status.c 189 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. int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill.
  30. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  31. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  32. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  33. static int max_weight_base[MAX_PC_CLASS];
  34. static int hp_coefficient[MAX_PC_CLASS];
  35. static int hp_coefficient2[MAX_PC_CLASS];
  36. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  37. static int sp_coefficient[MAX_PC_CLASS];
  38. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  39. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  40. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  41. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  42. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  43. static struct status_data dummy_status;
  44. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  45. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  46. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  47. //to avoid cards exploits
  48. //Caps values to min/max
  49. #define cap_value(a, min, max) (a>max?max:a<min?min:a)
  50. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  51. //but it is much less prone to errors. [Skotlex]
  52. void initChangeTables(void) {
  53. int i;
  54. for (i = 0; i < SC_MAX; i++)
  55. StatusIconChangeTable[i] = SI_BLANK;
  56. for (i = 0; i < MAX_SKILL; i++)
  57. SkillStatusChangeTable[i] = -1;
  58. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  59. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  60. //First we define the skill for common ailments. These are used in
  61. //skill_additional_effect through sc cards. [Skotlex]
  62. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  63. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  64. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  65. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  66. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  67. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  68. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  69. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  70. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  71. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  72. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  73. //These are the status-change flags for the common ailments.
  74. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
  75. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE;
  76. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  77. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  78. StatusChangeFlagTable[SC_POISON] = SCB_DEF2;
  79. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  80. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  81. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  82. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  83. // StatusChangeFlagTable[SC_BLEEDING] = SCB_NONE;
  84. // StatusChangeFlagTable[SC_DPOISON] = SCB_NONE;
  85. //The icons for the common ailments
  86. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  87. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  88. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  89. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  90. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  91. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  92. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  93. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  94. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  95. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  96. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  97. #define set_sc(skill, sc, icon, flag) \
  98. if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
  99. if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \
  100. if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; \
  101. StatusChangeFlagTable[sc] |= flag;
  102. //This one is for sc's that already were defined.
  103. #define add_sc(skill, sc) \
  104. if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
  105. if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill;
  106. add_sc(SM_BASH, SC_STUN);
  107. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  108. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  109. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  110. add_sc(MG_SIGHT, SC_SIGHT);
  111. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  112. add_sc(MG_FROSTDIVER, SC_FREEZE);
  113. add_sc(MG_STONECURSE, SC_STONE);
  114. add_sc(AL_RUWACH, SC_RUWACH);
  115. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  116. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  117. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  118. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  119. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  120. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  121. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  122. add_sc(TF_POISON, SC_POISON);
  123. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  124. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  125. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  126. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  127. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  128. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  129. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
  130. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  131. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
  132. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  133. add_sc(PR_LEXDIVINA, SC_SILENCE);
  134. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  135. add_sc(WZ_METEOR, SC_STUN);
  136. add_sc(WZ_VERMILION, SC_BLIND);
  137. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  138. add_sc(WZ_STORMGUST, SC_FREEZE);
  139. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD);
  140. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  141. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  142. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  143. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  144. add_sc(HT_LANDMINE, SC_STUN);
  145. add_sc(HT_ANKLESNARE, SC_ANKLE);
  146. add_sc(HT_SANDMAN, SC_SLEEP);
  147. add_sc(HT_FLASHER, SC_BLIND);
  148. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  149. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  150. add_sc(AS_SONICBLOW, SC_STUN);
  151. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  152. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  153. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  154. add_sc(AS_VENOMDUST, SC_POISON);
  155. add_sc(AS_SPLASHER, SC_SPLASHER);
  156. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
  157. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  158. add_sc(TF_SPRINKLESAND, SC_BLIND);
  159. add_sc(TF_THROWSTONE, SC_STUN);
  160. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  161. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  162. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  163. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  164. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  165. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  166. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  167. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  168. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  169. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  170. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  171. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  172. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  173. add_sc(NPC_POISON, SC_POISON);
  174. add_sc(NPC_BLINDATTACK, SC_BLIND);
  175. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  176. add_sc(NPC_STUNATTACK, SC_STUN);
  177. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  178. add_sc(NPC_CURSEATTACK, SC_CURSE);
  179. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  180. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  181. add_sc(NPC_DARKBLESSING, SC_COMA);
  182. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  183. add_sc(NPC_LICK, SC_STUN);
  184. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  185. add_sc(NPC_REBIRTH, SC_KAIZEL);
  186. add_sc(RG_RAID, SC_STUN);
  187. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  188. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  189. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  190. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  191. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  192. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  193. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  194. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  195. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  196. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  197. add_sc(CR_SHIELDCHARGE, SC_STUN);
  198. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  199. add_sc(CR_HOLYCROSS, SC_BLIND);
  200. add_sc(CR_GRANDCROSS, SC_BLIND);
  201. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  202. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  203. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  204. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  205. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  206. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  207. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  208. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
  209. add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
  210. add_sc(SA_MAGICROD, SC_MAGICROD);
  211. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  212. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  213. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  214. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  215. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  216. set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK, SCB_WATK);
  217. set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK, SCB_MAXHP);
  218. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK, SCB_FLEE);
  219. add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR);
  220. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  221. add_sc(SA_COMA, SC_COMA);
  222. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED);
  223. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  224. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  225. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  226. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  227. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  228. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  229. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  230. add_sc(BA_FROSTJOKE, SC_FREEZE);
  231. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  232. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  233. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  234. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  235. add_sc(DC_SCREAM, SC_STUN);
  236. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  237. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  238. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  239. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  240. add_sc(NPC_DARKCROSS, SC_BLIND);
  241. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  242. add_sc(NPC_STOP, SC_STOP);
  243. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  244. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  245. set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK, SCB_HIT);
  246. set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_FLEE);
  247. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  248. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  249. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  250. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  251. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
  252. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
  253. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  254. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  255. add_sc(HP_BASILICA, SC_BASILICA);
  256. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  257. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  258. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  259. add_sc(PA_GOSPEL, SC_SCRESIST);
  260. add_sc(CH_TIGERFIST, SC_STOP);
  261. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  262. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  263. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  264. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  265. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  266. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK, SCB_SPEED);
  267. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  268. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  269. set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
  270. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  271. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  272. add_sc(LK_SPIRALPIERCE, SC_STOP);
  273. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  274. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  275. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  276. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  277. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  278. add_sc(PF_FOGWALL, SC_FOGWALL);
  279. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  280. add_sc(WE_BABY, SC_BABY);
  281. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED);
  282. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  283. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  284. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  285. add_sc(TK_DOWNKICK, SC_STUN);
  286. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  287. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  288. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  289. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  290. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  291. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  292. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  293. add_sc(SG_MOON_WARM, SC_WARM);
  294. add_sc(SG_STAR_WARM, SC_WARM);
  295. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  296. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  297. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  298. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  299. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  300. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  301. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  302. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  303. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  304. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  305. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  306. add_sc(SL_STUN, SC_STUN);
  307. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  308. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  309. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  310. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  311. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  312. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  313. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  314. add_sc(WS_CARTTERMINATION, SC_STUN);
  315. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  316. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  317. add_sc(CG_HERMODE, SC_HERMODE);
  318. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  319. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  320. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  321. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  322. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  323. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  324. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  325. add_sc(MO_BALKYOUNG, SC_STUN);
  326. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  327. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  328. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  329. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  330. //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
  331. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  332. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  333. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  334. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
  335. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  336. //Uncomment and update when you plan on implementing.
  337. // set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK);
  338. // set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI);
  339. // set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK);
  340. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI);
  341. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  342. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  343. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
  344. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  345. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  346. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  347. SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  348. SkillStatusChangeTable[SL_MONK] = MAPID_MONK,
  349. SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR,
  350. SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE,
  351. SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER,
  352. SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  353. SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT,
  354. SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD,
  355. SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST,
  356. SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER,
  357. SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE,
  358. SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN,
  359. SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  360. SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER,
  361. SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  362. //Status that don't have a skill associated.
  363. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  364. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  365. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  366. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  367. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  368. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  369. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
  370. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
  371. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  372. //Other SC which are not necessarily associated to skills.
  373. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  374. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  375. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  376. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  377. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  378. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  379. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  380. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  381. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  382. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  383. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  384. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  385. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  386. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  387. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  388. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  389. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  390. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  391. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  392. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  393. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  394. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  395. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  396. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  397. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  398. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  399. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  400. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  401. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  402. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  403. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  404. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  405. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  406. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  407. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  408. //Guild skills don't fit due to their range being beyond MAX_SKILL
  409. StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
  410. StatusChangeFlagTable[SC_GUILDAURA] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX;
  411. StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
  412. StatusChangeFlagTable[SC_BATTLEORDERS] |= SCB_STR|SCB_INT|SCB_DEX;
  413. #undef set_sc
  414. #undef add_sc
  415. if (!battle_config.display_hallucination) //Disable Hallucination.
  416. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  417. }
  418. static void initDummyData(void) {
  419. memset(&dummy_status, 0, sizeof(dummy_status));
  420. dummy_status.hp =
  421. dummy_status.max_hp =
  422. dummy_status.max_sp =
  423. dummy_status.str =
  424. dummy_status.agi =
  425. dummy_status.vit =
  426. dummy_status.int_ =
  427. dummy_status.dex =
  428. dummy_status.luk =
  429. dummy_status.hit = 1;
  430. dummy_status.speed = 2000;
  431. dummy_status.adelay = 4000;
  432. dummy_status.amotion = 2000;
  433. dummy_status.dmotion = 2000;
  434. dummy_status.ele_lv = 1; //Min elemental level.
  435. dummy_status.mode = MD_CANMOVE;
  436. }
  437. /*==========================================
  438. * 精錬ボーナス
  439. *------------------------------------------
  440. */
  441. int status_getrefinebonus(int lv,int type)
  442. {
  443. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  444. return refinebonus[lv][type];
  445. return 0;
  446. }
  447. //Inflicts damage on the target with the according walkdelay.
  448. //If flag&1, damage is passive and does not triggers cancelling status changes.
  449. //If flag&2, fail if target does not has enough to substract.
  450. //If flag&4, if killed, mob must not give exp/loot.
  451. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  452. {
  453. struct status_data *status;
  454. struct status_change *sc;
  455. if(sp && target->type != BL_PC)
  456. sp = 0; //Only players get SP damage.
  457. if (hp < 0) { //Assume absorbed damage.
  458. status_heal(target, -hp, 0, 1);
  459. hp = 0;
  460. }
  461. if (sp < 0) {
  462. status_heal(target, 0, -sp, 1);
  463. sp = 0;
  464. }
  465. if (!hp && !sp)
  466. return 0;
  467. if (target->type == BL_SKILL)
  468. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  469. status = status_get_status_data(target);
  470. if (status == &dummy_status || !status->hp || !target->prev)
  471. return 0; //Invalid targets: no damage, dead, not on a map.
  472. sc = status_get_sc(target);
  473. if (sc && !sc->count)
  474. sc = NULL;
  475. if (hp && !(flag&1)) {
  476. if (sc) {
  477. if (sc->data[SC_FREEZE].timer != -1)
  478. status_change_end(target,SC_FREEZE,-1);
  479. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  480. status_change_end(target,SC_STONE,-1);
  481. if (sc->data[SC_SLEEP].timer != -1)
  482. status_change_end(target,SC_SLEEP,-1);
  483. if (sc->data[SC_WINKCHARM].timer != -1)
  484. status_change_end(target,SC_WINKCHARM,-1);
  485. if (sc->data[SC_CONFUSION].timer != -1)
  486. status_change_end(target, SC_CONFUSION, -1);
  487. if (sc->data[SC_TRICKDEAD].timer != -1)
  488. status_change_end(target, SC_TRICKDEAD, -1);
  489. if (sc->data[SC_HIDING].timer != -1)
  490. status_change_end(target, SC_HIDING, -1);
  491. if (sc->data[SC_CLOAKING].timer != -1)
  492. status_change_end(target, SC_CLOAKING, -1);
  493. if (sc->data[SC_CHASEWALK].timer != -1)
  494. status_change_end(target, SC_CHASEWALK, -1);
  495. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  496. //Endure count is only reduced by non-players on non-gvg maps.
  497. //val4 signals infinite endure. [Skotlex]
  498. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  499. && --(sc->data[SC_ENDURE].val2) < 0)
  500. status_change_end(target, SC_ENDURE, -1);
  501. }
  502. if (sc->data[SC_GRAVITATION].timer != -1 &&
  503. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  504. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  505. if (sg) {
  506. skill_delunitgroup(target,sg);
  507. sc->data[SC_GRAVITATION].val4 = 0;
  508. status_change_end(target, SC_GRAVITATION, -1);
  509. }
  510. }
  511. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  512. {
  513. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  514. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  515. {
  516. clif_damage(src, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  517. status_fix_damage(NULL, &sd2->bl, hp, 0);
  518. return 0;
  519. }
  520. status_change_end(target, SC_DEVOTION, -1);
  521. }
  522. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  523. skill_stop_dancing(target);
  524. }
  525. unit_skillcastcancel(target, 2);
  526. }
  527. if ((unsigned int)hp >= status->hp) {
  528. if (flag&2) return 0;
  529. hp = status->hp;
  530. }
  531. if ((unsigned int)sp > status->sp) {
  532. if (flag&2) return 0;
  533. sp = status->sp;
  534. }
  535. status->hp-= hp;
  536. status->sp-= sp;
  537. if (sc && hp && status->hp) {
  538. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  539. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  540. status->hp < status->max_hp>>2)
  541. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  542. }
  543. switch (target->type)
  544. {
  545. case BL_MOB:
  546. mob_damage((TBL_MOB*)target, src, hp);
  547. break;
  548. case BL_PC:
  549. pc_damage((TBL_PC*)target,src,hp,sp);
  550. break;
  551. case BL_HOMUNCULUS:
  552. merc_damage((TBL_HOMUNCULUS*)target,src,hp,sp);
  553. }
  554. if (status->hp)
  555. { //Still lives!
  556. if (walkdelay)
  557. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  558. return hp+sp;
  559. }
  560. status->hp = 1; //To let the dead function cast skills and all that.
  561. //NOTE: These dead functions should return: [Skotlex]
  562. //0: Death cancelled, auto-revived.
  563. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  564. //&2: Also remove object from map.
  565. //&4: Also delete object from memory.
  566. switch (target->type)
  567. {
  568. case BL_MOB:
  569. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  570. break;
  571. case BL_PC:
  572. flag = pc_dead((TBL_PC*)target,src);
  573. break;
  574. case BL_HOMUNCULUS:
  575. flag = merc_dead((TBL_HOMUNCULUS*)target,src);
  576. break;
  577. default: //Unhandled case, do nothing to object.
  578. flag = 0;
  579. break;
  580. }
  581. if(!flag) //Death cancelled.
  582. return hp+sp;
  583. //Normal death
  584. status->hp = 0;
  585. if (battle_config.clear_unit_ondeath &&
  586. battle_config.clear_unit_ondeath&target->type)
  587. skill_clear_unitgroup(target);
  588. status_change_clear(target,0);
  589. if(flag&2) //remove the unit from the map.
  590. unit_remove_map(target,1);
  591. else { //These are handled by unit_remove_map.
  592. unit_stop_attack(target);
  593. unit_stop_walking(target,0);
  594. unit_skillcastcancel(target,0);
  595. clif_clearchar_area(target,1);
  596. skill_unit_move(target,gettick(),4);
  597. skill_cleartimerskill(target);
  598. }
  599. if(flag&4) { //Delete from memory.
  600. map_delblock(target);
  601. unit_free(target);
  602. }
  603. return hp+sp;
  604. }
  605. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  606. //If flag&2, when the player is healed, show the HP/SP heal effect.
  607. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  608. {
  609. struct status_data *status;
  610. struct status_change *sc;
  611. status = status_get_status_data(bl);
  612. if (status == &dummy_status || !status->hp)
  613. return 0;
  614. sc = status_get_sc(bl);
  615. if (sc && !sc->count)
  616. sc = NULL;
  617. if (hp < 0) {
  618. status_damage(NULL, bl, -hp, 0, 0, 1);
  619. hp = 0;
  620. }
  621. if(hp) {
  622. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  623. hp = 0;
  624. if((unsigned int)hp > status->max_hp - status->hp)
  625. hp = status->max_hp - status->hp;
  626. }
  627. if(sp < 0) {
  628. status_damage(NULL, bl, 0, -sp, 0, 1);
  629. sp = 0;
  630. }
  631. if(sp) {
  632. if((unsigned int)sp > status->max_sp - status->sp)
  633. sp = status->max_sp - status->sp;
  634. }
  635. if(!sp && !hp) return 0;
  636. status->hp+= hp;
  637. status->sp+= sp;
  638. if(hp && sc &&
  639. sc->data[SC_AUTOBERSERK].timer != -1 &&
  640. sc->data[SC_PROVOKE].timer!=-1 &&
  641. sc->data[SC_PROVOKE].val2==1 &&
  642. status->hp>=status->max_hp>>2
  643. ) //End auto berserk.
  644. status_change_end(bl,SC_PROVOKE,-1);
  645. switch(bl->type) {
  646. case BL_MOB:
  647. mob_heal((TBL_MOB*)bl,hp);
  648. break;
  649. case BL_PC:
  650. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  651. break;
  652. case BL_HOMUNCULUS:
  653. merc_heal((TBL_HOMUNCULUS*)bl,hp,sp);
  654. break;
  655. }
  656. return hp+sp;
  657. }
  658. //Does percentual non-flinching damage/heal. If mob is killed this way,
  659. //no exp/drops will be awarded if there is no src (or src is target)
  660. //If rates are > 0, percent is of current HP/SP
  661. //If rates are < 0, percent is of max HP/SP
  662. //If flag, this is heal, otherwise it is damage.
  663. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  664. {
  665. struct status_data *status;
  666. unsigned int hp =0, sp = 0;
  667. status = status_get_status_data(target);
  668. if (hp_rate > 0)
  669. hp = (hp_rate*status->hp)/100;
  670. else if (hp_rate < 0)
  671. hp = (-hp_rate)*status->max_hp/100;
  672. if (hp_rate && !hp)
  673. hp = 1;
  674. if (sp_rate > 0)
  675. sp = (sp_rate*status->sp)/100;
  676. else if (sp_rate < 0)
  677. sp = (-sp_rate)*status->max_sp/100;
  678. if (sp_rate && !sp)
  679. sp = 1;
  680. if (flag) return status_heal(target, hp, sp, 0);
  681. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  682. }
  683. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  684. {
  685. struct status_data *status;
  686. unsigned int hp, sp;
  687. if (!status_isdead(bl)) return 0;
  688. status = status_get_status_data(bl);
  689. if (status == &dummy_status)
  690. return 0; //Invalid target.
  691. hp = status->max_hp * per_hp/100;
  692. sp = status->max_sp * per_sp/100;
  693. if(hp > status->max_hp - status->hp)
  694. hp = status->max_hp - status->hp;
  695. if(sp > status->max_sp - status->sp)
  696. sp = status->max_sp - status->sp;
  697. status->hp += hp;
  698. status->sp += sp;
  699. clif_resurrection(bl, 1);
  700. switch (bl->type) {
  701. case BL_MOB:
  702. mob_revive((TBL_MOB*)bl, hp);
  703. break;
  704. case BL_PC:
  705. pc_revive((TBL_PC*)bl, hp, sp);
  706. break;
  707. }
  708. return 1;
  709. }
  710. /*==========================================
  711. * Checks whether the src can use the skill on the target,
  712. * taking into account status/option of both source/target. [Skotlex]
  713. * flag:
  714. * 0 - Trying to use skill on target.
  715. * 1 - Cast bar is done.
  716. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  717. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  718. * target MAY Be null, in which case the checks are only to see
  719. * whether the source can cast or not the skill on the ground.
  720. *------------------------------------------
  721. */
  722. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  723. {
  724. int mode, race, hide_flag;
  725. struct status_change *sc=NULL, *tsc;
  726. mode = src?status_get_mode(src):MD_CANATTACK;
  727. if (src && status_isdead(src))
  728. return 0;
  729. if (!skill_num) { //Normal attack checks.
  730. if (!(mode&MD_CANATTACK))
  731. return 0; //This mode is only needed for melee attacking.
  732. //Dead state is not checked for skills as some skills can be used
  733. //on dead characters, said checks are left to skill.c [Skotlex]
  734. if (target && status_isdead(target))
  735. return 0;
  736. }
  737. if (skill_num == PA_PRESSURE && flag) {
  738. //Gloria Avoids pretty much everything....
  739. tsc = target?status_get_sc(target):NULL;
  740. if(tsc) {
  741. if (tsc->option&OPTION_HIDE)
  742. return 0;
  743. if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
  744. return 0;
  745. }
  746. return 1;
  747. }
  748. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  749. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  750. && !(mode&MD_BOSS))
  751. { //Basilica Check
  752. if (!skill_num) return 0;
  753. race = skill_get_inf(skill_num);
  754. if (race&INF_ATTACK_SKILL)
  755. return 0;
  756. if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  757. return 0;
  758. }
  759. if (src) sc = status_get_sc(src);
  760. if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
  761. //When sc do not cancel casting, the spell should come out.
  762. return 0;
  763. if(sc && sc->count)
  764. {
  765. if (
  766. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  767. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  768. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  769. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  770. )
  771. return 0;
  772. if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag)
  773. { //Prevents skill usage against players?
  774. clif_emotion(src, 3);
  775. return 0;
  776. }
  777. if (sc->data[SC_BLADESTOP].timer != -1) {
  778. switch (sc->data[SC_BLADESTOP].val1)
  779. {
  780. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  781. case 4: if (skill_num == MO_CHAINCOMBO) break;
  782. case 3: if (skill_num == MO_INVESTIGATE) break;
  783. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  784. default: return 0;
  785. }
  786. }
  787. if (skill_num && //Do not block item-casted skills.
  788. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  789. ) { //Skills blocked through status changes...
  790. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  791. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  792. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  793. sc->data[SC_SILENCE].timer != -1 ||
  794. sc->data[SC_STEELBODY].timer != -1 ||
  795. sc->data[SC_BERSERK].timer != -1
  796. ))
  797. return 0;
  798. //Skill blocking.
  799. if (
  800. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  801. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
  802. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  803. sc->data[SC_NOCHAT].timer != -1
  804. )
  805. return 0;
  806. if (flag!=2 && sc->data[SC_DANCING].timer != -1)
  807. {
  808. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  809. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  810. return 0;
  811. if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
  812. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  813. }
  814. }
  815. }
  816. if (sc && sc->option)
  817. {
  818. if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH
  819. && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP
  820. && skill_num != NJ_KIRIKAGE)
  821. return 0;
  822. // if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING)
  823. // return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex]
  824. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  825. return 0;
  826. }
  827. if (target == NULL || target == src) //No further checking needed.
  828. return 1;
  829. tsc = status_get_sc(target);
  830. if(tsc && tsc->count)
  831. {
  832. if (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  833. return 0;
  834. if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
  835. return 0;
  836. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  837. return 0;
  838. }
  839. race = src?status_get_race(src):0;
  840. //If targetting, cloak+hide protect you, otherwise only hiding does.
  841. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  842. //You cannot hide from ground skills.
  843. if(skill_get_pl(skill_num) == 2)
  844. hide_flag &= ~OPTION_HIDE;
  845. switch (target->type)
  846. {
  847. case BL_PC:
  848. {
  849. struct map_session_data *sd = (struct map_session_data*) target;
  850. if (pc_isinvisible(sd))
  851. return 0;
  852. if (tsc->option&hide_flag
  853. && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
  854. && !(mode&MD_BOSS))
  855. return 0;
  856. }
  857. break;
  858. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  859. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  860. if (mode&MD_LOOTER)
  861. return 1;
  862. else
  863. return 0;
  864. default:
  865. //Check for chase-walk/hiding/cloaking opponents.
  866. if (tsc && !(mode&MD_BOSS))
  867. {
  868. if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
  869. return 0;
  870. }
  871. }
  872. return 1;
  873. }
  874. void status_calc_bl(struct block_list *bl, unsigned long flag);
  875. static int status_base_atk(struct block_list *bl, struct status_data *status)
  876. {
  877. int flag = 0, str, dex, dstr;
  878. if (bl->type == BL_PC)
  879. switch(((TBL_PC*)bl)->status.weapon){
  880. case W_BOW:
  881. case W_MUSICAL:
  882. case W_WHIP:
  883. case W_REVOLVER:
  884. case W_RIFLE:
  885. case W_SHOTGUN:
  886. case W_GATLING:
  887. case W_GRENADE:
  888. flag = 1;
  889. }
  890. if (flag) {
  891. str = status->dex;
  892. dex = status->str;
  893. } else {
  894. str = status->str;
  895. dex = status->dex;
  896. }
  897. dstr = str/10;
  898. return str + dstr*dstr + dex/5 + status->luk/5;
  899. }
  900. //Fills in the misc data that can be calculated from the other status info (except for level)
  901. void status_calc_misc(struct status_data *status, int level)
  902. {
  903. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  904. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  905. status->hit = level + status->dex;
  906. status->flee = level + status->agi;
  907. status->def2 = status->vit;
  908. status->mdef2 = status->int_ + (status->vit>>1);
  909. status->cri = status->luk*3 + 10;
  910. status->flee2 = status->luk + 10;
  911. }
  912. //Skotlex: Calculates the initial status for the given mob
  913. //first will only be false when the mob leveled up or got a GuardUp level.
