status.c 219 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <time.h>
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <memory.h>
  7. #include <string.h>
  8. #include "../common/cbasetypes.h"
  9. #include "../common/timer.h"
  10. #include "../common/nullpo.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/malloc.h"
  13. #include "pc.h"
  14. #include "map.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "chrif.h"
  24. #include "status.h"
  25. #include "script.h"
  26. #include "unit.h"
  27. #include "mercenary.h"
  28. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  29. #define SC_HM_BASE 800
  30. #define SC_GD_BASE 900
  31. //Regen related flags.
  32. #define RGN_HP 0x01
  33. #define RGN_SP 0x02
  34. #define RGN_SHP 0x04
  35. #define RGN_SSP 0x08
  36. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  37. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  38. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  39. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  40. static int max_weight_base[MAX_PC_CLASS];
  41. static int hp_coefficient[MAX_PC_CLASS];
  42. static int hp_coefficient2[MAX_PC_CLASS];
  43. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  44. static int sp_coefficient[MAX_PC_CLASS];
  45. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  46. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  47. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  48. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  49. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  50. static struct status_data dummy_status;
  51. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  52. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  53. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  54. //to avoid cards exploits
  55. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  56. static void add_sc(int skill, int sc)
  57. {
  58. int sk = skill;
  59. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  60. else
  61. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  62. if (sk < 0 || sk >= MAX_SKILL) {
  63. if (battle_config.error_log)
  64. ShowError("add_sc: Unsupported skill id %d\n", skill);
  65. return;
  66. }
  67. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  68. SkillStatusChangeTableArray[sk] = sc;
  69. if (StatusSkillChangeTable[sc]==0)
  70. StatusSkillChangeTable[sc] = skill;
  71. }
  72. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  73. {
  74. if (StatusIconChangeTable[sc]==SI_BLANK)
  75. StatusIconChangeTable[sc] = icon;
  76. StatusChangeFlagTable[sc] |= flag;
  77. add_sc(skill, sc);
  78. }
  79. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  80. //but it is much less prone to errors. [Skotlex]
  81. void initChangeTables(void) {
  82. int i;
  83. for (i = 0; i < SC_MAX; i++)
  84. StatusIconChangeTable[i] = SI_BLANK;
  85. for (i = 0; i < MAX_SKILL; i++)
  86. SkillStatusChangeTableArray[i] = -1;
  87. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  88. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  89. //First we define the skill for common ailments. These are used in
  90. //skill_additional_effect through sc cards. [Skotlex]
  91. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  92. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  93. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  94. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  95. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  96. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  97. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  98. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  99. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  100. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  101. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  102. //These are the status-change flags for the common ailments.
  103. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  104. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  105. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  106. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  107. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  108. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  109. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  110. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  111. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  112. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  113. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  114. //The icons for the common ailments
  115. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  116. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  118. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  119. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  120. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  121. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  122. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  123. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  124. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  125. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  126. add_sc(SM_BASH, SC_STUN);
  127. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  128. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  129. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  130. add_sc(MG_SIGHT, SC_SIGHT);
  131. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  132. add_sc(MG_FROSTDIVER, SC_FREEZE);
  133. add_sc(MG_STONECURSE, SC_STONE);
  134. add_sc(AL_RUWACH, SC_RUWACH);
  135. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  136. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  137. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  138. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  139. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  140. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  141. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  142. add_sc(TF_POISON, SC_POISON);
  143. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  144. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  145. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  146. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  147. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  148. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  149. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  150. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  151. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  152. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  153. add_sc(PR_LEXDIVINA, SC_SILENCE);
  154. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  155. add_sc(WZ_METEOR, SC_STUN);
  156. add_sc(WZ_VERMILION, SC_BLIND);
  157. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  158. add_sc(WZ_STORMGUST, SC_FREEZE);
  159. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  160. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  161. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  162. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  163. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  164. add_sc(HT_LANDMINE, SC_STUN);
  165. add_sc(HT_ANKLESNARE, SC_ANKLE);
  166. add_sc(HT_SANDMAN, SC_SLEEP);
  167. add_sc(HT_FLASHER, SC_BLIND);
  168. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  169. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  170. add_sc(AS_SONICBLOW, SC_STUN);
  171. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  172. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  173. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  174. add_sc(AS_VENOMDUST, SC_POISON);
  175. add_sc(AS_SPLASHER, SC_SPLASHER);
  176. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  177. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_AUTOBERSERK, SCB_NONE);
  178. add_sc(TF_SPRINKLESAND, SC_BLIND);
  179. add_sc(TF_THROWSTONE, SC_STUN);
  180. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  181. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  182. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  183. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  184. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  185. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  186. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_POISON, SC_POISON);
  194. add_sc(NPC_BLINDATTACK, SC_BLIND);
  195. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  196. add_sc(NPC_STUNATTACK, SC_STUN);
  197. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  198. add_sc(NPC_CURSEATTACK, SC_CURSE);
  199. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  200. add_sc(NPC_MAGICALATTACK, SC_MAGICALATTACK);
  201. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  202. add_sc(NPC_DARKBLESSING, SC_COMA);
  203. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
  204. add_sc(NPC_DEFENDER, SC_ARMOR);
  205. add_sc(NPC_LICK, SC_STUN);
  206. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  207. add_sc(NPC_REBIRTH, SC_KAIZEL);
  208. add_sc(RG_RAID, SC_STUN);
  209. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  210. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  211. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  212. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  213. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  214. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  215. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  216. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  217. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  218. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  219. add_sc(CR_SHIELDCHARGE, SC_STUN);
  220. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  221. add_sc(CR_HOLYCROSS, SC_BLIND);
  222. add_sc(CR_GRANDCROSS, SC_BLIND);
  223. add_sc(CR_DEVOTION, SC_DEVOTION);
  224. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  225. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  226. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  227. set_sc(MO_STEELBODY, SC_STEELBODY, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  229. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  230. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  231. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  232. add_sc(SA_MAGICROD, SC_MAGICROD);
  233. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  234. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  238. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  239. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  240. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  241. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  242. add_sc(SA_COMA, SC_COMA);
  243. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  244. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  245. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  246. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  247. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  248. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  249. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  250. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  251. add_sc(BA_FROSTJOKE, SC_FREEZE);
  252. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  253. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  254. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  255. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  256. add_sc(DC_SCREAM, SC_STUN);
  257. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  258. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  259. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  260. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  261. add_sc(NPC_DARKCROSS, SC_BLIND);
  262. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  263. add_sc(NPC_STOP, SC_STOP);
  264. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  265. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  266. set_sc(NPC_CHANGEUNDEAD, SC_CHANGEUNDEAD, SI_UNDEAD, SCB_DEF_ELE);
  267. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  268. set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_AGI);
  269. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  270. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  271. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  272. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  273. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  274. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
  275. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  276. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  277. add_sc(HP_BASILICA, SC_BASILICA);
  278. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  279. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  280. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  281. add_sc(PA_GOSPEL, SC_SCRESIST);
  282. add_sc(CH_TIGERFIST, SC_STOP);
  283. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  284. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  285. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  286. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  287. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  288. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  289. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  290. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  293. add_sc(LK_SPIRALPIERCE, SC_STOP);
  294. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  295. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  296. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  297. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  298. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  299. add_sc(PF_FOGWALL, SC_FOGWALL);
  300. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  301. set_sc(WE_BABY, SC_BABY, SI_BABY, SCB_NONE);
  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(ITEM_ENCHANTARMS, SC_ENCHANTARMS, SI_BLANK, SCB_ATK_ELE);
  340. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  341. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  342. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  343. add_sc(GS_CRACKER, SC_STUN);
  344. add_sc(GS_DISARM, SC_STRIPWEAPON);
  345. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  346. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  347. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  348. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  349. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  350. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  351. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  352. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  353. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  354. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  355. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  356. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  357. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  358. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  359. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  360. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  361. add_sc(MO_BALKYOUNG, SC_STUN);
  362. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  363. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  364. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  365. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  366. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  367. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  368. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  369. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  370. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  371. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  372. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  373. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  374. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  375. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  376. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  377. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  378. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  379. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  380. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  381. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  382. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  383. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  384. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  385. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  386. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  387. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  388. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  389. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  390. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  391. //Status that don't have a skill associated.
  392. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  393. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  394. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  395. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  396. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  397. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  398. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  399. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  400. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  401. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  402. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  403. //This seems wrong as it sets the same icon to all skills that change your
  404. //element, but alas, all of them are mob-target only with the exception of
  405. //NPC_CHANGEUNDEAD, so this should be alright. [Skotlex]
  406. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  407. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  408. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  409. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  410. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  411. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  412. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  413. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  414. //Other SC which are not necessarily associated to skills.
  415. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  416. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  417. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  418. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  419. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  420. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  421. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  422. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  423. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  424. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  425. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  426. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  427. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  428. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  429. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  430. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  431. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  432. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  433. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  434. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  435. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  436. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  437. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  438. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  439. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  440. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  441. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  442. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  443. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  444. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  445. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  446. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  447. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  448. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  449. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  450. if (!battle_config.display_hallucination) //Disable Hallucination.
  451. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  452. }
  453. int SkillStatusChangeTable(int skill)
  454. {
  455. int sk = skill;
  456. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  457. else
  458. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  459. if (sk < 0 || sk >= MAX_SKILL) {
  460. if (battle_config.error_log)
  461. ShowError("add_sc: Unsupported skill id %d\n", skill);
  462. return -1;
  463. }
  464. return SkillStatusChangeTableArray[sk];
  465. }
  466. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  467. static void initDummyData(void) {
  468. memset(&dummy_status, 0, sizeof(dummy_status));
  469. dummy_status.hp =
  470. dummy_status.max_hp =
  471. dummy_status.max_sp =
  472. dummy_status.str =
  473. dummy_status.agi =
  474. dummy_status.vit =
  475. dummy_status.int_ =
  476. dummy_status.dex =
  477. dummy_status.luk =
  478. dummy_status.hit = 1;
  479. dummy_status.speed = 2000;
  480. dummy_status.adelay = 4000;
  481. dummy_status.amotion = 2000;
  482. dummy_status.dmotion = 2000;
  483. dummy_status.ele_lv = 1; //Min elemental level.
  484. dummy_status.mode = MD_CANMOVE;
  485. }
  486. /*==========================================
  487. * 精錬ボーナス
  488. *------------------------------------------
  489. */
  490. int status_getrefinebonus(int lv,int type)
  491. {
  492. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  493. return refinebonus[lv][type];
  494. return 0;
  495. }
  496. //Sets HP to given value. Flag is the flag passed to status_heal in case
  497. //final value is higher than current (use 2 to make a healing effect display
  498. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  499. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  500. {
  501. struct status_data *status;
  502. if (hp < 1) return 0;
  503. status = status_get_status_data(bl);
  504. if (status == &dummy_status)
  505. return 0;
  506. if (hp > status->max_hp) hp = status->max_hp;
  507. if (hp == status->hp) return 0;
  508. if (hp > status->hp)
  509. return status_heal(bl, hp - status->hp, 0, 1|flag);
  510. return status_zap(bl, status->hp - hp, 0);
  511. }
  512. //Sets SP to given value. Flag is the flag passed to status_heal in case
  513. //final value is higher than current (use 2 to make a healing effect display
  514. //on players)
  515. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  516. {
  517. struct status_data *status;
  518. status = status_get_status_data(bl);
  519. if (status == &dummy_status)
  520. return 0;
  521. if (sp > status->max_sp) sp = status->max_sp;
  522. if (sp == status->sp) return 0;
  523. if (sp > status->sp)
  524. return status_heal(bl, 0, sp - status->sp, 1|flag);
  525. return status_zap(bl, 0, status->sp - sp);
  526. }
  527. //Inflicts damage on the target with the according walkdelay.
  528. //If flag&1, damage is passive and does not triggers cancelling status changes.
  529. //If flag&2, fail if target does not has enough to substract.
  530. //If flag&4, if killed, mob must not give exp/loot.
  531. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  532. {
  533. struct status_data *status;
  534. struct status_change *sc;
  535. if(sp && !(target->type&BL_CONSUME))
  536. sp = 0; //Not a valid SP target.
  537. if (hp < 0) { //Assume absorbed damage.
  538. status_heal(target, -hp, 0, 1);
  539. hp = 0;
  540. }
  541. if (sp < 0) {
  542. status_heal(target, 0, -sp, 1);
  543. sp = 0;
  544. }
  545. if (!hp && !sp)
  546. return 0;
  547. if (target->type == BL_SKILL)
  548. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  549. status = status_get_status_data(target);
  550. if (status == &dummy_status || !status->hp)
  551. return 0; //Invalid targets: no damage or dead
  552. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  553. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  554. // if (!target->prev && !(flag&2))
  555. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  556. sc = status_get_sc(target);
  557. if (sc && !sc->count)
  558. sc = NULL;
  559. if (hp && !(flag&1)) {
  560. if (sc) {
  561. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  562. { //Devotion prevents any of the other ailments from ending.
  563. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  564. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  565. {
  566. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  567. status_fix_damage(NULL, &sd2->bl, hp, 0);
  568. return 0;
  569. }
  570. status_change_end(target, SC_DEVOTION, -1);
  571. }
  572. if (sc->data[SC_FREEZE].timer != -1)
  573. status_change_end(target,SC_FREEZE,-1);
  574. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  575. status_change_end(target,SC_STONE,-1);
  576. if (sc->data[SC_SLEEP].timer != -1)
  577. status_change_end(target,SC_SLEEP,-1);
  578. if (sc->data[SC_WINKCHARM].timer != -1)
  579. status_change_end(target,SC_WINKCHARM,-1);
  580. if (sc->data[SC_CONFUSION].timer != -1)
  581. status_change_end(target, SC_CONFUSION, -1);
  582. if (sc->data[SC_TRICKDEAD].timer != -1)
  583. status_change_end(target, SC_TRICKDEAD, -1);
  584. if (sc->data[SC_HIDING].timer != -1)
  585. status_change_end(target, SC_HIDING, -1);
  586. if (sc->data[SC_CLOAKING].timer != -1)
  587. status_change_end(target, SC_CLOAKING, -1);
  588. if (sc->data[SC_CHASEWALK].timer != -1)
  589. status_change_end(target, SC_CHASEWALK, -1);
  590. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  591. //Endure count is only reduced by non-players on non-gvg maps.
  592. //val4 signals infinite endure. [Skotlex]
  593. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  594. && --(sc->data[SC_ENDURE].val2) < 0)
  595. status_change_end(target, SC_ENDURE, -1);
  596. }
  597. if (sc->data[SC_GRAVITATION].timer != -1 &&
  598. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  599. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  600. if (sg) {
  601. skill_delunitgroup(target,sg, 0);
  602. sc->data[SC_GRAVITATION].val4 = 0;
  603. status_change_end(target, SC_GRAVITATION, -1);
  604. }
  605. }
  606. if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > status->max_hp>>2)
  607. skill_stop_dancing(target);
  608. }
  609. unit_skillcastcancel(target, 2);
  610. }
  611. if ((unsigned int)hp >= status->hp) {
  612. if (flag&2) return 0;
  613. hp = status->hp;
  614. }
  615. if ((unsigned int)sp > status->sp) {
  616. if (flag&2) return 0;
  617. sp = status->sp;
  618. }
  619. status->hp-= hp;
  620. status->sp-= sp;
  621. if (sc && hp && status->hp) {
  622. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  623. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  624. status->hp < status->max_hp>>2)
  625. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  626. if (sc->data[SC_BERSERK].timer != -1 &&
  627. status->hp <= 100)
  628. status_change_end(target, SC_BERSERK, -1);
  629. }
  630. switch (target->type)
  631. {
  632. case BL_MOB:
  633. mob_damage((TBL_MOB*)target, src, hp);
  634. break;
  635. case BL_PC:
  636. pc_damage((TBL_PC*)target,src,hp,sp);
  637. break;
  638. case BL_HOM:
  639. merc_damage((TBL_HOM*)target,src,hp,sp);
  640. }
  641. if (status->hp)
  642. { //Still lives!
  643. if (walkdelay)
  644. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  645. return hp+sp;
  646. }
  647. status->hp = 1; //To let the dead function cast skills and all that.
  648. //NOTE: These dead functions should return: [Skotlex]
  649. //0: Death cancelled, auto-revived.
  650. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  651. //&2: Also remove object from map.
  652. //&4: Also delete object from memory.
  653. switch (target->type)
  654. {
  655. case BL_MOB:
  656. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  657. break;
  658. case BL_PC:
  659. flag = pc_dead((TBL_PC*)target,src);
  660. break;
  661. case BL_HOM:
  662. flag = merc_hom_dead((TBL_HOM*)target,src);
  663. break;
  664. default: //Unhandled case, do nothing to object.
  665. flag = 0;
  666. break;
  667. }
  668. if(!flag) //Death cancelled.
  669. return hp+sp;
  670. //Normal death
  671. status->hp = 0;
  672. if (battle_config.clear_unit_ondeath &&
  673. battle_config.clear_unit_ondeath&target->type)
  674. skill_clear_unitgroup(target);
  675. status_change_clear(target,0);
  676. if(target->type&BL_REGEN)
  677. { //Reset regen ticks.
  678. struct regen_data *regen = status_get_regen_data(target);
  679. if (regen) {
  680. memset(&regen->tick, 0, sizeof(regen->tick));
  681. if (regen->sregen)
  682. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  683. if (regen->ssregen)
  684. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  685. }
  686. }
  687. if(flag&4) //Delete from memory. (also invokes map removal code)
  688. unit_free(target,1);
  689. else
  690. if(flag&2) //remove from map
  691. unit_remove_map(target,1);
  692. else
  693. { //Some death states that would normally be handled by unit_remove_map
  694. unit_stop_attack(target);
  695. unit_stop_walking(target,0);
  696. unit_skillcastcancel(target,0);
  697. clif_clearchar_area(target,1);
  698. skill_unit_move(target,gettick(),4);
  699. skill_cleartimerskill(target);
  700. }
  701. return hp+sp;
  702. }
  703. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  704. //If flag&2, when the player is healed, show the HP/SP heal effect.
  705. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  706. {
  707. struct status_data *status;
  708. struct status_change *sc;
  709. status = status_get_status_data(bl);
  710. if (status == &dummy_status || !status->hp)
  711. return 0;
  712. sc = status_get_sc(bl);
  713. if (sc && !sc->count)
  714. sc = NULL;
  715. if (hp < 0) {
  716. status_damage(NULL, bl, -hp, 0, 0, 1);
  717. hp = 0;
  718. }
  719. if(hp) {
  720. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  721. hp = 0;
  722. if((unsigned int)hp > status->max_hp - status->hp)
  723. hp = status->max_hp - status->hp;
  724. }
  725. if(sp < 0) {
  726. status_damage(NULL, bl, 0, -sp, 0, 1);
  727. sp = 0;
  728. }
  729. if(sp) {
  730. if((unsigned int)sp > status->max_sp - status->sp)
  731. sp = status->max_sp - status->sp;
  732. }
  733. if(!sp && !hp) return 0;
  734. status->hp+= hp;
  735. status->sp+= sp;
  736. if(hp && sc &&
  737. sc->data[SC_AUTOBERSERK].timer != -1 &&
  738. sc->data[SC_PROVOKE].timer!=-1 &&
  739. sc->data[SC_PROVOKE].val2==1 &&
  740. status->hp>=status->max_hp>>2
  741. ) //End auto berserk.
  742. status_change_end(bl,SC_PROVOKE,-1);
  743. switch(bl->type) {
  744. case BL_MOB:
  745. mob_heal((TBL_MOB*)bl,hp);
  746. break;
  747. case BL_PC:
  748. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  749. break;
  750. case BL_HOM:
  751. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  752. break;
  753. }
  754. return hp+sp;
  755. }
  756. //Does percentual non-flinching damage/heal. If mob is killed this way,
  757. //no exp/drops will be awarded if there is no src (or src is target)
  758. //If rates are > 0, percent is of current HP/SP
  759. //If rates are < 0, percent is of max HP/SP
  760. //If flag, this is heal, otherwise it is damage.
  761. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  762. {
  763. struct status_data *status;
  764. unsigned int hp =0, sp = 0;
  765. status = status_get_status_data(target);
  766. //Change the equation when the values are high enough to discard the
  767. //imprecision in exchange of overflow protection [Skotlex]
  768. //Also add 100% checks since those are the most used cases where we don't
  769. //want aproximation errors.
  770. if (hp_rate > 99)
  771. hp = status->hp;
  772. else if (hp_rate > 0)
  773. hp = status->hp>10000?
  774. hp_rate*(status->hp/100):
  775. (hp_rate*status->hp)/100;
  776. else if (hp_rate < -99)
  777. hp = status->max_hp;
  778. else if (hp_rate < 0)
  779. hp = status->max_hp>10000?
  780. (-hp_rate)*(status->max_hp/100):
  781. (-hp_rate*status->max_hp)/100;
  782. if (hp_rate && !hp)
  783. hp = 1;
  784. //Should be safe to not do overflow protection here, noone should have
  785. //millions upon millions of SP
  786. if (sp_rate > 99)
  787. sp = status->sp;
  788. else if (sp_rate > 0)
  789. sp = (sp_rate*status->sp)/100;
  790. else if (sp_rate < -99)
  791. sp = status->max_sp;
  792. else if (sp_rate < 0)
  793. sp = (-sp_rate)*status->max_sp/100;
  794. if (sp_rate && !sp)
  795. sp = 1;
  796. //Ugly check in case damage dealt is too much for the received args of
  797. //status_heal / status_damage. [Skotlex]
  798. if (hp > INT_MAX) {
  799. hp -= INT_MAX;
  800. if (flag)
  801. status_heal(target, INT_MAX, 0, 0);
  802. else
  803. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  804. }
  805. if (sp > INT_MAX) {
  806. sp -= INT_MAX;
  807. if (flag)
  808. status_heal(target, 0, INT_MAX, 0);
  809. else
  810. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  811. }
  812. if (flag) return status_heal(target, hp, sp, 0);
  813. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  814. }
  815. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  816. {
  817. struct status_data *status;
  818. unsigned int hp, sp;
  819. if (!status_isdead(bl)) return 0;
  820. status = status_get_status_data(bl);
  821. if (status == &dummy_status)
  822. return 0; //Invalid target.
  823. hp = status->max_hp * per_hp/100;
  824. sp = status->max_sp * per_sp/100;
  825. if(hp > status->max_hp - status->hp)
  826. hp = status->max_hp - status->hp;
  827. else if (per_hp && !hp)
  828. hp = 1;
  829. if(sp > status->max_sp - status->sp)
  830. sp = status->max_sp - status->sp;
  831. else if (per_sp && !sp)
  832. sp = 1;
  833. status->hp += hp;
  834. status->sp += sp;
  835. if (bl->prev) //Animation only if character is already on a map.
  836. clif_resurrection(bl, 1);
  837. switch (bl->type) {
  838. case BL_MOB:
  839. mob_revive((TBL_MOB*)bl, hp);
  840. break;
  841. case BL_PC:
  842. pc_revive((TBL_PC*)bl, hp, sp);
  843. break;
  844. case BL_HOM: //[orn]
  845. merc_hom_revive((TBL_HOM*)bl, hp, sp);
  846. break;
  847. }
  848. return 1;
  849. }
  850. /*==========================================
  851. * Checks whether the src can use the skill on the target,
  852. * taking into account status/option of both source/target. [Skotlex]
  853. * flag:
  854. * 0 - Trying to use skill on target.
  855. * 1 - Cast bar is done.
  856. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  857. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  858. * target MAY Be null, in which case the checks are only to see
  859. * whether the source can cast or not the skill on the ground.
  860. *------------------------------------------
  861. */
  862. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  863. {
  864. struct status_data *status;
  865. struct status_change *sc=NULL, *tsc;
  866. int hide_flag;
  867. status = src?status_get_status_data(src):&dummy_status;
  868. if (src && status_isdead(src))
  869. return 0;
  870. if (!skill_num) { //Normal attack checks.
  871. if (!(status->mode&MD_CANATTACK))
  872. return 0; //This mode is only needed for melee attacking.
  873. //Dead state is not checked for skills as some skills can be used
  874. //on dead characters, said checks are left to skill.c [Skotlex]
  875. if (target && status_isdead(target))
  876. return 0;
  877. }
  878. if (skill_num == PA_PRESSURE && flag && target) {
  879. //Gloria Avoids pretty much everything....
  880. tsc = status_get_sc(target);
  881. if(tsc && tsc->option&OPTION_HIDE)
  882. return 0;
  883. return 1;
  884. }
  885. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  886. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  887. && !(status->mode&MD_BOSS))
  888. { //Basilica Check
  889. if (!skill_num) return 0;
  890. hide_flag = skill_get_inf(skill_num);
  891. if (hide_flag&INF_ATTACK_SKILL)
  892. return 0;
  893. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  894. return 0;
  895. }
  896. //Should fail when used on top of Land Protector [Skotlex]
  897. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR))
  898. return 0;
  899. if (src) sc = status_get_sc(src);
  900. if(sc && sc->count)
  901. {
  902. if(sc->opt1 >0)
  903. { //Stuned/Frozen/etc
  904. if (flag != 1) //Can't cast, casted stuff can't damage.
  905. return 0;
  906. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  907. return 0; //Targetted spells can't come off.
  908. }
  909. if (
  910. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  911. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  912. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  913. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  914. // || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING) //Official sites say it blocks attack/skill usage, ingame proof says it does not.
  915. )
  916. return 0;
  917. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  918. { //Prevents skill usage
  919. clif_emotion(src, 3);
  920. return 0;
  921. }
  922. if (sc->data[SC_BLADESTOP].timer != -1) {
  923. switch (sc->data[SC_BLADESTOP].val1)
  924. {
  925. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  926. case 4: if (skill_num == MO_CHAINCOMBO) break;
  927. case 3: if (skill_num == MO_INVESTIGATE) break;
  928. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  929. default: return 0;
  930. }
  931. }
  932. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  933. {
  934. if(sc->data[SC_LONGING].timer != -1)
  935. { //Allow everything except dancing/re-dancing. [Skotlex]
  936. if (skill_num == BD_ENCORE ||
  937. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  938. )
  939. return 0;
  940. } else
  941. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  942. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  943. return 0;
  944. if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  945. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  946. }
  947. if (skill_num && //Do not block item-casted skills.
  948. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  949. ) { //Skills blocked through status changes...
  950. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  951. sc->data[SC_SILENCE].timer != -1 ||
  952. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  953. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  954. sc->data[SC_STEELBODY].timer != -1 ||
  955. sc->data[SC_BERSERK].timer != -1
  956. ))
  957. return 0;
  958. //Skill blocking.
  959. if (
  960. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  961. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
  962. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  963. (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
  964. )
  965. return 0;
  966. }
  967. }
  968. if (sc && sc->option)
  969. {
  970. if (sc->option&OPTION_HIDE)
  971. switch (skill_num) { //Usable skills while hiding.
  972. case TF_HIDING:
  973. case AS_GRIMTOOTH:
  974. case RG_BACKSTAP:
  975. case RG_RAID:
  976. case NJ_SHADOWJUMP:
  977. case NJ_KIRIKAGE:
  978. break;
  979. default:
  980. //Non players can use all skills while hidden.
  981. if (!skill_num || src->type == BL_PC)
  982. return 0;
  983. }
  984. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  985. return 0;
  986. }
  987. if (target == NULL || target == src) //No further checking needed.
  988. return 1;
  989. tsc = status_get_sc(target);
  990. if(tsc && tsc->count)
  991. {
  992. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  993. return 0;
  994. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  995. && tsc->data[SC_FREEZE].timer != -1)
  996. return 0;
  997. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  998. return 0;
  999. }
  1000. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1001. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1002. //You cannot hide from ground skills.
  1003. if(skill_get_pl(skill_num,1) == ELE_EARTH) //TODO: Need Skill Lv here :/
  1004. hide_flag &= ~OPTION_HIDE;
  1005. switch (target->type)
  1006. {
  1007. case BL_PC:
  1008. {
  1009. struct map_session_data *sd = (TBL_PC*) target;
  1010. if (pc_isinvisible(sd))
  1011. return 0;
  1012. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1013. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1014. return 0;
  1015. }
  1016. break;
  1017. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1018. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1019. if (status->mode&MD_LOOTER)
  1020. return 1;
  1021. return 0;
  1022. case BL_HOM:
  1023. //Can't use support skills on homun (only master/self can)
  1024. //Placed here instead of battle_check_target because support skill
  1025. //invocations don't call that function.
  1026. if (skill_num && battle_config.hom_setting&0x1 &&
  1027. skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
  1028. battle_get_master(target) != src)
  1029. return 0;
  1030. default:
  1031. //Check for chase-walk/hiding/cloaking opponents.
  1032. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1033. return 0;
  1034. }
  1035. return 1;
  1036. }
  1037. //Checks whether the source can see and chase target.
