status.c 209 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <time.h>
  4. #include <ctype.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <memory.h>
  8. #include <string.h>
  9. #include <limits.h>
  10. #include "pc.h"
  11. #include "map.h"
  12. #include "pet.h"
  13. #include "npc.h"
  14. #include "mob.h"
  15. #include "clif.h"
  16. #include "guild.h"
  17. #include "skill.h"
  18. #include "itemdb.h"
  19. #include "battle.h"
  20. #include "chrif.h"
  21. #include "status.h"
  22. #include "script.h"
  23. #include "unit.h"
  24. #include "mercenary.h"
  25. #include "../common/timer.h"
  26. #include "../common/nullpo.h"
  27. #include "../common/showmsg.h"
  28. #include "../common/malloc.h"
  29. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  30. #define SC_HM_BASE 800
  31. #define SC_GD_BASE 900
  32. //Regen related flags.
  33. #define RGN_HP 0x01
  34. #define RGN_SP 0x02
  35. #define RGN_SHP 0x04
  36. #define RGN_SSP 0x08
  37. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  38. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  39. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  40. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  41. static int max_weight_base[MAX_PC_CLASS];
  42. static int hp_coefficient[MAX_PC_CLASS];
  43. static int hp_coefficient2[MAX_PC_CLASS];
  44. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  45. static int sp_coefficient[MAX_PC_CLASS];
  46. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  47. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  48. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  49. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  50. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  51. static struct status_data dummy_status;
  52. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  54. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  55. //to avoid cards exploits
  56. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  57. static void add_sc(int skill, int sc)
  58. {
  59. int sk = skill;
  60. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  61. else
  62. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  63. if (sk < 0 || sk >= MAX_SKILL) {
  64. if (battle_config.error_log)
  65. ShowError("add_sc: Unsupported skill id %d\n", skill);
  66. return;
  67. }
  68. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  69. SkillStatusChangeTableArray[sk] = sc;
  70. if (StatusSkillChangeTable[sc]==0)
  71. StatusSkillChangeTable[sc] = skill;
  72. }
  73. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  74. {
  75. if (StatusIconChangeTable[sc]==SI_BLANK)
  76. StatusIconChangeTable[sc] = icon;
  77. StatusChangeFlagTable[sc] |= flag;
  78. add_sc(skill, sc);
  79. }
  80. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  81. //but it is much less prone to errors. [Skotlex]
  82. void initChangeTables(void) {
  83. int i;
  84. for (i = 0; i < SC_MAX; i++)
  85. StatusIconChangeTable[i] = SI_BLANK;
  86. for (i = 0; i < MAX_SKILL; i++)
  87. SkillStatusChangeTableArray[i] = -1;
  88. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  89. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  90. //First we define the skill for common ailments. These are used in
  91. //skill_additional_effect through sc cards. [Skotlex]
  92. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  93. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  94. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  95. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  96. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  97. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  98. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  99. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  100. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  101. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  102. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  103. //These are the status-change flags for the common ailments.
  104. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
  105. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  106. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  107. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  108. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  109. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  110. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  111. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  112. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  113. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  114. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  115. //The icons for the common ailments
  116. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  119. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  120. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  121. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  122. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  123. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  124. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  125. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  126. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  127. add_sc(SM_BASH, SC_STUN);
  128. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  129. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  130. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  131. add_sc(MG_SIGHT, SC_SIGHT);
  132. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  133. add_sc(MG_FROSTDIVER, SC_FREEZE);
  134. add_sc(MG_STONECURSE, SC_STONE);
  135. add_sc(AL_RUWACH, SC_RUWACH);
  136. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  137. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  138. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  139. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  140. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  141. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  142. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  143. add_sc(TF_POISON, SC_POISON);
  144. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  145. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  146. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  147. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  148. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  149. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  150. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  151. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  152. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  153. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  154. add_sc(PR_LEXDIVINA, SC_SILENCE);
  155. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  156. add_sc(WZ_METEOR, SC_STUN);
  157. add_sc(WZ_VERMILION, SC_BLIND);
  158. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  159. add_sc(WZ_STORMGUST, SC_FREEZE);
  160. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  161. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  162. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  163. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  164. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  165. add_sc(HT_LANDMINE, SC_STUN);
  166. add_sc(HT_ANKLESNARE, SC_ANKLE);
  167. add_sc(HT_SANDMAN, SC_SLEEP);
  168. add_sc(HT_FLASHER, SC_BLIND);
  169. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  170. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  171. add_sc(AS_SONICBLOW, SC_STUN);
  172. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  173. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  174. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  175. add_sc(AS_VENOMDUST, SC_POISON);
  176. add_sc(AS_SPLASHER, SC_SPLASHER);
  177. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  178. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  179. add_sc(TF_SPRINKLESAND, SC_BLIND);
  180. add_sc(TF_THROWSTONE, SC_STUN);
  181. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  182. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  183. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  184. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  185. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  186. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  194. add_sc(NPC_POISON, SC_POISON);
  195. add_sc(NPC_BLINDATTACK, SC_BLIND);
  196. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  197. add_sc(NPC_STUNATTACK, SC_STUN);
  198. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  199. add_sc(NPC_CURSEATTACK, SC_CURSE);
  200. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  201. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  202. add_sc(NPC_DARKBLESSING, SC_COMA);
  203. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  204. add_sc(NPC_LICK, SC_STUN);
  205. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  206. add_sc(NPC_REBIRTH, SC_KAIZEL);
  207. add_sc(RG_RAID, SC_STUN);
  208. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  209. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  210. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  211. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  212. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  213. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  214. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  215. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  216. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  217. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  218. add_sc(CR_SHIELDCHARGE, SC_STUN);
  219. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  220. add_sc(CR_HOLYCROSS, SC_BLIND);
  221. add_sc(CR_GRANDCROSS, SC_BLIND);
  222. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  223. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  224. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  225. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  226. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  227. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  229. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  230. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  231. add_sc(SA_MAGICROD, SC_MAGICROD);
  232. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  233. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  234. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  238. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  239. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  240. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  241. add_sc(SA_COMA, SC_COMA);
  242. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  243. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  244. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  245. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  246. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  247. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  248. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  249. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  250. add_sc(BA_FROSTJOKE, SC_FREEZE);
  251. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  252. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  253. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  254. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  255. add_sc(DC_SCREAM, SC_STUN);
  256. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  257. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  258. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  259. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  260. add_sc(NPC_DARKCROSS, SC_BLIND);
  261. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  262. add_sc(NPC_STOP, SC_STOP);
  263. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  264. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  265. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  266. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  267. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  268. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  269. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  270. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  271. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  272. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  273. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
  274. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  275. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  276. add_sc(HP_BASILICA, SC_BASILICA);
  277. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  278. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  279. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  280. add_sc(PA_GOSPEL, SC_SCRESIST);
  281. add_sc(CH_TIGERFIST, SC_STOP);
  282. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  283. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  284. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  285. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  286. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  287. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  288. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  289. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  290. set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  293. add_sc(LK_SPIRALPIERCE, SC_STOP);
  294. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  295. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  296. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  297. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  298. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  299. add_sc(PF_FOGWALL, SC_FOGWALL);
  300. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  301. add_sc(WE_BABY, SC_BABY);
  302. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  303. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  304. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  305. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  306. add_sc(TK_DOWNKICK, SC_STUN);
  307. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  308. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  309. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  310. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  311. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  312. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  313. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  314. add_sc(SG_MOON_WARM, SC_WARM);
  315. add_sc(SG_STAR_WARM, SC_WARM);
  316. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  317. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  318. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  319. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  320. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  321. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  322. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  323. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  324. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  325. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  326. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  327. add_sc(SL_STUN, SC_STUN);
  328. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  329. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  330. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  331. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  332. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  333. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  334. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  335. add_sc(WS_CARTTERMINATION, SC_STUN);
  336. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  337. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  338. add_sc(CG_HERMODE, SC_HERMODE);
  339. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  340. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  341. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  342. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  343. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  344. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  345. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  346. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  347. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  348. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  349. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  350. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  351. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  352. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  353. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  354. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  355. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  356. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  357. add_sc(MO_BALKYOUNG, SC_STUN);
  358. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  359. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  360. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  361. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  362. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  363. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_MAXHP|SCB_MAXSP);
  364. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  365. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  366. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  367. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  368. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  369. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  370. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  371. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  372. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  373. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  374. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  375. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  376. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  377. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  378. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  379. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  380. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  381. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  382. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  383. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  384. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  385. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  386. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  387. //Status that don't have a skill associated.
  388. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  389. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  390. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  391. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  392. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  393. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  394. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  395. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  396. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  397. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  398. //Other SC which are not necessarily associated to skills.
  399. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  400. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  401. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  402. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  403. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  404. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  405. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  406. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  407. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  408. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  409. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  410. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  411. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  412. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  413. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  414. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  415. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  416. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  417. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  418. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  419. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  420. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  421. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  422. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  423. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  424. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  425. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  426. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  427. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  428. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  429. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  430. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  431. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  432. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  433. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  434. if (!battle_config.display_hallucination) //Disable Hallucination.
  435. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  436. }
  437. int SkillStatusChangeTable(int skill)
  438. {
  439. int sk = skill;
  440. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  441. else
  442. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  443. if (sk < 0 || sk >= MAX_SKILL) {
  444. if (battle_config.error_log)
  445. ShowError("add_sc: Unsupported skill id %d\n", skill);
  446. return -1;
  447. }
  448. return SkillStatusChangeTableArray[sk];
  449. }
  450. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  451. static void initDummyData(void) {
  452. memset(&dummy_status, 0, sizeof(dummy_status));
  453. dummy_status.hp =
  454. dummy_status.max_hp =
  455. dummy_status.max_sp =
  456. dummy_status.str =
  457. dummy_status.agi =
  458. dummy_status.vit =
  459. dummy_status.int_ =
  460. dummy_status.dex =
  461. dummy_status.luk =
  462. dummy_status.hit = 1;
  463. dummy_status.speed = 2000;
  464. dummy_status.adelay = 4000;
  465. dummy_status.amotion = 2000;
  466. dummy_status.dmotion = 2000;
  467. dummy_status.ele_lv = 1; //Min elemental level.
  468. dummy_status.mode = MD_CANMOVE;
  469. }
  470. /*==========================================
  471. * 精錬ボーナス
  472. *------------------------------------------
  473. */
  474. int status_getrefinebonus(int lv,int type)
  475. {
  476. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  477. return refinebonus[lv][type];
  478. return 0;
  479. }
  480. //Sets HP to given value. Flag is the flag passed to status_heal in case
  481. //final value is higher than current (use 2 to make a healing effect display
  482. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  483. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  484. {
  485. struct status_data *status;
  486. if (hp < 1) return 0;
  487. status = status_get_status_data(bl);
  488. if (status == &dummy_status)
  489. return 0;
  490. if (hp > status->max_hp) hp = status->max_hp;
  491. if (hp == status->hp) return 0;
  492. if (hp > status->hp)
  493. return status_heal(bl, hp - status->hp, 0, 1|flag);
  494. return status_zap(bl, status->hp - hp, 0);
  495. }
  496. //Sets SP to given value. Flag is the flag passed to status_heal in case
  497. //final value is higher than current (use 2 to make a healing effect display
  498. //on players)
  499. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  500. {
  501. struct status_data *status;
  502. status = status_get_status_data(bl);
  503. if (status == &dummy_status)
  504. return 0;
  505. if (sp > status->max_sp) sp = status->max_sp;
  506. if (sp == status->sp) return 0;
  507. if (sp > status->sp)
  508. return status_heal(bl, 0, sp - status->sp, 1|flag);
  509. return status_zap(bl, 0, status->sp - sp);
  510. }
  511. //Inflicts damage on the target with the according walkdelay.
  512. //If flag&1, damage is passive and does not triggers cancelling status changes.
  513. //If flag&2, fail if target does not has enough to substract.
  514. //If flag&4, if killed, mob must not give exp/loot.
  515. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  516. {
  517. struct status_data *status;
  518. struct status_change *sc;
  519. if(sp && !(target->type&BL_CONSUME))
  520. sp = 0; //Not a valid SP target.
  521. if (hp < 0) { //Assume absorbed damage.
  522. status_heal(target, -hp, 0, 1);
  523. hp = 0;
  524. }
  525. if (sp < 0) {
  526. status_heal(target, 0, -sp, 1);
  527. sp = 0;
  528. }
  529. if (!hp && !sp)
  530. return 0;
  531. if (target->type == BL_SKILL)
  532. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  533. status = status_get_status_data(target);
  534. if (status == &dummy_status || !status->hp)
  535. return 0; //Invalid targets: no damage or dead
  536. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  537. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  538. // if (!target->prev && !(flag&2))
  539. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  540. sc = status_get_sc(target);
  541. if (sc && !sc->count)
  542. sc = NULL;
  543. if (hp && !(flag&1)) {
  544. if (sc) {
  545. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  546. { //Devotion prevents any of the other ailments from ending.
  547. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  548. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  549. {
  550. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  551. status_fix_damage(NULL, &sd2->bl, hp, 0);
  552. return 0;
  553. }
  554. status_change_end(target, SC_DEVOTION, -1);
  555. }
  556. if (sc->data[SC_FREEZE].timer != -1)
  557. status_change_end(target,SC_FREEZE,-1);
  558. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  559. status_change_end(target,SC_STONE,-1);
  560. if (sc->data[SC_SLEEP].timer != -1)
  561. status_change_end(target,SC_SLEEP,-1);
  562. if (sc->data[SC_WINKCHARM].timer != -1)
  563. status_change_end(target,SC_WINKCHARM,-1);
  564. if (sc->data[SC_CONFUSION].timer != -1)
  565. status_change_end(target, SC_CONFUSION, -1);
  566. if (sc->data[SC_TRICKDEAD].timer != -1)
  567. status_change_end(target, SC_TRICKDEAD, -1);
  568. if (sc->data[SC_HIDING].timer != -1)
  569. status_change_end(target, SC_HIDING, -1);
  570. if (sc->data[SC_CLOAKING].timer != -1)
  571. status_change_end(target, SC_CLOAKING, -1);
  572. if (sc->data[SC_CHASEWALK].timer != -1)
  573. status_change_end(target, SC_CHASEWALK, -1);
  574. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  575. //Endure count is only reduced by non-players on non-gvg maps.
  576. //val4 signals infinite endure. [Skotlex]
  577. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  578. && --(sc->data[SC_ENDURE].val2) < 0)
  579. status_change_end(target, SC_ENDURE, -1);
  580. }
  581. if (sc->data[SC_GRAVITATION].timer != -1 &&
  582. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  583. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  584. if (sg) {
  585. skill_delunitgroup(target,sg);
  586. sc->data[SC_GRAVITATION].val4 = 0;
  587. status_change_end(target, SC_GRAVITATION, -1);
  588. }
  589. }
  590. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  591. skill_stop_dancing(target);
  592. }
  593. unit_skillcastcancel(target, 2);
  594. }
  595. if ((unsigned int)hp >= status->hp) {
  596. if (flag&2) return 0;
  597. hp = status->hp;
  598. }
  599. if ((unsigned int)sp > status->sp) {
  600. if (flag&2) return 0;
  601. sp = status->sp;
  602. }
  603. status->hp-= hp;
  604. status->sp-= sp;
  605. if (sc && hp && status->hp) {
  606. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  607. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  608. status->hp < status->max_hp>>2)
  609. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  610. }
  611. switch (target->type)
  612. {
  613. case BL_MOB:
  614. mob_damage((TBL_MOB*)target, src, hp);
  615. break;
  616. case BL_PC:
  617. pc_damage((TBL_PC*)target,src,hp,sp);
  618. break;
  619. case BL_HOM:
  620. merc_damage((TBL_HOM*)target,src,hp,sp);
  621. }
  622. if (status->hp)
  623. { //Still lives!
  624. if (walkdelay)
  625. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  626. return hp+sp;
  627. }
  628. status->hp = 1; //To let the dead function cast skills and all that.
  629. //NOTE: These dead functions should return: [Skotlex]
  630. //0: Death cancelled, auto-revived.
  631. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  632. //&2: Also remove object from map.
  633. //&4: Also delete object from memory.
  634. switch (target->type)
  635. {
  636. case BL_MOB:
  637. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  638. break;
  639. case BL_PC:
  640. flag = pc_dead((TBL_PC*)target,src);
  641. break;
  642. case BL_HOM:
  643. flag = merc_hom_dead((TBL_HOM*)target,src);
  644. break;
  645. default: //Unhandled case, do nothing to object.
  646. flag = 0;
  647. break;
  648. }
  649. if(!flag) //Death cancelled.
  650. return hp+sp;
  651. //Normal death
  652. status->hp = 0;
  653. if (battle_config.clear_unit_ondeath &&
  654. battle_config.clear_unit_ondeath&target->type)
  655. skill_clear_unitgroup(target);
  656. status_change_clear(target,0);
  657. if(target->type&BL_REGEN)
  658. { //Reset regen ticks.
  659. struct regen_data *regen = status_get_regen_data(target);
  660. if (regen)
  661. memset(&regen->tick, 0, sizeof(regen->tick));
  662. }
  663. if(flag&4) //Delete from memory. (also invokes map removal code)
  664. unit_free(target,1);
  665. else
  666. if(flag&2) //remove from map
  667. unit_remove_map(target,1);
  668. else
  669. { //Some death states that would normally be handled by unit_remove_map
  670. unit_stop_attack(target);
  671. unit_stop_walking(target,0);
  672. unit_skillcastcancel(target,0);
  673. clif_clearchar_area(target,1);
  674. skill_unit_move(target,gettick(),4);
  675. skill_cleartimerskill(target);
  676. }
  677. return hp+sp;
  678. }
  679. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  680. //If flag&2, when the player is healed, show the HP/SP heal effect.
  681. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  682. {
  683. struct status_data *status;
  684. struct status_change *sc;
  685. status = status_get_status_data(bl);
  686. if (status == &dummy_status || !status->hp)
  687. return 0;
  688. sc = status_get_sc(bl);
  689. if (sc && !sc->count)
  690. sc = NULL;
  691. if (hp < 0) {
  692. status_damage(NULL, bl, -hp, 0, 0, 1);
  693. hp = 0;
  694. }
  695. if(hp) {
  696. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  697. hp = 0;
  698. if((unsigned int)hp > status->max_hp - status->hp)
  699. hp = status->max_hp - status->hp;
  700. }
  701. if(sp < 0) {
  702. status_damage(NULL, bl, 0, -sp, 0, 1);
  703. sp = 0;
  704. }
  705. if(sp) {
  706. if((unsigned int)sp > status->max_sp - status->sp)
  707. sp = status->max_sp - status->sp;
  708. }
  709. if(!sp && !hp) return 0;
  710. status->hp+= hp;
  711. status->sp+= sp;
  712. if(hp && sc &&
  713. sc->data[SC_AUTOBERSERK].timer != -1 &&
  714. sc->data[SC_PROVOKE].timer!=-1 &&
  715. sc->data[SC_PROVOKE].val2==1 &&
  716. status->hp>=status->max_hp>>2
  717. ) //End auto berserk.
  718. status_change_end(bl,SC_PROVOKE,-1);
  719. switch(bl->type) {
  720. case BL_MOB:
  721. mob_heal((TBL_MOB*)bl,hp);
  722. break;
  723. case BL_PC:
  724. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  725. break;
  726. case BL_HOM:
  727. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  728. break;
  729. }
  730. return hp+sp;
  731. }
  732. //Does percentual non-flinching damage/heal. If mob is killed this way,
  733. //no exp/drops will be awarded if there is no src (or src is target)
  734. //If rates are > 0, percent is of current HP/SP
  735. //If rates are < 0, percent is of max HP/SP
  736. //If flag, this is heal, otherwise it is damage.
  737. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  738. {
  739. struct status_data *status;
  740. unsigned int hp =0, sp = 0;
  741. status = status_get_status_data(target);
  742. if (hp_rate > 0)
  743. hp = (hp_rate*status->hp)/100;
  744. else if (hp_rate < 0)
  745. hp = (-hp_rate)*status->max_hp/100;
  746. if (hp_rate && !hp)
  747. hp = 1;
  748. if (sp_rate > 0)
  749. sp = (sp_rate*status->sp)/100;
  750. else if (sp_rate < 0)
  751. sp = (-sp_rate)*status->max_sp/100;
  752. if (sp_rate && !sp)
  753. sp = 1;
  754. //Ugly check in case damage dealt is too much for the received args of
  755. //status_heal / status_damage. [Skotlex]
  756. if (hp > INT_MAX) {
  757. hp -= INT_MAX;
  758. if (flag)
  759. status_heal(target, INT_MAX, 0, 0);
  760. else
  761. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  762. }
  763. if (sp > INT_MAX) {
  764. sp -= INT_MAX;
  765. if (flag)
  766. status_heal(target, 0, INT_MAX, 0);
  767. else
  768. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  769. }
  770. if (flag) return status_heal(target, hp, sp, 0);
  771. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  772. }
  773. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  774. {
  775. struct status_data *status;
  776. unsigned int hp, sp;
  777. if (!status_isdead(bl)) return 0;
  778. status = status_get_status_data(bl);
  779. if (status == &dummy_status)
  780. return 0; //Invalid target.
  781. hp = status->max_hp * per_hp/100;
  782. sp = status->max_sp * per_sp/100;
  783. if(hp > status->max_hp - status->hp)
  784. hp = status->max_hp - status->hp;
  785. if(sp > status->max_sp - status->sp)
  786. sp = status->max_sp - status->sp;
  787. status->hp += hp;
  788. status->sp += sp;
  789. if (bl->prev) //Animation only if character is already on a map.
  790. clif_resurrection(bl, 1);
  791. switch (bl->type) {
  792. case BL_MOB:
  793. mob_revive((TBL_MOB*)bl, hp);
  794. break;
  795. case BL_PC:
  796. pc_revive((TBL_PC*)bl, hp, sp);
  797. break;
  798. case BL_HOM: //[orn]
  799. merc_homun_revive((TBL_HOM*)bl, hp, sp);
  800. break;
  801. }
  802. return 1;
  803. }
  804. /*==========================================
  805. * Checks whether the src can use the skill on the target,
  806. * taking into account status/option of both source/target. [Skotlex]
  807. * flag:
  808. * 0 - Trying to use skill on target.
  809. * 1 - Cast bar is done.
  810. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  811. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  812. * target MAY Be null, in which case the checks are only to see
  813. * whether the source can cast or not the skill on the ground.
  814. *------------------------------------------
  815. */
  816. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  817. {
  818. struct status_data *status;
  819. struct status_change *sc=NULL, *tsc;
  820. int hide_flag;
  821. status = src?status_get_status_data(src):&dummy_status;
  822. if (src && status_isdead(src))
  823. return 0;
  824. if (!skill_num) { //Normal attack checks.
  825. if (!(status->mode&MD_CANATTACK))
  826. return 0; //This mode is only needed for melee attacking.
  827. //Dead state is not checked for skills as some skills can be used
  828. //on dead characters, said checks are left to skill.c [Skotlex]
  829. if (target && status_isdead(target))
  830. return 0;
  831. }
  832. if (skill_num == PA_PRESSURE && flag) {
  833. //Gloria Avoids pretty much everything....
  834. tsc = target?status_get_sc(target):NULL;
  835. if(tsc) {
  836. if (tsc->option&OPTION_HIDE)
  837. return 0;
  838. if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
  839. return 0;
  840. }
  841. return 1;
  842. }
  843. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  844. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  845. && !(status->mode&MD_BOSS))
  846. { //Basilica Check
  847. if (!skill_num) return 0;
  848. hide_flag = skill_get_inf(skill_num);
  849. if (hide_flag&INF_ATTACK_SKILL)
  850. return 0;
  851. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  852. return 0;
  853. }
  854. if (src) sc = status_get_sc(src);
  855. if(sc && sc->count)
  856. {
  857. if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
  858. //When sc do not cancel casting, the spell should come out.
  859. return 0;
  860. if (
  861. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  862. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  863. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  864. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  865. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  866. )
  867. return 0;
  868. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  869. { //Prevents skill usage
  870. clif_emotion(src, 3);
  871. return 0;
  872. }
  873. if (sc->data[SC_BLADESTOP].timer != -1) {
  874. switch (sc->data[SC_BLADESTOP].val1)
  875. {
  876. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  877. case 4: if (skill_num == MO_CHAINCOMBO) break;
  878. case 3: if (skill_num == MO_INVESTIGATE) break;
  879. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  880. default: return 0;
  881. }
  882. }
  883. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  884. {
  885. if(sc->data[SC_LONGING].timer != -1)
  886. { //Allow everything except dancing/re-dancing. [Skotlex]
  887. if (skill_num == BD_ENCORE ||
  888. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  889. )
  890. return 0;
  891. } else
  892. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  893. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  894. return 0;
  895. if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
  896. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  897. }
  898. if (skill_num && //Do not block item-casted skills.
  899. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  900. ) { //Skills blocked through status changes...
  901. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  902. sc->data[SC_SILENCE].timer != -1 ||
  903. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  904. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  905. sc->data[SC_STEELBODY].timer != -1 ||
  906. sc->data[SC_BERSERK].timer != -1
  907. ))
  908. return 0;
  909. //Skill blocking.
  910. if (
  911. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  912. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
  913. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  914. sc->data[SC_NOCHAT].timer != -1
  915. )
  916. return 0;
  917. }
  918. }
  919. if (sc && sc->option)
  920. {
  921. if (sc->option&OPTION_HIDE)
  922. switch (skill_num) { //Usable skills while hiding.
  923. case TF_HIDING:
  924. case AS_GRIMTOOTH:
  925. case RG_BACKSTAP:
  926. case RG_RAID:
  927. case NJ_SHADOWJUMP:
  928. case NJ_KIRIKAGE:
  929. break;
  930. default:
  931. return 0;
  932. }
  933. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  934. return 0;
  935. }
  936. if (target == NULL || target == src) //No further checking needed.
  937. return 1;
  938. tsc = status_get_sc(target);
  939. if(tsc && tsc->count)
  940. {
  941. if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  942. return 0;
  943. if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
  944. return 0;
  945. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  946. return 0;
  947. }
  948. //If targetting, cloak+hide protect you, otherwise only hiding does.
  949. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  950. //You cannot hide from ground skills.
  951. if(skill_get_pl(skill_num) == ELE_EARTH)
  952. hide_flag &= ~OPTION_HIDE;
  953. switch (target->type)
  954. {
  955. case BL_PC:
  956. {
  957. struct map_session_data *sd = (TBL_PC*) target;
  958. if (pc_isinvisible(sd))
  959. return 0;
  960. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  961. && (sd->state.perfect_hiding || !(
  962. status->race == RC_INSECT ||
  963. status->race == RC_DEMON ||
  964. status->mode&MD_DETECTOR
  965. )))
  966. return 0;
  967. }
  968. break;
  969. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  970. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  971. if (status->mode&MD_LOOTER)
  972. return 1;
  973. else
  974. return 0;
  975. default:
  976. //Check for chase-walk/hiding/cloaking opponents.
  977. if (tsc && !(status->mode&MD_BOSS))
  978. {
  979. if (tsc->option&hide_flag && !(
  980. status->race == RC_INSECT ||
  981. status->race == RC_DEMON ||
  982. status->mode&MD_DETECTOR
  983. ))
  984. return 0;
  985. }
  986. }
  987. return 1;
  988. }
  989. //Checks whether the source can see and chase target.
