status.c 221 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <time.h>
  4. #include <ctype.h>
  5. #include <stdio.h>
  6. #include <stdlib.h>
  7. #include <memory.h>
  8. #include <string.h>
  9. #include <limits.h>
  10. #include "pc.h"
  11. #include "map.h"
  12. #include "pet.h"
  13. #include "npc.h"
  14. #include "mob.h"
  15. #include "clif.h"
  16. #include "guild.h"
  17. #include "skill.h"
  18. #include "itemdb.h"
  19. #include "battle.h"
  20. #include "chrif.h"
  21. #include "status.h"
  22. #include "script.h"
  23. #include "unit.h"
  24. #include "mercenary.h"
  25. #include "../common/timer.h"
  26. #include "../common/nullpo.h"
  27. #include "../common/showmsg.h"
  28. #include "../common/malloc.h"
  29. //For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
  30. #define SC_HM_BASE 800
  31. #define SC_GD_BASE 900
  32. //Regen related flags.
  33. #define RGN_HP 0x01
  34. #define RGN_SP 0x02
  35. #define RGN_SHP 0x04
  36. #define RGN_SSP 0x08
  37. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  38. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  39. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  40. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  41. static int max_weight_base[MAX_PC_CLASS];
  42. static int hp_coefficient[MAX_PC_CLASS];
  43. static int hp_coefficient2[MAX_PC_CLASS];
  44. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  45. static int sp_coefficient[MAX_PC_CLASS];
  46. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  47. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  48. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  49. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  50. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  51. static struct status_data dummy_status;
  52. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  54. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  55. //to avoid cards exploits
  56. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  57. static void add_sc(int skill, int sc)
  58. {
  59. int sk = skill;
  60. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  61. else
  62. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  63. if (sk < 0 || sk >= MAX_SKILL) {
  64. if (battle_config.error_log)
  65. ShowError("add_sc: Unsupported skill id %d\n", skill);
  66. return;
  67. }
  68. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  69. SkillStatusChangeTableArray[sk] = sc;
  70. if (StatusSkillChangeTable[sc]==0)
  71. StatusSkillChangeTable[sc] = skill;
  72. }
  73. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  74. {
  75. if (StatusIconChangeTable[sc]==SI_BLANK)
  76. StatusIconChangeTable[sc] = icon;
  77. StatusChangeFlagTable[sc] |= flag;
  78. add_sc(skill, sc);
  79. }
  80. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  81. //but it is much less prone to errors. [Skotlex]
  82. void initChangeTables(void) {
  83. int i;
  84. for (i = 0; i < SC_MAX; i++)
  85. StatusIconChangeTable[i] = SI_BLANK;
  86. for (i = 0; i < MAX_SKILL; i++)
  87. SkillStatusChangeTableArray[i] = -1;
  88. malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  89. malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  90. //First we define the skill for common ailments. These are used in
  91. //skill_additional_effect through sc cards. [Skotlex]
  92. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  93. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  94. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  95. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  96. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  97. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  98. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  99. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  100. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  101. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  102. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  103. //These are the status-change flags for the common ailments.
  104. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  105. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  106. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  107. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  108. StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
  109. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  110. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  111. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  112. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  113. StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
  114. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
  115. //The icons for the common ailments
  116. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  119. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  120. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  121. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  122. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  123. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  124. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  125. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  126. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  127. add_sc(SM_BASH, SC_STUN);
  128. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  129. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  130. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  131. add_sc(MG_SIGHT, SC_SIGHT);
  132. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  133. add_sc(MG_FROSTDIVER, SC_FREEZE);
  134. add_sc(MG_STONECURSE, SC_STONE);
  135. add_sc(AL_RUWACH, SC_RUWACH);
  136. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  137. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  138. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  139. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  140. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  141. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  142. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  143. add_sc(TF_POISON, SC_POISON);
  144. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  145. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  146. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  147. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  148. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  149. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  150. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
  151. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  152. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
  153. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  154. add_sc(PR_LEXDIVINA, SC_SILENCE);
  155. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  156. add_sc(WZ_METEOR, SC_STUN);
  157. add_sc(WZ_VERMILION, SC_BLIND);
  158. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  159. add_sc(WZ_STORMGUST, SC_FREEZE);
  160. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  161. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  162. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  163. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  164. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  165. add_sc(HT_LANDMINE, SC_STUN);
  166. add_sc(HT_ANKLESNARE, SC_ANKLE);
  167. add_sc(HT_SANDMAN, SC_SLEEP);
  168. add_sc(HT_FLASHER, SC_BLIND);
  169. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  170. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  171. add_sc(AS_SONICBLOW, SC_STUN);
  172. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  173. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  174. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  175. add_sc(AS_VENOMDUST, SC_POISON);
  176. add_sc(AS_SPLASHER, SC_SPLASHER);
  177. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
  178. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  179. add_sc(TF_SPRINKLESAND, SC_BLIND);
  180. add_sc(TF_THROWSTONE, SC_STUN);
  181. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  182. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  183. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  184. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  185. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  186. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  190. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  191. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  192. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  193. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  194. add_sc(NPC_POISON, SC_POISON);
  195. add_sc(NPC_BLINDATTACK, SC_BLIND);
  196. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  197. add_sc(NPC_STUNATTACK, SC_STUN);
  198. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  199. add_sc(NPC_CURSEATTACK, SC_CURSE);
  200. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  201. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  202. add_sc(NPC_DARKBLESSING, SC_COMA);
  203. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
  204. add_sc(NPC_LICK, SC_STUN);
  205. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  206. add_sc(NPC_REBIRTH, SC_KAIZEL);
  207. add_sc(RG_RAID, SC_STUN);
  208. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  209. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  210. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  211. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  212. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  213. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  214. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  215. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  216. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  217. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  218. add_sc(CR_SHIELDCHARGE, SC_STUN);
  219. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  220. add_sc(CR_HOLYCROSS, SC_BLIND);
  221. add_sc(CR_GRANDCROSS, SC_BLIND);
  222. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  223. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  224. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  225. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  226. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  227. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  229. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  230. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  231. add_sc(SA_MAGICROD, SC_MAGICROD);
  232. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  233. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  234. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  238. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  239. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  240. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  241. add_sc(SA_COMA, SC_COMA);
  242. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  243. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  244. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  245. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  246. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  247. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  248. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  249. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  250. add_sc(BA_FROSTJOKE, SC_FREEZE);
  251. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  252. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  253. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  254. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  255. add_sc(DC_SCREAM, SC_STUN);
  256. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  257. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  258. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  259. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  260. add_sc(NPC_DARKCROSS, SC_BLIND);
  261. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  262. add_sc(NPC_STOP, SC_STOP);
  263. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  264. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  265. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  266. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  267. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  268. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  269. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  270. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  271. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  272. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  273. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
  274. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  275. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  276. add_sc(HP_BASILICA, SC_BASILICA);
  277. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  278. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  279. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  280. add_sc(PA_GOSPEL, SC_SCRESIST);
  281. add_sc(CH_TIGERFIST, SC_STOP);
  282. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  283. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  284. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  285. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  286. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  287. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  288. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  289. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  290. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. add_sc(LK_SPIRALPIERCE, SC_STOP);
  293. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  294. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  295. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  296. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  297. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  298. add_sc(PF_FOGWALL, SC_FOGWALL);
  299. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  300. add_sc(WE_BABY, SC_BABY);
  301. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  302. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  303. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  304. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  305. add_sc(TK_DOWNKICK, SC_STUN);
  306. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  307. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  308. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  309. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  310. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  311. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  312. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  313. add_sc(SG_MOON_WARM, SC_WARM);
  314. add_sc(SG_STAR_WARM, SC_WARM);
  315. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  316. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  317. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  318. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  319. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  320. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  321. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  322. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  323. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  324. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  325. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  326. add_sc(SL_STUN, SC_STUN);
  327. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  328. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  329. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  330. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  331. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  332. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  333. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  334. add_sc(WS_CARTTERMINATION, SC_STUN);
  335. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  336. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  337. add_sc(CG_HERMODE, SC_HERMODE);
  338. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  339. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  340. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  341. add_sc(GS_CRACKER, SC_STUN);
  342. add_sc(GS_DISARM, SC_STRIPWEAPON);
  343. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  344. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  345. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  346. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  347. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  348. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  349. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  350. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  351. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  352. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  353. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  354. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  355. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  356. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  357. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  358. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  359. add_sc(MO_BALKYOUNG, SC_STUN);
  360. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  361. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  362. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  363. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  364. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  365. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  366. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  367. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  368. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  369. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  370. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  371. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  372. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  373. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  374. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  375. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  376. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  377. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  378. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  379. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  380. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  381. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  382. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  383. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  384. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  385. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  386. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  387. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  388. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  389. //Status that don't have a skill associated.
  390. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  391. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  392. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  393. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  394. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  395. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  396. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  397. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  398. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  399. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  400. //Other SC which are not necessarily associated to skills.
  401. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  402. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  403. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  404. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  405. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  406. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  407. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  408. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  409. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  410. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  411. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  412. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  413. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  414. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  415. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  416. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  417. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  418. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  419. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  420. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  421. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  422. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  423. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  424. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  425. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  426. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  427. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  428. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  429. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  430. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  431. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  432. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  433. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  434. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  435. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  436. if (!battle_config.display_hallucination) //Disable Hallucination.
  437. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  438. }
  439. int SkillStatusChangeTable(int skill)
  440. {
  441. int sk = skill;
  442. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  443. else
  444. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  445. if (sk < 0 || sk >= MAX_SKILL) {
  446. if (battle_config.error_log)
  447. ShowError("add_sc: Unsupported skill id %d\n", skill);
  448. return -1;
  449. }
  450. return SkillStatusChangeTableArray[sk];
  451. }
  452. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  453. static void initDummyData(void) {
  454. malloc_set(&dummy_status, 0, sizeof(dummy_status));
  455. dummy_status.hp =
  456. dummy_status.max_hp =
  457. dummy_status.max_sp =
  458. dummy_status.str =
  459. dummy_status.agi =
  460. dummy_status.vit =
  461. dummy_status.int_ =
  462. dummy_status.dex =
  463. dummy_status.luk =
  464. dummy_status.hit = 1;
  465. dummy_status.speed = 2000;
  466. dummy_status.adelay = 4000;
  467. dummy_status.amotion = 2000;
  468. dummy_status.dmotion = 2000;
  469. dummy_status.ele_lv = 1; //Min elemental level.
  470. dummy_status.mode = MD_CANMOVE;
  471. }
  472. /*==========================================
  473. * 精錬ボーナス
  474. *------------------------------------------
  475. */
  476. int status_getrefinebonus(int lv,int type)
  477. {
  478. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  479. return refinebonus[lv][type];
  480. return 0;
  481. }
  482. //Sets HP to given value. Flag is the flag passed to status_heal in case
  483. //final value is higher than current (use 2 to make a healing effect display
  484. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  485. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  486. {
  487. struct status_data *status;
  488. if (hp < 1) return 0;
  489. status = status_get_status_data(bl);
  490. if (status == &dummy_status)
  491. return 0;
  492. if (hp > status->max_hp) hp = status->max_hp;
  493. if (hp == status->hp) return 0;
  494. if (hp > status->hp)
  495. return status_heal(bl, hp - status->hp, 0, 1|flag);
  496. return status_zap(bl, status->hp - hp, 0);
  497. }
  498. //Sets SP to given value. Flag is the flag passed to status_heal in case
  499. //final value is higher than current (use 2 to make a healing effect display
  500. //on players)
  501. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  502. {
  503. struct status_data *status;
  504. status = status_get_status_data(bl);
  505. if (status == &dummy_status)
  506. return 0;
  507. if (sp > status->max_sp) sp = status->max_sp;
  508. if (sp == status->sp) return 0;
  509. if (sp > status->sp)
  510. return status_heal(bl, 0, sp - status->sp, 1|flag);
  511. return status_zap(bl, 0, status->sp - sp);
  512. }
  513. //Inflicts damage on the target with the according walkdelay.
  514. //If flag&1, damage is passive and does not triggers cancelling status changes.
  515. //If flag&2, fail if target does not has enough to substract.
  516. //If flag&4, if killed, mob must not give exp/loot.
  517. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  518. {
  519. struct status_data *status;
  520. struct status_change *sc;
  521. if(sp && !(target->type&BL_CONSUME))
  522. sp = 0; //Not a valid SP target.
  523. if (hp < 0) { //Assume absorbed damage.
  524. status_heal(target, -hp, 0, 1);
  525. hp = 0;
  526. }
  527. if (sp < 0) {
  528. status_heal(target, 0, -sp, 1);
  529. sp = 0;
  530. }
  531. if (!hp && !sp)
  532. return 0;
  533. if (target->type == BL_SKILL)
  534. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  535. status = status_get_status_data(target);
  536. if (status == &dummy_status || !status->hp)
  537. return 0; //Invalid targets: no damage or dead
  538. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  539. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  540. // if (!target->prev && !(flag&2))
  541. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  542. sc = status_get_sc(target);
  543. if (sc && !sc->count)
  544. sc = NULL;
  545. if (hp && !(flag&1)) {
  546. if (sc) {
  547. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  548. { //Devotion prevents any of the other ailments from ending.
  549. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  550. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  551. {
  552. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  553. status_fix_damage(NULL, &sd2->bl, hp, 0);
  554. return 0;
  555. }
  556. status_change_end(target, SC_DEVOTION, -1);
  557. }
  558. if (sc->data[SC_FREEZE].timer != -1)
  559. status_change_end(target,SC_FREEZE,-1);
  560. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  561. status_change_end(target,SC_STONE,-1);
  562. if (sc->data[SC_SLEEP].timer != -1)
  563. status_change_end(target,SC_SLEEP,-1);
  564. if (sc->data[SC_WINKCHARM].timer != -1)
  565. status_change_end(target,SC_WINKCHARM,-1);
  566. if (sc->data[SC_CONFUSION].timer != -1)
  567. status_change_end(target, SC_CONFUSION, -1);
  568. if (sc->data[SC_TRICKDEAD].timer != -1)
  569. status_change_end(target, SC_TRICKDEAD, -1);
  570. if (sc->data[SC_HIDING].timer != -1)
  571. status_change_end(target, SC_HIDING, -1);
  572. if (sc->data[SC_CLOAKING].timer != -1)
  573. status_change_end(target, SC_CLOAKING, -1);
  574. if (sc->data[SC_CHASEWALK].timer != -1)
  575. status_change_end(target, SC_CHASEWALK, -1);
  576. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  577. //Endure count is only reduced by non-players on non-gvg maps.
  578. //val4 signals infinite endure. [Skotlex]
  579. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  580. && --(sc->data[SC_ENDURE].val2) < 0)
  581. status_change_end(target, SC_ENDURE, -1);
  582. }
  583. if (sc->data[SC_GRAVITATION].timer != -1 &&
  584. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  585. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  586. if (sg) {
  587. skill_delunitgroup(target,sg, 0);
  588. sc->data[SC_GRAVITATION].val4 = 0;
  589. status_change_end(target, SC_GRAVITATION, -1);
  590. }
  591. }
  592. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  593. skill_stop_dancing(target);
  594. }
  595. unit_skillcastcancel(target, 2);
  596. }
  597. if ((unsigned int)hp >= status->hp) {
  598. if (flag&2) return 0;
  599. hp = status->hp;
  600. }
  601. if ((unsigned int)sp > status->sp) {
  602. if (flag&2) return 0;
  603. sp = status->sp;
  604. }
  605. status->hp-= hp;
  606. status->sp-= sp;
  607. if (sc && hp && status->hp) {
  608. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  609. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  610. status->hp < status->max_hp>>2)
  611. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  612. if (sc->data[SC_BERSERK].timer != -1 &&
  613. status->hp <= 100)
  614. status_change_end(target, SC_BERSERK, -1);
  615. }
  616. switch (target->type)
  617. {
  618. case BL_MOB:
  619. mob_damage((TBL_MOB*)target, src, hp);
  620. break;
  621. case BL_PC:
  622. pc_damage((TBL_PC*)target,src,hp,sp);
  623. break;
  624. case BL_HOM:
  625. merc_damage((TBL_HOM*)target,src,hp,sp);
  626. }
  627. if (status->hp)
  628. { //Still lives!
  629. if (walkdelay)
  630. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  631. return hp+sp;
  632. }
  633. status->hp = 1; //To let the dead function cast skills and all that.
  634. //NOTE: These dead functions should return: [Skotlex]
  635. //0: Death cancelled, auto-revived.
  636. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  637. //&2: Also remove object from map.
  638. //&4: Also delete object from memory.
  639. switch (target->type)
  640. {
  641. case BL_MOB:
  642. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  643. break;
  644. case BL_PC:
  645. flag = pc_dead((TBL_PC*)target,src);
  646. break;
  647. case BL_HOM:
  648. flag = merc_hom_dead((TBL_HOM*)target,src);
  649. break;
  650. default: //Unhandled case, do nothing to object.
  651. flag = 0;
  652. break;
  653. }
  654. if(!flag) //Death cancelled.
  655. return hp+sp;
  656. //Normal death
  657. status->hp = 0;
  658. if (battle_config.clear_unit_ondeath &&
  659. battle_config.clear_unit_ondeath&target->type)
  660. skill_clear_unitgroup(target);
  661. status_change_clear(target,0);
  662. if(target->type&BL_REGEN)
  663. { //Reset regen ticks.
  664. struct regen_data *regen = status_get_regen_data(target);
  665. if (regen) {
  666. malloc_set(&regen->tick, 0, sizeof(regen->tick));
  667. if (regen->sregen)
  668. malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  669. if (regen->ssregen)
  670. malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  671. }
  672. }
  673. if(flag&4) //Delete from memory. (also invokes map removal code)
  674. unit_free(target,1);
  675. else
  676. if(flag&2) //remove from map
  677. unit_remove_map(target,1);
  678. else
  679. { //Some death states that would normally be handled by unit_remove_map
  680. unit_stop_attack(target);
  681. unit_stop_walking(target,0);
  682. unit_skillcastcancel(target,0);
  683. clif_clearchar_area(target,1);
  684. skill_unit_move(target,gettick(),4);
  685. skill_cleartimerskill(target);
  686. }
  687. return hp+sp;
  688. }
  689. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  690. //If flag&2, when the player is healed, show the HP/SP heal effect.
  691. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  692. {
  693. struct status_data *status;
  694. struct status_change *sc;
  695. status = status_get_status_data(bl);
  696. if (status == &dummy_status || !status->hp)
  697. return 0;
  698. sc = status_get_sc(bl);
  699. if (sc && !sc->count)
  700. sc = NULL;
  701. if (hp < 0) {
  702. status_damage(NULL, bl, -hp, 0, 0, 1);
  703. hp = 0;
  704. }
  705. if(hp) {
  706. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  707. hp = 0;
  708. if((unsigned int)hp > status->max_hp - status->hp)
  709. hp = status->max_hp - status->hp;
  710. }
  711. if(sp < 0) {
  712. status_damage(NULL, bl, 0, -sp, 0, 1);
  713. sp = 0;
  714. }
  715. if(sp) {
  716. if((unsigned int)sp > status->max_sp - status->sp)
  717. sp = status->max_sp - status->sp;
  718. }
  719. if(!sp && !hp) return 0;
  720. status->hp+= hp;
  721. status->sp+= sp;
  722. if(hp && sc &&
  723. sc->data[SC_AUTOBERSERK].timer != -1 &&
  724. sc->data[SC_PROVOKE].timer!=-1 &&
  725. sc->data[SC_PROVOKE].val2==1 &&
  726. status->hp>=status->max_hp>>2
  727. ) //End auto berserk.
  728. status_change_end(bl,SC_PROVOKE,-1);
  729. switch(bl->type) {
  730. case BL_MOB:
  731. mob_heal((TBL_MOB*)bl,hp);
  732. break;
  733. case BL_PC:
  734. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  735. break;
  736. case BL_HOM:
  737. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  738. break;
  739. }
  740. return hp+sp;
  741. }
  742. //Does percentual non-flinching damage/heal. If mob is killed this way,
  743. //no exp/drops will be awarded if there is no src (or src is target)
  744. //If rates are > 0, percent is of current HP/SP
  745. //If rates are < 0, percent is of max HP/SP
  746. //If flag, this is heal, otherwise it is damage.
  747. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  748. {
  749. struct status_data *status;
  750. unsigned int hp =0, sp = 0;
  751. status = status_get_status_data(target);
  752. //Change the equation when the values are high enough to discard the
  753. //imprecision in exchange of overflow protection [Skotlex]
  754. //Also add 100% checks since those are the most used cases where we don't
  755. //want aproximation errors.
  756. if (hp_rate > 99)
  757. hp = status->hp;
  758. else if (hp_rate > 0)
  759. hp = status->hp>10000?
  760. hp_rate*(status->hp/100):
  761. (hp_rate*status->hp)/100;
  762. else if (hp_rate < -99)
  763. hp = status->max_hp;
  764. else if (hp_rate < 0)
  765. hp = status->max_hp>10000?
  766. (-hp_rate)*(status->max_hp/100):
  767. (-hp_rate*status->max_hp)/100;
  768. if (hp_rate && !hp)
  769. hp = 1;
  770. //Should be safe to not do overflow protection here, noone should have
  771. //millions upon millions of SP
  772. if (sp_rate > 99)
  773. sp = status->sp;
  774. else if (sp_rate > 0)
  775. sp = (sp_rate*status->sp)/100;
  776. else if (sp_rate < -99)
  777. sp = status->max_sp;
  778. else if (sp_rate < 0)
  779. sp = (-sp_rate)*status->max_sp/100;
  780. if (sp_rate && !sp)
  781. sp = 1;
  782. //Ugly check in case damage dealt is too much for the received args of
  783. //status_heal / status_damage. [Skotlex]
  784. if (hp > INT_MAX) {
  785. hp -= INT_MAX;
  786. if (flag)
  787. status_heal(target, INT_MAX, 0, 0);
  788. else
  789. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  790. }
  791. if (sp > INT_MAX) {
  792. sp -= INT_MAX;
  793. if (flag)
  794. status_heal(target, 0, INT_MAX, 0);
  795. else
  796. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  797. }
  798. if (flag) return status_heal(target, hp, sp, 0);
  799. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  800. }
  801. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  802. {
  803. struct status_data *status;
  804. unsigned int hp, sp;
  805. if (!status_isdead(bl)) return 0;
  806. status = status_get_status_data(bl);
  807. if (status == &dummy_status)
  808. return 0; //Invalid target.
  809. hp = status->max_hp * per_hp/100;
  810. sp = status->max_sp * per_sp/100;
  811. if(hp > status->max_hp - status->hp)
  812. hp = status->max_hp - status->hp;
  813. if(sp > status->max_sp - status->sp)
  814. sp = status->max_sp - status->sp;
  815. status->hp += hp;
  816. status->sp += sp;
  817. if (bl->prev) //Animation only if character is already on a map.
  818. clif_resurrection(bl, 1);
  819. switch (bl->type) {
  820. case BL_MOB:
  821. mob_revive((TBL_MOB*)bl, hp);
  822. break;
  823. case BL_PC:
  824. pc_revive((TBL_PC*)bl, hp, sp);
  825. break;
  826. case BL_HOM: //[orn]
  827. merc_hom_revive((TBL_HOM*)bl, hp, sp);
  828. break;
  829. }
  830. return 1;
  831. }
  832. /*==========================================
  833. * Checks whether the src can use the skill on the target,
  834. * taking into account status/option of both source/target. [Skotlex]
  835. * flag:
  836. * 0 - Trying to use skill on target.
  837. * 1 - Cast bar is done.
  838. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  839. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  840. * target MAY Be null, in which case the checks are only to see
  841. * whether the source can cast or not the skill on the ground.
  842. *------------------------------------------
  843. */
  844. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  845. {
  846. struct status_data *status;
  847. struct status_change *sc=NULL, *tsc;
  848. int hide_flag;
  849. status = src?status_get_status_data(src):&dummy_status;
  850. if (src && status_isdead(src))
  851. return 0;
  852. if (!skill_num) { //Normal attack checks.
  853. if (!(status->mode&MD_CANATTACK))
  854. return 0; //This mode is only needed for melee attacking.
  855. //Dead state is not checked for skills as some skills can be used
  856. //on dead characters, said checks are left to skill.c [Skotlex]
  857. if (target && status_isdead(target))
  858. return 0;
  859. }
  860. if (skill_num == PA_PRESSURE && flag && target) {
  861. //Gloria Avoids pretty much everything....
  862. tsc = status_get_sc(target);
  863. if(tsc && tsc->option&OPTION_HIDE)
  864. return 0;
  865. return 1;
  866. }
  867. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  868. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  869. && !(status->mode&MD_BOSS))
  870. { //Basilica Check
  871. if (!skill_num) return 0;
  872. hide_flag = skill_get_inf(skill_num);
  873. if (hide_flag&INF_ATTACK_SKILL)
  874. return 0;
  875. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  876. return 0;
  877. }
  878. if (src) sc = status_get_sc(src);
  879. if(sc && sc->count)
  880. {
  881. if(sc->opt1 >0)
  882. { //Stuned/Frozen/etc
  883. if (flag != 1) //Can't cast, casted stuff can't damage.
  884. return 0;
  885. if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
  886. return 0; //Targetted spells can't come off.
  887. }
  888. if (
  889. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  890. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  891. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  892. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  893. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  894. )
  895. return 0;
  896. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  897. { //Prevents skill usage
  898. clif_emotion(src, 3);
  899. return 0;
  900. }
  901. if (sc->data[SC_BLADESTOP].timer != -1) {
  902. switch (sc->data[SC_BLADESTOP].val1)
  903. {
  904. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  905. case 4: if (skill_num == MO_CHAINCOMBO) break;
  906. case 3: if (skill_num == MO_INVESTIGATE) break;
  907. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  908. default: return 0;
  909. }
  910. }
  911. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  912. {
  913. if(sc->data[SC_LONGING].timer != -1)
  914. { //Allow everything except dancing/re-dancing. [Skotlex]
  915. if (skill_num == BD_ENCORE ||
  916. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  917. )
  918. return 0;
  919. } else
  920. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  921. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  922. return 0;
  923. if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  924. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  925. }
  926. if (skill_num && //Do not block item-casted skills.
  927. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  928. ) { //Skills blocked through status changes...
  929. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  930. sc->data[SC_SILENCE].timer != -1 ||
  931. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  932. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  933. sc->data[SC_STEELBODY].timer != -1 ||
  934. sc->data[SC_BERSERK].timer != -1
  935. ))
  936. return 0;
  937. //Skill blocking.
  938. if (
  939. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  940. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
  941. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  942. (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
  943. )
  944. return 0;
  945. }
  946. }
  947. if (sc && sc->option)
  948. {
  949. if (sc->option&OPTION_HIDE)
  950. switch (skill_num) { //Usable skills while hiding.
  951. case TF_HIDING:
  952. case AS_GRIMTOOTH:
  953. case RG_BACKSTAP:
  954. case RG_RAID:
  955. case NJ_SHADOWJUMP:
  956. case NJ_KIRIKAGE:
  957. break;
  958. default:
  959. //Non players can use all skills while hidden.
  960. if (!skill_num || src->type == BL_PC)
  961. return 0;
  962. }
  963. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  964. return 0;
  965. }
  966. if (target == NULL || target == src) //No further checking needed.
  967. return 1;
  968. tsc = status_get_sc(target);
  969. if(tsc && tsc->count)
  970. {
  971. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  972. return 0;
  973. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  974. && tsc->data[SC_FREEZE].timer != -1)
  975. return 0;
  976. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  977. return 0;
  978. }
  979. //If targetting, cloak+hide protect you, otherwise only hiding does.
  980. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  981. //You cannot hide from ground skills.
  982. if(skill_get_pl(skill_num) == ELE_EARTH)
  983. hide_flag &= ~OPTION_HIDE;
  984. switch (target->type)
  985. {
  986. case BL_PC:
  987. {
  988. struct map_session_data *sd = (TBL_PC*) target;
  989. if (pc_isinvisible(sd))
  990. return 0;
  991. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  992. && (sd->special_state.perfect_hiding || !(
  993. status->race == RC_INSECT ||
  994. status->race == RC_DEMON ||
  995. status->mode&MD_DETECTOR
  996. )))
  997. return 0;
  998. }
  999. break;
  1000. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1001. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1002. if (status->mode&MD_LOOTER)
  1003. return 1;
  1004. else
  1005. return 0;
  1006. default:
  1007. //Check for chase-walk/hiding/cloaking opponents.