  1038. int status_check_visibility(struct block_list *src, struct block_list *target)
  1039. {
  1040. int view_range;
  1041. struct status_data* status = status_get_status_data(src);
  1042. struct status_change* tsc = status_get_sc(target);
  1043. switch (src->type) {
  1044. case BL_MOB:
  1045. view_range = ((TBL_MOB*)src)->min_chase;
  1046. break;
  1047. case BL_PET:
  1048. view_range = ((TBL_PET*)src)->db->range2;
  1049. break;
  1050. default:
  1051. view_range = AREA_SIZE;
  1052. }
  1053. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1054. return 0;
  1055. switch (target->type)
  1056. { //Check for chase-walk/hiding/cloaking opponents.
  1057. case BL_PC:
  1058. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1059. !(status->mode&MD_BOSS) &&
  1060. (
  1061. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1062. !(status->mode&MD_DETECTOR)
  1063. ))
  1064. return 0;
  1065. break;
  1066. default:
  1067. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1068. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1069. return 0;
  1070. }
  1071. return 1;
  1072. }
  1073. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1074. // Basic ASPD value
  1075. #define status_base_amotion_pc(sd,status) (sd->aspd_add + \
  1076. (sd->status.weapon < MAX_WEAPON_TYPE? \
  1077. (1000 -4*status->agi -status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000:\
  1078. (1000 -4*status->agi -status->dex)*(\
  1079. aspd_base[sd->status.class_][sd->weapontype1]+\
  1080. aspd_base[sd->status.class_][sd->weapontype2])*2/3000))
  1081. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1082. {
  1083. int flag = 0, str, dex, dstr;
  1084. if(!(bl->type&battle_config.enable_baseatk))
  1085. return 0;
  1086. if (bl->type == BL_PC)
  1087. switch(((TBL_PC*)bl)->status.weapon){
  1088. case W_BOW:
  1089. case W_MUSICAL:
  1090. case W_WHIP:
  1091. case W_REVOLVER:
  1092. case W_RIFLE:
  1093. case W_SHOTGUN:
  1094. case W_GATLING:
  1095. case W_GRENADE:
  1096. flag = 1;
  1097. }
  1098. if (flag) {
  1099. str = status->dex;
  1100. dex = status->str;
  1101. } else {
  1102. str = status->str;
  1103. dex = status->dex;
  1104. }
  1105. //Normally only players have base-atk, but homunc have a different batk
  1106. // equation, hinting that perhaps non-players should use this for batk.
  1107. // [Skotlex]
  1108. dstr = str/10;
  1109. str += dstr*dstr;
  1110. if (bl->type == BL_PC)
  1111. str+= dex/5 + status->luk/5;
  1112. return str;
  1113. }
  1114. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1115. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1116. //Fills in the misc data that can be calculated from the other status info (except for level)
  1117. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1118. {
  1119. //Non players get the value set, players need to stack with previous bonuses.
  1120. if (bl->type != BL_PC)
  1121. status->batk =
  1122. status->hit = status->flee =
  1123. status->def2 = status->mdef2 =
  1124. status->cri = status->flee2 = 0;
  1125. status->matk_min = status_base_matk_min(status);
  1126. status->matk_max = status_base_matk_max(status);
  1127. status->hit += level + status->dex;
  1128. status->flee += level + status->agi;
  1129. status->def2 += status->vit;
  1130. status->mdef2 += status->int_ + (status->vit>>1);
  1131. if (bl->type&battle_config.enable_critical)
  1132. status->cri += status->luk*3 + 10;
  1133. else
  1134. status->cri = 0;
  1135. if (bl->type&battle_config.enable_perfect_flee)
  1136. status->flee2 += status->luk + 10;
  1137. else
  1138. status->flee2 = 0;
  1139. status->batk += status_base_atk(bl, status);
  1140. if (status->cri)
  1141. switch (bl->type) {
  1142. case BL_MOB:
  1143. if(battle_config.mob_critical_rate != 100)
  1144. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1145. if(!status->cri && battle_config.mob_critical_rate)
  1146. status->cri = 10;
  1147. break;
  1148. case BL_PC:
  1149. //Players don't have a critical adjustment setting as of yet.
  1150. break;
  1151. default:
  1152. if(battle_config.critical_rate != 100)
  1153. status->cri = status->cri*battle_config.critical_rate/100;
  1154. if (!status->cri && battle_config.critical_rate)
  1155. status->cri = 10;
  1156. }
  1157. if(bl->type&BL_REGEN)
  1158. status_calc_regen(bl, status, status_get_regen_data(bl));
  1159. }
  1160. //Skotlex: Calculates the initial status for the given mob
  1161. //first will only be false when the mob leveled up or got a GuardUp level.
  1162. //first&2: Class-change invoked.
  1163. int status_calc_mob(struct mob_data* md, int first)
  1164. {
  1165. struct status_data *status;
  1166. struct block_list *mbl = NULL;
  1167. int flag=0;
  1168. if(first)
  1169. { //Set basic level on respawn.
  1170. if (md->spawn && !(first&2))
  1171. md->level = md->spawn->level;
  1172. else
  1173. md->level = md->db->lv; // [Valaris]
  1174. }
  1175. //Check if we need custom base-status
  1176. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1177. flag|=1;
  1178. if (md->special_state.size)
  1179. flag|=2;
  1180. if (md->guardian_data && md->guardian_data->guardup_lv)
  1181. flag|=4;
  1182. if (battle_config.slaves_inherit_speed && md->master_id)
  1183. flag|=8;
  1184. if (md->master_id && md->special_state.ai>1)
  1185. flag|=16;
  1186. if (!flag)
  1187. { //No special status required.
  1188. if (md->base_status) {
  1189. aFree(md->base_status);
  1190. md->base_status = NULL;
  1191. }
  1192. if(first)
  1193. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1194. return 0;
  1195. }
  1196. if (!md->base_status)
  1197. md->base_status = aCalloc(1, sizeof(struct status_data));
  1198. status = md->base_status;
  1199. memcpy(status, &md->db->status, sizeof(struct status_data));
  1200. if (flag&(8|16))
  1201. mbl = map_id2bl(md->master_id);
  1202. if (flag&8 && mbl) {
  1203. struct status_data *mstatus = status_get_base_status(mbl);
  1204. if (mstatus &&
  1205. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1206. status->speed = mstatus->speed;
  1207. }
  1208. if (flag&16 && mbl)
  1209. { //Max HP setting from Summon Flora/marine Sphere
  1210. struct unit_data *ud = unit_bl2ud(mbl);
  1211. //Remove special AI when this is used by regular mobs.
  1212. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1213. md->special_state.ai = 0;
  1214. if (ud)
  1215. { // different levels of HP according to skill level
  1216. if (ud->skillid == AM_SPHEREMINE) {
  1217. status->max_hp = 2000 + 400*ud->skilllv;
  1218. } else { //AM_CANNIBALIZE
  1219. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1220. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1221. }
  1222. status->hp = status->max_hp;
  1223. }
  1224. }
  1225. if (flag&1)
  1226. { // increase from mobs leveling up [Valaris]
  1227. int diff = md->level - md->db->lv;
  1228. status->str+= diff;
  1229. status->agi+= diff;
  1230. status->vit+= diff;
  1231. status->int_+= diff;
  1232. status->dex+= diff;
  1233. status->luk+= diff;
  1234. status->max_hp += diff*status->vit;
  1235. status->max_sp += diff*status->int_;
  1236. status->hp = status->max_hp;
  1237. status->sp = status->max_sp;
  1238. status->speed -= diff;
  1239. }
  1240. if (flag&2)
  1241. { // change for sized monsters [Valaris]
  1242. if (md->special_state.size==1) {
  1243. status->max_hp>>=1;
  1244. status->max_sp>>=1;
  1245. if (!status->max_hp) status->max_hp = 1;
  1246. if (!status->max_sp) status->max_sp = 1;
  1247. status->hp=status->max_hp;
  1248. status->sp=status->max_sp;
  1249. status->str>>=1;
  1250. status->agi>>=1;
  1251. status->vit>>=1;
  1252. status->int_>>=1;
  1253. status->dex>>=1;
  1254. status->luk>>=1;
  1255. if (!status->str) status->str = 1;
  1256. if (!status->agi) status->agi = 1;
  1257. if (!status->vit) status->vit = 1;
  1258. if (!status->int_) status->int_ = 1;
  1259. if (!status->dex) status->dex = 1;
  1260. if (!status->luk) status->luk = 1;
  1261. } else if (md->special_state.size==2) {
  1262. status->max_hp<<=1;
  1263. status->max_sp<<=1;
  1264. status->hp=status->max_hp;
  1265. status->sp=status->max_sp;
  1266. status->str<<=1;
  1267. status->agi<<=1;
  1268. status->vit<<=1;
  1269. status->int_<<=1;
  1270. status->dex<<=1;
  1271. status->luk<<=1;
  1272. }
  1273. }
  1274. status_calc_misc(&md->bl, status, md->level);
  1275. if(flag&4)
  1276. { // Strengthen Guardians - custom value +10% / lv
  1277. struct guild_castle *gc;
  1278. gc=guild_mapname2gc(map[md->bl.m].name);
  1279. if (!gc)
  1280. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1281. else {
  1282. status->max_hp += 2000 * gc->defense;
  1283. status->max_sp += 200 * gc->defense;
  1284. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1285. status->hp = gc->guardian[md->guardian_data->number].hp;
  1286. else //Emperium
  1287. status->hp = status->max_hp;
  1288. status->sp = status->max_sp;
  1289. }
  1290. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1291. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1292. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1293. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1294. }
  1295. //Initial battle status
  1296. if (!first)
  1297. status_calc_bl(&md->bl, SCB_ALL);
  1298. else
  1299. memcpy(&md->status, status, sizeof(struct status_data));
  1300. return 1;
  1301. }
  1302. //Skotlex: Calculates the stats of the given pet.
  1303. int status_calc_pet(struct pet_data *pd, int first)
  1304. {
  1305. nullpo_retr(0, pd);
  1306. if (first) {
  1307. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1308. pd->status.mode|= MD_CANMOVE; //so they can chase their master!
  1309. pd->status.speed = pd->petDB->speed;
  1310. }
  1311. if (battle_config.pet_lv_rate && pd->msd)
  1312. {
  1313. struct map_session_data *sd = pd->msd;
  1314. int lv;
  1315. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1316. if (lv < 0)
  1317. lv = 1;
  1318. if (lv != pd->pet.level || first)
  1319. {
  1320. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1321. pd->pet.level = lv;
  1322. if (!first) //Lv Up animation
  1323. clif_misceffect(&pd->bl, 0);
  1324. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1325. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1326. status->str = (bstat->str*lv)/pd->db->lv;
  1327. status->agi = (bstat->agi*lv)/pd->db->lv;
  1328. status->vit = (bstat->vit*lv)/pd->db->lv;
  1329. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1330. status->dex = (bstat->dex*lv)/pd->db->lv;
  1331. status->luk = (bstat->luk*lv)/pd->db->lv;
  1332. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1333. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1334. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1335. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1336. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1337. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1338. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1339. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1340. status_calc_misc(&pd->bl, &pd->status, lv);
  1341. if (!first) //Not done the first time because the pet is not visible yet
  1342. clif_send_petstatus(sd);
  1343. }
  1344. } else if (first) {
  1345. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1346. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1347. pd->pet.level = pd->db->lv;
  1348. }
  1349. //Support rate modifier (1000 = 100%)
  1350. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1351. if(battle_config.pet_support_rate != 100)
  1352. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1353. return 1;
  1354. }
  1355. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1356. {
  1357. unsigned int val;
  1358. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1359. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1360. * (100 + status->vit)/100 + sd->param_equip[2];
  1361. if (sd->class_&JOBL_UPPER)
  1362. val += val * 25/100;
  1363. else if (sd->class_&JOBL_BABY)
  1364. val -= val * 30/100;
  1365. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA ||
  1366. (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1367. val += 100; //Since their HP can't be approximated well enough without this.
  1368. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON &&
  1369. sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1370. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1371. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE &&
  1372. sd->status.base_level >= 99)
  1373. val += 2000;
  1374. return val;
  1375. }
  1376. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1377. {
  1378. unsigned int val;
  1379. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1380. * (100 + status->int_)/100 + sd->param_equip[3];
  1381. if (sd->class_&JOBL_UPPER)
  1382. val += val * 25/100;
  1383. else if (sd->class_&JOBL_BABY)
  1384. val -= val * 30/100;
  1385. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1386. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1387. return val;
  1388. }
  1389. //Calculates player data from scratch without counting SC adjustments.
  1390. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1391. int status_calc_pc(struct map_session_data* sd,int first)
  1392. {
  1393. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1394. struct status_data b_status, *status;
  1395. struct weapon_atk b_lhw;
  1396. struct skill b_skill[MAX_SKILL];
  1397. int b_weight,b_max_weight;
  1398. int i,index;
  1399. int skill,refinedef=0;
  1400. if(!sd->state.auth && !(first&1)) //Shouldn't invoke yet until player is done loading.
  1401. return -1;
  1402. if (++calculating > 10) //Too many recursive calls!
  1403. return -1;
  1404. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1405. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1406. b_status.lhw = &b_lhw;
  1407. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1408. b_weight = sd->weight;
  1409. b_max_weight = sd->max_weight;
  1410. pc_calc_skilltree(sd); // スキルツリ?の計算
  1411. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1412. if(first&1) {
  1413. //Load Hp/SP from char-received data.
  1414. sd->battle_status.hp = sd->status.hp;
  1415. sd->battle_status.sp = sd->status.sp;
  1416. sd->battle_status.lhw = &sd->battle_lhw;
  1417. sd->base_status.lhw = &sd->base_lhw;
  1418. sd->regen.sregen = &sd->sregen;
  1419. sd->regen.ssregen = &sd->ssregen;
  1420. sd->weight=0;
  1421. for(i=0;i<MAX_INVENTORY;i++){
  1422. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1423. continue;
  1424. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1425. }
  1426. sd->cart_weight=0;
  1427. sd->cart_num=0;
  1428. for(i=0;i<MAX_CART;i++){
  1429. if(sd->status.cart[i].nameid==0)
  1430. continue;
  1431. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1432. sd->cart_num++;
  1433. }
  1434. }
  1435. status = &sd->base_status;
  1436. // these are not zeroed. [zzo]
  1437. sd->hprate=100;
  1438. sd->sprate=100;
  1439. sd->castrate=100;
  1440. sd->delayrate=100;
  1441. sd->dsprate=100;
  1442. sd->speed_rate = 100;
  1443. sd->hprecov_rate = 100;
  1444. sd->sprecov_rate = 100;
  1445. sd->atk_rate = sd->matk_rate = 100;
  1446. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1447. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1448. sd->regen.state.block = 0;
  1449. // zeroed arays, order follows the order in map.h.
  1450. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1451. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1452. + sizeof(sd->param_equip)
  1453. + sizeof(sd->subele)
  1454. + sizeof(sd->subrace)
  1455. + sizeof(sd->subrace2)
  1456. + sizeof(sd->subsize)
  1457. + sizeof(sd->reseff)
  1458. + sizeof(sd->weapon_coma_ele)
  1459. + sizeof(sd->weapon_coma_race)
  1460. + sizeof(sd->weapon_atk)
  1461. + sizeof(sd->weapon_atk_rate)
  1462. + sizeof(sd->arrow_addele)
  1463. + sizeof(sd->arrow_addrace)
  1464. + sizeof(sd->arrow_addsize)
  1465. + sizeof(sd->magic_addele)
  1466. + sizeof(sd->magic_addrace)
  1467. + sizeof(sd->magic_addsize)
  1468. + sizeof(sd->critaddrace)
  1469. + sizeof(sd->expaddrace)
  1470. + sizeof(sd->itemgrouphealrate)
  1471. + sizeof(sd->sp_gain_race)
  1472. );
  1473. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1474. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1475. if (sd->special_state.intravision) //Clear status change.
  1476. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1477. memset(&sd->special_state,0,sizeof(sd->special_state));
  1478. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1479. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1480. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1481. status->speed = DEFAULT_WALK_SPEED;
  1482. //Give them all modes except these (useful for clones)
  1483. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1484. status->size = (sd->class_&JOBL_BABY)?0:1;
  1485. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1486. if (sd->class_&JOBL_BABY) {
  1487. if (battle_config.character_size&2)
  1488. status->size++;
  1489. } else
  1490. if(battle_config.character_size&1)
  1491. status->size++;
  1492. }
  1493. status->aspd_rate = 1000;
  1494. status->ele_lv = 1;
  1495. status->race = RC_DEMIHUMAN;
  1496. //zero up structures...
  1497. memset(&sd->autospell,0,sizeof(sd->autospell)
  1498. + sizeof(sd->autospell2)
  1499. + sizeof(sd->addeff)
  1500. + sizeof(sd->addeff2)
  1501. + sizeof(sd->skillatk)
  1502. + sizeof(sd->skillblown)
  1503. + sizeof(sd->add_def)
  1504. + sizeof(sd->add_mdef)
  1505. + sizeof(sd->add_dmg)
  1506. + sizeof(sd->add_mdmg)
  1507. + sizeof(sd->add_drop)
  1508. + sizeof(sd->itemhealrate)
  1509. );
  1510. // vars zeroing. ints, shorts, chars. in that order.
  1511. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1512. + sizeof(sd->arrow_ele)
  1513. + sizeof(sd->arrow_cri)
  1514. + sizeof(sd->arrow_hit)
  1515. + sizeof(sd->nsshealhp)
  1516. + sizeof(sd->nsshealsp)
  1517. + sizeof(sd->critical_def)
  1518. + sizeof(sd->double_rate)
  1519. + sizeof(sd->long_attack_atk_rate)
  1520. + sizeof(sd->near_attack_def_rate)
  1521. + sizeof(sd->long_attack_def_rate)
  1522. + sizeof(sd->magic_def_rate)
  1523. + sizeof(sd->misc_def_rate)
  1524. + sizeof(sd->ignore_mdef_ele)
  1525. + sizeof(sd->ignore_mdef_race)
  1526. + sizeof(sd->perfect_hit)
  1527. + sizeof(sd->perfect_hit_add)
  1528. + sizeof(sd->get_zeny_rate)
  1529. + sizeof(sd->get_zeny_num)
  1530. + sizeof(sd->double_add_rate)
  1531. + sizeof(sd->short_weapon_damage_return)
  1532. + sizeof(sd->long_weapon_damage_return)
  1533. + sizeof(sd->magic_damage_return)
  1534. + sizeof(sd->random_attack_increase_add)
  1535. + sizeof(sd->random_attack_increase_per)
  1536. + sizeof(sd->break_weapon_rate)
  1537. + sizeof(sd->break_armor_rate)
  1538. + sizeof(sd->crit_atk_rate)
  1539. + sizeof(sd->hp_loss_rate)
  1540. + sizeof(sd->sp_loss_rate)
  1541. + sizeof(sd->classchange)
  1542. + sizeof(sd->speed_add_rate)
  1543. + sizeof(sd->aspd_add)
  1544. + sizeof(sd->setitem_hash)
  1545. + sizeof(sd->setitem_hash2)
  1546. // shorts
  1547. + sizeof(sd->splash_range)
  1548. + sizeof(sd->splash_add_range)
  1549. + sizeof(sd->add_steal_rate)
  1550. + sizeof(sd->hp_loss_value)
  1551. + sizeof(sd->sp_loss_value)
  1552. + sizeof(sd->hp_loss_type)
  1553. + sizeof(sd->hp_gain_value)
  1554. + sizeof(sd->sp_gain_value)
  1555. + sizeof(sd->sp_vanish_rate)
  1556. + sizeof(sd->sp_vanish_per)
  1557. + sizeof(sd->add_drop_count)
  1558. + sizeof(sd->unbreakable)
  1559. + sizeof(sd->unbreakable_equip)
  1560. + sizeof(sd->unstripable_equip)
  1561. + sizeof(sd->add_def_count)
  1562. + sizeof(sd->add_mdef_count)
  1563. + sizeof(sd->add_dmg_count)
  1564. + sizeof(sd->add_mdmg_count)
  1565. );
  1566. // Parse equipment.
  1567. for(i=0;i<EQI_MAX-1;i++) {
  1568. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1569. if(index < 0)
  1570. continue;
  1571. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1572. continue;
  1573. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1574. continue;
  1575. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1576. continue;
  1577. if(!sd->inventory_data[index])
  1578. continue;
  1579. status->def += sd->inventory_data[index]->def;
  1580. if(first&1 && sd->inventory_data[index]->equip_script)
  1581. { //Execute equip-script on login
  1582. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1583. if (!calculating)
  1584. return 1;
  1585. }
  1586. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1587. int r,wlv = sd->inventory_data[index]->wlv;
  1588. struct weapon_data *wd;
  1589. struct weapon_atk *wa;
  1590. if (wlv >= MAX_REFINE_BONUS)
  1591. wlv = MAX_REFINE_BONUS - 1;
  1592. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1593. wd = &sd->left_weapon; // Left-hand weapon
  1594. wa = status->lhw;
  1595. } else {
  1596. wd = &sd->right_weapon;
  1597. wa = &status->rhw;
  1598. }
  1599. wa->atk += sd->inventory_data[index]->atk;
  1600. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1601. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1602. wd->overrefine = r*refinebonus[wlv][1];
  1603. wa->range += sd->inventory_data[index]->range;
  1604. if(sd->inventory_data[index]->script) {
  1605. if (wd == &sd->left_weapon) {
  1606. sd->state.lr_flag = 1;
  1607. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1608. sd->state.lr_flag = 0;
  1609. } else
  1610. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1611. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1612. return 1;
  1613. }
  1614. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1615. { // Forged weapon
  1616. wd->star += (sd->status.inventory[index].card[1]>>8);
  1617. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1618. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1619. wd->star += 10;
  1620. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1621. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1622. }
  1623. }
  1624. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1625. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1626. if(sd->inventory_data[index]->script) {
  1627. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1628. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1629. return 1;
  1630. }
  1631. }
  1632. }
  1633. if(sd->equip_index[EQI_AMMO] >= 0){
  1634. index = sd->equip_index[EQI_AMMO];
  1635. if(sd->inventory_data[index]){ // Arrows
  1636. sd->arrow_atk += sd->inventory_data[index]->atk;
  1637. sd->state.lr_flag = 2;
  1638. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1639. sd->state.lr_flag = 0;
  1640. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1641. return 1;
  1642. }
  1643. }
  1644. //Store equipment script bonuses
  1645. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1646. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1647. status->def += (refinedef+50)/100;
  1648. //Parse Cards
  1649. for(i=0;i<EQI_MAX-1;i++) {
  1650. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1651. if(index < 0)
  1652. continue;
  1653. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1654. continue;
  1655. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1656. continue;
  1657. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1658. continue;
  1659. if(sd->inventory_data[index]) {
  1660. int j,c;
  1661. struct item_data *data;
  1662. //Card script execution.
  1663. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1664. continue;
  1665. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1666. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1667. if(!c)
  1668. continue;
  1669. data = itemdb_exists(c);
  1670. if(!data)
  1671. continue;
  1672. if(first&1 && data->equip_script)
  1673. { //Execute equip-script on login
  1674. run_script(data->equip_script,0,sd->bl.id,0);
  1675. if (!calculating)
  1676. return 1;
  1677. }
  1678. if(!data->script)
  1679. continue;
  1680. if(data->flag.no_equip) { //Card restriction checks.
  1681. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1682. continue;
  1683. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1684. continue;
  1685. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1686. continue;
  1687. }
  1688. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1689. { //Left hand status.
  1690. sd->state.lr_flag = 1;
  1691. run_script(data->script,0,sd->bl.id,0);
  1692. sd->state.lr_flag = 0;
  1693. } else
  1694. run_script(data->script,0,sd->bl.id,0);
  1695. if (!calculating) //Abort, run_script his function. [Skotlex]
  1696. return 1;
  1697. }
  1698. }
  1699. }
  1700. if(sd->pd && battle_config.pet_status_support)
  1701. { // Pet
  1702. struct pet_data *pd=sd->pd;
  1703. if(pd && pd->pet.intimate > 0 &&
  1704. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1705. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1706. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1707. }
  1708. //param_bonus now holds card bonuses.
  1709. if(status->rhw.range < 1) status->rhw.range = 1;
  1710. if(status->lhw->range < 1) status->lhw->range = 1;
  1711. if(status->rhw.range < status->lhw->range)
  1712. status->rhw.range = status->lhw->range;
  1713. sd->double_rate += sd->double_add_rate;
  1714. sd->perfect_hit += sd->perfect_hit_add;
  1715. sd->splash_range += sd->splash_add_range;
  1716. if(sd->speed_add_rate)
  1717. sd->speed_rate += sd->speed_add_rate;
  1718. // Damage modifiers from weapon type
  1719. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1720. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1721. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1722. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1723. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1724. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1725. if(pc_isriding(sd) &&
  1726. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1727. { //When Riding with spear, damage modifier to mid-class becomes
  1728. //same as versus large size.
