status.c 153 KB

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  1. // ステータス計算、状態異常処理
  2. #include <time.h>
  3. #include <ctype.h>
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <memory.h>
  7. #include "pc.h"
  8. #include "map.h"
  9. #include "pet.h"
  10. #include "mob.h"
  11. #include "clif.h"
  12. #include "guild.h"
  13. #include "skill.h"
  14. #include "itemdb.h"
  15. #include "battle.h"
  16. #include "chrif.h"
  17. #include "status.h"
  18. #include "timer.h"
  19. #include "nullpo.h"
  20. #include "script.h"
  21. #include "showmsg.h"
  22. /* スキル番?=>ステ?タス異常番??換テ?ブル */
  23. int SkillStatusChangeTable[]={ /* status.hのenumのSC_***とあわせること */
  24. /* 0- */
  25. -1,-1,-1,-1,-1,-1,
  26. SC_PROVOKE, /* プロボック */
  27. -1, 1,-1,
  28. /* 10- */
  29. SC_SIGHT, /* サイト */
  30. -1,
  31. SC_SAFETYWALL, /* セーフティーウォール */
  32. -1,-1,-1,
  33. SC_FREEZE, /* フロストダイバ? */
  34. SC_STONE, /* スト?ンカ?ス */
  35. -1,-1,
  36. /* 20- */
  37. -1,-1,-1,-1,
  38. SC_RUWACH, /* ルアフ */
  39. SC_PNEUMA, /* ニューマ */
  40. -1,-1,-1,
  41. SC_INCREASEAGI, /* 速度?加 */
  42. /* 30- */
  43. SC_DECREASEAGI, /* 速度減少 */
  44. -1,
  45. SC_SIGNUMCRUCIS, /* シグナムクルシス */
  46. SC_ANGELUS, /* エンジェラス */
  47. SC_BLESSING, /* ブレッシング */
  48. -1,-1,-1,-1,-1,
  49. /* 40- */
  50. -1,-1,-1,-1,-1,
  51. SC_CONCENTRATE, /* 集中力向上 */
  52. -1,-1,-1,-1,
  53. /* 50- */
  54. -1,
  55. SC_HIDING, /* ハイディング */
  56. -1,-1,-1,-1,-1,-1,-1,-1,
  57. /* 60- */
  58. SC_TWOHANDQUICKEN, /* 2HQ */
  59. SC_AUTOCOUNTER,
  60. -1,-1,-1,-1,
  61. SC_IMPOSITIO, /* インポシティオマヌス */
  62. SC_SUFFRAGIUM, /* サフラギウム */
  63. SC_ASPERSIO, /* アスペルシオ */
  64. SC_BENEDICTIO, /* 聖?降福 */
  65. /* 70- */
  66. -1,
  67. SC_SLOWPOISON,
  68. -1,
  69. SC_KYRIE, /* キリエエレイソン */
  70. SC_MAGNIFICAT, /* マグニフィカ?ト */
  71. SC_GLORIA, /* グロリア */
  72. SC_DIVINA, /* レックスディビ?ナ */
  73. -1,
  74. SC_AETERNA, /* レックスエ?テルナ */
  75. -1,
  76. /* 80- */
  77. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  78. /* 90- */
  79. -1,-1,
  80. SC_QUAGMIRE, /* クァグマイア */
  81. -1,-1,-1,-1,-1,-1,-1,
  82. /* 100- */
  83. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  84. /* 110- */
  85. -1,
  86. SC_ADRENALINE, /* アドレナリンラッシュ */
  87. SC_WEAPONPERFECTION,/* ウェポンパ?フェクション */
  88. SC_OVERTHRUST, /* オ?バ?トラスト */
  89. SC_MAXIMIZEPOWER, /* マキシマイズパワ? */
  90. -1,-1,-1,-1,-1,
  91. /* 120- */
  92. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  93. /* 130- */
  94. -1,-1,-1,-1,-1,
  95. SC_CLOAKING, /* クロ?キング */
  96. SC_STAN, /* ソニックブロ? */
  97. -1,
  98. SC_ENCPOISON, /* エンチャントポイズン */
  99. SC_POISONREACT, /* ポイズンリアクト */
  100. /* 140- */
  101. SC_POISON, /* ベノムダスト */
  102. SC_SPLASHER, /* ベナムスプラッシャ? */
  103. -1,
  104. SC_TRICKDEAD, /* 死んだふり */
  105. -1,-1,SC_AUTOBERSERK,-1,-1,-1,
  106. /* 150- */
  107. -1,-1,-1,-1,-1,
  108. SC_LOUD, /* ラウドボイス */
  109. -1,
  110. SC_ENERGYCOAT, /* エナジ?コ?ト */
  111. -1,-1,
  112. /* 160- */
  113. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  114. -1,-1,-1,
  115. SC_SELFDESTRUCTION,
  116. -1,-1,-1,-1,-1,-1,
  117. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  118. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  119. -1,
  120. SC_KEEPING,
  121. -1,-1,
  122. SC_BARRIER,
  123. -1,-1,
  124. SC_HALLUCINATION,
  125. -1,-1,
  126. /* 210- */
  127. -1,-1,-1,-1,-1,
  128. SC_STRIPWEAPON,
  129. SC_STRIPSHIELD,
  130. SC_STRIPARMOR,
  131. SC_STRIPHELM,
  132. -1,
  133. /* 220- */
  134. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  135. /* 230- */
  136. -1,-1,-1,-1,
  137. SC_CP_WEAPON,
  138. SC_CP_SHIELD,
  139. SC_CP_ARMOR,
  140. SC_CP_HELM,
  141. -1,-1,
  142. /* 240- */
  143. -1,-1,-1,-1,-1,-1,-1,-1,-1,
  144. SC_AUTOGUARD,
  145. /* 250- */
  146. -1,-1,
  147. SC_REFLECTSHIELD,
  148. -1,-1,
  149. SC_DEVOTION,
  150. SC_PROVIDENCE,
  151. SC_DEFENDER,
  152. SC_SPEARSQUICKEN,
  153. -1,
  154. /* 260- */
  155. -1,-1,-1,-1,-1,-1,-1,-1,
  156. SC_STEELBODY,
  157. SC_BLADESTOP_WAIT,
  158. /* 270- */
  159. SC_EXPLOSIONSPIRITS,
  160. SC_EXTREMITYFIST,
  161. -1,-1,-1,-1,
  162. SC_MAGICROD,
  163. -1,-1,-1,
  164. /* 280- */
  165. SC_FLAMELAUNCHER,
  166. SC_FROSTWEAPON,
  167. SC_LIGHTNINGLOADER,
  168. SC_SEISMICWEAPON,
  169. -1,
  170. SC_VOLCANO,
  171. SC_DELUGE,
  172. SC_VIOLENTGALE,
  173. SC_LANDPROTECTOR,
  174. -1,
  175. /* 290- */
  176. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  177. /* 300- */
  178. -1,-1,-1,-1,-1,-1,
  179. SC_LULLABY,
  180. SC_RICHMANKIM,
  181. SC_ETERNALCHAOS,
  182. SC_DRUMBATTLE,
  183. /* 310- */
  184. SC_NIBELUNGEN,
  185. SC_ROKISWEIL,
  186. SC_INTOABYSS,
  187. SC_SIEGFRIED,
  188. -1,-1,-1,
  189. SC_DISSONANCE,
  190. -1,
  191. SC_WHISTLE,
  192. /* 320- */
  193. SC_ASSNCROS,
  194. SC_POEMBRAGI,
  195. SC_APPLEIDUN,
  196. -1,-1,
  197. SC_UGLYDANCE,
  198. -1,
  199. SC_HUMMING,
  200. SC_DONTFORGETME,
  201. SC_FORTUNE,
  202. /* 330- */
  203. SC_SERVICE4U,
  204. SC_SELFDESTRUCTION,
  205. -1,-1,-1,-1,-1,-1,-1,-1,
  206. /* 340- */
  207. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  208. /* 350- */
  209. -1,-1,-1,-1,-1,
  210. SC_AURABLADE,
  211. SC_PARRYING,
  212. SC_CONCENTRATION,
  213. SC_TENSIONRELAX,
  214. SC_BERSERK,
  215. /* 360- */
  216. SC_BERSERK,
  217. SC_ASSUMPTIO,
  218. SC_BASILICA,
  219. -1,-1,-1,
  220. SC_MAGICPOWER,
  221. -1,
  222. SC_SACRIFICE,
  223. SC_GOSPEL,
  224. /* 370- */
  225. -1,-1,-1,-1,-1,-1,-1,-1,
  226. SC_EDP,
  227. -1,
  228. /* 380- */
  229. SC_TRUESIGHT,
  230. -1,-1,
  231. SC_WINDWALK,
  232. SC_MELTDOWN,
  233. -1,-1,
  234. SC_CARTBOOST,
  235. -1,
  236. SC_CHASEWALK,
  237. /* 390- */
  238. SC_REJECTSWORD,
  239. -1,-1,-1,-1,
  240. SC_MOONLIT,
  241. SC_MARIONETTE,
  242. -1,
  243. SC_BLEEDING,
  244. SC_JOINTBEAT,
  245. /* 400 */
  246. -1,-1,
  247. SC_MINDBREAKER,
  248. SC_MEMORIZE,
  249. SC_FOGWALL,
  250. SC_SPIDERWEB,
  251. -1,-1,
  252. SC_BABY,
  253. -1,
  254. /* 410- */
  255. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  256. };
  257. static int max_weight_base[MAX_PC_CLASS];
  258. static int hp_coefficient[MAX_PC_CLASS];
  259. static int hp_coefficient2[MAX_PC_CLASS];
  260. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  261. static int sp_coefficient[MAX_PC_CLASS];
  262. static int aspd_base[MAX_PC_CLASS][20];
  263. static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt)
  264. int percentrefinery[5][10]; // 精錬成功率(refine_db.txt)
  265. static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
  266. static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
  267. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  268. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  269. //to avoid cards exploits
  270. /*==========================================
  271. * 精錬ボーナス
  272. *------------------------------------------
  273. */
  274. int status_getrefinebonus(int lv,int type)
  275. {
  276. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  277. return refinebonus[lv][type];
  278. return 0;
  279. }
  280. /*==========================================
  281. * 精錬成功率
  282. *------------------------------------------
  283. */
  284. int status_percentrefinery(struct map_session_data *sd,struct item *item)
  285. {
  286. int percent;
  287. nullpo_retr(0, item);
  288. percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];
  289. percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持
  290. // 確率の有効範囲チェック
  291. if( percent > 100 ){
  292. percent = 100;
  293. }
  294. if( percent < 0 ){
  295. percent = 0;
  296. }
  297. return percent;
  298. }
  299. /*==========================================
  300. * パラメータ計算
  301. * first==0の時、計算対象のパラメータが呼び出し前から
  302. * 変 化した場合自動でsendするが、
  303. * 能動的に変化させたパラメータは自前でsendするように
  304. *------------------------------------------
  305. */
  306. int status_calc_pc(struct map_session_data* sd,int first)
  307. {
  308. int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
  309. int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
  310. int b_base_atk;
  311. struct skill b_skill[MAX_SKILL];
  312. int i,bl,index;
  313. int skill,aspd_rate,wele,wele_,def_ele,refinedef=0;
  314. int pele=0,pdef_ele=0;
  315. int str,dstr,dex;
  316. struct pc_base_job s_class;
  317. nullpo_retr(0, sd);
  318. //?生や養子の場合の元の職業を算出する
  319. s_class = pc_calc_base_job(sd->status.class_);
  320. b_speed = sd->speed;
  321. b_max_hp = sd->status.max_hp;
  322. b_max_sp = sd->status.max_sp;
  323. b_hp = sd->status.hp;
  324. b_sp = sd->status.sp;
  325. b_weight = sd->weight;
  326. b_max_weight = sd->max_weight;
  327. memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
  328. memcpy(b_parame,&sd->paramc,sizeof(b_parame));
  329. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  330. b_hit = sd->hit;
  331. b_flee = sd->flee;
  332. b_aspd = sd->aspd;
  333. b_watk = sd->watk;
  334. b_def = sd->def;
  335. b_watk2 = sd->watk2;
  336. b_def2 = sd->def2;
  337. b_flee2 = sd->flee2;
  338. b_critical = sd->critical;
  339. b_attackrange = sd->attackrange;
  340. b_matk1 = sd->matk1;
  341. b_matk2 = sd->matk2;
  342. b_mdef = sd->mdef;
  343. b_mdef2 = sd->mdef2;
  344. b_class = sd->view_class;
  345. sd->view_class = sd->status.class_;
  346. b_base_atk = sd->base_atk;
  347. pc_calc_skilltree(sd); // スキルツリ?の計算
  348. sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300;
  349. if(first&1) {
  350. sd->weight=0;
  351. for(i=0;i<MAX_INVENTORY;i++){
  352. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  353. continue;
  354. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  355. }
  356. sd->cart_max_weight=battle_config.max_cart_weight;
  357. sd->cart_weight=0;
  358. sd->cart_max_num=MAX_CART;
  359. sd->cart_num=0;
  360. for(i=0;i<MAX_CART;i++){
  361. if(sd->status.cart[i].nameid==0)
  362. continue;
  363. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  364. sd->cart_num++;
  365. }
  366. }
  367. memset(sd->paramb,0,sizeof(sd->paramb));
  368. memset(sd->parame,0,sizeof(sd->parame));
  369. sd->hit = 0;
  370. sd->flee = 0;
  371. sd->flee2 = 0;
  372. sd->critical = 0;
  373. sd->aspd = 0;
  374. sd->watk = 0;
  375. sd->def = 0;
  376. sd->mdef = 0;
  377. sd->watk2 = 0;
  378. sd->def2 = 0;
  379. sd->mdef2 = 0;
  380. sd->status.max_hp = 0;
  381. sd->status.max_sp = 0;
  382. sd->attackrange = 0;
  383. sd->attackrange_ = 0;
  384. sd->atk_ele = 0;
  385. sd->def_ele = 0;
  386. sd->star =0;
  387. sd->overrefine =0;
  388. sd->matk1 =0;
  389. sd->matk2 =0;
  390. sd->speed = DEFAULT_WALK_SPEED ;
  391. sd->hprate=battle_config.hp_rate;
  392. sd->sprate=battle_config.sp_rate;
  393. sd->castrate=100;
  394. sd->delayrate=100;
  395. sd->dsprate=100;
  396. sd->base_atk=0;
  397. sd->arrow_atk=0;
  398. sd->arrow_ele=0;
  399. sd->arrow_hit=0;
  400. sd->arrow_range=0;
  401. sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
  402. memset(sd->addele,0,sizeof(sd->addele));
  403. memset(sd->addrace,0,sizeof(sd->addrace));
  404. memset(sd->addsize,0,sizeof(sd->addsize));
  405. memset(sd->addele_,0,sizeof(sd->addele_));
  406. memset(sd->addrace_,0,sizeof(sd->addrace_));
  407. memset(sd->addsize_,0,sizeof(sd->addsize_));
  408. memset(sd->subele,0,sizeof(sd->subele));
  409. memset(sd->subrace,0,sizeof(sd->subrace));
  410. memset(sd->addeff,0,sizeof(sd->addeff));
  411. memset(sd->addeff2,0,sizeof(sd->addeff2));
  412. memset(sd->reseff,0,sizeof(sd->reseff));
  413. memset(&sd->special_state,0,sizeof(sd->special_state));
  414. memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
  415. memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));
  416. memset(sd->weapon_atk,0,sizeof(sd->weapon_atk));
  417. memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate));
  418. sd->watk_ = 0; //二刀流用(?)
  419. sd->watk_2 = 0;
  420. sd->atk_ele_ = 0;
  421. sd->star_ = 0;
  422. sd->overrefine_ = 0;
  423. sd->aspd_rate = 100;
  424. sd->speed_rate = 100;
  425. sd->hprecov_rate = 100;
  426. sd->sprecov_rate = 100;
  427. sd->critical_def = 0;
  428. sd->double_rate = 0;
  429. sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
  430. sd->atk_rate = sd->matk_rate = 100;
  431. sd->ignore_def_ele = sd->ignore_def_race = 0;
  432. sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
  433. sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
  434. sd->arrow_cri = 0;
  435. sd->magic_def_rate = sd->misc_def_rate = 0;
  436. memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
  437. memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
  438. memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
  439. memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
  440. memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
  441. memset(sd->magic_addele,0,sizeof(sd->magic_addele));
  442. memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
  443. memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
  444. sd->perfect_hit = 0;
  445. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  446. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  447. sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
  448. sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
  449. sd->get_zeny_num = 0;
  450. sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
  451. sd->add_def_class_count = sd->add_mdef_class_count = 0;
  452. sd->monster_drop_item_count = 0;
  453. memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
  454. memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
  455. memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
  456. memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
  457. memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
  458. memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
  459. memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
  460. sd->speed_add_rate = sd->aspd_add_rate = 100;
  461. sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
  462. sd->splash_range = sd->splash_add_range = 0;
  463. sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
  464. sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
  465. sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
  466. sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
  467. sd->magic_damage_return = 0; //AppleGirl Was Here
  468. sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
  469. sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0;
  470. sd->unbreakable_equip = 0;
  471. sd->break_weapon_rate = sd->break_armor_rate = 0;
  472. sd->add_steal_rate = 0;
  473. sd->crit_atk_rate = 0;
  474. sd->no_regen = 0;
  475. sd->unstripable_equip = 0;
  476. sd->autospell2_id = sd->autospell2_lv = sd->autospell2_rate = 0;
  477. memset(sd->critaddrace,0,sizeof(sd->critaddrace));
  478. memset(sd->addeff3,0,sizeof(sd->addeff3));
  479. memset(sd->addeff3_type,0,sizeof(sd->addeff3_type));
  480. memset(sd->skillatk,0,sizeof(sd->skillatk));
  481. sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
  482. sd->add_def_class_count = sd->add_mdef_class_count = 0;
  483. sd->add_damage_class_count2 = 0;
  484. memset(sd->add_damage_classid,0,sizeof(sd->add_damage_classid));
  485. memset(sd->add_damage_classid_,0,sizeof(sd->add_damage_classid_));
  486. memset(sd->add_magic_damage_classid,0,sizeof(sd->add_magic_damage_classid));
  487. memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
  488. memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
  489. memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
  490. memset(sd->add_def_classid,0,sizeof(sd->add_def_classid));
  491. memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
  492. memset(sd->add_mdef_classid,0,sizeof(sd->add_mdef_classid));
  493. memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
  494. memset(sd->add_damage_classid2,0,sizeof(sd->add_damage_classid2));
  495. memset(sd->add_damage_classrate2,0,sizeof(sd->add_damage_classrate2));
  496. sd->sp_gain_value = 0;
  497. sd->ignore_def_mob = sd->ignore_def_mob_ = 0;
  498. sd->hp_loss_rate = sd->hp_loss_value = sd->hp_loss_type = 0;
  499. memset(sd->addrace2,0,sizeof(sd->addrace2));
  500. memset(sd->addrace2_,0,sizeof(sd->addrace2_));
  501. sd->hp_gain_value = sd->sp_drain_type = 0;
  502. memset(sd->subsize,0,sizeof(sd->subsize));
  503. memset(sd->unequip_losehp,0,sizeof(sd->unequip_losehp));
  504. memset(sd->unequip_losesp,0,sizeof(sd->unequip_losesp));
  505. memset(sd->subrace2,0,sizeof(sd->subrace2));
  506. memset(sd->expaddrace,0,sizeof(sd->expaddrace));
  507. memset(sd->sp_gain_race,0,sizeof(sd->sp_gain_race));
  508. if(!sd->disguiseflag && sd->disguise) {
  509. sd->disguise=0;
  510. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  511. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  512. clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
  513. clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
  514. clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
  515. clif_clearchar(&sd->bl, 9);
  516. pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
  517. }
  518. if (sd->status.guild_id > 0) {
  519. struct guild *g = guild_search(sd->status.guild_id);
  520. if (g && strcmp(sd->status.name,g->master)==0)
  521. sd->state.gmaster_flag = (int)g;
  522. }
  523. for(i=0;i<10;i++) {
  524. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  525. if(index < 0)
  526. continue;
  527. if(i == 9 && sd->equip_index[8] == index)
  528. continue;
  529. if(i == 5 && sd->equip_index[4] == index)
  530. continue;
  531. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  532. continue;
  533. if(sd->inventory_data[index]) {
  534. if(sd->inventory_data[index]->type == 4) {
  535. if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
  536. int j;
  537. for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
  538. int c=sd->status.inventory[index].card[j];
  539. if(c>0){
  540. if(i == 8 && sd->status.inventory[index].equip == 0x20)
  541. sd->state.lr_flag = 1;
  542. run_script(itemdb_equipscript(c),0,sd->bl.id,0);
  543. sd->state.lr_flag = 0;
  544. }
  545. }
  546. }
  547. }
  548. else if(sd->inventory_data[index]->type==5){ // 防具
  549. if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
  550. int j;
  551. for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
  552. int c=sd->status.inventory[index].card[j];
  553. if(c>0)
  554. run_script(itemdb_equipscript(c),0,sd->bl.id,0);
  555. }
  556. }
  557. }
  558. }
  559. }
  560. wele = sd->atk_ele;
  561. wele_ = sd->atk_ele_;
  562. def_ele = sd->def_ele;
  563. if(sd->status.pet_id > 0) {
  564. struct pet_data *pd=sd->pd;
  565. if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) {
  566. if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0 &&
  567. pd->state.skillbonus == 1) {
  568. pc_bonus(sd,pd->skillbonustype,pd->skillbonusval);
  569. // run_script(sd->petDB->script,0,sd->bl.id,0);
  570. }
  571. pele = sd->atk_ele;
  572. pdef_ele = sd->def_ele;
  573. sd->atk_ele = sd->def_ele = 0;
  574. }
  575. }
  576. memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
  577. // ?備品によるステ?タス?化はここで?行
  578. for(i=0;i<10;i++) {
  579. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  580. if(index < 0)
  581. continue;
  582. if(i == 9 && sd->equip_index[8] == index)
  583. continue;
  584. if(i == 5 && sd->equip_index[4] == index)
  585. continue;
  586. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  587. continue;
  588. if(sd->inventory_data[index]) {
  589. sd->def += sd->inventory_data[index]->def;
  590. if(sd->inventory_data[index]->type == 4) {
  591. int r,wlv = sd->inventory_data[index]->wlv;
  592. if(i == 8 && sd->status.inventory[index].equip == 0x20) {
  593. //二刀流用デ?タ入力
  594. sd->watk_ += sd->inventory_data[index]->atk;
  595. sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力
  596. refinebonus[wlv][0];
  597. if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
  598. sd->overrefine_ = r*refinebonus[wlv][1];
  599. if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
  600. sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら
  601. wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性
  602. }
  603. sd->attackrange_ += sd->inventory_data[index]->range;
  604. sd->state.lr_flag = 1;
  605. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  606. sd->state.lr_flag = 0;
  607. }
  608. else { //二刀流武器以外
  609. sd->watk += sd->inventory_data[index]->atk;
  610. sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力
  611. refinebonus[wlv][0];
  612. if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
  613. sd->overrefine += r*refinebonus[wlv][1];
  614. if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
  615. sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら
  616. wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性
  617. }
  618. sd->attackrange += sd->inventory_data[index]->range;
  619. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  620. }
  621. }
  622. else if(sd->inventory_data[index]->type == 5) {
  623. sd->watk += sd->inventory_data[index]->atk;
  624. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  625. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  626. }
  627. }
  628. }
  629. if(sd->equip_index[10] >= 0){ // 矢
  630. index = sd->equip_index[10];
  631. if(sd->inventory_data[index]){ //まだ?性が入っていない
  632. sd->state.lr_flag = 2;
  633. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  634. sd->state.lr_flag = 0;
  635. sd->arrow_atk += sd->inventory_data[index]->atk;
  636. }
  637. }
  638. sd->def += (refinedef+50)/100;
  639. if(sd->attackrange < 1) sd->attackrange = 1;
  640. if(sd->attackrange_ < 1) sd->attackrange_ = 1;
  641. if(sd->attackrange < sd->attackrange_)
  642. sd->attackrange = sd->attackrange_;
  643. if(sd->status.weapon == 11)
  644. sd->attackrange += sd->arrow_range;
  645. if(wele > 0)
  646. sd->atk_ele = wele;
  647. if(wele_ > 0)
  648. sd->atk_ele_ = wele_;
  649. if(def_ele > 0)
  650. sd->def_ele = def_ele;
  651. if(battle_config.pet_status_support) {
  652. if(pele > 0 && !sd->atk_ele)
  653. sd->atk_ele = pele;
  654. if(pdef_ele > 0 && !sd->def_ele)
  655. sd->def_ele = pdef_ele;
  656. }
  657. sd->double_rate += sd->double_add_rate;
  658. sd->perfect_hit += sd->perfect_hit_add;
  659. sd->get_zeny_num += sd->get_zeny_add_num;