  990. int status_check_visibility(struct block_list *src, struct block_list *target)
  991. {
  992. int view_range;
  993. struct status_data* status = status_get_status_data(src);
  994. struct status_change* tsc = status_get_sc(target);
  995. switch (src->type) {
  996. case BL_MOB:
  997. view_range = ((TBL_MOB*)src)->min_chase;
  998. break;
  999. case BL_PET:
  1000. view_range = ((TBL_PET*)src)->db->range2;
  1001. break;
  1002. default:
  1003. view_range = AREA_SIZE;
  1004. }
  1005. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1006. return 0;
  1007. switch (target->type)
  1008. {
  1009. case BL_PC:
  1010. {
  1011. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1012. && !(status->mode&MD_BOSS) && (
  1013. ((TBL_PC*)target)->state.perfect_hiding || !(
  1014. status->race == RC_INSECT ||
  1015. status->race == RC_DEMON ||
  1016. status->mode&MD_DETECTOR
  1017. )))
  1018. return 0;
  1019. }
  1020. break;
  1021. default:
  1022. //Check for chase-walk/hiding/cloaking opponents.
  1023. if (tsc && !(status->mode&MD_BOSS))
  1024. {
  1025. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1026. && !(
  1027. status->race == RC_INSECT ||
  1028. status->race == RC_DEMON ||
  1029. status->mode&MD_DETECTOR
  1030. ))
  1031. return 0;
  1032. }
  1033. }
  1034. return 1;
  1035. }
  1036. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1037. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1038. {
  1039. int flag = 0, str, dex, dstr;
  1040. if(!(bl->type&battle_config.enable_baseatk))
  1041. return 0;
  1042. if (bl->type == BL_PC)
  1043. switch(((TBL_PC*)bl)->status.weapon){
  1044. case W_BOW:
  1045. case W_MUSICAL:
  1046. case W_WHIP:
  1047. case W_REVOLVER:
  1048. case W_RIFLE:
  1049. case W_SHOTGUN:
  1050. case W_GATLING:
  1051. case W_GRENADE:
  1052. flag = 1;
  1053. }
  1054. if (flag) {
  1055. str = status->dex;
  1056. dex = status->str;
  1057. } else {
  1058. str = status->str;
  1059. dex = status->dex;
  1060. }
  1061. dstr = str/10;
  1062. return str + dstr*dstr + dex/5 + status->luk/5;
  1063. }
  1064. //Fills in the misc data that can be calculated from the other status info (except for level)
  1065. void status_calc_misc(struct status_data *status, int type, int level)
  1066. {
  1067. //Non players get the value set, players need to stack with previous bonuses.
  1068. if (type != BL_PC)
  1069. status->matk_min = status->matk_max = status->hit = status->flee =
  1070. status->def2 = status->mdef2 = status->cri = status->flee2 = 0;
  1071. status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
  1072. status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
  1073. status->hit += level + status->dex;
  1074. status->flee += level + status->agi;
  1075. status->def2 += status->vit;
  1076. status->mdef2 += status->int_ + (status->vit>>1);
  1077. if (type&battle_config.enable_critical)
  1078. status->cri += status->luk*3 + 10;
  1079. else
  1080. status->cri = 0;
  1081. if (type&battle_config.enable_perfect_flee)
  1082. status->flee2 += status->luk + 10;
  1083. else
  1084. status->flee2 = 0;
  1085. if (status->cri)
  1086. switch (type) {
  1087. case BL_MOB:
  1088. if(battle_config.mob_critical_rate != 100)
  1089. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1090. if(!status->cri && battle_config.mob_critical_rate)
  1091. status->cri = 10;
  1092. break;
  1093. case BL_PC:
  1094. //Players don't have a critical adjustment setting as of yet.
  1095. break;
  1096. default:
  1097. if(battle_config.critical_rate != 100)
  1098. status->cri = status->cri*battle_config.critical_rate/100;
  1099. if (!status->cri && battle_config.critical_rate)
  1100. status->cri = 10;
  1101. }
  1102. }
  1103. //Skotlex: Calculates the initial status for the given mob
  1104. //first will only be false when the mob leveled up or got a GuardUp level.
  1105. //first&2: Class-change invoked.
  1106. int status_calc_mob(struct mob_data* md, int first)
  1107. {
  1108. struct status_data *status;
  1109. struct block_list *mbl = NULL;
  1110. int flag=0;
  1111. if(first)
  1112. { //Set basic level on respawn.
  1113. if (md->spawn && !(first&2))
  1114. md->level = md->spawn->level;
  1115. else
  1116. md->level = md->db->lv; // [Valaris]
  1117. }
  1118. //Check if we need custom base-status
  1119. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1120. flag|=1;
  1121. if (md->special_state.size)
  1122. flag|=2;
  1123. if (md->guardian_data && md->guardian_data->guardup_lv)
  1124. flag|=4;
  1125. if (battle_config.slaves_inherit_speed && md->master_id)
  1126. flag|=8;
  1127. if (md->master_id && md->special_state.ai>1)
  1128. flag|=16;
  1129. if (!flag)
  1130. { //No special status required.
  1131. if (md->base_status) {
  1132. aFree(md->base_status);
  1133. md->base_status = NULL;
  1134. }
  1135. if(first)
  1136. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1137. return 0;
  1138. }
  1139. if (!md->base_status)
  1140. md->base_status = aCalloc(1, sizeof(struct status_data));
  1141. status = md->base_status;
  1142. memcpy(status, &md->db->status, sizeof(struct status_data));
  1143. if (flag&(8|16))
  1144. mbl = map_id2bl(md->master_id);
  1145. if (flag&8 && mbl) {
  1146. struct status_data *mstatus = status_get_base_status(mbl);
  1147. if (mstatus)
  1148. status->speed = mstatus->speed;
  1149. }
  1150. if (flag&16 && mbl)
  1151. { //Max HP setting from Summon Flora/marine Sphere
  1152. struct unit_data *ud = unit_bl2ud(mbl);
  1153. if (ud)
  1154. { // different levels of HP according to skill level
  1155. if (ud->skillid == AM_SPHEREMINE) {
  1156. status->max_hp = 2000 + 400*ud->skilllv;
  1157. } else { //AM_CANNIBALIZE
  1158. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1159. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1160. }
  1161. status->hp = status->max_hp;
  1162. }
  1163. }
  1164. if (flag&1)
  1165. { // increase from mobs leveling up [Valaris]
  1166. int diff = md->level - md->db->lv;
  1167. status->str+= diff;
  1168. status->agi+= diff;
  1169. status->vit+= diff;
  1170. status->int_+= diff;
  1171. status->dex+= diff;
  1172. status->luk+= diff;
  1173. status->max_hp += diff*status->vit;
  1174. status->max_sp += diff*status->int_;
  1175. status->hp = status->max_hp;
  1176. status->sp = status->max_sp;
  1177. status->speed -= diff;
  1178. }
  1179. if (flag&2)
  1180. { // change for sized monsters [Valaris]
  1181. if (md->special_state.size==1) {
  1182. status->max_hp>>=1;
  1183. status->max_sp>>=1;
  1184. if (!status->max_hp) status->max_hp = 1;
  1185. if (!status->max_sp) status->max_sp = 1;
  1186. status->hp=status->max_hp;
  1187. status->sp=status->max_sp;
  1188. status->str>>=1;
  1189. status->agi>>=1;
  1190. status->vit>>=1;
  1191. status->int_>>=1;
  1192. status->dex>>=1;
  1193. status->luk>>=1;
  1194. if (!status->str) status->str = 1;
  1195. if (!status->agi) status->agi = 1;
  1196. if (!status->vit) status->vit = 1;
  1197. if (!status->int_) status->int_ = 1;
  1198. if (!status->dex) status->dex = 1;
  1199. if (!status->luk) status->luk = 1;
  1200. } else if (md->special_state.size==2) {
  1201. status->max_hp<<=1;
  1202. status->max_sp<<=1;
  1203. status->hp=status->max_hp;
  1204. status->sp=status->max_sp;
  1205. status->str<<=1;
  1206. status->agi<<=1;
  1207. status->vit<<=1;
  1208. status->int_<<=1;
  1209. status->dex<<=1;
  1210. status->luk<<=1;
  1211. }
  1212. }
  1213. status->batk = status_base_atk(&md->bl, status);
  1214. status_calc_misc(status, BL_MOB, md->level);
  1215. if(flag&4)
  1216. { // Strengthen Guardians - custom value +10% / lv
  1217. struct guild_castle *gc;
  1218. gc=guild_mapname2gc(map[md->bl.m].name);
  1219. if (!gc)
  1220. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1221. else {
  1222. status->max_hp += 2000 * gc->defense;
  1223. status->max_sp += 200 * gc->defense;
  1224. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1225. status->hp = gc->guardian[md->guardian_data->number].hp;
  1226. else //Emperium
  1227. status->hp = status->max_hp;
  1228. status->sp = status->max_sp;
  1229. }
  1230. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1231. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1232. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1233. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1234. }
  1235. //Initial battle status
  1236. if (!first)
  1237. status_calc_bl(&md->bl, SCB_ALL);
  1238. else
  1239. memcpy(&md->status, status, sizeof(struct status_data));
  1240. return 1;
  1241. }
  1242. //Skotlex: Calculates the stats of the given pet.
  1243. int status_calc_pet(struct pet_data *pd, int first)
  1244. {
  1245. nullpo_retr(0, pd);
  1246. if (first) {
  1247. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1248. pd->status.speed = pd->petDB->speed;
  1249. }
  1250. if (battle_config.pet_lv_rate && pd->msd)
  1251. {
  1252. struct map_session_data *sd = pd->msd;
  1253. int lv;
  1254. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1255. if (lv < 0)
  1256. lv = 1;
  1257. if (lv != pd->pet.level || first)
  1258. {
  1259. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1260. pd->pet.level = lv;
  1261. if (!first) //Lv Up animation
  1262. clif_misceffect(&pd->bl, 0);
  1263. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1264. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1265. status->str = (bstat->str*lv)/pd->db->lv;
  1266. status->agi = (bstat->agi*lv)/pd->db->lv;
  1267. status->vit = (bstat->vit*lv)/pd->db->lv;
  1268. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1269. status->dex = (bstat->dex*lv)/pd->db->lv;
  1270. status->luk = (bstat->luk*lv)/pd->db->lv;
  1271. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1272. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1273. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1274. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1275. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1276. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1277. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1278. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1279. status->batk = status_base_atk(&pd->bl, &pd->status);
  1280. status_calc_misc(&pd->status, BL_PET, lv);
  1281. if (!first) //Not done the first time because the pet is not visible yet
  1282. clif_send_petstatus(sd);
  1283. }
  1284. } else if (first) {
  1285. pd->status.batk = status_base_atk(&pd->bl, &pd->status);
  1286. status_calc_misc(&pd->status, BL_PET, pd->db->lv);
  1287. }
  1288. //Support rate modifier (1000 = 100%)
  1289. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1290. if(battle_config.pet_support_rate != 100)
  1291. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1292. return 1;
  1293. }
  1294. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1295. {
  1296. unsigned int val;
  1297. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1298. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1299. * (100 + status->vit)/100 + sd->param_equip[2];
  1300. if (sd->class_&JOBL_UPPER)
  1301. val += val * 25/100;
  1302. else if (sd->class_&JOBL_BABY)
  1303. val -= val * 30/100;
  1304. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1305. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1306. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1307. val += 2000;
  1308. return val;
  1309. }
  1310. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1311. {
  1312. unsigned int val;
  1313. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1314. * (100 + status->int_)/100 + sd->param_equip[3];
  1315. if (sd->class_&JOBL_UPPER)
  1316. val += val * 25/100;
  1317. else if (sd->class_&JOBL_BABY)
  1318. val -= val * 30/100;
  1319. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1320. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1321. return val;
  1322. }
  1323. //Calculates player data from scratch without counting SC adjustments.
  1324. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1325. int status_calc_pc(struct map_session_data* sd,int first)
  1326. {
  1327. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1328. struct status_data b_status, *status;
  1329. struct weapon_atk b_lhw;
  1330. struct skill b_skill[MAX_SKILL];
  1331. int b_weight,b_max_weight;
  1332. int i,index;
  1333. int skill,refinedef=0;
  1334. if (++calculating > 10) //Too many recursive calls!
  1335. return -1;
  1336. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1337. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1338. b_status.lhw = &b_lhw;
  1339. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1340. b_weight = sd->weight;
  1341. b_max_weight = sd->max_weight;
  1342. pc_calc_skilltree(sd); // スキルツリ?の計算
  1343. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1344. if(first&1) {
  1345. //Load Hp/SP from char-received data.
  1346. sd->battle_status.hp = sd->status.hp;
  1347. sd->battle_status.sp = sd->status.sp;
  1348. sd->battle_status.lhw = &sd->battle_lhw;
  1349. sd->base_status.lhw = &sd->base_lhw;
  1350. sd->weight=0;
  1351. for(i=0;i<MAX_INVENTORY;i++){
  1352. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1353. continue;
  1354. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1355. }
  1356. sd->cart_max_weight=battle_config.max_cart_weight;
  1357. sd->cart_weight=0;
  1358. sd->cart_max_num=MAX_CART;
  1359. sd->cart_num=0;
  1360. for(i=0;i<MAX_CART;i++){
  1361. if(sd->status.cart[i].nameid==0)
  1362. continue;
  1363. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1364. sd->cart_num++;
  1365. }
  1366. }
  1367. status = &sd->base_status;
  1368. // these are not zeroed. [zzo]
  1369. sd->hprate=100;
  1370. sd->sprate=100;
  1371. sd->castrate=100;
  1372. sd->delayrate=100;
  1373. sd->dsprate=100;
  1374. sd->speed_rate = 100;
  1375. sd->hprecov_rate = 100;
  1376. sd->sprecov_rate = 100;
  1377. sd->atk_rate = sd->matk_rate = 100;
  1378. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1379. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1380. sd->regen.state.block = 0;
  1381. // zeroed arays, order follows the order in map.h.
  1382. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1383. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1384. + sizeof(sd->param_equip)
  1385. + sizeof(sd->subele)
  1386. + sizeof(sd->subrace)
  1387. + sizeof(sd->subrace2)
  1388. + sizeof(sd->subsize)
  1389. + sizeof(sd->reseff)
  1390. + sizeof(sd->weapon_coma_ele)
  1391. + sizeof(sd->weapon_coma_race)
  1392. + sizeof(sd->weapon_atk)
  1393. + sizeof(sd->weapon_atk_rate)
  1394. + sizeof(sd->arrow_addele)
  1395. + sizeof(sd->arrow_addrace)
  1396. + sizeof(sd->arrow_addsize)
  1397. + sizeof(sd->magic_addele)
  1398. + sizeof(sd->magic_addrace)
  1399. + sizeof(sd->magic_addsize)
  1400. + sizeof(sd->critaddrace)
  1401. + sizeof(sd->expaddrace)
  1402. + sizeof(sd->itemgrouphealrate)
  1403. + sizeof(sd->sp_gain_race)
  1404. );
  1405. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1406. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1407. memset(&sd->special_state,0,sizeof(sd->special_state));
  1408. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1409. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1410. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1411. status->speed = DEFAULT_WALK_SPEED;
  1412. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1413. status->size = (sd->class_&JOBL_BABY)?0:1;
  1414. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1415. if (sd->class_&JOBL_BABY) {
  1416. if (battle_config.character_size&2)
  1417. status->size++;
  1418. } else
  1419. if(battle_config.character_size&1)
  1420. status->size++;
  1421. }
  1422. status->aspd_rate = 1000;
  1423. status->ele_lv = 1;
  1424. status->race = RC_DEMIHUMAN;
  1425. //zero up structures...
  1426. memset(&sd->autospell,0,sizeof(sd->autospell)
  1427. + sizeof(sd->autospell2)
  1428. + sizeof(sd->addeff)
  1429. + sizeof(sd->addeff2)
  1430. + sizeof(sd->skillatk)
  1431. + sizeof(sd->skillblown)
  1432. + sizeof(sd->add_def)
  1433. + sizeof(sd->add_mdef)
  1434. + sizeof(sd->add_dmg)
  1435. + sizeof(sd->add_mdmg)
  1436. + sizeof(sd->add_drop)
  1437. + sizeof(sd->itemhealrate)
  1438. );
  1439. // vars zeroing. ints, shorts, chars. in that order.
  1440. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1441. + sizeof(sd->arrow_ele)
  1442. + sizeof(sd->arrow_cri)
  1443. + sizeof(sd->arrow_hit)
  1444. + sizeof(sd->nsshealhp)
  1445. + sizeof(sd->nsshealsp)
  1446. + sizeof(sd->critical_def)
  1447. + sizeof(sd->double_rate)
  1448. + sizeof(sd->long_attack_atk_rate)
  1449. + sizeof(sd->near_attack_def_rate)
  1450. + sizeof(sd->long_attack_def_rate)
  1451. + sizeof(sd->magic_def_rate)
  1452. + sizeof(sd->misc_def_rate)
  1453. + sizeof(sd->ignore_mdef_ele)
  1454. + sizeof(sd->ignore_mdef_race)
  1455. + sizeof(sd->perfect_hit)
  1456. + sizeof(sd->perfect_hit_add)
  1457. + sizeof(sd->get_zeny_rate)
  1458. + sizeof(sd->get_zeny_num)
  1459. + sizeof(sd->double_add_rate)
  1460. + sizeof(sd->short_weapon_damage_return)
  1461. + sizeof(sd->long_weapon_damage_return)
  1462. + sizeof(sd->magic_damage_return)
  1463. + sizeof(sd->random_attack_increase_add)
  1464. + sizeof(sd->random_attack_increase_per)
  1465. + sizeof(sd->break_weapon_rate)
  1466. + sizeof(sd->break_armor_rate)
  1467. + sizeof(sd->crit_atk_rate)
  1468. + sizeof(sd->hp_loss_rate)
  1469. + sizeof(sd->sp_loss_rate)
  1470. + sizeof(sd->classchange)
  1471. + sizeof(sd->speed_add_rate)
  1472. + sizeof(sd->aspd_add_rate)
  1473. + sizeof(sd->setitem_hash)
  1474. + sizeof(sd->setitem_hash2)
  1475. // shorts
  1476. + sizeof(sd->splash_range)
  1477. + sizeof(sd->splash_add_range)
  1478. + sizeof(sd->add_steal_rate)
  1479. + sizeof(sd->hp_loss_value)
  1480. + sizeof(sd->sp_loss_value)
  1481. + sizeof(sd->hp_loss_type)
  1482. + sizeof(sd->hp_gain_value)
  1483. + sizeof(sd->sp_gain_value)
  1484. + sizeof(sd->add_drop_count)
  1485. + sizeof(sd->unbreakable)
  1486. + sizeof(sd->unbreakable_equip)
  1487. + sizeof(sd->unstripable_equip)
  1488. + sizeof(sd->add_def_count)
  1489. + sizeof(sd->add_mdef_count)
  1490. + sizeof(sd->add_dmg_count)
  1491. + sizeof(sd->add_mdmg_count)
  1492. );
  1493. // Parse equipment.
  1494. for(i=0;i<EQI_MAX-1;i++) {
  1495. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1496. if(index < 0)
  1497. continue;
  1498. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1499. continue;
  1500. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1501. continue;
  1502. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1503. continue;
  1504. if(!sd->inventory_data[index])
  1505. continue;
  1506. status->def += sd->inventory_data[index]->def;
  1507. if(first&1 && sd->inventory_data[index]->equip_script)
  1508. { //Execute equip-script on login
  1509. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1510. if (!calculating)
  1511. return 1;
  1512. }
  1513. if(sd->inventory_data[index]->type == 4) {
  1514. int r,wlv = sd->inventory_data[index]->wlv;
  1515. struct weapon_data *wd;
  1516. struct weapon_atk *wa;
  1517. if (wlv >= MAX_REFINE_BONUS)
  1518. wlv = MAX_REFINE_BONUS - 1;
  1519. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1520. wd = &sd->left_weapon; // Left-hand weapon
  1521. wa = status->lhw;
  1522. } else {
  1523. wd = &sd->right_weapon;
  1524. wa = &status->rhw;
  1525. }
  1526. wa->atk += sd->inventory_data[index]->atk;
  1527. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1528. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1529. wd->overrefine = r*refinebonus[wlv][1];
  1530. wa->range += sd->inventory_data[index]->range;
  1531. if(sd->inventory_data[index]->script) {
  1532. if (wd == &sd->left_weapon) {
  1533. sd->state.lr_flag = 1;
  1534. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1535. sd->state.lr_flag = 0;
  1536. } else
  1537. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1538. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1539. return 1;
  1540. }
  1541. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1542. { // Forged weapon
  1543. wd->star += (sd->status.inventory[index].card[1]>>8);
  1544. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1545. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1546. wd->star += 10;
  1547. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1548. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1549. }
  1550. }
  1551. else if(sd->inventory_data[index]->type == 5) {
  1552. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1553. if(sd->inventory_data[index]->script) {
  1554. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1555. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1556. return 1;
  1557. }
  1558. }
  1559. }
  1560. if(sd->equip_index[EQI_AMMO] >= 0){
  1561. index = sd->equip_index[EQI_AMMO];
  1562. if(sd->inventory_data[index]){ // Arrows
  1563. sd->arrow_atk += sd->inventory_data[index]->atk;
  1564. sd->state.lr_flag = 2;
  1565. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1566. sd->state.lr_flag = 0;
  1567. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1568. return 1;
  1569. }
  1570. }
  1571. //Store equipment script bonuses
  1572. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1573. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1574. status->def += (refinedef+50)/100;
  1575. //Parse Cards
  1576. for(i=0;i<EQI_MAX-1;i++) {
  1577. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1578. if(index < 0)
  1579. continue;
  1580. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1581. continue;
  1582. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1583. continue;
  1584. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1585. continue;
  1586. if(sd->inventory_data[index]) {
  1587. int j,c;
  1588. struct item_data *data;
  1589. //Card script execution.
  1590. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1591. continue;
  1592. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1593. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1594. if(!c)
  1595. continue;
  1596. data = itemdb_exists(c);
  1597. if(!data)
  1598. continue;
  1599. if(first&1 && data->equip_script)
  1600. { //Execute equip-script on login
  1601. run_script(data->equip_script,0,sd->bl.id,0);
  1602. if (!calculating)
  1603. return 1;
  1604. }
  1605. if(!data->script)
  1606. continue;
  1607. if(data->flag.no_equip) { //Card restriction checks.
  1608. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1609. continue;
  1610. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1611. continue;
  1612. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1613. continue;
  1614. }
  1615. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1616. { //Left hand status.
  1617. sd->state.lr_flag = 1;
  1618. run_script(data->script,0,sd->bl.id,0);
  1619. sd->state.lr_flag = 0;
  1620. } else
  1621. run_script(data->script,0,sd->bl.id,0);
  1622. if (!calculating) //Abort, run_script his function. [Skotlex]
  1623. return 1;
  1624. }
  1625. }
  1626. }
  1627. if(sd->pd && battle_config.pet_status_support)
  1628. { // Pet
  1629. struct pet_data *pd=sd->pd;
  1630. if(pd && pd->pet.intimate > 0 &&
  1631. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1632. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1633. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1634. }
  1635. //param_bonus now holds card bonuses.
  1636. if(status->rhw.range < 1) status->rhw.range = 1;
  1637. if(status->lhw->range < 1) status->lhw->range = 1;
  1638. if(status->rhw.range < status->lhw->range)
  1639. status->rhw.range = status->lhw->range;
  1640. sd->double_rate += sd->double_add_rate;
  1641. sd->perfect_hit += sd->perfect_hit_add;
  1642. sd->splash_range += sd->splash_add_range;
  1643. if(sd->aspd_add_rate)
  1644. status->aspd_rate += 10*sd->aspd_add_rate;
  1645. if(sd->speed_add_rate)
  1646. sd->speed_rate += sd->speed_add_rate;
  1647. // Damage modifiers from weapon type
  1648. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1649. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1650. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1651. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1652. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1653. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1654. if(pc_isriding(sd) &&
  1655. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1656. { //When Riding with spear, damage modifier to mid-class becomes
  1657. //same as versus large size.
  1658. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1659. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1660. }
  1661. // ----- STATS CALCULATION -----
  1662. // Job bonuses
  1663. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1664. if(!job_bonus[sd->status.class_][i])
  1665. continue;
  1666. switch(job_bonus[sd->status.class_][i]) {
  1667. case 1:
  1668. status->str++;
  1669. break;
  1670. case 2:
  1671. status->agi++;
  1672. break;
  1673. case 3:
  1674. status->vit++;
  1675. break;
  1676. case 4:
  1677. status->int_++;
  1678. break;
  1679. case 5:
  1680. status->dex++;
  1681. break;
  1682. case 6:
  1683. status->luk++;
  1684. break;
  1685. }
  1686. }
  1687. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1688. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1689. status->str += 10;
  1690. status->agi += 10;
  1691. status->vit += 10;
  1692. status->int_+= 10;
  1693. status->dex += 10;
  1694. status->luk += 10;
  1695. }
  1696. // Absolute modifiers from passive skills
  1697. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1698. status->str++;
  1699. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1700. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1701. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1702. status->dex += skill;
  1703. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1704. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1705. status->str = cap_value(i,0,USHRT_MAX);
  1706. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1707. status->agi = cap_value(i,0,USHRT_MAX);
  1708. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1709. status->vit = cap_value(i,0,USHRT_MAX);
  1710. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1711. status->int_ = cap_value(i,0,USHRT_MAX);
  1712. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1713. status->dex = cap_value(i,0,USHRT_MAX);
  1714. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1715. status->luk = cap_value(i,0,USHRT_MAX);
  1716. // ------ BASE ATTACK CALCULATION ------
  1717. // Basic Base ATK value
  1718. status->batk += status_base_atk(&sd->bl,status);
  1719. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1720. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1721. status->batk += sd->weapon_atk[sd->status.weapon];
  1722. // Absolute modifiers from passive skills
  1723. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1724. status->batk += 4;
  1725. // ----- MISC CALCULATION -----
  1726. status_calc_misc(status, BL_PC, sd->status.base_level);
  1727. // ----- HIT CALCULATION -----
  1728. // Absolute modifiers from passive skills
  1729. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1730. status->hit += skill*2;
  1731. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1732. status->hit += skill;
  1733. if(sd->status.weapon == W_BOW)
  1734. status->rhw.range += skill;
  1735. }
  1736. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1737. {
  1738. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1739. status->hit += 2*skill;
  1740. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1741. status->hit += skill;
  1742. status->rhw.range += skill;
  1743. }
  1744. }
  1745. // ----- FLEE CALCULATION -----
  1746. // Absolute modifiers from passive skills
  1747. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1748. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1749. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1750. status->flee += (skill*3)>>1;
  1751. // ----- EQUIPMENT-DEF CALCULATION -----
  1752. // Apply relative modifiers from equipment
  1753. if(sd->def_rate != 100) {
  1754. i = status->def * sd->def_rate/100;
  1755. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1756. }
  1757. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1758. {
  1759. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1760. status->def = (unsigned char)battle_config.max_def;
  1761. }
  1762. // ----- EQUIPMENT-MDEF CALCULATION -----
  1763. // Apply relative modifiers from equipment
  1764. if(sd->mdef_rate != 100) {
  1765. i = status->mdef * sd->mdef_rate/100;
  1766. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1767. }
  1768. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1769. {
  1770. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1771. status->mdef = (signed char)battle_config.max_def;
  1772. }
  1773. // ----- WALKING SPEED CALCULATION -----
  1774. // Relative modifiers from passive skills
  1775. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1776. status->speed -= status->speed * skill/100;
  1777. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1778. status->speed -= status->speed * 25/100;
  1779. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1780. status->speed += status->speed * (100-10*skill)/100;
  1781. // ----- ASPD CALCULATION -----
  1782. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1783. // Basic ASPD value
  1784. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1785. i = (1000 -4*status->agi -status->dex)
  1786. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1787. else
  1788. i = ((
  1789. (1000 -4*status->agi -status->dex)
  1790. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1791. )+(
  1792. (1000 -4*status->agi -status->dex)
  1793. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1794. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1795. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1796. // Relative modifiers from passive skills
  1797. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1798. status->aspd_rate -= 5*skill;
  1799. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1800. status->aspd_rate -= 30*skill;
  1801. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1802. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1803. status->aspd_rate -= ((skill+1)/2) * 10;
  1804. if(pc_isriding(sd))
  1805. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1806. status->adelay = 2*status->amotion;
  1807. // ----- DMOTION -----
  1808. //
  1809. i = 800-status->agi*4;
  1810. status->dmotion = cap_value(i, 400, 800);
  1811. // ----- HP MAX CALCULATION -----
  1812. // Basic MaxHP value
  1813. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1814. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1815. status->max_hp += sd->status.max_hp;
  1816. // Absolute modifiers from passive skills
  1817. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1818. status->max_hp += skill*200;
  1819. // ----- SP MAX CALCULATION -----
  1820. // Basic MaxSP value
  1821. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1822. status->max_sp += sd->status.max_sp;
  1823. // Absolute modifiers from passive skills
  1824. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1825. status->max_sp += 30*skill;
  1826. if(status->sp>status->max_sp)
  1827. status->sp=status->max_sp;
  1828. // ----- RESPAWN HP/SP -----
  1829. //
  1830. //Calc respawn hp and store it on base_status
  1831. if (sd->special_state.restart_full_recover)
  1832. {
  1833. status->hp = status->max_hp;
  1834. status->sp = status->max_sp;
  1835. } else {
  1836. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1837. && battle_config.restart_hp_rate < 50)
  1838. status->hp=status->max_hp>>1;
  1839. else
  1840. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1841. if(!status->hp)
  1842. status->hp = 1;
  1843. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1844. }
  1845. // ----- MISC CALCULATIONS -----
  1846. // Weight
  1847. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1848. sd->max_weight += 2000*skill;
  1849. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1850. sd->max_weight += 10000;
  1851. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1852. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1853. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1854. sd->regen.state.walk = 1;
  1855. else
  1856. sd->regen.state.walk = 0;
  1857. // Skill SP cost
  1858. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1859. sd->dsprate -= 4*skill;
  1860. if(sd->sc.count){
  1861. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1862. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1863. }
  1864. if(sd->dsprate < 0) sd->dsprate = 0;
  1865. // Anti-element and anti-race
  1866. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1867. sd->subele[6] += skill*5;
  1868. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1869. sd->subele[0] += skill;
  1870. sd->subele[3] += skill*4;
  1871. }
  1872. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1873. skill = skill*4;
  1874. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1875. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1876. sd->magic_addrace[RC_DRAGON]+=skill;
  1877. sd->subrace[RC_DRAGON]+=skill;
  1878. }
  1879. if(sd->sc.count){
  1880. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  1881. { //Update the card-bonus data
  1882. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  1883. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  1884. }
  1885. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  1886. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  1887. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  1888. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  1889. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  1890. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  1891. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  1892. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  1893. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  1894. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  1895. }
  1896. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  1897. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  1898. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  1899. }
  1900. }
  1901. status_cpy(&sd->battle_status, status);
  1902. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  1903. status = &sd->battle_status; //Need to compare versus this.
