status.c 218 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403
  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 "../common/cbasetypes.h"
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/malloc.h"
  14. #include "pc.h"
  15. #include "map.h"
  16. #include "pet.h"
  17. #include "npc.h"
  18. #include "mob.h"
  19. #include "clif.h"
  20. #include "guild.h"
  21. #include "skill.h"
  22. #include "itemdb.h"
  23. #include "battle.h"
  24. #include "chrif.h"
  25. #include "status.h"
  26. #include "script.h"
  27. #include "unit.h"
  28. #include "mercenary.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. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  89. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  90. //First we define the skill for common ailments. These are used in
  91. //skill_additional_effect through sc cards. [Skotlex]
  92. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  93. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  94. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  95. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  96. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  97. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  98. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  99. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  100. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  101. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  102. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  103. //These are the status-change flags for the common ailments.
  104. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  105. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  106. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  107. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  108. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  109. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  110. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  111. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  112. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  113. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  114. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  115. //The icons for the common ailments
  116. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  119. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  120. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  121. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  122. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  123. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  124. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  125. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  126. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  127. add_sc(SM_BASH, SC_STUN);
  128. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  129. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  130. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  131. add_sc(MG_SIGHT, SC_SIGHT);
  132. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  133. add_sc(MG_FROSTDIVER, SC_FREEZE);
  134. add_sc(MG_STONECURSE, SC_STONE);
  135. add_sc(AL_RUWACH, SC_RUWACH);
  136. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  137. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  138. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  139. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  140. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  141. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  142. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  143. add_sc(TF_POISON, SC_POISON);
  144. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  145. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  146. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  147. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  148. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  149. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  150. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  151. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  152. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  153. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  154. add_sc(PR_LEXDIVINA, SC_SILENCE);
  155. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  156. add_sc(WZ_METEOR, SC_STUN);
  157. add_sc(WZ_VERMILION, SC_BLIND);
  158. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  159. add_sc(WZ_STORMGUST, SC_FREEZE);
  160. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  161. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  162. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  163. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  164. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  165. add_sc(HT_LANDMINE, SC_STUN);
  166. add_sc(HT_ANKLESNARE, SC_ANKLE);
  167. add_sc(HT_SANDMAN, SC_SLEEP);
  168. add_sc(HT_FLASHER, SC_BLIND);
  169. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  170. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  171. add_sc(AS_SONICBLOW, SC_STUN);
  172. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  173. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  174. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  175. add_sc(AS_VENOMDUST, SC_POISON);
  176. add_sc(AS_SPLASHER, SC_SPLASHER);
  177. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  178. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  179. add_sc(TF_SPRINKLESAND, SC_BLIND);
  180. add_sc(TF_THROWSTONE, SC_STUN);
  181. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  182. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  183. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  184. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  185. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  186. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  194. add_sc(NPC_POISON, SC_POISON);
  195. add_sc(NPC_BLINDATTACK, SC_BLIND);
  196. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  197. add_sc(NPC_STUNATTACK, SC_STUN);
  198. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  199. add_sc(NPC_CURSEATTACK, SC_CURSE);
  200. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  201. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  202. add_sc(NPC_DARKBLESSING, SC_COMA);
  203. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
  204. add_sc(NPC_DEFENDER, SC_ARMOR);
  205. add_sc(NPC_LICK, SC_STUN);
  206. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  207. add_sc(NPC_REBIRTH, SC_KAIZEL);
  208. add_sc(RG_RAID, SC_STUN);
  209. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  210. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  211. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  212. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  213. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  214. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  215. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  216. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  217. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  218. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  219. add_sc(CR_SHIELDCHARGE, SC_STUN);
  220. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  221. add_sc(CR_HOLYCROSS, SC_BLIND);
  222. add_sc(CR_GRANDCROSS, SC_BLIND);
  223. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  224. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  225. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  226. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  227. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  229. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  230. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  231. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  232. add_sc(SA_MAGICROD, SC_MAGICROD);
  233. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  234. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  238. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  239. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  240. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  241. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  242. add_sc(SA_COMA, SC_COMA);
  243. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  244. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  245. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  246. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  247. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  248. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  249. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  250. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  251. add_sc(BA_FROSTJOKE, SC_FREEZE);
  252. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  253. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  254. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  255. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  256. add_sc(DC_SCREAM, SC_STUN);
  257. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  258. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  259. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  260. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  261. add_sc(NPC_DARKCROSS, SC_BLIND);
  262. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  263. add_sc(NPC_STOP, SC_STOP);
  264. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  265. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  266. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  267. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  268. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  269. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  270. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  271. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  272. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  273. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  274. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
  275. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  276. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  277. add_sc(HP_BASILICA, SC_BASILICA);
  278. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  279. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  280. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  281. add_sc(PA_GOSPEL, SC_SCRESIST);
  282. add_sc(CH_TIGERFIST, SC_STOP);
  283. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  284. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  285. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  286. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  287. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  288. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  289. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  290. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  293. add_sc(LK_SPIRALPIERCE, SC_STOP);
  294. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  295. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  296. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  297. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  298. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  299. add_sc(PF_FOGWALL, SC_FOGWALL);
  300. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  301. add_sc(WE_BABY, SC_BABY);
  302. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  303. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  304. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  305. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  306. add_sc(TK_DOWNKICK, SC_STUN);
  307. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  308. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  309. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  310. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  311. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  312. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  313. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  314. add_sc(SG_MOON_WARM, SC_WARM);
  315. add_sc(SG_STAR_WARM, SC_WARM);
  316. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  317. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  318. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  319. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  320. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  321. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  322. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  323. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  324. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  325. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  326. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  327. add_sc(SL_STUN, SC_STUN);
  328. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  329. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  330. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  331. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  332. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  333. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  334. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  335. add_sc(WS_CARTTERMINATION, SC_STUN);
  336. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  337. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  338. add_sc(CG_HERMODE, SC_HERMODE);
  339. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  340. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  341. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  342. add_sc(GS_CRACKER, SC_STUN);
  343. add_sc(GS_DISARM, SC_STRIPWEAPON);
  344. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  345. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  346. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  347. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  348. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  349. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  350. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  351. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  352. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  353. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  354. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  355. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  356. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  357. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  358. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  359. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  360. add_sc(MO_BALKYOUNG, SC_STUN);
  361. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  362. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  363. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  364. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  365. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  366. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  367. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  368. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  369. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  370. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  371. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  372. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  373. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  374. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  375. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  376. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  377. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  378. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  379. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  380. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  381. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  382. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  383. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  384. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  385. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  386. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  387. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  388. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  389. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  390. //Status that don't have a skill associated.
  391. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  392. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  393. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  394. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  395. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  396. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  397. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  398. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  399. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  400. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  401. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  402. //This seems wrong as it sets the same icon to all skills that change your
  403. //element, but alas, all of them are mob-target only with the exception of
  404. //NPC_CHANGEUNDEAD, so this should be alright. [Skotlex]
  405. StatusIconChangeTable[SC_ELEMENTALCHANGE] = SI_UNDEAD;
  406. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  407. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  408. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  409. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  410. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  411. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  412. StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
  413. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  414. //Other SC which are not necessarily associated to skills.
  415. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  416. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  417. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  418. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  419. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  420. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  421. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  422. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  423. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  424. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  425. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  426. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  427. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  428. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  429. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  430. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  431. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  432. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  433. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  434. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  435. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  436. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  437. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  438. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  439. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  440. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  441. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  442. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  443. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  444. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  445. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  446. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  447. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  448. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  449. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  450. if (!battle_config.display_hallucination) //Disable Hallucination.
  451. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  452. }
  453. int SkillStatusChangeTable(int skill)
  454. {
  455. int sk = skill;
  456. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  457. else
  458. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  459. if (sk < 0 || sk >= MAX_SKILL) {
  460. if (battle_config.error_log)
  461. ShowError("add_sc: Unsupported skill id %d\n", skill);
  462. return -1;
  463. }
  464. return SkillStatusChangeTableArray[sk];
  465. }
  466. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  467. static void initDummyData(void) {
  468. memset(&dummy_status, 0, sizeof(dummy_status));
  469. dummy_status.hp =
  470. dummy_status.max_hp =
  471. dummy_status.max_sp =
  472. dummy_status.str =
  473. dummy_status.agi =
  474. dummy_status.vit =
  475. dummy_status.int_ =
  476. dummy_status.dex =
  477. dummy_status.luk =
  478. dummy_status.hit = 1;
  479. dummy_status.speed = 2000;
  480. dummy_status.adelay = 4000;
  481. dummy_status.amotion = 2000;
  482. dummy_status.dmotion = 2000;
  483. dummy_status.ele_lv = 1; //Min elemental level.
  484. dummy_status.mode = MD_CANMOVE;
  485. }
  486. /*==========================================
  487. * 精錬ボーナス
  488. *------------------------------------------
  489. */
  490. int status_getrefinebonus(int lv,int type)
  491. {
  492. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  493. return refinebonus[lv][type];
  494. return 0;
  495. }
  496. //Sets HP to given value. Flag is the flag passed to status_heal in case
  497. //final value is higher than current (use 2 to make a healing effect display
  498. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  499. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  500. {
  501. struct status_data *status;
  502. if (hp < 1) return 0;
  503. status = status_get_status_data(bl);
  504. if (status == &dummy_status)
  505. return 0;
  506. if (hp > status->max_hp) hp = status->max_hp;
  507. if (hp == status->hp) return 0;
  508. if (hp > status->hp)
  509. return status_heal(bl, hp - status->hp, 0, 1|flag);
  510. return status_zap(bl, status->hp - hp, 0);
  511. }
  512. //Sets SP to given value. Flag is the flag passed to status_heal in case
  513. //final value is higher than current (use 2 to make a healing effect display
  514. //on players)
  515. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  516. {
  517. struct status_data *status;
  518. status = status_get_status_data(bl);
  519. if (status == &dummy_status)
  520. return 0;
  521. if (sp > status->max_sp) sp = status->max_sp;
  522. if (sp == status->sp) return 0;
  523. if (sp > status->sp)
  524. return status_heal(bl, 0, sp - status->sp, 1|flag);
  525. return status_zap(bl, 0, status->sp - sp);
  526. }
  527. //Inflicts damage on the target with the according walkdelay.
  528. //If flag&1, damage is passive and does not triggers cancelling status changes.
  529. //If flag&2, fail if target does not has enough to substract.
  530. //If flag&4, if killed, mob must not give exp/loot.
  531. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  532. {
  533. struct status_data *status;
  534. struct status_change *sc;
  535. if(sp && !(target->type&BL_CONSUME))
  536. sp = 0; //Not a valid SP target.
  537. if (hp < 0) { //Assume absorbed damage.
  538. status_heal(target, -hp, 0, 1);
  539. hp = 0;
  540. }
  541. if (sp < 0) {
  542. status_heal(target, 0, -sp, 1);
  543. sp = 0;
  544. }
  545. if (!hp && !sp)
  546. return 0;
  547. if (target->type == BL_SKILL)
  548. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  549. status = status_get_status_data(target);
  550. if (status == &dummy_status || !status->hp)
  551. return 0; //Invalid targets: no damage or dead
  552. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  553. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  554. // if (!target->prev && !(flag&2))
  555. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  556. sc = status_get_sc(target);
  557. if (sc && !sc->count)
  558. sc = NULL;
  559. if (hp && !(flag&1)) {
  560. if (sc) {
  561. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  562. { //Devotion prevents any of the other ailments from ending.
  563. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  564. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  565. {
  566. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  567. status_fix_damage(NULL, &sd2->bl, hp, 0);
  568. return 0;
  569. }
  570. status_change_end(target, SC_DEVOTION, -1);
  571. }
  572. if (sc->data[SC_FREEZE].timer != -1)
  573. status_change_end(target,SC_FREEZE,-1);
  574. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  575. status_change_end(target,SC_STONE,-1);
  576. if (sc->data[SC_SLEEP].timer != -1)
  577. status_change_end(target,SC_SLEEP,-1);
  578. if (sc->data[SC_WINKCHARM].timer != -1)
  579. status_change_end(target,SC_WINKCHARM,-1);
  580. if (sc->data[SC_CONFUSION].timer != -1)
  581. status_change_end(target, SC_CONFUSION, -1);
  582. if (sc->data[SC_TRICKDEAD].timer != -1)
  583. status_change_end(target, SC_TRICKDEAD, -1);
  584. if (sc->data[SC_HIDING].timer != -1)
  585. status_change_end(target, SC_HIDING, -1);
  586. if (sc->data[SC_CLOAKING].timer != -1)
  587. status_change_end(target, SC_CLOAKING, -1);
  588. if (sc->data[SC_CHASEWALK].timer != -1)
  589. status_change_end(target, SC_CHASEWALK, -1);
  590. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  591. //Endure count is only reduced by non-players on non-gvg maps.
  592. //val4 signals infinite endure. [Skotlex]
  593. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  594. && --(sc->data[SC_ENDURE].val2) < 0)
  595. status_change_end(target, SC_ENDURE, -1);
  596. }
  597. if (sc->data[SC_GRAVITATION].timer != -1 &&
  598. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  599. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  600. if (sg) {
  601. skill_delunitgroup(target,sg, 0);
  602. sc->data[SC_GRAVITATION].val4 = 0;
  603. status_change_end(target, SC_GRAVITATION, -1);
  604. }
  605. }
  606. if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > status->max_hp>>2)
  607. skill_stop_dancing(target);
  608. }
  609. unit_skillcastcancel(target, 2);
  610. }
  611. if ((unsigned int)hp >= status->hp) {
  612. if (flag&2) return 0;
  613. hp = status->hp;
  614. }
  615. if ((unsigned int)sp > status->sp) {
  616. if (flag&2) return 0;
  617. sp = status->sp;
  618. }
  619. status->hp-= hp;
  620. status->sp-= sp;
  621. if (sc && hp && status->hp) {
  622. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  623. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  624. status->hp < status->max_hp>>2)
  625. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  626. if (sc->data[SC_BERSERK].timer != -1 &&
  627. status->hp <= 100)
  628. status_change_end(target, SC_BERSERK, -1);
  629. }
  630. switch (target->type)
  631. {
  632. case BL_MOB:
  633. mob_damage((TBL_MOB*)target, src, hp);
  634. break;
  635. case BL_PC:
  636. pc_damage((TBL_PC*)target,src,hp,sp);
  637. break;
  638. case BL_HOM:
  639. merc_damage((TBL_HOM*)target,src,hp,sp);
  640. }
  641. if (status->hp)
  642. { //Still lives!
  643. if (walkdelay)
  644. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  645. return hp+sp;
  646. }
  647. status->hp = 1; //To let the dead function cast skills and all that.
  648. //NOTE: These dead functions should return: [Skotlex]
  649. //0: Death cancelled, auto-revived.
  650. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  651. //&2: Also remove object from map.
  652. //&4: Also delete object from memory.
  653. switch (target->type)
  654. {
  655. case BL_MOB:
  656. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  657. break;
  658. case BL_PC:
  659. flag = pc_dead((TBL_PC*)target,src);
  660. break;
  661. case BL_HOM:
  662. flag = merc_hom_dead((TBL_HOM*)target,src);
  663. break;
  664. default: //Unhandled case, do nothing to object.
  665. flag = 0;
  666. break;
  667. }
  668. if(!flag) //Death cancelled.
  669. return hp+sp;
  670. //Normal death
  671. status->hp = 0;
  672. if (battle_config.clear_unit_ondeath &&
  673. battle_config.clear_unit_ondeath&target->type)
  674. skill_clear_unitgroup(target);
  675. status_change_clear(target,0);
  676. if(target->type&BL_REGEN)
  677. { //Reset regen ticks.
  678. struct regen_data *regen = status_get_regen_data(target);
  679. if (regen) {
  680. memset(&regen->tick, 0, sizeof(regen->tick));
  681. if (regen->sregen)
  682. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  683. if (regen->ssregen)
  684. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  685. }
  686. }
  687. if(flag&4) //Delete from memory. (also invokes map removal code)
  688. unit_free(target,1);
  689. else
  690. if(flag&2) //remove from map
  691. unit_remove_map(target,1);
  692. else
  693. { //Some death states that would normally be handled by unit_remove_map
  694. unit_stop_attack(target);
  695. unit_stop_walking(target,0);
  696. unit_skillcastcancel(target,0);
  697. clif_clearchar_area(target,1);
  698. skill_unit_move(target,gettick(),4);
  699. skill_cleartimerskill(target);
  700. }
  701. return hp+sp;
  702. }
  703. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  704. //If flag&2, when the player is healed, show the HP/SP heal effect.
  705. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  706. {
  707. struct status_data *status;
  708. struct status_change *sc;
  709. status = status_get_status_data(bl);
  710. if (status == &dummy_status || !status->hp)
  711. return 0;
  712. sc = status_get_sc(bl);
  713. if (sc && !sc->count)
  714. sc = NULL;
  715. if (hp < 0) {
  716. status_damage(NULL, bl, -hp, 0, 0, 1);
  717. hp = 0;
  718. }
  719. if(hp) {
  720. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  721. hp = 0;
  722. if((unsigned int)hp > status->max_hp - status->hp)
  723. hp = status->max_hp - status->hp;
  724. }
  725. if(sp < 0) {
  726. status_damage(NULL, bl, 0, -sp, 0, 1);
  727. sp = 0;
  728. }
  729. if(sp) {
  730. if((unsigned int)sp > status->max_sp - status->sp)
  731. sp = status->max_sp - status->sp;
  732. }
  733. if(!sp && !hp) return 0;
  734. status->hp+= hp;
  735. status->sp+= sp;
  736. if(hp && sc &&
  737. sc->data[SC_AUTOBERSERK].timer != -1 &&
  738. sc->data[SC_PROVOKE].timer!=-1 &&
  739. sc->data[SC_PROVOKE].val2==1 &&
  740. status->hp>=status->max_hp>>2
  741. ) //End auto berserk.
  742. status_change_end(bl,SC_PROVOKE,-1);
  743. switch(bl->type) {
  744. case BL_MOB:
  745. mob_heal((TBL_MOB*)bl,hp);
  746. break;
  747. case BL_PC:
  748. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  749. break;
  750. case BL_HOM:
  751. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  752. break;
  753. }
  754. return hp+sp;
  755. }
  756. //Does percentual non-flinching damage/heal. If mob is killed this way,
  757. //no exp/drops will be awarded if there is no src (or src is target)
  758. //If rates are > 0, percent is of current HP/SP
  759. //If rates are < 0, percent is of max HP/SP
  760. //If flag, this is heal, otherwise it is damage.
  761. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  762. {
  763. struct status_data *status;
  764. unsigned int hp =0, sp = 0;
  765. status = status_get_status_data(target);
  766. //Change the equation when the values are high enough to discard the
  767. //imprecision in exchange of overflow protection [Skotlex]
  768. //Also add 100% checks since those are the most used cases where we don't
  769. //want aproximation errors.
  770. if (hp_rate > 99)
  771. hp = status->hp;
  772. else if (hp_rate > 0)
  773. hp = status->hp>10000?
  774. hp_rate*(status->hp/100):
  775. (hp_rate*status->hp)/100;
  776. else if (hp_rate < -99)
  777. hp = status->max_hp;
  778. else if (hp_rate < 0)
  779. hp = status->max_hp>10000?
  780. (-hp_rate)*(status->max_hp/100):
  781. (-hp_rate*status->max_hp)/100;
  782. if (hp_rate && !hp)
  783. hp = 1;
  784. //Should be safe to not do overflow protection here, noone should have
  785. //millions upon millions of SP
  786. if (sp_rate > 99)
  787. sp = status->sp;
  788. else if (sp_rate > 0)
  789. sp = (sp_rate*status->sp)/100;
  790. else if (sp_rate < -99)
  791. sp = status->max_sp;
  792. else if (sp_rate < 0)
  793. sp = (-sp_rate)*status->max_sp/100;
  794. if (sp_rate && !sp)
  795. sp = 1;
  796. //Ugly check in case damage dealt is too much for the received args of
  797. //status_heal / status_damage. [Skotlex]
  798. if (hp > INT_MAX) {
  799. hp -= INT_MAX;
  800. if (flag)
  801. status_heal(target, INT_MAX, 0, 0);
  802. else
  803. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  804. }
  805. if (sp > INT_MAX) {
  806. sp -= INT_MAX;
  807. if (flag)
  808. status_heal(target, 0, INT_MAX, 0);
  809. else
  810. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  811. }
  812. if (flag) return status_heal(target, hp, sp, 0);
  813. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  814. }
  815. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  816. {
  817. struct status_data *status;
  818. unsigned int hp, sp;
  819. if (!status_isdead(bl)) return 0;
  820. status = status_get_status_data(bl);
  821. if (status == &dummy_status)
  822. return 0; //Invalid target.
  823. hp = status->max_hp * per_hp/100;
  824. sp = status->max_sp * per_sp/100;
  825. if(hp > status->max_hp - status->hp)
  826. hp = status->max_hp - status->hp;
  827. if(sp > status->max_sp - status->sp)
  828. sp = status->max_sp - status->sp;
  829. status->hp += hp;
  830. status->sp += sp;
  831. if (bl->prev) //Animation only if character is already on a map.
  832. clif_resurrection(bl, 1);
  833. switch (bl->type) {
  834. case BL_MOB:
  835. mob_revive((TBL_MOB*)bl, hp);
  836. break;
  837. case BL_PC:
  838. pc_revive((TBL_PC*)bl, hp, sp);
  839. break;
  840. case BL_HOM: //[orn]
  841. merc_hom_revive((TBL_HOM*)bl, hp, sp);
  842. break;
  843. }
  844. return 1;
  845. }
  846. /*==========================================
  847. * Checks whether the src can use the skill on the target,
  848. * taking into account status/option of both source/target. [Skotlex]
  849. * flag:
  850. * 0 - Trying to use skill on target.
  851. * 1 - Cast bar is done.
  852. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  853. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  854. * target MAY Be null, in which case the checks are only to see
  855. * whether the source can cast or not the skill on the ground.
  856. *------------------------------------------
  857. */
  858. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  859. {
  860. struct status_data *status;
  861. struct status_change *sc=NULL, *tsc;
  862. int hide_flag;
  863. status = src?status_get_status_data(src):&dummy_status;
  864. if (src && status_isdead(src))
  865. return 0;
  866. if (!skill_num) { //Normal attack checks.
  867. if (!(status->mode&MD_CANATTACK))
  868. return 0; //This mode is only needed for melee attacking.
  869. //Dead state is not checked for skills as some skills can be used
  870. //on dead characters, said checks are left to skill.c [Skotlex]
  871. if (target && status_isdead(target))
  872. return 0;
  873. }
  874. if (skill_num == PA_PRESSURE && flag && target) {
  875. //Gloria Avoids pretty much everything....
  876. tsc = status_get_sc(target);
  877. if(tsc && tsc->option&OPTION_HIDE)
  878. return 0;
  879. return 1;
  880. }
  881. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  882. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  883. && !(status->mode&MD_BOSS))
  884. { //Basilica Check
  885. if (!skill_num) return 0;
  886. hide_flag = skill_get_inf(skill_num);
  887. if (hide_flag&INF_ATTACK_SKILL)
  888. return 0;
  889. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  890. return 0;
  891. }
  892. if (src) sc = status_get_sc(src);
  893. if(sc && sc->count)
  894. {
  895. if(sc->opt1 >0)
  896. { //Stuned/Frozen/etc
  897. if (flag != 1) //Can't cast, casted stuff can't damage.
  898. return 0;
  899. if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
  900. return 0; //Targetted spells can't come off.
  901. }
  902. if (
  903. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  904. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  905. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  906. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  907. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  908. )
  909. return 0;
  910. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  911. { //Prevents skill usage
  912. clif_emotion(src, 3);
  913. return 0;
  914. }
  915. if (sc->data[SC_BLADESTOP].timer != -1) {
  916. switch (sc->data[SC_BLADESTOP].val1)
  917. {
  918. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  919. case 4: if (skill_num == MO_CHAINCOMBO) break;
  920. case 3: if (skill_num == MO_INVESTIGATE) break;
  921. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  922. default: return 0;
  923. }
  924. }
  925. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  926. {
  927. if(sc->data[SC_LONGING].timer != -1)
  928. { //Allow everything except dancing/re-dancing. [Skotlex]
  929. if (skill_num == BD_ENCORE ||
  930. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  931. )
  932. return 0;
  933. } else
  934. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  935. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  936. return 0;
  937. if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  938. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  939. }
  940. if (skill_num && //Do not block item-casted skills.
  941. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  942. ) { //Skills blocked through status changes...
  943. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  944. sc->data[SC_SILENCE].timer != -1 ||
  945. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  946. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  947. sc->data[SC_STEELBODY].timer != -1 ||
  948. sc->data[SC_BERSERK].timer != -1
  949. ))
  950. return 0;
  951. //Skill blocking.
  952. if (
  953. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  954. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
  955. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  956. (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
  957. )
  958. return 0;
  959. }
  960. }
  961. if (sc && sc->option)
  962. {
  963. if (sc->option&OPTION_HIDE)
  964. switch (skill_num) { //Usable skills while hiding.
  965. case TF_HIDING:
  966. case AS_GRIMTOOTH:
  967. case RG_BACKSTAP:
  968. case RG_RAID:
  969. case NJ_SHADOWJUMP:
  970. case NJ_KIRIKAGE:
  971. break;
  972. default:
  973. //Non players can use all skills while hidden.
  974. if (!skill_num || src->type == BL_PC)
  975. return 0;
  976. }
  977. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  978. return 0;
  979. }
  980. if (target == NULL || target == src) //No further checking needed.
  981. return 1;
  982. tsc = status_get_sc(target);
  983. if(tsc && tsc->count)
  984. {
  985. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  986. return 0;
  987. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  988. && tsc->data[SC_FREEZE].timer != -1)
  989. return 0;
  990. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  991. return 0;
  992. }
  993. //If targetting, cloak+hide protect you, otherwise only hiding does.
  994. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  995. //You cannot hide from ground skills.
  996. if(skill_get_pl(skill_num) == ELE_EARTH)
  997. hide_flag &= ~OPTION_HIDE;
  998. switch (target->type)
  999. {
  1000. case BL_PC:
  1001. {
  1002. struct map_session_data *sd = (TBL_PC*) target;
  1003. if (pc_isinvisible(sd))
  1004. return 0;
  1005. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1006. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1007. return 0;
  1008. }
  1009. break;
  1010. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1011. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1012. if (status->mode&MD_LOOTER)
  1013. return 1;
  1014. return 0;
  1015. case BL_HOM:
  1016. //Can't use support skills on homun (only master/self can)
  1017. //Placed here instead of battle_check_target because support skill
  1018. //invocations don't call that function.
  1019. if (skill_num && battle_config.hom_setting&0x1 &&
  1020. skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
  1021. battle_get_master(target) != src)
  1022. return 0;
  1023. default:
  1024. //Check for chase-walk/hiding/cloaking opponents.
  1025. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1026. return 0;
  1027. }
  1028. return 1;
  1029. }
  1030. //Checks whether the source can see and chase target.
  1031. int status_check_visibility(struct block_list *src, struct block_list *target)
  1032. {
  1033. int view_range;
  1034. struct status_data* status = status_get_status_data(src);
  1035. struct status_change* tsc = status_get_sc(target);
  1036. switch (src->type) {
  1037. case BL_MOB:
  1038. view_range = ((TBL_MOB*)src)->min_chase;
  1039. break;
  1040. case BL_PET:
  1041. view_range = ((TBL_PET*)src)->db->range2;
  1042. break;
  1043. default:
  1044. view_range = AREA_SIZE;
  1045. }
  1046. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1047. return 0;
  1048. switch (target->type)
  1049. { //Check for chase-walk/hiding/cloaking opponents.