  1729. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1730. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1731. }
  1732. // ----- STATS CALCULATION -----
  1733. // Job bonuses
  1734. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1735. if(!job_bonus[sd->status.class_][i])
  1736. continue;
  1737. switch(job_bonus[sd->status.class_][i]) {
  1738. case 1:
  1739. status->str++;
  1740. break;
  1741. case 2:
  1742. status->agi++;
  1743. break;
  1744. case 3:
  1745. status->vit++;
  1746. break;
  1747. case 4:
  1748. status->int_++;
  1749. break;
  1750. case 5:
  1751. status->dex++;
  1752. break;
  1753. case 6:
  1754. status->luk++;
  1755. break;
  1756. }
  1757. }
  1758. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1759. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1760. status->str += 10;
  1761. status->agi += 10;
  1762. status->vit += 10;
  1763. status->int_+= 10;
  1764. status->dex += 10;
  1765. status->luk += 10;
  1766. }
  1767. // Absolute modifiers from passive skills
  1768. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1769. status->str++;
  1770. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1771. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1772. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1773. status->dex += skill;
  1774. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1775. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1776. status->str = cap_value(i,0,USHRT_MAX);
  1777. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1778. status->agi = cap_value(i,0,USHRT_MAX);
  1779. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1780. status->vit = cap_value(i,0,USHRT_MAX);
  1781. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1782. status->int_ = cap_value(i,0,USHRT_MAX);
  1783. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1784. status->dex = cap_value(i,0,USHRT_MAX);
  1785. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1786. status->luk = cap_value(i,0,USHRT_MAX);
  1787. // ------ BASE ATTACK CALCULATION ------
  1788. // Base batk value is set on status_calc_misc
  1789. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1790. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1791. status->batk += sd->weapon_atk[sd->status.weapon];
  1792. // Absolute modifiers from passive skills
  1793. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1794. status->batk += 4;
  1795. // ----- HP MAX CALCULATION -----
  1796. // Basic MaxHP value
  1797. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1798. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1799. status->max_hp += sd->status.max_hp;
  1800. // Absolute modifiers from passive skills
  1801. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1802. status->max_hp += skill*200;
  1803. // Apply relative modifiers from equipment
  1804. if(sd->hprate < 0)
  1805. sd->hprate = 0;
  1806. if(sd->hprate!=100)
  1807. status->max_hp = status->max_hp * sd->hprate/100;
  1808. if(battle_config.hp_rate != 100)
  1809. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1810. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1811. status->max_hp = battle_config.max_hp;
  1812. else if(!status->max_hp)
  1813. status->max_hp = 1;
  1814. // ----- SP MAX CALCULATION -----
  1815. // Basic MaxSP value
  1816. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1817. status->max_sp += sd->status.max_sp;
  1818. // Absolute modifiers from passive skills
  1819. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1820. status->max_sp += 30*skill;
  1821. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1822. status->max_sp += status->max_sp * skill/100;
  1823. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1824. status->max_sp += status->max_sp * 2*skill/100;
  1825. // Apply relative modifiers from equipment
  1826. if(sd->sprate < 0)
  1827. sd->sprate = 0;
  1828. if(sd->sprate!=100)
  1829. status->max_sp = status->max_sp * sd->sprate/100;
  1830. if(battle_config.sp_rate != 100)
  1831. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1832. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1833. status->max_sp = battle_config.max_sp;
  1834. else if(!status->max_sp)
  1835. status->max_sp = 1;
  1836. // ----- RESPAWN HP/SP -----
  1837. //
  1838. //Calc respawn hp and store it on base_status
  1839. if (sd->special_state.restart_full_recover)
  1840. {
  1841. status->hp = status->max_hp;
  1842. status->sp = status->max_sp;
  1843. } else {
  1844. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1845. && battle_config.restart_hp_rate < 50)
  1846. status->hp=status->max_hp>>1;
  1847. else
  1848. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1849. if(!status->hp)
  1850. status->hp = 1;
  1851. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1852. }
  1853. // ----- MISC CALCULATION -----
  1854. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1855. //Equipment modifiers for misc settings
  1856. if(sd->matk_rate < 0)
  1857. sd->matk_rate = 0;
  1858. if(sd->matk_rate != 100){
  1859. status->matk_max = status->matk_max * sd->matk_rate/100;
  1860. status->matk_min = status->matk_min * sd->matk_rate/100;
  1861. }
  1862. if(sd->hit_rate < 0)
  1863. sd->hit_rate = 0;
  1864. if(sd->hit_rate != 100)
  1865. status->hit = status->hit * sd->hit_rate/100;
  1866. if(sd->flee_rate < 0)
  1867. sd->flee_rate = 0;
  1868. if(sd->flee_rate != 100)
  1869. status->flee = status->flee * sd->flee_rate/100;
  1870. if(sd->def2_rate < 0)
  1871. sd->def2_rate = 0;
  1872. if(sd->def2_rate != 100)
  1873. status->def2 = status->def2 * sd->def2_rate/100;
  1874. if(sd->mdef2_rate < 0)
  1875. sd->mdef2_rate = 0;
  1876. if(sd->mdef2_rate != 100)
  1877. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1878. if(sd->critical_rate < 0)
  1879. sd->critical_rate = 0;
  1880. if(sd->critical_rate != 100)
  1881. status->cri = status->cri * sd->critical_rate/100;
  1882. if(sd->flee2_rate < 0)
  1883. sd->flee2_rate = 0;
  1884. if(sd->flee2_rate != 100)
  1885. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1886. // ----- HIT CALCULATION -----
  1887. // Absolute modifiers from passive skills
  1888. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1889. status->hit += skill*2;
  1890. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1891. status->hit += skill;
  1892. if(sd->status.weapon == W_BOW)
  1893. status->rhw.range += skill;
  1894. }
  1895. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1896. {
  1897. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1898. status->hit += 2*skill;
  1899. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1900. status->hit += skill;
  1901. status->rhw.range += skill;
  1902. }
  1903. }
  1904. // ----- FLEE CALCULATION -----
  1905. // Absolute modifiers from passive skills
  1906. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1907. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1908. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1909. status->flee += (skill*3)>>1;
  1910. // ----- EQUIPMENT-DEF CALCULATION -----
  1911. // Apply relative modifiers from equipment
  1912. if(sd->def_rate < 0)
  1913. sd->def_rate = 0;
  1914. if(sd->def_rate != 100) {
  1915. i = status->def * sd->def_rate/100;
  1916. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1917. }
  1918. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1919. {
  1920. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1921. status->def = (unsigned char)battle_config.max_def;
  1922. }
  1923. // ----- EQUIPMENT-MDEF CALCULATION -----
  1924. // Apply relative modifiers from equipment
  1925. if(sd->mdef_rate < 0)
  1926. sd->mdef_rate = 0;
  1927. if(sd->mdef_rate != 100) {
  1928. i = status->mdef * sd->mdef_rate/100;
  1929. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1930. }
  1931. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1932. {
  1933. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1934. status->mdef = (signed char)battle_config.max_def;
  1935. }
  1936. // ----- WALKING SPEED CALCULATION -----
  1937. if(sd->speed_rate < 0)
  1938. sd->speed_rate = 0;
  1939. if(sd->speed_rate != 100)
  1940. status->speed = status->speed*sd->speed_rate/100;
  1941. // Relative modifiers from passive skills
  1942. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1943. status->speed -= status->speed * skill/100;
  1944. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1945. status->speed -= status->speed * 25/100;
  1946. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1947. status->speed += status->speed * (100-10*skill)/100;
  1948. if(status->speed < battle_config.max_walk_speed)
  1949. status->speed = battle_config.max_walk_speed;
  1950. // ----- ASPD CALCULATION -----
  1951. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1952. // Basic ASPD value
  1953. i = status_base_amotion_pc(sd,status);
  1954. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1955. // Relative modifiers from passive skills
  1956. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1957. status->aspd_rate -= 5*skill;
  1958. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1959. status->aspd_rate -= 30*skill;
  1960. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1961. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1962. status->aspd_rate -= ((skill+1)/2) * 10;
  1963. if(pc_isriding(sd))
  1964. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1965. status->adelay = 2*status->amotion;
  1966. // ----- DMOTION -----
  1967. //
  1968. i = 800-status->agi*4;
  1969. status->dmotion = cap_value(i, 400, 800);
  1970. if(battle_config.pc_damage_delay_rate != 100)
  1971. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1972. // ----- MISC CALCULATIONS -----
  1973. // Weight
  1974. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1975. sd->max_weight += 2000*skill;
  1976. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1977. sd->max_weight += 10000;
  1978. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1979. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1980. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1981. sd->regen.state.walk = 1;
  1982. else
  1983. sd->regen.state.walk = 0;
  1984. // Skill SP cost
  1985. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1986. sd->dsprate -= 4*skill;
  1987. if(sd->sc.count){
  1988. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1989. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1990. }
  1991. //Underflow protections.
  1992. if(sd->dsprate < 0)
  1993. sd->dsprate = 0;
  1994. if(sd->castrate < 0)
  1995. sd->castrate = 0;
  1996. if(sd->delayrate < 0)
  1997. sd->delayrate = 0;
  1998. if(sd->hprecov_rate < 0)
  1999. sd->hprecov_rate = 0;
  2000. if(sd->sprecov_rate < 0)
  2001. sd->sprecov_rate = 0;
  2002. // Anti-element and anti-race
  2003. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2004. sd->subele[6] += skill*5;
  2005. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2006. sd->subele[0] += skill;
  2007. sd->subele[3] += skill*4;
  2008. }
  2009. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2010. skill = skill*4;
  2011. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2012. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2013. sd->magic_addrace[RC_DRAGON]+=skill;
  2014. sd->subrace[RC_DRAGON]+=skill;
  2015. }
  2016. if(sd->sc.count){
  2017. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  2018. { //Update the card-bonus data
  2019. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  2020. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  2021. }
  2022. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  2023. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  2024. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  2025. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  2026. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  2027. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  2028. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  2029. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  2030. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  2031. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  2032. }
  2033. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  2034. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  2035. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  2036. }
  2037. }
  2038. status_cpy(&sd->battle_status, status);
  2039. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2040. status = &sd->battle_status; //Need to compare versus this.
  2041. // ----- CLIENT-SIDE REFRESH -----
  2042. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2043. clif_skillinfoblock(sd);
  2044. if(b_status.speed != status->speed)
  2045. clif_updatestatus(sd,SP_SPEED);
  2046. if(b_weight != sd->weight)
  2047. clif_updatestatus(sd,SP_WEIGHT);
  2048. if(b_max_weight != sd->max_weight) {
  2049. clif_updatestatus(sd,SP_MAXWEIGHT);
  2050. pc_updateweightstatus(sd);
  2051. }
  2052. if(b_status.str != status->str)
  2053. clif_updatestatus(sd,SP_STR);
  2054. if(b_status.agi != status->agi)
  2055. clif_updatestatus(sd,SP_AGI);
  2056. if(b_status.vit != status->vit)
  2057. clif_updatestatus(sd,SP_VIT);
  2058. if(b_status.int_ != status->int_)
  2059. clif_updatestatus(sd,SP_INT);
  2060. if(b_status.dex != status->dex)
  2061. clif_updatestatus(sd,SP_DEX);
  2062. if(b_status.luk != status->luk)
  2063. clif_updatestatus(sd,SP_LUK);
  2064. if(b_status.hit != status->hit)
  2065. clif_updatestatus(sd,SP_HIT);
  2066. if(b_status.flee != status->flee)
  2067. clif_updatestatus(sd,SP_FLEE1);
  2068. if(b_status.amotion != status->amotion)
  2069. clif_updatestatus(sd,SP_ASPD);
  2070. if(b_status.rhw.atk != status->rhw.atk ||
  2071. b_status.lhw->atk != status->lhw->atk ||
  2072. b_status.batk != status->batk)
  2073. clif_updatestatus(sd,SP_ATK1);
  2074. if(b_status.def != status->def)
  2075. clif_updatestatus(sd,SP_DEF1);
  2076. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2077. b_status.lhw->atk2 != status->lhw->atk2)
  2078. clif_updatestatus(sd,SP_ATK2);
  2079. if(b_status.def2 != status->def2)
  2080. clif_updatestatus(sd,SP_DEF2);
  2081. if(b_status.flee2 != status->flee2)
  2082. clif_updatestatus(sd,SP_FLEE2);
  2083. if(b_status.cri != status->cri)
  2084. clif_updatestatus(sd,SP_CRITICAL);
  2085. if(b_status.matk_max != status->matk_max)
  2086. clif_updatestatus(sd,SP_MATK1);
  2087. if(b_status.matk_min != status->matk_min)
  2088. clif_updatestatus(sd,SP_MATK2);
  2089. if(b_status.mdef != status->mdef)
  2090. clif_updatestatus(sd,SP_MDEF1);
  2091. if(b_status.mdef2 != status->mdef2)
  2092. clif_updatestatus(sd,SP_MDEF2);
  2093. if(b_status.rhw.range != status->rhw.range)
  2094. clif_updatestatus(sd,SP_ATTACKRANGE);
  2095. if(b_status.max_hp != status->max_hp)
  2096. clif_updatestatus(sd,SP_MAXHP);
  2097. if(b_status.max_sp != status->max_sp)
  2098. clif_updatestatus(sd,SP_MAXSP);
  2099. if(b_status.hp != status->hp)
  2100. clif_updatestatus(sd,SP_HP);
  2101. if(b_status.sp != status->sp)
  2102. clif_updatestatus(sd,SP_SP);
  2103. calculating = 0;
  2104. return 0;
  2105. }
  2106. int status_calc_homunculus(struct homun_data *hd, int first)
  2107. {
  2108. struct status_data b_status, *status;
  2109. struct s_homunculus *hom;
  2110. int skill;
  2111. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2112. hom = &hd->homunculus;
  2113. status = &hd->base_status;
  2114. status->str = hom->str / 10;
  2115. status->agi = hom->agi / 10;
  2116. status->vit = hom->vit / 10;
  2117. status->dex = hom->dex / 10;
  2118. status->int_ = hom->int_ / 10;
  2119. status->luk = hom->luk / 10;
  2120. if (first) { //[orn]
  2121. status->def_ele = hd->homunculusDB->element;
  2122. status->ele_lv = 1;
  2123. status->race = hd->homunculusDB->race ;
  2124. status->size = hd->homunculusDB->size ;
  2125. status->rhw.range = 1 + status->size;
  2126. status->mode = MD_CANMOVE|MD_CANATTACK;
  2127. status->speed = DEFAULT_WALK_SPEED;
  2128. if (battle_config.hom_setting&0x8 && hd->master)
  2129. status->speed = status_get_speed(&hd->master->bl);
  2130. status->hp = 1;
  2131. status->sp = 1;
  2132. }
  2133. skill = hom->level/10 + status->vit/5;
  2134. status->def = cap_value(skill, 0, 99);
  2135. skill = hom->level/10 + status->int_/5;
  2136. status->mdef = cap_value(skill, 0, 99);
  2137. status->max_hp = hom->max_hp ;
  2138. status->max_sp = hom->max_sp ;
  2139. merc_hom_calc_skilltree(hd);
  2140. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2141. status->def += skill * 4;
  2142. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2143. {
  2144. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2145. status->str += 1 +skill/3 +skill/3 +skill/4;
  2146. }
  2147. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2148. status->max_hp += skill * 2 * status->max_hp / 100;
  2149. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2150. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2151. if (first) {
  2152. hd->battle_status.hp = hom->hp ;
  2153. hd->battle_status.sp = hom->sp ;
  2154. }
  2155. status->rhw.atk = status->dex;
  2156. status->rhw.atk2 = status->str + hom->level;
  2157. status->aspd_rate = 1000;
  2158. skill = (1000 -4*status->agi -status->dex)
  2159. *hd->homunculusDB->baseASPD/1000;
  2160. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2161. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2162. status_calc_misc(&hd->bl, status, hom->level);
  2163. status_cpy(&hd->battle_status, status);
  2164. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2165. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2166. clif_hominfo(hd->master,hd,0) ;
  2167. return 1;
  2168. }
  2169. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2170. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2171. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2172. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2173. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2174. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2175. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2176. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2177. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2178. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2179. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2180. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2181. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2182. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2183. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2184. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2185. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2186. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2187. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2188. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2189. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2190. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2191. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2192. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2193. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2194. //Calculates base regen values.
  2195. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2196. {
  2197. struct map_session_data *sd;
  2198. int val, skill;
  2199. if (!(bl->type&BL_REGEN) || !regen)
  2200. return;
  2201. BL_CAST(BL_PC,bl,sd);
  2202. val = 1 + (status->vit/5) + (status->max_hp/200);
  2203. if (sd && sd->hprecov_rate != 100)
  2204. val = val*sd->hprecov_rate/100;
  2205. regen->hp = cap_value(val, 1, SHRT_MAX);
  2206. val = 1 + (status->int_/6) + (status->max_sp/100);
  2207. if(status->int_ >= 120)
  2208. val += ((status->int_-120)>>1) + 4;
  2209. if(sd && sd->sprecov_rate != 100)
  2210. val = val*sd->sprecov_rate/100;
  2211. regen->sp = cap_value(val, 1, SHRT_MAX);
  2212. if(sd)
  2213. {
  2214. struct regen_data_sub *sregen;
  2215. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2216. {
  2217. val = regen->sp*(100+3*skill)/100;
  2218. regen->sp = cap_value(val, 1, SHRT_MAX);
  2219. }
  2220. //Only players have skill/sitting skill regen for now.
  2221. sregen = regen->sregen;
  2222. val = 0;
  2223. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2224. val += skill*(5 + status->max_hp/500);
  2225. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2226. val = 0;
  2227. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2228. val += skill*(3 + status->max_sp/500);
  2229. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2230. val += skill*(3 + status->max_sp/500);
  2231. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2232. // Skill-related recovery (only when sit)
  2233. sregen = regen->ssregen;
  2234. val = 0;
  2235. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2236. val += skill*(4 + status->max_hp/500);
  2237. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2238. val += skill*(30 + status->max_hp/500);
  2239. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2240. val = 0;
  2241. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2242. {
  2243. val += skill*(3 + status->max_sp/500);
  2244. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2245. val += (30+10*skill)*val/100;
  2246. }
  2247. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2248. val += skill*(2 + status->max_sp/500);
  2249. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2250. }
  2251. if(bl->type==BL_HOM)
  2252. {
  2253. struct homun_data *hd = (TBL_HOM*)bl;
  2254. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2255. {
  2256. val = regen->hp*(100+5*skill)/100;
  2257. regen->hp = cap_value(val, 1, SHRT_MAX);
  2258. }
  2259. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2260. {
  2261. val = regen->sp*(100+3*skill)/100;
  2262. regen->sp = cap_value(val, 1, SHRT_MAX);
  2263. }
  2264. }
  2265. }
  2266. //Calculates SC related regen rates.
  2267. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2268. {
  2269. if (!(bl->type&BL_REGEN) || !regen)
  2270. return;
  2271. regen->flag = RGN_HP|RGN_SP;
  2272. if(regen->sregen)
  2273. {
  2274. if (regen->sregen->hp)
  2275. regen->flag|=RGN_SHP;
  2276. if (regen->sregen->sp)
  2277. regen->flag|=RGN_SSP;
  2278. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2279. }
  2280. if (regen->ssregen)
  2281. {
  2282. if (regen->ssregen->hp)
  2283. regen->flag|=RGN_SHP;
  2284. if (regen->ssregen->sp)
  2285. regen->flag|=RGN_SSP;
  2286. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2287. }
  2288. regen->rate.hp = regen->rate.sp = 1;
  2289. if (!sc || !sc->count)
  2290. return;
  2291. if (
  2292. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2293. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2294. || sc->data[SC_BERSERK].timer != -1
  2295. || sc->data[SC_TRICKDEAD].timer != -1
  2296. || sc->data[SC_BLEEDING].timer != -1
  2297. ) //No regen
  2298. regen->flag = 0;
  2299. if (
  2300. sc->data[SC_EXTREMITYFIST].timer != -1
  2301. || sc->data[SC_DANCING].timer != -1
  2302. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2303. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2304. ) //No natural SP regen
  2305. regen->flag &=~RGN_SP;
  2306. if(
  2307. sc->data[SC_TENSIONRELAX].timer!=-1
  2308. ) {
  2309. regen->rate.hp += 2;
  2310. if (regen->sregen)
  2311. regen->sregen->rate.hp += 3;
  2312. }
  2313. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2314. {
  2315. regen->rate.hp += 1;
  2316. regen->rate.sp += 1;
  2317. }
  2318. if (sc->data[SC_REGENERATION].timer != -1)
  2319. {
  2320. if (!sc->data[SC_REGENERATION].val4)
  2321. {
  2322. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2323. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2324. } else
  2325. regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
  2326. }
  2327. }
  2328. //Calculates some attributes that depends on modified stats from status changes.
  2329. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2330. {
  2331. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2332. int skill;
  2333. if(flag&(SCB_MAXHP|SCB_VIT))
  2334. {
  2335. flag|=SCB_MAXHP; //Ensures client-side refresh
  2336. status->max_hp = status_base_pc_maxhp(sd,status);
  2337. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2338. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2339. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2340. status->max_hp = battle_config.max_hp;
  2341. else if(!status->max_hp)
  2342. status->max_hp = 1;
  2343. if(status->hp > status->max_hp) {
  2344. status->hp = status->max_hp;
  2345. clif_updatestatus(sd,SP_HP);
  2346. }
  2347. }
  2348. if(flag&(SCB_MAXSP|SCB_INT))
  2349. {
  2350. flag|=SCB_MAXSP;
  2351. status->max_sp = status_base_pc_maxsp(sd,status);
  2352. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2353. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2354. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2355. status->max_sp = battle_config.max_sp;
  2356. else if(!status->max_sp)
  2357. status->max_sp = 1;
  2358. if(status->sp > status->max_sp) {
  2359. status->sp = status->max_sp;
  2360. clif_updatestatus(sd,SP_SP);
  2361. }
  2362. }
  2363. if(flag&SCB_MATK) {
  2364. //New matk
  2365. status->matk_min = status_base_matk_min(status);
  2366. status->matk_max = status_base_matk_max(status);
  2367. //Bonuses from previous matk
  2368. if(sd->matk_rate != 100){
  2369. status->matk_max = status->matk_max * sd->matk_rate/100;
  2370. status->matk_min = status->matk_min * sd->matk_rate/100;
  2371. }
  2372. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2373. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2374. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2375. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2376. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2377. }
  2378. }
  2379. if(flag&SCB_SPEED) {
  2380. if(status->speed < battle_config.max_walk_speed)
  2381. status->speed = battle_config.max_walk_speed;
  2382. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2383. //Store casting walk speed for quick restoration. [Skotlex]
  2384. sd->prev_speed = status->speed * (175-5*skill)/100;
  2385. if(sd->ud.skilltimer != -1) { //Swap speed.
  2386. skill = status->speed;
  2387. status->speed = sd->prev_speed;
  2388. sd->prev_speed = skill;
  2389. }
  2390. }
  2391. }
  2392. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2393. flag|=SCB_ASPD;
  2394. skill = status_base_amotion_pc(sd,status);
  2395. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2396. // Apply all relative modifiers
  2397. if(status->aspd_rate != 1000)
  2398. skill = skill *status->aspd_rate/1000;
  2399. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2400. status->adelay = 2*status->amotion;
  2401. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2402. //Store casting adelay for quick restoration. [Skotlex]
  2403. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2404. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2405. skill = status->adelay;
  2406. status->adelay = sd->prev_adelay;
  2407. sd->prev_adelay = skill;
  2408. }
  2409. }
  2410. }
  2411. if(flag&(SCB_AGI|SCB_DSPD)) {
  2412. if (b_status->agi == status->agi)
  2413. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2414. else {
  2415. skill = 800-status->agi*4;
  2416. status->dmotion = cap_value(skill, 400, 800);
  2417. if(battle_config.pc_damage_delay_rate != 100)
  2418. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2419. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2420. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2421. }
  2422. }
  2423. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2424. status_calc_regen(&sd->bl, status, &sd->regen);
  2425. if(flag&SCB_REGEN)
  2426. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2427. if (flag == SCB_ALL)
  2428. return; //Refresh is done on invoking function (status_calc_pc)
  2429. if(flag&SCB_STR)
  2430. clif_updatestatus(sd,SP_STR);
  2431. if(flag&SCB_AGI)
  2432. clif_updatestatus(sd,SP_AGI);
  2433. if(flag&SCB_VIT)
  2434. clif_updatestatus(sd,SP_VIT);
  2435. if(flag&SCB_INT)
  2436. clif_updatestatus(sd,SP_INT);
  2437. if(flag&SCB_DEX)
  2438. clif_updatestatus(sd,SP_DEX);
  2439. if(flag&SCB_LUK)
  2440. clif_updatestatus(sd,SP_LUK);
  2441. if(flag&SCB_HIT)
  2442. clif_updatestatus(sd,SP_HIT);
  2443. if(flag&SCB_FLEE)
  2444. clif_updatestatus(sd,SP_FLEE1);
  2445. if(flag&SCB_ASPD)
  2446. clif_updatestatus(sd,SP_ASPD);
  2447. if(flag&SCB_SPEED)
  2448. clif_updatestatus(sd,SP_SPEED);
  2449. if(flag&(SCB_BATK|SCB_WATK))
  2450. clif_updatestatus(sd,SP_ATK1);
  2451. if(flag&SCB_DEF)
  2452. clif_updatestatus(sd,SP_DEF1);
  2453. if(flag&SCB_WATK)
  2454. clif_updatestatus(sd,SP_ATK2);
  2455. if(flag&SCB_DEF2)
  2456. clif_updatestatus(sd,SP_DEF2);
  2457. if(flag&SCB_FLEE2)
  2458. clif_updatestatus(sd,SP_FLEE2);
  2459. if(flag&SCB_CRI)
  2460. clif_updatestatus(sd,SP_CRITICAL);
  2461. if(flag&SCB_MATK) {
  2462. clif_updatestatus(sd,SP_MATK1);
  2463. clif_updatestatus(sd,SP_MATK2);
  2464. }
  2465. if(flag&SCB_MDEF)
  2466. clif_updatestatus(sd,SP_MDEF1);
  2467. if(flag&SCB_MDEF2)
  2468. clif_updatestatus(sd,SP_MDEF2);
  2469. if(flag&SCB_RANGE)
  2470. clif_updatestatus(sd,SP_ATTACKRANGE);
  2471. if(flag&SCB_MAXHP)
  2472. clif_updatestatus(sd,SP_MAXHP);
  2473. if(flag&SCB_MAXSP)
  2474. clif_updatestatus(sd,SP_MAXSP);
  2475. }
  2476. //Calculates some attributes that depends on modified stats from status changes.
  2477. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2478. {
  2479. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2480. struct status_change *sc = &hd->sc;
  2481. int skill = 0;
  2482. if(flag&(SCB_MAXHP|SCB_VIT))
  2483. {
  2484. flag|=SCB_MAXHP; //Ensures client-side refresh
  2485. // Apply relative modifiers from equipment
  2486. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2487. status->max_hp = battle_config.max_hp;
  2488. else if(!status->max_hp)
  2489. status->max_hp = 1;
  2490. if(status->hp > status->max_hp)
  2491. status->hp = status->max_hp;
  2492. }
  2493. if(flag&(SCB_MAXSP|SCB_INT))
  2494. {
  2495. flag|=SCB_MAXSP;
  2496. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2497. status->max_sp = battle_config.max_sp;
  2498. else if(!status->max_sp)
  2499. status->max_sp = 1;
  2500. if(status->sp > status->max_sp)
  2501. status->sp = status->max_sp;
  2502. }
  2503. if(flag&SCB_VIT)
  2504. { //Since vit affects def, recalculate def.
  2505. flag|=SCB_DEF;
  2506. status->def = status_calc_def(&hd->bl, sc, b_status->def);
  2507. status->def+= (status->vit/5 - b_status->vit/5);
  2508. }
  2509. if(flag&SCB_INT)
  2510. {
  2511. flag|=SCB_MDEF;
  2512. status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef);
  2513. status->mdef+= (status->int_/5 - b_status->int_/5);
  2514. }
  2515. if(flag&SCB_DEX) {
  2516. flag |=SCB_WATK;
  2517. status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk);
  2518. status->rhw.atk+= (status->dex - b_status->dex);
  2519. }
  2520. if(flag&SCB_STR) {
  2521. flag |=SCB_WATK;
  2522. status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2);
  2523. status->rhw.atk2+= (status->str - b_status->str);
  2524. }
  2525. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2526. status->rhw.atk2 = status->rhw.atk;
  2527. if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  2528. status->matk_min = status->matk_max;
  2529. if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
  2530. status->speed = status_get_speed(&hd->master->bl);
  2531. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2532. flag|=SCB_ASPD;
  2533. skill = (1000 -4*status->agi -status->dex)
  2534. *hd->homunculusDB->baseASPD/1000;
  2535. status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate);
  2536. if(status->aspd_rate != 1000)
  2537. skill = skill*status->aspd_rate/1000;
  2538. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2539. status->adelay = status->amotion;
  2540. }
  2541. if(flag&(SCB_AGI|SCB_DSPD)) {
  2542. skill = 800-status->agi*4;
  2543. status->dmotion = cap_value(skill, 400, 800);
  2544. status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion);
  2545. }
  2546. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2547. status_calc_regen(&hd->bl, status, &hd->regen);
  2548. if(flag&SCB_REGEN)
  2549. status_calc_regen_rate(&hd->bl, &hd->regen, sc);
  2550. if (flag == SCB_ALL)
  2551. return; //Refresh is done on invoking function (status_calc_hom)
  2552. if (hd->master && flag&(
  2553. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2554. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2555. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2556. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2557. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2558. )
  2559. clif_hominfo(hd->master,hd,0);
  2560. }
  2561. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2562. {
  2563. struct status_data *b_status, *status;
  2564. struct status_change *sc;
  2565. int temp;
  2566. TBL_PC *sd;
  2567. b_status = status_get_base_status(bl);
  2568. status = status_get_status_data(bl);
  2569. sc = status_get_sc(bl);
  2570. if (!b_status || !status)
  2571. return;
  2572. BL_CAST(BL_PC,bl,sd);
  2573. if(sd && flag&SCB_PC)
  2574. { //Recalc everything.
  2575. status_calc_pc(sd,0);
  2576. return;
  2577. }
  2578. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2579. status_cpy(status, b_status);
  2580. return;
  2581. }
  2582. if(flag&SCB_STR) {
  2583. status->str = status_calc_str(bl, sc, b_status->str);
  2584. flag|=SCB_BATK;
  2585. }
  2586. if(flag&SCB_AGI) {
  2587. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2588. flag|=SCB_FLEE;
  2589. }
  2590. if(flag&SCB_VIT) {
  2591. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2592. flag|=SCB_DEF2|SCB_MDEF2;
  2593. }
  2594. if(flag&SCB_INT) {
  2595. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2596. flag|=SCB_MATK|SCB_MDEF2;
  2597. }
  2598. if(flag&SCB_DEX) {
  2599. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2600. flag|=SCB_BATK|SCB_HIT;
  2601. }
  2602. if(flag&SCB_LUK) {
  2603. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2604. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2605. }
  2606. if(flag&SCB_BATK && b_status->batk) {
  2607. status->batk = status_base_atk(bl,status);
  2608. temp = b_status->batk - status_base_atk(bl,b_status);
  2609. if (temp)
  2610. status->batk += temp;
  2611. status->batk = status_calc_batk(bl, sc, status->batk);
  2612. }
  2613. if(flag&SCB_WATK) {
  2614. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2615. if (!sd) //Should not affect weapon refine bonus
  2616. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2617. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2618. if (sd) {
  2619. sd->state.lr_flag = 1;
  2620. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2621. sd->state.lr_flag = 0;
  2622. } else {
  2623. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2624. status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
  2625. }
  2626. }
  2627. }
  2628. if(flag&SCB_HIT) {
  2629. if (status->dex == b_status->dex)
  2630. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2631. else
  2632. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2633. }
  2634. if(flag&SCB_FLEE) {
  2635. if (status->agi == b_status->agi)
  2636. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2637. else
  2638. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2639. }
  2640. if(flag&SCB_DEF)
  2641. status->def = status_calc_def(bl, sc, b_status->def);
  2642. if(flag&SCB_DEF2) {
  2643. if (status->vit == b_status->vit)
  2644. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2645. else
  2646. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2647. }
  2648. if(flag&SCB_MDEF)
  2649. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2650. if(flag&SCB_MDEF2) {
  2651. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2652. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2653. else
  2654. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2655. }
  2656. if(flag&SCB_SPEED) {
  2657. struct unit_data *ud = unit_bl2ud(bl);
  2658. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2659. //Re-walk to adjust speed (we do not check if walktimer != -1
  2660. //because if you step on something while walking, the moment this
  2661. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2662. if (ud)
  2663. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2664. }
  2665. if(flag&SCB_CRI && b_status->cri) {
  2666. if (status->luk == b_status->luk)
  2667. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2668. else
  2669. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2670. }
  2671. if(flag&SCB_FLEE2 && b_status->flee2) {
  2672. if (status->luk == b_status->luk)
  2673. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2674. else
  2675. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2676. }
  2677. if(flag&SCB_ATK_ELE) {
  2678. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2679. if(status->lhw && b_status->lhw) {
  2680. if (sd) sd->state.lr_flag = 1;
  2681. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2682. if (sd) sd->state.lr_flag = 0;
  2683. }
  2684. }
  2685. if(flag&SCB_DEF_ELE) {
  2686. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2687. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2688. }
  2689. if(flag&SCB_MODE)
  2690. {
  2691. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2692. //Since mode changed, reset their state.