  1008. if (tsc && !(status->mode&MD_BOSS))
  1009. {
  1010. if (tsc->option&hide_flag && !(
  1011. status->race == RC_INSECT ||
  1012. status->race == RC_DEMON ||
  1013. status->mode&MD_DETECTOR
  1014. ))
  1015. return 0;
  1016. }
  1017. }
  1018. return 1;
  1019. }
  1020. //Checks whether the source can see and chase target.
  1021. int status_check_visibility(struct block_list *src, struct block_list *target)
  1022. {
  1023. int view_range;
  1024. struct status_data* status = status_get_status_data(src);
  1025. struct status_change* tsc = status_get_sc(target);
  1026. switch (src->type) {
  1027. case BL_MOB:
  1028. view_range = ((TBL_MOB*)src)->min_chase;
  1029. break;
  1030. case BL_PET:
  1031. view_range = ((TBL_PET*)src)->db->range2;
  1032. break;
  1033. default:
  1034. view_range = AREA_SIZE;
  1035. }
  1036. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1037. return 0;
  1038. switch (target->type)
  1039. {
  1040. case BL_PC:
  1041. {
  1042. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1043. && !(status->mode&MD_BOSS) && (
  1044. ((TBL_PC*)target)->special_state.perfect_hiding || !(
  1045. status->race == RC_INSECT ||
  1046. status->race == RC_DEMON ||
  1047. status->mode&MD_DETECTOR
  1048. )))
  1049. return 0;
  1050. }
  1051. break;
  1052. default:
  1053. //Check for chase-walk/hiding/cloaking opponents.
  1054. if (tsc && !(status->mode&MD_BOSS))
  1055. {
  1056. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1057. && !(
  1058. status->race == RC_INSECT ||
  1059. status->race == RC_DEMON ||
  1060. status->mode&MD_DETECTOR
  1061. ))
  1062. return 0;
  1063. }
  1064. }
  1065. return 1;
  1066. }
  1067. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1068. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1069. {
  1070. int flag = 0, str, dex, dstr;
  1071. if(!(bl->type&battle_config.enable_baseatk))
  1072. return 0;
  1073. if (bl->type == BL_PC)
  1074. switch(((TBL_PC*)bl)->status.weapon){
  1075. case W_BOW:
  1076. case W_MUSICAL:
  1077. case W_WHIP:
  1078. case W_REVOLVER:
  1079. case W_RIFLE:
  1080. case W_SHOTGUN:
  1081. case W_GATLING:
  1082. case W_GRENADE:
  1083. flag = 1;
  1084. }
  1085. if (flag) {
  1086. str = status->dex;
  1087. dex = status->str;
  1088. } else {
  1089. str = status->str;
  1090. dex = status->dex;
  1091. }
  1092. //Normally only players have base-atk, but homunc have a different batk
  1093. // equation, hinting that perhaps non-players should use this for batk.
  1094. // [Skotlex]
  1095. dstr = str/10;
  1096. str += dstr*dstr;
  1097. if (bl->type == BL_PC)
  1098. str+= dex/5 + status->luk/5;
  1099. return str;
  1100. }
  1101. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1102. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1103. //Fills in the misc data that can be calculated from the other status info (except for level)
  1104. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1105. {
  1106. //Non players get the value set, players need to stack with previous bonuses.
  1107. if (bl->type != BL_PC)
  1108. status->batk =
  1109. status->matk_min = status->matk_max =
  1110. status->hit = status->flee =
  1111. status->def2 = status->mdef2 =
  1112. status->cri = status->flee2 = 0;
  1113. status->matk_min += status_base_matk_min(status);
  1114. status->matk_max += status_base_matk_max(status);
  1115. status->hit += level + status->dex;
  1116. status->flee += level + status->agi;
  1117. status->def2 += status->vit;
  1118. status->mdef2 += status->int_ + (status->vit>>1);
  1119. if (bl->type&battle_config.enable_critical)
  1120. status->cri += status->luk*3 + 10;
  1121. else
  1122. status->cri = 0;
  1123. if (bl->type&battle_config.enable_perfect_flee)
  1124. status->flee2 += status->luk + 10;
  1125. else
  1126. status->flee2 = 0;
  1127. status->batk += status_base_atk(bl, status);
  1128. if (status->cri)
  1129. switch (bl->type) {
  1130. case BL_MOB:
  1131. if(battle_config.mob_critical_rate != 100)
  1132. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1133. if(!status->cri && battle_config.mob_critical_rate)
  1134. status->cri = 10;
  1135. break;
  1136. case BL_PC:
  1137. //Players don't have a critical adjustment setting as of yet.
  1138. break;
  1139. default:
  1140. if(battle_config.critical_rate != 100)
  1141. status->cri = status->cri*battle_config.critical_rate/100;
  1142. if (!status->cri && battle_config.critical_rate)
  1143. status->cri = 10;
  1144. }
  1145. if(bl->type&BL_REGEN)
  1146. status_calc_regen(bl, status, status_get_regen_data(bl));
  1147. }
  1148. //Skotlex: Calculates the initial status for the given mob
  1149. //first will only be false when the mob leveled up or got a GuardUp level.
  1150. //first&2: Class-change invoked.
  1151. int status_calc_mob(struct mob_data* md, int first)
  1152. {
  1153. struct status_data *status;
  1154. struct block_list *mbl = NULL;
  1155. int flag=0;
  1156. if(first)
  1157. { //Set basic level on respawn.
  1158. if (md->spawn && !(first&2))
  1159. md->level = md->spawn->level;
  1160. else
  1161. md->level = md->db->lv; // [Valaris]
  1162. }
  1163. //Check if we need custom base-status
  1164. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1165. flag|=1;
  1166. if (md->special_state.size)
  1167. flag|=2;
  1168. if (md->guardian_data && md->guardian_data->guardup_lv)
  1169. flag|=4;
  1170. if (battle_config.slaves_inherit_speed && md->master_id)
  1171. flag|=8;
  1172. if (md->master_id && md->special_state.ai>1)
  1173. flag|=16;
  1174. if (!flag)
  1175. { //No special status required.
  1176. if (md->base_status) {
  1177. aFree(md->base_status);
  1178. md->base_status = NULL;
  1179. }
  1180. if(first)
  1181. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1182. return 0;
  1183. }
  1184. if (!md->base_status)
  1185. md->base_status = aCalloc(1, sizeof(struct status_data));
  1186. status = md->base_status;
  1187. memcpy(status, &md->db->status, sizeof(struct status_data));
  1188. if (flag&(8|16))
  1189. mbl = map_id2bl(md->master_id);
  1190. if (flag&8 && mbl) {
  1191. struct status_data *mstatus = status_get_base_status(mbl);
  1192. if (mstatus)
  1193. status->speed = mstatus->speed;
  1194. }
  1195. if (flag&16 && mbl)
  1196. { //Max HP setting from Summon Flora/marine Sphere
  1197. struct unit_data *ud = unit_bl2ud(mbl);
  1198. //Remove special AI when this is used by regular mobs.
  1199. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1200. md->special_state.ai = 0;
  1201. if (ud)
  1202. { // different levels of HP according to skill level
  1203. if (ud->skillid == AM_SPHEREMINE) {
  1204. status->max_hp = 2000 + 400*ud->skilllv;
  1205. } else { //AM_CANNIBALIZE
  1206. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1207. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1208. }
  1209. status->hp = status->max_hp;
  1210. }
  1211. }
  1212. if (flag&1)
  1213. { // increase from mobs leveling up [Valaris]
  1214. int diff = md->level - md->db->lv;
  1215. status->str+= diff;
  1216. status->agi+= diff;
  1217. status->vit+= diff;
  1218. status->int_+= diff;
  1219. status->dex+= diff;
  1220. status->luk+= diff;
  1221. status->max_hp += diff*status->vit;
  1222. status->max_sp += diff*status->int_;
  1223. status->hp = status->max_hp;
  1224. status->sp = status->max_sp;
  1225. status->speed -= diff;
  1226. }
  1227. if (flag&2)
  1228. { // change for sized monsters [Valaris]
  1229. if (md->special_state.size==1) {
  1230. status->max_hp>>=1;
  1231. status->max_sp>>=1;
  1232. if (!status->max_hp) status->max_hp = 1;
  1233. if (!status->max_sp) status->max_sp = 1;
  1234. status->hp=status->max_hp;
  1235. status->sp=status->max_sp;
  1236. status->str>>=1;
  1237. status->agi>>=1;
  1238. status->vit>>=1;
  1239. status->int_>>=1;
  1240. status->dex>>=1;
  1241. status->luk>>=1;
  1242. if (!status->str) status->str = 1;
  1243. if (!status->agi) status->agi = 1;
  1244. if (!status->vit) status->vit = 1;
  1245. if (!status->int_) status->int_ = 1;
  1246. if (!status->dex) status->dex = 1;
  1247. if (!status->luk) status->luk = 1;
  1248. } else if (md->special_state.size==2) {
  1249. status->max_hp<<=1;
  1250. status->max_sp<<=1;
  1251. status->hp=status->max_hp;
  1252. status->sp=status->max_sp;
  1253. status->str<<=1;
  1254. status->agi<<=1;
  1255. status->vit<<=1;
  1256. status->int_<<=1;
  1257. status->dex<<=1;
  1258. status->luk<<=1;
  1259. }
  1260. }
  1261. status_calc_misc(&md->bl, status, md->level);
  1262. if(flag&4)
  1263. { // Strengthen Guardians - custom value +10% / lv
  1264. struct guild_castle *gc;
  1265. gc=guild_mapname2gc(map[md->bl.m].name);
  1266. if (!gc)
  1267. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1268. else {
  1269. status->max_hp += 2000 * gc->defense;
  1270. status->max_sp += 200 * gc->defense;
  1271. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1272. status->hp = gc->guardian[md->guardian_data->number].hp;
  1273. else //Emperium
  1274. status->hp = status->max_hp;
  1275. status->sp = status->max_sp;
  1276. }
  1277. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1278. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1279. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1280. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1281. }
  1282. //Initial battle status
  1283. if (!first)
  1284. status_calc_bl(&md->bl, SCB_ALL);
  1285. else
  1286. memcpy(&md->status, status, sizeof(struct status_data));
  1287. return 1;
  1288. }
  1289. //Skotlex: Calculates the stats of the given pet.
  1290. int status_calc_pet(struct pet_data *pd, int first)
  1291. {
  1292. nullpo_retr(0, pd);
  1293. if (first) {
  1294. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1295. pd->status.speed = pd->petDB->speed;
  1296. }
  1297. if (battle_config.pet_lv_rate && pd->msd)
  1298. {
  1299. struct map_session_data *sd = pd->msd;
  1300. int lv;
  1301. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1302. if (lv < 0)
  1303. lv = 1;
  1304. if (lv != pd->pet.level || first)
  1305. {
  1306. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1307. pd->pet.level = lv;
  1308. if (!first) //Lv Up animation
  1309. clif_misceffect(&pd->bl, 0);
  1310. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1311. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1312. status->str = (bstat->str*lv)/pd->db->lv;
  1313. status->agi = (bstat->agi*lv)/pd->db->lv;
  1314. status->vit = (bstat->vit*lv)/pd->db->lv;
  1315. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1316. status->dex = (bstat->dex*lv)/pd->db->lv;
  1317. status->luk = (bstat->luk*lv)/pd->db->lv;
  1318. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1319. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1320. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1321. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1322. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1323. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1324. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1325. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1326. status_calc_misc(&pd->bl, &pd->status, lv);
  1327. if (!first) //Not done the first time because the pet is not visible yet
  1328. clif_send_petstatus(sd);
  1329. }
  1330. } else if (first)
  1331. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1332. //Support rate modifier (1000 = 100%)
  1333. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1334. if(battle_config.pet_support_rate != 100)
  1335. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1336. return 1;
  1337. }
  1338. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1339. {
  1340. unsigned int val;
  1341. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1342. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1343. * (100 + status->vit)/100 + sd->param_equip[2];
  1344. if (sd->class_&JOBL_UPPER)
  1345. val += val * 25/100;
  1346. else if (sd->class_&JOBL_BABY)
  1347. val -= val * 30/100;
  1348. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1349. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1350. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1351. val += 2000;
  1352. return val;
  1353. }
  1354. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1355. {
  1356. unsigned int val;
  1357. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1358. * (100 + status->int_)/100 + sd->param_equip[3];
  1359. if (sd->class_&JOBL_UPPER)
  1360. val += val * 25/100;
  1361. else if (sd->class_&JOBL_BABY)
  1362. val -= val * 30/100;
  1363. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1364. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1365. return val;
  1366. }
  1367. //Calculates player data from scratch without counting SC adjustments.
  1368. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1369. int status_calc_pc(struct map_session_data* sd,int first)
  1370. {
  1371. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1372. struct status_data b_status, *status;
  1373. struct weapon_atk b_lhw;
  1374. struct skill b_skill[MAX_SKILL];
  1375. int b_weight,b_max_weight;
  1376. int i,index;
  1377. int skill,refinedef=0;
  1378. if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
  1379. return -1;
  1380. if (++calculating > 10) //Too many recursive calls!
  1381. return -1;
  1382. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1383. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1384. b_status.lhw = &b_lhw;
  1385. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1386. b_weight = sd->weight;
  1387. b_max_weight = sd->max_weight;
  1388. pc_calc_skilltree(sd); // スキルツリ?の計算
  1389. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1390. if(first&1) {
  1391. //Load Hp/SP from char-received data.
  1392. sd->battle_status.hp = sd->status.hp;
  1393. sd->battle_status.sp = sd->status.sp;
  1394. sd->battle_status.lhw = &sd->battle_lhw;
  1395. sd->base_status.lhw = &sd->base_lhw;
  1396. sd->regen.sregen = &sd->sregen;
  1397. sd->regen.ssregen = &sd->ssregen;
  1398. sd->weight=0;
  1399. for(i=0;i<MAX_INVENTORY;i++){
  1400. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1401. continue;
  1402. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1403. }
  1404. sd->cart_max_weight=battle_config.max_cart_weight;
  1405. sd->cart_weight=0;
  1406. sd->cart_max_num=MAX_CART;
  1407. sd->cart_num=0;
  1408. for(i=0;i<MAX_CART;i++){
  1409. if(sd->status.cart[i].nameid==0)
  1410. continue;
  1411. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1412. sd->cart_num++;
  1413. }
  1414. }
  1415. status = &sd->base_status;
  1416. // these are not zeroed. [zzo]
  1417. sd->hprate=100;
  1418. sd->sprate=100;
  1419. sd->castrate=100;
  1420. sd->delayrate=100;
  1421. sd->dsprate=100;
  1422. sd->speed_rate = 100;
  1423. sd->hprecov_rate = 100;
  1424. sd->sprecov_rate = 100;
  1425. sd->atk_rate = sd->matk_rate = 100;
  1426. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1427. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1428. sd->regen.state.block = 0;
  1429. // zeroed arays, order follows the order in map.h.
  1430. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1431. malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1432. + sizeof(sd->param_equip)
  1433. + sizeof(sd->subele)
  1434. + sizeof(sd->subrace)
  1435. + sizeof(sd->subrace2)
  1436. + sizeof(sd->subsize)
  1437. + sizeof(sd->reseff)
  1438. + sizeof(sd->weapon_coma_ele)
  1439. + sizeof(sd->weapon_coma_race)
  1440. + sizeof(sd->weapon_atk)
  1441. + sizeof(sd->weapon_atk_rate)
  1442. + sizeof(sd->arrow_addele)
  1443. + sizeof(sd->arrow_addrace)
  1444. + sizeof(sd->arrow_addsize)
  1445. + sizeof(sd->magic_addele)
  1446. + sizeof(sd->magic_addrace)
  1447. + sizeof(sd->magic_addsize)
  1448. + sizeof(sd->critaddrace)
  1449. + sizeof(sd->expaddrace)
  1450. + sizeof(sd->itemgrouphealrate)
  1451. + sizeof(sd->sp_gain_race)
  1452. );
  1453. malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1454. malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1455. malloc_set(&sd->special_state,0,sizeof(sd->special_state));
  1456. malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1457. malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
  1458. //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
  1459. status->speed = DEFAULT_WALK_SPEED;
  1460. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1461. status->size = (sd->class_&JOBL_BABY)?0:1;
  1462. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1463. if (sd->class_&JOBL_BABY) {
  1464. if (battle_config.character_size&2)
  1465. status->size++;
  1466. } else
  1467. if(battle_config.character_size&1)
  1468. status->size++;
  1469. }
  1470. status->aspd_rate = 1000;
  1471. status->ele_lv = 1;
  1472. status->race = RC_DEMIHUMAN;
  1473. //zero up structures...
  1474. malloc_set(&sd->autospell,0,sizeof(sd->autospell)
  1475. + sizeof(sd->autospell2)
  1476. + sizeof(sd->addeff)
  1477. + sizeof(sd->addeff2)
  1478. + sizeof(sd->skillatk)
  1479. + sizeof(sd->skillblown)
  1480. + sizeof(sd->add_def)
  1481. + sizeof(sd->add_mdef)
  1482. + sizeof(sd->add_dmg)
  1483. + sizeof(sd->add_mdmg)
  1484. + sizeof(sd->add_drop)
  1485. + sizeof(sd->itemhealrate)
  1486. );
  1487. // vars zeroing. ints, shorts, chars. in that order.
  1488. malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1489. + sizeof(sd->arrow_ele)
  1490. + sizeof(sd->arrow_cri)
  1491. + sizeof(sd->arrow_hit)
  1492. + sizeof(sd->nsshealhp)
  1493. + sizeof(sd->nsshealsp)
  1494. + sizeof(sd->critical_def)
  1495. + sizeof(sd->double_rate)
  1496. + sizeof(sd->long_attack_atk_rate)
  1497. + sizeof(sd->near_attack_def_rate)
  1498. + sizeof(sd->long_attack_def_rate)
  1499. + sizeof(sd->magic_def_rate)
  1500. + sizeof(sd->misc_def_rate)
  1501. + sizeof(sd->ignore_mdef_ele)
  1502. + sizeof(sd->ignore_mdef_race)
  1503. + sizeof(sd->perfect_hit)
  1504. + sizeof(sd->perfect_hit_add)
  1505. + sizeof(sd->get_zeny_rate)
  1506. + sizeof(sd->get_zeny_num)
  1507. + sizeof(sd->double_add_rate)
  1508. + sizeof(sd->short_weapon_damage_return)
  1509. + sizeof(sd->long_weapon_damage_return)
  1510. + sizeof(sd->magic_damage_return)
  1511. + sizeof(sd->random_attack_increase_add)
  1512. + sizeof(sd->random_attack_increase_per)
  1513. + sizeof(sd->break_weapon_rate)
  1514. + sizeof(sd->break_armor_rate)
  1515. + sizeof(sd->crit_atk_rate)
  1516. + sizeof(sd->hp_loss_rate)
  1517. + sizeof(sd->sp_loss_rate)
  1518. + sizeof(sd->classchange)
  1519. + sizeof(sd->speed_add_rate)
  1520. + sizeof(sd->aspd_add_rate)
  1521. + sizeof(sd->setitem_hash)
  1522. + sizeof(sd->setitem_hash2)
  1523. // shorts
  1524. + sizeof(sd->splash_range)
  1525. + sizeof(sd->splash_add_range)
  1526. + sizeof(sd->add_steal_rate)
  1527. + sizeof(sd->hp_loss_value)
  1528. + sizeof(sd->sp_loss_value)
  1529. + sizeof(sd->hp_loss_type)
  1530. + sizeof(sd->hp_gain_value)
  1531. + sizeof(sd->sp_gain_value)
  1532. + sizeof(sd->sp_vanish_rate)
  1533. + sizeof(sd->sp_vanish_per)
  1534. + sizeof(sd->add_drop_count)
  1535. + sizeof(sd->unbreakable)
  1536. + sizeof(sd->unbreakable_equip)
  1537. + sizeof(sd->unstripable_equip)
  1538. + sizeof(sd->add_def_count)
  1539. + sizeof(sd->add_mdef_count)
  1540. + sizeof(sd->add_dmg_count)
  1541. + sizeof(sd->add_mdmg_count)
  1542. );
  1543. // Parse equipment.
  1544. for(i=0;i<EQI_MAX-1;i++) {
  1545. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1546. if(index < 0)
  1547. continue;
  1548. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1549. continue;
  1550. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1551. continue;
  1552. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1553. continue;
  1554. if(!sd->inventory_data[index])
  1555. continue;
  1556. status->def += sd->inventory_data[index]->def;
  1557. if(first&1 && sd->inventory_data[index]->equip_script)
  1558. { //Execute equip-script on login
  1559. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1560. if (!calculating)
  1561. return 1;
  1562. }
  1563. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1564. int r,wlv = sd->inventory_data[index]->wlv;
  1565. struct weapon_data *wd;
  1566. struct weapon_atk *wa;
  1567. if (wlv >= MAX_REFINE_BONUS)
  1568. wlv = MAX_REFINE_BONUS - 1;
  1569. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1570. wd = &sd->left_weapon; // Left-hand weapon
  1571. wa = status->lhw;
  1572. } else {
  1573. wd = &sd->right_weapon;
  1574. wa = &status->rhw;
  1575. }
  1576. wa->atk += sd->inventory_data[index]->atk;
  1577. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1578. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1579. wd->overrefine = r*refinebonus[wlv][1];
  1580. wa->range += sd->inventory_data[index]->range;
  1581. if(sd->inventory_data[index]->script) {
  1582. if (wd == &sd->left_weapon) {
  1583. sd->state.lr_flag = 1;
  1584. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1585. sd->state.lr_flag = 0;
  1586. } else
  1587. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1588. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1589. return 1;
  1590. }
  1591. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1592. { // Forged weapon
  1593. wd->star += (sd->status.inventory[index].card[1]>>8);
  1594. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1595. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1596. wd->star += 10;
  1597. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1598. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1599. }
  1600. }
  1601. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1602. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1603. if(sd->inventory_data[index]->script) {
  1604. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1605. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1606. return 1;
  1607. }
  1608. }
  1609. }
  1610. if(sd->equip_index[EQI_AMMO] >= 0){
  1611. index = sd->equip_index[EQI_AMMO];
  1612. if(sd->inventory_data[index]){ // Arrows
  1613. sd->arrow_atk += sd->inventory_data[index]->atk;
  1614. sd->state.lr_flag = 2;
  1615. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1616. sd->state.lr_flag = 0;
  1617. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1618. return 1;
  1619. }
  1620. }
  1621. //Store equipment script bonuses
  1622. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1623. malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1624. status->def += (refinedef+50)/100;
  1625. //Parse Cards
  1626. for(i=0;i<EQI_MAX-1;i++) {
  1627. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1628. if(index < 0)
  1629. continue;
  1630. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1631. continue;
  1632. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1633. continue;
  1634. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1635. continue;
  1636. if(sd->inventory_data[index]) {
  1637. int j,c;
  1638. struct item_data *data;
  1639. //Card script execution.
  1640. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1641. continue;
  1642. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1643. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1644. if(!c)
  1645. continue;
  1646. data = itemdb_exists(c);
  1647. if(!data)
  1648. continue;
  1649. if(first&1 && data->equip_script)
  1650. { //Execute equip-script on login
  1651. run_script(data->equip_script,0,sd->bl.id,0);
  1652. if (!calculating)
  1653. return 1;
  1654. }
  1655. if(!data->script)
  1656. continue;
  1657. if(data->flag.no_equip) { //Card restriction checks.
  1658. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1659. continue;
  1660. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1661. continue;
  1662. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1663. continue;
  1664. }
  1665. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1666. { //Left hand status.
  1667. sd->state.lr_flag = 1;
  1668. run_script(data->script,0,sd->bl.id,0);
  1669. sd->state.lr_flag = 0;
  1670. } else
  1671. run_script(data->script,0,sd->bl.id,0);
  1672. if (!calculating) //Abort, run_script his function. [Skotlex]
  1673. return 1;
  1674. }
  1675. }
  1676. }
  1677. if(sd->pd && battle_config.pet_status_support)
  1678. { // Pet
  1679. struct pet_data *pd=sd->pd;
  1680. if(pd && pd->pet.intimate > 0 &&
  1681. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1682. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1683. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1684. }
  1685. //param_bonus now holds card bonuses.
  1686. if(status->rhw.range < 1) status->rhw.range = 1;
  1687. if(status->lhw->range < 1) status->lhw->range = 1;
  1688. if(status->rhw.range < status->lhw->range)
  1689. status->rhw.range = status->lhw->range;
  1690. sd->double_rate += sd->double_add_rate;
  1691. sd->perfect_hit += sd->perfect_hit_add;
  1692. sd->splash_range += sd->splash_add_range;
  1693. if(sd->aspd_add_rate)
  1694. status->aspd_rate += 10*sd->aspd_add_rate;
  1695. if(sd->speed_add_rate)
  1696. sd->speed_rate += sd->speed_add_rate;
  1697. // Damage modifiers from weapon type
  1698. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1699. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1700. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1701. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1702. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1703. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1704. if(pc_isriding(sd) &&
  1705. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1706. { //When Riding with spear, damage modifier to mid-class becomes
  1707. //same as versus large size.
