status.c 216 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_DEFENDER, SC_ARMOR);
  205. add_sc(NPC_LICK, SC_STUN);
  206. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  207. add_sc(NPC_REBIRTH, SC_KAIZEL);
  208. add_sc(RG_RAID, SC_STUN);
  209. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  210. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  211. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  212. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  213. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  214. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  215. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  216. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  217. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  218. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  219. add_sc(CR_SHIELDCHARGE, SC_STUN);
  220. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  221. add_sc(CR_HOLYCROSS, SC_BLIND);
  222. add_sc(CR_GRANDCROSS, SC_BLIND);
  223. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  224. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  225. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  226. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  227. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  228. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  229. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  230. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
  231. set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
  232. add_sc(SA_MAGICROD, SC_MAGICROD);
  233. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  234. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  235. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  236. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  237. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  238. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  239. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  240. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  241. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  242. add_sc(SA_COMA, SC_COMA);
  243. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
  244. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  245. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  246. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  247. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  248. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  249. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  250. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  251. add_sc(BA_FROSTJOKE, SC_FREEZE);
  252. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  253. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  254. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  255. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  256. add_sc(DC_SCREAM, SC_STUN);
  257. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  258. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  259. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  260. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  261. add_sc(NPC_DARKCROSS, SC_BLIND);
  262. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  263. add_sc(NPC_STOP, SC_STOP);
  264. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  265. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  266. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  267. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  268. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  269. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  270. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  271. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  272. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  273. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
  274. 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);
  275. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  276. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  277. add_sc(HP_BASILICA, SC_BASILICA);
  278. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  279. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  280. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  281. add_sc(PA_GOSPEL, SC_SCRESIST);
  282. add_sc(CH_TIGERFIST, SC_STOP);
  283. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  284. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  285. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  286. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  287. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  288. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  289. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  290. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  291. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  292. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  293. add_sc(LK_SPIRALPIERCE, SC_STOP);
  294. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  295. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  296. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  297. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  298. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  299. add_sc(PF_FOGWALL, SC_FOGWALL);
  300. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  301. add_sc(WE_BABY, SC_BABY);
  302. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  303. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  304. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  305. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  306. add_sc(TK_DOWNKICK, SC_STUN);
  307. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  308. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  309. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  310. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  311. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  312. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  313. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  314. add_sc(SG_MOON_WARM, SC_WARM);
  315. add_sc(SG_STAR_WARM, SC_WARM);
  316. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  317. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  318. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  319. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  320. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  321. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  322. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  323. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  324. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  325. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  326. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  327. add_sc(SL_STUN, SC_STUN);
  328. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  329. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  330. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  331. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  332. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  333. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  334. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  335. add_sc(WS_CARTTERMINATION, SC_STUN);
  336. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  337. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  338. add_sc(CG_HERMODE, SC_HERMODE);
  339. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  340. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  341. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  342. add_sc(GS_CRACKER, SC_STUN);
  343. add_sc(GS_DISARM, SC_STRIPWEAPON);
  344. add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
  345. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  346. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  347. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  348. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  349. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  350. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  351. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  352. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  353. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  354. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  355. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  356. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  357. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  358. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  359. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  360. add_sc(MO_BALKYOUNG, SC_STUN);
  361. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  362. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  363. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  364. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  365. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  366. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
  367. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  368. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  369. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  370. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  371. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  372. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  373. set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
  374. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  375. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  376. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  377. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  378. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  379. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  380. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  381. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  382. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  383. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  384. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  385. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  386. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  387. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  388. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  389. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  390. //Status that don't have a skill associated.
  391. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  392. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  393. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  394. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  395. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  396. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  397. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  398. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  399. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  400. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  401. //Other SC which are not necessarily associated to skills.
  402. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  403. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  404. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  405. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  406. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  407. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  408. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  409. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  410. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  411. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  412. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  413. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  414. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  415. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  416. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  417. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  418. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  419. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  420. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  421. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  422. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  423. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  424. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  425. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  426. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  427. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  428. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  429. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  430. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  431. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  432. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  433. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  434. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  435. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  436. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  437. if (!battle_config.display_hallucination) //Disable Hallucination.
  438. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  439. }
  440. int SkillStatusChangeTable(int skill)
  441. {
  442. int sk = skill;
  443. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  444. else
  445. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  446. if (sk < 0 || sk >= MAX_SKILL) {
  447. if (battle_config.error_log)
  448. ShowError("add_sc: Unsupported skill id %d\n", skill);
  449. return -1;
  450. }
  451. return SkillStatusChangeTableArray[sk];
  452. }
  453. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  454. static void initDummyData(void) {
  455. malloc_set(&dummy_status, 0, sizeof(dummy_status));
  456. dummy_status.hp =
  457. dummy_status.max_hp =
  458. dummy_status.max_sp =
  459. dummy_status.str =
  460. dummy_status.agi =
  461. dummy_status.vit =
  462. dummy_status.int_ =
  463. dummy_status.dex =
  464. dummy_status.luk =
  465. dummy_status.hit = 1;
  466. dummy_status.speed = 2000;
  467. dummy_status.adelay = 4000;
  468. dummy_status.amotion = 2000;
  469. dummy_status.dmotion = 2000;
  470. dummy_status.ele_lv = 1; //Min elemental level.
  471. dummy_status.mode = MD_CANMOVE;
  472. }
  473. /*==========================================
  474. * 精錬ボーナス
  475. *------------------------------------------
  476. */
  477. int status_getrefinebonus(int lv,int type)
  478. {
  479. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  480. return refinebonus[lv][type];
  481. return 0;
  482. }
  483. //Sets HP to given value. Flag is the flag passed to status_heal in case
  484. //final value is higher than current (use 2 to make a healing effect display
  485. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  486. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  487. {
  488. struct status_data *status;
  489. if (hp < 1) return 0;
  490. status = status_get_status_data(bl);
  491. if (status == &dummy_status)
  492. return 0;
  493. if (hp > status->max_hp) hp = status->max_hp;
  494. if (hp == status->hp) return 0;
  495. if (hp > status->hp)
  496. return status_heal(bl, hp - status->hp, 0, 1|flag);
  497. return status_zap(bl, status->hp - hp, 0);
  498. }
  499. //Sets SP to given value. Flag is the flag passed to status_heal in case
  500. //final value is higher than current (use 2 to make a healing effect display
  501. //on players)
  502. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  503. {
  504. struct status_data *status;
  505. status = status_get_status_data(bl);
  506. if (status == &dummy_status)
  507. return 0;
  508. if (sp > status->max_sp) sp = status->max_sp;
  509. if (sp == status->sp) return 0;
  510. if (sp > status->sp)
  511. return status_heal(bl, 0, sp - status->sp, 1|flag);
  512. return status_zap(bl, 0, status->sp - sp);
  513. }
  514. //Inflicts damage on the target with the according walkdelay.
  515. //If flag&1, damage is passive and does not triggers cancelling status changes.
  516. //If flag&2, fail if target does not has enough to substract.
  517. //If flag&4, if killed, mob must not give exp/loot.
  518. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  519. {
  520. struct status_data *status;
  521. struct status_change *sc;
  522. if(sp && !(target->type&BL_CONSUME))
  523. sp = 0; //Not a valid SP target.
  524. if (hp < 0) { //Assume absorbed damage.
  525. status_heal(target, -hp, 0, 1);
  526. hp = 0;
  527. }
  528. if (sp < 0) {
  529. status_heal(target, 0, -sp, 1);
  530. sp = 0;
  531. }
  532. if (!hp && !sp)
  533. return 0;
  534. if (target->type == BL_SKILL)
  535. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  536. status = status_get_status_data(target);
  537. if (status == &dummy_status || !status->hp)
  538. return 0; //Invalid targets: no damage or dead
  539. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  540. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  541. // if (!target->prev && !(flag&2))
  542. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  543. sc = status_get_sc(target);
  544. if (sc && !sc->count)
  545. sc = NULL;
  546. if (hp && !(flag&1)) {
  547. if (sc) {
  548. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  549. { //Devotion prevents any of the other ailments from ending.
  550. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  551. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  552. {
  553. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  554. status_fix_damage(NULL, &sd2->bl, hp, 0);
  555. return 0;
  556. }
  557. status_change_end(target, SC_DEVOTION, -1);
  558. }
  559. if (sc->data[SC_FREEZE].timer != -1)
  560. status_change_end(target,SC_FREEZE,-1);
  561. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  562. status_change_end(target,SC_STONE,-1);
  563. if (sc->data[SC_SLEEP].timer != -1)
  564. status_change_end(target,SC_SLEEP,-1);
  565. if (sc->data[SC_WINKCHARM].timer != -1)
  566. status_change_end(target,SC_WINKCHARM,-1);
  567. if (sc->data[SC_CONFUSION].timer != -1)
  568. status_change_end(target, SC_CONFUSION, -1);
  569. if (sc->data[SC_TRICKDEAD].timer != -1)
  570. status_change_end(target, SC_TRICKDEAD, -1);
  571. if (sc->data[SC_HIDING].timer != -1)
  572. status_change_end(target, SC_HIDING, -1);
  573. if (sc->data[SC_CLOAKING].timer != -1)
  574. status_change_end(target, SC_CLOAKING, -1);
  575. if (sc->data[SC_CHASEWALK].timer != -1)
  576. status_change_end(target, SC_CHASEWALK, -1);
  577. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  578. //Endure count is only reduced by non-players on non-gvg maps.
  579. //val4 signals infinite endure. [Skotlex]
  580. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  581. && --(sc->data[SC_ENDURE].val2) < 0)
  582. status_change_end(target, SC_ENDURE, -1);
  583. }
  584. if (sc->data[SC_GRAVITATION].timer != -1 &&
  585. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  586. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  587. if (sg) {
  588. skill_delunitgroup(target,sg, 0);
  589. sc->data[SC_GRAVITATION].val4 = 0;
  590. status_change_end(target, SC_GRAVITATION, -1);
  591. }
  592. }
  593. if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > status->max_hp>>2)
  594. skill_stop_dancing(target);
  595. }
  596. unit_skillcastcancel(target, 2);
  597. }
  598. if ((unsigned int)hp >= status->hp) {
  599. if (flag&2) return 0;
  600. hp = status->hp;
  601. }
  602. if ((unsigned int)sp > status->sp) {
  603. if (flag&2) return 0;
  604. sp = status->sp;
  605. }
  606. status->hp-= hp;
  607. status->sp-= sp;
  608. if (sc && hp && status->hp) {
  609. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  610. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  611. status->hp < status->max_hp>>2)
  612. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  613. if (sc->data[SC_BERSERK].timer != -1 &&
  614. status->hp <= 100)
  615. status_change_end(target, SC_BERSERK, -1);
  616. }
  617. switch (target->type)
  618. {
  619. case BL_MOB:
  620. mob_damage((TBL_MOB*)target, src, hp);
  621. break;
  622. case BL_PC:
  623. pc_damage((TBL_PC*)target,src,hp,sp);
  624. break;
  625. case BL_HOM:
  626. merc_damage((TBL_HOM*)target,src,hp,sp);
  627. }
  628. if (status->hp)
  629. { //Still lives!
  630. if (walkdelay)
  631. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  632. return hp+sp;
  633. }
  634. status->hp = 1; //To let the dead function cast skills and all that.
  635. //NOTE: These dead functions should return: [Skotlex]
  636. //0: Death cancelled, auto-revived.
  637. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  638. //&2: Also remove object from map.
  639. //&4: Also delete object from memory.
  640. switch (target->type)
  641. {
  642. case BL_MOB:
  643. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  644. break;
  645. case BL_PC:
  646. flag = pc_dead((TBL_PC*)target,src);
  647. break;
  648. case BL_HOM:
  649. flag = merc_hom_dead((TBL_HOM*)target,src);
  650. break;
  651. default: //Unhandled case, do nothing to object.
  652. flag = 0;
  653. break;
  654. }
  655. if(!flag) //Death cancelled.
  656. return hp+sp;
  657. //Normal death
  658. status->hp = 0;
  659. if (battle_config.clear_unit_ondeath &&
  660. battle_config.clear_unit_ondeath&target->type)
  661. skill_clear_unitgroup(target);
  662. status_change_clear(target,0);
  663. if(target->type&BL_REGEN)
  664. { //Reset regen ticks.
  665. struct regen_data *regen = status_get_regen_data(target);
  666. if (regen) {
  667. malloc_set(&regen->tick, 0, sizeof(regen->tick));
  668. if (regen->sregen)
  669. malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  670. if (regen->ssregen)
  671. malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  672. }
  673. }
  674. if(flag&4) //Delete from memory. (also invokes map removal code)
  675. unit_free(target,1);
  676. else
  677. if(flag&2) //remove from map
  678. unit_remove_map(target,1);
  679. else
  680. { //Some death states that would normally be handled by unit_remove_map
  681. unit_stop_attack(target);
  682. unit_stop_walking(target,0);
  683. unit_skillcastcancel(target,0);
  684. clif_clearchar_area(target,1);
  685. skill_unit_move(target,gettick(),4);
  686. skill_cleartimerskill(target);
  687. }
  688. return hp+sp;
  689. }
  690. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  691. //If flag&2, when the player is healed, show the HP/SP heal effect.
  692. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  693. {
  694. struct status_data *status;
  695. struct status_change *sc;
  696. status = status_get_status_data(bl);
  697. if (status == &dummy_status || !status->hp)
  698. return 0;
  699. sc = status_get_sc(bl);
  700. if (sc && !sc->count)
  701. sc = NULL;
  702. if (hp < 0) {
  703. status_damage(NULL, bl, -hp, 0, 0, 1);
  704. hp = 0;
  705. }
  706. if(hp) {
  707. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  708. hp = 0;
  709. if((unsigned int)hp > status->max_hp - status->hp)
  710. hp = status->max_hp - status->hp;
  711. }
  712. if(sp < 0) {
  713. status_damage(NULL, bl, 0, -sp, 0, 1);
  714. sp = 0;
  715. }
  716. if(sp) {
  717. if((unsigned int)sp > status->max_sp - status->sp)
  718. sp = status->max_sp - status->sp;
  719. }
  720. if(!sp && !hp) return 0;
  721. status->hp+= hp;
  722. status->sp+= sp;
  723. if(hp && sc &&
  724. sc->data[SC_AUTOBERSERK].timer != -1 &&
  725. sc->data[SC_PROVOKE].timer!=-1 &&
  726. sc->data[SC_PROVOKE].val2==1 &&
  727. status->hp>=status->max_hp>>2
  728. ) //End auto berserk.
  729. status_change_end(bl,SC_PROVOKE,-1);
  730. switch(bl->type) {
  731. case BL_MOB:
  732. mob_heal((TBL_MOB*)bl,hp);
  733. break;
  734. case BL_PC:
  735. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  736. break;
  737. case BL_HOM:
  738. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  739. break;
  740. }
  741. return hp+sp;
  742. }
  743. //Does percentual non-flinching damage/heal. If mob is killed this way,
  744. //no exp/drops will be awarded if there is no src (or src is target)
  745. //If rates are > 0, percent is of current HP/SP
  746. //If rates are < 0, percent is of max HP/SP
  747. //If flag, this is heal, otherwise it is damage.
  748. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  749. {
  750. struct status_data *status;
  751. unsigned int hp =0, sp = 0;
  752. status = status_get_status_data(target);
  753. //Change the equation when the values are high enough to discard the
  754. //imprecision in exchange of overflow protection [Skotlex]
  755. //Also add 100% checks since those are the most used cases where we don't
  756. //want aproximation errors.
  757. if (hp_rate > 99)
  758. hp = status->hp;
  759. else if (hp_rate > 0)
  760. hp = status->hp>10000?
  761. hp_rate*(status->hp/100):
  762. (hp_rate*status->hp)/100;
  763. else if (hp_rate < -99)
  764. hp = status->max_hp;
  765. else if (hp_rate < 0)
  766. hp = status->max_hp>10000?
  767. (-hp_rate)*(status->max_hp/100):
  768. (-hp_rate*status->max_hp)/100;
  769. if (hp_rate && !hp)
  770. hp = 1;
  771. //Should be safe to not do overflow protection here, noone should have
  772. //millions upon millions of SP
  773. if (sp_rate > 99)
  774. sp = status->sp;
  775. else if (sp_rate > 0)
  776. sp = (sp_rate*status->sp)/100;
  777. else if (sp_rate < -99)
  778. sp = status->max_sp;
  779. else if (sp_rate < 0)
  780. sp = (-sp_rate)*status->max_sp/100;
  781. if (sp_rate && !sp)
  782. sp = 1;
  783. //Ugly check in case damage dealt is too much for the received args of
  784. //status_heal / status_damage. [Skotlex]
  785. if (hp > INT_MAX) {
  786. hp -= INT_MAX;
  787. if (flag)
  788. status_heal(target, INT_MAX, 0, 0);
  789. else
  790. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  791. }
  792. if (sp > INT_MAX) {
  793. sp -= INT_MAX;
  794. if (flag)
  795. status_heal(target, 0, INT_MAX, 0);
  796. else
  797. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  798. }
  799. if (flag) return status_heal(target, hp, sp, 0);
  800. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  801. }
  802. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  803. {
  804. struct status_data *status;
  805. unsigned int hp, sp;
  806. if (!status_isdead(bl)) return 0;
  807. status = status_get_status_data(bl);
  808. if (status == &dummy_status)
  809. return 0; //Invalid target.
  810. hp = status->max_hp * per_hp/100;
  811. sp = status->max_sp * per_sp/100;
  812. if(hp > status->max_hp - status->hp)
  813. hp = status->max_hp - status->hp;
  814. if(sp > status->max_sp - status->sp)
  815. sp = status->max_sp - status->sp;
  816. status->hp += hp;
  817. status->sp += sp;
  818. if (bl->prev) //Animation only if character is already on a map.
  819. clif_resurrection(bl, 1);
  820. switch (bl->type) {
  821. case BL_MOB:
  822. mob_revive((TBL_MOB*)bl, hp);
  823. break;
  824. case BL_PC:
  825. pc_revive((TBL_PC*)bl, hp, sp);
  826. break;
  827. case BL_HOM: //[orn]
  828. merc_hom_revive((TBL_HOM*)bl, hp, sp);
  829. break;
  830. }
  831. return 1;
  832. }
  833. /*==========================================
  834. * Checks whether the src can use the skill on the target,
  835. * taking into account status/option of both source/target. [Skotlex]
  836. * flag:
  837. * 0 - Trying to use skill on target.
  838. * 1 - Cast bar is done.
  839. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  840. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  841. * target MAY Be null, in which case the checks are only to see
  842. * whether the source can cast or not the skill on the ground.
  843. *------------------------------------------
  844. */
  845. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  846. {
  847. struct status_data *status;
  848. struct status_change *sc=NULL, *tsc;
  849. int hide_flag;
  850. status = src?status_get_status_data(src):&dummy_status;
  851. if (src && status_isdead(src))
  852. return 0;
  853. if (!skill_num) { //Normal attack checks.
  854. if (!(status->mode&MD_CANATTACK))
  855. return 0; //This mode is only needed for melee attacking.
  856. //Dead state is not checked for skills as some skills can be used
  857. //on dead characters, said checks are left to skill.c [Skotlex]
  858. if (target && status_isdead(target))
  859. return 0;
  860. }
  861. if (skill_num == PA_PRESSURE && flag && target) {
  862. //Gloria Avoids pretty much everything....
  863. tsc = status_get_sc(target);
  864. if(tsc && tsc->option&OPTION_HIDE)
  865. return 0;
  866. return 1;
  867. }
  868. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  869. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  870. && !(status->mode&MD_BOSS))
  871. { //Basilica Check
  872. if (!skill_num) return 0;
  873. hide_flag = skill_get_inf(skill_num);
  874. if (hide_flag&INF_ATTACK_SKILL)
  875. return 0;
  876. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  877. return 0;
  878. }
  879. if (src) sc = status_get_sc(src);
  880. if(sc && sc->count)
  881. {
  882. if(sc->opt1 >0)
  883. { //Stuned/Frozen/etc
  884. if (flag != 1) //Can't cast, casted stuff can't damage.
  885. return 0;
  886. if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
  887. return 0; //Targetted spells can't come off.
  888. }
  889. if (
  890. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  891. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  892. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  893. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  894. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  895. )
  896. return 0;
  897. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  898. { //Prevents skill usage
  899. clif_emotion(src, 3);
  900. return 0;
  901. }
  902. if (sc->data[SC_BLADESTOP].timer != -1) {
  903. switch (sc->data[SC_BLADESTOP].val1)
  904. {
  905. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  906. case 4: if (skill_num == MO_CHAINCOMBO) break;
  907. case 3: if (skill_num == MO_INVESTIGATE) break;
  908. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  909. default: return 0;
  910. }
  911. }
  912. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  913. {
  914. if(sc->data[SC_LONGING].timer != -1)
  915. { //Allow everything except dancing/re-dancing. [Skotlex]
  916. if (skill_num == BD_ENCORE ||
  917. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  918. )
  919. return 0;
  920. } else
  921. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  922. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  923. return 0;
  924. if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  925. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  926. }
  927. if (skill_num && //Do not block item-casted skills.
  928. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  929. ) { //Skills blocked through status changes...
  930. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  931. sc->data[SC_SILENCE].timer != -1 ||
  932. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  933. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  934. sc->data[SC_STEELBODY].timer != -1 ||
  935. sc->data[SC_BERSERK].timer != -1
  936. ))
  937. return 0;
  938. //Skill blocking.
  939. if (
  940. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  941. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
  942. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  943. (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
  944. )
  945. return 0;
  946. }
  947. }
  948. if (sc && sc->option)
  949. {
  950. if (sc->option&OPTION_HIDE)
  951. switch (skill_num) { //Usable skills while hiding.
  952. case TF_HIDING:
  953. case AS_GRIMTOOTH:
  954. case RG_BACKSTAP:
  955. case RG_RAID:
  956. case NJ_SHADOWJUMP:
  957. case NJ_KIRIKAGE:
  958. break;
  959. default:
  960. //Non players can use all skills while hidden.
  961. if (!skill_num || src->type == BL_PC)
  962. return 0;
  963. }
  964. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  965. return 0;
  966. }
  967. if (target == NULL || target == src) //No further checking needed.
  968. return 1;
  969. tsc = status_get_sc(target);
  970. if(tsc && tsc->count)
  971. {
  972. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  973. return 0;
  974. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  975. && tsc->data[SC_FREEZE].timer != -1)
  976. return 0;
  977. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  978. return 0;
  979. }
  980. //If targetting, cloak+hide protect you, otherwise only hiding does.
  981. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  982. //You cannot hide from ground skills.
  983. if(skill_get_pl(skill_num) == ELE_EARTH)
  984. hide_flag &= ~OPTION_HIDE;
  985. switch (target->type)
  986. {
  987. case BL_PC:
  988. {
  989. struct map_session_data *sd = (TBL_PC*) target;
  990. if (pc_isinvisible(sd))
  991. return 0;
  992. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  993. && (sd->special_state.perfect_hiding || !(
  994. status->race == RC_INSECT ||
  995. status->race == RC_DEMON ||
  996. status->mode&MD_DETECTOR
  997. )))
  998. return 0;
  999. }
  1000. break;
  1001. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1002. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1003. if (status->mode&MD_LOOTER)
  1004. return 1;
  1005. return 0;
  1006. case BL_HOM:
  1007. //Can't use support skills on homun (only master/self can)
  1008. //Placed here instead of battle_check_target because support skill
  1009. //invocations don't call that function.
  1010. if (skill_num && skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
  1011. battle_get_master(target) != src)
  1012. return 0;
  1013. default:
  1014. //Check for chase-walk/hiding/cloaking opponents.
  1015. if (tsc && !(status->mode&MD_BOSS))
  1016. {
  1017. if (tsc->option&hide_flag && !(
  1018. status->race == RC_INSECT ||
  1019. status->race == RC_DEMON ||
  1020. status->mode&MD_DETECTOR
  1021. ))
  1022. return 0;
  1023. }
  1024. }
  1025. return 1;
  1026. }
  1027. //Checks whether the source can see and chase target.
  1028. int status_check_visibility(struct block_list *src, struct block_list *target)
  1029. {
  1030. int view_range;
  1031. struct status_data* status = status_get_status_data(src);
  1032. struct status_change* tsc = status_get_sc(target);
  1033. switch (src->type) {
  1034. case BL_MOB:
  1035. view_range = ((TBL_MOB*)src)->min_chase;
  1036. break;
  1037. case BL_PET:
  1038. view_range = ((TBL_PET*)src)->db->range2;
  1039. break;
  1040. default:
  1041. view_range = AREA_SIZE;
  1042. }
  1043. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1044. return 0;
  1045. switch (target->type)
  1046. {
  1047. case BL_PC:
  1048. {
  1049. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1050. && !(status->mode&MD_BOSS) && (
  1051. ((TBL_PC*)target)->special_state.perfect_hiding || !(
  1052. status->race == RC_INSECT ||
  1053. status->race == RC_DEMON ||
  1054. status->mode&MD_DETECTOR
  1055. )))
  1056. return 0;
  1057. }
  1058. break;
  1059. default:
  1060. //Check for chase-walk/hiding/cloaking opponents.
  1061. if (tsc && !(status->mode&MD_BOSS))
  1062. {
  1063. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1064. && !(
  1065. status->race == RC_INSECT ||
  1066. status->race == RC_DEMON ||
  1067. status->mode&MD_DETECTOR
  1068. ))
  1069. return 0;
  1070. }
  1071. }
  1072. return 1;
  1073. }
  1074. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1075. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1076. {
  1077. int flag = 0, str, dex, dstr;
  1078. if(!(bl->type&battle_config.enable_baseatk))
  1079. return 0;
  1080. if (bl->type == BL_PC)
  1081. switch(((TBL_PC*)bl)->status.weapon){
  1082. case W_BOW:
  1083. case W_MUSICAL:
  1084. case W_WHIP:
  1085. case W_REVOLVER:
  1086. case W_RIFLE:
  1087. case W_SHOTGUN:
  1088. case W_GATLING:
  1089. case W_GRENADE:
  1090. flag = 1;
  1091. }
  1092. if (flag) {
  1093. str = status->dex;
  1094. dex = status->str;
  1095. } else {
  1096. str = status->str;
  1097. dex = status->dex;
  1098. }
  1099. //Normally only players have base-atk, but homunc have a different batk
  1100. // equation, hinting that perhaps non-players should use this for batk.
  1101. // [Skotlex]
  1102. dstr = str/10;
  1103. str += dstr*dstr;
  1104. if (bl->type == BL_PC)
  1105. str+= dex/5 + status->luk/5;
  1106. return str;
  1107. }
  1108. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1109. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1110. //Fills in the misc data that can be calculated from the other status info (except for level)
  1111. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1112. {
  1113. //Non players get the value set, players need to stack with previous bonuses.
  1114. if (bl->type != BL_PC)
  1115. status->batk =
  1116. status->matk_min = status->matk_max =
  1117. status->hit = status->flee =
  1118. status->def2 = status->mdef2 =
  1119. status->cri = status->flee2 = 0;
  1120. status->matk_min += status_base_matk_min(status);
  1121. status->matk_max += status_base_matk_max(status);
  1122. status->hit += level + status->dex;
  1123. status->flee += level + status->agi;
  1124. status->def2 += status->vit;
  1125. status->mdef2 += status->int_ + (status->vit>>1);
  1126. if (bl->type&battle_config.enable_critical)
  1127. status->cri += status->luk*3 + 10;
  1128. else
  1129. status->cri = 0;
  1130. if (bl->type&battle_config.enable_perfect_flee)
  1131. status->flee2 += status->luk + 10;
  1132. else
  1133. status->flee2 = 0;
  1134. status->batk += status_base_atk(bl, status);
  1135. if (status->cri)
  1136. switch (bl->type) {
  1137. case BL_MOB:
  1138. if(battle_config.mob_critical_rate != 100)
  1139. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1140. if(!status->cri && battle_config.mob_critical_rate)
  1141. status->cri = 10;
  1142. break;
  1143. case BL_PC:
  1144. //Players don't have a critical adjustment setting as of yet.