  1050. case BL_PC:
  1051. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1052. !(status->mode&MD_BOSS) &&
  1053. (
  1054. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1055. !(status->mode&MD_DETECTOR)
  1056. ))
  1057. return 0;
  1058. break;
  1059. default:
  1060. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1061. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1062. return 0;
  1063. }
  1064. return 1;
  1065. }
  1066. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1067. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1068. {
  1069. int flag = 0, str, dex, dstr;
  1070. if(!(bl->type&battle_config.enable_baseatk))
  1071. return 0;
  1072. if (bl->type == BL_PC)
  1073. switch(((TBL_PC*)bl)->status.weapon){
  1074. case W_BOW:
  1075. case W_MUSICAL:
  1076. case W_WHIP:
  1077. case W_REVOLVER:
  1078. case W_RIFLE:
  1079. case W_SHOTGUN:
  1080. case W_GATLING:
  1081. case W_GRENADE:
  1082. flag = 1;
  1083. }
  1084. if (flag) {
  1085. str = status->dex;
  1086. dex = status->str;
  1087. } else {
  1088. str = status->str;
  1089. dex = status->dex;
  1090. }
  1091. //Normally only players have base-atk, but homunc have a different batk
  1092. // equation, hinting that perhaps non-players should use this for batk.
  1093. // [Skotlex]
  1094. dstr = str/10;
  1095. str += dstr*dstr;
  1096. if (bl->type == BL_PC)
  1097. str+= dex/5 + status->luk/5;
  1098. return str;
  1099. }
  1100. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1101. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1102. //Fills in the misc data that can be calculated from the other status info (except for level)
  1103. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1104. {
  1105. //Non players get the value set, players need to stack with previous bonuses.
  1106. if (bl->type != BL_PC)
  1107. status->batk =
  1108. status->hit = status->flee =
  1109. status->def2 = status->mdef2 =
  1110. status->cri = status->flee2 = 0;
  1111. status->matk_min = status_base_matk_min(status);
  1112. status->matk_max = status_base_matk_max(status);
  1113. status->hit += level + status->dex;
  1114. status->flee += level + status->agi;
  1115. status->def2 += status->vit;
  1116. status->mdef2 += status->int_ + (status->vit>>1);
  1117. if (bl->type&battle_config.enable_critical)
  1118. status->cri += status->luk*3 + 10;
  1119. else
  1120. status->cri = 0;
  1121. if (bl->type&battle_config.enable_perfect_flee)
  1122. status->flee2 += status->luk + 10;
  1123. else
  1124. status->flee2 = 0;
  1125. status->batk += status_base_atk(bl, status);
  1126. if (status->cri)
  1127. switch (bl->type) {
  1128. case BL_MOB:
  1129. if(battle_config.mob_critical_rate != 100)
  1130. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1131. if(!status->cri && battle_config.mob_critical_rate)
  1132. status->cri = 10;
  1133. break;
  1134. case BL_PC:
  1135. //Players don't have a critical adjustment setting as of yet.
  1136. break;
  1137. default:
  1138. if(battle_config.critical_rate != 100)
  1139. status->cri = status->cri*battle_config.critical_rate/100;
  1140. if (!status->cri && battle_config.critical_rate)
  1141. status->cri = 10;
  1142. }
  1143. if(bl->type&BL_REGEN)
  1144. status_calc_regen(bl, status, status_get_regen_data(bl));
  1145. }
  1146. //Skotlex: Calculates the initial status for the given mob
  1147. //first will only be false when the mob leveled up or got a GuardUp level.
  1148. //first&2: Class-change invoked.
  1149. int status_calc_mob(struct mob_data* md, int first)
  1150. {
  1151. struct status_data *status;
  1152. struct block_list *mbl = NULL;
  1153. int flag=0;
  1154. if(first)
  1155. { //Set basic level on respawn.
  1156. if (md->spawn && !(first&2))
  1157. md->level = md->spawn->level;
  1158. else
  1159. md->level = md->db->lv; // [Valaris]
  1160. }
  1161. //Check if we need custom base-status
  1162. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1163. flag|=1;
  1164. if (md->special_state.size)
  1165. flag|=2;
  1166. if (md->guardian_data && md->guardian_data->guardup_lv)
  1167. flag|=4;
  1168. if (battle_config.slaves_inherit_speed && md->master_id)
  1169. flag|=8;
  1170. if (md->master_id && md->special_state.ai>1)
  1171. flag|=16;
  1172. if (!flag)
  1173. { //No special status required.
  1174. if (md->base_status) {
  1175. aFree(md->base_status);
  1176. md->base_status = NULL;
  1177. }
  1178. if(first)
  1179. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1180. return 0;
  1181. }
  1182. if (!md->base_status)
  1183. md->base_status = aCalloc(1, sizeof(struct status_data));
  1184. status = md->base_status;
  1185. memcpy(status, &md->db->status, sizeof(struct status_data));
  1186. if (flag&(8|16))
  1187. mbl = map_id2bl(md->master_id);
  1188. if (flag&8 && mbl) {
  1189. struct status_data *mstatus = status_get_base_status(mbl);
  1190. if (mstatus &&
  1191. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1192. status->speed = mstatus->speed;
  1193. }
  1194. if (flag&16 && mbl)
  1195. { //Max HP setting from Summon Flora/marine Sphere
  1196. struct unit_data *ud = unit_bl2ud(mbl);
  1197. //Remove special AI when this is used by regular mobs.
  1198. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1199. md->special_state.ai = 0;
  1200. if (ud)
  1201. { // different levels of HP according to skill level
  1202. if (ud->skillid == AM_SPHEREMINE) {
  1203. status->max_hp = 2000 + 400*ud->skilllv;
  1204. } else { //AM_CANNIBALIZE
  1205. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1206. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1207. }
  1208. status->hp = status->max_hp;
  1209. }
  1210. }
  1211. if (flag&1)
  1212. { // increase from mobs leveling up [Valaris]
  1213. int diff = md->level - md->db->lv;
  1214. status->str+= diff;
  1215. status->agi+= diff;
  1216. status->vit+= diff;
  1217. status->int_+= diff;
  1218. status->dex+= diff;
  1219. status->luk+= diff;
  1220. status->max_hp += diff*status->vit;
  1221. status->max_sp += diff*status->int_;
  1222. status->hp = status->max_hp;
  1223. status->sp = status->max_sp;
  1224. status->speed -= diff;
  1225. }
  1226. if (flag&2)
  1227. { // change for sized monsters [Valaris]
  1228. if (md->special_state.size==1) {
  1229. status->max_hp>>=1;
  1230. status->max_sp>>=1;
  1231. if (!status->max_hp) status->max_hp = 1;
  1232. if (!status->max_sp) status->max_sp = 1;
  1233. status->hp=status->max_hp;
  1234. status->sp=status->max_sp;
  1235. status->str>>=1;
  1236. status->agi>>=1;
  1237. status->vit>>=1;
  1238. status->int_>>=1;
  1239. status->dex>>=1;
  1240. status->luk>>=1;
  1241. if (!status->str) status->str = 1;
  1242. if (!status->agi) status->agi = 1;
  1243. if (!status->vit) status->vit = 1;
  1244. if (!status->int_) status->int_ = 1;
  1245. if (!status->dex) status->dex = 1;
  1246. if (!status->luk) status->luk = 1;
  1247. } else if (md->special_state.size==2) {
  1248. status->max_hp<<=1;
  1249. status->max_sp<<=1;
  1250. status->hp=status->max_hp;
  1251. status->sp=status->max_sp;
  1252. status->str<<=1;
  1253. status->agi<<=1;
  1254. status->vit<<=1;
  1255. status->int_<<=1;
  1256. status->dex<<=1;
  1257. status->luk<<=1;
  1258. }
  1259. }
  1260. status_calc_misc(&md->bl, status, md->level);
  1261. if(flag&4)
  1262. { // Strengthen Guardians - custom value +10% / lv
  1263. struct guild_castle *gc;
  1264. gc=guild_mapname2gc(map[md->bl.m].name);
  1265. if (!gc)
  1266. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1267. else {
  1268. status->max_hp += 2000 * gc->defense;
  1269. status->max_sp += 200 * gc->defense;
  1270. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1271. status->hp = gc->guardian[md->guardian_data->number].hp;
  1272. else //Emperium
  1273. status->hp = status->max_hp;
  1274. status->sp = status->max_sp;
  1275. }
  1276. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1277. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1278. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1279. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1280. }
  1281. //Initial battle status
  1282. if (!first)
  1283. status_calc_bl(&md->bl, SCB_ALL);
  1284. else
  1285. memcpy(&md->status, status, sizeof(struct status_data));
  1286. return 1;
  1287. }
  1288. //Skotlex: Calculates the stats of the given pet.
  1289. int status_calc_pet(struct pet_data *pd, int first)
  1290. {
  1291. nullpo_retr(0, pd);
  1292. if (first) {
  1293. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1294. pd->status.speed = pd->petDB->speed;
  1295. }
  1296. if (battle_config.pet_lv_rate && pd->msd)
  1297. {
  1298. struct map_session_data *sd = pd->msd;
  1299. int lv;
  1300. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1301. if (lv < 0)
  1302. lv = 1;
  1303. if (lv != pd->pet.level || first)
  1304. {
  1305. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1306. pd->pet.level = lv;
  1307. if (!first) //Lv Up animation
  1308. clif_misceffect(&pd->bl, 0);
  1309. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1310. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1311. status->str = (bstat->str*lv)/pd->db->lv;
  1312. status->agi = (bstat->agi*lv)/pd->db->lv;
  1313. status->vit = (bstat->vit*lv)/pd->db->lv;
  1314. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1315. status->dex = (bstat->dex*lv)/pd->db->lv;
  1316. status->luk = (bstat->luk*lv)/pd->db->lv;
  1317. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1318. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1319. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1320. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1321. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1322. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1323. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1324. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1325. status_calc_misc(&pd->bl, &pd->status, lv);
  1326. if (!first) //Not done the first time because the pet is not visible yet
  1327. clif_send_petstatus(sd);
  1328. }
  1329. } else if (first) {
  1330. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1331. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1332. pd->pet.level = pd->db->lv;
  1333. }
  1334. //Support rate modifier (1000 = 100%)
  1335. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1336. if(battle_config.pet_support_rate != 100)
  1337. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1338. return 1;
  1339. }
  1340. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1341. {
  1342. unsigned int val;
  1343. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1344. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1345. * (100 + status->vit)/100 + sd->param_equip[2];
  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_NINJA ||
  1351. (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1352. val += 100; //Since their HP can't be approximated well enough without this.
  1353. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON &&
  1354. sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1355. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1356. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE &&
  1357. sd->status.base_level >= 99)
  1358. val += 2000;
  1359. return val;
  1360. }
  1361. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1362. {
  1363. unsigned int val;
  1364. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1365. * (100 + status->int_)/100 + sd->param_equip[3];
  1366. if (sd->class_&JOBL_UPPER)
  1367. val += val * 25/100;
  1368. else if (sd->class_&JOBL_BABY)
  1369. val -= val * 30/100;
  1370. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1371. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1372. return val;
  1373. }
  1374. //Calculates player data from scratch without counting SC adjustments.
  1375. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1376. int status_calc_pc(struct map_session_data* sd,int first)
  1377. {
  1378. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1379. struct status_data b_status, *status;
  1380. struct weapon_atk b_lhw;
  1381. struct skill b_skill[MAX_SKILL];
  1382. int b_weight,b_max_weight;
  1383. int i,index;
  1384. int skill,refinedef=0;
  1385. if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
  1386. return -1;
  1387. if (++calculating > 10) //Too many recursive calls!
  1388. return -1;
  1389. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1390. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1391. b_status.lhw = &b_lhw;
  1392. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1393. b_weight = sd->weight;
  1394. b_max_weight = sd->max_weight;
  1395. pc_calc_skilltree(sd); // スキルツリ?の計算
  1396. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1397. if(first&1) {
  1398. //Load Hp/SP from char-received data.
  1399. sd->battle_status.hp = sd->status.hp;
  1400. sd->battle_status.sp = sd->status.sp;
  1401. sd->battle_status.lhw = &sd->battle_lhw;
  1402. sd->base_status.lhw = &sd->base_lhw;
  1403. sd->regen.sregen = &sd->sregen;
  1404. sd->regen.ssregen = &sd->ssregen;
  1405. sd->weight=0;
  1406. for(i=0;i<MAX_INVENTORY;i++){
  1407. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1408. continue;
  1409. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1410. }
  1411. sd->cart_max_weight=battle_config.max_cart_weight;
  1412. sd->cart_weight=0;
  1413. sd->cart_max_num=MAX_CART;
  1414. sd->cart_num=0;
  1415. for(i=0;i<MAX_CART;i++){
  1416. if(sd->status.cart[i].nameid==0)
  1417. continue;
  1418. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1419. sd->cart_num++;
  1420. }
  1421. }
  1422. status = &sd->base_status;
  1423. // these are not zeroed. [zzo]
  1424. sd->hprate=100;
  1425. sd->sprate=100;
  1426. sd->castrate=100;
  1427. sd->delayrate=100;
  1428. sd->dsprate=100;
  1429. sd->speed_rate = 100;
  1430. sd->hprecov_rate = 100;
  1431. sd->sprecov_rate = 100;
  1432. sd->atk_rate = sd->matk_rate = 100;
  1433. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1434. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1435. sd->regen.state.block = 0;
  1436. // zeroed arays, order follows the order in map.h.
  1437. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1438. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1439. + sizeof(sd->param_equip)
  1440. + sizeof(sd->subele)
  1441. + sizeof(sd->subrace)
  1442. + sizeof(sd->subrace2)
  1443. + sizeof(sd->subsize)
  1444. + sizeof(sd->reseff)
  1445. + sizeof(sd->weapon_coma_ele)
  1446. + sizeof(sd->weapon_coma_race)
  1447. + sizeof(sd->weapon_atk)
  1448. + sizeof(sd->weapon_atk_rate)
  1449. + sizeof(sd->arrow_addele)
  1450. + sizeof(sd->arrow_addrace)
  1451. + sizeof(sd->arrow_addsize)
  1452. + sizeof(sd->magic_addele)
  1453. + sizeof(sd->magic_addrace)
  1454. + sizeof(sd->magic_addsize)
  1455. + sizeof(sd->critaddrace)
  1456. + sizeof(sd->expaddrace)
  1457. + sizeof(sd->itemgrouphealrate)
  1458. + sizeof(sd->sp_gain_race)
  1459. );
  1460. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1461. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1462. if (sd->special_state.intravision) //Clear status change.
  1463. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1464. memset(&sd->special_state,0,sizeof(sd->special_state));
  1465. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1466. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1467. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1468. status->speed = DEFAULT_WALK_SPEED;
  1469. //Give them all modes except these (useful for clones)
  1470. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1471. status->size = (sd->class_&JOBL_BABY)?0:1;
  1472. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1473. if (sd->class_&JOBL_BABY) {
  1474. if (battle_config.character_size&2)
  1475. status->size++;
  1476. } else
  1477. if(battle_config.character_size&1)
  1478. status->size++;
  1479. }
  1480. status->aspd_rate = 1000;
  1481. status->ele_lv = 1;
  1482. status->race = RC_DEMIHUMAN;
  1483. //zero up structures...
  1484. memset(&sd->autospell,0,sizeof(sd->autospell)
  1485. + sizeof(sd->autospell2)
  1486. + sizeof(sd->addeff)
  1487. + sizeof(sd->addeff2)
  1488. + sizeof(sd->skillatk)
  1489. + sizeof(sd->skillblown)
  1490. + sizeof(sd->add_def)
  1491. + sizeof(sd->add_mdef)
  1492. + sizeof(sd->add_dmg)
  1493. + sizeof(sd->add_mdmg)
  1494. + sizeof(sd->add_drop)
  1495. + sizeof(sd->itemhealrate)
  1496. );
  1497. // vars zeroing. ints, shorts, chars. in that order.
  1498. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1499. + sizeof(sd->arrow_ele)
  1500. + sizeof(sd->arrow_cri)
  1501. + sizeof(sd->arrow_hit)
  1502. + sizeof(sd->nsshealhp)
  1503. + sizeof(sd->nsshealsp)
  1504. + sizeof(sd->critical_def)
  1505. + sizeof(sd->double_rate)
  1506. + sizeof(sd->long_attack_atk_rate)
  1507. + sizeof(sd->near_attack_def_rate)
  1508. + sizeof(sd->long_attack_def_rate)
  1509. + sizeof(sd->magic_def_rate)
  1510. + sizeof(sd->misc_def_rate)
  1511. + sizeof(sd->ignore_mdef_ele)
  1512. + sizeof(sd->ignore_mdef_race)
  1513. + sizeof(sd->perfect_hit)
  1514. + sizeof(sd->perfect_hit_add)
  1515. + sizeof(sd->get_zeny_rate)
  1516. + sizeof(sd->get_zeny_num)
  1517. + sizeof(sd->double_add_rate)
  1518. + sizeof(sd->short_weapon_damage_return)
  1519. + sizeof(sd->long_weapon_damage_return)
  1520. + sizeof(sd->magic_damage_return)
  1521. + sizeof(sd->random_attack_increase_add)
  1522. + sizeof(sd->random_attack_increase_per)
  1523. + sizeof(sd->break_weapon_rate)
  1524. + sizeof(sd->break_armor_rate)
  1525. + sizeof(sd->crit_atk_rate)
  1526. + sizeof(sd->hp_loss_rate)
  1527. + sizeof(sd->sp_loss_rate)
  1528. + sizeof(sd->classchange)
  1529. + sizeof(sd->speed_add_rate)
  1530. + sizeof(sd->aspd_add_rate)
  1531. + sizeof(sd->setitem_hash)
  1532. + sizeof(sd->setitem_hash2)
  1533. // shorts
  1534. + sizeof(sd->splash_range)
  1535. + sizeof(sd->splash_add_range)
  1536. + sizeof(sd->add_steal_rate)
  1537. + sizeof(sd->hp_loss_value)
  1538. + sizeof(sd->sp_loss_value)
  1539. + sizeof(sd->hp_loss_type)
  1540. + sizeof(sd->hp_gain_value)
  1541. + sizeof(sd->sp_gain_value)
  1542. + sizeof(sd->sp_vanish_rate)
  1543. + sizeof(sd->sp_vanish_per)
  1544. + sizeof(sd->add_drop_count)
  1545. + sizeof(sd->unbreakable)
  1546. + sizeof(sd->unbreakable_equip)
  1547. + sizeof(sd->unstripable_equip)
  1548. + sizeof(sd->add_def_count)
  1549. + sizeof(sd->add_mdef_count)
  1550. + sizeof(sd->add_dmg_count)
  1551. + sizeof(sd->add_mdmg_count)
  1552. );
  1553. // Parse equipment.
  1554. for(i=0;i<EQI_MAX-1;i++) {
  1555. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1556. if(index < 0)
  1557. continue;
  1558. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1559. continue;
  1560. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1561. continue;
  1562. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1563. continue;
  1564. if(!sd->inventory_data[index])
  1565. continue;
  1566. status->def += sd->inventory_data[index]->def;
  1567. if(first&1 && sd->inventory_data[index]->equip_script)
  1568. { //Execute equip-script on login
  1569. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1570. if (!calculating)
  1571. return 1;
  1572. }
  1573. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1574. int r,wlv = sd->inventory_data[index]->wlv;
  1575. struct weapon_data *wd;
  1576. struct weapon_atk *wa;
  1577. if (wlv >= MAX_REFINE_BONUS)
  1578. wlv = MAX_REFINE_BONUS - 1;
  1579. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1580. wd = &sd->left_weapon; // Left-hand weapon
  1581. wa = status->lhw;
  1582. } else {
  1583. wd = &sd->right_weapon;
  1584. wa = &status->rhw;
  1585. }
  1586. wa->atk += sd->inventory_data[index]->atk;
  1587. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1588. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1589. wd->overrefine = r*refinebonus[wlv][1];
  1590. wa->range += sd->inventory_data[index]->range;
  1591. if(sd->inventory_data[index]->script) {
  1592. if (wd == &sd->left_weapon) {
  1593. sd->state.lr_flag = 1;
  1594. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1595. sd->state.lr_flag = 0;
  1596. } else
  1597. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1598. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1599. return 1;
  1600. }
  1601. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1602. { // Forged weapon
  1603. wd->star += (sd->status.inventory[index].card[1]>>8);
  1604. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1605. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1606. wd->star += 10;
  1607. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1608. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1609. }
  1610. }
  1611. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1612. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1613. if(sd->inventory_data[index]->script) {
  1614. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1615. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1616. return 1;
  1617. }
  1618. }
  1619. }
  1620. if(sd->equip_index[EQI_AMMO] >= 0){
  1621. index = sd->equip_index[EQI_AMMO];
  1622. if(sd->inventory_data[index]){ // Arrows
  1623. sd->arrow_atk += sd->inventory_data[index]->atk;
  1624. sd->state.lr_flag = 2;
  1625. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1626. sd->state.lr_flag = 0;
  1627. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1628. return 1;
  1629. }
  1630. }
  1631. //Store equipment script bonuses
  1632. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1633. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1634. status->def += (refinedef+50)/100;
  1635. //Parse Cards
  1636. for(i=0;i<EQI_MAX-1;i++) {
  1637. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1638. if(index < 0)
  1639. continue;
  1640. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1641. continue;
  1642. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1643. continue;
  1644. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1645. continue;
  1646. if(sd->inventory_data[index]) {
  1647. int j,c;
  1648. struct item_data *data;
  1649. //Card script execution.
  1650. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1651. continue;
  1652. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1653. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1654. if(!c)
  1655. continue;
  1656. data = itemdb_exists(c);
  1657. if(!data)
  1658. continue;
  1659. if(first&1 && data->equip_script)
  1660. { //Execute equip-script on login
  1661. run_script(data->equip_script,0,sd->bl.id,0);
  1662. if (!calculating)
  1663. return 1;
  1664. }
  1665. if(!data->script)
  1666. continue;
  1667. if(data->flag.no_equip) { //Card restriction checks.
  1668. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1669. continue;
  1670. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1671. continue;
  1672. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1673. continue;
  1674. }
  1675. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1676. { //Left hand status.
  1677. sd->state.lr_flag = 1;
  1678. run_script(data->script,0,sd->bl.id,0);
  1679. sd->state.lr_flag = 0;
  1680. } else
  1681. run_script(data->script,0,sd->bl.id,0);
  1682. if (!calculating) //Abort, run_script his function. [Skotlex]
  1683. return 1;
  1684. }
  1685. }
  1686. }
  1687. if(sd->pd && battle_config.pet_status_support)
  1688. { // Pet
  1689. struct pet_data *pd=sd->pd;
  1690. if(pd && pd->pet.intimate > 0 &&
  1691. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1692. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1693. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1694. }
  1695. //param_bonus now holds card bonuses.
  1696. if(status->rhw.range < 1) status->rhw.range = 1;
  1697. if(status->lhw->range < 1) status->lhw->range = 1;
  1698. if(status->rhw.range < status->lhw->range)
  1699. status->rhw.range = status->lhw->range;
  1700. sd->double_rate += sd->double_add_rate;
  1701. sd->perfect_hit += sd->perfect_hit_add;
  1702. sd->splash_range += sd->splash_add_range;
  1703. if(sd->aspd_add_rate)
  1704. status->aspd_rate += 10*sd->aspd_add_rate;
  1705. if(sd->speed_add_rate)
  1706. sd->speed_rate += sd->speed_add_rate;
  1707. // Damage modifiers from weapon type
  1708. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1709. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1710. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1711. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1712. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1713. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1714. if(pc_isriding(sd) &&
  1715. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1716. { //When Riding with spear, damage modifier to mid-class becomes
  1717. //same as versus large size.
  1718. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1719. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1720. }
  1721. // ----- STATS CALCULATION -----
  1722. // Job bonuses
  1723. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1724. if(!job_bonus[sd->status.class_][i])
  1725. continue;
  1726. switch(job_bonus[sd->status.class_][i]) {
  1727. case 1:
  1728. status->str++;
  1729. break;
  1730. case 2:
  1731. status->agi++;
  1732. break;
  1733. case 3:
  1734. status->vit++;
  1735. break;
  1736. case 4:
  1737. status->int_++;
  1738. break;
  1739. case 5:
  1740. status->dex++;
  1741. break;
  1742. case 6:
  1743. status->luk++;
  1744. break;
  1745. }
  1746. }
  1747. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1748. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1749. status->str += 10;
  1750. status->agi += 10;
  1751. status->vit += 10;
  1752. status->int_+= 10;
  1753. status->dex += 10;
  1754. status->luk += 10;
  1755. }
  1756. // Absolute modifiers from passive skills
  1757. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1758. status->str++;
  1759. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1760. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1761. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1762. status->dex += skill;
  1763. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1764. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1765. status->str = cap_value(i,0,USHRT_MAX);
  1766. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1767. status->agi = cap_value(i,0,USHRT_MAX);
  1768. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1769. status->vit = cap_value(i,0,USHRT_MAX);
  1770. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1771. status->int_ = cap_value(i,0,USHRT_MAX);
  1772. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1773. status->dex = cap_value(i,0,USHRT_MAX);
  1774. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1775. status->luk = cap_value(i,0,USHRT_MAX);
  1776. // ------ BASE ATTACK CALCULATION ------
  1777. // Base batk value is set on status_calc_misc
  1778. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1779. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1780. status->batk += sd->weapon_atk[sd->status.weapon];
  1781. // Absolute modifiers from passive skills
  1782. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1783. status->batk += 4;
  1784. // ----- HP MAX CALCULATION -----
  1785. // Basic MaxHP value
  1786. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1787. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1788. status->max_hp += sd->status.max_hp;
  1789. // Absolute modifiers from passive skills
  1790. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1791. status->max_hp += skill*200;
  1792. // Apply relative modifiers from equipment
  1793. if(sd->hprate < 0)
  1794. sd->hprate = 0;
  1795. if(sd->hprate!=100)
  1796. status->max_hp = status->max_hp * sd->hprate/100;
  1797. if(battle_config.hp_rate != 100)
  1798. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1799. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1800. status->max_hp = battle_config.max_hp;
  1801. else if(!status->max_hp)
  1802. status->max_hp = 1;
  1803. // ----- SP MAX CALCULATION -----
  1804. // Basic MaxSP value
  1805. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1806. status->max_sp += sd->status.max_sp;
  1807. // Absolute modifiers from passive skills
  1808. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1809. status->max_sp += 30*skill;
  1810. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1811. status->max_sp += status->max_sp * skill/100;
  1812. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1813. status->max_sp += status->max_sp * 2*skill/100;
  1814. // Apply relative modifiers from equipment
  1815. if(sd->sprate < 0)
  1816. sd->sprate = 0;
  1817. if(sd->sprate!=100)
  1818. status->max_sp = status->max_sp * sd->sprate/100;
  1819. if(battle_config.sp_rate != 100)
  1820. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1821. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1822. status->max_sp = battle_config.max_sp;
  1823. else if(!status->max_sp)
  1824. status->max_sp = 1;
  1825. // ----- RESPAWN HP/SP -----
  1826. //
  1827. //Calc respawn hp and store it on base_status
  1828. if (sd->special_state.restart_full_recover)
  1829. {
  1830. status->hp = status->max_hp;
  1831. status->sp = status->max_sp;
  1832. } else {
  1833. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1834. && battle_config.restart_hp_rate < 50)
  1835. status->hp=status->max_hp>>1;
  1836. else
  1837. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1838. if(!status->hp)
  1839. status->hp = 1;
  1840. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1841. }
  1842. // ----- MISC CALCULATION -----
  1843. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1844. //Equipment modifiers for misc settings
  1845. if(sd->matk_rate < 0)
  1846. sd->matk_rate = 0;
  1847. if(sd->matk_rate != 100){
  1848. status->matk_max = status->matk_max * sd->matk_rate/100;
  1849. status->matk_min = status->matk_min * sd->matk_rate/100;
  1850. }
  1851. if(sd->hit_rate < 0)
  1852. sd->hit_rate = 0;
  1853. if(sd->hit_rate != 100)
  1854. status->hit = status->hit * sd->hit_rate/100;
  1855. if(sd->flee_rate < 0)
  1856. sd->flee_rate = 0;
  1857. if(sd->flee_rate != 100)
  1858. status->flee = status->flee * sd->flee_rate/100;
  1859. if(sd->def2_rate < 0)
  1860. sd->def2_rate = 0;
  1861. if(sd->def2_rate != 100)
  1862. status->def2 = status->def2 * sd->def2_rate/100;
  1863. if(sd->mdef2_rate < 0)
  1864. sd->mdef2_rate = 0;
  1865. if(sd->mdef2_rate != 100)
  1866. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1867. if(sd->critical_rate < 0)
  1868. sd->critical_rate = 0;
  1869. if(sd->critical_rate != 100)
  1870. status->cri = status->cri * sd->critical_rate/100;
  1871. if(sd->flee2_rate < 0)
  1872. sd->flee2_rate = 0;
  1873. if(sd->flee2_rate != 100)
  1874. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1875. // ----- HIT CALCULATION -----
  1876. // Absolute modifiers from passive skills
  1877. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1878. status->hit += skill*2;
  1879. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1880. status->hit += skill;
  1881. if(sd->status.weapon == W_BOW)
  1882. status->rhw.range += skill;
  1883. }
  1884. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1885. {
  1886. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1887. status->hit += 2*skill;
  1888. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1889. status->hit += skill;
  1890. status->rhw.range += skill;
  1891. }
  1892. }
  1893. // ----- FLEE CALCULATION -----
  1894. // Absolute modifiers from passive skills
  1895. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1896. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1897. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1898. status->flee += (skill*3)>>1;
  1899. // ----- EQUIPMENT-DEF CALCULATION -----
  1900. // Apply relative modifiers from equipment
  1901. if(sd->def_rate < 0)
  1902. sd->def_rate = 0;
  1903. if(sd->def_rate != 100) {
  1904. i = status->def * sd->def_rate/100;
  1905. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1906. }
  1907. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1908. {
  1909. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1910. status->def = (unsigned char)battle_config.max_def;
  1911. }
  1912. // ----- EQUIPMENT-MDEF CALCULATION -----
  1913. // Apply relative modifiers from equipment
  1914. if(sd->mdef_rate < 0)
  1915. sd->mdef_rate = 0;
  1916. if(sd->mdef_rate != 100) {
  1917. i = status->mdef * sd->mdef_rate/100;
  1918. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1919. }
  1920. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1921. {
  1922. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1923. status->mdef = (signed char)battle_config.max_def;
  1924. }
  1925. // ----- WALKING SPEED CALCULATION -----
  1926. if(sd->speed_rate < 0)
  1927. sd->speed_rate = 0;
  1928. if(sd->speed_rate != 100)
  1929. status->speed = status->speed*sd->speed_rate/100;
  1930. // Relative modifiers from passive skills
  1931. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1932. status->speed -= status->speed * skill/100;
  1933. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1934. status->speed -= status->speed * 25/100;
  1935. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1936. status->speed += status->speed * (100-10*skill)/100;
  1937. if(status->speed < battle_config.max_walk_speed)
  1938. status->speed = battle_config.max_walk_speed;
  1939. // ----- ASPD CALCULATION -----
  1940. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1941. // Basic ASPD value
  1942. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1943. i = (1000 -4*status->agi -status->dex)
  1944. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1945. else
  1946. i = ((
  1947. (1000 -4*status->agi -status->dex)
  1948. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1949. )+(
  1950. (1000 -4*status->agi -status->dex)
  1951. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1952. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1953. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1954. // Relative modifiers from passive skills
  1955. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1956. status->aspd_rate -= 5*skill;
  1957. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1958. status->aspd_rate -= 30*skill;
  1959. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1960. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1961. status->aspd_rate -= ((skill+1)/2) * 10;
  1962. if(pc_isriding(sd))
  1963. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1964. status->adelay = 2*status->amotion;
  1965. // ----- DMOTION -----
  1966. //
  1967. i = 800-status->agi*4;
  1968. status->dmotion = cap_value(i, 400, 800);
  1969. if(battle_config.pc_damage_delay_rate != 100)
  1970. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1971. // ----- MISC CALCULATIONS -----
  1972. // Weight
  1973. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1974. sd->max_weight += 2000*skill;
  1975. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1976. sd->max_weight += 10000;
  1977. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1978. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1979. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1980. sd->regen.state.walk = 1;
  1981. else
  1982. sd->regen.state.walk = 0;
  1983. // Skill SP cost
  1984. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1985. sd->dsprate -= 4*skill;
  1986. if(sd->sc.count){
  1987. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1988. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1989. }
  1990. //Underflow protections.