  1708. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1709. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1710. }
  1711. // ----- STATS CALCULATION -----
  1712. // Job bonuses
  1713. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1714. if(!job_bonus[sd->status.class_][i])
  1715. continue;
  1716. switch(job_bonus[sd->status.class_][i]) {
  1717. case 1:
  1718. status->str++;
  1719. break;
  1720. case 2:
  1721. status->agi++;
  1722. break;
  1723. case 3:
  1724. status->vit++;
  1725. break;
  1726. case 4:
  1727. status->int_++;
  1728. break;
  1729. case 5:
  1730. status->dex++;
  1731. break;
  1732. case 6:
  1733. status->luk++;
  1734. break;
  1735. }
  1736. }
  1737. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1738. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1739. status->str += 10;
  1740. status->agi += 10;
  1741. status->vit += 10;
  1742. status->int_+= 10;
  1743. status->dex += 10;
  1744. status->luk += 10;
  1745. }
  1746. // Absolute modifiers from passive skills
  1747. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1748. status->str++;
  1749. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1750. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1751. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1752. status->dex += skill;
  1753. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1754. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1755. status->str = cap_value(i,0,USHRT_MAX);
  1756. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1757. status->agi = cap_value(i,0,USHRT_MAX);
  1758. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1759. status->vit = cap_value(i,0,USHRT_MAX);
  1760. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1761. status->int_ = cap_value(i,0,USHRT_MAX);
  1762. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1763. status->dex = cap_value(i,0,USHRT_MAX);
  1764. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1765. status->luk = cap_value(i,0,USHRT_MAX);
  1766. // ------ BASE ATTACK CALCULATION ------
  1767. // Base batk value is set on status_calc_misc
  1768. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1769. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1770. status->batk += sd->weapon_atk[sd->status.weapon];
  1771. // Absolute modifiers from passive skills
  1772. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1773. status->batk += 4;
  1774. // ----- HP MAX CALCULATION -----
  1775. // Basic MaxHP value
  1776. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1777. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1778. status->max_hp += sd->status.max_hp;
  1779. // Absolute modifiers from passive skills
  1780. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1781. status->max_hp += skill*200;
  1782. // Apply relative modifiers from equipment
  1783. if(sd->hprate < 0)
  1784. sd->hprate = 0;
  1785. if(sd->hprate!=100)
  1786. status->max_hp = status->max_hp * sd->hprate/100;
  1787. if(battle_config.hp_rate != 100)
  1788. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1789. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1790. status->max_hp = battle_config.max_hp;
  1791. else if(!status->max_hp)
  1792. status->max_hp = 1;
  1793. // ----- SP MAX CALCULATION -----
  1794. // Basic MaxSP value
  1795. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1796. status->max_sp += sd->status.max_sp;
  1797. // Absolute modifiers from passive skills
  1798. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1799. status->max_sp += 30*skill;
  1800. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1801. status->max_sp += status->max_sp * skill/100;
  1802. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1803. status->max_sp += status->max_sp * 2*skill/100;
  1804. // Apply relative modifiers from equipment
  1805. if(sd->sprate < 0)
  1806. sd->sprate = 0;
  1807. if(sd->sprate!=100)
  1808. status->max_sp = status->max_sp * sd->sprate/100;
  1809. if(battle_config.sp_rate != 100)
  1810. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1811. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1812. status->max_sp = battle_config.max_sp;
  1813. else if(!status->max_sp)
  1814. status->max_sp = 1;
  1815. // ----- RESPAWN HP/SP -----
  1816. //
  1817. //Calc respawn hp and store it on base_status
  1818. if (sd->special_state.restart_full_recover)
  1819. {
  1820. status->hp = status->max_hp;
  1821. status->sp = status->max_sp;
  1822. } else {
  1823. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1824. && battle_config.restart_hp_rate < 50)
  1825. status->hp=status->max_hp>>1;
  1826. else
  1827. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1828. if(!status->hp)
  1829. status->hp = 1;
  1830. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1831. }
  1832. // ----- MISC CALCULATION -----
  1833. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1834. //Equipment modifiers for misc settings
  1835. if(sd->matk_rate < 0)
  1836. sd->matk_rate = 0;
  1837. if(sd->matk_rate != 100){
  1838. status->matk_max = status->matk_max * sd->matk_rate/100;
  1839. status->matk_min = status->matk_min * sd->matk_rate/100;
  1840. }
  1841. if(sd->hit_rate < 0)
  1842. sd->hit_rate = 0;
  1843. if(sd->hit_rate != 100)
  1844. status->hit = status->hit * sd->hit_rate/100;
  1845. if(sd->flee_rate < 0)
  1846. sd->flee_rate = 0;
  1847. if(sd->flee_rate != 100)
  1848. status->flee = status->flee * sd->flee_rate/100;
  1849. if(sd->def2_rate < 0)
  1850. sd->def2_rate = 0;
  1851. if(sd->def2_rate != 100)
  1852. status->def2 = status->def2 * sd->def2_rate/100;
  1853. if(sd->mdef2_rate < 0)
  1854. sd->mdef2_rate = 0;
  1855. if(sd->mdef2_rate != 100)
  1856. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1857. if(sd->critical_rate < 0)
  1858. sd->critical_rate = 0;
  1859. if(sd->critical_rate != 100)
  1860. status->cri = status->cri * sd->critical_rate/100;
  1861. if(sd->flee2_rate < 0)
  1862. sd->flee2_rate = 0;
  1863. if(sd->flee2_rate != 100)
  1864. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1865. // ----- HIT CALCULATION -----
  1866. // Absolute modifiers from passive skills
  1867. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1868. status->hit += skill*2;
  1869. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1870. status->hit += skill;
  1871. if(sd->status.weapon == W_BOW)
  1872. status->rhw.range += skill;
  1873. }
  1874. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1875. {
  1876. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1877. status->hit += 2*skill;
  1878. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1879. status->hit += skill;
  1880. status->rhw.range += skill;
  1881. }
  1882. }
  1883. // ----- FLEE CALCULATION -----
  1884. // Absolute modifiers from passive skills
  1885. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1886. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1887. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1888. status->flee += (skill*3)>>1;
  1889. // ----- EQUIPMENT-DEF CALCULATION -----
  1890. // Apply relative modifiers from equipment
  1891. if(sd->def_rate < 0)
  1892. sd->def_rate = 0;
  1893. if(sd->def_rate != 100) {
  1894. i = status->def * sd->def_rate/100;
  1895. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1896. }
  1897. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1898. {
  1899. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1900. status->def = (unsigned char)battle_config.max_def;
  1901. }
  1902. // ----- EQUIPMENT-MDEF CALCULATION -----
  1903. // Apply relative modifiers from equipment
  1904. if(sd->mdef_rate < 0)
  1905. sd->mdef_rate = 0;
  1906. if(sd->mdef_rate != 100) {
  1907. i = status->mdef * sd->mdef_rate/100;
  1908. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1909. }
  1910. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1911. {
  1912. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1913. status->mdef = (signed char)battle_config.max_def;
  1914. }
  1915. // ----- WALKING SPEED CALCULATION -----
  1916. if(sd->speed_rate < 0)
  1917. sd->speed_rate = 0;
  1918. if(sd->speed_rate != 100)
  1919. status->speed = status->speed*sd->speed_rate/100;
  1920. // Relative modifiers from passive skills
  1921. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1922. status->speed -= status->speed * skill/100;
  1923. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1924. status->speed -= status->speed * 25/100;
  1925. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1926. status->speed += status->speed * (100-10*skill)/100;
  1927. if(status->speed < battle_config.max_walk_speed)
  1928. status->speed = battle_config.max_walk_speed;
  1929. // ----- ASPD CALCULATION -----
  1930. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1931. // Basic ASPD value
  1932. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1933. i = (1000 -4*status->agi -status->dex)
  1934. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1935. else
  1936. i = ((
  1937. (1000 -4*status->agi -status->dex)
  1938. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1939. )+(
  1940. (1000 -4*status->agi -status->dex)
  1941. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1942. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1943. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1944. // Relative modifiers from passive skills
  1945. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1946. status->aspd_rate -= 5*skill;
  1947. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1948. status->aspd_rate -= 30*skill;
  1949. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1950. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1951. status->aspd_rate -= ((skill+1)/2) * 10;
  1952. if(pc_isriding(sd))
  1953. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1954. status->adelay = 2*status->amotion;
  1955. // ----- DMOTION -----
  1956. //
  1957. i = 800-status->agi*4;
  1958. status->dmotion = cap_value(i, 400, 800);
  1959. if(battle_config.pc_damage_delay_rate != 100)
  1960. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1961. // ----- MISC CALCULATIONS -----
  1962. // Weight
  1963. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1964. sd->max_weight += 2000*skill;
  1965. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1966. sd->max_weight += 10000;
  1967. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1968. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1969. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1970. sd->regen.state.walk = 1;
  1971. else
  1972. sd->regen.state.walk = 0;
  1973. // Skill SP cost
  1974. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1975. sd->dsprate -= 4*skill;
  1976. if(sd->sc.count){
  1977. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1978. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1979. }
  1980. //Underflow protections.
  1981. if(sd->dsprate < 0)
  1982. sd->dsprate = 0;
  1983. if(sd->castrate < 0)
  1984. sd->castrate = 0;
  1985. if(sd->delayrate < 0)
  1986. sd->delayrate = 0;
  1987. if(sd->hprecov_rate < 0)
  1988. sd->hprecov_rate = 0;
  1989. if(sd->sprecov_rate < 0)
  1990. sd->sprecov_rate = 0;
  1991. // Anti-element and anti-race
  1992. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1993. sd->subele[6] += skill*5;
  1994. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1995. sd->subele[0] += skill;
  1996. sd->subele[3] += skill*4;
  1997. }
  1998. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1999. skill = skill*4;
  2000. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2001. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2002. sd->magic_addrace[RC_DRAGON]+=skill;
  2003. sd->subrace[RC_DRAGON]+=skill;
  2004. }
  2005. if(sd->sc.count){
  2006. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  2007. { //Update the card-bonus data
  2008. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  2009. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  2010. }
  2011. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  2012. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  2013. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  2014. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  2015. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  2016. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  2017. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  2018. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  2019. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  2020. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  2021. }
  2022. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  2023. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  2024. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  2025. }
  2026. }
  2027. status_cpy(&sd->battle_status, status);
  2028. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2029. status = &sd->battle_status; //Need to compare versus this.
  2030. // ----- CLIENT-SIDE REFRESH -----
  2031. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2032. clif_skillinfoblock(sd);
  2033. if(b_status.speed != status->speed)
  2034. clif_updatestatus(sd,SP_SPEED);
  2035. if(b_weight != sd->weight)
  2036. clif_updatestatus(sd,SP_WEIGHT);
  2037. if(b_max_weight != sd->max_weight) {
  2038. clif_updatestatus(sd,SP_MAXWEIGHT);
  2039. pc_checkweighticon(sd);
  2040. }
  2041. if(b_status.str != status->str)
  2042. clif_updatestatus(sd,SP_STR);
  2043. if(b_status.agi != status->agi)
  2044. clif_updatestatus(sd,SP_AGI);
  2045. if(b_status.vit != status->vit)
  2046. clif_updatestatus(sd,SP_VIT);
  2047. if(b_status.int_ != status->int_)
  2048. clif_updatestatus(sd,SP_INT);
  2049. if(b_status.dex != status->dex)
  2050. clif_updatestatus(sd,SP_DEX);
  2051. if(b_status.luk != status->luk)
  2052. clif_updatestatus(sd,SP_LUK);
  2053. if(b_status.hit != status->hit)
  2054. clif_updatestatus(sd,SP_HIT);
  2055. if(b_status.flee != status->flee)
  2056. clif_updatestatus(sd,SP_FLEE1);
  2057. if(b_status.amotion != status->amotion)
  2058. clif_updatestatus(sd,SP_ASPD);
  2059. if(b_status.rhw.atk != status->rhw.atk ||
  2060. b_status.lhw->atk != status->lhw->atk ||
  2061. b_status.batk != status->batk)
  2062. clif_updatestatus(sd,SP_ATK1);
  2063. if(b_status.def != status->def)
  2064. clif_updatestatus(sd,SP_DEF1);
  2065. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2066. b_status.lhw->atk2 != status->lhw->atk2)
  2067. clif_updatestatus(sd,SP_ATK2);
  2068. if(b_status.def2 != status->def2)
  2069. clif_updatestatus(sd,SP_DEF2);
  2070. if(b_status.flee2 != status->flee2)
  2071. clif_updatestatus(sd,SP_FLEE2);
  2072. if(b_status.cri != status->cri)
  2073. clif_updatestatus(sd,SP_CRITICAL);
  2074. if(b_status.matk_max != status->matk_max)
  2075. clif_updatestatus(sd,SP_MATK1);
  2076. if(b_status.matk_min != status->matk_min)
  2077. clif_updatestatus(sd,SP_MATK2);
  2078. if(b_status.mdef != status->mdef)
  2079. clif_updatestatus(sd,SP_MDEF1);
  2080. if(b_status.mdef2 != status->mdef2)
  2081. clif_updatestatus(sd,SP_MDEF2);
  2082. if(b_status.rhw.range != status->rhw.range)
  2083. clif_updatestatus(sd,SP_ATTACKRANGE);
  2084. if(b_status.max_hp != status->max_hp)
  2085. clif_updatestatus(sd,SP_MAXHP);
  2086. if(b_status.max_sp != status->max_sp)
  2087. clif_updatestatus(sd,SP_MAXSP);
  2088. if(b_status.hp != status->hp)
  2089. clif_updatestatus(sd,SP_HP);
  2090. if(b_status.sp != status->sp)
  2091. clif_updatestatus(sd,SP_SP);
  2092. calculating = 0;
  2093. return 0;
  2094. }
  2095. int status_calc_homunculus(struct homun_data *hd, int first)
  2096. {
  2097. struct status_data b_status, *status;
  2098. struct s_homunculus *hom;
  2099. int skill;
  2100. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2101. hom = &hd->homunculus;
  2102. status = &hd->base_status;
  2103. status->str = hom->str / 10;
  2104. status->agi = hom->agi / 10;
  2105. status->vit = hom->vit / 10;
  2106. status->dex = hom->dex / 10;
  2107. status->int_ = hom->int_ / 10;
  2108. status->luk = hom->luk / 10;
  2109. if (first) { //[orn]
  2110. status->def_ele = hd->homunculusDB->element;
  2111. status->ele_lv = 1;
  2112. status->race = hd->homunculusDB->race ;
  2113. status->size = hd->homunculusDB->size ;
  2114. status->rhw.range = 1 + status->size;
  2115. status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  2116. if (battle_config.slaves_inherit_speed && hd->master)
  2117. status->speed = status_get_speed(&hd->master->bl);
  2118. else
  2119. status->speed = DEFAULT_WALK_SPEED;
  2120. status->hp = 1;
  2121. status->sp = 1;
  2122. }
  2123. skill = hom->level/10 + status->vit/5;
  2124. status->def = cap_value(skill, 0, 99);
  2125. skill = hom->level/10 + status->int_/5;
  2126. status->mdef = cap_value(skill, 0, 99);
  2127. status->max_hp = hom->max_hp ;
  2128. status->max_sp = hom->max_sp ;
  2129. merc_hom_calc_skilltree(hd);
  2130. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2131. status->def += skill * 4;
  2132. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2133. {
  2134. status->int_ += 1 +skill/2 -skill/4 +skill/5;
  2135. status->str += 1 +2*(skill/3) +skill/4;
  2136. }
  2137. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2138. status->max_hp += skill * 2 * status->max_hp / 100;
  2139. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2140. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2141. if (first) {
  2142. hd->battle_status.hp = hom->hp ;
  2143. hd->battle_status.sp = hom->sp ;
  2144. }
  2145. status->rhw.atk = status->dex;
  2146. status->rhw.atk2 = status->str + hom->level;
  2147. status->aspd_rate = 1000;
  2148. skill = (1000 -4*status->agi -status->dex)
  2149. *hd->homunculusDB->baseASPD/1000;
  2150. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2151. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2152. status_calc_misc(&hd->bl, status, hom->level);
  2153. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2154. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2155. clif_hominfo(hd->master,hd,0) ;
  2156. return 1;
  2157. }
  2158. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2159. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2160. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2161. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2162. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2163. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2164. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2165. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2166. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2167. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2168. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2169. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2170. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2171. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2172. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2173. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2174. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2175. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2176. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2177. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2178. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2179. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2180. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2181. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2182. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2183. //Calculates base regen values.
  2184. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2185. {
  2186. struct map_session_data *sd;
  2187. int val, skill;
  2188. if (!(bl->type&BL_REGEN) || !regen)
  2189. return;
  2190. BL_CAST(BL_PC,bl,sd);
  2191. val = 1 + (status->vit/5) + (status->max_hp/200);
  2192. if (sd && sd->hprecov_rate != 100)
  2193. val = val*sd->hprecov_rate/100;
  2194. regen->hp = cap_value(val, 1, SHRT_MAX);
  2195. val = 1 + (status->int_/6) + (status->max_sp/100);
  2196. if(status->int_ >= 120)
  2197. val += ((status->int_-120)>>1) + 4;
  2198. if(sd && sd->sprecov_rate != 100)
  2199. val = val*sd->sprecov_rate/100;
  2200. regen->sp = cap_value(val, 1, SHRT_MAX);
  2201. if(sd)
  2202. {
  2203. struct regen_data_sub *sregen;
  2204. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2205. {
  2206. val = regen->sp*(100+3*skill)/100;
  2207. regen->sp = cap_value(val, 1, SHRT_MAX);
  2208. }
  2209. //Only players have skill/sitting skill regen for now.
  2210. sregen = regen->sregen;
  2211. val = 0;
  2212. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2213. val += skill*5 + (status->max_hp*skill/500);
  2214. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2215. val = 0;
  2216. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2217. val += skill*3 + (status->max_sp*skill/500);
  2218. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2219. val += skill*3 + (status->max_sp*skill/500);
  2220. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2221. // Skill-related recovery (only when sit)
  2222. sregen = regen->ssregen;
  2223. val = 0;
  2224. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2225. val += skill*4 + (status->max_hp*skill/500);
  2226. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2227. val += skill*30 + (status->max_hp*skill/500);
  2228. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2229. val = 0;
  2230. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2231. {
  2232. val += skill*3 + (status->max_sp*skill/500);
  2233. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2234. val += (30+10*skill)*val/100;
  2235. }
  2236. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2237. val += skill*2 + (status->max_sp*skill/500);
  2238. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2239. }
  2240. if(bl->type==BL_HOM)
  2241. {
  2242. struct homun_data *hd = (TBL_HOM*)bl;
  2243. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2244. {
  2245. val = regen->hp*(100+5*skill)/100;
  2246. regen->hp = cap_value(val, 1, SHRT_MAX);
  2247. }
  2248. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2249. {
  2250. val = regen->sp*(100+3*skill)/100;
  2251. regen->sp = cap_value(val, 1, SHRT_MAX);
  2252. }
  2253. }
  2254. }
  2255. //Calculates SC related regen rates.
  2256. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2257. {
  2258. if (!(bl->type&BL_REGEN) || !regen)
  2259. return;
  2260. regen->flag = RGN_HP|RGN_SP;
  2261. if(regen->sregen)
  2262. {
  2263. if (regen->sregen->hp)
  2264. regen->flag|=RGN_SHP;
  2265. if (regen->sregen->sp)
  2266. regen->flag|=RGN_SSP;
  2267. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2268. }
  2269. if (regen->ssregen)
  2270. {
  2271. if (regen->ssregen->hp)
  2272. regen->flag|=RGN_SHP;
  2273. if (regen->ssregen->sp)
  2274. regen->flag|=RGN_SSP;
  2275. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2276. }
  2277. regen->rate.hp = regen->rate.sp = 1;
  2278. if (!sc || !sc->count)
  2279. return;
  2280. if (
  2281. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2282. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2283. || sc->data[SC_BERSERK].timer != -1
  2284. || sc->data[SC_TRICKDEAD].timer != -1
  2285. || sc->data[SC_BLEEDING].timer != -1
  2286. ) //No regen
  2287. regen->flag = 0;
  2288. if (
  2289. sc->data[SC_EXTREMITYFIST].timer != -1
  2290. || sc->data[SC_DANCING].timer != -1
  2291. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2292. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2293. ) //No natural SP regen
  2294. regen->flag &=~RGN_SP;
  2295. if(
  2296. sc->data[SC_TENSIONRELAX].timer!=-1
  2297. ) {
  2298. regen->rate.hp += 2;
  2299. if (regen->sregen)
  2300. regen->sregen->rate.hp += 3;
  2301. }
  2302. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2303. {
  2304. regen->rate.hp += 1;
  2305. regen->rate.sp += 1;
  2306. }
  2307. if (sc->data[SC_REGENERATION].timer != -1)
  2308. {
  2309. if (!sc->data[SC_REGENERATION].val4)
  2310. {
  2311. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2312. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2313. } else
  2314. regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
  2315. }
  2316. }
  2317. //Calculates some attributes that depends on modified stats from status changes.
  2318. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2319. {
  2320. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2321. int skill;
  2322. if(flag&(SCB_MAXHP|SCB_VIT))
  2323. {
  2324. flag|=SCB_MAXHP; //Ensures client-side refresh
  2325. status->max_hp = status_base_pc_maxhp(sd,status);
  2326. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2327. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2328. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2329. status->max_hp = battle_config.max_hp;
  2330. else if(!status->max_hp)
  2331. status->max_hp = 1;
  2332. if(status->hp > status->max_hp) {
  2333. status->hp = status->max_hp;
  2334. clif_updatestatus(sd,SP_HP);
  2335. }
  2336. }
  2337. if(flag&(SCB_MAXSP|SCB_INT))
  2338. {
  2339. flag|=SCB_MAXSP;
  2340. status->max_sp = status_base_pc_maxsp(sd,status);
  2341. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2342. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2343. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2344. status->max_sp = battle_config.max_sp;
  2345. else if(!status->max_sp)
  2346. status->max_sp = 1;
  2347. if(status->sp > status->max_sp) {
  2348. status->sp = status->max_sp;
  2349. clif_updatestatus(sd,SP_SP);
  2350. }
  2351. }
  2352. if(flag&SCB_MATK) {
  2353. //New matk
  2354. status->matk_min = status_base_matk_min(status);
  2355. status->matk_max = status_base_matk_max(status);
  2356. //Bonuses from previous matk
  2357. status->matk_max += b_status->matk_max - status_base_matk_max(b_status);
  2358. status->matk_min += b_status->matk_min - status_base_matk_min(b_status);
  2359. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2360. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2361. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2362. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2363. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2364. }
  2365. }
  2366. if(flag&SCB_SPEED) {
  2367. if(status->speed < battle_config.max_walk_speed)
  2368. status->speed = battle_config.max_walk_speed;
  2369. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2370. //Store casting walk speed for quick restoration. [Skotlex]
  2371. sd->prev_speed = status->speed * (175-5*skill)/100;
  2372. if(sd->ud.skilltimer != -1) { //Swap speed.
  2373. skill = status->speed;
  2374. status->speed = sd->prev_speed;
  2375. sd->prev_speed = skill;
  2376. }
  2377. }
  2378. }
  2379. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2380. flag|=SCB_ASPD;
  2381. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2382. skill = (1000 -4*status->agi -status->dex)
  2383. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2384. else
  2385. skill = ((
  2386. (1000 -4*status->agi -status->dex)
  2387. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2388. )+(
  2389. (1000 -4*status->agi -status->dex)
  2390. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2391. )) *2/3;
  2392. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2393. // Apply all relative modifiers
  2394. if(status->aspd_rate != 1000)
  2395. skill = skill *status->aspd_rate/1000;
  2396. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2397. status->adelay = 2*status->amotion;
  2398. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2399. //Store casting adelay for quick restoration. [Skotlex]
  2400. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2401. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2402. skill = status->adelay;
  2403. status->adelay = sd->prev_adelay;
  2404. sd->prev_adelay = skill;
  2405. }
  2406. }
  2407. }
  2408. if(flag&(SCB_AGI|SCB_DSPD)) {
  2409. if (b_status->agi == status->agi)
  2410. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2411. else {
  2412. skill = 800-status->agi*4;
  2413. status->dmotion = cap_value(skill, 400, 800);
  2414. if(battle_config.pc_damage_delay_rate != 100)
  2415. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2416. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2417. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2418. }
  2419. }
  2420. if(flag&SCB_SPEED) {
  2421. clif_updatestatus(sd,SP_SPEED);
  2422. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2423. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2424. }
  2425. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2426. status_calc_regen(&sd->bl, status, &sd->regen);
  2427. if(flag&SCB_REGEN)
  2428. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2429. if (flag == SCB_ALL)
  2430. return; //Refresh is done on invoking function (status_calc_pc)
  2431. if(flag&SCB_STR)
  2432. clif_updatestatus(sd,SP_STR);
  2433. if(flag&SCB_AGI)
  2434. clif_updatestatus(sd,SP_AGI);
  2435. if(flag&SCB_VIT)
  2436. clif_updatestatus(sd,SP_VIT);
  2437. if(flag&SCB_INT)
  2438. clif_updatestatus(sd,SP_INT);
  2439. if(flag&SCB_DEX)
  2440. clif_updatestatus(sd,SP_DEX);
  2441. if(flag&SCB_LUK)
  2442. clif_updatestatus(sd,SP_LUK);
  2443. if(flag&SCB_HIT)
  2444. clif_updatestatus(sd,SP_HIT);
  2445. if(flag&SCB_FLEE)
  2446. clif_updatestatus(sd,SP_FLEE1);
  2447. if(flag&SCB_ASPD)
  2448. clif_updatestatus(sd,SP_ASPD);
  2449. if(flag&(SCB_BATK|SCB_WATK))
  2450. clif_updatestatus(sd,SP_ATK1);
  2451. if(flag&SCB_DEF)
  2452. clif_updatestatus(sd,SP_DEF1);
  2453. if(flag&SCB_WATK)
  2454. clif_updatestatus(sd,SP_ATK2);
  2455. if(flag&SCB_DEF2)
  2456. clif_updatestatus(sd,SP_DEF2);
  2457. if(flag&SCB_FLEE2)
  2458. clif_updatestatus(sd,SP_FLEE2);
  2459. if(flag&SCB_CRI)
  2460. clif_updatestatus(sd,SP_CRITICAL);
  2461. if(flag&SCB_MATK) {
  2462. clif_updatestatus(sd,SP_MATK1);
  2463. clif_updatestatus(sd,SP_MATK2);
  2464. }
  2465. if(flag&SCB_MDEF)
  2466. clif_updatestatus(sd,SP_MDEF1);
  2467. if(flag&SCB_MDEF2)
  2468. clif_updatestatus(sd,SP_MDEF2);
  2469. if(flag&SCB_RANGE)
  2470. clif_updatestatus(sd,SP_ATTACKRANGE);
  2471. if(flag&SCB_MAXHP)
  2472. clif_updatestatus(sd,SP_MAXHP);
  2473. if(flag&SCB_MAXSP)
  2474. clif_updatestatus(sd,SP_MAXSP);
  2475. }
  2476. //Calculates some attributes that depends on modified stats from status changes.
  2477. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2478. {
  2479. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2480. int skill = 0;
  2481. if(flag&(SCB_MAXHP|SCB_VIT))
  2482. {
  2483. flag|=SCB_MAXHP; //Ensures client-side refresh
  2484. // Apply relative modifiers from equipment
  2485. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2486. status->max_hp = battle_config.max_hp;
  2487. else if(!status->max_hp)
  2488. status->max_hp = 1;
  2489. if(status->hp > status->max_hp)
  2490. status->hp = status->max_hp;
  2491. }
  2492. if(flag&SCB_VIT)
  2493. {
  2494. flag|=SCB_DEF;
  2495. status->def += (status->vit/5 - b_status->vit/5);
  2496. }
  2497. if(flag&(SCB_MAXSP|SCB_INT))
  2498. {
  2499. flag|=SCB_MAXSP;
  2500. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2501. status->max_sp = battle_config.max_sp;
  2502. else if(!status->max_sp)
  2503. status->max_sp = 1;
  2504. if(status->sp > status->max_sp)
  2505. status->sp = status->max_sp;
  2506. }
  2507. if(flag&SCB_SPEED)
  2508. {
  2509. if (battle_config.slaves_inherit_speed && hd->master)
  2510. status->speed = status_get_speed(&hd->master->bl);
  2511. else
  2512. status->speed = DEFAULT_WALK_SPEED;
  2513. }
  2514. if(flag&SCB_INT) {
  2515. flag|=SCB_MDEF;
  2516. status->mdef += (status->int_/5 - b_status->int_/5);
  2517. }
  2518. if(flag&SCB_DEX) {
  2519. flag |=SCB_WATK;
  2520. status->rhw.atk += (status->dex - b_status->dex);
  2521. }
  2522. if(flag&SCB_STR) {
  2523. flag |=SCB_WATK;
  2524. status->rhw.atk += (status->str - b_status->str);
  2525. }
  2526. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2527. status->rhw.atk2 = status->rhw.atk;
  2528. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2529. flag|=SCB_ASPD;
  2530. skill = (1000 -4*status->agi -status->dex)
  2531. *hd->homunculusDB->baseASPD/1000;
  2532. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2533. if(status->aspd_rate != 1000)
  2534. skill = skill*status->aspd_rate/1000;
  2535. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2536. status->adelay = 2*status->amotion;
  2537. }
  2538. if(flag&(SCB_AGI|SCB_DSPD)) {
  2539. skill = 800-status->agi*4;
  2540. status->dmotion = cap_value(skill, 400, 800);
  2541. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2542. }
  2543. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2544. status_calc_regen(&hd->bl, status, &hd->regen);
  2545. if(flag&SCB_REGEN)
  2546. status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
  2547. if (flag == SCB_ALL)
  2548. return; //Refresh is done on invoking function (status_calc_hom)
  2549. if (hd->master && flag&(
  2550. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2551. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2552. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2553. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2554. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2555. )
  2556. clif_hominfo(hd->master,hd,0);
  2557. }
  2558. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2559. {
  2560. struct status_data *b_status, *status;
  2561. struct status_change *sc;
  2562. int temp;
  2563. TBL_PC *sd;
  2564. b_status = status_get_base_status(bl);
  2565. status = status_get_status_data(bl);
  2566. sc = status_get_sc(bl);
  2567. if (!b_status || !status)
  2568. return;
  2569. BL_CAST(BL_PC,bl,sd);
  2570. if(sd && flag&SCB_PC)
  2571. { //Recalc everything.