  914. int status_calc_mob(struct mob_data* md, int first)
  915. {
  916. struct status_data *status;
  917. struct block_list *mbl = NULL;
  918. int flag=0;
  919. if(first)
  920. { //Set basic level on respawn.
  921. if (md->spawn)
  922. md->level = md->spawn->level;
  923. else
  924. md->level = md->db->lv; // [Valaris]
  925. }
  926. //Check if we need custom base-status
  927. if (battle_config.mobs_level_up && md->level != md->db->lv)
  928. flag|=1;
  929. if (md->special_state.size)
  930. flag|=2;
  931. if (md->guardian_data && md->guardian_data->guardup_lv)
  932. flag|=4;
  933. if (battle_config.slaves_inherit_speed && md->master_id)
  934. flag|=8;
  935. if (md->master_id && md->special_state.ai>1)
  936. flag|=16;
  937. if (!flag)
  938. { //No special status required.
  939. if (md->base_status) {
  940. aFree(md->base_status);
  941. md->base_status = NULL;
  942. }
  943. if(first)
  944. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  945. return 0;
  946. }
  947. if (!md->base_status)
  948. md->base_status = aCalloc(1, sizeof(struct status_data));
  949. status = md->base_status;
  950. memcpy(status, &md->db->status, sizeof(struct status_data));
  951. if (flag&(8|16))
  952. mbl = map_id2bl(md->master_id);
  953. if (flag&8 && mbl) {
  954. struct status_data *mstatus = status_get_base_status(mbl);
  955. if (mstatus)
  956. status->speed = mstatus->speed;
  957. }
  958. if (flag&16 && mbl)
  959. { //Max HP setting from Summon Flora/marine Sphere
  960. struct unit_data *ud = unit_bl2ud(mbl);
  961. if (ud)
  962. { // different levels of HP according to skill level
  963. if (ud->skillid == AM_SPHEREMINE) {
  964. status->max_hp = 2000 + 400*ud->skilllv;
  965. status->mode|= MD_CANMOVE; //Needed for the skill
  966. } else { //AM_CANNIBALIZE
  967. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  968. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  969. }
  970. status->hp = status->max_hp;
  971. }
  972. }
  973. if (flag&1)
  974. { // increase from mobs leveling up [Valaris]
  975. int diff = md->level - md->db->lv;
  976. status->str+= diff;
  977. status->agi+= diff;
  978. status->vit+= diff;
  979. status->int_+= diff;
  980. status->dex+= diff;
  981. status->luk+= diff;
  982. status->max_hp += diff*status->vit;
  983. status->max_sp += diff*status->int_;
  984. status->hp = status->max_hp;
  985. status->sp = status->max_sp;
  986. status->speed -= diff;
  987. }
  988. if (flag&2)
  989. { // change for sized monsters [Valaris]
  990. if (md->special_state.size==1) {
  991. status->max_hp>>=1;
  992. status->max_sp>>=1;
  993. if (!status->max_hp) status->max_hp = 1;
  994. if (!status->max_sp) status->max_sp = 1;
  995. status->hp=status->max_hp;
  996. status->sp=status->max_sp;
  997. status->str>>=1;
  998. status->agi>>=1;
  999. status->vit>>=1;
  1000. status->int_>>=1;
  1001. status->dex>>=1;
  1002. status->luk>>=1;
  1003. if (!status->str) status->str = 1;
  1004. if (!status->agi) status->agi = 1;
  1005. if (!status->vit) status->vit = 1;
  1006. if (!status->int_) status->int_ = 1;
  1007. if (!status->dex) status->dex = 1;
  1008. if (!status->luk) status->luk = 1;
  1009. } else if (md->special_state.size==2) {
  1010. status->max_hp<<=1;
  1011. status->max_sp<<=1;
  1012. status->hp=status->max_hp;
  1013. status->sp=status->max_sp;
  1014. status->str<<=1;
  1015. status->agi<<=1;
  1016. status->vit<<=1;
  1017. status->int_<<=1;
  1018. status->dex<<=1;
  1019. status->luk<<=1;
  1020. }
  1021. }
  1022. status->batk = status_base_atk(&md->bl, status);
  1023. status_calc_misc(status, md->level);
  1024. if(flag&4)
  1025. { // Strengthen Guardians - custom value +10% / lv
  1026. struct guild_castle *gc;
  1027. gc=guild_mapname2gc(map[md->bl.m].name);
  1028. if (!gc)
  1029. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1030. else {
  1031. status->max_hp += 2000 * gc->defense;
  1032. status->max_sp += 200 * gc->defense;
  1033. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1034. status->hp = gc->guardian[md->guardian_data->number].hp;
  1035. else //Emperium
  1036. status->hp = status->max_hp;
  1037. status->sp = status->max_sp;
  1038. }
  1039. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1040. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1041. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1042. status->aspd_rate -= 10*md->guardian_data->guardup_lv;
  1043. }
  1044. if(!battle_config.enemy_str)
  1045. status->batk = 0;
  1046. if(battle_config.enemy_critical_rate != 100)
  1047. status->cri = status->cri*battle_config.enemy_critical_rate/100;
  1048. if (!status->cri && battle_config.enemy_critical_rate)
  1049. status->cri = 1;
  1050. if (!battle_config.enemy_perfect_flee)
  1051. status->flee2 = 0;
  1052. //Initial battle status
  1053. if (!first)
  1054. status_calc_bl(&md->bl, SCB_ALL);
  1055. else
  1056. memcpy(&md->status, status, sizeof(struct status_data));
  1057. return 1;
  1058. }
  1059. //Skotlex: Calculates the stats of the given pet.
  1060. int status_calc_pet(struct pet_data *pd, int first)
  1061. {
  1062. struct map_session_data *sd;
  1063. int lv;
  1064. nullpo_retr(0, pd);
  1065. sd = pd->msd;
  1066. if(!sd || sd->status.pet_id == 0 || sd->pd == NULL)
  1067. return 0;
  1068. if (first) {
  1069. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1070. pd->status.speed = pd->petDB->speed;
  1071. }
  1072. if (battle_config.pet_lv_rate)
  1073. {
  1074. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1075. if (lv < 0)
  1076. lv = 1;
  1077. if (lv != sd->pet.level || first)
  1078. {
  1079. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1080. sd->pet.level = lv;
  1081. if (!first) //Lv Up animation
  1082. clif_misceffect(&pd->bl, 0);
  1083. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1084. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1085. status->str = (bstat->str*lv)/pd->db->lv;
  1086. status->agi = (bstat->agi*lv)/pd->db->lv;
  1087. status->vit = (bstat->vit*lv)/pd->db->lv;
  1088. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1089. status->dex = (bstat->dex*lv)/pd->db->lv;
  1090. status->luk = (bstat->luk*lv)/pd->db->lv;
  1091. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1092. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1093. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1094. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1095. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1096. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1097. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1098. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1099. status->batk = status_base_atk(&pd->bl, &pd->status);
  1100. status_calc_misc(&pd->status, lv);
  1101. if (!battle_config.pet_str)
  1102. status->batk = 0;
  1103. if (!first) //Not done the first time because the pet is not visible yet
  1104. clif_send_petstatus(sd);
  1105. }
  1106. } else if (first) {
  1107. pd->status.batk = status_base_atk(&pd->bl, &pd->status);
  1108. status_calc_misc(&pd->status, pd->db->lv);
  1109. if (!battle_config.pet_str)
  1110. pd->status.batk = 0;
  1111. }
  1112. //Support rate modifier (1000 = 100%)
  1113. pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1114. if(battle_config.pet_support_rate != 100)
  1115. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1116. return 1;
  1117. }
  1118. int status_calc_homunculus(struct homun_data *hd, int first)
  1119. {
  1120. struct status_data *status = &hd->base_status;
  1121. int lv, i;
  1122. /* very proprietary */
  1123. lv=hd->level;
  1124. memset(status, 0, sizeof(struct status_data));
  1125. switch(hd->class_)
  1126. {
  1127. case 6001: //LIF ~ int,dex,vit
  1128. status->str = 3+lv/7;
  1129. status->agi = 3+2*lv/5;
  1130. status->vit = 4+lv;
  1131. status->int_ = 4+3*lv/4;
  1132. status->dex = 4+2*lv/3;
  1133. status->luk = 3+lv/4;
  1134. for(i=8001;i<8005;++i)
  1135. {
  1136. hd->hskill[i-8001].id=i;
  1137. //hd->hskill[i-8001].level=1;
  1138. }
  1139. break;
  1140. case 6003: //FILIR ~ str,agi,dex
  1141. status->str = 4+3*lv/4;
  1142. status->agi = 4+2*lv/3;
  1143. status->vit = 3+2*lv/5;
  1144. status->int_ = 3+lv/4;
  1145. status->dex = 4+lv;
  1146. status->luk = 3+lv/7;
  1147. for(i=8009;i<8013;++i)
  1148. {
  1149. hd->hskill[i-8009].id=i;
  1150. //hd->hskill[i-8009].level=1;
  1151. }
  1152. break;
  1153. case 6002: //AMISTR ~ str,vit,luk
  1154. status->str = 4+lv;
  1155. status->agi = 3+lv/4;
  1156. status->vit = 3+3*lv/4;
  1157. status->int_ = 3+lv/10;
  1158. status->dex = 3+2*lv/5;
  1159. status->luk = 4+2*lv/3;
  1160. for(i=8005;i<8009;++i)
  1161. {
  1162. hd->hskill[i-8005].id=i;
  1163. //hd->hskill[i-8005].level=1;
  1164. }
  1165. break;
  1166. case 6004: //VANILMIRTH ~ int,dex,luk
  1167. status->str = 3+lv/4;
  1168. status->agi = 3+lv/7;
  1169. status->vit = 3+2*lv/5;
  1170. status->int_ = 4+lv;
  1171. status->dex = 4+2*lv/3;
  1172. status->luk = 4+3*lv/4;
  1173. for(i=8013;i<8017;++i)
  1174. {
  1175. hd->hskill[i-8013].id=i;
  1176. //hd->hskill[i-8013].level=1;
  1177. }
  1178. break;
  1179. default:
  1180. if (battle_config.error_log)
  1181. ShowError("status_calc_homun: Unknown class %d\n", hd->class_);
  1182. memcpy(status, &dummy_status, sizeof(struct status_data));
  1183. break;
  1184. }
  1185. status->hp = 10; //Revive HP/SP?
  1186. status->sp = 0;
  1187. status->max_hp=500+lv*10+lv*lv;
  1188. status->max_sp=300+lv*11+lv*lv*90/100;
  1189. status->speed=0x96;
  1190. status->batk = status_base_atk(&hd->bl, status);
  1191. status_calc_misc(status, hd->level);
  1192. // hp recovery
  1193. hd->regenhp = 1 + (status->vit/5) + (status->max_hp/200);
  1194. // sp recovery
  1195. hd->regensp = 1 + (status->int_/6) + (status->max_sp/100);
  1196. if(status->int_ >= 120)
  1197. hd->regensp += ((status->int_-120)>>1) + 4;
  1198. status->amotion = 1800 - (1800 * status->agi / 250 + 1800 * status->dex / 1000);
  1199. status->amotion -= 200;
  1200. status->dmotion=status->amotion;
  1201. status_calc_bl(&hd->bl, SCB_ALL);
  1202. return 1;
  1203. }
  1204. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1205. {
  1206. unsigned int val;
  1207. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1208. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1209. * (100 + status->vit)/100 + sd->param_equip[2];
  1210. if (sd->class_&JOBL_UPPER)
  1211. val += val * 30/100;
  1212. else if (sd->class_&JOBL_BABY)
  1213. val -= val * 30/100;
  1214. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1215. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1216. return val;
  1217. }
  1218. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1219. {
  1220. unsigned int val;
  1221. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1222. * (100 + status->int_)/100 + sd->param_equip[3];
  1223. if (sd->class_&JOBL_UPPER)
  1224. val += val * 30/100;
  1225. else if (sd->class_&JOBL_BABY)
  1226. val -= val * 30/100;
  1227. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1228. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1229. return val;
  1230. }
  1231. //Calculates player data from scratch without counting SC adjustments.
  1232. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1233. int status_calc_pc(struct map_session_data* sd,int first)
  1234. {
  1235. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1236. struct status_data b_status, *status;
  1237. struct weapon_atk b_lhw;
  1238. struct skill b_skill[MAX_SKILL];
  1239. int b_weight,b_max_weight;
  1240. int i,index;
  1241. int skill,refinedef=0;
  1242. if (++calculating > 10) //Too many recursive calls!
  1243. return -1;
  1244. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1245. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1246. b_status.lhw = &b_lhw;
  1247. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1248. b_weight = sd->weight;
  1249. b_max_weight = sd->max_weight;
  1250. pc_calc_skilltree(sd); // スキルツリ?の計算
  1251. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1252. if(first&1) {
  1253. //Load Hp/SP from char-received data.
  1254. sd->battle_status.hp = sd->status.hp;
  1255. sd->battle_status.sp = sd->status.sp;
  1256. sd->battle_status.lhw = &sd->battle_lhw;
  1257. sd->base_status.lhw = &sd->base_lhw;
  1258. sd->weight=0;
  1259. for(i=0;i<MAX_INVENTORY;i++){
  1260. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1261. continue;
  1262. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1263. }
  1264. sd->cart_max_weight=battle_config.max_cart_weight;
  1265. sd->cart_weight=0;
  1266. sd->cart_max_num=MAX_CART;
  1267. sd->cart_num=0;
  1268. for(i=0;i<MAX_CART;i++){
  1269. if(sd->status.cart[i].nameid==0)
  1270. continue;
  1271. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1272. sd->cart_num++;
  1273. }
  1274. }
  1275. status = &sd->base_status;
  1276. // these are not zeroed. [zzo]
  1277. sd->hprate=100;
  1278. sd->sprate=100;
  1279. sd->castrate=100;
  1280. sd->delayrate=100;
  1281. sd->dsprate=100;
  1282. sd->speed_rate = 100;
  1283. sd->hprecov_rate = 100;
  1284. sd->sprecov_rate = 100;
  1285. sd->atk_rate = sd->matk_rate = 100;
  1286. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1287. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1288. // zeroed arays, order follows the order in map.h.
  1289. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1290. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1291. + sizeof(sd->param_equip)
  1292. + sizeof(sd->subele)
  1293. + sizeof(sd->subrace)
  1294. + sizeof(sd->subrace2)
  1295. + sizeof(sd->subsize)
  1296. + sizeof(sd->addeff)
  1297. + sizeof(sd->addeff2)
  1298. + sizeof(sd->reseff)
  1299. + sizeof(sd->weapon_coma_ele)
  1300. + sizeof(sd->weapon_coma_race)
  1301. + sizeof(sd->weapon_atk)
  1302. + sizeof(sd->weapon_atk_rate)
  1303. + sizeof(sd->arrow_addele)
  1304. + sizeof(sd->arrow_addrace)
  1305. + sizeof(sd->arrow_addsize)
  1306. + sizeof(sd->arrow_addeff)
  1307. + sizeof(sd->arrow_addeff2)
  1308. + sizeof(sd->magic_addele)
  1309. + sizeof(sd->magic_addrace)
  1310. + sizeof(sd->magic_addsize)
  1311. + sizeof(sd->critaddrace)
  1312. + sizeof(sd->expaddrace)
  1313. + sizeof(sd->itemhealrate)
  1314. + sizeof(sd->addeff3)
  1315. + sizeof(sd->addeff3_type)
  1316. + sizeof(sd->sp_gain_race)
  1317. );
  1318. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1319. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1320. memset(&sd->special_state,0,sizeof(sd->special_state));
  1321. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1322. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1323. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1324. status->speed = DEFAULT_WALK_SPEED;
  1325. status->aspd_rate = 100;
  1326. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1327. status->size = (sd->class_&JOBL_BABY)?0:1;
  1328. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1329. if (sd->class_&JOBL_BABY) {
  1330. if (battle_config.character_size&2)
  1331. status->size++;
  1332. } if(battle_config.character_size&1)
  1333. status->size++;
  1334. }
  1335. status->aspd_rate = 100;
  1336. status->ele_lv = 1;
  1337. status->race = RC_DEMIHUMAN;
  1338. //zero up structures...
  1339. memset(&sd->autospell,0,sizeof(sd->autospell)
  1340. + sizeof(sd->autospell2)
  1341. + sizeof(sd->skillatk)
  1342. + sizeof(sd->skillblown)
  1343. + sizeof(sd->add_def)
  1344. + sizeof(sd->add_mdef)
  1345. + sizeof(sd->add_dmg)
  1346. + sizeof(sd->add_mdmg)
  1347. + sizeof(sd->add_drop)
  1348. );
  1349. // vars zeroing. ints, shorts, chars. in that order.
  1350. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1351. + sizeof(sd->arrow_ele)
  1352. + sizeof(sd->arrow_cri)
  1353. + sizeof(sd->arrow_hit)
  1354. + sizeof(sd->nhealhp)
  1355. + sizeof(sd->nhealsp)
  1356. + sizeof(sd->nshealhp)
  1357. + sizeof(sd->nshealsp)
  1358. + sizeof(sd->nsshealhp)
  1359. + sizeof(sd->nsshealsp)
  1360. + sizeof(sd->critical_def)
  1361. + sizeof(sd->double_rate)
  1362. + sizeof(sd->long_attack_atk_rate)
  1363. + sizeof(sd->near_attack_def_rate)
  1364. + sizeof(sd->long_attack_def_rate)
  1365. + sizeof(sd->magic_def_rate)
  1366. + sizeof(sd->misc_def_rate)
  1367. + sizeof(sd->ignore_mdef_ele)
  1368. + sizeof(sd->ignore_mdef_race)
  1369. + sizeof(sd->perfect_hit)
  1370. + sizeof(sd->perfect_hit_add)
  1371. + sizeof(sd->get_zeny_rate)
  1372. + sizeof(sd->get_zeny_num)
  1373. + sizeof(sd->double_add_rate)
  1374. + sizeof(sd->short_weapon_damage_return)
  1375. + sizeof(sd->long_weapon_damage_return)
  1376. + sizeof(sd->magic_damage_return)
  1377. + sizeof(sd->random_attack_increase_add)
  1378. + sizeof(sd->random_attack_increase_per)
  1379. + sizeof(sd->break_weapon_rate)
  1380. + sizeof(sd->break_armor_rate)
  1381. + sizeof(sd->crit_atk_rate)
  1382. + sizeof(sd->hp_loss_rate)
  1383. + sizeof(sd->sp_loss_rate)
  1384. + sizeof(sd->classchange)
  1385. + sizeof(sd->speed_add_rate)
  1386. + sizeof(sd->aspd_add_rate)
  1387. + sizeof(sd->setitem_hash)
  1388. + sizeof(sd->setitem_hash2)
  1389. // shorts
  1390. + sizeof(sd->splash_range)
  1391. + sizeof(sd->splash_add_range)
  1392. + sizeof(sd->add_steal_rate)
  1393. + sizeof(sd->hp_loss_value)
  1394. + sizeof(sd->sp_loss_value)
  1395. + sizeof(sd->hp_loss_type)
  1396. + sizeof(sd->hp_gain_value)
  1397. + sizeof(sd->sp_gain_value)
  1398. + sizeof(sd->add_drop_count)
  1399. + sizeof(sd->unbreakable)
  1400. + sizeof(sd->unbreakable_equip)
  1401. + sizeof(sd->unstripable_equip)
  1402. + sizeof(sd->no_regen)
  1403. + sizeof(sd->add_def_count)
  1404. + sizeof(sd->add_mdef_count)
  1405. + sizeof(sd->add_dmg_count)
  1406. + sizeof(sd->add_mdmg_count)
  1407. );
  1408. // Parse equipment.
  1409. for(i=0;i<10;i++) {
  1410. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1411. if(index < 0)
  1412. continue;
  1413. if(i == 9 && sd->equip_index[8] == index)
  1414. continue;
  1415. if(i == 5 && sd->equip_index[4] == index)
  1416. continue;
  1417. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1418. continue;
  1419. if(!sd->inventory_data[index])
  1420. continue;
  1421. status->def += sd->inventory_data[index]->def;
  1422. if(first&1 && sd->inventory_data[index]->equip_script)
  1423. { //Execute equip-script on login
  1424. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1425. if (!calculating)
  1426. return 1;
  1427. }
  1428. if(sd->inventory_data[index]->type == 4) {
  1429. int r,wlv = sd->inventory_data[index]->wlv;
  1430. struct weapon_data *wd;
  1431. struct weapon_atk *wa;
  1432. if (wlv >= MAX_REFINE_BONUS)
  1433. wlv = MAX_REFINE_BONUS - 1;
  1434. if(i == 8 && sd->status.inventory[index].equip == 0x20) {
  1435. wd = &sd->left_weapon; // Left-hand weapon
  1436. wa = status->lhw;
  1437. } else {
  1438. wd = &sd->right_weapon;
  1439. wa = &status->rhw;
  1440. }
  1441. wa->atk += sd->inventory_data[index]->atk;
  1442. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1443. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1444. wd->overrefine = r*refinebonus[wlv][1];
  1445. wa->range += sd->inventory_data[index]->range;
  1446. if(sd->inventory_data[index]->script) {
  1447. if (wd == &sd->left_weapon) {
  1448. sd->state.lr_flag = 1;
  1449. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1450. sd->state.lr_flag = 0;
  1451. } else
  1452. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1453. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1454. return 1;
  1455. }
  1456. if(sd->status.inventory[index].card[0]==0x00ff)
  1457. { // Forged weapon
  1458. wd->star += (sd->status.inventory[index].card[1]>>8);
  1459. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1460. if(pc_famerank( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1461. wd->star += 10;
  1462. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1463. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1464. }
  1465. }
  1466. else if(sd->inventory_data[index]->type == 5) {
  1467. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1468. if(sd->inventory_data[index]->script) {
  1469. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1470. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1471. return 1;
  1472. }
  1473. }
  1474. }
  1475. if(sd->equip_index[10] >= 0){ // 矢
  1476. index = sd->equip_index[10];
  1477. if(sd->inventory_data[index]){ // Arrows
  1478. sd->state.lr_flag = 2;
  1479. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1480. sd->state.lr_flag = 0;
  1481. sd->arrow_atk += sd->inventory_data[index]->atk;
  1482. }
  1483. }
  1484. //Store equipment script bonuses
  1485. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1486. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1487. status->def += (refinedef+50)/100;
  1488. //Parse Cards
  1489. for(i=0;i<10;i++) {
  1490. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1491. if(index < 0)
  1492. continue;
  1493. if(i == 9 && sd->equip_index[8] == index)
  1494. continue;
  1495. if(i == 5 && sd->equip_index[4] == index)
  1496. continue;
  1497. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1498. continue;
  1499. if(sd->inventory_data[index]) {
  1500. int j,c;
  1501. struct item_data *data;
  1502. //Card script execution.
  1503. if(sd->status.inventory[index].card[0]==0x00ff ||
  1504. sd->status.inventory[index].card[0]==0x00fe ||
  1505. sd->status.inventory[index].card[0]==(short)0xff00)
  1506. continue;
  1507. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1508. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1509. if(!c)
  1510. continue;
  1511. data = itemdb_exists(c);
  1512. if(!data)
  1513. continue;
  1514. if(first&1 && data->equip_script)
  1515. { //Execute equip-script on login
  1516. run_script(data->equip_script,0,sd->bl.id,0);
  1517. if (!calculating)
  1518. return 1;
  1519. }
  1520. if(!data->script)
  1521. continue;
  1522. if(data->flag.no_equip) { //Card restriction checks.
  1523. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1524. continue;
  1525. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1526. continue;
  1527. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1528. continue;
  1529. }
  1530. if(i == 8 && sd->status.inventory[index].equip == 0x20)
  1531. { //Left hand status.
  1532. sd->state.lr_flag = 1;
  1533. run_script(data->script,0,sd->bl.id,0);
  1534. sd->state.lr_flag = 0;
  1535. } else
  1536. run_script(data->script,0,sd->bl.id,0);
  1537. if (!calculating) //Abort, run_script his function. [Skotlex]
  1538. return 1;
  1539. }
  1540. }
  1541. }
  1542. if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0)
  1543. { // Pet
  1544. struct pet_data *pd=sd->pd;
  1545. if(pd && (!battle_config.pet_equip_required || pd->equip > 0) &&
  1546. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1547. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1548. }
  1549. //param_bonus now holds card bonuses.