  1991. if(sd->dsprate < 0)
  1992. sd->dsprate = 0;
  1993. if(sd->castrate < 0)
  1994. sd->castrate = 0;
  1995. if(sd->delayrate < 0)
  1996. sd->delayrate = 0;
  1997. if(sd->hprecov_rate < 0)
  1998. sd->hprecov_rate = 0;
  1999. if(sd->sprecov_rate < 0)
  2000. sd->sprecov_rate = 0;
  2001. // Anti-element and anti-race
  2002. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2003. sd->subele[6] += skill*5;
  2004. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2005. sd->subele[0] += skill;
  2006. sd->subele[3] += skill*4;
  2007. }
  2008. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2009. skill = skill*4;
  2010. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2011. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2012. sd->magic_addrace[RC_DRAGON]+=skill;
  2013. sd->subrace[RC_DRAGON]+=skill;
  2014. }
  2015. if(sd->sc.count){
  2016. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  2017. { //Update the card-bonus data
  2018. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  2019. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  2020. }
  2021. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  2022. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  2023. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  2024. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  2025. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  2026. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  2027. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  2028. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  2029. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  2030. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  2031. }
  2032. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  2033. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  2034. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  2035. }
  2036. }
  2037. status_cpy(&sd->battle_status, status);
  2038. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2039. status = &sd->battle_status; //Need to compare versus this.
  2040. // ----- CLIENT-SIDE REFRESH -----
  2041. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2042. clif_skillinfoblock(sd);
  2043. if(b_status.speed != status->speed)
  2044. clif_updatestatus(sd,SP_SPEED);
  2045. if(b_weight != sd->weight)
  2046. clif_updatestatus(sd,SP_WEIGHT);
  2047. if(b_max_weight != sd->max_weight) {
  2048. clif_updatestatus(sd,SP_MAXWEIGHT);
  2049. pc_updateweightstatus(sd);
  2050. }
  2051. if(b_status.str != status->str)
  2052. clif_updatestatus(sd,SP_STR);
  2053. if(b_status.agi != status->agi)
  2054. clif_updatestatus(sd,SP_AGI);
  2055. if(b_status.vit != status->vit)
  2056. clif_updatestatus(sd,SP_VIT);
  2057. if(b_status.int_ != status->int_)
  2058. clif_updatestatus(sd,SP_INT);
  2059. if(b_status.dex != status->dex)
  2060. clif_updatestatus(sd,SP_DEX);
  2061. if(b_status.luk != status->luk)
  2062. clif_updatestatus(sd,SP_LUK);
  2063. if(b_status.hit != status->hit)
  2064. clif_updatestatus(sd,SP_HIT);
  2065. if(b_status.flee != status->flee)
  2066. clif_updatestatus(sd,SP_FLEE1);
  2067. if(b_status.amotion != status->amotion)
  2068. clif_updatestatus(sd,SP_ASPD);
  2069. if(b_status.rhw.atk != status->rhw.atk ||
  2070. b_status.lhw->atk != status->lhw->atk ||
  2071. b_status.batk != status->batk)
  2072. clif_updatestatus(sd,SP_ATK1);
  2073. if(b_status.def != status->def)
  2074. clif_updatestatus(sd,SP_DEF1);
  2075. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2076. b_status.lhw->atk2 != status->lhw->atk2)
  2077. clif_updatestatus(sd,SP_ATK2);
  2078. if(b_status.def2 != status->def2)
  2079. clif_updatestatus(sd,SP_DEF2);
  2080. if(b_status.flee2 != status->flee2)
  2081. clif_updatestatus(sd,SP_FLEE2);
  2082. if(b_status.cri != status->cri)
  2083. clif_updatestatus(sd,SP_CRITICAL);
  2084. if(b_status.matk_max != status->matk_max)
  2085. clif_updatestatus(sd,SP_MATK1);
  2086. if(b_status.matk_min != status->matk_min)
  2087. clif_updatestatus(sd,SP_MATK2);
  2088. if(b_status.mdef != status->mdef)
  2089. clif_updatestatus(sd,SP_MDEF1);
  2090. if(b_status.mdef2 != status->mdef2)
  2091. clif_updatestatus(sd,SP_MDEF2);
  2092. if(b_status.rhw.range != status->rhw.range)
  2093. clif_updatestatus(sd,SP_ATTACKRANGE);
  2094. if(b_status.max_hp != status->max_hp)
  2095. clif_updatestatus(sd,SP_MAXHP);
  2096. if(b_status.max_sp != status->max_sp)
  2097. clif_updatestatus(sd,SP_MAXSP);
  2098. if(b_status.hp != status->hp)
  2099. clif_updatestatus(sd,SP_HP);
  2100. if(b_status.sp != status->sp)
  2101. clif_updatestatus(sd,SP_SP);
  2102. calculating = 0;
  2103. return 0;
  2104. }
  2105. int status_calc_homunculus(struct homun_data *hd, int first)
  2106. {
  2107. struct status_data b_status, *status;
  2108. struct s_homunculus *hom;
  2109. int skill;
  2110. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2111. hom = &hd->homunculus;
  2112. status = &hd->base_status;
  2113. status->str = hom->str / 10;
  2114. status->agi = hom->agi / 10;
  2115. status->vit = hom->vit / 10;
  2116. status->dex = hom->dex / 10;
  2117. status->int_ = hom->int_ / 10;
  2118. status->luk = hom->luk / 10;
  2119. if (first) { //[orn]
  2120. status->def_ele = hd->homunculusDB->element;
  2121. status->ele_lv = 1;
  2122. status->race = hd->homunculusDB->race ;
  2123. status->size = hd->homunculusDB->size ;
  2124. status->rhw.range = 1 + status->size;
  2125. status->mode = MD_CANMOVE|MD_CANATTACK;
  2126. status->speed = DEFAULT_WALK_SPEED;
  2127. if (battle_config.hom_setting&0x8 &&
  2128. hd->master && hd->master->state.auth) //Master needs be authed to have valid speed.
  2129. status->speed = status_get_speed(&hd->master->bl);
  2130. status->hp = 1;
  2131. status->sp = 1;
  2132. }
  2133. skill = hom->level/10 + status->vit/5;
  2134. status->def = cap_value(skill, 0, 99);
  2135. skill = hom->level/10 + status->int_/5;
  2136. status->mdef = cap_value(skill, 0, 99);
  2137. status->max_hp = hom->max_hp ;
  2138. status->max_sp = hom->max_sp ;
  2139. merc_hom_calc_skilltree(hd);
  2140. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2141. status->def += skill * 4;
  2142. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2143. {
  2144. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2145. status->str += 1 +skill/3 +skill/3 +skill/4;
  2146. }
  2147. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2148. status->max_hp += skill * 2 * status->max_hp / 100;
  2149. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2150. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2151. if (first) {
  2152. hd->battle_status.hp = hom->hp ;
  2153. hd->battle_status.sp = hom->sp ;
  2154. }
  2155. status->rhw.atk = status->dex;
  2156. status->rhw.atk2 = status->str + hom->level;
  2157. status->aspd_rate = 1000;
  2158. skill = (1000 -4*status->agi -status->dex)
  2159. *hd->homunculusDB->baseASPD/1000;
  2160. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2161. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2162. status_calc_misc(&hd->bl, status, hom->level);
  2163. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2164. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2165. clif_hominfo(hd->master,hd,0) ;
  2166. return 1;
  2167. }
  2168. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2169. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2170. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2171. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2172. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2173. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2174. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2175. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2176. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2177. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2178. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2179. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2180. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2181. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2182. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2183. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2184. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2185. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2186. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2187. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2188. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2189. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2190. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2191. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2192. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2193. //Calculates base regen values.
  2194. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2195. {
  2196. struct map_session_data *sd;
  2197. int val, skill;
  2198. if (!(bl->type&BL_REGEN) || !regen)
  2199. return;
  2200. BL_CAST(BL_PC,bl,sd);
  2201. val = 1 + (status->vit/5) + (status->max_hp/200);
  2202. if (sd && sd->hprecov_rate != 100)
  2203. val = val*sd->hprecov_rate/100;
  2204. regen->hp = cap_value(val, 1, SHRT_MAX);
  2205. val = 1 + (status->int_/6) + (status->max_sp/100);
  2206. if(status->int_ >= 120)
  2207. val += ((status->int_-120)>>1) + 4;
  2208. if(sd && sd->sprecov_rate != 100)
  2209. val = val*sd->sprecov_rate/100;
  2210. regen->sp = cap_value(val, 1, SHRT_MAX);
  2211. if(sd)
  2212. {
  2213. struct regen_data_sub *sregen;
  2214. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2215. {
  2216. val = regen->sp*(100+3*skill)/100;
  2217. regen->sp = cap_value(val, 1, SHRT_MAX);
  2218. }
  2219. //Only players have skill/sitting skill regen for now.
  2220. sregen = regen->sregen;
  2221. val = 0;
  2222. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2223. val += skill*5 + (status->max_hp*skill/500);
  2224. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2225. val = 0;
  2226. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2227. val += skill*3 + (status->max_sp*skill/500);
  2228. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2229. val += skill*3 + (status->max_sp*skill/500);
  2230. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2231. // Skill-related recovery (only when sit)
  2232. sregen = regen->ssregen;
  2233. val = 0;
  2234. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2235. val += skill*4 + (status->max_hp*skill/500);
  2236. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2237. val += skill*30 + (status->max_hp*skill/500);
  2238. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2239. val = 0;
  2240. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2241. {
  2242. val += skill*3 + (status->max_sp*skill/500);
  2243. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2244. val += (30+10*skill)*val/100;
  2245. }
  2246. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2247. val += skill*2 + (status->max_sp*skill/500);
  2248. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2249. }
  2250. if(bl->type==BL_HOM)
  2251. {
  2252. struct homun_data *hd = (TBL_HOM*)bl;
  2253. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2254. {
  2255. val = regen->hp*(100+5*skill)/100;
  2256. regen->hp = cap_value(val, 1, SHRT_MAX);
  2257. }
  2258. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2259. {
  2260. val = regen->sp*(100+3*skill)/100;
  2261. regen->sp = cap_value(val, 1, SHRT_MAX);
  2262. }
  2263. }
  2264. }
  2265. //Calculates SC related regen rates.
  2266. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2267. {
  2268. if (!(bl->type&BL_REGEN) || !regen)
  2269. return;
  2270. regen->flag = RGN_HP|RGN_SP;
  2271. if(regen->sregen)
  2272. {
  2273. if (regen->sregen->hp)
  2274. regen->flag|=RGN_SHP;
  2275. if (regen->sregen->sp)
  2276. regen->flag|=RGN_SSP;
  2277. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2278. }
  2279. if (regen->ssregen)
  2280. {
  2281. if (regen->ssregen->hp)
  2282. regen->flag|=RGN_SHP;
  2283. if (regen->ssregen->sp)
  2284. regen->flag|=RGN_SSP;
  2285. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2286. }
  2287. regen->rate.hp = regen->rate.sp = 1;
  2288. if (!sc || !sc->count)
  2289. return;
  2290. if (
  2291. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2292. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2293. || sc->data[SC_BERSERK].timer != -1
  2294. || sc->data[SC_TRICKDEAD].timer != -1
  2295. || sc->data[SC_BLEEDING].timer != -1
  2296. ) //No regen
  2297. regen->flag = 0;
  2298. if (
  2299. sc->data[SC_EXTREMITYFIST].timer != -1
  2300. || sc->data[SC_DANCING].timer != -1
  2301. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2302. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2303. ) //No natural SP regen
  2304. regen->flag &=~RGN_SP;
  2305. if(
  2306. sc->data[SC_TENSIONRELAX].timer!=-1
  2307. ) {
  2308. regen->rate.hp += 2;
  2309. if (regen->sregen)
  2310. regen->sregen->rate.hp += 3;
  2311. }
  2312. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2313. {
  2314. regen->rate.hp += 1;
  2315. regen->rate.sp += 1;
  2316. }
  2317. if (sc->data[SC_REGENERATION].timer != -1)
  2318. {
  2319. if (!sc->data[SC_REGENERATION].val4)
  2320. {
  2321. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2322. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2323. } else
  2324. regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
  2325. }
  2326. }
  2327. //Calculates some attributes that depends on modified stats from status changes.
  2328. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2329. {
  2330. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2331. int skill;
  2332. if(flag&(SCB_MAXHP|SCB_VIT))
  2333. {
  2334. flag|=SCB_MAXHP; //Ensures client-side refresh
  2335. status->max_hp = status_base_pc_maxhp(sd,status);
  2336. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2337. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2338. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2339. status->max_hp = battle_config.max_hp;
  2340. else if(!status->max_hp)
  2341. status->max_hp = 1;
  2342. if(status->hp > status->max_hp) {
  2343. status->hp = status->max_hp;
  2344. clif_updatestatus(sd,SP_HP);
  2345. }
  2346. }
  2347. if(flag&(SCB_MAXSP|SCB_INT))
  2348. {
  2349. flag|=SCB_MAXSP;
  2350. status->max_sp = status_base_pc_maxsp(sd,status);
  2351. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2352. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2353. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2354. status->max_sp = battle_config.max_sp;
  2355. else if(!status->max_sp)
  2356. status->max_sp = 1;
  2357. if(status->sp > status->max_sp) {
  2358. status->sp = status->max_sp;
  2359. clif_updatestatus(sd,SP_SP);
  2360. }
  2361. }
  2362. if(flag&SCB_MATK) {
  2363. //New matk
  2364. status->matk_min = status_base_matk_min(status);
  2365. status->matk_max = status_base_matk_max(status);
  2366. //Bonuses from previous matk
  2367. if(sd->matk_rate != 100){
  2368. status->matk_max = status->matk_max * sd->matk_rate/100;
  2369. status->matk_min = status->matk_min * sd->matk_rate/100;
  2370. }
  2371. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2372. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2373. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2374. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2375. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2376. }
  2377. }
  2378. if(flag&SCB_SPEED) {
  2379. if(status->speed < battle_config.max_walk_speed)
  2380. status->speed = battle_config.max_walk_speed;
  2381. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2382. //Store casting walk speed for quick restoration. [Skotlex]
  2383. sd->prev_speed = status->speed * (175-5*skill)/100;
  2384. if(sd->ud.skilltimer != -1) { //Swap speed.
  2385. skill = status->speed;
  2386. status->speed = sd->prev_speed;
  2387. sd->prev_speed = skill;
  2388. }
  2389. }
  2390. }
  2391. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2392. flag|=SCB_ASPD;
  2393. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2394. skill = (1000 -4*status->agi -status->dex)
  2395. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2396. else
  2397. skill = ((
  2398. (1000 -4*status->agi -status->dex)
  2399. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2400. )+(
  2401. (1000 -4*status->agi -status->dex)
  2402. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2403. )) *2/3;
  2404. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2405. // Apply all relative modifiers
  2406. if(status->aspd_rate != 1000)
  2407. skill = skill *status->aspd_rate/1000;
  2408. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2409. status->adelay = 2*status->amotion;
  2410. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2411. //Store casting adelay for quick restoration. [Skotlex]
  2412. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2413. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2414. skill = status->adelay;
  2415. status->adelay = sd->prev_adelay;
  2416. sd->prev_adelay = skill;
  2417. }
  2418. }
  2419. }
  2420. if(flag&(SCB_AGI|SCB_DSPD)) {
  2421. if (b_status->agi == status->agi)
  2422. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2423. else {
  2424. skill = 800-status->agi*4;
  2425. status->dmotion = cap_value(skill, 400, 800);
  2426. if(battle_config.pc_damage_delay_rate != 100)
  2427. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2428. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2429. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2430. }
  2431. }
  2432. if(flag&SCB_SPEED) {
  2433. clif_updatestatus(sd,SP_SPEED);
  2434. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2435. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2436. }
  2437. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2438. status_calc_regen(&sd->bl, status, &sd->regen);
  2439. if(flag&SCB_REGEN)
  2440. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2441. if (flag == SCB_ALL)
  2442. return; //Refresh is done on invoking function (status_calc_pc)
  2443. if(flag&SCB_STR)
  2444. clif_updatestatus(sd,SP_STR);
  2445. if(flag&SCB_AGI)
  2446. clif_updatestatus(sd,SP_AGI);
  2447. if(flag&SCB_VIT)
  2448. clif_updatestatus(sd,SP_VIT);
  2449. if(flag&SCB_INT)
  2450. clif_updatestatus(sd,SP_INT);
  2451. if(flag&SCB_DEX)
  2452. clif_updatestatus(sd,SP_DEX);
  2453. if(flag&SCB_LUK)
  2454. clif_updatestatus(sd,SP_LUK);
  2455. if(flag&SCB_HIT)
  2456. clif_updatestatus(sd,SP_HIT);
  2457. if(flag&SCB_FLEE)
  2458. clif_updatestatus(sd,SP_FLEE1);
  2459. if(flag&SCB_ASPD)
  2460. clif_updatestatus(sd,SP_ASPD);
  2461. if(flag&(SCB_BATK|SCB_WATK))
  2462. clif_updatestatus(sd,SP_ATK1);
  2463. if(flag&SCB_DEF)
  2464. clif_updatestatus(sd,SP_DEF1);
  2465. if(flag&SCB_WATK)
  2466. clif_updatestatus(sd,SP_ATK2);
  2467. if(flag&SCB_DEF2)
  2468. clif_updatestatus(sd,SP_DEF2);
  2469. if(flag&SCB_FLEE2)
  2470. clif_updatestatus(sd,SP_FLEE2);
  2471. if(flag&SCB_CRI)
  2472. clif_updatestatus(sd,SP_CRITICAL);
  2473. if(flag&SCB_MATK) {
  2474. clif_updatestatus(sd,SP_MATK1);
  2475. clif_updatestatus(sd,SP_MATK2);
  2476. }
  2477. if(flag&SCB_MDEF)
  2478. clif_updatestatus(sd,SP_MDEF1);
  2479. if(flag&SCB_MDEF2)
  2480. clif_updatestatus(sd,SP_MDEF2);
  2481. if(flag&SCB_RANGE)
  2482. clif_updatestatus(sd,SP_ATTACKRANGE);
  2483. if(flag&SCB_MAXHP)
  2484. clif_updatestatus(sd,SP_MAXHP);
  2485. if(flag&SCB_MAXSP)
  2486. clif_updatestatus(sd,SP_MAXSP);
  2487. }
  2488. //Calculates some attributes that depends on modified stats from status changes.
  2489. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2490. {
  2491. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2492. struct status_change *sc = &hd->sc;
  2493. int skill = 0;
  2494. if(flag&(SCB_MAXHP|SCB_VIT))
  2495. {
  2496. flag|=SCB_MAXHP; //Ensures client-side refresh
  2497. // Apply relative modifiers from equipment
  2498. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2499. status->max_hp = battle_config.max_hp;
  2500. else if(!status->max_hp)
  2501. status->max_hp = 1;
  2502. if(status->hp > status->max_hp)
  2503. status->hp = status->max_hp;
  2504. }
  2505. if(flag&(SCB_MAXSP|SCB_INT))
  2506. {
  2507. flag|=SCB_MAXSP;
  2508. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2509. status->max_sp = battle_config.max_sp;
  2510. else if(!status->max_sp)
  2511. status->max_sp = 1;
  2512. if(status->sp > status->max_sp)
  2513. status->sp = status->max_sp;
  2514. }
  2515. if(flag&SCB_VIT)
  2516. { //Since vit affects def, recalculate def.
  2517. flag|=SCB_DEF;
  2518. status->def = status_calc_def(&hd->bl, sc, b_status->def);
  2519. status->def+= (status->vit/5 - b_status->vit/5);
  2520. }
  2521. if(flag&SCB_INT)
  2522. {
  2523. flag|=SCB_MDEF;
  2524. status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef);
  2525. status->mdef+= (status->int_/5 - b_status->int_/5);
  2526. }
  2527. if(flag&SCB_DEX) {
  2528. flag |=SCB_WATK;
  2529. status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk);
  2530. status->rhw.atk+= (status->dex - b_status->dex);
  2531. }
  2532. if(flag&SCB_STR) {
  2533. flag |=SCB_WATK;
  2534. status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2);
  2535. status->rhw.atk2+= (status->str - b_status->str);
  2536. }
  2537. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2538. status->rhw.atk2 = status->rhw.atk;
  2539. if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  2540. status->matk_min = status->matk_max;
  2541. if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
  2542. status->speed = status_get_speed(&hd->master->bl);
  2543. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2544. flag|=SCB_ASPD;
  2545. skill = (1000 -4*status->agi -status->dex)
  2546. *hd->homunculusDB->baseASPD/1000;
  2547. status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate);
  2548. if(status->aspd_rate != 1000)
  2549. skill = skill*status->aspd_rate/1000;
  2550. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2551. status->adelay = status->amotion;
  2552. }
  2553. if(flag&(SCB_AGI|SCB_DSPD)) {
  2554. skill = 800-status->agi*4;
  2555. status->dmotion = cap_value(skill, 400, 800);
  2556. status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion);
  2557. }
  2558. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2559. status_calc_regen(&hd->bl, status, &hd->regen);
  2560. if(flag&SCB_REGEN)
  2561. status_calc_regen_rate(&hd->bl, &hd->regen, sc);
  2562. if (flag == SCB_ALL)
  2563. return; //Refresh is done on invoking function (status_calc_hom)
  2564. if (hd->master && flag&(
  2565. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2566. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2567. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2568. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2569. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2570. )
  2571. clif_hominfo(hd->master,hd,0);
  2572. }
  2573. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2574. {
  2575. struct status_data *b_status, *status;
  2576. struct status_change *sc;
  2577. int temp;
  2578. TBL_PC *sd;
  2579. b_status = status_get_base_status(bl);
  2580. status = status_get_status_data(bl);
  2581. sc = status_get_sc(bl);
  2582. if (!b_status || !status)
  2583. return;
  2584. BL_CAST(BL_PC,bl,sd);
  2585. if(sd && flag&SCB_PC)
  2586. { //Recalc everything.
  2587. status_calc_pc(sd,0);
  2588. return;
  2589. }
  2590. if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2591. status_cpy(status, b_status);
  2592. return;
  2593. }
  2594. if(flag&SCB_STR) {
  2595. status->str = status_calc_str(bl, sc, b_status->str);
  2596. flag|=SCB_BATK;
  2597. }
  2598. if(flag&SCB_AGI) {
  2599. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2600. flag|=SCB_FLEE;
  2601. }
  2602. if(flag&SCB_VIT) {
  2603. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2604. flag|=SCB_DEF2|SCB_MDEF2;
  2605. }
  2606. if(flag&SCB_INT) {
  2607. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2608. flag|=SCB_MATK|SCB_MDEF2;
  2609. }
  2610. if(flag&SCB_DEX) {
  2611. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2612. flag|=SCB_BATK|SCB_HIT;
  2613. }
  2614. if(flag&SCB_LUK) {
  2615. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2616. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2617. }
  2618. if(flag&SCB_BATK && b_status->batk) {
  2619. status->batk = status_base_atk(bl,status);
  2620. temp = b_status->batk - status_base_atk(bl,b_status);
  2621. if (temp)
  2622. status->batk += temp;
  2623. status->batk = status_calc_batk(bl, sc, status->batk);
  2624. }
  2625. if(flag&SCB_WATK) {
  2626. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2627. if (!sd) //Should not affect weapon refine bonus
  2628. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2629. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2630. if (sd) {
  2631. sd->state.lr_flag = 1;
  2632. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2633. sd->state.lr_flag = 0;
  2634. } else {
  2635. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2636. status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
  2637. }
  2638. }
  2639. }
  2640. if(flag&SCB_HIT) {
  2641. if (status->dex == b_status->dex)
  2642. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2643. else
  2644. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2645. }
  2646. if(flag&SCB_FLEE) {
  2647. if (status->agi == b_status->agi)
  2648. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2649. else
  2650. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2651. }
  2652. if(flag&SCB_DEF)
  2653. status->def = status_calc_def(bl, sc, b_status->def);
  2654. if(flag&SCB_DEF2) {
  2655. if (status->vit == b_status->vit)
  2656. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2657. else
  2658. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2659. }
  2660. if(flag&SCB_MDEF)
  2661. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2662. if(flag&SCB_MDEF2) {
  2663. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2664. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2665. else
  2666. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2667. }
  2668. if(flag&SCB_SPEED) {
  2669. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2670. if (!sd)
  2671. { //Player speed is updated on calc_bl_sub_pc
  2672. struct unit_data *ud = unit_bl2ud(bl);
  2673. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2674. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2675. }
  2676. }
  2677. if(flag&SCB_CRI && b_status->cri) {
  2678. if (status->luk == b_status->luk)
  2679. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2680. else
  2681. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2682. }
  2683. if(flag&SCB_FLEE2 && b_status->flee2) {
  2684. if (status->luk == b_status->luk)
  2685. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2686. else
  2687. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2688. }
  2689. if(flag&SCB_ATK_ELE) {
  2690. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2691. if(status->lhw && b_status->lhw) {
  2692. if (sd) sd->state.lr_flag = 1;
  2693. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2694. if (sd) sd->state.lr_flag = 0;
  2695. }
  2696. }
  2697. if(flag&SCB_DEF_ELE) {
  2698. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2699. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2700. }
  2701. if(flag&SCB_MODE)
  2702. {
  2703. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2704. //Since mode changed, reset their state.
