status.c 215 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <time.h>
  4. #include <ctype.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <memory.h>
  8. #include <string.h>
  9. #include <limits.h>
  10. #include "pc.h"
  11. #include "map.h"
  12. #include "pet.h"
  13. #include "npc.h"
  14. #include "mob.h"
  15. #include "clif.h"
  16. #include "guild.h"
  17. #include "skill.h"
  18. #include "itemdb.h"
  19. #include "battle.h"
  20. #include "chrif.h"
  21. #include "status.h"
  22. #include "script.h"
  23. #include "unit.h"
  24. #include "mercenary.h"
  25. #include "../common/timer.h"
  26. #include "../common/nullpo.h"
  27. #include "../common/showmsg.h"
  28. #include "../common/malloc.h"
  29. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  30. #define SC_HM_BASE 800
  31. #define SC_GD_BASE 900
  32. //Regen related flags.
  33. #define RGN_HP 0x01
  34. #define RGN_SP 0x02
  35. #define RGN_SHP 0x04
  36. #define RGN_SSP 0x08
  37. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  38. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  39. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  40. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  41. static int max_weight_base[MAX_PC_CLASS];
  42. static int hp_coefficient[MAX_PC_CLASS];
  43. static int hp_coefficient2[MAX_PC_CLASS];
  44. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  45. static int sp_coefficient[MAX_PC_CLASS];
  46. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  47. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  48. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  49. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  50. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  51. static struct status_data dummy_status;
  52. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  54. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  55. //to avoid cards exploits
  56. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  57. static void add_sc(int skill, int sc)
  58. {
  59. int sk = skill;
  60. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  61. else
  62. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  63. if (sk < 0 || sk >= MAX_SKILL) {
  64. if (battle_config.error_log)
  65. ShowError("add_sc: Unsupported skill id %d\n", skill);
  66. return;
  67. }
  68. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  69. SkillStatusChangeTableArray[sk] = sc;
  70. if (StatusSkillChangeTable[sc]==0)
  71. StatusSkillChangeTable[sc] = skill;
  72. }
  73. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  74. {
  75. if (StatusIconChangeTable[sc]==SI_BLANK)
  76. StatusIconChangeTable[sc] = icon;
  77. StatusChangeFlagTable[sc] |= flag;
  78. add_sc(skill, sc);
  79. }
  80. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  81. //but it is much less prone to errors. [Skotlex]
  82. void initChangeTables(void) {
  83. int i;
  84. for (i = 0; i < SC_MAX; i++)
  85. StatusIconChangeTable[i] = SI_BLANK;
  86. for (i = 0; i < MAX_SKILL; i++)
  87. SkillStatusChangeTableArray[i] = -1;
  88. malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  89. malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  90. //First we define the skill for common ailments. These are used in
  91. //skill_additional_effect through sc cards. [Skotlex]
  92. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  93. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  94. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  95. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  96. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  97. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  98. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  99. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  100. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  101. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  102. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  103. //These are the status-change flags for the common ailments.
  104. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  105. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  106. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  107. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  108. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  109. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  110. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  111. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  112. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  113. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  114. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  115. //The icons for the common ailments
  116. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  119. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  120. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  121. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  122. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  123. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  124. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  125. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  126. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  127. add_sc(SM_BASH, SC_STUN);
  128. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  129. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  130. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  131. add_sc(MG_SIGHT, SC_SIGHT);
  132. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  133. add_sc(MG_FROSTDIVER, SC_FREEZE);
  134. add_sc(MG_STONECURSE, SC_STONE);
  135. add_sc(AL_RUWACH, SC_RUWACH);
  136. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  137. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  138. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  139. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  140. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  141. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  142. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  143. add_sc(TF_POISON, SC_POISON);
  144. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  145. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  146. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  147. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  148. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  149. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  150. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  151. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  152. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  153. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  154. add_sc(PR_LEXDIVINA, SC_SILENCE);
  155. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  156. add_sc(WZ_METEOR, SC_STUN);
  157. add_sc(WZ_VERMILION, SC_BLIND);
  158. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  159. add_sc(WZ_STORMGUST, SC_FREEZE);
  160. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  161. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  162. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  163. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  164. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  165. add_sc(HT_LANDMINE, SC_STUN);
  166. add_sc(HT_ANKLESNARE, SC_ANKLE);
  167. add_sc(HT_SANDMAN, SC_SLEEP);
  168. add_sc(HT_FLASHER, SC_BLIND);
  169. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  170. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  171. add_sc(AS_SONICBLOW, SC_STUN);
  172. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  173. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  174. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  175. add_sc(AS_VENOMDUST, SC_POISON);
  176. add_sc(AS_SPLASHER, SC_SPLASHER);
  177. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  178. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  179. add_sc(TF_SPRINKLESAND, SC_BLIND);
  180. add_sc(TF_THROWSTONE, SC_STUN);
  181. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  182. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  183. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  184. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  185. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  186. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  194. add_sc(NPC_POISON, SC_POISON);
  195. add_sc(NPC_BLINDATTACK, SC_BLIND);
  196. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  197. add_sc(NPC_STUNATTACK, SC_STUN);
  198. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  199. add_sc(NPC_CURSEATTACK, SC_CURSE);
  200. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  201. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  202. add_sc(NPC_DARKBLESSING, SC_COMA);
  203. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
  204. add_sc(NPC_DEFENDER, SC_ARMOR);
  205. add_sc(NPC_LICK, SC_STUN);
  206. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  207. add_sc(NPC_REBIRTH, SC_KAIZEL);
  208. add_sc(RG_RAID, SC_STUN);
  209. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  210. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  211. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  212. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  213. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  214. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  215. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  216. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  217. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  218. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  219. add_sc(CR_SHIELDCHARGE, SC_STUN);
  220. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  221. add_sc(CR_HOLYCROSS, SC_BLIND);
  222. add_sc(CR_GRANDCROSS, SC_BLIND);
  223. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  224. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  225. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  226. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  227. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  229. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  230. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  231. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  232. add_sc(SA_MAGICROD, SC_MAGICROD);
  233. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  234. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  238. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  239. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  240. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  241. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  242. add_sc(SA_COMA, SC_COMA);
  243. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  244. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  245. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  246. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  247. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  248. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  249. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  250. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  251. add_sc(BA_FROSTJOKE, SC_FREEZE);
  252. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  253. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  254. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  255. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  256. add_sc(DC_SCREAM, SC_STUN);
  257. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  258. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  259. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  260. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  261. add_sc(NPC_DARKCROSS, SC_BLIND);
  262. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  263. add_sc(NPC_STOP, SC_STOP);
  264. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  265. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  266. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  267. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  268. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  269. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  270. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  271. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  272. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  273. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  274. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
  275. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  276. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  277. add_sc(HP_BASILICA, SC_BASILICA);
  278. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  279. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  280. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  281. add_sc(PA_GOSPEL, SC_SCRESIST);
  282. add_sc(CH_TIGERFIST, SC_STOP);
  283. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  284. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  285. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  286. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  287. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  288. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  289. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  290. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  293. add_sc(LK_SPIRALPIERCE, SC_STOP);
  294. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  295. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  296. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  297. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  298. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  299. add_sc(PF_FOGWALL, SC_FOGWALL);
  300. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  301. add_sc(WE_BABY, SC_BABY);
  302. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  303. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  304. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  305. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  306. add_sc(TK_DOWNKICK, SC_STUN);
  307. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  308. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  309. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  310. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  311. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  312. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  313. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  314. add_sc(SG_MOON_WARM, SC_WARM);
  315. add_sc(SG_STAR_WARM, SC_WARM);
  316. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  317. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  318. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  319. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  320. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  321. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  322. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  323. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  324. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  325. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  326. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  327. add_sc(SL_STUN, SC_STUN);
  328. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  329. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  330. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  331. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  332. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  333. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  334. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  335. add_sc(WS_CARTTERMINATION, SC_STUN);
  336. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  337. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  338. add_sc(CG_HERMODE, SC_HERMODE);
  339. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  340. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  341. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  342. add_sc(GS_CRACKER, SC_STUN);
  343. add_sc(GS_DISARM, SC_STRIPWEAPON);
  344. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  345. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  346. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  347. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  348. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  349. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  350. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  351. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  352. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  353. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  354. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  355. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  356. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  357. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  358. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  359. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  360. add_sc(MO_BALKYOUNG, SC_STUN);
  361. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  362. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  363. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  364. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  365. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  366. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  367. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  368. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  369. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  370. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  371. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  372. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  373. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  374. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  375. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  376. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  377. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  378. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  379. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  380. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  381. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  382. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  383. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  384. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  385. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  386. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  387. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  388. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  389. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  390. //Status that don't have a skill associated.
  391. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  392. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  393. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  394. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  395. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  396. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  397. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  398. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  399. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  400. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  401. //Other SC which are not necessarily associated to skills.
  402. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  403. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  404. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  405. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  406. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  407. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  408. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  409. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  410. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  411. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  412. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  413. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  414. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  415. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  416. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  417. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  418. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  419. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  420. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  421. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  422. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  423. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  424. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  425. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  426. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  427. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  428. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  429. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  430. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  431. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  432. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  433. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  434. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  435. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  436. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  437. if (!battle_config.display_hallucination) //Disable Hallucination.
  438. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  439. }
  440. int SkillStatusChangeTable(int skill)
  441. {
  442. int sk = skill;
  443. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  444. else
  445. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  446. if (sk < 0 || sk >= MAX_SKILL) {
  447. if (battle_config.error_log)
  448. ShowError("add_sc: Unsupported skill id %d\n", skill);
  449. return -1;
  450. }
  451. return SkillStatusChangeTableArray[sk];
  452. }
  453. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  454. static void initDummyData(void) {
  455. malloc_set(&dummy_status, 0, sizeof(dummy_status));
  456. dummy_status.hp =
  457. dummy_status.max_hp =
  458. dummy_status.max_sp =
  459. dummy_status.str =
  460. dummy_status.agi =
  461. dummy_status.vit =
  462. dummy_status.int_ =
  463. dummy_status.dex =
  464. dummy_status.luk =
  465. dummy_status.hit = 1;
  466. dummy_status.speed = 2000;
  467. dummy_status.adelay = 4000;
  468. dummy_status.amotion = 2000;
  469. dummy_status.dmotion = 2000;
  470. dummy_status.ele_lv = 1; //Min elemental level.
  471. dummy_status.mode = MD_CANMOVE;
  472. }
  473. /*==========================================
  474. * 精錬ボーナス
  475. *------------------------------------------
  476. */
  477. int status_getrefinebonus(int lv,int type)
  478. {
  479. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  480. return refinebonus[lv][type];
  481. return 0;
  482. }
  483. //Sets HP to given value. Flag is the flag passed to status_heal in case
  484. //final value is higher than current (use 2 to make a healing effect display
  485. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  486. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  487. {
  488. struct status_data *status;
  489. if (hp < 1) return 0;
  490. status = status_get_status_data(bl);
  491. if (status == &dummy_status)
  492. return 0;
  493. if (hp > status->max_hp) hp = status->max_hp;
  494. if (hp == status->hp) return 0;
  495. if (hp > status->hp)
  496. return status_heal(bl, hp - status->hp, 0, 1|flag);
  497. return status_zap(bl, status->hp - hp, 0);
  498. }
  499. //Sets SP to given value. Flag is the flag passed to status_heal in case
  500. //final value is higher than current (use 2 to make a healing effect display
  501. //on players)
  502. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  503. {
  504. struct status_data *status;
  505. status = status_get_status_data(bl);
  506. if (status == &dummy_status)
  507. return 0;
  508. if (sp > status->max_sp) sp = status->max_sp;
  509. if (sp == status->sp) return 0;
  510. if (sp > status->sp)
  511. return status_heal(bl, 0, sp - status->sp, 1|flag);
  512. return status_zap(bl, 0, status->sp - sp);
  513. }
  514. //Inflicts damage on the target with the according walkdelay.
  515. //If flag&1, damage is passive and does not triggers cancelling status changes.
  516. //If flag&2, fail if target does not has enough to substract.
  517. //If flag&4, if killed, mob must not give exp/loot.
  518. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  519. {
  520. struct status_data *status;
  521. struct status_change *sc;
  522. if(sp && !(target->type&BL_CONSUME))
  523. sp = 0; //Not a valid SP target.
  524. if (hp < 0) { //Assume absorbed damage.
  525. status_heal(target, -hp, 0, 1);
  526. hp = 0;
  527. }
  528. if (sp < 0) {
  529. status_heal(target, 0, -sp, 1);
  530. sp = 0;
  531. }
  532. if (!hp && !sp)
  533. return 0;
  534. if (target->type == BL_SKILL)
  535. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  536. status = status_get_status_data(target);
  537. if (status == &dummy_status || !status->hp)
  538. return 0; //Invalid targets: no damage or dead
  539. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  540. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  541. // if (!target->prev && !(flag&2))
  542. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  543. sc = status_get_sc(target);
  544. if (sc && !sc->count)
  545. sc = NULL;
  546. if (hp && !(flag&1)) {
  547. if (sc) {
  548. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  549. { //Devotion prevents any of the other ailments from ending.
  550. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  551. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  552. {
  553. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  554. status_fix_damage(NULL, &sd2->bl, hp, 0);
  555. return 0;
  556. }
  557. status_change_end(target, SC_DEVOTION, -1);
  558. }
  559. if (sc->data[SC_FREEZE].timer != -1)
  560. status_change_end(target,SC_FREEZE,-1);
  561. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  562. status_change_end(target,SC_STONE,-1);
  563. if (sc->data[SC_SLEEP].timer != -1)
  564. status_change_end(target,SC_SLEEP,-1);
  565. if (sc->data[SC_WINKCHARM].timer != -1)
  566. status_change_end(target,SC_WINKCHARM,-1);
  567. if (sc->data[SC_CONFUSION].timer != -1)
  568. status_change_end(target, SC_CONFUSION, -1);
  569. if (sc->data[SC_TRICKDEAD].timer != -1)
  570. status_change_end(target, SC_TRICKDEAD, -1);
  571. if (sc->data[SC_HIDING].timer != -1)
  572. status_change_end(target, SC_HIDING, -1);
  573. if (sc->data[SC_CLOAKING].timer != -1)
  574. status_change_end(target, SC_CLOAKING, -1);
  575. if (sc->data[SC_CHASEWALK].timer != -1)
  576. status_change_end(target, SC_CHASEWALK, -1);
  577. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  578. //Endure count is only reduced by non-players on non-gvg maps.
  579. //val4 signals infinite endure. [Skotlex]
  580. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  581. && --(sc->data[SC_ENDURE].val2) < 0)
  582. status_change_end(target, SC_ENDURE, -1);
  583. }
  584. if (sc->data[SC_GRAVITATION].timer != -1 &&
  585. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  586. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  587. if (sg) {
  588. skill_delunitgroup(target,sg, 0);
  589. sc->data[SC_GRAVITATION].val4 = 0;
  590. status_change_end(target, SC_GRAVITATION, -1);
  591. }
  592. }
  593. if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > status->max_hp>>2)
  594. skill_stop_dancing(target);
  595. }
  596. unit_skillcastcancel(target, 2);
  597. }
  598. if ((unsigned int)hp >= status->hp) {
  599. if (flag&2) return 0;
  600. hp = status->hp;
  601. }
  602. if ((unsigned int)sp > status->sp) {
  603. if (flag&2) return 0;
  604. sp = status->sp;
  605. }
  606. status->hp-= hp;
  607. status->sp-= sp;
  608. if (sc && hp && status->hp) {
  609. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  610. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  611. status->hp < status->max_hp>>2)
  612. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  613. if (sc->data[SC_BERSERK].timer != -1 &&
  614. status->hp <= 100)
  615. status_change_end(target, SC_BERSERK, -1);
  616. }
  617. switch (target->type)
  618. {
  619. case BL_MOB:
  620. mob_damage((TBL_MOB*)target, src, hp);
  621. break;
  622. case BL_PC:
  623. pc_damage((TBL_PC*)target,src,hp,sp);
  624. break;
  625. case BL_HOM:
  626. merc_damage((TBL_HOM*)target,src,hp,sp);
  627. }
  628. if (status->hp)
  629. { //Still lives!
  630. if (walkdelay)
  631. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  632. return hp+sp;
  633. }
  634. status->hp = 1; //To let the dead function cast skills and all that.
  635. //NOTE: These dead functions should return: [Skotlex]
  636. //0: Death cancelled, auto-revived.
  637. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  638. //&2: Also remove object from map.
  639. //&4: Also delete object from memory.
  640. switch (target->type)
  641. {
  642. case BL_MOB:
  643. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  644. break;
  645. case BL_PC:
  646. flag = pc_dead((TBL_PC*)target,src);
  647. break;
  648. case BL_HOM:
  649. flag = merc_hom_dead((TBL_HOM*)target,src);
  650. break;
  651. default: //Unhandled case, do nothing to object.
  652. flag = 0;
  653. break;
  654. }
  655. if(!flag) //Death cancelled.
  656. return hp+sp;
  657. //Normal death
  658. status->hp = 0;
  659. if (battle_config.clear_unit_ondeath &&
  660. battle_config.clear_unit_ondeath&target->type)
  661. skill_clear_unitgroup(target);
  662. status_change_clear(target,0);
  663. if(target->type&BL_REGEN)
  664. { //Reset regen ticks.
  665. struct regen_data *regen = status_get_regen_data(target);
  666. if (regen) {
  667. malloc_set(&regen->tick, 0, sizeof(regen->tick));
  668. if (regen->sregen)
  669. malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  670. if (regen->ssregen)
  671. malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  672. }
  673. }
  674. if(flag&4) //Delete from memory. (also invokes map removal code)
  675. unit_free(target,1);
  676. else
  677. if(flag&2) //remove from map
  678. unit_remove_map(target,1);
  679. else
  680. { //Some death states that would normally be handled by unit_remove_map
  681. unit_stop_attack(target);
  682. unit_stop_walking(target,0);
  683. unit_skillcastcancel(target,0);
  684. clif_clearchar_area(target,1);
  685. skill_unit_move(target,gettick(),4);
  686. skill_cleartimerskill(target);
  687. }
  688. return hp+sp;
  689. }
  690. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  691. //If flag&2, when the player is healed, show the HP/SP heal effect.
  692. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  693. {
  694. struct status_data *status;
  695. struct status_change *sc;
  696. status = status_get_status_data(bl);
  697. if (status == &dummy_status || !status->hp)
  698. return 0;
  699. sc = status_get_sc(bl);
  700. if (sc && !sc->count)
  701. sc = NULL;
  702. if (hp < 0) {
  703. status_damage(NULL, bl, -hp, 0, 0, 1);
  704. hp = 0;
  705. }
  706. if(hp) {
  707. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  708. hp = 0;
  709. if((unsigned int)hp > status->max_hp - status->hp)
  710. hp = status->max_hp - status->hp;
  711. }
  712. if(sp < 0) {
  713. status_damage(NULL, bl, 0, -sp, 0, 1);
  714. sp = 0;
  715. }
  716. if(sp) {
  717. if((unsigned int)sp > status->max_sp - status->sp)
  718. sp = status->max_sp - status->sp;
  719. }
  720. if(!sp && !hp) return 0;
  721. status->hp+= hp;
  722. status->sp+= sp;
  723. if(hp && sc &&
  724. sc->data[SC_AUTOBERSERK].timer != -1 &&
  725. sc->data[SC_PROVOKE].timer!=-1 &&
  726. sc->data[SC_PROVOKE].val2==1 &&
  727. status->hp>=status->max_hp>>2
  728. ) //End auto berserk.
  729. status_change_end(bl,SC_PROVOKE,-1);
  730. switch(bl->type) {
  731. case BL_MOB:
  732. mob_heal((TBL_MOB*)bl,hp);
  733. break;
  734. case BL_PC:
  735. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  736. break;
  737. case BL_HOM:
  738. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  739. break;
  740. }
  741. return hp+sp;
  742. }
  743. //Does percentual non-flinching damage/heal. If mob is killed this way,
  744. //no exp/drops will be awarded if there is no src (or src is target)
  745. //If rates are > 0, percent is of current HP/SP
  746. //If rates are < 0, percent is of max HP/SP
  747. //If flag, this is heal, otherwise it is damage.
  748. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  749. {
  750. struct status_data *status;
  751. unsigned int hp =0, sp = 0;
  752. status = status_get_status_data(target);
  753. //Change the equation when the values are high enough to discard the
  754. //imprecision in exchange of overflow protection [Skotlex]
  755. //Also add 100% checks since those are the most used cases where we don't
  756. //want aproximation errors.
  757. if (hp_rate > 99)
  758. hp = status->hp;
  759. else if (hp_rate > 0)
  760. hp = status->hp>10000?
  761. hp_rate*(status->hp/100):
  762. (hp_rate*status->hp)/100;
  763. else if (hp_rate < -99)
  764. hp = status->max_hp;
  765. else if (hp_rate < 0)
  766. hp = status->max_hp>10000?
  767. (-hp_rate)*(status->max_hp/100):
  768. (-hp_rate*status->max_hp)/100;
  769. if (hp_rate && !hp)
  770. hp = 1;
  771. //Should be safe to not do overflow protection here, noone should have
  772. //millions upon millions of SP
  773. if (sp_rate > 99)
  774. sp = status->sp;
  775. else if (sp_rate > 0)
  776. sp = (sp_rate*status->sp)/100;
  777. else if (sp_rate < -99)
  778. sp = status->max_sp;
  779. else if (sp_rate < 0)
  780. sp = (-sp_rate)*status->max_sp/100;
  781. if (sp_rate && !sp)
  782. sp = 1;
  783. //Ugly check in case damage dealt is too much for the received args of
  784. //status_heal / status_damage. [Skotlex]
  785. if (hp > INT_MAX) {
  786. hp -= INT_MAX;
  787. if (flag)
  788. status_heal(target, INT_MAX, 0, 0);
  789. else
  790. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  791. }
  792. if (sp > INT_MAX) {
  793. sp -= INT_MAX;
  794. if (flag)
  795. status_heal(target, 0, INT_MAX, 0);
  796. else
  797. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  798. }
  799. if (flag) return status_heal(target, hp, sp, 0);
  800. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  801. }
  802. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  803. {
  804. struct status_data *status;
  805. unsigned int hp, sp;
  806. if (!status_isdead(bl)) return 0;
  807. status = status_get_status_data(bl);
  808. if (status == &dummy_status)
  809. return 0; //Invalid target.
  810. hp = status->max_hp * per_hp/100;
  811. sp = status->max_sp * per_sp/100;
  812. if(hp > status->max_hp - status->hp)
  813. hp = status->max_hp - status->hp;
  814. if(sp > status->max_sp - status->sp)
  815. sp = status->max_sp - status->sp;
  816. status->hp += hp;
  817. status->sp += sp;
  818. if (bl->prev) //Animation only if character is already on a map.
  819. clif_resurrection(bl, 1);
  820. switch (bl->type) {
  821. case BL_MOB:
  822. mob_revive((TBL_MOB*)bl, hp);
  823. break;
  824. case BL_PC:
  825. pc_revive((TBL_PC*)bl, hp, sp);
  826. break;
  827. case BL_HOM: //[orn]
  828. merc_hom_revive((TBL_HOM*)bl, hp, sp);
  829. break;
  830. }
  831. return 1;
  832. }
  833. /*==========================================
  834. * Checks whether the src can use the skill on the target,
  835. * taking into account status/option of both source/target. [Skotlex]
  836. * flag:
  837. * 0 - Trying to use skill on target.
  838. * 1 - Cast bar is done.
  839. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  840. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  841. * target MAY Be null, in which case the checks are only to see
  842. * whether the source can cast or not the skill on the ground.
  843. *------------------------------------------
  844. */
  845. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  846. {
  847. struct status_data *status;
  848. struct status_change *sc=NULL, *tsc;
  849. int hide_flag;
  850. status = src?status_get_status_data(src):&dummy_status;
  851. if (src && status_isdead(src))
  852. return 0;
  853. if (!skill_num) { //Normal attack checks.
  854. if (!(status->mode&MD_CANATTACK))
  855. return 0; //This mode is only needed for melee attacking.
  856. //Dead state is not checked for skills as some skills can be used
  857. //on dead characters, said checks are left to skill.c [Skotlex]
  858. if (target && status_isdead(target))
  859. return 0;
  860. }
  861. if (skill_num == PA_PRESSURE && flag && target) {
  862. //Gloria Avoids pretty much everything....
  863. tsc = status_get_sc(target);
  864. if(tsc && tsc->option&OPTION_HIDE)
  865. return 0;
  866. return 1;
  867. }
  868. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  869. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  870. && !(status->mode&MD_BOSS))
  871. { //Basilica Check
  872. if (!skill_num) return 0;
  873. hide_flag = skill_get_inf(skill_num);
  874. if (hide_flag&INF_ATTACK_SKILL)
  875. return 0;
  876. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  877. return 0;
  878. }
  879. if (src) sc = status_get_sc(src);
  880. if(sc && sc->count)
  881. {
  882. if(sc->opt1 >0)
  883. { //Stuned/Frozen/etc
  884. if (flag != 1) //Can't cast, casted stuff can't damage.
  885. return 0;
  886. if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
  887. return 0; //Targetted spells can't come off.
  888. }
  889. if (
  890. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  891. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  892. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  893. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  894. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  895. )
  896. return 0;
  897. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  898. { //Prevents skill usage
  899. clif_emotion(src, 3);
  900. return 0;
  901. }
  902. if (sc->data[SC_BLADESTOP].timer != -1) {
  903. switch (sc->data[SC_BLADESTOP].val1)
  904. {
  905. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  906. case 4: if (skill_num == MO_CHAINCOMBO) break;
  907. case 3: if (skill_num == MO_INVESTIGATE) break;
  908. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  909. default: return 0;
  910. }
  911. }
  912. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  913. {
  914. if(sc->data[SC_LONGING].timer != -1)
  915. { //Allow everything except dancing/re-dancing. [Skotlex]
  916. if (skill_num == BD_ENCORE ||
  917. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  918. )
  919. return 0;
  920. } else
  921. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  922. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  923. return 0;
  924. if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  925. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  926. }
  927. if (skill_num && //Do not block item-casted skills.
  928. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  929. ) { //Skills blocked through status changes...
  930. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  931. sc->data[SC_SILENCE].timer != -1 ||
  932. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  933. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  934. sc->data[SC_STEELBODY].timer != -1 ||
  935. sc->data[SC_BERSERK].timer != -1
  936. ))
  937. return 0;
  938. //Skill blocking.
  939. if (
  940. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  941. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
  942. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  943. (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
  944. )
  945. return 0;
  946. }
  947. }
  948. if (sc && sc->option)
  949. {
  950. if (sc->option&OPTION_HIDE)
  951. switch (skill_num) { //Usable skills while hiding.
  952. case TF_HIDING:
  953. case AS_GRIMTOOTH:
  954. case RG_BACKSTAP:
  955. case RG_RAID:
  956. case NJ_SHADOWJUMP:
  957. case NJ_KIRIKAGE:
  958. break;
  959. default:
  960. //Non players can use all skills while hidden.
  961. if (!skill_num || src->type == BL_PC)
  962. return 0;
  963. }
  964. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  965. return 0;
  966. }
  967. if (target == NULL || target == src) //No further checking needed.
  968. return 1;
  969. tsc = status_get_sc(target);
  970. if(tsc && tsc->count)
  971. {
  972. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  973. return 0;
  974. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  975. && tsc->data[SC_FREEZE].timer != -1)
  976. return 0;
  977. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  978. return 0;
  979. }
  980. //If targetting, cloak+hide protect you, otherwise only hiding does.
  981. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  982. //You cannot hide from ground skills.
  983. if(skill_get_pl(skill_num) == ELE_EARTH)
  984. hide_flag &= ~OPTION_HIDE;
  985. switch (target->type)
  986. {
  987. case BL_PC:
  988. {
  989. struct map_session_data *sd = (TBL_PC*) target;
  990. if (pc_isinvisible(sd))
  991. return 0;
  992. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  993. && (sd->special_state.perfect_hiding || !(
  994. status->race == RC_INSECT ||
  995. status->race == RC_DEMON ||
  996. status->mode&MD_DETECTOR
  997. )))
  998. return 0;
  999. }
  1000. break;
  1001. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1002. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1003. if (status->mode&MD_LOOTER)
  1004. return 1;
  1005. return 0;
  1006. case BL_HOM:
  1007. //Can't use support skills on homun (only master/self can)
  1008. //Placed here instead of battle_check_target because support skill
  1009. //invocations don't call that function.