  1145. break;
  1146. default:
  1147. if(battle_config.critical_rate != 100)
  1148. status->cri = status->cri*battle_config.critical_rate/100;
  1149. if (!status->cri && battle_config.critical_rate)
  1150. status->cri = 10;
  1151. }
  1152. if(bl->type&BL_REGEN)
  1153. status_calc_regen(bl, status, status_get_regen_data(bl));
  1154. }
  1155. //Skotlex: Calculates the initial status for the given mob
  1156. //first will only be false when the mob leveled up or got a GuardUp level.
  1157. //first&2: Class-change invoked.
  1158. int status_calc_mob(struct mob_data* md, int first)
  1159. {
  1160. struct status_data *status;
  1161. struct block_list *mbl = NULL;
  1162. int flag=0;
  1163. if(first)
  1164. { //Set basic level on respawn.
  1165. if (md->spawn && !(first&2))
  1166. md->level = md->spawn->level;
  1167. else
  1168. md->level = md->db->lv; // [Valaris]
  1169. }
  1170. //Check if we need custom base-status
  1171. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1172. flag|=1;
  1173. if (md->special_state.size)
  1174. flag|=2;
  1175. if (md->guardian_data && md->guardian_data->guardup_lv)
  1176. flag|=4;
  1177. if (battle_config.slaves_inherit_speed && md->master_id)
  1178. flag|=8;
  1179. if (md->master_id && md->special_state.ai>1)
  1180. flag|=16;
  1181. if (!flag)
  1182. { //No special status required.
  1183. if (md->base_status) {
  1184. aFree(md->base_status);
  1185. md->base_status = NULL;
  1186. }
  1187. if(first)
  1188. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1189. return 0;
  1190. }
  1191. if (!md->base_status)
  1192. md->base_status = aCalloc(1, sizeof(struct status_data));
  1193. status = md->base_status;
  1194. memcpy(status, &md->db->status, sizeof(struct status_data));
  1195. if (flag&(8|16))
  1196. mbl = map_id2bl(md->master_id);
  1197. if (flag&8 && mbl) {
  1198. struct status_data *mstatus = status_get_base_status(mbl);
  1199. if (mstatus &&
  1200. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1201. status->speed = mstatus->speed;
  1202. }
  1203. if (flag&16 && mbl)
  1204. { //Max HP setting from Summon Flora/marine Sphere
  1205. struct unit_data *ud = unit_bl2ud(mbl);
  1206. //Remove special AI when this is used by regular mobs.
  1207. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1208. md->special_state.ai = 0;
  1209. if (ud)
  1210. { // different levels of HP according to skill level
  1211. if (ud->skillid == AM_SPHEREMINE) {
  1212. status->max_hp = 2000 + 400*ud->skilllv;
  1213. } else { //AM_CANNIBALIZE
  1214. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1215. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1216. }
  1217. status->hp = status->max_hp;
  1218. }
  1219. }
  1220. if (flag&1)
  1221. { // increase from mobs leveling up [Valaris]
  1222. int diff = md->level - md->db->lv;
  1223. status->str+= diff;
  1224. status->agi+= diff;
  1225. status->vit+= diff;
  1226. status->int_+= diff;
  1227. status->dex+= diff;
  1228. status->luk+= diff;
  1229. status->max_hp += diff*status->vit;
  1230. status->max_sp += diff*status->int_;
  1231. status->hp = status->max_hp;
  1232. status->sp = status->max_sp;
  1233. status->speed -= diff;
  1234. }
  1235. if (flag&2)
  1236. { // change for sized monsters [Valaris]
  1237. if (md->special_state.size==1) {
  1238. status->max_hp>>=1;
  1239. status->max_sp>>=1;
  1240. if (!status->max_hp) status->max_hp = 1;
  1241. if (!status->max_sp) status->max_sp = 1;
  1242. status->hp=status->max_hp;
  1243. status->sp=status->max_sp;
  1244. status->str>>=1;
  1245. status->agi>>=1;
  1246. status->vit>>=1;
  1247. status->int_>>=1;
  1248. status->dex>>=1;
  1249. status->luk>>=1;
  1250. if (!status->str) status->str = 1;
  1251. if (!status->agi) status->agi = 1;
  1252. if (!status->vit) status->vit = 1;
  1253. if (!status->int_) status->int_ = 1;
  1254. if (!status->dex) status->dex = 1;
  1255. if (!status->luk) status->luk = 1;
  1256. } else if (md->special_state.size==2) {
  1257. status->max_hp<<=1;
  1258. status->max_sp<<=1;
  1259. status->hp=status->max_hp;
  1260. status->sp=status->max_sp;
  1261. status->str<<=1;
  1262. status->agi<<=1;
  1263. status->vit<<=1;
  1264. status->int_<<=1;
  1265. status->dex<<=1;
  1266. status->luk<<=1;
  1267. }
  1268. }
  1269. status_calc_misc(&md->bl, status, md->level);
  1270. if(flag&4)
  1271. { // Strengthen Guardians - custom value +10% / lv
  1272. struct guild_castle *gc;
  1273. gc=guild_mapname2gc(map[md->bl.m].name);
  1274. if (!gc)
  1275. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1276. else {
  1277. status->max_hp += 2000 * gc->defense;
  1278. status->max_sp += 200 * gc->defense;
  1279. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1280. status->hp = gc->guardian[md->guardian_data->number].hp;
  1281. else //Emperium
  1282. status->hp = status->max_hp;
  1283. status->sp = status->max_sp;
  1284. }
  1285. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1286. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1287. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1288. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1289. }
  1290. //Initial battle status
  1291. if (!first)
  1292. status_calc_bl(&md->bl, SCB_ALL);
  1293. else
  1294. memcpy(&md->status, status, sizeof(struct status_data));
  1295. return 1;
  1296. }
  1297. //Skotlex: Calculates the stats of the given pet.
  1298. int status_calc_pet(struct pet_data *pd, int first)
  1299. {
  1300. nullpo_retr(0, pd);
  1301. if (first) {
  1302. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1303. pd->status.speed = pd->petDB->speed;
  1304. }
  1305. if (battle_config.pet_lv_rate && pd->msd)
  1306. {
  1307. struct map_session_data *sd = pd->msd;
  1308. int lv;
  1309. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1310. if (lv < 0)
  1311. lv = 1;
  1312. if (lv != pd->pet.level || first)
  1313. {
  1314. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1315. pd->pet.level = lv;
  1316. if (!first) //Lv Up animation
  1317. clif_misceffect(&pd->bl, 0);
  1318. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1319. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1320. status->str = (bstat->str*lv)/pd->db->lv;
  1321. status->agi = (bstat->agi*lv)/pd->db->lv;
  1322. status->vit = (bstat->vit*lv)/pd->db->lv;
  1323. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1324. status->dex = (bstat->dex*lv)/pd->db->lv;
  1325. status->luk = (bstat->luk*lv)/pd->db->lv;
  1326. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1327. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1328. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1329. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1330. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1331. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1332. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1333. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1334. status_calc_misc(&pd->bl, &pd->status, lv);
  1335. if (!first) //Not done the first time because the pet is not visible yet
  1336. clif_send_petstatus(sd);
  1337. }
  1338. } else if (first) {
  1339. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1340. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1341. pd->pet.level = pd->db->lv;
  1342. }
  1343. //Support rate modifier (1000 = 100%)
  1344. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1345. if(battle_config.pet_support_rate != 100)
  1346. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1347. return 1;
  1348. }
  1349. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1350. {
  1351. unsigned int val;
  1352. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1353. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1354. * (100 + status->vit)/100 + sd->param_equip[2];
  1355. if (sd->class_&JOBL_UPPER)
  1356. val += val * 25/100;
  1357. else if (sd->class_&JOBL_BABY)
  1358. val -= val * 30/100;
  1359. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA ||
  1360. (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1361. val += 100; //Since their HP can't be approximated well enough without this.
  1362. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON &&
  1363. sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1364. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1365. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE &&
  1366. sd->status.base_level >= 99)
  1367. val += 2000;
  1368. return val;
  1369. }
  1370. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1371. {
  1372. unsigned int val;
  1373. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1374. * (100 + status->int_)/100 + sd->param_equip[3];
  1375. if (sd->class_&JOBL_UPPER)
  1376. val += val * 25/100;
  1377. else if (sd->class_&JOBL_BABY)
  1378. val -= val * 30/100;
  1379. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1380. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1381. return val;
  1382. }
  1383. //Calculates player data from scratch without counting SC adjustments.
  1384. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1385. int status_calc_pc(struct map_session_data* sd,int first)
  1386. {
  1387. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1388. struct status_data b_status, *status;
  1389. struct weapon_atk b_lhw;
  1390. struct skill b_skill[MAX_SKILL];
  1391. int b_weight,b_max_weight;
  1392. int i,index;
  1393. int skill,refinedef=0;
  1394. if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
  1395. return -1;
  1396. if (++calculating > 10) //Too many recursive calls!
  1397. return -1;
  1398. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1399. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1400. b_status.lhw = &b_lhw;
  1401. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1402. b_weight = sd->weight;
  1403. b_max_weight = sd->max_weight;
  1404. pc_calc_skilltree(sd); // スキルツリ?の計算
  1405. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1406. if(first&1) {
  1407. //Load Hp/SP from char-received data.
  1408. sd->battle_status.hp = sd->status.hp;
  1409. sd->battle_status.sp = sd->status.sp;
  1410. sd->battle_status.lhw = &sd->battle_lhw;
  1411. sd->base_status.lhw = &sd->base_lhw;
  1412. sd->regen.sregen = &sd->sregen;
  1413. sd->regen.ssregen = &sd->ssregen;
  1414. sd->weight=0;
  1415. for(i=0;i<MAX_INVENTORY;i++){
  1416. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1417. continue;
  1418. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1419. }
  1420. sd->cart_max_weight=battle_config.max_cart_weight;
  1421. sd->cart_weight=0;
  1422. sd->cart_max_num=MAX_CART;
  1423. sd->cart_num=0;
  1424. for(i=0;i<MAX_CART;i++){
  1425. if(sd->status.cart[i].nameid==0)
  1426. continue;
  1427. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1428. sd->cart_num++;
  1429. }
  1430. }
  1431. status = &sd->base_status;
  1432. // these are not zeroed. [zzo]
  1433. sd->hprate=100;
  1434. sd->sprate=100;
  1435. sd->castrate=100;
  1436. sd->delayrate=100;
  1437. sd->dsprate=100;
  1438. sd->speed_rate = 100;
  1439. sd->hprecov_rate = 100;
  1440. sd->sprecov_rate = 100;
  1441. sd->atk_rate = sd->matk_rate = 100;
  1442. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1443. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1444. sd->regen.state.block = 0;
  1445. // zeroed arays, order follows the order in map.h.
  1446. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1447. malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1448. + sizeof(sd->param_equip)
  1449. + sizeof(sd->subele)
  1450. + sizeof(sd->subrace)
  1451. + sizeof(sd->subrace2)
  1452. + sizeof(sd->subsize)
  1453. + sizeof(sd->reseff)
  1454. + sizeof(sd->weapon_coma_ele)
  1455. + sizeof(sd->weapon_coma_race)
  1456. + sizeof(sd->weapon_atk)
  1457. + sizeof(sd->weapon_atk_rate)
  1458. + sizeof(sd->arrow_addele)
  1459. + sizeof(sd->arrow_addrace)
  1460. + sizeof(sd->arrow_addsize)
  1461. + sizeof(sd->magic_addele)
  1462. + sizeof(sd->magic_addrace)
  1463. + sizeof(sd->magic_addsize)
  1464. + sizeof(sd->critaddrace)
  1465. + sizeof(sd->expaddrace)
  1466. + sizeof(sd->itemgrouphealrate)
  1467. + sizeof(sd->sp_gain_race)
  1468. );
  1469. malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1470. malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1471. malloc_set(&sd->special_state,0,sizeof(sd->special_state));
  1472. malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1473. malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
  1474. //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
  1475. status->speed = DEFAULT_WALK_SPEED;
  1476. //Give them all modes except these (useful for clones)
  1477. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1478. status->size = (sd->class_&JOBL_BABY)?0:1;
  1479. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1480. if (sd->class_&JOBL_BABY) {
  1481. if (battle_config.character_size&2)
  1482. status->size++;
  1483. } else
  1484. if(battle_config.character_size&1)
  1485. status->size++;
  1486. }
  1487. status->aspd_rate = 1000;
  1488. status->ele_lv = 1;
  1489. status->race = RC_DEMIHUMAN;
  1490. //zero up structures...
  1491. malloc_set(&sd->autospell,0,sizeof(sd->autospell)
  1492. + sizeof(sd->autospell2)
  1493. + sizeof(sd->addeff)
  1494. + sizeof(sd->addeff2)
  1495. + sizeof(sd->skillatk)
  1496. + sizeof(sd->skillblown)
  1497. + sizeof(sd->add_def)
  1498. + sizeof(sd->add_mdef)
  1499. + sizeof(sd->add_dmg)
  1500. + sizeof(sd->add_mdmg)
  1501. + sizeof(sd->add_drop)
  1502. + sizeof(sd->itemhealrate)
  1503. );
  1504. // vars zeroing. ints, shorts, chars. in that order.
  1505. malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1506. + sizeof(sd->arrow_ele)
  1507. + sizeof(sd->arrow_cri)
  1508. + sizeof(sd->arrow_hit)
  1509. + sizeof(sd->nsshealhp)
  1510. + sizeof(sd->nsshealsp)
  1511. + sizeof(sd->critical_def)
  1512. + sizeof(sd->double_rate)
  1513. + sizeof(sd->long_attack_atk_rate)
  1514. + sizeof(sd->near_attack_def_rate)
  1515. + sizeof(sd->long_attack_def_rate)
  1516. + sizeof(sd->magic_def_rate)
  1517. + sizeof(sd->misc_def_rate)
  1518. + sizeof(sd->ignore_mdef_ele)
  1519. + sizeof(sd->ignore_mdef_race)
  1520. + sizeof(sd->perfect_hit)
  1521. + sizeof(sd->perfect_hit_add)
  1522. + sizeof(sd->get_zeny_rate)
  1523. + sizeof(sd->get_zeny_num)
  1524. + sizeof(sd->double_add_rate)
  1525. + sizeof(sd->short_weapon_damage_return)
  1526. + sizeof(sd->long_weapon_damage_return)
  1527. + sizeof(sd->magic_damage_return)
  1528. + sizeof(sd->random_attack_increase_add)
  1529. + sizeof(sd->random_attack_increase_per)
  1530. + sizeof(sd->break_weapon_rate)
  1531. + sizeof(sd->break_armor_rate)
  1532. + sizeof(sd->crit_atk_rate)
  1533. + sizeof(sd->hp_loss_rate)
  1534. + sizeof(sd->sp_loss_rate)
  1535. + sizeof(sd->classchange)
  1536. + sizeof(sd->speed_add_rate)
  1537. + sizeof(sd->aspd_add_rate)
  1538. + sizeof(sd->setitem_hash)
  1539. + sizeof(sd->setitem_hash2)
  1540. // shorts
  1541. + sizeof(sd->splash_range)
  1542. + sizeof(sd->splash_add_range)
  1543. + sizeof(sd->add_steal_rate)
  1544. + sizeof(sd->hp_loss_value)
  1545. + sizeof(sd->sp_loss_value)
  1546. + sizeof(sd->hp_loss_type)
  1547. + sizeof(sd->hp_gain_value)
  1548. + sizeof(sd->sp_gain_value)
  1549. + sizeof(sd->sp_vanish_rate)
  1550. + sizeof(sd->sp_vanish_per)
  1551. + sizeof(sd->add_drop_count)
  1552. + sizeof(sd->unbreakable)
  1553. + sizeof(sd->unbreakable_equip)
  1554. + sizeof(sd->unstripable_equip)
  1555. + sizeof(sd->add_def_count)
  1556. + sizeof(sd->add_mdef_count)
  1557. + sizeof(sd->add_dmg_count)
  1558. + sizeof(sd->add_mdmg_count)
  1559. );
  1560. // Parse equipment.
  1561. for(i=0;i<EQI_MAX-1;i++) {
  1562. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1563. if(index < 0)
  1564. continue;
  1565. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1566. continue;
  1567. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1568. continue;
  1569. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1570. continue;
  1571. if(!sd->inventory_data[index])
  1572. continue;
  1573. status->def += sd->inventory_data[index]->def;
  1574. if(first&1 && sd->inventory_data[index]->equip_script)
  1575. { //Execute equip-script on login
  1576. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1577. if (!calculating)
  1578. return 1;
  1579. }
  1580. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1581. int r,wlv = sd->inventory_data[index]->wlv;
  1582. struct weapon_data *wd;
  1583. struct weapon_atk *wa;
  1584. if (wlv >= MAX_REFINE_BONUS)
  1585. wlv = MAX_REFINE_BONUS - 1;
  1586. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1587. wd = &sd->left_weapon; // Left-hand weapon
  1588. wa = status->lhw;
  1589. } else {
  1590. wd = &sd->right_weapon;
  1591. wa = &status->rhw;
  1592. }
  1593. wa->atk += sd->inventory_data[index]->atk;
  1594. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1595. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1596. wd->overrefine = r*refinebonus[wlv][1];
  1597. wa->range += sd->inventory_data[index]->range;
  1598. if(sd->inventory_data[index]->script) {
  1599. if (wd == &sd->left_weapon) {
  1600. sd->state.lr_flag = 1;
  1601. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1602. sd->state.lr_flag = 0;
  1603. } else
  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. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1609. { // Forged weapon
  1610. wd->star += (sd->status.inventory[index].card[1]>>8);
  1611. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1612. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1613. wd->star += 10;
  1614. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1615. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1616. }
  1617. }
  1618. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1619. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1620. if(sd->inventory_data[index]->script) {
  1621. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1622. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1623. return 1;
  1624. }
  1625. }
  1626. }
  1627. if(sd->equip_index[EQI_AMMO] >= 0){
  1628. index = sd->equip_index[EQI_AMMO];
  1629. if(sd->inventory_data[index]){ // Arrows
  1630. sd->arrow_atk += sd->inventory_data[index]->atk;
  1631. sd->state.lr_flag = 2;
  1632. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1633. sd->state.lr_flag = 0;
  1634. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1635. return 1;
  1636. }
  1637. }
  1638. //Store equipment script bonuses
  1639. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1640. malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1641. status->def += (refinedef+50)/100;
  1642. //Parse Cards
  1643. for(i=0;i<EQI_MAX-1;i++) {
  1644. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1645. if(index < 0)
  1646. continue;
  1647. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1648. continue;
  1649. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1650. continue;
  1651. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1652. continue;
  1653. if(sd->inventory_data[index]) {
  1654. int j,c;
  1655. struct item_data *data;
  1656. //Card script execution.
  1657. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1658. continue;
  1659. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1660. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1661. if(!c)
  1662. continue;
  1663. data = itemdb_exists(c);
  1664. if(!data)
  1665. continue;
  1666. if(first&1 && data->equip_script)
  1667. { //Execute equip-script on login
  1668. run_script(data->equip_script,0,sd->bl.id,0);
  1669. if (!calculating)
  1670. return 1;
  1671. }
  1672. if(!data->script)
  1673. continue;
  1674. if(data->flag.no_equip) { //Card restriction checks.
  1675. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1676. continue;
  1677. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1678. continue;
  1679. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1680. continue;
  1681. }
  1682. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1683. { //Left hand status.
  1684. sd->state.lr_flag = 1;
  1685. run_script(data->script,0,sd->bl.id,0);
  1686. sd->state.lr_flag = 0;
  1687. } else
  1688. run_script(data->script,0,sd->bl.id,0);
  1689. if (!calculating) //Abort, run_script his function. [Skotlex]
  1690. return 1;
  1691. }
  1692. }
  1693. }
  1694. if(sd->pd && battle_config.pet_status_support)
  1695. { // Pet
  1696. struct pet_data *pd=sd->pd;
  1697. if(pd && pd->pet.intimate > 0 &&
  1698. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1699. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1700. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1701. }
  1702. //param_bonus now holds card bonuses.
  1703. if(status->rhw.range < 1) status->rhw.range = 1;
  1704. if(status->lhw->range < 1) status->lhw->range = 1;
  1705. if(status->rhw.range < status->lhw->range)
  1706. status->rhw.range = status->lhw->range;
  1707. sd->double_rate += sd->double_add_rate;
  1708. sd->perfect_hit += sd->perfect_hit_add;
  1709. sd->splash_range += sd->splash_add_range;
  1710. if(sd->aspd_add_rate)
  1711. status->aspd_rate += 10*sd->aspd_add_rate;
  1712. if(sd->speed_add_rate)
  1713. sd->speed_rate += sd->speed_add_rate;
  1714. // Damage modifiers from weapon type
  1715. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1716. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1717. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1718. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1719. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1720. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1721. if(pc_isriding(sd) &&
  1722. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1723. { //When Riding with spear, damage modifier to mid-class becomes
  1724. //same as versus large size.
  1725. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1726. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1727. }
  1728. // ----- STATS CALCULATION -----
  1729. // Job bonuses
  1730. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1731. if(!job_bonus[sd->status.class_][i])
  1732. continue;
  1733. switch(job_bonus[sd->status.class_][i]) {
  1734. case 1:
  1735. status->str++;
  1736. break;
  1737. case 2:
  1738. status->agi++;
  1739. break;
  1740. case 3:
  1741. status->vit++;
  1742. break;
  1743. case 4:
  1744. status->int_++;
  1745. break;
  1746. case 5:
  1747. status->dex++;
  1748. break;
  1749. case 6:
  1750. status->luk++;
  1751. break;
  1752. }
  1753. }
  1754. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1755. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1756. status->str += 10;
  1757. status->agi += 10;
  1758. status->vit += 10;
  1759. status->int_+= 10;
  1760. status->dex += 10;
  1761. status->luk += 10;
  1762. }
  1763. // Absolute modifiers from passive skills
  1764. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1765. status->str++;
  1766. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1767. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1768. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1769. status->dex += skill;
  1770. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1771. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1772. status->str = cap_value(i,0,USHRT_MAX);
  1773. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1774. status->agi = cap_value(i,0,USHRT_MAX);
  1775. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1776. status->vit = cap_value(i,0,USHRT_MAX);
  1777. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1778. status->int_ = cap_value(i,0,USHRT_MAX);
  1779. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1780. status->dex = cap_value(i,0,USHRT_MAX);
  1781. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1782. status->luk = cap_value(i,0,USHRT_MAX);
  1783. // ------ BASE ATTACK CALCULATION ------
  1784. // Base batk value is set on status_calc_misc
  1785. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1786. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1787. status->batk += sd->weapon_atk[sd->status.weapon];
  1788. // Absolute modifiers from passive skills
  1789. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1790. status->batk += 4;
  1791. // ----- HP MAX CALCULATION -----
  1792. // Basic MaxHP value
  1793. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1794. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1795. status->max_hp += sd->status.max_hp;
  1796. // Absolute modifiers from passive skills
  1797. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1798. status->max_hp += skill*200;
  1799. // Apply relative modifiers from equipment
  1800. if(sd->hprate < 0)
  1801. sd->hprate = 0;
  1802. if(sd->hprate!=100)
  1803. status->max_hp = status->max_hp * sd->hprate/100;
  1804. if(battle_config.hp_rate != 100)
  1805. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1806. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1807. status->max_hp = battle_config.max_hp;
  1808. else if(!status->max_hp)
  1809. status->max_hp = 1;
  1810. // ----- SP MAX CALCULATION -----
  1811. // Basic MaxSP value
  1812. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1813. status->max_sp += sd->status.max_sp;
  1814. // Absolute modifiers from passive skills
  1815. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1816. status->max_sp += 30*skill;
  1817. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1818. status->max_sp += status->max_sp * skill/100;
  1819. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1820. status->max_sp += status->max_sp * 2*skill/100;
  1821. // Apply relative modifiers from equipment
  1822. if(sd->sprate < 0)
  1823. sd->sprate = 0;
  1824. if(sd->sprate!=100)
  1825. status->max_sp = status->max_sp * sd->sprate/100;
  1826. if(battle_config.sp_rate != 100)
  1827. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1828. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1829. status->max_sp = battle_config.max_sp;
  1830. else if(!status->max_sp)
  1831. status->max_sp = 1;
  1832. // ----- RESPAWN HP/SP -----
  1833. //
  1834. //Calc respawn hp and store it on base_status
  1835. if (sd->special_state.restart_full_recover)
  1836. {
  1837. status->hp = status->max_hp;
  1838. status->sp = status->max_sp;
  1839. } else {
  1840. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1841. && battle_config.restart_hp_rate < 50)
  1842. status->hp=status->max_hp>>1;
  1843. else
  1844. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1845. if(!status->hp)
  1846. status->hp = 1;
  1847. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1848. }
  1849. // ----- MISC CALCULATION -----
  1850. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1851. //Equipment modifiers for misc settings
  1852. if(sd->matk_rate < 0)
  1853. sd->matk_rate = 0;
  1854. if(sd->matk_rate != 100){
  1855. status->matk_max = status->matk_max * sd->matk_rate/100;
  1856. status->matk_min = status->matk_min * sd->matk_rate/100;
  1857. }
  1858. if(sd->hit_rate < 0)
  1859. sd->hit_rate = 0;
  1860. if(sd->hit_rate != 100)
  1861. status->hit = status->hit * sd->hit_rate/100;
  1862. if(sd->flee_rate < 0)
  1863. sd->flee_rate = 0;
  1864. if(sd->flee_rate != 100)
  1865. status->flee = status->flee * sd->flee_rate/100;
  1866. if(sd->def2_rate < 0)
  1867. sd->def2_rate = 0;
  1868. if(sd->def2_rate != 100)
  1869. status->def2 = status->def2 * sd->def2_rate/100;
  1870. if(sd->mdef2_rate < 0)
  1871. sd->mdef2_rate = 0;
  1872. if(sd->mdef2_rate != 100)
  1873. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1874. if(sd->critical_rate < 0)
  1875. sd->critical_rate = 0;
  1876. if(sd->critical_rate != 100)
  1877. status->cri = status->cri * sd->critical_rate/100;
  1878. if(sd->flee2_rate < 0)
  1879. sd->flee2_rate = 0;
  1880. if(sd->flee2_rate != 100)
  1881. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1882. // ----- HIT CALCULATION -----
  1883. // Absolute modifiers from passive skills
  1884. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1885. status->hit += skill*2;
  1886. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1887. status->hit += skill;
  1888. if(sd->status.weapon == W_BOW)
  1889. status->rhw.range += skill;
  1890. }
  1891. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1892. {
  1893. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1894. status->hit += 2*skill;
  1895. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1896. status->hit += skill;
  1897. status->rhw.range += skill;
  1898. }
  1899. }
  1900. // ----- FLEE CALCULATION -----
  1901. // Absolute modifiers from passive skills
  1902. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1903. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1904. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1905. status->flee += (skill*3)>>1;
  1906. // ----- EQUIPMENT-DEF CALCULATION -----
  1907. // Apply relative modifiers from equipment
  1908. if(sd->def_rate < 0)
  1909. sd->def_rate = 0;
  1910. if(sd->def_rate != 100) {
  1911. i = status->def * sd->def_rate/100;
  1912. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1913. }
  1914. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1915. {
  1916. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1917. status->def = (unsigned char)battle_config.max_def;
  1918. }
  1919. // ----- EQUIPMENT-MDEF CALCULATION -----
  1920. // Apply relative modifiers from equipment
  1921. if(sd->mdef_rate < 0)
  1922. sd->mdef_rate = 0;
  1923. if(sd->mdef_rate != 100) {
  1924. i = status->mdef * sd->mdef_rate/100;
  1925. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1926. }
  1927. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1928. {
  1929. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1930. status->mdef = (signed char)battle_config.max_def;
  1931. }
  1932. // ----- WALKING SPEED CALCULATION -----
  1933. if(sd->speed_rate < 0)
  1934. sd->speed_rate = 0;
  1935. if(sd->speed_rate != 100)
  1936. status->speed = status->speed*sd->speed_rate/100;
  1937. // Relative modifiers from passive skills
  1938. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1939. status->speed -= status->speed * skill/100;
  1940. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1941. status->speed -= status->speed * 25/100;
  1942. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1943. status->speed += status->speed * (100-10*skill)/100;
  1944. if(status->speed < battle_config.max_walk_speed)
  1945. status->speed = battle_config.max_walk_speed;
  1946. // ----- ASPD CALCULATION -----
  1947. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1948. // Basic ASPD value
  1949. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1950. i = (1000 -4*status->agi -status->dex)
  1951. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1952. else
  1953. i = ((
  1954. (1000 -4*status->agi -status->dex)
  1955. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1956. )+(
  1957. (1000 -4*status->agi -status->dex)
  1958. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1959. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1960. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1961. // Relative modifiers from passive skills
  1962. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1963. status->aspd_rate -= 5*skill;
  1964. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1965. status->aspd_rate -= 30*skill;
  1966. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1967. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1968. status->aspd_rate -= ((skill+1)/2) * 10;
  1969. if(pc_isriding(sd))
  1970. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1971. status->adelay = 2*status->amotion;
  1972. // ----- DMOTION -----
  1973. //
  1974. i = 800-status->agi*4;
  1975. status->dmotion = cap_value(i, 400, 800);
  1976. if(battle_config.pc_damage_delay_rate != 100)
  1977. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  1978. // ----- MISC CALCULATIONS -----
  1979. // Weight
  1980. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1981. sd->max_weight += 2000*skill;
  1982. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1983. sd->max_weight += 10000;
  1984. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1985. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1986. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  1987. sd->regen.state.walk = 1;
  1988. else
  1989. sd->regen.state.walk = 0;
  1990. // Skill SP cost
  1991. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1992. sd->dsprate -= 4*skill;
  1993. if(sd->sc.count){
  1994. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1995. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1996. }
  1997. //Underflow protections.
