status.c 224 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 "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/showmsg.h"
  7. #include "../common/malloc.h"
  8. #include "../common/utils.h"
  9. #include "../common/ers.h"
  10. #include "map.h"
  11. #include "path.h"
  12. #include "pc.h"
  13. #include "pet.h"
  14. #include "npc.h"
  15. #include "mob.h"
  16. #include "clif.h"
  17. #include "guild.h"
  18. #include "skill.h"
  19. #include "itemdb.h"
  20. #include "battle.h"
  21. #include "chrif.h"
  22. #include "skill.h"
  23. #include "status.h"
  24. #include "script.h"
  25. #include "unit.h"
  26. #include "mercenary.h"
  27. #include "vending.h"
  28. #include <time.h>
  29. #include <stdio.h>
  30. #include <stdlib.h>
  31. #include <memory.h>
  32. #include <string.h>
  33. //Regen related flags.
  34. #define RGN_HP 0x01
  35. #define RGN_SP 0x02
  36. #define RGN_SHP 0x04
  37. #define RGN_SSP 0x08
  38. static int max_weight_base[CLASS_COUNT];
  39. static int hp_coefficient[CLASS_COUNT];
  40. static int hp_coefficient2[CLASS_COUNT];
  41. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  42. static int sp_coefficient[CLASS_COUNT];
  43. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  44. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  45. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  46. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  47. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  48. static struct eri *sc_data_ers; //For sc_data entries
  49. static struct status_data dummy_status;
  50. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  51. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  52. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  53. //to avoid cards exploits
  54. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  55. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  56. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  57. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  58. sc_type status_skill2sc(int skill)
  59. {
  60. int sk = skill_get_index(skill);
  61. if( sk == 0 ) {
  62. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  63. return SC_NONE;
  64. }
  65. return SkillStatusChangeTable[sk];
  66. }
  67. int status_sc2skill(sc_type sc)
  68. {
  69. if( sc < 0 || sc >= SC_MAX ) {
  70. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  71. return 0;
  72. }
  73. return StatusSkillChangeTable[sc];
  74. }
  75. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  76. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  77. {
  78. int sk = skill_get_index(skill);
  79. if( sk == 0 ) {
  80. ShowError("set_sc: Unsupported skill id %d\n", skill);
  81. return;
  82. }
  83. if( sc < 0 || sc >= SC_MAX ) {
  84. ShowError("set_sc: Unsupported status change id %d\n", sc);
  85. return;
  86. }
  87. if( StatusSkillChangeTable[sc] == 0 )
  88. StatusSkillChangeTable[sc] = skill;
  89. if( StatusIconChangeTable[sc] == SI_BLANK )
  90. StatusIconChangeTable[sc] = icon;
  91. StatusChangeFlagTable[sc] |= flag;
  92. if( SkillStatusChangeTable[sk] == SC_NONE )
  93. SkillStatusChangeTable[sk] = sc;
  94. }
  95. void initChangeTables(void)
  96. {
  97. int i;
  98. for (i = 0; i < SC_MAX; i++)
  99. StatusIconChangeTable[i] = SI_BLANK;
  100. for (i = 0; i < MAX_SKILL; i++)
  101. SkillStatusChangeTable[i] = SC_NONE;
  102. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  103. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  104. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  105. set_sc( MG_STONECURSE , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  106. set_sc( MG_FROSTDIVER , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  107. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  108. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  109. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  110. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  111. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  112. set_sc( DC_WINKCHARM , SC_CONFUSION , SI_BLANK , SCB_NONE );
  113. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  114. set_sc( LK_HEADCRUSH , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  115. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  116. //The main status definitions
  117. add_sc( SM_BASH , SC_STUN );
  118. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  119. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  120. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  121. add_sc( MG_SIGHT , SC_SIGHT );
  122. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  123. add_sc( MG_FROSTDIVER , SC_FREEZE );
  124. add_sc( MG_STONECURSE , SC_STONE );
  125. add_sc( AL_RUWACH , SC_RUWACH );
  126. add_sc( AL_PNEUMA , SC_PNEUMA );
  127. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  128. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  129. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  130. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  131. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  132. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  133. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  134. add_sc( TF_POISON , SC_POISON );
  135. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  136. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  137. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  138. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  139. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  140. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  141. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  142. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  143. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  144. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  145. add_sc( PR_LEXDIVINA , SC_SILENCE );
  146. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  147. add_sc( WZ_METEOR , SC_STUN );
  148. add_sc( WZ_VERMILION , SC_BLIND );
  149. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  150. add_sc( WZ_STORMGUST , SC_FREEZE );
  151. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  152. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  153. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  154. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  155. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE );
  156. add_sc( HT_LANDMINE , SC_STUN );
  157. add_sc( HT_ANKLESNARE , SC_ANKLE );
  158. add_sc( HT_SANDMAN , SC_SLEEP );
  159. add_sc( HT_FLASHER , SC_BLIND );
  160. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  161. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  162. add_sc( AS_SONICBLOW , SC_STUN );
  163. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  164. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  165. add_sc( AS_VENOMDUST , SC_POISON );
  166. add_sc( AS_SPLASHER , SC_SPLASHER );
  167. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  168. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  169. add_sc( TF_SPRINKLESAND , SC_BLIND );
  170. add_sc( TF_THROWSTONE , SC_STUN );
  171. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  172. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  173. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  174. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  175. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_BLANK , SCB_DEF_ELE );
  176. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  177. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  178. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  179. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  180. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  181. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  182. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  183. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  184. add_sc( NPC_POISON , SC_POISON );
  185. add_sc( NPC_BLINDATTACK , SC_BLIND );
  186. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  187. add_sc( NPC_STUNATTACK , SC_STUN );
  188. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  189. add_sc( NPC_CURSEATTACK , SC_CURSE );
  190. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  191. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  192. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  193. add_sc( NPC_DARKBLESSING , SC_COMA );
  194. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  195. add_sc( NPC_DEFENDER , SC_ARMOR );
  196. add_sc( NPC_LICK , SC_STUN );
  197. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  198. add_sc( NPC_REBIRTH , SC_KAIZEL );
  199. add_sc( RG_RAID , SC_STUN );
  200. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  201. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  202. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  203. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  204. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  205. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  206. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  207. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  208. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  209. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  210. add_sc( CR_SHIELDCHARGE , SC_STUN );
  211. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  212. add_sc( CR_HOLYCROSS , SC_BLIND );
  213. add_sc( CR_GRANDCROSS , SC_BLIND );
  214. add_sc( CR_DEVOTION , SC_DEVOTION );
  215. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_PC );
  216. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  217. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  218. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  219. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  220. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  221. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  222. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  223. add_sc( SA_MAGICROD , SC_MAGICROD );
  224. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  225. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  226. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  227. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  228. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  229. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  230. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  231. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  232. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  233. add_sc( SA_COMA , SC_COMA );
  234. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  235. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  236. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  237. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  238. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  239. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  240. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  241. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_PC );
  242. add_sc( BA_FROSTJOKER , SC_FREEZE );
  243. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  244. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  245. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  246. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  247. add_sc( DC_SCREAM , SC_STUN );
  248. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  249. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  250. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  251. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_MAXSP|SCB_PC );
  252. add_sc( NPC_DARKCROSS , SC_BLIND );
  253. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  254. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  255. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  256. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  257. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  258. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  259. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  260. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  261. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  262. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  263. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  264. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  265. 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 );
  266. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  267. add_sc( HP_BASILICA , SC_BASILICA );
  268. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  269. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  270. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  271. add_sc( PA_GOSPEL , SC_SCRESIST );
  272. add_sc( CH_TIGERFIST , SC_STOP );
  273. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  274. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  275. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  276. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  277. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  278. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  279. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  280. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  281. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  282. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  283. add_sc( LK_SPIRALPIERCE , SC_STOP );
  284. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  285. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  286. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  287. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  288. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  289. add_sc( PF_FOGWALL , SC_FOGWALL );
  290. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  291. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  292. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  293. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  294. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  295. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  296. add_sc( TK_DOWNKICK , SC_STUN );
  297. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  298. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  299. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  300. set_sc( TK_SPTIME , SC_TKREST , SI_TKREST , SCB_NONE );
  301. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  302. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  303. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  304. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  305. add_sc( SG_MOON_WARM , SC_WARM );
  306. add_sc( SG_STAR_WARM , SC_WARM );
  307. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  308. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  309. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  310. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  311. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_PC );
  312. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  313. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  314. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  315. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  316. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  317. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  318. add_sc( SL_STUN , SC_STUN );
  319. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  320. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  321. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  322. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  323. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  324. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  325. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  326. add_sc( WS_CARTTERMINATION , SC_STUN );
  327. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  328. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  329. add_sc( CG_HERMODE , SC_HERMODE );
  330. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  331. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_PC );
  332. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  333. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  334. add_sc( GS_CRACKER , SC_STUN );
  335. add_sc( GS_DISARM , SC_STRIPWEAPON );
  336. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  337. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  338. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  339. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  340. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  341. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  342. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  343. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  344. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  345. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  346. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  347. add_sc( NPC_ICEBREATH , SC_FREEZE );
  348. add_sc( NPC_ACIDBREATH , SC_POISON );
  349. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  350. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  351. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  352. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  353. add_sc( NPC_WIDESTONE , SC_STONE );
  354. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  355. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  356. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  357. add_sc( NPC_EVILLAND , SC_BLIND );
  358. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  359. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  360. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  361. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  362. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  363. add_sc( NPC_WIDECURSE , SC_CURSE );
  364. add_sc( NPC_WIDESTUN , SC_STUN );
  365. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  366. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  367. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  368. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  369. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  370. add_sc( MO_BALKYOUNG , SC_STUN );
  371. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  372. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  373. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  374. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  375. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  376. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  377. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  378. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  379. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  380. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  381. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  382. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  383. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  384. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  385. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  386. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  387. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  388. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  389. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  390. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  391. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  392. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  393. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  394. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  395. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  396. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  397. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  398. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  399. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  400. //Status that don't have a skill associated.
  401. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  402. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  403. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  404. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  405. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  406. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  407. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  408. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  409. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  410. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  411. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  412. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  413. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  414. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  415. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  416. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  417. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  418. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  419. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  420. //Cash Items
  421. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  422. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  423. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  424. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  425. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  426. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  427. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  428. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  429. StatusIconChangeTable[SC_HPREGEN] = SI_HPREGEN;
  430. StatusIconChangeTable[SC_SPCOST_RATE] = SI_SPCOST_RATE;
  431. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_COMMONSC_RESIST;
  432. StatusIconChangeTable[SC_ARMOR_RESIST] = SI_ARMOR_RESIST;
  433. //Other SC which are not necessarily associated to skills.
  434. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  435. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  436. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  437. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  438. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  439. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  440. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  441. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  442. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  443. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  444. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  445. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  446. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  447. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  448. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  449. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  450. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  451. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  452. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  453. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  454. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  455. StatusChangeFlagTable[SC_INCDEF] |= SCB_DEF;
  456. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  457. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  458. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  459. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  460. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  461. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  462. StatusChangeFlagTable[SC_INCBASEATK] |= SCB_BATK;
  463. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  464. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  465. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  466. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  467. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  468. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  469. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  470. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  471. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  472. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  473. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  474. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC;
  475. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_PC;
  476. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_PC;
  477. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  478. if (!battle_config.display_hallucination) //Disable Hallucination.
  479. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  480. }
  481. static void initDummyData(void)
  482. {
  483. memset(&dummy_status, 0, sizeof(dummy_status));
  484. dummy_status.hp =
  485. dummy_status.max_hp =
  486. dummy_status.max_sp =
  487. dummy_status.str =
  488. dummy_status.agi =
  489. dummy_status.vit =
  490. dummy_status.int_ =
  491. dummy_status.dex =
  492. dummy_status.luk =
  493. dummy_status.hit = 1;
  494. dummy_status.speed = 2000;
  495. dummy_status.adelay = 4000;
  496. dummy_status.amotion = 2000;
  497. dummy_status.dmotion = 2000;
  498. dummy_status.ele_lv = 1; //Min elemental level.
  499. dummy_status.mode = MD_CANMOVE;
  500. }
  501. /*==========================================
  502. * 精錬ボーナス
  503. *------------------------------------------*/
  504. int status_getrefinebonus(int lv,int type)
  505. {
  506. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  507. return refinebonus[lv][type];
  508. return 0;
  509. }
  510. //Sets HP to given value. Flag is the flag passed to status_heal in case
  511. //final value is higher than current (use 2 to make a healing effect display
  512. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  513. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  514. {
  515. struct status_data *status;
  516. if (hp < 1) return 0;
  517. status = status_get_status_data(bl);
  518. if (status == &dummy_status)
  519. return 0;
  520. if (hp > status->max_hp) hp = status->max_hp;
  521. if (hp == status->hp) return 0;
  522. if (hp > status->hp)
  523. return status_heal(bl, hp - status->hp, 0, 1|flag);
  524. return status_zap(bl, status->hp - hp, 0);
  525. }
  526. //Sets SP to given value. Flag is the flag passed to status_heal in case
  527. //final value is higher than current (use 2 to make a healing effect display
  528. //on players)
  529. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  530. {
  531. struct status_data *status;
  532. status = status_get_status_data(bl);
  533. if (status == &dummy_status)
  534. return 0;
  535. if (sp > status->max_sp) sp = status->max_sp;
  536. if (sp == status->sp) return 0;
  537. if (sp > status->sp)
  538. return status_heal(bl, 0, sp - status->sp, 1|flag);
  539. return status_zap(bl, 0, status->sp - sp);
  540. }
  541. int status_charge(struct block_list* bl, int hp, int sp)
  542. {
  543. if(!(bl->type&BL_CONSUME))
  544. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  545. return status_damage(NULL, bl, hp, sp, 0, 3);
  546. }
  547. //Inflicts damage on the target with the according walkdelay.
  548. //If flag&1, damage is passive and does not triggers cancelling status changes.
  549. //If flag&2, fail if target does not has enough to substract.
  550. //If flag&4, if killed, mob must not give exp/loot.
  551. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  552. {
  553. struct status_data *status;
  554. struct status_change *sc;
  555. if(sp && !(target->type&BL_CONSUME))
  556. sp = 0; //Not a valid SP target.
  557. if (hp < 0) { //Assume absorbed damage.
  558. status_heal(target, -hp, 0, 1);
  559. hp = 0;
  560. }
  561. if (sp < 0) {
  562. status_heal(target, 0, -sp, 1);
  563. sp = 0;
  564. }
  565. if (!hp && !sp)
  566. return 0;
  567. if (target->type == BL_SKILL)
  568. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  569. status = status_get_status_data(target);
  570. if (status == &dummy_status || !status->hp)
  571. return 0; //Invalid targets: no damage or dead
  572. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  573. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  574. // if (!target->prev && !(flag&2))
  575. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  576. sc = status_get_sc(target);
  577. if (sc && !sc->count)
  578. sc = NULL;
  579. if (hp && !(flag&1)) {
  580. if (sc) {
  581. struct status_change_entry *sce;
  582. if ((sce=sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE)
  583. { //Devotion prevents any of the other ailments from ending.
  584. struct map_session_data *sd2 = map_id2sd(sce->val1);
  585. if (sd2 && sd2->devotion[sce->val2] == target->id && check_distance_bl(target, &sd2->bl, sce->val3))
  586. {
  587. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  588. status_fix_damage(NULL, &sd2->bl, hp, 0);
  589. return 0;
  590. }
  591. status_change_end(target, SC_DEVOTION, -1);
  592. }
  593. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  594. status_change_end(target,SC_STONE,-1);
  595. status_change_end(target,SC_FREEZE,-1);
  596. status_change_end(target,SC_SLEEP,-1);
  597. status_change_end(target,SC_WINKCHARM,-1);
  598. status_change_end(target,SC_CONFUSION,-1);
  599. status_change_end(target,SC_TRICKDEAD,-1);
  600. status_change_end(target,SC_HIDING,-1);
  601. status_change_end(target,SC_CLOAKING,-1);
  602. status_change_end(target,SC_CHASEWALK,-1);
  603. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  604. //Endure count is only reduced by non-players on non-gvg maps.
  605. //val4 signals infinite endure. [Skotlex]
  606. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  607. && --(sce->val2) < 0)
  608. status_change_end(target, SC_ENDURE, -1);
  609. }
  610. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  611. {
  612. struct skill_unit_group *sg = (struct skill_unit_group *)sce->val4;
  613. if (sg) {
  614. skill_delunitgroup(target,sg);
  615. sce->val4 = 0;
  616. status_change_end(target, SC_GRAVITATION, -1);
  617. }
  618. }
  619. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  620. skill_stop_dancing(target);
  621. }
  622. unit_skillcastcancel(target, 2);
  623. }
  624. if ((unsigned int)hp >= status->hp) {
  625. if (flag&2) return 0;
  626. hp = status->hp;
  627. }
  628. if ((unsigned int)sp > status->sp) {
  629. if (flag&2) return 0;
  630. sp = status->sp;
  631. }
  632. status->hp-= hp;
  633. status->sp-= sp;
  634. if (sc && hp && status->hp) {
  635. if (sc->data[SC_AUTOBERSERK] &&
  636. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  637. status->hp < status->max_hp>>2)
  638. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  639. if (sc->data[SC_BERSERK] && status->hp <= 100)
  640. status_change_end(target, SC_BERSERK, -1);
  641. }
  642. switch (target->type)
  643. {
  644. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  645. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  646. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  647. }
  648. if (status->hp)
  649. { //Still lives!
  650. if (walkdelay)
  651. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  652. return hp+sp;
  653. }
  654. status->hp = 1; //To let the dead function cast skills and all that.
  655. //NOTE: These dead functions should return: [Skotlex]
  656. //0: Death cancelled, auto-revived.
  657. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  658. //&2: Also remove object from map.
  659. //&4: Also delete object from memory.
  660. switch (target->type) {
  661. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  662. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  663. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); 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. if(target->type&BL_REGEN)
  676. { //Reset regen ticks.
  677. struct regen_data *regen = status_get_regen_data(target);
  678. if (regen) {
  679. memset(&regen->tick, 0, sizeof(regen->tick));
  680. if (regen->sregen)
  681. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  682. if (regen->ssregen)
  683. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  684. }
  685. }
  686. if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
  687. { //flag&8 = disable Kaizel
  688. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  689. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  690. status_change_clear(target,0);
  691. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  692. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  693. if( target->type == BL_MOB )
  694. ((TBL_MOB*)target)->state.rebirth = 1;
  695. return hp+sp;
  696. }
  697. status_change_clear(target,0);
  698. if(flag&4) //Delete from memory. (also invokes map removal code)
  699. unit_free(target,1);
  700. else
  701. if(flag&2) //remove from map
  702. unit_remove_map(target,1);
  703. else
  704. { //Some death states that would normally be handled by unit_remove_map
  705. unit_stop_attack(target);
  706. unit_stop_walking(target,0);
  707. unit_skillcastcancel(target,0);
  708. clif_clearunit_area(target,1);
  709. skill_unit_move(target,gettick(),4);
  710. skill_cleartimerskill(target);
  711. }
  712. return hp+sp;
  713. }
  714. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  715. //If flag&2, when the player is healed, show the HP/SP heal effect.
  716. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  717. {
  718. struct status_data *status;
  719. struct status_change *sc;
  720. status = status_get_status_data(bl);
  721. if (status == &dummy_status || !status->hp)
  722. return 0;
  723. sc = status_get_sc(bl);
  724. if (sc && !sc->count)
  725. sc = NULL;
  726. if (hp < 0) {
  727. status_damage(NULL, bl, -hp, 0, 0, 1);
  728. hp = 0;
  729. }
  730. if(hp) {
  731. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  732. hp = 0;
  733. if((unsigned int)hp > status->max_hp - status->hp)
  734. hp = status->max_hp - status->hp;
  735. }
  736. if(sp < 0) {
  737. status_damage(NULL, bl, 0, -sp, 0, 1);
  738. sp = 0;
  739. }
  740. if(sp) {
  741. if((unsigned int)sp > status->max_sp - status->sp)
  742. sp = status->max_sp - status->sp;
  743. }
  744. if(!sp && !hp) return 0;
  745. status->hp+= hp;
  746. status->sp+= sp;
  747. if(hp && sc &&
  748. sc->data[SC_AUTOBERSERK] &&
  749. sc->data[SC_PROVOKE] &&
  750. sc->data[SC_PROVOKE]->val2==1 &&
  751. status->hp>=status->max_hp>>2
  752. ) //End auto berserk.
  753. status_change_end(bl,SC_PROVOKE,-1);
  754. // send hp update to client
  755. switch(bl->type) {
  756. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  757. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  758. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  759. }
  760. return hp+sp;
  761. }
  762. //Does percentual non-flinching damage/heal. If mob is killed this way,
  763. //no exp/drops will be awarded if there is no src (or src is target)
  764. //If rates are > 0, percent is of current HP/SP
  765. //If rates are < 0, percent is of max HP/SP
  766. //If !flag, this is heal, otherwise it is damage.
  767. //Furthermore, if flag==2, then the target must not die from the substraction.
  768. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  769. {
  770. struct status_data *status;
  771. unsigned int hp =0, sp = 0;
  772. status = status_get_status_data(target);
  773. //Change the equation when the values are high enough to discard the
  774. //imprecision in exchange of overflow protection [Skotlex]
  775. //Also add 100% checks since those are the most used cases where we don't
  776. //want aproximation errors.
  777. if (hp_rate > 99)
  778. hp = status->hp;
  779. else if (hp_rate > 0)
  780. hp = status->hp>10000?
  781. hp_rate*(status->hp/100):
  782. (hp_rate*status->hp)/100;
  783. else if (hp_rate < -99)
  784. hp = status->max_hp;
  785. else if (hp_rate < 0)
  786. hp = status->max_hp>10000?
  787. (-hp_rate)*(status->max_hp/100):
  788. (-hp_rate*status->max_hp)/100;
  789. if (hp_rate && !hp)
  790. hp = 1;
  791. if (flag == 2 && hp >= status->hp)
  792. hp = status->hp-1; //Must not kill target.
  793. //Should be safe to not do overflow protection here, noone should have
  794. //millions upon millions of SP
  795. if (sp_rate > 99)
  796. sp = status->sp;
  797. else if (sp_rate > 0)
  798. sp = (sp_rate*status->sp)/100;
  799. else if (sp_rate < -99)
  800. sp = status->max_sp;
  801. else if (sp_rate < 0)
  802. sp = (-sp_rate)*status->max_sp/100;
  803. if (sp_rate && !sp)
  804. sp = 1;
  805. //Ugly check in case damage dealt is too much for the received args of
  806. //status_heal / status_damage. [Skotlex]
  807. if (hp > INT_MAX) {
  808. hp -= INT_MAX;
  809. if (flag)
  810. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  811. else
  812. status_heal(target, INT_MAX, 0, 0);
  813. }
  814. if (sp > INT_MAX) {
  815. sp -= INT_MAX;
  816. if (flag)
  817. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  818. else
  819. status_heal(target, 0, INT_MAX, 0);
  820. }
  821. if (flag)
  822. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  823. return status_heal(target, hp, sp, 0);
  824. }
  825. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  826. {
  827. struct status_data *status;
  828. unsigned int hp, sp;
  829. if (!status_isdead(bl)) return 0;
  830. status = status_get_status_data(bl);
  831. if (status == &dummy_status)
  832. return 0; //Invalid target.
  833. hp = status->max_hp * per_hp/100;
  834. sp = status->max_sp * per_sp/100;
  835. if(hp > status->max_hp - status->hp)
  836. hp = status->max_hp - status->hp;
  837. else if (per_hp && !hp)
  838. hp = 1;
  839. if(sp > status->max_sp - status->sp)
  840. sp = status->max_sp - status->sp;
  841. else if (per_sp && !sp)
  842. sp = 1;
  843. status->hp += hp;
  844. status->sp += sp;
  845. if (bl->prev) //Animation only if character is already on a map.
  846. clif_resurrection(bl, 1);
  847. switch (bl->type) {
  848. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  849. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  850. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  851. }
  852. return 1;
  853. }
  854. /*==========================================
  855. * Checks whether the src can use the skill on the target,
  856. * taking into account status/option of both source/target. [Skotlex]
  857. * flag:
  858. * 0 - Trying to use skill on target.
  859. * 1 - Cast bar is done.
  860. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  861. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  862. * target MAY Be null, in which case the checks are only to see
  863. * whether the source can cast or not the skill on the ground.
  864. *------------------------------------------*/
  865. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  866. {
  867. struct status_data *status;
  868. struct status_change *sc=NULL, *tsc;
  869. int hide_flag;
  870. status = src?status_get_status_data(src):&dummy_status;
  871. if (src && status_isdead(src))
  872. return 0;
  873. if (!skill_num) { //Normal attack checks.
  874. if (!(status->mode&MD_CANATTACK))
  875. return 0; //This mode is only needed for melee attacking.
  876. //Dead state is not checked for skills as some skills can be used
  877. //on dead characters, said checks are left to skill.c [Skotlex]
  878. if (target && status_isdead(target))
  879. return 0;
  880. }
  881. if (skill_num == PA_PRESSURE && flag && target) {
  882. //Gloria Avoids pretty much everything....
  883. tsc = status_get_sc(target);
  884. if(tsc && tsc->option&OPTION_HIDE)
  885. return 0;
  886. return 1;
  887. }
  888. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  889. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  890. && !(status->mode&MD_BOSS))
  891. { //Basilica Check
  892. if (!skill_num) return 0;
  893. hide_flag = skill_get_inf(skill_num);
  894. if (hide_flag&INF_ATTACK_SKILL)
  895. return 0;
  896. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  897. return 0;
  898. }
  899. //Should fail when used on top of Land Protector [Skotlex]
  900. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  901. && !(status->mode&MD_BOSS))
  902. return 0;
  903. if (src) sc = status_get_sc(src);
  904. if(sc && sc->count)
  905. {
  906. if(sc->opt1 >0)
  907. { //Stuned/Frozen/etc
  908. if (flag != 1) //Can't cast, casted stuff can't damage.
  909. return 0;
  910. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  911. return 0; //Targetted spells can't come off.
  912. }
  913. if (
  914. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  915. || (sc->data[SC_AUTOCOUNTER] && !flag)
  916. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  917. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  918. )
  919. return 0;
  920. if (sc->data[SC_WINKCHARM] && target && !flag)
  921. { //Prevents skill usage
  922. clif_emotion(src, 3);
  923. return 0;
  924. }
  925. if (sc->data[SC_BLADESTOP]) {
  926. switch (sc->data[SC_BLADESTOP]->val1)
  927. {
  928. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  929. case 4: if (skill_num == MO_CHAINCOMBO) break;
  930. case 3: if (skill_num == MO_INVESTIGATE) break;
  931. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  932. default: return 0;
  933. }
  934. }
  935. if (sc->data[SC_DANCING] && flag!=2)
  936. {
  937. if(sc->data[SC_LONGING])
  938. { //Allow everything except dancing/re-dancing. [Skotlex]
  939. if (skill_num == BD_ENCORE ||
  940. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  941. )
  942. return 0;
  943. } else
  944. switch (skill_num) {
  945. case BD_ADAPTATION:
  946. case CG_LONGINGFREEDOM:
  947. case BA_MUSICALSTRIKE:
  948. case DC_THROWARROW:
  949. break;
  950. default:
  951. return 0;
  952. }
  953. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  954. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  955. }
  956. if (skill_num && //Do not block item-casted skills.
  957. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  958. ) { //Skills blocked through status changes...
  959. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  960. sc->data[SC_SILENCE] ||
  961. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) ||
  962. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) ||
  963. sc->data[SC_STEELBODY] ||
  964. sc->data[SC_BERSERK]
  965. ))
  966. return 0;
  967. //Skill blocking.
  968. if (
  969. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  970. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  971. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  972. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  973. )
  974. return 0;
  975. }
  976. }
  977. if (sc && sc->option)
  978. {
  979. if (sc->option&OPTION_HIDE)
  980. switch (skill_num) { //Usable skills while hiding.
  981. case TF_HIDING:
  982. case AS_GRIMTOOTH:
  983. case RG_BACKSTAP:
  984. case RG_RAID:
  985. case NJ_SHADOWJUMP:
  986. case NJ_KIRIKAGE:
  987. break;
  988. default:
  989. //Non players can use all skills while hidden.
  990. if (!skill_num || src->type == BL_PC)
  991. return 0;
  992. }
  993. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  994. return 0;
  995. }
  996. if (target == NULL || target == src) //No further checking needed.
  997. return 1;
  998. tsc = status_get_sc(target);
  999. if(tsc && tsc->count)
  1000. {
  1001. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1002. return 0;
  1003. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  1004. && tsc->data[SC_FREEZE])
  1005. return 0;
  1006. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1007. return 0;
  1008. }
  1009. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1010. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1011. //You cannot hide from ground skills.
  1012. if(skill_get_ele(skill_num,1) == ELE_EARTH) //TODO: Need Skill Lv here :/
  1013. hide_flag &= ~OPTION_HIDE;
  1014. switch (target->type)
  1015. {
  1016. case BL_PC:
  1017. {
  1018. struct map_session_data *sd = (TBL_PC*) target;
  1019. if (pc_isinvisible(sd))
  1020. return 0;
  1021. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1022. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1023. return 0;
  1024. }
  1025. break;
  1026. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1027. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1028. if (status->mode&MD_LOOTER)
  1029. return 1;
  1030. return 0;
  1031. case BL_HOM:
  1032. //Can't use support skills on homun (only master/self can)
  1033. //Placed here instead of battle_check_target because support skill
  1034. //invocations don't call that function.