  1904. // ----- CLIENT-SIDE REFRESH -----
  1905. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  1906. clif_skillinfoblock(sd);
  1907. if(b_status.speed != status->speed)
  1908. clif_updatestatus(sd,SP_SPEED);
  1909. if(b_weight != sd->weight)
  1910. clif_updatestatus(sd,SP_WEIGHT);
  1911. if(b_max_weight != sd->max_weight) {
  1912. clif_updatestatus(sd,SP_MAXWEIGHT);
  1913. pc_checkweighticon(sd);
  1914. }
  1915. if(b_status.str != status->str)
  1916. clif_updatestatus(sd,SP_STR);
  1917. if(b_status.agi != status->agi)
  1918. clif_updatestatus(sd,SP_AGI);
  1919. if(b_status.vit != status->vit)
  1920. clif_updatestatus(sd,SP_VIT);
  1921. if(b_status.int_ != status->int_)
  1922. clif_updatestatus(sd,SP_INT);
  1923. if(b_status.dex != status->dex)
  1924. clif_updatestatus(sd,SP_DEX);
  1925. if(b_status.luk != status->luk)
  1926. clif_updatestatus(sd,SP_LUK);
  1927. if(b_status.hit != status->hit)
  1928. clif_updatestatus(sd,SP_HIT);
  1929. if(b_status.flee != status->flee)
  1930. clif_updatestatus(sd,SP_FLEE1);
  1931. if(b_status.amotion != status->amotion)
  1932. clif_updatestatus(sd,SP_ASPD);
  1933. if(b_status.rhw.atk != status->rhw.atk ||
  1934. b_status.lhw->atk != status->lhw->atk ||
  1935. b_status.batk != status->batk)
  1936. clif_updatestatus(sd,SP_ATK1);
  1937. if(b_status.def != status->def)
  1938. clif_updatestatus(sd,SP_DEF1);
  1939. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  1940. b_status.lhw->atk2 != status->lhw->atk2)
  1941. clif_updatestatus(sd,SP_ATK2);
  1942. if(b_status.def2 != status->def2)
  1943. clif_updatestatus(sd,SP_DEF2);
  1944. if(b_status.flee2 != status->flee2)
  1945. clif_updatestatus(sd,SP_FLEE2);
  1946. if(b_status.cri != status->cri)
  1947. clif_updatestatus(sd,SP_CRITICAL);
  1948. if(b_status.matk_max != status->matk_max)
  1949. clif_updatestatus(sd,SP_MATK1);
  1950. if(b_status.matk_min != status->matk_min)
  1951. clif_updatestatus(sd,SP_MATK2);
  1952. if(b_status.mdef != status->mdef)
  1953. clif_updatestatus(sd,SP_MDEF1);
  1954. if(b_status.mdef2 != status->mdef2)
  1955. clif_updatestatus(sd,SP_MDEF2);
  1956. if(b_status.rhw.range != status->rhw.range)
  1957. clif_updatestatus(sd,SP_ATTACKRANGE);
  1958. if(b_status.max_hp != status->max_hp)
  1959. clif_updatestatus(sd,SP_MAXHP);
  1960. if(b_status.max_sp != status->max_sp)
  1961. clif_updatestatus(sd,SP_MAXSP);
  1962. if(b_status.hp != status->hp)
  1963. clif_updatestatus(sd,SP_HP);
  1964. if(b_status.sp != status->sp)
  1965. clif_updatestatus(sd,SP_SP);
  1966. calculating = 0;
  1967. return 0;
  1968. }
  1969. int status_calc_homunculus(struct homun_data *hd, int first)
  1970. {
  1971. struct status_data b_status, *status;
  1972. struct map_session_data *sd;
  1973. struct s_homunculus *hom;
  1974. int skill;
  1975. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  1976. sd = hd->master;
  1977. hom = &sd->homunculus;
  1978. status = &hd->base_status;
  1979. status->str = hom->str / 10;
  1980. status->agi = hom->agi / 10;
  1981. status->vit = hom->vit / 10;
  1982. status->dex = hom->dex / 10;
  1983. status->int_ = hom->int_ / 10;
  1984. status->luk = hom->luk / 10;
  1985. status->def_ele = hd->homunculusDB->element ; //[orn]
  1986. status->ele_lv = 1;
  1987. status->race = hd->homunculusDB->race ; //[orn]
  1988. status->size = hd->homunculusDB->size ; //[orn]
  1989. status->rhw.range = 1 + status->size; //[orn]
  1990. status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn]
  1991. status->speed = DEFAULT_WALK_SPEED;
  1992. skill = hom->level/10 + status->vit/5;
  1993. status->def = cap_value(skill, 0, 99);
  1994. skill = hom->level/10 + status->int_/5;
  1995. status->mdef = cap_value(skill, 0, 99);
  1996. status->hp = 1;
  1997. status->sp = 1;
  1998. status->max_hp = hom->max_hp ;
  1999. status->max_sp = hom->max_sp ;
  2000. merc_hom_calc_skilltree(sd);
  2001. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
  2002. status->def += skill * 4;
  2003. if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0)
  2004. {
  2005. status->int_ += 1 +skill/2 -skill/4 +skill/5;
  2006. status->str += 1 +2*(skill/3) +skill/4;
  2007. }
  2008. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
  2009. status->max_hp += skill * 2 * status->max_hp / 100;
  2010. if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0)
  2011. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2012. if (first) {
  2013. hd->battle_status.hp = hom->hp ;
  2014. hd->battle_status.sp = hom->sp ;
  2015. }
  2016. status->batk = status_base_atk(&hd->bl, status);
  2017. status->rhw.atk = status->dex;
  2018. status->rhw.atk2 = status->str + hom->level;
  2019. status->aspd_rate = 1000;
  2020. skill = (1000 -4*status->agi -status->dex)
  2021. *hd->homunculusDB->baseASPD/1000;
  2022. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2023. status->adelay = 2*status->amotion;
  2024. status_calc_misc(status, BL_HOM, hom->level);
  2025. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2026. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2027. clif_hominfo(hd->master,hd,0) ;
  2028. return 1;
  2029. }
  2030. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2031. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2032. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2033. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2034. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2035. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2036. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2037. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2038. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2039. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2040. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2041. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2042. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2043. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2044. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2045. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2046. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2047. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2048. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2049. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2050. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2051. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2052. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2053. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2054. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2055. //Calculates base regen values.
  2056. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2057. {
  2058. struct map_session_data *sd;
  2059. int val, skill;
  2060. if (!(bl->type&BL_REGEN) || !regen)
  2061. return;
  2062. BL_CAST(BL_PC,bl,sd);
  2063. val = 1 + (status->vit/5) + (status->max_hp/200);
  2064. if (sd && sd->hprecov_rate != 100)
  2065. val = val*sd->hprecov_rate/100;
  2066. regen->hp = cap_value(val, 1, SHRT_MAX);
  2067. val = 1 + (status->int_/6) + (status->max_sp/100);
  2068. if(status->int_ >= 120)
  2069. val += ((status->int_-120)>>1) + 4;
  2070. if(sd && sd->sprecov_rate != 100)
  2071. val = val*sd->sprecov_rate/100;
  2072. regen->sp = cap_value(val, 1, SHRT_MAX);
  2073. if(sd)
  2074. {
  2075. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2076. {
  2077. val = regen->sp*(100+3*skill)/100;
  2078. regen->sp = cap_value(val, 1, SHRT_MAX);
  2079. }
  2080. val = 0;
  2081. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2082. val += skill*5 + (status->max_hp*skill/500);
  2083. regen->shp = cap_value(val, 0, SHRT_MAX);
  2084. val = 0;
  2085. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2086. val += skill*3 + (status->max_sp*skill/500);
  2087. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2088. val += skill*3 + (status->max_sp*skill/500);
  2089. regen->ssp = cap_value(val, 0, SHRT_MAX);
  2090. // Skill-related recovery (only when sit)
  2091. sd->nsshealhp = sd->nsshealsp = 0;
  2092. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2093. {
  2094. sd->nsshealhp+= skill*4 + (status->max_hp*skill/500);
  2095. sd->nsshealsp+= skill*2 + (status->max_sp*skill/500);
  2096. }
  2097. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2098. sd->nsshealhp+= skill*30 + (status->max_hp*skill/500);
  2099. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2100. {
  2101. sd->nsshealsp+= skill*3 + (status->max_sp*skill/500);
  2102. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2103. sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
  2104. }
  2105. if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
  2106. if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
  2107. }
  2108. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  2109. {
  2110. sd = ((TBL_HOM*)bl)->master;
  2111. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
  2112. {
  2113. val = regen->hp*(100+5*skill)/100;
  2114. regen->hp = cap_value(val, 1, SHRT_MAX);
  2115. }
  2116. if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0)
  2117. {
  2118. val = regen->sp*(100+3*skill)/100;
  2119. regen->sp = cap_value(val, 1, SHRT_MAX);
  2120. }
  2121. }
  2122. }
  2123. //Calculates SC related regen rates.
  2124. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2125. {
  2126. if (!(bl->type&BL_REGEN) || !regen)
  2127. return;
  2128. regen->flag = RGN_HP|RGN_SP;
  2129. if (regen->shp)
  2130. regen->flag|=RGN_SHP;
  2131. if (regen->ssp)
  2132. regen->flag|=RGN_SSP;
  2133. regen->rate.hp = regen->rate.sp =
  2134. regen->rate.shp = regen->rate.ssp = 1;
  2135. if (!sc || !sc->count)
  2136. return;
  2137. if (
  2138. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2139. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2140. || sc->data[SC_BERSERK].timer != -1
  2141. || sc->data[SC_TRICKDEAD].timer != -1
  2142. || sc->data[SC_BLEEDING].timer != -1
  2143. || (sc->data[SC_REGENERATION].timer != -1 && sc->data[SC_REGENERATION].val4)
  2144. ) //No regen
  2145. regen->flag = 0;
  2146. if (
  2147. sc->data[SC_EXTREMITYFIST].timer != -1
  2148. || sc->data[SC_DANCING].timer != -1
  2149. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2150. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2151. ) //No SP regen
  2152. regen->flag &=~(RGN_SP|RGN_SSP);
  2153. if(
  2154. sc->data[SC_TENSIONRELAX].timer!=-1
  2155. ) {
  2156. regen->rate.hp += 2;
  2157. regen->rate.shp += 3;
  2158. }
  2159. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2160. {
  2161. regen->rate.hp += 1;
  2162. regen->rate.sp += 1;
  2163. }
  2164. if (sc->data[SC_REGENERATION].timer != -1 && !sc->data[SC_REGENERATION].val4)
  2165. {
  2166. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2167. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2168. }
  2169. }
  2170. //Calculates some attributes that depends on modified stats from status changes.
  2171. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2172. {
  2173. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2174. int skill;
  2175. if(flag&(SCB_MAXHP|SCB_VIT))
  2176. {
  2177. flag|=SCB_MAXHP; //Ensures client-side refresh
  2178. status->max_hp = status_base_pc_maxhp(sd,status);
  2179. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2180. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2181. // Apply relative modifiers from equipment
  2182. if(sd->hprate!=100)
  2183. status->max_hp = status->max_hp * sd->hprate/100;
  2184. if(battle_config.hp_rate != 100)
  2185. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2186. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2187. status->max_hp = battle_config.max_hp;
  2188. else if(!status->max_hp)
  2189. status->max_hp = 1;
  2190. if(status->hp > status->max_hp) {
  2191. status->hp = status->max_hp;
  2192. clif_updatestatus(sd,SP_HP);
  2193. }
  2194. }
  2195. if(flag&(SCB_MAXSP|SCB_INT))
  2196. {
  2197. flag|=SCB_MAXSP;
  2198. status->max_sp = status_base_pc_maxsp(sd,status);
  2199. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2200. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2201. status->max_sp += status->max_sp * skill/100;
  2202. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2203. status->max_sp += status->max_sp * 2*skill/100;
  2204. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2205. // Apply relative modifiers from equipment
  2206. if(sd->sprate!=100)
  2207. status->max_sp = status->max_sp * sd->sprate/100;
  2208. if(battle_config.sp_rate != 100)
  2209. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2210. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2211. status->max_sp = battle_config.max_sp;
  2212. else if(!status->max_sp)
  2213. status->max_sp = 1;
  2214. if(status->sp > status->max_sp) {
  2215. status->sp = status->max_sp;
  2216. clif_updatestatus(sd,SP_SP);
  2217. }
  2218. }
  2219. if(flag&SCB_MATK) {
  2220. //New matk
  2221. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2222. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2223. //Bonuses from previous matk
  2224. status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
  2225. status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
  2226. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2227. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2228. if(sd->matk_rate != 100){
  2229. status->matk_max = status->matk_max * sd->matk_rate/100;
  2230. status->matk_min = status->matk_min * sd->matk_rate/100;
  2231. }
  2232. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2233. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2234. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2235. }
  2236. }
  2237. if(flag&SCB_HIT) {
  2238. if(sd->hit_rate != 100)
  2239. status->hit = status->hit * sd->hit_rate/100;
  2240. if(status->hit < 1) status->hit = 1;
  2241. }
  2242. if(flag&SCB_FLEE) {
  2243. if(sd->flee_rate != 100)
  2244. status->flee = status->flee * sd->flee_rate/100;
  2245. if(status->flee < 1) status->flee = 1;
  2246. }
  2247. if(flag&SCB_DEF2) {
  2248. if(sd->def2_rate != 100)
  2249. status->def2 = status->def2 * sd->def2_rate/100;
  2250. if(status->def2 < 1) status->def2 = 1;
  2251. }
  2252. if(flag&SCB_MDEF2) {
  2253. if(sd->mdef2_rate != 100)
  2254. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2255. if(status->mdef2 < 1) status->mdef2 = 1;
  2256. }
  2257. if(flag&SCB_SPEED) {
  2258. if(sd->speed_rate != 100)
  2259. status->speed = status->speed*sd->speed_rate/100;
  2260. if(status->speed < battle_config.max_walk_speed)
  2261. status->speed = battle_config.max_walk_speed;
  2262. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2263. //Store casting walk speed for quick restoration. [Skotlex]
  2264. sd->prev_speed = status->speed * (175-5*skill)/100;
  2265. if(sd->ud.skilltimer != -1) { //Swap speed.
  2266. skill = status->speed;
  2267. status->speed = sd->prev_speed;
  2268. sd->prev_speed = skill;
  2269. }
  2270. }
  2271. }
  2272. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2273. flag|=SCB_ASPD;
  2274. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2275. skill = (1000 -4*status->agi -status->dex)
  2276. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2277. else
  2278. skill = ((
  2279. (1000 -4*status->agi -status->dex)
  2280. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2281. )+(
  2282. (1000 -4*status->agi -status->dex)
  2283. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2284. )) *2/3;
  2285. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2286. // Apply all relative modifiers
  2287. if(status->aspd_rate != 1000)
  2288. skill = skill *status->aspd_rate/1000;
  2289. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2290. status->adelay = 2*status->amotion;
  2291. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2292. //Store casting adelay for quick restoration. [Skotlex]
  2293. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2294. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2295. skill = status->adelay;
  2296. status->adelay = sd->prev_adelay;
  2297. sd->prev_adelay = skill;
  2298. }
  2299. }
  2300. }
  2301. if(flag&(SCB_AGI|SCB_DSPD)) {
  2302. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  2303. skill = 800-status->agi*4;
  2304. status->dmotion = cap_value(skill, 400, 800);
  2305. if(battle_config.pc_damage_delay_rate != 100)
  2306. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2307. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2308. }
  2309. if(flag&SCB_CRI)
  2310. {
  2311. if(sd->critical_rate != 100)
  2312. status->cri = status->cri * sd->critical_rate/100;
  2313. if(status->cri < 10) status->cri = 10;
  2314. }
  2315. if(flag&SCB_FLEE2) {
  2316. if(sd->flee2_rate != 100)
  2317. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2318. if(status->flee2 < 10) status->flee2 = 10;
  2319. }
  2320. if(flag&SCB_SPEED) {
  2321. clif_updatestatus(sd,SP_SPEED);
  2322. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2323. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2324. }
  2325. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2326. status_calc_regen(&sd->bl, status, &sd->regen);
  2327. if(flag&SCB_REGEN)
  2328. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2329. if (flag == SCB_ALL)
  2330. return; //Refresh is done on invoking function (status_calc_pc)
  2331. if(flag&SCB_STR)
  2332. clif_updatestatus(sd,SP_STR);
  2333. if(flag&SCB_AGI)
  2334. clif_updatestatus(sd,SP_AGI);
  2335. if(flag&SCB_VIT)
  2336. clif_updatestatus(sd,SP_VIT);
  2337. if(flag&SCB_INT)
  2338. clif_updatestatus(sd,SP_INT);
  2339. if(flag&SCB_DEX)
  2340. clif_updatestatus(sd,SP_DEX);
  2341. if(flag&SCB_LUK)
  2342. clif_updatestatus(sd,SP_LUK);
  2343. if(flag&SCB_HIT)
  2344. clif_updatestatus(sd,SP_HIT);
  2345. if(flag&SCB_FLEE)
  2346. clif_updatestatus(sd,SP_FLEE1);
  2347. if(flag&SCB_ASPD)
  2348. clif_updatestatus(sd,SP_ASPD);
  2349. if(flag&(SCB_BATK|SCB_WATK))
  2350. clif_updatestatus(sd,SP_ATK1);
  2351. if(flag&SCB_DEF)
  2352. clif_updatestatus(sd,SP_DEF1);
  2353. if(flag&SCB_WATK)
  2354. clif_updatestatus(sd,SP_ATK2);
  2355. if(flag&SCB_DEF2)
  2356. clif_updatestatus(sd,SP_DEF2);
  2357. if(flag&SCB_FLEE2)
  2358. clif_updatestatus(sd,SP_FLEE2);
  2359. if(flag&SCB_CRI)
  2360. clif_updatestatus(sd,SP_CRITICAL);
  2361. if(flag&SCB_MATK) {
  2362. clif_updatestatus(sd,SP_MATK1);
  2363. clif_updatestatus(sd,SP_MATK2);
  2364. }
  2365. if(flag&SCB_MDEF)
  2366. clif_updatestatus(sd,SP_MDEF1);
  2367. if(flag&SCB_MDEF2)
  2368. clif_updatestatus(sd,SP_MDEF2);
  2369. if(flag&SCB_RANGE)
  2370. clif_updatestatus(sd,SP_ATTACKRANGE);
  2371. if(flag&SCB_MAXHP)
  2372. clif_updatestatus(sd,SP_MAXHP);
  2373. if(flag&SCB_MAXSP)
  2374. clif_updatestatus(sd,SP_MAXSP);
  2375. }
  2376. //Calculates some attributes that depends on modified stats from status changes.
  2377. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2378. {
  2379. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2380. int skill = 0;
  2381. if(flag&(SCB_MAXHP|SCB_VIT))
  2382. {
  2383. flag|=SCB_MAXHP; //Ensures client-side refresh
  2384. // Apply relative modifiers from equipment
  2385. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2386. status->max_hp = battle_config.max_hp;
  2387. else if(!status->max_hp)
  2388. status->max_hp = 1;
  2389. if(status->hp > status->max_hp)
  2390. status->hp = status->max_hp;
  2391. }
  2392. if(flag&SCB_VIT)
  2393. {
  2394. flag|=SCB_DEF;
  2395. status->def += (status->vit/5 - b_status->vit/5);
  2396. }
  2397. if(flag&(SCB_MAXSP|SCB_INT))
  2398. {
  2399. flag|=SCB_MAXSP;
  2400. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2401. status->max_sp = battle_config.max_sp;
  2402. else if(!status->max_sp)
  2403. status->max_sp = 1;
  2404. if(status->sp > status->max_sp)
  2405. status->sp = status->max_sp;
  2406. }
  2407. if(flag&SCB_INT) {
  2408. flag|=SCB_MDEF;
  2409. status->mdef += (status->int_/5 - b_status->int_/5);
  2410. }
  2411. if(flag&SCB_DEX) {
  2412. flag |=SCB_WATK;
  2413. status->rhw.atk += (status->dex - b_status->dex);
  2414. }
  2415. if(flag&SCB_STR) {
  2416. flag |=SCB_WATK;
  2417. status->rhw.atk += (status->str - b_status->str);
  2418. }
  2419. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2420. status->rhw.atk2 = status->rhw.atk;
  2421. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2422. flag|=SCB_ASPD;
  2423. skill = (1000 -4*status->agi -status->dex)
  2424. *hd->homunculusDB->baseASPD/1000;
  2425. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2426. if(status->aspd_rate != 1000)
  2427. skill = skill*status->aspd_rate/1000;
  2428. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2429. status->adelay = 2*status->amotion;
  2430. }
  2431. if(flag&(SCB_AGI|SCB_DSPD)) {
  2432. skill = 800-status->agi*4;
  2433. status->dmotion = cap_value(skill, 400, 800);
  2434. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2435. }
  2436. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2437. status_calc_regen(&hd->bl, status, &hd->regen);
  2438. if(flag&SCB_REGEN)
  2439. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2440. if (flag == SCB_ALL)
  2441. return; //Refresh is done on invoking function (status_calc_hom)
  2442. if (hd->master && flag&(
  2443. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2444. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2445. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2446. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2447. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2448. )
  2449. clif_hominfo(hd->master,hd,0);
  2450. }
  2451. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2452. {
  2453. struct status_data *b_status, *status;
  2454. struct status_change *sc;
  2455. int temp;
  2456. TBL_PC *sd;
  2457. b_status = status_get_base_status(bl);
  2458. status = status_get_status_data(bl);
  2459. sc = status_get_sc(bl);
  2460. if (!b_status || !status)
  2461. return;
  2462. BL_CAST(BL_PC,bl,sd);
  2463. if(sd && flag&SCB_PC)
  2464. { //Recalc everything.
  2465. status_calc_pc(sd,0);
  2466. return;
  2467. }
  2468. if( (!bl->type&(BL_PC|BL_HOM) ) && (!sc || !sc->count)) { //No difference.
  2469. status_cpy(status, b_status);
  2470. return;
  2471. }
  2472. if(flag&SCB_STR) {
  2473. status->str = status_calc_str(bl, sc, b_status->str);
  2474. flag|=SCB_BATK;
  2475. }
  2476. if(flag&SCB_AGI) {
  2477. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2478. flag|=SCB_FLEE;
  2479. }
  2480. if(flag&SCB_VIT) {
  2481. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2482. flag|=SCB_DEF2|SCB_MDEF2;
  2483. }
  2484. if(flag&SCB_INT) {
  2485. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2486. flag|=SCB_MATK|SCB_MDEF2;
  2487. }
  2488. if(flag&SCB_DEX) {
  2489. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2490. flag|=SCB_BATK|SCB_HIT;
  2491. }
  2492. if(flag&SCB_LUK) {
  2493. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2494. flag|=SCB_CRI|SCB_FLEE2;
  2495. }
  2496. if(flag&SCB_BATK && b_status->batk) {
  2497. status->batk = status_base_atk(bl,status);
  2498. temp = b_status->batk - status_base_atk(bl,b_status);
  2499. if (temp)
  2500. status->batk += temp;
  2501. status->batk = status_calc_batk(bl, sc, status->batk);
  2502. }
  2503. if(flag&SCB_WATK) {
  2504. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2505. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2506. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2507. if (sd) sd->state.lr_flag = 1;
  2508. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2509. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2510. if (sd) sd->state.lr_flag = 0;
  2511. }
  2512. }
  2513. if(flag&SCB_HIT) {
  2514. if (status->dex == b_status->dex)
  2515. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2516. else
  2517. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2518. }
  2519. if(flag&SCB_FLEE) {
  2520. if (status->agi == b_status->agi)
  2521. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2522. else
  2523. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2524. }
  2525. if(flag&SCB_DEF)
  2526. status->def = status_calc_def(bl, sc, b_status->def);
  2527. if(flag&SCB_DEF2) {
  2528. if (status->vit == b_status->vit)
  2529. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2530. else
  2531. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2532. }
  2533. if(flag&SCB_MDEF)
  2534. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2535. if(flag&SCB_MDEF2) {
  2536. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2537. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2538. else
  2539. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2540. }
  2541. if(flag&SCB_SPEED) {
  2542. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2543. if (!sd)
  2544. { //Player speed is updated on calc_bl_sub_pc
  2545. struct unit_data *ud = unit_bl2ud(bl);
  2546. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2547. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2548. }
  2549. }
  2550. if(flag&SCB_CRI && b_status->cri) {
  2551. if (status->luk == b_status->luk)
  2552. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2553. else
  2554. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2555. }
  2556. if(flag&SCB_FLEE2 && b_status->flee2) {
  2557. if (status->luk == b_status->luk)
  2558. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2559. else
  2560. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2561. }
  2562. if(flag&SCB_ATK_ELE) {
  2563. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2564. if(status->lhw && b_status->lhw) {
  2565. if (sd) sd->state.lr_flag = 1;
  2566. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2567. if (sd) sd->state.lr_flag = 0;
  2568. }
  2569. }
  2570. if(flag&SCB_DEF_ELE) {
  2571. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2572. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2573. }
  2574. if(flag&SCB_MODE)
  2575. {
  2576. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2577. //Since mode changed, reset their state.