  2705. if (!(status->mode&MD_CANATTACK))
  2706. unit_stop_attack(bl);
  2707. if (!(status->mode&MD_CANMOVE))
  2708. unit_stop_walking(bl,0);
  2709. }
  2710. // No status changes alter these yet.
  2711. // if(flag&SCB_SIZE)
  2712. // if(flag&SCB_RACE)
  2713. // if(flag&SCB_RANGE)
  2714. if(sd) {
  2715. //The remaining are handled quite different by players, so use their own function.
  2716. status_calc_bl_sub_pc(sd, flag);
  2717. return;
  2718. }
  2719. if(flag&SCB_MAXHP) {
  2720. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2721. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2722. status->hp = status->max_hp;
  2723. }
  2724. if(flag&SCB_MAXSP) {
  2725. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2726. if (status->sp > status->max_sp)
  2727. status->sp = status->max_sp;
  2728. }
  2729. if(flag&SCB_MATK) {
  2730. status->matk_min = status_base_matk_min(status);
  2731. status->matk_max = status_base_matk_max(status);
  2732. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2733. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2734. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2735. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2736. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2737. }
  2738. }
  2739. if(bl->type == BL_HOM) {
  2740. //The remaining are handled quite different by homunculus, so use their own function.
  2741. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2742. return;
  2743. }
  2744. if(flag&SCB_ASPD) {
  2745. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2746. temp = status->aspd_rate*b_status->amotion/1000;
  2747. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2748. temp = status->aspd_rate*b_status->adelay/1000;
  2749. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2750. }
  2751. if(flag&SCB_DSPD)
  2752. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2753. if(bl->type&BL_REGEN) {
  2754. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2755. status_calc_regen(bl, status, status_get_regen_data(bl));
  2756. if(flag&SCB_REGEN)
  2757. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2758. }
  2759. }
  2760. /*==========================================
  2761. * Apply shared stat mods from status changes [DracoRPG]
  2762. *------------------------------------------
  2763. */
  2764. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2765. {
  2766. if(!sc || !sc->count)
  2767. return cap_value(str,1,USHRT_MAX);
  2768. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2769. str += sc->data[SC_INCALLSTATUS].val1;
  2770. if(sc->data[SC_INCSTR].timer!=-1)
  2771. str += sc->data[SC_INCSTR].val1;
  2772. if(sc->data[SC_STRFOOD].timer!=-1)
  2773. str += sc->data[SC_STRFOOD].val1;
  2774. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2775. str += 5;
  2776. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2777. str += sc->data[SC_GUILDAURA].val3>>16;
  2778. if(sc->data[SC_LOUD].timer!=-1)
  2779. str += 4;
  2780. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2781. str += 5;
  2782. if(sc->data[SC_SPURT].timer!=-1)
  2783. str += 10;
  2784. if(sc->data[SC_NEN].timer!=-1)
  2785. str += sc->data[SC_NEN].val1;
  2786. if(sc->data[SC_BLESSING].timer != -1){
  2787. if(sc->data[SC_BLESSING].val2)
  2788. str += sc->data[SC_BLESSING].val2;
  2789. else
  2790. str >>= 1;
  2791. }
  2792. if(sc->data[SC_MARIONETTE].timer!=-1)
  2793. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2794. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2795. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2796. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2797. str = 50;
  2798. return cap_value(str,1,USHRT_MAX);
  2799. }
  2800. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2801. {
  2802. if(!sc || !sc->count)
  2803. return cap_value(agi,1,USHRT_MAX);
  2804. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2805. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2806. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2807. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2808. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2809. agi += sc->data[SC_INCALLSTATUS].val1;
  2810. if(sc->data[SC_INCAGI].timer!=-1)
  2811. agi += sc->data[SC_INCAGI].val1;
  2812. if(sc->data[SC_AGIFOOD].timer!=-1)
  2813. agi += sc->data[SC_AGIFOOD].val1;
  2814. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2815. agi += sc->data[SC_GUILDAURA].val4>>16;
  2816. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2817. agi += 5;
  2818. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2819. agi += sc->data[SC_INCREASEAGI].val2;
  2820. if(sc->data[SC_INCREASING].timer!=-1)
  2821. agi += 4; // added based on skill updates [Reddozen]
  2822. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2823. agi -= sc->data[SC_DECREASEAGI].val2;
  2824. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2825. agi -= sc->data[SC_QUAGMIRE].val2;
  2826. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  2827. agi -= sc->data[SC_SUITON].val2;
  2828. if(sc->data[SC_MARIONETTE].timer!=-1)
  2829. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2830. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2831. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2832. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2833. agi = 50;
  2834. return cap_value(agi,1,USHRT_MAX);
  2835. }
  2836. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2837. {
  2838. if(!sc || !sc->count)
  2839. return cap_value(vit,1,USHRT_MAX);
  2840. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2841. vit += sc->data[SC_INCALLSTATUS].val1;
  2842. if(sc->data[SC_INCVIT].timer!=-1)
  2843. vit += sc->data[SC_INCVIT].val1;
  2844. if(sc->data[SC_VITFOOD].timer!=-1)
  2845. vit += sc->data[SC_VITFOOD].val1;
  2846. if(sc->data[SC_CHANGE].timer!=-1)
  2847. vit += sc->data[SC_CHANGE].val2;
  2848. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2849. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2850. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2851. vit += 5;
  2852. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2853. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2854. if(sc->data[SC_MARIONETTE].timer!=-1)
  2855. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2856. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2857. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2858. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2859. vit = 50;
  2860. return cap_value(vit,1,USHRT_MAX);
  2861. }
  2862. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2863. {
  2864. if(!sc || !sc->count)
  2865. return cap_value(int_,1,USHRT_MAX);
  2866. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2867. int_ += sc->data[SC_INCALLSTATUS].val1;
  2868. if(sc->data[SC_INCINT].timer!=-1)
  2869. int_ += sc->data[SC_INCINT].val1;
  2870. if(sc->data[SC_INTFOOD].timer!=-1)
  2871. int_ += sc->data[SC_INTFOOD].val1;
  2872. if(sc->data[SC_CHANGE].timer!=-1)
  2873. int_ += sc->data[SC_CHANGE].val3;
  2874. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2875. int_ += 5;
  2876. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2877. int_ += 5;
  2878. if(sc->data[SC_BLESSING].timer != -1){
  2879. if (sc->data[SC_BLESSING].val2)
  2880. int_ += sc->data[SC_BLESSING].val2;
  2881. else
  2882. int_ >>= 1;
  2883. }
  2884. if(sc->data[SC_STRIPHELM].timer!=-1)
  2885. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2886. if(sc->data[SC_NEN].timer!=-1)
  2887. int_ += sc->data[SC_NEN].val1;
  2888. if(sc->data[SC_MARIONETTE].timer!=-1)
  2889. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2890. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2891. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2892. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2893. int_ = 50;
  2894. return cap_value(int_,1,USHRT_MAX);
  2895. }
  2896. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2897. {
  2898. if(!sc || !sc->count)
  2899. return cap_value(dex,1,USHRT_MAX);
  2900. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2901. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2902. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2903. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2904. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2905. dex += sc->data[SC_INCALLSTATUS].val1;
  2906. if(sc->data[SC_INCDEX].timer!=-1)
  2907. dex += sc->data[SC_INCDEX].val1;
  2908. if(sc->data[SC_DEXFOOD].timer!=-1)
  2909. dex += sc->data[SC_DEXFOOD].val1;
  2910. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2911. dex += 5;
  2912. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2913. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2914. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2915. dex += 5;
  2916. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2917. dex -= sc->data[SC_QUAGMIRE].val2;
  2918. if(sc->data[SC_BLESSING].timer != -1){
  2919. if (sc->data[SC_BLESSING].val2)
  2920. dex += sc->data[SC_BLESSING].val2;
  2921. else
  2922. dex >>= 1;
  2923. }
  2924. if(sc->data[SC_INCREASING].timer!=-1)
  2925. dex += 4; // added based on skill updates [Reddozen]
  2926. if(sc->data[SC_MARIONETTE].timer!=-1)
  2927. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2928. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2929. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2930. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2931. dex = 50;
  2932. return cap_value(dex,1,USHRT_MAX);
  2933. }
  2934. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2935. {
  2936. if(!sc || !sc->count)
  2937. return cap_value(luk,1,USHRT_MAX);
  2938. if(sc->data[SC_CURSE].timer!=-1)
  2939. return 0;
  2940. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2941. luk += sc->data[SC_INCALLSTATUS].val1;
  2942. if(sc->data[SC_INCLUK].timer!=-1)
  2943. luk += sc->data[SC_INCLUK].val1;
  2944. if(sc->data[SC_LUKFOOD].timer!=-1)
  2945. luk += sc->data[SC_LUKFOOD].val1;
  2946. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2947. luk += 5;
  2948. if(sc->data[SC_GLORIA].timer!=-1)
  2949. luk += 30;
  2950. if(sc->data[SC_MARIONETTE].timer!=-1)
  2951. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2952. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2953. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2954. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2955. luk = 50;
  2956. return cap_value(luk,1,USHRT_MAX);
  2957. }
  2958. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2959. {
  2960. if(!sc || !sc->count)
  2961. return cap_value(batk,0,USHRT_MAX);
  2962. if(sc->data[SC_ATKPOTION].timer!=-1)
  2963. batk += sc->data[SC_ATKPOTION].val1;
  2964. if(sc->data[SC_BATKFOOD].timer!=-1)
  2965. batk += sc->data[SC_BATKFOOD].val1;
  2966. if(sc->data[SC_INCATKRATE].timer!=-1)
  2967. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2968. if(sc->data[SC_PROVOKE].timer!=-1)
  2969. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2970. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2971. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2972. if(sc->data[SC_SKE].timer!=-1)
  2973. batk += batk * 3;
  2974. if(sc->data[SC_BLOODLUST].timer!=-1)
  2975. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2976. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&BREAK_WAIST)
  2977. batk -= batk * 25/100;
  2978. if(sc->data[SC_CURSE].timer!=-1)
  2979. batk -= batk * 25/100;
  2980. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2981. // if(sc->data[SC_BLEEDING].timer != -1)
  2982. // batk -= batk * 25/100;
  2983. if(sc->data[SC_FLEET].timer!=-1)
  2984. batk += batk * sc->data[SC_FLEET].val3/100;
  2985. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2986. batk += sc->data[SC_GATLINGFEVER].val3;
  2987. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2988. batk += 100;
  2989. return cap_value(batk,0,USHRT_MAX);
  2990. }
  2991. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2992. {
  2993. if(!sc || !sc->count)
  2994. return cap_value(watk,0,USHRT_MAX);
  2995. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2996. watk += sc->data[SC_IMPOSITIO].val2;
  2997. if(sc->data[SC_WATKFOOD].timer!=-1)
  2998. watk += sc->data[SC_WATKFOOD].val1;
  2999. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3000. watk += sc->data[SC_DRUMBATTLE].val2;
  3001. if(sc->data[SC_VOLCANO].timer!=-1)
  3002. watk += sc->data[SC_VOLCANO].val2;
  3003. if(sc->data[SC_INCATKRATE].timer!=-1)
  3004. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  3005. if(sc->data[SC_PROVOKE].timer!=-1)
  3006. watk += watk * sc->data[SC_PROVOKE].val3/100;
  3007. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3008. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  3009. if(sc->data[SC_SKE].timer!=-1)
  3010. watk += watk * 3;
  3011. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  3012. if (bl->type != BL_PC)
  3013. watk += sc->data[SC_NIBELUNGEN].val2;
  3014. else {
  3015. TBL_PC *sd = (TBL_PC*)bl;
  3016. int index = sd->equip_index[sd->state.lr_flag?8:9];
  3017. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3018. watk += sc->data[SC_NIBELUNGEN].val2;
  3019. }
  3020. }
  3021. if(sc->data[SC_BLOODLUST].timer!=-1)
  3022. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  3023. if(sc->data[SC_FLEET].timer!=-1)
  3024. watk += watk * sc->data[SC_FLEET].val3/100;
  3025. if(sc->data[SC_CURSE].timer!=-1)
  3026. watk -= watk * 25/100;
  3027. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  3028. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  3029. return cap_value(watk,0,USHRT_MAX);
  3030. }
  3031. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3032. {
  3033. if(!sc || !sc->count)
  3034. return cap_value(matk,0,USHRT_MAX);
  3035. if(sc->data[SC_MATKPOTION].timer!=-1)
  3036. matk += sc->data[SC_MATKPOTION].val1;
  3037. if(sc->data[SC_MATKFOOD].timer!=-1)
  3038. matk += sc->data[SC_MATKFOOD].val1;
  3039. if(sc->data[SC_MAGICPOWER].timer!=-1)
  3040. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  3041. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3042. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  3043. if(sc->data[SC_INCMATKRATE].timer!=-1)
  3044. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  3045. return cap_value(matk,0,USHRT_MAX);
  3046. }
  3047. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3048. {
  3049. if(!sc || !sc->count)
  3050. return cap_value(critical,10,SHRT_MAX);
  3051. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  3052. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  3053. if (sc->data[SC_FORTUNE].timer!=-1)
  3054. critical += sc->data[SC_FORTUNE].val2;
  3055. if (sc->data[SC_TRUESIGHT].timer!=-1)
  3056. critical += sc->data[SC_TRUESIGHT].val2;
  3057. if(sc->data[SC_CLOAKING].timer!=-1)
  3058. critical += critical;
  3059. return cap_value(critical,10,SHRT_MAX);
  3060. }
  3061. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3062. {
  3063. if(!sc || !sc->count)
  3064. return cap_value(hit,1,SHRT_MAX);
  3065. if(sc->data[SC_INCHIT].timer != -1)
  3066. hit += sc->data[SC_INCHIT].val1;
  3067. if(sc->data[SC_HITFOOD].timer!=-1)
  3068. hit += sc->data[SC_HITFOOD].val1;
  3069. if(sc->data[SC_TRUESIGHT].timer != -1)
  3070. hit += sc->data[SC_TRUESIGHT].val3;
  3071. if(sc->data[SC_HUMMING].timer!=-1)
  3072. hit += sc->data[SC_HUMMING].val2;
  3073. if(sc->data[SC_CONCENTRATION].timer != -1)
  3074. hit += sc->data[SC_CONCENTRATION].val3;
  3075. if(sc->data[SC_INCHITRATE].timer != -1)
  3076. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  3077. if(sc->data[SC_BLIND].timer != -1)
  3078. hit -= hit * 25/100;
  3079. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3080. hit -= 30;
  3081. if(sc->data[SC_INCREASING].timer!=-1)
  3082. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3083. return cap_value(hit,1,SHRT_MAX);
  3084. }
  3085. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3086. {
  3087. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3088. flee -= flee * battle_config.gvg_flee_penalty/100;
  3089. if(!sc || !sc->count)
  3090. return cap_value(flee,1,SHRT_MAX);
  3091. if(sc->data[SC_INCFLEE].timer!=-1)
  3092. flee += sc->data[SC_INCFLEE].val1;
  3093. if(sc->data[SC_FLEEFOOD].timer!=-1)
  3094. flee += sc->data[SC_FLEEFOOD].val1;
  3095. if(sc->data[SC_WHISTLE].timer!=-1)
  3096. flee += sc->data[SC_WHISTLE].val2;
  3097. if(sc->data[SC_WINDWALK].timer!=-1)
  3098. flee += sc->data[SC_WINDWALK].val2;
  3099. if(sc->data[SC_INCFLEERATE].timer!=-1)
  3100. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  3101. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  3102. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  3103. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  3104. flee += sc->data[SC_MOON_COMFORT].val2;
  3105. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  3106. flee += 10;
  3107. if(sc->data[SC_SPIDERWEB].timer!=-1)
  3108. flee -= flee * 50/100;
  3109. if(sc->data[SC_BERSERK].timer!=-1)
  3110. flee -= flee * 50/100;
  3111. if(sc->data[SC_BLIND].timer!=-1)
  3112. flee -= flee * 25/100;
  3113. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3114. flee += 30;
  3115. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3116. flee -= sc->data[SC_GATLINGFEVER].val4;
  3117. if(sc->data[SC_SPEED].timer!=-1)
  3118. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  3119. return cap_value(flee,1,SHRT_MAX);
  3120. }
  3121. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3122. {
  3123. if(!sc || !sc->count)
  3124. return cap_value(flee2,10,SHRT_MAX);
  3125. if(sc->data[SC_WHISTLE].timer!=-1)
  3126. flee2 += sc->data[SC_WHISTLE].val3*10;
  3127. return cap_value(flee2,10,SHRT_MAX);
  3128. }
  3129. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3130. {
  3131. if(!sc || !sc->count)
  3132. return cap_value(def,0,CHAR_MAX);
  3133. if(sc->data[SC_BERSERK].timer!=-1)
  3134. return 0;
  3135. if(sc->data[SC_SKA].timer != -1)
  3136. return sc->data[SC_SKA].val3;
  3137. if(sc->data[SC_BARRIER].timer!=-1)
  3138. return 100;
  3139. if(sc->data[SC_KEEPING].timer!=-1)
  3140. return 90;
  3141. if(sc->data[SC_STEELBODY].timer!=-1)
  3142. return 90;
  3143. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3144. def += sc->data[SC_DRUMBATTLE].val3;
  3145. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3146. def += sc->data[SC_DEFENCE].val2 ;
  3147. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3148. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3149. if(sc->data[SC_FREEZE].timer!=-1)
  3150. def >>=1;
  3151. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3152. def >>=1;
  3153. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3154. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3155. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3156. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3157. if(sc->data[SC_SKE].timer!=-1)
  3158. def >>=1;
  3159. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3160. def -= def * sc->data[SC_PROVOKE].val4/100;
  3161. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3162. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3163. if (sc->data[SC_FLING].timer!=-1)
  3164. def -= def * (sc->data[SC_FLING].val2)/100;
  3165. return cap_value(def,0,CHAR_MAX);
  3166. }
  3167. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3168. {
  3169. if(!sc || !sc->count)
  3170. return cap_value(def2,1,SHRT_MAX);
  3171. if(sc->data[SC_BERSERK].timer!=-1)
  3172. return 0;
  3173. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3174. return 0;
  3175. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3176. def2 += sc->data[SC_SUN_COMFORT].val2;
  3177. if(sc->data[SC_ANGELUS].timer!=-1)
  3178. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3179. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3180. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3181. if(sc->data[SC_POISON].timer!=-1)
  3182. def2 -= def2 * 25/100;
  3183. if(sc->data[SC_DPOISON].timer!=-1)
  3184. def2 -= def2 * 25/100;
  3185. if(sc->data[SC_SKE].timer!=-1)
  3186. def2 -= def2 * 50/100;
  3187. if(sc->data[SC_PROVOKE].timer!=-1)
  3188. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3189. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3190. def2 -= def2 *
  3191. ( ( sc->data[SC_JOINTBEAT].val2&BREAK_SHOULDER ? 50 : 0 )
  3192. + ( sc->data[SC_JOINTBEAT].val2&BREAK_WAIST ? 25 : 0 ) );
  3193. }
  3194. if(sc->data[SC_FLING].timer!=-1)
  3195. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3196. return cap_value(def2,1,SHRT_MAX);
  3197. }
  3198. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3199. {
  3200. if(!sc || !sc->count)
  3201. return cap_value(mdef,0,CHAR_MAX);
  3202. if(sc->data[SC_BERSERK].timer!=-1)
  3203. return 0;
  3204. if(sc->data[SC_BARRIER].timer!=-1)
  3205. return 100;
  3206. if(sc->data[SC_STEELBODY].timer!=-1)
  3207. return 90;
  3208. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3209. return 90;
  3210. if(sc->data[SC_FREEZE].timer!=-1)
  3211. mdef += 25*mdef/100;
  3212. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3213. mdef += 25*mdef/100;
  3214. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3215. mdef += sc->data[SC_ENDURE].val1;
  3216. return cap_value(mdef,0,CHAR_MAX);
  3217. }
  3218. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3219. {
  3220. if(!sc || !sc->count)
  3221. return cap_value(mdef2,1,SHRT_MAX);
  3222. if(sc->data[SC_BERSERK].timer!=-1)
  3223. return 0;
  3224. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3225. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3226. return cap_value(mdef2,1,SHRT_MAX);
  3227. }
  3228. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3229. {
  3230. if(!sc || !sc->count)
  3231. return cap_value(speed,10,USHRT_MAX);
  3232. // Fixed reductions
  3233. if(sc->data[SC_CURSE].timer!=-1)
  3234. speed += 450;
  3235. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3236. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3237. if(sc->data[SC_WEDDING].timer!=-1)
  3238. speed += 300;
  3239. if(sc->data[SC_GATLINGFEVER].timer==-1)
  3240. { //% increases (they don't stack, with a few exception)
  3241. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3242. speed -= speed * 50/100;
  3243. else if(sc->data[SC_AVOID].timer!=-1)
  3244. speed -= speed * sc->data[SC_AVOID].val2/100;
  3245. if(sc->data[SC_RUN].timer!=-1)
  3246. speed -= speed * 50/100;
  3247. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3248. speed -= speed * 25/100;
  3249. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3250. speed -= speed * 25/100;
  3251. else if(sc->data[SC_FUSION].timer != -1)
  3252. speed -= speed * 25/100;
  3253. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3254. speed -= speed * 20/100;
  3255. else if(sc->data[SC_BERSERK].timer!=-1)
  3256. speed -= speed * 20/100;
  3257. else if(sc->data[SC_WINDWALK].timer!=-1)
  3258. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3259. }
  3260. //% reductions (they stack)
  3261. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3262. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3263. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3264. speed = speed * 100/75;
  3265. if(sc->data[SC_STEELBODY].timer!=-1)
  3266. speed = speed * 100/75;
  3267. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3268. speed = speed * 100/50;
  3269. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3270. speed = speed * 100/sc->data[SC_SUITON].val3;
  3271. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3272. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3273. if(sc->data[SC_DEFENDER].timer!=-1)
  3274. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3275. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3276. speed = speed * 100/75;
  3277. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&(BREAK_ANKLE|BREAK_KNEE)) {
  3278. speed = speed * 100/(100
  3279. - ( sc->data[SC_JOINTBEAT].val2&BREAK_ANKLE ? 50 : 0 )
  3280. - ( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE ? 30 : 0 ));
  3281. }
  3282. if(sc->data[SC_CLOAKING].timer!=-1)
  3283. speed = speed * 100 /(
  3284. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3285. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3286. if(sc->data[SC_LONGING].timer!=-1)
  3287. speed = speed * 100/sc->data[SC_LONGING].val3;
  3288. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3289. speed = speed * 100/sc->data[SC_HIDING].val3;
  3290. if(sc->data[SC_CHASEWALK].timer!=-1)
  3291. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3292. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3293. speed = speed * 100/75;
  3294. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3295. speed = speed * 100/75;
  3296. return cap_value(speed,10,USHRT_MAX);
  3297. }
  3298. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3299. {
  3300. int i;
  3301. if(!sc || !sc->count)
  3302. return cap_value(aspd_rate,0,SHRT_MAX);
  3303. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3304. {
  3305. int max = 0;
  3306. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3307. max = sc->data[SC_STAR_COMFORT].val2;
  3308. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3309. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3310. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3311. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3312. max < sc->data[SC_ONEHAND].val2)
  3313. max = sc->data[SC_ONEHAND].val2;
  3314. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3315. max < sc->data[SC_ADRENALINE2].val3)
  3316. max = sc->data[SC_ADRENALINE2].val3;
  3317. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3318. max < sc->data[SC_ADRENALINE].val3)
  3319. max = sc->data[SC_ADRENALINE].val3;
  3320. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3321. max < sc->data[SC_SPEARQUICKEN].val2)
  3322. max = sc->data[SC_SPEARQUICKEN].val2;
  3323. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3324. max < sc->data[SC_GATLINGFEVER].val2)
  3325. max = sc->data[SC_GATLINGFEVER].val2;
  3326. if(sc->data[SC_FLEET].timer!=-1 &&
  3327. max < sc->data[SC_FLEET].val2)
  3328. max = sc->data[SC_FLEET].val2;
  3329. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3330. max < sc->data[SC_ASSNCROS].val2)
  3331. {
  3332. if (bl->type!=BL_PC)
  3333. max = sc->data[SC_ASSNCROS].val2;
  3334. else
  3335. switch(((TBL_PC*)bl)->status.weapon)
  3336. {
  3337. case W_BOW:
  3338. case W_REVOLVER:
  3339. case W_RIFLE:
  3340. case W_SHOTGUN:
  3341. case W_GATLING:
  3342. case W_GRENADE:
  3343. break;
  3344. default:
  3345. max = sc->data[SC_ASSNCROS].val2;
  3346. }
  3347. }
  3348. aspd_rate -= max;
  3349. //These stack with the rest of bonuses.
  3350. if(sc->data[SC_BERSERK].timer!=-1)
  3351. aspd_rate -= 300;
  3352. else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  3353. aspd_rate -= 200;
  3354. }
  3355. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3356. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3357. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3358. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3359. aspd_rate -= sc->data[i].val2;
  3360. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3361. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3362. if(sc->data[SC_LONGING].timer!=-1)
  3363. aspd_rate += sc->data[SC_LONGING].val2;
  3364. if(sc->data[SC_STEELBODY].timer!=-1)
  3365. aspd_rate += 250;
  3366. if(sc->data[SC_SKA].timer!=-1)
  3367. aspd_rate += 250;
  3368. if(sc->data[SC_DEFENDER].timer != -1)
  3369. aspd_rate += sc->data[SC_DEFENDER].val4;
  3370. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3371. aspd_rate += 250;
  3372. if(sc->data[SC_GRAVITATION].timer!=-1)
  3373. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3374. //Curse shouldn't effect on this?