  2693. if (!(status->mode&MD_CANATTACK))
  2694. unit_stop_attack(bl);
  2695. if (!(status->mode&MD_CANMOVE))
  2696. unit_stop_walking(bl,0);
  2697. }
  2698. // No status changes alter these yet.
  2699. // if(flag&SCB_SIZE)
  2700. // if(flag&SCB_RACE)
  2701. // if(flag&SCB_RANGE)
  2702. if(sd) {
  2703. //The remaining are handled quite different by players, so use their own function.
  2704. status_calc_bl_sub_pc(sd, flag);
  2705. return;
  2706. }
  2707. if(flag&SCB_MAXHP) {
  2708. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2709. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2710. status->hp = status->max_hp;
  2711. }
  2712. if(flag&SCB_MAXSP) {
  2713. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2714. if (status->sp > status->max_sp)
  2715. status->sp = status->max_sp;
  2716. }
  2717. if(flag&SCB_MATK) {
  2718. status->matk_min = status_base_matk_min(status);
  2719. status->matk_max = status_base_matk_max(status);
  2720. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2721. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2722. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2723. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2724. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2725. }
  2726. }
  2727. if(bl->type == BL_HOM) {
  2728. //The remaining are handled quite different by homunculus, so use their own function.
  2729. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2730. return;
  2731. }
  2732. if(flag&SCB_ASPD) {
  2733. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2734. temp = status->aspd_rate*b_status->amotion/1000;
  2735. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2736. temp = status->aspd_rate*b_status->adelay/1000;
  2737. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2738. }
  2739. if(flag&SCB_DSPD)
  2740. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2741. if(bl->type&BL_REGEN) {
  2742. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2743. status_calc_regen(bl, status, status_get_regen_data(bl));
  2744. if(flag&SCB_REGEN)
  2745. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2746. }
  2747. }
  2748. /*==========================================
  2749. * Apply shared stat mods from status changes [DracoRPG]
  2750. *------------------------------------------
  2751. */
  2752. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2753. {
  2754. if(!sc || !sc->count)
  2755. return cap_value(str,1,USHRT_MAX);
  2756. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2757. str += sc->data[SC_INCALLSTATUS].val1;
  2758. if(sc->data[SC_INCSTR].timer!=-1)
  2759. str += sc->data[SC_INCSTR].val1;
  2760. if(sc->data[SC_STRFOOD].timer!=-1)
  2761. str += sc->data[SC_STRFOOD].val1;
  2762. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2763. str += 5;
  2764. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2765. str += sc->data[SC_GUILDAURA].val3>>16;
  2766. if(sc->data[SC_LOUD].timer!=-1)
  2767. str += 4;
  2768. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2769. str += 5;
  2770. if(sc->data[SC_SPURT].timer!=-1)
  2771. str += 10;
  2772. if(sc->data[SC_NEN].timer!=-1)
  2773. str += sc->data[SC_NEN].val1;
  2774. if(sc->data[SC_BLESSING].timer != -1){
  2775. if(sc->data[SC_BLESSING].val2)
  2776. str += sc->data[SC_BLESSING].val2;
  2777. else
  2778. str >>= 1;
  2779. }
  2780. if(sc->data[SC_MARIONETTE].timer!=-1)
  2781. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2782. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2783. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2784. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2785. str = 50;
  2786. return cap_value(str,1,USHRT_MAX);
  2787. }
  2788. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2789. {
  2790. if(!sc || !sc->count)
  2791. return cap_value(agi,1,USHRT_MAX);
  2792. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2793. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2794. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2795. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2796. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2797. agi += sc->data[SC_INCALLSTATUS].val1;
  2798. if(sc->data[SC_INCAGI].timer!=-1)
  2799. agi += sc->data[SC_INCAGI].val1;
  2800. if(sc->data[SC_AGIFOOD].timer!=-1)
  2801. agi += sc->data[SC_AGIFOOD].val1;
  2802. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2803. agi += sc->data[SC_GUILDAURA].val4>>16;
  2804. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2805. agi += 5;
  2806. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2807. agi += sc->data[SC_INCREASEAGI].val2;
  2808. if(sc->data[SC_INCREASING].timer!=-1)
  2809. agi += 4; // added based on skill updates [Reddozen]
  2810. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2811. agi -= sc->data[SC_DECREASEAGI].val2;
  2812. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2813. agi -= sc->data[SC_QUAGMIRE].val2;
  2814. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  2815. agi -= sc->data[SC_SUITON].val2;
  2816. if(sc->data[SC_MARIONETTE].timer!=-1)
  2817. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2818. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2819. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2820. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2821. agi = 50;
  2822. return cap_value(agi,1,USHRT_MAX);
  2823. }
  2824. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2825. {
  2826. if(!sc || !sc->count)
  2827. return cap_value(vit,1,USHRT_MAX);
  2828. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2829. vit += sc->data[SC_INCALLSTATUS].val1;
  2830. if(sc->data[SC_INCVIT].timer!=-1)
  2831. vit += sc->data[SC_INCVIT].val1;
  2832. if(sc->data[SC_VITFOOD].timer!=-1)
  2833. vit += sc->data[SC_VITFOOD].val1;
  2834. if(sc->data[SC_CHANGE].timer!=-1)
  2835. vit += sc->data[SC_CHANGE].val2;
  2836. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2837. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2838. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2839. vit += 5;
  2840. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2841. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2842. if(sc->data[SC_MARIONETTE].timer!=-1)
  2843. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2844. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2845. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2846. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2847. vit = 50;
  2848. return cap_value(vit,1,USHRT_MAX);
  2849. }
  2850. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2851. {
  2852. if(!sc || !sc->count)
  2853. return cap_value(int_,1,USHRT_MAX);
  2854. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2855. int_ += sc->data[SC_INCALLSTATUS].val1;
  2856. if(sc->data[SC_INCINT].timer!=-1)
  2857. int_ += sc->data[SC_INCINT].val1;
  2858. if(sc->data[SC_INTFOOD].timer!=-1)
  2859. int_ += sc->data[SC_INTFOOD].val1;
  2860. if(sc->data[SC_CHANGE].timer!=-1)
  2861. int_ += sc->data[SC_CHANGE].val3;
  2862. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2863. int_ += 5;
  2864. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2865. int_ += 5;
  2866. if(sc->data[SC_BLESSING].timer != -1){
  2867. if (sc->data[SC_BLESSING].val2)
  2868. int_ += sc->data[SC_BLESSING].val2;
  2869. else
  2870. int_ >>= 1;
  2871. }
  2872. if(sc->data[SC_STRIPHELM].timer!=-1)
  2873. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2874. if(sc->data[SC_NEN].timer!=-1)
  2875. int_ += sc->data[SC_NEN].val1;
  2876. if(sc->data[SC_MARIONETTE].timer!=-1)
  2877. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2878. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2879. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2880. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2881. int_ = 50;
  2882. return cap_value(int_,1,USHRT_MAX);
  2883. }
  2884. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2885. {
  2886. if(!sc || !sc->count)
  2887. return cap_value(dex,1,USHRT_MAX);
  2888. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2889. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2890. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2891. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2892. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2893. dex += sc->data[SC_INCALLSTATUS].val1;
  2894. if(sc->data[SC_INCDEX].timer!=-1)
  2895. dex += sc->data[SC_INCDEX].val1;
  2896. if(sc->data[SC_DEXFOOD].timer!=-1)
  2897. dex += sc->data[SC_DEXFOOD].val1;
  2898. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2899. dex += 5;
  2900. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2901. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2902. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2903. dex += 5;
  2904. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2905. dex -= sc->data[SC_QUAGMIRE].val2;
  2906. if(sc->data[SC_BLESSING].timer != -1){
  2907. if (sc->data[SC_BLESSING].val2)
  2908. dex += sc->data[SC_BLESSING].val2;
  2909. else
  2910. dex >>= 1;
  2911. }
  2912. if(sc->data[SC_INCREASING].timer!=-1)
  2913. dex += 4; // added based on skill updates [Reddozen]
  2914. if(sc->data[SC_MARIONETTE].timer!=-1)
  2915. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2916. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2917. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2918. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2919. dex = 50;
  2920. return cap_value(dex,1,USHRT_MAX);
  2921. }
  2922. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2923. {
  2924. if(!sc || !sc->count)
  2925. return cap_value(luk,1,USHRT_MAX);
  2926. if(sc->data[SC_CURSE].timer!=-1)
  2927. return 0;
  2928. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2929. luk += sc->data[SC_INCALLSTATUS].val1;
  2930. if(sc->data[SC_INCLUK].timer!=-1)
  2931. luk += sc->data[SC_INCLUK].val1;
  2932. if(sc->data[SC_LUKFOOD].timer!=-1)
  2933. luk += sc->data[SC_LUKFOOD].val1;
  2934. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2935. luk += 5;
  2936. if(sc->data[SC_GLORIA].timer!=-1)
  2937. luk += 30;
  2938. if(sc->data[SC_MARIONETTE].timer!=-1)
  2939. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2940. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2941. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2942. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2943. luk = 50;
  2944. return cap_value(luk,1,USHRT_MAX);
  2945. }
  2946. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2947. {
  2948. if(!sc || !sc->count)
  2949. return cap_value(batk,0,USHRT_MAX);
  2950. if(sc->data[SC_ATKPOTION].timer!=-1)
  2951. batk += sc->data[SC_ATKPOTION].val1;
  2952. if(sc->data[SC_BATKFOOD].timer!=-1)
  2953. batk += sc->data[SC_BATKFOOD].val1;
  2954. if(sc->data[SC_INCATKRATE].timer!=-1)
  2955. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2956. if(sc->data[SC_PROVOKE].timer!=-1)
  2957. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2958. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2959. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2960. if(sc->data[SC_SKE].timer!=-1)
  2961. batk += batk * 3;
  2962. if(sc->data[SC_BLOODLUST].timer!=-1)
  2963. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2964. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&BREAK_WAIST)
  2965. batk -= batk * 25/100;
  2966. if(sc->data[SC_CURSE].timer!=-1)
  2967. batk -= batk * 25/100;
  2968. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2969. // if(sc->data[SC_BLEEDING].timer != -1)
  2970. // batk -= batk * 25/100;
  2971. if(sc->data[SC_FLEET].timer!=-1)
  2972. batk += batk * sc->data[SC_FLEET].val3/100;
  2973. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2974. batk += sc->data[SC_GATLINGFEVER].val3;
  2975. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2976. batk += 100;
  2977. return cap_value(batk,0,USHRT_MAX);
  2978. }
  2979. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2980. {
  2981. if(!sc || !sc->count)
  2982. return cap_value(watk,0,USHRT_MAX);
  2983. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2984. watk += sc->data[SC_IMPOSITIO].val2;
  2985. if(sc->data[SC_WATKFOOD].timer!=-1)
  2986. watk += sc->data[SC_WATKFOOD].val1;
  2987. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2988. watk += sc->data[SC_DRUMBATTLE].val2;
  2989. if(sc->data[SC_VOLCANO].timer!=-1)
  2990. watk += sc->data[SC_VOLCANO].val2;
  2991. if(sc->data[SC_INCATKRATE].timer!=-1)
  2992. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2993. if(sc->data[SC_PROVOKE].timer!=-1)
  2994. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2995. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2996. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2997. if(sc->data[SC_SKE].timer!=-1)
  2998. watk += watk * 3;
  2999. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  3000. if (bl->type != BL_PC)
  3001. watk += sc->data[SC_NIBELUNGEN].val2;
  3002. else {
  3003. TBL_PC *sd = (TBL_PC*)bl;
  3004. int index = sd->equip_index[sd->state.lr_flag?8:9];
  3005. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3006. watk += sc->data[SC_NIBELUNGEN].val2;
  3007. }
  3008. }
  3009. if(sc->data[SC_BLOODLUST].timer!=-1)
  3010. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  3011. if(sc->data[SC_FLEET].timer!=-1)
  3012. watk += watk * sc->data[SC_FLEET].val3/100;
  3013. if(sc->data[SC_CURSE].timer!=-1)
  3014. watk -= watk * 25/100;
  3015. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  3016. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  3017. return cap_value(watk,0,USHRT_MAX);
  3018. }
  3019. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3020. {
  3021. if(!sc || !sc->count)
  3022. return cap_value(matk,0,USHRT_MAX);
  3023. if(sc->data[SC_MATKPOTION].timer!=-1)
  3024. matk += sc->data[SC_MATKPOTION].val1;
  3025. if(sc->data[SC_MATKFOOD].timer!=-1)
  3026. matk += sc->data[SC_MATKFOOD].val1;
  3027. if(sc->data[SC_MAGICPOWER].timer!=-1)
  3028. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  3029. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3030. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  3031. if(sc->data[SC_INCMATKRATE].timer!=-1)
  3032. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  3033. return cap_value(matk,0,USHRT_MAX);
  3034. }
  3035. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3036. {
  3037. if(!sc || !sc->count)
  3038. return cap_value(critical,10,SHRT_MAX);
  3039. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  3040. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  3041. if (sc->data[SC_FORTUNE].timer!=-1)
  3042. critical += sc->data[SC_FORTUNE].val2;
  3043. if (sc->data[SC_TRUESIGHT].timer!=-1)
  3044. critical += sc->data[SC_TRUESIGHT].val2;
  3045. if(sc->data[SC_CLOAKING].timer!=-1)
  3046. critical += critical;
  3047. return cap_value(critical,10,SHRT_MAX);
  3048. }
  3049. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3050. {
  3051. if(!sc || !sc->count)
  3052. return cap_value(hit,1,SHRT_MAX);
  3053. if(sc->data[SC_INCHIT].timer != -1)
  3054. hit += sc->data[SC_INCHIT].val1;
  3055. if(sc->data[SC_HITFOOD].timer!=-1)
  3056. hit += sc->data[SC_HITFOOD].val1;
  3057. if(sc->data[SC_TRUESIGHT].timer != -1)
  3058. hit += sc->data[SC_TRUESIGHT].val3;
  3059. if(sc->data[SC_HUMMING].timer!=-1)
  3060. hit += sc->data[SC_HUMMING].val2;
  3061. if(sc->data[SC_CONCENTRATION].timer != -1)
  3062. hit += sc->data[SC_CONCENTRATION].val3;
  3063. if(sc->data[SC_INCHITRATE].timer != -1)
  3064. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  3065. if(sc->data[SC_BLIND].timer != -1)
  3066. hit -= hit * 25/100;
  3067. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3068. hit -= 30;
  3069. if(sc->data[SC_INCREASING].timer!=-1)
  3070. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3071. return cap_value(hit,1,SHRT_MAX);
  3072. }
  3073. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3074. {
  3075. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3076. flee -= flee * battle_config.gvg_flee_penalty/100;
  3077. if(!sc || !sc->count)
  3078. return cap_value(flee,1,SHRT_MAX);
  3079. if(sc->data[SC_INCFLEE].timer!=-1)
  3080. flee += sc->data[SC_INCFLEE].val1;
  3081. if(sc->data[SC_FLEEFOOD].timer!=-1)
  3082. flee += sc->data[SC_FLEEFOOD].val1;
  3083. if(sc->data[SC_WHISTLE].timer!=-1)
  3084. flee += sc->data[SC_WHISTLE].val2;
  3085. if(sc->data[SC_WINDWALK].timer!=-1)
  3086. flee += sc->data[SC_WINDWALK].val2;
  3087. if(sc->data[SC_INCFLEERATE].timer!=-1)
  3088. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  3089. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  3090. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  3091. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  3092. flee += sc->data[SC_MOON_COMFORT].val2;
  3093. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  3094. flee += 10;
  3095. if(sc->data[SC_SPIDERWEB].timer!=-1)
  3096. flee -= flee * 50/100;
  3097. if(sc->data[SC_BERSERK].timer!=-1)
  3098. flee -= flee * 50/100;
  3099. if(sc->data[SC_BLIND].timer!=-1)
  3100. flee -= flee * 25/100;
  3101. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3102. flee += 30;
  3103. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3104. flee -= sc->data[SC_GATLINGFEVER].val4;
  3105. if(sc->data[SC_SPEED].timer!=-1)
  3106. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  3107. return cap_value(flee,1,SHRT_MAX);
  3108. }
  3109. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3110. {
  3111. if(!sc || !sc->count)
  3112. return cap_value(flee2,10,SHRT_MAX);
  3113. if(sc->data[SC_WHISTLE].timer!=-1)
  3114. flee2 += sc->data[SC_WHISTLE].val3*10;
  3115. return cap_value(flee2,10,SHRT_MAX);
  3116. }
  3117. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3118. {
  3119. if(!sc || !sc->count)
  3120. return cap_value(def,0,CHAR_MAX);
  3121. if(sc->data[SC_BERSERK].timer!=-1)
  3122. return 0;
  3123. if(sc->data[SC_SKA].timer != -1)
  3124. return sc->data[SC_SKA].val3;
  3125. if(sc->data[SC_BARRIER].timer!=-1)
  3126. return 100;
  3127. if(sc->data[SC_KEEPING].timer!=-1)
  3128. return 90;
  3129. if(sc->data[SC_STEELBODY].timer!=-1)
  3130. return 90;
  3131. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3132. def += sc->data[SC_DRUMBATTLE].val3;
  3133. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3134. def += sc->data[SC_DEFENCE].val2 ;
  3135. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3136. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3137. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3138. def >>=1;
  3139. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3140. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3141. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3142. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3143. if(sc->data[SC_SKE].timer!=-1)
  3144. def >>=1;
  3145. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3146. def -= def * sc->data[SC_PROVOKE].val4/100;
  3147. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3148. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3149. if (sc->data[SC_FLING].timer!=-1)
  3150. def -= def * (sc->data[SC_FLING].val2)/100;
  3151. return cap_value(def,0,CHAR_MAX);
  3152. }
  3153. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3154. {
  3155. if(!sc || !sc->count)
  3156. return cap_value(def2,1,SHRT_MAX);
  3157. if(sc->data[SC_BERSERK].timer!=-1)
  3158. return 0;
  3159. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3160. return 0;
  3161. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3162. def2 += sc->data[SC_SUN_COMFORT].val2;
  3163. if(sc->data[SC_ANGELUS].timer!=-1)
  3164. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3165. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3166. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3167. if(sc->data[SC_POISON].timer!=-1)
  3168. def2 -= def2 * 25/100;
  3169. if(sc->data[SC_DPOISON].timer!=-1)
  3170. def2 -= def2 * 25/100;
  3171. if(sc->data[SC_SKE].timer!=-1)
  3172. def2 -= def2 * 50/100;
  3173. if(sc->data[SC_PROVOKE].timer!=-1)
  3174. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3175. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3176. def2 -= def2 *
  3177. ( ( sc->data[SC_JOINTBEAT].val2&BREAK_SHOULDER ? 50 : 0 )
  3178. + ( sc->data[SC_JOINTBEAT].val2&BREAK_WAIST ? 25 : 0 ) );
  3179. }
  3180. if(sc->data[SC_FLING].timer!=-1)
  3181. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3182. return cap_value(def2,1,SHRT_MAX);
  3183. }
  3184. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3185. {
  3186. if(!sc || !sc->count)
  3187. return cap_value(mdef,0,CHAR_MAX);
  3188. if(sc->data[SC_BERSERK].timer!=-1)
  3189. return 0;
  3190. if(sc->data[SC_BARRIER].timer!=-1)
  3191. return 100;
  3192. if(sc->data[SC_STEELBODY].timer!=-1)
  3193. return 90;
  3194. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3195. return 90;
  3196. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3197. mdef += 25*mdef/100;
  3198. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3199. mdef += sc->data[SC_ENDURE].val1;
  3200. return cap_value(mdef,0,CHAR_MAX);
  3201. }
  3202. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3203. {
  3204. if(!sc || !sc->count)
  3205. return cap_value(mdef2,1,SHRT_MAX);
  3206. if(sc->data[SC_BERSERK].timer!=-1)
  3207. return 0;
  3208. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3209. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3210. return cap_value(mdef2,1,SHRT_MAX);
  3211. }
  3212. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3213. {
  3214. if(!sc || !sc->count)
  3215. return cap_value(speed,10,USHRT_MAX);
  3216. // Fixed reductions
  3217. if(sc->data[SC_CURSE].timer!=-1)
  3218. speed += 450;
  3219. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3220. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3221. if(sc->data[SC_WEDDING].timer!=-1)
  3222. speed += 300;
  3223. if(sc->data[SC_GATLINGFEVER].timer==-1)
  3224. { //% increases (they don't stack, with a few exceptions)
  3225. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3226. speed -= speed * 50/100;
  3227. else if(sc->data[SC_AVOID].timer!=-1)
  3228. speed -= speed * sc->data[SC_AVOID].val2/100;
  3229. if(sc->data[SC_RUN].timer!=-1)
  3230. speed -= speed * 50/100;
  3231. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3232. speed -= speed * 25/100;
  3233. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3234. speed -= speed * 25/100;
  3235. else if(sc->data[SC_FUSION].timer != -1)
  3236. speed -= speed * 25/100;
  3237. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3238. speed -= speed * 20/100;
  3239. else if(sc->data[SC_BERSERK].timer!=-1)
  3240. speed -= speed * 20/100;
  3241. else if(sc->data[SC_WINDWALK].timer!=-1)
  3242. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3243. }
  3244. //% reductions (they stack)
  3245. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3246. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3247. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3248. speed = speed * 100/75;
  3249. if(sc->data[SC_STEELBODY].timer!=-1)
  3250. speed = speed * 100/75;
  3251. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3252. speed = speed * 100/50;
  3253. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3254. speed = speed * 100/sc->data[SC_SUITON].val3;
  3255. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3256. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3257. if(sc->data[SC_DEFENDER].timer!=-1)
  3258. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3259. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3260. speed = speed * 100/75;
  3261. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&(BREAK_ANKLE|BREAK_KNEE)) {
  3262. speed = speed * 100/(100
  3263. - ( sc->data[SC_JOINTBEAT].val2&BREAK_ANKLE ? 50 : 0 )
  3264. - ( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE ? 30 : 0 ));
  3265. }
  3266. if(sc->data[SC_CLOAKING].timer!=-1)
  3267. speed = speed * 100 /(
  3268. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3269. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3270. if(sc->data[SC_LONGING].timer!=-1)
  3271. speed = speed * 100/sc->data[SC_LONGING].val3;
  3272. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3273. speed = speed * 100/sc->data[SC_HIDING].val3;
  3274. if(sc->data[SC_CHASEWALK].timer!=-1)
  3275. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3276. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3277. speed = speed * 100/75;
  3278. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3279. speed = speed * 100/75;
  3280. return cap_value(speed,10,USHRT_MAX);
  3281. }
  3282. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3283. {
  3284. int i;
  3285. if(!sc || !sc->count)
  3286. return cap_value(aspd_rate,0,SHRT_MAX);
  3287. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3288. {
  3289. int max = 0;
  3290. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3291. max = sc->data[SC_STAR_COMFORT].val2;
  3292. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3293. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3294. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3295. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3296. max < sc->data[SC_ONEHAND].val2)
  3297. max = sc->data[SC_ONEHAND].val2;
  3298. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3299. max < sc->data[SC_ADRENALINE2].val3)
  3300. max = sc->data[SC_ADRENALINE2].val3;
  3301. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3302. max < sc->data[SC_ADRENALINE].val3)
  3303. max = sc->data[SC_ADRENALINE].val3;
  3304. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3305. max < sc->data[SC_SPEARQUICKEN].val2)
  3306. max = sc->data[SC_SPEARQUICKEN].val2;
  3307. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3308. max < sc->data[SC_GATLINGFEVER].val2)
  3309. max = sc->data[SC_GATLINGFEVER].val2;
  3310. if(sc->data[SC_FLEET].timer!=-1 &&
  3311. max < sc->data[SC_FLEET].val2)
  3312. max = sc->data[SC_FLEET].val2;
  3313. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3314. max < sc->data[SC_ASSNCROS].val2)
  3315. {
  3316. if (bl->type!=BL_PC)
  3317. max = sc->data[SC_ASSNCROS].val2;
  3318. else
  3319. switch(((TBL_PC*)bl)->status.weapon)
  3320. {
  3321. case W_BOW:
  3322. case W_REVOLVER:
  3323. case W_RIFLE:
  3324. case W_SHOTGUN:
  3325. case W_GATLING:
  3326. case W_GRENADE:
  3327. break;
  3328. default:
  3329. max = sc->data[SC_ASSNCROS].val2;
  3330. }
  3331. }
  3332. aspd_rate -= max;
  3333. //These stack with the rest of bonuses.
  3334. if(sc->data[SC_BERSERK].timer!=-1)
  3335. aspd_rate -= 300;
  3336. else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  3337. aspd_rate -= 200;
  3338. }
  3339. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3340. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3341. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3342. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3343. aspd_rate -= sc->data[i].val2;
  3344. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3345. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3346. if(sc->data[SC_LONGING].timer!=-1)
  3347. aspd_rate += sc->data[SC_LONGING].val2;
  3348. if(sc->data[SC_STEELBODY].timer!=-1)
  3349. aspd_rate += 250;
  3350. if(sc->data[SC_SKA].timer!=-1)
  3351. aspd_rate += 250;
  3352. if(sc->data[SC_DEFENDER].timer != -1)
  3353. aspd_rate += sc->data[SC_DEFENDER].val4;
  3354. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3355. aspd_rate += 250;
  3356. if(sc->data[SC_GRAVITATION].timer!=-1)
  3357. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3358. //Curse shouldn't effect on this?