  1998. if(sd->dsprate < 0)
  1999. sd->dsprate = 0;
  2000. if(sd->castrate < 0)
  2001. sd->castrate = 0;
  2002. if(sd->delayrate < 0)
  2003. sd->delayrate = 0;
  2004. if(sd->hprecov_rate < 0)
  2005. sd->hprecov_rate = 0;
  2006. if(sd->sprecov_rate < 0)
  2007. sd->sprecov_rate = 0;
  2008. // Anti-element and anti-race
  2009. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2010. sd->subele[6] += skill*5;
  2011. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2012. sd->subele[0] += skill;
  2013. sd->subele[3] += skill*4;
  2014. }
  2015. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2016. skill = skill*4;
  2017. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2018. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2019. sd->magic_addrace[RC_DRAGON]+=skill;
  2020. sd->subrace[RC_DRAGON]+=skill;
  2021. }
  2022. if(sd->sc.count){
  2023. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  2024. { //Update the card-bonus data
  2025. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  2026. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  2027. }
  2028. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  2029. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  2030. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  2031. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  2032. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  2033. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  2034. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  2035. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  2036. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  2037. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  2038. }
  2039. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  2040. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  2041. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  2042. }
  2043. }
  2044. status_cpy(&sd->battle_status, status);
  2045. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  2046. status = &sd->battle_status; //Need to compare versus this.
  2047. // ----- CLIENT-SIDE REFRESH -----
  2048. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2049. clif_skillinfoblock(sd);
  2050. if(b_status.speed != status->speed)
  2051. clif_updatestatus(sd,SP_SPEED);
  2052. if(b_weight != sd->weight)
  2053. clif_updatestatus(sd,SP_WEIGHT);
  2054. if(b_max_weight != sd->max_weight) {
  2055. clif_updatestatus(sd,SP_MAXWEIGHT);
  2056. pc_checkweighticon(sd);
  2057. }
  2058. if(b_status.str != status->str)
  2059. clif_updatestatus(sd,SP_STR);
  2060. if(b_status.agi != status->agi)
  2061. clif_updatestatus(sd,SP_AGI);
  2062. if(b_status.vit != status->vit)
  2063. clif_updatestatus(sd,SP_VIT);
  2064. if(b_status.int_ != status->int_)
  2065. clif_updatestatus(sd,SP_INT);
  2066. if(b_status.dex != status->dex)
  2067. clif_updatestatus(sd,SP_DEX);
  2068. if(b_status.luk != status->luk)
  2069. clif_updatestatus(sd,SP_LUK);
  2070. if(b_status.hit != status->hit)
  2071. clif_updatestatus(sd,SP_HIT);
  2072. if(b_status.flee != status->flee)
  2073. clif_updatestatus(sd,SP_FLEE1);
  2074. if(b_status.amotion != status->amotion)
  2075. clif_updatestatus(sd,SP_ASPD);
  2076. if(b_status.rhw.atk != status->rhw.atk ||
  2077. b_status.lhw->atk != status->lhw->atk ||
  2078. b_status.batk != status->batk)
  2079. clif_updatestatus(sd,SP_ATK1);
  2080. if(b_status.def != status->def)
  2081. clif_updatestatus(sd,SP_DEF1);
  2082. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  2083. b_status.lhw->atk2 != status->lhw->atk2)
  2084. clif_updatestatus(sd,SP_ATK2);
  2085. if(b_status.def2 != status->def2)
  2086. clif_updatestatus(sd,SP_DEF2);
  2087. if(b_status.flee2 != status->flee2)
  2088. clif_updatestatus(sd,SP_FLEE2);
  2089. if(b_status.cri != status->cri)
  2090. clif_updatestatus(sd,SP_CRITICAL);
  2091. if(b_status.matk_max != status->matk_max)
  2092. clif_updatestatus(sd,SP_MATK1);
  2093. if(b_status.matk_min != status->matk_min)
  2094. clif_updatestatus(sd,SP_MATK2);
  2095. if(b_status.mdef != status->mdef)
  2096. clif_updatestatus(sd,SP_MDEF1);
  2097. if(b_status.mdef2 != status->mdef2)
  2098. clif_updatestatus(sd,SP_MDEF2);
  2099. if(b_status.rhw.range != status->rhw.range)
  2100. clif_updatestatus(sd,SP_ATTACKRANGE);
  2101. if(b_status.max_hp != status->max_hp)
  2102. clif_updatestatus(sd,SP_MAXHP);
  2103. if(b_status.max_sp != status->max_sp)
  2104. clif_updatestatus(sd,SP_MAXSP);
  2105. if(b_status.hp != status->hp)
  2106. clif_updatestatus(sd,SP_HP);
  2107. if(b_status.sp != status->sp)
  2108. clif_updatestatus(sd,SP_SP);
  2109. calculating = 0;
  2110. return 0;
  2111. }
  2112. int status_calc_homunculus(struct homun_data *hd, int first)
  2113. {
  2114. struct status_data b_status, *status;
  2115. struct s_homunculus *hom;
  2116. int skill;
  2117. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  2118. hom = &hd->homunculus;
  2119. status = &hd->base_status;
  2120. status->str = hom->str / 10;
  2121. status->agi = hom->agi / 10;
  2122. status->vit = hom->vit / 10;
  2123. status->dex = hom->dex / 10;
  2124. status->int_ = hom->int_ / 10;
  2125. status->luk = hom->luk / 10;
  2126. if (first) { //[orn]
  2127. status->def_ele = hd->homunculusDB->element;
  2128. status->ele_lv = 1;
  2129. status->race = hd->homunculusDB->race ;
  2130. status->size = hd->homunculusDB->size ;
  2131. status->rhw.range = 1 + status->size;
  2132. status->mode = MD_CANMOVE|MD_CANATTACK;
  2133. status->speed = DEFAULT_WALK_SPEED;
  2134. if (battle_config.slaves_inherit_speed&1 &&
  2135. hd->master && hd->master->state.auth) //Master needs be authed to have valid speed.
  2136. status->speed = status_get_speed(&hd->master->bl);
  2137. status->hp = 1;
  2138. status->sp = 1;
  2139. }
  2140. skill = hom->level/10 + status->vit/5;
  2141. status->def = cap_value(skill, 0, 99);
  2142. skill = hom->level/10 + status->int_/5;
  2143. status->mdef = cap_value(skill, 0, 99);
  2144. status->max_hp = hom->max_hp ;
  2145. status->max_sp = hom->max_sp ;
  2146. merc_hom_calc_skilltree(hd);
  2147. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2148. status->def += skill * 4;
  2149. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2150. {
  2151. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2152. status->str += 1 +skill/3 +skill/3 +skill/4;
  2153. }
  2154. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2155. status->max_hp += skill * 2 * status->max_hp / 100;
  2156. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2157. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2158. if (first) {
  2159. hd->battle_status.hp = hom->hp ;
  2160. hd->battle_status.sp = hom->sp ;
  2161. }
  2162. status->rhw.atk = status->dex;
  2163. status->rhw.atk2 = status->str + hom->level;
  2164. status->aspd_rate = 1000;
  2165. skill = (1000 -4*status->agi -status->dex)
  2166. *hd->homunculusDB->baseASPD/1000;
  2167. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2168. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2169. status_calc_misc(&hd->bl, status, hom->level);
  2170. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  2171. if (memcmp(&b_status, status, sizeof(struct status_data)))
  2172. clif_hominfo(hd->master,hd,0) ;
  2173. return 1;
  2174. }
  2175. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2176. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2177. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2178. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2179. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2180. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2181. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2182. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2183. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2184. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2185. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2186. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2187. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2188. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2189. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2190. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2191. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2192. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2193. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2194. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2195. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2196. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2197. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2198. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2199. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2200. //Calculates base regen values.
  2201. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2202. {
  2203. struct map_session_data *sd;
  2204. int val, skill;
  2205. if (!(bl->type&BL_REGEN) || !regen)
  2206. return;
  2207. BL_CAST(BL_PC,bl,sd);
  2208. val = 1 + (status->vit/5) + (status->max_hp/200);
  2209. if (sd && sd->hprecov_rate != 100)
  2210. val = val*sd->hprecov_rate/100;
  2211. regen->hp = cap_value(val, 1, SHRT_MAX);
  2212. val = 1 + (status->int_/6) + (status->max_sp/100);
  2213. if(status->int_ >= 120)
  2214. val += ((status->int_-120)>>1) + 4;
  2215. if(sd && sd->sprecov_rate != 100)
  2216. val = val*sd->sprecov_rate/100;
  2217. regen->sp = cap_value(val, 1, SHRT_MAX);
  2218. if(sd)
  2219. {
  2220. struct regen_data_sub *sregen;
  2221. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2222. {
  2223. val = regen->sp*(100+3*skill)/100;
  2224. regen->sp = cap_value(val, 1, SHRT_MAX);
  2225. }
  2226. //Only players have skill/sitting skill regen for now.
  2227. sregen = regen->sregen;
  2228. val = 0;
  2229. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2230. val += skill*5 + (status->max_hp*skill/500);
  2231. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2232. val = 0;
  2233. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2234. val += skill*3 + (status->max_sp*skill/500);
  2235. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2236. val += skill*3 + (status->max_sp*skill/500);
  2237. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2238. // Skill-related recovery (only when sit)
  2239. sregen = regen->ssregen;
  2240. val = 0;
  2241. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2242. val += skill*4 + (status->max_hp*skill/500);
  2243. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2244. val += skill*30 + (status->max_hp*skill/500);
  2245. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2246. val = 0;
  2247. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2248. {
  2249. val += skill*3 + (status->max_sp*skill/500);
  2250. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2251. val += (30+10*skill)*val/100;
  2252. }
  2253. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2254. val += skill*2 + (status->max_sp*skill/500);
  2255. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2256. }
  2257. if(bl->type==BL_HOM)
  2258. {
  2259. struct homun_data *hd = (TBL_HOM*)bl;
  2260. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2261. {
  2262. val = regen->hp*(100+5*skill)/100;
  2263. regen->hp = cap_value(val, 1, SHRT_MAX);
  2264. }
  2265. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2266. {
  2267. val = regen->sp*(100+3*skill)/100;
  2268. regen->sp = cap_value(val, 1, SHRT_MAX);
  2269. }
  2270. }
  2271. }
  2272. //Calculates SC related regen rates.
  2273. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2274. {
  2275. if (!(bl->type&BL_REGEN) || !regen)
  2276. return;
  2277. regen->flag = RGN_HP|RGN_SP;
  2278. if(regen->sregen)
  2279. {
  2280. if (regen->sregen->hp)
  2281. regen->flag|=RGN_SHP;
  2282. if (regen->sregen->sp)
  2283. regen->flag|=RGN_SSP;
  2284. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2285. }
  2286. if (regen->ssregen)
  2287. {
  2288. if (regen->ssregen->hp)
  2289. regen->flag|=RGN_SHP;
  2290. if (regen->ssregen->sp)
  2291. regen->flag|=RGN_SSP;
  2292. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2293. }
  2294. regen->rate.hp = regen->rate.sp = 1;
  2295. if (!sc || !sc->count)
  2296. return;
  2297. if (
  2298. (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2299. || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
  2300. || sc->data[SC_BERSERK].timer != -1
  2301. || sc->data[SC_TRICKDEAD].timer != -1
  2302. || sc->data[SC_BLEEDING].timer != -1
  2303. ) //No regen
  2304. regen->flag = 0;
  2305. if (
  2306. sc->data[SC_EXTREMITYFIST].timer != -1
  2307. || sc->data[SC_DANCING].timer != -1
  2308. || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
  2309. && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
  2310. ) //No natural SP regen
  2311. regen->flag &=~RGN_SP;
  2312. if(
  2313. sc->data[SC_TENSIONRELAX].timer!=-1
  2314. ) {
  2315. regen->rate.hp += 2;
  2316. if (regen->sregen)
  2317. regen->sregen->rate.hp += 3;
  2318. }
  2319. if (sc->data[SC_MAGNIFICAT].timer != -1)
  2320. {
  2321. regen->rate.hp += 1;
  2322. regen->rate.sp += 1;
  2323. }
  2324. if (sc->data[SC_REGENERATION].timer != -1)
  2325. {
  2326. if (!sc->data[SC_REGENERATION].val4)
  2327. {
  2328. regen->rate.hp += sc->data[SC_REGENERATION].val2;
  2329. regen->rate.sp += sc->data[SC_REGENERATION].val3;
  2330. } else
  2331. regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
  2332. }
  2333. }
  2334. //Calculates some attributes that depends on modified stats from status changes.
  2335. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2336. {
  2337. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2338. int skill;
  2339. if(flag&(SCB_MAXHP|SCB_VIT))
  2340. {
  2341. flag|=SCB_MAXHP; //Ensures client-side refresh
  2342. status->max_hp = status_base_pc_maxhp(sd,status);
  2343. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2344. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2345. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2346. status->max_hp = battle_config.max_hp;
  2347. else if(!status->max_hp)
  2348. status->max_hp = 1;
  2349. if(status->hp > status->max_hp) {
  2350. status->hp = status->max_hp;
  2351. clif_updatestatus(sd,SP_HP);
  2352. }
  2353. }
  2354. if(flag&(SCB_MAXSP|SCB_INT))
  2355. {
  2356. flag|=SCB_MAXSP;
  2357. status->max_sp = status_base_pc_maxsp(sd,status);
  2358. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2359. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2360. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2361. status->max_sp = battle_config.max_sp;
  2362. else if(!status->max_sp)
  2363. status->max_sp = 1;
  2364. if(status->sp > status->max_sp) {
  2365. status->sp = status->max_sp;
  2366. clif_updatestatus(sd,SP_SP);
  2367. }
  2368. }
  2369. if(flag&SCB_MATK) {
  2370. //New matk
  2371. status->matk_min = status_base_matk_min(status);
  2372. status->matk_max = status_base_matk_max(status);
  2373. //Bonuses from previous matk
  2374. status->matk_max += b_status->matk_max - status_base_matk_max(b_status);
  2375. status->matk_min += b_status->matk_min - status_base_matk_min(b_status);
  2376. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2377. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2378. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2379. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2380. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2381. }
  2382. }
  2383. if(flag&SCB_SPEED) {
  2384. if(status->speed < battle_config.max_walk_speed)
  2385. status->speed = battle_config.max_walk_speed;
  2386. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2387. //Store casting walk speed for quick restoration. [Skotlex]
  2388. sd->prev_speed = status->speed * (175-5*skill)/100;
  2389. if(sd->ud.skilltimer != -1) { //Swap speed.
  2390. skill = status->speed;
  2391. status->speed = sd->prev_speed;
  2392. sd->prev_speed = skill;
  2393. }
  2394. }
  2395. }
  2396. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2397. flag|=SCB_ASPD;
  2398. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2399. skill = (1000 -4*status->agi -status->dex)
  2400. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2401. else
  2402. skill = ((
  2403. (1000 -4*status->agi -status->dex)
  2404. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2405. )+(
  2406. (1000 -4*status->agi -status->dex)
  2407. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2408. )) *2/3;
  2409. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2410. // Apply all relative modifiers
  2411. if(status->aspd_rate != 1000)
  2412. skill = skill *status->aspd_rate/1000;
  2413. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2414. status->adelay = 2*status->amotion;
  2415. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2416. //Store casting adelay for quick restoration. [Skotlex]
  2417. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2418. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2419. skill = status->adelay;
  2420. status->adelay = sd->prev_adelay;
  2421. sd->prev_adelay = skill;
  2422. }
  2423. }
  2424. }
  2425. if(flag&(SCB_AGI|SCB_DSPD)) {
  2426. if (b_status->agi == status->agi)
  2427. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2428. else {
  2429. skill = 800-status->agi*4;
  2430. status->dmotion = cap_value(skill, 400, 800);
  2431. if(battle_config.pc_damage_delay_rate != 100)
  2432. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2433. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2434. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
  2435. }
  2436. }
  2437. if(flag&SCB_SPEED) {
  2438. clif_updatestatus(sd,SP_SPEED);
  2439. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2440. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2441. }
  2442. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
  2443. status_calc_regen(&sd->bl, status, &sd->regen);
  2444. if(flag&SCB_REGEN)
  2445. status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
  2446. if (flag == SCB_ALL)
  2447. return; //Refresh is done on invoking function (status_calc_pc)
  2448. if(flag&SCB_STR)
  2449. clif_updatestatus(sd,SP_STR);
  2450. if(flag&SCB_AGI)
  2451. clif_updatestatus(sd,SP_AGI);
  2452. if(flag&SCB_VIT)
  2453. clif_updatestatus(sd,SP_VIT);
  2454. if(flag&SCB_INT)
  2455. clif_updatestatus(sd,SP_INT);
  2456. if(flag&SCB_DEX)
  2457. clif_updatestatus(sd,SP_DEX);
  2458. if(flag&SCB_LUK)
  2459. clif_updatestatus(sd,SP_LUK);
  2460. if(flag&SCB_HIT)
  2461. clif_updatestatus(sd,SP_HIT);
  2462. if(flag&SCB_FLEE)
  2463. clif_updatestatus(sd,SP_FLEE1);
  2464. if(flag&SCB_ASPD)
  2465. clif_updatestatus(sd,SP_ASPD);
  2466. if(flag&(SCB_BATK|SCB_WATK))
  2467. clif_updatestatus(sd,SP_ATK1);
  2468. if(flag&SCB_DEF)
  2469. clif_updatestatus(sd,SP_DEF1);
  2470. if(flag&SCB_WATK)
  2471. clif_updatestatus(sd,SP_ATK2);
  2472. if(flag&SCB_DEF2)
  2473. clif_updatestatus(sd,SP_DEF2);
  2474. if(flag&SCB_FLEE2)
  2475. clif_updatestatus(sd,SP_FLEE2);
  2476. if(flag&SCB_CRI)
  2477. clif_updatestatus(sd,SP_CRITICAL);
  2478. if(flag&SCB_MATK) {
  2479. clif_updatestatus(sd,SP_MATK1);
  2480. clif_updatestatus(sd,SP_MATK2);
  2481. }
  2482. if(flag&SCB_MDEF)
  2483. clif_updatestatus(sd,SP_MDEF1);
  2484. if(flag&SCB_MDEF2)
  2485. clif_updatestatus(sd,SP_MDEF2);
  2486. if(flag&SCB_RANGE)
  2487. clif_updatestatus(sd,SP_ATTACKRANGE);
  2488. if(flag&SCB_MAXHP)
  2489. clif_updatestatus(sd,SP_MAXHP);
  2490. if(flag&SCB_MAXSP)
  2491. clif_updatestatus(sd,SP_MAXSP);
  2492. }
  2493. //Calculates some attributes that depends on modified stats from status changes.
  2494. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2495. {
  2496. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2497. struct status_change *sc = &hd->sc;
  2498. int skill = 0;
  2499. if(flag&(SCB_MAXHP|SCB_VIT))
  2500. {
  2501. flag|=SCB_MAXHP; //Ensures client-side refresh
  2502. // Apply relative modifiers from equipment
  2503. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2504. status->max_hp = battle_config.max_hp;
  2505. else if(!status->max_hp)
  2506. status->max_hp = 1;
  2507. if(status->hp > status->max_hp)
  2508. status->hp = status->max_hp;
  2509. }
  2510. if(flag&(SCB_MAXSP|SCB_INT))
  2511. {
  2512. flag|=SCB_MAXSP;
  2513. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2514. status->max_sp = battle_config.max_sp;
  2515. else if(!status->max_sp)
  2516. status->max_sp = 1;
  2517. if(status->sp > status->max_sp)
  2518. status->sp = status->max_sp;
  2519. }
  2520. if(flag&SCB_VIT)
  2521. { //Since vit affects def, recalculate def.
  2522. flag|=SCB_DEF;
  2523. status->def = status_calc_def(&hd->bl, sc, b_status->def);
  2524. status->def+= (status->vit/5 - b_status->vit/5);
  2525. }
  2526. if(flag&SCB_INT)
  2527. {
  2528. flag|=SCB_MDEF;
  2529. status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef);
  2530. status->mdef+= (status->int_/5 - b_status->int_/5);
  2531. }
  2532. if(flag&SCB_DEX) {
  2533. flag |=SCB_WATK;
  2534. status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk);
  2535. status->rhw.atk+= (status->dex - b_status->dex);
  2536. }
  2537. if(flag&SCB_STR) {
  2538. flag |=SCB_WATK;
  2539. status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2);
  2540. status->rhw.atk2+= (status->str - b_status->str);
  2541. }
  2542. if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
  2543. status->rhw.atk2 = status->rhw.atk;
  2544. if(flag&SCB_MATK) //Hom Min Matk is always the same as Max Matk
  2545. status->matk_min = status->matk_max;
  2546. if(flag&SCB_SPEED && battle_config.slaves_inherit_speed&1 && hd->master)
  2547. status->speed = status_get_speed(&hd->master->bl);
  2548. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2549. flag|=SCB_ASPD;
  2550. skill = (1000 -4*status->agi -status->dex)
  2551. *hd->homunculusDB->baseASPD/1000;
  2552. status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate);
  2553. if(status->aspd_rate != 1000)
  2554. skill = skill*status->aspd_rate/1000;
  2555. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2556. status->adelay = 2*status->amotion;
  2557. }
  2558. if(flag&(SCB_AGI|SCB_DSPD)) {
  2559. skill = 800-status->agi*4;
  2560. status->dmotion = cap_value(skill, 400, 800);
  2561. status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion);
  2562. }
  2563. if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
  2564. status_calc_regen(&hd->bl, status, &hd->regen);
  2565. if(flag&SCB_REGEN)
  2566. status_calc_regen_rate(&hd->bl, &hd->regen, sc);
  2567. if (flag == SCB_ALL)
  2568. return; //Refresh is done on invoking function (status_calc_hom)
  2569. if (hd->master && flag&(
  2570. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2571. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2572. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2573. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2574. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2575. )
  2576. clif_hominfo(hd->master,hd,0);
  2577. }
  2578. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2579. {
  2580. struct status_data *b_status, *status;
  2581. struct status_change *sc;
  2582. int temp;
  2583. TBL_PC *sd;
  2584. b_status = status_get_base_status(bl);
  2585. status = status_get_status_data(bl);
  2586. sc = status_get_sc(bl);
  2587. if (!b_status || !status)
  2588. return;
  2589. BL_CAST(BL_PC,bl,sd);
  2590. if(sd && flag&SCB_PC)
  2591. { //Recalc everything.
  2592. status_calc_pc(sd,0);
  2593. return;
  2594. }
  2595. if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2596. status_cpy(status, b_status);
  2597. return;
  2598. }
  2599. if(flag&SCB_STR) {
  2600. status->str = status_calc_str(bl, sc, b_status->str);
  2601. flag|=SCB_BATK;
  2602. }
  2603. if(flag&SCB_AGI) {
  2604. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2605. flag|=SCB_FLEE;
  2606. }
  2607. if(flag&SCB_VIT) {
  2608. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2609. flag|=SCB_DEF2|SCB_MDEF2;
  2610. }
  2611. if(flag&SCB_INT) {
  2612. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2613. flag|=SCB_MATK|SCB_MDEF2;
  2614. }
  2615. if(flag&SCB_DEX) {
  2616. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2617. flag|=SCB_BATK|SCB_HIT;
  2618. }
  2619. if(flag&SCB_LUK) {
  2620. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2621. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2622. }
  2623. if(flag&SCB_BATK && b_status->batk) {
  2624. status->batk = status_base_atk(bl,status);
  2625. temp = b_status->batk - status_base_atk(bl,b_status);
  2626. if (temp)
  2627. status->batk += temp;
  2628. status->batk = status_calc_batk(bl, sc, status->batk);
  2629. }
  2630. if(flag&SCB_WATK) {
  2631. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2632. if (!sd) //Should not affect weapon refine bonus
  2633. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2634. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2635. if (sd) {
  2636. sd->state.lr_flag = 1;
  2637. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2638. sd->state.lr_flag = 0;
  2639. } else {
  2640. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2641. status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
  2642. }
  2643. }
  2644. }
  2645. if(flag&SCB_HIT) {
  2646. if (status->dex == b_status->dex)
  2647. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2648. else
  2649. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2650. }
  2651. if(flag&SCB_FLEE) {
  2652. if (status->agi == b_status->agi)
  2653. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2654. else
  2655. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2656. }
  2657. if(flag&SCB_DEF)
  2658. status->def = status_calc_def(bl, sc, b_status->def);
  2659. if(flag&SCB_DEF2) {
  2660. if (status->vit == b_status->vit)
  2661. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2662. else
  2663. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2664. }
  2665. if(flag&SCB_MDEF)
  2666. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2667. if(flag&SCB_MDEF2) {
  2668. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2669. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2670. else
  2671. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2672. }
  2673. if(flag&SCB_SPEED) {
  2674. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2675. if (!sd)
  2676. { //Player speed is updated on calc_bl_sub_pc
  2677. struct unit_data *ud = unit_bl2ud(bl);
  2678. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2679. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2680. }
  2681. }
  2682. if(flag&SCB_CRI && b_status->cri) {
  2683. if (status->luk == b_status->luk)
  2684. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2685. else
  2686. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2687. }
  2688. if(flag&SCB_FLEE2 && b_status->flee2) {
  2689. if (status->luk == b_status->luk)
  2690. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2691. else
  2692. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2693. }
  2694. if(flag&SCB_ATK_ELE) {
  2695. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2696. if(status->lhw && b_status->lhw) {
  2697. if (sd) sd->state.lr_flag = 1;
  2698. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2699. if (sd) sd->state.lr_flag = 0;
  2700. }
  2701. }
  2702. if(flag&SCB_DEF_ELE) {
  2703. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2704. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2705. }
  2706. if(flag&SCB_MODE)
  2707. {
  2708. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2709. //Since mode changed, reset their state.