  1550. if(status->rhw.range < 1) status->rhw.range = 1;
  1551. if(status->lhw->range < 1) status->lhw->range = 1;
  1552. if(status->rhw.range < status->lhw->range)
  1553. status->rhw.range = status->lhw->range;
  1554. sd->double_rate += sd->double_add_rate;
  1555. sd->perfect_hit += sd->perfect_hit_add;
  1556. sd->splash_range += sd->splash_add_range;
  1557. if(sd->aspd_add_rate)
  1558. sd->aspd_rate += sd->aspd_add_rate;
  1559. if(sd->speed_add_rate)
  1560. sd->speed_rate += sd->speed_add_rate;
  1561. // Damage modifiers from weapon type
  1562. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1563. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1564. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1565. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1566. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1567. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1568. // ----- STATS CALCULATION -----
  1569. // Job bonuses
  1570. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1571. if(!job_bonus[sd->status.class_][i])
  1572. continue;
  1573. switch(job_bonus[sd->status.class_][i]) {
  1574. case 1:
  1575. status->str++;
  1576. break;
  1577. case 2:
  1578. status->agi++;
  1579. break;
  1580. case 3:
  1581. status->vit++;
  1582. break;
  1583. case 4:
  1584. status->int_++;
  1585. break;
  1586. case 5:
  1587. status->dex++;
  1588. break;
  1589. case 6:
  1590. status->luk++;
  1591. break;
  1592. }
  1593. }
  1594. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1595. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1596. status->str += 10;
  1597. status->agi += 10;
  1598. status->vit += 10;
  1599. status->int_+= 10;
  1600. status->dex += 10;
  1601. status->luk += 10;
  1602. }
  1603. // Absolute modifiers from passive skills
  1604. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1605. status->str++;
  1606. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1607. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1608. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1609. status->dex += skill;
  1610. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1611. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1612. status->str = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1613. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1614. status->agi = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1615. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1616. status->vit = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1617. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1618. status->int_ = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1619. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1620. status->dex = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1621. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1622. status->luk = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1623. // ------ BASE ATTACK CALCULATION ------
  1624. // Basic Base ATK value
  1625. status->batk += status_base_atk(&sd->bl,status);
  1626. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1627. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1628. status->batk += sd->weapon_atk[sd->status.weapon];
  1629. // Absolute modifiers from passive skills
  1630. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1631. status->batk += 4;
  1632. // ----- MATK CALCULATION -----
  1633. // Basic MATK value
  1634. status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
  1635. status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
  1636. // ----- CRIT CALCULATION -----
  1637. // Basic Crit value
  1638. status->cri += (status->luk*3)+10;
  1639. // ----- HIT CALCULATION -----
  1640. // Basic Hit value
  1641. status->hit += status->dex + sd->status.base_level;
  1642. // Absolute modifiers from passive skills
  1643. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1644. status->hit += skill*2;
  1645. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1646. status->hit += skill;
  1647. if(sd->status.weapon == W_BOW)
  1648. status->rhw.range += skill;
  1649. }
  1650. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1651. {
  1652. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1653. status->hit += 2*skill;
  1654. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1655. status->hit += skill;
  1656. status->rhw.range += skill;
  1657. }
  1658. }
  1659. // ----- FLEE CALCULATION -----
  1660. // Basic Flee value
  1661. status->flee += status->agi + sd->status.base_level;
  1662. // Absolute modifiers from passive skills
  1663. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1664. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1665. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1666. status->flee += (skill*3)>>1;
  1667. // ----- PERFECT DODGE CALCULATION -----
  1668. // Basic Perfect Dodge value
  1669. status->flee2 += status->luk+10;
  1670. // ----- VIT-DEF CALCULATION -----
  1671. // Basic VIT-DEF value
  1672. status->def2 += status->vit;
  1673. // ----- EQUIPMENT-DEF CALCULATION -----
  1674. // Apply relative modifiers from equipment
  1675. if(sd->def_rate != 100)
  1676. status->def = status->def * sd->def_rate/100;
  1677. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1678. {
  1679. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1680. status->def = (unsigned char)battle_config.max_def;
  1681. }
  1682. // ----- INT-MDEF CALCULATION -----
  1683. // Basic INT-MDEF value
  1684. status->mdef2 += status->int_ + (status->vit>>1);
  1685. // ----- EQUIPMENT-MDEF CALCULATION -----
  1686. // Apply relative modifiers from equipment
  1687. if(sd->mdef_rate != 100)
  1688. status->mdef = status->mdef * sd->mdef_rate/100;
  1689. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1690. {
  1691. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1692. status->mdef = (unsigned char)battle_config.max_def;
  1693. }
  1694. // ----- WALKING SPEED CALCULATION -----
  1695. // Relative modifiers from passive skills
  1696. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1697. status->speed -= status->speed * 25/100;
  1698. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1699. status->speed += status->speed * (100-10*skill)/100;
  1700. // ----- ASPD CALCULATION -----
  1701. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1702. // Basic ASPD value
  1703. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1704. i = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1705. else
  1706. i = (
  1707. (aspd_base[sd->status.class_][sd->weapontype1]
  1708. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
  1709. (aspd_base[sd->status.class_][sd->weapontype2]
  1710. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000)
  1711. ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1712. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1713. // Relative modifiers from passive skills
  1714. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1715. status->aspd_rate -= (skill/2);
  1716. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1717. status->aspd_rate -= (skill*3);
  1718. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1719. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1720. status->aspd_rate -= (skill/2);
  1721. if(pc_isriding(sd))
  1722. status->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1723. status->adelay = 2*status->amotion;
  1724. // ----- DMOTION -----
  1725. //
  1726. i = 800-status->agi*4;
  1727. status->dmotion = cap_value(i, 400, 800);
  1728. // ----- HP MAX CALCULATION -----
  1729. // Basic MaxHP value
  1730. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1731. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1732. status->max_hp += sd->status.max_hp;
  1733. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1734. status->max_hp += 2000;
  1735. // Absolute modifiers from passive skills
  1736. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1737. status->max_hp += skill*200;
  1738. // ----- SP MAX CALCULATION -----
  1739. // Basic MaxSP value
  1740. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1741. status->max_sp += sd->status.max_sp;
  1742. // Absolute modifiers from passive skills
  1743. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1744. status->max_sp += 30*skill;
  1745. if(status->sp>status->max_sp)
  1746. status->sp=status->max_sp;
  1747. // ----- RESPAWN HP/SP -----
  1748. //
  1749. //Calc respawn hp and store it on base_status
  1750. if (sd->special_state.restart_full_recover)
  1751. {
  1752. status->hp = status->max_hp;
  1753. status->sp = status->max_sp;
  1754. } else {
  1755. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1756. && battle_config.restart_hp_rate < 50)
  1757. status->hp=status->max_hp>>1;
  1758. else
  1759. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1760. if(status->hp < 0)
  1761. status->hp = 1;
  1762. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1763. }
  1764. // ----- MISC CALCULATIONS -----
  1765. // Weight
  1766. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1767. sd->max_weight += 2000*skill;
  1768. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1769. sd->max_weight += 10000;
  1770. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1771. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1772. // Skill SP cost
  1773. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1774. sd->dsprate -= 4*skill;
  1775. if(sd->sc.count){
  1776. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1777. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1778. }
  1779. if(sd->dsprate < 0) sd->dsprate = 0;
  1780. // Anti-element and anti-race
  1781. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1782. sd->subele[6] += skill*5;
  1783. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1784. sd->subele[0] += skill;
  1785. sd->subele[3] += skill*4;
  1786. }
  1787. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1788. skill = skill*4;
  1789. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1790. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1791. sd->magic_addrace[RC_DRAGON]+=skill;
  1792. sd->subrace[RC_DRAGON]+=skill;
  1793. }
  1794. if(sd->sc.count){
  1795. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  1796. { //Update the card-bonus data
  1797. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  1798. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  1799. }
  1800. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  1801. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  1802. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  1803. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  1804. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  1805. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  1806. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  1807. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  1808. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  1809. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  1810. }
  1811. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  1812. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  1813. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  1814. }
  1815. }
  1816. status_cpy(&sd->battle_status, status);
  1817. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  1818. status = &sd->battle_status; //Need to compare versus this.
  1819. // ----- CLIENT-SIDE REFRESH -----
  1820. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  1821. clif_skillinfoblock(sd);
  1822. if(b_status.speed != status->speed)
  1823. clif_updatestatus(sd,SP_SPEED);
  1824. if(b_weight != sd->weight)
  1825. clif_updatestatus(sd,SP_WEIGHT);
  1826. if(b_max_weight != sd->max_weight) {
  1827. clif_updatestatus(sd,SP_MAXWEIGHT);
  1828. pc_checkweighticon(sd);
  1829. }
  1830. if(b_status.str != status->str)
  1831. clif_updatestatus(sd,SP_STR);
  1832. if(b_status.agi != status->agi)
  1833. clif_updatestatus(sd,SP_AGI);
  1834. if(b_status.vit != status->vit)
  1835. clif_updatestatus(sd,SP_VIT);
  1836. if(b_status.int_ != status->int_)
  1837. clif_updatestatus(sd,SP_INT);
  1838. if(b_status.dex != status->dex)
  1839. clif_updatestatus(sd,SP_DEX);
  1840. if(b_status.luk != status->luk)
  1841. clif_updatestatus(sd,SP_LUK);
  1842. if(b_status.hit != status->hit)
  1843. clif_updatestatus(sd,SP_HIT);
  1844. if(b_status.flee != status->flee)
  1845. clif_updatestatus(sd,SP_FLEE1);
  1846. if(b_status.amotion != status->amotion)
  1847. clif_updatestatus(sd,SP_ASPD);
  1848. if(b_status.rhw.atk != status->rhw.atk ||
  1849. b_status.lhw->atk != status->lhw->atk ||
  1850. b_status.batk != status->batk)
  1851. clif_updatestatus(sd,SP_ATK1);
  1852. if(b_status.def != status->def)
  1853. clif_updatestatus(sd,SP_DEF1);
  1854. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  1855. b_status.lhw->atk2 != status->lhw->atk2)
  1856. clif_updatestatus(sd,SP_ATK2);
  1857. if(b_status.def2 != status->def2)
  1858. clif_updatestatus(sd,SP_DEF2);
  1859. if(b_status.flee2 != status->flee2)
  1860. clif_updatestatus(sd,SP_FLEE2);
  1861. if(b_status.cri != status->cri)
  1862. clif_updatestatus(sd,SP_CRITICAL);
  1863. if(b_status.matk_max != status->matk_max)
  1864. clif_updatestatus(sd,SP_MATK1);
  1865. if(b_status.matk_min != status->matk_min)
  1866. clif_updatestatus(sd,SP_MATK2);
  1867. if(b_status.mdef != status->mdef)
  1868. clif_updatestatus(sd,SP_MDEF1);
  1869. if(b_status.mdef2 != status->mdef2)
  1870. clif_updatestatus(sd,SP_MDEF2);
  1871. if(b_status.rhw.range != status->rhw.range)
  1872. clif_updatestatus(sd,SP_ATTACKRANGE);
  1873. if(b_status.max_hp != status->max_hp)
  1874. clif_updatestatus(sd,SP_MAXHP);
  1875. if(b_status.max_sp != status->max_sp)
  1876. clif_updatestatus(sd,SP_MAXSP);
  1877. if(b_status.hp != status->hp)
  1878. clif_updatestatus(sd,SP_HP);
  1879. if(b_status.sp != status->sp)
  1880. clif_updatestatus(sd,SP_SP);
  1881. calculating = 0;
  1882. return 0;
  1883. }
  1884. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  1885. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  1886. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  1887. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  1888. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  1889. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  1890. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  1891. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  1892. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  1893. static unsigned short status_calc_hit(struct block_list *,struct status_change *,int);
  1894. static unsigned short status_calc_critical(struct block_list *,struct status_change *,int);
  1895. static unsigned short status_calc_flee(struct block_list *,struct status_change *,int);
  1896. static unsigned short status_calc_flee2(struct block_list *,struct status_change *,int);
  1897. static unsigned char status_calc_def(struct block_list *,struct status_change *,int);
  1898. static unsigned short status_calc_def2(struct block_list *,struct status_change *,int);
  1899. static unsigned char status_calc_mdef(struct block_list *,struct status_change *,int);
  1900. static unsigned short status_calc_mdef2(struct block_list *,struct status_change *,int);
  1901. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  1902. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  1903. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  1904. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  1905. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  1906. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  1907. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  1908. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  1909. //Calculates some attributes that depends on modified stats from status changes.
  1910. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  1911. {
  1912. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  1913. int skill;
  1914. if(flag&(SCB_MAXHP|SCB_VIT))
  1915. {
  1916. flag|=SCB_MAXHP; //Ensures client-side refresh
  1917. status->max_hp = status_base_pc_maxhp(sd,status);
  1918. status->max_hp += b_status->max_hp - sd->status.max_hp;
  1919. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  1920. // Apply relative modifiers from equipment
  1921. if(sd->hprate!=100)
  1922. status->max_hp = status->max_hp * sd->hprate/100;
  1923. if(battle_config.hp_rate != 100)
  1924. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1925. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1926. status->max_hp = battle_config.max_hp;
  1927. else if(!status->max_hp)
  1928. status->max_hp = 1;
  1929. if(status->hp > status->max_hp) {
  1930. status->hp = status->max_hp;
  1931. clif_updatestatus(sd,SP_HP);
  1932. }
  1933. sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);
  1934. // Apply relative modifiers from equipment
  1935. if(sd->hprecov_rate != 100)
  1936. sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
  1937. if(sd->nhealhp < 1) sd->nhealhp = 1;
  1938. else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
  1939. // Skill-related HP recovery
  1940. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  1941. sd->nshealhp = skill*5 + (status->max_hp*skill/500);
  1942. // Skill-related HP recovery (only when sit)
  1943. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  1944. sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
  1945. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  1946. sd->nsshealhp = skill*30 + (status->max_hp*skill/500);
  1947. if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
  1948. if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
  1949. }
  1950. if(flag&(SCB_MAXSP|SCB_INT))
  1951. {
  1952. flag|=SCB_MAXSP;
  1953. status->max_sp = status_base_pc_maxsp(sd,status);
  1954. status->max_sp += b_status->max_sp - sd->status.max_sp;
  1955. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1956. status->max_sp += status->max_sp * skill/100;
  1957. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1958. status->max_sp += status->max_sp * 2*skill/100;
  1959. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  1960. // Apply relative modifiers from equipment
  1961. if(sd->sprate!=100)
  1962. status->max_sp = status->max_sp * sd->sprate/100;
  1963. if(battle_config.sp_rate != 100)
  1964. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1965. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1966. status->max_sp = battle_config.max_sp;
  1967. else if(!status->max_sp)
  1968. status->max_sp = 1;
  1969. if(status->sp > status->max_sp) {
  1970. status->sp = status->max_sp;
  1971. clif_updatestatus(sd,SP_SP);
  1972. }
  1973. sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
  1974. if(status->int_ >= 120)
  1975. sd->nhealsp += ((status->int_-120)>>1) + 4;
  1976. // Relative modifiers from passive skills
  1977. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  1978. sd->nhealsp += sd->nhealsp * 3*skill/100;
  1979. // Apply relative modifiers from equipment
  1980. if(sd->sprecov_rate != 100)
  1981. sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
  1982. if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
  1983. else if(sd->nhealsp < 1) sd->nhealsp = 1;
  1984. // Skill-related SP recovery
  1985. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  1986. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  1987. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  1988. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  1989. // Skill-related SP recovery (only when sit)
  1990. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  1991. sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
  1992. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  1993. {
  1994. sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
  1995. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  1996. sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
  1997. }
  1998. if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
  1999. if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
  2000. }
  2001. if(flag&SCB_MATK) {
  2002. //New matk
  2003. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2004. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2005. //Bonuses from previous matk
  2006. status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
  2007. status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
  2008. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2009. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2010. if(sd->matk_rate != 100){
  2011. status->matk_max = status->matk_max * sd->matk_rate/100;
  2012. status->matk_min = status->matk_min * sd->matk_rate/100;
  2013. }
  2014. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2015. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2016. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2017. }
  2018. }
  2019. if(flag&SCB_HIT) {
  2020. if(sd->hit_rate != 100)
  2021. status->hit = status->hit * sd->hit_rate/100;
  2022. if(status->hit < 1) status->hit = 1;
  2023. }
  2024. if(flag&SCB_FLEE) {
  2025. if(sd->flee_rate != 100)
  2026. status->flee = status->flee * sd->flee_rate/100;
  2027. if(status->flee < 1) status->flee = 1;
  2028. }
  2029. if(flag&SCB_DEF2) {
  2030. if(sd->def2_rate != 100)
  2031. status->def2 = status->def2 * sd->def2_rate/100;
  2032. if(status->def2 < 1) status->def2 = 1;
  2033. }
  2034. if(flag&SCB_MDEF2) {
  2035. if(sd->mdef2_rate != 100)
  2036. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2037. if(status->mdef2 < 1) status->mdef2 = 1;
  2038. }
  2039. if(flag&SCB_SPEED) {
  2040. if(sd->speed_rate != 100)
  2041. status->speed = status->speed*sd->speed_rate/100;
  2042. if(status->speed < battle_config.max_walk_speed)
  2043. status->speed = battle_config.max_walk_speed;
  2044. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2045. //Store casting walk speed for quick restoration. [Skotlex]
  2046. sd->prev_speed = status->speed * (175-5*skill)/100;
  2047. if(sd->ud.skilltimer != -1) { //Swap speed.
  2048. skill = status->speed;
  2049. status->speed = sd->prev_speed;
  2050. sd->prev_speed = skill;
  2051. }
  2052. }
  2053. }
  2054. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2055. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2056. skill = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2057. else
  2058. skill = (
  2059. (aspd_base[sd->status.class_][sd->weapontype1]
  2060. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
  2061. (aspd_base[sd->status.class_][sd->weapontype2]
  2062. -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000)
  2063. ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  2064. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2065. // Apply all relative modifiers
  2066. if(status->aspd_rate != 100)
  2067. skill = skill *status->aspd_rate/100;
  2068. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2069. status->adelay = 2*status->amotion;
  2070. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2071. //Store casting adelay for quick restoration. [Skotlex]
  2072. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2073. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2074. skill = status->adelay;
  2075. status->adelay = sd->prev_adelay;
  2076. sd->prev_adelay = skill;
  2077. }
  2078. }
  2079. }
  2080. if(flag&(SCB_AGI|SCB_DSPD)) {
  2081. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  2082. skill = 800-status->agi*4;
  2083. status->dmotion = cap_value(skill, 400, 800);
  2084. if(battle_config.pc_damage_delay_rate != 100)
  2085. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2086. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2087. }
  2088. if(flag&SCB_CRI)
  2089. {
  2090. if(sd->critical_rate != 100)
  2091. status->cri = status->cri * sd->critical_rate/100;
  2092. if(status->cri < 10) status->cri = 10;
  2093. }
  2094. if(flag&SCB_FLEE2) {
  2095. if(sd->flee2_rate != 100)
  2096. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2097. if(status->flee2 < 10) status->flee2 = 10;
  2098. }
  2099. if (flag == SCB_ALL)
  2100. return; //Refresh is done on invoking function (status_calc_pc)
  2101. if(flag&SCB_SPEED)
  2102. clif_updatestatus(sd,SP_SPEED);
  2103. if(flag&SCB_STR)
  2104. clif_updatestatus(sd,SP_STR);
  2105. if(flag&SCB_AGI)
  2106. clif_updatestatus(sd,SP_AGI);
  2107. if(flag&SCB_VIT)
  2108. clif_updatestatus(sd,SP_VIT);
  2109. if(flag&SCB_DEX)
  2110. clif_updatestatus(sd,SP_DEX);
  2111. if(flag&SCB_LUK)
  2112. clif_updatestatus(sd,SP_LUK);
  2113. if(flag&SCB_HIT)
  2114. clif_updatestatus(sd,SP_HIT);
  2115. if(flag&SCB_FLEE)
  2116. clif_updatestatus(sd,SP_FLEE1);
  2117. if(flag&SCB_ASPD)
  2118. clif_updatestatus(sd,SP_ASPD);
  2119. if(flag&(SCB_BATK|SCB_WATK))
  2120. clif_updatestatus(sd,SP_ATK1);
  2121. if(flag&SCB_DEF)
  2122. clif_updatestatus(sd,SP_DEF1);
  2123. if(flag&SCB_WATK)
  2124. clif_updatestatus(sd,SP_ATK2);
  2125. if(flag&SCB_DEF2)
  2126. clif_updatestatus(sd,SP_DEF2);
  2127. if(flag&SCB_FLEE2)
  2128. clif_updatestatus(sd,SP_FLEE2);
  2129. if(flag&SCB_CRI)
  2130. clif_updatestatus(sd,SP_CRITICAL);
  2131. if(flag&SCB_MATK) {
  2132. clif_updatestatus(sd,SP_MATK1);
  2133. clif_updatestatus(sd,SP_MATK2);
  2134. }
  2135. if(flag&SCB_MDEF)
  2136. clif_updatestatus(sd,SP_MDEF1);
  2137. if(flag&SCB_MDEF2)
  2138. clif_updatestatus(sd,SP_MDEF2);
  2139. if(flag&SCB_RANGE)
  2140. clif_updatestatus(sd,SP_ATTACKRANGE);
  2141. if(flag&SCB_MAXHP)
  2142. clif_updatestatus(sd,SP_MAXHP);
  2143. if(flag&SCB_MAXSP)
  2144. clif_updatestatus(sd,SP_MAXSP);
  2145. }
  2146. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2147. {
  2148. struct status_data *b_status, *status;
  2149. struct status_change *sc;
  2150. int temp;
  2151. TBL_PC *sd;
  2152. b_status = status_get_base_status(bl);
  2153. status = status_get_status_data(bl);
  2154. sc = status_get_sc(bl);
  2155. if (!b_status || !status)
  2156. return;
  2157. BL_CAST(BL_PC,bl,sd);
  2158. if(sd && flag&SCB_PC)
  2159. { //Recalc everything.
  2160. status_calc_pc(sd,0);
  2161. return;
  2162. }
  2163. if(!sd && (!sc || !sc->count)) { //No difference.
  2164. status_cpy(status, b_status);
  2165. return;
  2166. }
  2167. if(flag&SCB_STR) {
  2168. status->str = status_calc_str(bl, sc, b_status->str);
  2169. flag|=SCB_BATK;
  2170. }
  2171. if(flag&SCB_AGI) {
  2172. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2173. flag|=SCB_FLEE;
  2174. }
  2175. if(flag&SCB_VIT) {
  2176. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2177. flag|=SCB_DEF2|SCB_MDEF2;
  2178. }
  2179. if(flag&SCB_INT) {
  2180. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2181. flag|=SCB_MATK|SCB_MDEF2;
  2182. }
  2183. if(flag&SCB_DEX) {
  2184. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2185. flag|=SCB_BATK|SCB_HIT;
  2186. }
  2187. if(flag&SCB_LUK) {
  2188. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2189. flag|=SCB_CRI|SCB_FLEE2;
  2190. }
  2191. if(flag&SCB_BATK && b_status->batk) {
  2192. status->batk = status_base_atk(bl,status);
  2193. temp = b_status->batk - status_base_atk(bl,b_status);
  2194. if (temp)
  2195. status->batk += temp;
  2196. status->batk = status_calc_batk(bl, sc, status->batk);
  2197. }
  2198. if(flag&SCB_WATK) {
  2199. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2200. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2201. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2202. if (sd) sd->state.lr_flag = 1;
  2203. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2204. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2205. if (sd) sd->state.lr_flag = 0;
  2206. }
  2207. }
  2208. if(flag&SCB_HIT) {
  2209. if (status->dex == b_status->dex)
  2210. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2211. else
  2212. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2213. }
  2214. if(flag&SCB_FLEE) {
  2215. if (status->agi == b_status->agi)
  2216. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2217. else
  2218. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2219. }
  2220. if(flag&SCB_DEF)
  2221. status->def = status_calc_def(bl, sc, b_status->def);
  2222. if(flag&SCB_DEF2) {
  2223. if (status->vit == b_status->vit)
  2224. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2225. else
  2226. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2227. }
  2228. if(flag&SCB_MDEF)
  2229. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2230. if(flag&SCB_MDEF2) {
  2231. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2232. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2233. else
  2234. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2235. }
  2236. if(flag&SCB_SPEED)
  2237. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2238. if(flag&SCB_CRI && b_status->cri) {
  2239. if (status->luk == b_status->luk)
  2240. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2241. else
  2242. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2243. }
  2244. if(flag&SCB_FLEE2 && b_status->flee2) {
  2245. if (status->luk == b_status->luk)
  2246. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2247. else
  2248. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2249. }
  2250. if(flag&SCB_ATK_ELE) {
  2251. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2252. if(status->lhw && b_status->lhw) {
  2253. if (sd) sd->state.lr_flag = 1;
  2254. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2255. if (sd) sd->state.lr_flag = 0;
  2256. }
  2257. }
  2258. if(flag&SCB_DEF_ELE) {
  2259. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2260. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2261. }
  2262. if(flag&SCB_MODE)
  2263. {
  2264. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2265. //Since mode changed, reset their state.
  2266. unit_stop_attack(bl);
  2267. unit_stop_walking(bl,0);
  2268. }
  2269. // No status changes alter these yet.
  2270. // if(flag&SCB_SIZE)
  2271. // if(flag&SCB_RACE)
  2272. // if(flag&SCB_RANGE)
  2273. if(sd) {
  2274. //The remaining are handled quite different by players, so use their own function.