  660. sd->splash_range += sd->splash_add_range;
  661. if(sd->speed_add_rate != 100)
  662. sd->speed_rate += sd->speed_add_rate - 100;
  663. if(sd->aspd_add_rate != 100)
  664. sd->aspd_rate += sd->aspd_add_rate - 100;
  665. // 武器ATKサイズ補正 (右手)
  666. sd->atkmods[0] = atkmods[0][sd->weapontype1];
  667. sd->atkmods[1] = atkmods[1][sd->weapontype1];
  668. sd->atkmods[2] = atkmods[2][sd->weapontype1];
  669. //武器ATKサイズ補正 (左手)
  670. sd->atkmods_[0] = atkmods[0][sd->weapontype2];
  671. sd->atkmods_[1] = atkmods[1][sd->weapontype2];
  672. sd->atkmods_[2] = atkmods[2][sd->weapontype2];
  673. // jobボ?ナス分
  674. for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
  675. if(job_bonus[s_class.upper][s_class.job][i])
  676. sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
  677. }
  678. if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
  679. sd->max_weight += skill*2000;
  680. if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目
  681. sd->paramb[4] += skill;
  682. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk
  683. sd->paramb[0] ++;
  684. sd->base_atk += 4;
  685. }
  686. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
  687. sd->paramb[3] += (int) ((skill+1)*0.5);
  688. }
  689. // ステ?タス?化による基本パラメ?タ補正
  690. if(sd->sc_count){
  691. if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上
  692. sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
  693. sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
  694. }
  695. if(sd->sc_data[SC_INCREASEAGI].timer!=-1){ // 速度?加
  696. sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
  697. sd->speed -= sd->speed *25/100;
  698. }
  699. if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { // 速度減少(agiはbattle.cで)
  700. sd->speed = sd->speed *125/100;
  701. sd->paramb[1] -= 2 + sd->sc_data[SC_DECREASEAGI].val1; // reduce agility [celest]
  702. }
  703. if(sd->sc_data[SC_CLOAKING].timer!=-1) {
  704. sd->critical_rate += 100; // critical increases
  705. sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
  706. }
  707. if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
  708. sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk
  709. if(sd->sc_data[SC_CHASEWALK].val4)
  710. sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds
  711. }
  712. if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
  713. sd->speed = sd->speed*150/100;
  714. if(sd->sc_data[SC_SPEEDUP0].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1)
  715. sd->speed -= sd->speed*25/100;
  716. if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング
  717. sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1;
  718. sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1;
  719. sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1;
  720. }
  721. if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア
  722. sd->paramb[5]+= 30;
  723. if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
  724. sd->paramb[0]+= 4;
  725. if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア
  726. //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
  727. //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
  728. //sd->paramb[1]-= agib > 50 ? 50 : agib;
  729. //sd->paramb[4]-= dexb > 50 ? 50 : dexb;
  730. sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5;
  731. sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5;
  732. sd->speed = sd->speed*3/2;
  733. }
  734. if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト
  735. sd->paramb[0]+= 5;
  736. sd->paramb[1]+= 5;
  737. sd->paramb[2]+= 5;
  738. sd->paramb[3]+= 5;
  739. sd->paramb[4]+= 5;
  740. sd->paramb[5]+= 5;
  741. }
  742. if(sd->sc_data[SC_MARIONETTE].timer!=-1){
  743. // skip partner checking -- should be handled in status_change_timer
  744. //struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
  745. //if (psd) { // if partner is found
  746. sd->paramb[0]-= sd->status.str/2; // bonuses not included
  747. sd->paramb[1]-= sd->status.agi/2;
  748. sd->paramb[2]-= sd->status.vit/2;
  749. sd->paramb[3]-= sd->status.int_/2;
  750. sd->paramb[4]-= sd->status.dex/2;
  751. sd->paramb[5]-= sd->status.luk/2;
  752. //}
  753. }
  754. else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
  755. struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
  756. if (psd) { // if partner is found
  757. sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
  758. sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
  759. sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
  760. sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
  761. sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
  762. sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
  763. }
  764. }
  765. if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
  766. if (sd->sc_data[SC_GOSPEL].val3 == 6) {
  767. sd->paramb[0]+= 2;
  768. sd->paramb[1]+= 2;
  769. sd->paramb[2]+= 2;
  770. sd->paramb[3]+= 2;
  771. sd->paramb[4]+= 2;
  772. sd->paramb[5]+= 2;
  773. }
  774. }
  775. // New guild skills - Celest
  776. if (sd->sc_data[SC_BATTLEORDERS].timer != -1) {
  777. sd->paramb[0]+= 5;
  778. sd->paramb[3]+= 5;
  779. sd->paramb[4]+= 5;
  780. }
  781. if (sd->sc_data[SC_GUILDAURA].timer != -1) {
  782. if (sd->sc_data[SC_GUILDAURA].val4 & 1<<0)
  783. sd->paramb[0] += 2;
  784. if (sd->sc_data[SC_GUILDAURA].val4 & 1<<1)
  785. sd->paramb[2] += 2;
  786. if (sd->sc_data[SC_GUILDAURA].val4 & 1<<2)
  787. sd->paramb[1] += 2;
  788. if (sd->sc_data[SC_GUILDAURA].val4 & 1<<3)
  789. sd->paramb[4] += 2;
  790. }
  791. }
  792. //1度も死んでないJob70スパノビに+10
  793. if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
  794. sd->paramb[0]+= 15;
  795. sd->paramb[1]+= 15;
  796. sd->paramb[2]+= 15;
  797. sd->paramb[3]+= 15;
  798. sd->paramb[4]+= 15;
  799. sd->paramb[5]+= 15;
  800. }
  801. sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
  802. sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
  803. sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
  804. sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
  805. sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
  806. sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
  807. for(i=0;i<6;i++)
  808. if(sd->paramc[i] < 0) sd->paramc[i] = 0;
  809. if (sd->sc_count) {
  810. if (sd->sc_data[SC_CURSE].timer!=-1)
  811. sd->paramc[5] = 0;
  812. }
  813. if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) {
  814. str = sd->paramc[4];
  815. dex = sd->paramc[0];
  816. }
  817. else {
  818. str = sd->paramc[0];
  819. dex = sd->paramc[4];
  820. }
  821. dstr = str/10;
  822. sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
  823. sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
  824. sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
  825. if(sd->matk1 < sd->matk2) {
  826. int temp = sd->matk2;
  827. sd->matk2 = sd->matk1;
  828. sd->matk1 = temp;
  829. }
  830. sd->hit += sd->paramc[4] + sd->status.base_level;
  831. sd->flee += sd->paramc[1] + sd->status.base_level;
  832. sd->def2 += sd->paramc[2];
  833. sd->mdef2 += sd->paramc[3];
  834. sd->flee2 += sd->paramc[5]+10;
  835. sd->critical += (sd->paramc[5]*3)+10;
  836. if(sd->base_atk < 1)
  837. sd->base_atk = 1;
  838. if(sd->critical_rate != 100)
  839. sd->critical = (sd->critical*sd->critical_rate)/100;
  840. if(sd->critical < 10) sd->critical = 10;
  841. if(sd->hit_rate != 100)
  842. sd->hit = (sd->hit*sd->hit_rate)/100;
  843. if(sd->hit < 1) sd->hit = 1;
  844. if(sd->flee_rate != 100)
  845. sd->flee = (sd->flee*sd->flee_rate)/100;
  846. if(sd->flee < 1) sd->flee = 1;
  847. if(sd->flee2_rate != 100)
  848. sd->flee2 = (sd->flee2*sd->flee2_rate)/100;
  849. if(sd->flee2 < 10) sd->flee2 = 10;
  850. if(sd->def_rate != 100)
  851. sd->def = (sd->def*sd->def_rate)/100;
  852. if(sd->def < 0) sd->def = 0;
  853. if(sd->def2_rate != 100)
  854. sd->def2 = (sd->def2*sd->def2_rate)/100;
  855. if(sd->def2 < 1) sd->def2 = 1;
  856. if(sd->mdef_rate != 100)
  857. sd->mdef = (sd->mdef*sd->mdef_rate)/100;
  858. if(sd->mdef < 0) sd->mdef = 0;
  859. if(sd->mdef2_rate != 100)
  860. sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100;
  861. if(sd->mdef2 < 1) sd->mdef2 = 1;
  862. // 二刀流 ASPD 修正
  863. if (sd->status.weapon <= 16)
  864. sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000;
  865. else
  866. sd->aspd += (
  867. (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) +
  868. (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000)
  869. ) * 140 / 200;
  870. aspd_rate = sd->aspd_rate;
  871. //攻?速度?加
  872. if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
  873. sd->hit += skill;
  874. if(sd->status.weapon == 11)
  875. sd->attackrange += skill;
  876. }
  877. if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加
  878. sd->hit += skill*2;
  879. if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ
  880. sd->speed += (100-16*skill)*DEFAULT_WALK_SPEED/100;
  881. //sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
  882. if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下
  883. sd->speed += (short) ((10-skill) * (DEFAULT_WALK_SPEED * 0.1));
  884. else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加
  885. sd->speed -= (short) ((0.25 * DEFAULT_WALK_SPEED));
  886. sd->max_weight += 10000;
  887. }
  888. if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
  889. sd->status.max_hp += skill*200;
  890. sd->subele[6] += skill*5;
  891. }
  892. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  893. sd->subele[0] += skill;
  894. sd->subele[3] += skill*5;
  895. }
  896. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
  897. aspd_rate -= (int) (skill*0.5);
  898. bl=sd->status.base_level;
  899. sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
  900. if (s_class.upper==1) // [MouseJstr]
  901. sd->status.max_hp = sd->status.max_hp * 130/100;
  902. else if (s_class.upper==2)
  903. sd->status.max_hp = sd->status.max_hp * 70/100;
  904. if (sd->hprate <= 0)
  905. sd->hprate = 1;
  906. if(sd->hprate!=100)
  907. sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
  908. if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク
  909. sd->status.max_hp = sd->status.max_hp * 3;
  910. // sd->status.hp = sd->status.hp * 3;
  911. if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
  912. sd->status.max_hp = battle_config.max_hp;
  913. if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
  914. sd->status.hp = battle_config.max_hp;
  915. }
  916. if(s_class.job == 23 && sd->status.base_level >= 99){
  917. sd->status.max_hp = sd->status.max_hp + 2000;
  918. }
  919. if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
  920. sd->status.max_hp = battle_config.max_hp;
  921. if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end
  922. // 最大SP計算
  923. sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
  924. if (s_class.upper==1) // [MouseJstr]
  925. sd->status.max_sp = sd->status.max_sp * 130/100;
  926. else if (s_class.upper==2)
  927. sd->status.max_sp = sd->status.max_sp * 70/100;
  928. if (sd->sprate <= 0)
  929. sd->sprate = 1;
  930. if(sd->sprate!=100)
  931. sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
  932. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
  933. sd->status.max_sp += sd->status.max_sp*skill/100;
  934. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */
  935. sd->status.max_sp += sd->status.max_sp*2*skill/100;
  936. if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
  937. sd->status.max_sp = battle_config.max_sp;
  938. //自然回復HP
  939. sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
  940. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */
  941. sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
  942. if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
  943. }
  944. //自然回復SP
  945. sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
  946. if(sd->paramc[3] >= 120)
  947. sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
  948. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */
  949. sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
  950. if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
  951. }
  952. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
  953. sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
  954. sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
  955. if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
  956. if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
  957. }
  958. if(sd->hprecov_rate != 100) {
  959. sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
  960. if(sd->nhealhp < 1) sd->nhealhp = 1;
  961. }
  962. if(sd->sprecov_rate != 100) {
  963. sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
  964. if(sd->nhealsp < 1) sd->nhealsp = 1;
  965. }
  966. /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e'
  967. sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
  968. if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
  969. } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/
  970. // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも)
  971. if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ?
  972. skill = skill*4;
  973. sd->addrace[9]+=skill;
  974. sd->addrace_[9]+=skill;
  975. sd->subrace[9]+=skill;
  976. sd->magic_addrace[9]+=skill;
  977. sd->magic_subrace[9]-=skill;
  978. }
  979. //Flee上昇
  980. if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加
  981. sd->flee += skill*((sd->status.class_==12 || sd->status.class_==17 || sd->status.class_==4013 || sd->status.class_==4018) ? 4 : 3);
  982. if((sd->status.class_==12 || sd->status.class_==4013) && (sd->sc_count && sd->sc_data[SC_CLOAKING].timer==-1))
  983. sd->speed -= (short)(skill*1.5/100 * DEFAULT_WALK_SPEED);
  984. }
  985. if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り
  986. sd->flee += (skill*3)>>1;
  987. // スキルやステ?タス異常による?りのパラメ?タ補正
  988. if(sd->sc_count){
  989. // ATK/DEF?化形
  990. if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス
  991. sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
  992. if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス
  993. sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
  994. index = sd->equip_index[8];
  995. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  996. sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
  997. }
  998. if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック
  999. sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
  1000. sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
  1001. sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
  1002. index = sd->equip_index[8];
  1003. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1004. sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
  1005. }
  1006. if(sd->sc_data[SC_ENDURE].timer!=-1)
  1007. sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
  1008. if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック
  1009. sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
  1010. sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
  1011. sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
  1012. }
  1013. if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態
  1014. sd->def2 = sd->def2*75/100;
  1015. if(sd->sc_data[SC_CURSE].timer!=-1){
  1016. sd->base_atk = sd->base_atk*75/100;
  1017. sd->watk = sd->watk*75/100;
  1018. index = sd->equip_index[8];
  1019. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1020. sd->watk_ = sd->watk_*75/100;
  1021. }
  1022. if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き
  1023. sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
  1024. sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
  1025. index = sd->equip_index[8];
  1026. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1027. sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
  1028. }
  1029. if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪
  1030. index = sd->equip_index[9];
  1031. /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
  1032. sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
  1033. index = sd->equip_index[8];
  1034. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
  1035. sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
  1036. index = sd->equip_index[9];*/
  1037. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  1038. sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
  1039. index = sd->equip_index[8];
  1040. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  1041. sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
  1042. }
  1043. if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ
  1044. sd->watk += sd->sc_data[SC_VOLCANO].val3;
  1045. }
  1046. if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
  1047. sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
  1048. if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス
  1049. sd->def=0;
  1050. if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション
  1051. sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
  1052. index = sd->equip_index[8];
  1053. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
  1054. sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
  1055. sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
  1056. }
  1057. if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅
  1058. sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
  1059. sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
  1060. }
  1061. if(sd->sc_data[SC_ATKPOT].timer!=-1)
  1062. sd->watk += sd->sc_data[SC_ATKPOT].val1;
  1063. if(sd->sc_data[SC_MATKPOT].timer!=-1){
  1064. sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
  1065. sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
  1066. }
  1067. // ASPD/移動速度?化系
  1068. if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
  1069. aspd_rate -= 30;
  1070. if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
  1071. sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
  1072. if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
  1073. aspd_rate -= 30;
  1074. else
  1075. aspd_rate -= 25;
  1076. }
  1077. if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
  1078. sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
  1079. aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
  1080. if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
  1081. sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
  1082. sd->sc_data[SC_DONTFORGETME].timer == -1)
  1083. aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
  1084. if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで
  1085. aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
  1086. sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
  1087. }
  1088. if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 ||
  1089. sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
  1090. sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
  1091. sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション
  1092. aspd_rate -= sd->sc_data[i].val2;
  1093. if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算
  1094. sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
  1095. if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト
  1096. sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
  1097. if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い?
  1098. sd->speed -= sd->speed *25/100;
  1099. if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い
  1100. sd->speed = 2*DEFAULT_WALK_SPEED;
  1101. // HIT/FLEE?化系
  1102. if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛
  1103. sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
  1104. +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
  1105. sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
  1106. }
  1107. if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング
  1108. sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
  1109. +sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
  1110. if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル
  1111. sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
  1112. }
  1113. if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗?
  1114. sd->hit -= sd->hit*25/100;
  1115. sd->flee -= sd->flee*25/100;
  1116. }
  1117. if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク
  1118. sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
  1119. if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ
  1120. sd->flee -= sd->flee*50/100;
  1121. if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
  1122. sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
  1123. if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション
  1124. sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));
  1125. // 耐性
  1126. if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド
  1127. sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1128. sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1129. sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火
  1130. sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1131. sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1132. sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1133. sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1134. sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1135. sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水
  1136. }
  1137. if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス
  1138. sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性
  1139. sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔
  1140. }
  1141. // その他
  1142. if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎
  1143. sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
  1144. +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
  1145. if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
  1146. sd->status.max_hp = battle_config.max_hp;
  1147. }
  1148. if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ
  1149. sd->status.max_hp += sd->status.max_hp * deluge_eff[sd->sc_data[SC_DELUGE].val1-1]/100;
  1150. if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
  1151. sd->status.max_hp = battle_config.max_hp;
  1152. }
  1153. if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ?
