status.c 234 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 "homunculus.h"
  27. #include "mercenary.h"
  28. #include "vending.h"
  29. #include <time.h>
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <memory.h>
  33. #include <string.h>
  34. //Regen related flags.
  35. #define RGN_HP 0x01
  36. #define RGN_SP 0x02
  37. #define RGN_SHP 0x04
  38. #define RGN_SSP 0x08
  39. static int max_weight_base[CLASS_COUNT];
  40. static int hp_coefficient[CLASS_COUNT];
  41. static int hp_coefficient2[CLASS_COUNT];
  42. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  43. static int sp_coefficient[CLASS_COUNT];
  44. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  45. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  46. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  47. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  48. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  49. static struct eri *sc_data_ers; //For sc_data entries
  50. static struct status_data dummy_status;
  51. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  52. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  53. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  54. //to avoid cards exploits
  55. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  56. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  57. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  58. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  59. sc_type status_skill2sc(int skill)
  60. {
  61. int sk = skill_get_index(skill);
  62. if( sk == 0 ) {
  63. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  64. return SC_NONE;
  65. }
  66. return SkillStatusChangeTable[sk];
  67. }
  68. int status_sc2skill(sc_type sc)
  69. {
  70. if( sc < 0 || sc >= SC_MAX ) {
  71. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  72. return 0;
  73. }
  74. return StatusSkillChangeTable[sc];
  75. }
  76. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  77. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  78. {
  79. int sk = skill_get_index(skill);
  80. if( sk == 0 ) {
  81. ShowError("set_sc: Unsupported skill id %d\n", skill);
  82. return;
  83. }
  84. if( sc < 0 || sc >= SC_MAX ) {
  85. ShowError("set_sc: Unsupported status change id %d\n", sc);
  86. return;
  87. }
  88. if( StatusSkillChangeTable[sc] == 0 )
  89. StatusSkillChangeTable[sc] = skill;
  90. if( StatusIconChangeTable[sc] == SI_BLANK )
  91. StatusIconChangeTable[sc] = icon;
  92. StatusChangeFlagTable[sc] |= flag;
  93. if( SkillStatusChangeTable[sk] == SC_NONE )
  94. SkillStatusChangeTable[sk] = sc;
  95. }
  96. void initChangeTables(void)
  97. {
  98. int i;
  99. for (i = 0; i < SC_MAX; i++)
  100. StatusIconChangeTable[i] = SI_BLANK;
  101. for (i = 0; i < MAX_SKILL; i++)
  102. SkillStatusChangeTable[i] = SC_NONE;
  103. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  104. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  105. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  106. set_sc( MG_STONECURSE , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  107. set_sc( MG_FROSTDIVER , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  108. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  109. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  110. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  111. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  112. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  113. set_sc( DC_WINKCHARM , SC_CONFUSION , SI_BLANK , SCB_NONE );
  114. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  115. set_sc( LK_HEADCRUSH , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  116. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  117. //The main status definitions
  118. add_sc( SM_BASH , SC_STUN );
  119. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  120. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  121. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  122. add_sc( MG_SIGHT , SC_SIGHT );
  123. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  124. add_sc( MG_FROSTDIVER , SC_FREEZE );
  125. add_sc( MG_STONECURSE , SC_STONE );
  126. add_sc( AL_RUWACH , SC_RUWACH );
  127. add_sc( AL_PNEUMA , SC_PNEUMA );
  128. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  129. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  130. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  131. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  132. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  133. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  134. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  135. add_sc( TF_POISON , SC_POISON );
  136. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  137. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  138. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  139. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  140. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  141. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  142. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  143. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  144. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  145. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  146. add_sc( PR_LEXDIVINA , SC_SILENCE );
  147. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  148. add_sc( WZ_METEOR , SC_STUN );
  149. add_sc( WZ_VERMILION , SC_BLIND );
  150. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  151. add_sc( WZ_STORMGUST , SC_FREEZE );
  152. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  153. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  154. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  155. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  156. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE );
  157. add_sc( HT_LANDMINE , SC_STUN );
  158. add_sc( HT_ANKLESNARE , SC_ANKLE );
  159. add_sc( HT_SANDMAN , SC_SLEEP );
  160. add_sc( HT_FLASHER , SC_BLIND );
  161. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  162. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  163. add_sc( AS_SONICBLOW , SC_STUN );
  164. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  165. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  166. add_sc( AS_VENOMDUST , SC_POISON );
  167. add_sc( AS_SPLASHER , SC_SPLASHER );
  168. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  169. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  170. add_sc( TF_SPRINKLESAND , SC_BLIND );
  171. add_sc( TF_THROWSTONE , SC_STUN );
  172. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  173. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  174. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  175. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  176. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  177. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  178. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  179. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  180. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  181. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  182. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  183. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  184. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  185. add_sc( NPC_POISON , SC_POISON );
  186. add_sc( NPC_BLINDATTACK , SC_BLIND );
  187. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  188. add_sc( NPC_STUNATTACK , SC_STUN );
  189. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  190. add_sc( NPC_CURSEATTACK , SC_CURSE );
  191. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  192. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  193. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  194. add_sc( NPC_DARKBLESSING , SC_COMA );
  195. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  196. add_sc( NPC_DEFENDER , SC_ARMOR );
  197. add_sc( NPC_LICK , SC_STUN );
  198. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  199. add_sc( NPC_REBIRTH , SC_REBIRTH );
  200. add_sc( RG_RAID , SC_STUN );
  201. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  202. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  203. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  204. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  205. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  206. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  207. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  208. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  209. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  210. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  211. add_sc( CR_SHIELDCHARGE , SC_STUN );
  212. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  213. add_sc( CR_HOLYCROSS , SC_BLIND );
  214. add_sc( CR_GRANDCROSS , SC_BLIND );
  215. add_sc( CR_DEVOTION , SC_DEVOTION );
  216. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_PC );
  217. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  218. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  219. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  220. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  221. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  222. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  223. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  224. add_sc( SA_MAGICROD , SC_MAGICROD );
  225. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  226. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  227. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  228. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  229. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  230. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  231. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  232. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  233. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  234. add_sc( SA_COMA , SC_COMA );
  235. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  236. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  237. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  238. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  239. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  240. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  241. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  242. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_PC );
  243. add_sc( BA_FROSTJOKER , SC_FREEZE );
  244. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  245. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  246. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  247. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  248. add_sc( DC_SCREAM , SC_STUN );
  249. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  250. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  251. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  252. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_MAXSP|SCB_PC );
  253. add_sc( NPC_DARKCROSS , SC_BLIND );
  254. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  255. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  256. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  257. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  258. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  259. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  260. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  261. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  262. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  263. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  264. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  265. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  266. 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 );
  267. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  268. add_sc( HP_BASILICA , SC_BASILICA );
  269. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  270. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  271. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  272. add_sc( PA_GOSPEL , SC_SCRESIST );
  273. add_sc( CH_TIGERFIST , SC_STOP );
  274. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  275. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  276. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  277. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  278. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  279. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  280. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  281. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  282. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  283. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  284. add_sc( LK_SPIRALPIERCE , SC_STOP );
  285. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  286. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  287. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  288. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  289. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  290. add_sc( PF_FOGWALL , SC_FOGWALL );
  291. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  292. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  293. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  294. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  295. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  296. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  297. add_sc( TK_DOWNKICK , SC_STUN );
  298. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  299. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  300. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  301. add_sc( TK_SPTIME , SC_EARTHSCROLL );
  302. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  303. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  304. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  305. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  306. add_sc( SG_MOON_WARM , SC_WARM );
  307. add_sc( SG_STAR_WARM , SC_WARM );
  308. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  309. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  310. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  311. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  312. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_PC );
  313. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  314. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  315. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  316. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  317. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  318. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  319. add_sc( SL_STUN , SC_STUN );
  320. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  321. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  322. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  323. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  324. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  325. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  326. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  327. add_sc( WS_CARTTERMINATION , SC_STUN );
  328. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  329. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  330. add_sc( CG_HERMODE , SC_HERMODE );
  331. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  332. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_PC );
  333. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  334. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  335. add_sc( GS_CRACKER , SC_STUN );
  336. add_sc( GS_DISARM , SC_STRIPWEAPON );
  337. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  338. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  339. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  340. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  341. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  342. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  343. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  344. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  345. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  346. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  347. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  348. add_sc( NPC_ICEBREATH , SC_FREEZE );
  349. add_sc( NPC_ACIDBREATH , SC_POISON );
  350. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  351. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  352. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  353. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  354. add_sc( NPC_WIDESTONE , SC_STONE );
  355. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  356. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  357. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  358. add_sc( NPC_EVILLAND , SC_BLIND );
  359. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  360. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  361. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  362. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  363. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  364. add_sc( NPC_WIDECURSE , SC_CURSE );
  365. add_sc( NPC_WIDESTUN , SC_STUN );
  366. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  367. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  368. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  369. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  370. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  371. add_sc( MO_BALKYOUNG , SC_STUN );
  372. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  373. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  374. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  375. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  376. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  377. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  378. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  379. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  380. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  381. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  382. add_sc( MER_CRASH , SC_STUN );
  383. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  384. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  385. add_sc( MER_SIGHT , SC_SIGHT );
  386. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  387. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  388. add_sc( MER_LEXDIVINA , SC_SILENCE );
  389. add_sc( MA_LANDMINE , SC_STUN );
  390. add_sc( MA_SANDMAN , SC_SLEEP );
  391. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  392. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  393. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  394. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  395. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  396. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  397. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  398. add_sc( ML_SPIRALPIERCE , SC_STOP );
  399. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  400. add_sc( ML_DEVOTION , SC_DEVOTION );
  401. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  402. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  403. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  404. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  405. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  406. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  407. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  408. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  409. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  410. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  411. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  412. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  413. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  414. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  415. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  416. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  417. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  418. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  419. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  420. //Status that don't have a skill associated.
  421. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  422. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  423. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  424. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  425. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  426. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  427. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  428. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  429. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  430. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  431. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  432. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  433. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  434. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  435. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  436. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  437. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  438. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  439. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  440. //Cash Items
  441. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  442. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  443. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  444. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  445. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  446. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  447. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  448. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  449. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  450. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  451. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  452. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  453. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  454. // Mercenary Bonus Effects
  455. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  456. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  457. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  458. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  459. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  460. //Other SC which are not necessarily associated to skills.
  461. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  462. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  463. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  464. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  465. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  466. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  467. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  468. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  469. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  470. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  471. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  472. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  473. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  474. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  475. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  476. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  477. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  478. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  479. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  480. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  481. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  482. StatusChangeFlagTable[SC_INCDEF] |= SCB_DEF;
  483. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  484. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  485. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  486. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  487. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  488. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  489. StatusChangeFlagTable[SC_INCBASEATK] |= SCB_BATK;
  490. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  491. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  492. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  493. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  494. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  495. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  496. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  497. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  498. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  499. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  500. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  501. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC;
  502. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_PC;
  503. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_PC;
  504. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  505. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_PC;
  506. // Mercenary Bonus Effects
  507. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  508. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  509. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  510. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  511. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  512. if( !battle_config.display_hallucination ) //Disable Hallucination.
  513. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  514. }
  515. static void initDummyData(void)
  516. {
  517. memset(&dummy_status, 0, sizeof(dummy_status));
  518. dummy_status.hp =
  519. dummy_status.max_hp =
  520. dummy_status.max_sp =
  521. dummy_status.str =
  522. dummy_status.agi =
  523. dummy_status.vit =
  524. dummy_status.int_ =
  525. dummy_status.dex =
  526. dummy_status.luk =
  527. dummy_status.hit = 1;
  528. dummy_status.speed = 2000;
  529. dummy_status.adelay = 4000;
  530. dummy_status.amotion = 2000;
  531. dummy_status.dmotion = 2000;
  532. dummy_status.ele_lv = 1; //Min elemental level.
  533. dummy_status.mode = MD_CANMOVE;
  534. }
  535. /*==========================================
  536. * 精錬ボーナス
  537. *------------------------------------------*/
  538. int status_getrefinebonus(int lv,int type)
  539. {
  540. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  541. return refinebonus[lv][type];
  542. return 0;
  543. }
  544. //Sets HP to given value. Flag is the flag passed to status_heal in case
  545. //final value is higher than current (use 2 to make a healing effect display
  546. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  547. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  548. {
  549. struct status_data *status;
  550. if (hp < 1) return 0;
  551. status = status_get_status_data(bl);
  552. if (status == &dummy_status)
  553. return 0;
  554. if (hp > status->max_hp) hp = status->max_hp;
  555. if (hp == status->hp) return 0;
  556. if (hp > status->hp)
  557. return status_heal(bl, hp - status->hp, 0, 1|flag);
  558. return status_zap(bl, status->hp - hp, 0);
  559. }
  560. //Sets SP to given value. Flag is the flag passed to status_heal in case
  561. //final value is higher than current (use 2 to make a healing effect display
  562. //on players)
  563. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  564. {
  565. struct status_data *status;
  566. status = status_get_status_data(bl);
  567. if (status == &dummy_status)
  568. return 0;
  569. if (sp > status->max_sp) sp = status->max_sp;
  570. if (sp == status->sp) return 0;
  571. if (sp > status->sp)
  572. return status_heal(bl, 0, sp - status->sp, 1|flag);
  573. return status_zap(bl, 0, status->sp - sp);
  574. }
  575. int status_charge(struct block_list* bl, int hp, int sp)
  576. {
  577. if(!(bl->type&BL_CONSUME))
  578. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  579. return status_damage(NULL, bl, hp, sp, 0, 3);
  580. }
  581. //Inflicts damage on the target with the according walkdelay.
  582. //If flag&1, damage is passive and does not triggers cancelling status changes.
  583. //If flag&2, fail if target does not has enough to substract.
  584. //If flag&4, if killed, mob must not give exp/loot.
  585. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  586. {
  587. struct status_data *status;
  588. struct status_change *sc;
  589. if(sp && !(target->type&BL_CONSUME))
  590. sp = 0; //Not a valid SP target.
  591. if (hp < 0) { //Assume absorbed damage.
  592. status_heal(target, -hp, 0, 1);
  593. hp = 0;
  594. }
  595. if (sp < 0) {
  596. status_heal(target, 0, -sp, 1);
  597. sp = 0;
  598. }
  599. if (!hp && !sp)
  600. return 0;
  601. if (target->type == BL_SKILL)
  602. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  603. status = status_get_status_data(target);
  604. if (status == &dummy_status || !status->hp)
  605. return 0; //Invalid targets: no damage or dead
  606. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  607. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  608. // if (!target->prev && !(flag&2))
  609. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  610. sc = status_get_sc(target);
  611. if( hp && !(flag&1) ) {
  612. if( sc ) {
  613. struct status_change_entry *sce;
  614. if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE )
  615. { // Devotion prevents any of the other ailments from ending.
  616. struct block_list *d_bl = map_id2bl(sce->val1);
  617. if( d_bl && (
  618. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  619. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  620. ) && check_distance_bl(target, d_bl, sce->val3) )
  621. {
  622. clif_damage(d_bl, d_bl, gettick(), 0, 0, hp, 0, 0, 0);
  623. status_fix_damage(NULL, d_bl, hp, 0);
  624. return 0;
  625. }
  626. status_change_end(target, SC_DEVOTION, -1);
  627. }
  628. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  629. status_change_end(target,SC_STONE,-1);
  630. status_change_end(target,SC_FREEZE,-1);
  631. status_change_end(target,SC_SLEEP,-1);
  632. status_change_end(target,SC_WINKCHARM,-1);
  633. status_change_end(target,SC_CONFUSION,-1);
  634. status_change_end(target,SC_TRICKDEAD,-1);
  635. status_change_end(target,SC_HIDING,-1);
  636. status_change_end(target,SC_CLOAKING,-1);
  637. status_change_end(target,SC_CHASEWALK,-1);
  638. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  639. //Endure count is only reduced by non-players on non-gvg maps.
  640. //val4 signals infinite endure. [Skotlex]
  641. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  642. status_change_end(target, SC_ENDURE, -1);
  643. }
  644. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  645. {
  646. struct skill_unit_group* sg = skill_id2group(sce->val4);
  647. if (sg) {
  648. skill_delunitgroup(target,sg);
  649. sce->val4 = 0;
  650. status_change_end(target, SC_GRAVITATION, -1);
  651. }
  652. }
  653. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  654. skill_stop_dancing(target);
  655. }
  656. unit_skillcastcancel(target, 2);
  657. }
  658. if ((unsigned int)hp >= status->hp) {
  659. if (flag&2) return 0;
  660. hp = status->hp;
  661. }
  662. if ((unsigned int)sp > status->sp) {
  663. if (flag&2) return 0;
  664. sp = status->sp;
  665. }
  666. status->hp-= hp;
  667. status->sp-= sp;
  668. if (sc && hp && status->hp) {
  669. if (sc->data[SC_AUTOBERSERK] &&
  670. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  671. status->hp < status->max_hp>>2)
  672. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  673. if (sc->data[SC_BERSERK] && status->hp <= 100)
  674. status_change_end(target, SC_BERSERK, -1);
  675. }
  676. switch (target->type)
  677. {
  678. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  679. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  680. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  681. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  682. }
  683. if (status->hp)
  684. { //Still lives!
  685. if (walkdelay)
  686. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  687. return hp+sp;
  688. }
  689. status->hp = 1; //To let the dead function cast skills and all that.
  690. //NOTE: These dead functions should return: [Skotlex]
  691. //0: Death cancelled, auto-revived.
  692. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  693. //&2: Also remove object from map.
  694. //&4: Also delete object from memory.
  695. switch (target->type) {
  696. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  697. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  698. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  699. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  700. default: //Unhandled case, do nothing to object.
  701. flag = 0;
  702. break;
  703. }
  704. if(!flag) //Death cancelled.
  705. return hp+sp;
  706. //Normal death
  707. status->hp = 0;
  708. if (battle_config.clear_unit_ondeath &&
  709. battle_config.clear_unit_ondeath&target->type)
  710. skill_clear_unitgroup(target);
  711. if(target->type&BL_REGEN)
  712. { //Reset regen ticks.
  713. struct regen_data *regen = status_get_regen_data(target);
  714. if (regen) {
  715. memset(&regen->tick, 0, sizeof(regen->tick));
  716. if (regen->sregen)
  717. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  718. if (regen->ssregen)
  719. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  720. }
  721. }
  722. if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
  723. { //flag&8 = disable Kaizel
  724. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  725. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  726. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 )
  727. status_revive(target, 100, 100);
  728. else
  729. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  730. status_change_clear(target,0);
  731. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  732. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  733. if( target->type == BL_MOB )
  734. ((TBL_MOB*)target)->state.rebirth = 1;
  735. return hp+sp;
  736. }
  737. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  738. {// Ensure the monster has not already rebirthed before doing so.
  739. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  740. status_change_clear(target,0);
  741. ((TBL_MOB*)target)->state.rebirth = 1;
  742. return hp+sp;
  743. }
  744. status_change_clear(target,0);
  745. if(flag&4) //Delete from memory. (also invokes map removal code)
  746. unit_free(target,1);
  747. else
  748. if(flag&2) //remove from map
  749. unit_remove_map(target,1);
  750. else
  751. { //Some death states that would normally be handled by unit_remove_map
  752. unit_stop_attack(target);
  753. unit_stop_walking(target,0);
  754. unit_skillcastcancel(target,0);
  755. clif_clearunit_area(target,1);
  756. skill_unit_move(target,gettick(),4);
  757. skill_cleartimerskill(target);
  758. }
  759. return hp+sp;
  760. }
  761. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  762. //If flag&2, when the player is healed, show the HP/SP heal effect.
  763. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  764. {
  765. struct status_data *status;
  766. struct status_change *sc;
  767. status = status_get_status_data(bl);
  768. if (status == &dummy_status || !status->hp)
  769. return 0;
  770. sc = status_get_sc(bl);
  771. if (sc && !sc->count)
  772. sc = NULL;
  773. if (hp < 0) {
  774. status_damage(NULL, bl, -hp, 0, 0, 1);
  775. hp = 0;
  776. }
  777. if(hp) {
  778. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  779. hp = 0;
  780. if((unsigned int)hp > status->max_hp - status->hp)
  781. hp = status->max_hp - status->hp;
  782. }
  783. if(sp < 0) {
  784. status_damage(NULL, bl, 0, -sp, 0, 1);
  785. sp = 0;
  786. }
  787. if(sp) {
  788. if((unsigned int)sp > status->max_sp - status->sp)
  789. sp = status->max_sp - status->sp;
  790. }
  791. if(!sp && !hp) return 0;
  792. status->hp+= hp;
  793. status->sp+= sp;
  794. if(hp && sc &&
  795. sc->data[SC_AUTOBERSERK] &&
  796. sc->data[SC_PROVOKE] &&
  797. sc->data[SC_PROVOKE]->val2==1 &&
  798. status->hp>=status->max_hp>>2
  799. ) //End auto berserk.
  800. status_change_end(bl,SC_PROVOKE,-1);
  801. // send hp update to client
  802. switch(bl->type) {
  803. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  804. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  805. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  806. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  807. }
  808. return hp+sp;
  809. }
  810. //Does percentual non-flinching damage/heal. If mob is killed this way,
  811. //no exp/drops will be awarded if there is no src (or src is target)
  812. //If rates are > 0, percent is of current HP/SP
  813. //If rates are < 0, percent is of max HP/SP
  814. //If !flag, this is heal, otherwise it is damage.
  815. //Furthermore, if flag==2, then the target must not die from the substraction.
  816. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  817. {
  818. struct status_data *status;
  819. unsigned int hp =0, sp = 0;
  820. status = status_get_status_data(target);
  821. //Change the equation when the values are high enough to discard the
  822. //imprecision in exchange of overflow protection [Skotlex]
  823. //Also add 100% checks since those are the most used cases where we don't
  824. //want aproximation errors.
  825. if (hp_rate > 99)
  826. hp = status->hp;
  827. else if (hp_rate > 0)
  828. hp = status->hp>10000?
  829. hp_rate*(status->hp/100):
  830. (hp_rate*status->hp)/100;
  831. else if (hp_rate < -99)
  832. hp = status->max_hp;
  833. else if (hp_rate < 0)
  834. hp = status->max_hp>10000?
  835. (-hp_rate)*(status->max_hp/100):
  836. (-hp_rate*status->max_hp)/100;
  837. if (hp_rate && !hp)
  838. hp = 1;
  839. if (flag == 2 && hp >= status->hp)
  840. hp = status->hp-1; //Must not kill target.
  841. //Should be safe to not do overflow protection here, noone should have
  842. //millions upon millions of SP
  843. if (sp_rate > 99)
  844. sp = status->sp;
  845. else if (sp_rate > 0)
  846. sp = (sp_rate*status->sp)/100;
  847. else if (sp_rate < -99)
  848. sp = status->max_sp;
  849. else if (sp_rate < 0)
  850. sp = (-sp_rate)*status->max_sp/100;
  851. if (sp_rate && !sp)
  852. sp = 1;
  853. //Ugly check in case damage dealt is too much for the received args of
  854. //status_heal / status_damage. [Skotlex]
  855. if (hp > INT_MAX) {
  856. hp -= INT_MAX;
  857. if (flag)
  858. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  859. else
  860. status_heal(target, INT_MAX, 0, 0);
  861. }
  862. if (sp > INT_MAX) {
  863. sp -= INT_MAX;
  864. if (flag)
  865. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  866. else
  867. status_heal(target, 0, INT_MAX, 0);
  868. }
  869. if (flag)
  870. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  871. return status_heal(target, hp, sp, 0);
  872. }
  873. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  874. {
  875. struct status_data *status;
  876. unsigned int hp, sp;
  877. if (!status_isdead(bl)) return 0;
  878. status = status_get_status_data(bl);
  879. if (status == &dummy_status)
  880. return 0; //Invalid target.
  881. hp = status->max_hp * per_hp/100;
  882. sp = status->max_sp * per_sp/100;
  883. if(hp > status->max_hp - status->hp)
  884. hp = status->max_hp - status->hp;
  885. else if (per_hp && !hp)
  886. hp = 1;
  887. if(sp > status->max_sp - status->sp)
  888. sp = status->max_sp - status->sp;
  889. else if (per_sp && !sp)
  890. sp = 1;
  891. status->hp += hp;
  892. status->sp += sp;
  893. if (bl->prev) //Animation only if character is already on a map.
  894. clif_resurrection(bl, 1);
  895. switch (bl->type) {
  896. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  897. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  898. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  899. }
  900. return 1;
  901. }
  902. /*==========================================
  903. * Checks whether the src can use the skill on the target,
  904. * taking into account status/option of both source/target. [Skotlex]
  905. * flag:
  906. * 0 - Trying to use skill on target.
  907. * 1 - Cast bar is done.
  908. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  909. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  910. * target MAY Be null, in which case the checks are only to see
  911. * whether the source can cast or not the skill on the ground.
  912. *------------------------------------------*/
  913. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  914. {
  915. struct status_data *status;
  916. struct status_change *sc=NULL, *tsc;
  917. int hide_flag;
  918. status = src?status_get_status_data(src):&dummy_status;
  919. if (src && status_isdead(src))
  920. return 0;
  921. if (!skill_num) { //Normal attack checks.
  922. if (!(status->mode&MD_CANATTACK))
  923. return 0; //This mode is only needed for melee attacking.
  924. //Dead state is not checked for skills as some skills can be used
  925. //on dead characters, said checks are left to skill.c [Skotlex]
  926. if (target && status_isdead(target))
  927. return 0;
  928. }
  929. if (skill_num == PA_PRESSURE && flag && target) {
  930. //Gloria Avoids pretty much everything....
  931. tsc = status_get_sc(target);
  932. if(tsc && tsc->option&OPTION_HIDE)
  933. return 0;
  934. return 1;
  935. }
  936. //Should fail when used on top of Land Protector [Skotlex]
  937. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  938. && !(status->mode&MD_BOSS))
  939. return 0;
  940. if (src) sc = status_get_sc(src);
  941. if(sc && sc->count)
  942. {
  943. if(sc->opt1 >0)
  944. { //Stuned/Frozen/etc
  945. if (flag != 1) //Can't cast, casted stuff can't damage.
  946. return 0;
  947. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  948. return 0; //Targetted spells can't come off.
  949. }
  950. if (
  951. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  952. || (sc->data[SC_AUTOCOUNTER] && !flag)
  953. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  954. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  955. )
  956. return 0;
  957. if (sc->data[SC_WINKCHARM] && target && !flag)
  958. { //Prevents skill usage
  959. clif_emotion(src, 3);
  960. return 0;
  961. }
  962. if (sc->data[SC_BLADESTOP]) {
  963. switch (sc->data[SC_BLADESTOP]->val1)
  964. {
  965. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  966. case 4: if (skill_num == MO_CHAINCOMBO) break;
  967. case 3: if (skill_num == MO_INVESTIGATE) break;
  968. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  969. default: return 0;
  970. }
  971. }
  972. if (sc->data[SC_DANCING] && flag!=2)
  973. {
  974. if(sc->data[SC_LONGING])
  975. { //Allow everything except dancing/re-dancing. [Skotlex]
  976. if (skill_num == BD_ENCORE ||
  977. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  978. )
  979. return 0;
  980. } else
  981. switch (skill_num) {
  982. case BD_ADAPTATION:
  983. case CG_LONGINGFREEDOM:
  984. case BA_MUSICALSTRIKE:
  985. case DC_THROWARROW:
  986. break;
  987. default:
  988. return 0;
  989. }
  990. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  991. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  992. }
  993. if (skill_num && //Do not block item-casted skills.
  994. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  995. ) { //Skills blocked through status changes...
  996. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  997. sc->data[SC_SILENCE] ||
  998. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  999. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1000. sc->data[SC_STEELBODY] ||
  1001. sc->data[SC_BERSERK]
  1002. ))
  1003. return 0;
  1004. //Skill blocking.
  1005. if (
  1006. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1007. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1008. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1009. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1010. )
  1011. return 0;
  1012. }
  1013. }
  1014. if (sc && sc->option)
  1015. {
  1016. if (sc->option&OPTION_HIDE)
  1017. switch (skill_num) { //Usable skills while hiding.
  1018. case TF_HIDING:
  1019. case AS_GRIMTOOTH:
  1020. case RG_BACKSTAP:
  1021. case RG_RAID:
  1022. case NJ_SHADOWJUMP:
  1023. case NJ_KIRIKAGE:
  1024. break;
  1025. default:
  1026. //Non players can use all skills while hidden.
  1027. if (!skill_num || src->type == BL_PC)
  1028. return 0;
  1029. }
  1030. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1031. return 0;
  1032. }
  1033. if (target == NULL || target == src) //No further checking needed.
  1034. return 1;
  1035. tsc = status_get_sc(target);
  1036. if(tsc && tsc->count)
  1037. {
  1038. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1039. return 0;
  1040. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  1041. && tsc->data[SC_FREEZE])
  1042. return 0;
  1043. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1044. return 0;
  1045. }
  1046. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1047. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1048. //You cannot hide from ground skills.
  1049. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1050. hide_flag &= ~OPTION_HIDE;
  1051. switch( target->type )
  1052. {
  1053. case BL_PC:
  1054. {
  1055. struct map_session_data *sd = (TBL_PC*) target;
  1056. if (pc_isinvisible(sd))
  1057. return 0;
  1058. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1059. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1060. return 0;
  1061. }
  1062. break;
  1063. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1064. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1065. if (status->mode&MD_LOOTER)
  1066. return 1;
  1067. return 0;
  1068. case BL_HOM:
  1069. case BL_MER:
  1070. if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1071. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1072. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1073. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1074. if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
  1075. return 0; // Can't use Potion Pitcher on Mercenaries
  1076. default:
  1077. //Check for chase-walk/hiding/cloaking opponents.
  1078. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1079. return 0;
  1080. }
  1081. return 1;
  1082. }
  1083. //Checks whether the source can see and chase target.
  1084. int status_check_visibility(struct block_list *src, struct block_list *target)
  1085. {
  1086. int view_range;
  1087. struct status_data* status = status_get_status_data(src);
  1088. struct status_change* tsc = status_get_sc(target);
  1089. switch (src->type) {
  1090. case BL_MOB:
  1091. view_range = ((TBL_MOB*)src)->min_chase;
  1092. break;
  1093. case BL_PET:
  1094. view_range = ((TBL_PET*)src)->db->range2;
  1095. break;
  1096. default:
  1097. view_range = AREA_SIZE;
  1098. }
  1099. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1100. return 0;
  1101. switch (target->type)
  1102. { //Check for chase-walk/hiding/cloaking opponents.