  3375. // if(sc->data[SC_BLEEDING].timer != -1)
  3376. // aspd_rate += 250;
  3377. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3378. if( sc->data[SC_JOINTBEAT].val2&BREAK_WRIST )
  3379. aspd_rate += 250;
  3380. if( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE )
  3381. aspd_rate += 100;
  3382. }
  3383. return cap_value(aspd_rate,0,SHRT_MAX);
  3384. }
  3385. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3386. {
  3387. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3388. return cap_value(dmotion,0,USHRT_MAX);
  3389. if (sc->data[SC_ENDURE].timer!=-1)
  3390. return 0;
  3391. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3392. return 0;
  3393. if(sc->data[SC_RUN].timer!=-1)
  3394. return 0;
  3395. return cap_value(dmotion,0,USHRT_MAX);
  3396. }
  3397. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3398. {
  3399. if(!sc || !sc->count)
  3400. return cap_value(maxhp,1,UINT_MAX);
  3401. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3402. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3403. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3404. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3405. if(sc->data[SC_DELUGE].timer!=-1)
  3406. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3407. if(sc->data[SC_BERSERK].timer!=-1)
  3408. maxhp += maxhp * 2;
  3409. return cap_value(maxhp,1,UINT_MAX);
  3410. }
  3411. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3412. {
  3413. if(!sc || !sc->count)
  3414. return cap_value(maxsp,1,UINT_MAX);
  3415. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3416. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3417. if(sc->data[SC_SERVICE4U].timer!=-1)
  3418. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3419. return cap_value(maxsp,1,UINT_MAX);
  3420. }
  3421. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3422. {
  3423. if(!sc || !sc->count)
  3424. return element;
  3425. if( sc->data[SC_FREEZE].timer!=-1 )
  3426. return ELE_WATER;
  3427. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3428. return ELE_EARTH;
  3429. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3430. return ELE_HOLY;
  3431. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3432. return sc->data[SC_ELEMENTALCHANGE].val3;
  3433. return cap_value(element,0,UCHAR_MAX);
  3434. }
  3435. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3436. {
  3437. if(!sc || !sc->count)
  3438. return lv;
  3439. if( sc->data[SC_FREEZE].timer!=-1 )
  3440. return 1;
  3441. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3442. return 1;
  3443. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3444. return 1;
  3445. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3446. return sc->data[SC_ELEMENTALCHANGE].val4;
  3447. return cap_value(lv,1,4);
  3448. }
  3449. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3450. {
  3451. if(!sc || !sc->count)
  3452. return element;
  3453. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3454. return ELE_WATER;
  3455. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3456. return ELE_EARTH;
  3457. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3458. return ELE_FIRE;
  3459. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3460. return ELE_WIND;
  3461. if( sc->data[SC_ENCPOISON].timer!=-1)
  3462. return ELE_POISON;
  3463. if( sc->data[SC_ASPERSIO].timer!=-1)
  3464. return ELE_HOLY;
  3465. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3466. return ELE_DARK;
  3467. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3468. return ELE_GHOST;
  3469. return cap_value(element,0,UCHAR_MAX);
  3470. }
  3471. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3472. {
  3473. if(!sc || !sc->count)
  3474. return mode;
  3475. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3476. if (sc->data[SC_MODECHANGE].val2)
  3477. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3478. if (sc->data[SC_MODECHANGE].val3)
  3479. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3480. if (sc->data[SC_MODECHANGE].val4)
  3481. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3482. }
  3483. return cap_value(mode,0,USHRT_MAX);
  3484. }
  3485. /*==========================================
  3486. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3487. *------------------------------------------
  3488. */
  3489. void status_freecast_switch(struct map_session_data *sd)
  3490. {
  3491. struct status_data *status;
  3492. unsigned short b_speed,tmp;
  3493. status = &sd->battle_status;
  3494. b_speed = status->speed;
  3495. tmp = status->speed;
  3496. status->speed = sd->prev_speed;
  3497. sd->prev_speed = tmp;
  3498. tmp = status->adelay;
  3499. status->adelay = sd->prev_adelay;
  3500. sd->prev_adelay = tmp;
  3501. if(b_speed != status->speed)
  3502. clif_updatestatus(sd,SP_SPEED);
  3503. }
  3504. const char * status_get_name(struct block_list *bl)
  3505. {
  3506. nullpo_retr(0, bl);
  3507. switch (bl->type) {
  3508. case BL_MOB:
  3509. return ((TBL_MOB*)bl)->name;
  3510. case BL_PC:
  3511. if(strlen(((TBL_PC *)bl)->fakename)>0)
  3512. return ((TBL_PC*)bl)->fakename;
  3513. return ((TBL_PC*)bl)->status.name;
  3514. case BL_PET:
  3515. return ((TBL_PET*)bl)->pet.name;
  3516. case BL_HOM:
  3517. return ((TBL_HOM*)bl)->homunculus.name;
  3518. case BL_NPC:
  3519. return ((TBL_NPC*)bl)->name;
  3520. }
  3521. return "Unknown";
  3522. }
  3523. /*==========================================
  3524. * 対象のClassを返す(汎用)
  3525. * 戻りは整数で0以上
  3526. *------------------------------------------
  3527. */
  3528. int status_get_class(struct block_list *bl)
  3529. {
  3530. nullpo_retr(0, bl);
  3531. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3532. return ((struct mob_data *)bl)->vd->class_;
  3533. if(bl->type==BL_PC)
  3534. return ((struct map_session_data *)bl)->status.class_;
  3535. if(bl->type==BL_PET)
  3536. return ((struct pet_data *)bl)->pet.class_;
  3537. if(bl->type==BL_HOM)
  3538. return ((struct homun_data *)bl)->homunculus.class_;
  3539. return 0;
  3540. }
  3541. /*==========================================
  3542. * 対象のレベルを返す(汎用)
  3543. * 戻りは整数で0以上
  3544. *------------------------------------------
  3545. */
  3546. int status_get_lv(struct block_list *bl)
  3547. {
  3548. nullpo_retr(0, bl);
  3549. if(bl->type==BL_MOB)
  3550. return ((TBL_MOB*)bl)->level;
  3551. if(bl->type==BL_PC)
  3552. return ((TBL_PC*)bl)->status.base_level;
  3553. if(bl->type==BL_PET)
  3554. return ((TBL_PET*)bl)->pet.level;
  3555. if(bl->type==BL_HOM)
  3556. return ((TBL_HOM*)bl)->homunculus.level;
  3557. return 1;
  3558. }
  3559. struct regen_data *status_get_regen_data(struct block_list *bl)
  3560. {
  3561. nullpo_retr(NULL, bl);
  3562. switch (bl->type) {
  3563. case BL_PC:
  3564. return &((TBL_PC*)bl)->regen;
  3565. case BL_HOM:
  3566. return &((TBL_HOM*)bl)->regen;
  3567. default:
  3568. return NULL;
  3569. }
  3570. }
  3571. struct status_data *status_get_status_data(struct block_list *bl)
  3572. {
  3573. nullpo_retr(&dummy_status, bl);
  3574. switch (bl->type) {
  3575. case BL_PC:
  3576. return &((TBL_PC*)bl)->battle_status;
  3577. case BL_MOB:
  3578. return &((TBL_MOB*)bl)->status;
  3579. case BL_PET:
  3580. return &((TBL_PET*)bl)->status;
  3581. case BL_HOM:
  3582. return &((TBL_HOM*)bl)->battle_status;
  3583. default:
  3584. return &dummy_status;
  3585. }
  3586. }
  3587. struct status_data *status_get_base_status(struct block_list *bl)
  3588. {
  3589. nullpo_retr(NULL, bl);
  3590. switch (bl->type) {
  3591. case BL_PC:
  3592. return &((TBL_PC*)bl)->base_status;
  3593. case BL_MOB:
  3594. return ((TBL_MOB*)bl)->base_status?
  3595. ((TBL_MOB*)bl)->base_status:
  3596. &((TBL_MOB*)bl)->db->status;
  3597. case BL_PET:
  3598. return &((TBL_PET*)bl)->db->status;
  3599. case BL_HOM:
  3600. return &((TBL_HOM*)bl)->base_status;
  3601. default:
  3602. return NULL;
  3603. }
  3604. }
  3605. unsigned short status_get_lwatk(struct block_list *bl)
  3606. {
  3607. struct status_data *status = status_get_status_data(bl);
  3608. return status->lhw?status->lhw->atk:0;
  3609. }
  3610. unsigned short status_get_lwatk2(struct block_list *bl)
  3611. {
  3612. struct status_data *status = status_get_status_data(bl);
  3613. return status->lhw?status->lhw->atk2:0;
  3614. }
  3615. unsigned char status_get_def(struct block_list *bl)
  3616. {
  3617. struct unit_data *ud;
  3618. struct status_data *status = status_get_status_data(bl);
  3619. int def = status?status->def:0;
  3620. ud = unit_bl2ud(bl);
  3621. if (ud && ud->skilltimer != -1)
  3622. def -= def * skill_get_castdef(ud->skillid)/100;
  3623. if(def < 0) def = 0;
  3624. return def;
  3625. }
  3626. unsigned short status_get_speed(struct block_list *bl)
  3627. {
  3628. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3629. return ((struct npc_data *)bl)->speed;
  3630. return status_get_status_data(bl)->speed;
  3631. }
  3632. unsigned char status_get_attack_lelement(struct block_list *bl)
  3633. {
  3634. struct status_data *status = status_get_status_data(bl);
  3635. return status->lhw?status->lhw->ele:0;
  3636. }
  3637. int status_get_party_id(struct block_list *bl)
  3638. {
  3639. nullpo_retr(0, bl);
  3640. switch (bl->type) {
  3641. case BL_PC:
  3642. return ((TBL_PC*)bl)->status.party_id;
  3643. case BL_PET:
  3644. if (((TBL_PET*)bl)->msd)
  3645. return ((TBL_PET*)bl)->msd->status.party_id;
  3646. break;
  3647. case BL_MOB:
  3648. {
  3649. struct mob_data *md=(TBL_MOB*)bl;
  3650. if( md->master_id>0 )
  3651. {
  3652. struct map_session_data *msd;
  3653. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3654. return msd->status.party_id;
  3655. return -md->master_id;
  3656. }
  3657. }
  3658. break;
  3659. case BL_HOM:
  3660. if (((TBL_HOM*)bl)->master)
  3661. return ((TBL_HOM*)bl)->master->status.party_id;
  3662. break;
  3663. case BL_SKILL:
  3664. return ((TBL_SKILL*)bl)->group->party_id;
  3665. }
  3666. return 0;
  3667. }
  3668. int status_get_guild_id(struct block_list *bl)
  3669. {
  3670. nullpo_retr(0, bl);
  3671. switch (bl->type) {
  3672. case BL_PC:
  3673. return ((TBL_PC*)bl)->status.guild_id;
  3674. case BL_PET:
  3675. if (((TBL_PET*)bl)->msd)
  3676. return ((TBL_PET*)bl)->msd->status.guild_id;
  3677. break;
  3678. case BL_MOB:
  3679. {
  3680. struct map_session_data *msd;
  3681. struct mob_data *md = (struct mob_data *)bl;
  3682. if (md->guardian_data) //Guardian's guild [Skotlex]
  3683. return md->guardian_data->guild_id;
  3684. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3685. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3686. }
  3687. break;
  3688. case BL_HOM:
  3689. if (((TBL_HOM*)bl)->master)
  3690. return ((TBL_HOM*)bl)->master->status.guild_id;
  3691. break;
  3692. case BL_NPC:
  3693. if (bl->subtype == SCRIPT)
  3694. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3695. break;
  3696. case BL_SKILL:
  3697. return ((TBL_SKILL*)bl)->group->guild_id;
  3698. }
  3699. return 0;
  3700. }
  3701. int status_get_mexp(struct block_list *bl)
  3702. {
  3703. nullpo_retr(0, bl);
  3704. if(bl->type==BL_MOB)
  3705. return ((struct mob_data *)bl)->db->mexp;
  3706. if(bl->type==BL_PET)
  3707. return ((struct pet_data *)bl)->db->mexp;
  3708. return 0;
  3709. }
  3710. int status_get_race2(struct block_list *bl)
  3711. {
  3712. nullpo_retr(0, bl);
  3713. if(bl->type == BL_MOB)
  3714. return ((struct mob_data *)bl)->db->race2;
  3715. if(bl->type==BL_PET)
  3716. return ((struct pet_data *)bl)->db->race2;
  3717. return 0;
  3718. }
  3719. int status_isdead(struct block_list *bl)
  3720. {
  3721. nullpo_retr(0, bl);
  3722. return status_get_status_data(bl)->hp == 0;
  3723. }
  3724. int status_isimmune(struct block_list *bl)
  3725. {
  3726. struct status_change *sc =status_get_sc(bl);
  3727. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3728. return 100;
  3729. if (bl->type == BL_PC &&
  3730. ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
  3731. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3732. return 0;
  3733. }
  3734. struct view_data *status_get_viewdata(struct block_list *bl)
  3735. {
  3736. nullpo_retr(NULL, bl);
  3737. switch (bl->type)
  3738. {
  3739. case BL_PC:
  3740. return &((TBL_PC*)bl)->vd;
  3741. case BL_MOB:
  3742. return ((TBL_MOB*)bl)->vd;
  3743. case BL_PET:
  3744. return &((TBL_PET*)bl)->vd;
  3745. case BL_NPC:
  3746. return ((TBL_NPC*)bl)->vd;
  3747. case BL_HOM: //[blackhole89]
  3748. return ((TBL_HOM*)bl)->vd;
  3749. }
  3750. return NULL;
  3751. }
  3752. void status_set_viewdata(struct block_list *bl, int class_)
  3753. {
  3754. struct view_data* vd;
  3755. nullpo_retv(bl);
  3756. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3757. vd = mob_get_viewdata(class_);
  3758. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3759. vd = npc_get_viewdata(class_);
  3760. else if (homdb_checkid(class_))
  3761. vd = merc_get_hom_viewdata(class_);
  3762. else
  3763. vd = NULL;
  3764. switch (bl->type) {
  3765. case BL_PC:
  3766. {
  3767. TBL_PC* sd = (TBL_PC*)bl;
  3768. if (pcdb_checkid(class_)) {
  3769. if (sd->sc.option&OPTION_WEDDING)
  3770. class_ = JOB_WEDDING;
  3771. else
  3772. if (sd->sc.option&OPTION_XMAS)
  3773. class_ = JOB_XMAS;
  3774. else
  3775. if (sd->sc.option&OPTION_RIDING)
  3776. switch (class_)
  3777. { //Adapt class to a Mounted one.
  3778. case JOB_KNIGHT:
  3779. class_ = JOB_KNIGHT2;
  3780. break;
  3781. case JOB_CRUSADER:
  3782. class_ = JOB_CRUSADER2;
  3783. break;
  3784. case JOB_LORD_KNIGHT:
  3785. class_ = JOB_LORD_KNIGHT2;
  3786. break;
  3787. case JOB_PALADIN:
  3788. class_ = JOB_PALADIN2;
  3789. break;
  3790. case JOB_BABY_KNIGHT:
  3791. class_ = JOB_BABY_KNIGHT2;
  3792. break;
  3793. case JOB_BABY_CRUSADER:
  3794. class_ = JOB_BABY_CRUSADER2;
  3795. break;
  3796. }
  3797. sd->vd.class_ = class_;
  3798. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3799. sd->vd.head_top = sd->status.head_top;
  3800. sd->vd.head_mid = sd->status.head_mid;
  3801. sd->vd.head_bottom = sd->status.head_bottom;
  3802. sd->vd.hair_style = sd->status.hair;
  3803. sd->vd.hair_color = sd->status.hair_color;
  3804. sd->vd.cloth_color = sd->status.clothes_color;
  3805. sd->vd.sex = sd->status.sex;
  3806. } else if (vd)
  3807. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3808. else if (battle_config.error_log)
  3809. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3810. }
  3811. break;
  3812. case BL_MOB:
  3813. {
  3814. TBL_MOB* md = (TBL_MOB*)bl;
  3815. if (vd)
  3816. md->vd = vd;
  3817. else if (battle_config.error_log)
  3818. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3819. }
  3820. break;
  3821. case BL_PET:
  3822. {
  3823. TBL_PET* pd = (TBL_PET*)bl;
  3824. if (vd) {
  3825. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3826. if (!pcdb_checkid(vd->class_)) {
  3827. pd->vd.hair_style = battle_config.pet_hair_style;
  3828. if(pd->pet.equip) {
  3829. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3830. if (!pd->vd.head_bottom)
  3831. pd->vd.head_bottom = pd->pet.equip;
  3832. }
  3833. }
  3834. } else if (battle_config.error_log)
  3835. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3836. }
  3837. break;
  3838. case BL_NPC:
  3839. {
  3840. TBL_NPC* nd = (TBL_NPC*)bl;
  3841. if (vd)
  3842. nd->vd = vd;
  3843. else if (battle_config.error_log)
  3844. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3845. }
  3846. break;
  3847. case BL_HOM: //[blackhole89]
  3848. {
  3849. struct homun_data *hd = (struct homun_data*)bl;
  3850. if (vd)
  3851. hd->vd = vd;
  3852. else if (battle_config.error_log)
  3853. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3854. }
  3855. break;
  3856. }
  3857. vd = status_get_viewdata(bl);
  3858. if (vd && vd->cloth_color && (
  3859. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3860. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3861. ))
  3862. vd->cloth_color = 0;
  3863. }
  3864. struct status_change *status_get_sc(struct block_list *bl)
  3865. {
  3866. nullpo_retr(NULL, bl);
  3867. switch (bl->type) {
  3868. case BL_MOB:
  3869. return &((TBL_MOB*)bl)->sc;
  3870. case BL_PC:
  3871. return &((TBL_PC*)bl)->sc;
  3872. case BL_NPC:
  3873. return &((TBL_NPC*)bl)->sc;
  3874. case BL_HOM: //[blackhole89]
  3875. return &((TBL_HOM*)bl)->sc;
  3876. }
  3877. return NULL;
  3878. }
  3879. void status_change_init(struct block_list *bl)
  3880. {
  3881. struct status_change *sc = status_get_sc(bl);
  3882. int i;
  3883. nullpo_retv(sc);
  3884. memset(sc, 0, sizeof (struct status_change));
  3885. for (i=0; i< SC_MAX; i++)
  3886. sc->data[i].timer = -1;
  3887. }
  3888. //Returns defense against the specified status change.
  3889. //Return range is 0 (no resist) to 10000 (inmunity)
  3890. int status_get_sc_def(struct block_list *bl, int type)
  3891. {
  3892. int sc_def;
  3893. struct status_data* status;
  3894. struct status_change* sc;
  3895. struct map_session_data *sd;
  3896. nullpo_retr(0, bl);
  3897. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3898. if (status_isimmune(bl))
  3899. switch (type)
  3900. {
  3901. case SC_DECREASEAGI:
  3902. case SC_SILENCE:
  3903. case SC_COMA:
  3904. case SC_INCREASEAGI:
  3905. case SC_BLESSING:
  3906. case SC_SLOWPOISON:
  3907. case SC_IMPOSITIO:
  3908. case SC_AETERNA:
  3909. case SC_SUFFRAGIUM:
  3910. case SC_BENEDICTIO:
  3911. case SC_PROVIDENCE:
  3912. case SC_KYRIE:
  3913. case SC_ASSUMPTIO:
  3914. case SC_ANGELUS:
  3915. case SC_MAGNIFICAT:
  3916. case SC_GLORIA:
  3917. case SC_WINDWALK:
  3918. case SC_MAGICROD:
  3919. case SC_HALLUCINATION:
  3920. case SC_STONE:
  3921. case SC_QUAGMIRE:
  3922. case SC_SUITON:
  3923. return 10000;
  3924. }
  3925. status = status_get_status_data(bl);
  3926. switch (type)
  3927. {
  3928. case SC_STUN:
  3929. case SC_POISON:
  3930. case SC_DPOISON:
  3931. case SC_SILENCE:
  3932. case SC_BLEEDING:
  3933. sc_def = 300 +100*status->vit;
  3934. break;
  3935. case SC_SLEEP:
  3936. sc_def = 300 +100*status->int_;
  3937. break;
  3938. case SC_STONE:
  3939. case SC_FREEZE:
  3940. case SC_DECREASEAGI:
  3941. case SC_COMA:
  3942. sc_def = 300 +100*status->mdef;
  3943. break;
  3944. case SC_CURSE:
  3945. if (status->luk > status_get_lv(bl))
  3946. return 10000; //Special property: inmunity when luk is greater than level
  3947. else
  3948. sc_def = 300 +100*status->luk;
  3949. break;
  3950. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3951. sc_def = 300 +50*status->vit +50*status->int_;
  3952. break;
  3953. case SC_CONFUSION:
  3954. sc_def = 300 +50*status->str +50*status->int_;
  3955. break;
  3956. default:
  3957. return 0; //Effect that cannot be reduced? Likely a buff.
  3958. }
  3959. BL_CAST(BL_PC,bl,sd);
  3960. if (sd) {
  3961. if (battle_config.pc_sc_def_rate != 100)
  3962. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3963. if (sc_def < battle_config.pc_max_sc_def)
  3964. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3965. status->luk/battle_config.pc_luk_sc_def;
  3966. else
  3967. sc_def = battle_config.pc_max_sc_def;
  3968. } else {
  3969. if (battle_config.mob_sc_def_rate != 100)
  3970. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3971. if (sc_def < battle_config.mob_max_sc_def)
  3972. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3973. status->luk/battle_config.mob_luk_sc_def;
  3974. else
  3975. sc_def = battle_config.mob_max_sc_def;
  3976. }
  3977. sc = status_get_sc(bl);
  3978. if (sc && sc->count)
  3979. {
  3980. if (sc->data[SC_SCRESIST].timer != -1)
  3981. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3982. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3983. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3984. }
  3985. return sc_def>10000?10000:sc_def;
  3986. }
  3987. /*==========================================
  3988. * Starts a status change.
  3989. * type = type, val1~4 depend on the type.
  3990. * rate = base success rate. 10000 = 100%
  3991. * Tick is base duration
  3992. * flag:
  3993. * &1: Cannot be avoided (it has to start)
  3994. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3995. * &4: sc_data loaded, no value has to be altered.
  3996. * &8: rate should not be reduced
  3997. *------------------------------------------
  3998. */
  3999. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4000. {
  4001. struct map_session_data *sd = NULL;
  4002. struct status_change* sc;
  4003. struct status_data *status;
  4004. struct view_data *vd;
  4005. int opt_flag, calc_flag, undead_flag;
  4006. nullpo_retr(0, bl);
  4007. sc=status_get_sc(bl);
  4008. status = status_get_status_data(bl);
  4009. if (!sc || status_isdead(bl))
  4010. return 0;
  4011. switch (bl->type)
  4012. {
  4013. case BL_PC:
  4014. sd=(struct map_session_data *)bl;
  4015. break;
  4016. case BL_MOB:
  4017. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  4018. return 0; //Emperium can't be afflicted by status changes.
  4019. break;
  4020. }
  4021. if(type < 0 || type >= SC_MAX) {
  4022. if(battle_config.error_log)
  4023. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4024. return 0;
  4025. }
  4026. //Check rate
  4027. if (!(flag&(1|4))) {
  4028. int def = status_get_sc_def(bl, type);
  4029. if (def && tick && !(flag&2))
  4030. {
  4031. tick -= tick*def/10000;
  4032. if (tick <= 0)
  4033. return 0;
  4034. }
  4035. if (!(flag&8)) {
  4036. if (def) //Natural resistance
  4037. rate -= rate*def/10000;
  4038. //Item resistance (only applies to rate%)
  4039. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  4040. && sd->reseff[type-SC_COMMON_MIN] > 0)
  4041. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4042. }
  4043. if (!(rand()%10000 < rate))
  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. if (sc->data[type].timer != -1)
  4128. { //Pile up with previous values.
  4129. if(!val2) val2 = sc->data[type].val2;
  4130. val3 |= sc->data[type].val3;
  4131. val4 |= sc->data[type].val4;
  4132. }
  4133. mode = val2?val2:bstatus->mode; //Base mode
  4134. if (val4) mode&=~val4; //Del mode
  4135. if (val3) mode|= val3; //Add mode
  4136. if (mode == bstatus->mode) { //No change.
  4137. if (sc->data[type].timer != -1) //Abort previous status
  4138. return status_change_end(bl, type, -1);
  4139. return 0;
  4140. }
  4141. break;
  4142. }
  4143. //Strip skills, need to divest something or it fails.
  4144. case SC_STRIPWEAPON:
  4145. if (sd) {
  4146. int i;
  4147. opt_flag = 0; //Reuse to check success condition.
  4148. if(sd->unstripable_equip&EQP_WEAPON)
  4149. return 0;
  4150. i = sd->equip_index[EQI_HAND_L];
  4151. if (i>=0 && sd->inventory_data[i] &&
  4152. sd->inventory_data[i]->type == IT_WEAPON)
  4153. {
  4154. opt_flag|=1;
  4155. pc_unequipitem(sd,i,3); //L-hand weapon
  4156. }
  4157. i = sd->equip_index[EQI_HAND_R];
  4158. if (i>=0 && sd->inventory_data[i] &&
  4159. sd->inventory_data[i]->type == IT_WEAPON)
  4160. {
  4161. opt_flag|=2;
  4162. pc_unequipitem(sd,i,3);
  4163. }
  4164. if (!opt_flag) return 0;
  4165. }
  4166. break;
  4167. case SC_STRIPSHIELD:
  4168. if (sd) {
  4169. int i;
  4170. if(sd->unstripable_equip&EQP_SHIELD)
  4171. return 0;
  4172. i = sd->equip_index[EQI_HAND_L];
  4173. if (i<0 || !sd->inventory_data[i] ||
  4174. sd->inventory_data[i]->type != IT_ARMOR)
  4175. return 0;
  4176. pc_unequipitem(sd,i,3);
  4177. }
  4178. break;
  4179. case SC_STRIPARMOR:
  4180. if (sd) {
  4181. int i;
  4182. if(sd->unstripable_equip&EQP_ARMOR)
  4183. return 0;
  4184. i = sd->equip_index[EQI_ARMOR];
  4185. if (i<0 || !sd->inventory_data[i])
  4186. return 0;
  4187. pc_unequipitem(sd,i,3);
  4188. }
  4189. break;
  4190. case SC_STRIPHELM:
  4191. if (sd) {
  4192. int i;
  4193. if(sd->unstripable_equip&EQP_HELM)
  4194. return 0;
  4195. i = sd->equip_index[EQI_HEAD_TOP];
  4196. if (i<0 || !sd->inventory_data[i])
  4197. return 0;
  4198. pc_unequipitem(sd,i,3);
  4199. }
  4200. break;
  4201. }
  4202. //Check for BOSS resistances
  4203. if(status->mode&MD_BOSS && !(flag&1)) {
  4204. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4205. return 0;
  4206. switch (type) {
  4207. case SC_BLESSING:
  4208. if (!undead_flag && status->race != RC_DEMON)
  4209. break;
  4210. case SC_QUAGMIRE:
  4211. case SC_DECREASEAGI:
  4212. case SC_SIGNUMCRUCIS:
  4213. case SC_PROVOKE:
  4214. case SC_ROKISWEIL:
  4215. case SC_COMA:
  4216. case SC_GRAVITATION:
  4217. case SC_SUITON:
  4218. case SC_STRIPWEAPON:
  4219. case SC_STRIPSHIELD:
  4220. case SC_STRIPARMOR:
  4221. case SC_STRIPHELM:
  4222. return 0;
  4223. }
  4224. }
  4225. //Before overlapping fail, one must check for status cured.
  4226. switch (type) {
  4227. case SC_BLESSING:
  4228. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4229. if (sc->data[SC_CURSE].timer!=-1)
  4230. status_change_end(bl,SC_CURSE,-1);
  4231. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4232. status_change_end(bl,SC_STONE,-1);
  4233. }
  4234. break;
  4235. case SC_INCREASEAGI:
  4236. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4237. status_change_end(bl,SC_DECREASEAGI,-1);
  4238. break;
  4239. case SC_DONTFORGETME:
  4240. //is this correct? Maybe all three should stop the same subset of SCs...
  4241. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4242. status_change_end(bl,SC_ASSNCROS,-1);
  4243. case SC_QUAGMIRE:
  4244. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4245. status_change_end(bl,SC_CONCENTRATE,-1);
  4246. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4247. status_change_end(bl,SC_TRUESIGHT,-1);
  4248. if(sc->data[SC_WINDWALK].timer!=-1 )
  4249. status_change_end(bl,SC_WINDWALK,-1);
  4250. //Also blocks the ones below...