  2710. if (!(status->mode&MD_CANATTACK))
  2711. unit_stop_attack(bl);
  2712. if (!(status->mode&MD_CANMOVE))
  2713. unit_stop_walking(bl,0);
  2714. }
  2715. // No status changes alter these yet.
  2716. // if(flag&SCB_SIZE)
  2717. // if(flag&SCB_RACE)
  2718. // if(flag&SCB_RANGE)
  2719. if(sd) {
  2720. //The remaining are handled quite different by players, so use their own function.
  2721. status_calc_bl_sub_pc(sd, flag);
  2722. return;
  2723. }
  2724. if(flag&SCB_MAXHP) {
  2725. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2726. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2727. status->hp = status->max_hp;
  2728. }
  2729. if(flag&SCB_MAXSP) {
  2730. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2731. if (status->sp > status->max_sp)
  2732. status->sp = status->max_sp;
  2733. }
  2734. if(flag&SCB_MATK) {
  2735. status->matk_min = status_base_matk_min(status);
  2736. status->matk_max = status_base_matk_max(status);
  2737. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2738. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2739. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2740. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2741. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2742. }
  2743. }
  2744. if(bl->type == BL_HOM) {
  2745. //The remaining are handled quite different by homunculus, so use their own function.
  2746. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2747. return;
  2748. }
  2749. if(flag&SCB_ASPD) {
  2750. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2751. temp = status->aspd_rate*b_status->amotion/1000;
  2752. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2753. temp = status->aspd_rate*b_status->adelay/1000;
  2754. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2755. }
  2756. if(flag&SCB_DSPD)
  2757. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2758. if(bl->type&BL_REGEN) {
  2759. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
  2760. status_calc_regen(bl, status, status_get_regen_data(bl));
  2761. if(flag&SCB_REGEN)
  2762. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2763. }
  2764. }
  2765. /*==========================================
  2766. * Apply shared stat mods from status changes [DracoRPG]
  2767. *------------------------------------------
  2768. */
  2769. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2770. {
  2771. if(!sc || !sc->count)
  2772. return cap_value(str,1,USHRT_MAX);
  2773. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2774. str += sc->data[SC_INCALLSTATUS].val1;
  2775. if(sc->data[SC_INCSTR].timer!=-1)
  2776. str += sc->data[SC_INCSTR].val1;
  2777. if(sc->data[SC_STRFOOD].timer!=-1)
  2778. str += sc->data[SC_STRFOOD].val1;
  2779. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2780. str += 5;
  2781. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2782. str += sc->data[SC_GUILDAURA].val3>>16;
  2783. if(sc->data[SC_LOUD].timer!=-1)
  2784. str += 4;
  2785. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2786. str += 5;
  2787. if(sc->data[SC_SPURT].timer!=-1)
  2788. str += 10;
  2789. if(sc->data[SC_NEN].timer!=-1)
  2790. str += sc->data[SC_NEN].val1;
  2791. if(sc->data[SC_BLESSING].timer != -1){
  2792. if(sc->data[SC_BLESSING].val2)
  2793. str += sc->data[SC_BLESSING].val2;
  2794. else
  2795. str >>= 1;
  2796. }
  2797. if(sc->data[SC_MARIONETTE].timer!=-1)
  2798. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2799. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2800. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2801. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2802. str = 50;
  2803. return cap_value(str,1,USHRT_MAX);
  2804. }
  2805. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2806. {
  2807. if(!sc || !sc->count)
  2808. return cap_value(agi,1,USHRT_MAX);
  2809. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2810. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2811. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2812. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2813. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2814. agi += sc->data[SC_INCALLSTATUS].val1;
  2815. if(sc->data[SC_INCAGI].timer!=-1)
  2816. agi += sc->data[SC_INCAGI].val1;
  2817. if(sc->data[SC_AGIFOOD].timer!=-1)
  2818. agi += sc->data[SC_AGIFOOD].val1;
  2819. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2820. agi += sc->data[SC_GUILDAURA].val4>>16;
  2821. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2822. agi += 5;
  2823. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2824. agi += sc->data[SC_INCREASEAGI].val2;
  2825. if(sc->data[SC_INCREASING].timer!=-1)
  2826. agi += 4; // added based on skill updates [Reddozen]
  2827. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2828. agi -= sc->data[SC_DECREASEAGI].val2;
  2829. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2830. agi -= sc->data[SC_QUAGMIRE].val2;
  2831. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  2832. agi -= sc->data[SC_SUITON].val2;
  2833. if(sc->data[SC_MARIONETTE].timer!=-1)
  2834. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2835. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2836. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2837. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2838. agi = 50;
  2839. return cap_value(agi,1,USHRT_MAX);
  2840. }
  2841. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2842. {
  2843. if(!sc || !sc->count)
  2844. return cap_value(vit,1,USHRT_MAX);
  2845. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2846. vit += sc->data[SC_INCALLSTATUS].val1;
  2847. if(sc->data[SC_INCVIT].timer!=-1)
  2848. vit += sc->data[SC_INCVIT].val1;
  2849. if(sc->data[SC_VITFOOD].timer!=-1)
  2850. vit += sc->data[SC_VITFOOD].val1;
  2851. if(sc->data[SC_CHANGE].timer!=-1)
  2852. vit += sc->data[SC_CHANGE].val2;
  2853. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2854. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2855. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2856. vit += 5;
  2857. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2858. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2859. if(sc->data[SC_MARIONETTE].timer!=-1)
  2860. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2861. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2862. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2863. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2864. vit = 50;
  2865. return cap_value(vit,1,USHRT_MAX);
  2866. }
  2867. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2868. {
  2869. if(!sc || !sc->count)
  2870. return cap_value(int_,1,USHRT_MAX);
  2871. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2872. int_ += sc->data[SC_INCALLSTATUS].val1;
  2873. if(sc->data[SC_INCINT].timer!=-1)
  2874. int_ += sc->data[SC_INCINT].val1;
  2875. if(sc->data[SC_INTFOOD].timer!=-1)
  2876. int_ += sc->data[SC_INTFOOD].val1;
  2877. if(sc->data[SC_CHANGE].timer!=-1)
  2878. int_ += sc->data[SC_CHANGE].val3;
  2879. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2880. int_ += 5;
  2881. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2882. int_ += 5;
  2883. if(sc->data[SC_BLESSING].timer != -1){
  2884. if (sc->data[SC_BLESSING].val2)
  2885. int_ += sc->data[SC_BLESSING].val2;
  2886. else
  2887. int_ >>= 1;
  2888. }
  2889. if(sc->data[SC_STRIPHELM].timer!=-1)
  2890. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2891. if(sc->data[SC_NEN].timer!=-1)
  2892. int_ += sc->data[SC_NEN].val1;
  2893. if(sc->data[SC_MARIONETTE].timer!=-1)
  2894. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2895. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2896. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2897. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2898. int_ = 50;
  2899. return cap_value(int_,1,USHRT_MAX);
  2900. }
  2901. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2902. {
  2903. if(!sc || !sc->count)
  2904. return cap_value(dex,1,USHRT_MAX);
  2905. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2906. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2907. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2908. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2909. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2910. dex += sc->data[SC_INCALLSTATUS].val1;
  2911. if(sc->data[SC_INCDEX].timer!=-1)
  2912. dex += sc->data[SC_INCDEX].val1;
  2913. if(sc->data[SC_DEXFOOD].timer!=-1)
  2914. dex += sc->data[SC_DEXFOOD].val1;
  2915. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2916. dex += 5;
  2917. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2918. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2919. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2920. dex += 5;
  2921. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2922. dex -= sc->data[SC_QUAGMIRE].val2;
  2923. if(sc->data[SC_BLESSING].timer != -1){
  2924. if (sc->data[SC_BLESSING].val2)
  2925. dex += sc->data[SC_BLESSING].val2;
  2926. else
  2927. dex >>= 1;
  2928. }
  2929. if(sc->data[SC_INCREASING].timer!=-1)
  2930. dex += 4; // added based on skill updates [Reddozen]
  2931. if(sc->data[SC_MARIONETTE].timer!=-1)
  2932. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2933. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2934. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2935. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2936. dex = 50;
  2937. return cap_value(dex,1,USHRT_MAX);
  2938. }
  2939. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2940. {
  2941. if(!sc || !sc->count)
  2942. return cap_value(luk,1,USHRT_MAX);
  2943. if(sc->data[SC_CURSE].timer!=-1)
  2944. return 0;
  2945. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2946. luk += sc->data[SC_INCALLSTATUS].val1;
  2947. if(sc->data[SC_INCLUK].timer!=-1)
  2948. luk += sc->data[SC_INCLUK].val1;
  2949. if(sc->data[SC_LUKFOOD].timer!=-1)
  2950. luk += sc->data[SC_LUKFOOD].val1;
  2951. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2952. luk += 5;
  2953. if(sc->data[SC_GLORIA].timer!=-1)
  2954. luk += 30;
  2955. if(sc->data[SC_MARIONETTE].timer!=-1)
  2956. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2957. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2958. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2959. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2960. luk = 50;
  2961. return cap_value(luk,1,USHRT_MAX);
  2962. }
  2963. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2964. {
  2965. if(!sc || !sc->count)
  2966. return cap_value(batk,0,USHRT_MAX);
  2967. if(sc->data[SC_ATKPOTION].timer!=-1)
  2968. batk += sc->data[SC_ATKPOTION].val1;
  2969. if(sc->data[SC_BATKFOOD].timer!=-1)
  2970. batk += sc->data[SC_BATKFOOD].val1;
  2971. if(sc->data[SC_INCATKRATE].timer!=-1)
  2972. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2973. if(sc->data[SC_PROVOKE].timer!=-1)
  2974. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2975. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2976. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2977. if(sc->data[SC_SKE].timer!=-1)
  2978. batk += batk * 3;
  2979. if(sc->data[SC_BLOODLUST].timer!=-1)
  2980. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2981. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2982. batk -= batk * 25/100;
  2983. if(sc->data[SC_CURSE].timer!=-1)
  2984. batk -= batk * 25/100;
  2985. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2986. // if(sc->data[SC_BLEEDING].timer != -1)
  2987. // batk -= batk * 25/100;
  2988. if(sc->data[SC_FLEET].timer!=-1)
  2989. batk += batk * sc->data[SC_FLEET].val3/100;
  2990. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2991. batk += sc->data[SC_GATLINGFEVER].val3;
  2992. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2993. batk += 100;
  2994. return cap_value(batk,0,USHRT_MAX);
  2995. }
  2996. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2997. {
  2998. if(!sc || !sc->count)
  2999. return cap_value(watk,0,USHRT_MAX);
  3000. if(sc->data[SC_IMPOSITIO].timer!=-1)
  3001. watk += sc->data[SC_IMPOSITIO].val2;
  3002. if(sc->data[SC_WATKFOOD].timer!=-1)
  3003. watk += sc->data[SC_WATKFOOD].val1;
  3004. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3005. watk += sc->data[SC_DRUMBATTLE].val2;
  3006. if(sc->data[SC_VOLCANO].timer!=-1)
  3007. watk += sc->data[SC_VOLCANO].val2;
  3008. if(sc->data[SC_INCATKRATE].timer!=-1)
  3009. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  3010. if(sc->data[SC_PROVOKE].timer!=-1)
  3011. watk += watk * sc->data[SC_PROVOKE].val3/100;
  3012. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3013. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  3014. if(sc->data[SC_SKE].timer!=-1)
  3015. watk += watk * 3;
  3016. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  3017. if (bl->type != BL_PC)
  3018. watk += sc->data[SC_NIBELUNGEN].val2;
  3019. else {
  3020. TBL_PC *sd = (TBL_PC*)bl;
  3021. int index = sd->equip_index[sd->state.lr_flag?8:9];
  3022. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3023. watk += sc->data[SC_NIBELUNGEN].val2;
  3024. }
  3025. }
  3026. if(sc->data[SC_BLOODLUST].timer!=-1)
  3027. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  3028. if(sc->data[SC_FLEET].timer!=-1)
  3029. watk += watk * sc->data[SC_FLEET].val3/100;
  3030. if(sc->data[SC_CURSE].timer!=-1)
  3031. watk -= watk * 25/100;
  3032. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  3033. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  3034. return cap_value(watk,0,USHRT_MAX);
  3035. }
  3036. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3037. {
  3038. if(!sc || !sc->count)
  3039. return cap_value(matk,0,USHRT_MAX);
  3040. if(sc->data[SC_MATKPOTION].timer!=-1)
  3041. matk += sc->data[SC_MATKPOTION].val1;
  3042. if(sc->data[SC_MATKFOOD].timer!=-1)
  3043. matk += sc->data[SC_MATKFOOD].val1;
  3044. if(sc->data[SC_MAGICPOWER].timer!=-1)
  3045. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  3046. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3047. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  3048. if(sc->data[SC_INCMATKRATE].timer!=-1)
  3049. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  3050. return cap_value(matk,0,USHRT_MAX);
  3051. }
  3052. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3053. {
  3054. if(!sc || !sc->count)
  3055. return cap_value(critical,10,SHRT_MAX);
  3056. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  3057. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  3058. if (sc->data[SC_FORTUNE].timer!=-1)
  3059. critical += sc->data[SC_FORTUNE].val2;
  3060. if (sc->data[SC_TRUESIGHT].timer!=-1)
  3061. critical += sc->data[SC_TRUESIGHT].val2;
  3062. if(sc->data[SC_CLOAKING].timer!=-1)
  3063. critical += critical;
  3064. return cap_value(critical,10,SHRT_MAX);
  3065. }
  3066. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3067. {
  3068. if(!sc || !sc->count)
  3069. return cap_value(hit,1,SHRT_MAX);
  3070. if(sc->data[SC_INCHIT].timer != -1)
  3071. hit += sc->data[SC_INCHIT].val1;
  3072. if(sc->data[SC_HITFOOD].timer!=-1)
  3073. hit += sc->data[SC_HITFOOD].val1;
  3074. if(sc->data[SC_TRUESIGHT].timer != -1)
  3075. hit += sc->data[SC_TRUESIGHT].val3;
  3076. if(sc->data[SC_HUMMING].timer!=-1)
  3077. hit += sc->data[SC_HUMMING].val2;
  3078. if(sc->data[SC_CONCENTRATION].timer != -1)
  3079. hit += sc->data[SC_CONCENTRATION].val3;
  3080. if(sc->data[SC_INCHITRATE].timer != -1)
  3081. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  3082. if(sc->data[SC_BLIND].timer != -1)
  3083. hit -= hit * 25/100;
  3084. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3085. hit -= 30;
  3086. if(sc->data[SC_INCREASING].timer!=-1)
  3087. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3088. return cap_value(hit,1,SHRT_MAX);
  3089. }
  3090. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3091. {
  3092. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  3093. flee -= flee * battle_config.gvg_flee_penalty/100;
  3094. if(!sc || !sc->count)
  3095. return cap_value(flee,1,SHRT_MAX);
  3096. if(sc->data[SC_INCFLEE].timer!=-1)
  3097. flee += sc->data[SC_INCFLEE].val1;
  3098. if(sc->data[SC_FLEEFOOD].timer!=-1)
  3099. flee += sc->data[SC_FLEEFOOD].val1;
  3100. if(sc->data[SC_WHISTLE].timer!=-1)
  3101. flee += sc->data[SC_WHISTLE].val2;
  3102. if(sc->data[SC_WINDWALK].timer!=-1)
  3103. flee += sc->data[SC_WINDWALK].val2;
  3104. if(sc->data[SC_INCFLEERATE].timer!=-1)
  3105. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  3106. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  3107. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  3108. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  3109. flee += sc->data[SC_MOON_COMFORT].val2;
  3110. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  3111. flee += 10;
  3112. if(sc->data[SC_SPIDERWEB].timer!=-1)
  3113. flee -= flee * 50/100;
  3114. if(sc->data[SC_BERSERK].timer!=-1)
  3115. flee -= flee * 50/100;
  3116. if(sc->data[SC_BLIND].timer!=-1)
  3117. flee -= flee * 25/100;
  3118. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3119. flee += 30;
  3120. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3121. flee -= sc->data[SC_GATLINGFEVER].val4;
  3122. if(sc->data[SC_SPEED].timer!=-1)
  3123. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  3124. return cap_value(flee,1,SHRT_MAX);
  3125. }
  3126. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3127. {
  3128. if(!sc || !sc->count)
  3129. return cap_value(flee2,10,SHRT_MAX);
  3130. if(sc->data[SC_WHISTLE].timer!=-1)
  3131. flee2 += sc->data[SC_WHISTLE].val3*10;
  3132. return cap_value(flee2,10,SHRT_MAX);
  3133. }
  3134. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3135. {
  3136. if(!sc || !sc->count)
  3137. return cap_value(def,0,CHAR_MAX);
  3138. if(sc->data[SC_BERSERK].timer!=-1)
  3139. return 0;
  3140. if(sc->data[SC_SKA].timer != -1)
  3141. return sc->data[SC_SKA].val3;
  3142. if(sc->data[SC_BARRIER].timer!=-1)
  3143. return 100;
  3144. if(sc->data[SC_KEEPING].timer!=-1)
  3145. return 90;
  3146. if(sc->data[SC_STEELBODY].timer!=-1)
  3147. return 90;
  3148. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  3149. def += sc->data[SC_DRUMBATTLE].val3;
  3150. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  3151. def += sc->data[SC_DEFENCE].val2 ;
  3152. if(sc->data[SC_INCDEFRATE].timer!=-1)
  3153. def += def * sc->data[SC_INCDEFRATE].val1/100;
  3154. if(sc->data[SC_FREEZE].timer!=-1)
  3155. def >>=1;
  3156. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3157. def >>=1;
  3158. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  3159. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  3160. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3161. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  3162. if(sc->data[SC_SKE].timer!=-1)
  3163. def >>=1;
  3164. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  3165. def -= def * sc->data[SC_PROVOKE].val4/100;
  3166. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  3167. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  3168. if (sc->data[SC_FLING].timer!=-1)
  3169. def -= def * (sc->data[SC_FLING].val2)/100;
  3170. return cap_value(def,0,CHAR_MAX);
  3171. }
  3172. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3173. {
  3174. if(!sc || !sc->count)
  3175. return cap_value(def2,1,SHRT_MAX);
  3176. if(sc->data[SC_BERSERK].timer!=-1)
  3177. return 0;
  3178. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  3179. return 0;
  3180. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  3181. def2 += sc->data[SC_SUN_COMFORT].val2;
  3182. if(sc->data[SC_ANGELUS].timer!=-1)
  3183. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  3184. if(sc->data[SC_CONCENTRATION].timer!=-1)
  3185. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  3186. if(sc->data[SC_POISON].timer!=-1)
  3187. def2 -= def2 * 25/100;
  3188. if(sc->data[SC_DPOISON].timer!=-1)
  3189. def2 -= def2 * 25/100;
  3190. if(sc->data[SC_SKE].timer!=-1)
  3191. def2 -= def2 * 50/100;
  3192. if(sc->data[SC_PROVOKE].timer!=-1)
  3193. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  3194. if(sc->data[SC_JOINTBEAT].timer!=-1){
  3195. if(sc->data[SC_JOINTBEAT].val2==3)
  3196. def2 -= def2 * 50/100;
  3197. else if(sc->data[SC_JOINTBEAT].val2==4)
  3198. def2 -= def2 * 25/100;
  3199. }
  3200. if(sc->data[SC_FLING].timer!=-1)
  3201. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  3202. return cap_value(def2,1,SHRT_MAX);
  3203. }
  3204. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3205. {
  3206. if(!sc || !sc->count)
  3207. return cap_value(mdef,0,CHAR_MAX);
  3208. if(sc->data[SC_BERSERK].timer!=-1)
  3209. return 0;
  3210. if(sc->data[SC_BARRIER].timer!=-1)
  3211. return 100;
  3212. if(sc->data[SC_STEELBODY].timer!=-1)
  3213. return 90;
  3214. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  3215. return 90;
  3216. if(sc->data[SC_FREEZE].timer!=-1)
  3217. mdef += 25*mdef/100;
  3218. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3219. mdef += 25*mdef/100;
  3220. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3221. mdef += sc->data[SC_ENDURE].val1;
  3222. return cap_value(mdef,0,CHAR_MAX);
  3223. }
  3224. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3225. {
  3226. if(!sc || !sc->count)
  3227. return cap_value(mdef2,1,SHRT_MAX);
  3228. if(sc->data[SC_BERSERK].timer!=-1)
  3229. return 0;
  3230. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3231. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3232. return cap_value(mdef2,1,SHRT_MAX);
  3233. }
  3234. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3235. {
  3236. if(!sc || !sc->count)
  3237. return cap_value(speed,10,USHRT_MAX);
  3238. // Fixed reductions
  3239. if(sc->data[SC_CURSE].timer!=-1)
  3240. speed += 450;
  3241. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3242. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3243. if(sc->data[SC_WEDDING].timer!=-1)
  3244. speed += 300;
  3245. if(sc->data[SC_GATLINGFEVER].timer==-1)
  3246. { //% increases (they don't stack, with the exception of Speedup1? @.@)
  3247. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3248. speed -= speed * 50/100;
  3249. if(sc->data[SC_RUN].timer!=-1)
  3250. speed -= speed * 50/100;
  3251. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3252. speed -= speed * 25/100;
  3253. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3254. speed -= speed * 25/100;
  3255. else if(sc->data[SC_FUSION].timer != -1)
  3256. speed -= speed * 25/100;
  3257. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3258. speed -= speed * 20/100;
  3259. else if(sc->data[SC_BERSERK].timer!=-1)
  3260. speed -= speed * 20/100;
  3261. else if(sc->data[SC_AVOID].timer!=-1)
  3262. speed -= speed * sc->data[SC_AVOID].val2/100;
  3263. else if(sc->data[SC_WINDWALK].timer!=-1)
  3264. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3265. }
  3266. //% reductions (they stack)
  3267. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3268. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3269. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3270. speed = speed * 100/75;
  3271. if(sc->data[SC_STEELBODY].timer!=-1)
  3272. speed = speed * 100/75;
  3273. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3274. speed = speed * 100/50;
  3275. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3276. speed = speed * 100/sc->data[SC_SUITON].val3;
  3277. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3278. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3279. if(sc->data[SC_DEFENDER].timer!=-1)
  3280. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3281. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3282. speed = speed * 100/75;
  3283. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3284. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3285. speed = speed * 100/50;
  3286. else
  3287. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3288. speed = speed * 100/70;
  3289. }
  3290. if(sc->data[SC_CLOAKING].timer!=-1)
  3291. speed = speed * 100 /(
  3292. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3293. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3294. if(sc->data[SC_LONGING].timer!=-1)
  3295. speed = speed * 100/sc->data[SC_LONGING].val3;
  3296. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3297. speed = speed * 100/sc->data[SC_HIDING].val3;
  3298. if(sc->data[SC_CHASEWALK].timer!=-1)
  3299. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3300. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3301. speed = speed * 100/75;
  3302. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3303. speed = speed * 100/75;
  3304. return cap_value(speed,10,USHRT_MAX);
  3305. }
  3306. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3307. {
  3308. int i;
  3309. if(!sc || !sc->count)
  3310. return cap_value(aspd_rate,0,SHRT_MAX);
  3311. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3312. {
  3313. int max = 0;
  3314. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3315. max = sc->data[SC_STAR_COMFORT].val2;
  3316. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3317. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3318. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3319. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3320. max < sc->data[SC_ONEHAND].val2)
  3321. max = sc->data[SC_ONEHAND].val2;
  3322. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3323. max < sc->data[SC_ADRENALINE2].val3)
  3324. max = sc->data[SC_ADRENALINE2].val3;
  3325. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3326. max < sc->data[SC_ADRENALINE].val3)
  3327. max = sc->data[SC_ADRENALINE].val3;
  3328. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3329. max < sc->data[SC_SPEARQUICKEN].val2)
  3330. max = sc->data[SC_SPEARQUICKEN].val2;
  3331. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3332. max < sc->data[SC_GATLINGFEVER].val2)
  3333. max = sc->data[SC_GATLINGFEVER].val2;
  3334. if(sc->data[SC_FLEET].timer!=-1 &&
  3335. max < sc->data[SC_FLEET].val2)
  3336. max = sc->data[SC_FLEET].val2;
  3337. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3338. max < sc->data[SC_ASSNCROS].val2)
  3339. {
  3340. if (bl->type!=BL_PC)
  3341. max = sc->data[SC_ASSNCROS].val2;
  3342. else
  3343. switch(((TBL_PC*)bl)->status.weapon)
  3344. {
  3345. case W_BOW:
  3346. case W_REVOLVER:
  3347. case W_RIFLE:
  3348. case W_SHOTGUN:
  3349. case W_GATLING:
  3350. case W_GRENADE:
  3351. break;
  3352. default:
  3353. max = sc->data[SC_ASSNCROS].val2;
  3354. }
  3355. }
  3356. aspd_rate -= max;
  3357. //These stack with the rest of bonuses.
  3358. if(sc->data[SC_BERSERK].timer!=-1)
  3359. aspd_rate -= 300;
  3360. else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  3361. aspd_rate -= 200;
  3362. }
  3363. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3364. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3365. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3366. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3367. aspd_rate -= sc->data[i].val2;
  3368. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3369. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3370. if(sc->data[SC_LONGING].timer!=-1)
  3371. aspd_rate += sc->data[SC_LONGING].val2;
  3372. if(sc->data[SC_STEELBODY].timer!=-1)
  3373. aspd_rate += 250;
  3374. if(sc->data[SC_SKA].timer!=-1)
  3375. aspd_rate += 250;
  3376. if(sc->data[SC_DEFENDER].timer != -1)
  3377. aspd_rate += sc->data[SC_DEFENDER].val4;
  3378. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3379. aspd_rate += 250;
  3380. if(sc->data[SC_GRAVITATION].timer!=-1)
  3381. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3382. //Curse shouldn't effect on this?