  2275. status_calc_bl_sub_pc(sd, flag);
  2276. return;
  2277. }
  2278. if(flag&SCB_MAXHP) {
  2279. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2280. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2281. status->hp = status->max_hp;
  2282. }
  2283. if(flag&SCB_MAXSP) {
  2284. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2285. if (status->sp > status->max_sp)
  2286. status->sp = status->max_sp;
  2287. }
  2288. if(flag&SCB_MATK) {
  2289. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2290. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2291. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2292. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2293. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2294. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2295. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2296. }
  2297. }
  2298. if(flag&SCB_ASPD) {
  2299. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2300. temp = status->aspd_rate*b_status->amotion/100;
  2301. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2302. temp = status->aspd_rate*b_status->adelay/100;
  2303. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2304. }
  2305. if(flag&SCB_DSPD)
  2306. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2307. }
  2308. /*==========================================
  2309. * Apply shared stat mods from status changes [DracoRPG]
  2310. *------------------------------------------
  2311. */
  2312. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2313. {
  2314. if(!sc || !sc->count)
  2315. return str;
  2316. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2317. str += sc->data[SC_INCALLSTATUS].val1;
  2318. if(sc->data[SC_INCSTR].timer!=-1)
  2319. str += sc->data[SC_INCSTR].val1;
  2320. if(sc->data[SC_STRFOOD].timer!=-1)
  2321. str += sc->data[SC_STRFOOD].val1;
  2322. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2323. str += 5;
  2324. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>12)&0xF))
  2325. str += (sc->data[SC_GUILDAURA].val4>>12)&0xF;
  2326. if(sc->data[SC_LOUD].timer!=-1)
  2327. str += 4;
  2328. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2329. str += 5;
  2330. if(sc->data[SC_SPURT].timer!=-1)
  2331. str += 10;
  2332. if(sc->data[SC_NEN].timer!=-1)
  2333. str += sc->data[SC_NEN].val1;
  2334. if(sc->data[SC_BLESSING].timer != -1){
  2335. if(sc->data[SC_BLESSING].val2)
  2336. str += sc->data[SC_BLESSING].val2;
  2337. else
  2338. str >>= 1;
  2339. }
  2340. if(sc->data[SC_MARIONETTE].timer!=-1)
  2341. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2342. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2343. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2344. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2345. str = 50;
  2346. return cap_value(str,1,USHRT_MAX);
  2347. }
  2348. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2349. {
  2350. if(!sc || !sc->count)
  2351. return agi;
  2352. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2353. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2354. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2355. agi += sc->data[SC_INCALLSTATUS].val1;
  2356. if(sc->data[SC_INCAGI].timer!=-1)
  2357. agi += sc->data[SC_INCAGI].val1;
  2358. if(sc->data[SC_AGIFOOD].timer!=-1)
  2359. agi += sc->data[SC_AGIFOOD].val1;
  2360. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>4)&0xF))
  2361. agi += (sc->data[SC_GUILDAURA].val4>>4)&0xF;
  2362. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2363. agi += 5;
  2364. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2365. agi += 2 + sc->data[SC_INCREASEAGI].val1;
  2366. if(sc->data[SC_INCREASING].timer!=-1)
  2367. agi += 4; // added based on skill updates [Reddozen]
  2368. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2369. agi -= 2 + sc->data[SC_DECREASEAGI].val1;
  2370. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2371. agi -= sc->data[SC_QUAGMIRE].val2;
  2372. if(sc->data[SC_SUITON].timer!=-1)
  2373. agi -= sc->data[SC_SUITON].val2;
  2374. if(sc->data[SC_MARIONETTE].timer!=-1)
  2375. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2376. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2377. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2378. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2379. agi = 50;
  2380. return cap_value(agi,1,USHRT_MAX);
  2381. }
  2382. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2383. {
  2384. if(!sc || !sc->count)
  2385. return vit;
  2386. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2387. vit += sc->data[SC_INCALLSTATUS].val1;
  2388. if(sc->data[SC_INCVIT].timer!=-1)
  2389. vit += sc->data[SC_INCVIT].val1;
  2390. if(sc->data[SC_VITFOOD].timer!=-1)
  2391. vit += sc->data[SC_VITFOOD].val1;
  2392. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>8)&0xF))
  2393. vit += (sc->data[SC_GUILDAURA].val4>>8)&0xF;
  2394. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2395. vit += 5;
  2396. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2397. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2398. if(sc->data[SC_MARIONETTE].timer!=-1)
  2399. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2400. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2401. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2402. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2403. vit = 50;
  2404. return cap_value(vit,1,USHRT_MAX);
  2405. }
  2406. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2407. {
  2408. if(!sc || !sc->count)
  2409. return int_;
  2410. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2411. int_ += sc->data[SC_INCALLSTATUS].val1;
  2412. if(sc->data[SC_INCINT].timer!=-1)
  2413. int_ += sc->data[SC_INCINT].val1;
  2414. if(sc->data[SC_INTFOOD].timer!=-1)
  2415. int_ += sc->data[SC_INTFOOD].val1;
  2416. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2417. int_ += 5;
  2418. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2419. int_ += 5;
  2420. if(sc->data[SC_BLESSING].timer != -1){
  2421. if (sc->data[SC_BLESSING].val2)
  2422. int_ += sc->data[SC_BLESSING].val2;
  2423. else
  2424. int_ >>= 1;
  2425. }
  2426. if(sc->data[SC_STRIPHELM].timer!=-1)
  2427. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2428. if(sc->data[SC_NEN].timer!=-1)
  2429. int_ += sc->data[SC_NEN].val1;
  2430. if(sc->data[SC_CHANGE].timer!=-1)
  2431. int_ += 60;
  2432. if(sc->data[SC_MARIONETTE].timer!=-1)
  2433. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2434. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2435. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2436. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2437. int_ = 50;
  2438. return cap_value(int_,1,USHRT_MAX);
  2439. }
  2440. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2441. {
  2442. if(!sc || !sc->count)
  2443. return dex;
  2444. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2445. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2446. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2447. dex += sc->data[SC_INCALLSTATUS].val1;
  2448. if(sc->data[SC_INCDEX].timer!=-1)
  2449. dex += sc->data[SC_INCDEX].val1;
  2450. if(sc->data[SC_DEXFOOD].timer!=-1)
  2451. dex += sc->data[SC_DEXFOOD].val1;
  2452. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2453. dex += 5;
  2454. if(sc->data[SC_GUILDAURA].timer != -1 && (sc->data[SC_GUILDAURA].val4&0xF))
  2455. dex += sc->data[SC_GUILDAURA].val4&0xF;
  2456. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2457. dex += 5;
  2458. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2459. dex -= sc->data[SC_QUAGMIRE].val2;
  2460. if(sc->data[SC_BLESSING].timer != -1){
  2461. if (sc->data[SC_BLESSING].val2)
  2462. dex += sc->data[SC_BLESSING].val2;
  2463. else
  2464. dex >>= 1;
  2465. }
  2466. if(sc->data[SC_INCREASING].timer!=-1)
  2467. dex += 4; // added based on skill updates [Reddozen]
  2468. if(sc->data[SC_MARIONETTE].timer!=-1)
  2469. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2470. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2471. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2472. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2473. dex = 50;
  2474. return cap_value(dex,1,USHRT_MAX);
  2475. }
  2476. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2477. {
  2478. if(!sc || !sc->count)
  2479. return luk;
  2480. if(sc->data[SC_CURSE].timer!=-1)
  2481. return 0;
  2482. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2483. luk += sc->data[SC_INCALLSTATUS].val1;
  2484. if(sc->data[SC_INCLUK].timer!=-1)
  2485. luk += sc->data[SC_INCLUK].val1;
  2486. if(sc->data[SC_LUKFOOD].timer!=-1)
  2487. luk += sc->data[SC_LUKFOOD].val1;
  2488. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2489. luk += 5;
  2490. if(sc->data[SC_GLORIA].timer!=-1)
  2491. luk += 30;
  2492. if(sc->data[SC_MARIONETTE].timer!=-1)
  2493. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2494. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2495. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2496. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2497. luk = 50;
  2498. return cap_value(luk,1,USHRT_MAX);
  2499. }
  2500. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2501. {
  2502. if(!sc || !sc->count)
  2503. return batk;
  2504. if(sc->data[SC_ATKPOTION].timer!=-1)
  2505. batk += sc->data[SC_ATKPOTION].val1;
  2506. if(sc->data[SC_BATKFOOD].timer!=-1)
  2507. batk += sc->data[SC_BATKFOOD].val1;
  2508. if(sc->data[SC_INCATKRATE].timer!=-1)
  2509. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2510. if(sc->data[SC_PROVOKE].timer!=-1)
  2511. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2512. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2513. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2514. if(sc->data[SC_SKE].timer!=-1)
  2515. batk += batk * 3;
  2516. if(sc->data[SC_BLOODLUST].timer!=-1)
  2517. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2518. if(sc->data[SC_FLEET].timer!=-1)
  2519. batk += batk * sc->data[SC_FLEET].val3/100;
  2520. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2521. batk -= batk * 25/100;
  2522. if(sc->data[SC_CURSE].timer!=-1)
  2523. batk -= batk * 25/100;
  2524. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2525. // if(sc->data[SC_BLEEDING].timer != -1)
  2526. // batk -= batk * 25/100;
  2527. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2528. batk += 100;
  2529. return cap_value(batk,0,USHRT_MAX);
  2530. }
  2531. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2532. {
  2533. if(!sc || !sc->count)
  2534. return watk;
  2535. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2536. watk += sc->data[SC_IMPOSITIO].val2;
  2537. if(sc->data[SC_WATKFOOD].timer!=-1)
  2538. watk += sc->data[SC_WATKFOOD].val1;
  2539. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2540. watk += sc->data[SC_DRUMBATTLE].val2;
  2541. if(sc->data[SC_VOLCANO].timer!=-1)
  2542. watk += sc->data[SC_VOLCANO].val2;
  2543. if(sc->data[SC_INCATKRATE].timer!=-1)
  2544. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2545. if(sc->data[SC_PROVOKE].timer!=-1)
  2546. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2547. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2548. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2549. if(sc->data[SC_SKE].timer!=-1)
  2550. watk += watk * 3;
  2551. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2552. if (bl->type != BL_PC)
  2553. watk += sc->data[SC_NIBELUNGEN].val2;
  2554. else {
  2555. TBL_PC *sd = (TBL_PC*)bl;
  2556. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2557. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2558. watk += sc->data[SC_NIBELUNGEN].val2;
  2559. }
  2560. }
  2561. if(sc->data[SC_BLOODLUST].timer!=-1)
  2562. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  2563. if(sc->data[SC_FLEET].timer!=-1)
  2564. watk += watk * sc->data[SC_FLEET].val3/100;
  2565. if(sc->data[SC_CURSE].timer!=-1)
  2566. watk -= watk * 25/100;
  2567. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2568. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2569. return cap_value(watk,0,USHRT_MAX);
  2570. }
  2571. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2572. {
  2573. if(!sc || !sc->count)
  2574. return matk;
  2575. if(sc->data[SC_MATKPOTION].timer!=-1)
  2576. matk += sc->data[SC_MATKPOTION].val1;
  2577. if(sc->data[SC_MATKFOOD].timer!=-1)
  2578. matk += sc->data[SC_MATKFOOD].val1;
  2579. if(sc->data[SC_MAGICPOWER].timer!=-1)
  2580. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  2581. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2582. matk += matk * 20*sc->data[SC_MINDBREAKER].val1/100;
  2583. if(sc->data[SC_INCMATKRATE].timer!=-1)
  2584. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  2585. return cap_value(matk,0,USHRT_MAX);
  2586. }
  2587. static unsigned short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  2588. {
  2589. if(!sc || !sc->count)
  2590. return critical;
  2591. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2592. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  2593. if (sc->data[SC_FORTUNE].timer!=-1)
  2594. critical += sc->data[SC_FORTUNE].val2;
  2595. if (sc->data[SC_TRUESIGHT].timer!=-1)
  2596. critical += sc->data[SC_TRUESIGHT].val2;
  2597. if(sc->data[SC_CLOAKING].timer!=-1)
  2598. critical += critical;
  2599. return cap_value(critical,0,USHRT_MAX);
  2600. }
  2601. static unsigned short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  2602. {
  2603. if(!sc || !sc->count)
  2604. return hit;
  2605. if(sc->data[SC_INCHIT].timer != -1)
  2606. hit += sc->data[SC_INCHIT].val1;
  2607. if(sc->data[SC_HITFOOD].timer!=-1)
  2608. hit += sc->data[SC_HITFOOD].val1;
  2609. if(sc->data[SC_TRUESIGHT].timer != -1)
  2610. hit += sc->data[SC_TRUESIGHT].val3;
  2611. if(sc->data[SC_HUMMING].timer!=-1)
  2612. hit += sc->data[SC_HUMMING].val2;
  2613. if(sc->data[SC_CONCENTRATION].timer != -1)
  2614. hit += sc->data[SC_CONCENTRATION].val3;
  2615. if(sc->data[SC_INCHITRATE].timer != -1)
  2616. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  2617. if(sc->data[SC_BLIND].timer != -1)
  2618. hit -= hit * 25/100;
  2619. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2620. hit += 30;
  2621. if(sc->data[SC_INCREASING].timer!=-1)
  2622. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  2623. return cap_value(hit,0,USHRT_MAX);
  2624. }
  2625. static unsigned short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  2626. {
  2627. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  2628. flee -= flee * battle_config.gvg_flee_penalty/100;
  2629. if(!sc || !sc->count)
  2630. return flee;
  2631. if(sc->data[SC_INCFLEE].timer!=-1)
  2632. flee += sc->data[SC_INCFLEE].val1;
  2633. if(sc->data[SC_FLEEFOOD].timer!=-1)
  2634. flee += sc->data[SC_FLEEFOOD].val1;
  2635. if(sc->data[SC_WHISTLE].timer!=-1)
  2636. flee += sc->data[SC_WHISTLE].val2;
  2637. if(sc->data[SC_WINDWALK].timer!=-1)
  2638. flee += sc->data[SC_WINDWALK].val2;
  2639. if(sc->data[SC_INCFLEERATE].timer!=-1)
  2640. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  2641. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  2642. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  2643. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  2644. flee += sc->data[SC_MOON_COMFORT].val2;
  2645. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  2646. flee += 10;
  2647. if(sc->data[SC_SPIDERWEB].timer!=-1)
  2648. flee -= flee * 50/100;
  2649. if(sc->data[SC_BERSERK].timer!=-1)
  2650. flee -= flee * 50/100;
  2651. if(sc->data[SC_BLIND].timer!=-1)
  2652. flee -= flee * 25/100;
  2653. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2654. flee += 30;
  2655. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2656. flee -= sc->data[SC_GATLINGFEVER].val1*5;
  2657. return cap_value(flee,0,USHRT_MAX);
  2658. }
  2659. static unsigned short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  2660. {
  2661. if(!sc || !sc->count)
  2662. return flee2;
  2663. if(sc->data[SC_WHISTLE].timer!=-1)
  2664. flee2 += sc->data[SC_WHISTLE].val3*10;
  2665. return cap_value(flee2,0,USHRT_MAX);
  2666. }
  2667. static unsigned char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  2668. {
  2669. if(!sc || !sc->count)
  2670. return def;
  2671. if(sc->data[SC_BERSERK].timer!=-1)
  2672. return 0;
  2673. if(sc->data[SC_KEEPING].timer!=-1)
  2674. return 100;
  2675. if(sc->data[SC_SKA].timer != -1)
  2676. return rand()%100; //Reports indicate SKA actually randomizes defense.
  2677. if(sc->data[SC_STEELBODY].timer!=-1)
  2678. return 90;
  2679. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2680. def += sc->data[SC_DRUMBATTLE].val3;
  2681. if(sc->data[SC_INCDEFRATE].timer!=-1)
  2682. def += def * sc->data[SC_INCDEFRATE].val1/100;
  2683. if(sc->data[SC_FREEZE].timer!=-1)
  2684. def >>=1;
  2685. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2686. def >>=1;
  2687. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  2688. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  2689. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2690. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  2691. if(sc->data[SC_SKE].timer!=-1)
  2692. def >>=1;
  2693. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  2694. def -= def * sc->data[SC_PROVOKE].val4/100;
  2695. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  2696. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  2697. if (sc->data[SC_FLING].timer!=-1)
  2698. def -= def * (sc->data[SC_FLING].val2)/100;
  2699. return cap_value(def,0,UCHAR_MAX);
  2700. }
  2701. static unsigned short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  2702. {
  2703. if(!sc || !sc->count)
  2704. return def2;
  2705. if(sc->data[SC_BERSERK].timer!=-1)
  2706. return 0;
  2707. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  2708. return 0;
  2709. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  2710. def2 += sc->data[SC_SUN_COMFORT].val2;
  2711. if(sc->data[SC_ANGELUS].timer!=-1)
  2712. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  2713. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2714. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  2715. if(sc->data[SC_POISON].timer!=-1)
  2716. def2 -= def2 * 25/100;
  2717. if(sc->data[SC_SKE].timer!=-1)
  2718. def2 -= def2 * 50/100;
  2719. if(sc->data[SC_PROVOKE].timer!=-1)
  2720. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  2721. if(sc->data[SC_JOINTBEAT].timer!=-1){
  2722. if(sc->data[SC_JOINTBEAT].val2==3)
  2723. def2 -= def2 * 50/100;
  2724. else if(sc->data[SC_JOINTBEAT].val2==4)
  2725. def2 -= def2 * 25/100;
  2726. }
  2727. if(sc->data[SC_FLING].timer!=-1)
  2728. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  2729. return cap_value(def2,0,USHRT_MAX);
  2730. }
  2731. static unsigned char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  2732. {
  2733. if(!sc || !sc->count)
  2734. return mdef;
  2735. if(sc->data[SC_BERSERK].timer!=-1)
  2736. return 0;
  2737. if(sc->data[SC_BARRIER].timer!=-1)
  2738. return 100;
  2739. if(sc->data[SC_STEELBODY].timer!=-1)
  2740. return 90;
  2741. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  2742. return 90;
  2743. if(sc->data[SC_FREEZE].timer!=-1)
  2744. mdef += 25*mdef/100;
  2745. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2746. mdef += 25*mdef/100;
  2747. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  2748. mdef += sc->data[SC_ENDURE].val1;
  2749. return cap_value(mdef,0,UCHAR_MAX);
  2750. }
  2751. static unsigned short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  2752. {
  2753. if(!sc || !sc->count)
  2754. return mdef2;
  2755. if(sc->data[SC_BERSERK].timer!=-1)
  2756. return 0;
  2757. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2758. mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100;
  2759. return cap_value(mdef2,0,USHRT_MAX);
  2760. }
  2761. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  2762. {
  2763. if(!sc || !sc->count)
  2764. return speed;
  2765. if(sc->data[SC_CURSE].timer!=-1)
  2766. speed += 450;
  2767. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  2768. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  2769. if(sc->data[SC_WEDDING].timer!=-1)
  2770. speed += 300;
  2771. if(sc->data[SC_SPEEDUP1].timer!=-1)
  2772. speed -= speed*50/100;
  2773. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  2774. speed -= speed*25/100;
  2775. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  2776. speed -= speed * 25/100;
  2777. else if(sc->data[SC_CARTBOOST].timer!=-1)
  2778. speed -= speed * 20/100;
  2779. else if(sc->data[SC_BERSERK].timer!=-1)
  2780. speed -= speed * 20/100;
  2781. else if(sc->data[SC_AVOID].timer!=-1)
  2782. speed -= speed * sc->data[SC_AVOID].val2/100;
  2783. else if(sc->data[SC_WINDWALK].timer!=-1)
  2784. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  2785. if(sc->data[SC_SLOWDOWN].timer!=-1)
  2786. speed += speed * 50/100;
  2787. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2788. speed += speed * 25/100;
  2789. if(sc->data[SC_STEELBODY].timer!=-1)
  2790. speed += speed * 25/100;
  2791. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2792. speed += speed * 50/100;
  2793. if(sc->data[SC_DONTFORGETME].timer!=-1)
  2794. speed += speed * sc->data[SC_DONTFORGETME].val3/100;
  2795. if(sc->data[SC_DEFENDER].timer!=-1)
  2796. speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100;
  2797. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  2798. speed += speed * 25/100;
  2799. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  2800. if (sc->data[SC_JOINTBEAT].val2 == 0)
  2801. speed += speed * 50/100;
  2802. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  2803. speed += speed * 30/100;
  2804. }
  2805. if(sc->data[SC_CLOAKING].timer!=-1)
  2806. speed = speed*(
  2807. (sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus
  2808. +sc->data[SC_CLOAKING].val3) /100; //Normal adjustment bonus.
  2809. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  2810. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  2811. if(sc->data[SC_LONGING].timer!=-1)
  2812. speed += speed*sc->data[SC_LONGING].val2/100;
  2813. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  2814. speed += speed*sc->data[SC_HIDING].val3/100;
  2815. if(sc->data[SC_CHASEWALK].timer!=-1)
  2816. speed = speed * sc->data[SC_CHASEWALK].val3/100;
  2817. if(sc->data[SC_RUN].timer!=-1)
  2818. speed -= speed * 25/100;
  2819. if(sc->data[SC_FUSION].timer != -1)
  2820. speed -= speed * 25/100;
  2821. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2822. speed += speed * 25/100;
  2823. return cap_value(speed,0,USHRT_MAX);
  2824. }
  2825. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  2826. {
  2827. int i;
  2828. if(!sc || !sc->count)
  2829. return aspd_rate;
  2830. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  2831. {
  2832. int max = 0;
  2833. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  2834. max = sc->data[SC_STAR_COMFORT].val2;
  2835. if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 20)
  2836. max = 20;
  2837. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  2838. max < sc->data[SC_TWOHANDQUICKEN].val2)
  2839. max = sc->data[SC_TWOHANDQUICKEN].val2;
  2840. if(sc->data[SC_ONEHAND].timer!=-1 &&
  2841. max < sc->data[SC_ONEHAND].val2)
  2842. max = sc->data[SC_ONEHAND].val2;
  2843. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  2844. max < sc->data[SC_ADRENALINE2].val2)
  2845. max = sc->data[SC_ADRENALINE2].val2;
  2846. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  2847. max < sc->data[SC_ADRENALINE].val2)
  2848. max = sc->data[SC_ADRENALINE].val2;
  2849. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  2850. max < sc->data[SC_SPEARQUICKEN].val2)
  2851. max = sc->data[SC_SPEARQUICKEN].val2;
  2852. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  2853. max < sc->data[SC_GATLINGFEVER].val2)
  2854. max = sc->data[SC_GATLINGFEVER].val2;
  2855. if(sc->data[SC_FLEET].timer!=-1 &&
  2856. max < sc->data[SC_FLEET].val2)
  2857. max = sc->data[SC_FLEET].val2;
  2858. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  2859. max < sc->data[SC_ASSNCROS].val2)
  2860. {
  2861. if (bl->type!=BL_PC)
  2862. max = sc->data[SC_ASSNCROS].val2;
  2863. else
  2864. switch(((TBL_PC*)bl)->status.weapon)
  2865. {
  2866. case W_BOW:
  2867. case W_REVOLVER:
  2868. case W_RIFLE:
  2869. case W_SHOTGUN:
  2870. case W_GATLING:
  2871. case W_GRENADE:
  2872. break;
  2873. default:
  2874. max = sc->data[SC_ASSNCROS].val2;
  2875. }
  2876. }
  2877. aspd_rate -= max;
  2878. if(sc->data[SC_BERSERK].timer!=-1)
  2879. aspd_rate -= 30; //Stacks with the rest of bonuses.
  2880. }
  2881. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  2882. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  2883. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  2884. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  2885. aspd_rate -= sc->data[i].val2;
  2886. if(sc->data[SC_DONTFORGETME].timer!=-1)
  2887. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  2888. if(sc->data[SC_LONGING].timer!=-1)
  2889. aspd_rate += sc->data[SC_LONGING].val2;
  2890. if(sc->data[SC_STEELBODY].timer!=-1)
  2891. aspd_rate += 25;
  2892. if(sc->data[SC_SKA].timer!=-1)
  2893. aspd_rate += 25;
  2894. if(sc->data[SC_DEFENDER].timer != -1)
  2895. aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5;
  2896. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  2897. aspd_rate += 25;
  2898. if(sc->data[SC_GRAVITATION].timer!=-1)
  2899. aspd_rate += sc->data[SC_GRAVITATION].val2;
  2900. //Curse shouldn't effect on this?