  1035. if (skill_num && battle_config.hom_setting&0x1 &&
  1036. skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
  1037. battle_get_master(target) != src)
  1038. return 0;
  1039. default:
  1040. //Check for chase-walk/hiding/cloaking opponents.
  1041. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1042. return 0;
  1043. }
  1044. return 1;
  1045. }
  1046. //Checks whether the source can see and chase target.
  1047. int status_check_visibility(struct block_list *src, struct block_list *target)
  1048. {
  1049. int view_range;
  1050. struct status_data* status = status_get_status_data(src);
  1051. struct status_change* tsc = status_get_sc(target);
  1052. switch (src->type) {
  1053. case BL_MOB:
  1054. view_range = ((TBL_MOB*)src)->min_chase;
  1055. break;
  1056. case BL_PET:
  1057. view_range = ((TBL_PET*)src)->db->range2;
  1058. break;
  1059. default:
  1060. view_range = AREA_SIZE;
  1061. }
  1062. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1063. return 0;
  1064. switch (target->type)
  1065. { //Check for chase-walk/hiding/cloaking opponents.
  1066. case BL_PC:
  1067. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1068. !(status->mode&MD_BOSS) &&
  1069. (
  1070. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1071. !(status->mode&MD_DETECTOR)
  1072. ))
  1073. return 0;
  1074. break;
  1075. default:
  1076. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1077. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1078. return 0;
  1079. }
  1080. return 1;
  1081. }
  1082. // Basic ASPD value
  1083. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1084. {
  1085. int amotion;
  1086. // base weapon delay
  1087. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1088. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1089. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1090. // percentual delay reduction from stats
  1091. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1092. // raw delay adjustment from bAspd bonus
  1093. amotion+= sd->aspd_add;
  1094. return amotion;
  1095. }
  1096. static unsigned short status_base_atk(struct block_list *bl, struct status_data *status)
  1097. {
  1098. int flag = 0, str, dex, dstr;
  1099. if(!(bl->type&battle_config.enable_baseatk))
  1100. return 0;
  1101. if (bl->type == BL_PC)
  1102. switch(((TBL_PC*)bl)->status.weapon){
  1103. case W_BOW:
  1104. case W_MUSICAL:
  1105. case W_WHIP:
  1106. case W_REVOLVER:
  1107. case W_RIFLE:
  1108. case W_GATLING:
  1109. case W_SHOTGUN:
  1110. case W_GRENADE:
  1111. flag = 1;
  1112. }
  1113. if (flag) {
  1114. str = status->dex;
  1115. dex = status->str;
  1116. } else {
  1117. str = status->str;
  1118. dex = status->dex;
  1119. }
  1120. //Normally only players have base-atk, but homunc have a different batk
  1121. // equation, hinting that perhaps non-players should use this for batk.
  1122. // [Skotlex]
  1123. dstr = str/10;
  1124. str += dstr*dstr;
  1125. if (bl->type == BL_PC)
  1126. str+= dex/5 + status->luk/5;
  1127. return cap_value(str, 0, USHRT_MAX);
  1128. }
  1129. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1130. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1131. //Fills in the misc data that can be calculated from the other status info (except for level)
  1132. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1133. {
  1134. //Non players get the value set, players need to stack with previous bonuses.
  1135. if (bl->type != BL_PC)
  1136. status->batk =
  1137. status->hit = status->flee =
  1138. status->def2 = status->mdef2 =
  1139. status->cri = status->flee2 = 0;
  1140. status->matk_min = status_base_matk_min(status);
  1141. status->matk_max = status_base_matk_max(status);
  1142. status->hit += level + status->dex;
  1143. status->flee += level + status->agi;
  1144. status->def2 += status->vit;
  1145. status->mdef2 += status->int_ + (status->vit>>1);
  1146. if (bl->type&battle_config.enable_critical)
  1147. status->cri += status->luk*3 + 10;
  1148. else
  1149. status->cri = 0;
  1150. if (bl->type&battle_config.enable_perfect_flee)
  1151. status->flee2 += status->luk + 10;
  1152. else
  1153. status->flee2 = 0;
  1154. if (status->batk) {
  1155. int temp = status->batk + status_base_atk(bl, status);
  1156. status->batk = cap_value(temp, 0, USHRT_MAX);
  1157. } else
  1158. status->batk = status_base_atk(bl, status);
  1159. if (status->cri)
  1160. switch (bl->type) {
  1161. case BL_MOB:
  1162. if(battle_config.mob_critical_rate != 100)
  1163. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1164. if(!status->cri && battle_config.mob_critical_rate)
  1165. status->cri = 10;
  1166. break;
  1167. case BL_PC:
  1168. //Players don't have a critical adjustment setting as of yet.
  1169. break;
  1170. default:
  1171. if(battle_config.critical_rate != 100)
  1172. status->cri = status->cri*battle_config.critical_rate/100;
  1173. if (!status->cri && battle_config.critical_rate)
  1174. status->cri = 10;
  1175. }
  1176. if(bl->type&BL_REGEN)
  1177. status_calc_regen(bl, status, status_get_regen_data(bl));
  1178. }
  1179. //Skotlex: Calculates the initial status for the given mob
  1180. //first will only be false when the mob leveled up or got a GuardUp level.
  1181. //first&2: Class-change invoked.
  1182. int status_calc_mob(struct mob_data* md, int first)
  1183. {
  1184. struct status_data *status;
  1185. struct block_list *mbl = NULL;
  1186. int flag=0;
  1187. if(first)
  1188. { //Set basic level on respawn.
  1189. if (md->spawn && !(first&2))
  1190. md->level = md->spawn->level;
  1191. else
  1192. md->level = md->db->lv; // [Valaris]
  1193. }
  1194. //Check if we need custom base-status
  1195. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1196. flag|=1;
  1197. if (md->special_state.size)
  1198. flag|=2;
  1199. if (md->guardian_data && md->guardian_data->guardup_lv)
  1200. flag|=4;
  1201. if (battle_config.slaves_inherit_speed && md->master_id)
  1202. flag|=8;
  1203. if (md->master_id && md->special_state.ai>1)
  1204. flag|=16;
  1205. if (!flag)
  1206. { //No special status required.
  1207. if (md->base_status) {
  1208. aFree(md->base_status);
  1209. md->base_status = NULL;
  1210. }
  1211. if(first)
  1212. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1213. return 0;
  1214. }
  1215. if (!md->base_status)
  1216. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1217. status = md->base_status;
  1218. memcpy(status, &md->db->status, sizeof(struct status_data));
  1219. if (flag&(8|16))
  1220. mbl = map_id2bl(md->master_id);
  1221. if (flag&8 && mbl) {
  1222. struct status_data *mstatus = status_get_base_status(mbl);
  1223. if (mstatus &&
  1224. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1225. status->speed = mstatus->speed;
  1226. }
  1227. if (flag&16 && mbl)
  1228. { //Max HP setting from Summon Flora/marine Sphere
  1229. struct unit_data *ud = unit_bl2ud(mbl);
  1230. //Remove special AI when this is used by regular mobs.
  1231. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1232. md->special_state.ai = 0;
  1233. if (ud)
  1234. { // different levels of HP according to skill level
  1235. if (ud->skillid == AM_SPHEREMINE) {
  1236. status->max_hp = 2000 + 400*ud->skilllv;
  1237. } else { //AM_CANNIBALIZE
  1238. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1239. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1240. }
  1241. status->hp = status->max_hp;
  1242. }
  1243. }
  1244. if (flag&1)
  1245. { // increase from mobs leveling up [Valaris]
  1246. int diff = md->level - md->db->lv;
  1247. status->str+= diff;
  1248. status->agi+= diff;
  1249. status->vit+= diff;
  1250. status->int_+= diff;
  1251. status->dex+= diff;
  1252. status->luk+= diff;
  1253. status->max_hp += diff*status->vit;
  1254. status->max_sp += diff*status->int_;
  1255. status->hp = status->max_hp;
  1256. status->sp = status->max_sp;
  1257. status->speed -= diff;
  1258. }
  1259. if (flag&2)
  1260. { // change for sized monsters [Valaris]
  1261. if (md->special_state.size==1) {
  1262. status->max_hp>>=1;
  1263. status->max_sp>>=1;
  1264. if (!status->max_hp) status->max_hp = 1;
  1265. if (!status->max_sp) status->max_sp = 1;
  1266. status->hp=status->max_hp;
  1267. status->sp=status->max_sp;
  1268. status->str>>=1;
  1269. status->agi>>=1;
  1270. status->vit>>=1;
  1271. status->int_>>=1;
  1272. status->dex>>=1;
  1273. status->luk>>=1;
  1274. if (!status->str) status->str = 1;
  1275. if (!status->agi) status->agi = 1;
  1276. if (!status->vit) status->vit = 1;
  1277. if (!status->int_) status->int_ = 1;
  1278. if (!status->dex) status->dex = 1;
  1279. if (!status->luk) status->luk = 1;
  1280. } else if (md->special_state.size==2) {
  1281. status->max_hp<<=1;
  1282. status->max_sp<<=1;
  1283. status->hp=status->max_hp;
  1284. status->sp=status->max_sp;
  1285. status->str<<=1;
  1286. status->agi<<=1;
  1287. status->vit<<=1;
  1288. status->int_<<=1;
  1289. status->dex<<=1;
  1290. status->luk<<=1;
  1291. }
  1292. }
  1293. status_calc_misc(&md->bl, status, md->level);
  1294. if(flag&4)
  1295. { // Strengthen Guardians - custom value +10% / lv
  1296. struct guild_castle *gc;
  1297. gc=guild_mapname2gc(map[md->bl.m].name);
  1298. if (!gc)
  1299. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1300. else {
  1301. status->max_hp += 2000 * gc->defense;
  1302. status->max_sp += 200 * gc->defense;
  1303. status->hp = status->max_hp;
  1304. status->sp = status->max_sp;
  1305. }
  1306. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1307. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1308. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1309. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1310. }
  1311. //Initial battle status
  1312. if (!first)
  1313. status_calc_bl(&md->bl, SCB_ALL);
  1314. else
  1315. memcpy(&md->status, status, sizeof(struct status_data));
  1316. return 1;
  1317. }
  1318. //Skotlex: Calculates the stats of the given pet.
  1319. int status_calc_pet(struct pet_data *pd, int first)
  1320. {
  1321. nullpo_retr(0, pd);
  1322. if (first) {
  1323. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1324. pd->status.mode|= MD_CANMOVE; //so they can chase their master!
  1325. pd->status.speed = pd->petDB->speed;
  1326. }
  1327. if (battle_config.pet_lv_rate && pd->msd)
  1328. {
  1329. struct map_session_data *sd = pd->msd;
  1330. int lv;
  1331. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1332. if (lv < 0)
  1333. lv = 1;
  1334. if (lv != pd->pet.level || first)
  1335. {
  1336. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1337. pd->pet.level = lv;
  1338. if (!first) //Lv Up animation
  1339. clif_misceffect(&pd->bl, 0);
  1340. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1341. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1342. status->str = (bstat->str*lv)/pd->db->lv;
  1343. status->agi = (bstat->agi*lv)/pd->db->lv;
  1344. status->vit = (bstat->vit*lv)/pd->db->lv;
  1345. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1346. status->dex = (bstat->dex*lv)/pd->db->lv;
  1347. status->luk = (bstat->luk*lv)/pd->db->lv;
  1348. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1349. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1350. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1351. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1352. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1353. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1354. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1355. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1356. status_calc_misc(&pd->bl, &pd->status, lv);
  1357. if (!first) //Not done the first time because the pet is not visible yet
  1358. clif_send_petstatus(sd);
  1359. }
  1360. } else if (first) {
  1361. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1362. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1363. pd->pet.level = pd->db->lv;
  1364. }
  1365. //Support rate modifier (1000 = 100%)
  1366. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1367. if(battle_config.pet_support_rate != 100)
  1368. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1369. return 1;
  1370. }
  1371. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1372. static void status_calc_sigma(void)
  1373. {
  1374. int i,j;
  1375. for(i = 0; i < CLASS_COUNT; i++)
  1376. {
  1377. unsigned int k = 0;
  1378. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1379. for(j = 2; j <= MAX_LEVEL; j++)
  1380. {
  1381. k += (hp_coefficient[i]*j + 50) / 100;
  1382. hp_sigma_val[i][j] = k;
  1383. if (k >= INT_MAX)
  1384. break; //Overflow protection. [Skotlex]
  1385. }
  1386. for(; j <= MAX_LEVEL; j++)
  1387. hp_sigma_val[i][j] = INT_MAX;
  1388. }
  1389. }
  1390. /// Calculates base MaxHP value according to class and base level
  1391. /// The recursive equation used to calculate level bonus is (using integer operations)
  1392. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1393. /// which reduces to something close to
  1394. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1395. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1396. {
  1397. unsigned int val = pc_class2idx(sd->status.class_);
  1398. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1399. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1400. val += 100; //Since their HP can't be approximated well enough without this.
  1401. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1402. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1403. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1404. val += 2000; //Supernovice lvl99 hp bonus.
  1405. val += val * status->vit/100; // +1% per each point of VIT
  1406. if (sd->class_&JOBL_UPPER)
  1407. val += val * 25/100; //Trans classes get a 25% hp bonus
  1408. else if (sd->class_&JOBL_BABY)
  1409. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1410. return val;
  1411. }
  1412. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1413. {
  1414. unsigned int val;
  1415. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1416. val += val * status->int_/100;
  1417. if (sd->class_&JOBL_UPPER)
  1418. val += val * 25/100;
  1419. else if (sd->class_&JOBL_BABY)
  1420. val -= val * 30/100;
  1421. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1422. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1423. return val;
  1424. }
  1425. //Calculates player data from scratch without counting SC adjustments.
  1426. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1427. int status_calc_pc(struct map_session_data* sd,int first)
  1428. {
  1429. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1430. struct status_data b_status, *status;
  1431. const struct status_change *sc = &sd->sc;
  1432. struct s_skill b_skill[MAX_SKILL];
  1433. int b_weight,b_max_weight;
  1434. int i,index;
  1435. int skill,refinedef=0;
  1436. if (++calculating > 10) //Too many recursive calls!
  1437. return -1;
  1438. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1439. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1440. b_weight = sd->weight;
  1441. b_max_weight = sd->max_weight;
  1442. pc_calc_skilltree(sd); // スキルツリ?の計算
  1443. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1444. if(first&1) {
  1445. //Load Hp/SP from char-received data.
  1446. sd->battle_status.hp = sd->status.hp;
  1447. sd->battle_status.sp = sd->status.sp;
  1448. sd->regen.sregen = &sd->sregen;
  1449. sd->regen.ssregen = &sd->ssregen;
  1450. sd->weight=0;
  1451. for(i=0;i<MAX_INVENTORY;i++){
  1452. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1453. continue;
  1454. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1455. }
  1456. sd->cart_weight=0;
  1457. sd->cart_num=0;
  1458. for(i=0;i<MAX_CART;i++){
  1459. if(sd->status.cart[i].nameid==0)
  1460. continue;
  1461. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1462. sd->cart_num++;
  1463. }
  1464. }
  1465. status = &sd->base_status;
  1466. // these are not zeroed. [zzo]
  1467. sd->hprate=100;
  1468. sd->sprate=100;
  1469. sd->castrate=100;
  1470. sd->delayrate=100;
  1471. sd->dsprate=100;
  1472. sd->hprecov_rate = 100;
  1473. sd->sprecov_rate = 100;
  1474. sd->atk_rate = sd->matk_rate = 100;
  1475. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1476. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1477. sd->regen.state.block = 0;
  1478. // zeroed arrays, order follows the order in map.h.
  1479. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1480. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1481. + sizeof(sd->param_equip)
  1482. + sizeof(sd->subele)
  1483. + sizeof(sd->subrace)
  1484. + sizeof(sd->subrace2)
  1485. + sizeof(sd->subsize)
  1486. + sizeof(sd->reseff)
  1487. + sizeof(sd->weapon_coma_ele)
  1488. + sizeof(sd->weapon_coma_race)
  1489. + sizeof(sd->weapon_atk)
  1490. + sizeof(sd->weapon_atk_rate)
  1491. + sizeof(sd->arrow_addele)
  1492. + sizeof(sd->arrow_addrace)
  1493. + sizeof(sd->arrow_addsize)
  1494. + sizeof(sd->magic_addele)
  1495. + sizeof(sd->magic_addrace)
  1496. + sizeof(sd->magic_addsize)
  1497. + sizeof(sd->critaddrace)
  1498. + sizeof(sd->expaddrace)
  1499. + sizeof(sd->ignore_mdef)
  1500. + sizeof(sd->itemgrouphealrate)
  1501. + sizeof(sd->sp_gain_race)
  1502. );
  1503. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1504. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1505. if (sd->special_state.intravision) //Clear status change.
  1506. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1507. memset(&sd->special_state,0,sizeof(sd->special_state));
  1508. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1509. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1510. status->speed = DEFAULT_WALK_SPEED;
  1511. //Give them all modes except these (useful for clones)
  1512. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1513. status->size = (sd->class_&JOBL_BABY)?0:1;
  1514. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1515. if (sd->class_&JOBL_BABY) {
  1516. if (battle_config.character_size&2)
  1517. status->size++;
  1518. } else
  1519. if(battle_config.character_size&1)
  1520. status->size++;
  1521. }
  1522. status->aspd_rate = 1000;
  1523. status->ele_lv = 1;
  1524. status->race = RC_DEMIHUMAN;
  1525. //zero up structures...
  1526. memset(&sd->autospell,0,sizeof(sd->autospell)
  1527. + sizeof(sd->autospell2)
  1528. + sizeof(sd->addeff)
  1529. + sizeof(sd->addeff2)
  1530. + sizeof(sd->skillatk)
  1531. + sizeof(sd->skillheal)
  1532. + sizeof(sd->hp_loss)
  1533. + sizeof(sd->sp_loss)
  1534. + sizeof(sd->hp_regen)
  1535. + sizeof(sd->sp_regen)
  1536. + sizeof(sd->skillblown)
  1537. + sizeof(sd->skillcast)
  1538. + sizeof(sd->add_def)
  1539. + sizeof(sd->add_mdef)
  1540. + sizeof(sd->add_mdmg)
  1541. + sizeof(sd->add_drop)
  1542. + sizeof(sd->itemhealrate)
  1543. );
  1544. // clear autoscripts...
  1545. pc_autoscript_clear(sd->autoscript, ARRAYLENGTH(sd->autoscript));
  1546. pc_autoscript_clear(sd->autoscript2, ARRAYLENGTH(sd->autoscript2));
  1547. // vars zeroing. ints, shorts, chars. in that order.
  1548. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1549. + sizeof(sd->arrow_ele)
  1550. + sizeof(sd->arrow_cri)
  1551. + sizeof(sd->arrow_hit)
  1552. + sizeof(sd->nsshealhp)
  1553. + sizeof(sd->nsshealsp)
  1554. + sizeof(sd->critical_def)
  1555. + sizeof(sd->double_rate)
  1556. + sizeof(sd->long_attack_atk_rate)
  1557. + sizeof(sd->near_attack_def_rate)
  1558. + sizeof(sd->long_attack_def_rate)
  1559. + sizeof(sd->magic_def_rate)
  1560. + sizeof(sd->misc_def_rate)
  1561. + sizeof(sd->ignore_mdef_ele)
  1562. + sizeof(sd->ignore_mdef_race)
  1563. + sizeof(sd->perfect_hit)
  1564. + sizeof(sd->perfect_hit_add)
  1565. + sizeof(sd->get_zeny_rate)
  1566. + sizeof(sd->get_zeny_num)
  1567. + sizeof(sd->double_add_rate)
  1568. + sizeof(sd->short_weapon_damage_return)
  1569. + sizeof(sd->long_weapon_damage_return)
  1570. + sizeof(sd->magic_damage_return)
  1571. + sizeof(sd->random_attack_increase_add)
  1572. + sizeof(sd->random_attack_increase_per)
  1573. + sizeof(sd->break_weapon_rate)
  1574. + sizeof(sd->break_armor_rate)
  1575. + sizeof(sd->crit_atk_rate)
  1576. + sizeof(sd->classchange)
  1577. + sizeof(sd->speed_rate)
  1578. + sizeof(sd->speed_add_rate)
  1579. + sizeof(sd->aspd_add)
  1580. + sizeof(sd->setitem_hash)
  1581. + sizeof(sd->setitem_hash2)
  1582. // shorts
  1583. + sizeof(sd->splash_range)
  1584. + sizeof(sd->splash_add_range)
  1585. + sizeof(sd->add_steal_rate)
  1586. + sizeof(sd->hp_gain_value)
  1587. + sizeof(sd->sp_gain_value)
  1588. + sizeof(sd->sp_vanish_rate)
  1589. + sizeof(sd->sp_vanish_per)
  1590. + sizeof(sd->unbreakable)
  1591. + sizeof(sd->unbreakable_equip)
  1592. + sizeof(sd->unstripable_equip)
  1593. );
  1594. // Parse equipment.
  1595. for(i=0;i<EQI_MAX-1;i++) {
  1596. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1597. if(index < 0)
  1598. continue;
  1599. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1600. continue;
  1601. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1602. continue;
  1603. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1604. continue;
  1605. if(!sd->inventory_data[index])
  1606. continue;
  1607. status->def += sd->inventory_data[index]->def;
  1608. if(first&1 && sd->inventory_data[index]->equip_script)
  1609. { //Execute equip-script on login
  1610. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1611. if (!calculating)
  1612. return 1;
  1613. }
  1614. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1615. int r,wlv = sd->inventory_data[index]->wlv;
  1616. struct weapon_data *wd;
  1617. struct weapon_atk *wa;
  1618. if (wlv >= MAX_REFINE_BONUS)
  1619. wlv = MAX_REFINE_BONUS - 1;
  1620. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1621. wd = &sd->left_weapon; // Left-hand weapon
  1622. wa = &status->lhw;
  1623. } else {
  1624. wd = &sd->right_weapon;
  1625. wa = &status->rhw;
  1626. }
  1627. wa->atk += sd->inventory_data[index]->atk;
  1628. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1629. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1630. wd->overrefine = r*refinebonus[wlv][1];
  1631. wa->range += sd->inventory_data[index]->range;
  1632. if(sd->inventory_data[index]->script) {
  1633. if (wd == &sd->left_weapon) {
  1634. sd->state.lr_flag = 1;
  1635. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1636. sd->state.lr_flag = 0;
  1637. } else
  1638. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1639. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1640. return 1;
  1641. }
  1642. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1643. { // Forged weapon
  1644. wd->star += (sd->status.inventory[index].card[1]>>8);
  1645. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1646. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1647. wd->star += 10;
  1648. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1649. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1650. }
  1651. }
  1652. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1653. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1654. if(sd->inventory_data[index]->script) {
  1655. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1656. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1657. return 1;
  1658. }
  1659. }
  1660. }
  1661. if(sd->equip_index[EQI_AMMO] >= 0){
  1662. index = sd->equip_index[EQI_AMMO];
  1663. if(sd->inventory_data[index]){ // Arrows
  1664. sd->arrow_atk += sd->inventory_data[index]->atk;
  1665. sd->state.lr_flag = 2;
  1666. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1667. sd->state.lr_flag = 0;
  1668. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1669. return 1;
  1670. }
  1671. }
  1672. //Store equipment script bonuses
  1673. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1674. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1675. status->def += (refinedef+50)/100;
  1676. //Parse Cards
  1677. for(i=0;i<EQI_MAX-1;i++) {
  1678. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1679. if(index < 0)
  1680. continue;
  1681. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1682. continue;
  1683. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1684. continue;
  1685. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1686. continue;
  1687. if(sd->inventory_data[index]) {
  1688. int j,c;
  1689. struct item_data *data;
  1690. //Card script execution.
  1691. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1692. continue;
  1693. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1694. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1695. if(!c)
  1696. continue;
  1697. data = itemdb_exists(c);
  1698. if(!data)
  1699. continue;
  1700. if(first&1 && data->equip_script)
  1701. { //Execute equip-script on login
  1702. run_script(data->equip_script,0,sd->bl.id,0);
  1703. if (!calculating)
  1704. return 1;
  1705. }
  1706. if(!data->script)
  1707. continue;
  1708. if(data->flag.no_equip) { //Card restriction checks.
  1709. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1710. continue;
  1711. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1712. continue;
  1713. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1714. continue;
  1715. }
  1716. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1717. { //Left hand status.
  1718. sd->state.lr_flag = 1;
  1719. run_script(data->script,0,sd->bl.id,0);
  1720. sd->state.lr_flag = 0;
  1721. } else
  1722. run_script(data->script,0,sd->bl.id,0);
  1723. if (!calculating) //Abort, run_script his function. [Skotlex]
  1724. return 1;
  1725. }
  1726. }
  1727. }
  1728. if(sd->pd && battle_config.pet_status_support)
  1729. { // Pet
  1730. struct pet_data *pd=sd->pd;
  1731. if(pd && pd->pet.intimate > 0 &&
  1732. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1733. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1734. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1735. }
  1736. //param_bonus now holds card bonuses.
  1737. if(status->rhw.range < 1) status->rhw.range = 1;
  1738. if(status->lhw.range < 1) status->lhw.range = 1;
  1739. if(status->rhw.range < status->lhw.range)
  1740. status->rhw.range = status->lhw.range;
  1741. sd->double_rate += sd->double_add_rate;
  1742. sd->perfect_hit += sd->perfect_hit_add;
  1743. sd->splash_range += sd->splash_add_range;
  1744. // Damage modifiers from weapon type
  1745. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1746. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1747. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1748. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1749. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1750. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1751. if(pc_isriding(sd) &&
  1752. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1753. { //When Riding with spear, damage modifier to mid-class becomes
  1754. //same as versus large size.
