status.c 201 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <time.h>
  4. #include <ctype.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <memory.h>
  8. #include <string.h>
  9. #include <limits.h>
  10. #include "pc.h"
  11. #include "map.h"
  12. #include "pet.h"
  13. #include "npc.h"
  14. #include "mob.h"
  15. #include "clif.h"
  16. #include "guild.h"
  17. #include "skill.h"
  18. #include "itemdb.h"
  19. #include "battle.h"
  20. #include "chrif.h"
  21. #include "status.h"
  22. #include "script.h"
  23. #include "unit.h"
  24. #include "mercenary.h"
  25. #include "../common/timer.h"
  26. #include "../common/nullpo.h"
  27. #include "../common/showmsg.h"
  28. #include "../common/malloc.h"
  29. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  30. #define SC_HM_BASE 800
  31. #define SC_GD_BASE 900
  32. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  33. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  34. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  35. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  36. static int max_weight_base[MAX_PC_CLASS];
  37. static int hp_coefficient[MAX_PC_CLASS];
  38. static int hp_coefficient2[MAX_PC_CLASS];
  39. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  40. static int sp_coefficient[MAX_PC_CLASS];
  41. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  42. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  43. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  44. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  45. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  46. static struct status_data dummy_status;
  47. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  48. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  49. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  50. //to avoid cards exploits
  51. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  52. static void add_sc(int skill, int sc)
  53. {
  54. int sk = skill;
  55. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  56. else
  57. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  58. if (sk < 0 || sk >= MAX_SKILL) {
  59. if (battle_config.error_log)
  60. ShowError("add_sc: Unsupported skill id %d\n", skill);
  61. return;
  62. }
  63. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  64. SkillStatusChangeTableArray[sk] = sc;
  65. if (StatusSkillChangeTable[sc]==0)
  66. StatusSkillChangeTable[sc] = skill;
  67. }
  68. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  69. {
  70. if (StatusIconChangeTable[sc]==SI_BLANK)
  71. StatusIconChangeTable[sc] = icon;
  72. StatusChangeFlagTable[sc] |= flag;
  73. add_sc(skill, sc);
  74. }
  75. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  76. //but it is much less prone to errors. [Skotlex]
  77. void initChangeTables(void) {
  78. int i;
  79. for (i = 0; i < SC_MAX; i++)
  80. StatusIconChangeTable[i] = SI_BLANK;
  81. for (i = 0; i < MAX_SKILL; i++)
  82. SkillStatusChangeTableArray[i] = -1;
  83. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  84. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  85. //First we define the skill for common ailments. These are used in
  86. //skill_additional_effect through sc cards. [Skotlex]
  87. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  88. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  89. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  90. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  91. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  92. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  93. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  94. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  95. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  96. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  97. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  98. //These are the status-change flags for the common ailments.
  99. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
  100. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE;
  101. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  102. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  103. StatusChangeFlagTable[SC_POISON] = SCB_DEF2;
  104. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  105. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  106. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  107. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  108. // StatusChangeFlagTable[SC_BLEEDING] = SCB_NONE;
  109. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2;
  110. //The icons for the common ailments
  111. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  112. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  113. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  114. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  115. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  116. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  119. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  120. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  121. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  122. add_sc(SM_BASH, SC_STUN);
  123. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  124. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  125. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  126. add_sc(MG_SIGHT, SC_SIGHT);
  127. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  128. add_sc(MG_FROSTDIVER, SC_FREEZE);
  129. add_sc(MG_STONECURSE, SC_STONE);
  130. add_sc(AL_RUWACH, SC_RUWACH);
  131. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  132. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  133. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  134. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  135. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  136. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  137. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  138. add_sc(TF_POISON, SC_POISON);
  139. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  140. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  141. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  142. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  143. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  144. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  145. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
  146. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  147. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
  148. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  149. add_sc(PR_LEXDIVINA, SC_SILENCE);
  150. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  151. add_sc(WZ_METEOR, SC_STUN);
  152. add_sc(WZ_VERMILION, SC_BLIND);
  153. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  154. add_sc(WZ_STORMGUST, SC_FREEZE);
  155. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  156. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  157. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  158. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  159. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  160. add_sc(HT_LANDMINE, SC_STUN);
  161. add_sc(HT_ANKLESNARE, SC_ANKLE);
  162. add_sc(HT_SANDMAN, SC_SLEEP);
  163. add_sc(HT_FLASHER, SC_BLIND);
  164. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  165. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  166. add_sc(AS_SONICBLOW, SC_STUN);
  167. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  168. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  169. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  170. add_sc(AS_VENOMDUST, SC_POISON);
  171. add_sc(AS_SPLASHER, SC_SPLASHER);
  172. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
  173. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  174. add_sc(TF_SPRINKLESAND, SC_BLIND);
  175. add_sc(TF_THROWSTONE, SC_STUN);
  176. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  177. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  178. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  179. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  180. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  181. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  182. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  183. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  184. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  185. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  186. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_POISON, SC_POISON);
  190. add_sc(NPC_BLINDATTACK, SC_BLIND);
  191. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  192. add_sc(NPC_STUNATTACK, SC_STUN);
  193. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  194. add_sc(NPC_CURSEATTACK, SC_CURSE);
  195. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  196. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  197. add_sc(NPC_DARKBLESSING, SC_COMA);
  198. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  199. add_sc(NPC_LICK, SC_STUN);
  200. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  201. add_sc(NPC_REBIRTH, SC_KAIZEL);
  202. add_sc(RG_RAID, SC_STUN);
  203. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  204. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  205. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  206. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  207. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  208. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  209. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  210. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  211. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  212. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  213. add_sc(CR_SHIELDCHARGE, SC_STUN);
  214. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  215. add_sc(CR_HOLYCROSS, SC_BLIND);
  216. add_sc(CR_GRANDCROSS, SC_BLIND);
  217. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  218. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  219. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  220. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  221. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  222. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  223. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  224. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
  225. add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
  226. add_sc(SA_MAGICROD, SC_MAGICROD);
  227. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  228. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  229. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  230. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  231. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  232. set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK, SCB_WATK);
  233. set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK, SCB_MAXHP);
  234. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK, SCB_FLEE);
  235. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  236. add_sc(SA_COMA, SC_COMA);
  237. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED);
  238. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  239. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  240. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  241. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  242. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  243. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  244. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  245. add_sc(BA_FROSTJOKE, SC_FREEZE);
  246. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  247. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  248. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  249. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  250. add_sc(DC_SCREAM, SC_STUN);
  251. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  252. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  253. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  254. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  255. add_sc(NPC_DARKCROSS, SC_BLIND);
  256. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  257. add_sc(NPC_STOP, SC_STOP);
  258. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  259. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  260. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  261. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  262. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  263. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  264. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  265. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  266. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  267. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
  268. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
  269. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  270. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  271. add_sc(HP_BASILICA, SC_BASILICA);
  272. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  273. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  274. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  275. add_sc(PA_GOSPEL, SC_SCRESIST);
  276. add_sc(CH_TIGERFIST, SC_STOP);
  277. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  278. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  279. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  280. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  281. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  282. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK, SCB_SPEED);
  283. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  284. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  285. set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
  286. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  287. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  288. add_sc(LK_SPIRALPIERCE, SC_STOP);
  289. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  290. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  291. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  292. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  293. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  294. add_sc(PF_FOGWALL, SC_FOGWALL);
  295. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  296. add_sc(WE_BABY, SC_BABY);
  297. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED);
  298. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  299. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  300. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  301. add_sc(TK_DOWNKICK, SC_STUN);
  302. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  303. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  304. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  305. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  306. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  307. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  308. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  309. add_sc(SG_MOON_WARM, SC_WARM);
  310. add_sc(SG_STAR_WARM, SC_WARM);
  311. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  312. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  313. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  314. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  315. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  316. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  317. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  318. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  319. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  320. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  321. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  322. add_sc(SL_STUN, SC_STUN);
  323. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  324. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  325. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  326. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  327. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  328. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  329. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  330. add_sc(WS_CARTTERMINATION, SC_STUN);
  331. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  332. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  333. add_sc(CG_HERMODE, SC_HERMODE);
  334. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  335. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  336. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  337. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  338. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  339. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  340. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
  341. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  342. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  343. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  344. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  345. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  346. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  347. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  348. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  349. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  350. add_sc(MO_BALKYOUNG, SC_STUN);
  351. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  352. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  353. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  354. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  355. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  356. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
  357. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  358. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  359. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  360. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  361. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_GUILDAURA, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  362. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BATTLEORDERS, SCB_STR|SCB_INT|SCB_DEX);
  363. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  364. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  365. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  366. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  367. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  368. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  369. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  370. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  371. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  372. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  373. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  374. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  375. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  376. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  377. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  378. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  379. //Status that don't have a skill associated.
  380. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  381. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  382. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  383. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  384. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  385. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  386. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
  387. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
  388. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  389. //Other SC which are not necessarily associated to skills.
  390. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  391. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  392. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  393. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  394. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  395. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  396. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  397. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  398. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  399. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  400. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  401. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  402. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  403. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  404. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  405. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  406. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  407. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  408. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  409. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  410. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  411. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  412. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  413. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  414. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  415. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  416. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  417. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  418. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  419. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  420. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  421. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  422. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  423. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  424. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  425. if (!battle_config.display_hallucination) //Disable Hallucination.
  426. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  427. }
  428. int SkillStatusChangeTable(int skill)
  429. {
  430. int sk = skill;
  431. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  432. else
  433. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  434. if (sk < 0 || sk >= MAX_SKILL) {
  435. if (battle_config.error_log)
  436. ShowError("add_sc: Unsupported skill id %d\n", skill);
  437. return -1;
  438. }
  439. return SkillStatusChangeTableArray[sk];
  440. }
  441. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  442. static void initDummyData(void) {
  443. memset(&dummy_status, 0, sizeof(dummy_status));
  444. dummy_status.hp =
  445. dummy_status.max_hp =
  446. dummy_status.max_sp =
  447. dummy_status.str =
  448. dummy_status.agi =
  449. dummy_status.vit =
  450. dummy_status.int_ =
  451. dummy_status.dex =
  452. dummy_status.luk =
  453. dummy_status.hit = 1;
  454. dummy_status.speed = 2000;
  455. dummy_status.adelay = 4000;
  456. dummy_status.amotion = 2000;
  457. dummy_status.dmotion = 2000;
  458. dummy_status.ele_lv = 1; //Min elemental level.
  459. dummy_status.mode = MD_CANMOVE;
  460. }
  461. /*==========================================
  462. * 精錬ボーナス
  463. *------------------------------------------
  464. */
  465. int status_getrefinebonus(int lv,int type)
  466. {
  467. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  468. return refinebonus[lv][type];
  469. return 0;
  470. }
  471. //Sets HP to given value. Flag is the flag passed to status_heal in case
  472. //final value is higher than current (use 2 to make a healing effect display
  473. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  474. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  475. {
  476. struct status_data *status;
  477. if (hp < 1) return 0;
  478. status = status_get_status_data(bl);
  479. if (status == &dummy_status)
  480. return 0;
  481. if (hp > status->max_hp) hp = status->max_hp;
  482. if (hp == status->hp) return 0;
  483. if (hp > status->hp)
  484. return status_heal(bl, hp - status->hp, 0, 1|flag);
  485. return status_zap(bl, status->hp - hp, 0);
  486. }
  487. //Sets SP to given value. Flag is the flag passed to status_heal in case
  488. //final value is higher than current (use 2 to make a healing effect display
  489. //on players)
  490. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  491. {
  492. struct status_data *status;
  493. status = status_get_status_data(bl);
  494. if (status == &dummy_status)
  495. return 0;
  496. if (sp > status->max_sp) sp = status->max_sp;
  497. if (sp == status->sp) return 0;
  498. if (sp > status->sp)
  499. return status_heal(bl, 0, sp - status->sp, 1|flag);
  500. return status_zap(bl, 0, status->sp - sp);
  501. }
  502. //Inflicts damage on the target with the according walkdelay.
  503. //If flag&1, damage is passive and does not triggers cancelling status changes.
  504. //If flag&2, fail if target does not has enough to substract.
  505. //If flag&4, if killed, mob must not give exp/loot.
  506. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  507. {
  508. struct status_data *status;
  509. struct status_change *sc;
  510. if(sp && !(target->type&BL_CONSUME))
  511. sp = 0; //Not a valid SP target.
  512. if (hp < 0) { //Assume absorbed damage.
  513. status_heal(target, -hp, 0, 1);
  514. hp = 0;
  515. }
  516. if (sp < 0) {
  517. status_heal(target, 0, -sp, 1);
  518. sp = 0;
  519. }
  520. if (!hp && !sp)
  521. return 0;
  522. if (target->type == BL_SKILL)
  523. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  524. status = status_get_status_data(target);
  525. if (status == &dummy_status || !status->hp)
  526. return 0; //Invalid targets: no damage or dead
  527. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  528. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  529. // if (!target->prev && !(flag&2))
  530. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  531. sc = status_get_sc(target);
  532. if (sc && !sc->count)
  533. sc = NULL;
  534. if (hp && !(flag&1)) {
  535. if (sc) {
  536. if (sc->data[SC_FREEZE].timer != -1)
  537. status_change_end(target,SC_FREEZE,-1);
  538. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  539. status_change_end(target,SC_STONE,-1);
  540. if (sc->data[SC_SLEEP].timer != -1)
  541. status_change_end(target,SC_SLEEP,-1);
  542. if (sc->data[SC_WINKCHARM].timer != -1)
  543. status_change_end(target,SC_WINKCHARM,-1);
  544. if (sc->data[SC_CONFUSION].timer != -1)
  545. status_change_end(target, SC_CONFUSION, -1);
  546. if (sc->data[SC_TRICKDEAD].timer != -1)
  547. status_change_end(target, SC_TRICKDEAD, -1);
  548. if (sc->data[SC_HIDING].timer != -1)
  549. status_change_end(target, SC_HIDING, -1);
  550. if (sc->data[SC_CLOAKING].timer != -1)
  551. status_change_end(target, SC_CLOAKING, -1);
  552. if (sc->data[SC_CHASEWALK].timer != -1)
  553. status_change_end(target, SC_CHASEWALK, -1);
  554. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  555. //Endure count is only reduced by non-players on non-gvg maps.
  556. //val4 signals infinite endure. [Skotlex]
  557. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  558. && --(sc->data[SC_ENDURE].val2) < 0)
  559. status_change_end(target, SC_ENDURE, -1);
  560. }
  561. if (sc->data[SC_GRAVITATION].timer != -1 &&
  562. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  563. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  564. if (sg) {
  565. skill_delunitgroup(target,sg);
  566. sc->data[SC_GRAVITATION].val4 = 0;
  567. status_change_end(target, SC_GRAVITATION, -1);
  568. }
  569. }
  570. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  571. {
  572. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  573. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  574. {
  575. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  576. status_fix_damage(NULL, &sd2->bl, hp, 0);
  577. return 0;
  578. }
  579. status_change_end(target, SC_DEVOTION, -1);
  580. }
  581. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  582. skill_stop_dancing(target);
  583. }
  584. unit_skillcastcancel(target, 2);
  585. }
  586. if ((unsigned int)hp >= status->hp) {
  587. if (flag&2) return 0;
  588. hp = status->hp;
  589. }
  590. if ((unsigned int)sp > status->sp) {
  591. if (flag&2) return 0;
  592. sp = status->sp;
  593. }
  594. status->hp-= hp;
  595. status->sp-= sp;
  596. if (sc && hp && status->hp) {
  597. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  598. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  599. status->hp < status->max_hp>>2)
  600. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  601. }
  602. switch (target->type)
  603. {
  604. case BL_MOB:
  605. mob_damage((TBL_MOB*)target, src, hp);
  606. break;
  607. case BL_PC:
  608. pc_damage((TBL_PC*)target,src,hp,sp);
  609. break;
  610. case BL_HOMUNCULUS:
  611. merc_damage((TBL_HOMUNCULUS*)target,src,hp,sp);
  612. }
  613. if (status->hp)
  614. { //Still lives!
  615. if (walkdelay)
  616. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  617. return hp+sp;
  618. }
  619. status->hp = 1; //To let the dead function cast skills and all that.
  620. //NOTE: These dead functions should return: [Skotlex]
  621. //0: Death cancelled, auto-revived.
  622. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  623. //&2: Also remove object from map.
  624. //&4: Also delete object from memory.
  625. switch (target->type)
  626. {
  627. case BL_MOB:
  628. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  629. break;
  630. case BL_PC:
  631. flag = pc_dead((TBL_PC*)target,src);
  632. break;
  633. case BL_HOMUNCULUS:
  634. flag = merc_hom_dead((TBL_HOMUNCULUS*)target,src);
  635. break;
  636. default: //Unhandled case, do nothing to object.
  637. flag = 0;
  638. break;
  639. }
  640. if(!flag) //Death cancelled.
  641. return hp+sp;
  642. //Normal death
  643. status->hp = 0;
  644. if (battle_config.clear_unit_ondeath &&
  645. battle_config.clear_unit_ondeath&target->type)
  646. skill_clear_unitgroup(target);
  647. status_change_clear(target,0);
  648. if(flag&2) //remove the unit from the map.
  649. unit_remove_map(target,1);
  650. else { //These are handled by unit_remove_map.
  651. unit_stop_attack(target);
  652. unit_stop_walking(target,0);
  653. unit_skillcastcancel(target,0);
  654. clif_clearchar_area(target,1);
  655. skill_unit_move(target,gettick(),4);
  656. skill_cleartimerskill(target);
  657. }
  658. if(flag&4) { //Delete from memory.
  659. map_delblock(target);
  660. unit_free(target);
  661. }
  662. return hp+sp;
  663. }
  664. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  665. //If flag&2, when the player is healed, show the HP/SP heal effect.
  666. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  667. {
  668. struct status_data *status;
  669. struct status_change *sc;
  670. status = status_get_status_data(bl);
  671. if (status == &dummy_status || !status->hp)
  672. return 0;
  673. sc = status_get_sc(bl);
  674. if (sc && !sc->count)
  675. sc = NULL;
  676. if (hp < 0) {
  677. status_damage(NULL, bl, -hp, 0, 0, 1);
  678. hp = 0;
  679. }
  680. if(hp) {
  681. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  682. hp = 0;
  683. if((unsigned int)hp > status->max_hp - status->hp)
  684. hp = status->max_hp - status->hp;
  685. }
  686. if(sp < 0) {
  687. status_damage(NULL, bl, 0, -sp, 0, 1);
  688. sp = 0;
  689. }
  690. if(sp) {
  691. if((unsigned int)sp > status->max_sp - status->sp)
  692. sp = status->max_sp - status->sp;
  693. }
  694. if(!sp && !hp) return 0;
  695. status->hp+= hp;
  696. status->sp+= sp;
  697. if(hp && sc &&
  698. sc->data[SC_AUTOBERSERK].timer != -1 &&
  699. sc->data[SC_PROVOKE].timer!=-1 &&
  700. sc->data[SC_PROVOKE].val2==1 &&
  701. status->hp>=status->max_hp>>2
  702. ) //End auto berserk.
  703. status_change_end(bl,SC_PROVOKE,-1);
  704. switch(bl->type) {
  705. case BL_MOB:
  706. mob_heal((TBL_MOB*)bl,hp);
  707. break;
  708. case BL_PC:
  709. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  710. break;
  711. case BL_HOMUNCULUS:
  712. merc_hom_heal((TBL_HOMUNCULUS*)bl,hp,sp);
  713. break;
  714. }
  715. return hp+sp;
  716. }
  717. //Does percentual non-flinching damage/heal. If mob is killed this way,
  718. //no exp/drops will be awarded if there is no src (or src is target)
  719. //If rates are > 0, percent is of current HP/SP
  720. //If rates are < 0, percent is of max HP/SP
  721. //If flag, this is heal, otherwise it is damage.
  722. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  723. {
  724. struct status_data *status;
  725. unsigned int hp =0, sp = 0;
  726. status = status_get_status_data(target);
  727. if (hp_rate > 0)
  728. hp = (hp_rate*status->hp)/100;
  729. else if (hp_rate < 0)
  730. hp = (-hp_rate)*status->max_hp/100;
  731. if (hp_rate && !hp)
  732. hp = 1;
  733. if (sp_rate > 0)
  734. sp = (sp_rate*status->sp)/100;
  735. else if (sp_rate < 0)
  736. sp = (-sp_rate)*status->max_sp/100;
  737. if (sp_rate && !sp)
  738. sp = 1;
  739. //Ugly check in case damage dealt is too much for the received args of
  740. //status_heal / status_damage. [Skotlex]
  741. if (hp > INT_MAX) {
  742. hp -= INT_MAX;
  743. if (flag)
  744. status_heal(target, INT_MAX, 0, 0);
  745. else
  746. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  747. }
  748. if (sp > INT_MAX) {
  749. sp -= INT_MAX;
  750. if (flag)
  751. status_heal(target, 0, INT_MAX, 0);
  752. else
  753. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  754. }
  755. if (flag) return status_heal(target, hp, sp, 0);
  756. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  757. }
  758. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  759. {
  760. struct status_data *status;
  761. unsigned int hp, sp;
  762. if (!status_isdead(bl)) return 0;
  763. status = status_get_status_data(bl);
  764. if (status == &dummy_status)
  765. return 0; //Invalid target.
  766. hp = status->max_hp * per_hp/100;
  767. sp = status->max_sp * per_sp/100;
  768. if(hp > status->max_hp - status->hp)
  769. hp = status->max_hp - status->hp;
  770. if(sp > status->max_sp - status->sp)
  771. sp = status->max_sp - status->sp;
  772. status->hp += hp;
  773. status->sp += sp;
  774. clif_resurrection(bl, 1);
  775. switch (bl->type) {
  776. case BL_MOB:
  777. mob_revive((TBL_MOB*)bl, hp);
  778. break;
  779. case BL_PC:
  780. pc_revive((TBL_PC*)bl, hp, sp);
  781. // case BL_HOMUNCULUS: //[orn]
  782. // merc_hom_revive((TBL_HOMUNCULUS*)bl, hp, sp);
  783. // break;
  784. }
  785. return 1;
  786. }
  787. /*==========================================
  788. * Checks whether the src can use the skill on the target,
  789. * taking into account status/option of both source/target. [Skotlex]
  790. * flag:
  791. * 0 - Trying to use skill on target.
  792. * 1 - Cast bar is done.
  793. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  794. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  795. * target MAY Be null, in which case the checks are only to see
  796. * whether the source can cast or not the skill on the ground.
  797. *------------------------------------------
  798. */
  799. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  800. {
  801. struct status_data *status;
  802. struct status_change *sc=NULL, *tsc;
  803. int hide_flag;
  804. status = src?status_get_status_data(src):&dummy_status;
  805. if (src && status_isdead(src))
  806. return 0;
  807. if (!skill_num) { //Normal attack checks.
  808. if (!(status->mode&MD_CANATTACK))
  809. return 0; //This mode is only needed for melee attacking.
  810. //Dead state is not checked for skills as some skills can be used
  811. //on dead characters, said checks are left to skill.c [Skotlex]
  812. if (target && status_isdead(target))
  813. return 0;
  814. }
  815. if (skill_num == PA_PRESSURE && flag) {
  816. //Gloria Avoids pretty much everything....
  817. tsc = target?status_get_sc(target):NULL;
  818. if(tsc) {
  819. if (tsc->option&OPTION_HIDE)
  820. return 0;
  821. if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
  822. return 0;
  823. }
  824. return 1;
  825. }
  826. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  827. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  828. && !(status->mode&MD_BOSS))
  829. { //Basilica Check
  830. if (!skill_num) return 0;
  831. hide_flag = skill_get_inf(skill_num);
  832. if (hide_flag&INF_ATTACK_SKILL)
  833. return 0;
  834. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  835. return 0;
  836. }
  837. if (src) sc = status_get_sc(src);
  838. if(sc && sc->count)
  839. {
  840. if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
  841. //When sc do not cancel casting, the spell should come out.
  842. return 0;
  843. if (
  844. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  845. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  846. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  847. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  848. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  849. )
  850. return 0;
  851. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  852. { //Prevents skill usage
  853. clif_emotion(src, 3);
  854. return 0;
  855. }
  856. if (sc->data[SC_BLADESTOP].timer != -1) {
  857. switch (sc->data[SC_BLADESTOP].val1)
  858. {
  859. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  860. case 4: if (skill_num == MO_CHAINCOMBO) break;
  861. case 3: if (skill_num == MO_INVESTIGATE) break;
  862. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  863. default: return 0;
  864. }
  865. }
  866. if (skill_num && //Do not block item-casted skills.
  867. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  868. ) { //Skills blocked through status changes...
  869. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  870. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  871. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  872. sc->data[SC_STEELBODY].timer != -1 ||
  873. sc->data[SC_BERSERK].timer != -1
  874. ))
  875. return 0;
  876. if (flag != 2 && ( //Those that block begin/end casting.
  877. sc->data[SC_SILENCE].timer != -1
  878. ))
  879. return 0;
  880. //Skill blocking.
  881. if (
  882. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  883. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
  884. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  885. sc->data[SC_NOCHAT].timer != -1
  886. )
  887. return 0;
  888. if (flag!=2 && sc->data[SC_DANCING].timer != -1)
  889. {
  890. if(sc->data[SC_LONGING].timer != -1)
  891. { //Allow everything except dancing/re-dancing. [Skotlex]
  892. if (skill_num == BD_ENCORE ||
  893. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  894. )
  895. return 0;
  896. } else
  897. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  898. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  899. return 0;
  900. if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
  901. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  902. }
  903. }
  904. }
  905. if (sc && sc->option)
  906. {
  907. if (sc->option&OPTION_HIDE)
  908. switch (skill_num) { //Usable skills while hiding.
  909. case TF_HIDING:
  910. case AS_GRIMTOOTH:
  911. case RG_BACKSTAP:
  912. case RG_RAID:
  913. case NJ_SHADOWJUMP:
  914. case NJ_KIRIKAGE:
  915. break;
  916. default:
  917. return 0;
  918. }
  919. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  920. return 0;
  921. }
  922. if (target == NULL || target == src) //No further checking needed.
  923. return 1;
  924. tsc = status_get_sc(target);
  925. if(tsc && tsc->count)
  926. {
  927. if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  928. return 0;
  929. if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
  930. return 0;
  931. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  932. return 0;
  933. }
  934. //If targetting, cloak+hide protect you, otherwise only hiding does.
  935. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  936. //You cannot hide from ground skills.