  2901. // if(sc->data[SC_BLEEDING].timer != -1)
  2902. // aspd_rate += 25;
  2903. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  2904. if (sc->data[SC_JOINTBEAT].val2 == 1)
  2905. aspd_rate += 25;
  2906. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  2907. aspd_rate += 10;
  2908. }
  2909. return cap_value(aspd_rate,0,SHRT_MAX);
  2910. }
  2911. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  2912. {
  2913. if(!sc || !sc->count || map_flag_gvg(bl->m))
  2914. return dmotion;
  2915. if (sc->data[SC_ENDURE].timer!=-1 ||
  2916. sc->data[SC_CONCENTRATION].timer!=-1)
  2917. return 0;
  2918. return cap_value(dmotion,0,USHRT_MAX);
  2919. }
  2920. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  2921. {
  2922. if(!sc || !sc->count)
  2923. return maxhp;
  2924. if(sc->data[SC_INCMHPRATE].timer!=-1)
  2925. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  2926. if(sc->data[SC_APPLEIDUN].timer!=-1)
  2927. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  2928. if(sc->data[SC_DELUGE].timer!=-1)
  2929. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  2930. if(sc->data[SC_BERSERK].timer!=-1)
  2931. maxhp += maxhp * 2;
  2932. return cap_value(maxhp,1,UINT_MAX);
  2933. }
  2934. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  2935. {
  2936. if(!sc || !sc->count)
  2937. return maxsp;
  2938. if(sc->data[SC_INCMSPRATE].timer!=-1)
  2939. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  2940. if(sc->data[SC_SERVICE4U].timer!=-1)
  2941. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  2942. return cap_value(maxsp,1,UINT_MAX);
  2943. }
  2944. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  2945. {
  2946. if(!sc || !sc->count)
  2947. return element;
  2948. if( sc->data[SC_FREEZE].timer!=-1 )
  2949. return ELE_WATER;
  2950. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2951. return ELE_EARTH;
  2952. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  2953. return ELE_HOLY;
  2954. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  2955. return sc->data[SC_ELEMENTALCHANGE].val3;
  2956. return cap_value(element,0,UCHAR_MAX);
  2957. }
  2958. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  2959. {
  2960. if(!sc || !sc->count)
  2961. return lv;
  2962. if( sc->data[SC_FREEZE].timer!=-1 )
  2963. return 1;
  2964. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2965. return 1;
  2966. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  2967. return 1;
  2968. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  2969. return sc->data[SC_ELEMENTALCHANGE].val4;
  2970. return cap_value(lv,1,4);
  2971. }
  2972. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  2973. {
  2974. if(!sc || !sc->count)
  2975. return element;
  2976. if( sc->data[SC_WATERWEAPON].timer!=-1)
  2977. return ELE_WATER;
  2978. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  2979. return ELE_EARTH;
  2980. if( sc->data[SC_FIREWEAPON].timer!=-1)
  2981. return ELE_FIRE;
  2982. if( sc->data[SC_WINDWEAPON].timer!=-1)
  2983. return ELE_WIND;
  2984. if( sc->data[SC_ENCPOISON].timer!=-1)
  2985. return ELE_POISON;
  2986. if( sc->data[SC_ASPERSIO].timer!=-1)
  2987. return ELE_HOLY;
  2988. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  2989. return ELE_DARK;
  2990. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  2991. return ELE_GHOST;
  2992. return cap_value(element,0,UCHAR_MAX);
  2993. }
  2994. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  2995. {
  2996. if(!sc || !sc->count)
  2997. return mode;
  2998. if(sc->data[SC_MODECHANGE].timer!=-1) {
  2999. if (sc->data[SC_MODECHANGE].val2)
  3000. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3001. if (sc->data[SC_MODECHANGE].val3)
  3002. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3003. if (sc->data[SC_MODECHANGE].val4)
  3004. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3005. }
  3006. return cap_value(mode,0,USHRT_MAX);
  3007. }
  3008. /*==========================================
  3009. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3010. *------------------------------------------
  3011. */
  3012. void status_freecast_switch(struct map_session_data *sd)
  3013. {
  3014. struct status_data *status;
  3015. unsigned short b_speed,tmp;
  3016. status = &sd->battle_status;
  3017. b_speed = status->speed;
  3018. tmp = status->speed;
  3019. status->speed = sd->prev_speed;
  3020. sd->prev_speed = tmp;
  3021. tmp = status->adelay;
  3022. status->adelay = sd->prev_adelay;
  3023. sd->prev_adelay = tmp;
  3024. if(b_speed != status->speed)
  3025. clif_updatestatus(sd,SP_SPEED);
  3026. }
  3027. /*==========================================
  3028. * 対象のClassを返す(汎用)
  3029. * 戻りは整数で0以上
  3030. *------------------------------------------
  3031. */
  3032. int status_get_class(struct block_list *bl)
  3033. {
  3034. nullpo_retr(0, bl);
  3035. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3036. return ((struct mob_data *)bl)->vd->class_;
  3037. if(bl->type==BL_PC)
  3038. return ((struct map_session_data *)bl)->status.class_;
  3039. if(bl->type==BL_PET)
  3040. return ((struct pet_data *)bl)->class_;
  3041. return 0;
  3042. }
  3043. /*==========================================
  3044. * 対象のレベルを返す(汎用)
  3045. * 戻りは整数で0以上
  3046. *------------------------------------------
  3047. */
  3048. int status_get_lv(struct block_list *bl)
  3049. {
  3050. nullpo_retr(0, bl);
  3051. if(bl->type==BL_MOB)
  3052. return ((TBL_MOB*)bl)->level;
  3053. if(bl->type==BL_PC)
  3054. return ((TBL_PC*)bl)->status.base_level;
  3055. if(bl->type==BL_PET)
  3056. return ((TBL_PET*)bl)->msd->pet.level;
  3057. if(bl->type==BL_HOMUNCULUS)
  3058. return ((TBL_HOMUNCULUS*)bl)->level;
  3059. return 1;
  3060. }
  3061. struct status_data *status_get_status_data(struct block_list *bl)
  3062. {
  3063. nullpo_retr(NULL, bl);
  3064. switch (bl->type) {
  3065. case BL_PC:
  3066. return &((TBL_PC*)bl)->battle_status;
  3067. case BL_MOB:
  3068. return &((TBL_MOB*)bl)->status;
  3069. case BL_PET:
  3070. return &((TBL_PET*)bl)->status;
  3071. case BL_HOMUNCULUS:
  3072. return &((TBL_HOMUNCULUS*)bl)->battle_status;
  3073. default:
  3074. return &dummy_status;
  3075. }
  3076. }
  3077. struct status_data *status_get_base_status(struct block_list *bl)
  3078. {
  3079. nullpo_retr(NULL, bl);
  3080. switch (bl->type) {
  3081. case BL_PC:
  3082. return &((TBL_PC*)bl)->base_status;
  3083. case BL_MOB:
  3084. return ((TBL_MOB*)bl)->base_status?
  3085. ((TBL_MOB*)bl)->base_status:
  3086. &((TBL_MOB*)bl)->db->status;
  3087. case BL_PET:
  3088. return &((TBL_PET*)bl)->db->status;
  3089. case BL_HOMUNCULUS:
  3090. return &((TBL_HOMUNCULUS*)bl)->base_status;
  3091. default:
  3092. return NULL;
  3093. }
  3094. }
  3095. unsigned short status_get_lwatk(struct block_list *bl)
  3096. {
  3097. struct status_data *status = status_get_status_data(bl);
  3098. return status->lhw?status->lhw->atk:0;
  3099. }
  3100. unsigned short status_get_lwatk2(struct block_list *bl)
  3101. {
  3102. struct status_data *status = status_get_status_data(bl);
  3103. return status->lhw?status->lhw->atk2:0;
  3104. }
  3105. unsigned char status_get_def(struct block_list *bl)
  3106. {
  3107. struct unit_data *ud;
  3108. struct status_data *status = status_get_status_data(bl);
  3109. int def = status?status->def:0;
  3110. ud = unit_bl2ud(bl);
  3111. if (ud && ud->skilltimer != -1)
  3112. def -= def * skill_get_castdef(ud->skillid)/100;
  3113. if(def < 0) def = 0;
  3114. return def;
  3115. }
  3116. unsigned short status_get_speed(struct block_list *bl)
  3117. {
  3118. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3119. return ((struct npc_data *)bl)->speed;
  3120. return status_get_status_data(bl)->speed;
  3121. }
  3122. unsigned char status_get_attack_lelement(struct block_list *bl)
  3123. {
  3124. struct status_data *status = status_get_status_data(bl);
  3125. return status->lhw?status->lhw->ele:0;
  3126. }
  3127. int status_get_party_id(struct block_list *bl)
  3128. {
  3129. nullpo_retr(0, bl);
  3130. if(bl->type==BL_PC)
  3131. return ((struct map_session_data *)bl)->status.party_id;
  3132. if(bl->type==BL_PET)
  3133. return ((struct pet_data *)bl)->msd->status.party_id;
  3134. if(bl->type==BL_MOB){
  3135. struct mob_data *md=(struct mob_data *)bl;
  3136. if( md->master_id>0 )
  3137. {
  3138. struct map_session_data *msd;
  3139. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3140. return msd->status.party_id;
  3141. return -md->master_id;
  3142. }
  3143. return 0; //No party.
  3144. }
  3145. if(bl->type==BL_SKILL)
  3146. return ((struct skill_unit *)bl)->group->party_id;
  3147. return 0;
  3148. }
  3149. int status_get_guild_id(struct block_list *bl)
  3150. {
  3151. nullpo_retr(0, bl);
  3152. if(bl->type==BL_PC)
  3153. return ((struct map_session_data *)bl)->status.guild_id;
  3154. if(bl->type==BL_PET)
  3155. return ((struct pet_data *)bl)->msd->status.guild_id;
  3156. if(bl->type==BL_MOB)
  3157. {
  3158. struct map_session_data *msd;
  3159. struct mob_data *md = (struct mob_data *)bl;
  3160. if (md->guardian_data) //Guardian's guild [Skotlex]
  3161. return md->guardian_data->guild_id;
  3162. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3163. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3164. return 0; //No guild.
  3165. }
  3166. if (bl->type == BL_NPC && bl->subtype == SCRIPT)
  3167. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3168. if(bl->type==BL_SKILL)
  3169. return ((struct skill_unit *)bl)->group->guild_id;
  3170. return 0;
  3171. }
  3172. int status_get_mexp(struct block_list *bl)
  3173. {
  3174. nullpo_retr(0, bl);
  3175. if(bl->type==BL_MOB)
  3176. return ((struct mob_data *)bl)->db->mexp;
  3177. if(bl->type==BL_PET)
  3178. return ((struct pet_data *)bl)->db->mexp;
  3179. return 0;
  3180. }
  3181. int status_get_race2(struct block_list *bl)
  3182. {
  3183. nullpo_retr(0, bl);
  3184. if(bl->type == BL_MOB)
  3185. return ((struct mob_data *)bl)->db->race2;
  3186. if(bl->type==BL_PET)
  3187. return ((struct pet_data *)bl)->db->race2;
  3188. return 0;
  3189. }
  3190. int status_isdead(struct block_list *bl)
  3191. {
  3192. nullpo_retr(0, bl);
  3193. return status_get_status_data(bl)->hp == 0;
  3194. }
  3195. int status_isimmune(struct block_list *bl)
  3196. {
  3197. struct status_change *sc =status_get_sc(bl);
  3198. if (bl->type == BL_PC &&
  3199. ((struct map_session_data *)bl)->special_state.no_magic_damage)
  3200. return 1;
  3201. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3202. return 1;
  3203. return 0;
  3204. }
  3205. struct view_data *status_get_viewdata(struct block_list *bl)
  3206. {
  3207. nullpo_retr(NULL, bl);
  3208. switch (bl->type)
  3209. {
  3210. case BL_PC:
  3211. return &((TBL_PC*)bl)->vd;
  3212. case BL_MOB:
  3213. return ((TBL_MOB*)bl)->vd;
  3214. case BL_PET:
  3215. return &((TBL_PET*)bl)->vd;
  3216. case BL_NPC:
  3217. return ((TBL_NPC*)bl)->vd;
  3218. case BL_HOMUNCULUS: //[blackhole89]
  3219. return ((struct homun_data*)bl)->vd;
  3220. }
  3221. return NULL;
  3222. }
  3223. void status_set_viewdata(struct block_list *bl, int class_)
  3224. {
  3225. struct view_data* vd;
  3226. nullpo_retv(bl);
  3227. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3228. vd = mob_get_viewdata(class_);
  3229. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3230. vd = npc_get_viewdata(class_);
  3231. else
  3232. vd = NULL;
  3233. switch (bl->type) {
  3234. case BL_PC:
  3235. {
  3236. TBL_PC* sd = (TBL_PC*)bl;
  3237. if (pcdb_checkid(class_)) {
  3238. if (sd->sc.option&OPTION_RIDING)
  3239. switch (class_)
  3240. { //Adapt class to a Mounted one.
  3241. case JOB_KNIGHT:
  3242. class_ = JOB_KNIGHT2;
  3243. break;
  3244. case JOB_CRUSADER:
  3245. class_ = JOB_CRUSADER2;
  3246. break;
  3247. case JOB_LORD_KNIGHT:
  3248. class_ = JOB_LORD_KNIGHT2;
  3249. break;
  3250. case JOB_PALADIN:
  3251. class_ = JOB_PALADIN2;
  3252. break;
  3253. case JOB_BABY_KNIGHT:
  3254. class_ = JOB_BABY_KNIGHT2;
  3255. break;
  3256. case JOB_BABY_CRUSADER:
  3257. class_ = JOB_BABY_CRUSADER2;
  3258. break;
  3259. }
  3260. if (class_ == JOB_WEDDING)
  3261. sd->sc.option|=OPTION_WEDDING;
  3262. else if (sd->sc.option&OPTION_WEDDING)
  3263. sd->sc.option&=~OPTION_WEDDING; //If not going to display it, then remove the option.
  3264. sd->vd.class_ = class_;
  3265. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3266. sd->vd.head_top = sd->status.head_top;
  3267. sd->vd.head_mid = sd->status.head_mid;
  3268. sd->vd.head_bottom = sd->status.head_bottom;
  3269. sd->vd.hair_style = sd->status.hair;
  3270. sd->vd.hair_color = sd->status.hair_color;
  3271. sd->vd.cloth_color = sd->status.clothes_color;
  3272. sd->vd.sex = sd->status.sex;
  3273. } else if (vd)
  3274. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3275. else if (battle_config.error_log)
  3276. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3277. }
  3278. break;
  3279. case BL_MOB:
  3280. {
  3281. TBL_MOB* md = (TBL_MOB*)bl;
  3282. if (vd)
  3283. md->vd = vd;
  3284. else if (battle_config.error_log)
  3285. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3286. }
  3287. break;
  3288. case BL_PET:
  3289. {
  3290. TBL_PET* pd = (TBL_PET*)bl;
  3291. if (vd) {
  3292. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3293. if (!pcdb_checkid(vd->class_)) {
  3294. pd->vd.hair_style = battle_config.pet_hair_style;
  3295. if(pd->equip) {
  3296. pd->vd.head_bottom = itemdb_viewid(pd->equip);
  3297. if (!pd->vd.head_bottom)
  3298. pd->vd.head_bottom = pd->equip;
  3299. }
  3300. }
  3301. } else if (battle_config.error_log)
  3302. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3303. }
  3304. break;
  3305. case BL_NPC:
  3306. {
  3307. TBL_NPC* nd = (TBL_NPC*)bl;
  3308. if (vd)
  3309. nd->vd = vd;
  3310. else if (battle_config.error_log)
  3311. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3312. }
  3313. break;
  3314. case BL_HOMUNCULUS: //[blackhole89]
  3315. {
  3316. struct homun_data *hd = (struct homun_data*)bl;
  3317. if (vd)
  3318. hd->vd = vd;
  3319. else if (battle_config.error_log)
  3320. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3321. }
  3322. break;
  3323. }
  3324. vd = status_get_viewdata(bl);
  3325. if (vd && vd->cloth_color && (
  3326. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3327. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3328. ))
  3329. vd->cloth_color = 0;
  3330. }
  3331. struct status_change *status_get_sc(struct block_list *bl)
  3332. {
  3333. nullpo_retr(NULL, bl);
  3334. switch (bl->type) {
  3335. case BL_MOB:
  3336. return &((TBL_MOB*)bl)->sc;
  3337. case BL_PC:
  3338. return &((TBL_PC*)bl)->sc;
  3339. case BL_NPC:
  3340. return &((TBL_NPC*)bl)->sc;
  3341. case BL_HOMUNCULUS: //[blackhole89]
  3342. return &((struct homun_data*)bl)->sc;
  3343. }
  3344. return NULL;
  3345. }
  3346. void status_change_init(struct block_list *bl)
  3347. {
  3348. struct status_change *sc = status_get_sc(bl);
  3349. int i;
  3350. nullpo_retv(sc);
  3351. memset(sc, 0, sizeof (struct status_change));
  3352. for (i=0; i< SC_MAX; i++)
  3353. sc->data[i].timer = -1;
  3354. }
  3355. //Returns defense against the specified status change.
  3356. //Return range is 0 (no resist) to 10000 (inmunity)
  3357. int status_get_sc_def(struct block_list *bl, int type)
  3358. {
  3359. int sc_def;
  3360. struct status_change* sc;
  3361. nullpo_retr(0, bl);
  3362. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3363. if (status_isimmune(bl))
  3364. switch (type)
  3365. {
  3366. case SC_DECREASEAGI:
  3367. case SC_SILENCE:
  3368. case SC_COMA:
  3369. case SC_INCREASEAGI:
  3370. case SC_BLESSING:
  3371. case SC_SLOWPOISON:
  3372. case SC_IMPOSITIO:
  3373. case SC_AETERNA:
  3374. case SC_SUFFRAGIUM:
  3375. case SC_BENEDICTIO:
  3376. case SC_PROVIDENCE:
  3377. case SC_KYRIE:
  3378. case SC_ASSUMPTIO:
  3379. case SC_ANGELUS:
  3380. case SC_MAGNIFICAT:
  3381. case SC_GLORIA:
  3382. case SC_WINDWALK:
  3383. case SC_MAGICROD:
  3384. case SC_HALLUCINATION:
  3385. case SC_STONE:
  3386. case SC_QUAGMIRE:
  3387. return 10000;
  3388. }
  3389. switch (type)
  3390. {
  3391. //Note that stats that are *100/3 were simplified to *33
  3392. case SC_STONE:
  3393. case SC_FREEZE:
  3394. case SC_DECREASEAGI:
  3395. case SC_COMA:
  3396. sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
  3397. break;
  3398. case SC_SLEEP:
  3399. case SC_CONFUSION:
  3400. sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
  3401. break;
  3402. // Removed since it collides with normal sc.
  3403. // case SP_DEF1: // def
  3404. // sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
  3405. // break;
  3406. case SC_STUN:
  3407. case SC_POISON:
  3408. case SC_DPOISON:
  3409. case SC_SILENCE:
  3410. case SC_BLEEDING:
  3411. case SC_STOP:
  3412. sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
  3413. break;
  3414. case SC_BLIND:
  3415. sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
  3416. break;
  3417. case SC_CURSE:
  3418. sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
  3419. break;
  3420. default:
  3421. return 0; //Effect that cannot be reduced? Likely a buff.
  3422. }
  3423. if (bl->type == BL_PC) {
  3424. if (battle_config.pc_sc_def_rate != 100)
  3425. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3426. } else
  3427. if (battle_config.mob_sc_def_rate != 100)
  3428. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3429. sc = status_get_sc(bl);
  3430. if (sc && sc->count)
  3431. {
  3432. if (sc->data[SC_SCRESIST].timer != -1)
  3433. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3434. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3435. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3436. }
  3437. if(bl->type == BL_PC) {
  3438. if (sc_def > battle_config.pc_max_sc_def)
  3439. sc_def = battle_config.pc_max_sc_def;
  3440. } else if (sc_def > battle_config.mob_max_sc_def)
  3441. sc_def = battle_config.mob_max_sc_def;
  3442. return sc_def;
  3443. }
  3444. //Reduces tick delay based on type and character defenses.
  3445. int status_get_sc_tick(struct block_list *bl, int type, int tick)
  3446. {
  3447. struct map_session_data *sd;
  3448. int rate=0, min=0;
  3449. //If rate is positive, it is a % reduction (10000 -> 100%)
  3450. //if it is negative, it is an absolute reduction in ms.
  3451. sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
  3452. switch (type) {
  3453. case SC_DECREASEAGI: /* 速度減少 */
  3454. if (sd) // Celest
  3455. tick>>=1;
  3456. break;
  3457. case SC_ADRENALINE: /* アドレナリンラッシュ */
  3458. case SC_ADRENALINE2:
  3459. case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
  3460. case SC_OVERTHRUST: /* オ?バ?スラスト */
  3461. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  3462. tick += tick / 10;
  3463. break;
  3464. case SC_STONE: /* 石化 */
  3465. rate = -200*status_get_mdef(bl);
  3466. break;
  3467. case SC_FREEZE: /* 凍結 */
  3468. rate = 100*status_get_mdef(bl);
  3469. break;
  3470. case SC_STUN: //Reduction in duration is the same as reduction in rate.
  3471. rate = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
  3472. break;
  3473. case SC_DPOISON: /* 猛毒 */
  3474. case SC_POISON: /* 毒 */
  3475. rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
  3476. break;
  3477. case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
  3478. case SC_CONFUSION:
  3479. case SC_CURSE:
  3480. rate = 100*status_get_vit(bl);
  3481. break;
  3482. case SC_BLIND: /* 暗? */
  3483. rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
  3484. min = 5000; //Minimum 5 secs?
  3485. break;
  3486. case SC_BLEEDING:
  3487. rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
  3488. min = 10000; //Need a min of 10 secs for it to hurt at least once.
  3489. break;
  3490. case SC_SWOO:
  3491. if (status_get_mode(bl)&MD_BOSS)
  3492. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  3493. break;
  3494. case SC_ANKLE:
  3495. if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
  3496. tick /= 5;
  3497. rate = -100*status_get_agi(bl);
  3498. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  3499. // Changed to 3 secs and moved from skill.c [Skotlex]
  3500. min = 3000;
  3501. break;
  3502. case SC_SPIDERWEB:
  3503. if (map[bl->m].flag.pvp)
  3504. tick /=2;
  3505. break;
  3506. case SC_STOP:
  3507. // Unsure of this... but I get a feeling that agi reduces this
  3508. // (it was on Tiger Fist Code, but at -1 ms per 10 agi....
  3509. rate = -100*status_get_agi(bl);
  3510. break;
  3511. }
  3512. if (rate) {
  3513. if (bl->type == BL_PC) {
  3514. if (battle_config.pc_sc_def_rate != 100)
  3515. rate = rate*battle_config.pc_sc_def_rate/100;
  3516. if (battle_config.pc_max_sc_def != 10000)
  3517. min = tick*(10000-battle_config.pc_max_sc_def)/10000;
  3518. } else {
  3519. if (battle_config.mob_sc_def_rate != 100)
  3520. rate = rate*battle_config.mob_sc_def_rate/100;
  3521. if (battle_config.mob_max_sc_def != 10000)
  3522. min = tick*(10000-battle_config.mob_max_sc_def)/10000;
  3523. }
  3524. if (rate >0)
  3525. tick -= tick*rate/10000;
  3526. else
  3527. tick += rate;
  3528. }
  3529. return tick<min?min:tick;
  3530. }
  3531. /*==========================================
  3532. * Starts a status change.
  3533. * type = type, val1~4 depend on the type.
  3534. * rate = base success rate. 10000 = 100%
  3535. * Tick is base duration
  3536. * flag:
  3537. * &1: Cannot be avoided (it has to start)
  3538. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3539. * &4: sc_data loaded, no value has to be altered.
  3540. * &8: rate should not be reduced
  3541. *------------------------------------------
  3542. */
  3543. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3544. {
  3545. struct map_session_data *sd = NULL;
  3546. struct status_change* sc;
  3547. struct status_data *status;
  3548. int opt_flag , calc_flag, undead_flag;
  3549. nullpo_retr(0, bl);
  3550. sc=status_get_sc(bl);
  3551. status = status_get_status_data(bl);
  3552. if (!sc || !status || status_isdead(bl))
  3553. return 0;
  3554. switch (bl->type)
  3555. {
  3556. case BL_PC:
  3557. sd=(struct map_session_data *)bl;
  3558. break;
  3559. case BL_MOB:
  3560. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3561. return 0; //Emperium can't be afflicted by status changes.
  3562. break;
  3563. }
  3564. if(type < 0 || type >= SC_MAX) {
  3565. if(battle_config.error_log)
  3566. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3567. return 0;
  3568. }
  3569. //Check rate
  3570. if (!(flag&(4|1))) {
  3571. int def;
  3572. def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
  3573. //sd resistance applies even if the flag is &8
  3574. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0)
  3575. def+= sd->reseff[type-SC_COMMON_MIN];
  3576. if (def)
  3577. rate -= rate*def/10000;
  3578. if (!(rand()%10000 < rate))
  3579. return 0;
  3580. }
  3581. //SC duration reduction.
  3582. if(!(flag&(2|4)) && tick) {
  3583. tick = status_get_sc_tick(bl, type, tick);
  3584. if (tick <= 0)
  3585. return 0;
  3586. }
  3587. undead_flag=battle_check_undead(status->race,status->def_ele);
  3588. //Check for inmunities / sc fails
  3589. switch (type) {
  3590. case SC_FREEZE:
  3591. case SC_STONE:
  3592. //Undead are inmune to Freeze/Stone
  3593. if (undead_flag && !(flag&1))
  3594. return 0;
  3595. case SC_SLEEP:
  3596. case SC_STUN:
  3597. if (sc->opt1)
  3598. return 0; //Cannot override other opt1 status changes. [Skotlex]
  3599. break;
  3600. case SC_CURSE:
  3601. //Dark Elementals are inmune to curse.
  3602. if (status->def_ele == ELE_DARK && !(flag&1))
  3603. return 0;
  3604. break;
  3605. case SC_COMA:
  3606. //Dark elementals and Demons are inmune to coma.
  3607. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  3608. return 0;
  3609. break;
  3610. case SC_SIGNUMCRUCIS:
  3611. //Only affects demons and undead.