  1755. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1756. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1757. }
  1758. // ----- STATS CALCULATION -----
  1759. // Job bonuses
  1760. index = pc_class2idx(sd->status.class_);
  1761. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1762. if(!job_bonus[index][i])
  1763. continue;
  1764. switch(job_bonus[index][i]) {
  1765. case 1: status->str++; break;
  1766. case 2: status->agi++; break;
  1767. case 3: status->vit++; break;
  1768. case 4: status->int_++; break;
  1769. case 5: status->dex++; break;
  1770. case 6: status->luk++; break;
  1771. }
  1772. }
  1773. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1774. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1775. status->str += 10;
  1776. status->agi += 10;
  1777. status->vit += 10;
  1778. status->int_+= 10;
  1779. status->dex += 10;
  1780. status->luk += 10;
  1781. }
  1782. // Absolute modifiers from passive skills
  1783. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1784. status->str++;
  1785. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1786. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1787. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1788. status->dex += skill;
  1789. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1790. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1791. status->str = cap_value(i,0,USHRT_MAX);
  1792. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1793. status->agi = cap_value(i,0,USHRT_MAX);
  1794. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1795. status->vit = cap_value(i,0,USHRT_MAX);
  1796. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1797. status->int_ = cap_value(i,0,USHRT_MAX);
  1798. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1799. status->dex = cap_value(i,0,USHRT_MAX);
  1800. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1801. status->luk = cap_value(i,0,USHRT_MAX);
  1802. // ------ BASE ATTACK CALCULATION ------
  1803. // Base batk value is set on status_calc_misc
  1804. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1805. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1806. status->batk += sd->weapon_atk[sd->status.weapon];
  1807. // Absolute modifiers from passive skills
  1808. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1809. status->batk += 4;
  1810. // ----- HP MAX CALCULATION -----
  1811. // Basic MaxHP value
  1812. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1813. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1814. //This is done to handle underflows from negative Max HP bonuses
  1815. i = sd->status.max_hp + (int)status->max_hp;
  1816. status->max_hp = cap_value(i, 0, INT_MAX);
  1817. // Absolute modifiers from passive skills
  1818. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1819. status->max_hp += skill*200;
  1820. // Apply relative modifiers from equipment
  1821. if(sd->hprate < 0)
  1822. sd->hprate = 0;
  1823. if(sd->hprate!=100)
  1824. status->max_hp = status->max_hp * sd->hprate/100;
  1825. if(battle_config.hp_rate != 100)
  1826. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1827. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1828. status->max_hp = battle_config.max_hp;
  1829. else if(!status->max_hp)
  1830. status->max_hp = 1;
  1831. // ----- SP MAX CALCULATION -----
  1832. // Basic MaxSP value
  1833. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1834. //This is done to handle underflows from negative Max SP bonuses
  1835. i = sd->status.max_sp + (int)status->max_sp;
  1836. status->max_sp = cap_value(i, 0, INT_MAX);
  1837. // Absolute modifiers from passive skills
  1838. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1839. status->max_sp += 30*skill;
  1840. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1841. status->max_sp += status->max_sp * skill/100;
  1842. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1843. status->max_sp += status->max_sp * 2*skill/100;
  1844. // Apply relative modifiers from equipment
  1845. if(sd->sprate < 0)
  1846. sd->sprate = 0;
  1847. if(sd->sprate!=100)
  1848. status->max_sp = status->max_sp * sd->sprate/100;
  1849. if(battle_config.sp_rate != 100)
  1850. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1851. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1852. status->max_sp = battle_config.max_sp;
  1853. else if(!status->max_sp)
  1854. status->max_sp = 1;
  1855. // ----- RESPAWN HP/SP -----
  1856. //
  1857. //Calc respawn hp and store it on base_status
  1858. if (sd->special_state.restart_full_recover)
  1859. {
  1860. status->hp = status->max_hp;
  1861. status->sp = status->max_sp;
  1862. } else {
  1863. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1864. && battle_config.restart_hp_rate < 50)
  1865. status->hp=status->max_hp>>1;
  1866. else
  1867. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1868. if(!status->hp)
  1869. status->hp = 1;
  1870. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1871. }
  1872. // ----- MISC CALCULATION -----
  1873. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1874. //Equipment modifiers for misc settings
  1875. if(sd->matk_rate < 0)
  1876. sd->matk_rate = 0;
  1877. if(sd->matk_rate != 100){
  1878. status->matk_max = status->matk_max * sd->matk_rate/100;
  1879. status->matk_min = status->matk_min * sd->matk_rate/100;
  1880. }
  1881. if(sd->hit_rate < 0)
  1882. sd->hit_rate = 0;
  1883. if(sd->hit_rate != 100)
  1884. status->hit = status->hit * sd->hit_rate/100;
  1885. if(sd->flee_rate < 0)
  1886. sd->flee_rate = 0;
  1887. if(sd->flee_rate != 100)
  1888. status->flee = status->flee * sd->flee_rate/100;
  1889. if(sd->def2_rate < 0)
  1890. sd->def2_rate = 0;
  1891. if(sd->def2_rate != 100)
  1892. status->def2 = status->def2 * sd->def2_rate/100;
  1893. if(sd->mdef2_rate < 0)
  1894. sd->mdef2_rate = 0;
  1895. if(sd->mdef2_rate != 100)
  1896. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1897. if(sd->critical_rate < 0)
  1898. sd->critical_rate = 0;
  1899. if(sd->critical_rate != 100)
  1900. status->cri = status->cri * sd->critical_rate/100;
  1901. if(sd->flee2_rate < 0)
  1902. sd->flee2_rate = 0;
  1903. if(sd->flee2_rate != 100)
  1904. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1905. // ----- HIT CALCULATION -----
  1906. // Absolute modifiers from passive skills
  1907. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1908. status->hit += skill*2;
  1909. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1910. status->hit += skill;
  1911. if(sd->status.weapon == W_BOW)
  1912. status->rhw.range += skill;
  1913. }
  1914. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1915. {
  1916. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1917. status->hit += 2*skill;
  1918. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1919. status->hit += skill;
  1920. status->rhw.range += skill;
  1921. }
  1922. }
  1923. // ----- FLEE CALCULATION -----
  1924. // Absolute modifiers from passive skills
  1925. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1926. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1927. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1928. status->flee += (skill*3)>>1;
  1929. // ----- EQUIPMENT-DEF CALCULATION -----
  1930. // Apply relative modifiers from equipment
  1931. if(sd->def_rate < 0)
  1932. sd->def_rate = 0;
  1933. if(sd->def_rate != 100) {
  1934. i = status->def * sd->def_rate/100;
  1935. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1936. }
  1937. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1938. {
  1939. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1940. status->def = (unsigned char)battle_config.max_def;
  1941. }
  1942. // ----- EQUIPMENT-MDEF CALCULATION -----
  1943. // Apply relative modifiers from equipment
  1944. if(sd->mdef_rate < 0)
  1945. sd->mdef_rate = 0;
  1946. if(sd->mdef_rate != 100) {
  1947. i = status->mdef * sd->mdef_rate/100;
  1948. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1949. }
  1950. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1951. {
  1952. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1953. status->mdef = (signed char)battle_config.max_def;
  1954. }
  1955. // ----- ASPD CALCULATION -----
  1956. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1957. // Basic ASPD value
  1958. i = status_base_amotion_pc(sd,status);
  1959. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1960. // Relative modifiers from passive skills
  1961. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1962. status->aspd_rate -= 5*skill;
  1963. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1964. status->aspd_rate -= 30*skill;
  1965. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1966. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1967. status->aspd_rate -= ((skill+1)/2) * 10;
  1968. if(pc_isriding(sd))
  1969. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1970. status->adelay = 2*status->amotion;
  1971. // ----- DMOTION -----
  1972. //
  1973. i = 800-status->agi*4;
  1974. status->dmotion = cap_value(i, 400, 800);
  1975. if(battle_config.pc_damage_delay_rate != 100)
  1976. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1977. // ----- MISC CALCULATIONS -----
  1978. // Weight
  1979. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1980. sd->max_weight += 2000*skill;
  1981. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1982. sd->max_weight += 10000;
  1983. if(sc->data[SC_KNOWLEDGE])
  1984. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  1985. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  1986. sd->max_weight += 2000*skill;
  1987. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1988. sd->regen.state.walk = 1;
  1989. else
  1990. sd->regen.state.walk = 0;
  1991. // Skill SP cost
  1992. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1993. sd->dsprate -= 4*skill;
  1994. if(sc->data[SC_SERVICE4U])
  1995. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  1996. if(sc->data[SC_SPCOST_RATE])
  1997. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  1998. //Underflow protections.
  1999. if(sd->dsprate < 0)
  2000. sd->dsprate = 0;
  2001. if(sd->castrate < 0)
  2002. sd->castrate = 0;
  2003. if(sd->delayrate < 0)
  2004. sd->delayrate = 0;
  2005. if(sd->hprecov_rate < 0)
  2006. sd->hprecov_rate = 0;
  2007. if(sd->sprecov_rate < 0)
  2008. sd->sprecov_rate = 0;
  2009. // Anti-element and anti-race
  2010. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2011. sd->subele[ELE_HOLY] += skill*5;
  2012. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2013. sd->subele[ELE_NEUTRAL] += skill;
  2014. sd->subele[ELE_FIRE] += skill*4;
  2015. }
  2016. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2017. skill = skill*4;
  2018. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2019. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2020. sd->magic_addrace[RC_DRAGON]+=skill;
  2021. sd->subrace[RC_DRAGON]+=skill;
  2022. }
  2023. if(sc->count){
  2024. if(sc->data[SC_CONCENTRATE])
  2025. { //Update the card-bonus data
  2026. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2027. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2028. }
  2029. if(sc->data[SC_SIEGFRIED]){
  2030. i = sc->data[SC_SIEGFRIED]->val2;
  2031. sd->subele[ELE_WATER] += i;
  2032. sd->subele[ELE_EARTH] += i;
  2033. sd->subele[ELE_FIRE] += i;
  2034. sd->subele[ELE_WIND] += i;
  2035. sd->subele[ELE_POISON] += i;
  2036. sd->subele[ELE_HOLY] += i;
  2037. sd->subele[ELE_DARK] += i;
  2038. sd->subele[ELE_GHOST] += i;
  2039. sd->subele[ELE_UNDEAD] += i;
  2040. }
  2041. if(sc->data[SC_PROVIDENCE]){
  2042. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2043. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2044. }
  2045. if(sc->data[SC_ARMOR_ELEMENT])
  2046. { //This status change should grant card-type elemental resist.
  2047. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2048. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2049. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2050. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2051. }
  2052. if(sc->data[SC_ARMOR_RESIST])
  2053. { // Undead Scroll
  2054. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2055. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2056. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2057. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2058. }
  2059. }
  2060. status_cpy(&sd->battle_status, status);
  2061. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2062. status = &sd->battle_status; //Need to compare versus this.
  2063. // ----- CLIENT-SIDE REFRESH -----
  2064. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2065. clif_skillinfoblock(sd);
  2066. if(b_status.speed != status->speed)
  2067. clif_updatestatus(sd,SP_SPEED);
  2068. if(b_weight != sd->weight)
  2069. clif_updatestatus(sd,SP_WEIGHT);
  2070. if(b_max_weight != sd->max_weight) {
  2071. clif_updatestatus(sd,SP_MAXWEIGHT);
  2072. pc_updateweightstatus(sd);
  2073. }
  2074. if(b_status.str != status->str)
  2075. clif_updatestatus(sd,SP_STR);
  2076. if(b_status.agi != status->agi)
  2077. clif_updatestatus(sd,SP_AGI);
  2078. if(b_status.vit != status->vit)
  2079. clif_updatestatus(sd,SP_VIT);
  2080. if(b_status.int_ != status->int_)
  2081. clif_updatestatus(sd,SP_INT);
  2082. if(b_status.dex != status->dex)
  2083. clif_updatestatus(sd,SP_DEX);
  2084. if(b_status.luk != status->luk)
  2085. clif_updatestatus(sd,SP_LUK);
  2086. if(b_status.hit != status->hit)
  2087. clif_updatestatus(sd,SP_HIT);
  2088. if(b_status.flee != status->flee)
  2089. clif_updatestatus(sd,SP_FLEE1);
  2090. if(b_status.amotion != status->amotion)
  2091. clif_updatestatus(sd,SP_ASPD);
  2092. if(b_status.rhw.atk != status->rhw.atk ||
  2093. b_status.lhw.atk != status->lhw.atk ||
  2094. b_status.batk != status->batk)
  2095. clif_updatestatus(sd,SP_ATK1);
  2096. if(b_status.def != status->def)
  2097. clif_updatestatus(sd,SP_DEF1);
  2098. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2099. b_status.lhw.atk2 != status->lhw.atk2)
  2100. clif_updatestatus(sd,SP_ATK2);
  2101. if(b_status.def2 != status->def2)
  2102. clif_updatestatus(sd,SP_DEF2);
  2103. if(b_status.flee2 != status->flee2)
  2104. clif_updatestatus(sd,SP_FLEE2);
  2105. if(b_status.cri != status->cri)
  2106. clif_updatestatus(sd,SP_CRITICAL);
  2107. if(b_status.matk_max != status->matk_max)
  2108. clif_updatestatus(sd,SP_MATK1);
  2109. if(b_status.matk_min != status->matk_min)
  2110. clif_updatestatus(sd,SP_MATK2);
  2111. if(b_status.mdef != status->mdef)
  2112. clif_updatestatus(sd,SP_MDEF1);
  2113. if(b_status.mdef2 != status->mdef2)
  2114. clif_updatestatus(sd,SP_MDEF2);
  2115. if(b_status.rhw.range != status->rhw.range)
  2116. clif_updatestatus(sd,SP_ATTACKRANGE);
  2117. if(b_status.max_hp != status->max_hp)
  2118. clif_updatestatus(sd,SP_MAXHP);
  2119. if(b_status.max_sp != status->max_sp)
  2120. clif_updatestatus(sd,SP_MAXSP);
  2121. if(b_status.hp != status->hp)
  2122. clif_updatestatus(sd,SP_HP);
  2123. if(b_status.sp != status->sp)
  2124. clif_updatestatus(sd,SP_SP);
  2125. calculating = 0;
  2126. return 0;
  2127. }
  2128. int status_calc_homunculus(struct homun_data *hd, int first)
  2129. {
  2130. struct status_data b_status, *status;
  2131. struct s_homunculus *hom;
  2132. int skill;
  2133. int amotion;
  2134. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2135. hom = &hd->homunculus;
  2136. status = &hd->base_status;
  2137. status->str = hom->str / 10;
  2138. status->agi = hom->agi / 10;
  2139. status->vit = hom->vit / 10;
  2140. status->dex = hom->dex / 10;
  2141. status->int_ = hom->int_ / 10;
  2142. status->luk = hom->luk / 10;
  2143. if (first) { //[orn]
  2144. const struct s_homunculus_db *db = hd->homunculusDB;
  2145. status->def_ele = db->element;
  2146. status->ele_lv = 1;
  2147. status->race = db->race;
  2148. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2149. status->rhw.range = 1 + status->size;
  2150. status->mode = MD_CANMOVE|MD_CANATTACK;
  2151. status->speed = DEFAULT_WALK_SPEED;
  2152. if (battle_config.hom_setting&0x8 && hd->master)
  2153. status->speed = status_get_speed(&hd->master->bl);
  2154. status->hp = 1;
  2155. status->sp = 1;
  2156. }
  2157. skill = hom->level/10 + status->vit/5;
  2158. status->def = cap_value(skill, 0, 99);
  2159. skill = hom->level/10 + status->int_/5;
  2160. status->mdef = cap_value(skill, 0, 99);
  2161. status->max_hp = hom->max_hp ;
  2162. status->max_sp = hom->max_sp ;
  2163. merc_hom_calc_skilltree(hd);
  2164. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2165. status->def += skill * 4;
  2166. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2167. {
  2168. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2169. status->str += 1 +skill/3 +skill/3 +skill/4;
  2170. }
  2171. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2172. status->max_hp += skill * 2 * status->max_hp / 100;
  2173. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2174. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2175. if (first) {
  2176. hd->battle_status.hp = hom->hp ;
  2177. hd->battle_status.sp = hom->sp ;
  2178. }
  2179. status->rhw.atk = status->dex;
  2180. status->rhw.atk2 = status->str + hom->level;
  2181. status->aspd_rate = 1000;
  2182. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2183. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2184. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2185. status_calc_misc(&hd->bl, status, hom->level);
  2186. status_cpy(&hd->battle_status, status);
  2187. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2188. if( memcmp(&b_status, status, sizeof(struct status_data)) && !first )
  2189. clif_hominfo(hd->master,hd,0) ;
  2190. return 1;
  2191. }
  2192. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2193. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2194. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2195. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2196. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2197. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2198. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2199. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2200. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2201. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2202. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2203. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2204. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2205. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2206. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2207. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2208. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2209. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2210. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2211. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2212. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2213. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2214. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2215. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2216. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2217. //Calculates base regen values.
  2218. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2219. {
  2220. struct map_session_data *sd;
  2221. int val, skill;
  2222. if (!(bl->type&BL_REGEN) || !regen)
  2223. return;
  2224. sd = BL_CAST(BL_PC,bl);
  2225. val = 1 + (status->vit/5) + (status->max_hp/200);
  2226. if (sd && sd->hprecov_rate != 100)
  2227. val = val*sd->hprecov_rate/100;
  2228. regen->hp = cap_value(val, 1, SHRT_MAX);
  2229. val = 1 + (status->int_/6) + (status->max_sp/100);
  2230. if(status->int_ >= 120)
  2231. val += ((status->int_-120)>>1) + 4;
  2232. if(sd && sd->sprecov_rate != 100)
  2233. val = val*sd->sprecov_rate/100;
  2234. regen->sp = cap_value(val, 1, SHRT_MAX);
  2235. if(sd)
  2236. {
  2237. struct regen_data_sub *sregen;
  2238. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2239. {
  2240. val = regen->sp*(100+3*skill)/100;
  2241. regen->sp = cap_value(val, 1, SHRT_MAX);
  2242. }
  2243. //Only players have skill/sitting skill regen for now.
  2244. sregen = regen->sregen;
  2245. val = 0;
  2246. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2247. val += skill*5 + skill*status->max_hp/500;
  2248. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2249. val = 0;
  2250. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2251. val += skill*3 + skill*status->max_sp/500;
  2252. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2253. val += skill*3 + skill*status->max_sp/500;
  2254. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2255. // Skill-related recovery (only when sit)
  2256. sregen = regen->ssregen;
  2257. val = 0;
  2258. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2259. val += skill*4 + skill*status->max_hp/500;
  2260. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2261. val += skill*30 + skill*status->max_hp/500;
  2262. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2263. val = 0;
  2264. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2265. {
  2266. val += skill*3 + skill*status->max_sp/500;
  2267. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2268. val += (30+10*skill)*val/100;
  2269. }
  2270. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2271. val += skill*2 + skill*status->max_sp/500;
  2272. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2273. }
  2274. if(bl->type==BL_HOM)
  2275. {
  2276. struct homun_data *hd = (TBL_HOM*)bl;
  2277. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2278. {
  2279. val = regen->hp*(100+5*skill)/100;
  2280. regen->hp = cap_value(val, 1, SHRT_MAX);
  2281. }
  2282. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2283. {
  2284. val = regen->sp*(100+3*skill)/100;
  2285. regen->sp = cap_value(val, 1, SHRT_MAX);
  2286. }
  2287. }
  2288. }
  2289. //Calculates SC related regen rates.
  2290. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2291. {
  2292. if (!(bl->type&BL_REGEN) || !regen)
  2293. return;
  2294. regen->flag = RGN_HP|RGN_SP;
  2295. if(regen->sregen)
  2296. {
  2297. if (regen->sregen->hp)
  2298. regen->flag|=RGN_SHP;
  2299. if (regen->sregen->sp)
  2300. regen->flag|=RGN_SSP;
  2301. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2302. }
  2303. if (regen->ssregen)
  2304. {
  2305. if (regen->ssregen->hp)
  2306. regen->flag|=RGN_SHP;
  2307. if (regen->ssregen->sp)
  2308. regen->flag|=RGN_SSP;
  2309. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2310. }
  2311. regen->rate.hp = regen->rate.sp = 1;
  2312. if (!sc || !sc->count)
  2313. return;
  2314. if (
  2315. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2316. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2317. || sc->data[SC_BERSERK]
  2318. || sc->data[SC_TRICKDEAD]
  2319. || sc->data[SC_BLEEDING]
  2320. ) //No regen
  2321. regen->flag = 0;
  2322. if (
  2323. sc->data[SC_EXTREMITYFIST]
  2324. || sc->data[SC_DANCING]
  2325. || (sc->data[SC_EXPLOSIONSPIRITS]
  2326. && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  2327. ) //No natural SP regen
  2328. regen->flag &=~RGN_SP;
  2329. if(
  2330. sc->data[SC_TENSIONRELAX]
  2331. ) {
  2332. regen->rate.hp += 2;
  2333. if (regen->sregen)
  2334. regen->sregen->rate.hp += 3;
  2335. }
  2336. if (sc->data[SC_MAGNIFICAT])
  2337. {
  2338. regen->rate.hp += 1;
  2339. regen->rate.sp += 1;
  2340. }
  2341. if (sc->data[SC_REGENERATION])
  2342. {
  2343. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2344. if (!sce->val4)
  2345. {
  2346. regen->rate.hp += sce->val2;
  2347. regen->rate.sp += sce->val3;
  2348. } else
  2349. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2350. }
  2351. }
  2352. //Calculates some attributes that depends on modified stats from status changes.
  2353. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2354. {
  2355. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2356. int skill;
  2357. if(flag&(SCB_MAXHP|SCB_VIT))
  2358. {
  2359. flag|=SCB_MAXHP; //Ensures client-side refresh
  2360. status->max_hp = status_base_pc_maxhp(sd,status);
  2361. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2362. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2363. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2364. status->max_hp = battle_config.max_hp;
  2365. else if(!status->max_hp)
  2366. status->max_hp = 1;
  2367. if(status->hp > status->max_hp) {
  2368. status->hp = status->max_hp;
  2369. clif_updatestatus(sd,SP_HP);
  2370. }
  2371. }
  2372. if(flag&(SCB_MAXSP|SCB_INT))
  2373. {
  2374. flag|=SCB_MAXSP;
  2375. status->max_sp = status_base_pc_maxsp(sd,status);
  2376. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2377. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2378. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2379. status->max_sp = battle_config.max_sp;
  2380. else if(!status->max_sp)
  2381. status->max_sp = 1;
  2382. if(status->sp > status->max_sp) {
  2383. status->sp = status->max_sp;
  2384. clif_updatestatus(sd,SP_SP);
  2385. }
  2386. }
  2387. if(flag&SCB_MATK) {
  2388. //New matk
  2389. status->matk_min = status_base_matk_min(status);
  2390. status->matk_max = status_base_matk_max(status);
  2391. //Bonuses from previous matk
  2392. if(sd->matk_rate != 100){
  2393. status->matk_max = status->matk_max * sd->matk_rate/100;
  2394. status->matk_min = status->matk_min * sd->matk_rate/100;
  2395. }
  2396. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2397. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2398. if(sd->sc.data[SC_MAGICPOWER]) { //Store current matk values
  2399. sd->sc.mp_matk_min = status->matk_min;
  2400. sd->sc.mp_matk_max = status->matk_max;
  2401. }
  2402. }
  2403. if(flag&SCB_SPEED) {
  2404. if(status->speed < battle_config.max_walk_speed)
  2405. status->speed = battle_config.max_walk_speed;
  2406. }
  2407. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2408. flag|=SCB_ASPD;
  2409. skill = status_base_amotion_pc(sd,status);
  2410. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2411. // Apply all relative modifiers
  2412. if(status->aspd_rate != 1000)
  2413. skill = skill *status->aspd_rate/1000;
  2414. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2415. status->adelay = 2*status->amotion;
  2416. }
  2417. if(flag&(SCB_AGI|SCB_DSPD)) {
  2418. if (b_status->agi == status->agi)
  2419. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2420. else {
  2421. skill = 800-status->agi*4;
  2422. status->dmotion = cap_value(skill, 400, 800);
  2423. if(battle_config.pc_damage_delay_rate != 100)
  2424. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2425. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2426. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2427. }
  2428. }
  2429. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2430. status_calc_regen(&sd->bl, status, &sd->regen);
  2431. if(flag&SCB_REGEN)
  2432. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2433. if (flag == SCB_ALL)
  2434. return; //Refresh is done on invoking function (status_calc_pc)
  2435. if(flag&SCB_STR)
  2436. clif_updatestatus(sd,SP_STR);
  2437. if(flag&SCB_AGI)
  2438. clif_updatestatus(sd,SP_AGI);
  2439. if(flag&SCB_VIT)
  2440. clif_updatestatus(sd,SP_VIT);
  2441. if(flag&SCB_INT)
  2442. clif_updatestatus(sd,SP_INT);
  2443. if(flag&SCB_DEX)
  2444. clif_updatestatus(sd,SP_DEX);
  2445. if(flag&SCB_LUK)
  2446. clif_updatestatus(sd,SP_LUK);
  2447. if(flag&SCB_HIT)
  2448. clif_updatestatus(sd,SP_HIT);
  2449. if(flag&SCB_FLEE)
  2450. clif_updatestatus(sd,SP_FLEE1);
  2451. if(flag&SCB_ASPD)
  2452. clif_updatestatus(sd,SP_ASPD);
  2453. if(flag&SCB_SPEED)
  2454. clif_updatestatus(sd,SP_SPEED);
  2455. if(flag&(SCB_BATK|SCB_WATK))
  2456. clif_updatestatus(sd,SP_ATK1);
  2457. if(flag&SCB_DEF)
  2458. clif_updatestatus(sd,SP_DEF1);
  2459. if(flag&SCB_WATK)
  2460. clif_updatestatus(sd,SP_ATK2);
  2461. if(flag&SCB_DEF2)
  2462. clif_updatestatus(sd,SP_DEF2);
  2463. if(flag&SCB_FLEE2)
  2464. clif_updatestatus(sd,SP_FLEE2);
  2465. if(flag&SCB_CRI)
  2466. clif_updatestatus(sd,SP_CRITICAL);
  2467. if(flag&SCB_MATK) {
  2468. clif_updatestatus(sd,SP_MATK1);
  2469. clif_updatestatus(sd,SP_MATK2);
  2470. }
  2471. if(flag&SCB_MDEF)
  2472. clif_updatestatus(sd,SP_MDEF1);
  2473. if(flag&SCB_MDEF2)
  2474. clif_updatestatus(sd,SP_MDEF2);
  2475. if(flag&SCB_RANGE)
  2476. clif_updatestatus(sd,SP_ATTACKRANGE);
  2477. if(flag&SCB_MAXHP)
  2478. clif_updatestatus(sd,SP_MAXHP);
  2479. if(flag&SCB_MAXSP)
  2480. clif_updatestatus(sd,SP_MAXSP);
  2481. }
  2482. //Calculates some attributes that depends on modified stats from status changes.
  2483. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2484. {
  2485. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2486. int skill = 0;
  2487. if(flag&(SCB_MAXHP|SCB_VIT))
  2488. {
  2489. flag|=SCB_MAXHP; //Ensures client-side refresh
  2490. // Apply relative modifiers from equipment
  2491. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2492. status->max_hp = battle_config.max_hp;
  2493. else if(!status->max_hp)
  2494. status->max_hp = 1;
  2495. if(status->hp > status->max_hp)
  2496. status->hp = status->max_hp;
  2497. }
  2498. if(flag&(SCB_MAXSP|SCB_INT))
  2499. {
  2500. flag|=SCB_MAXSP;
  2501. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2502. status->max_sp = battle_config.max_sp;
  2503. else if(!status->max_sp)
  2504. status->max_sp = 1;
  2505. if(status->sp > status->max_sp)
  2506. status->sp = status->max_sp;
  2507. }
  2508. if(flag&(SCB_VIT|SCB_DEF))
  2509. { //Since vit affects def, recalculate def.
  2510. flag|=SCB_DEF;
  2511. status->def = status_calc_def(&hd->bl, &hd->sc, b_status->def);
  2512. status->def+=(status->vit/5 - b_status->vit/5);
  2513. }
  2514. if(flag&(SCB_INT|SCB_MDEF))
  2515. {
  2516. flag|=SCB_MDEF;
  2517. status->mdef = status_calc_mdef(&hd->bl, &hd->sc, b_status->mdef);
  2518. status->mdef+= (status->int_/5 - b_status->int_/5);
  2519. }
  2520. if(flag&SCB_DEX) {
  2521. flag |=SCB_WATK;
  2522. status->rhw.atk = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk);
  2523. status->rhw.atk+= (status->dex - b_status->dex);
  2524. }
  2525. if(flag&SCB_STR) {
  2526. flag |=SCB_WATK;
  2527. status->rhw.atk2 = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk2);
  2528. status->rhw.atk2+= (status->str - b_status->str);
  2529. }
  2530. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2531. status->rhw.atk2 = status->rhw.atk;
  2532. if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  2533. status->matk_min = status->matk_max;
  2534. if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
  2535. status->speed = status_get_speed(&hd->master->bl);
  2536. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2537. flag|=SCB_ASPD;
  2538. skill = (1000 -4*status->agi -status->dex)
  2539. *hd->homunculusDB->baseASPD/1000;
  2540. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2541. if(status->aspd_rate != 1000)
  2542. skill = skill*status->aspd_rate/1000;
  2543. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2544. status->adelay = status->amotion;
  2545. }
  2546. if(flag&(SCB_AGI|SCB_DSPD)) {
  2547. skill = 800-status->agi*4;
  2548. status->dmotion = cap_value(skill, 400, 800);
  2549. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2550. }
  2551. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2552. status_calc_regen(&hd->bl, status, &hd->regen);
  2553. if(flag&SCB_REGEN)
  2554. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2555. if (flag == SCB_ALL)
  2556. return; //Refresh is done on invoking function (status_calc_hom)
  2557. if (hd->master && flag&(
  2558. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2559. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2560. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2561. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2562. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2563. )
  2564. clif_hominfo(hd->master,hd,0);
  2565. }
  2566. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2567. {
  2568. struct status_data *b_status, *status;
  2569. struct status_change *sc;
  2570. int temp;
  2571. TBL_PC *sd;
  2572. b_status = status_get_base_status(bl);
  2573. status = status_get_status_data(bl);
  2574. sc = status_get_sc(bl);
  2575. if (!b_status || !status)
  2576. return;
  2577. sd = BL_CAST(BL_PC,bl);
  2578. if(sd && flag&SCB_PC)
  2579. { //Recalc everything.
  2580. status_calc_pc(sd,0);
  2581. return;
  2582. }
  2583. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2584. status_cpy(status, b_status);
  2585. return;
  2586. }
  2587. if(flag&SCB_STR) {
  2588. status->str = status_calc_str(bl, sc, b_status->str);
  2589. flag|=SCB_BATK;
  2590. }
  2591. if(flag&SCB_AGI) {
  2592. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2593. flag|=SCB_FLEE;
  2594. }
  2595. if(flag&SCB_VIT) {
  2596. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2597. flag|=SCB_DEF2|SCB_MDEF2;
  2598. }
  2599. if(flag&SCB_INT) {
  2600. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2601. flag|=SCB_MATK|SCB_MDEF2;
  2602. }
  2603. if(flag&SCB_DEX) {
  2604. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2605. flag|=SCB_BATK|SCB_HIT;
  2606. }
  2607. if(flag&SCB_LUK) {
  2608. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2609. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2610. }
  2611. if(flag&SCB_BATK && b_status->batk) {
  2612. status->batk = status_base_atk(bl,status);
  2613. temp = b_status->batk - status_base_atk(bl,b_status);
  2614. if (temp)
  2615. {
  2616. temp += status->batk;
  2617. status->batk = cap_value(temp, 0, USHRT_MAX);
  2618. }
  2619. status->batk = status_calc_batk(bl, sc, status->batk);
  2620. }
  2621. if(flag&SCB_WATK) {
  2622. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2623. if (!sd) //Should not affect weapon refine bonus
  2624. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2625. if(b_status->lhw.atk) {
  2626. if (sd) {
  2627. sd->state.lr_flag = 1;
  2628. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2629. sd->state.lr_flag = 0;
  2630. } else {
  2631. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2632. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2633. }
  2634. }
  2635. }
  2636. if(flag&SCB_HIT) {
  2637. if (status->dex == b_status->dex)
  2638. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2639. else
  2640. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2641. }
  2642. if(flag&SCB_FLEE) {
  2643. if (status->agi == b_status->agi)
  2644. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2645. else
  2646. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2647. }
  2648. if(flag&SCB_DEF)
  2649. status->def = status_calc_def(bl, sc, b_status->def);
  2650. if(flag&SCB_DEF2) {
  2651. if (status->vit == b_status->vit)
  2652. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2653. else
  2654. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2655. }
  2656. if(flag&SCB_MDEF)
  2657. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2658. if(flag&SCB_MDEF2) {
  2659. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2660. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2661. else
  2662. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2663. }
  2664. if(flag&SCB_SPEED) {
  2665. struct unit_data *ud = unit_bl2ud(bl);
  2666. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2667. //Re-walk to adjust speed (we do not check if walktimer != -1
  2668. //because if you step on something while walking, the moment this
  2669. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2670. if (ud)
  2671. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2672. }
  2673. if(flag&SCB_CRI && b_status->cri) {
  2674. if (status->luk == b_status->luk)
  2675. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2676. else
  2677. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2678. }
  2679. if(flag&SCB_FLEE2 && b_status->flee2) {
  2680. if (status->luk == b_status->luk)
  2681. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2682. else
  2683. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2684. }
  2685. if(flag&SCB_ATK_ELE) {
  2686. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2687. if (sd) sd->state.lr_flag = 1;
  2688. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2689. if (sd) sd->state.lr_flag = 0;
  2690. }
  2691. if(flag&SCB_DEF_ELE) {
  2692. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2693. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2694. }
  2695. if(flag&SCB_MODE)
  2696. {
  2697. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2698. //Since mode changed, reset their state.