  1010. if (skill_num && skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
  1011. battle_get_master(target) != src)
  1012. return 0;
  1013. default:
  1014. //Check for chase-walk/hiding/cloaking opponents.
  1015. if (tsc && !(status->mode&MD_BOSS))
  1016. {
  1017. if (tsc->option&hide_flag && !(
  1018. status->race == RC_INSECT ||
  1019. status->race == RC_DEMON ||
  1020. status->mode&MD_DETECTOR
  1021. ))
  1022. return 0;
  1023. }
  1024. }
  1025. return 1;
  1026. }
  1027. //Checks whether the source can see and chase target.
  1028. int status_check_visibility(struct block_list *src, struct block_list *target)
  1029. {
  1030. int view_range;
  1031. struct status_data* status = status_get_status_data(src);
  1032. struct status_change* tsc = status_get_sc(target);
  1033. switch (src->type) {
  1034. case BL_MOB:
  1035. view_range = ((TBL_MOB*)src)->min_chase;
  1036. break;
  1037. case BL_PET:
  1038. view_range = ((TBL_PET*)src)->db->range2;
  1039. break;
  1040. default:
  1041. view_range = AREA_SIZE;
  1042. }
  1043. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1044. return 0;
  1045. switch (target->type)
  1046. {
  1047. case BL_PC:
  1048. {
  1049. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1050. && !(status->mode&MD_BOSS) && (
  1051. ((TBL_PC*)target)->special_state.perfect_hiding || !(
  1052. status->race == RC_INSECT ||
  1053. status->race == RC_DEMON ||
  1054. status->mode&MD_DETECTOR
  1055. )))
  1056. return 0;
  1057. }
  1058. break;
  1059. default:
  1060. //Check for chase-walk/hiding/cloaking opponents.
  1061. if (tsc && !(status->mode&MD_BOSS))
  1062. {
  1063. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1064. && !(
  1065. status->race == RC_INSECT ||
  1066. status->race == RC_DEMON ||
  1067. status->mode&MD_DETECTOR
  1068. ))
  1069. return 0;
  1070. }
  1071. }
  1072. return 1;
  1073. }
  1074. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1075. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1076. {
  1077. int flag = 0, str, dex, dstr;
  1078. if(!(bl->type&battle_config.enable_baseatk))
  1079. return 0;
  1080. if (bl->type == BL_PC)
  1081. switch(((TBL_PC*)bl)->status.weapon){
  1082. case W_BOW:
  1083. case W_MUSICAL:
  1084. case W_WHIP:
  1085. case W_REVOLVER:
  1086. case W_RIFLE:
  1087. case W_SHOTGUN:
  1088. case W_GATLING:
  1089. case W_GRENADE:
  1090. flag = 1;
  1091. }
  1092. if (flag) {
  1093. str = status->dex;
  1094. dex = status->str;
  1095. } else {
  1096. str = status->str;
  1097. dex = status->dex;
  1098. }
  1099. //Normally only players have base-atk, but homunc have a different batk
  1100. // equation, hinting that perhaps non-players should use this for batk.
  1101. // [Skotlex]
  1102. dstr = str/10;
  1103. str += dstr*dstr;
  1104. if (bl->type == BL_PC)
  1105. str+= dex/5 + status->luk/5;
  1106. return str;
  1107. }
  1108. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1109. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1110. //Fills in the misc data that can be calculated from the other status info (except for level)
  1111. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1112. {
  1113. //Non players get the value set, players need to stack with previous bonuses.
  1114. if (bl->type != BL_PC)
  1115. status->batk =
  1116. status->matk_min = status->matk_max =
  1117. status->hit = status->flee =
  1118. status->def2 = status->mdef2 =
  1119. status->cri = status->flee2 = 0;
  1120. status->matk_min += status_base_matk_min(status);
  1121. status->matk_max += status_base_matk_max(status);
  1122. status->hit += level + status->dex;
  1123. status->flee += level + status->agi;
  1124. status->def2 += status->vit;
  1125. status->mdef2 += status->int_ + (status->vit>>1);
  1126. if (bl->type&battle_config.enable_critical)
  1127. status->cri += status->luk*3 + 10;
  1128. else
  1129. status->cri = 0;
  1130. if (bl->type&battle_config.enable_perfect_flee)
  1131. status->flee2 += status->luk + 10;
  1132. else
  1133. status->flee2 = 0;
  1134. status->batk += status_base_atk(bl, status);
  1135. if (status->cri)
  1136. switch (bl->type) {
  1137. case BL_MOB:
  1138. if(battle_config.mob_critical_rate != 100)
  1139. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1140. if(!status->cri && battle_config.mob_critical_rate)
  1141. status->cri = 10;
  1142. break;
  1143. case BL_PC:
  1144. //Players don't have a critical adjustment setting as of yet.
  1145. break;
  1146. default:
  1147. if(battle_config.critical_rate != 100)
  1148. status->cri = status->cri*battle_config.critical_rate/100;
  1149. if (!status->cri && battle_config.critical_rate)
  1150. status->cri = 10;
  1151. }
  1152. if(bl->type&BL_REGEN)
  1153. status_calc_regen(bl, status, status_get_regen_data(bl));
  1154. }
  1155. //Skotlex: Calculates the initial status for the given mob
  1156. //first will only be false when the mob leveled up or got a GuardUp level.
  1157. //first&2: Class-change invoked.
  1158. int status_calc_mob(struct mob_data* md, int first)
  1159. {
  1160. struct status_data *status;
  1161. struct block_list *mbl = NULL;
  1162. int flag=0;
  1163. if(first)
  1164. { //Set basic level on respawn.
  1165. if (md->spawn && !(first&2))
  1166. md->level = md->spawn->level;
  1167. else
  1168. md->level = md->db->lv; // [Valaris]
  1169. }
  1170. //Check if we need custom base-status
  1171. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1172. flag|=1;
  1173. if (md->special_state.size)
  1174. flag|=2;
  1175. if (md->guardian_data && md->guardian_data->guardup_lv)
  1176. flag|=4;
  1177. if (battle_config.slaves_inherit_speed && md->master_id)
  1178. flag|=8;
  1179. if (md->master_id && md->special_state.ai>1)
  1180. flag|=16;
  1181. if (!flag)
  1182. { //No special status required.
  1183. if (md->base_status) {
  1184. aFree(md->base_status);
  1185. md->base_status = NULL;
  1186. }
  1187. if(first)
  1188. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1189. return 0;
  1190. }
  1191. if (!md->base_status)
  1192. md->base_status = aCalloc(1, sizeof(struct status_data));
  1193. status = md->base_status;
  1194. memcpy(status, &md->db->status, sizeof(struct status_data));
  1195. if (flag&(8|16))
  1196. mbl = map_id2bl(md->master_id);
  1197. if (flag&8 && mbl) {
  1198. struct status_data *mstatus = status_get_base_status(mbl);
  1199. if (mstatus &&
  1200. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1201. status->speed = mstatus->speed;
  1202. }
  1203. if (flag&16 && mbl)
  1204. { //Max HP setting from Summon Flora/marine Sphere
  1205. struct unit_data *ud = unit_bl2ud(mbl);
  1206. //Remove special AI when this is used by regular mobs.
  1207. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1208. md->special_state.ai = 0;
  1209. if (ud)
  1210. { // different levels of HP according to skill level
  1211. if (ud->skillid == AM_SPHEREMINE) {
  1212. status->max_hp = 2000 + 400*ud->skilllv;
  1213. } else { //AM_CANNIBALIZE
  1214. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1215. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1216. }
  1217. status->hp = status->max_hp;
  1218. }
  1219. }
  1220. if (flag&1)
  1221. { // increase from mobs leveling up [Valaris]
  1222. int diff = md->level - md->db->lv;
  1223. status->str+= diff;
  1224. status->agi+= diff;
  1225. status->vit+= diff;
  1226. status->int_+= diff;
  1227. status->dex+= diff;
  1228. status->luk+= diff;
  1229. status->max_hp += diff*status->vit;
  1230. status->max_sp += diff*status->int_;
  1231. status->hp = status->max_hp;
  1232. status->sp = status->max_sp;
  1233. status->speed -= diff;
  1234. }
  1235. if (flag&2)
  1236. { // change for sized monsters [Valaris]
  1237. if (md->special_state.size==1) {
  1238. status->max_hp>>=1;
  1239. status->max_sp>>=1;
  1240. if (!status->max_hp) status->max_hp = 1;
  1241. if (!status->max_sp) status->max_sp = 1;
  1242. status->hp=status->max_hp;
  1243. status->sp=status->max_sp;
  1244. status->str>>=1;
  1245. status->agi>>=1;
  1246. status->vit>>=1;
  1247. status->int_>>=1;
  1248. status->dex>>=1;
  1249. status->luk>>=1;
  1250. if (!status->str) status->str = 1;
  1251. if (!status->agi) status->agi = 1;
  1252. if (!status->vit) status->vit = 1;
  1253. if (!status->int_) status->int_ = 1;
  1254. if (!status->dex) status->dex = 1;
  1255. if (!status->luk) status->luk = 1;
  1256. } else if (md->special_state.size==2) {
  1257. status->max_hp<<=1;
  1258. status->max_sp<<=1;
  1259. status->hp=status->max_hp;
  1260. status->sp=status->max_sp;
  1261. status->str<<=1;
  1262. status->agi<<=1;
  1263. status->vit<<=1;
  1264. status->int_<<=1;
  1265. status->dex<<=1;
  1266. status->luk<<=1;
  1267. }
  1268. }
  1269. status_calc_misc(&md->bl, status, md->level);
  1270. if(flag&4)
  1271. { // Strengthen Guardians - custom value +10% / lv
  1272. struct guild_castle *gc;
  1273. gc=guild_mapname2gc(map[md->bl.m].name);
  1274. if (!gc)
  1275. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1276. else {
  1277. status->max_hp += 2000 * gc->defense;
  1278. status->max_sp += 200 * gc->defense;
  1279. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1280. status->hp = gc->guardian[md->guardian_data->number].hp;
  1281. else //Emperium
  1282. status->hp = status->max_hp;
  1283. status->sp = status->max_sp;
  1284. }
  1285. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1286. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1287. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1288. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1289. }
  1290. //Initial battle status
  1291. if (!first)
  1292. status_calc_bl(&md->bl, SCB_ALL);
  1293. else
  1294. memcpy(&md->status, status, sizeof(struct status_data));
  1295. return 1;
  1296. }
  1297. //Skotlex: Calculates the stats of the given pet.
  1298. int status_calc_pet(struct pet_data *pd, int first)
  1299. {
  1300. nullpo_retr(0, pd);
  1301. if (first) {
  1302. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1303. pd->status.speed = pd->petDB->speed;
  1304. }
  1305. if (battle_config.pet_lv_rate && pd->msd)
  1306. {
  1307. struct map_session_data *sd = pd->msd;
  1308. int lv;
  1309. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1310. if (lv < 0)
  1311. lv = 1;
  1312. if (lv != pd->pet.level || first)
  1313. {
  1314. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1315. pd->pet.level = lv;
  1316. if (!first) //Lv Up animation
  1317. clif_misceffect(&pd->bl, 0);
  1318. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1319. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1320. status->str = (bstat->str*lv)/pd->db->lv;
  1321. status->agi = (bstat->agi*lv)/pd->db->lv;
  1322. status->vit = (bstat->vit*lv)/pd->db->lv;
  1323. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1324. status->dex = (bstat->dex*lv)/pd->db->lv;
  1325. status->luk = (bstat->luk*lv)/pd->db->lv;
  1326. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1327. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1328. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1329. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1330. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1331. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1332. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1333. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1334. status_calc_misc(&pd->bl, &pd->status, lv);
  1335. if (!first) //Not done the first time because the pet is not visible yet
  1336. clif_send_petstatus(sd);
  1337. }
  1338. } else if (first) {
  1339. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1340. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1341. pd->pet.level = pd->db->lv;
  1342. }
  1343. //Support rate modifier (1000 = 100%)
  1344. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1345. if(battle_config.pet_support_rate != 100)
  1346. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1347. return 1;
  1348. }
  1349. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1350. {
  1351. unsigned int val;
  1352. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1353. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1354. * (100 + status->vit)/100 + sd->param_equip[2];
  1355. if (sd->class_&JOBL_UPPER)
  1356. val += val * 25/100;
  1357. else if (sd->class_&JOBL_BABY)
  1358. val -= val * 30/100;
  1359. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA ||
  1360. (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1361. val += 100; //Since their HP can't be approximated well enough without this.
  1362. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON &&
  1363. sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1364. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1365. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE &&
  1366. sd->status.base_level >= 99)
  1367. val += 2000;
  1368. return val;
  1369. }
  1370. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1371. {
  1372. unsigned int val;
  1373. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1374. * (100 + status->int_)/100 + sd->param_equip[3];
  1375. if (sd->class_&JOBL_UPPER)
  1376. val += val * 25/100;
  1377. else if (sd->class_&JOBL_BABY)
  1378. val -= val * 30/100;
  1379. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1380. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1381. return val;
  1382. }
  1383. //Calculates player data from scratch without counting SC adjustments.
  1384. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1385. int status_calc_pc(struct map_session_data* sd,int first)
  1386. {
  1387. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1388. struct status_data b_status, *status;
  1389. struct weapon_atk b_lhw;
  1390. struct skill b_skill[MAX_SKILL];
  1391. int b_weight,b_max_weight;
  1392. int i,index;
  1393. int skill,refinedef=0;
  1394. if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
  1395. return -1;
  1396. if (++calculating > 10) //Too many recursive calls!
  1397. return -1;
  1398. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1399. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1400. b_status.lhw = &b_lhw;
  1401. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1402. b_weight = sd->weight;
  1403. b_max_weight = sd->max_weight;
  1404. pc_calc_skilltree(sd); // スキルツリ?の計算
  1405. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1406. if(first&1) {
  1407. //Load Hp/SP from char-received data.
  1408. sd->battle_status.hp = sd->status.hp;
  1409. sd->battle_status.sp = sd->status.sp;
  1410. sd->battle_status.lhw = &sd->battle_lhw;
  1411. sd->base_status.lhw = &sd->base_lhw;
  1412. sd->regen.sregen = &sd->sregen;
  1413. sd->regen.ssregen = &sd->ssregen;
  1414. sd->weight=0;
  1415. for(i=0;i<MAX_INVENTORY;i++){
  1416. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1417. continue;
  1418. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1419. }
  1420. sd->cart_max_weight=battle_config.max_cart_weight;
  1421. sd->cart_weight=0;
  1422. sd->cart_max_num=MAX_CART;
  1423. sd->cart_num=0;
  1424. for(i=0;i<MAX_CART;i++){
  1425. if(sd->status.cart[i].nameid==0)
  1426. continue;
  1427. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1428. sd->cart_num++;
  1429. }
  1430. }
  1431. status = &sd->base_status;
  1432. // these are not zeroed. [zzo]
  1433. sd->hprate=100;
  1434. sd->sprate=100;
  1435. sd->castrate=100;
  1436. sd->delayrate=100;
  1437. sd->dsprate=100;
  1438. sd->speed_rate = 100;
  1439. sd->hprecov_rate = 100;
  1440. sd->sprecov_rate = 100;
  1441. sd->atk_rate = sd->matk_rate = 100;
  1442. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1443. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1444. sd->regen.state.block = 0;
  1445. // zeroed arays, order follows the order in map.h.
  1446. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1447. malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1448. + sizeof(sd->param_equip)
  1449. + sizeof(sd->subele)
  1450. + sizeof(sd->subrace)
  1451. + sizeof(sd->subrace2)
  1452. + sizeof(sd->subsize)
  1453. + sizeof(sd->reseff)
  1454. + sizeof(sd->weapon_coma_ele)
  1455. + sizeof(sd->weapon_coma_race)
  1456. + sizeof(sd->weapon_atk)
  1457. + sizeof(sd->weapon_atk_rate)
  1458. + sizeof(sd->arrow_addele)
  1459. + sizeof(sd->arrow_addrace)
  1460. + sizeof(sd->arrow_addsize)
  1461. + sizeof(sd->magic_addele)
  1462. + sizeof(sd->magic_addrace)
  1463. + sizeof(sd->magic_addsize)
  1464. + sizeof(sd->critaddrace)
  1465. + sizeof(sd->expaddrace)
  1466. + sizeof(sd->itemgrouphealrate)
  1467. + sizeof(sd->sp_gain_race)
  1468. );
  1469. malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1470. malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1471. malloc_set(&sd->special_state,0,sizeof(sd->special_state));
  1472. malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1473. malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
  1474. //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
  1475. status->speed = DEFAULT_WALK_SPEED;
  1476. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1477. status->size = (sd->class_&JOBL_BABY)?0:1;
  1478. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1479. if (sd->class_&JOBL_BABY) {
  1480. if (battle_config.character_size&2)
  1481. status->size++;
  1482. } else
  1483. if(battle_config.character_size&1)
  1484. status->size++;
  1485. }
  1486. status->aspd_rate = 1000;
  1487. status->ele_lv = 1;
  1488. status->race = RC_DEMIHUMAN;
  1489. //zero up structures...
  1490. malloc_set(&sd->autospell,0,sizeof(sd->autospell)
  1491. + sizeof(sd->autospell2)
  1492. + sizeof(sd->addeff)
  1493. + sizeof(sd->addeff2)
  1494. + sizeof(sd->skillatk)
  1495. + sizeof(sd->skillblown)
  1496. + sizeof(sd->add_def)
  1497. + sizeof(sd->add_mdef)
  1498. + sizeof(sd->add_dmg)
  1499. + sizeof(sd->add_mdmg)
  1500. + sizeof(sd->add_drop)
  1501. + sizeof(sd->itemhealrate)
  1502. );
  1503. // vars zeroing. ints, shorts, chars. in that order.
  1504. malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1505. + sizeof(sd->arrow_ele)
  1506. + sizeof(sd->arrow_cri)
  1507. + sizeof(sd->arrow_hit)
  1508. + sizeof(sd->nsshealhp)
  1509. + sizeof(sd->nsshealsp)
  1510. + sizeof(sd->critical_def)
  1511. + sizeof(sd->double_rate)
  1512. + sizeof(sd->long_attack_atk_rate)
  1513. + sizeof(sd->near_attack_def_rate)
  1514. + sizeof(sd->long_attack_def_rate)
  1515. + sizeof(sd->magic_def_rate)
  1516. + sizeof(sd->misc_def_rate)
  1517. + sizeof(sd->ignore_mdef_ele)
  1518. + sizeof(sd->ignore_mdef_race)
  1519. + sizeof(sd->perfect_hit)
  1520. + sizeof(sd->perfect_hit_add)
  1521. + sizeof(sd->get_zeny_rate)
  1522. + sizeof(sd->get_zeny_num)
  1523. + sizeof(sd->double_add_rate)
  1524. + sizeof(sd->short_weapon_damage_return)
  1525. + sizeof(sd->long_weapon_damage_return)
  1526. + sizeof(sd->magic_damage_return)
  1527. + sizeof(sd->random_attack_increase_add)
  1528. + sizeof(sd->random_attack_increase_per)
  1529. + sizeof(sd->break_weapon_rate)
  1530. + sizeof(sd->break_armor_rate)
  1531. + sizeof(sd->crit_atk_rate)
  1532. + sizeof(sd->hp_loss_rate)
  1533. + sizeof(sd->sp_loss_rate)
  1534. + sizeof(sd->classchange)
  1535. + sizeof(sd->speed_add_rate)
  1536. + sizeof(sd->aspd_add_rate)
  1537. + sizeof(sd->setitem_hash)
  1538. + sizeof(sd->setitem_hash2)
  1539. // shorts
  1540. + sizeof(sd->splash_range)
  1541. + sizeof(sd->splash_add_range)
  1542. + sizeof(sd->add_steal_rate)
  1543. + sizeof(sd->hp_loss_value)
  1544. + sizeof(sd->sp_loss_value)
  1545. + sizeof(sd->hp_loss_type)
  1546. + sizeof(sd->hp_gain_value)
  1547. + sizeof(sd->sp_gain_value)
  1548. + sizeof(sd->sp_vanish_rate)
  1549. + sizeof(sd->sp_vanish_per)
  1550. + sizeof(sd->add_drop_count)
  1551. + sizeof(sd->unbreakable)
  1552. + sizeof(sd->unbreakable_equip)
  1553. + sizeof(sd->unstripable_equip)
  1554. + sizeof(sd->add_def_count)
  1555. + sizeof(sd->add_mdef_count)
  1556. + sizeof(sd->add_dmg_count)
  1557. + sizeof(sd->add_mdmg_count)
  1558. );
  1559. // Parse equipment.
  1560. for(i=0;i<EQI_MAX-1;i++) {
  1561. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1562. if(index < 0)
  1563. continue;
  1564. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1565. continue;
  1566. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1567. continue;
  1568. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1569. continue;
  1570. if(!sd->inventory_data[index])
  1571. continue;
  1572. status->def += sd->inventory_data[index]->def;
  1573. if(first&1 && sd->inventory_data[index]->equip_script)
  1574. { //Execute equip-script on login
  1575. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1576. if (!calculating)
  1577. return 1;
  1578. }
  1579. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1580. int r,wlv = sd->inventory_data[index]->wlv;
  1581. struct weapon_data *wd;
  1582. struct weapon_atk *wa;
  1583. if (wlv >= MAX_REFINE_BONUS)
  1584. wlv = MAX_REFINE_BONUS - 1;
  1585. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1586. wd = &sd->left_weapon; // Left-hand weapon
  1587. wa = status->lhw;
  1588. } else {
  1589. wd = &sd->right_weapon;
  1590. wa = &status->rhw;
  1591. }
  1592. wa->atk += sd->inventory_data[index]->atk;
  1593. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1594. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1595. wd->overrefine = r*refinebonus[wlv][1];
  1596. wa->range += sd->inventory_data[index]->range;
  1597. if(sd->inventory_data[index]->script) {
  1598. if (wd == &sd->left_weapon) {
  1599. sd->state.lr_flag = 1;
  1600. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1601. sd->state.lr_flag = 0;
  1602. } else
  1603. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1604. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1605. return 1;
  1606. }
  1607. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1608. { // Forged weapon
  1609. wd->star += (sd->status.inventory[index].card[1]>>8);
  1610. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1611. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1612. wd->star += 10;
  1613. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1614. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1615. }
  1616. }
  1617. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1618. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1619. if(sd->inventory_data[index]->script) {
  1620. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1621. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1622. return 1;
  1623. }
  1624. }
  1625. }
  1626. if(sd->equip_index[EQI_AMMO] >= 0){
  1627. index = sd->equip_index[EQI_AMMO];
  1628. if(sd->inventory_data[index]){ // Arrows
  1629. sd->arrow_atk += sd->inventory_data[index]->atk;
  1630. sd->state.lr_flag = 2;
  1631. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1632. sd->state.lr_flag = 0;
  1633. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1634. return 1;
  1635. }
  1636. }
  1637. //Store equipment script bonuses
  1638. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1639. malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1640. status->def += (refinedef+50)/100;
  1641. //Parse Cards
  1642. for(i=0;i<EQI_MAX-1;i++) {
  1643. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1644. if(index < 0)
  1645. continue;
  1646. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1647. continue;
  1648. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1649. continue;
  1650. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1651. continue;
  1652. if(sd->inventory_data[index]) {
  1653. int j,c;
  1654. struct item_data *data;
  1655. //Card script execution.
  1656. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1657. continue;
  1658. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1659. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1660. if(!c)
  1661. continue;
  1662. data = itemdb_exists(c);
  1663. if(!data)
  1664. continue;
  1665. if(first&1 && data->equip_script)
  1666. { //Execute equip-script on login
  1667. run_script(data->equip_script,0,sd->bl.id,0);
  1668. if (!calculating)
  1669. return 1;
  1670. }
  1671. if(!data->script)
  1672. continue;
  1673. if(data->flag.no_equip) { //Card restriction checks.
  1674. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1675. continue;
  1676. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1677. continue;
  1678. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1679. continue;
  1680. }
  1681. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1682. { //Left hand status.
  1683. sd->state.lr_flag = 1;
  1684. run_script(data->script,0,sd->bl.id,0);
  1685. sd->state.lr_flag = 0;
  1686. } else
  1687. run_script(data->script,0,sd->bl.id,0);
  1688. if (!calculating) //Abort, run_script his function. [Skotlex]
  1689. return 1;
  1690. }
  1691. }
  1692. }
  1693. if(sd->pd && battle_config.pet_status_support)
  1694. { // Pet
  1695. struct pet_data *pd=sd->pd;
  1696. if(pd && pd->pet.intimate > 0 &&
  1697. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1698. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1699. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1700. }
  1701. //param_bonus now holds card bonuses.
  1702. if(status->rhw.range < 1) status->rhw.range = 1;
  1703. if(status->lhw->range < 1) status->lhw->range = 1;
  1704. if(status->rhw.range < status->lhw->range)
  1705. status->rhw.range = status->lhw->range;
  1706. sd->double_rate += sd->double_add_rate;
  1707. sd->perfect_hit += sd->perfect_hit_add;
  1708. sd->splash_range += sd->splash_add_range;
  1709. if(sd->aspd_add_rate)
  1710. status->aspd_rate += 10*sd->aspd_add_rate;
  1711. if(sd->speed_add_rate)
  1712. sd->speed_rate += sd->speed_add_rate;
  1713. // Damage modifiers from weapon type
  1714. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1715. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1716. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1717. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1718. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1719. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1720. if(pc_isriding(sd) &&
  1721. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1722. { //When Riding with spear, damage modifier to mid-class becomes
  1723. //same as versus large size.