  1154. sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
  1155. +sd->sc_data[SC_SERVICE4U].val3)/100;
  1156. if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
  1157. sd->status.max_sp = battle_config.max_sp;
  1158. sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
  1159. +sd->sc_data[SC_SERVICE4U].val3);
  1160. if(sd->dsprate<0)sd->dsprate=0;
  1161. }
  1162. if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス
  1163. sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
  1164. +sd->sc_data[SC_FORTUNE].val3)*10;
  1165. if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動
  1166. if(s_class.job==23)
  1167. sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
  1168. else
  1169. sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
  1170. }
  1171. if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛
  1172. sd->def = 90;
  1173. sd->mdef = 90;
  1174. aspd_rate += 25;
  1175. sd->speed = (sd->speed * 125) / 100;
  1176. }
  1177. if(sd->sc_data[SC_DEFENDER].timer != -1) {
  1178. //sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
  1179. aspd_rate += (25 - sd->sc_data[SC_DEFENDER].val1*5);
  1180. sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
  1181. }
  1182. if(sd->sc_data[SC_ENCPOISON].timer != -1)
  1183. sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
  1184. if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中
  1185. sd->speed = (short) ((double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))));
  1186. //sd->speed*=4;
  1187. sd->nhealsp = 0;
  1188. sd->nshealsp = 0;
  1189. sd->nsshealsp = 0;
  1190. }
  1191. if(sd->sc_data[SC_CURSE].timer!=-1)
  1192. sd->speed += 450;
  1193. if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
  1194. sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;
  1195. /* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
  1196. sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
  1197. if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
  1198. sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
  1199. */
  1200. if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG]
  1201. sd->def = sd->def2 = 0;
  1202. sd->mdef = sd->mdef2 = 0;
  1203. sd->flee -= sd->flee*50/100;
  1204. aspd_rate -= 30;
  1205. //sd->base_atk *= 3;
  1206. }
  1207. if(sd->sc_data[SC_KEEPING].timer!=-1)
  1208. sd->def = 100;
  1209. if(sd->sc_data[SC_BARRIER].timer!=-1)
  1210. sd->mdef = 100;
  1211. if(sd->sc_data[SC_JOINTBEAT].timer!=-1) { // Random break [DracoRPG]
  1212. switch(sd->sc_data[SC_JOINTBEAT].val2) {
  1213. case 1: //Ankle break
  1214. sd->speed_rate += 50;
  1215. break;
  1216. case 2: //Wrist break
  1217. sd->aspd_rate += 25;
  1218. break;
  1219. case 3: //Knee break
  1220. sd->speed_rate += 30;
  1221. sd->aspd_rate += 10;
  1222. break;
  1223. case 4: //Shoulder break
  1224. sd->def2 -= sd->def2*50/100;
  1225. break;
  1226. case 5: //Waist break
  1227. sd->def2 -= sd->def2*50/100;
  1228. sd->base_atk -= sd->base_atk*25/100;
  1229. break;
  1230. }
  1231. }
  1232. if(sd->sc_data[SC_GOSPEL].timer!=-1) {
  1233. if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
  1234. switch (sd->sc_data[SC_GOSPEL].val3)
  1235. {
  1236. case 4:
  1237. sd->status.max_hp += sd->status.max_hp * 25 / 100;
  1238. if(sd->status.max_hp > battle_config.max_hp)
  1239. sd->status.max_hp = battle_config.max_hp;
  1240. break;
  1241. case 5:
  1242. sd->status.max_sp += sd->status.max_sp * 25 / 100;
  1243. if(sd->status.max_sp > battle_config.max_sp)
  1244. sd->status.max_sp = battle_config.max_sp;
  1245. break;
  1246. case 11:
  1247. sd->def += sd->def * 25 / 100;
  1248. sd->def2 += sd->def2 * 25 / 100;
  1249. break;
  1250. case 12:
  1251. sd->base_atk += sd->base_atk * 8 / 100;
  1252. break;
  1253. case 13:
  1254. sd->flee += sd->flee * 5 / 100;
  1255. break;
  1256. case 14:
  1257. sd->hit += sd->hit * 5 / 100;
  1258. break;
  1259. }
  1260. } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){
  1261. switch (sd->sc_data[SC_GOSPEL].val3)
  1262. {
  1263. case 5:
  1264. sd->def = 0;
  1265. sd->def2 = 0;
  1266. break;
  1267. case 6:
  1268. sd->base_atk = 0;
  1269. sd->watk = 0;
  1270. sd->watk2 = 0;
  1271. break;
  1272. case 7:
  1273. sd->flee = 0;
  1274. break;
  1275. case 8:
  1276. sd->speed_rate += 75;
  1277. aspd_rate += 75;
  1278. break;
  1279. }
  1280. }
  1281. }
  1282. // custom stats, since there's no info on how much it actually gives ^^; [Celest]
  1283. if (sd->sc_data[SC_GUILDAURA].timer != -1) {
  1284. if (sd->sc_data[SC_GUILDAURA].val4 & 1<<4) {
  1285. sd->hit += 10;
  1286. sd->flee += 10;
  1287. }
  1288. }
  1289. }
  1290. if (sd->speed_rate <= 0)
  1291. sd->speed_rate = 1;
  1292. if(sd->speed_rate != 100)
  1293. sd->speed = sd->speed*sd->speed_rate/100;
  1294. if(sd->speed < 1) sd->speed = 1;
  1295. if(aspd_rate != 100)
  1296. sd->aspd = sd->aspd*aspd_rate/100;
  1297. if(pc_isriding(sd)) // 騎兵修練
  1298. sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
  1299. if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
  1300. sd->amotion = sd->aspd;
  1301. sd->dmotion = 800-sd->paramc[1]*4;
  1302. if(sd->dmotion<400)
  1303. sd->dmotion = 400;
  1304. if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  1305. sd->prev_speed = sd->speed;
  1306. sd->speed = sd->speed*(175 - skill*5)/100;
  1307. }
  1308. if(sd->status.hp>sd->status.max_hp)
  1309. sd->status.hp=sd->status.max_hp;
  1310. if(sd->status.sp>sd->status.max_sp)
  1311. sd->status.sp=sd->status.max_sp;
  1312. if(first&4)
  1313. return 0;
  1314. if(first&3) {
  1315. clif_updatestatus(sd,SP_SPEED);
  1316. clif_updatestatus(sd,SP_MAXHP);
  1317. clif_updatestatus(sd,SP_MAXSP);
  1318. if(first&1) {
  1319. clif_updatestatus(sd,SP_HP);
  1320. clif_updatestatus(sd,SP_SP);
  1321. }
  1322. return 0;
  1323. }
  1324. if(b_class != sd->view_class) {
  1325. clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
  1326. #if PACKETVER < 4
  1327. clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
  1328. clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
  1329. #else
  1330. clif_changelook(&sd->bl,LOOK_WEAPON,0);
  1331. #endif
  1332. }
  1333. if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
  1334. clif_skillinfoblock(sd); // スキル送信
  1335. if(b_speed != sd->speed)
  1336. clif_updatestatus(sd,SP_SPEED);
  1337. if(b_weight != sd->weight)
  1338. clif_updatestatus(sd,SP_WEIGHT);
  1339. if(b_max_weight != sd->max_weight) {
  1340. clif_updatestatus(sd,SP_MAXWEIGHT);
  1341. pc_checkweighticon(sd);
  1342. }
  1343. for(i=0;i<6;i++)
  1344. if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
  1345. clif_updatestatus(sd,SP_STR+i);
  1346. if(b_hit != sd->hit)
  1347. clif_updatestatus(sd,SP_HIT);
  1348. if(b_flee != sd->flee)
  1349. clif_updatestatus(sd,SP_FLEE1);
  1350. if(b_aspd != sd->aspd)
  1351. clif_updatestatus(sd,SP_ASPD);
  1352. if(b_watk != sd->watk || b_base_atk != sd->base_atk)
  1353. clif_updatestatus(sd,SP_ATK1);
  1354. if(b_def != sd->def)
  1355. clif_updatestatus(sd,SP_DEF1);
  1356. if(b_watk2 != sd->watk2)
  1357. clif_updatestatus(sd,SP_ATK2);
  1358. if(b_def2 != sd->def2)
  1359. clif_updatestatus(sd,SP_DEF2);
  1360. if(b_flee2 != sd->flee2)
  1361. clif_updatestatus(sd,SP_FLEE2);
  1362. if(b_critical != sd->critical)
  1363. clif_updatestatus(sd,SP_CRITICAL);
  1364. if(b_matk1 != sd->matk1)
  1365. clif_updatestatus(sd,SP_MATK1);
  1366. if(b_matk2 != sd->matk2)
  1367. clif_updatestatus(sd,SP_MATK2);
  1368. if(b_mdef != sd->mdef)
  1369. clif_updatestatus(sd,SP_MDEF1);
  1370. if(b_mdef2 != sd->mdef2)
  1371. clif_updatestatus(sd,SP_MDEF2);
  1372. if(b_attackrange != sd->attackrange)
  1373. clif_updatestatus(sd,SP_ATTACKRANGE);
  1374. if(b_max_hp != sd->status.max_hp)
  1375. clif_updatestatus(sd,SP_MAXHP);
  1376. if(b_max_sp != sd->status.max_sp)
  1377. clif_updatestatus(sd,SP_MAXSP);
  1378. if(b_hp != sd->status.hp)
  1379. clif_updatestatus(sd,SP_HP);
  1380. if(b_sp != sd->status.sp)
  1381. clif_updatestatus(sd,SP_SP);
  1382. /* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
  1383. before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
  1384. clif_updatestatus(sd,SP_CARTINFO);*/
  1385. //if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
  1386. if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
  1387. (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
  1388. // オ?トバ?サ?ク?動
  1389. status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
  1390. return 0;
  1391. }
  1392. /*==========================================
  1393. * For quick calculating [Celest]
  1394. *------------------------------------------
  1395. */
  1396. int status_calc_speed (struct map_session_data *sd)
  1397. {
  1398. int b_speed, skill;
  1399. struct pc_base_job s_class;
  1400. nullpo_retr(0, sd);
  1401. s_class = pc_calc_base_job(sd->status.class_);
  1402. b_speed = sd->speed;
  1403. sd->speed = DEFAULT_WALK_SPEED ;
  1404. if(sd->sc_count){
  1405. if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
  1406. sd->speed -= sd->speed *25/100;
  1407. }
  1408. if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
  1409. sd->speed = sd->speed *125/100;
  1410. }
  1411. if(sd->sc_data[SC_CLOAKING].timer!=-1) {
  1412. sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
  1413. }
  1414. if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
  1415. sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
  1416. }
  1417. if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
  1418. sd->speed = sd->speed*3/2;
  1419. }
  1420. if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) {
  1421. sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
  1422. }
  1423. if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
  1424. sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
  1425. }
  1426. if(sd->sc_data[SC_BERSERK].timer!=-1) {
  1427. sd->speed -= sd->speed *25/100;
  1428. }
  1429. if(sd->sc_data[SC_WEDDING].timer!=-1) {
  1430. sd->speed = 2*DEFAULT_WALK_SPEED;
  1431. }
  1432. if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
  1433. sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
  1434. }
  1435. if(sd->sc_data[SC_STEELBODY].timer!=-1){
  1436. sd->speed = (sd->speed * 125) / 100;
  1437. }
  1438. if(sd->sc_data[SC_DEFENDER].timer != -1) {
  1439. sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
  1440. }
  1441. if( sd->sc_data[SC_DANCING].timer!=-1 ){
  1442. sd->speed = (int) ((double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))));
  1443. }
  1444. if(sd->sc_data[SC_CURSE].timer!=-1)
  1445. sd->speed += 450;
  1446. if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
  1447. sd->speed = sd->speed*150/100;
  1448. if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
  1449. sd->speed -= sd->speed*25/100;
  1450. }
  1451. if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
  1452. sd->speed += (100-16*skill)*DEFAULT_WALK_SPEED/100;
  1453. if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1454. sd->speed += (short) ((10-skill) * (DEFAULT_WALK_SPEED * 0.1));
  1455. else if (pc_isriding(sd)) {
  1456. sd->speed -= (short) ((0.25 * DEFAULT_WALK_SPEED));
  1457. }
  1458. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1459. if(s_class.job==12)
  1460. sd->speed -= (short) (sd->speed *(skill*1.5)/100);
  1461. if(sd->speed_rate != 100)
  1462. sd->speed = sd->speed*sd->speed_rate/100;
  1463. if(sd->speed < 1) sd->speed = 1;
  1464. if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  1465. sd->prev_speed = sd->speed;
  1466. sd->speed = sd->speed*(175 - skill*5)/100;
  1467. }
  1468. if(b_speed != sd->speed)
  1469. clif_updatestatus(sd,SP_SPEED);
  1470. return 0;
  1471. }
  1472. /*==========================================
  1473. * 対象のClassを返す(汎用)
  1474. * 戻りは整数で0以上
  1475. *------------------------------------------
  1476. */
  1477. int status_get_class(struct block_list *bl)
  1478. {
  1479. nullpo_retr(0, bl);
  1480. if(bl->type==BL_MOB && (struct mob_data *)bl)
  1481. return ((struct mob_data *)bl)->class_;
  1482. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  1483. return ((struct map_session_data *)bl)->status.class_;
  1484. else if(bl->type==BL_PET && (struct pet_data *)bl)
  1485. return ((struct pet_data *)bl)->class_;
  1486. else
  1487. return 0;
  1488. }
  1489. /*==========================================
  1490. * 対象の方向を返す(汎用)
  1491. * 戻りは整数で0以上
  1492. *------------------------------------------
  1493. */
  1494. int status_get_dir(struct block_list *bl)
  1495. {
  1496. nullpo_retr(0, bl);
  1497. if(bl->type==BL_MOB && (struct mob_data *)bl)
  1498. return ((struct mob_data *)bl)->dir;
  1499. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  1500. return ((struct map_session_data *)bl)->dir;
  1501. else if(bl->type==BL_PET && (struct pet_data *)bl)
  1502. return ((struct pet_data *)bl)->dir;
  1503. else
  1504. return 0;
  1505. }
  1506. /*==========================================
  1507. * 対象のレベルを返す(汎用)
  1508. * 戻りは整数で0以上
  1509. *------------------------------------------
  1510. */
  1511. int status_get_lv(struct block_list *bl)
  1512. {
  1513. nullpo_retr(0, bl);
  1514. if(bl->type==BL_MOB && (struct mob_data *)bl)
  1515. return ((struct mob_data *)bl)->level;
  1516. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  1517. return ((struct map_session_data *)bl)->status.base_level;
  1518. else if(bl->type==BL_PET && (struct pet_data *)bl)
  1519. return ((struct pet_data *)bl)->msd->pet.level;
  1520. else
  1521. return 0;
  1522. }
  1523. /*==========================================
  1524. * 対象の射程を返す(汎用)
  1525. * 戻りは整数で0以上
  1526. *------------------------------------------
  1527. */
  1528. int status_get_range(struct block_list *bl)
  1529. {
  1530. nullpo_retr(0, bl);
  1531. if(bl->type==BL_MOB && (struct mob_data *)bl)
  1532. return mob_db[((struct mob_data *)bl)->class_].range;
  1533. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  1534. return ((struct map_session_data *)bl)->attackrange;
  1535. else if(bl->type==BL_PET && (struct pet_data *)bl)
  1536. return mob_db[((struct pet_data *)bl)->class_].range;
  1537. else
  1538. return 0;
  1539. }
  1540. /*==========================================
  1541. * 対象のHPを返す(汎用)
  1542. * 戻りは整数で0以上
  1543. *------------------------------------------
  1544. */
  1545. int status_get_hp(struct block_list *bl)
  1546. {
  1547. nullpo_retr(1, bl);
  1548. if(bl->type==BL_MOB && (struct mob_data *)bl)
  1549. return ((struct mob_data *)bl)->hp;
  1550. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  1551. return ((struct map_session_data *)bl)->status.hp;
  1552. else
  1553. return 1;
  1554. }
  1555. /*==========================================
  1556. * 対象のMHPを返す(汎用)
  1557. * 戻りは整数で0以上
  1558. *------------------------------------------
  1559. */
  1560. int status_get_max_hp(struct block_list *bl)
  1561. {
  1562. nullpo_retr(1, bl);
  1563. if(bl->type==BL_PC && ((struct map_session_data *)bl))
  1564. return ((struct map_session_data *)bl)->status.max_hp;
  1565. else {
  1566. struct status_change *sc_data;
  1567. int max_hp = 1;
  1568. if(bl->type == BL_MOB) {
  1569. struct mob_data *md;
  1570. nullpo_retr(1, md = (struct mob_data *)bl);
  1571. max_hp = mob_db[md->class_].max_hp;
  1572. if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
  1573. max_hp += (md->level - mob_db[md->class_].lv) * status_get_vit(bl);
  1574. if(mob_db[md->class_].mexp > 0) { //MVP Monsters
  1575. if(battle_config.mvp_hp_rate != 100) {
  1576. double hp = (double)max_hp * battle_config.mvp_hp_rate / 100.0;
  1577. max_hp = (hp > 0x7FFFFFFF ? 0x7FFFFFFF : (int)hp);
  1578. }
  1579. }
  1580. else { //Common MONSTERS
  1581. if(battle_config.monster_hp_rate != 100) {
  1582. double hp = (double)max_hp * battle_config.monster_hp_rate / 100.0;
  1583. max_hp = (hp > 0x7FFFFFFF ? 0x7FFFFFFF : (int)hp);
  1584. }
  1585. }
  1586. }
  1587. else if(bl->type == BL_PET) {
  1588. struct pet_data *pd;
  1589. nullpo_retr(1, pd = (struct pet_data*)bl);
  1590. max_hp = mob_db[pd->class_].max_hp;
  1591. if(mob_db[pd->class_].mexp > 0) { //MVP Monsters
  1592. if(battle_config.mvp_hp_rate != 100)
  1593. max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
  1594. }
  1595. else { //Common MONSTERS
  1596. if(battle_config.monster_hp_rate != 100)
  1597. max_hp = (max_hp * battle_config.monster_hp_rate)/100;
  1598. }
  1599. }
  1600. sc_data = status_get_sc_data(bl);
  1601. if(sc_data) {
  1602. if(sc_data[SC_APPLEIDUN].timer != -1)
  1603. max_hp += ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1)
  1604. + sc_data[SC_APPLEIDUN].val3 / 10) * max_hp)/100;
  1605. if(sc_data[SC_GOSPEL].timer != -1 &&
  1606. sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
  1607. sc_data[SC_GOSPEL].val3 == 4)
  1608. max_hp += max_hp * 25 / 100;
  1609. }
  1610. if(max_hp < 1) max_hp = 1;
  1611. return max_hp;
  1612. }
  1613. return 1;
  1614. }
  1615. /*==========================================
  1616. * 対象のStrを返す(汎用)
  1617. * 戻りは整数で0以上
  1618. *------------------------------------------
  1619. */
  1620. int status_get_str(struct block_list *bl)
  1621. {
  1622. int str = 0;
  1623. nullpo_retr(0, bl);
  1624. if (bl->type == BL_PC && ((struct map_session_data *)bl))
  1625. return ((struct map_session_data *)bl)->paramc[0];
  1626. else {
  1627. struct status_change *sc_data;
  1628. sc_data = status_get_sc_data(bl);
  1629. if(bl->type == BL_MOB && ((struct mob_data *)bl)) {
  1630. str = mob_db[((struct mob_data *)bl)->class_].str;
  1631. if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
  1632. str += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
  1633. }
  1634. else if(bl->type == BL_PET && ((struct pet_data *)bl))
  1635. str = mob_db[((struct pet_data *)bl)->class_].str;
  1636. if(sc_data) {
  1637. if(sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1)
  1638. str += 4;
  1639. if( sc_data[SC_BLESSING].timer != -1){ // ブレッシング
  1640. int race = status_get_race(bl);
  1641. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
  1642. str >>= 1; // 悪 魔/不死
  1643. else str += sc_data[SC_BLESSING].val1; // その他
  1644. }
  1645. if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
  1646. str += 5;
  1647. }
  1648. }
  1649. if(str < 0) str = 0;
  1650. return str;
  1651. }
  1652. /*==========================================
  1653. * 対象のAgiを返す(汎用)
  1654. * 戻りは整数で0以上
  1655. *------------------------------------------
  1656. */
  1657. int status_get_agi(struct block_list *bl)
  1658. {
  1659. int agi=0;
  1660. nullpo_retr(0, bl);
  1661. if(bl->type==BL_PC && (struct map_session_data *)bl)
  1662. return ((struct map_session_data *)bl)->paramc[1];
  1663. else {
  1664. struct status_change *sc_data;
  1665. sc_data = status_get_sc_data(bl);
  1666. if(bl->type == BL_MOB && (struct mob_data *)bl) {
  1667. agi = mob_db[((struct mob_data *)bl)->class_].agi;
  1668. if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
  1669. agi += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
  1670. }
  1671. else if(bl->type == BL_PET && (struct pet_data *)bl)
  1672. agi = mob_db[((struct pet_data *)bl)->class_].agi;
  1673. if(sc_data) {
  1674. if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 速度増加(PCはpc.cで)
  1675. agi += 2 + sc_data[SC_INCREASEAGI].val1;
  1676. if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1)
  1677. agi += agi * (2 + sc_data[SC_CONCENTRATE].val1)/100;
  1678. if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少
  1679. agi -= 2 + sc_data[SC_DECREASEAGI].val1;
  1680. if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア
  1681. //agi >>= 1;
  1682. //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100;
  1683. //agi -= agib > 50 ? 50 : agib;
  1684. agi -= sc_data[SC_QUAGMIRE].val1*10;
  1685. }
  1686. if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
  1687. agi += 5;
  1688. }
  1689. }
  1690. if(agi < 0) agi = 0;
  1691. return agi;
  1692. }
  1693. /*==========================================
  1694. * 対象のVitを返す(汎用)
  1695. * 戻りは整数で0以上
  1696. *------------------------------------------
  1697. */
  1698. int status_get_vit(struct block_list *bl)
  1699. {
  1700. int vit = 0;
  1701. nullpo_retr(0, bl);
  1702. if(bl->type == BL_PC && (struct map_session_data *)bl)
  1703. return ((struct map_session_data *)bl)->paramc[2];
  1704. else {
  1705. struct status_change *sc_data;
  1706. sc_data = status_get_sc_data(bl);
  1707. if(bl->type == BL_MOB && (struct mob_data *)bl) {
  1708. vit = mob_db[((struct mob_data *)bl)->class_].vit;
  1709. if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
  1710. vit += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
  1711. }
  1712. else if(bl->type == BL_PET && (struct pet_data *)bl)
  1713. vit = mob_db[((struct pet_data *)bl)->class_].vit;
  1714. if(sc_data) {
  1715. if(sc_data[SC_STRIPARMOR].timer != -1)
  1716. vit = vit*60/100;
  1717. if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
  1718. vit += 5;
  1719. }
  1720. }
  1721. if(vit < 0) vit = 0;
  1722. return vit;
  1723. }
  1724. /*==========================================
  1725. * 対象のIntを返す(汎用)
  1726. * 戻りは整数で0以上
  1727. *------------------------------------------
  1728. */
  1729. int status_get_int(struct block_list *bl)
  1730. {
  1731. int int_=0;
  1732. nullpo_retr(0, bl);