  2578. if (!(status->mode&MD_CANATTACK))
  2579. unit_stop_attack(bl);
  2580. if (!(status->mode&MD_CANMOVE))
  2581. unit_stop_walking(bl,0);
  2582. }
  2583. // No status changes alter these yet.
  2584. // if(flag&SCB_SIZE)
  2585. // if(flag&SCB_RACE)
  2586. // if(flag&SCB_RANGE)
  2587. if(sd) {
  2588. //The remaining are handled quite different by players, so use their own function.
  2589. status_calc_bl_sub_pc(sd, flag);
  2590. return;
  2591. }
  2592. if(flag&SCB_MAXHP) {
  2593. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2594. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2595. status->hp = status->max_hp;
  2596. }
  2597. if(flag&SCB_MAXSP) {
  2598. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2599. if (status->sp > status->max_sp)
  2600. status->sp = status->max_sp;
  2601. }
  2602. if(flag&SCB_MATK) {
  2603. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2604. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2605. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2606. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2607. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2608. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2609. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2610. }
  2611. }
  2612. if(bl->type == BL_HOM) {
  2613. //The remaining are handled quite different by homunculus, so use their own function.
  2614. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2615. return;
  2616. }
  2617. if(flag&SCB_ASPD) {
  2618. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2619. temp = status->aspd_rate*b_status->amotion/1000;
  2620. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2621. temp = status->aspd_rate*b_status->adelay/1000;
  2622. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2623. }
  2624. if(flag&SCB_DSPD)
  2625. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2626. if(bl->type&BL_REGEN && flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2627. status_calc_regen(bl, status, status_get_regen_data(bl));
  2628. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  2629. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2630. }
  2631. /*==========================================
  2632. * Apply shared stat mods from status changes [DracoRPG]
  2633. *------------------------------------------
  2634. */
  2635. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2636. {
  2637. if(!sc || !sc->count)
  2638. return cap_value(str,1,USHRT_MAX);
  2639. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2640. str += sc->data[SC_INCALLSTATUS].val1;
  2641. if(sc->data[SC_INCSTR].timer!=-1)
  2642. str += sc->data[SC_INCSTR].val1;
  2643. if(sc->data[SC_STRFOOD].timer!=-1)
  2644. str += sc->data[SC_STRFOOD].val1;
  2645. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2646. str += 5;
  2647. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2648. str += sc->data[SC_GUILDAURA].val3>>16;
  2649. if(sc->data[SC_LOUD].timer!=-1)
  2650. str += 4;
  2651. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2652. str += 5;
  2653. if(sc->data[SC_SPURT].timer!=-1)
  2654. str += 10;
  2655. if(sc->data[SC_NEN].timer!=-1)
  2656. str += sc->data[SC_NEN].val1;
  2657. if(sc->data[SC_BLESSING].timer != -1){
  2658. if(sc->data[SC_BLESSING].val2)
  2659. str += sc->data[SC_BLESSING].val2;
  2660. else
  2661. str >>= 1;
  2662. }
  2663. if(sc->data[SC_MARIONETTE].timer!=-1)
  2664. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2665. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2666. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2667. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2668. str = 50;
  2669. return cap_value(str,1,USHRT_MAX);
  2670. }
  2671. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2672. {
  2673. if(!sc || !sc->count)
  2674. return cap_value(agi,1,USHRT_MAX);
  2675. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2676. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2677. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2678. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2679. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2680. agi += sc->data[SC_INCALLSTATUS].val1;
  2681. if(sc->data[SC_INCAGI].timer!=-1)
  2682. agi += sc->data[SC_INCAGI].val1;
  2683. if(sc->data[SC_AGIFOOD].timer!=-1)
  2684. agi += sc->data[SC_AGIFOOD].val1;
  2685. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2686. agi += sc->data[SC_GUILDAURA].val4>>16;
  2687. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2688. agi += 5;
  2689. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2690. agi += 2 + sc->data[SC_INCREASEAGI].val1;
  2691. if(sc->data[SC_INCREASING].timer!=-1)
  2692. agi += 4; // added based on skill updates [Reddozen]
  2693. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2694. agi -= 2 + sc->data[SC_DECREASEAGI].val1;
  2695. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2696. agi -= sc->data[SC_QUAGMIRE].val2;
  2697. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
  2698. agi -= sc->data[SC_SUITON].val2;
  2699. if(sc->data[SC_MARIONETTE].timer!=-1)
  2700. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2701. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2702. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2703. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2704. agi = 50;
  2705. return cap_value(agi,1,USHRT_MAX);
  2706. }
  2707. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2708. {
  2709. if(!sc || !sc->count)
  2710. return cap_value(vit,1,USHRT_MAX);
  2711. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2712. vit += sc->data[SC_INCALLSTATUS].val1;
  2713. if(sc->data[SC_INCVIT].timer!=-1)
  2714. vit += sc->data[SC_INCVIT].val1;
  2715. if(sc->data[SC_VITFOOD].timer!=-1)
  2716. vit += sc->data[SC_VITFOOD].val1;
  2717. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2718. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2719. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2720. vit += 5;
  2721. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2722. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2723. if(sc->data[SC_MARIONETTE].timer!=-1)
  2724. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2725. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2726. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2727. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2728. vit = 50;
  2729. return cap_value(vit,1,USHRT_MAX);
  2730. }
  2731. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2732. {
  2733. if(!sc || !sc->count)
  2734. return cap_value(int_,1,USHRT_MAX);
  2735. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2736. int_ += sc->data[SC_INCALLSTATUS].val1;
  2737. if(sc->data[SC_INCINT].timer!=-1)
  2738. int_ += sc->data[SC_INCINT].val1;
  2739. if(sc->data[SC_INTFOOD].timer!=-1)
  2740. int_ += sc->data[SC_INTFOOD].val1;
  2741. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2742. int_ += 5;
  2743. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2744. int_ += 5;
  2745. if(sc->data[SC_BLESSING].timer != -1){
  2746. if (sc->data[SC_BLESSING].val2)
  2747. int_ += sc->data[SC_BLESSING].val2;
  2748. else
  2749. int_ >>= 1;
  2750. }
  2751. if(sc->data[SC_STRIPHELM].timer!=-1)
  2752. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2753. if(sc->data[SC_NEN].timer!=-1)
  2754. int_ += sc->data[SC_NEN].val1;
  2755. if(sc->data[SC_MARIONETTE].timer!=-1)
  2756. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2757. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2758. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2759. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2760. int_ = 50;
  2761. return cap_value(int_,1,USHRT_MAX);
  2762. }
  2763. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2764. {
  2765. if(!sc || !sc->count)
  2766. return cap_value(dex,1,USHRT_MAX);
  2767. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2768. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2769. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2770. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2771. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2772. dex += sc->data[SC_INCALLSTATUS].val1;
  2773. if(sc->data[SC_INCDEX].timer!=-1)
  2774. dex += sc->data[SC_INCDEX].val1;
  2775. if(sc->data[SC_DEXFOOD].timer!=-1)
  2776. dex += sc->data[SC_DEXFOOD].val1;
  2777. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2778. dex += 5;
  2779. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2780. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2781. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2782. dex += 5;
  2783. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2784. dex -= sc->data[SC_QUAGMIRE].val2;
  2785. if(sc->data[SC_BLESSING].timer != -1){
  2786. if (sc->data[SC_BLESSING].val2)
  2787. dex += sc->data[SC_BLESSING].val2;
  2788. else
  2789. dex >>= 1;
  2790. }
  2791. if(sc->data[SC_INCREASING].timer!=-1)
  2792. dex += 4; // added based on skill updates [Reddozen]
  2793. if(sc->data[SC_MARIONETTE].timer!=-1)
  2794. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2795. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2796. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2797. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2798. dex = 50;
  2799. return cap_value(dex,1,USHRT_MAX);
  2800. }
  2801. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2802. {
  2803. if(!sc || !sc->count)
  2804. return cap_value(luk,1,USHRT_MAX);
  2805. if(sc->data[SC_CURSE].timer!=-1)
  2806. return 0;
  2807. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2808. luk += sc->data[SC_INCALLSTATUS].val1;
  2809. if(sc->data[SC_INCLUK].timer!=-1)
  2810. luk += sc->data[SC_INCLUK].val1;
  2811. if(sc->data[SC_LUKFOOD].timer!=-1)
  2812. luk += sc->data[SC_LUKFOOD].val1;
  2813. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2814. luk += 5;
  2815. if(sc->data[SC_GLORIA].timer!=-1)
  2816. luk += 30;
  2817. if(sc->data[SC_MARIONETTE].timer!=-1)
  2818. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2819. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2820. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2821. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2822. luk = 50;
  2823. return cap_value(luk,1,USHRT_MAX);
  2824. }
  2825. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2826. {
  2827. if(!sc || !sc->count)
  2828. return cap_value(batk,0,USHRT_MAX);
  2829. if(sc->data[SC_ATKPOTION].timer!=-1)
  2830. batk += sc->data[SC_ATKPOTION].val1;
  2831. if(sc->data[SC_BATKFOOD].timer!=-1)
  2832. batk += sc->data[SC_BATKFOOD].val1;
  2833. if(sc->data[SC_INCATKRATE].timer!=-1)
  2834. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2835. if(sc->data[SC_PROVOKE].timer!=-1)
  2836. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2837. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2838. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2839. if(sc->data[SC_SKE].timer!=-1)
  2840. batk += batk * 3;
  2841. if(sc->data[SC_BLOODLUST].timer!=-1)
  2842. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2843. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2844. batk -= batk * 25/100;
  2845. if(sc->data[SC_CURSE].timer!=-1)
  2846. batk -= batk * 25/100;
  2847. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2848. // if(sc->data[SC_BLEEDING].timer != -1)
  2849. // batk -= batk * 25/100;
  2850. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2851. batk += sc->data[SC_GATLINGFEVER].val3;
  2852. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2853. batk += 100;
  2854. return cap_value(batk,0,USHRT_MAX);
  2855. }
  2856. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2857. {
  2858. if(!sc || !sc->count)
  2859. return cap_value(watk,0,USHRT_MAX);
  2860. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2861. watk += sc->data[SC_IMPOSITIO].val2;
  2862. if(sc->data[SC_WATKFOOD].timer!=-1)
  2863. watk += sc->data[SC_WATKFOOD].val1;
  2864. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2865. watk += sc->data[SC_DRUMBATTLE].val2;
  2866. if(sc->data[SC_VOLCANO].timer!=-1)
  2867. watk += sc->data[SC_VOLCANO].val2;
  2868. if(sc->data[SC_INCATKRATE].timer!=-1)
  2869. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2870. if(sc->data[SC_PROVOKE].timer!=-1)
  2871. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2872. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2873. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2874. if(sc->data[SC_SKE].timer!=-1)
  2875. watk += watk * 3;
  2876. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2877. if (bl->type != BL_PC)
  2878. watk += sc->data[SC_NIBELUNGEN].val2;
  2879. else {
  2880. TBL_PC *sd = (TBL_PC*)bl;
  2881. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2882. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2883. watk += sc->data[SC_NIBELUNGEN].val2;
  2884. }
  2885. }
  2886. if(sc->data[SC_BLOODLUST].timer!=-1)
  2887. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  2888. if(sc->data[SC_FLEET].timer!=-1)
  2889. watk += watk * sc->data[SC_FLEET].val3/100;
  2890. if(sc->data[SC_CURSE].timer!=-1)
  2891. watk -= watk * 25/100;
  2892. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2893. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2894. return cap_value(watk,0,USHRT_MAX);
  2895. }
  2896. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2897. {
  2898. if(!sc || !sc->count)
  2899. return cap_value(matk,0,USHRT_MAX);
  2900. if(sc->data[SC_MATKPOTION].timer!=-1)
  2901. matk += sc->data[SC_MATKPOTION].val1;
  2902. if(sc->data[SC_MATKFOOD].timer!=-1)
  2903. matk += sc->data[SC_MATKFOOD].val1;
  2904. if(sc->data[SC_MAGICPOWER].timer!=-1)
  2905. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  2906. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2907. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  2908. if(sc->data[SC_INCMATKRATE].timer!=-1)
  2909. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  2910. return cap_value(matk,0,USHRT_MAX);
  2911. }
  2912. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  2913. {
  2914. if(!sc || !sc->count)
  2915. return cap_value(critical,10,SHRT_MAX);
  2916. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2917. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  2918. if (sc->data[SC_FORTUNE].timer!=-1)
  2919. critical += sc->data[SC_FORTUNE].val2;
  2920. if (sc->data[SC_TRUESIGHT].timer!=-1)
  2921. critical += sc->data[SC_TRUESIGHT].val2;
  2922. if(sc->data[SC_CLOAKING].timer!=-1)
  2923. critical += critical;
  2924. return cap_value(critical,10,SHRT_MAX);
  2925. }
  2926. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  2927. {
  2928. if(!sc || !sc->count)
  2929. return cap_value(hit,1,SHRT_MAX);
  2930. if(sc->data[SC_INCHIT].timer != -1)
  2931. hit += sc->data[SC_INCHIT].val1;
  2932. if(sc->data[SC_HITFOOD].timer!=-1)
  2933. hit += sc->data[SC_HITFOOD].val1;
  2934. if(sc->data[SC_TRUESIGHT].timer != -1)
  2935. hit += sc->data[SC_TRUESIGHT].val3;
  2936. if(sc->data[SC_HUMMING].timer!=-1)
  2937. hit += sc->data[SC_HUMMING].val2;
  2938. if(sc->data[SC_CONCENTRATION].timer != -1)
  2939. hit += sc->data[SC_CONCENTRATION].val3;
  2940. if(sc->data[SC_INCHITRATE].timer != -1)
  2941. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  2942. if(sc->data[SC_BLIND].timer != -1)
  2943. hit -= hit * 25/100;
  2944. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2945. hit -= 30;
  2946. if(sc->data[SC_INCREASING].timer!=-1)
  2947. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  2948. return cap_value(hit,1,SHRT_MAX);
  2949. }
  2950. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  2951. {
  2952. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  2953. flee -= flee * battle_config.gvg_flee_penalty/100;
  2954. if(!sc || !sc->count)
  2955. return cap_value(flee,1,SHRT_MAX);
  2956. if(sc->data[SC_INCFLEE].timer!=-1)
  2957. flee += sc->data[SC_INCFLEE].val1;
  2958. if(sc->data[SC_FLEEFOOD].timer!=-1)
  2959. flee += sc->data[SC_FLEEFOOD].val1;
  2960. if(sc->data[SC_WHISTLE].timer!=-1)
  2961. flee += sc->data[SC_WHISTLE].val2;
  2962. if(sc->data[SC_WINDWALK].timer!=-1)
  2963. flee += sc->data[SC_WINDWALK].val2;
  2964. if(sc->data[SC_INCFLEERATE].timer!=-1)
  2965. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  2966. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  2967. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  2968. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  2969. flee += sc->data[SC_MOON_COMFORT].val2;
  2970. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  2971. flee += 10;
  2972. if(sc->data[SC_SPIDERWEB].timer!=-1)
  2973. flee -= flee * 50/100;
  2974. if(sc->data[SC_BERSERK].timer!=-1)
  2975. flee -= flee * 50/100;
  2976. if(sc->data[SC_BLIND].timer!=-1)
  2977. flee -= flee * 25/100;
  2978. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2979. flee += 30;
  2980. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2981. flee -= sc->data[SC_GATLINGFEVER].val4;
  2982. if(sc->data[SC_SPEED].timer!=-1)
  2983. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  2984. return cap_value(flee,1,SHRT_MAX);
  2985. }
  2986. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  2987. {
  2988. if(!sc || !sc->count)
  2989. return cap_value(flee2,10,SHRT_MAX);
  2990. if(sc->data[SC_WHISTLE].timer!=-1)
  2991. flee2 += sc->data[SC_WHISTLE].val3*10;
  2992. return cap_value(flee2,10,SHRT_MAX);
  2993. }
  2994. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  2995. {
  2996. if(!sc || !sc->count)
  2997. return cap_value(def,0,CHAR_MAX);
  2998. if(sc->data[SC_BERSERK].timer!=-1)
  2999. return 0;
  3000. if(sc->data[SC_KEEPING].timer!=-1)
  3001. return 100;
  3002. if(sc->data[SC_SKA].timer != -1)
  3003. return sc->data[SC_SKA].val3;
  3004. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3005. def += sc->data[SC_DEFENCE].val2 ;
  3006. if(sc->data[SC_STEELBODY].timer!=-1)
  3007. return 90;
  3008. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3009. def += sc->data[SC_DRUMBATTLE].val3;
  3010. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3011. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3012. if(sc->data[SC_FREEZE].timer!=-1)
  3013. def >>=1;
  3014. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3015. def >>=1;
  3016. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3017. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3018. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3019. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3020. if(sc->data[SC_SKE].timer!=-1)
  3021. def >>=1;
  3022. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3023. def -= def * sc->data[SC_PROVOKE].val4/100;
  3024. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3025. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3026. if (sc->data[SC_FLING].timer!=-1)
  3027. def -= def * (sc->data[SC_FLING].val2)/100;
  3028. return cap_value(def,0,CHAR_MAX);
  3029. }
  3030. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3031. {
  3032. if(!sc || !sc->count)
  3033. return cap_value(def2,1,SHRT_MAX);
  3034. if(sc->data[SC_BERSERK].timer!=-1)
  3035. return 0;
  3036. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3037. return 0;
  3038. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3039. def2 += sc->data[SC_SUN_COMFORT].val2;
  3040. if(sc->data[SC_ANGELUS].timer!=-1)
  3041. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3042. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3043. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3044. if(sc->data[SC_POISON].timer!=-1)
  3045. def2 -= def2 * 25/100;
  3046. if(sc->data[SC_DPOISON].timer!=-1)
  3047. def2 -= def2 * 25/100;
  3048. if(sc->data[SC_SKE].timer!=-1)
  3049. def2 -= def2 * 50/100;
  3050. if(sc->data[SC_PROVOKE].timer!=-1)
  3051. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3052. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3053. if(sc->data[SC_JOINTBEAT].val2==3)
  3054. def2 -= def2 * 50/100;
  3055. else if(sc->data[SC_JOINTBEAT].val2==4)
  3056. def2 -= def2 * 25/100;
  3057. }
  3058. if(sc->data[SC_FLING].timer!=-1)
  3059. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3060. return cap_value(def2,1,SHRT_MAX);
  3061. }
  3062. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3063. {
  3064. if(!sc || !sc->count)
  3065. return cap_value(mdef,0,CHAR_MAX);
  3066. if(sc->data[SC_BERSERK].timer!=-1)
  3067. return 0;
  3068. if(sc->data[SC_BARRIER].timer!=-1)
  3069. return 100;
  3070. if(sc->data[SC_STEELBODY].timer!=-1)
  3071. return 90;
  3072. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3073. return 90;
  3074. if(sc->data[SC_FREEZE].timer!=-1)
  3075. mdef += 25*mdef/100;
  3076. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3077. mdef += 25*mdef/100;
  3078. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3079. mdef += sc->data[SC_ENDURE].val1;
  3080. return cap_value(mdef,0,CHAR_MAX);
  3081. }
  3082. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3083. {
  3084. if(!sc || !sc->count)
  3085. return cap_value(mdef2,0,SHRT_MAX);
  3086. if(sc->data[SC_BERSERK].timer!=-1)
  3087. return 0;
  3088. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3089. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3090. return cap_value(mdef2,0,SHRT_MAX);
  3091. }
  3092. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3093. {
  3094. if(!sc || !sc->count)
  3095. return cap_value(speed,10,USHRT_MAX);
  3096. // Fixed reductions
  3097. if(sc->data[SC_CURSE].timer!=-1)
  3098. speed += 450;
  3099. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3100. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3101. if(sc->data[SC_WEDDING].timer!=-1)
  3102. speed += 300;
  3103. //% increases (they don't stack, with the exception of Speedup1? @.@)
  3104. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3105. speed -= speed * 50/100;
  3106. if(sc->data[SC_RUN].timer!=-1)
  3107. speed -= speed * 50/100;
  3108. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3109. speed -= speed * 25/100;
  3110. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3111. speed -= speed * 25/100;
  3112. else if(sc->data[SC_FUSION].timer != -1)
  3113. speed -= speed * 25/100;
  3114. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3115. speed -= speed * 20/100;
  3116. else if(sc->data[SC_BERSERK].timer!=-1)
  3117. speed -= speed * 20/100;
  3118. else if(sc->data[SC_AVOID].timer!=-1)
  3119. speed -= speed * sc->data[SC_AVOID].val2/100;
  3120. else if(sc->data[SC_WINDWALK].timer!=-1)
  3121. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3122. //% reductions (they stack)
  3123. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3124. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3125. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3126. speed = speed * 100/75;
  3127. if(sc->data[SC_STEELBODY].timer!=-1)
  3128. speed = speed * 100/75;
  3129. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3130. speed = speed * 100/50;
  3131. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3132. speed = speed * 100/sc->data[SC_SUITON].val3;
  3133. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3134. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3135. if(sc->data[SC_DEFENDER].timer!=-1)
  3136. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3137. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3138. speed = speed * 100/75;
  3139. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3140. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3141. speed = speed * 100/50;
  3142. else
  3143. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3144. speed = speed * 100/70;
  3145. }
  3146. if(sc->data[SC_CLOAKING].timer!=-1)
  3147. speed = speed * 100 /(
  3148. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3149. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3150. if(sc->data[SC_LONGING].timer!=-1)
  3151. speed = speed * 100/sc->data[SC_LONGING].val3;
  3152. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3153. speed = speed * 100/sc->data[SC_HIDING].val3;
  3154. if(sc->data[SC_CHASEWALK].timer!=-1)
  3155. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3156. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3157. speed = speed * 100/75;
  3158. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3159. speed = speed * 100/75;
  3160. return cap_value(speed,10,USHRT_MAX);
  3161. }
  3162. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3163. {
  3164. int i;
  3165. if(!sc || !sc->count)
  3166. return cap_value(aspd_rate,0,SHRT_MAX);
  3167. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3168. {
  3169. int max = 0;
  3170. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3171. max = sc->data[SC_STAR_COMFORT].val2;
  3172. if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 200)
  3173. max = 200;
  3174. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3175. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3176. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3177. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3178. max < sc->data[SC_ONEHAND].val2)
  3179. max = sc->data[SC_ONEHAND].val2;
  3180. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3181. max < sc->data[SC_ADRENALINE2].val3)
  3182. max = sc->data[SC_ADRENALINE2].val3;
  3183. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3184. max < sc->data[SC_ADRENALINE].val3)
  3185. max = sc->data[SC_ADRENALINE].val3;
  3186. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3187. max < sc->data[SC_SPEARQUICKEN].val2)
  3188. max = sc->data[SC_SPEARQUICKEN].val2;
  3189. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3190. max < sc->data[SC_GATLINGFEVER].val2)
  3191. max = sc->data[SC_GATLINGFEVER].val2;
  3192. if(sc->data[SC_FLEET].timer!=-1 &&
  3193. max < sc->data[SC_FLEET].val2)
  3194. max = sc->data[SC_FLEET].val2;
  3195. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3196. max < sc->data[SC_ASSNCROS].val2)
  3197. {
  3198. if (bl->type!=BL_PC)
  3199. max = sc->data[SC_ASSNCROS].val2;
  3200. else
  3201. switch(((TBL_PC*)bl)->status.weapon)
  3202. {
  3203. case W_BOW:
  3204. case W_REVOLVER:
  3205. case W_RIFLE:
  3206. case W_SHOTGUN:
  3207. case W_GATLING:
  3208. case W_GRENADE:
  3209. break;
  3210. default:
  3211. max = sc->data[SC_ASSNCROS].val2;
  3212. }
  3213. }
  3214. aspd_rate -= max;
  3215. if(sc->data[SC_BERSERK].timer!=-1)
  3216. aspd_rate -= 300; //Stacks with the rest of bonuses.
  3217. }
  3218. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3219. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3220. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3221. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3222. aspd_rate -= sc->data[i].val2;
  3223. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3224. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3225. if(sc->data[SC_LONGING].timer!=-1)
  3226. aspd_rate += sc->data[SC_LONGING].val2;
  3227. if(sc->data[SC_STEELBODY].timer!=-1)
  3228. aspd_rate += 250;
  3229. if(sc->data[SC_SKA].timer!=-1)
  3230. aspd_rate += 250;
  3231. if(sc->data[SC_DEFENDER].timer != -1)
  3232. aspd_rate += sc->data[SC_DEFENDER].val4;
  3233. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3234. aspd_rate += 250;
  3235. if(sc->data[SC_GRAVITATION].timer!=-1)
  3236. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3237. //Curse shouldn't effect on this?