  2572. status_calc_pc(sd,0);
  2573. return;
  2574. }
  2575. if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2576. status_cpy(status, b_status);
  2577. return;
  2578. }
  2579. if(flag&SCB_STR) {
  2580. status->str = status_calc_str(bl, sc, b_status->str);
  2581. flag|=SCB_BATK;
  2582. }
  2583. if(flag&SCB_AGI) {
  2584. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2585. flag|=SCB_FLEE;
  2586. }
  2587. if(flag&SCB_VIT) {
  2588. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2589. flag|=SCB_DEF2|SCB_MDEF2;
  2590. }
  2591. if(flag&SCB_INT) {
  2592. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2593. flag|=SCB_MATK|SCB_MDEF2;
  2594. }
  2595. if(flag&SCB_DEX) {
  2596. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2597. flag|=SCB_BATK|SCB_HIT;
  2598. }
  2599. if(flag&SCB_LUK) {
  2600. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2601. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2602. }
  2603. if(flag&SCB_BATK && b_status->batk) {
  2604. status->batk = status_base_atk(bl,status);
  2605. temp = b_status->batk - status_base_atk(bl,b_status);
  2606. if (temp)
  2607. status->batk += temp;
  2608. status->batk = status_calc_batk(bl, sc, status->batk);
  2609. }
  2610. if(flag&SCB_WATK) {
  2611. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2612. if (!sd) //Should not affect weapon refine bonus
  2613. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2614. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2615. if (sd) {
  2616. sd->state.lr_flag = 1;
  2617. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2618. sd->state.lr_flag = 0;
  2619. } else {
  2620. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2621. status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
  2622. }
  2623. }
  2624. }
  2625. if(flag&SCB_HIT) {
  2626. if (status->dex == b_status->dex)
  2627. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2628. else
  2629. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2630. }
  2631. if(flag&SCB_FLEE) {
  2632. if (status->agi == b_status->agi)
  2633. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2634. else
  2635. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2636. }
  2637. if(flag&SCB_DEF)
  2638. status->def = status_calc_def(bl, sc, b_status->def);
  2639. if(flag&SCB_DEF2) {
  2640. if (status->vit == b_status->vit)
  2641. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2642. else
  2643. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2644. }
  2645. if(flag&SCB_MDEF)
  2646. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2647. if(flag&SCB_MDEF2) {
  2648. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2649. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2650. else
  2651. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2652. }
  2653. if(flag&SCB_SPEED) {
  2654. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2655. if (!sd)
  2656. { //Player speed is updated on calc_bl_sub_pc
  2657. struct unit_data *ud = unit_bl2ud(bl);
  2658. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2659. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2660. }
  2661. }
  2662. if(flag&SCB_CRI && b_status->cri) {
  2663. if (status->luk == b_status->luk)
  2664. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2665. else
  2666. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2667. }
  2668. if(flag&SCB_FLEE2 && b_status->flee2) {
  2669. if (status->luk == b_status->luk)
  2670. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2671. else
  2672. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2673. }
  2674. if(flag&SCB_ATK_ELE) {
  2675. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2676. if(status->lhw && b_status->lhw) {
  2677. if (sd) sd->state.lr_flag = 1;
  2678. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2679. if (sd) sd->state.lr_flag = 0;
  2680. }
  2681. }
  2682. if(flag&SCB_DEF_ELE) {
  2683. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2684. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2685. }
  2686. if(flag&SCB_MODE)
  2687. {
  2688. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2689. //Since mode changed, reset their state.
  2690. if (!(status->mode&MD_CANATTACK))
  2691. unit_stop_attack(bl);
  2692. if (!(status->mode&MD_CANMOVE))
  2693. unit_stop_walking(bl,0);
  2694. }
  2695. // No status changes alter these yet.
  2696. // if(flag&SCB_SIZE)
  2697. // if(flag&SCB_RACE)
  2698. // if(flag&SCB_RANGE)
  2699. if(sd) {
  2700. //The remaining are handled quite different by players, so use their own function.
  2701. status_calc_bl_sub_pc(sd, flag);
  2702. return;
  2703. }
  2704. if(flag&SCB_MAXHP) {
  2705. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2706. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2707. status->hp = status->max_hp;
  2708. }
  2709. if(flag&SCB_MAXSP) {
  2710. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2711. if (status->sp > status->max_sp)
  2712. status->sp = status->max_sp;
  2713. }
  2714. if(flag&SCB_MATK) {
  2715. status->matk_min = status_base_matk_min(status);
  2716. status->matk_max = status_base_matk_max(status);
  2717. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2718. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2719. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2720. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2721. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2722. }
  2723. }
  2724. if(bl->type == BL_HOM) {
  2725. //The remaining are handled quite different by homunculus, so use their own function.
  2726. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2727. return;
  2728. }
  2729. if(flag&SCB_ASPD) {
  2730. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2731. temp = status->aspd_rate*b_status->amotion/1000;
  2732. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2733. temp = status->aspd_rate*b_status->adelay/1000;
  2734. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2735. }
  2736. if(flag&SCB_DSPD)
  2737. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2738. if(bl->type&BL_REGEN) {
  2739. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2740. status_calc_regen(bl, status, status_get_regen_data(bl));
  2741. if(flag&SCB_REGEN)
  2742. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2743. }
  2744. }
  2745. /*==========================================
  2746. * Apply shared stat mods from status changes [DracoRPG]
  2747. *------------------------------------------
  2748. */
  2749. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2750. {
  2751. if(!sc || !sc->count)
  2752. return cap_value(str,1,USHRT_MAX);
  2753. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2754. str += sc->data[SC_INCALLSTATUS].val1;
  2755. if(sc->data[SC_INCSTR].timer!=-1)
  2756. str += sc->data[SC_INCSTR].val1;
  2757. if(sc->data[SC_STRFOOD].timer!=-1)
  2758. str += sc->data[SC_STRFOOD].val1;
  2759. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2760. str += 5;
  2761. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2762. str += sc->data[SC_GUILDAURA].val3>>16;
  2763. if(sc->data[SC_LOUD].timer!=-1)
  2764. str += 4;
  2765. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2766. str += 5;
  2767. if(sc->data[SC_SPURT].timer!=-1)
  2768. str += 10;
  2769. if(sc->data[SC_NEN].timer!=-1)
  2770. str += sc->data[SC_NEN].val1;
  2771. if(sc->data[SC_BLESSING].timer != -1){
  2772. if(sc->data[SC_BLESSING].val2)
  2773. str += sc->data[SC_BLESSING].val2;
  2774. else
  2775. str >>= 1;
  2776. }
  2777. if(sc->data[SC_MARIONETTE].timer!=-1)
  2778. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2779. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2780. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2781. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2782. str = 50;
  2783. return cap_value(str,1,USHRT_MAX);
  2784. }
  2785. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2786. {
  2787. if(!sc || !sc->count)
  2788. return cap_value(agi,1,USHRT_MAX);
  2789. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2790. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2791. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2792. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2793. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2794. agi += sc->data[SC_INCALLSTATUS].val1;
  2795. if(sc->data[SC_INCAGI].timer!=-1)
  2796. agi += sc->data[SC_INCAGI].val1;
  2797. if(sc->data[SC_AGIFOOD].timer!=-1)
  2798. agi += sc->data[SC_AGIFOOD].val1;
  2799. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2800. agi += sc->data[SC_GUILDAURA].val4>>16;
  2801. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2802. agi += 5;
  2803. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2804. agi += sc->data[SC_INCREASEAGI].val2;
  2805. if(sc->data[SC_INCREASING].timer!=-1)
  2806. agi += 4; // added based on skill updates [Reddozen]
  2807. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2808. agi -= sc->data[SC_DECREASEAGI].val2;
  2809. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2810. agi -= sc->data[SC_QUAGMIRE].val2;
  2811. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  2812. agi -= sc->data[SC_SUITON].val2;
  2813. if(sc->data[SC_MARIONETTE].timer!=-1)
  2814. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2815. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2816. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2817. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2818. agi = 50;
  2819. return cap_value(agi,1,USHRT_MAX);
  2820. }
  2821. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2822. {
  2823. if(!sc || !sc->count)
  2824. return cap_value(vit,1,USHRT_MAX);
  2825. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2826. vit += sc->data[SC_INCALLSTATUS].val1;
  2827. if(sc->data[SC_INCVIT].timer!=-1)
  2828. vit += sc->data[SC_INCVIT].val1;
  2829. if(sc->data[SC_VITFOOD].timer!=-1)
  2830. vit += sc->data[SC_VITFOOD].val1;
  2831. if(sc->data[SC_CHANGE].timer!=-1)
  2832. vit += sc->data[SC_CHANGE].val2;
  2833. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2834. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2835. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2836. vit += 5;
  2837. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2838. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2839. if(sc->data[SC_MARIONETTE].timer!=-1)
  2840. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2841. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2842. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2843. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2844. vit = 50;
  2845. return cap_value(vit,1,USHRT_MAX);
  2846. }
  2847. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2848. {
  2849. if(!sc || !sc->count)
  2850. return cap_value(int_,1,USHRT_MAX);
  2851. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2852. int_ += sc->data[SC_INCALLSTATUS].val1;
  2853. if(sc->data[SC_INCINT].timer!=-1)
  2854. int_ += sc->data[SC_INCINT].val1;
  2855. if(sc->data[SC_INTFOOD].timer!=-1)
  2856. int_ += sc->data[SC_INTFOOD].val1;
  2857. if(sc->data[SC_CHANGE].timer!=-1)
  2858. int_ += sc->data[SC_CHANGE].val3;
  2859. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2860. int_ += 5;
  2861. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2862. int_ += 5;
  2863. if(sc->data[SC_BLESSING].timer != -1){
  2864. if (sc->data[SC_BLESSING].val2)
  2865. int_ += sc->data[SC_BLESSING].val2;
  2866. else
  2867. int_ >>= 1;
  2868. }
  2869. if(sc->data[SC_STRIPHELM].timer!=-1)
  2870. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2871. if(sc->data[SC_NEN].timer!=-1)
  2872. int_ += sc->data[SC_NEN].val1;
  2873. if(sc->data[SC_MARIONETTE].timer!=-1)
  2874. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2875. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2876. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2877. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2878. int_ = 50;
  2879. return cap_value(int_,1,USHRT_MAX);
  2880. }
  2881. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2882. {
  2883. if(!sc || !sc->count)
  2884. return cap_value(dex,1,USHRT_MAX);
  2885. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2886. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2887. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2888. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2889. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2890. dex += sc->data[SC_INCALLSTATUS].val1;
  2891. if(sc->data[SC_INCDEX].timer!=-1)
  2892. dex += sc->data[SC_INCDEX].val1;
  2893. if(sc->data[SC_DEXFOOD].timer!=-1)
  2894. dex += sc->data[SC_DEXFOOD].val1;
  2895. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2896. dex += 5;
  2897. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2898. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2899. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2900. dex += 5;
  2901. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2902. dex -= sc->data[SC_QUAGMIRE].val2;
  2903. if(sc->data[SC_BLESSING].timer != -1){
  2904. if (sc->data[SC_BLESSING].val2)
  2905. dex += sc->data[SC_BLESSING].val2;
  2906. else
  2907. dex >>= 1;
  2908. }
  2909. if(sc->data[SC_INCREASING].timer!=-1)
  2910. dex += 4; // added based on skill updates [Reddozen]
  2911. if(sc->data[SC_MARIONETTE].timer!=-1)
  2912. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2913. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2914. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2915. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2916. dex = 50;
  2917. return cap_value(dex,1,USHRT_MAX);
  2918. }
  2919. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2920. {
  2921. if(!sc || !sc->count)
  2922. return cap_value(luk,1,USHRT_MAX);
  2923. if(sc->data[SC_CURSE].timer!=-1)
  2924. return 0;
  2925. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2926. luk += sc->data[SC_INCALLSTATUS].val1;
  2927. if(sc->data[SC_INCLUK].timer!=-1)
  2928. luk += sc->data[SC_INCLUK].val1;
  2929. if(sc->data[SC_LUKFOOD].timer!=-1)
  2930. luk += sc->data[SC_LUKFOOD].val1;
  2931. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2932. luk += 5;
  2933. if(sc->data[SC_GLORIA].timer!=-1)
  2934. luk += 30;
  2935. if(sc->data[SC_MARIONETTE].timer!=-1)
  2936. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2937. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2938. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2939. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2940. luk = 50;
  2941. return cap_value(luk,1,USHRT_MAX);
  2942. }
  2943. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2944. {
  2945. if(!sc || !sc->count)
  2946. return cap_value(batk,0,USHRT_MAX);
  2947. if(sc->data[SC_ATKPOTION].timer!=-1)
  2948. batk += sc->data[SC_ATKPOTION].val1;
  2949. if(sc->data[SC_BATKFOOD].timer!=-1)
  2950. batk += sc->data[SC_BATKFOOD].val1;
  2951. if(sc->data[SC_INCATKRATE].timer!=-1)
  2952. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2953. if(sc->data[SC_PROVOKE].timer!=-1)
  2954. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2955. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2956. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2957. if(sc->data[SC_SKE].timer!=-1)
  2958. batk += batk * 3;
  2959. if(sc->data[SC_BLOODLUST].timer!=-1)
  2960. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2961. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2962. batk -= batk * 25/100;
  2963. if(sc->data[SC_CURSE].timer!=-1)
  2964. batk -= batk * 25/100;
  2965. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2966. // if(sc->data[SC_BLEEDING].timer != -1)
  2967. // batk -= batk * 25/100;
  2968. if(sc->data[SC_FLEET].timer!=-1)
  2969. batk += batk * sc->data[SC_FLEET].val3/100;
  2970. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2971. batk += sc->data[SC_GATLINGFEVER].val3;
  2972. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2973. batk += 100;
  2974. return cap_value(batk,0,USHRT_MAX);
  2975. }
  2976. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2977. {
  2978. if(!sc || !sc->count)
  2979. return cap_value(watk,0,USHRT_MAX);
  2980. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2981. watk += sc->data[SC_IMPOSITIO].val2;
  2982. if(sc->data[SC_WATKFOOD].timer!=-1)
  2983. watk += sc->data[SC_WATKFOOD].val1;
  2984. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2985. watk += sc->data[SC_DRUMBATTLE].val2;
  2986. if(sc->data[SC_VOLCANO].timer!=-1)
  2987. watk += sc->data[SC_VOLCANO].val2;
  2988. if(sc->data[SC_INCATKRATE].timer!=-1)
  2989. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2990. if(sc->data[SC_PROVOKE].timer!=-1)
  2991. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2992. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2993. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2994. if(sc->data[SC_SKE].timer!=-1)
  2995. watk += watk * 3;
  2996. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2997. if (bl->type != BL_PC)
  2998. watk += sc->data[SC_NIBELUNGEN].val2;
  2999. else {
  3000. TBL_PC *sd = (TBL_PC*)bl;
  3001. int index = sd->equip_index[sd->state.lr_flag?8:9];
  3002. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3003. watk += sc->data[SC_NIBELUNGEN].val2;
  3004. }
  3005. }
  3006. if(sc->data[SC_BLOODLUST].timer!=-1)
  3007. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  3008. if(sc->data[SC_FLEET].timer!=-1)
  3009. watk += watk * sc->data[SC_FLEET].val3/100;
  3010. if(sc->data[SC_CURSE].timer!=-1)
  3011. watk -= watk * 25/100;
  3012. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  3013. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  3014. return cap_value(watk,0,USHRT_MAX);
  3015. }
  3016. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3017. {
  3018. if(!sc || !sc->count)
  3019. return cap_value(matk,0,USHRT_MAX);
  3020. if(sc->data[SC_MATKPOTION].timer!=-1)
  3021. matk += sc->data[SC_MATKPOTION].val1;
  3022. if(sc->data[SC_MATKFOOD].timer!=-1)
  3023. matk += sc->data[SC_MATKFOOD].val1;
  3024. if(sc->data[SC_MAGICPOWER].timer!=-1)
  3025. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  3026. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3027. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  3028. if(sc->data[SC_INCMATKRATE].timer!=-1)
  3029. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  3030. return cap_value(matk,0,USHRT_MAX);
  3031. }
  3032. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3033. {
  3034. if(!sc || !sc->count)
  3035. return cap_value(critical,10,SHRT_MAX);
  3036. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  3037. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  3038. if (sc->data[SC_FORTUNE].timer!=-1)
  3039. critical += sc->data[SC_FORTUNE].val2;
  3040. if (sc->data[SC_TRUESIGHT].timer!=-1)
  3041. critical += sc->data[SC_TRUESIGHT].val2;
  3042. if(sc->data[SC_CLOAKING].timer!=-1)
  3043. critical += critical;
  3044. return cap_value(critical,10,SHRT_MAX);
  3045. }
  3046. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3047. {
  3048. if(!sc || !sc->count)
  3049. return cap_value(hit,1,SHRT_MAX);
  3050. if(sc->data[SC_INCHIT].timer != -1)
  3051. hit += sc->data[SC_INCHIT].val1;
  3052. if(sc->data[SC_HITFOOD].timer!=-1)
  3053. hit += sc->data[SC_HITFOOD].val1;
  3054. if(sc->data[SC_TRUESIGHT].timer != -1)
  3055. hit += sc->data[SC_TRUESIGHT].val3;
  3056. if(sc->data[SC_HUMMING].timer!=-1)
  3057. hit += sc->data[SC_HUMMING].val2;
  3058. if(sc->data[SC_CONCENTRATION].timer != -1)
  3059. hit += sc->data[SC_CONCENTRATION].val3;
  3060. if(sc->data[SC_INCHITRATE].timer != -1)
  3061. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  3062. if(sc->data[SC_BLIND].timer != -1)
  3063. hit -= hit * 25/100;
  3064. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3065. hit -= 30;
  3066. if(sc->data[SC_INCREASING].timer!=-1)
  3067. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3068. return cap_value(hit,1,SHRT_MAX);
  3069. }
  3070. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3071. {
  3072. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3073. flee -= flee * battle_config.gvg_flee_penalty/100;
  3074. if(!sc || !sc->count)
  3075. return cap_value(flee,1,SHRT_MAX);
  3076. if(sc->data[SC_INCFLEE].timer!=-1)
  3077. flee += sc->data[SC_INCFLEE].val1;
  3078. if(sc->data[SC_FLEEFOOD].timer!=-1)
  3079. flee += sc->data[SC_FLEEFOOD].val1;
  3080. if(sc->data[SC_WHISTLE].timer!=-1)
  3081. flee += sc->data[SC_WHISTLE].val2;
  3082. if(sc->data[SC_WINDWALK].timer!=-1)
  3083. flee += sc->data[SC_WINDWALK].val2;
  3084. if(sc->data[SC_INCFLEERATE].timer!=-1)
  3085. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  3086. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  3087. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  3088. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  3089. flee += sc->data[SC_MOON_COMFORT].val2;
  3090. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  3091. flee += 10;
  3092. if(sc->data[SC_SPIDERWEB].timer!=-1)
  3093. flee -= flee * 50/100;
  3094. if(sc->data[SC_BERSERK].timer!=-1)
  3095. flee -= flee * 50/100;
  3096. if(sc->data[SC_BLIND].timer!=-1)
  3097. flee -= flee * 25/100;
  3098. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3099. flee += 30;
  3100. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3101. flee -= sc->data[SC_GATLINGFEVER].val4;
  3102. if(sc->data[SC_SPEED].timer!=-1)
  3103. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  3104. return cap_value(flee,1,SHRT_MAX);
  3105. }
  3106. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3107. {
  3108. if(!sc || !sc->count)
  3109. return cap_value(flee2,10,SHRT_MAX);
  3110. if(sc->data[SC_WHISTLE].timer!=-1)
  3111. flee2 += sc->data[SC_WHISTLE].val3*10;
  3112. return cap_value(flee2,10,SHRT_MAX);
  3113. }
  3114. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3115. {
  3116. if(!sc || !sc->count)
  3117. return cap_value(def,0,CHAR_MAX);
  3118. if(sc->data[SC_BERSERK].timer!=-1)
  3119. return 0;
  3120. if(sc->data[SC_SKA].timer != -1)
  3121. return sc->data[SC_SKA].val3;
  3122. if(sc->data[SC_BARRIER].timer!=-1)
  3123. return 100;
  3124. if(sc->data[SC_KEEPING].timer!=-1)
  3125. return 90;
  3126. if(sc->data[SC_STEELBODY].timer!=-1)
  3127. return 90;
  3128. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3129. def += sc->data[SC_DRUMBATTLE].val3;
  3130. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3131. def += sc->data[SC_DEFENCE].val2 ;
  3132. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3133. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3134. if(sc->data[SC_FREEZE].timer!=-1)
  3135. def >>=1;
  3136. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3137. def >>=1;
  3138. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3139. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3140. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3141. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3142. if(sc->data[SC_SKE].timer!=-1)
  3143. def >>=1;
  3144. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3145. def -= def * sc->data[SC_PROVOKE].val4/100;
  3146. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3147. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3148. if (sc->data[SC_FLING].timer!=-1)
  3149. def -= def * (sc->data[SC_FLING].val2)/100;
  3150. return cap_value(def,0,CHAR_MAX);
  3151. }
  3152. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3153. {
  3154. if(!sc || !sc->count)
  3155. return cap_value(def2,1,SHRT_MAX);
  3156. if(sc->data[SC_BERSERK].timer!=-1)
  3157. return 0;
  3158. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3159. return 0;
  3160. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3161. def2 += sc->data[SC_SUN_COMFORT].val2;
  3162. if(sc->data[SC_ANGELUS].timer!=-1)
  3163. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3164. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3165. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3166. if(sc->data[SC_POISON].timer!=-1)
  3167. def2 -= def2 * 25/100;
  3168. if(sc->data[SC_DPOISON].timer!=-1)
  3169. def2 -= def2 * 25/100;
  3170. if(sc->data[SC_SKE].timer!=-1)
  3171. def2 -= def2 * 50/100;
  3172. if(sc->data[SC_PROVOKE].timer!=-1)
  3173. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3174. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3175. if(sc->data[SC_JOINTBEAT].val2==3)
  3176. def2 -= def2 * 50/100;
  3177. else if(sc->data[SC_JOINTBEAT].val2==4)
  3178. def2 -= def2 * 25/100;
  3179. }
  3180. if(sc->data[SC_FLING].timer!=-1)
  3181. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3182. return cap_value(def2,1,SHRT_MAX);
  3183. }
  3184. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3185. {
  3186. if(!sc || !sc->count)
  3187. return cap_value(mdef,0,CHAR_MAX);
  3188. if(sc->data[SC_BERSERK].timer!=-1)
  3189. return 0;
  3190. if(sc->data[SC_BARRIER].timer!=-1)
  3191. return 100;
  3192. if(sc->data[SC_STEELBODY].timer!=-1)
  3193. return 90;
  3194. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3195. return 90;
  3196. if(sc->data[SC_FREEZE].timer!=-1)
  3197. mdef += 25*mdef/100;
  3198. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3199. mdef += 25*mdef/100;
  3200. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3201. mdef += sc->data[SC_ENDURE].val1;
  3202. return cap_value(mdef,0,CHAR_MAX);
  3203. }
  3204. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3205. {
  3206. if(!sc || !sc->count)
  3207. return cap_value(mdef2,1,SHRT_MAX);
  3208. if(sc->data[SC_BERSERK].timer!=-1)
  3209. return 0;
  3210. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3211. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3212. return cap_value(mdef2,1,SHRT_MAX);
  3213. }
  3214. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3215. {
  3216. if(!sc || !sc->count)
  3217. return cap_value(speed,10,USHRT_MAX);
  3218. // Fixed reductions
  3219. if(sc->data[SC_CURSE].timer!=-1)
  3220. speed += 450;
  3221. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3222. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3223. if(sc->data[SC_WEDDING].timer!=-1)
  3224. speed += 300;
  3225. if(sc->data[SC_GATLINGFEVER].timer==-1)
  3226. { //% increases (they don't stack, with the exception of Speedup1? @.@)
  3227. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3228. speed -= speed * 50/100;
  3229. if(sc->data[SC_RUN].timer!=-1)
  3230. speed -= speed * 50/100;
  3231. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3232. speed -= speed * 25/100;
  3233. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3234. speed -= speed * 25/100;
  3235. else if(sc->data[SC_FUSION].timer != -1)
  3236. speed -= speed * 25/100;
  3237. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3238. speed -= speed * 20/100;
  3239. else if(sc->data[SC_BERSERK].timer!=-1)
  3240. speed -= speed * 20/100;
  3241. else if(sc->data[SC_AVOID].timer!=-1)
  3242. speed -= speed * sc->data[SC_AVOID].val2/100;
  3243. else if(sc->data[SC_WINDWALK].timer!=-1)
  3244. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3245. }
  3246. //% reductions (they stack)
  3247. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3248. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3249. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3250. speed = speed * 100/75;
  3251. if(sc->data[SC_STEELBODY].timer!=-1)
  3252. speed = speed * 100/75;
  3253. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3254. speed = speed * 100/50;
  3255. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3256. speed = speed * 100/sc->data[SC_SUITON].val3;
  3257. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3258. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3259. if(sc->data[SC_DEFENDER].timer!=-1)
  3260. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3261. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3262. speed = speed * 100/75;
  3263. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3264. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3265. speed = speed * 100/50;
  3266. else
  3267. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3268. speed = speed * 100/70;
  3269. }
  3270. if(sc->data[SC_CLOAKING].timer!=-1)
  3271. speed = speed * 100 /(
  3272. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3273. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3274. if(sc->data[SC_LONGING].timer!=-1)
  3275. speed = speed * 100/sc->data[SC_LONGING].val3;
  3276. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3277. speed = speed * 100/sc->data[SC_HIDING].val3;
  3278. if(sc->data[SC_CHASEWALK].timer!=-1)
  3279. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3280. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3281. speed = speed * 100/75;
  3282. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3283. speed = speed * 100/75;
  3284. return cap_value(speed,10,USHRT_MAX);
  3285. }
  3286. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3287. {
  3288. int i;
  3289. if(!sc || !sc->count)
  3290. return cap_value(aspd_rate,0,SHRT_MAX);
  3291. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3292. {
  3293. int max = 0;
  3294. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3295. max = sc->data[SC_STAR_COMFORT].val2;
  3296. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3297. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3298. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3299. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3300. max < sc->data[SC_ONEHAND].val2)
  3301. max = sc->data[SC_ONEHAND].val2;
  3302. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3303. max < sc->data[SC_ADRENALINE2].val3)
  3304. max = sc->data[SC_ADRENALINE2].val3;
  3305. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3306. max < sc->data[SC_ADRENALINE].val3)
  3307. max = sc->data[SC_ADRENALINE].val3;
  3308. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3309. max < sc->data[SC_SPEARQUICKEN].val2)
  3310. max = sc->data[SC_SPEARQUICKEN].val2;
  3311. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3312. max < sc->data[SC_GATLINGFEVER].val2)
  3313. max = sc->data[SC_GATLINGFEVER].val2;
  3314. if(sc->data[SC_FLEET].timer!=-1 &&
  3315. max < sc->data[SC_FLEET].val2)
  3316. max = sc->data[SC_FLEET].val2;
  3317. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3318. max < sc->data[SC_ASSNCROS].val2)
  3319. {
  3320. if (bl->type!=BL_PC)
  3321. max = sc->data[SC_ASSNCROS].val2;
  3322. else
  3323. switch(((TBL_PC*)bl)->status.weapon)
  3324. {
  3325. case W_BOW:
  3326. case W_REVOLVER:
  3327. case W_RIFLE:
  3328. case W_SHOTGUN:
  3329. case W_GATLING:
  3330. case W_GRENADE:
  3331. break;
  3332. default:
  3333. max = sc->data[SC_ASSNCROS].val2;
  3334. }
  3335. }
  3336. aspd_rate -= max;
  3337. //These stack with the rest of bonuses.
  3338. if(sc->data[SC_BERSERK].timer!=-1)
  3339. aspd_rate -= 300;
  3340. else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  3341. aspd_rate -= 200;
  3342. }
  3343. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3344. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3345. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3346. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3347. aspd_rate -= sc->data[i].val2;
  3348. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3349. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3350. if(sc->data[SC_LONGING].timer!=-1)
  3351. aspd_rate += sc->data[SC_LONGING].val2;
  3352. if(sc->data[SC_STEELBODY].timer!=-1)
  3353. aspd_rate += 250;
  3354. if(sc->data[SC_SKA].timer!=-1)
  3355. aspd_rate += 250;
  3356. if(sc->data[SC_DEFENDER].timer != -1)
  3357. aspd_rate += sc->data[SC_DEFENDER].val4;
  3358. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3359. aspd_rate += 250;
  3360. if(sc->data[SC_GRAVITATION].timer!=-1)
  3361. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3362. //Curse shouldn't effect on this?