  3383. // if(sc->data[SC_BLEEDING].timer != -1)
  3384. // aspd_rate += 250;
  3385. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3386. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3387. aspd_rate += 250;
  3388. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3389. aspd_rate += 100;
  3390. }
  3391. return cap_value(aspd_rate,0,SHRT_MAX);
  3392. }
  3393. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3394. {
  3395. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3396. return cap_value(dmotion,0,USHRT_MAX);
  3397. if (sc->data[SC_ENDURE].timer!=-1)
  3398. return 0;
  3399. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3400. return 0;
  3401. if(sc->data[SC_RUN].timer!=-1)
  3402. return 0;
  3403. return cap_value(dmotion,0,USHRT_MAX);
  3404. }
  3405. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3406. {
  3407. if(!sc || !sc->count)
  3408. return cap_value(maxhp,1,UINT_MAX);
  3409. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3410. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3411. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3412. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3413. if(sc->data[SC_DELUGE].timer!=-1)
  3414. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3415. if(sc->data[SC_BERSERK].timer!=-1)
  3416. maxhp += maxhp * 2;
  3417. return cap_value(maxhp,1,UINT_MAX);
  3418. }
  3419. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3420. {
  3421. if(!sc || !sc->count)
  3422. return cap_value(maxsp,1,UINT_MAX);
  3423. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3424. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3425. if(sc->data[SC_SERVICE4U].timer!=-1)
  3426. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3427. return cap_value(maxsp,1,UINT_MAX);
  3428. }
  3429. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3430. {
  3431. if(!sc || !sc->count)
  3432. return element;
  3433. if( sc->data[SC_FREEZE].timer!=-1 )
  3434. return ELE_WATER;
  3435. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3436. return ELE_EARTH;
  3437. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3438. return ELE_HOLY;
  3439. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3440. return sc->data[SC_ELEMENTALCHANGE].val3;
  3441. return cap_value(element,0,UCHAR_MAX);
  3442. }
  3443. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3444. {
  3445. if(!sc || !sc->count)
  3446. return lv;
  3447. if( sc->data[SC_FREEZE].timer!=-1 )
  3448. return 1;
  3449. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3450. return 1;
  3451. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3452. return 1;
  3453. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3454. return sc->data[SC_ELEMENTALCHANGE].val4;
  3455. return cap_value(lv,1,4);
  3456. }
  3457. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3458. {
  3459. if(!sc || !sc->count)
  3460. return element;
  3461. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3462. return ELE_WATER;
  3463. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3464. return ELE_EARTH;
  3465. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3466. return ELE_FIRE;
  3467. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3468. return ELE_WIND;
  3469. if( sc->data[SC_ENCPOISON].timer!=-1)
  3470. return ELE_POISON;
  3471. if( sc->data[SC_ASPERSIO].timer!=-1)
  3472. return ELE_HOLY;
  3473. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3474. return ELE_DARK;
  3475. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3476. return ELE_GHOST;
  3477. return cap_value(element,0,UCHAR_MAX);
  3478. }
  3479. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3480. {
  3481. if(!sc || !sc->count)
  3482. return mode;
  3483. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3484. if (sc->data[SC_MODECHANGE].val2)
  3485. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3486. if (sc->data[SC_MODECHANGE].val3)
  3487. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3488. if (sc->data[SC_MODECHANGE].val4)
  3489. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3490. }
  3491. return cap_value(mode,0,USHRT_MAX);
  3492. }
  3493. /*==========================================
  3494. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3495. *------------------------------------------
  3496. */
  3497. void status_freecast_switch(struct map_session_data *sd)
  3498. {
  3499. struct status_data *status;
  3500. unsigned short b_speed,tmp;
  3501. status = &sd->battle_status;
  3502. b_speed = status->speed;
  3503. tmp = status->speed;
  3504. status->speed = sd->prev_speed;
  3505. sd->prev_speed = tmp;
  3506. tmp = status->adelay;
  3507. status->adelay = sd->prev_adelay;
  3508. sd->prev_adelay = tmp;
  3509. if(b_speed != status->speed)
  3510. clif_updatestatus(sd,SP_SPEED);
  3511. }
  3512. const char * status_get_name(struct block_list *bl)
  3513. {
  3514. nullpo_retr(0, bl);
  3515. switch (bl->type) {
  3516. case BL_MOB:
  3517. return ((TBL_MOB*)bl)->name;
  3518. case BL_PC:
  3519. if(strlen(((TBL_PC *)bl)->fakename)>0)
  3520. return ((TBL_PC*)bl)->fakename;
  3521. return ((TBL_PC*)bl)->status.name;
  3522. case BL_PET:
  3523. return ((TBL_PET*)bl)->pet.name;
  3524. case BL_HOM:
  3525. return ((TBL_HOM*)bl)->homunculus.name;
  3526. case BL_NPC:
  3527. return ((TBL_NPC*)bl)->name;
  3528. }
  3529. return "Unknown";
  3530. }
  3531. /*==========================================
  3532. * 対象のClassを返す(汎用)
  3533. * 戻りは整数で0以上
  3534. *------------------------------------------
  3535. */
  3536. int status_get_class(struct block_list *bl)
  3537. {
  3538. nullpo_retr(0, bl);
  3539. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3540. return ((struct mob_data *)bl)->vd->class_;
  3541. if(bl->type==BL_PC)
  3542. return ((struct map_session_data *)bl)->status.class_;
  3543. if(bl->type==BL_PET)
  3544. return ((struct pet_data *)bl)->pet.class_;
  3545. if(bl->type==BL_HOM)
  3546. return ((struct homun_data *)bl)->homunculus.class_;
  3547. return 0;
  3548. }
  3549. /*==========================================
  3550. * 対象のレベルを返す(汎用)
  3551. * 戻りは整数で0以上
  3552. *------------------------------------------
  3553. */
  3554. int status_get_lv(struct block_list *bl)
  3555. {
  3556. nullpo_retr(0, bl);
  3557. if(bl->type==BL_MOB)
  3558. return ((TBL_MOB*)bl)->level;
  3559. if(bl->type==BL_PC)
  3560. return ((TBL_PC*)bl)->status.base_level;
  3561. if(bl->type==BL_PET)
  3562. return ((TBL_PET*)bl)->pet.level;
  3563. if(bl->type==BL_HOM)
  3564. return ((TBL_HOM*)bl)->homunculus.level;
  3565. return 1;
  3566. }
  3567. struct regen_data *status_get_regen_data(struct block_list *bl)
  3568. {
  3569. nullpo_retr(NULL, bl);
  3570. switch (bl->type) {
  3571. case BL_PC:
  3572. return &((TBL_PC*)bl)->regen;
  3573. case BL_HOM:
  3574. return &((TBL_HOM*)bl)->regen;
  3575. default:
  3576. return NULL;
  3577. }
  3578. }
  3579. struct status_data *status_get_status_data(struct block_list *bl)
  3580. {
  3581. nullpo_retr(&dummy_status, bl);
  3582. switch (bl->type) {
  3583. case BL_PC:
  3584. return &((TBL_PC*)bl)->battle_status;
  3585. case BL_MOB:
  3586. return &((TBL_MOB*)bl)->status;
  3587. case BL_PET:
  3588. return &((TBL_PET*)bl)->status;
  3589. case BL_HOM:
  3590. return &((TBL_HOM*)bl)->battle_status;
  3591. default:
  3592. return &dummy_status;
  3593. }
  3594. }
  3595. struct status_data *status_get_base_status(struct block_list *bl)
  3596. {
  3597. nullpo_retr(NULL, bl);
  3598. switch (bl->type) {
  3599. case BL_PC:
  3600. return &((TBL_PC*)bl)->base_status;
  3601. case BL_MOB:
  3602. return ((TBL_MOB*)bl)->base_status?
  3603. ((TBL_MOB*)bl)->base_status:
  3604. &((TBL_MOB*)bl)->db->status;
  3605. case BL_PET:
  3606. return &((TBL_PET*)bl)->db->status;
  3607. case BL_HOM:
  3608. return &((TBL_HOM*)bl)->base_status;
  3609. default:
  3610. return NULL;
  3611. }
  3612. }
  3613. unsigned short status_get_lwatk(struct block_list *bl)
  3614. {
  3615. struct status_data *status = status_get_status_data(bl);
  3616. return status->lhw?status->lhw->atk:0;
  3617. }
  3618. unsigned short status_get_lwatk2(struct block_list *bl)
  3619. {
  3620. struct status_data *status = status_get_status_data(bl);
  3621. return status->lhw?status->lhw->atk2:0;
  3622. }
  3623. unsigned char status_get_def(struct block_list *bl)
  3624. {
  3625. struct unit_data *ud;
  3626. struct status_data *status = status_get_status_data(bl);
  3627. int def = status?status->def:0;
  3628. ud = unit_bl2ud(bl);
  3629. if (ud && ud->skilltimer != -1)
  3630. def -= def * skill_get_castdef(ud->skillid)/100;
  3631. if(def < 0) def = 0;
  3632. return def;
  3633. }
  3634. unsigned short status_get_speed(struct block_list *bl)
  3635. {
  3636. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3637. return ((struct npc_data *)bl)->speed;
  3638. return status_get_status_data(bl)->speed;
  3639. }
  3640. unsigned char status_get_attack_lelement(struct block_list *bl)
  3641. {
  3642. struct status_data *status = status_get_status_data(bl);
  3643. return status->lhw?status->lhw->ele:0;
  3644. }
  3645. int status_get_party_id(struct block_list *bl)
  3646. {
  3647. nullpo_retr(0, bl);
  3648. switch (bl->type) {
  3649. case BL_PC:
  3650. return ((TBL_PC*)bl)->status.party_id;
  3651. case BL_PET:
  3652. if (((TBL_PET*)bl)->msd)
  3653. return ((TBL_PET*)bl)->msd->status.party_id;
  3654. break;
  3655. case BL_MOB:
  3656. {
  3657. struct mob_data *md=(TBL_MOB*)bl;
  3658. if( md->master_id>0 )
  3659. {
  3660. struct map_session_data *msd;
  3661. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3662. return msd->status.party_id;
  3663. return -md->master_id;
  3664. }
  3665. }
  3666. break;
  3667. case BL_HOM:
  3668. if (((TBL_HOM*)bl)->master)
  3669. return ((TBL_HOM*)bl)->master->status.party_id;
  3670. break;
  3671. case BL_SKILL:
  3672. return ((TBL_SKILL*)bl)->group->party_id;
  3673. }
  3674. return 0;
  3675. }
  3676. int status_get_guild_id(struct block_list *bl)
  3677. {
  3678. nullpo_retr(0, bl);
  3679. switch (bl->type) {
  3680. case BL_PC:
  3681. return ((TBL_PC*)bl)->status.guild_id;
  3682. case BL_PET:
  3683. if (((TBL_PET*)bl)->msd)
  3684. return ((TBL_PET*)bl)->msd->status.guild_id;
  3685. break;
  3686. case BL_MOB:
  3687. {
  3688. struct map_session_data *msd;
  3689. struct mob_data *md = (struct mob_data *)bl;
  3690. if (md->guardian_data) //Guardian's guild [Skotlex]
  3691. return md->guardian_data->guild_id;
  3692. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3693. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3694. }
  3695. break;
  3696. case BL_HOM:
  3697. if (((TBL_HOM*)bl)->master)
  3698. return ((TBL_HOM*)bl)->master->status.guild_id;
  3699. break;
  3700. case BL_NPC:
  3701. if (bl->subtype == SCRIPT)
  3702. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3703. break;
  3704. case BL_SKILL:
  3705. return ((TBL_SKILL*)bl)->group->guild_id;
  3706. }
  3707. return 0;
  3708. }
  3709. int status_get_mexp(struct block_list *bl)
  3710. {
  3711. nullpo_retr(0, bl);
  3712. if(bl->type==BL_MOB)
  3713. return ((struct mob_data *)bl)->db->mexp;
  3714. if(bl->type==BL_PET)
  3715. return ((struct pet_data *)bl)->db->mexp;
  3716. return 0;
  3717. }
  3718. int status_get_race2(struct block_list *bl)
  3719. {
  3720. nullpo_retr(0, bl);
  3721. if(bl->type == BL_MOB)
  3722. return ((struct mob_data *)bl)->db->race2;
  3723. if(bl->type==BL_PET)
  3724. return ((struct pet_data *)bl)->db->race2;
  3725. return 0;
  3726. }
  3727. int status_isdead(struct block_list *bl)
  3728. {
  3729. nullpo_retr(0, bl);
  3730. return status_get_status_data(bl)->hp == 0;
  3731. }
  3732. int status_isimmune(struct block_list *bl)
  3733. {
  3734. struct status_change *sc =status_get_sc(bl);
  3735. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3736. return 100;
  3737. if (bl->type == BL_PC &&
  3738. ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
  3739. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3740. return 0;
  3741. }
  3742. struct view_data *status_get_viewdata(struct block_list *bl)
  3743. {
  3744. nullpo_retr(NULL, bl);
  3745. switch (bl->type)
  3746. {
  3747. case BL_PC:
  3748. return &((TBL_PC*)bl)->vd;
  3749. case BL_MOB:
  3750. return ((TBL_MOB*)bl)->vd;
  3751. case BL_PET:
  3752. return &((TBL_PET*)bl)->vd;
  3753. case BL_NPC:
  3754. return ((TBL_NPC*)bl)->vd;
  3755. case BL_HOM: //[blackhole89]
  3756. return ((TBL_HOM*)bl)->vd;
  3757. }
  3758. return NULL;
  3759. }
  3760. void status_set_viewdata(struct block_list *bl, int class_)
  3761. {
  3762. struct view_data* vd;
  3763. nullpo_retv(bl);
  3764. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3765. vd = mob_get_viewdata(class_);
  3766. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3767. vd = npc_get_viewdata(class_);
  3768. else
  3769. vd = NULL;
  3770. switch (bl->type) {
  3771. case BL_PC:
  3772. {
  3773. TBL_PC* sd = (TBL_PC*)bl;
  3774. if (pcdb_checkid(class_)) {
  3775. if (sd->sc.option&OPTION_WEDDING)
  3776. class_ = JOB_WEDDING;
  3777. else
  3778. if (sd->sc.option&OPTION_XMAS)
  3779. class_ = JOB_XMAS;
  3780. else
  3781. if (sd->sc.option&OPTION_RIDING)
  3782. switch (class_)
  3783. { //Adapt class to a Mounted one.
  3784. case JOB_KNIGHT:
  3785. class_ = JOB_KNIGHT2;
  3786. break;
  3787. case JOB_CRUSADER:
  3788. class_ = JOB_CRUSADER2;
  3789. break;
  3790. case JOB_LORD_KNIGHT:
  3791. class_ = JOB_LORD_KNIGHT2;
  3792. break;
  3793. case JOB_PALADIN:
  3794. class_ = JOB_PALADIN2;
  3795. break;
  3796. case JOB_BABY_KNIGHT:
  3797. class_ = JOB_BABY_KNIGHT2;
  3798. break;
  3799. case JOB_BABY_CRUSADER:
  3800. class_ = JOB_BABY_CRUSADER2;
  3801. break;
  3802. }
  3803. sd->vd.class_ = class_;
  3804. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3805. sd->vd.head_top = sd->status.head_top;
  3806. sd->vd.head_mid = sd->status.head_mid;
  3807. sd->vd.head_bottom = sd->status.head_bottom;
  3808. sd->vd.hair_style = sd->status.hair;
  3809. sd->vd.hair_color = sd->status.hair_color;
  3810. sd->vd.cloth_color = sd->status.clothes_color;
  3811. sd->vd.sex = sd->status.sex;
  3812. } else if (vd)
  3813. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3814. else if (battle_config.error_log)
  3815. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3816. }
  3817. break;
  3818. case BL_MOB:
  3819. {
  3820. TBL_MOB* md = (TBL_MOB*)bl;
  3821. if (vd)
  3822. md->vd = vd;
  3823. else if (battle_config.error_log)
  3824. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3825. }
  3826. break;
  3827. case BL_PET:
  3828. {
  3829. TBL_PET* pd = (TBL_PET*)bl;
  3830. if (vd) {
  3831. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3832. if (!pcdb_checkid(vd->class_)) {
  3833. pd->vd.hair_style = battle_config.pet_hair_style;
  3834. if(pd->pet.equip) {
  3835. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3836. if (!pd->vd.head_bottom)
  3837. pd->vd.head_bottom = pd->pet.equip;
  3838. }
  3839. }
  3840. } else if (battle_config.error_log)
  3841. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3842. }
  3843. break;
  3844. case BL_NPC:
  3845. {
  3846. TBL_NPC* nd = (TBL_NPC*)bl;
  3847. if (vd)
  3848. nd->vd = vd;
  3849. else if (battle_config.error_log)
  3850. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3851. }
  3852. break;
  3853. case BL_HOM: //[blackhole89]
  3854. {
  3855. struct homun_data *hd = (struct homun_data*)bl;
  3856. if (vd)
  3857. hd->vd = vd;
  3858. else if (battle_config.error_log)
  3859. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3860. }
  3861. break;
  3862. }
  3863. vd = status_get_viewdata(bl);
  3864. if (vd && vd->cloth_color && (
  3865. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3866. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3867. ))
  3868. vd->cloth_color = 0;
  3869. }
  3870. struct status_change *status_get_sc(struct block_list *bl)
  3871. {
  3872. nullpo_retr(NULL, bl);
  3873. switch (bl->type) {
  3874. case BL_MOB:
  3875. return &((TBL_MOB*)bl)->sc;
  3876. case BL_PC:
  3877. return &((TBL_PC*)bl)->sc;
  3878. case BL_NPC:
  3879. return &((TBL_NPC*)bl)->sc;
  3880. case BL_HOM: //[blackhole89]
  3881. return &((TBL_HOM*)bl)->sc;
  3882. }
  3883. return NULL;
  3884. }
  3885. void status_change_init(struct block_list *bl)
  3886. {
  3887. struct status_change *sc = status_get_sc(bl);
  3888. int i;
  3889. nullpo_retv(sc);
  3890. malloc_set(sc, 0, sizeof (struct status_change));
  3891. for (i=0; i< SC_MAX; i++)
  3892. sc->data[i].timer = -1;
  3893. }
  3894. //Returns defense against the specified status change.
  3895. //Return range is 0 (no resist) to 10000 (inmunity)
  3896. int status_get_sc_def(struct block_list *bl, int type)
  3897. {
  3898. int sc_def;
  3899. struct status_data* status;
  3900. struct status_change* sc;
  3901. struct map_session_data *sd;
  3902. nullpo_retr(0, bl);
  3903. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3904. if (status_isimmune(bl))
  3905. switch (type)
  3906. {
  3907. case SC_DECREASEAGI:
  3908. case SC_SILENCE:
  3909. case SC_COMA:
  3910. case SC_INCREASEAGI:
  3911. case SC_BLESSING:
  3912. case SC_SLOWPOISON:
  3913. case SC_IMPOSITIO:
  3914. case SC_AETERNA:
  3915. case SC_SUFFRAGIUM:
  3916. case SC_BENEDICTIO:
  3917. case SC_PROVIDENCE:
  3918. case SC_KYRIE:
  3919. case SC_ASSUMPTIO:
  3920. case SC_ANGELUS:
  3921. case SC_MAGNIFICAT:
  3922. case SC_GLORIA:
  3923. case SC_WINDWALK:
  3924. case SC_MAGICROD:
  3925. case SC_HALLUCINATION:
  3926. case SC_STONE:
  3927. case SC_QUAGMIRE:
  3928. case SC_SUITON:
  3929. return 10000;
  3930. }
  3931. status = status_get_status_data(bl);
  3932. switch (type)
  3933. {
  3934. case SC_STUN:
  3935. case SC_POISON:
  3936. case SC_DPOISON:
  3937. case SC_SILENCE:
  3938. case SC_BLEEDING:
  3939. sc_def = 300 +100*status->vit;
  3940. break;
  3941. case SC_SLEEP:
  3942. sc_def = 300 +100*status->int_;
  3943. break;
  3944. case SC_STONE:
  3945. case SC_FREEZE:
  3946. case SC_DECREASEAGI:
  3947. case SC_COMA:
  3948. sc_def = 300 +100*status->mdef;
  3949. break;
  3950. case SC_CURSE:
  3951. if (status->luk > status_get_lv(bl))
  3952. return 10000; //Special property: inmunity when luk is greater than level
  3953. else
  3954. sc_def = 300 +100*status->luk;
  3955. break;
  3956. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3957. sc_def = 300 +50*status->vit +50*status->int_;
  3958. break;
  3959. case SC_CONFUSION:
  3960. sc_def = 300 +50*status->str +50*status->int_;
  3961. break;
  3962. default:
  3963. return 0; //Effect that cannot be reduced? Likely a buff.
  3964. }
  3965. BL_CAST(BL_PC,bl,sd);
  3966. if (sd) {
  3967. if (battle_config.pc_sc_def_rate != 100)
  3968. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3969. if (sc_def < battle_config.pc_max_sc_def)
  3970. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3971. status->luk/battle_config.pc_luk_sc_def;
  3972. else
  3973. sc_def = battle_config.pc_max_sc_def;
  3974. } else {
  3975. if (battle_config.mob_sc_def_rate != 100)
  3976. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3977. if (sc_def < battle_config.mob_max_sc_def)
  3978. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3979. status->luk/battle_config.mob_luk_sc_def;
  3980. else
  3981. sc_def = battle_config.mob_max_sc_def;
  3982. }
  3983. sc = status_get_sc(bl);
  3984. if (sc && sc->count)
  3985. {
  3986. if (sc->data[SC_SCRESIST].timer != -1)
  3987. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3988. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3989. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3990. }
  3991. return sc_def>10000?10000:sc_def;
  3992. }
  3993. /*==========================================
  3994. * Starts a status change.
  3995. * type = type, val1~4 depend on the type.
  3996. * rate = base success rate. 10000 = 100%
  3997. * Tick is base duration
  3998. * flag:
  3999. * &1: Cannot be avoided (it has to start)
  4000. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4001. * &4: sc_data loaded, no value has to be altered.
  4002. * &8: rate should not be reduced
  4003. *------------------------------------------
  4004. */
  4005. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4006. {
  4007. struct map_session_data *sd = NULL;
  4008. struct status_change* sc;
  4009. struct status_data *status;
  4010. struct view_data *vd;
  4011. int opt_flag, calc_flag, undead_flag;
  4012. nullpo_retr(0, bl);
  4013. sc=status_get_sc(bl);
  4014. status = status_get_status_data(bl);
  4015. if (!sc || status_isdead(bl))
  4016. return 0;
  4017. switch (bl->type)
  4018. {
  4019. case BL_PC:
  4020. sd=(struct map_session_data *)bl;
  4021. break;
  4022. case BL_MOB:
  4023. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  4024. return 0; //Emperium can't be afflicted by status changes.
  4025. break;
  4026. }
  4027. if(type < 0 || type >= SC_MAX) {
  4028. if(battle_config.error_log)
  4029. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4030. return 0;
  4031. }
  4032. //Check rate
  4033. if (!(flag&(1|4))) {
  4034. int def = status_get_sc_def(bl, type);
  4035. if (def && tick && !(flag&2))
  4036. {
  4037. tick -= tick*def/10000;
  4038. if (tick <= 0)
  4039. return 0;
  4040. }
  4041. if (!(flag&8)) {
  4042. if (def) //Natural resistance
  4043. rate -= rate*def/10000;
  4044. //Item resistance (only applies to rate%)
  4045. if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  4046. && sd->reseff[type-SC_COMMON_MIN] > 0)
  4047. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4048. }
  4049. if (!(rand()%10000 < rate))
  4050. return 0;
  4051. }
  4052. undead_flag=battle_check_undead(status->race,status->def_ele);
  4053. //Check for inmunities / sc fails
  4054. switch (type) {
  4055. case SC_FREEZE:
  4056. case SC_STONE:
  4057. //Undead are inmune to Freeze/Stone
  4058. if (undead_flag && !(flag&1))
  4059. return 0;
  4060. case SC_SLEEP:
  4061. case SC_STUN:
  4062. if (sc->opt1)
  4063. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4064. break;
  4065. case SC_CURSE:
  4066. //Dark Elementals are inmune to curse.
  4067. if (status->def_ele == ELE_DARK && !(flag&1))
  4068. return 0;
  4069. break;
  4070. case SC_COMA:
  4071. //Dark elementals and Demons are inmune to coma.
  4072. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  4073. return 0;
  4074. break;
  4075. case SC_SIGNUMCRUCIS:
  4076. //Only affects demons and undead.
  4077. if(status->race != RC_DEMON && !undead_flag)
  4078. return 0;
  4079. break;
  4080. case SC_AETERNA:
  4081. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  4082. return 0;
  4083. break;
  4084. case SC_OVERTHRUST:
  4085. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  4086. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4087. break;
  4088. case SC_ADRENALINE:
  4089. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4090. return 0;
  4091. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4092. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4093. sc->data[SC_DECREASEAGI].timer!=-1
  4094. )
  4095. return 0;
  4096. break;
  4097. case SC_ADRENALINE2:
  4098. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4099. return 0;
  4100. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  4101. sc->data[SC_DONTFORGETME].timer!=-1 ||
  4102. sc->data[SC_DECREASEAGI].timer!=-1
  4103. )
  4104. return 0;
  4105. break;
  4106. case SC_ONEHAND:
  4107. case SC_TWOHANDQUICKEN:
  4108. if(sc->data[SC_DECREASEAGI].timer!=-1)
  4109. return 0;
  4110. case SC_CONCENTRATE:
  4111. case SC_INCREASEAGI:
  4112. case SC_SPEARQUICKEN:
  4113. case SC_TRUESIGHT:
  4114. case SC_WINDWALK:
  4115. case SC_CARTBOOST:
  4116. case SC_ASSNCROS:
  4117. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  4118. return 0;
  4119. break;
  4120. case SC_CLOAKING:
  4121. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4122. //Due to the cloaking card, we have to check the wall versus to known
  4123. //skill level rather than the used one. [Skotlex]
  4124. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  4125. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  4126. return 0;
  4127. break;
  4128. case SC_MODECHANGE:
  4129. {
  4130. int mode;
  4131. struct status_data *bstatus = status_get_base_status(bl);
  4132. if (!bstatus) return 0;
  4133. if (sc->data[type].timer != -1)
  4134. { //Pile up with previous values.
  4135. if(!val2) val2 = sc->data[type].val2;
  4136. val3 |= sc->data[type].val3;
  4137. val4 |= sc->data[type].val4;
  4138. }
  4139. mode = val2?val2:bstatus->mode; //Base mode
  4140. if (val4) mode&=~val4; //Del mode
  4141. if (val3) mode|= val3; //Add mode
  4142. if (mode == bstatus->mode) { //No change.
  4143. if (sc->data[type].timer != -1) //Abort previous status
  4144. return status_change_end(bl, type, -1);
  4145. return 0;
  4146. }
  4147. }
  4148. }
  4149. //Check for BOSS resistances
  4150. if(status->mode&MD_BOSS && !(flag&1)) {
  4151. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4152. return 0;
  4153. switch (type) {
  4154. case SC_BLESSING:
  4155. if (!undead_flag && status->race != RC_DEMON)
  4156. break;
  4157. case SC_QUAGMIRE:
  4158. case SC_DECREASEAGI:
  4159. case SC_SIGNUMCRUCIS:
  4160. case SC_PROVOKE:
  4161. case SC_ROKISWEIL:
  4162. case SC_COMA:
  4163. case SC_GRAVITATION:
  4164. case SC_SUITON:
  4165. return 0;
  4166. }
  4167. }
  4168. //Before overlapping fail, one must check for status cured.
  4169. switch (type) {
  4170. case SC_BLESSING:
  4171. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4172. if (sc->data[SC_CURSE].timer!=-1)
  4173. status_change_end(bl,SC_CURSE,-1);
  4174. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  4175. status_change_end(bl,SC_STONE,-1);
  4176. }
  4177. break;
  4178. case SC_INCREASEAGI:
  4179. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4180. status_change_end(bl,SC_DECREASEAGI,-1);
  4181. break;
  4182. case SC_DONTFORGETME:
  4183. //is this correct? Maybe all three should stop the same subset of SCs...
  4184. if(sc->data[SC_ASSNCROS].timer!=-1 )
  4185. status_change_end(bl,SC_ASSNCROS,-1);
  4186. case SC_QUAGMIRE:
  4187. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  4188. status_change_end(bl,SC_CONCENTRATE,-1);
  4189. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  4190. status_change_end(bl,SC_TRUESIGHT,-1);
  4191. if(sc->data[SC_WINDWALK].timer!=-1 )
  4192. status_change_end(bl,SC_WINDWALK,-1);
  4193. //Also blocks the ones below...