  1724. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1725. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1726. }
  1727. // ----- STATS CALCULATION -----
  1728. // Job bonuses
  1729. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1730. if(!job_bonus[sd->status.class_][i])
  1731. continue;
  1732. switch(job_bonus[sd->status.class_][i]) {
  1733. case 1:
  1734. status->str++;
  1735. break;
  1736. case 2:
  1737. status->agi++;
  1738. break;
  1739. case 3:
  1740. status->vit++;
  1741. break;
  1742. case 4:
  1743. status->int_++;
  1744. break;
  1745. case 5:
  1746. status->dex++;
  1747. break;
  1748. case 6:
  1749. status->luk++;
  1750. break;
  1751. }
  1752. }
  1753. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1754. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1755. status->str += 10;
  1756. status->agi += 10;
  1757. status->vit += 10;
  1758. status->int_+= 10;
  1759. status->dex += 10;
  1760. status->luk += 10;
  1761. }
  1762. // Absolute modifiers from passive skills
  1763. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1764. status->str++;
  1765. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1766. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1767. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1768. status->dex += skill;
  1769. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1770. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1771. status->str = cap_value(i,0,USHRT_MAX);
  1772. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1773. status->agi = cap_value(i,0,USHRT_MAX);
  1774. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1775. status->vit = cap_value(i,0,USHRT_MAX);
  1776. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1777. status->int_ = cap_value(i,0,USHRT_MAX);
  1778. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1779. status->dex = cap_value(i,0,USHRT_MAX);
  1780. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1781. status->luk = cap_value(i,0,USHRT_MAX);
  1782. // ------ BASE ATTACK CALCULATION ------
  1783. // Base batk value is set on status_calc_misc
  1784. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1785. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1786. status->batk += sd->weapon_atk[sd->status.weapon];
  1787. // Absolute modifiers from passive skills
  1788. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1789. status->batk += 4;
  1790. // ----- HP MAX CALCULATION -----
  1791. // Basic MaxHP value
  1792. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1793. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1794. status->max_hp += sd->status.max_hp;
  1795. // Absolute modifiers from passive skills
  1796. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1797. status->max_hp += skill*200;
  1798. // Apply relative modifiers from equipment
  1799. if(sd->hprate < 0)
  1800. sd->hprate = 0;
  1801. if(sd->hprate!=100)
  1802. status->max_hp = status->max_hp * sd->hprate/100;
  1803. if(battle_config.hp_rate != 100)
  1804. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1805. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1806. status->max_hp = battle_config.max_hp;
  1807. else if(!status->max_hp)
  1808. status->max_hp = 1;
  1809. // ----- SP MAX CALCULATION -----
  1810. // Basic MaxSP value
  1811. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1812. status->max_sp += sd->status.max_sp;
  1813. // Absolute modifiers from passive skills
  1814. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1815. status->max_sp += 30*skill;
  1816. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1817. status->max_sp += status->max_sp * skill/100;
  1818. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1819. status->max_sp += status->max_sp * 2*skill/100;
  1820. // Apply relative modifiers from equipment
  1821. if(sd->sprate < 0)
  1822. sd->sprate = 0;
  1823. if(sd->sprate!=100)
  1824. status->max_sp = status->max_sp * sd->sprate/100;
  1825. if(battle_config.sp_rate != 100)
  1826. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1827. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1828. status->max_sp = battle_config.max_sp;
  1829. else if(!status->max_sp)
  1830. status->max_sp = 1;
  1831. // ----- RESPAWN HP/SP -----
  1832. //
  1833. //Calc respawn hp and store it on base_status
  1834. if (sd->special_state.restart_full_recover)
  1835. {
  1836. status->hp = status->max_hp;
  1837. status->sp = status->max_sp;
  1838. } else {
  1839. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1840. && battle_config.restart_hp_rate < 50)
  1841. status->hp=status->max_hp>>1;
  1842. else
  1843. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1844. if(!status->hp)
  1845. status->hp = 1;
  1846. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1847. }
  1848. // ----- MISC CALCULATION -----
  1849. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1850. //Equipment modifiers for misc settings
  1851. if(sd->matk_rate < 0)
  1852. sd->matk_rate = 0;
  1853. if(sd->matk_rate != 100){
  1854. status->matk_max = status->matk_max * sd->matk_rate/100;
  1855. status->matk_min = status->matk_min * sd->matk_rate/100;
  1856. }
  1857. if(sd->hit_rate < 0)
  1858. sd->hit_rate = 0;
  1859. if(sd->hit_rate != 100)
  1860. status->hit = status->hit * sd->hit_rate/100;
  1861. if(sd->flee_rate < 0)
  1862. sd->flee_rate = 0;
  1863. if(sd->flee_rate != 100)
  1864. status->flee = status->flee * sd->flee_rate/100;
  1865. if(sd->def2_rate < 0)
  1866. sd->def2_rate = 0;
  1867. if(sd->def2_rate != 100)
  1868. status->def2 = status->def2 * sd->def2_rate/100;
  1869. if(sd->mdef2_rate < 0)
  1870. sd->mdef2_rate = 0;
  1871. if(sd->mdef2_rate != 100)
  1872. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1873. if(sd->critical_rate < 0)
  1874. sd->critical_rate = 0;
  1875. if(sd->critical_rate != 100)
  1876. status->cri = status->cri * sd->critical_rate/100;
  1877. if(sd->flee2_rate < 0)
  1878. sd->flee2_rate = 0;
  1879. if(sd->flee2_rate != 100)
  1880. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1881. // ----- HIT CALCULATION -----
  1882. // Absolute modifiers from passive skills
  1883. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1884. status->hit += skill*2;
  1885. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1886. status->hit += skill;
  1887. if(sd->status.weapon == W_BOW)
  1888. status->rhw.range += skill;
  1889. }
  1890. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1891. {
  1892. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1893. status->hit += 2*skill;
  1894. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1895. status->hit += skill;
  1896. status->rhw.range += skill;
  1897. }
  1898. }
  1899. // ----- FLEE CALCULATION -----
  1900. // Absolute modifiers from passive skills
  1901. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1902. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1903. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1904. status->flee += (skill*3)>>1;
  1905. // ----- EQUIPMENT-DEF CALCULATION -----
  1906. // Apply relative modifiers from equipment
  1907. if(sd->def_rate < 0)
  1908. sd->def_rate = 0;
  1909. if(sd->def_rate != 100) {
  1910. i = status->def * sd->def_rate/100;
  1911. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1912. }
  1913. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1914. {
  1915. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1916. status->def = (unsigned char)battle_config.max_def;
  1917. }
  1918. // ----- EQUIPMENT-MDEF CALCULATION -----
  1919. // Apply relative modifiers from equipment
  1920. if(sd->mdef_rate < 0)
  1921. sd->mdef_rate = 0;
  1922. if(sd->mdef_rate != 100) {
  1923. i = status->mdef * sd->mdef_rate/100;
  1924. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1925. }
  1926. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1927. {
  1928. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1929. status->mdef = (signed char)battle_config.max_def;
  1930. }
  1931. // ----- WALKING SPEED CALCULATION -----
  1932. if(sd->speed_rate < 0)
  1933. sd->speed_rate = 0;
  1934. if(sd->speed_rate != 100)
  1935. status->speed = status->speed*sd->speed_rate/100;
  1936. // Relative modifiers from passive skills
  1937. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1938. status->speed -= status->speed * skill/100;
  1939. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1940. status->speed -= status->speed * 25/100;
  1941. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1942. status->speed += status->speed * (100-10*skill)/100;
  1943. if(status->speed < battle_config.max_walk_speed)
  1944. status->speed = battle_config.max_walk_speed;
  1945. // ----- ASPD CALCULATION -----
  1946. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1947. // Basic ASPD value
  1948. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1949. i = (1000 -4*status->agi -status->dex)
  1950. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1951. else
  1952. i = ((
  1953. (1000 -4*status->agi -status->dex)
  1954. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1955. )+(
  1956. (1000 -4*status->agi -status->dex)
  1957. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1958. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1959. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1960. // Relative modifiers from passive skills
  1961. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1962. status->aspd_rate -= 5*skill;
  1963. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1964. status->aspd_rate -= 30*skill;
  1965. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1966. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1967. status->aspd_rate -= ((skill+1)/2) * 10;
  1968. if(pc_isriding(sd))
  1969. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1970. status->adelay = 2*status->amotion;
  1971. // ----- DMOTION -----
  1972. //
  1973. i = 800-status->agi*4;
  1974. status->dmotion = cap_value(i, 400, 800);
  1975. if(battle_config.pc_damage_delay_rate != 100)
  1976. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1977. // ----- MISC CALCULATIONS -----
  1978. // Weight
  1979. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1980. sd->max_weight += 2000*skill;
  1981. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1982. sd->max_weight += 10000;
  1983. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1984. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1985. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1986. sd->regen.state.walk = 1;
  1987. else
  1988. sd->regen.state.walk = 0;
  1989. // Skill SP cost
  1990. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1991. sd->dsprate -= 4*skill;
  1992. if(sd->sc.count){
  1993. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1994. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1995. }
  1996. //Underflow protections.
  1997. if(sd->dsprate < 0)
  1998. sd->dsprate = 0;
  1999. if(sd->castrate < 0)
  2000. sd->castrate = 0;
  2001. if(sd->delayrate < 0)
  2002. sd->delayrate = 0;
  2003. if(sd->hprecov_rate < 0)
  2004. sd->hprecov_rate = 0;
  2005. if(sd->sprecov_rate < 0)
  2006. sd->sprecov_rate = 0;
  2007. // Anti-element and anti-race
  2008. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2009. sd->subele[6] += skill*5;
  2010. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2011. sd->subele[0] += skill;
  2012. sd->subele[3] += skill*4;
  2013. }
  2014. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2015. skill = skill*4;
  2016. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2017. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2018. sd->magic_addrace[RC_DRAGON]+=skill;
  2019. sd->subrace[RC_DRAGON]+=skill;
  2020. }
  2021. if(sd->sc.count){
  2022. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  2023. { //Update the card-bonus data
  2024. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  2025. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  2026. }
  2027. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  2028. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  2029. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  2030. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  2031. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  2032. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  2033. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  2034. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  2035. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  2036. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  2037. }
  2038. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  2039. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  2040. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  2041. }
  2042. }
  2043. status_cpy(&sd->battle_status, status);
  2044. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2045. status = &sd->battle_status; //Need to compare versus this.
  2046. // ----- CLIENT-SIDE REFRESH -----
  2047. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2048. clif_skillinfoblock(sd);
  2049. if(b_status.speed != status->speed)
  2050. clif_updatestatus(sd,SP_SPEED);
  2051. if(b_weight != sd->weight)
  2052. clif_updatestatus(sd,SP_WEIGHT);
  2053. if(b_max_weight != sd->max_weight) {
  2054. clif_updatestatus(sd,SP_MAXWEIGHT);
  2055. pc_checkweighticon(sd);
  2056. }
  2057. if(b_status.str != status->str)
  2058. clif_updatestatus(sd,SP_STR);
  2059. if(b_status.agi != status->agi)
  2060. clif_updatestatus(sd,SP_AGI);
  2061. if(b_status.vit != status->vit)
  2062. clif_updatestatus(sd,SP_VIT);
  2063. if(b_status.int_ != status->int_)
  2064. clif_updatestatus(sd,SP_INT);
  2065. if(b_status.dex != status->dex)
  2066. clif_updatestatus(sd,SP_DEX);
  2067. if(b_status.luk != status->luk)
  2068. clif_updatestatus(sd,SP_LUK);
  2069. if(b_status.hit != status->hit)
  2070. clif_updatestatus(sd,SP_HIT);
  2071. if(b_status.flee != status->flee)
  2072. clif_updatestatus(sd,SP_FLEE1);
  2073. if(b_status.amotion != status->amotion)
  2074. clif_updatestatus(sd,SP_ASPD);
  2075. if(b_status.rhw.atk != status->rhw.atk ||
  2076. b_status.lhw->atk != status->lhw->atk ||
  2077. b_status.batk != status->batk)
  2078. clif_updatestatus(sd,SP_ATK1);
  2079. if(b_status.def != status->def)
  2080. clif_updatestatus(sd,SP_DEF1);
  2081. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2082. b_status.lhw->atk2 != status->lhw->atk2)
  2083. clif_updatestatus(sd,SP_ATK2);
  2084. if(b_status.def2 != status->def2)
  2085. clif_updatestatus(sd,SP_DEF2);
  2086. if(b_status.flee2 != status->flee2)
  2087. clif_updatestatus(sd,SP_FLEE2);
  2088. if(b_status.cri != status->cri)
  2089. clif_updatestatus(sd,SP_CRITICAL);
  2090. if(b_status.matk_max != status->matk_max)
  2091. clif_updatestatus(sd,SP_MATK1);
  2092. if(b_status.matk_min != status->matk_min)
  2093. clif_updatestatus(sd,SP_MATK2);
  2094. if(b_status.mdef != status->mdef)
  2095. clif_updatestatus(sd,SP_MDEF1);
  2096. if(b_status.mdef2 != status->mdef2)
  2097. clif_updatestatus(sd,SP_MDEF2);
  2098. if(b_status.rhw.range != status->rhw.range)
  2099. clif_updatestatus(sd,SP_ATTACKRANGE);
  2100. if(b_status.max_hp != status->max_hp)
  2101. clif_updatestatus(sd,SP_MAXHP);
  2102. if(b_status.max_sp != status->max_sp)
  2103. clif_updatestatus(sd,SP_MAXSP);
  2104. if(b_status.hp != status->hp)
  2105. clif_updatestatus(sd,SP_HP);
  2106. if(b_status.sp != status->sp)
  2107. clif_updatestatus(sd,SP_SP);
  2108. calculating = 0;
  2109. return 0;
  2110. }
  2111. int status_calc_homunculus(struct homun_data *hd, int first)
  2112. {
  2113. struct status_data b_status, *status;
  2114. struct s_homunculus *hom;
  2115. int skill;
  2116. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2117. hom = &hd->homunculus;
  2118. status = &hd->base_status;
  2119. status->str = hom->str / 10;
  2120. status->agi = hom->agi / 10;
  2121. status->vit = hom->vit / 10;
  2122. status->dex = hom->dex / 10;
  2123. status->int_ = hom->int_ / 10;
  2124. status->luk = hom->luk / 10;
  2125. if (first) { //[orn]
  2126. status->def_ele = hd->homunculusDB->element;
  2127. status->ele_lv = 1;
  2128. status->race = hd->homunculusDB->race ;
  2129. status->size = hd->homunculusDB->size ;
  2130. status->rhw.range = 1 + status->size;
  2131. status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  2132. status->speed = DEFAULT_WALK_SPEED;
  2133. if (battle_config.slaves_inherit_speed&1 &&
  2134. hd->master && hd->master->state.auth) //Master needs be authed to have valid speed.
  2135. status->speed = status_get_speed(&hd->master->bl);
  2136. status->hp = 1;
  2137. status->sp = 1;
  2138. }
  2139. skill = hom->level/10 + status->vit/5;
  2140. status->def = cap_value(skill, 0, 99);
  2141. skill = hom->level/10 + status->int_/5;
  2142. status->mdef = cap_value(skill, 0, 99);
  2143. status->max_hp = hom->max_hp ;
  2144. status->max_sp = hom->max_sp ;
  2145. merc_hom_calc_skilltree(hd);
  2146. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2147. status->def += skill * 4;
  2148. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2149. {
  2150. status->int_ += 1 +skill/2 -skill/4 +skill/5;
  2151. status->str += 1 +2*(skill/3) +skill/4;
  2152. }
  2153. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2154. status->max_hp += skill * 2 * status->max_hp / 100;
  2155. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2156. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2157. if (first) {
  2158. hd->battle_status.hp = hom->hp ;
  2159. hd->battle_status.sp = hom->sp ;
  2160. }
  2161. status->rhw.atk = status->dex;
  2162. status->rhw.atk2 = status->str + hom->level;
  2163. status->aspd_rate = 1000;
  2164. skill = (1000 -4*status->agi -status->dex)
  2165. *hd->homunculusDB->baseASPD/1000;
  2166. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2167. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2168. status_calc_misc(&hd->bl, status, hom->level);
  2169. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2170. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2171. clif_hominfo(hd->master,hd,0) ;
  2172. return 1;
  2173. }
  2174. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2175. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2176. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2177. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2178. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2179. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2180. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2181. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2182. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2183. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2184. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2185. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2186. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2187. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2188. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2189. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2190. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2191. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2192. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2193. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2194. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2195. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2196. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2197. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2198. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2199. //Calculates base regen values.
  2200. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2201. {
  2202. struct map_session_data *sd;
  2203. int val, skill;
  2204. if (!(bl->type&BL_REGEN) || !regen)
  2205. return;
  2206. BL_CAST(BL_PC,bl,sd);
  2207. val = 1 + (status->vit/5) + (status->max_hp/200);
  2208. if (sd && sd->hprecov_rate != 100)
  2209. val = val*sd->hprecov_rate/100;
  2210. regen->hp = cap_value(val, 1, SHRT_MAX);
  2211. val = 1 + (status->int_/6) + (status->max_sp/100);
  2212. if(status->int_ >= 120)
  2213. val += ((status->int_-120)>>1) + 4;
  2214. if(sd && sd->sprecov_rate != 100)
  2215. val = val*sd->sprecov_rate/100;
  2216. regen->sp = cap_value(val, 1, SHRT_MAX);
  2217. if(sd)
  2218. {
  2219. struct regen_data_sub *sregen;
  2220. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2221. {
  2222. val = regen->sp*(100+3*skill)/100;
  2223. regen->sp = cap_value(val, 1, SHRT_MAX);
  2224. }
  2225. //Only players have skill/sitting skill regen for now.
  2226. sregen = regen->sregen;
  2227. val = 0;
  2228. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2229. val += skill*5 + (status->max_hp*skill/500);
  2230. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2231. val = 0;
  2232. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2233. val += skill*3 + (status->max_sp*skill/500);
  2234. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2235. val += skill*3 + (status->max_sp*skill/500);
  2236. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2237. // Skill-related recovery (only when sit)
  2238. sregen = regen->ssregen;
  2239. val = 0;
  2240. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2241. val += skill*4 + (status->max_hp*skill/500);
  2242. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2243. val += skill*30 + (status->max_hp*skill/500);
  2244. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2245. val = 0;
  2246. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2247. {
  2248. val += skill*3 + (status->max_sp*skill/500);
  2249. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2250. val += (30+10*skill)*val/100;
  2251. }
  2252. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2253. val += skill*2 + (status->max_sp*skill/500);
  2254. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2255. }
  2256. if(bl->type==BL_HOM)
  2257. {
  2258. struct homun_data *hd = (TBL_HOM*)bl;
  2259. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2260. {
  2261. val = regen->hp*(100+5*skill)/100;
  2262. regen->hp = cap_value(val, 1, SHRT_MAX);
  2263. }
  2264. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2265. {
  2266. val = regen->sp*(100+3*skill)/100;
  2267. regen->sp = cap_value(val, 1, SHRT_MAX);
  2268. }
  2269. }
  2270. }
  2271. //Calculates SC related regen rates.
  2272. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2273. {
  2274. if (!(bl->type&BL_REGEN) || !regen)
  2275. return;
  2276. regen->flag = RGN_HP|RGN_SP;
  2277. if(regen->sregen)
  2278. {
  2279. if (regen->sregen->hp)
  2280. regen->flag|=RGN_SHP;
  2281. if (regen->sregen->sp)
  2282. regen->flag|=RGN_SSP;
  2283. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2284. }
  2285. if (regen->ssregen)
  2286. {
  2287. if (regen->ssregen->hp)
  2288. regen->flag|=RGN_SHP;
  2289. if (regen->ssregen->sp)
  2290. regen->flag|=RGN_SSP;
  2291. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2292. }
  2293. regen->rate.hp = regen->rate.sp = 1;
  2294. if (!sc || !sc->count)
  2295. return;
  2296. if (
  2297. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2298. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2299. || sc->data[SC_BERSERK].timer != -1
  2300. || sc->data[SC_TRICKDEAD].timer != -1
  2301. || sc->data[SC_BLEEDING].timer != -1
  2302. ) //No regen
  2303. regen->flag = 0;
  2304. if (
  2305. sc->data[SC_EXTREMITYFIST].timer != -1
  2306. || sc->data[SC_DANCING].timer != -1
  2307. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2308. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2309. ) //No natural SP regen
  2310. regen->flag &=~RGN_SP;
  2311. if(
  2312. sc->data[SC_TENSIONRELAX].timer!=-1
  2313. ) {
  2314. regen->rate.hp += 2;
  2315. if (regen->sregen)
  2316. regen->sregen->rate.hp += 3;
  2317. }
  2318. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2319. {
  2320. regen->rate.hp += 1;
  2321. regen->rate.sp += 1;
  2322. }
  2323. if (sc->data[SC_REGENERATION].timer != -1)
  2324. {
  2325. if (!sc->data[SC_REGENERATION].val4)
  2326. {
  2327. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2328. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2329. } else
  2330. regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
  2331. }
  2332. }
  2333. //Calculates some attributes that depends on modified stats from status changes.
  2334. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2335. {
  2336. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2337. int skill;
  2338. if(flag&(SCB_MAXHP|SCB_VIT))
  2339. {
  2340. flag|=SCB_MAXHP; //Ensures client-side refresh
  2341. status->max_hp = status_base_pc_maxhp(sd,status);
  2342. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2343. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2344. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2345. status->max_hp = battle_config.max_hp;
  2346. else if(!status->max_hp)
  2347. status->max_hp = 1;
  2348. if(status->hp > status->max_hp) {
  2349. status->hp = status->max_hp;
  2350. clif_updatestatus(sd,SP_HP);
  2351. }
  2352. }
  2353. if(flag&(SCB_MAXSP|SCB_INT))
  2354. {
  2355. flag|=SCB_MAXSP;
  2356. status->max_sp = status_base_pc_maxsp(sd,status);
  2357. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2358. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2359. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2360. status->max_sp = battle_config.max_sp;
  2361. else if(!status->max_sp)
  2362. status->max_sp = 1;
  2363. if(status->sp > status->max_sp) {
  2364. status->sp = status->max_sp;
  2365. clif_updatestatus(sd,SP_SP);
  2366. }
  2367. }
  2368. if(flag&SCB_MATK) {
  2369. //New matk
  2370. status->matk_min = status_base_matk_min(status);
  2371. status->matk_max = status_base_matk_max(status);
  2372. //Bonuses from previous matk
  2373. status->matk_max += b_status->matk_max - status_base_matk_max(b_status);
  2374. status->matk_min += b_status->matk_min - status_base_matk_min(b_status);
  2375. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2376. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2377. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2378. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2379. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2380. }
  2381. }
  2382. if(flag&SCB_SPEED) {
  2383. if(status->speed < battle_config.max_walk_speed)
  2384. status->speed = battle_config.max_walk_speed;
  2385. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2386. //Store casting walk speed for quick restoration. [Skotlex]
  2387. sd->prev_speed = status->speed * (175-5*skill)/100;
  2388. if(sd->ud.skilltimer != -1) { //Swap speed.
  2389. skill = status->speed;
  2390. status->speed = sd->prev_speed;
  2391. sd->prev_speed = skill;
  2392. }
  2393. }
  2394. }
  2395. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2396. flag|=SCB_ASPD;
  2397. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2398. skill = (1000 -4*status->agi -status->dex)
  2399. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2400. else
  2401. skill = ((
  2402. (1000 -4*status->agi -status->dex)
  2403. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2404. )+(
  2405. (1000 -4*status->agi -status->dex)
  2406. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2407. )) *2/3;
  2408. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2409. // Apply all relative modifiers
  2410. if(status->aspd_rate != 1000)
  2411. skill = skill *status->aspd_rate/1000;
  2412. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2413. status->adelay = 2*status->amotion;
  2414. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2415. //Store casting adelay for quick restoration. [Skotlex]
  2416. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2417. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2418. skill = status->adelay;
  2419. status->adelay = sd->prev_adelay;
  2420. sd->prev_adelay = skill;
  2421. }
  2422. }
  2423. }
  2424. if(flag&(SCB_AGI|SCB_DSPD)) {
  2425. if (b_status->agi == status->agi)
  2426. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2427. else {
  2428. skill = 800-status->agi*4;
  2429. status->dmotion = cap_value(skill, 400, 800);
  2430. if(battle_config.pc_damage_delay_rate != 100)
  2431. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2432. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2433. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2434. }
  2435. }
  2436. if(flag&SCB_SPEED) {
  2437. clif_updatestatus(sd,SP_SPEED);
  2438. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2439. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2440. }
  2441. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2442. status_calc_regen(&sd->bl, status, &sd->regen);
  2443. if(flag&SCB_REGEN)
  2444. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2445. if (flag == SCB_ALL)
  2446. return; //Refresh is done on invoking function (status_calc_pc)
  2447. if(flag&SCB_STR)
  2448. clif_updatestatus(sd,SP_STR);
  2449. if(flag&SCB_AGI)
  2450. clif_updatestatus(sd,SP_AGI);
  2451. if(flag&SCB_VIT)
  2452. clif_updatestatus(sd,SP_VIT);
  2453. if(flag&SCB_INT)
  2454. clif_updatestatus(sd,SP_INT);
  2455. if(flag&SCB_DEX)
  2456. clif_updatestatus(sd,SP_DEX);
  2457. if(flag&SCB_LUK)
  2458. clif_updatestatus(sd,SP_LUK);
  2459. if(flag&SCB_HIT)
  2460. clif_updatestatus(sd,SP_HIT);
  2461. if(flag&SCB_FLEE)
  2462. clif_updatestatus(sd,SP_FLEE1);
  2463. if(flag&SCB_ASPD)
  2464. clif_updatestatus(sd,SP_ASPD);
  2465. if(flag&(SCB_BATK|SCB_WATK))
  2466. clif_updatestatus(sd,SP_ATK1);
  2467. if(flag&SCB_DEF)
  2468. clif_updatestatus(sd,SP_DEF1);
  2469. if(flag&SCB_WATK)
  2470. clif_updatestatus(sd,SP_ATK2);
  2471. if(flag&SCB_DEF2)
  2472. clif_updatestatus(sd,SP_DEF2);
  2473. if(flag&SCB_FLEE2)
  2474. clif_updatestatus(sd,SP_FLEE2);
  2475. if(flag&SCB_CRI)
  2476. clif_updatestatus(sd,SP_CRITICAL);
  2477. if(flag&SCB_MATK) {
  2478. clif_updatestatus(sd,SP_MATK1);
  2479. clif_updatestatus(sd,SP_MATK2);
  2480. }
  2481. if(flag&SCB_MDEF)
  2482. clif_updatestatus(sd,SP_MDEF1);
  2483. if(flag&SCB_MDEF2)
  2484. clif_updatestatus(sd,SP_MDEF2);
  2485. if(flag&SCB_RANGE)
  2486. clif_updatestatus(sd,SP_ATTACKRANGE);
  2487. if(flag&SCB_MAXHP)
  2488. clif_updatestatus(sd,SP_MAXHP);
  2489. if(flag&SCB_MAXSP)
  2490. clif_updatestatus(sd,SP_MAXSP);
  2491. }
  2492. //Calculates some attributes that depends on modified stats from status changes.
  2493. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2494. {
  2495. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2496. struct status_change *sc = &hd->sc;
  2497. int skill = 0;
  2498. if(flag&(SCB_MAXHP|SCB_VIT))
  2499. {
  2500. flag|=SCB_MAXHP; //Ensures client-side refresh
  2501. // Apply relative modifiers from equipment
  2502. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2503. status->max_hp = battle_config.max_hp;
  2504. else if(!status->max_hp)
  2505. status->max_hp = 1;
  2506. if(status->hp > status->max_hp)
  2507. status->hp = status->max_hp;
  2508. }
  2509. if(flag&(SCB_MAXSP|SCB_INT))
  2510. {
  2511. flag|=SCB_MAXSP;
  2512. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2513. status->max_sp = battle_config.max_sp;
  2514. else if(!status->max_sp)
  2515. status->max_sp = 1;
  2516. if(status->sp > status->max_sp)
  2517. status->sp = status->max_sp;
  2518. }
  2519. if(flag&SCB_VIT)
  2520. { //Since vit affects def, recalculate def.
  2521. flag|=SCB_DEF;
  2522. status->def = status_calc_def(&hd->bl, sc, b_status->def);
  2523. status->def+= (status->vit/5 - b_status->vit/5);
  2524. }
  2525. if(flag&SCB_INT)
  2526. {
  2527. flag|=SCB_MDEF;
  2528. status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef);
  2529. status->mdef+= (status->int_/5 - b_status->int_/5);
  2530. }
  2531. if(flag&SCB_DEX) {
  2532. flag |=SCB_WATK;
  2533. status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk);
  2534. status->rhw.atk+= (status->dex - b_status->dex);
  2535. }
  2536. if(flag&SCB_STR) {
  2537. flag |=SCB_WATK;
  2538. status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2);
  2539. status->rhw.atk2+= (status->str - b_status->str);
  2540. }
  2541. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2542. status->rhw.atk2 = status->rhw.atk;
  2543. if(flag&SCB_MATK) //Hom Min Matk is always the same as Max Matk
  2544. status->matk_min = status->matk_max;
  2545. if(flag&SCB_SPEED && battle_config.slaves_inherit_speed&1 && hd->master)
  2546. status->speed = status_get_speed(&hd->master->bl);
  2547. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2548. flag|=SCB_ASPD;
  2549. skill = (1000 -4*status->agi -status->dex)
  2550. *hd->homunculusDB->baseASPD/1000;
  2551. status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate);
  2552. if(status->aspd_rate != 1000)
  2553. skill = skill*status->aspd_rate/1000;
  2554. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2555. status->adelay = 2*status->amotion;
  2556. }
  2557. if(flag&(SCB_AGI|SCB_DSPD)) {
  2558. skill = 800-status->agi*4;
  2559. status->dmotion = cap_value(skill, 400, 800);
  2560. status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion);
  2561. }
  2562. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2563. status_calc_regen(&hd->bl, status, &hd->regen);
  2564. if(flag&SCB_REGEN)
  2565. status_calc_regen_rate(&hd->bl, &hd->regen, sc);
  2566. if (flag == SCB_ALL)
  2567. return; //Refresh is done on invoking function (status_calc_hom)
  2568. if (hd->master && flag&(
  2569. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2570. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2571. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2572. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2573. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2574. )
  2575. clif_hominfo(hd->master,hd,0);
  2576. }
  2577. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2578. {
  2579. struct status_data *b_status, *status;
  2580. struct status_change *sc;
  2581. int temp;
  2582. TBL_PC *sd;
  2583. b_status = status_get_base_status(bl);
  2584. status = status_get_status_data(bl);
  2585. sc = status_get_sc(bl);
  2586. if (!b_status || !status)
  2587. return;
  2588. BL_CAST(BL_PC,bl,sd);
  2589. if(sd && flag&SCB_PC)
  2590. { //Recalc everything.