  3359. // if(sc->data[SC_BLEEDING].timer != -1)
  3360. // aspd_rate += 250;
  3361. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3362. if( sc->data[SC_JOINTBEAT].val2&BREAK_WRIST )
  3363. aspd_rate += 250;
  3364. if( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE )
  3365. aspd_rate += 100;
  3366. }
  3367. return cap_value(aspd_rate,0,SHRT_MAX);
  3368. }
  3369. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3370. {
  3371. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3372. return cap_value(dmotion,0,USHRT_MAX);
  3373. if (sc->data[SC_ENDURE].timer!=-1)
  3374. return 0;
  3375. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3376. return 0;
  3377. if(sc->data[SC_RUN].timer!=-1)
  3378. return 0;
  3379. return cap_value(dmotion,0,USHRT_MAX);
  3380. }
  3381. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3382. {
  3383. if(!sc || !sc->count)
  3384. return cap_value(maxhp,1,UINT_MAX);
  3385. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3386. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3387. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3388. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3389. if(sc->data[SC_DELUGE].timer!=-1)
  3390. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3391. if(sc->data[SC_BERSERK].timer!=-1)
  3392. maxhp += maxhp * 2;
  3393. return cap_value(maxhp,1,UINT_MAX);
  3394. }
  3395. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3396. {
  3397. if(!sc || !sc->count)
  3398. return cap_value(maxsp,1,UINT_MAX);
  3399. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3400. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3401. if(sc->data[SC_SERVICE4U].timer!=-1)
  3402. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3403. return cap_value(maxsp,1,UINT_MAX);
  3404. }
  3405. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3406. {
  3407. if(!sc || !sc->count)
  3408. return element;
  3409. if( sc->data[SC_FREEZE].timer!=-1 )
  3410. return ELE_WATER;
  3411. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3412. return ELE_EARTH;
  3413. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3414. return ELE_HOLY;
  3415. if( sc->data[SC_CHANGEUNDEAD].timer!=-1)
  3416. return ELE_UNDEAD;
  3417. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3418. return sc->data[SC_ELEMENTALCHANGE].val2;
  3419. return cap_value(element,0,UCHAR_MAX);
  3420. }
  3421. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3422. {
  3423. if(!sc || !sc->count)
  3424. return lv;
  3425. if( sc->data[SC_FREEZE].timer!=-1 )
  3426. return 1;
  3427. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3428. return 1;
  3429. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3430. return 1;
  3431. if( sc->data[SC_CHANGEUNDEAD].timer!=-1)
  3432. return 1;
  3433. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3434. return sc->data[SC_ELEMENTALCHANGE].val1;
  3435. return cap_value(lv,1,4);
  3436. }
  3437. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3438. {
  3439. if(!sc || !sc->count)
  3440. return element;
  3441. if( sc->data[SC_ENCHANTARMS].timer!=-1)
  3442. return sc->data[SC_ENCHANTARMS].val2;
  3443. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3444. return ELE_WATER;
  3445. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3446. return ELE_EARTH;
  3447. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3448. return ELE_FIRE;
  3449. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3450. return ELE_WIND;
  3451. if( sc->data[SC_ENCPOISON].timer!=-1)
  3452. return ELE_POISON;
  3453. if( sc->data[SC_ASPERSIO].timer!=-1)
  3454. return ELE_HOLY;
  3455. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3456. return ELE_DARK;
  3457. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3458. return ELE_GHOST;
  3459. return cap_value(element,0,UCHAR_MAX);
  3460. }
  3461. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3462. {
  3463. if(!sc || !sc->count)
  3464. return mode;
  3465. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3466. if (sc->data[SC_MODECHANGE].val2)
  3467. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3468. if (sc->data[SC_MODECHANGE].val3)
  3469. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3470. if (sc->data[SC_MODECHANGE].val4)
  3471. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3472. }
  3473. return cap_value(mode,0,USHRT_MAX);
  3474. }
  3475. /*==========================================
  3476. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3477. *------------------------------------------
  3478. */
  3479. void status_freecast_switch(struct map_session_data *sd)
  3480. {
  3481. struct status_data *status;
  3482. unsigned short b_speed,tmp;
  3483. status = &sd->battle_status;
  3484. b_speed = status->speed;
  3485. tmp = status->speed;
  3486. status->speed = sd->prev_speed;
  3487. sd->prev_speed = tmp;
  3488. tmp = status->adelay;
  3489. status->adelay = sd->prev_adelay;
  3490. sd->prev_adelay = tmp;
  3491. if(b_speed != status->speed)
  3492. clif_updatestatus(sd,SP_SPEED);
  3493. }
  3494. const char * status_get_name(struct block_list *bl)
  3495. {
  3496. nullpo_retr(0, bl);
  3497. switch (bl->type) {
  3498. case BL_MOB:
  3499. return ((TBL_MOB*)bl)->name;
  3500. case BL_PC:
  3501. if(strlen(((TBL_PC *)bl)->fakename)>0)
  3502. return ((TBL_PC*)bl)->fakename;
  3503. return ((TBL_PC*)bl)->status.name;
  3504. case BL_PET:
  3505. return ((TBL_PET*)bl)->pet.name;
  3506. case BL_HOM:
  3507. return ((TBL_HOM*)bl)->homunculus.name;
  3508. case BL_NPC:
  3509. return ((TBL_NPC*)bl)->name;
  3510. }
  3511. return "Unknown";
  3512. }
  3513. /*==========================================
  3514. * 対象のClassを返す(汎用)
  3515. * 戻りは整数で0以上
  3516. *------------------------------------------
  3517. */
  3518. int status_get_class(struct block_list *bl)
  3519. {
  3520. nullpo_retr(0, bl);
  3521. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3522. return ((struct mob_data *)bl)->vd->class_;
  3523. if(bl->type==BL_PC)
  3524. return ((struct map_session_data *)bl)->status.class_;
  3525. if(bl->type==BL_PET)
  3526. return ((struct pet_data *)bl)->pet.class_;
  3527. if(bl->type==BL_HOM)
  3528. return ((struct homun_data *)bl)->homunculus.class_;
  3529. return 0;
  3530. }
  3531. /*==========================================
  3532. * 対象のレベルを返す(汎用)
  3533. * 戻りは整数で0以上
  3534. *------------------------------------------
  3535. */
  3536. int status_get_lv(struct block_list *bl)
  3537. {
  3538. nullpo_retr(0, bl);
  3539. if(bl->type==BL_MOB)
  3540. return ((TBL_MOB*)bl)->level;
  3541. if(bl->type==BL_PC)
  3542. return ((TBL_PC*)bl)->status.base_level;
  3543. if(bl->type==BL_PET)
  3544. return ((TBL_PET*)bl)->pet.level;
  3545. if(bl->type==BL_HOM)
  3546. return ((TBL_HOM*)bl)->homunculus.level;
  3547. return 1;
  3548. }
  3549. struct regen_data *status_get_regen_data(struct block_list *bl)
  3550. {
  3551. nullpo_retr(NULL, bl);
  3552. switch (bl->type) {
  3553. case BL_PC:
  3554. return &((TBL_PC*)bl)->regen;
  3555. case BL_HOM:
  3556. return &((TBL_HOM*)bl)->regen;
  3557. default:
  3558. return NULL;
  3559. }
  3560. }
  3561. struct status_data *status_get_status_data(struct block_list *bl)
  3562. {
  3563. nullpo_retr(&dummy_status, bl);
  3564. switch (bl->type) {
  3565. case BL_PC:
  3566. return &((TBL_PC*)bl)->battle_status;
  3567. case BL_MOB:
  3568. return &((TBL_MOB*)bl)->status;
  3569. case BL_PET:
  3570. return &((TBL_PET*)bl)->status;
  3571. case BL_HOM:
  3572. return &((TBL_HOM*)bl)->battle_status;
  3573. default:
  3574. return &dummy_status;
  3575. }
  3576. }
  3577. struct status_data *status_get_base_status(struct block_list *bl)
  3578. {
  3579. nullpo_retr(NULL, bl);
  3580. switch (bl->type) {
  3581. case BL_PC:
  3582. return &((TBL_PC*)bl)->base_status;
  3583. case BL_MOB:
  3584. return ((TBL_MOB*)bl)->base_status?
  3585. ((TBL_MOB*)bl)->base_status:
  3586. &((TBL_MOB*)bl)->db->status;
  3587. case BL_PET:
  3588. return &((TBL_PET*)bl)->db->status;
  3589. case BL_HOM:
  3590. return &((TBL_HOM*)bl)->base_status;
  3591. default:
  3592. return NULL;
  3593. }
  3594. }
  3595. unsigned short status_get_lwatk(struct block_list *bl)
  3596. {
  3597. struct status_data *status = status_get_status_data(bl);
  3598. return status->lhw?status->lhw->atk:0;
  3599. }
  3600. unsigned short status_get_lwatk2(struct block_list *bl)
  3601. {
  3602. struct status_data *status = status_get_status_data(bl);
  3603. return status->lhw?status->lhw->atk2:0;
  3604. }
  3605. unsigned char status_get_def(struct block_list *bl)
  3606. {
  3607. struct unit_data *ud;
  3608. struct status_data *status = status_get_status_data(bl);
  3609. int def = status?status->def:0;
  3610. ud = unit_bl2ud(bl);
  3611. if (ud && ud->skilltimer != -1)
  3612. def -= def * skill_get_castdef(ud->skillid)/100;
  3613. if(def < 0) def = 0;
  3614. return def;
  3615. }
  3616. unsigned short status_get_speed(struct block_list *bl)
  3617. {
  3618. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3619. return ((struct npc_data *)bl)->speed;
  3620. return status_get_status_data(bl)->speed;
  3621. }
  3622. unsigned char status_get_attack_lelement(struct block_list *bl)
  3623. {
  3624. struct status_data *status = status_get_status_data(bl);
  3625. return status->lhw?status->lhw->ele:0;
  3626. }
  3627. int status_get_party_id(struct block_list *bl)
  3628. {
  3629. nullpo_retr(0, bl);
  3630. switch (bl->type) {
  3631. case BL_PC:
  3632. return ((TBL_PC*)bl)->status.party_id;
  3633. case BL_PET:
  3634. if (((TBL_PET*)bl)->msd)
  3635. return ((TBL_PET*)bl)->msd->status.party_id;
  3636. break;
  3637. case BL_MOB:
  3638. {
  3639. struct mob_data *md=(TBL_MOB*)bl;
  3640. if( md->master_id>0 )
  3641. {
  3642. struct map_session_data *msd;
  3643. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3644. return msd->status.party_id;
  3645. return -md->master_id;
  3646. }
  3647. }
  3648. break;
  3649. case BL_HOM:
  3650. if (((TBL_HOM*)bl)->master)
  3651. return ((TBL_HOM*)bl)->master->status.party_id;
  3652. break;
  3653. case BL_SKILL:
  3654. return ((TBL_SKILL*)bl)->group->party_id;
  3655. }
  3656. return 0;
  3657. }
  3658. int status_get_guild_id(struct block_list *bl)
  3659. {
  3660. nullpo_retr(0, bl);
  3661. switch (bl->type) {
  3662. case BL_PC:
  3663. return ((TBL_PC*)bl)->status.guild_id;
  3664. case BL_PET:
  3665. if (((TBL_PET*)bl)->msd)
  3666. return ((TBL_PET*)bl)->msd->status.guild_id;
  3667. break;
  3668. case BL_MOB:
  3669. {
  3670. struct map_session_data *msd;
  3671. struct mob_data *md = (struct mob_data *)bl;
  3672. if (md->guardian_data) //Guardian's guild [Skotlex]
  3673. return md->guardian_data->guild_id;
  3674. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3675. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3676. }
  3677. break;
  3678. case BL_HOM:
  3679. if (((TBL_HOM*)bl)->master)
  3680. return ((TBL_HOM*)bl)->master->status.guild_id;
  3681. break;
  3682. case BL_NPC:
  3683. if (bl->subtype == SCRIPT)
  3684. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3685. break;
  3686. case BL_SKILL:
  3687. return ((TBL_SKILL*)bl)->group->guild_id;
  3688. }
  3689. return 0;
  3690. }
  3691. int status_get_mexp(struct block_list *bl)
  3692. {
  3693. nullpo_retr(0, bl);
  3694. if(bl->type==BL_MOB)
  3695. return ((struct mob_data *)bl)->db->mexp;
  3696. if(bl->type==BL_PET)
  3697. return ((struct pet_data *)bl)->db->mexp;
  3698. return 0;
  3699. }
  3700. int status_get_race2(struct block_list *bl)
  3701. {
  3702. nullpo_retr(0, bl);
  3703. if(bl->type == BL_MOB)
  3704. return ((struct mob_data *)bl)->db->race2;
  3705. if(bl->type==BL_PET)
  3706. return ((struct pet_data *)bl)->db->race2;
  3707. return 0;
  3708. }
  3709. int status_isdead(struct block_list *bl)
  3710. {
  3711. nullpo_retr(0, bl);
  3712. return status_get_status_data(bl)->hp == 0;
  3713. }
  3714. int status_isimmune(struct block_list *bl)
  3715. {
  3716. struct status_change *sc =status_get_sc(bl);
  3717. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3718. return 100;
  3719. if (bl->type == BL_PC &&
  3720. ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
  3721. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3722. return 0;
  3723. }
  3724. struct view_data *status_get_viewdata(struct block_list *bl)
  3725. {
  3726. nullpo_retr(NULL, bl);
  3727. switch (bl->type)
  3728. {
  3729. case BL_PC:
  3730. return &((TBL_PC*)bl)->vd;
  3731. case BL_MOB:
  3732. return ((TBL_MOB*)bl)->vd;
  3733. case BL_PET:
  3734. return &((TBL_PET*)bl)->vd;
  3735. case BL_NPC:
  3736. return ((TBL_NPC*)bl)->vd;
  3737. case BL_HOM: //[blackhole89]
  3738. return ((TBL_HOM*)bl)->vd;
  3739. }
  3740. return NULL;
  3741. }
  3742. void status_set_viewdata(struct block_list *bl, int class_)
  3743. {
  3744. struct view_data* vd;
  3745. nullpo_retv(bl);
  3746. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3747. vd = mob_get_viewdata(class_);
  3748. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3749. vd = npc_get_viewdata(class_);
  3750. else if (homdb_checkid(class_))
  3751. vd = merc_get_hom_viewdata(class_);
  3752. else
  3753. vd = NULL;
  3754. switch (bl->type) {
  3755. case BL_PC:
  3756. {
  3757. TBL_PC* sd = (TBL_PC*)bl;
  3758. if (pcdb_checkid(class_)) {
  3759. if (sd->sc.option&OPTION_WEDDING)
  3760. class_ = JOB_WEDDING;
  3761. else
  3762. if (sd->sc.option&OPTION_XMAS)
  3763. class_ = JOB_XMAS;
  3764. else
  3765. if (sd->sc.option&OPTION_RIDING)
  3766. switch (class_)
  3767. { //Adapt class to a Mounted one.
  3768. case JOB_KNIGHT:
  3769. class_ = JOB_KNIGHT2;
  3770. break;
  3771. case JOB_CRUSADER:
  3772. class_ = JOB_CRUSADER2;
  3773. break;
  3774. case JOB_LORD_KNIGHT:
  3775. class_ = JOB_LORD_KNIGHT2;
  3776. break;
  3777. case JOB_PALADIN:
  3778. class_ = JOB_PALADIN2;
  3779. break;
  3780. case JOB_BABY_KNIGHT:
  3781. class_ = JOB_BABY_KNIGHT2;
  3782. break;
  3783. case JOB_BABY_CRUSADER:
  3784. class_ = JOB_BABY_CRUSADER2;
  3785. break;
  3786. }
  3787. sd->vd.class_ = class_;
  3788. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3789. sd->vd.head_top = sd->status.head_top;
  3790. sd->vd.head_mid = sd->status.head_mid;
  3791. sd->vd.head_bottom = sd->status.head_bottom;
  3792. sd->vd.hair_style = sd->status.hair;
  3793. sd->vd.hair_color = sd->status.hair_color;
  3794. sd->vd.cloth_color = sd->status.clothes_color;
  3795. sd->vd.sex = sd->status.sex;
  3796. } else if (vd)
  3797. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3798. else if (battle_config.error_log)
  3799. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3800. }
  3801. break;
  3802. case BL_MOB:
  3803. {
  3804. TBL_MOB* md = (TBL_MOB*)bl;
  3805. if (vd)
  3806. md->vd = vd;
  3807. else if (battle_config.error_log)
  3808. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3809. }
  3810. break;
  3811. case BL_PET:
  3812. {
  3813. TBL_PET* pd = (TBL_PET*)bl;
  3814. if (vd) {
  3815. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3816. if (!pcdb_checkid(vd->class_)) {
  3817. pd->vd.hair_style = battle_config.pet_hair_style;
  3818. if(pd->pet.equip) {
  3819. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3820. if (!pd->vd.head_bottom)
  3821. pd->vd.head_bottom = pd->pet.equip;
  3822. }
  3823. }
  3824. } else if (battle_config.error_log)
  3825. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3826. }
  3827. break;
  3828. case BL_NPC:
  3829. {
  3830. TBL_NPC* nd = (TBL_NPC*)bl;
  3831. if (vd)
  3832. nd->vd = vd;
  3833. else if (battle_config.error_log)
  3834. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3835. }
  3836. break;
  3837. case BL_HOM: //[blackhole89]
  3838. {
  3839. struct homun_data *hd = (struct homun_data*)bl;
  3840. if (vd)
  3841. hd->vd = vd;
  3842. else if (battle_config.error_log)
  3843. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3844. }
  3845. break;
  3846. }
  3847. vd = status_get_viewdata(bl);
  3848. if (vd && vd->cloth_color && (
  3849. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3850. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3851. ))
  3852. vd->cloth_color = 0;
  3853. }
  3854. struct status_change *status_get_sc(struct block_list *bl)
  3855. {
  3856. nullpo_retr(NULL, bl);
  3857. switch (bl->type) {
  3858. case BL_MOB:
  3859. return &((TBL_MOB*)bl)->sc;
  3860. case BL_PC:
  3861. return &((TBL_PC*)bl)->sc;
  3862. case BL_NPC:
  3863. return &((TBL_NPC*)bl)->sc;
  3864. case BL_HOM: //[blackhole89]
  3865. return &((TBL_HOM*)bl)->sc;
  3866. }
  3867. return NULL;
  3868. }
  3869. void status_change_init(struct block_list *bl)
  3870. {
  3871. struct status_change *sc = status_get_sc(bl);
  3872. int i;
  3873. nullpo_retv(sc);
  3874. memset(sc, 0, sizeof (struct status_change));
  3875. for (i=0; i< SC_MAX; i++)
  3876. sc->data[i].timer = -1;
  3877. }
  3878. //Applies SC defense to a given status change.
  3879. //Returns the adjusted duration based on flag values.
  3880. //the flag values are the same as in status_change_start.
  3881. int status_get_sc_def(struct block_list *bl, int type, int rate, int tick, int flag)
  3882. {
  3883. int sc_def, tick_def = 0;
  3884. struct status_data* status;
  3885. struct status_change* sc;
  3886. struct map_session_data *sd;
  3887. nullpo_retr(0, bl);
  3888. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3889. if (status_isimmune(bl))
  3890. switch (type)
  3891. {
  3892. case SC_DECREASEAGI:
  3893. case SC_SILENCE:
  3894. case SC_COMA:
  3895. case SC_INCREASEAGI:
  3896. case SC_BLESSING:
  3897. case SC_SLOWPOISON:
  3898. case SC_IMPOSITIO:
  3899. case SC_AETERNA:
  3900. case SC_SUFFRAGIUM:
  3901. case SC_BENEDICTIO:
  3902. case SC_PROVIDENCE:
  3903. case SC_KYRIE:
  3904. case SC_ASSUMPTIO:
  3905. case SC_ANGELUS:
  3906. case SC_MAGNIFICAT:
  3907. case SC_GLORIA:
  3908. case SC_WINDWALK:
  3909. case SC_MAGICROD:
  3910. case SC_HALLUCINATION:
  3911. case SC_STONE:
  3912. case SC_QUAGMIRE:
  3913. case SC_SUITON:
  3914. return 0;
  3915. }
  3916. BL_CAST(BL_PC,bl,sd);
  3917. status = status_get_status_data(bl);
  3918. switch (type)
  3919. {
  3920. case SC_STUN:
  3921. case SC_POISON:
  3922. case SC_DPOISON:
  3923. case SC_SILENCE:
  3924. case SC_BLEEDING:
  3925. sc_def = 3 +status->vit;
  3926. break;
  3927. case SC_SLEEP:
  3928. sc_def = 3 +status->int_;
  3929. break;
  3930. case SC_DECREASEAGI:
  3931. if (sd) tick>>=1; //Half duration for players.
  3932. case SC_STONE:
  3933. case SC_FREEZE:
  3934. sc_def = 3 +status->mdef;
  3935. break;
  3936. case SC_CURSE:
  3937. //Special property: inmunity when luk is greater than level
  3938. if (status->luk > status_get_lv(bl))
  3939. return 0;
  3940. else
  3941. sc_def = 3 +status->luk;
  3942. tick_def = status->vit;
  3943. break;
  3944. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3945. sc_def = 3 +(status->vit + status->int_)/2;
  3946. break;
  3947. case SC_CONFUSION:
  3948. sc_def = 3 +(status->str + status->int_)/2;
  3949. break;
  3950. case SC_ANKLE:
  3951. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  3952. tick /= 5;
  3953. sc_def = status->agi;
  3954. break;
  3955. default:
  3956. //Effect that cannot be reduced? Likely a buff.
  3957. if (!(rand()%10000 < rate))
  3958. return 0;
  3959. return tick?tick:1;
  3960. }
  3961. if (sd) {
  3962. if (battle_config.pc_sc_def_rate != 100)
  3963. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3964. if (sc_def < battle_config.pc_max_sc_def)
  3965. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3966. status->luk/battle_config.pc_luk_sc_def;
  3967. else
  3968. sc_def = battle_config.pc_max_sc_def;
  3969. if (tick_def) {
  3970. if (battle_config.pc_sc_def_rate != 100)
  3971. tick_def = sc_def*battle_config.pc_sc_def_rate/100;
  3972. }
  3973. } else {
  3974. if (battle_config.mob_sc_def_rate != 100)
  3975. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3976. if (sc_def < battle_config.mob_max_sc_def)
  3977. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3978. status->luk/battle_config.mob_luk_sc_def;
  3979. else
  3980. sc_def = battle_config.mob_max_sc_def;
  3981. if (tick_def) {
  3982. if (battle_config.mob_sc_def_rate != 100)
  3983. tick_def = sc_def*battle_config.mob_sc_def_rate/100;
  3984. }
  3985. }
  3986. sc = status_get_sc(bl);
  3987. if (sc && sc->count)
  3988. {
  3989. if (sc->data[SC_SCRESIST].timer != -1)
  3990. sc_def += sc->data[SC_SCRESIST].val1; //Status resist
  3991. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3992. sc_def += sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3993. }
  3994. //When no tick def, reduction is the same for both.
  3995. if (!tick_def) tick_def = sc_def;
  3996. //Natural resistance
  3997. if (!(flag&8)) {
  3998. rate -= rate*sc_def/100;
  3999. //Item resistance (only applies to rate%)
  4000. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  4001. && sd->reseff[type-SC_COMMON_MIN] > 0)
  4002. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4003. }
  4004. if (!(rand()%10000 < rate))
  4005. return 0;
  4006. //Why would a status start with no duration? Presume it has
  4007. //duration defined elsewhere.
  4008. if (!tick) return 1;
  4009. //Rate reduction
  4010. if (flag&2)
  4011. return tick;
  4012. tick -= tick*tick_def/100;
  4013. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  4014. // Changed to 3 secs and moved from skill.c [Skotlex]
  4015. if (type == SC_ANKLE && tick < 3000)
  4016. tick = 3000;
  4017. return tick<=0?0:tick;
  4018. }
  4019. /*==========================================
  4020. * Starts a status change.
  4021. * type = type, val1~4 depend on the type.
  4022. * rate = base success rate. 10000 = 100%
  4023. * Tick is base duration
  4024. * flag:
  4025. * &1: Cannot be avoided (it has to start)
  4026. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4027. * &4: sc_data loaded, no value has to be altered.
  4028. * &8: rate should not be reduced
  4029. *------------------------------------------
  4030. */
  4031. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4032. {
  4033. struct map_session_data *sd = NULL;
  4034. struct status_change* sc;
  4035. struct status_data *status;
  4036. struct view_data *vd;
  4037. int opt_flag, calc_flag, undead_flag;
  4038. nullpo_retr(0, bl);
  4039. sc=status_get_sc(bl);
  4040. status = status_get_status_data(bl);
  4041. if (!sc || status_isdead(bl))
  4042. return 0;
  4043. switch (bl->type)
  4044. {
  4045. case BL_PC:
  4046. sd=(struct map_session_data *)bl;
  4047. break;
  4048. case BL_MOB:
  4049. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  4050. return 0; //Emperium can't be afflicted by status changes.
  4051. break;
  4052. }
  4053. if(type < 0 || type >= SC_MAX) {
  4054. if(battle_config.error_log)
  4055. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4056. return 0;
  4057. }
  4058. //Check resistance.
  4059. if (!(flag&(1|4))) {
  4060. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4061. if (!tick) return 0;
  4062. }
  4063. undead_flag=battle_check_undead(status->race,status->def_ele);
  4064. //Check for inmunities / sc fails
  4065. switch (type) {
  4066. case SC_FREEZE:
  4067. case SC_STONE:
  4068. //Undead are inmune to Freeze/Stone
  4069. if (undead_flag && !(flag&1))
  4070. return 0;
  4071. case SC_SLEEP:
  4072. case SC_STUN:
  4073. if (sc->opt1)
  4074. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4075. break;
  4076. case SC_CURSE:
  4077. //Dark Elementals are inmune to curse.
  4078. if (status->def_ele == ELE_DARK && !(flag&1))
  4079. return 0;
  4080. break;
  4081. case SC_CHANGEUNDEAD: //Undead/Dark are inmune to it.
  4082. if ((status->def_ele == ELE_DARK || undead_flag) && !(flag&1))
  4083. return 0;
  4084. break;
  4085. case SC_COMA:
  4086. //Dark elementals and Demons are inmune to coma.
  4087. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  4088. return 0;
  4089. break;
  4090. case SC_SIGNUMCRUCIS:
  4091. //Only affects demons and undead.
  4092. if(status->race != RC_DEMON && !undead_flag)
  4093. return 0;
  4094. break;
  4095. case SC_AETERNA:
  4096. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  4097. return 0;
  4098. break;
  4099. case SC_OVERTHRUST:
  4100. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  4101. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4102. break;
  4103. case SC_ADRENALINE:
  4104. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4105. return 0;
  4106. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4107. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4108. sc->data[SC_DECREASEAGI].timer!=-1
  4109. )
  4110. return 0;
  4111. break;
  4112. case SC_ADRENALINE2:
  4113. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4114. return 0;
  4115. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4116. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4117. sc->data[SC_DECREASEAGI].timer!=-1
  4118. )
  4119. return 0;
  4120. break;
  4121. case SC_ONEHAND:
  4122. case SC_TWOHANDQUICKEN:
  4123. if(sc->data[SC_DECREASEAGI].timer!=-1)
  4124. return 0;
  4125. case SC_CONCENTRATE:
  4126. case SC_INCREASEAGI:
  4127. case SC_SPEARQUICKEN:
  4128. case SC_TRUESIGHT:
  4129. case SC_WINDWALK:
  4130. case SC_CARTBOOST:
  4131. case SC_ASSNCROS:
  4132. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  4133. return 0;
  4134. break;
  4135. case SC_CLOAKING:
  4136. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4137. //Due to the cloaking card, we have to check the wall versus to known
  4138. //skill level rather than the used one. [Skotlex]
  4139. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  4140. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  4141. return 0;
  4142. break;
  4143. case SC_MODECHANGE:
  4144. {
  4145. int mode;
  4146. struct status_data *bstatus = status_get_base_status(bl);
  4147. if (!bstatus) return 0;
  4148. if (sc->data[type].timer != -1)
  4149. { //Pile up with previous values.
  4150. if(!val2) val2 = sc->data[type].val2;
  4151. val3 |= sc->data[type].val3;
  4152. val4 |= sc->data[type].val4;
  4153. }
  4154. mode = val2?val2:bstatus->mode; //Base mode
  4155. if (val4) mode&=~val4; //Del mode
  4156. if (val3) mode|= val3; //Add mode
  4157. if (mode == bstatus->mode) { //No change.
  4158. if (sc->data[type].timer != -1) //Abort previous status
  4159. return status_change_end(bl, type, -1);
  4160. return 0;
  4161. }
  4162. break;
  4163. }
  4164. //Strip skills, need to divest something or it fails.
  4165. case SC_STRIPWEAPON:
  4166. if (sd) {
  4167. int i;
  4168. opt_flag = 0; //Reuse to check success condition.
  4169. if(sd->unstripable_equip&EQP_WEAPON)
  4170. return 0;
  4171. i = sd->equip_index[EQI_HAND_L];
  4172. if (i>=0 && sd->inventory_data[i] &&
  4173. sd->inventory_data[i]->type == IT_WEAPON)
  4174. {
  4175. opt_flag|=1;
  4176. pc_unequipitem(sd,i,3); //L-hand weapon
  4177. }
  4178. i = sd->equip_index[EQI_HAND_R];
  4179. if (i>=0 && sd->inventory_data[i] &&
  4180. sd->inventory_data[i]->type == IT_WEAPON)
  4181. {
  4182. opt_flag|=2;
  4183. pc_unequipitem(sd,i,3);
  4184. }
  4185. if (!opt_flag) return 0;
  4186. }
  4187. break;
  4188. case SC_STRIPSHIELD:
  4189. if (sd) {
  4190. int i;
  4191. if(sd->unstripable_equip&EQP_SHIELD)
  4192. return 0;
  4193. i = sd->equip_index[EQI_HAND_L];
  4194. if (i<0 || !sd->inventory_data[i] ||
  4195. sd->inventory_data[i]->type != IT_ARMOR)
  4196. return 0;
  4197. pc_unequipitem(sd,i,3);
  4198. }
  4199. break;
  4200. case SC_STRIPARMOR:
  4201. if (sd) {
  4202. int i;
  4203. if(sd->unstripable_equip&EQP_ARMOR)
  4204. return 0;
  4205. i = sd->equip_index[EQI_ARMOR];
  4206. if (i<0 || !sd->inventory_data[i])
  4207. return 0;
  4208. pc_unequipitem(sd,i,3);
  4209. }
  4210. break;
  4211. case SC_STRIPHELM:
  4212. if (sd) {
  4213. int i;
  4214. if(sd->unstripable_equip&EQP_HELM)
  4215. return 0;
  4216. i = sd->equip_index[EQI_HEAD_TOP];
  4217. if (i<0 || !sd->inventory_data[i])
  4218. return 0;
  4219. pc_unequipitem(sd,i,3);
  4220. }
  4221. break;
  4222. }
  4223. //Check for BOSS resistances
  4224. if(status->mode&MD_BOSS && !(flag&1)) {
  4225. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4226. return 0;
  4227. switch (type) {
  4228. case SC_BLESSING:
  4229. if (!undead_flag && status->race != RC_DEMON)
  4230. break;
  4231. case SC_QUAGMIRE:
  4232. case SC_DECREASEAGI:
  4233. case SC_SIGNUMCRUCIS:
  4234. case SC_PROVOKE:
  4235. case SC_ROKISWEIL:
  4236. case SC_COMA:
  4237. case SC_GRAVITATION:
  4238. case SC_SUITON:
  4239. case SC_STRIPWEAPON:
  4240. case SC_STRIPSHIELD:
  4241. case SC_STRIPARMOR:
  4242. case SC_STRIPHELM:
  4243. return 0;
  4244. }
  4245. }
  4246. //Before overlapping fail, one must check for status cured.