  4251. case SC_DECREASEAGI:
  4252. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4253. status_change_end(bl,SC_INCREASEAGI,-1);
  4254. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4255. status_change_end(bl,SC_ADRENALINE,-1);
  4256. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4257. status_change_end(bl,SC_ADRENALINE2,-1);
  4258. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4259. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4260. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4261. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4262. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4263. status_change_end(bl,SC_CARTBOOST,-1);
  4264. if(sc->data[SC_ONEHAND].timer!=-1 )
  4265. status_change_end(bl,SC_ONEHAND,-1);
  4266. break;
  4267. case SC_ONEHAND:
  4268. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4269. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4270. status_change_end(bl,SC_ASPDPOTION0,-1);
  4271. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4272. status_change_end(bl,SC_ASPDPOTION1,-1);
  4273. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4274. status_change_end(bl,SC_ASPDPOTION2,-1);
  4275. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4276. status_change_end(bl,SC_ASPDPOTION3,-1);
  4277. break;
  4278. case SC_MAXOVERTHRUST:
  4279. //Cancels Normal Overthrust. [Skotlex]
  4280. if (sc->data[SC_OVERTHRUST].timer != -1)
  4281. status_change_end(bl, SC_OVERTHRUST, -1);
  4282. break;
  4283. case SC_KYRIE:
  4284. // -- moonsoul (added to undo assumptio status if target has it)
  4285. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4286. status_change_end(bl,SC_ASSUMPTIO,-1);
  4287. break;
  4288. case SC_DELUGE:
  4289. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4290. status_change_end(bl,SC_BLIND,-1);
  4291. break;
  4292. case SC_SILENCE:
  4293. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4294. //Clear Gospel [Skotlex]
  4295. status_change_end(bl,SC_GOSPEL,-1);
  4296. break;
  4297. case SC_HIDING:
  4298. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4299. status_change_end(bl, SC_CLOSECONFINE, -1);
  4300. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4301. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4302. break;
  4303. case SC_BERSERK:
  4304. if(battle_config.berserk_cancels_buffs)
  4305. {
  4306. if (sc->data[SC_ONEHAND].timer != -1)
  4307. status_change_end(bl,SC_ONEHAND,-1);
  4308. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4309. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4310. if (sc->data[SC_CONCENTRATION].timer != -1)
  4311. status_change_end(bl,SC_CONCENTRATION,-1);
  4312. if (sc->data[SC_PARRYING].timer != -1)
  4313. status_change_end(bl,SC_PARRYING,-1);
  4314. if (sc->data[SC_AURABLADE].timer != -1)
  4315. status_change_end(bl,SC_AURABLADE,-1);
  4316. }
  4317. break;
  4318. case SC_ASSUMPTIO:
  4319. if(sc->data[SC_KYRIE].timer!=-1)
  4320. status_change_end(bl,SC_KYRIE,-1);
  4321. if(sc->data[SC_KAITE].timer!=-1)
  4322. status_change_end(bl,SC_KAITE,-1);
  4323. break;
  4324. case SC_KAITE:
  4325. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4326. status_change_end(bl,SC_ASSUMPTIO,-1);
  4327. break;
  4328. case SC_CARTBOOST:
  4329. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4330. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4331. status_change_end(bl,SC_DECREASEAGI,-1);
  4332. return 0;
  4333. }
  4334. break;
  4335. case SC_FUSION:
  4336. if(sc->data[SC_SPIRIT].timer!=-1 )
  4337. status_change_end(bl,SC_SPIRIT,-1);
  4338. break;
  4339. case SC_ADJUSTMENT:
  4340. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4341. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4342. break;
  4343. case SC_MADNESSCANCEL:
  4344. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4345. status_change_end(bl,SC_ADJUSTMENT,-1);
  4346. break;
  4347. }
  4348. //Check for overlapping fails
  4349. if(sc->data[type].timer != -1){
  4350. switch (type) {
  4351. case SC_ADRENALINE:
  4352. case SC_ADRENALINE2:
  4353. case SC_WEAPONPERFECTION:
  4354. case SC_OVERTHRUST:
  4355. if (sc->data[type].val2 > val2)
  4356. return 0;
  4357. break;
  4358. case SC_STUN:
  4359. case SC_SLEEP:
  4360. case SC_POISON:
  4361. case SC_CURSE:
  4362. case SC_SILENCE:
  4363. case SC_CONFUSION:
  4364. case SC_BLIND:
  4365. case SC_BLEEDING:
  4366. case SC_DPOISON:
  4367. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4368. case SC_MARIONETTE:
  4369. case SC_MARIONETTE2:
  4370. case SC_NOCHAT:
  4371. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4372. return 0;
  4373. case SC_COMBO:
  4374. case SC_DANCING:
  4375. case SC_DEVOTION:
  4376. case SC_ASPDPOTION0:
  4377. case SC_ASPDPOTION1:
  4378. case SC_ASPDPOTION2:
  4379. case SC_ASPDPOTION3:
  4380. case SC_ATKPOTION:
  4381. case SC_MATKPOTION:
  4382. case SC_JAILED:
  4383. case SC_ARMOR_ELEMENT:
  4384. break;
  4385. case SC_GOSPEL:
  4386. //Must not override a casting gospel char.
  4387. if(sc->data[type].val4 == BCT_SELF)
  4388. return 0;
  4389. if(sc->data[type].val1 > val1)
  4390. return 1;
  4391. break;
  4392. case SC_ENDURE:
  4393. if(sc->data[type].val4 && !val4)
  4394. return 1; //Don't let you override infinite endure.
  4395. if(sc->data[type].val1 > val1)
  4396. return 1;
  4397. break;
  4398. case SC_KAAHI:
  4399. if(sc->data[type].val1 > val1)
  4400. return 1;
  4401. //Delete timer if it exists.
  4402. if (sc->data[type].val4 != -1) {
  4403. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4404. sc->data[type].val4=-1;
  4405. }
  4406. break;
  4407. default:
  4408. if(sc->data[type].val1 > val1)
  4409. return 1; //Return true to not mess up skill animations. [Skotlex
  4410. }
  4411. (sc->count)--;
  4412. delete_timer(sc->data[type].timer, status_change_timer);
  4413. sc->data[type].timer = -1;
  4414. }
  4415. vd = status_get_viewdata(bl);
  4416. calc_flag = StatusChangeFlagTable[type];
  4417. if(!(flag&4)) //Do not parse val settings when loading SCs
  4418. switch(type){
  4419. case SC_DECREASEAGI:
  4420. if (sd) tick>>=1; //Half duration for players.
  4421. case SC_INCREASEAGI:
  4422. val2 = 2 + val1; //Agi change
  4423. break;
  4424. case SC_ENDURE:
  4425. val2 = 7; // Hit-count [Celest]
  4426. if (!(flag&1) && sd && !map_flag_gvg(bl->m))
  4427. {
  4428. struct map_session_data *tsd;
  4429. int i;
  4430. for (i = 0; i < 5; i++)
  4431. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4432. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4433. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4434. }
  4435. }
  4436. break;
  4437. case SC_AUTOBERSERK:
  4438. if (status->hp < status->max_hp>>2 &&
  4439. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4440. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4441. break;
  4442. case SC_SIGNUMCRUCIS:
  4443. val2 = 10 + 4*val1; //Def reduction
  4444. clif_emotion(bl,4);
  4445. break;
  4446. case SC_MAXIMIZEPOWER:
  4447. val2 = tick>0?tick:60000;
  4448. break;
  4449. case SC_EDP: // [Celest]
  4450. val2 = val1 + 2; //Chance to Poison enemies.
  4451. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4452. break;
  4453. case SC_POISONREACT:
  4454. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4455. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4456. break;
  4457. case SC_MAGICROD:
  4458. val2 = val1*20; //SP gained
  4459. break;
  4460. case SC_KYRIE:
  4461. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4462. val3 = (val1 / 2 + 5); //Hits
  4463. break;
  4464. case SC_MAGICPOWER:
  4465. //val1: Skill lv
  4466. val2 = 1; //Lasts 1 invocation
  4467. //val3 will store matk_min (needed in case you use ground-spells)
  4468. //val4 will store matk_max
  4469. break;
  4470. case SC_SACRIFICE:
  4471. val2 = 5; //Lasts 5 hits
  4472. break;
  4473. case SC_ENCPOISON:
  4474. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4475. case SC_ASPERSIO:
  4476. case SC_FIREWEAPON:
  4477. case SC_WATERWEAPON:
  4478. case SC_WINDWEAPON:
  4479. case SC_EARTHWEAPON:
  4480. case SC_SHADOWWEAPON:
  4481. case SC_GHOSTWEAPON:
  4482. skill_enchant_elemental_end(bl,type);
  4483. break;
  4484. case SC_ELEMENTALCHANGE:
  4485. //Val1 is skill level, val2 is skill that invoked this.
  4486. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4487. val3 = rand()%ELE_MAX;
  4488. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4489. break;
  4490. case SC_PROVIDENCE:
  4491. val2=val1*5; //Race/Ele resist
  4492. break;
  4493. case SC_REFLECTSHIELD:
  4494. val2=10+val1*3; //% Dmg reflected
  4495. if (sd && !(flag&1))
  4496. { //Pass it to devoted chars.
  4497. struct map_session_data *tsd;
  4498. int i;
  4499. for (i = 0; i < 5; i++)
  4500. { //Pass the status to the other affected chars. [Skotlex]
  4501. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4502. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4503. }
  4504. }
  4505. break;
  4506. case SC_STRIPWEAPON:
  4507. if (!sd) //Watk reduction
  4508. val2 = 5*val1;
  4509. break;
  4510. case SC_STRIPSHIELD:
  4511. if (!sd) //Def reduction
  4512. val2 = 3*val1;
  4513. break;
  4514. case SC_STRIPARMOR:
  4515. if (!sd) //Vit reduction
  4516. val2 = 8*val1;
  4517. break;
  4518. case SC_STRIPHELM:
  4519. if (!sd) //Int reduction
  4520. val2 = 8*val1;
  4521. break;
  4522. case SC_AUTOSPELL:
  4523. //Val1 Skill LV of Autospell
  4524. //Val2 Skill ID to cast
  4525. //Val3 Max Lv to cast
  4526. val4 = 5 + val1*2; //Chance of casting
  4527. break;
  4528. case SC_VOLCANO:
  4529. if (status->def_ele == ELE_FIRE)
  4530. val2 = val1*10; //Watk increase
  4531. else
  4532. val2 = 0;
  4533. break;
  4534. case SC_VIOLENTGALE:
  4535. if (status->def_ele == ELE_WIND)
  4536. val2 = val1*3; //Flee increase
  4537. else
  4538. val2 = 0;
  4539. break;
  4540. case SC_DELUGE:
  4541. if(status->def_ele == ELE_WATER)
  4542. val2 = deluge_eff[val1-1]; //HP increase
  4543. else
  4544. val2 = 0;
  4545. break;
  4546. case SC_SUITON:
  4547. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4548. //No penalties.
  4549. val2 = 0; //Agi penalty
  4550. val3 = 0; //Walk speed penalty
  4551. break;
  4552. }
  4553. val3 = 50;
  4554. val2 = 3*((val1+1)/3);
  4555. if (val1 > 4) val2--;
  4556. break;
  4557. case SC_ONEHAND:
  4558. case SC_TWOHANDQUICKEN:
  4559. val2 = 300;
  4560. if (val1 > 10) //For boss casted skills [Skotlex]
  4561. val2 += 20*(val1-10);
  4562. break;
  4563. case SC_SPEARQUICKEN:
  4564. val2 = 200+10*val1;
  4565. break;
  4566. case SC_DANCING:
  4567. //val1 : Skill ID + LV
  4568. //val2 : Skill Group of the Dance.
  4569. //val3 : Brings the skilllv (merged into val1 here)
  4570. //val4 : Partner
  4571. if (val1 == CG_MOONLIT)
  4572. clif_status_change(bl,SI_MOONLIT,1);
  4573. val1|= (val3<<16);
  4574. val3 = 0; //Tick duration/Speed penalty.
  4575. if (sd) { //Store walk speed change in lower part of val3
  4576. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4577. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4578. val3 -= 40; //TODO: Figure out real bonus rate.
  4579. }
  4580. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4581. tick = 1000;
  4582. break;
  4583. case SC_LONGING:
  4584. val2 = 500-100*val1; //Aspd penalty.
  4585. val3 = 50+10*val1; //Walk speed adjustment.
  4586. break;
  4587. case SC_EXPLOSIONSPIRITS:
  4588. val2 = 75 + 25*val1; //Cri bonus
  4589. break;
  4590. case SC_ASPDPOTION0:
  4591. case SC_ASPDPOTION1:
  4592. case SC_ASPDPOTION2:
  4593. case SC_ASPDPOTION3:
  4594. val2 = 50*(2+type-SC_ASPDPOTION0);
  4595. break;
  4596. case SC_WEDDING:
  4597. case SC_XMAS:
  4598. if (!vd) return 0;
  4599. //Store previous values as they could be removed.
  4600. val1 = vd->class_;
  4601. val2 = vd->weapon;
  4602. val3 = vd->shield;
  4603. val4 = vd->cloth_color;
  4604. unit_stop_attack(bl);
  4605. clif_changelook(bl,LOOK_WEAPON,0);
  4606. clif_changelook(bl,LOOK_SHIELD,0);
  4607. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4608. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4609. break;
  4610. case SC_NOCHAT:
  4611. tick = 60000;
  4612. val1 = battle_config.manner_system; //Mute filters.
  4613. if (sd) clif_updatestatus(sd,SP_MANNER);
  4614. break;
  4615. case SC_STONE:
  4616. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4617. if (!val2) val2 = 1;
  4618. val3 = tick/1000; //Petrified HP-damage iterations.
  4619. if(val3 < 1) val3 = 1;
  4620. tick = val4; //Petrifying time.
  4621. if (tick < 1000)
  4622. tick = 1000; //Min time
  4623. calc_flag = 0; //Actual status changes take effect on petrified state.
  4624. break;
  4625. case SC_DPOISON:
  4626. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4627. if (status->hp > status->max_hp>>2)
  4628. {
  4629. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4630. if (status->hp - diff < status->max_hp>>2)
  4631. diff = status->hp - (status->max_hp>>2);
  4632. status_zap(bl, diff, 0);
  4633. }
  4634. // fall through
  4635. case SC_POISON: /* 毒 */
  4636. val3 = tick/1000; //Damage iterations
  4637. if(val3 < 1) val3 = 1;
  4638. tick = 1000;
  4639. //val4: HP damage
  4640. if (bl->type == BL_PC)
  4641. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4642. else
  4643. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4644. break;
  4645. case SC_CONFUSION:
  4646. clif_emotion(bl,1);
  4647. break;
  4648. case SC_BLEEDING:
  4649. val4 = tick/10000;
  4650. if (!val4) val4 = 1;
  4651. tick = 10000;
  4652. break;
  4653. case SC_HIDING:
  4654. val2 = tick/1000;
  4655. tick = 1000;
  4656. //Store speed penalty on val3.
  4657. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4658. val3 = 20 + 6*val3;
  4659. val4 = val1+3; //Seconds before SP substraction happen.
  4660. break;
  4661. case SC_CHASEWALK:
  4662. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4663. val3 = 65+val1*5; //Speed adjustment.
  4664. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4665. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4666. val4 = 10+val1*2; //SP cost.
  4667. if (map_flag_gvg(bl->m)) val4 *= 5;
  4668. break;
  4669. case SC_CLOAKING:
  4670. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4671. val1 = 10;
  4672. val2 = tick>0?tick:60000; //SP consumption rate.
  4673. val3 = 0;
  4674. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4675. (val3=pc_checkskill(sd,TF_MISS))>0)
  4676. val3 *= -1; //Substract the Dodge speed bonus.
  4677. val3+= 70+val1*3; //Speed adjustment without a wall.
  4678. //With a wall, it is val3 +25.
  4679. //val4&1 signals the presence of a wall.
  4680. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4681. //val4&4 makes cloak not end on using skills
  4682. if (bl->type == BL_PC) //Standard cloaking.
  4683. val4 |= battle_config.pc_cloak_check_type&7;
  4684. else
  4685. val4 |= battle_config.monster_cloak_check_type&7;
  4686. break;
  4687. case SC_SIGHT: /* サイト/ルアフ */
  4688. case SC_RUWACH:
  4689. case SC_SIGHTBLASTER:
  4690. val2 = tick/250;
  4691. tick = 10;
  4692. break;
  4693. //Permanent effects.
  4694. case SC_MODECHANGE:
  4695. case SC_WEIGHT50:
  4696. case SC_WEIGHT90:
  4697. case SC_BROKENWEAPON:
  4698. case SC_BROKENARMOR:
  4699. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4700. case SC_READYDOWN:
  4701. case SC_READYCOUNTER:
  4702. case SC_READYTURN:
  4703. case SC_DODGE:
  4704. tick = 600*1000;
  4705. break;
  4706. case SC_AUTOGUARD:
  4707. if (!(flag&1))
  4708. {
  4709. struct map_session_data *tsd;
  4710. int i,t;
  4711. for(i=val2=0;i<val1;i++) {
  4712. t = 5-(i>>1);
  4713. val2 += (t < 0)? 1:t;
  4714. }
  4715. if (sd)
  4716. for (i = 0; i < 5; i++)
  4717. { //Pass the status to the other affected chars. [Skotlex]
  4718. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4719. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4720. }
  4721. }
  4722. break;
  4723. case SC_DEFENDER:
  4724. if (!(flag&1))
  4725. {
  4726. struct map_session_data *tsd;
  4727. int i;
  4728. val2 = 5 + 15*val1; //Damage reduction
  4729. val3 = 65 + 5*val1; //Speed adjustment
  4730. val4 = 250 - 50*val1; //Aspd adjustment
  4731. if (sd)
  4732. for (i = 0; i < 5; i++)
  4733. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4734. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4735. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4736. }
  4737. }
  4738. break;
  4739. case SC_TENSIONRELAX:
  4740. if (sd) {
  4741. pc_setsit(sd);
  4742. clif_sitting(sd);
  4743. }
  4744. val2 = 12; //SP cost
  4745. val4 = 10000; //Decrease at 10secs intervals.
  4746. val3 = tick/val4;
  4747. tick = val4;
  4748. break;
  4749. case SC_PARRYING:
  4750. val2 = 20 + val1*3; //Block Chance
  4751. break;
  4752. case SC_WINDWALK:
  4753. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4754. val3 = 4*val2; //movement speed % increase is 4 times that
  4755. break;
  4756. case SC_JOINTBEAT:
  4757. if( val2&BREAK_NECK )
  4758. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4759. val2 |= sc->data[SC_JOINTBEAT].val2; // stackable ailments
  4760. break;
  4761. case SC_BERSERK:
  4762. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4763. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4764. //HP healing is performing after the calc_status call.
  4765. //Val2 holds HP penalty
  4766. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4767. if (!val4) val4 = 10000; //Val4 holds damage interval
  4768. val3 = tick/val4; //val3 holds skill duration
  4769. tick = val4;
  4770. break;
  4771. case SC_GOSPEL:
  4772. if(val4 == BCT_SELF) { // self effect
  4773. val2 = tick/10000;
  4774. tick = 10000;
  4775. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4776. }
  4777. break;
  4778. case SC_MARIONETTE:
  4779. if (sd) {
  4780. val3 = 0;
  4781. val2 = sd->status.str>>1;
  4782. if (val2 > 0xFF) val2 = 0xFF;
  4783. val3|=val2<<16;
  4784. val2 = sd->status.agi>>1;
  4785. if (val2 > 0xFF) val2 = 0xFF;
  4786. val3|=val2<<8;
  4787. val2 = sd->status.vit>>1;
  4788. if (val2 > 0xFF) val2 = 0xFF;
  4789. val3|=val2;
  4790. val4 = 0;
  4791. val2 = sd->status.int_>>1;
  4792. if (val2 > 0xFF) val2 = 0xFF;
  4793. val4|=val2<<16;
  4794. val2 = sd->status.dex>>1;
  4795. if (val2 > 0xFF) val2 = 0xFF;
  4796. val4|=val2<<8;
  4797. val2 = sd->status.luk>>1;
  4798. if (val2 > 0xFF) val2 = 0xFF;
  4799. val4|=val2;
  4800. } else {
  4801. struct status_data *b_status = status_get_base_status(bl);
  4802. if (!b_status)
  4803. return 0;
  4804. val3 = 0;
  4805. val2 = b_status->str>>1;
  4806. if (val2 > 0xFF) val2 = 0xFF;
  4807. val3|=val2<<16;
  4808. val2 = b_status->agi>>1;
  4809. if (val2 > 0xFF) val2 = 0xFF;
  4810. val3|=val2<<8;
  4811. val2 = b_status->vit>>1;
  4812. if (val2 > 0xFF) val2 = 0xFF;
  4813. val3|=val2;
  4814. val4 = 0;
  4815. val2 = b_status->int_>>1;
  4816. if (val2 > 0xFF) val2 = 0xFF;
  4817. val4|=val2<<16;
  4818. val2 = b_status->dex>>1;
  4819. if (val2 > 0xFF) val2 = 0xFF;
  4820. val4|=val2<<8;
  4821. val2 = b_status->luk>>1;
  4822. if (val2 > 0xFF) val2 = 0xFF;
  4823. val4|=val2;
  4824. }
  4825. val2 = tick/1000;
  4826. tick = 1000;
  4827. break;
  4828. case SC_MARIONETTE2:
  4829. {
  4830. struct block_list *pbl = map_id2bl(val1);
  4831. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4832. int stat,max;
  4833. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4834. return 0;
  4835. val2 = tick /1000;
  4836. val3 = val4 = 0;
  4837. if (sd) {
  4838. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4839. //Str
  4840. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4841. if (sd->status.str+stat > max)
  4842. stat =max-sd->status.str;
  4843. val3 |= stat<<16;
  4844. //Agi
  4845. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4846. if (sd->status.agi+stat > max)
  4847. stat =max-sd->status.agi;
  4848. val3 |= stat<<8;
  4849. //Vit
  4850. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4851. if (sd->status.vit+stat > max)
  4852. stat =max-sd->status.vit;
  4853. val3 |= stat;
  4854. //Int
  4855. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4856. if (sd->status.int_+stat > max)
  4857. stat =max-sd->status.int_;
  4858. val4 |= stat<<16;
  4859. //Dex
  4860. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4861. if (sd->status.dex+stat > max)
  4862. stat =max-sd->status.dex;
  4863. val4 |= stat<<8;
  4864. //Luk
  4865. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4866. if (sd->status.luk+stat > max)
  4867. stat =max-sd->status.luk;
  4868. val4 |= stat;
  4869. } else {
  4870. struct status_data *b_status = status_get_base_status(bl);
  4871. if (!b_status) return 0;
  4872. max = 0xFF; //Assume a 256 max parameter
  4873. //Str
  4874. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4875. if (b_status->str+stat > max)
  4876. stat = max - b_status->str;
  4877. val3 |= stat<<16;
  4878. //Agi
  4879. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4880. if (b_status->agi+stat > max)
  4881. stat = max - b_status->agi;
  4882. val3 |= stat<<8;
  4883. //Vit
  4884. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4885. if (b_status->vit+stat > max)
  4886. stat = max - b_status->vit;
  4887. val3 |= stat;
  4888. //Int
  4889. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4890. if (b_status->int_+stat > max)
  4891. stat = max - b_status->int_;
  4892. val4 |= stat<<16;
  4893. //Dex
  4894. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4895. if (b_status->dex+stat > max)
  4896. stat = max - b_status->dex;
  4897. val4 |= stat<<8;
  4898. //Luk
  4899. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4900. if (b_status->luk+stat > max)
  4901. stat = max - b_status->luk;
  4902. val4 |= stat;
  4903. }
  4904. tick = 1000;
  4905. break;
  4906. }
  4907. case SC_REJECTSWORD:
  4908. val2 = 15*val1; //Reflect chance
  4909. val3 = 3; //Reflections
  4910. break;
  4911. case SC_MEMORIZE:
  4912. val2 = 5; //Memorized casts.
  4913. break;
  4914. case SC_GRAVITATION:
  4915. val2 = 50*val1; //aspd reduction
  4916. break;
  4917. case SC_HERMODE:
  4918. status_change_clear_buffs(bl,1);
  4919. break;
  4920. case SC_REGENERATION:
  4921. if (val1 == 1)
  4922. val2 = 2;
  4923. else
  4924. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4925. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4926. //if val4 comes set, this blocks regen rather than increase it.
  4927. break;
  4928. case SC_DEVOTION:
  4929. {
  4930. struct map_session_data *src;
  4931. if ((src = map_id2sd(val1)) && src->sc.count)
  4932. { //Try to inherit the status from the Crusader [Skotlex]
  4933. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4934. //once the Crusader's status changes, it will reflect on the others.
  4935. const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  4936. int type2;
  4937. int i = map_flag_gvg(bl->m)?2:3;
  4938. while (i >= 0) {
  4939. type2 = types[i];
  4940. if (src->sc.data[type2].timer != -1)
  4941. sc_start(bl,type2,100,src->sc.data[type2].val1,
  4942. skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4943. i--;
  4944. }
  4945. }
  4946. break;
  4947. }
  4948. case SC_COMA: //Coma. Sends a char to 1HP
  4949. status_zap(bl, status_get_hp(bl)-1, 0);
  4950. return 1;
  4951. case SC_CLOSECONFINE2:
  4952. {
  4953. struct block_list *src = val2?map_id2bl(val2):NULL;
  4954. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4955. if (src && sc2) {
  4956. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4957. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4958. else { //Increase count of locked enemies and refresh time.
  4959. sc2->data[SC_CLOSECONFINE].val2++;
  4960. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4961. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4962. }
  4963. } else //Status failed.
  4964. return 0;
  4965. }
  4966. break;
  4967. case SC_KAITE:
  4968. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4969. break;
  4970. case SC_KAUPE:
  4971. switch (val1) {
  4972. case 3: //33*3 + 1 -> 100%
  4973. val2++;
  4974. case 1:
  4975. case 2: //33, 66%
  4976. val2 += 33*val1;
  4977. val3 = 1; //Dodge 1 attack total.
  4978. break;
  4979. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4980. val2 = 100;
  4981. val3 = val1-2;
  4982. break;
  4983. }
  4984. break;
  4985. case SC_COMBO:
  4986. {
  4987. //val1: Skill ID
  4988. //val2: When given, target (for autotargetting skills)
  4989. //val3: When set, this combo time should NOT delay attack/movement
  4990. //val4: Combo time
  4991. struct unit_data *ud = unit_bl2ud(bl);
  4992. switch (val1) {
  4993. case TK_STORMKICK:
  4994. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4995. break;
  4996. case TK_DOWNKICK:
  4997. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4998. break;
  4999. case TK_TURNKICK:
  5000. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5001. break;
  5002. case TK_COUNTER:
  5003. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5004. break;
  5005. }
  5006. if (ud && !val3)
  5007. {
  5008. ud->attackabletime = gettick()+tick;
  5009. unit_set_walkdelay(bl, gettick(), tick, 1);
  5010. }
  5011. val4 = tick; //Store combo-time in val4.
  5012. }
  5013. break;
  5014. case SC_TKREST:
  5015. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5016. break;
  5017. case SC_RUN:
  5018. val4 = gettick(); //Store time at which you started running.
  5019. break;
  5020. case SC_KAAHI:
  5021. val2 = 200*val1; //HP heal
  5022. val3 = 5*val1; //SP cost
  5023. val4 = -1; //Kaahi Timer.
  5024. break;
  5025. case SC_BLESSING:
  5026. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5027. val2 = val1;
  5028. else
  5029. val2 = 0; //0 -> Half stat.
  5030. break;
  5031. case SC_TRICKDEAD:
  5032. if (vd) vd->dead_sit = 1;
  5033. break;
  5034. case SC_CONCENTRATE:
  5035. val2 = 2 + val1;
  5036. if (sd) { //Store the card-bonus data that should not count in the %
  5037. val3 = sd->param_bonus[1]; //Agi
  5038. val4 = sd->param_bonus[4]; //Dex
  5039. } else {
  5040. val3 = val4 = 0;
  5041. }
  5042. break;
  5043. case SC_ADRENALINE2:
  5044. case SC_ADRENALINE:
  5045. if (val2 || !battle_config.party_skill_penalty)
  5046. val3 = 300;
  5047. else
  5048. val3 = 200;
  5049. case SC_WEAPONPERFECTION:
  5050. case SC_OVERTHRUST:
  5051. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5052. tick += tick / 10;
  5053. break;
  5054. case SC_CONCENTRATION:
  5055. val2 = 5*val1; //Batk/Watk Increase
  5056. val3 = 10*val1; //Hit Increase
  5057. val4 = 5*val1; //Def reduction
  5058. break;
  5059. case SC_ANGELUS:
  5060. val2 = 5*val1; //def increase
  5061. break;
  5062. case SC_IMPOSITIO:
  5063. val2 = 5*val1; //watk increase
  5064. break;
  5065. case SC_MELTDOWN:
  5066. val2 = 100*val1; //Chance to break weapon
  5067. val3 = 70*val1; //Change to break armor
  5068. break;
  5069. case SC_TRUESIGHT:
  5070. val2 = 10*val1; //Critical increase
  5071. val3 = 3*val1; //Hit increase
  5072. break;
  5073. case SC_SUN_COMFORT:
  5074. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5075. break;
  5076. case SC_MOON_COMFORT:
  5077. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5078. break;
  5079. case SC_STAR_COMFORT:
  5080. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5081. break;
  5082. case SC_QUAGMIRE:
  5083. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5084. break;
  5085. // gs_something1 [Vicious]
  5086. case SC_GATLINGFEVER:
  5087. val2 = 20*val1; //Aspd increase
  5088. val3 = 20+10*val1; //Batk increase
  5089. val4 = 5*val1; //Flee decrease
  5090. break;
  5091. case SC_FLING:
  5092. if (bl->type == BL_PC)
  5093. val2 = 0; //No armor reduction to players.
