status.c 220 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <time.h>
  4. #include <ctype.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <memory.h>
  8. #include <string.h>
  9. #include <limits.h>
  10. #include "pc.h"
  11. #include "map.h"
  12. #include "pet.h"
  13. #include "npc.h"
  14. #include "mob.h"
  15. #include "clif.h"
  16. #include "guild.h"
  17. #include "skill.h"
  18. #include "itemdb.h"
  19. #include "battle.h"
  20. #include "chrif.h"
  21. #include "status.h"
  22. #include "script.h"
  23. #include "unit.h"
  24. #include "mercenary.h"
  25. #include "../common/timer.h"
  26. #include "../common/nullpo.h"
  27. #include "../common/showmsg.h"
  28. #include "../common/malloc.h"
  29. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  30. #define SC_HM_BASE 800
  31. #define SC_GD_BASE 900
  32. //Regen related flags.
  33. #define RGN_HP 0x01
  34. #define RGN_SP 0x02
  35. #define RGN_SHP 0x04
  36. #define RGN_SSP 0x08
  37. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  38. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  39. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  40. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  41. static int max_weight_base[MAX_PC_CLASS];
  42. static int hp_coefficient[MAX_PC_CLASS];
  43. static int hp_coefficient2[MAX_PC_CLASS];
  44. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  45. static int sp_coefficient[MAX_PC_CLASS];
  46. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  47. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  48. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  49. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  50. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  51. static struct status_data dummy_status;
  52. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  54. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  55. //to avoid cards exploits
  56. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  57. static void add_sc(int skill, int sc)
  58. {
  59. int sk = skill;
  60. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  61. else
  62. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  63. if (sk < 0 || sk >= MAX_SKILL) {
  64. if (battle_config.error_log)
  65. ShowError("add_sc: Unsupported skill id %d\n", skill);
  66. return;
  67. }
  68. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  69. SkillStatusChangeTableArray[sk] = sc;
  70. if (StatusSkillChangeTable[sc]==0)
  71. StatusSkillChangeTable[sc] = skill;
  72. }
  73. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  74. {
  75. if (StatusIconChangeTable[sc]==SI_BLANK)
  76. StatusIconChangeTable[sc] = icon;
  77. StatusChangeFlagTable[sc] |= flag;
  78. add_sc(skill, sc);
  79. }
  80. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  81. //but it is much less prone to errors. [Skotlex]
  82. void initChangeTables(void) {
  83. int i;
  84. for (i = 0; i < SC_MAX; i++)
  85. StatusIconChangeTable[i] = SI_BLANK;
  86. for (i = 0; i < MAX_SKILL; i++)
  87. SkillStatusChangeTableArray[i] = -1;
  88. malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  89. malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  90. //First we define the skill for common ailments. These are used in
  91. //skill_additional_effect through sc cards. [Skotlex]
  92. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  93. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  94. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  95. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  96. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  97. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  98. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  99. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  100. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  101. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  102. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  103. //These are the status-change flags for the common ailments.
  104. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
  105. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  106. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  107. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  108. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  109. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  110. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  111. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  112. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  113. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  114. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  115. //The icons for the common ailments
  116. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  119. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  120. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  121. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  122. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  123. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  124. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  125. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  126. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  127. add_sc(SM_BASH, SC_STUN);
  128. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  129. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  130. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  131. add_sc(MG_SIGHT, SC_SIGHT);
  132. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  133. add_sc(MG_FROSTDIVER, SC_FREEZE);
  134. add_sc(MG_STONECURSE, SC_STONE);
  135. add_sc(AL_RUWACH, SC_RUWACH);
  136. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  137. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  138. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  139. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  140. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  141. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  142. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  143. add_sc(TF_POISON, SC_POISON);
  144. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  145. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  146. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  147. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  148. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  149. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  150. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  151. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  152. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  153. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  154. add_sc(PR_LEXDIVINA, SC_SILENCE);
  155. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  156. add_sc(WZ_METEOR, SC_STUN);
  157. add_sc(WZ_VERMILION, SC_BLIND);
  158. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  159. add_sc(WZ_STORMGUST, SC_FREEZE);
  160. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  161. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  162. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  163. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  164. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  165. add_sc(HT_LANDMINE, SC_STUN);
  166. add_sc(HT_ANKLESNARE, SC_ANKLE);
  167. add_sc(HT_SANDMAN, SC_SLEEP);
  168. add_sc(HT_FLASHER, SC_BLIND);
  169. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  170. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  171. add_sc(AS_SONICBLOW, SC_STUN);
  172. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  173. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  174. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  175. add_sc(AS_VENOMDUST, SC_POISON);
  176. add_sc(AS_SPLASHER, SC_SPLASHER);
  177. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  178. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  179. add_sc(TF_SPRINKLESAND, SC_BLIND);
  180. add_sc(TF_THROWSTONE, SC_STUN);
  181. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  182. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  183. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  184. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  185. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  186. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  194. add_sc(NPC_POISON, SC_POISON);
  195. add_sc(NPC_BLINDATTACK, SC_BLIND);
  196. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  197. add_sc(NPC_STUNATTACK, SC_STUN);
  198. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  199. add_sc(NPC_CURSEATTACK, SC_CURSE);
  200. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  201. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  202. add_sc(NPC_DARKBLESSING, SC_COMA);
  203. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  204. add_sc(NPC_LICK, SC_STUN);
  205. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  206. add_sc(NPC_REBIRTH, SC_KAIZEL);
  207. add_sc(RG_RAID, SC_STUN);
  208. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  209. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  210. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  211. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  212. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  213. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  214. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  215. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  216. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  217. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  218. add_sc(CR_SHIELDCHARGE, SC_STUN);
  219. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  220. add_sc(CR_HOLYCROSS, SC_BLIND);
  221. add_sc(CR_GRANDCROSS, SC_BLIND);
  222. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  223. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  224. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  225. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  226. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  227. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  229. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  230. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  231. add_sc(SA_MAGICROD, SC_MAGICROD);
  232. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  233. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  234. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  238. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  239. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  240. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  241. add_sc(SA_COMA, SC_COMA);
  242. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  243. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  244. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  245. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  246. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  247. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  248. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  249. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  250. add_sc(BA_FROSTJOKE, SC_FREEZE);
  251. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  252. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  253. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  254. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  255. add_sc(DC_SCREAM, SC_STUN);
  256. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  257. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  258. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  259. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  260. add_sc(NPC_DARKCROSS, SC_BLIND);
  261. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  262. add_sc(NPC_STOP, SC_STOP);
  263. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  264. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  265. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  266. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  267. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  268. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  269. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  270. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  271. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  272. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  273. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
  274. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  275. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  276. add_sc(HP_BASILICA, SC_BASILICA);
  277. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  278. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  279. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  280. add_sc(PA_GOSPEL, SC_SCRESIST);
  281. add_sc(CH_TIGERFIST, SC_STOP);
  282. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  283. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  284. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  285. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  286. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  287. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  288. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  289. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  290. // set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  293. add_sc(LK_SPIRALPIERCE, SC_STOP);
  294. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  295. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  296. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  297. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  298. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  299. add_sc(PF_FOGWALL, SC_FOGWALL);
  300. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  301. add_sc(WE_BABY, SC_BABY);
  302. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  303. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  304. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  305. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  306. add_sc(TK_DOWNKICK, SC_STUN);
  307. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  308. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  309. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  310. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  311. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  312. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  313. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  314. add_sc(SG_MOON_WARM, SC_WARM);
  315. add_sc(SG_STAR_WARM, SC_WARM);
  316. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  317. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  318. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  319. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  320. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  321. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  322. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  323. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  324. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  325. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  326. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  327. add_sc(SL_STUN, SC_STUN);
  328. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  329. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  330. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  331. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  332. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  333. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  334. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  335. add_sc(WS_CARTTERMINATION, SC_STUN);
  336. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  337. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  338. add_sc(CG_HERMODE, SC_HERMODE);
  339. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  340. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  341. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  342. add_sc(GS_CRACKER, SC_STUN);
  343. add_sc(GS_DISARM, SC_STRIPWEAPON);
  344. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  345. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  346. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  347. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  348. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  349. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  350. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  351. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  352. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  353. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  354. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  355. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  356. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  357. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  358. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  359. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  360. add_sc(MO_BALKYOUNG, SC_STUN);
  361. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  362. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  363. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  364. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  365. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  366. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  367. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  368. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  369. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  370. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  371. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  372. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  373. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  374. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  375. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  376. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  377. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  378. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  379. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  380. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  381. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  382. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  383. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  384. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  385. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  386. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  387. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  388. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  389. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  390. //Status that don't have a skill associated.
  391. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  392. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  393. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  394. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  395. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  396. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  397. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  398. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  399. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  400. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  401. //Other SC which are not necessarily associated to skills.
  402. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  403. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  404. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  405. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  406. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  407. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  408. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  409. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  410. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  411. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  412. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  413. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  414. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  415. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  416. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  417. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  418. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  419. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  420. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  421. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  422. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  423. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  424. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  425. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  426. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  427. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  428. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  429. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  430. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  431. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  432. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  433. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  434. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  435. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  436. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  437. if (!battle_config.display_hallucination) //Disable Hallucination.
  438. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  439. }
  440. int SkillStatusChangeTable(int skill)
  441. {
  442. int sk = skill;
  443. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  444. else
  445. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  446. if (sk < 0 || sk >= MAX_SKILL) {
  447. if (battle_config.error_log)
  448. ShowError("add_sc: Unsupported skill id %d\n", skill);
  449. return -1;
  450. }
  451. return SkillStatusChangeTableArray[sk];
  452. }
  453. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  454. static void initDummyData(void) {
  455. malloc_set(&dummy_status, 0, sizeof(dummy_status));
  456. dummy_status.hp =
  457. dummy_status.max_hp =
  458. dummy_status.max_sp =
  459. dummy_status.str =
  460. dummy_status.agi =
  461. dummy_status.vit =
  462. dummy_status.int_ =
  463. dummy_status.dex =
  464. dummy_status.luk =
  465. dummy_status.hit = 1;
  466. dummy_status.speed = 2000;
  467. dummy_status.adelay = 4000;
  468. dummy_status.amotion = 2000;
  469. dummy_status.dmotion = 2000;
  470. dummy_status.ele_lv = 1; //Min elemental level.
  471. dummy_status.mode = MD_CANMOVE;
  472. }
  473. /*==========================================
  474. * 精錬ボーナス
  475. *------------------------------------------
  476. */
  477. int status_getrefinebonus(int lv,int type)
  478. {
  479. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  480. return refinebonus[lv][type];
  481. return 0;
  482. }
  483. //Sets HP to given value. Flag is the flag passed to status_heal in case
  484. //final value is higher than current (use 2 to make a healing effect display
  485. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  486. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  487. {
  488. struct status_data *status;
  489. if (hp < 1) return 0;
  490. status = status_get_status_data(bl);
  491. if (status == &dummy_status)
  492. return 0;
  493. if (hp > status->max_hp) hp = status->max_hp;
  494. if (hp == status->hp) return 0;
  495. if (hp > status->hp)
  496. return status_heal(bl, hp - status->hp, 0, 1|flag);
  497. return status_zap(bl, status->hp - hp, 0);
  498. }
  499. //Sets SP to given value. Flag is the flag passed to status_heal in case
  500. //final value is higher than current (use 2 to make a healing effect display
  501. //on players)
  502. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  503. {
  504. struct status_data *status;
  505. status = status_get_status_data(bl);
  506. if (status == &dummy_status)
  507. return 0;
  508. if (sp > status->max_sp) sp = status->max_sp;
  509. if (sp == status->sp) return 0;
  510. if (sp > status->sp)
  511. return status_heal(bl, 0, sp - status->sp, 1|flag);
  512. return status_zap(bl, 0, status->sp - sp);
  513. }
  514. //Inflicts damage on the target with the according walkdelay.
  515. //If flag&1, damage is passive and does not triggers cancelling status changes.
  516. //If flag&2, fail if target does not has enough to substract.
  517. //If flag&4, if killed, mob must not give exp/loot.
  518. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  519. {
  520. struct status_data *status;
  521. struct status_change *sc;
  522. if(sp && !(target->type&BL_CONSUME))
  523. sp = 0; //Not a valid SP target.
  524. if (hp < 0) { //Assume absorbed damage.
  525. status_heal(target, -hp, 0, 1);
  526. hp = 0;
  527. }
  528. if (sp < 0) {
  529. status_heal(target, 0, -sp, 1);
  530. sp = 0;
  531. }
  532. if (!hp && !sp)
  533. return 0;
  534. if (target->type == BL_SKILL)
  535. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  536. status = status_get_status_data(target);
  537. if (status == &dummy_status || !status->hp)
  538. return 0; //Invalid targets: no damage or dead
  539. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  540. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  541. // if (!target->prev && !(flag&2))
  542. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  543. sc = status_get_sc(target);
  544. if (sc && !sc->count)
  545. sc = NULL;
  546. if (hp && !(flag&1)) {
  547. if (sc) {
  548. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  549. { //Devotion prevents any of the other ailments from ending.
  550. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  551. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  552. {
  553. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  554. status_fix_damage(NULL, &sd2->bl, hp, 0);
  555. return 0;
  556. }
  557. status_change_end(target, SC_DEVOTION, -1);
  558. }
  559. if (sc->data[SC_FREEZE].timer != -1)
  560. status_change_end(target,SC_FREEZE,-1);
  561. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  562. status_change_end(target,SC_STONE,-1);
  563. if (sc->data[SC_SLEEP].timer != -1)
  564. status_change_end(target,SC_SLEEP,-1);
  565. if (sc->data[SC_WINKCHARM].timer != -1)
  566. status_change_end(target,SC_WINKCHARM,-1);
  567. if (sc->data[SC_CONFUSION].timer != -1)
  568. status_change_end(target, SC_CONFUSION, -1);
  569. if (sc->data[SC_TRICKDEAD].timer != -1)
  570. status_change_end(target, SC_TRICKDEAD, -1);
  571. if (sc->data[SC_HIDING].timer != -1)
  572. status_change_end(target, SC_HIDING, -1);
  573. if (sc->data[SC_CLOAKING].timer != -1)
  574. status_change_end(target, SC_CLOAKING, -1);
  575. if (sc->data[SC_CHASEWALK].timer != -1)
  576. status_change_end(target, SC_CHASEWALK, -1);
  577. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  578. //Endure count is only reduced by non-players on non-gvg maps.
  579. //val4 signals infinite endure. [Skotlex]
  580. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  581. && --(sc->data[SC_ENDURE].val2) < 0)
  582. status_change_end(target, SC_ENDURE, -1);
  583. }
  584. if (sc->data[SC_GRAVITATION].timer != -1 &&
  585. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  586. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  587. if (sg) {
  588. skill_delunitgroup(target,sg, 0);
  589. sc->data[SC_GRAVITATION].val4 = 0;
  590. status_change_end(target, SC_GRAVITATION, -1);
  591. }
  592. }
  593. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  594. skill_stop_dancing(target);
  595. }
  596. unit_skillcastcancel(target, 2);
  597. }
  598. if ((unsigned int)hp >= status->hp) {
  599. if (flag&2) return 0;
  600. hp = status->hp;
  601. }
  602. if ((unsigned int)sp > status->sp) {
  603. if (flag&2) return 0;
  604. sp = status->sp;
  605. }
  606. status->hp-= hp;
  607. status->sp-= sp;
  608. if (sc && hp && status->hp) {
  609. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  610. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  611. status->hp < status->max_hp>>2)
  612. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  613. if (sc->data[SC_BERSERK].timer != -1 &&
  614. status->hp <= 100)
  615. status_change_end(target, SC_BERSERK, -1);
  616. }
  617. switch (target->type)
  618. {
  619. case BL_MOB:
  620. mob_damage((TBL_MOB*)target, src, hp);
  621. break;
  622. case BL_PC:
  623. pc_damage((TBL_PC*)target,src,hp,sp);
  624. break;
  625. case BL_HOM:
  626. merc_damage((TBL_HOM*)target,src,hp,sp);
  627. }
  628. if (status->hp)
  629. { //Still lives!
  630. if (walkdelay)
  631. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  632. return hp+sp;
  633. }
  634. status->hp = 1; //To let the dead function cast skills and all that.
  635. //NOTE: These dead functions should return: [Skotlex]
  636. //0: Death cancelled, auto-revived.
  637. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  638. //&2: Also remove object from map.
  639. //&4: Also delete object from memory.
  640. switch (target->type)
  641. {
  642. case BL_MOB:
  643. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  644. break;
  645. case BL_PC:
  646. flag = pc_dead((TBL_PC*)target,src);
  647. break;
  648. case BL_HOM:
  649. flag = merc_hom_dead((TBL_HOM*)target,src);
  650. break;
  651. default: //Unhandled case, do nothing to object.
  652. flag = 0;
  653. break;
  654. }
  655. if(!flag) //Death cancelled.
  656. return hp+sp;
  657. //Normal death
  658. status->hp = 0;
  659. if (battle_config.clear_unit_ondeath &&
  660. battle_config.clear_unit_ondeath&target->type)
  661. skill_clear_unitgroup(target);
  662. status_change_clear(target,0);
  663. if(target->type&BL_REGEN)
  664. { //Reset regen ticks.
  665. struct regen_data *regen = status_get_regen_data(target);
  666. if (regen) {
  667. malloc_set(&regen->tick, 0, sizeof(regen->tick));
  668. if (regen->sregen)
  669. malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  670. if (regen->ssregen)
  671. malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  672. }
  673. }
  674. if(flag&4) //Delete from memory. (also invokes map removal code)
  675. unit_free(target,1);
  676. else
  677. if(flag&2) //remove from map
  678. unit_remove_map(target,1);
  679. else
  680. { //Some death states that would normally be handled by unit_remove_map
  681. unit_stop_attack(target);
  682. unit_stop_walking(target,0);
  683. unit_skillcastcancel(target,0);
  684. clif_clearchar_area(target,1);
  685. skill_unit_move(target,gettick(),4);
  686. skill_cleartimerskill(target);
  687. }
  688. return hp+sp;
  689. }
  690. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  691. //If flag&2, when the player is healed, show the HP/SP heal effect.
  692. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  693. {
  694. struct status_data *status;
  695. struct status_change *sc;
  696. status = status_get_status_data(bl);
  697. if (status == &dummy_status || !status->hp)
  698. return 0;
  699. sc = status_get_sc(bl);
  700. if (sc && !sc->count)
  701. sc = NULL;
  702. if (hp < 0) {
  703. status_damage(NULL, bl, -hp, 0, 0, 1);
  704. hp = 0;
  705. }
  706. if(hp) {
  707. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  708. hp = 0;
  709. if((unsigned int)hp > status->max_hp - status->hp)
  710. hp = status->max_hp - status->hp;
  711. }
  712. if(sp < 0) {
  713. status_damage(NULL, bl, 0, -sp, 0, 1);
  714. sp = 0;
  715. }
  716. if(sp) {
  717. if((unsigned int)sp > status->max_sp - status->sp)
  718. sp = status->max_sp - status->sp;
  719. }
  720. if(!sp && !hp) return 0;
  721. status->hp+= hp;
  722. status->sp+= sp;
  723. if(hp && sc &&
  724. sc->data[SC_AUTOBERSERK].timer != -1 &&
  725. sc->data[SC_PROVOKE].timer!=-1 &&
  726. sc->data[SC_PROVOKE].val2==1 &&
  727. status->hp>=status->max_hp>>2
  728. ) //End auto berserk.
  729. status_change_end(bl,SC_PROVOKE,-1);
  730. switch(bl->type) {
  731. case BL_MOB:
  732. mob_heal((TBL_MOB*)bl,hp);
  733. break;
  734. case BL_PC:
  735. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  736. break;
  737. case BL_HOM:
  738. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  739. break;
  740. }
  741. return hp+sp;
  742. }
  743. //Does percentual non-flinching damage/heal. If mob is killed this way,
  744. //no exp/drops will be awarded if there is no src (or src is target)
  745. //If rates are > 0, percent is of current HP/SP
  746. //If rates are < 0, percent is of max HP/SP
  747. //If flag, this is heal, otherwise it is damage.
  748. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  749. {
  750. struct status_data *status;
  751. unsigned int hp =0, sp = 0;
  752. status = status_get_status_data(target);
  753. //Change the equation when the values are high enough to discard the
  754. //imprecision in exchange of overflow protection [Skotlex]
  755. //Also add 100% checks since those are the most used cases where we don't
  756. //want aproximation errors.
  757. if (hp_rate > 99)
  758. hp = status->hp;
  759. else if (hp_rate > 0)
  760. hp = status->hp>10000?
  761. hp_rate*(status->hp/100):
  762. (hp_rate*status->hp)/100;
  763. else if (hp_rate < -99)
  764. hp = status->max_hp;
  765. else if (hp_rate < 0)
  766. hp = status->max_hp>10000?
  767. (-hp_rate)*(status->max_hp/100):
  768. (-hp_rate*status->max_hp)/100;
  769. if (hp_rate && !hp)
  770. hp = 1;
  771. //Should be safe to not do overflow protection here, noone should have
  772. //millions upon millions of SP
  773. if (sp_rate > 99)
  774. sp = status->sp;
  775. else if (sp_rate > 0)
  776. sp = (sp_rate*status->sp)/100;
  777. else if (sp_rate < -99)
  778. sp = status->max_sp;
  779. else if (sp_rate < 0)
  780. sp = (-sp_rate)*status->max_sp/100;
  781. if (sp_rate && !sp)
  782. sp = 1;
  783. //Ugly check in case damage dealt is too much for the received args of
  784. //status_heal / status_damage. [Skotlex]
  785. if (hp > INT_MAX) {
  786. hp -= INT_MAX;
  787. if (flag)
  788. status_heal(target, INT_MAX, 0, 0);
  789. else
  790. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  791. }
  792. if (sp > INT_MAX) {
  793. sp -= INT_MAX;
  794. if (flag)
  795. status_heal(target, 0, INT_MAX, 0);
  796. else
  797. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  798. }
  799. if (flag) return status_heal(target, hp, sp, 0);
  800. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  801. }
  802. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  803. {
  804. struct status_data *status;
  805. unsigned int hp, sp;
  806. if (!status_isdead(bl)) return 0;
  807. status = status_get_status_data(bl);
  808. if (status == &dummy_status)
  809. return 0; //Invalid target.
  810. hp = status->max_hp * per_hp/100;
  811. sp = status->max_sp * per_sp/100;
  812. if(hp > status->max_hp - status->hp)
  813. hp = status->max_hp - status->hp;
  814. if(sp > status->max_sp - status->sp)
  815. sp = status->max_sp - status->sp;
  816. status->hp += hp;
  817. status->sp += sp;
  818. if (bl->prev) //Animation only if character is already on a map.
  819. clif_resurrection(bl, 1);
  820. switch (bl->type) {
  821. case BL_MOB:
  822. mob_revive((TBL_MOB*)bl, hp);
  823. break;
  824. case BL_PC:
  825. pc_revive((TBL_PC*)bl, hp, sp);
  826. break;
  827. case BL_HOM: //[orn]
  828. merc_hom_revive((TBL_HOM*)bl, hp, sp);
  829. break;
  830. }
  831. return 1;
  832. }
  833. /*==========================================
  834. * Checks whether the src can use the skill on the target,
  835. * taking into account status/option of both source/target. [Skotlex]
  836. * flag:
  837. * 0 - Trying to use skill on target.
  838. * 1 - Cast bar is done.
  839. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  840. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  841. * target MAY Be null, in which case the checks are only to see
  842. * whether the source can cast or not the skill on the ground.
  843. *------------------------------------------
  844. */
  845. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  846. {
  847. struct status_data *status;
  848. struct status_change *sc=NULL, *tsc;
  849. int hide_flag;
  850. status = src?status_get_status_data(src):&dummy_status;
  851. if (src && status_isdead(src))
  852. return 0;
  853. if (!skill_num) { //Normal attack checks.
  854. if (!(status->mode&MD_CANATTACK))
  855. return 0; //This mode is only needed for melee attacking.
  856. //Dead state is not checked for skills as some skills can be used
  857. //on dead characters, said checks are left to skill.c [Skotlex]
  858. if (target && status_isdead(target))
  859. return 0;
  860. }
  861. if (skill_num == PA_PRESSURE && flag) {
  862. //Gloria Avoids pretty much everything....
  863. tsc = target?status_get_sc(target):NULL;
  864. if(tsc) {
  865. if (tsc->option&OPTION_HIDE)
  866. return 0;
  867. if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
  868. return 0;
  869. }
  870. return 1;
  871. }
  872. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  873. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  874. && !(status->mode&MD_BOSS))
  875. { //Basilica Check
  876. if (!skill_num) return 0;
  877. hide_flag = skill_get_inf(skill_num);
  878. if (hide_flag&INF_ATTACK_SKILL)
  879. return 0;
  880. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  881. return 0;
  882. }
  883. if (src) sc = status_get_sc(src);
  884. if(sc && sc->count)
  885. {
  886. if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
  887. //When sc do not cancel casting, the spell should come out.
  888. return 0;
  889. if (
  890. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  891. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  892. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  893. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  894. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  895. )
  896. return 0;
  897. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  898. { //Prevents skill usage
  899. clif_emotion(src, 3);
  900. return 0;
  901. }
  902. if (sc->data[SC_BLADESTOP].timer != -1) {
  903. switch (sc->data[SC_BLADESTOP].val1)
  904. {
  905. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  906. case 4: if (skill_num == MO_CHAINCOMBO) break;
  907. case 3: if (skill_num == MO_INVESTIGATE) break;
  908. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  909. default: return 0;
  910. }
  911. }
  912. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  913. {
  914. if(sc->data[SC_LONGING].timer != -1)
  915. { //Allow everything except dancing/re-dancing. [Skotlex]
  916. if (skill_num == BD_ENCORE ||
  917. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  918. )
  919. return 0;
  920. } else
  921. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  922. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  923. return 0;
  924. if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  925. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  926. }
  927. if (skill_num && //Do not block item-casted skills.
  928. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  929. ) { //Skills blocked through status changes...
  930. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  931. sc->data[SC_SILENCE].timer != -1 ||
  932. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  933. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  934. sc->data[SC_STEELBODY].timer != -1 ||
  935. sc->data[SC_BERSERK].timer != -1
  936. ))
  937. return 0;
  938. //Skill blocking.
  939. if (
  940. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  941. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
  942. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  943. (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
  944. )
  945. return 0;
  946. }
  947. }
  948. if (sc && sc->option)
  949. {
  950. if (sc->option&OPTION_HIDE)
  951. switch (skill_num) { //Usable skills while hiding.
  952. case TF_HIDING:
  953. case AS_GRIMTOOTH:
  954. case RG_BACKSTAP:
  955. case RG_RAID:
  956. case NJ_SHADOWJUMP:
  957. case NJ_KIRIKAGE:
  958. break;
  959. default:
  960. return 0;
  961. }
  962. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  963. return 0;
  964. }
  965. if (target == NULL || target == src) //No further checking needed.
  966. return 1;
  967. tsc = status_get_sc(target);
  968. if(tsc && tsc->count)
  969. {
  970. if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  971. return 0;
  972. if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
  973. return 0;
  974. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  975. return 0;
  976. }
  977. //If targetting, cloak+hide protect you, otherwise only hiding does.
  978. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  979. //You cannot hide from ground skills.
  980. if(skill_get_pl(skill_num) == ELE_EARTH)
  981. hide_flag &= ~OPTION_HIDE;
  982. switch (target->type)
  983. {
  984. case BL_PC:
  985. {
  986. struct map_session_data *sd = (TBL_PC*) target;
  987. if (pc_isinvisible(sd))
  988. return 0;
  989. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  990. && (sd->special_state.perfect_hiding || !(
  991. status->race == RC_INSECT ||
  992. status->race == RC_DEMON ||
  993. status->mode&MD_DETECTOR
  994. )))
  995. return 0;
  996. }
  997. break;
  998. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  999. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1000. if (status->mode&MD_LOOTER)
  1001. return 1;
  1002. else
  1003. return 0;
  1004. default:
  1005. //Check for chase-walk/hiding/cloaking opponents.