  1103. case BL_PC:
  1104. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1105. !(status->mode&MD_BOSS) &&
  1106. (
  1107. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1108. !(status->mode&MD_DETECTOR)
  1109. ))
  1110. return 0;
  1111. break;
  1112. default:
  1113. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1114. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1115. return 0;
  1116. }
  1117. return 1;
  1118. }
  1119. // Basic ASPD value
  1120. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1121. {
  1122. int amotion;
  1123. // base weapon delay
  1124. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1125. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1126. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1127. // percentual delay reduction from stats
  1128. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1129. // raw delay adjustment from bAspd bonus
  1130. amotion+= sd->aspd_add;
  1131. return amotion;
  1132. }
  1133. static unsigned short status_base_atk(struct block_list *bl, struct status_data *status)
  1134. {
  1135. int flag = 0, str, dex, dstr;
  1136. if(!(bl->type&battle_config.enable_baseatk))
  1137. return 0;
  1138. if (bl->type == BL_PC)
  1139. switch(((TBL_PC*)bl)->status.weapon){
  1140. case W_BOW:
  1141. case W_MUSICAL:
  1142. case W_WHIP:
  1143. case W_REVOLVER:
  1144. case W_RIFLE:
  1145. case W_GATLING:
  1146. case W_SHOTGUN:
  1147. case W_GRENADE:
  1148. flag = 1;
  1149. }
  1150. if (flag) {
  1151. str = status->dex;
  1152. dex = status->str;
  1153. } else {
  1154. str = status->str;
  1155. dex = status->dex;
  1156. }
  1157. //Normally only players have base-atk, but homunc have a different batk
  1158. // equation, hinting that perhaps non-players should use this for batk.
  1159. // [Skotlex]
  1160. dstr = str/10;
  1161. str += dstr*dstr;
  1162. if (bl->type == BL_PC)
  1163. str+= dex/5 + status->luk/5;
  1164. return cap_value(str, 0, USHRT_MAX);
  1165. }
  1166. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1167. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1168. //Fills in the misc data that can be calculated from the other status info (except for level)
  1169. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1170. {
  1171. //Non players get the value set, players need to stack with previous bonuses.
  1172. if( bl->type != BL_PC )
  1173. status->batk =
  1174. status->hit = status->flee =
  1175. status->def2 = status->mdef2 =
  1176. status->cri = status->flee2 = 0;
  1177. status->matk_min = status_base_matk_min(status);
  1178. status->matk_max = status_base_matk_max(status);
  1179. status->hit += level + status->dex;
  1180. status->flee += level + status->agi;
  1181. status->def2 += status->vit;
  1182. status->mdef2 += status->int_ + (status->vit>>1);
  1183. if( bl->type&battle_config.enable_critical )
  1184. status->cri += status->luk*3 + 10;
  1185. else
  1186. status->cri = 0;
  1187. if (bl->type&battle_config.enable_perfect_flee)
  1188. status->flee2 += status->luk + 10;
  1189. else
  1190. status->flee2 = 0;
  1191. if (status->batk) {
  1192. int temp = status->batk + status_base_atk(bl, status);
  1193. status->batk = cap_value(temp, 0, USHRT_MAX);
  1194. } else
  1195. status->batk = status_base_atk(bl, status);
  1196. if (status->cri)
  1197. switch (bl->type) {
  1198. case BL_MOB:
  1199. if(battle_config.mob_critical_rate != 100)
  1200. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1201. if(!status->cri && battle_config.mob_critical_rate)
  1202. status->cri = 10;
  1203. break;
  1204. case BL_PC:
  1205. //Players don't have a critical adjustment setting as of yet.
  1206. break;
  1207. default:
  1208. if(battle_config.critical_rate != 100)
  1209. status->cri = status->cri*battle_config.critical_rate/100;
  1210. if (!status->cri && battle_config.critical_rate)
  1211. status->cri = 10;
  1212. }
  1213. if(bl->type&BL_REGEN)
  1214. status_calc_regen(bl, status, status_get_regen_data(bl));
  1215. }
  1216. //Skotlex: Calculates the initial status for the given mob
  1217. //first will only be false when the mob leveled up or got a GuardUp level.
  1218. //first&2: Class-change invoked.
  1219. int status_calc_mob(struct mob_data* md, int first)
  1220. {
  1221. struct status_data *status;
  1222. struct block_list *mbl = NULL;
  1223. int flag=0;
  1224. if(first)
  1225. { //Set basic level on respawn.
  1226. if (md->spawn && !(first&2))
  1227. md->level = md->spawn->level;
  1228. else
  1229. md->level = md->db->lv; // [Valaris]
  1230. }
  1231. //Check if we need custom base-status
  1232. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1233. flag|=1;
  1234. if (md->special_state.size)
  1235. flag|=2;
  1236. if (md->guardian_data && md->guardian_data->guardup_lv)
  1237. flag|=4;
  1238. if (battle_config.slaves_inherit_speed && md->master_id)
  1239. flag|=8;
  1240. if (md->master_id && md->special_state.ai>1)
  1241. flag|=16;
  1242. if (!flag)
  1243. { //No special status required.
  1244. if (md->base_status) {
  1245. aFree(md->base_status);
  1246. md->base_status = NULL;
  1247. }
  1248. if(first)
  1249. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1250. return 0;
  1251. }
  1252. if (!md->base_status)
  1253. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1254. status = md->base_status;
  1255. memcpy(status, &md->db->status, sizeof(struct status_data));
  1256. if (flag&(8|16))
  1257. mbl = map_id2bl(md->master_id);
  1258. if (flag&8 && mbl) {
  1259. struct status_data *mstatus = status_get_base_status(mbl);
  1260. if (mstatus &&
  1261. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1262. status->speed = mstatus->speed;
  1263. }
  1264. if (flag&16 && mbl)
  1265. { //Max HP setting from Summon Flora/marine Sphere
  1266. struct unit_data *ud = unit_bl2ud(mbl);
  1267. //Remove special AI when this is used by regular mobs.
  1268. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1269. md->special_state.ai = 0;
  1270. if (ud)
  1271. { // different levels of HP according to skill level
  1272. if (ud->skillid == AM_SPHEREMINE) {
  1273. status->max_hp = 2000 + 400*ud->skilllv;
  1274. } else { //AM_CANNIBALIZE
  1275. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1276. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1277. }
  1278. status->hp = status->max_hp;
  1279. }
  1280. }
  1281. if (flag&1)
  1282. { // increase from mobs leveling up [Valaris]
  1283. int diff = md->level - md->db->lv;
  1284. status->str+= diff;
  1285. status->agi+= diff;
  1286. status->vit+= diff;
  1287. status->int_+= diff;
  1288. status->dex+= diff;
  1289. status->luk+= diff;
  1290. status->max_hp += diff*status->vit;
  1291. status->max_sp += diff*status->int_;
  1292. status->hp = status->max_hp;
  1293. status->sp = status->max_sp;
  1294. status->speed -= diff;
  1295. }
  1296. if (flag&2)
  1297. { // change for sized monsters [Valaris]
  1298. if (md->special_state.size==1) {
  1299. status->max_hp>>=1;
  1300. status->max_sp>>=1;
  1301. if (!status->max_hp) status->max_hp = 1;
  1302. if (!status->max_sp) status->max_sp = 1;
  1303. status->hp=status->max_hp;
  1304. status->sp=status->max_sp;
  1305. status->str>>=1;
  1306. status->agi>>=1;
  1307. status->vit>>=1;
  1308. status->int_>>=1;
  1309. status->dex>>=1;
  1310. status->luk>>=1;
  1311. if (!status->str) status->str = 1;
  1312. if (!status->agi) status->agi = 1;
  1313. if (!status->vit) status->vit = 1;
  1314. if (!status->int_) status->int_ = 1;
  1315. if (!status->dex) status->dex = 1;
  1316. if (!status->luk) status->luk = 1;
  1317. } else if (md->special_state.size==2) {
  1318. status->max_hp<<=1;
  1319. status->max_sp<<=1;
  1320. status->hp=status->max_hp;
  1321. status->sp=status->max_sp;
  1322. status->str<<=1;
  1323. status->agi<<=1;
  1324. status->vit<<=1;
  1325. status->int_<<=1;
  1326. status->dex<<=1;
  1327. status->luk<<=1;
  1328. }
  1329. }
  1330. status_calc_misc(&md->bl, status, md->level);
  1331. if(flag&4)
  1332. { // Strengthen Guardians - custom value +10% / lv
  1333. struct guild_castle *gc;
  1334. gc=guild_mapname2gc(map[md->bl.m].name);
  1335. if (!gc)
  1336. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1337. else {
  1338. status->max_hp += 2000 * gc->defense;
  1339. status->max_sp += 200 * gc->defense;
  1340. status->hp = status->max_hp;
  1341. status->sp = status->max_sp;
  1342. }
  1343. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1344. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1345. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1346. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1347. }
  1348. //Initial battle status
  1349. if (!first)
  1350. status_calc_bl(&md->bl, SCB_ALL);
  1351. else
  1352. memcpy(&md->status, status, sizeof(struct status_data));
  1353. return 1;
  1354. }
  1355. //Skotlex: Calculates the stats of the given pet.
  1356. int status_calc_pet(struct pet_data *pd, int first)
  1357. {
  1358. nullpo_retr(0, pd);
  1359. if (first) {
  1360. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1361. pd->status.mode|= MD_CANMOVE; //so they can chase their master!
  1362. pd->status.speed = pd->petDB->speed;
  1363. }
  1364. if (battle_config.pet_lv_rate && pd->msd)
  1365. {
  1366. struct map_session_data *sd = pd->msd;
  1367. int lv;
  1368. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1369. if (lv < 0)
  1370. lv = 1;
  1371. if (lv != pd->pet.level || first)
  1372. {
  1373. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1374. pd->pet.level = lv;
  1375. if (!first) //Lv Up animation
  1376. clif_misceffect(&pd->bl, 0);
  1377. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1378. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1379. status->str = (bstat->str*lv)/pd->db->lv;
  1380. status->agi = (bstat->agi*lv)/pd->db->lv;
  1381. status->vit = (bstat->vit*lv)/pd->db->lv;
  1382. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1383. status->dex = (bstat->dex*lv)/pd->db->lv;
  1384. status->luk = (bstat->luk*lv)/pd->db->lv;
  1385. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1386. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1387. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1388. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1389. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1390. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1391. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1392. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1393. status_calc_misc(&pd->bl, &pd->status, lv);
  1394. if (!first) //Not done the first time because the pet is not visible yet
  1395. clif_send_petstatus(sd);
  1396. }
  1397. } else if (first) {
  1398. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1399. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1400. pd->pet.level = pd->db->lv;
  1401. }
  1402. //Support rate modifier (1000 = 100%)
  1403. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1404. if(battle_config.pet_support_rate != 100)
  1405. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1406. return 1;
  1407. }
  1408. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1409. static void status_calc_sigma(void)
  1410. {
  1411. int i,j;
  1412. for(i = 0; i < CLASS_COUNT; i++)
  1413. {
  1414. unsigned int k = 0;
  1415. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1416. for(j = 2; j <= MAX_LEVEL; j++)
  1417. {
  1418. k += (hp_coefficient[i]*j + 50) / 100;
  1419. hp_sigma_val[i][j] = k;
  1420. if (k >= INT_MAX)
  1421. break; //Overflow protection. [Skotlex]
  1422. }
  1423. for(; j <= MAX_LEVEL; j++)
  1424. hp_sigma_val[i][j] = INT_MAX;
  1425. }
  1426. }
  1427. /// Calculates base MaxHP value according to class and base level
  1428. /// The recursive equation used to calculate level bonus is (using integer operations)
  1429. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1430. /// which reduces to something close to
  1431. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1432. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1433. {
  1434. unsigned int val = pc_class2idx(sd->status.class_);
  1435. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1436. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1437. val += 100; //Since their HP can't be approximated well enough without this.
  1438. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1439. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1440. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1441. val += 2000; //Supernovice lvl99 hp bonus.
  1442. val += val * status->vit/100; // +1% per each point of VIT
  1443. if (sd->class_&JOBL_UPPER)
  1444. val += val * 25/100; //Trans classes get a 25% hp bonus
  1445. else if (sd->class_&JOBL_BABY)
  1446. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1447. return val;
  1448. }
  1449. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1450. {
  1451. unsigned int val;
  1452. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1453. val += val * status->int_/100;
  1454. if (sd->class_&JOBL_UPPER)
  1455. val += val * 25/100;
  1456. else if (sd->class_&JOBL_BABY)
  1457. val -= val * 30/100;
  1458. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1459. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1460. return val;
  1461. }
  1462. //Calculates player data from scratch without counting SC adjustments.
  1463. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1464. int status_calc_pc(struct map_session_data* sd,int first)
  1465. {
  1466. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1467. struct status_data b_status, *status;
  1468. const struct status_change *sc = &sd->sc;
  1469. struct s_skill b_skill[MAX_SKILL];
  1470. int b_weight,b_max_weight;
  1471. int i,index;
  1472. int skill,refinedef=0;
  1473. if (++calculating > 10) //Too many recursive calls!
  1474. return -1;
  1475. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1476. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1477. b_weight = sd->weight;
  1478. b_max_weight = sd->max_weight;
  1479. pc_calc_skilltree(sd); // スキルツリ?の計算
  1480. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1481. if(first&1) {
  1482. //Load Hp/SP from char-received data.
  1483. sd->battle_status.hp = sd->status.hp;
  1484. sd->battle_status.sp = sd->status.sp;
  1485. sd->regen.sregen = &sd->sregen;
  1486. sd->regen.ssregen = &sd->ssregen;
  1487. sd->weight=0;
  1488. for(i=0;i<MAX_INVENTORY;i++){
  1489. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1490. continue;
  1491. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1492. }
  1493. sd->cart_weight=0;
  1494. sd->cart_num=0;
  1495. for(i=0;i<MAX_CART;i++){
  1496. if(sd->status.cart[i].nameid==0)
  1497. continue;
  1498. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1499. sd->cart_num++;
  1500. }
  1501. }
  1502. status = &sd->base_status;
  1503. // these are not zeroed. [zzo]
  1504. sd->hprate=100;
  1505. sd->sprate=100;
  1506. sd->castrate=100;
  1507. sd->delayrate=100;
  1508. sd->dsprate=100;
  1509. sd->hprecov_rate = 100;
  1510. sd->sprecov_rate = 100;
  1511. sd->atk_rate = sd->matk_rate = 100;
  1512. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1513. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1514. sd->regen.state.block = 0;
  1515. // zeroed arrays, order follows the order in map.h.
  1516. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1517. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1518. + sizeof(sd->param_equip)
  1519. + sizeof(sd->subele)
  1520. + sizeof(sd->subrace)
  1521. + sizeof(sd->subrace2)
  1522. + sizeof(sd->subsize)
  1523. + sizeof(sd->reseff)
  1524. + sizeof(sd->weapon_coma_ele)
  1525. + sizeof(sd->weapon_coma_race)
  1526. + sizeof(sd->weapon_atk)
  1527. + sizeof(sd->weapon_atk_rate)
  1528. + sizeof(sd->arrow_addele)
  1529. + sizeof(sd->arrow_addrace)
  1530. + sizeof(sd->arrow_addsize)
  1531. + sizeof(sd->magic_addele)
  1532. + sizeof(sd->magic_addrace)
  1533. + sizeof(sd->magic_addsize)
  1534. + sizeof(sd->critaddrace)
  1535. + sizeof(sd->expaddrace)
  1536. + sizeof(sd->ignore_mdef)
  1537. + sizeof(sd->ignore_def)
  1538. + sizeof(sd->itemgrouphealrate)
  1539. + sizeof(sd->sp_gain_race)
  1540. );
  1541. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1542. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1543. if (sd->special_state.intravision) //Clear status change.
  1544. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1545. memset(&sd->special_state,0,sizeof(sd->special_state));
  1546. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1547. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1548. status->speed = DEFAULT_WALK_SPEED;
  1549. //Give them all modes except these (useful for clones)
  1550. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1551. status->size = (sd->class_&JOBL_BABY)?0:1;
  1552. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1553. if (sd->class_&JOBL_BABY) {
  1554. if (battle_config.character_size&2)
  1555. status->size++;
  1556. } else
  1557. if(battle_config.character_size&1)
  1558. status->size++;
  1559. }
  1560. status->aspd_rate = 1000;
  1561. status->ele_lv = 1;
  1562. status->race = RC_DEMIHUMAN;
  1563. //zero up structures...
  1564. memset(&sd->autospell,0,sizeof(sd->autospell)
  1565. + sizeof(sd->autospell2)
  1566. + sizeof(sd->autospell3)
  1567. + sizeof(sd->addeff)
  1568. + sizeof(sd->addeff2)
  1569. + sizeof(sd->addeff3)
  1570. + sizeof(sd->skillatk)
  1571. + sizeof(sd->skillheal)
  1572. + sizeof(sd->skillheal2)
  1573. + sizeof(sd->hp_loss)
  1574. + sizeof(sd->sp_loss)
  1575. + sizeof(sd->hp_regen)
  1576. + sizeof(sd->sp_regen)
  1577. + sizeof(sd->skillblown)
  1578. + sizeof(sd->skillcast)
  1579. + sizeof(sd->add_def)
  1580. + sizeof(sd->add_mdef)
  1581. + sizeof(sd->add_mdmg)
  1582. + sizeof(sd->add_drop)
  1583. + sizeof(sd->itemhealrate)
  1584. );
  1585. // clear autoscripts...
  1586. pc_autoscript_clear(sd->autoscript, ARRAYLENGTH(sd->autoscript));
  1587. pc_autoscript_clear(sd->autoscript2, ARRAYLENGTH(sd->autoscript2));
  1588. pc_autoscript_clear(sd->autoscript3, ARRAYLENGTH(sd->autoscript3));
  1589. // vars zeroing. ints, shorts, chars. in that order.
  1590. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1591. + sizeof(sd->arrow_ele)
  1592. + sizeof(sd->arrow_cri)
  1593. + sizeof(sd->arrow_hit)
  1594. + sizeof(sd->nsshealhp)
  1595. + sizeof(sd->nsshealsp)
  1596. + sizeof(sd->critical_def)
  1597. + sizeof(sd->double_rate)
  1598. + sizeof(sd->long_attack_atk_rate)
  1599. + sizeof(sd->near_attack_def_rate)
  1600. + sizeof(sd->long_attack_def_rate)
  1601. + sizeof(sd->magic_def_rate)
  1602. + sizeof(sd->misc_def_rate)
  1603. + sizeof(sd->ignore_mdef_ele)
  1604. + sizeof(sd->ignore_mdef_race)
  1605. + sizeof(sd->perfect_hit)
  1606. + sizeof(sd->perfect_hit_add)
  1607. + sizeof(sd->get_zeny_rate)
  1608. + sizeof(sd->get_zeny_num)
  1609. + sizeof(sd->double_add_rate)
  1610. + sizeof(sd->short_weapon_damage_return)
  1611. + sizeof(sd->long_weapon_damage_return)
  1612. + sizeof(sd->magic_damage_return)
  1613. + sizeof(sd->random_attack_increase_add)
  1614. + sizeof(sd->random_attack_increase_per)
  1615. + sizeof(sd->break_weapon_rate)
  1616. + sizeof(sd->break_armor_rate)
  1617. + sizeof(sd->crit_atk_rate)
  1618. + sizeof(sd->classchange)
  1619. + sizeof(sd->speed_rate)
  1620. + sizeof(sd->speed_add_rate)
  1621. + sizeof(sd->aspd_add)
  1622. + sizeof(sd->setitem_hash)
  1623. + sizeof(sd->setitem_hash2)
  1624. // shorts
  1625. + sizeof(sd->splash_range)
  1626. + sizeof(sd->splash_add_range)
  1627. + sizeof(sd->add_steal_rate)
  1628. + sizeof(sd->hp_gain_value)
  1629. + sizeof(sd->sp_gain_value)
  1630. + sizeof(sd->sp_vanish_rate)
  1631. + sizeof(sd->sp_vanish_per)
  1632. + sizeof(sd->unbreakable)
  1633. + sizeof(sd->unbreakable_equip)
  1634. + sizeof(sd->unstripable_equip)
  1635. );
  1636. // Parse equipment.
  1637. for(i=0;i<EQI_MAX-1;i++) {
  1638. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1639. if(index < 0)
  1640. continue;
  1641. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1642. continue;
  1643. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1644. continue;
  1645. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1646. continue;
  1647. if(!sd->inventory_data[index])
  1648. continue;
  1649. status->def += sd->inventory_data[index]->def;
  1650. if(first&1 && sd->inventory_data[index]->equip_script)
  1651. { //Execute equip-script on login
  1652. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1653. if (!calculating)
  1654. return 1;
  1655. }
  1656. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1657. int r,wlv = sd->inventory_data[index]->wlv;
  1658. struct weapon_data *wd;
  1659. struct weapon_atk *wa;
  1660. if (wlv >= MAX_REFINE_BONUS)
  1661. wlv = MAX_REFINE_BONUS - 1;
  1662. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1663. wd = &sd->left_weapon; // Left-hand weapon
  1664. wa = &status->lhw;
  1665. } else {
  1666. wd = &sd->right_weapon;
  1667. wa = &status->rhw;
  1668. }
  1669. wa->atk += sd->inventory_data[index]->atk;
  1670. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1671. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1672. wd->overrefine = r*refinebonus[wlv][1];
  1673. wa->range += sd->inventory_data[index]->range;
  1674. if(sd->inventory_data[index]->script) {
  1675. if (wd == &sd->left_weapon) {
  1676. sd->state.lr_flag = 1;
  1677. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1678. sd->state.lr_flag = 0;
  1679. } else
  1680. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1681. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1682. return 1;
  1683. }
  1684. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1685. { // Forged weapon
  1686. wd->star += (sd->status.inventory[index].card[1]>>8);
  1687. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1688. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1689. wd->star += 10;
  1690. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1691. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1692. }
  1693. }
  1694. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1695. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1696. if(sd->inventory_data[index]->script) {
  1697. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1698. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1699. return 1;
  1700. }
  1701. }
  1702. }
  1703. if(sd->equip_index[EQI_AMMO] >= 0){
  1704. index = sd->equip_index[EQI_AMMO];
  1705. if(sd->inventory_data[index]){ // Arrows
  1706. sd->arrow_atk += sd->inventory_data[index]->atk;
  1707. sd->state.lr_flag = 2;
  1708. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1709. sd->state.lr_flag = 0;
  1710. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1711. return 1;
  1712. }
  1713. }
  1714. //Store equipment script bonuses
  1715. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1716. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1717. status->def += (refinedef+50)/100;
  1718. //Parse Cards
  1719. for(i=0;i<EQI_MAX-1;i++) {
  1720. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1721. if(index < 0)
  1722. continue;
  1723. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1724. continue;
  1725. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1726. continue;
  1727. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1728. continue;
  1729. if(sd->inventory_data[index]) {
  1730. int j,c;
  1731. struct item_data *data;
  1732. //Card script execution.
  1733. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1734. continue;
  1735. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1736. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1737. if(!c)
  1738. continue;
  1739. data = itemdb_exists(c);
  1740. if(!data)
  1741. continue;
  1742. if(first&1 && data->equip_script)
  1743. { //Execute equip-script on login
  1744. run_script(data->equip_script,0,sd->bl.id,0);
  1745. if (!calculating)
  1746. return 1;
  1747. }
  1748. if(!data->script)
  1749. continue;
  1750. if(data->flag.no_equip) { //Card restriction checks.
  1751. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1752. continue;
  1753. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1754. continue;
  1755. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1756. continue;
  1757. }
  1758. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1759. { //Left hand status.
  1760. sd->state.lr_flag = 1;
  1761. run_script(data->script,0,sd->bl.id,0);
  1762. sd->state.lr_flag = 0;
  1763. } else
  1764. run_script(data->script,0,sd->bl.id,0);
  1765. if (!calculating) //Abort, run_script his function. [Skotlex]
  1766. return 1;
  1767. }
  1768. }
  1769. }
  1770. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  1771. {
  1772. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  1773. if( data && data->script )
  1774. run_script(data->script,0,sd->bl.id,0);
  1775. }
  1776. if( sd->pd )
  1777. { // Pet Bonus
  1778. struct pet_data *pd = sd->pd;
  1779. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  1780. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  1781. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  1782. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1783. }
  1784. //param_bonus now holds card bonuses.
  1785. if(status->rhw.range < 1) status->rhw.range = 1;
  1786. if(status->lhw.range < 1) status->lhw.range = 1;
  1787. if(status->rhw.range < status->lhw.range)
  1788. status->rhw.range = status->lhw.range;
  1789. sd->double_rate += sd->double_add_rate;
  1790. sd->perfect_hit += sd->perfect_hit_add;
  1791. sd->splash_range += sd->splash_add_range;
  1792. // Damage modifiers from weapon type
  1793. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1794. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1795. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1796. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1797. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1798. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1799. if(pc_isriding(sd) &&
  1800. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1801. { //When Riding with spear, damage modifier to mid-class becomes
  1802. //same as versus large size.
  1803. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1804. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1805. }
  1806. // ----- STATS CALCULATION -----
  1807. // Job bonuses
  1808. index = pc_class2idx(sd->status.class_);
  1809. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1810. if(!job_bonus[index][i])
  1811. continue;
  1812. switch(job_bonus[index][i]) {
  1813. case 1: status->str++; break;
  1814. case 2: status->agi++; break;
  1815. case 3: status->vit++; break;
  1816. case 4: status->int_++; break;
  1817. case 5: status->dex++; break;
  1818. case 6: status->luk++; break;
  1819. }
  1820. }
  1821. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1822. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1823. status->str += 10;
  1824. status->agi += 10;
  1825. status->vit += 10;
  1826. status->int_+= 10;
  1827. status->dex += 10;
  1828. status->luk += 10;
  1829. }
  1830. // Absolute modifiers from passive skills
  1831. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1832. status->str++;
  1833. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1834. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1835. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1836. status->dex += skill;
  1837. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1838. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1839. status->str = cap_value(i,0,USHRT_MAX);
  1840. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1841. status->agi = cap_value(i,0,USHRT_MAX);
  1842. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1843. status->vit = cap_value(i,0,USHRT_MAX);
  1844. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1845. status->int_ = cap_value(i,0,USHRT_MAX);
  1846. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1847. status->dex = cap_value(i,0,USHRT_MAX);
  1848. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1849. status->luk = cap_value(i,0,USHRT_MAX);
  1850. // ------ BASE ATTACK CALCULATION ------
  1851. // Base batk value is set on status_calc_misc
  1852. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1853. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1854. status->batk += sd->weapon_atk[sd->status.weapon];
  1855. // Absolute modifiers from passive skills
  1856. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1857. status->batk += 4;
  1858. // ----- HP MAX CALCULATION -----
  1859. // Basic MaxHP value
  1860. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1861. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1862. //This is done to handle underflows from negative Max HP bonuses
  1863. i = sd->status.max_hp + (int)status->max_hp;
  1864. status->max_hp = cap_value(i, 0, INT_MAX);
  1865. // Absolute modifiers from passive skills
  1866. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1867. status->max_hp += skill*200;
  1868. // Apply relative modifiers from equipment
  1869. if(sd->hprate < 0)
  1870. sd->hprate = 0;
  1871. if(sd->hprate!=100)
  1872. status->max_hp = status->max_hp * sd->hprate/100;
  1873. if(battle_config.hp_rate != 100)
  1874. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1875. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1876. status->max_hp = battle_config.max_hp;
  1877. else if(!status->max_hp)
  1878. status->max_hp = 1;
  1879. // ----- SP MAX CALCULATION -----
  1880. // Basic MaxSP value
  1881. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1882. //This is done to handle underflows from negative Max SP bonuses
  1883. i = sd->status.max_sp + (int)status->max_sp;
  1884. status->max_sp = cap_value(i, 0, INT_MAX);
  1885. // Absolute modifiers from passive skills
  1886. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1887. status->max_sp += 30*skill;
  1888. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1889. status->max_sp += status->max_sp * skill/100;
  1890. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1891. status->max_sp += status->max_sp * 2*skill/100;
  1892. // Apply relative modifiers from equipment
  1893. if(sd->sprate < 0)
  1894. sd->sprate = 0;
  1895. if(sd->sprate!=100)
  1896. status->max_sp = status->max_sp * sd->sprate/100;
  1897. if(battle_config.sp_rate != 100)
  1898. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1899. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1900. status->max_sp = battle_config.max_sp;
  1901. else if(!status->max_sp)
  1902. status->max_sp = 1;
  1903. // ----- RESPAWN HP/SP -----
  1904. //
  1905. //Calc respawn hp and store it on base_status
  1906. if (sd->special_state.restart_full_recover)
  1907. {
  1908. status->hp = status->max_hp;
  1909. status->sp = status->max_sp;
  1910. } else {
  1911. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1912. && battle_config.restart_hp_rate < 50)
  1913. status->hp=status->max_hp>>1;
  1914. else
  1915. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1916. if(!status->hp)
  1917. status->hp = 1;
  1918. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1919. }
  1920. // ----- MISC CALCULATION -----
  1921. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1922. //Equipment modifiers for misc settings
  1923. if(sd->matk_rate < 0)
  1924. sd->matk_rate = 0;
  1925. if(sd->matk_rate != 100){
  1926. status->matk_max = status->matk_max * sd->matk_rate/100;
  1927. status->matk_min = status->matk_min * sd->matk_rate/100;
  1928. }
  1929. if(sd->hit_rate < 0)
  1930. sd->hit_rate = 0;
  1931. if(sd->hit_rate != 100)
  1932. status->hit = status->hit * sd->hit_rate/100;
  1933. if(sd->flee_rate < 0)
  1934. sd->flee_rate = 0;
  1935. if(sd->flee_rate != 100)
  1936. status->flee = status->flee * sd->flee_rate/100;
  1937. if(sd->def2_rate < 0)
  1938. sd->def2_rate = 0;
  1939. if(sd->def2_rate != 100)
  1940. status->def2 = status->def2 * sd->def2_rate/100;
  1941. if(sd->mdef2_rate < 0)
  1942. sd->mdef2_rate = 0;
  1943. if(sd->mdef2_rate != 100)
  1944. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1945. if(sd->critical_rate < 0)
  1946. sd->critical_rate = 0;
  1947. if(sd->critical_rate != 100)
  1948. status->cri = status->cri * sd->critical_rate/100;
  1949. if(sd->flee2_rate < 0)
  1950. sd->flee2_rate = 0;
  1951. if(sd->flee2_rate != 100)
  1952. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1953. // ----- HIT CALCULATION -----
  1954. // Absolute modifiers from passive skills
  1955. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1956. status->hit += skill*2;
  1957. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1958. status->hit += skill;
  1959. if(sd->status.weapon == W_BOW)
  1960. status->rhw.range += skill;
  1961. }
  1962. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1963. {
  1964. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1965. status->hit += 2*skill;
  1966. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1967. status->hit += skill;
  1968. status->rhw.range += skill;
  1969. }
  1970. }
  1971. // ----- FLEE CALCULATION -----
  1972. // Absolute modifiers from passive skills
  1973. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1974. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1975. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1976. status->flee += (skill*3)>>1;
  1977. // ----- EQUIPMENT-DEF CALCULATION -----
  1978. // Apply relative modifiers from equipment
  1979. if(sd->def_rate < 0)
  1980. sd->def_rate = 0;
  1981. if(sd->def_rate != 100) {
  1982. i = status->def * sd->def_rate/100;
  1983. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1984. }
  1985. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1986. {
  1987. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1988. status->def = (unsigned char)battle_config.max_def;
  1989. }
  1990. // ----- EQUIPMENT-MDEF CALCULATION -----
  1991. // Apply relative modifiers from equipment
  1992. if(sd->mdef_rate < 0)
  1993. sd->mdef_rate = 0;
  1994. if(sd->mdef_rate != 100) {
  1995. i = status->mdef * sd->mdef_rate/100;
  1996. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1997. }
  1998. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1999. {
  2000. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2001. status->mdef = (signed char)battle_config.max_def;
  2002. }
  2003. // ----- ASPD CALCULATION -----
  2004. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2005. // Basic ASPD value
  2006. i = status_base_amotion_pc(sd,status);
  2007. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2008. // Relative modifiers from passive skills
  2009. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2010. status->aspd_rate -= 5*skill;
  2011. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2012. status->aspd_rate -= 30*skill;
  2013. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2014. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2015. status->aspd_rate -= ((skill+1)/2) * 10;
  2016. if(pc_isriding(sd))
  2017. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2018. status->adelay = 2*status->amotion;
  2019. // ----- DMOTION -----
  2020. //
  2021. i = 800-status->agi*4;
  2022. status->dmotion = cap_value(i, 400, 800);
  2023. if(battle_config.pc_damage_delay_rate != 100)
  2024. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2025. // ----- MISC CALCULATIONS -----
  2026. // Weight
  2027. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2028. sd->max_weight += 2000*skill;
  2029. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2030. sd->max_weight += 10000;
  2031. if(sc->data[SC_KNOWLEDGE])
  2032. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2033. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2034. sd->max_weight += 2000*skill;
  2035. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2036. sd->regen.state.walk = 1;
  2037. else
  2038. sd->regen.state.walk = 0;
  2039. // Skill SP cost
  2040. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2041. sd->dsprate -= 4*skill;
  2042. if(sc->data[SC_SERVICE4U])
  2043. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2044. if(sc->data[SC_SPCOST_RATE])
  2045. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2046. //Underflow protections.