  2591. status_calc_pc(sd,0);
  2592. return;
  2593. }
  2594. if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2595. status_cpy(status, b_status);
  2596. return;
  2597. }
  2598. if(flag&SCB_STR) {
  2599. status->str = status_calc_str(bl, sc, b_status->str);
  2600. flag|=SCB_BATK;
  2601. }
  2602. if(flag&SCB_AGI) {
  2603. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2604. flag|=SCB_FLEE;
  2605. }
  2606. if(flag&SCB_VIT) {
  2607. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2608. flag|=SCB_DEF2|SCB_MDEF2;
  2609. }
  2610. if(flag&SCB_INT) {
  2611. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2612. flag|=SCB_MATK|SCB_MDEF2;
  2613. }
  2614. if(flag&SCB_DEX) {
  2615. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2616. flag|=SCB_BATK|SCB_HIT;
  2617. }
  2618. if(flag&SCB_LUK) {
  2619. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2620. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2621. }
  2622. if(flag&SCB_BATK && b_status->batk) {
  2623. status->batk = status_base_atk(bl,status);
  2624. temp = b_status->batk - status_base_atk(bl,b_status);
  2625. if (temp)
  2626. status->batk += temp;
  2627. status->batk = status_calc_batk(bl, sc, status->batk);
  2628. }
  2629. if(flag&SCB_WATK) {
  2630. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2631. if (!sd) //Should not affect weapon refine bonus
  2632. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2633. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2634. if (sd) {
  2635. sd->state.lr_flag = 1;
  2636. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2637. sd->state.lr_flag = 0;
  2638. } else {
  2639. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2640. status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
  2641. }
  2642. }
  2643. }
  2644. if(flag&SCB_HIT) {
  2645. if (status->dex == b_status->dex)
  2646. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2647. else
  2648. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2649. }
  2650. if(flag&SCB_FLEE) {
  2651. if (status->agi == b_status->agi)
  2652. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2653. else
  2654. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2655. }
  2656. if(flag&SCB_DEF)
  2657. status->def = status_calc_def(bl, sc, b_status->def);
  2658. if(flag&SCB_DEF2) {
  2659. if (status->vit == b_status->vit)
  2660. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2661. else
  2662. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2663. }
  2664. if(flag&SCB_MDEF)
  2665. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2666. if(flag&SCB_MDEF2) {
  2667. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2668. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2669. else
  2670. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2671. }
  2672. if(flag&SCB_SPEED) {
  2673. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2674. if (!sd)
  2675. { //Player speed is updated on calc_bl_sub_pc
  2676. struct unit_data *ud = unit_bl2ud(bl);
  2677. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2678. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2679. }
  2680. }
  2681. if(flag&SCB_CRI && b_status->cri) {
  2682. if (status->luk == b_status->luk)
  2683. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2684. else
  2685. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2686. }
  2687. if(flag&SCB_FLEE2 && b_status->flee2) {
  2688. if (status->luk == b_status->luk)
  2689. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2690. else
  2691. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2692. }
  2693. if(flag&SCB_ATK_ELE) {
  2694. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2695. if(status->lhw && b_status->lhw) {
  2696. if (sd) sd->state.lr_flag = 1;
  2697. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2698. if (sd) sd->state.lr_flag = 0;
  2699. }
  2700. }
  2701. if(flag&SCB_DEF_ELE) {
  2702. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2703. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2704. }
  2705. if(flag&SCB_MODE)
  2706. {
  2707. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2708. //Since mode changed, reset their state.
  2709. if (!(status->mode&MD_CANATTACK))
  2710. unit_stop_attack(bl);
  2711. if (!(status->mode&MD_CANMOVE))
  2712. unit_stop_walking(bl,0);
  2713. }
  2714. // No status changes alter these yet.
  2715. // if(flag&SCB_SIZE)
  2716. // if(flag&SCB_RACE)
  2717. // if(flag&SCB_RANGE)
  2718. if(sd) {
  2719. //The remaining are handled quite different by players, so use their own function.
  2720. status_calc_bl_sub_pc(sd, flag);
  2721. return;
  2722. }
  2723. if(flag&SCB_MAXHP) {
  2724. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2725. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2726. status->hp = status->max_hp;
  2727. }
  2728. if(flag&SCB_MAXSP) {
  2729. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2730. if (status->sp > status->max_sp)
  2731. status->sp = status->max_sp;
  2732. }
  2733. if(flag&SCB_MATK) {
  2734. status->matk_min = status_base_matk_min(status);
  2735. status->matk_max = status_base_matk_max(status);
  2736. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2737. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2738. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2739. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2740. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2741. }
  2742. }
  2743. if(bl->type == BL_HOM) {
  2744. //The remaining are handled quite different by homunculus, so use their own function.
  2745. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2746. return;
  2747. }
  2748. if(flag&SCB_ASPD) {
  2749. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2750. temp = status->aspd_rate*b_status->amotion/1000;
  2751. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2752. temp = status->aspd_rate*b_status->adelay/1000;
  2753. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2754. }
  2755. if(flag&SCB_DSPD)
  2756. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2757. if(bl->type&BL_REGEN) {
  2758. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2759. status_calc_regen(bl, status, status_get_regen_data(bl));
  2760. if(flag&SCB_REGEN)
  2761. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2762. }
  2763. }
  2764. /*==========================================
  2765. * Apply shared stat mods from status changes [DracoRPG]
  2766. *------------------------------------------
  2767. */
  2768. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2769. {
  2770. if(!sc || !sc->count)
  2771. return cap_value(str,1,USHRT_MAX);
  2772. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2773. str += sc->data[SC_INCALLSTATUS].val1;
  2774. if(sc->data[SC_INCSTR].timer!=-1)
  2775. str += sc->data[SC_INCSTR].val1;
  2776. if(sc->data[SC_STRFOOD].timer!=-1)
  2777. str += sc->data[SC_STRFOOD].val1;
  2778. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2779. str += 5;
  2780. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2781. str += sc->data[SC_GUILDAURA].val3>>16;
  2782. if(sc->data[SC_LOUD].timer!=-1)
  2783. str += 4;
  2784. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2785. str += 5;
  2786. if(sc->data[SC_SPURT].timer!=-1)
  2787. str += 10;
  2788. if(sc->data[SC_NEN].timer!=-1)
  2789. str += sc->data[SC_NEN].val1;
  2790. if(sc->data[SC_BLESSING].timer != -1){
  2791. if(sc->data[SC_BLESSING].val2)
  2792. str += sc->data[SC_BLESSING].val2;
  2793. else
  2794. str >>= 1;
  2795. }
  2796. if(sc->data[SC_MARIONETTE].timer!=-1)
  2797. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2798. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2799. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2800. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2801. str = 50;
  2802. return cap_value(str,1,USHRT_MAX);
  2803. }
  2804. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2805. {
  2806. if(!sc || !sc->count)
  2807. return cap_value(agi,1,USHRT_MAX);
  2808. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2809. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2810. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2811. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2812. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2813. agi += sc->data[SC_INCALLSTATUS].val1;
  2814. if(sc->data[SC_INCAGI].timer!=-1)
  2815. agi += sc->data[SC_INCAGI].val1;
  2816. if(sc->data[SC_AGIFOOD].timer!=-1)
  2817. agi += sc->data[SC_AGIFOOD].val1;
  2818. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2819. agi += sc->data[SC_GUILDAURA].val4>>16;
  2820. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2821. agi += 5;
  2822. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2823. agi += sc->data[SC_INCREASEAGI].val2;
  2824. if(sc->data[SC_INCREASING].timer!=-1)
  2825. agi += 4; // added based on skill updates [Reddozen]
  2826. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2827. agi -= sc->data[SC_DECREASEAGI].val2;
  2828. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2829. agi -= sc->data[SC_QUAGMIRE].val2;
  2830. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  2831. agi -= sc->data[SC_SUITON].val2;
  2832. if(sc->data[SC_MARIONETTE].timer!=-1)
  2833. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2834. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2835. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2836. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2837. agi = 50;
  2838. return cap_value(agi,1,USHRT_MAX);
  2839. }
  2840. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2841. {
  2842. if(!sc || !sc->count)
  2843. return cap_value(vit,1,USHRT_MAX);
  2844. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2845. vit += sc->data[SC_INCALLSTATUS].val1;
  2846. if(sc->data[SC_INCVIT].timer!=-1)
  2847. vit += sc->data[SC_INCVIT].val1;
  2848. if(sc->data[SC_VITFOOD].timer!=-1)
  2849. vit += sc->data[SC_VITFOOD].val1;
  2850. if(sc->data[SC_CHANGE].timer!=-1)
  2851. vit += sc->data[SC_CHANGE].val2;
  2852. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2853. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2854. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2855. vit += 5;
  2856. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2857. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2858. if(sc->data[SC_MARIONETTE].timer!=-1)
  2859. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2860. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2861. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2862. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2863. vit = 50;
  2864. return cap_value(vit,1,USHRT_MAX);
  2865. }
  2866. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2867. {
  2868. if(!sc || !sc->count)
  2869. return cap_value(int_,1,USHRT_MAX);
  2870. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2871. int_ += sc->data[SC_INCALLSTATUS].val1;
  2872. if(sc->data[SC_INCINT].timer!=-1)
  2873. int_ += sc->data[SC_INCINT].val1;
  2874. if(sc->data[SC_INTFOOD].timer!=-1)
  2875. int_ += sc->data[SC_INTFOOD].val1;
  2876. if(sc->data[SC_CHANGE].timer!=-1)
  2877. int_ += sc->data[SC_CHANGE].val3;
  2878. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2879. int_ += 5;
  2880. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2881. int_ += 5;
  2882. if(sc->data[SC_BLESSING].timer != -1){
  2883. if (sc->data[SC_BLESSING].val2)
  2884. int_ += sc->data[SC_BLESSING].val2;
  2885. else
  2886. int_ >>= 1;
  2887. }
  2888. if(sc->data[SC_STRIPHELM].timer!=-1)
  2889. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2890. if(sc->data[SC_NEN].timer!=-1)
  2891. int_ += sc->data[SC_NEN].val1;
  2892. if(sc->data[SC_MARIONETTE].timer!=-1)
  2893. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2894. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2895. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2896. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2897. int_ = 50;
  2898. return cap_value(int_,1,USHRT_MAX);
  2899. }
  2900. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2901. {
  2902. if(!sc || !sc->count)
  2903. return cap_value(dex,1,USHRT_MAX);
  2904. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2905. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2906. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2907. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2908. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2909. dex += sc->data[SC_INCALLSTATUS].val1;
  2910. if(sc->data[SC_INCDEX].timer!=-1)
  2911. dex += sc->data[SC_INCDEX].val1;
  2912. if(sc->data[SC_DEXFOOD].timer!=-1)
  2913. dex += sc->data[SC_DEXFOOD].val1;
  2914. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2915. dex += 5;
  2916. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2917. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2918. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2919. dex += 5;
  2920. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2921. dex -= sc->data[SC_QUAGMIRE].val2;
  2922. if(sc->data[SC_BLESSING].timer != -1){
  2923. if (sc->data[SC_BLESSING].val2)
  2924. dex += sc->data[SC_BLESSING].val2;
  2925. else
  2926. dex >>= 1;
  2927. }
  2928. if(sc->data[SC_INCREASING].timer!=-1)
  2929. dex += 4; // added based on skill updates [Reddozen]
  2930. if(sc->data[SC_MARIONETTE].timer!=-1)
  2931. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2932. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2933. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2934. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2935. dex = 50;
  2936. return cap_value(dex,1,USHRT_MAX);
  2937. }
  2938. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2939. {
  2940. if(!sc || !sc->count)
  2941. return cap_value(luk,1,USHRT_MAX);
  2942. if(sc->data[SC_CURSE].timer!=-1)
  2943. return 0;
  2944. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2945. luk += sc->data[SC_INCALLSTATUS].val1;
  2946. if(sc->data[SC_INCLUK].timer!=-1)
  2947. luk += sc->data[SC_INCLUK].val1;
  2948. if(sc->data[SC_LUKFOOD].timer!=-1)
  2949. luk += sc->data[SC_LUKFOOD].val1;
  2950. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2951. luk += 5;
  2952. if(sc->data[SC_GLORIA].timer!=-1)
  2953. luk += 30;
  2954. if(sc->data[SC_MARIONETTE].timer!=-1)
  2955. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2956. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2957. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2958. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2959. luk = 50;
  2960. return cap_value(luk,1,USHRT_MAX);
  2961. }
  2962. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2963. {
  2964. if(!sc || !sc->count)
  2965. return cap_value(batk,0,USHRT_MAX);
  2966. if(sc->data[SC_ATKPOTION].timer!=-1)
  2967. batk += sc->data[SC_ATKPOTION].val1;
  2968. if(sc->data[SC_BATKFOOD].timer!=-1)
  2969. batk += sc->data[SC_BATKFOOD].val1;
  2970. if(sc->data[SC_INCATKRATE].timer!=-1)
  2971. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2972. if(sc->data[SC_PROVOKE].timer!=-1)
  2973. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2974. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2975. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2976. if(sc->data[SC_SKE].timer!=-1)
  2977. batk += batk * 3;
  2978. if(sc->data[SC_BLOODLUST].timer!=-1)
  2979. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2980. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2981. batk -= batk * 25/100;
  2982. if(sc->data[SC_CURSE].timer!=-1)
  2983. batk -= batk * 25/100;
  2984. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2985. // if(sc->data[SC_BLEEDING].timer != -1)
  2986. // batk -= batk * 25/100;
  2987. if(sc->data[SC_FLEET].timer!=-1)
  2988. batk += batk * sc->data[SC_FLEET].val3/100;
  2989. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2990. batk += sc->data[SC_GATLINGFEVER].val3;
  2991. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2992. batk += 100;
  2993. return cap_value(batk,0,USHRT_MAX);
  2994. }
  2995. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2996. {
  2997. if(!sc || !sc->count)
  2998. return cap_value(watk,0,USHRT_MAX);
  2999. if(sc->data[SC_IMPOSITIO].timer!=-1)
  3000. watk += sc->data[SC_IMPOSITIO].val2;
  3001. if(sc->data[SC_WATKFOOD].timer!=-1)
  3002. watk += sc->data[SC_WATKFOOD].val1;
  3003. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3004. watk += sc->data[SC_DRUMBATTLE].val2;
  3005. if(sc->data[SC_VOLCANO].timer!=-1)
  3006. watk += sc->data[SC_VOLCANO].val2;
  3007. if(sc->data[SC_INCATKRATE].timer!=-1)
  3008. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  3009. if(sc->data[SC_PROVOKE].timer!=-1)
  3010. watk += watk * sc->data[SC_PROVOKE].val3/100;
  3011. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3012. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  3013. if(sc->data[SC_SKE].timer!=-1)
  3014. watk += watk * 3;
  3015. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  3016. if (bl->type != BL_PC)
  3017. watk += sc->data[SC_NIBELUNGEN].val2;
  3018. else {
  3019. TBL_PC *sd = (TBL_PC*)bl;
  3020. int index = sd->equip_index[sd->state.lr_flag?8:9];
  3021. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3022. watk += sc->data[SC_NIBELUNGEN].val2;
  3023. }
  3024. }
  3025. if(sc->data[SC_BLOODLUST].timer!=-1)
  3026. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  3027. if(sc->data[SC_FLEET].timer!=-1)
  3028. watk += watk * sc->data[SC_FLEET].val3/100;
  3029. if(sc->data[SC_CURSE].timer!=-1)
  3030. watk -= watk * 25/100;
  3031. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  3032. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  3033. return cap_value(watk,0,USHRT_MAX);
  3034. }
  3035. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3036. {
  3037. if(!sc || !sc->count)
  3038. return cap_value(matk,0,USHRT_MAX);
  3039. if(sc->data[SC_MATKPOTION].timer!=-1)
  3040. matk += sc->data[SC_MATKPOTION].val1;
  3041. if(sc->data[SC_MATKFOOD].timer!=-1)
  3042. matk += sc->data[SC_MATKFOOD].val1;
  3043. if(sc->data[SC_MAGICPOWER].timer!=-1)
  3044. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  3045. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3046. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  3047. if(sc->data[SC_INCMATKRATE].timer!=-1)
  3048. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  3049. return cap_value(matk,0,USHRT_MAX);
  3050. }
  3051. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3052. {
  3053. if(!sc || !sc->count)
  3054. return cap_value(critical,10,SHRT_MAX);
  3055. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  3056. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  3057. if (sc->data[SC_FORTUNE].timer!=-1)
  3058. critical += sc->data[SC_FORTUNE].val2;
  3059. if (sc->data[SC_TRUESIGHT].timer!=-1)
  3060. critical += sc->data[SC_TRUESIGHT].val2;
  3061. if(sc->data[SC_CLOAKING].timer!=-1)
  3062. critical += critical;
  3063. return cap_value(critical,10,SHRT_MAX);
  3064. }
  3065. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3066. {
  3067. if(!sc || !sc->count)
  3068. return cap_value(hit,1,SHRT_MAX);
  3069. if(sc->data[SC_INCHIT].timer != -1)
  3070. hit += sc->data[SC_INCHIT].val1;
  3071. if(sc->data[SC_HITFOOD].timer!=-1)
  3072. hit += sc->data[SC_HITFOOD].val1;
  3073. if(sc->data[SC_TRUESIGHT].timer != -1)
  3074. hit += sc->data[SC_TRUESIGHT].val3;
  3075. if(sc->data[SC_HUMMING].timer!=-1)
  3076. hit += sc->data[SC_HUMMING].val2;
  3077. if(sc->data[SC_CONCENTRATION].timer != -1)
  3078. hit += sc->data[SC_CONCENTRATION].val3;
  3079. if(sc->data[SC_INCHITRATE].timer != -1)
  3080. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  3081. if(sc->data[SC_BLIND].timer != -1)
  3082. hit -= hit * 25/100;
  3083. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3084. hit -= 30;
  3085. if(sc->data[SC_INCREASING].timer!=-1)
  3086. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3087. return cap_value(hit,1,SHRT_MAX);
  3088. }
  3089. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3090. {
  3091. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3092. flee -= flee * battle_config.gvg_flee_penalty/100;
  3093. if(!sc || !sc->count)
  3094. return cap_value(flee,1,SHRT_MAX);
  3095. if(sc->data[SC_INCFLEE].timer!=-1)
  3096. flee += sc->data[SC_INCFLEE].val1;
  3097. if(sc->data[SC_FLEEFOOD].timer!=-1)
  3098. flee += sc->data[SC_FLEEFOOD].val1;
  3099. if(sc->data[SC_WHISTLE].timer!=-1)
  3100. flee += sc->data[SC_WHISTLE].val2;
  3101. if(sc->data[SC_WINDWALK].timer!=-1)
  3102. flee += sc->data[SC_WINDWALK].val2;
  3103. if(sc->data[SC_INCFLEERATE].timer!=-1)
  3104. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  3105. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  3106. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  3107. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  3108. flee += sc->data[SC_MOON_COMFORT].val2;
  3109. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  3110. flee += 10;
  3111. if(sc->data[SC_SPIDERWEB].timer!=-1)
  3112. flee -= flee * 50/100;
  3113. if(sc->data[SC_BERSERK].timer!=-1)
  3114. flee -= flee * 50/100;
  3115. if(sc->data[SC_BLIND].timer!=-1)
  3116. flee -= flee * 25/100;
  3117. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3118. flee += 30;
  3119. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3120. flee -= sc->data[SC_GATLINGFEVER].val4;
  3121. if(sc->data[SC_SPEED].timer!=-1)
  3122. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  3123. return cap_value(flee,1,SHRT_MAX);
  3124. }
  3125. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3126. {
  3127. if(!sc || !sc->count)
  3128. return cap_value(flee2,10,SHRT_MAX);
  3129. if(sc->data[SC_WHISTLE].timer!=-1)
  3130. flee2 += sc->data[SC_WHISTLE].val3*10;
  3131. return cap_value(flee2,10,SHRT_MAX);
  3132. }
  3133. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3134. {
  3135. if(!sc || !sc->count)
  3136. return cap_value(def,0,CHAR_MAX);
  3137. if(sc->data[SC_BERSERK].timer!=-1)
  3138. return 0;
  3139. if(sc->data[SC_SKA].timer != -1)
  3140. return sc->data[SC_SKA].val3;
  3141. if(sc->data[SC_BARRIER].timer!=-1)
  3142. return 100;
  3143. if(sc->data[SC_KEEPING].timer!=-1)
  3144. return 90;
  3145. if(sc->data[SC_STEELBODY].timer!=-1)
  3146. return 90;
  3147. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3148. def += sc->data[SC_DRUMBATTLE].val3;
  3149. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3150. def += sc->data[SC_DEFENCE].val2 ;
  3151. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3152. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3153. if(sc->data[SC_FREEZE].timer!=-1)
  3154. def >>=1;
  3155. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3156. def >>=1;
  3157. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3158. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3159. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3160. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3161. if(sc->data[SC_SKE].timer!=-1)
  3162. def >>=1;
  3163. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3164. def -= def * sc->data[SC_PROVOKE].val4/100;
  3165. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3166. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3167. if (sc->data[SC_FLING].timer!=-1)
  3168. def -= def * (sc->data[SC_FLING].val2)/100;
  3169. return cap_value(def,0,CHAR_MAX);
  3170. }
  3171. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3172. {
  3173. if(!sc || !sc->count)
  3174. return cap_value(def2,1,SHRT_MAX);
  3175. if(sc->data[SC_BERSERK].timer!=-1)
  3176. return 0;
  3177. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3178. return 0;
  3179. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3180. def2 += sc->data[SC_SUN_COMFORT].val2;
  3181. if(sc->data[SC_ANGELUS].timer!=-1)
  3182. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3183. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3184. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3185. if(sc->data[SC_POISON].timer!=-1)
  3186. def2 -= def2 * 25/100;
  3187. if(sc->data[SC_DPOISON].timer!=-1)
  3188. def2 -= def2 * 25/100;
  3189. if(sc->data[SC_SKE].timer!=-1)
  3190. def2 -= def2 * 50/100;
  3191. if(sc->data[SC_PROVOKE].timer!=-1)
  3192. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3193. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3194. if(sc->data[SC_JOINTBEAT].val2==3)
  3195. def2 -= def2 * 50/100;
  3196. else if(sc->data[SC_JOINTBEAT].val2==4)
  3197. def2 -= def2 * 25/100;
  3198. }
  3199. if(sc->data[SC_FLING].timer!=-1)
  3200. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3201. return cap_value(def2,1,SHRT_MAX);
  3202. }
  3203. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3204. {
  3205. if(!sc || !sc->count)
  3206. return cap_value(mdef,0,CHAR_MAX);
  3207. if(sc->data[SC_BERSERK].timer!=-1)
  3208. return 0;
  3209. if(sc->data[SC_BARRIER].timer!=-1)
  3210. return 100;
  3211. if(sc->data[SC_STEELBODY].timer!=-1)
  3212. return 90;
  3213. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3214. return 90;
  3215. if(sc->data[SC_FREEZE].timer!=-1)
  3216. mdef += 25*mdef/100;
  3217. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3218. mdef += 25*mdef/100;
  3219. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3220. mdef += sc->data[SC_ENDURE].val1;
  3221. return cap_value(mdef,0,CHAR_MAX);
  3222. }
  3223. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3224. {
  3225. if(!sc || !sc->count)
  3226. return cap_value(mdef2,1,SHRT_MAX);
  3227. if(sc->data[SC_BERSERK].timer!=-1)
  3228. return 0;
  3229. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3230. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3231. return cap_value(mdef2,1,SHRT_MAX);
  3232. }
  3233. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3234. {
  3235. if(!sc || !sc->count)
  3236. return cap_value(speed,10,USHRT_MAX);
  3237. // Fixed reductions
  3238. if(sc->data[SC_CURSE].timer!=-1)
  3239. speed += 450;
  3240. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3241. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3242. if(sc->data[SC_WEDDING].timer!=-1)
  3243. speed += 300;
  3244. if(sc->data[SC_GATLINGFEVER].timer==-1)
  3245. { //% increases (they don't stack, with the exception of Speedup1? @.@)
  3246. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3247. speed -= speed * 50/100;
  3248. if(sc->data[SC_RUN].timer!=-1)
  3249. speed -= speed * 50/100;
  3250. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3251. speed -= speed * 25/100;
  3252. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3253. speed -= speed * 25/100;
  3254. else if(sc->data[SC_FUSION].timer != -1)
  3255. speed -= speed * 25/100;
  3256. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3257. speed -= speed * 20/100;
  3258. else if(sc->data[SC_BERSERK].timer!=-1)
  3259. speed -= speed * 20/100;
  3260. else if(sc->data[SC_AVOID].timer!=-1)
  3261. speed -= speed * sc->data[SC_AVOID].val2/100;
  3262. else if(sc->data[SC_WINDWALK].timer!=-1)
  3263. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3264. }
  3265. //% reductions (they stack)
  3266. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3267. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3268. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3269. speed = speed * 100/75;
  3270. if(sc->data[SC_STEELBODY].timer!=-1)
  3271. speed = speed * 100/75;
  3272. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3273. speed = speed * 100/50;
  3274. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3275. speed = speed * 100/sc->data[SC_SUITON].val3;
  3276. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3277. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3278. if(sc->data[SC_DEFENDER].timer!=-1)
  3279. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3280. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3281. speed = speed * 100/75;
  3282. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3283. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3284. speed = speed * 100/50;
  3285. else
  3286. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3287. speed = speed * 100/70;
  3288. }
  3289. if(sc->data[SC_CLOAKING].timer!=-1)
  3290. speed = speed * 100 /(
  3291. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3292. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3293. if(sc->data[SC_LONGING].timer!=-1)
  3294. speed = speed * 100/sc->data[SC_LONGING].val3;
  3295. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3296. speed = speed * 100/sc->data[SC_HIDING].val3;
  3297. if(sc->data[SC_CHASEWALK].timer!=-1)
  3298. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3299. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3300. speed = speed * 100/75;
  3301. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3302. speed = speed * 100/75;
  3303. return cap_value(speed,10,USHRT_MAX);
  3304. }
  3305. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3306. {
  3307. int i;
  3308. if(!sc || !sc->count)
  3309. return cap_value(aspd_rate,0,SHRT_MAX);
  3310. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3311. {
  3312. int max = 0;
  3313. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3314. max = sc->data[SC_STAR_COMFORT].val2;
  3315. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3316. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3317. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3318. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3319. max < sc->data[SC_ONEHAND].val2)
  3320. max = sc->data[SC_ONEHAND].val2;
  3321. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3322. max < sc->data[SC_ADRENALINE2].val3)
  3323. max = sc->data[SC_ADRENALINE2].val3;
  3324. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3325. max < sc->data[SC_ADRENALINE].val3)
  3326. max = sc->data[SC_ADRENALINE].val3;
  3327. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3328. max < sc->data[SC_SPEARQUICKEN].val2)
  3329. max = sc->data[SC_SPEARQUICKEN].val2;
  3330. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3331. max < sc->data[SC_GATLINGFEVER].val2)
  3332. max = sc->data[SC_GATLINGFEVER].val2;
  3333. if(sc->data[SC_FLEET].timer!=-1 &&
  3334. max < sc->data[SC_FLEET].val2)
  3335. max = sc->data[SC_FLEET].val2;
  3336. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3337. max < sc->data[SC_ASSNCROS].val2)
  3338. {
  3339. if (bl->type!=BL_PC)
  3340. max = sc->data[SC_ASSNCROS].val2;
  3341. else
  3342. switch(((TBL_PC*)bl)->status.weapon)
  3343. {
  3344. case W_BOW:
  3345. case W_REVOLVER:
  3346. case W_RIFLE:
  3347. case W_SHOTGUN:
  3348. case W_GATLING:
  3349. case W_GRENADE:
  3350. break;
  3351. default:
  3352. max = sc->data[SC_ASSNCROS].val2;
  3353. }
  3354. }
  3355. aspd_rate -= max;
  3356. //These stack with the rest of bonuses.