  1006. if (tsc && !(status->mode&MD_BOSS))
  1007. {
  1008. if (tsc->option&hide_flag && !(
  1009. status->race == RC_INSECT ||
  1010. status->race == RC_DEMON ||
  1011. status->mode&MD_DETECTOR
  1012. ))
  1013. return 0;
  1014. }
  1015. }
  1016. return 1;
  1017. }
  1018. //Checks whether the source can see and chase target.
  1019. int status_check_visibility(struct block_list *src, struct block_list *target)
  1020. {
  1021. int view_range;
  1022. struct status_data* status = status_get_status_data(src);
  1023. struct status_change* tsc = status_get_sc(target);
  1024. switch (src->type) {
  1025. case BL_MOB:
  1026. view_range = ((TBL_MOB*)src)->min_chase;
  1027. break;
  1028. case BL_PET:
  1029. view_range = ((TBL_PET*)src)->db->range2;
  1030. break;
  1031. default:
  1032. view_range = AREA_SIZE;
  1033. }
  1034. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1035. return 0;
  1036. switch (target->type)
  1037. {
  1038. case BL_PC:
  1039. {
  1040. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1041. && !(status->mode&MD_BOSS) && (
  1042. ((TBL_PC*)target)->special_state.perfect_hiding || !(
  1043. status->race == RC_INSECT ||
  1044. status->race == RC_DEMON ||
  1045. status->mode&MD_DETECTOR
  1046. )))
  1047. return 0;
  1048. }
  1049. break;
  1050. default:
  1051. //Check for chase-walk/hiding/cloaking opponents.
  1052. if (tsc && !(status->mode&MD_BOSS))
  1053. {
  1054. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1055. && !(
  1056. status->race == RC_INSECT ||
  1057. status->race == RC_DEMON ||
  1058. status->mode&MD_DETECTOR
  1059. ))
  1060. return 0;
  1061. }
  1062. }
  1063. return 1;
  1064. }
  1065. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1066. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1067. {
  1068. int flag = 0, str, dex, dstr;
  1069. if(!(bl->type&battle_config.enable_baseatk))
  1070. return 0;
  1071. if (bl->type == BL_PC)
  1072. switch(((TBL_PC*)bl)->status.weapon){
  1073. case W_BOW:
  1074. case W_MUSICAL:
  1075. case W_WHIP:
  1076. case W_REVOLVER:
  1077. case W_RIFLE:
  1078. case W_SHOTGUN:
  1079. case W_GATLING:
  1080. case W_GRENADE:
  1081. flag = 1;
  1082. }
  1083. if (flag) {
  1084. str = status->dex;
  1085. dex = status->str;
  1086. } else {
  1087. str = status->str;
  1088. dex = status->dex;
  1089. }
  1090. dstr = str/10;
  1091. return str + dstr*dstr + dex/5 + status->luk/5;
  1092. }
  1093. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1094. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1095. //Fills in the misc data that can be calculated from the other status info (except for level)
  1096. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1097. {
  1098. //Non players get the value set, players need to stack with previous bonuses.
  1099. if (bl->type != BL_PC)
  1100. status->batk =
  1101. status->matk_min = status->matk_max =
  1102. status->hit = status->flee =
  1103. status->def2 = status->mdef2 =
  1104. status->cri = status->flee2 = 0;
  1105. status->matk_min += status_base_matk_min(status);
  1106. status->matk_max += status_base_matk_max(status);
  1107. status->hit += level + status->dex;
  1108. status->flee += level + status->agi;
  1109. status->def2 += status->vit;
  1110. status->mdef2 += status->int_ + (status->vit>>1);
  1111. if (bl->type&battle_config.enable_critical)
  1112. status->cri += status->luk*3 + 10;
  1113. else
  1114. status->cri = 0;
  1115. if (bl->type&battle_config.enable_perfect_flee)
  1116. status->flee2 += status->luk + 10;
  1117. else
  1118. status->flee2 = 0;
  1119. status->batk += status_base_atk(bl, status);
  1120. if (status->cri)
  1121. switch (bl->type) {
  1122. case BL_MOB:
  1123. if(battle_config.mob_critical_rate != 100)
  1124. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1125. if(!status->cri && battle_config.mob_critical_rate)
  1126. status->cri = 10;
  1127. break;
  1128. case BL_PC:
  1129. //Players don't have a critical adjustment setting as of yet.
  1130. break;
  1131. default:
  1132. if(battle_config.critical_rate != 100)
  1133. status->cri = status->cri*battle_config.critical_rate/100;
  1134. if (!status->cri && battle_config.critical_rate)
  1135. status->cri = 10;
  1136. }
  1137. if(bl->type&BL_REGEN)
  1138. status_calc_regen(bl, status, status_get_regen_data(bl));
  1139. }
  1140. //Skotlex: Calculates the initial status for the given mob
  1141. //first will only be false when the mob leveled up or got a GuardUp level.
  1142. //first&2: Class-change invoked.
  1143. int status_calc_mob(struct mob_data* md, int first)
  1144. {
  1145. struct status_data *status;
  1146. struct block_list *mbl = NULL;
  1147. int flag=0;
  1148. if(first)
  1149. { //Set basic level on respawn.
  1150. if (md->spawn && !(first&2))
  1151. md->level = md->spawn->level;
  1152. else
  1153. md->level = md->db->lv; // [Valaris]
  1154. }
  1155. //Check if we need custom base-status
  1156. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1157. flag|=1;
  1158. if (md->special_state.size)
  1159. flag|=2;
  1160. if (md->guardian_data && md->guardian_data->guardup_lv)
  1161. flag|=4;
  1162. if (battle_config.slaves_inherit_speed && md->master_id)
  1163. flag|=8;
  1164. if (md->master_id && md->special_state.ai>1)
  1165. flag|=16;
  1166. if (!flag)
  1167. { //No special status required.
  1168. if (md->base_status) {
  1169. aFree(md->base_status);
  1170. md->base_status = NULL;
  1171. }
  1172. if(first)
  1173. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1174. return 0;
  1175. }
  1176. if (!md->base_status)
  1177. md->base_status = aCalloc(1, sizeof(struct status_data));
  1178. status = md->base_status;
  1179. memcpy(status, &md->db->status, sizeof(struct status_data));
  1180. if (flag&(8|16))
  1181. mbl = map_id2bl(md->master_id);
  1182. if (flag&8 && mbl) {
  1183. struct status_data *mstatus = status_get_base_status(mbl);
  1184. if (mstatus)
  1185. status->speed = mstatus->speed;
  1186. }
  1187. if (flag&16 && mbl)
  1188. { //Max HP setting from Summon Flora/marine Sphere
  1189. struct unit_data *ud = unit_bl2ud(mbl);
  1190. if (ud)
  1191. { // different levels of HP according to skill level
  1192. if (ud->skillid == AM_SPHEREMINE) {
  1193. status->max_hp = 2000 + 400*ud->skilllv;
  1194. } else { //AM_CANNIBALIZE
  1195. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1196. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1197. }
  1198. status->hp = status->max_hp;
  1199. }
  1200. }
  1201. if (flag&1)
  1202. { // increase from mobs leveling up [Valaris]
  1203. int diff = md->level - md->db->lv;
  1204. status->str+= diff;
  1205. status->agi+= diff;
  1206. status->vit+= diff;
  1207. status->int_+= diff;
  1208. status->dex+= diff;
  1209. status->luk+= diff;
  1210. status->max_hp += diff*status->vit;
  1211. status->max_sp += diff*status->int_;
  1212. status->hp = status->max_hp;
  1213. status->sp = status->max_sp;
  1214. status->speed -= diff;
  1215. }
  1216. if (flag&2)
  1217. { // change for sized monsters [Valaris]
  1218. if (md->special_state.size==1) {
  1219. status->max_hp>>=1;
  1220. status->max_sp>>=1;
  1221. if (!status->max_hp) status->max_hp = 1;
  1222. if (!status->max_sp) status->max_sp = 1;
  1223. status->hp=status->max_hp;
  1224. status->sp=status->max_sp;
  1225. status->str>>=1;
  1226. status->agi>>=1;
  1227. status->vit>>=1;
  1228. status->int_>>=1;
  1229. status->dex>>=1;
  1230. status->luk>>=1;
  1231. if (!status->str) status->str = 1;
  1232. if (!status->agi) status->agi = 1;
  1233. if (!status->vit) status->vit = 1;
  1234. if (!status->int_) status->int_ = 1;
  1235. if (!status->dex) status->dex = 1;
  1236. if (!status->luk) status->luk = 1;
  1237. } else if (md->special_state.size==2) {
  1238. status->max_hp<<=1;
  1239. status->max_sp<<=1;
  1240. status->hp=status->max_hp;
  1241. status->sp=status->max_sp;
  1242. status->str<<=1;
  1243. status->agi<<=1;
  1244. status->vit<<=1;
  1245. status->int_<<=1;
  1246. status->dex<<=1;
  1247. status->luk<<=1;
  1248. }
  1249. }
  1250. status_calc_misc(&md->bl, status, md->level);
  1251. if(flag&4)
  1252. { // Strengthen Guardians - custom value +10% / lv
  1253. struct guild_castle *gc;
  1254. gc=guild_mapname2gc(map[md->bl.m].name);
  1255. if (!gc)
  1256. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1257. else {
  1258. status->max_hp += 2000 * gc->defense;
  1259. status->max_sp += 200 * gc->defense;
  1260. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1261. status->hp = gc->guardian[md->guardian_data->number].hp;
  1262. else //Emperium
  1263. status->hp = status->max_hp;
  1264. status->sp = status->max_sp;
  1265. }
  1266. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1267. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1268. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1269. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1270. }
  1271. //Initial battle status
  1272. if (!first)
  1273. status_calc_bl(&md->bl, SCB_ALL);
  1274. else
  1275. memcpy(&md->status, status, sizeof(struct status_data));
  1276. return 1;
  1277. }
  1278. //Skotlex: Calculates the stats of the given pet.
  1279. int status_calc_pet(struct pet_data *pd, int first)
  1280. {
  1281. nullpo_retr(0, pd);
  1282. if (first) {
  1283. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1284. pd->status.speed = pd->petDB->speed;
  1285. }
  1286. if (battle_config.pet_lv_rate && pd->msd)
  1287. {
  1288. struct map_session_data *sd = pd->msd;
  1289. int lv;
  1290. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1291. if (lv < 0)
  1292. lv = 1;
  1293. if (lv != pd->pet.level || first)
  1294. {
  1295. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1296. pd->pet.level = lv;
  1297. if (!first) //Lv Up animation
  1298. clif_misceffect(&pd->bl, 0);
  1299. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1300. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1301. status->str = (bstat->str*lv)/pd->db->lv;
  1302. status->agi = (bstat->agi*lv)/pd->db->lv;
  1303. status->vit = (bstat->vit*lv)/pd->db->lv;
  1304. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1305. status->dex = (bstat->dex*lv)/pd->db->lv;
  1306. status->luk = (bstat->luk*lv)/pd->db->lv;
  1307. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1308. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1309. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1310. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1311. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1312. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1313. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1314. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1315. status_calc_misc(&pd->bl, &pd->status, lv);
  1316. if (!first) //Not done the first time because the pet is not visible yet
  1317. clif_send_petstatus(sd);
  1318. }
  1319. } else if (first)
  1320. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1321. //Support rate modifier (1000 = 100%)
  1322. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1323. if(battle_config.pet_support_rate != 100)
  1324. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1325. return 1;
  1326. }
  1327. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1328. {
  1329. unsigned int val;
  1330. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1331. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1332. * (100 + status->vit)/100 + sd->param_equip[2];
  1333. if (sd->class_&JOBL_UPPER)
  1334. val += val * 25/100;
  1335. else if (sd->class_&JOBL_BABY)
  1336. val -= val * 30/100;
  1337. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1338. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1339. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1340. val += 2000;
  1341. return val;
  1342. }
  1343. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1344. {
  1345. unsigned int val;
  1346. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1347. * (100 + status->int_)/100 + sd->param_equip[3];
  1348. if (sd->class_&JOBL_UPPER)
  1349. val += val * 25/100;
  1350. else if (sd->class_&JOBL_BABY)
  1351. val -= val * 30/100;
  1352. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1353. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1354. return val;
  1355. }
  1356. //Calculates player data from scratch without counting SC adjustments.
  1357. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1358. int status_calc_pc(struct map_session_data* sd,int first)
  1359. {
  1360. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1361. struct status_data b_status, *status;
  1362. struct weapon_atk b_lhw;
  1363. struct skill b_skill[MAX_SKILL];
  1364. int b_weight,b_max_weight;
  1365. int i,index;
  1366. int skill,refinedef=0;
  1367. if (++calculating > 10) //Too many recursive calls!
  1368. return -1;
  1369. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1370. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1371. b_status.lhw = &b_lhw;
  1372. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1373. b_weight = sd->weight;
  1374. b_max_weight = sd->max_weight;
  1375. pc_calc_skilltree(sd); // スキルツリ?の計算
  1376. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1377. if(first&1) {
  1378. //Load Hp/SP from char-received data.
  1379. sd->battle_status.hp = sd->status.hp;
  1380. sd->battle_status.sp = sd->status.sp;
  1381. sd->battle_status.lhw = &sd->battle_lhw;
  1382. sd->base_status.lhw = &sd->base_lhw;
  1383. sd->regen.sregen = &sd->sregen;
  1384. sd->regen.ssregen = &sd->ssregen;
  1385. sd->weight=0;
  1386. for(i=0;i<MAX_INVENTORY;i++){
  1387. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1388. continue;
  1389. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1390. }
  1391. sd->cart_max_weight=battle_config.max_cart_weight;
  1392. sd->cart_weight=0;
  1393. sd->cart_max_num=MAX_CART;
  1394. sd->cart_num=0;
  1395. for(i=0;i<MAX_CART;i++){
  1396. if(sd->status.cart[i].nameid==0)
  1397. continue;
  1398. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1399. sd->cart_num++;
  1400. }
  1401. }
  1402. status = &sd->base_status;
  1403. // these are not zeroed. [zzo]
  1404. sd->hprate=100;
  1405. sd->sprate=100;
  1406. sd->castrate=100;
  1407. sd->delayrate=100;
  1408. sd->dsprate=100;
  1409. sd->speed_rate = 100;
  1410. sd->hprecov_rate = 100;
  1411. sd->sprecov_rate = 100;
  1412. sd->atk_rate = sd->matk_rate = 100;
  1413. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1414. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1415. sd->regen.state.block = 0;
  1416. // zeroed arays, order follows the order in map.h.
  1417. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1418. malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1419. + sizeof(sd->param_equip)
  1420. + sizeof(sd->subele)
  1421. + sizeof(sd->subrace)
  1422. + sizeof(sd->subrace2)
  1423. + sizeof(sd->subsize)
  1424. + sizeof(sd->reseff)
  1425. + sizeof(sd->weapon_coma_ele)
  1426. + sizeof(sd->weapon_coma_race)
  1427. + sizeof(sd->weapon_atk)
  1428. + sizeof(sd->weapon_atk_rate)
  1429. + sizeof(sd->arrow_addele)
  1430. + sizeof(sd->arrow_addrace)
  1431. + sizeof(sd->arrow_addsize)
  1432. + sizeof(sd->magic_addele)
  1433. + sizeof(sd->magic_addrace)
  1434. + sizeof(sd->magic_addsize)
  1435. + sizeof(sd->critaddrace)
  1436. + sizeof(sd->expaddrace)
  1437. + sizeof(sd->itemgrouphealrate)
  1438. + sizeof(sd->sp_gain_race)
  1439. );
  1440. malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1441. malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1442. malloc_set(&sd->special_state,0,sizeof(sd->special_state));
  1443. malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1444. malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
  1445. //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
  1446. status->speed = DEFAULT_WALK_SPEED;
  1447. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1448. status->size = (sd->class_&JOBL_BABY)?0:1;
  1449. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1450. if (sd->class_&JOBL_BABY) {
  1451. if (battle_config.character_size&2)
  1452. status->size++;
  1453. } else
  1454. if(battle_config.character_size&1)
  1455. status->size++;
  1456. }
  1457. status->aspd_rate = 1000;
  1458. status->ele_lv = 1;
  1459. status->race = RC_DEMIHUMAN;
  1460. //zero up structures...
  1461. malloc_set(&sd->autospell,0,sizeof(sd->autospell)
  1462. + sizeof(sd->autospell2)
  1463. + sizeof(sd->addeff)
  1464. + sizeof(sd->addeff2)
  1465. + sizeof(sd->skillatk)
  1466. + sizeof(sd->skillblown)
  1467. + sizeof(sd->add_def)
  1468. + sizeof(sd->add_mdef)
  1469. + sizeof(sd->add_dmg)
  1470. + sizeof(sd->add_mdmg)
  1471. + sizeof(sd->add_drop)
  1472. + sizeof(sd->itemhealrate)
  1473. );
  1474. // vars zeroing. ints, shorts, chars. in that order.
  1475. malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1476. + sizeof(sd->arrow_ele)
  1477. + sizeof(sd->arrow_cri)
  1478. + sizeof(sd->arrow_hit)
  1479. + sizeof(sd->nsshealhp)
  1480. + sizeof(sd->nsshealsp)
  1481. + sizeof(sd->critical_def)
  1482. + sizeof(sd->double_rate)
  1483. + sizeof(sd->long_attack_atk_rate)
  1484. + sizeof(sd->near_attack_def_rate)
  1485. + sizeof(sd->long_attack_def_rate)
  1486. + sizeof(sd->magic_def_rate)
  1487. + sizeof(sd->misc_def_rate)
  1488. + sizeof(sd->ignore_mdef_ele)
  1489. + sizeof(sd->ignore_mdef_race)
  1490. + sizeof(sd->perfect_hit)
  1491. + sizeof(sd->perfect_hit_add)
  1492. + sizeof(sd->get_zeny_rate)
  1493. + sizeof(sd->get_zeny_num)
  1494. + sizeof(sd->double_add_rate)
  1495. + sizeof(sd->short_weapon_damage_return)
  1496. + sizeof(sd->long_weapon_damage_return)
  1497. + sizeof(sd->magic_damage_return)
  1498. + sizeof(sd->random_attack_increase_add)
  1499. + sizeof(sd->random_attack_increase_per)
  1500. + sizeof(sd->break_weapon_rate)
  1501. + sizeof(sd->break_armor_rate)
  1502. + sizeof(sd->crit_atk_rate)
  1503. + sizeof(sd->hp_loss_rate)
  1504. + sizeof(sd->sp_loss_rate)
  1505. + sizeof(sd->classchange)
  1506. + sizeof(sd->speed_add_rate)
  1507. + sizeof(sd->aspd_add_rate)
  1508. + sizeof(sd->setitem_hash)
  1509. + sizeof(sd->setitem_hash2)
  1510. // shorts
  1511. + sizeof(sd->splash_range)
  1512. + sizeof(sd->splash_add_range)
  1513. + sizeof(sd->add_steal_rate)
  1514. + sizeof(sd->hp_loss_value)
  1515. + sizeof(sd->sp_loss_value)
  1516. + sizeof(sd->hp_loss_type)
  1517. + sizeof(sd->hp_gain_value)
  1518. + sizeof(sd->sp_gain_value)
  1519. + sizeof(sd->sp_vanish_rate)
  1520. + sizeof(sd->sp_vanish_per)
  1521. + sizeof(sd->add_drop_count)
  1522. + sizeof(sd->unbreakable)
  1523. + sizeof(sd->unbreakable_equip)
  1524. + sizeof(sd->unstripable_equip)
  1525. + sizeof(sd->add_def_count)
  1526. + sizeof(sd->add_mdef_count)
  1527. + sizeof(sd->add_dmg_count)
  1528. + sizeof(sd->add_mdmg_count)
  1529. );
  1530. // Parse equipment.
  1531. for(i=0;i<EQI_MAX-1;i++) {
  1532. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1533. if(index < 0)
  1534. continue;
  1535. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1536. continue;
  1537. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1538. continue;
  1539. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1540. continue;
  1541. if(!sd->inventory_data[index])
  1542. continue;
  1543. status->def += sd->inventory_data[index]->def;
  1544. if(first&1 && sd->inventory_data[index]->equip_script)
  1545. { //Execute equip-script on login
  1546. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1547. if (!calculating)
  1548. return 1;
  1549. }
  1550. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1551. int r,wlv = sd->inventory_data[index]->wlv;
  1552. struct weapon_data *wd;
  1553. struct weapon_atk *wa;
  1554. if (wlv >= MAX_REFINE_BONUS)
  1555. wlv = MAX_REFINE_BONUS - 1;
  1556. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1557. wd = &sd->left_weapon; // Left-hand weapon
  1558. wa = status->lhw;
  1559. } else {
  1560. wd = &sd->right_weapon;
  1561. wa = &status->rhw;
  1562. }
  1563. wa->atk += sd->inventory_data[index]->atk;
  1564. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1565. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1566. wd->overrefine = r*refinebonus[wlv][1];
  1567. wa->range += sd->inventory_data[index]->range;
  1568. if(sd->inventory_data[index]->script) {
  1569. if (wd == &sd->left_weapon) {
  1570. sd->state.lr_flag = 1;
  1571. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1572. sd->state.lr_flag = 0;
  1573. } else
  1574. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1575. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1576. return 1;
  1577. }
  1578. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1579. { // Forged weapon
  1580. wd->star += (sd->status.inventory[index].card[1]>>8);
  1581. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1582. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1583. wd->star += 10;
  1584. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1585. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1586. }
  1587. }
  1588. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1589. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1590. if(sd->inventory_data[index]->script) {
  1591. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1592. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1593. return 1;
  1594. }
  1595. }
  1596. }
  1597. if(sd->equip_index[EQI_AMMO] >= 0){
  1598. index = sd->equip_index[EQI_AMMO];
  1599. if(sd->inventory_data[index]){ // Arrows
  1600. sd->arrow_atk += sd->inventory_data[index]->atk;
  1601. sd->state.lr_flag = 2;
  1602. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1603. sd->state.lr_flag = 0;
  1604. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1605. return 1;
  1606. }
  1607. }
  1608. //Store equipment script bonuses
  1609. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1610. malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1611. status->def += (refinedef+50)/100;
  1612. //Parse Cards
  1613. for(i=0;i<EQI_MAX-1;i++) {
  1614. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1615. if(index < 0)
  1616. continue;
  1617. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1618. continue;
  1619. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1620. continue;
  1621. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1622. continue;
  1623. if(sd->inventory_data[index]) {
  1624. int j,c;
  1625. struct item_data *data;
  1626. //Card script execution.
  1627. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1628. continue;
  1629. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1630. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1631. if(!c)
  1632. continue;
  1633. data = itemdb_exists(c);
  1634. if(!data)
  1635. continue;
  1636. if(first&1 && data->equip_script)
  1637. { //Execute equip-script on login
  1638. run_script(data->equip_script,0,sd->bl.id,0);
  1639. if (!calculating)
  1640. return 1;
  1641. }
  1642. if(!data->script)
  1643. continue;
  1644. if(data->flag.no_equip) { //Card restriction checks.
  1645. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1646. continue;
  1647. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1648. continue;
  1649. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1650. continue;
  1651. }
  1652. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1653. { //Left hand status.
  1654. sd->state.lr_flag = 1;
  1655. run_script(data->script,0,sd->bl.id,0);
  1656. sd->state.lr_flag = 0;
  1657. } else
  1658. run_script(data->script,0,sd->bl.id,0);
  1659. if (!calculating) //Abort, run_script his function. [Skotlex]
  1660. return 1;
  1661. }
  1662. }
  1663. }
  1664. if(sd->pd && battle_config.pet_status_support)
  1665. { // Pet
  1666. struct pet_data *pd=sd->pd;
  1667. if(pd && pd->pet.intimate > 0 &&
  1668. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1669. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1670. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1671. }
  1672. //param_bonus now holds card bonuses.
  1673. if(status->rhw.range < 1) status->rhw.range = 1;
  1674. if(status->lhw->range < 1) status->lhw->range = 1;
  1675. if(status->rhw.range < status->lhw->range)
  1676. status->rhw.range = status->lhw->range;
  1677. sd->double_rate += sd->double_add_rate;
  1678. sd->perfect_hit += sd->perfect_hit_add;
  1679. sd->splash_range += sd->splash_add_range;
  1680. if(sd->aspd_add_rate)
  1681. status->aspd_rate += 10*sd->aspd_add_rate;
  1682. if(sd->speed_add_rate)
  1683. sd->speed_rate += sd->speed_add_rate;
  1684. // Damage modifiers from weapon type
  1685. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1686. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1687. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1688. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1689. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1690. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1691. if(pc_isriding(sd) &&
  1692. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1693. { //When Riding with spear, damage modifier to mid-class becomes
  1694. //same as versus large size.