  5094. else
  5095. val2 = 5*val1; //Def reduction
  5096. val3 = 5*val1; //Def2 reduction
  5097. break;
  5098. case SC_PROVOKE:
  5099. //val2 signals autoprovoke.
  5100. val3 = 2+3*val1; //Atk increase
  5101. val4 = 5+5*val1; //Def reduction.
  5102. break;
  5103. case SC_AVOID:
  5104. val2 = 10*val1; //Speed change rate.
  5105. break;
  5106. case SC_DEFENCE:
  5107. val2 = 2*val1; //Def bonus
  5108. break;
  5109. case SC_BLOODLUST:
  5110. val2 = 20+10*val1; //Atk rate change.
  5111. val3 = 3*val1; //Leech chance
  5112. val4 = 20; //Leech percent
  5113. break;
  5114. case SC_FLEET:
  5115. val2 = 30*val1; //Aspd change
  5116. val3 = 5+5*val1; //bAtk/wAtk rate change
  5117. break;
  5118. case SC_MINDBREAKER:
  5119. val2 = 20*val1; //matk increase.
  5120. val3 = 12*val1; //mdef2 reduction.
  5121. break;
  5122. case SC_SKA:
  5123. val2 = tick/1000;
  5124. val3 = rand()%100; //Def changes randomly every second...
  5125. tick = 1000;
  5126. break;
  5127. case SC_JAILED:
  5128. tick = val1>0?1000:250;
  5129. if (sd && sd->mapindex != val2)
  5130. {
  5131. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5132. map = sd->mapindex; //Current Map
  5133. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5134. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  5135. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  5136. //2. Set restore point (val3 -> return map, val4 return coords
  5137. val3 = map;
  5138. val4 = pos;
  5139. }
  5140. break;
  5141. case SC_UTSUSEMI:
  5142. val2=(val1+1)/2; // number of hits blocked
  5143. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5144. break;
  5145. case SC_BUNSINJYUTSU:
  5146. val2=(val1+1)/2; // number of hits blocked
  5147. break;
  5148. case SC_CHANGE:
  5149. val2= 30*val1; //Vit increase
  5150. val3= 20*val1; //Int increase
  5151. break;
  5152. case SC_SWOO:
  5153. if(status->mode&MD_BOSS)
  5154. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5155. break;
  5156. case SC_ANKLE:
  5157. if (sd && battle_config.pc_sc_def_rate != 100)
  5158. tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
  5159. else if (battle_config.mob_sc_def_rate != 100)
  5160. tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
  5161. else
  5162. tick -= tick*status->agi/100;
  5163. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5164. tick /= 5;
  5165. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  5166. // Changed to 3 secs and moved from skill.c [Skotlex]
  5167. if (tick < 3000)
  5168. tick = 3000;
  5169. break;
  5170. case SC_SPIDERWEB:
  5171. if (bl->type == BL_PC)
  5172. tick /=2;
  5173. break;
  5174. case SC_ARMOR:
  5175. //NPC_DEFENDER:
  5176. val2 = 80; //Damage reduction
  5177. //Attack requirements to be blocked:
  5178. val3 = BF_LONG; //Range
  5179. val4 = BF_WEAPON|BF_MISC; //Type
  5180. break;
  5181. case SC_ARMOR_ELEMENT:
  5182. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5183. //associated, and yet are not wrong/unknown. [Skotlex]
  5184. break;
  5185. default:
  5186. if (calc_flag == SCB_NONE &&
  5187. StatusSkillChangeTable[type]==0 &&
  5188. StatusIconChangeTable[type]==0)
  5189. { //Status change with no calc, no icon, and no skill associated...?
  5190. if(battle_config.error_log)
  5191. ShowError("UnknownStatusChange [%d]\n", type);
  5192. return 0;
  5193. }
  5194. }
  5195. else //Special considerations when loading SC data.
  5196. switch (type) {
  5197. case SC_WEDDING:
  5198. case SC_XMAS:
  5199. clif_changelook(bl,LOOK_WEAPON,0);
  5200. clif_changelook(bl,LOOK_SHIELD,0);
  5201. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  5202. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5203. break;
  5204. case SC_KAAHI:
  5205. val4 = -1;
  5206. break;
  5207. //In case the speed reduction comes loaded incorrectly,
  5208. //prevent division by 0.
  5209. case SC_DONTFORGETME:
  5210. case SC_CLOAKING:
  5211. case SC_LONGING:
  5212. case SC_HIDING:
  5213. case SC_CHASEWALK:
  5214. case SC_DEFENDER:
  5215. if (!val3)
  5216. return 0;
  5217. break;
  5218. case SC_GUILDAURA:
  5219. //Compatibility Upgrade due to Guild Aura code rewrite
  5220. //(older saved SC versions would load up with huge bonuses)
  5221. return 0;
  5222. }
  5223. //Those that make you stop attacking/walking....
  5224. switch (type) {
  5225. case SC_FREEZE:
  5226. case SC_STUN:
  5227. case SC_SLEEP:
  5228. case SC_STONE:
  5229. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5230. pc_setstand(sd);
  5231. case SC_TRICKDEAD:
  5232. unit_stop_attack(bl);
  5233. skill_stop_dancing(bl);
  5234. // Cancel cast when get status [LuzZza]
  5235. if (battle_config.sc_castcancel&bl->type)
  5236. unit_skillcastcancel(bl, 0);
  5237. case SC_STOP:
  5238. case SC_CONFUSION:
  5239. case SC_CLOSECONFINE:
  5240. case SC_CLOSECONFINE2:
  5241. case SC_ANKLE:
  5242. case SC_SPIDERWEB:
  5243. unit_stop_walking(bl,1);
  5244. break;
  5245. case SC_HIDING:
  5246. case SC_CLOAKING:
  5247. case SC_CHASEWALK:
  5248. unit_stop_attack(bl);
  5249. break;
  5250. case SC_SILENCE:
  5251. if (battle_config.sc_castcancel&bl->type)
  5252. unit_skillcastcancel(bl, 0);
  5253. break;
  5254. }
  5255. // Set option as needed.
  5256. opt_flag = 1;
  5257. switch(type){
  5258. //OPT1
  5259. case SC_STONE:
  5260. case SC_FREEZE:
  5261. case SC_STUN:
  5262. case SC_SLEEP:
  5263. if(type == SC_STONE)
  5264. sc->opt1 = OPT1_STONEWAIT;
  5265. else
  5266. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5267. break;
  5268. //OPT2
  5269. case SC_POISON:
  5270. case SC_CURSE:
  5271. case SC_SILENCE:
  5272. case SC_BLIND:
  5273. sc->opt2 |= 1<<(type-SC_POISON);
  5274. break;
  5275. case SC_DPOISON:
  5276. sc->opt2 |= OPT2_DPOISON;
  5277. break;
  5278. case SC_SIGNUMCRUCIS:
  5279. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5280. break;
  5281. //OPT3
  5282. case SC_TWOHANDQUICKEN:
  5283. case SC_SPEARQUICKEN:
  5284. case SC_CONCENTRATION:
  5285. sc->opt3 |= 0x1;
  5286. opt_flag = 0;
  5287. break;
  5288. case SC_MAXOVERTHRUST:
  5289. case SC_OVERTHRUST:
  5290. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5291. sc->opt3 |= 0x2;
  5292. opt_flag = 0;
  5293. break;
  5294. case SC_ENERGYCOAT:
  5295. case SC_SKE:
  5296. sc->opt3 |= 0x4;
  5297. opt_flag = 0;
  5298. break;
  5299. case SC_INCATKRATE:
  5300. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5301. if (bl->type != BL_MOB) {
  5302. opt_flag = 0;
  5303. break;
  5304. }
  5305. case SC_EXPLOSIONSPIRITS:
  5306. sc->opt3 |= 0x8;
  5307. opt_flag = 0;
  5308. break;
  5309. case SC_STEELBODY:
  5310. case SC_SKA:
  5311. sc->opt3 |= 0x10;
  5312. opt_flag = 0;
  5313. break;
  5314. case SC_BLADESTOP:
  5315. sc->opt3 |= 0x20;
  5316. opt_flag = 0;
  5317. break;
  5318. //0x40 missing?
  5319. case SC_BERSERK:
  5320. sc->opt3 |= 0x80;
  5321. opt_flag = 0;
  5322. break;
  5323. //0x100, 0x200 missing?
  5324. case SC_MARIONETTE:
  5325. case SC_MARIONETTE2:
  5326. sc->opt3 |= 0x400;
  5327. opt_flag = 0;
  5328. break;
  5329. case SC_ASSUMPTIO:
  5330. sc->opt3 |= 0x800;
  5331. opt_flag = 0;
  5332. break;
  5333. case SC_WARM: //SG skills [Komurka]
  5334. sc->opt3 |= 0x1000;
  5335. opt_flag = 0;
  5336. break;
  5337. case SC_KAITE:
  5338. sc->opt3 |= 0x2000;
  5339. opt_flag = 0;
  5340. break;
  5341. //OPTION
  5342. case SC_HIDING:
  5343. sc->option |= OPTION_HIDE;
  5344. break;
  5345. case SC_CLOAKING:
  5346. sc->option |= OPTION_CLOAK;
  5347. break;
  5348. case SC_CHASEWALK:
  5349. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5350. break;
  5351. case SC_SIGHT:
  5352. sc->option |= OPTION_SIGHT;
  5353. break;
  5354. case SC_RUWACH:
  5355. sc->option |= OPTION_RUWACH;
  5356. break;
  5357. case SC_WEDDING:
  5358. sc->option |= OPTION_WEDDING;
  5359. break;
  5360. case SC_XMAS:
  5361. sc->option |= OPTION_XMAS;
  5362. break;
  5363. case SC_ORCISH:
  5364. sc->option |= OPTION_ORCISH;
  5365. break;
  5366. case SC_SIGHTTRASHER:
  5367. sc->option |= OPTION_SIGHTTRASHER;
  5368. break;
  5369. case SC_FUSION:
  5370. sc->option |= OPTION_FLYING;
  5371. break;
  5372. default:
  5373. opt_flag = 0;
  5374. }
  5375. //On Aegis, when turning on a status change, first goes the option packet,
  5376. // then the sc packet.
  5377. if(opt_flag)
  5378. clif_changeoption(bl);
  5379. if (calc_flag&SCB_DYE)
  5380. { //Reset DYE color
  5381. if (vd && vd->cloth_color)
  5382. {
  5383. val4 = vd->cloth_color;
  5384. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5385. }
  5386. calc_flag&=~SCB_DYE;
  5387. }
  5388. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5389. clif_status_change(bl,StatusIconChangeTable[type],1);
  5390. else if (sd) //Send packet to self otherwise (disguised player?)
  5391. clif_status_load(bl,StatusIconChangeTable[type],1);
  5392. (sc->count)++;
  5393. sc->data[type].val1 = val1;
  5394. sc->data[type].val2 = val2;
  5395. sc->data[type].val3 = val3;
  5396. sc->data[type].val4 = val4;
  5397. sc->data[type].timer = add_timer(
  5398. gettick() + tick, status_change_timer, bl->id, type);
  5399. if (calc_flag)
  5400. status_calc_bl(bl,calc_flag);
  5401. if(sd && sd->pd)
  5402. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5403. if (type==SC_BERSERK) {
  5404. sc->data[type].val2 = 5*status->max_hp/100;
  5405. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5406. status_set_sp(bl, 0, 0); //Damage all SP
  5407. } else if (type==SC_CHANGE) //Heal all HP/SP
  5408. status_percent_heal(bl, 100, 100);
  5409. if (type==SC_RUN) {
  5410. struct unit_data *ud = unit_bl2ud(bl);
  5411. if (ud)
  5412. ud->state.running = unit_run(bl);
  5413. }
  5414. return 1;
  5415. }
  5416. /*==========================================
  5417. * ステータス異常全解除
  5418. *------------------------------------------
  5419. */
  5420. int status_change_clear(struct block_list *bl,int type)
  5421. {
  5422. struct status_change* sc;
  5423. int i;
  5424. sc = status_get_sc(bl);
  5425. if (!sc || !sc->count)
  5426. return 0;
  5427. if(sc->data[SC_DANCING].timer != -1)
  5428. skill_stop_dancing(bl);
  5429. for(i = 0; i < SC_MAX; i++)
  5430. {
  5431. if(sc->data[i].timer == -1)
  5432. continue;
  5433. if(type == 0)
  5434. switch (i)
  5435. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5436. case SC_EDP:
  5437. case SC_MELTDOWN:
  5438. case SC_XMAS:
  5439. case SC_NOCHAT:
  5440. case SC_FUSION:
  5441. case SC_TKREST:
  5442. case SC_READYSTORM:
  5443. case SC_READYDOWN:
  5444. case SC_READYCOUNTER:
  5445. case SC_READYTURN:
  5446. case SC_DODGE:
  5447. case SC_JAILED:
  5448. case SC_STRFOOD:
  5449. case SC_AGIFOOD:
  5450. case SC_VITFOOD:
  5451. case SC_INTFOOD:
  5452. case SC_DEXFOOD:
  5453. case SC_LUKFOOD:
  5454. case SC_HITFOOD:
  5455. case SC_FLEEFOOD:
  5456. case SC_BATKFOOD:
  5457. case SC_WATKFOOD:
  5458. case SC_MATKFOOD:
  5459. continue;
  5460. }
  5461. status_change_end(bl, i, -1);
  5462. if (type == 1 && sc->data[i].timer != -1)
  5463. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5464. (sc->count)--;
  5465. delete_timer(sc->data[i].timer, status_change_timer);
  5466. sc->data[i].timer = -1;
  5467. }
  5468. }
  5469. sc->opt1 = 0;
  5470. sc->opt2 = 0;
  5471. sc->opt3 = 0;
  5472. sc->option &= OPTION_MASK;
  5473. if(!type || type&2)
  5474. clif_changeoption(bl);
  5475. return 1;
  5476. }
  5477. /*==========================================
  5478. * ステータス異常終了
  5479. *------------------------------------------
  5480. */
  5481. int status_change_end( struct block_list* bl , int type,int tid )
  5482. {
  5483. struct map_session_data *sd;
  5484. struct status_change *sc;
  5485. struct status_data *status;
  5486. struct view_data *vd;
  5487. int opt_flag=0, calc_flag;
  5488. nullpo_retr(0, bl);
  5489. sc = status_get_sc(bl);
  5490. status = status_get_status_data(bl);
  5491. nullpo_retr(0,sc);
  5492. nullpo_retr(0,status);
  5493. if(type < 0 || type >= SC_MAX)
  5494. return 0;
  5495. BL_CAST(BL_PC,bl,sd);
  5496. if (sc->data[type].timer == -1 ||
  5497. (sc->data[type].timer != tid && tid != -1))
  5498. return 0;
  5499. if (tid == -1) {
  5500. delete_timer(sc->data[type].timer,status_change_timer);
  5501. if (sc->opt1)
  5502. switch (type) {
  5503. //"Ugly workaround" [Skotlex]
  5504. //delays status change ending so that a skill that sets opt1 fails to
  5505. //trigger when it also removed one
  5506. case SC_STONE:
  5507. sc->data[type].val3 = 0; //Petrify time counter.
  5508. case SC_FREEZE:
  5509. case SC_STUN:
  5510. case SC_SLEEP:
  5511. if (sc->data[type].val1) {
  5512. //Removing the 'level' shouldn't affect anything in the code
  5513. //since these SC are not affected by it, and it lets us know
  5514. //if we have already delayed this attack or not.
  5515. sc->data[type].val1 = 0;
  5516. sc->data[type].timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5517. return 1;
  5518. }
  5519. }
  5520. }
  5521. sc->data[type].timer=-1;
  5522. (sc->count)--;
  5523. vd = status_get_viewdata(bl);
  5524. calc_flag = StatusChangeFlagTable[type];
  5525. switch(type){
  5526. case SC_WEDDING:
  5527. case SC_XMAS:
  5528. if (!vd) return 0;
  5529. if (sd)
  5530. { //Load data from sd->status.* as the stored values could have changed.
  5531. //Must remove OPTION to prevent class being rechanged.
  5532. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:~OPTION_XMAS;
  5533. status_set_viewdata(bl, sd->status.class_);
  5534. } else {
  5535. vd->class_ = sc->data[type].val1;
  5536. vd->weapon = sc->data[type].val2;
  5537. vd->shield = sc->data[type].val3;
  5538. vd->cloth_color = sc->data[type].val4;
  5539. }
  5540. clif_changelook(bl,LOOK_BASE,vd->class_);
  5541. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5542. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5543. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5544. break;
  5545. case SC_RUN:
  5546. {
  5547. struct unit_data *ud = unit_bl2ud(bl);
  5548. if (ud) {
  5549. ud->state.running = 0;
  5550. if (ud->walktimer != -1)
  5551. unit_stop_walking(bl,1);
  5552. }
  5553. if (sc->data[type].val1 >= 7 &&
  5554. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5555. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5556. )
  5557. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5558. }
  5559. break;
  5560. case SC_AUTOBERSERK:
  5561. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5562. status_change_end(bl,SC_PROVOKE,-1);
  5563. break;
  5564. case SC_DEFENDER:
  5565. case SC_REFLECTSHIELD:
  5566. case SC_AUTOGUARD:
  5567. case SC_ENDURE:
  5568. if (sd) {
  5569. struct map_session_data *tsd;
  5570. int i;
  5571. for (i = 0; i < 5; i++)
  5572. { //Clear the status from the others too [Skotlex]
  5573. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5574. status_change_end(&tsd->bl,type,-1);
  5575. }
  5576. }
  5577. break;
  5578. case SC_DEVOTION:
  5579. {
  5580. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5581. //The status could have changed because the Crusader left the game. [Skotlex]
  5582. if (md)
  5583. {
  5584. md->devotion[sc->data[type].val2] = 0;
  5585. clif_devotion(md);
  5586. }
  5587. //Remove inherited status [Skotlex]
  5588. if (sc->data[SC_AUTOGUARD].timer != -1)
  5589. status_change_end(bl,SC_AUTOGUARD,-1);
  5590. if (sc->data[SC_DEFENDER].timer != -1)
  5591. status_change_end(bl,SC_DEFENDER,-1);
  5592. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5593. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5594. if (sc->data[SC_ENDURE].timer != -1)
  5595. status_change_end(bl,SC_ENDURE,-1);
  5596. break;
  5597. }
  5598. case SC_BLADESTOP:
  5599. if(sc->data[type].val4)
  5600. {
  5601. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5602. struct status_change *tsc = status_get_sc(tbl);
  5603. sc->data[type].val4 = 0;
  5604. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5605. {
  5606. tsc->data[SC_BLADESTOP].val4 = 0;
  5607. status_change_end(tbl,SC_BLADESTOP,-1);
  5608. }
  5609. clif_bladestop(bl,tbl,0);
  5610. }
  5611. break;
  5612. case SC_DANCING:
  5613. {
  5614. struct map_session_data *dsd;
  5615. struct status_change *dsc;
  5616. struct skill_unit_group *group;
  5617. if(sc->data[type].val2)
  5618. {
  5619. group = (struct skill_unit_group *)sc->data[type].val2;
  5620. sc->data[type].val2 = 0;
  5621. skill_delunitgroup(bl, group, 0);
  5622. }
  5623. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5624. dsc = &dsd->sc;
  5625. if(dsc && dsc->data[type].timer!=-1)
  5626. { //This will prevent recursive loops.
  5627. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5628. status_change_end(&dsd->bl, type, -1);
  5629. }
  5630. }
  5631. }
  5632. if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
  5633. clif_status_change(bl,SI_MOONLIT,0);
  5634. if (sc->data[SC_LONGING].timer!=-1)
  5635. status_change_end(bl,SC_LONGING,-1);
  5636. break;
  5637. case SC_NOCHAT:
  5638. if (sd && sd->status.manner < 0 && tid != -1)
  5639. sd->status.manner = 0;
  5640. break;
  5641. case SC_SPLASHER:
  5642. {
  5643. struct block_list *src=map_id2bl(sc->data[type].val3);
  5644. if(src && tid!=-1)
  5645. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5646. }
  5647. break;
  5648. case SC_CLOSECONFINE2:
  5649. {
  5650. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5651. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5652. if (src && sc2 && sc2->count) {
  5653. //If status was already ended, do nothing.
  5654. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5655. { //Decrease count
  5656. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5657. status_change_end(src, SC_CLOSECONFINE, -1);
  5658. }
  5659. }
  5660. }
  5661. case SC_CLOSECONFINE:
  5662. if (sc->data[type].val2 > 0) {
  5663. //Caster has been unlocked... nearby chars need to be unlocked.
  5664. int range = 1
  5665. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5666. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5667. map_foreachinarea(status_change_timer_sub,
  5668. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5669. }
  5670. break;
  5671. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5672. if (sd && sd->skillid_old == sc->data[type].val1)
  5673. sd->skillid_old = sd->skilllv_old = 0;
  5674. break;
  5675. case SC_FREEZE:
  5676. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5677. break;
  5678. case SC_MARIONETTE:
  5679. case SC_MARIONETTE2: /// Marionette target
  5680. if (sc->data[type].val1)
  5681. { // check for partner and end their marionette status as well
  5682. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5683. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5684. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5685. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5686. {
  5687. sc2->data[type2].val1 = 0;
  5688. status_change_end(pbl, type2, -1);
  5689. }
  5690. }
  5691. if (type == SC_MARIONETTE)
  5692. clif_marionette(bl, 0); //Clear effect.
  5693. break;
  5694. case SC_BERSERK:
  5695. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5696. if(status->hp > 100 && sc->data[type].val2)
  5697. status_set_hp(bl, 100, 0);
  5698. if(sc->data[SC_ENDURE].timer != -1)
  5699. status_change_end(bl, SC_ENDURE, -1);
  5700. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5701. skill_get_time(LK_BERSERK, sc->data[type].val1));
  5702. break;
  5703. case SC_GOSPEL: //Clear the buffs from other chars.
  5704. if (sc->data[type].val3) { //Clear the group.
  5705. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5706. sc->data[type].val3 = 0;
  5707. skill_delunitgroup(bl, group, 0);
  5708. }
  5709. break;
  5710. case SC_HERMODE:
  5711. if(sc->data[type].val3 == BCT_SELF)
  5712. skill_clear_unitgroup(bl);
  5713. break;
  5714. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5715. skill_clear_unitgroup(bl);
  5716. break;
  5717. case SC_TRICKDEAD:
  5718. if (vd) vd->dead_sit = 0;
  5719. break;
  5720. case SC_WARM:
  5721. if (sc->data[type].val4) { //Clear the group.
  5722. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5723. sc->data[type].val4 = 0;
  5724. skill_delunitgroup(bl, group, 0);
  5725. }
  5726. break;
  5727. case SC_KAAHI:
  5728. //Delete timer if it exists.
  5729. if (sc->data[type].val4 != -1) {
  5730. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5731. sc->data[type].val4=-1;
  5732. }
  5733. break;
  5734. case SC_JAILED:
  5735. if(tid == -1)
  5736. break;
  5737. //natural expiration.
  5738. if(sd && sd->mapindex == sc->data[type].val2)
  5739. {
  5740. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5741. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5742. }
  5743. break; //guess hes not in jail :P
  5744. case SC_CHANGE:
  5745. if (tid == -1)
  5746. break;
  5747. // "lose almost all their HP and SP" on natural expiration.
  5748. status_set_hp(bl, 10, 0);
  5749. status_set_sp(bl, 10, 0);
  5750. break;
  5751. case SC_JOINTBEAT:
  5752. sc->data[type].val2 = 0; // Clear stackable ailments
  5753. break;
  5754. }
  5755. opt_flag = 1;
  5756. switch(type){
  5757. case SC_STONE:
  5758. case SC_FREEZE:
  5759. case SC_STUN:
  5760. case SC_SLEEP:
  5761. sc->opt1 = 0;
  5762. break;
  5763. case SC_POISON:
  5764. case SC_CURSE:
  5765. case SC_SILENCE:
  5766. case SC_BLIND:
  5767. sc->opt2 &= ~(1<<(type-SC_POISON));
  5768. break;
  5769. case SC_DPOISON:
  5770. sc->opt2 &= ~OPT2_DPOISON;
  5771. break;
  5772. case SC_SIGNUMCRUCIS:
  5773. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5774. break;
  5775. case SC_HIDING:
  5776. sc->option &= ~OPTION_HIDE;
  5777. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  5778. break;
  5779. case SC_CLOAKING:
  5780. sc->option &= ~OPTION_CLOAK;
  5781. opt_flag|= 2;
  5782. break;
  5783. case SC_CHASEWALK:
  5784. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5785. opt_flag|= 2;
  5786. break;
  5787. case SC_SIGHT:
  5788. sc->option &= ~OPTION_SIGHT;
  5789. break;
  5790. case SC_WEDDING:
  5791. sc->option &= ~OPTION_WEDDING;
  5792. break;
  5793. case SC_XMAS:
  5794. sc->option &= ~OPTION_XMAS;
  5795. break;
  5796. case SC_ORCISH:
  5797. sc->option &= ~OPTION_ORCISH;
  5798. break;
  5799. case SC_RUWACH:
  5800. sc->option &= ~OPTION_RUWACH;
  5801. break;
  5802. case SC_SIGHTTRASHER:
  5803. sc->option &= ~OPTION_SIGHTTRASHER;
  5804. break;
  5805. case SC_FUSION:
  5806. sc->option &= ~OPTION_FLYING;
  5807. break;
  5808. //opt3
  5809. case SC_TWOHANDQUICKEN:
  5810. case SC_ONEHAND:
  5811. case SC_SPEARQUICKEN:
  5812. case SC_CONCENTRATION:
  5813. sc->opt3 &= ~0x1;
  5814. opt_flag = 0;
  5815. break;
  5816. case SC_OVERTHRUST:
  5817. case SC_MAXOVERTHRUST:
  5818. case SC_SWOO:
  5819. sc->opt3 &= ~0x2;
  5820. opt_flag = 0;
  5821. break;
  5822. case SC_ENERGYCOAT:
  5823. case SC_SKE:
  5824. sc->opt3 &= ~0x4;
  5825. opt_flag = 0;
  5826. break;
  5827. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5828. if (bl->type != BL_MOB)
  5829. break;
  5830. case SC_EXPLOSIONSPIRITS:
  5831. sc->opt3 &= ~0x8;
  5832. opt_flag = 0;
  5833. break;
  5834. case SC_STEELBODY:
  5835. case SC_SKA:
  5836. sc->opt3 &= ~0x10;
  5837. opt_flag = 0;
  5838. break;
  5839. case SC_BLADESTOP:
  5840. sc->opt3 &= ~0x20;
  5841. opt_flag = 0;
  5842. break;
  5843. case SC_BERSERK:
  5844. sc->opt3 &= ~0x80;
  5845. opt_flag = 0;
  5846. break;
  5847. case SC_MARIONETTE:
  5848. case SC_MARIONETTE2:
  5849. sc->opt3 &= ~0x400;
  5850. opt_flag = 0;
  5851. break;
  5852. case SC_ASSUMPTIO:
  5853. sc->opt3 &= ~0x800;
  5854. opt_flag = 0;
  5855. break;
  5856. case SC_WARM: //SG skills [Komurka]
  5857. sc->opt3 &= ~0x1000;
  5858. opt_flag = 0;
  5859. break;
  5860. case SC_KAITE:
  5861. sc->opt3 &= ~0x2000;
  5862. opt_flag = 0;
  5863. break;
  5864. default:
  5865. opt_flag = 0;
  5866. }
  5867. if (calc_flag&SCB_DYE)
  5868. { //Restore DYE color
  5869. if (vd && !vd->cloth_color && sc->data[type].val4)
  5870. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5871. calc_flag&=~SCB_DYE;
  5872. }
  5873. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5874. if (vd && pcdb_checkid(vd->class_))
  5875. clif_status_change(bl,StatusIconChangeTable[type],0);
  5876. else if (sd)
  5877. clif_status_load(bl,StatusIconChangeTable[type],0);
  5878. if(opt_flag)
  5879. clif_changeoption(bl);
  5880. if (calc_flag)
  5881. status_calc_bl(bl,calc_flag);
  5882. if(opt_flag&4) //Out of hiding, invoke on place.