  4247. switch (type) {
  4248. case SC_BLESSING:
  4249. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4250. if (sc->data[SC_CURSE].timer!=-1)
  4251. status_change_end(bl,SC_CURSE,-1);
  4252. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4253. status_change_end(bl,SC_STONE,-1);
  4254. }
  4255. break;
  4256. case SC_INCREASEAGI:
  4257. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4258. status_change_end(bl,SC_DECREASEAGI,-1);
  4259. break;
  4260. case SC_DONTFORGETME:
  4261. //is this correct? Maybe all three should stop the same subset of SCs...
  4262. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4263. status_change_end(bl,SC_ASSNCROS,-1);
  4264. case SC_QUAGMIRE:
  4265. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4266. status_change_end(bl,SC_CONCENTRATE,-1);
  4267. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4268. status_change_end(bl,SC_TRUESIGHT,-1);
  4269. if(sc->data[SC_WINDWALK].timer!=-1 )
  4270. status_change_end(bl,SC_WINDWALK,-1);
  4271. //Also blocks the ones below...
  4272. case SC_DECREASEAGI:
  4273. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4274. status_change_end(bl,SC_INCREASEAGI,-1);
  4275. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4276. status_change_end(bl,SC_ADRENALINE,-1);
  4277. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4278. status_change_end(bl,SC_ADRENALINE2,-1);
  4279. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4280. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4281. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4282. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4283. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4284. status_change_end(bl,SC_CARTBOOST,-1);
  4285. if(sc->data[SC_ONEHAND].timer!=-1 )
  4286. status_change_end(bl,SC_ONEHAND,-1);
  4287. break;
  4288. case SC_ONEHAND:
  4289. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4290. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4291. status_change_end(bl,SC_ASPDPOTION0,-1);
  4292. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4293. status_change_end(bl,SC_ASPDPOTION1,-1);
  4294. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4295. status_change_end(bl,SC_ASPDPOTION2,-1);
  4296. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4297. status_change_end(bl,SC_ASPDPOTION3,-1);
  4298. break;
  4299. case SC_MAXOVERTHRUST:
  4300. //Cancels Normal Overthrust. [Skotlex]
  4301. if (sc->data[SC_OVERTHRUST].timer != -1)
  4302. status_change_end(bl, SC_OVERTHRUST, -1);
  4303. break;
  4304. case SC_KYRIE:
  4305. // -- moonsoul (added to undo assumptio status if target has it)
  4306. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4307. status_change_end(bl,SC_ASSUMPTIO,-1);
  4308. break;
  4309. case SC_DELUGE:
  4310. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4311. status_change_end(bl,SC_BLIND,-1);
  4312. break;
  4313. case SC_SILENCE:
  4314. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4315. //Clear Gospel [Skotlex]
  4316. status_change_end(bl,SC_GOSPEL,-1);
  4317. break;
  4318. case SC_HIDING:
  4319. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4320. status_change_end(bl, SC_CLOSECONFINE, -1);
  4321. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4322. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4323. break;
  4324. case SC_BERSERK:
  4325. if(battle_config.berserk_cancels_buffs)
  4326. {
  4327. if (sc->data[SC_ONEHAND].timer != -1)
  4328. status_change_end(bl,SC_ONEHAND,-1);
  4329. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4330. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4331. if (sc->data[SC_CONCENTRATION].timer != -1)
  4332. status_change_end(bl,SC_CONCENTRATION,-1);
  4333. if (sc->data[SC_PARRYING].timer != -1)
  4334. status_change_end(bl,SC_PARRYING,-1);
  4335. if (sc->data[SC_AURABLADE].timer != -1)
  4336. status_change_end(bl,SC_AURABLADE,-1);
  4337. }
  4338. break;
  4339. case SC_ASSUMPTIO:
  4340. if(sc->data[SC_KYRIE].timer!=-1)
  4341. status_change_end(bl,SC_KYRIE,-1);
  4342. if(sc->data[SC_KAITE].timer!=-1)
  4343. status_change_end(bl,SC_KAITE,-1);
  4344. break;
  4345. case SC_KAITE:
  4346. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4347. status_change_end(bl,SC_ASSUMPTIO,-1);
  4348. break;
  4349. case SC_CARTBOOST:
  4350. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4351. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4352. status_change_end(bl,SC_DECREASEAGI,-1);
  4353. return 0;
  4354. }
  4355. break;
  4356. case SC_FUSION:
  4357. if(sc->data[SC_SPIRIT].timer!=-1 )
  4358. status_change_end(bl,SC_SPIRIT,-1);
  4359. break;
  4360. case SC_ADJUSTMENT:
  4361. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4362. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4363. break;
  4364. case SC_MADNESSCANCEL:
  4365. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4366. status_change_end(bl,SC_ADJUSTMENT,-1);
  4367. break;
  4368. }
  4369. //Check for overlapping fails
  4370. if(sc->data[type].timer != -1){
  4371. switch (type) {
  4372. case SC_ADRENALINE:
  4373. case SC_ADRENALINE2:
  4374. case SC_WEAPONPERFECTION:
  4375. case SC_OVERTHRUST:
  4376. if (sc->data[type].val2 > val2)
  4377. return 0;
  4378. break;
  4379. case SC_STUN:
  4380. case SC_SLEEP:
  4381. case SC_POISON:
  4382. case SC_CURSE:
  4383. case SC_SILENCE:
  4384. case SC_CONFUSION:
  4385. case SC_BLIND:
  4386. case SC_BLEEDING:
  4387. case SC_DPOISON:
  4388. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4389. case SC_MARIONETTE:
  4390. case SC_MARIONETTE2:
  4391. case SC_NOCHAT:
  4392. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4393. return 0;
  4394. case SC_COMBO:
  4395. case SC_DANCING:
  4396. case SC_DEVOTION:
  4397. case SC_ASPDPOTION0:
  4398. case SC_ASPDPOTION1:
  4399. case SC_ASPDPOTION2:
  4400. case SC_ASPDPOTION3:
  4401. case SC_ATKPOTION:
  4402. case SC_MATKPOTION:
  4403. case SC_ENCHANTARMS:
  4404. case SC_ARMOR_ELEMENT:
  4405. break;
  4406. case SC_GOSPEL:
  4407. //Must not override a casting gospel char.
  4408. if(sc->data[type].val4 == BCT_SELF)
  4409. return 0;
  4410. if(sc->data[type].val1 > val1)
  4411. return 1;
  4412. break;
  4413. case SC_ENDURE:
  4414. if(sc->data[type].val4 && !val4)
  4415. return 1; //Don't let you override infinite endure.
  4416. if(sc->data[type].val1 > val1)
  4417. return 1;
  4418. break;
  4419. case SC_KAAHI:
  4420. if(sc->data[type].val1 > val1)
  4421. return 1;
  4422. //Delete timer if it exists.
  4423. if (sc->data[type].val4 != -1) {
  4424. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4425. sc->data[type].val4=-1;
  4426. }
  4427. break;
  4428. case SC_JAILED:
  4429. //When a player is already jailed, do not edit the jail data.
  4430. val2 = sc->data[type].val2;
  4431. val3 = sc->data[type].val3;
  4432. val4 = sc->data[type].val4;
  4433. break;
  4434. default:
  4435. if(sc->data[type].val1 > val1)
  4436. return 1; //Return true to not mess up skill animations. [Skotlex
  4437. }
  4438. (sc->count)--;
  4439. delete_timer(sc->data[type].timer, status_change_timer);
  4440. sc->data[type].timer = -1;
  4441. }
  4442. vd = status_get_viewdata(bl);
  4443. calc_flag = StatusChangeFlagTable[type];
  4444. if(!(flag&4)) //Do not parse val settings when loading SCs
  4445. switch(type){
  4446. case SC_DECREASEAGI:
  4447. case SC_INCREASEAGI:
  4448. val2 = 2 + val1; //Agi change
  4449. break;
  4450. case SC_ENDURE:
  4451. val2 = 7; // Hit-count [Celest]
  4452. if (!(flag&1) && sd && !map_flag_gvg(bl->m))
  4453. {
  4454. struct map_session_data *tsd;
  4455. int i;
  4456. for (i = 0; i < 5; i++)
  4457. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4458. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4459. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4460. }
  4461. }
  4462. break;
  4463. case SC_AUTOBERSERK:
  4464. if (status->hp < status->max_hp>>2 &&
  4465. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4466. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4467. break;
  4468. case SC_SIGNUMCRUCIS:
  4469. val2 = 10 + 4*val1; //Def reduction
  4470. clif_emotion(bl,4);
  4471. break;
  4472. case SC_MAXIMIZEPOWER:
  4473. val2 = tick>0?tick:60000;
  4474. break;
  4475. case SC_EDP: // [Celest]
  4476. val2 = val1 + 2; //Chance to Poison enemies.
  4477. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4478. break;
  4479. case SC_POISONREACT:
  4480. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4481. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4482. break;
  4483. case SC_MAGICROD:
  4484. val2 = val1*20; //SP gained
  4485. break;
  4486. case SC_KYRIE:
  4487. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4488. val3 = (val1 / 2 + 5); //Hits
  4489. break;
  4490. case SC_MAGICPOWER:
  4491. //val1: Skill lv
  4492. val2 = 1; //Lasts 1 invocation
  4493. //val3 will store matk_min (needed in case you use ground-spells)
  4494. //val4 will store matk_max
  4495. break;
  4496. case SC_SACRIFICE:
  4497. val2 = 5; //Lasts 5 hits
  4498. break;
  4499. case SC_ENCPOISON:
  4500. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4501. case SC_ASPERSIO:
  4502. case SC_FIREWEAPON:
  4503. case SC_WATERWEAPON:
  4504. case SC_WINDWEAPON:
  4505. case SC_EARTHWEAPON:
  4506. case SC_SHADOWWEAPON:
  4507. case SC_GHOSTWEAPON:
  4508. skill_enchant_elemental_end(bl,type);
  4509. break;
  4510. case SC_ELEMENTALCHANGE:
  4511. //Val1 is elemental change level, val2 is element to use.
  4512. if (!val2) //Val 3 holds the element, when not given, a random one is picked.
  4513. val2 = rand()%ELE_MAX;
  4514. //Elemental Lv is always a random value between 1 and 4.
  4515. if (val1 == 1)
  4516. val1 =1+rand()%4;
  4517. else if (val1 > 4)
  4518. val1 = 4;
  4519. break;
  4520. case SC_PROVIDENCE:
  4521. val2=val1*5; //Race/Ele resist
  4522. break;
  4523. case SC_REFLECTSHIELD:
  4524. val2=10+val1*3; //% Dmg reflected
  4525. if (sd && !(flag&1))
  4526. { //Pass it to devoted chars.
  4527. struct map_session_data *tsd;
  4528. int i;
  4529. for (i = 0; i < 5; i++)
  4530. { //Pass the status to the other affected chars. [Skotlex]
  4531. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4532. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4533. }
  4534. }
  4535. break;
  4536. case SC_STRIPWEAPON:
  4537. if (!sd) //Watk reduction
  4538. val2 = 5*val1;
  4539. break;
  4540. case SC_STRIPSHIELD:
  4541. if (!sd) //Def reduction
  4542. val2 = 3*val1;
  4543. break;
  4544. case SC_STRIPARMOR:
  4545. if (!sd) //Vit reduction
  4546. val2 = 8*val1;
  4547. break;
  4548. case SC_STRIPHELM:
  4549. if (!sd) //Int reduction
  4550. val2 = 8*val1;
  4551. break;
  4552. case SC_AUTOSPELL:
  4553. //Val1 Skill LV of Autospell
  4554. //Val2 Skill ID to cast
  4555. //Val3 Max Lv to cast
  4556. val4 = 5 + val1*2; //Chance of casting
  4557. break;
  4558. case SC_VOLCANO:
  4559. if (status->def_ele == ELE_FIRE)
  4560. val2 = val1*10; //Watk increase
  4561. else
  4562. val2 = 0;
  4563. break;
  4564. case SC_VIOLENTGALE:
  4565. if (status->def_ele == ELE_WIND)
  4566. val2 = val1*3; //Flee increase
  4567. else
  4568. val2 = 0;
  4569. break;
  4570. case SC_DELUGE:
  4571. if(status->def_ele == ELE_WATER)
  4572. val2 = deluge_eff[val1-1]; //HP increase
  4573. else
  4574. val2 = 0;
  4575. break;
  4576. case SC_SUITON:
  4577. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4578. //No penalties.
  4579. val2 = 0; //Agi penalty
  4580. val3 = 0; //Walk speed penalty
  4581. break;
  4582. }
  4583. val3 = 50;
  4584. val2 = 3*((val1+1)/3);
  4585. if (val1 > 4) val2--;
  4586. break;
  4587. case SC_ONEHAND:
  4588. case SC_TWOHANDQUICKEN:
  4589. val2 = 300;
  4590. if (val1 > 10) //For boss casted skills [Skotlex]
  4591. val2 += 20*(val1-10);
  4592. break;
  4593. case SC_SPEARQUICKEN:
  4594. val2 = 200+10*val1;
  4595. break;
  4596. case SC_DANCING:
  4597. //val1 : Skill ID + LV
  4598. //val2 : Skill Group of the Dance.
  4599. //val3 : Brings the skilllv (merged into val1 here)
  4600. //val4 : Partner
  4601. if (val1 == CG_MOONLIT)
  4602. clif_status_change(bl,SI_MOONLIT,1);
  4603. val1|= (val3<<16);
  4604. val3 = 0; //Tick duration/Speed penalty.
  4605. if (sd) { //Store walk speed change in lower part of val3
  4606. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4607. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4608. val3 -= 40; //TODO: Figure out real bonus rate.
  4609. }
  4610. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4611. tick = 1000;
  4612. break;
  4613. case SC_LONGING:
  4614. val2 = 500-100*val1; //Aspd penalty.
  4615. val3 = 50+10*val1; //Walk speed adjustment.
  4616. break;
  4617. case SC_EXPLOSIONSPIRITS:
  4618. val2 = 75 + 25*val1; //Cri bonus
  4619. break;
  4620. case SC_ASPDPOTION0:
  4621. case SC_ASPDPOTION1:
  4622. case SC_ASPDPOTION2:
  4623. case SC_ASPDPOTION3:
  4624. val2 = 50*(2+type-SC_ASPDPOTION0);
  4625. break;
  4626. case SC_WEDDING:
  4627. case SC_XMAS:
  4628. if (!vd) return 0;
  4629. //Store previous values as they could be removed.
  4630. val1 = vd->class_;
  4631. val2 = vd->weapon;
  4632. val3 = vd->shield;
  4633. val4 = vd->cloth_color;
  4634. unit_stop_attack(bl);
  4635. clif_changelook(bl,LOOK_WEAPON,0);
  4636. clif_changelook(bl,LOOK_SHIELD,0);
  4637. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4638. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4639. break;
  4640. case SC_NOCHAT:
  4641. tick = 60000;
  4642. val1 = battle_config.manner_system; //Mute filters.
  4643. if (sd) clif_updatestatus(sd,SP_MANNER);
  4644. break;
  4645. case SC_STONE:
  4646. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4647. if (!val2) val2 = 1;
  4648. val3 = tick/1000; //Petrified HP-damage iterations.
  4649. if(val3 < 1) val3 = 1;
  4650. tick = val4; //Petrifying time.
  4651. if (tick < 1000)
  4652. tick = 1000; //Min time
  4653. calc_flag = 0; //Actual status changes take effect on petrified state.
  4654. break;
  4655. case SC_DPOISON:
  4656. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4657. if (status->hp > status->max_hp>>2)
  4658. {
  4659. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4660. if (status->hp - diff < status->max_hp>>2)
  4661. diff = status->hp - (status->max_hp>>2);
  4662. status_zap(bl, diff, 0);
  4663. }
  4664. // fall through
  4665. case SC_POISON: /* 毒 */
  4666. val3 = tick/1000; //Damage iterations
  4667. if(val3 < 1) val3 = 1;
  4668. tick = 1000;
  4669. //val4: HP damage
  4670. if (bl->type == BL_PC)
  4671. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4672. else
  4673. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4674. break;
  4675. case SC_CONFUSION:
  4676. clif_emotion(bl,1);
  4677. break;
  4678. case SC_BLEEDING:
  4679. val4 = tick/10000;
  4680. if (!val4) val4 = 1;
  4681. tick = 10000;
  4682. break;
  4683. case SC_HIDING:
  4684. val2 = tick/1000;
  4685. tick = 1000;
  4686. //Store speed penalty on val3.
  4687. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4688. val3 = 20 + 6*val3;
  4689. val4 = val1+3; //Seconds before SP substraction happen.
  4690. break;
  4691. case SC_CHASEWALK:
  4692. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4693. val3 = 65+val1*5; //Speed adjustment.
  4694. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4695. val3 += 60;
  4696. val4 = 10+val1*2; //SP cost.
  4697. if (map_flag_gvg(bl->m)) val4 *= 5;
  4698. break;
  4699. case SC_CLOAKING:
  4700. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4701. val1 = 10;
  4702. val2 = tick>0?tick:60000; //SP consumption rate.
  4703. val3 = 0;
  4704. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4705. (val3=pc_checkskill(sd,TF_MISS))>0)
  4706. val3 *= -1; //Substract the Dodge speed bonus.
  4707. val3+= 70+val1*3; //Speed adjustment without a wall.
  4708. //With a wall, it is val3 +25.
  4709. //val4&1 signals the presence of a wall.
  4710. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4711. //val4&4 makes cloak not end on using skills
  4712. if (bl->type == BL_PC) //Standard cloaking.
  4713. val4 |= battle_config.pc_cloak_check_type&7;
  4714. else
  4715. val4 |= battle_config.monster_cloak_check_type&7;
  4716. break;
  4717. case SC_SIGHT: /* サイト/ルアフ */
  4718. case SC_RUWACH:
  4719. case SC_SIGHTBLASTER:
  4720. val2 = tick/250;
  4721. tick = 10;
  4722. break;
  4723. //Permanent effects.
  4724. case SC_MODECHANGE:
  4725. case SC_WEIGHT50:
  4726. case SC_WEIGHT90:
  4727. case SC_BROKENWEAPON:
  4728. case SC_BROKENARMOR:
  4729. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4730. case SC_READYDOWN:
  4731. case SC_READYCOUNTER:
  4732. case SC_READYTURN:
  4733. case SC_DODGE:
  4734. tick = 600*1000;
  4735. break;
  4736. case SC_AUTOGUARD:
  4737. if (!(flag&1))
  4738. {
  4739. struct map_session_data *tsd;
  4740. int i,t;
  4741. for(i=val2=0;i<val1;i++) {
  4742. t = 5-(i>>1);
  4743. val2 += (t < 0)? 1:t;
  4744. }
  4745. if (sd)
  4746. for (i = 0; i < 5; i++)
  4747. { //Pass the status to the other affected chars. [Skotlex]
  4748. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4749. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4750. }
  4751. }
  4752. break;
  4753. case SC_DEFENDER:
  4754. if (!(flag&1))
  4755. {
  4756. struct map_session_data *tsd;
  4757. int i;
  4758. val2 = 5 + 15*val1; //Damage reduction
  4759. val3 = 65 + 5*val1; //Speed adjustment
  4760. val4 = 250 - 50*val1; //Aspd adjustment
  4761. if (sd)
  4762. for (i = 0; i < 5; i++)
  4763. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4764. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4765. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4766. }
  4767. }
  4768. break;
  4769. case SC_TENSIONRELAX:
  4770. if (sd) {
  4771. pc_setsit(sd);
  4772. clif_sitting(sd);
  4773. }
  4774. val2 = 12; //SP cost
  4775. val4 = 10000; //Decrease at 10secs intervals.
  4776. val3 = tick/val4;
  4777. tick = val4;
  4778. break;
  4779. case SC_PARRYING:
  4780. val2 = 20 + val1*3; //Block Chance
  4781. break;
  4782. case SC_WINDWALK:
  4783. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4784. val3 = 4*val2; //movement speed % increase is 4 times that
  4785. break;
  4786. case SC_JOINTBEAT:
  4787. if( val2&BREAK_NECK )
  4788. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4789. val2 |= sc->data[SC_JOINTBEAT].val2; // stackable ailments
  4790. break;
  4791. case SC_BERSERK:
  4792. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4793. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4794. //HP healing is performing after the calc_status call.
  4795. //Val2 holds HP penalty
  4796. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4797. if (!val4) val4 = 10000; //Val4 holds damage interval
  4798. val3 = tick/val4; //val3 holds skill duration
  4799. tick = val4;
  4800. break;
  4801. case SC_GOSPEL:
  4802. if(val4 == BCT_SELF) { // self effect
  4803. val2 = tick/10000;
  4804. tick = 10000;
  4805. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4806. }
  4807. break;
  4808. case SC_MARIONETTE:
  4809. if (sd) {
  4810. val3 = 0;
  4811. val2 = sd->status.str>>1;
  4812. if (val2 > 0xFF) val2 = 0xFF;
  4813. val3|=val2<<16;
  4814. val2 = sd->status.agi>>1;
  4815. if (val2 > 0xFF) val2 = 0xFF;
  4816. val3|=val2<<8;
  4817. val2 = sd->status.vit>>1;
  4818. if (val2 > 0xFF) val2 = 0xFF;
  4819. val3|=val2;
  4820. val4 = 0;
  4821. val2 = sd->status.int_>>1;
  4822. if (val2 > 0xFF) val2 = 0xFF;
  4823. val4|=val2<<16;
  4824. val2 = sd->status.dex>>1;
  4825. if (val2 > 0xFF) val2 = 0xFF;
  4826. val4|=val2<<8;
  4827. val2 = sd->status.luk>>1;
  4828. if (val2 > 0xFF) val2 = 0xFF;
  4829. val4|=val2;
  4830. } else {
  4831. struct status_data *b_status = status_get_base_status(bl);
  4832. if (!b_status)
  4833. return 0;
  4834. val3 = 0;
  4835. val2 = b_status->str>>1;
  4836. if (val2 > 0xFF) val2 = 0xFF;
  4837. val3|=val2<<16;
  4838. val2 = b_status->agi>>1;
  4839. if (val2 > 0xFF) val2 = 0xFF;
  4840. val3|=val2<<8;
  4841. val2 = b_status->vit>>1;
  4842. if (val2 > 0xFF) val2 = 0xFF;
  4843. val3|=val2;
  4844. val4 = 0;
  4845. val2 = b_status->int_>>1;
  4846. if (val2 > 0xFF) val2 = 0xFF;
  4847. val4|=val2<<16;
  4848. val2 = b_status->dex>>1;
  4849. if (val2 > 0xFF) val2 = 0xFF;
  4850. val4|=val2<<8;
  4851. val2 = b_status->luk>>1;
  4852. if (val2 > 0xFF) val2 = 0xFF;
  4853. val4|=val2;
  4854. }
  4855. val2 = tick/1000;
  4856. tick = 1000;
  4857. break;
  4858. case SC_MARIONETTE2:
  4859. {
  4860. struct block_list *pbl = map_id2bl(val1);
  4861. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4862. int stat,max;
  4863. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4864. return 0;
  4865. val2 = tick /1000;
  4866. val3 = val4 = 0;
  4867. if (sd) {
  4868. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4869. //Str
  4870. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4871. if (sd->status.str+stat > max)
  4872. stat =max-sd->status.str;
  4873. val3 |= stat<<16;
  4874. //Agi
  4875. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4876. if (sd->status.agi+stat > max)
  4877. stat =max-sd->status.agi;
  4878. val3 |= stat<<8;
  4879. //Vit
  4880. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4881. if (sd->status.vit+stat > max)
  4882. stat =max-sd->status.vit;
  4883. val3 |= stat;
  4884. //Int
  4885. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4886. if (sd->status.int_+stat > max)
  4887. stat =max-sd->status.int_;
  4888. val4 |= stat<<16;
  4889. //Dex
  4890. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4891. if (sd->status.dex+stat > max)
  4892. stat =max-sd->status.dex;
  4893. val4 |= stat<<8;
  4894. //Luk
  4895. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4896. if (sd->status.luk+stat > max)
  4897. stat =max-sd->status.luk;
  4898. val4 |= stat;
  4899. } else {
  4900. struct status_data *b_status = status_get_base_status(bl);
  4901. if (!b_status) return 0;
  4902. max = 0xFF; //Assume a 256 max parameter
  4903. //Str
  4904. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4905. if (b_status->str+stat > max)
  4906. stat = max - b_status->str;
  4907. val3 |= stat<<16;
  4908. //Agi
  4909. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4910. if (b_status->agi+stat > max)
  4911. stat = max - b_status->agi;
  4912. val3 |= stat<<8;
  4913. //Vit
  4914. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4915. if (b_status->vit+stat > max)
  4916. stat = max - b_status->vit;
  4917. val3 |= stat;
  4918. //Int
  4919. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4920. if (b_status->int_+stat > max)
  4921. stat = max - b_status->int_;
  4922. val4 |= stat<<16;
  4923. //Dex
  4924. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4925. if (b_status->dex+stat > max)
  4926. stat = max - b_status->dex;
  4927. val4 |= stat<<8;
  4928. //Luk
  4929. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4930. if (b_status->luk+stat > max)
  4931. stat = max - b_status->luk;
  4932. val4 |= stat;
  4933. }
  4934. tick = 1000;
  4935. break;
  4936. }
  4937. case SC_REJECTSWORD:
  4938. val2 = 15*val1; //Reflect chance
  4939. val3 = 3; //Reflections
  4940. break;
  4941. case SC_MEMORIZE:
  4942. val2 = 5; //Memorized casts.
  4943. break;
  4944. case SC_GRAVITATION:
  4945. val2 = 50*val1; //aspd reduction
  4946. break;
  4947. case SC_HERMODE:
  4948. status_change_clear_buffs(bl,1);
  4949. break;
  4950. case SC_REGENERATION:
  4951. if (val1 == 1)
  4952. val2 = 2;
  4953. else
  4954. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4955. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4956. //if val4 comes set, this blocks regen rather than increase it.
  4957. break;
  4958. case SC_DEVOTION:
  4959. {
  4960. struct map_session_data *src;
  4961. if ((src = map_id2sd(val1)) && src->sc.count)
  4962. { //Try to inherit the status from the Crusader [Skotlex]
  4963. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4964. //once the Crusader's status changes, it will reflect on the others.
  4965. const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  4966. int type2;
  4967. int i = map_flag_gvg(bl->m)?2:3;
  4968. while (i >= 0) {
  4969. type2 = types[i];
  4970. if (src->sc.data[type2].timer != -1)
  4971. sc_start(bl,type2,100,src->sc.data[type2].val1,
  4972. skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4973. i--;
  4974. }
  4975. }
  4976. break;
  4977. }
  4978. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  4979. status_zap(bl, status->hp-1, val2?0:status->sp);
  4980. return 1;
  4981. case SC_CLOSECONFINE2:
  4982. {
  4983. struct block_list *src = val2?map_id2bl(val2):NULL;
  4984. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4985. if (src && sc2) {
  4986. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4987. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4988. else { //Increase count of locked enemies and refresh time.
  4989. sc2->data[SC_CLOSECONFINE].val2++;
  4990. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4991. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4992. }
  4993. } else //Status failed.
  4994. return 0;
  4995. }
  4996. break;
  4997. case SC_KAITE:
  4998. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4999. break;
  5000. case SC_KAUPE:
  5001. switch (val1) {
  5002. case 3: //33*3 + 1 -> 100%
  5003. val2++;
  5004. case 1:
  5005. case 2: //33, 66%
  5006. val2 += 33*val1;
  5007. val3 = 1; //Dodge 1 attack total.
  5008. break;
  5009. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5010. val2 = 100;
  5011. val3 = val1-2;
  5012. break;
  5013. }
  5014. break;
  5015. case SC_COMBO:
  5016. {
  5017. //val1: Skill ID
  5018. //val2: When given, target (for autotargetting skills)
  5019. //val3: When set, this combo time should NOT delay attack/movement
  5020. //val4: Combo time
  5021. struct unit_data *ud = unit_bl2ud(bl);
  5022. switch (val1) {
  5023. case TK_STORMKICK:
  5024. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5025. break;
  5026. case TK_DOWNKICK:
  5027. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5028. break;
  5029. case TK_TURNKICK:
  5030. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5031. break;
  5032. case TK_COUNTER:
  5033. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5034. break;
  5035. }
  5036. if (ud && !val3)
  5037. {
  5038. ud->attackabletime = gettick()+tick;
  5039. unit_set_walkdelay(bl, gettick(), tick, 1);
  5040. }
  5041. val4 = tick; //Store combo-time in val4.
  5042. }
  5043. break;
  5044. case SC_TKREST:
  5045. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5046. break;
  5047. case SC_RUN:
  5048. val4 = gettick(); //Store time at which you started running.
  5049. break;
  5050. case SC_KAAHI:
  5051. val2 = 200*val1; //HP heal
  5052. val3 = 5*val1; //SP cost
  5053. val4 = -1; //Kaahi Timer.
  5054. break;
  5055. case SC_BLESSING:
  5056. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5057. val2 = val1;
  5058. else
  5059. val2 = 0; //0 -> Half stat.