  3238. // if(sc->data[SC_BLEEDING].timer != -1)
  3239. // aspd_rate += 250;
  3240. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3241. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3242. aspd_rate += 250;
  3243. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3244. aspd_rate += 100;
  3245. }
  3246. return cap_value(aspd_rate,0,SHRT_MAX);
  3247. }
  3248. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3249. {
  3250. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3251. return cap_value(dmotion,0,USHRT_MAX);
  3252. if (sc->data[SC_ENDURE].timer!=-1)
  3253. return 0;
  3254. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3255. return 0;
  3256. if(sc->data[SC_RUN].timer!=-1)
  3257. return 0;
  3258. return cap_value(dmotion,0,USHRT_MAX);
  3259. }
  3260. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3261. {
  3262. if(!sc || !sc->count)
  3263. return cap_value(maxhp,1,UINT_MAX);
  3264. if(sc->data[SC_CHANGE].timer!=-1)
  3265. maxhp = sc->data[SC_CHANGE].val3;
  3266. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3267. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3268. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3269. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3270. if(sc->data[SC_DELUGE].timer!=-1)
  3271. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3272. if(sc->data[SC_BERSERK].timer!=-1)
  3273. maxhp += maxhp * 2;
  3274. return cap_value(maxhp,1,UINT_MAX);
  3275. }
  3276. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3277. {
  3278. if(!sc || !sc->count)
  3279. return cap_value(maxsp,1,UINT_MAX);
  3280. if(sc->data[SC_CHANGE].timer!=-1)
  3281. maxsp = sc->data[SC_CHANGE].val2;
  3282. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3283. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3284. if(sc->data[SC_SERVICE4U].timer!=-1)
  3285. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3286. return cap_value(maxsp,1,UINT_MAX);
  3287. }
  3288. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3289. {
  3290. if(!sc || !sc->count)
  3291. return element;
  3292. if( sc->data[SC_FREEZE].timer!=-1 )
  3293. return ELE_WATER;
  3294. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3295. return ELE_EARTH;
  3296. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3297. return ELE_HOLY;
  3298. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3299. return sc->data[SC_ELEMENTALCHANGE].val3;
  3300. return cap_value(element,0,UCHAR_MAX);
  3301. }
  3302. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3303. {
  3304. if(!sc || !sc->count)
  3305. return lv;
  3306. if( sc->data[SC_FREEZE].timer!=-1 )
  3307. return 1;
  3308. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3309. return 1;
  3310. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3311. return 1;
  3312. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3313. return sc->data[SC_ELEMENTALCHANGE].val4;
  3314. return cap_value(lv,1,4);
  3315. }
  3316. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3317. {
  3318. if(!sc || !sc->count)
  3319. return element;
  3320. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3321. return ELE_WATER;
  3322. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3323. return ELE_EARTH;
  3324. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3325. return ELE_FIRE;
  3326. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3327. return ELE_WIND;
  3328. if( sc->data[SC_ENCPOISON].timer!=-1)
  3329. return ELE_POISON;
  3330. if( sc->data[SC_ASPERSIO].timer!=-1)
  3331. return ELE_HOLY;
  3332. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3333. return ELE_DARK;
  3334. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3335. return ELE_GHOST;
  3336. return cap_value(element,0,UCHAR_MAX);
  3337. }
  3338. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3339. {
  3340. if(!sc || !sc->count)
  3341. return mode;
  3342. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3343. if (sc->data[SC_MODECHANGE].val2)
  3344. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3345. if (sc->data[SC_MODECHANGE].val3)
  3346. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3347. if (sc->data[SC_MODECHANGE].val4)
  3348. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3349. }
  3350. return cap_value(mode,0,USHRT_MAX);
  3351. }
  3352. /*==========================================
  3353. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3354. *------------------------------------------
  3355. */
  3356. void status_freecast_switch(struct map_session_data *sd)
  3357. {
  3358. struct status_data *status;
  3359. unsigned short b_speed,tmp;
  3360. status = &sd->battle_status;
  3361. b_speed = status->speed;
  3362. tmp = status->speed;
  3363. status->speed = sd->prev_speed;
  3364. sd->prev_speed = tmp;
  3365. tmp = status->adelay;
  3366. status->adelay = sd->prev_adelay;
  3367. sd->prev_adelay = tmp;
  3368. if(b_speed != status->speed)
  3369. clif_updatestatus(sd,SP_SPEED);
  3370. }
  3371. /*==========================================
  3372. * 対象のClassを返す(汎用)
  3373. * 戻りは整数で0以上
  3374. *------------------------------------------
  3375. */
  3376. int status_get_class(struct block_list *bl)
  3377. {
  3378. nullpo_retr(0, bl);
  3379. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3380. return ((struct mob_data *)bl)->vd->class_;
  3381. if(bl->type==BL_PC)
  3382. return ((struct map_session_data *)bl)->status.class_;
  3383. if(bl->type==BL_PET)
  3384. return ((struct pet_data *)bl)->pet.class_;
  3385. if(bl->type==BL_HOM)
  3386. return ((struct homun_data *)bl)->master->homunculus.class_;
  3387. return 0;
  3388. }
  3389. /*==========================================
  3390. * 対象のレベルを返す(汎用)
  3391. * 戻りは整数で0以上
  3392. *------------------------------------------
  3393. */
  3394. int status_get_lv(struct block_list *bl)
  3395. {
  3396. nullpo_retr(0, bl);
  3397. if(bl->type==BL_MOB)
  3398. return ((TBL_MOB*)bl)->level;
  3399. if(bl->type==BL_PC)
  3400. return ((TBL_PC*)bl)->status.base_level;
  3401. if(bl->type==BL_PET)
  3402. return ((TBL_PET*)bl)->pet.level;
  3403. if(bl->type==BL_HOM)
  3404. return ((TBL_HOM*)bl)->master->homunculus.level;
  3405. return 1;
  3406. }
  3407. struct regen_data *status_get_regen_data(struct block_list *bl)
  3408. {
  3409. nullpo_retr(NULL, bl);
  3410. switch (bl->type) {
  3411. case BL_PC:
  3412. return &((TBL_PC*)bl)->regen;
  3413. case BL_HOM:
  3414. return &((TBL_HOM*)bl)->regen;
  3415. default:
  3416. return NULL;
  3417. }
  3418. }
  3419. struct status_data *status_get_status_data(struct block_list *bl)
  3420. {
  3421. nullpo_retr(NULL, bl);
  3422. switch (bl->type) {
  3423. case BL_PC:
  3424. return &((TBL_PC*)bl)->battle_status;
  3425. case BL_MOB:
  3426. return &((TBL_MOB*)bl)->status;
  3427. case BL_PET:
  3428. return &((TBL_PET*)bl)->status;
  3429. case BL_HOM:
  3430. return &((TBL_HOM*)bl)->battle_status;
  3431. default:
  3432. return &dummy_status;
  3433. }
  3434. }
  3435. struct status_data *status_get_base_status(struct block_list *bl)
  3436. {
  3437. nullpo_retr(NULL, bl);
  3438. switch (bl->type) {
  3439. case BL_PC:
  3440. return &((TBL_PC*)bl)->base_status;
  3441. case BL_MOB:
  3442. return ((TBL_MOB*)bl)->base_status?
  3443. ((TBL_MOB*)bl)->base_status:
  3444. &((TBL_MOB*)bl)->db->status;
  3445. case BL_PET:
  3446. return &((TBL_PET*)bl)->db->status;
  3447. case BL_HOM:
  3448. return &((TBL_HOM*)bl)->base_status;
  3449. default:
  3450. return NULL;
  3451. }
  3452. }
  3453. unsigned short status_get_lwatk(struct block_list *bl)
  3454. {
  3455. struct status_data *status = status_get_status_data(bl);
  3456. return status->lhw?status->lhw->atk:0;
  3457. }
  3458. unsigned short status_get_lwatk2(struct block_list *bl)
  3459. {
  3460. struct status_data *status = status_get_status_data(bl);
  3461. return status->lhw?status->lhw->atk2:0;
  3462. }
  3463. unsigned char status_get_def(struct block_list *bl)
  3464. {
  3465. struct unit_data *ud;
  3466. struct status_data *status = status_get_status_data(bl);
  3467. int def = status?status->def:0;
  3468. ud = unit_bl2ud(bl);
  3469. if (ud && ud->skilltimer != -1)
  3470. def -= def * skill_get_castdef(ud->skillid)/100;
  3471. if(def < 0) def = 0;
  3472. return def;
  3473. }
  3474. unsigned short status_get_speed(struct block_list *bl)
  3475. {
  3476. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3477. return ((struct npc_data *)bl)->speed;
  3478. return status_get_status_data(bl)->speed;
  3479. }
  3480. unsigned char status_get_attack_lelement(struct block_list *bl)
  3481. {
  3482. struct status_data *status = status_get_status_data(bl);
  3483. return status->lhw?status->lhw->ele:0;
  3484. }
  3485. int status_get_party_id(struct block_list *bl)
  3486. {
  3487. nullpo_retr(0, bl);
  3488. if(bl->type==BL_PC)
  3489. return ((struct map_session_data *)bl)->status.party_id;
  3490. if(bl->type==BL_PET)
  3491. return ((struct pet_data *)bl)->msd->status.party_id;
  3492. if(bl->type==BL_MOB){
  3493. struct mob_data *md=(struct mob_data *)bl;
  3494. if( md->master_id>0 )
  3495. {
  3496. struct map_session_data *msd;
  3497. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3498. return msd->status.party_id;
  3499. return -md->master_id;
  3500. }
  3501. return 0; //No party.
  3502. }
  3503. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  3504. return ((TBL_HOM*)bl)->master->status.party_id;
  3505. if(bl->type==BL_SKILL)
  3506. return ((struct skill_unit *)bl)->group->party_id;
  3507. return 0;
  3508. }
  3509. int status_get_guild_id(struct block_list *bl)
  3510. {
  3511. nullpo_retr(0, bl);
  3512. if(bl->type==BL_PC)
  3513. return ((struct map_session_data *)bl)->status.guild_id;
  3514. if(bl->type==BL_PET)
  3515. return ((struct pet_data *)bl)->msd->status.guild_id;
  3516. if(bl->type==BL_MOB)
  3517. {
  3518. struct map_session_data *msd;
  3519. struct mob_data *md = (struct mob_data *)bl;
  3520. if (md->guardian_data) //Guardian's guild [Skotlex]
  3521. return md->guardian_data->guild_id;
  3522. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3523. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3524. return 0; //No guild.
  3525. }
  3526. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  3527. return ((TBL_HOM*)bl)->master->status.guild_id;
  3528. if (bl->type == BL_NPC && bl->subtype == SCRIPT)
  3529. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3530. if(bl->type==BL_SKILL)
  3531. return ((struct skill_unit *)bl)->group->guild_id;
  3532. return 0;
  3533. }
  3534. int status_get_mexp(struct block_list *bl)
  3535. {
  3536. nullpo_retr(0, bl);
  3537. if(bl->type==BL_MOB)
  3538. return ((struct mob_data *)bl)->db->mexp;
  3539. if(bl->type==BL_PET)
  3540. return ((struct pet_data *)bl)->db->mexp;
  3541. return 0;
  3542. }
  3543. int status_get_race2(struct block_list *bl)
  3544. {
  3545. nullpo_retr(0, bl);
  3546. if(bl->type == BL_MOB)
  3547. return ((struct mob_data *)bl)->db->race2;
  3548. if(bl->type==BL_PET)
  3549. return ((struct pet_data *)bl)->db->race2;
  3550. return 0;
  3551. }
  3552. int status_isdead(struct block_list *bl)
  3553. {
  3554. nullpo_retr(0, bl);
  3555. return status_get_status_data(bl)->hp == 0;
  3556. }
  3557. int status_isimmune(struct block_list *bl)
  3558. {
  3559. struct status_change *sc =status_get_sc(bl);
  3560. if (bl->type == BL_PC &&
  3561. ((TBL_PC*)bl)->special_state.no_magic_damage)
  3562. return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
  3563. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3564. return 1;
  3565. return 0;
  3566. }
  3567. struct view_data *status_get_viewdata(struct block_list *bl)
  3568. {
  3569. nullpo_retr(NULL, bl);
  3570. switch (bl->type)
  3571. {
  3572. case BL_PC:
  3573. return &((TBL_PC*)bl)->vd;
  3574. case BL_MOB:
  3575. return ((TBL_MOB*)bl)->vd;
  3576. case BL_PET:
  3577. return &((TBL_PET*)bl)->vd;
  3578. case BL_NPC:
  3579. return ((TBL_NPC*)bl)->vd;
  3580. case BL_HOM: //[blackhole89]
  3581. return ((TBL_HOM*)bl)->vd;
  3582. }
  3583. return NULL;
  3584. }
  3585. void status_set_viewdata(struct block_list *bl, int class_)
  3586. {
  3587. struct view_data* vd;
  3588. nullpo_retv(bl);
  3589. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3590. vd = mob_get_viewdata(class_);
  3591. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3592. vd = npc_get_viewdata(class_);
  3593. else
  3594. vd = NULL;
  3595. switch (bl->type) {
  3596. case BL_PC:
  3597. {
  3598. TBL_PC* sd = (TBL_PC*)bl;
  3599. if (pcdb_checkid(class_)) {
  3600. if (sd->sc.option&OPTION_WEDDING)
  3601. class_ = JOB_WEDDING;
  3602. else
  3603. if (sd->sc.option&OPTION_XMAS)
  3604. class_ = JOB_XMAS;
  3605. else
  3606. if (sd->sc.option&OPTION_RIDING)
  3607. switch (class_)
  3608. { //Adapt class to a Mounted one.
  3609. case JOB_KNIGHT:
  3610. class_ = JOB_KNIGHT2;
  3611. break;
  3612. case JOB_CRUSADER:
  3613. class_ = JOB_CRUSADER2;
  3614. break;
  3615. case JOB_LORD_KNIGHT:
  3616. class_ = JOB_LORD_KNIGHT2;
  3617. break;
  3618. case JOB_PALADIN:
  3619. class_ = JOB_PALADIN2;
  3620. break;
  3621. case JOB_BABY_KNIGHT:
  3622. class_ = JOB_BABY_KNIGHT2;
  3623. break;
  3624. case JOB_BABY_CRUSADER:
  3625. class_ = JOB_BABY_CRUSADER2;
  3626. break;
  3627. }
  3628. sd->vd.class_ = class_;
  3629. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3630. sd->vd.head_top = sd->status.head_top;
  3631. sd->vd.head_mid = sd->status.head_mid;
  3632. sd->vd.head_bottom = sd->status.head_bottom;
  3633. sd->vd.hair_style = sd->status.hair;
  3634. sd->vd.hair_color = sd->status.hair_color;
  3635. sd->vd.cloth_color = sd->status.clothes_color;
  3636. sd->vd.sex = sd->status.sex;
  3637. } else if (vd)
  3638. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3639. else if (battle_config.error_log)
  3640. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3641. }
  3642. break;
  3643. case BL_MOB:
  3644. {
  3645. TBL_MOB* md = (TBL_MOB*)bl;
  3646. if (vd)
  3647. md->vd = vd;
  3648. else if (battle_config.error_log)
  3649. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3650. }
  3651. break;
  3652. case BL_PET:
  3653. {
  3654. TBL_PET* pd = (TBL_PET*)bl;
  3655. if (vd) {
  3656. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3657. if (!pcdb_checkid(vd->class_)) {
  3658. pd->vd.hair_style = battle_config.pet_hair_style;
  3659. if(pd->pet.equip) {
  3660. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3661. if (!pd->vd.head_bottom)
  3662. pd->vd.head_bottom = pd->pet.equip;
  3663. }
  3664. }
  3665. } else if (battle_config.error_log)
  3666. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3667. }
  3668. break;
  3669. case BL_NPC:
  3670. {
  3671. TBL_NPC* nd = (TBL_NPC*)bl;
  3672. if (vd)
  3673. nd->vd = vd;
  3674. else if (battle_config.error_log)
  3675. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3676. }
  3677. break;
  3678. case BL_HOM: //[blackhole89]
  3679. {
  3680. struct homun_data *hd = (struct homun_data*)bl;
  3681. if (vd)
  3682. hd->vd = vd;
  3683. else if (battle_config.error_log)
  3684. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3685. }
  3686. break;
  3687. }
  3688. vd = status_get_viewdata(bl);
  3689. if (vd && vd->cloth_color && (
  3690. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3691. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3692. ))
  3693. vd->cloth_color = 0;
  3694. }
  3695. struct status_change *status_get_sc(struct block_list *bl)
  3696. {
  3697. nullpo_retr(NULL, bl);
  3698. switch (bl->type) {
  3699. case BL_MOB:
  3700. return &((TBL_MOB*)bl)->sc;
  3701. case BL_PC:
  3702. return &((TBL_PC*)bl)->sc;
  3703. case BL_NPC:
  3704. return &((TBL_NPC*)bl)->sc;
  3705. case BL_HOM: //[blackhole89]
  3706. return &((TBL_HOM*)bl)->sc;
  3707. }
  3708. return NULL;
  3709. }
  3710. void status_change_init(struct block_list *bl)
  3711. {
  3712. struct status_change *sc = status_get_sc(bl);
  3713. int i;
  3714. nullpo_retv(sc);
  3715. memset(sc, 0, sizeof (struct status_change));
  3716. for (i=0; i< SC_MAX; i++)
  3717. sc->data[i].timer = -1;
  3718. }
  3719. //Returns defense against the specified status change.
  3720. //Return range is 0 (no resist) to 10000 (inmunity)
  3721. int status_get_sc_def(struct block_list *bl, int type)
  3722. {
  3723. int sc_def;
  3724. struct status_data* status;
  3725. struct status_change* sc;
  3726. struct map_session_data *sd;
  3727. nullpo_retr(0, bl);
  3728. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3729. if (status_isimmune(bl))
  3730. switch (type)
  3731. {
  3732. case SC_DECREASEAGI:
  3733. case SC_SILENCE:
  3734. case SC_COMA:
  3735. case SC_INCREASEAGI:
  3736. case SC_BLESSING:
  3737. case SC_SLOWPOISON:
  3738. case SC_IMPOSITIO:
  3739. case SC_AETERNA:
  3740. case SC_SUFFRAGIUM:
  3741. case SC_BENEDICTIO:
  3742. case SC_PROVIDENCE:
  3743. case SC_KYRIE:
  3744. case SC_ASSUMPTIO:
  3745. case SC_ANGELUS:
  3746. case SC_MAGNIFICAT:
  3747. case SC_GLORIA:
  3748. case SC_WINDWALK:
  3749. case SC_MAGICROD:
  3750. case SC_HALLUCINATION:
  3751. case SC_STONE:
  3752. case SC_QUAGMIRE:
  3753. case SC_SUITON:
  3754. return 10000;
  3755. }
  3756. status = status_get_status_data(bl);
  3757. switch (type)
  3758. {
  3759. case SC_STUN:
  3760. case SC_POISON:
  3761. case SC_DPOISON:
  3762. case SC_SILENCE:
  3763. case SC_BLEEDING:
  3764. sc_def = 300 +100*status->vit;
  3765. break;
  3766. case SC_SLEEP:
  3767. sc_def = 300 +100*status->int_;
  3768. break;
  3769. case SC_STONE:
  3770. case SC_FREEZE:
  3771. case SC_DECREASEAGI:
  3772. case SC_COMA:
  3773. sc_def = 300 +100*status->mdef;
  3774. break;
  3775. case SC_CURSE:
  3776. if (status->luk > status_get_lv(bl))
  3777. return 10000; //Special property: inmunity when luk is greater than level
  3778. else
  3779. sc_def = 300 +100*status->luk;
  3780. break;
  3781. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3782. sc_def = 300 +50*status->vit +50*status->int_;
  3783. break;
  3784. case SC_CONFUSION:
  3785. sc_def = 300 +50*status->str +50*status->int_;
  3786. break;
  3787. default:
  3788. return 0; //Effect that cannot be reduced? Likely a buff.
  3789. }
  3790. BL_CAST(BL_PC,bl,sd);
  3791. if (sd) {
  3792. if (battle_config.pc_sc_def_rate != 100)
  3793. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3794. if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  3795. && sd->reseff[type-SC_COMMON_MIN] > 0)
  3796. sc_def+= sd->reseff[type-SC_COMMON_MIN];
  3797. if (sc_def < battle_config.pc_max_sc_def)
  3798. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3799. status->luk/battle_config.pc_luk_sc_def;
  3800. else
  3801. sc_def = battle_config.pc_max_sc_def;
  3802. } else {
  3803. if (battle_config.mob_sc_def_rate != 100)
  3804. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3805. if (sc_def < battle_config.mob_max_sc_def)
  3806. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3807. status->luk/battle_config.mob_luk_sc_def;
  3808. else
  3809. sc_def = battle_config.mob_max_sc_def;
  3810. }
  3811. sc = status_get_sc(bl);
  3812. if (sc && sc->count)
  3813. {
  3814. if (sc->data[SC_SCRESIST].timer != -1)
  3815. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3816. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3817. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3818. }
  3819. return sc_def>10000?10000:sc_def;
  3820. }
  3821. //Reduces tick delay based on type and character defenses.
  3822. int status_get_sc_tick(struct block_list *bl, int type, int tick)
  3823. {
  3824. struct map_session_data *sd;
  3825. struct status_data* status;
  3826. int rate=0, min=0;
  3827. //If rate is positive, it is a % reduction (10000 -> 100%)
  3828. //if it is negative, it is an absolute reduction in ms.
  3829. BL_CAST(BL_PC,bl,sd);
  3830. status = status_get_status_data(bl);
  3831. switch (type) {
  3832. case SC_DECREASEAGI: /* 速度減少 */
  3833. if (sd) // Celest
  3834. tick>>=1;
  3835. break;
  3836. case SC_ADRENALINE:
  3837. case SC_ADRENALINE2:
  3838. case SC_WEAPONPERFECTION:
  3839. case SC_OVERTHRUST:
  3840. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  3841. tick += tick / 10;
  3842. break;
  3843. case SC_DPOISON:
  3844. case SC_POISON:
  3845. case SC_STUN:
  3846. case SC_BLEEDING:
  3847. case SC_SILENCE:
  3848. case SC_CURSE:
  3849. rate = 100*status->vit;
  3850. break;
  3851. case SC_SLEEP:
  3852. rate = 100*status->int_;
  3853. break;
  3854. case SC_STONE:
  3855. rate = -200*status->mdef;
  3856. break;
  3857. case SC_FREEZE:
  3858. rate = 100*status->mdef;
  3859. break;
  3860. case SC_BLIND:
  3861. rate = 50*status->vit +50*status->int_;
  3862. break;
  3863. case SC_CONFUSION:
  3864. rate = 50*status->str +50*status->int_;
  3865. break;
  3866. case SC_SWOO:
  3867. if (status->mode&MD_BOSS)
  3868. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  3869. break;
  3870. case SC_ANKLE:
  3871. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  3872. tick /= 5;
  3873. rate = -100*status->agi;
  3874. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  3875. // Changed to 3 secs and moved from skill.c [Skotlex]
  3876. min = 3000;
  3877. break;
  3878. case SC_SPIDERWEB:
  3879. if (map[bl->m].flag.pvp)
  3880. tick /=2;
  3881. break;
  3882. }
  3883. if (rate) {
  3884. if (bl->type == BL_PC) {
  3885. if (battle_config.pc_sc_def_rate != 100)
  3886. rate = rate*battle_config.pc_sc_def_rate/100;
  3887. if (battle_config.pc_max_sc_def != 10000)
  3888. min = tick*(10000-battle_config.pc_max_sc_def)/10000;
  3889. } else {
  3890. if (battle_config.mob_sc_def_rate != 100)
  3891. rate = rate*battle_config.mob_sc_def_rate/100;
  3892. if (battle_config.mob_max_sc_def != 10000)
  3893. min = tick*(10000-battle_config.mob_max_sc_def)/10000;
  3894. }
  3895. if (rate >0)
  3896. tick -= tick*rate/10000;
  3897. else
  3898. tick += rate;
  3899. }
  3900. return tick<min?min:tick;
  3901. }
  3902. /*==========================================
  3903. * Starts a status change.
  3904. * type = type, val1~4 depend on the type.
  3905. * rate = base success rate. 10000 = 100%
  3906. * Tick is base duration
  3907. * flag:
  3908. * &1: Cannot be avoided (it has to start)
  3909. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3910. * &4: sc_data loaded, no value has to be altered.
  3911. * &8: rate should not be reduced
  3912. *------------------------------------------
  3913. */
  3914. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3915. {
  3916. struct map_session_data *sd = NULL;
  3917. struct homun_data *hd = NULL;
  3918. struct status_change* sc;
  3919. struct status_data *status;
  3920. struct view_data *vd;
  3921. int opt_flag, calc_flag, undead_flag;
  3922. nullpo_retr(0, bl);
  3923. sc=status_get_sc(bl);
  3924. status = status_get_status_data(bl);
  3925. if (!sc || status_isdead(bl))
  3926. return 0;
  3927. switch (bl->type)
  3928. {
  3929. case BL_PC:
  3930. sd=(struct map_session_data *)bl;
  3931. break;
  3932. case BL_HOM:
  3933. hd=(struct homun_data *)bl; //[orn]
  3934. break;
  3935. case BL_MOB:
  3936. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3937. return 0; //Emperium can't be afflicted by status changes.
  3938. break;
  3939. }
  3940. if(type < 0 || type >= SC_MAX) {
  3941. if(battle_config.error_log)
  3942. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3943. return 0;
  3944. }
  3945. //Check rate
  3946. if (!(flag&(4|1))) {
  3947. int def;
  3948. def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
  3949. if (def)
  3950. rate -= rate*def/10000;
  3951. if (!(rand()%10000 < rate))
  3952. return 0;
  3953. }
  3954. //SC duration reduction.
  3955. if(!(flag&(2|4)) && tick) {
  3956. tick = status_get_sc_tick(bl, type, tick);
  3957. if (tick <= 0)
  3958. return 0;
  3959. }
  3960. undead_flag=battle_check_undead(status->race,status->def_ele);
  3961. //Check for inmunities / sc fails
  3962. switch (type) {
  3963. case SC_FREEZE:
  3964. case SC_STONE:
  3965. //Undead are inmune to Freeze/Stone
  3966. if (undead_flag && !(flag&1))
  3967. return 0;
  3968. case SC_SLEEP:
  3969. case SC_STUN:
  3970. if (sc->opt1)
  3971. return 0; //Cannot override other opt1 status changes. [Skotlex]
  3972. break;
  3973. case SC_CURSE:
  3974. //Dark Elementals are inmune to curse.
  3975. if (status->def_ele == ELE_DARK && !(flag&1))
  3976. return 0;
  3977. break;
  3978. case SC_COMA:
  3979. //Dark elementals and Demons are inmune to coma.
  3980. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  3981. return 0;
  3982. break;
  3983. case SC_SIGNUMCRUCIS:
  3984. //Only affects demons and undead.
  3985. if(status->race != RC_DEMON && !undead_flag)
  3986. return 0;
  3987. break;
  3988. case SC_AETERNA:
  3989. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  3990. return 0;
  3991. break;
  3992. case SC_OVERTHRUST:
  3993. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  3994. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  3995. break;
  3996. case SC_ADRENALINE:
  3997. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  3998. return 0;
  3999. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4000. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4001. sc->data[SC_DECREASEAGI].timer!=-1
  4002. )
  4003. return 0;
  4004. break;
  4005. case SC_ADRENALINE2:
  4006. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4007. return 0;
  4008. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4009. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4010. sc->data[SC_DECREASEAGI].timer!=-1
  4011. )
  4012. return 0;
  4013. break;
  4014. case SC_ONEHAND:
  4015. case SC_TWOHANDQUICKEN:
  4016. if(sc->data[SC_DECREASEAGI].timer!=-1)
  4017. return 0;
  4018. case SC_CONCENTRATE:
  4019. case SC_INCREASEAGI:
  4020. case SC_SPEARQUICKEN:
  4021. case SC_TRUESIGHT:
  4022. case SC_WINDWALK:
  4023. case SC_CARTBOOST:
  4024. case SC_ASSNCROS:
  4025. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  4026. return 0;
  4027. break;
  4028. case SC_CLOAKING:
  4029. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4030. //Due to the cloaking card, we have to check the wall versus to known
  4031. //skill level rather than the used one. [Skotlex]
  4032. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  4033. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  4034. return 0;
  4035. break;
  4036. case SC_MODECHANGE:
  4037. {
  4038. int mode;
  4039. struct status_data *bstatus = status_get_base_status(bl);
  4040. if (!bstatus) return 0;
  4041. mode = val2?val2:bstatus->mode; //Base mode
  4042. if (val3) mode|= val3; //Add mode
  4043. if (val4) mode&=~val4; //Del mode
  4044. if (mode == bstatus->mode) { //No change.
  4045. if (sc->data[type].timer != -1) //Abort previous status
  4046. return status_change_end(bl, type, -1);
  4047. return 0;
  4048. }
  4049. }
  4050. }
  4051. //Check for BOSS resistances
  4052. if(status->mode&MD_BOSS && !(flag&1)) {
  4053. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4054. return 0;
  4055. switch (type) {
  4056. case SC_BLESSING:
  4057. if (!undead_flag && status->race != RC_DEMON)
  4058. break;
  4059. case SC_QUAGMIRE:
  4060. case SC_DECREASEAGI:
  4061. case SC_SIGNUMCRUCIS:
  4062. case SC_PROVOKE:
  4063. case SC_ROKISWEIL:
  4064. case SC_COMA:
  4065. case SC_GRAVITATION:
  4066. case SC_SUITON:
  4067. return 0;
  4068. }
  4069. }
  4070. //Before overlapping fail, one must check for status cured.