  3612. if(status->race != RC_DEMON && !undead_flag)
  3613. return 0;
  3614. break;
  3615. case SC_AETERNA:
  3616. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  3617. return 0;
  3618. break;
  3619. case SC_OVERTHRUST:
  3620. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  3621. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  3622. break;
  3623. case SC_ADRENALINE:
  3624. if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
  3625. return 0;
  3626. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3627. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3628. sc->data[SC_DECREASEAGI].timer!=-1
  3629. )
  3630. return 0;
  3631. break;
  3632. case SC_ADRENALINE2:
  3633. if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
  3634. return 0;
  3635. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3636. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3637. sc->data[SC_DECREASEAGI].timer!=-1
  3638. )
  3639. return 0;
  3640. break;
  3641. case SC_ONEHAND:
  3642. case SC_TWOHANDQUICKEN:
  3643. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3644. return 0;
  3645. case SC_CONCENTRATE:
  3646. case SC_INCREASEAGI:
  3647. case SC_SPEARQUICKEN:
  3648. case SC_TRUESIGHT:
  3649. case SC_WINDWALK:
  3650. case SC_CARTBOOST:
  3651. case SC_ASSNCROS:
  3652. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  3653. return 0;
  3654. break;
  3655. case SC_CLOAKING:
  3656. //Avoid cloaking with no wall and low skill level. [Skotlex]
  3657. //Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex]
  3658. // if (sd && skilllv < 3 && skill_check_cloaking(bl,&sd->sc))
  3659. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl, &sd->sc))
  3660. return 0;
  3661. break;
  3662. case SC_MODECHANGE:
  3663. {
  3664. int mode;
  3665. struct status_data *bstatus = status_get_base_status(bl);
  3666. if (!bstatus) return 0;
  3667. mode = val2?val2:bstatus->mode; //Base mode
  3668. if (val3) mode|= val3; //Add mode
  3669. if (val4) mode&=~val4; //Del mode
  3670. if (mode == bstatus->mode) { //No change.
  3671. if (sc->data[type].timer != -1) //Abort previous status
  3672. return status_change_end(bl, type, -1);
  3673. return 0;
  3674. }
  3675. }
  3676. }
  3677. //Check for BOSS resistances
  3678. if(status->mode&MD_BOSS && !(flag&1)) {
  3679. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  3680. return 0;
  3681. switch (type) {
  3682. case SC_BLESSING:
  3683. if (!undead_flag && status->race != RC_DEMON)
  3684. break;
  3685. case SC_QUAGMIRE:
  3686. case SC_DECREASEAGI:
  3687. case SC_SIGNUMCRUCIS:
  3688. case SC_PROVOKE:
  3689. case SC_ROKISWEIL:
  3690. case SC_COMA:
  3691. case SC_GRAVITATION:
  3692. return 0;
  3693. }
  3694. }
  3695. //Before overlapping fail, one must check for status cured.
  3696. switch (type) {
  3697. case SC_BLESSING:
  3698. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  3699. if (sc->data[SC_CURSE].timer!=-1)
  3700. status_change_end(bl,SC_CURSE,-1);
  3701. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3702. status_change_end(bl,SC_STONE,-1);
  3703. }
  3704. break;
  3705. case SC_INCREASEAGI:
  3706. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3707. status_change_end(bl,SC_DECREASEAGI,-1);
  3708. break;
  3709. case SC_DONTFORGETME:
  3710. //is this correct? Maybe all three should stop the same subset of SCs...
  3711. if(sc->data[SC_ASSNCROS].timer!=-1 )
  3712. status_change_end(bl,SC_ASSNCROS,-1);
  3713. case SC_QUAGMIRE:
  3714. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  3715. status_change_end(bl,SC_CONCENTRATE,-1);
  3716. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  3717. status_change_end(bl,SC_TRUESIGHT,-1);
  3718. if(sc->data[SC_WINDWALK].timer!=-1 )
  3719. status_change_end(bl,SC_WINDWALK,-1);
  3720. //Also blocks the ones below...
  3721. case SC_DECREASEAGI:
  3722. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  3723. status_change_end(bl,SC_INCREASEAGI,-1);
  3724. if(sc->data[SC_ADRENALINE].timer!=-1 )
  3725. status_change_end(bl,SC_ADRENALINE,-1);
  3726. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  3727. status_change_end(bl,SC_ADRENALINE2,-1);
  3728. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  3729. status_change_end(bl,SC_SPEARQUICKEN,-1);
  3730. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  3731. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3732. if(sc->data[SC_CARTBOOST].timer!=-1 )
  3733. status_change_end(bl,SC_CARTBOOST,-1);
  3734. if(sc->data[SC_ONEHAND].timer!=-1 )
  3735. status_change_end(bl,SC_ONEHAND,-1);
  3736. break;
  3737. case SC_ONEHAND:
  3738. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  3739. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  3740. status_change_end(bl,SC_ASPDPOTION0,-1);
  3741. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  3742. status_change_end(bl,SC_ASPDPOTION1,-1);
  3743. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  3744. status_change_end(bl,SC_ASPDPOTION2,-1);
  3745. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  3746. status_change_end(bl,SC_ASPDPOTION3,-1);
  3747. break;
  3748. case SC_MAXOVERTHRUST:
  3749. //Cancels Normal Overthrust. [Skotlex]
  3750. if (sc->data[SC_OVERTHRUST].timer != -1)
  3751. status_change_end(bl, SC_OVERTHRUST, -1);
  3752. break;
  3753. case SC_KYRIE:
  3754. // -- moonsoul (added to undo assumptio status if target has it)
  3755. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  3756. status_change_end(bl,SC_ASSUMPTIO,-1);
  3757. break;
  3758. case SC_DELUGE:
  3759. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  3760. status_change_end(bl,SC_BLIND,-1);
  3761. break;
  3762. case SC_SILENCE:
  3763. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  3764. //Clear Gospel [Skotlex]
  3765. status_change_end(bl,SC_GOSPEL,-1);
  3766. break;
  3767. case SC_HIDING:
  3768. if(sc->data[SC_CLOSECONFINE].timer != -1)
  3769. status_change_end(bl, SC_CLOSECONFINE, -1);
  3770. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  3771. status_change_end(bl, SC_CLOSECONFINE2, -1);
  3772. break;
  3773. case SC_BERSERK:
  3774. if(battle_config.berserk_cancels_buffs)
  3775. {
  3776. if (sc->data[SC_ONEHAND].timer != -1)
  3777. status_change_end(bl,SC_ONEHAND,-1);
  3778. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  3779. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3780. if (sc->data[SC_CONCENTRATION].timer != -1)
  3781. status_change_end(bl,SC_CONCENTRATION,-1);
  3782. if (sc->data[SC_PARRYING].timer != -1)
  3783. status_change_end(bl,SC_PARRYING,-1);
  3784. if (sc->data[SC_AURABLADE].timer != -1)
  3785. status_change_end(bl,SC_AURABLADE,-1);
  3786. }
  3787. break;
  3788. case SC_ASSUMPTIO:
  3789. if(sc->data[SC_KYRIE].timer!=-1)
  3790. status_change_end(bl,SC_KYRIE,-1);
  3791. break;
  3792. case SC_CARTBOOST:
  3793. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3794. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  3795. status_change_end(bl,SC_DECREASEAGI,-1);
  3796. return 0;
  3797. }
  3798. break;
  3799. case SC_FUSION:
  3800. if(sc->data[SC_SPIRIT].timer!=-1 )
  3801. status_change_end(bl,SC_SPIRIT,-1);
  3802. break;
  3803. case SC_ADJUSTMENT:
  3804. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  3805. status_change_end(bl,SC_MADNESSCANCEL,-1);
  3806. break;
  3807. case SC_MADNESSCANCEL:
  3808. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3809. status_change_end(bl,SC_ADJUSTMENT,-1);
  3810. break;
  3811. }
  3812. //Check for overlapping fails
  3813. if(sc->data[type].timer != -1){
  3814. switch (type) {
  3815. case SC_ADRENALINE:
  3816. case SC_ADRENALINE2:
  3817. case SC_WEAPONPERFECTION:
  3818. case SC_OVERTHRUST:
  3819. if (sc->data[type].val2 > val2)
  3820. return 0;
  3821. break;
  3822. case SC_WARM:
  3823. { //Fetch the Group, half the attack interval. [Skotlex]
  3824. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  3825. if (group)
  3826. group->interval/=2;
  3827. return 1;
  3828. }
  3829. case SC_STUN:
  3830. case SC_SLEEP:
  3831. case SC_POISON:
  3832. case SC_CURSE:
  3833. case SC_SILENCE:
  3834. case SC_CONFUSION:
  3835. case SC_BLIND:
  3836. case SC_BLEEDING:
  3837. case SC_DPOISON:
  3838. case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
  3839. case SC_CLOSECONFINE2: //Can't be re-closed in.
  3840. case SC_MARIONETTE:
  3841. case SC_MARIONETTE2:
  3842. return 0;
  3843. case SC_DANCING:
  3844. case SC_DEVOTION:
  3845. case SC_ASPDPOTION0:
  3846. case SC_ASPDPOTION1:
  3847. case SC_ASPDPOTION2:
  3848. case SC_ASPDPOTION3:
  3849. case SC_ATKPOTION:
  3850. case SC_MATKPOTION:
  3851. break;
  3852. case SC_GOSPEL:
  3853. //Must not override a casting gospel char.
  3854. if(sc->data[type].val4 == BCT_SELF)
  3855. return 0;
  3856. if(sc->data[type].val1 > val1)
  3857. return 1;
  3858. break;
  3859. case SC_ENDURE:
  3860. if(sc->data[type].val4 && !val4)
  3861. return 1; //Don't let you override infinite endure.
  3862. if(sc->data[type].val1 > val1)
  3863. return 1;
  3864. break;
  3865. case SC_KAAHI:
  3866. if(sc->data[type].val1 > val1)
  3867. return 1;
  3868. //Delete timer if it exists.
  3869. if (sc->data[type].val4 != -1) {
  3870. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  3871. sc->data[type].val4=-1;
  3872. }
  3873. break;
  3874. default:
  3875. if(sc->data[type].val1 > val1)
  3876. return 1; //Return true to not mess up skill animations. [Skotlex
  3877. }
  3878. (sc->count)--;
  3879. delete_timer(sc->data[type].timer, status_change_timer);
  3880. sc->data[type].timer = -1;
  3881. }
  3882. calc_flag = StatusChangeFlagTable[type];
  3883. if(!(flag&4)) //Do not parse val settings when loading SCs
  3884. switch(type){
  3885. case SC_ENDURE: /* インデュア */
  3886. val2 = 7; // Hit-count [Celest]
  3887. break;
  3888. case SC_AUTOBERSERK:
  3889. if (status->hp < status->max_hp>>2 &&
  3890. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  3891. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  3892. break;
  3893. case SC_SIGNUMCRUCIS:
  3894. val2 = 10 + val1*2; //Def reduction
  3895. clif_emotion(bl,4);
  3896. break;
  3897. case SC_MAXIMIZEPOWER:
  3898. val2 = tick>0?tick:60000;
  3899. break;
  3900. case SC_EDP: // [Celest]
  3901. val2 = val1 + 2; //Chance to Poison enemies.
  3902. break;
  3903. case SC_POISONREACT:
  3904. val2=val1/2 + val1%2; // Number of counters [Celest]
  3905. break;
  3906. case SC_MAGICROD:
  3907. val2 = val1*20; //SP gained
  3908. break;
  3909. case SC_KYRIE:
  3910. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  3911. val3 = (val1 / 2 + 5); //Hits
  3912. break;
  3913. case SC_MAGICPOWER:
  3914. //val1: Skill lv
  3915. val2 = 1; //Lasts 1 invocation
  3916. //val3 will store matk_min (needed in case you use ground-spells)
  3917. //val4 will store matk_max
  3918. break;
  3919. case SC_SACRIFICE:
  3920. val2 = 5; //Lasts 5 hits
  3921. break;
  3922. case SC_ENCPOISON:
  3923. val2= 25+5*val1; //Poisoning Chance (2.5+5%)
  3924. case SC_ASPERSIO:
  3925. case SC_FIREWEAPON:
  3926. case SC_WATERWEAPON:
  3927. case SC_WINDWEAPON:
  3928. case SC_EARTHWEAPON:
  3929. case SC_SHADOWWEAPON:
  3930. case SC_GHOSTWEAPON:
  3931. skill_enchant_elemental_end(bl,type);
  3932. break;
  3933. case SC_ELEMENTALCHANGE:
  3934. //Val1 is skill level, val2 is skill that invoked this.
  3935. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  3936. val3 = rand()%ELE_MAX;
  3937. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  3938. break;
  3939. case SC_PROVIDENCE:
  3940. val2=val1*5; //Race/Ele resist
  3941. break;
  3942. case SC_REFLECTSHIELD:
  3943. val2=10+val1*3; //% Dmg reflected
  3944. break;
  3945. case SC_STRIPWEAPON:
  3946. if (bl->type != BL_PC) //Watk reduction
  3947. val2 = 5*val1;
  3948. break;
  3949. case SC_STRIPSHIELD:
  3950. if (bl->type != BL_PC) //Def reduction
  3951. val2 = 3*val1;
  3952. break;
  3953. case SC_STRIPARMOR:
  3954. if (bl->type != BL_PC) //Vit reduction
  3955. val2 = 8*val1;
  3956. break;
  3957. case SC_STRIPHELM:
  3958. if (bl->type != BL_PC) //Int reduction
  3959. val2 = 8*val1;
  3960. break;
  3961. case SC_AUTOSPELL:
  3962. //Val1 Skill LV of Autospell
  3963. //Val2 Skill ID to cast
  3964. //Val3 Max Lv to cast
  3965. val4 = 5 + val1*2; //Chance of casting
  3966. break;
  3967. case SC_VOLCANO:
  3968. if (status->def_ele == ELE_FIRE)
  3969. val2 = val1*10; //Watk increase
  3970. else
  3971. val2 = 0;
  3972. break;
  3973. case SC_VIOLENTGALE:
  3974. if (status->def_ele == ELE_WIND)
  3975. val2 = val1*3; //Flee increase
  3976. else
  3977. val2 = 0;
  3978. break;
  3979. case SC_DELUGE:
  3980. if(status->def_ele == ELE_WATER)
  3981. val2 = deluge_eff[val1-1]; //HP increase
  3982. else
  3983. val2 = 0;
  3984. break;
  3985. case SC_SUITON:
  3986. if (status_get_class(bl) != JOB_NINJA) {
  3987. //Is there some kind of formula behind this?
  3988. switch ((val1+1)/3) {
  3989. case 3:
  3990. val2 = 8;
  3991. break;
  3992. case 2:
  3993. val2 = 5;
  3994. break;
  3995. case 1:
  3996. val2 = 3;
  3997. break;
  3998. case 0:
  3999. val2 = 0;
  4000. break;
  4001. default:
  4002. val2 = 3*((val1+1)/3);
  4003. break;
  4004. }
  4005. } else val2 = 0;
  4006. break;
  4007. case SC_ONEHAND:
  4008. case SC_TWOHANDQUICKEN:
  4009. val2 = 30;
  4010. if (val1 > 10) //For boss casted skills [Skotlex]
  4011. val2 += 2*(val1-10);
  4012. break;
  4013. case SC_SPEARQUICKEN:
  4014. val2 = 20+val1;
  4015. break;
  4016. case SC_MOONLIT:
  4017. val2 = bl->id;
  4018. skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
  4019. break;
  4020. case SC_DANCING:
  4021. //val1 : Skill which is being danced.
  4022. //val2 : Skill Group of the Dance.
  4023. //val4 : Partner
  4024. val3 = 0; //Tick duration/Speed penalty.
  4025. if (sd) { //Store walk speed change in lower part of val3
  4026. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4027. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4028. val3 -= 40; //TODO: Figure out real bonus rate.
  4029. }
  4030. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4031. tick = 1000;
  4032. break;
  4033. case SC_LONGING:
  4034. val2 = 50-10*val1; //Aspd/Speed penalty.
  4035. break;
  4036. case SC_EXPLOSIONSPIRITS:
  4037. val2 = 75 + 25*val1; //Cri bonus
  4038. break;
  4039. case SC_ASPDPOTION0:
  4040. case SC_ASPDPOTION1:
  4041. case SC_ASPDPOTION2:
  4042. case SC_ASPDPOTION3:
  4043. val2 = 5*(2+type-SC_ASPDPOTION0);
  4044. break;
  4045. case SC_WEDDING:
  4046. case SC_XMAS:
  4047. {
  4048. struct view_data *vd = status_get_viewdata(bl);
  4049. if (!vd) return 0;
  4050. //Store previous values as they could be removed.
  4051. val1 = vd->class_;
  4052. val2 = vd->weapon;
  4053. val3 = vd->shield;
  4054. val4 = vd->cloth_color;
  4055. unit_stop_attack(bl);
  4056. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4057. clif_changelook(bl,LOOK_WEAPON,0);
  4058. clif_changelook(bl,LOOK_SHIELD,0);
  4059. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4060. }
  4061. break;
  4062. case SC_NOCHAT:
  4063. if(!battle_config.muting_players) {
  4064. sd->status.manner = 0; //Zido
  4065. return 0;
  4066. }
  4067. tick = 60000;
  4068. if (sd) clif_updatestatus(sd,SP_MANNER);
  4069. break;
  4070. case SC_STONE:
  4071. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4072. if (!val2) val2 = 1;
  4073. val3 = tick/1000; //Petrified HP-damage iterations.
  4074. if(val3 < 1) val3 = 1;
  4075. tick = 5000; //Petrifying time.
  4076. break;
  4077. case SC_DPOISON:
  4078. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4079. if (status->hp > status->max_hp>>2)
  4080. {
  4081. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4082. if (status->hp - diff < status->max_hp>>2)
  4083. diff = status->hp - (status->max_hp>>2);
  4084. status_zap(bl, diff, 0);
  4085. }
  4086. // fall through
  4087. case SC_POISON: /* 毒 */
  4088. val3 = tick/1000; //Damage iterations
  4089. if(val3 < 1) val3 = 1;
  4090. tick = 1000;
  4091. //val4: HP damage
  4092. if (bl->type == BL_PC)
  4093. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4094. else
  4095. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4096. break;
  4097. case SC_CONFUSION:
  4098. clif_emotion(bl,1);
  4099. break;
  4100. case SC_BLEEDING:
  4101. val4 = tick;
  4102. tick = 10000;
  4103. break;
  4104. case SC_HIDING:
  4105. val2 = tick/1000;
  4106. tick = 1000;
  4107. //Store speed penalty on val3.
  4108. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4109. val3 = 100 - 16*val3;
  4110. val4 = val1+3; //Seconds before SP substraction happen.
  4111. break;
  4112. case SC_CHASEWALK:
  4113. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4114. val3 = 65+val1*5; //Speed adjustment.
  4115. val4 = 10+val1*2; //SP cost.
  4116. if (map_flag_gvg(bl->m)) val4 *= 5;
  4117. break;
  4118. case SC_CLOAKING:
  4119. val2 = tick>0?tick:60000; //SP consumption rate.
  4120. val3 = 0;
  4121. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4122. (val3=pc_checkskill(sd,TF_MISS))>0)
  4123. val3 *= -1; //Substract the Dodge speed bonus.
  4124. val3+= 70+val1*3; //Speed adjustment without a wall.
  4125. //With a wall, it is val3 +25.
  4126. //val4&2 signals the presence of a wall.
  4127. if (!val4)
  4128. { //val4&1 signals eternal cloaking (not cancelled on attack) [Skotlex]
  4129. if (bl->type == BL_PC) //Standard cloaking.
  4130. val4 = battle_config.pc_cloak_check_type&2?1:0;
  4131. else
  4132. val4 = battle_config.monster_cloak_check_type&2?1:0;
  4133. }
  4134. break;
  4135. case SC_SIGHT: /* サイト/ルアフ */
  4136. case SC_RUWACH:
  4137. case SC_SIGHTBLASTER:
  4138. val2 = tick/250;
  4139. tick = 10;
  4140. break;
  4141. //Permanent effects.
  4142. case SC_MODECHANGE:
  4143. case SC_WEIGHT50:
  4144. case SC_WEIGHT90:
  4145. case SC_BROKENWEAPON:
  4146. case SC_BROKENARMOR:
  4147. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4148. case SC_READYDOWN:
  4149. case SC_READYCOUNTER:
  4150. case SC_READYTURN:
  4151. case SC_DODGE:
  4152. tick = 600*1000;
  4153. break;
  4154. case SC_AUTOGUARD:
  4155. if (!flag)
  4156. {
  4157. struct map_session_data *tsd;
  4158. int i,t;
  4159. for(i=val2=0;i<val1;i++) {
  4160. t = 5-(i>>1);
  4161. val2 += (t < 0)? 1:t;
  4162. }
  4163. if (sd)
  4164. for (i = 0; i < 5; i++)
  4165. { //Pass the status to the other affected chars. [Skotlex]
  4166. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4167. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4168. }
  4169. }
  4170. break;
  4171. case SC_DEFENDER:
  4172. if (!flag)
  4173. {
  4174. struct map_session_data *tsd;
  4175. int i;
  4176. val2 = 5 + val1*15;
  4177. if (sd)
  4178. for (i = 0; i < 5; i++)
  4179. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4180. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4181. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,0,0,tick,1);
  4182. }
  4183. }
  4184. break;
  4185. case SC_TENSIONRELAX:
  4186. if (sd) {
  4187. pc_setsit(sd);
  4188. clif_sitting(sd);
  4189. }
  4190. val2 = 12; //SP cost
  4191. val4 = 10000; //Decrease at 10secs intervals.
  4192. val3 = tick/val4;
  4193. tick = val4;
  4194. break;
  4195. case SC_PARRYING:
  4196. val2 = 20 + val1*3; //Block Chance
  4197. break;
  4198. case SC_WINDWALK:
  4199. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4200. val3 = 4*val2; //movement speed % increase is 4 times that
  4201. break;
  4202. case SC_JOINTBEAT: // Random break [DracoRPG]
  4203. val2 = rand()%6; //Type of break
  4204. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4205. break;
  4206. case SC_BERSERK:
  4207. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4208. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4209. //HP healing is performing after the calc_status call.
  4210. if (sd) sd->canregen_tick = gettick() + 300000;
  4211. //Val2 holds HP penalty
  4212. if (!val4) val4 = 10000; //Val4 holds damage interval
  4213. val3 = tick/val4; //val3 holds skill duration
  4214. tick = val4;
  4215. break;
  4216. case SC_GOSPEL:
  4217. if(val4 == BCT_SELF) { // self effect
  4218. val2 = tick/10000;
  4219. tick = 10000;
  4220. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4221. }
  4222. break;
  4223. case SC_MARIONETTE:
  4224. if (sd) {
  4225. val3 = 0;
  4226. val2 = sd->status.str>>1;
  4227. if (val2 > 0xFF) val2 = 0xFF;
  4228. val3|=val2<<16;
  4229. val2 = sd->status.agi>>1;
  4230. if (val2 > 0xFF) val2 = 0xFF;
  4231. val3|=val2<<8;
  4232. val2 = sd->status.vit>>1;
  4233. if (val2 > 0xFF) val2 = 0xFF;
  4234. val3|=val2;
  4235. val4 = 0;
  4236. val2 = sd->status.int_>>1;
  4237. if (val2 > 0xFF) val2 = 0xFF;
  4238. val4|=val2<<16;
  4239. val2 = sd->status.dex>>1;
  4240. if (val2 > 0xFF) val2 = 0xFF;
  4241. val4|=val2<<8;
  4242. val2 = sd->status.luk>>1;
  4243. if (val2 > 0xFF) val2 = 0xFF;
  4244. val4|=val2;
  4245. } else {
  4246. struct status_data *b_status = status_get_base_status(bl);
  4247. if (!b_status)
  4248. return 0;
  4249. val3 = 0;
  4250. val2 = b_status->str>>1;
  4251. if (val2 > 0xFF) val2 = 0xFF;
  4252. val3|=val2<<16;
  4253. val2 = b_status->agi>>1;
  4254. if (val2 > 0xFF) val2 = 0xFF;
  4255. val3|=val2<<8;
  4256. val2 = b_status->vit>>1;
  4257. if (val2 > 0xFF) val2 = 0xFF;
  4258. val3|=val2;
  4259. val4 = 0;
  4260. val2 = b_status->int_>>1;
  4261. if (val2 > 0xFF) val2 = 0xFF;
  4262. val4|=val2<<16;
  4263. val2 = b_status->dex>>1;
  4264. if (val2 > 0xFF) val2 = 0xFF;
  4265. val4|=val2<<8;
  4266. val2 = b_status->luk>>1;
  4267. if (val2 > 0xFF) val2 = 0xFF;
  4268. val4|=val2;
  4269. }
  4270. val2 = tick/1000;
  4271. tick = 1000;
  4272. break;
  4273. case SC_MARIONETTE2:
  4274. {
  4275. struct block_list *pbl = map_id2bl(val1);
  4276. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4277. int stat,max;
  4278. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4279. return 0;
  4280. val2 = tick /1000;
  4281. val3 = val4 = 0;
  4282. if (sd) {
  4283. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4284. //Str
  4285. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4286. if (sd->status.str+stat > max)
  4287. stat =max-sd->status.str;
  4288. val3 |= stat<<16;
  4289. //Agi
  4290. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4291. if (sd->status.agi+stat > max)
  4292. stat =max-sd->status.agi;
  4293. val3 |= stat<<8;
  4294. //Vit
  4295. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4296. if (sd->status.vit+stat > max)
  4297. stat =max-sd->status.vit;
  4298. val3 |= stat;
  4299. //Int
  4300. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4301. if (sd->status.int_+stat > max)
  4302. stat =max-sd->status.int_;
  4303. val4 |= stat<<16;
  4304. //Dex
  4305. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4306. if (sd->status.dex+stat > max)
  4307. stat =max-sd->status.dex;
  4308. val4 |= stat<<8;
  4309. //Luk
  4310. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4311. if (sd->status.luk+stat > max)
  4312. stat =max-sd->status.luk;
  4313. val4 |= stat;
  4314. } else {
  4315. struct status_data *status = status_get_base_status(bl);
  4316. if (!status) return 0;
  4317. max = 0xFF; //Assume a 256 max parameter
  4318. //Str
  4319. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4320. if (status->str+stat > max)
  4321. stat = max - status->str;
  4322. val3 |= stat<<16;
  4323. //Agi
  4324. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4325. if (status->agi+stat > max)
  4326. stat = max - status->agi;
  4327. val3 |= stat<<8;
  4328. //Vit
  4329. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4330. if (status->vit+stat > max)
  4331. stat = max - status->vit;
  4332. val3 |= stat;
  4333. //Int
  4334. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4335. if (status->int_+stat > max)
  4336. stat = max - status->int_;
  4337. val4 |= stat<<16;
  4338. //Dex
  4339. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4340. if (status->dex+stat > max)
  4341. stat = max - status->dex;
  4342. val4 |= stat<<8;
  4343. //Luk
  4344. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4345. if (status->luk+stat > max)
  4346. stat = max - status->luk;
  4347. val4 |= stat;
  4348. }
  4349. tick = 1000;
  4350. break;
  4351. }
  4352. case SC_REJECTSWORD:
  4353. val2 = 15*val1; //Reflect chance
  4354. val3 = 3; //Reflections
  4355. break;
  4356. case SC_MEMORIZE:
  4357. val2 = 5; //Memorized casts.