  1695. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1696. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1697. }
  1698. // ----- STATS CALCULATION -----
  1699. // Job bonuses
  1700. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1701. if(!job_bonus[sd->status.class_][i])
  1702. continue;
  1703. switch(job_bonus[sd->status.class_][i]) {
  1704. case 1:
  1705. status->str++;
  1706. break;
  1707. case 2:
  1708. status->agi++;
  1709. break;
  1710. case 3:
  1711. status->vit++;
  1712. break;
  1713. case 4:
  1714. status->int_++;
  1715. break;
  1716. case 5:
  1717. status->dex++;
  1718. break;
  1719. case 6:
  1720. status->luk++;
  1721. break;
  1722. }
  1723. }
  1724. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1725. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1726. status->str += 10;
  1727. status->agi += 10;
  1728. status->vit += 10;
  1729. status->int_+= 10;
  1730. status->dex += 10;
  1731. status->luk += 10;
  1732. }
  1733. // Absolute modifiers from passive skills
  1734. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1735. status->str++;
  1736. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1737. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1738. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1739. status->dex += skill;
  1740. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1741. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1742. status->str = cap_value(i,0,USHRT_MAX);
  1743. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1744. status->agi = cap_value(i,0,USHRT_MAX);
  1745. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1746. status->vit = cap_value(i,0,USHRT_MAX);
  1747. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1748. status->int_ = cap_value(i,0,USHRT_MAX);
  1749. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1750. status->dex = cap_value(i,0,USHRT_MAX);
  1751. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1752. status->luk = cap_value(i,0,USHRT_MAX);
  1753. // ------ BASE ATTACK CALCULATION ------
  1754. // Base batk value is set on status_calc_misc
  1755. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1756. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1757. status->batk += sd->weapon_atk[sd->status.weapon];
  1758. // Absolute modifiers from passive skills
  1759. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1760. status->batk += 4;
  1761. // ----- HP MAX CALCULATION -----
  1762. // Basic MaxHP value
  1763. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1764. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1765. status->max_hp += sd->status.max_hp;
  1766. // Absolute modifiers from passive skills
  1767. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1768. status->max_hp += skill*200;
  1769. // Apply relative modifiers from equipment
  1770. if(sd->hprate < 0)
  1771. sd->hprate = 0;
  1772. if(sd->hprate!=100)
  1773. status->max_hp = status->max_hp * sd->hprate/100;
  1774. if(battle_config.hp_rate != 100)
  1775. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1776. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1777. status->max_hp = battle_config.max_hp;
  1778. else if(!status->max_hp)
  1779. status->max_hp = 1;
  1780. // ----- SP MAX CALCULATION -----
  1781. // Basic MaxSP value
  1782. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1783. status->max_sp += sd->status.max_sp;
  1784. // Absolute modifiers from passive skills
  1785. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1786. status->max_sp += 30*skill;
  1787. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1788. status->max_sp += status->max_sp * skill/100;
  1789. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1790. status->max_sp += status->max_sp * 2*skill/100;
  1791. // Apply relative modifiers from equipment
  1792. if(sd->sprate < 0)
  1793. sd->sprate = 0;
  1794. if(sd->sprate!=100)
  1795. status->max_sp = status->max_sp * sd->sprate/100;
  1796. if(battle_config.sp_rate != 100)
  1797. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1798. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1799. status->max_sp = battle_config.max_sp;
  1800. else if(!status->max_sp)
  1801. status->max_sp = 1;
  1802. // ----- RESPAWN HP/SP -----
  1803. //
  1804. //Calc respawn hp and store it on base_status
  1805. if (sd->special_state.restart_full_recover)
  1806. {
  1807. status->hp = status->max_hp;
  1808. status->sp = status->max_sp;
  1809. } else {
  1810. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1811. && battle_config.restart_hp_rate < 50)
  1812. status->hp=status->max_hp>>1;
  1813. else
  1814. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1815. if(!status->hp)
  1816. status->hp = 1;
  1817. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1818. }
  1819. // ----- MISC CALCULATION -----
  1820. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1821. //Equipment modifiers for misc settings
  1822. if(sd->matk_rate < 0)
  1823. sd->matk_rate = 0;
  1824. if(sd->matk_rate != 100){
  1825. status->matk_max = status->matk_max * sd->matk_rate/100;
  1826. status->matk_min = status->matk_min * sd->matk_rate/100;
  1827. }
  1828. if(sd->hit_rate < 0)
  1829. sd->hit_rate = 0;
  1830. if(sd->hit_rate != 100)
  1831. status->hit = status->hit * sd->hit_rate/100;
  1832. if(sd->flee_rate < 0)
  1833. sd->flee_rate = 0;
  1834. if(sd->flee_rate != 100)
  1835. status->flee = status->flee * sd->flee_rate/100;
  1836. if(sd->def2_rate < 0)
  1837. sd->def2_rate = 0;
  1838. if(sd->def2_rate != 100)
  1839. status->def2 = status->def2 * sd->def2_rate/100;
  1840. if(sd->mdef2_rate < 0)
  1841. sd->mdef2_rate = 0;
  1842. if(sd->mdef2_rate != 100)
  1843. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1844. if(sd->critical_rate < 0)
  1845. sd->critical_rate = 0;
  1846. if(sd->critical_rate != 100)
  1847. status->cri = status->cri * sd->critical_rate/100;
  1848. if(sd->flee2_rate < 0)
  1849. sd->flee2_rate = 0;
  1850. if(sd->flee2_rate != 100)
  1851. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1852. if(sd->speed_rate < 0)
  1853. sd->speed_rate = 0;
  1854. if(sd->speed_rate != 100)
  1855. status->speed = status->speed*sd->speed_rate/100;
  1856. if(status->speed < battle_config.max_walk_speed)
  1857. status->speed = battle_config.max_walk_speed;
  1858. // ----- HIT CALCULATION -----
  1859. // Absolute modifiers from passive skills
  1860. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1861. status->hit += skill*2;
  1862. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1863. status->hit += skill;
  1864. if(sd->status.weapon == W_BOW)
  1865. status->rhw.range += skill;
  1866. }
  1867. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1868. {
  1869. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1870. status->hit += 2*skill;
  1871. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1872. status->hit += skill;
  1873. status->rhw.range += skill;
  1874. }
  1875. }
  1876. // ----- FLEE CALCULATION -----
  1877. // Absolute modifiers from passive skills
  1878. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1879. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1880. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1881. status->flee += (skill*3)>>1;
  1882. // ----- EQUIPMENT-DEF CALCULATION -----
  1883. // Apply relative modifiers from equipment
  1884. if(sd->def_rate < 0)
  1885. sd->def_rate = 0;
  1886. if(sd->def_rate != 100) {
  1887. i = status->def * sd->def_rate/100;
  1888. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1889. }
  1890. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1891. {
  1892. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1893. status->def = (unsigned char)battle_config.max_def;
  1894. }
  1895. // ----- EQUIPMENT-MDEF CALCULATION -----
  1896. // Apply relative modifiers from equipment
  1897. if(sd->mdef_rate < 0)
  1898. sd->mdef_rate = 0;
  1899. if(sd->mdef_rate != 100) {
  1900. i = status->mdef * sd->mdef_rate/100;
  1901. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1902. }
  1903. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1904. {
  1905. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1906. status->mdef = (signed char)battle_config.max_def;
  1907. }
  1908. // ----- WALKING SPEED CALCULATION -----
  1909. // Relative modifiers from passive skills
  1910. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1911. status->speed -= status->speed * skill/100;
  1912. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1913. status->speed -= status->speed * 25/100;
  1914. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1915. status->speed += status->speed * (100-10*skill)/100;
  1916. // ----- ASPD CALCULATION -----
  1917. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1918. // Basic ASPD value
  1919. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1920. i = (1000 -4*status->agi -status->dex)
  1921. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1922. else
  1923. i = ((
  1924. (1000 -4*status->agi -status->dex)
  1925. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1926. )+(
  1927. (1000 -4*status->agi -status->dex)
  1928. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1929. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1930. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1931. // Relative modifiers from passive skills
  1932. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1933. status->aspd_rate -= 5*skill;
  1934. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1935. status->aspd_rate -= 30*skill;
  1936. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1937. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1938. status->aspd_rate -= ((skill+1)/2) * 10;
  1939. if(pc_isriding(sd))
  1940. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1941. status->adelay = 2*status->amotion;
  1942. // ----- DMOTION -----
  1943. //
  1944. i = 800-status->agi*4;
  1945. status->dmotion = cap_value(i, 400, 800);
  1946. if(battle_config.pc_damage_delay_rate != 100)
  1947. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1948. // ----- MISC CALCULATIONS -----
  1949. // Weight
  1950. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1951. sd->max_weight += 2000*skill;
  1952. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1953. sd->max_weight += 10000;
  1954. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1955. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1956. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1957. sd->regen.state.walk = 1;
  1958. else
  1959. sd->regen.state.walk = 0;
  1960. // Skill SP cost
  1961. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1962. sd->dsprate -= 4*skill;
  1963. if(sd->sc.count){
  1964. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1965. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1966. }
  1967. //Underflow protections.
  1968. if(sd->dsprate < 0)
  1969. sd->dsprate = 0;
  1970. if(sd->castrate < 0)
  1971. sd->castrate = 0;
  1972. if(sd->delayrate < 0)
  1973. sd->delayrate = 0;
  1974. if(sd->hprecov_rate < 0)
  1975. sd->hprecov_rate = 0;
  1976. if(sd->sprecov_rate < 0)
  1977. sd->sprecov_rate = 0;
  1978. // Anti-element and anti-race
  1979. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1980. sd->subele[6] += skill*5;
  1981. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1982. sd->subele[0] += skill;
  1983. sd->subele[3] += skill*4;
  1984. }
  1985. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1986. skill = skill*4;
  1987. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1988. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1989. sd->magic_addrace[RC_DRAGON]+=skill;
  1990. sd->subrace[RC_DRAGON]+=skill;
  1991. }
  1992. if(sd->sc.count){
  1993. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  1994. { //Update the card-bonus data
  1995. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  1996. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  1997. }
  1998. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  1999. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  2000. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  2001. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  2002. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  2003. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  2004. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  2005. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  2006. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  2007. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  2008. }
  2009. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  2010. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  2011. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  2012. }
  2013. }
  2014. status_cpy(&sd->battle_status, status);
  2015. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2016. status = &sd->battle_status; //Need to compare versus this.
  2017. // ----- CLIENT-SIDE REFRESH -----
  2018. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2019. clif_skillinfoblock(sd);
  2020. if(b_status.speed != status->speed)
  2021. clif_updatestatus(sd,SP_SPEED);
  2022. if(b_weight != sd->weight)
  2023. clif_updatestatus(sd,SP_WEIGHT);
  2024. if(b_max_weight != sd->max_weight) {
  2025. clif_updatestatus(sd,SP_MAXWEIGHT);
  2026. pc_checkweighticon(sd);
  2027. }
  2028. if(b_status.str != status->str)
  2029. clif_updatestatus(sd,SP_STR);
  2030. if(b_status.agi != status->agi)
  2031. clif_updatestatus(sd,SP_AGI);
  2032. if(b_status.vit != status->vit)
  2033. clif_updatestatus(sd,SP_VIT);
  2034. if(b_status.int_ != status->int_)
  2035. clif_updatestatus(sd,SP_INT);
  2036. if(b_status.dex != status->dex)
  2037. clif_updatestatus(sd,SP_DEX);
  2038. if(b_status.luk != status->luk)
  2039. clif_updatestatus(sd,SP_LUK);
  2040. if(b_status.hit != status->hit)
  2041. clif_updatestatus(sd,SP_HIT);
  2042. if(b_status.flee != status->flee)
  2043. clif_updatestatus(sd,SP_FLEE1);
  2044. if(b_status.amotion != status->amotion)
  2045. clif_updatestatus(sd,SP_ASPD);
  2046. if(b_status.rhw.atk != status->rhw.atk ||
  2047. b_status.lhw->atk != status->lhw->atk ||
  2048. b_status.batk != status->batk)
  2049. clif_updatestatus(sd,SP_ATK1);
  2050. if(b_status.def != status->def)
  2051. clif_updatestatus(sd,SP_DEF1);
  2052. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2053. b_status.lhw->atk2 != status->lhw->atk2)
  2054. clif_updatestatus(sd,SP_ATK2);
  2055. if(b_status.def2 != status->def2)
  2056. clif_updatestatus(sd,SP_DEF2);
  2057. if(b_status.flee2 != status->flee2)
  2058. clif_updatestatus(sd,SP_FLEE2);
  2059. if(b_status.cri != status->cri)
  2060. clif_updatestatus(sd,SP_CRITICAL);
  2061. if(b_status.matk_max != status->matk_max)
  2062. clif_updatestatus(sd,SP_MATK1);
  2063. if(b_status.matk_min != status->matk_min)
  2064. clif_updatestatus(sd,SP_MATK2);
  2065. if(b_status.mdef != status->mdef)
  2066. clif_updatestatus(sd,SP_MDEF1);
  2067. if(b_status.mdef2 != status->mdef2)
  2068. clif_updatestatus(sd,SP_MDEF2);
  2069. if(b_status.rhw.range != status->rhw.range)
  2070. clif_updatestatus(sd,SP_ATTACKRANGE);
  2071. if(b_status.max_hp != status->max_hp)
  2072. clif_updatestatus(sd,SP_MAXHP);
  2073. if(b_status.max_sp != status->max_sp)
  2074. clif_updatestatus(sd,SP_MAXSP);
  2075. if(b_status.hp != status->hp)
  2076. clif_updatestatus(sd,SP_HP);
  2077. if(b_status.sp != status->sp)
  2078. clif_updatestatus(sd,SP_SP);
  2079. calculating = 0;
  2080. return 0;
  2081. }
  2082. int status_calc_homunculus(struct homun_data *hd, int first)
  2083. {
  2084. struct status_data b_status, *status;
  2085. struct map_session_data *sd;
  2086. struct s_homunculus *hom;
  2087. int skill;
  2088. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2089. sd = hd->master;
  2090. hom = &sd->homunculus;
  2091. status = &hd->base_status;
  2092. status->str = hom->str / 10;
  2093. status->agi = hom->agi / 10;
  2094. status->vit = hom->vit / 10;
  2095. status->dex = hom->dex / 10;
  2096. status->int_ = hom->int_ / 10;
  2097. status->luk = hom->luk / 10;
  2098. status->def_ele = hd->homunculusDB->element ; //[orn]
  2099. status->ele_lv = 1;
  2100. status->race = hd->homunculusDB->race ; //[orn]
  2101. status->size = hd->homunculusDB->size ; //[orn]
  2102. status->rhw.range = 1 + status->size; //[orn]
  2103. status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn]
  2104. status->speed = DEFAULT_WALK_SPEED;
  2105. skill = hom->level/10 + status->vit/5;
  2106. status->def = cap_value(skill, 0, 99);
  2107. skill = hom->level/10 + status->int_/5;
  2108. status->mdef = cap_value(skill, 0, 99);
  2109. status->hp = 1;
  2110. status->sp = 1;
  2111. status->max_hp = hom->max_hp ;
  2112. status->max_sp = hom->max_sp ;
  2113. merc_hom_calc_skilltree(sd);
  2114. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
  2115. status->def += skill * 4;
  2116. if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0)
  2117. {
  2118. status->int_ += 1 +skill/2 -skill/4 +skill/5;
  2119. status->str += 1 +2*(skill/3) +skill/4;
  2120. }
  2121. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
  2122. status->max_hp += skill * 2 * status->max_hp / 100;
  2123. if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0)
  2124. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2125. if (first) {
  2126. hd->battle_status.hp = hom->hp ;
  2127. hd->battle_status.sp = hom->sp ;
  2128. }
  2129. status->rhw.atk = status->dex;
  2130. status->rhw.atk2 = status->str + hom->level;
  2131. status->aspd_rate = 1000;
  2132. skill = (1000 -4*status->agi -status->dex)
  2133. *hd->homunculusDB->baseASPD/1000;
  2134. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2135. status->adelay = 2*status->amotion;
  2136. status_calc_misc(&hd->bl, status, hom->level);
  2137. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2138. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2139. clif_hominfo(hd->master,hd,0) ;
  2140. return 1;
  2141. }
  2142. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2143. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2144. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2145. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2146. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2147. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2148. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2149. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2150. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2151. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2152. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2153. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2154. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2155. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2156. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2157. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2158. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2159. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2160. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2161. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2162. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2163. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2164. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2165. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2166. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2167. //Calculates base regen values.
  2168. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2169. {
  2170. struct map_session_data *sd;
  2171. int val, skill;
  2172. if (!(bl->type&BL_REGEN) || !regen)
  2173. return;
  2174. BL_CAST(BL_PC,bl,sd);
  2175. val = 1 + (status->vit/5) + (status->max_hp/200);
  2176. if (sd && sd->hprecov_rate != 100)
  2177. val = val*sd->hprecov_rate/100;
  2178. regen->hp = cap_value(val, 1, SHRT_MAX);
  2179. val = 1 + (status->int_/6) + (status->max_sp/100);
  2180. if(status->int_ >= 120)
  2181. val += ((status->int_-120)>>1) + 4;
  2182. if(sd && sd->sprecov_rate != 100)
  2183. val = val*sd->sprecov_rate/100;
  2184. regen->sp = cap_value(val, 1, SHRT_MAX);
  2185. if(sd)
  2186. {
  2187. struct regen_data_sub *sregen;
  2188. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2189. {
  2190. val = regen->sp*(100+3*skill)/100;
  2191. regen->sp = cap_value(val, 1, SHRT_MAX);
  2192. }
  2193. //Only players have skill/sitting skill regen for now.
  2194. sregen = regen->sregen;
  2195. val = 0;
  2196. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2197. val += skill*5 + (status->max_hp*skill/500);
  2198. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2199. val = 0;
  2200. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2201. val += skill*3 + (status->max_sp*skill/500);
  2202. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2203. val += skill*3 + (status->max_sp*skill/500);
  2204. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2205. // Skill-related recovery (only when sit)
  2206. sregen = regen->ssregen;
  2207. val = 0;
  2208. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2209. val += skill*4 + (status->max_hp*skill/500);
  2210. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2211. val += skill*30 + (status->max_hp*skill/500);
  2212. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2213. val = 0;
  2214. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2215. {
  2216. val += skill*3 + (status->max_sp*skill/500);
  2217. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2218. val += (30+10*skill)*val/100;
  2219. }
  2220. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2221. val += skill*2 + (status->max_sp*skill/500);
  2222. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2223. }
  2224. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  2225. {
  2226. sd = ((TBL_HOM*)bl)->master;
  2227. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
  2228. {
  2229. val = regen->hp*(100+5*skill)/100;
  2230. regen->hp = cap_value(val, 1, SHRT_MAX);
  2231. }
  2232. if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0)
  2233. {
  2234. val = regen->sp*(100+3*skill)/100;
  2235. regen->sp = cap_value(val, 1, SHRT_MAX);
  2236. }
  2237. }
  2238. }
  2239. //Calculates SC related regen rates.
  2240. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2241. {
  2242. if (!(bl->type&BL_REGEN) || !regen)
  2243. return;
  2244. regen->flag = RGN_HP|RGN_SP;
  2245. if(regen->sregen)
  2246. {
  2247. if (regen->sregen->hp)
  2248. regen->flag|=RGN_SHP;
  2249. if (regen->sregen->sp)
  2250. regen->flag|=RGN_SSP;
  2251. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2252. }
  2253. if (regen->ssregen)
  2254. {
  2255. if (regen->ssregen->hp)
  2256. regen->flag|=RGN_SHP;
  2257. if (regen->ssregen->sp)
  2258. regen->flag|=RGN_SSP;
  2259. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2260. }
  2261. regen->rate.hp = regen->rate.sp = 1;
  2262. if (!sc || !sc->count)
  2263. return;
  2264. if (
  2265. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2266. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2267. || sc->data[SC_BERSERK].timer != -1
  2268. || sc->data[SC_TRICKDEAD].timer != -1
  2269. || sc->data[SC_BLEEDING].timer != -1
  2270. ) //No regen
  2271. regen->flag = 0;
  2272. if (
  2273. sc->data[SC_EXTREMITYFIST].timer != -1
  2274. || sc->data[SC_DANCING].timer != -1
  2275. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2276. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2277. ) //No natural SP regen
  2278. regen->flag &=~RGN_SP;
  2279. if(
  2280. sc->data[SC_TENSIONRELAX].timer!=-1
  2281. ) {
  2282. regen->rate.hp += 2;
  2283. if (regen->sregen)
  2284. regen->sregen->rate.hp += 3;
  2285. }
  2286. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2287. {
  2288. regen->rate.hp += 1;
  2289. regen->rate.sp += 1;
  2290. }
  2291. if (sc->data[SC_REGENERATION].timer != -1)
  2292. {
  2293. if (!sc->data[SC_REGENERATION].val4)
  2294. {
  2295. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2296. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2297. } else
  2298. regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
  2299. }
  2300. }
  2301. //Calculates some attributes that depends on modified stats from status changes.
  2302. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2303. {
  2304. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2305. int skill;
  2306. if(flag&(SCB_MAXHP|SCB_VIT))
  2307. {
  2308. flag|=SCB_MAXHP; //Ensures client-side refresh
  2309. status->max_hp = status_base_pc_maxhp(sd,status);
  2310. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2311. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2312. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2313. status->max_hp = battle_config.max_hp;
  2314. else if(!status->max_hp)
  2315. status->max_hp = 1;
  2316. if(status->hp > status->max_hp) {
  2317. status->hp = status->max_hp;
  2318. clif_updatestatus(sd,SP_HP);
  2319. }
  2320. }
  2321. if(flag&(SCB_MAXSP|SCB_INT))
  2322. {
  2323. flag|=SCB_MAXSP;
  2324. status->max_sp = status_base_pc_maxsp(sd,status);
  2325. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2326. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2327. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2328. status->max_sp = battle_config.max_sp;
  2329. else if(!status->max_sp)
  2330. status->max_sp = 1;
  2331. if(status->sp > status->max_sp) {
  2332. status->sp = status->max_sp;
  2333. clif_updatestatus(sd,SP_SP);
  2334. }
  2335. }
  2336. if(flag&SCB_MATK) {
  2337. //New matk
  2338. status->matk_min = status_base_matk_min(status);
  2339. status->matk_max = status_base_matk_max(status);
  2340. //Bonuses from previous matk
  2341. status->matk_max += b_status->matk_max - status_base_matk_max(b_status);
  2342. status->matk_min += b_status->matk_min - status_base_matk_min(b_status);
  2343. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2344. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2345. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2346. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2347. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2348. }
  2349. }
  2350. if(flag&SCB_SPEED) {
  2351. if(status->speed < battle_config.max_walk_speed)
  2352. status->speed = battle_config.max_walk_speed;
  2353. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2354. //Store casting walk speed for quick restoration. [Skotlex]
  2355. sd->prev_speed = status->speed * (175-5*skill)/100;
  2356. if(sd->ud.skilltimer != -1) { //Swap speed.
  2357. skill = status->speed;
  2358. status->speed = sd->prev_speed;
  2359. sd->prev_speed = skill;
  2360. }
  2361. }
  2362. }
  2363. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2364. flag|=SCB_ASPD;
  2365. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2366. skill = (1000 -4*status->agi -status->dex)
  2367. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2368. else
  2369. skill = ((
  2370. (1000 -4*status->agi -status->dex)
  2371. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2372. )+(
  2373. (1000 -4*status->agi -status->dex)
  2374. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2375. )) *2/3;
  2376. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2377. // Apply all relative modifiers
  2378. if(status->aspd_rate != 1000)
  2379. skill = skill *status->aspd_rate/1000;
  2380. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2381. status->adelay = 2*status->amotion;
  2382. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2383. //Store casting adelay for quick restoration. [Skotlex]
  2384. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2385. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2386. skill = status->adelay;
  2387. status->adelay = sd->prev_adelay;
  2388. sd->prev_adelay = skill;
  2389. }
  2390. }
  2391. }
  2392. if(flag&(SCB_AGI|SCB_DSPD)) {
  2393. if (b_status->agi == status->agi)
  2394. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2395. else {
  2396. skill = 800-status->agi*4;
  2397. status->dmotion = cap_value(skill, 400, 800);
  2398. if(battle_config.pc_damage_delay_rate != 100)
  2399. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2400. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2401. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2402. }
  2403. }
  2404. if(flag&SCB_SPEED) {
  2405. clif_updatestatus(sd,SP_SPEED);
  2406. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2407. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2408. }
  2409. //Needs be done even when it was already done in status_calc_misc, because
  2410. //int/vit max hp/sp could have changed due to skills.
  2411. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2412. status_calc_regen(&sd->bl, status, &sd->regen);
  2413. if(flag&SCB_REGEN)
  2414. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2415. if (flag == SCB_ALL)
  2416. return; //Refresh is done on invoking function (status_calc_pc)
  2417. if(flag&SCB_STR)
  2418. clif_updatestatus(sd,SP_STR);
  2419. if(flag&SCB_AGI)
  2420. clif_updatestatus(sd,SP_AGI);
  2421. if(flag&SCB_VIT)
  2422. clif_updatestatus(sd,SP_VIT);
  2423. if(flag&SCB_INT)
  2424. clif_updatestatus(sd,SP_INT);
  2425. if(flag&SCB_DEX)
  2426. clif_updatestatus(sd,SP_DEX);
  2427. if(flag&SCB_LUK)
  2428. clif_updatestatus(sd,SP_LUK);
  2429. if(flag&SCB_HIT)
  2430. clif_updatestatus(sd,SP_HIT);
  2431. if(flag&SCB_FLEE)
  2432. clif_updatestatus(sd,SP_FLEE1);
  2433. if(flag&SCB_ASPD)
  2434. clif_updatestatus(sd,SP_ASPD);
  2435. if(flag&(SCB_BATK|SCB_WATK))
  2436. clif_updatestatus(sd,SP_ATK1);
  2437. if(flag&SCB_DEF)
  2438. clif_updatestatus(sd,SP_DEF1);
  2439. if(flag&SCB_WATK)
  2440. clif_updatestatus(sd,SP_ATK2);
  2441. if(flag&SCB_DEF2)
  2442. clif_updatestatus(sd,SP_DEF2);
  2443. if(flag&SCB_FLEE2)
  2444. clif_updatestatus(sd,SP_FLEE2);
  2445. if(flag&SCB_CRI)
  2446. clif_updatestatus(sd,SP_CRITICAL);
  2447. if(flag&SCB_MATK) {
  2448. clif_updatestatus(sd,SP_MATK1);
  2449. clif_updatestatus(sd,SP_MATK2);
  2450. }
  2451. if(flag&SCB_MDEF)
  2452. clif_updatestatus(sd,SP_MDEF1);
  2453. if(flag&SCB_MDEF2)
  2454. clif_updatestatus(sd,SP_MDEF2);
  2455. if(flag&SCB_RANGE)
  2456. clif_updatestatus(sd,SP_ATTACKRANGE);
  2457. if(flag&SCB_MAXHP)
  2458. clif_updatestatus(sd,SP_MAXHP);
  2459. if(flag&SCB_MAXSP)
  2460. clif_updatestatus(sd,SP_MAXSP);
  2461. }
  2462. //Calculates some attributes that depends on modified stats from status changes.
  2463. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2464. {
  2465. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2466. int skill = 0;
  2467. if(flag&(SCB_MAXHP|SCB_VIT))
  2468. {
  2469. flag|=SCB_MAXHP; //Ensures client-side refresh
  2470. // Apply relative modifiers from equipment
  2471. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2472. status->max_hp = battle_config.max_hp;
  2473. else if(!status->max_hp)
  2474. status->max_hp = 1;
  2475. if(status->hp > status->max_hp)
  2476. status->hp = status->max_hp;
  2477. }
  2478. if(flag&SCB_VIT)
  2479. {
  2480. flag|=SCB_DEF;
  2481. status->def += (status->vit/5 - b_status->vit/5);
  2482. }
  2483. if(flag&(SCB_MAXSP|SCB_INT))
  2484. {
  2485. flag|=SCB_MAXSP;
  2486. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2487. status->max_sp = battle_config.max_sp;
  2488. else if(!status->max_sp)
  2489. status->max_sp = 1;
  2490. if(status->sp > status->max_sp)
  2491. status->sp = status->max_sp;
  2492. }
  2493. if(flag&SCB_INT) {
  2494. flag|=SCB_MDEF;
  2495. status->mdef += (status->int_/5 - b_status->int_/5);
  2496. }
  2497. if(flag&SCB_DEX) {
  2498. flag |=SCB_WATK;
  2499. status->rhw.atk += (status->dex - b_status->dex);
  2500. }
  2501. if(flag&SCB_STR) {
  2502. flag |=SCB_WATK;
  2503. status->rhw.atk += (status->str - b_status->str);
  2504. }
  2505. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2506. status->rhw.atk2 = status->rhw.atk;
  2507. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2508. flag|=SCB_ASPD;
  2509. skill = (1000 -4*status->agi -status->dex)
  2510. *hd->homunculusDB->baseASPD/1000;
  2511. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2512. if(status->aspd_rate != 1000)
  2513. skill = skill*status->aspd_rate/1000;
  2514. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2515. status->adelay = 2*status->amotion;
  2516. }
  2517. if(flag&(SCB_AGI|SCB_DSPD)) {
  2518. skill = 800-status->agi*4;
  2519. status->dmotion = cap_value(skill, 400, 800);
  2520. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2521. }
  2522. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2523. status_calc_regen(&hd->bl, status, &hd->regen);
  2524. if(flag&SCB_REGEN)
  2525. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2526. if (flag == SCB_ALL)
  2527. return; //Refresh is done on invoking function (status_calc_hom)
  2528. if (hd->master && flag&(
  2529. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2530. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2531. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2532. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2533. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2534. )
  2535. clif_hominfo(hd->master,hd,0);
  2536. }
  2537. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2538. {
  2539. struct status_data *b_status, *status;
  2540. struct status_change *sc;
  2541. int temp;
  2542. TBL_PC *sd;
  2543. b_status = status_get_base_status(bl);
  2544. status = status_get_status_data(bl);
  2545. sc = status_get_sc(bl);
  2546. if (!b_status || !status)
  2547. return;
  2548. BL_CAST(BL_PC,bl,sd);
  2549. if(sd && flag&SCB_PC)
  2550. { //Recalc everything.