  2699. if (!(status->mode&MD_CANATTACK))
  2700. unit_stop_attack(bl);
  2701. if (!(status->mode&MD_CANMOVE))
  2702. unit_stop_walking(bl,0);
  2703. }
  2704. // No status changes alter these yet.
  2705. // if(flag&SCB_SIZE)
  2706. // if(flag&SCB_RACE)
  2707. // if(flag&SCB_RANGE)
  2708. if(sd) {
  2709. //The remaining are handled quite different by players, so use their own function.
  2710. status_calc_bl_sub_pc(sd, flag);
  2711. return;
  2712. }
  2713. if(flag&SCB_MAXHP) {
  2714. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2715. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2716. status->hp = status->max_hp;
  2717. }
  2718. if(flag&SCB_MAXSP) {
  2719. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2720. if (status->sp > status->max_sp)
  2721. status->sp = status->max_sp;
  2722. }
  2723. if(flag&SCB_MATK) {
  2724. status->matk_min = status_base_matk_min(status);
  2725. status->matk_max = status_base_matk_max(status);
  2726. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2727. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2728. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  2729. sc->mp_matk_min = status->matk_min;
  2730. sc->mp_matk_max = status->matk_max;
  2731. }
  2732. }
  2733. if(bl->type == BL_HOM) {
  2734. //The remaining are handled quite different by homunculus, so use their own function.
  2735. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2736. return;
  2737. }
  2738. if(flag&SCB_ASPD) {
  2739. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2740. temp = status->aspd_rate*b_status->amotion/1000;
  2741. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2742. temp = status->aspd_rate*b_status->adelay/1000;
  2743. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2744. }
  2745. if(flag&SCB_DSPD)
  2746. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2747. if(bl->type&BL_REGEN) {
  2748. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2749. status_calc_regen(bl, status, status_get_regen_data(bl));
  2750. if(flag&SCB_REGEN)
  2751. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2752. }
  2753. }
  2754. /*==========================================
  2755. * Apply shared stat mods from status changes [DracoRPG]
  2756. *------------------------------------------*/
  2757. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2758. {
  2759. if(!sc || !sc->count)
  2760. return cap_value(str,0,USHRT_MAX);
  2761. if(sc->data[SC_INCALLSTATUS])
  2762. str += sc->data[SC_INCALLSTATUS]->val1;
  2763. if(sc->data[SC_INCSTR])
  2764. str += sc->data[SC_INCSTR]->val1;
  2765. if(sc->data[SC_STRFOOD])
  2766. str += sc->data[SC_STRFOOD]->val1;
  2767. if(sc->data[SC_BATTLEORDERS])
  2768. str += 5;
  2769. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  2770. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  2771. if(sc->data[SC_LOUD])
  2772. str += 4;
  2773. if(sc->data[SC_TRUESIGHT])
  2774. str += 5;
  2775. if(sc->data[SC_SPURT])
  2776. str += 10;
  2777. if(sc->data[SC_NEN])
  2778. str += sc->data[SC_NEN]->val1;
  2779. if(sc->data[SC_BLESSING]){
  2780. if(sc->data[SC_BLESSING]->val2)
  2781. str += sc->data[SC_BLESSING]->val2;
  2782. else
  2783. str >>= 1;
  2784. }
  2785. if(sc->data[SC_MARIONETTE])
  2786. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  2787. if(sc->data[SC_MARIONETTE2])
  2788. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  2789. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  2790. str = 50;
  2791. return (unsigned short)cap_value(str,0,USHRT_MAX);
  2792. }
  2793. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2794. {
  2795. if(!sc || !sc->count)
  2796. return cap_value(agi,0,USHRT_MAX);
  2797. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2798. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  2799. if(sc->data[SC_INCALLSTATUS])
  2800. agi += sc->data[SC_INCALLSTATUS]->val1;
  2801. if(sc->data[SC_INCAGI])
  2802. agi += sc->data[SC_INCAGI]->val1;
  2803. if(sc->data[SC_AGIFOOD])
  2804. agi += sc->data[SC_AGIFOOD]->val1;
  2805. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  2806. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  2807. if(sc->data[SC_TRUESIGHT])
  2808. agi += 5;
  2809. if(sc->data[SC_INCREASEAGI])
  2810. agi += sc->data[SC_INCREASEAGI]->val2;
  2811. if(sc->data[SC_INCREASING])
  2812. agi += 4; // added based on skill updates [Reddozen]
  2813. if(sc->data[SC_DECREASEAGI])
  2814. agi -= sc->data[SC_DECREASEAGI]->val2;
  2815. if(sc->data[SC_QUAGMIRE])
  2816. agi -= sc->data[SC_QUAGMIRE]->val2;
  2817. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  2818. agi -= sc->data[SC_SUITON]->val2;
  2819. if(sc->data[SC_MARIONETTE])
  2820. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  2821. if(sc->data[SC_MARIONETTE2])
  2822. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  2823. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  2824. agi = 50;
  2825. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  2826. }
  2827. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2828. {
  2829. if(!sc || !sc->count)
  2830. return cap_value(vit,0,USHRT_MAX);
  2831. if(sc->data[SC_INCALLSTATUS])
  2832. vit += sc->data[SC_INCALLSTATUS]->val1;
  2833. if(sc->data[SC_INCVIT])
  2834. vit += sc->data[SC_INCVIT]->val1;
  2835. if(sc->data[SC_VITFOOD])
  2836. vit += sc->data[SC_VITFOOD]->val1;
  2837. if(sc->data[SC_CHANGE])
  2838. vit += sc->data[SC_CHANGE]->val2;
  2839. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  2840. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  2841. if(sc->data[SC_TRUESIGHT])
  2842. vit += 5;
  2843. if(sc->data[SC_STRIPARMOR])
  2844. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  2845. if(sc->data[SC_MARIONETTE])
  2846. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  2847. if(sc->data[SC_MARIONETTE2])
  2848. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  2849. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  2850. vit = 50;
  2851. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  2852. }
  2853. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2854. {
  2855. if(!sc || !sc->count)
  2856. return cap_value(int_,0,USHRT_MAX);
  2857. if(sc->data[SC_INCALLSTATUS])
  2858. int_ += sc->data[SC_INCALLSTATUS]->val1;
  2859. if(sc->data[SC_INCINT])
  2860. int_ += sc->data[SC_INCINT]->val1;
  2861. if(sc->data[SC_INTFOOD])
  2862. int_ += sc->data[SC_INTFOOD]->val1;
  2863. if(sc->data[SC_CHANGE])
  2864. int_ += sc->data[SC_CHANGE]->val3;
  2865. if(sc->data[SC_BATTLEORDERS])
  2866. int_ += 5;
  2867. if(sc->data[SC_TRUESIGHT])
  2868. int_ += 5;
  2869. if(sc->data[SC_BLESSING]){
  2870. if (sc->data[SC_BLESSING]->val2)
  2871. int_ += sc->data[SC_BLESSING]->val2;
  2872. else
  2873. int_ >>= 1;
  2874. }
  2875. if(sc->data[SC_STRIPHELM])
  2876. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  2877. if(sc->data[SC_NEN])
  2878. int_ += sc->data[SC_NEN]->val1;
  2879. if(sc->data[SC_MARIONETTE])
  2880. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  2881. if(sc->data[SC_MARIONETTE2])
  2882. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  2883. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  2884. int_ = 50;
  2885. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  2886. }
  2887. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2888. {
  2889. if(!sc || !sc->count)
  2890. return cap_value(dex,0,USHRT_MAX);
  2891. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2892. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  2893. if(sc->data[SC_INCALLSTATUS])
  2894. dex += sc->data[SC_INCALLSTATUS]->val1;
  2895. if(sc->data[SC_INCDEX])
  2896. dex += sc->data[SC_INCDEX]->val1;
  2897. if(sc->data[SC_DEXFOOD])
  2898. dex += sc->data[SC_DEXFOOD]->val1;
  2899. if(sc->data[SC_BATTLEORDERS])
  2900. dex += 5;
  2901. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  2902. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  2903. if(sc->data[SC_TRUESIGHT])
  2904. dex += 5;
  2905. if(sc->data[SC_QUAGMIRE])
  2906. dex -= sc->data[SC_QUAGMIRE]->val2;
  2907. if(sc->data[SC_BLESSING]){
  2908. if (sc->data[SC_BLESSING]->val2)
  2909. dex += sc->data[SC_BLESSING]->val2;
  2910. else
  2911. dex >>= 1;
  2912. }
  2913. if(sc->data[SC_INCREASING])
  2914. dex += 4; // added based on skill updates [Reddozen]
  2915. if(sc->data[SC_MARIONETTE])
  2916. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  2917. if(sc->data[SC_MARIONETTE2])
  2918. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  2919. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  2920. dex = 50;
  2921. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  2922. }
  2923. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2924. {
  2925. if(!sc || !sc->count)
  2926. return cap_value(luk,0,USHRT_MAX);
  2927. if(sc->data[SC_CURSE])
  2928. return 0;
  2929. if(sc->data[SC_INCALLSTATUS])
  2930. luk += sc->data[SC_INCALLSTATUS]->val1;
  2931. if(sc->data[SC_INCLUK])
  2932. luk += sc->data[SC_INCLUK]->val1;
  2933. if(sc->data[SC_LUKFOOD])
  2934. luk += sc->data[SC_LUKFOOD]->val1;
  2935. if(sc->data[SC_TRUESIGHT])
  2936. luk += 5;
  2937. if(sc->data[SC_GLORIA])
  2938. luk += 30;
  2939. if(sc->data[SC_MARIONETTE])
  2940. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  2941. if(sc->data[SC_MARIONETTE2])
  2942. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  2943. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  2944. luk = 50;
  2945. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  2946. }
  2947. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2948. {
  2949. if(!sc || !sc->count)
  2950. return cap_value(batk,0,USHRT_MAX);
  2951. if(sc->data[SC_INCBASEATK])
  2952. batk += sc->data[SC_INCBASEATK]->val1;
  2953. if(sc->data[SC_ATKPOTION])
  2954. batk += sc->data[SC_ATKPOTION]->val1;
  2955. if(sc->data[SC_BATKFOOD])
  2956. batk += sc->data[SC_BATKFOOD]->val1;
  2957. if(sc->data[SC_INCATKRATE])
  2958. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  2959. if(sc->data[SC_PROVOKE])
  2960. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  2961. if(sc->data[SC_CONCENTRATION])
  2962. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  2963. if(sc->data[SC_SKE])
  2964. batk += batk * 3;
  2965. if(sc->data[SC_BLOODLUST])
  2966. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  2967. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  2968. batk -= batk * 25/100;
  2969. if(sc->data[SC_CURSE])
  2970. batk -= batk * 25/100;
  2971. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2972. // if(sc->data[SC_BLEEDING])
  2973. // batk -= batk * 25/100;
  2974. if(sc->data[SC_FLEET])
  2975. batk += batk * sc->data[SC_FLEET]->val3/100;
  2976. if(sc->data[SC_GATLINGFEVER])
  2977. batk += sc->data[SC_GATLINGFEVER]->val3;
  2978. if(sc->data[SC_MADNESSCANCEL])
  2979. batk += 100;
  2980. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  2981. }
  2982. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2983. {
  2984. if(!sc || !sc->count)
  2985. return cap_value(watk,0,USHRT_MAX);
  2986. if(sc->data[SC_IMPOSITIO])
  2987. watk += sc->data[SC_IMPOSITIO]->val2;
  2988. if(sc->data[SC_WATKFOOD])
  2989. watk += sc->data[SC_WATKFOOD]->val1;
  2990. if(sc->data[SC_DRUMBATTLE])
  2991. watk += sc->data[SC_DRUMBATTLE]->val2;
  2992. if(sc->data[SC_VOLCANO])
  2993. watk += sc->data[SC_VOLCANO]->val2;
  2994. if(sc->data[SC_INCATKRATE])
  2995. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  2996. if(sc->data[SC_PROVOKE])
  2997. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  2998. if(sc->data[SC_CONCENTRATION])
  2999. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3000. if(sc->data[SC_SKE])
  3001. watk += watk * 3;
  3002. if(sc->data[SC_NIBELUNGEN]) {
  3003. if (bl->type != BL_PC)
  3004. watk += sc->data[SC_NIBELUNGEN]->val2;
  3005. else {
  3006. TBL_PC *sd = (TBL_PC*)bl;
  3007. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3008. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3009. watk += sc->data[SC_NIBELUNGEN]->val2;
  3010. }
  3011. }
  3012. if(sc->data[SC_BLOODLUST])
  3013. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3014. if(sc->data[SC_FLEET])
  3015. watk += watk * sc->data[SC_FLEET]->val3/100;
  3016. if(sc->data[SC_CURSE])
  3017. watk -= watk * 25/100;
  3018. if(sc->data[SC_STRIPWEAPON])
  3019. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3020. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3021. }
  3022. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3023. {
  3024. if(!sc || !sc->count)
  3025. return cap_value(matk,0,USHRT_MAX);
  3026. if(sc->data[SC_MATKPOTION])
  3027. matk += sc->data[SC_MATKPOTION]->val1;
  3028. if(sc->data[SC_MATKFOOD])
  3029. matk += sc->data[SC_MATKFOOD]->val1;
  3030. if(sc->data[SC_MAGICPOWER])
  3031. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3032. if(sc->data[SC_MINDBREAKER])
  3033. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3034. if(sc->data[SC_INCMATKRATE])
  3035. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3036. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3037. }
  3038. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3039. {
  3040. if(!sc || !sc->count)
  3041. return cap_value(critical,10,SHRT_MAX);
  3042. if (sc->data[SC_INCCRI])
  3043. critical += sc->data[SC_INCCRI]->val2;
  3044. if (sc->data[SC_EXPLOSIONSPIRITS])
  3045. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3046. if (sc->data[SC_FORTUNE])
  3047. critical += sc->data[SC_FORTUNE]->val2;
  3048. if (sc->data[SC_TRUESIGHT])
  3049. critical += sc->data[SC_TRUESIGHT]->val2;
  3050. if(sc->data[SC_CLOAKING])
  3051. critical += critical;
  3052. return (short)cap_value(critical,10,SHRT_MAX);
  3053. }
  3054. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3055. {
  3056. if(!sc || !sc->count)
  3057. return cap_value(hit,1,SHRT_MAX);
  3058. if(sc->data[SC_INCHIT])
  3059. hit += sc->data[SC_INCHIT]->val1;
  3060. if(sc->data[SC_HITFOOD])
  3061. hit += sc->data[SC_HITFOOD]->val1;
  3062. if(sc->data[SC_TRUESIGHT])
  3063. hit += sc->data[SC_TRUESIGHT]->val3;
  3064. if(sc->data[SC_HUMMING])
  3065. hit += sc->data[SC_HUMMING]->val2;
  3066. if(sc->data[SC_CONCENTRATION])
  3067. hit += sc->data[SC_CONCENTRATION]->val3;
  3068. if(sc->data[SC_INCHITRATE])
  3069. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3070. if(sc->data[SC_BLIND])
  3071. hit -= hit * 25/100;
  3072. if(sc->data[SC_ADJUSTMENT])
  3073. hit -= 30;
  3074. if(sc->data[SC_INCREASING])
  3075. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3076. return (short)cap_value(hit,1,SHRT_MAX);
  3077. }
  3078. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3079. {
  3080. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3081. flee -= flee * battle_config.gvg_flee_penalty/100;
  3082. if(!sc || !sc->count)
  3083. return cap_value(flee,1,SHRT_MAX);
  3084. if(sc->data[SC_INCFLEE])
  3085. flee += sc->data[SC_INCFLEE]->val1;
  3086. if(sc->data[SC_FLEEFOOD])
  3087. flee += sc->data[SC_FLEEFOOD]->val1;
  3088. if(sc->data[SC_WHISTLE])
  3089. flee += sc->data[SC_WHISTLE]->val2;
  3090. if(sc->data[SC_WINDWALK])
  3091. flee += sc->data[SC_WINDWALK]->val2;
  3092. if(sc->data[SC_INCFLEERATE])
  3093. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3094. if(sc->data[SC_VIOLENTGALE])
  3095. flee += sc->data[SC_VIOLENTGALE]->val2;
  3096. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3097. flee += sc->data[SC_MOON_COMFORT]->val2;
  3098. if(sc->data[SC_CLOSECONFINE])
  3099. flee += 10;
  3100. if(sc->data[SC_SPIDERWEB])
  3101. flee -= flee * 50/100;
  3102. if(sc->data[SC_BERSERK])
  3103. flee -= flee * 50/100;
  3104. if(sc->data[SC_BLIND])
  3105. flee -= flee * 25/100;
  3106. if(sc->data[SC_ADJUSTMENT])
  3107. flee += 30;
  3108. if(sc->data[SC_GATLINGFEVER])
  3109. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3110. if(sc->data[SC_SPEED])
  3111. flee += 10 + sc->data[SC_SPEED]->val1 * 10 ;
  3112. return (short)cap_value(flee,1,SHRT_MAX);
  3113. }
  3114. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3115. {
  3116. if(!sc || !sc->count)
  3117. return cap_value(flee2,10,SHRT_MAX);
  3118. if(sc->data[SC_INCFLEE2])
  3119. flee2 += sc->data[SC_INCFLEE2]->val2;
  3120. if(sc->data[SC_WHISTLE])
  3121. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3122. return (short)cap_value(flee2,10,SHRT_MAX);
  3123. }
  3124. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3125. {
  3126. if(!sc || !sc->count)
  3127. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3128. if(sc->data[SC_BERSERK])
  3129. return 0;
  3130. if(sc->data[SC_SKA])
  3131. return sc->data[SC_SKA]->val3;
  3132. if(sc->data[SC_BARRIER])
  3133. return 100;
  3134. if(sc->data[SC_KEEPING])
  3135. return 90;
  3136. if(sc->data[SC_STEELBODY])
  3137. return 90;
  3138. if(sc->data[SC_INCDEF])
  3139. def += sc->data[SC_INCDEF]->val1;
  3140. if(sc->data[SC_ARMORCHANGE])
  3141. def += sc->data[SC_ARMORCHANGE]->val2;
  3142. if(sc->data[SC_DRUMBATTLE])
  3143. def += sc->data[SC_DRUMBATTLE]->val3;
  3144. if(sc->data[SC_DEFENCE]) //[orn]
  3145. def += sc->data[SC_DEFENCE]->val2 ;
  3146. if(sc->data[SC_INCDEFRATE])
  3147. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3148. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3149. def >>=1;
  3150. if(sc->data[SC_FREEZE])
  3151. def >>=1;
  3152. if(sc->data[SC_SIGNUMCRUCIS])
  3153. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3154. if(sc->data[SC_CONCENTRATION])
  3155. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3156. if(sc->data[SC_SKE])
  3157. def >>=1;
  3158. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3159. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3160. if(sc->data[SC_STRIPSHIELD])
  3161. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3162. if (sc->data[SC_FLING])
  3163. def -= def * (sc->data[SC_FLING]->val2)/100;
  3164. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3165. }
  3166. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3167. {
  3168. if(!sc || !sc->count)
  3169. return cap_value(def2,1,SHRT_MAX);
  3170. if(sc->data[SC_BERSERK])
  3171. return 0;
  3172. if(sc->data[SC_ETERNALCHAOS])
  3173. return 0;
  3174. if(sc->data[SC_SUN_COMFORT])
  3175. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3176. if(sc->data[SC_ANGELUS])
  3177. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3178. if(sc->data[SC_CONCENTRATION])
  3179. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3180. if(sc->data[SC_POISON])
  3181. def2 -= def2 * 25/100;
  3182. if(sc->data[SC_DPOISON])
  3183. def2 -= def2 * 25/100;
  3184. if(sc->data[SC_SKE])
  3185. def2 -= def2 * 50/100;
  3186. if(sc->data[SC_PROVOKE])
  3187. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3188. if(sc->data[SC_JOINTBEAT]){
  3189. def2 -= def2 *
  3190. ( ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 )
  3191. + ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) );
  3192. }
  3193. if(sc->data[SC_FLING])
  3194. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3195. return (short)cap_value(def2,1,SHRT_MAX);
  3196. }
  3197. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3198. {
  3199. if(!sc || !sc->count)
  3200. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3201. if(sc->data[SC_BERSERK])
  3202. return 0;
  3203. if(sc->data[SC_BARRIER])
  3204. return 100;
  3205. if(sc->data[SC_STEELBODY])
  3206. return 90;
  3207. if(sc->data[SC_SKA])
  3208. return 90;
  3209. if(sc->data[SC_ARMORCHANGE])
  3210. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3211. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3212. mdef += 25*mdef/100;
  3213. if(sc->data[SC_FREEZE])
  3214. mdef += 25*mdef/100;
  3215. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3216. mdef += sc->data[SC_ENDURE]->val1;
  3217. if(sc->data[SC_CONCENTRATION])
  3218. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3219. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3220. }
  3221. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3222. {
  3223. if(!sc || !sc->count)
  3224. return cap_value(mdef2,1,SHRT_MAX);
  3225. if(sc->data[SC_BERSERK])
  3226. return 0;
  3227. if(sc->data[SC_MINDBREAKER])
  3228. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3229. return (short)cap_value(mdef2,1,SHRT_MAX);
  3230. }
  3231. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3232. {
  3233. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3234. int speed_rate;
  3235. if( sc == NULL )
  3236. return cap_value(speed,10,USHRT_MAX);
  3237. if( sd && sd->ud.skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  3238. {
  3239. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  3240. }
  3241. else
  3242. {
  3243. speed_rate = 100;
  3244. //GetMoveHasteValue2()
  3245. {
  3246. int val = 0;
  3247. if( sc->data[SC_FUSION] )
  3248. val = 25;
  3249. else
  3250. if( sd && pc_isriding(sd) )
  3251. val = 25;
  3252. speed_rate -= val;
  3253. }
  3254. //GetMoveSlowValue()
  3255. {
  3256. int val = 0;
  3257. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  3258. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  3259. else
  3260. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  3261. val = sc->data[SC_CHASEWALK]->val3;
  3262. else
  3263. {
  3264. // Longing for Freedom cancels song/dance penalty
  3265. if( sc->data[SC_LONGING] )
  3266. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  3267. else
  3268. if( sd && sc->data[SC_DANCING] )
  3269. val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
  3270. if( sc->data[SC_DECREASEAGI] )
  3271. val = max( val, 25 );
  3272. if( sc->data[SC_QUAGMIRE] )
  3273. val = max( val, 50 );
  3274. if( sc->data[SC_DONTFORGETME] )
  3275. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  3276. if( sc->data[SC_CURSE] )
  3277. val = max( val, 300 );
  3278. if( sc->data[SC_CHASEWALK] )
  3279. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  3280. if( sc->data[SC_WEDDING] )
  3281. val = max( val, 100 );
  3282. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  3283. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  3284. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  3285. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  3286. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  3287. val = max( val, 75 );
  3288. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  3289. val = max( val, 100 );
  3290. if( sc->data[SC_GATLINGFEVER] )
  3291. val = max( val, 100 );
  3292. if( sc->data[SC_SUITON] )
  3293. val = max( val, sc->data[SC_SUITON]->val3 );
  3294. if( sc->data[SC_SWOO] )
  3295. val = max( val, 300 );
  3296. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  3297. val = max( val, sd->speed_rate + sd->speed_add_rate );
  3298. }
  3299. speed_rate += val;
  3300. }
  3301. //GetMoveHasteValue1()
  3302. {
  3303. int val = 0;
  3304. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  3305. val = max( val, 50 );
  3306. if( sc->data[SC_INCREASEAGI] )
  3307. val = max( val, 25 );
  3308. if( sc->data[SC_WINDWALK] )
  3309. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  3310. if( sc->data[SC_CARTBOOST] )
  3311. val = max( val, 20 );
  3312. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  3313. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  3314. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  3315. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  3316. if( sc->data[SC_BERSERK] )
  3317. val = max( val, 25 );
  3318. if( sc->data[SC_RUN] )
  3319. val = max( val, 55 );
  3320. if( sc->data[SC_AVOID] )
  3321. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  3322. //FIXME: official items use a single bonus for this [ultramage]
  3323. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  3324. val = max( val, 25 );
  3325. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  3326. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  3327. speed_rate -= val;
  3328. }
  3329. if( speed_rate < 40 )
  3330. speed_rate = 40;
  3331. }
  3332. //GetSpeed()
  3333. {
  3334. if( sd && pc_iscarton(sd) )
  3335. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  3336. if( speed_rate != 100 )
  3337. speed = speed * speed_rate / 100;
  3338. if( sc->data[SC_STEELBODY] )
  3339. speed = 200;
  3340. if( sc->data[SC_DEFENDER] )
  3341. speed = max(speed, 200);
  3342. if( sc->data[SC_WALKSPEED] ) // ChangeSpeed
  3343. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  3344. }
  3345. return (short)cap_value(speed,10,USHRT_MAX);
  3346. }
  3347. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3348. {
  3349. int i;
  3350. if(!sc || !sc->count)
  3351. return cap_value(aspd_rate,0,SHRT_MAX);
  3352. if(!sc->data[SC_QUAGMIRE])
  3353. {
  3354. int max = 0;
  3355. if(sc->data[SC_STAR_COMFORT])
  3356. max = sc->data[SC_STAR_COMFORT]->val2;
  3357. if(sc->data[SC_TWOHANDQUICKEN] &&
  3358. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3359. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3360. if(sc->data[SC_ONEHAND] &&
  3361. max < sc->data[SC_ONEHAND]->val2)
  3362. max = sc->data[SC_ONEHAND]->val2;
  3363. if(sc->data[SC_ADRENALINE2] &&
  3364. max < sc->data[SC_ADRENALINE2]->val3)
  3365. max = sc->data[SC_ADRENALINE2]->val3;
  3366. if(sc->data[SC_ADRENALINE] &&
  3367. max < sc->data[SC_ADRENALINE]->val3)
  3368. max = sc->data[SC_ADRENALINE]->val3;
  3369. if(sc->data[SC_SPEARQUICKEN] &&
  3370. max < sc->data[SC_SPEARQUICKEN]->val2)
  3371. max = sc->data[SC_SPEARQUICKEN]->val2;
  3372. if(sc->data[SC_GATLINGFEVER] &&
  3373. max < sc->data[SC_GATLINGFEVER]->val2)
  3374. max = sc->data[SC_GATLINGFEVER]->val2;
  3375. if(sc->data[SC_FLEET] &&
  3376. max < sc->data[SC_FLEET]->val2)
  3377. max = sc->data[SC_FLEET]->val2;
  3378. if(sc->data[SC_ASSNCROS] &&
  3379. max < sc->data[SC_ASSNCROS]->val2)
  3380. {
  3381. if (bl->type!=BL_PC)
  3382. max = sc->data[SC_ASSNCROS]->val2;
  3383. else
  3384. switch(((TBL_PC*)bl)->status.weapon)
  3385. {
  3386. case W_BOW:
  3387. case W_REVOLVER:
  3388. case W_RIFLE:
  3389. case W_GATLING:
  3390. case W_SHOTGUN:
  3391. case W_GRENADE:
  3392. break;
  3393. default:
  3394. max = sc->data[SC_ASSNCROS]->val2;
  3395. }
  3396. }
  3397. aspd_rate -= max;
  3398. //These stack with the rest of bonuses.