  937. if(skill_get_pl(skill_num) == ELE_EARTH)
  938. hide_flag &= ~OPTION_HIDE;
  939. switch (target->type)
  940. {
  941. case BL_PC:
  942. {
  943. struct map_session_data *sd = (TBL_PC*) target;
  944. if (pc_isinvisible(sd))
  945. return 0;
  946. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  947. && (sd->state.perfect_hiding || !(
  948. status->race == RC_INSECT ||
  949. status->race == RC_DEMON ||
  950. status->mode&MD_DETECTOR
  951. )))
  952. return 0;
  953. }
  954. break;
  955. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  956. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  957. if (status->mode&MD_LOOTER)
  958. return 1;
  959. else
  960. return 0;
  961. default:
  962. //Check for chase-walk/hiding/cloaking opponents.
  963. if (tsc && !(status->mode&MD_BOSS))
  964. {
  965. if (tsc->option&hide_flag && !(
  966. status->race == RC_INSECT ||
  967. status->race == RC_DEMON ||
  968. status->mode&MD_DETECTOR
  969. ))
  970. return 0;
  971. }
  972. }
  973. return 1;
  974. }
  975. //Checks whether the source can see and chase target.
  976. int status_check_visibility(struct block_list *src, struct block_list *target)
  977. {
  978. int view_range;
  979. struct status_data* status = status_get_status_data(src);
  980. struct status_change* tsc = status_get_sc(target);
  981. switch (src->type) {
  982. case BL_MOB:
  983. view_range = ((TBL_MOB*)src)->min_chase;
  984. break;
  985. case BL_PET:
  986. view_range = ((TBL_PET*)src)->db->range2;
  987. break;
  988. default:
  989. view_range = AREA_SIZE;
  990. }
  991. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  992. return 0;
  993. switch (target->type)
  994. {
  995. case BL_PC:
  996. {
  997. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  998. && !(status->mode&MD_BOSS) && (
  999. ((TBL_PC*)target)->state.perfect_hiding || !(
  1000. status->race == RC_INSECT ||
  1001. status->race == RC_DEMON ||
  1002. status->mode&MD_DETECTOR
  1003. )))
  1004. return 0;
  1005. }
  1006. break;
  1007. default:
  1008. //Check for chase-walk/hiding/cloaking opponents.
  1009. if (tsc && !(status->mode&MD_BOSS))
  1010. {
  1011. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1012. && !(
  1013. status->race == RC_INSECT ||
  1014. status->race == RC_DEMON ||
  1015. status->mode&MD_DETECTOR
  1016. ))
  1017. return 0;
  1018. }
  1019. }
  1020. return 1;
  1021. }
  1022. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1023. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1024. {
  1025. int flag = 0, str, dex, dstr;
  1026. if(!(bl->type&battle_config.enable_baseatk))
  1027. return 0;
  1028. if (bl->type == BL_PC)
  1029. switch(((TBL_PC*)bl)->status.weapon){
  1030. case W_BOW:
  1031. case W_MUSICAL:
  1032. case W_WHIP:
  1033. case W_REVOLVER:
  1034. case W_RIFLE:
  1035. case W_SHOTGUN:
  1036. case W_GATLING:
  1037. case W_GRENADE:
  1038. flag = 1;
  1039. }
  1040. if (flag) {
  1041. str = status->dex;
  1042. dex = status->str;
  1043. } else {
  1044. str = status->str;
  1045. dex = status->dex;
  1046. }
  1047. dstr = str/10;
  1048. return str + dstr*dstr + dex/5 + status->luk/5;
  1049. }
  1050. //Fills in the misc data that can be calculated from the other status info (except for level)
  1051. void status_calc_misc(struct status_data *status, int type, int level)
  1052. {
  1053. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  1054. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  1055. status->hit = level + status->dex;
  1056. status->flee = level + status->agi;
  1057. status->def2 = status->vit;
  1058. status->mdef2 = status->int_ + (status->vit>>1);
  1059. status->cri = status->luk*3 + 10;
  1060. if (type&battle_config.enable_perfect_flee)
  1061. status->flee2 = status->luk + 10;
  1062. else
  1063. status->flee2 = 0;
  1064. }
  1065. //Skotlex: Calculates the initial status for the given mob
  1066. //first will only be false when the mob leveled up or got a GuardUp level.
  1067. //first&2: Class-change invoked.
  1068. int status_calc_mob(struct mob_data* md, int first)
  1069. {
  1070. struct status_data *status;
  1071. struct block_list *mbl = NULL;
  1072. int flag=0;
  1073. if(first)
  1074. { //Set basic level on respawn.
  1075. if (md->spawn && !(first&2))
  1076. md->level = md->spawn->level;
  1077. else
  1078. md->level = md->db->lv; // [Valaris]
  1079. }
  1080. //Check if we need custom base-status
  1081. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1082. flag|=1;
  1083. if (md->special_state.size)
  1084. flag|=2;
  1085. if (md->guardian_data && md->guardian_data->guardup_lv)
  1086. flag|=4;
  1087. if (battle_config.slaves_inherit_speed && md->master_id)
  1088. flag|=8;
  1089. if (md->master_id && md->special_state.ai>1)
  1090. flag|=16;
  1091. if (!flag)
  1092. { //No special status required.
  1093. if (md->base_status) {
  1094. aFree(md->base_status);
  1095. md->base_status = NULL;
  1096. }
  1097. if(first)
  1098. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1099. return 0;
  1100. }
  1101. if (!md->base_status)
  1102. md->base_status = aCalloc(1, sizeof(struct status_data));
  1103. status = md->base_status;
  1104. memcpy(status, &md->db->status, sizeof(struct status_data));
  1105. if (flag&(8|16))
  1106. mbl = map_id2bl(md->master_id);
  1107. if (flag&8 && mbl) {
  1108. struct status_data *mstatus = status_get_base_status(mbl);
  1109. if (mstatus)
  1110. status->speed = mstatus->speed;
  1111. }
  1112. if (flag&16 && mbl)
  1113. { //Max HP setting from Summon Flora/marine Sphere
  1114. struct unit_data *ud = unit_bl2ud(mbl);
  1115. if (ud)
  1116. { // different levels of HP according to skill level
  1117. if (ud->skillid == AM_SPHEREMINE) {
  1118. status->max_hp = 2000 + 400*ud->skilllv;
  1119. status->mode|= MD_CANMOVE; //Needed for the skill
  1120. } else { //AM_CANNIBALIZE
  1121. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1122. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1123. }
  1124. status->hp = status->max_hp;
  1125. }
  1126. }
  1127. if (flag&1)
  1128. { // increase from mobs leveling up [Valaris]
  1129. int diff = md->level - md->db->lv;
  1130. status->str+= diff;
  1131. status->agi+= diff;
  1132. status->vit+= diff;
  1133. status->int_+= diff;
  1134. status->dex+= diff;
  1135. status->luk+= diff;
  1136. status->max_hp += diff*status->vit;
  1137. status->max_sp += diff*status->int_;
  1138. status->hp = status->max_hp;
  1139. status->sp = status->max_sp;
  1140. status->speed -= diff;
  1141. }
  1142. if (flag&2)
  1143. { // change for sized monsters [Valaris]
  1144. if (md->special_state.size==1) {
  1145. status->max_hp>>=1;
  1146. status->max_sp>>=1;
  1147. if (!status->max_hp) status->max_hp = 1;
  1148. if (!status->max_sp) status->max_sp = 1;
  1149. status->hp=status->max_hp;
  1150. status->sp=status->max_sp;
  1151. status->str>>=1;
  1152. status->agi>>=1;
  1153. status->vit>>=1;
  1154. status->int_>>=1;
  1155. status->dex>>=1;
  1156. status->luk>>=1;
  1157. if (!status->str) status->str = 1;
  1158. if (!status->agi) status->agi = 1;
  1159. if (!status->vit) status->vit = 1;
  1160. if (!status->int_) status->int_ = 1;
  1161. if (!status->dex) status->dex = 1;
  1162. if (!status->luk) status->luk = 1;
  1163. } else if (md->special_state.size==2) {
  1164. status->max_hp<<=1;
  1165. status->max_sp<<=1;
  1166. status->hp=status->max_hp;
  1167. status->sp=status->max_sp;
  1168. status->str<<=1;
  1169. status->agi<<=1;
  1170. status->vit<<=1;
  1171. status->int_<<=1;
  1172. status->dex<<=1;
  1173. status->luk<<=1;
  1174. }
  1175. }
  1176. status->batk = status_base_atk(&md->bl, status);
  1177. status_calc_misc(status, BL_MOB, md->level);
  1178. if(flag&4)
  1179. { // Strengthen Guardians - custom value +10% / lv
  1180. struct guild_castle *gc;
  1181. gc=guild_mapname2gc(map[md->bl.m].name);
  1182. if (!gc)
  1183. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1184. else {
  1185. status->max_hp += 2000 * gc->defense;
  1186. status->max_sp += 200 * gc->defense;
  1187. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1188. status->hp = gc->guardian[md->guardian_data->number].hp;
  1189. else //Emperium
  1190. status->hp = status->max_hp;
  1191. status->sp = status->max_sp;
  1192. }
  1193. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1194. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1195. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1196. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1197. }
  1198. if(battle_config.enemy_critical_rate != 100)
  1199. status->cri = status->cri*battle_config.enemy_critical_rate/100;
  1200. if (!status->cri && battle_config.enemy_critical_rate)
  1201. status->cri = 10;
  1202. //Initial battle status
  1203. if (!first)
  1204. status_calc_bl(&md->bl, SCB_ALL);
  1205. else
  1206. memcpy(&md->status, status, sizeof(struct status_data));
  1207. return 1;
  1208. }
  1209. //Skotlex: Calculates the stats of the given pet.
  1210. int status_calc_pet(struct pet_data *pd, int first)
  1211. {
  1212. struct map_session_data *sd;
  1213. int lv;
  1214. nullpo_retr(0, pd);
  1215. sd = pd->msd;
  1216. if(!sd || sd->status.pet_id == 0 || sd->pd == NULL)
  1217. return 0;
  1218. if (first) {
  1219. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1220. pd->status.speed = pd->petDB->speed;
  1221. }
  1222. if (battle_config.pet_lv_rate)
  1223. {
  1224. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1225. if (lv < 0)
  1226. lv = 1;
  1227. if (lv != sd->pet.level || first)
  1228. {
  1229. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1230. sd->pet.level = lv;
  1231. if (!first) //Lv Up animation
  1232. clif_misceffect(&pd->bl, 0);
  1233. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1234. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1235. status->str = (bstat->str*lv)/pd->db->lv;
  1236. status->agi = (bstat->agi*lv)/pd->db->lv;
  1237. status->vit = (bstat->vit*lv)/pd->db->lv;
  1238. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1239. status->dex = (bstat->dex*lv)/pd->db->lv;
  1240. status->luk = (bstat->luk*lv)/pd->db->lv;
  1241. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1242. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1243. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1244. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1245. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1246. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1247. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1248. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1249. status->batk = status_base_atk(&pd->bl, &pd->status);
  1250. status_calc_misc(&pd->status, BL_PET, lv);
  1251. if (!first) //Not done the first time because the pet is not visible yet
  1252. clif_send_petstatus(sd);
  1253. }
  1254. } else if (first) {
  1255. pd->status.batk = status_base_atk(&pd->bl, &pd->status);
  1256. status_calc_misc(&pd->status, BL_PET, pd->db->lv);
  1257. }
  1258. //Support rate modifier (1000 = 100%)
  1259. pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1260. if(battle_config.pet_support_rate != 100)
  1261. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1262. return 1;
  1263. }
  1264. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1265. {
  1266. unsigned int val;
  1267. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1268. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1269. * (100 + status->vit)/100 + sd->param_equip[2];
  1270. if (sd->class_&JOBL_UPPER)
  1271. val += val * 30/100;
  1272. else if (sd->class_&JOBL_BABY)
  1273. val -= val * 30/100;
  1274. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1275. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1276. return val;
  1277. }
  1278. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1279. {
  1280. unsigned int val;
  1281. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1282. * (100 + status->int_)/100 + sd->param_equip[3];
  1283. if (sd->class_&JOBL_UPPER)
  1284. val += val * 30/100;
  1285. else if (sd->class_&JOBL_BABY)
  1286. val -= val * 30/100;
  1287. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1288. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1289. return val;
  1290. }
  1291. //Calculates player data from scratch without counting SC adjustments.
  1292. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1293. int status_calc_pc(struct map_session_data* sd,int first)
  1294. {
  1295. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1296. struct status_data b_status, *status;
  1297. struct weapon_atk b_lhw;
  1298. struct skill b_skill[MAX_SKILL];
  1299. int b_weight,b_max_weight;
  1300. int i,index;
  1301. int skill,refinedef=0;
  1302. if (++calculating > 10) //Too many recursive calls!
  1303. return -1;
  1304. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1305. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1306. b_status.lhw = &b_lhw;
  1307. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1308. b_weight = sd->weight;
  1309. b_max_weight = sd->max_weight;
  1310. pc_calc_skilltree(sd); // スキルツリ?の計算
  1311. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1312. if(first&1) {
  1313. //Load Hp/SP from char-received data.
  1314. sd->battle_status.hp = sd->status.hp;
  1315. sd->battle_status.sp = sd->status.sp;
  1316. sd->battle_status.lhw = &sd->battle_lhw;
  1317. sd->base_status.lhw = &sd->base_lhw;
  1318. sd->weight=0;
  1319. for(i=0;i<MAX_INVENTORY;i++){
  1320. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1321. continue;
  1322. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1323. }
  1324. sd->cart_max_weight=battle_config.max_cart_weight;
  1325. sd->cart_weight=0;
  1326. sd->cart_max_num=MAX_CART;
  1327. sd->cart_num=0;
  1328. for(i=0;i<MAX_CART;i++){
  1329. if(sd->status.cart[i].nameid==0)
  1330. continue;
  1331. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1332. sd->cart_num++;
  1333. }
  1334. }
  1335. status = &sd->base_status;
  1336. // these are not zeroed. [zzo]
  1337. sd->hprate=100;
  1338. sd->sprate=100;
  1339. sd->castrate=100;
  1340. sd->delayrate=100;
  1341. sd->dsprate=100;
  1342. sd->speed_rate = 100;
  1343. sd->hprecov_rate = 100;
  1344. sd->sprecov_rate = 100;
  1345. sd->atk_rate = sd->matk_rate = 100;
  1346. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1347. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1348. // zeroed arays, order follows the order in map.h.
  1349. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1350. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1351. + sizeof(sd->param_equip)
  1352. + sizeof(sd->subele)
  1353. + sizeof(sd->subrace)
  1354. + sizeof(sd->subrace2)
  1355. + sizeof(sd->subsize)
  1356. + sizeof(sd->reseff)
  1357. + sizeof(sd->weapon_coma_ele)
  1358. + sizeof(sd->weapon_coma_race)
  1359. + sizeof(sd->weapon_atk)
  1360. + sizeof(sd->weapon_atk_rate)
  1361. + sizeof(sd->arrow_addele)
  1362. + sizeof(sd->arrow_addrace)
  1363. + sizeof(sd->arrow_addsize)
  1364. + sizeof(sd->magic_addele)
  1365. + sizeof(sd->magic_addrace)
  1366. + sizeof(sd->magic_addsize)
  1367. + sizeof(sd->critaddrace)
  1368. + sizeof(sd->expaddrace)
  1369. + sizeof(sd->itemhealrate)
  1370. + sizeof(sd->sp_gain_race)
  1371. );
  1372. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1373. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1374. memset(&sd->special_state,0,sizeof(sd->special_state));
  1375. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1376. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1377. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1378. status->speed = DEFAULT_WALK_SPEED;
  1379. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1380. status->size = (sd->class_&JOBL_BABY)?0:1;
  1381. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1382. if (sd->class_&JOBL_BABY) {
  1383. if (battle_config.character_size&2)
  1384. status->size++;
  1385. } else
  1386. if(battle_config.character_size&1)
  1387. status->size++;
  1388. }
  1389. status->aspd_rate = 1000;
  1390. status->ele_lv = 1;
  1391. status->race = RC_DEMIHUMAN;
  1392. //zero up structures...
  1393. memset(&sd->autospell,0,sizeof(sd->autospell)
  1394. + sizeof(sd->autospell2)
  1395. + sizeof(sd->addeff)
  1396. + sizeof(sd->addeff2)
  1397. + sizeof(sd->skillatk)
  1398. + sizeof(sd->skillblown)
  1399. + sizeof(sd->add_def)
  1400. + sizeof(sd->add_mdef)
  1401. + sizeof(sd->add_dmg)
  1402. + sizeof(sd->add_mdmg)
  1403. + sizeof(sd->add_drop)
  1404. );
  1405. // vars zeroing. ints, shorts, chars. in that order.
  1406. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1407. + sizeof(sd->arrow_ele)
  1408. + sizeof(sd->arrow_cri)
  1409. + sizeof(sd->arrow_hit)
  1410. + sizeof(sd->nhealhp)
  1411. + sizeof(sd->nhealsp)
  1412. + sizeof(sd->nshealhp)
  1413. + sizeof(sd->nshealsp)
  1414. + sizeof(sd->nsshealhp)
  1415. + sizeof(sd->nsshealsp)
  1416. + sizeof(sd->critical_def)
  1417. + sizeof(sd->double_rate)
  1418. + sizeof(sd->long_attack_atk_rate)
  1419. + sizeof(sd->near_attack_def_rate)
  1420. + sizeof(sd->long_attack_def_rate)
  1421. + sizeof(sd->magic_def_rate)
  1422. + sizeof(sd->misc_def_rate)
  1423. + sizeof(sd->ignore_mdef_ele)
  1424. + sizeof(sd->ignore_mdef_race)
  1425. + sizeof(sd->perfect_hit)
  1426. + sizeof(sd->perfect_hit_add)
  1427. + sizeof(sd->get_zeny_rate)
  1428. + sizeof(sd->get_zeny_num)
  1429. + sizeof(sd->double_add_rate)
  1430. + sizeof(sd->short_weapon_damage_return)
  1431. + sizeof(sd->long_weapon_damage_return)
  1432. + sizeof(sd->magic_damage_return)
  1433. + sizeof(sd->random_attack_increase_add)
  1434. + sizeof(sd->random_attack_increase_per)
  1435. + sizeof(sd->break_weapon_rate)
  1436. + sizeof(sd->break_armor_rate)
  1437. + sizeof(sd->crit_atk_rate)
  1438. + sizeof(sd->hp_loss_rate)
  1439. + sizeof(sd->sp_loss_rate)
  1440. + sizeof(sd->classchange)
  1441. + sizeof(sd->speed_add_rate)
  1442. + sizeof(sd->aspd_add_rate)
  1443. + sizeof(sd->setitem_hash)
  1444. + sizeof(sd->setitem_hash2)
  1445. // shorts
  1446. + sizeof(sd->splash_range)
  1447. + sizeof(sd->splash_add_range)
  1448. + sizeof(sd->add_steal_rate)
  1449. + sizeof(sd->hp_loss_value)
  1450. + sizeof(sd->sp_loss_value)
  1451. + sizeof(sd->hp_loss_type)
  1452. + sizeof(sd->hp_gain_value)
  1453. + sizeof(sd->sp_gain_value)
  1454. + sizeof(sd->add_drop_count)
  1455. + sizeof(sd->unbreakable)
  1456. + sizeof(sd->unbreakable_equip)
  1457. + sizeof(sd->unstripable_equip)
  1458. + sizeof(sd->no_regen)
  1459. + sizeof(sd->add_def_count)
  1460. + sizeof(sd->add_mdef_count)
  1461. + sizeof(sd->add_dmg_count)
  1462. + sizeof(sd->add_mdmg_count)
  1463. );
  1464. // Parse equipment.
  1465. for(i=0;i<EQI_MAX-1;i++) {
  1466. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1467. if(index < 0)
  1468. continue;
  1469. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1470. continue;
  1471. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1472. continue;
  1473. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1474. continue;
  1475. if(!sd->inventory_data[index])
  1476. continue;
  1477. status->def += sd->inventory_data[index]->def;
  1478. if(first&1 && sd->inventory_data[index]->equip_script)
  1479. { //Execute equip-script on login
  1480. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1481. if (!calculating)
  1482. return 1;
  1483. }
  1484. if(sd->inventory_data[index]->type == 4) {
  1485. int r,wlv = sd->inventory_data[index]->wlv;
  1486. struct weapon_data *wd;
  1487. struct weapon_atk *wa;
  1488. if (wlv >= MAX_REFINE_BONUS)
  1489. wlv = MAX_REFINE_BONUS - 1;
  1490. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1491. wd = &sd->left_weapon; // Left-hand weapon
  1492. wa = status->lhw;
  1493. } else {
  1494. wd = &sd->right_weapon;
  1495. wa = &status->rhw;
  1496. }
  1497. wa->atk += sd->inventory_data[index]->atk;
  1498. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1499. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1500. wd->overrefine = r*refinebonus[wlv][1];
  1501. wa->range += sd->inventory_data[index]->range;
  1502. if(sd->inventory_data[index]->script) {
  1503. if (wd == &sd->left_weapon) {
  1504. sd->state.lr_flag = 1;
  1505. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1506. sd->state.lr_flag = 0;
  1507. } else
  1508. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1509. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1510. return 1;
  1511. }
  1512. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1513. { // Forged weapon
  1514. wd->star += (sd->status.inventory[index].card[1]>>8);
  1515. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1516. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1517. wd->star += 10;
  1518. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1519. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1520. }
  1521. }
  1522. else if(sd->inventory_data[index]->type == 5) {
  1523. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1524. if(sd->inventory_data[index]->script) {
  1525. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1526. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1527. return 1;
  1528. }
  1529. }
  1530. }
  1531. if(sd->equip_index[EQI_AMMO] >= 0){
  1532. index = sd->equip_index[EQI_AMMO];
  1533. if(sd->inventory_data[index]){ // Arrows
  1534. sd->state.lr_flag = 2;
  1535. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1536. sd->state.lr_flag = 0;
  1537. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1538. return 1;
  1539. sd->arrow_atk += sd->inventory_data[index]->atk;
  1540. }
  1541. }
  1542. //Store equipment script bonuses
  1543. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1544. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1545. status->def += (refinedef+50)/100;
  1546. //Parse Cards
  1547. for(i=0;i<EQI_MAX-1;i++) {
  1548. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1549. if(index < 0)
  1550. continue;
  1551. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1552. continue;
  1553. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1554. continue;
  1555. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1556. continue;
  1557. if(sd->inventory_data[index]) {
  1558. int j,c;
  1559. struct item_data *data;
  1560. //Card script execution.
  1561. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1562. continue;
  1563. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1564. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1565. if(!c)
  1566. continue;
  1567. data = itemdb_exists(c);
  1568. if(!data)
  1569. continue;
  1570. if(first&1 && data->equip_script)
  1571. { //Execute equip-script on login
  1572. run_script(data->equip_script,0,sd->bl.id,0);
  1573. if (!calculating)
  1574. return 1;
  1575. }
  1576. if(!data->script)
  1577. continue;
  1578. if(data->flag.no_equip) { //Card restriction checks.
  1579. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1580. continue;
  1581. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1582. continue;
  1583. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1584. continue;
  1585. }
  1586. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1587. { //Left hand status.
  1588. sd->state.lr_flag = 1;
  1589. run_script(data->script,0,sd->bl.id,0);
  1590. sd->state.lr_flag = 0;
  1591. } else
  1592. run_script(data->script,0,sd->bl.id,0);
  1593. if (!calculating) //Abort, run_script his function. [Skotlex]
  1594. return 1;
  1595. }
  1596. }
  1597. }
  1598. if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0)
  1599. { // Pet
  1600. struct pet_data *pd=sd->pd;
  1601. if(pd && (!battle_config.pet_equip_required || pd->equip > 0) &&
  1602. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1603. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1604. }
  1605. //param_bonus now holds card bonuses.