  2551. status_calc_pc(sd,0);
  2552. return;
  2553. }
  2554. if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2555. status_cpy(status, b_status);
  2556. return;
  2557. }
  2558. if(flag&SCB_STR) {
  2559. status->str = status_calc_str(bl, sc, b_status->str);
  2560. flag|=SCB_BATK;
  2561. }
  2562. if(flag&SCB_AGI) {
  2563. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2564. flag|=SCB_FLEE;
  2565. }
  2566. if(flag&SCB_VIT) {
  2567. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2568. flag|=SCB_DEF2|SCB_MDEF2;
  2569. }
  2570. if(flag&SCB_INT) {
  2571. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2572. flag|=SCB_MATK|SCB_MDEF2;
  2573. }
  2574. if(flag&SCB_DEX) {
  2575. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2576. flag|=SCB_BATK|SCB_HIT;
  2577. }
  2578. if(flag&SCB_LUK) {
  2579. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2580. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2581. }
  2582. if(flag&SCB_BATK && b_status->batk) {
  2583. status->batk = status_base_atk(bl,status);
  2584. temp = b_status->batk - status_base_atk(bl,b_status);
  2585. if (temp)
  2586. status->batk += temp;
  2587. status->batk = status_calc_batk(bl, sc, status->batk);
  2588. }
  2589. if(flag&SCB_WATK) {
  2590. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2591. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2592. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2593. if (sd) sd->state.lr_flag = 1;
  2594. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2595. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2596. if (sd) sd->state.lr_flag = 0;
  2597. }
  2598. }
  2599. if(flag&SCB_HIT) {
  2600. if (status->dex == b_status->dex)
  2601. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2602. else
  2603. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2604. }
  2605. if(flag&SCB_FLEE) {
  2606. if (status->agi == b_status->agi)
  2607. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2608. else
  2609. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2610. }
  2611. if(flag&SCB_DEF)
  2612. status->def = status_calc_def(bl, sc, b_status->def);
  2613. if(flag&SCB_DEF2) {
  2614. if (status->vit == b_status->vit)
  2615. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2616. else
  2617. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2618. }
  2619. if(flag&SCB_MDEF)
  2620. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2621. if(flag&SCB_MDEF2) {
  2622. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2623. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2624. else
  2625. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2626. }
  2627. if(flag&SCB_SPEED) {
  2628. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2629. if (!sd)
  2630. { //Player speed is updated on calc_bl_sub_pc
  2631. struct unit_data *ud = unit_bl2ud(bl);
  2632. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2633. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2634. }
  2635. }
  2636. if(flag&SCB_CRI && b_status->cri) {
  2637. if (status->luk == b_status->luk)
  2638. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2639. else
  2640. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2641. }
  2642. if(flag&SCB_FLEE2 && b_status->flee2) {
  2643. if (status->luk == b_status->luk)
  2644. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2645. else
  2646. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2647. }
  2648. if(flag&SCB_ATK_ELE) {
  2649. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2650. if(status->lhw && b_status->lhw) {
  2651. if (sd) sd->state.lr_flag = 1;
  2652. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2653. if (sd) sd->state.lr_flag = 0;
  2654. }
  2655. }
  2656. if(flag&SCB_DEF_ELE) {
  2657. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2658. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2659. }
  2660. if(flag&SCB_MODE)
  2661. {
  2662. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2663. //Since mode changed, reset their state.
  2664. if (!(status->mode&MD_CANATTACK))
  2665. unit_stop_attack(bl);
  2666. if (!(status->mode&MD_CANMOVE))
  2667. unit_stop_walking(bl,0);
  2668. }
  2669. // No status changes alter these yet.
  2670. // if(flag&SCB_SIZE)
  2671. // if(flag&SCB_RACE)
  2672. // if(flag&SCB_RANGE)
  2673. if(sd) {
  2674. //The remaining are handled quite different by players, so use their own function.
  2675. status_calc_bl_sub_pc(sd, flag);
  2676. return;
  2677. }
  2678. if(flag&SCB_MAXHP) {
  2679. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2680. if (status->max_hp < 1)
  2681. status->max_hp = 1;
  2682. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2683. status->hp = status->max_hp;
  2684. }
  2685. if(flag&SCB_MAXSP) {
  2686. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2687. if (status->max_sp < 1)
  2688. status->max_sp = 1;
  2689. if (status->sp > status->max_sp)
  2690. status->sp = status->max_sp;
  2691. }
  2692. if(flag&SCB_MATK) {
  2693. status->matk_min = status_base_matk_min(status);
  2694. status->matk_max = status_base_matk_max(status);
  2695. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2696. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2697. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2698. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2699. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2700. }
  2701. }
  2702. if(bl->type == BL_HOM) {
  2703. //The remaining are handled quite different by homunculus, so use their own function.
  2704. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2705. return;
  2706. }
  2707. if(flag&SCB_ASPD) {
  2708. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2709. temp = status->aspd_rate*b_status->amotion/1000;
  2710. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2711. temp = status->aspd_rate*b_status->adelay/1000;
  2712. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2713. }
  2714. if(flag&SCB_DSPD)
  2715. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2716. if(bl->type&BL_REGEN) {
  2717. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2718. status_calc_regen(bl, status, status_get_regen_data(bl));
  2719. if(flag&SCB_REGEN)
  2720. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2721. }
  2722. }
  2723. /*==========================================
  2724. * Apply shared stat mods from status changes [DracoRPG]
  2725. *------------------------------------------
  2726. */
  2727. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2728. {
  2729. if(!sc || !sc->count)
  2730. return cap_value(str,1,USHRT_MAX);
  2731. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2732. str += sc->data[SC_INCALLSTATUS].val1;
  2733. if(sc->data[SC_INCSTR].timer!=-1)
  2734. str += sc->data[SC_INCSTR].val1;
  2735. if(sc->data[SC_STRFOOD].timer!=-1)
  2736. str += sc->data[SC_STRFOOD].val1;
  2737. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2738. str += 5;
  2739. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2740. str += sc->data[SC_GUILDAURA].val3>>16;
  2741. if(sc->data[SC_LOUD].timer!=-1)
  2742. str += 4;
  2743. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2744. str += 5;
  2745. if(sc->data[SC_SPURT].timer!=-1)
  2746. str += 10;
  2747. if(sc->data[SC_NEN].timer!=-1)
  2748. str += sc->data[SC_NEN].val1;
  2749. if(sc->data[SC_BLESSING].timer != -1){
  2750. if(sc->data[SC_BLESSING].val2)
  2751. str += sc->data[SC_BLESSING].val2;
  2752. else
  2753. str >>= 1;
  2754. }
  2755. if(sc->data[SC_MARIONETTE].timer!=-1)
  2756. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2757. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2758. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2759. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2760. str = 50;
  2761. return cap_value(str,1,USHRT_MAX);
  2762. }
  2763. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2764. {
  2765. if(!sc || !sc->count)
  2766. return cap_value(agi,1,USHRT_MAX);
  2767. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2768. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2769. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2770. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2771. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2772. agi += sc->data[SC_INCALLSTATUS].val1;
  2773. if(sc->data[SC_INCAGI].timer!=-1)
  2774. agi += sc->data[SC_INCAGI].val1;
  2775. if(sc->data[SC_AGIFOOD].timer!=-1)
  2776. agi += sc->data[SC_AGIFOOD].val1;
  2777. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2778. agi += sc->data[SC_GUILDAURA].val4>>16;
  2779. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2780. agi += 5;
  2781. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2782. agi += sc->data[SC_INCREASEAGI].val2;
  2783. if(sc->data[SC_INCREASING].timer!=-1)
  2784. agi += 4; // added based on skill updates [Reddozen]
  2785. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2786. agi -= sc->data[SC_DECREASEAGI].val2;
  2787. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2788. agi -= sc->data[SC_QUAGMIRE].val2;
  2789. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
  2790. agi -= sc->data[SC_SUITON].val2;
  2791. if(sc->data[SC_MARIONETTE].timer!=-1)
  2792. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2793. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2794. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2795. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2796. agi = 50;
  2797. return cap_value(agi,1,USHRT_MAX);
  2798. }
  2799. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2800. {
  2801. if(!sc || !sc->count)
  2802. return cap_value(vit,1,USHRT_MAX);
  2803. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2804. vit += sc->data[SC_INCALLSTATUS].val1;
  2805. if(sc->data[SC_INCVIT].timer!=-1)
  2806. vit += sc->data[SC_INCVIT].val1;
  2807. if(sc->data[SC_VITFOOD].timer!=-1)
  2808. vit += sc->data[SC_VITFOOD].val1;
  2809. if(sc->data[SC_CHANGE].timer!=-1)
  2810. vit += sc->data[SC_CHANGE].val2;
  2811. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2812. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2813. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2814. vit += 5;
  2815. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2816. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2817. if(sc->data[SC_MARIONETTE].timer!=-1)
  2818. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2819. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2820. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2821. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2822. vit = 50;
  2823. return cap_value(vit,1,USHRT_MAX);
  2824. }
  2825. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2826. {
  2827. if(!sc || !sc->count)
  2828. return cap_value(int_,1,USHRT_MAX);
  2829. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2830. int_ += sc->data[SC_INCALLSTATUS].val1;
  2831. if(sc->data[SC_INCINT].timer!=-1)
  2832. int_ += sc->data[SC_INCINT].val1;
  2833. if(sc->data[SC_INTFOOD].timer!=-1)
  2834. int_ += sc->data[SC_INTFOOD].val1;
  2835. if(sc->data[SC_CHANGE].timer!=-1)
  2836. int_ += sc->data[SC_CHANGE].val3;
  2837. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2838. int_ += 5;
  2839. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2840. int_ += 5;
  2841. if(sc->data[SC_BLESSING].timer != -1){
  2842. if (sc->data[SC_BLESSING].val2)
  2843. int_ += sc->data[SC_BLESSING].val2;
  2844. else
  2845. int_ >>= 1;
  2846. }
  2847. if(sc->data[SC_STRIPHELM].timer!=-1)
  2848. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2849. if(sc->data[SC_NEN].timer!=-1)
  2850. int_ += sc->data[SC_NEN].val1;
  2851. if(sc->data[SC_MARIONETTE].timer!=-1)
  2852. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2853. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2854. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2855. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2856. int_ = 50;
  2857. return cap_value(int_,1,USHRT_MAX);
  2858. }
  2859. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2860. {
  2861. if(!sc || !sc->count)
  2862. return cap_value(dex,1,USHRT_MAX);
  2863. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2864. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2865. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2866. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2867. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2868. dex += sc->data[SC_INCALLSTATUS].val1;
  2869. if(sc->data[SC_INCDEX].timer!=-1)
  2870. dex += sc->data[SC_INCDEX].val1;
  2871. if(sc->data[SC_DEXFOOD].timer!=-1)
  2872. dex += sc->data[SC_DEXFOOD].val1;
  2873. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2874. dex += 5;
  2875. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2876. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2877. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2878. dex += 5;
  2879. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2880. dex -= sc->data[SC_QUAGMIRE].val2;
  2881. if(sc->data[SC_BLESSING].timer != -1){
  2882. if (sc->data[SC_BLESSING].val2)
  2883. dex += sc->data[SC_BLESSING].val2;
  2884. else
  2885. dex >>= 1;
  2886. }
  2887. if(sc->data[SC_INCREASING].timer!=-1)
  2888. dex += 4; // added based on skill updates [Reddozen]
  2889. if(sc->data[SC_MARIONETTE].timer!=-1)
  2890. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2891. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2892. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2893. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2894. dex = 50;
  2895. return cap_value(dex,1,USHRT_MAX);
  2896. }
  2897. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2898. {
  2899. if(!sc || !sc->count)
  2900. return cap_value(luk,1,USHRT_MAX);
  2901. if(sc->data[SC_CURSE].timer!=-1)
  2902. return 0;
  2903. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2904. luk += sc->data[SC_INCALLSTATUS].val1;
  2905. if(sc->data[SC_INCLUK].timer!=-1)
  2906. luk += sc->data[SC_INCLUK].val1;
  2907. if(sc->data[SC_LUKFOOD].timer!=-1)
  2908. luk += sc->data[SC_LUKFOOD].val1;
  2909. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2910. luk += 5;
  2911. if(sc->data[SC_GLORIA].timer!=-1)
  2912. luk += 30;
  2913. if(sc->data[SC_MARIONETTE].timer!=-1)
  2914. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2915. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2916. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2917. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2918. luk = 50;
  2919. return cap_value(luk,1,USHRT_MAX);
  2920. }
  2921. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2922. {
  2923. if(!sc || !sc->count)
  2924. return cap_value(batk,0,USHRT_MAX);
  2925. if(sc->data[SC_ATKPOTION].timer!=-1)
  2926. batk += sc->data[SC_ATKPOTION].val1;
  2927. if(sc->data[SC_BATKFOOD].timer!=-1)
  2928. batk += sc->data[SC_BATKFOOD].val1;
  2929. if(sc->data[SC_INCATKRATE].timer!=-1)
  2930. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2931. if(sc->data[SC_PROVOKE].timer!=-1)
  2932. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2933. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2934. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2935. if(sc->data[SC_SKE].timer!=-1)
  2936. batk += batk * 3;
  2937. if(sc->data[SC_BLOODLUST].timer!=-1)
  2938. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2939. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2940. batk -= batk * 25/100;
  2941. if(sc->data[SC_CURSE].timer!=-1)
  2942. batk -= batk * 25/100;
  2943. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2944. // if(sc->data[SC_BLEEDING].timer != -1)
  2945. // batk -= batk * 25/100;
  2946. if(sc->data[SC_FLEET].timer!=-1)
  2947. batk += batk * sc->data[SC_FLEET].val3/100;
  2948. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2949. batk += sc->data[SC_GATLINGFEVER].val3;
  2950. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2951. batk += 100;
  2952. return cap_value(batk,0,USHRT_MAX);
  2953. }
  2954. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2955. {
  2956. if(!sc || !sc->count)
  2957. return cap_value(watk,0,USHRT_MAX);
  2958. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2959. watk += sc->data[SC_IMPOSITIO].val2;
  2960. if(sc->data[SC_WATKFOOD].timer!=-1)
  2961. watk += sc->data[SC_WATKFOOD].val1;
  2962. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2963. watk += sc->data[SC_DRUMBATTLE].val2;
  2964. if(sc->data[SC_VOLCANO].timer!=-1)
  2965. watk += sc->data[SC_VOLCANO].val2;
  2966. if(sc->data[SC_INCATKRATE].timer!=-1)
  2967. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2968. if(sc->data[SC_PROVOKE].timer!=-1)
  2969. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2970. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2971. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2972. if(sc->data[SC_SKE].timer!=-1)
  2973. watk += watk * 3;
  2974. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2975. if (bl->type != BL_PC)
  2976. watk += sc->data[SC_NIBELUNGEN].val2;
  2977. else {
  2978. TBL_PC *sd = (TBL_PC*)bl;
  2979. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2980. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2981. watk += sc->data[SC_NIBELUNGEN].val2;
  2982. }
  2983. }
  2984. if(sc->data[SC_BLOODLUST].timer!=-1)
  2985. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  2986. if(sc->data[SC_FLEET].timer!=-1)
  2987. watk += watk * sc->data[SC_FLEET].val3/100;
  2988. if(sc->data[SC_CURSE].timer!=-1)
  2989. watk -= watk * 25/100;
  2990. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2991. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2992. return cap_value(watk,0,USHRT_MAX);
  2993. }
  2994. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2995. {
  2996. if(!sc || !sc->count)
  2997. return cap_value(matk,0,USHRT_MAX);
  2998. if(sc->data[SC_MATKPOTION].timer!=-1)
  2999. matk += sc->data[SC_MATKPOTION].val1;
  3000. if(sc->data[SC_MATKFOOD].timer!=-1)
  3001. matk += sc->data[SC_MATKFOOD].val1;
  3002. if(sc->data[SC_MAGICPOWER].timer!=-1)
  3003. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  3004. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3005. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  3006. if(sc->data[SC_INCMATKRATE].timer!=-1)
  3007. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  3008. return cap_value(matk,0,USHRT_MAX);
  3009. }
  3010. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3011. {
  3012. if(!sc || !sc->count)
  3013. return cap_value(critical,10,SHRT_MAX);
  3014. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  3015. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  3016. if (sc->data[SC_FORTUNE].timer!=-1)
  3017. critical += sc->data[SC_FORTUNE].val2;
  3018. if (sc->data[SC_TRUESIGHT].timer!=-1)
  3019. critical += sc->data[SC_TRUESIGHT].val2;
  3020. if(sc->data[SC_CLOAKING].timer!=-1)
  3021. critical += critical;
  3022. return cap_value(critical,10,SHRT_MAX);
  3023. }
  3024. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3025. {
  3026. if(!sc || !sc->count)
  3027. return cap_value(hit,1,SHRT_MAX);
  3028. if(sc->data[SC_INCHIT].timer != -1)
  3029. hit += sc->data[SC_INCHIT].val1;
  3030. if(sc->data[SC_HITFOOD].timer!=-1)
  3031. hit += sc->data[SC_HITFOOD].val1;
  3032. if(sc->data[SC_TRUESIGHT].timer != -1)
  3033. hit += sc->data[SC_TRUESIGHT].val3;
  3034. if(sc->data[SC_HUMMING].timer!=-1)
  3035. hit += sc->data[SC_HUMMING].val2;
  3036. if(sc->data[SC_CONCENTRATION].timer != -1)
  3037. hit += sc->data[SC_CONCENTRATION].val3;
  3038. if(sc->data[SC_INCHITRATE].timer != -1)
  3039. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  3040. if(sc->data[SC_BLIND].timer != -1)
  3041. hit -= hit * 25/100;
  3042. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3043. hit -= 30;
  3044. if(sc->data[SC_INCREASING].timer!=-1)
  3045. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3046. return cap_value(hit,1,SHRT_MAX);
  3047. }
  3048. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3049. {
  3050. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3051. flee -= flee * battle_config.gvg_flee_penalty/100;
  3052. if(!sc || !sc->count)
  3053. return cap_value(flee,1,SHRT_MAX);
  3054. if(sc->data[SC_INCFLEE].timer!=-1)
  3055. flee += sc->data[SC_INCFLEE].val1;
  3056. if(sc->data[SC_FLEEFOOD].timer!=-1)
  3057. flee += sc->data[SC_FLEEFOOD].val1;
  3058. if(sc->data[SC_WHISTLE].timer!=-1)
  3059. flee += sc->data[SC_WHISTLE].val2;
  3060. if(sc->data[SC_WINDWALK].timer!=-1)
  3061. flee += sc->data[SC_WINDWALK].val2;
  3062. if(sc->data[SC_INCFLEERATE].timer!=-1)
  3063. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  3064. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  3065. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  3066. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  3067. flee += sc->data[SC_MOON_COMFORT].val2;
  3068. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  3069. flee += 10;
  3070. if(sc->data[SC_SPIDERWEB].timer!=-1)
  3071. flee -= flee * 50/100;
  3072. if(sc->data[SC_BERSERK].timer!=-1)
  3073. flee -= flee * 50/100;
  3074. if(sc->data[SC_BLIND].timer!=-1)
  3075. flee -= flee * 25/100;
  3076. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3077. flee += 30;
  3078. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3079. flee -= sc->data[SC_GATLINGFEVER].val4;
  3080. if(sc->data[SC_SPEED].timer!=-1)
  3081. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  3082. return cap_value(flee,1,SHRT_MAX);
  3083. }
  3084. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3085. {
  3086. if(!sc || !sc->count)
  3087. return cap_value(flee2,10,SHRT_MAX);
  3088. if(sc->data[SC_WHISTLE].timer!=-1)
  3089. flee2 += sc->data[SC_WHISTLE].val3*10;
  3090. return cap_value(flee2,10,SHRT_MAX);
  3091. }
  3092. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3093. {
  3094. if(!sc || !sc->count)
  3095. return cap_value(def,0,CHAR_MAX);
  3096. if(sc->data[SC_BERSERK].timer!=-1)
  3097. return 0;
  3098. if(sc->data[SC_KEEPING].timer!=-1)
  3099. return 100;
  3100. if(sc->data[SC_SKA].timer != -1)
  3101. return sc->data[SC_SKA].val3;
  3102. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3103. def += sc->data[SC_DEFENCE].val2 ;
  3104. if(sc->data[SC_STEELBODY].timer!=-1)
  3105. return 90;
  3106. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3107. def += sc->data[SC_DRUMBATTLE].val3;
  3108. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3109. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3110. if(sc->data[SC_FREEZE].timer!=-1)
  3111. def >>=1;
  3112. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3113. def >>=1;
  3114. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3115. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3116. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3117. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3118. if(sc->data[SC_SKE].timer!=-1)
  3119. def >>=1;
  3120. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3121. def -= def * sc->data[SC_PROVOKE].val4/100;
  3122. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3123. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3124. if (sc->data[SC_FLING].timer!=-1)
  3125. def -= def * (sc->data[SC_FLING].val2)/100;
  3126. return cap_value(def,0,CHAR_MAX);
  3127. }
  3128. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3129. {
  3130. if(!sc || !sc->count)
  3131. return cap_value(def2,1,SHRT_MAX);
  3132. if(sc->data[SC_BERSERK].timer!=-1)
  3133. return 0;
  3134. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3135. return 0;
  3136. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3137. def2 += sc->data[SC_SUN_COMFORT].val2;
  3138. if(sc->data[SC_ANGELUS].timer!=-1)
  3139. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3140. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3141. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3142. if(sc->data[SC_POISON].timer!=-1)
  3143. def2 -= def2 * 25/100;
  3144. if(sc->data[SC_DPOISON].timer!=-1)
  3145. def2 -= def2 * 25/100;
  3146. if(sc->data[SC_SKE].timer!=-1)
  3147. def2 -= def2 * 50/100;
  3148. if(sc->data[SC_PROVOKE].timer!=-1)
  3149. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3150. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3151. if(sc->data[SC_JOINTBEAT].val2==3)
  3152. def2 -= def2 * 50/100;
  3153. else if(sc->data[SC_JOINTBEAT].val2==4)
  3154. def2 -= def2 * 25/100;
  3155. }
  3156. if(sc->data[SC_FLING].timer!=-1)
  3157. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3158. return cap_value(def2,1,SHRT_MAX);
  3159. }
  3160. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3161. {
  3162. if(!sc || !sc->count)
  3163. return cap_value(mdef,0,CHAR_MAX);
  3164. if(sc->data[SC_BERSERK].timer!=-1)
  3165. return 0;
  3166. if(sc->data[SC_BARRIER].timer!=-1)
  3167. return 100;
  3168. if(sc->data[SC_STEELBODY].timer!=-1)
  3169. return 90;
  3170. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3171. return 90;
  3172. if(sc->data[SC_FREEZE].timer!=-1)
  3173. mdef += 25*mdef/100;
  3174. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3175. mdef += 25*mdef/100;
  3176. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3177. mdef += sc->data[SC_ENDURE].val1;
  3178. return cap_value(mdef,0,CHAR_MAX);
  3179. }
  3180. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3181. {
  3182. if(!sc || !sc->count)
  3183. return cap_value(mdef2,1,SHRT_MAX);
  3184. if(sc->data[SC_BERSERK].timer!=-1)
  3185. return 0;
  3186. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3187. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3188. return cap_value(mdef2,1,SHRT_MAX);
  3189. }
  3190. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3191. {
  3192. if(!sc || !sc->count)
  3193. return cap_value(speed,10,USHRT_MAX);
  3194. // Fixed reductions
  3195. if(sc->data[SC_CURSE].timer!=-1)
  3196. speed += 450;
  3197. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3198. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3199. if(sc->data[SC_WEDDING].timer!=-1)
  3200. speed += 300;
  3201. //% increases (they don't stack, with the exception of Speedup1? @.@)
  3202. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3203. speed -= speed * 50/100;
  3204. if(sc->data[SC_RUN].timer!=-1)
  3205. speed -= speed * 50/100;
  3206. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3207. speed -= speed * 25/100;
  3208. else if(sc->data[SC_FUSION].timer != -1)
  3209. speed -= speed * 25/100;
  3210. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3211. speed -= speed * sc->data[SC_INCREASEAGI].val3/100; //[orn]
  3212. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3213. speed -= speed * 20/100;
  3214. else if(sc->data[SC_BERSERK].timer!=-1)
  3215. speed -= speed * 20/100;
  3216. else if(sc->data[SC_AVOID].timer!=-1)
  3217. speed -= speed * sc->data[SC_AVOID].val2/100;
  3218. else if(sc->data[SC_WINDWALK].timer!=-1)
  3219. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3220. //% reductions (they stack)
  3221. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3222. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3223. if(sc->data[SC_STEELBODY].timer!=-1)
  3224. speed = speed * 100/75;
  3225. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3226. speed = speed * 100/50;
  3227. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3228. speed = speed * 100/sc->data[SC_SUITON].val3;
  3229. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3230. speed = speed * 100/sc->data[SC_DECREASEAGI].val3; //[orn]
  3231. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3232. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3233. if(sc->data[SC_DEFENDER].timer!=-1)
  3234. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3235. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3236. speed = speed * 100/75;
  3237. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3238. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3239. speed = speed * 100/50;
  3240. else
  3241. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3242. speed = speed * 100/70;
  3243. }
  3244. if(sc->data[SC_CLOAKING].timer!=-1)
  3245. speed = speed * 100 /(
  3246. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3247. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3248. if(sc->data[SC_LONGING].timer!=-1)
  3249. speed = speed * 100/sc->data[SC_LONGING].val3;
  3250. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3251. speed = speed * 100/sc->data[SC_HIDING].val3;
  3252. if(sc->data[SC_CHASEWALK].timer!=-1)
  3253. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3254. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3255. speed = speed * 100/75;
  3256. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3257. speed = speed * 100/75;
  3258. return cap_value(speed,10,USHRT_MAX);
  3259. }
  3260. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3261. {
  3262. int i;
  3263. if(!sc || !sc->count)
  3264. return cap_value(aspd_rate,0,SHRT_MAX);
  3265. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3266. {
  3267. int max = 0;
  3268. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3269. max = sc->data[SC_STAR_COMFORT].val2;
  3270. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3271. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3272. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3273. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3274. max < sc->data[SC_ONEHAND].val2)
  3275. max = sc->data[SC_ONEHAND].val2;
  3276. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3277. max < sc->data[SC_ADRENALINE2].val3)
  3278. max = sc->data[SC_ADRENALINE2].val3;
  3279. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3280. max < sc->data[SC_ADRENALINE].val3)
  3281. max = sc->data[SC_ADRENALINE].val3;
  3282. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3283. max < sc->data[SC_SPEARQUICKEN].val2)
  3284. max = sc->data[SC_SPEARQUICKEN].val2;
  3285. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3286. max < sc->data[SC_GATLINGFEVER].val2)
  3287. max = sc->data[SC_GATLINGFEVER].val2;
  3288. if(sc->data[SC_FLEET].timer!=-1 &&
  3289. max < sc->data[SC_FLEET].val2)
  3290. max = sc->data[SC_FLEET].val2;
  3291. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3292. max < sc->data[SC_ASSNCROS].val2)
  3293. {
  3294. if (bl->type!=BL_PC)
  3295. max = sc->data[SC_ASSNCROS].val2;
  3296. else
  3297. switch(((TBL_PC*)bl)->status.weapon)
  3298. {
  3299. case W_BOW:
  3300. case W_REVOLVER:
  3301. case W_RIFLE:
  3302. case W_SHOTGUN:
  3303. case W_GATLING:
  3304. case W_GRENADE:
  3305. break;
  3306. default:
  3307. max = sc->data[SC_ASSNCROS].val2;
  3308. }
  3309. }
  3310. aspd_rate -= max;
  3311. //These stack with the rest of bonuses.
  3312. if(sc->data[SC_BERSERK].timer!=-1)
  3313. aspd_rate -= 300;
  3314. else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  3315. aspd_rate -= 200;
  3316. }
  3317. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3318. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3319. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3320. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3321. aspd_rate -= sc->data[i].val2;
  3322. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3323. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3324. if(sc->data[SC_LONGING].timer!=-1)
  3325. aspd_rate += sc->data[SC_LONGING].val2;
  3326. if(sc->data[SC_STEELBODY].timer!=-1)
  3327. aspd_rate += 250;
  3328. if(sc->data[SC_SKA].timer!=-1)
  3329. aspd_rate += 250;
  3330. if(sc->data[SC_DEFENDER].timer != -1)
  3331. aspd_rate += sc->data[SC_DEFENDER].val4;
  3332. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3333. aspd_rate += 250;
  3334. if(sc->data[SC_GRAVITATION].timer!=-1)
  3335. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3336. //Curse shouldn't effect on this?