  3399. if(sc->data[SC_BERSERK])
  3400. aspd_rate -= 300;
  3401. else if(sc->data[SC_MADNESSCANCEL])
  3402. aspd_rate -= 200;
  3403. }
  3404. if(sc->data[SC_INCASPDRATE])
  3405. aspd_rate -= sc->data[SC_INCASPDRATE]->val2;
  3406. if(sc->data[i=SC_ASPDPOTION3] ||
  3407. sc->data[i=SC_ASPDPOTION2] ||
  3408. sc->data[i=SC_ASPDPOTION1] ||
  3409. sc->data[i=SC_ASPDPOTION0])
  3410. aspd_rate -= sc->data[i]->val2;
  3411. if(sc->data[SC_DONTFORGETME])
  3412. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  3413. if(sc->data[SC_LONGING])
  3414. aspd_rate += sc->data[SC_LONGING]->val2;
  3415. if(sc->data[SC_STEELBODY])
  3416. aspd_rate += 250;
  3417. if(sc->data[SC_SKA])
  3418. aspd_rate += 250;
  3419. if(sc->data[SC_DEFENDER])
  3420. aspd_rate += sc->data[SC_DEFENDER]->val4;
  3421. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3422. aspd_rate += 250;
  3423. if(sc->data[SC_GRAVITATION])
  3424. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  3425. if(sc->data[SC_JOINTBEAT]) {
  3426. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  3427. aspd_rate += 250;
  3428. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  3429. aspd_rate += 100;
  3430. }
  3431. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  3432. }
  3433. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3434. {
  3435. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3436. return cap_value(dmotion,0,USHRT_MAX);
  3437. if (sc->data[SC_ENDURE])
  3438. return 0;
  3439. if (sc->data[SC_CONCENTRATION])
  3440. return 0;
  3441. if(sc->data[SC_RUN])
  3442. return 0;
  3443. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  3444. }
  3445. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3446. {
  3447. if(!sc || !sc->count)
  3448. return cap_value(maxhp,1,UINT_MAX);
  3449. if(sc->data[SC_INCMHPRATE])
  3450. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  3451. if(sc->data[SC_APPLEIDUN])
  3452. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  3453. if(sc->data[SC_DELUGE])
  3454. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  3455. if(sc->data[SC_BERSERK])
  3456. maxhp += maxhp * 2;
  3457. return cap_value(maxhp,1,UINT_MAX);
  3458. }
  3459. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3460. {
  3461. if(!sc || !sc->count)
  3462. return cap_value(maxsp,1,UINT_MAX);
  3463. if(sc->data[SC_INCMSPRATE])
  3464. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  3465. if(sc->data[SC_SERVICE4U])
  3466. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  3467. return cap_value(maxsp,1,UINT_MAX);
  3468. }
  3469. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3470. {
  3471. if(!sc || !sc->count)
  3472. return element;
  3473. if(sc->data[SC_FREEZE])
  3474. return ELE_WATER;
  3475. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3476. return ELE_EARTH;
  3477. if(sc->data[SC_BENEDICTIO])
  3478. return ELE_HOLY;
  3479. if(sc->data[SC_CHANGEUNDEAD])
  3480. return ELE_UNDEAD;
  3481. if(sc->data[SC_ELEMENTALCHANGE])
  3482. return sc->data[SC_ELEMENTALCHANGE]->val2;
  3483. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3484. }
  3485. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3486. {
  3487. if(!sc || !sc->count)
  3488. return lv;
  3489. if(sc->data[SC_FREEZE])
  3490. return 1;
  3491. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3492. return 1;
  3493. if(sc->data[SC_BENEDICTIO])
  3494. return 1;
  3495. if(sc->data[SC_CHANGEUNDEAD])
  3496. return 1;
  3497. if(sc->data[SC_ELEMENTALCHANGE])
  3498. return sc->data[SC_ELEMENTALCHANGE]->val1;
  3499. return (unsigned char)cap_value(lv,1,4);
  3500. }
  3501. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3502. {
  3503. if(!sc || !sc->count)
  3504. return element;
  3505. if(sc->data[SC_ENCHANTARMS])
  3506. return sc->data[SC_ENCHANTARMS]->val2;
  3507. if(sc->data[SC_WATERWEAPON])
  3508. return ELE_WATER;
  3509. if(sc->data[SC_EARTHWEAPON])
  3510. return ELE_EARTH;
  3511. if(sc->data[SC_FIREWEAPON])
  3512. return ELE_FIRE;
  3513. if(sc->data[SC_WINDWEAPON])
  3514. return ELE_WIND;
  3515. if(sc->data[SC_ENCPOISON])
  3516. return ELE_POISON;
  3517. if(sc->data[SC_ASPERSIO])
  3518. return ELE_HOLY;
  3519. if(sc->data[SC_SHADOWWEAPON])
  3520. return ELE_DARK;
  3521. if(sc->data[SC_GHOSTWEAPON])
  3522. return ELE_GHOST;
  3523. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3524. }
  3525. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3526. {
  3527. if(!sc || !sc->count)
  3528. return mode;
  3529. if(sc->data[SC_MODECHANGE]) {
  3530. if (sc->data[SC_MODECHANGE]->val2)
  3531. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  3532. if (sc->data[SC_MODECHANGE]->val3)
  3533. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  3534. if (sc->data[SC_MODECHANGE]->val4)
  3535. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  3536. }
  3537. return cap_value(mode,0,USHRT_MAX);
  3538. }
  3539. const char* status_get_name(struct block_list *bl)
  3540. {
  3541. nullpo_retr(0, bl);
  3542. switch (bl->type) {
  3543. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  3544. case BL_MOB: return ((TBL_MOB*)bl)->name;
  3545. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  3546. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  3547. case BL_NPC: return ((TBL_NPC*)bl)->name;
  3548. }
  3549. return "Unknown";
  3550. }
  3551. /*==========================================
  3552. * 対象のClassを返す(汎用)
  3553. * 戻りは整数で0以上
  3554. *------------------------------------------*/
  3555. int status_get_class(struct block_list *bl)
  3556. {
  3557. nullpo_retr(0, bl);
  3558. switch( bl->type )
  3559. {
  3560. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  3561. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  3562. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  3563. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  3564. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  3565. }
  3566. return 0;
  3567. }
  3568. /*==========================================
  3569. * 対象のレベルを返す(汎用)
  3570. * 戻りは整数で0以上
  3571. *------------------------------------------*/
  3572. int status_get_lv(struct block_list *bl)
  3573. {
  3574. nullpo_retr(0, bl);
  3575. switch (bl->type) {
  3576. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  3577. case BL_MOB: return ((TBL_MOB*)bl)->level;
  3578. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  3579. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  3580. }
  3581. return 1;
  3582. }
  3583. struct regen_data *status_get_regen_data(struct block_list *bl)
  3584. {
  3585. nullpo_retr(NULL, bl);
  3586. switch (bl->type) {
  3587. case BL_PC: return &((TBL_PC*)bl)->regen;
  3588. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  3589. default:
  3590. return NULL;
  3591. }
  3592. }
  3593. struct status_data *status_get_status_data(struct block_list *bl)
  3594. {
  3595. nullpo_retr(&dummy_status, bl);
  3596. switch (bl->type) {
  3597. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  3598. case BL_MOB: return &((TBL_MOB*)bl)->status;
  3599. case BL_PET: return &((TBL_PET*)bl)->status;
  3600. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  3601. default:
  3602. return &dummy_status;
  3603. }
  3604. }
  3605. struct status_data *status_get_base_status(struct block_list *bl)
  3606. {
  3607. nullpo_retr(NULL, bl);
  3608. switch (bl->type) {
  3609. case BL_PC: return &((TBL_PC*)bl)->base_status;
  3610. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  3611. case BL_PET: return &((TBL_PET*)bl)->db->status;
  3612. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  3613. default:
  3614. return NULL;
  3615. }
  3616. }
  3617. signed char status_get_def(struct block_list *bl)
  3618. {
  3619. struct unit_data *ud;
  3620. struct status_data *status = status_get_status_data(bl);
  3621. int def = status?status->def:0;
  3622. ud = unit_bl2ud(bl);
  3623. if (ud && ud->skilltimer != -1)
  3624. def -= def * skill_get_castdef(ud->skillid)/100;
  3625. return cap_value(def, CHAR_MIN, CHAR_MAX);
  3626. }
  3627. unsigned short status_get_speed(struct block_list *bl)
  3628. {
  3629. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3630. return ((struct npc_data *)bl)->speed;
  3631. return status_get_status_data(bl)->speed;
  3632. }
  3633. int status_get_party_id(struct block_list *bl)
  3634. {
  3635. nullpo_retr(0, bl);
  3636. switch (bl->type) {
  3637. case BL_PC:
  3638. return ((TBL_PC*)bl)->status.party_id;
  3639. case BL_PET:
  3640. if (((TBL_PET*)bl)->msd)
  3641. return ((TBL_PET*)bl)->msd->status.party_id;
  3642. break;
  3643. case BL_MOB:
  3644. {
  3645. struct mob_data *md=(TBL_MOB*)bl;
  3646. if( md->master_id>0 )
  3647. {
  3648. struct map_session_data *msd;
  3649. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3650. return msd->status.party_id;
  3651. return -md->master_id;
  3652. }
  3653. }
  3654. break;
  3655. case BL_HOM:
  3656. if (((TBL_HOM*)bl)->master)
  3657. return ((TBL_HOM*)bl)->master->status.party_id;
  3658. break;
  3659. case BL_SKILL:
  3660. return ((TBL_SKILL*)bl)->group->party_id;
  3661. }
  3662. return 0;
  3663. }
  3664. int status_get_guild_id(struct block_list *bl)
  3665. {
  3666. nullpo_retr(0, bl);
  3667. switch (bl->type) {
  3668. case BL_PC:
  3669. return ((TBL_PC*)bl)->status.guild_id;
  3670. case BL_PET:
  3671. if (((TBL_PET*)bl)->msd)
  3672. return ((TBL_PET*)bl)->msd->status.guild_id;
  3673. break;
  3674. case BL_MOB:
  3675. {
  3676. struct map_session_data *msd;
  3677. struct mob_data *md = (struct mob_data *)bl;
  3678. if (md->guardian_data) //Guardian's guild [Skotlex]
  3679. return md->guardian_data->guild_id;
  3680. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3681. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3682. }
  3683. break;
  3684. case BL_HOM:
  3685. if (((TBL_HOM*)bl)->master)
  3686. return ((TBL_HOM*)bl)->master->status.guild_id;
  3687. break;
  3688. case BL_NPC:
  3689. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  3690. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3691. break;
  3692. case BL_SKILL:
  3693. return ((TBL_SKILL*)bl)->group->guild_id;
  3694. }
  3695. return 0;
  3696. }
  3697. int status_get_emblem_id(struct block_list *bl)
  3698. {
  3699. nullpo_retr(0, bl);
  3700. switch (bl->type) {
  3701. case BL_PC:
  3702. return ((TBL_PC*)bl)->guild_emblem_id;
  3703. case BL_PET:
  3704. if (((TBL_PET*)bl)->msd)
  3705. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  3706. break;
  3707. case BL_MOB:
  3708. {
  3709. struct map_session_data *msd;
  3710. struct mob_data *md = (struct mob_data *)bl;
  3711. if (md->guardian_data) //Guardian's guild [Skotlex]
  3712. return md->guardian_data->emblem_id;
  3713. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3714. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  3715. }
  3716. break;
  3717. case BL_HOM:
  3718. if (((TBL_HOM*)bl)->master)
  3719. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  3720. break;
  3721. case BL_NPC:
  3722. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  3723. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  3724. if (g)
  3725. return g->emblem_id;
  3726. }
  3727. break;
  3728. }
  3729. return 0;
  3730. }
  3731. int status_get_mexp(struct block_list *bl)
  3732. {
  3733. nullpo_retr(0, bl);
  3734. if(bl->type==BL_MOB)
  3735. return ((struct mob_data *)bl)->db->mexp;
  3736. if(bl->type==BL_PET)
  3737. return ((struct pet_data *)bl)->db->mexp;
  3738. return 0;
  3739. }
  3740. int status_get_race2(struct block_list *bl)
  3741. {
  3742. nullpo_retr(0, bl);
  3743. if(bl->type == BL_MOB)
  3744. return ((struct mob_data *)bl)->db->race2;
  3745. if(bl->type==BL_PET)
  3746. return ((struct pet_data *)bl)->db->race2;
  3747. return 0;
  3748. }
  3749. int status_isdead(struct block_list *bl)
  3750. {
  3751. nullpo_retr(0, bl);
  3752. return status_get_status_data(bl)->hp == 0;
  3753. }
  3754. int status_isimmune(struct block_list *bl)
  3755. {
  3756. struct status_change *sc =status_get_sc(bl);
  3757. if (sc && sc->data[SC_HERMODE])
  3758. return 100;
  3759. if (bl->type == BL_PC &&
  3760. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  3761. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3762. return 0;
  3763. }
  3764. struct view_data* status_get_viewdata(struct block_list *bl)
  3765. {
  3766. nullpo_retr(NULL, bl);
  3767. switch (bl->type) {
  3768. case BL_PC: return &((TBL_PC*)bl)->vd;
  3769. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  3770. case BL_PET: return &((TBL_PET*)bl)->vd;
  3771. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  3772. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  3773. }
  3774. return NULL;
  3775. }
  3776. void status_set_viewdata(struct block_list *bl, int class_)
  3777. {
  3778. struct view_data* vd;
  3779. nullpo_retv(bl);
  3780. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3781. vd = mob_get_viewdata(class_);
  3782. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3783. vd = npc_get_viewdata(class_);
  3784. else if (homdb_checkid(class_))
  3785. vd = merc_get_hom_viewdata(class_);
  3786. else
  3787. vd = NULL;
  3788. switch (bl->type) {
  3789. case BL_PC:
  3790. {
  3791. TBL_PC* sd = (TBL_PC*)bl;
  3792. if (pcdb_checkid(class_)) {
  3793. if (sd->sc.option&OPTION_WEDDING)
  3794. class_ = JOB_WEDDING;
  3795. else
  3796. if (sd->sc.option&OPTION_SUMMER)
  3797. class_ = JOB_SUMMER;
  3798. else
  3799. if (sd->sc.option&OPTION_XMAS)
  3800. class_ = JOB_XMAS;
  3801. else
  3802. if (sd->sc.option&OPTION_RIDING)
  3803. switch (class_)
  3804. { //Adapt class to a Mounted one.
  3805. case JOB_KNIGHT:
  3806. class_ = JOB_KNIGHT2;
  3807. break;
  3808. case JOB_CRUSADER:
  3809. class_ = JOB_CRUSADER2;
  3810. break;
  3811. case JOB_LORD_KNIGHT:
  3812. class_ = JOB_LORD_KNIGHT2;
  3813. break;
  3814. case JOB_PALADIN:
  3815. class_ = JOB_PALADIN2;
  3816. break;
  3817. case JOB_BABY_KNIGHT:
  3818. class_ = JOB_BABY_KNIGHT2;
  3819. break;
  3820. case JOB_BABY_CRUSADER:
  3821. class_ = JOB_BABY_CRUSADER2;
  3822. break;
  3823. }
  3824. sd->vd.class_ = class_;
  3825. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3826. sd->vd.head_top = sd->status.head_top;
  3827. sd->vd.head_mid = sd->status.head_mid;
  3828. sd->vd.head_bottom = sd->status.head_bottom;
  3829. sd->vd.hair_style = sd->status.hair;
  3830. sd->vd.hair_color = sd->status.hair_color;
  3831. sd->vd.cloth_color = sd->status.clothes_color;
  3832. sd->vd.sex = sd->status.sex;
  3833. } else if (vd)
  3834. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3835. else
  3836. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3837. }
  3838. break;
  3839. case BL_MOB:
  3840. {
  3841. TBL_MOB* md = (TBL_MOB*)bl;
  3842. if (vd)
  3843. md->vd = vd;
  3844. else
  3845. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3846. }
  3847. break;
  3848. case BL_PET:
  3849. {
  3850. TBL_PET* pd = (TBL_PET*)bl;
  3851. if (vd) {
  3852. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3853. if (!pcdb_checkid(vd->class_)) {
  3854. pd->vd.hair_style = battle_config.pet_hair_style;
  3855. if(pd->pet.equip) {
  3856. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3857. if (!pd->vd.head_bottom)
  3858. pd->vd.head_bottom = pd->pet.equip;
  3859. }
  3860. }
  3861. } else
  3862. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3863. }
  3864. break;
  3865. case BL_NPC:
  3866. {
  3867. TBL_NPC* nd = (TBL_NPC*)bl;
  3868. if (vd)
  3869. nd->vd = vd;
  3870. else
  3871. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3872. }
  3873. break;
  3874. case BL_HOM: //[blackhole89]
  3875. {
  3876. struct homun_data *hd = (struct homun_data*)bl;
  3877. if (vd)
  3878. hd->vd = vd;
  3879. else
  3880. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3881. }
  3882. break;
  3883. }
  3884. vd = status_get_viewdata(bl);
  3885. if (vd && vd->cloth_color && (
  3886. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3887. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3888. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  3889. ))
  3890. vd->cloth_color = 0;
  3891. }
  3892. struct status_change *status_get_sc(struct block_list *bl)
  3893. {
  3894. nullpo_retr(NULL, bl);
  3895. switch (bl->type) {
  3896. case BL_PC: return &((TBL_PC*)bl)->sc;
  3897. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  3898. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  3899. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  3900. }
  3901. return NULL;
  3902. }
  3903. void status_change_init(struct block_list *bl)
  3904. {
  3905. struct status_change *sc = status_get_sc(bl);
  3906. nullpo_retv(sc);
  3907. memset(sc, 0, sizeof (struct status_change));
  3908. }
  3909. //Applies SC defense to a given status change.
  3910. //Returns the adjusted duration based on flag values.
  3911. //the flag values are the same as in status_change_start.
  3912. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  3913. {
  3914. int sc_def, tick_def = 0;
  3915. struct status_data* status;
  3916. struct status_change* sc;
  3917. struct map_session_data *sd;
  3918. nullpo_retr(0, bl);
  3919. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3920. if (status_isimmune(bl))
  3921. switch (type)
  3922. {
  3923. case SC_DECREASEAGI:
  3924. case SC_SILENCE:
  3925. case SC_COMA:
  3926. case SC_INCREASEAGI:
  3927. case SC_BLESSING:
  3928. case SC_SLOWPOISON:
  3929. case SC_IMPOSITIO:
  3930. case SC_AETERNA:
  3931. case SC_SUFFRAGIUM:
  3932. case SC_BENEDICTIO:
  3933. case SC_PROVIDENCE:
  3934. case SC_KYRIE:
  3935. case SC_ASSUMPTIO:
  3936. case SC_ANGELUS:
  3937. case SC_MAGNIFICAT:
  3938. case SC_GLORIA:
  3939. case SC_WINDWALK:
  3940. case SC_MAGICROD:
  3941. case SC_HALLUCINATION:
  3942. case SC_STONE:
  3943. case SC_QUAGMIRE:
  3944. case SC_SUITON:
  3945. return 0;
  3946. }
  3947. sd = BL_CAST(BL_PC,bl);
  3948. status = status_get_status_data(bl);
  3949. switch (type)
  3950. {
  3951. case SC_STUN:
  3952. case SC_POISON:
  3953. case SC_DPOISON:
  3954. case SC_SILENCE:
  3955. case SC_BLEEDING:
  3956. sc_def = 3 +status->vit;
  3957. break;
  3958. case SC_SLEEP:
  3959. sc_def = 3 +status->int_;
  3960. break;
  3961. case SC_DECREASEAGI:
  3962. if (sd) tick>>=1; //Half duration for players.
  3963. case SC_STONE:
  3964. case SC_FREEZE:
  3965. sc_def = 3 +status->mdef;
  3966. break;
  3967. case SC_CURSE:
  3968. //Special property: inmunity when luk is greater than level
  3969. if (status->luk > status_get_lv(bl))
  3970. return 0;
  3971. else
  3972. sc_def = 3 +status->luk;
  3973. tick_def = status->vit;
  3974. break;
  3975. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3976. sc_def = 3 +(status->vit + status->int_)/2;
  3977. break;
  3978. case SC_CONFUSION:
  3979. sc_def = 3 +(status->str + status->int_)/2;
  3980. break;
  3981. case SC_ANKLE:
  3982. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  3983. tick /= 5;
  3984. sc_def = status->agi / 2;
  3985. break;
  3986. case SC_MAGICMIRROR:
  3987. case SC_ARMORCHANGE:
  3988. if (sd) //Duration greatly reduced for players.
  3989. tick /= 15;
  3990. //No defense against it (buff).
  3991. default:
  3992. //Effect that cannot be reduced? Likely a buff.
  3993. if (!(rand()%10000 < rate))
  3994. return 0;
  3995. return tick?tick:1;
  3996. }
  3997. if (sd) {
  3998. if (battle_config.pc_sc_def_rate != 100)
  3999. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4000. if (sc_def < battle_config.pc_max_sc_def)
  4001. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4002. status->luk/battle_config.pc_luk_sc_def;
  4003. else
  4004. sc_def = battle_config.pc_max_sc_def;
  4005. if (tick_def) {
  4006. if (battle_config.pc_sc_def_rate != 100)
  4007. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4008. }
  4009. } else {
  4010. if (battle_config.mob_sc_def_rate != 100)
  4011. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4012. if (sc_def < battle_config.mob_max_sc_def)
  4013. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4014. status->luk/battle_config.mob_luk_sc_def;
  4015. else
  4016. sc_def = battle_config.mob_max_sc_def;
  4017. if (tick_def) {
  4018. if (battle_config.mob_sc_def_rate != 100)
  4019. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4020. }
  4021. }
  4022. sc = status_get_sc(bl);
  4023. if (sc && sc->count)
  4024. {
  4025. if (sc->data[SC_SCRESIST])
  4026. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4027. else if (sc->data[SC_SIEGFRIED])
  4028. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4029. }
  4030. //When no tick def, reduction is the same for both.
  4031. if (!tick_def) tick_def = sc_def;
  4032. //Natural resistance
  4033. if (!(flag&8)) {
  4034. rate -= rate*sc_def/100;
  4035. //Item resistance (only applies to rate%)
  4036. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4037. {
  4038. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4039. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4040. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4041. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  4042. }
  4043. }
  4044. if (!(rand()%10000 < rate))
  4045. return 0;
  4046. //Why would a status start with no duration? Presume it has
  4047. //duration defined elsewhere.
  4048. if (!tick) return 1;
  4049. //Rate reduction
  4050. if (flag&2)
  4051. return tick;
  4052. tick -= tick*tick_def/100;
  4053. // Changed to 5 seconds according to recent tests [Playtester]
  4054. if (type == SC_ANKLE && tick < 5000)
  4055. tick = 5000;
  4056. return tick<=0?0:tick;
  4057. }
  4058. /*==========================================
  4059. * Starts a status change.
  4060. * 'type' = type, 'val1~4' depend on the type.
  4061. * 'rate' = base success rate. 10000 = 100%
  4062. * 'tick' is base duration
  4063. * 'flag':
  4064. * &1: Cannot be avoided (it has to start)
  4065. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4066. * &4: sc_data loaded, no value has to be altered.
  4067. * &8: rate should not be reduced
  4068. *------------------------------------------*/
  4069. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4070. {
  4071. struct map_session_data *sd = NULL;
  4072. struct status_change* sc;
  4073. struct status_change_entry* sce;
  4074. struct status_data *status;
  4075. struct view_data *vd;
  4076. int opt_flag, calc_flag, undead_flag;
  4077. struct mob_data *boss_md = NULL;
  4078. nullpo_retr(0, bl);
  4079. sc = status_get_sc(bl);
  4080. status = status_get_status_data(bl);
  4081. if( type <= SC_NONE || type >= SC_MAX )
  4082. {
  4083. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4084. return 0;
  4085. }
  4086. if( !sc )
  4087. return 0; //Unable to receive status changes
  4088. if( status_isdead(bl) )
  4089. return 0;
  4090. if( bl->type == BL_MOB )
  4091. {
  4092. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4093. if( md->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL && type != SC_PNEUMA )
  4094. return 0; //Emperium can't be afflicted by status changes
  4095. }
  4096. sd = BL_CAST(BL_PC, bl);
  4097. //Adjust tick according to status resistances
  4098. if( !(flag&(1|4)) )
  4099. {
  4100. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4101. if( !tick ) return 0;
  4102. }
  4103. undead_flag = battle_check_undead(status->race,status->def_ele);
  4104. //Check for inmunities / sc fails
  4105. switch (type)
  4106. {
  4107. case SC_FREEZE:
  4108. case SC_STONE:
  4109. //Undead are immune to Freeze/Stone
  4110. if (undead_flag && !(flag&1))
  4111. return 0;
  4112. case SC_SLEEP:
  4113. case SC_STUN:
  4114. if (sc->opt1)
  4115. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4116. break;
  4117. case SC_SIGNUMCRUCIS:
  4118. //Only affects demons and undead element (but not players)
  4119. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4120. return 0;
  4121. break;
  4122. case SC_AETERNA:
  4123. if (sc->data[SC_STONE] || sc->data[SC_FREEZE])
  4124. return 0;
  4125. break;
  4126. case SC_KYRIE:
  4127. if (bl->type == BL_MOB)
  4128. return 0;
  4129. break;
  4130. case SC_OVERTHRUST:
  4131. if (sc->data[SC_MAXOVERTHRUST])
  4132. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4133. break;
  4134. case SC_ADRENALINE:
  4135. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4136. return 0;
  4137. if (sc->data[SC_QUAGMIRE] ||
  4138. sc->data[SC_DECREASEAGI]
  4139. )
  4140. return 0;
  4141. break;
  4142. case SC_ADRENALINE2:
  4143. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4144. return 0;
  4145. if (sc->data[SC_QUAGMIRE] ||
  4146. sc->data[SC_DECREASEAGI]
  4147. )
  4148. return 0;
  4149. break;
  4150. case SC_ONEHAND:
  4151. case SC_TWOHANDQUICKEN:
  4152. if(sc->data[SC_DECREASEAGI])
  4153. return 0;
  4154. case SC_CONCENTRATE:
  4155. case SC_INCREASEAGI:
  4156. case SC_SPEARQUICKEN:
  4157. case SC_TRUESIGHT:
  4158. case SC_WINDWALK:
  4159. case SC_CARTBOOST:
  4160. case SC_ASSNCROS:
  4161. if (sc->data[SC_QUAGMIRE])
  4162. return 0;
  4163. break;
  4164. case SC_CLOAKING:
  4165. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4166. //Due to the cloaking card, we have to check the wall versus to known
  4167. //skill level rather than the used one. [Skotlex]
  4168. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4169. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  4170. return 0;
  4171. break;
  4172. case SC_MODECHANGE:
  4173. {
  4174. int mode;
  4175. struct status_data *bstatus = status_get_base_status(bl);
  4176. if (!bstatus) return 0;
  4177. if (sc->data[type])
  4178. { //Pile up with previous values.
  4179. if(!val2) val2 = sc->data[type]->val2;
  4180. val3 |= sc->data[type]->val3;
  4181. val4 |= sc->data[type]->val4;
  4182. }
  4183. mode = val2?val2:bstatus->mode; //Base mode
  4184. if (val4) mode&=~val4; //Del mode
  4185. if (val3) mode|= val3; //Add mode
  4186. if (mode == bstatus->mode) { //No change.
  4187. if (sc->data[type]) //Abort previous status
  4188. return status_change_end(bl, type, -1);
  4189. return 0;
  4190. }
  4191. }
  4192. break;
  4193. //Strip skills, need to divest something or it fails.
  4194. case SC_STRIPWEAPON:
  4195. if (sd) {
  4196. int i;
  4197. opt_flag = 0; //Reuse to check success condition.
  4198. if(sd->unstripable_equip&EQP_WEAPON)
  4199. return 0;
  4200. i = sd->equip_index[EQI_HAND_L];
  4201. if (i>=0 && sd->inventory_data[i] &&
  4202. sd->inventory_data[i]->type == IT_WEAPON)
  4203. {
  4204. opt_flag|=1;
  4205. pc_unequipitem(sd,i,3); //L-hand weapon
  4206. }
  4207. i = sd->equip_index[EQI_HAND_R];
  4208. if (i>=0 && sd->inventory_data[i] &&
  4209. sd->inventory_data[i]->type == IT_WEAPON)
  4210. {
  4211. opt_flag|=2;
  4212. pc_unequipitem(sd,i,3);
  4213. }
  4214. if (!opt_flag) return 0;
  4215. }
  4216. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4217. break;
  4218. case SC_STRIPSHIELD:
  4219. if (sd) {
  4220. int i;
  4221. if(sd->unstripable_equip&EQP_SHIELD)
  4222. return 0;
  4223. i = sd->equip_index[EQI_HAND_L];
  4224. if (i<0 || !sd->inventory_data[i] ||
  4225. sd->inventory_data[i]->type != IT_ARMOR)
  4226. return 0;
  4227. pc_unequipitem(sd,i,3);
  4228. }
  4229. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4230. break;
  4231. case SC_STRIPARMOR:
  4232. if (sd) {
  4233. int i;
  4234. if(sd->unstripable_equip&EQP_ARMOR)
  4235. return 0;
  4236. i = sd->equip_index[EQI_ARMOR];
  4237. if (i<0 || !sd->inventory_data[i])
  4238. return 0;
  4239. pc_unequipitem(sd,i,3);
  4240. }
  4241. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4242. break;
  4243. case SC_STRIPHELM:
  4244. if (sd) {
  4245. int i;
  4246. if(sd->unstripable_equip&EQP_HELM)
  4247. return 0;
  4248. i = sd->equip_index[EQI_HEAD_TOP];
  4249. if (i<0 || !sd->inventory_data[i])
  4250. return 0;
  4251. pc_unequipitem(sd,i,3);
  4252. }
  4253. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4254. break;
  4255. }
  4256. //Check for BOSS resistances
  4257. if(status->mode&MD_BOSS && !(flag&1)) {
  4258. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4259. return 0;
  4260. switch (type) {
  4261. case SC_BLESSING:
  4262. if (!undead_flag && status->race!=RC_DEMON)
  4263. break;
  4264. case SC_DECREASEAGI:
  4265. case SC_PROVOKE:
  4266. case SC_COMA:
  4267. case SC_GRAVITATION:
  4268. case SC_SUITON:
  4269. case SC_STRIPWEAPON:
  4270. case SC_STRIPSHIELD:
  4271. case SC_STRIPARMOR:
  4272. case SC_STRIPHELM:
  4273. case SC_RICHMANKIM:
  4274. case SC_ROKISWEIL:
  4275. case SC_FOGWALL:
  4276. return 0;
  4277. }
  4278. }
  4279. //Before overlapping fail, one must check for status cured.
  4280. switch (type)
  4281. {
  4282. case SC_BLESSING:
  4283. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  4284. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  4285. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4286. if (sc->data[SC_CURSE])
  4287. status_change_end(bl,SC_CURSE,-1);
  4288. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4289. status_change_end(bl,SC_STONE,-1);
  4290. }
  4291. break;
  4292. case SC_INCREASEAGI:
  4293. status_change_end(bl,SC_DECREASEAGI,-1);
  4294. break;
  4295. case SC_QUAGMIRE:
  4296. status_change_end(bl,SC_CONCENTRATE,-1);
  4297. status_change_end(bl,SC_TRUESIGHT,-1);
  4298. status_change_end(bl,SC_WINDWALK,-1);
  4299. //Also blocks the ones below...
  4300. case SC_DECREASEAGI:
  4301. status_change_end(bl,SC_CARTBOOST,-1);
  4302. //Also blocks the ones below...