  5060. break;
  5061. case SC_TRICKDEAD:
  5062. if (vd) vd->dead_sit = 1;
  5063. break;
  5064. case SC_CONCENTRATE:
  5065. val2 = 2 + val1;
  5066. if (sd) { //Store the card-bonus data that should not count in the %
  5067. val3 = sd->param_bonus[1]; //Agi
  5068. val4 = sd->param_bonus[4]; //Dex
  5069. } else {
  5070. val3 = val4 = 0;
  5071. }
  5072. break;
  5073. case SC_ADRENALINE2:
  5074. case SC_ADRENALINE:
  5075. if (val2 || !battle_config.party_skill_penalty)
  5076. val3 = 300;
  5077. else
  5078. val3 = 200;
  5079. case SC_WEAPONPERFECTION:
  5080. case SC_OVERTHRUST:
  5081. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5082. tick += tick / 10;
  5083. break;
  5084. case SC_CONCENTRATION:
  5085. val2 = 5*val1; //Batk/Watk Increase
  5086. val3 = 10*val1; //Hit Increase
  5087. val4 = 5*val1; //Def reduction
  5088. break;
  5089. case SC_ANGELUS:
  5090. val2 = 5*val1; //def increase
  5091. break;
  5092. case SC_IMPOSITIO:
  5093. val2 = 5*val1; //watk increase
  5094. break;
  5095. case SC_MELTDOWN:
  5096. val2 = 100*val1; //Chance to break weapon
  5097. val3 = 70*val1; //Change to break armor
  5098. break;
  5099. case SC_TRUESIGHT:
  5100. val2 = 10*val1; //Critical increase
  5101. val3 = 3*val1; //Hit increase
  5102. break;
  5103. case SC_SUN_COMFORT:
  5104. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5105. break;
  5106. case SC_MOON_COMFORT:
  5107. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5108. break;
  5109. case SC_STAR_COMFORT:
  5110. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5111. break;
  5112. case SC_QUAGMIRE:
  5113. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5114. break;
  5115. // gs_something1 [Vicious]
  5116. case SC_GATLINGFEVER:
  5117. val2 = 20*val1; //Aspd increase
  5118. val3 = 20+10*val1; //Batk increase
  5119. val4 = 5*val1; //Flee decrease
  5120. break;
  5121. case SC_FLING:
  5122. if (bl->type == BL_PC)
  5123. val2 = 0; //No armor reduction to players.
  5124. else
  5125. val2 = 5*val1; //Def reduction
  5126. val3 = 5*val1; //Def2 reduction
  5127. break;
  5128. case SC_PROVOKE:
  5129. //val2 signals autoprovoke.
  5130. val3 = 2+3*val1; //Atk increase
  5131. val4 = 5+5*val1; //Def reduction.
  5132. break;
  5133. case SC_AVOID:
  5134. val2 = 10*val1; //Speed change rate.
  5135. break;
  5136. case SC_DEFENCE:
  5137. val2 = 2*val1; //Def bonus
  5138. break;
  5139. case SC_BLOODLUST:
  5140. val2 = 20+10*val1; //Atk rate change.
  5141. val3 = 3*val1; //Leech chance
  5142. val4 = 20; //Leech percent
  5143. break;
  5144. case SC_FLEET:
  5145. val2 = 30*val1; //Aspd change
  5146. val3 = 5+5*val1; //bAtk/wAtk rate change
  5147. break;
  5148. case SC_MINDBREAKER:
  5149. val2 = 20*val1; //matk increase.
  5150. val3 = 12*val1; //mdef2 reduction.
  5151. break;
  5152. case SC_SKA:
  5153. val2 = tick/1000;
  5154. val3 = rand()%100; //Def changes randomly every second...
  5155. tick = 1000;
  5156. break;
  5157. case SC_JAILED:
  5158. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5159. tick = val1>0?1000:250;
  5160. if (sd)
  5161. {
  5162. if (sd->mapindex != val2)
  5163. {
  5164. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5165. map = sd->mapindex; //Current Map
  5166. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5167. pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
  5168. //2. Set restore point (val3 -> return map, val4 return coords
  5169. val3 = map;
  5170. val4 = pos;
  5171. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5172. val3 = sd->status.save_point.map;
  5173. val4 = (sd->status.save_point.x&0xFFFF)
  5174. |(sd->status.save_point.y<<16);
  5175. }
  5176. }
  5177. break;
  5178. case SC_UTSUSEMI:
  5179. val2=(val1+1)/2; // number of hits blocked
  5180. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5181. break;
  5182. case SC_BUNSINJYUTSU:
  5183. val2=(val1+1)/2; // number of hits blocked
  5184. break;
  5185. case SC_CHANGE:
  5186. val2= 30*val1; //Vit increase
  5187. val3= 20*val1; //Int increase
  5188. break;
  5189. case SC_SWOO:
  5190. if(status->mode&MD_BOSS)
  5191. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5192. break;
  5193. case SC_SPIDERWEB:
  5194. if (bl->type == BL_PC)
  5195. tick /=2;
  5196. break;
  5197. case SC_ARMOR:
  5198. //NPC_DEFENDER:
  5199. val2 = 80; //Damage reduction
  5200. //Attack requirements to be blocked:
  5201. val3 = BF_LONG; //Range
  5202. val4 = BF_WEAPON|BF_MISC; //Type
  5203. break;
  5204. case SC_ENCHANTARMS:
  5205. //Make sure the received element is valid.
  5206. if (val2 >= ELE_MAX)
  5207. val2 = val2%ELE_MAX;
  5208. else if (val2 < 0)
  5209. val2 = rand()%ELE_MAX;
  5210. break;
  5211. case SC_ARMOR_ELEMENT:
  5212. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5213. //associated, and yet are not wrong/unknown. [Skotlex]
  5214. break;
  5215. default:
  5216. if (calc_flag == SCB_NONE &&
  5217. StatusSkillChangeTable[type]==0 &&
  5218. StatusIconChangeTable[type]==0)
  5219. { //Status change with no calc, no icon, and no skill associated...?
  5220. if(battle_config.error_log)
  5221. ShowError("UnknownStatusChange [%d]\n", type);
  5222. return 0;
  5223. }
  5224. }
  5225. else //Special considerations when loading SC data.
  5226. switch (type) {
  5227. case SC_WEDDING:
  5228. case SC_XMAS:
  5229. clif_changelook(bl,LOOK_WEAPON,0);
  5230. clif_changelook(bl,LOOK_SHIELD,0);
  5231. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  5232. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5233. break;
  5234. case SC_KAAHI:
  5235. val4 = -1;
  5236. break;
  5237. //In case the speed reduction comes loaded incorrectly,
  5238. //prevent division by 0.
  5239. case SC_DONTFORGETME:
  5240. case SC_CLOAKING:
  5241. case SC_LONGING:
  5242. case SC_HIDING:
  5243. case SC_CHASEWALK:
  5244. case SC_DEFENDER:
  5245. if (!val3)
  5246. return 0;
  5247. break;
  5248. case SC_GUILDAURA:
  5249. //Compatibility Upgrade due to Guild Aura code rewrite
  5250. //(older saved SC versions would load up with huge bonuses)
  5251. return 0;
  5252. }
  5253. //Those that make you stop attacking/walking....
  5254. switch (type) {
  5255. case SC_FREEZE:
  5256. case SC_STUN:
  5257. case SC_SLEEP:
  5258. case SC_STONE:
  5259. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5260. pc_setstand(sd);
  5261. case SC_TRICKDEAD:
  5262. unit_stop_attack(bl);
  5263. skill_stop_dancing(bl);
  5264. // Cancel cast when get status [LuzZza]
  5265. if (battle_config.sc_castcancel&bl->type)
  5266. unit_skillcastcancel(bl, 0);
  5267. case SC_STOP:
  5268. case SC_CONFUSION:
  5269. case SC_CLOSECONFINE:
  5270. case SC_CLOSECONFINE2:
  5271. case SC_ANKLE:
  5272. case SC_SPIDERWEB:
  5273. unit_stop_walking(bl,1);
  5274. break;
  5275. case SC_HIDING:
  5276. case SC_CLOAKING:
  5277. case SC_CHASEWALK:
  5278. unit_stop_attack(bl);
  5279. break;
  5280. case SC_SILENCE:
  5281. if (battle_config.sc_castcancel&bl->type)
  5282. unit_skillcastcancel(bl, 0);
  5283. break;
  5284. }
  5285. // Set option as needed.
  5286. opt_flag = 1;
  5287. switch(type){
  5288. //OPT1
  5289. case SC_STONE:
  5290. case SC_FREEZE:
  5291. case SC_STUN:
  5292. case SC_SLEEP:
  5293. if(type == SC_STONE)
  5294. sc->opt1 = OPT1_STONEWAIT;
  5295. else
  5296. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5297. break;
  5298. //OPT2
  5299. case SC_POISON:
  5300. case SC_CURSE:
  5301. case SC_SILENCE:
  5302. case SC_BLIND:
  5303. sc->opt2 |= 1<<(type-SC_POISON);
  5304. break;
  5305. case SC_DPOISON:
  5306. sc->opt2 |= OPT2_DPOISON;
  5307. break;
  5308. case SC_SIGNUMCRUCIS:
  5309. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5310. break;
  5311. //OPT3
  5312. case SC_TWOHANDQUICKEN:
  5313. case SC_SPEARQUICKEN:
  5314. case SC_CONCENTRATION:
  5315. sc->opt3 |= 0x1;
  5316. opt_flag = 2;
  5317. break;
  5318. case SC_MAXOVERTHRUST:
  5319. case SC_OVERTHRUST:
  5320. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5321. sc->opt3 |= 0x2;
  5322. opt_flag = 2;
  5323. break;
  5324. case SC_ENERGYCOAT:
  5325. case SC_SKE:
  5326. sc->opt3 |= 0x4;
  5327. opt_flag = 2;
  5328. break;
  5329. case SC_INCATKRATE:
  5330. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5331. if (bl->type != BL_MOB) {
  5332. opt_flag = 0;
  5333. break;
  5334. }
  5335. case SC_EXPLOSIONSPIRITS:
  5336. sc->opt3 |= 0x8;
  5337. opt_flag = 2;
  5338. break;
  5339. case SC_STEELBODY:
  5340. case SC_SKA:
  5341. sc->opt3 |= 0x10;
  5342. opt_flag = 2;
  5343. break;
  5344. case SC_BLADESTOP:
  5345. sc->opt3 |= 0x20;
  5346. opt_flag = 2;
  5347. break;
  5348. //0x40 missing?
  5349. case SC_BERSERK:
  5350. sc->opt3 |= 0x80;
  5351. opt_flag = 2;
  5352. break;
  5353. //0x100, 0x200 missing?
  5354. case SC_MARIONETTE:
  5355. case SC_MARIONETTE2:
  5356. sc->opt3 |= 0x400;
  5357. opt_flag = 2;
  5358. break;
  5359. case SC_ASSUMPTIO:
  5360. sc->opt3 |= 0x800;
  5361. opt_flag = 2;
  5362. break;
  5363. case SC_WARM: //SG skills [Komurka]
  5364. sc->opt3 |= 0x1000;
  5365. opt_flag = 2;
  5366. break;
  5367. case SC_KAITE:
  5368. sc->opt3 |= 0x2000;
  5369. opt_flag = 2;
  5370. break;
  5371. //OPTION
  5372. case SC_HIDING:
  5373. sc->option |= OPTION_HIDE;
  5374. break;
  5375. case SC_CLOAKING:
  5376. sc->option |= OPTION_CLOAK;
  5377. break;
  5378. case SC_CHASEWALK:
  5379. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5380. break;
  5381. case SC_SIGHT:
  5382. sc->option |= OPTION_SIGHT;
  5383. break;
  5384. case SC_RUWACH:
  5385. sc->option |= OPTION_RUWACH;
  5386. break;
  5387. case SC_WEDDING:
  5388. sc->option |= OPTION_WEDDING;
  5389. break;
  5390. case SC_XMAS:
  5391. sc->option |= OPTION_XMAS;
  5392. break;
  5393. case SC_ORCISH:
  5394. sc->option |= OPTION_ORCISH;
  5395. break;
  5396. case SC_FUSION:
  5397. sc->option |= OPTION_FLYING;
  5398. break;
  5399. default:
  5400. opt_flag = 0;
  5401. }
  5402. //On Aegis, when turning on a status change, first goes the option packet,
  5403. // then the sc packet.
  5404. if(opt_flag) {
  5405. if (opt_flag == 2)
  5406. clif_changeoption2(bl);
  5407. else
  5408. clif_changeoption(bl);
  5409. }
  5410. if (calc_flag&SCB_DYE)
  5411. { //Reset DYE color
  5412. if (vd && vd->cloth_color)
  5413. {
  5414. val4 = vd->cloth_color;
  5415. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5416. }
  5417. calc_flag&=~SCB_DYE;
  5418. }
  5419. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5420. clif_status_change(bl,StatusIconChangeTable[type],1);
  5421. else if (sd) //Send packet to self otherwise (disguised player?)
  5422. clif_status_load(bl,StatusIconChangeTable[type],1);
  5423. (sc->count)++;
  5424. sc->data[type].val1 = val1;
  5425. sc->data[type].val2 = val2;
  5426. sc->data[type].val3 = val3;
  5427. sc->data[type].val4 = val4;
  5428. sc->data[type].timer = add_timer(
  5429. gettick() + tick, status_change_timer, bl->id, type);
  5430. if (calc_flag)
  5431. status_calc_bl(bl,calc_flag);
  5432. if(sd && sd->pd)
  5433. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5434. if (type==SC_BERSERK) {
  5435. sc->data[type].val2 = 5*status->max_hp/100;
  5436. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5437. status_set_sp(bl, 0, 0); //Damage all SP
  5438. } else if (type==SC_CHANGE) //Heal all HP/SP
  5439. status_percent_heal(bl, 100, 100);
  5440. if (type==SC_RUN) {
  5441. struct unit_data *ud = unit_bl2ud(bl);
  5442. if (ud)
  5443. ud->state.running = unit_run(bl);
  5444. }
  5445. return 1;
  5446. }
  5447. /*==========================================
  5448. * ステータス異常全解除
  5449. *------------------------------------------
  5450. */
  5451. int status_change_clear(struct block_list *bl,int type)
  5452. {
  5453. struct status_change* sc;
  5454. int i;
  5455. sc = status_get_sc(bl);
  5456. if (!sc || !sc->count)
  5457. return 0;
  5458. if(sc->data[SC_DANCING].timer != -1)
  5459. skill_stop_dancing(bl);
  5460. for(i = 0; i < SC_MAX; i++)
  5461. {
  5462. if(sc->data[i].timer == -1)
  5463. continue;
  5464. if(type == 0)
  5465. switch (i)
  5466. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5467. case SC_EDP:
  5468. case SC_MELTDOWN:
  5469. case SC_XMAS:
  5470. case SC_NOCHAT:
  5471. case SC_FUSION:
  5472. case SC_TKREST:
  5473. case SC_READYSTORM:
  5474. case SC_READYDOWN:
  5475. case SC_READYCOUNTER:
  5476. case SC_READYTURN:
  5477. case SC_DODGE:
  5478. case SC_JAILED:
  5479. continue;
  5480. }
  5481. status_change_end(bl, i, -1);
  5482. if (type == 1 && sc->data[i].timer != -1)
  5483. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5484. (sc->count)--;
  5485. delete_timer(sc->data[i].timer, status_change_timer);
  5486. sc->data[i].timer = -1;
  5487. }
  5488. }
  5489. sc->opt1 = 0;
  5490. sc->opt2 = 0;
  5491. sc->opt3 = 0;
  5492. sc->option &= OPTION_MASK;
  5493. if(!type || type&2)
  5494. clif_changeoption(bl);
  5495. return 1;
  5496. }
  5497. /*==========================================
  5498. * ステータス異常終了
  5499. *------------------------------------------
  5500. */
  5501. int status_change_end( struct block_list* bl , int type,int tid )
  5502. {
  5503. struct map_session_data *sd;
  5504. struct status_change *sc;
  5505. struct status_data *status;
  5506. struct view_data *vd;
  5507. int opt_flag=0, calc_flag;
  5508. nullpo_retr(0, bl);
  5509. sc = status_get_sc(bl);
  5510. status = status_get_status_data(bl);
  5511. nullpo_retr(0,sc);
  5512. nullpo_retr(0,status);
  5513. if(type < 0 || type >= SC_MAX)
  5514. return 0;
  5515. BL_CAST(BL_PC,bl,sd);
  5516. if (sc->data[type].timer == -1 ||
  5517. (sc->data[type].timer != tid && tid != -1))
  5518. return 0;
  5519. if (tid == -1) {
  5520. delete_timer(sc->data[type].timer,status_change_timer);
  5521. if (sc->opt1)
  5522. switch (type) {
  5523. //"Ugly workaround" [Skotlex]
  5524. //delays status change ending so that a skill that sets opt1 fails to
  5525. //trigger when it also removed one
  5526. case SC_STONE:
  5527. sc->data[type].val3 = 0; //Petrify time counter.
  5528. case SC_FREEZE:
  5529. case SC_STUN:
  5530. case SC_SLEEP:
  5531. if (sc->data[type].val1) {
  5532. //Removing the 'level' shouldn't affect anything in the code
  5533. //since these SC are not affected by it, and it lets us know
  5534. //if we have already delayed this attack or not.
  5535. sc->data[type].val1 = 0;
  5536. sc->data[type].timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5537. return 1;
  5538. }
  5539. }
  5540. }
  5541. sc->data[type].timer=-1;
  5542. (sc->count)--;
  5543. vd = status_get_viewdata(bl);
  5544. calc_flag = StatusChangeFlagTable[type];
  5545. switch(type){
  5546. case SC_WEDDING:
  5547. case SC_XMAS:
  5548. if (!vd) return 0;
  5549. if (sd)
  5550. { //Load data from sd->status.* as the stored values could have changed.
  5551. //Must remove OPTION to prevent class being rechanged.
  5552. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:~OPTION_XMAS;
  5553. status_set_viewdata(bl, sd->status.class_);
  5554. } else {
  5555. vd->class_ = sc->data[type].val1;
  5556. vd->weapon = sc->data[type].val2;
  5557. vd->shield = sc->data[type].val3;
  5558. vd->cloth_color = sc->data[type].val4;
  5559. }
  5560. clif_changelook(bl,LOOK_BASE,vd->class_);
  5561. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5562. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5563. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5564. break;
  5565. case SC_RUN:
  5566. {
  5567. struct unit_data *ud = unit_bl2ud(bl);
  5568. if (ud) {
  5569. ud->state.running = 0;
  5570. if (ud->walktimer != -1)
  5571. unit_stop_walking(bl,1);
  5572. }
  5573. if (sc->data[type].val1 >= 7 &&
  5574. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5575. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5576. )
  5577. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5578. }
  5579. break;
  5580. case SC_AUTOBERSERK:
  5581. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5582. status_change_end(bl,SC_PROVOKE,-1);
  5583. break;
  5584. case SC_DEFENDER:
  5585. case SC_REFLECTSHIELD:
  5586. case SC_AUTOGUARD:
  5587. case SC_ENDURE:
  5588. if (sd) {
  5589. struct map_session_data *tsd;
  5590. int i;
  5591. for (i = 0; i < 5; i++)
  5592. { //Clear the status from the others too [Skotlex]
  5593. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5594. status_change_end(&tsd->bl,type,-1);
  5595. }
  5596. }
  5597. break;
  5598. case SC_DEVOTION:
  5599. {
  5600. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5601. //The status could have changed because the Crusader left the game. [Skotlex]
  5602. if (md)
  5603. {
  5604. md->devotion[sc->data[type].val2] = 0;
  5605. clif_devotion(md);
  5606. }
  5607. //Remove inherited status [Skotlex]
  5608. if (sc->data[SC_AUTOGUARD].timer != -1)
  5609. status_change_end(bl,SC_AUTOGUARD,-1);
  5610. if (sc->data[SC_DEFENDER].timer != -1)
  5611. status_change_end(bl,SC_DEFENDER,-1);
  5612. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5613. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5614. if (sc->data[SC_ENDURE].timer != -1)
  5615. status_change_end(bl,SC_ENDURE,-1);
  5616. break;
  5617. }
  5618. case SC_BLADESTOP:
  5619. if(sc->data[type].val4)
  5620. {
  5621. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5622. struct status_change *tsc = status_get_sc(tbl);
  5623. sc->data[type].val4 = 0;
  5624. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5625. {
  5626. tsc->data[SC_BLADESTOP].val4 = 0;
  5627. status_change_end(tbl,SC_BLADESTOP,-1);
  5628. }
  5629. clif_bladestop(bl,tbl,0);
  5630. }
  5631. break;
  5632. case SC_DANCING:
  5633. {
  5634. struct map_session_data *dsd;
  5635. struct status_change *dsc;
  5636. struct skill_unit_group *group;
  5637. if(sc->data[type].val2)
  5638. {
  5639. group = (struct skill_unit_group *)sc->data[type].val2;
  5640. sc->data[type].val2 = 0;
  5641. skill_delunitgroup(bl, group, 0);
  5642. }
  5643. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5644. dsc = &dsd->sc;
  5645. if(dsc && dsc->data[type].timer!=-1)
  5646. { //This will prevent recursive loops.
  5647. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5648. status_change_end(&dsd->bl, type, -1);
  5649. }
  5650. }
  5651. }
  5652. if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
  5653. clif_status_change(bl,SI_MOONLIT,0);
  5654. if (sc->data[SC_LONGING].timer!=-1)
  5655. status_change_end(bl,SC_LONGING,-1);
  5656. break;
  5657. case SC_NOCHAT:
  5658. if (sd && sd->status.manner < 0 && tid != -1)
  5659. sd->status.manner = 0;
  5660. break;
  5661. case SC_SPLASHER:
  5662. {
  5663. struct block_list *src=map_id2bl(sc->data[type].val3);
  5664. if(src && tid!=-1)
  5665. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5666. }
  5667. break;
  5668. case SC_CLOSECONFINE2:
  5669. {
  5670. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5671. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5672. if (src && sc2 && sc2->count) {
  5673. //If status was already ended, do nothing.
  5674. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5675. { //Decrease count
  5676. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5677. status_change_end(src, SC_CLOSECONFINE, -1);
  5678. }
  5679. }
  5680. }
  5681. case SC_CLOSECONFINE:
  5682. if (sc->data[type].val2 > 0) {
  5683. //Caster has been unlocked... nearby chars need to be unlocked.
  5684. int range = 1
  5685. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5686. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5687. map_foreachinarea(status_change_timer_sub,
  5688. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5689. }
  5690. break;
  5691. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5692. if (sd && sd->skillid_old == sc->data[type].val1)
  5693. sd->skillid_old = sd->skilllv_old = 0;
  5694. break;
  5695. case SC_FREEZE:
  5696. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5697. break;
  5698. case SC_MARIONETTE:
  5699. case SC_MARIONETTE2: /// Marionette target
  5700. if (sc->data[type].val1)
  5701. { // check for partner and end their marionette status as well
  5702. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5703. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5704. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5705. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5706. {
  5707. sc2->data[type2].val1 = 0;
  5708. status_change_end(pbl, type2, -1);
  5709. }
  5710. }
  5711. if (type == SC_MARIONETTE)
  5712. clif_marionette(bl, 0); //Clear effect.
  5713. break;
  5714. case SC_BERSERK:
  5715. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5716. if(status->hp > 100 && sc->data[type].val2)
  5717. status_set_hp(bl, 100, 0);
  5718. if(sc->data[SC_ENDURE].timer != -1)
  5719. status_change_end(bl, SC_ENDURE, -1);
  5720. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5721. skill_get_time(LK_BERSERK, sc->data[type].val1));
  5722. break;
  5723. case SC_GOSPEL: //Clear the buffs from other chars.
  5724. if (sc->data[type].val3) { //Clear the group.
  5725. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5726. sc->data[type].val3 = 0;
  5727. skill_delunitgroup(bl, group, 0);
  5728. }
  5729. break;
  5730. case SC_HERMODE:
  5731. if(sc->data[type].val3 == BCT_SELF)
  5732. skill_clear_unitgroup(bl);
  5733. break;
  5734. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5735. skill_clear_unitgroup(bl);
  5736. break;
  5737. case SC_TRICKDEAD:
  5738. if (vd) vd->dead_sit = 0;
  5739. break;
  5740. case SC_WARM:
  5741. if (sc->data[type].val4) { //Clear the group.
  5742. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5743. sc->data[type].val4 = 0;
  5744. skill_delunitgroup(bl, group, 0);
  5745. }
  5746. break;
  5747. case SC_KAAHI:
  5748. //Delete timer if it exists.
  5749. if (sc->data[type].val4 != -1) {
  5750. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5751. sc->data[type].val4=-1;
  5752. }
  5753. break;
  5754. case SC_JAILED:
  5755. if(tid == -1)
  5756. break;
  5757. //natural expiration.
  5758. if(sd && sd->mapindex == sc->data[type].val2)
  5759. pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3);
  5760. break; //guess hes not in jail :P
  5761. case SC_CHANGE:
  5762. if (tid == -1)
  5763. break;
  5764. // "lose almost all their HP and SP" on natural expiration.
  5765. status_set_hp(bl, 10, 0);
  5766. status_set_sp(bl, 10, 0);
  5767. break;
  5768. case SC_JOINTBEAT:
  5769. sc->data[type].val2 = 0; // Clear stackable ailments
  5770. break;
  5771. }
  5772. opt_flag = 1;
  5773. switch(type){
  5774. case SC_STONE:
  5775. case SC_FREEZE:
  5776. case SC_STUN:
  5777. case SC_SLEEP:
  5778. sc->opt1 = 0;
  5779. break;
  5780. case SC_POISON:
  5781. case SC_CURSE:
  5782. case SC_SILENCE:
  5783. case SC_BLIND:
  5784. sc->opt2 &= ~(1<<(type-SC_POISON));
  5785. break;
  5786. case SC_DPOISON:
  5787. sc->opt2 &= ~OPT2_DPOISON;
  5788. break;
  5789. case SC_SIGNUMCRUCIS:
  5790. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5791. break;
  5792. case SC_HIDING:
  5793. sc->option &= ~OPTION_HIDE;
  5794. opt_flag|= 8|4; //Check for warp trigger + AoE trigger
  5795. break;
  5796. case SC_CLOAKING:
  5797. sc->option &= ~OPTION_CLOAK;
  5798. opt_flag|= 8;
  5799. break;
  5800. case SC_CHASEWALK:
  5801. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5802. opt_flag|= 8;
  5803. break;
  5804. case SC_SIGHT:
  5805. sc->option &= ~OPTION_SIGHT;
  5806. break;
  5807. case SC_WEDDING:
  5808. sc->option &= ~OPTION_WEDDING;
  5809. break;
  5810. case SC_XMAS:
  5811. sc->option &= ~OPTION_XMAS;
  5812. break;
  5813. case SC_ORCISH:
  5814. sc->option &= ~OPTION_ORCISH;
  5815. break;
  5816. case SC_RUWACH:
  5817. sc->option &= ~OPTION_RUWACH;
  5818. break;
  5819. case SC_FUSION:
  5820. sc->option &= ~OPTION_FLYING;
  5821. break;
  5822. //opt3
  5823. case SC_TWOHANDQUICKEN:
  5824. case SC_ONEHAND:
  5825. case SC_SPEARQUICKEN:
  5826. case SC_CONCENTRATION:
  5827. sc->opt3 &= ~0x1;
  5828. opt_flag = 2;
  5829. break;
  5830. case SC_OVERTHRUST:
  5831. case SC_MAXOVERTHRUST:
  5832. case SC_SWOO:
  5833. sc->opt3 &= ~0x2;
  5834. opt_flag = 2;
  5835. break;
  5836. case SC_ENERGYCOAT:
  5837. case SC_SKE:
  5838. sc->opt3 &= ~0x4;
  5839. opt_flag = 2;
  5840. break;
  5841. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5842. if (bl->type != BL_MOB)
  5843. break;
  5844. case SC_EXPLOSIONSPIRITS:
  5845. sc->opt3 &= ~0x8;
  5846. opt_flag = 2;
  5847. break;
  5848. case SC_STEELBODY:
  5849. case SC_SKA:
  5850. sc->opt3 &= ~0x10;
  5851. opt_flag = 2;
  5852. break;
  5853. case SC_BLADESTOP:
  5854. sc->opt3 &= ~0x20;
  5855. opt_flag = 2;
  5856. break;
  5857. case SC_BERSERK:
  5858. sc->opt3 &= ~0x80;
  5859. opt_flag = 2;
  5860. break;
  5861. case SC_MARIONETTE:
  5862. case SC_MARIONETTE2:
  5863. sc->opt3 &= ~0x400;
  5864. opt_flag = 2;
  5865. break;
  5866. case SC_ASSUMPTIO:
  5867. sc->opt3 &= ~0x800;
  5868. opt_flag = 2;
  5869. break;
  5870. case SC_WARM: //SG skills [Komurka]
  5871. sc->opt3 &= ~0x1000;
  5872. opt_flag = 2;
  5873. break;
  5874. case SC_KAITE:
  5875. sc->opt3 &= ~0x2000;
  5876. opt_flag = 2;
  5877. break;
  5878. default:
  5879. opt_flag = 0;
  5880. }
  5881. if (calc_flag&SCB_DYE)
  5882. { //Restore DYE color
  5883. if (vd && !vd->cloth_color && sc->data[type].val4)
  5884. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5885. calc_flag&=~SCB_DYE;
  5886. }
  5887. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5888. if (vd && pcdb_checkid(vd->class_))
  5889. clif_status_change(bl,StatusIconChangeTable[type],0);
  5890. else if (sd)
  5891. clif_status_load(bl,StatusIconChangeTable[type],0);
  5892. if(opt_flag) {
  5893. if (opt_flag & 2)
  5894. clif_changeoption2(bl);
  5895. else
  5896. clif_changeoption(bl);
  5897. }
  5898. if (calc_flag)
  5899. status_calc_bl(bl,calc_flag);
  5900. if(opt_flag&4) //Out of hiding, invoke on place.