  3337. // if(sc->data[SC_BLEEDING].timer != -1)
  3338. // aspd_rate += 250;
  3339. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3340. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3341. aspd_rate += 250;
  3342. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3343. aspd_rate += 100;
  3344. }
  3345. return cap_value(aspd_rate,0,SHRT_MAX);
  3346. }
  3347. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3348. {
  3349. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3350. return cap_value(dmotion,0,USHRT_MAX);
  3351. if (sc->data[SC_ENDURE].timer!=-1)
  3352. return 0;
  3353. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3354. return 0;
  3355. if(sc->data[SC_RUN].timer!=-1)
  3356. return 0;
  3357. return cap_value(dmotion,0,USHRT_MAX);
  3358. }
  3359. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3360. {
  3361. if(!sc || !sc->count)
  3362. return cap_value(maxhp,1,UINT_MAX);
  3363. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3364. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3365. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3366. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3367. if(sc->data[SC_DELUGE].timer!=-1)
  3368. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3369. if(sc->data[SC_BERSERK].timer!=-1)
  3370. maxhp += maxhp * 2;
  3371. return cap_value(maxhp,1,UINT_MAX);
  3372. }
  3373. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3374. {
  3375. if(!sc || !sc->count)
  3376. return cap_value(maxsp,1,UINT_MAX);
  3377. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3378. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3379. if(sc->data[SC_SERVICE4U].timer!=-1)
  3380. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3381. return cap_value(maxsp,1,UINT_MAX);
  3382. }
  3383. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3384. {
  3385. if(!sc || !sc->count)
  3386. return element;
  3387. if( sc->data[SC_FREEZE].timer!=-1 )
  3388. return ELE_WATER;
  3389. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3390. return ELE_EARTH;
  3391. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3392. return ELE_HOLY;
  3393. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3394. return sc->data[SC_ELEMENTALCHANGE].val3;
  3395. return cap_value(element,0,UCHAR_MAX);
  3396. }
  3397. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3398. {
  3399. if(!sc || !sc->count)
  3400. return lv;
  3401. if( sc->data[SC_FREEZE].timer!=-1 )
  3402. return 1;
  3403. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3404. return 1;
  3405. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3406. return 1;
  3407. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3408. return sc->data[SC_ELEMENTALCHANGE].val4;
  3409. return cap_value(lv,1,4);
  3410. }
  3411. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3412. {
  3413. if(!sc || !sc->count)
  3414. return element;
  3415. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3416. return ELE_WATER;
  3417. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3418. return ELE_EARTH;
  3419. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3420. return ELE_FIRE;
  3421. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3422. return ELE_WIND;
  3423. if( sc->data[SC_ENCPOISON].timer!=-1)
  3424. return ELE_POISON;
  3425. if( sc->data[SC_ASPERSIO].timer!=-1)
  3426. return ELE_HOLY;
  3427. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3428. return ELE_DARK;
  3429. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3430. return ELE_GHOST;
  3431. return cap_value(element,0,UCHAR_MAX);
  3432. }
  3433. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3434. {
  3435. if(!sc || !sc->count)
  3436. return mode;
  3437. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3438. if (sc->data[SC_MODECHANGE].val2)
  3439. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3440. if (sc->data[SC_MODECHANGE].val3)
  3441. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3442. if (sc->data[SC_MODECHANGE].val4)
  3443. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3444. }
  3445. return cap_value(mode,0,USHRT_MAX);
  3446. }
  3447. /*==========================================
  3448. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3449. *------------------------------------------
  3450. */
  3451. void status_freecast_switch(struct map_session_data *sd)
  3452. {
  3453. struct status_data *status;
  3454. unsigned short b_speed,tmp;
  3455. status = &sd->battle_status;
  3456. b_speed = status->speed;
  3457. tmp = status->speed;
  3458. status->speed = sd->prev_speed;
  3459. sd->prev_speed = tmp;
  3460. tmp = status->adelay;
  3461. status->adelay = sd->prev_adelay;
  3462. sd->prev_adelay = tmp;
  3463. if(b_speed != status->speed)
  3464. clif_updatestatus(sd,SP_SPEED);
  3465. }
  3466. /*==========================================
  3467. * 対象のClassを返す(汎用)
  3468. * 戻りは整数で0以上
  3469. *------------------------------------------
  3470. */
  3471. int status_get_class(struct block_list *bl)
  3472. {
  3473. nullpo_retr(0, bl);
  3474. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3475. return ((struct mob_data *)bl)->vd->class_;
  3476. if(bl->type==BL_PC)
  3477. return ((struct map_session_data *)bl)->status.class_;
  3478. if(bl->type==BL_PET)
  3479. return ((struct pet_data *)bl)->pet.class_;
  3480. if(bl->type==BL_HOM)
  3481. return ((struct homun_data *)bl)->master->homunculus.class_;
  3482. return 0;
  3483. }
  3484. /*==========================================
  3485. * 対象のレベルを返す(汎用)
  3486. * 戻りは整数で0以上
  3487. *------------------------------------------
  3488. */
  3489. int status_get_lv(struct block_list *bl)
  3490. {
  3491. nullpo_retr(0, bl);
  3492. if(bl->type==BL_MOB)
  3493. return ((TBL_MOB*)bl)->level;
  3494. if(bl->type==BL_PC)
  3495. return ((TBL_PC*)bl)->status.base_level;
  3496. if(bl->type==BL_PET)
  3497. return ((TBL_PET*)bl)->pet.level;
  3498. if(bl->type==BL_HOM)
  3499. return ((TBL_HOM*)bl)->master->homunculus.level;
  3500. return 1;
  3501. }
  3502. struct regen_data *status_get_regen_data(struct block_list *bl)
  3503. {
  3504. nullpo_retr(NULL, bl);
  3505. switch (bl->type) {
  3506. case BL_PC:
  3507. return &((TBL_PC*)bl)->regen;
  3508. case BL_HOM:
  3509. return &((TBL_HOM*)bl)->regen;
  3510. default:
  3511. return NULL;
  3512. }
  3513. }
  3514. struct status_data *status_get_status_data(struct block_list *bl)
  3515. {
  3516. nullpo_retr(NULL, bl);
  3517. switch (bl->type) {
  3518. case BL_PC:
  3519. return &((TBL_PC*)bl)->battle_status;
  3520. case BL_MOB:
  3521. return &((TBL_MOB*)bl)->status;
  3522. case BL_PET:
  3523. return &((TBL_PET*)bl)->status;
  3524. case BL_HOM:
  3525. return &((TBL_HOM*)bl)->battle_status;
  3526. default:
  3527. return &dummy_status;
  3528. }
  3529. }
  3530. struct status_data *status_get_base_status(struct block_list *bl)
  3531. {
  3532. nullpo_retr(NULL, bl);
  3533. switch (bl->type) {
  3534. case BL_PC:
  3535. return &((TBL_PC*)bl)->base_status;
  3536. case BL_MOB:
  3537. return ((TBL_MOB*)bl)->base_status?
  3538. ((TBL_MOB*)bl)->base_status:
  3539. &((TBL_MOB*)bl)->db->status;
  3540. case BL_PET:
  3541. return &((TBL_PET*)bl)->db->status;
  3542. case BL_HOM:
  3543. return &((TBL_HOM*)bl)->base_status;
  3544. default:
  3545. return NULL;
  3546. }
  3547. }
  3548. unsigned short status_get_lwatk(struct block_list *bl)
  3549. {
  3550. struct status_data *status = status_get_status_data(bl);
  3551. return status->lhw?status->lhw->atk:0;
  3552. }
  3553. unsigned short status_get_lwatk2(struct block_list *bl)
  3554. {
  3555. struct status_data *status = status_get_status_data(bl);
  3556. return status->lhw?status->lhw->atk2:0;
  3557. }
  3558. unsigned char status_get_def(struct block_list *bl)
  3559. {
  3560. struct unit_data *ud;
  3561. struct status_data *status = status_get_status_data(bl);
  3562. int def = status?status->def:0;
  3563. ud = unit_bl2ud(bl);
  3564. if (ud && ud->skilltimer != -1)
  3565. def -= def * skill_get_castdef(ud->skillid)/100;
  3566. if(def < 0) def = 0;
  3567. return def;
  3568. }
  3569. unsigned short status_get_speed(struct block_list *bl)
  3570. {
  3571. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3572. return ((struct npc_data *)bl)->speed;
  3573. return status_get_status_data(bl)->speed;
  3574. }
  3575. unsigned char status_get_attack_lelement(struct block_list *bl)
  3576. {
  3577. struct status_data *status = status_get_status_data(bl);
  3578. return status->lhw?status->lhw->ele:0;
  3579. }
  3580. int status_get_party_id(struct block_list *bl)
  3581. {
  3582. nullpo_retr(0, bl);
  3583. if(bl->type==BL_PC)
  3584. return ((struct map_session_data *)bl)->status.party_id;
  3585. if(bl->type==BL_PET)
  3586. return ((struct pet_data *)bl)->msd->status.party_id;
  3587. if(bl->type==BL_MOB){
  3588. struct mob_data *md=(struct mob_data *)bl;
  3589. if( md->master_id>0 )
  3590. {
  3591. struct map_session_data *msd;
  3592. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3593. return msd->status.party_id;
  3594. return -md->master_id;
  3595. }
  3596. return 0; //No party.
  3597. }
  3598. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  3599. return ((TBL_HOM*)bl)->master->status.party_id;
  3600. if(bl->type==BL_SKILL)
  3601. return ((struct skill_unit *)bl)->group->party_id;
  3602. return 0;
  3603. }
  3604. int status_get_guild_id(struct block_list *bl)
  3605. {
  3606. nullpo_retr(0, bl);
  3607. if(bl->type==BL_PC)
  3608. return ((struct map_session_data *)bl)->status.guild_id;
  3609. if(bl->type==BL_PET)
  3610. return ((struct pet_data *)bl)->msd->status.guild_id;
  3611. if(bl->type==BL_MOB)
  3612. {
  3613. struct map_session_data *msd;
  3614. struct mob_data *md = (struct mob_data *)bl;
  3615. if (md->guardian_data) //Guardian's guild [Skotlex]
  3616. return md->guardian_data->guild_id;
  3617. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3618. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3619. return 0; //No guild.
  3620. }
  3621. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  3622. return ((TBL_HOM*)bl)->master->status.guild_id;
  3623. if (bl->type == BL_NPC && bl->subtype == SCRIPT)
  3624. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3625. if(bl->type==BL_SKILL)
  3626. return ((struct skill_unit *)bl)->group->guild_id;
  3627. return 0;
  3628. }
  3629. int status_get_mexp(struct block_list *bl)
  3630. {
  3631. nullpo_retr(0, bl);
  3632. if(bl->type==BL_MOB)
  3633. return ((struct mob_data *)bl)->db->mexp;
  3634. if(bl->type==BL_PET)
  3635. return ((struct pet_data *)bl)->db->mexp;
  3636. return 0;
  3637. }
  3638. int status_get_race2(struct block_list *bl)
  3639. {
  3640. nullpo_retr(0, bl);
  3641. if(bl->type == BL_MOB)
  3642. return ((struct mob_data *)bl)->db->race2;
  3643. if(bl->type==BL_PET)
  3644. return ((struct pet_data *)bl)->db->race2;
  3645. return 0;
  3646. }
  3647. int status_isdead(struct block_list *bl)
  3648. {
  3649. nullpo_retr(0, bl);
  3650. return status_get_status_data(bl)->hp == 0;
  3651. }
  3652. int status_isimmune(struct block_list *bl)
  3653. {
  3654. struct status_change *sc =status_get_sc(bl);
  3655. if (bl->type == BL_PC &&
  3656. ((TBL_PC*)bl)->special_state.no_magic_damage)
  3657. return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
  3658. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3659. return 1;
  3660. return 0;
  3661. }
  3662. struct view_data *status_get_viewdata(struct block_list *bl)
  3663. {
  3664. nullpo_retr(NULL, bl);
  3665. switch (bl->type)
  3666. {
  3667. case BL_PC:
  3668. return &((TBL_PC*)bl)->vd;
  3669. case BL_MOB:
  3670. return ((TBL_MOB*)bl)->vd;
  3671. case BL_PET:
  3672. return &((TBL_PET*)bl)->vd;
  3673. case BL_NPC:
  3674. return ((TBL_NPC*)bl)->vd;
  3675. case BL_HOM: //[blackhole89]
  3676. return ((TBL_HOM*)bl)->vd;
  3677. }
  3678. return NULL;
  3679. }
  3680. void status_set_viewdata(struct block_list *bl, int class_)
  3681. {
  3682. struct view_data* vd;
  3683. nullpo_retv(bl);
  3684. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3685. vd = mob_get_viewdata(class_);
  3686. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3687. vd = npc_get_viewdata(class_);
  3688. else
  3689. vd = NULL;
  3690. switch (bl->type) {
  3691. case BL_PC:
  3692. {
  3693. TBL_PC* sd = (TBL_PC*)bl;
  3694. if (pcdb_checkid(class_)) {
  3695. if (sd->sc.option&OPTION_WEDDING)
  3696. class_ = JOB_WEDDING;
  3697. else
  3698. if (sd->sc.option&OPTION_XMAS)
  3699. class_ = JOB_XMAS;
  3700. else
  3701. if (sd->sc.option&OPTION_RIDING)
  3702. switch (class_)
  3703. { //Adapt class to a Mounted one.
  3704. case JOB_KNIGHT:
  3705. class_ = JOB_KNIGHT2;
  3706. break;
  3707. case JOB_CRUSADER:
  3708. class_ = JOB_CRUSADER2;
  3709. break;
  3710. case JOB_LORD_KNIGHT:
  3711. class_ = JOB_LORD_KNIGHT2;
  3712. break;
  3713. case JOB_PALADIN:
  3714. class_ = JOB_PALADIN2;
  3715. break;
  3716. case JOB_BABY_KNIGHT:
  3717. class_ = JOB_BABY_KNIGHT2;
  3718. break;
  3719. case JOB_BABY_CRUSADER:
  3720. class_ = JOB_BABY_CRUSADER2;
  3721. break;
  3722. }
  3723. sd->vd.class_ = class_;
  3724. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3725. sd->vd.head_top = sd->status.head_top;
  3726. sd->vd.head_mid = sd->status.head_mid;
  3727. sd->vd.head_bottom = sd->status.head_bottom;
  3728. sd->vd.hair_style = sd->status.hair;
  3729. sd->vd.hair_color = sd->status.hair_color;
  3730. sd->vd.cloth_color = sd->status.clothes_color;
  3731. sd->vd.sex = sd->status.sex;
  3732. } else if (vd)
  3733. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3734. else if (battle_config.error_log)
  3735. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3736. }
  3737. break;
  3738. case BL_MOB:
  3739. {
  3740. TBL_MOB* md = (TBL_MOB*)bl;
  3741. if (vd)
  3742. md->vd = vd;
  3743. else if (battle_config.error_log)
  3744. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3745. }
  3746. break;
  3747. case BL_PET:
  3748. {
  3749. TBL_PET* pd = (TBL_PET*)bl;
  3750. if (vd) {
  3751. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3752. if (!pcdb_checkid(vd->class_)) {
  3753. pd->vd.hair_style = battle_config.pet_hair_style;
  3754. if(pd->pet.equip) {
  3755. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3756. if (!pd->vd.head_bottom)
  3757. pd->vd.head_bottom = pd->pet.equip;
  3758. }
  3759. }
  3760. } else if (battle_config.error_log)
  3761. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3762. }
  3763. break;
  3764. case BL_NPC:
  3765. {
  3766. TBL_NPC* nd = (TBL_NPC*)bl;
  3767. if (vd)
  3768. nd->vd = vd;
  3769. else if (battle_config.error_log)
  3770. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3771. }
  3772. break;
  3773. case BL_HOM: //[blackhole89]
  3774. {
  3775. struct homun_data *hd = (struct homun_data*)bl;
  3776. if (vd)
  3777. hd->vd = vd;
  3778. else if (battle_config.error_log)
  3779. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3780. }
  3781. break;
  3782. }
  3783. vd = status_get_viewdata(bl);
  3784. if (vd && vd->cloth_color && (
  3785. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3786. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3787. ))
  3788. vd->cloth_color = 0;
  3789. }
  3790. struct status_change *status_get_sc(struct block_list *bl)
  3791. {
  3792. nullpo_retr(NULL, bl);
  3793. switch (bl->type) {
  3794. case BL_MOB:
  3795. return &((TBL_MOB*)bl)->sc;
  3796. case BL_PC:
  3797. return &((TBL_PC*)bl)->sc;
  3798. case BL_NPC:
  3799. return &((TBL_NPC*)bl)->sc;
  3800. case BL_HOM: //[blackhole89]
  3801. return &((TBL_HOM*)bl)->sc;
  3802. }
  3803. return NULL;
  3804. }
  3805. void status_change_init(struct block_list *bl)
  3806. {
  3807. struct status_change *sc = status_get_sc(bl);
  3808. int i;
  3809. nullpo_retv(sc);
  3810. malloc_set(sc, 0, sizeof (struct status_change));
  3811. for (i=0; i< SC_MAX; i++)
  3812. sc->data[i].timer = -1;
  3813. }
  3814. //Returns defense against the specified status change.
  3815. //Return range is 0 (no resist) to 10000 (inmunity)
  3816. int status_get_sc_def(struct block_list *bl, int type)
  3817. {
  3818. int sc_def;
  3819. struct status_data* status;
  3820. struct status_change* sc;
  3821. struct map_session_data *sd;
  3822. nullpo_retr(0, bl);
  3823. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3824. if (status_isimmune(bl))
  3825. switch (type)
  3826. {
  3827. case SC_DECREASEAGI:
  3828. case SC_SILENCE:
  3829. case SC_COMA:
  3830. case SC_INCREASEAGI:
  3831. case SC_BLESSING:
  3832. case SC_SLOWPOISON:
  3833. case SC_IMPOSITIO:
  3834. case SC_AETERNA:
  3835. case SC_SUFFRAGIUM:
  3836. case SC_BENEDICTIO:
  3837. case SC_PROVIDENCE:
  3838. case SC_KYRIE:
  3839. case SC_ASSUMPTIO:
  3840. case SC_ANGELUS:
  3841. case SC_MAGNIFICAT:
  3842. case SC_GLORIA:
  3843. case SC_WINDWALK:
  3844. case SC_MAGICROD:
  3845. case SC_HALLUCINATION:
  3846. case SC_STONE:
  3847. case SC_QUAGMIRE:
  3848. case SC_SUITON:
  3849. return 10000;
  3850. }
  3851. status = status_get_status_data(bl);
  3852. switch (type)
  3853. {
  3854. case SC_STUN:
  3855. case SC_POISON:
  3856. case SC_DPOISON:
  3857. case SC_SILENCE:
  3858. case SC_BLEEDING:
  3859. sc_def = 300 +100*status->vit;
  3860. break;
  3861. case SC_SLEEP:
  3862. sc_def = 300 +100*status->int_;
  3863. break;
  3864. case SC_STONE:
  3865. case SC_FREEZE:
  3866. case SC_DECREASEAGI:
  3867. case SC_COMA:
  3868. sc_def = 300 +100*status->mdef;
  3869. break;
  3870. case SC_CURSE:
  3871. if (status->luk > status_get_lv(bl))
  3872. return 10000; //Special property: inmunity when luk is greater than level
  3873. else
  3874. sc_def = 300 +100*status->luk;
  3875. break;
  3876. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3877. sc_def = 300 +50*status->vit +50*status->int_;
  3878. break;
  3879. case SC_CONFUSION:
  3880. sc_def = 300 +50*status->str +50*status->int_;
  3881. break;
  3882. default:
  3883. return 0; //Effect that cannot be reduced? Likely a buff.
  3884. }
  3885. BL_CAST(BL_PC,bl,sd);
  3886. if (sd) {
  3887. if (battle_config.pc_sc_def_rate != 100)
  3888. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3889. if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  3890. && sd->reseff[type-SC_COMMON_MIN] > 0)
  3891. sc_def+= sd->reseff[type-SC_COMMON_MIN];
  3892. if (sc_def < battle_config.pc_max_sc_def)
  3893. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3894. status->luk/battle_config.pc_luk_sc_def;
  3895. else
  3896. sc_def = battle_config.pc_max_sc_def;
  3897. } else {
  3898. if (battle_config.mob_sc_def_rate != 100)
  3899. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3900. if (sc_def < battle_config.mob_max_sc_def)
  3901. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3902. status->luk/battle_config.mob_luk_sc_def;
  3903. else
  3904. sc_def = battle_config.mob_max_sc_def;
  3905. }
  3906. sc = status_get_sc(bl);
  3907. if (sc && sc->count)
  3908. {
  3909. if (sc->data[SC_SCRESIST].timer != -1)
  3910. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3911. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3912. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3913. }
  3914. return sc_def>10000?10000:sc_def;
  3915. }
  3916. /*==========================================
  3917. * Starts a status change.
  3918. * type = type, val1~4 depend on the type.
  3919. * rate = base success rate. 10000 = 100%
  3920. * Tick is base duration
  3921. * flag:
  3922. * &1: Cannot be avoided (it has to start)
  3923. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3924. * &4: sc_data loaded, no value has to be altered.
  3925. * &8: rate should not be reduced
  3926. *------------------------------------------
  3927. */
  3928. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3929. {
  3930. struct map_session_data *sd = NULL;
  3931. struct status_change* sc;
  3932. struct status_data *status;
  3933. struct view_data *vd;
  3934. int opt_flag, calc_flag, undead_flag;
  3935. nullpo_retr(0, bl);
  3936. sc=status_get_sc(bl);
  3937. status = status_get_status_data(bl);
  3938. if (!sc || status_isdead(bl))
  3939. return 0;
  3940. switch (bl->type)
  3941. {
  3942. case BL_PC:
  3943. sd=(struct map_session_data *)bl;
  3944. break;
  3945. case BL_MOB:
  3946. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3947. return 0; //Emperium can't be afflicted by status changes.
  3948. break;
  3949. }
  3950. if(type < 0 || type >= SC_MAX) {
  3951. if(battle_config.error_log)
  3952. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3953. return 0;
  3954. }
  3955. //Check rate
  3956. if (!(flag&(1|4))) {
  3957. int def = status_get_sc_def(bl, type);
  3958. if (def && !(flag&8))
  3959. rate -= rate*def/10000;
  3960. if (!(rand()%10000 < rate))
  3961. return 0;
  3962. if (def && tick && !(flag&2))
  3963. {
  3964. tick -= rate*def/10000;
  3965. if (tick <= 0)
  3966. return 0;
  3967. }
  3968. }
  3969. undead_flag=battle_check_undead(status->race,status->def_ele);
  3970. //Check for inmunities / sc fails
  3971. switch (type) {
  3972. case SC_FREEZE:
  3973. case SC_STONE:
  3974. //Undead are inmune to Freeze/Stone
  3975. if (undead_flag && !(flag&1))
  3976. return 0;
  3977. case SC_SLEEP:
  3978. case SC_STUN:
  3979. if (sc->opt1)
  3980. return 0; //Cannot override other opt1 status changes. [Skotlex]
  3981. break;
  3982. case SC_CURSE:
  3983. //Dark Elementals are inmune to curse.
  3984. if (status->def_ele == ELE_DARK && !(flag&1))
  3985. return 0;
  3986. break;
  3987. case SC_COMA:
  3988. //Dark elementals and Demons are inmune to coma.
  3989. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  3990. return 0;
  3991. break;
  3992. case SC_SIGNUMCRUCIS:
  3993. //Only affects demons and undead.
  3994. if(status->race != RC_DEMON && !undead_flag)
  3995. return 0;
  3996. break;
  3997. case SC_AETERNA:
  3998. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  3999. return 0;
  4000. break;
  4001. case SC_OVERTHRUST:
  4002. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  4003. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4004. break;
  4005. case SC_ADRENALINE:
  4006. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4007. return 0;
  4008. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4009. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4010. sc->data[SC_DECREASEAGI].timer!=-1
  4011. )
  4012. return 0;
  4013. break;
  4014. case SC_ADRENALINE2:
  4015. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4016. return 0;
  4017. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4018. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4019. sc->data[SC_DECREASEAGI].timer!=-1
  4020. )
  4021. return 0;
  4022. break;
  4023. case SC_ONEHAND:
  4024. case SC_TWOHANDQUICKEN:
  4025. if(sc->data[SC_DECREASEAGI].timer!=-1)
  4026. return 0;
  4027. case SC_CONCENTRATE:
  4028. case SC_INCREASEAGI:
  4029. case SC_SPEARQUICKEN:
  4030. case SC_TRUESIGHT:
  4031. case SC_WINDWALK:
  4032. case SC_CARTBOOST:
  4033. case SC_ASSNCROS:
  4034. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  4035. return 0;
  4036. break;
  4037. case SC_CLOAKING:
  4038. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4039. //Due to the cloaking card, we have to check the wall versus to known
  4040. //skill level rather than the used one. [Skotlex]
  4041. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  4042. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  4043. return 0;
  4044. break;
  4045. case SC_MODECHANGE:
  4046. {
  4047. int mode;
  4048. struct status_data *bstatus = status_get_base_status(bl);
  4049. if (!bstatus) return 0;
  4050. mode = val2?val2:bstatus->mode; //Base mode
  4051. if (val3) mode|= val3; //Add mode
  4052. if (val4) mode&=~val4; //Del mode
  4053. if (mode == bstatus->mode) { //No change.
  4054. if (sc->data[type].timer != -1) //Abort previous status
  4055. return status_change_end(bl, type, -1);
  4056. return 0;
  4057. }
  4058. }
  4059. }
  4060. //Check for BOSS resistances
  4061. if(status->mode&MD_BOSS && !(flag&1)) {
  4062. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4063. return 0;
  4064. switch (type) {
  4065. case SC_BLESSING:
  4066. if (!undead_flag && status->race != RC_DEMON)
  4067. break;
  4068. case SC_QUAGMIRE:
  4069. case SC_DECREASEAGI:
  4070. case SC_SIGNUMCRUCIS:
  4071. case SC_PROVOKE:
  4072. case SC_ROKISWEIL:
  4073. case SC_COMA:
  4074. case SC_GRAVITATION:
  4075. case SC_SUITON:
  4076. return 0;
  4077. }
  4078. }
  4079. //Before overlapping fail, one must check for status cured.
  4080. switch (type) {
  4081. case SC_BLESSING:
  4082. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4083. if (sc->data[SC_CURSE].timer!=-1)
  4084. status_change_end(bl,SC_CURSE,-1);
  4085. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4086. status_change_end(bl,SC_STONE,-1);
  4087. }
  4088. break;
  4089. case SC_INCREASEAGI:
  4090. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4091. status_change_end(bl,SC_DECREASEAGI,-1);
  4092. break;
  4093. case SC_DONTFORGETME:
  4094. //is this correct? Maybe all three should stop the same subset of SCs...
  4095. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4096. status_change_end(bl,SC_ASSNCROS,-1);
  4097. case SC_QUAGMIRE:
  4098. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4099. status_change_end(bl,SC_CONCENTRATE,-1);
  4100. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4101. status_change_end(bl,SC_TRUESIGHT,-1);
  4102. if(sc->data[SC_WINDWALK].timer!=-1 )
  4103. status_change_end(bl,SC_WINDWALK,-1);
  4104. //Also blocks the ones below...