  4194. case SC_DECREASEAGI:
  4195. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4196. status_change_end(bl,SC_INCREASEAGI,-1);
  4197. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4198. status_change_end(bl,SC_ADRENALINE,-1);
  4199. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4200. status_change_end(bl,SC_ADRENALINE2,-1);
  4201. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4202. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4203. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4204. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4205. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4206. status_change_end(bl,SC_CARTBOOST,-1);
  4207. if(sc->data[SC_ONEHAND].timer!=-1 )
  4208. status_change_end(bl,SC_ONEHAND,-1);
  4209. break;
  4210. case SC_ONEHAND:
  4211. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4212. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4213. status_change_end(bl,SC_ASPDPOTION0,-1);
  4214. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4215. status_change_end(bl,SC_ASPDPOTION1,-1);
  4216. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4217. status_change_end(bl,SC_ASPDPOTION2,-1);
  4218. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4219. status_change_end(bl,SC_ASPDPOTION3,-1);
  4220. break;
  4221. case SC_MAXOVERTHRUST:
  4222. //Cancels Normal Overthrust. [Skotlex]
  4223. if (sc->data[SC_OVERTHRUST].timer != -1)
  4224. status_change_end(bl, SC_OVERTHRUST, -1);
  4225. break;
  4226. case SC_KYRIE:
  4227. // -- moonsoul (added to undo assumptio status if target has it)
  4228. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4229. status_change_end(bl,SC_ASSUMPTIO,-1);
  4230. break;
  4231. case SC_DELUGE:
  4232. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4233. status_change_end(bl,SC_BLIND,-1);
  4234. break;
  4235. case SC_SILENCE:
  4236. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4237. //Clear Gospel [Skotlex]
  4238. status_change_end(bl,SC_GOSPEL,-1);
  4239. break;
  4240. case SC_HIDING:
  4241. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4242. status_change_end(bl, SC_CLOSECONFINE, -1);
  4243. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4244. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4245. break;
  4246. case SC_BERSERK:
  4247. if(battle_config.berserk_cancels_buffs)
  4248. {
  4249. if (sc->data[SC_ONEHAND].timer != -1)
  4250. status_change_end(bl,SC_ONEHAND,-1);
  4251. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4252. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4253. if (sc->data[SC_CONCENTRATION].timer != -1)
  4254. status_change_end(bl,SC_CONCENTRATION,-1);
  4255. if (sc->data[SC_PARRYING].timer != -1)
  4256. status_change_end(bl,SC_PARRYING,-1);
  4257. if (sc->data[SC_AURABLADE].timer != -1)
  4258. status_change_end(bl,SC_AURABLADE,-1);
  4259. }
  4260. break;
  4261. case SC_ASSUMPTIO:
  4262. if(sc->data[SC_KYRIE].timer!=-1)
  4263. status_change_end(bl,SC_KYRIE,-1);
  4264. break;
  4265. case SC_CARTBOOST:
  4266. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4267. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4268. status_change_end(bl,SC_DECREASEAGI,-1);
  4269. return 0;
  4270. }
  4271. break;
  4272. case SC_FUSION:
  4273. if(sc->data[SC_SPIRIT].timer!=-1 )
  4274. status_change_end(bl,SC_SPIRIT,-1);
  4275. break;
  4276. case SC_ADJUSTMENT:
  4277. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4278. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4279. break;
  4280. case SC_MADNESSCANCEL:
  4281. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4282. status_change_end(bl,SC_ADJUSTMENT,-1);
  4283. break;
  4284. }
  4285. //Check for overlapping fails
  4286. if(sc->data[type].timer != -1){
  4287. switch (type) {
  4288. case SC_ADRENALINE:
  4289. case SC_ADRENALINE2:
  4290. case SC_WEAPONPERFECTION:
  4291. case SC_OVERTHRUST:
  4292. if (sc->data[type].val2 > val2)
  4293. return 0;
  4294. break;
  4295. case SC_STUN:
  4296. case SC_SLEEP:
  4297. case SC_POISON:
  4298. case SC_CURSE:
  4299. case SC_SILENCE:
  4300. case SC_CONFUSION:
  4301. case SC_BLIND:
  4302. case SC_BLEEDING:
  4303. case SC_DPOISON:
  4304. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4305. case SC_MARIONETTE:
  4306. case SC_MARIONETTE2:
  4307. case SC_NOCHAT:
  4308. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4309. return 0;
  4310. case SC_COMBO:
  4311. case SC_DANCING:
  4312. case SC_DEVOTION:
  4313. case SC_ASPDPOTION0:
  4314. case SC_ASPDPOTION1:
  4315. case SC_ASPDPOTION2:
  4316. case SC_ASPDPOTION3:
  4317. case SC_ATKPOTION:
  4318. case SC_MATKPOTION:
  4319. case SC_JAILED:
  4320. case SC_ARMOR_ELEMENT:
  4321. break;
  4322. case SC_GOSPEL:
  4323. //Must not override a casting gospel char.
  4324. if(sc->data[type].val4 == BCT_SELF)
  4325. return 0;
  4326. if(sc->data[type].val1 > val1)
  4327. return 1;
  4328. break;
  4329. case SC_ENDURE:
  4330. if(sc->data[type].val4 && !val4)
  4331. return 1; //Don't let you override infinite endure.
  4332. if(sc->data[type].val1 > val1)
  4333. return 1;
  4334. break;
  4335. case SC_KAAHI:
  4336. if(sc->data[type].val1 > val1)
  4337. return 1;
  4338. //Delete timer if it exists.
  4339. if (sc->data[type].val4 != -1) {
  4340. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4341. sc->data[type].val4=-1;
  4342. }
  4343. break;
  4344. default:
  4345. if(sc->data[type].val1 > val1)
  4346. return 1; //Return true to not mess up skill animations. [Skotlex
  4347. }
  4348. (sc->count)--;
  4349. delete_timer(sc->data[type].timer, status_change_timer);
  4350. sc->data[type].timer = -1;
  4351. }
  4352. vd = status_get_viewdata(bl);
  4353. calc_flag = StatusChangeFlagTable[type];
  4354. if(!(flag&4)) //Do not parse val settings when loading SCs
  4355. switch(type){
  4356. case SC_DECREASEAGI:
  4357. if (sd) tick>>=1; //Half duration for players.
  4358. case SC_INCREASEAGI:
  4359. val2 = 2 + val1; //Agi change
  4360. break;
  4361. case SC_ENDURE:
  4362. val2 = 7; // Hit-count [Celest]
  4363. if (!(flag&1) && sd && !map_flag_gvg(bl->m))
  4364. {
  4365. struct map_session_data *tsd;
  4366. int i;
  4367. for (i = 0; i < 5; i++)
  4368. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4369. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4370. status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
  4371. }
  4372. }
  4373. break;
  4374. case SC_AUTOBERSERK:
  4375. if (status->hp < status->max_hp>>2 &&
  4376. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4377. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4378. break;
  4379. case SC_SIGNUMCRUCIS:
  4380. val2 = 10 + 4*val1; //Def reduction
  4381. clif_emotion(bl,4);
  4382. break;
  4383. case SC_MAXIMIZEPOWER:
  4384. val2 = tick>0?tick:60000;
  4385. break;
  4386. case SC_EDP: // [Celest]
  4387. val2 = val1 + 2; //Chance to Poison enemies.
  4388. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4389. break;
  4390. case SC_POISONREACT:
  4391. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4392. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4393. break;
  4394. case SC_MAGICROD:
  4395. val2 = val1*20; //SP gained
  4396. break;
  4397. case SC_KYRIE:
  4398. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4399. val3 = (val1 / 2 + 5); //Hits
  4400. break;
  4401. case SC_MAGICPOWER:
  4402. //val1: Skill lv
  4403. val2 = 1; //Lasts 1 invocation
  4404. //val3 will store matk_min (needed in case you use ground-spells)
  4405. //val4 will store matk_max
  4406. break;
  4407. case SC_SACRIFICE:
  4408. val2 = 5; //Lasts 5 hits
  4409. break;
  4410. case SC_ENCPOISON:
  4411. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4412. case SC_ASPERSIO:
  4413. case SC_FIREWEAPON:
  4414. case SC_WATERWEAPON:
  4415. case SC_WINDWEAPON:
  4416. case SC_EARTHWEAPON:
  4417. case SC_SHADOWWEAPON:
  4418. case SC_GHOSTWEAPON:
  4419. skill_enchant_elemental_end(bl,type);
  4420. break;
  4421. case SC_ELEMENTALCHANGE:
  4422. //Val1 is skill level, val2 is skill that invoked this.
  4423. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4424. val3 = rand()%ELE_MAX;
  4425. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4426. break;
  4427. case SC_PROVIDENCE:
  4428. val2=val1*5; //Race/Ele resist
  4429. break;
  4430. case SC_REFLECTSHIELD:
  4431. val2=10+val1*3; //% Dmg reflected
  4432. if (sd && !(flag&1))
  4433. { //Pass it to devoted chars.
  4434. struct map_session_data *tsd;
  4435. int i;
  4436. for (i = 0; i < 5; i++)
  4437. { //Pass the status to the other affected chars. [Skotlex]
  4438. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4439. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4440. }
  4441. }
  4442. break;
  4443. case SC_STRIPWEAPON:
  4444. if (bl->type != BL_PC) //Watk reduction
  4445. val2 = 5*val1;
  4446. break;
  4447. case SC_STRIPSHIELD:
  4448. if (bl->type != BL_PC) //Def reduction
  4449. val2 = 3*val1;
  4450. break;
  4451. case SC_STRIPARMOR:
  4452. if (bl->type != BL_PC) //Vit reduction
  4453. val2 = 8*val1;
  4454. break;
  4455. case SC_STRIPHELM:
  4456. if (bl->type != BL_PC) //Int reduction
  4457. val2 = 8*val1;
  4458. break;
  4459. case SC_AUTOSPELL:
  4460. //Val1 Skill LV of Autospell
  4461. //Val2 Skill ID to cast
  4462. //Val3 Max Lv to cast
  4463. val4 = 5 + val1*2; //Chance of casting
  4464. break;
  4465. case SC_VOLCANO:
  4466. if (status->def_ele == ELE_FIRE)
  4467. val2 = val1*10; //Watk increase
  4468. else
  4469. val2 = 0;
  4470. break;
  4471. case SC_VIOLENTGALE:
  4472. if (status->def_ele == ELE_WIND)
  4473. val2 = val1*3; //Flee increase
  4474. else
  4475. val2 = 0;
  4476. break;
  4477. case SC_DELUGE:
  4478. if(status->def_ele == ELE_WATER)
  4479. val2 = deluge_eff[val1-1]; //HP increase
  4480. else
  4481. val2 = 0;
  4482. break;
  4483. case SC_SUITON:
  4484. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4485. //No penalties.
  4486. val2 = 0; //Agi penalty
  4487. val3 = 0; //Walk speed penalty
  4488. break;
  4489. }
  4490. val3 = 50;
  4491. val2 = 3*((val1+1)/3);
  4492. if (val1 > 4) val2--;
  4493. break;
  4494. case SC_ONEHAND:
  4495. case SC_TWOHANDQUICKEN:
  4496. val2 = 300;
  4497. if (val1 > 10) //For boss casted skills [Skotlex]
  4498. val2 += 20*(val1-10);
  4499. break;
  4500. case SC_SPEARQUICKEN:
  4501. val2 = 200+10*val1;
  4502. break;
  4503. case SC_DANCING:
  4504. //val1 : Skill ID + LV
  4505. //val2 : Skill Group of the Dance.
  4506. //val3 : Brings the skilllv (merged into val1 here)
  4507. //val4 : Partner
  4508. if (val1 == CG_MOONLIT)
  4509. clif_status_change(bl,SI_MOONLIT,1);
  4510. val1|= (val3<<16);
  4511. val3 = 0; //Tick duration/Speed penalty.
  4512. if (sd) { //Store walk speed change in lower part of val3
  4513. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4514. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4515. val3 -= 40; //TODO: Figure out real bonus rate.
  4516. }
  4517. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4518. tick = 1000;
  4519. break;
  4520. case SC_LONGING:
  4521. val2 = 500-100*val1; //Aspd penalty.
  4522. val3 = 50+10*val1; //Walk speed adjustment.
  4523. break;
  4524. case SC_EXPLOSIONSPIRITS:
  4525. val2 = 75 + 25*val1; //Cri bonus
  4526. break;
  4527. case SC_ASPDPOTION0:
  4528. case SC_ASPDPOTION1:
  4529. case SC_ASPDPOTION2:
  4530. case SC_ASPDPOTION3:
  4531. val2 = 50*(2+type-SC_ASPDPOTION0);
  4532. break;
  4533. case SC_WEDDING:
  4534. case SC_XMAS:
  4535. if (!vd) return 0;
  4536. //Store previous values as they could be removed.
  4537. val1 = vd->class_;
  4538. val2 = vd->weapon;
  4539. val3 = vd->shield;
  4540. val4 = vd->cloth_color;
  4541. unit_stop_attack(bl);
  4542. clif_changelook(bl,LOOK_WEAPON,0);
  4543. clif_changelook(bl,LOOK_SHIELD,0);
  4544. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4545. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4546. break;
  4547. case SC_NOCHAT:
  4548. tick = 60000;
  4549. val1 = battle_config.manner_system; //Mute filters.
  4550. if (sd) clif_updatestatus(sd,SP_MANNER);
  4551. break;
  4552. case SC_STONE:
  4553. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4554. if (!val2) val2 = 1;
  4555. val3 = tick/1000; //Petrified HP-damage iterations.
  4556. if(val3 < 1) val3 = 1;
  4557. tick = val4; //Petrifying time.
  4558. if (tick < 1000)
  4559. tick = 1000; //Min time
  4560. calc_flag = 0; //Actual status changes take effect on petrified state.
  4561. break;
  4562. case SC_DPOISON:
  4563. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4564. if (status->hp > status->max_hp>>2)
  4565. {
  4566. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4567. if (status->hp - diff < status->max_hp>>2)
  4568. diff = status->hp - (status->max_hp>>2);
  4569. status_zap(bl, diff, 0);
  4570. }
  4571. // fall through
  4572. case SC_POISON: /* 毒 */
  4573. val3 = tick/1000; //Damage iterations
  4574. if(val3 < 1) val3 = 1;
  4575. tick = 1000;
  4576. //val4: HP damage
  4577. if (bl->type == BL_PC)
  4578. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4579. else
  4580. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4581. break;
  4582. case SC_CONFUSION:
  4583. clif_emotion(bl,1);
  4584. break;
  4585. case SC_BLEEDING:
  4586. val4 = tick/10000;
  4587. if (!val4) val4 = 1;
  4588. tick = 10000;
  4589. break;
  4590. case SC_HIDING:
  4591. val2 = tick/1000;
  4592. tick = 1000;
  4593. //Store speed penalty on val3.
  4594. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4595. val3 = 20 + 6*val3;
  4596. val4 = val1+3; //Seconds before SP substraction happen.
  4597. break;
  4598. case SC_CHASEWALK:
  4599. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4600. val3 = 65+val1*5; //Speed adjustment.
  4601. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4602. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4603. val4 = 10+val1*2; //SP cost.
  4604. if (map_flag_gvg(bl->m)) val4 *= 5;
  4605. break;
  4606. case SC_CLOAKING:
  4607. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4608. val1 = 10;
  4609. val2 = tick>0?tick:60000; //SP consumption rate.
  4610. val3 = 0;
  4611. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4612. (val3=pc_checkskill(sd,TF_MISS))>0)
  4613. val3 *= -1; //Substract the Dodge speed bonus.
  4614. val3+= 70+val1*3; //Speed adjustment without a wall.
  4615. //With a wall, it is val3 +25.
  4616. //val4&1 signals the presence of a wall.
  4617. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4618. //val4&4 makes cloak not end on using skills
  4619. if (bl->type == BL_PC) //Standard cloaking.
  4620. val4 |= battle_config.pc_cloak_check_type&7;
  4621. else
  4622. val4 |= battle_config.monster_cloak_check_type&7;
  4623. break;
  4624. case SC_SIGHT: /* サイト/ルアフ */
  4625. case SC_RUWACH:
  4626. case SC_SIGHTBLASTER:
  4627. val2 = tick/250;
  4628. tick = 10;
  4629. break;
  4630. //Permanent effects.
  4631. case SC_MODECHANGE:
  4632. case SC_WEIGHT50:
  4633. case SC_WEIGHT90:
  4634. case SC_BROKENWEAPON:
  4635. case SC_BROKENARMOR:
  4636. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4637. case SC_READYDOWN:
  4638. case SC_READYCOUNTER:
  4639. case SC_READYTURN:
  4640. case SC_DODGE:
  4641. tick = 600*1000;
  4642. break;
  4643. case SC_AUTOGUARD:
  4644. if (!(flag&1))
  4645. {
  4646. struct map_session_data *tsd;
  4647. int i,t;
  4648. for(i=val2=0;i<val1;i++) {
  4649. t = 5-(i>>1);
  4650. val2 += (t < 0)? 1:t;
  4651. }
  4652. if (sd)
  4653. for (i = 0; i < 5; i++)
  4654. { //Pass the status to the other affected chars. [Skotlex]
  4655. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4656. status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
  4657. }
  4658. }
  4659. break;
  4660. case SC_DEFENDER:
  4661. if (!(flag&1))
  4662. {
  4663. struct map_session_data *tsd;
  4664. int i;
  4665. val2 = 5 + 15*val1; //Damage reduction
  4666. val3 = 65 + 5*val1; //Speed adjustment
  4667. val4 = 250 - 50*val1; //Aspd adjustment
  4668. if (sd)
  4669. for (i = 0; i < 5; i++)
  4670. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4671. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4672. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4673. }
  4674. }
  4675. break;
  4676. case SC_TENSIONRELAX:
  4677. if (sd) {
  4678. pc_setsit(sd);
  4679. clif_sitting(sd);
  4680. }
  4681. val2 = 12; //SP cost
  4682. val4 = 10000; //Decrease at 10secs intervals.
  4683. val3 = tick/val4;
  4684. tick = val4;
  4685. break;
  4686. case SC_PARRYING:
  4687. val2 = 20 + val1*3; //Block Chance
  4688. break;
  4689. case SC_WINDWALK:
  4690. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4691. val3 = 4*val2; //movement speed % increase is 4 times that
  4692. break;
  4693. case SC_JOINTBEAT: // Random break [DracoRPG]
  4694. val2 = rand()%6; //Type of break
  4695. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4696. break;
  4697. case SC_BERSERK:
  4698. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4699. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4700. //HP healing is performing after the calc_status call.
  4701. //Val2 holds HP penalty
  4702. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4703. if (!val4) val4 = 10000; //Val4 holds damage interval
  4704. val3 = tick/val4; //val3 holds skill duration
  4705. tick = val4;
  4706. break;
  4707. case SC_GOSPEL:
  4708. if(val4 == BCT_SELF) { // self effect
  4709. val2 = tick/10000;
  4710. tick = 10000;
  4711. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4712. }
  4713. break;
  4714. case SC_MARIONETTE:
  4715. if (sd) {
  4716. val3 = 0;
  4717. val2 = sd->status.str>>1;
  4718. if (val2 > 0xFF) val2 = 0xFF;
  4719. val3|=val2<<16;
  4720. val2 = sd->status.agi>>1;
  4721. if (val2 > 0xFF) val2 = 0xFF;
  4722. val3|=val2<<8;
  4723. val2 = sd->status.vit>>1;
  4724. if (val2 > 0xFF) val2 = 0xFF;
  4725. val3|=val2;
  4726. val4 = 0;
  4727. val2 = sd->status.int_>>1;
  4728. if (val2 > 0xFF) val2 = 0xFF;
  4729. val4|=val2<<16;
  4730. val2 = sd->status.dex>>1;
  4731. if (val2 > 0xFF) val2 = 0xFF;
  4732. val4|=val2<<8;
  4733. val2 = sd->status.luk>>1;
  4734. if (val2 > 0xFF) val2 = 0xFF;
  4735. val4|=val2;
  4736. } else {
  4737. struct status_data *b_status = status_get_base_status(bl);
  4738. if (!b_status)
  4739. return 0;
  4740. val3 = 0;
  4741. val2 = b_status->str>>1;
  4742. if (val2 > 0xFF) val2 = 0xFF;
  4743. val3|=val2<<16;
  4744. val2 = b_status->agi>>1;
  4745. if (val2 > 0xFF) val2 = 0xFF;
  4746. val3|=val2<<8;
  4747. val2 = b_status->vit>>1;
  4748. if (val2 > 0xFF) val2 = 0xFF;
  4749. val3|=val2;
  4750. val4 = 0;
  4751. val2 = b_status->int_>>1;
  4752. if (val2 > 0xFF) val2 = 0xFF;
  4753. val4|=val2<<16;
  4754. val2 = b_status->dex>>1;
  4755. if (val2 > 0xFF) val2 = 0xFF;
  4756. val4|=val2<<8;
  4757. val2 = b_status->luk>>1;
  4758. if (val2 > 0xFF) val2 = 0xFF;
  4759. val4|=val2;
  4760. }
  4761. val2 = tick/1000;
  4762. tick = 1000;
  4763. break;
  4764. case SC_MARIONETTE2:
  4765. {
  4766. struct block_list *pbl = map_id2bl(val1);
  4767. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4768. int stat,max;
  4769. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4770. return 0;
  4771. val2 = tick /1000;
  4772. val3 = val4 = 0;
  4773. if (sd) {
  4774. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4775. //Str
  4776. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4777. if (sd->status.str+stat > max)
  4778. stat =max-sd->status.str;
  4779. val3 |= stat<<16;
  4780. //Agi
  4781. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4782. if (sd->status.agi+stat > max)
  4783. stat =max-sd->status.agi;
  4784. val3 |= stat<<8;
  4785. //Vit
  4786. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4787. if (sd->status.vit+stat > max)
  4788. stat =max-sd->status.vit;
  4789. val3 |= stat;
  4790. //Int
  4791. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4792. if (sd->status.int_+stat > max)
  4793. stat =max-sd->status.int_;
  4794. val4 |= stat<<16;
  4795. //Dex
  4796. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4797. if (sd->status.dex+stat > max)
  4798. stat =max-sd->status.dex;
  4799. val4 |= stat<<8;
  4800. //Luk
  4801. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4802. if (sd->status.luk+stat > max)
  4803. stat =max-sd->status.luk;
  4804. val4 |= stat;
  4805. } else {
  4806. struct status_data *b_status = status_get_base_status(bl);
  4807. if (!b_status) return 0;
  4808. max = 0xFF; //Assume a 256 max parameter
  4809. //Str
  4810. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4811. if (b_status->str+stat > max)
  4812. stat = max - b_status->str;
  4813. val3 |= stat<<16;
  4814. //Agi
  4815. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4816. if (b_status->agi+stat > max)
  4817. stat = max - b_status->agi;
  4818. val3 |= stat<<8;
  4819. //Vit
  4820. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4821. if (b_status->vit+stat > max)
  4822. stat = max - b_status->vit;
  4823. val3 |= stat;
  4824. //Int
  4825. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4826. if (b_status->int_+stat > max)
  4827. stat = max - b_status->int_;
  4828. val4 |= stat<<16;
  4829. //Dex
  4830. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4831. if (b_status->dex+stat > max)
  4832. stat = max - b_status->dex;
  4833. val4 |= stat<<8;
  4834. //Luk
  4835. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4836. if (b_status->luk+stat > max)
  4837. stat = max - b_status->luk;
  4838. val4 |= stat;
  4839. }
  4840. tick = 1000;
  4841. break;
  4842. }
  4843. case SC_REJECTSWORD:
  4844. val2 = 15*val1; //Reflect chance
  4845. val3 = 3; //Reflections
  4846. break;
  4847. case SC_MEMORIZE:
  4848. val2 = 5; //Memorized casts.
  4849. break;
  4850. case SC_GRAVITATION:
  4851. val2 = 50*val1; //aspd reduction
  4852. break;
  4853. case SC_HERMODE:
  4854. status_change_clear_buffs(bl,1);
  4855. break;
  4856. case SC_REGENERATION:
  4857. if (val1 == 1)
  4858. val2 = 2;
  4859. else
  4860. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4861. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4862. //if val4 comes set, this blocks regen rather than increase it.
  4863. break;
  4864. case SC_DEVOTION:
  4865. {
  4866. struct map_session_data *src;
  4867. if ((src = map_id2sd(val1)) && src->sc.count)
  4868. { //Try to inherit the status from the Crusader [Skotlex]
  4869. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4870. //once the Crusader's status changes, it will reflect on the others.
  4871. const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  4872. int type2;
  4873. int i = map_flag_gvg(bl->m)?2:3;
  4874. while (i >= 0) {
  4875. type2 = types[i];
  4876. if (src->sc.data[type2].timer != -1)
  4877. sc_start(bl,type2,100,src->sc.data[type2].val1,
  4878. skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4879. i--;
  4880. }
  4881. }
  4882. break;
  4883. }
  4884. case SC_COMA: //Coma. Sends a char to 1HP
  4885. status_zap(bl, status_get_hp(bl)-1, 0);
  4886. return 1;
  4887. case SC_CLOSECONFINE2:
  4888. {
  4889. struct block_list *src = val2?map_id2bl(val2):NULL;
  4890. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4891. if (src && sc2) {
  4892. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4893. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4894. else { //Increase count of locked enemies and refresh time.
  4895. sc2->data[SC_CLOSECONFINE].val2++;
  4896. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4897. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4898. }
  4899. } else //Status failed.
  4900. return 0;
  4901. }
  4902. break;
  4903. case SC_KAITE:
  4904. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4905. break;
  4906. case SC_KAUPE:
  4907. switch (val1) {
  4908. case 3: //33*3 + 1 -> 100%
  4909. val2++;
  4910. case 1:
  4911. case 2: //33, 66%
  4912. val2 += 33*val1;
  4913. val3 = 1; //Dodge 1 attack total.
  4914. break;
  4915. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4916. val2 = 100;
  4917. val3 = val1-2;
  4918. break;
  4919. }
  4920. break;
  4921. case SC_COMBO:
  4922. {
  4923. //val1: Skill ID
  4924. //val2: When given, target (for autotargetting skills)
  4925. //val3: When set, this combo time should NOT delay attack/movement
  4926. //val4: Combo time
  4927. struct unit_data *ud = unit_bl2ud(bl);
  4928. switch (val1) {
  4929. case TK_STORMKICK:
  4930. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4931. break;
  4932. case TK_DOWNKICK:
  4933. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4934. break;
  4935. case TK_TURNKICK:
  4936. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4937. break;
  4938. case TK_COUNTER:
  4939. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4940. break;
  4941. }
  4942. if (ud && !val3)
  4943. {
  4944. ud->attackabletime = gettick()+tick;
  4945. unit_set_walkdelay(bl, gettick(), tick, 1);
  4946. }
  4947. val4 = tick; //Store combo-time in val4.
  4948. }
  4949. break;
  4950. case SC_TKREST:
  4951. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4952. break;
  4953. case SC_RUN:
  4954. val4 = gettick(); //Store time at which you started running.
  4955. break;
  4956. case SC_KAAHI:
  4957. val2 = 200*val1; //HP heal
  4958. val3 = 5*val1; //SP cost
  4959. val4 = -1; //Kaahi Timer.
  4960. break;
  4961. case SC_BLESSING:
  4962. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4963. val2 = val1;
  4964. else
  4965. val2 = 0; //0 -> Half stat.