  3357. if(sc->data[SC_BERSERK].timer!=-1)
  3358. aspd_rate -= 300;
  3359. else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  3360. aspd_rate -= 200;
  3361. }
  3362. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3363. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3364. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3365. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3366. aspd_rate -= sc->data[i].val2;
  3367. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3368. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3369. if(sc->data[SC_LONGING].timer!=-1)
  3370. aspd_rate += sc->data[SC_LONGING].val2;
  3371. if(sc->data[SC_STEELBODY].timer!=-1)
  3372. aspd_rate += 250;
  3373. if(sc->data[SC_SKA].timer!=-1)
  3374. aspd_rate += 250;
  3375. if(sc->data[SC_DEFENDER].timer != -1)
  3376. aspd_rate += sc->data[SC_DEFENDER].val4;
  3377. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3378. aspd_rate += 250;
  3379. if(sc->data[SC_GRAVITATION].timer!=-1)
  3380. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3381. //Curse shouldn't effect on this?
  3382. // if(sc->data[SC_BLEEDING].timer != -1)
  3383. // aspd_rate += 250;
  3384. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3385. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3386. aspd_rate += 250;
  3387. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3388. aspd_rate += 100;
  3389. }
  3390. return cap_value(aspd_rate,0,SHRT_MAX);
  3391. }
  3392. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3393. {
  3394. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3395. return cap_value(dmotion,0,USHRT_MAX);
  3396. if (sc->data[SC_ENDURE].timer!=-1)
  3397. return 0;
  3398. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3399. return 0;
  3400. if(sc->data[SC_RUN].timer!=-1)
  3401. return 0;
  3402. return cap_value(dmotion,0,USHRT_MAX);
  3403. }
  3404. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3405. {
  3406. if(!sc || !sc->count)
  3407. return cap_value(maxhp,1,UINT_MAX);
  3408. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3409. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3410. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3411. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3412. if(sc->data[SC_DELUGE].timer!=-1)
  3413. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3414. if(sc->data[SC_BERSERK].timer!=-1)
  3415. maxhp += maxhp * 2;
  3416. return cap_value(maxhp,1,UINT_MAX);
  3417. }
  3418. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3419. {
  3420. if(!sc || !sc->count)
  3421. return cap_value(maxsp,1,UINT_MAX);
  3422. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3423. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3424. if(sc->data[SC_SERVICE4U].timer!=-1)
  3425. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3426. return cap_value(maxsp,1,UINT_MAX);
  3427. }
  3428. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3429. {
  3430. if(!sc || !sc->count)
  3431. return element;
  3432. if( sc->data[SC_FREEZE].timer!=-1 )
  3433. return ELE_WATER;
  3434. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3435. return ELE_EARTH;
  3436. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3437. return ELE_HOLY;
  3438. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3439. return sc->data[SC_ELEMENTALCHANGE].val3;
  3440. return cap_value(element,0,UCHAR_MAX);
  3441. }
  3442. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3443. {
  3444. if(!sc || !sc->count)
  3445. return lv;
  3446. if( sc->data[SC_FREEZE].timer!=-1 )
  3447. return 1;
  3448. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3449. return 1;
  3450. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3451. return 1;
  3452. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3453. return sc->data[SC_ELEMENTALCHANGE].val4;
  3454. return cap_value(lv,1,4);
  3455. }
  3456. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3457. {
  3458. if(!sc || !sc->count)
  3459. return element;
  3460. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3461. return ELE_WATER;
  3462. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3463. return ELE_EARTH;
  3464. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3465. return ELE_FIRE;
  3466. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3467. return ELE_WIND;
  3468. if( sc->data[SC_ENCPOISON].timer!=-1)
  3469. return ELE_POISON;
  3470. if( sc->data[SC_ASPERSIO].timer!=-1)
  3471. return ELE_HOLY;
  3472. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3473. return ELE_DARK;
  3474. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3475. return ELE_GHOST;
  3476. return cap_value(element,0,UCHAR_MAX);
  3477. }
  3478. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3479. {
  3480. if(!sc || !sc->count)
  3481. return mode;
  3482. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3483. if (sc->data[SC_MODECHANGE].val2)
  3484. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3485. if (sc->data[SC_MODECHANGE].val3)
  3486. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3487. if (sc->data[SC_MODECHANGE].val4)
  3488. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3489. }
  3490. return cap_value(mode,0,USHRT_MAX);
  3491. }
  3492. /*==========================================
  3493. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3494. *------------------------------------------
  3495. */
  3496. void status_freecast_switch(struct map_session_data *sd)
  3497. {
  3498. struct status_data *status;
  3499. unsigned short b_speed,tmp;
  3500. status = &sd->battle_status;
  3501. b_speed = status->speed;
  3502. tmp = status->speed;
  3503. status->speed = sd->prev_speed;
  3504. sd->prev_speed = tmp;
  3505. tmp = status->adelay;
  3506. status->adelay = sd->prev_adelay;
  3507. sd->prev_adelay = tmp;
  3508. if(b_speed != status->speed)
  3509. clif_updatestatus(sd,SP_SPEED);
  3510. }
  3511. const char * status_get_name(struct block_list *bl)
  3512. {
  3513. nullpo_retr(0, bl);
  3514. switch (bl->type) {
  3515. case BL_MOB:
  3516. return ((TBL_MOB*)bl)->name;
  3517. case BL_PC:
  3518. if(strlen(((TBL_PC *)bl)->fakename)>0)
  3519. return ((TBL_PC*)bl)->fakename;
  3520. return ((TBL_PC*)bl)->status.name;
  3521. case BL_PET:
  3522. return ((TBL_PET*)bl)->pet.name;
  3523. case BL_HOM:
  3524. return ((TBL_HOM*)bl)->homunculus.name;
  3525. case BL_NPC:
  3526. return ((TBL_NPC*)bl)->name;
  3527. }
  3528. return "Unknown";
  3529. }
  3530. /*==========================================
  3531. * 対象のClassを返す(汎用)
  3532. * 戻りは整数で0以上
  3533. *------------------------------------------
  3534. */
  3535. int status_get_class(struct block_list *bl)
  3536. {
  3537. nullpo_retr(0, bl);
  3538. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3539. return ((struct mob_data *)bl)->vd->class_;
  3540. if(bl->type==BL_PC)
  3541. return ((struct map_session_data *)bl)->status.class_;
  3542. if(bl->type==BL_PET)
  3543. return ((struct pet_data *)bl)->pet.class_;
  3544. if(bl->type==BL_HOM)
  3545. return ((struct homun_data *)bl)->homunculus.class_;
  3546. return 0;
  3547. }
  3548. /*==========================================
  3549. * 対象のレベルを返す(汎用)
  3550. * 戻りは整数で0以上
  3551. *------------------------------------------
  3552. */
  3553. int status_get_lv(struct block_list *bl)
  3554. {
  3555. nullpo_retr(0, bl);
  3556. if(bl->type==BL_MOB)
  3557. return ((TBL_MOB*)bl)->level;
  3558. if(bl->type==BL_PC)
  3559. return ((TBL_PC*)bl)->status.base_level;
  3560. if(bl->type==BL_PET)
  3561. return ((TBL_PET*)bl)->pet.level;
  3562. if(bl->type==BL_HOM)
  3563. return ((TBL_HOM*)bl)->homunculus.level;
  3564. return 1;
  3565. }
  3566. struct regen_data *status_get_regen_data(struct block_list *bl)
  3567. {
  3568. nullpo_retr(NULL, bl);
  3569. switch (bl->type) {
  3570. case BL_PC:
  3571. return &((TBL_PC*)bl)->regen;
  3572. case BL_HOM:
  3573. return &((TBL_HOM*)bl)->regen;
  3574. default:
  3575. return NULL;
  3576. }
  3577. }
  3578. struct status_data *status_get_status_data(struct block_list *bl)
  3579. {
  3580. nullpo_retr(&dummy_status, bl);
  3581. switch (bl->type) {
  3582. case BL_PC:
  3583. return &((TBL_PC*)bl)->battle_status;
  3584. case BL_MOB:
  3585. return &((TBL_MOB*)bl)->status;
  3586. case BL_PET:
  3587. return &((TBL_PET*)bl)->status;
  3588. case BL_HOM:
  3589. return &((TBL_HOM*)bl)->battle_status;
  3590. default:
  3591. return &dummy_status;
  3592. }
  3593. }
  3594. struct status_data *status_get_base_status(struct block_list *bl)
  3595. {
  3596. nullpo_retr(NULL, bl);
  3597. switch (bl->type) {
  3598. case BL_PC:
  3599. return &((TBL_PC*)bl)->base_status;
  3600. case BL_MOB:
  3601. return ((TBL_MOB*)bl)->base_status?
  3602. ((TBL_MOB*)bl)->base_status:
  3603. &((TBL_MOB*)bl)->db->status;
  3604. case BL_PET:
  3605. return &((TBL_PET*)bl)->db->status;
  3606. case BL_HOM:
  3607. return &((TBL_HOM*)bl)->base_status;
  3608. default:
  3609. return NULL;
  3610. }
  3611. }
  3612. unsigned short status_get_lwatk(struct block_list *bl)
  3613. {
  3614. struct status_data *status = status_get_status_data(bl);
  3615. return status->lhw?status->lhw->atk:0;
  3616. }
  3617. unsigned short status_get_lwatk2(struct block_list *bl)
  3618. {
  3619. struct status_data *status = status_get_status_data(bl);
  3620. return status->lhw?status->lhw->atk2:0;
  3621. }
  3622. unsigned char status_get_def(struct block_list *bl)
  3623. {
  3624. struct unit_data *ud;
  3625. struct status_data *status = status_get_status_data(bl);
  3626. int def = status?status->def:0;
  3627. ud = unit_bl2ud(bl);
  3628. if (ud && ud->skilltimer != -1)
  3629. def -= def * skill_get_castdef(ud->skillid)/100;
  3630. if(def < 0) def = 0;
  3631. return def;
  3632. }
  3633. unsigned short status_get_speed(struct block_list *bl)
  3634. {
  3635. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3636. return ((struct npc_data *)bl)->speed;
  3637. return status_get_status_data(bl)->speed;
  3638. }
  3639. unsigned char status_get_attack_lelement(struct block_list *bl)
  3640. {
  3641. struct status_data *status = status_get_status_data(bl);
  3642. return status->lhw?status->lhw->ele:0;
  3643. }
  3644. int status_get_party_id(struct block_list *bl)
  3645. {
  3646. nullpo_retr(0, bl);
  3647. switch (bl->type) {
  3648. case BL_PC:
  3649. return ((TBL_PC*)bl)->status.party_id;
  3650. case BL_PET:
  3651. if (((TBL_PET*)bl)->msd)
  3652. return ((TBL_PET*)bl)->msd->status.party_id;
  3653. break;
  3654. case BL_MOB:
  3655. {
  3656. struct mob_data *md=(TBL_MOB*)bl;
  3657. if( md->master_id>0 )
  3658. {
  3659. struct map_session_data *msd;
  3660. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3661. return msd->status.party_id;
  3662. return -md->master_id;
  3663. }
  3664. }
  3665. break;
  3666. case BL_HOM:
  3667. if (((TBL_HOM*)bl)->master)
  3668. return ((TBL_HOM*)bl)->master->status.party_id;
  3669. break;
  3670. case BL_SKILL:
  3671. return ((TBL_SKILL*)bl)->group->party_id;
  3672. }
  3673. return 0;
  3674. }
  3675. int status_get_guild_id(struct block_list *bl)
  3676. {
  3677. nullpo_retr(0, bl);
  3678. switch (bl->type) {
  3679. case BL_PC:
  3680. return ((TBL_PC*)bl)->status.guild_id;
  3681. case BL_PET:
  3682. if (((TBL_PET*)bl)->msd)
  3683. return ((TBL_PET*)bl)->msd->status.guild_id;
  3684. break;
  3685. case BL_MOB:
  3686. {
  3687. struct map_session_data *msd;
  3688. struct mob_data *md = (struct mob_data *)bl;
  3689. if (md->guardian_data) //Guardian's guild [Skotlex]
  3690. return md->guardian_data->guild_id;
  3691. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3692. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3693. }
  3694. break;
  3695. case BL_HOM:
  3696. if (((TBL_HOM*)bl)->master)
  3697. return ((TBL_HOM*)bl)->master->status.guild_id;
  3698. break;
  3699. case BL_NPC:
  3700. if (bl->subtype == SCRIPT)
  3701. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3702. break;
  3703. case BL_SKILL:
  3704. return ((TBL_SKILL*)bl)->group->guild_id;
  3705. }
  3706. return 0;
  3707. }
  3708. int status_get_mexp(struct block_list *bl)
  3709. {
  3710. nullpo_retr(0, bl);
  3711. if(bl->type==BL_MOB)
  3712. return ((struct mob_data *)bl)->db->mexp;
  3713. if(bl->type==BL_PET)
  3714. return ((struct pet_data *)bl)->db->mexp;
  3715. return 0;
  3716. }
  3717. int status_get_race2(struct block_list *bl)
  3718. {
  3719. nullpo_retr(0, bl);
  3720. if(bl->type == BL_MOB)
  3721. return ((struct mob_data *)bl)->db->race2;
  3722. if(bl->type==BL_PET)
  3723. return ((struct pet_data *)bl)->db->race2;
  3724. return 0;
  3725. }
  3726. int status_isdead(struct block_list *bl)
  3727. {
  3728. nullpo_retr(0, bl);
  3729. return status_get_status_data(bl)->hp == 0;
  3730. }
  3731. int status_isimmune(struct block_list *bl)
  3732. {
  3733. struct status_change *sc =status_get_sc(bl);
  3734. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3735. return 100;
  3736. if (bl->type == BL_PC &&
  3737. ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
  3738. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3739. return 0;
  3740. }
  3741. struct view_data *status_get_viewdata(struct block_list *bl)
  3742. {
  3743. nullpo_retr(NULL, bl);
  3744. switch (bl->type)
  3745. {
  3746. case BL_PC:
  3747. return &((TBL_PC*)bl)->vd;
  3748. case BL_MOB:
  3749. return ((TBL_MOB*)bl)->vd;
  3750. case BL_PET:
  3751. return &((TBL_PET*)bl)->vd;
  3752. case BL_NPC:
  3753. return ((TBL_NPC*)bl)->vd;
  3754. case BL_HOM: //[blackhole89]
  3755. return ((TBL_HOM*)bl)->vd;
  3756. }
  3757. return NULL;
  3758. }
  3759. void status_set_viewdata(struct block_list *bl, int class_)
  3760. {
  3761. struct view_data* vd;
  3762. nullpo_retv(bl);
  3763. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3764. vd = mob_get_viewdata(class_);
  3765. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3766. vd = npc_get_viewdata(class_);
  3767. else
  3768. vd = NULL;
  3769. switch (bl->type) {
  3770. case BL_PC:
  3771. {
  3772. TBL_PC* sd = (TBL_PC*)bl;
  3773. if (pcdb_checkid(class_)) {
  3774. if (sd->sc.option&OPTION_WEDDING)
  3775. class_ = JOB_WEDDING;
  3776. else
  3777. if (sd->sc.option&OPTION_XMAS)
  3778. class_ = JOB_XMAS;
  3779. else
  3780. if (sd->sc.option&OPTION_RIDING)
  3781. switch (class_)
  3782. { //Adapt class to a Mounted one.
  3783. case JOB_KNIGHT:
  3784. class_ = JOB_KNIGHT2;
  3785. break;
  3786. case JOB_CRUSADER:
  3787. class_ = JOB_CRUSADER2;
  3788. break;
  3789. case JOB_LORD_KNIGHT:
  3790. class_ = JOB_LORD_KNIGHT2;
  3791. break;
  3792. case JOB_PALADIN:
  3793. class_ = JOB_PALADIN2;
  3794. break;
  3795. case JOB_BABY_KNIGHT:
  3796. class_ = JOB_BABY_KNIGHT2;
  3797. break;
  3798. case JOB_BABY_CRUSADER:
  3799. class_ = JOB_BABY_CRUSADER2;
  3800. break;
  3801. }
  3802. sd->vd.class_ = class_;
  3803. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3804. sd->vd.head_top = sd->status.head_top;
  3805. sd->vd.head_mid = sd->status.head_mid;
  3806. sd->vd.head_bottom = sd->status.head_bottom;
  3807. sd->vd.hair_style = sd->status.hair;
  3808. sd->vd.hair_color = sd->status.hair_color;
  3809. sd->vd.cloth_color = sd->status.clothes_color;
  3810. sd->vd.sex = sd->status.sex;
  3811. } else if (vd)
  3812. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3813. else if (battle_config.error_log)
  3814. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3815. }
  3816. break;
  3817. case BL_MOB:
  3818. {
  3819. TBL_MOB* md = (TBL_MOB*)bl;
  3820. if (vd)
  3821. md->vd = vd;
  3822. else if (battle_config.error_log)
  3823. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3824. }
  3825. break;
  3826. case BL_PET:
  3827. {
  3828. TBL_PET* pd = (TBL_PET*)bl;
  3829. if (vd) {
  3830. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3831. if (!pcdb_checkid(vd->class_)) {
  3832. pd->vd.hair_style = battle_config.pet_hair_style;
  3833. if(pd->pet.equip) {
  3834. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3835. if (!pd->vd.head_bottom)
  3836. pd->vd.head_bottom = pd->pet.equip;
  3837. }
  3838. }
  3839. } else if (battle_config.error_log)
  3840. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3841. }
  3842. break;
  3843. case BL_NPC:
  3844. {
  3845. TBL_NPC* nd = (TBL_NPC*)bl;
  3846. if (vd)
  3847. nd->vd = vd;
  3848. else if (battle_config.error_log)
  3849. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3850. }
  3851. break;
  3852. case BL_HOM: //[blackhole89]
  3853. {
  3854. struct homun_data *hd = (struct homun_data*)bl;
  3855. if (vd)
  3856. hd->vd = vd;
  3857. else if (battle_config.error_log)
  3858. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3859. }
  3860. break;
  3861. }
  3862. vd = status_get_viewdata(bl);
  3863. if (vd && vd->cloth_color && (
  3864. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3865. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3866. ))
  3867. vd->cloth_color = 0;
  3868. }
  3869. struct status_change *status_get_sc(struct block_list *bl)
  3870. {
  3871. nullpo_retr(NULL, bl);
  3872. switch (bl->type) {
  3873. case BL_MOB:
  3874. return &((TBL_MOB*)bl)->sc;
  3875. case BL_PC:
  3876. return &((TBL_PC*)bl)->sc;
  3877. case BL_NPC:
  3878. return &((TBL_NPC*)bl)->sc;
  3879. case BL_HOM: //[blackhole89]
  3880. return &((TBL_HOM*)bl)->sc;
  3881. }
  3882. return NULL;
  3883. }
  3884. void status_change_init(struct block_list *bl)
  3885. {
  3886. struct status_change *sc = status_get_sc(bl);
  3887. int i;
  3888. nullpo_retv(sc);
  3889. malloc_set(sc, 0, sizeof (struct status_change));
  3890. for (i=0; i< SC_MAX; i++)
  3891. sc->data[i].timer = -1;
  3892. }
  3893. //Returns defense against the specified status change.
  3894. //Return range is 0 (no resist) to 10000 (inmunity)
  3895. int status_get_sc_def(struct block_list *bl, int type)
  3896. {
  3897. int sc_def;
  3898. struct status_data* status;
  3899. struct status_change* sc;
  3900. struct map_session_data *sd;
  3901. nullpo_retr(0, bl);
  3902. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3903. if (status_isimmune(bl))
  3904. switch (type)
  3905. {
  3906. case SC_DECREASEAGI:
  3907. case SC_SILENCE:
  3908. case SC_COMA:
  3909. case SC_INCREASEAGI:
  3910. case SC_BLESSING:
  3911. case SC_SLOWPOISON:
  3912. case SC_IMPOSITIO:
  3913. case SC_AETERNA:
  3914. case SC_SUFFRAGIUM:
  3915. case SC_BENEDICTIO:
  3916. case SC_PROVIDENCE:
  3917. case SC_KYRIE:
  3918. case SC_ASSUMPTIO:
  3919. case SC_ANGELUS:
  3920. case SC_MAGNIFICAT:
  3921. case SC_GLORIA:
  3922. case SC_WINDWALK:
  3923. case SC_MAGICROD:
  3924. case SC_HALLUCINATION:
  3925. case SC_STONE:
  3926. case SC_QUAGMIRE:
  3927. case SC_SUITON:
  3928. return 10000;
  3929. }
  3930. status = status_get_status_data(bl);
  3931. switch (type)
  3932. {
  3933. case SC_STUN:
  3934. case SC_POISON:
  3935. case SC_DPOISON:
  3936. case SC_SILENCE:
  3937. case SC_BLEEDING:
  3938. sc_def = 300 +100*status->vit;
  3939. break;
  3940. case SC_SLEEP:
  3941. sc_def = 300 +100*status->int_;
  3942. break;
  3943. case SC_STONE:
  3944. case SC_FREEZE:
  3945. case SC_DECREASEAGI:
  3946. case SC_COMA:
  3947. sc_def = 300 +100*status->mdef;
  3948. break;
  3949. case SC_CURSE:
  3950. if (status->luk > status_get_lv(bl))
  3951. return 10000; //Special property: inmunity when luk is greater than level
  3952. else
  3953. sc_def = 300 +100*status->luk;
  3954. break;
  3955. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3956. sc_def = 300 +50*status->vit +50*status->int_;
  3957. break;
  3958. case SC_CONFUSION:
  3959. sc_def = 300 +50*status->str +50*status->int_;
  3960. break;
  3961. default:
  3962. return 0; //Effect that cannot be reduced? Likely a buff.
  3963. }
  3964. BL_CAST(BL_PC,bl,sd);
  3965. if (sd) {
  3966. if (battle_config.pc_sc_def_rate != 100)
  3967. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3968. if (sc_def < battle_config.pc_max_sc_def)
  3969. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3970. status->luk/battle_config.pc_luk_sc_def;
  3971. else
  3972. sc_def = battle_config.pc_max_sc_def;
  3973. } else {
  3974. if (battle_config.mob_sc_def_rate != 100)
  3975. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3976. if (sc_def < battle_config.mob_max_sc_def)
  3977. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3978. status->luk/battle_config.mob_luk_sc_def;
  3979. else
  3980. sc_def = battle_config.mob_max_sc_def;
  3981. }
  3982. sc = status_get_sc(bl);
  3983. if (sc && sc->count)
  3984. {
  3985. if (sc->data[SC_SCRESIST].timer != -1)
  3986. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3987. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3988. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3989. }
  3990. return sc_def>10000?10000:sc_def;
  3991. }
  3992. /*==========================================
  3993. * Starts a status change.
  3994. * type = type, val1~4 depend on the type.
  3995. * rate = base success rate. 10000 = 100%
  3996. * Tick is base duration
  3997. * flag:
  3998. * &1: Cannot be avoided (it has to start)
  3999. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4000. * &4: sc_data loaded, no value has to be altered.
  4001. * &8: rate should not be reduced
  4002. *------------------------------------------
  4003. */
  4004. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4005. {
  4006. struct map_session_data *sd = NULL;
  4007. struct status_change* sc;
  4008. struct status_data *status;
  4009. struct view_data *vd;
  4010. int opt_flag, calc_flag, undead_flag;
  4011. nullpo_retr(0, bl);
  4012. sc=status_get_sc(bl);
  4013. status = status_get_status_data(bl);
  4014. if (!sc || status_isdead(bl))
  4015. return 0;
  4016. switch (bl->type)
  4017. {
  4018. case BL_PC:
  4019. sd=(struct map_session_data *)bl;
  4020. break;
  4021. case BL_MOB:
  4022. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  4023. return 0; //Emperium can't be afflicted by status changes.
  4024. break;
  4025. }
  4026. if(type < 0 || type >= SC_MAX) {
  4027. if(battle_config.error_log)
  4028. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4029. return 0;
  4030. }
  4031. //Check rate
  4032. if (!(flag&(1|4))) {
  4033. int def = status_get_sc_def(bl, type);
  4034. if (def && tick && !(flag&2))
  4035. {
  4036. tick -= tick*def/10000;
  4037. if (tick <= 0)
  4038. return 0;
  4039. }
  4040. if (!(flag&8)) {
  4041. if (def) //Natural resistance
  4042. rate -= rate*def/10000;
  4043. //Item resistance (only applies to rate%)
  4044. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  4045. && sd->reseff[type-SC_COMMON_MIN] > 0)
  4046. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4047. }
  4048. if (!(rand()%10000 < rate))
  4049. return 0;
  4050. }
  4051. undead_flag=battle_check_undead(status->race,status->def_ele);
  4052. //Check for inmunities / sc fails
  4053. switch (type) {
  4054. case SC_FREEZE:
  4055. case SC_STONE:
  4056. //Undead are inmune to Freeze/Stone
  4057. if (undead_flag && !(flag&1))
  4058. return 0;
  4059. case SC_SLEEP:
  4060. case SC_STUN:
  4061. if (sc->opt1)
  4062. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4063. break;
  4064. case SC_CURSE:
  4065. //Dark Elementals are inmune to curse.
  4066. if (status->def_ele == ELE_DARK && !(flag&1))
  4067. return 0;
  4068. break;
  4069. case SC_COMA:
  4070. //Dark elementals and Demons are inmune to coma.
  4071. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  4072. return 0;
  4073. break;
  4074. case SC_SIGNUMCRUCIS:
  4075. //Only affects demons and undead.
  4076. if(status->race != RC_DEMON && !undead_flag)
  4077. return 0;
  4078. break;
  4079. case SC_AETERNA:
  4080. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  4081. return 0;
  4082. break;
  4083. case SC_OVERTHRUST:
  4084. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  4085. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4086. break;
  4087. case SC_ADRENALINE:
  4088. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4089. return 0;
  4090. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4091. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4092. sc->data[SC_DECREASEAGI].timer!=-1
  4093. )
  4094. return 0;
  4095. break;
  4096. case SC_ADRENALINE2:
  4097. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4098. return 0;
  4099. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4100. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4101. sc->data[SC_DECREASEAGI].timer!=-1
  4102. )
  4103. return 0;
  4104. break;
  4105. case SC_ONEHAND:
  4106. case SC_TWOHANDQUICKEN:
  4107. if(sc->data[SC_DECREASEAGI].timer!=-1)
  4108. return 0;
  4109. case SC_CONCENTRATE:
  4110. case SC_INCREASEAGI:
  4111. case SC_SPEARQUICKEN:
  4112. case SC_TRUESIGHT:
  4113. case SC_WINDWALK:
  4114. case SC_CARTBOOST:
  4115. case SC_ASSNCROS:
  4116. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  4117. return 0;
  4118. break;
  4119. case SC_CLOAKING:
  4120. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4121. //Due to the cloaking card, we have to check the wall versus to known
  4122. //skill level rather than the used one. [Skotlex]
  4123. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  4124. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  4125. return 0;
  4126. break;
  4127. case SC_MODECHANGE:
  4128. {
  4129. int mode;
  4130. struct status_data *bstatus = status_get_base_status(bl);
  4131. if (!bstatus) return 0;
  4132. mode = val2?val2:bstatus->mode; //Base mode
  4133. //Mode added AND removed? Added has priority.
  4134. if ((val3&val4))
  4135. val4&= ~(val3&val4);
  4136. if (val3) mode|= val3; //Add mode
  4137. if (val4) mode&=~val4; //Del mode
  4138. if (mode == bstatus->mode) { //No change.
  4139. if (sc->data[type].timer != -1) //Abort previous status
  4140. return status_change_end(bl, type, -1);
  4141. return 0;
  4142. }
  4143. }
  4144. }
  4145. //Check for BOSS resistances
  4146. if(status->mode&MD_BOSS && !(flag&1)) {
  4147. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4148. return 0;
  4149. switch (type) {
  4150. case SC_BLESSING:
  4151. if (!undead_flag && status->race != RC_DEMON)
  4152. break;
  4153. case SC_QUAGMIRE:
  4154. case SC_DECREASEAGI:
  4155. case SC_SIGNUMCRUCIS:
  4156. case SC_PROVOKE:
  4157. case SC_ROKISWEIL:
  4158. case SC_COMA:
  4159. case SC_GRAVITATION:
  4160. case SC_SUITON:
  4161. return 0;
  4162. }
  4163. }
  4164. //Before overlapping fail, one must check for status cured.
  4165. switch (type) {
  4166. case SC_BLESSING:
  4167. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4168. if (sc->data[SC_CURSE].timer!=-1)
  4169. status_change_end(bl,SC_CURSE,-1);
  4170. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4171. status_change_end(bl,SC_STONE,-1);
  4172. }
  4173. break;
  4174. case SC_INCREASEAGI:
  4175. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4176. status_change_end(bl,SC_DECREASEAGI,-1);
  4177. break;
  4178. case SC_DONTFORGETME:
  4179. //is this correct? Maybe all three should stop the same subset of SCs...