  1733. if(bl->type == BL_PC && (struct map_session_data *)bl)
  1734. return ((struct map_session_data *)bl)->paramc[3];
  1735. else {
  1736. struct status_change *sc_data;
  1737. sc_data = status_get_sc_data(bl);
  1738. if(bl->type == BL_MOB && (struct mob_data *)bl){
  1739. int_ = mob_db[((struct mob_data *)bl)->class_].int_;
  1740. if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
  1741. int_ += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
  1742. }
  1743. else if(bl->type == BL_PET && (struct pet_data *)bl)
  1744. int_ = mob_db[((struct pet_data *)bl)->class_].int_;
  1745. if(sc_data) {
  1746. if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング
  1747. int race = status_get_race(bl);
  1748. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 )
  1749. int_ >>= 1; // 悪 魔/不死
  1750. else
  1751. int_ += sc_data[SC_BLESSING].val1; // その他
  1752. }
  1753. if(sc_data[SC_STRIPHELM].timer != -1)
  1754. int_ = int_*60/100;
  1755. if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
  1756. int_ += 5;
  1757. }
  1758. }
  1759. if(int_ < 0) int_ = 0;
  1760. return int_;
  1761. }
  1762. /*==========================================
  1763. * 対象のDexを返す(汎用)
  1764. * 戻りは整数で0以上
  1765. *------------------------------------------
  1766. */
  1767. int status_get_dex(struct block_list *bl)
  1768. {
  1769. int dex = 0;
  1770. nullpo_retr(0, bl);
  1771. if(bl->type==BL_PC && (struct map_session_data *)bl)
  1772. return ((struct map_session_data *)bl)->paramc[4];
  1773. else {
  1774. struct status_change *sc_data;
  1775. sc_data = status_get_sc_data(bl);
  1776. if(bl->type == BL_MOB && (struct mob_data *)bl) {
  1777. dex = mob_db[((struct mob_data *)bl)->class_].dex;
  1778. if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
  1779. dex += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
  1780. }
  1781. else if(bl->type == BL_PET && (struct pet_data *)bl)
  1782. dex = mob_db[((struct pet_data *)bl)->class_].dex;
  1783. if(sc_data) {
  1784. if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1)
  1785. dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100;
  1786. if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング
  1787. int race = status_get_race(bl);
  1788. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 )
  1789. dex >>= 1; // 悪 魔/不死
  1790. else dex += sc_data[SC_BLESSING].val1; // その他
  1791. }
  1792. if(sc_data[SC_QUAGMIRE].timer!=-1) { // クァグマイア
  1793. // dex >>= 1;
  1794. //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100;
  1795. //dex -= dexb > 50 ? 50 : dexb;
  1796. dex -= sc_data[SC_QUAGMIRE].val1*10;
  1797. }
  1798. if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
  1799. dex += 5;
  1800. }
  1801. }
  1802. if(dex < 0) dex = 0;
  1803. return dex;
  1804. }
  1805. /*==========================================
  1806. * 対象のLukを返す(汎用)
  1807. * 戻りは整数で0以上
  1808. *------------------------------------------
  1809. */
  1810. int status_get_luk(struct block_list *bl)
  1811. {
  1812. int luk = 0;
  1813. nullpo_retr(0, bl);
  1814. if(bl->type == BL_PC && (struct map_session_data *)bl)
  1815. return ((struct map_session_data *)bl)->paramc[5];
  1816. else {
  1817. struct status_change *sc_data;
  1818. sc_data = status_get_sc_data(bl);
  1819. if(bl->type == BL_MOB && (struct mob_data *)bl) {
  1820. luk = mob_db[((struct mob_data *)bl)->class_].luk;
  1821. if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
  1822. luk += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
  1823. }
  1824. else if(bl->type == BL_PET && (struct pet_data *)bl)
  1825. luk = mob_db[((struct pet_data *)bl)->class_].luk;
  1826. if(sc_data) {
  1827. if(sc_data[SC_GLORIA].timer!=-1) // グロリア(PCはpc.cで)
  1828. luk += 30;
  1829. if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
  1830. luk += 5;
  1831. if(sc_data[SC_CURSE].timer!=-1) // 呪い
  1832. luk = 0;
  1833. }
  1834. }
  1835. if(luk < 0) luk = 0;
  1836. return luk;
  1837. }
  1838. /*==========================================
  1839. * 対象のFleeを返す(汎用)
  1840. * 戻りは整数で1以上
  1841. *------------------------------------------
  1842. */
  1843. int status_get_flee(struct block_list *bl)
  1844. {
  1845. int flee = 1;
  1846. nullpo_retr(1, bl);
  1847. if(bl->type == BL_PC && (struct map_session_data *)bl)
  1848. return ((struct map_session_data *)bl)->flee;
  1849. else {
  1850. struct status_change *sc_data;
  1851. sc_data = status_get_sc_data(bl);
  1852. flee = status_get_agi(bl) + status_get_lv(bl);
  1853. if(sc_data){
  1854. if(sc_data[SC_WHISTLE].timer!=-1)
  1855. flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
  1856. +(sc_data[SC_WHISTLE].val3>>16))/100;
  1857. if(sc_data[SC_BLIND].timer!=-1)
  1858. flee -= flee*25/100;
  1859. if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク
  1860. flee += flee*(sc_data[SC_WINDWALK].val2)/100;
  1861. if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ
  1862. flee -= flee*50/100;
  1863. if(sc_data[SC_GOSPEL].timer!=-1) {
  1864. if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
  1865. sc_data[SC_GOSPEL].val3 == 13)
  1866. flee += flee*5/100;
  1867. else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
  1868. sc_data[SC_GOSPEL].val3 == 7)
  1869. flee = 0;
  1870. }
  1871. }
  1872. }
  1873. if(flee < 1) flee = 1;
  1874. return flee;
  1875. }
  1876. /*==========================================
  1877. * 対象のHitを返す(汎用)
  1878. * 戻りは整数で1以上
  1879. *------------------------------------------
  1880. */
  1881. int status_get_hit(struct block_list *bl)
  1882. {
  1883. int hit = 1;
  1884. nullpo_retr(1, bl);
  1885. if(bl->type == BL_PC && (struct map_session_data *)bl)
  1886. return ((struct map_session_data *)bl)->hit;
  1887. else {
  1888. struct status_change *sc_data;
  1889. sc_data = status_get_sc_data(bl);
  1890. hit = status_get_dex(bl) + status_get_lv(bl);
  1891. if(sc_data) {
  1892. if(sc_data[SC_HUMMING].timer!=-1) //
  1893. hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2
  1894. +sc_data[SC_HUMMING].val3)/100;
  1895. if(sc_data[SC_BLIND].timer!=-1) // 呪い
  1896. hit -= hit*25/100;
  1897. if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
  1898. hit += 3*(sc_data[SC_TRUESIGHT].val1);
  1899. if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
  1900. hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
  1901. if(sc_data[SC_GOSPEL].timer!=-1 &&
  1902. sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
  1903. sc_data[SC_GOSPEL].val3 == 14)
  1904. hit += hit*5/100;
  1905. if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
  1906. hit += 20*sc_data[SC_EXPLOSIONSPIRITS].val1;
  1907. }
  1908. }
  1909. if(hit < 1) hit = 1;
  1910. return hit;
  1911. }
  1912. /*==========================================
  1913. * 対象の完全回避を返す(汎用)
  1914. * 戻りは整数で1以上
  1915. *------------------------------------------
  1916. */
  1917. int status_get_flee2(struct block_list *bl)
  1918. {
  1919. int flee2 = 1;
  1920. nullpo_retr(1, bl);
  1921. if(bl->type==BL_PC && (struct map_session_data *)bl){
  1922. return ((struct map_session_data *)bl)->flee2;
  1923. } else {
  1924. struct status_change *sc_data;
  1925. sc_data = status_get_sc_data(bl);
  1926. flee2 = status_get_luk(bl)+1;
  1927. if(sc_data) {
  1928. if(sc_data[SC_WHISTLE].timer!=-1)
  1929. flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
  1930. +(sc_data[SC_WHISTLE].val3&0xffff))*10;
  1931. }
  1932. }
  1933. if(flee2 < 1) flee2 = 1;
  1934. return flee2;
  1935. }
  1936. /*==========================================
  1937. * 対象のクリティカルを返す(汎用)
  1938. * 戻りは整数で1以上
  1939. *------------------------------------------
  1940. */
  1941. int status_get_critical(struct block_list *bl)
  1942. {
  1943. int critical = 1;
  1944. nullpo_retr(1, bl);
  1945. if(bl->type == BL_PC && (struct map_session_data *)bl){
  1946. return ((struct map_session_data *)bl)->critical;
  1947. } else {
  1948. struct status_change *sc_data;
  1949. sc_data = status_get_sc_data(bl);
  1950. critical = status_get_luk(bl)*3 + 1;
  1951. if(sc_data) {
  1952. if(sc_data[SC_FORTUNE].timer!=-1)
  1953. critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2
  1954. + sc_data[SC_FORTUNE].val3)*10;
  1955. if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
  1956. critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
  1957. if(sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト
  1958. critical += critical*sc_data[SC_TRUESIGHT].val1/100;
  1959. }
  1960. }
  1961. if(critical < 1) critical = 1;
  1962. return critical;
  1963. }
  1964. /*==========================================
  1965. * base_atkの取得
  1966. * 戻りは整数で1以上
  1967. *------------------------------------------
  1968. */
  1969. int status_get_baseatk(struct block_list *bl)
  1970. {
  1971. int batk = 1;
  1972. nullpo_retr(1, bl);
  1973. if(bl->type==BL_PC && (struct map_session_data *)bl) {
  1974. batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk
  1975. if (((struct map_session_data *)bl)->status.weapon < 16)
  1976. batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
  1977. } else { //それ以外なら
  1978. struct status_change *sc_data;
  1979. int str,dstr;
  1980. str = status_get_str(bl); //STR
  1981. dstr = str/10;
  1982. batk = dstr*dstr + str; //base_atkを計算する
  1983. sc_data = status_get_sc_data(bl);
  1984. if(sc_data) { //状態異常あり
  1985. if(sc_data[SC_PROVOKE].timer!=-1) //PCでプロボック(SM_PROVOKE)状態
  1986. batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加
  1987. if(sc_data[SC_CURSE].timer!=-1) //呪われていたら
  1988. batk -= batk*25/100; //base_atkが25%減少
  1989. if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
  1990. batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;
  1991. }
  1992. }
  1993. if(batk < 1) batk = 1; //base_atkは最低でも1
  1994. return batk;
  1995. }
  1996. /*==========================================
  1997. * 対象のAtkを返す(汎用)
  1998. * 戻りは整数で0以上
  1999. *------------------------------------------
  2000. */
  2001. int status_get_atk(struct block_list *bl)
  2002. {
  2003. int atk = 0;
  2004. nullpo_retr(0, bl);
  2005. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2006. return ((struct map_session_data*)bl)->watk;
  2007. else {
  2008. struct status_change *sc_data;
  2009. sc_data=status_get_sc_data(bl);
  2010. if(bl->type == BL_MOB && (struct mob_data *)bl)
  2011. atk = mob_db[((struct mob_data*)bl)->class_].atk1;
  2012. else if(bl->type == BL_PET && (struct pet_data *)bl)
  2013. atk = mob_db[((struct pet_data*)bl)->class_].atk1;
  2014. if(sc_data) {
  2015. if(sc_data[SC_PROVOKE].timer!=-1)
  2016. atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100;
  2017. if(sc_data[SC_CURSE].timer!=-1)
  2018. atk -= atk*25/100;
  2019. if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
  2020. atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
  2021. if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2022. atk += (1000*sc_data[SC_EXPLOSIONSPIRITS].val1);
  2023. if(sc_data[SC_STRIPWEAPON].timer!=-1)
  2024. atk -= atk*10/100;
  2025. if(sc_data[SC_GOSPEL].timer!=-1) {
  2026. if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
  2027. sc_data[SC_GOSPEL].val3 == 12)
  2028. atk += atk*8/100;
  2029. else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
  2030. sc_data[SC_GOSPEL].val3 == 6)
  2031. atk = 0;
  2032. }
  2033. }
  2034. }
  2035. if(atk < 0) atk = 0;
  2036. return atk;
  2037. }
  2038. /*==========================================
  2039. * 対象の左手Atkを返す(汎用)
  2040. * 戻りは整数で0以上
  2041. *------------------------------------------
  2042. */
  2043. int status_get_atk_(struct block_list *bl)
  2044. {
  2045. nullpo_retr(0, bl);
  2046. if(bl->type==BL_PC && (struct map_session_data *)bl){
  2047. int atk=((struct map_session_data*)bl)->watk_;
  2048. return atk;
  2049. }
  2050. else
  2051. return 0;
  2052. }
  2053. /*==========================================
  2054. * 対象のAtk2を返す(汎用)
  2055. * 戻りは整数で0以上
  2056. *------------------------------------------
  2057. */
  2058. int status_get_atk2(struct block_list *bl)
  2059. {
  2060. nullpo_retr(0, bl);
  2061. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2062. return ((struct map_session_data*)bl)->watk2;
  2063. else {
  2064. struct status_change *sc_data=status_get_sc_data(bl);
  2065. int atk2=0;
  2066. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2067. atk2 = mob_db[((struct mob_data*)bl)->class_].atk2;
  2068. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2069. atk2 = mob_db[((struct pet_data*)bl)->class_].atk2;
  2070. if(sc_data) {
  2071. if( sc_data[SC_IMPOSITIO].timer!=-1)
  2072. atk2 += sc_data[SC_IMPOSITIO].val1*5;
  2073. if( sc_data[SC_PROVOKE].timer!=-1 )
  2074. atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100;
  2075. if( sc_data[SC_CURSE].timer!=-1 )
  2076. atk2 -= atk2*25/100;
  2077. if(sc_data[SC_DRUMBATTLE].timer!=-1)
  2078. atk2 += sc_data[SC_DRUMBATTLE].val2;
  2079. if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 )
  2080. atk2 += sc_data[SC_NIBELUNGEN].val3;
  2081. if(sc_data[SC_STRIPWEAPON].timer!=-1)
  2082. atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
  2083. if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
  2084. atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
  2085. if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2086. atk2 += (1000*sc_data[SC_EXPLOSIONSPIRITS].val1);
  2087. }
  2088. if(atk2 < 0) atk2 = 0;
  2089. return atk2;
  2090. }
  2091. return 0;
  2092. }
  2093. /*==========================================
  2094. * 対象の左手Atk2を返す(汎用)
  2095. * 戻りは整数で0以上
  2096. *------------------------------------------
  2097. */
  2098. int status_get_atk_2(struct block_list *bl)
  2099. {
  2100. nullpo_retr(0, bl);
  2101. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2102. return ((struct map_session_data*)bl)->watk_2;
  2103. else
  2104. return 0;
  2105. }
  2106. /*==========================================
  2107. * 対象のMAtk1を返す(汎用)
  2108. * 戻りは整数で0以上
  2109. *------------------------------------------
  2110. */
  2111. int status_get_matk1(struct block_list *bl)
  2112. {
  2113. int matk = 0;
  2114. nullpo_retr(0, bl);
  2115. if(bl->type == BL_PC && (struct map_session_data *)bl)
  2116. return ((struct map_session_data *)bl)->matk1;
  2117. else {
  2118. struct status_change *sc_data;
  2119. int int_ = status_get_int(bl);
  2120. matk = int_+(int_/5)*(int_/5);
  2121. sc_data = status_get_sc_data(bl);
  2122. if(sc_data) {
  2123. if(sc_data[SC_MINDBREAKER].timer!=-1)
  2124. matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
  2125. }
  2126. }
  2127. return matk;
  2128. }
  2129. /*==========================================
  2130. * 対象のMAtk2を返す(汎用)
  2131. * 戻りは整数で0以上
  2132. *------------------------------------------
  2133. */
  2134. int status_get_matk2(struct block_list *bl)
  2135. {
  2136. int matk = 0;
  2137. nullpo_retr(0, bl);
  2138. if(bl->type == BL_PC && (struct map_session_data *)bl)
  2139. return ((struct map_session_data *)bl)->matk2;
  2140. else {
  2141. struct status_change *sc_data = status_get_sc_data(bl);
  2142. int int_ = status_get_int(bl);
  2143. matk = int_+(int_/7)*(int_/7);
  2144. if(sc_data) {
  2145. if(sc_data[SC_MINDBREAKER].timer!=-1)
  2146. matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
  2147. }
  2148. }
  2149. return matk;
  2150. }
  2151. /*==========================================
  2152. * 対象のDefを返す(汎用)
  2153. * 戻りは整数で0以上
  2154. *------------------------------------------
  2155. */
  2156. int status_get_def(struct block_list *bl)
  2157. {
  2158. struct status_change *sc_data;
  2159. int def=0,skilltimer=-1,skillid=0;
  2160. nullpo_retr(0, bl);
  2161. sc_data=status_get_sc_data(bl);
  2162. if(bl->type==BL_PC && (struct map_session_data *)bl){
  2163. def = ((struct map_session_data *)bl)->def;
  2164. skilltimer = ((struct map_session_data *)bl)->skilltimer;
  2165. skillid = ((struct map_session_data *)bl)->skillid;
  2166. }
  2167. else if(bl->type==BL_MOB && (struct mob_data *)bl) {
  2168. def = mob_db[((struct mob_data *)bl)->class_].def;
  2169. skilltimer = ((struct mob_data *)bl)->skilltimer;
  2170. skillid = ((struct mob_data *)bl)->skillid;
  2171. }
  2172. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2173. def = mob_db[((struct pet_data *)bl)->class_].def;
  2174. if(def < 1000000) {
  2175. if(sc_data) {
  2176. //凍結、石化時は右シフト
  2177. if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
  2178. def >>= 1;
  2179. if (bl->type != BL_PC) {
  2180. //キーピング時はDEF100
  2181. if( sc_data[SC_KEEPING].timer!=-1)
  2182. def = 100;
  2183. //プロボック時は減算
  2184. if( sc_data[SC_PROVOKE].timer!=-1)
  2185. def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
  2186. //戦太鼓の響き時は加算
  2187. if( sc_data[SC_DRUMBATTLE].timer!=-1)
  2188. def += sc_data[SC_DRUMBATTLE].val3;
  2189. //毒にかかっている時は減算
  2190. if(sc_data[SC_POISON].timer!=-1)
  2191. def = def*75/100;
  2192. //ストリップシールド時は減算
  2193. if(sc_data[SC_STRIPSHIELD].timer!=-1)
  2194. def = def*sc_data[SC_STRIPSHIELD].val2/100;
  2195. //シグナムクルシス時は減算
  2196. if(sc_data[SC_SIGNUMCRUCIS].timer!=-1)
  2197. def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
  2198. //永遠の混沌時はDEF0になる
  2199. if(sc_data[SC_ETERNALCHAOS].timer!=-1)
  2200. def = 0;
  2201. //コンセントレーション時は減算
  2202. if( sc_data[SC_CONCENTRATION].timer!=-1)
  2203. def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
  2204. if(sc_data[SC_GOSPEL].timer!=-1) {
  2205. if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
  2206. sc_data[SC_GOSPEL].val3 == 11)
  2207. def += def*25/100;
  2208. else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
  2209. sc_data[SC_GOSPEL].val3 == 5)
  2210. def = 0;
  2211. }
  2212. if(sc_data[SC_JOINTBEAT].timer!=-1) {
  2213. if (sc_data[SC_JOINTBEAT].val2 == 4)
  2214. def -= def*50/100;
  2215. else if (sc_data[SC_JOINTBEAT].val2 == 5)
  2216. def -= def*25/100;
  2217. }
  2218. }
  2219. }
  2220. //詠唱中は詠唱時減算率に基づいて減算
  2221. if(skilltimer != -1) {
  2222. int def_rate = skill_get_castdef(skillid);
  2223. if(def_rate != 0)
  2224. def = (def * (100 - def_rate))/100;
  2225. }
  2226. }
  2227. if(def < 0) def = 0;
  2228. return def;
  2229. }
  2230. /*==========================================
  2231. * 対象のMDefを返す(汎用)
  2232. * 戻りは整数で0以上
  2233. *------------------------------------------
  2234. */
  2235. int status_get_mdef(struct block_list *bl)
  2236. {
  2237. struct status_change *sc_data;
  2238. int mdef=0;
  2239. nullpo_retr(0, bl);
  2240. sc_data=status_get_sc_data(bl);
  2241. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2242. mdef = ((struct map_session_data *)bl)->mdef;
  2243. else if(bl->type==BL_MOB && (struct mob_data *)bl)
  2244. mdef = mob_db[((struct mob_data *)bl)->class_].mdef;
  2245. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2246. mdef = mob_db[((struct pet_data *)bl)->class_].mdef;
  2247. if(mdef < 1000000) {
  2248. if(sc_data) {
  2249. //バリアー状態時はMDEF100
  2250. if(sc_data[SC_BARRIER].timer != -1)
  2251. mdef = 100;
  2252. //凍結、石化時は1.25倍
  2253. if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
  2254. mdef = mdef*125/100;
  2255. if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
  2256. mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100;
  2257. }
  2258. }
  2259. if(mdef < 0) mdef = 0;
  2260. return mdef;
  2261. }
  2262. /*==========================================
  2263. * 対象のDef2を返す(汎用)
  2264. * 戻りは整数で1以上
  2265. *------------------------------------------
  2266. */
  2267. int status_get_def2(struct block_list *bl)
  2268. {
  2269. int def2 = 1;
  2270. nullpo_retr(1, bl);
  2271. if(bl->type==BL_PC)
  2272. return ((struct map_session_data *)bl)->def2;
  2273. else {
  2274. struct status_change *sc_data;
  2275. if(bl->type==BL_MOB)
  2276. def2 = mob_db[((struct mob_data *)bl)->class_].vit;
  2277. else if(bl->type==BL_PET)
  2278. def2 = mob_db[((struct pet_data *)bl)->class_].vit;
  2279. sc_data = status_get_sc_data(bl);
  2280. if(sc_data) {
  2281. if(sc_data[SC_ANGELUS].timer != -1)
  2282. def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100;
  2283. if(sc_data[SC_PROVOKE].timer!=-1)
  2284. def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
  2285. if(sc_data[SC_POISON].timer!=-1)
  2286. def2 = def2*75/100;
  2287. //コンセントレーション時は減算
  2288. if( sc_data[SC_CONCENTRATION].timer!=-1)
  2289. def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100;
  2290. if(sc_data[SC_GOSPEL].timer!=-1) {
  2291. if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
  2292. sc_data[SC_GOSPEL].val3 == 11)
  2293. def2 += def2*25/100;
  2294. else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
  2295. sc_data[SC_GOSPEL].val3 == 5)
  2296. def2 = 0;
  2297. }
  2298. }
  2299. }
  2300. if(def2 < 1) def2 = 1;
  2301. return def2;
  2302. }
  2303. /*==========================================
  2304. * 対象のMDef2を返す(汎用)
  2305. * 戻りは整数で0以上
  2306. *------------------------------------------
  2307. */
  2308. int status_get_mdef2(struct block_list *bl)
  2309. {
  2310. int mdef2 = 0;
  2311. nullpo_retr(0, bl);
  2312. if(bl->type == BL_PC)
  2313. return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
  2314. else {
  2315. struct status_change *sc_data = status_get_sc_data(bl);
  2316. if(bl->type == BL_MOB)
  2317. mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1);
  2318. else if(bl->type == BL_PET)
  2319. mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1);