  1606. if(status->rhw.range < 1) status->rhw.range = 1;
  1607. if(status->lhw->range < 1) status->lhw->range = 1;
  1608. if(status->rhw.range < status->lhw->range)
  1609. status->rhw.range = status->lhw->range;
  1610. sd->double_rate += sd->double_add_rate;
  1611. sd->perfect_hit += sd->perfect_hit_add;
  1612. sd->splash_range += sd->splash_add_range;
  1613. if(sd->aspd_add_rate)
  1614. status->aspd_rate += 10*sd->aspd_add_rate;
  1615. if(sd->speed_add_rate)
  1616. sd->speed_rate += sd->speed_add_rate;
  1617. // Damage modifiers from weapon type
  1618. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1619. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1620. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1621. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1622. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1623. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1624. // ----- STATS CALCULATION -----
  1625. // Job bonuses
  1626. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1627. if(!job_bonus[sd->status.class_][i])
  1628. continue;
  1629. switch(job_bonus[sd->status.class_][i]) {
  1630. case 1:
  1631. status->str++;
  1632. break;
  1633. case 2:
  1634. status->agi++;
  1635. break;
  1636. case 3:
  1637. status->vit++;
  1638. break;
  1639. case 4:
  1640. status->int_++;
  1641. break;
  1642. case 5:
  1643. status->dex++;
  1644. break;
  1645. case 6:
  1646. status->luk++;
  1647. break;
  1648. }
  1649. }
  1650. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1651. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1652. status->str += 10;
  1653. status->agi += 10;
  1654. status->vit += 10;
  1655. status->int_+= 10;
  1656. status->dex += 10;
  1657. status->luk += 10;
  1658. }
  1659. // Absolute modifiers from passive skills
  1660. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1661. status->str++;
  1662. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1663. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1664. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1665. status->dex += skill;
  1666. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1667. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1668. status->str = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1669. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1670. status->agi = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1671. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1672. status->vit = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1673. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1674. status->int_ = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1675. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1676. status->dex = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1677. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1678. status->luk = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1679. // ------ BASE ATTACK CALCULATION ------
  1680. // Basic Base ATK value
  1681. status->batk += status_base_atk(&sd->bl,status);
  1682. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1683. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1684. status->batk += sd->weapon_atk[sd->status.weapon];
  1685. // Absolute modifiers from passive skills
  1686. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1687. status->batk += 4;
  1688. // ----- MATK CALCULATION -----
  1689. // Basic MATK value
  1690. status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
  1691. status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
  1692. // ----- CRIT CALCULATION -----
  1693. // Basic Crit value
  1694. status->cri += (status->luk*3)+10;
  1695. // ----- HIT CALCULATION -----
  1696. // Basic Hit value
  1697. status->hit += status->dex + sd->status.base_level;
  1698. // Absolute modifiers from passive skills
  1699. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1700. status->hit += skill*2;
  1701. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1702. status->hit += skill;
  1703. if(sd->status.weapon == W_BOW)
  1704. status->rhw.range += skill;
  1705. }
  1706. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1707. {
  1708. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1709. status->hit += 2*skill;
  1710. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1711. status->hit += skill;
  1712. status->rhw.range += skill;
  1713. }
  1714. }
  1715. // ----- FLEE CALCULATION -----
  1716. // Basic Flee value
  1717. status->flee += status->agi + sd->status.base_level;
  1718. // Absolute modifiers from passive skills
  1719. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1720. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1721. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1722. status->flee += (skill*3)>>1;
  1723. // ----- PERFECT DODGE CALCULATION -----
  1724. // Basic Perfect Dodge value
  1725. status->flee2 += status->luk+10;
  1726. // ----- VIT-DEF CALCULATION -----
  1727. // Basic VIT-DEF value
  1728. status->def2 += status->vit;
  1729. // ----- EQUIPMENT-DEF CALCULATION -----
  1730. // Apply relative modifiers from equipment
  1731. if(sd->def_rate != 100) {
  1732. i = status->def * sd->def_rate/100;
  1733. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1734. }
  1735. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1736. {
  1737. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1738. status->def = (unsigned char)battle_config.max_def;
  1739. }
  1740. // ----- INT-MDEF CALCULATION -----
  1741. // Basic INT-MDEF value
  1742. status->mdef2 += status->int_ + (status->vit>>1);
  1743. // ----- EQUIPMENT-MDEF CALCULATION -----
  1744. // Apply relative modifiers from equipment
  1745. if(sd->mdef_rate != 100) {
  1746. i = status->mdef * sd->mdef_rate/100;
  1747. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1748. }
  1749. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1750. {
  1751. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1752. status->mdef = (signed char)battle_config.max_def;
  1753. }
  1754. // ----- WALKING SPEED CALCULATION -----
  1755. // Relative modifiers from passive skills
  1756. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1757. status->speed -= status->speed * skill/100;
  1758. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1759. status->speed -= status->speed * 25/100;
  1760. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1761. status->speed += status->speed * (100-10*skill)/100;
  1762. // ----- ASPD CALCULATION -----
  1763. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1764. // Basic ASPD value
  1765. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1766. i = (1000 -4*status->agi -status->dex)
  1767. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1768. else
  1769. i = ((
  1770. (1000 -4*status->agi -status->dex)
  1771. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1772. )+(
  1773. (1000 -4*status->agi -status->dex)
  1774. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1775. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1776. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1777. // Relative modifiers from passive skills
  1778. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1779. status->aspd_rate -= 5*skill;
  1780. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1781. status->aspd_rate -= 30*skill;
  1782. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1783. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1784. status->aspd_rate -= (int)((skill+1)/2) * 10;
  1785. if(pc_isriding(sd))
  1786. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1787. status->adelay = 2*status->amotion;
  1788. // ----- DMOTION -----
  1789. //
  1790. i = 800-status->agi*4;
  1791. status->dmotion = cap_value(i, 400, 800);
  1792. // ----- HP MAX CALCULATION -----
  1793. // Basic MaxHP value
  1794. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1795. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1796. status->max_hp += sd->status.max_hp;
  1797. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1798. status->max_hp += 2000;
  1799. // Absolute modifiers from passive skills
  1800. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1801. status->max_hp += skill*200;
  1802. // ----- SP MAX CALCULATION -----
  1803. // Basic MaxSP value
  1804. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1805. status->max_sp += sd->status.max_sp;
  1806. // Absolute modifiers from passive skills
  1807. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1808. status->max_sp += 30*skill;
  1809. if(status->sp>status->max_sp)
  1810. status->sp=status->max_sp;
  1811. // ----- RESPAWN HP/SP -----
  1812. //
  1813. //Calc respawn hp and store it on base_status
  1814. if (sd->special_state.restart_full_recover)
  1815. {
  1816. status->hp = status->max_hp;
  1817. status->sp = status->max_sp;
  1818. } else {
  1819. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1820. && battle_config.restart_hp_rate < 50)
  1821. status->hp=status->max_hp>>1;
  1822. else
  1823. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1824. if(!status->hp)
  1825. status->hp = 1;
  1826. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1827. }
  1828. // ----- MISC CALCULATIONS -----
  1829. // Weight
  1830. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1831. sd->max_weight += 2000*skill;
  1832. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1833. sd->max_weight += 10000;
  1834. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1835. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1836. // Skill SP cost
  1837. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1838. sd->dsprate -= 4*skill;
  1839. if(sd->sc.count){
  1840. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1841. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1842. }
  1843. if(sd->dsprate < 0) sd->dsprate = 0;
  1844. // Anti-element and anti-race
  1845. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1846. sd->subele[6] += skill*5;
  1847. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1848. sd->subele[0] += skill;
  1849. sd->subele[3] += skill*4;
  1850. }
  1851. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1852. skill = skill*4;
  1853. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1854. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1855. sd->magic_addrace[RC_DRAGON]+=skill;
  1856. sd->subrace[RC_DRAGON]+=skill;
  1857. }
  1858. if(sd->sc.count){
  1859. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  1860. { //Update the card-bonus data
  1861. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  1862. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  1863. }
  1864. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  1865. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  1866. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  1867. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  1868. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  1869. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  1870. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  1871. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  1872. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  1873. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  1874. }
  1875. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  1876. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  1877. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  1878. }
  1879. }
  1880. status_cpy(&sd->battle_status, status);
  1881. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  1882. status = &sd->battle_status; //Need to compare versus this.
  1883. // ----- CLIENT-SIDE REFRESH -----
  1884. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  1885. clif_skillinfoblock(sd);
  1886. if(b_status.speed != status->speed)
  1887. clif_updatestatus(sd,SP_SPEED);
  1888. if(b_weight != sd->weight)
  1889. clif_updatestatus(sd,SP_WEIGHT);
  1890. if(b_max_weight != sd->max_weight) {
  1891. clif_updatestatus(sd,SP_MAXWEIGHT);
  1892. pc_checkweighticon(sd);
  1893. }
  1894. if(b_status.str != status->str)
  1895. clif_updatestatus(sd,SP_STR);
  1896. if(b_status.agi != status->agi)
  1897. clif_updatestatus(sd,SP_AGI);
  1898. if(b_status.vit != status->vit)
  1899. clif_updatestatus(sd,SP_VIT);
  1900. if(b_status.int_ != status->int_)
  1901. clif_updatestatus(sd,SP_INT);
  1902. if(b_status.dex != status->dex)
  1903. clif_updatestatus(sd,SP_DEX);
  1904. if(b_status.luk != status->luk)
  1905. clif_updatestatus(sd,SP_LUK);
  1906. if(b_status.hit != status->hit)
  1907. clif_updatestatus(sd,SP_HIT);
  1908. if(b_status.flee != status->flee)
  1909. clif_updatestatus(sd,SP_FLEE1);
  1910. if(b_status.amotion != status->amotion)
  1911. clif_updatestatus(sd,SP_ASPD);
  1912. if(b_status.rhw.atk != status->rhw.atk ||
  1913. b_status.lhw->atk != status->lhw->atk ||
  1914. b_status.batk != status->batk)
  1915. clif_updatestatus(sd,SP_ATK1);
  1916. if(b_status.def != status->def)
  1917. clif_updatestatus(sd,SP_DEF1);
  1918. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  1919. b_status.lhw->atk2 != status->lhw->atk2)
  1920. clif_updatestatus(sd,SP_ATK2);
  1921. if(b_status.def2 != status->def2)
  1922. clif_updatestatus(sd,SP_DEF2);
  1923. if(b_status.flee2 != status->flee2)
  1924. clif_updatestatus(sd,SP_FLEE2);
  1925. if(b_status.cri != status->cri)
  1926. clif_updatestatus(sd,SP_CRITICAL);
  1927. if(b_status.matk_max != status->matk_max)
  1928. clif_updatestatus(sd,SP_MATK1);
  1929. if(b_status.matk_min != status->matk_min)
  1930. clif_updatestatus(sd,SP_MATK2);
  1931. if(b_status.mdef != status->mdef)
  1932. clif_updatestatus(sd,SP_MDEF1);
  1933. if(b_status.mdef2 != status->mdef2)
  1934. clif_updatestatus(sd,SP_MDEF2);
  1935. if(b_status.rhw.range != status->rhw.range)
  1936. clif_updatestatus(sd,SP_ATTACKRANGE);
  1937. if(b_status.max_hp != status->max_hp)
  1938. clif_updatestatus(sd,SP_MAXHP);
  1939. if(b_status.max_sp != status->max_sp)
  1940. clif_updatestatus(sd,SP_MAXSP);
  1941. if(b_status.hp != status->hp)
  1942. clif_updatestatus(sd,SP_HP);
  1943. if(b_status.sp != status->sp)
  1944. clif_updatestatus(sd,SP_SP);
  1945. calculating = 0;
  1946. return 0;
  1947. }
  1948. int status_calc_homunculus(struct homun_data *hd, int first)
  1949. {
  1950. struct status_data b_status, *status;
  1951. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  1952. status = &hd->base_status;
  1953. status->def_ele = hd->homunculusDB->element ; //[orn]
  1954. status->ele_lv = 1 ; //[orn]
  1955. status->race = hd->homunculusDB->race ; //[orn]
  1956. status->size = hd->homunculusDB->size ; //[orn]
  1957. status->rhw.range = 1 + status->size; //[orn]
  1958. status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn]
  1959. status->speed = DEFAULT_WALK_SPEED;
  1960. status->aspd_rate = 1000;
  1961. merc_hom_calc_skilltree(hd->master);
  1962. status_cpy(&hd->battle_status, status);
  1963. status_calc_misc(status, BL_HOMUNCULUS, hd->master->homunculus.level);
  1964. if(battle_config.homun_critical_rate != 100)
  1965. status->cri = status->cri*battle_config.homun_critical_rate/100;
  1966. if (!status->cri && battle_config.homun_critical_rate)
  1967. status->cri = 10;
  1968. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  1969. if (memcmp(&b_status, status, sizeof(struct status_data)))
  1970. clif_hominfo(hd->master,0) ;
  1971. return 1;
  1972. }
  1973. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  1974. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  1975. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  1976. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  1977. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  1978. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  1979. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  1980. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  1981. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  1982. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  1983. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  1984. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  1985. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  1986. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  1987. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  1988. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  1989. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  1990. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  1991. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  1992. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  1993. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  1994. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  1995. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  1996. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  1997. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  1998. //Calculates some attributes that depends on modified stats from status changes.
  1999. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2000. {
  2001. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2002. int skill;
  2003. if(flag&(SCB_MAXHP|SCB_VIT))
  2004. {
  2005. flag|=SCB_MAXHP; //Ensures client-side refresh
  2006. status->max_hp = status_base_pc_maxhp(sd,status);
  2007. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2008. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2009. // Apply relative modifiers from equipment
  2010. if(sd->hprate!=100)
  2011. status->max_hp = status->max_hp * sd->hprate/100;
  2012. if(battle_config.hp_rate != 100)
  2013. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2014. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2015. status->max_hp = battle_config.max_hp;
  2016. else if(!status->max_hp)
  2017. status->max_hp = 1;
  2018. if(status->hp > status->max_hp) {
  2019. status->hp = status->max_hp;
  2020. clif_updatestatus(sd,SP_HP);
  2021. }
  2022. sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);
  2023. // Apply relative modifiers from equipment
  2024. if(sd->hprecov_rate != 100)
  2025. sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
  2026. if(sd->nhealhp < 1) sd->nhealhp = 1;
  2027. else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
  2028. // Skill-related HP recovery
  2029. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2030. sd->nshealhp = skill*5 + (status->max_hp*skill/500);
  2031. // Skill-related HP recovery (only when sit)
  2032. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2033. sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
  2034. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2035. sd->nsshealhp = skill*30 + (status->max_hp*skill/500);
  2036. if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
  2037. if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
  2038. }
  2039. if(flag&(SCB_MAXSP|SCB_INT))
  2040. {
  2041. flag|=SCB_MAXSP;
  2042. status->max_sp = status_base_pc_maxsp(sd,status);
  2043. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2044. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2045. status->max_sp += status->max_sp * skill/100;
  2046. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2047. status->max_sp += status->max_sp * 2*skill/100;
  2048. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2049. // Apply relative modifiers from equipment
  2050. if(sd->sprate!=100)
  2051. status->max_sp = status->max_sp * sd->sprate/100;
  2052. if(battle_config.sp_rate != 100)
  2053. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2054. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2055. status->max_sp = battle_config.max_sp;
  2056. else if(!status->max_sp)
  2057. status->max_sp = 1;
  2058. if(status->sp > status->max_sp) {
  2059. status->sp = status->max_sp;
  2060. clif_updatestatus(sd,SP_SP);
  2061. }
  2062. sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
  2063. if(status->int_ >= 120)
  2064. sd->nhealsp += ((status->int_-120)>>1) + 4;
  2065. // Relative modifiers from passive skills
  2066. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2067. sd->nhealsp += sd->nhealsp * 3*skill/100;
  2068. // Apply relative modifiers from equipment
  2069. if(sd->sprecov_rate != 100)
  2070. sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
  2071. if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
  2072. else if(sd->nhealsp < 1) sd->nhealsp = 1;
  2073. // Skill-related SP recovery
  2074. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2075. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  2076. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2077. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  2078. // Skill-related SP recovery (only when sit)
  2079. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2080. sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
  2081. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2082. {
  2083. sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
  2084. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2085. sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
  2086. }
  2087. if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
  2088. if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
  2089. }
  2090. if(flag&SCB_MATK) {
  2091. //New matk
  2092. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2093. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2094. //Bonuses from previous matk
  2095. status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
  2096. status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
  2097. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2098. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2099. if(sd->matk_rate != 100){
  2100. status->matk_max = status->matk_max * sd->matk_rate/100;
  2101. status->matk_min = status->matk_min * sd->matk_rate/100;
  2102. }
  2103. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2104. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2105. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2106. }
  2107. }
  2108. if(flag&SCB_HIT) {
  2109. if(sd->hit_rate != 100)
  2110. status->hit = status->hit * sd->hit_rate/100;
  2111. if(status->hit < 1) status->hit = 1;
  2112. }
  2113. if(flag&SCB_FLEE) {
  2114. if(sd->flee_rate != 100)
  2115. status->flee = status->flee * sd->flee_rate/100;
  2116. if(status->flee < 1) status->flee = 1;
  2117. }
  2118. if(flag&SCB_DEF2) {
  2119. if(sd->def2_rate != 100)
  2120. status->def2 = status->def2 * sd->def2_rate/100;
  2121. if(status->def2 < 1) status->def2 = 1;
  2122. }
  2123. if(flag&SCB_MDEF2) {
  2124. if(sd->mdef2_rate != 100)
  2125. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2126. if(status->mdef2 < 1) status->mdef2 = 1;
  2127. }
  2128. if(flag&SCB_SPEED) {
  2129. if(sd->speed_rate != 100)
  2130. status->speed = status->speed*sd->speed_rate/100;
  2131. if(status->speed < battle_config.max_walk_speed)
  2132. status->speed = battle_config.max_walk_speed;
  2133. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2134. //Store casting walk speed for quick restoration. [Skotlex]
  2135. sd->prev_speed = status->speed * (175-5*skill)/100;
  2136. if(sd->ud.skilltimer != -1) { //Swap speed.
  2137. skill = status->speed;
  2138. status->speed = sd->prev_speed;
  2139. sd->prev_speed = skill;
  2140. }
  2141. }
  2142. }
  2143. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2144. flag|=SCB_ASPD;
  2145. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2146. skill = (1000 -4*status->agi -status->dex)
  2147. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2148. else
  2149. skill = ((
  2150. (1000 -4*status->agi -status->dex)
  2151. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2152. )+(
  2153. (1000 -4*status->agi -status->dex)
  2154. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2155. )) *2/3;
  2156. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2157. // Apply all relative modifiers
  2158. if(status->aspd_rate != 1000)
  2159. skill = skill *status->aspd_rate/1000;
  2160. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2161. status->adelay = 2*status->amotion;
  2162. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2163. //Store casting adelay for quick restoration. [Skotlex]
  2164. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2165. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2166. skill = status->adelay;
  2167. status->adelay = sd->prev_adelay;
  2168. sd->prev_adelay = skill;
  2169. }
  2170. }
  2171. }
  2172. if(flag&(SCB_AGI|SCB_DSPD)) {
  2173. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  2174. skill = 800-status->agi*4;
  2175. status->dmotion = cap_value(skill, 400, 800);
  2176. if(battle_config.pc_damage_delay_rate != 100)
  2177. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2178. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2179. }
  2180. if(flag&SCB_CRI)
  2181. {
  2182. if(sd->critical_rate != 100)
  2183. status->cri = status->cri * sd->critical_rate/100;
  2184. if(status->cri < 10) status->cri = 10;
  2185. }
  2186. if(flag&SCB_FLEE2) {
  2187. if(sd->flee2_rate != 100)
  2188. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2189. if(status->flee2 < 10) status->flee2 = 10;
  2190. }
  2191. if (flag == SCB_ALL)
  2192. return; //Refresh is done on invoking function (status_calc_pc)
  2193. if(flag&SCB_SPEED) {
  2194. clif_updatestatus(sd,SP_SPEED);
  2195. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2196. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2197. }
  2198. if(flag&SCB_STR)
  2199. clif_updatestatus(sd,SP_STR);
  2200. if(flag&SCB_AGI)
  2201. clif_updatestatus(sd,SP_AGI);
  2202. if(flag&SCB_VIT)
  2203. clif_updatestatus(sd,SP_VIT);
  2204. if(flag&SCB_INT)
  2205. clif_updatestatus(sd,SP_INT);
  2206. if(flag&SCB_DEX)
  2207. clif_updatestatus(sd,SP_DEX);
  2208. if(flag&SCB_LUK)
  2209. clif_updatestatus(sd,SP_LUK);
  2210. if(flag&SCB_HIT)
  2211. clif_updatestatus(sd,SP_HIT);
  2212. if(flag&SCB_FLEE)
  2213. clif_updatestatus(sd,SP_FLEE1);
  2214. if(flag&SCB_ASPD)
  2215. clif_updatestatus(sd,SP_ASPD);
  2216. if(flag&(SCB_BATK|SCB_WATK))
  2217. clif_updatestatus(sd,SP_ATK1);
  2218. if(flag&SCB_DEF)
  2219. clif_updatestatus(sd,SP_DEF1);
  2220. if(flag&SCB_WATK)
  2221. clif_updatestatus(sd,SP_ATK2);
  2222. if(flag&SCB_DEF2)
  2223. clif_updatestatus(sd,SP_DEF2);
  2224. if(flag&SCB_FLEE2)
  2225. clif_updatestatus(sd,SP_FLEE2);
  2226. if(flag&SCB_CRI)
  2227. clif_updatestatus(sd,SP_CRITICAL);
  2228. if(flag&SCB_MATK) {
  2229. clif_updatestatus(sd,SP_MATK1);
  2230. clif_updatestatus(sd,SP_MATK2);
  2231. }
  2232. if(flag&SCB_MDEF)
  2233. clif_updatestatus(sd,SP_MDEF1);
  2234. if(flag&SCB_MDEF2)
  2235. clif_updatestatus(sd,SP_MDEF2);
  2236. if(flag&SCB_RANGE)
  2237. clif_updatestatus(sd,SP_ATTACKRANGE);
  2238. if(flag&SCB_MAXHP)
  2239. clif_updatestatus(sd,SP_MAXHP);
  2240. if(flag&SCB_MAXSP)
  2241. clif_updatestatus(sd,SP_MAXSP);
  2242. }
  2243. //Calculates some attributes that depends on modified stats from status changes.
  2244. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2245. {
  2246. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2247. int skill = 0;
  2248. if(flag&(SCB_MAXHP|SCB_VIT))
  2249. {
  2250. flag|=SCB_MAXHP; //Ensures client-side refresh
  2251. // Apply relative modifiers from equipment
  2252. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2253. status->max_hp = battle_config.max_hp;
  2254. else if(!status->max_hp)
  2255. status->max_hp = 1;
  2256. // hp recovery
  2257. hd->regenhp = 1 + (status->vit/5) + (status->max_hp/200);
  2258. if(hd->regenhp < 1) hd->regenhp = 1;
  2259. // Skill-related Adamantium Skin
  2260. if((skill=merc_hom_checkskill(hd->master,HAMI_SKIN)) > 0) {
  2261. status->max_hp = hd->master->homunculus.max_hp + skill * 2 * hd->master->homunculus.max_hp / 100 ;
  2262. hd->regenhp += skill * 5 * hd->regenhp / 100 ;
  2263. }
  2264. status->max_hp = status_calc_maxhp(&hd->bl, &hd->sc, status->max_hp);
  2265. }
  2266. if(flag&SCB_DEF)
  2267. {
  2268. status->def = hd->master->homunculus.level / 10 + status->vit / 5 ;
  2269. if(hd->sc.data[SC_DEFENCE].timer != -1)
  2270. status->def += hd->sc.data[SC_DEFENCE].val2;
  2271. if((skill=merc_hom_checkskill(hd->master,HAMI_SKIN)) > 0) {
  2272. status->def += skill * 4 ;
  2273. }
  2274. }
  2275. if(flag&(SCB_MAXSP|SCB_INT))
  2276. {
  2277. flag|=SCB_MAXSP;
  2278. // Skill-related Instruction Change
  2279. if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0) {
  2280. if ( skill == 5 ) {
  2281. status->int_ += 3 ;
  2282. } else if ( skill == 1 ) {
  2283. status->int_ += 1 ;
  2284. } else {
  2285. status->int_ += 2 ;
  2286. }
  2287. if ( skill > 3 ) {
  2288. status->str += 4 ;
  2289. } else if ( skill == 3 ) {
  2290. status->str += 3 ;
  2291. } else {
  2292. status->str += 1 ;
  2293. }
  2294. }
  2295. if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0) {
  2296. status->max_sp = hd->master->homunculus.max_sp + skill * 2 * hd->master->homunculus.max_sp / 100 ;
  2297. hd->regensp += skill * 3 * hd->regensp / 100 ;
  2298. if ( skill == 5 ) {
  2299. status->max_sp *= 103 / 100 ;
  2300. } else if ( skill == 1 ) {
  2301. status->max_sp *= 101 / 100 ;
  2302. } else {
  2303. status->max_sp *= 102 / 100 ;
  2304. }
  2305. }
  2306. status->mdef = hd->master->homunculus.level / 10 + status->int_ / 5 ;
  2307. status->max_sp = status_calc_maxsp(&hd->bl, &hd->sc, status->max_sp);
  2308. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2309. status->max_sp = battle_config.max_sp;
  2310. else if(!status->max_sp)
  2311. status->max_sp = 1;
  2312. if(status->sp > status->max_sp) {
  2313. status->sp = status->max_sp;
  2314. }
  2315. // sp recovery
  2316. hd->regensp = 1 + (status->int_/6) + (status->max_sp/100);
  2317. if(status->int_ >= 120)
  2318. hd->regensp += ((status->int_-120)>>1) + 4;
  2319. if(hd->regensp < 1) hd->regensp = 1;
  2320. }
  2321. if(flag&(SCB_BATK|SCB_WATK)) {
  2322. status->rhw.atk = status->rhw.atk2 = status->str + ( status->str / 10 ) * ( status->str / 10 ) ;
  2323. status->rhw.atk += status->dex ;
  2324. if ( (status->str + hd->master->homunculus.level) > status->dex )
  2325. status->rhw.atk2 += status->str + hd->master->homunculus.level ;
  2326. else
  2327. status->rhw.atk2 += status->dex ;
  2328. if(hd->sc.data[SC_FLEET].timer!=-1)
  2329. status->rhw.atk2 += status->rhw.atk2 * hd->sc.data[SC_FLEET].val3/100;
  2330. }
  2331. if(flag&SCB_MATK) {
  2332. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2333. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2334. status->matk_min = status_calc_matk(&hd->bl, &hd->sc, status->matk_min);
  2335. status->matk_max = status_calc_matk(&hd->bl, &hd->sc, status->matk_max);
  2336. }
  2337. if(flag&SCB_SPEED) {
  2338. if(status->speed < battle_config.max_walk_speed)
  2339. status->speed = battle_config.max_walk_speed;
  2340. }
  2341. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2342. flag|=SCB_ASPD;
  2343. status->amotion = hd->homunculusDB->baseASPD - ((status->agi*4+status->dex)* hd->homunculusDB->baseASPD / 1000);
  2344. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2345. if(status->aspd_rate != 1000)
  2346. status->amotion = status->amotion *status->aspd_rate/1000;
  2347. status->amotion = cap_value(status->amotion,battle_config.max_aspd,2000);
  2348. status->adelay = 2*status->amotion;
  2349. }
  2350. if(flag&(SCB_AGI|SCB_DSPD)) {
  2351. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  2352. skill = 800-status->agi*4;
  2353. status->dmotion = cap_value(skill, 400, 800);
  2354. if(battle_config.pc_damage_delay_rate != 100)
  2355. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2356. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2357. }
  2358. if (flag == SCB_ALL)
  2359. return; //Refresh is done on invoking function (status_calc_hom)
  2360. if (flag&(
  2361. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2362. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2363. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2364. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2365. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2366. )
  2367. clif_hominfo(hd->master,0);
  2368. }
  2369. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2370. {
  2371. struct status_data *b_status, *status;
  2372. struct status_change *sc;
  2373. int temp;
  2374. TBL_PC *sd;
  2375. TBL_HOMUNCULUS *hd;
  2376. b_status = status_get_base_status(bl);
  2377. status = status_get_status_data(bl);
  2378. sc = status_get_sc(bl);
  2379. if (!b_status || !status)
  2380. return;
  2381. BL_CAST(BL_PC,bl,sd);
  2382. BL_CAST(BL_HOMUNCULUS,bl,hd);
  2383. if(sd && flag&SCB_PC)
  2384. { //Recalc everything.
  2385. status_calc_pc(sd,0);
  2386. return;
  2387. }
  2388. // if(!sd && (!sc || !sc->count)) { //No difference.
  2389. if( (!sd && !hd ) && (!sc || !sc->count)) { //No difference.