  3363. // if(sc->data[SC_BLEEDING].timer != -1)
  3364. // aspd_rate += 250;
  3365. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3366. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3367. aspd_rate += 250;
  3368. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3369. aspd_rate += 100;
  3370. }
  3371. return cap_value(aspd_rate,0,SHRT_MAX);
  3372. }
  3373. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3374. {
  3375. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3376. return cap_value(dmotion,0,USHRT_MAX);
  3377. if (sc->data[SC_ENDURE].timer!=-1)
  3378. return 0;
  3379. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3380. return 0;
  3381. if(sc->data[SC_RUN].timer!=-1)
  3382. return 0;
  3383. return cap_value(dmotion,0,USHRT_MAX);
  3384. }
  3385. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3386. {
  3387. if(!sc || !sc->count)
  3388. return cap_value(maxhp,1,UINT_MAX);
  3389. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3390. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3391. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3392. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3393. if(sc->data[SC_DELUGE].timer!=-1)
  3394. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3395. if(sc->data[SC_BERSERK].timer!=-1)
  3396. maxhp += maxhp * 2;
  3397. return cap_value(maxhp,1,UINT_MAX);
  3398. }
  3399. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3400. {
  3401. if(!sc || !sc->count)
  3402. return cap_value(maxsp,1,UINT_MAX);
  3403. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3404. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3405. if(sc->data[SC_SERVICE4U].timer!=-1)
  3406. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3407. return cap_value(maxsp,1,UINT_MAX);
  3408. }
  3409. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3410. {
  3411. if(!sc || !sc->count)
  3412. return element;
  3413. if( sc->data[SC_FREEZE].timer!=-1 )
  3414. return ELE_WATER;
  3415. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3416. return ELE_EARTH;
  3417. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3418. return ELE_HOLY;
  3419. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3420. return sc->data[SC_ELEMENTALCHANGE].val3;
  3421. return cap_value(element,0,UCHAR_MAX);
  3422. }
  3423. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3424. {
  3425. if(!sc || !sc->count)
  3426. return lv;
  3427. if( sc->data[SC_FREEZE].timer!=-1 )
  3428. return 1;
  3429. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3430. return 1;
  3431. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3432. return 1;
  3433. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3434. return sc->data[SC_ELEMENTALCHANGE].val4;
  3435. return cap_value(lv,1,4);
  3436. }
  3437. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3438. {
  3439. if(!sc || !sc->count)
  3440. return element;
  3441. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3442. return ELE_WATER;
  3443. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3444. return ELE_EARTH;
  3445. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3446. return ELE_FIRE;
  3447. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3448. return ELE_WIND;
  3449. if( sc->data[SC_ENCPOISON].timer!=-1)
  3450. return ELE_POISON;
  3451. if( sc->data[SC_ASPERSIO].timer!=-1)
  3452. return ELE_HOLY;
  3453. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3454. return ELE_DARK;
  3455. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3456. return ELE_GHOST;
  3457. return cap_value(element,0,UCHAR_MAX);
  3458. }
  3459. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3460. {
  3461. if(!sc || !sc->count)
  3462. return mode;
  3463. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3464. if (sc->data[SC_MODECHANGE].val2)
  3465. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3466. if (sc->data[SC_MODECHANGE].val3)
  3467. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3468. if (sc->data[SC_MODECHANGE].val4)
  3469. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3470. }
  3471. return cap_value(mode,0,USHRT_MAX);
  3472. }
  3473. /*==========================================
  3474. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3475. *------------------------------------------
  3476. */
  3477. void status_freecast_switch(struct map_session_data *sd)
  3478. {
  3479. struct status_data *status;
  3480. unsigned short b_speed,tmp;
  3481. status = &sd->battle_status;
  3482. b_speed = status->speed;
  3483. tmp = status->speed;
  3484. status->speed = sd->prev_speed;
  3485. sd->prev_speed = tmp;
  3486. tmp = status->adelay;
  3487. status->adelay = sd->prev_adelay;
  3488. sd->prev_adelay = tmp;
  3489. if(b_speed != status->speed)
  3490. clif_updatestatus(sd,SP_SPEED);
  3491. }
  3492. const char * status_get_name(struct block_list *bl)
  3493. {
  3494. nullpo_retr(0, bl);
  3495. switch (bl->type) {
  3496. case BL_MOB:
  3497. return ((TBL_MOB*)bl)->name;
  3498. case BL_PC:
  3499. if(strlen(((TBL_PC *)bl)->fakename)>0)
  3500. return ((TBL_PC*)bl)->fakename;
  3501. return ((TBL_PC*)bl)->status.name;
  3502. case BL_PET:
  3503. return ((TBL_PET*)bl)->pet.name;
  3504. case BL_HOM:
  3505. return ((TBL_HOM*)bl)->homunculus.name;
  3506. case BL_NPC:
  3507. return ((TBL_NPC*)bl)->name;
  3508. }
  3509. return "Unknown";
  3510. }
  3511. /*==========================================
  3512. * 対象のClassを返す(汎用)
  3513. * 戻りは整数で0以上
  3514. *------------------------------------------
  3515. */
  3516. int status_get_class(struct block_list *bl)
  3517. {
  3518. nullpo_retr(0, bl);
  3519. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3520. return ((struct mob_data *)bl)->vd->class_;
  3521. if(bl->type==BL_PC)
  3522. return ((struct map_session_data *)bl)->status.class_;
  3523. if(bl->type==BL_PET)
  3524. return ((struct pet_data *)bl)->pet.class_;
  3525. if(bl->type==BL_HOM)
  3526. return ((struct homun_data *)bl)->homunculus.class_;
  3527. return 0;
  3528. }
  3529. /*==========================================
  3530. * 対象のレベルを返す(汎用)
  3531. * 戻りは整数で0以上
  3532. *------------------------------------------
  3533. */
  3534. int status_get_lv(struct block_list *bl)
  3535. {
  3536. nullpo_retr(0, bl);
  3537. if(bl->type==BL_MOB)
  3538. return ((TBL_MOB*)bl)->level;
  3539. if(bl->type==BL_PC)
  3540. return ((TBL_PC*)bl)->status.base_level;
  3541. if(bl->type==BL_PET)
  3542. return ((TBL_PET*)bl)->pet.level;
  3543. if(bl->type==BL_HOM)
  3544. return ((TBL_HOM*)bl)->homunculus.level;
  3545. return 1;
  3546. }
  3547. struct regen_data *status_get_regen_data(struct block_list *bl)
  3548. {
  3549. nullpo_retr(NULL, bl);
  3550. switch (bl->type) {
  3551. case BL_PC:
  3552. return &((TBL_PC*)bl)->regen;
  3553. case BL_HOM:
  3554. return &((TBL_HOM*)bl)->regen;
  3555. default:
  3556. return NULL;
  3557. }
  3558. }
  3559. struct status_data *status_get_status_data(struct block_list *bl)
  3560. {
  3561. nullpo_retr(&dummy_status, bl);
  3562. switch (bl->type) {
  3563. case BL_PC:
  3564. return &((TBL_PC*)bl)->battle_status;
  3565. case BL_MOB:
  3566. return &((TBL_MOB*)bl)->status;
  3567. case BL_PET:
  3568. return &((TBL_PET*)bl)->status;
  3569. case BL_HOM:
  3570. return &((TBL_HOM*)bl)->battle_status;
  3571. default:
  3572. return &dummy_status;
  3573. }
  3574. }
  3575. struct status_data *status_get_base_status(struct block_list *bl)
  3576. {
  3577. nullpo_retr(NULL, bl);
  3578. switch (bl->type) {
  3579. case BL_PC:
  3580. return &((TBL_PC*)bl)->base_status;
  3581. case BL_MOB:
  3582. return ((TBL_MOB*)bl)->base_status?
  3583. ((TBL_MOB*)bl)->base_status:
  3584. &((TBL_MOB*)bl)->db->status;
  3585. case BL_PET:
  3586. return &((TBL_PET*)bl)->db->status;
  3587. case BL_HOM:
  3588. return &((TBL_HOM*)bl)->base_status;
  3589. default:
  3590. return NULL;
  3591. }
  3592. }
  3593. unsigned short status_get_lwatk(struct block_list *bl)
  3594. {
  3595. struct status_data *status = status_get_status_data(bl);
  3596. return status->lhw?status->lhw->atk:0;
  3597. }
  3598. unsigned short status_get_lwatk2(struct block_list *bl)
  3599. {
  3600. struct status_data *status = status_get_status_data(bl);
  3601. return status->lhw?status->lhw->atk2:0;
  3602. }
  3603. unsigned char status_get_def(struct block_list *bl)
  3604. {
  3605. struct unit_data *ud;
  3606. struct status_data *status = status_get_status_data(bl);
  3607. int def = status?status->def:0;
  3608. ud = unit_bl2ud(bl);
  3609. if (ud && ud->skilltimer != -1)
  3610. def -= def * skill_get_castdef(ud->skillid)/100;
  3611. if(def < 0) def = 0;
  3612. return def;
  3613. }
  3614. unsigned short status_get_speed(struct block_list *bl)
  3615. {
  3616. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3617. return ((struct npc_data *)bl)->speed;
  3618. return status_get_status_data(bl)->speed;
  3619. }
  3620. unsigned char status_get_attack_lelement(struct block_list *bl)
  3621. {
  3622. struct status_data *status = status_get_status_data(bl);
  3623. return status->lhw?status->lhw->ele:0;
  3624. }
  3625. int status_get_party_id(struct block_list *bl)
  3626. {
  3627. nullpo_retr(0, bl);
  3628. switch (bl->type) {
  3629. case BL_PC:
  3630. return ((TBL_PC*)bl)->status.party_id;
  3631. case BL_PET:
  3632. if (((TBL_PET*)bl)->msd)
  3633. return ((TBL_PET*)bl)->msd->status.party_id;
  3634. break;
  3635. case BL_MOB:
  3636. {
  3637. struct mob_data *md=(TBL_MOB*)bl;
  3638. if( md->master_id>0 )
  3639. {
  3640. struct map_session_data *msd;
  3641. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3642. return msd->status.party_id;
  3643. return -md->master_id;
  3644. }
  3645. }
  3646. break;
  3647. case BL_HOM:
  3648. if (((TBL_HOM*)bl)->master)
  3649. return ((TBL_HOM*)bl)->master->status.party_id;
  3650. break;
  3651. case BL_SKILL:
  3652. return ((TBL_SKILL*)bl)->group->party_id;
  3653. }
  3654. return 0;
  3655. }
  3656. int status_get_guild_id(struct block_list *bl)
  3657. {
  3658. nullpo_retr(0, bl);
  3659. switch (bl->type) {
  3660. case BL_PC:
  3661. return ((TBL_PC*)bl)->status.guild_id;
  3662. case BL_PET:
  3663. if (((TBL_PET*)bl)->msd)
  3664. return ((TBL_PET*)bl)->msd->status.guild_id;
  3665. break;
  3666. case BL_MOB:
  3667. {
  3668. struct map_session_data *msd;
  3669. struct mob_data *md = (struct mob_data *)bl;
  3670. if (md->guardian_data) //Guardian's guild [Skotlex]
  3671. return md->guardian_data->guild_id;
  3672. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3673. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3674. }
  3675. break;
  3676. case BL_HOM:
  3677. if (((TBL_HOM*)bl)->master)
  3678. return ((TBL_HOM*)bl)->master->status.guild_id;
  3679. break;
  3680. case BL_NPC:
  3681. if (bl->subtype == SCRIPT)
  3682. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3683. break;
  3684. case BL_SKILL:
  3685. return ((TBL_SKILL*)bl)->group->guild_id;
  3686. }
  3687. return 0;
  3688. }
  3689. int status_get_mexp(struct block_list *bl)
  3690. {
  3691. nullpo_retr(0, bl);
  3692. if(bl->type==BL_MOB)
  3693. return ((struct mob_data *)bl)->db->mexp;
  3694. if(bl->type==BL_PET)
  3695. return ((struct pet_data *)bl)->db->mexp;
  3696. return 0;
  3697. }
  3698. int status_get_race2(struct block_list *bl)
  3699. {
  3700. nullpo_retr(0, bl);
  3701. if(bl->type == BL_MOB)
  3702. return ((struct mob_data *)bl)->db->race2;
  3703. if(bl->type==BL_PET)
  3704. return ((struct pet_data *)bl)->db->race2;
  3705. return 0;
  3706. }
  3707. int status_isdead(struct block_list *bl)
  3708. {
  3709. nullpo_retr(0, bl);
  3710. return status_get_status_data(bl)->hp == 0;
  3711. }
  3712. int status_isimmune(struct block_list *bl)
  3713. {
  3714. struct status_change *sc =status_get_sc(bl);
  3715. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3716. return 100;
  3717. if (bl->type == BL_PC &&
  3718. ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
  3719. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3720. return 0;
  3721. }
  3722. struct view_data *status_get_viewdata(struct block_list *bl)
  3723. {
  3724. nullpo_retr(NULL, bl);
  3725. switch (bl->type)
  3726. {
  3727. case BL_PC:
  3728. return &((TBL_PC*)bl)->vd;
  3729. case BL_MOB:
  3730. return ((TBL_MOB*)bl)->vd;
  3731. case BL_PET:
  3732. return &((TBL_PET*)bl)->vd;
  3733. case BL_NPC:
  3734. return ((TBL_NPC*)bl)->vd;
  3735. case BL_HOM: //[blackhole89]
  3736. return ((TBL_HOM*)bl)->vd;
  3737. }
  3738. return NULL;
  3739. }
  3740. void status_set_viewdata(struct block_list *bl, int class_)
  3741. {
  3742. struct view_data* vd;
  3743. nullpo_retv(bl);
  3744. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3745. vd = mob_get_viewdata(class_);
  3746. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3747. vd = npc_get_viewdata(class_);
  3748. else
  3749. vd = NULL;
  3750. switch (bl->type) {
  3751. case BL_PC:
  3752. {
  3753. TBL_PC* sd = (TBL_PC*)bl;
  3754. if (pcdb_checkid(class_)) {
  3755. if (sd->sc.option&OPTION_WEDDING)
  3756. class_ = JOB_WEDDING;
  3757. else
  3758. if (sd->sc.option&OPTION_XMAS)
  3759. class_ = JOB_XMAS;
  3760. else
  3761. if (sd->sc.option&OPTION_RIDING)
  3762. switch (class_)
  3763. { //Adapt class to a Mounted one.
  3764. case JOB_KNIGHT:
  3765. class_ = JOB_KNIGHT2;
  3766. break;
  3767. case JOB_CRUSADER:
  3768. class_ = JOB_CRUSADER2;
  3769. break;
  3770. case JOB_LORD_KNIGHT:
  3771. class_ = JOB_LORD_KNIGHT2;
  3772. break;
  3773. case JOB_PALADIN:
  3774. class_ = JOB_PALADIN2;
  3775. break;
  3776. case JOB_BABY_KNIGHT:
  3777. class_ = JOB_BABY_KNIGHT2;
  3778. break;
  3779. case JOB_BABY_CRUSADER:
  3780. class_ = JOB_BABY_CRUSADER2;
  3781. break;
  3782. }
  3783. sd->vd.class_ = class_;
  3784. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3785. sd->vd.head_top = sd->status.head_top;
  3786. sd->vd.head_mid = sd->status.head_mid;
  3787. sd->vd.head_bottom = sd->status.head_bottom;
  3788. sd->vd.hair_style = sd->status.hair;
  3789. sd->vd.hair_color = sd->status.hair_color;
  3790. sd->vd.cloth_color = sd->status.clothes_color;
  3791. sd->vd.sex = sd->status.sex;
  3792. } else if (vd)
  3793. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3794. else if (battle_config.error_log)
  3795. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3796. }
  3797. break;
  3798. case BL_MOB:
  3799. {
  3800. TBL_MOB* md = (TBL_MOB*)bl;
  3801. if (vd)
  3802. md->vd = vd;
  3803. else if (battle_config.error_log)
  3804. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3805. }
  3806. break;
  3807. case BL_PET:
  3808. {
  3809. TBL_PET* pd = (TBL_PET*)bl;
  3810. if (vd) {
  3811. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3812. if (!pcdb_checkid(vd->class_)) {
  3813. pd->vd.hair_style = battle_config.pet_hair_style;
  3814. if(pd->pet.equip) {
  3815. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3816. if (!pd->vd.head_bottom)
  3817. pd->vd.head_bottom = pd->pet.equip;
  3818. }
  3819. }
  3820. } else if (battle_config.error_log)
  3821. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3822. }
  3823. break;
  3824. case BL_NPC:
  3825. {
  3826. TBL_NPC* nd = (TBL_NPC*)bl;
  3827. if (vd)
  3828. nd->vd = vd;
  3829. else if (battle_config.error_log)
  3830. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3831. }
  3832. break;
  3833. case BL_HOM: //[blackhole89]
  3834. {
  3835. struct homun_data *hd = (struct homun_data*)bl;
  3836. if (vd)
  3837. hd->vd = vd;
  3838. else if (battle_config.error_log)
  3839. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3840. }
  3841. break;
  3842. }
  3843. vd = status_get_viewdata(bl);
  3844. if (vd && vd->cloth_color && (
  3845. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3846. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3847. ))
  3848. vd->cloth_color = 0;
  3849. }
  3850. struct status_change *status_get_sc(struct block_list *bl)
  3851. {
  3852. nullpo_retr(NULL, bl);
  3853. switch (bl->type) {
  3854. case BL_MOB:
  3855. return &((TBL_MOB*)bl)->sc;
  3856. case BL_PC:
  3857. return &((TBL_PC*)bl)->sc;
  3858. case BL_NPC:
  3859. return &((TBL_NPC*)bl)->sc;
  3860. case BL_HOM: //[blackhole89]
  3861. return &((TBL_HOM*)bl)->sc;
  3862. }
  3863. return NULL;
  3864. }
  3865. void status_change_init(struct block_list *bl)
  3866. {
  3867. struct status_change *sc = status_get_sc(bl);
  3868. int i;
  3869. nullpo_retv(sc);
  3870. malloc_set(sc, 0, sizeof (struct status_change));
  3871. for (i=0; i< SC_MAX; i++)
  3872. sc->data[i].timer = -1;
  3873. }
  3874. //Returns defense against the specified status change.
  3875. //Return range is 0 (no resist) to 10000 (inmunity)
  3876. int status_get_sc_def(struct block_list *bl, int type)
  3877. {
  3878. int sc_def;
  3879. struct status_data* status;
  3880. struct status_change* sc;
  3881. struct map_session_data *sd;
  3882. nullpo_retr(0, bl);
  3883. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3884. if (status_isimmune(bl))
  3885. switch (type)
  3886. {
  3887. case SC_DECREASEAGI:
  3888. case SC_SILENCE:
  3889. case SC_COMA:
  3890. case SC_INCREASEAGI:
  3891. case SC_BLESSING:
  3892. case SC_SLOWPOISON:
  3893. case SC_IMPOSITIO:
  3894. case SC_AETERNA:
  3895. case SC_SUFFRAGIUM:
  3896. case SC_BENEDICTIO:
  3897. case SC_PROVIDENCE:
  3898. case SC_KYRIE:
  3899. case SC_ASSUMPTIO:
  3900. case SC_ANGELUS:
  3901. case SC_MAGNIFICAT:
  3902. case SC_GLORIA:
  3903. case SC_WINDWALK:
  3904. case SC_MAGICROD:
  3905. case SC_HALLUCINATION:
  3906. case SC_STONE:
  3907. case SC_QUAGMIRE:
  3908. case SC_SUITON:
  3909. return 10000;
  3910. }
  3911. status = status_get_status_data(bl);
  3912. switch (type)
  3913. {
  3914. case SC_STUN:
  3915. case SC_POISON:
  3916. case SC_DPOISON:
  3917. case SC_SILENCE:
  3918. case SC_BLEEDING:
  3919. sc_def = 300 +100*status->vit;
  3920. break;
  3921. case SC_SLEEP:
  3922. sc_def = 300 +100*status->int_;
  3923. break;
  3924. case SC_STONE:
  3925. case SC_FREEZE:
  3926. case SC_DECREASEAGI:
  3927. case SC_COMA:
  3928. sc_def = 300 +100*status->mdef;
  3929. break;
  3930. case SC_CURSE:
  3931. if (status->luk > status_get_lv(bl))
  3932. return 10000; //Special property: inmunity when luk is greater than level
  3933. else
  3934. sc_def = 300 +100*status->luk;
  3935. break;
  3936. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3937. sc_def = 300 +50*status->vit +50*status->int_;
  3938. break;
  3939. case SC_CONFUSION:
  3940. sc_def = 300 +50*status->str +50*status->int_;
  3941. break;
  3942. default:
  3943. return 0; //Effect that cannot be reduced? Likely a buff.
  3944. }
  3945. BL_CAST(BL_PC,bl,sd);
  3946. if (sd) {
  3947. if (battle_config.pc_sc_def_rate != 100)
  3948. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3949. if (sc_def < battle_config.pc_max_sc_def)
  3950. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3951. status->luk/battle_config.pc_luk_sc_def;
  3952. else
  3953. sc_def = battle_config.pc_max_sc_def;
  3954. } else {
  3955. if (battle_config.mob_sc_def_rate != 100)
  3956. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3957. if (sc_def < battle_config.mob_max_sc_def)
  3958. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3959. status->luk/battle_config.mob_luk_sc_def;
  3960. else
  3961. sc_def = battle_config.mob_max_sc_def;
  3962. }
  3963. sc = status_get_sc(bl);
  3964. if (sc && sc->count)
  3965. {
  3966. if (sc->data[SC_SCRESIST].timer != -1)
  3967. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3968. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3969. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3970. }
  3971. return sc_def>10000?10000:sc_def;
  3972. }
  3973. /*==========================================
  3974. * Starts a status change.
  3975. * type = type, val1~4 depend on the type.
  3976. * rate = base success rate. 10000 = 100%
  3977. * Tick is base duration
  3978. * flag:
  3979. * &1: Cannot be avoided (it has to start)
  3980. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3981. * &4: sc_data loaded, no value has to be altered.
  3982. * &8: rate should not be reduced
  3983. *------------------------------------------
  3984. */
  3985. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3986. {
  3987. struct map_session_data *sd = NULL;
  3988. struct status_change* sc;
  3989. struct status_data *status;
  3990. struct view_data *vd;
  3991. int opt_flag, calc_flag, undead_flag;
  3992. nullpo_retr(0, bl);
  3993. sc=status_get_sc(bl);
  3994. status = status_get_status_data(bl);
  3995. if (!sc || status_isdead(bl))
  3996. return 0;
  3997. switch (bl->type)
  3998. {
  3999. case BL_PC:
  4000. sd=(struct map_session_data *)bl;
  4001. break;
  4002. case BL_MOB:
  4003. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  4004. return 0; //Emperium can't be afflicted by status changes.
  4005. break;
  4006. }
  4007. if(type < 0 || type >= SC_MAX) {
  4008. if(battle_config.error_log)
  4009. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4010. return 0;
  4011. }
  4012. //Check rate
  4013. if (!(flag&(1|4))) {
  4014. int def = status_get_sc_def(bl, type);
  4015. if (def && tick && !(flag&2))
  4016. {
  4017. tick -= tick*def/10000;
  4018. if (tick <= 0)
  4019. return 0;
  4020. }
  4021. if (!(flag&8)) {
  4022. if (def) //Natural resistance
  4023. rate -= rate*def/10000;
  4024. //Item resistance (only applies to rate%)
  4025. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  4026. && sd->reseff[type-SC_COMMON_MIN] > 0)
  4027. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4028. }
  4029. if (!(rand()%10000 < rate))
  4030. return 0;
  4031. }
  4032. undead_flag=battle_check_undead(status->race,status->def_ele);
  4033. //Check for inmunities / sc fails
  4034. switch (type) {
  4035. case SC_FREEZE:
  4036. case SC_STONE:
  4037. //Undead are inmune to Freeze/Stone
  4038. if (undead_flag && !(flag&1))
  4039. return 0;
  4040. case SC_SLEEP:
  4041. case SC_STUN:
  4042. if (sc->opt1)
  4043. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4044. break;
  4045. case SC_CURSE:
  4046. //Dark Elementals are inmune to curse.
  4047. if (status->def_ele == ELE_DARK && !(flag&1))
  4048. return 0;
  4049. break;
  4050. case SC_COMA:
  4051. //Dark elementals and Demons are inmune to coma.
  4052. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  4053. return 0;
  4054. break;
  4055. case SC_SIGNUMCRUCIS:
  4056. //Only affects demons and undead.
  4057. if(status->race != RC_DEMON && !undead_flag)
  4058. return 0;
  4059. break;
  4060. case SC_AETERNA:
  4061. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  4062. return 0;
  4063. break;
  4064. case SC_OVERTHRUST:
  4065. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  4066. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4067. break;
  4068. case SC_ADRENALINE:
  4069. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4070. return 0;
  4071. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4072. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4073. sc->data[SC_DECREASEAGI].timer!=-1
  4074. )
  4075. return 0;
  4076. break;
  4077. case SC_ADRENALINE2:
  4078. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4079. return 0;
  4080. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4081. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4082. sc->data[SC_DECREASEAGI].timer!=-1
  4083. )
  4084. return 0;
  4085. break;
  4086. case SC_ONEHAND:
  4087. case SC_TWOHANDQUICKEN:
  4088. if(sc->data[SC_DECREASEAGI].timer!=-1)
  4089. return 0;
  4090. case SC_CONCENTRATE:
  4091. case SC_INCREASEAGI:
  4092. case SC_SPEARQUICKEN:
  4093. case SC_TRUESIGHT:
  4094. case SC_WINDWALK:
  4095. case SC_CARTBOOST:
  4096. case SC_ASSNCROS:
  4097. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  4098. return 0;
  4099. break;
  4100. case SC_CLOAKING:
  4101. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4102. //Due to the cloaking card, we have to check the wall versus to known
  4103. //skill level rather than the used one. [Skotlex]
  4104. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  4105. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  4106. return 0;
  4107. break;
  4108. case SC_MODECHANGE:
  4109. {
  4110. int mode;
  4111. struct status_data *bstatus = status_get_base_status(bl);
  4112. if (!bstatus) return 0;
  4113. mode = val2?val2:bstatus->mode; //Base mode
  4114. if (val3) mode|= val3; //Add mode
  4115. if (val4) mode&=~val4; //Del mode
  4116. if (mode == bstatus->mode) { //No change.
  4117. if (sc->data[type].timer != -1) //Abort previous status
  4118. return status_change_end(bl, type, -1);
  4119. return 0;
  4120. }
  4121. }
  4122. }
  4123. //Check for BOSS resistances
  4124. if(status->mode&MD_BOSS && !(flag&1)) {
  4125. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4126. return 0;
  4127. switch (type) {
  4128. case SC_BLESSING:
  4129. if (!undead_flag && status->race != RC_DEMON)
  4130. break;
  4131. case SC_QUAGMIRE:
  4132. case SC_DECREASEAGI:
  4133. case SC_SIGNUMCRUCIS:
  4134. case SC_PROVOKE:
  4135. case SC_ROKISWEIL:
  4136. case SC_COMA:
  4137. case SC_GRAVITATION:
  4138. case SC_SUITON:
  4139. return 0;
  4140. }
  4141. }
  4142. //Before overlapping fail, one must check for status cured.
  4143. switch (type) {
  4144. case SC_BLESSING:
  4145. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4146. if (sc->data[SC_CURSE].timer!=-1)
  4147. status_change_end(bl,SC_CURSE,-1);
  4148. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4149. status_change_end(bl,SC_STONE,-1);
  4150. }
  4151. break;
  4152. case SC_INCREASEAGI:
  4153. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4154. status_change_end(bl,SC_DECREASEAGI,-1);
  4155. break;
  4156. case SC_DONTFORGETME:
  4157. //is this correct? Maybe all three should stop the same subset of SCs...
  4158. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4159. status_change_end(bl,SC_ASSNCROS,-1);
  4160. case SC_QUAGMIRE:
  4161. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4162. status_change_end(bl,SC_CONCENTRATE,-1);
  4163. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4164. status_change_end(bl,SC_TRUESIGHT,-1);
  4165. if(sc->data[SC_WINDWALK].timer!=-1 )
  4166. status_change_end(bl,SC_WINDWALK,-1);
  4167. //Also blocks the ones below...
