. case SC_SMA:
  6436. case SC_DANCING:
  6437. case SC_GUILDAURA:
  6438. case SC_SAFETYWALL:
  6439. case SC_NOCHAT:
  6440. case SC_JAILED:
  6441. case SC_ANKLE:
  6442. case SC_BLADESTOP:
  6443. case SC_CP_WEAPON:
  6444. case SC_CP_SHIELD:
  6445. case SC_CP_ARMOR:
  6446. case SC_CP_HELM:
  6447. case SC_STRFOOD:
  6448. case SC_AGIFOOD:
  6449. case SC_VITFOOD:
  6450. case SC_INTFOOD:
  6451. case SC_DEXFOOD:
  6452. case SC_LUKFOOD:
  6453. case SC_HITFOOD:
  6454. case SC_FLEEFOOD:
  6455. case SC_BATKFOOD:
  6456. case SC_WATKFOOD:
  6457. case SC_MATKFOOD:
  6458. continue;
  6459. //Debuffs that can be removed.
  6460. case SC_HALLUCINATION:
  6461. case SC_QUAGMIRE:
  6462. case SC_SIGNUMCRUCIS:
  6463. case SC_DECREASEAGI:
  6464. case SC_SLOWDOWN:
  6465. case SC_MINDBREAKER:
  6466. case SC_WINKCHARM:
  6467. case SC_STOP:
  6468. case SC_ORCISH:
  6469. case SC_STRIPWEAPON:
  6470. case SC_STRIPSHIELD:
  6471. case SC_STRIPARMOR:
  6472. case SC_STRIPHELM:
  6473. if (!(type&2))
  6474. continue;
  6475. break;
  6476. //The rest are buffs that can be removed.
  6477. case SC_BERSERK:
  6478. if (!(type&1))
  6479. continue;
  6480. sc->data[i]->val2 = 0;
  6481. break;
  6482. default:
  6483. if (!(type&1))
  6484. continue;
  6485. break;
  6486. }
  6487. status_change_end(bl,i,-1);
  6488. }
  6489. return 0;
  6490. }
  6491. //Natural regen related stuff.
  6492. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6493. static int status_natural_heal(DBKey key,void * data,va_list ap)
  6494. {
  6495. struct block_list *bl = (struct block_list*)data;
  6496. struct regen_data *regen;
  6497. struct status_data *status;
  6498. struct status_change *sc;
  6499. struct unit_data *ud;
  6500. struct view_data *vd = NULL;
  6501. struct regen_data_sub *sregen;
  6502. struct map_session_data *sd;
  6503. int val,rate,bonus = 0,flag;
  6504. if (!(bl->type&BL_REGEN))
  6505. return 0;
  6506. regen = status_get_regen_data(bl);
  6507. if (!regen) return 0;
  6508. status = status_get_status_data(bl);
  6509. sc = status_get_sc(bl);
  6510. if (sc && !sc->count)
  6511. sc = NULL;
  6512. BL_CAST(BL_PC,bl,sd);
  6513. flag = regen->flag;
  6514. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6515. flag&=~(RGN_HP|RGN_SHP);
  6516. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6517. flag&=~(RGN_SP|RGN_SSP);
  6518. if (flag && (
  6519. status_isdead(bl) ||
  6520. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6521. ))
  6522. flag=0;
  6523. if (sd) {
  6524. if (sd->hp_loss.value || sd->sp_loss.value)
  6525. pc_bleeding(sd, natural_heal_diff_tick);
  6526. if (sd->hp_regen.value || sd->sp_regen.value)
  6527. pc_regen(sd, natural_heal_diff_tick);
  6528. }
  6529. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6530. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6531. { //Apply sitting regen bonus.
  6532. sregen = regen->ssregen;
  6533. if(flag&(RGN_SHP))
  6534. { //Sitting HP regen
  6535. val = natural_heal_diff_tick * sregen->rate.hp;
  6536. if (regen->state.overweight)
  6537. val>>=1; //Half as fast when overweight.
  6538. sregen->tick.hp += val;
  6539. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6540. {
  6541. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6542. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6543. { //Full
  6544. flag&=~(RGN_HP|RGN_SHP);
  6545. break;
  6546. }
  6547. }
  6548. }
  6549. if(flag&(RGN_SSP))
  6550. { //Sitting SP regen
  6551. val = natural_heal_diff_tick * sregen->rate.sp;
  6552. if (regen->state.overweight)
  6553. val>>=1; //Half as fast when overweight.