  5901. skill_unit_move(bl,gettick(),1);
  5902. if(opt_flag&8 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5903. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5904. return 1;
  5905. }
  5906. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5907. {
  5908. struct block_list *bl;
  5909. struct status_change *sc;
  5910. struct status_data *status;
  5911. int hp;
  5912. bl=map_id2bl(id);
  5913. sc=status_get_sc(bl);
  5914. status=status_get_status_data(bl);
  5915. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5916. return 0;
  5917. if(sc->data[data].val4 != tid) {
  5918. if (battle_config.error_log)
  5919. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5920. sc->data[data].val4=-1;
  5921. return 0;
  5922. }
  5923. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5924. sc->data[data].val4=-1;
  5925. return 0;
  5926. }
  5927. hp = status->max_hp - status->hp;
  5928. if (hp > sc->data[data].val2)
  5929. hp = sc->data[data].val2;
  5930. if (hp)
  5931. status_heal(bl, hp, 0, 2);
  5932. sc->data[data].val4=-1;
  5933. return 1;
  5934. }
  5935. /*==========================================
  5936. * ステータス異常終了タイマー
  5937. *------------------------------------------
  5938. */
  5939. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5940. {
  5941. int type = data;
  5942. struct block_list *bl;
  5943. struct map_session_data *sd=NULL;
  5944. struct status_data *status;
  5945. struct status_change *sc;
  5946. // security system to prevent forgetting timer removal
  5947. int temp_timerid;
  5948. bl=map_id2bl(id);
  5949. #ifndef _WIN32
  5950. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5951. #endif
  5952. sc=status_get_sc(bl);
  5953. status = status_get_status_data(bl);
  5954. if (!sc || !status)
  5955. { //Temporal debug until case is resolved. [Skotlex]
  5956. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5957. return 0;
  5958. }
  5959. if(bl->type==BL_PC)
  5960. sd=(struct map_session_data *)bl;
  5961. if(sc->data[type].timer != tid) {
  5962. if(battle_config.error_log)
  5963. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5964. return 0;
  5965. }
  5966. // security system to prevent forgetting timer removal
  5967. // you shouldn't be that careless inside the switch here
  5968. temp_timerid = sc->data[type].timer;
  5969. sc->data[type].timer = -1;
  5970. switch(type){ /* 特殊な?理になる場合 */
  5971. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5972. case SC_CLOAKING:
  5973. if(!status_charge(bl, 0, 1))
  5974. break; //Not enough SP to continue.
  5975. sc->data[type].timer=add_timer(
  5976. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5977. return 0;
  5978. case SC_CHASEWALK:
  5979. if(!status_charge(bl, 0, sc->data[type].val4))
  5980. break; //Not enough SP to continue.
  5981. if (sc->data[SC_INCSTR].timer == -1) {
  5982. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5983. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5984. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5985. }
  5986. sc->data[type].timer = add_timer(
  5987. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5988. return 0;
  5989. break;
  5990. case SC_SKA:
  5991. if((--sc->data[type].val2)>0){
  5992. sc->data[type].val3 = rand()%100; //Random defense.
  5993. sc->data[type].timer=add_timer(
  5994. 1000+tick, status_change_timer,
  5995. bl->id, data);
  5996. return 0;
  5997. }
  5998. break;
  5999. case SC_HIDING:
  6000. if((--sc->data[type].val2)>0){
  6001. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  6002. break; //Fail if it's time to substract SP and there isn't.
  6003. sc->data[type].timer=add_timer(
  6004. 1000+tick, status_change_timer,
  6005. bl->id, data);
  6006. return 0;
  6007. }
  6008. break;
  6009. case SC_SIGHT:
  6010. case SC_RUWACH:
  6011. case SC_SIGHTBLASTER:
  6012. {
  6013. map_foreachinrange( status_change_timer_sub, bl,
  6014. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  6015. BL_CHAR, bl,sc,type,tick);
  6016. if( (--sc->data[type].val2)>0 ){
  6017. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  6018. 250+tick, status_change_timer,
  6019. bl->id, data);
  6020. return 0;
  6021. }
  6022. }
  6023. break;
  6024. case SC_PROVOKE:
  6025. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  6026. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  6027. return 0;
  6028. }
  6029. break;
  6030. case SC_ENDURE:
  6031. if(sc->data[type].val4) { //Infinite Endure.
  6032. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  6033. return 0;
  6034. }
  6035. break;
  6036. case SC_STONE:
  6037. if(sc->opt1 == OPT1_STONEWAIT && sc->data[type].val3) {
  6038. sc->data[type].val4 = 0;
  6039. unit_stop_walking(bl,1);
  6040. sc->opt1 = OPT1_STONE;
  6041. clif_changeoption(bl);
  6042. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  6043. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6044. return 0;
  6045. }
  6046. if((--sc->data[type].val3) > 0) {
  6047. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  6048. status_zap(bl, sc->data[type].val2, 0);
  6049. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  6050. return 0;
  6051. }
  6052. break;
  6053. case SC_POISON:
  6054. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  6055. break;
  6056. case SC_DPOISON:
  6057. if ((--sc->data[type].val3) > 0) {
  6058. if (sc->data[SC_SLOWPOISON].timer == -1) {
  6059. status_zap(bl, sc->data[type].val4, 0);
  6060. if (status_isdead(bl))
  6061. break;
  6062. }
  6063. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  6064. return 0;
  6065. }
  6066. break;
  6067. case SC_TENSIONRELAX:
  6068. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  6069. sc->data[type].timer=add_timer(
  6070. sc->data[type].val4+tick, status_change_timer,
  6071. bl->id, data);
  6072. return 0;
  6073. }
  6074. break;
  6075. case SC_BLEEDING: // [celest]
  6076. // i hope i haven't interpreted it wrong.. which i might ^^;
  6077. // Source:
  6078. // - 10�ェエェネェヒHPェャハ�エ
  6079. // - �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、
  6080. // To-do: bleeding effect increases damage taken?
  6081. if ((--sc->data[type].val4) >= 0) {
  6082. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  6083. if (status_isdead(bl))
  6084. break;
  6085. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  6086. return 0;
  6087. }
  6088. break;
  6089. case SC_KNOWLEDGE:
  6090. if (sd) {
  6091. if(bl->m != sd->feel_map[0].m
  6092. && bl->m != sd->feel_map[1].m
  6093. && bl->m != sd->feel_map[2].m)
  6094. break; //End it
  6095. } //Otherwise continue.
  6096. // Status changes that don't have a time limit
  6097. case SC_AETERNA:
  6098. case SC_TRICKDEAD:
  6099. case SC_MODECHANGE:
  6100. case SC_WEIGHT50:
  6101. case SC_WEIGHT90:
  6102. case SC_MAGICPOWER:
  6103. case SC_REJECTSWORD:
  6104. case SC_MEMORIZE:
  6105. case SC_BROKENWEAPON:
  6106. case SC_BROKENARMOR:
  6107. case SC_SACRIFICE:
  6108. case SC_READYSTORM:
  6109. case SC_READYDOWN:
  6110. case SC_READYTURN:
  6111. case SC_READYCOUNTER:
  6112. case SC_RUN:
  6113. case SC_DODGE:
  6114. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  6115. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  6116. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  6117. return 0;
  6118. case SC_DANCING: //ダンススキルの時間SP消費
  6119. {
  6120. int s = 0;
  6121. int sp = 1;
  6122. int counter = sc->data[type].val3>>16;
  6123. if (--counter <= 0)
  6124. break;
  6125. sc->data[type].val3&= 0xFFFF; //Remove counter
  6126. sc->data[type].val3|=(counter<<16);//Reset it.
  6127. switch(sc->data[type].val1&0xFFFF){
  6128. case BD_RICHMANKIM:
  6129. case BD_DRUMBATTLEFIELD:
  6130. case BD_RINGNIBELUNGEN:
  6131. case BD_SIEGFRIED:
  6132. case BA_DISSONANCE:
  6133. case BA_ASSASSINCROSS:
  6134. case DC_UGLYDANCE:
  6135. s=3;
  6136. break;
  6137. case BD_LULLABY:
  6138. case BD_ETERNALCHAOS:
  6139. case BD_ROKISWEIL:
  6140. case DC_FORTUNEKISS:
  6141. s=4;
  6142. break;
  6143. case CG_HERMODE:
  6144. case BD_INTOABYSS:
  6145. case BA_WHISTLE:
  6146. case DC_HUMMING:
  6147. case BA_POEMBRAGI:
  6148. case DC_SERVICEFORYOU:
  6149. s=5;
  6150. break;
  6151. case BA_APPLEIDUN:
  6152. s=6;
  6153. break;
  6154. case CG_MOONLIT:
  6155. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6156. sp= 4*(sc->data[type].val1>>16);
  6157. //Upkeep is also every 10 secs.
  6158. case DC_DONTFORGETME:
  6159. s=10;
  6160. break;
  6161. }
  6162. if (s && (counter%s == 0)) {
  6163. if (sc->data[SC_LONGING].timer != -1)
  6164. sp*= 3;
  6165. if (!status_charge(bl, 0, sp))
  6166. break;
  6167. }
  6168. sc->data[type].timer=add_timer(
  6169. 1000+tick, status_change_timer,
  6170. bl->id, data);
  6171. return 0;
  6172. }
  6173. break;
  6174. case SC_DEVOTION:
  6175. { //Check range and timeleft to preserve status [Skotlex]
  6176. //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
  6177. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  6178. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  6179. {
  6180. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6181. return 0;
  6182. }
  6183. }
  6184. break;
  6185. case SC_BERSERK:
  6186. //The damage below should be made aware that Berserk is active.
  6187. sc->data[type].timer = temp_timerid;
  6188. // 5% every 10 seconds [DracoRPG]
  6189. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  6190. {
  6191. sc->data[type].timer = add_timer(
  6192. sc->data[type].val4+tick, status_change_timer,
  6193. bl->id, data);
  6194. return 0;
  6195. }
  6196. break;
  6197. case SC_NOCHAT:
  6198. if(sd){
  6199. sd->status.manner++;
  6200. clif_updatestatus(sd,SP_MANNER);
  6201. if (sd->status.manner < 0)
  6202. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6203. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  6204. return 0;
  6205. }
  6206. }
  6207. break;
  6208. case SC_SPLASHER:
  6209. if (sc->data[type].val4 % 1000 == 0) {
  6210. char timer[10];
  6211. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  6212. clif_message(bl, timer);
  6213. }
  6214. if((sc->data[type].val4 -= 500) > 0) {
  6215. sc->data[type].timer = add_timer(
  6216. 500 + tick, status_change_timer,
  6217. bl->id, data);
  6218. return 0;
  6219. }
  6220. break;
  6221. case SC_MARIONETTE:
  6222. case SC_MARIONETTE2:
  6223. {
  6224. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  6225. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  6226. {
  6227. sc->data[type].timer = add_timer(
  6228. 1000 + tick, status_change_timer,
  6229. bl->id, data);
  6230. return 0;
  6231. }
  6232. }
  6233. break;
  6234. case SC_GOSPEL:
  6235. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  6236. {
  6237. int hp, sp;
  6238. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  6239. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  6240. if(!status_charge(bl, hp, sp))
  6241. break;
  6242. sc->data[type].timer = add_timer(
  6243. 10000+tick, status_change_timer,
  6244. bl->id, data);
  6245. return 0;
  6246. }
  6247. break;
  6248. case SC_GUILDAURA:
  6249. {
  6250. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6251. if (tbl && battle_check_range(bl, tbl, 2)){
  6252. sc->data[type].timer = add_timer(
  6253. 1000 + tick, status_change_timer,
  6254. bl->id, data);
  6255. return 0;
  6256. }
  6257. }
  6258. break;
  6259. case SC_JAILED:
  6260. if(sc->data[type].val1 == INT_MAX || --sc->data[type].val1 > 0)
  6261. {
  6262. sc->data[type].timer=add_timer(
  6263. 60000+tick, status_change_timer, bl->id,data);
  6264. return 0;
  6265. }
  6266. break;
  6267. case SC_BLIND:
  6268. if(sc->data[SC_FOGWALL].timer!= -1)
  6269. { //Blind lasts forever while you are standing on the fog.
  6270. sc->data[type].timer=add_timer(
  6271. 5000+tick, status_change_timer,
  6272. bl->id, data);
  6273. return 0;
  6274. }
  6275. break;
  6276. }
  6277. // default for all non-handled control paths
  6278. // security system to prevent forgetting timer removal
  6279. // if we reach this point we need the timer for the next call,
  6280. // so restore it to have status_change_end handle a valid timer
  6281. sc->data[type].timer = temp_timerid;
  6282. return status_change_end( bl,type,tid );
  6283. }
  6284. /*==========================================
  6285. * ステータス異常タイマー範囲処理
  6286. *------------------------------------------
  6287. */
  6288. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6289. {
  6290. struct block_list *src;
  6291. struct status_change *sc, *tsc;
  6292. struct map_session_data* sd=NULL;
  6293. struct map_session_data* tsd=NULL;
  6294. int type;
  6295. unsigned int tick;
  6296. src=va_arg(ap,struct block_list*);
  6297. sc=va_arg(ap,struct status_change*);
  6298. type=va_arg(ap,int);
  6299. tick=va_arg(ap,unsigned int);
  6300. tsc=status_get_sc(bl);
  6301. if (status_isdead(bl))
  6302. return 0;
  6303. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6304. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6305. switch( type ){
  6306. case SC_SIGHT: /* サイト */
  6307. case SC_CONCENTRATE:
  6308. if (tsc && tsc->count) {
  6309. if (tsc->data[SC_HIDING].timer != -1)
  6310. status_change_end( bl, SC_HIDING, -1);
  6311. if (tsc->data[SC_CLOAKING].timer != -1)
  6312. status_change_end( bl, SC_CLOAKING, -1);
  6313. }
  6314. break;
  6315. case SC_RUWACH: /* ルアフ */
  6316. 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
  6317. tsc->data[SC_CLOAKING].timer != -1)) {
  6318. status_change_end( bl, SC_HIDING, -1);
  6319. status_change_end( bl, SC_CLOAKING, -1);
  6320. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6321. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6322. }
  6323. break;
  6324. case SC_SIGHTBLASTER:
  6325. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6326. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6327. {
  6328. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6329. if (sc) sc->data[type].val2 = 0; //This signals it to end.
  6330. }
  6331. break;
  6332. case SC_CLOSECONFINE:
  6333. //Lock char has released the hold on everyone...
  6334. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6335. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6336. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6337. }
  6338. break;
  6339. }
  6340. return 0;
  6341. }
  6342. /*==========================================
  6343. * Clears buffs/debuffs of a character.
  6344. * type&1 -> buffs, type&2 -> debuffs
  6345. *------------------------------------------
  6346. */
  6347. int status_change_clear_buffs (struct block_list *bl, int type)
  6348. {
  6349. int i;
  6350. struct status_change *sc= status_get_sc(bl);
  6351. if (!sc || !sc->count)
  6352. return 0;
  6353. if (type&2) //Debuffs
  6354. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6355. if(sc->data[i].timer != -1)
  6356. status_change_end(bl,i,-1);
  6357. }
  6358. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6359. if(sc->data[i].timer == -1)
  6360. continue;
  6361. switch (i) {
  6362. //Stuff that cannot be removed
  6363. case SC_WEIGHT50:
  6364. case SC_WEIGHT90:
  6365. case SC_COMBO:
  6366. case SC_SMA:
  6367. case SC_DANCING:
  6368. case SC_GUILDAURA:
  6369. case SC_SAFETYWALL:
  6370. case SC_NOCHAT:
  6371. case SC_JAILED:
  6372. case SC_ANKLE:
  6373. case SC_BLADESTOP:
  6374. case SC_CP_WEAPON:
  6375. case SC_CP_SHIELD:
  6376. case SC_CP_ARMOR:
  6377. case SC_CP_HELM:
  6378. case SC_STRFOOD:
  6379. case SC_AGIFOOD:
  6380. case SC_VITFOOD:
  6381. case SC_INTFOOD:
  6382. case SC_DEXFOOD:
  6383. case SC_LUKFOOD:
  6384. case SC_HITFOOD:
  6385. case SC_FLEEFOOD:
  6386. case SC_BATKFOOD:
  6387. case SC_WATKFOOD:
  6388. case SC_MATKFOOD:
  6389. continue;
  6390. //Debuffs that can be removed.
  6391. case SC_HALLUCINATION:
  6392. case SC_QUAGMIRE:
  6393. case SC_SIGNUMCRUCIS:
  6394. case SC_DECREASEAGI:
  6395. case SC_SLOWDOWN:
  6396. case SC_MINDBREAKER:
  6397. case SC_WINKCHARM:
  6398. case SC_STOP:
  6399. case SC_ORCISH:
  6400. case SC_STRIPWEAPON:
  6401. case SC_STRIPSHIELD:
  6402. case SC_STRIPARMOR:
  6403. case SC_STRIPHELM:
  6404. if (!(type&2))
  6405. continue;
  6406. break;
  6407. //The rest are buffs that can be removed.
  6408. case SC_BERSERK:
  6409. if (!(type&1))
  6410. continue;
  6411. sc->data[i].val2 = 0;
  6412. break;
  6413. default:
  6414. if (!(type&1))
  6415. continue;
  6416. break;
  6417. }
  6418. status_change_end(bl,i,-1);
  6419. }
  6420. return 0;
  6421. }
  6422. //Natural regen related stuff.
  6423. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6424. static int status_natural_heal(DBKey key,void * data,va_list ap)
  6425. {
  6426. struct block_list *bl = (struct block_list*)data;
  6427. struct regen_data *regen;
  6428. struct status_data *status;
  6429. struct status_change *sc;
  6430. struct unit_data *ud;
  6431. struct view_data *vd = NULL;
  6432. struct regen_data_sub *sregen;
  6433. struct map_session_data *sd;
  6434. int val,rate,bonus = 0,flag;
  6435. if (!(bl->type&BL_REGEN))
  6436. return 0;
  6437. regen = status_get_regen_data(bl);
  6438. if (!regen) return 0;
  6439. status = status_get_status_data(bl);
  6440. sc = status_get_sc(bl);
  6441. if (sc && !sc->count)
  6442. sc = NULL;
  6443. BL_CAST(BL_PC,bl,sd);
  6444. flag = regen->flag;
  6445. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6446. flag&=~(RGN_HP|RGN_SHP);
  6447. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6448. flag&=~(RGN_SP|RGN_SSP);
  6449. if (flag && (
  6450. status_isdead(bl) ||
  6451. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6452. ))
  6453. flag=0;
  6454. if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
  6455. pc_bleeding(sd, natural_heal_diff_tick);
  6456. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6457. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6458. { //Apply sitting regen bonus.
  6459. sregen = regen->ssregen;
  6460. if(flag&(RGN_SHP))
  6461. { //Sitting HP regen
  6462. val = natural_heal_diff_tick * sregen->rate.hp;
  6463. if (regen->state.overweight)
  6464. val>>=1; //Half as fast when overweight.
  6465. sregen->tick.hp += val;
  6466. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6467. {
  6468. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6469. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6470. { //Full
  6471. flag&=~(RGN_HP|RGN_SHP);
  6472. break;
  6473. }
  6474. }
  6475. }
  6476. if(flag&(RGN_SSP))
  6477. { //Sitting SP regen
  6478. val = natural_heal_diff_tick * sregen->rate.sp;
  6479. if (regen->state.overweight)
  6480. val>>=1; //Half as fast when overweight.
  6481. sregen->tick.sp += val;
  6482. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6483. {
  6484. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6485. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6486. { //Full
  6487. flag&=~(RGN_SP|RGN_SSP);
  6488. break;
  6489. }
  6490. }
  6491. }
  6492. }
  6493. if (flag && regen->state.overweight)
  6494. flag=0;
  6495. ud = unit_bl2ud(bl);
  6496. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6497. {
  6498. flag&=~(RGN_SHP|RGN_SSP);
  6499. if(!regen->state.walk)
  6500. flag&=~RGN_HP;
  6501. }
  6502. if (!flag)
  6503. return 0;
  6504. if (flag&(RGN_HP|RGN_SP))
  6505. {
  6506. if(!vd) vd = status_get_viewdata(bl);
  6507. if(vd && vd->dead_sit == 2)
  6508. bonus++;
  6509. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6510. bonus++;
  6511. if(regen->state.gc)
  6512. bonus++;
  6513. }
  6514. //Natural Hp regen
  6515. if (flag&RGN_HP)
  6516. {
  6517. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6518. if (ud && ud->walktimer != -1)
  6519. rate/=2;
  6520. regen->tick.hp += rate;
  6521. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6522. {
  6523. val = 0;
  6524. do {
  6525. val += regen->hp;
  6526. regen->tick.hp -= battle_config.natural_healhp_interval;
  6527. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6528. if (status_heal(bl, val, 0, 1) < val)
  6529. flag&=~RGN_SHP; //full.
  6530. }
  6531. }
  6532. //Natural SP regen
  6533. if(flag&RGN_SP)
  6534. {
  6535. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6536. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6537. {
  6538. val = 0;
  6539. do {
  6540. val += regen->sp;
  6541. regen->tick.sp -= battle_config.natural_healsp_interval;
  6542. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6543. if (status_heal(bl, 0, val, 1) < val)
  6544. flag&=~RGN_SSP; //full.
  6545. }
  6546. }
  6547. if (!regen->sregen)
  6548. return flag;
  6549. //Skill regen
  6550. sregen = regen->sregen;
  6551. if(flag&RGN_SHP)
  6552. { //Skill HP regen
  6553. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6554. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6555. {
  6556. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6557. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6558. break; //Full
  6559. }
  6560. }
  6561. if(flag&RGN_SSP)
  6562. { //Skill SP regen
  6563. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6564. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6565. {
  6566. val = sregen->sp;
  6567. if (sd && sd->state.doridori) {
  6568. val*=2;
  6569. sd->state.doridori = 0;
  6570. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6571. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6572. 100,rate,skill_get_time(TK_SPTIME, rate));
  6573. if (
  6574. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6575. rand()%10000 < battle_config.sg_angel_skill_ratio
  6576. ) { //Angel of the Sun/Moon/Star
  6577. clif_feel_hate_reset(sd);
  6578. pc_resethate(sd);
  6579. pc_resetfeel(sd);
  6580. }
  6581. }
  6582. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6583. if(status_heal(bl, 0, val, 3) < val)
  6584. break; //Full
  6585. }
  6586. }
  6587. return flag;
  6588. }
  6589. //Natural heal main timer.
  6590. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6591. {
  6592. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6593. map_foreachiddb(status_natural_heal);
  6594. natural_heal_prev_tick = tick;
  6595. return 0;
  6596. }
  6597. static int status_calc_sigma(void)
  6598. {
  6599. int i,j;
  6600. unsigned int k;
  6601. for(i=0;i<MAX_PC_CLASS;i++) {
  6602. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6603. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6604. k += hp_coefficient[i]*j + 50;
  6605. k -= k%100;
  6606. hp_sigma_val[i][j-1] = k;
  6607. if (k >= INT_MAX)
  6608. break; //Overflow protection. [Skotlex]
  6609. }
  6610. for(;j<=MAX_LEVEL;j++)
  6611. hp_sigma_val[i][j-1] = INT_MAX;
  6612. }
  6613. return 0;
  6614. }
  6615. int status_readdb(void) {
  6616. int i,j;
  6617. FILE *fp;
  6618. char line[1024], path[1024],*p;
  6619. sprintf(path, "%s/job_db1.txt", db_path);
  6620. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6621. if(fp==NULL){
  6622. ShowError("can't read %s\n", path);
  6623. return 1;
  6624. }
  6625. i = 0;
  6626. while(fgets(line, sizeof(line)-1, fp)){
  6627. char *split[MAX_WEAPON_TYPE + 5];
  6628. i++;
  6629. if(line[0]=='/' && line[1]=='/')
  6630. continue;
  6631. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6632. split[j]=p;
  6633. p=strchr(p,',');
  6634. if(p) *p++=0;
  6635. }
  6636. if(j < MAX_WEAPON_TYPE + 5)
  6637. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6638. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6639. continue;
  6640. }
  6641. if(atoi(split[0])>=MAX_PC_CLASS)
  6642. continue;
  6643. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6644. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6645. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6646. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6647. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6648. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6649. }
  6650. fclose(fp);
  6651. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6652. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6653. sprintf(path, "%s/job_db2.txt", db_path);
  6654. fp=fopen(path,"r");
  6655. if(fp==NULL){
  6656. ShowError("can't read %s\n", path);
  6657. return 1;
  6658. }
  6659. while(fgets(line, sizeof(line)-1, fp)){
  6660. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6661. if(line[0]=='/' && line[1]=='/')
  6662. continue;
  6663. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6664. split[j]=p;
  6665. p=strchr(p,',');
  6666. if(p) *p++=0;
  6667. }
  6668. if(atoi(split[0])>=MAX_PC_CLASS)
  6669. continue;
  6670. for(i=1;i<j && split[i];i++)
  6671. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6672. }
  6673. fclose(fp);
  6674. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6675. // サイズ補正テ?ブル
  6676. for(i=0;i<3;i++)
  6677. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6678. atkmods[i][j]=100;
  6679. sprintf(path, "%s/size_fix.txt", db_path);
  6680. fp=fopen(path,"r");
  6681. if(fp==NULL){
  6682. ShowError("can't read %s\n", path);
  6683. return 1;
  6684. }
  6685. i=0;
  6686. while(fgets(line, sizeof(line)-1, fp)){
  6687. char *split[MAX_WEAPON_TYPE];
  6688. if(line[0]=='/' && line[1]=='/')
  6689. continue;
  6690. if(atoi(line)<=0)
  6691. continue;
  6692. memset(split,0,sizeof(split));
  6693. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6694. split[j]=p;
  6695. p=strchr(p,',');
  6696. if(p) *p++=0;
  6697. atkmods[i][j]=atoi(split[j]);
  6698. }
  6699. i++;
  6700. }
  6701. fclose(fp);
  6702. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6703. // 精?デ?タテ?ブル
  6704. for(i=0;i<5;i++){
  6705. for(j=0;j<MAX_REFINE; j++)
  6706. percentrefinery[i][j]=100;
  6707. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6708. refinebonus[i][0]=0;
  6709. refinebonus[i][1]=0;
  6710. refinebonus[i][2]=10;
  6711. }
  6712. sprintf(path, "%s/refine_db.txt", db_path);
  6713. fp=fopen(path,"r");
  6714. if(fp==NULL){
  6715. ShowError("can't read %s\n", path);
  6716. return 1;
  6717. }
  6718. i=0;
  6719. while(fgets(line, sizeof(line)-1, fp)){
  6720. char *split[MAX_REFINE+4];
  6721. if(line[0]=='/' && line[1]=='/')
  6722. continue;
  6723. if(atoi(line)<=0)
  6724. continue;
  6725. memset(split,0,sizeof(split));
  6726. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6727. split[j]=p;
  6728. p=strchr(p,',');
  6729. if(p) *p++=0;
  6730. }
  6731. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6732. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6733. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6734. for(j=0;j<MAX_REFINE && split[j];j++)
  6735. percentrefinery[i][j]=atoi(split[j+3]);
  6736. i++;
  6737. }
  6738. fclose(fp); //Lupus. close this file!!!
  6739. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6740. return 0;
  6741. }
  6742. /*==========================================
  6743. * スキル関係初期化処理
  6744. *------------------------------------------
  6745. */
  6746. int do_init_status(void)
  6747. {
  6748. if (SC_MAX > MAX_STATUSCHANGE)
  6749. {
  6750. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6751. exit(1);
  6752. }
  6753. add_timer_func_list(status_change_timer,"status_change_timer");
  6754. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6755. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6756. initChangeTables();
  6757. initDummyData();
  6758. status_readdb();
  6759. status_calc_sigma();
  6760. natural_heal_prev_tick = gettick();
  6761. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6762. return 0;
  6763. }