  4358. break;
  4359. case SC_GRAVITATION:
  4360. if (val3 == BCT_SELF) {
  4361. struct unit_data *ud = unit_bl2ud(bl);
  4362. if (ud) {
  4363. ud->canmove_tick += tick;
  4364. ud->canact_tick += tick;
  4365. }
  4366. }
  4367. break;
  4368. case SC_HERMODE:
  4369. status_change_clear_buffs(bl,1);
  4370. break;
  4371. case SC_REGENERATION:
  4372. if (val1 == 1)
  4373. val2 = 2;
  4374. else
  4375. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4376. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4377. break;
  4378. case SC_DEVOTION:
  4379. {
  4380. struct map_session_data *src;
  4381. if ((src = map_id2sd(val1)) && src->sc.count)
  4382. { //Try to inherit the status from the Crusader [Skotlex]
  4383. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4384. //once the Crusader's status changes, it will reflect on the others.
  4385. int type2 = SC_AUTOGUARD;
  4386. if (src->sc.data[type2].timer != -1)
  4387. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4388. type2 = SC_DEFENDER;
  4389. if (src->sc.data[type2].timer != -1)
  4390. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4391. type2 = SC_REFLECTSHIELD;
  4392. if (src->sc.data[type2].timer != -1)
  4393. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4394. }
  4395. break;
  4396. }
  4397. case SC_COMA: //Coma. Sends a char to 1HP
  4398. status_zap(bl, status_get_hp(bl)-1, 0);
  4399. return 1;
  4400. case SC_CLOSECONFINE2:
  4401. {
  4402. struct block_list *src = val2?map_id2bl(val2):NULL;
  4403. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4404. if (src && sc2) {
  4405. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4406. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4407. else { //Increase count of locked enemies and refresh time.
  4408. sc2->data[SC_CLOSECONFINE].val2++;
  4409. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4410. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4411. }
  4412. } else //Status failed.
  4413. return 0;
  4414. }
  4415. break;
  4416. case SC_KAITE:
  4417. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4418. break;
  4419. case SC_KAUPE:
  4420. switch (val1) {
  4421. case 3: //33*3 + 1 -> 100%
  4422. val2++;
  4423. case 1:
  4424. case 2: //33, 66%
  4425. val2 += 33*val1;
  4426. val3 = 1; //Dodge 1 attack total.
  4427. break;
  4428. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4429. val2 = 100;
  4430. val3 = val1-2;
  4431. break;
  4432. }
  4433. break;
  4434. case SC_COMBO:
  4435. {
  4436. struct unit_data *ud = unit_bl2ud(bl);
  4437. switch (val1) { //Val1 contains the skill id
  4438. case TK_STORMKICK:
  4439. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4440. break;
  4441. case TK_DOWNKICK:
  4442. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4443. break;
  4444. case TK_TURNKICK:
  4445. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4446. break;
  4447. case TK_COUNTER:
  4448. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4449. break;
  4450. }
  4451. if (ud) {
  4452. ud->attackabletime = gettick()+tick;
  4453. unit_set_walkdelay(bl, gettick(), tick, 1);
  4454. }
  4455. }
  4456. break;
  4457. case SC_TKREST:
  4458. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4459. break;
  4460. case SC_RUN:
  4461. val4 = gettick(); //Store time at which you started running.
  4462. break;
  4463. case SC_KAAHI:
  4464. if(flag&4) {
  4465. val4 = -1;
  4466. break;
  4467. }
  4468. val2 = 200*val1; //HP heal
  4469. val3 = 5*val1; //SP cost
  4470. val4 = -1; //Kaahi Timer.
  4471. break;
  4472. case SC_BLESSING:
  4473. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4474. val2 = val1;
  4475. else
  4476. val2 = 0; //0 -> Half stat.
  4477. break;
  4478. case SC_TRICKDEAD: /* 死んだふり */
  4479. {
  4480. struct view_data *vd = status_get_viewdata(bl);
  4481. if (vd) vd->dead_sit = 1;
  4482. break;
  4483. }
  4484. case SC_CONCENTRATE:
  4485. val2 = 2 + val1;
  4486. if (sd) { //Store the card-bonus data that should not count in the %
  4487. val3 = sd->param_bonus[1]; //Agi
  4488. val4 = sd->param_bonus[4]; //Dex
  4489. } else {
  4490. val3 = val4 = 0;
  4491. }
  4492. break;
  4493. case SC_ADRENALINE2:
  4494. case SC_ADRENALINE:
  4495. if (val2 || !battle_config.party_skill_penalty)
  4496. val2 = 30;
  4497. else
  4498. val2 = 20;
  4499. break;
  4500. case SC_CONCENTRATION:
  4501. val2 = 5*val1; //Batk/Watk Increase
  4502. val3 = 10*val1; //Hit Increase
  4503. val4 = 5*val1; //Def reduction
  4504. break;
  4505. case SC_ANGELUS:
  4506. val2 = 5*val1; //def increase
  4507. break;
  4508. case SC_IMPOSITIO:
  4509. val2 = 5*val1; //watk increase
  4510. break;
  4511. case SC_MELTDOWN:
  4512. val2 = 100*val1; //Chance to break weapon
  4513. val3 = 70*val1; //Change to break armor
  4514. break;
  4515. case SC_TRUESIGHT:
  4516. val2 = 10*val1; //Critical increase
  4517. val3 = 3*val1; //Hit increase
  4518. break;
  4519. case SC_SUN_COMFORT:
  4520. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4521. break;
  4522. case SC_MOON_COMFORT:
  4523. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
  4524. break;
  4525. case SC_STAR_COMFORT:
  4526. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //Aspd increase
  4527. break;
  4528. case SC_QUAGMIRE:
  4529. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4530. break;
  4531. // gs_something1 [Vicious]
  4532. case SC_GATLINGFEVER:
  4533. val2 = 2*val1; //Aspd increase
  4534. val3 = 5*val1; //Flee decrease
  4535. break;
  4536. case SC_FLING:
  4537. val2 = 3*val1; //Def reduction
  4538. val3 = 3*val1; //Def2 reduction
  4539. break;
  4540. case SC_PROVOKE:
  4541. //val2 signals autoprovoke.
  4542. val3 = 2+3*val1; //Atk increase
  4543. val4 = 5+5*val1; //Def reduction.
  4544. break;
  4545. case SC_AVOID:
  4546. val2 = 10*val1; //Speed change rate.
  4547. break;
  4548. case SC_BLOODLUST:
  4549. val2 = 20+10*val1; //Atk rate change.
  4550. break;
  4551. case SC_FLEET:
  4552. val2 = 3*val1; //Aspd change
  4553. val3 = 5+5*val1; //Atk rate change
  4554. break;
  4555. default:
  4556. if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
  4557. { //Status change with no calc, and no skill associated...? unknown?
  4558. if(battle_config.error_log)
  4559. ShowError("UnknownStatusChange [%d]\n", type);
  4560. return 0;
  4561. }
  4562. }
  4563. else //Special considerations when loading SC data.
  4564. switch (type) {
  4565. case SC_WEDDING:
  4566. case SC_XMAS:
  4567. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4568. clif_changelook(bl,LOOK_WEAPON,0);
  4569. clif_changelook(bl,LOOK_SHIELD,0);
  4570. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  4571. break;
  4572. case SC_KAAHI:
  4573. val4 = -1;
  4574. break;
  4575. }
  4576. //Those that make you stop attacking/walking....
  4577. switch (type) {
  4578. case SC_FREEZE:
  4579. case SC_STUN:
  4580. case SC_SLEEP:
  4581. case SC_STONE:
  4582. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  4583. pc_setstand(sd);
  4584. case SC_TRICKDEAD:
  4585. unit_stop_attack(bl);
  4586. skill_stop_dancing(bl);
  4587. // Cancel cast when get status [LuzZza]
  4588. if (battle_config.sc_castcancel)
  4589. unit_skillcastcancel(bl, 0);
  4590. case SC_STOP:
  4591. case SC_CONFUSION:
  4592. case SC_CLOSECONFINE:
  4593. case SC_CLOSECONFINE2:
  4594. case SC_ANKLE:
  4595. case SC_SPIDERWEB:
  4596. case SC_MADNESSCANCEL:
  4597. unit_stop_walking(bl,1);
  4598. break;
  4599. case SC_HIDING:
  4600. case SC_CLOAKING:
  4601. case SC_CHASEWALK:
  4602. unit_stop_attack(bl);
  4603. break;
  4604. }
  4605. if (sd)
  4606. { //Why must it be ONLY for players? [Skotlex]
  4607. if (bl->prev)
  4608. clif_status_change(bl,StatusIconChangeTable[type],1);
  4609. else
  4610. clif_status_load(bl,StatusIconChangeTable[type],1);
  4611. }
  4612. // Set option as needed.
  4613. opt_flag = 1;
  4614. switch(type){
  4615. //OPT1
  4616. case SC_STONE:
  4617. case SC_FREEZE:
  4618. case SC_STUN:
  4619. case SC_SLEEP:
  4620. if(type == SC_STONE)
  4621. sc->opt1 = OPT1_STONEWAIT;
  4622. else
  4623. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  4624. break;
  4625. //OPT2
  4626. case SC_POISON:
  4627. case SC_CURSE:
  4628. case SC_SILENCE:
  4629. case SC_BLIND:
  4630. sc->opt2 |= 1<<(type-SC_POISON);
  4631. break;
  4632. case SC_DPOISON:
  4633. sc->opt2 |= OPT2_DPOISON;
  4634. break;
  4635. case SC_SIGNUMCRUCIS:
  4636. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  4637. break;
  4638. //OPT3
  4639. case SC_TWOHANDQUICKEN:
  4640. case SC_SPEARQUICKEN:
  4641. case SC_CONCENTRATION:
  4642. sc->opt3 |= 1;
  4643. opt_flag = 0;
  4644. break;
  4645. case SC_MAXOVERTHRUST:
  4646. case SC_OVERTHRUST:
  4647. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  4648. sc->opt3 |= 2;
  4649. opt_flag = 0;
  4650. break;
  4651. case SC_ENERGYCOAT:
  4652. sc->opt3 |= 4;
  4653. opt_flag = 0;
  4654. break;
  4655. case SC_INCATKRATE:
  4656. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  4657. if (bl->type != BL_MOB) {
  4658. opt_flag = 0;
  4659. break;
  4660. }
  4661. case SC_EXPLOSIONSPIRITS:
  4662. sc->opt3 |= 8;
  4663. opt_flag = 0;
  4664. break;
  4665. case SC_STEELBODY:
  4666. case SC_SKA:
  4667. sc->opt3 |= 16;
  4668. opt_flag = 0;
  4669. break;
  4670. case SC_BLADESTOP:
  4671. sc->opt3 |= 32;
  4672. opt_flag = 0;
  4673. break;
  4674. case SC_BERSERK:
  4675. sc->opt3 |= 128;
  4676. opt_flag = 0;
  4677. break;
  4678. case SC_MARIONETTE:
  4679. case SC_MARIONETTE2:
  4680. sc->opt3 |= 1024;
  4681. opt_flag = 0;
  4682. break;
  4683. case SC_ASSUMPTIO:
  4684. sc->opt3 |= 2048;
  4685. opt_flag = 0;
  4686. break;
  4687. case SC_WARM: //SG skills [Komurka]
  4688. sc->opt3 |= 4096;
  4689. opt_flag = 0;
  4690. break;
  4691. //OPTION
  4692. case SC_HIDING:
  4693. sc->option |= OPTION_HIDE;
  4694. break;
  4695. case SC_CLOAKING:
  4696. sc->option |= OPTION_CLOAK;
  4697. break;
  4698. case SC_CHASEWALK:
  4699. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  4700. break;
  4701. case SC_SIGHT:
  4702. sc->option |= OPTION_SIGHT;
  4703. break;
  4704. case SC_RUWACH:
  4705. sc->option |= OPTION_RUWACH;
  4706. break;
  4707. case SC_WEDDING:
  4708. sc->option |= OPTION_WEDDING;
  4709. break;
  4710. case SC_ORCISH:
  4711. sc->option |= OPTION_ORCISH;
  4712. break;
  4713. case SC_SIGHTTRASHER:
  4714. sc->option |= OPTION_SIGHTTRASHER;
  4715. break;
  4716. case SC_FUSION:
  4717. sc->option |= OPTION_FLYING;
  4718. break;
  4719. default:
  4720. opt_flag = 0;
  4721. }
  4722. if(opt_flag)
  4723. clif_changeoption(bl);
  4724. (sc->count)++;
  4725. sc->data[type].val1 = val1;
  4726. sc->data[type].val2 = val2;
  4727. sc->data[type].val3 = val3;
  4728. sc->data[type].val4 = val4;
  4729. sc->data[type].timer = add_timer(
  4730. gettick() + tick, status_change_timer, bl->id, type);
  4731. if (calc_flag)
  4732. status_calc_bl(bl,calc_flag);
  4733. if(sd && sd->pd)
  4734. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  4735. if (type==SC_BERSERK) {
  4736. sc->data[type].val2 = 5*status->max_hp/100;
  4737. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  4738. status_percent_damage(NULL, bl, 0, 100); //Damage all SP
  4739. }
  4740. if (type==SC_RUN) {
  4741. struct unit_data *ud = unit_bl2ud(bl);
  4742. if (ud)
  4743. ud->state.running = unit_run(bl);
  4744. }
  4745. return 1;
  4746. }
  4747. /*==========================================
  4748. * ステータス異常全解除
  4749. *------------------------------------------
  4750. */
  4751. int status_change_clear(struct block_list *bl,int type)
  4752. {
  4753. struct status_change* sc;
  4754. int i;
  4755. sc = status_get_sc(bl);
  4756. if (!sc || sc->count == 0)
  4757. return 0;
  4758. if(sc->data[SC_DANCING].timer != -1)
  4759. skill_stop_dancing(bl);
  4760. for(i = 0; i < SC_MAX; i++)
  4761. {
  4762. //Type 0: PC killed -> Place here stats that do not dispel on death.
  4763. if(sc->data[i].timer == -1 ||
  4764. (type == 0 && (
  4765. i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT ||
  4766. i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM ||
  4767. i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN ||
  4768. i == SC_DODGE
  4769. )))
  4770. continue;
  4771. status_change_end(bl, i, -1);
  4772. if (type == 1 && sc->data[i].timer != -1)
  4773. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  4774. (sc->count)--;
  4775. delete_timer(sc->data[i].timer, status_change_timer);
  4776. sc->data[i].timer = -1;
  4777. }
  4778. }
  4779. sc->opt1 = 0;
  4780. sc->opt2 = 0;
  4781. sc->opt3 = 0;
  4782. sc->option &= OPTION_MASK;
  4783. if(!type || type&2)
  4784. clif_changeoption(bl);
  4785. return 1;
  4786. }
  4787. /*==========================================
  4788. * ステータス異常終了
  4789. *------------------------------------------
  4790. */
  4791. int status_change_end( struct block_list* bl , int type,int tid )
  4792. {
  4793. struct map_session_data *sd;
  4794. struct status_change *sc;
  4795. struct status_data *status;
  4796. int opt_flag=0, calc_flag;
  4797. nullpo_retr(0, bl);
  4798. sc = status_get_sc(bl);
  4799. status = status_get_status_data(bl);
  4800. nullpo_retr(0,sc);
  4801. nullpo_retr(0,status);
  4802. if(type < 0 || type >= SC_MAX)
  4803. return 0;
  4804. BL_CAST(BL_PC,bl,sd);
  4805. if (sc->data[type].timer == -1 ||
  4806. (sc->data[type].timer != tid && tid != -1))
  4807. return 0;
  4808. if (tid == -1)
  4809. delete_timer(sc->data[type].timer,status_change_timer);
  4810. sc->data[type].timer=-1;
  4811. (sc->count)--;
  4812. calc_flag = StatusChangeFlagTable[type];
  4813. switch(type){
  4814. case SC_WEDDING:
  4815. case SC_XMAS:
  4816. {
  4817. struct view_data *vd = status_get_viewdata(bl);
  4818. if (!vd) return 0;
  4819. if (sd) //Load data from sd->status.* as the stored values could have changed.
  4820. status_set_viewdata(bl, sd->status.class_);
  4821. else {
  4822. vd->class_ = sc->data[type].val1;
  4823. vd->weapon = sc->data[type].val2;
  4824. vd->shield = sc->data[type].val3;
  4825. vd->cloth_color = sc->data[type].val4;
  4826. }
  4827. clif_changelook(bl,LOOK_BASE,vd->class_);
  4828. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  4829. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  4830. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4831. }
  4832. break;
  4833. case SC_RUN:
  4834. {
  4835. struct unit_data *ud = unit_bl2ud(bl);
  4836. if (ud) {
  4837. ud->state.running = 0;
  4838. if (ud->walktimer != -1)
  4839. unit_stop_walking(bl,1);
  4840. }
  4841. if (sc->data[type].val1 >= 7 &&
  4842. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  4843. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
  4844. (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
  4845. )
  4846. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  4847. }
  4848. break;
  4849. case SC_AUTOBERSERK:
  4850. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  4851. status_change_end(bl,SC_PROVOKE,-1);
  4852. break;
  4853. case SC_DEFENDER:
  4854. case SC_REFLECTSHIELD:
  4855. case SC_AUTOGUARD:
  4856. if (sd) {
  4857. struct map_session_data *tsd;
  4858. int i;
  4859. for (i = 0; i < 5; i++)
  4860. { //Clear the status from the others too [Skotlex]
  4861. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  4862. status_change_end(&tsd->bl,type,-1);
  4863. }
  4864. }
  4865. break;
  4866. case SC_DEVOTION:
  4867. {
  4868. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  4869. //The status could have changed because the Crusader left the game. [Skotlex]
  4870. if (md)
  4871. {
  4872. md->devotion[sc->data[type].val2] = 0;
  4873. clif_devotion(md);
  4874. }
  4875. //Remove AutoGuard and Defender [Skotlex]
  4876. if (sc->data[SC_AUTOGUARD].timer != -1)
  4877. status_change_end(bl,SC_AUTOGUARD,-1);
  4878. if (sc->data[SC_DEFENDER].timer != -1)
  4879. status_change_end(bl,SC_DEFENDER,-1);
  4880. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  4881. status_change_end(bl,SC_REFLECTSHIELD,-1);
  4882. break;
  4883. }
  4884. case SC_BLADESTOP:
  4885. if(sc->data[type].val4)
  4886. {
  4887. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  4888. struct status_change *tsc = status_get_sc(tbl);
  4889. sc->data[type].val4 = 0;
  4890. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  4891. {
  4892. tsc->data[SC_BLADESTOP].val4 = 0;
  4893. status_change_end(tbl,SC_BLADESTOP,-1);
  4894. }
  4895. clif_bladestop(bl,tbl,0);
  4896. }
  4897. break;
  4898. case SC_DANCING:
  4899. {
  4900. struct map_session_data *dsd;
  4901. struct status_change *dsc;
  4902. struct skill_unit_group *group;
  4903. if(sc->data[type].val2)
  4904. {
  4905. group = (struct skill_unit_group *)sc->data[type].val2;
  4906. sc->data[type].val2 = 0;
  4907. skill_delunitgroup(bl, group);
  4908. }
  4909. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  4910. dsc = &dsd->sc;
  4911. if(dsc && dsc->data[type].timer!=-1)
  4912. { //This will prevent recursive loops.
  4913. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  4914. status_change_end(&dsd->bl, type, -1);
  4915. }
  4916. }
  4917. }
  4918. //Only dance that doesn't has ground tiles... [Skotlex]
  4919. if(sc->data[type].val1 == CG_MOONLIT)
  4920. status_change_end(bl, SC_MOONLIT, -1);
  4921. if (sc->data[SC_LONGING].timer!=-1)
  4922. status_change_end(bl,SC_LONGING,-1);
  4923. break;
  4924. case SC_NOCHAT:
  4925. if (sd && battle_config.manner_system)
  4926. {
  4927. //Why set it to 0? Can't we use good manners for something? [Skotlex]
  4928. // if (sd->status.manner >= 0) // weeee ^^ [celest]
  4929. // sd->status.manner = 0;
  4930. clif_updatestatus(sd,SP_MANNER);
  4931. }
  4932. break;
  4933. case SC_SPLASHER:
  4934. {
  4935. struct block_list *src=map_id2bl(sc->data[type].val3);
  4936. if(src && tid!=-1)
  4937. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  4938. }
  4939. break;
  4940. case SC_CLOSECONFINE2:
  4941. {
  4942. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  4943. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4944. if (src && sc2 && sc2->count) {
  4945. //If status was already ended, do nothing.
  4946. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  4947. { //Decrease count
  4948. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  4949. status_change_end(src, SC_CLOSECONFINE, -1);
  4950. }
  4951. }
  4952. }
  4953. case SC_CLOSECONFINE:
  4954. if (sc->data[type].val2 > 0) {
  4955. //Caster has been unlocked... nearby chars need to be unlocked.
  4956. int range = 1
  4957. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  4958. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  4959. map_foreachinarea(status_change_timer_sub,
  4960. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  4961. }
  4962. break;
  4963. case SC_COMBO: //Clear last used skill when it is part of a combo.
  4964. if (sd && sd->skillid_old == sc->data[type].val1)
  4965. sd->skillid_old = sd->skilllv_old = 0;
  4966. break;
  4967. case SC_FREEZE:
  4968. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  4969. break;
  4970. case SC_MARIONETTE:
  4971. case SC_MARIONETTE2: /// Marionette target
  4972. if (sc->data[type].val1)
  4973. { // check for partner and end their marionette status as well
  4974. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  4975. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  4976. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  4977. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  4978. {
  4979. sc2->data[type2].val1 = 0;
  4980. status_change_end(pbl, type2, -1);
  4981. }
  4982. }
  4983. if (type == SC_MARIONETTE)
  4984. clif_marionette(bl, 0); //Clear effect.
  4985. break;
  4986. case SC_BERSERK:
  4987. //val4 indicates if the skill was dispelled. [Skotlex]
  4988. if(status->hp > 100 && !sc->data[type].val4)
  4989. status_zap(bl, status->hp-100, 0);
  4990. if(sc->data[SC_ENDURE].timer != -1)
  4991. status_change_end(bl, SC_ENDURE, -1);
  4992. break;
  4993. case SC_GRAVITATION:
  4994. if (sc->data[type].val3 == BCT_SELF) {
  4995. struct unit_data *ud = unit_bl2ud(bl);
  4996. if (ud)
  4997. ud->canmove_tick = ud->canact_tick = gettick();
  4998. }
  4999. break;
  5000. case SC_GOSPEL: //Clear the buffs from other chars.
  5001. if (sc->data[type].val3) { //Clear the group.
  5002. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5003. sc->data[type].val3 = 0;
  5004. skill_delunitgroup(bl, group);
  5005. }
  5006. break;
  5007. case SC_HERMODE:
  5008. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5009. if(sc->data[type].val3 == BCT_SELF)
  5010. skill_clear_unitgroup(bl);
  5011. break;
  5012. case SC_MOONLIT: //Clear the unit effect. [Skotlex]
  5013. skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
  5014. break;
  5015. case SC_TRICKDEAD: /* 死んだふり */
  5016. {
  5017. struct view_data *vd = status_get_viewdata(bl);
  5018. if (vd) vd->dead_sit = 0;
  5019. break;
  5020. }
  5021. case SC_WARM:
  5022. if (sc->data[type].val4) { //Clear the group.
  5023. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5024. sc->data[type].val4 = 0;
  5025. skill_delunitgroup(bl, group);
  5026. }
  5027. break;
  5028. case SC_KAAHI:
  5029. //Delete timer if it exists.