  4966. break;
  4967. case SC_TRICKDEAD:
  4968. if (vd) vd->dead_sit = 1;
  4969. break;
  4970. case SC_CONCENTRATE:
  4971. val2 = 2 + val1;
  4972. if (sd) { //Store the card-bonus data that should not count in the %
  4973. val3 = sd->param_bonus[1]; //Agi
  4974. val4 = sd->param_bonus[4]; //Dex
  4975. } else {
  4976. val3 = val4 = 0;
  4977. }
  4978. break;
  4979. case SC_ADRENALINE2:
  4980. case SC_ADRENALINE:
  4981. if (val2 || !battle_config.party_skill_penalty)
  4982. val3 = 300;
  4983. else
  4984. val3 = 200;
  4985. case SC_WEAPONPERFECTION:
  4986. case SC_OVERTHRUST:
  4987. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  4988. tick += tick / 10;
  4989. break;
  4990. case SC_CONCENTRATION:
  4991. val2 = 5*val1; //Batk/Watk Increase
  4992. val3 = 10*val1; //Hit Increase
  4993. val4 = 5*val1; //Def reduction
  4994. break;
  4995. case SC_ANGELUS:
  4996. val2 = 5*val1; //def increase
  4997. break;
  4998. case SC_IMPOSITIO:
  4999. val2 = 5*val1; //watk increase
  5000. break;
  5001. case SC_MELTDOWN:
  5002. val2 = 100*val1; //Chance to break weapon
  5003. val3 = 70*val1; //Change to break armor
  5004. break;
  5005. case SC_TRUESIGHT:
  5006. val2 = 10*val1; //Critical increase
  5007. val3 = 3*val1; //Hit increase
  5008. break;
  5009. case SC_SUN_COMFORT:
  5010. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5011. break;
  5012. case SC_MOON_COMFORT:
  5013. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5014. break;
  5015. case SC_STAR_COMFORT:
  5016. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5017. break;
  5018. case SC_QUAGMIRE:
  5019. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5020. break;
  5021. // gs_something1 [Vicious]
  5022. case SC_GATLINGFEVER:
  5023. val2 = 20*val1; //Aspd increase
  5024. val3 = 20+10*val1; //Batk increase
  5025. val4 = 5*val1; //Flee decrease
  5026. break;
  5027. case SC_FLING:
  5028. if (bl->type == BL_PC)
  5029. val2 = 0; //No armor reduction to players.
  5030. else
  5031. val2 = 5*val1; //Def reduction
  5032. val3 = 5*val1; //Def2 reduction
  5033. break;
  5034. case SC_PROVOKE:
  5035. //val2 signals autoprovoke.
  5036. val3 = 2+3*val1; //Atk increase
  5037. val4 = 5+5*val1; //Def reduction.
  5038. break;
  5039. case SC_AVOID:
  5040. val2 = 10*val1; //Speed change rate.
  5041. break;
  5042. case SC_DEFENCE:
  5043. val2 = 2*val1; //Def bonus
  5044. break;
  5045. case SC_BLOODLUST:
  5046. val2 = 20+10*val1; //Atk rate change.
  5047. val3 = 3*val1; //Leech chance
  5048. val4 = 20; //Leech percent
  5049. break;
  5050. case SC_FLEET:
  5051. val2 = 30*val1; //Aspd change
  5052. val3 = 5+5*val1; //bAtk/wAtk rate change
  5053. break;
  5054. case SC_MINDBREAKER:
  5055. val2 = 20*val1; //matk increase.
  5056. val3 = 12*val1; //mdef2 reduction.
  5057. break;
  5058. case SC_SKA:
  5059. val2 = tick/1000;
  5060. val3 = rand()%100; //Def changes randomly every second...
  5061. tick = 1000;
  5062. break;
  5063. case SC_JAILED:
  5064. tick = val1>0?1000:250;
  5065. if (sd && sd->mapindex != val2)
  5066. {
  5067. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5068. map = sd->mapindex; //Current Map
  5069. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5070. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  5071. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  5072. //2. Set restore point (val3 -> return map, val4 return coords
  5073. val3 = map;
  5074. val4 = pos;
  5075. }
  5076. break;
  5077. case SC_UTSUSEMI:
  5078. val2=(val1+1)/2; // number of hits blocked
  5079. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5080. break;
  5081. case SC_BUNSINJYUTSU:
  5082. val2=(val1+1)/2; // number of hits blocked
  5083. break;
  5084. case SC_CHANGE:
  5085. val2= 30*val1; //Vit increase
  5086. val3= 20*val1; //Int increase
  5087. break;
  5088. case SC_SWOO:
  5089. if(status->mode&MD_BOSS)
  5090. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5091. break;
  5092. case SC_ANKLE:
  5093. if (sd && battle_config.pc_sc_def_rate != 100)
  5094. tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
  5095. else if (battle_config.mob_sc_def_rate != 100)
  5096. tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
  5097. else
  5098. tick -= tick*status->agi/100;
  5099. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5100. tick /= 5;
  5101. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  5102. // Changed to 3 secs and moved from skill.c [Skotlex]
  5103. if (tick < 3000)
  5104. tick = 3000;
  5105. break;
  5106. case SC_SPIDERWEB:
  5107. if (bl->type == BL_PC)
  5108. tick /=2;
  5109. break;
  5110. case SC_ARMOR:
  5111. //NPC_DEFENDER:
  5112. val2 = 80; //Damage reduction
  5113. //Attack requirements to be blocked:
  5114. val3 = BF_LONG; //Range
  5115. val4 = BF_WEAPON|BF_MISC; //Type
  5116. break;
  5117. case SC_INTRAVISION:
  5118. case SC_ARMOR_ELEMENT:
  5119. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5120. //associated, and yet are not wrong/unknown. [Skotlex]
  5121. break;
  5122. default:
  5123. if (calc_flag == SCB_NONE &&
  5124. StatusSkillChangeTable[type]==0 &&
  5125. StatusIconChangeTable[type]==0)
  5126. { //Status change with no calc, and no skill associated...? unknown?
  5127. if(battle_config.error_log)
  5128. ShowError("UnknownStatusChange [%d]\n", type);
  5129. return 0;
  5130. }
  5131. }
  5132. else //Special considerations when loading SC data.
  5133. switch (type) {
  5134. case SC_WEDDING:
  5135. case SC_XMAS:
  5136. clif_changelook(bl,LOOK_WEAPON,0);
  5137. clif_changelook(bl,LOOK_SHIELD,0);
  5138. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  5139. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5140. break;
  5141. case SC_KAAHI:
  5142. val4 = -1;
  5143. break;
  5144. //In case the speed reduction comes loaded incorrectly,
  5145. //prevent division by 0.
  5146. case SC_DONTFORGETME:
  5147. case SC_CLOAKING:
  5148. case SC_LONGING:
  5149. case SC_HIDING:
  5150. case SC_CHASEWALK:
  5151. case SC_DEFENDER:
  5152. if (!val3)
  5153. return 0;
  5154. break;
  5155. case SC_GUILDAURA:
  5156. //Compatibility Upgrade due to Guild Aura code rewrite
  5157. //(older saved SC versions would load up with huge bonuses)
  5158. return 0;
  5159. }
  5160. //Those that make you stop attacking/walking....
  5161. switch (type) {
  5162. case SC_FREEZE:
  5163. case SC_STUN:
  5164. case SC_SLEEP:
  5165. case SC_STONE:
  5166. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5167. pc_setstand(sd);
  5168. case SC_TRICKDEAD:
  5169. unit_stop_attack(bl);
  5170. skill_stop_dancing(bl);
  5171. // Cancel cast when get status [LuzZza]
  5172. if (battle_config.sc_castcancel&bl->type)
  5173. unit_skillcastcancel(bl, 0);
  5174. case SC_STOP:
  5175. case SC_CONFUSION:
  5176. case SC_CLOSECONFINE:
  5177. case SC_CLOSECONFINE2:
  5178. case SC_ANKLE:
  5179. case SC_SPIDERWEB:
  5180. unit_stop_walking(bl,1);
  5181. break;
  5182. case SC_HIDING:
  5183. case SC_CLOAKING:
  5184. case SC_CHASEWALK:
  5185. unit_stop_attack(bl);
  5186. break;
  5187. case SC_SILENCE:
  5188. if (battle_config.sc_castcancel&bl->type)
  5189. unit_skillcastcancel(bl, 0);
  5190. break;
  5191. }
  5192. // Set option as needed.
  5193. opt_flag = 1;
  5194. switch(type){
  5195. //OPT1
  5196. case SC_STONE:
  5197. case SC_FREEZE:
  5198. case SC_STUN:
  5199. case SC_SLEEP:
  5200. if(type == SC_STONE)
  5201. sc->opt1 = OPT1_STONEWAIT;
  5202. else
  5203. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  5204. break;
  5205. //OPT2
  5206. case SC_POISON:
  5207. case SC_CURSE:
  5208. case SC_SILENCE:
  5209. case SC_BLIND:
  5210. sc->opt2 |= 1<<(type-SC_POISON);
  5211. break;
  5212. case SC_DPOISON:
  5213. sc->opt2 |= OPT2_DPOISON;
  5214. break;
  5215. case SC_SIGNUMCRUCIS:
  5216. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  5217. break;
  5218. //OPT3
  5219. case SC_TWOHANDQUICKEN:
  5220. case SC_SPEARQUICKEN:
  5221. case SC_CONCENTRATION:
  5222. sc->opt3 |= 0x1;
  5223. opt_flag = 0;
  5224. break;
  5225. case SC_MAXOVERTHRUST:
  5226. case SC_OVERTHRUST:
  5227. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5228. sc->opt3 |= 0x2;
  5229. opt_flag = 0;
  5230. break;
  5231. case SC_ENERGYCOAT:
  5232. case SC_SKE:
  5233. sc->opt3 |= 0x4;
  5234. opt_flag = 0;
  5235. break;
  5236. case SC_INCATKRATE:
  5237. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5238. if (bl->type != BL_MOB) {
  5239. opt_flag = 0;
  5240. break;
  5241. }
  5242. case SC_EXPLOSIONSPIRITS:
  5243. sc->opt3 |= 0x8;
  5244. opt_flag = 0;
  5245. break;
  5246. case SC_STEELBODY:
  5247. case SC_SKA:
  5248. sc->opt3 |= 0x10;
  5249. opt_flag = 0;
  5250. break;
  5251. case SC_BLADESTOP:
  5252. sc->opt3 |= 0x20;
  5253. opt_flag = 0;
  5254. break;
  5255. //0x40 missing?
  5256. case SC_BERSERK:
  5257. sc->opt3 |= 0x80;
  5258. opt_flag = 0;
  5259. break;
  5260. //0x100, 0x200 missing?
  5261. case SC_MARIONETTE:
  5262. case SC_MARIONETTE2:
  5263. sc->opt3 |= 0x400;
  5264. opt_flag = 0;
  5265. break;
  5266. case SC_ASSUMPTIO:
  5267. sc->opt3 |= 0x800;
  5268. opt_flag = 0;
  5269. break;
  5270. case SC_WARM: //SG skills [Komurka]
  5271. sc->opt3 |= 0x1000;
  5272. opt_flag = 0;
  5273. break;
  5274. case SC_KAITE:
  5275. sc->opt3 |= 0x2000;
  5276. opt_flag = 0;
  5277. break;
  5278. //OPTION
  5279. case SC_HIDING:
  5280. sc->option |= OPTION_HIDE;
  5281. break;
  5282. case SC_CLOAKING:
  5283. sc->option |= OPTION_CLOAK;
  5284. break;
  5285. case SC_CHASEWALK:
  5286. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5287. break;
  5288. case SC_SIGHT:
  5289. sc->option |= OPTION_SIGHT;
  5290. break;
  5291. case SC_RUWACH:
  5292. sc->option |= OPTION_RUWACH;
  5293. break;
  5294. case SC_WEDDING:
  5295. sc->option |= OPTION_WEDDING;
  5296. break;
  5297. case SC_XMAS:
  5298. sc->option |= OPTION_XMAS;
  5299. break;
  5300. case SC_ORCISH:
  5301. sc->option |= OPTION_ORCISH;
  5302. break;
  5303. case SC_SIGHTTRASHER:
  5304. sc->option |= OPTION_SIGHTTRASHER;
  5305. break;
  5306. case SC_FUSION:
  5307. sc->option |= OPTION_FLYING;
  5308. break;
  5309. default:
  5310. opt_flag = 0;
  5311. }
  5312. //On Aegis, when turning on a status change, first goes the option packet,
  5313. // then the sc packet.
  5314. if(opt_flag)
  5315. clif_changeoption(bl);
  5316. if (calc_flag&SCB_DYE)
  5317. { //Reset DYE color
  5318. if (vd && vd->cloth_color)
  5319. {
  5320. val4 = vd->cloth_color;
  5321. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5322. }
  5323. calc_flag&=~SCB_DYE;
  5324. }
  5325. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5326. clif_status_change(bl,StatusIconChangeTable[type],1);
  5327. else if (sd) //Send packet to self otherwise (disguised player?)
  5328. clif_status_load(bl,StatusIconChangeTable[type],1);
  5329. (sc->count)++;
  5330. sc->data[type].val1 = val1;
  5331. sc->data[type].val2 = val2;
  5332. sc->data[type].val3 = val3;
  5333. sc->data[type].val4 = val4;
  5334. sc->data[type].timer = add_timer(
  5335. gettick() + tick, status_change_timer, bl->id, type);
  5336. if (calc_flag)
  5337. status_calc_bl(bl,calc_flag);
  5338. if(sd && sd->pd)
  5339. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5340. if (type==SC_BERSERK) {
  5341. sc->data[type].val2 = 5*status->max_hp/100;
  5342. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5343. status_set_sp(bl, 0, 0); //Damage all SP
  5344. } else if (type==SC_CHANGE) //Heal all HP/SP
  5345. status_percent_heal(bl, 100, 100);
  5346. if (type==SC_RUN) {
  5347. struct unit_data *ud = unit_bl2ud(bl);
  5348. if (ud)
  5349. ud->state.running = unit_run(bl);
  5350. }
  5351. return 1;
  5352. }
  5353. /*==========================================
  5354. * ステータス異常全解除
  5355. *------------------------------------------
  5356. */
  5357. int status_change_clear(struct block_list *bl,int type)
  5358. {
  5359. struct status_change* sc;
  5360. int i;
  5361. sc = status_get_sc(bl);
  5362. if (!sc)
  5363. return 0;
  5364. if (sc->data[SC_FREEZE].val3)
  5365. sc->data[SC_FREEZE].val3 = 0; //Reset freeze counter.
  5366. if (!sc->count)
  5367. return 0;
  5368. if(sc->data[SC_DANCING].timer != -1)
  5369. skill_stop_dancing(bl);
  5370. for(i = 0; i < SC_MAX; i++)
  5371. {
  5372. if(sc->data[i].timer == -1)
  5373. continue;
  5374. if(type == 0)
  5375. switch (i)
  5376. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5377. case SC_EDP:
  5378. case SC_MELTDOWN:
  5379. case SC_XMAS:
  5380. case SC_NOCHAT:
  5381. case SC_FUSION:
  5382. case SC_TKREST:
  5383. case SC_READYSTORM:
  5384. case SC_READYDOWN:
  5385. case SC_READYCOUNTER:
  5386. case SC_READYTURN:
  5387. case SC_DODGE:
  5388. case SC_JAILED:
  5389. case SC_STRFOOD:
  5390. case SC_AGIFOOD:
  5391. case SC_VITFOOD:
  5392. case SC_INTFOOD:
  5393. case SC_DEXFOOD:
  5394. case SC_LUKFOOD:
  5395. case SC_HITFOOD:
  5396. case SC_FLEEFOOD:
  5397. case SC_BATKFOOD:
  5398. case SC_WATKFOOD:
  5399. case SC_MATKFOOD:
  5400. continue;
  5401. }
  5402. status_change_end(bl, i, -1);
  5403. if (type == 1 && sc->data[i].timer != -1)
  5404. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5405. (sc->count)--;
  5406. delete_timer(sc->data[i].timer, status_change_timer);
  5407. sc->data[i].timer = -1;
  5408. }
  5409. }
  5410. sc->opt1 = 0;
  5411. sc->opt2 = 0;
  5412. sc->opt3 = 0;
  5413. sc->option &= OPTION_MASK;
  5414. if(!type || type&2)
  5415. clif_changeoption(bl);
  5416. return 1;
  5417. }
  5418. /*==========================================
  5419. * ステータス異常終了
  5420. *------------------------------------------
  5421. */
  5422. int status_change_end( struct block_list* bl , int type,int tid )
  5423. {
  5424. struct map_session_data *sd;
  5425. struct status_change *sc;
  5426. struct status_data *status;
  5427. struct view_data *vd;
  5428. int opt_flag=0, calc_flag;
  5429. nullpo_retr(0, bl);
  5430. sc = status_get_sc(bl);
  5431. status = status_get_status_data(bl);
  5432. nullpo_retr(0,sc);
  5433. nullpo_retr(0,status);
  5434. if(type < 0 || type >= SC_MAX)
  5435. return 0;
  5436. BL_CAST(BL_PC,bl,sd);
  5437. if (sc->data[type].timer == -1 ||
  5438. (sc->data[type].timer != tid && tid != -1))
  5439. return 0;
  5440. if (tid == -1)
  5441. delete_timer(sc->data[type].timer,status_change_timer);
  5442. sc->data[type].timer=-1;
  5443. (sc->count)--;
  5444. vd = status_get_viewdata(bl);
  5445. calc_flag = StatusChangeFlagTable[type];
  5446. switch(type){
  5447. case SC_WEDDING:
  5448. case SC_XMAS:
  5449. if (!vd) return 0;
  5450. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5451. status_set_viewdata(bl, sd->status.class_);
  5452. else {
  5453. vd->class_ = sc->data[type].val1;
  5454. vd->weapon = sc->data[type].val2;
  5455. vd->shield = sc->data[type].val3;
  5456. vd->cloth_color = sc->data[type].val4;
  5457. }
  5458. clif_changelook(bl,LOOK_BASE,vd->class_);
  5459. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5460. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5461. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5462. break;
  5463. case SC_RUN:
  5464. {
  5465. struct unit_data *ud = unit_bl2ud(bl);
  5466. if (ud) {
  5467. ud->state.running = 0;
  5468. if (ud->walktimer != -1)
  5469. unit_stop_walking(bl,1);
  5470. }
  5471. if (sc->data[type].val1 >= 7 &&
  5472. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5473. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5474. )
  5475. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5476. }
  5477. break;
  5478. case SC_AUTOBERSERK:
  5479. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5480. status_change_end(bl,SC_PROVOKE,-1);
  5481. break;
  5482. case SC_DEFENDER:
  5483. case SC_REFLECTSHIELD:
  5484. case SC_AUTOGUARD:
  5485. case SC_ENDURE:
  5486. if (sd) {
  5487. struct map_session_data *tsd;
  5488. int i;
  5489. for (i = 0; i < 5; i++)
  5490. { //Clear the status from the others too [Skotlex]
  5491. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5492. status_change_end(&tsd->bl,type,-1);
  5493. }
  5494. }
  5495. break;
  5496. case SC_DEVOTION:
  5497. {
  5498. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5499. //The status could have changed because the Crusader left the game. [Skotlex]
  5500. if (md)
  5501. {
  5502. md->devotion[sc->data[type].val2] = 0;
  5503. clif_devotion(md);
  5504. }
  5505. //Remove inherited status [Skotlex]
  5506. if (sc->data[SC_AUTOGUARD].timer != -1)
  5507. status_change_end(bl,SC_AUTOGUARD,-1);
  5508. if (sc->data[SC_DEFENDER].timer != -1)
  5509. status_change_end(bl,SC_DEFENDER,-1);
  5510. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5511. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5512. if (sc->data[SC_ENDURE].timer != -1)
  5513. status_change_end(bl,SC_ENDURE,-1);
  5514. break;
  5515. }
  5516. case SC_BLADESTOP:
  5517. if(sc->data[type].val4)
  5518. {
  5519. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5520. struct status_change *tsc = status_get_sc(tbl);
  5521. sc->data[type].val4 = 0;
  5522. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5523. {
  5524. tsc->data[SC_BLADESTOP].val4 = 0;
  5525. status_change_end(tbl,SC_BLADESTOP,-1);
  5526. }
  5527. clif_bladestop(bl,tbl,0);
  5528. }
  5529. break;
  5530. case SC_DANCING:
  5531. {
  5532. struct map_session_data *dsd;
  5533. struct status_change *dsc;
  5534. struct skill_unit_group *group;
  5535. if(sc->data[type].val2)
  5536. {
  5537. group = (struct skill_unit_group *)sc->data[type].val2;
  5538. sc->data[type].val2 = 0;
  5539. skill_delunitgroup(bl, group, 0);
  5540. }
  5541. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5542. dsc = &dsd->sc;
  5543. if(dsc && dsc->data[type].timer!=-1)
  5544. { //This will prevent recursive loops.
  5545. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5546. status_change_end(&dsd->bl, type, -1);
  5547. }
  5548. }
  5549. }
  5550. if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
  5551. clif_status_change(bl,SI_MOONLIT,0);
  5552. if (sc->data[SC_LONGING].timer!=-1)
  5553. status_change_end(bl,SC_LONGING,-1);
  5554. break;
  5555. case SC_NOCHAT:
  5556. if (sd && sd->status.manner < 0 && tid != -1)
  5557. sd->status.manner = 0;
  5558. break;
  5559. case SC_SPLASHER:
  5560. {
  5561. struct block_list *src=map_id2bl(sc->data[type].val3);
  5562. if(src && tid!=-1)
  5563. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5564. }
  5565. break;
  5566. case SC_CLOSECONFINE2:
  5567. {
  5568. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5569. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5570. if (src && sc2 && sc2->count) {
  5571. //If status was already ended, do nothing.
  5572. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5573. { //Decrease count
  5574. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5575. status_change_end(src, SC_CLOSECONFINE, -1);
  5576. }
  5577. }
  5578. }
  5579. case SC_CLOSECONFINE:
  5580. if (sc->data[type].val2 > 0) {
  5581. //Caster has been unlocked... nearby chars need to be unlocked.
  5582. int range = 1
  5583. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5584. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5585. map_foreachinarea(status_change_timer_sub,
  5586. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5587. }
  5588. break;
  5589. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5590. if (sd && sd->skillid_old == sc->data[type].val1)
  5591. sd->skillid_old = sd->skilllv_old = 0;
  5592. break;
  5593. case SC_FREEZE:
  5594. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5595. break;
  5596. case SC_MARIONETTE:
  5597. case SC_MARIONETTE2: /// Marionette target
  5598. if (sc->data[type].val1)
  5599. { // check for partner and end their marionette status as well
  5600. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5601. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5602. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5603. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5604. {
  5605. sc2->data[type2].val1 = 0;
  5606. status_change_end(pbl, type2, -1);
  5607. }
  5608. }
  5609. if (type == SC_MARIONETTE)
  5610. clif_marionette(bl, 0); //Clear effect.
  5611. break;
  5612. case SC_BERSERK:
  5613. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5614. if(status->hp > 100 && sc->data[type].val2)
  5615. status_set_hp(bl, 100, 0);
  5616. if(sc->data[SC_ENDURE].timer != -1)
  5617. status_change_end(bl, SC_ENDURE, -1);
  5618. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
  5619. skill_get_time(LK_BERSERK, sc->data[type].val1));
  5620. break;
  5621. case SC_GOSPEL: //Clear the buffs from other chars.
  5622. if (sc->data[type].val3) { //Clear the group.
  5623. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5624. sc->data[type].val3 = 0;
  5625. skill_delunitgroup(bl, group, 0);
  5626. }
  5627. break;
  5628. case SC_HERMODE:
  5629. if(sc->data[type].val3 == BCT_SELF)
  5630. skill_clear_unitgroup(bl);
  5631. break;
  5632. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5633. skill_clear_unitgroup(bl);
  5634. break;
  5635. case SC_TRICKDEAD:
  5636. if (vd) vd->dead_sit = 0;
  5637. break;
  5638. case SC_WARM:
  5639. if (sc->data[type].val4) { //Clear the group.
  5640. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5641. sc->data[type].val4 = 0;
  5642. skill_delunitgroup(bl, group, 0);
  5643. }
  5644. break;
  5645. case SC_KAAHI:
  5646. //Delete timer if it exists.
  5647. if (sc->data[type].val4 != -1) {
  5648. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5649. sc->data[type].val4=-1;
  5650. }
  5651. break;
  5652. case SC_JAILED:
  5653. if(tid == -1)
  5654. break;
  5655. //natural expiration.
  5656. if(sd && sd->mapindex == sc->data[type].val2)
  5657. {
  5658. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5659. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5660. }
  5661. break; //guess hes not in jail :P
  5662. case SC_CHANGE:
  5663. if (tid == -1)
  5664. break;
  5665. // "lose almost all their HP and SP" on natural expiration.
  5666. status_set_hp(bl, 10, 0);
  5667. status_set_sp(bl, 10, 0);
  5668. break;
  5669. }
  5670. opt_flag = 1;
  5671. switch(type){
  5672. case SC_STONE:
  5673. case SC_FREEZE:
  5674. case SC_STUN:
  5675. case SC_SLEEP:
  5676. sc->opt1 = 0;
  5677. break;
  5678. case SC_POISON:
  5679. case SC_CURSE:
  5680. case SC_SILENCE:
  5681. case SC_BLIND:
  5682. sc->opt2 &= ~(1<<(type-SC_POISON));
  5683. break;
  5684. case SC_DPOISON:
  5685. sc->opt2 &= ~OPT2_DPOISON;
  5686. break;
  5687. case SC_SIGNUMCRUCIS:
  5688. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5689. break;
  5690. case SC_HIDING:
  5691. sc->option &= ~OPTION_HIDE;
  5692. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  5693. break;
  5694. case SC_CLOAKING:
  5695. sc->option &= ~OPTION_CLOAK;
  5696. opt_flag|= 2;
  5697. break;
  5698. case SC_CHASEWALK:
  5699. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5700. opt_flag|= 2;
  5701. break;
  5702. case SC_SIGHT:
  5703. sc->option &= ~OPTION_SIGHT;
  5704. break;
  5705. case SC_WEDDING:
  5706. sc->option &= ~OPTION_WEDDING;
  5707. break;
  5708. case SC_XMAS:
  5709. sc->option &= ~OPTION_XMAS;
  5710. break;
  5711. case SC_ORCISH:
  5712. sc->option &= ~OPTION_ORCISH;
  5713. break;
  5714. case SC_RUWACH:
  5715. sc->option &= ~OPTION_RUWACH;
  5716. break;
  5717. case SC_SIGHTTRASHER:
  5718. sc->option &= ~OPTION_SIGHTTRASHER;
  5719. break;
  5720. case SC_FUSION:
  5721. sc->option &= ~OPTION_FLYING;
  5722. break;
  5723. //opt3
  5724. case SC_TWOHANDQUICKEN:
  5725. case SC_ONEHAND:
  5726. case SC_SPEARQUICKEN:
  5727. case SC_CONCENTRATION:
  5728. sc->opt3 &= ~0x1;
  5729. opt_flag = 0;
  5730. break;
  5731. case SC_OVERTHRUST:
  5732. case SC_MAXOVERTHRUST:
  5733. case SC_SWOO:
  5734. sc->opt3 &= ~0x2;
  5735. opt_flag = 0;
  5736. break;
  5737. case SC_ENERGYCOAT:
  5738. case SC_SKE:
  5739. sc->opt3 &= ~0x4;
  5740. opt_flag = 0;
  5741. break;
  5742. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5743. if (bl->type != BL_MOB)
  5744. break;
  5745. case SC_EXPLOSIONSPIRITS:
  5746. sc->opt3 &= ~0x8;
  5747. opt_flag = 0;
  5748. break;
  5749. case SC_STEELBODY:
  5750. case SC_SKA:
  5751. sc->opt3 &= ~0x10;
  5752. opt_flag = 0;
  5753. break;
  5754. case SC_BLADESTOP:
  5755. sc->opt3 &= ~0x20;
  5756. opt_flag = 0;
  5757. break;
  5758. case SC_BERSERK:
  5759. sc->opt3 &= ~0x80;
  5760. opt_flag = 0;
  5761. break;
  5762. case SC_MARIONETTE:
  5763. case SC_MARIONETTE2:
  5764. sc->opt3 &= ~0x400;
  5765. opt_flag = 0;
  5766. break;
  5767. case SC_ASSUMPTIO:
  5768. sc->opt3 &= ~0x800;
  5769. opt_flag = 0;
  5770. break;
  5771. case SC_WARM: //SG skills [Komurka]
  5772. sc->opt3 &= ~0x1000;
  5773. opt_flag = 0;
  5774. break;
  5775. case SC_KAITE:
  5776. sc->opt3 &= ~0x2000;
  5777. opt_flag = 0;
  5778. break;
  5779. default:
  5780. opt_flag = 0;
  5781. }
  5782. if (calc_flag&SCB_DYE)
  5783. { //Restore DYE color
  5784. if (vd && !vd->cloth_color && sc->data[type].val4)
  5785. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5786. calc_flag&=~SCB_DYE;
  5787. }
  5788. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5789. if (vd && pcdb_checkid(vd->class_))
  5790. clif_status_change(bl,StatusIconChangeTable[type],0);
  5791. else if (sd)
  5792. clif_status_load(bl,StatusIconChangeTable[type],0);
  5793. if(opt_flag)
  5794. clif_changeoption(bl);
  5795. if (calc_flag)
  5796. status_calc_bl(bl,calc_flag);
  5797. if(opt_flag&4) //Out of hiding, invoke on place.