  2320. if(sc_data) {
  2321. if(sc_data[SC_MINDBREAKER].timer!=-1)
  2322. mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100;
  2323. }
  2324. }
  2325. if(mdef2 < 0) mdef2 = 0;
  2326. return mdef2;
  2327. }
  2328. /*==========================================
  2329. * 対象のSpeed(移動速度)を返す(汎用)
  2330. * 戻りは整数で1以上
  2331. * Speedは小さいほうが移動速度が速い
  2332. *------------------------------------------
  2333. */
  2334. int status_get_speed(struct block_list *bl)
  2335. {
  2336. nullpo_retr(1000, bl);
  2337. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2338. return ((struct map_session_data *)bl)->speed;
  2339. else {
  2340. struct status_change *sc_data=status_get_sc_data(bl);
  2341. int speed = 1000;
  2342. if(bl->type==BL_MOB && (struct mob_data *)bl) {
  2343. speed = ((struct mob_data *)bl)->speed;
  2344. if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
  2345. speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
  2346. }
  2347. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2348. speed = ((struct pet_data *)bl)->msd->petDB->speed;
  2349. if(sc_data) {
  2350. //速度増加時は25%減算
  2351. if(sc_data[SC_INCREASEAGI].timer!=-1)
  2352. speed -= speed*25/100;
  2353. //ウィンドウォーク時はLv*2%減算
  2354. else if(sc_data[SC_WINDWALK].timer!=-1)
  2355. speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
  2356. //速度減少時は25%加算
  2357. if(sc_data[SC_DECREASEAGI].timer!=-1)
  2358. speed = speed*125/100;
  2359. //クァグマイア時は50%加算
  2360. if(sc_data[SC_QUAGMIRE].timer!=-1)
  2361. speed = speed*3/2;
  2362. //私を忘れないで…時は加算
  2363. if(sc_data[SC_DONTFORGETME].timer!=-1)
  2364. speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100;
  2365. //金剛時は25%加算
  2366. if(sc_data[SC_STEELBODY].timer!=-1)
  2367. speed = speed*125/100;
  2368. //ディフェンダー時は加算
  2369. if(sc_data[SC_DEFENDER].timer!=-1)
  2370. speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;
  2371. //踊り状態は4倍遅い
  2372. if(sc_data[SC_DANCING].timer!=-1 )
  2373. speed *= 6;
  2374. //呪い時は450加算
  2375. if(sc_data[SC_CURSE].timer!=-1)
  2376. speed = speed + 450;
  2377. if(sc_data[SC_SLOWDOWN].timer!=-1)
  2378. speed = speed*150/100;
  2379. if(sc_data[SC_SPEEDUP0].timer!=-1)
  2380. speed -= speed*25/100;
  2381. if(sc_data[SC_GOSPEL].timer!=-1 &&
  2382. sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
  2383. sc_data[SC_GOSPEL].val3 == 8)
  2384. speed = speed*125/100;
  2385. if(sc_data[SC_JOINTBEAT].timer!=-1) {
  2386. if (sc_data[SC_JOINTBEAT].val2 == 1)
  2387. speed = speed*150/100;
  2388. else if (sc_data[SC_JOINTBEAT].val2 == 3)
  2389. speed = speed*130/100;
  2390. }
  2391. }
  2392. if(speed < 1) speed = 1;
  2393. return speed;
  2394. }
  2395. return 1000;
  2396. }
  2397. /*==========================================
  2398. * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
  2399. * aDelayは小さいほうが攻撃速度が速い
  2400. *------------------------------------------
  2401. */
  2402. int status_get_adelay(struct block_list *bl)
  2403. {
  2404. nullpo_retr(4000, bl);
  2405. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2406. return (((struct map_session_data *)bl)->aspd<<1);
  2407. else {
  2408. struct status_change *sc_data=status_get_sc_data(bl);
  2409. int adelay=4000,aspd_rate = 100,i;
  2410. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2411. adelay = mob_db[((struct mob_data *)bl)->class_].adelay;
  2412. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2413. adelay = mob_db[((struct pet_data *)bl)->class_].adelay;
  2414. if(sc_data) {
  2415. //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
  2416. if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
  2417. aspd_rate -= 30;
  2418. //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
  2419. if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
  2420. sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
  2421. //使用者とパーティメンバーで格差が出る設定でなければ3割減算
  2422. if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
  2423. aspd_rate -= 30;
  2424. //そうでなければ2.5割減算
  2425. else
  2426. aspd_rate -= 25;
  2427. }
  2428. //スピアクィッケン時は減算
  2429. if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
  2430. sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
  2431. aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
  2432. //夕日のアサシンクロス時は減算
  2433. if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
  2434. sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
  2435. sc_data[SC_DONTFORGETME].timer == -1)
  2436. aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
  2437. //私を忘れないで…時は加算
  2438. if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
  2439. aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
  2440. //金剛時25%加算
  2441. if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
  2442. aspd_rate += 25;
  2443. //増速ポーション使用時は減算
  2444. if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
  2445. aspd_rate -= sc_data[i].val2;
  2446. //ディフェンダー時は加算
  2447. if(sc_data[SC_DEFENDER].timer != -1)
  2448. aspd_rate += (25 - sc_data[SC_DEFENDER].val1*5);
  2449. //adelay += (1100 - sc_data[SC_DEFENDER].val1*100);
  2450. if(sc_data[SC_GOSPEL].timer!=-1 &&
  2451. sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
  2452. sc_data[SC_GOSPEL].val3 == 8)
  2453. aspd_rate = aspd_rate*125/100;
  2454. if(sc_data[SC_JOINTBEAT].timer!=-1) {
  2455. if (sc_data[SC_JOINTBEAT].val2 == 2)
  2456. aspd_rate = aspd_rate*125/100;
  2457. else if (sc_data[SC_JOINTBEAT].val2 == 3)
  2458. aspd_rate = aspd_rate*110/100;
  2459. }
  2460. }
  2461. if(aspd_rate != 100)
  2462. adelay = adelay*aspd_rate/100;
  2463. if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
  2464. return adelay;
  2465. }
  2466. return 4000;
  2467. }
  2468. int status_get_amotion(struct block_list *bl)
  2469. {
  2470. nullpo_retr(2000, bl);
  2471. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2472. return ((struct map_session_data *)bl)->amotion;
  2473. else {
  2474. struct status_change *sc_data=status_get_sc_data(bl);
  2475. int amotion=2000,aspd_rate = 100,i;
  2476. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2477. amotion = mob_db[((struct mob_data *)bl)->class_].amotion;
  2478. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2479. amotion = mob_db[((struct pet_data *)bl)->class_].amotion;
  2480. if(sc_data) {
  2481. if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
  2482. aspd_rate -= 30;
  2483. if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
  2484. sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
  2485. if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
  2486. aspd_rate -= 30;
  2487. else
  2488. aspd_rate -= 25;
  2489. }
  2490. if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
  2491. sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
  2492. aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
  2493. if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
  2494. sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
  2495. sc_data[SC_DONTFORGETME].timer == -1)
  2496. aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
  2497. if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
  2498. aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
  2499. if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
  2500. aspd_rate += 25;
  2501. if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
  2502. aspd_rate -= sc_data[i].val2;
  2503. if(sc_data[SC_DEFENDER].timer != -1)
  2504. aspd_rate += (25 - sc_data[SC_DEFENDER].val1*5);
  2505. //amotion += (550 - sc_data[SC_DEFENDER].val1*50);
  2506. }
  2507. if(aspd_rate != 100)
  2508. amotion = amotion*aspd_rate/100;
  2509. if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
  2510. return amotion;
  2511. }
  2512. return 2000;
  2513. }
  2514. int status_get_dmotion(struct block_list *bl)
  2515. {
  2516. int ret;
  2517. struct status_change *sc_data;
  2518. nullpo_retr(0, bl);
  2519. sc_data = status_get_sc_data(bl);
  2520. if(bl->type==BL_MOB && (struct mob_data *)bl){
  2521. ret=mob_db[((struct mob_data *)bl)->class_].dmotion;
  2522. if(battle_config.monster_damage_delay_rate != 100)
  2523. ret = ret*battle_config.monster_damage_delay_rate/400;
  2524. }
  2525. else if(bl->type==BL_PC && (struct map_session_data *)bl){
  2526. ret=((struct map_session_data *)bl)->dmotion;
  2527. if(battle_config.pc_damage_delay_rate != 100)
  2528. ret = ret*battle_config.pc_damage_delay_rate/400;
  2529. }
  2530. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2531. ret=mob_db[((struct pet_data *)bl)->class_].dmotion;
  2532. else
  2533. return 2000;
  2534. if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) ||
  2535. (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure))
  2536. ret=0;
  2537. return ret;
  2538. }
  2539. int status_get_element(struct block_list *bl)
  2540. {
  2541. int ret = 20;
  2542. struct status_change *sc_data;
  2543. nullpo_retr(ret, bl);
  2544. sc_data = status_get_sc_data(bl);
  2545. if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性
  2546. ret=((struct mob_data *)bl)->def_ele;
  2547. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2548. ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1
  2549. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2550. ret = mob_db[((struct pet_data *)bl)->class_].element;
  2551. if(sc_data) {
  2552. if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福
  2553. ret=26;
  2554. if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結
  2555. ret=21;
  2556. if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  2557. ret=22;
  2558. }
  2559. return ret;
  2560. }
  2561. int status_get_attack_element(struct block_list *bl)
  2562. {
  2563. int ret = 0;
  2564. struct status_change *sc_data=status_get_sc_data(bl);
  2565. nullpo_retr(0, bl);
  2566. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2567. ret=0;
  2568. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2569. ret=((struct map_session_data *)bl)->atk_ele;
  2570. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2571. ret=0;
  2572. if(sc_data) {
  2573. if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
  2574. ret=1;
  2575. if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
  2576. ret=2;
  2577. if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
  2578. ret=3;
  2579. if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
  2580. ret=4;
  2581. if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
  2582. ret=5;
  2583. if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
  2584. ret=6;
  2585. }
  2586. return ret;
  2587. }
  2588. int status_get_attack_element2(struct block_list *bl)
  2589. {
  2590. nullpo_retr(0, bl);
  2591. if(bl->type==BL_PC && (struct map_session_data *)bl) {
  2592. int ret = ((struct map_session_data *)bl)->atk_ele_;
  2593. struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data;
  2594. if(sc_data) {
  2595. if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
  2596. ret=1;
  2597. if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
  2598. ret=2;
  2599. if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
  2600. ret=3;
  2601. if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
  2602. ret=4;
  2603. if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
  2604. ret=5;
  2605. if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
  2606. ret=6;
  2607. }
  2608. return ret;
  2609. }
  2610. return 0;
  2611. }
  2612. int status_get_party_id(struct block_list *bl)
  2613. {
  2614. nullpo_retr(0, bl);
  2615. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2616. return ((struct map_session_data *)bl)->status.party_id;
  2617. else if(bl->type==BL_MOB && (struct mob_data *)bl){
  2618. struct mob_data *md=(struct mob_data *)bl;
  2619. if( md->master_id>0 )
  2620. return -md->master_id;
  2621. return -md->bl.id;
  2622. }
  2623. else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
  2624. return ((struct skill_unit *)bl)->group->party_id;
  2625. else
  2626. return 0;
  2627. }
  2628. int status_get_guild_id(struct block_list *bl)
  2629. {
  2630. nullpo_retr(0, bl);
  2631. if(bl->type==BL_PC && (struct map_session_data *)bl)
  2632. return ((struct map_session_data *)bl)->status.guild_id;
  2633. else if(bl->type==BL_MOB && (struct mob_data *)bl)
  2634. return ((struct mob_data *)bl)->class_;
  2635. else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
  2636. return ((struct skill_unit *)bl)->group->guild_id;
  2637. else
  2638. return 0;
  2639. }
  2640. int status_get_race(struct block_list *bl)
  2641. {
  2642. nullpo_retr(0, bl);
  2643. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2644. return mob_db[((struct mob_data *)bl)->class_].race;
  2645. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2646. return 7;
  2647. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2648. return mob_db[((struct pet_data *)bl)->class_].race;
  2649. else
  2650. return 0;
  2651. }
  2652. int status_get_size(struct block_list *bl)
  2653. {
  2654. nullpo_retr(1, bl);
  2655. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2656. return mob_db[((struct mob_data *)bl)->class_].size;
  2657. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2658. return mob_db[((struct pet_data *)bl)->class_].size;
  2659. else if(bl->type==BL_PC) {
  2660. struct map_session_data *sd = (struct map_session_data *)bl;
  2661. //if (pc_isriding(sd)) // fact or rumour?
  2662. // return 2;
  2663. if (pc_calc_upper(sd->status.class_) == 2)
  2664. return 0;
  2665. return 1;
  2666. } else
  2667. return 1;
  2668. }
  2669. int status_get_mode(struct block_list *bl)
  2670. {
  2671. nullpo_retr(0x01, bl);
  2672. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2673. return mob_db[((struct mob_data *)bl)->class_].mode;
  2674. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2675. return mob_db[((struct pet_data *)bl)->class_].mode;
  2676. else
  2677. return 0x01; // とりあえず動くということで1
  2678. }
  2679. int status_get_mexp(struct block_list *bl)
  2680. {
  2681. nullpo_retr(0, bl);
  2682. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2683. return mob_db[((struct mob_data *)bl)->class_].mexp;
  2684. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2685. return mob_db[((struct pet_data *)bl)->class_].mexp;
  2686. else
  2687. return 0;
  2688. }
  2689. int status_get_race2(struct block_list *bl)
  2690. {
  2691. nullpo_retr(0, bl);
  2692. if(bl->type == BL_MOB && (struct mob_data *)bl)
  2693. return mob_db[((struct mob_data *)bl)->class_].race2;
  2694. else if(bl->type==BL_PET && (struct pet_data *)bl)
  2695. return mob_db[((struct pet_data *)bl)->class_].race2;
  2696. else
  2697. return 0;
  2698. }
  2699. int status_isdead(struct block_list *bl)
  2700. {
  2701. nullpo_retr(0, bl);
  2702. if(bl->type == BL_MOB && (struct mob_data *)bl)
  2703. return ((struct mob_data *)bl)->state.state == MS_DEAD;
  2704. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2705. return pc_isdead((struct map_session_data *)bl);
  2706. else
  2707. return 0;
  2708. }
  2709. // StatusChange系の所得
  2710. struct status_change *status_get_sc_data(struct block_list *bl)
  2711. {
  2712. nullpo_retr(NULL, bl);
  2713. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2714. return ((struct mob_data*)bl)->sc_data;
  2715. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2716. return ((struct map_session_data*)bl)->sc_data;
  2717. return NULL;
  2718. }
  2719. short *status_get_sc_count(struct block_list *bl)
  2720. {
  2721. nullpo_retr(NULL, bl);
  2722. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2723. return &((struct mob_data*)bl)->sc_count;
  2724. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2725. return &((struct map_session_data*)bl)->sc_count;
  2726. return NULL;
  2727. }
  2728. short *status_get_opt1(struct block_list *bl)
  2729. {
  2730. nullpo_retr(0, bl);
  2731. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2732. return &((struct mob_data*)bl)->opt1;
  2733. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2734. return &((struct map_session_data*)bl)->opt1;
  2735. else if(bl->type==BL_NPC && (struct npc_data *)bl)
  2736. return &((struct npc_data*)bl)->opt1;
  2737. return 0;
  2738. }
  2739. short *status_get_opt2(struct block_list *bl)
  2740. {
  2741. nullpo_retr(0, bl);
  2742. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2743. return &((struct mob_data*)bl)->opt2;
  2744. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2745. return &((struct map_session_data*)bl)->opt2;
  2746. else if(bl->type==BL_NPC && (struct npc_data *)bl)
  2747. return &((struct npc_data*)bl)->opt2;
  2748. return 0;
  2749. }
  2750. short *status_get_opt3(struct block_list *bl)
  2751. {
  2752. nullpo_retr(0, bl);
  2753. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2754. return &((struct mob_data*)bl)->opt3;
  2755. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2756. return &((struct map_session_data*)bl)->opt3;
  2757. else if(bl->type==BL_NPC && (struct npc_data *)bl)
  2758. return &((struct npc_data*)bl)->opt3;
  2759. return 0;
  2760. }
  2761. short *status_get_option(struct block_list *bl)
  2762. {
  2763. nullpo_retr(0, bl);
  2764. if(bl->type==BL_MOB && (struct mob_data *)bl)
  2765. return &((struct mob_data*)bl)->option;
  2766. else if(bl->type==BL_PC && (struct map_session_data *)bl)
  2767. return &((struct map_session_data*)bl)->status.option;
  2768. else if(bl->type==BL_NPC && (struct npc_data *)bl)
  2769. return &((struct npc_data*)bl)->option;
  2770. return 0;
  2771. }
  2772. int status_get_sc_def(struct block_list *bl, int type)
  2773. {
  2774. int sc_def;
  2775. nullpo_retr(0, bl);
  2776. switch (type)
  2777. {
  2778. case SP_MDEF1: // mdef
  2779. sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
  2780. break;
  2781. case SP_MDEF2: // int
  2782. sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3);
  2783. break;
  2784. case SP_DEF1: // def
  2785. sc_def = 100 - (3 + status_get_def(bl) + status_get_luk(bl)/3);
  2786. break;
  2787. case SP_DEF2: // vit
  2788. sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
  2789. break;
  2790. case SP_LUK: // luck
  2791. sc_def = 100 - (3 + status_get_luk(bl));
  2792. break;
  2793. case SC_STONE:
  2794. case SC_FREEZE:
  2795. sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
  2796. break;
  2797. case SC_STAN:
  2798. case SC_POISON:
  2799. case SC_SILENCE:
  2800. sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
  2801. break;
  2802. case SC_SLEEP:
  2803. case SC_CONFUSION:
  2804. case SC_BLIND:
  2805. sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3);
  2806. break;
  2807. case SC_CURSE:
  2808. sc_def = 100 - (3 + status_get_luk(bl));
  2809. break;
  2810. default:
  2811. sc_def = 100;
  2812. break;
  2813. }
  2814. if(bl->type == BL_MOB) {
  2815. struct mob_data *md = (struct mob_data *)bl;
  2816. if (md && md->class_ == 1288)
  2817. return 0;
  2818. if (sc_def < 50)
  2819. sc_def = 50;
  2820. } else if(bl->type == BL_PC) {
  2821. struct status_change* sc_data = status_get_sc_data(bl);
  2822. if (sc_data && sc_data[SC_GOSPEL].timer != -1 &&
  2823. sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
  2824. sc_data[SC_GOSPEL].val3 == 3)
  2825. sc_def -= 25;
  2826. }
  2827. return (sc_def < 0) ? 0 : sc_def;
  2828. }
  2829. /*==========================================
  2830. * ステータス異常開始
  2831. *------------------------------------------
  2832. */
  2833. int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag)
  2834. {
  2835. struct map_session_data *sd = NULL;
  2836. struct status_change* sc_data;
  2837. short *sc_count, *option, *opt1, *opt2, *opt3;
  2838. int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
  2839. int scdef = 0;
  2840. int type2 = type;
  2841. nullpo_retr(0, bl);
  2842. if(bl->type == BL_SKILL)
  2843. return 0;
  2844. if(bl->type == BL_MOB)
  2845. if (status_isdead(bl)) return 0;
  2846. nullpo_retr(0, sc_data=status_get_sc_data(bl));
  2847. nullpo_retr(0, sc_count=status_get_sc_count(bl));
  2848. nullpo_retr(0, option=status_get_option(bl));
  2849. nullpo_retr(0, opt1=status_get_opt1(bl));
  2850. nullpo_retr(0, opt2=status_get_opt2(bl));
  2851. nullpo_retr(0, opt3=status_get_opt3(bl));
  2852. race=status_get_race(bl);
  2853. mode=status_get_mode(bl);
  2854. elem=status_get_elem_type(bl);
  2855. undead_flag=battle_check_undead(race,elem);
  2856. if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
  2857. return 0;
  2858. switch(type){
  2859. case SC_STONE:
  2860. case SC_FREEZE:
  2861. scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3;
  2862. break;
  2863. case SC_STAN:
  2864. case SC_SILENCE:
  2865. case SC_POISON:
  2866. case SC_DPOISON:
  2867. scdef=3+status_get_vit(bl)+status_get_luk(bl)/3;
  2868. break;
  2869. case SC_SLEEP:
  2870. case SC_BLIND:
  2871. scdef=3+status_get_int(bl)+status_get_luk(bl)/3;
  2872. break;
  2873. case SC_CURSE:
  2874. scdef=3+status_get_luk(bl);
  2875. break;
  2876. // case SC_CONFUSION:
  2877. default:
  2878. scdef=0;
  2879. }
  2880. if(scdef>=100)
  2881. return 0;
  2882. if(bl->type==BL_PC){
  2883. sd=(struct map_session_data *)bl;
  2884. if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
  2885. return 0;
  2886. if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */
  2887. if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