  4071. switch (type) {
  4072. case SC_BLESSING:
  4073. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4074. if (sc->data[SC_CURSE].timer!=-1)
  4075. status_change_end(bl,SC_CURSE,-1);
  4076. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4077. status_change_end(bl,SC_STONE,-1);
  4078. }
  4079. break;
  4080. case SC_INCREASEAGI:
  4081. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4082. status_change_end(bl,SC_DECREASEAGI,-1);
  4083. break;
  4084. case SC_DONTFORGETME:
  4085. //is this correct? Maybe all three should stop the same subset of SCs...
  4086. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4087. status_change_end(bl,SC_ASSNCROS,-1);
  4088. case SC_QUAGMIRE:
  4089. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4090. status_change_end(bl,SC_CONCENTRATE,-1);
  4091. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4092. status_change_end(bl,SC_TRUESIGHT,-1);
  4093. if(sc->data[SC_WINDWALK].timer!=-1 )
  4094. status_change_end(bl,SC_WINDWALK,-1);
  4095. //Also blocks the ones below...
  4096. case SC_DECREASEAGI:
  4097. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4098. status_change_end(bl,SC_INCREASEAGI,-1);
  4099. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4100. status_change_end(bl,SC_ADRENALINE,-1);
  4101. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4102. status_change_end(bl,SC_ADRENALINE2,-1);
  4103. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4104. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4105. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4106. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4107. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4108. status_change_end(bl,SC_CARTBOOST,-1);
  4109. if(sc->data[SC_ONEHAND].timer!=-1 )
  4110. status_change_end(bl,SC_ONEHAND,-1);
  4111. break;
  4112. case SC_ONEHAND:
  4113. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4114. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4115. status_change_end(bl,SC_ASPDPOTION0,-1);
  4116. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4117. status_change_end(bl,SC_ASPDPOTION1,-1);
  4118. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4119. status_change_end(bl,SC_ASPDPOTION2,-1);
  4120. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4121. status_change_end(bl,SC_ASPDPOTION3,-1);
  4122. break;
  4123. case SC_MAXOVERTHRUST:
  4124. //Cancels Normal Overthrust. [Skotlex]
  4125. if (sc->data[SC_OVERTHRUST].timer != -1)
  4126. status_change_end(bl, SC_OVERTHRUST, -1);
  4127. break;
  4128. case SC_KYRIE:
  4129. // -- moonsoul (added to undo assumptio status if target has it)
  4130. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4131. status_change_end(bl,SC_ASSUMPTIO,-1);
  4132. break;
  4133. case SC_DELUGE:
  4134. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4135. status_change_end(bl,SC_BLIND,-1);
  4136. break;
  4137. case SC_SILENCE:
  4138. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4139. //Clear Gospel [Skotlex]
  4140. status_change_end(bl,SC_GOSPEL,-1);
  4141. break;
  4142. case SC_HIDING:
  4143. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4144. status_change_end(bl, SC_CLOSECONFINE, -1);
  4145. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4146. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4147. break;
  4148. case SC_BERSERK:
  4149. if(battle_config.berserk_cancels_buffs)
  4150. {
  4151. if (sc->data[SC_ONEHAND].timer != -1)
  4152. status_change_end(bl,SC_ONEHAND,-1);
  4153. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4154. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4155. if (sc->data[SC_CONCENTRATION].timer != -1)
  4156. status_change_end(bl,SC_CONCENTRATION,-1);
  4157. if (sc->data[SC_PARRYING].timer != -1)
  4158. status_change_end(bl,SC_PARRYING,-1);
  4159. if (sc->data[SC_AURABLADE].timer != -1)
  4160. status_change_end(bl,SC_AURABLADE,-1);
  4161. }
  4162. break;
  4163. case SC_ASSUMPTIO:
  4164. if(sc->data[SC_KYRIE].timer!=-1)
  4165. status_change_end(bl,SC_KYRIE,-1);
  4166. break;
  4167. case SC_CARTBOOST:
  4168. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4169. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4170. status_change_end(bl,SC_DECREASEAGI,-1);
  4171. return 0;
  4172. }
  4173. break;
  4174. case SC_FUSION:
  4175. if(sc->data[SC_SPIRIT].timer!=-1 )
  4176. status_change_end(bl,SC_SPIRIT,-1);
  4177. break;
  4178. case SC_ADJUSTMENT:
  4179. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4180. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4181. break;
  4182. case SC_MADNESSCANCEL:
  4183. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4184. status_change_end(bl,SC_ADJUSTMENT,-1);
  4185. break;
  4186. }
  4187. //Check for overlapping fails
  4188. if(sc->data[type].timer != -1){
  4189. switch (type) {
  4190. case SC_ADRENALINE:
  4191. case SC_ADRENALINE2:
  4192. case SC_WEAPONPERFECTION:
  4193. case SC_OVERTHRUST:
  4194. if (sc->data[type].val2 > val2)
  4195. return 0;
  4196. break;
  4197. case SC_WARM:
  4198. { //Fetch the Group, half the attack interval. [Skotlex]
  4199. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  4200. if (group)
  4201. group->interval/=2;
  4202. return 1;
  4203. }
  4204. case SC_STUN:
  4205. case SC_SLEEP:
  4206. case SC_POISON:
  4207. case SC_CURSE:
  4208. case SC_SILENCE:
  4209. case SC_CONFUSION:
  4210. case SC_BLIND:
  4211. case SC_BLEEDING:
  4212. case SC_DPOISON:
  4213. case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
  4214. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4215. case SC_MARIONETTE:
  4216. case SC_MARIONETTE2:
  4217. return 0;
  4218. case SC_DANCING:
  4219. case SC_DEVOTION:
  4220. case SC_ASPDPOTION0:
  4221. case SC_ASPDPOTION1:
  4222. case SC_ASPDPOTION2:
  4223. case SC_ASPDPOTION3:
  4224. case SC_ATKPOTION:
  4225. case SC_MATKPOTION:
  4226. case SC_JAILED:
  4227. break;
  4228. case SC_GOSPEL:
  4229. //Must not override a casting gospel char.
  4230. if(sc->data[type].val4 == BCT_SELF)
  4231. return 0;
  4232. if(sc->data[type].val1 > val1)
  4233. return 1;
  4234. break;
  4235. case SC_ENDURE:
  4236. if(sc->data[type].val4 && !val4)
  4237. return 1; //Don't let you override infinite endure.
  4238. if(sc->data[type].val1 > val1)
  4239. return 1;
  4240. break;
  4241. case SC_KAAHI:
  4242. if(sc->data[type].val1 > val1)
  4243. return 1;
  4244. //Delete timer if it exists.
  4245. if (sc->data[type].val4 != -1) {
  4246. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4247. sc->data[type].val4=-1;
  4248. }
  4249. break;
  4250. default:
  4251. if(sc->data[type].val1 > val1)
  4252. return 1; //Return true to not mess up skill animations. [Skotlex
  4253. }
  4254. (sc->count)--;
  4255. delete_timer(sc->data[type].timer, status_change_timer);
  4256. sc->data[type].timer = -1;
  4257. }
  4258. vd = status_get_viewdata(bl);
  4259. calc_flag = StatusChangeFlagTable[type];
  4260. if(!(flag&4)) //Do not parse val settings when loading SCs
  4261. switch(type){
  4262. case SC_ENDURE: /* インデュア */
  4263. val2 = 7; // Hit-count [Celest]
  4264. break;
  4265. case SC_AUTOBERSERK:
  4266. if (status->hp < status->max_hp>>2 &&
  4267. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4268. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4269. break;
  4270. case SC_SIGNUMCRUCIS:
  4271. val2 = 10 + val1*2; //Def reduction
  4272. clif_emotion(bl,4);
  4273. break;
  4274. case SC_MAXIMIZEPOWER:
  4275. val2 = tick>0?tick:60000;
  4276. break;
  4277. case SC_EDP: // [Celest]
  4278. val2 = val1 + 2; //Chance to Poison enemies.
  4279. break;
  4280. case SC_POISONREACT:
  4281. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4282. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4283. break;
  4284. case SC_MAGICROD:
  4285. val2 = val1*20; //SP gained
  4286. break;
  4287. case SC_KYRIE:
  4288. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4289. val3 = (val1 / 2 + 5); //Hits
  4290. break;
  4291. case SC_MAGICPOWER:
  4292. //val1: Skill lv
  4293. val2 = 1; //Lasts 1 invocation
  4294. //val3 will store matk_min (needed in case you use ground-spells)
  4295. //val4 will store matk_max
  4296. break;
  4297. case SC_SACRIFICE:
  4298. val2 = 5; //Lasts 5 hits
  4299. break;
  4300. case SC_ENCPOISON:
  4301. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4302. case SC_ASPERSIO:
  4303. case SC_FIREWEAPON:
  4304. case SC_WATERWEAPON:
  4305. case SC_WINDWEAPON:
  4306. case SC_EARTHWEAPON:
  4307. case SC_SHADOWWEAPON:
  4308. case SC_GHOSTWEAPON:
  4309. skill_enchant_elemental_end(bl,type);
  4310. break;
  4311. case SC_ELEMENTALCHANGE:
  4312. //Val1 is skill level, val2 is skill that invoked this.
  4313. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4314. val3 = rand()%ELE_MAX;
  4315. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4316. break;
  4317. case SC_PROVIDENCE:
  4318. val2=val1*5; //Race/Ele resist
  4319. break;
  4320. case SC_REFLECTSHIELD:
  4321. val2=10+val1*3; //% Dmg reflected
  4322. break;
  4323. case SC_STRIPWEAPON:
  4324. if (bl->type != BL_PC) //Watk reduction
  4325. val2 = 5*val1;
  4326. break;
  4327. case SC_STRIPSHIELD:
  4328. if (bl->type != BL_PC) //Def reduction
  4329. val2 = 3*val1;
  4330. break;
  4331. case SC_STRIPARMOR:
  4332. if (bl->type != BL_PC) //Vit reduction
  4333. val2 = 8*val1;
  4334. break;
  4335. case SC_STRIPHELM:
  4336. if (bl->type != BL_PC) //Int reduction
  4337. val2 = 8*val1;
  4338. break;
  4339. case SC_AUTOSPELL:
  4340. //Val1 Skill LV of Autospell
  4341. //Val2 Skill ID to cast
  4342. //Val3 Max Lv to cast
  4343. val4 = 5 + val1*2; //Chance of casting
  4344. break;
  4345. case SC_VOLCANO:
  4346. if (status->def_ele == ELE_FIRE)
  4347. val2 = val1*10; //Watk increase
  4348. else
  4349. val2 = 0;
  4350. break;
  4351. case SC_VIOLENTGALE:
  4352. if (status->def_ele == ELE_WIND)
  4353. val2 = val1*3; //Flee increase
  4354. else
  4355. val2 = 0;
  4356. break;
  4357. case SC_DELUGE:
  4358. if(status->def_ele == ELE_WATER)
  4359. val2 = deluge_eff[val1-1]; //HP increase
  4360. else
  4361. val2 = 0;
  4362. break;
  4363. case SC_SUITON:
  4364. val2 = 0; //Agi penalty
  4365. val3 = 0; //Walk speed penalty
  4366. val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
  4367. if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
  4368. break;
  4369. else {
  4370. val3 = 50;
  4371. switch ((val1+1)/3) {
  4372. case 3:
  4373. val2 = 8;
  4374. break;
  4375. case 2:
  4376. val2 = 5;
  4377. break;
  4378. case 1:
  4379. val2 = 3;
  4380. break;
  4381. case 0:
  4382. val2 = 0;
  4383. break;
  4384. default:
  4385. val2 = 3*((val1+1)/3);
  4386. break;
  4387. }
  4388. }
  4389. break;
  4390. case SC_ONEHAND:
  4391. case SC_TWOHANDQUICKEN:
  4392. val2 = 300;
  4393. if (val1 > 10) //For boss casted skills [Skotlex]
  4394. val2 += 20*(val1-10);
  4395. break;
  4396. case SC_SPEARQUICKEN:
  4397. val2 = 200+10*val1;
  4398. break;
  4399. case SC_MOONLIT:
  4400. val2 = bl->id;
  4401. skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
  4402. break;
  4403. case SC_DANCING:
  4404. //val1 : Skill which is being danced.
  4405. //val2 : Skill Group of the Dance.
  4406. //val4 : Partner
  4407. val3 = 0; //Tick duration/Speed penalty.
  4408. if (sd) { //Store walk speed change in lower part of val3
  4409. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4410. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4411. val3 -= 40; //TODO: Figure out real bonus rate.
  4412. }
  4413. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4414. tick = 1000;
  4415. break;
  4416. case SC_LONGING:
  4417. val2 = 500-100*val1; //Aspd penalty.
  4418. val3 = 50+10*val1; //Walk speed adjustment.
  4419. break;
  4420. case SC_EXPLOSIONSPIRITS:
  4421. val2 = 75 + 25*val1; //Cri bonus
  4422. break;
  4423. case SC_ASPDPOTION0:
  4424. case SC_ASPDPOTION1:
  4425. case SC_ASPDPOTION2:
  4426. case SC_ASPDPOTION3:
  4427. val2 = 50*(2+type-SC_ASPDPOTION0);
  4428. break;
  4429. case SC_WEDDING:
  4430. case SC_XMAS:
  4431. if (!vd) return 0;
  4432. //Store previous values as they could be removed.
  4433. val1 = vd->class_;
  4434. val2 = vd->weapon;
  4435. val3 = vd->shield;
  4436. val4 = vd->cloth_color;
  4437. unit_stop_attack(bl);
  4438. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4439. clif_changelook(bl,LOOK_WEAPON,0);
  4440. clif_changelook(bl,LOOK_SHIELD,0);
  4441. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4442. break;
  4443. case SC_NOCHAT:
  4444. if(!battle_config.muting_players) {
  4445. sd->status.manner = 0; //Zido
  4446. return 0;
  4447. }
  4448. tick = 60000;
  4449. if (sd) clif_updatestatus(sd,SP_MANNER);
  4450. break;
  4451. case SC_STONE:
  4452. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4453. if (!val2) val2 = 1;
  4454. val3 = tick/1000; //Petrified HP-damage iterations.
  4455. if(val3 < 1) val3 = 1;
  4456. tick = 5000; //Petrifying time.
  4457. break;
  4458. case SC_DPOISON:
  4459. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4460. if (status->hp > status->max_hp>>2)
  4461. {
  4462. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4463. if (status->hp - diff < status->max_hp>>2)
  4464. diff = status->hp - (status->max_hp>>2);
  4465. status_zap(bl, diff, 0);
  4466. }
  4467. // fall through
  4468. case SC_POISON: /* 毒 */
  4469. val3 = tick/1000; //Damage iterations
  4470. if(val3 < 1) val3 = 1;
  4471. tick = 1000;
  4472. //val4: HP damage
  4473. if (bl->type == BL_PC)
  4474. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4475. else
  4476. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4477. break;
  4478. case SC_CONFUSION:
  4479. clif_emotion(bl,1);
  4480. break;
  4481. case SC_BLEEDING:
  4482. val4 = tick/10000;
  4483. if (!val4) val4 = 1;
  4484. tick = 10000;
  4485. break;
  4486. case SC_HIDING:
  4487. val2 = tick/1000;
  4488. tick = 1000;
  4489. //Store speed penalty on val3.
  4490. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4491. val3 = 20 + 6*val3;
  4492. val4 = val1+3; //Seconds before SP substraction happen.
  4493. break;
  4494. case SC_CHASEWALK:
  4495. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4496. val3 = 65+val1*5; //Speed adjustment.
  4497. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4498. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4499. val4 = 10+val1*2; //SP cost.
  4500. if (map_flag_gvg(bl->m)) val4 *= 5;
  4501. break;
  4502. case SC_CLOAKING:
  4503. val2 = tick>0?tick:60000; //SP consumption rate.
  4504. val3 = 0;
  4505. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4506. (val3=pc_checkskill(sd,TF_MISS))>0)
  4507. val3 *= -1; //Substract the Dodge speed bonus.
  4508. val3+= 70+val1*3; //Speed adjustment without a wall.
  4509. //With a wall, it is val3 +25.
  4510. //val4&1 signals the presence of a wall.
  4511. //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
  4512. if (bl->type == BL_PC) //Standard cloaking.
  4513. val4 |= battle_config.pc_cloak_check_type&3;
  4514. else
  4515. val4 |= battle_config.monster_cloak_check_type&3;
  4516. break;
  4517. case SC_SIGHT: /* サイト/ルアフ */
  4518. case SC_RUWACH:
  4519. case SC_SIGHTBLASTER:
  4520. val2 = tick/250;
  4521. tick = 10;
  4522. break;
  4523. //Permanent effects.
  4524. case SC_MODECHANGE:
  4525. case SC_WEIGHT50:
  4526. case SC_WEIGHT90:
  4527. case SC_BROKENWEAPON:
  4528. case SC_BROKENARMOR:
  4529. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4530. case SC_READYDOWN:
  4531. case SC_READYCOUNTER:
  4532. case SC_READYTURN:
  4533. case SC_DODGE:
  4534. tick = 600*1000;
  4535. break;
  4536. case SC_AUTOGUARD:
  4537. if (!flag)
  4538. {
  4539. struct map_session_data *tsd;
  4540. int i,t;
  4541. for(i=val2=0;i<val1;i++) {
  4542. t = 5-(i>>1);
  4543. val2 += (t < 0)? 1:t;
  4544. }
  4545. if (sd)
  4546. for (i = 0; i < 5; i++)
  4547. { //Pass the status to the other affected chars. [Skotlex]
  4548. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4549. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4550. }
  4551. }
  4552. break;
  4553. case SC_DEFENDER:
  4554. if (!flag)
  4555. {
  4556. struct map_session_data *tsd;
  4557. int i;
  4558. val2 = 5 + 15*val1; //Damage reduction
  4559. val3 = 65 + 5*val1; //Speed adjustment
  4560. val4 = 250 - 50*val1; //Aspd adjustment
  4561. if (sd)
  4562. for (i = 0; i < 5; i++)
  4563. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4564. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4565. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
  4566. }
  4567. }
  4568. break;
  4569. case SC_TENSIONRELAX:
  4570. if (sd) {
  4571. pc_setsit(sd);
  4572. clif_sitting(sd);
  4573. }
  4574. val2 = 12; //SP cost
  4575. val4 = 10000; //Decrease at 10secs intervals.
  4576. val3 = tick/val4;
  4577. tick = val4;
  4578. break;
  4579. case SC_PARRYING:
  4580. val2 = 20 + val1*3; //Block Chance
  4581. break;
  4582. case SC_WINDWALK:
  4583. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4584. val3 = 4*val2; //movement speed % increase is 4 times that
  4585. break;
  4586. case SC_JOINTBEAT: // Random break [DracoRPG]
  4587. val2 = rand()%6; //Type of break
  4588. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4589. break;
  4590. case SC_BERSERK:
  4591. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4592. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4593. //HP healing is performing after the calc_status call.
  4594. //Val2 holds HP penalty
  4595. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4596. if (!val4) val4 = 10000; //Val4 holds damage interval
  4597. val3 = tick/val4; //val3 holds skill duration
  4598. tick = val4;
  4599. break;
  4600. case SC_GOSPEL:
  4601. if(val4 == BCT_SELF) { // self effect
  4602. val2 = tick/10000;
  4603. tick = 10000;
  4604. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4605. }
  4606. break;
  4607. case SC_MARIONETTE:
  4608. if (sd) {
  4609. val3 = 0;
  4610. val2 = sd->status.str>>1;
  4611. if (val2 > 0xFF) val2 = 0xFF;
  4612. val3|=val2<<16;
  4613. val2 = sd->status.agi>>1;
  4614. if (val2 > 0xFF) val2 = 0xFF;
  4615. val3|=val2<<8;
  4616. val2 = sd->status.vit>>1;
  4617. if (val2 > 0xFF) val2 = 0xFF;
  4618. val3|=val2;
  4619. val4 = 0;
  4620. val2 = sd->status.int_>>1;
  4621. if (val2 > 0xFF) val2 = 0xFF;
  4622. val4|=val2<<16;
  4623. val2 = sd->status.dex>>1;
  4624. if (val2 > 0xFF) val2 = 0xFF;
  4625. val4|=val2<<8;
  4626. val2 = sd->status.luk>>1;
  4627. if (val2 > 0xFF) val2 = 0xFF;
  4628. val4|=val2;
  4629. } else {
  4630. struct status_data *b_status = status_get_base_status(bl);
  4631. if (!b_status)
  4632. return 0;
  4633. val3 = 0;
  4634. val2 = b_status->str>>1;
  4635. if (val2 > 0xFF) val2 = 0xFF;
  4636. val3|=val2<<16;
  4637. val2 = b_status->agi>>1;
  4638. if (val2 > 0xFF) val2 = 0xFF;
  4639. val3|=val2<<8;
  4640. val2 = b_status->vit>>1;
  4641. if (val2 > 0xFF) val2 = 0xFF;
  4642. val3|=val2;
  4643. val4 = 0;
  4644. val2 = b_status->int_>>1;
  4645. if (val2 > 0xFF) val2 = 0xFF;
  4646. val4|=val2<<16;
  4647. val2 = b_status->dex>>1;
  4648. if (val2 > 0xFF) val2 = 0xFF;
  4649. val4|=val2<<8;
  4650. val2 = b_status->luk>>1;
  4651. if (val2 > 0xFF) val2 = 0xFF;
  4652. val4|=val2;
  4653. }
  4654. val2 = tick/1000;
  4655. tick = 1000;
  4656. break;
  4657. case SC_MARIONETTE2:
  4658. {
  4659. struct block_list *pbl = map_id2bl(val1);
  4660. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4661. int stat,max;
  4662. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4663. return 0;
  4664. val2 = tick /1000;
  4665. val3 = val4 = 0;
  4666. if (sd) {
  4667. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4668. //Str
  4669. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4670. if (sd->status.str+stat > max)
  4671. stat =max-sd->status.str;
  4672. val3 |= stat<<16;
  4673. //Agi
  4674. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4675. if (sd->status.agi+stat > max)
  4676. stat =max-sd->status.agi;
  4677. val3 |= stat<<8;
  4678. //Vit
  4679. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4680. if (sd->status.vit+stat > max)
  4681. stat =max-sd->status.vit;
  4682. val3 |= stat;
  4683. //Int
  4684. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4685. if (sd->status.int_+stat > max)
  4686. stat =max-sd->status.int_;
  4687. val4 |= stat<<16;
  4688. //Dex
  4689. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4690. if (sd->status.dex+stat > max)
  4691. stat =max-sd->status.dex;
  4692. val4 |= stat<<8;
  4693. //Luk
  4694. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4695. if (sd->status.luk+stat > max)
  4696. stat =max-sd->status.luk;
  4697. val4 |= stat;
  4698. } else {
  4699. struct status_data *status = status_get_base_status(bl);
  4700. if (!status) return 0;
  4701. max = 0xFF; //Assume a 256 max parameter
  4702. //Str
  4703. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4704. if (status->str+stat > max)
  4705. stat = max - status->str;
  4706. val3 |= stat<<16;
  4707. //Agi
  4708. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4709. if (status->agi+stat > max)
  4710. stat = max - status->agi;
  4711. val3 |= stat<<8;
  4712. //Vit
  4713. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4714. if (status->vit+stat > max)
  4715. stat = max - status->vit;
  4716. val3 |= stat;
  4717. //Int
  4718. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4719. if (status->int_+stat > max)
  4720. stat = max - status->int_;
  4721. val4 |= stat<<16;
  4722. //Dex
  4723. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4724. if (status->dex+stat > max)
  4725. stat = max - status->dex;
  4726. val4 |= stat<<8;
  4727. //Luk
  4728. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4729. if (status->luk+stat > max)
  4730. stat = max - status->luk;
  4731. val4 |= stat;
  4732. }
  4733. tick = 1000;
  4734. break;
  4735. }
  4736. case SC_REJECTSWORD:
  4737. val2 = 15*val1; //Reflect chance
  4738. val3 = 3; //Reflections
  4739. break;
  4740. case SC_MEMORIZE:
  4741. val2 = 5; //Memorized casts.
  4742. break;
  4743. case SC_GRAVITATION:
  4744. val2 = 50*val1; //aspd reduction
  4745. if (val3 == BCT_SELF) {
  4746. struct unit_data *ud = unit_bl2ud(bl);
  4747. if (ud) {
  4748. ud->canmove_tick += tick;
  4749. ud->canact_tick += tick;
  4750. }
  4751. }
  4752. break;
  4753. case SC_HERMODE:
  4754. status_change_clear_buffs(bl,1);
  4755. break;
  4756. case SC_REGENERATION:
  4757. if (val1 == 1)
  4758. val2 = 2;
  4759. else
  4760. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4761. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4762. //if val4 comes set, this blocks regen rather than increase it.
  4763. break;
  4764. case SC_DEVOTION:
  4765. {
  4766. struct map_session_data *src;
  4767. if ((src = map_id2sd(val1)) && src->sc.count)
  4768. { //Try to inherit the status from the Crusader [Skotlex]
  4769. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4770. //once the Crusader's status changes, it will reflect on the others.
  4771. int type2 = SC_AUTOGUARD;
  4772. if (src->sc.data[type2].timer != -1)
  4773. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4774. type2 = SC_DEFENDER;
  4775. if (src->sc.data[type2].timer != -1)
  4776. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4777. type2 = SC_REFLECTSHIELD;
  4778. if (src->sc.data[type2].timer != -1)
  4779. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4780. }
  4781. break;
  4782. }
  4783. case SC_COMA: //Coma. Sends a char to 1HP
  4784. status_zap(bl, status_get_hp(bl)-1, 0);
  4785. return 1;
  4786. case SC_CLOSECONFINE2:
  4787. {
  4788. struct block_list *src = val2?map_id2bl(val2):NULL;
  4789. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4790. if (src && sc2) {
  4791. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4792. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4793. else { //Increase count of locked enemies and refresh time.
  4794. sc2->data[SC_CLOSECONFINE].val2++;
  4795. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4796. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4797. }
  4798. } else //Status failed.
  4799. return 0;
  4800. }
  4801. break;
  4802. case SC_KAITE:
  4803. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4804. break;
  4805. case SC_KAUPE:
  4806. switch (val1) {
  4807. case 3: //33*3 + 1 -> 100%
  4808. val2++;
  4809. case 1:
  4810. case 2: //33, 66%
  4811. val2 += 33*val1;
  4812. val3 = 1; //Dodge 1 attack total.
  4813. break;
  4814. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4815. val2 = 100;
  4816. val3 = val1-2;
  4817. break;
  4818. }
  4819. break;
  4820. case SC_COMBO:
  4821. {
  4822. struct unit_data *ud = unit_bl2ud(bl);
  4823. switch (val1) { //Val1 contains the skill id
  4824. case TK_STORMKICK:
  4825. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4826. break;
  4827. case TK_DOWNKICK:
  4828. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4829. break;
  4830. case TK_TURNKICK:
  4831. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4832. break;
  4833. case TK_COUNTER:
  4834. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4835. break;
  4836. }
  4837. if (ud) {
  4838. ud->attackabletime = gettick()+tick;
  4839. unit_set_walkdelay(bl, gettick(), tick, 1);
  4840. }
  4841. val4 = tick; //Store combo-time in val4.