  4180. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4181. status_change_end(bl,SC_ASSNCROS,-1);
  4182. case SC_QUAGMIRE:
  4183. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4184. status_change_end(bl,SC_CONCENTRATE,-1);
  4185. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4186. status_change_end(bl,SC_TRUESIGHT,-1);
  4187. if(sc->data[SC_WINDWALK].timer!=-1 )
  4188. status_change_end(bl,SC_WINDWALK,-1);
  4189. //Also blocks the ones below...
  4190. case SC_DECREASEAGI:
  4191. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4192. status_change_end(bl,SC_INCREASEAGI,-1);
  4193. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4194. status_change_end(bl,SC_ADRENALINE,-1);
  4195. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4196. status_change_end(bl,SC_ADRENALINE2,-1);
  4197. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4198. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4199. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4200. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4201. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4202. status_change_end(bl,SC_CARTBOOST,-1);
  4203. if(sc->data[SC_ONEHAND].timer!=-1 )
  4204. status_change_end(bl,SC_ONEHAND,-1);
  4205. break;
  4206. case SC_ONEHAND:
  4207. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4208. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4209. status_change_end(bl,SC_ASPDPOTION0,-1);
  4210. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4211. status_change_end(bl,SC_ASPDPOTION1,-1);
  4212. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4213. status_change_end(bl,SC_ASPDPOTION2,-1);
  4214. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4215. status_change_end(bl,SC_ASPDPOTION3,-1);
  4216. break;
  4217. case SC_MAXOVERTHRUST:
  4218. //Cancels Normal Overthrust. [Skotlex]
  4219. if (sc->data[SC_OVERTHRUST].timer != -1)
  4220. status_change_end(bl, SC_OVERTHRUST, -1);
  4221. break;
  4222. case SC_KYRIE:
  4223. // -- moonsoul (added to undo assumptio status if target has it)
  4224. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4225. status_change_end(bl,SC_ASSUMPTIO,-1);
  4226. break;
  4227. case SC_DELUGE:
  4228. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4229. status_change_end(bl,SC_BLIND,-1);
  4230. break;
  4231. case SC_SILENCE:
  4232. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4233. //Clear Gospel [Skotlex]
  4234. status_change_end(bl,SC_GOSPEL,-1);
  4235. break;
  4236. case SC_HIDING:
  4237. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4238. status_change_end(bl, SC_CLOSECONFINE, -1);
  4239. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4240. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4241. break;
  4242. case SC_BERSERK:
  4243. if(battle_config.berserk_cancels_buffs)
  4244. {
  4245. if (sc->data[SC_ONEHAND].timer != -1)
  4246. status_change_end(bl,SC_ONEHAND,-1);
  4247. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4248. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4249. if (sc->data[SC_CONCENTRATION].timer != -1)
  4250. status_change_end(bl,SC_CONCENTRATION,-1);
  4251. if (sc->data[SC_PARRYING].timer != -1)
  4252. status_change_end(bl,SC_PARRYING,-1);
  4253. if (sc->data[SC_AURABLADE].timer != -1)
  4254. status_change_end(bl,SC_AURABLADE,-1);
  4255. }
  4256. break;
  4257. case SC_ASSUMPTIO:
  4258. if(sc->data[SC_KYRIE].timer!=-1)
  4259. status_change_end(bl,SC_KYRIE,-1);
  4260. break;
  4261. case SC_CARTBOOST:
  4262. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4263. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4264. status_change_end(bl,SC_DECREASEAGI,-1);
  4265. return 0;
  4266. }
  4267. break;
  4268. case SC_FUSION:
  4269. if(sc->data[SC_SPIRIT].timer!=-1 )
  4270. status_change_end(bl,SC_SPIRIT,-1);
  4271. break;
  4272. case SC_ADJUSTMENT:
  4273. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4274. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4275. break;
  4276. case SC_MADNESSCANCEL:
  4277. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4278. status_change_end(bl,SC_ADJUSTMENT,-1);
  4279. break;
  4280. }
  4281. //Check for overlapping fails
  4282. if(sc->data[type].timer != -1){
  4283. switch (type) {
  4284. case SC_ADRENALINE:
  4285. case SC_ADRENALINE2:
  4286. case SC_WEAPONPERFECTION:
  4287. case SC_OVERTHRUST:
  4288. if (sc->data[type].val2 > val2)
  4289. return 0;
  4290. break;
  4291. case SC_STUN:
  4292. case SC_SLEEP:
  4293. case SC_POISON:
  4294. case SC_CURSE:
  4295. case SC_SILENCE:
  4296. case SC_CONFUSION:
  4297. case SC_BLIND:
  4298. case SC_BLEEDING:
  4299. case SC_DPOISON:
  4300. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4301. case SC_MARIONETTE:
  4302. case SC_MARIONETTE2:
  4303. case SC_NOCHAT:
  4304. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4305. return 0;
  4306. case SC_COMBO:
  4307. case SC_DANCING:
  4308. case SC_DEVOTION:
  4309. case SC_ASPDPOTION0:
  4310. case SC_ASPDPOTION1:
  4311. case SC_ASPDPOTION2:
  4312. case SC_ASPDPOTION3:
  4313. case SC_ATKPOTION:
  4314. case SC_MATKPOTION:
  4315. case SC_JAILED:
  4316. case SC_ARMOR_ELEMENT:
  4317. break;
  4318. case SC_GOSPEL:
  4319. //Must not override a casting gospel char.
  4320. if(sc->data[type].val4 == BCT_SELF)
  4321. return 0;
  4322. if(sc->data[type].val1 > val1)
  4323. return 1;
  4324. break;
  4325. case SC_ENDURE:
  4326. if(sc->data[type].val4 && !val4)
  4327. return 1; //Don't let you override infinite endure.
  4328. if(sc->data[type].val1 > val1)
  4329. return 1;
  4330. break;
  4331. case SC_KAAHI:
  4332. if(sc->data[type].val1 > val1)
  4333. return 1;
  4334. //Delete timer if it exists.
  4335. if (sc->data[type].val4 != -1) {
  4336. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4337. sc->data[type].val4=-1;
  4338. }
  4339. break;
  4340. default:
  4341. if(sc->data[type].val1 > val1)
  4342. return 1; //Return true to not mess up skill animations. [Skotlex
  4343. }
  4344. (sc->count)--;
  4345. delete_timer(sc->data[type].timer, status_change_timer);
  4346. sc->data[type].timer = -1;
  4347. }
  4348. vd = status_get_viewdata(bl);
  4349. calc_flag = StatusChangeFlagTable[type];
  4350. if(!(flag&4)) //Do not parse val settings when loading SCs
  4351. switch(type){
  4352. case SC_DECREASEAGI:
  4353. if (sd) tick>>=1; //Half duration for players.
  4354. case SC_INCREASEAGI:
  4355. val2 = 2 + val1; //Agi change
  4356. break;
  4357. case SC_ENDURE:
  4358. val2 = 7; // Hit-count [Celest]
  4359. if (!(flag&1) && sd && !map_flag_gvg(bl->m))
  4360. {
  4361. struct map_session_data *tsd;
  4362. int i;
  4363. for (i = 0; i < 5; i++)
  4364. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4365. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4366. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4367. }
  4368. }
  4369. break;
  4370. case SC_AUTOBERSERK:
  4371. if (status->hp < status->max_hp>>2 &&
  4372. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4373. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4374. break;
  4375. case SC_SIGNUMCRUCIS:
  4376. val2 = 10 + 4*val1; //Def reduction
  4377. clif_emotion(bl,4);
  4378. break;
  4379. case SC_MAXIMIZEPOWER:
  4380. val2 = tick>0?tick:60000;
  4381. break;
  4382. case SC_EDP: // [Celest]
  4383. val2 = val1 + 2; //Chance to Poison enemies.
  4384. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4385. break;
  4386. case SC_POISONREACT:
  4387. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4388. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4389. break;
  4390. case SC_MAGICROD:
  4391. val2 = val1*20; //SP gained
  4392. break;
  4393. case SC_KYRIE:
  4394. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4395. val3 = (val1 / 2 + 5); //Hits
  4396. break;
  4397. case SC_MAGICPOWER:
  4398. //val1: Skill lv
  4399. val2 = 1; //Lasts 1 invocation
  4400. //val3 will store matk_min (needed in case you use ground-spells)
  4401. //val4 will store matk_max
  4402. break;
  4403. case SC_SACRIFICE:
  4404. val2 = 5; //Lasts 5 hits
  4405. break;
  4406. case SC_ENCPOISON:
  4407. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4408. case SC_ASPERSIO:
  4409. case SC_FIREWEAPON:
  4410. case SC_WATERWEAPON:
  4411. case SC_WINDWEAPON:
  4412. case SC_EARTHWEAPON:
  4413. case SC_SHADOWWEAPON:
  4414. case SC_GHOSTWEAPON:
  4415. skill_enchant_elemental_end(bl,type);
  4416. break;
  4417. case SC_ELEMENTALCHANGE:
  4418. //Val1 is skill level, val2 is skill that invoked this.
  4419. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4420. val3 = rand()%ELE_MAX;
  4421. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4422. break;
  4423. case SC_PROVIDENCE:
  4424. val2=val1*5; //Race/Ele resist
  4425. break;
  4426. case SC_REFLECTSHIELD:
  4427. val2=10+val1*3; //% Dmg reflected
  4428. if (sd && !(flag&1))
  4429. { //Pass it to devoted chars.
  4430. struct map_session_data *tsd;
  4431. int i;
  4432. for (i = 0; i < 5; i++)
  4433. { //Pass the status to the other affected chars. [Skotlex]
  4434. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4435. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4436. }
  4437. }
  4438. break;
  4439. case SC_STRIPWEAPON:
  4440. if (bl->type != BL_PC) //Watk reduction
  4441. val2 = 5*val1;
  4442. break;
  4443. case SC_STRIPSHIELD:
  4444. if (bl->type != BL_PC) //Def reduction
  4445. val2 = 3*val1;
  4446. break;
  4447. case SC_STRIPARMOR:
  4448. if (bl->type != BL_PC) //Vit reduction
  4449. val2 = 8*val1;
  4450. break;
  4451. case SC_STRIPHELM:
  4452. if (bl->type != BL_PC) //Int reduction
  4453. val2 = 8*val1;
  4454. break;
  4455. case SC_AUTOSPELL:
  4456. //Val1 Skill LV of Autospell
  4457. //Val2 Skill ID to cast
  4458. //Val3 Max Lv to cast
  4459. val4 = 5 + val1*2; //Chance of casting
  4460. break;
  4461. case SC_VOLCANO:
  4462. if (status->def_ele == ELE_FIRE)
  4463. val2 = val1*10; //Watk increase
  4464. else
  4465. val2 = 0;
  4466. break;
  4467. case SC_VIOLENTGALE:
  4468. if (status->def_ele == ELE_WIND)
  4469. val2 = val1*3; //Flee increase
  4470. else
  4471. val2 = 0;
  4472. break;
  4473. case SC_DELUGE:
  4474. if(status->def_ele == ELE_WATER)
  4475. val2 = deluge_eff[val1-1]; //HP increase
  4476. else
  4477. val2 = 0;
  4478. break;
  4479. case SC_SUITON:
  4480. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4481. //No penalties.
  4482. val2 = 0; //Agi penalty
  4483. val3 = 0; //Walk speed penalty
  4484. break;
  4485. }
  4486. val3 = 50;
  4487. val2 = 3*((val1+1)/3);
  4488. if (val1 > 4) val2--;
  4489. break;
  4490. case SC_ONEHAND:
  4491. case SC_TWOHANDQUICKEN:
  4492. val2 = 300;
  4493. if (val1 > 10) //For boss casted skills [Skotlex]
  4494. val2 += 20*(val1-10);
  4495. break;
  4496. case SC_SPEARQUICKEN:
  4497. val2 = 200+10*val1;
  4498. break;
  4499. case SC_DANCING:
  4500. //val1 : Skill ID + LV
  4501. //val2 : Skill Group of the Dance.
  4502. //val3 : Brings the skilllv (merged into val1 here)
  4503. //val4 : Partner
  4504. if (val1 == CG_MOONLIT)
  4505. clif_status_change(bl,SI_MOONLIT,1);
  4506. val1|= (val3<<16);
  4507. val3 = 0; //Tick duration/Speed penalty.
  4508. if (sd) { //Store walk speed change in lower part of val3
  4509. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4510. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4511. val3 -= 40; //TODO: Figure out real bonus rate.
  4512. }
  4513. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4514. tick = 1000;
  4515. break;
  4516. case SC_LONGING:
  4517. val2 = 500-100*val1; //Aspd penalty.
  4518. val3 = 50+10*val1; //Walk speed adjustment.
  4519. break;
  4520. case SC_EXPLOSIONSPIRITS:
  4521. val2 = 75 + 25*val1; //Cri bonus
  4522. break;
  4523. case SC_ASPDPOTION0:
  4524. case SC_ASPDPOTION1:
  4525. case SC_ASPDPOTION2:
  4526. case SC_ASPDPOTION3:
  4527. val2 = 50*(2+type-SC_ASPDPOTION0);
  4528. break;
  4529. case SC_WEDDING:
  4530. case SC_XMAS:
  4531. if (!vd) return 0;
  4532. //Store previous values as they could be removed.
  4533. val1 = vd->class_;
  4534. val2 = vd->weapon;
  4535. val3 = vd->shield;
  4536. val4 = vd->cloth_color;
  4537. unit_stop_attack(bl);
  4538. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4539. clif_changelook(bl,LOOK_WEAPON,0);
  4540. clif_changelook(bl,LOOK_SHIELD,0);
  4541. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4542. break;
  4543. case SC_NOCHAT:
  4544. tick = 60000;
  4545. val1 = battle_config.manner_system; //Mute filters.
  4546. if (sd) clif_updatestatus(sd,SP_MANNER);
  4547. break;
  4548. case SC_STONE:
  4549. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4550. if (!val2) val2 = 1;
  4551. val3 = tick/1000; //Petrified HP-damage iterations.
  4552. if(val3 < 1) val3 = 1;
  4553. tick = val4; //Petrifying time.
  4554. if (tick < 1000)
  4555. tick = 1000; //Min time
  4556. calc_flag = 0; //Actual status changes take effect on petrified state.
  4557. break;
  4558. case SC_DPOISON:
  4559. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4560. if (status->hp > status->max_hp>>2)
  4561. {
  4562. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4563. if (status->hp - diff < status->max_hp>>2)
  4564. diff = status->hp - (status->max_hp>>2);
  4565. status_zap(bl, diff, 0);
  4566. }
  4567. // fall through
  4568. case SC_POISON: /* 毒 */
  4569. val3 = tick/1000; //Damage iterations
  4570. if(val3 < 1) val3 = 1;
  4571. tick = 1000;
  4572. //val4: HP damage
  4573. if (bl->type == BL_PC)
  4574. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4575. else
  4576. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4577. break;
  4578. case SC_CONFUSION:
  4579. clif_emotion(bl,1);
  4580. break;
  4581. case SC_BLEEDING:
  4582. val4 = tick/10000;
  4583. if (!val4) val4 = 1;
  4584. tick = 10000;
  4585. break;
  4586. case SC_HIDING:
  4587. val2 = tick/1000;
  4588. tick = 1000;
  4589. //Store speed penalty on val3.
  4590. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4591. val3 = 20 + 6*val3;
  4592. val4 = val1+3; //Seconds before SP substraction happen.
  4593. break;
  4594. case SC_CHASEWALK:
  4595. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4596. val3 = 65+val1*5; //Speed adjustment.
  4597. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4598. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4599. val4 = 10+val1*2; //SP cost.
  4600. if (map_flag_gvg(bl->m)) val4 *= 5;
  4601. break;
  4602. case SC_CLOAKING:
  4603. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4604. val1 = 10;
  4605. val2 = tick>0?tick:60000; //SP consumption rate.
  4606. val3 = 0;
  4607. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4608. (val3=pc_checkskill(sd,TF_MISS))>0)
  4609. val3 *= -1; //Substract the Dodge speed bonus.
  4610. val3+= 70+val1*3; //Speed adjustment without a wall.
  4611. //With a wall, it is val3 +25.
  4612. //val4&1 signals the presence of a wall.
  4613. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4614. //val4&4 makes cloak not end on using skills
  4615. if (bl->type == BL_PC) //Standard cloaking.
  4616. val4 |= battle_config.pc_cloak_check_type&7;
  4617. else
  4618. val4 |= battle_config.monster_cloak_check_type&7;
  4619. break;
  4620. case SC_SIGHT: /* サイト/ルアフ */
  4621. case SC_RUWACH:
  4622. case SC_SIGHTBLASTER:
  4623. val2 = tick/250;
  4624. tick = 10;
  4625. break;
  4626. //Permanent effects.
  4627. case SC_MODECHANGE:
  4628. case SC_WEIGHT50:
  4629. case SC_WEIGHT90:
  4630. case SC_BROKENWEAPON:
  4631. case SC_BROKENARMOR:
  4632. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4633. case SC_READYDOWN:
  4634. case SC_READYCOUNTER:
  4635. case SC_READYTURN:
  4636. case SC_DODGE:
  4637. tick = 600*1000;
  4638. break;
  4639. case SC_AUTOGUARD:
  4640. if (!(flag&1))
  4641. {
  4642. struct map_session_data *tsd;
  4643. int i,t;
  4644. for(i=val2=0;i<val1;i++) {
  4645. t = 5-(i>>1);
  4646. val2 += (t < 0)? 1:t;
  4647. }
  4648. if (sd)
  4649. for (i = 0; i < 5; i++)
  4650. { //Pass the status to the other affected chars. [Skotlex]
  4651. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4652. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4653. }
  4654. }
  4655. break;
  4656. case SC_DEFENDER:
  4657. if (!(flag&1))
  4658. {
  4659. struct map_session_data *tsd;
  4660. int i;
  4661. val2 = 5 + 15*val1; //Damage reduction
  4662. val3 = 65 + 5*val1; //Speed adjustment
  4663. val4 = 250 - 50*val1; //Aspd adjustment
  4664. if (sd)
  4665. for (i = 0; i < 5; i++)
  4666. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4667. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4668. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4669. }
  4670. }
  4671. break;
  4672. case SC_TENSIONRELAX:
  4673. if (sd) {
  4674. pc_setsit(sd);
  4675. clif_sitting(sd);
  4676. }
  4677. val2 = 12; //SP cost
  4678. val4 = 10000; //Decrease at 10secs intervals.
  4679. val3 = tick/val4;
  4680. tick = val4;
  4681. break;
  4682. case SC_PARRYING:
  4683. val2 = 20 + val1*3; //Block Chance
  4684. break;
  4685. case SC_WINDWALK:
  4686. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4687. val3 = 4*val2; //movement speed % increase is 4 times that
  4688. break;
  4689. case SC_JOINTBEAT: // Random break [DracoRPG]
  4690. val2 = rand()%6; //Type of break
  4691. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4692. break;
  4693. case SC_BERSERK:
  4694. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4695. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4696. //HP healing is performing after the calc_status call.
  4697. //Val2 holds HP penalty
  4698. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4699. if (!val4) val4 = 10000; //Val4 holds damage interval
  4700. val3 = tick/val4; //val3 holds skill duration
  4701. tick = val4;
  4702. break;
  4703. case SC_GOSPEL:
  4704. if(val4 == BCT_SELF) { // self effect
  4705. val2 = tick/10000;
  4706. tick = 10000;
  4707. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4708. }
  4709. break;
  4710. case SC_MARIONETTE:
  4711. if (sd) {
  4712. val3 = 0;
  4713. val2 = sd->status.str>>1;
  4714. if (val2 > 0xFF) val2 = 0xFF;
  4715. val3|=val2<<16;
  4716. val2 = sd->status.agi>>1;
  4717. if (val2 > 0xFF) val2 = 0xFF;
  4718. val3|=val2<<8;
  4719. val2 = sd->status.vit>>1;
  4720. if (val2 > 0xFF) val2 = 0xFF;
  4721. val3|=val2;
  4722. val4 = 0;
  4723. val2 = sd->status.int_>>1;
  4724. if (val2 > 0xFF) val2 = 0xFF;
  4725. val4|=val2<<16;
  4726. val2 = sd->status.dex>>1;
  4727. if (val2 > 0xFF) val2 = 0xFF;
  4728. val4|=val2<<8;
  4729. val2 = sd->status.luk>>1;
  4730. if (val2 > 0xFF) val2 = 0xFF;
  4731. val4|=val2;
  4732. } else {
  4733. struct status_data *b_status = status_get_base_status(bl);
  4734. if (!b_status)
  4735. return 0;
  4736. val3 = 0;
  4737. val2 = b_status->str>>1;
  4738. if (val2 > 0xFF) val2 = 0xFF;
  4739. val3|=val2<<16;
  4740. val2 = b_status->agi>>1;
  4741. if (val2 > 0xFF) val2 = 0xFF;
  4742. val3|=val2<<8;
  4743. val2 = b_status->vit>>1;
  4744. if (val2 > 0xFF) val2 = 0xFF;
  4745. val3|=val2;
  4746. val4 = 0;
  4747. val2 = b_status->int_>>1;
  4748. if (val2 > 0xFF) val2 = 0xFF;
  4749. val4|=val2<<16;
  4750. val2 = b_status->dex>>1;
  4751. if (val2 > 0xFF) val2 = 0xFF;
  4752. val4|=val2<<8;
  4753. val2 = b_status->luk>>1;
  4754. if (val2 > 0xFF) val2 = 0xFF;
  4755. val4|=val2;
  4756. }
  4757. val2 = tick/1000;
  4758. tick = 1000;
  4759. break;
  4760. case SC_MARIONETTE2:
  4761. {
  4762. struct block_list *pbl = map_id2bl(val1);
  4763. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4764. int stat,max;
  4765. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4766. return 0;
  4767. val2 = tick /1000;
  4768. val3 = val4 = 0;
  4769. if (sd) {
  4770. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4771. //Str
  4772. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4773. if (sd->status.str+stat > max)
  4774. stat =max-sd->status.str;
  4775. val3 |= stat<<16;
  4776. //Agi
  4777. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4778. if (sd->status.agi+stat > max)
  4779. stat =max-sd->status.agi;
  4780. val3 |= stat<<8;
  4781. //Vit
  4782. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4783. if (sd->status.vit+stat > max)
  4784. stat =max-sd->status.vit;
  4785. val3 |= stat;
  4786. //Int
  4787. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4788. if (sd->status.int_+stat > max)
  4789. stat =max-sd->status.int_;
  4790. val4 |= stat<<16;
  4791. //Dex
  4792. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4793. if (sd->status.dex+stat > max)
  4794. stat =max-sd->status.dex;
  4795. val4 |= stat<<8;
  4796. //Luk
  4797. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4798. if (sd->status.luk+stat > max)
  4799. stat =max-sd->status.luk;
  4800. val4 |= stat;
  4801. } else {
  4802. struct status_data *b_status = status_get_base_status(bl);
  4803. if (!b_status) return 0;
  4804. max = 0xFF; //Assume a 256 max parameter
  4805. //Str
  4806. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4807. if (b_status->str+stat > max)
  4808. stat = max - b_status->str;
  4809. val3 |= stat<<16;
  4810. //Agi
  4811. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4812. if (b_status->agi+stat > max)
  4813. stat = max - b_status->agi;
  4814. val3 |= stat<<8;
  4815. //Vit
  4816. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4817. if (b_status->vit+stat > max)
  4818. stat = max - b_status->vit;
  4819. val3 |= stat;
  4820. //Int
  4821. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4822. if (b_status->int_+stat > max)
  4823. stat = max - b_status->int_;
  4824. val4 |= stat<<16;
  4825. //Dex
  4826. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4827. if (b_status->dex+stat > max)
  4828. stat = max - b_status->dex;
  4829. val4 |= stat<<8;
  4830. //Luk
  4831. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4832. if (b_status->luk+stat > max)
  4833. stat = max - b_status->luk;
  4834. val4 |= stat;
  4835. }
  4836. tick = 1000;
  4837. break;
  4838. }
  4839. case SC_REJECTSWORD:
  4840. val2 = 15*val1; //Reflect chance
  4841. val3 = 3; //Reflections
  4842. break;
  4843. case SC_MEMORIZE:
  4844. val2 = 5; //Memorized casts.
  4845. break;
  4846. case SC_GRAVITATION:
  4847. val2 = 50*val1; //aspd reduction
  4848. break;
  4849. case SC_HERMODE:
  4850. status_change_clear_buffs(bl,1);
  4851. break;
  4852. case SC_REGENERATION:
  4853. if (val1 == 1)
  4854. val2 = 2;
  4855. else
  4856. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4857. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4858. //if val4 comes set, this blocks regen rather than increase it.
  4859. break;
  4860. case SC_DEVOTION:
  4861. {
  4862. struct map_session_data *src;
  4863. if ((src = map_id2sd(val1)) && src->sc.count)
  4864. { //Try to inherit the status from the Crusader [Skotlex]
  4865. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4866. //once the Crusader's status changes, it will reflect on the others.
  4867. const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  4868. int type2;
  4869. int i = map_flag_gvg(bl->m)?2:3;
  4870. while (i >= 0) {
  4871. type2 = types[i];
  4872. if (src->sc.data[type2].timer != -1)
  4873. sc_start(bl,type2,100,src->sc.data[type2].val1,
  4874. skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4875. i--;
  4876. }
  4877. }
  4878. break;
  4879. }
  4880. case SC_COMA: //Coma. Sends a char to 1HP
  4881. status_zap(bl, status_get_hp(bl)-1, 0);
  4882. return 1;
  4883. case SC_CLOSECONFINE2:
  4884. {
  4885. struct block_list *src = val2?map_id2bl(val2):NULL;
  4886. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4887. if (src && sc2) {
  4888. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4889. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4890. else { //Increase count of locked enemies and refresh time.
  4891. sc2->data[SC_CLOSECONFINE].val2++;
  4892. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4893. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4894. }
  4895. } else //Status failed.
  4896. return 0;
  4897. }
  4898. break;
  4899. case SC_KAITE:
  4900. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4901. break;
  4902. case SC_KAUPE:
  4903. switch (val1) {
  4904. case 3: //33*3 + 1 -> 100%
  4905. val2++;
  4906. case 1:
  4907. case 2: //33, 66%
  4908. val2 += 33*val1;
  4909. val3 = 1; //Dodge 1 attack total.
  4910. break;
  4911. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4912. val2 = 100;
  4913. val3 = val1-2;
  4914. break;
  4915. }
  4916. break;
  4917. case SC_COMBO:
  4918. {
  4919. //val1: Skill ID
  4920. //val2: When given, target (for autotargetting skills)
  4921. //val3: When set, this combo time should NOT delay attack/movement
  4922. //val4: Combo time
  4923. struct unit_data *ud = unit_bl2ud(bl);
  4924. switch (val1) {
  4925. case TK_STORMKICK:
  4926. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4927. break;
  4928. case TK_DOWNKICK:
  4929. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4930. break;
  4931. case TK_TURNKICK:
  4932. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4933. break;
  4934. case TK_COUNTER:
  4935. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4936. break;
  4937. }
  4938. if (ud && !val3)
  4939. {
  4940. ud->attackabletime = gettick()+tick;
  4941. unit_set_walkdelay(bl, gettick(), tick, 1);
  4942. }
  4943. val4 = tick; //Store combo-time in val4.
  4944. }
  4945. break;
  4946. case SC_TKREST:
  4947. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4948. break;
  4949. case SC_RUN:
  4950. val4 = gettick(); //Store time at which you started running.
  4951. break;
  4952. case SC_KAAHI:
  4953. val2 = 200*val1; //HP heal
  4954. val3 = 5*val1; //SP cost
  4955. val4 = -1; //Kaahi Timer.
  4956. break;
  4957. case SC_BLESSING:
  4958. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4959. val2 = val1;
  4960. else
  4961. val2 = 0; //0 -> Half stat.