  2390. status_cpy(status, b_status);
  2391. return;
  2392. }
  2393. if(flag&SCB_STR) {
  2394. status->str = status_calc_str(bl, sc, b_status->str);
  2395. flag|=SCB_BATK;
  2396. }
  2397. if(flag&SCB_AGI) {
  2398. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2399. flag|=SCB_FLEE;
  2400. }
  2401. if(flag&SCB_VIT) {
  2402. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2403. flag|=SCB_DEF2|SCB_MDEF2;
  2404. }
  2405. if(flag&SCB_INT) {
  2406. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2407. flag|=SCB_MATK|SCB_MDEF2;
  2408. }
  2409. if(flag&SCB_DEX) {
  2410. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2411. flag|=SCB_BATK|SCB_HIT;
  2412. }
  2413. if(flag&SCB_LUK) {
  2414. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2415. flag|=SCB_CRI|SCB_FLEE2;
  2416. }
  2417. if(flag&SCB_BATK && b_status->batk) {
  2418. status->batk = status_base_atk(bl,status);
  2419. temp = b_status->batk - status_base_atk(bl,b_status);
  2420. if (temp)
  2421. status->batk += temp;
  2422. status->batk = status_calc_batk(bl, sc, status->batk);
  2423. }
  2424. if(flag&SCB_WATK) {
  2425. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2426. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2427. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2428. if (sd) sd->state.lr_flag = 1;
  2429. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2430. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2431. if (sd) sd->state.lr_flag = 0;
  2432. }
  2433. }
  2434. if(flag&SCB_HIT) {
  2435. if (status->dex == b_status->dex)
  2436. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2437. else
  2438. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2439. }
  2440. if(flag&SCB_FLEE) {
  2441. if (status->agi == b_status->agi)
  2442. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2443. else
  2444. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2445. }
  2446. if(flag&SCB_DEF)
  2447. status->def = status_calc_def(bl, sc, b_status->def);
  2448. if(flag&SCB_DEF2) {
  2449. if (status->vit == b_status->vit)
  2450. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2451. else
  2452. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2453. }
  2454. if(flag&SCB_MDEF)
  2455. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2456. if(flag&SCB_MDEF2) {
  2457. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2458. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2459. else
  2460. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2461. }
  2462. if(flag&SCB_SPEED) {
  2463. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2464. if (!sd)
  2465. { //Player speed is updated on calc_bl_sub_pc
  2466. struct unit_data *ud = unit_bl2ud(bl);
  2467. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2468. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2469. }
  2470. }
  2471. if(flag&SCB_CRI && b_status->cri) {
  2472. if (status->luk == b_status->luk)
  2473. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2474. else
  2475. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2476. }
  2477. if(flag&SCB_FLEE2 && b_status->flee2) {
  2478. if (status->luk == b_status->luk)
  2479. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2480. else
  2481. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2482. }
  2483. if(flag&SCB_ATK_ELE) {
  2484. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2485. if(status->lhw && b_status->lhw) {
  2486. if (sd) sd->state.lr_flag = 1;
  2487. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2488. if (sd) sd->state.lr_flag = 0;
  2489. }
  2490. }
  2491. if(flag&SCB_DEF_ELE) {
  2492. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2493. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2494. }
  2495. if(flag&SCB_MODE)
  2496. {
  2497. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2498. //Since mode changed, reset their state.
  2499. if (!(status->mode&MD_CANATTACK))
  2500. unit_stop_attack(bl);
  2501. if (!(status->mode&MD_CANMOVE))
  2502. unit_stop_walking(bl,0);
  2503. }
  2504. // No status changes alter these yet.
  2505. // if(flag&SCB_SIZE)
  2506. // if(flag&SCB_RACE)
  2507. // if(flag&SCB_RANGE)
  2508. if(sd) {
  2509. //The remaining are handled quite different by players, so use their own function.
  2510. status_calc_bl_sub_pc(sd, flag);
  2511. return;
  2512. }
  2513. if(hd) {
  2514. //The remaining are handled quite different by homunculus, so use their own function.
  2515. status_calc_bl_sub_hom(hd, flag);
  2516. return;
  2517. }
  2518. if(flag&SCB_MAXHP) {
  2519. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2520. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2521. status->hp = status->max_hp;
  2522. }
  2523. if(flag&SCB_MAXSP) {
  2524. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2525. if (status->sp > status->max_sp)
  2526. status->sp = status->max_sp;
  2527. }
  2528. if(flag&SCB_MATK) {
  2529. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2530. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2531. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2532. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2533. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2534. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2535. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2536. }
  2537. }
  2538. if(flag&SCB_ASPD) {
  2539. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2540. temp = status->aspd_rate*b_status->amotion/1000;
  2541. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2542. temp = status->aspd_rate*b_status->adelay/1000;
  2543. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2544. }
  2545. if(flag&SCB_DSPD)
  2546. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2547. }
  2548. /*==========================================
  2549. * Apply shared stat mods from status changes [DracoRPG]
  2550. *------------------------------------------
  2551. */
  2552. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2553. {
  2554. if(!sc || !sc->count)
  2555. return cap_value(str,1,USHRT_MAX);
  2556. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2557. str += sc->data[SC_INCALLSTATUS].val1;
  2558. if(sc->data[SC_INCSTR].timer!=-1)
  2559. str += sc->data[SC_INCSTR].val1;
  2560. if(sc->data[SC_STRFOOD].timer!=-1)
  2561. str += sc->data[SC_STRFOOD].val1;
  2562. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2563. str += 5;
  2564. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>12)&0xF))
  2565. str += (sc->data[SC_GUILDAURA].val4>>12)&0xF;
  2566. if(sc->data[SC_LOUD].timer!=-1)
  2567. str += 4;
  2568. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2569. str += 5;
  2570. if(sc->data[SC_SPURT].timer!=-1)
  2571. str += 10;
  2572. if(sc->data[SC_NEN].timer!=-1)
  2573. str += sc->data[SC_NEN].val1;
  2574. if(sc->data[SC_BLESSING].timer != -1){
  2575. if(sc->data[SC_BLESSING].val2)
  2576. str += sc->data[SC_BLESSING].val2;
  2577. else
  2578. str >>= 1;
  2579. }
  2580. if(sc->data[SC_MARIONETTE].timer!=-1)
  2581. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2582. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2583. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2584. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2585. str = 50;
  2586. return cap_value(str,1,USHRT_MAX);
  2587. }
  2588. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2589. {
  2590. if(!sc || !sc->count)
  2591. return cap_value(agi,1,USHRT_MAX);
  2592. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2593. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2594. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2595. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2596. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2597. agi += sc->data[SC_INCALLSTATUS].val1;
  2598. if(sc->data[SC_INCAGI].timer!=-1)
  2599. agi += sc->data[SC_INCAGI].val1;
  2600. if(sc->data[SC_AGIFOOD].timer!=-1)
  2601. agi += sc->data[SC_AGIFOOD].val1;
  2602. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>4)&0xF))
  2603. agi += (sc->data[SC_GUILDAURA].val4>>4)&0xF;
  2604. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2605. agi += 5;
  2606. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2607. agi += 2 + sc->data[SC_INCREASEAGI].val1;
  2608. if(sc->data[SC_INCREASING].timer!=-1)
  2609. agi += 4; // added based on skill updates [Reddozen]
  2610. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2611. agi -= 2 + sc->data[SC_DECREASEAGI].val1;
  2612. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2613. agi -= sc->data[SC_QUAGMIRE].val2;
  2614. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
  2615. agi -= sc->data[SC_SUITON].val2;
  2616. if(sc->data[SC_MARIONETTE].timer!=-1)
  2617. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2618. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2619. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2620. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2621. agi = 50;
  2622. return cap_value(agi,1,USHRT_MAX);
  2623. }
  2624. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2625. {
  2626. if(!sc || !sc->count)
  2627. return cap_value(vit,1,USHRT_MAX);
  2628. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2629. vit += sc->data[SC_INCALLSTATUS].val1;
  2630. if(sc->data[SC_INCVIT].timer!=-1)
  2631. vit += sc->data[SC_INCVIT].val1;
  2632. if(sc->data[SC_VITFOOD].timer!=-1)
  2633. vit += sc->data[SC_VITFOOD].val1;
  2634. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>8)&0xF))
  2635. vit += (sc->data[SC_GUILDAURA].val4>>8)&0xF;
  2636. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2637. vit += 5;
  2638. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2639. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2640. if(sc->data[SC_MARIONETTE].timer!=-1)
  2641. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2642. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2643. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2644. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2645. vit = 50;
  2646. return cap_value(vit,1,USHRT_MAX);
  2647. }
  2648. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2649. {
  2650. if(!sc || !sc->count)
  2651. return cap_value(int_,1,USHRT_MAX);
  2652. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2653. int_ += sc->data[SC_INCALLSTATUS].val1;
  2654. if(sc->data[SC_INCINT].timer!=-1)
  2655. int_ += sc->data[SC_INCINT].val1;
  2656. if(sc->data[SC_INTFOOD].timer!=-1)
  2657. int_ += sc->data[SC_INTFOOD].val1;
  2658. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2659. int_ += 5;
  2660. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2661. int_ += 5;
  2662. if(sc->data[SC_BLESSING].timer != -1){
  2663. if (sc->data[SC_BLESSING].val2)
  2664. int_ += sc->data[SC_BLESSING].val2;
  2665. else
  2666. int_ >>= 1;
  2667. }
  2668. if(sc->data[SC_STRIPHELM].timer!=-1)
  2669. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2670. if(sc->data[SC_NEN].timer!=-1)
  2671. int_ += sc->data[SC_NEN].val1;
  2672. if(sc->data[SC_CHANGE].timer!=-1)
  2673. int_ += 60;
  2674. if(sc->data[SC_MARIONETTE].timer!=-1)
  2675. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2676. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2677. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2678. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2679. int_ = 50;
  2680. return cap_value(int_,1,USHRT_MAX);
  2681. }
  2682. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2683. {
  2684. if(!sc || !sc->count)
  2685. return cap_value(dex,1,USHRT_MAX);
  2686. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2687. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2688. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2689. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2690. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2691. dex += sc->data[SC_INCALLSTATUS].val1;
  2692. if(sc->data[SC_INCDEX].timer!=-1)
  2693. dex += sc->data[SC_INCDEX].val1;
  2694. if(sc->data[SC_DEXFOOD].timer!=-1)
  2695. dex += sc->data[SC_DEXFOOD].val1;
  2696. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2697. dex += 5;
  2698. if(sc->data[SC_GUILDAURA].timer != -1 && (sc->data[SC_GUILDAURA].val4&0xF))
  2699. dex += sc->data[SC_GUILDAURA].val4&0xF;
  2700. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2701. dex += 5;
  2702. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2703. dex -= sc->data[SC_QUAGMIRE].val2;
  2704. if(sc->data[SC_BLESSING].timer != -1){
  2705. if (sc->data[SC_BLESSING].val2)
  2706. dex += sc->data[SC_BLESSING].val2;
  2707. else
  2708. dex >>= 1;
  2709. }
  2710. if(sc->data[SC_INCREASING].timer!=-1)
  2711. dex += 4; // added based on skill updates [Reddozen]
  2712. if(sc->data[SC_MARIONETTE].timer!=-1)
  2713. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2714. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2715. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2716. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2717. dex = 50;
  2718. return cap_value(dex,1,USHRT_MAX);
  2719. }
  2720. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2721. {
  2722. if(!sc || !sc->count)
  2723. return cap_value(luk,1,USHRT_MAX);
  2724. if(sc->data[SC_CURSE].timer!=-1)
  2725. return 0;
  2726. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2727. luk += sc->data[SC_INCALLSTATUS].val1;
  2728. if(sc->data[SC_INCLUK].timer!=-1)
  2729. luk += sc->data[SC_INCLUK].val1;
  2730. if(sc->data[SC_LUKFOOD].timer!=-1)
  2731. luk += sc->data[SC_LUKFOOD].val1;
  2732. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2733. luk += 5;
  2734. if(sc->data[SC_GLORIA].timer!=-1)
  2735. luk += 30;
  2736. if(sc->data[SC_MARIONETTE].timer!=-1)
  2737. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2738. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2739. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2740. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2741. luk = 50;
  2742. return cap_value(luk,1,USHRT_MAX);
  2743. }
  2744. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2745. {
  2746. if(!sc || !sc->count)
  2747. return cap_value(batk,0,USHRT_MAX);
  2748. if(sc->data[SC_ATKPOTION].timer!=-1)
  2749. batk += sc->data[SC_ATKPOTION].val1;
  2750. if(sc->data[SC_BATKFOOD].timer!=-1)
  2751. batk += sc->data[SC_BATKFOOD].val1;
  2752. if(sc->data[SC_INCATKRATE].timer!=-1)
  2753. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2754. if(sc->data[SC_PROVOKE].timer!=-1)
  2755. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2756. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2757. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2758. if(sc->data[SC_SKE].timer!=-1)
  2759. batk += batk * 3;
  2760. if(sc->data[SC_BLOODLUST].timer!=-1)
  2761. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2762. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2763. batk -= batk * 25/100;
  2764. if(sc->data[SC_CURSE].timer!=-1)
  2765. batk -= batk * 25/100;
  2766. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2767. // if(sc->data[SC_BLEEDING].timer != -1)
  2768. // batk -= batk * 25/100;
  2769. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2770. batk += 100;
  2771. return cap_value(batk,0,USHRT_MAX);
  2772. }
  2773. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2774. {
  2775. if(!sc || !sc->count)
  2776. return cap_value(watk,0,USHRT_MAX);
  2777. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2778. watk += sc->data[SC_IMPOSITIO].val2;
  2779. if(sc->data[SC_WATKFOOD].timer!=-1)
  2780. watk += sc->data[SC_WATKFOOD].val1;
  2781. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2782. watk += sc->data[SC_DRUMBATTLE].val2;
  2783. if(sc->data[SC_VOLCANO].timer!=-1)
  2784. watk += sc->data[SC_VOLCANO].val2;
  2785. if(sc->data[SC_INCATKRATE].timer!=-1)
  2786. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2787. if(sc->data[SC_PROVOKE].timer!=-1)
  2788. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2789. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2790. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2791. if(sc->data[SC_SKE].timer!=-1)
  2792. watk += watk * 3;
  2793. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2794. if (bl->type != BL_PC)
  2795. watk += sc->data[SC_NIBELUNGEN].val2;
  2796. else {
  2797. TBL_PC *sd = (TBL_PC*)bl;
  2798. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2799. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2800. watk += sc->data[SC_NIBELUNGEN].val2;
  2801. }
  2802. }
  2803. if(sc->data[SC_BLOODLUST].timer!=-1)
  2804. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  2805. if(sc->data[SC_CURSE].timer!=-1)
  2806. watk -= watk * 25/100;
  2807. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2808. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2809. return cap_value(watk,0,USHRT_MAX);
  2810. }
  2811. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2812. {
  2813. if(!sc || !sc->count)
  2814. return cap_value(matk,0,USHRT_MAX);
  2815. if(sc->data[SC_MATKPOTION].timer!=-1)
  2816. matk += sc->data[SC_MATKPOTION].val1;
  2817. if(sc->data[SC_MATKFOOD].timer!=-1)
  2818. matk += sc->data[SC_MATKFOOD].val1;
  2819. if(sc->data[SC_MAGICPOWER].timer!=-1)
  2820. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  2821. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2822. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  2823. if(sc->data[SC_INCMATKRATE].timer!=-1)
  2824. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  2825. return cap_value(matk,0,USHRT_MAX);
  2826. }
  2827. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  2828. {
  2829. if(!sc || !sc->count)
  2830. return cap_value(critical,10,SHRT_MAX);
  2831. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2832. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  2833. if (sc->data[SC_FORTUNE].timer!=-1)
  2834. critical += sc->data[SC_FORTUNE].val2;
  2835. if (sc->data[SC_TRUESIGHT].timer!=-1)
  2836. critical += sc->data[SC_TRUESIGHT].val2;
  2837. if(sc->data[SC_CLOAKING].timer!=-1)
  2838. critical += critical;
  2839. return cap_value(critical,10,SHRT_MAX);
  2840. }
  2841. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  2842. {
  2843. if(!sc || !sc->count)
  2844. return cap_value(hit,1,SHRT_MAX);
  2845. if(sc->data[SC_INCHIT].timer != -1)
  2846. hit += sc->data[SC_INCHIT].val1;
  2847. if(sc->data[SC_HITFOOD].timer!=-1)
  2848. hit += sc->data[SC_HITFOOD].val1;
  2849. if(sc->data[SC_TRUESIGHT].timer != -1)
  2850. hit += sc->data[SC_TRUESIGHT].val3;
  2851. if(sc->data[SC_HUMMING].timer!=-1)
  2852. hit += sc->data[SC_HUMMING].val2;
  2853. if(sc->data[SC_CONCENTRATION].timer != -1)
  2854. hit += sc->data[SC_CONCENTRATION].val3;
  2855. if(sc->data[SC_INCHITRATE].timer != -1)
  2856. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  2857. if(sc->data[SC_BLIND].timer != -1)
  2858. hit -= hit * 25/100;
  2859. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2860. hit -= 30;
  2861. if(sc->data[SC_INCREASING].timer!=-1)
  2862. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  2863. return cap_value(hit,1,SHRT_MAX);
  2864. }
  2865. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  2866. {
  2867. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  2868. flee -= flee * battle_config.gvg_flee_penalty/100;
  2869. if(!sc || !sc->count)
  2870. return cap_value(flee,1,SHRT_MAX);
  2871. if(sc->data[SC_INCFLEE].timer!=-1)
  2872. flee += sc->data[SC_INCFLEE].val1;
  2873. if(sc->data[SC_FLEEFOOD].timer!=-1)
  2874. flee += sc->data[SC_FLEEFOOD].val1;
  2875. if(sc->data[SC_WHISTLE].timer!=-1)
  2876. flee += sc->data[SC_WHISTLE].val2;
  2877. if(sc->data[SC_WINDWALK].timer!=-1)
  2878. flee += sc->data[SC_WINDWALK].val2;
  2879. if(sc->data[SC_INCFLEERATE].timer!=-1)
  2880. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  2881. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  2882. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  2883. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  2884. flee += sc->data[SC_MOON_COMFORT].val2;
  2885. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  2886. flee += 10;
  2887. if(sc->data[SC_SPIDERWEB].timer!=-1)
  2888. flee -= flee * 50/100;
  2889. if(sc->data[SC_BERSERK].timer!=-1)
  2890. flee -= flee * 50/100;
  2891. if(sc->data[SC_BLIND].timer!=-1)
  2892. flee -= flee * 25/100;
  2893. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2894. flee += 30;
  2895. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2896. flee -= sc->data[SC_GATLINGFEVER].val1*5;
  2897. if(sc->data[SC_SPEED].timer!=-1)
  2898. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  2899. return cap_value(flee,1,SHRT_MAX);
  2900. }
  2901. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  2902. {
  2903. if(!sc || !sc->count)
  2904. return cap_value(flee2,10,SHRT_MAX);
  2905. if(sc->data[SC_WHISTLE].timer!=-1)
  2906. flee2 += sc->data[SC_WHISTLE].val3*10;
  2907. return cap_value(flee2,10,SHRT_MAX);
  2908. }
  2909. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  2910. {
  2911. if(!sc || !sc->count)
  2912. return cap_value(def,0,CHAR_MAX);
  2913. if(sc->data[SC_BERSERK].timer!=-1)
  2914. return 0;
  2915. if(sc->data[SC_KEEPING].timer!=-1)
  2916. return 100;
  2917. if(sc->data[SC_SKA].timer != -1)
  2918. return sc->data[SC_SKA].val3;
  2919. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  2920. def += sc->data[SC_DEFENCE].val2 ;
  2921. if(sc->data[SC_STEELBODY].timer!=-1)
  2922. return 90;
  2923. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2924. def += sc->data[SC_DRUMBATTLE].val3;
  2925. if(sc->data[SC_INCDEFRATE].timer!=-1)
  2926. def += def * sc->data[SC_INCDEFRATE].val1/100;
  2927. if(sc->data[SC_FREEZE].timer!=-1)
  2928. def >>=1;
  2929. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2930. def >>=1;
  2931. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  2932. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  2933. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2934. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  2935. if(sc->data[SC_SKE].timer!=-1)
  2936. def >>=1;
  2937. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  2938. def -= def * sc->data[SC_PROVOKE].val4/100;
  2939. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  2940. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  2941. if (sc->data[SC_FLING].timer!=-1)
  2942. def -= def * (sc->data[SC_FLING].val2)/100;
  2943. return cap_value(def,0,CHAR_MAX);
  2944. }
  2945. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  2946. {
  2947. if(!sc || !sc->count)
  2948. return cap_value(def2,1,SHRT_MAX);
  2949. if(sc->data[SC_BERSERK].timer!=-1)
  2950. return 0;
  2951. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  2952. return 0;
  2953. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  2954. def2 += sc->data[SC_SUN_COMFORT].val2;
  2955. if(sc->data[SC_ANGELUS].timer!=-1)
  2956. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  2957. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2958. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  2959. if(sc->data[SC_POISON].timer!=-1)
  2960. def2 -= def2 * 25/100;
  2961. if(sc->data[SC_DPOISON].timer!=-1)
  2962. def2 -= def2 * 25/100;
  2963. if(sc->data[SC_SKE].timer!=-1)
  2964. def2 -= def2 * 50/100;
  2965. if(sc->data[SC_PROVOKE].timer!=-1)
  2966. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  2967. if(sc->data[SC_JOINTBEAT].timer!=-1){
  2968. if(sc->data[SC_JOINTBEAT].val2==3)
  2969. def2 -= def2 * 50/100;
  2970. else if(sc->data[SC_JOINTBEAT].val2==4)
  2971. def2 -= def2 * 25/100;
  2972. }
  2973. if(sc->data[SC_FLING].timer!=-1)
  2974. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  2975. return cap_value(def2,1,SHRT_MAX);
  2976. }
  2977. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  2978. {
  2979. if(!sc || !sc->count)
  2980. return cap_value(mdef,0,CHAR_MAX);
  2981. if(sc->data[SC_BERSERK].timer!=-1)
  2982. return 0;
  2983. if(sc->data[SC_BARRIER].timer!=-1)
  2984. return 100;
  2985. if(sc->data[SC_STEELBODY].timer!=-1)
  2986. return 90;
  2987. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  2988. return 90;
  2989. if(sc->data[SC_FREEZE].timer!=-1)
  2990. mdef += 25*mdef/100;
  2991. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2992. mdef += 25*mdef/100;
  2993. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  2994. mdef += sc->data[SC_ENDURE].val1;
  2995. return cap_value(mdef,0,CHAR_MAX);
  2996. }
  2997. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  2998. {
  2999. if(!sc || !sc->count)
  3000. return cap_value(mdef2,0,SHRT_MAX);
  3001. if(sc->data[SC_BERSERK].timer!=-1)
  3002. return 0;
  3003. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3004. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3005. return cap_value(mdef2,0,SHRT_MAX);
  3006. }
  3007. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3008. {
  3009. if(!sc || !sc->count)
  3010. return cap_value(speed,10,USHRT_MAX);
  3011. // Fixed reductions
  3012. if(sc->data[SC_CURSE].timer!=-1)
  3013. speed += 450;
  3014. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3015. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3016. if(sc->data[SC_WEDDING].timer!=-1)
  3017. speed += 300;
  3018. //% increases (they don't stack)
  3019. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3020. speed -= speed * 50/100;
  3021. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3022. speed -= speed * 25/100;
  3023. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3024. speed -= speed * 25/100;
  3025. else if(sc->data[SC_RUN].timer!=-1)
  3026. speed -= speed * 25/100;
  3027. else if(sc->data[SC_FUSION].timer != -1)
  3028. speed -= speed * 25/100;
  3029. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3030. speed -= speed * 20/100;
  3031. else if(sc->data[SC_BERSERK].timer!=-1)
  3032. speed -= speed * 20/100;
  3033. else if(sc->data[SC_AVOID].timer!=-1)
  3034. speed -= speed * sc->data[SC_AVOID].val2/100;
  3035. else if(sc->data[SC_WINDWALK].timer!=-1)
  3036. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3037. //% reductions (they stack)
  3038. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3039. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3040. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3041. speed = speed * 100/75;
  3042. if(sc->data[SC_STEELBODY].timer!=-1)
  3043. speed = speed * 100/75;
  3044. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3045. speed = speed * 100/50;
  3046. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3047. speed = speed * 100/sc->data[SC_SUITON].val3;
  3048. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3049. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3050. if(sc->data[SC_DEFENDER].timer!=-1)
  3051. speed = speed * 100/sc->data[SC_DEFENDER].val4;
  3052. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3053. speed = speed * 100/75;
  3054. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3055. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3056. speed = speed * 100/50;
  3057. else
  3058. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3059. speed = speed * 100/70;
  3060. }
  3061. if(sc->data[SC_CLOAKING].timer!=-1)
  3062. speed = speed * 100 /(
  3063. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3064. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3065. if(sc->data[SC_LONGING].timer!=-1)
  3066. speed = speed * 100/sc->data[SC_LONGING].val3;
  3067. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3068. speed = speed * 100/sc->data[SC_HIDING].val3;
  3069. if(sc->data[SC_CHASEWALK].timer!=-1)
  3070. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3071. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3072. speed = speed * 100/75;
  3073. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3074. speed = speed * 100/75;
  3075. return cap_value(speed,10,USHRT_MAX);
  3076. }
  3077. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3078. {
  3079. int i;
  3080. if(!sc || !sc->count)
  3081. return cap_value(aspd_rate,0,SHRT_MAX);
  3082. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3083. {
  3084. int max = 0;
  3085. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3086. max = sc->data[SC_STAR_COMFORT].val2;
  3087. if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 200)
  3088. max = 200;
  3089. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3090. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3091. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3092. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3093. max < sc->data[SC_ONEHAND].val2)
  3094. max = sc->data[SC_ONEHAND].val2;
  3095. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3096. max < sc->data[SC_ADRENALINE2].val2)
  3097. max = sc->data[SC_ADRENALINE2].val2;
  3098. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3099. max < sc->data[SC_ADRENALINE].val2)
  3100. max = sc->data[SC_ADRENALINE].val2;
  3101. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3102. max < sc->data[SC_SPEARQUICKEN].val2)
  3103. max = sc->data[SC_SPEARQUICKEN].val2;
  3104. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3105. max < sc->data[SC_GATLINGFEVER].val2)
  3106. max = sc->data[SC_GATLINGFEVER].val2;
  3107. if(sc->data[SC_FLEET].timer!=-1 &&
  3108. max < sc->data[SC_FLEET].val2)
  3109. max = sc->data[SC_FLEET].val2;
  3110. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3111. max < sc->data[SC_ASSNCROS].val2)
  3112. {
  3113. if (bl->type!=BL_PC)
  3114. max = sc->data[SC_ASSNCROS].val2;
  3115. else
  3116. switch(((TBL_PC*)bl)->status.weapon)
  3117. {
  3118. case W_BOW:
  3119. case W_REVOLVER:
  3120. case W_RIFLE:
  3121. case W_SHOTGUN:
  3122. case W_GATLING:
  3123. case W_GRENADE:
  3124. break;
  3125. default:
  3126. max = sc->data[SC_ASSNCROS].val2;
  3127. }
  3128. }
  3129. aspd_rate -= max;
  3130. if(sc->data[SC_BERSERK].timer!=-1)
  3131. aspd_rate -= 300; //Stacks with the rest of bonuses.