  4303. case SC_DONTFORGETME:
  4304. status_change_end(bl,SC_INCREASEAGI,-1);
  4305. status_change_end(bl,SC_ADRENALINE,-1);
  4306. status_change_end(bl,SC_ADRENALINE2,-1);
  4307. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4308. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4309. status_change_end(bl,SC_ONEHAND,-1);
  4310. break;
  4311. case SC_ONEHAND:
  4312. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4313. status_change_end(bl,SC_ASPDPOTION0,-1);
  4314. status_change_end(bl,SC_ASPDPOTION1,-1);
  4315. status_change_end(bl,SC_ASPDPOTION2,-1);
  4316. status_change_end(bl,SC_ASPDPOTION3,-1);
  4317. break;
  4318. case SC_MAXOVERTHRUST:
  4319. //Cancels Normal Overthrust. [Skotlex]
  4320. status_change_end(bl, SC_OVERTHRUST, -1);
  4321. break;
  4322. case SC_KYRIE:
  4323. //Cancels Assumptio
  4324. status_change_end(bl,SC_ASSUMPTIO,-1);
  4325. break;
  4326. case SC_DELUGE:
  4327. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  4328. status_change_end(bl,SC_BLIND,-1);
  4329. break;
  4330. case SC_SILENCE:
  4331. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  4332. status_change_end(bl,SC_GOSPEL,-1);
  4333. break;
  4334. case SC_HIDING:
  4335. status_change_end(bl, SC_CLOSECONFINE, -1);
  4336. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4337. break;
  4338. case SC_BERSERK:
  4339. if(battle_config.berserk_cancels_buffs)
  4340. {
  4341. status_change_end(bl,SC_ONEHAND,-1);
  4342. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4343. status_change_end(bl,SC_CONCENTRATION,-1);
  4344. status_change_end(bl,SC_PARRYING,-1);
  4345. status_change_end(bl,SC_AURABLADE,-1);
  4346. }
  4347. break;
  4348. case SC_ASSUMPTIO:
  4349. status_change_end(bl,SC_KYRIE,-1);
  4350. status_change_end(bl,SC_KAITE,-1);
  4351. break;
  4352. case SC_KAITE:
  4353. status_change_end(bl,SC_ASSUMPTIO,-1);
  4354. break;
  4355. case SC_CARTBOOST:
  4356. if(sc->data[SC_DECREASEAGI])
  4357. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4358. status_change_end(bl,SC_DECREASEAGI,-1);
  4359. return 0;
  4360. }
  4361. break;
  4362. case SC_FUSION:
  4363. status_change_end(bl,SC_SPIRIT,-1);
  4364. break;
  4365. case SC_ADJUSTMENT:
  4366. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4367. break;
  4368. case SC_MADNESSCANCEL:
  4369. status_change_end(bl,SC_ADJUSTMENT,-1);
  4370. break;
  4371. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  4372. case SC_CHANGEUNDEAD:
  4373. status_change_end(bl,SC_BLESSING,-1);
  4374. status_change_end(bl,SC_INCREASEAGI,-1);
  4375. break;
  4376. }
  4377. //Check for overlapping fails
  4378. if((sce=sc->data[type]))
  4379. {
  4380. switch (type)
  4381. {
  4382. case SC_ADRENALINE:
  4383. case SC_ADRENALINE2:
  4384. case SC_WEAPONPERFECTION:
  4385. case SC_OVERTHRUST:
  4386. if (sce->val2 > val2)
  4387. return 0;
  4388. break;
  4389. case SC_HPREGEN:
  4390. case SC_SPREGEN:
  4391. case SC_BOSSMAPINFO:
  4392. case SC_STUN:
  4393. case SC_SLEEP:
  4394. case SC_POISON:
  4395. case SC_CURSE:
  4396. case SC_SILENCE:
  4397. case SC_CONFUSION:
  4398. case SC_BLIND:
  4399. case SC_BLEEDING:
  4400. case SC_DPOISON:
  4401. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4402. case SC_MARIONETTE:
  4403. case SC_MARIONETTE2:
  4404. case SC_NOCHAT:
  4405. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4406. return 0;
  4407. case SC_COMBO:
  4408. case SC_DANCING:
  4409. case SC_DEVOTION:
  4410. case SC_ASPDPOTION0:
  4411. case SC_ASPDPOTION1:
  4412. case SC_ASPDPOTION2:
  4413. case SC_ASPDPOTION3:
  4414. case SC_ATKPOTION:
  4415. case SC_MATKPOTION:
  4416. case SC_ENCHANTARMS:
  4417. case SC_ARMOR_ELEMENT:
  4418. case SC_ARMOR_RESIST:
  4419. break;
  4420. case SC_GOSPEL:
  4421. //Must not override a casting gospel char.
  4422. if(sce->val4 == BCT_SELF)
  4423. return 0;
  4424. if(sce->val1 > val1)
  4425. return 1;
  4426. break;
  4427. case SC_ENDURE:
  4428. if(sce->val4 && !val4)
  4429. return 1; //Don't let you override infinite endure.
  4430. if(sce->val1 > val1)
  4431. return 1;
  4432. break;
  4433. case SC_KAAHI:
  4434. if(sce->val1 > val1)
  4435. return 1;
  4436. //Delete timer if it exists.
  4437. if (sce->val4 != -1) {
  4438. delete_timer(sce->val4,kaahi_heal_timer);
  4439. sce->val4=-1;
  4440. }
  4441. break;
  4442. case SC_JAILED:
  4443. //When a player is already jailed, do not edit the jail data.
  4444. val2 = sce->val2;
  4445. val3 = sce->val3;
  4446. val4 = sce->val4;
  4447. break;
  4448. case SC_JOINTBEAT:
  4449. val2 |= sce->val2; // stackable ailments
  4450. default:
  4451. if(sce->val1 > val1)
  4452. return 1; //Return true to not mess up skill animations. [Skotlex]
  4453. }
  4454. }
  4455. vd = status_get_viewdata(bl);
  4456. calc_flag = StatusChangeFlagTable[type];
  4457. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  4458. switch(type)
  4459. {
  4460. case SC_DECREASEAGI:
  4461. case SC_INCREASEAGI:
  4462. val2 = 2 + val1; //Agi change
  4463. break;
  4464. case SC_ENDURE:
  4465. val2 = 7; // Hit-count [Celest]
  4466. if (!(flag&1) && sd && !map_flag_gvg(bl->m) && (type != SC_ENDURE || !val4))
  4467. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4468. //(but do not pass infinite endure)
  4469. struct map_session_data *tsd;
  4470. int i;
  4471. for (i = 0; i < 5; i++)
  4472. {
  4473. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4474. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4475. }
  4476. }
  4477. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  4478. if(val4)
  4479. tick = -1;
  4480. break;
  4481. case SC_AUTOBERSERK:
  4482. if (status->hp < status->max_hp>>2 &&
  4483. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  4484. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4485. tick = -1;
  4486. break;
  4487. case SC_SIGNUMCRUCIS:
  4488. val2 = 10 + 4*val1; //Def reduction
  4489. tick = -1;
  4490. clif_emotion(bl,4);
  4491. break;
  4492. case SC_MAXIMIZEPOWER:
  4493. val2 = tick>0?tick:60000;
  4494. break;
  4495. case SC_EDP: // [Celest]
  4496. val2 = val1 + 2; //Chance to Poison enemies.
  4497. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4498. break;
  4499. case SC_POISONREACT:
  4500. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4501. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4502. break;
  4503. case SC_MAGICROD:
  4504. val2 = val1*20; //SP gained
  4505. break;
  4506. case SC_KYRIE:
  4507. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4508. val3 = (val1 / 2 + 5); //Hits
  4509. break;
  4510. case SC_MAGICPOWER:
  4511. //val1: Skill lv
  4512. val2 = 1; //Lasts 1 invocation
  4513. val3 = 5*val1; //Matk% increase
  4514. tick = -1;
  4515. break;
  4516. case SC_SACRIFICE:
  4517. val2 = 5; //Lasts 5 hits
  4518. tick = -1;
  4519. break;
  4520. case SC_ENCPOISON:
  4521. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4522. case SC_ASPERSIO:
  4523. case SC_FIREWEAPON:
  4524. case SC_WATERWEAPON:
  4525. case SC_WINDWEAPON:
  4526. case SC_EARTHWEAPON:
  4527. case SC_SHADOWWEAPON:
  4528. case SC_GHOSTWEAPON:
  4529. skill_enchant_elemental_end(bl,type);
  4530. break;
  4531. case SC_ELEMENTALCHANGE:
  4532. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  4533. // val2 : Element (When no element, random one is picked)
  4534. // val3 : 0 = called by skill 1 = called by script (fixed level)
  4535. if( !val2 ) val2 = rand()%ELE_MAX;
  4536. if( val1 == 1 && val3 == 0 )
  4537. val1 = 1 + rand()%4;
  4538. else if( val1 > 4 )
  4539. val1 = 4; // Max Level
  4540. val3 = 0; // Not need to keep this info.
  4541. break;
  4542. case SC_PROVIDENCE:
  4543. val2=val1*5; //Race/Ele resist
  4544. break;
  4545. case SC_REFLECTSHIELD:
  4546. val2=10+val1*3; //% Dmg reflected
  4547. if (sd && !(flag&1))
  4548. { //Pass it to devoted chars.
  4549. struct map_session_data *tsd;
  4550. int i;
  4551. for (i = 0; i < 5; i++)
  4552. { //Pass the status to the other affected chars. [Skotlex]
  4553. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4554. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4555. }
  4556. }
  4557. break;
  4558. case SC_STRIPWEAPON:
  4559. if (!sd) //Watk reduction
  4560. val2 = 5*val1;
  4561. break;
  4562. case SC_STRIPSHIELD:
  4563. if (!sd) //Def reduction
  4564. val2 = 3*val1;
  4565. break;
  4566. case SC_STRIPARMOR:
  4567. if (!sd) //Vit reduction
  4568. val2 = 8*val1;
  4569. break;
  4570. case SC_STRIPHELM:
  4571. if (!sd) //Int reduction
  4572. val2 = 8*val1;
  4573. break;
  4574. case SC_AUTOSPELL:
  4575. //Val1 Skill LV of Autospell
  4576. //Val2 Skill ID to cast
  4577. //Val3 Max Lv to cast
  4578. val4 = 5 + val1*2; //Chance of casting
  4579. break;
  4580. case SC_VOLCANO:
  4581. if (status->def_ele == ELE_FIRE)
  4582. val2 = val1*10; //Watk increase
  4583. else
  4584. val2 = 0;
  4585. break;
  4586. case SC_VIOLENTGALE:
  4587. if (status->def_ele == ELE_WIND)
  4588. val2 = val1*3; //Flee increase
  4589. else
  4590. val2 = 0;
  4591. break;
  4592. case SC_DELUGE:
  4593. if(status->def_ele == ELE_WATER)
  4594. val2 = deluge_eff[val1-1]; //HP increase
  4595. else
  4596. val2 = 0;
  4597. break;
  4598. case SC_SUITON:
  4599. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4600. //No penalties.
  4601. val2 = 0; //Agi penalty
  4602. val3 = 0; //Walk speed penalty
  4603. break;
  4604. }
  4605. val3 = 50;
  4606. val2 = 3*((val1+1)/3);
  4607. if (val1 > 4) val2--;
  4608. break;
  4609. case SC_ONEHAND:
  4610. case SC_TWOHANDQUICKEN:
  4611. val2 = 300;
  4612. if (val1 > 10) //For boss casted skills [Skotlex]
  4613. val2 += 20*(val1-10);
  4614. break;
  4615. case SC_SPEARQUICKEN:
  4616. val2 = 200+10*val1;
  4617. break;
  4618. case SC_DANCING:
  4619. //val1 : Skill ID + LV
  4620. //val2 : Skill Group of the Dance.
  4621. //val3 : Brings the skilllv (merged into val1 here)
  4622. //val4 : Partner
  4623. if (val1 == CG_MOONLIT)
  4624. clif_status_change(bl,SI_MOONLIT,1);
  4625. val1|= (val3<<16);
  4626. val3 = tick/1000; //Tick duration
  4627. tick = 1000;
  4628. break;
  4629. case SC_LONGING:
  4630. val2 = 500-100*val1; //Aspd penalty.
  4631. break;
  4632. case SC_EXPLOSIONSPIRITS:
  4633. val2 = 75 + 25*val1; //Cri bonus
  4634. break;
  4635. case SC_ASPDPOTION0:
  4636. case SC_ASPDPOTION1:
  4637. case SC_ASPDPOTION2:
  4638. case SC_ASPDPOTION3:
  4639. val2 = 50*(2+type-SC_ASPDPOTION0);
  4640. break;
  4641. case SC_WEDDING:
  4642. case SC_XMAS:
  4643. case SC_SUMMER:
  4644. if (!vd) return 0;
  4645. //Store previous values as they could be removed.
  4646. val1 = vd->class_;
  4647. val2 = vd->weapon;
  4648. val3 = vd->shield;
  4649. val4 = vd->cloth_color;
  4650. unit_stop_attack(bl);
  4651. clif_changelook(bl,LOOK_WEAPON,0);
  4652. clif_changelook(bl,LOOK_SHIELD,0);
  4653. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  4654. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4655. break;
  4656. case SC_NOCHAT:
  4657. tick = 60000;
  4658. val1 = battle_config.manner_system; //Mute filters.
  4659. if (sd)
  4660. {
  4661. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4662. clif_updatestatus(sd,SP_MANNER);
  4663. }
  4664. break;
  4665. case SC_STONE:
  4666. val3 = tick/1000; //Petrified HP-damage iterations.
  4667. if(val3 < 1) val3 = 1;
  4668. tick = val4; //Petrifying time.
  4669. if (tick < 1000)
  4670. tick = 1000; //Min time
  4671. calc_flag = 0; //Actual status changes take effect on petrified state.
  4672. break;
  4673. case SC_DPOISON:
  4674. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4675. if (status->hp > status->max_hp>>2)
  4676. {
  4677. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4678. if (status->hp - diff < status->max_hp>>2)
  4679. diff = status->hp - (status->max_hp>>2);
  4680. status_zap(bl, diff, 0);
  4681. }
  4682. // fall through
  4683. case SC_POISON: /* 毒 */
  4684. val3 = tick/1000; //Damage iterations
  4685. if(val3 < 1) val3 = 1;
  4686. tick = 1000;
  4687. //val4: HP damage
  4688. if (bl->type == BL_PC)
  4689. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4690. else
  4691. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4692. break;
  4693. case SC_CONFUSION:
  4694. clif_emotion(bl,1);
  4695. break;
  4696. case SC_BLEEDING:
  4697. val4 = tick/10000;
  4698. if (!val4) val4 = 1;
  4699. tick = 10000;
  4700. break;
  4701. case SC_HPREGEN:
  4702. case SC_SPREGEN:
  4703. if( val1 == 0 ) return 0;
  4704. // val1 = heal percent/amout
  4705. // val2 = seconds between heals
  4706. // val4 = total of heals
  4707. if( val2 < 1 ) val2 = 1;
  4708. if( (val4 = tick/(val2 * 1000)) < 1 )
  4709. val4 = 1;
  4710. tick = val2 * 1000; // val2 = Seconds between heals
  4711. break;
  4712. case SC_BOSSMAPINFO:
  4713. if( sd != NULL )
  4714. {
  4715. boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  4716. if( boss_md == NULL || boss_md->bl.prev == NULL )
  4717. { // No MVP on this map - MVP is dead
  4718. clif_bossmapinfo(sd->fd, boss_md, 1);
  4719. return 0; // No need to start SC
  4720. }
  4721. val1 = boss_md->bl.id;
  4722. if( (val4 = tick/1000) < 1 )
  4723. val4 = 1;
  4724. tick = 1000;
  4725. }
  4726. break;
  4727. case SC_HIDING:
  4728. val2 = tick/1000;
  4729. tick = 1000;
  4730. val3 = 0; // unused, previously speed adjustment
  4731. val4 = val1+3; //Seconds before SP substraction happen.
  4732. break;
  4733. case SC_CHASEWALK:
  4734. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4735. val3 = 35 - 5 * val1; //Speed adjustment.
  4736. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  4737. val3 -= 40;
  4738. val4 = 10+val1*2; //SP cost.
  4739. if (map_flag_gvg(bl->m)) val4 *= 5;
  4740. break;
  4741. case SC_CLOAKING:
  4742. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4743. val1 = 10;
  4744. val2 = tick>0?tick:60000; //SP consumption rate.
  4745. val3 = 0; // unused, previously walk speed adjustment
  4746. //val4&1 signals the presence of a wall.
  4747. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4748. //val4&4 makes cloak not end on using skills
  4749. if (bl->type == BL_PC) //Standard cloaking.
  4750. val4 |= battle_config.pc_cloak_check_type&7;
  4751. else
  4752. val4 |= battle_config.monster_cloak_check_type&7;
  4753. break;
  4754. case SC_SIGHT: /* サイト/ルアフ */
  4755. case SC_RUWACH:
  4756. case SC_SIGHTBLASTER:
  4757. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  4758. val2 = tick/250;
  4759. tick = 10;
  4760. break;
  4761. //Permanent effects.
  4762. case SC_AETERNA:
  4763. case SC_MODECHANGE:
  4764. case SC_WEIGHT50:
  4765. case SC_WEIGHT90:
  4766. case SC_BROKENWEAPON:
  4767. case SC_BROKENARMOR:
  4768. case SC_READYSTORM:
  4769. case SC_READYDOWN:
  4770. case SC_READYCOUNTER:
  4771. case SC_READYTURN:
  4772. case SC_DODGE:
  4773. tick = -1;
  4774. break;
  4775. case SC_AUTOGUARD:
  4776. if (!(flag&1))
  4777. {
  4778. struct map_session_data *tsd;
  4779. int i,t;
  4780. for(i=val2=0;i<val1;i++) {
  4781. t = 5-(i>>1);
  4782. val2 += (t < 0)? 1:t;
  4783. }
  4784. if (sd)
  4785. for (i = 0; i < 5; i++)
  4786. { //Pass the status to the other affected chars. [Skotlex]
  4787. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4788. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4789. }
  4790. }
  4791. break;
  4792. case SC_DEFENDER:
  4793. if (!(flag&1))
  4794. {
  4795. struct map_session_data *tsd;
  4796. int i;
  4797. val2 = 5 + 15*val1; //Damage reduction
  4798. val3 = 0; // unused, previously speed adjustment
  4799. val4 = 250 - 50*val1; //Aspd adjustment
  4800. if (sd)
  4801. for (i = 0; i < 5; i++)
  4802. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4803. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4804. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4805. }
  4806. }
  4807. break;
  4808. case SC_TENSIONRELAX:
  4809. if (sd) {
  4810. pc_setsit(sd);
  4811. clif_sitting(&sd->bl);
  4812. }
  4813. val2 = 12; //SP cost
  4814. val4 = 10000; //Decrease at 10secs intervals.
  4815. val3 = tick/val4;
  4816. tick = val4;
  4817. break;
  4818. case SC_PARRYING:
  4819. val2 = 20 + val1*3; //Block Chance
  4820. break;
  4821. case SC_WINDWALK:
  4822. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4823. break;
  4824. case SC_JOINTBEAT:
  4825. if( val2&BREAK_NECK )
  4826. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  4827. break;
  4828. case SC_BERSERK:
  4829. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  4830. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  4831. //HP healing is performing after the calc_status call.
  4832. //Val2 holds HP penalty
  4833. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  4834. if (!val4) val4 = 10000; //Val4 holds damage interval
  4835. val3 = tick/val4; //val3 holds skill duration
  4836. tick = val4;
  4837. break;
  4838. case SC_GOSPEL:
  4839. if(val4 == BCT_SELF) { // self effect
  4840. val2 = tick/10000;
  4841. tick = 10000;
  4842. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4843. }
  4844. break;
  4845. case SC_MARIONETTE:
  4846. if (sd) {
  4847. val3 = 0;
  4848. val2 = sd->status.str>>1;
  4849. if (val2 > 0xFF) val2 = 0xFF;
  4850. val3|=val2<<16;
  4851. val2 = sd->status.agi>>1;
  4852. if (val2 > 0xFF) val2 = 0xFF;
  4853. val3|=val2<<8;
  4854. val2 = sd->status.vit>>1;
  4855. if (val2 > 0xFF) val2 = 0xFF;
  4856. val3|=val2;
  4857. val4 = 0;
  4858. val2 = sd->status.int_>>1;
  4859. if (val2 > 0xFF) val2 = 0xFF;
  4860. val4|=val2<<16;
  4861. val2 = sd->status.dex>>1;
  4862. if (val2 > 0xFF) val2 = 0xFF;
  4863. val4|=val2<<8;
  4864. val2 = sd->status.luk>>1;
  4865. if (val2 > 0xFF) val2 = 0xFF;
  4866. val4|=val2;
  4867. } else {
  4868. struct status_data *b_status = status_get_base_status(bl);
  4869. if (!b_status)
  4870. return 0;
  4871. val3 = 0;
  4872. val2 = b_status->str>>1;
  4873. if (val2 > 0xFF) val2 = 0xFF;
  4874. val3|=val2<<16;
  4875. val2 = b_status->agi>>1;
  4876. if (val2 > 0xFF) val2 = 0xFF;
  4877. val3|=val2<<8;
  4878. val2 = b_status->vit>>1;
  4879. if (val2 > 0xFF) val2 = 0xFF;
  4880. val3|=val2;
  4881. val4 = 0;
  4882. val2 = b_status->int_>>1;
  4883. if (val2 > 0xFF) val2 = 0xFF;
  4884. val4|=val2<<16;
  4885. val2 = b_status->dex>>1;
  4886. if (val2 > 0xFF) val2 = 0xFF;
  4887. val4|=val2<<8;
  4888. val2 = b_status->luk>>1;
  4889. if (val2 > 0xFF) val2 = 0xFF;
  4890. val4|=val2;
  4891. }
  4892. val2 = tick/1000;
  4893. tick = 1000;
  4894. break;
  4895. case SC_MARIONETTE2:
  4896. {
  4897. struct block_list *pbl = map_id2bl(val1);
  4898. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4899. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  4900. int stat,max;
  4901. if (!psce)
  4902. return 0;
  4903. val2 = tick /1000;
  4904. val3 = val4 = 0;
  4905. if (sd) {
  4906. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4907. //Str
  4908. stat = (psce->val3>>16)&0xFF;
  4909. if (sd->status.str+stat > max)
  4910. stat =max-sd->status.str;
  4911. val3 |= stat<<16;
  4912. //Agi
  4913. stat = (psce->val3>>8)&0xFF;
  4914. if (sd->status.agi+stat > max)
  4915. stat =max-sd->status.agi;
  4916. val3 |= stat<<8;
  4917. //Vit
  4918. stat = psce->val3&0xFF;
  4919. if (sd->status.vit+stat > max)
  4920. stat =max-sd->status.vit;
  4921. val3 |= stat;
  4922. //Int
  4923. stat = (psce->val4>>16)&0xFF;
  4924. if (sd->status.int_+stat > max)
  4925. stat =max-sd->status.int_;
  4926. val4 |= stat<<16;
  4927. //Dex
  4928. stat = (psce->val4>>8)&0xFF;
  4929. if (sd->status.dex+stat > max)
  4930. stat =max-sd->status.dex;
  4931. val4 |= stat<<8;
  4932. //Luk
  4933. stat = psce->val4&0xFF;
  4934. if (sd->status.luk+stat > max)
  4935. stat =max-sd->status.luk;
  4936. val4 |= stat;
  4937. } else {
  4938. struct status_data *b_status = status_get_base_status(bl);
  4939. if (!b_status) return 0;
  4940. max = 0xFF; //Assume a 256 max parameter
  4941. //Str
  4942. stat = (psce->val3>>16)&0xFF;
  4943. if (b_status->str+stat > max)
  4944. stat = max - b_status->str;
  4945. val3 |= stat<<16;
  4946. //Agi
  4947. stat = (psce->val3>>8)&0xFF;
  4948. if (b_status->agi+stat > max)
  4949. stat = max - b_status->agi;
  4950. val3 |= stat<<8;
  4951. //Vit
  4952. stat = psce->val3&0xFF;
  4953. if (b_status->vit+stat > max)
  4954. stat = max - b_status->vit;
  4955. val3 |= stat;
  4956. //Int
  4957. stat = (psce->val4>>16)&0xFF;
  4958. if (b_status->int_+stat > max)
  4959. stat = max - b_status->int_;
  4960. val4 |= stat<<16;
  4961. //Dex
  4962. stat = (psce->val4>>8)&0xFF;
  4963. if (b_status->dex+stat > max)
  4964. stat = max - b_status->dex;
  4965. val4 |= stat<<8;
  4966. //Luk
  4967. stat = psce->val4&0xFF;
  4968. if (b_status->luk+stat > max)
  4969. stat = max - b_status->luk;
  4970. val4 |= stat;
  4971. }
  4972. tick = 1000;
  4973. break;
  4974. }
  4975. case SC_REJECTSWORD:
  4976. val2 = 15*val1; //Reflect chance
  4977. val3 = 3; //Reflections
  4978. tick = -1;
  4979. break;
  4980. case SC_MEMORIZE:
  4981. val2 = 5; //Memorized casts.
  4982. tick = -1;
  4983. break;
  4984. case SC_GRAVITATION:
  4985. val2 = 50*val1; //aspd reduction
  4986. break;
  4987. case SC_REGENERATION:
  4988. if (val1 == 1)
  4989. val2 = 2;
  4990. else
  4991. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4992. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4993. //if val4 comes set, this blocks regen rather than increase it.
  4994. break;
  4995. case SC_DEVOTION:
  4996. {
  4997. struct map_session_data *src;
  4998. if ((src = map_id2sd(val1)) && src->sc.count)
  4999. { //Try to inherit the status from the Crusader [Skotlex]
  5000. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  5001. //once the Crusader's status changes, it will reflect on the others.
  5002. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5003. enum sc_type type2;
  5004. int i = map_flag_gvg(bl->m)?2:3;
  5005. while (i >= 0) {
  5006. type2 = types[i];
  5007. if (src->sc.data[type2])
  5008. sc_start(bl,type2,100,src->sc.data[type2]->val1,
  5009. skill_get_time(status_sc2skill(type2),src->sc.data[type2]->val1));
  5010. i--;
  5011. }
  5012. }
  5013. break;
  5014. }
  5015. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5016. status_zap(bl, status->hp-1, val2?0:status->sp);
  5017. return 1;
  5018. break;
  5019. case SC_CLOSECONFINE2:
  5020. {
  5021. struct block_list *src = val2?map_id2bl(val2):NULL;
  5022. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5023. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5024. if (src && sc2) {
  5025. if (!sce2) //Start lock on caster.
  5026. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5027. else { //Increase count of locked enemies and refresh time.
  5028. (sce2->val2)++;
  5029. delete_timer(sce2->timer, status_change_timer);
  5030. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5031. }
  5032. } else //Status failed.
  5033. return 0;
  5034. }
  5035. break;
  5036. case SC_KAITE:
  5037. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5038. break;
  5039. case SC_KAUPE:
  5040. switch (val1) {
  5041. case 3: //33*3 + 1 -> 100%
  5042. val2++;
  5043. case 1:
  5044. case 2: //33, 66%
  5045. val2 += 33*val1;
  5046. val3 = 1; //Dodge 1 attack total.
  5047. break;
  5048. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5049. val2 = 100;
  5050. val3 = val1-2;
  5051. break;
  5052. }
  5053. break;
  5054. case SC_COMBO:
  5055. {
  5056. //val1: Skill ID
  5057. //val2: When given, target (for autotargetting skills)
  5058. //val3: When set, this combo time should NOT delay attack/movement
  5059. //val4: Combo time
  5060. struct unit_data *ud = unit_bl2ud(bl);
  5061. switch (val1) {
  5062. case TK_STORMKICK:
  5063. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5064. break;
  5065. case TK_DOWNKICK:
  5066. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5067. break;
  5068. case TK_TURNKICK:
  5069. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5070. break;
  5071. case TK_COUNTER:
  5072. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5073. break;
  5074. }
  5075. if (ud && !val3)
  5076. {
  5077. ud->attackabletime = gettick()+tick;
  5078. unit_set_walkdelay(bl, gettick(), tick, 1);
  5079. }
  5080. val4 = tick; //Store combo-time in val4.
  5081. }
  5082. break;
  5083. case SC_TKREST:
  5084. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5085. break;
  5086. case SC_RUN:
  5087. val4 = gettick(); //Store time at which you started running.
  5088. tick = -1;
  5089. break;
  5090. case SC_KAAHI:
  5091. val2 = 200*val1; //HP heal
  5092. val3 = 5*val1; //SP cost
  5093. val4 = -1; //Kaahi Timer.
  5094. break;
  5095. case SC_BLESSING:
  5096. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5097. val2 = val1;
  5098. else
  5099. val2 = 0; //0 -> Half stat.