  4962. break;
  4963. case SC_TRICKDEAD:
  4964. if (vd) vd->dead_sit = 1;
  4965. break;
  4966. case SC_CONCENTRATE:
  4967. val2 = 2 + val1;
  4968. if (sd) { //Store the card-bonus data that should not count in the %
  4969. val3 = sd->param_bonus[1]; //Agi
  4970. val4 = sd->param_bonus[4]; //Dex
  4971. } else {
  4972. val3 = val4 = 0;
  4973. }
  4974. break;
  4975. case SC_ADRENALINE2:
  4976. case SC_ADRENALINE:
  4977. if (val2 || !battle_config.party_skill_penalty)
  4978. val3 = 300;
  4979. else
  4980. val3 = 200;
  4981. case SC_WEAPONPERFECTION:
  4982. case SC_OVERTHRUST:
  4983. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  4984. tick += tick / 10;
  4985. break;
  4986. case SC_CONCENTRATION:
  4987. val2 = 5*val1; //Batk/Watk Increase
  4988. val3 = 10*val1; //Hit Increase
  4989. val4 = 5*val1; //Def reduction
  4990. break;
  4991. case SC_ANGELUS:
  4992. val2 = 5*val1; //def increase
  4993. break;
  4994. case SC_IMPOSITIO:
  4995. val2 = 5*val1; //watk increase
  4996. break;
  4997. case SC_MELTDOWN:
  4998. val2 = 100*val1; //Chance to break weapon
  4999. val3 = 70*val1; //Change to break armor
  5000. break;
  5001. case SC_TRUESIGHT:
  5002. val2 = 10*val1; //Critical increase
  5003. val3 = 3*val1; //Hit increase
  5004. break;
  5005. case SC_SUN_COMFORT:
  5006. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5007. break;
  5008. case SC_MOON_COMFORT:
  5009. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5010. break;
  5011. case SC_STAR_COMFORT:
  5012. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5013. break;
  5014. case SC_QUAGMIRE:
  5015. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5016. break;
  5017. // gs_something1 [Vicious]
  5018. case SC_GATLINGFEVER:
  5019. val2 = 20*val1; //Aspd increase
  5020. val3 = 20+10*val1; //Batk increase
  5021. val4 = 5*val1; //Flee decrease
  5022. break;
  5023. case SC_FLING:
  5024. if (bl->type == BL_PC)
  5025. val2 = 0; //No armor reduction to players.
  5026. else
  5027. val2 = 5*val1; //Def reduction
  5028. val3 = 5*val1; //Def2 reduction
  5029. break;
  5030. case SC_PROVOKE:
  5031. //val2 signals autoprovoke.
  5032. val3 = 2+3*val1; //Atk increase
  5033. val4 = 5+5*val1; //Def reduction.
  5034. break;
  5035. case SC_AVOID:
  5036. val2 = 10*val1; //Speed change rate.
  5037. break;
  5038. case SC_DEFENCE:
  5039. val2 = 2*val1; //Def bonus
  5040. break;
  5041. case SC_BLOODLUST:
  5042. val2 = 20+10*val1; //Atk rate change.
  5043. val3 = 3*val1; //Leech chance
  5044. val4 = 20; //Leech percent
  5045. break;
  5046. case SC_FLEET:
  5047. val2 = 30*val1; //Aspd change
  5048. val3 = 5+5*val1; //bAtk/wAtk rate change
  5049. break;
  5050. case SC_MINDBREAKER:
  5051. val2 = 20*val1; //matk increase.
  5052. val3 = 12*val1; //mdef2 reduction.
  5053. break;
  5054. case SC_SKA:
  5055. val2 = tick/1000;
  5056. val3 = rand()%100; //Def changes randomly every second...
  5057. tick = 1000;
  5058. break;
  5059. case SC_JAILED:
  5060. tick = val1>0?1000:250;
  5061. if (sd && sd->mapindex != val2)
  5062. {
  5063. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5064. map = sd->mapindex; //Current Map
  5065. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5066. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  5067. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  5068. //2. Set restore point (val3 -> return map, val4 return coords
  5069. val3 = map;
  5070. val4 = pos;
  5071. }
  5072. break;
  5073. case SC_UTSUSEMI:
  5074. val2=(val1+1)/2; // number of hits blocked
  5075. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5076. break;
  5077. case SC_BUNSINJYUTSU:
  5078. val2=(val1+1)/2; // number of hits blocked
  5079. break;
  5080. case SC_CHANGE:
  5081. val2= 30*val1; //Vit increase
  5082. val3= 20*val1; //Int increase
  5083. break;
  5084. case SC_SWOO:
  5085. if(status->mode&MD_BOSS)
  5086. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5087. break;
  5088. case SC_ANKLE:
  5089. if (sd && battle_config.pc_sc_def_rate != 100)
  5090. tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
  5091. else if (battle_config.mob_sc_def_rate != 100)
  5092. tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
  5093. else
  5094. tick -= tick*status->agi/100;
  5095. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5096. tick /= 5;
  5097. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  5098. // Changed to 3 secs and moved from skill.c [Skotlex]
  5099. if (tick < 3000)
  5100. tick = 3000;
  5101. break;
  5102. case SC_SPIDERWEB:
  5103. if (bl->type == BL_PC)
  5104. tick /=2;
  5105. break;
  5106. case SC_ARMOR:
  5107. //NPC_DEFENDER:
  5108. val2 = 80; //Damage reduction
  5109. //Attack requirements to be blocked:
  5110. val3 = BF_LONG; //Range
  5111. val4 = BF_WEAPON|BF_MISC; //Type
  5112. break;
  5113. case SC_INTRAVISION:
  5114. case SC_ARMOR_ELEMENT:
  5115. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5116. //associated, and yet are not wrong/unknown. [Skotlex]
  5117. break;
  5118. default:
  5119. if (calc_flag == SCB_NONE &&
  5120. StatusSkillChangeTable[type]==0 &&
  5121. StatusIconChangeTable[type]==0)
  5122. { //Status change with no calc, and no skill associated...? unknown?
  5123. if(battle_config.error_log)
  5124. ShowError("UnknownStatusChange [%d]\n", type);
  5125. return 0;
  5126. }
  5127. }
  5128. else //Special considerations when loading SC data.
  5129. switch (type) {
  5130. case SC_WEDDING:
  5131. case SC_XMAS:
  5132. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  5133. clif_changelook(bl,LOOK_WEAPON,0);
  5134. clif_changelook(bl,LOOK_SHIELD,0);
  5135. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5136. break;
  5137. case SC_KAAHI:
  5138. val4 = -1;
  5139. break;
  5140. //In case the speed reduction comes loaded incorrectly,
  5141. //prevent division by 0.
  5142. case SC_DONTFORGETME:
  5143. case SC_CLOAKING:
  5144. case SC_LONGING:
  5145. case SC_HIDING:
  5146. case SC_CHASEWALK:
  5147. case SC_DEFENDER:
  5148. if (!val3)
  5149. return 0;
  5150. break;
  5151. case SC_GUILDAURA:
  5152. //Compatibility Upgrade due to Guild Aura code rewrite
  5153. //(older saved SC versions would load up with huge bonuses)
  5154. return 0;
  5155. }
  5156. //Those that make you stop attacking/walking....
  5157. switch (type) {
  5158. case SC_FREEZE:
  5159. case SC_STUN:
  5160. case SC_SLEEP:
  5161. case SC_STONE:
  5162. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5163. pc_setstand(sd);
  5164. case SC_TRICKDEAD:
  5165. unit_stop_attack(bl);
  5166. skill_stop_dancing(bl);
  5167. // Cancel cast when get status [LuzZza]
  5168. if (battle_config.sc_castcancel&bl->type)
  5169. unit_skillcastcancel(bl, 0);
  5170. case SC_STOP:
  5171. case SC_CONFUSION:
  5172. case SC_CLOSECONFINE:
  5173. case SC_CLOSECONFINE2:
  5174. case SC_ANKLE:
  5175. case SC_SPIDERWEB:
  5176. unit_stop_walking(bl,1);
  5177. break;
  5178. case SC_HIDING:
  5179. case SC_CLOAKING:
  5180. case SC_CHASEWALK:
  5181. unit_stop_attack(bl);
  5182. break;
  5183. case SC_SILENCE:
  5184. if (battle_config.sc_castcancel&bl->type)
  5185. unit_skillcastcancel(bl, 0);
  5186. break;
  5187. }
  5188. // Set option as needed.
  5189. opt_flag = 1;
  5190. switch(type){
  5191. //OPT1
  5192. case SC_STONE:
  5193. case SC_FREEZE:
  5194. case SC_STUN:
  5195. case SC_SLEEP:
  5196. if(type == SC_STONE)
  5197. sc->opt1 = OPT1_STONEWAIT;
  5198. else
  5199. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5200. break;
  5201. //OPT2
  5202. case SC_POISON:
  5203. case SC_CURSE:
  5204. case SC_SILENCE:
  5205. case SC_BLIND:
  5206. sc->opt2 |= 1<<(type-SC_POISON);
  5207. break;
  5208. case SC_DPOISON:
  5209. sc->opt2 |= OPT2_DPOISON;
  5210. break;
  5211. case SC_SIGNUMCRUCIS:
  5212. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5213. break;
  5214. //OPT3
  5215. case SC_TWOHANDQUICKEN:
  5216. case SC_SPEARQUICKEN:
  5217. case SC_CONCENTRATION:
  5218. sc->opt3 |= 0x1;
  5219. opt_flag = 0;
  5220. break;
  5221. case SC_MAXOVERTHRUST:
  5222. case SC_OVERTHRUST:
  5223. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5224. sc->opt3 |= 0x2;
  5225. opt_flag = 0;
  5226. break;
  5227. case SC_ENERGYCOAT:
  5228. case SC_SKE:
  5229. sc->opt3 |= 0x4;
  5230. opt_flag = 0;
  5231. break;
  5232. case SC_INCATKRATE:
  5233. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5234. if (bl->type != BL_MOB) {
  5235. opt_flag = 0;
  5236. break;
  5237. }
  5238. case SC_EXPLOSIONSPIRITS:
  5239. sc->opt3 |= 0x8;
  5240. opt_flag = 0;
  5241. break;
  5242. case SC_STEELBODY:
  5243. case SC_SKA:
  5244. sc->opt3 |= 0x10;
  5245. opt_flag = 0;
  5246. break;
  5247. case SC_BLADESTOP:
  5248. sc->opt3 |= 0x20;
  5249. opt_flag = 0;
  5250. break;
  5251. //0x40 missing?
  5252. case SC_BERSERK:
  5253. sc->opt3 |= 0x80;
  5254. opt_flag = 0;
  5255. break;
  5256. //0x100, 0x200 missing?
  5257. case SC_MARIONETTE:
  5258. case SC_MARIONETTE2:
  5259. sc->opt3 |= 0x400;
  5260. opt_flag = 0;
  5261. break;
  5262. case SC_ASSUMPTIO:
  5263. sc->opt3 |= 0x800;
  5264. opt_flag = 0;
  5265. break;
  5266. case SC_WARM: //SG skills [Komurka]
  5267. sc->opt3 |= 0x1000;
  5268. opt_flag = 0;
  5269. break;
  5270. case SC_KAITE:
  5271. sc->opt3 |= 0x2000;
  5272. opt_flag = 0;
  5273. break;
  5274. //OPTION
  5275. case SC_HIDING:
  5276. sc->option |= OPTION_HIDE;
  5277. break;
  5278. case SC_CLOAKING:
  5279. sc->option |= OPTION_CLOAK;
  5280. break;
  5281. case SC_CHASEWALK:
  5282. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5283. break;
  5284. case SC_SIGHT:
  5285. sc->option |= OPTION_SIGHT;
  5286. break;
  5287. case SC_RUWACH:
  5288. sc->option |= OPTION_RUWACH;
  5289. break;
  5290. case SC_WEDDING:
  5291. sc->option |= OPTION_WEDDING;
  5292. break;
  5293. case SC_XMAS:
  5294. sc->option |= OPTION_XMAS;
  5295. break;
  5296. case SC_ORCISH:
  5297. sc->option |= OPTION_ORCISH;
  5298. break;
  5299. case SC_SIGHTTRASHER:
  5300. sc->option |= OPTION_SIGHTTRASHER;
  5301. break;
  5302. case SC_FUSION:
  5303. sc->option |= OPTION_FLYING;
  5304. break;
  5305. default:
  5306. opt_flag = 0;
  5307. }
  5308. //On Aegis, when turning on a status change, first goes the option packet,
  5309. // then the sc packet.
  5310. if(opt_flag)
  5311. clif_changeoption(bl);
  5312. if (calc_flag&SCB_DYE)
  5313. { //Reset DYE color
  5314. if (vd && vd->cloth_color)
  5315. {
  5316. val4 = vd->cloth_color;
  5317. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5318. }
  5319. calc_flag&=~SCB_DYE;
  5320. }
  5321. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5322. clif_status_change(bl,StatusIconChangeTable[type],1);
  5323. else if (sd) //Send packet to self otherwise (disguised player?)
  5324. clif_status_load(bl,StatusIconChangeTable[type],1);
  5325. (sc->count)++;
  5326. sc->data[type].val1 = val1;
  5327. sc->data[type].val2 = val2;
  5328. sc->data[type].val3 = val3;
  5329. sc->data[type].val4 = val4;
  5330. sc->data[type].timer = add_timer(
  5331. gettick() + tick, status_change_timer, bl->id, type);
  5332. if (calc_flag)
  5333. status_calc_bl(bl,calc_flag);
  5334. if(sd && sd->pd)
  5335. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5336. if (type==SC_BERSERK) {
  5337. sc->data[type].val2 = 5*status->max_hp/100;
  5338. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5339. status_set_sp(bl, 0, 0); //Damage all SP
  5340. } else if (type==SC_CHANGE) //Heal all HP/SP
  5341. status_percent_heal(bl, 100, 100);
  5342. if (type==SC_RUN) {
  5343. struct unit_data *ud = unit_bl2ud(bl);
  5344. if (ud)
  5345. ud->state.running = unit_run(bl);
  5346. }
  5347. return 1;
  5348. }
  5349. /*==========================================
  5350. * ステータス異常全解除
  5351. *------------------------------------------
  5352. */
  5353. int status_change_clear(struct block_list *bl,int type)
  5354. {
  5355. struct status_change* sc;
  5356. int i;
  5357. sc = status_get_sc(bl);
  5358. if (!sc)
  5359. return 0;
  5360. if (sc->data[SC_FREEZE].val3)
  5361. sc->data[SC_FREEZE].val3 = 0; //Reset freeze counter.
  5362. if (!sc->count)
  5363. return 0;
  5364. if(sc->data[SC_DANCING].timer != -1)
  5365. skill_stop_dancing(bl);
  5366. for(i = 0; i < SC_MAX; i++)
  5367. {
  5368. if(sc->data[i].timer == -1)
  5369. continue;
  5370. if(type == 0)
  5371. switch (i)
  5372. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5373. case SC_EDP:
  5374. case SC_MELTDOWN:
  5375. case SC_XMAS:
  5376. case SC_NOCHAT:
  5377. case SC_FUSION:
  5378. case SC_TKREST:
  5379. case SC_READYSTORM:
  5380. case SC_READYDOWN:
  5381. case SC_READYCOUNTER:
  5382. case SC_READYTURN:
  5383. case SC_DODGE:
  5384. case SC_JAILED:
  5385. case SC_STRFOOD:
  5386. case SC_AGIFOOD:
  5387. case SC_VITFOOD:
  5388. case SC_INTFOOD:
  5389. case SC_DEXFOOD:
  5390. case SC_LUKFOOD:
  5391. case SC_HITFOOD:
  5392. case SC_FLEEFOOD:
  5393. case SC_BATKFOOD:
  5394. case SC_WATKFOOD:
  5395. case SC_MATKFOOD:
  5396. continue;
  5397. }
  5398. status_change_end(bl, i, -1);
  5399. if (type == 1 && sc->data[i].timer != -1)
  5400. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5401. (sc->count)--;
  5402. delete_timer(sc->data[i].timer, status_change_timer);
  5403. sc->data[i].timer = -1;
  5404. }
  5405. }
  5406. sc->opt1 = 0;
  5407. sc->opt2 = 0;
  5408. sc->opt3 = 0;
  5409. sc->option &= OPTION_MASK;
  5410. if(!type || type&2)
  5411. clif_changeoption(bl);
  5412. return 1;
  5413. }
  5414. /*==========================================
  5415. * ステータス異常終了
  5416. *------------------------------------------
  5417. */
  5418. int status_change_end( struct block_list* bl , int type,int tid )
  5419. {
  5420. struct map_session_data *sd;
  5421. struct status_change *sc;
  5422. struct status_data *status;
  5423. struct view_data *vd;
  5424. int opt_flag=0, calc_flag;
  5425. nullpo_retr(0, bl);
  5426. sc = status_get_sc(bl);
  5427. status = status_get_status_data(bl);
  5428. nullpo_retr(0,sc);
  5429. nullpo_retr(0,status);
  5430. if(type < 0 || type >= SC_MAX)
  5431. return 0;
  5432. BL_CAST(BL_PC,bl,sd);
  5433. if (sc->data[type].timer == -1 ||
  5434. (sc->data[type].timer != tid && tid != -1))
  5435. return 0;
  5436. if (tid == -1)
  5437. delete_timer(sc->data[type].timer,status_change_timer);
  5438. sc->data[type].timer=-1;
  5439. (sc->count)--;
  5440. vd = status_get_viewdata(bl);
  5441. calc_flag = StatusChangeFlagTable[type];
  5442. switch(type){
  5443. case SC_WEDDING:
  5444. case SC_XMAS:
  5445. if (!vd) return 0;
  5446. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5447. status_set_viewdata(bl, sd->status.class_);
  5448. else {
  5449. vd->class_ = sc->data[type].val1;
  5450. vd->weapon = sc->data[type].val2;
  5451. vd->shield = sc->data[type].val3;
  5452. vd->cloth_color = sc->data[type].val4;
  5453. }
  5454. clif_changelook(bl,LOOK_BASE,vd->class_);
  5455. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5456. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5457. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5458. break;
  5459. case SC_RUN:
  5460. {
  5461. struct unit_data *ud = unit_bl2ud(bl);
  5462. if (ud) {
  5463. ud->state.running = 0;
  5464. if (ud->walktimer != -1)
  5465. unit_stop_walking(bl,1);
  5466. }
  5467. if (sc->data[type].val1 >= 7 &&
  5468. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5469. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5470. )
  5471. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5472. }
  5473. break;
  5474. case SC_AUTOBERSERK:
  5475. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5476. status_change_end(bl,SC_PROVOKE,-1);
  5477. break;
  5478. case SC_DEFENDER:
  5479. case SC_REFLECTSHIELD:
  5480. case SC_AUTOGUARD:
  5481. case SC_ENDURE:
  5482. if (sd) {
  5483. struct map_session_data *tsd;
  5484. int i;
  5485. for (i = 0; i < 5; i++)
  5486. { //Clear the status from the others too [Skotlex]
  5487. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5488. status_change_end(&tsd->bl,type,-1);
  5489. }
  5490. }
  5491. break;
  5492. case SC_DEVOTION:
  5493. {
  5494. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5495. //The status could have changed because the Crusader left the game. [Skotlex]
  5496. if (md)
  5497. {
  5498. md->devotion[sc->data[type].val2] = 0;
  5499. clif_devotion(md);
  5500. }
  5501. //Remove inherited status [Skotlex]
  5502. if (sc->data[SC_AUTOGUARD].timer != -1)
  5503. status_change_end(bl,SC_AUTOGUARD,-1);
  5504. if (sc->data[SC_DEFENDER].timer != -1)
  5505. status_change_end(bl,SC_DEFENDER,-1);
  5506. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5507. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5508. if (sc->data[SC_ENDURE].timer != -1)
  5509. status_change_end(bl,SC_ENDURE,-1);
  5510. break;
  5511. }
  5512. case SC_BLADESTOP:
  5513. if(sc->data[type].val4)
  5514. {
  5515. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5516. struct status_change *tsc = status_get_sc(tbl);
  5517. sc->data[type].val4 = 0;
  5518. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5519. {
  5520. tsc->data[SC_BLADESTOP].val4 = 0;
  5521. status_change_end(tbl,SC_BLADESTOP,-1);
  5522. }
  5523. clif_bladestop(bl,tbl,0);
  5524. }
  5525. break;
  5526. case SC_DANCING:
  5527. {
  5528. struct map_session_data *dsd;
  5529. struct status_change *dsc;
  5530. struct skill_unit_group *group;
  5531. if(sc->data[type].val2)
  5532. {
  5533. group = (struct skill_unit_group *)sc->data[type].val2;
  5534. sc->data[type].val2 = 0;
  5535. skill_delunitgroup(bl, group, 0);
  5536. }
  5537. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5538. dsc = &dsd->sc;
  5539. if(dsc && dsc->data[type].timer!=-1)
  5540. { //This will prevent recursive loops.
  5541. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5542. status_change_end(&dsd->bl, type, -1);
  5543. }
  5544. }
  5545. }
  5546. if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
  5547. clif_status_change(bl,SI_MOONLIT,0);
  5548. if (sc->data[SC_LONGING].timer!=-1)
  5549. status_change_end(bl,SC_LONGING,-1);
  5550. break;
  5551. case SC_NOCHAT:
  5552. if (sd && sd->status.manner < 0 && tid != -1)
  5553. sd->status.manner = 0;
  5554. break;
  5555. case SC_SPLASHER:
  5556. {
  5557. struct block_list *src=map_id2bl(sc->data[type].val3);
  5558. if(src && tid!=-1)
  5559. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5560. }
  5561. break;
  5562. case SC_CLOSECONFINE2:
  5563. {
  5564. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5565. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5566. if (src && sc2 && sc2->count) {
  5567. //If status was already ended, do nothing.
  5568. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5569. { //Decrease count
  5570. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5571. status_change_end(src, SC_CLOSECONFINE, -1);
  5572. }
  5573. }
  5574. }
  5575. case SC_CLOSECONFINE:
  5576. if (sc->data[type].val2 > 0) {
  5577. //Caster has been unlocked... nearby chars need to be unlocked.
  5578. int range = 1
  5579. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5580. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5581. map_foreachinarea(status_change_timer_sub,
  5582. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5583. }
  5584. break;
  5585. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5586. if (sd && sd->skillid_old == sc->data[type].val1)
  5587. sd->skillid_old = sd->skilllv_old = 0;
  5588. break;
  5589. case SC_FREEZE:
  5590. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5591. break;
  5592. case SC_MARIONETTE:
  5593. case SC_MARIONETTE2: /// Marionette target
  5594. if (sc->data[type].val1)
  5595. { // check for partner and end their marionette status as well
  5596. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5597. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5598. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5599. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5600. {
  5601. sc2->data[type2].val1 = 0;
  5602. status_change_end(pbl, type2, -1);
  5603. }
  5604. }
  5605. if (type == SC_MARIONETTE)
  5606. clif_marionette(bl, 0); //Clear effect.
  5607. break;
  5608. case SC_BERSERK:
  5609. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5610. if(status->hp > 100 && sc->data[type].val2)
  5611. status_set_hp(bl, 100, 0);
  5612. if(sc->data[SC_ENDURE].timer != -1)
  5613. status_change_end(bl, SC_ENDURE, -1);
  5614. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5615. skill_get_time(LK_BERSERK, sc->data[type].val1));
  5616. break;
  5617. case SC_GOSPEL: //Clear the buffs from other chars.
  5618. if (sc->data[type].val3) { //Clear the group.
  5619. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5620. sc->data[type].val3 = 0;
  5621. skill_delunitgroup(bl, group, 0);
  5622. }
  5623. break;
  5624. case SC_HERMODE:
  5625. if(sc->data[type].val3 == BCT_SELF)
  5626. skill_clear_unitgroup(bl);
  5627. break;
  5628. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5629. skill_clear_unitgroup(bl);
  5630. break;
  5631. case SC_TRICKDEAD:
  5632. if (vd) vd->dead_sit = 0;
  5633. break;
  5634. case SC_WARM:
  5635. if (sc->data[type].val4) { //Clear the group.
  5636. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5637. sc->data[type].val4 = 0;
  5638. skill_delunitgroup(bl, group, 0);
  5639. }
  5640. break;
  5641. case SC_KAAHI:
  5642. //Delete timer if it exists.
  5643. if (sc->data[type].val4 != -1) {
  5644. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5645. sc->data[type].val4=-1;
  5646. }
  5647. break;
  5648. case SC_JAILED:
  5649. if(tid == -1)
  5650. break;
  5651. //natural expiration.
  5652. if(sd && sd->mapindex == sc->data[type].val2)
  5653. {
  5654. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5655. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5656. }
  5657. break; //guess hes not in jail :P
  5658. case SC_CHANGE:
  5659. if (tid == -1)
  5660. break;
  5661. // "lose almost all their HP and SP" on natural expiration.
  5662. status_set_hp(bl, 10, 0);
  5663. status_set_sp(bl, 10, 0);
  5664. break;
  5665. }
  5666. opt_flag = 1;
  5667. switch(type){
  5668. case SC_STONE:
  5669. case SC_FREEZE:
  5670. case SC_STUN:
  5671. case SC_SLEEP:
  5672. sc->opt1 = 0;
  5673. break;
  5674. case SC_POISON:
  5675. case SC_CURSE:
  5676. case SC_SILENCE:
  5677. case SC_BLIND:
  5678. sc->opt2 &= ~(1<<(type-SC_POISON));
  5679. break;
  5680. case SC_DPOISON:
  5681. sc->opt2 &= ~OPT2_DPOISON;
  5682. break;
  5683. case SC_SIGNUMCRUCIS:
  5684. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5685. break;
  5686. case SC_HIDING:
  5687. sc->option &= ~OPTION_HIDE;
  5688. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  5689. break;
  5690. case SC_CLOAKING:
  5691. sc->option &= ~OPTION_CLOAK;
  5692. opt_flag|= 2;
  5693. break;
  5694. case SC_CHASEWALK:
  5695. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5696. opt_flag|= 2;
  5697. break;
  5698. case SC_SIGHT:
  5699. sc->option &= ~OPTION_SIGHT;
  5700. break;
  5701. case SC_WEDDING:
  5702. sc->option &= ~OPTION_WEDDING;
  5703. break;
  5704. case SC_XMAS:
  5705. sc->option &= ~OPTION_XMAS;
  5706. break;
  5707. case SC_ORCISH:
  5708. sc->option &= ~OPTION_ORCISH;
  5709. break;
  5710. case SC_RUWACH:
  5711. sc->option &= ~OPTION_RUWACH;
  5712. break;
  5713. case SC_SIGHTTRASHER:
  5714. sc->option &= ~OPTION_SIGHTTRASHER;
  5715. break;
  5716. case SC_FUSION:
  5717. sc->option &= ~OPTION_FLYING;
  5718. break;
  5719. //opt3
  5720. case SC_TWOHANDQUICKEN:
  5721. case SC_ONEHAND:
  5722. case SC_SPEARQUICKEN:
  5723. case SC_CONCENTRATION:
  5724. sc->opt3 &= ~0x1;
  5725. opt_flag = 0;
  5726. break;
  5727. case SC_OVERTHRUST:
  5728. case SC_MAXOVERTHRUST:
  5729. case SC_SWOO:
  5730. sc->opt3 &= ~0x2;
  5731. opt_flag = 0;
  5732. break;
  5733. case SC_ENERGYCOAT:
  5734. case SC_SKE:
  5735. sc->opt3 &= ~0x4;
  5736. opt_flag = 0;
  5737. break;
  5738. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5739. if (bl->type != BL_MOB)
  5740. break;
  5741. case SC_EXPLOSIONSPIRITS:
  5742. sc->opt3 &= ~0x8;
  5743. opt_flag = 0;
  5744. break;
  5745. case SC_STEELBODY:
  5746. case SC_SKA:
  5747. sc->opt3 &= ~0x10;
  5748. opt_flag = 0;
  5749. break;
  5750. case SC_BLADESTOP:
  5751. sc->opt3 &= ~0x20;
  5752. opt_flag = 0;
  5753. break;
  5754. case SC_BERSERK:
  5755. sc->opt3 &= ~0x80;
  5756. opt_flag = 0;
  5757. break;
  5758. case SC_MARIONETTE:
  5759. case SC_MARIONETTE2:
  5760. sc->opt3 &= ~0x400;
  5761. opt_flag = 0;
  5762. break;
  5763. case SC_ASSUMPTIO:
  5764. sc->opt3 &= ~0x800;
  5765. opt_flag = 0;
  5766. break;
  5767. case SC_WARM: //SG skills [Komurka]
  5768. sc->opt3 &= ~0x1000;
  5769. opt_flag = 0;
  5770. break;
  5771. case SC_KAITE:
  5772. sc->opt3 &= ~0x2000;
  5773. opt_flag = 0;
  5774. break;
  5775. default:
  5776. opt_flag = 0;
  5777. }
  5778. if (calc_flag&SCB_DYE)
  5779. { //Restore DYE color
  5780. if (vd && !vd->cloth_color && sc->data[type].val4)
  5781. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5782. calc_flag&=~SCB_DYE;
  5783. }
  5784. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5785. if (vd && pcdb_checkid(vd->class_))
  5786. clif_status_change(bl,StatusIconChangeTable[type],0);
  5787. else if (sd)
  5788. clif_status_load(bl,StatusIconChangeTable[type],0);
  5789. if(opt_flag)
  5790. clif_changeoption(bl);
  5791. if (calc_flag)
  5792. status_calc_bl(bl,calc_flag);
  5793. if(opt_flag&4) //Out of hiding, invoke on place.