  3132. }
  3133. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3134. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3135. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3136. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3137. aspd_rate -= sc->data[i].val2;
  3138. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3139. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3140. if(sc->data[SC_LONGING].timer!=-1)
  3141. aspd_rate += sc->data[SC_LONGING].val2;
  3142. if(sc->data[SC_STEELBODY].timer!=-1)
  3143. aspd_rate += 250;
  3144. if(sc->data[SC_SKA].timer!=-1)
  3145. aspd_rate += 250;
  3146. if(sc->data[SC_DEFENDER].timer != -1)
  3147. aspd_rate += sc->data[SC_DEFENDER].val3;
  3148. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3149. aspd_rate += 250;
  3150. if(sc->data[SC_GRAVITATION].timer!=-1)
  3151. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3152. //Curse shouldn't effect on this?
  3153. // if(sc->data[SC_BLEEDING].timer != -1)
  3154. // aspd_rate += 250;
  3155. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3156. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3157. aspd_rate += 250;
  3158. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3159. aspd_rate += 100;
  3160. }
  3161. return cap_value(aspd_rate,0,SHRT_MAX);
  3162. }
  3163. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3164. {
  3165. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3166. return cap_value(dmotion,0,USHRT_MAX);
  3167. if (sc->data[SC_ENDURE].timer!=-1 ||
  3168. sc->data[SC_CONCENTRATION].timer!=-1)
  3169. return 0;
  3170. return cap_value(dmotion,0,USHRT_MAX);
  3171. }
  3172. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3173. {
  3174. if(!sc || !sc->count)
  3175. return cap_value(maxhp,1,UINT_MAX);
  3176. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3177. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3178. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3179. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3180. if(sc->data[SC_DELUGE].timer!=-1)
  3181. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3182. if(sc->data[SC_BERSERK].timer!=-1)
  3183. maxhp += maxhp * 2;
  3184. return cap_value(maxhp,1,UINT_MAX);
  3185. }
  3186. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3187. {
  3188. if(!sc || !sc->count)
  3189. return cap_value(maxsp,1,UINT_MAX);
  3190. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3191. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3192. if(sc->data[SC_SERVICE4U].timer!=-1)
  3193. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3194. return cap_value(maxsp,1,UINT_MAX);
  3195. }
  3196. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3197. {
  3198. if(!sc || !sc->count)
  3199. return element;
  3200. if( sc->data[SC_FREEZE].timer!=-1 )
  3201. return ELE_WATER;
  3202. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3203. return ELE_EARTH;
  3204. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3205. return ELE_HOLY;
  3206. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3207. return sc->data[SC_ELEMENTALCHANGE].val3;
  3208. return cap_value(element,0,UCHAR_MAX);
  3209. }
  3210. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3211. {
  3212. if(!sc || !sc->count)
  3213. return lv;
  3214. if( sc->data[SC_FREEZE].timer!=-1 )
  3215. return 1;
  3216. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3217. return 1;
  3218. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3219. return 1;
  3220. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3221. return sc->data[SC_ELEMENTALCHANGE].val4;
  3222. return cap_value(lv,1,4);
  3223. }
  3224. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3225. {
  3226. if(!sc || !sc->count)
  3227. return element;
  3228. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3229. return ELE_WATER;
  3230. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3231. return ELE_EARTH;
  3232. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3233. return ELE_FIRE;
  3234. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3235. return ELE_WIND;
  3236. if( sc->data[SC_ENCPOISON].timer!=-1)
  3237. return ELE_POISON;
  3238. if( sc->data[SC_ASPERSIO].timer!=-1)
  3239. return ELE_HOLY;
  3240. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3241. return ELE_DARK;
  3242. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3243. return ELE_GHOST;
  3244. return cap_value(element,0,UCHAR_MAX);
  3245. }
  3246. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3247. {
  3248. if(!sc || !sc->count)
  3249. return mode;
  3250. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3251. if (sc->data[SC_MODECHANGE].val2)
  3252. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3253. if (sc->data[SC_MODECHANGE].val3)
  3254. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3255. if (sc->data[SC_MODECHANGE].val4)
  3256. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3257. }
  3258. return cap_value(mode,0,USHRT_MAX);
  3259. }
  3260. /*==========================================
  3261. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3262. *------------------------------------------
  3263. */
  3264. void status_freecast_switch(struct map_session_data *sd)
  3265. {
  3266. struct status_data *status;
  3267. unsigned short b_speed,tmp;
  3268. status = &sd->battle_status;
  3269. b_speed = status->speed;
  3270. tmp = status->speed;
  3271. status->speed = sd->prev_speed;
  3272. sd->prev_speed = tmp;
  3273. tmp = status->adelay;
  3274. status->adelay = sd->prev_adelay;
  3275. sd->prev_adelay = tmp;
  3276. if(b_speed != status->speed)
  3277. clif_updatestatus(sd,SP_SPEED);
  3278. }
  3279. /*==========================================
  3280. * 対象のClassを返す(汎用)
  3281. * 戻りは整数で0以上
  3282. *------------------------------------------
  3283. */
  3284. int status_get_class(struct block_list *bl)
  3285. {
  3286. nullpo_retr(0, bl);
  3287. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3288. return ((struct mob_data *)bl)->vd->class_;
  3289. if(bl->type==BL_PC)
  3290. return ((struct map_session_data *)bl)->status.class_;
  3291. if(bl->type==BL_PET)
  3292. return ((struct pet_data *)bl)->class_;
  3293. if(bl->type==BL_HOMUNCULUS)
  3294. return ((struct homun_data *)bl)->master->homunculus.class_;
  3295. return 0;
  3296. }
  3297. /*==========================================
  3298. * 対象のレベルを返す(汎用)
  3299. * 戻りは整数で0以上
  3300. *------------------------------------------
  3301. */
  3302. int status_get_lv(struct block_list *bl)
  3303. {
  3304. nullpo_retr(0, bl);
  3305. if(bl->type==BL_MOB)
  3306. return ((TBL_MOB*)bl)->level;
  3307. if(bl->type==BL_PC)
  3308. return ((TBL_PC*)bl)->status.base_level;
  3309. if(bl->type==BL_PET)
  3310. return ((TBL_PET*)bl)->msd->pet.level;
  3311. if(bl->type==BL_HOMUNCULUS)
  3312. return ((TBL_HOMUNCULUS*)bl)->master->homunculus.level;
  3313. return 1;
  3314. }
  3315. struct status_data *status_get_status_data(struct block_list *bl)
  3316. {
  3317. nullpo_retr(NULL, bl);
  3318. switch (bl->type) {
  3319. case BL_PC:
  3320. return &((TBL_PC*)bl)->battle_status;
  3321. case BL_MOB:
  3322. return &((TBL_MOB*)bl)->status;
  3323. case BL_PET:
  3324. return &((TBL_PET*)bl)->status;
  3325. case BL_HOMUNCULUS:
  3326. return &((TBL_HOMUNCULUS*)bl)->battle_status;
  3327. default:
  3328. return &dummy_status;
  3329. }
  3330. }
  3331. struct status_data *status_get_base_status(struct block_list *bl)
  3332. {
  3333. nullpo_retr(NULL, bl);
  3334. switch (bl->type) {
  3335. case BL_PC:
  3336. return &((TBL_PC*)bl)->base_status;
  3337. case BL_MOB:
  3338. return ((TBL_MOB*)bl)->base_status?
  3339. ((TBL_MOB*)bl)->base_status:
  3340. &((TBL_MOB*)bl)->db->status;
  3341. case BL_PET:
  3342. return &((TBL_PET*)bl)->db->status;
  3343. case BL_HOMUNCULUS:
  3344. return &((TBL_HOMUNCULUS*)bl)->base_status;
  3345. default:
  3346. return NULL;
  3347. }
  3348. }
  3349. unsigned short status_get_lwatk(struct block_list *bl)
  3350. {
  3351. struct status_data *status = status_get_status_data(bl);
  3352. return status->lhw?status->lhw->atk:0;
  3353. }
  3354. unsigned short status_get_lwatk2(struct block_list *bl)
  3355. {
  3356. struct status_data *status = status_get_status_data(bl);
  3357. return status->lhw?status->lhw->atk2:0;
  3358. }
  3359. unsigned char status_get_def(struct block_list *bl)
  3360. {
  3361. struct unit_data *ud;
  3362. struct status_data *status = status_get_status_data(bl);
  3363. int def = status?status->def:0;
  3364. ud = unit_bl2ud(bl);
  3365. if (ud && ud->skilltimer != -1)
  3366. def -= def * skill_get_castdef(ud->skillid)/100;
  3367. if(def < 0) def = 0;
  3368. return def;
  3369. }
  3370. unsigned short status_get_speed(struct block_list *bl)
  3371. {
  3372. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3373. return ((struct npc_data *)bl)->speed;
  3374. return status_get_status_data(bl)->speed;
  3375. }
  3376. unsigned char status_get_attack_lelement(struct block_list *bl)
  3377. {
  3378. struct status_data *status = status_get_status_data(bl);
  3379. return status->lhw?status->lhw->ele:0;
  3380. }
  3381. int status_get_party_id(struct block_list *bl)
  3382. {
  3383. nullpo_retr(0, bl);
  3384. if(bl->type==BL_PC)
  3385. return ((struct map_session_data *)bl)->status.party_id;
  3386. if(bl->type==BL_PET)
  3387. return ((struct pet_data *)bl)->msd->status.party_id;
  3388. if(bl->type==BL_MOB){
  3389. struct mob_data *md=(struct mob_data *)bl;
  3390. if( md->master_id>0 )
  3391. {
  3392. struct map_session_data *msd;
  3393. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3394. return msd->status.party_id;
  3395. return -md->master_id;
  3396. }
  3397. return 0; //No party.
  3398. }
  3399. if(bl->type==BL_HOMUNCULUS){ //[orn]
  3400. struct homun_data *hd=(struct homun_data *)bl;
  3401. if( hd->master->bl.id>0 )
  3402. {
  3403. if ( hd->master != NULL)
  3404. return hd->master->status.party_id;
  3405. return -1;
  3406. }
  3407. return 0; //No party.
  3408. }
  3409. if(bl->type==BL_SKILL)
  3410. return ((struct skill_unit *)bl)->group->party_id;
  3411. return 0;
  3412. }
  3413. int status_get_guild_id(struct block_list *bl)
  3414. {
  3415. nullpo_retr(0, bl);
  3416. if(bl->type==BL_PC)
  3417. return ((struct map_session_data *)bl)->status.guild_id;
  3418. if(bl->type==BL_PET)
  3419. return ((struct pet_data *)bl)->msd->status.guild_id;
  3420. if(bl->type==BL_MOB)
  3421. {
  3422. struct map_session_data *msd;
  3423. struct mob_data *md = (struct mob_data *)bl;
  3424. if (md->guardian_data) //Guardian's guild [Skotlex]
  3425. return md->guardian_data->guild_id;
  3426. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3427. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3428. return 0; //No guild.
  3429. }
  3430. if(bl->type==BL_HOMUNCULUS){ //[orn]
  3431. struct homun_data *hd=(struct homun_data *)bl;
  3432. if( hd->master->bl.id>0 )
  3433. {
  3434. if ( hd->master != NULL)
  3435. return hd->master->status.guild_id;
  3436. return -1;
  3437. }
  3438. return 0; //No guild.
  3439. }
  3440. if (bl->type == BL_NPC && bl->subtype == SCRIPT)
  3441. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3442. if(bl->type==BL_SKILL)
  3443. return ((struct skill_unit *)bl)->group->guild_id;
  3444. return 0;
  3445. }
  3446. int status_get_mexp(struct block_list *bl)
  3447. {
  3448. nullpo_retr(0, bl);
  3449. if(bl->type==BL_MOB)
  3450. return ((struct mob_data *)bl)->db->mexp;
  3451. if(bl->type==BL_PET)
  3452. return ((struct pet_data *)bl)->db->mexp;
  3453. return 0;
  3454. }
  3455. int status_get_race2(struct block_list *bl)
  3456. {
  3457. nullpo_retr(0, bl);
  3458. if(bl->type == BL_MOB)
  3459. return ((struct mob_data *)bl)->db->race2;
  3460. if(bl->type==BL_PET)
  3461. return ((struct pet_data *)bl)->db->race2;
  3462. return 0;
  3463. }
  3464. int status_isdead(struct block_list *bl)
  3465. {
  3466. nullpo_retr(0, bl);
  3467. return status_get_status_data(bl)->hp == 0;
  3468. }
  3469. int status_isimmune(struct block_list *bl)
  3470. {
  3471. struct status_change *sc =status_get_sc(bl);
  3472. if (bl->type == BL_PC &&
  3473. ((TBL_PC*)bl)->special_state.no_magic_damage)
  3474. return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
  3475. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3476. return 1;
  3477. return 0;
  3478. }
  3479. struct view_data *status_get_viewdata(struct block_list *bl)
  3480. {
  3481. nullpo_retr(NULL, bl);
  3482. switch (bl->type)
  3483. {
  3484. case BL_PC:
  3485. return &((TBL_PC*)bl)->vd;
  3486. case BL_MOB:
  3487. return ((TBL_MOB*)bl)->vd;
  3488. case BL_PET:
  3489. return &((TBL_PET*)bl)->vd;
  3490. case BL_NPC:
  3491. return ((TBL_NPC*)bl)->vd;
  3492. case BL_HOMUNCULUS: //[blackhole89]
  3493. return ((struct homun_data*)bl)->vd;
  3494. }
  3495. return NULL;
  3496. }
  3497. void status_set_viewdata(struct block_list *bl, int class_)
  3498. {
  3499. struct view_data* vd;
  3500. nullpo_retv(bl);
  3501. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3502. vd = mob_get_viewdata(class_);
  3503. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3504. vd = npc_get_viewdata(class_);
  3505. else
  3506. vd = NULL;
  3507. switch (bl->type) {
  3508. case BL_PC:
  3509. {
  3510. TBL_PC* sd = (TBL_PC*)bl;
  3511. if (pcdb_checkid(class_)) {
  3512. if (sd->sc.option&OPTION_WEDDING)
  3513. class_ = JOB_WEDDING;
  3514. else
  3515. if (sd->sc.option&OPTION_XMAS)
  3516. class_ = JOB_XMAS;
  3517. else
  3518. if (sd->sc.option&OPTION_RIDING)
  3519. switch (class_)
  3520. { //Adapt class to a Mounted one.
  3521. case JOB_KNIGHT:
  3522. class_ = JOB_KNIGHT2;
  3523. break;
  3524. case JOB_CRUSADER:
  3525. class_ = JOB_CRUSADER2;
  3526. break;
  3527. case JOB_LORD_KNIGHT:
  3528. class_ = JOB_LORD_KNIGHT2;
  3529. break;
  3530. case JOB_PALADIN:
  3531. class_ = JOB_PALADIN2;
  3532. break;
  3533. case JOB_BABY_KNIGHT:
  3534. class_ = JOB_BABY_KNIGHT2;
  3535. break;
  3536. case JOB_BABY_CRUSADER:
  3537. class_ = JOB_BABY_CRUSADER2;
  3538. break;
  3539. }
  3540. sd->vd.class_ = class_;
  3541. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3542. sd->vd.head_top = sd->status.head_top;
  3543. sd->vd.head_mid = sd->status.head_mid;
  3544. sd->vd.head_bottom = sd->status.head_bottom;
  3545. sd->vd.hair_style = sd->status.hair;
  3546. sd->vd.hair_color = sd->status.hair_color;
  3547. sd->vd.cloth_color = sd->status.clothes_color;
  3548. sd->vd.sex = sd->status.sex;
  3549. } else if (vd)
  3550. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3551. else if (battle_config.error_log)
  3552. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3553. }
  3554. break;
  3555. case BL_MOB:
  3556. {
  3557. TBL_MOB* md = (TBL_MOB*)bl;
  3558. if (vd)
  3559. md->vd = vd;
  3560. else if (battle_config.error_log)
  3561. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3562. }
  3563. break;
  3564. case BL_PET:
  3565. {
  3566. TBL_PET* pd = (TBL_PET*)bl;
  3567. if (vd) {
  3568. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3569. if (!pcdb_checkid(vd->class_)) {
  3570. pd->vd.hair_style = battle_config.pet_hair_style;
  3571. if(pd->equip) {
  3572. pd->vd.head_bottom = itemdb_viewid(pd->equip);
  3573. if (!pd->vd.head_bottom)
  3574. pd->vd.head_bottom = pd->equip;
  3575. }
  3576. }
  3577. } else if (battle_config.error_log)
  3578. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3579. }
  3580. break;
  3581. case BL_NPC:
  3582. {
  3583. TBL_NPC* nd = (TBL_NPC*)bl;
  3584. if (vd)
  3585. nd->vd = vd;
  3586. else if (battle_config.error_log)
  3587. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3588. }
  3589. break;
  3590. case BL_HOMUNCULUS: //[blackhole89]
  3591. {
  3592. struct homun_data *hd = (struct homun_data*)bl;
  3593. if (vd)
  3594. hd->vd = vd;
  3595. else if (battle_config.error_log)
  3596. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3597. }
  3598. break;
  3599. }
  3600. vd = status_get_viewdata(bl);
  3601. if (vd && vd->cloth_color && (
  3602. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3603. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3604. ))
  3605. vd->cloth_color = 0;
  3606. }
  3607. struct status_change *status_get_sc(struct block_list *bl)
  3608. {
  3609. nullpo_retr(NULL, bl);
  3610. switch (bl->type) {
  3611. case BL_MOB:
  3612. return &((TBL_MOB*)bl)->sc;
  3613. case BL_PC:
  3614. return &((TBL_PC*)bl)->sc;
  3615. case BL_NPC:
  3616. return &((TBL_NPC*)bl)->sc;
  3617. case BL_HOMUNCULUS: //[blackhole89]
  3618. return &((TBL_HOMUNCULUS*)bl)->sc;
  3619. }
  3620. return NULL;
  3621. }
  3622. void status_change_init(struct block_list *bl)
  3623. {
  3624. struct status_change *sc = status_get_sc(bl);
  3625. int i;
  3626. nullpo_retv(sc);
  3627. memset(sc, 0, sizeof (struct status_change));
  3628. for (i=0; i< SC_MAX; i++)
  3629. sc->data[i].timer = -1;
  3630. }
  3631. //Returns defense against the specified status change.
  3632. //Return range is 0 (no resist) to 10000 (inmunity)
  3633. int status_get_sc_def(struct block_list *bl, int type)
  3634. {
  3635. int sc_def;
  3636. struct status_data* status;
  3637. struct status_change* sc;
  3638. struct map_session_data *sd;
  3639. nullpo_retr(0, bl);
  3640. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3641. if (status_isimmune(bl))
  3642. switch (type)
  3643. {
  3644. case SC_DECREASEAGI:
  3645. case SC_SILENCE:
  3646. case SC_COMA:
  3647. case SC_INCREASEAGI:
  3648. case SC_BLESSING:
  3649. case SC_SLOWPOISON:
  3650. case SC_IMPOSITIO:
  3651. case SC_AETERNA:
  3652. case SC_SUFFRAGIUM:
  3653. case SC_BENEDICTIO:
  3654. case SC_PROVIDENCE:
  3655. case SC_KYRIE:
  3656. case SC_ASSUMPTIO:
  3657. case SC_ANGELUS:
  3658. case SC_MAGNIFICAT:
  3659. case SC_GLORIA:
  3660. case SC_WINDWALK:
  3661. case SC_MAGICROD:
  3662. case SC_HALLUCINATION:
  3663. case SC_STONE:
  3664. case SC_QUAGMIRE:
  3665. case SC_SUITON:
  3666. return 10000;
  3667. }
  3668. status = status_get_status_data(bl);
  3669. switch (type)
  3670. {
  3671. case SC_STUN:
  3672. case SC_POISON:
  3673. case SC_DPOISON:
  3674. case SC_SILENCE:
  3675. case SC_BLEEDING:
  3676. sc_def = 300 +100*status->vit;
  3677. break;
  3678. case SC_SLEEP:
  3679. sc_def = 300 +100*status->int_;
  3680. break;
  3681. case SC_STONE:
  3682. case SC_FREEZE:
  3683. case SC_DECREASEAGI:
  3684. case SC_COMA:
  3685. sc_def = 300 +100*status->mdef;
  3686. break;
  3687. case SC_CURSE:
  3688. if (status->luk > status_get_lv(bl))
  3689. return 10000; //Special property: inmunity when luk is greater than level
  3690. else
  3691. sc_def = 300 +100*status->luk;
  3692. break;
  3693. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3694. sc_def = 300 +50*status->vit +50*status->int_;
  3695. break;
  3696. case SC_CONFUSION:
  3697. sc_def = 300 +50*status->str +50*status->int_;
  3698. break;
  3699. default:
  3700. return 0; //Effect that cannot be reduced? Likely a buff.
  3701. }
  3702. BL_CAST(BL_PC,bl,sd);
  3703. if (sd) {
  3704. if (battle_config.pc_sc_def_rate != 100)
  3705. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3706. if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  3707. && sd->reseff[type-SC_COMMON_MIN] > 0)
  3708. sc_def+= sd->reseff[type-SC_COMMON_MIN];
  3709. if (sc_def < battle_config.pc_max_sc_def)
  3710. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3711. status->luk/battle_config.pc_luk_sc_def;
  3712. else
  3713. sc_def = battle_config.pc_max_sc_def;
  3714. } else {
  3715. if (battle_config.mob_sc_def_rate != 100)
  3716. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3717. if (sc_def < battle_config.mob_max_sc_def)
  3718. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3719. status->luk/battle_config.mob_luk_sc_def;
  3720. else
  3721. sc_def = battle_config.mob_max_sc_def;
  3722. }
  3723. sc = status_get_sc(bl);
  3724. if (sc && sc->count)
  3725. {
  3726. if (sc->data[SC_SCRESIST].timer != -1)
  3727. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3728. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3729. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3730. }
  3731. return sc_def>10000?10000:sc_def;
  3732. }
  3733. //Reduces tick delay based on type and character defenses.
  3734. int status_get_sc_tick(struct block_list *bl, int type, int tick)
  3735. {
  3736. struct map_session_data *sd;
  3737. struct status_data* status;
  3738. int rate=0, min=0;
  3739. //If rate is positive, it is a % reduction (10000 -> 100%)
  3740. //if it is negative, it is an absolute reduction in ms.
  3741. BL_CAST(BL_PC,bl,sd);
  3742. status = status_get_status_data(bl);
  3743. switch (type) {
  3744. case SC_DECREASEAGI: /* 速度減少 */
  3745. if (sd) // Celest
  3746. tick>>=1;
  3747. break;
  3748. case SC_ADRENALINE:
  3749. case SC_ADRENALINE2:
  3750. case SC_WEAPONPERFECTION:
  3751. case SC_OVERTHRUST:
  3752. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  3753. tick += tick / 10;
  3754. break;
  3755. case SC_DPOISON:
  3756. case SC_POISON:
  3757. case SC_STUN:
  3758. case SC_BLEEDING:
  3759. case SC_SILENCE:
  3760. case SC_CURSE:
  3761. rate = 100*status->vit;
  3762. break;
  3763. case SC_SLEEP:
  3764. rate = 100*status->int_;
  3765. break;
  3766. case SC_STONE:
  3767. rate = -200*status->mdef;
  3768. break;
  3769. case SC_FREEZE:
  3770. rate = 100*status->mdef;
  3771. break;
  3772. case SC_BLIND:
  3773. rate = 50*status->vit +50*status->int_;
  3774. break;
  3775. case SC_CONFUSION:
  3776. rate = 50*status->str +50*status->int_;
  3777. break;
  3778. case SC_SWOO:
  3779. if (status->mode&MD_BOSS)
  3780. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  3781. break;
  3782. case SC_ANKLE:
  3783. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  3784. tick /= 5;
  3785. rate = -100*status->agi;
  3786. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  3787. // Changed to 3 secs and moved from skill.c [Skotlex]
  3788. min = 3000;
  3789. break;
  3790. case SC_SPIDERWEB:
  3791. if (map[bl->m].flag.pvp)
  3792. tick /=2;
  3793. break;
  3794. }
  3795. if (rate) {
  3796. if (bl->type == BL_PC) {
  3797. if (battle_config.pc_sc_def_rate != 100)
  3798. rate = rate*battle_config.pc_sc_def_rate/100;
  3799. if (battle_config.pc_max_sc_def != 10000)
  3800. min = tick*(10000-battle_config.pc_max_sc_def)/10000;
  3801. } else {
  3802. if (battle_config.mob_sc_def_rate != 100)
  3803. rate = rate*battle_config.mob_sc_def_rate/100;
  3804. if (battle_config.mob_max_sc_def != 10000)
  3805. min = tick*(10000-battle_config.mob_max_sc_def)/10000;
  3806. }
  3807. if (rate >0)
  3808. tick -= tick*rate/10000;
  3809. else
  3810. tick += rate;
  3811. }
  3812. return tick<min?min:tick;
  3813. }
  3814. /*==========================================
  3815. * Starts a status change.
  3816. * type = type, val1~4 depend on the type.
  3817. * rate = base success rate. 10000 = 100%
  3818. * Tick is base duration
  3819. * flag:
  3820. * &1: Cannot be avoided (it has to start)
  3821. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3822. * &4: sc_data loaded, no value has to be altered.
  3823. * &8: rate should not be reduced
  3824. *------------------------------------------
  3825. */
  3826. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3827. {
  3828. struct map_session_data *sd = NULL;
  3829. struct homun_data *hd = NULL;
  3830. struct status_change* sc;
  3831. struct status_data *status;
  3832. struct view_data *vd;
  3833. int opt_flag , calc_flag, undead_flag;
  3834. nullpo_retr(0, bl);
  3835. sc=status_get_sc(bl);
  3836. status = status_get_status_data(bl);
  3837. if (!sc || status_isdead(bl))
  3838. return 0;
  3839. switch (bl->type)
  3840. {
  3841. case BL_PC:
  3842. sd=(struct map_session_data *)bl;
  3843. break;
  3844. case BL_HOMUNCULUS:
  3845. hd=(struct homun_data *)bl; //[orn]
  3846. break;
  3847. case BL_MOB:
  3848. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3849. return 0; //Emperium can't be afflicted by status changes.