  6554. sregen->tick.sp += val;
  6555. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6556. {
  6557. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6558. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6559. { //Full
  6560. flag&=~(RGN_SP|RGN_SSP);
  6561. break;
  6562. }
  6563. }
  6564. }
  6565. }
  6566. if (flag && regen->state.overweight)
  6567. flag=0;
  6568. ud = unit_bl2ud(bl);
  6569. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6570. {
  6571. flag&=~(RGN_SHP|RGN_SSP);
  6572. if(!regen->state.walk)
  6573. flag&=~RGN_HP;
  6574. }
  6575. if (!flag)
  6576. return 0;
  6577. if (flag&(RGN_HP|RGN_SP))
  6578. {
  6579. if(!vd) vd = status_get_viewdata(bl);
  6580. if(vd && vd->dead_sit == 2)
  6581. bonus++;
  6582. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6583. bonus++;
  6584. if(regen->state.gc)
  6585. bonus++;
  6586. }
  6587. //Natural Hp regen
  6588. if (flag&RGN_HP)
  6589. {
  6590. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6591. if (ud && ud->walktimer != -1)
  6592. rate/=2;
  6593. regen->tick.hp += rate;
  6594. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6595. {
  6596. val = 0;
  6597. do {
  6598. val += regen->hp;
  6599. regen->tick.hp -= battle_config.natural_healhp_interval;
  6600. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6601. if (status_heal(bl, val, 0, 1) < val)
  6602. flag&=~RGN_SHP; //full.
  6603. }
  6604. }
  6605. //Natural SP regen
  6606. if(flag&RGN_SP)
  6607. {
  6608. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6609. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6610. {
  6611. val = 0;
  6612. do {
  6613. val += regen->sp;
  6614. regen->tick.sp -= battle_config.natural_healsp_interval;
  6615. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6616. if (status_heal(bl, 0, val, 1) < val)
  6617. flag&=~RGN_SSP; //full.
  6618. }
  6619. }
  6620. if (!regen->sregen)
  6621. return flag;
  6622. //Skill regen
  6623. sregen = regen->sregen;
  6624. if(flag&RGN_SHP)
  6625. { //Skill HP regen
  6626. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6627. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6628. {
  6629. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6630. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6631. break; //Full
  6632. }
  6633. }
  6634. if(flag&RGN_SSP)
  6635. { //Skill SP regen
  6636. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6637. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6638. {
  6639. val = sregen->sp;
  6640. if (sd && sd->state.doridori) {
  6641. val*=2;
  6642. sd->state.doridori = 0;
  6643. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6644. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6645. 100,rate,skill_get_time(TK_SPTIME, rate));
  6646. if (
  6647. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6648. rand()%10000 < battle_config.sg_angel_skill_ratio
  6649. ) { //Angel of the Sun/Moon/Star
  6650. clif_feel_hate_reset(sd);
  6651. pc_resethate(sd);
  6652. pc_resetfeel(sd);
  6653. }
  6654. }
  6655. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6656. if(status_heal(bl, 0, val, 3) < val)
  6657. break; //Full
  6658. }
  6659. }
  6660. return flag;
  6661. }
  6662. //Natural heal main timer.
