status.c 220 KB

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