  4168. case SC_DECREASEAGI:
  4169. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4170. status_change_end(bl,SC_INCREASEAGI,-1);
  4171. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4172. status_change_end(bl,SC_ADRENALINE,-1);
  4173. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4174. status_change_end(bl,SC_ADRENALINE2,-1);
  4175. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4176. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4177. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4178. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4179. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4180. status_change_end(bl,SC_CARTBOOST,-1);
  4181. if(sc->data[SC_ONEHAND].timer!=-1 )
  4182. status_change_end(bl,SC_ONEHAND,-1);
  4183. break;
  4184. case SC_ONEHAND:
  4185. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4186. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4187. status_change_end(bl,SC_ASPDPOTION0,-1);
  4188. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4189. status_change_end(bl,SC_ASPDPOTION1,-1);
  4190. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4191. status_change_end(bl,SC_ASPDPOTION2,-1);
  4192. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4193. status_change_end(bl,SC_ASPDPOTION3,-1);
  4194. break;
  4195. case SC_MAXOVERTHRUST:
  4196. //Cancels Normal Overthrust. [Skotlex]
  4197. if (sc->data[SC_OVERTHRUST].timer != -1)
  4198. status_change_end(bl, SC_OVERTHRUST, -1);
  4199. break;
  4200. case SC_KYRIE:
  4201. // -- moonsoul (added to undo assumptio status if target has it)
  4202. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4203. status_change_end(bl,SC_ASSUMPTIO,-1);
  4204. break;
  4205. case SC_DELUGE:
  4206. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4207. status_change_end(bl,SC_BLIND,-1);
  4208. break;
  4209. case SC_SILENCE:
  4210. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4211. //Clear Gospel [Skotlex]
  4212. status_change_end(bl,SC_GOSPEL,-1);
  4213. break;
  4214. case SC_HIDING:
  4215. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4216. status_change_end(bl, SC_CLOSECONFINE, -1);
  4217. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4218. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4219. break;
  4220. case SC_BERSERK:
  4221. if(battle_config.berserk_cancels_buffs)
  4222. {
  4223. if (sc->data[SC_ONEHAND].timer != -1)
  4224. status_change_end(bl,SC_ONEHAND,-1);
  4225. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4226. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4227. if (sc->data[SC_CONCENTRATION].timer != -1)
  4228. status_change_end(bl,SC_CONCENTRATION,-1);
  4229. if (sc->data[SC_PARRYING].timer != -1)
  4230. status_change_end(bl,SC_PARRYING,-1);
  4231. if (sc->data[SC_AURABLADE].timer != -1)
  4232. status_change_end(bl,SC_AURABLADE,-1);
  4233. }
  4234. break;
  4235. case SC_ASSUMPTIO:
  4236. if(sc->data[SC_KYRIE].timer!=-1)
  4237. status_change_end(bl,SC_KYRIE,-1);
  4238. break;
  4239. case SC_CARTBOOST:
  4240. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4241. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4242. status_change_end(bl,SC_DECREASEAGI,-1);
  4243. return 0;
  4244. }
  4245. break;
  4246. case SC_FUSION:
  4247. if(sc->data[SC_SPIRIT].timer!=-1 )
  4248. status_change_end(bl,SC_SPIRIT,-1);
  4249. break;
  4250. case SC_ADJUSTMENT:
  4251. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4252. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4253. break;
  4254. case SC_MADNESSCANCEL:
  4255. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4256. status_change_end(bl,SC_ADJUSTMENT,-1);
  4257. break;
  4258. }
  4259. //Check for overlapping fails
  4260. if(sc->data[type].timer != -1){
  4261. switch (type) {
  4262. case SC_ADRENALINE:
  4263. case SC_ADRENALINE2:
  4264. case SC_WEAPONPERFECTION:
  4265. case SC_OVERTHRUST:
  4266. if (sc->data[type].val2 > val2)
  4267. return 0;
  4268. break;
  4269. case SC_STUN:
  4270. case SC_SLEEP:
  4271. case SC_POISON:
  4272. case SC_CURSE:
  4273. case SC_SILENCE:
  4274. case SC_CONFUSION:
  4275. case SC_BLIND:
  4276. case SC_BLEEDING:
  4277. case SC_DPOISON:
  4278. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4279. case SC_MARIONETTE:
  4280. case SC_MARIONETTE2:
  4281. case SC_NOCHAT:
  4282. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4283. return 0;
  4284. case SC_COMBO:
  4285. case SC_DANCING:
  4286. case SC_DEVOTION:
  4287. case SC_ASPDPOTION0:
  4288. case SC_ASPDPOTION1:
  4289. case SC_ASPDPOTION2:
  4290. case SC_ASPDPOTION3:
  4291. case SC_ATKPOTION:
  4292. case SC_MATKPOTION:
  4293. case SC_JAILED:
  4294. case SC_ARMOR_ELEMENT:
  4295. break;
  4296. case SC_GOSPEL:
  4297. //Must not override a casting gospel char.
  4298. if(sc->data[type].val4 == BCT_SELF)
  4299. return 0;
  4300. if(sc->data[type].val1 > val1)
  4301. return 1;
  4302. break;
  4303. case SC_ENDURE:
  4304. if(sc->data[type].val4 && !val4)
  4305. return 1; //Don't let you override infinite endure.
  4306. if(sc->data[type].val1 > val1)
  4307. return 1;
  4308. break;
  4309. case SC_KAAHI:
  4310. if(sc->data[type].val1 > val1)
  4311. return 1;
  4312. //Delete timer if it exists.
  4313. if (sc->data[type].val4 != -1) {
  4314. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4315. sc->data[type].val4=-1;
  4316. }
  4317. break;
  4318. default:
  4319. if(sc->data[type].val1 > val1)
  4320. return 1; //Return true to not mess up skill animations. [Skotlex
  4321. }
  4322. (sc->count)--;
  4323. delete_timer(sc->data[type].timer, status_change_timer);
  4324. sc->data[type].timer = -1;
  4325. }
  4326. vd = status_get_viewdata(bl);
  4327. calc_flag = StatusChangeFlagTable[type];
  4328. if(!(flag&4)) //Do not parse val settings when loading SCs
  4329. switch(type){
  4330. case SC_DECREASEAGI:
  4331. if (sd) tick>>=1; //Half duration for players.
  4332. case SC_INCREASEAGI:
  4333. val2 = 2 + val1; //Agi change
  4334. break;
  4335. case SC_ENDURE:
  4336. val2 = 7; // Hit-count [Celest]
  4337. if (!(flag&1) && sd && !map_flag_gvg(bl->m))
  4338. {
  4339. struct map_session_data *tsd;
  4340. int i;
  4341. for (i = 0; i < 5; i++)
  4342. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4343. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4344. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4345. }
  4346. }
  4347. break;
  4348. case SC_AUTOBERSERK:
  4349. if (status->hp < status->max_hp>>2 &&
  4350. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4351. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4352. break;
  4353. case SC_SIGNUMCRUCIS:
  4354. val2 = 10 + 4*val1; //Def reduction
  4355. clif_emotion(bl,4);
  4356. break;
  4357. case SC_MAXIMIZEPOWER:
  4358. val2 = tick>0?tick:60000;
  4359. break;
  4360. case SC_EDP: // [Celest]
  4361. val2 = val1 + 2; //Chance to Poison enemies.
  4362. break;
  4363. case SC_POISONREACT:
  4364. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4365. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4366. break;
  4367. case SC_MAGICROD:
  4368. val2 = val1*20; //SP gained
  4369. break;
  4370. case SC_KYRIE:
  4371. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4372. val3 = (val1 / 2 + 5); //Hits
  4373. break;
  4374. case SC_MAGICPOWER:
  4375. //val1: Skill lv
  4376. val2 = 1; //Lasts 1 invocation
  4377. //val3 will store matk_min (needed in case you use ground-spells)
  4378. //val4 will store matk_max
  4379. break;
  4380. case SC_SACRIFICE:
  4381. val2 = 5; //Lasts 5 hits
  4382. break;
  4383. case SC_ENCPOISON:
  4384. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4385. case SC_ASPERSIO:
  4386. case SC_FIREWEAPON:
  4387. case SC_WATERWEAPON:
  4388. case SC_WINDWEAPON:
  4389. case SC_EARTHWEAPON:
  4390. case SC_SHADOWWEAPON:
  4391. case SC_GHOSTWEAPON:
  4392. skill_enchant_elemental_end(bl,type);
  4393. break;
  4394. case SC_ELEMENTALCHANGE:
  4395. //Val1 is skill level, val2 is skill that invoked this.
  4396. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4397. val3 = rand()%ELE_MAX;
  4398. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4399. break;
  4400. case SC_PROVIDENCE:
  4401. val2=val1*5; //Race/Ele resist
  4402. break;
  4403. case SC_REFLECTSHIELD:
  4404. val2=10+val1*3; //% Dmg reflected
  4405. if (sd && !(flag&1))
  4406. { //Pass it to devoted chars.
  4407. struct map_session_data *tsd;
  4408. int i;
  4409. for (i = 0; i < 5; i++)
  4410. { //Pass the status to the other affected chars. [Skotlex]
  4411. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4412. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4413. }
  4414. }
  4415. break;
  4416. case SC_STRIPWEAPON:
  4417. if (bl->type != BL_PC) //Watk reduction
  4418. val2 = 5*val1;
  4419. break;
  4420. case SC_STRIPSHIELD:
  4421. if (bl->type != BL_PC) //Def reduction
  4422. val2 = 3*val1;
  4423. break;
  4424. case SC_STRIPARMOR:
  4425. if (bl->type != BL_PC) //Vit reduction
  4426. val2 = 8*val1;
  4427. break;
  4428. case SC_STRIPHELM:
  4429. if (bl->type != BL_PC) //Int reduction
  4430. val2 = 8*val1;
  4431. break;
  4432. case SC_AUTOSPELL:
  4433. //Val1 Skill LV of Autospell
  4434. //Val2 Skill ID to cast
  4435. //Val3 Max Lv to cast
  4436. val4 = 5 + val1*2; //Chance of casting
  4437. break;
  4438. case SC_VOLCANO:
  4439. if (status->def_ele == ELE_FIRE)
  4440. val2 = val1*10; //Watk increase
  4441. else
  4442. val2 = 0;
  4443. break;
  4444. case SC_VIOLENTGALE:
  4445. if (status->def_ele == ELE_WIND)
  4446. val2 = val1*3; //Flee increase
  4447. else
  4448. val2 = 0;
  4449. break;
  4450. case SC_DELUGE:
  4451. if(status->def_ele == ELE_WATER)
  4452. val2 = deluge_eff[val1-1]; //HP increase
  4453. else
  4454. val2 = 0;
  4455. break;
  4456. case SC_SUITON:
  4457. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4458. //No penalties.
  4459. val2 = 0; //Agi penalty
  4460. val3 = 0; //Walk speed penalty
  4461. break;
  4462. }
  4463. val3 = 50;
  4464. val2 = 3*((val1+1)/3);
  4465. if (val1 > 4) val2--;
  4466. break;
  4467. case SC_ONEHAND:
  4468. case SC_TWOHANDQUICKEN:
  4469. val2 = 300;
  4470. if (val1 > 10) //For boss casted skills [Skotlex]
  4471. val2 += 20*(val1-10);
  4472. break;
  4473. case SC_SPEARQUICKEN:
  4474. val2 = 200+10*val1;
  4475. break;
  4476. case SC_DANCING:
  4477. //val1 : Skill ID + LV
  4478. //val2 : Skill Group of the Dance.
  4479. //val3 : Brings the skilllv (merged into val1 here)
  4480. //val4 : Partner
  4481. if (val1 == CG_MOONLIT)
  4482. clif_status_change(bl,SI_MOONLIT,1);
  4483. val1|= (val3<<16);
  4484. val3 = 0; //Tick duration/Speed penalty.
  4485. if (sd) { //Store walk speed change in lower part of val3
  4486. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4487. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4488. val3 -= 40; //TODO: Figure out real bonus rate.
  4489. }
  4490. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4491. tick = 1000;
  4492. break;
  4493. case SC_LONGING:
  4494. val2 = 500-100*val1; //Aspd penalty.
  4495. val3 = 50+10*val1; //Walk speed adjustment.
  4496. break;
  4497. case SC_EXPLOSIONSPIRITS:
  4498. val2 = 75 + 25*val1; //Cri bonus
  4499. break;
  4500. case SC_ASPDPOTION0:
  4501. case SC_ASPDPOTION1:
  4502. case SC_ASPDPOTION2:
  4503. case SC_ASPDPOTION3:
  4504. val2 = 50*(2+type-SC_ASPDPOTION0);
  4505. break;
  4506. case SC_WEDDING:
  4507. case SC_XMAS:
  4508. if (!vd) return 0;
  4509. //Store previous values as they could be removed.
  4510. val1 = vd->class_;
  4511. val2 = vd->weapon;
  4512. val3 = vd->shield;
  4513. val4 = vd->cloth_color;
  4514. unit_stop_attack(bl);
  4515. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4516. clif_changelook(bl,LOOK_WEAPON,0);
  4517. clif_changelook(bl,LOOK_SHIELD,0);
  4518. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4519. break;
  4520. case SC_NOCHAT:
  4521. tick = 60000;
  4522. val1 = battle_config.manner_system; //Mute filters.
  4523. if (sd) clif_updatestatus(sd,SP_MANNER);
  4524. break;
  4525. case SC_STONE:
  4526. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4527. if (!val2) val2 = 1;
  4528. val3 = tick/1000; //Petrified HP-damage iterations.
  4529. if(val3 < 1) val3 = 1;
  4530. tick = val4; //Petrifying time.
  4531. if (tick < 1000)
  4532. tick = 1000; //Min time
  4533. calc_flag = 0; //Actual status changes take effect on petrified state.
  4534. break;
  4535. case SC_DPOISON:
  4536. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4537. if (status->hp > status->max_hp>>2)
  4538. {
  4539. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4540. if (status->hp - diff < status->max_hp>>2)
  4541. diff = status->hp - (status->max_hp>>2);
  4542. status_zap(bl, diff, 0);
  4543. }
  4544. // fall through
  4545. case SC_POISON: /* 毒 */
  4546. val3 = tick/1000; //Damage iterations
  4547. if(val3 < 1) val3 = 1;
  4548. tick = 1000;
  4549. //val4: HP damage
  4550. if (bl->type == BL_PC)
  4551. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4552. else
  4553. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4554. break;
  4555. case SC_CONFUSION:
  4556. clif_emotion(bl,1);
  4557. break;
  4558. case SC_BLEEDING:
  4559. val4 = tick/10000;
  4560. if (!val4) val4 = 1;
  4561. tick = 10000;
  4562. break;
  4563. case SC_HIDING:
  4564. val2 = tick/1000;
  4565. tick = 1000;
  4566. //Store speed penalty on val3.
  4567. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4568. val3 = 20 + 6*val3;
  4569. val4 = val1+3; //Seconds before SP substraction happen.
  4570. break;
  4571. case SC_CHASEWALK:
  4572. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4573. val3 = 65+val1*5; //Speed adjustment.
  4574. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4575. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4576. val4 = 10+val1*2; //SP cost.
  4577. if (map_flag_gvg(bl->m)) val4 *= 5;
  4578. break;
  4579. case SC_CLOAKING:
  4580. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4581. val1 = 10;
  4582. val2 = tick>0?tick:60000; //SP consumption rate.
  4583. val3 = 0;
  4584. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4585. (val3=pc_checkskill(sd,TF_MISS))>0)
  4586. val3 *= -1; //Substract the Dodge speed bonus.
  4587. val3+= 70+val1*3; //Speed adjustment without a wall.
  4588. //With a wall, it is val3 +25.
  4589. //val4&1 signals the presence of a wall.
  4590. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4591. //val4&4 makes cloak not end on using skills
  4592. if (bl->type == BL_PC) //Standard cloaking.
  4593. val4 |= battle_config.pc_cloak_check_type&7;
  4594. else
  4595. val4 |= battle_config.monster_cloak_check_type&7;
  4596. break;
  4597. case SC_SIGHT: /* サイト/ルアフ */
  4598. case SC_RUWACH:
  4599. case SC_SIGHTBLASTER:
  4600. val2 = tick/250;
  4601. tick = 10;
  4602. break;
  4603. //Permanent effects.
  4604. case SC_MODECHANGE:
  4605. case SC_WEIGHT50:
  4606. case SC_WEIGHT90:
  4607. case SC_BROKENWEAPON:
  4608. case SC_BROKENARMOR:
  4609. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4610. case SC_READYDOWN:
  4611. case SC_READYCOUNTER:
  4612. case SC_READYTURN:
  4613. case SC_DODGE:
  4614. tick = 600*1000;
  4615. break;
  4616. case SC_AUTOGUARD:
  4617. if (!(flag&1))
  4618. {
  4619. struct map_session_data *tsd;
  4620. int i,t;
  4621. for(i=val2=0;i<val1;i++) {
  4622. t = 5-(i>>1);
  4623. val2 += (t < 0)? 1:t;
  4624. }
  4625. if (sd)
  4626. for (i = 0; i < 5; i++)
  4627. { //Pass the status to the other affected chars. [Skotlex]
  4628. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4629. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4630. }
  4631. }
  4632. break;
  4633. case SC_DEFENDER:
  4634. if (!(flag&1))
  4635. {
  4636. struct map_session_data *tsd;
  4637. int i;
  4638. val2 = 5 + 15*val1; //Damage reduction
  4639. val3 = 65 + 5*val1; //Speed adjustment
  4640. val4 = 250 - 50*val1; //Aspd adjustment
  4641. if (sd)
  4642. for (i = 0; i < 5; i++)
  4643. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4644. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4645. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4646. }
  4647. }
  4648. break;
  4649. case SC_TENSIONRELAX:
  4650. if (sd) {
  4651. pc_setsit(sd);
  4652. clif_sitting(sd);
  4653. }
  4654. val2 = 12; //SP cost
  4655. val4 = 10000; //Decrease at 10secs intervals.
  4656. val3 = tick/val4;
  4657. tick = val4;
  4658. break;
  4659. case SC_PARRYING:
  4660. val2 = 20 + val1*3; //Block Chance
  4661. break;
  4662. case SC_WINDWALK:
  4663. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4664. val3 = 4*val2; //movement speed % increase is 4 times that
  4665. break;
  4666. case SC_JOINTBEAT: // Random break [DracoRPG]
  4667. val2 = rand()%6; //Type of break
  4668. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4669. break;
  4670. case SC_BERSERK:
  4671. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4672. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4673. //HP healing is performing after the calc_status call.
  4674. //Val2 holds HP penalty
  4675. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4676. if (!val4) val4 = 10000; //Val4 holds damage interval
  4677. val3 = tick/val4; //val3 holds skill duration
  4678. tick = val4;
  4679. break;
  4680. case SC_GOSPEL:
  4681. if(val4 == BCT_SELF) { // self effect
  4682. val2 = tick/10000;
  4683. tick = 10000;
  4684. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4685. }
  4686. break;
  4687. case SC_MARIONETTE:
  4688. if (sd) {
  4689. val3 = 0;
  4690. val2 = sd->status.str>>1;
  4691. if (val2 > 0xFF) val2 = 0xFF;
  4692. val3|=val2<<16;
  4693. val2 = sd->status.agi>>1;
  4694. if (val2 > 0xFF) val2 = 0xFF;
  4695. val3|=val2<<8;
  4696. val2 = sd->status.vit>>1;
  4697. if (val2 > 0xFF) val2 = 0xFF;
  4698. val3|=val2;
  4699. val4 = 0;
  4700. val2 = sd->status.int_>>1;
  4701. if (val2 > 0xFF) val2 = 0xFF;
  4702. val4|=val2<<16;
  4703. val2 = sd->status.dex>>1;
  4704. if (val2 > 0xFF) val2 = 0xFF;
  4705. val4|=val2<<8;
  4706. val2 = sd->status.luk>>1;
  4707. if (val2 > 0xFF) val2 = 0xFF;
  4708. val4|=val2;
  4709. } else {
  4710. struct status_data *b_status = status_get_base_status(bl);
  4711. if (!b_status)
  4712. return 0;
  4713. val3 = 0;
  4714. val2 = b_status->str>>1;
  4715. if (val2 > 0xFF) val2 = 0xFF;
  4716. val3|=val2<<16;
  4717. val2 = b_status->agi>>1;
  4718. if (val2 > 0xFF) val2 = 0xFF;
  4719. val3|=val2<<8;
  4720. val2 = b_status->vit>>1;
  4721. if (val2 > 0xFF) val2 = 0xFF;
  4722. val3|=val2;
  4723. val4 = 0;
  4724. val2 = b_status->int_>>1;
  4725. if (val2 > 0xFF) val2 = 0xFF;
  4726. val4|=val2<<16;
  4727. val2 = b_status->dex>>1;
  4728. if (val2 > 0xFF) val2 = 0xFF;
  4729. val4|=val2<<8;
  4730. val2 = b_status->luk>>1;
  4731. if (val2 > 0xFF) val2 = 0xFF;
  4732. val4|=val2;
  4733. }
  4734. val2 = tick/1000;
  4735. tick = 1000;
  4736. break;
  4737. case SC_MARIONETTE2:
  4738. {
  4739. struct block_list *pbl = map_id2bl(val1);
  4740. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4741. int stat,max;
  4742. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4743. return 0;
  4744. val2 = tick /1000;
  4745. val3 = val4 = 0;
  4746. if (sd) {
  4747. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4748. //Str
  4749. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4750. if (sd->status.str+stat > max)
  4751. stat =max-sd->status.str;
  4752. val3 |= stat<<16;
  4753. //Agi
  4754. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4755. if (sd->status.agi+stat > max)
  4756. stat =max-sd->status.agi;
  4757. val3 |= stat<<8;
  4758. //Vit
  4759. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4760. if (sd->status.vit+stat > max)
  4761. stat =max-sd->status.vit;
  4762. val3 |= stat;
  4763. //Int
  4764. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4765. if (sd->status.int_+stat > max)
  4766. stat =max-sd->status.int_;
  4767. val4 |= stat<<16;
  4768. //Dex
  4769. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4770. if (sd->status.dex+stat > max)
  4771. stat =max-sd->status.dex;
  4772. val4 |= stat<<8;
  4773. //Luk
  4774. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4775. if (sd->status.luk+stat > max)
  4776. stat =max-sd->status.luk;
  4777. val4 |= stat;
  4778. } else {
  4779. struct status_data *b_status = status_get_base_status(bl);
  4780. if (!b_status) return 0;
  4781. max = 0xFF; //Assume a 256 max parameter
  4782. //Str
  4783. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4784. if (b_status->str+stat > max)
  4785. stat = max - b_status->str;
  4786. val3 |= stat<<16;
  4787. //Agi
  4788. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4789. if (b_status->agi+stat > max)
  4790. stat = max - b_status->agi;
  4791. val3 |= stat<<8;
  4792. //Vit
  4793. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4794. if (b_status->vit+stat > max)
  4795. stat = max - b_status->vit;
  4796. val3 |= stat;
  4797. //Int
  4798. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4799. if (b_status->int_+stat > max)
  4800. stat = max - b_status->int_;
  4801. val4 |= stat<<16;
  4802. //Dex
  4803. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4804. if (b_status->dex+stat > max)
  4805. stat = max - b_status->dex;
  4806. val4 |= stat<<8;
  4807. //Luk
  4808. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4809. if (b_status->luk+stat > max)
  4810. stat = max - b_status->luk;
  4811. val4 |= stat;
  4812. }
  4813. tick = 1000;
  4814. break;
  4815. }
  4816. case SC_REJECTSWORD:
  4817. val2 = 15*val1; //Reflect chance
  4818. val3 = 3; //Reflections
  4819. break;
  4820. case SC_MEMORIZE:
  4821. val2 = 5; //Memorized casts.
  4822. break;
  4823. case SC_GRAVITATION:
  4824. val2 = 50*val1; //aspd reduction
  4825. if (val3 == BCT_SELF) {
  4826. struct unit_data *ud = unit_bl2ud(bl);
  4827. if (ud) {
  4828. ud->canmove_tick += tick;
  4829. ud->canact_tick += tick;
  4830. }
  4831. }
  4832. break;
  4833. case SC_HERMODE:
  4834. status_change_clear_buffs(bl,1);
  4835. break;
  4836. case SC_REGENERATION:
  4837. if (val1 == 1)
  4838. val2 = 2;
  4839. else
  4840. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4841. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4842. //if val4 comes set, this blocks regen rather than increase it.
  4843. break;
  4844. case SC_DEVOTION:
  4845. {
  4846. struct map_session_data *src;
  4847. if ((src = map_id2sd(val1)) && src->sc.count)
  4848. { //Try to inherit the status from the Crusader [Skotlex]
  4849. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4850. //once the Crusader's status changes, it will reflect on the others.
  4851. const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  4852. int type2;
  4853. int i = map_flag_gvg(bl->m)?2:3;
  4854. while (i >= 0) {
  4855. type2 = types[i];
  4856. if (src->sc.data[type2].timer != -1)
  4857. sc_start(bl,type2,100,src->sc.data[type2].val1,
  4858. skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4859. i--;
  4860. }
  4861. }
  4862. break;
  4863. }
  4864. case SC_COMA: //Coma. Sends a char to 1HP
  4865. status_zap(bl, status_get_hp(bl)-1, 0);
  4866. return 1;
  4867. case SC_CLOSECONFINE2:
  4868. {
  4869. struct block_list *src = val2?map_id2bl(val2):NULL;
  4870. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4871. if (src && sc2) {
  4872. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4873. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4874. else { //Increase count of locked enemies and refresh time.
  4875. sc2->data[SC_CLOSECONFINE].val2++;
  4876. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4877. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4878. }
  4879. } else //Status failed.
  4880. return 0;
  4881. }
  4882. break;
  4883. case SC_KAITE:
  4884. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4885. break;
  4886. case SC_KAUPE:
  4887. switch (val1) {
  4888. case 3: //33*3 + 1 -> 100%
  4889. val2++;
  4890. case 1:
  4891. case 2: //33, 66%
  4892. val2 += 33*val1;
  4893. val3 = 1; //Dodge 1 attack total.
  4894. break;
  4895. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4896. val2 = 100;
  4897. val3 = val1-2;
  4898. break;
  4899. }
  4900. break;
  4901. case SC_COMBO:
  4902. {
  4903. //val1: Skill ID
  4904. //val2: When given, target (for autotargetting skills)
  4905. //val3: When set, this combo time should NOT delay attack/movement
  4906. //val4: Combo time
  4907. struct unit_data *ud = unit_bl2ud(bl);
  4908. switch (val1) {
  4909. case TK_STORMKICK:
  4910. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4911. break;
  4912. case TK_DOWNKICK:
  4913. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4914. break;
  4915. case TK_TURNKICK:
  4916. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4917. break;
  4918. case TK_COUNTER:
  4919. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4920. break;
  4921. }
  4922. if (ud && !val3)
  4923. {
  4924. ud->attackabletime = gettick()+tick;
  4925. unit_set_walkdelay(bl, gettick(), tick, 1);
  4926. }
  4927. val4 = tick; //Store combo-time in val4.
  4928. }
  4929. break;
  4930. case SC_TKREST:
  4931. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4932. break;
  4933. case SC_RUN:
  4934. val4 = gettick(); //Store time at which you started running.
  4935. break;
  4936. case SC_KAAHI:
  4937. val2 = 200*val1; //HP heal
  4938. val3 = 5*val1; //SP cost
  4939. val4 = -1; //Kaahi Timer.
  4940. break;
  4941. case SC_BLESSING:
  4942. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4943. val2 = val1;
  4944. else
  4945. val2 = 0; //0 -> Half stat.