  2047. if(sd->dsprate < 0)
  2048. sd->dsprate = 0;
  2049. if(sd->castrate < 0)
  2050. sd->castrate = 0;
  2051. if(sd->delayrate < 0)
  2052. sd->delayrate = 0;
  2053. if(sd->hprecov_rate < 0)
  2054. sd->hprecov_rate = 0;
  2055. if(sd->sprecov_rate < 0)
  2056. sd->sprecov_rate = 0;
  2057. // Anti-element and anti-race
  2058. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2059. sd->subele[ELE_HOLY] += skill*5;
  2060. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2061. sd->subele[ELE_NEUTRAL] += skill;
  2062. sd->subele[ELE_FIRE] += skill*4;
  2063. }
  2064. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2065. skill = skill*4;
  2066. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2067. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2068. sd->magic_addrace[RC_DRAGON]+=skill;
  2069. sd->subrace[RC_DRAGON]+=skill;
  2070. }
  2071. if(sc->count){
  2072. if(sc->data[SC_CONCENTRATE])
  2073. { //Update the card-bonus data
  2074. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2075. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2076. }
  2077. if(sc->data[SC_SIEGFRIED]){
  2078. i = sc->data[SC_SIEGFRIED]->val2;
  2079. sd->subele[ELE_WATER] += i;
  2080. sd->subele[ELE_EARTH] += i;
  2081. sd->subele[ELE_FIRE] += i;
  2082. sd->subele[ELE_WIND] += i;
  2083. sd->subele[ELE_POISON] += i;
  2084. sd->subele[ELE_HOLY] += i;
  2085. sd->subele[ELE_DARK] += i;
  2086. sd->subele[ELE_GHOST] += i;
  2087. sd->subele[ELE_UNDEAD] += i;
  2088. }
  2089. if(sc->data[SC_PROVIDENCE]){
  2090. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2091. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2092. }
  2093. if(sc->data[SC_ARMOR_ELEMENT])
  2094. { //This status change should grant card-type elemental resist.
  2095. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2096. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2097. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2098. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2099. }
  2100. if(sc->data[SC_ARMOR_RESIST])
  2101. { // Undead Scroll
  2102. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2103. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2104. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2105. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2106. }
  2107. }
  2108. status_cpy(&sd->battle_status, status);
  2109. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2110. status = &sd->battle_status; //Need to compare versus this.
  2111. // ----- CLIENT-SIDE REFRESH -----
  2112. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2113. clif_skillinfoblock(sd);
  2114. if(b_status.speed != status->speed)
  2115. clif_updatestatus(sd,SP_SPEED);
  2116. if(b_weight != sd->weight)
  2117. clif_updatestatus(sd,SP_WEIGHT);
  2118. if(b_max_weight != sd->max_weight) {
  2119. clif_updatestatus(sd,SP_MAXWEIGHT);
  2120. pc_updateweightstatus(sd);
  2121. }
  2122. if(b_status.str != status->str)
  2123. clif_updatestatus(sd,SP_STR);
  2124. if(b_status.agi != status->agi)
  2125. clif_updatestatus(sd,SP_AGI);
  2126. if(b_status.vit != status->vit)
  2127. clif_updatestatus(sd,SP_VIT);
  2128. if(b_status.int_ != status->int_)
  2129. clif_updatestatus(sd,SP_INT);
  2130. if(b_status.dex != status->dex)
  2131. clif_updatestatus(sd,SP_DEX);
  2132. if(b_status.luk != status->luk)
  2133. clif_updatestatus(sd,SP_LUK);
  2134. if(b_status.hit != status->hit)
  2135. clif_updatestatus(sd,SP_HIT);
  2136. if(b_status.flee != status->flee)
  2137. clif_updatestatus(sd,SP_FLEE1);
  2138. if(b_status.amotion != status->amotion)
  2139. clif_updatestatus(sd,SP_ASPD);
  2140. if(b_status.rhw.atk != status->rhw.atk ||
  2141. b_status.lhw.atk != status->lhw.atk ||
  2142. b_status.batk != status->batk)
  2143. clif_updatestatus(sd,SP_ATK1);
  2144. if(b_status.def != status->def)
  2145. clif_updatestatus(sd,SP_DEF1);
  2146. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2147. b_status.lhw.atk2 != status->lhw.atk2)
  2148. clif_updatestatus(sd,SP_ATK2);
  2149. if(b_status.def2 != status->def2)
  2150. clif_updatestatus(sd,SP_DEF2);
  2151. if(b_status.flee2 != status->flee2)
  2152. clif_updatestatus(sd,SP_FLEE2);
  2153. if(b_status.cri != status->cri)
  2154. clif_updatestatus(sd,SP_CRITICAL);
  2155. if(b_status.matk_max != status->matk_max)
  2156. clif_updatestatus(sd,SP_MATK1);
  2157. if(b_status.matk_min != status->matk_min)
  2158. clif_updatestatus(sd,SP_MATK2);
  2159. if(b_status.mdef != status->mdef)
  2160. clif_updatestatus(sd,SP_MDEF1);
  2161. if(b_status.mdef2 != status->mdef2)
  2162. clif_updatestatus(sd,SP_MDEF2);
  2163. if(b_status.rhw.range != status->rhw.range)
  2164. clif_updatestatus(sd,SP_ATTACKRANGE);
  2165. if(b_status.max_hp != status->max_hp)
  2166. clif_updatestatus(sd,SP_MAXHP);
  2167. if(b_status.max_sp != status->max_sp)
  2168. clif_updatestatus(sd,SP_MAXSP);
  2169. if(b_status.hp != status->hp)
  2170. clif_updatestatus(sd,SP_HP);
  2171. if(b_status.sp != status->sp)
  2172. clif_updatestatus(sd,SP_SP);
  2173. calculating = 0;
  2174. return 0;
  2175. }
  2176. int status_calc_mercenary(struct mercenary_data *md, int first)
  2177. {
  2178. struct status_data *status;
  2179. struct s_mercenary *merc;
  2180. status = &md->base_status;
  2181. merc = &md->mercenary;
  2182. if( first )
  2183. {
  2184. memcpy(status, &md->db->status, sizeof(struct status_data));
  2185. status->mode = MD_CANMOVE|MD_CANATTACK;
  2186. status->hp = status->max_hp;
  2187. status->sp = status->max_sp;
  2188. md->battle_status.hp = merc->hp;
  2189. md->battle_status.sp = merc->sp;
  2190. }
  2191. status_calc_misc(&md->bl, status, md->db->lv);
  2192. status_cpy(&md->battle_status, status);
  2193. status_calc_bl(&md->bl, SCB_ALL);
  2194. return 0;
  2195. }
  2196. int status_calc_homunculus(struct homun_data *hd, int first)
  2197. {
  2198. struct status_data b_status, *status;
  2199. struct s_homunculus *hom;
  2200. int skill;
  2201. int amotion;
  2202. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2203. hom = &hd->homunculus;
  2204. status = &hd->base_status;
  2205. status->str = hom->str / 10;
  2206. status->agi = hom->agi / 10;
  2207. status->vit = hom->vit / 10;
  2208. status->dex = hom->dex / 10;
  2209. status->int_ = hom->int_ / 10;
  2210. status->luk = hom->luk / 10;
  2211. if (first) { //[orn]
  2212. const struct s_homunculus_db *db = hd->homunculusDB;
  2213. status->def_ele = db->element;
  2214. status->ele_lv = 1;
  2215. status->race = db->race;
  2216. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2217. status->rhw.range = 1 + status->size;
  2218. status->mode = MD_CANMOVE|MD_CANATTACK;
  2219. status->speed = DEFAULT_WALK_SPEED;
  2220. if (battle_config.hom_setting&0x8 && hd->master)
  2221. status->speed = status_get_speed(&hd->master->bl);
  2222. status->hp = 1;
  2223. status->sp = 1;
  2224. }
  2225. skill = hom->level/10 + status->vit/5;
  2226. status->def = cap_value(skill, 0, 99);
  2227. skill = hom->level/10 + status->int_/5;
  2228. status->mdef = cap_value(skill, 0, 99);
  2229. status->max_hp = hom->max_hp ;
  2230. status->max_sp = hom->max_sp ;
  2231. merc_hom_calc_skilltree(hd);
  2232. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2233. status->def += skill * 4;
  2234. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2235. {
  2236. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2237. status->str += 1 +skill/3 +skill/3 +skill/4;
  2238. }
  2239. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2240. status->max_hp += skill * 2 * status->max_hp / 100;
  2241. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2242. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2243. if (first) {
  2244. hd->battle_status.hp = hom->hp ;
  2245. hd->battle_status.sp = hom->sp ;
  2246. }
  2247. status->rhw.atk = status->dex;
  2248. status->rhw.atk2 = status->str + hom->level;
  2249. status->aspd_rate = 1000;
  2250. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2251. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2252. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2253. status_calc_misc(&hd->bl, status, hom->level);
  2254. status_cpy(&hd->battle_status, status);
  2255. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2256. if( memcmp(&b_status, status, sizeof(struct status_data)) && !first )
  2257. clif_hominfo(hd->master,hd,0) ;
  2258. return 1;
  2259. }
  2260. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2261. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2262. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2263. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2264. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2265. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2266. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2267. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2268. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2269. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2270. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2271. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2272. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2273. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2274. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2275. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2276. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2277. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2278. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2279. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2280. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2281. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2282. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2283. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2284. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2285. //Calculates base regen values.
  2286. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2287. {
  2288. struct map_session_data *sd;
  2289. int val, skill;
  2290. if( !(bl->type&BL_REGEN) || !regen )
  2291. return;
  2292. sd = BL_CAST(BL_PC,bl);
  2293. val = 1 + (status->vit/5) + (status->max_hp/200);
  2294. if( sd && sd->hprecov_rate != 100 )
  2295. val = val*sd->hprecov_rate/100;
  2296. regen->hp = cap_value(val, 1, SHRT_MAX);
  2297. val = 1 + (status->int_/6) + (status->max_sp/100);
  2298. if( status->int_ >= 120 )
  2299. val += ((status->int_-120)>>1) + 4;
  2300. if( sd && sd->sprecov_rate != 100 )
  2301. val = val*sd->sprecov_rate/100;
  2302. regen->sp = cap_value(val, 1, SHRT_MAX);
  2303. if( sd )
  2304. {
  2305. struct regen_data_sub *sregen;
  2306. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2307. {
  2308. val = regen->sp*(100+3*skill)/100;
  2309. regen->sp = cap_value(val, 1, SHRT_MAX);
  2310. }
  2311. //Only players have skill/sitting skill regen for now.
  2312. sregen = regen->sregen;
  2313. val = 0;
  2314. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2315. val += skill*5 + skill*status->max_hp/500;
  2316. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2317. val = 0;
  2318. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2319. val += skill*3 + skill*status->max_sp/500;
  2320. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2321. val += skill*3 + skill*status->max_sp/500;
  2322. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2323. // Skill-related recovery (only when sit)
  2324. sregen = regen->ssregen;
  2325. val = 0;
  2326. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2327. val += skill*4 + skill*status->max_hp/500;
  2328. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2329. val += skill*30 + skill*status->max_hp/500;
  2330. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2331. val = 0;
  2332. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2333. {
  2334. val += skill*3 + skill*status->max_sp/500;
  2335. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2336. val += (30+10*skill)*val/100;
  2337. }
  2338. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2339. val += skill*2 + skill*status->max_sp/500;
  2340. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2341. }
  2342. if( bl->type == BL_HOM )
  2343. {
  2344. struct homun_data *hd = (TBL_HOM*)bl;
  2345. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
  2346. {
  2347. val = regen->hp*(100+5*skill)/100;
  2348. regen->hp = cap_value(val, 1, SHRT_MAX);
  2349. }
  2350. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
  2351. {
  2352. val = regen->sp*(100+3*skill)/100;
  2353. regen->sp = cap_value(val, 1, SHRT_MAX);
  2354. }
  2355. }
  2356. else if( bl->type == BL_MER )
  2357. {
  2358. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2359. regen->hp = cap_value(val, 1, SHRT_MAX);
  2360. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2361. regen->sp = cap_value(val, 1, SHRT_MAX);
  2362. }
  2363. }
  2364. //Calculates SC related regen rates.
  2365. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2366. {
  2367. if (!(bl->type&BL_REGEN) || !regen)
  2368. return;
  2369. regen->flag = RGN_HP|RGN_SP;
  2370. if(regen->sregen)
  2371. {
  2372. if (regen->sregen->hp)
  2373. regen->flag|=RGN_SHP;
  2374. if (regen->sregen->sp)
  2375. regen->flag|=RGN_SSP;
  2376. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2377. }
  2378. if (regen->ssregen)
  2379. {
  2380. if (regen->ssregen->hp)
  2381. regen->flag|=RGN_SHP;
  2382. if (regen->ssregen->sp)
  2383. regen->flag|=RGN_SSP;
  2384. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2385. }
  2386. regen->rate.hp = regen->rate.sp = 1;
  2387. if (!sc || !sc->count)
  2388. return;
  2389. if (
  2390. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2391. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2392. || sc->data[SC_BERSERK]
  2393. || sc->data[SC_TRICKDEAD]
  2394. || sc->data[SC_BLEEDING]
  2395. ) //No regen
  2396. regen->flag = 0;
  2397. if (
  2398. sc->data[SC_EXTREMITYFIST]
  2399. || sc->data[SC_DANCING]
  2400. || (sc->data[SC_EXPLOSIONSPIRITS]
  2401. && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  2402. ) //No natural SP regen
  2403. regen->flag &=~RGN_SP;
  2404. if(
  2405. sc->data[SC_TENSIONRELAX]
  2406. ) {
  2407. regen->rate.hp += 2;
  2408. if (regen->sregen)
  2409. regen->sregen->rate.hp += 3;
  2410. }
  2411. if (sc->data[SC_MAGNIFICAT])
  2412. {
  2413. regen->rate.hp += 1;
  2414. regen->rate.sp += 1;
  2415. }
  2416. if (sc->data[SC_REGENERATION])
  2417. {
  2418. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2419. if (!sce->val4)
  2420. {
  2421. regen->rate.hp += sce->val2;
  2422. regen->rate.sp += sce->val3;
  2423. } else
  2424. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2425. }
  2426. }
  2427. //Calculates some attributes that depends on modified stats from status changes.
  2428. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2429. {
  2430. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2431. int skill;
  2432. if(flag&(SCB_MAXHP|SCB_VIT))
  2433. {
  2434. flag|=SCB_MAXHP; //Ensures client-side refresh
  2435. status->max_hp = status_base_pc_maxhp(sd,status);
  2436. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2437. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2438. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2439. status->max_hp = battle_config.max_hp;
  2440. else if(!status->max_hp)
  2441. status->max_hp = 1;
  2442. if(status->hp > status->max_hp) {
  2443. status->hp = status->max_hp;
  2444. clif_updatestatus(sd,SP_HP);
  2445. }
  2446. }
  2447. if(flag&(SCB_MAXSP|SCB_INT))
  2448. {
  2449. flag|=SCB_MAXSP;
  2450. status->max_sp = status_base_pc_maxsp(sd,status);
  2451. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2452. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2453. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2454. status->max_sp = battle_config.max_sp;
  2455. else if(!status->max_sp)
  2456. status->max_sp = 1;
  2457. if(status->sp > status->max_sp) {
  2458. status->sp = status->max_sp;
  2459. clif_updatestatus(sd,SP_SP);
  2460. }
  2461. }
  2462. if(flag&SCB_MATK) {
  2463. //New matk
  2464. status->matk_min = status_base_matk_min(status);
  2465. status->matk_max = status_base_matk_max(status);
  2466. //Bonuses from previous matk
  2467. if(sd->matk_rate != 100){
  2468. status->matk_max = status->matk_max * sd->matk_rate/100;
  2469. status->matk_min = status->matk_min * sd->matk_rate/100;
  2470. }
  2471. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2472. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2473. if(sd->sc.data[SC_MAGICPOWER]) { //Store current matk values
  2474. sd->sc.mp_matk_min = status->matk_min;
  2475. sd->sc.mp_matk_max = status->matk_max;
  2476. }
  2477. }
  2478. if(flag&SCB_SPEED) {
  2479. if(status->speed < battle_config.max_walk_speed)
  2480. status->speed = battle_config.max_walk_speed;
  2481. }
  2482. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2483. flag|=SCB_ASPD;
  2484. skill = status_base_amotion_pc(sd,status);
  2485. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2486. // Apply all relative modifiers
  2487. if(status->aspd_rate != 1000)
  2488. skill = skill *status->aspd_rate/1000;
  2489. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2490. status->adelay = 2*status->amotion;
  2491. }
  2492. if(flag&(SCB_AGI|SCB_DSPD)) {
  2493. if (b_status->agi == status->agi)
  2494. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2495. else {
  2496. skill = 800-status->agi*4;
  2497. status->dmotion = cap_value(skill, 400, 800);
  2498. if(battle_config.pc_damage_delay_rate != 100)
  2499. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2500. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2501. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2502. }
  2503. }
  2504. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2505. status_calc_regen(&sd->bl, status, &sd->regen);
  2506. if(flag&SCB_REGEN)
  2507. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2508. if (flag == SCB_ALL)
  2509. return; //Refresh is done on invoking function (status_calc_pc)
  2510. if(flag&SCB_STR)
  2511. clif_updatestatus(sd,SP_STR);
  2512. if(flag&SCB_AGI)
  2513. clif_updatestatus(sd,SP_AGI);
  2514. if(flag&SCB_VIT)
  2515. clif_updatestatus(sd,SP_VIT);
  2516. if(flag&SCB_INT)
  2517. clif_updatestatus(sd,SP_INT);
  2518. if(flag&SCB_DEX)
  2519. clif_updatestatus(sd,SP_DEX);
  2520. if(flag&SCB_LUK)
  2521. clif_updatestatus(sd,SP_LUK);
  2522. if(flag&SCB_HIT)
  2523. clif_updatestatus(sd,SP_HIT);
  2524. if(flag&SCB_FLEE)
  2525. clif_updatestatus(sd,SP_FLEE1);
  2526. if(flag&SCB_ASPD)
  2527. clif_updatestatus(sd,SP_ASPD);
  2528. if(flag&SCB_SPEED)
  2529. clif_updatestatus(sd,SP_SPEED);
  2530. if(flag&(SCB_BATK|SCB_WATK))
  2531. clif_updatestatus(sd,SP_ATK1);
  2532. if(flag&SCB_DEF)
  2533. clif_updatestatus(sd,SP_DEF1);
  2534. if(flag&SCB_WATK)
  2535. clif_updatestatus(sd,SP_ATK2);
  2536. if(flag&SCB_DEF2)
  2537. clif_updatestatus(sd,SP_DEF2);
  2538. if(flag&SCB_FLEE2)
  2539. clif_updatestatus(sd,SP_FLEE2);
  2540. if(flag&SCB_CRI)
  2541. clif_updatestatus(sd,SP_CRITICAL);
  2542. if(flag&SCB_MATK) {
  2543. clif_updatestatus(sd,SP_MATK1);
  2544. clif_updatestatus(sd,SP_MATK2);
  2545. }
  2546. if(flag&SCB_MDEF)
  2547. clif_updatestatus(sd,SP_MDEF1);
  2548. if(flag&SCB_MDEF2)
  2549. clif_updatestatus(sd,SP_MDEF2);
  2550. if(flag&SCB_RANGE)
  2551. clif_updatestatus(sd,SP_ATTACKRANGE);
  2552. if(flag&SCB_MAXHP)
  2553. clif_updatestatus(sd,SP_MAXHP);
  2554. if(flag&SCB_MAXSP)
  2555. clif_updatestatus(sd,SP_MAXSP);
  2556. }
  2557. //Calculates some attributes that depends on modified stats from status changes.
  2558. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2559. {
  2560. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2561. int skill = 0;
  2562. if(flag&(SCB_MAXHP|SCB_VIT))
  2563. {
  2564. flag|=SCB_MAXHP; //Ensures client-side refresh
  2565. // Apply relative modifiers from equipment
  2566. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2567. status->max_hp = battle_config.max_hp;
  2568. else if(!status->max_hp)
  2569. status->max_hp = 1;
  2570. if(status->hp > status->max_hp)
  2571. status->hp = status->max_hp;
  2572. }
  2573. if(flag&(SCB_MAXSP|SCB_INT))
  2574. {
  2575. flag|=SCB_MAXSP;
  2576. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2577. status->max_sp = battle_config.max_sp;
  2578. else if(!status->max_sp)
  2579. status->max_sp = 1;
  2580. if(status->sp > status->max_sp)
  2581. status->sp = status->max_sp;
  2582. }
  2583. if(flag&(SCB_VIT|SCB_DEF))
  2584. { //Since vit affects def, recalculate def.
  2585. flag|=SCB_DEF;
  2586. status->def = status_calc_def(&hd->bl, &hd->sc, b_status->def);
  2587. status->def+=(status->vit/5 - b_status->vit/5);
  2588. }
  2589. if(flag&(SCB_INT|SCB_MDEF))
  2590. {
  2591. flag|=SCB_MDEF;
  2592. status->mdef = status_calc_mdef(&hd->bl, &hd->sc, b_status->mdef);
  2593. status->mdef+= (status->int_/5 - b_status->int_/5);
  2594. }
  2595. if(flag&SCB_DEX) {
  2596. flag |=SCB_WATK;
  2597. status->rhw.atk = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk);
  2598. status->rhw.atk+= (status->dex - b_status->dex);
  2599. }
  2600. if(flag&SCB_STR) {
  2601. flag |=SCB_WATK;
  2602. status->rhw.atk2 = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk2);
  2603. status->rhw.atk2+= (status->str - b_status->str);
  2604. }
  2605. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2606. status->rhw.atk2 = status->rhw.atk;
  2607. if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  2608. status->matk_min = status->matk_max;
  2609. if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
  2610. status->speed = status_get_speed(&hd->master->bl);
  2611. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2612. flag|=SCB_ASPD;
  2613. skill = (1000 -4*status->agi -status->dex)
  2614. *hd->homunculusDB->baseASPD/1000;
  2615. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2616. if(status->aspd_rate != 1000)
  2617. skill = skill*status->aspd_rate/1000;
  2618. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2619. status->adelay = status->amotion;
  2620. }
  2621. if(flag&(SCB_AGI|SCB_DSPD)) {
  2622. skill = 800-status->agi*4;
  2623. status->dmotion = cap_value(skill, 400, 800);
  2624. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2625. }
  2626. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2627. status_calc_regen(&hd->bl, status, &hd->regen);
  2628. if(flag&SCB_REGEN)
  2629. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2630. if (flag == SCB_ALL)
  2631. return; //Refresh is done on invoking function (status_calc_hom)
  2632. if (hd->master && flag&(
  2633. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2634. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2635. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2636. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2637. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2638. )
  2639. clif_hominfo(hd->master,hd,0);
  2640. }
  2641. void status_calc_bl_sub_mer(struct mercenary_data *md, unsigned long flag)
  2642. {
  2643. struct status_data
  2644. *status = &md->battle_status,
  2645. *b_status = &md->base_status;
  2646. if( flag&(SCB_MAXHP|SCB_VIT) )
  2647. {
  2648. flag |= SCB_MAXHP;
  2649. status->max_hp = cap_value(status->max_hp, 1, battle_config.max_hp);
  2650. status->hp = cap_value(status->hp, 0, status->max_hp);
  2651. }
  2652. if( flag&(SCB_MAXSP|SCB_INT) )
  2653. {
  2654. flag |= SCB_MAXSP;
  2655. status->max_sp = cap_value(status->max_sp, 1, battle_config.max_sp);
  2656. status->sp = cap_value(status->sp, 0, status->max_sp);
  2657. }
  2658. if( flag == SCB_ALL )
  2659. return; // Client Refresh invoked by status_calc_mercenary
  2660. if( flag&SCB_WATK ) clif_mercenary_updatestatus(md->master, SP_ATK1);
  2661. if( flag&SCB_MATK ) clif_mercenary_updatestatus(md->master, SP_MATK1);
  2662. if( flag&SCB_HIT ) clif_mercenary_updatestatus(md->master, SP_HIT);
  2663. if( flag&SCB_CRI ) clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  2664. if( flag&SCB_DEF ) clif_mercenary_updatestatus(md->master, SP_DEF1);
  2665. if( flag&SCB_MDEF ) clif_mercenary_updatestatus(md->master, SP_MDEF1);
  2666. if( flag&SCB_FLEE ) clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  2667. if( flag&SCB_ASPD ) clif_mercenary_updatestatus(md->master, SP_ASPD);
  2668. if( flag&SCB_MAXHP )
  2669. {
  2670. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  2671. clif_mercenary_updatestatus(md->master, SP_HP);
  2672. }
  2673. if( flag&SCB_MAXSP )
  2674. {
  2675. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  2676. clif_mercenary_updatestatus(md->master, SP_SP);
  2677. }
  2678. }
  2679. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2680. {
  2681. struct status_data *b_status, *status;
  2682. struct status_change *sc;
  2683. int temp;
  2684. TBL_PC *sd;
  2685. b_status = status_get_base_status(bl);
  2686. status = status_get_status_data(bl);
  2687. sc = status_get_sc(bl);
  2688. if (!b_status || !status)
  2689. return;
  2690. sd = BL_CAST(BL_PC,bl);
  2691. if(sd && flag&SCB_PC)
  2692. { //Recalc everything.