  3850. break;
  3851. }
  3852. if(type < 0 || type >= SC_MAX) {
  3853. if(battle_config.error_log)
  3854. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3855. return 0;
  3856. }
  3857. //Check rate
  3858. if (!(flag&(4|1))) {
  3859. int def;
  3860. def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
  3861. if (def)
  3862. rate -= rate*def/10000;
  3863. if (!(rand()%10000 < rate))
  3864. return 0;
  3865. }
  3866. //SC duration reduction.
  3867. if(!(flag&(2|4)) && tick) {
  3868. tick = status_get_sc_tick(bl, type, tick);
  3869. if (tick <= 0)
  3870. return 0;
  3871. }
  3872. undead_flag=battle_check_undead(status->race,status->def_ele);
  3873. //Check for inmunities / sc fails
  3874. switch (type) {
  3875. case SC_FREEZE:
  3876. case SC_STONE:
  3877. //Undead are inmune to Freeze/Stone
  3878. if (undead_flag && !(flag&1))
  3879. return 0;
  3880. case SC_SLEEP:
  3881. case SC_STUN:
  3882. if (sc->opt1)
  3883. return 0; //Cannot override other opt1 status changes. [Skotlex]
  3884. break;
  3885. case SC_CURSE:
  3886. //Dark Elementals are inmune to curse.
  3887. if (status->def_ele == ELE_DARK && !(flag&1))
  3888. return 0;
  3889. break;
  3890. case SC_COMA:
  3891. //Dark elementals and Demons are inmune to coma.
  3892. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  3893. return 0;
  3894. break;
  3895. case SC_SIGNUMCRUCIS:
  3896. //Only affects demons and undead.
  3897. if(status->race != RC_DEMON && !undead_flag)
  3898. return 0;
  3899. break;
  3900. case SC_AETERNA:
  3901. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  3902. return 0;
  3903. break;
  3904. case SC_OVERTHRUST:
  3905. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  3906. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  3907. break;
  3908. case SC_ADRENALINE:
  3909. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  3910. return 0;
  3911. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3912. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3913. sc->data[SC_DECREASEAGI].timer!=-1
  3914. )
  3915. return 0;
  3916. break;
  3917. case SC_ADRENALINE2:
  3918. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  3919. return 0;
  3920. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3921. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3922. sc->data[SC_DECREASEAGI].timer!=-1
  3923. )
  3924. return 0;
  3925. break;
  3926. case SC_ONEHAND:
  3927. case SC_TWOHANDQUICKEN:
  3928. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3929. return 0;
  3930. case SC_CONCENTRATE:
  3931. case SC_INCREASEAGI:
  3932. case SC_SPEARQUICKEN:
  3933. case SC_TRUESIGHT:
  3934. case SC_WINDWALK:
  3935. case SC_CARTBOOST:
  3936. case SC_ASSNCROS:
  3937. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  3938. return 0;
  3939. break;
  3940. case SC_CLOAKING:
  3941. //Avoid cloaking with no wall and low skill level. [Skotlex]
  3942. //Due to the cloaking card, we have to check the wall versus to known
  3943. //skill level rather than the used one. [Skotlex]
  3944. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  3945. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  3946. return 0;
  3947. break;
  3948. case SC_MODECHANGE:
  3949. {
  3950. int mode;
  3951. struct status_data *bstatus = status_get_base_status(bl);
  3952. if (!bstatus) return 0;
  3953. mode = val2?val2:bstatus->mode; //Base mode
  3954. if (val3) mode|= val3; //Add mode
  3955. if (val4) mode&=~val4; //Del mode
  3956. if (mode == bstatus->mode) { //No change.
  3957. if (sc->data[type].timer != -1) //Abort previous status
  3958. return status_change_end(bl, type, -1);
  3959. return 0;
  3960. }
  3961. }
  3962. }
  3963. //Check for BOSS resistances
  3964. if(status->mode&MD_BOSS && !(flag&1)) {
  3965. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  3966. return 0;
  3967. switch (type) {
  3968. case SC_BLESSING:
  3969. if (!undead_flag && status->race != RC_DEMON)
  3970. break;
  3971. case SC_QUAGMIRE:
  3972. case SC_DECREASEAGI:
  3973. case SC_SIGNUMCRUCIS:
  3974. case SC_PROVOKE:
  3975. case SC_ROKISWEIL:
  3976. case SC_COMA:
  3977. case SC_GRAVITATION:
  3978. case SC_SUITON:
  3979. return 0;
  3980. }
  3981. }
  3982. //Before overlapping fail, one must check for status cured.
  3983. switch (type) {
  3984. case SC_BLESSING:
  3985. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  3986. if (sc->data[SC_CURSE].timer!=-1)
  3987. status_change_end(bl,SC_CURSE,-1);
  3988. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3989. status_change_end(bl,SC_STONE,-1);
  3990. }
  3991. break;
  3992. case SC_INCREASEAGI:
  3993. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3994. status_change_end(bl,SC_DECREASEAGI,-1);
  3995. break;
  3996. case SC_DONTFORGETME:
  3997. //is this correct? Maybe all three should stop the same subset of SCs...
  3998. if(sc->data[SC_ASSNCROS].timer!=-1 )
  3999. status_change_end(bl,SC_ASSNCROS,-1);
  4000. case SC_QUAGMIRE:
  4001. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4002. status_change_end(bl,SC_CONCENTRATE,-1);
  4003. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4004. status_change_end(bl,SC_TRUESIGHT,-1);
  4005. if(sc->data[SC_WINDWALK].timer!=-1 )
  4006. status_change_end(bl,SC_WINDWALK,-1);
  4007. //Also blocks the ones below...
  4008. case SC_DECREASEAGI:
  4009. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4010. status_change_end(bl,SC_INCREASEAGI,-1);
  4011. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4012. status_change_end(bl,SC_ADRENALINE,-1);
  4013. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4014. status_change_end(bl,SC_ADRENALINE2,-1);
  4015. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4016. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4017. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4018. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4019. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4020. status_change_end(bl,SC_CARTBOOST,-1);
  4021. if(sc->data[SC_ONEHAND].timer!=-1 )
  4022. status_change_end(bl,SC_ONEHAND,-1);
  4023. break;
  4024. case SC_ONEHAND:
  4025. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4026. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4027. status_change_end(bl,SC_ASPDPOTION0,-1);
  4028. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4029. status_change_end(bl,SC_ASPDPOTION1,-1);
  4030. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4031. status_change_end(bl,SC_ASPDPOTION2,-1);
  4032. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4033. status_change_end(bl,SC_ASPDPOTION3,-1);
  4034. break;
  4035. case SC_MAXOVERTHRUST:
  4036. //Cancels Normal Overthrust. [Skotlex]
  4037. if (sc->data[SC_OVERTHRUST].timer != -1)
  4038. status_change_end(bl, SC_OVERTHRUST, -1);
  4039. break;
  4040. case SC_KYRIE:
  4041. // -- moonsoul (added to undo assumptio status if target has it)
  4042. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4043. status_change_end(bl,SC_ASSUMPTIO,-1);
  4044. break;
  4045. case SC_DELUGE:
  4046. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4047. status_change_end(bl,SC_BLIND,-1);
  4048. break;
  4049. case SC_SILENCE:
  4050. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4051. //Clear Gospel [Skotlex]
  4052. status_change_end(bl,SC_GOSPEL,-1);
  4053. break;
  4054. case SC_HIDING:
  4055. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4056. status_change_end(bl, SC_CLOSECONFINE, -1);
  4057. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4058. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4059. break;
  4060. case SC_BERSERK:
  4061. if(battle_config.berserk_cancels_buffs)
  4062. {
  4063. if (sc->data[SC_ONEHAND].timer != -1)
  4064. status_change_end(bl,SC_ONEHAND,-1);
  4065. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4066. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4067. if (sc->data[SC_CONCENTRATION].timer != -1)
  4068. status_change_end(bl,SC_CONCENTRATION,-1);
  4069. if (sc->data[SC_PARRYING].timer != -1)
  4070. status_change_end(bl,SC_PARRYING,-1);
  4071. if (sc->data[SC_AURABLADE].timer != -1)
  4072. status_change_end(bl,SC_AURABLADE,-1);
  4073. }
  4074. break;
  4075. case SC_ASSUMPTIO:
  4076. if(sc->data[SC_KYRIE].timer!=-1)
  4077. status_change_end(bl,SC_KYRIE,-1);
  4078. break;
  4079. case SC_CARTBOOST:
  4080. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4081. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4082. status_change_end(bl,SC_DECREASEAGI,-1);
  4083. return 0;
  4084. }
  4085. break;
  4086. case SC_FUSION:
  4087. if(sc->data[SC_SPIRIT].timer!=-1 )
  4088. status_change_end(bl,SC_SPIRIT,-1);
  4089. break;
  4090. case SC_ADJUSTMENT:
  4091. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4092. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4093. break;
  4094. case SC_MADNESSCANCEL:
  4095. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4096. status_change_end(bl,SC_ADJUSTMENT,-1);
  4097. break;
  4098. }
  4099. //Check for overlapping fails
  4100. if(sc->data[type].timer != -1){
  4101. switch (type) {
  4102. case SC_ADRENALINE:
  4103. case SC_ADRENALINE2:
  4104. case SC_WEAPONPERFECTION:
  4105. case SC_OVERTHRUST:
  4106. if (sc->data[type].val2 > val2)
  4107. return 0;
  4108. break;
  4109. case SC_WARM:
  4110. { //Fetch the Group, half the attack interval. [Skotlex]
  4111. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  4112. if (group)
  4113. group->interval/=2;
  4114. return 1;
  4115. }
  4116. case SC_STUN:
  4117. case SC_SLEEP:
  4118. case SC_POISON:
  4119. case SC_CURSE:
  4120. case SC_SILENCE:
  4121. case SC_CONFUSION:
  4122. case SC_BLIND:
  4123. case SC_BLEEDING:
  4124. case SC_DPOISON:
  4125. case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
  4126. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4127. case SC_MARIONETTE:
  4128. case SC_MARIONETTE2:
  4129. return 0;
  4130. case SC_DANCING:
  4131. case SC_DEVOTION:
  4132. case SC_ASPDPOTION0:
  4133. case SC_ASPDPOTION1:
  4134. case SC_ASPDPOTION2:
  4135. case SC_ASPDPOTION3:
  4136. case SC_ATKPOTION:
  4137. case SC_MATKPOTION:
  4138. case SC_JAILED:
  4139. break;
  4140. case SC_GOSPEL:
  4141. //Must not override a casting gospel char.
  4142. if(sc->data[type].val4 == BCT_SELF)
  4143. return 0;
  4144. if(sc->data[type].val1 > val1)
  4145. return 1;
  4146. break;
  4147. case SC_ENDURE:
  4148. if(sc->data[type].val4 && !val4)
  4149. return 1; //Don't let you override infinite endure.
  4150. if(sc->data[type].val1 > val1)
  4151. return 1;
  4152. break;
  4153. case SC_KAAHI:
  4154. if(sc->data[type].val1 > val1)
  4155. return 1;
  4156. //Delete timer if it exists.
  4157. if (sc->data[type].val4 != -1) {
  4158. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4159. sc->data[type].val4=-1;
  4160. }
  4161. break;
  4162. default:
  4163. if(sc->data[type].val1 > val1)
  4164. return 1; //Return true to not mess up skill animations. [Skotlex
  4165. }
  4166. (sc->count)--;
  4167. delete_timer(sc->data[type].timer, status_change_timer);
  4168. sc->data[type].timer = -1;
  4169. }
  4170. vd = status_get_viewdata(bl);
  4171. calc_flag = StatusChangeFlagTable[type];
  4172. if(!(flag&4)) //Do not parse val settings when loading SCs
  4173. switch(type){
  4174. case SC_ENDURE: /* インデュア */
  4175. val2 = 7; // Hit-count [Celest]
  4176. break;
  4177. case SC_AUTOBERSERK:
  4178. if (status->hp < status->max_hp>>2 &&
  4179. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4180. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4181. break;
  4182. case SC_SIGNUMCRUCIS:
  4183. val2 = 10 + val1*2; //Def reduction
  4184. clif_emotion(bl,4);
  4185. break;
  4186. case SC_MAXIMIZEPOWER:
  4187. val2 = tick>0?tick:60000;
  4188. break;
  4189. case SC_EDP: // [Celest]
  4190. val2 = val1 + 2; //Chance to Poison enemies.
  4191. break;
  4192. case SC_POISONREACT:
  4193. val2=val1/2 + val1%2; // Number of counters [Celest]
  4194. val3=50 + 5*val1; //Chance to counter. [Skotlex]
  4195. break;
  4196. case SC_MAGICROD:
  4197. val2 = val1*20; //SP gained
  4198. break;
  4199. case SC_KYRIE:
  4200. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4201. val3 = (val1 / 2 + 5); //Hits
  4202. break;
  4203. case SC_MAGICPOWER:
  4204. //val1: Skill lv
  4205. val2 = 1; //Lasts 1 invocation
  4206. //val3 will store matk_min (needed in case you use ground-spells)
  4207. //val4 will store matk_max
  4208. break;
  4209. case SC_SACRIFICE:
  4210. val2 = 5; //Lasts 5 hits
  4211. break;
  4212. case SC_ENCPOISON:
  4213. val2= 25+5*val1; //Poisoning Chance (2.5+5%)
  4214. case SC_ASPERSIO:
  4215. case SC_FIREWEAPON:
  4216. case SC_WATERWEAPON:
  4217. case SC_WINDWEAPON:
  4218. case SC_EARTHWEAPON:
  4219. case SC_SHADOWWEAPON:
  4220. case SC_GHOSTWEAPON:
  4221. skill_enchant_elemental_end(bl,type);
  4222. break;
  4223. case SC_ELEMENTALCHANGE:
  4224. //Val1 is skill level, val2 is skill that invoked this.
  4225. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4226. val3 = rand()%ELE_MAX;
  4227. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4228. break;
  4229. case SC_PROVIDENCE:
  4230. val2=val1*5; //Race/Ele resist
  4231. break;
  4232. case SC_REFLECTSHIELD:
  4233. val2=10+val1*3; //% Dmg reflected
  4234. break;
  4235. case SC_STRIPWEAPON:
  4236. if (bl->type != BL_PC) //Watk reduction
  4237. val2 = 5*val1;
  4238. break;
  4239. case SC_STRIPSHIELD:
  4240. if (bl->type != BL_PC) //Def reduction
  4241. val2 = 3*val1;
  4242. break;
  4243. case SC_STRIPARMOR:
  4244. if (bl->type != BL_PC) //Vit reduction
  4245. val2 = 8*val1;
  4246. break;
  4247. case SC_STRIPHELM:
  4248. if (bl->type != BL_PC) //Int reduction
  4249. val2 = 8*val1;
  4250. break;
  4251. case SC_AUTOSPELL:
  4252. //Val1 Skill LV of Autospell
  4253. //Val2 Skill ID to cast
  4254. //Val3 Max Lv to cast
  4255. val4 = 5 + val1*2; //Chance of casting
  4256. break;
  4257. case SC_VOLCANO:
  4258. if (status->def_ele == ELE_FIRE)
  4259. val2 = val1*10; //Watk increase
  4260. else
  4261. val2 = 0;
  4262. break;
  4263. case SC_VIOLENTGALE:
  4264. if (status->def_ele == ELE_WIND)
  4265. val2 = val1*3; //Flee increase
  4266. else
  4267. val2 = 0;
  4268. break;
  4269. case SC_DELUGE:
  4270. if(status->def_ele == ELE_WATER)
  4271. val2 = deluge_eff[val1-1]; //HP increase
  4272. else
  4273. val2 = 0;
  4274. break;
  4275. case SC_SUITON:
  4276. val2 = 0; //Agi penalty
  4277. val3 = 0; //Walk speed penalty
  4278. val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
  4279. if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
  4280. break;
  4281. else {
  4282. val3 = 50;
  4283. switch ((val1+1)/3) {
  4284. case 3:
  4285. val2 = 8;
  4286. break;
  4287. case 2:
  4288. val2 = 5;
  4289. break;
  4290. case 1:
  4291. val2 = 3;
  4292. break;
  4293. case 0:
  4294. val2 = 0;
  4295. break;
  4296. default:
  4297. val2 = 3*((val1+1)/3);
  4298. break;
  4299. }
  4300. }
  4301. break;
  4302. case SC_ONEHAND:
  4303. case SC_TWOHANDQUICKEN:
  4304. val2 = 300;
  4305. if (val1 > 10) //For boss casted skills [Skotlex]
  4306. val2 += 20*(val1-10);
  4307. break;
  4308. case SC_SPEARQUICKEN:
  4309. val2 = 200+10*val1;
  4310. break;
  4311. case SC_MOONLIT:
  4312. val2 = bl->id;
  4313. skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
  4314. break;
  4315. case SC_DANCING:
  4316. //val1 : Skill which is being danced.
  4317. //val2 : Skill Group of the Dance.
  4318. //val4 : Partner
  4319. val3 = 0; //Tick duration/Speed penalty.
  4320. if (sd) { //Store walk speed change in lower part of val3
  4321. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4322. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4323. val3 -= 40; //TODO: Figure out real bonus rate.
  4324. }
  4325. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4326. tick = 1000;
  4327. break;
  4328. case SC_LONGING:
  4329. val2 = 500-100*val1; //Aspd penalty.
  4330. val3 = 50+10*val1; //Walk speed adjustment.
  4331. break;
  4332. case SC_EXPLOSIONSPIRITS:
  4333. val2 = 75 + 25*val1; //Cri bonus
  4334. break;
  4335. case SC_ASPDPOTION0:
  4336. case SC_ASPDPOTION1:
  4337. case SC_ASPDPOTION2:
  4338. case SC_ASPDPOTION3:
  4339. val2 = 50*(2+type-SC_ASPDPOTION0);
  4340. break;
  4341. case SC_WEDDING:
  4342. case SC_XMAS:
  4343. if (!vd) return 0;
  4344. //Store previous values as they could be removed.
  4345. val1 = vd->class_;
  4346. val2 = vd->weapon;
  4347. val3 = vd->shield;
  4348. val4 = vd->cloth_color;
  4349. unit_stop_attack(bl);
  4350. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4351. clif_changelook(bl,LOOK_WEAPON,0);
  4352. clif_changelook(bl,LOOK_SHIELD,0);
  4353. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4354. break;
  4355. case SC_NOCHAT:
  4356. if(!battle_config.muting_players) {
  4357. sd->status.manner = 0; //Zido
  4358. return 0;
  4359. }
  4360. tick = 60000;
  4361. if (sd) clif_updatestatus(sd,SP_MANNER);
  4362. break;
  4363. case SC_STONE:
  4364. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4365. if (!val2) val2 = 1;
  4366. val3 = tick/1000; //Petrified HP-damage iterations.
  4367. if(val3 < 1) val3 = 1;
  4368. tick = 5000; //Petrifying time.
  4369. break;
  4370. case SC_DPOISON:
  4371. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4372. if (status->hp > status->max_hp>>2)
  4373. {
  4374. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4375. if (status->hp - diff < status->max_hp>>2)
  4376. diff = status->hp - (status->max_hp>>2);
  4377. status_zap(bl, diff, 0);
  4378. }
  4379. // fall through
  4380. case SC_POISON: /* 毒 */
  4381. val3 = tick/1000; //Damage iterations
  4382. if(val3 < 1) val3 = 1;
  4383. tick = 1000;
  4384. //val4: HP damage
  4385. if (bl->type == BL_PC)
  4386. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4387. else
  4388. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4389. break;
  4390. case SC_CONFUSION:
  4391. clif_emotion(bl,1);
  4392. break;
  4393. case SC_BLEEDING:
  4394. val4 = tick/10000;
  4395. if (!val4) val4 = 1;
  4396. tick = 10000;
  4397. break;
  4398. case SC_HIDING:
  4399. val2 = tick/1000;
  4400. tick = 1000;
  4401. //Store speed penalty on val3.
  4402. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4403. val3 = 20 + 6*val3;
  4404. val4 = val1+3; //Seconds before SP substraction happen.
  4405. break;
  4406. case SC_CHASEWALK:
  4407. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4408. val3 = 65+val1*5; //Speed adjustment.
  4409. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4410. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4411. val4 = 10+val1*2; //SP cost.
  4412. if (map_flag_gvg(bl->m)) val4 *= 5;
  4413. break;
  4414. case SC_CLOAKING:
  4415. val2 = tick>0?tick:60000; //SP consumption rate.
  4416. val3 = 0;
  4417. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4418. (val3=pc_checkskill(sd,TF_MISS))>0)
  4419. val3 *= -1; //Substract the Dodge speed bonus.
  4420. val3+= 70+val1*3; //Speed adjustment without a wall.
  4421. //With a wall, it is val3 +25.
  4422. //val4&1 signals the presence of a wall.
  4423. //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
  4424. if (bl->type == BL_PC) //Standard cloaking.
  4425. val4 |= battle_config.pc_cloak_check_type&3;
  4426. else
  4427. val4 |= battle_config.monster_cloak_check_type&3;
  4428. break;
  4429. case SC_SIGHT: /* サイト/ルアフ */
  4430. case SC_RUWACH:
  4431. case SC_SIGHTBLASTER:
  4432. val2 = tick/250;
  4433. tick = 10;
  4434. break;
  4435. //Permanent effects.
  4436. case SC_MODECHANGE:
  4437. case SC_WEIGHT50:
  4438. case SC_WEIGHT90:
  4439. case SC_BROKENWEAPON:
  4440. case SC_BROKENARMOR:
  4441. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4442. case SC_READYDOWN:
  4443. case SC_READYCOUNTER:
  4444. case SC_READYTURN:
  4445. case SC_DODGE:
  4446. tick = 600*1000;
  4447. break;
  4448. case SC_AUTOGUARD:
  4449. if (!flag)
  4450. {
  4451. struct map_session_data *tsd;
  4452. int i,t;
  4453. for(i=val2=0;i<val1;i++) {
  4454. t = 5-(i>>1);
  4455. val2 += (t < 0)? 1:t;
  4456. }
  4457. if (sd)
  4458. for (i = 0; i < 5; i++)
  4459. { //Pass the status to the other affected chars. [Skotlex]
  4460. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4461. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4462. }
  4463. }
  4464. break;
  4465. case SC_DEFENDER:
  4466. if (!flag)
  4467. {
  4468. struct map_session_data *tsd;
  4469. int i;
  4470. val2 = 5 + 15*val1; //Damage reduction
  4471. val3 = 250 - 50*val1; //Aspd adjustment
  4472. val4 = 135 - 5*val1; //Speed adjustment
  4473. if (sd)
  4474. for (i = 0; i < 5; i++)
  4475. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4476. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4477. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
  4478. }
  4479. }
  4480. break;
  4481. case SC_TENSIONRELAX:
  4482. if (sd) {
  4483. pc_setsit(sd);
  4484. clif_sitting(sd);
  4485. }
  4486. val2 = 12; //SP cost
  4487. val4 = 10000; //Decrease at 10secs intervals.
  4488. val3 = tick/val4;
  4489. tick = val4;
  4490. break;
  4491. case SC_PARRYING:
  4492. val2 = 20 + val1*3; //Block Chance
  4493. break;
  4494. case SC_WINDWALK:
  4495. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4496. val3 = 4*val2; //movement speed % increase is 4 times that
  4497. break;
  4498. case SC_JOINTBEAT: // Random break [DracoRPG]
  4499. val2 = rand()%6; //Type of break
  4500. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4501. break;
  4502. case SC_BERSERK:
  4503. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4504. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4505. //HP healing is performing after the calc_status call.
  4506. if (sd) sd->canregen_tick = gettick() + 300000;
  4507. //Val2 holds HP penalty
  4508. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4509. if (!val4) val4 = 10000; //Val4 holds damage interval
  4510. val3 = tick/val4; //val3 holds skill duration
  4511. tick = val4;
  4512. break;
  4513. case SC_GOSPEL:
  4514. if(val4 == BCT_SELF) { // self effect
  4515. val2 = tick/10000;
  4516. tick = 10000;
  4517. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4518. }
  4519. break;
  4520. case SC_MARIONETTE:
  4521. if (sd) {
  4522. val3 = 0;
  4523. val2 = sd->status.str>>1;
  4524. if (val2 > 0xFF) val2 = 0xFF;
  4525. val3|=val2<<16;
  4526. val2 = sd->status.agi>>1;
  4527. if (val2 > 0xFF) val2 = 0xFF;
  4528. val3|=val2<<8;
  4529. val2 = sd->status.vit>>1;
  4530. if (val2 > 0xFF) val2 = 0xFF;
  4531. val3|=val2;
  4532. val4 = 0;
  4533. val2 = sd->status.int_>>1;
  4534. if (val2 > 0xFF) val2 = 0xFF;
  4535. val4|=val2<<16;
  4536. val2 = sd->status.dex>>1;
  4537. if (val2 > 0xFF) val2 = 0xFF;
  4538. val4|=val2<<8;
  4539. val2 = sd->status.luk>>1;
  4540. if (val2 > 0xFF) val2 = 0xFF;
  4541. val4|=val2;
  4542. } else {
  4543. struct status_data *b_status = status_get_base_status(bl);
  4544. if (!b_status)
  4545. return 0;
  4546. val3 = 0;
  4547. val2 = b_status->str>>1;
  4548. if (val2 > 0xFF) val2 = 0xFF;
  4549. val3|=val2<<16;
  4550. val2 = b_status->agi>>1;
  4551. if (val2 > 0xFF) val2 = 0xFF;
  4552. val3|=val2<<8;
  4553. val2 = b_status->vit>>1;
  4554. if (val2 > 0xFF) val2 = 0xFF;
  4555. val3|=val2;
  4556. val4 = 0;
  4557. val2 = b_status->int_>>1;
  4558. if (val2 > 0xFF) val2 = 0xFF;
  4559. val4|=val2<<16;
  4560. val2 = b_status->dex>>1;
  4561. if (val2 > 0xFF) val2 = 0xFF;
  4562. val4|=val2<<8;
  4563. val2 = b_status->luk>>1;
  4564. if (val2 > 0xFF) val2 = 0xFF;
  4565. val4|=val2;
  4566. }
  4567. val2 = tick/1000;
  4568. tick = 1000;
  4569. break;
  4570. case SC_MARIONETTE2:
  4571. {
  4572. struct block_list *pbl = map_id2bl(val1);
  4573. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4574. int stat,max;
  4575. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4576. return 0;
  4577. val2 = tick /1000;
  4578. val3 = val4 = 0;
  4579. if (sd) {
  4580. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4581. //Str
  4582. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4583. if (sd->status.str+stat > max)
  4584. stat =max-sd->status.str;
  4585. val3 |= stat<<16;
  4586. //Agi
  4587. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4588. if (sd->status.agi+stat > max)
  4589. stat =max-sd->status.agi;
  4590. val3 |= stat<<8;
  4591. //Vit
  4592. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4593. if (sd->status.vit+stat > max)
  4594. stat =max-sd->status.vit;
  4595. val3 |= stat;
  4596. //Int
  4597. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4598. if (sd->status.int_+stat > max)
  4599. stat =max-sd->status.int_;
  4600. val4 |= stat<<16;
  4601. //Dex
  4602. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4603. if (sd->status.dex+stat > max)
  4604. stat =max-sd->status.dex;
  4605. val4 |= stat<<8;
  4606. //Luk
  4607. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4608. if (sd->status.luk+stat > max)
  4609. stat =max-sd->status.luk;
  4610. val4 |= stat;
  4611. } else {
  4612. struct status_data *status = status_get_base_status(bl);
  4613. if (!status) return 0;
  4614. max = 0xFF; //Assume a 256 max parameter
  4615. //Str
  4616. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4617. if (status->str+stat > max)
  4618. stat = max - status->str;
  4619. val3 |= stat<<16;
  4620. //Agi
  4621. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4622. if (status->agi+stat > max)
  4623. stat = max - status->agi;
  4624. val3 |= stat<<8;
  4625. //Vit
  4626. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4627. if (status->vit+stat > max)
  4628. stat = max - status->vit;
  4629. val3 |= stat;
  4630. //Int
  4631. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4632. if (status->int_+stat > max)
  4633. stat = max - status->int_;
  4634. val4 |= stat<<16;
  4635. //Dex
  4636. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4637. if (status->dex+stat > max)
  4638. stat = max - status->dex;
  4639. val4 |= stat<<8;
  4640. //Luk
  4641. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4642. if (status->luk+stat > max)
  4643. stat = max - status->luk;
  4644. val4 |= stat;
  4645. }
  4646. tick = 1000;
  4647. break;
  4648. }
  4649. case SC_REJECTSWORD:
  4650. val2 = 15*val1; //Reflect chance
  4651. val3 = 3; //Reflections
  4652. break;
  4653. case SC_MEMORIZE:
  4654. val2 = 5; //Memorized casts.