  4105. case SC_DECREASEAGI:
  4106. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4107. status_change_end(bl,SC_INCREASEAGI,-1);
  4108. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4109. status_change_end(bl,SC_ADRENALINE,-1);
  4110. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4111. status_change_end(bl,SC_ADRENALINE2,-1);
  4112. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4113. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4114. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4115. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4116. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4117. status_change_end(bl,SC_CARTBOOST,-1);
  4118. if(sc->data[SC_ONEHAND].timer!=-1 )
  4119. status_change_end(bl,SC_ONEHAND,-1);
  4120. break;
  4121. case SC_ONEHAND:
  4122. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4123. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4124. status_change_end(bl,SC_ASPDPOTION0,-1);
  4125. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4126. status_change_end(bl,SC_ASPDPOTION1,-1);
  4127. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4128. status_change_end(bl,SC_ASPDPOTION2,-1);
  4129. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4130. status_change_end(bl,SC_ASPDPOTION3,-1);
  4131. break;
  4132. case SC_MAXOVERTHRUST:
  4133. //Cancels Normal Overthrust. [Skotlex]
  4134. if (sc->data[SC_OVERTHRUST].timer != -1)
  4135. status_change_end(bl, SC_OVERTHRUST, -1);
  4136. break;
  4137. case SC_KYRIE:
  4138. // -- moonsoul (added to undo assumptio status if target has it)
  4139. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4140. status_change_end(bl,SC_ASSUMPTIO,-1);
  4141. break;
  4142. case SC_DELUGE:
  4143. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4144. status_change_end(bl,SC_BLIND,-1);
  4145. break;
  4146. case SC_SILENCE:
  4147. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4148. //Clear Gospel [Skotlex]
  4149. status_change_end(bl,SC_GOSPEL,-1);
  4150. break;
  4151. case SC_HIDING:
  4152. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4153. status_change_end(bl, SC_CLOSECONFINE, -1);
  4154. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4155. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4156. break;
  4157. case SC_BERSERK:
  4158. if(battle_config.berserk_cancels_buffs)
  4159. {
  4160. if (sc->data[SC_ONEHAND].timer != -1)
  4161. status_change_end(bl,SC_ONEHAND,-1);
  4162. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4163. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4164. if (sc->data[SC_CONCENTRATION].timer != -1)
  4165. status_change_end(bl,SC_CONCENTRATION,-1);
  4166. if (sc->data[SC_PARRYING].timer != -1)
  4167. status_change_end(bl,SC_PARRYING,-1);
  4168. if (sc->data[SC_AURABLADE].timer != -1)
  4169. status_change_end(bl,SC_AURABLADE,-1);
  4170. }
  4171. break;
  4172. case SC_ASSUMPTIO:
  4173. if(sc->data[SC_KYRIE].timer!=-1)
  4174. status_change_end(bl,SC_KYRIE,-1);
  4175. break;
  4176. case SC_CARTBOOST:
  4177. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4178. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4179. status_change_end(bl,SC_DECREASEAGI,-1);
  4180. return 0;
  4181. }
  4182. break;
  4183. case SC_FUSION:
  4184. if(sc->data[SC_SPIRIT].timer!=-1 )
  4185. status_change_end(bl,SC_SPIRIT,-1);
  4186. break;
  4187. case SC_ADJUSTMENT:
  4188. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4189. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4190. break;
  4191. case SC_MADNESSCANCEL:
  4192. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4193. status_change_end(bl,SC_ADJUSTMENT,-1);
  4194. break;
  4195. }
  4196. //Check for overlapping fails
  4197. if(sc->data[type].timer != -1){
  4198. switch (type) {
  4199. case SC_ADRENALINE:
  4200. case SC_ADRENALINE2:
  4201. case SC_WEAPONPERFECTION:
  4202. case SC_OVERTHRUST:
  4203. if (sc->data[type].val2 > val2)
  4204. return 0;
  4205. break;
  4206. case SC_STUN:
  4207. case SC_SLEEP:
  4208. case SC_POISON:
  4209. case SC_CURSE:
  4210. case SC_SILENCE:
  4211. case SC_CONFUSION:
  4212. case SC_BLIND:
  4213. case SC_BLEEDING:
  4214. case SC_DPOISON:
  4215. case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
  4216. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4217. case SC_MARIONETTE:
  4218. case SC_MARIONETTE2:
  4219. case SC_NOCHAT:
  4220. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4221. return 0;
  4222. case SC_DANCING:
  4223. case SC_DEVOTION:
  4224. case SC_ASPDPOTION0:
  4225. case SC_ASPDPOTION1:
  4226. case SC_ASPDPOTION2:
  4227. case SC_ASPDPOTION3:
  4228. case SC_ATKPOTION:
  4229. case SC_MATKPOTION:
  4230. case SC_JAILED:
  4231. case SC_ARMOR_ELEMENT:
  4232. break;
  4233. case SC_GOSPEL:
  4234. //Must not override a casting gospel char.
  4235. if(sc->data[type].val4 == BCT_SELF)
  4236. return 0;
  4237. if(sc->data[type].val1 > val1)
  4238. return 1;
  4239. break;
  4240. case SC_ENDURE:
  4241. if(sc->data[type].val4 && !val4)
  4242. return 1; //Don't let you override infinite endure.
  4243. if(sc->data[type].val1 > val1)
  4244. return 1;
  4245. break;
  4246. case SC_KAAHI:
  4247. if(sc->data[type].val1 > val1)
  4248. return 1;
  4249. //Delete timer if it exists.
  4250. if (sc->data[type].val4 != -1) {
  4251. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4252. sc->data[type].val4=-1;
  4253. }
  4254. break;
  4255. default:
  4256. if(sc->data[type].val1 > val1)
  4257. return 1; //Return true to not mess up skill animations. [Skotlex
  4258. }
  4259. (sc->count)--;
  4260. delete_timer(sc->data[type].timer, status_change_timer);
  4261. sc->data[type].timer = -1;
  4262. }
  4263. vd = status_get_viewdata(bl);
  4264. calc_flag = StatusChangeFlagTable[type];
  4265. if(!(flag&4)) //Do not parse val settings when loading SCs
  4266. switch(type){
  4267. case SC_INCREASEAGI:
  4268. val2 = 2 + val1; //Agi increase
  4269. val3 = (5*val1)/2; //Speed increase
  4270. break;
  4271. case SC_DECREASEAGI:
  4272. val2 = 2 + val1; //Agi decrease
  4273. val3 = 100 - (5*val1)/2; //Speed decrease
  4274. if (val3 < 1) val3 = 1;
  4275. if (sd) tick>>=1; //Half duration for players.
  4276. break;
  4277. case SC_ENDURE:
  4278. val2 = 7; // Hit-count [Celest]
  4279. break;
  4280. case SC_AUTOBERSERK:
  4281. if (status->hp < status->max_hp>>2 &&
  4282. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4283. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4284. break;
  4285. case SC_SIGNUMCRUCIS:
  4286. val2 = 10 + 4*val1; //Def reduction
  4287. clif_emotion(bl,4);
  4288. break;
  4289. case SC_MAXIMIZEPOWER:
  4290. val2 = tick>0?tick:60000;
  4291. break;
  4292. case SC_EDP: // [Celest]
  4293. val2 = val1 + 2; //Chance to Poison enemies.
  4294. break;
  4295. case SC_POISONREACT:
  4296. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4297. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4298. break;
  4299. case SC_MAGICROD:
  4300. val2 = val1*20; //SP gained
  4301. break;
  4302. case SC_KYRIE:
  4303. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4304. val3 = (val1 / 2 + 5); //Hits
  4305. break;
  4306. case SC_MAGICPOWER:
  4307. //val1: Skill lv
  4308. val2 = 1; //Lasts 1 invocation
  4309. //val3 will store matk_min (needed in case you use ground-spells)
  4310. //val4 will store matk_max
  4311. break;
  4312. case SC_SACRIFICE:
  4313. val2 = 5; //Lasts 5 hits
  4314. break;
  4315. case SC_ENCPOISON:
  4316. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4317. case SC_ASPERSIO:
  4318. case SC_FIREWEAPON:
  4319. case SC_WATERWEAPON:
  4320. case SC_WINDWEAPON:
  4321. case SC_EARTHWEAPON:
  4322. case SC_SHADOWWEAPON:
  4323. case SC_GHOSTWEAPON:
  4324. skill_enchant_elemental_end(bl,type);
  4325. break;
  4326. case SC_ELEMENTALCHANGE:
  4327. //Val1 is skill level, val2 is skill that invoked this.
  4328. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4329. val3 = rand()%ELE_MAX;
  4330. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4331. break;
  4332. case SC_PROVIDENCE:
  4333. val2=val1*5; //Race/Ele resist
  4334. break;
  4335. case SC_REFLECTSHIELD:
  4336. val2=10+val1*3; //% Dmg reflected
  4337. if (sd)
  4338. { //Pass it to devoted chars.
  4339. struct map_session_data *tsd;
  4340. int i;
  4341. for (i = 0; i < 5; i++)
  4342. { //Pass the status to the other affected chars. [Skotlex]
  4343. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4344. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4345. }
  4346. }
  4347. break;
  4348. case SC_STRIPWEAPON:
  4349. if (bl->type != BL_PC) //Watk reduction
  4350. val2 = 5*val1;
  4351. break;
  4352. case SC_STRIPSHIELD:
  4353. if (bl->type != BL_PC) //Def reduction
  4354. val2 = 3*val1;
  4355. break;
  4356. case SC_STRIPARMOR:
  4357. if (bl->type != BL_PC) //Vit reduction
  4358. val2 = 8*val1;
  4359. break;
  4360. case SC_STRIPHELM:
  4361. if (bl->type != BL_PC) //Int reduction
  4362. val2 = 8*val1;
  4363. break;
  4364. case SC_AUTOSPELL:
  4365. //Val1 Skill LV of Autospell
  4366. //Val2 Skill ID to cast
  4367. //Val3 Max Lv to cast
  4368. val4 = 5 + val1*2; //Chance of casting
  4369. break;
  4370. case SC_VOLCANO:
  4371. if (status->def_ele == ELE_FIRE)
  4372. val2 = val1*10; //Watk increase
  4373. else
  4374. val2 = 0;
  4375. break;
  4376. case SC_VIOLENTGALE:
  4377. if (status->def_ele == ELE_WIND)
  4378. val2 = val1*3; //Flee increase
  4379. else
  4380. val2 = 0;
  4381. break;
  4382. case SC_DELUGE:
  4383. if(status->def_ele == ELE_WATER)
  4384. val2 = deluge_eff[val1-1]; //HP increase
  4385. else
  4386. val2 = 0;
  4387. break;
  4388. case SC_SUITON:
  4389. val2 = 0; //Agi penalty
  4390. val3 = 0; //Walk speed penalty
  4391. val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
  4392. if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
  4393. break;
  4394. else {
  4395. val3 = 50;
  4396. switch ((val1+1)/3) {
  4397. case 3:
  4398. val2 = 8;
  4399. break;
  4400. case 2:
  4401. val2 = 5;
  4402. break;
  4403. case 1:
  4404. val2 = 3;
  4405. break;
  4406. case 0:
  4407. val2 = 0;
  4408. break;
  4409. default:
  4410. val2 = 3*((val1+1)/3);
  4411. break;
  4412. }
  4413. }
  4414. break;
  4415. case SC_ONEHAND:
  4416. case SC_TWOHANDQUICKEN:
  4417. val2 = 300;
  4418. if (val1 > 10) //For boss casted skills [Skotlex]
  4419. val2 += 20*(val1-10);
  4420. break;
  4421. case SC_SPEARQUICKEN:
  4422. val2 = 200+10*val1;
  4423. break;
  4424. case SC_DANCING:
  4425. //val1 : Skill ID + LV
  4426. //val2 : Skill Group of the Dance.
  4427. //val3 : Brings the skilllv (merged into val1 here)
  4428. //val4 : Partner
  4429. if (val1 == CG_MOONLIT)
  4430. clif_status_change(bl,SI_MOONLIT,1);
  4431. val1|= (val3<<16);
  4432. val3 = 0; //Tick duration/Speed penalty.
  4433. if (sd) { //Store walk speed change in lower part of val3
  4434. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4435. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4436. val3 -= 40; //TODO: Figure out real bonus rate.
  4437. }
  4438. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4439. tick = 1000;
  4440. break;
  4441. case SC_LONGING:
  4442. val2 = 500-100*val1; //Aspd penalty.
  4443. val3 = 50+10*val1; //Walk speed adjustment.
  4444. break;
  4445. case SC_EXPLOSIONSPIRITS:
  4446. val2 = 75 + 25*val1; //Cri bonus
  4447. break;
  4448. case SC_ASPDPOTION0:
  4449. case SC_ASPDPOTION1:
  4450. case SC_ASPDPOTION2:
  4451. case SC_ASPDPOTION3:
  4452. val2 = 50*(2+type-SC_ASPDPOTION0);
  4453. break;
  4454. case SC_WEDDING:
  4455. case SC_XMAS:
  4456. if (!vd) return 0;
  4457. //Store previous values as they could be removed.
  4458. val1 = vd->class_;
  4459. val2 = vd->weapon;
  4460. val3 = vd->shield;
  4461. val4 = vd->cloth_color;
  4462. unit_stop_attack(bl);
  4463. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4464. clif_changelook(bl,LOOK_WEAPON,0);
  4465. clif_changelook(bl,LOOK_SHIELD,0);
  4466. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4467. break;
  4468. case SC_NOCHAT:
  4469. tick = 60000;
  4470. val1 = battle_config.manner_system; //Mute filters.
  4471. if (sd) clif_updatestatus(sd,SP_MANNER);
  4472. break;
  4473. case SC_STONE:
  4474. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4475. if (!val2) val2 = 1;
  4476. val3 = tick/1000; //Petrified HP-damage iterations.
  4477. if(val3 < 1) val3 = 1;
  4478. tick = 5000; //Petrifying time.
  4479. break;
  4480. case SC_DPOISON:
  4481. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4482. if (status->hp > status->max_hp>>2)
  4483. {
  4484. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4485. if (status->hp - diff < status->max_hp>>2)
  4486. diff = status->hp - (status->max_hp>>2);
  4487. status_zap(bl, diff, 0);
  4488. }
  4489. // fall through
  4490. case SC_POISON: /* 毒 */
  4491. val3 = tick/1000; //Damage iterations
  4492. if(val3 < 1) val3 = 1;
  4493. tick = 1000;
  4494. //val4: HP damage
  4495. if (bl->type == BL_PC)
  4496. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4497. else
  4498. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4499. break;
  4500. case SC_CONFUSION:
  4501. clif_emotion(bl,1);
  4502. break;
  4503. case SC_BLEEDING:
  4504. val4 = tick/10000;
  4505. if (!val4) val4 = 1;
  4506. tick = 10000;
  4507. break;
  4508. case SC_HIDING:
  4509. val2 = tick/1000;
  4510. tick = 1000;
  4511. //Store speed penalty on val3.
  4512. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4513. val3 = 20 + 6*val3;
  4514. val4 = val1+3; //Seconds before SP substraction happen.
  4515. break;
  4516. case SC_CHASEWALK:
  4517. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4518. val3 = 65+val1*5; //Speed adjustment.
  4519. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4520. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4521. val4 = 10+val1*2; //SP cost.
  4522. if (map_flag_gvg(bl->m)) val4 *= 5;
  4523. break;
  4524. case SC_CLOAKING:
  4525. val2 = tick>0?tick:60000; //SP consumption rate.
  4526. val3 = 0;
  4527. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4528. (val3=pc_checkskill(sd,TF_MISS))>0)
  4529. val3 *= -1; //Substract the Dodge speed bonus.
  4530. val3+= 70+val1*3; //Speed adjustment without a wall.
  4531. //With a wall, it is val3 +25.
  4532. //val4&1 signals the presence of a wall.
  4533. //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
  4534. if (bl->type == BL_PC) //Standard cloaking.
  4535. val4 |= battle_config.pc_cloak_check_type&3;
  4536. else
  4537. val4 |= battle_config.monster_cloak_check_type&3;
  4538. break;
  4539. case SC_SIGHT: /* サイト/ルアフ */
  4540. case SC_RUWACH:
  4541. case SC_SIGHTBLASTER:
  4542. val2 = tick/250;
  4543. tick = 10;
  4544. break;
  4545. //Permanent effects.
  4546. case SC_MODECHANGE:
  4547. case SC_WEIGHT50:
  4548. case SC_WEIGHT90:
  4549. case SC_BROKENWEAPON:
  4550. case SC_BROKENARMOR:
  4551. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4552. case SC_READYDOWN:
  4553. case SC_READYCOUNTER:
  4554. case SC_READYTURN:
  4555. case SC_DODGE:
  4556. tick = 600*1000;
  4557. break;
  4558. case SC_AUTOGUARD:
  4559. if (!flag)
  4560. {
  4561. struct map_session_data *tsd;
  4562. int i,t;
  4563. for(i=val2=0;i<val1;i++) {
  4564. t = 5-(i>>1);
  4565. val2 += (t < 0)? 1:t;
  4566. }
  4567. if (sd)
  4568. for (i = 0; i < 5; i++)
  4569. { //Pass the status to the other affected chars. [Skotlex]
  4570. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4571. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4572. }
  4573. }
  4574. break;
  4575. case SC_DEFENDER:
  4576. if (!flag)
  4577. {
  4578. struct map_session_data *tsd;
  4579. int i;
  4580. val2 = 5 + 15*val1; //Damage reduction
  4581. val3 = 65 + 5*val1; //Speed adjustment
  4582. val4 = 250 - 50*val1; //Aspd adjustment
  4583. if (sd)
  4584. for (i = 0; i < 5; i++)
  4585. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4586. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4587. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
  4588. }
  4589. }
  4590. break;
  4591. case SC_TENSIONRELAX:
  4592. if (sd) {
  4593. pc_setsit(sd);
  4594. clif_sitting(sd);
  4595. }
  4596. val2 = 12; //SP cost
  4597. val4 = 10000; //Decrease at 10secs intervals.
  4598. val3 = tick/val4;
  4599. tick = val4;
  4600. break;
  4601. case SC_PARRYING:
  4602. val2 = 20 + val1*3; //Block Chance
  4603. break;
  4604. case SC_WINDWALK:
  4605. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4606. val3 = 4*val2; //movement speed % increase is 4 times that
  4607. break;
  4608. case SC_JOINTBEAT: // Random break [DracoRPG]
  4609. val2 = rand()%6; //Type of break
  4610. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4611. break;
  4612. case SC_BERSERK:
  4613. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4614. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4615. //HP healing is performing after the calc_status call.
  4616. //Val2 holds HP penalty
  4617. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4618. if (!val4) val4 = 10000; //Val4 holds damage interval
  4619. val3 = tick/val4; //val3 holds skill duration
  4620. tick = val4;
  4621. break;
  4622. case SC_GOSPEL:
  4623. if(val4 == BCT_SELF) { // self effect
  4624. val2 = tick/10000;
  4625. tick = 10000;
  4626. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4627. }
  4628. break;
  4629. case SC_MARIONETTE:
  4630. if (sd) {
  4631. val3 = 0;
  4632. val2 = sd->status.str>>1;
  4633. if (val2 > 0xFF) val2 = 0xFF;
  4634. val3|=val2<<16;
  4635. val2 = sd->status.agi>>1;
  4636. if (val2 > 0xFF) val2 = 0xFF;
  4637. val3|=val2<<8;
  4638. val2 = sd->status.vit>>1;
  4639. if (val2 > 0xFF) val2 = 0xFF;
  4640. val3|=val2;
  4641. val4 = 0;
  4642. val2 = sd->status.int_>>1;
  4643. if (val2 > 0xFF) val2 = 0xFF;
  4644. val4|=val2<<16;
  4645. val2 = sd->status.dex>>1;
  4646. if (val2 > 0xFF) val2 = 0xFF;
  4647. val4|=val2<<8;
  4648. val2 = sd->status.luk>>1;
  4649. if (val2 > 0xFF) val2 = 0xFF;
  4650. val4|=val2;
  4651. } else {
  4652. struct status_data *b_status = status_get_base_status(bl);
  4653. if (!b_status)
  4654. return 0;
  4655. val3 = 0;
  4656. val2 = b_status->str>>1;
  4657. if (val2 > 0xFF) val2 = 0xFF;
  4658. val3|=val2<<16;
  4659. val2 = b_status->agi>>1;
  4660. if (val2 > 0xFF) val2 = 0xFF;
  4661. val3|=val2<<8;
  4662. val2 = b_status->vit>>1;
  4663. if (val2 > 0xFF) val2 = 0xFF;
  4664. val3|=val2;
  4665. val4 = 0;
  4666. val2 = b_status->int_>>1;
  4667. if (val2 > 0xFF) val2 = 0xFF;
  4668. val4|=val2<<16;
  4669. val2 = b_status->dex>>1;
  4670. if (val2 > 0xFF) val2 = 0xFF;
  4671. val4|=val2<<8;
  4672. val2 = b_status->luk>>1;
  4673. if (val2 > 0xFF) val2 = 0xFF;
  4674. val4|=val2;
  4675. }
  4676. val2 = tick/1000;
  4677. tick = 1000;
  4678. break;
  4679. case SC_MARIONETTE2:
  4680. {
  4681. struct block_list *pbl = map_id2bl(val1);
  4682. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4683. int stat,max;
  4684. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4685. return 0;
  4686. val2 = tick /1000;
  4687. val3 = val4 = 0;
  4688. if (sd) {
  4689. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4690. //Str
  4691. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4692. if (sd->status.str+stat > max)
  4693. stat =max-sd->status.str;
  4694. val3 |= stat<<16;
  4695. //Agi
  4696. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4697. if (sd->status.agi+stat > max)
  4698. stat =max-sd->status.agi;
  4699. val3 |= stat<<8;
  4700. //Vit
  4701. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4702. if (sd->status.vit+stat > max)
  4703. stat =max-sd->status.vit;
  4704. val3 |= stat;
  4705. //Int
  4706. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4707. if (sd->status.int_+stat > max)
  4708. stat =max-sd->status.int_;
  4709. val4 |= stat<<16;
  4710. //Dex
  4711. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4712. if (sd->status.dex+stat > max)
  4713. stat =max-sd->status.dex;
  4714. val4 |= stat<<8;
  4715. //Luk
  4716. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4717. if (sd->status.luk+stat > max)
  4718. stat =max-sd->status.luk;
  4719. val4 |= stat;
  4720. } else {
  4721. struct status_data *status = status_get_base_status(bl);
  4722. if (!status) return 0;
  4723. max = 0xFF; //Assume a 256 max parameter
  4724. //Str
  4725. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4726. if (status->str+stat > max)
  4727. stat = max - status->str;
  4728. val3 |= stat<<16;
  4729. //Agi
  4730. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4731. if (status->agi+stat > max)
  4732. stat = max - status->agi;
  4733. val3 |= stat<<8;
  4734. //Vit
  4735. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4736. if (status->vit+stat > max)
  4737. stat = max - status->vit;
  4738. val3 |= stat;
  4739. //Int
  4740. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4741. if (status->int_+stat > max)
  4742. stat = max - status->int_;
  4743. val4 |= stat<<16;
  4744. //Dex
  4745. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4746. if (status->dex+stat > max)
  4747. stat = max - status->dex;
  4748. val4 |= stat<<8;
  4749. //Luk
  4750. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4751. if (status->luk+stat > max)
  4752. stat = max - status->luk;
  4753. val4 |= stat;
  4754. }
  4755. tick = 1000;
  4756. break;
  4757. }
  4758. case SC_REJECTSWORD:
  4759. val2 = 15*val1; //Reflect chance
  4760. val3 = 3; //Reflections
  4761. break;
  4762. case SC_MEMORIZE:
  4763. val2 = 5; //Memorized casts.
  4764. break;
  4765. case SC_GRAVITATION:
  4766. val2 = 50*val1; //aspd reduction
  4767. if (val3 == BCT_SELF) {
  4768. struct unit_data *ud = unit_bl2ud(bl);
  4769. if (ud) {
  4770. ud->canmove_tick += tick;
  4771. ud->canact_tick += tick;
  4772. }
  4773. }
  4774. break;
  4775. case SC_HERMODE:
  4776. status_change_clear_buffs(bl,1);
  4777. break;
  4778. case SC_REGENERATION:
  4779. if (val1 == 1)
  4780. val2 = 2;
  4781. else
  4782. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4783. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4784. //if val4 comes set, this blocks regen rather than increase it.
  4785. break;
  4786. case SC_DEVOTION:
  4787. {
  4788. struct map_session_data *src;
  4789. if ((src = map_id2sd(val1)) && src->sc.count)
  4790. { //Try to inherit the status from the Crusader [Skotlex]
  4791. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4792. //once the Crusader's status changes, it will reflect on the others.
  4793. int type2 = SC_AUTOGUARD;
  4794. if (src->sc.data[type2].timer != -1)
  4795. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4796. type2 = SC_DEFENDER;
  4797. if (src->sc.data[type2].timer != -1)
  4798. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4799. type2 = SC_REFLECTSHIELD;
  4800. if (src->sc.data[type2].timer != -1)
  4801. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4802. }
  4803. break;
  4804. }
  4805. case SC_COMA: //Coma. Sends a char to 1HP
  4806. status_zap(bl, status_get_hp(bl)-1, 0);
  4807. return 1;
  4808. case SC_CLOSECONFINE2:
  4809. {
  4810. struct block_list *src = val2?map_id2bl(val2):NULL;
  4811. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4812. if (src && sc2) {
  4813. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4814. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4815. else { //Increase count of locked enemies and refresh time.
  4816. sc2->data[SC_CLOSECONFINE].val2++;
  4817. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4818. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4819. }
  4820. } else //Status failed.
  4821. return 0;
  4822. }
  4823. break;
  4824. case SC_KAITE:
  4825. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4826. break;
  4827. case SC_KAUPE:
  4828. switch (val1) {
  4829. case 3: //33*3 + 1 -> 100%
  4830. val2++;
  4831. case 1:
  4832. case 2: //33, 66%
  4833. val2 += 33*val1;
  4834. val3 = 1; //Dodge 1 attack total.
  4835. break;
  4836. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4837. val2 = 100;
  4838. val3 = val1-2;
  4839. break;
  4840. }
  4841. break;
  4842. case SC_COMBO:
  4843. {
  4844. struct unit_data *ud = unit_bl2ud(bl);
  4845. switch (val1) { //Val1 contains the skill id
  4846. case TK_STORMKICK:
  4847. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4848. break;
  4849. case TK_DOWNKICK:
  4850. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4851. break;
  4852. case TK_TURNKICK:
  4853. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4854. break;
  4855. case TK_COUNTER:
  4856. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4857. break;
  4858. }
  4859. if (ud) {
  4860. ud->attackabletime = gettick()+tick;
  4861. unit_set_walkdelay(bl, gettick(), tick, 1);
  4862. }
  4863. val4 = tick; //Store combo-time in val4.
  4864. }
  4865. break;
  4866. case SC_TKREST:
  4867. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4868. break;
  4869. case SC_RUN:
  4870. val4 = gettick(); //Store time at which you started running.
  4871. break;
  4872. case SC_KAAHI:
  4873. if(flag&4) {
  4874. val4 = -1;
  4875. break;
  4876. }
  4877. val2 = 200*val1; //HP heal
  4878. val3 = 5*val1; //SP cost
  4879. val4 = -1; //Kaahi Timer.
  4880. break;
  4881. case SC_BLESSING:
  4882. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4883. val2 = val1;
  4884. else
  4885. val2 = 0; //0 -> Half stat.