  5794. skill_unit_move(bl,gettick(),1);
  5795. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5796. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5797. return 1;
  5798. }
  5799. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5800. {
  5801. struct block_list *bl;
  5802. struct status_change *sc;
  5803. struct status_data *status;
  5804. int hp;
  5805. bl=map_id2bl(id);
  5806. sc=status_get_sc(bl);
  5807. status=status_get_status_data(bl);
  5808. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5809. return 0;
  5810. if(sc->data[data].val4 != tid) {
  5811. if (battle_config.error_log)
  5812. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5813. sc->data[data].val4=-1;
  5814. return 0;
  5815. }
  5816. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5817. sc->data[data].val4=-1;
  5818. return 0;
  5819. }
  5820. hp = status->max_hp - status->hp;
  5821. if (hp > sc->data[data].val2)
  5822. hp = sc->data[data].val2;
  5823. if (hp)
  5824. status_heal(bl, hp, 0, 2);
  5825. sc->data[data].val4=-1;
  5826. return 1;
  5827. }
  5828. /*==========================================
  5829. * ステータス異常終了タイマー
  5830. *------------------------------------------
  5831. */
  5832. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5833. {
  5834. int type = data;
  5835. struct block_list *bl;
  5836. struct map_session_data *sd=NULL;
  5837. struct status_data *status;
  5838. struct status_change *sc;
  5839. // security system to prevent forgetting timer removal
  5840. int temp_timerid;
  5841. bl=map_id2bl(id);
  5842. #ifndef _WIN32
  5843. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5844. #endif
  5845. sc=status_get_sc(bl);
  5846. status = status_get_status_data(bl);
  5847. if (!sc || !status)
  5848. { //Temporal debug until case is resolved. [Skotlex]
  5849. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5850. return 0;
  5851. }
  5852. if(bl->type==BL_PC)
  5853. sd=(struct map_session_data *)bl;
  5854. if(sc->data[type].timer != tid) {
  5855. if(battle_config.error_log)
  5856. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5857. return 0;
  5858. }
  5859. // security system to prevent forgetting timer removal
  5860. // you shouldn't be that careless inside the switch here
  5861. temp_timerid = sc->data[type].timer;
  5862. sc->data[type].timer = -1;
  5863. switch(type){ /* 特殊な?理になる場合 */
  5864. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5865. case SC_CLOAKING:
  5866. if(!status_charge(bl, 0, 1))
  5867. break; //Not enough SP to continue.
  5868. sc->data[type].timer=add_timer(
  5869. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5870. return 0;
  5871. case SC_CHASEWALK:
  5872. if(!status_charge(bl, 0, sc->data[type].val4))
  5873. break; //Not enough SP to continue.
  5874. if (sc->data[SC_INCSTR].timer == -1) {
  5875. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5876. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5877. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5878. }
  5879. sc->data[type].timer = add_timer(
  5880. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5881. return 0;
  5882. break;
  5883. case SC_SKA:
  5884. if((--sc->data[type].val2)>0){
  5885. sc->data[type].val3 = rand()%100; //Random defense.
  5886. sc->data[type].timer=add_timer(
  5887. 1000+tick, status_change_timer,
  5888. bl->id, data);
  5889. return 0;
  5890. }
  5891. break;
  5892. case SC_HIDING:
  5893. if((--sc->data[type].val2)>0){
  5894. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5895. break; //Fail if it's time to substract SP and there isn't.
  5896. sc->data[type].timer=add_timer(
  5897. 1000+tick, status_change_timer,
  5898. bl->id, data);
  5899. return 0;
  5900. }
  5901. break;
  5902. case SC_SIGHT:
  5903. case SC_RUWACH:
  5904. case SC_SIGHTBLASTER:
  5905. {
  5906. map_foreachinrange( status_change_timer_sub, bl,
  5907. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5908. BL_CHAR, bl,sc,type,tick);
  5909. if( (--sc->data[type].val2)>0 ){
  5910. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5911. 250+tick, status_change_timer,
  5912. bl->id, data);
  5913. return 0;
  5914. }
  5915. }
  5916. break;
  5917. case SC_PROVOKE:
  5918. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5919. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5920. return 0;
  5921. }
  5922. break;
  5923. case SC_ENDURE:
  5924. if(sc->data[type].val4) { //Infinite Endure.
  5925. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5926. return 0;
  5927. }
  5928. break;
  5929. case SC_STONE:
  5930. if(sc->opt1 == OPT1_STONEWAIT) {
  5931. sc->data[type].val4 = 0;
  5932. unit_stop_walking(bl,1);
  5933. sc->opt1 = OPT1_STONE;
  5934. clif_changeoption(bl);
  5935. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5936. status_calc_bl(bl, StatusChangeFlagTable[type]);
  5937. return 0;
  5938. }
  5939. if((--sc->data[type].val3) > 0) {
  5940. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5941. status_zap(bl, sc->data[type].val2, 0);
  5942. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5943. return 0;
  5944. }
  5945. break;
  5946. case SC_POISON:
  5947. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5948. break;
  5949. case SC_DPOISON:
  5950. if ((--sc->data[type].val3) > 0) {
  5951. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5952. status_zap(bl, sc->data[type].val4, 0);
  5953. if (status_isdead(bl))
  5954. break;
  5955. }
  5956. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5957. return 0;
  5958. }
  5959. break;
  5960. case SC_TENSIONRELAX:
  5961. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5962. sc->data[type].timer=add_timer(
  5963. sc->data[type].val4+tick, status_change_timer,
  5964. bl->id, data);
  5965. return 0;
  5966. }
  5967. break;
  5968. case SC_BLEEDING: // [celest]
  5969. // i hope i haven't interpreted it wrong.. which i might ^^;
  5970. // Source:
  5971. // - 10�ェエェネェヒHPェャハ�エ
  5972. // - �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、
  5973. // To-do: bleeding effect increases damage taken?
  5974. if ((--sc->data[type].val4) >= 0) {
  5975. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5976. if (status_isdead(bl))
  5977. break;
  5978. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5979. return 0;
  5980. }
  5981. break;
  5982. case SC_KNOWLEDGE:
  5983. if (sd) {
  5984. if(bl->m != sd->feel_map[0].m
  5985. && bl->m != sd->feel_map[1].m
  5986. && bl->m != sd->feel_map[2].m)
  5987. break; //End it
  5988. } //Otherwise continue.
  5989. // Status changes that don't have a time limit
  5990. case SC_AETERNA:
  5991. case SC_TRICKDEAD:
  5992. case SC_MODECHANGE:
  5993. case SC_WEIGHT50:
  5994. case SC_WEIGHT90:
  5995. case SC_MAGICPOWER:
  5996. case SC_REJECTSWORD:
  5997. case SC_MEMORIZE:
  5998. case SC_BROKENWEAPON:
  5999. case SC_BROKENARMOR:
  6000. case SC_SACRIFICE:
  6001. case SC_READYSTORM:
  6002. case SC_READYDOWN:
  6003. case SC_READYTURN:
  6004. case SC_READYCOUNTER:
  6005. case SC_RUN:
  6006. case SC_DODGE:
  6007. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  6008. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  6009. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  6010. return 0;
  6011. case SC_DANCING: //ダンススキルの時間SP消費
  6012. {
  6013. int s = 0;
  6014. int sp = 1;
  6015. int counter = sc->data[type].val3>>16;
  6016. if (--counter <= 0)
  6017. break;
  6018. sc->data[type].val3&= 0xFFFF; //Remove counter
  6019. sc->data[type].val3|=(counter<<16);//Reset it.
  6020. switch(sc->data[type].val1&0xFFFF){
  6021. case BD_RICHMANKIM:
  6022. case BD_DRUMBATTLEFIELD:
  6023. case BD_RINGNIBELUNGEN:
  6024. case BD_SIEGFRIED:
  6025. case BA_DISSONANCE:
  6026. case BA_ASSASSINCROSS:
  6027. case DC_UGLYDANCE:
  6028. s=3;
  6029. break;
  6030. case BD_LULLABY:
  6031. case BD_ETERNALCHAOS:
  6032. case BD_ROKISWEIL:
  6033. case DC_FORTUNEKISS:
  6034. s=4;
  6035. break;
  6036. case CG_HERMODE:
  6037. case BD_INTOABYSS:
  6038. case BA_WHISTLE:
  6039. case DC_HUMMING:
  6040. case BA_POEMBRAGI:
  6041. case DC_SERVICEFORYOU:
  6042. s=5;
  6043. break;
  6044. case BA_APPLEIDUN:
  6045. s=6;
  6046. break;
  6047. case CG_MOONLIT:
  6048. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6049. sp= 4*(sc->data[type].val1>>16);
  6050. //Upkeep is also every 10 secs.
  6051. case DC_DONTFORGETME:
  6052. s=10;
  6053. break;
  6054. }
  6055. if (s && ((sc->data[type].val3 % s) == 0)) {
  6056. if (sc->data[SC_LONGING].timer != -1)
  6057. sp = s;
  6058. if (!status_charge(bl, 0, sp))
  6059. break;
  6060. }
  6061. sc->data[type].timer=add_timer(
  6062. 1000+tick, status_change_timer,
  6063. bl->id, data);
  6064. return 0;
  6065. }
  6066. break;
  6067. case SC_DEVOTION:
  6068. { //Check range and timeleft to preserve status [Skotlex]
  6069. //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
  6070. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  6071. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  6072. {
  6073. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6074. return 0;
  6075. }
  6076. }
  6077. break;
  6078. case SC_BERSERK:
  6079. //The damage below should be made aware that Berserk is active.
  6080. sc->data[type].timer = temp_timerid;
  6081. // 5% every 10 seconds [DracoRPG]
  6082. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  6083. {
  6084. sc->data[type].timer = add_timer(
  6085. sc->data[type].val4+tick, status_change_timer,
  6086. bl->id, data);
  6087. return 0;
  6088. }
  6089. break;
  6090. case SC_NOCHAT:
  6091. if(sd){
  6092. sd->status.manner++;
  6093. clif_updatestatus(sd,SP_MANNER);
  6094. if (sd->status.manner < 0)
  6095. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6096. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  6097. return 0;
  6098. }
  6099. }
  6100. break;
  6101. case SC_SPLASHER:
  6102. if (sc->data[type].val4 % 1000 == 0) {
  6103. char timer[10];
  6104. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  6105. clif_message(bl, timer);
  6106. }
  6107. if((sc->data[type].val4 -= 500) > 0) {
  6108. sc->data[type].timer = add_timer(
  6109. 500 + tick, status_change_timer,
  6110. bl->id, data);
  6111. return 0;
  6112. }
  6113. break;
  6114. case SC_MARIONETTE:
  6115. case SC_MARIONETTE2:
  6116. {
  6117. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  6118. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  6119. {
  6120. sc->data[type].timer = add_timer(
  6121. 1000 + tick, status_change_timer,
  6122. bl->id, data);
  6123. return 0;
  6124. }
  6125. }
  6126. break;
  6127. case SC_GOSPEL:
  6128. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  6129. {
  6130. int hp, sp;
  6131. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  6132. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  6133. if(!status_charge(bl, hp, sp))
  6134. break;
  6135. sc->data[type].timer = add_timer(
  6136. 10000+tick, status_change_timer,
  6137. bl->id, data);
  6138. return 0;
  6139. }
  6140. break;
  6141. case SC_GUILDAURA:
  6142. {
  6143. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6144. if (tbl && battle_check_range(bl, tbl, 2)){
  6145. sc->data[type].timer = add_timer(
  6146. 1000 + tick, status_change_timer,
  6147. bl->id, data);
  6148. return 0;
  6149. }
  6150. }
  6151. break;
  6152. case SC_JAILED:
  6153. if(--sc->data[type].val1 > 0)
  6154. {
  6155. sc->data[type].timer=add_timer(
  6156. 60000+tick, status_change_timer, bl->id,data);
  6157. return 0;
  6158. }
  6159. break;
  6160. case SC_BLIND:
  6161. if(sc->data[SC_FOGWALL].timer!= -1)
  6162. { //Blind lasts forever while you are standing on the fog.
  6163. sc->data[type].timer=add_timer(
  6164. 5000+tick, status_change_timer,
  6165. bl->id, data);
  6166. return 0;
  6167. }
  6168. break;
  6169. }
  6170. // default for all non-handled control paths
  6171. // security system to prevent forgetting timer removal
  6172. // if we reach this point we need the timer for the next call,
  6173. // so restore it to have status_change_end handle a valid timer
  6174. sc->data[type].timer = temp_timerid;
  6175. return status_change_end( bl,type,tid );
  6176. }
  6177. /*==========================================
  6178. * ステータス異常タイマー範囲処理
  6179. *------------------------------------------
  6180. */
  6181. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6182. {
  6183. struct block_list *src;
  6184. struct status_change *sc, *tsc;
  6185. struct map_session_data* sd=NULL;
  6186. struct map_session_data* tsd=NULL;
  6187. int type;
  6188. unsigned int tick;
  6189. src=va_arg(ap,struct block_list*);
  6190. sc=va_arg(ap,struct status_change*);
  6191. type=va_arg(ap,int);
  6192. tick=va_arg(ap,unsigned int);
  6193. tsc=status_get_sc(bl);
  6194. if (status_isdead(bl))
  6195. return 0;
  6196. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6197. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6198. switch( type ){
  6199. case SC_SIGHT: /* サイト */
  6200. case SC_CONCENTRATE:
  6201. if (tsc && tsc->count) {
  6202. if (tsc->data[SC_HIDING].timer != -1)
  6203. status_change_end( bl, SC_HIDING, -1);
  6204. if (tsc->data[SC_CLOAKING].timer != -1)
  6205. status_change_end( bl, SC_CLOAKING, -1);
  6206. }
  6207. break;
  6208. case SC_RUWACH: /* ルアフ */
  6209. 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
  6210. tsc->data[SC_CLOAKING].timer != -1)) {
  6211. status_change_end( bl, SC_HIDING, -1);
  6212. status_change_end( bl, SC_CLOAKING, -1);
  6213. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6214. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6215. }
  6216. break;
  6217. case SC_SIGHTBLASTER:
  6218. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6219. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6220. {
  6221. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6222. if (sc) sc->data[type].val2 = 0; //This signals it to end.
  6223. }
  6224. break;
  6225. case SC_CLOSECONFINE:
  6226. //Lock char has released the hold on everyone...
  6227. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6228. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6229. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6230. }
  6231. break;
  6232. }
  6233. return 0;
  6234. }
  6235. /*==========================================
  6236. * Clears buffs/debuffs of a character.
  6237. * type&1 -> buffs, type&2 -> debuffs
  6238. *------------------------------------------
  6239. */
  6240. int status_change_clear_buffs (struct block_list *bl, int type)
  6241. {
  6242. int i;
  6243. struct status_change *sc= status_get_sc(bl);
  6244. if (!sc || !sc->count)
  6245. return 0;
  6246. if (type&2) //Debuffs
  6247. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6248. if(sc->data[i].timer != -1)
  6249. status_change_end(bl,i,-1);
  6250. }
  6251. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6252. if(sc->data[i].timer == -1)
  6253. continue;
  6254. switch (i) {
  6255. //Stuff that cannot be removed
  6256. case SC_WEIGHT50:
  6257. case SC_WEIGHT90:
  6258. case SC_COMBO:
  6259. case SC_SMA:
  6260. case SC_DANCING:
  6261. case SC_GUILDAURA:
  6262. case SC_SAFETYWALL:
  6263. case SC_NOCHAT:
  6264. case SC_JAILED:
  6265. case SC_ANKLE:
  6266. case SC_BLADESTOP:
  6267. case SC_CP_WEAPON:
  6268. case SC_CP_SHIELD:
  6269. case SC_CP_ARMOR:
  6270. case SC_CP_HELM:
  6271. continue;
  6272. //Debuffs that can be removed.
  6273. case SC_HALLUCINATION:
  6274. case SC_QUAGMIRE:
  6275. case SC_SIGNUMCRUCIS:
  6276. case SC_DECREASEAGI:
  6277. case SC_SLOWDOWN:
  6278. case SC_MINDBREAKER:
  6279. case SC_WINKCHARM:
  6280. case SC_STOP:
  6281. case SC_ORCISH:
  6282. case SC_STRIPWEAPON:
  6283. case SC_STRIPSHIELD:
  6284. case SC_STRIPARMOR:
  6285. case SC_STRIPHELM:
  6286. if (!(type&2))
  6287. continue;
  6288. break;
  6289. //The rest are buffs that can be removed.
  6290. case SC_BERSERK:
  6291. if (!(type&1))
  6292. continue;
  6293. sc->data[i].val2 = 0;
  6294. break;
  6295. default:
  6296. if (!(type&1))
  6297. continue;
  6298. break;
  6299. }
  6300. status_change_end(bl,i,-1);
  6301. }
  6302. return 0;
  6303. }
  6304. //Natural regen related stuff.
  6305. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6306. static int status_natural_heal(DBKey key,void * data,va_list ap)
  6307. {
  6308. struct block_list *bl = (struct block_list*)data;
  6309. struct regen_data *regen;
  6310. struct status_data *status;
  6311. struct status_change *sc;
  6312. struct unit_data *ud;
  6313. struct view_data *vd = NULL;
  6314. struct regen_data_sub *sregen;
  6315. struct map_session_data *sd;
  6316. int val,rate,bonus = 0,flag;
  6317. if (!(bl->type&BL_REGEN))
  6318. return 0;
  6319. regen = status_get_regen_data(bl);
  6320. if (!regen) return 0;
  6321. status = status_get_status_data(bl);
  6322. sc = status_get_sc(bl);
  6323. if (sc && !sc->count)
  6324. sc = NULL;
  6325. BL_CAST(BL_PC,bl,sd);
  6326. flag = regen->flag;
  6327. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6328. flag&=~(RGN_HP|RGN_SHP);
  6329. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6330. flag&=~(RGN_SP|RGN_SSP);
  6331. if (flag && (
  6332. status_isdead(bl) ||
  6333. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6334. ))
  6335. flag=0;
  6336. if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
  6337. pc_bleeding(sd, natural_heal_diff_tick);
  6338. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6339. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6340. { //Apply sitting regen bonus.
  6341. sregen = regen->ssregen;
  6342. if(flag&(RGN_SHP))
  6343. { //Sitting HP regen
  6344. val = natural_heal_diff_tick * sregen->rate.hp;
  6345. if (regen->state.overweight)
  6346. val>>=1; //Half as fast when overweight.
  6347. sregen->tick.hp += val;
  6348. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6349. {
  6350. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6351. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6352. { //Full
  6353. flag&=~(RGN_HP|RGN_SHP);
  6354. break;
  6355. }
  6356. }
  6357. }
  6358. if(flag&(RGN_SSP))
  6359. { //Sitting SP regen
  6360. val = natural_heal_diff_tick * sregen->rate.sp;
  6361. if (regen->state.overweight)
  6362. val>>=1; //Half as fast when overweight.
  6363. sregen->tick.sp += val;
  6364. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6365. {
  6366. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6367. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6368. { //Full
  6369. flag&=~(RGN_SP|RGN_SSP);
  6370. break;
  6371. }
  6372. }
  6373. }
  6374. }
  6375. if (flag && regen->state.overweight)
  6376. flag=0;
  6377. ud = unit_bl2ud(bl);
  6378. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6379. {
  6380. flag&=~(RGN_SHP|RGN_SSP);
  6381. if(!regen->state.walk)
  6382. flag&=~RGN_HP;
  6383. }
  6384. if (!flag)
  6385. return 0;
  6386. if (flag&(RGN_HP|RGN_SP))
  6387. {
  6388. if(!vd) vd = status_get_viewdata(bl);
  6389. if(vd && vd->dead_sit == 2)
  6390. bonus++;
  6391. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6392. bonus++;
  6393. if(regen->state.gc)
  6394. bonus++;
  6395. }
  6396. //Natural Hp regen
  6397. if (flag&RGN_HP)
  6398. {
  6399. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6400. if (ud && ud->walktimer != -1)
  6401. rate/=2;
  6402. regen->tick.hp += rate;
  6403. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6404. {
  6405. val = 0;
  6406. do {
  6407. val += regen->hp;
  6408. regen->tick.hp -= battle_config.natural_healhp_interval;
  6409. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6410. if (status_heal(bl, val, 0, 1) < val)
  6411. flag&=~RGN_SHP; //full.
  6412. }
  6413. }
  6414. //Natural SP regen
  6415. if(flag&RGN_SP)
  6416. {
  6417. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6418. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6419. {
  6420. val = 0;
  6421. do {
  6422. val += regen->sp;
  6423. regen->tick.sp -= battle_config.natural_healsp_interval;
  6424. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6425. if (status_heal(bl, 0, val, 1) < val)
  6426. flag&=~RGN_SSP; //full.
  6427. }
  6428. }
  6429. if (!regen->sregen)
  6430. return flag;
  6431. //Skill regen
  6432. sregen = regen->sregen;
  6433. if(flag&RGN_SHP)
  6434. { //Skill HP regen
  6435. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6436. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6437. {
  6438. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6439. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6440. break; //Full
  6441. }
  6442. }
  6443. if(flag&RGN_SSP)
  6444. { //Skill SP regen
  6445. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6446. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6447. {
  6448. val = sregen->sp;
  6449. if (sd && sd->state.doridori) {
  6450. val*=2;
  6451. sd->state.doridori = 0;
  6452. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6453. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6454. 100,rate,skill_get_time(TK_SPTIME, rate));
  6455. if (
  6456. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6457. rand()%10000 < battle_config.sg_angel_skill_ratio
  6458. ) { //Angel of the Sun/Moon/Star
  6459. clif_feel_hate_reset(sd);
  6460. pc_resethate(sd);
  6461. pc_resetfeel(sd);
  6462. }
  6463. }
  6464. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6465. if(status_heal(bl, 0, val, 3) < val)
  6466. break; //Full
  6467. }
  6468. }
  6469. return flag;
  6470. }
  6471. //Natural heal main timer.
  6472. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6473. {
  6474. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6475. map_foreachiddb(status_natural_heal);
  6476. natural_heal_prev_tick = tick;
  6477. return 0;
  6478. }
  6479. static int status_calc_sigma(void)
  6480. {
  6481. int i,j;
  6482. unsigned int k;
  6483. for(i=0;i<MAX_PC_CLASS;i++) {
  6484. malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6485. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6486. k += hp_coefficient[i]*j + 50;
  6487. k -= k%100;
  6488. hp_sigma_val[i][j-1] = k;
  6489. if (k >= INT_MAX)
  6490. break; //Overflow protection. [Skotlex]
  6491. }
  6492. for(;j<=MAX_LEVEL;j++)
  6493. hp_sigma_val[i][j-1] = INT_MAX;
  6494. }
  6495. return 0;
  6496. }
  6497. int status_readdb(void) {
  6498. int i,j;
  6499. FILE *fp;
  6500. char line[1024], path[1024],*p;
  6501. sprintf(path, "%s/job_db1.txt", db_path);
  6502. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6503. if(fp==NULL){
  6504. ShowError("can't read %s\n", path);
  6505. return 1;
  6506. }
  6507. i = 0;
  6508. while(fgets(line, sizeof(line)-1, fp)){
  6509. char *split[MAX_WEAPON_TYPE + 5];
  6510. i++;
  6511. if(line[0]=='/' && line[1]=='/')
  6512. continue;
  6513. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6514. split[j]=p;
  6515. p=strchr(p,',');
  6516. if(p) *p++=0;
  6517. }
  6518. if(j < MAX_WEAPON_TYPE + 5)
  6519. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6520. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6521. continue;
  6522. }
  6523. if(atoi(split[0])>=MAX_PC_CLASS)
  6524. continue;
  6525. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6526. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6527. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6528. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6529. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6530. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6531. }
  6532. fclose(fp);
  6533. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6534. malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6535. sprintf(path, "%s/job_db2.txt", db_path);
  6536. fp=fopen(path,"r");
  6537. if(fp==NULL){
  6538. ShowError("can't read %s\n", path);
  6539. return 1;
  6540. }
  6541. while(fgets(line, sizeof(line)-1, fp)){
  6542. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6543. if(line[0]=='/' && line[1]=='/')
  6544. continue;
  6545. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6546. split[j]=p;
  6547. p=strchr(p,',');
  6548. if(p) *p++=0;
  6549. }
  6550. if(atoi(split[0])>=MAX_PC_CLASS)
  6551. continue;
  6552. for(i=1;i<j && split[i];i++)
  6553. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6554. }
  6555. fclose(fp);
  6556. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6557. // サイズ補正テ?ブル
  6558. for(i=0;i<3;i++)
  6559. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6560. atkmods[i][j]=100;
  6561. sprintf(path, "%s/size_fix.txt", db_path);
  6562. fp=fopen(path,"r");
  6563. if(fp==NULL){
  6564. ShowError("can't read %s\n", path);
  6565. return 1;
  6566. }
  6567. i=0;
  6568. while(fgets(line, sizeof(line)-1, fp)){
  6569. char *split[MAX_WEAPON_TYPE];
  6570. if(line[0]=='/' && line[1]=='/')
  6571. continue;
  6572. if(atoi(line)<=0)
  6573. continue;
  6574. malloc_tsetdword(split,0,sizeof(split));
  6575. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6576. split[j]=p;
  6577. p=strchr(p,',');
  6578. if(p) *p++=0;
  6579. atkmods[i][j]=atoi(split[j]);
  6580. }
  6581. i++;
  6582. }
  6583. fclose(fp);
  6584. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6585. // 精?デ?タテ?ブル
  6586. for(i=0;i<5;i++){
  6587. for(j=0;j<MAX_REFINE; j++)
  6588. percentrefinery[i][j]=100;
  6589. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6590. refinebonus[i][0]=0;
  6591. refinebonus[i][1]=0;
  6592. refinebonus[i][2]=10;
  6593. }
  6594. sprintf(path, "%s/refine_db.txt", db_path);
  6595. fp=fopen(path,"r");
  6596. if(fp==NULL){
  6597. ShowError("can't read %s\n", path);
  6598. return 1;
  6599. }
  6600. i=0;
  6601. while(fgets(line, sizeof(line)-1, fp)){
  6602. char *split[MAX_REFINE+4];
  6603. if(line[0]=='/' && line[1]=='/')
  6604. continue;
  6605. if(atoi(line)<=0)
  6606. continue;
  6607. malloc_tsetdword(split,0,sizeof(split));
  6608. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6609. split[j]=p;
  6610. p=strchr(p,',');
  6611. if(p) *p++=0;
  6612. }
  6613. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6614. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6615. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6616. for(j=0;j<MAX_REFINE && split[j];j++)
  6617. percentrefinery[i][j]=atoi(split[j+3]);
  6618. i++;
  6619. }
  6620. fclose(fp); //Lupus. close this file!!!
  6621. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6622. return 0;
  6623. }
  6624. /*==========================================
  6625. * スキル関係初期化処理
  6626. *------------------------------------------
  6627. */
  6628. int do_init_status(void)
  6629. {
  6630. if (SC_MAX > MAX_STATUSCHANGE)
  6631. {
  6632. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6633. exit(1);
  6634. }
  6635. add_timer_func_list(status_change_timer,"status_change_timer");
  6636. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6637. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6638. initChangeTables();
  6639. initDummyData();
  6640. status_readdb();
  6641. status_calc_sigma();
  6642. natural_heal_prev_tick = gettick();
  6643. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6644. return 0;
  6645. }