  6663. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6664. {
  6665. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6666. map_foreachiddb(status_natural_heal);
  6667. natural_heal_prev_tick = tick;
  6668. return 0;
  6669. }
  6670. int status_readdb(void)
  6671. {
  6672. int i,j,class_;
  6673. FILE *fp;
  6674. char line[1024], path[1024],*p;
  6675. sprintf(path, "%s/job_db1.txt", db_path);
  6676. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6677. if(fp==NULL){
  6678. ShowError("can't read %s\n", path);
  6679. return 1;
  6680. }
  6681. i = 0;
  6682. while(fgets(line, sizeof(line), fp))
  6683. {
  6684. //NOTE: entry MAX_WEAPON_TYPE is not counted
  6685. char* split[5 + MAX_WEAPON_TYPE];
  6686. i++;
  6687. if(line[0]=='/' && line[1]=='/')
  6688. continue;
  6689. for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
  6690. split[j]=p;
  6691. p=strchr(p,',');
  6692. if(p) *p++=0;
  6693. }
  6694. if(j < 5 + MAX_WEAPON_TYPE)
  6695. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6696. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6697. continue;
  6698. }
  6699. class_ = atoi(split[0]);
  6700. if(!pcdb_checkid(class_))
  6701. continue;
  6702. class_ = pc_class2idx(class_);
  6703. max_weight_base[class_]=atoi(split[1]);
  6704. hp_coefficient[class_]=atoi(split[2]);
  6705. hp_coefficient2[class_]=atoi(split[3]);
  6706. sp_coefficient[class_]=atoi(split[4]);
  6707. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6708. aspd_base[class_][j]=atoi(split[j+5]);
  6709. }
  6710. fclose(fp);
  6711. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6712. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6713. sprintf(path, "%s/job_db2.txt", db_path);
  6714. fp=fopen(path,"r");
  6715. if(fp==NULL){
  6716. ShowError("can't read %s\n", path);
  6717. return 1;
  6718. }
  6719. while(fgets(line, sizeof(line), fp))
  6720. {
  6721. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6722. if(line[0]=='/' && line[1]=='/')
  6723. continue;
  6724. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6725. split[j]=p;
  6726. p=strchr(p,',');
  6727. if(p) *p++=0;
  6728. }
  6729. class_ = atoi(split[0]);
  6730. if(!pcdb_checkid(class_))
  6731. continue;
  6732. class_ = pc_class2idx(class_);
  6733. for(i=1;i<j && split[i];i++)
  6734. job_bonus[class_][i-1]=atoi(split[i]);
  6735. }
  6736. fclose(fp);
  6737. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6738. // サイズ補正テ?ブル
  6739. for(i=0;i<3;i++)
  6740. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6741. atkmods[i][j]=100;
  6742. sprintf(path, "%s/size_fix.txt", db_path);
  6743. fp=fopen(path,"r");
  6744. if(fp==NULL){
  6745. ShowError("can't read %s\n", path);
  6746. return 1;
  6747. }
  6748. i=0;
  6749. while(fgets(line, sizeof(line), fp))
  6750. {
  6751. char *split[MAX_WEAPON_TYPE];
  6752. if(line[0]=='/' && line[1]=='/')
  6753. continue;
  6754. if(atoi(line)<=0)
  6755. continue;
  6756. memset(split,0,sizeof(split));
  6757. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6758. split[j]=p;
  6759. p=strchr(p,',');
  6760. if(p) *p++=0;
  6761. atkmods[i][j]=atoi(split[j]);
  6762. }
  6763. i++;
  6764. }
  6765. fclose(fp);
  6766. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6767. // 精?デ?タテ?ブル
  6768. for(i=0;i<5;i++){
  6769. for(j=0;j<MAX_REFINE; j++)
  6770. percentrefinery[i][j]=100;
  6771. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6772. refinebonus[i][0]=0;
  6773. refinebonus[i][1]=0;
  6774. refinebonus[i][2]=10;
  6775. }
  6776. sprintf(path, "%s/refine_db.txt", db_path);
  6777. fp=fopen(path,"r");
  6778. if(fp==NULL){
  6779. ShowError("can't read %s\n", path);
  6780. return 1;
  6781. }
  6782. i=0;
  6783. while(fgets(line, sizeof(line), fp))
  6784. {
  6785. char *split[MAX_REFINE+4];
  6786. if(line[0]=='/' && line[1]=='/')
  6787. continue;
  6788. if(atoi(line)<=0)
  6789. continue;
  6790. memset(split,0,sizeof(split));
  6791. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6792. split[j]=p;
  6793. p=strchr(p,',');
  6794. if(p) *p++=0;
  6795. }
  6796. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6797. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6798. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6799. for(j=0;j<MAX_REFINE && split[j];j++)
  6800. percentrefinery[i][j]=atoi(split[j+3]);
  6801. i++;
  6802. }
  6803. fclose(fp); //Lupus. close this file!!!
  6804. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6805. return 0;
  6806. }
  6807. /*==========================================
  6808. * スキル関係初期化処理
  6809. *------------------------------------------*/
  6810. int do_init_status(void)
  6811. {
  6812. add_timer_func_list(status_change_timer,"status_change_timer");
  6813. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6814. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6815. initChangeTables();
  6816. initDummyData();
  6817. status_readdb();
  6818. status_calc_sigma();
  6819. natural_heal_prev_tick = gettick();
  6820. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  6821. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6822. return 0;
  6823. }
  6824. void do_final_status(void)
  6825. {
  6826. ers_destroy(sc_data_ers);
  6827. }