  2693. status_calc_pc(sd,0);
  2694. return;
  2695. }
  2696. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2697. status_cpy(status, b_status);
  2698. return;
  2699. }
  2700. if(flag&SCB_STR) {
  2701. status->str = status_calc_str(bl, sc, b_status->str);
  2702. flag|=SCB_BATK;
  2703. }
  2704. if(flag&SCB_AGI) {
  2705. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2706. flag|=SCB_FLEE;
  2707. }
  2708. if(flag&SCB_VIT) {
  2709. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2710. flag|=SCB_DEF2|SCB_MDEF2;
  2711. }
  2712. if(flag&SCB_INT) {
  2713. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2714. flag|=SCB_MATK|SCB_MDEF2;
  2715. }
  2716. if(flag&SCB_DEX) {
  2717. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2718. flag|=SCB_BATK|SCB_HIT;
  2719. }
  2720. if(flag&SCB_LUK) {
  2721. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2722. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2723. }
  2724. if(flag&SCB_BATK && b_status->batk) {
  2725. status->batk = status_base_atk(bl,status);
  2726. temp = b_status->batk - status_base_atk(bl,b_status);
  2727. if (temp)
  2728. {
  2729. temp += status->batk;
  2730. status->batk = cap_value(temp, 0, USHRT_MAX);
  2731. }
  2732. status->batk = status_calc_batk(bl, sc, status->batk);
  2733. }
  2734. if(flag&SCB_WATK) {
  2735. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2736. if (!sd) //Should not affect weapon refine bonus
  2737. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2738. if(b_status->lhw.atk) {
  2739. if (sd) {
  2740. sd->state.lr_flag = 1;
  2741. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2742. sd->state.lr_flag = 0;
  2743. } else {
  2744. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2745. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2746. }
  2747. }
  2748. }
  2749. if(flag&SCB_HIT) {
  2750. if (status->dex == b_status->dex)
  2751. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2752. else
  2753. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2754. }
  2755. if(flag&SCB_FLEE) {
  2756. if (status->agi == b_status->agi)
  2757. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2758. else
  2759. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2760. }
  2761. if(flag&SCB_DEF)
  2762. status->def = status_calc_def(bl, sc, b_status->def);
  2763. if(flag&SCB_DEF2) {
  2764. if (status->vit == b_status->vit)
  2765. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2766. else
  2767. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2768. }
  2769. if(flag&SCB_MDEF)
  2770. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2771. if(flag&SCB_MDEF2) {
  2772. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2773. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2774. else
  2775. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2776. }
  2777. if(flag&SCB_SPEED) {
  2778. struct unit_data *ud = unit_bl2ud(bl);
  2779. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2780. //Re-walk to adjust speed (we do not check if walktimer != -1
  2781. //because if you step on something while walking, the moment this
  2782. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2783. if (ud)
  2784. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2785. }
  2786. if(flag&SCB_CRI && b_status->cri) {
  2787. if (status->luk == b_status->luk)
  2788. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2789. else
  2790. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2791. }
  2792. if(flag&SCB_FLEE2 && b_status->flee2) {
  2793. if (status->luk == b_status->luk)
  2794. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2795. else
  2796. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2797. }
  2798. if(flag&SCB_ATK_ELE) {
  2799. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2800. if (sd) sd->state.lr_flag = 1;
  2801. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2802. if (sd) sd->state.lr_flag = 0;
  2803. }
  2804. if(flag&SCB_DEF_ELE) {
  2805. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2806. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2807. }
  2808. if(flag&SCB_MODE)
  2809. {
  2810. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2811. //Since mode changed, reset their state.
  2812. if (!(status->mode&MD_CANATTACK))
  2813. unit_stop_attack(bl);
  2814. if (!(status->mode&MD_CANMOVE))
  2815. unit_stop_walking(bl,0);
  2816. }
  2817. // No status changes alter these yet.
  2818. // if(flag&SCB_SIZE)
  2819. // if(flag&SCB_RACE)
  2820. // if(flag&SCB_RANGE)
  2821. if(sd) {
  2822. //The remaining are handled quite different by players, so use their own function.
  2823. status_calc_bl_sub_pc(sd, flag);
  2824. return;
  2825. }
  2826. if(flag&SCB_MAXHP) {
  2827. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2828. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2829. status->hp = status->max_hp;
  2830. }
  2831. if(flag&SCB_MAXSP) {
  2832. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2833. if (status->sp > status->max_sp)
  2834. status->sp = status->max_sp;
  2835. }
  2836. if(flag&SCB_MATK) {
  2837. status->matk_min = status_base_matk_min(status);
  2838. status->matk_max = status_base_matk_max(status);
  2839. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2840. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2841. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  2842. sc->mp_matk_min = status->matk_min;
  2843. sc->mp_matk_max = status->matk_max;
  2844. }
  2845. }
  2846. if(bl->type == BL_HOM) {
  2847. //The remaining are handled quite different by homunculus, so use their own function.
  2848. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2849. return;
  2850. }
  2851. if(flag&SCB_ASPD) {
  2852. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2853. temp = status->aspd_rate*b_status->amotion/1000;
  2854. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2855. temp = status->aspd_rate*b_status->adelay/1000;
  2856. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2857. }
  2858. if(flag&SCB_DSPD)
  2859. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2860. if(bl->type&BL_REGEN) {
  2861. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2862. status_calc_regen(bl, status, status_get_regen_data(bl));
  2863. if(flag&SCB_REGEN)
  2864. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2865. }
  2866. if(bl->type == BL_MER)
  2867. status_calc_bl_sub_mer((TBL_MER*)bl, flag);
  2868. }
  2869. /*==========================================
  2870. * Apply shared stat mods from status changes [DracoRPG]
  2871. *------------------------------------------*/
  2872. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2873. {
  2874. if(!sc || !sc->count)
  2875. return cap_value(str,0,USHRT_MAX);
  2876. if(sc->data[SC_INCALLSTATUS])
  2877. str += sc->data[SC_INCALLSTATUS]->val1;
  2878. if(sc->data[SC_INCSTR])
  2879. str += sc->data[SC_INCSTR]->val1;
  2880. if(sc->data[SC_STRFOOD])
  2881. str += sc->data[SC_STRFOOD]->val1;
  2882. if(sc->data[SC_BATTLEORDERS])
  2883. str += 5;
  2884. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  2885. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  2886. if(sc->data[SC_LOUD])
  2887. str += 4;
  2888. if(sc->data[SC_TRUESIGHT])
  2889. str += 5;
  2890. if(sc->data[SC_SPURT])
  2891. str += 10;
  2892. if(sc->data[SC_NEN])
  2893. str += sc->data[SC_NEN]->val1;
  2894. if(sc->data[SC_BLESSING]){
  2895. if(sc->data[SC_BLESSING]->val2)
  2896. str += sc->data[SC_BLESSING]->val2;
  2897. else
  2898. str >>= 1;
  2899. }
  2900. if(sc->data[SC_MARIONETTE])
  2901. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  2902. if(sc->data[SC_MARIONETTE2])
  2903. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  2904. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  2905. str = 50;
  2906. return (unsigned short)cap_value(str,0,USHRT_MAX);
  2907. }
  2908. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2909. {
  2910. if(!sc || !sc->count)
  2911. return cap_value(agi,0,USHRT_MAX);
  2912. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2913. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  2914. if(sc->data[SC_INCALLSTATUS])
  2915. agi += sc->data[SC_INCALLSTATUS]->val1;
  2916. if(sc->data[SC_INCAGI])
  2917. agi += sc->data[SC_INCAGI]->val1;
  2918. if(sc->data[SC_AGIFOOD])
  2919. agi += sc->data[SC_AGIFOOD]->val1;
  2920. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  2921. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  2922. if(sc->data[SC_TRUESIGHT])
  2923. agi += 5;
  2924. if(sc->data[SC_INCREASEAGI])
  2925. agi += sc->data[SC_INCREASEAGI]->val2;
  2926. if(sc->data[SC_INCREASING])
  2927. agi += 4; // added based on skill updates [Reddozen]
  2928. if(sc->data[SC_DECREASEAGI])
  2929. agi -= sc->data[SC_DECREASEAGI]->val2;
  2930. if(sc->data[SC_QUAGMIRE])
  2931. agi -= sc->data[SC_QUAGMIRE]->val2;
  2932. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  2933. agi -= sc->data[SC_SUITON]->val2;
  2934. if(sc->data[SC_MARIONETTE])
  2935. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  2936. if(sc->data[SC_MARIONETTE2])
  2937. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  2938. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  2939. agi = 50;
  2940. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  2941. }
  2942. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2943. {
  2944. if(!sc || !sc->count)
  2945. return cap_value(vit,0,USHRT_MAX);
  2946. if(sc->data[SC_INCALLSTATUS])
  2947. vit += sc->data[SC_INCALLSTATUS]->val1;
  2948. if(sc->data[SC_INCVIT])
  2949. vit += sc->data[SC_INCVIT]->val1;
  2950. if(sc->data[SC_VITFOOD])
  2951. vit += sc->data[SC_VITFOOD]->val1;
  2952. if(sc->data[SC_CHANGE])
  2953. vit += sc->data[SC_CHANGE]->val2;
  2954. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  2955. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  2956. if(sc->data[SC_TRUESIGHT])
  2957. vit += 5;
  2958. if(sc->data[SC_STRIPARMOR])
  2959. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  2960. if(sc->data[SC_MARIONETTE])
  2961. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  2962. if(sc->data[SC_MARIONETTE2])
  2963. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  2964. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  2965. vit = 50;
  2966. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  2967. }
  2968. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2969. {
  2970. if(!sc || !sc->count)
  2971. return cap_value(int_,0,USHRT_MAX);
  2972. if(sc->data[SC_INCALLSTATUS])
  2973. int_ += sc->data[SC_INCALLSTATUS]->val1;
  2974. if(sc->data[SC_INCINT])
  2975. int_ += sc->data[SC_INCINT]->val1;
  2976. if(sc->data[SC_INTFOOD])
  2977. int_ += sc->data[SC_INTFOOD]->val1;
  2978. if(sc->data[SC_CHANGE])
  2979. int_ += sc->data[SC_CHANGE]->val3;
  2980. if(sc->data[SC_BATTLEORDERS])
  2981. int_ += 5;
  2982. if(sc->data[SC_TRUESIGHT])
  2983. int_ += 5;
  2984. if(sc->data[SC_BLESSING]){
  2985. if (sc->data[SC_BLESSING]->val2)
  2986. int_ += sc->data[SC_BLESSING]->val2;
  2987. else
  2988. int_ >>= 1;
  2989. }
  2990. if(sc->data[SC_STRIPHELM])
  2991. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  2992. if(sc->data[SC_NEN])
  2993. int_ += sc->data[SC_NEN]->val1;
  2994. if(sc->data[SC_MARIONETTE])
  2995. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  2996. if(sc->data[SC_MARIONETTE2])
  2997. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  2998. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  2999. int_ = 50;
  3000. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3001. }
  3002. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3003. {
  3004. if(!sc || !sc->count)
  3005. return cap_value(dex,0,USHRT_MAX);
  3006. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3007. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3008. if(sc->data[SC_INCALLSTATUS])
  3009. dex += sc->data[SC_INCALLSTATUS]->val1;
  3010. if(sc->data[SC_INCDEX])
  3011. dex += sc->data[SC_INCDEX]->val1;
  3012. if(sc->data[SC_DEXFOOD])
  3013. dex += sc->data[SC_DEXFOOD]->val1;
  3014. if(sc->data[SC_BATTLEORDERS])
  3015. dex += 5;
  3016. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  3017. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  3018. if(sc->data[SC_TRUESIGHT])
  3019. dex += 5;
  3020. if(sc->data[SC_QUAGMIRE])
  3021. dex -= sc->data[SC_QUAGMIRE]->val2;
  3022. if(sc->data[SC_BLESSING]){
  3023. if (sc->data[SC_BLESSING]->val2)
  3024. dex += sc->data[SC_BLESSING]->val2;
  3025. else
  3026. dex >>= 1;
  3027. }
  3028. if(sc->data[SC_INCREASING])
  3029. dex += 4; // added based on skill updates [Reddozen]
  3030. if(sc->data[SC_MARIONETTE])
  3031. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  3032. if(sc->data[SC_MARIONETTE2])
  3033. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  3034. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3035. dex = 50;
  3036. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3037. }
  3038. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3039. {
  3040. if(!sc || !sc->count)
  3041. return cap_value(luk,0,USHRT_MAX);
  3042. if(sc->data[SC_CURSE])
  3043. return 0;
  3044. if(sc->data[SC_INCALLSTATUS])
  3045. luk += sc->data[SC_INCALLSTATUS]->val1;
  3046. if(sc->data[SC_INCLUK])
  3047. luk += sc->data[SC_INCLUK]->val1;
  3048. if(sc->data[SC_LUKFOOD])
  3049. luk += sc->data[SC_LUKFOOD]->val1;
  3050. if(sc->data[SC_TRUESIGHT])
  3051. luk += 5;
  3052. if(sc->data[SC_GLORIA])
  3053. luk += 30;
  3054. if(sc->data[SC_MARIONETTE])
  3055. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3056. if(sc->data[SC_MARIONETTE2])
  3057. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3058. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3059. luk = 50;
  3060. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3061. }
  3062. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3063. {
  3064. if(!sc || !sc->count)
  3065. return cap_value(batk,0,USHRT_MAX);
  3066. if(sc->data[SC_INCBASEATK])
  3067. batk += sc->data[SC_INCBASEATK]->val1;
  3068. if(sc->data[SC_ATKPOTION])
  3069. batk += sc->data[SC_ATKPOTION]->val1;
  3070. if(sc->data[SC_BATKFOOD])
  3071. batk += sc->data[SC_BATKFOOD]->val1;
  3072. if(sc->data[SC_INCATKRATE])
  3073. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3074. if(sc->data[SC_PROVOKE])
  3075. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3076. if(sc->data[SC_CONCENTRATION])
  3077. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3078. if(sc->data[SC_SKE])
  3079. batk += batk * 3;
  3080. if(sc->data[SC_BLOODLUST])
  3081. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3082. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3083. batk -= batk * 25/100;
  3084. if(sc->data[SC_CURSE])
  3085. batk -= batk * 25/100;
  3086. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3087. // if(sc->data[SC_BLEEDING])
  3088. // batk -= batk * 25/100;
  3089. if(sc->data[SC_FLEET])
  3090. batk += batk * sc->data[SC_FLEET]->val3/100;
  3091. if(sc->data[SC_GATLINGFEVER])
  3092. batk += sc->data[SC_GATLINGFEVER]->val3;
  3093. if(sc->data[SC_MADNESSCANCEL])
  3094. batk += 100;
  3095. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3096. }
  3097. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3098. {
  3099. if(!sc || !sc->count)
  3100. return cap_value(watk,0,USHRT_MAX);
  3101. if(sc->data[SC_IMPOSITIO])
  3102. watk += sc->data[SC_IMPOSITIO]->val2;
  3103. if(sc->data[SC_WATKFOOD])
  3104. watk += sc->data[SC_WATKFOOD]->val1;
  3105. if(sc->data[SC_DRUMBATTLE])
  3106. watk += sc->data[SC_DRUMBATTLE]->val2;
  3107. if(sc->data[SC_VOLCANO])
  3108. watk += sc->data[SC_VOLCANO]->val2;
  3109. if(sc->data[SC_INCATKRATE])
  3110. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3111. if(sc->data[SC_PROVOKE])
  3112. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3113. if(sc->data[SC_CONCENTRATION])
  3114. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3115. if(sc->data[SC_SKE])
  3116. watk += watk * 3;
  3117. if(sc->data[SC_NIBELUNGEN]) {
  3118. if (bl->type != BL_PC)
  3119. watk += sc->data[SC_NIBELUNGEN]->val2;
  3120. else {
  3121. TBL_PC *sd = (TBL_PC*)bl;
  3122. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3123. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3124. watk += sc->data[SC_NIBELUNGEN]->val2;
  3125. }
  3126. }
  3127. if(sc->data[SC_BLOODLUST])
  3128. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3129. if(sc->data[SC_FLEET])
  3130. watk += watk * sc->data[SC_FLEET]->val3/100;
  3131. if(sc->data[SC_CURSE])
  3132. watk -= watk * 25/100;
  3133. if(sc->data[SC_STRIPWEAPON])
  3134. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3135. if(sc->data[SC_MERC_ATKUP])
  3136. watk += sc->data[SC_MERC_ATKUP]->val2;
  3137. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3138. }
  3139. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3140. {
  3141. if(!sc || !sc->count)
  3142. return cap_value(matk,0,USHRT_MAX);
  3143. if(sc->data[SC_MATKPOTION])
  3144. matk += sc->data[SC_MATKPOTION]->val1;
  3145. if(sc->data[SC_MATKFOOD])
  3146. matk += sc->data[SC_MATKFOOD]->val1;
  3147. if(sc->data[SC_MAGICPOWER])
  3148. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3149. if(sc->data[SC_MINDBREAKER])
  3150. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3151. if(sc->data[SC_INCMATKRATE])
  3152. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3153. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3154. }
  3155. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3156. {
  3157. if(!sc || !sc->count)
  3158. return cap_value(critical,10,SHRT_MAX);
  3159. if (sc->data[SC_INCCRI])
  3160. critical += sc->data[SC_INCCRI]->val2;
  3161. if (sc->data[SC_EXPLOSIONSPIRITS])
  3162. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3163. if (sc->data[SC_FORTUNE])
  3164. critical += sc->data[SC_FORTUNE]->val2;
  3165. if (sc->data[SC_TRUESIGHT])
  3166. critical += sc->data[SC_TRUESIGHT]->val2;
  3167. if(sc->data[SC_CLOAKING])
  3168. critical += critical;
  3169. return (short)cap_value(critical,10,SHRT_MAX);
  3170. }
  3171. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3172. {
  3173. if(!sc || !sc->count)
  3174. return cap_value(hit,1,SHRT_MAX);
  3175. if(sc->data[SC_INCHIT])
  3176. hit += sc->data[SC_INCHIT]->val1;
  3177. if(sc->data[SC_HITFOOD])
  3178. hit += sc->data[SC_HITFOOD]->val1;
  3179. if(sc->data[SC_TRUESIGHT])
  3180. hit += sc->data[SC_TRUESIGHT]->val3;
  3181. if(sc->data[SC_HUMMING])
  3182. hit += sc->data[SC_HUMMING]->val2;
  3183. if(sc->data[SC_CONCENTRATION])
  3184. hit += sc->data[SC_CONCENTRATION]->val3;
  3185. if(sc->data[SC_INCHITRATE])
  3186. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3187. if(sc->data[SC_BLIND])
  3188. hit -= hit * 25/100;
  3189. if(sc->data[SC_ADJUSTMENT])
  3190. hit -= 30;
  3191. if(sc->data[SC_INCREASING])
  3192. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3193. if(sc->data[SC_MERC_HITUP])
  3194. hit += sc->data[SC_MERC_HITUP]->val2;
  3195. return (short)cap_value(hit,1,SHRT_MAX);
  3196. }
  3197. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3198. {
  3199. if( bl->type == BL_PC )
  3200. {
  3201. if( map_flag_gvg(bl->m) )
  3202. flee -= flee * battle_config.gvg_flee_penalty/100;
  3203. else if( map[bl->m].flag.battleground )
  3204. flee -= flee * battle_config.bg_flee_penalty/100;
  3205. }
  3206. if(!sc || !sc->count)
  3207. return cap_value(flee,1,SHRT_MAX);
  3208. if(sc->data[SC_INCFLEE])
  3209. flee += sc->data[SC_INCFLEE]->val1;
  3210. if(sc->data[SC_FLEEFOOD])
  3211. flee += sc->data[SC_FLEEFOOD]->val1;
  3212. if(sc->data[SC_WHISTLE])
  3213. flee += sc->data[SC_WHISTLE]->val2;
  3214. if(sc->data[SC_WINDWALK])
  3215. flee += sc->data[SC_WINDWALK]->val2;
  3216. if(sc->data[SC_INCFLEERATE])
  3217. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3218. if(sc->data[SC_VIOLENTGALE])
  3219. flee += sc->data[SC_VIOLENTGALE]->val2;
  3220. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3221. flee += sc->data[SC_MOON_COMFORT]->val2;
  3222. if(sc->data[SC_CLOSECONFINE])
  3223. flee += 10;
  3224. if(sc->data[SC_SPIDERWEB])
  3225. flee -= flee * 50/100;
  3226. if(sc->data[SC_BERSERK])
  3227. flee -= flee * 50/100;
  3228. if(sc->data[SC_BLIND])
  3229. flee -= flee * 25/100;
  3230. if(sc->data[SC_ADJUSTMENT])
  3231. flee += 30;
  3232. if(sc->data[SC_GATLINGFEVER])
  3233. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3234. if(sc->data[SC_SPEED])
  3235. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  3236. if(sc->data[SC_MERC_FLEEUP])
  3237. flee += sc->data[SC_MERC_FLEEUP]->val2;
  3238. return (short)cap_value(flee,1,SHRT_MAX);
  3239. }
  3240. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3241. {
  3242. if(!sc || !sc->count)
  3243. return cap_value(flee2,10,SHRT_MAX);
  3244. if(sc->data[SC_INCFLEE2])
  3245. flee2 += sc->data[SC_INCFLEE2]->val2;
  3246. if(sc->data[SC_WHISTLE])
  3247. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3248. return (short)cap_value(flee2,10,SHRT_MAX);
  3249. }
  3250. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3251. {
  3252. if( bl->type == BL_PC )
  3253. {
  3254. struct unit_data *ud = unit_bl2ud( bl);
  3255. if( ud && ud->skilltimer != INVALID_TIMER && (ud->skillid == CR_GRANDCROSS || ud->skillid == NPC_GRANDDARKNESS) )
  3256. def = def*2/3;
  3257. }
  3258. if(!sc || !sc->count)
  3259. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3260. if(sc->data[SC_BERSERK])
  3261. return 0;
  3262. if(sc->data[SC_SKA])
  3263. return sc->data[SC_SKA]->val3;
  3264. if(sc->data[SC_BARRIER])
  3265. return 100;
  3266. if(sc->data[SC_KEEPING])
  3267. return 90;
  3268. if(sc->data[SC_STEELBODY])
  3269. return 90;
  3270. if(sc->data[SC_INCDEF])
  3271. def += sc->data[SC_INCDEF]->val1;
  3272. if(sc->data[SC_ARMORCHANGE])
  3273. def += sc->data[SC_ARMORCHANGE]->val2;
  3274. if(sc->data[SC_DRUMBATTLE])
  3275. def += sc->data[SC_DRUMBATTLE]->val3;
  3276. if(sc->data[SC_DEFENCE]) //[orn]
  3277. def += sc->data[SC_DEFENCE]->val2 ;
  3278. if(sc->data[SC_INCDEFRATE])
  3279. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3280. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3281. def >>=1;
  3282. if(sc->data[SC_FREEZE])
  3283. def >>=1;
  3284. if(sc->data[SC_SIGNUMCRUCIS])
  3285. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3286. if(sc->data[SC_CONCENTRATION])
  3287. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3288. if(sc->data[SC_SKE])
  3289. def >>=1;
  3290. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3291. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3292. if(sc->data[SC_STRIPSHIELD])
  3293. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3294. if (sc->data[SC_FLING])
  3295. def -= def * (sc->data[SC_FLING]->val2)/100;
  3296. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3297. }
  3298. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3299. {
  3300. if(!sc || !sc->count)
  3301. return cap_value(def2,1,SHRT_MAX);
  3302. if(sc->data[SC_BERSERK])
  3303. return 0;
  3304. if(sc->data[SC_ETERNALCHAOS])
  3305. return 0;
  3306. if(sc->data[SC_SUN_COMFORT])
  3307. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3308. if(sc->data[SC_ANGELUS])
  3309. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3310. if(sc->data[SC_CONCENTRATION])
  3311. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3312. if(sc->data[SC_POISON])
  3313. def2 -= def2 * 25/100;
  3314. if(sc->data[SC_DPOISON])
  3315. def2 -= def2 * 25/100;
  3316. if(sc->data[SC_SKE])
  3317. def2 -= def2 * 50/100;
  3318. if(sc->data[SC_PROVOKE])
  3319. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3320. if(sc->data[SC_JOINTBEAT])
  3321. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  3322. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  3323. if(sc->data[SC_FLING])
  3324. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3325. return (short)cap_value(def2,1,SHRT_MAX);
  3326. }
  3327. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3328. {
  3329. if(!sc || !sc->count)
  3330. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3331. if(sc->data[SC_BERSERK])
  3332. return 0;
  3333. if(sc->data[SC_BARRIER])
  3334. return 100;
  3335. if(sc->data[SC_STEELBODY])
  3336. return 90;
  3337. if(sc->data[SC_SKA])
  3338. return 90;
  3339. if(sc->data[SC_ARMORCHANGE])
  3340. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3341. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3342. mdef += 25*mdef/100;
  3343. if(sc->data[SC_FREEZE])
  3344. mdef += 25*mdef/100;
  3345. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3346. mdef += sc->data[SC_ENDURE]->val1;
  3347. if(sc->data[SC_CONCENTRATION])
  3348. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3349. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3350. }
  3351. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3352. {
  3353. if(!sc || !sc->count)
  3354. return cap_value(mdef2,1,SHRT_MAX);
  3355. if(sc->data[SC_BERSERK])
  3356. return 0;
  3357. if(sc->data[SC_MINDBREAKER])
  3358. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3359. return (short)cap_value(mdef2,1,SHRT_MAX);
  3360. }
  3361. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3362. {
  3363. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3364. int speed_rate;
  3365. if( sc == NULL )
  3366. return cap_value(speed,10,USHRT_MAX);
  3367. if( sd && sd->ud.skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  3368. {
  3369. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  3370. }
  3371. else
  3372. {
  3373. speed_rate = 100;
  3374. //GetMoveHasteValue2()
  3375. {
  3376. int val = 0;
  3377. if( sc->data[SC_FUSION] )
  3378. val = 25;
  3379. else
  3380. if( sd && pc_isriding(sd) )
  3381. val = 25;
  3382. speed_rate -= val;
  3383. }
  3384. //GetMoveSlowValue()
  3385. {
  3386. int val = 0;
  3387. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  3388. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  3389. else
  3390. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  3391. val = sc->data[SC_CHASEWALK]->val3;
  3392. else
  3393. {
  3394. // Longing for Freedom cancels song/dance penalty
  3395. if( sc->data[SC_LONGING] )
  3396. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  3397. else
  3398. if( sd && sc->data[SC_DANCING] )
  3399. 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)) );
  3400. if( sc->data[SC_DECREASEAGI] )
  3401. val = max( val, 25 );
  3402. if( sc->data[SC_QUAGMIRE] )
  3403. val = max( val, 50 );
  3404. if( sc->data[SC_DONTFORGETME] )
  3405. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  3406. if( sc->data[SC_CURSE] )
  3407. val = max( val, 300 );
  3408. if( sc->data[SC_CHASEWALK] )
  3409. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  3410. if( sc->data[SC_WEDDING] )
  3411. val = max( val, 100 );
  3412. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  3413. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  3414. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  3415. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  3416. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  3417. val = max( val, 75 );
  3418. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  3419. val = max( val, 100 );
  3420. if( sc->data[SC_GATLINGFEVER] )
  3421. val = max( val, 100 );
  3422. if( sc->data[SC_SUITON] )
  3423. val = max( val, sc->data[SC_SUITON]->val3 );
  3424. if( sc->data[SC_SWOO] )
  3425. val = max( val, 300 );
  3426. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  3427. val = max( val, sd->speed_rate + sd->speed_add_rate );
  3428. }
  3429. speed_rate += val;
  3430. }
  3431. //GetMoveHasteValue1()
  3432. {
  3433. int val = 0;
  3434. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  3435. val = max( val, 50 );
  3436. if( sc->data[SC_INCREASEAGI] )
  3437. val = max( val, 25 );
  3438. if( sc->data[SC_WINDWALK] )
  3439. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  3440. if( sc->data[SC_CARTBOOST] )
  3441. val = max( val, 20 );
  3442. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  3443. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  3444. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  3445. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  3446. if( sc->data[SC_BERSERK] )
  3447. val = max( val, 25 );
  3448. if( sc->data[SC_RUN] )
  3449. val = max( val, 55 );
  3450. if( sc->data[SC_AVOID] )
  3451. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  3452. //FIXME: official items use a single bonus for this [ultramage]
  3453. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  3454. val = max( val, 25 );
  3455. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  3456. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  3457. speed_rate -= val;
  3458. }
  3459. if( speed_rate < 40 )
  3460. speed_rate = 40;
  3461. }
  3462. //GetSpeed()
  3463. {
  3464. if( sd && pc_iscarton(sd) )
  3465. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  3466. if( speed_rate != 100 )
  3467. speed = speed * speed_rate / 100;
  3468. if( sc->data[SC_STEELBODY] )
  3469. speed = 200;
  3470. if( sc->data[SC_DEFENDER] )
  3471. speed = max(speed, 200);
  3472. if( sc->data[SC_WALKSPEED] ) // ChangeSpeed
  3473. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  3474. }
  3475. return (short)cap_value(speed,10,USHRT_MAX);
  3476. }
  3477. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3478. {
  3479. int i;
  3480. if(!sc || !sc->count)
  3481. return cap_value(aspd_rate,0,SHRT_MAX);
  3482. if(!sc->data[SC_QUAGMIRE])
  3483. {
  3484. int max = 0;
  3485. if(sc->data[SC_STAR_COMFORT])
  3486. max = sc->data[SC_STAR_COMFORT]->val2;
  3487. if(sc->data[SC_TWOHANDQUICKEN] &&
  3488. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3489. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3490. if(sc->data[SC_ONEHAND] &&
  3491. max < sc->data[SC_ONEHAND]->val2)
  3492. max = sc->data[SC_ONEHAND]->val2;
  3493. if(sc->data[SC_MERC_QUICKEN] &&
  3494. max < sc->data[SC_MERC_QUICKEN]->val2)
  3495. max = sc->data[SC_MERC_QUICKEN]->val2;
  3496. if(sc->data[SC_ADRENALINE2] &&
  3497. max < sc->data[SC_ADRENALINE2]->val3)
  3498. max = sc->data[SC_ADRENALINE2]->val3;
  3499. if(sc->data[SC_ADRENALINE] &&
  3500. max < sc->data[SC_ADRENALINE]->val3)
  3501. max = sc->data[SC_ADRENALINE]->val3;
  3502. if(sc->data[SC_SPEARQUICKEN] &&
  3503. max < sc->data[SC_SPEARQUICKEN]->val2)
  3504. max = sc->data[SC_SPEARQUICKEN]->val2;
  3505. if(sc->data[SC_GATLINGFEVER] &&
  3506. max < sc->data[SC_GATLINGFEVER]->val2)
  3507. max = sc->data[SC_GATLINGFEVER]->val2;
  3508. if(sc->data[SC_FLEET] &&
  3509. max < sc->data[SC_FLEET]->val2)
  3510. max = sc->data[SC_FLEET]->val2;
  3511. if(sc->data[SC_ASSNCROS] &&
  3512. max < sc->data[SC_ASSNCROS]->val2)
  3513. {
  3514. if (bl->type!=BL_PC)
  3515. max = sc->data[SC_ASSNCROS]->val2;
  3516. else
  3517. switch(((TBL_PC*)bl)->status.weapon)
  3518. {
  3519. case W_BOW:
  3520. case W_REVOLVER:
  3521. case W_RIFLE:
  3522. case W_GATLING:
  3523. case W_SHOTGUN:
  3524. case W_GRENADE:
  3525. break;
  3526. default:
  3527. max = sc->data[SC_ASSNCROS]->val2;
  3528. }
  3529. }
  3530. aspd_rate -= max;
  3531. //These stack with the rest of bonuses.