  4886. break;
  4887. case SC_TRICKDEAD:
  4888. if (vd) vd->dead_sit = 1;
  4889. break;
  4890. case SC_CONCENTRATE:
  4891. val2 = 2 + val1;
  4892. if (sd) { //Store the card-bonus data that should not count in the %
  4893. val3 = sd->param_bonus[1]; //Agi
  4894. val4 = sd->param_bonus[4]; //Dex
  4895. } else {
  4896. val3 = val4 = 0;
  4897. }
  4898. break;
  4899. case SC_ADRENALINE2:
  4900. case SC_ADRENALINE:
  4901. if (val2 || !battle_config.party_skill_penalty)
  4902. val3 = 300;
  4903. else
  4904. val3 = 200;
  4905. case SC_WEAPONPERFECTION:
  4906. case SC_OVERTHRUST:
  4907. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  4908. tick += tick / 10;
  4909. break;
  4910. case SC_CONCENTRATION:
  4911. val2 = 5*val1; //Batk/Watk Increase
  4912. val3 = 10*val1; //Hit Increase
  4913. val4 = 5*val1; //Def reduction
  4914. break;
  4915. case SC_ANGELUS:
  4916. val2 = 5*val1; //def increase
  4917. break;
  4918. case SC_IMPOSITIO:
  4919. val2 = 5*val1; //watk increase
  4920. break;
  4921. case SC_MELTDOWN:
  4922. val2 = 100*val1; //Chance to break weapon
  4923. val3 = 70*val1; //Change to break armor
  4924. break;
  4925. case SC_TRUESIGHT:
  4926. val2 = 10*val1; //Critical increase
  4927. val3 = 3*val1; //Hit increase
  4928. break;
  4929. case SC_SUN_COMFORT:
  4930. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4931. break;
  4932. case SC_MOON_COMFORT:
  4933. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
  4934. break;
  4935. case SC_STAR_COMFORT:
  4936. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  4937. break;
  4938. case SC_QUAGMIRE:
  4939. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4940. break;
  4941. // gs_something1 [Vicious]
  4942. case SC_GATLINGFEVER:
  4943. val2 = 20*val1; //Aspd increase
  4944. val3 = 20+10*val1; //Batk increase
  4945. val4 = 5*val1; //Flee decrease
  4946. break;
  4947. case SC_FLING:
  4948. val2 = 3*val1; //Def reduction
  4949. val3 = 3*val1; //Def2 reduction
  4950. break;
  4951. case SC_PROVOKE:
  4952. //val2 signals autoprovoke.
  4953. val3 = 2+3*val1; //Atk increase
  4954. val4 = 5+5*val1; //Def reduction.
  4955. break;
  4956. case SC_AVOID:
  4957. val2 = 10*val1; //Speed change rate.
  4958. break;
  4959. case SC_DEFENCE:
  4960. val2 = 2*val1; //Def bonus
  4961. break;
  4962. case SC_BLOODLUST:
  4963. val2 = 20+10*val1; //Atk rate change.
  4964. val3 = 3*val1; //Leech chance
  4965. val4 = 20; //Leech percent
  4966. break;
  4967. case SC_FLEET:
  4968. val2 = 30*val1; //Aspd change
  4969. val3 = 5+5*val1; //bAtk/wAtk rate change
  4970. break;
  4971. case SC_MINDBREAKER:
  4972. val2 = 20*val1; //matk increase.
  4973. val3 = 12*val1; //mdef2 reduction.
  4974. break;
  4975. case SC_SKA:
  4976. val2 = tick/1000;
  4977. val3 = rand()%100; //Def changes randomly every second...
  4978. tick = 1000;
  4979. break;
  4980. case SC_JAILED:
  4981. tick = val1>0?1000:250;
  4982. if (sd && sd->mapindex != val2)
  4983. {
  4984. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  4985. map = sd->mapindex; //Current Map
  4986. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  4987. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  4988. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  4989. //2. Set restore point (val3 -> return map, val4 return coords
  4990. val3 = map;
  4991. val4 = pos;
  4992. }
  4993. break;
  4994. case SC_UTSUSEMI:
  4995. val2=(val1+1)/2; // number of hits blocked
  4996. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  4997. break;
  4998. case SC_BUNSINJYUTSU:
  4999. val2=(val1+1)/2; // number of hits blocked
  5000. break;
  5001. case SC_CHANGE:
  5002. val2= 30*val1; //Vit increase
  5003. val3= 20*val1; //Int increase
  5004. break;
  5005. case SC_SWOO:
  5006. if(status->mode&MD_BOSS)
  5007. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5008. break;
  5009. case SC_ANKLE:
  5010. if (sd && battle_config.pc_sc_def_rate != 100)
  5011. tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
  5012. else if (battle_config.mob_sc_def_rate != 100)
  5013. tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
  5014. else
  5015. tick -= tick*status->agi/100;
  5016. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5017. tick /= 5;
  5018. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  5019. // Changed to 3 secs and moved from skill.c [Skotlex]
  5020. if (tick < 3000)
  5021. tick = 3000;
  5022. break;
  5023. case SC_SPIDERWEB:
  5024. if (map[bl->m].flag.pvp)
  5025. tick /=2;
  5026. break;
  5027. case SC_INTRAVISION:
  5028. case SC_ARMOR_ELEMENT:
  5029. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5030. //associated, and yet are not wrong/unknown. [Skotlex]
  5031. break;
  5032. default:
  5033. if (calc_flag == SCB_NONE &&
  5034. StatusSkillChangeTable[type]==0 &&
  5035. StatusIconChangeTable[type]==0)
  5036. { //Status change with no calc, and no skill associated...? unknown?
  5037. if(battle_config.error_log)
  5038. ShowError("UnknownStatusChange [%d]\n", type);
  5039. return 0;
  5040. }
  5041. }
  5042. else //Special considerations when loading SC data.
  5043. switch (type) {
  5044. case SC_WEDDING:
  5045. case SC_XMAS:
  5046. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  5047. clif_changelook(bl,LOOK_WEAPON,0);
  5048. clif_changelook(bl,LOOK_SHIELD,0);
  5049. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5050. break;
  5051. case SC_KAAHI:
  5052. val4 = -1;
  5053. break;
  5054. //In case the speed reduction comes loaded incorrectly,
  5055. //prevent division by 0.
  5056. case SC_INCREASEAGI:
  5057. case SC_DECREASEAGI:
  5058. case SC_DONTFORGETME:
  5059. case SC_CLOAKING:
  5060. case SC_LONGING:
  5061. case SC_HIDING:
  5062. case SC_CHASEWALK:
  5063. case SC_DEFENDER:
  5064. if (!val3)
  5065. return 0;
  5066. break;
  5067. case SC_GUILDAURA:
  5068. //Compatibility Upgrade due to Guild Aura code rewrite
  5069. //(older saved SC versions would load up with huge bonuses)
  5070. return 0;
  5071. }
  5072. //Those that make you stop attacking/walking....
  5073. switch (type) {
  5074. case SC_FREEZE:
  5075. case SC_STUN:
  5076. case SC_SLEEP:
  5077. case SC_STONE:
  5078. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5079. pc_setstand(sd);
  5080. case SC_TRICKDEAD:
  5081. unit_stop_attack(bl);
  5082. skill_stop_dancing(bl);
  5083. // Cancel cast when get status [LuzZza]
  5084. if (battle_config.sc_castcancel)
  5085. unit_skillcastcancel(bl, 0);
  5086. case SC_STOP:
  5087. case SC_CONFUSION:
  5088. case SC_CLOSECONFINE:
  5089. case SC_CLOSECONFINE2:
  5090. case SC_ANKLE:
  5091. case SC_SPIDERWEB:
  5092. unit_stop_walking(bl,1);
  5093. break;
  5094. case SC_HIDING:
  5095. case SC_CLOAKING:
  5096. case SC_CHASEWALK:
  5097. unit_stop_attack(bl);
  5098. break;
  5099. case SC_SILENCE:
  5100. if (battle_config.sc_castcancel)
  5101. unit_skillcastcancel(bl, 0);
  5102. break;
  5103. }
  5104. // Set option as needed.
  5105. opt_flag = 1;
  5106. switch(type){
  5107. //OPT1
  5108. case SC_STONE:
  5109. case SC_FREEZE:
  5110. case SC_STUN:
  5111. case SC_SLEEP:
  5112. if(type == SC_STONE)
  5113. sc->opt1 = OPT1_STONEWAIT;
  5114. else
  5115. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5116. break;
  5117. //OPT2
  5118. case SC_POISON:
  5119. case SC_CURSE:
  5120. case SC_SILENCE:
  5121. case SC_BLIND:
  5122. sc->opt2 |= 1<<(type-SC_POISON);
  5123. break;
  5124. case SC_DPOISON:
  5125. sc->opt2 |= OPT2_DPOISON;
  5126. break;
  5127. case SC_SIGNUMCRUCIS:
  5128. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5129. break;
  5130. //OPT3
  5131. case SC_TWOHANDQUICKEN:
  5132. case SC_SPEARQUICKEN:
  5133. case SC_CONCENTRATION:
  5134. sc->opt3 |= 1;
  5135. opt_flag = 0;
  5136. break;
  5137. case SC_MAXOVERTHRUST:
  5138. case SC_OVERTHRUST:
  5139. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5140. sc->opt3 |= 2;
  5141. opt_flag = 0;
  5142. break;
  5143. case SC_ENERGYCOAT:
  5144. sc->opt3 |= 4;
  5145. opt_flag = 0;
  5146. break;
  5147. case SC_INCATKRATE:
  5148. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5149. if (bl->type != BL_MOB) {
  5150. opt_flag = 0;
  5151. break;
  5152. }
  5153. case SC_EXPLOSIONSPIRITS:
  5154. sc->opt3 |= 8;
  5155. opt_flag = 0;
  5156. break;
  5157. case SC_STEELBODY:
  5158. case SC_SKA:
  5159. sc->opt3 |= 16;
  5160. opt_flag = 0;
  5161. break;
  5162. case SC_BLADESTOP:
  5163. sc->opt3 |= 32;
  5164. opt_flag = 0;
  5165. break;
  5166. case SC_BERSERK:
  5167. sc->opt3 |= 128;
  5168. opt_flag = 0;
  5169. break;
  5170. case SC_MARIONETTE:
  5171. case SC_MARIONETTE2:
  5172. sc->opt3 |= 1024;
  5173. opt_flag = 0;
  5174. break;
  5175. case SC_ASSUMPTIO:
  5176. sc->opt3 |= 2048;
  5177. opt_flag = 0;
  5178. break;
  5179. case SC_WARM: //SG skills [Komurka]
  5180. sc->opt3 |= 4096;
  5181. opt_flag = 0;
  5182. break;
  5183. case SC_KAITE:
  5184. sc->opt3 |= 8192;
  5185. opt_flag = 0;
  5186. break;
  5187. //OPTION
  5188. case SC_HIDING:
  5189. sc->option |= OPTION_HIDE;
  5190. break;
  5191. case SC_CLOAKING:
  5192. sc->option |= OPTION_CLOAK;
  5193. break;
  5194. case SC_CHASEWALK:
  5195. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5196. break;
  5197. case SC_SIGHT:
  5198. sc->option |= OPTION_SIGHT;
  5199. break;
  5200. case SC_RUWACH:
  5201. sc->option |= OPTION_RUWACH;
  5202. break;
  5203. case SC_WEDDING:
  5204. sc->option |= OPTION_WEDDING;
  5205. break;
  5206. case SC_XMAS:
  5207. sc->option |= OPTION_XMAS;
  5208. break;
  5209. case SC_ORCISH:
  5210. sc->option |= OPTION_ORCISH;
  5211. break;
  5212. case SC_SIGHTTRASHER:
  5213. sc->option |= OPTION_SIGHTTRASHER;
  5214. break;
  5215. case SC_FUSION:
  5216. sc->option |= OPTION_FLYING;
  5217. break;
  5218. default:
  5219. opt_flag = 0;
  5220. }
  5221. //On Aegis, when turning on a status change, first goes the option packet,
  5222. // then the sc packet.
  5223. if(opt_flag)
  5224. clif_changeoption(bl);
  5225. if (calc_flag&SCB_DYE)
  5226. { //Reset DYE color
  5227. if (vd && vd->cloth_color)
  5228. {
  5229. val4 = vd->cloth_color;
  5230. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5231. }
  5232. calc_flag&=~SCB_DYE;
  5233. }
  5234. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5235. clif_status_change(bl,StatusIconChangeTable[type],1);
  5236. else if (sd) //Send packet to self otherwise (disguised player?)
  5237. clif_status_load(bl,StatusIconChangeTable[type],1);
  5238. (sc->count)++;
  5239. sc->data[type].val1 = val1;
  5240. sc->data[type].val2 = val2;
  5241. sc->data[type].val3 = val3;
  5242. sc->data[type].val4 = val4;
  5243. sc->data[type].timer = add_timer(
  5244. gettick() + tick, status_change_timer, bl->id, type);
  5245. if (calc_flag)
  5246. status_calc_bl(bl,calc_flag);
  5247. if(sd && sd->pd)
  5248. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5249. if (type==SC_BERSERK) {
  5250. sc->data[type].val2 = 5*status->max_hp/100;
  5251. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5252. status_set_sp(bl, 0, 0); //Damage all SP
  5253. } else if (type==SC_CHANGE) //Heal all HP/SP
  5254. status_percent_heal(bl, 100, 100);
  5255. if (type==SC_RUN) {
  5256. struct unit_data *ud = unit_bl2ud(bl);
  5257. if (ud)
  5258. ud->state.running = unit_run(bl);
  5259. }
  5260. return 1;
  5261. }
  5262. /*==========================================
  5263. * ステータス異常全解除
  5264. *------------------------------------------
  5265. */
  5266. int status_change_clear(struct block_list *bl,int type)
  5267. {
  5268. struct status_change* sc;
  5269. int i;
  5270. sc = status_get_sc(bl);
  5271. if (!sc || sc->count == 0)
  5272. return 0;
  5273. if(sc->data[SC_DANCING].timer != -1)
  5274. skill_stop_dancing(bl);
  5275. for(i = 0; i < SC_MAX; i++)
  5276. {
  5277. if(sc->data[i].timer == -1)
  5278. continue;
  5279. if(type == 0)
  5280. switch (i)
  5281. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5282. case SC_EDP:
  5283. case SC_MELTDOWN:
  5284. case SC_XMAS:
  5285. case SC_NOCHAT:
  5286. case SC_FUSION:
  5287. case SC_TKREST:
  5288. case SC_READYSTORM:
  5289. case SC_READYDOWN:
  5290. case SC_READYCOUNTER:
  5291. case SC_READYTURN:
  5292. case SC_DODGE:
  5293. case SC_JAILED:
  5294. case SC_STRFOOD:
  5295. case SC_AGIFOOD:
  5296. case SC_VITFOOD:
  5297. case SC_INTFOOD:
  5298. case SC_DEXFOOD:
  5299. case SC_LUKFOOD:
  5300. case SC_HITFOOD:
  5301. case SC_FLEEFOOD:
  5302. case SC_BATKFOOD:
  5303. case SC_WATKFOOD:
  5304. case SC_MATKFOOD:
  5305. continue;
  5306. }
  5307. status_change_end(bl, i, -1);
  5308. if (type == 1 && sc->data[i].timer != -1)
  5309. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5310. (sc->count)--;
  5311. delete_timer(sc->data[i].timer, status_change_timer);
  5312. sc->data[i].timer = -1;
  5313. }
  5314. }
  5315. sc->opt1 = 0;
  5316. sc->opt2 = 0;
  5317. sc->opt3 = 0;
  5318. sc->option &= OPTION_MASK;
  5319. if(!type || type&2)
  5320. clif_changeoption(bl);
  5321. return 1;
  5322. }
  5323. /*==========================================
  5324. * ステータス異常終了
  5325. *------------------------------------------
  5326. */
  5327. int status_change_end( struct block_list* bl , int type,int tid )
  5328. {
  5329. struct map_session_data *sd;
  5330. struct status_change *sc;
  5331. struct status_data *status;
  5332. struct view_data *vd;
  5333. int opt_flag=0, calc_flag;
  5334. nullpo_retr(0, bl);
  5335. sc = status_get_sc(bl);
  5336. status = status_get_status_data(bl);
  5337. nullpo_retr(0,sc);
  5338. nullpo_retr(0,status);
  5339. if(type < 0 || type >= SC_MAX)
  5340. return 0;
  5341. BL_CAST(BL_PC,bl,sd);
  5342. if (sc->data[type].timer == -1 ||
  5343. (sc->data[type].timer != tid && tid != -1))
  5344. return 0;
  5345. if (tid == -1)
  5346. delete_timer(sc->data[type].timer,status_change_timer);
  5347. sc->data[type].timer=-1;
  5348. (sc->count)--;
  5349. vd = status_get_viewdata(bl);
  5350. calc_flag = StatusChangeFlagTable[type];
  5351. switch(type){
  5352. case SC_WEDDING:
  5353. case SC_XMAS:
  5354. if (!vd) return 0;
  5355. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5356. status_set_viewdata(bl, sd->status.class_);
  5357. else {
  5358. vd->class_ = sc->data[type].val1;
  5359. vd->weapon = sc->data[type].val2;
  5360. vd->shield = sc->data[type].val3;
  5361. vd->cloth_color = sc->data[type].val4;
  5362. }
  5363. clif_changelook(bl,LOOK_BASE,vd->class_);
  5364. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5365. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5366. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5367. break;
  5368. case SC_RUN:
  5369. {
  5370. struct unit_data *ud = unit_bl2ud(bl);
  5371. if (ud) {
  5372. ud->state.running = 0;
  5373. if (ud->walktimer != -1)
  5374. unit_stop_walking(bl,1);
  5375. }
  5376. if (sc->data[type].val1 >= 7 &&
  5377. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5378. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
  5379. (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
  5380. )
  5381. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5382. }
  5383. break;
  5384. case SC_AUTOBERSERK:
  5385. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5386. status_change_end(bl,SC_PROVOKE,-1);
  5387. break;
  5388. case SC_DEFENDER:
  5389. case SC_REFLECTSHIELD:
  5390. case SC_AUTOGUARD:
  5391. if (sd) {
  5392. struct map_session_data *tsd;
  5393. int i;
  5394. for (i = 0; i < 5; i++)
  5395. { //Clear the status from the others too [Skotlex]
  5396. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5397. status_change_end(&tsd->bl,type,-1);
  5398. }
  5399. }
  5400. break;
  5401. case SC_DEVOTION:
  5402. {
  5403. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5404. //The status could have changed because the Crusader left the game. [Skotlex]
  5405. if (md)
  5406. {
  5407. md->devotion[sc->data[type].val2] = 0;
  5408. clif_devotion(md);
  5409. }
  5410. //Remove AutoGuard and Defender [Skotlex]
  5411. if (sc->data[SC_AUTOGUARD].timer != -1)
  5412. status_change_end(bl,SC_AUTOGUARD,-1);
  5413. if (sc->data[SC_DEFENDER].timer != -1)
  5414. status_change_end(bl,SC_DEFENDER,-1);
  5415. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5416. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5417. break;
  5418. }
  5419. case SC_BLADESTOP:
  5420. if(sc->data[type].val4)
  5421. {
  5422. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5423. struct status_change *tsc = status_get_sc(tbl);
  5424. sc->data[type].val4 = 0;
  5425. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5426. {
  5427. tsc->data[SC_BLADESTOP].val4 = 0;
  5428. status_change_end(tbl,SC_BLADESTOP,-1);
  5429. }
  5430. clif_bladestop(bl,tbl,0);
  5431. }
  5432. break;
  5433. case SC_DANCING:
  5434. {
  5435. struct map_session_data *dsd;
  5436. struct status_change *dsc;
  5437. struct skill_unit_group *group;
  5438. if(sc->data[type].val2)
  5439. {
  5440. group = (struct skill_unit_group *)sc->data[type].val2;
  5441. sc->data[type].val2 = 0;
  5442. skill_delunitgroup(bl, group, 0);
  5443. }
  5444. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5445. dsc = &dsd->sc;
  5446. if(dsc && dsc->data[type].timer!=-1)
  5447. { //This will prevent recursive loops.
  5448. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5449. status_change_end(&dsd->bl, type, -1);
  5450. }
  5451. }
  5452. }
  5453. if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
  5454. clif_status_change(bl,SI_MOONLIT,0);
  5455. if (sc->data[SC_LONGING].timer!=-1)
  5456. status_change_end(bl,SC_LONGING,-1);
  5457. break;
  5458. case SC_NOCHAT:
  5459. if (sd) {
  5460. if (sd->status.manner < 0 && tid != -1)
  5461. sd->status.manner = 0;
  5462. clif_updatestatus(sd,SP_MANNER);
  5463. }
  5464. break;
  5465. case SC_SPLASHER:
  5466. {
  5467. struct block_list *src=map_id2bl(sc->data[type].val3);
  5468. if(src && tid!=-1)
  5469. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5470. }
  5471. break;
  5472. case SC_CLOSECONFINE2:
  5473. {
  5474. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5475. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5476. if (src && sc2 && sc2->count) {
  5477. //If status was already ended, do nothing.
  5478. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5479. { //Decrease count
  5480. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5481. status_change_end(src, SC_CLOSECONFINE, -1);
  5482. }
  5483. }
  5484. }
  5485. case SC_CLOSECONFINE:
  5486. if (sc->data[type].val2 > 0) {
  5487. //Caster has been unlocked... nearby chars need to be unlocked.
  5488. int range = 1
  5489. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5490. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5491. map_foreachinarea(status_change_timer_sub,
  5492. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5493. }
  5494. break;
  5495. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5496. if (sd && sd->skillid_old == sc->data[type].val1)
  5497. sd->skillid_old = sd->skilllv_old = 0;
  5498. break;
  5499. case SC_FREEZE:
  5500. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5501. break;
  5502. case SC_MARIONETTE:
  5503. case SC_MARIONETTE2: /// Marionette target
  5504. if (sc->data[type].val1)
  5505. { // check for partner and end their marionette status as well
  5506. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5507. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5508. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5509. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5510. {
  5511. sc2->data[type2].val1 = 0;
  5512. status_change_end(pbl, type2, -1);
  5513. }
  5514. }
  5515. if (type == SC_MARIONETTE)
  5516. clif_marionette(bl, 0); //Clear effect.
  5517. break;
  5518. case SC_BERSERK:
  5519. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5520. if(status->hp > 100 && sc->data[type].val2)
  5521. status_set_hp(bl, 100, 0);
  5522. if(sc->data[SC_ENDURE].timer != -1)
  5523. status_change_end(bl, SC_ENDURE, -1);
  5524. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5525. skill_get_time(LK_BERSERK, sc->data[type].val1));
  5526. break;
  5527. case SC_GRAVITATION:
  5528. if (sc->data[type].val3 == BCT_SELF) {
  5529. struct unit_data *ud = unit_bl2ud(bl);
  5530. if (ud)
  5531. ud->canmove_tick = ud->canact_tick = gettick();
  5532. }
  5533. break;
  5534. case SC_GOSPEL: //Clear the buffs from other chars.
  5535. if (sc->data[type].val3) { //Clear the group.
  5536. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5537. sc->data[type].val3 = 0;
  5538. skill_delunitgroup(bl, group, 0);
  5539. }
  5540. break;
  5541. case SC_HERMODE:
  5542. if(sc->data[type].val3 == BCT_SELF)
  5543. skill_clear_unitgroup(bl);
  5544. break;
  5545. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5546. skill_clear_unitgroup(bl);
  5547. break;
  5548. case SC_TRICKDEAD:
  5549. if (vd) vd->dead_sit = 0;
  5550. break;
  5551. case SC_WARM:
  5552. if (sc->data[type].val4) { //Clear the group.
  5553. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5554. sc->data[type].val4 = 0;
  5555. skill_delunitgroup(bl, group, 0);
  5556. }
  5557. break;
  5558. case SC_KAAHI:
  5559. //Delete timer if it exists.
  5560. if (sc->data[type].val4 != -1) {
  5561. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5562. sc->data[type].val4=-1;
  5563. }
  5564. break;
  5565. case SC_JAILED:
  5566. if(tid == -1)
  5567. break;
  5568. //natural expiration.
  5569. if(sd && sd->mapindex == sc->data[type].val2)
  5570. {
  5571. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5572. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5573. }
  5574. break; //guess hes not in jail :P
  5575. case SC_CHANGE:
  5576. if (tid == -1)
  5577. break;
  5578. // "lose almost all her HP and SP" on natural expiration.
  5579. status_set_hp(bl, 10, 0);
  5580. status_set_sp(bl, 10, 0);
  5581. break;
  5582. }
  5583. opt_flag = 1;
  5584. switch(type){
  5585. case SC_STONE:
  5586. case SC_FREEZE:
  5587. case SC_STUN:
  5588. case SC_SLEEP:
  5589. sc->opt1 = 0;
  5590. break;
  5591. case SC_POISON:
  5592. case SC_CURSE:
  5593. case SC_SILENCE:
  5594. case SC_BLIND:
  5595. sc->opt2 &= ~(1<<(type-SC_POISON));
  5596. break;
  5597. case SC_DPOISON:
  5598. sc->opt2 &= ~OPT2_DPOISON;
  5599. break;
  5600. case SC_SIGNUMCRUCIS:
  5601. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5602. break;
  5603. case SC_HIDING:
  5604. sc->option &= ~OPTION_HIDE;
  5605. opt_flag = 2; //Check for warp trigger.