  4946. break;
  4947. case SC_TRICKDEAD:
  4948. if (vd) vd->dead_sit = 1;
  4949. break;
  4950. case SC_CONCENTRATE:
  4951. val2 = 2 + val1;
  4952. if (sd) { //Store the card-bonus data that should not count in the %
  4953. val3 = sd->param_bonus[1]; //Agi
  4954. val4 = sd->param_bonus[4]; //Dex
  4955. } else {
  4956. val3 = val4 = 0;
  4957. }
  4958. break;
  4959. case SC_ADRENALINE2:
  4960. case SC_ADRENALINE:
  4961. if (val2 || !battle_config.party_skill_penalty)
  4962. val3 = 300;
  4963. else
  4964. val3 = 200;
  4965. case SC_WEAPONPERFECTION:
  4966. case SC_OVERTHRUST:
  4967. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  4968. tick += tick / 10;
  4969. break;
  4970. case SC_CONCENTRATION:
  4971. val2 = 5*val1; //Batk/Watk Increase
  4972. val3 = 10*val1; //Hit Increase
  4973. val4 = 5*val1; //Def reduction
  4974. break;
  4975. case SC_ANGELUS:
  4976. val2 = 5*val1; //def increase
  4977. break;
  4978. case SC_IMPOSITIO:
  4979. val2 = 5*val1; //watk increase
  4980. break;
  4981. case SC_MELTDOWN:
  4982. val2 = 100*val1; //Chance to break weapon
  4983. val3 = 70*val1; //Change to break armor
  4984. break;
  4985. case SC_TRUESIGHT:
  4986. val2 = 10*val1; //Critical increase
  4987. val3 = 3*val1; //Hit increase
  4988. break;
  4989. case SC_SUN_COMFORT:
  4990. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4991. break;
  4992. case SC_MOON_COMFORT:
  4993. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  4994. break;
  4995. case SC_STAR_COMFORT:
  4996. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  4997. break;
  4998. case SC_QUAGMIRE:
  4999. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5000. break;
  5001. // gs_something1 [Vicious]
  5002. case SC_GATLINGFEVER:
  5003. val2 = 20*val1; //Aspd increase
  5004. val3 = 20+10*val1; //Batk increase
  5005. val4 = 5*val1; //Flee decrease
  5006. break;
  5007. case SC_FLING:
  5008. if (bl->type == BL_PC)
  5009. val2 = 0; //No armor reduction to players.
  5010. else
  5011. val2 = 5*val1; //Def reduction
  5012. val3 = 5*val1; //Def2 reduction
  5013. break;
  5014. case SC_PROVOKE:
  5015. //val2 signals autoprovoke.
  5016. val3 = 2+3*val1; //Atk increase
  5017. val4 = 5+5*val1; //Def reduction.
  5018. break;
  5019. case SC_AVOID:
  5020. val2 = 10*val1; //Speed change rate.
  5021. break;
  5022. case SC_DEFENCE:
  5023. val2 = 2*val1; //Def bonus
  5024. break;
  5025. case SC_BLOODLUST:
  5026. val2 = 20+10*val1; //Atk rate change.
  5027. val3 = 3*val1; //Leech chance
  5028. val4 = 20; //Leech percent
  5029. break;
  5030. case SC_FLEET:
  5031. val2 = 30*val1; //Aspd change
  5032. val3 = 5+5*val1; //bAtk/wAtk rate change
  5033. break;
  5034. case SC_MINDBREAKER:
  5035. val2 = 20*val1; //matk increase.
  5036. val3 = 12*val1; //mdef2 reduction.
  5037. break;
  5038. case SC_SKA:
  5039. val2 = tick/1000;
  5040. val3 = rand()%100; //Def changes randomly every second...
  5041. tick = 1000;
  5042. break;
  5043. case SC_JAILED:
  5044. tick = val1>0?1000:250;
  5045. if (sd && sd->mapindex != val2)
  5046. {
  5047. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5048. map = sd->mapindex; //Current Map
  5049. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5050. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  5051. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  5052. //2. Set restore point (val3 -> return map, val4 return coords
  5053. val3 = map;
  5054. val4 = pos;
  5055. }
  5056. break;
  5057. case SC_UTSUSEMI:
  5058. val2=(val1+1)/2; // number of hits blocked
  5059. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5060. break;
  5061. case SC_BUNSINJYUTSU:
  5062. val2=(val1+1)/2; // number of hits blocked
  5063. break;
  5064. case SC_CHANGE:
  5065. val2= 30*val1; //Vit increase
  5066. val3= 20*val1; //Int increase
  5067. break;
  5068. case SC_SWOO:
  5069. if(status->mode&MD_BOSS)
  5070. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5071. break;
  5072. case SC_ANKLE:
  5073. if (sd && battle_config.pc_sc_def_rate != 100)
  5074. tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
  5075. else if (battle_config.mob_sc_def_rate != 100)
  5076. tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
  5077. else
  5078. tick -= tick*status->agi/100;
  5079. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5080. tick /= 5;
  5081. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  5082. // Changed to 3 secs and moved from skill.c [Skotlex]
  5083. if (tick < 3000)
  5084. tick = 3000;
  5085. break;
  5086. case SC_SPIDERWEB:
  5087. if (map[bl->m].flag.pvp)
  5088. tick /=2;
  5089. break;
  5090. case SC_ARMOR:
  5091. //NPC_DEFENDER:
  5092. val2 = 80; //Damage reduction
  5093. //Attack requirements to be blocked:
  5094. val3 = BF_LONG; //Range
  5095. val4 = BF_WEAPON|BF_MISC; //Type
  5096. break;
  5097. case SC_INTRAVISION:
  5098. case SC_ARMOR_ELEMENT:
  5099. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5100. //associated, and yet are not wrong/unknown. [Skotlex]
  5101. break;
  5102. default:
  5103. if (calc_flag == SCB_NONE &&
  5104. StatusSkillChangeTable[type]==0 &&
  5105. StatusIconChangeTable[type]==0)
  5106. { //Status change with no calc, and no skill associated...? unknown?
  5107. if(battle_config.error_log)
  5108. ShowError("UnknownStatusChange [%d]\n", type);
  5109. return 0;
  5110. }
  5111. }
  5112. else //Special considerations when loading SC data.
  5113. switch (type) {
  5114. case SC_WEDDING:
  5115. case SC_XMAS:
  5116. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  5117. clif_changelook(bl,LOOK_WEAPON,0);
  5118. clif_changelook(bl,LOOK_SHIELD,0);
  5119. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5120. break;
  5121. case SC_KAAHI:
  5122. val4 = -1;
  5123. break;
  5124. //In case the speed reduction comes loaded incorrectly,
  5125. //prevent division by 0.
  5126. case SC_DONTFORGETME:
  5127. case SC_CLOAKING:
  5128. case SC_LONGING:
  5129. case SC_HIDING:
  5130. case SC_CHASEWALK:
  5131. case SC_DEFENDER:
  5132. if (!val3)
  5133. return 0;
  5134. break;
  5135. case SC_GUILDAURA:
  5136. //Compatibility Upgrade due to Guild Aura code rewrite
  5137. //(older saved SC versions would load up with huge bonuses)
  5138. return 0;
  5139. }
  5140. //Those that make you stop attacking/walking....
  5141. switch (type) {
  5142. case SC_FREEZE:
  5143. case SC_STUN:
  5144. case SC_SLEEP:
  5145. case SC_STONE:
  5146. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5147. pc_setstand(sd);
  5148. case SC_TRICKDEAD:
  5149. unit_stop_attack(bl);
  5150. skill_stop_dancing(bl);
  5151. // Cancel cast when get status [LuzZza]
  5152. if (battle_config.sc_castcancel&bl->type)
  5153. unit_skillcastcancel(bl, 0);
  5154. case SC_STOP:
  5155. case SC_CONFUSION:
  5156. case SC_CLOSECONFINE:
  5157. case SC_CLOSECONFINE2:
  5158. case SC_ANKLE:
  5159. case SC_SPIDERWEB:
  5160. unit_stop_walking(bl,1);
  5161. break;
  5162. case SC_HIDING:
  5163. case SC_CLOAKING:
  5164. case SC_CHASEWALK:
  5165. unit_stop_attack(bl);
  5166. break;
  5167. case SC_SILENCE:
  5168. if (battle_config.sc_castcancel&bl->type)
  5169. unit_skillcastcancel(bl, 0);
  5170. break;
  5171. }
  5172. // Set option as needed.
  5173. opt_flag = 1;
  5174. switch(type){
  5175. //OPT1
  5176. case SC_STONE:
  5177. case SC_FREEZE:
  5178. case SC_STUN:
  5179. case SC_SLEEP:
  5180. if(type == SC_STONE)
  5181. sc->opt1 = OPT1_STONEWAIT;
  5182. else
  5183. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5184. break;
  5185. //OPT2
  5186. case SC_POISON:
  5187. case SC_CURSE:
  5188. case SC_SILENCE:
  5189. case SC_BLIND:
  5190. sc->opt2 |= 1<<(type-SC_POISON);
  5191. break;
  5192. case SC_DPOISON:
  5193. sc->opt2 |= OPT2_DPOISON;
  5194. break;
  5195. case SC_SIGNUMCRUCIS:
  5196. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5197. break;
  5198. //OPT3
  5199. case SC_TWOHANDQUICKEN:
  5200. case SC_SPEARQUICKEN:
  5201. case SC_CONCENTRATION:
  5202. sc->opt3 |= 1;
  5203. opt_flag = 0;
  5204. break;
  5205. case SC_MAXOVERTHRUST:
  5206. case SC_OVERTHRUST:
  5207. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5208. sc->opt3 |= 2;
  5209. opt_flag = 0;
  5210. break;
  5211. case SC_ENERGYCOAT:
  5212. case SC_SKE:
  5213. sc->opt3 |= 4;
  5214. opt_flag = 0;
  5215. break;
  5216. case SC_INCATKRATE:
  5217. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5218. if (bl->type != BL_MOB) {
  5219. opt_flag = 0;
  5220. break;
  5221. }
  5222. case SC_EXPLOSIONSPIRITS:
  5223. sc->opt3 |= 8;
  5224. opt_flag = 0;
  5225. break;
  5226. case SC_STEELBODY:
  5227. case SC_SKA:
  5228. sc->opt3 |= 16;
  5229. opt_flag = 0;
  5230. break;
  5231. case SC_BLADESTOP:
  5232. sc->opt3 |= 32;
  5233. opt_flag = 0;
  5234. break;
  5235. case SC_BERSERK:
  5236. sc->opt3 |= 128;
  5237. opt_flag = 0;
  5238. break;
  5239. case SC_MARIONETTE:
  5240. case SC_MARIONETTE2:
  5241. sc->opt3 |= 1024;
  5242. opt_flag = 0;
  5243. break;
  5244. case SC_ASSUMPTIO:
  5245. sc->opt3 |= 2048;
  5246. opt_flag = 0;
  5247. break;
  5248. case SC_WARM: //SG skills [Komurka]
  5249. sc->opt3 |= 4096;
  5250. opt_flag = 0;
  5251. break;
  5252. case SC_KAITE:
  5253. sc->opt3 |= 8192;
  5254. opt_flag = 0;
  5255. break;
  5256. //OPTION
  5257. case SC_HIDING:
  5258. sc->option |= OPTION_HIDE;
  5259. break;
  5260. case SC_CLOAKING:
  5261. sc->option |= OPTION_CLOAK;
  5262. break;
  5263. case SC_CHASEWALK:
  5264. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5265. break;
  5266. case SC_SIGHT:
  5267. sc->option |= OPTION_SIGHT;
  5268. break;
  5269. case SC_RUWACH:
  5270. sc->option |= OPTION_RUWACH;
  5271. break;
  5272. case SC_WEDDING:
  5273. sc->option |= OPTION_WEDDING;
  5274. break;
  5275. case SC_XMAS:
  5276. sc->option |= OPTION_XMAS;
  5277. break;
  5278. case SC_ORCISH:
  5279. sc->option |= OPTION_ORCISH;
  5280. break;
  5281. case SC_SIGHTTRASHER:
  5282. sc->option |= OPTION_SIGHTTRASHER;
  5283. break;
  5284. case SC_FUSION:
  5285. sc->option |= OPTION_FLYING;
  5286. break;
  5287. default:
  5288. opt_flag = 0;
  5289. }
  5290. //On Aegis, when turning on a status change, first goes the option packet,
  5291. // then the sc packet.
  5292. if(opt_flag)
  5293. clif_changeoption(bl);
  5294. if (calc_flag&SCB_DYE)
  5295. { //Reset DYE color
  5296. if (vd && vd->cloth_color)
  5297. {
  5298. val4 = vd->cloth_color;
  5299. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5300. }
  5301. calc_flag&=~SCB_DYE;
  5302. }
  5303. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5304. clif_status_change(bl,StatusIconChangeTable[type],1);
  5305. else if (sd) //Send packet to self otherwise (disguised player?)
  5306. clif_status_load(bl,StatusIconChangeTable[type],1);
  5307. (sc->count)++;
  5308. sc->data[type].val1 = val1;
  5309. sc->data[type].val2 = val2;
  5310. sc->data[type].val3 = val3;
  5311. sc->data[type].val4 = val4;
  5312. sc->data[type].timer = add_timer(
  5313. gettick() + tick, status_change_timer, bl->id, type);
  5314. if (calc_flag)
  5315. status_calc_bl(bl,calc_flag);
  5316. if(sd && sd->pd)
  5317. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5318. if (type==SC_BERSERK) {
  5319. sc->data[type].val2 = 5*status->max_hp/100;
  5320. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5321. status_set_sp(bl, 0, 0); //Damage all SP
  5322. } else if (type==SC_CHANGE) //Heal all HP/SP
  5323. status_percent_heal(bl, 100, 100);
  5324. if (type==SC_RUN) {
  5325. struct unit_data *ud = unit_bl2ud(bl);
  5326. if (ud)
  5327. ud->state.running = unit_run(bl);
  5328. }
  5329. return 1;
  5330. }
  5331. /*==========================================
  5332. * ステータス異常全解除
  5333. *------------------------------------------
  5334. */
  5335. int status_change_clear(struct block_list *bl,int type)
  5336. {
  5337. struct status_change* sc;
  5338. int i;
  5339. sc = status_get_sc(bl);
  5340. if (!sc || sc->count == 0)
  5341. return 0;
  5342. if(sc->data[SC_DANCING].timer != -1)
  5343. skill_stop_dancing(bl);
  5344. for(i = 0; i < SC_MAX; i++)
  5345. {
  5346. if(sc->data[i].timer == -1)
  5347. continue;
  5348. if(type == 0)
  5349. switch (i)
  5350. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5351. case SC_EDP:
  5352. case SC_MELTDOWN:
  5353. case SC_XMAS:
  5354. case SC_NOCHAT:
  5355. case SC_FUSION:
  5356. case SC_TKREST:
  5357. case SC_READYSTORM:
  5358. case SC_READYDOWN:
  5359. case SC_READYCOUNTER:
  5360. case SC_READYTURN:
  5361. case SC_DODGE:
  5362. case SC_JAILED:
  5363. case SC_STRFOOD:
  5364. case SC_AGIFOOD:
  5365. case SC_VITFOOD:
  5366. case SC_INTFOOD:
  5367. case SC_DEXFOOD:
  5368. case SC_LUKFOOD:
  5369. case SC_HITFOOD:
  5370. case SC_FLEEFOOD:
  5371. case SC_BATKFOOD:
  5372. case SC_WATKFOOD:
  5373. case SC_MATKFOOD:
  5374. continue;
  5375. }
  5376. status_change_end(bl, i, -1);
  5377. if (type == 1 && sc->data[i].timer != -1)
  5378. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5379. (sc->count)--;
  5380. delete_timer(sc->data[i].timer, status_change_timer);
  5381. sc->data[i].timer = -1;
  5382. }
  5383. }
  5384. sc->opt1 = 0;
  5385. sc->opt2 = 0;
  5386. sc->opt3 = 0;
  5387. sc->option &= OPTION_MASK;
  5388. if(!type || type&2)
  5389. clif_changeoption(bl);
  5390. return 1;
  5391. }
  5392. /*==========================================
  5393. * ステータス異常終了
  5394. *------------------------------------------
  5395. */
  5396. int status_change_end( struct block_list* bl , int type,int tid )
  5397. {
  5398. struct map_session_data *sd;
  5399. struct status_change *sc;
  5400. struct status_data *status;
  5401. struct view_data *vd;
  5402. int opt_flag=0, calc_flag;
  5403. nullpo_retr(0, bl);
  5404. sc = status_get_sc(bl);
  5405. status = status_get_status_data(bl);
  5406. nullpo_retr(0,sc);
  5407. nullpo_retr(0,status);
  5408. if(type < 0 || type >= SC_MAX)
  5409. return 0;
  5410. BL_CAST(BL_PC,bl,sd);
  5411. if (sc->data[type].timer == -1 ||
  5412. (sc->data[type].timer != tid && tid != -1))
  5413. return 0;
  5414. if (tid == -1)
  5415. delete_timer(sc->data[type].timer,status_change_timer);
  5416. sc->data[type].timer=-1;
  5417. (sc->count)--;
  5418. vd = status_get_viewdata(bl);
  5419. calc_flag = StatusChangeFlagTable[type];
  5420. switch(type){
  5421. case SC_WEDDING:
  5422. case SC_XMAS:
  5423. if (!vd) return 0;
  5424. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5425. status_set_viewdata(bl, sd->status.class_);
  5426. else {
  5427. vd->class_ = sc->data[type].val1;
  5428. vd->weapon = sc->data[type].val2;
  5429. vd->shield = sc->data[type].val3;
  5430. vd->cloth_color = sc->data[type].val4;
  5431. }
  5432. clif_changelook(bl,LOOK_BASE,vd->class_);
  5433. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5434. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5435. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5436. break;
  5437. case SC_RUN:
  5438. {
  5439. struct unit_data *ud = unit_bl2ud(bl);
  5440. if (ud) {
  5441. ud->state.running = 0;
  5442. if (ud->walktimer != -1)
  5443. unit_stop_walking(bl,1);
  5444. }
  5445. if (sc->data[type].val1 >= 7 &&
  5446. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5447. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5448. )
  5449. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5450. }
  5451. break;
  5452. case SC_AUTOBERSERK:
  5453. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5454. status_change_end(bl,SC_PROVOKE,-1);
  5455. break;
  5456. case SC_DEFENDER:
  5457. case SC_REFLECTSHIELD:
  5458. case SC_AUTOGUARD:
  5459. case SC_ENDURE:
  5460. if (sd) {
  5461. struct map_session_data *tsd;
  5462. int i;
  5463. for (i = 0; i < 5; i++)
  5464. { //Clear the status from the others too [Skotlex]
  5465. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5466. status_change_end(&tsd->bl,type,-1);
  5467. }
  5468. }
  5469. break;
  5470. case SC_DEVOTION:
  5471. {
  5472. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5473. //The status could have changed because the Crusader left the game. [Skotlex]
  5474. if (md)
  5475. {
  5476. md->devotion[sc->data[type].val2] = 0;
  5477. clif_devotion(md);
  5478. }
  5479. //Remove inherited status [Skotlex]
  5480. if (sc->data[SC_AUTOGUARD].timer != -1)
  5481. status_change_end(bl,SC_AUTOGUARD,-1);
  5482. if (sc->data[SC_DEFENDER].timer != -1)
  5483. status_change_end(bl,SC_DEFENDER,-1);
  5484. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5485. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5486. if (sc->data[SC_ENDURE].timer != -1)
  5487. status_change_end(bl,SC_ENDURE,-1);
  5488. break;
  5489. }
  5490. case SC_BLADESTOP:
  5491. if(sc->data[type].val4)
  5492. {
  5493. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5494. struct status_change *tsc = status_get_sc(tbl);
  5495. sc->data[type].val4 = 0;
  5496. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5497. {
  5498. tsc->data[SC_BLADESTOP].val4 = 0;
  5499. status_change_end(tbl,SC_BLADESTOP,-1);
  5500. }
  5501. clif_bladestop(bl,tbl,0);
  5502. }
  5503. break;
  5504. case SC_DANCING:
  5505. {
  5506. struct map_session_data *dsd;
  5507. struct status_change *dsc;
  5508. struct skill_unit_group *group;
  5509. if(sc->data[type].val2)
  5510. {
  5511. group = (struct skill_unit_group *)sc->data[type].val2;
  5512. sc->data[type].val2 = 0;
  5513. skill_delunitgroup(bl, group, 0);
  5514. }
  5515. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5516. dsc = &dsd->sc;
  5517. if(dsc && dsc->data[type].timer!=-1)
  5518. { //This will prevent recursive loops.
  5519. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5520. status_change_end(&dsd->bl, type, -1);
  5521. }
  5522. }
  5523. }
  5524. if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
  5525. clif_status_change(bl,SI_MOONLIT,0);
  5526. if (sc->data[SC_LONGING].timer!=-1)
  5527. status_change_end(bl,SC_LONGING,-1);
  5528. break;
  5529. case SC_NOCHAT:
  5530. if (sd && sd->status.manner < 0 && tid != -1)
  5531. sd->status.manner = 0;
  5532. break;
  5533. case SC_SPLASHER:
  5534. {
  5535. struct block_list *src=map_id2bl(sc->data[type].val3);
  5536. if(src && tid!=-1)
  5537. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5538. }
  5539. break;
  5540. case SC_CLOSECONFINE2:
  5541. {
  5542. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5543. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5544. if (src && sc2 && sc2->count) {
  5545. //If status was already ended, do nothing.
  5546. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5547. { //Decrease count
  5548. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5549. status_change_end(src, SC_CLOSECONFINE, -1);
  5550. }
  5551. }
  5552. }
  5553. case SC_CLOSECONFINE:
  5554. if (sc->data[type].val2 > 0) {
  5555. //Caster has been unlocked... nearby chars need to be unlocked.
  5556. int range = 1
  5557. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5558. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5559. map_foreachinarea(status_change_timer_sub,
  5560. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5561. }
  5562. break;
  5563. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5564. if (sd && sd->skillid_old == sc->data[type].val1)
  5565. sd->skillid_old = sd->skilllv_old = 0;
  5566. break;
  5567. case SC_FREEZE:
  5568. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5569. break;
  5570. case SC_MARIONETTE:
  5571. case SC_MARIONETTE2: /// Marionette target
  5572. if (sc->data[type].val1)
  5573. { // check for partner and end their marionette status as well
  5574. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5575. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5576. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5577. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5578. {
  5579. sc2->data[type2].val1 = 0;
  5580. status_change_end(pbl, type2, -1);
  5581. }
  5582. }
  5583. if (type == SC_MARIONETTE)
  5584. clif_marionette(bl, 0); //Clear effect.
  5585. break;
  5586. case SC_BERSERK:
  5587. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5588. if(status->hp > 100 && sc->data[type].val2)
  5589. status_set_hp(bl, 100, 0);
  5590. if(sc->data[SC_ENDURE].timer != -1)
  5591. status_change_end(bl, SC_ENDURE, -1);
  5592. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5593. skill_get_time(LK_BERSERK, sc->data[type].val1));
  5594. break;
  5595. case SC_GRAVITATION:
  5596. if (sc->data[type].val3 == BCT_SELF) {
  5597. struct unit_data *ud = unit_bl2ud(bl);
  5598. if (ud)
  5599. ud->canmove_tick = ud->canact_tick = gettick();
  5600. }
  5601. break;
  5602. case SC_GOSPEL: //Clear the buffs from other chars.
  5603. if (sc->data[type].val3) { //Clear the group.
  5604. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5605. sc->data[type].val3 = 0;
  5606. skill_delunitgroup(bl, group, 0);
  5607. }
  5608. break;
  5609. case SC_HERMODE:
  5610. if(sc->data[type].val3 == BCT_SELF)
  5611. skill_clear_unitgroup(bl);
  5612. break;
  5613. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5614. skill_clear_unitgroup(bl);
  5615. break;
  5616. case SC_TRICKDEAD:
  5617. if (vd) vd->dead_sit = 0;
  5618. break;
  5619. case SC_WARM:
  5620. if (sc->data[type].val4) { //Clear the group.
  5621. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5622. sc->data[type].val4 = 0;
  5623. skill_delunitgroup(bl, group, 0);
  5624. }
  5625. break;
  5626. case SC_KAAHI:
  5627. //Delete timer if it exists.
  5628. if (sc->data[type].val4 != -1) {
  5629. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5630. sc->data[type].val4=-1;
  5631. }
  5632. break;
  5633. case SC_JAILED:
  5634. if(tid == -1)
  5635. break;
  5636. //natural expiration.
  5637. if(sd && sd->mapindex == sc->data[type].val2)
  5638. {
  5639. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5640. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5641. }
  5642. break; //guess hes not in jail :P
  5643. case SC_CHANGE:
  5644. if (tid == -1)
  5645. break;
  5646. // "lose almost all their HP and SP" on natural expiration.
  5647. status_set_hp(bl, 10, 0);
  5648. status_set_sp(bl, 10, 0);
  5649. break;
  5650. }
  5651. opt_flag = 1;
  5652. switch(type){
  5653. case SC_STONE:
  5654. case SC_FREEZE:
  5655. case SC_STUN:
  5656. case SC_SLEEP:
  5657. sc->opt1 = 0;
  5658. break;
  5659. case SC_POISON:
  5660. case SC_CURSE:
  5661. case SC_SILENCE:
  5662. case SC_BLIND:
  5663. sc->opt2 &= ~(1<<(type-SC_POISON));
  5664. break;
  5665. case SC_DPOISON:
  5666. sc->opt2 &= ~OPT2_DPOISON;
  5667. break;
  5668. case SC_SIGNUMCRUCIS:
  5669. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5670. break;
  5671. case SC_HIDING:
  5672. sc->option &= ~OPTION_HIDE;
  5673. opt_flag = 2; //Check for warp trigger.