  2888. if(battle_config.battle_log)
  2889. printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id);
  2890. return 0;
  2891. }
  2892. }
  2893. }
  2894. else if(bl->type == BL_MOB) {
  2895. }
  2896. else {
  2897. if(battle_config.error_log)
  2898. printf("status_change_start: neither MOB nor PC !\n");
  2899. return 0;
  2900. }
  2901. if(type==SC_FREEZE && undead_flag && !(flag&1))
  2902. return 0;
  2903. if (type==SC_BLESSING && (bl->type==BL_PC || (!undead_flag && race!=6))) {
  2904. if (sc_data[SC_CURSE].timer!=-1)
  2905. status_change_end(bl,SC_CURSE,-1);
  2906. if (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  2907. status_change_end(bl,SC_STONE,-1);
  2908. }
  2909. if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
  2910. sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
  2911. return 0;
  2912. if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
  2913. type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
  2914. (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
  2915. /* ボスには?かない(ただしカ?ドによる?果は適用される) */
  2916. return 0;
  2917. }
  2918. if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
  2919. battle_stopwalking(bl,1);
  2920. if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
  2921. if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
  2922. type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3
  2923. && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
  2924. return 0;
  2925. if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
  2926. return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
  2927. (*sc_count)--;
  2928. delete_timer(sc_data[type].timer, status_change_timer);
  2929. sc_data[type].timer = -1;
  2930. }
  2931. // クアグマイア/私を忘れないで中は無効なスキル
  2932. if ((sc_data[SC_QUAGMIRE].timer!=-1 || sc_data[SC_DONTFORGETME].timer!=-1) &&
  2933. (type==SC_CONCENTRATE || type==SC_INCREASEAGI ||
  2934. type==SC_TWOHANDQUICKEN || type==SC_SPEARSQUICKEN ||
  2935. type==SC_ADRENALINE || type==SC_LOUD || type==SC_TRUESIGHT ||
  2936. type==SC_WINDWALK || type==SC_CARTBOOST || type==SC_ASSNCROS))
  2937. return 0;
  2938. switch(type){ /* 異常の種類ごとの?理 */
  2939. case SC_PROVOKE: /* プロボック */
  2940. calc_flag = 1;
  2941. if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
  2942. break;
  2943. case SC_ENDURE: /* インデュア */
  2944. if(tick <= 0) tick = 1000 * 60;
  2945. calc_flag = 1; // for updating mdef
  2946. #ifdef TWILIGHT
  2947. val2 = 40; // [Celest]
  2948. #else
  2949. val2 = 7; // [Celest]
  2950. #endif
  2951. break;
  2952. case SC_AUTOBERSERK:
  2953. {
  2954. tick = 60*1000;
  2955. if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
  2956. (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
  2957. status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
  2958. }
  2959. break;
  2960. case SC_CONCENTRATE: /* 集中力向上 */
  2961. case SC_BLESSING: /* ブレッシング */
  2962. case SC_ANGELUS: /* アンゼルス */
  2963. calc_flag = 1;
  2964. break;
  2965. case SC_INCREASEAGI: /* 速度上昇 */
  2966. calc_flag = 1;
  2967. if(sc_data[SC_DECREASEAGI].timer!=-1 )
  2968. status_change_end(bl,SC_DECREASEAGI,-1);
  2969. // the effect will still remain [celest]
  2970. // if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
  2971. // status_change_end(bl,SC_WINDWALK,-1);
  2972. break;
  2973. case SC_DECREASEAGI: /* 速度減少 */
  2974. if (bl->type == BL_PC) // Celest
  2975. tick>>=1;
  2976. calc_flag = 1;
  2977. if(sc_data[SC_INCREASEAGI].timer!=-1 )
  2978. status_change_end(bl,SC_INCREASEAGI,-1);
  2979. if(sc_data[SC_ADRENALINE].timer!=-1 )
  2980. status_change_end(bl,SC_ADRENALINE,-1);
  2981. if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
  2982. status_change_end(bl,SC_SPEARSQUICKEN,-1);
  2983. if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
  2984. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  2985. break;
  2986. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  2987. calc_flag = 1;
  2988. // val2 = 14 + val1;
  2989. val2 = 10 + val1*2;
  2990. tick = 600*1000;
  2991. clif_emotion(bl,4);
  2992. break;
  2993. case SC_SLOWPOISON:
  2994. if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
  2995. return 0;
  2996. break;
  2997. case SC_TWOHANDQUICKEN: /* 2HQ */
  2998. if(sc_data[SC_DECREASEAGI].timer!=-1)
  2999. return 0;
  3000. *opt3 |= 1;
  3001. calc_flag = 1;
  3002. break;
  3003. case SC_ADRENALINE: /* アドレナリンラッシュ */
  3004. if(sc_data[SC_DECREASEAGI].timer!=-1)
  3005. return 0;
  3006. if(bl->type == BL_PC)
  3007. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3008. tick += tick / 10;
  3009. calc_flag = 1;
  3010. break;
  3011. case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
  3012. if(bl->type == BL_PC)
  3013. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3014. tick += tick / 10;
  3015. break;
  3016. case SC_OVERTHRUST: /* オ?バ?スラスト */
  3017. if(bl->type == BL_PC)
  3018. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3019. tick += tick / 10;
  3020. *opt3 |= 2;
  3021. break;
  3022. case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
  3023. if(bl->type == BL_PC)
  3024. val2 = tick;
  3025. else
  3026. tick = 5000*val1;
  3027. break;
  3028. case SC_ENCPOISON: /* エンチャントポイズン */
  3029. calc_flag = 1;
  3030. val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
  3031. skill_enchant_elemental_end(bl,SC_ENCPOISON);
  3032. break;
  3033. case SC_EDP: // [Celest]
  3034. val2 = val1 + 2; /* 猛毒付?確率(%) */
  3035. calc_flag = 1;
  3036. break;
  3037. case SC_POISONREACT: /* ポイズンリアクト */
  3038. val2=val1/2 + val1%2; // [Celest]
  3039. break;
  3040. case SC_IMPOSITIO: /* インポシティオマヌス */
  3041. calc_flag = 1;
  3042. break;
  3043. case SC_ASPERSIO: /* アスペルシオ */
  3044. skill_enchant_elemental_end(bl,SC_ASPERSIO);
  3045. break;
  3046. case SC_SUFFRAGIUM: /* サフラギム */
  3047. case SC_BENEDICTIO: /* 聖? */
  3048. case SC_MAGNIFICAT: /* マグニフィカ?ト */
  3049. case SC_AETERNA: /* エ?テルナ */
  3050. break;
  3051. case SC_ENERGYCOAT: /* エナジ?コ?ト */
  3052. *opt3 |= 4;
  3053. break;
  3054. case SC_MAGICROD:
  3055. val2 = val1*20;
  3056. break;
  3057. case SC_KYRIE: /* キリエエレイソン */
  3058. val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
  3059. val3 = (val1 / 2 + 5); /* 回? */
  3060. // -- moonsoul (added to undo assumptio status if target has it)
  3061. if(sc_data[SC_ASSUMPTIO].timer!=-1 )
  3062. status_change_end(bl,SC_ASSUMPTIO,-1);
  3063. break;
  3064. case SC_MINDBREAKER:
  3065. calc_flag = 1;
  3066. if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
  3067. case SC_GLORIA: /* グロリア */
  3068. calc_flag = 1;
  3069. break;
  3070. case SC_LOUD: /* ラウドボイス */
  3071. calc_flag = 1;
  3072. break;
  3073. case SC_TRICKDEAD: /* 死んだふり */
  3074. if (bl->type == BL_PC) {
  3075. pc_stopattack((struct map_session_data *)sd);
  3076. }
  3077. break;
  3078. case SC_QUAGMIRE: /* クァグマイア */
  3079. calc_flag = 1;
  3080. if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
  3081. status_change_end(bl,SC_CONCENTRATE,-1);
  3082. if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
  3083. status_change_end(bl,SC_INCREASEAGI,-1);
  3084. if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
  3085. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3086. if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
  3087. status_change_end(bl,SC_SPEARSQUICKEN,-1);
  3088. if(sc_data[SC_ADRENALINE].timer!=-1 )
  3089. status_change_end(bl,SC_ADRENALINE,-1);
  3090. if(sc_data[SC_LOUD].timer!=-1 )
  3091. status_change_end(bl,SC_LOUD,-1);
  3092. if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
  3093. status_change_end(bl,SC_TRUESIGHT,-1);
  3094. if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
  3095. status_change_end(bl,SC_WINDWALK,-1);
  3096. if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
  3097. status_change_end(bl,SC_CARTBOOST,-1);
  3098. break;
  3099. case SC_MAGICPOWER:
  3100. calc_flag = 1;
  3101. val2 = 1;
  3102. break;
  3103. case SC_SACRIFICE:
  3104. val2 = 5;
  3105. break;
  3106. case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */
  3107. skill_enchant_elemental_end(bl,SC_FLAMELAUNCHER);
  3108. break;
  3109. case SC_FROSTWEAPON: /* フロストウェポン */
  3110. skill_enchant_elemental_end(bl,SC_FROSTWEAPON);
  3111. break;
  3112. case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */
  3113. skill_enchant_elemental_end(bl,SC_LIGHTNINGLOADER);
  3114. break;
  3115. case SC_SEISMICWEAPON: /* サイズミックウェポン */
  3116. skill_enchant_elemental_end(bl,SC_SEISMICWEAPON);
  3117. break;
  3118. case SC_DEVOTION: /* ディボ?ション */
  3119. calc_flag = 1;
  3120. break;
  3121. case SC_PROVIDENCE: /* プロヴィデンス */
  3122. calc_flag = 1;
  3123. val2=val1*5;
  3124. break;
  3125. case SC_REFLECTSHIELD:
  3126. val2=10+val1*3;
  3127. break;
  3128. case SC_STRIPWEAPON:
  3129. if (val2==0) val2=90;
  3130. break;
  3131. case SC_STRIPSHIELD:
  3132. if (val2==0) val2=85;
  3133. break;
  3134. case SC_STRIPARMOR:
  3135. case SC_STRIPHELM:
  3136. case SC_CP_WEAPON:
  3137. case SC_CP_SHIELD:
  3138. case SC_CP_ARMOR:
  3139. case SC_CP_HELM:
  3140. break;
  3141. case SC_AUTOSPELL: /* オ?トスペル */
  3142. val4 = 5 + val1*2;
  3143. break;
  3144. case SC_VOLCANO:
  3145. calc_flag = 1;
  3146. val3 = val1*10;
  3147. //val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
  3148. break;
  3149. case SC_DELUGE:
  3150. calc_flag = 1;
  3151. //val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
  3152. //val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
  3153. if (sc_data[SC_FOGWALL].timer != -1 && sc_data[SC_BLIND].timer != -1)
  3154. status_change_end(bl,SC_BLIND,-1);
  3155. break;
  3156. case SC_VIOLENTGALE:
  3157. calc_flag = 1;
  3158. val3 = val1*3;
  3159. //val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
  3160. break;
  3161. case SC_SPEARSQUICKEN: /* スピアクイッケン */
  3162. calc_flag = 1;
  3163. val2 = 20+val1;
  3164. *opt3 |= 1;
  3165. break;
  3166. case SC_COMBO:
  3167. break;
  3168. case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
  3169. break;
  3170. case SC_BLADESTOP: /* 白刃取り */
  3171. if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
  3172. *opt3 |= 32;
  3173. break;
  3174. case SC_LULLABY: /* 子守唄 */
  3175. val2 = 11;
  3176. break;
  3177. case SC_RICHMANKIM:
  3178. break;
  3179. case SC_ETERNALCHAOS: /* エタ?ナルカオス */
  3180. calc_flag = 1;
  3181. break;
  3182. case SC_DRUMBATTLE: /* ?太鼓の響き */
  3183. calc_flag = 1;
  3184. val2 = (val1+1)*25;
  3185. val3 = (val1+1)*2;
  3186. break;
  3187. case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
  3188. calc_flag = 1;
  3189. //val2 = (val1+2)*50;
  3190. val3 = (val1+2)*25;
  3191. break;
  3192. case SC_ROKISWEIL: /* ロキの叫び */
  3193. break;
  3194. case SC_INTOABYSS: /* 深淵の中に */
  3195. break;
  3196. case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  3197. calc_flag = 1;
  3198. val2 = 55 + val1*5;
  3199. val3 = val1*10;
  3200. break;
  3201. case SC_DISSONANCE: /* 不協和音 */
  3202. val2 = 10;
  3203. break;
  3204. case SC_WHISTLE: /* 口笛 */
  3205. calc_flag = 1;
  3206. break;
  3207. case SC_ASSNCROS: /* 夕陽のアサシンクロス */
  3208. calc_flag = 1;
  3209. break;
  3210. case SC_POEMBRAGI: /* ブラギの詩 */
  3211. break;
  3212. case SC_APPLEIDUN: /* イドゥンの林檎 */
  3213. calc_flag = 1;
  3214. break;
  3215. case SC_UGLYDANCE: /* 自分勝手なダンス */
  3216. val2 = 10;
  3217. break;
  3218. case SC_HUMMING: /* ハミング */
  3219. calc_flag = 1;
  3220. break;
  3221. case SC_DONTFORGETME: /* 私を忘れないで */
  3222. calc_flag = 1;
  3223. if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
  3224. status_change_end(bl,SC_INCREASEAGI,-1);
  3225. if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
  3226. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3227. if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
  3228. status_change_end(bl,SC_SPEARSQUICKEN,-1);
  3229. if(sc_data[SC_ADRENALINE].timer!=-1 )
  3230. status_change_end(bl,SC_ADRENALINE,-1);
  3231. if(sc_data[SC_ASSNCROS].timer!=-1 )
  3232. status_change_end(bl,SC_ASSNCROS,-1);
  3233. if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
  3234. status_change_end(bl,SC_TRUESIGHT,-1);
  3235. if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
  3236. status_change_end(bl,SC_WINDWALK,-1);
  3237. if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
  3238. status_change_end(bl,SC_CARTBOOST,-1);
  3239. break;
  3240. case SC_FORTUNE: /* 幸運のキス */
  3241. calc_flag = 1;
  3242. break;
  3243. case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
  3244. calc_flag = 1;
  3245. break;
  3246. case SC_MOONLIT:
  3247. val2 = bl->id;
  3248. break;
  3249. case SC_DANCING: /* ダンス/演奏中 */
  3250. calc_flag = 1;
  3251. val3= tick / 1000;
  3252. tick = 1000;
  3253. break;
  3254. case SC_EXPLOSIONSPIRITS: // 爆裂波動
  3255. calc_flag = 1;
  3256. val2 = 75 + 25*val1;
  3257. *opt3 |= 8;
  3258. break;
  3259. case SC_STEELBODY: // 金剛
  3260. calc_flag = 1;
  3261. *opt3 |= 16;
  3262. break;
  3263. case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
  3264. break;
  3265. case SC_AUTOCOUNTER:
  3266. val3 = val4 = 0;
  3267. break;
  3268. case SC_SPEEDPOTION0: /* ?速ポ?ション */
  3269. case SC_SPEEDPOTION1:
  3270. case SC_SPEEDPOTION2:
  3271. case SC_SPEEDPOTION3:
  3272. calc_flag = 1;
  3273. tick = 1000 * tick;
  3274. val2 = 5*(2+type-SC_SPEEDPOTION0);
  3275. break;
  3276. /* atk & matk potions [Valaris] */
  3277. case SC_ATKPOT:
  3278. case SC_MATKPOT:
  3279. calc_flag = 1;
  3280. tick = 1000 * tick;
  3281. break;
  3282. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  3283. {
  3284. time_t timer;
  3285. calc_flag = 1;
  3286. tick = 10000;
  3287. if(!val2)
  3288. val2 = time(&timer);
  3289. }
  3290. break;
  3291. case SC_NOCHAT: //チャット禁止?態
  3292. {
  3293. time_t timer;
  3294. if(!battle_config.muting_players)
  3295. break;
  3296. tick = 60000;
  3297. if(!val2)
  3298. val2 = time(&timer);
  3299. updateflag = SP_MANNER;
  3300. save_flag = 1; // celest
  3301. }
  3302. break;
  3303. case SC_SELFDESTRUCTION: //自爆
  3304. clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
  3305. val3 = tick / 1000;
  3306. tick = 1000;
  3307. break;
  3308. /* option1 */
  3309. case SC_STONE: /* 石化 */
  3310. if(!(flag&2)) {
  3311. int sc_def = status_get_mdef(bl)*200;
  3312. tick = tick - sc_def;
  3313. }
  3314. val3 = tick/1000;
  3315. if(val3 < 1) val3 = 1;
  3316. tick = 5000;
  3317. val2 = 1;
  3318. break;
  3319. case SC_SLEEP: /* 睡眠 */
  3320. if(!(flag&2)) {
  3321. // int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3);
  3322. // tick = tick * sc_def / 100;
  3323. // if(tick < 1000) tick = 1000;
  3324. tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
  3325. }
  3326. break;
  3327. case SC_FREEZE: /* 凍結 */
  3328. if(!(flag&2)) {
  3329. int sc_def = 100 - status_get_mdef(bl);
  3330. tick = tick * sc_def / 100;
  3331. }
  3332. break;
  3333. case SC_STAN: /* スタン(val2にミリ秒セット) */
  3334. if(!(flag&2)) {
  3335. int sc_def = status_get_sc_def_vit(bl);
  3336. tick = tick * sc_def / 100;
  3337. }
  3338. break;
  3339. /* option2 */
  3340. case SC_DPOISON: /* 猛毒 */
  3341. {
  3342. int mhp = status_get_max_hp(bl);
  3343. int hp = status_get_hp(bl);
  3344. // MHP?1/4????????
  3345. if (hp > mhp>>2) {
  3346. if(bl->type == BL_PC) {
  3347. int diff = mhp*10/100;
  3348. if (hp - diff < mhp>>2)
  3349. hp = hp - (mhp>>2);
  3350. pc_heal((struct map_session_data *)bl, -hp, 0);
  3351. } else if(bl->type == BL_MOB) {
  3352. struct mob_data *md = (struct mob_data *)bl;
  3353. hp -= mhp*15/100;
  3354. if (hp > mhp>>2)
  3355. md->hp = hp;
  3356. else
  3357. md->hp = mhp>>2;
  3358. }
  3359. }
  3360. } // fall through
  3361. case SC_POISON: /* 毒 */
  3362. calc_flag = 1;
  3363. if(!(flag&2)) {
  3364. int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5);
  3365. tick = tick * sc_def / 100;
  3366. }
  3367. val3 = tick/1000;
  3368. if(val3 < 1) val3 = 1;
  3369. tick = 1000;
  3370. break;
  3371. case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
  3372. if (sc_data && sc_data[SC_GOSPEL].timer!=-1) {
  3373. skill_delunitgroup((struct skill_unit_group *)sc_data[SC_GOSPEL].val3);
  3374. status_change_end(bl,SC_GOSPEL,-1);
  3375. break;
  3376. }
  3377. if(!(flag&2)) {
  3378. int sc_def = 100 - status_get_vit(bl);
  3379. tick = tick * sc_def / 100;
  3380. }
  3381. break;
  3382. case SC_CONFUSION:
  3383. val2 = tick;
  3384. tick = 100;
  3385. clif_emotion(bl,1);
  3386. if (sd) {
  3387. pc_stop_walking (sd, 0);
  3388. }
  3389. break;
  3390. case SC_BLIND: /* 暗? */
  3391. calc_flag = 1;
  3392. if(!(flag&2)) {
  3393. int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15;
  3394. tick = 30000 - sc_def;
  3395. }
  3396. break;
  3397. case SC_CURSE:
  3398. calc_flag = 1;
  3399. if(!(flag&2)) {
  3400. int sc_def = 100 - status_get_vit(bl);
  3401. tick = tick * sc_def / 100;
  3402. }
  3403. break;
  3404. /* option */
  3405. case SC_HIDING: /* ハイディング */
  3406. calc_flag = 1;
  3407. if(bl->type == BL_PC) {
  3408. val2 = tick / 1000; /* 持?時間 */
  3409. tick = 1000;
  3410. }
  3411. break;
  3412. case SC_CHASEWALK:
  3413. case SC_CLOAKING: /* クロ?キング */
  3414. if(bl->type == BL_PC) {
  3415. calc_flag = 1; // [Celest]
  3416. val2 = tick;
  3417. val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
  3418. }
  3419. else
  3420. tick = 5000*val1;
  3421. break;
  3422. case SC_SIGHT: /* サイト/ルアフ */
  3423. case SC_RUWACH:
  3424. val2 = tick/250;
  3425. tick = 10;
  3426. break;
  3427. /* セ?フティウォ?ル、ニュ?マ */
  3428. case SC_SAFETYWALL: case SC_PNEUMA:
  3429. tick=((struct skill_unit *)val2)->group->limit;
  3430. break;
  3431. /* アンクル */
  3432. case SC_ANKLE:
  3433. break;
  3434. /* スキルじゃない/時間に?係しない */
  3435. case SC_RIDING:
  3436. calc_flag = 1;
  3437. tick = 600*1000;
  3438. break;
  3439. case SC_FALCON:
  3440. case SC_WEIGHT50:
  3441. case SC_WEIGHT90:
  3442. case SC_BROKNWEAPON:
  3443. case SC_BROKNARMOR:
  3444. tick=600*1000;
  3445. break;
  3446. case SC_AUTOGUARD:
  3447. {
  3448. int i,t;
  3449. for(i=val2=0;i<val1;i++) {
  3450. t = 5-(i>>1);
  3451. val2 += (t < 0)? 1:t;
  3452. }
  3453. }
  3454. break;
  3455. case SC_DEFENDER:
  3456. calc_flag = 1;
  3457. val2 = 5 + val1*15;
  3458. break;
  3459. case SC_KEEPING:
  3460. case SC_BARRIER:
  3461. calc_flag = 1;
  3462. case SC_HALLUCINATION:
  3463. break;
  3464. case SC_CONCENTRATION: /* コンセントレ?ション */
  3465. *opt3 |= 1;
  3466. calc_flag = 1;
  3467. break;
  3468. case SC_TENSIONRELAX: /* テンションリラックス */
  3469. if(bl->type == BL_PC) {
  3470. tick = 10000;
  3471. } else return 0;
  3472. break;
  3473. case SC_AURABLADE: /* オ?ラブレ?ド */
  3474. case SC_PARRYING: /* パリイング */
  3475. // case SC_ASSUMPTIO: /* */
  3476. // case SC_HEADCRUSH: /* ヘッドクラッシュ */
  3477. // case SC_JOINTBEAT: /* ジョイントビ?ト */
  3478. // case SC_MARIONETTE: /* マリオネットコントロ?ル */
  3479. //とりあえず手?き
  3480. break;
  3481. // -- moonsoul (for new upper class related skill status effects)
  3482. /*
  3483. case SC_AURABLADE:
  3484. val2 = val1*10;
  3485. break;
  3486. case SC_PARRYING:
  3487. val2=val1*3;
  3488. break;
  3489. case SC_CONCENTRATION:
  3490. calc_flag=1;
  3491. val2=val1*10;
  3492. val3=val1*5;
  3493. break;
  3494. case SC_TENSIONRELAX:
  3495. // val2 = 10;
  3496. // val3 = 15;
  3497. break;
  3498. case SC_BERSERK:
  3499. calc_flag=1;
  3500. break;
  3501. case SC_ASSUMPTIO:
  3502. if(sc_data[SC_KYRIE].timer!=-1 )
  3503. status_change_end(bl,SC_KYRIE,-1);
  3504. break;*/
  3505. case SC_WINDWALK: /* ウインドウォ?ク */
  3506. calc_flag = 1;
  3507. val2 = (val1 / 2); //Flee上昇率
  3508. break;
  3509. case SC_JOINTBEAT: // Random break [DracoRPG]
  3510. calc_flag = 1;
  3511. val2 = rand()%6 + 1;
  3512. if (val2 == 6) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0);
  3513. break;
  3514. case SC_BERSERK: /* バ?サ?ク */
  3515. if(sd){
  3516. sd->status.hp = sd->status.max_hp * 3;
  3517. sd->status.sp = 0;
  3518. clif_updatestatus(sd,SP_HP);
  3519. clif_updatestatus(sd,SP_SP);
  3520. clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */
  3521. sd->canregen_tick = gettick() + 300000;
  3522. }
  3523. *opt3 |= 128;
  3524. tick = 10000;
  3525. calc_flag = 1;
  3526. break;
  3527. case SC_ASSUMPTIO: /* アスムプティオ */
  3528. if(sc_data[SC_KYRIE].timer!=-1 )
  3529. status_change_end(bl,SC_KYRIE,-1);
  3530. break;
  3531. *opt3 |= 2048;
  3532. break;
  3533. case SC_BASILICA: // [celest]
  3534. break;
  3535. case SC_GOSPEL:
  3536. if (val4 == BCT_SELF) { // self effect
  3537. int i;
  3538. if (sd) {
  3539. sd->canact_tick += tick;
  3540. sd->canmove_tick += tick;
  3541. }
  3542. val2 = tick;
  3543. tick = 1000;
  3544. for (i=0; i<=26; i++) {
  3545. if(sc_data[i].timer!=-1)
  3546. status_change_end(bl,i,-1);
  3547. }
  3548. for (i=58; i<=62; i++) {
  3549. if(sc_data[i].timer!=-1)
  3550. status_change_end(bl,i,-1);
  3551. }
  3552. for (i=132; i<=136; i++) {
  3553. if(sc_data[i].timer!=-1)
  3554. status_change_end(bl,i,-1);
  3555. }
  3556. }
  3557. break;
  3558. case SC_MARIONETTE: /* マリオネットコントロ?ル */
  3559. case SC_MARIONETTE2:
  3560. val2 = tick;
  3561. if (!val3)
  3562. return 0;
  3563. tick = 1000;
  3564. calc_flag = 1;
  3565. *opt3 |= 1024;
  3566. break;
  3567. case SC_MELTDOWN: /* メルトダウン */
  3568. case SC_CARTBOOST: /* カ?トブ?スト */
  3569. case SC_TRUESIGHT: /* トゥル?サイト */
  3570. case SC_SPIDERWEB: /* スパイダ?ウェッブ */
  3571. calc_flag = 1;