  5606. break;
  5607. case SC_CLOAKING:
  5608. sc->option &= ~OPTION_CLOAK;
  5609. opt_flag = 2;
  5610. break;
  5611. case SC_CHASEWALK:
  5612. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5613. opt_flag = 2;
  5614. break;
  5615. case SC_SIGHT:
  5616. sc->option &= ~OPTION_SIGHT;
  5617. break;
  5618. case SC_WEDDING:
  5619. sc->option &= ~OPTION_WEDDING;
  5620. break;
  5621. case SC_XMAS:
  5622. sc->option &= ~OPTION_XMAS;
  5623. break;
  5624. case SC_ORCISH:
  5625. sc->option &= ~OPTION_ORCISH;
  5626. break;
  5627. case SC_RUWACH:
  5628. sc->option &= ~OPTION_RUWACH;
  5629. break;
  5630. case SC_SIGHTTRASHER:
  5631. sc->option &= ~OPTION_SIGHTTRASHER;
  5632. break;
  5633. case SC_FUSION:
  5634. sc->option &= ~OPTION_FLYING;
  5635. break;
  5636. //opt3
  5637. case SC_TWOHANDQUICKEN:
  5638. case SC_ONEHAND:
  5639. case SC_SPEARQUICKEN:
  5640. case SC_CONCENTRATION:
  5641. sc->opt3 &= ~1;
  5642. opt_flag = 0;
  5643. break;
  5644. case SC_OVERTHRUST:
  5645. case SC_MAXOVERTHRUST:
  5646. case SC_SWOO:
  5647. sc->opt3 &= ~2;
  5648. opt_flag = 0;
  5649. break;
  5650. case SC_ENERGYCOAT:
  5651. sc->opt3 &= ~4;
  5652. opt_flag = 0;
  5653. break;
  5654. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5655. if (bl->type != BL_MOB)
  5656. break;
  5657. case SC_EXPLOSIONSPIRITS:
  5658. sc->opt3 &= ~8;
  5659. opt_flag = 0;
  5660. break;
  5661. case SC_STEELBODY:
  5662. case SC_SKA:
  5663. sc->opt3 &= ~16;
  5664. opt_flag = 0;
  5665. break;
  5666. case SC_BLADESTOP:
  5667. sc->opt3 &= ~32;
  5668. opt_flag = 0;
  5669. break;
  5670. case SC_BERSERK:
  5671. sc->opt3 &= ~128;
  5672. opt_flag = 0;
  5673. break;
  5674. case SC_MARIONETTE:
  5675. case SC_MARIONETTE2:
  5676. sc->opt3 &= ~1024;
  5677. opt_flag = 0;
  5678. break;
  5679. case SC_ASSUMPTIO:
  5680. sc->opt3 &= ~2048;
  5681. opt_flag = 0;
  5682. break;
  5683. case SC_WARM: //SG skills [Komurka]
  5684. sc->opt3 &= ~4096;
  5685. opt_flag = 0;
  5686. break;
  5687. case SC_KAITE:
  5688. sc->opt3 &= ~8192;
  5689. opt_flag = 0;
  5690. break;
  5691. default:
  5692. opt_flag = 0;
  5693. }
  5694. if (calc_flag&SCB_DYE)
  5695. { //Restore DYE color
  5696. if (vd && !vd->cloth_color && sc->data[type].val4)
  5697. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5698. calc_flag&=~SCB_DYE;
  5699. }
  5700. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5701. if (vd && pcdb_checkid(vd->class_))
  5702. clif_status_change(bl,StatusIconChangeTable[type],0);
  5703. else if (sd)
  5704. clif_status_load(bl,StatusIconChangeTable[type],0);
  5705. if(opt_flag)
  5706. clif_changeoption(bl);
  5707. if (calc_flag)
  5708. status_calc_bl(bl,calc_flag);
  5709. if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5710. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5711. return 1;
  5712. }
  5713. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5714. {
  5715. struct block_list *bl;
  5716. struct status_change *sc;
  5717. struct status_data *status;
  5718. int hp;
  5719. bl=map_id2bl(id);
  5720. sc=status_get_sc(bl);
  5721. status=status_get_status_data(bl);
  5722. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5723. return 0;
  5724. if(sc->data[data].val4 != tid) {
  5725. if (battle_config.error_log)
  5726. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5727. sc->data[data].val4=-1;
  5728. return 0;
  5729. }
  5730. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5731. sc->data[data].val4=-1;
  5732. return 0;
  5733. }
  5734. hp = status->max_hp - status->hp;
  5735. if (hp > sc->data[data].val2)
  5736. hp = sc->data[data].val2;
  5737. if (hp)
  5738. status_heal(bl, hp, 0, 2);
  5739. sc->data[data].val4=-1;
  5740. return 1;
  5741. }
  5742. /*==========================================
  5743. * ステータス異常終了タイマー
  5744. *------------------------------------------
  5745. */
  5746. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5747. {
  5748. int type = data;
  5749. struct block_list *bl;
  5750. struct map_session_data *sd=NULL;
  5751. struct status_data *status;
  5752. struct status_change *sc;
  5753. // security system to prevent forgetting timer removal
  5754. int temp_timerid;
  5755. bl=map_id2bl(id);
  5756. #ifndef _WIN32
  5757. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5758. #endif
  5759. sc=status_get_sc(bl);
  5760. status = status_get_status_data(bl);
  5761. if (!sc || !status)
  5762. { //Temporal debug until case is resolved. [Skotlex]
  5763. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5764. return 0;
  5765. }
  5766. if(bl->type==BL_PC)
  5767. sd=(struct map_session_data *)bl;
  5768. if(sc->data[type].timer != tid) {
  5769. if(battle_config.error_log)
  5770. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5771. return 0;
  5772. }
  5773. // security system to prevent forgetting timer removal
  5774. // you shouldn't be that careless inside the switch here
  5775. temp_timerid = sc->data[type].timer;
  5776. sc->data[type].timer = -1;
  5777. switch(type){ /* 特殊な?理になる場合 */
  5778. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5779. case SC_CLOAKING:
  5780. if(!status_charge(bl, 0, 1))
  5781. break; //Not enough SP to continue.
  5782. sc->data[type].timer=add_timer(
  5783. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5784. return 0;
  5785. case SC_CHASEWALK:
  5786. if(!status_charge(bl, 0, sc->data[type].val4))
  5787. break; //Not enough SP to continue.
  5788. if (sc->data[SC_INCSTR].timer == -1) {
  5789. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5790. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5791. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5792. }
  5793. sc->data[type].timer = add_timer(
  5794. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5795. return 0;
  5796. break;
  5797. case SC_SKA:
  5798. if((--sc->data[type].val2)>0){
  5799. sc->data[type].val3 = rand()%100; //Random defense.
  5800. sc->data[type].timer=add_timer(
  5801. 1000+tick, status_change_timer,
  5802. bl->id, data);
  5803. return 0;
  5804. }
  5805. break;
  5806. case SC_HIDING:
  5807. if((--sc->data[type].val2)>0){
  5808. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5809. break; //Fail if it's time to substract SP and there isn't.
  5810. sc->data[type].timer=add_timer(
  5811. 1000+tick, status_change_timer,
  5812. bl->id, data);
  5813. return 0;
  5814. }
  5815. break;
  5816. case SC_SIGHT:
  5817. case SC_RUWACH:
  5818. case SC_SIGHTBLASTER:
  5819. {
  5820. map_foreachinrange( status_change_timer_sub, bl,
  5821. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5822. BL_CHAR, bl,sc,type,tick);
  5823. if( (--sc->data[type].val2)>0 ){
  5824. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5825. 250+tick, status_change_timer,
  5826. bl->id, data);
  5827. return 0;
  5828. }
  5829. }
  5830. break;
  5831. case SC_PROVOKE:
  5832. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5833. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5834. return 0;
  5835. }
  5836. break;
  5837. case SC_ENDURE:
  5838. if(sc->data[type].val4) { //Infinite Endure.
  5839. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5840. return 0;
  5841. }
  5842. break;
  5843. case SC_STONE:
  5844. if(sc->opt1 == OPT1_STONEWAIT) {
  5845. sc->data[type].val4 = 0;
  5846. unit_stop_walking(bl,1);
  5847. sc->opt1 = OPT1_STONE;
  5848. clif_changeoption(bl);
  5849. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5850. status_calc_bl(bl, SCB_DEF_ELE);
  5851. return 0;
  5852. }
  5853. if((--sc->data[type].val3) > 0) {
  5854. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5855. status_zap(bl, sc->data[type].val2, 0);
  5856. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5857. return 0;
  5858. }
  5859. break;
  5860. case SC_POISON:
  5861. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5862. break;
  5863. case SC_DPOISON:
  5864. if ((--sc->data[type].val3) > 0) {
  5865. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5866. status_zap(bl, sc->data[type].val4, 0);
  5867. if (status_isdead(bl))
  5868. break;
  5869. }
  5870. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5871. return 0;
  5872. }
  5873. break;
  5874. case SC_TENSIONRELAX:
  5875. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5876. sc->data[type].timer=add_timer(
  5877. sc->data[type].val4+tick, status_change_timer,
  5878. bl->id, data);
  5879. return 0;
  5880. }
  5881. break;
  5882. case SC_BLEEDING: // [celest]
  5883. // i hope i haven't interpreted it wrong.. which i might ^^;
  5884. // Source:
  5885. // - 10�ェエェネェヒHPェャハ�エ
  5886. // - �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、
  5887. // To-do: bleeding effect increases damage taken?
  5888. if ((--sc->data[type].val4) >= 0) {
  5889. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5890. if (status_isdead(bl))
  5891. break;
  5892. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5893. return 0;
  5894. }
  5895. break;
  5896. case SC_KNOWLEDGE:
  5897. if (sd) {
  5898. if(bl->m != sd->feel_map[0].m
  5899. && bl->m != sd->feel_map[1].m
  5900. && bl->m != sd->feel_map[2].m)
  5901. break; //End it
  5902. } //Otherwise continue.
  5903. // Status changes that don't have a time limit
  5904. case SC_AETERNA:
  5905. case SC_TRICKDEAD:
  5906. case SC_MODECHANGE:
  5907. case SC_WEIGHT50:
  5908. case SC_WEIGHT90:
  5909. case SC_MAGICPOWER:
  5910. case SC_REJECTSWORD:
  5911. case SC_MEMORIZE:
  5912. case SC_BROKENWEAPON:
  5913. case SC_BROKENARMOR:
  5914. case SC_SACRIFICE:
  5915. case SC_READYSTORM:
  5916. case SC_READYDOWN:
  5917. case SC_READYTURN:
  5918. case SC_READYCOUNTER:
  5919. case SC_RUN:
  5920. case SC_DODGE:
  5921. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5922. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5923. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5924. return 0;
  5925. case SC_DANCING: //ダンススキルの時間SP消費
  5926. {
  5927. int s = 0;
  5928. int sp = 1;
  5929. int counter = sc->data[type].val3>>16;
  5930. if (--counter <= 0)
  5931. break;
  5932. sc->data[type].val3&= 0xFFFF; //Remove counter
  5933. sc->data[type].val3|=(counter<<16);//Reset it.
  5934. switch(sc->data[type].val1&0xFFFF){
  5935. case BD_RICHMANKIM:
  5936. case BD_DRUMBATTLEFIELD:
  5937. case BD_RINGNIBELUNGEN:
  5938. case BD_SIEGFRIED:
  5939. case BA_DISSONANCE:
  5940. case BA_ASSASSINCROSS:
  5941. case DC_UGLYDANCE:
  5942. s=3;
  5943. break;
  5944. case BD_LULLABY:
  5945. case BD_ETERNALCHAOS:
  5946. case BD_ROKISWEIL:
  5947. case DC_FORTUNEKISS:
  5948. s=4;
  5949. break;
  5950. case CG_HERMODE:
  5951. case BD_INTOABYSS:
  5952. case BA_WHISTLE:
  5953. case DC_HUMMING:
  5954. case BA_POEMBRAGI:
  5955. case DC_SERVICEFORYOU:
  5956. s=5;
  5957. break;
  5958. case BA_APPLEIDUN:
  5959. s=6;
  5960. break;
  5961. case CG_MOONLIT:
  5962. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5963. sp= 4*(sc->data[type].val1>>16);
  5964. //Upkeep is also every 10 secs.
  5965. case DC_DONTFORGETME:
  5966. s=10;
  5967. break;
  5968. }
  5969. if (s && ((sc->data[type].val3 % s) == 0)) {
  5970. if (sc->data[SC_LONGING].timer != -1)
  5971. sp = s;
  5972. if (!status_charge(bl, 0, sp))
  5973. break;
  5974. }
  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_DEVOTION:
  5982. { //Check range and timeleft to preserve status [Skotlex]
  5983. //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
  5984. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5985. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  5986. {
  5987. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  5988. return 0;
  5989. }
  5990. }
  5991. break;
  5992. case SC_BERSERK:
  5993. // 5% every 10 seconds [DracoRPG]
  5994. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  5995. {
  5996. sc->data[type].timer = add_timer(
  5997. sc->data[type].val4+tick, status_change_timer,
  5998. bl->id, data);
  5999. return 0;
  6000. }
  6001. break;
  6002. case SC_NOCHAT:
  6003. if(sd){
  6004. sd->status.manner++;
  6005. clif_updatestatus(sd,SP_MANNER);
  6006. if (sd->status.manner < 0)
  6007. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6008. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  6009. return 0;
  6010. }
  6011. }
  6012. break;
  6013. case SC_SPLASHER:
  6014. if (sc->data[type].val4 % 1000 == 0) {
  6015. char timer[10];
  6016. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  6017. clif_message(bl, timer);
  6018. }
  6019. if((sc->data[type].val4 -= 500) > 0) {
  6020. sc->data[type].timer = add_timer(
  6021. 500 + tick, status_change_timer,
  6022. bl->id, data);
  6023. return 0;
  6024. }
  6025. break;
  6026. case SC_MARIONETTE:
  6027. case SC_MARIONETTE2:
  6028. {
  6029. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  6030. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  6031. {
  6032. sc->data[type].timer = add_timer(
  6033. 1000 + tick, status_change_timer,
  6034. bl->id, data);
  6035. return 0;
  6036. }
  6037. }
  6038. break;
  6039. case SC_GOSPEL:
  6040. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  6041. {
  6042. int hp, sp;
  6043. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  6044. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  6045. if(!status_charge(bl, hp, sp))
  6046. break;
  6047. sc->data[type].timer = add_timer(
  6048. 10000+tick, status_change_timer,
  6049. bl->id, data);
  6050. return 0;
  6051. }
  6052. break;
  6053. case SC_GUILDAURA:
  6054. {
  6055. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6056. if (tbl && battle_check_range(bl, tbl, 2)){
  6057. sc->data[type].timer = add_timer(
  6058. 1000 + tick, status_change_timer,
  6059. bl->id, data);
  6060. return 0;
  6061. }
  6062. }
  6063. break;
  6064. case SC_JAILED:
  6065. if(--sc->data[type].val1 > 0)
  6066. {
  6067. sc->data[type].timer=add_timer(
  6068. 60000+tick, status_change_timer, bl->id,data);
  6069. return 0;
  6070. }
  6071. break;
  6072. case SC_BLIND:
  6073. if(sc->data[SC_FOGWALL].timer!= -1)
  6074. { //Blind lasts forever while you are standing on the fog.
  6075. sc->data[type].timer=add_timer(
  6076. 5000+tick, status_change_timer,
  6077. bl->id, data);
  6078. return 0;
  6079. }
  6080. break;
  6081. }
  6082. // default for all non-handled control paths
  6083. // security system to prevent forgetting timer removal
  6084. // if we reach this point we need the timer for the next call,
  6085. // so restore it to have status_change_end handle a valid timer
  6086. sc->data[type].timer = temp_timerid;
  6087. return status_change_end( bl,type,tid );
  6088. }
  6089. /*==========================================
  6090. * ステータス異常タイマー範囲処理
  6091. *------------------------------------------
  6092. */
  6093. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6094. {
  6095. struct block_list *src;
  6096. struct status_change *sc, *tsc;
  6097. struct map_session_data* sd=NULL;
  6098. struct map_session_data* tsd=NULL;
  6099. int type;
  6100. unsigned int tick;
  6101. src=va_arg(ap,struct block_list*);
  6102. sc=va_arg(ap,struct status_change*);
  6103. type=va_arg(ap,int);
  6104. tick=va_arg(ap,unsigned int);
  6105. tsc=status_get_sc(bl);
  6106. if (status_isdead(bl))
  6107. return 0;
  6108. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6109. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6110. switch( type ){
  6111. case SC_SIGHT: /* サイト */
  6112. case SC_CONCENTRATE:
  6113. if (tsc && tsc->count) {
  6114. if (tsc->data[SC_HIDING].timer != -1)
  6115. status_change_end( bl, SC_HIDING, -1);
  6116. if (tsc->data[SC_CLOAKING].timer != -1)
  6117. status_change_end( bl, SC_CLOAKING, -1);
  6118. }
  6119. break;
  6120. case SC_RUWACH: /* ルアフ */
  6121. 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
  6122. tsc->data[SC_CLOAKING].timer != -1)) {
  6123. status_change_end( bl, SC_HIDING, -1);
  6124. status_change_end( bl, SC_CLOAKING, -1);
  6125. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6126. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6127. }
  6128. break;
  6129. case SC_SIGHTBLASTER:
  6130. {
  6131. if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6132. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6133. { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
  6134. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6135. sc->data[type].val2 = 0; //This signals it to end.
  6136. }
  6137. }
  6138. break;
  6139. case SC_CLOSECONFINE:
  6140. //Lock char has released the hold on everyone...
  6141. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6142. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6143. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6144. }
  6145. break;
  6146. }
  6147. return 0;
  6148. }
  6149. /*==========================================
  6150. * Clears buffs/debuffs of a character.
  6151. * type&1 -> buffs, type&2 -> debuffs
  6152. *------------------------------------------
  6153. */
  6154. int status_change_clear_buffs (struct block_list *bl, int type)
  6155. {
  6156. int i;
  6157. struct status_change *sc= status_get_sc(bl);
  6158. if (!sc || !sc->count)
  6159. return 0;
  6160. if (type&2) //Debuffs
  6161. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6162. if(sc->data[i].timer != -1)
  6163. status_change_end(bl,i,-1);
  6164. }
  6165. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6166. if(sc->data[i].timer == -1)
  6167. continue;
  6168. switch (i) {
  6169. //Stuff that cannot be removed
  6170. case SC_WEIGHT50:
  6171. case SC_WEIGHT90:
  6172. case SC_COMBO:
  6173. case SC_SMA:
  6174. case SC_DANCING:
  6175. case SC_GUILDAURA:
  6176. case SC_SAFETYWALL:
  6177. case SC_NOCHAT:
  6178. case SC_JAILED:
  6179. case SC_ANKLE:
  6180. case SC_BLADESTOP:
  6181. case SC_CP_WEAPON:
  6182. case SC_CP_SHIELD:
  6183. case SC_CP_ARMOR:
  6184. case SC_CP_HELM:
  6185. continue;
  6186. //Debuffs that can be removed.
  6187. case SC_HALLUCINATION:
  6188. case SC_QUAGMIRE:
  6189. case SC_SIGNUMCRUCIS:
  6190. case SC_DECREASEAGI:
  6191. case SC_SLOWDOWN:
  6192. case SC_MINDBREAKER:
  6193. case SC_WINKCHARM:
  6194. case SC_STOP:
  6195. case SC_ORCISH:
  6196. case SC_STRIPWEAPON:
  6197. case SC_STRIPSHIELD:
  6198. case SC_STRIPARMOR:
  6199. case SC_STRIPHELM:
  6200. if (!(type&2))
  6201. continue;
  6202. break;
  6203. //The rest are buffs that can be removed.
  6204. case SC_BERSERK:
  6205. if (!(type&1))
  6206. continue;
  6207. sc->data[i].val2 = 0;
  6208. break;
  6209. default:
  6210. if (!(type&1))
  6211. continue;
  6212. break;
  6213. }
  6214. status_change_end(bl,i,-1);
  6215. }
  6216. return 0;
  6217. }
  6218. //Natural regen related stuff.
  6219. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6220. static int status_natural_heal(DBKey key,void * data,va_list app)
  6221. {
  6222. struct block_list *bl = (struct block_list*)data;
  6223. struct regen_data *regen;
  6224. struct status_data *status;
  6225. struct status_change *sc;
  6226. struct unit_data *ud;
  6227. struct view_data *vd = NULL;
  6228. struct regen_data_sub *sregen;
  6229. struct map_session_data *sd;
  6230. int val,rate,bonus = 0,flag;
  6231. if (!(bl->type&BL_REGEN))
  6232. return 0;
  6233. regen = status_get_regen_data(bl);
  6234. if (!regen) return 0;
  6235. status = status_get_status_data(bl);
  6236. sc = status_get_sc(bl);
  6237. if (sc && !sc->count)
  6238. sc = NULL;
  6239. BL_CAST(BL_PC,bl,sd);
  6240. flag = regen->flag;
  6241. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6242. flag&=~(RGN_HP|RGN_SHP);
  6243. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6244. flag&=~(RGN_SP|RGN_SSP);
  6245. if (flag && (
  6246. status_isdead(bl) ||
  6247. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6248. ))
  6249. flag=0;
  6250. if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
  6251. pc_bleeding(sd, natural_heal_diff_tick);
  6252. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6253. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6254. { //Apply sitting regen bonus.
  6255. sregen = regen->ssregen;
  6256. if(flag&(RGN_SHP))
  6257. { //Sitting HP regen
  6258. val = natural_heal_diff_tick * sregen->rate.hp;
  6259. if (regen->state.overweight)
  6260. val>>=1; //Half as fast when overweight.
  6261. sregen->tick.hp += val;
  6262. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6263. {
  6264. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6265. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6266. { //Full
  6267. flag&=~(RGN_HP|RGN_SHP);
  6268. break;
  6269. }
  6270. }
  6271. }
  6272. if(flag&(RGN_SSP))
  6273. { //Sitting SP regen
  6274. val = natural_heal_diff_tick * sregen->rate.sp;
  6275. if (regen->state.overweight)
  6276. val>>=1; //Half as fast when overweight.
  6277. sregen->tick.sp += val;
  6278. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6279. {
  6280. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6281. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6282. { //Full
  6283. flag&=~(RGN_SP|RGN_SSP);
  6284. break;
  6285. }
  6286. }
  6287. }
  6288. }
  6289. if (flag && regen->state.overweight)
  6290. flag=0;
  6291. ud = unit_bl2ud(bl);
  6292. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6293. {
  6294. flag&=~(RGN_SHP|RGN_SSP);
  6295. if(!regen->state.walk)
  6296. flag&=~RGN_HP;
  6297. }
  6298. if (!flag)
  6299. return 0;
  6300. if (flag&(RGN_HP|RGN_SP))
  6301. {
  6302. if(!vd) vd = status_get_viewdata(bl);
  6303. if(vd && vd->dead_sit == 2)
  6304. bonus++;
  6305. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6306. bonus++;
  6307. if(regen->state.gc)
  6308. bonus++;
  6309. }
  6310. //Natural Hp regen
  6311. if (flag&RGN_HP)
  6312. {
  6313. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6314. if (ud && ud->walktimer != -1)
  6315. rate/=2;
  6316. regen->tick.hp += rate;
  6317. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6318. {
  6319. val = 0;
  6320. do {
  6321. val += regen->hp;
  6322. regen->tick.hp -= battle_config.natural_healhp_interval;
  6323. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6324. if (status_heal(bl, val, 0, 1) < val)
  6325. flag&=~RGN_SHP; //full.
  6326. }
  6327. }
  6328. //Natural SP regen
  6329. if(flag&RGN_SP)
  6330. {
  6331. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6332. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6333. {
  6334. val = 0;
  6335. do {
  6336. val += regen->sp;
  6337. regen->tick.sp -= battle_config.natural_healsp_interval;
  6338. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6339. if (status_heal(bl, 0, val, 1) < val)
  6340. flag&=~RGN_SSP; //full.
  6341. }
  6342. }
  6343. if (!regen->sregen)
  6344. return flag;
  6345. //Skill regen
  6346. sregen = regen->sregen;
  6347. if(flag&RGN_SHP)
  6348. { //Skill HP regen
  6349. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6350. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6351. {
  6352. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6353. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6354. break; //Full
  6355. }
  6356. }
  6357. if(flag&RGN_SSP)
  6358. { //Skill SP regen
  6359. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6360. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6361. {
  6362. val = sregen->sp;
  6363. if (sd && sd->state.doridori) {
  6364. val*=2;
  6365. sd->state.doridori = 0;
  6366. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6367. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6368. 100,rate,skill_get_time(TK_SPTIME, rate));
  6369. if (
  6370. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6371. rand()%10000 < battle_config.sg_angel_skill_ratio
  6372. ) { //Angel of the Sun/Moon/Star
  6373. pc_resethate(sd);
  6374. pc_resetfeel(sd);
  6375. //TODO: Figure out how to make the client-side msg show up.
  6376. }
  6377. }
  6378. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6379. if(status_heal(bl, 0, val, 3) < val)
  6380. break; //Full
  6381. }
  6382. }
  6383. return flag;
  6384. }
  6385. //Natural heal main timer.
  6386. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6387. {
  6388. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6389. map_foreachiddb(status_natural_heal);
  6390. natural_heal_prev_tick = tick;
  6391. return 0;
  6392. }
  6393. static int status_calc_sigma(void)
  6394. {
  6395. int i,j;
  6396. unsigned int k;
  6397. for(i=0;i<MAX_PC_CLASS;i++) {
  6398. malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6399. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6400. k += hp_coefficient[i]*j + 50;
  6401. k -= k%100;
  6402. hp_sigma_val[i][j-1] = k;
  6403. if (k >= INT_MAX)
  6404. break; //Overflow protection. [Skotlex]
  6405. }
  6406. for(;j<=MAX_LEVEL;j++)
  6407. hp_sigma_val[i][j-1] = INT_MAX;
  6408. }
  6409. return 0;
  6410. }
  6411. int status_readdb(void) {
  6412. int i,j;
  6413. FILE *fp;
  6414. char line[1024], path[1024],*p;
  6415. sprintf(path, "%s/job_db1.txt", db_path);
  6416. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6417. if(fp==NULL){
  6418. ShowError("can't read %s\n", path);
  6419. return 1;
  6420. }
  6421. i = 0;
  6422. while(fgets(line, sizeof(line)-1, fp)){
  6423. char *split[MAX_WEAPON_TYPE + 5];
  6424. i++;
  6425. if(line[0]=='/' && line[1]=='/')
  6426. continue;
  6427. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6428. split[j]=p;
  6429. p=strchr(p,',');
  6430. if(p) *p++=0;
  6431. }
  6432. if(j < MAX_WEAPON_TYPE + 5)
  6433. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6434. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6435. continue;
  6436. }
  6437. if(atoi(split[0])>=MAX_PC_CLASS)
  6438. continue;
  6439. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6440. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6441. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6442. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6443. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6444. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6445. }
  6446. fclose(fp);
  6447. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6448. malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6449. sprintf(path, "%s/job_db2.txt", db_path);
  6450. fp=fopen(path,"r");
  6451. if(fp==NULL){
  6452. ShowError("can't read %s\n", path);
  6453. return 1;
  6454. }
  6455. while(fgets(line, sizeof(line)-1, fp)){
  6456. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6457. if(line[0]=='/' && line[1]=='/')
  6458. continue;
  6459. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6460. split[j]=p;
  6461. p=strchr(p,',');
  6462. if(p) *p++=0;
  6463. }
  6464. if(atoi(split[0])>=MAX_PC_CLASS)
  6465. continue;
  6466. for(i=1;i<j && split[i];i++)
  6467. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6468. }
  6469. fclose(fp);
  6470. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6471. // サイズ補正テ?ブル
  6472. for(i=0;i<3;i++)
  6473. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6474. atkmods[i][j]=100;
  6475. sprintf(path, "%s/size_fix.txt", db_path);
  6476. fp=fopen(path,"r");
  6477. if(fp==NULL){
  6478. ShowError("can't read %s\n", path);
  6479. return 1;
  6480. }
  6481. i=0;
  6482. while(fgets(line, sizeof(line)-1, fp)){
  6483. char *split[MAX_WEAPON_TYPE];
  6484. if(line[0]=='/' && line[1]=='/')
  6485. continue;
  6486. if(atoi(line)<=0)
  6487. continue;
  6488. malloc_tsetdword(split,0,sizeof(split));
  6489. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6490. split[j]=p;
  6491. p=strchr(p,',');
  6492. if(p) *p++=0;
  6493. atkmods[i][j]=atoi(split[j]);
  6494. }
  6495. i++;
  6496. }
  6497. fclose(fp);
  6498. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6499. // 精?デ?タテ?ブル
  6500. for(i=0;i<5;i++){
  6501. for(j=0;j<MAX_REFINE; j++)
  6502. percentrefinery[i][j]=100;
  6503. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6504. refinebonus[i][0]=0;
  6505. refinebonus[i][1]=0;
  6506. refinebonus[i][2]=10;
  6507. }
  6508. sprintf(path, "%s/refine_db.txt", db_path);
  6509. fp=fopen(path,"r");
  6510. if(fp==NULL){
  6511. ShowError("can't read %s\n", path);
  6512. return 1;
  6513. }
  6514. i=0;
  6515. while(fgets(line, sizeof(line)-1, fp)){
  6516. char *split[MAX_REFINE+4];
  6517. if(line[0]=='/' && line[1]=='/')
  6518. continue;
  6519. if(atoi(line)<=0)
  6520. continue;
  6521. malloc_tsetdword(split,0,sizeof(split));
  6522. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6523. split[j]=p;
  6524. p=strchr(p,',');
  6525. if(p) *p++=0;
  6526. }
  6527. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6528. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6529. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6530. for(j=0;j<MAX_REFINE && split[j];j++)
  6531. percentrefinery[i][j]=atoi(split[j+3]);
  6532. i++;
  6533. }
  6534. fclose(fp); //Lupus. close this file!!!
  6535. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6536. return 0;
  6537. }
  6538. /*==========================================
  6539. * スキル関係初期化処理
  6540. *------------------------------------------
  6541. */
  6542. int do_init_status(void)
  6543. {
  6544. if (SC_MAX > MAX_STATUSCHANGE)
  6545. {
  6546. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6547. exit(1);
  6548. }
  6549. add_timer_func_list(status_change_timer,"status_change_timer");
  6550. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6551. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6552. initChangeTables();
  6553. initDummyData();
  6554. status_readdb();
  6555. status_calc_sigma();
  6556. natural_heal_prev_tick = gettick();
  6557. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6558. return 0;
  6559. }