  5674. break;
  5675. case SC_CLOAKING:
  5676. sc->option &= ~OPTION_CLOAK;
  5677. opt_flag = 2;
  5678. break;
  5679. case SC_CHASEWALK:
  5680. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5681. opt_flag = 2;
  5682. break;
  5683. case SC_SIGHT:
  5684. sc->option &= ~OPTION_SIGHT;
  5685. break;
  5686. case SC_WEDDING:
  5687. sc->option &= ~OPTION_WEDDING;
  5688. break;
  5689. case SC_XMAS:
  5690. sc->option &= ~OPTION_XMAS;
  5691. break;
  5692. case SC_ORCISH:
  5693. sc->option &= ~OPTION_ORCISH;
  5694. break;
  5695. case SC_RUWACH:
  5696. sc->option &= ~OPTION_RUWACH;
  5697. break;
  5698. case SC_SIGHTTRASHER:
  5699. sc->option &= ~OPTION_SIGHTTRASHER;
  5700. break;
  5701. case SC_FUSION:
  5702. sc->option &= ~OPTION_FLYING;
  5703. break;
  5704. //opt3
  5705. case SC_TWOHANDQUICKEN:
  5706. case SC_ONEHAND:
  5707. case SC_SPEARQUICKEN:
  5708. case SC_CONCENTRATION:
  5709. sc->opt3 &= ~1;
  5710. opt_flag = 0;
  5711. break;
  5712. case SC_OVERTHRUST:
  5713. case SC_MAXOVERTHRUST:
  5714. case SC_SWOO:
  5715. sc->opt3 &= ~2;
  5716. opt_flag = 0;
  5717. break;
  5718. case SC_ENERGYCOAT:
  5719. case SC_SKE:
  5720. sc->opt3 &= ~4;
  5721. opt_flag = 0;
  5722. break;
  5723. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5724. if (bl->type != BL_MOB)
  5725. break;
  5726. case SC_EXPLOSIONSPIRITS:
  5727. sc->opt3 &= ~8;
  5728. opt_flag = 0;
  5729. break;
  5730. case SC_STEELBODY:
  5731. case SC_SKA:
  5732. sc->opt3 &= ~16;
  5733. opt_flag = 0;
  5734. break;
  5735. case SC_BLADESTOP:
  5736. sc->opt3 &= ~32;
  5737. opt_flag = 0;
  5738. break;
  5739. case SC_BERSERK:
  5740. sc->opt3 &= ~128;
  5741. opt_flag = 0;
  5742. break;
  5743. case SC_MARIONETTE:
  5744. case SC_MARIONETTE2:
  5745. sc->opt3 &= ~1024;
  5746. opt_flag = 0;
  5747. break;
  5748. case SC_ASSUMPTIO:
  5749. sc->opt3 &= ~2048;
  5750. opt_flag = 0;
  5751. break;
  5752. case SC_WARM: //SG skills [Komurka]
  5753. sc->opt3 &= ~4096;
  5754. opt_flag = 0;
  5755. break;
  5756. case SC_KAITE:
  5757. sc->opt3 &= ~8192;
  5758. opt_flag = 0;
  5759. break;
  5760. default:
  5761. opt_flag = 0;
  5762. }
  5763. if (calc_flag&SCB_DYE)
  5764. { //Restore DYE color
  5765. if (vd && !vd->cloth_color && sc->data[type].val4)
  5766. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5767. calc_flag&=~SCB_DYE;
  5768. }
  5769. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5770. if (vd && pcdb_checkid(vd->class_))
  5771. clif_status_change(bl,StatusIconChangeTable[type],0);
  5772. else if (sd)
  5773. clif_status_load(bl,StatusIconChangeTable[type],0);
  5774. if(opt_flag)
  5775. clif_changeoption(bl);
  5776. if (calc_flag)
  5777. status_calc_bl(bl,calc_flag);
  5778. if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5779. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5780. return 1;
  5781. }
  5782. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5783. {
  5784. struct block_list *bl;
  5785. struct status_change *sc;
  5786. struct status_data *status;
  5787. int hp;
  5788. bl=map_id2bl(id);
  5789. sc=status_get_sc(bl);
  5790. status=status_get_status_data(bl);
  5791. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5792. return 0;
  5793. if(sc->data[data].val4 != tid) {
  5794. if (battle_config.error_log)
  5795. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5796. sc->data[data].val4=-1;
  5797. return 0;
  5798. }
  5799. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5800. sc->data[data].val4=-1;
  5801. return 0;
  5802. }
  5803. hp = status->max_hp - status->hp;
  5804. if (hp > sc->data[data].val2)
  5805. hp = sc->data[data].val2;
  5806. if (hp)
  5807. status_heal(bl, hp, 0, 2);
  5808. sc->data[data].val4=-1;
  5809. return 1;
  5810. }
  5811. /*==========================================
  5812. * ステータス異常終了タイマー
  5813. *------------------------------------------
  5814. */
  5815. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5816. {
  5817. int type = data;
  5818. struct block_list *bl;
  5819. struct map_session_data *sd=NULL;
  5820. struct status_data *status;
  5821. struct status_change *sc;
  5822. // security system to prevent forgetting timer removal
  5823. int temp_timerid;
  5824. bl=map_id2bl(id);
  5825. #ifndef _WIN32
  5826. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5827. #endif
  5828. sc=status_get_sc(bl);
  5829. status = status_get_status_data(bl);
  5830. if (!sc || !status)
  5831. { //Temporal debug until case is resolved. [Skotlex]
  5832. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5833. return 0;
  5834. }
  5835. if(bl->type==BL_PC)
  5836. sd=(struct map_session_data *)bl;
  5837. if(sc->data[type].timer != tid) {
  5838. if(battle_config.error_log)
  5839. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5840. return 0;
  5841. }
  5842. // security system to prevent forgetting timer removal
  5843. // you shouldn't be that careless inside the switch here
  5844. temp_timerid = sc->data[type].timer;
  5845. sc->data[type].timer = -1;
  5846. switch(type){ /* 特殊な?理になる場合 */
  5847. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5848. case SC_CLOAKING:
  5849. if(!status_charge(bl, 0, 1))
  5850. break; //Not enough SP to continue.
  5851. sc->data[type].timer=add_timer(
  5852. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5853. return 0;
  5854. case SC_CHASEWALK:
  5855. if(!status_charge(bl, 0, sc->data[type].val4))
  5856. break; //Not enough SP to continue.
  5857. if (sc->data[SC_INCSTR].timer == -1) {
  5858. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5859. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5860. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5861. }
  5862. sc->data[type].timer = add_timer(
  5863. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5864. return 0;
  5865. break;
  5866. case SC_SKA:
  5867. if((--sc->data[type].val2)>0){
  5868. sc->data[type].val3 = rand()%100; //Random defense.
  5869. sc->data[type].timer=add_timer(
  5870. 1000+tick, status_change_timer,
  5871. bl->id, data);
  5872. return 0;
  5873. }
  5874. break;
  5875. case SC_HIDING:
  5876. if((--sc->data[type].val2)>0){
  5877. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5878. break; //Fail if it's time to substract SP and there isn't.
  5879. sc->data[type].timer=add_timer(
  5880. 1000+tick, status_change_timer,
  5881. bl->id, data);
  5882. return 0;
  5883. }
  5884. break;
  5885. case SC_SIGHT:
  5886. case SC_RUWACH:
  5887. case SC_SIGHTBLASTER:
  5888. {
  5889. map_foreachinrange( status_change_timer_sub, bl,
  5890. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5891. BL_CHAR, bl,sc,type,tick);
  5892. if( (--sc->data[type].val2)>0 ){
  5893. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5894. 250+tick, status_change_timer,
  5895. bl->id, data);
  5896. return 0;
  5897. }
  5898. }
  5899. break;
  5900. case SC_PROVOKE:
  5901. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5902. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5903. return 0;
  5904. }
  5905. break;
  5906. case SC_ENDURE:
  5907. if(sc->data[type].val4) { //Infinite Endure.
  5908. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5909. return 0;
  5910. }
  5911. break;
  5912. case SC_STONE:
  5913. if(sc->opt1 == OPT1_STONEWAIT) {
  5914. sc->data[type].val4 = 0;
  5915. unit_stop_walking(bl,1);
  5916. sc->opt1 = OPT1_STONE;
  5917. clif_changeoption(bl);
  5918. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5919. status_calc_bl(bl, StatusChangeFlagTable[type]);
  5920. return 0;
  5921. }
  5922. if((--sc->data[type].val3) > 0) {
  5923. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5924. status_zap(bl, sc->data[type].val2, 0);
  5925. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5926. return 0;
  5927. }
  5928. break;
  5929. case SC_POISON:
  5930. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5931. break;
  5932. case SC_DPOISON:
  5933. if ((--sc->data[type].val3) > 0) {
  5934. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5935. status_zap(bl, sc->data[type].val4, 0);
  5936. if (status_isdead(bl))
  5937. break;
  5938. }
  5939. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5940. return 0;
  5941. }
  5942. break;
  5943. case SC_TENSIONRELAX:
  5944. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5945. sc->data[type].timer=add_timer(
  5946. sc->data[type].val4+tick, status_change_timer,
  5947. bl->id, data);
  5948. return 0;
  5949. }
  5950. break;
  5951. case SC_BLEEDING: // [celest]
  5952. // i hope i haven't interpreted it wrong.. which i might ^^;
  5953. // Source:
  5954. // - 10�ェエェネェヒHPェャハ�エ
  5955. // - �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、
  5956. // To-do: bleeding effect increases damage taken?
  5957. if ((--sc->data[type].val4) >= 0) {
  5958. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5959. if (status_isdead(bl))
  5960. break;
  5961. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5962. return 0;
  5963. }
  5964. break;
  5965. case SC_KNOWLEDGE:
  5966. if (sd) {
  5967. if(bl->m != sd->feel_map[0].m
  5968. && bl->m != sd->feel_map[1].m
  5969. && bl->m != sd->feel_map[2].m)
  5970. break; //End it
  5971. } //Otherwise continue.
  5972. // Status changes that don't have a time limit
  5973. case SC_AETERNA:
  5974. case SC_TRICKDEAD:
  5975. case SC_MODECHANGE:
  5976. case SC_WEIGHT50:
  5977. case SC_WEIGHT90:
  5978. case SC_MAGICPOWER:
  5979. case SC_REJECTSWORD:
  5980. case SC_MEMORIZE:
  5981. case SC_BROKENWEAPON:
  5982. case SC_BROKENARMOR:
  5983. case SC_SACRIFICE:
  5984. case SC_READYSTORM:
  5985. case SC_READYDOWN:
  5986. case SC_READYTURN:
  5987. case SC_READYCOUNTER:
  5988. case SC_RUN:
  5989. case SC_DODGE:
  5990. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5991. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5992. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5993. return 0;
  5994. case SC_DANCING: //ダンススキルの時間SP消費
  5995. {
  5996. int s = 0;
  5997. int sp = 1;
  5998. int counter = sc->data[type].val3>>16;
  5999. if (--counter <= 0)
  6000. break;
  6001. sc->data[type].val3&= 0xFFFF; //Remove counter
  6002. sc->data[type].val3|=(counter<<16);//Reset it.
  6003. switch(sc->data[type].val1&0xFFFF){
  6004. case BD_RICHMANKIM:
  6005. case BD_DRUMBATTLEFIELD:
  6006. case BD_RINGNIBELUNGEN:
  6007. case BD_SIEGFRIED:
  6008. case BA_DISSONANCE:
  6009. case BA_ASSASSINCROSS:
  6010. case DC_UGLYDANCE:
  6011. s=3;
  6012. break;
  6013. case BD_LULLABY:
  6014. case BD_ETERNALCHAOS:
  6015. case BD_ROKISWEIL:
  6016. case DC_FORTUNEKISS:
  6017. s=4;
  6018. break;
  6019. case CG_HERMODE:
  6020. case BD_INTOABYSS:
  6021. case BA_WHISTLE:
  6022. case DC_HUMMING:
  6023. case BA_POEMBRAGI:
  6024. case DC_SERVICEFORYOU:
  6025. s=5;
  6026. break;
  6027. case BA_APPLEIDUN:
  6028. s=6;
  6029. break;
  6030. case CG_MOONLIT:
  6031. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6032. sp= 4*(sc->data[type].val1>>16);
  6033. //Upkeep is also every 10 secs.
  6034. case DC_DONTFORGETME:
  6035. s=10;
  6036. break;
  6037. }
  6038. if (s && ((sc->data[type].val3 % s) == 0)) {
  6039. if (sc->data[SC_LONGING].timer != -1)
  6040. sp = s;
  6041. if (!status_charge(bl, 0, sp))
  6042. break;
  6043. }
  6044. sc->data[type].timer=add_timer(
  6045. 1000+tick, status_change_timer,
  6046. bl->id, data);
  6047. return 0;
  6048. }
  6049. break;
  6050. case SC_DEVOTION:
  6051. { //Check range and timeleft to preserve status [Skotlex]
  6052. //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
  6053. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  6054. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  6055. {
  6056. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6057. return 0;
  6058. }
  6059. }
  6060. break;
  6061. case SC_BERSERK:
  6062. // 5% every 10 seconds [DracoRPG]
  6063. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  6064. {
  6065. sc->data[type].timer = add_timer(
  6066. sc->data[type].val4+tick, status_change_timer,
  6067. bl->id, data);
  6068. return 0;
  6069. }
  6070. break;
  6071. case SC_NOCHAT:
  6072. if(sd){
  6073. sd->status.manner++;
  6074. clif_updatestatus(sd,SP_MANNER);
  6075. if (sd->status.manner < 0)
  6076. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6077. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  6078. return 0;
  6079. }
  6080. }
  6081. break;
  6082. case SC_SPLASHER:
  6083. if (sc->data[type].val4 % 1000 == 0) {
  6084. char timer[10];
  6085. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  6086. clif_message(bl, timer);
  6087. }
  6088. if((sc->data[type].val4 -= 500) > 0) {
  6089. sc->data[type].timer = add_timer(
  6090. 500 + tick, status_change_timer,
  6091. bl->id, data);
  6092. return 0;
  6093. }
  6094. break;
  6095. case SC_MARIONETTE:
  6096. case SC_MARIONETTE2:
  6097. {
  6098. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  6099. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  6100. {
  6101. sc->data[type].timer = add_timer(
  6102. 1000 + tick, status_change_timer,
  6103. bl->id, data);
  6104. return 0;
  6105. }
  6106. }
  6107. break;
  6108. case SC_GOSPEL:
  6109. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  6110. {
  6111. int hp, sp;
  6112. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  6113. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  6114. if(!status_charge(bl, hp, sp))
  6115. break;
  6116. sc->data[type].timer = add_timer(
  6117. 10000+tick, status_change_timer,
  6118. bl->id, data);
  6119. return 0;
  6120. }
  6121. break;
  6122. case SC_GUILDAURA:
  6123. {
  6124. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6125. if (tbl && battle_check_range(bl, tbl, 2)){
  6126. sc->data[type].timer = add_timer(
  6127. 1000 + tick, status_change_timer,
  6128. bl->id, data);
  6129. return 0;
  6130. }
  6131. }
  6132. break;
  6133. case SC_JAILED:
  6134. if(--sc->data[type].val1 > 0)
  6135. {
  6136. sc->data[type].timer=add_timer(
  6137. 60000+tick, status_change_timer, bl->id,data);
  6138. return 0;
  6139. }
  6140. break;
  6141. case SC_BLIND:
  6142. if(sc->data[SC_FOGWALL].timer!= -1)
  6143. { //Blind lasts forever while you are standing on the fog.
  6144. sc->data[type].timer=add_timer(
  6145. 5000+tick, status_change_timer,
  6146. bl->id, data);
  6147. return 0;
  6148. }
  6149. break;
  6150. }
  6151. // default for all non-handled control paths
  6152. // security system to prevent forgetting timer removal
  6153. // if we reach this point we need the timer for the next call,
  6154. // so restore it to have status_change_end handle a valid timer
  6155. sc->data[type].timer = temp_timerid;
  6156. return status_change_end( bl,type,tid );
  6157. }
  6158. /*==========================================
  6159. * ステータス異常タイマー範囲処理
  6160. *------------------------------------------
  6161. */
  6162. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6163. {
  6164. struct block_list *src;
  6165. struct status_change *sc, *tsc;
  6166. struct map_session_data* sd=NULL;
  6167. struct map_session_data* tsd=NULL;
  6168. int type;
  6169. unsigned int tick;
  6170. src=va_arg(ap,struct block_list*);
  6171. sc=va_arg(ap,struct status_change*);
  6172. type=va_arg(ap,int);
  6173. tick=va_arg(ap,unsigned int);
  6174. tsc=status_get_sc(bl);
  6175. if (status_isdead(bl))
  6176. return 0;
  6177. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6178. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6179. switch( type ){
  6180. case SC_SIGHT: /* サイト */
  6181. case SC_CONCENTRATE:
  6182. if (tsc && tsc->count) {
  6183. if (tsc->data[SC_HIDING].timer != -1)
  6184. status_change_end( bl, SC_HIDING, -1);
  6185. if (tsc->data[SC_CLOAKING].timer != -1)
  6186. status_change_end( bl, SC_CLOAKING, -1);
  6187. }
  6188. break;
  6189. case SC_RUWACH: /* ルアフ */
  6190. if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
  6191. tsc->data[SC_CLOAKING].timer != -1)) {
  6192. status_change_end( bl, SC_HIDING, -1);
  6193. status_change_end( bl, SC_CLOAKING, -1);
  6194. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6195. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6196. }
  6197. break;
  6198. case SC_SIGHTBLASTER:
  6199. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6200. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6201. {
  6202. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6203. if (sc) sc->data[type].val2 = 0; //This signals it to end.
  6204. }
  6205. break;
  6206. case SC_CLOSECONFINE:
  6207. //Lock char has released the hold on everyone...
  6208. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6209. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6210. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6211. }
  6212. break;
  6213. }
  6214. return 0;
  6215. }
  6216. /*==========================================
  6217. * Clears buffs/debuffs of a character.
  6218. * type&1 -> buffs, type&2 -> debuffs
  6219. *------------------------------------------
  6220. */
  6221. int status_change_clear_buffs (struct block_list *bl, int type)
  6222. {
  6223. int i;
  6224. struct status_change *sc= status_get_sc(bl);
  6225. if (!sc || !sc->count)
  6226. return 0;
  6227. if (type&2) //Debuffs
  6228. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6229. if(sc->data[i].timer != -1)
  6230. status_change_end(bl,i,-1);
  6231. }
  6232. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6233. if(sc->data[i].timer == -1)
  6234. continue;
  6235. switch (i) {
  6236. //Stuff that cannot be removed
  6237. case SC_WEIGHT50:
  6238. case SC_WEIGHT90:
  6239. case SC_COMBO:
  6240. case SC_SMA:
  6241. case SC_DANCING:
  6242. case SC_GUILDAURA:
  6243. case SC_SAFETYWALL:
  6244. case SC_NOCHAT:
  6245. case SC_JAILED:
  6246. case SC_ANKLE:
  6247. case SC_BLADESTOP:
  6248. case SC_CP_WEAPON:
  6249. case SC_CP_SHIELD:
  6250. case SC_CP_ARMOR:
  6251. case SC_CP_HELM:
  6252. continue;
  6253. //Debuffs that can be removed.
  6254. case SC_HALLUCINATION:
  6255. case SC_QUAGMIRE:
  6256. case SC_SIGNUMCRUCIS:
  6257. case SC_DECREASEAGI:
  6258. case SC_SLOWDOWN:
  6259. case SC_MINDBREAKER:
  6260. case SC_WINKCHARM:
  6261. case SC_STOP:
  6262. case SC_ORCISH:
  6263. case SC_STRIPWEAPON:
  6264. case SC_STRIPSHIELD:
  6265. case SC_STRIPARMOR:
  6266. case SC_STRIPHELM:
  6267. if (!(type&2))
  6268. continue;
  6269. break;
  6270. //The rest are buffs that can be removed.
  6271. case SC_BERSERK:
  6272. if (!(type&1))
  6273. continue;
  6274. sc->data[i].val2 = 0;
  6275. break;
  6276. default:
  6277. if (!(type&1))
  6278. continue;
  6279. break;
  6280. }
  6281. status_change_end(bl,i,-1);
  6282. }
  6283. return 0;
  6284. }
  6285. //Natural regen related stuff.
  6286. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6287. static int status_natural_heal(DBKey key,void * data,va_list ap)
  6288. {
  6289. struct block_list *bl = (struct block_list*)data;
  6290. struct regen_data *regen;
  6291. struct status_data *status;
  6292. struct status_change *sc;
  6293. struct unit_data *ud;
  6294. struct view_data *vd = NULL;
  6295. struct regen_data_sub *sregen;
  6296. struct map_session_data *sd;
  6297. int val,rate,bonus = 0,flag;
  6298. if (!(bl->type&BL_REGEN))
  6299. return 0;
  6300. regen = status_get_regen_data(bl);
  6301. if (!regen) return 0;
  6302. status = status_get_status_data(bl);
  6303. sc = status_get_sc(bl);
  6304. if (sc && !sc->count)
  6305. sc = NULL;
  6306. BL_CAST(BL_PC,bl,sd);
  6307. flag = regen->flag;
  6308. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6309. flag&=~(RGN_HP|RGN_SHP);
  6310. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6311. flag&=~(RGN_SP|RGN_SSP);
  6312. if (flag && (
  6313. status_isdead(bl) ||
  6314. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6315. ))
  6316. flag=0;
  6317. if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
  6318. pc_bleeding(sd, natural_heal_diff_tick);
  6319. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6320. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6321. { //Apply sitting regen bonus.
  6322. sregen = regen->ssregen;
  6323. if(flag&(RGN_SHP))
  6324. { //Sitting HP regen
  6325. val = natural_heal_diff_tick * sregen->rate.hp;
  6326. if (regen->state.overweight)
  6327. val>>=1; //Half as fast when overweight.
  6328. sregen->tick.hp += val;
  6329. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6330. {
  6331. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6332. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6333. { //Full
  6334. flag&=~(RGN_HP|RGN_SHP);
  6335. break;
  6336. }
  6337. }
  6338. }
  6339. if(flag&(RGN_SSP))
  6340. { //Sitting SP regen
  6341. val = natural_heal_diff_tick * sregen->rate.sp;
  6342. if (regen->state.overweight)
  6343. val>>=1; //Half as fast when overweight.
  6344. sregen->tick.sp += val;
  6345. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6346. {
  6347. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6348. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6349. { //Full
  6350. flag&=~(RGN_SP|RGN_SSP);
  6351. break;
  6352. }
  6353. }
  6354. }
  6355. }
  6356. if (flag && regen->state.overweight)
  6357. flag=0;
  6358. ud = unit_bl2ud(bl);
  6359. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6360. {
  6361. flag&=~(RGN_SHP|RGN_SSP);
  6362. if(!regen->state.walk)
  6363. flag&=~RGN_HP;
  6364. }
  6365. if (!flag)
  6366. return 0;
  6367. if (flag&(RGN_HP|RGN_SP))
  6368. {
  6369. if(!vd) vd = status_get_viewdata(bl);
  6370. if(vd && vd->dead_sit == 2)
  6371. bonus++;
  6372. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6373. bonus++;
  6374. if(regen->state.gc)
  6375. bonus++;
  6376. }
  6377. //Natural Hp regen
  6378. if (flag&RGN_HP)
  6379. {
  6380. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6381. if (ud && ud->walktimer != -1)
  6382. rate/=2;
  6383. regen->tick.hp += rate;
  6384. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6385. {
  6386. val = 0;
  6387. do {
  6388. val += regen->hp;
  6389. regen->tick.hp -= battle_config.natural_healhp_interval;
  6390. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6391. if (status_heal(bl, val, 0, 1) < val)
  6392. flag&=~RGN_SHP; //full.
  6393. }
  6394. }
  6395. //Natural SP regen
  6396. if(flag&RGN_SP)
  6397. {
  6398. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6399. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6400. {
  6401. val = 0;
  6402. do {
  6403. val += regen->sp;
  6404. regen->tick.sp -= battle_config.natural_healsp_interval;
  6405. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6406. if (status_heal(bl, 0, val, 1) < val)
  6407. flag&=~RGN_SSP; //full.
  6408. }
  6409. }
  6410. if (!regen->sregen)
  6411. return flag;
  6412. //Skill regen
  6413. sregen = regen->sregen;
  6414. if(flag&RGN_SHP)
  6415. { //Skill HP regen
  6416. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6417. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6418. {
  6419. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6420. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6421. break; //Full
  6422. }
  6423. }
  6424. if(flag&RGN_SSP)
  6425. { //Skill SP regen
  6426. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6427. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6428. {
  6429. val = sregen->sp;
  6430. if (sd && sd->state.doridori) {
  6431. val*=2;
  6432. sd->state.doridori = 0;
  6433. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6434. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6435. 100,rate,skill_get_time(TK_SPTIME, rate));
  6436. if (
  6437. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6438. rand()%10000 < battle_config.sg_angel_skill_ratio
  6439. ) { //Angel of the Sun/Moon/Star
  6440. clif_feel_hate_reset(sd);
  6441. pc_resethate(sd);
  6442. pc_resetfeel(sd);
  6443. }
  6444. }
  6445. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6446. if(status_heal(bl, 0, val, 3) < val)
  6447. break; //Full
  6448. }
  6449. }
  6450. return flag;
  6451. }
  6452. //Natural heal main timer.
  6453. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6454. {
  6455. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6456. map_foreachiddb(status_natural_heal);
  6457. natural_heal_prev_tick = tick;
  6458. return 0;
  6459. }
  6460. static int status_calc_sigma(void)
  6461. {
  6462. int i,j;
  6463. unsigned int k;
  6464. for(i=0;i<MAX_PC_CLASS;i++) {
  6465. malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6466. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6467. k += hp_coefficient[i]*j + 50;
  6468. k -= k%100;
  6469. hp_sigma_val[i][j-1] = k;
  6470. if (k >= INT_MAX)
  6471. break; //Overflow protection. [Skotlex]
  6472. }
  6473. for(;j<=MAX_LEVEL;j++)
  6474. hp_sigma_val[i][j-1] = INT_MAX;
  6475. }
  6476. return 0;
  6477. }
  6478. int status_readdb(void) {
  6479. int i,j;
  6480. FILE *fp;
  6481. char line[1024], path[1024],*p;
  6482. sprintf(path, "%s/job_db1.txt", db_path);
  6483. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6484. if(fp==NULL){
  6485. ShowError("can't read %s\n", path);
  6486. return 1;
  6487. }
  6488. i = 0;
  6489. while(fgets(line, sizeof(line)-1, fp)){
  6490. char *split[MAX_WEAPON_TYPE + 5];
  6491. i++;
  6492. if(line[0]=='/' && line[1]=='/')
  6493. continue;
  6494. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6495. split[j]=p;
  6496. p=strchr(p,',');
  6497. if(p) *p++=0;
  6498. }
  6499. if(j < MAX_WEAPON_TYPE + 5)
  6500. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6501. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6502. continue;
  6503. }
  6504. if(atoi(split[0])>=MAX_PC_CLASS)
  6505. continue;
  6506. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6507. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6508. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6509. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6510. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6511. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6512. }
  6513. fclose(fp);
  6514. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6515. malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6516. sprintf(path, "%s/job_db2.txt", db_path);
  6517. fp=fopen(path,"r");
  6518. if(fp==NULL){
  6519. ShowError("can't read %s\n", path);
  6520. return 1;
  6521. }
  6522. while(fgets(line, sizeof(line)-1, fp)){
  6523. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6524. if(line[0]=='/' && line[1]=='/')
  6525. continue;
  6526. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6527. split[j]=p;
  6528. p=strchr(p,',');
  6529. if(p) *p++=0;
  6530. }
  6531. if(atoi(split[0])>=MAX_PC_CLASS)
  6532. continue;
  6533. for(i=1;i<j && split[i];i++)
  6534. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6535. }
  6536. fclose(fp);
  6537. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6538. // サイズ補正テ?ブル
  6539. for(i=0;i<3;i++)
  6540. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6541. atkmods[i][j]=100;
  6542. sprintf(path, "%s/size_fix.txt", db_path);
  6543. fp=fopen(path,"r");
  6544. if(fp==NULL){
  6545. ShowError("can't read %s\n", path);
  6546. return 1;
  6547. }
  6548. i=0;
  6549. while(fgets(line, sizeof(line)-1, fp)){
  6550. char *split[MAX_WEAPON_TYPE];
  6551. if(line[0]=='/' && line[1]=='/')
  6552. continue;
  6553. if(atoi(line)<=0)
  6554. continue;
  6555. malloc_tsetdword(split,0,sizeof(split));
  6556. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6557. split[j]=p;
  6558. p=strchr(p,',');
  6559. if(p) *p++=0;
  6560. atkmods[i][j]=atoi(split[j]);
  6561. }
  6562. i++;
  6563. }
  6564. fclose(fp);
  6565. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6566. // 精?デ?タテ?ブル
  6567. for(i=0;i<5;i++){
  6568. for(j=0;j<MAX_REFINE; j++)
  6569. percentrefinery[i][j]=100;
  6570. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6571. refinebonus[i][0]=0;
  6572. refinebonus[i][1]=0;
  6573. refinebonus[i][2]=10;
  6574. }
  6575. sprintf(path, "%s/refine_db.txt", db_path);
  6576. fp=fopen(path,"r");
  6577. if(fp==NULL){
  6578. ShowError("can't read %s\n", path);
  6579. return 1;
  6580. }
  6581. i=0;
  6582. while(fgets(line, sizeof(line)-1, fp)){
  6583. char *split[MAX_REFINE+4];
  6584. if(line[0]=='/' && line[1]=='/')
  6585. continue;
  6586. if(atoi(line)<=0)
  6587. continue;
  6588. malloc_tsetdword(split,0,sizeof(split));
  6589. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6590. split[j]=p;
  6591. p=strchr(p,',');
  6592. if(p) *p++=0;
  6593. }
  6594. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6595. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6596. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6597. for(j=0;j<MAX_REFINE && split[j];j++)
  6598. percentrefinery[i][j]=atoi(split[j+3]);
  6599. i++;
  6600. }
  6601. fclose(fp); //Lupus. close this file!!!
  6602. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6603. return 0;
  6604. }
  6605. /*==========================================
  6606. * スキル関係初期化処理
  6607. *------------------------------------------
  6608. */
  6609. int do_init_status(void)
  6610. {
  6611. if (SC_MAX > MAX_STATUSCHANGE)
  6612. {
  6613. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6614. exit(1);
  6615. }
  6616. add_timer_func_list(status_change_timer,"status_change_timer");
  6617. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6618. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6619. initChangeTables();
  6620. initDummyData();
  6621. status_readdb();
  6622. status_calc_sigma();
  6623. natural_heal_prev_tick = gettick();
  6624. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6625. return 0;
  6626. }