  3532. if(sc->data[SC_BERSERK])
  3533. aspd_rate -= 300;
  3534. else if(sc->data[SC_MADNESSCANCEL])
  3535. aspd_rate -= 200;
  3536. }
  3537. if(sc->data[SC_INCASPDRATE])
  3538. aspd_rate -= sc->data[SC_INCASPDRATE]->val2;
  3539. if(sc->data[i=SC_ASPDPOTION3] ||
  3540. sc->data[i=SC_ASPDPOTION2] ||
  3541. sc->data[i=SC_ASPDPOTION1] ||
  3542. sc->data[i=SC_ASPDPOTION0])
  3543. aspd_rate -= sc->data[i]->val2;
  3544. if(sc->data[SC_DONTFORGETME])
  3545. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  3546. if(sc->data[SC_LONGING])
  3547. aspd_rate += sc->data[SC_LONGING]->val2;
  3548. if(sc->data[SC_STEELBODY])
  3549. aspd_rate += 250;
  3550. if(sc->data[SC_SKA])
  3551. aspd_rate += 250;
  3552. if(sc->data[SC_DEFENDER])
  3553. aspd_rate += sc->data[SC_DEFENDER]->val4;
  3554. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3555. aspd_rate += 250;
  3556. if(sc->data[SC_GRAVITATION])
  3557. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  3558. if(sc->data[SC_JOINTBEAT]) {
  3559. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  3560. aspd_rate += 250;
  3561. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  3562. aspd_rate += 100;
  3563. }
  3564. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  3565. }
  3566. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3567. {
  3568. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  3569. return cap_value(dmotion,0,USHRT_MAX);
  3570. if( sc->data[SC_ENDURE] )
  3571. return 0;
  3572. if( sc->data[SC_CONCENTRATION] )
  3573. return 0;
  3574. if( sc->data[SC_RUN] )
  3575. return 0;
  3576. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  3577. }
  3578. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3579. {
  3580. if(!sc || !sc->count)
  3581. return cap_value(maxhp,1,UINT_MAX);
  3582. if(sc->data[SC_INCMHPRATE])
  3583. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  3584. if(sc->data[SC_APPLEIDUN])
  3585. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  3586. if(sc->data[SC_DELUGE])
  3587. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  3588. if(sc->data[SC_BERSERK])
  3589. maxhp += maxhp * 2;
  3590. if(sc->data[SC_MARIONETTE])
  3591. maxhp -= 1000;
  3592. if(sc->data[SC_MERC_HPUP])
  3593. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  3594. return cap_value(maxhp,1,UINT_MAX);
  3595. }
  3596. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3597. {
  3598. if(!sc || !sc->count)
  3599. return cap_value(maxsp,1,UINT_MAX);
  3600. if(sc->data[SC_INCMSPRATE])
  3601. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  3602. if(sc->data[SC_SERVICE4U])
  3603. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  3604. if(sc->data[SC_MERC_SPUP])
  3605. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  3606. return cap_value(maxsp,1,UINT_MAX);
  3607. }
  3608. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3609. {
  3610. if(!sc || !sc->count)
  3611. return element;
  3612. if(sc->data[SC_FREEZE])
  3613. return ELE_WATER;
  3614. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3615. return ELE_EARTH;
  3616. if(sc->data[SC_BENEDICTIO])
  3617. return ELE_HOLY;
  3618. if(sc->data[SC_CHANGEUNDEAD])
  3619. return ELE_UNDEAD;
  3620. if(sc->data[SC_ELEMENTALCHANGE])
  3621. return sc->data[SC_ELEMENTALCHANGE]->val2;
  3622. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3623. }
  3624. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3625. {
  3626. if(!sc || !sc->count)
  3627. return lv;
  3628. if(sc->data[SC_FREEZE])
  3629. return 1;
  3630. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3631. return 1;
  3632. if(sc->data[SC_BENEDICTIO])
  3633. return 1;
  3634. if(sc->data[SC_CHANGEUNDEAD])
  3635. return 1;
  3636. if(sc->data[SC_ELEMENTALCHANGE])
  3637. return sc->data[SC_ELEMENTALCHANGE]->val1;
  3638. return (unsigned char)cap_value(lv,1,4);
  3639. }
  3640. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3641. {
  3642. if(!sc || !sc->count)
  3643. return element;
  3644. if(sc->data[SC_ENCHANTARMS])
  3645. return sc->data[SC_ENCHANTARMS]->val2;
  3646. if(sc->data[SC_WATERWEAPON])
  3647. return ELE_WATER;
  3648. if(sc->data[SC_EARTHWEAPON])
  3649. return ELE_EARTH;
  3650. if(sc->data[SC_FIREWEAPON])
  3651. return ELE_FIRE;
  3652. if(sc->data[SC_WINDWEAPON])
  3653. return ELE_WIND;
  3654. if(sc->data[SC_ENCPOISON])
  3655. return ELE_POISON;
  3656. if(sc->data[SC_ASPERSIO])
  3657. return ELE_HOLY;
  3658. if(sc->data[SC_SHADOWWEAPON])
  3659. return ELE_DARK;
  3660. if(sc->data[SC_GHOSTWEAPON])
  3661. return ELE_GHOST;
  3662. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3663. }
  3664. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3665. {
  3666. if(!sc || !sc->count)
  3667. return mode;
  3668. if(sc->data[SC_MODECHANGE]) {
  3669. if (sc->data[SC_MODECHANGE]->val2)
  3670. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  3671. if (sc->data[SC_MODECHANGE]->val3)
  3672. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  3673. if (sc->data[SC_MODECHANGE]->val4)
  3674. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  3675. }
  3676. return cap_value(mode,0,USHRT_MAX);
  3677. }
  3678. const char* status_get_name(struct block_list *bl)
  3679. {
  3680. nullpo_retr(0, bl);
  3681. switch (bl->type) {
  3682. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  3683. case BL_MOB: return ((TBL_MOB*)bl)->name;
  3684. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  3685. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  3686. case BL_NPC: return ((TBL_NPC*)bl)->name;
  3687. }
  3688. return "Unknown";
  3689. }
  3690. /*==========================================
  3691. * 対象のClassを返す(汎用)
  3692. * 戻りは整数で0以上
  3693. *------------------------------------------*/
  3694. int status_get_class(struct block_list *bl)
  3695. {
  3696. nullpo_retr(0, bl);
  3697. switch( bl->type )
  3698. {
  3699. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  3700. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  3701. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  3702. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  3703. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  3704. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  3705. }
  3706. return 0;
  3707. }
  3708. /*==========================================
  3709. * 対象のレベルを返す(汎用)
  3710. * 戻りは整数で0以上
  3711. *------------------------------------------*/
  3712. int status_get_lv(struct block_list *bl)
  3713. {
  3714. nullpo_retr(0, bl);
  3715. switch (bl->type) {
  3716. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  3717. case BL_MOB: return ((TBL_MOB*)bl)->level;
  3718. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  3719. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  3720. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  3721. }
  3722. return 1;
  3723. }
  3724. struct regen_data *status_get_regen_data(struct block_list *bl)
  3725. {
  3726. nullpo_retr(NULL, bl);
  3727. switch (bl->type) {
  3728. case BL_PC: return &((TBL_PC*)bl)->regen;
  3729. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  3730. case BL_MER: return &((TBL_MER*)bl)->regen;
  3731. default:
  3732. return NULL;
  3733. }
  3734. }
  3735. struct status_data *status_get_status_data(struct block_list *bl)
  3736. {
  3737. nullpo_retr(&dummy_status, bl);
  3738. switch (bl->type) {
  3739. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  3740. case BL_MOB: return &((TBL_MOB*)bl)->status;
  3741. case BL_PET: return &((TBL_PET*)bl)->status;
  3742. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  3743. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  3744. default:
  3745. return &dummy_status;
  3746. }
  3747. }
  3748. struct status_data *status_get_base_status(struct block_list *bl)
  3749. {
  3750. nullpo_retr(NULL, bl);
  3751. switch (bl->type) {
  3752. case BL_PC: return &((TBL_PC*)bl)->base_status;
  3753. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  3754. case BL_PET: return &((TBL_PET*)bl)->db->status;
  3755. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  3756. case BL_MER: return &((TBL_MER*)bl)->base_status;
  3757. default:
  3758. return NULL;
  3759. }
  3760. }
  3761. signed char status_get_def(struct block_list *bl)
  3762. {
  3763. struct unit_data *ud;
  3764. struct status_data *status = status_get_status_data(bl);
  3765. int def = status?status->def:0;
  3766. ud = unit_bl2ud(bl);
  3767. if (ud && ud->skilltimer != -1)
  3768. def -= def * skill_get_castdef(ud->skillid)/100;
  3769. return cap_value(def, CHAR_MIN, CHAR_MAX);
  3770. }
  3771. unsigned short status_get_speed(struct block_list *bl)
  3772. {
  3773. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3774. return ((struct npc_data *)bl)->speed;
  3775. return status_get_status_data(bl)->speed;
  3776. }
  3777. int status_get_party_id(struct block_list *bl)
  3778. {
  3779. nullpo_retr(0, bl);
  3780. switch (bl->type) {
  3781. case BL_PC:
  3782. return ((TBL_PC*)bl)->status.party_id;
  3783. case BL_PET:
  3784. if (((TBL_PET*)bl)->msd)
  3785. return ((TBL_PET*)bl)->msd->status.party_id;
  3786. break;
  3787. case BL_MOB:
  3788. {
  3789. struct mob_data *md=(TBL_MOB*)bl;
  3790. if( md->master_id>0 )
  3791. {
  3792. struct map_session_data *msd;
  3793. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3794. return msd->status.party_id;
  3795. return -md->master_id;
  3796. }
  3797. }
  3798. break;
  3799. case BL_HOM:
  3800. if (((TBL_HOM*)bl)->master)
  3801. return ((TBL_HOM*)bl)->master->status.party_id;
  3802. break;
  3803. case BL_MER:
  3804. if (((TBL_MER*)bl)->master)
  3805. return ((TBL_MER*)bl)->master->status.party_id;
  3806. break;
  3807. case BL_SKILL:
  3808. return ((TBL_SKILL*)bl)->group->party_id;
  3809. }
  3810. return 0;
  3811. }
  3812. int status_get_guild_id(struct block_list *bl)
  3813. {
  3814. nullpo_retr(0, bl);
  3815. switch (bl->type) {
  3816. case BL_PC:
  3817. return ((TBL_PC*)bl)->status.guild_id;
  3818. case BL_PET:
  3819. if (((TBL_PET*)bl)->msd)
  3820. return ((TBL_PET*)bl)->msd->status.guild_id;
  3821. break;
  3822. case BL_MOB:
  3823. {
  3824. struct map_session_data *msd;
  3825. struct mob_data *md = (struct mob_data *)bl;
  3826. if (md->guardian_data) //Guardian's guild [Skotlex]
  3827. return md->guardian_data->guild_id;
  3828. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3829. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3830. }
  3831. break;
  3832. case BL_HOM:
  3833. if (((TBL_HOM*)bl)->master)
  3834. return ((TBL_HOM*)bl)->master->status.guild_id;
  3835. break;
  3836. case BL_MER:
  3837. if (((TBL_MER*)bl)->master)
  3838. return ((TBL_MER*)bl)->master->status.guild_id;
  3839. break;
  3840. case BL_NPC:
  3841. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  3842. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3843. break;
  3844. case BL_SKILL:
  3845. return ((TBL_SKILL*)bl)->group->guild_id;
  3846. }
  3847. return 0;
  3848. }
  3849. int status_get_emblem_id(struct block_list *bl)
  3850. {
  3851. nullpo_retr(0, bl);
  3852. switch (bl->type) {
  3853. case BL_PC:
  3854. return ((TBL_PC*)bl)->guild_emblem_id;
  3855. case BL_PET:
  3856. if (((TBL_PET*)bl)->msd)
  3857. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  3858. break;
  3859. case BL_MOB:
  3860. {
  3861. struct map_session_data *msd;
  3862. struct mob_data *md = (struct mob_data *)bl;
  3863. if (md->guardian_data) //Guardian's guild [Skotlex]
  3864. return md->guardian_data->emblem_id;
  3865. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3866. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  3867. }
  3868. break;
  3869. case BL_HOM:
  3870. if (((TBL_HOM*)bl)->master)
  3871. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  3872. break;
  3873. case BL_MER:
  3874. if (((TBL_MER*)bl)->master)
  3875. return ((TBL_MER*)bl)->master->guild_emblem_id;
  3876. break;
  3877. case BL_NPC:
  3878. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  3879. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  3880. if (g)
  3881. return g->emblem_id;
  3882. }
  3883. break;
  3884. }
  3885. return 0;
  3886. }
  3887. int status_get_mexp(struct block_list *bl)
  3888. {
  3889. nullpo_retr(0, bl);
  3890. if(bl->type==BL_MOB)
  3891. return ((struct mob_data *)bl)->db->mexp;
  3892. if(bl->type==BL_PET)
  3893. return ((struct pet_data *)bl)->db->mexp;
  3894. return 0;
  3895. }
  3896. int status_get_race2(struct block_list *bl)
  3897. {
  3898. nullpo_retr(0, bl);
  3899. if(bl->type == BL_MOB)
  3900. return ((struct mob_data *)bl)->db->race2;
  3901. if(bl->type==BL_PET)
  3902. return ((struct pet_data *)bl)->db->race2;
  3903. return 0;
  3904. }
  3905. int status_isdead(struct block_list *bl)
  3906. {
  3907. nullpo_retr(0, bl);
  3908. return status_get_status_data(bl)->hp == 0;
  3909. }
  3910. int status_isimmune(struct block_list *bl)
  3911. {
  3912. struct status_change *sc =status_get_sc(bl);
  3913. if (sc && sc->data[SC_HERMODE])
  3914. return 100;
  3915. if (bl->type == BL_PC &&
  3916. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  3917. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3918. return 0;
  3919. }
  3920. struct view_data* status_get_viewdata(struct block_list *bl)
  3921. {
  3922. nullpo_retr(NULL, bl);
  3923. switch (bl->type) {
  3924. case BL_PC: return &((TBL_PC*)bl)->vd;
  3925. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  3926. case BL_PET: return &((TBL_PET*)bl)->vd;
  3927. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  3928. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  3929. case BL_MER: return ((TBL_MER*)bl)->vd;
  3930. }
  3931. return NULL;
  3932. }
  3933. void status_set_viewdata(struct block_list *bl, int class_)
  3934. {
  3935. struct view_data* vd;
  3936. nullpo_retv(bl);
  3937. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3938. vd = mob_get_viewdata(class_);
  3939. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3940. vd = npc_get_viewdata(class_);
  3941. else if (homdb_checkid(class_))
  3942. vd = merc_get_hom_viewdata(class_);
  3943. else if (merc_class(class_))
  3944. vd = merc_get_viewdata(class_);
  3945. else
  3946. vd = NULL;
  3947. switch (bl->type) {
  3948. case BL_PC:
  3949. {
  3950. TBL_PC* sd = (TBL_PC*)bl;
  3951. if (pcdb_checkid(class_)) {
  3952. if (sd->sc.option&OPTION_WEDDING)
  3953. class_ = JOB_WEDDING;
  3954. else
  3955. if (sd->sc.option&OPTION_SUMMER)
  3956. class_ = JOB_SUMMER;
  3957. else
  3958. if (sd->sc.option&OPTION_XMAS)
  3959. class_ = JOB_XMAS;
  3960. else
  3961. if (sd->sc.option&OPTION_RIDING)
  3962. switch (class_)
  3963. { //Adapt class to a Mounted one.
  3964. case JOB_KNIGHT:
  3965. class_ = JOB_KNIGHT2;
  3966. break;
  3967. case JOB_CRUSADER:
  3968. class_ = JOB_CRUSADER2;
  3969. break;
  3970. case JOB_LORD_KNIGHT:
  3971. class_ = JOB_LORD_KNIGHT2;
  3972. break;
  3973. case JOB_PALADIN:
  3974. class_ = JOB_PALADIN2;
  3975. break;
  3976. case JOB_BABY_KNIGHT:
  3977. class_ = JOB_BABY_KNIGHT2;
  3978. break;
  3979. case JOB_BABY_CRUSADER:
  3980. class_ = JOB_BABY_CRUSADER2;
  3981. break;
  3982. }
  3983. sd->vd.class_ = class_;
  3984. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3985. sd->vd.head_top = sd->status.head_top;
  3986. sd->vd.head_mid = sd->status.head_mid;
  3987. sd->vd.head_bottom = sd->status.head_bottom;
  3988. sd->vd.hair_style = sd->status.hair;
  3989. sd->vd.hair_color = sd->status.hair_color;
  3990. sd->vd.cloth_color = sd->status.clothes_color;
  3991. sd->vd.sex = sd->status.sex;
  3992. } else if (vd)
  3993. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3994. else
  3995. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3996. }
  3997. break;
  3998. case BL_MOB:
  3999. {
  4000. TBL_MOB* md = (TBL_MOB*)bl;
  4001. if (vd)
  4002. md->vd = vd;
  4003. else
  4004. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  4005. }
  4006. break;
  4007. case BL_PET:
  4008. {
  4009. TBL_PET* pd = (TBL_PET*)bl;
  4010. if (vd) {
  4011. memcpy(&pd->vd, vd, sizeof(struct view_data));
  4012. if (!pcdb_checkid(vd->class_)) {
  4013. pd->vd.hair_style = battle_config.pet_hair_style;
  4014. if(pd->pet.equip) {
  4015. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  4016. if (!pd->vd.head_bottom)
  4017. pd->vd.head_bottom = pd->pet.equip;
  4018. }
  4019. }
  4020. } else
  4021. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  4022. }
  4023. break;
  4024. case BL_NPC:
  4025. {
  4026. TBL_NPC* nd = (TBL_NPC*)bl;
  4027. if (vd)
  4028. nd->vd = vd;
  4029. else
  4030. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  4031. }
  4032. break;
  4033. case BL_HOM: //[blackhole89]
  4034. {
  4035. struct homun_data *hd = (struct homun_data*)bl;
  4036. if (vd)
  4037. hd->vd = vd;
  4038. else
  4039. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  4040. }
  4041. break;
  4042. case BL_MER:
  4043. {
  4044. struct mercenary_data *md = (struct mercenary_data*)bl;
  4045. if (vd)
  4046. md->vd = vd;
  4047. else
  4048. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  4049. }
  4050. break;
  4051. }
  4052. vd = status_get_viewdata(bl);
  4053. if (vd && vd->cloth_color && (
  4054. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  4055. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  4056. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  4057. ))
  4058. vd->cloth_color = 0;
  4059. }
  4060. /// Returns the status_change data of bl or NULL if it doesn't exist.
  4061. struct status_change *status_get_sc(struct block_list *bl)
  4062. {
  4063. if( bl )
  4064. switch (bl->type) {
  4065. case BL_PC: return &((TBL_PC*)bl)->sc;
  4066. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  4067. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  4068. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  4069. case BL_MER: return &((TBL_MER*)bl)->sc;
  4070. }
  4071. return NULL;
  4072. }
  4073. void status_change_init(struct block_list *bl)
  4074. {
  4075. struct status_change *sc = status_get_sc(bl);
  4076. nullpo_retv(sc);
  4077. memset(sc, 0, sizeof (struct status_change));
  4078. }
  4079. //Applies SC defense to a given status change.
  4080. //Returns the adjusted duration based on flag values.
  4081. //the flag values are the same as in status_change_start.
  4082. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  4083. {
  4084. int sc_def, tick_def = 0;
  4085. struct status_data* status;
  4086. struct status_change* sc;
  4087. struct map_session_data *sd;
  4088. nullpo_retr(0, bl);
  4089. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  4090. if (status_isimmune(bl))
  4091. switch (type)
  4092. {
  4093. case SC_DECREASEAGI:
  4094. case SC_SILENCE:
  4095. case SC_COMA:
  4096. case SC_INCREASEAGI:
  4097. case SC_BLESSING:
  4098. case SC_SLOWPOISON:
  4099. case SC_IMPOSITIO:
  4100. case SC_AETERNA:
  4101. case SC_SUFFRAGIUM:
  4102. case SC_BENEDICTIO:
  4103. case SC_PROVIDENCE:
  4104. case SC_KYRIE:
  4105. case SC_ASSUMPTIO:
  4106. case SC_ANGELUS:
  4107. case SC_MAGNIFICAT:
  4108. case SC_GLORIA:
  4109. case SC_WINDWALK:
  4110. case SC_MAGICROD:
  4111. case SC_HALLUCINATION:
  4112. case SC_STONE:
  4113. case SC_QUAGMIRE:
  4114. case SC_SUITON:
  4115. return 0;
  4116. }
  4117. sd = BL_CAST(BL_PC,bl);
  4118. status = status_get_status_data(bl);
  4119. switch (type)
  4120. {
  4121. case SC_STUN:
  4122. case SC_POISON:
  4123. case SC_DPOISON:
  4124. case SC_SILENCE:
  4125. case SC_BLEEDING:
  4126. sc_def = 3 +status->vit;
  4127. break;
  4128. case SC_SLEEP:
  4129. sc_def = 3 +status->int_;
  4130. break;
  4131. case SC_DECREASEAGI:
  4132. if (sd) tick>>=1; //Half duration for players.
  4133. case SC_STONE:
  4134. case SC_FREEZE:
  4135. sc_def = 3 +status->mdef;
  4136. break;
  4137. case SC_CURSE:
  4138. //Special property: inmunity when luk is greater than level
  4139. if (status->luk > status_get_lv(bl))
  4140. return 0;
  4141. else
  4142. sc_def = 3 +status->luk;
  4143. tick_def = status->vit;
  4144. break;
  4145. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  4146. sc_def = 3 +(status->vit + status->int_)/2;
  4147. break;
  4148. case SC_CONFUSION:
  4149. sc_def = 3 +(status->str + status->int_)/2;
  4150. break;
  4151. case SC_ANKLE:
  4152. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4153. tick /= 5;
  4154. sc_def = status->agi / 2;
  4155. break;
  4156. case SC_MAGICMIRROR:
  4157. case SC_ARMORCHANGE:
  4158. if (sd) //Duration greatly reduced for players.
  4159. tick /= 15;
  4160. //No defense against it (buff).
  4161. default:
  4162. //Effect that cannot be reduced? Likely a buff.
  4163. if (!(rand()%10000 < rate))
  4164. return 0;
  4165. return tick?tick:1;
  4166. }
  4167. if (sd) {
  4168. if (battle_config.pc_sc_def_rate != 100)
  4169. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4170. if (sc_def < battle_config.pc_max_sc_def)
  4171. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4172. status->luk/battle_config.pc_luk_sc_def;
  4173. else
  4174. sc_def = battle_config.pc_max_sc_def;
  4175. if (tick_def) {
  4176. if (battle_config.pc_sc_def_rate != 100)
  4177. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4178. }
  4179. } else {
  4180. if (battle_config.mob_sc_def_rate != 100)
  4181. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4182. if (sc_def < battle_config.mob_max_sc_def)
  4183. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4184. status->luk/battle_config.mob_luk_sc_def;
  4185. else
  4186. sc_def = battle_config.mob_max_sc_def;
  4187. if (tick_def) {
  4188. if (battle_config.mob_sc_def_rate != 100)
  4189. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4190. }
  4191. }
  4192. sc = status_get_sc(bl);
  4193. if (sc && sc->count)
  4194. {
  4195. if (sc->data[SC_SCRESIST])
  4196. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4197. else if (sc->data[SC_SIEGFRIED])
  4198. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4199. }
  4200. //When no tick def, reduction is the same for both.
  4201. if (!tick_def) tick_def = sc_def;
  4202. //Natural resistance
  4203. if (!(flag&8)) {
  4204. rate -= rate*sc_def/100;
  4205. //Item resistance (only applies to rate%)
  4206. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4207. {
  4208. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4209. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4210. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4211. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  4212. }
  4213. }
  4214. if (!(rand()%10000 < rate))
  4215. return 0;
  4216. //Why would a status start with no duration? Presume it has
  4217. //duration defined elsewhere.
  4218. if (!tick) return 1;
  4219. //Rate reduction
  4220. if (flag&2)
  4221. return tick;
  4222. tick -= tick*tick_def/100;
  4223. // Changed to 5 seconds according to recent tests [Playtester]
  4224. if (type == SC_ANKLE && tick < 5000)
  4225. tick = 5000;
  4226. return tick<=0?0:tick;
  4227. }
  4228. /*==========================================
  4229. * Starts a status change.
  4230. * 'type' = type, 'val1~4' depend on the type.
  4231. * 'rate' = base success rate. 10000 = 100%
  4232. * 'tick' is base duration
  4233. * 'flag':
  4234. * &1: Cannot be avoided (it has to start)
  4235. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4236. * &4: sc_data loaded, no value has to be altered.
  4237. * &8: rate should not be reduced
  4238. *------------------------------------------*/
  4239. 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)
  4240. {
  4241. struct map_session_data *sd = NULL;
  4242. struct status_change* sc;
  4243. struct status_change_entry* sce;
  4244. struct status_data *status;
  4245. struct view_data *vd;
  4246. int opt_flag, calc_flag, undead_flag;
  4247. struct mob_data *boss_md = NULL;
  4248. nullpo_retr(0, bl);
  4249. sc = status_get_sc(bl);
  4250. status = status_get_status_data(bl);
  4251. if( type <= SC_NONE || type >= SC_MAX )
  4252. {
  4253. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4254. return 0;
  4255. }
  4256. if( !sc )
  4257. return 0; //Unable to receive status changes
  4258. if( status_isdead(bl) )
  4259. return 0;
  4260. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  4261. {
  4262. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4263. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  4264. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  4265. }
  4266. sd = BL_CAST(BL_PC, bl);
  4267. //Adjust tick according to status resistances
  4268. if( !(flag&(1|4)) )
  4269. {
  4270. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4271. if( !tick ) return 0;
  4272. }
  4273. undead_flag = battle_check_undead(status->race,status->def_ele);
  4274. //Check for inmunities / sc fails
  4275. switch (type)
  4276. {
  4277. case SC_FREEZE:
  4278. case SC_STONE:
  4279. //Undead are immune to Freeze/Stone
  4280. if (undead_flag && !(flag&1))
  4281. return 0;
  4282. case SC_SLEEP:
  4283. case SC_STUN:
  4284. if (sc->opt1)
  4285. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4286. break;
  4287. case SC_SIGNUMCRUCIS:
  4288. //Only affects demons and undead element (but not players)
  4289. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4290. return 0;
  4291. break;
  4292. case SC_AETERNA:
  4293. if (sc->data[SC_STONE] || sc->data[SC_FREEZE])
  4294. return 0;
  4295. break;
  4296. case SC_KYRIE:
  4297. if (bl->type == BL_MOB)
  4298. return 0;
  4299. break;
  4300. case SC_OVERTHRUST:
  4301. if (sc->data[SC_MAXOVERTHRUST])
  4302. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4303. break;
  4304. case SC_ADRENALINE:
  4305. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4306. return 0;
  4307. if (sc->data[SC_QUAGMIRE] ||
  4308. sc->data[SC_DECREASEAGI]
  4309. )
  4310. return 0;
  4311. break;
  4312. case SC_ADRENALINE2:
  4313. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4314. return 0;
  4315. if (sc->data[SC_QUAGMIRE] ||
  4316. sc->data[SC_DECREASEAGI]
  4317. )
  4318. return 0;
  4319. break;
  4320. case SC_ONEHAND:
  4321. case SC_MERC_QUICKEN:
  4322. case SC_TWOHANDQUICKEN:
  4323. if(sc->data[SC_DECREASEAGI])
  4324. return 0;
  4325. case SC_CONCENTRATE:
  4326. case SC_INCREASEAGI:
  4327. case SC_SPEARQUICKEN:
  4328. case SC_TRUESIGHT:
  4329. case SC_WINDWALK:
  4330. case SC_CARTBOOST:
  4331. case SC_ASSNCROS:
  4332. if (sc->data[SC_QUAGMIRE])
  4333. return 0;
  4334. break;
  4335. case SC_CLOAKING:
  4336. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4337. //Due to the cloaking card, we have to check the wall versus to known
  4338. //skill level rather than the used one. [Skotlex]
  4339. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4340. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  4341. return 0;
  4342. break;
  4343. case SC_MODECHANGE:
  4344. {
  4345. int mode;
  4346. struct status_data *bstatus = status_get_base_status(bl);
  4347. if (!bstatus) return 0;
  4348. if (sc->data[type])
  4349. { //Pile up with previous values.
  4350. if(!val2) val2 = sc->data[type]->val2;
  4351. val3 |= sc->data[type]->val3;
  4352. val4 |= sc->data[type]->val4;
  4353. }
  4354. mode = val2?val2:bstatus->mode; //Base mode
  4355. if (val4) mode&=~val4; //Del mode
  4356. if (val3) mode|= val3; //Add mode
  4357. if (mode == bstatus->mode) { //No change.
  4358. if (sc->data[type]) //Abort previous status
  4359. return status_change_end(bl, type, -1);
  4360. return 0;
  4361. }
  4362. }
  4363. break;
  4364. //Strip skills, need to divest something or it fails.
  4365. case SC_STRIPWEAPON:
  4366. if (sd) {
  4367. int i;
  4368. opt_flag = 0; //Reuse to check success condition.