  5100. break;
  5101. case SC_TRICKDEAD:
  5102. if (vd) vd->dead_sit = 1;
  5103. tick = -1;
  5104. break;
  5105. case SC_CONCENTRATE:
  5106. val2 = 2 + val1;
  5107. if (sd) { //Store the card-bonus data that should not count in the %
  5108. val3 = sd->param_bonus[1]; //Agi
  5109. val4 = sd->param_bonus[4]; //Dex
  5110. } else {
  5111. val3 = val4 = 0;
  5112. }
  5113. break;
  5114. case SC_MAXOVERTHRUST:
  5115. val2 = 20*val1; //Power increase
  5116. break;
  5117. case SC_OVERTHRUST:
  5118. //val2 holds if it was casted on self, or is bonus received from others
  5119. val3 = 5*val1; //Power increase
  5120. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5121. tick += tick / 10;
  5122. break;
  5123. case SC_ADRENALINE2:
  5124. case SC_ADRENALINE:
  5125. val3 = (val2) ? 300 : 200; // aspd increase
  5126. case SC_WEAPONPERFECTION:
  5127. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5128. tick += tick / 10;
  5129. break;
  5130. case SC_CONCENTRATION:
  5131. val2 = 5*val1; //Batk/Watk Increase
  5132. val3 = 10*val1; //Hit Increase
  5133. val4 = 5*val1; //Def reduction
  5134. break;
  5135. case SC_ANGELUS:
  5136. val2 = 5*val1; //def increase
  5137. break;
  5138. case SC_IMPOSITIO:
  5139. val2 = 5*val1; //watk increase
  5140. break;
  5141. case SC_MELTDOWN:
  5142. val2 = 100*val1; //Chance to break weapon
  5143. val3 = 70*val1; //Change to break armor
  5144. break;
  5145. case SC_TRUESIGHT:
  5146. val2 = 10*val1; //Critical increase
  5147. val3 = 3*val1; //Hit increase
  5148. break;
  5149. case SC_SUN_COMFORT:
  5150. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5151. break;
  5152. case SC_MOON_COMFORT:
  5153. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5154. break;
  5155. case SC_STAR_COMFORT:
  5156. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5157. break;
  5158. case SC_QUAGMIRE:
  5159. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5160. break;
  5161. // gs_something1 [Vicious]
  5162. case SC_GATLINGFEVER:
  5163. val2 = 20*val1; //Aspd increase
  5164. val3 = 20+10*val1; //Batk increase
  5165. val4 = 5*val1; //Flee decrease
  5166. break;
  5167. case SC_FLING:
  5168. if (bl->type == BL_PC)
  5169. val2 = 0; //No armor reduction to players.
  5170. else
  5171. val2 = 5*val1; //Def reduction
  5172. val3 = 5*val1; //Def2 reduction
  5173. break;
  5174. case SC_PROVOKE:
  5175. //val2 signals autoprovoke.
  5176. val3 = 2+3*val1; //Atk increase
  5177. val4 = 5+5*val1; //Def reduction.
  5178. break;
  5179. case SC_AVOID:
  5180. //val2 = 10*val1; //Speed change rate.
  5181. break;
  5182. case SC_DEFENCE:
  5183. val2 = 2*val1; //Def bonus
  5184. break;
  5185. case SC_BLOODLUST:
  5186. val2 = 20+10*val1; //Atk rate change.
  5187. val3 = 3*val1; //Leech chance
  5188. val4 = 20; //Leech percent
  5189. break;
  5190. case SC_FLEET:
  5191. val2 = 30*val1; //Aspd change
  5192. val3 = 5+5*val1; //bAtk/wAtk rate change
  5193. break;
  5194. case SC_MINDBREAKER:
  5195. val2 = 20*val1; //matk increase.
  5196. val3 = 12*val1; //mdef2 reduction.
  5197. break;
  5198. case SC_SKA:
  5199. val2 = tick/1000;
  5200. val3 = rand()%100; //Def changes randomly every second...
  5201. tick = 1000;
  5202. break;
  5203. case SC_JAILED:
  5204. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5205. tick = val1>0?1000:250;
  5206. if (sd)
  5207. {
  5208. if (sd->mapindex != val2)
  5209. {
  5210. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5211. map = sd->mapindex; //Current Map
  5212. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5213. pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
  5214. //2. Set restore point (val3 -> return map, val4 return coords
  5215. val3 = map;
  5216. val4 = pos;
  5217. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5218. val3 = sd->status.save_point.map;
  5219. val4 = (sd->status.save_point.x&0xFFFF)
  5220. |(sd->status.save_point.y<<16);
  5221. }
  5222. }
  5223. break;
  5224. case SC_UTSUSEMI:
  5225. val2=(val1+1)/2; // number of hits blocked
  5226. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5227. break;
  5228. case SC_BUNSINJYUTSU:
  5229. val2=(val1+1)/2; // number of hits blocked
  5230. break;
  5231. case SC_CHANGE:
  5232. val2= 30*val1; //Vit increase
  5233. val3= 20*val1; //Int increase
  5234. break;
  5235. case SC_SWOO:
  5236. if(status->mode&MD_BOSS)
  5237. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5238. break;
  5239. case SC_SPIDERWEB:
  5240. if (bl->type == BL_PC)
  5241. tick /=2;
  5242. break;
  5243. case SC_ARMOR:
  5244. //NPC_DEFENDER:
  5245. val2 = 80; //Damage reduction
  5246. //Attack requirements to be blocked:
  5247. val3 = BF_LONG; //Range
  5248. val4 = BF_WEAPON|BF_MISC; //Type
  5249. break;
  5250. case SC_ENCHANTARMS:
  5251. //end previous enchants
  5252. skill_enchant_elemental_end(bl,type);
  5253. //Make sure the received element is valid.
  5254. if (val2 >= ELE_MAX)
  5255. val2 = val2%ELE_MAX;
  5256. else if (val2 < 0)
  5257. val2 = rand()%ELE_MAX;
  5258. break;
  5259. case SC_CRITICALWOUND:
  5260. val2 = 20*val1; //Heal effectiveness decrease
  5261. break;
  5262. case SC_MAGICMIRROR:
  5263. case SC_SLOWCAST:
  5264. val2 = 20*val1; //Magic reflection/cast rate
  5265. break;
  5266. case SC_ARMORCHANGE:
  5267. if (val2 == NPC_ANTIMAGIC)
  5268. { //Boost mdef
  5269. val2 =-20;
  5270. val3 = 20;
  5271. } else { //Boost def
  5272. val2 = 20;
  5273. val3 =-20;
  5274. }
  5275. val2*=val1; //20% per level
  5276. val3*=val1;
  5277. break;
  5278. case SC_EXPBOOST:
  5279. if (val1 < 0)
  5280. val1 = 0;
  5281. break;
  5282. case SC_INCASPDRATE:
  5283. case SC_INCFLEE2:
  5284. case SC_INCCRI:
  5285. val2 = val1*10; //Actual boost (since 100% = 1000)
  5286. break;
  5287. case SC_SUFFRAGIUM:
  5288. val2 = 15 * val1; //Speed cast decrease
  5289. break;
  5290. case SC_INCHEALRATE:
  5291. if (val1 < 1)
  5292. val1 = 1;
  5293. break;
  5294. case SC_HALLUCINATION:
  5295. val2 = 5+val1; //Factor by which displayed damage is increased by
  5296. break;
  5297. case SC_DOUBLECAST:
  5298. val2 = 30+10*val1; //Trigger rate
  5299. break;
  5300. case SC_KAIZEL:
  5301. val2 = 10*val1; //% of life to be revived with
  5302. break;
  5303. // case SC_ARMOR_ELEMENT:
  5304. // case SC_ARMOR_RESIST:
  5305. // Mod your resistance against elements:
  5306. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  5307. // break;
  5308. case SC_FASTCAST:
  5309. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5310. //associated, and yet are not wrong/unknown. [Skotlex]
  5311. break;
  5312. default:
  5313. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  5314. { //Status change with no calc, no icon, and no skill associated...?
  5315. ShowError("UnknownStatusChange [%d]\n", type);
  5316. return 0;
  5317. }
  5318. }
  5319. else //Special considerations when loading SC data.
  5320. switch( type )
  5321. {
  5322. case SC_WEDDING:
  5323. case SC_XMAS:
  5324. case SC_SUMMER:
  5325. clif_changelook(bl,LOOK_WEAPON,0);
  5326. clif_changelook(bl,LOOK_SHIELD,0);
  5327. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5328. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5329. break;
  5330. case SC_KAAHI:
  5331. val4 = -1;
  5332. break;
  5333. }
  5334. //Those that make you stop attacking/walking....
  5335. switch (type)
  5336. {
  5337. case SC_FREEZE:
  5338. case SC_STUN:
  5339. case SC_SLEEP:
  5340. case SC_STONE:
  5341. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5342. pc_setstand(sd);
  5343. case SC_TRICKDEAD:
  5344. unit_stop_attack(bl);
  5345. skill_stop_dancing(bl);
  5346. // Cancel cast when get status [LuzZza]
  5347. if (battle_config.sc_castcancel&bl->type)
  5348. unit_skillcastcancel(bl, 0);
  5349. case SC_STOP:
  5350. case SC_CONFUSION:
  5351. case SC_CLOSECONFINE:
  5352. case SC_CLOSECONFINE2:
  5353. case SC_ANKLE:
  5354. case SC_SPIDERWEB:
  5355. unit_stop_walking(bl,1);
  5356. break;
  5357. case SC_HIDING:
  5358. case SC_CLOAKING:
  5359. case SC_CHASEWALK:
  5360. unit_stop_attack(bl);
  5361. break;
  5362. case SC_SILENCE:
  5363. if (battle_config.sc_castcancel&bl->type)
  5364. unit_skillcastcancel(bl, 0);
  5365. break;
  5366. }
  5367. // Set option as needed.
  5368. opt_flag = 1;
  5369. switch(type)
  5370. {
  5371. //OPT1
  5372. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  5373. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  5374. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  5375. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  5376. //OPT2
  5377. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  5378. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  5379. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  5380. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  5381. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  5382. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  5383. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  5384. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  5385. //OPT3
  5386. case SC_TWOHANDQUICKEN:
  5387. case SC_SPEARQUICKEN:
  5388. case SC_CONCENTRATION:
  5389. sc->opt3 |= 0x1;
  5390. opt_flag = 0;
  5391. break;
  5392. case SC_MAXOVERTHRUST:
  5393. case SC_OVERTHRUST:
  5394. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5395. sc->opt3 |= 0x2;
  5396. opt_flag = 0;
  5397. break;
  5398. case SC_ENERGYCOAT:
  5399. case SC_SKE:
  5400. sc->opt3 |= 0x4;
  5401. opt_flag = 0;
  5402. break;
  5403. case SC_INCATKRATE:
  5404. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5405. if (bl->type != BL_MOB) {
  5406. opt_flag = 0;
  5407. break;
  5408. }
  5409. case SC_EXPLOSIONSPIRITS:
  5410. sc->opt3 |= 0x8;
  5411. opt_flag = 0;
  5412. break;
  5413. case SC_STEELBODY:
  5414. case SC_SKA:
  5415. sc->opt3 |= 0x10;
  5416. opt_flag = 0;
  5417. break;
  5418. case SC_BLADESTOP:
  5419. sc->opt3 |= 0x20;
  5420. opt_flag = 0;
  5421. break;
  5422. //0x40 missing?
  5423. case SC_BERSERK:
  5424. sc->opt3 |= 0x80;
  5425. opt_flag = 0;
  5426. break;
  5427. //0x100 missing?
  5428. case SC_DANCING:
  5429. if ((val1&0xFFFF) == CG_MOONLIT)
  5430. sc->opt3 |= 0x200;
  5431. opt_flag = 0;
  5432. break;
  5433. case SC_MARIONETTE:
  5434. case SC_MARIONETTE2:
  5435. sc->opt3 |= 0x400;
  5436. opt_flag = 0;
  5437. break;
  5438. case SC_ASSUMPTIO:
  5439. sc->opt3 |= 0x800;
  5440. opt_flag = 0;
  5441. break;
  5442. case SC_WARM: //SG skills [Komurka]
  5443. sc->opt3 |= 0x1000;
  5444. opt_flag = 0;
  5445. break;
  5446. case SC_KAITE:
  5447. sc->opt3 |= 0x2000;
  5448. opt_flag = 0;
  5449. break;
  5450. case SC_BUNSINJYUTSU:
  5451. sc->opt3 |= 0x4000;
  5452. opt_flag = 0;
  5453. break;
  5454. case SC_SPIRIT:
  5455. sc->opt3 |= 0x8000;
  5456. opt_flag = 0;
  5457. break;
  5458. case SC_CHANGEUNDEAD:
  5459. sc->opt3 |= 0x10000;
  5460. opt_flag = 0;
  5461. break;
  5462. // TODO: unknown option (looks like the aura of biolab mobs)
  5463. // case ???:
  5464. // sc->opt3 |= 0x20000;
  5465. // opt_flag = 0;
  5466. // break;
  5467. //OPTION
  5468. case SC_HIDING:
  5469. sc->option |= OPTION_HIDE;
  5470. break;
  5471. case SC_CLOAKING:
  5472. sc->option |= OPTION_CLOAK;
  5473. break;
  5474. case SC_CHASEWALK:
  5475. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5476. break;
  5477. case SC_SIGHT:
  5478. sc->option |= OPTION_SIGHT;
  5479. break;
  5480. case SC_RUWACH:
  5481. sc->option |= OPTION_RUWACH;
  5482. break;
  5483. case SC_WEDDING:
  5484. sc->option |= OPTION_WEDDING;
  5485. break;
  5486. case SC_XMAS:
  5487. sc->option |= OPTION_XMAS;
  5488. break;
  5489. case SC_SUMMER:
  5490. sc->option |= OPTION_SUMMER;
  5491. break;
  5492. case SC_ORCISH:
  5493. sc->option |= OPTION_ORCISH;
  5494. break;
  5495. case SC_FUSION:
  5496. sc->option |= OPTION_FLYING;
  5497. break;
  5498. default:
  5499. opt_flag = 0;
  5500. }
  5501. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  5502. if(opt_flag)
  5503. clif_changeoption(bl);
  5504. if (calc_flag&SCB_DYE)
  5505. { //Reset DYE color
  5506. if (vd && vd->cloth_color)
  5507. {
  5508. val4 = vd->cloth_color;
  5509. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5510. }
  5511. calc_flag&=~SCB_DYE;
  5512. }
  5513. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5514. clif_status_change(bl,StatusIconChangeTable[type],1);
  5515. else if (sd) //Send packet to self otherwise (disguised player?)
  5516. clif_status_load(bl,StatusIconChangeTable[type],1);
  5517. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  5518. if((sce=sc->data[type]))
  5519. {// reuse old sc
  5520. if( sce->timer != INVALID_TIMER )
  5521. delete_timer(sce->timer, status_change_timer);
  5522. }
  5523. else
  5524. {// new sc
  5525. ++(sc->count);
  5526. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  5527. }
  5528. sce->val1 = val1;
  5529. sce->val2 = val2;
  5530. sce->val3 = val3;
  5531. sce->val4 = val4;
  5532. if (tick >= 0)
  5533. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  5534. else
  5535. sce->timer = INVALID_TIMER; //Infinite duration
  5536. if (calc_flag)
  5537. status_calc_bl(bl,calc_flag);
  5538. if(sd && sd->pd)
  5539. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5540. if (type==SC_BERSERK) {
  5541. sce->val2 = 5*status->max_hp/100;
  5542. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5543. status_set_sp(bl, 0, 0); //Damage all SP
  5544. } else if (type==SC_CHANGE) //Heal all HP/SP
  5545. status_percent_heal(bl, 100, 100);
  5546. if (type==SC_RUN) {
  5547. struct unit_data *ud = unit_bl2ud(bl);
  5548. if (ud)
  5549. ud->state.running = unit_run(bl);
  5550. }
  5551. if( boss_md != NULL )
  5552. clif_bossmapinfo(sd->fd, boss_md, 0); // First Message
  5553. return 1;
  5554. }
  5555. /*==========================================
  5556. * ステータス異常全解除
  5557. * type:
  5558. * 0 - ???
  5559. * 1 - ???
  5560. * 2 - ???
  5561. *------------------------------------------*/
  5562. int status_change_clear(struct block_list* bl, int type)
  5563. {
  5564. struct status_change* sc;
  5565. int i;
  5566. sc = status_get_sc(bl);
  5567. if (!sc || !sc->count)
  5568. return 0;
  5569. if(sc->data[SC_DANCING])
  5570. skill_stop_dancing(bl);
  5571. for(i = 0; i < SC_MAX; i++)
  5572. {
  5573. if(!sc->data[i])
  5574. continue;
  5575. if(type == 0)
  5576. switch (i)
  5577. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  5578. case SC_EDP:
  5579. case SC_MELTDOWN:
  5580. case SC_XMAS:
  5581. case SC_SUMMER:
  5582. case SC_NOCHAT:
  5583. case SC_FUSION:
  5584. case SC_TKREST:
  5585. case SC_READYSTORM:
  5586. case SC_READYDOWN:
  5587. case SC_READYCOUNTER:
  5588. case SC_READYTURN:
  5589. case SC_DODGE:
  5590. case SC_JAILED:
  5591. case SC_EXPBOOST:
  5592. case SC_ITEMBOOST:
  5593. continue;
  5594. }
  5595. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5596. if( type == 1 && sc->data[i] )
  5597. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5598. (sc->count)--;
  5599. if (sc->data[i]->timer != INVALID_TIMER)
  5600. delete_timer(sc->data[i]->timer, status_change_timer);
  5601. ers_free(sc_data_ers, sc->data[i]);
  5602. sc->data[i] = NULL;
  5603. }
  5604. }
  5605. sc->opt1 = 0;
  5606. sc->opt2 = 0;
  5607. sc->opt3 = 0;
  5608. sc->option &= OPTION_MASK;
  5609. if( type == 0 || type == 2 )
  5610. clif_changeoption(bl);
  5611. return 1;
  5612. }
  5613. /*==========================================
  5614. * ステータス異常終了
  5615. *------------------------------------------*/
  5616. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  5617. {
  5618. struct map_session_data *sd;
  5619. struct status_change *sc;
  5620. struct status_change_entry *sce;
  5621. struct status_data *status;
  5622. struct view_data *vd;
  5623. int opt_flag=0, calc_flag;
  5624. nullpo_retr(0, bl);
  5625. sc = status_get_sc(bl);
  5626. status = status_get_status_data(bl);
  5627. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  5628. return 0;
  5629. sd = BL_CAST(BL_PC,bl);
  5630. if (sce->timer != tid && tid != -1)
  5631. return 0;
  5632. if (tid == -1) {
  5633. if (type == SC_ENDURE && sce->val4)
  5634. //Do not end infinite endure.
  5635. return 0;
  5636. if (sce->timer != -1) //Could be a SC with infinite duration
  5637. delete_timer(sce->timer,status_change_timer);
  5638. if (sc->opt1)
  5639. switch (type) {
  5640. //"Ugly workaround" [Skotlex]
  5641. //delays status change ending so that a skill that sets opt1 fails to
  5642. //trigger when it also removed one
  5643. case SC_STONE:
  5644. sce->val3 = 0; //Petrify time counter.
  5645. case SC_FREEZE:
  5646. case SC_STUN:
  5647. case SC_SLEEP:
  5648. if (sce->val1) {
  5649. //Removing the 'level' shouldn't affect anything in the code
  5650. //since these SC are not affected by it, and it lets us know
  5651. //if we have already delayed this attack or not.
  5652. sce->val1 = 0;
  5653. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5654. return 1;
  5655. }
  5656. }
  5657. }
  5658. sc->data[type] = NULL;
  5659. (sc->count)--;
  5660. vd = status_get_viewdata(bl);
  5661. calc_flag = StatusChangeFlagTable[type];
  5662. switch(type){
  5663. case SC_WEDDING:
  5664. case SC_XMAS:
  5665. case SC_SUMMER:
  5666. if (!vd) break;
  5667. if (sd)
  5668. { //Load data from sd->status.* as the stored values could have changed.
  5669. //Must remove OPTION to prevent class being rechanged.
  5670. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  5671. clif_changeoption(&sd->bl);
  5672. status_set_viewdata(bl, sd->status.class_);
  5673. } else {
  5674. vd->class_ = sce->val1;
  5675. vd->weapon = sce->val2;
  5676. vd->shield = sce->val3;
  5677. vd->cloth_color = sce->val4;
  5678. }
  5679. clif_changelook(bl,LOOK_BASE,vd->class_);
  5680. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5681. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5682. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5683. break;
  5684. case SC_RUN:
  5685. {
  5686. struct unit_data *ud = unit_bl2ud(bl);
  5687. bool begin_spurt = true;
  5688. if (ud) {
  5689. if(!ud->state.running)
  5690. begin_spurt = false;
  5691. ud->state.running = 0;
  5692. if (ud->walktimer != -1)
  5693. unit_stop_walking(bl,1);
  5694. }
  5695. if (begin_spurt && sce->val1 >= 7 &&
  5696. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  5697. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5698. )
  5699. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  5700. }
  5701. break;
  5702. case SC_AUTOBERSERK:
  5703. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  5704. status_change_end(bl,SC_PROVOKE,-1);
  5705. break;
  5706. case SC_ENDURE:
  5707. case SC_DEFENDER:
  5708. case SC_REFLECTSHIELD:
  5709. case SC_AUTOGUARD:
  5710. if (sd) {
  5711. struct map_session_data *tsd;
  5712. int i;
  5713. for (i = 0; i < 5; i++)
  5714. { //Clear the status from the others too [Skotlex]
  5715. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type])
  5716. status_change_end(&tsd->bl,type,-1);
  5717. }
  5718. }
  5719. break;
  5720. case SC_DEVOTION:
  5721. {
  5722. struct map_session_data *md = map_id2sd(sce->val1);
  5723. //The status could have changed because the Crusader left the game. [Skotlex]
  5724. if (md)
  5725. {
  5726. md->devotion[sce->val2] = 0;
  5727. clif_devotion(md,NULL);
  5728. }
  5729. //Remove inherited status [Skotlex]
  5730. status_change_end(bl,SC_AUTOGUARD,-1);
  5731. status_change_end(bl,SC_DEFENDER,-1);
  5732. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5733. status_change_end(bl,SC_ENDURE,-1);
  5734. }
  5735. break;
  5736. case SC_BLADESTOP:
  5737. if(sce->val4)
  5738. {
  5739. struct block_list *tbl = (struct block_list *)sce->val4;
  5740. struct status_change *tsc = status_get_sc(tbl);
  5741. sce->val4 = 0;
  5742. if(tsc && tsc->data[SC_BLADESTOP])
  5743. {
  5744. tsc->data[SC_BLADESTOP]->val4 = 0;
  5745. status_change_end(tbl,SC_BLADESTOP,-1);
  5746. }
  5747. clif_bladestop(bl,tbl,0);
  5748. }
  5749. break;
  5750. case SC_DANCING:
  5751. {
  5752. struct map_session_data *dsd;
  5753. struct status_change_entry *dsc;
  5754. struct skill_unit_group *group;
  5755. if(sce->val2)
  5756. {
  5757. group = (struct skill_unit_group *)sce->val2;
  5758. sce->val2 = 0;
  5759. skill_delunitgroup(bl, group);
  5760. }
  5761. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))){
  5762. dsc = dsd->sc.data[type];
  5763. if(dsc)
  5764. { //This will prevent recursive loops.
  5765. dsc->val2 = dsc->val4 = 0;
  5766. status_change_end(&dsd->bl, type, -1);
  5767. }
  5768. }
  5769. }
  5770. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  5771. clif_status_change(bl,SI_MOONLIT,0);
  5772. status_change_end(bl,SC_LONGING,-1);
  5773. break;
  5774. case SC_NOCHAT:
  5775. if (sd && sd->status.manner < 0 && tid != -1)
  5776. sd->status.manner = 0;
  5777. if (sd)
  5778. {
  5779. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  5780. clif_updatestatus(sd,SP_MANNER);
  5781. }
  5782. break;
  5783. case SC_SPLASHER:
  5784. {
  5785. struct block_list *src=map_id2bl(sce->val3);
  5786. if(src && tid!=-1)
  5787. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  5788. }
  5789. break;
  5790. case SC_CLOSECONFINE2:
  5791. {
  5792. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  5793. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5794. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  5795. //If status was already ended, do nothing.
  5796. //Decrease count
  5797. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  5798. status_change_end(src, SC_CLOSECONFINE, -1);
  5799. }
  5800. }
  5801. case SC_CLOSECONFINE:
  5802. if (sce->val2 > 0) {
  5803. //Caster has been unlocked... nearby chars need to be unlocked.
  5804. int range = 1
  5805. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  5806. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5807. map_foreachinarea(status_change_timer_sub,
  5808. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  5809. }
  5810. break;
  5811. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5812. if (sd && sd->skillid_old == sce->val1)
  5813. sd->skillid_old = sd->skilllv_old = 0;
  5814. break;
  5815. case SC_MARIONETTE:
  5816. case SC_MARIONETTE2: /// Marionette target
  5817. if (sce->val1)
  5818. { // check for partner and end their marionette status as well
  5819. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5820. struct block_list *pbl = map_id2bl(sce->val1);
  5821. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5822. if (sc2 && sc2->data[type2])
  5823. {
  5824. sc2->data[type2]->val1 = 0;
  5825. status_change_end(pbl, type2, -1);
  5826. }
  5827. }
  5828. break;
  5829. case SC_BERSERK:
  5830. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5831. if(status->hp > 100 && sce->val2)
  5832. status_set_hp(bl, 100, 0);
  5833. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  5834. {
  5835. sc->data[SC_ENDURE]->val4 = 0;
  5836. status_change_end(bl, SC_ENDURE, -1);
  5837. }
  5838. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5839. skill_get_time(LK_BERSERK, sce->val1));
  5840. break;
  5841. case SC_GOSPEL:
  5842. if (sce->val3) { //Clear the group.
  5843. struct skill_unit_group *group = (struct skill_unit_group *)sce->val3;
  5844. sce->val3 = 0;
  5845. skill_delunitgroup(bl, group);
  5846. }
  5847. break;
  5848. case SC_HERMODE:
  5849. if(sce->val3 == BCT_SELF)
  5850. skill_clear_unitgroup(bl);
  5851. break;
  5852. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5853. skill_clear_unitgroup(bl);
  5854. break;
  5855. case SC_TRICKDEAD:
  5856. if (vd) vd->dead_sit = 0;
  5857. break;
  5858. case SC_WARM:
  5859. if (sce->val4) { //Clear the group.
  5860. struct skill_unit_group *group = (struct skill_unit_group *)sce->val4;
  5861. sce->val4 = 0;
  5862. skill_delunitgroup(bl, group);
  5863. }
  5864. break;
  5865. case SC_KAAHI:
  5866. //Delete timer if it exists.
  5867. if (sce->val4 != -1)
  5868. delete_timer(sce->val4,kaahi_heal_timer);
  5869. break;
  5870. case SC_JAILED:
  5871. if(tid == -1)
  5872. break;
  5873. //natural expiration.
  5874. if(sd && sd->mapindex == sce->val2)
  5875. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3);
  5876. break; //guess hes not in jail :P
  5877. case SC_CHANGE:
  5878. if (tid == -1)
  5879. break;
  5880. // "lose almost all their HP and SP" on natural expiration.
  5881. status_set_hp(bl, 10, 0);
  5882. status_set_sp(bl, 10, 0);
  5883. break;
  5884. case SC_AUTOTRADE:
  5885. if (tid == -1)
  5886. break;
  5887. vending_closevending(sd);
  5888. map_quit(sd);
  5889. // Because map_quit calls status_change_end with tid -1
  5890. // from here it's not neccesary to continue
  5891. return 1;
  5892. break;
  5893. }
  5894. opt_flag = 1;
  5895. switch(type){
  5896. case SC_STONE:
  5897. case SC_FREEZE:
  5898. case SC_STUN:
  5899. case SC_SLEEP:
  5900. sc->opt1 = 0;
  5901. break;
  5902. case SC_POISON:
  5903. case SC_CURSE:
  5904. case SC_SILENCE:
  5905. case SC_BLIND:
  5906. sc->opt2 &= ~(1<<(type-SC_POISON));
  5907. break;
  5908. case SC_DPOISON:
  5909. sc->opt2 &= ~OPT2_DPOISON;
  5910. break;
  5911. case SC_SIGNUMCRUCIS:
  5912. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5913. break;
  5914. case SC_HIDING:
  5915. sc->option &= ~OPTION_HIDE;
  5916. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  5917. break;
  5918. case SC_CLOAKING:
  5919. sc->option &= ~OPTION_CLOAK;
  5920. opt_flag|= 2;
  5921. break;
  5922. case SC_CHASEWALK:
  5923. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5924. opt_flag|= 2;
  5925. break;
  5926. case SC_SIGHT:
  5927. sc->option &= ~OPTION_SIGHT;
  5928. break;
  5929. case SC_WEDDING:
  5930. sc->option &= ~OPTION_WEDDING;
  5931. break;
  5932. case SC_XMAS:
  5933. sc->option &= ~OPTION_XMAS;
  5934. break;
  5935. case SC_SUMMER:
  5936. sc->option &= ~OPTION_SUMMER;
  5937. break;
  5938. case SC_ORCISH:
  5939. sc->option &= ~OPTION_ORCISH;
  5940. break;
  5941. case SC_RUWACH:
  5942. sc->option &= ~OPTION_RUWACH;
  5943. break;
  5944. case SC_FUSION:
  5945. sc->option &= ~OPTION_FLYING;
  5946. break;
  5947. //opt3
  5948. case SC_TWOHANDQUICKEN:
  5949. case SC_ONEHAND:
  5950. case SC_SPEARQUICKEN:
  5951. case SC_CONCENTRATION:
  5952. sc->opt3 &= ~0x1;
  5953. opt_flag = 0;
  5954. break;
  5955. case SC_OVERTHRUST:
  5956. case SC_MAXOVERTHRUST:
  5957. case SC_SWOO:
  5958. sc->opt3 &= ~0x2;
  5959. opt_flag = 0;
  5960. break;
  5961. case SC_ENERGYCOAT:
  5962. case SC_SKE:
  5963. sc->opt3 &= ~0x4;
  5964. opt_flag = 0;
  5965. break;
  5966. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5967. if (bl->type != BL_MOB)
  5968. {
  5969. opt_flag = 0;
  5970. break;
  5971. }
  5972. case SC_EXPLOSIONSPIRITS:
  5973. sc->opt3 &= ~0x8;
  5974. opt_flag = 0;
  5975. break;
  5976. case SC_STEELBODY:
  5977. case SC_SKA:
  5978. sc->opt3 &= ~0x10;
  5979. opt_flag = 0;
  5980. break;
  5981. case SC_BLADESTOP:
  5982. sc->opt3 &= ~0x20;
  5983. opt_flag = 0;
  5984. break;
  5985. case SC_BERSERK:
  5986. sc->opt3 &= ~0x80;
  5987. opt_flag = 0;
  5988. break;
  5989. case SC_DANCING:
  5990. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  5991. sc->opt3 &= ~0x200;
  5992. opt_flag = 0;
  5993. break;
  5994. case SC_MARIONETTE:
  5995. case SC_MARIONETTE2:
  5996. sc->opt3 &= ~0x400;
  5997. opt_flag = 0;
  5998. break;
  5999. case SC_ASSUMPTIO:
  6000. sc->opt3 &= ~0x800;
  6001. opt_flag = 0;
  6002. break;
  6003. case SC_WARM: //SG skills [Komurka]
  6004. sc->opt3 &= ~0x1000;
  6005. opt_flag = 0;
  6006. break;
  6007. case SC_KAITE:
  6008. sc->opt3 &= ~0x2000;
  6009. opt_flag = 0;
  6010. break;
  6011. case SC_BUNSINJYUTSU:
  6012. sc->opt3 &= ~0x4000;
  6013. opt_flag = 0;
  6014. break;
  6015. case SC_SPIRIT:
  6016. sc->opt3 &= ~0x8000;
  6017. opt_flag = 0;
  6018. break;
  6019. case SC_CHANGEUNDEAD:
  6020. sc->opt3 &= ~0x10000;
  6021. opt_flag = 0;
  6022. break;
  6023. // TODO:
  6024. // case ???:
  6025. // sc->opt3 &= ~0x20000;
  6026. // opt_flag = 0;
  6027. // break;
  6028. default:
  6029. opt_flag = 0;
  6030. }
  6031. if (calc_flag&SCB_DYE)
  6032. { //Restore DYE color
  6033. if (vd && !vd->cloth_color && sce->val4)
  6034. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6035. calc_flag&=~SCB_DYE;
  6036. }
  6037. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6038. if (vd && pcdb_checkid(vd->class_))
  6039. clif_status_change(bl,StatusIconChangeTable[type],0);
  6040. else if (sd)
  6041. clif_status_load(bl,StatusIconChangeTable[type],0);
  6042. if(opt_flag)
  6043. clif_changeoption(bl);
  6044. if (calc_flag)
  6045. status_calc_bl(bl,calc_flag);
  6046. if(opt_flag&4) //Out of hiding, invoke on place.