  4842. }
  4843. break;
  4844. case SC_TKREST:
  4845. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4846. break;
  4847. case SC_RUN:
  4848. val4 = gettick(); //Store time at which you started running.
  4849. break;
  4850. case SC_KAAHI:
  4851. if(flag&4) {
  4852. val4 = -1;
  4853. break;
  4854. }
  4855. val2 = 200*val1; //HP heal
  4856. val3 = 5*val1; //SP cost
  4857. val4 = -1; //Kaahi Timer.
  4858. break;
  4859. case SC_BLESSING:
  4860. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4861. val2 = val1;
  4862. else
  4863. val2 = 0; //0 -> Half stat.
  4864. break;
  4865. case SC_TRICKDEAD:
  4866. if (vd) vd->dead_sit = 1;
  4867. break;
  4868. case SC_CONCENTRATE:
  4869. val2 = 2 + val1;
  4870. if (sd) { //Store the card-bonus data that should not count in the %
  4871. val3 = sd->param_bonus[1]; //Agi
  4872. val4 = sd->param_bonus[4]; //Dex
  4873. } else {
  4874. val3 = val4 = 0;
  4875. }
  4876. break;
  4877. case SC_ADRENALINE2:
  4878. case SC_ADRENALINE:
  4879. if (val2 || !battle_config.party_skill_penalty)
  4880. val3 = 300;
  4881. else
  4882. val3 = 200;
  4883. break;
  4884. case SC_CONCENTRATION:
  4885. val2 = 5*val1; //Batk/Watk Increase
  4886. val3 = 10*val1; //Hit Increase
  4887. val4 = 5*val1; //Def reduction
  4888. break;
  4889. case SC_ANGELUS:
  4890. val2 = 5*val1; //def increase
  4891. break;
  4892. case SC_IMPOSITIO:
  4893. val2 = 5*val1; //watk increase
  4894. break;
  4895. case SC_MELTDOWN:
  4896. val2 = 100*val1; //Chance to break weapon
  4897. val3 = 70*val1; //Change to break armor
  4898. break;
  4899. case SC_TRUESIGHT:
  4900. val2 = 10*val1; //Critical increase
  4901. val3 = 3*val1; //Hit increase
  4902. break;
  4903. case SC_SUN_COMFORT:
  4904. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4905. break;
  4906. case SC_MOON_COMFORT:
  4907. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
  4908. break;
  4909. case SC_STAR_COMFORT:
  4910. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  4911. break;
  4912. case SC_QUAGMIRE:
  4913. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4914. break;
  4915. // gs_something1 [Vicious]
  4916. case SC_GATLINGFEVER:
  4917. val2 = 20*val1; //Aspd increase
  4918. val3 = 20+10*val1; //Batk increase
  4919. val4 = 5*val1; //Flee decrease
  4920. break;
  4921. case SC_FLING:
  4922. val2 = 3*val1; //Def reduction
  4923. val3 = 3*val1; //Def2 reduction
  4924. break;
  4925. case SC_PROVOKE:
  4926. //val2 signals autoprovoke.
  4927. val3 = 2+3*val1; //Atk increase
  4928. val4 = 5+5*val1; //Def reduction.
  4929. break;
  4930. case SC_AVOID:
  4931. val2 = 10*val1; //Speed change rate.
  4932. break;
  4933. case SC_DEFENCE:
  4934. val2 = 2*val1; //Def bonus
  4935. break;
  4936. case SC_BLOODLUST:
  4937. val2 = 20+10*val1; //Atk rate change.
  4938. val3 = 3*val1; //Leech chance
  4939. val4 = 20; //Leech percent
  4940. break;
  4941. case SC_FLEET:
  4942. val2 = 30*val1; //Aspd change
  4943. val3 = 5+5*val1; //Atk rate change
  4944. break;
  4945. case SC_MINDBREAKER:
  4946. val2 = 20*val1; //matk increase.
  4947. val3 = 12*val1; //mdef2 reduction.
  4948. break;
  4949. case SC_SKA:
  4950. val2 = tick/1000;
  4951. val3 = rand()%100; //Def changes randomly every second...
  4952. tick = 1000;
  4953. break;
  4954. case SC_JAILED:
  4955. tick = val1>0?1000:250;
  4956. if (sd && sd->mapindex != val2)
  4957. {
  4958. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  4959. map = sd->mapindex; //Current Map
  4960. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  4961. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  4962. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  4963. //2. Set restore point (val3 -> return map, val4 return coords
  4964. val3 = map;
  4965. val4 = pos;
  4966. }
  4967. break;
  4968. case SC_UTSUSEMI:
  4969. val2=(val1+1)/2; // number of hits blocked
  4970. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  4971. break;
  4972. case SC_BUNSINJYUTSU:
  4973. val2=(val1+1)/2; // number of hits blocked
  4974. break;
  4975. case SC_CHANGE:
  4976. {
  4977. struct status_data *status = status_get_base_status(bl);
  4978. if (!status) return 0;
  4979. val2= status->max_hp; //Base Max HP
  4980. val3= status->max_sp; //Base Max SP
  4981. }
  4982. break;
  4983. default:
  4984. if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
  4985. { //Status change with no calc, and no skill associated...? unknown?
  4986. if(battle_config.error_log)
  4987. ShowError("UnknownStatusChange [%d]\n", type);
  4988. return 0;
  4989. }
  4990. }
  4991. else //Special considerations when loading SC data.
  4992. switch (type) {
  4993. case SC_WEDDING:
  4994. case SC_XMAS:
  4995. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4996. clif_changelook(bl,LOOK_WEAPON,0);
  4997. clif_changelook(bl,LOOK_SHIELD,0);
  4998. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  4999. break;
  5000. case SC_KAAHI:
  5001. val4 = -1;
  5002. break;
  5003. //In case the speed reduction comes loaded incorrectly,
  5004. //prevent division by 0.
  5005. case SC_DONTFORGETME:
  5006. case SC_CLOAKING:
  5007. case SC_LONGING:
  5008. case SC_HIDING:
  5009. case SC_CHASEWALK:
  5010. case SC_DEFENDER:
  5011. if (!val3)
  5012. return 0;
  5013. break;
  5014. }
  5015. //Those that make you stop attacking/walking....
  5016. switch (type) {
  5017. case SC_FREEZE:
  5018. case SC_STUN:
  5019. case SC_SLEEP:
  5020. case SC_STONE:
  5021. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5022. pc_setstand(sd);
  5023. case SC_TRICKDEAD:
  5024. unit_stop_attack(bl);
  5025. skill_stop_dancing(bl);
  5026. // Cancel cast when get status [LuzZza]
  5027. if (battle_config.sc_castcancel)
  5028. unit_skillcastcancel(bl, 0);
  5029. case SC_STOP:
  5030. case SC_CONFUSION:
  5031. case SC_CLOSECONFINE:
  5032. case SC_CLOSECONFINE2:
  5033. case SC_ANKLE:
  5034. case SC_SPIDERWEB:
  5035. unit_stop_walking(bl,1);
  5036. break;
  5037. case SC_HIDING:
  5038. case SC_CLOAKING:
  5039. case SC_CHASEWALK:
  5040. unit_stop_attack(bl);
  5041. break;
  5042. case SC_SILENCE:
  5043. if (battle_config.sc_castcancel)
  5044. unit_skillcastcancel(bl, 0);
  5045. break;
  5046. }
  5047. // Set option as needed.
  5048. opt_flag = 1;
  5049. switch(type){
  5050. //OPT1
  5051. case SC_STONE:
  5052. case SC_FREEZE:
  5053. case SC_STUN:
  5054. case SC_SLEEP:
  5055. if(type == SC_STONE)
  5056. sc->opt1 = OPT1_STONEWAIT;
  5057. else
  5058. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5059. break;
  5060. //OPT2
  5061. case SC_POISON:
  5062. case SC_CURSE:
  5063. case SC_SILENCE:
  5064. case SC_BLIND:
  5065. sc->opt2 |= 1<<(type-SC_POISON);
  5066. break;
  5067. case SC_DPOISON:
  5068. sc->opt2 |= OPT2_DPOISON;
  5069. break;
  5070. case SC_SIGNUMCRUCIS:
  5071. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5072. break;
  5073. //OPT3
  5074. case SC_TWOHANDQUICKEN:
  5075. case SC_SPEARQUICKEN:
  5076. case SC_CONCENTRATION:
  5077. sc->opt3 |= 1;
  5078. opt_flag = 0;
  5079. break;
  5080. case SC_MAXOVERTHRUST:
  5081. case SC_OVERTHRUST:
  5082. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5083. sc->opt3 |= 2;
  5084. opt_flag = 0;
  5085. break;
  5086. case SC_ENERGYCOAT:
  5087. sc->opt3 |= 4;
  5088. opt_flag = 0;
  5089. break;
  5090. case SC_INCATKRATE:
  5091. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5092. if (bl->type != BL_MOB) {
  5093. opt_flag = 0;
  5094. break;
  5095. }
  5096. case SC_EXPLOSIONSPIRITS:
  5097. sc->opt3 |= 8;
  5098. opt_flag = 0;
  5099. break;
  5100. case SC_STEELBODY:
  5101. case SC_SKA:
  5102. sc->opt3 |= 16;
  5103. opt_flag = 0;
  5104. break;
  5105. case SC_BLADESTOP:
  5106. sc->opt3 |= 32;
  5107. opt_flag = 0;
  5108. break;
  5109. case SC_BERSERK:
  5110. sc->opt3 |= 128;
  5111. opt_flag = 0;
  5112. break;
  5113. case SC_MARIONETTE:
  5114. case SC_MARIONETTE2:
  5115. sc->opt3 |= 1024;
  5116. opt_flag = 0;
  5117. break;
  5118. case SC_ASSUMPTIO:
  5119. sc->opt3 |= 2048;
  5120. opt_flag = 0;
  5121. break;
  5122. case SC_WARM: //SG skills [Komurka]
  5123. sc->opt3 |= 4096;
  5124. opt_flag = 0;
  5125. break;
  5126. case SC_KAITE:
  5127. sc->opt3 |= 8192;
  5128. opt_flag = 0;
  5129. break;
  5130. //OPTION
  5131. case SC_HIDING:
  5132. sc->option |= OPTION_HIDE;
  5133. break;
  5134. case SC_CLOAKING:
  5135. sc->option |= OPTION_CLOAK;
  5136. break;
  5137. case SC_CHASEWALK:
  5138. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5139. break;
  5140. case SC_SIGHT:
  5141. sc->option |= OPTION_SIGHT;
  5142. break;
  5143. case SC_RUWACH:
  5144. sc->option |= OPTION_RUWACH;
  5145. break;
  5146. case SC_WEDDING:
  5147. sc->option |= OPTION_WEDDING;
  5148. break;
  5149. case SC_XMAS:
  5150. sc->option |= OPTION_XMAS;
  5151. break;
  5152. case SC_ORCISH:
  5153. sc->option |= OPTION_ORCISH;
  5154. break;
  5155. case SC_SIGHTTRASHER:
  5156. sc->option |= OPTION_SIGHTTRASHER;
  5157. break;
  5158. case SC_FUSION:
  5159. sc->option |= OPTION_FLYING;
  5160. break;
  5161. default:
  5162. opt_flag = 0;
  5163. }
  5164. //On Aegis, when turning on a status change, first goes the option packet,
  5165. // then the sc packet.
  5166. if(opt_flag)
  5167. clif_changeoption(bl);
  5168. if (calc_flag&SCB_DYE)
  5169. { //Reset DYE color
  5170. if (vd && vd->cloth_color)
  5171. {
  5172. val4 = vd->cloth_color;
  5173. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5174. }
  5175. calc_flag&=~SCB_DYE;
  5176. }
  5177. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5178. clif_status_change(bl,StatusIconChangeTable[type],1);
  5179. else if (sd) //Send packet to self otherwise (disguised player?)
  5180. clif_status_load(bl,StatusIconChangeTable[type],1);
  5181. (sc->count)++;
  5182. sc->data[type].val1 = val1;
  5183. sc->data[type].val2 = val2;
  5184. sc->data[type].val3 = val3;
  5185. sc->data[type].val4 = val4;
  5186. sc->data[type].timer = add_timer(
  5187. gettick() + tick, status_change_timer, bl->id, type);
  5188. if (calc_flag)
  5189. status_calc_bl(bl,calc_flag);
  5190. if(sd && sd->pd)
  5191. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5192. if (type==SC_BERSERK) {
  5193. sc->data[type].val2 = 5*status->max_hp/100;
  5194. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5195. status_set_sp(bl, 0, 0); //Damage all SP
  5196. } else if (type==SC_CHANGE) //Heal all HP/SP
  5197. status_percent_heal(bl, 100, 100);
  5198. if (type==SC_RUN) {
  5199. struct unit_data *ud = unit_bl2ud(bl);
  5200. if (ud)
  5201. ud->state.running = unit_run(bl);
  5202. }
  5203. return 1;
  5204. }
  5205. /*==========================================
  5206. * ステータス異常全解除
  5207. *------------------------------------------
  5208. */
  5209. int status_change_clear(struct block_list *bl,int type)
  5210. {
  5211. struct status_change* sc;
  5212. int i;
  5213. sc = status_get_sc(bl);
  5214. if (!sc || sc->count == 0)
  5215. return 0;
  5216. if(sc->data[SC_DANCING].timer != -1)
  5217. skill_stop_dancing(bl);
  5218. for(i = 0; i < SC_MAX; i++)
  5219. {
  5220. if(sc->data[i].timer == -1)
  5221. continue;
  5222. if(type == 0)
  5223. switch (i)
  5224. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5225. case SC_EDP:
  5226. case SC_MELTDOWN:
  5227. case SC_XMAS:
  5228. case SC_NOCHAT:
  5229. case SC_FUSION:
  5230. case SC_TKREST:
  5231. case SC_READYSTORM:
  5232. case SC_READYDOWN:
  5233. case SC_READYCOUNTER:
  5234. case SC_READYTURN:
  5235. case SC_DODGE:
  5236. case SC_JAILED:
  5237. case SC_STRFOOD:
  5238. case SC_AGIFOOD:
  5239. case SC_VITFOOD:
  5240. case SC_INTFOOD:
  5241. case SC_DEXFOOD:
  5242. case SC_LUKFOOD:
  5243. case SC_HITFOOD:
  5244. case SC_FLEEFOOD:
  5245. case SC_BATKFOOD:
  5246. case SC_WATKFOOD:
  5247. case SC_MATKFOOD:
  5248. continue;
  5249. }
  5250. status_change_end(bl, i, -1);
  5251. if (type == 1 && sc->data[i].timer != -1)
  5252. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5253. (sc->count)--;
  5254. delete_timer(sc->data[i].timer, status_change_timer);
  5255. sc->data[i].timer = -1;
  5256. }
  5257. }
  5258. sc->opt1 = 0;
  5259. sc->opt2 = 0;
  5260. sc->opt3 = 0;
  5261. sc->option &= OPTION_MASK;
  5262. if(!type || type&2)
  5263. clif_changeoption(bl);
  5264. return 1;
  5265. }
  5266. /*==========================================
  5267. * ステータス異常終了
  5268. *------------------------------------------
  5269. */
  5270. int status_change_end( struct block_list* bl , int type,int tid )
  5271. {
  5272. struct map_session_data *sd;
  5273. struct status_change *sc;
  5274. struct status_data *status;
  5275. struct view_data *vd;
  5276. int opt_flag=0, calc_flag;
  5277. nullpo_retr(0, bl);
  5278. sc = status_get_sc(bl);
  5279. status = status_get_status_data(bl);
  5280. nullpo_retr(0,sc);
  5281. nullpo_retr(0,status);
  5282. if(type < 0 || type >= SC_MAX)
  5283. return 0;
  5284. BL_CAST(BL_PC,bl,sd);
  5285. if (sc->data[type].timer == -1 ||
  5286. (sc->data[type].timer != tid && tid != -1))
  5287. return 0;
  5288. if (tid == -1)
  5289. delete_timer(sc->data[type].timer,status_change_timer);
  5290. sc->data[type].timer=-1;
  5291. (sc->count)--;
  5292. vd = status_get_viewdata(bl);
  5293. calc_flag = StatusChangeFlagTable[type];
  5294. switch(type){
  5295. case SC_WEDDING:
  5296. case SC_XMAS:
  5297. if (!vd) return 0;
  5298. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5299. status_set_viewdata(bl, sd->status.class_);
  5300. else {
  5301. vd->class_ = sc->data[type].val1;
  5302. vd->weapon = sc->data[type].val2;
  5303. vd->shield = sc->data[type].val3;
  5304. vd->cloth_color = sc->data[type].val4;
  5305. }
  5306. clif_changelook(bl,LOOK_BASE,vd->class_);
  5307. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5308. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5309. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5310. break;
  5311. case SC_RUN:
  5312. {
  5313. struct unit_data *ud = unit_bl2ud(bl);
  5314. if (ud) {
  5315. ud->state.running = 0;
  5316. if (ud->walktimer != -1)
  5317. unit_stop_walking(bl,1);
  5318. }
  5319. if (sc->data[type].val1 >= 7 &&
  5320. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5321. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
  5322. (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
  5323. )
  5324. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5325. }
  5326. break;
  5327. case SC_AUTOBERSERK:
  5328. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5329. status_change_end(bl,SC_PROVOKE,-1);
  5330. break;
  5331. case SC_DEFENDER:
  5332. case SC_REFLECTSHIELD:
  5333. case SC_AUTOGUARD:
  5334. if (sd) {
  5335. struct map_session_data *tsd;
  5336. int i;
  5337. for (i = 0; i < 5; i++)
  5338. { //Clear the status from the others too [Skotlex]
  5339. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5340. status_change_end(&tsd->bl,type,-1);
  5341. }
  5342. }
  5343. break;
  5344. case SC_DEVOTION:
  5345. {
  5346. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5347. //The status could have changed because the Crusader left the game. [Skotlex]
  5348. if (md)
  5349. {
  5350. md->devotion[sc->data[type].val2] = 0;
  5351. clif_devotion(md);
  5352. }
  5353. //Remove AutoGuard and Defender [Skotlex]
  5354. if (sc->data[SC_AUTOGUARD].timer != -1)
  5355. status_change_end(bl,SC_AUTOGUARD,-1);
  5356. if (sc->data[SC_DEFENDER].timer != -1)
  5357. status_change_end(bl,SC_DEFENDER,-1);
  5358. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5359. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5360. break;
  5361. }
  5362. case SC_BLADESTOP:
  5363. if(sc->data[type].val4)
  5364. {
  5365. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5366. struct status_change *tsc = status_get_sc(tbl);
  5367. sc->data[type].val4 = 0;
  5368. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5369. {
  5370. tsc->data[SC_BLADESTOP].val4 = 0;
  5371. status_change_end(tbl,SC_BLADESTOP,-1);
  5372. }
  5373. clif_bladestop(bl,tbl,0);
  5374. }
  5375. break;
  5376. case SC_DANCING:
  5377. {
  5378. struct map_session_data *dsd;
  5379. struct status_change *dsc;
  5380. struct skill_unit_group *group;
  5381. if(sc->data[type].val2)
  5382. {
  5383. group = (struct skill_unit_group *)sc->data[type].val2;
  5384. sc->data[type].val2 = 0;
  5385. skill_delunitgroup(bl, group);
  5386. }
  5387. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5388. dsc = &dsd->sc;
  5389. if(dsc && dsc->data[type].timer!=-1)
  5390. { //This will prevent recursive loops.
  5391. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5392. status_change_end(&dsd->bl, type, -1);
  5393. }
  5394. }
  5395. }
  5396. //Only dance that doesn't has ground tiles... [Skotlex]
  5397. if(sc->data[type].val1 == CG_MOONLIT)
  5398. status_change_end(bl, SC_MOONLIT, -1);
  5399. if (sc->data[SC_LONGING].timer!=-1)
  5400. status_change_end(bl,SC_LONGING,-1);
  5401. break;
  5402. case SC_NOCHAT:
  5403. if (sd && battle_config.manner_system)
  5404. {
  5405. //Why set it to 0? Can't we use good manners for something? [Skotlex]
  5406. // if (sd->status.manner >= 0) // weeee ^^ [celest]
  5407. // sd->status.manner = 0;
  5408. clif_updatestatus(sd,SP_MANNER);
  5409. }
  5410. break;
  5411. case SC_SPLASHER:
  5412. {
  5413. struct block_list *src=map_id2bl(sc->data[type].val3);
  5414. if(src && tid!=-1)
  5415. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5416. }
  5417. break;
  5418. case SC_CLOSECONFINE2:
  5419. {
  5420. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5421. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5422. if (src && sc2 && sc2->count) {
  5423. //If status was already ended, do nothing.
  5424. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5425. { //Decrease count
  5426. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5427. status_change_end(src, SC_CLOSECONFINE, -1);
  5428. }
  5429. }
  5430. }
  5431. case SC_CLOSECONFINE:
  5432. if (sc->data[type].val2 > 0) {
  5433. //Caster has been unlocked... nearby chars need to be unlocked.
  5434. int range = 1
  5435. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5436. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5437. map_foreachinarea(status_change_timer_sub,
  5438. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5439. }
  5440. break;
  5441. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5442. if (sd && sd->skillid_old == sc->data[type].val1)
  5443. sd->skillid_old = sd->skilllv_old = 0;
  5444. break;
  5445. case SC_FREEZE:
  5446. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5447. break;
  5448. case SC_MARIONETTE:
  5449. case SC_MARIONETTE2: /// Marionette target
  5450. if (sc->data[type].val1)
  5451. { // check for partner and end their marionette status as well
  5452. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5453. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5454. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5455. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5456. {
  5457. sc2->data[type2].val1 = 0;
  5458. status_change_end(pbl, type2, -1);
  5459. }
  5460. }
  5461. if (type == SC_MARIONETTE)
  5462. clif_marionette(bl, 0); //Clear effect.
  5463. break;
  5464. case SC_BERSERK:
  5465. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5466. if(status->hp > 100 && sc->data[type].val2)
  5467. status_set_hp(bl, 100, 0);
  5468. if(sc->data[SC_ENDURE].timer != -1)
  5469. status_change_end(bl, SC_ENDURE, -1);
  5470. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,1,
  5471. gettick()+skill_get_time(LK_BERSERK, sc->data[type].val1));
  5472. break;
  5473. case SC_GRAVITATION:
  5474. if (sc->data[type].val3 == BCT_SELF) {
  5475. struct unit_data *ud = unit_bl2ud(bl);
  5476. if (ud)
  5477. ud->canmove_tick = ud->canact_tick = gettick();
  5478. }
  5479. break;
  5480. case SC_GOSPEL: //Clear the buffs from other chars.
  5481. if (sc->data[type].val3) { //Clear the group.
  5482. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5483. sc->data[type].val3 = 0;
  5484. skill_delunitgroup(bl, group);
  5485. }
  5486. break;
  5487. case SC_HERMODE:
  5488. if(sc->data[type].val3 == BCT_SELF)
  5489. skill_clear_unitgroup(bl);
  5490. break;
  5491. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5492. skill_clear_unitgroup(bl);
  5493. break;
  5494. case SC_MOONLIT: //Clear the unit effect. [Skotlex]
  5495. skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
  5496. break;
  5497. case SC_TRICKDEAD:
  5498. if (vd) vd->dead_sit = 0;
  5499. break;
  5500. case SC_WARM:
  5501. if (sc->data[type].val4) { //Clear the group.
  5502. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5503. sc->data[type].val4 = 0;
  5504. skill_delunitgroup(bl, group);
  5505. }
  5506. break;
  5507. case SC_KAAHI:
  5508. //Delete timer if it exists.
  5509. if (sc->data[type].val4 != -1) {
  5510. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5511. sc->data[type].val4=-1;
  5512. }
  5513. break;
  5514. case SC_JAILED:
  5515. if(tid == -1)
  5516. break;
  5517. //natural expiration.
  5518. if(sd && sd->mapindex == sc->data[type].val2)
  5519. {
  5520. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5521. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5522. }
  5523. break; //guess hes not in jail :P
  5524. case SC_CHANGE:
  5525. // "lose almost all her HP and SP"
  5526. status_set_hp(bl, 10, 0);
  5527. status_set_sp(bl, 10, 0);
  5528. break;
  5529. }
  5530. opt_flag = 1;
  5531. switch(type){
  5532. case SC_STONE:
  5533. case SC_FREEZE:
  5534. case SC_STUN:
  5535. case SC_SLEEP:
  5536. sc->opt1 = 0;
  5537. break;
  5538. case SC_POISON:
  5539. case SC_CURSE:
  5540. case SC_SILENCE:
  5541. case SC_BLIND:
  5542. sc->opt2 &= ~(1<<(type-SC_POISON));
  5543. break;
  5544. case SC_DPOISON:
  5545. sc->opt2 &= ~OPT2_DPOISON;
  5546. break;
  5547. case SC_SIGNUMCRUCIS:
  5548. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5549. break;
  5550. case SC_HIDING:
  5551. sc->option &= ~OPTION_HIDE;
  5552. opt_flag = 2; //Check for warp trigger.