  3572. break;
  3573. case SC_REJECTSWORD: /* リジェクトソ?ド */
  3574. val2 = 3; //3回攻?を跳ね返す
  3575. break;
  3576. case SC_MEMORIZE: /* メモライズ */
  3577. val2 = 5; //回詠唱を1/3にする
  3578. break;
  3579. case SC_SPLASHER: /* ベナムスプラッシャ? */
  3580. break;
  3581. case SC_FOGWALL:
  3582. break;
  3583. case SC_PRESERVE:
  3584. break;
  3585. case SC_BLEEDING:
  3586. {
  3587. // every 1 vit deducts 1 second
  3588. val3 = tick - status_get_vit(bl) * 1000;
  3589. // minimum 50 seconds
  3590. if (val3 < 50000)
  3591. val3 = 50000;
  3592. val4 = 10000;
  3593. tick = 1000;
  3594. }
  3595. break;
  3596. case SC_SLOWDOWN:
  3597. case SC_SPEEDUP0:
  3598. calc_flag = 1;
  3599. break;
  3600. case SC_REGENERATION:
  3601. val1 = 2;
  3602. case SC_BATTLEORDERS:
  3603. tick = 60000; // 1 minute
  3604. calc_flag = 1;
  3605. break;
  3606. case SC_GUILDAURA:
  3607. calc_flag = 1;
  3608. tick = 1000;
  3609. break;
  3610. case SC_BABY:
  3611. type2 = _SC_BABY;
  3612. break;
  3613. default:
  3614. if(battle_config.error_log)
  3615. printf("UnknownStatusChange [%d]\n", type);
  3616. return 0;
  3617. }
  3618. if(bl->type==BL_PC &&
  3619. (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS || type==SC_BABY))
  3620. clif_status_change(bl,type2,1); /* アイコン表示 */
  3621. /* optionの?更 */
  3622. switch(type){
  3623. case SC_STONE:
  3624. case SC_FREEZE:
  3625. case SC_STAN:
  3626. case SC_SLEEP:
  3627. battle_stopattack(bl); /* 攻?停止 */
  3628. skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */
  3629. { /* 同時に掛からないステ?タス異常を解除 */
  3630. int i;
  3631. for(i = SC_STONE; i <= SC_SLEEP; i++){
  3632. if(sc_data[i].timer != -1){
  3633. (*sc_count)--;
  3634. delete_timer(sc_data[i].timer, status_change_timer);
  3635. sc_data[i].timer = -1;
  3636. }
  3637. }
  3638. }
  3639. if(type == SC_STONE)
  3640. *opt1 = 6;
  3641. else
  3642. *opt1 = type - SC_STONE + 1;
  3643. opt_flag = 1;
  3644. break;
  3645. case SC_POISON:
  3646. case SC_CURSE:
  3647. case SC_SILENCE:
  3648. case SC_BLIND:
  3649. *opt2 |= 1<<(type-SC_POISON);
  3650. opt_flag = 1;
  3651. break;
  3652. case SC_DPOISON: // 暫定で毒のエフェクトを使用
  3653. *opt2 |= 1;
  3654. opt_flag = 1;
  3655. break;
  3656. case SC_SIGNUMCRUCIS:
  3657. *opt2 |= 0x40;
  3658. opt_flag = 1;
  3659. break;
  3660. case SC_HIDING:
  3661. case SC_CLOAKING:
  3662. battle_stopattack(bl); /* 攻?停止 */
  3663. *option |= ((type==SC_HIDING)?2:4);
  3664. opt_flag =1 ;
  3665. break;
  3666. case SC_CHASEWALK:
  3667. battle_stopattack(bl); /* 攻?停止 */
  3668. *option |= 16388;
  3669. opt_flag =1 ;
  3670. break;
  3671. case SC_SIGHT:
  3672. *option |= 1;
  3673. opt_flag = 1;
  3674. break;
  3675. case SC_RUWACH:
  3676. *option |= 8192;
  3677. opt_flag = 1;
  3678. break;
  3679. case SC_WEDDING:
  3680. *option |= 4096;
  3681. opt_flag = 1;
  3682. }
  3683. if(opt_flag) /* optionの?更 */
  3684. clif_changeoption(bl);
  3685. (*sc_count)++; /* ステ?タス異常の? */
  3686. sc_data[type].val1 = val1;
  3687. sc_data[type].val2 = val2;
  3688. sc_data[type].val3 = val3;
  3689. sc_data[type].val4 = val4;
  3690. /* タイマ?設定 */
  3691. sc_data[type].timer = add_timer(
  3692. gettick() + tick, status_change_timer, bl->id, type);
  3693. if(bl->type==BL_PC && calc_flag)
  3694. status_calc_pc(sd,0); /* ステ?タス再計算 */
  3695. if(bl->type==BL_PC && save_flag)
  3696. chrif_save(sd); // save the player status
  3697. if(bl->type==BL_PC && updateflag)
  3698. clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
  3699. return 0;
  3700. }
  3701. /*==========================================
  3702. * ステータス異常全解除
  3703. *------------------------------------------
  3704. */
  3705. int status_change_clear(struct block_list *bl,int type)
  3706. {
  3707. struct status_change* sc_data;
  3708. short *sc_count, *option, *opt1, *opt2, *opt3;
  3709. int i;
  3710. nullpo_retr(0, bl);
  3711. nullpo_retr(0, sc_data = status_get_sc_data(bl));
  3712. nullpo_retr(0, sc_count = status_get_sc_count(bl));
  3713. nullpo_retr(0, option = status_get_option(bl));
  3714. nullpo_retr(0, opt1 = status_get_opt1(bl));
  3715. nullpo_retr(0, opt2 = status_get_opt2(bl));
  3716. nullpo_retr(0, opt3 = status_get_opt3(bl));
  3717. if (*sc_count == 0)
  3718. return 0;
  3719. for(i = 0; i < MAX_STATUSCHANGE; i++){
  3720. if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */
  3721. status_change_end(bl, i, -1);
  3722. }
  3723. }
  3724. *sc_count = 0;
  3725. *opt1 = 0;
  3726. *opt2 = 0;
  3727. *opt3 = 0;
  3728. *option &= OPTION_MASK;
  3729. if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
  3730. !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
  3731. *opt2 |= STATE_BLIND;
  3732. if(!type || type&2)
  3733. clif_changeoption(bl);
  3734. return 0;
  3735. }
  3736. /*==========================================
  3737. * ステータス異常終了
  3738. *------------------------------------------
  3739. */
  3740. int status_change_end( struct block_list* bl , int type,int tid )
  3741. {
  3742. struct status_change* sc_data;
  3743. int opt_flag=0, calc_flag = 0;
  3744. short *sc_count, *option, *opt1, *opt2, *opt3;
  3745. int type2 = type;
  3746. nullpo_retr(0, bl);
  3747. if(bl->type!=BL_PC && bl->type!=BL_MOB) {
  3748. if(battle_config.error_log)
  3749. printf("status_change_end: neither MOB nor PC !\n");
  3750. return 0;
  3751. }
  3752. nullpo_retr(0, sc_data = status_get_sc_data(bl));
  3753. nullpo_retr(0, sc_count = status_get_sc_count(bl));
  3754. nullpo_retr(0, option = status_get_option(bl));
  3755. nullpo_retr(0, opt1 = status_get_opt1(bl));
  3756. nullpo_retr(0, opt2 = status_get_opt2(bl));
  3757. nullpo_retr(0, opt3 = status_get_opt3(bl));
  3758. if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
  3759. if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
  3760. delete_timer(sc_data[type].timer,status_change_timer);
  3761. /* 該?の異常を正常に?す */
  3762. sc_data[type].timer=-1;
  3763. (*sc_count)--;
  3764. switch(type){ /* 異常の種類ごとの?理 */
  3765. case SC_PROVOKE: /* プロボック */
  3766. case SC_ENDURE: // celest
  3767. case SC_CONCENTRATE: /* 集中力向上 */
  3768. case SC_BLESSING: /* ブレッシング */
  3769. case SC_ANGELUS: /* アンゼルス */
  3770. case SC_INCREASEAGI: /* 速度上昇 */
  3771. case SC_DECREASEAGI: /* 速度減少 */
  3772. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  3773. case SC_HIDING:
  3774. case SC_TWOHANDQUICKEN: /* 2HQ */
  3775. case SC_ADRENALINE: /* アドレナリンラッシュ */
  3776. case SC_ENCPOISON: /* エンチャントポイズン */
  3777. case SC_IMPOSITIO: /* インポシティオマヌス */
  3778. case SC_GLORIA: /* グロリア */
  3779. case SC_LOUD: /* ラウドボイス */
  3780. case SC_QUAGMIRE: /* クァグマイア */
  3781. case SC_PROVIDENCE: /* プロヴィデンス */
  3782. case SC_SPEARSQUICKEN: /* スピアクイッケン */
  3783. case SC_VOLCANO:
  3784. case SC_DELUGE:
  3785. case SC_VIOLENTGALE:
  3786. case SC_ETERNALCHAOS: /* エタ?ナルカオス */
  3787. case SC_DRUMBATTLE: /* ?太鼓の響き */
  3788. case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
  3789. case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  3790. case SC_WHISTLE: /* 口笛 */
  3791. case SC_ASSNCROS: /* 夕陽のアサシンクロス */
  3792. case SC_HUMMING: /* ハミング */
  3793. case SC_DONTFORGETME: /* 私を忘れないで */
  3794. case SC_FORTUNE: /* 幸運のキス */
  3795. case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
  3796. case SC_EXPLOSIONSPIRITS: // 爆裂波動
  3797. case SC_STEELBODY: // 金剛
  3798. case SC_DEFENDER:
  3799. case SC_SPEEDPOTION0: /* ?速ポ?ション */
  3800. case SC_SPEEDPOTION1:
  3801. case SC_SPEEDPOTION2:
  3802. case SC_SPEEDPOTION3:
  3803. case SC_APPLEIDUN: /* イドゥンの林檎 */
  3804. case SC_RIDING:
  3805. case SC_BLADESTOP_WAIT:
  3806. case SC_CONCENTRATION: /* コンセントレ?ション */
  3807. case SC_ASSUMPTIO: /* アシャンプティオ */
  3808. case SC_WINDWALK: /* ウインドウォ?ク */
  3809. case SC_TRUESIGHT: /* トゥル?サイト */
  3810. case SC_SPIDERWEB: /* スパイダ?ウェッブ */
  3811. case SC_MAGICPOWER: /* 魔法力?幅 */
  3812. case SC_CHASEWALK:
  3813. case SC_ATKPOT: /* attack potion [Valaris] */
  3814. case SC_MATKPOT: /* magic attack potion [Valaris] */
  3815. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  3816. case SC_MELTDOWN: /* メルトダウン */
  3817. case SC_MINDBREAKER: /* マインドブレーカー */
  3818. // Celest
  3819. case SC_EDP:
  3820. case SC_SLOWDOWN:
  3821. case SC_SPEEDUP0:
  3822. case SC_BATTLEORDERS:
  3823. case SC_REGENERATION:
  3824. case SC_GUILDAURA:
  3825. calc_flag = 1;
  3826. break;
  3827. case SC_AUTOBERSERK:
  3828. if (sc_data[SC_PROVOKE].timer != -1)
  3829. status_change_end(bl,SC_PROVOKE,-1);
  3830. break;
  3831. case SC_BERSERK: /* バ?サ?ク */
  3832. calc_flag = 1;
  3833. clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
  3834. break;
  3835. case SC_DEVOTION: /* ディボ?ション */
  3836. {
  3837. struct map_session_data *md = map_id2sd(sc_data[type].val1);
  3838. sc_data[type].val1=sc_data[type].val2=0;
  3839. skill_devotion(md,bl->id);
  3840. calc_flag = 1;
  3841. }
  3842. break;
  3843. case SC_BLADESTOP:
  3844. {
  3845. struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4);
  3846. //片方が切れたので相手の白刃?態が切れてないのなら解除
  3847. if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
  3848. status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
  3849. if(sc_data[type].val2==2)
  3850. clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
  3851. }
  3852. break;
  3853. case SC_DANCING:
  3854. {
  3855. struct map_session_data *dsd;
  3856. struct status_change *d_sc_data;
  3857. if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
  3858. d_sc_data = dsd->sc_data;
  3859. //合奏で相手がいる場合相手のval4を0にする
  3860. if(d_sc_data && d_sc_data[type].timer!=-1)
  3861. d_sc_data[type].val4=0;
  3862. }
  3863. }
  3864. calc_flag = 1;
  3865. break;
  3866. case SC_NOCHAT: //チャット禁止?態
  3867. {
  3868. struct map_session_data *sd=NULL;
  3869. if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
  3870. if (sd->status.manner >= 0) // weeee ^^ [celest]
  3871. sd->status.manner = 0;
  3872. clif_updatestatus(sd,SP_MANNER);
  3873. }
  3874. }
  3875. break;
  3876. case SC_SPLASHER: /* ベナムスプラッシャ? */
  3877. {
  3878. struct block_list *src=map_id2bl(sc_data[type].val3);
  3879. if(src && tid!=-1){
  3880. //自分にダメ?ジ&周?3*3にダメ?ジ
  3881. skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
  3882. }
  3883. }
  3884. break;
  3885. case SC_SELFDESTRUCTION: /* 自爆 */
  3886. {
  3887. //自分のダメ?ジは0にして
  3888. struct mob_data *md=NULL;
  3889. if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
  3890. skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
  3891. }
  3892. break;
  3893. /* option1 */
  3894. case SC_FREEZE:
  3895. sc_data[type].val3 = 0;
  3896. break;
  3897. /* option2 */
  3898. case SC_POISON: /* 毒 */
  3899. case SC_BLIND: /* 暗? */
  3900. case SC_CURSE:
  3901. calc_flag = 1;
  3902. break;
  3903. // celest
  3904. case SC_CONFUSION:
  3905. {
  3906. struct map_session_data *sd=NULL;
  3907. if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
  3908. sd->next_walktime = -1;
  3909. }
  3910. }
  3911. break;
  3912. case SC_MARIONETTE: /* マリオネットコントロ?ル */
  3913. case SC_MARIONETTE2: /// Marionette target
  3914. {
  3915. // check for partner and end their marionette status as well
  3916. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  3917. struct block_list *pbl = map_id2bl(sc_data[type].val3);
  3918. if (pbl) {
  3919. struct status_change* sc_data;
  3920. if (*status_get_sc_count(pbl) > 0 &&
  3921. (sc_data = status_get_sc_data(pbl)) &&
  3922. sc_data[type2].timer != -1)
  3923. status_change_end(pbl, type2, -1);
  3924. }
  3925. calc_flag = 1;
  3926. }
  3927. break;
  3928. case SC_BABY:
  3929. type2 = _SC_BABY;
  3930. break;
  3931. }
  3932. if(bl->type==BL_PC &&
  3933. (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS || type==SC_BABY))
  3934. clif_status_change(bl,type2,0); /* アイコン消去 */
  3935. switch(type){ /* 正常に?るときなにか?理が必要 */
  3936. case SC_STONE:
  3937. case SC_FREEZE:
  3938. case SC_STAN:
  3939. case SC_SLEEP:
  3940. *opt1 = 0;
  3941. opt_flag = 1;
  3942. break;
  3943. case SC_POISON:
  3944. if (sc_data[SC_DPOISON].timer != -1) //
  3945. break; // DPOISON用のオプション
  3946. *opt2 &= ~1; // が?用に用意された場合には
  3947. opt_flag = 1; // ここは削除する
  3948. break; //
  3949. case SC_CURSE:
  3950. case SC_SILENCE:
  3951. case SC_BLIND:
  3952. *opt2 &= ~(1<<(type-SC_POISON));
  3953. opt_flag = 1;
  3954. break;
  3955. case SC_DPOISON:
  3956. if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
  3957. break; // 用意されたら削除
  3958. *opt2 &= ~1; // 毒?態解除
  3959. opt_flag = 1;
  3960. break;
  3961. case SC_SIGNUMCRUCIS:
  3962. *opt2 &= ~0x40;
  3963. opt_flag = 1;
  3964. break;
  3965. case SC_HIDING:
  3966. case SC_CLOAKING:
  3967. *option &= ~((type == SC_HIDING) ? 2 : 4);
  3968. calc_flag = 1; // orn
  3969. opt_flag = 1 ;
  3970. break;
  3971. case SC_CHASEWALK:
  3972. *option &= ~16388;
  3973. opt_flag = 1 ;
  3974. break;
  3975. case SC_SIGHT:
  3976. *option &= ~1;
  3977. opt_flag = 1;
  3978. break;
  3979. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  3980. *option &= ~4096;
  3981. opt_flag = 1;
  3982. break;
  3983. case SC_RUWACH:
  3984. *option &= ~8192;
  3985. opt_flag = 1;
  3986. break;
  3987. //opt3
  3988. case SC_TWOHANDQUICKEN: /* 2HQ */
  3989. case SC_SPEARSQUICKEN: /* スピアクイッケン */
  3990. case SC_CONCENTRATION: /* コンセントレ?ション */
  3991. *opt3 &= ~1;
  3992. break;
  3993. case SC_OVERTHRUST: /* オ?バ?スラスト */
  3994. *opt3 &= ~2;
  3995. break;
  3996. case SC_ENERGYCOAT: /* エナジ?コ?ト */
  3997. *opt3 &= ~4;
  3998. break;
  3999. case SC_EXPLOSIONSPIRITS: // 爆裂波動
  4000. *opt3 &= ~8;
  4001. break;
  4002. case SC_STEELBODY: // 金剛
  4003. *opt3 &= ~16;
  4004. break;
  4005. case SC_BLADESTOP: /* 白刃取り */
  4006. *opt3 &= ~32;
  4007. break;
  4008. case SC_BERSERK: /* バ?サ?ク */
  4009. *opt3 &= ~128;
  4010. break;
  4011. case SC_MARIONETTE: /* マリオネットコントロ?ル */
  4012. case SC_MARIONETTE2:
  4013. *opt3 &= ~1024;
  4014. break;
  4015. case SC_ASSUMPTIO: /* アスムプティオ */
  4016. *opt3 &= ~2048;
  4017. break;
  4018. }
  4019. if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
  4020. !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
  4021. *opt2 |= STATE_BLIND;
  4022. opt_flag = 1;
  4023. }
  4024. if(opt_flag) /* optionの?更を?える */
  4025. clif_changeoption(bl);
  4026. if (bl->type == BL_PC && calc_flag)
  4027. status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */
  4028. }
  4029. return 0;
  4030. }
  4031. /*==========================================
  4032. * ステータス異常終了タイマー
  4033. *------------------------------------------
  4034. */
  4035. int status_change_timer(int tid, unsigned int tick, int id, int data)
  4036. {
  4037. int type = data;
  4038. struct block_list *bl;
  4039. struct map_session_data *sd=NULL;
  4040. struct status_change *sc_data;
  4041. //short *sc_count; //使ってない?
  4042. // security system to prevent forgetting timer removal
  4043. int temp_timerid;
  4044. bl=map_id2bl(id);
  4045. #ifndef _WIN32
  4046. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  4047. #endif
  4048. nullpo_retr(0, sc_data=status_get_sc_data(bl));
  4049. if(bl->type==BL_PC)
  4050. nullpo_retr(0, sd=(struct map_session_data *)bl);
  4051. //sc_count=status_get_sc_count(bl); //使ってない?
  4052. if(sc_data[type].timer != tid) {
  4053. if(battle_config.error_log)
  4054. printf("status_change_timer %d != %d\n",tid,sc_data[type].timer);
  4055. return 0;
  4056. }
  4057. // security system to prevent forgetting timer removal
  4058. // you shouldn't be that careless inside the switch here
  4059. temp_timerid = sc_data[type].timer;
  4060. sc_data[type].timer = -1;
  4061. switch(type){ /* 特殊な?理になる場合 */
  4062. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  4063. case SC_CLOAKING:
  4064. if(sd){
  4065. if( sd->status.sp > 0 ){ /* SP切れるまで持? */
  4066. sd->status.sp--;
  4067. clif_updatestatus(sd,SP_SP);
  4068. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4069. sc_data[type].val2+tick, status_change_timer, bl->id, data);
  4070. return 0;
  4071. }
  4072. }
  4073. break;
  4074. case SC_CHASEWALK:
  4075. if(sd){
  4076. int sp = 10+sc_data[SC_CHASEWALK].val1*2;
  4077. if (map[sd->bl.m].flag.gvg) sp *= 5;
  4078. if( sd->status.sp > sp){
  4079. sd->status.sp -= sp; // update sp cost [Celest]
  4080. clif_updatestatus(sd,SP_SP);
  4081. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4082. sc_data[type].val2+tick, status_change_timer, bl->id, data);
  4083. sc_data[SC_CHASEWALK].val4++;
  4084. if (sc_data[SC_CHASEWALK].val4 > 3)
  4085. sc_data[SC_CHASEWALK].val4 = 0;
  4086. status_calc_pc (sd, 0);
  4087. return 0;
  4088. }
  4089. }
  4090. break;
  4091. case SC_HIDING: /* ハイディング */
  4092. if(sd){ /* SPがあって、時間制限の間は持? */
  4093. if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
  4094. if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
  4095. sd->status.sp--;
  4096. clif_updatestatus(sd,SP_SP);
  4097. }
  4098. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4099. 1000+tick, status_change_timer,
  4100. bl->id, data);
  4101. return 0;
  4102. }
  4103. }
  4104. break;
  4105. case SC_SIGHT: /* サイト */
  4106. case SC_RUWACH: /* ルアフ */
  4107. {
  4108. int range = 5;
  4109. if ( type == SC_SIGHT ) range = 7;
  4110. map_foreachinarea( status_change_timer_sub,
  4111. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
  4112. bl,type,tick);
  4113. if( (--sc_data[type].val2)>0 ){
  4114. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4115. 250+tick, status_change_timer,
  4116. bl->id, data);
  4117. return 0;
  4118. }
  4119. }
  4120. break;
  4121. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  4122. {
  4123. int race = status_get_race(bl);
  4124. if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) {
  4125. sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data );
  4126. return 0;
  4127. }
  4128. }
  4129. break;
  4130. case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
  4131. if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
  4132. if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
  4133. break;
  4134. sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
  4135. return 0;
  4136. }
  4137. break;
  4138. case SC_ENDURE: /* インデュア */
  4139. case SC_AUTOBERSERK: // Celest
  4140. if(sd && sd->special_state.infinite_endure) {
  4141. #ifdef TWILIGHT
  4142. sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  4143. #else
  4144. sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data );
  4145. #endif
  4146. //sc_data[type].val2=1;
  4147. return 0;
  4148. }
  4149. break;
  4150. case SC_DISSONANCE: /* 不協和音 */
  4151. if( (--sc_data[type].val2)>0){
  4152. struct skill_unit *unit=
  4153. (struct skill_unit *)sc_data[type].val4;
  4154. struct block_list *src;
  4155. /*if(!unit || !unit->group)
  4156. break;
  4157. src=map_id2bl(unit->group->src_id);
  4158. if(!src)
  4159. break;*/
  4160. nullpo_retb(unit);
  4161. nullpo_retb(unit->group);
  4162. nullpo_retb(src=map_id2bl(unit->group->src_id));
  4163. skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
  4164. if( (bl->type==BL_MOB) && (MS_DEAD==((struct mob_data *)bl)->state.state) )
  4165. break;
  4166. sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
  4167. status_change_timer, bl->id, data );
  4168. return 0;
  4169. }
  4170. break;
  4171. case SC_LULLABY: /* 子守唄 */
  4172. if( (--sc_data[type].val2)>0){
  4173. struct skill_unit *unit=
  4174. (struct skill_unit *)sc_data[type].val4;
  4175. nullpo_retb(unit);
  4176. nullpo_retb(unit->group);
  4177. if(unit->group->src_id == bl->id)
  4178. break;
  4179. skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
  4180. if (unit->group != 0)
  4181. {
  4182. sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
  4183. status_change_timer, bl->id, data );
  4184. return 0;
  4185. }// dont forget the brackets
  4186. }
  4187. break;
  4188. case SC_STONE:
  4189. if(sc_data[type].val2 != 0) {
  4190. short *opt1 = status_get_opt1(bl);
  4191. sc_data[type].val2 = 0;
  4192. sc_data[type].val4 = 0;
  4193. battle_stopwalking(bl,1);
  4194. if(opt1) {
  4195. *opt1 = 1;
  4196. clif_changeoption(bl);
  4197. }
  4198. sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  4199. return 0;
  4200. }
  4201. else if( (--sc_data[type].val3) > 0) {
  4202. int hp = status_get_max_hp(bl);
  4203. if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
  4204. hp = hp/100;
  4205. if(hp < 1) hp = 1;
  4206. if(sd)
  4207. pc_heal(sd,-hp,0);
  4208. else if(bl->type == BL_MOB){
  4209. struct mob_data *md;
  4210. if((md=((struct mob_data *)bl)) == NULL)
  4211. break;
  4212. md->hp -= hp;
  4213. }
  4214. }
  4215. sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  4216. return 0;
  4217. }
  4218. break;
  4219. case SC_POISON:
  4220. case SC_DPOISON:
  4221. if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
  4222. int hp = status_get_max_hp(bl);
  4223. if (type == SC_POISON && status_get_hp(bl) < hp>>2)
  4224. break;
  4225. if(sd) {
  4226. hp = (type == SC_DPOISON) ? 3 + hp/50 : 3 + hp*3/200;
  4227. pc_heal(sd, -hp, 0);
  4228. } else if (bl->type == BL_MOB) {
  4229. struct mob_data *md;
  4230. nullpo_retr(0, md=(struct mob_data *)bl);
  4231. hp = (type == SC_DPOISON) ? 3 + hp/100 : 3 + hp/200;
  4232. md->hp -= hp;
  4233. }
  4234. }
  4235. if (sc_data[type].val3 > 0)
  4236. {
  4237. sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  4238. // hmm setting up a timer and breaking then to call status_change_end just right away?