  6047. skill_unit_move(bl,gettick(),1);
  6048. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6049. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6050. ers_free(sc_data_ers, sce);
  6051. return 1;
  6052. }
  6053. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6054. {
  6055. struct block_list *bl;
  6056. struct status_change *sc;
  6057. struct status_change_entry *sce;
  6058. struct status_data *status;
  6059. int hp;
  6060. if(!((bl=map_id2bl(id))&&
  6061. (sc=status_get_sc(bl)) &&
  6062. (sce = sc->data[SC_KAAHI])))
  6063. return 0;
  6064. if(sce->val4 != tid) {
  6065. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  6066. sce->val4=-1;
  6067. return 0;
  6068. }
  6069. status=status_get_status_data(bl);
  6070. if(!status_charge(bl, 0, sce->val3)) {
  6071. sce->val4=-1;
  6072. return 0;
  6073. }
  6074. hp = status->max_hp - status->hp;
  6075. if (hp > sce->val2)
  6076. hp = sce->val2;
  6077. if (hp)
  6078. status_heal(bl, hp, 0, 2);
  6079. sce->val4=-1;
  6080. return 1;
  6081. }
  6082. /*==========================================
  6083. * ステータス異常終了タイマー
  6084. *------------------------------------------*/
  6085. int status_change_timer(int tid, unsigned int tick, int id, intptr data)
  6086. {
  6087. enum sc_type type = (sc_type)data;
  6088. struct block_list *bl;
  6089. struct map_session_data *sd;
  6090. struct status_data *status;
  6091. struct status_change *sc;
  6092. struct status_change_entry *sce;
  6093. struct mob_data *boss_md = NULL;
  6094. int result;
  6095. bl = map_id2bl(id);
  6096. if(!bl)
  6097. {
  6098. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  6099. return 0;
  6100. }
  6101. sc = status_get_sc(bl);
  6102. status = status_get_status_data(bl);
  6103. if(!(sc && (sce = sc->data[type])))
  6104. {
  6105. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  6106. return 0;
  6107. }
  6108. if( sce->timer != tid )
  6109. {
  6110. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  6111. return 0;
  6112. }
  6113. sd = BL_CAST(BL_PC, bl);
  6114. // set the next timer of the sce (don't assume the status still exists)
  6115. #define sc_timer_next(t,f,i,d) \
  6116. if( (sce=sc->data[type]) ) \
  6117. sce->timer = add_timer(t,f,i,d); \
  6118. else \
  6119. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  6120. switch(type)
  6121. {
  6122. case SC_MAXIMIZEPOWER:
  6123. case SC_CLOAKING:
  6124. if(!status_charge(bl, 0, 1))
  6125. break; //Not enough SP to continue.
  6126. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6127. return 0;
  6128. case SC_CHASEWALK:
  6129. if(!status_charge(bl, 0, sce->val4))
  6130. break; //Not enough SP to continue.
  6131. if (!sc->data[SC_INCSTR]) {
  6132. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  6133. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  6134. *skill_get_time2(status_sc2skill(type),sce->val1));
  6135. }
  6136. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6137. return 0;
  6138. break;
  6139. case SC_SKA:
  6140. if(--(sce->val2)>0){
  6141. sce->val3 = rand()%100; //Random defense.
  6142. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6143. return 0;
  6144. }
  6145. break;
  6146. case SC_HIDING:
  6147. if(--(sce->val2)>0){
  6148. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  6149. break; //Fail if it's time to substract SP and there isn't.
  6150. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6151. return 0;
  6152. }
  6153. break;
  6154. case SC_SIGHT:
  6155. case SC_RUWACH:
  6156. case SC_SIGHTBLASTER:
  6157. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  6158. if( --(sce->val2)>0 ){
  6159. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  6160. return 0;
  6161. }
  6162. break;
  6163. case SC_PROVOKE:
  6164. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  6165. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  6166. return 0;
  6167. }
  6168. break;
  6169. case SC_STONE:
  6170. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  6171. sce->val4 = 0;
  6172. unit_stop_walking(bl,1);
  6173. sc->opt1 = OPT1_STONE;
  6174. clif_changeoption(bl);
  6175. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6176. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6177. return 0;
  6178. }
  6179. if(--(sce->val3) > 0) {
  6180. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  6181. status_percent_damage(NULL, bl, 1, 0, false);
  6182. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6183. return 0;
  6184. }
  6185. break;
  6186. case SC_POISON:
  6187. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  6188. break;
  6189. case SC_DPOISON:
  6190. if (--(sce->val3) > 0) {
  6191. if (!sc->data[SC_SLOWPOISON]) {
  6192. bool flag;
  6193. map_freeblock_lock();
  6194. status_zap(bl, sce->val4, 0);
  6195. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  6196. map_freeblock_unlock();
  6197. if (flag) return 0; //target died, SC cancelled already.
  6198. }
  6199. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  6200. return 0;
  6201. }
  6202. break;
  6203. case SC_TENSIONRELAX:
  6204. if(status->max_hp > status->hp && --(sce->val3) > 0){
  6205. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6206. return 0;
  6207. }
  6208. break;
  6209. case SC_BLEEDING:
  6210. if (--(sce->val4) >= 0) {
  6211. int flag;
  6212. map_freeblock_lock();
  6213. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  6214. flag = !sc->data[type];
  6215. map_freeblock_unlock();
  6216. if (flag) return 0; //SC already ended.
  6217. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  6218. return 0;
  6219. }
  6220. break;
  6221. case SC_KNOWLEDGE:
  6222. if (!sd) break;
  6223. if(bl->m == sd->feel_map[0].m ||
  6224. bl->m == sd->feel_map[1].m ||
  6225. bl->m == sd->feel_map[2].m)
  6226. { //Timeout will be handled by pc_setpos
  6227. sce->timer = INVALID_TIMER;
  6228. return 0;
  6229. }
  6230. break;
  6231. case SC_HPREGEN:
  6232. case SC_SPREGEN:
  6233. if( sd && --(sce->val4) >= 0 )
  6234. {
  6235. // val1 < 0 = per max% | val1 > 0 = exact amount
  6236. int hp = 0, sp = 0;
  6237. if( type == SC_HPREGEN && status->hp < status->max_hp )
  6238. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  6239. else if( type == SC_SPREGEN && status->sp < status->max_sp )
  6240. sp = (sce->val1 < 0) ? (int)(sd->status.max_sp * -1 * sce->val1 / 100.) : sce->val1 ;
  6241. status_heal(bl, hp, sp, 2);
  6242. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data );
  6243. return 0;
  6244. }
  6245. break;
  6246. case SC_BOSSMAPINFO:
  6247. if( sd && --(sce->val4) >= 0 )
  6248. {
  6249. boss_md = map_id2boss(sce->val1);
  6250. if( boss_md && boss_md->bl.prev != NULL && sd->bl.m == boss_md->bl.m )
  6251. {
  6252. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  6253. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  6254. return 0;
  6255. }
  6256. }
  6257. break;
  6258. case SC_DANCING: //ダンススキルの時間SP消費
  6259. {
  6260. int s = 0;
  6261. int sp = 1;
  6262. if (--sce->val3 <= 0)
  6263. break;
  6264. switch(sce->val1&0xFFFF){
  6265. case BD_RICHMANKIM:
  6266. case BD_DRUMBATTLEFIELD:
  6267. case BD_RINGNIBELUNGEN:
  6268. case BD_SIEGFRIED:
  6269. case BA_DISSONANCE:
  6270. case BA_ASSASSINCROSS:
  6271. case DC_UGLYDANCE:
  6272. s=3;
  6273. break;
  6274. case BD_LULLABY:
  6275. case BD_ETERNALCHAOS:
  6276. case BD_ROKISWEIL:
  6277. case DC_FORTUNEKISS:
  6278. s=4;
  6279. break;
  6280. case CG_HERMODE:
  6281. case BD_INTOABYSS:
  6282. case BA_WHISTLE:
  6283. case DC_HUMMING:
  6284. case BA_POEMBRAGI:
  6285. case DC_SERVICEFORYOU:
  6286. s=5;
  6287. break;
  6288. case BA_APPLEIDUN:
  6289. s=6;
  6290. break;
  6291. case CG_MOONLIT:
  6292. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6293. sp= 4*(sce->val1>>16);
  6294. //Upkeep is also every 10 secs.
  6295. case DC_DONTFORGETME:
  6296. s=10;
  6297. break;
  6298. }
  6299. if( s != 0 && sce->val3 % s == 0 )
  6300. {
  6301. if (sc->data[SC_LONGING])
  6302. sp*= 3;
  6303. if (!status_charge(bl, 0, sp))
  6304. break;
  6305. }
  6306. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6307. return 0;
  6308. }
  6309. break;
  6310. case SC_DEVOTION:
  6311. //FIXME: use normal status duration instead of a looping timer
  6312. if( (sce->val4 -= 1000) > 0 )
  6313. {
  6314. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6315. return 0;
  6316. }
  6317. break;
  6318. case SC_BERSERK:
  6319. // 5% every 10 seconds [DracoRPG]
  6320. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  6321. {
  6322. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6323. return 0;
  6324. }
  6325. break;
  6326. case SC_NOCHAT:
  6327. if(sd){
  6328. sd->status.manner++;
  6329. clif_changestatus(bl,SP_MANNER,sd->status.manner);
  6330. clif_updatestatus(sd,SP_MANNER);
  6331. if (sd->status.manner < 0)
  6332. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6333. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  6334. return 0;
  6335. }
  6336. }
  6337. break;
  6338. case SC_SPLASHER:
  6339. // custom Venom Splasher countdown timer
  6340. //if (sce->val4 % 1000 == 0) {
  6341. // char timer[10];
  6342. // snprintf (timer, 10, "%d", sce->val4/1000);
  6343. // clif_message(bl, timer);
  6344. //}
  6345. if((sce->val4 -= 500) > 0) {
  6346. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  6347. return 0;
  6348. }
  6349. break;
  6350. case SC_MARIONETTE:
  6351. case SC_MARIONETTE2:
  6352. {
  6353. struct block_list *pbl = map_id2bl(sce->val1);
  6354. if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0)
  6355. {
  6356. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6357. return 0;
  6358. }
  6359. }
  6360. break;
  6361. case SC_GOSPEL:
  6362. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  6363. {
  6364. int hp, sp;
  6365. hp = (sce->val1 > 5) ? 45 : 30;
  6366. sp = (sce->val1 > 5) ? 35 : 20;
  6367. if(!status_charge(bl, hp, sp))
  6368. break;
  6369. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  6370. return 0;
  6371. }
  6372. break;
  6373. case SC_GUILDAURA:
  6374. {
  6375. struct block_list *tbl = map_id2bl(sce->val2);
  6376. if (tbl && battle_check_range(bl, tbl, 2)){
  6377. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6378. return 0;
  6379. }
  6380. }
  6381. break;
  6382. case SC_JAILED:
  6383. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  6384. {
  6385. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  6386. return 0;
  6387. }
  6388. break;
  6389. case SC_BLIND:
  6390. if(sc->data[SC_FOGWALL])
  6391. { //Blind lasts forever while you are standing on the fog.
  6392. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  6393. return 0;
  6394. }
  6395. break;
  6396. }
  6397. // default for all non-handled control paths is to end the status
  6398. result = status_change_end( bl,type,tid );
  6399. if( sd && boss_md && boss_md->bl.prev == NULL )
  6400. clif_bossmapinfo(sd->fd, boss_md, 1); // Killed MVP - Show next spawn info
  6401. return result;
  6402. #undef sc_timer_next
  6403. }
  6404. /*==========================================
  6405. * ステータス異常タイマー範囲処理
  6406. *------------------------------------------*/
  6407. int status_change_timer_sub(struct block_list* bl, va_list ap)
  6408. {
  6409. struct map_session_data *sd, *tsd;
  6410. struct status_change* tsc;
  6411. struct block_list* src = va_arg(ap,struct block_list*);
  6412. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  6413. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  6414. unsigned int tick = va_arg(ap,unsigned int);
  6415. if (status_isdead(bl))
  6416. return 0;
  6417. tsc = status_get_sc(bl);
  6418. sd = BL_CAST(BL_PC, src);
  6419. tsd = BL_CAST(BL_PC, bl);
  6420. switch( type )
  6421. {
  6422. case SC_SIGHT: /* サイト */
  6423. case SC_CONCENTRATE:
  6424. status_change_end(bl, SC_HIDING, -1);
  6425. status_change_end(bl, SC_CLOAKING, -1);
  6426. break;
  6427. case SC_RUWACH: /* ルアフ */
  6428. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  6429. status_change_end(bl, SC_HIDING, -1);
  6430. status_change_end(bl, SC_CLOAKING, -1);
  6431. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6432. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6433. }
  6434. break;
  6435. case SC_SIGHTBLASTER:
  6436. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6437. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6438. {
  6439. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6440. if (sce) sce->val2 = 0; //This signals it to end.
  6441. }
  6442. break;
  6443. case SC_CLOSECONFINE:
  6444. //Lock char has released the hold on everyone...
  6445. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  6446. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  6447. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6448. }
  6449. break;
  6450. }
  6451. return 0;
  6452. }
  6453. /*==========================================
  6454. * Clears buffs/debuffs of a character.
  6455. * type&1 -> buffs, type&2 -> debuffs
  6456. *------------------------------------------*/
  6457. int status_change_clear_buffs (struct block_list* bl, int type)
  6458. {
  6459. int i;
  6460. struct status_change *sc= status_get_sc(bl);
  6461. if (!sc || !sc->count)
  6462. return 0;
  6463. if (type&2) //Debuffs
  6464. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  6465. {
  6466. if(sc->data[i])
  6467. status_change_end(bl,(sc_type)i,-1);
  6468. }
  6469. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  6470. {
  6471. if(!sc->data[i])
  6472. continue;
  6473. switch (i) {
  6474. //Stuff that cannot be removed
  6475. case SC_WEIGHT50:
  6476. case SC_WEIGHT90:
  6477. case SC_COMBO:
  6478. case SC_SMA:
  6479. case SC_DANCING:
  6480. case SC_GUILDAURA:
  6481. case SC_SAFETYWALL:
  6482. case SC_PNEUMA:
  6483. case SC_NOCHAT:
  6484. case SC_JAILED:
  6485. case SC_ANKLE:
  6486. case SC_BLADESTOP:
  6487. case SC_CP_WEAPON:
  6488. case SC_CP_SHIELD:
  6489. case SC_CP_ARMOR:
  6490. case SC_CP_HELM:
  6491. case SC_STRFOOD:
  6492. case SC_AGIFOOD:
  6493. case SC_VITFOOD:
  6494. case SC_INTFOOD:
  6495. case SC_DEXFOOD:
  6496. case SC_LUKFOOD:
  6497. case SC_HITFOOD:
  6498. case SC_FLEEFOOD:
  6499. case SC_BATKFOOD:
  6500. case SC_WATKFOOD:
  6501. case SC_MATKFOOD:
  6502. continue;
  6503. //Debuffs that can be removed.
  6504. case SC_HALLUCINATION:
  6505. case SC_QUAGMIRE:
  6506. case SC_SIGNUMCRUCIS:
  6507. case SC_DECREASEAGI:
  6508. case SC_SLOWDOWN:
  6509. case SC_MINDBREAKER:
  6510. case SC_WINKCHARM:
  6511. case SC_STOP:
  6512. case SC_ORCISH:
  6513. case SC_STRIPWEAPON:
  6514. case SC_STRIPSHIELD:
  6515. case SC_STRIPARMOR:
  6516. case SC_STRIPHELM:
  6517. if (!(type&2))
  6518. continue;
  6519. break;
  6520. //The rest are buffs that can be removed.
  6521. case SC_BERSERK:
  6522. if (!(type&1))
  6523. continue;
  6524. sc->data[i]->val2 = 0;
  6525. break;
  6526. default:
  6527. if (!(type&1))
  6528. continue;
  6529. break;
  6530. }
  6531. status_change_end(bl,(sc_type)i,-1);
  6532. }
  6533. return 0;
  6534. }
  6535. //Natural regen related stuff.
  6536. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6537. static int status_natural_heal(struct block_list* bl, va_list args)
  6538. {
  6539. struct regen_data *regen;
  6540. struct status_data *status;
  6541. struct status_change *sc;
  6542. struct unit_data *ud;
  6543. struct view_data *vd = NULL;
  6544. struct regen_data_sub *sregen;
  6545. struct map_session_data *sd;
  6546. int val,rate,bonus = 0,flag;
  6547. if (!(bl->type&BL_REGEN))
  6548. return 0;
  6549. regen = status_get_regen_data(bl);
  6550. if (!regen) return 0;
  6551. status = status_get_status_data(bl);
  6552. sc = status_get_sc(bl);
  6553. if (sc && !sc->count)
  6554. sc = NULL;
  6555. sd = BL_CAST(BL_PC,bl);
  6556. flag = regen->flag;
  6557. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6558. flag&=~(RGN_HP|RGN_SHP);
  6559. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6560. flag&=~(RGN_SP|RGN_SSP);
  6561. if (flag && (
  6562. status_isdead(bl) ||
  6563. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6564. ))
  6565. flag=0;
  6566. if (sd) {
  6567. if (sd->hp_loss.value || sd->sp_loss.value)
  6568. pc_bleeding(sd, natural_heal_diff_tick);
  6569. if (sd->hp_regen.value || sd->sp_regen.value)
  6570. pc_regen(sd, natural_heal_diff_tick);
  6571. }
  6572. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6573. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6574. { //Apply sitting regen bonus.
  6575. sregen = regen->ssregen;
  6576. if(flag&(RGN_SHP))
  6577. { //Sitting HP regen
  6578. val = natural_heal_diff_tick * sregen->rate.hp;
  6579. if (regen->state.overweight)
  6580. val>>=1; //Half as fast when overweight.
  6581. sregen->tick.hp += val;
  6582. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6583. {
  6584. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6585. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6586. { //Full
  6587. flag&=~(RGN_HP|RGN_SHP);
  6588. break;
  6589. }
  6590. }
  6591. }
  6592. if(flag&(RGN_SSP))
  6593. { //Sitting SP regen
  6594. val = natural_heal_diff_tick * sregen->rate.sp;
  6595. if (regen->state.overweight)
  6596. val>>=1; //Half as fast when overweight.
  6597. sregen->tick.sp += val;
  6598. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6599. {
  6600. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6601. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6602. { //Full
  6603. flag&=~(RGN_SP|RGN_SSP);
  6604. break;
  6605. }
  6606. }
  6607. }
  6608. }
  6609. if (flag && regen->state.overweight)
  6610. flag=0;
  6611. ud = unit_bl2ud(bl);
  6612. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6613. {
  6614. flag&=~(RGN_SHP|RGN_SSP);
  6615. if(!regen->state.walk)
  6616. flag&=~RGN_HP;
  6617. }
  6618. if (!flag)
  6619. return 0;
  6620. if (flag&(RGN_HP|RGN_SP))
  6621. {
  6622. if(!vd) vd = status_get_viewdata(bl);
  6623. if(vd && vd->dead_sit == 2)
  6624. bonus++;
  6625. if(regen->state.gc)
  6626. bonus++;
  6627. }
  6628. //Natural Hp regen
  6629. if (flag&RGN_HP)
  6630. {
  6631. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6632. if (ud && ud->walktimer != -1)
  6633. rate/=2;
  6634. regen->tick.hp += rate;
  6635. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  6636. if(bl->type==BL_HOM) regen->tick.hp *=2;
  6637. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6638. {
  6639. val = 0;
  6640. do {
  6641. val += regen->hp;
  6642. regen->tick.hp -= battle_config.natural_healhp_interval;
  6643. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6644. if (status_heal(bl, val, 0, 1) < val)
  6645. flag&=~RGN_SHP; //full.
  6646. }
  6647. }
  6648. //Natural SP regen
  6649. if(flag&RGN_SP)
  6650. {
  6651. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6652. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  6653. if(bl->type==BL_HOM) regen->tick.sp *=2;
  6654. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6655. {
  6656. val = 0;
  6657. do {
  6658. val += regen->sp;
  6659. regen->tick.sp -= battle_config.natural_healsp_interval;
  6660. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6661. if (status_heal(bl, 0, val, 1) < val)
  6662. flag&=~RGN_SSP; //full.
  6663. }
  6664. }
  6665. if (!regen->sregen)
  6666. return flag;
  6667. //Skill regen
  6668. sregen = regen->sregen;
  6669. if(flag&RGN_SHP)
  6670. { //Skill HP regen
  6671. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6672. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6673. {
  6674. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6675. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6676. break; //Full
  6677. }
  6678. }
  6679. if(flag&RGN_SSP)
  6680. { //Skill SP regen
  6681. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6682. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6683. {
  6684. val = sregen->sp;
  6685. if (sd && sd->state.doridori) {
  6686. val*=2;
  6687. sd->state.doridori = 0;
  6688. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6689. sc_start(bl,status_skill2sc(TK_SPTIME),
  6690. 100,rate,skill_get_time(TK_SPTIME, rate));
  6691. if (
  6692. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6693. rand()%10000 < battle_config.sg_angel_skill_ratio
  6694. ) { //Angel of the Sun/Moon/Star
  6695. clif_feel_hate_reset(sd);
  6696. pc_resethate(sd);
  6697. pc_resetfeel(sd);
  6698. }
  6699. }
  6700. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6701. if(status_heal(bl, 0, val, 3) < val)
  6702. break; //Full
  6703. }
  6704. }
  6705. return flag;
  6706. }
  6707. //Natural heal main timer.
  6708. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6709. {
  6710. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6711. map_foreachiddb(status_natural_heal);
  6712. natural_heal_prev_tick = tick;
  6713. return 0;
  6714. }
  6715. int status_readdb(void)
  6716. {
  6717. int i,j,class_;
  6718. FILE *fp;
  6719. char line[1024], path[1024],*p;
  6720. sprintf(path, "%s/job_db1.txt", db_path);
  6721. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6722. if(fp==NULL){
  6723. ShowError("can't read %s\n", path);
  6724. return 1;
  6725. }
  6726. i = 0;
  6727. while(fgets(line, sizeof(line), fp))
  6728. {
  6729. //NOTE: entry MAX_WEAPON_TYPE is not counted
  6730. char* split[5 + MAX_WEAPON_TYPE];
  6731. i++;
  6732. if(line[0]=='/' && line[1]=='/')
  6733. continue;
  6734. for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
  6735. split[j]=p;
  6736. p=strchr(p,',');
  6737. if(p) *p++=0;
  6738. }
  6739. if(j < 5 + MAX_WEAPON_TYPE)
  6740. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6741. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6742. continue;
  6743. }
  6744. class_ = atoi(split[0]);
  6745. if(!pcdb_checkid(class_))
  6746. continue;
  6747. class_ = pc_class2idx(class_);
  6748. max_weight_base[class_]=atoi(split[1]);
  6749. hp_coefficient[class_]=atoi(split[2]);
  6750. hp_coefficient2[class_]=atoi(split[3]);
  6751. sp_coefficient[class_]=atoi(split[4]);
  6752. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6753. aspd_base[class_][j]=atoi(split[j+5]);
  6754. }
  6755. fclose(fp);
  6756. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6757. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6758. sprintf(path, "%s/job_db2.txt", db_path);
  6759. fp=fopen(path,"r");
  6760. if(fp==NULL){
  6761. ShowError("can't read %s\n", path);
  6762. return 1;
  6763. }
  6764. while(fgets(line, sizeof(line), fp))
  6765. {
  6766. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6767. if(line[0]=='/' && line[1]=='/')
  6768. continue;
  6769. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6770. split[j]=p;
  6771. p=strchr(p,',');
  6772. if(p) *p++=0;
  6773. }
  6774. class_ = atoi(split[0]);
  6775. if(!pcdb_checkid(class_))
  6776. continue;
  6777. class_ = pc_class2idx(class_);
  6778. for(i=1;i<j && split[i];i++)
  6779. job_bonus[class_][i-1]=atoi(split[i]);
  6780. }
  6781. fclose(fp);
  6782. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6783. // サイズ補正テ?ブル
  6784. for(i=0;i<3;i++)
  6785. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6786. atkmods[i][j]=100;
  6787. sprintf(path, "%s/size_fix.txt", db_path);
  6788. fp=fopen(path,"r");
  6789. if(fp==NULL){
  6790. ShowError("can't read %s\n", path);
  6791. return 1;
  6792. }
  6793. i=0;
  6794. while(fgets(line, sizeof(line), fp))
  6795. {
  6796. char *split[MAX_WEAPON_TYPE];
  6797. if(line[0]=='/' && line[1]=='/')
  6798. continue;
  6799. if(atoi(line)<=0)
  6800. continue;
  6801. memset(split,0,sizeof(split));
  6802. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6803. split[j]=p;
  6804. p=strchr(p,',');
  6805. if(p) *p++=0;
  6806. atkmods[i][j]=atoi(split[j]);
  6807. }
  6808. i++;
  6809. }
  6810. fclose(fp);
  6811. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6812. // 精?デ?タテ?ブル
  6813. for(i=0;i<5;i++){
  6814. for(j=0;j<MAX_REFINE; j++)
  6815. percentrefinery[i][j]=100;
  6816. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6817. refinebonus[i][0]=0;
  6818. refinebonus[i][1]=0;
  6819. refinebonus[i][2]=10;
  6820. }
  6821. sprintf(path, "%s/refine_db.txt", db_path);
  6822. fp=fopen(path,"r");
  6823. if(fp==NULL){
  6824. ShowError("can't read %s\n", path);
  6825. return 1;
  6826. }
  6827. i=0;
  6828. while(fgets(line, sizeof(line), fp))
  6829. {
  6830. char *split[MAX_REFINE+4];
  6831. if(line[0]=='/' && line[1]=='/')
  6832. continue;
  6833. if(atoi(line)<=0)
  6834. continue;
  6835. memset(split,0,sizeof(split));
  6836. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6837. split[j]=p;
  6838. p=strchr(p,',');
  6839. if(p) *p++=0;
  6840. }
  6841. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6842. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6843. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6844. for(j=0;j<MAX_REFINE && split[j+3];j++)
  6845. percentrefinery[i][j]=atoi(split[j+3]);
  6846. i++;
  6847. }
  6848. fclose(fp); //Lupus. close this file!!!
  6849. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6850. return 0;
  6851. }
  6852. /*==========================================
  6853. * スキル関係初期化処理
  6854. *------------------------------------------*/
  6855. int do_init_status(void)
  6856. {
  6857. add_timer_func_list(status_change_timer,"status_change_timer");
  6858. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6859. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6860. initChangeTables();
  6861. initDummyData();
  6862. status_readdb();
  6863. status_calc_sigma();
  6864. natural_heal_prev_tick = gettick();
  6865. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  6866. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6867. return 0;
  6868. }
  6869. void do_final_status(void)
  6870. {
  6871. ers_destroy(sc_data_ers);
  6872. }