  4655. break;
  4656. case SC_GRAVITATION:
  4657. val2 = 50*val1; //aspd reduction
  4658. if (val3 == BCT_SELF) {
  4659. struct unit_data *ud = unit_bl2ud(bl);
  4660. if (ud) {
  4661. ud->canmove_tick += tick;
  4662. ud->canact_tick += tick;
  4663. }
  4664. }
  4665. break;
  4666. case SC_HERMODE:
  4667. status_change_clear_buffs(bl,1);
  4668. break;
  4669. case SC_REGENERATION:
  4670. if (val1 == 1)
  4671. val2 = 2;
  4672. else
  4673. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4674. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4675. break;
  4676. case SC_DEVOTION:
  4677. {
  4678. struct map_session_data *src;
  4679. if ((src = map_id2sd(val1)) && src->sc.count)
  4680. { //Try to inherit the status from the Crusader [Skotlex]
  4681. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4682. //once the Crusader's status changes, it will reflect on the others.
  4683. int type2 = SC_AUTOGUARD;
  4684. if (src->sc.data[type2].timer != -1)
  4685. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4686. type2 = SC_DEFENDER;
  4687. if (src->sc.data[type2].timer != -1)
  4688. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4689. type2 = SC_REFLECTSHIELD;
  4690. if (src->sc.data[type2].timer != -1)
  4691. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4692. }
  4693. break;
  4694. }
  4695. case SC_COMA: //Coma. Sends a char to 1HP
  4696. status_zap(bl, status_get_hp(bl)-1, 0);
  4697. return 1;
  4698. case SC_CLOSECONFINE2:
  4699. {
  4700. struct block_list *src = val2?map_id2bl(val2):NULL;
  4701. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4702. if (src && sc2) {
  4703. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4704. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4705. else { //Increase count of locked enemies and refresh time.
  4706. sc2->data[SC_CLOSECONFINE].val2++;
  4707. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4708. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4709. }
  4710. } else //Status failed.
  4711. return 0;
  4712. }
  4713. break;
  4714. case SC_KAITE:
  4715. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4716. break;
  4717. case SC_KAUPE:
  4718. switch (val1) {
  4719. case 3: //33*3 + 1 -> 100%
  4720. val2++;
  4721. case 1:
  4722. case 2: //33, 66%
  4723. val2 += 33*val1;
  4724. val3 = 1; //Dodge 1 attack total.
  4725. break;
  4726. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4727. val2 = 100;
  4728. val3 = val1-2;
  4729. break;
  4730. }
  4731. break;
  4732. case SC_COMBO:
  4733. {
  4734. struct unit_data *ud = unit_bl2ud(bl);
  4735. switch (val1) { //Val1 contains the skill id
  4736. case TK_STORMKICK:
  4737. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4738. break;
  4739. case TK_DOWNKICK:
  4740. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4741. break;
  4742. case TK_TURNKICK:
  4743. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4744. break;
  4745. case TK_COUNTER:
  4746. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4747. break;
  4748. }
  4749. if (ud) {
  4750. ud->attackabletime = gettick()+tick;
  4751. unit_set_walkdelay(bl, gettick(), tick, 1);
  4752. }
  4753. val4 = tick; //Store combo-time in val4.
  4754. }
  4755. break;
  4756. case SC_TKREST:
  4757. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4758. break;
  4759. case SC_RUN:
  4760. val4 = gettick(); //Store time at which you started running.
  4761. break;
  4762. case SC_KAAHI:
  4763. if(flag&4) {
  4764. val4 = -1;
  4765. break;
  4766. }
  4767. val2 = 200*val1; //HP heal
  4768. val3 = 5*val1; //SP cost
  4769. val4 = -1; //Kaahi Timer.
  4770. break;
  4771. case SC_BLESSING:
  4772. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4773. val2 = val1;
  4774. else
  4775. val2 = 0; //0 -> Half stat.
  4776. break;
  4777. case SC_TRICKDEAD:
  4778. if (vd) vd->dead_sit = 1;
  4779. break;
  4780. case SC_CONCENTRATE:
  4781. val2 = 2 + val1;
  4782. if (sd) { //Store the card-bonus data that should not count in the %
  4783. val3 = sd->param_bonus[1]; //Agi
  4784. val4 = sd->param_bonus[4]; //Dex
  4785. } else {
  4786. val3 = val4 = 0;
  4787. }
  4788. break;
  4789. case SC_ADRENALINE2:
  4790. case SC_ADRENALINE:
  4791. if (val2 || !battle_config.party_skill_penalty)
  4792. val2 = 300;
  4793. else
  4794. val2 = 200;
  4795. break;
  4796. case SC_CONCENTRATION:
  4797. val2 = 5*val1; //Batk/Watk Increase
  4798. val3 = 10*val1; //Hit Increase
  4799. val4 = 5*val1; //Def reduction
  4800. break;
  4801. case SC_ANGELUS:
  4802. val2 = 5*val1; //def increase
  4803. break;
  4804. case SC_IMPOSITIO:
  4805. val2 = 5*val1; //watk increase
  4806. break;
  4807. case SC_MELTDOWN:
  4808. val2 = 100*val1; //Chance to break weapon
  4809. val3 = 70*val1; //Change to break armor
  4810. break;
  4811. case SC_TRUESIGHT:
  4812. val2 = 10*val1; //Critical increase
  4813. val3 = 3*val1; //Hit increase
  4814. break;
  4815. case SC_SUN_COMFORT:
  4816. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4817. break;
  4818. case SC_MOON_COMFORT:
  4819. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
  4820. break;
  4821. case SC_STAR_COMFORT:
  4822. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  4823. break;
  4824. case SC_QUAGMIRE:
  4825. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4826. break;
  4827. // gs_something1 [Vicious]
  4828. case SC_GATLINGFEVER:
  4829. val2 = 20*val1; //Aspd increase
  4830. val3 = 5*val1; //Flee decrease
  4831. break;
  4832. case SC_FLING:
  4833. val2 = 3*val1; //Def reduction
  4834. val3 = 3*val1; //Def2 reduction
  4835. break;
  4836. case SC_PROVOKE:
  4837. //val2 signals autoprovoke.
  4838. val3 = 2+3*val1; //Atk increase
  4839. val4 = 5+5*val1; //Def reduction.
  4840. break;
  4841. case SC_AVOID:
  4842. val2 = 10*val1; //Speed change rate.
  4843. break;
  4844. case SC_DEFENCE:
  4845. val2 = 2*val1; //Def bonus
  4846. break;
  4847. case SC_BLOODLUST:
  4848. val2 = 20+10*val1; //Atk rate change.
  4849. break;
  4850. case SC_FLEET:
  4851. val2 = 30*val1; //Aspd change
  4852. val3 = 5+5*val1; //Atk rate change
  4853. break;
  4854. case SC_MINDBREAKER:
  4855. val2 = 20*val1; //matk increase.
  4856. val3 = 12*val1; //mdef2 reduction.
  4857. break;
  4858. case SC_SKA:
  4859. val2 = tick/1000;
  4860. val3 = rand()%100; //Def changes randomly every second...
  4861. tick = 1000;
  4862. break;
  4863. case SC_JAILED:
  4864. tick = val1>0?1000:250;
  4865. break;
  4866. default:
  4867. if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
  4868. { //Status change with no calc, and no skill associated...? unknown?
  4869. if(battle_config.error_log)
  4870. ShowError("UnknownStatusChange [%d]\n", type);
  4871. return 0;
  4872. }
  4873. }
  4874. else //Special considerations when loading SC data.
  4875. switch (type) {
  4876. case SC_WEDDING:
  4877. case SC_XMAS:
  4878. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4879. clif_changelook(bl,LOOK_WEAPON,0);
  4880. clif_changelook(bl,LOOK_SHIELD,0);
  4881. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  4882. break;
  4883. case SC_KAAHI:
  4884. val4 = -1;
  4885. break;
  4886. }
  4887. //Those that make you stop attacking/walking....
  4888. switch (type) {
  4889. case SC_FREEZE:
  4890. case SC_STUN:
  4891. case SC_SLEEP:
  4892. case SC_STONE:
  4893. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  4894. pc_setstand(sd);
  4895. case SC_TRICKDEAD:
  4896. unit_stop_attack(bl);
  4897. skill_stop_dancing(bl);
  4898. // Cancel cast when get status [LuzZza]
  4899. if (battle_config.sc_castcancel)
  4900. unit_skillcastcancel(bl, 0);
  4901. case SC_STOP:
  4902. case SC_CONFUSION:
  4903. case SC_CLOSECONFINE:
  4904. case SC_CLOSECONFINE2:
  4905. case SC_ANKLE:
  4906. case SC_SPIDERWEB:
  4907. unit_stop_walking(bl,1);
  4908. break;
  4909. case SC_HIDING:
  4910. case SC_CLOAKING:
  4911. case SC_CHASEWALK:
  4912. unit_stop_attack(bl);
  4913. break;
  4914. }
  4915. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  4916. clif_status_change(bl,StatusIconChangeTable[type],1);
  4917. // Set option as needed.
  4918. opt_flag = 1;
  4919. switch(type){
  4920. //OPT1
  4921. case SC_STONE:
  4922. case SC_FREEZE:
  4923. case SC_STUN:
  4924. case SC_SLEEP:
  4925. if(type == SC_STONE)
  4926. sc->opt1 = OPT1_STONEWAIT;
  4927. else
  4928. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  4929. break;
  4930. //OPT2
  4931. case SC_POISON:
  4932. case SC_CURSE:
  4933. case SC_SILENCE:
  4934. case SC_BLIND:
  4935. sc->opt2 |= 1<<(type-SC_POISON);
  4936. break;
  4937. case SC_DPOISON:
  4938. sc->opt2 |= OPT2_DPOISON;
  4939. break;
  4940. case SC_SIGNUMCRUCIS:
  4941. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  4942. break;
  4943. //OPT3
  4944. case SC_TWOHANDQUICKEN:
  4945. case SC_SPEARQUICKEN:
  4946. case SC_CONCENTRATION:
  4947. sc->opt3 |= 1;
  4948. opt_flag = 0;
  4949. break;
  4950. case SC_MAXOVERTHRUST:
  4951. case SC_OVERTHRUST:
  4952. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  4953. case SC_NEN:
  4954. sc->opt3 |= 2;
  4955. opt_flag = 0;
  4956. break;
  4957. case SC_ENERGYCOAT:
  4958. sc->opt3 |= 4;
  4959. opt_flag = 0;
  4960. break;
  4961. case SC_INCATKRATE:
  4962. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  4963. if (bl->type != BL_MOB) {
  4964. opt_flag = 0;
  4965. break;
  4966. }
  4967. case SC_EXPLOSIONSPIRITS:
  4968. sc->opt3 |= 8;
  4969. opt_flag = 0;
  4970. break;
  4971. case SC_STEELBODY:
  4972. case SC_SKA:
  4973. sc->opt3 |= 16;
  4974. opt_flag = 0;
  4975. break;
  4976. case SC_BLADESTOP:
  4977. sc->opt3 |= 32;
  4978. opt_flag = 0;
  4979. break;
  4980. case SC_BERSERK:
  4981. sc->opt3 |= 128;
  4982. opt_flag = 0;
  4983. break;
  4984. case SC_MARIONETTE:
  4985. case SC_MARIONETTE2:
  4986. sc->opt3 |= 1024;
  4987. opt_flag = 0;
  4988. break;
  4989. case SC_ASSUMPTIO:
  4990. sc->opt3 |= 2048;
  4991. opt_flag = 0;
  4992. break;
  4993. case SC_WARM: //SG skills [Komurka]
  4994. sc->opt3 |= 4096;
  4995. opt_flag = 0;
  4996. break;
  4997. case SC_KAITE:
  4998. sc->opt3 |= 8192;
  4999. opt_flag = 0;
  5000. break;
  5001. //OPTION
  5002. case SC_HIDING:
  5003. sc->option |= OPTION_HIDE;
  5004. break;
  5005. case SC_CLOAKING:
  5006. sc->option |= OPTION_CLOAK;
  5007. break;
  5008. case SC_CHASEWALK:
  5009. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5010. break;
  5011. case SC_SIGHT:
  5012. sc->option |= OPTION_SIGHT;
  5013. break;
  5014. case SC_RUWACH:
  5015. sc->option |= OPTION_RUWACH;
  5016. break;
  5017. case SC_WEDDING:
  5018. sc->option |= OPTION_WEDDING;
  5019. break;
  5020. case SC_XMAS:
  5021. sc->option |= OPTION_XMAS;
  5022. break;
  5023. case SC_ORCISH:
  5024. sc->option |= OPTION_ORCISH;
  5025. break;
  5026. case SC_SIGHTTRASHER:
  5027. sc->option |= OPTION_SIGHTTRASHER;
  5028. break;
  5029. case SC_FUSION:
  5030. sc->option |= OPTION_FLYING;
  5031. break;
  5032. default:
  5033. opt_flag = 0;
  5034. }
  5035. if(opt_flag)
  5036. clif_changeoption(bl);
  5037. (sc->count)++;
  5038. sc->data[type].val1 = val1;
  5039. sc->data[type].val2 = val2;
  5040. sc->data[type].val3 = val3;
  5041. sc->data[type].val4 = val4;
  5042. sc->data[type].timer = add_timer(
  5043. gettick() + tick, status_change_timer, bl->id, type);
  5044. if (calc_flag)
  5045. status_calc_bl(bl,calc_flag);
  5046. if(sd && sd->pd)
  5047. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5048. if (type==SC_JAILED && sd && sd->mapindex != val2) {
  5049. if (pc_setpos(sd,(unsigned short)val2,0, 0, 3) == 0)
  5050. pc_setsavepoint(sd, (unsigned short)val2, 0, 0);
  5051. }
  5052. if (type==SC_BERSERK) {
  5053. sc->data[type].val2 = 5*status->max_hp/100;
  5054. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5055. status_set_sp(bl, 0, 0); //Damage all SP
  5056. }
  5057. if (type==SC_RUN) {
  5058. struct unit_data *ud = unit_bl2ud(bl);
  5059. if (ud)
  5060. ud->state.running = unit_run(bl);
  5061. }
  5062. return 1;
  5063. }
  5064. /*==========================================
  5065. * ステータス異常全解除
  5066. *------------------------------------------
  5067. */
  5068. int status_change_clear(struct block_list *bl,int type)
  5069. {
  5070. struct status_change* sc;
  5071. int i;
  5072. sc = status_get_sc(bl);
  5073. if (!sc || sc->count == 0)
  5074. return 0;
  5075. if(sc->data[SC_DANCING].timer != -1)
  5076. skill_stop_dancing(bl);
  5077. for(i = 0; i < SC_MAX; i++)
  5078. {
  5079. //Type 0: PC killed -> Place here stats that do not dispel on death.
  5080. if(sc->data[i].timer == -1 ||
  5081. (type == 0 && (
  5082. i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT ||
  5083. i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM ||
  5084. i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN ||
  5085. i == SC_DODGE || i == SC_JAILED
  5086. )))
  5087. continue;
  5088. status_change_end(bl, i, -1);
  5089. if (type == 1 && sc->data[i].timer != -1)
  5090. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5091. (sc->count)--;
  5092. delete_timer(sc->data[i].timer, status_change_timer);
  5093. sc->data[i].timer = -1;
  5094. }
  5095. }
  5096. sc->opt1 = 0;
  5097. sc->opt2 = 0;
  5098. sc->opt3 = 0;
  5099. sc->option &= OPTION_MASK;
  5100. if(!type || type&2)
  5101. clif_changeoption(bl);
  5102. return 1;
  5103. }
  5104. /*==========================================
  5105. * ステータス異常終了
  5106. *------------------------------------------
  5107. */
  5108. int status_change_end( struct block_list* bl , int type,int tid )
  5109. {
  5110. struct map_session_data *sd;
  5111. struct status_change *sc;
  5112. struct status_data *status;
  5113. struct view_data *vd;
  5114. int opt_flag=0, calc_flag;
  5115. nullpo_retr(0, bl);
  5116. sc = status_get_sc(bl);
  5117. status = status_get_status_data(bl);
  5118. nullpo_retr(0,sc);
  5119. nullpo_retr(0,status);
  5120. if(type < 0 || type >= SC_MAX)
  5121. return 0;
  5122. BL_CAST(BL_PC,bl,sd);
  5123. if (sc->data[type].timer == -1 ||
  5124. (sc->data[type].timer != tid && tid != -1))
  5125. return 0;
  5126. if (tid == -1)
  5127. delete_timer(sc->data[type].timer,status_change_timer);
  5128. sc->data[type].timer=-1;
  5129. (sc->count)--;
  5130. vd = status_get_viewdata(bl);
  5131. calc_flag = StatusChangeFlagTable[type];
  5132. switch(type){
  5133. case SC_WEDDING:
  5134. case SC_XMAS:
  5135. if (!vd) return 0;
  5136. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5137. status_set_viewdata(bl, sd->status.class_);
  5138. else {
  5139. vd->class_ = sc->data[type].val1;
  5140. vd->weapon = sc->data[type].val2;
  5141. vd->shield = sc->data[type].val3;
  5142. vd->cloth_color = sc->data[type].val4;
  5143. }
  5144. clif_changelook(bl,LOOK_BASE,vd->class_);
  5145. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5146. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5147. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5148. break;
  5149. case SC_RUN:
  5150. {
  5151. struct unit_data *ud = unit_bl2ud(bl);
  5152. if (ud) {
  5153. ud->state.running = 0;
  5154. if (ud->walktimer != -1)
  5155. unit_stop_walking(bl,1);
  5156. }
  5157. if (sc->data[type].val1 >= 7 &&
  5158. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5159. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
  5160. (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
  5161. )
  5162. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5163. }
  5164. break;
  5165. case SC_AUTOBERSERK:
  5166. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5167. status_change_end(bl,SC_PROVOKE,-1);
  5168. break;
  5169. case SC_DEFENDER:
  5170. case SC_REFLECTSHIELD:
  5171. case SC_AUTOGUARD:
  5172. if (sd) {
  5173. struct map_session_data *tsd;
  5174. int i;
  5175. for (i = 0; i < 5; i++)
  5176. { //Clear the status from the others too [Skotlex]
  5177. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5178. status_change_end(&tsd->bl,type,-1);
  5179. }
  5180. }
  5181. break;
  5182. case SC_DEVOTION:
  5183. {
  5184. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5185. //The status could have changed because the Crusader left the game. [Skotlex]
  5186. if (md)
  5187. {
  5188. md->devotion[sc->data[type].val2] = 0;
  5189. clif_devotion(md);
  5190. }
  5191. //Remove AutoGuard and Defender [Skotlex]
  5192. if (sc->data[SC_AUTOGUARD].timer != -1)
  5193. status_change_end(bl,SC_AUTOGUARD,-1);
  5194. if (sc->data[SC_DEFENDER].timer != -1)
  5195. status_change_end(bl,SC_DEFENDER,-1);
  5196. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5197. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5198. break;
  5199. }
  5200. case SC_BLADESTOP:
  5201. if(sc->data[type].val4)
  5202. {
  5203. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5204. struct status_change *tsc = status_get_sc(tbl);
  5205. sc->data[type].val4 = 0;
  5206. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5207. {
  5208. tsc->data[SC_BLADESTOP].val4 = 0;
  5209. status_change_end(tbl,SC_BLADESTOP,-1);
  5210. }
  5211. clif_bladestop(bl,tbl,0);
  5212. }
  5213. break;
  5214. case SC_DANCING:
  5215. {
  5216. struct map_session_data *dsd;
  5217. struct status_change *dsc;
  5218. struct skill_unit_group *group;
  5219. if(sc->data[type].val2)
  5220. {
  5221. group = (struct skill_unit_group *)sc->data[type].val2;
  5222. sc->data[type].val2 = 0;
  5223. skill_delunitgroup(bl, group);
  5224. }
  5225. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5226. dsc = &dsd->sc;
  5227. if(dsc && dsc->data[type].timer!=-1)
  5228. { //This will prevent recursive loops.
  5229. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5230. status_change_end(&dsd->bl, type, -1);
  5231. }
  5232. }
  5233. }
  5234. //Only dance that doesn't has ground tiles... [Skotlex]
  5235. if(sc->data[type].val1 == CG_MOONLIT)
  5236. status_change_end(bl, SC_MOONLIT, -1);
  5237. if (sc->data[SC_LONGING].timer!=-1)
  5238. status_change_end(bl,SC_LONGING,-1);
  5239. break;
  5240. case SC_NOCHAT:
  5241. if (sd && battle_config.manner_system)
  5242. {
  5243. //Why set it to 0? Can't we use good manners for something? [Skotlex]
  5244. // if (sd->status.manner >= 0) // weeee ^^ [celest]
  5245. // sd->status.manner = 0;
  5246. clif_updatestatus(sd,SP_MANNER);
  5247. }
  5248. break;
  5249. case SC_SPLASHER:
  5250. {
  5251. struct block_list *src=map_id2bl(sc->data[type].val3);
  5252. if(src && tid!=-1)
  5253. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5254. }
  5255. break;
  5256. case SC_CLOSECONFINE2:
  5257. {
  5258. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5259. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5260. if (src && sc2 && sc2->count) {
  5261. //If status was already ended, do nothing.
  5262. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5263. { //Decrease count
  5264. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5265. status_change_end(src, SC_CLOSECONFINE, -1);
  5266. }
  5267. }
  5268. }
  5269. case SC_CLOSECONFINE:
  5270. if (sc->data[type].val2 > 0) {
  5271. //Caster has been unlocked... nearby chars need to be unlocked.
  5272. int range = 1
  5273. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5274. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5275. map_foreachinarea(status_change_timer_sub,
  5276. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5277. }
  5278. break;
  5279. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5280. if (sd && sd->skillid_old == sc->data[type].val1)
  5281. sd->skillid_old = sd->skilllv_old = 0;
  5282. break;
  5283. case SC_FREEZE:
  5284. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5285. break;
  5286. case SC_MARIONETTE:
  5287. case SC_MARIONETTE2: /// Marionette target
  5288. if (sc->data[type].val1)
  5289. { // check for partner and end their marionette status as well
  5290. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5291. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5292. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5293. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5294. {
  5295. sc2->data[type2].val1 = 0;
  5296. status_change_end(pbl, type2, -1);
  5297. }
  5298. }
  5299. if (type == SC_MARIONETTE)
  5300. clif_marionette(bl, 0); //Clear effect.
  5301. break;
  5302. case SC_BERSERK:
  5303. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5304. if(status->hp > 100 && sc->data[type].val2)
  5305. status_set_hp(bl, 100, 0);
  5306. if(sc->data[SC_ENDURE].timer != -1)
  5307. status_change_end(bl, SC_ENDURE, -1);
  5308. break;
  5309. case SC_GRAVITATION:
  5310. if (sc->data[type].val3 == BCT_SELF) {
  5311. struct unit_data *ud = unit_bl2ud(bl);
  5312. if (ud)
  5313. ud->canmove_tick = ud->canact_tick = gettick();
  5314. }
  5315. break;
  5316. case SC_GOSPEL: //Clear the buffs from other chars.
  5317. if (sc->data[type].val3) { //Clear the group.
  5318. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5319. sc->data[type].val3 = 0;
  5320. skill_delunitgroup(bl, group);
  5321. }
  5322. break;
  5323. case SC_HERMODE:
  5324. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5325. if(sc->data[type].val3 == BCT_SELF)
  5326. skill_clear_unitgroup(bl);
  5327. break;
  5328. case SC_MOONLIT: //Clear the unit effect. [Skotlex]
  5329. skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
  5330. break;
  5331. case SC_TRICKDEAD:
  5332. if (vd) vd->dead_sit = 0;
  5333. break;
  5334. case SC_WARM:
  5335. if (sc->data[type].val4) { //Clear the group.
  5336. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5337. sc->data[type].val4 = 0;
  5338. skill_delunitgroup(bl, group);
  5339. }
  5340. break;
  5341. case SC_KAAHI:
  5342. //Delete timer if it exists.
  5343. if (sc->data[type].val4 != -1) {
  5344. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5345. sc->data[type].val4=-1;
  5346. }
  5347. break;
  5348. case SC_JAILED:
  5349. if(tid == -1)
  5350. break;
  5351. //natural expiration.