  4239. // I think you're missing brackets and a:
  4240. return 0;
  4241. }
  4242. break;
  4243. case SC_TENSIONRELAX: /* テンションリラックス */
  4244. if(sd){ /* SPがあって、HPが?タンでなければ?? */
  4245. if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
  4246. /* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
  4247. sd->status.sp -= 12;
  4248. clif_updatestatus(sd,SP_SP);
  4249. } */
  4250. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4251. 10000+tick, status_change_timer,
  4252. bl->id, data);
  4253. return 0;
  4254. }
  4255. if(sd->status.max_hp <= sd->status.hp)
  4256. {
  4257. status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  4258. // calling status_change_end then break and call it again might not be that what is necessary
  4259. // or am I wrong?
  4260. // so I just add brackets and a:
  4261. return 0;
  4262. }
  4263. }
  4264. break;
  4265. case SC_BLEEDING: // [celest]
  4266. // i hope i haven't interpreted it wrong.. which i might ^^;
  4267. // Source:
  4268. // - 10�ェエェネェヒHPェャハ�エ
  4269. // - �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、
  4270. if((sc_data[type].val3 -= 1000) > 0) {
  4271. if((sc_data[type].val4 -= 1000) > 0) {
  4272. int hp = rand()%300+400;
  4273. if(sd) {
  4274. pc_heal(sd,-hp,0);
  4275. sd->canmove_tick = tick+1000;
  4276. }
  4277. else if(bl->type == BL_MOB) {
  4278. struct mob_data *md;
  4279. nullpo_retr(0, md=(struct mob_data *)bl);
  4280. md->hp -= hp;
  4281. }
  4282. }
  4283. if (sd) {
  4284. sd->canact_tick = tick+1000;
  4285. }
  4286. sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  4287. // hmm setting up a timer and breaking then to call status_change_end just right away?
  4288. // I think you're missing a:
  4289. return 0;
  4290. }
  4291. break;
  4292. /* 時間切れ無し?? */
  4293. case SC_AETERNA:
  4294. case SC_TRICKDEAD:
  4295. case SC_RIDING:
  4296. case SC_FALCON:
  4297. case SC_WEIGHT50:
  4298. case SC_WEIGHT90:
  4299. case SC_MAGICPOWER: /* 魔法力?幅 */
  4300. case SC_REJECTSWORD: /* リジェクトソ?ド */
  4301. case SC_MEMORIZE: /* メモライズ */
  4302. case SC_BROKNWEAPON:
  4303. case SC_BROKNARMOR:
  4304. case SC_SACRIFICE:
  4305. sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  4306. return 0;
  4307. case SC_DANCING: //ダンススキルの時間SP消費
  4308. {
  4309. int s=0;
  4310. if(sd){
  4311. if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
  4312. switch(sc_data[type].val1){
  4313. case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
  4314. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
  4315. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
  4316. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
  4317. case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
  4318. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
  4319. case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
  4320. s=3;
  4321. break;
  4322. case BD_LULLABY: /* 子守歌 4秒にSP1 */
  4323. case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
  4324. case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
  4325. case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
  4326. s=4;
  4327. break;
  4328. case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
  4329. case BA_WHISTLE: /* 口笛 5秒でSP1 */
  4330. case DC_HUMMING: /* ハミング 5秒でSP1 */
  4331. case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
  4332. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
  4333. s=5;
  4334. break;
  4335. case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
  4336. s=6;
  4337. break;
  4338. case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
  4339. case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
  4340. s=10;
  4341. break;
  4342. }
  4343. if(s && ((sc_data[type].val3 % s) == 0)){
  4344. sd->status.sp--;
  4345. clif_updatestatus(sd,SP_SP);
  4346. }
  4347. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4348. 1000+tick, status_change_timer,
  4349. bl->id, data);
  4350. return 0;
  4351. }
  4352. }
  4353. }
  4354. break;
  4355. case SC_BERSERK: /* バ?サ?ク */
  4356. if(sd){ /* HPが100以上なら?? */
  4357. if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
  4358. sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
  4359. clif_updatestatus(sd,SP_HP);
  4360. sc_data[type].timer = add_timer( /* タイマ?再設定 */
  4361. 10000+tick, status_change_timer,
  4362. bl->id, data);
  4363. return 0;
  4364. }
  4365. }
  4366. break;
  4367. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  4368. if(sd){
  4369. time_t timer;
  4370. if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので??
  4371. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4372. 10000+tick, status_change_timer,
  4373. bl->id, data);
  4374. return 0;
  4375. }
  4376. }
  4377. break;
  4378. case SC_NOCHAT: //チャット禁止?態
  4379. if(sd && battle_config.muting_players){
  4380. time_t timer;
  4381. if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので??
  4382. clif_updatestatus(sd,SP_MANNER);
  4383. sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */
  4384. 60000+tick, status_change_timer,
  4385. bl->id, data);
  4386. return 0;
  4387. }
  4388. }
  4389. break;
  4390. case SC_SELFDESTRUCTION: /* 自爆 */
  4391. if(--sc_data[type].val3>0){
  4392. struct mob_data *md;
  4393. if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
  4394. md->speed -= 250;
  4395. md->next_walktime=tick;
  4396. }
  4397. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  4398. 1000+tick, status_change_timer,
  4399. bl->id, data);
  4400. return 0;
  4401. }
  4402. break;
  4403. case SC_SPLASHER:
  4404. if (sc_data[type].val4 % 1000 == 0) {
  4405. char timer[2];
  4406. sprintf (timer, "%d", sc_data[type].val4/1000);
  4407. clif_message(bl, timer);
  4408. }
  4409. if((sc_data[type].val4 -= 500) > 0) {
  4410. sc_data[type].timer = add_timer(
  4411. 500 + tick, status_change_timer,
  4412. bl->id, data);
  4413. return 0;
  4414. }
  4415. break;
  4416. case SC_MARIONETTE: /* マリオネットコントロ?ル */
  4417. case SC_MARIONETTE2:
  4418. {
  4419. struct block_list *pbl = map_id2bl(sc_data[type].val3);
  4420. if (pbl && battle_check_range(bl, pbl, 7) &&
  4421. (sc_data[type].val2 -= 1000)>0) {
  4422. sc_data[type].timer = add_timer(
  4423. 1000 + tick, status_change_timer,
  4424. bl->id, data);
  4425. return 0;
  4426. }
  4427. }
  4428. break;
  4429. // Celest
  4430. case SC_CONFUSION:
  4431. {
  4432. int i = 3000;
  4433. //struct mob_data *md;
  4434. if (sd) {
  4435. pc_randomwalk (sd, gettick());
  4436. sd->next_walktime = tick + (i=1000 + rand()%1000);
  4437. } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) {
  4438. md->state.state=MS_WALK;
  4439. if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
  4440. (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) )
  4441. md->next_walktime = tick + 3000*rand()%2000;
  4442. mob_randomwalk(md,tick);
  4443. }*/
  4444. if ((sc_data[type].val2 -= 1000) > 0) {
  4445. sc_data[type].timer = add_timer(
  4446. i + tick, status_change_timer,
  4447. bl->id, data);
  4448. return 0;
  4449. }
  4450. }
  4451. break;
  4452. case SC_GOSPEL:
  4453. {
  4454. int calc_flag = 0;
  4455. if (sc_data[type].val3 > 0) {
  4456. sc_data[type].val3 = 0;
  4457. calc_flag = 1;
  4458. }
  4459. if(sd && sc_data[type].val4 == BCT_SELF){
  4460. int hp, sp;
  4461. hp = (sc_data[type].val1 > 5) ? 45 : 30;
  4462. sp = (sc_data[type].val1 > 5) ? 35 : 20;
  4463. if(sd->status.hp - hp > 0 &&
  4464. sd->status.sp - sp > 0){
  4465. sd->status.hp -= hp;
  4466. sd->status.sp -= sp;
  4467. clif_updatestatus(sd,SP_HP);
  4468. clif_updatestatus(sd,SP_SP);
  4469. if ((sc_data[type].val2 -= 10000) > 0) {
  4470. sc_data[type].timer = add_timer(
  4471. 10000+tick, status_change_timer,
  4472. bl->id, data);
  4473. return 0;
  4474. }
  4475. }
  4476. } else if (sd && sc_data[type].val4 == BCT_PARTY) {
  4477. int i;
  4478. switch ((i = rand() % 12)) {
  4479. case 1: // heal between 100-1000
  4480. {
  4481. struct block_list tbl;
  4482. int heal = rand() % 900 + 100;
  4483. tbl.id = 0;
  4484. tbl.m = bl->m;
  4485. tbl.x = bl->x;
  4486. tbl.y = bl->y;
  4487. clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1);
  4488. battle_heal(NULL,bl,heal,0,0);
  4489. }
  4490. break;
  4491. case 2: // end negative status
  4492. {
  4493. int j;
  4494. for (j=0; j<4; j++)
  4495. if(sc_data[i + SC_POISON].timer!=-1) {
  4496. status_change_end(bl,j,-1);
  4497. break;
  4498. }
  4499. }
  4500. break;
  4501. case 3: // +25% resistance to negative status
  4502. case 4: // +25% max hp
  4503. case 5: // +25% max sp
  4504. case 6: // +2 to all stats
  4505. case 11: // +25% armor and vit def
  4506. case 12: // +8% atk
  4507. case 13: // +5% flee
  4508. case 14: // +5% hit
  4509. sc_data[type].val3 = i;
  4510. if (i == 6 ||
  4511. (i >= 11 && i <= 14))
  4512. calc_flag = 1;
  4513. break;
  4514. case 7: // level 5 bless
  4515. {
  4516. struct block_list tbl;
  4517. tbl.id = 0;
  4518. tbl.m = bl->m;
  4519. tbl.x = bl->x;
  4520. tbl.y = bl->y;
  4521. clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1);
  4522. status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 );
  4523. }
  4524. break;
  4525. case 8: // level 5 increase agility
  4526. {
  4527. struct block_list tbl;
  4528. tbl.id = 0;
  4529. tbl.m = bl->m;
  4530. tbl.x = bl->x;
  4531. tbl.y = bl->y;
  4532. clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1);
  4533. status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 );
  4534. }
  4535. break;
  4536. case 9: // holy element to weapon
  4537. {
  4538. struct block_list tbl;
  4539. tbl.id = 0;
  4540. tbl.m = bl->m;
  4541. tbl.x = bl->x;
  4542. tbl.y = bl->y;
  4543. clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1);
  4544. status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 );
  4545. }
  4546. break;
  4547. case 10: // holy element to armour
  4548. {
  4549. struct block_list tbl;
  4550. tbl.id = 0;
  4551. tbl.m = bl->m;
  4552. tbl.x = bl->x;
  4553. tbl.y = bl->y;
  4554. clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1);
  4555. status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 );
  4556. }
  4557. break;
  4558. default:
  4559. break;
  4560. }
  4561. } else if (sc_data[type].val4 == BCT_ENEMY) {
  4562. int i;
  4563. switch ((i = rand() % 8)) {
  4564. case 1: // damage between 300-800
  4565. case 2: // damage between 150-550 (ignore def)
  4566. battle_damage(NULL, bl, rand() % 500,0); // temporary damage
  4567. break;
  4568. case 3: // random status effect
  4569. {
  4570. int effect[3] = {
  4571. SC_CURSE,
  4572. SC_BLIND,
  4573. SC_POISON };
  4574. status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 );
  4575. }
  4576. break;
  4577. case 4: // level 10 provoke
  4578. {
  4579. struct block_list tbl;
  4580. tbl.id = 0;
  4581. tbl.m = bl->m;
  4582. tbl.x = bl->x;
  4583. tbl.y = bl->y;
  4584. clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1);
  4585. status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 );
  4586. }
  4587. break;
  4588. case 5: // 0 def
  4589. case 6: // 0 atk
  4590. case 7: // 0 flee
  4591. case 8: // -75% move speed and aspd
  4592. sc_data[type].val3 = i;
  4593. calc_flag = 1;
  4594. break;
  4595. default:
  4596. break;
  4597. }
  4598. }
  4599. if (sd && calc_flag)
  4600. status_calc_pc (sd, 0);
  4601. }
  4602. break;
  4603. case SC_GUILDAURA:
  4604. {
  4605. struct block_list *tbl = map_id2bl(sc_data[type].val2);
  4606. if (tbl && battle_check_range(bl, tbl, 2)){
  4607. sc_data[type].timer = add_timer(
  4608. 1000 + tick, status_change_timer,
  4609. bl->id, data);
  4610. return 0;
  4611. }// ugh, don't forget the brackets
  4612. }
  4613. break;
  4614. }
  4615. // default for all non-handled control paths
  4616. // security system to prevent forgetting timer removal
  4617. // if we reach this point we need the timer for the next call,
  4618. // so restore it to have status_change_end handle a valid timer
  4619. sc_data[type].timer = temp_timerid;
  4620. return status_change_end( bl,type,tid );
  4621. }
  4622. /*==========================================
  4623. * ステータス異常タイマー範囲処理
  4624. *------------------------------------------
  4625. */
  4626. int status_change_timer_sub(struct block_list *bl, va_list ap )
  4627. {
  4628. struct block_list *src;
  4629. int type;
  4630. unsigned int tick;
  4631. nullpo_retr(0, bl);
  4632. nullpo_retr(0, ap);
  4633. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  4634. type=va_arg(ap,int);
  4635. tick=va_arg(ap,unsigned int);
  4636. if(bl->type!=BL_PC && bl->type!=BL_MOB)
  4637. return 0;
  4638. switch( type ){
  4639. case SC_SIGHT: /* サイト */
  4640. case SC_CONCENTRATE:
  4641. if( (*status_get_option(bl))&6 ){
  4642. status_change_end( bl, SC_HIDING, -1);
  4643. status_change_end( bl, SC_CLOAKING, -1);
  4644. }
  4645. break;
  4646. case SC_RUWACH: /* ルアフ */
  4647. if( (*status_get_option(bl))&6 ){
  4648. struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest]
  4649. if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
  4650. sc_data[SC_CLOAKING].timer != -1)) {
  4651. status_change_end( bl, SC_HIDING, -1);
  4652. status_change_end( bl, SC_CLOAKING, -1);
  4653. }
  4654. if(battle_check_target( src,bl, BCT_ENEMY ) > 0)
  4655. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
  4656. }
  4657. break;
  4658. }
  4659. return 0;
  4660. }
  4661. static int status_calc_sigma(void)
  4662. {
  4663. int i,j,k;
  4664. for(i=0;i<MAX_PC_CLASS;i++) {
  4665. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  4666. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  4667. k += hp_coefficient[i]*j + 50;
  4668. k -= k%100;
  4669. hp_sigma_val[i][j-1] = k;
  4670. }
  4671. }
  4672. return 0;
  4673. }
  4674. int status_readdb(void) {
  4675. int i,j,k;
  4676. FILE *fp;
  4677. char line[1024],*p;
  4678. // JOB補正?値1
  4679. fp=fopen("db/job_db1.txt","r");
  4680. if(fp==NULL){
  4681. printf("can't read db/job_db1.txt\n");
  4682. return 1;
  4683. }
  4684. i=0;
  4685. while(fgets(line, sizeof(line)-1, fp)){
  4686. char *split[50];
  4687. if(line[0]=='/' && line[1]=='/')
  4688. continue;
  4689. for(j=0,p=line;j<21 && p;j++){
  4690. split[j]=p;
  4691. p=strchr(p,',');
  4692. if(p) *p++=0;
  4693. }
  4694. if(j<21)
  4695. continue;
  4696. max_weight_base[i]=atoi(split[0]);
  4697. hp_coefficient[i]=atoi(split[1]);
  4698. hp_coefficient2[i]=atoi(split[2]);
  4699. sp_coefficient[i]=atoi(split[3]);
  4700. for(j=0;j<17;j++)
  4701. aspd_base[i][j]=atoi(split[j+4]);
  4702. i++;
  4703. // -- moonsoul (below two lines added to accommodate high numbered new class ids)
  4704. if(i==24)
  4705. i=4001;
  4706. if(i==MAX_PC_CLASS)
  4707. break;
  4708. }
  4709. fclose(fp);
  4710. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt");
  4711. ShowStatus(tmp_output);
  4712. // JOBボ?ナス
  4713. memset(job_bonus,0,sizeof(job_bonus));
  4714. fp=fopen("db/job_db2.txt","r");
  4715. if(fp==NULL){
  4716. printf("can't read db/job_db2.txt\n");
  4717. return 1;
  4718. }
  4719. i=0;
  4720. while(fgets(line, sizeof(line)-1, fp)){
  4721. if(line[0]=='/' && line[1]=='/')
  4722. continue;
  4723. for(j=0,p=line;j<MAX_LEVEL && p;j++){
  4724. if(sscanf(p,"%d",&k)==0)
  4725. break;
  4726. job_bonus[0][i][j]=k;
  4727. job_bonus[2][i][j]=k; //養子職のボ?ナスは分からないので?
  4728. p=strchr(p,',');
  4729. if(p) p++;
  4730. }
  4731. i++;
  4732. // -- moonsoul (below two lines added to accommodate high numbered new class ids)
  4733. if(i==24)
  4734. i=4001;
  4735. if(i==MAX_PC_CLASS)
  4736. break;
  4737. }
  4738. fclose(fp);
  4739. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt");
  4740. ShowStatus(tmp_output);
  4741. // JOBボ?ナス2 ?生職用
  4742. fp=fopen("db/job_db2-2.txt","r");
  4743. if(fp==NULL){
  4744. printf("can't read db/job_db2-2.txt\n");
  4745. return 1;
  4746. }
  4747. i=0;
  4748. while(fgets(line, sizeof(line)-1, fp)){
  4749. if(line[0]=='/' && line[1]=='/')
  4750. continue;
  4751. for(j=0,p=line;j<MAX_LEVEL && p;j++){
  4752. if(sscanf(p,"%d",&k)==0)
  4753. break;
  4754. job_bonus[1][i][j]=k;
  4755. p=strchr(p,',');
  4756. if(p) p++;
  4757. }
  4758. i++;
  4759. if(i==MAX_PC_CLASS)
  4760. break;
  4761. }
  4762. fclose(fp);
  4763. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt");
  4764. ShowStatus(tmp_output);
  4765. // サイズ補正テ?ブル
  4766. for(i=0;i<3;i++)
  4767. for(j=0;j<20;j++)
  4768. atkmods[i][j]=100;
  4769. fp=fopen("db/size_fix.txt","r");
  4770. if(fp==NULL){
  4771. printf("can't read db/size_fix.txt\n");
  4772. return 1;
  4773. }
  4774. i=0;
  4775. while(fgets(line, sizeof(line)-1, fp)){
  4776. char *split[20];
  4777. if(line[0]=='/' && line[1]=='/')
  4778. continue;
  4779. if(atoi(line)<=0)
  4780. continue;
  4781. memset(split,0,sizeof(split));
  4782. for(j=0,p=line;j<20 && p;j++){
  4783. split[j]=p;
  4784. p=strchr(p,',');
  4785. if(p) *p++=0;
  4786. }
  4787. for(j=0;j<20 && split[j];j++)
  4788. atkmods[i][j]=atoi(split[j]);
  4789. i++;
  4790. }
  4791. fclose(fp);
  4792. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt");
  4793. ShowStatus(tmp_output);
  4794. // 精?デ?タテ?ブル
  4795. for(i=0;i<5;i++){
  4796. for(j=0;j<10;j++)
  4797. percentrefinery[i][j]=100;
  4798. refinebonus[i][0]=0;
  4799. refinebonus[i][1]=0;
  4800. refinebonus[i][2]=10;
  4801. }
  4802. fp=fopen("db/refine_db.txt","r");
  4803. if(fp==NULL){
  4804. printf("can't read db/refine_db.txt\n");
  4805. return 1;
  4806. }
  4807. i=0;
  4808. while(fgets(line, sizeof(line)-1, fp)){
  4809. char *split[16];
  4810. if(line[0]=='/' && line[1]=='/')
  4811. continue;
  4812. if(atoi(line)<=0)
  4813. continue;
  4814. memset(split,0,sizeof(split));
  4815. for(j=0,p=line;j<16 && p;j++){
  4816. split[j]=p;
  4817. p=strchr(p,',');
  4818. if(p) *p++=0;
  4819. }
  4820. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  4821. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  4822. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  4823. for(j=0;j<10 && split[j];j++)
  4824. percentrefinery[i][j]=atoi(split[j+3]);
  4825. i++;
  4826. }
  4827. fclose(fp); //Lupus. close this file!!!
  4828. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt");
  4829. ShowStatus(tmp_output);
  4830. return 0;
  4831. }
  4832. /*==========================================
  4833. * スキル関係初期化処理
  4834. *------------------------------------------
  4835. */
  4836. int do_init_status(void)
  4837. {
  4838. add_timer_func_list(status_change_timer,"status_change_timer");
  4839. status_readdb();
  4840. status_calc_sigma();
  4841. return 0;
  4842. }