  5553. break;
  5554. case SC_CLOAKING:
  5555. sc->option &= ~OPTION_CLOAK;
  5556. opt_flag = 2;
  5557. break;
  5558. case SC_CHASEWALK:
  5559. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5560. opt_flag = 2;
  5561. break;
  5562. case SC_SIGHT:
  5563. sc->option &= ~OPTION_SIGHT;
  5564. break;
  5565. case SC_WEDDING:
  5566. sc->option &= ~OPTION_WEDDING;
  5567. break;
  5568. case SC_XMAS:
  5569. sc->option &= ~OPTION_XMAS;
  5570. break;
  5571. case SC_ORCISH:
  5572. sc->option &= ~OPTION_ORCISH;
  5573. break;
  5574. case SC_RUWACH:
  5575. sc->option &= ~OPTION_RUWACH;
  5576. break;
  5577. case SC_SIGHTTRASHER:
  5578. sc->option &= ~OPTION_SIGHTTRASHER;
  5579. break;
  5580. case SC_FUSION:
  5581. sc->option &= ~OPTION_FLYING;
  5582. break;
  5583. //opt3
  5584. case SC_TWOHANDQUICKEN:
  5585. case SC_ONEHAND:
  5586. case SC_SPEARQUICKEN:
  5587. case SC_CONCENTRATION:
  5588. sc->opt3 &= ~1;
  5589. opt_flag = 0;
  5590. break;
  5591. case SC_OVERTHRUST:
  5592. case SC_MAXOVERTHRUST:
  5593. case SC_SWOO:
  5594. sc->opt3 &= ~2;
  5595. opt_flag = 0;
  5596. break;
  5597. case SC_ENERGYCOAT:
  5598. sc->opt3 &= ~4;
  5599. opt_flag = 0;
  5600. break;
  5601. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5602. if (bl->type != BL_MOB)
  5603. break;
  5604. case SC_EXPLOSIONSPIRITS:
  5605. sc->opt3 &= ~8;
  5606. opt_flag = 0;
  5607. break;
  5608. case SC_STEELBODY:
  5609. case SC_SKA:
  5610. sc->opt3 &= ~16;
  5611. opt_flag = 0;
  5612. break;
  5613. case SC_BLADESTOP:
  5614. sc->opt3 &= ~32;
  5615. opt_flag = 0;
  5616. break;
  5617. case SC_BERSERK:
  5618. sc->opt3 &= ~128;
  5619. opt_flag = 0;
  5620. break;
  5621. case SC_MARIONETTE:
  5622. case SC_MARIONETTE2:
  5623. sc->opt3 &= ~1024;
  5624. opt_flag = 0;
  5625. break;
  5626. case SC_ASSUMPTIO:
  5627. sc->opt3 &= ~2048;
  5628. opt_flag = 0;
  5629. break;
  5630. case SC_WARM: //SG skills [Komurka]
  5631. sc->opt3 &= ~4096;
  5632. opt_flag = 0;
  5633. break;
  5634. case SC_KAITE:
  5635. sc->opt3 &= ~8192;
  5636. opt_flag = 0;
  5637. break;
  5638. default:
  5639. opt_flag = 0;
  5640. }
  5641. if (calc_flag&SCB_DYE)
  5642. { //Restore DYE color
  5643. if (vd && !vd->cloth_color && sc->data[type].val4)
  5644. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5645. calc_flag&=~SCB_DYE;
  5646. }
  5647. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5648. if (vd && pcdb_checkid(vd->class_))
  5649. clif_status_change(bl,StatusIconChangeTable[type],0);
  5650. else if (sd)
  5651. clif_status_load(bl,StatusIconChangeTable[type],0);
  5652. if(opt_flag)
  5653. clif_changeoption(bl);
  5654. if (calc_flag)
  5655. status_calc_bl(bl,calc_flag);
  5656. if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5657. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5658. return 1;
  5659. }
  5660. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5661. {
  5662. struct block_list *bl;
  5663. struct status_change *sc;
  5664. struct status_data *status;
  5665. int hp;
  5666. bl=map_id2bl(id);
  5667. sc=status_get_sc(bl);
  5668. status=status_get_status_data(bl);
  5669. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5670. return 0;
  5671. if(sc->data[data].val4 != tid) {
  5672. if (battle_config.error_log)
  5673. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5674. sc->data[data].val4=-1;
  5675. return 0;
  5676. }
  5677. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5678. sc->data[data].val4=-1;
  5679. return 0;
  5680. }
  5681. hp = status->max_hp - status->hp;
  5682. if (hp > sc->data[data].val2)
  5683. hp = sc->data[data].val2;
  5684. if (hp)
  5685. status_heal(bl, hp, 0, 2);
  5686. sc->data[data].val4=-1;
  5687. return 1;
  5688. }
  5689. /*==========================================
  5690. * ステータス異常終了タイマー
  5691. *------------------------------------------
  5692. */
  5693. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5694. {
  5695. int type = data;
  5696. struct block_list *bl;
  5697. struct map_session_data *sd=NULL;
  5698. struct status_data *status;
  5699. struct status_change *sc;
  5700. // security system to prevent forgetting timer removal
  5701. int temp_timerid;
  5702. bl=map_id2bl(id);
  5703. #ifndef _WIN32
  5704. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5705. #endif
  5706. sc=status_get_sc(bl);
  5707. status = status_get_status_data(bl);
  5708. if (!sc || !status)
  5709. { //Temporal debug until case is resolved. [Skotlex]
  5710. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5711. return 0;
  5712. }
  5713. if(bl->type==BL_PC)
  5714. sd=(struct map_session_data *)bl;
  5715. if(sc->data[type].timer != tid) {
  5716. if(battle_config.error_log)
  5717. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5718. return 0;
  5719. }
  5720. // security system to prevent forgetting timer removal
  5721. // you shouldn't be that careless inside the switch here
  5722. temp_timerid = sc->data[type].timer;
  5723. sc->data[type].timer = -1;
  5724. switch(type){ /* 特殊な?理になる場合 */
  5725. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5726. case SC_CLOAKING:
  5727. if(!status_charge(bl, 0, 1))
  5728. break; //Not enough SP to continue.
  5729. sc->data[type].timer=add_timer(
  5730. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5731. return 0;
  5732. case SC_CHASEWALK:
  5733. if(!status_charge(bl, 0, sc->data[type].val4))
  5734. break; //Not enough SP to continue.
  5735. if (sc->data[SC_INCSTR].timer == -1) {
  5736. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5737. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5738. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5739. }
  5740. sc->data[type].timer = add_timer(
  5741. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5742. return 0;
  5743. break;
  5744. case SC_SKA:
  5745. if((--sc->data[type].val2)>0){
  5746. sc->data[type].val3 = rand()%100; //Random defense.
  5747. sc->data[type].timer=add_timer(
  5748. 1000+tick, status_change_timer,
  5749. bl->id, data);
  5750. return 0;
  5751. }
  5752. break;
  5753. case SC_HIDING:
  5754. if((--sc->data[type].val2)>0){
  5755. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5756. break; //Fail if it's time to substract SP and there isn't.
  5757. sc->data[type].timer=add_timer(
  5758. 1000+tick, status_change_timer,
  5759. bl->id, data);
  5760. return 0;
  5761. }
  5762. break;
  5763. case SC_SIGHT:
  5764. case SC_RUWACH:
  5765. case SC_SIGHTBLASTER:
  5766. {
  5767. map_foreachinrange( status_change_timer_sub, bl,
  5768. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5769. BL_CHAR, bl,sc,type,tick);
  5770. if( (--sc->data[type].val2)>0 ){
  5771. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5772. 250+tick, status_change_timer,
  5773. bl->id, data);
  5774. return 0;
  5775. }
  5776. }
  5777. break;
  5778. case SC_PROVOKE:
  5779. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5780. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5781. return 0;
  5782. }
  5783. break;
  5784. case SC_ENDURE:
  5785. if(sc->data[type].val4) { //Infinite Endure.
  5786. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5787. return 0;
  5788. }
  5789. break;
  5790. case SC_STONE:
  5791. if(sc->opt1 == OPT1_STONEWAIT) {
  5792. sc->data[type].val4 = 0;
  5793. unit_stop_walking(bl,1);
  5794. sc->opt1 = OPT1_STONE;
  5795. clif_changeoption(bl);
  5796. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5797. status_calc_bl(bl, SCB_DEF_ELE);
  5798. return 0;
  5799. }
  5800. if((--sc->data[type].val3) > 0) {
  5801. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5802. status_zap(bl, sc->data[type].val2, 0);
  5803. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5804. return 0;
  5805. }
  5806. break;
  5807. case SC_POISON:
  5808. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5809. break;
  5810. case SC_DPOISON:
  5811. if ((--sc->data[type].val3) > 0) {
  5812. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5813. status_zap(bl, sc->data[type].val4, 0);
  5814. if (status_isdead(bl))
  5815. break;
  5816. }
  5817. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5818. return 0;
  5819. }
  5820. break;
  5821. case SC_TENSIONRELAX:
  5822. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5823. sc->data[type].timer=add_timer(
  5824. sc->data[type].val4+tick, status_change_timer,
  5825. bl->id, data);
  5826. return 0;
  5827. }
  5828. break;
  5829. case SC_BLEEDING: // [celest]
  5830. // i hope i haven't interpreted it wrong.. which i might ^^;
  5831. // Source:
  5832. // - 10�ェエェネェヒHPェャハ�エ
  5833. // - �槢ェホェ゙ェ゙ォオ?ォミ�ヤムェ茘�戓ーェキェニェ�?ヘ�ェマ眈ェィェハェ、
  5834. // To-do: bleeding effect increases damage taken?
  5835. if ((--sc->data[type].val4) >= 0) {
  5836. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5837. if (status_isdead(bl))
  5838. break;
  5839. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5840. return 0;
  5841. }
  5842. break;
  5843. case SC_KNOWLEDGE:
  5844. if (sd) {
  5845. if(bl->m != sd->feel_map[0].m
  5846. && bl->m != sd->feel_map[1].m
  5847. && bl->m != sd->feel_map[2].m)
  5848. break; //End it
  5849. } //Otherwise continue.
  5850. // Status changes that don't have a time limit
  5851. case SC_AETERNA:
  5852. case SC_TRICKDEAD:
  5853. case SC_MODECHANGE:
  5854. case SC_WEIGHT50:
  5855. case SC_WEIGHT90:
  5856. case SC_MAGICPOWER:
  5857. case SC_REJECTSWORD:
  5858. case SC_MEMORIZE:
  5859. case SC_BROKENWEAPON:
  5860. case SC_BROKENARMOR:
  5861. case SC_SACRIFICE:
  5862. case SC_READYSTORM:
  5863. case SC_READYDOWN:
  5864. case SC_READYTURN:
  5865. case SC_READYCOUNTER:
  5866. case SC_RUN:
  5867. case SC_DODGE:
  5868. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5869. case SC_NEN:
  5870. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5871. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5872. return 0;
  5873. case SC_DANCING: //ダンススキルの時間SP消費
  5874. {
  5875. int s = 0;
  5876. int sp = 1;
  5877. int counter = sc->data[type].val3>>16;
  5878. if (--counter <= 0)
  5879. break;
  5880. sc->data[type].val3&= 0xFFFF; //Remove counter
  5881. sc->data[type].val3|=(counter<<16);//Reset it.
  5882. switch(sc->data[type].val1){
  5883. case BD_RICHMANKIM:
  5884. case BD_DRUMBATTLEFIELD:
  5885. case BD_RINGNIBELUNGEN:
  5886. case BD_SIEGFRIED:
  5887. case BA_DISSONANCE:
  5888. case BA_ASSASSINCROSS:
  5889. case DC_UGLYDANCE:
  5890. s=3;
  5891. break;
  5892. case BD_LULLABY:
  5893. case BD_ETERNALCHAOS:
  5894. case BD_ROKISWEIL:
  5895. case DC_FORTUNEKISS:
  5896. s=4;
  5897. break;
  5898. case CG_HERMODE:
  5899. case BD_INTOABYSS:
  5900. case BA_WHISTLE:
  5901. case DC_HUMMING:
  5902. case BA_POEMBRAGI:
  5903. case DC_SERVICEFORYOU:
  5904. s=5;
  5905. break;
  5906. case BA_APPLEIDUN:
  5907. s=6;
  5908. break;
  5909. case CG_MOONLIT:
  5910. sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5911. //Upkeep is also every 10 secs.
  5912. case DC_DONTFORGETME:
  5913. s=10;
  5914. break;
  5915. }
  5916. if (s && ((sc->data[type].val3 % s) == 0)) {
  5917. if (sc->data[SC_LONGING].timer != -1)
  5918. sp = s;
  5919. if (!status_charge(bl, 0, sp))
  5920. break;
  5921. }
  5922. sc->data[type].timer=add_timer(
  5923. 1000+tick, status_change_timer,
  5924. bl->id, data);
  5925. return 0;
  5926. }
  5927. break;
  5928. case SC_DEVOTION:
  5929. { //Check range and timeleft to preserve status [Skotlex]
  5930. //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
  5931. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5932. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  5933. {
  5934. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  5935. return 0;
  5936. }
  5937. }
  5938. break;
  5939. case SC_BERSERK:
  5940. // 5% every 10 seconds [DracoRPG]
  5941. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  5942. {
  5943. sc->data[type].timer = add_timer(
  5944. sc->data[type].val4+tick, status_change_timer,
  5945. bl->id, data);
  5946. return 0;
  5947. }
  5948. break;
  5949. case SC_NOCHAT:
  5950. if(sd && battle_config.manner_system){
  5951. sd->status.manner++;
  5952. clif_updatestatus(sd,SP_MANNER);
  5953. if (sd->status.manner < 0)
  5954. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  5955. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  5956. return 0;
  5957. }
  5958. }
  5959. break;
  5960. case SC_SPLASHER:
  5961. if (sc->data[type].val4 % 1000 == 0) {
  5962. char timer[10];
  5963. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  5964. clif_message(bl, timer);
  5965. }
  5966. if((sc->data[type].val4 -= 500) > 0) {
  5967. sc->data[type].timer = add_timer(
  5968. 500 + tick, status_change_timer,
  5969. bl->id, data);
  5970. return 0;
  5971. }
  5972. break;
  5973. case SC_MARIONETTE:
  5974. case SC_MARIONETTE2:
  5975. {
  5976. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5977. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  5978. {
  5979. sc->data[type].timer = add_timer(
  5980. 1000 + tick, status_change_timer,
  5981. bl->id, data);
  5982. return 0;
  5983. }
  5984. }
  5985. break;
  5986. case SC_GOSPEL:
  5987. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  5988. {
  5989. int hp, sp;
  5990. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  5991. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  5992. if(!status_charge(bl, hp, sp))
  5993. break;
  5994. sc->data[type].timer = add_timer(
  5995. 10000+tick, status_change_timer,
  5996. bl->id, data);
  5997. return 0;
  5998. }
  5999. break;
  6000. case SC_GUILDAURA:
  6001. {
  6002. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6003. if (tbl && battle_check_range(bl, tbl, 2)){
  6004. sc->data[type].timer = add_timer(
  6005. 1000 + tick, status_change_timer,
  6006. bl->id, data);
  6007. return 0;
  6008. }
  6009. }
  6010. break;
  6011. case SC_JAILED:
  6012. if(--sc->data[type].val1 > 0)
  6013. {
  6014. sc->data[type].timer=add_timer(
  6015. 60000+tick, status_change_timer, bl->id,data);
  6016. return 0;
  6017. }
  6018. break;
  6019. case SC_BLIND:
  6020. if(sc->data[SC_FOGWALL].timer!= -1)
  6021. { //Blind lasts forever while you are standing on the fog.
  6022. sc->data[type].timer=add_timer(
  6023. 5000+tick, status_change_timer,
  6024. bl->id, data);
  6025. return 0;
  6026. }
  6027. break;
  6028. }
  6029. // default for all non-handled control paths
  6030. // security system to prevent forgetting timer removal
  6031. // if we reach this point we need the timer for the next call,
  6032. // so restore it to have status_change_end handle a valid timer
  6033. sc->data[type].timer = temp_timerid;
  6034. return status_change_end( bl,type,tid );
  6035. }
  6036. /*==========================================
  6037. * ステータス異常タイマー範囲処理
  6038. *------------------------------------------
  6039. */
  6040. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6041. {
  6042. struct block_list *src;
  6043. struct status_change *sc, *tsc;
  6044. struct map_session_data* sd=NULL;
  6045. struct map_session_data* tsd=NULL;
  6046. int type;
  6047. unsigned int tick;
  6048. src=va_arg(ap,struct block_list*);
  6049. sc=va_arg(ap,struct status_change*);
  6050. type=va_arg(ap,int);
  6051. tick=va_arg(ap,unsigned int);
  6052. tsc=status_get_sc(bl);
  6053. if (status_isdead(bl))
  6054. return 0;
  6055. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6056. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6057. switch( type ){
  6058. case SC_SIGHT: /* サイト */
  6059. case SC_CONCENTRATE:
  6060. if (tsc && tsc->count) {
  6061. if (tsc->data[SC_HIDING].timer != -1)
  6062. status_change_end( bl, SC_HIDING, -1);
  6063. if (tsc->data[SC_CLOAKING].timer != -1)
  6064. status_change_end( bl, SC_CLOAKING, -1);
  6065. }
  6066. break;
  6067. case SC_RUWACH: /* ルアフ */
  6068. if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
  6069. tsc->data[SC_CLOAKING].timer != -1)) {
  6070. status_change_end( bl, SC_HIDING, -1);
  6071. status_change_end( bl, SC_CLOAKING, -1);
  6072. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6073. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6074. }
  6075. break;
  6076. case SC_SIGHTBLASTER:
  6077. {
  6078. if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6079. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6080. { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
  6081. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6082. sc->data[type].val2 = 0; //This signals it to end.
  6083. }
  6084. }
  6085. break;
  6086. case SC_CLOSECONFINE:
  6087. //Lock char has released the hold on everyone...
  6088. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6089. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6090. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6091. }
  6092. break;
  6093. }
  6094. return 0;
  6095. }
  6096. /*==========================================
  6097. * Clears buffs/debuffs of a character.
  6098. * type&1 -> buffs, type&2 -> debuffs
  6099. *------------------------------------------
  6100. */
  6101. int status_change_clear_buffs (struct block_list *bl, int type)
  6102. {
  6103. int i;
  6104. struct status_change *sc= status_get_sc(bl);
  6105. if (!sc || !sc->count)
  6106. return 0;
  6107. if (type&2) //Debuffs
  6108. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6109. if(sc->data[i].timer != -1)
  6110. status_change_end(bl,i,-1);
  6111. }
  6112. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6113. if(sc->data[i].timer == -1)
  6114. continue;
  6115. switch (i) {
  6116. //Stuff that cannot be removed
  6117. case SC_WEIGHT50:
  6118. case SC_WEIGHT90:
  6119. case SC_COMBO:
  6120. case SC_SMA:
  6121. case SC_DANCING:
  6122. case SC_GUILDAURA:
  6123. case SC_SAFETYWALL:
  6124. case SC_NOCHAT:
  6125. case SC_JAILED:
  6126. case SC_ANKLE:
  6127. case SC_BLADESTOP:
  6128. case SC_CP_WEAPON:
  6129. case SC_CP_SHIELD:
  6130. case SC_CP_ARMOR:
  6131. case SC_CP_HELM:
  6132. continue;
  6133. //Debuffs that can be removed.
  6134. case SC_HALLUCINATION:
  6135. case SC_QUAGMIRE:
  6136. case SC_SIGNUMCRUCIS:
  6137. case SC_DECREASEAGI:
  6138. case SC_SLOWDOWN:
  6139. case SC_MINDBREAKER:
  6140. case SC_WINKCHARM:
  6141. case SC_STOP:
  6142. case SC_ORCISH:
  6143. case SC_STRIPWEAPON:
  6144. case SC_STRIPSHIELD:
  6145. case SC_STRIPARMOR:
  6146. case SC_STRIPHELM:
  6147. if (!(type&2))
  6148. continue;
  6149. break;
  6150. //The rest are buffs that can be removed.
  6151. case SC_BERSERK:
  6152. if (!(type&1))
  6153. continue;
  6154. sc->data[i].val4 = 1;
  6155. break;
  6156. default:
  6157. if (!(type&1))
  6158. continue;
  6159. break;
  6160. }
  6161. status_change_end(bl,i,-1);
  6162. }
  6163. return 0;
  6164. }
  6165. //Natural regen related stuff.
  6166. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6167. static int status_natural_heal(DBKey key,void * data,va_list app)
  6168. {
  6169. struct block_list *bl = (struct block_list*)data;
  6170. struct regen_data *regen;
  6171. struct status_data *status;
  6172. struct status_change *sc;
  6173. struct unit_data *ud;
  6174. struct map_session_data *sd;
  6175. int val,rate,bonus = 0,flag;
  6176. if (!(bl->type&BL_REGEN))
  6177. return 0;
  6178. regen = status_get_regen_data(bl);
  6179. if (!regen) return 0;
  6180. status = status_get_status_data(bl);
  6181. sc = status_get_sc(bl);
  6182. if (sc && !sc->count)
  6183. sc = NULL;
  6184. BL_CAST(BL_PC,bl,sd);
  6185. flag = regen->flag;
  6186. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6187. flag&=~(RGN_HP|RGN_SHP);
  6188. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6189. flag&=~(RGN_SP|RGN_SSP);
  6190. if (flag && (
  6191. status_isdead(bl) ||
  6192. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6193. ))
  6194. flag=0;
  6195. if (sd)
  6196. {
  6197. if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
  6198. pc_bleeding(sd, natural_heal_diff_tick);
  6199. if (sd->nsshealhp && flag&RGN_HP &&
  6200. pc_spirit_heal_hp(sd, natural_heal_diff_tick))
  6201. flag&=~RGN_HP;
  6202. if (sd->nsshealsp && flag&RGN_SP &&
  6203. pc_spirit_heal_sp(sd, natural_heal_diff_tick))
  6204. flag&=~RGN_SP;
  6205. }
  6206. if (flag && regen->state.overweight)
  6207. flag=0;
  6208. ud = unit_bl2ud(bl);
  6209. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6210. {
  6211. flag&=~(RGN_SHP|RGN_SSP);
  6212. if(!regen->state.walk)
  6213. flag&=~RGN_HP;
  6214. }
  6215. if (!flag)
  6216. return 0;
  6217. if (flag&(RGN_HP|RGN_SP))
  6218. {
  6219. struct view_data *vd = status_get_viewdata(bl);
  6220. if(vd && vd->dead_sit)
  6221. bonus++;
  6222. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6223. bonus++;
  6224. if(regen->state.gc)
  6225. bonus++;
  6226. }
  6227. if (flag&RGN_HP)
  6228. {
  6229. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6230. if (ud && ud->walktimer != -1)
  6231. rate/=2;
  6232. regen->tick.hp += rate;
  6233. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6234. {
  6235. val = 0;
  6236. do {
  6237. val += regen->hp;
  6238. regen->tick.hp -= battle_config.natural_healhp_interval;
  6239. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6240. if (status_heal(bl, val, 0, 1) < val)
  6241. flag&=~RGN_SHP; //full.
  6242. }
  6243. }
  6244. if(flag&RGN_SHP)
  6245. {
  6246. regen->tick.shp += natural_heal_diff_tick * regen->rate.shp;
  6247. while(regen->tick.shp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6248. {
  6249. regen->tick.shp -= battle_config.natural_heal_skill_interval;
  6250. if(status_heal(bl, regen->shp, 0, 3) < regen->shp)
  6251. break; //Full
  6252. }
  6253. }
  6254. if(flag&RGN_SP)
  6255. {
  6256. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6257. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6258. {
  6259. val = 0;
  6260. do {
  6261. val += regen->sp;
  6262. regen->tick.sp -= battle_config.natural_healsp_interval;
  6263. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6264. if (status_heal(bl, 0, val, 1) < val)
  6265. flag&=~RGN_SSP; //full.
  6266. }
  6267. }
  6268. if(flag&RGN_SSP)
  6269. {
  6270. regen->tick.ssp += natural_heal_diff_tick * regen->rate.ssp;
  6271. while(regen->tick.ssp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6272. {
  6273. regen->tick.ssp -= battle_config.natural_heal_skill_interval;
  6274. if(status_heal(bl, 0, regen->ssp, 3) < regen->ssp)
  6275. break; //Full
  6276. }
  6277. }
  6278. return flag;
  6279. }
  6280. //Natural heal main timer.
  6281. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6282. {
  6283. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6284. map_foreachiddb(status_natural_heal);
  6285. natural_heal_prev_tick = tick;
  6286. return 0;
  6287. }
  6288. static int status_calc_sigma(void)
  6289. {
  6290. int i,j;
  6291. unsigned int k;
  6292. for(i=0;i<MAX_PC_CLASS;i++) {
  6293. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6294. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6295. k += hp_coefficient[i]*j + 50;
  6296. k -= k%100;
  6297. hp_sigma_val[i][j-1] = k;
  6298. if (k >= INT_MAX)
  6299. break; //Overflow protection. [Skotlex]
  6300. }
  6301. for(;j<=MAX_LEVEL;j++)
  6302. hp_sigma_val[i][j-1] = INT_MAX;
  6303. }
  6304. return 0;
  6305. }
  6306. int status_readdb(void) {
  6307. int i,j;
  6308. FILE *fp;
  6309. char line[1024], path[1024],*p;
  6310. sprintf(path, "%s/job_db1.txt", db_path);
  6311. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6312. if(fp==NULL){
  6313. ShowError("can't read %s\n", path);
  6314. return 1;
  6315. }
  6316. i = 0;
  6317. while(fgets(line, sizeof(line)-1, fp)){
  6318. char *split[MAX_WEAPON_TYPE + 5];
  6319. i++;
  6320. if(line[0]=='/' && line[1]=='/')
  6321. continue;
  6322. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6323. split[j]=p;
  6324. p=strchr(p,',');
  6325. if(p) *p++=0;
  6326. }
  6327. if(j < MAX_WEAPON_TYPE + 5)
  6328. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6329. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6330. continue;
  6331. }
  6332. if(atoi(split[0])>=MAX_PC_CLASS)
  6333. continue;
  6334. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6335. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6336. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6337. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6338. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6339. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6340. }
  6341. fclose(fp);
  6342. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6343. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6344. sprintf(path, "%s/job_db2.txt", db_path);
  6345. fp=fopen(path,"r");
  6346. if(fp==NULL){
  6347. ShowError("can't read %s\n", path);
  6348. return 1;
  6349. }
  6350. while(fgets(line, sizeof(line)-1, fp)){
  6351. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6352. if(line[0]=='/' && line[1]=='/')
  6353. continue;
  6354. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6355. split[j]=p;
  6356. p=strchr(p,',');
  6357. if(p) *p++=0;
  6358. }
  6359. if(atoi(split[0])>=MAX_PC_CLASS)
  6360. continue;
  6361. for(i=1;i<j && split[i];i++)
  6362. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6363. }
  6364. fclose(fp);
  6365. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6366. // サイズ補正テ?ブル
  6367. for(i=0;i<3;i++)
  6368. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6369. atkmods[i][j]=100;
  6370. sprintf(path, "%s/size_fix.txt", db_path);
  6371. fp=fopen(path,"r");
  6372. if(fp==NULL){
  6373. ShowError("can't read %s\n", path);
  6374. return 1;
  6375. }
  6376. i=0;
  6377. while(fgets(line, sizeof(line)-1, fp)){
  6378. char *split[MAX_WEAPON_TYPE];
  6379. if(line[0]=='/' && line[1]=='/')
  6380. continue;
  6381. if(atoi(line)<=0)
  6382. continue;
  6383. memset(split,0,sizeof(split));
  6384. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6385. split[j]=p;
  6386. p=strchr(p,',');
  6387. if(p) *p++=0;
  6388. atkmods[i][j]=atoi(split[j]);
  6389. }
  6390. i++;
  6391. }
  6392. fclose(fp);
  6393. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6394. // 精?デ?タテ?ブル
  6395. for(i=0;i<5;i++){
  6396. for(j=0;j<MAX_REFINE; j++)
  6397. percentrefinery[i][j]=100;
  6398. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6399. refinebonus[i][0]=0;
  6400. refinebonus[i][1]=0;
  6401. refinebonus[i][2]=10;
  6402. }
  6403. sprintf(path, "%s/refine_db.txt", db_path);
  6404. fp=fopen(path,"r");
  6405. if(fp==NULL){
  6406. ShowError("can't read %s\n", path);
  6407. return 1;
  6408. }
  6409. i=0;
  6410. while(fgets(line, sizeof(line)-1, fp)){
  6411. char *split[MAX_REFINE+4];
  6412. if(line[0]=='/' && line[1]=='/')
  6413. continue;
  6414. if(atoi(line)<=0)
  6415. continue;
  6416. memset(split,0,sizeof(split));
  6417. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6418. split[j]=p;
  6419. p=strchr(p,',');
  6420. if(p) *p++=0;
  6421. }
  6422. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6423. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6424. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6425. for(j=0;j<MAX_REFINE && split[j];j++)
  6426. percentrefinery[i][j]=atoi(split[j+3]);
  6427. i++;
  6428. }
  6429. fclose(fp); //Lupus. close this file!!!
  6430. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6431. return 0;
  6432. }
  6433. /*==========================================
  6434. * スキル関係初期化処理
  6435. *------------------------------------------
  6436. */
  6437. int do_init_status(void)
  6438. {
  6439. if (SC_MAX > MAX_STATUSCHANGE)
  6440. {
  6441. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6442. exit(1);
  6443. }
  6444. add_timer_func_list(status_change_timer,"status_change_timer");
  6445. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6446. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6447. initChangeTables();
  6448. initDummyData();
  6449. status_readdb();
  6450. status_calc_sigma();
  6451. natural_heal_prev_tick = gettick();
  6452. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6453. return 0;
  6454. }