  5352. if(sd && sd->mapindex == sc->data[type].val2)
  5353. {
  5354. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,0, 0, 3) == 0)
  5355. pc_setsavepoint(sd, (unsigned short)sc->data[type].val3, 0, 0);
  5356. }
  5357. break; //guess hes not in jail :P
  5358. }
  5359. if (vd && pcdb_checkid(vd->class_))
  5360. clif_status_change(bl,StatusIconChangeTable[type],0);
  5361. opt_flag = 1;
  5362. switch(type){
  5363. case SC_STONE:
  5364. case SC_FREEZE:
  5365. case SC_STUN:
  5366. case SC_SLEEP:
  5367. sc->opt1 = 0;
  5368. break;
  5369. case SC_POISON:
  5370. case SC_CURSE:
  5371. case SC_SILENCE:
  5372. case SC_BLIND:
  5373. sc->opt2 &= ~(1<<(type-SC_POISON));
  5374. break;
  5375. case SC_DPOISON:
  5376. sc->opt2 &= ~OPT2_DPOISON;
  5377. break;
  5378. case SC_SIGNUMCRUCIS:
  5379. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5380. break;
  5381. case SC_HIDING:
  5382. sc->option &= ~OPTION_HIDE;
  5383. opt_flag = 2; //Check for warp trigger.
  5384. break;
  5385. case SC_CLOAKING:
  5386. sc->option &= ~OPTION_CLOAK;
  5387. opt_flag = 2;
  5388. break;
  5389. case SC_CHASEWALK:
  5390. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5391. opt_flag = 2;
  5392. break;
  5393. case SC_SIGHT:
  5394. sc->option &= ~OPTION_SIGHT;
  5395. break;
  5396. case SC_WEDDING:
  5397. sc->option &= ~OPTION_WEDDING;
  5398. break;
  5399. case SC_XMAS:
  5400. sc->option &= ~OPTION_XMAS;
  5401. break;
  5402. case SC_ORCISH:
  5403. sc->option &= ~OPTION_ORCISH;
  5404. break;
  5405. case SC_RUWACH:
  5406. sc->option &= ~OPTION_RUWACH;
  5407. break;
  5408. case SC_SIGHTTRASHER:
  5409. sc->option &= ~OPTION_SIGHTTRASHER;
  5410. break;
  5411. case SC_FUSION:
  5412. sc->option &= ~OPTION_FLYING;
  5413. break;
  5414. //opt3
  5415. case SC_TWOHANDQUICKEN:
  5416. case SC_ONEHAND:
  5417. case SC_SPEARQUICKEN:
  5418. case SC_CONCENTRATION:
  5419. sc->opt3 &= ~1;
  5420. opt_flag = 0;
  5421. break;
  5422. case SC_OVERTHRUST:
  5423. case SC_MAXOVERTHRUST:
  5424. case SC_SWOO:
  5425. case SC_NEN:
  5426. sc->opt3 &= ~2;
  5427. opt_flag = 0;
  5428. break;
  5429. case SC_ENERGYCOAT:
  5430. sc->opt3 &= ~4;
  5431. opt_flag = 0;
  5432. break;
  5433. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5434. if (bl->type != BL_MOB)
  5435. break;
  5436. case SC_EXPLOSIONSPIRITS:
  5437. sc->opt3 &= ~8;
  5438. opt_flag = 0;
  5439. break;
  5440. case SC_STEELBODY:
  5441. case SC_SKA:
  5442. sc->opt3 &= ~16;
  5443. opt_flag = 0;
  5444. break;
  5445. case SC_BLADESTOP:
  5446. sc->opt3 &= ~32;
  5447. opt_flag = 0;
  5448. break;
  5449. case SC_BERSERK:
  5450. sc->opt3 &= ~128;
  5451. opt_flag = 0;
  5452. break;
  5453. case SC_MARIONETTE:
  5454. case SC_MARIONETTE2:
  5455. sc->opt3 &= ~1024;
  5456. opt_flag = 0;
  5457. break;
  5458. case SC_ASSUMPTIO:
  5459. sc->opt3 &= ~2048;
  5460. opt_flag = 0;
  5461. break;
  5462. case SC_WARM: //SG skills [Komurka]
  5463. sc->opt3 &= ~4096;
  5464. opt_flag = 0;
  5465. break;
  5466. case SC_KAITE:
  5467. sc->opt3 &= ~8192;
  5468. opt_flag = 0;
  5469. break;
  5470. default:
  5471. opt_flag = 0;
  5472. }
  5473. if(opt_flag)
  5474. clif_changeoption(bl);
  5475. if (calc_flag)
  5476. status_calc_bl(bl,calc_flag);
  5477. if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5478. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5479. return 1;
  5480. }
  5481. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5482. {
  5483. struct block_list *bl;
  5484. struct status_change *sc;
  5485. struct status_data *status;
  5486. int hp;
  5487. bl=map_id2bl(id);
  5488. sc=status_get_sc(bl);
  5489. status=status_get_status_data(bl);
  5490. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5491. return 0;
  5492. if(sc->data[data].val4 != tid) {
  5493. if (battle_config.error_log)
  5494. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5495. sc->data[data].val4=-1;
  5496. return 0;
  5497. }
  5498. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5499. sc->data[data].val4=-1;
  5500. return 0;
  5501. }
  5502. hp = status->max_hp - status->hp;
  5503. if (hp > sc->data[data].val2)
  5504. hp = sc->data[data].val2;
  5505. if (hp)
  5506. status_heal(bl, hp, 0, 2);
  5507. sc->data[data].val4=-1;
  5508. return 1;
  5509. }
  5510. /*==========================================
  5511. * ステータス異常終了タイマー
  5512. *------------------------------------------
  5513. */
  5514. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5515. {
  5516. int type = data;
  5517. struct block_list *bl;
  5518. struct map_session_data *sd=NULL;
  5519. struct status_data *status;
  5520. struct status_change *sc;
  5521. // security system to prevent forgetting timer removal
  5522. int temp_timerid;
  5523. bl=map_id2bl(id);
  5524. #ifndef _WIN32
  5525. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5526. #endif
  5527. sc=status_get_sc(bl);
  5528. status = status_get_status_data(bl);
  5529. if (!sc || !status)
  5530. { //Temporal debug until case is resolved. [Skotlex]
  5531. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5532. return 0;
  5533. }
  5534. if(bl->type==BL_PC)
  5535. sd=(struct map_session_data *)bl;
  5536. if(sc->data[type].timer != tid) {
  5537. if(battle_config.error_log)
  5538. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5539. return 0;
  5540. }
  5541. // security system to prevent forgetting timer removal
  5542. // you shouldn't be that careless inside the switch here
  5543. temp_timerid = sc->data[type].timer;
  5544. sc->data[type].timer = -1;
  5545. switch(type){ /* 特殊な?理になる場合 */
  5546. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5547. case SC_CLOAKING:
  5548. if(!status_charge(bl, 0, 1))
  5549. break; //Not enough SP to continue.
  5550. sc->data[type].timer=add_timer(
  5551. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5552. return 0;
  5553. case SC_CHASEWALK:
  5554. if(!status_charge(bl, 0, sc->data[type].val4))
  5555. break; //Not enough SP to continue.
  5556. if (sc->data[SC_INCSTR].timer == -1) {
  5557. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5558. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5559. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5560. }
  5561. sc->data[type].timer = add_timer(
  5562. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5563. return 0;
  5564. break;
  5565. case SC_SKA:
  5566. if((--sc->data[type].val2)>0){
  5567. sc->data[type].val3 = rand()%100; //Random defense.
  5568. sc->data[type].timer=add_timer(
  5569. 1000+tick, status_change_timer,
  5570. bl->id, data);
  5571. return 0;
  5572. }
  5573. break;
  5574. case SC_HIDING:
  5575. if((--sc->data[type].val2)>0){
  5576. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5577. break; //Fail if it's time to substract SP and there isn't.
  5578. sc->data[type].timer=add_timer(
  5579. 1000+tick, status_change_timer,
  5580. bl->id, data);
  5581. return 0;
  5582. }
  5583. break;
  5584. case SC_SIGHT:
  5585. case SC_RUWACH:
  5586. case SC_SIGHTBLASTER:
  5587. {
  5588. map_foreachinrange( status_change_timer_sub, bl,
  5589. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5590. BL_CHAR, bl,sc,type,tick);
  5591. if( (--sc->data[type].val2)>0 ){
  5592. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5593. 250+tick, status_change_timer,
  5594. bl->id, data);
  5595. return 0;
  5596. }
  5597. }
  5598. break;
  5599. case SC_PROVOKE:
  5600. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5601. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5602. return 0;
  5603. }
  5604. break;
  5605. case SC_ENDURE:
  5606. if(sc->data[type].val4) { //Infinite Endure.
  5607. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5608. return 0;
  5609. }
  5610. break;
  5611. case SC_STONE:
  5612. if(sc->opt1 == OPT1_STONEWAIT) {
  5613. sc->data[type].val4 = 0;
  5614. unit_stop_walking(bl,1);
  5615. sc->opt1 = OPT1_STONE;
  5616. clif_changeoption(bl);
  5617. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5618. status_calc_bl(bl, SCB_DEF_ELE);
  5619. return 0;
  5620. }
  5621. if((--sc->data[type].val3) > 0) {
  5622. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5623. status_zap(bl, sc->data[type].val2, 0);
  5624. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5625. return 0;
  5626. }
  5627. break;
  5628. case SC_POISON:
  5629. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5630. break;
  5631. case SC_DPOISON:
  5632. if ((--sc->data[type].val3) > 0) {
  5633. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5634. status_zap(bl, sc->data[type].val4, 0);
  5635. if (status_isdead(bl))
  5636. break;
  5637. }
  5638. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5639. return 0;
  5640. }
  5641. break;
  5642. case SC_TENSIONRELAX:
  5643. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5644. sc->data[type].timer=add_timer(
  5645. sc->data[type].val4+tick, status_change_timer,
  5646. bl->id, data);
  5647. return 0;
  5648. }
  5649. break;
  5650. case SC_BLEEDING: // [celest]
  5651. // i hope i haven't interpreted it wrong.. which i might ^^;
  5652. // Source:
  5653. // - 10�ェエェネェヒHPェャハ�エ
  5654. // - �槢ェホェ゙ェ゙ォオ?ォミ�ヤムェ茘�戓ーェキェニェ�?ヘ�ェマ眈ェィェハェ、
  5655. // To-do: bleeding effect increases damage taken?
  5656. if ((--sc->data[type].val4) >= 0) {
  5657. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5658. if (status_isdead(bl))
  5659. break;
  5660. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5661. return 0;
  5662. }
  5663. break;
  5664. case SC_KNOWLEDGE:
  5665. if (sd) {
  5666. if(bl->m != sd->feel_map[0].m
  5667. && bl->m != sd->feel_map[1].m
  5668. && bl->m != sd->feel_map[2].m)
  5669. break; //End it
  5670. } //Otherwise continue.
  5671. // Status changes that don't have a time limit
  5672. case SC_AETERNA:
  5673. case SC_TRICKDEAD:
  5674. case SC_MODECHANGE:
  5675. case SC_WEIGHT50:
  5676. case SC_WEIGHT90:
  5677. case SC_MAGICPOWER:
  5678. case SC_REJECTSWORD:
  5679. case SC_MEMORIZE:
  5680. case SC_BROKENWEAPON:
  5681. case SC_BROKENARMOR:
  5682. case SC_SACRIFICE:
  5683. case SC_READYSTORM:
  5684. case SC_READYDOWN:
  5685. case SC_READYTURN:
  5686. case SC_READYCOUNTER:
  5687. case SC_RUN:
  5688. case SC_DODGE:
  5689. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5690. case SC_NEN:
  5691. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5692. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5693. return 0;
  5694. case SC_DANCING: //ダンススキルの時間SP消費
  5695. {
  5696. int s = 0;
  5697. int sp = 1;
  5698. int counter = sc->data[type].val3>>16;
  5699. if (--counter <= 0)
  5700. break;
  5701. sc->data[type].val3&= 0xFFFF; //Remove counter
  5702. sc->data[type].val3|=(counter<<16);//Reset it.
  5703. switch(sc->data[type].val1){
  5704. case BD_RICHMANKIM:
  5705. case BD_DRUMBATTLEFIELD:
  5706. case BD_RINGNIBELUNGEN:
  5707. case BD_SIEGFRIED:
  5708. case BA_DISSONANCE:
  5709. case BA_ASSASSINCROSS:
  5710. case DC_UGLYDANCE:
  5711. s=3;
  5712. break;
  5713. case BD_LULLABY:
  5714. case BD_ETERNALCHAOS:
  5715. case BD_ROKISWEIL:
  5716. case DC_FORTUNEKISS:
  5717. s=4;
  5718. break;
  5719. case CG_HERMODE:
  5720. case BD_INTOABYSS:
  5721. case BA_WHISTLE:
  5722. case DC_HUMMING:
  5723. case BA_POEMBRAGI:
  5724. case DC_SERVICEFORYOU:
  5725. s=5;
  5726. break;
  5727. case BA_APPLEIDUN:
  5728. s=6;
  5729. break;
  5730. case CG_MOONLIT:
  5731. sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5732. //Upkeep is also every 10 secs.
  5733. case DC_DONTFORGETME:
  5734. s=10;
  5735. break;
  5736. }
  5737. if (s && ((sc->data[type].val3 % s) == 0)) {
  5738. if (sc->data[SC_LONGING].timer != -1)
  5739. sp = s;
  5740. if (!status_charge(bl, 0, sp))
  5741. break;
  5742. }
  5743. sc->data[type].timer=add_timer(
  5744. 1000+tick, status_change_timer,
  5745. bl->id, data);
  5746. return 0;
  5747. }
  5748. break;
  5749. case SC_DEVOTION:
  5750. { //Check range and timeleft to preserve status [Skotlex]
  5751. //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
  5752. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5753. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  5754. {
  5755. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  5756. return 0;
  5757. }
  5758. }
  5759. break;
  5760. case SC_BERSERK:
  5761. // 5% every 10 seconds [DracoRPG]
  5762. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  5763. {
  5764. sc->data[type].timer = add_timer(
  5765. sc->data[type].val4+tick, status_change_timer,
  5766. bl->id, data);
  5767. return 0;
  5768. }
  5769. else if (sd)
  5770. sd->canregen_tick = gettick() + 300000;
  5771. break;
  5772. case SC_NOCHAT:
  5773. if(sd && battle_config.manner_system){
  5774. sd->status.manner++;
  5775. clif_updatestatus(sd,SP_MANNER);
  5776. if (sd->status.manner < 0)
  5777. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  5778. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  5779. return 0;
  5780. }
  5781. }
  5782. break;
  5783. case SC_SPLASHER:
  5784. if (sc->data[type].val4 % 1000 == 0) {
  5785. char timer[10];
  5786. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  5787. clif_message(bl, timer);
  5788. }
  5789. if((sc->data[type].val4 -= 500) > 0) {
  5790. sc->data[type].timer = add_timer(
  5791. 500 + tick, status_change_timer,
  5792. bl->id, data);
  5793. return 0;
  5794. }
  5795. break;
  5796. case SC_MARIONETTE:
  5797. case SC_MARIONETTE2:
  5798. {
  5799. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5800. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  5801. {
  5802. sc->data[type].timer = add_timer(
  5803. 1000 + tick, status_change_timer,
  5804. bl->id, data);
  5805. return 0;
  5806. }
  5807. }
  5808. break;
  5809. case SC_GOSPEL:
  5810. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  5811. {
  5812. int hp, sp;
  5813. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  5814. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  5815. if(!status_charge(bl, hp, sp))
  5816. break;
  5817. sc->data[type].timer = add_timer(
  5818. 10000+tick, status_change_timer,
  5819. bl->id, data);
  5820. return 0;
  5821. }
  5822. break;
  5823. case SC_GUILDAURA:
  5824. {
  5825. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  5826. if (tbl && battle_check_range(bl, tbl, 2)){
  5827. sc->data[type].timer = add_timer(
  5828. 1000 + tick, status_change_timer,
  5829. bl->id, data);
  5830. return 0;
  5831. }
  5832. }
  5833. break;
  5834. case SC_JAILED:
  5835. if(--sc->data[type].val1 > 0)
  5836. {
  5837. sc->data[type].timer=add_timer(
  5838. 60000+tick, status_change_timer, bl->id,data);
  5839. return 0;
  5840. }
  5841. break;
  5842. case SC_BLIND:
  5843. if(sc->data[SC_FOGWALL].timer!= -1)
  5844. { //Blind lasts forever while you are standing on the fog.
  5845. sc->data[type].timer=add_timer(
  5846. 5000+tick, status_change_timer,
  5847. bl->id, data);
  5848. return 0;
  5849. }
  5850. break;
  5851. }
  5852. // default for all non-handled control paths
  5853. // security system to prevent forgetting timer removal
  5854. // if we reach this point we need the timer for the next call,
  5855. // so restore it to have status_change_end handle a valid timer
  5856. sc->data[type].timer = temp_timerid;
  5857. return status_change_end( bl,type,tid );
  5858. }
  5859. /*==========================================
  5860. * ステータス異常タイマー範囲処理
  5861. *------------------------------------------
  5862. */
  5863. int status_change_timer_sub(struct block_list *bl, va_list ap )
  5864. {
  5865. struct block_list *src;
  5866. struct status_change *sc, *tsc;
  5867. struct map_session_data* sd=NULL;
  5868. struct map_session_data* tsd=NULL;
  5869. int type;
  5870. unsigned int tick;
  5871. src=va_arg(ap,struct block_list*);
  5872. sc=va_arg(ap,struct status_change*);
  5873. type=va_arg(ap,int);
  5874. tick=va_arg(ap,unsigned int);
  5875. tsc=status_get_sc(bl);
  5876. if (status_isdead(bl))
  5877. return 0;
  5878. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  5879. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  5880. switch( type ){
  5881. case SC_SIGHT: /* サイト */
  5882. case SC_CONCENTRATE:
  5883. if (tsc && tsc->count) {
  5884. if (tsc->data[SC_HIDING].timer != -1)
  5885. status_change_end( bl, SC_HIDING, -1);
  5886. if (tsc->data[SC_CLOAKING].timer != -1)
  5887. status_change_end( bl, SC_CLOAKING, -1);
  5888. }
  5889. break;
  5890. case SC_RUWACH: /* ルアフ */
  5891. if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
  5892. tsc->data[SC_CLOAKING].timer != -1)) {
  5893. status_change_end( bl, SC_HIDING, -1);
  5894. status_change_end( bl, SC_CLOAKING, -1);
  5895. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  5896. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  5897. }
  5898. break;
  5899. case SC_SIGHTBLASTER:
  5900. {
  5901. if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  5902. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  5903. { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
  5904. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  5905. sc->data[type].val2 = 0; //This signals it to end.
  5906. }
  5907. }
  5908. break;
  5909. case SC_CLOSECONFINE:
  5910. //Lock char has released the hold on everyone...
  5911. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  5912. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  5913. status_change_end(bl, SC_CLOSECONFINE2, -1);
  5914. }
  5915. break;
  5916. }
  5917. return 0;
  5918. }
  5919. /*==========================================
  5920. * Clears buffs/debuffs of a character.
  5921. * type&1 -> buffs, type&2 -> debuffs
  5922. *------------------------------------------
  5923. */
  5924. int status_change_clear_buffs (struct block_list *bl, int type)
  5925. {
  5926. int i;
  5927. struct status_change *sc= status_get_sc(bl);
  5928. if (!sc || !sc->count)
  5929. return 0;
  5930. if (type&2) //Debuffs
  5931. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  5932. if(sc->data[i].timer != -1)
  5933. status_change_end(bl,i,-1);
  5934. }
  5935. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  5936. if(sc->data[i].timer == -1)
  5937. continue;
  5938. switch (i) {
  5939. //Stuff that cannot be removed
  5940. case SC_WEIGHT50:
  5941. case SC_WEIGHT90:
  5942. case SC_COMBO:
  5943. case SC_SMA:
  5944. case SC_DANCING:
  5945. case SC_GUILDAURA:
  5946. case SC_SAFETYWALL:
  5947. case SC_NOCHAT:
  5948. case SC_JAILED:
  5949. case SC_ANKLE:
  5950. case SC_BLADESTOP:
  5951. case SC_CP_WEAPON:
  5952. case SC_CP_SHIELD:
  5953. case SC_CP_ARMOR:
  5954. case SC_CP_HELM:
  5955. continue;
  5956. //Debuffs that can be removed.
  5957. case SC_HALLUCINATION:
  5958. case SC_QUAGMIRE:
  5959. case SC_SIGNUMCRUCIS:
  5960. case SC_DECREASEAGI:
  5961. case SC_SLOWDOWN:
  5962. case SC_MINDBREAKER:
  5963. case SC_WINKCHARM:
  5964. case SC_STOP:
  5965. case SC_ORCISH:
  5966. case SC_STRIPWEAPON:
  5967. case SC_STRIPSHIELD:
  5968. case SC_STRIPARMOR:
  5969. case SC_STRIPHELM:
  5970. if (!(type&2))
  5971. continue;
  5972. break;
  5973. //The rest are buffs that can be removed.
  5974. case SC_BERSERK:
  5975. if (!(type&1))
  5976. continue;
  5977. sc->data[i].val4 = 1;
  5978. break;
  5979. default:
  5980. if (!(type&1))
  5981. continue;
  5982. break;
  5983. }
  5984. status_change_end(bl,i,-1);
  5985. }
  5986. return 0;
  5987. }
  5988. static int status_calc_sigma(void)
  5989. {
  5990. int i,j;
  5991. unsigned int k;
  5992. for(i=0;i<MAX_PC_CLASS;i++) {
  5993. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  5994. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  5995. k += hp_coefficient[i]*j + 50;
  5996. k -= k%100;
  5997. hp_sigma_val[i][j-1] = k;
  5998. if (k >= INT_MAX)
  5999. break; //Overflow protection. [Skotlex]
  6000. }
  6001. for(;j<=MAX_LEVEL;j++)
  6002. hp_sigma_val[i][j-1] = INT_MAX;
  6003. }
  6004. return 0;
  6005. }
  6006. int status_readdb(void) {
  6007. int i,j;
  6008. FILE *fp;
  6009. char line[1024], path[1024],*p;
  6010. sprintf(path, "%s/job_db1.txt", db_path);
  6011. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6012. if(fp==NULL){
  6013. ShowError("can't read %s\n", path);
  6014. return 1;
  6015. }
  6016. i = 0;
  6017. while(fgets(line, sizeof(line)-1, fp)){
  6018. char *split[MAX_WEAPON_TYPE + 5];
  6019. i++;
  6020. if(line[0]=='/' && line[1]=='/')
  6021. continue;
  6022. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6023. split[j]=p;
  6024. p=strchr(p,',');
  6025. if(p) *p++=0;
  6026. }
  6027. if(j < MAX_WEAPON_TYPE + 5)
  6028. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6029. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6030. continue;
  6031. }
  6032. if(atoi(split[0])>=MAX_PC_CLASS)
  6033. continue;
  6034. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6035. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6036. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6037. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6038. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6039. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6040. }
  6041. fclose(fp);
  6042. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6043. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6044. sprintf(path, "%s/job_db2.txt", db_path);
  6045. fp=fopen(path,"r");
  6046. if(fp==NULL){
  6047. ShowError("can't read %s\n", path);
  6048. return 1;
  6049. }
  6050. while(fgets(line, sizeof(line)-1, fp)){
  6051. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6052. if(line[0]=='/' && line[1]=='/')
  6053. continue;
  6054. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6055. split[j]=p;
  6056. p=strchr(p,',');
  6057. if(p) *p++=0;
  6058. }
  6059. if(atoi(split[0])>=MAX_PC_CLASS)
  6060. continue;
  6061. for(i=1;i<j && split[i];i++)
  6062. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6063. }
  6064. fclose(fp);
  6065. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6066. // サイズ補正テ?ブル
  6067. for(i=0;i<3;i++)
  6068. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6069. atkmods[i][j]=100;
  6070. sprintf(path, "%s/size_fix.txt", db_path);
  6071. fp=fopen(path,"r");
  6072. if(fp==NULL){
  6073. ShowError("can't read %s\n", path);
  6074. return 1;
  6075. }
  6076. i=0;
  6077. while(fgets(line, sizeof(line)-1, fp)){
  6078. char *split[MAX_WEAPON_TYPE];
  6079. if(line[0]=='/' && line[1]=='/')
  6080. continue;
  6081. if(atoi(line)<=0)
  6082. continue;
  6083. memset(split,0,sizeof(split));
  6084. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6085. split[j]=p;
  6086. p=strchr(p,',');
  6087. if(p) *p++=0;
  6088. atkmods[i][j]=atoi(split[j]);
  6089. }
  6090. i++;
  6091. }
  6092. fclose(fp);
  6093. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6094. // 精?デ?タテ?ブル
  6095. for(i=0;i<5;i++){
  6096. for(j=0;j<MAX_REFINE; j++)
  6097. percentrefinery[i][j]=100;
  6098. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6099. refinebonus[i][0]=0;
  6100. refinebonus[i][1]=0;
  6101. refinebonus[i][2]=10;
  6102. }
  6103. sprintf(path, "%s/refine_db.txt", db_path);
  6104. fp=fopen(path,"r");
  6105. if(fp==NULL){
  6106. ShowError("can't read %s\n", path);
  6107. return 1;
  6108. }
  6109. i=0;
  6110. while(fgets(line, sizeof(line)-1, fp)){
  6111. char *split[MAX_REFINE+4];
  6112. if(line[0]=='/' && line[1]=='/')
  6113. continue;
  6114. if(atoi(line)<=0)
  6115. continue;
  6116. memset(split,0,sizeof(split));
  6117. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6118. split[j]=p;
  6119. p=strchr(p,',');
  6120. if(p) *p++=0;
  6121. }
  6122. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6123. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6124. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6125. for(j=0;j<MAX_REFINE && split[j];j++)
  6126. percentrefinery[i][j]=atoi(split[j+3]);
  6127. i++;
  6128. }
  6129. fclose(fp); //Lupus. close this file!!!
  6130. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6131. return 0;
  6132. }
  6133. /*==========================================
  6134. * スキル関係初期化処理
  6135. *------------------------------------------
  6136. */
  6137. int do_init_status(void)
  6138. {
  6139. if (SC_MAX > MAX_STATUSCHANGE)
  6140. {
  6141. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6142. exit(1);
  6143. }
  6144. add_timer_func_list(status_change_timer,"status_change_timer");
  6145. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6146. initChangeTables();
  6147. initDummyData();
  6148. status_readdb();
  6149. status_calc_sigma();
  6150. return 0;
  6151. }