  4369. if(sd->unstripable_equip&EQP_WEAPON)
  4370. return 0;
  4371. i = sd->equip_index[EQI_HAND_L];
  4372. if (i>=0 && sd->inventory_data[i] &&
  4373. sd->inventory_data[i]->type == IT_WEAPON)
  4374. {
  4375. opt_flag|=1;
  4376. pc_unequipitem(sd,i,3); //L-hand weapon
  4377. }
  4378. i = sd->equip_index[EQI_HAND_R];
  4379. if (i>=0 && sd->inventory_data[i] &&
  4380. sd->inventory_data[i]->type == IT_WEAPON)
  4381. {
  4382. opt_flag|=2;
  4383. pc_unequipitem(sd,i,3);
  4384. }
  4385. if (!opt_flag) return 0;
  4386. }
  4387. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4388. break;
  4389. case SC_STRIPSHIELD:
  4390. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  4391. else
  4392. if (sd) {
  4393. int i;
  4394. if(sd->unstripable_equip&EQP_SHIELD)
  4395. return 0;
  4396. i = sd->equip_index[EQI_HAND_L];
  4397. if (i<0 || !sd->inventory_data[i] ||
  4398. sd->inventory_data[i]->type != IT_ARMOR)
  4399. return 0;
  4400. pc_unequipitem(sd,i,3);
  4401. }
  4402. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4403. break;
  4404. case SC_STRIPARMOR:
  4405. if (sd) {
  4406. int i;
  4407. if(sd->unstripable_equip&EQP_ARMOR)
  4408. return 0;
  4409. i = sd->equip_index[EQI_ARMOR];
  4410. if (i<0 || !sd->inventory_data[i])
  4411. return 0;
  4412. pc_unequipitem(sd,i,3);
  4413. }
  4414. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4415. break;
  4416. case SC_STRIPHELM:
  4417. if (sd) {
  4418. int i;
  4419. if(sd->unstripable_equip&EQP_HELM)
  4420. return 0;
  4421. i = sd->equip_index[EQI_HEAD_TOP];
  4422. if (i<0 || !sd->inventory_data[i])
  4423. return 0;
  4424. pc_unequipitem(sd,i,3);
  4425. }
  4426. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4427. break;
  4428. case SC_MERC_FLEEUP:
  4429. case SC_MERC_ATKUP:
  4430. case SC_MERC_HPUP:
  4431. case SC_MERC_SPUP:
  4432. case SC_MERC_HITUP:
  4433. if( bl->type != BL_MER )
  4434. return 0; // Stats only for Mercenaries
  4435. break;
  4436. }
  4437. //Check for BOSS resistances
  4438. if(status->mode&MD_BOSS && !(flag&1)) {
  4439. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4440. return 0;
  4441. switch (type) {
  4442. case SC_BLESSING:
  4443. if (!undead_flag && status->race!=RC_DEMON)
  4444. break;
  4445. case SC_DECREASEAGI:
  4446. case SC_PROVOKE:
  4447. case SC_COMA:
  4448. case SC_GRAVITATION:
  4449. case SC_SUITON:
  4450. case SC_RICHMANKIM:
  4451. case SC_ROKISWEIL:
  4452. case SC_FOGWALL:
  4453. return 0;
  4454. }
  4455. }
  4456. //Before overlapping fail, one must check for status cured.
  4457. switch (type)
  4458. {
  4459. case SC_BLESSING:
  4460. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  4461. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  4462. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4463. if (sc->data[SC_CURSE])
  4464. status_change_end(bl,SC_CURSE,-1);
  4465. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4466. status_change_end(bl,SC_STONE,-1);
  4467. }
  4468. break;
  4469. case SC_INCREASEAGI:
  4470. status_change_end(bl,SC_DECREASEAGI,-1);
  4471. break;
  4472. case SC_QUAGMIRE:
  4473. status_change_end(bl,SC_CONCENTRATE,-1);
  4474. status_change_end(bl,SC_TRUESIGHT,-1);
  4475. status_change_end(bl,SC_WINDWALK,-1);
  4476. //Also blocks the ones below...
  4477. case SC_DECREASEAGI:
  4478. status_change_end(bl,SC_CARTBOOST,-1);
  4479. //Also blocks the ones below...
  4480. case SC_DONTFORGETME:
  4481. status_change_end(bl,SC_INCREASEAGI,-1);
  4482. status_change_end(bl,SC_ADRENALINE,-1);
  4483. status_change_end(bl,SC_ADRENALINE2,-1);
  4484. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4485. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4486. status_change_end(bl,SC_ONEHAND,-1);
  4487. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4488. break;
  4489. case SC_ONEHAND:
  4490. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4491. status_change_end(bl,SC_ASPDPOTION0,-1);
  4492. status_change_end(bl,SC_ASPDPOTION1,-1);
  4493. status_change_end(bl,SC_ASPDPOTION2,-1);
  4494. status_change_end(bl,SC_ASPDPOTION3,-1);
  4495. break;
  4496. case SC_MAXOVERTHRUST:
  4497. //Cancels Normal Overthrust. [Skotlex]
  4498. status_change_end(bl, SC_OVERTHRUST, -1);
  4499. break;
  4500. case SC_KYRIE:
  4501. //Cancels Assumptio
  4502. status_change_end(bl,SC_ASSUMPTIO,-1);
  4503. break;
  4504. case SC_DELUGE:
  4505. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  4506. status_change_end(bl,SC_BLIND,-1);
  4507. break;
  4508. case SC_SILENCE:
  4509. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  4510. status_change_end(bl,SC_GOSPEL,-1);
  4511. break;
  4512. case SC_HIDING:
  4513. status_change_end(bl, SC_CLOSECONFINE, -1);
  4514. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4515. break;
  4516. case SC_BERSERK:
  4517. if(battle_config.berserk_cancels_buffs)
  4518. {
  4519. status_change_end(bl,SC_ONEHAND,-1);
  4520. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4521. status_change_end(bl,SC_CONCENTRATION,-1);
  4522. status_change_end(bl,SC_PARRYING,-1);
  4523. status_change_end(bl,SC_AURABLADE,-1);
  4524. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4525. }
  4526. break;
  4527. case SC_ASSUMPTIO:
  4528. status_change_end(bl,SC_KYRIE,-1);
  4529. status_change_end(bl,SC_KAITE,-1);
  4530. break;
  4531. case SC_KAITE:
  4532. status_change_end(bl,SC_ASSUMPTIO,-1);
  4533. break;
  4534. case SC_CARTBOOST:
  4535. if(sc->data[SC_DECREASEAGI])
  4536. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4537. status_change_end(bl,SC_DECREASEAGI,-1);
  4538. return 0;
  4539. }
  4540. break;
  4541. case SC_FUSION:
  4542. status_change_end(bl,SC_SPIRIT,-1);
  4543. break;
  4544. case SC_ADJUSTMENT:
  4545. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4546. break;
  4547. case SC_MADNESSCANCEL:
  4548. status_change_end(bl,SC_ADJUSTMENT,-1);
  4549. break;
  4550. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  4551. case SC_CHANGEUNDEAD:
  4552. status_change_end(bl,SC_BLESSING,-1);
  4553. status_change_end(bl,SC_INCREASEAGI,-1);
  4554. break;
  4555. }
  4556. //Check for overlapping fails
  4557. if( (sce = sc->data[type]) )
  4558. {
  4559. switch( type )
  4560. {
  4561. case SC_MERC_FLEEUP:
  4562. case SC_MERC_ATKUP:
  4563. case SC_MERC_HPUP:
  4564. case SC_MERC_SPUP:
  4565. case SC_MERC_HITUP:
  4566. if( sce->val1 > val1 )
  4567. val1 = sce->val1;
  4568. break;
  4569. case SC_ADRENALINE:
  4570. case SC_ADRENALINE2:
  4571. case SC_WEAPONPERFECTION:
  4572. case SC_OVERTHRUST:
  4573. if (sce->val2 > val2)
  4574. return 0;
  4575. break;
  4576. case SC_HPREGEN:
  4577. case SC_HPDRAIN:
  4578. case SC_SPREGEN:
  4579. case SC_S_LIFEPOTION:
  4580. case SC_L_LIFEPOTION:
  4581. case SC_BOSSMAPINFO:
  4582. case SC_STUN:
  4583. case SC_SLEEP:
  4584. case SC_POISON:
  4585. case SC_CURSE:
  4586. case SC_SILENCE:
  4587. case SC_CONFUSION:
  4588. case SC_BLIND:
  4589. case SC_BLEEDING:
  4590. case SC_DPOISON:
  4591. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4592. case SC_MARIONETTE:
  4593. case SC_MARIONETTE2:
  4594. case SC_NOCHAT:
  4595. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4596. return 0;
  4597. case SC_COMBO:
  4598. case SC_DANCING:
  4599. case SC_DEVOTION:
  4600. case SC_ASPDPOTION0:
  4601. case SC_ASPDPOTION1:
  4602. case SC_ASPDPOTION2:
  4603. case SC_ASPDPOTION3:
  4604. case SC_ATKPOTION:
  4605. case SC_MATKPOTION:
  4606. case SC_ENCHANTARMS:
  4607. case SC_ARMOR_ELEMENT:
  4608. case SC_ARMOR_RESIST:
  4609. break;
  4610. case SC_GOSPEL:
  4611. //Must not override a casting gospel char.
  4612. if(sce->val4 == BCT_SELF)
  4613. return 0;
  4614. if(sce->val1 > val1)
  4615. return 1;
  4616. break;
  4617. case SC_ENDURE:
  4618. if(sce->val4 && !val4)
  4619. return 1; //Don't let you override infinite endure.
  4620. if(sce->val1 > val1)
  4621. return 1;
  4622. break;
  4623. case SC_KAAHI:
  4624. //Kaahi overwrites previous level regardless of existing level.
  4625. //Delete timer if it exists.
  4626. if (sce->val4 != -1) {
  4627. delete_timer(sce->val4,kaahi_heal_timer);
  4628. sce->val4=-1;
  4629. }
  4630. break;
  4631. case SC_JAILED:
  4632. //When a player is already jailed, do not edit the jail data.
  4633. val2 = sce->val2;
  4634. val3 = sce->val3;
  4635. val4 = sce->val4;
  4636. break;
  4637. case SC_JOINTBEAT:
  4638. val2 |= sce->val2; // stackable ailments
  4639. default:
  4640. if(sce->val1 > val1)
  4641. return 1; //Return true to not mess up skill animations. [Skotlex]
  4642. }
  4643. }
  4644. vd = status_get_viewdata(bl);
  4645. calc_flag = StatusChangeFlagTable[type];
  4646. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  4647. switch(type)
  4648. {
  4649. case SC_DECREASEAGI:
  4650. case SC_INCREASEAGI:
  4651. val2 = 2 + val1; //Agi change
  4652. break;
  4653. case SC_ENDURE:
  4654. val2 = 7; // Hit-count [Celest]
  4655. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  4656. {
  4657. struct map_session_data *tsd;
  4658. if( sd )
  4659. {
  4660. int i;
  4661. for( i = 0; i < 5; i++ )
  4662. {
  4663. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4664. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4665. }
  4666. }
  4667. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4668. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4669. }
  4670. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  4671. if( val4 )
  4672. tick = -1;
  4673. break;
  4674. case SC_AUTOBERSERK:
  4675. if (status->hp < status->max_hp>>2 &&
  4676. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  4677. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4678. tick = -1;
  4679. break;
  4680. case SC_SIGNUMCRUCIS:
  4681. val2 = 10 + 4*val1; //Def reduction
  4682. tick = -1;
  4683. clif_emotion(bl,4);
  4684. break;
  4685. case SC_MAXIMIZEPOWER:
  4686. val2 = tick>0?tick:60000;
  4687. break;
  4688. case SC_EDP: // [Celest]
  4689. val2 = val1 + 2; //Chance to Poison enemies.
  4690. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4691. break;
  4692. case SC_POISONREACT:
  4693. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4694. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4695. break;
  4696. case SC_MAGICROD:
  4697. val2 = val1*20; //SP gained
  4698. break;
  4699. case SC_KYRIE:
  4700. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4701. val3 = (val1 / 2 + 5); //Hits
  4702. break;
  4703. case SC_MAGICPOWER:
  4704. //val1: Skill lv
  4705. val2 = 1; //Lasts 1 invocation
  4706. val3 = 5*val1; //Matk% increase
  4707. tick = -1;
  4708. break;
  4709. case SC_SACRIFICE:
  4710. val2 = 5; //Lasts 5 hits
  4711. tick = -1;
  4712. break;
  4713. case SC_ENCPOISON:
  4714. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4715. case SC_ASPERSIO:
  4716. case SC_FIREWEAPON:
  4717. case SC_WATERWEAPON:
  4718. case SC_WINDWEAPON:
  4719. case SC_EARTHWEAPON:
  4720. case SC_SHADOWWEAPON:
  4721. case SC_GHOSTWEAPON:
  4722. skill_enchant_elemental_end(bl,type);
  4723. break;
  4724. case SC_ELEMENTALCHANGE:
  4725. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  4726. // val2 : Element (When no element, random one is picked)
  4727. // val3 : 0 = called by skill 1 = called by script (fixed level)
  4728. if( !val2 ) val2 = rand()%ELE_MAX;
  4729. if( val1 == 1 && val3 == 0 )
  4730. val1 = 1 + rand()%4;
  4731. else if( val1 > 4 )
  4732. val1 = 4; // Max Level
  4733. val3 = 0; // Not need to keep this info.
  4734. break;
  4735. case SC_PROVIDENCE:
  4736. val2=val1*5; //Race/Ele resist
  4737. break;
  4738. case SC_REFLECTSHIELD:
  4739. val2=10+val1*3; // %Dmg reflected
  4740. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  4741. {
  4742. struct map_session_data *tsd;
  4743. if( sd )
  4744. {
  4745. int i;
  4746. for( i = 0; i < 5; i++ )
  4747. {
  4748. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4749. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4750. }
  4751. }
  4752. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4753. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4754. }
  4755. break;
  4756. case SC_STRIPWEAPON:
  4757. if (!sd) //Watk reduction
  4758. val2 = 25;
  4759. break;
  4760. case SC_STRIPSHIELD:
  4761. if (!sd) //Def reduction
  4762. val2 = 15;
  4763. break;
  4764. case SC_STRIPARMOR:
  4765. if (!sd) //Vit reduction
  4766. val2 = 40;
  4767. break;
  4768. case SC_STRIPHELM:
  4769. if (!sd) //Int reduction
  4770. val2 = 40;
  4771. break;
  4772. case SC_AUTOSPELL:
  4773. //Val1 Skill LV of Autospell
  4774. //Val2 Skill ID to cast
  4775. //Val3 Max Lv to cast
  4776. val4 = 5 + val1*2; //Chance of casting
  4777. break;
  4778. case SC_VOLCANO:
  4779. if (status->def_ele == ELE_FIRE)
  4780. val2 = val1*10; //Watk increase
  4781. else
  4782. val2 = 0;
  4783. break;
  4784. case SC_VIOLENTGALE:
  4785. if (status->def_ele == ELE_WIND)
  4786. val2 = val1*3; //Flee increase
  4787. else
  4788. val2 = 0;
  4789. break;
  4790. case SC_DELUGE:
  4791. if(status->def_ele == ELE_WATER)
  4792. val2 = deluge_eff[val1-1]; //HP increase
  4793. else
  4794. val2 = 0;
  4795. break;
  4796. case SC_SUITON:
  4797. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4798. //No penalties.
  4799. val2 = 0; //Agi penalty
  4800. val3 = 0; //Walk speed penalty
  4801. break;
  4802. }
  4803. val3 = 50;
  4804. val2 = 3*((val1+1)/3);
  4805. if (val1 > 4) val2--;
  4806. break;
  4807. case SC_ONEHAND:
  4808. case SC_TWOHANDQUICKEN:
  4809. val2 = 300;
  4810. if (val1 > 10) //For boss casted skills [Skotlex]
  4811. val2 += 20*(val1-10);
  4812. break;
  4813. case SC_MERC_QUICKEN:
  4814. val2 = 300;
  4815. break;
  4816. case SC_SPEARQUICKEN:
  4817. val2 = 200+10*val1;
  4818. break;
  4819. case SC_DANCING:
  4820. //val1 : Skill ID + LV
  4821. //val2 : Skill Group of the Dance.
  4822. //val3 : Brings the skilllv (merged into val1 here)
  4823. //val4 : Partner
  4824. if (val1 == CG_MOONLIT)
  4825. clif_status_change(bl,SI_MOONLIT,1,tick);
  4826. val1|= (val3<<16);
  4827. val3 = tick/1000; //Tick duration
  4828. tick = 1000;
  4829. break;
  4830. case SC_LONGING:
  4831. val2 = 500-100*val1; //Aspd penalty.
  4832. break;
  4833. case SC_EXPLOSIONSPIRITS:
  4834. val2 = 75 + 25*val1; //Cri bonus
  4835. break;
  4836. case SC_ASPDPOTION0:
  4837. case SC_ASPDPOTION1:
  4838. case SC_ASPDPOTION2:
  4839. case SC_ASPDPOTION3:
  4840. val2 = 50*(2+type-SC_ASPDPOTION0);
  4841. break;
  4842. case SC_WEDDING:
  4843. case SC_XMAS:
  4844. case SC_SUMMER:
  4845. if (!vd) return 0;
  4846. //Store previous values as they could be removed.
  4847. val1 = vd->class_;
  4848. val2 = vd->weapon;
  4849. val3 = vd->shield;
  4850. val4 = vd->cloth_color;
  4851. unit_stop_attack(bl);
  4852. clif_changelook(bl,LOOK_WEAPON,0);
  4853. clif_changelook(bl,LOOK_SHIELD,0);
  4854. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  4855. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4856. break;
  4857. case SC_NOCHAT:
  4858. tick = 60000;
  4859. val1 = battle_config.manner_system; //Mute filters.
  4860. if (sd)
  4861. {
  4862. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4863. clif_updatestatus(sd,SP_MANNER);
  4864. }
  4865. break;
  4866. case SC_STONE:
  4867. val3 = tick/1000; //Petrified HP-damage iterations.
  4868. if(val3 < 1) val3 = 1;
  4869. tick = val4; //Petrifying time.
  4870. if (tick < 1000)
  4871. tick = 1000; //Min time
  4872. calc_flag = 0; //Actual status changes take effect on petrified state.
  4873. break;
  4874. case SC_DPOISON:
  4875. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4876. if (status->hp > status->max_hp>>2)
  4877. {
  4878. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4879. if (status->hp - diff < status->max_hp>>2)
  4880. diff = status->hp - (status->max_hp>>2);
  4881. status_zap(bl, diff, 0);
  4882. }
  4883. // fall through
  4884. case SC_POISON: /* 毒 */
  4885. val3 = tick/1000; //Damage iterations
  4886. if(val3 < 1) val3 = 1;
  4887. tick = 1000;
  4888. //val4: HP damage
  4889. if (bl->type == BL_PC)
  4890. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4891. else
  4892. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4893. break;
  4894. case SC_CONFUSION:
  4895. clif_emotion(bl,1);
  4896. break;
  4897. case SC_BLEEDING:
  4898. val4 = tick/10000;
  4899. if (!val4) val4 = 1;
  4900. tick = 10000;
  4901. break;
  4902. case SC_HPREGEN:
  4903. case SC_HPDRAIN:
  4904. case SC_SPREGEN:
  4905. case SC_S_LIFEPOTION:
  4906. case SC_L_LIFEPOTION:
  4907. if( val1 == 0 ) return 0;
  4908. // val1 = heal percent/amout
  4909. // val2 = seconds between heals
  4910. // val4 = total of heals
  4911. if( val2 < 1 ) val2 = 1;
  4912. if( (val4 = tick/(val2 * 1000)) < 1 )
  4913. val4 = 1;
  4914. tick = val2 * 1000; // val2 = Seconds between heals
  4915. break;
  4916. case SC_BOSSMAPINFO:
  4917. if( sd != NULL )
  4918. {
  4919. boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  4920. if( boss_md == NULL || boss_md->bl.prev == NULL )
  4921. { // No MVP on this map - MVP is dead
  4922. clif_bossmapinfo(sd->fd, boss_md, 1);
  4923. return 0; // No need to start SC
  4924. }
  4925. val1 = boss_md->bl.id;
  4926. if( (val4 = tick/1000) < 1 )
  4927. val4 = 1;
  4928. tick = 1000;
  4929. }
  4930. break;
  4931. case SC_HIDING:
  4932. val2 = tick/1000;
  4933. tick = 1000;
  4934. val3 = 0; // unused, previously speed adjustment
  4935. val4 = val1+3; //Seconds before SP substraction happen.
  4936. break;
  4937. case SC_CHASEWALK:
  4938. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4939. val3 = 35 - 5 * val1; //Speed adjustment.
  4940. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  4941. val3 -= 40;
  4942. val4 = 10+val1*2; //SP cost.
  4943. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  4944. break;
  4945. case SC_CLOAKING:
  4946. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4947. val1 = 10;
  4948. val2 = tick>0?tick:60000; //SP consumption rate.
  4949. val3 = 0; // unused, previously walk speed adjustment
  4950. //val4&1 signals the presence of a wall.
  4951. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4952. //val4&4 makes cloak not end on using skills
  4953. if (bl->type == BL_PC) //Standard cloaking.
  4954. val4 |= battle_config.pc_cloak_check_type&7;
  4955. else
  4956. val4 |= battle_config.monster_cloak_check_type&7;
  4957. break;
  4958. case SC_SIGHT: /* サイト/ルアフ */
  4959. case SC_RUWACH:
  4960. case SC_SIGHTBLASTER:
  4961. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  4962. val2 = tick/250;
  4963. tick = 10;
  4964. break;
  4965. //Permanent effects.
  4966. case SC_AETERNA:
  4967. case SC_MODECHANGE:
  4968. case SC_WEIGHT50:
  4969. case SC_WEIGHT90:
  4970. case SC_BROKENWEAPON:
  4971. case SC_BROKENARMOR:
  4972. case SC_READYSTORM:
  4973. case SC_READYDOWN:
  4974. case SC_READYCOUNTER:
  4975. case SC_READYTURN:
  4976. case SC_DODGE:
  4977. tick = -1;
  4978. break;
  4979. case SC_AUTOGUARD:
  4980. if( !(flag&1) )
  4981. {
  4982. struct map_session_data *tsd;
  4983. int i,t;
  4984. for( i = val2 = 0; i < val1; i++)
  4985. {
  4986. t = 5-(i>>1);
  4987. val2 += (t < 0)? 1:t;
  4988. }
  4989. if( bl->type&(BL_PC|BL_MER) )
  4990. {
  4991. if( sd )
  4992. {
  4993. for( i = 0; i < 5; i++ )
  4994. {
  4995. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4996. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4997. }
  4998. }
  4999. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5000. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5001. }
  5002. }
  5003. break;
  5004. case SC_DEFENDER:
  5005. if (!(flag&1))
  5006. {
  5007. struct map_session_data *tsd;
  5008. int i;
  5009. val2 = 5 + 15*val1; //Damage reduction
  5010. val3 = 0; // unused, previously speed adjustment
  5011. val4 = 250 - 50*val1; //Aspd adjustment
  5012. if (sd)
  5013. for (i = 0; i < 5; i++)
  5014. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  5015. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  5016. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  5017. }
  5018. }
  5019. break;
  5020. case SC_TENSIONRELAX:
  5021. if (sd) {
  5022. pc_setsit(sd);
  5023. clif_sitting(&sd->bl);
  5024. }
  5025. val2 = 12; //SP cost
  5026. val4 = 10000; //Decrease at 10secs intervals.
  5027. val3 = tick/val4;
  5028. tick = val4;
  5029. break;
  5030. case SC_PARRYING:
  5031. val2 = 20 + val1*3; //Block Chance
  5032. break;
  5033. case SC_WINDWALK:
  5034. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  5035. break;
  5036. case SC_JOINTBEAT:
  5037. if( val2&BREAK_NECK )
  5038. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  5039. break;
  5040. case SC_BERSERK:
  5041. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  5042. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  5043. //HP healing is performing after the calc_status call.
  5044. //Val2 holds HP penalty
  5045. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  5046. if (!val4) val4 = 10000; //Val4 holds damage interval
  5047. val3 = tick/val4; //val3 holds skill duration
  5048. tick = val4;
  5049. break;
  5050. case SC_GOSPEL:
  5051. if(val4 == BCT_SELF) { // self effect
  5052. val2 = tick/10000;
  5053. tick = 10000;
  5054. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  5055. }
  5056. break;
  5057. case SC_MARIONETTE:
  5058. {
  5059. int stat;
  5060. val2 = tick / 1000;
  5061. val3 = 0;
  5062. val4 = 0;
  5063. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  5064. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  5065. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  5066. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  5067. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  5068. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  5069. tick = 1000;
  5070. break;
  5071. }
  5072. case SC_MARIONETTE2:
  5073. {
  5074. int stat,max_stat;
  5075. // fetch caster information
  5076. struct block_list *pbl = map_id2bl(val1);
  5077. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  5078. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  5079. // fetch target's stats
  5080. struct status_data* status = status_get_status_data(bl); // battle status
  5081. if (!psce)
  5082. return 0;
  5083. val2 = tick / 1000;
  5084. val3 = 0;
  5085. val4 = 0;
  5086. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  5087. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  5088. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  5089. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  5090. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  5091. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  5092. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  5093. tick = 1000;
  5094. break;
  5095. }
  5096. case SC_REJECTSWORD:
  5097. val2 = 15*val1; //Reflect chance
  5098. val3 = 3; //Reflections
  5099. tick = -1;
  5100. break;
  5101. case SC_MEMORIZE:
  5102. val2 = 5; //Memorized casts.
  5103. tick = -1;
  5104. break;
  5105. case SC_GRAVITATION:
  5106. val2 = 50*val1; //aspd reduction
  5107. break;
  5108. case SC_REGENERATION:
  5109. if (val1 == 1)
  5110. val2 = 2;
  5111. else
  5112. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  5113. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  5114. //if val4 comes set, this blocks regen rather than increase it.
  5115. break;
  5116. case SC_DEVOTION:
  5117. {
  5118. struct block_list *d_bl;
  5119. struct status_change *d_sc;
  5120. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  5121. { // Inherits Status From Source
  5122. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5123. enum sc_type type2;
  5124. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  5125. while( i >= 0 )
  5126. {
  5127. type2 = types[i];
  5128. if( d_sc->data[type2] )
  5129. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  5130. i--;
  5131. }
  5132. }
  5133. break;
  5134. }
  5135. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5136. status_zap(bl, status->hp-1, val2?0:status->sp);
  5137. return 1;
  5138. break;
  5139. case SC_CLOSECONFINE2:
  5140. {
  5141. struct block_list *src = val2?map_id2bl(val2):NULL;
  5142. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5143. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5144. if (src && sc2) {
  5145. if (!sce2) //Start lock on caster.
  5146. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5147. else { //Increase count of locked enemies and refresh time.
  5148. (sce2->val2)++;
  5149. delete_timer(sce2->timer, status_change_timer);
  5150. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5151. }
  5152. } else //Status failed.
  5153. return 0;
  5154. }
  5155. break;
  5156. case SC_KAITE:
  5157. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5158. break;
  5159. case SC_KAUPE:
  5160. switch (val1) {
  5161. case 3: //33*3 + 1 -> 100%
  5162. val2++;
  5163. case 1:
  5164. case 2: //33, 66%
  5165. val2 += 33*val1;
  5166. val3 = 1; //Dodge 1 attack total.
  5167. break;
  5168. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5169. val2 = 100;
  5170. val3 = val1-2;
  5171. break;
  5172. }
  5173. break;
  5174. case SC_COMBO:
  5175. {
  5176. //val1: Skill ID
  5177. //val2: When given, target (for autotargetting skills)
  5178. //val3: When set, this combo time should NOT delay attack/movement
  5179. //val4: Combo time
  5180. struct unit_data *ud = unit_bl2ud(bl);
  5181. switch (val1) {
  5182. case TK_STORMKICK:
  5183. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5184. break;
  5185. case TK_DOWNKICK:
  5186. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5187. break;
  5188. case TK_TURNKICK:
  5189. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5190. break;
  5191. case TK_COUNTER:
  5192. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5193. break;
  5194. }
  5195. if (ud && !val3)
  5196. {
  5197. ud->attackabletime = gettick()+tick;
  5198. unit_set_walkdelay(bl, gettick(), tick, 1);
  5199. }
  5200. val4 = tick; //Store combo-time in val4.
  5201. }
  5202. break;
  5203. case SC_EARTHSCROLL:
  5204. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5205. break;
  5206. case SC_RUN:
  5207. val4 = gettick(); //Store time at which you started running.
  5208. tick = -1;
  5209. break;
  5210. case SC_KAAHI:
  5211. val2 = 200*val1; //HP heal
  5212. val3 = 5*val1; //SP cost
  5213. val4 = -1; //Kaahi Timer.
  5214. break;
  5215. case SC_BLESSING:
  5216. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5217. val2 = val1;
  5218. else
  5219. val2 = 0; //0 -> Half stat.
  5220. break;
  5221. case SC_TRICKDEAD:
  5222. if (vd) vd->dead_sit = 1;
  5223. tick = -1;
  5224. break;
  5225. case SC_CONCENTRATE:
  5226. val2 = 2 + val1;
  5227. if (sd) { //Store the card-bonus data that should not count in the %
  5228. val3 = sd->param_bonus[1]; //Agi
  5229. val4 = sd->param_bonus[4]; //Dex
  5230. } else {
  5231. val3 = val4 = 0;
  5232. }
  5233. break;
  5234. case SC_MAXOVERTHRUST:
  5235. val2 = 20*val1; //Power increase
  5236. break;
  5237. case SC_OVERTHRUST:
  5238. //val2 holds if it was casted on self, or is bonus received from others
  5239. val3 = 5*val1; //Power increase
  5240. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5241. tick += tick / 10;
  5242. break;
  5243. case SC_ADRENALINE2:
  5244. case SC_ADRENALINE:
  5245. val3 = (val2) ? 300 : 200; // aspd increase
  5246. case SC_WEAPONPERFECTION:
  5247. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5248. tick += tick / 10;
  5249. break;
  5250. case SC_CONCENTRATION:
  5251. val2 = 5*val1; //Batk/Watk Increase
  5252. val3 = 10*val1; //Hit Increase
  5253. val4 = 5*val1; //Def reduction
  5254. break;
  5255. case SC_ANGELUS:
  5256. val2 = 5*val1; //def increase
  5257. break;
  5258. case SC_IMPOSITIO:
  5259. val2 = 5*val1; //watk increase
  5260. break;
  5261. case SC_MELTDOWN:
  5262. val2 = 100*val1; //Chance to break weapon
  5263. val3 = 70*val1; //Change to break armor
  5264. break;
  5265. case SC_TRUESIGHT:
  5266. val2 = 10*val1; //Critical increase
  5267. val3 = 3*val1; //Hit increase
  5268. break;
  5269. case SC_SUN_COMFORT:
  5270. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5271. break;
  5272. case SC_MOON_COMFORT:
  5273. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5274. break;
  5275. case SC_STAR_COMFORT:
  5276. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5277. break;
  5278. case SC_QUAGMIRE:
  5279. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5280. break;
  5281. // gs_something1 [Vicious]
  5282. case SC_GATLINGFEVER:
  5283. val2 = 20*val1; //Aspd increase
  5284. val3 = 20+10*val1; //Batk increase
  5285. val4 = 5*val1; //Flee decrease
  5286. break;
  5287. case SC_FLING:
  5288. if (bl->type == BL_PC)
  5289. val2 = 0; //No armor reduction to players.