  5883. skill_unit_move(bl,gettick(),1);
  5884. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5885. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5886. return 1;
  5887. }
  5888. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5889. {
  5890. struct block_list *bl;
  5891. struct status_change *sc;
  5892. struct status_data *status;
  5893. int hp;
  5894. bl=map_id2bl(id);
  5895. sc=status_get_sc(bl);
  5896. status=status_get_status_data(bl);
  5897. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5898. return 0;
  5899. if(sc->data[data].val4 != tid) {
  5900. if (battle_config.error_log)
  5901. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5902. sc->data[data].val4=-1;
  5903. return 0;
  5904. }
  5905. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5906. sc->data[data].val4=-1;
  5907. return 0;
  5908. }
  5909. hp = status->max_hp - status->hp;
  5910. if (hp > sc->data[data].val2)
  5911. hp = sc->data[data].val2;
  5912. if (hp)
  5913. status_heal(bl, hp, 0, 2);
  5914. sc->data[data].val4=-1;
  5915. return 1;
  5916. }
  5917. /*==========================================
  5918. * ステータス異常終了タイマー
  5919. *------------------------------------------
  5920. */
  5921. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5922. {
  5923. int type = data;
  5924. struct block_list *bl;
  5925. struct map_session_data *sd=NULL;
  5926. struct status_data *status;
  5927. struct status_change *sc;
  5928. // security system to prevent forgetting timer removal
  5929. int temp_timerid;
  5930. bl=map_id2bl(id);
  5931. #ifndef _WIN32
  5932. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5933. #endif
  5934. sc=status_get_sc(bl);
  5935. status = status_get_status_data(bl);
  5936. if (!sc || !status)
  5937. { //Temporal debug until case is resolved. [Skotlex]
  5938. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5939. return 0;
  5940. }
  5941. if(bl->type==BL_PC)
  5942. sd=(struct map_session_data *)bl;
  5943. if(sc->data[type].timer != tid) {
  5944. if(battle_config.error_log)
  5945. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5946. return 0;
  5947. }
  5948. // security system to prevent forgetting timer removal
  5949. // you shouldn't be that careless inside the switch here
  5950. temp_timerid = sc->data[type].timer;
  5951. sc->data[type].timer = -1;
  5952. switch(type){ /* 特殊な?理になる場合 */
  5953. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5954. case SC_CLOAKING:
  5955. if(!status_charge(bl, 0, 1))
  5956. break; //Not enough SP to continue.
  5957. sc->data[type].timer=add_timer(
  5958. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5959. return 0;
  5960. case SC_CHASEWALK:
  5961. if(!status_charge(bl, 0, sc->data[type].val4))
  5962. break; //Not enough SP to continue.
  5963. if (sc->data[SC_INCSTR].timer == -1) {
  5964. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5965. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5966. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5967. }
  5968. sc->data[type].timer = add_timer(
  5969. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5970. return 0;
  5971. break;
  5972. case SC_SKA:
  5973. if((--sc->data[type].val2)>0){
  5974. sc->data[type].val3 = rand()%100; //Random defense.
  5975. sc->data[type].timer=add_timer(
  5976. 1000+tick, status_change_timer,
  5977. bl->id, data);
  5978. return 0;
  5979. }
  5980. break;
  5981. case SC_HIDING:
  5982. if((--sc->data[type].val2)>0){
  5983. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5984. break; //Fail if it's time to substract SP and there isn't.
  5985. sc->data[type].timer=add_timer(
  5986. 1000+tick, status_change_timer,
  5987. bl->id, data);
  5988. return 0;
  5989. }
  5990. break;
  5991. case SC_SIGHT:
  5992. case SC_RUWACH:
  5993. case SC_SIGHTBLASTER:
  5994. {
  5995. map_foreachinrange( status_change_timer_sub, bl,
  5996. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5997. BL_CHAR, bl,sc,type,tick);
  5998. if( (--sc->data[type].val2)>0 ){
  5999. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  6000. 250+tick, status_change_timer,
  6001. bl->id, data);
  6002. return 0;
  6003. }
  6004. }
  6005. break;
  6006. case SC_PROVOKE:
  6007. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  6008. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  6009. return 0;
  6010. }
  6011. break;
  6012. case SC_ENDURE:
  6013. if(sc->data[type].val4) { //Infinite Endure.
  6014. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  6015. return 0;
  6016. }
  6017. break;
  6018. case SC_STONE:
  6019. if(sc->opt1 == OPT1_STONEWAIT) {
  6020. sc->data[type].val4 = 0;
  6021. unit_stop_walking(bl,1);
  6022. sc->opt1 = OPT1_STONE;
  6023. clif_changeoption(bl);
  6024. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  6025. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6026. return 0;
  6027. }
  6028. if((--sc->data[type].val3) > 0) {
  6029. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  6030. status_zap(bl, sc->data[type].val2, 0);
  6031. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  6032. return 0;
  6033. }
  6034. break;
  6035. case SC_POISON:
  6036. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  6037. break;
  6038. case SC_DPOISON:
  6039. if ((--sc->data[type].val3) > 0) {
  6040. if (sc->data[SC_SLOWPOISON].timer == -1) {
  6041. status_zap(bl, sc->data[type].val4, 0);
  6042. if (status_isdead(bl))
  6043. break;
  6044. }
  6045. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  6046. return 0;
  6047. }
  6048. break;
  6049. case SC_TENSIONRELAX:
  6050. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  6051. sc->data[type].timer=add_timer(
  6052. sc->data[type].val4+tick, status_change_timer,
  6053. bl->id, data);
  6054. return 0;
  6055. }
  6056. break;
  6057. case SC_BLEEDING: // [celest]
  6058. // i hope i haven't interpreted it wrong.. which i might ^^;
  6059. // Source:
  6060. // - 10�ェエェネェヒHPェャハ�エ
  6061. // - �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、
  6062. // To-do: bleeding effect increases damage taken?
  6063. if ((--sc->data[type].val4) >= 0) {
  6064. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  6065. if (status_isdead(bl))
  6066. break;
  6067. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  6068. return 0;
  6069. }
  6070. break;
  6071. case SC_KNOWLEDGE:
  6072. if (sd) {
  6073. if(bl->m != sd->feel_map[0].m
  6074. && bl->m != sd->feel_map[1].m
  6075. && bl->m != sd->feel_map[2].m)
  6076. break; //End it
  6077. } //Otherwise continue.
  6078. // Status changes that don't have a time limit
  6079. case SC_AETERNA:
  6080. case SC_TRICKDEAD:
  6081. case SC_MODECHANGE:
  6082. case SC_WEIGHT50:
  6083. case SC_WEIGHT90:
  6084. case SC_MAGICPOWER:
  6085. case SC_REJECTSWORD:
  6086. case SC_MEMORIZE:
  6087. case SC_BROKENWEAPON:
  6088. case SC_BROKENARMOR:
  6089. case SC_SACRIFICE:
  6090. case SC_READYSTORM:
  6091. case SC_READYDOWN:
  6092. case SC_READYTURN:
  6093. case SC_READYCOUNTER:
  6094. case SC_RUN:
  6095. case SC_DODGE:
  6096. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  6097. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  6098. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  6099. return 0;
  6100. case SC_DANCING: //ダンススキルの時間SP消費
  6101. {
  6102. int s = 0;
  6103. int sp = 1;
  6104. int counter = sc->data[type].val3>>16;
  6105. if (--counter <= 0)
  6106. break;
  6107. sc->data[type].val3&= 0xFFFF; //Remove counter
  6108. sc->data[type].val3|=(counter<<16);//Reset it.
  6109. switch(sc->data[type].val1&0xFFFF){
  6110. case BD_RICHMANKIM:
  6111. case BD_DRUMBATTLEFIELD:
  6112. case BD_RINGNIBELUNGEN:
  6113. case BD_SIEGFRIED:
  6114. case BA_DISSONANCE:
  6115. case BA_ASSASSINCROSS:
  6116. case DC_UGLYDANCE:
  6117. s=3;
  6118. break;
  6119. case BD_LULLABY:
  6120. case BD_ETERNALCHAOS:
  6121. case BD_ROKISWEIL:
  6122. case DC_FORTUNEKISS:
  6123. s=4;
  6124. break;
  6125. case CG_HERMODE:
  6126. case BD_INTOABYSS:
  6127. case BA_WHISTLE:
  6128. case DC_HUMMING:
  6129. case BA_POEMBRAGI:
  6130. case DC_SERVICEFORYOU:
  6131. s=5;
  6132. break;
  6133. case BA_APPLEIDUN:
  6134. s=6;
  6135. break;
  6136. case CG_MOONLIT:
  6137. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6138. sp= 4*(sc->data[type].val1>>16);
  6139. //Upkeep is also every 10 secs.
  6140. case DC_DONTFORGETME:
  6141. s=10;
  6142. break;
  6143. }
  6144. if (s && ((sc->data[type].val3 % s) == 0)) {
  6145. if (sc->data[SC_LONGING].timer != -1)
  6146. sp = s;
  6147. if (!status_charge(bl, 0, sp))
  6148. break;
  6149. }
  6150. sc->data[type].timer=add_timer(
  6151. 1000+tick, status_change_timer,
  6152. bl->id, data);
  6153. return 0;
  6154. }
  6155. break;
  6156. case SC_DEVOTION:
  6157. { //Check range and timeleft to preserve status [Skotlex]
  6158. //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
  6159. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  6160. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  6161. {
  6162. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6163. return 0;
  6164. }
  6165. }
  6166. break;
  6167. case SC_BERSERK:
  6168. //The damage below should be made aware that Berserk is active.
  6169. sc->data[type].timer = temp_timerid;
  6170. // 5% every 10 seconds [DracoRPG]
  6171. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  6172. {
  6173. sc->data[type].timer = add_timer(
  6174. sc->data[type].val4+tick, status_change_timer,
  6175. bl->id, data);
  6176. return 0;
  6177. }
  6178. break;
  6179. case SC_NOCHAT:
  6180. if(sd){
  6181. sd->status.manner++;
  6182. clif_updatestatus(sd,SP_MANNER);
  6183. if (sd->status.manner < 0)
  6184. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6185. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  6186. return 0;
  6187. }
  6188. }
  6189. break;
  6190. case SC_SPLASHER:
  6191. if (sc->data[type].val4 % 1000 == 0) {
  6192. char timer[10];
  6193. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  6194. clif_message(bl, timer);
  6195. }
  6196. if((sc->data[type].val4 -= 500) > 0) {
  6197. sc->data[type].timer = add_timer(
  6198. 500 + tick, status_change_timer,
  6199. bl->id, data);
  6200. return 0;
  6201. }
  6202. break;
  6203. case SC_MARIONETTE:
  6204. case SC_MARIONETTE2:
  6205. {
  6206. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  6207. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  6208. {
  6209. sc->data[type].timer = add_timer(
  6210. 1000 + tick, status_change_timer,
  6211. bl->id, data);
  6212. return 0;
  6213. }
  6214. }
  6215. break;
  6216. case SC_GOSPEL:
  6217. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  6218. {
  6219. int hp, sp;
  6220. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  6221. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  6222. if(!status_charge(bl, hp, sp))
  6223. break;
  6224. sc->data[type].timer = add_timer(
  6225. 10000+tick, status_change_timer,
  6226. bl->id, data);
  6227. return 0;
  6228. }
  6229. break;
  6230. case SC_GUILDAURA:
  6231. {
  6232. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6233. if (tbl && battle_check_range(bl, tbl, 2)){
  6234. sc->data[type].timer = add_timer(
  6235. 1000 + tick, status_change_timer,
  6236. bl->id, data);
  6237. return 0;
  6238. }
  6239. }
  6240. break;
  6241. case SC_JAILED:
  6242. if(--sc->data[type].val1 > 0)
  6243. {
  6244. sc->data[type].timer=add_timer(
  6245. 60000+tick, status_change_timer, bl->id,data);
  6246. return 0;
  6247. }
  6248. break;
  6249. case SC_BLIND:
  6250. if(sc->data[SC_FOGWALL].timer!= -1)
  6251. { //Blind lasts forever while you are standing on the fog.
  6252. sc->data[type].timer=add_timer(
  6253. 5000+tick, status_change_timer,
  6254. bl->id, data);
  6255. return 0;
  6256. }
  6257. break;
  6258. }
  6259. // default for all non-handled control paths
  6260. // security system to prevent forgetting timer removal
  6261. // if we reach this point we need the timer for the next call,
  6262. // so restore it to have status_change_end handle a valid timer
  6263. sc->data[type].timer = temp_timerid;
  6264. return status_change_end( bl,type,tid );
  6265. }
  6266. /*==========================================
  6267. * ステータス異常タイマー範囲処理
  6268. *------------------------------------------
  6269. */
  6270. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6271. {
  6272. struct block_list *src;
  6273. struct status_change *sc, *tsc;
  6274. struct map_session_data* sd=NULL;
  6275. struct map_session_data* tsd=NULL;
  6276. int type;
  6277. unsigned int tick;
  6278. src=va_arg(ap,struct block_list*);
  6279. sc=va_arg(ap,struct status_change*);
  6280. type=va_arg(ap,int);
  6281. tick=va_arg(ap,unsigned int);
  6282. tsc=status_get_sc(bl);
  6283. if (status_isdead(bl))
  6284. return 0;
  6285. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6286. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6287. switch( type ){
  6288. case SC_SIGHT: /* サイト */
  6289. case SC_CONCENTRATE:
  6290. if (tsc && tsc->count) {
  6291. if (tsc->data[SC_HIDING].timer != -1)
  6292. status_change_end( bl, SC_HIDING, -1);
  6293. if (tsc->data[SC_CLOAKING].timer != -1)
  6294. status_change_end( bl, SC_CLOAKING, -1);
  6295. }
  6296. break;
  6297. case SC_RUWACH: /* ルアフ */
  6298. 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
  6299. tsc->data[SC_CLOAKING].timer != -1)) {
  6300. status_change_end( bl, SC_HIDING, -1);
  6301. status_change_end( bl, SC_CLOAKING, -1);
  6302. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6303. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6304. }
  6305. break;
  6306. case SC_SIGHTBLASTER:
  6307. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6308. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6309. {
  6310. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6311. if (sc) sc->data[type].val2 = 0; //This signals it to end.
  6312. }
  6313. break;
  6314. case SC_CLOSECONFINE:
  6315. //Lock char has released the hold on everyone...
  6316. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6317. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6318. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6319. }
  6320. break;
  6321. }
  6322. return 0;
  6323. }
  6324. /*==========================================
  6325. * Clears buffs/debuffs of a character.
  6326. * type&1 -> buffs, type&2 -> debuffs
  6327. *------------------------------------------
  6328. */
  6329. int status_change_clear_buffs (struct block_list *bl, int type)
  6330. {
  6331. int i;
  6332. struct status_change *sc= status_get_sc(bl);
  6333. if (!sc || !sc->count)
  6334. return 0;
  6335. if (type&2) //Debuffs
  6336. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6337. if(sc->data[i].timer != -1)
  6338. status_change_end(bl,i,-1);
  6339. }
  6340. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6341. if(sc->data[i].timer == -1)
  6342. continue;
  6343. switch (i) {
  6344. //Stuff that cannot be removed
  6345. case SC_WEIGHT50:
  6346. case SC_WEIGHT90:
  6347. case SC_COMBO:
  6348. case SC_SMA:
  6349. case SC_DANCING:
  6350. case SC_GUILDAURA:
  6351. case SC_SAFETYWALL:
  6352. case SC_NOCHAT:
  6353. case SC_JAILED:
  6354. case SC_ANKLE:
  6355. case SC_BLADESTOP:
  6356. case SC_CP_WEAPON:
  6357. case SC_CP_SHIELD:
  6358. case SC_CP_ARMOR:
  6359. case SC_CP_HELM:
  6360. continue;
  6361. //Debuffs that can be removed.
  6362. case SC_HALLUCINATION:
  6363. case SC_QUAGMIRE:
  6364. case SC_SIGNUMCRUCIS:
  6365. case SC_DECREASEAGI:
  6366. case SC_SLOWDOWN:
  6367. case SC_MINDBREAKER:
  6368. case SC_WINKCHARM:
  6369. case SC_STOP:
  6370. case SC_ORCISH:
  6371. case SC_STRIPWEAPON:
  6372. case SC_STRIPSHIELD:
  6373. case SC_STRIPARMOR:
  6374. case SC_STRIPHELM:
  6375. if (!(type&2))
  6376. continue;
  6377. break;
  6378. //The rest are buffs that can be removed.
  6379. case SC_BERSERK:
  6380. if (!(type&1))
  6381. continue;
  6382. sc->data[i].val2 = 0;
  6383. break;
  6384. default:
  6385. if (!(type&1))
  6386. continue;
  6387. break;
  6388. }
  6389. status_change_end(bl,i,-1);
  6390. }
  6391. return 0;
  6392. }
  6393. //Natural regen related stuff.
  6394. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6395. static int status_natural_heal(DBKey key,void * data,va_list ap)
  6396. {
  6397. struct block_list *bl = (struct block_list*)data;
  6398. struct regen_data *regen;
  6399. struct status_data *status;
  6400. struct status_change *sc;
  6401. struct unit_data *ud;
  6402. struct view_data *vd = NULL;
  6403. struct regen_data_sub *sregen;
  6404. struct map_session_data *sd;
  6405. int val,rate,bonus = 0,flag;
  6406. if (!(bl->type&BL_REGEN))
  6407. return 0;
  6408. regen = status_get_regen_data(bl);
  6409. if (!regen) return 0;
  6410. status = status_get_status_data(bl);
  6411. sc = status_get_sc(bl);
  6412. if (sc && !sc->count)
  6413. sc = NULL;
  6414. BL_CAST(BL_PC,bl,sd);
  6415. flag = regen->flag;
  6416. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6417. flag&=~(RGN_HP|RGN_SHP);
  6418. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6419. flag&=~(RGN_SP|RGN_SSP);
  6420. if (flag && (
  6421. status_isdead(bl) ||
  6422. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6423. ))
  6424. flag=0;
  6425. if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
  6426. pc_bleeding(sd, natural_heal_diff_tick);
  6427. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6428. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6429. { //Apply sitting regen bonus.
  6430. sregen = regen->ssregen;
  6431. if(flag&(RGN_SHP))
  6432. { //Sitting HP regen
  6433. val = natural_heal_diff_tick * sregen->rate.hp;
  6434. if (regen->state.overweight)
  6435. val>>=1; //Half as fast when overweight.
  6436. sregen->tick.hp += val;
  6437. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6438. {
  6439. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6440. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6441. { //Full
  6442. flag&=~(RGN_HP|RGN_SHP);
  6443. break;
  6444. }
  6445. }
  6446. }
  6447. if(flag&(RGN_SSP))
  6448. { //Sitting SP regen
  6449. val = natural_heal_diff_tick * sregen->rate.sp;
  6450. if (regen->state.overweight)
  6451. val>>=1; //Half as fast when overweight.
  6452. sregen->tick.sp += val;
  6453. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6454. {
  6455. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6456. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6457. { //Full
  6458. flag&=~(RGN_SP|RGN_SSP);
  6459. break;
  6460. }
  6461. }
  6462. }
  6463. }
  6464. if (flag && regen->state.overweight)
  6465. flag=0;
  6466. ud = unit_bl2ud(bl);
  6467. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6468. {
  6469. flag&=~(RGN_SHP|RGN_SSP);
  6470. if(!regen->state.walk)
  6471. flag&=~RGN_HP;
  6472. }
  6473. if (!flag)
  6474. return 0;
  6475. if (flag&(RGN_HP|RGN_SP))
  6476. {
  6477. if(!vd) vd = status_get_viewdata(bl);
  6478. if(vd && vd->dead_sit == 2)
  6479. bonus++;
  6480. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6481. bonus++;
  6482. if(regen->state.gc)
  6483. bonus++;
  6484. }
  6485. //Natural Hp regen
  6486. if (flag&RGN_HP)
  6487. {
  6488. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6489. if (ud && ud->walktimer != -1)
  6490. rate/=2;
  6491. regen->tick.hp += rate;
  6492. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6493. {
  6494. val = 0;
  6495. do {
  6496. val += regen->hp;
  6497. regen->tick.hp -= battle_config.natural_healhp_interval;
  6498. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6499. if (status_heal(bl, val, 0, 1) < val)
  6500. flag&=~RGN_SHP; //full.
  6501. }
  6502. }
  6503. //Natural SP regen
  6504. if(flag&RGN_SP)
  6505. {
  6506. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6507. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6508. {
  6509. val = 0;
  6510. do {
  6511. val += regen->sp;
  6512. regen->tick.sp -= battle_config.natural_healsp_interval;
  6513. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6514. if (status_heal(bl, 0, val, 1) < val)
  6515. flag&=~RGN_SSP; //full.
  6516. }
  6517. }
  6518. if (!regen->sregen)
  6519. return flag;
  6520. //Skill regen
  6521. sregen = regen->sregen;
  6522. if(flag&RGN_SHP)
  6523. { //Skill HP regen
  6524. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6525. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6526. {
  6527. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6528. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6529. break; //Full
  6530. }
  6531. }
  6532. if(flag&RGN_SSP)
  6533. { //Skill SP regen
  6534. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6535. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6536. {
  6537. val = sregen->sp;
  6538. if (sd && sd->state.doridori) {
  6539. val*=2;
  6540. sd->state.doridori = 0;
  6541. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6542. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6543. 100,rate,skill_get_time(TK_SPTIME, rate));
  6544. if (
  6545. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6546. rand()%10000 < battle_config.sg_angel_skill_ratio
  6547. ) { //Angel of the Sun/Moon/Star
  6548. clif_feel_hate_reset(sd);
  6549. pc_resethate(sd);
  6550. pc_resetfeel(sd);
  6551. }
  6552. }
  6553. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6554. if(status_heal(bl, 0, val, 3) < val)
  6555. break; //Full
  6556. }
  6557. }
  6558. return flag;
  6559. }
  6560. //Natural heal main timer.
  6561. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6562. {
  6563. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6564. map_foreachiddb(status_natural_heal);
  6565. natural_heal_prev_tick = tick;
  6566. return 0;
  6567. }
  6568. static int status_calc_sigma(void)
  6569. {
  6570. int i,j;
  6571. unsigned int k;
  6572. for(i=0;i<MAX_PC_CLASS;i++) {
  6573. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6574. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6575. k += hp_coefficient[i]*j + 50;
  6576. k -= k%100;
  6577. hp_sigma_val[i][j-1] = k;
  6578. if (k >= INT_MAX)
  6579. break; //Overflow protection. [Skotlex]
  6580. }
  6581. for(;j<=MAX_LEVEL;j++)
  6582. hp_sigma_val[i][j-1] = INT_MAX;
  6583. }
  6584. return 0;
  6585. }
  6586. int status_readdb(void) {
  6587. int i,j;
  6588. FILE *fp;
  6589. char line[1024], path[1024],*p;
  6590. sprintf(path, "%s/job_db1.txt", db_path);
  6591. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6592. if(fp==NULL){
  6593. ShowError("can't read %s\n", path);
  6594. return 1;
  6595. }
  6596. i = 0;
  6597. while(fgets(line, sizeof(line)-1, fp)){
  6598. char *split[MAX_WEAPON_TYPE + 5];
  6599. i++;
  6600. if(line[0]=='/' && line[1]=='/')
  6601. continue;
  6602. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6603. split[j]=p;
  6604. p=strchr(p,',');
  6605. if(p) *p++=0;
  6606. }
  6607. if(j < MAX_WEAPON_TYPE + 5)
  6608. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6609. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6610. continue;
  6611. }
  6612. if(atoi(split[0])>=MAX_PC_CLASS)
  6613. continue;
  6614. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6615. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6616. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6617. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6618. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6619. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6620. }
  6621. fclose(fp);
  6622. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6623. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6624. sprintf(path, "%s/job_db2.txt", db_path);
  6625. fp=fopen(path,"r");
  6626. if(fp==NULL){
  6627. ShowError("can't read %s\n", path);
  6628. return 1;
  6629. }
  6630. while(fgets(line, sizeof(line)-1, fp)){
  6631. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6632. if(line[0]=='/' && line[1]=='/')
  6633. continue;
  6634. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6635. split[j]=p;
  6636. p=strchr(p,',');
  6637. if(p) *p++=0;
  6638. }
  6639. if(atoi(split[0])>=MAX_PC_CLASS)
  6640. continue;
  6641. for(i=1;i<j && split[i];i++)
  6642. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6643. }
  6644. fclose(fp);
  6645. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6646. // サイズ補正テ?ブル
  6647. for(i=0;i<3;i++)
  6648. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6649. atkmods[i][j]=100;
  6650. sprintf(path, "%s/size_fix.txt", db_path);
  6651. fp=fopen(path,"r");
  6652. if(fp==NULL){
  6653. ShowError("can't read %s\n", path);
  6654. return 1;
  6655. }
  6656. i=0;
  6657. while(fgets(line, sizeof(line)-1, fp)){
  6658. char *split[MAX_WEAPON_TYPE];
  6659. if(line[0]=='/' && line[1]=='/')
  6660. continue;
  6661. if(atoi(line)<=0)
  6662. continue;
  6663. memset(split,0,sizeof(split));
  6664. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6665. split[j]=p;
  6666. p=strchr(p,',');
  6667. if(p) *p++=0;
  6668. atkmods[i][j]=atoi(split[j]);
  6669. }
  6670. i++;
  6671. }
  6672. fclose(fp);
  6673. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6674. // 精?デ?タテ?ブル
  6675. for(i=0;i<5;i++){
  6676. for(j=0;j<MAX_REFINE; j++)
  6677. percentrefinery[i][j]=100;
  6678. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6679. refinebonus[i][0]=0;
  6680. refinebonus[i][1]=0;
  6681. refinebonus[i][2]=10;
  6682. }
  6683. sprintf(path, "%s/refine_db.txt", db_path);
  6684. fp=fopen(path,"r");
  6685. if(fp==NULL){
  6686. ShowError("can't read %s\n", path);
  6687. return 1;
  6688. }
  6689. i=0;
  6690. while(fgets(line, sizeof(line)-1, fp)){
  6691. char *split[MAX_REFINE+4];
  6692. if(line[0]=='/' && line[1]=='/')
  6693. continue;
  6694. if(atoi(line)<=0)
  6695. continue;
  6696. memset(split,0,sizeof(split));
  6697. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6698. split[j]=p;
  6699. p=strchr(p,',');
  6700. if(p) *p++=0;
  6701. }
  6702. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6703. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6704. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6705. for(j=0;j<MAX_REFINE && split[j];j++)
  6706. percentrefinery[i][j]=atoi(split[j+3]);
  6707. i++;
  6708. }
  6709. fclose(fp); //Lupus. close this file!!!
  6710. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6711. return 0;
  6712. }
  6713. /*==========================================
  6714. * スキル関係初期化処理
  6715. *------------------------------------------
  6716. */
  6717. int do_init_status(void)
  6718. {
  6719. if (SC_MAX > MAX_STATUSCHANGE)
  6720. {
  6721. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6722. exit(1);
  6723. }
  6724. add_timer_func_list(status_change_timer,"status_change_timer");
  6725. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6726. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6727. initChangeTables();
  6728. initDummyData();
  6729. status_readdb();
  6730. status_calc_sigma();
  6731. natural_heal_prev_tick = gettick();
  6732. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6733. return 0;
  6734. }