  5030. if (sc->data[type].val4 != -1) {
  5031. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5032. sc->data[type].val4=-1;
  5033. }
  5034. break;
  5035. }
  5036. if (sd)
  5037. { //Why must it be ONLY for players? [Skotlex]
  5038. if (bl->prev)
  5039. clif_status_change(bl,StatusIconChangeTable[type],0);
  5040. else
  5041. clif_status_load(bl,StatusIconChangeTable[type],0);
  5042. }
  5043. opt_flag = 1;
  5044. switch(type){
  5045. case SC_STONE:
  5046. case SC_FREEZE:
  5047. case SC_STUN:
  5048. case SC_SLEEP:
  5049. sc->opt1 = 0;
  5050. break;
  5051. case SC_POISON:
  5052. case SC_CURSE:
  5053. case SC_SILENCE:
  5054. case SC_BLIND:
  5055. sc->opt2 &= ~(1<<(type-SC_POISON));
  5056. break;
  5057. case SC_DPOISON:
  5058. sc->opt2 &= ~OPT2_DPOISON;
  5059. break;
  5060. case SC_SIGNUMCRUCIS:
  5061. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5062. break;
  5063. case SC_HIDING:
  5064. sc->option &= ~OPTION_HIDE;
  5065. break;
  5066. case SC_CLOAKING:
  5067. sc->option &= ~OPTION_CLOAK;
  5068. break;
  5069. case SC_CHASEWALK:
  5070. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5071. break;
  5072. case SC_SIGHT:
  5073. sc->option &= ~OPTION_SIGHT;
  5074. break;
  5075. case SC_WEDDING:
  5076. sc->option &= ~OPTION_WEDDING;
  5077. break;
  5078. case SC_ORCISH:
  5079. sc->option &= ~OPTION_ORCISH;
  5080. break;
  5081. case SC_RUWACH:
  5082. sc->option &= ~OPTION_RUWACH;
  5083. break;
  5084. case SC_SIGHTTRASHER:
  5085. sc->option &= ~OPTION_SIGHTTRASHER;
  5086. break;
  5087. case SC_FUSION:
  5088. sc->option &= ~OPTION_FLYING;
  5089. break;
  5090. //opt3
  5091. case SC_TWOHANDQUICKEN:
  5092. case SC_ONEHAND:
  5093. case SC_SPEARQUICKEN:
  5094. case SC_CONCENTRATION:
  5095. sc->opt3 &= ~1;
  5096. opt_flag = 0;
  5097. break;
  5098. case SC_OVERTHRUST:
  5099. case SC_MAXOVERTHRUST:
  5100. case SC_SWOO:
  5101. sc->opt3 &= ~2;
  5102. opt_flag = 0;
  5103. break;
  5104. case SC_ENERGYCOAT:
  5105. sc->opt3 &= ~4;
  5106. opt_flag = 0;
  5107. break;
  5108. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5109. if (bl->type != BL_MOB)
  5110. break;
  5111. case SC_EXPLOSIONSPIRITS:
  5112. sc->opt3 &= ~8;
  5113. opt_flag = 0;
  5114. break;
  5115. case SC_STEELBODY:
  5116. case SC_SKA:
  5117. sc->opt3 &= ~16;
  5118. opt_flag = 0;
  5119. break;
  5120. case SC_BLADESTOP:
  5121. sc->opt3 &= ~32;
  5122. opt_flag = 0;
  5123. break;
  5124. case SC_BERSERK:
  5125. sc->opt3 &= ~128;
  5126. opt_flag = 0;
  5127. break;
  5128. case SC_MARIONETTE:
  5129. case SC_MARIONETTE2:
  5130. sc->opt3 &= ~1024;
  5131. opt_flag = 0;
  5132. break;
  5133. case SC_ASSUMPTIO:
  5134. sc->opt3 &= ~2048;
  5135. opt_flag = 0;
  5136. break;
  5137. case SC_WARM: //SG skills [Komurka]
  5138. sc->opt3 &= ~4096;
  5139. opt_flag = 0;
  5140. break;
  5141. default:
  5142. opt_flag = 0;
  5143. }
  5144. if(opt_flag)
  5145. clif_changeoption(bl);
  5146. if (calc_flag)
  5147. status_calc_bl(bl,calc_flag);
  5148. return 1;
  5149. }
  5150. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5151. {
  5152. struct block_list *bl;
  5153. struct status_change *sc;
  5154. struct status_data *status;
  5155. int hp;
  5156. bl=map_id2bl(id);
  5157. sc=status_get_sc(bl);
  5158. status=status_get_status_data(bl);
  5159. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5160. return 0;
  5161. if(sc->data[data].val4 != tid) {
  5162. if (battle_config.error_log)
  5163. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5164. sc->data[data].val4=-1;
  5165. return 0;
  5166. }
  5167. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5168. sc->data[data].val4=-1;
  5169. return 0;
  5170. }
  5171. hp = status->max_hp - status->hp;
  5172. if (hp > sc->data[data].val2)
  5173. hp = sc->data[data].val2;
  5174. if (hp) {
  5175. status_heal(bl, hp, 0, 0);
  5176. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5177. }
  5178. sc->data[data].val4=-1;
  5179. return 1;
  5180. }
  5181. /*==========================================
  5182. * ステータス異常終了タイマー
  5183. *------------------------------------------
  5184. */
  5185. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5186. {
  5187. int type = data;
  5188. struct block_list *bl;
  5189. struct map_session_data *sd=NULL;
  5190. struct status_data *status;
  5191. struct status_change *sc;
  5192. // security system to prevent forgetting timer removal
  5193. int temp_timerid;
  5194. bl=map_id2bl(id);
  5195. #ifndef _WIN32
  5196. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5197. #endif
  5198. sc=status_get_sc(bl);
  5199. status = status_get_status_data(bl);
  5200. if (!sc || !status)
  5201. { //Temporal debug until case is resolved. [Skotlex]
  5202. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5203. return 0;
  5204. }
  5205. if(bl->type==BL_PC)
  5206. sd=(struct map_session_data *)bl;
  5207. if(sc->data[type].timer != tid) {
  5208. if(battle_config.error_log)
  5209. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5210. return 0;
  5211. }
  5212. // security system to prevent forgetting timer removal
  5213. // you shouldn't be that careless inside the switch here
  5214. temp_timerid = sc->data[type].timer;
  5215. sc->data[type].timer = -1;
  5216. switch(type){ /* 特殊な?理になる場合 */
  5217. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5218. case SC_CLOAKING:
  5219. if(!status_charge(bl, 0, 1))
  5220. break; //Not enough SP to continue.
  5221. sc->data[type].timer=add_timer(
  5222. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5223. return 0;
  5224. case SC_CHASEWALK:
  5225. if(!status_charge(bl, 0, sc->data[type].val4))
  5226. break; //Not enough SP to continue.
  5227. if (sc->data[SC_INCSTR].timer == -1) {
  5228. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5229. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5230. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5231. }
  5232. sc->data[type].timer = add_timer(
  5233. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5234. return 0;
  5235. break;
  5236. case SC_HIDING:
  5237. if((--sc->data[type].val2)>0){
  5238. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5239. break; //Fail if it's time to substract SP and there isn't.
  5240. sc->data[type].timer=add_timer(
  5241. 1000+tick, status_change_timer,
  5242. bl->id, data);
  5243. return 0;
  5244. }
  5245. break;
  5246. case SC_SIGHT:
  5247. case SC_RUWACH:
  5248. case SC_SIGHTBLASTER:
  5249. {
  5250. map_foreachinrange( status_change_timer_sub, bl,
  5251. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5252. BL_CHAR, bl,sc,type,tick);
  5253. if( (--sc->data[type].val2)>0 ){
  5254. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5255. 250+tick, status_change_timer,
  5256. bl->id, data);
  5257. return 0;
  5258. }
  5259. }
  5260. break;
  5261. case SC_PROVOKE:
  5262. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5263. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5264. return 0;
  5265. }
  5266. break;
  5267. case SC_ENDURE:
  5268. if(sc->data[type].val4) { //Infinite Endure.
  5269. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5270. return 0;
  5271. }
  5272. break;
  5273. case SC_STONE:
  5274. if(sc->opt1 == OPT1_STONEWAIT) {
  5275. sc->data[type].val4 = 0;
  5276. unit_stop_walking(bl,1);
  5277. sc->opt1 = OPT1_STONE;
  5278. clif_changeoption(bl);
  5279. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5280. status_calc_bl(bl, SCB_DEF_ELE);
  5281. return 0;
  5282. }
  5283. if((--sc->data[type].val3) > 0) {
  5284. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5285. status_zap(bl, sc->data[type].val2, 0);
  5286. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5287. return 0;
  5288. }
  5289. break;
  5290. case SC_POISON:
  5291. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5292. break;
  5293. case SC_DPOISON:
  5294. if ((--sc->data[type].val3) > 0) {
  5295. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5296. status_zap(bl, sc->data[type].val4, 0);
  5297. if (status_isdead(bl))
  5298. break;
  5299. }
  5300. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5301. return 0;
  5302. }
  5303. break;
  5304. case SC_TENSIONRELAX:
  5305. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5306. sc->data[type].timer=add_timer(
  5307. sc->data[type].val4+tick, status_change_timer,
  5308. bl->id, data);
  5309. return 0;
  5310. }
  5311. break;
  5312. case SC_BLEEDING: // [celest]
  5313. // i hope i haven't interpreted it wrong.. which i might ^^;
  5314. // Source:
  5315. // - 10�ェエェネェヒHPェャハ�エ
  5316. // - �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、
  5317. // To-do: bleeding effect increases damage taken?
  5318. if ((sc->data[type].val4 -= 10000) >= 0) {
  5319. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5320. if (status_isdead(bl))
  5321. break;
  5322. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5323. return 0;
  5324. }
  5325. break;
  5326. case SC_KNOWLEDGE:
  5327. if (sd) {
  5328. if(bl->m != sd->feel_map[0].m
  5329. && bl->m != sd->feel_map[1].m
  5330. && bl->m != sd->feel_map[2].m)
  5331. break; //End it
  5332. } //Otherwise continue.
  5333. // Status changes that don't have a time limit
  5334. case SC_AETERNA:
  5335. case SC_TRICKDEAD:
  5336. case SC_MODECHANGE:
  5337. case SC_WEIGHT50:
  5338. case SC_WEIGHT90:
  5339. case SC_MAGICPOWER:
  5340. case SC_REJECTSWORD:
  5341. case SC_MEMORIZE:
  5342. case SC_BROKENWEAPON:
  5343. case SC_BROKENARMOR:
  5344. case SC_SACRIFICE:
  5345. case SC_READYSTORM:
  5346. case SC_READYDOWN:
  5347. case SC_READYTURN:
  5348. case SC_READYCOUNTER:
  5349. case SC_RUN:
  5350. case SC_DODGE:
  5351. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5352. case SC_NEN:
  5353. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5354. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5355. return 0;
  5356. case SC_DANCING: //ダンススキルの時間SP消費
  5357. {
  5358. int s = 0;
  5359. int sp = 1;
  5360. int counter = sc->data[type].val3>>16;
  5361. if (--counter <= 0)
  5362. break;
  5363. sc->data[type].val3&= 0xFFFF; //Remove counter
  5364. sc->data[type].val3|=(counter<<16);//Reset it.
  5365. switch(sc->data[type].val1){
  5366. case BD_RICHMANKIM:
  5367. case BD_DRUMBATTLEFIELD:
  5368. case BD_RINGNIBELUNGEN:
  5369. case BD_SIEGFRIED:
  5370. case BA_DISSONANCE:
  5371. case BA_ASSASSINCROSS:
  5372. case DC_UGLYDANCE:
  5373. s=3;
  5374. break;
  5375. case BD_LULLABY:
  5376. case BD_ETERNALCHAOS:
  5377. case BD_ROKISWEIL:
  5378. case DC_FORTUNEKISS:
  5379. s=4;
  5380. break;
  5381. case CG_HERMODE:
  5382. case BD_INTOABYSS:
  5383. case BA_WHISTLE:
  5384. case DC_HUMMING:
  5385. case BA_POEMBRAGI:
  5386. case DC_SERVICEFORYOU:
  5387. s=5;
  5388. break;
  5389. case BA_APPLEIDUN:
  5390. s=6;
  5391. break;
  5392. case CG_MOONLIT:
  5393. sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5394. //Upkeep is also every 10 secs.
  5395. case DC_DONTFORGETME:
  5396. s=10;
  5397. break;
  5398. }
  5399. if (s && ((sc->data[type].val3 % s) == 0)) {
  5400. if (sc->data[SC_LONGING].timer != -1)
  5401. sp = s;
  5402. if (!status_charge(bl, 0, sp))
  5403. break;
  5404. }
  5405. sc->data[type].timer=add_timer(
  5406. 1000+tick, status_change_timer,
  5407. bl->id, data);
  5408. return 0;
  5409. }
  5410. break;
  5411. case SC_DEVOTION:
  5412. { //Check range and timeleft to preserve status [Skotlex]
  5413. //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_id2sd
  5414. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5415. if (md && battle_check_range(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  5416. {
  5417. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  5418. return 0;
  5419. }
  5420. }
  5421. break;
  5422. case SC_BERSERK:
  5423. // 5% every 10 seconds [DracoRPG]
  5424. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  5425. {
  5426. sc->data[type].timer = add_timer(
  5427. sc->data[type].val4+tick, status_change_timer,
  5428. bl->id, data);
  5429. return 0;
  5430. }
  5431. else if (sd)
  5432. sd->canregen_tick = gettick() + 300000;
  5433. break;
  5434. case SC_NOCHAT:
  5435. if(sd && battle_config.manner_system){
  5436. sd->status.manner++;
  5437. clif_updatestatus(sd,SP_MANNER);
  5438. if (sd->status.manner < 0)
  5439. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  5440. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  5441. return 0;
  5442. }
  5443. }
  5444. break;
  5445. case SC_SPLASHER:
  5446. if (sc->data[type].val4 % 1000 == 0) {
  5447. char timer[10];
  5448. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  5449. clif_message(bl, timer);
  5450. }
  5451. if((sc->data[type].val4 -= 500) > 0) {
  5452. sc->data[type].timer = add_timer(
  5453. 500 + tick, status_change_timer,
  5454. bl->id, data);
  5455. return 0;
  5456. }
  5457. break;
  5458. case SC_MARIONETTE:
  5459. case SC_MARIONETTE2:
  5460. {
  5461. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5462. if (pbl && battle_check_range(bl, pbl, 7) && (sc->data[type].val2--)>0)
  5463. {
  5464. sc->data[type].timer = add_timer(
  5465. 1000 + tick, status_change_timer,
  5466. bl->id, data);
  5467. return 0;
  5468. }
  5469. }
  5470. break;
  5471. case SC_GOSPEL:
  5472. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  5473. {
  5474. int hp, sp;
  5475. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  5476. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  5477. if(!status_charge(bl, hp, sp))
  5478. break;
  5479. sc->data[type].timer = add_timer(
  5480. 10000+tick, status_change_timer,
  5481. bl->id, data);
  5482. return 0;
  5483. }
  5484. break;
  5485. case SC_GUILDAURA:
  5486. {
  5487. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  5488. if (tbl && battle_check_range(bl, tbl, 2)){
  5489. sc->data[type].timer = add_timer(
  5490. 1000 + tick, status_change_timer,
  5491. bl->id, data);
  5492. return 0;
  5493. }
  5494. }
  5495. break;
  5496. }
  5497. // default for all non-handled control paths
  5498. // security system to prevent forgetting timer removal
  5499. // if we reach this point we need the timer for the next call,
  5500. // so restore it to have status_change_end handle a valid timer
  5501. sc->data[type].timer = temp_timerid;
  5502. return status_change_end( bl,type,tid );
  5503. }
  5504. /*==========================================
  5505. * ステータス異常タイマー範囲処理
  5506. *------------------------------------------
  5507. */
  5508. int status_change_timer_sub(struct block_list *bl, va_list ap )
  5509. {
  5510. struct block_list *src;
  5511. struct status_change *sc, *tsc;
  5512. struct map_session_data* sd=NULL;
  5513. struct map_session_data* tsd=NULL;
  5514. int type;
  5515. unsigned int tick;
  5516. src=va_arg(ap,struct block_list*);
  5517. sc=va_arg(ap,struct status_change*);
  5518. type=va_arg(ap,int);
  5519. tick=va_arg(ap,unsigned int);
  5520. tsc=status_get_sc(bl);
  5521. if (status_isdead(bl))
  5522. return 0;
  5523. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  5524. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  5525. switch( type ){
  5526. case SC_SIGHT: /* サイト */
  5527. case SC_CONCENTRATE:
  5528. if (tsc && tsc->count) {
  5529. if (tsc->data[SC_HIDING].timer != -1)
  5530. status_change_end( bl, SC_HIDING, -1);
  5531. if (tsc->data[SC_CLOAKING].timer != -1)
  5532. status_change_end( bl, SC_CLOAKING, -1);
  5533. }
  5534. break;
  5535. case SC_RUWACH: /* ルアフ */
  5536. 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
  5537. tsc->data[SC_CLOAKING].timer != -1)) {
  5538. status_change_end( bl, SC_HIDING, -1);
  5539. status_change_end( bl, SC_CLOAKING, -1);
  5540. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  5541. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  5542. }
  5543. break;
  5544. case SC_SIGHTBLASTER:
  5545. {
  5546. if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0)
  5547. { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
  5548. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  5549. sc->data[type].val2 = 0; //This signals it to end.
  5550. }
  5551. }
  5552. break;
  5553. case SC_CLOSECONFINE:
  5554. //Lock char has released the hold on everyone...
  5555. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  5556. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  5557. status_change_end(bl, SC_CLOSECONFINE2, -1);
  5558. }
  5559. break;
  5560. }
  5561. return 0;
  5562. }
  5563. /*==========================================
  5564. * Clears buffs/debuffs of a character.
  5565. * type&1 -> buffs, type&2 -> debuffs
  5566. *------------------------------------------
  5567. */
  5568. int status_change_clear_buffs (struct block_list *bl, int type)
  5569. {
  5570. int i;
  5571. struct status_change *sc= status_get_sc(bl);
  5572. if (!sc || !sc->count)
  5573. return 0;
  5574. if (type&2) //Debuffs
  5575. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  5576. if(sc->data[i].timer != -1)
  5577. status_change_end(bl,i,-1);
  5578. }
  5579. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  5580. if(sc->data[i].timer == -1)
  5581. continue;
  5582. switch (i) {
  5583. //Stuff that cannot be removed
  5584. case SC_WEIGHT50:
  5585. case SC_WEIGHT90:
  5586. case SC_COMBO:
  5587. case SC_SMA:
  5588. case SC_DANCING:
  5589. case SC_GUILDAURA:
  5590. case SC_SAFETYWALL:
  5591. case SC_NOCHAT:
  5592. case SC_ANKLE:
  5593. case SC_BLADESTOP:
  5594. case SC_CP_WEAPON:
  5595. case SC_CP_SHIELD:
  5596. case SC_CP_ARMOR:
  5597. case SC_CP_HELM:
  5598. continue;
  5599. //Debuffs that can be removed.
  5600. case SC_HALLUCINATION:
  5601. case SC_QUAGMIRE:
  5602. case SC_SIGNUMCRUCIS:
  5603. case SC_DECREASEAGI:
  5604. case SC_SLOWDOWN:
  5605. case SC_MINDBREAKER:
  5606. case SC_WINKCHARM:
  5607. case SC_STOP:
  5608. case SC_ORCISH:
  5609. case SC_STRIPWEAPON:
  5610. case SC_STRIPSHIELD:
  5611. case SC_STRIPARMOR:
  5612. case SC_STRIPHELM:
  5613. if (!(type&2))
  5614. continue;
  5615. break;
  5616. //The rest are buffs that can be removed.
  5617. case SC_BERSERK:
  5618. if (!(type&1))
  5619. continue;
  5620. sc->data[i].val4 = 1;
  5621. break;
  5622. default:
  5623. if (!(type&1))
  5624. continue;
  5625. break;
  5626. }
  5627. status_change_end(bl,i,-1);
  5628. }
  5629. return 0;
  5630. }
  5631. static int status_calc_sigma(void)
  5632. {
  5633. int i,j;
  5634. unsigned int k;
  5635. for(i=0;i<MAX_PC_CLASS;i++) {
  5636. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  5637. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  5638. k += hp_coefficient[i]*j + 50;
  5639. k -= k%100;
  5640. hp_sigma_val[i][j-1] = k;
  5641. if (k >= INT_MAX)
  5642. break; //Overflow protection. [Skotlex]
  5643. }
  5644. for(;j<=MAX_LEVEL;j++)
  5645. hp_sigma_val[i][j-1] = INT_MAX;
  5646. }
  5647. return 0;
  5648. }
  5649. int status_readdb(void) {
  5650. int i,j;
  5651. FILE *fp;
  5652. char line[1024], path[1024],*p;
  5653. sprintf(path, "%s/job_db1.txt", db_path);
  5654. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  5655. if(fp==NULL){
  5656. ShowError("can't read %s\n", path);
  5657. return 1;
  5658. }
  5659. i = 0;
  5660. while(fgets(line, sizeof(line)-1, fp)){
  5661. char *split[MAX_WEAPON_TYPE + 5];
  5662. i++;
  5663. if(line[0]=='/' && line[1]=='/')
  5664. continue;
  5665. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  5666. split[j]=p;
  5667. p=strchr(p,',');
  5668. if(p) *p++=0;
  5669. }
  5670. if(j < MAX_WEAPON_TYPE + 5)
  5671. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  5672. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  5673. continue;
  5674. }
  5675. if(atoi(split[0])>=MAX_PC_CLASS)
  5676. continue;
  5677. max_weight_base[atoi(split[0])]=atoi(split[1]);
  5678. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  5679. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  5680. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  5681. for(j=0;j<MAX_WEAPON_TYPE;j++)
  5682. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  5683. }
  5684. fclose(fp);
  5685. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5686. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  5687. sprintf(path, "%s/job_db2.txt", db_path);
  5688. fp=fopen(path,"r");
  5689. if(fp==NULL){
  5690. ShowError("can't read %s\n", path);
  5691. return 1;
  5692. }
  5693. while(fgets(line, sizeof(line)-1, fp)){
  5694. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  5695. if(line[0]=='/' && line[1]=='/')
  5696. continue;
  5697. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  5698. split[j]=p;
  5699. p=strchr(p,',');
  5700. if(p) *p++=0;
  5701. }
  5702. if(atoi(split[0])>=MAX_PC_CLASS)
  5703. continue;
  5704. for(i=1;i<j && split[i];i++)
  5705. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  5706. }
  5707. fclose(fp);
  5708. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5709. // サイズ補正テ?ブル
  5710. for(i=0;i<3;i++)
  5711. for(j=0;j<MAX_WEAPON_TYPE;j++)
  5712. atkmods[i][j]=100;
  5713. sprintf(path, "%s/size_fix.txt", db_path);
  5714. fp=fopen(path,"r");
  5715. if(fp==NULL){
  5716. ShowError("can't read %s\n", path);
  5717. return 1;
  5718. }
  5719. i=0;
  5720. while(fgets(line, sizeof(line)-1, fp)){
  5721. char *split[MAX_WEAPON_TYPE];
  5722. if(line[0]=='/' && line[1]=='/')
  5723. continue;
  5724. if(atoi(line)<=0)
  5725. continue;
  5726. memset(split,0,sizeof(split));
  5727. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  5728. split[j]=p;
  5729. p=strchr(p,',');
  5730. if(p) *p++=0;
  5731. atkmods[i][j]=atoi(split[j]);
  5732. }
  5733. i++;
  5734. }
  5735. fclose(fp);
  5736. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5737. // 精?デ?タテ?ブル
  5738. for(i=0;i<5;i++){
  5739. for(j=0;j<MAX_REFINE; j++)
  5740. percentrefinery[i][j]=100;
  5741. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  5742. refinebonus[i][0]=0;
  5743. refinebonus[i][1]=0;
  5744. refinebonus[i][2]=10;
  5745. }
  5746. sprintf(path, "%s/refine_db.txt", db_path);
  5747. fp=fopen(path,"r");
  5748. if(fp==NULL){
  5749. ShowError("can't read %s\n", path);
  5750. return 1;
  5751. }
  5752. i=0;
  5753. while(fgets(line, sizeof(line)-1, fp)){
  5754. char *split[16];
  5755. if(line[0]=='/' && line[1]=='/')
  5756. continue;
  5757. if(atoi(line)<=0)
  5758. continue;
  5759. memset(split,0,sizeof(split));
  5760. for(j=0,p=line;j<16 && p;j++){
  5761. split[j]=p;
  5762. p=strchr(p,',');
  5763. if(p) *p++=0;
  5764. }
  5765. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  5766. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  5767. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  5768. for(j=0;j<MAX_REFINE && split[j];j++)
  5769. percentrefinery[i][j]=atoi(split[j+3]);
  5770. i++;
  5771. }
  5772. fclose(fp); //Lupus. close this file!!!
  5773. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5774. return 0;
  5775. }
  5776. /*==========================================
  5777. * スキル関係初期化処理
  5778. *------------------------------------------
  5779. */
  5780. int do_init_status(void)
  5781. {
  5782. if (SC_MAX > MAX_STATUSCHANGE)
  5783. {
  5784. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  5785. exit(1);
  5786. }
  5787. add_timer_func_list(status_change_timer,"status_change_timer");
  5788. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  5789. initChangeTables();
  5790. initDummyData();
  5791. status_readdb();
  5792. status_calc_sigma();
  5793. return 0;
  5794. }