  5290. else
  5291. val2 = 5*val1; //Def reduction
  5292. val3 = 5*val1; //Def2 reduction
  5293. break;
  5294. case SC_PROVOKE:
  5295. //val2 signals autoprovoke.
  5296. val3 = 2+3*val1; //Atk increase
  5297. val4 = 5+5*val1; //Def reduction.
  5298. break;
  5299. case SC_AVOID:
  5300. //val2 = 10*val1; //Speed change rate.
  5301. break;
  5302. case SC_DEFENCE:
  5303. val2 = 2*val1; //Def bonus
  5304. break;
  5305. case SC_BLOODLUST:
  5306. val2 = 20+10*val1; //Atk rate change.
  5307. val3 = 3*val1; //Leech chance
  5308. val4 = 20; //Leech percent
  5309. break;
  5310. case SC_FLEET:
  5311. val2 = 30*val1; //Aspd change
  5312. val3 = 5+5*val1; //bAtk/wAtk rate change
  5313. break;
  5314. case SC_MINDBREAKER:
  5315. val2 = 20*val1; //matk increase.
  5316. val3 = 12*val1; //mdef2 reduction.
  5317. break;
  5318. case SC_SKA:
  5319. val2 = tick/1000;
  5320. val3 = rand()%100; //Def changes randomly every second...
  5321. tick = 1000;
  5322. break;
  5323. case SC_JAILED:
  5324. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5325. tick = val1>0?1000:250;
  5326. if (sd)
  5327. {
  5328. if (sd->mapindex != val2)
  5329. {
  5330. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5331. map = sd->mapindex; //Current Map
  5332. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5333. pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
  5334. //2. Set restore point (val3 -> return map, val4 return coords
  5335. val3 = map;
  5336. val4 = pos;
  5337. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5338. val3 = sd->status.save_point.map;
  5339. val4 = (sd->status.save_point.x&0xFFFF)
  5340. |(sd->status.save_point.y<<16);
  5341. }
  5342. }
  5343. break;
  5344. case SC_UTSUSEMI:
  5345. val2=(val1+1)/2; // number of hits blocked
  5346. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5347. break;
  5348. case SC_BUNSINJYUTSU:
  5349. val2=(val1+1)/2; // number of hits blocked
  5350. break;
  5351. case SC_CHANGE:
  5352. val2= 30*val1; //Vit increase
  5353. val3= 20*val1; //Int increase
  5354. break;
  5355. case SC_SWOO:
  5356. if(status->mode&MD_BOSS)
  5357. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5358. break;
  5359. case SC_SPIDERWEB:
  5360. if (bl->type == BL_PC)
  5361. tick /=2;
  5362. break;
  5363. case SC_ARMOR:
  5364. //NPC_DEFENDER:
  5365. val2 = 80; //Damage reduction
  5366. //Attack requirements to be blocked:
  5367. val3 = BF_LONG; //Range
  5368. val4 = BF_WEAPON|BF_MISC; //Type
  5369. break;
  5370. case SC_ENCHANTARMS:
  5371. //end previous enchants
  5372. skill_enchant_elemental_end(bl,type);
  5373. //Make sure the received element is valid.
  5374. if (val2 >= ELE_MAX)
  5375. val2 = val2%ELE_MAX;
  5376. else if (val2 < 0)
  5377. val2 = rand()%ELE_MAX;
  5378. break;
  5379. case SC_CRITICALWOUND:
  5380. val2 = 20*val1; //Heal effectiveness decrease
  5381. break;
  5382. case SC_MAGICMIRROR:
  5383. case SC_SLOWCAST:
  5384. val2 = 20*val1; //Magic reflection/cast rate
  5385. break;
  5386. case SC_ARMORCHANGE:
  5387. if (val2 == NPC_ANTIMAGIC)
  5388. { //Boost mdef
  5389. val2 =-20;
  5390. val3 = 20;
  5391. } else { //Boost def
  5392. val2 = 20;
  5393. val3 =-20;
  5394. }
  5395. val2*=val1; //20% per level
  5396. val3*=val1;
  5397. break;
  5398. case SC_EXPBOOST:
  5399. if (val1 < 0)
  5400. val1 = 0;
  5401. break;
  5402. case SC_INCASPDRATE:
  5403. case SC_INCFLEE2:
  5404. case SC_INCCRI:
  5405. val2 = val1*10; //Actual boost (since 100% = 1000)
  5406. break;
  5407. case SC_SUFFRAGIUM:
  5408. val2 = 15 * val1; //Speed cast decrease
  5409. break;
  5410. case SC_INCHEALRATE:
  5411. if (val1 < 1)
  5412. val1 = 1;
  5413. break;
  5414. case SC_HALLUCINATION:
  5415. val2 = 5+val1; //Factor by which displayed damage is increased by
  5416. break;
  5417. case SC_DOUBLECAST:
  5418. val2 = 30+10*val1; //Trigger rate
  5419. break;
  5420. case SC_KAIZEL:
  5421. val2 = 10*val1; //% of life to be revived with
  5422. break;
  5423. // case SC_ARMOR_ELEMENT:
  5424. // case SC_ARMOR_RESIST:
  5425. // Mod your resistance against elements:
  5426. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  5427. // break;
  5428. case SC_FASTCAST:
  5429. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5430. //associated, and yet are not wrong/unknown. [Skotlex]
  5431. break;
  5432. case SC_MERC_FLEEUP:
  5433. case SC_MERC_ATKUP:
  5434. case SC_MERC_HITUP:
  5435. val2 = 15 * val1;
  5436. break;
  5437. case SC_MERC_HPUP:
  5438. case SC_MERC_SPUP:
  5439. val2 = 5 * val1;
  5440. break;
  5441. case SC_REBIRTH:
  5442. val2 = 20*val1; //% of life to be revived with
  5443. break;
  5444. default:
  5445. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  5446. { //Status change with no calc, no icon, and no skill associated...?
  5447. ShowError("UnknownStatusChange [%d]\n", type);
  5448. return 0;
  5449. }
  5450. }
  5451. else //Special considerations when loading SC data.
  5452. switch( type )
  5453. {
  5454. case SC_WEDDING:
  5455. case SC_XMAS:
  5456. case SC_SUMMER:
  5457. clif_changelook(bl,LOOK_WEAPON,0);
  5458. clif_changelook(bl,LOOK_SHIELD,0);
  5459. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5460. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5461. break;
  5462. case SC_KAAHI:
  5463. val4 = -1;
  5464. break;
  5465. }
  5466. //Those that make you stop attacking/walking....
  5467. switch (type)
  5468. {
  5469. case SC_FREEZE:
  5470. case SC_STUN:
  5471. case SC_SLEEP:
  5472. case SC_STONE:
  5473. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5474. pc_setstand(sd);
  5475. case SC_TRICKDEAD:
  5476. unit_stop_attack(bl);
  5477. skill_stop_dancing(bl);
  5478. // Cancel cast when get status [LuzZza]
  5479. if (battle_config.sc_castcancel&bl->type)
  5480. unit_skillcastcancel(bl, 0);
  5481. case SC_STOP:
  5482. case SC_CONFUSION:
  5483. case SC_CLOSECONFINE:
  5484. case SC_CLOSECONFINE2:
  5485. case SC_ANKLE:
  5486. case SC_SPIDERWEB:
  5487. unit_stop_walking(bl,1);
  5488. break;
  5489. case SC_HIDING:
  5490. case SC_CLOAKING:
  5491. case SC_CHASEWALK:
  5492. case SC_WEIGHT90:
  5493. unit_stop_attack(bl);
  5494. break;
  5495. case SC_SILENCE:
  5496. if (battle_config.sc_castcancel&bl->type)
  5497. unit_skillcastcancel(bl, 0);
  5498. break;
  5499. }
  5500. // Set option as needed.
  5501. opt_flag = 1;
  5502. switch(type)
  5503. {
  5504. //OPT1
  5505. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  5506. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  5507. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  5508. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  5509. //OPT2
  5510. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  5511. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  5512. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  5513. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  5514. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  5515. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  5516. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  5517. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  5518. //OPT3
  5519. case SC_TWOHANDQUICKEN:
  5520. case SC_ONEHAND:
  5521. case SC_SPEARQUICKEN:
  5522. case SC_CONCENTRATION:
  5523. case SC_MERC_QUICKEN:
  5524. sc->opt3 |= OPT3_QUICKEN;
  5525. opt_flag = 0;
  5526. break;
  5527. case SC_MAXOVERTHRUST:
  5528. case SC_OVERTHRUST:
  5529. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5530. sc->opt3 |= OPT3_OVERTHRUST;
  5531. opt_flag = 0;
  5532. break;
  5533. case SC_ENERGYCOAT:
  5534. case SC_SKE:
  5535. sc->opt3 |= OPT3_ENERGYCOAT;
  5536. opt_flag = 0;
  5537. break;
  5538. case SC_INCATKRATE:
  5539. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5540. if (bl->type != BL_MOB) {
  5541. opt_flag = 0;
  5542. break;
  5543. }
  5544. case SC_EXPLOSIONSPIRITS:
  5545. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  5546. opt_flag = 0;
  5547. break;
  5548. case SC_STEELBODY:
  5549. case SC_SKA:
  5550. sc->opt3 |= OPT3_STEELBODY;
  5551. opt_flag = 0;
  5552. break;
  5553. case SC_BLADESTOP:
  5554. sc->opt3 |= OPT3_BLADESTOP;
  5555. opt_flag = 0;
  5556. break;
  5557. case SC_AURABLADE:
  5558. sc->opt3 |= OPT3_AURABLADE;
  5559. opt_flag = 0;
  5560. break;
  5561. case SC_BERSERK:
  5562. sc->opt3 |= OPT3_BERSERK;
  5563. opt_flag = 0;
  5564. break;
  5565. // case ???: // doesn't seem to do anything
  5566. // sc->opt3 |= OPT3_LIGHTBLADE;
  5567. // opt_flag = 0;
  5568. // break;
  5569. case SC_DANCING:
  5570. if ((val1&0xFFFF) == CG_MOONLIT)
  5571. sc->opt3 |= OPT3_MOONLIT;
  5572. opt_flag = 0;
  5573. break;
  5574. case SC_MARIONETTE:
  5575. case SC_MARIONETTE2:
  5576. sc->opt3 |= OPT3_MARIONETTE;
  5577. opt_flag = 0;
  5578. break;
  5579. case SC_ASSUMPTIO:
  5580. sc->opt3 |= OPT3_ASSUMPTIO;
  5581. opt_flag = 0;
  5582. break;
  5583. case SC_WARM: //SG skills [Komurka]
  5584. sc->opt3 |= OPT3_WARM;
  5585. opt_flag = 0;
  5586. break;
  5587. case SC_KAITE:
  5588. sc->opt3 |= OPT3_KAITE;
  5589. opt_flag = 0;
  5590. break;
  5591. case SC_BUNSINJYUTSU:
  5592. sc->opt3 |= OPT3_BUNSIN;
  5593. opt_flag = 0;
  5594. break;
  5595. case SC_SPIRIT:
  5596. sc->opt3 |= OPT3_SOULLINK;
  5597. opt_flag = 0;
  5598. break;
  5599. case SC_CHANGEUNDEAD:
  5600. sc->opt3 |= OPT3_UNDEAD;
  5601. opt_flag = 0;
  5602. break;
  5603. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  5604. // sc->opt3 |= OPT3_CONTRACT;
  5605. // opt_flag = 0;
  5606. // break;
  5607. //OPTION
  5608. case SC_HIDING:
  5609. sc->option |= OPTION_HIDE;
  5610. break;
  5611. case SC_CLOAKING:
  5612. sc->option |= OPTION_CLOAK;
  5613. break;
  5614. case SC_CHASEWALK:
  5615. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5616. break;
  5617. case SC_SIGHT:
  5618. sc->option |= OPTION_SIGHT;
  5619. break;
  5620. case SC_RUWACH:
  5621. sc->option |= OPTION_RUWACH;
  5622. break;
  5623. case SC_WEDDING:
  5624. sc->option |= OPTION_WEDDING;
  5625. break;
  5626. case SC_XMAS:
  5627. sc->option |= OPTION_XMAS;
  5628. break;
  5629. case SC_SUMMER:
  5630. sc->option |= OPTION_SUMMER;
  5631. break;
  5632. case SC_ORCISH:
  5633. sc->option |= OPTION_ORCISH;
  5634. break;
  5635. case SC_FUSION:
  5636. sc->option |= OPTION_FLYING;
  5637. break;
  5638. default:
  5639. opt_flag = 0;
  5640. }
  5641. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  5642. if(opt_flag)
  5643. clif_changeoption(bl);
  5644. if (calc_flag&SCB_DYE)
  5645. { //Reset DYE color
  5646. if (vd && vd->cloth_color)
  5647. {
  5648. val4 = vd->cloth_color;
  5649. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5650. }
  5651. calc_flag&=~SCB_DYE;
  5652. }
  5653. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) ) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5654. clif_status_change(bl,StatusIconChangeTable[type],1,tick);
  5655. else if( sd ) //Send packet to self otherwise (disguised player?)
  5656. clif_status_load(bl,StatusIconChangeTable[type],1);
  5657. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  5658. if((sce=sc->data[type]))
  5659. {// reuse old sc
  5660. if( sce->timer != INVALID_TIMER )
  5661. delete_timer(sce->timer, status_change_timer);
  5662. }
  5663. else
  5664. {// new sc
  5665. ++(sc->count);
  5666. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  5667. }
  5668. sce->val1 = val1;
  5669. sce->val2 = val2;
  5670. sce->val3 = val3;
  5671. sce->val4 = val4;
  5672. if (tick >= 0)
  5673. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  5674. else
  5675. sce->timer = INVALID_TIMER; //Infinite duration
  5676. if (calc_flag)
  5677. status_calc_bl(bl,calc_flag);
  5678. if(sd && sd->pd)
  5679. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5680. switch( type )
  5681. {
  5682. case SC_BERSERK:
  5683. sce->val2 = 5*status->max_hp/100;
  5684. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5685. status_set_sp(bl, 0, 0); //Damage all SP
  5686. break;
  5687. case SC_CHANGE:
  5688. status_percent_heal(bl, 100, 100);
  5689. break;
  5690. case SC_RUN:
  5691. {
  5692. struct unit_data *ud = unit_bl2ud(bl);
  5693. if( ud )
  5694. ud->state.running = unit_run(bl);
  5695. }
  5696. break;
  5697. case SC_BOSSMAPINFO:
  5698. if( boss_md != NULL )
  5699. clif_bossmapinfo(sd->fd, boss_md, 0); // First Message
  5700. break;
  5701. case SC_MERC_HPUP:
  5702. status_percent_heal(bl, 100, 0); // Recover Full HP
  5703. break;
  5704. case SC_MERC_SPUP:
  5705. status_percent_heal(bl, 0, 100); // Recover Full SP
  5706. break;
  5707. }
  5708. return 1;
  5709. }
  5710. /*==========================================
  5711. * ステータス異常全解除
  5712. * type:
  5713. * 0 - ???
  5714. * 1 - ???
  5715. * 2 - ???
  5716. *------------------------------------------*/
  5717. int status_change_clear(struct block_list* bl, int type)
  5718. {
  5719. struct status_change* sc;
  5720. int i;
  5721. sc = status_get_sc(bl);
  5722. if (!sc || !sc->count)
  5723. return 0;
  5724. if(sc->data[SC_DANCING])
  5725. skill_stop_dancing(bl);
  5726. for(i = 0; i < SC_MAX; i++)
  5727. {
  5728. if(!sc->data[i])
  5729. continue;
  5730. if(type == 0)
  5731. switch (i)
  5732. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  5733. case SC_WEIGHT50:
  5734. case SC_WEIGHT90:
  5735. case SC_EDP:
  5736. case SC_MELTDOWN:
  5737. case SC_XMAS:
  5738. case SC_SUMMER:
  5739. case SC_NOCHAT:
  5740. case SC_FUSION:
  5741. case SC_EARTHSCROLL:
  5742. case SC_READYSTORM:
  5743. case SC_READYDOWN:
  5744. case SC_READYCOUNTER:
  5745. case SC_READYTURN:
  5746. case SC_DODGE:
  5747. case SC_JAILED:
  5748. case SC_EXPBOOST:
  5749. case SC_ITEMBOOST:
  5750. continue;
  5751. }
  5752. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5753. if( type == 1 && sc->data[i] )
  5754. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5755. (sc->count)--;
  5756. if (sc->data[i]->timer != INVALID_TIMER)
  5757. delete_timer(sc->data[i]->timer, status_change_timer);
  5758. ers_free(sc_data_ers, sc->data[i]);
  5759. sc->data[i] = NULL;
  5760. }
  5761. }
  5762. sc->opt1 = 0;
  5763. sc->opt2 = 0;
  5764. sc->opt3 = 0;
  5765. sc->option &= OPTION_MASK;
  5766. if( type == 0 || type == 2 )
  5767. clif_changeoption(bl);
  5768. return 1;
  5769. }
  5770. /*==========================================
  5771. * ステータス異常終了
  5772. *------------------------------------------*/
  5773. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  5774. {
  5775. struct map_session_data *sd;
  5776. struct status_change *sc;
  5777. struct status_change_entry *sce;
  5778. struct status_data *status;
  5779. struct view_data *vd;
  5780. int opt_flag=0, calc_flag;
  5781. nullpo_retr(0, bl);
  5782. sc = status_get_sc(bl);
  5783. status = status_get_status_data(bl);
  5784. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  5785. return 0;
  5786. sd = BL_CAST(BL_PC,bl);
  5787. if (sce->timer != tid && tid != -1)
  5788. return 0;
  5789. if (tid == -1) {
  5790. if (type == SC_ENDURE && sce->val4)
  5791. //Do not end infinite endure.
  5792. return 0;
  5793. if (sce->timer != -1) //Could be a SC with infinite duration
  5794. delete_timer(sce->timer,status_change_timer);
  5795. if (sc->opt1)
  5796. switch (type) {
  5797. //"Ugly workaround" [Skotlex]
  5798. //delays status change ending so that a skill that sets opt1 fails to
  5799. //trigger when it also removed one
  5800. case SC_STONE:
  5801. sce->val3 = 0; //Petrify time counter.
  5802. case SC_FREEZE:
  5803. case SC_STUN:
  5804. case SC_SLEEP:
  5805. if (sce->val1) {
  5806. //Removing the 'level' shouldn't affect anything in the code
  5807. //since these SC are not affected by it, and it lets us know
  5808. //if we have already delayed this attack or not.
  5809. sce->val1 = 0;
  5810. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5811. return 1;
  5812. }
  5813. }
  5814. }
  5815. sc->data[type] = NULL;
  5816. (sc->count)--;
  5817. vd = status_get_viewdata(bl);
  5818. calc_flag = StatusChangeFlagTable[type];
  5819. switch(type){
  5820. case SC_WEDDING:
  5821. case SC_XMAS:
  5822. case SC_SUMMER:
  5823. if (!vd) break;
  5824. if (sd)
  5825. { //Load data from sd->status.* as the stored values could have changed.
  5826. //Must remove OPTION to prevent class being rechanged.
  5827. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  5828. clif_changeoption(&sd->bl);
  5829. status_set_viewdata(bl, sd->status.class_);
  5830. } else {
  5831. vd->class_ = sce->val1;
  5832. vd->weapon = sce->val2;
  5833. vd->shield = sce->val3;
  5834. vd->cloth_color = sce->val4;
  5835. }
  5836. clif_changelook(bl,LOOK_BASE,vd->class_);
  5837. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5838. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5839. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5840. break;
  5841. case SC_RUN:
  5842. {
  5843. struct unit_data *ud = unit_bl2ud(bl);
  5844. bool begin_spurt = true;
  5845. if (ud) {
  5846. if(!ud->state.running)
  5847. begin_spurt = false;
  5848. ud->state.running = 0;
  5849. if (ud->walktimer != -1)
  5850. unit_stop_walking(bl,1);
  5851. }
  5852. if (begin_spurt && sce->val1 >= 7 &&
  5853. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  5854. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5855. )
  5856. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  5857. }
  5858. break;
  5859. case SC_AUTOBERSERK:
  5860. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  5861. status_change_end(bl,SC_PROVOKE,-1);
  5862. break;
  5863. case SC_ENDURE:
  5864. case SC_DEFENDER:
  5865. case SC_REFLECTSHIELD:
  5866. case SC_AUTOGUARD:
  5867. {
  5868. struct map_session_data *tsd;
  5869. if( bl->type == BL_PC )
  5870. { // Clear Status from others
  5871. int i;
  5872. for( i = 0; i < 5; i++ )
  5873. {
  5874. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  5875. status_change_end(&tsd->bl, type, -1);
  5876. }
  5877. }
  5878. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  5879. { // Clear Status from Master
  5880. tsd = ((TBL_MER*)bl)->master;
  5881. if( tsd && tsd->sc.data[type] )
  5882. status_change_end(&tsd->bl, type, -1);
  5883. }
  5884. }
  5885. break;
  5886. case SC_DEVOTION:
  5887. {
  5888. struct block_list *d_bl = map_id2bl(sce->val1);
  5889. if( d_bl )
  5890. {
  5891. if( d_bl->type == BL_PC )
  5892. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  5893. else if( d_bl->type == BL_MER )
  5894. ((TBL_MER*)d_bl)->devotion_flag = 0;
  5895. clif_devotion(d_bl, NULL);
  5896. }
  5897. status_change_end(bl,SC_AUTOGUARD,-1);
  5898. status_change_end(bl,SC_DEFENDER,-1);
  5899. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5900. status_change_end(bl,SC_ENDURE,-1);
  5901. }
  5902. break;
  5903. case SC_BLADESTOP:
  5904. if(sce->val4)
  5905. {
  5906. int tid = sce->val4;
  5907. struct block_list *tbl = map_id2bl(tid);
  5908. struct status_change *tsc = status_get_sc(tbl);
  5909. sce->val4 = 0;
  5910. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  5911. {
  5912. tsc->data[SC_BLADESTOP]->val4 = 0;
  5913. status_change_end(tbl,SC_BLADESTOP,-1);
  5914. }
  5915. clif_bladestop(bl, tid, 0);
  5916. }
  5917. break;
  5918. case SC_DANCING:
  5919. {
  5920. struct map_session_data *dsd;
  5921. struct status_change_entry *dsc;
  5922. struct skill_unit_group *group;
  5923. if(sce->val2)
  5924. {
  5925. group = skill_id2group(sce->val2);
  5926. sce->val2 = 0;
  5927. skill_delunitgroup(bl, group);
  5928. }
  5929. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))){
  5930. dsc = dsd->sc.data[type];
  5931. if(dsc)
  5932. { //This will prevent recursive loops.
  5933. dsc->val2 = dsc->val4 = 0;
  5934. status_change_end(&dsd->bl, type, -1);
  5935. }
  5936. }
  5937. }
  5938. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  5939. clif_status_change(bl,SI_MOONLIT,0,0);
  5940. status_change_end(bl,SC_LONGING,-1);
  5941. break;
  5942. case SC_NOCHAT:
  5943. if (sd && sd->status.manner < 0 && tid != -1)
  5944. sd->status.manner = 0;
  5945. if (sd)
  5946. {
  5947. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  5948. clif_updatestatus(sd,SP_MANNER);
  5949. }
  5950. break;
  5951. case SC_SPLASHER:
  5952. {
  5953. struct block_list *src=map_id2bl(sce->val3);
  5954. if(src && tid!=-1)
  5955. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  5956. }
  5957. break;
  5958. case SC_CLOSECONFINE2:
  5959. {
  5960. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  5961. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5962. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  5963. //If status was already ended, do nothing.
  5964. //Decrease count
  5965. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  5966. status_change_end(src, SC_CLOSECONFINE, -1);
  5967. }
  5968. }
  5969. case SC_CLOSECONFINE:
  5970. if (sce->val2 > 0) {
  5971. //Caster has been unlocked... nearby chars need to be unlocked.
  5972. int range = 1
  5973. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  5974. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5975. map_foreachinarea(status_change_timer_sub,
  5976. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  5977. }
  5978. break;
  5979. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5980. if (sd && sd->skillid_old == sce->val1)
  5981. sd->skillid_old = sd->skilllv_old = 0;
  5982. break;
  5983. case SC_MARIONETTE:
  5984. case SC_MARIONETTE2: /// Marionette target
  5985. if (sce->val1)
  5986. { // check for partner and end their marionette status as well
  5987. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5988. struct block_list *pbl = map_id2bl(sce->val1);
  5989. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5990. if (sc2 && sc2->data[type2])
  5991. {
  5992. sc2->data[type2]->val1 = 0;
  5993. status_change_end(pbl, type2, -1);
  5994. }
  5995. }
  5996. break;
  5997. case SC_BERSERK:
  5998. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5999. if(status->hp > 100 && sce->val2)
  6000. status_set_hp(bl, 100, 0);
  6001. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  6002. {
  6003. sc->data[SC_ENDURE]->val4 = 0;
  6004. status_change_end(bl, SC_ENDURE, -1);
  6005. }
  6006. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  6007. break;
  6008. case SC_GOSPEL:
  6009. if (sce->val3) { //Clear the group.
  6010. struct skill_unit_group* group = skill_id2group(sce->val3);
  6011. sce->val3 = 0;
  6012. skill_delunitgroup(bl, group);
  6013. }
  6014. break;
  6015. case SC_HERMODE:
  6016. if(sce->val3 == BCT_SELF)
  6017. skill_clear_unitgroup(bl);
  6018. break;
  6019. case SC_BASILICA: //Clear the skill area. [Skotlex]
  6020. skill_clear_unitgroup(bl);
  6021. break;
  6022. case SC_TRICKDEAD:
  6023. if (vd) vd->dead_sit = 0;
  6024. break;
  6025. case SC_WARM:
  6026. if (sce->val4) { //Clear the group.
  6027. struct skill_unit_group* group = skill_id2group(sce->val4);
  6028. sce->val4 = 0;
  6029. skill_delunitgroup(bl, group);
  6030. }
  6031. break;
  6032. case SC_KAAHI:
  6033. //Delete timer if it exists.
  6034. if (sce->val4 != -1)
  6035. delete_timer(sce->val4,kaahi_heal_timer);
  6036. break;
  6037. case SC_JAILED:
  6038. if(tid == -1)
  6039. break;
  6040. //natural expiration.
  6041. if(sd && sd->mapindex == sce->val2)
  6042. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3);
  6043. break; //guess hes not in jail :P
  6044. case SC_CHANGE:
  6045. if (tid == -1)
  6046. break;
  6047. // "lose almost all their HP and SP" on natural expiration.
  6048. status_set_hp(bl, 10, 0);
  6049. status_set_sp(bl, 10, 0);
  6050. break;
  6051. case SC_AUTOTRADE:
  6052. if (tid == -1)
  6053. break;
  6054. vending_closevending(sd);
  6055. map_quit(sd);
  6056. // Because map_quit calls status_change_end with tid -1
  6057. // from here it's not neccesary to continue
  6058. return 1;
  6059. break;
  6060. }
  6061. opt_flag = 1;
  6062. switch(type){
  6063. case SC_STONE:
  6064. case SC_FREEZE:
  6065. case SC_STUN:
  6066. case SC_SLEEP:
  6067. sc->opt1 = 0;
  6068. break;
  6069. case SC_POISON:
  6070. case SC_CURSE:
  6071. case SC_SILENCE:
  6072. case SC_BLIND:
  6073. sc->opt2 &= ~(1<<(type-SC_POISON));
  6074. break;
  6075. case SC_DPOISON:
  6076. sc->opt2 &= ~OPT2_DPOISON;
  6077. break;
  6078. case SC_SIGNUMCRUCIS:
  6079. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  6080. break;
  6081. case SC_HIDING:
  6082. sc->option &= ~OPTION_HIDE;
  6083. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  6084. break;
  6085. case SC_CLOAKING:
  6086. sc->option &= ~OPTION_CLOAK;
  6087. opt_flag|= 2;
  6088. break;
  6089. case SC_CHASEWALK:
  6090. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  6091. opt_flag|= 2;
  6092. break;
  6093. case SC_SIGHT:
  6094. sc->option &= ~OPTION_SIGHT;
  6095. break;
  6096. case SC_WEDDING:
  6097. sc->option &= ~OPTION_WEDDING;
  6098. break;
  6099. case SC_XMAS:
  6100. sc->option &= ~OPTION_XMAS;
  6101. break;
  6102. case SC_SUMMER:
  6103. sc->option &= ~OPTION_SUMMER;
  6104. break;
  6105. case SC_ORCISH:
  6106. sc->option &= ~OPTION_ORCISH;
  6107. break;
  6108. case SC_RUWACH:
  6109. sc->option &= ~OPTION_RUWACH;
  6110. break;
  6111. case SC_FUSION:
  6112. sc->option &= ~OPTION_FLYING;
  6113. break;
  6114. //opt3
  6115. case SC_TWOHANDQUICKEN:
  6116. case SC_ONEHAND:
  6117. case SC_SPEARQUICKEN:
  6118. case SC_CONCENTRATION:
  6119. case SC_MERC_QUICKEN:
  6120. sc->opt3 &= ~OPT3_QUICKEN;
  6121. opt_flag = 0;
  6122. break;
  6123. case SC_OVERTHRUST:
  6124. case SC_MAXOVERTHRUST:
  6125. case SC_SWOO:
  6126. sc->opt3 &= ~OPT3_OVERTHRUST;
  6127. opt_flag = 0;
  6128. break;
  6129. case SC_ENERGYCOAT:
  6130. case SC_SKE:
  6131. sc->opt3 &= ~OPT3_ENERGYCOAT;
  6132. opt_flag = 0;
  6133. break;
  6134. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  6135. if (bl->type != BL_MOB)
  6136. {
  6137. opt_flag = 0;
  6138. break;
  6139. }
  6140. case SC_EXPLOSIONSPIRITS:
  6141. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  6142. opt_flag = 0;
  6143. break;
  6144. case SC_STEELBODY:
  6145. case SC_SKA:
  6146. sc->opt3 &= ~OPT3_STEELBODY;
  6147. opt_flag = 0;
  6148. break;
  6149. case SC_BLADESTOP:
  6150. sc->opt3 &= ~OPT3_BLADESTOP;
  6151. opt_flag = 0;
  6152. break;
  6153. case SC_AURABLADE:
  6154. sc->opt3 &= ~OPT3_AURABLADE;
  6155. opt_flag = 0;
  6156. break;
  6157. case SC_BERSERK:
  6158. sc->opt3 &= ~OPT3_BERSERK;
  6159. opt_flag = 0;
  6160. break;
  6161. // case ???: // doesn't seem to do anything
  6162. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  6163. // opt_flag = 0;
  6164. // break;
  6165. case SC_DANCING:
  6166. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  6167. sc->opt3 &= ~OPT3_MOONLIT;
  6168. opt_flag = 0;
  6169. break;
  6170. case SC_MARIONETTE:
  6171. case SC_MARIONETTE2:
  6172. sc->opt3 &= ~OPT3_MARIONETTE;
  6173. opt_flag = 0;
  6174. break;
  6175. case SC_ASSUMPTIO:
  6176. sc->opt3 &= ~OPT3_ASSUMPTIO;
  6177. opt_flag = 0;
  6178. break;
  6179. case SC_WARM: //SG skills [Komurka]
  6180. sc->opt3 &= ~OPT3_WARM;
  6181. opt_flag = 0;
  6182. break;
  6183. case SC_KAITE:
  6184. sc->opt3 &= ~OPT3_KAITE;
  6185. opt_flag = 0;
  6186. break;
  6187. case SC_BUNSINJYUTSU:
  6188. sc->opt3 &= ~OPT3_BUNSIN;
  6189. opt_flag = 0;
  6190. break;
  6191. case SC_SPIRIT:
  6192. sc->opt3 &= ~OPT3_SOULLINK;
  6193. opt_flag = 0;
  6194. break;
  6195. case SC_CHANGEUNDEAD:
  6196. sc->opt3 &= ~OPT3_UNDEAD;
  6197. opt_flag = 0;
  6198. break;
  6199. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  6200. // sc->opt3 &= ~OPT3_CONTRACT;
  6201. // opt_flag = 0;
  6202. // break;
  6203. default:
  6204. opt_flag = 0;
  6205. }
  6206. if (calc_flag&SCB_DYE)
  6207. { //Restore DYE color
  6208. if (vd && !vd->cloth_color && sce->val4)
  6209. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6210. calc_flag&=~SCB_DYE;
  6211. }
  6212. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6213. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) )
  6214. clif_status_change(bl,StatusIconChangeTable[type],0,0);
  6215. else if (sd)
  6216. clif_status_load(bl,StatusIconChangeTable[type],0);
  6217. if(opt_flag)
  6218. clif_changeoption(bl);
  6219. if (calc_flag)
  6220. status_calc_bl(bl,calc_flag);
  6221. if(opt_flag&4) //Out of hiding, invoke on place.
  6222. skill_unit_move(bl,gettick(),1);
  6223. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6224. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6225. ers_free(sc_data_ers, sce);
  6226. return 1;
  6227. }
  6228. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6229. {
  6230. struct block_list *bl;
  6231. struct status_change *sc;
  6232. struct status_change_entry *sce;
  6233. struct status_data *status;
  6234. int hp;
  6235. if(!((bl=map_id2bl(id))&&
  6236. (sc=status_get_sc(bl)) &&
  6237. (sce = sc->data[SC_KAAHI])))
  6238. return 0;
  6239. if(sce->val4 != tid) {
  6240. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  6241. sce->val4=-1;
  6242. return 0;
  6243. }
  6244. status=status_get_status_data(bl);
  6245. if(!status_charge(bl, 0, sce->val3)) {
  6246. sce->val4=-1;
  6247. return 0;
  6248. }
  6249. hp = status->max_hp - status->hp;
  6250. if (hp > sce->val2)
  6251. hp = sce->val2;
  6252. if (hp)
  6253. status_heal(bl, hp, 0, 2);
  6254. sce->val4=-1;
  6255. return 1;
  6256. }
  6257. /*==========================================
  6258. * ステータス異常終了タイマー
  6259. *------------------------------------------*/
  6260. int status_change_timer(int tid, unsigned int tick, int id, intptr data)
  6261. {
  6262. enum sc_type type = (sc_type)data;
  6263. struct block_list *bl;
  6264. struct map_session_data *sd;
  6265. struct status_data *status;
  6266. struct status_change *sc;
  6267. struct status_change_entry *sce;
  6268. struct mob_data *boss_md = NULL;
  6269. int result;
  6270. bl = map_id2bl(id);
  6271. if(!bl)
  6272. {
  6273. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  6274. return 0;
  6275. }
  6276. sc = status_get_sc(bl);
  6277. status = status_get_status_data(bl);
  6278. if(!(sc && (sce = sc->data[type])))
  6279. {
  6280. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  6281. return 0;
  6282. }
  6283. if( sce->timer != tid )
  6284. {
  6285. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  6286. return 0;
  6287. }
  6288. sd = BL_CAST(BL_PC, bl);
  6289. // set the next timer of the sce (don't assume the status still exists)
  6290. #define sc_timer_next(t,f,i,d) \
  6291. if( (sce=sc->data[type]) ) \
  6292. sce->timer = add_timer(t,f,i,d); \
  6293. else \
  6294. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  6295. switch(type)
  6296. {
  6297. case SC_MAXIMIZEPOWER:
  6298. case SC_CLOAKING:
  6299. if(!status_charge(bl, 0, 1))
  6300. break; //Not enough SP to continue.
  6301. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6302. return 0;
  6303. case SC_CHASEWALK:
  6304. if(!status_charge(bl, 0, sce->val4))
  6305. break; //Not enough SP to continue.
  6306. if (!sc->data[SC_INCSTR]) {
  6307. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  6308. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  6309. *skill_get_time2(status_sc2skill(type),sce->val1));
  6310. }
  6311. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6312. return 0;
  6313. break;
  6314. case SC_SKA:
  6315. if(--(sce->val2)>0){
  6316. sce->val3 = rand()%100; //Random defense.
  6317. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6318. return 0;
  6319. }
  6320. break;
  6321. case SC_HIDING:
  6322. if(--(sce->val2)>0){
  6323. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  6324. break; //Fail if it's time to substract SP and there isn't.
  6325. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6326. return 0;
  6327. }
  6328. break;
  6329. case SC_SIGHT:
  6330. case SC_RUWACH:
  6331. case SC_SIGHTBLASTER:
  6332. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  6333. if( --(sce->val2)>0 ){
  6334. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  6335. return 0;
  6336. }
  6337. break;
  6338. case SC_PROVOKE:
  6339. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  6340. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  6341. return 0;
  6342. }
  6343. break;
  6344. case SC_STONE:
  6345. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  6346. sce->val4 = 0;
  6347. unit_stop_walking(bl,1);
  6348. sc->opt1 = OPT1_STONE;
  6349. clif_changeoption(bl);
  6350. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6351. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6352. return 0;
  6353. }
  6354. if(--(sce->val3) > 0) {
  6355. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  6356. status_percent_damage(NULL, bl, 1, 0, false);
  6357. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6358. return 0;
  6359. }
  6360. break;
  6361. case SC_POISON:
  6362. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  6363. break;
  6364. case SC_DPOISON:
  6365. if (--(sce->val3) > 0) {
  6366. if (!sc->data[SC_SLOWPOISON]) {
  6367. bool flag;
  6368. map_freeblock_lock();
  6369. status_zap(bl, sce->val4, 0);
  6370. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  6371. map_freeblock_unlock();
  6372. if (flag) return 0; //target died, SC cancelled already.
  6373. }
  6374. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  6375. return 0;
  6376. }
  6377. break;
  6378. case SC_TENSIONRELAX:
  6379. if(status->max_hp > status->hp && --(sce->val3) > 0){
  6380. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6381. return 0;
  6382. }
  6383. break;
  6384. case SC_KNOWLEDGE:
  6385. if (!sd) break;
  6386. if(bl->m == sd->feel_map[0].m ||
  6387. bl->m == sd->feel_map[1].m ||
  6388. bl->m == sd->feel_map[2].m)
  6389. { //Timeout will be handled by pc_setpos
  6390. sce->timer = INVALID_TIMER;
  6391. return 0;
  6392. }
  6393. break;
  6394. case SC_BLEEDING:
  6395. if (--(sce->val4) >= 0) {
  6396. int flag;
  6397. map_freeblock_lock();
  6398. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  6399. flag = !sc->data[type];
  6400. map_freeblock_unlock();
  6401. if (flag) return 0; //SC already ended.
  6402. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  6403. return 0;
  6404. }
  6405. break;
  6406. case SC_HPDRAIN:
  6407. if( --(sce->val4) >= 0 )
  6408. {
  6409. int flag, hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  6410. map_freeblock_lock();
  6411. status_fix_damage(NULL, bl, hp, 0);
  6412. flag = !sc->data[type];
  6413. map_freeblock_unlock();
  6414. if( flag ) return 0;
  6415. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6416. }
  6417. break;
  6418. case SC_HPREGEN:
  6419. case SC_S_LIFEPOTION:
  6420. case SC_L_LIFEPOTION:
  6421. if( sd && --(sce->val4) >= 0 )
  6422. {
  6423. // val1 < 0 = per max% | val1 > 0 = exact amount
  6424. int hp = 0;
  6425. if( status->hp < status->max_hp )
  6426. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  6427. status_heal(bl, hp, 0, 2);
  6428. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6429. return 0;
  6430. }
  6431. break;
  6432. case SC_SPREGEN:
  6433. if( sd && --(sce->val4) >= 0 )
  6434. {
  6435. // val1 < 0 = per max% | val1 > 0 = exact amount
  6436. int sp = 0;
  6437. if( status->sp < status->max_sp )
  6438. sp = (sce->val1 < 0) ? (int)(sd->status.max_sp * -1 * sce->val1 / 100.) : sce->val1 ;
  6439. status_heal(bl, 0, sp, 2);
  6440. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6441. return 0;
  6442. }
  6443. break;
  6444. case SC_BOSSMAPINFO:
  6445. if( sd && --(sce->val4) >= 0 )
  6446. {
  6447. boss_md = map_id2boss(sce->val1);
  6448. if( boss_md && boss_md->bl.prev != NULL && sd->bl.m == boss_md->bl.m )
  6449. {
  6450. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  6451. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  6452. return 0;
  6453. }
  6454. }
  6455. break;
  6456. case SC_DANCING: //ダンススキルの時間SP消費
  6457. {
  6458. int s = 0;
  6459. int sp = 1;
  6460. if (--sce->val3 <= 0)
  6461. break;
  6462. switch(sce->val1&0xFFFF){
  6463. case BD_RICHMANKIM:
  6464. case BD_DRUMBATTLEFIELD:
  6465. case BD_RINGNIBELUNGEN:
  6466. case BD_SIEGFRIED:
  6467. case BA_DISSONANCE:
  6468. case BA_ASSASSINCROSS:
  6469. case DC_UGLYDANCE:
  6470. s=3;
  6471. break;
  6472. case BD_LULLABY:
  6473. case BD_ETERNALCHAOS:
  6474. case BD_ROKISWEIL:
  6475. case DC_FORTUNEKISS:
  6476. s=4;
  6477. break;
  6478. case CG_HERMODE:
  6479. case BD_INTOABYSS:
  6480. case BA_WHISTLE:
  6481. case DC_HUMMING:
  6482. case BA_POEMBRAGI:
  6483. case DC_SERVICEFORYOU:
  6484. s=5;
  6485. break;
  6486. case BA_APPLEIDUN:
  6487. s=6;
  6488. break;
  6489. case CG_MOONLIT:
  6490. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6491. sp= 4*(sce->val1>>16);
  6492. //Upkeep is also every 10 secs.
  6493. case DC_DONTFORGETME:
  6494. s=10;
  6495. break;
  6496. }
  6497. if( s != 0 && sce->val3 % s == 0 )
  6498. {
  6499. if (sc->data[SC_LONGING])
  6500. sp*= 3;
  6501. if (!status_charge(bl, 0, sp))
  6502. break;
  6503. }
  6504. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6505. return 0;
  6506. }
  6507. break;
  6508. case SC_DEVOTION:
  6509. //FIXME: use normal status duration instead of a looping timer
  6510. if( (sce->val4 -= 1000) > 0 )
  6511. {
  6512. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6513. return 0;
  6514. }
  6515. break;
  6516. case SC_BERSERK:
  6517. // 5% every 10 seconds [DracoRPG]
  6518. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  6519. {
  6520. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6521. return 0;
  6522. }
  6523. break;
  6524. case SC_NOCHAT:
  6525. if(sd){
  6526. sd->status.manner++;
  6527. clif_changestatus(bl,SP_MANNER,sd->status.manner);
  6528. clif_updatestatus(sd,SP_MANNER);
  6529. if (sd->status.manner < 0)
  6530. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6531. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  6532. return 0;
  6533. }
  6534. }
  6535. break;
  6536. case SC_SPLASHER:
  6537. // custom Venom Splasher countdown timer
  6538. //if (sce->val4 % 1000 == 0) {
  6539. // char timer[10];
  6540. // snprintf (timer, 10, "%d", sce->val4/1000);
  6541. // clif_message(bl, timer);
  6542. //}
  6543. if((sce->val4 -= 500) > 0) {
  6544. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  6545. return 0;
  6546. }
  6547. break;
  6548. case SC_MARIONETTE:
  6549. case SC_MARIONETTE2:
  6550. {
  6551. struct block_list *pbl = map_id2bl(sce->val1);
  6552. if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0)
  6553. {
  6554. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6555. return 0;
  6556. }
  6557. }
  6558. break;
  6559. case SC_GOSPEL:
  6560. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  6561. {
  6562. int hp, sp;
  6563. hp = (sce->val1 > 5) ? 45 : 30;
  6564. sp = (sce->val1 > 5) ? 35 : 20;
  6565. if(!status_charge(bl, hp, sp))
  6566. break;
  6567. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  6568. return 0;
  6569. }
  6570. break;
  6571. case SC_GUILDAURA:
  6572. {
  6573. struct block_list *tbl = map_id2bl(sce->val2);
  6574. if (tbl && battle_check_range(bl, tbl, 2)){
  6575. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6576. return 0;
  6577. }
  6578. }
  6579. break;
  6580. case SC_JAILED:
  6581. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  6582. {
  6583. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  6584. return 0;
  6585. }
  6586. break;
  6587. case SC_BLIND:
  6588. if(sc->data[SC_FOGWALL])
  6589. { //Blind lasts forever while you are standing on the fog.
  6590. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  6591. return 0;
  6592. }
  6593. break;
  6594. }
  6595. // default for all non-handled control paths is to end the status
  6596. result = status_change_end( bl,type,tid );
  6597. if( sd && boss_md && boss_md->bl.prev == NULL )
  6598. clif_bossmapinfo(sd->fd, boss_md, 1); // Killed MVP - Show next spawn info
  6599. return result;
  6600. #undef sc_timer_next
  6601. }
  6602. /*==========================================
  6603. * ステータス異常タイマー範囲処理
  6604. *------------------------------------------*/
  6605. int status_change_timer_sub(struct block_list* bl, va_list ap)
  6606. {
  6607. struct map_session_data *sd, *tsd;
  6608. struct status_change* tsc;
  6609. struct block_list* src = va_arg(ap,struct block_list*);
  6610. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  6611. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  6612. unsigned int tick = va_arg(ap,unsigned int);
  6613. if (status_isdead(bl))
  6614. return 0;
  6615. tsc = status_get_sc(bl);
  6616. sd = BL_CAST(BL_PC, src);
  6617. tsd = BL_CAST(BL_PC, bl);
  6618. switch( type )
  6619. {
  6620. case SC_SIGHT: /* サイト */
  6621. case SC_CONCENTRATE:
  6622. status_change_end(bl, SC_HIDING, -1);
  6623. status_change_end(bl, SC_CLOAKING, -1);
  6624. break;
  6625. case SC_RUWACH: /* ルアフ */
  6626. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  6627. status_change_end(bl, SC_HIDING, -1);
  6628. status_change_end(bl, SC_CLOAKING, -1);
  6629. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6630. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6631. }
  6632. break;
  6633. case SC_SIGHTBLASTER:
  6634. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6635. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6636. {
  6637. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6638. if (sce) sce->val2 = 0; //This signals it to end.
  6639. }
  6640. break;
  6641. case SC_CLOSECONFINE:
  6642. //Lock char has released the hold on everyone...
  6643. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  6644. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  6645. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6646. }
  6647. break;
  6648. }
  6649. return 0;
  6650. }
  6651. /*==========================================
  6652. * Clears buffs/debuffs of a character.
  6653. * type&1 -> buffs, type&2 -> debuffs
  6654. *------------------------------------------*/
  6655. int status_change_clear_buffs (struct block_list* bl, int type)
  6656. {
  6657. int i;
  6658. struct status_change *sc= status_get_sc(bl);
  6659. if (!sc || !sc->count)
  6660. return 0;
  6661. if (type&2) //Debuffs
  6662. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  6663. {
  6664. if(sc->data[i])
  6665. status_change_end(bl,(sc_type)i,-1);
  6666. }
  6667. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  6668. {
  6669. if(!sc->data[i])
  6670. continue;
  6671. switch (i) {
  6672. //Stuff that cannot be removed
  6673. case SC_WEIGHT50:
  6674. case SC_WEIGHT90:
  6675. case SC_COMBO:
  6676. case SC_SMA:
  6677. case SC_DANCING:
  6678. case SC_GUILDAURA:
  6679. case SC_SAFETYWALL:
  6680. case SC_PNEUMA:
  6681. case SC_NOCHAT:
  6682. case SC_JAILED:
  6683. case SC_ANKLE:
  6684. case SC_BLADESTOP:
  6685. case SC_CP_WEAPON:
  6686. case SC_CP_SHIELD:
  6687. case SC_CP_ARMOR:
  6688. case SC_CP_HELM:
  6689. case SC_STRFOOD:
  6690. case SC_AGIFOOD:
  6691. case SC_VITFOOD:
  6692. case SC_INTFOOD:
  6693. case SC_DEXFOOD:
  6694. case SC_LUKFOOD:
  6695. case SC_HITFOOD:
  6696. case SC_FLEEFOOD:
  6697. case SC_BATKFOOD:
  6698. case SC_WATKFOOD:
  6699. case SC_MATKFOOD:
  6700. continue;
  6701. //Debuffs that can be removed.
  6702. case SC_HALLUCINATION:
  6703. case SC_QUAGMIRE:
  6704. case SC_SIGNUMCRUCIS:
  6705. case SC_DECREASEAGI:
  6706. case SC_SLOWDOWN:
  6707. case SC_MINDBREAKER:
  6708. case SC_WINKCHARM:
  6709. case SC_STOP:
  6710. case SC_ORCISH:
  6711. case SC_STRIPWEAPON:
  6712. case SC_STRIPSHIELD:
  6713. case SC_STRIPARMOR:
  6714. case SC_STRIPHELM:
  6715. if (!(type&2))
  6716. continue;
  6717. break;
  6718. //The rest are buffs that can be removed.
  6719. case SC_BERSERK:
  6720. if (!(type&1))
  6721. continue;
  6722. sc->data[i]->val2 = 0;
  6723. break;
  6724. default:
  6725. if (!(type&1))
  6726. continue;
  6727. break;
  6728. }
  6729. status_change_end(bl,(sc_type)i,-1);
  6730. }
  6731. return 0;
  6732. }
  6733. //Natural regen related stuff.
  6734. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6735. static int status_natural_heal(struct block_list* bl, va_list args)
  6736. {
  6737. struct regen_data *regen;
  6738. struct status_data *status;
  6739. struct status_change *sc;
  6740. struct unit_data *ud;
  6741. struct view_data *vd = NULL;
  6742. struct regen_data_sub *sregen;
  6743. struct map_session_data *sd;
  6744. int val,rate,bonus = 0,flag;
  6745. regen = status_get_regen_data(bl);
  6746. if (!regen) return 0;
  6747. status = status_get_status_data(bl);
  6748. sc = status_get_sc(bl);
  6749. if (sc && !sc->count)
  6750. sc = NULL;
  6751. sd = BL_CAST(BL_PC,bl);
  6752. flag = regen->flag;
  6753. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6754. flag&=~(RGN_HP|RGN_SHP);
  6755. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6756. flag&=~(RGN_SP|RGN_SSP);
  6757. if (flag && (
  6758. status_isdead(bl) ||
  6759. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6760. ))
  6761. flag=0;
  6762. if (sd) {
  6763. if (sd->hp_loss.value || sd->sp_loss.value)
  6764. pc_bleeding(sd, natural_heal_diff_tick);
  6765. if (sd->hp_regen.value || sd->sp_regen.value)
  6766. pc_regen(sd, natural_heal_diff_tick);
  6767. }
  6768. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6769. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6770. { //Apply sitting regen bonus.
  6771. sregen = regen->ssregen;
  6772. if(flag&(RGN_SHP))
  6773. { //Sitting HP regen
  6774. val = natural_heal_diff_tick * sregen->rate.hp;
  6775. if (regen->state.overweight)
  6776. val>>=1; //Half as fast when overweight.
  6777. sregen->tick.hp += val;
  6778. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6779. {
  6780. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6781. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6782. { //Full
  6783. flag&=~(RGN_HP|RGN_SHP);
  6784. break;
  6785. }
  6786. }
  6787. }
  6788. if(flag&(RGN_SSP))
  6789. { //Sitting SP regen
  6790. val = natural_heal_diff_tick * sregen->rate.sp;
  6791. if (regen->state.overweight)
  6792. val>>=1; //Half as fast when overweight.
  6793. sregen->tick.sp += val;
  6794. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6795. {
  6796. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6797. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6798. { //Full
  6799. flag&=~(RGN_SP|RGN_SSP);
  6800. break;
  6801. }
  6802. }
  6803. }
  6804. }
  6805. if (flag && regen->state.overweight)
  6806. flag=0;
  6807. ud = unit_bl2ud(bl);
  6808. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6809. {
  6810. flag&=~(RGN_SHP|RGN_SSP);
  6811. if(!regen->state.walk)
  6812. flag&=~RGN_HP;
  6813. }
  6814. if (!flag)
  6815. return 0;
  6816. if (flag&(RGN_HP|RGN_SP))
  6817. {
  6818. if(!vd) vd = status_get_viewdata(bl);
  6819. if(vd && vd->dead_sit == 2)
  6820. bonus++;
  6821. if(regen->state.gc)
  6822. bonus++;
  6823. }
  6824. //Natural Hp regen
  6825. if (flag&RGN_HP)
  6826. {
  6827. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6828. if (ud && ud->walktimer != -1)
  6829. rate/=2;
  6830. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  6831. if(bl->type==BL_HOM) rate *=2;
  6832. regen->tick.hp += rate;
  6833. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6834. {
  6835. val = 0;
  6836. do {
  6837. val += regen->hp;
  6838. regen->tick.hp -= battle_config.natural_healhp_interval;
  6839. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6840. if (status_heal(bl, val, 0, 1) < val)
  6841. flag&=~RGN_SHP; //full.
  6842. }
  6843. }
  6844. //Natural SP regen
  6845. if(flag&RGN_SP)
  6846. {
  6847. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  6848. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  6849. if(bl->type==BL_HOM) rate *=2;
  6850. regen->tick.sp += rate;
  6851. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6852. {
  6853. val = 0;
  6854. do {
  6855. val += regen->sp;
  6856. regen->tick.sp -= battle_config.natural_healsp_interval;
  6857. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6858. if (status_heal(bl, 0, val, 1) < val)
  6859. flag&=~RGN_SSP; //full.
  6860. }
  6861. }
  6862. if (!regen->sregen)
  6863. return flag;
  6864. //Skill regen
  6865. sregen = regen->sregen;
  6866. if(flag&RGN_SHP)
  6867. { //Skill HP regen
  6868. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6869. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6870. {
  6871. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6872. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6873. break; //Full
  6874. }
  6875. }
  6876. if(flag&RGN_SSP)
  6877. { //Skill SP regen
  6878. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6879. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6880. {
  6881. val = sregen->sp;
  6882. if (sd && sd->state.doridori) {
  6883. val*=2;
  6884. sd->state.doridori = 0;
  6885. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6886. sc_start(bl,status_skill2sc(TK_SPTIME),
  6887. 100,rate,skill_get_time(TK_SPTIME, rate));
  6888. if (
  6889. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6890. rand()%10000 < battle_config.sg_angel_skill_ratio
  6891. ) { //Angel of the Sun/Moon/Star
  6892. clif_feel_hate_reset(sd);
  6893. pc_resethate(sd);
  6894. pc_resetfeel(sd);
  6895. }
  6896. }
  6897. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6898. if(status_heal(bl, 0, val, 3) < val)
  6899. break; //Full
  6900. }
  6901. }
  6902. return flag;
  6903. }
  6904. //Natural heal main timer.
  6905. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6906. {
  6907. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6908. map_foreachregen(status_natural_heal);
  6909. natural_heal_prev_tick = tick;
  6910. return 0;
  6911. }
  6912. int status_readdb(void)
  6913. {
  6914. int i,j,class_;
  6915. FILE *fp;
  6916. char line[1024], path[1024],*p;
  6917. sprintf(path, "%s/job_db1.txt", db_path);
  6918. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6919. if(fp==NULL){
  6920. ShowError("can't read %s\n", path);
  6921. return 1;
  6922. }
  6923. i = 0;
  6924. while(fgets(line, sizeof(line), fp))
  6925. {
  6926. //NOTE: entry MAX_WEAPON_TYPE is not counted
  6927. char* split[5 + MAX_WEAPON_TYPE];
  6928. i++;
  6929. if(line[0]=='/' && line[1]=='/')
  6930. continue;
  6931. for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
  6932. split[j]=p;
  6933. p=strchr(p,',');
  6934. if(p) *p++=0;
  6935. }
  6936. if(j < 5 + MAX_WEAPON_TYPE)
  6937. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6938. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6939. continue;
  6940. }
  6941. class_ = atoi(split[0]);
  6942. if(!pcdb_checkid(class_))
  6943. continue;
  6944. class_ = pc_class2idx(class_);
  6945. max_weight_base[class_]=atoi(split[1]);
  6946. hp_coefficient[class_]=atoi(split[2]);
  6947. hp_coefficient2[class_]=atoi(split[3]);
  6948. sp_coefficient[class_]=atoi(split[4]);
  6949. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6950. aspd_base[class_][j]=atoi(split[j+5]);
  6951. }
  6952. fclose(fp);
  6953. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6954. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6955. sprintf(path, "%s/job_db2.txt", db_path);
  6956. fp=fopen(path,"r");
  6957. if(fp==NULL){
  6958. ShowError("can't read %s\n", path);
  6959. return 1;
  6960. }
  6961. while(fgets(line, sizeof(line), fp))
  6962. {
  6963. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6964. if(line[0]=='/' && line[1]=='/')
  6965. continue;
  6966. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6967. split[j]=p;
  6968. p=strchr(p,',');
  6969. if(p) *p++=0;
  6970. }
  6971. class_ = atoi(split[0]);
  6972. if(!pcdb_checkid(class_))
  6973. continue;
  6974. class_ = pc_class2idx(class_);
  6975. for(i=1;i<j && split[i];i++)
  6976. job_bonus[class_][i-1]=atoi(split[i]);
  6977. }
  6978. fclose(fp);
  6979. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6980. // サイズ補正テ?ブル
  6981. for(i=0;i<3;i++)
  6982. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6983. atkmods[i][j]=100;
  6984. sprintf(path, "%s/size_fix.txt", db_path);
  6985. fp=fopen(path,"r");
  6986. if(fp==NULL){
  6987. ShowError("can't read %s\n", path);
  6988. return 1;
  6989. }
  6990. i=0;
  6991. while(fgets(line, sizeof(line), fp))
  6992. {
  6993. char *split[MAX_WEAPON_TYPE];
  6994. if(line[0]=='/' && line[1]=='/')
  6995. continue;
  6996. if(atoi(line)<=0)
  6997. continue;
  6998. memset(split,0,sizeof(split));
  6999. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  7000. split[j]=p;
  7001. p=strchr(p,',');
  7002. if(p) *p++=0;
  7003. atkmods[i][j]=atoi(split[j]);
  7004. }
  7005. i++;
  7006. }
  7007. fclose(fp);
  7008. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  7009. // 精?デ?タテ?ブル
  7010. for(i=0;i<5;i++){
  7011. for(j=0;j<MAX_REFINE; j++)
  7012. percentrefinery[i][j]=100;
  7013. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  7014. refinebonus[i][0]=0;
  7015. refinebonus[i][1]=0;
  7016. refinebonus[i][2]=10;
  7017. }
  7018. sprintf(path, "%s/refine_db.txt", db_path);
  7019. fp=fopen(path,"r");
  7020. if(fp==NULL){
  7021. ShowError("can't read %s\n", path);
  7022. return 1;
  7023. }
  7024. i=0;
  7025. while(fgets(line, sizeof(line), fp))
  7026. {
  7027. char *split[MAX_REFINE+4];
  7028. if(line[0]=='/' && line[1]=='/')
  7029. continue;
  7030. if(atoi(line)<=0)
  7031. continue;
  7032. memset(split,0,sizeof(split));
  7033. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  7034. split[j]=p;
  7035. p=strchr(p,',');
  7036. if(p) *p++=0;
  7037. }
  7038. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  7039. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  7040. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  7041. for(j=0;j<MAX_REFINE && split[j+3];j++)
  7042. percentrefinery[i][j]=atoi(split[j+3]);
  7043. i++;
  7044. }
  7045. fclose(fp); //Lupus. close this file!!!
  7046. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  7047. return 0;
  7048. }
  7049. /*==========================================
  7050. * スキル関係初期化処理
  7051. *------------------------------------------*/
  7052. int do_init_status(void)
  7053. {
  7054. add_timer_func_list(status_change_timer,"status_change_timer");
  7055. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  7056. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  7057. initChangeTables();
  7058. initDummyData();
  7059. status_readdb();
  7060. status_calc_sigma();
  7061. natural_heal_prev_tick = gettick();
  7062. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  7063. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  7064. return 0;
  7065. }
  7066. void do_final_status(void)
  7067. {
  7068. ers_destroy(sc_data_ers);
  7069. }