  5798. skill_unit_move(bl,gettick(),1);
  5799. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5800. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5801. return 1;
  5802. }
  5803. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5804. {
  5805. struct block_list *bl;
  5806. struct status_change *sc;
  5807. struct status_data *status;
  5808. int hp;
  5809. bl=map_id2bl(id);
  5810. sc=status_get_sc(bl);
  5811. status=status_get_status_data(bl);
  5812. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5813. return 0;
  5814. if(sc->data[data].val4 != tid) {
  5815. if (battle_config.error_log)
  5816. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5817. sc->data[data].val4=-1;
  5818. return 0;
  5819. }
  5820. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5821. sc->data[data].val4=-1;
  5822. return 0;
  5823. }
  5824. hp = status->max_hp - status->hp;
  5825. if (hp > sc->data[data].val2)
  5826. hp = sc->data[data].val2;
  5827. if (hp)
  5828. status_heal(bl, hp, 0, 2);
  5829. sc->data[data].val4=-1;
  5830. return 1;
  5831. }
  5832. /*==========================================
  5833. * ステータス異常終了タイマー
  5834. *------------------------------------------
  5835. */
  5836. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5837. {
  5838. int type = data;
  5839. struct block_list *bl;
  5840. struct map_session_data *sd=NULL;
  5841. struct status_data *status;
  5842. struct status_change *sc;
  5843. // security system to prevent forgetting timer removal
  5844. int temp_timerid;
  5845. bl=map_id2bl(id);
  5846. #ifndef _WIN32
  5847. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5848. #endif
  5849. sc=status_get_sc(bl);
  5850. status = status_get_status_data(bl);
  5851. if (!sc || !status)
  5852. { //Temporal debug until case is resolved. [Skotlex]
  5853. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5854. return 0;
  5855. }
  5856. if(bl->type==BL_PC)
  5857. sd=(struct map_session_data *)bl;
  5858. if(sc->data[type].timer != tid) {
  5859. if(battle_config.error_log)
  5860. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5861. return 0;
  5862. }
  5863. // security system to prevent forgetting timer removal
  5864. // you shouldn't be that careless inside the switch here
  5865. temp_timerid = sc->data[type].timer;
  5866. sc->data[type].timer = -1;
  5867. switch(type){ /* 特殊な?理になる場合 */
  5868. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5869. case SC_CLOAKING:
  5870. if(!status_charge(bl, 0, 1))
  5871. break; //Not enough SP to continue.
  5872. sc->data[type].timer=add_timer(
  5873. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5874. return 0;
  5875. case SC_CHASEWALK:
  5876. if(!status_charge(bl, 0, sc->data[type].val4))
  5877. break; //Not enough SP to continue.
  5878. if (sc->data[SC_INCSTR].timer == -1) {
  5879. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5880. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5881. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5882. }
  5883. sc->data[type].timer = add_timer(
  5884. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5885. return 0;
  5886. break;
  5887. case SC_SKA:
  5888. if((--sc->data[type].val2)>0){
  5889. sc->data[type].val3 = rand()%100; //Random defense.
  5890. sc->data[type].timer=add_timer(
  5891. 1000+tick, status_change_timer,
  5892. bl->id, data);
  5893. return 0;
  5894. }
  5895. break;
  5896. case SC_HIDING:
  5897. if((--sc->data[type].val2)>0){
  5898. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5899. break; //Fail if it's time to substract SP and there isn't.
  5900. sc->data[type].timer=add_timer(
  5901. 1000+tick, status_change_timer,
  5902. bl->id, data);
  5903. return 0;
  5904. }
  5905. break;
  5906. case SC_SIGHT:
  5907. case SC_RUWACH:
  5908. case SC_SIGHTBLASTER:
  5909. {
  5910. map_foreachinrange( status_change_timer_sub, bl,
  5911. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5912. BL_CHAR, bl,sc,type,tick);
  5913. if( (--sc->data[type].val2)>0 ){
  5914. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5915. 250+tick, status_change_timer,
  5916. bl->id, data);
  5917. return 0;
  5918. }
  5919. }
  5920. break;
  5921. case SC_PROVOKE:
  5922. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5923. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5924. return 0;
  5925. }
  5926. break;
  5927. case SC_ENDURE:
  5928. if(sc->data[type].val4) { //Infinite Endure.
  5929. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5930. return 0;
  5931. }
  5932. break;
  5933. case SC_STONE:
  5934. if(sc->opt1 == OPT1_STONEWAIT) {
  5935. sc->data[type].val4 = 0;
  5936. unit_stop_walking(bl,1);
  5937. sc->opt1 = OPT1_STONE;
  5938. clif_changeoption(bl);
  5939. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5940. status_calc_bl(bl, StatusChangeFlagTable[type]);
  5941. return 0;
  5942. }
  5943. if((--sc->data[type].val3) > 0) {
  5944. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5945. status_zap(bl, sc->data[type].val2, 0);
  5946. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5947. return 0;
  5948. }
  5949. break;
  5950. case SC_POISON:
  5951. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5952. break;
  5953. case SC_DPOISON:
  5954. if ((--sc->data[type].val3) > 0) {
  5955. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5956. status_zap(bl, sc->data[type].val4, 0);
  5957. if (status_isdead(bl))
  5958. break;
  5959. }
  5960. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5961. return 0;
  5962. }
  5963. break;
  5964. case SC_TENSIONRELAX:
  5965. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5966. sc->data[type].timer=add_timer(
  5967. sc->data[type].val4+tick, status_change_timer,
  5968. bl->id, data);
  5969. return 0;
  5970. }
  5971. break;
  5972. case SC_BLEEDING: // [celest]
  5973. // i hope i haven't interpreted it wrong.. which i might ^^;
  5974. // Source:
  5975. // - 10�ェエェネェヒHPェャハ�エ
  5976. // - �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、
  5977. // To-do: bleeding effect increases damage taken?
  5978. if ((--sc->data[type].val4) >= 0) {
  5979. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5980. if (status_isdead(bl))
  5981. break;
  5982. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5983. return 0;
  5984. }
  5985. break;
  5986. case SC_KNOWLEDGE:
  5987. if (sd) {
  5988. if(bl->m != sd->feel_map[0].m
  5989. && bl->m != sd->feel_map[1].m
  5990. && bl->m != sd->feel_map[2].m)
  5991. break; //End it
  5992. } //Otherwise continue.
  5993. // Status changes that don't have a time limit
  5994. case SC_AETERNA:
  5995. case SC_TRICKDEAD:
  5996. case SC_MODECHANGE:
  5997. case SC_WEIGHT50:
  5998. case SC_WEIGHT90:
  5999. case SC_MAGICPOWER:
  6000. case SC_REJECTSWORD:
  6001. case SC_MEMORIZE:
  6002. case SC_BROKENWEAPON:
  6003. case SC_BROKENARMOR:
  6004. case SC_SACRIFICE:
  6005. case SC_READYSTORM:
  6006. case SC_READYDOWN:
  6007. case SC_READYTURN:
  6008. case SC_READYCOUNTER:
  6009. case SC_RUN:
  6010. case SC_DODGE:
  6011. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  6012. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  6013. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  6014. return 0;
  6015. case SC_DANCING: //ダンススキルの時間SP消費
  6016. {
  6017. int s = 0;
  6018. int sp = 1;
  6019. int counter = sc->data[type].val3>>16;
  6020. if (--counter <= 0)
  6021. break;
  6022. sc->data[type].val3&= 0xFFFF; //Remove counter
  6023. sc->data[type].val3|=(counter<<16);//Reset it.
  6024. switch(sc->data[type].val1&0xFFFF){
  6025. case BD_RICHMANKIM:
  6026. case BD_DRUMBATTLEFIELD:
  6027. case BD_RINGNIBELUNGEN:
  6028. case BD_SIEGFRIED:
  6029. case BA_DISSONANCE:
  6030. case BA_ASSASSINCROSS:
  6031. case DC_UGLYDANCE:
  6032. s=3;
  6033. break;
  6034. case BD_LULLABY:
  6035. case BD_ETERNALCHAOS:
  6036. case BD_ROKISWEIL:
  6037. case DC_FORTUNEKISS:
  6038. s=4;
  6039. break;
  6040. case CG_HERMODE:
  6041. case BD_INTOABYSS:
  6042. case BA_WHISTLE:
  6043. case DC_HUMMING:
  6044. case BA_POEMBRAGI:
  6045. case DC_SERVICEFORYOU:
  6046. s=5;
  6047. break;
  6048. case BA_APPLEIDUN:
  6049. s=6;
  6050. break;
  6051. case CG_MOONLIT:
  6052. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6053. sp= 4*(sc->data[type].val1>>16);
  6054. //Upkeep is also every 10 secs.
  6055. case DC_DONTFORGETME:
  6056. s=10;
  6057. break;
  6058. }
  6059. if (s && ((sc->data[type].val3 % s) == 0)) {
  6060. if (sc->data[SC_LONGING].timer != -1)
  6061. sp = s;
  6062. if (!status_charge(bl, 0, sp))
  6063. break;
  6064. }
  6065. sc->data[type].timer=add_timer(
  6066. 1000+tick, status_change_timer,
  6067. bl->id, data);
  6068. return 0;
  6069. }
  6070. break;
  6071. case SC_DEVOTION:
  6072. { //Check range and timeleft to preserve status [Skotlex]
  6073. //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
  6074. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  6075. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  6076. {
  6077. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  6078. return 0;
  6079. }
  6080. }
  6081. break;
  6082. case SC_BERSERK:
  6083. //The damage below should be made aware that Berserk is active.
  6084. sc->data[type].timer = temp_timerid;
  6085. // 5% every 10 seconds [DracoRPG]
  6086. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  6087. {
  6088. sc->data[type].timer = add_timer(
  6089. sc->data[type].val4+tick, status_change_timer,
  6090. bl->id, data);
  6091. return 0;
  6092. }
  6093. break;
  6094. case SC_NOCHAT:
  6095. if(sd){
  6096. sd->status.manner++;
  6097. clif_updatestatus(sd,SP_MANNER);
  6098. if (sd->status.manner < 0)
  6099. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6100. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  6101. return 0;
  6102. }
  6103. }
  6104. break;
  6105. case SC_SPLASHER:
  6106. if (sc->data[type].val4 % 1000 == 0) {
  6107. char timer[10];
  6108. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  6109. clif_message(bl, timer);
  6110. }
  6111. if((sc->data[type].val4 -= 500) > 0) {
  6112. sc->data[type].timer = add_timer(
  6113. 500 + tick, status_change_timer,
  6114. bl->id, data);
  6115. return 0;
  6116. }
  6117. break;
  6118. case SC_MARIONETTE:
  6119. case SC_MARIONETTE2:
  6120. {
  6121. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  6122. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  6123. {
  6124. sc->data[type].timer = add_timer(
  6125. 1000 + tick, status_change_timer,
  6126. bl->id, data);
  6127. return 0;
  6128. }
  6129. }
  6130. break;
  6131. case SC_GOSPEL:
  6132. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  6133. {
  6134. int hp, sp;
  6135. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  6136. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  6137. if(!status_charge(bl, hp, sp))
  6138. break;
  6139. sc->data[type].timer = add_timer(
  6140. 10000+tick, status_change_timer,
  6141. bl->id, data);
  6142. return 0;
  6143. }
  6144. break;
  6145. case SC_GUILDAURA:
  6146. {
  6147. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  6148. if (tbl && battle_check_range(bl, tbl, 2)){
  6149. sc->data[type].timer = add_timer(
  6150. 1000 + tick, status_change_timer,
  6151. bl->id, data);
  6152. return 0;
  6153. }
  6154. }
  6155. break;
  6156. case SC_JAILED:
  6157. if(--sc->data[type].val1 > 0)
  6158. {
  6159. sc->data[type].timer=add_timer(
  6160. 60000+tick, status_change_timer, bl->id,data);
  6161. return 0;
  6162. }
  6163. break;
  6164. case SC_BLIND:
  6165. if(sc->data[SC_FOGWALL].timer!= -1)
  6166. { //Blind lasts forever while you are standing on the fog.
  6167. sc->data[type].timer=add_timer(
  6168. 5000+tick, status_change_timer,
  6169. bl->id, data);
  6170. return 0;
  6171. }
  6172. break;
  6173. }
  6174. // default for all non-handled control paths
  6175. // security system to prevent forgetting timer removal
  6176. // if we reach this point we need the timer for the next call,
  6177. // so restore it to have status_change_end handle a valid timer
  6178. sc->data[type].timer = temp_timerid;
  6179. return status_change_end( bl,type,tid );
  6180. }
  6181. /*==========================================
  6182. * ステータス異常タイマー範囲処理
  6183. *------------------------------------------
  6184. */
  6185. int status_change_timer_sub(struct block_list *bl, va_list ap )
  6186. {
  6187. struct block_list *src;
  6188. struct status_change *sc, *tsc;
  6189. struct map_session_data* sd=NULL;
  6190. struct map_session_data* tsd=NULL;
  6191. int type;
  6192. unsigned int tick;
  6193. src=va_arg(ap,struct block_list*);
  6194. sc=va_arg(ap,struct status_change*);
  6195. type=va_arg(ap,int);
  6196. tick=va_arg(ap,unsigned int);
  6197. tsc=status_get_sc(bl);
  6198. if (status_isdead(bl))
  6199. return 0;
  6200. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  6201. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  6202. switch( type ){
  6203. case SC_SIGHT: /* サイト */
  6204. case SC_CONCENTRATE:
  6205. if (tsc && tsc->count) {
  6206. if (tsc->data[SC_HIDING].timer != -1)
  6207. status_change_end( bl, SC_HIDING, -1);
  6208. if (tsc->data[SC_CLOAKING].timer != -1)
  6209. status_change_end( bl, SC_CLOAKING, -1);
  6210. }
  6211. break;
  6212. case SC_RUWACH: /* ルアフ */
  6213. 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
  6214. tsc->data[SC_CLOAKING].timer != -1)) {
  6215. status_change_end( bl, SC_HIDING, -1);
  6216. status_change_end( bl, SC_CLOAKING, -1);
  6217. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6218. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6219. }
  6220. break;
  6221. case SC_SIGHTBLASTER:
  6222. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6223. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6224. {
  6225. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6226. if (sc) sc->data[type].val2 = 0; //This signals it to end.
  6227. }
  6228. break;
  6229. case SC_CLOSECONFINE:
  6230. //Lock char has released the hold on everyone...
  6231. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  6232. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  6233. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6234. }
  6235. break;
  6236. }
  6237. return 0;
  6238. }
  6239. /*==========================================
  6240. * Clears buffs/debuffs of a character.
  6241. * type&1 -> buffs, type&2 -> debuffs
  6242. *------------------------------------------
  6243. */
  6244. int status_change_clear_buffs (struct block_list *bl, int type)
  6245. {
  6246. int i;
  6247. struct status_change *sc= status_get_sc(bl);
  6248. if (!sc || !sc->count)
  6249. return 0;
  6250. if (type&2) //Debuffs
  6251. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  6252. if(sc->data[i].timer != -1)
  6253. status_change_end(bl,i,-1);
  6254. }
  6255. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6256. if(sc->data[i].timer == -1)
  6257. continue;
  6258. switch (i) {
  6259. //Stuff that cannot be removed
  6260. case SC_WEIGHT50:
  6261. case SC_WEIGHT90:
  6262. case SC_COMBO:
  6263. case SC_SMA:
  6264. case SC_DANCING:
  6265. case SC_GUILDAURA:
  6266. case SC_SAFETYWALL:
  6267. case SC_NOCHAT:
  6268. case SC_JAILED:
  6269. case SC_ANKLE:
  6270. case SC_BLADESTOP:
  6271. case SC_CP_WEAPON:
  6272. case SC_CP_SHIELD:
  6273. case SC_CP_ARMOR:
  6274. case SC_CP_HELM:
  6275. continue;
  6276. //Debuffs that can be removed.
  6277. case SC_HALLUCINATION:
  6278. case SC_QUAGMIRE:
  6279. case SC_SIGNUMCRUCIS:
  6280. case SC_DECREASEAGI:
  6281. case SC_SLOWDOWN:
  6282. case SC_MINDBREAKER:
  6283. case SC_WINKCHARM:
  6284. case SC_STOP:
  6285. case SC_ORCISH:
  6286. case SC_STRIPWEAPON:
  6287. case SC_STRIPSHIELD:
  6288. case SC_STRIPARMOR:
  6289. case SC_STRIPHELM:
  6290. if (!(type&2))
  6291. continue;
  6292. break;
  6293. //The rest are buffs that can be removed.
  6294. case SC_BERSERK:
  6295. if (!(type&1))
  6296. continue;
  6297. sc->data[i].val2 = 0;
  6298. break;
  6299. default:
  6300. if (!(type&1))
  6301. continue;
  6302. break;
  6303. }
  6304. status_change_end(bl,i,-1);
  6305. }
  6306. return 0;
  6307. }
  6308. //Natural regen related stuff.
  6309. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6310. static int status_natural_heal(DBKey key,void * data,va_list ap)
  6311. {
  6312. struct block_list *bl = (struct block_list*)data;
  6313. struct regen_data *regen;
  6314. struct status_data *status;
  6315. struct status_change *sc;
  6316. struct unit_data *ud;
  6317. struct view_data *vd = NULL;
  6318. struct regen_data_sub *sregen;
  6319. struct map_session_data *sd;
  6320. int val,rate,bonus = 0,flag;
  6321. if (!(bl->type&BL_REGEN))
  6322. return 0;
  6323. regen = status_get_regen_data(bl);
  6324. if (!regen) return 0;
  6325. status = status_get_status_data(bl);
  6326. sc = status_get_sc(bl);
  6327. if (sc && !sc->count)
  6328. sc = NULL;
  6329. BL_CAST(BL_PC,bl,sd);
  6330. flag = regen->flag;
  6331. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6332. flag&=~(RGN_HP|RGN_SHP);
  6333. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6334. flag&=~(RGN_SP|RGN_SSP);
  6335. if (flag && (
  6336. status_isdead(bl) ||
  6337. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6338. ))
  6339. flag=0;
  6340. if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
  6341. pc_bleeding(sd, natural_heal_diff_tick);
  6342. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6343. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6344. { //Apply sitting regen bonus.
  6345. sregen = regen->ssregen;
  6346. if(flag&(RGN_SHP))
  6347. { //Sitting HP regen
  6348. val = natural_heal_diff_tick * sregen->rate.hp;
  6349. if (regen->state.overweight)
  6350. val>>=1; //Half as fast when overweight.
  6351. sregen->tick.hp += val;
  6352. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6353. {
  6354. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6355. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6356. { //Full
  6357. flag&=~(RGN_HP|RGN_SHP);
  6358. break;
  6359. }
  6360. }
  6361. }
  6362. if(flag&(RGN_SSP))
  6363. { //Sitting SP regen
  6364. val = natural_heal_diff_tick * sregen->rate.sp;
  6365. if (regen->state.overweight)
  6366. val>>=1; //Half as fast when overweight.
  6367. sregen->tick.sp += val;
  6368. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6369. {
  6370. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6371. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6372. { //Full
  6373. flag&=~(RGN_SP|RGN_SSP);
  6374. break;
  6375. }
  6376. }
  6377. }
  6378. }
  6379. if (flag && regen->state.overweight)
  6380. flag=0;
  6381. ud = unit_bl2ud(bl);
  6382. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6383. {
  6384. flag&=~(RGN_SHP|RGN_SSP);
  6385. if(!regen->state.walk)
  6386. flag&=~RGN_HP;
  6387. }
  6388. if (!flag)
  6389. return 0;
  6390. if (flag&(RGN_HP|RGN_SP))
  6391. {
  6392. if(!vd) vd = status_get_viewdata(bl);
  6393. if(vd && vd->dead_sit == 2)
  6394. bonus++;
  6395. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
  6396. bonus++;
  6397. if(regen->state.gc)
  6398. bonus++;
  6399. }
  6400. //Natural Hp regen
  6401. if (flag&RGN_HP)
  6402. {
  6403. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6404. if (ud && ud->walktimer != -1)
  6405. rate/=2;
  6406. regen->tick.hp += rate;
  6407. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6408. {
  6409. val = 0;
  6410. do {
  6411. val += regen->hp;
  6412. regen->tick.hp -= battle_config.natural_healhp_interval;
  6413. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6414. if (status_heal(bl, val, 0, 1) < val)
  6415. flag&=~RGN_SHP; //full.
  6416. }
  6417. }
  6418. //Natural SP regen
  6419. if(flag&RGN_SP)
  6420. {
  6421. regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
  6422. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6423. {
  6424. val = 0;
  6425. do {
  6426. val += regen->sp;
  6427. regen->tick.sp -= battle_config.natural_healsp_interval;
  6428. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6429. if (status_heal(bl, 0, val, 1) < val)
  6430. flag&=~RGN_SSP; //full.
  6431. }
  6432. }
  6433. if (!regen->sregen)
  6434. return flag;
  6435. //Skill regen
  6436. sregen = regen->sregen;
  6437. if(flag&RGN_SHP)
  6438. { //Skill HP regen
  6439. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6440. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6441. {
  6442. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6443. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6444. break; //Full
  6445. }
  6446. }
  6447. if(flag&RGN_SSP)
  6448. { //Skill SP regen
  6449. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6450. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6451. {
  6452. val = sregen->sp;
  6453. if (sd && sd->state.doridori) {
  6454. val*=2;
  6455. sd->state.doridori = 0;
  6456. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6457. sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
  6458. 100,rate,skill_get_time(TK_SPTIME, rate));
  6459. if (
  6460. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6461. rand()%10000 < battle_config.sg_angel_skill_ratio
  6462. ) { //Angel of the Sun/Moon/Star
  6463. clif_feel_hate_reset(sd);
  6464. pc_resethate(sd);
  6465. pc_resetfeel(sd);
  6466. }
  6467. }
  6468. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6469. if(status_heal(bl, 0, val, 3) < val)
  6470. break; //Full
  6471. }
  6472. }
  6473. return flag;
  6474. }
  6475. //Natural heal main timer.
  6476. static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
  6477. {
  6478. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6479. map_foreachiddb(status_natural_heal);
  6480. natural_heal_prev_tick = tick;
  6481. return 0;
  6482. }
  6483. static int status_calc_sigma(void)
  6484. {
  6485. int i,j;
  6486. unsigned int k;
  6487. for(i=0;i<MAX_PC_CLASS;i++) {
  6488. malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6489. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6490. k += hp_coefficient[i]*j + 50;
  6491. k -= k%100;
  6492. hp_sigma_val[i][j-1] = k;
  6493. if (k >= INT_MAX)
  6494. break; //Overflow protection. [Skotlex]
  6495. }
  6496. for(;j<=MAX_LEVEL;j++)
  6497. hp_sigma_val[i][j-1] = INT_MAX;
  6498. }
  6499. return 0;
  6500. }
  6501. int status_readdb(void) {
  6502. int i,j;
  6503. FILE *fp;
  6504. char line[1024], path[1024],*p;
  6505. sprintf(path, "%s/job_db1.txt", db_path);
  6506. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6507. if(fp==NULL){
  6508. ShowError("can't read %s\n", path);
  6509. return 1;
  6510. }
  6511. i = 0;
  6512. while(fgets(line, sizeof(line)-1, fp)){
  6513. char *split[MAX_WEAPON_TYPE + 5];
  6514. i++;
  6515. if(line[0]=='/' && line[1]=='/')
  6516. continue;
  6517. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6518. split[j]=p;
  6519. p=strchr(p,',');
  6520. if(p) *p++=0;
  6521. }
  6522. if(j < MAX_WEAPON_TYPE + 5)
  6523. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6524. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6525. continue;
  6526. }
  6527. if(atoi(split[0])>=MAX_PC_CLASS)
  6528. continue;
  6529. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6530. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6531. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6532. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6533. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6534. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6535. }
  6536. fclose(fp);
  6537. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6538. malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6539. sprintf(path, "%s/job_db2.txt", db_path);
  6540. fp=fopen(path,"r");
  6541. if(fp==NULL){
  6542. ShowError("can't read %s\n", path);
  6543. return 1;
  6544. }
  6545. while(fgets(line, sizeof(line)-1, fp)){
  6546. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6547. if(line[0]=='/' && line[1]=='/')
  6548. continue;
  6549. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6550. split[j]=p;
  6551. p=strchr(p,',');
  6552. if(p) *p++=0;
  6553. }
  6554. if(atoi(split[0])>=MAX_PC_CLASS)
  6555. continue;
  6556. for(i=1;i<j && split[i];i++)
  6557. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6558. }
  6559. fclose(fp);
  6560. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6561. // サイズ補正テ?ブル
  6562. for(i=0;i<3;i++)
  6563. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6564. atkmods[i][j]=100;
  6565. sprintf(path, "%s/size_fix.txt", db_path);
  6566. fp=fopen(path,"r");
  6567. if(fp==NULL){
  6568. ShowError("can't read %s\n", path);
  6569. return 1;
  6570. }
  6571. i=0;
  6572. while(fgets(line, sizeof(line)-1, fp)){
  6573. char *split[MAX_WEAPON_TYPE];
  6574. if(line[0]=='/' && line[1]=='/')
  6575. continue;
  6576. if(atoi(line)<=0)
  6577. continue;
  6578. malloc_tsetdword(split,0,sizeof(split));
  6579. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6580. split[j]=p;
  6581. p=strchr(p,',');
  6582. if(p) *p++=0;
  6583. atkmods[i][j]=atoi(split[j]);
  6584. }
  6585. i++;
  6586. }
  6587. fclose(fp);
  6588. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6589. // 精?デ?タテ?ブル
  6590. for(i=0;i<5;i++){
  6591. for(j=0;j<MAX_REFINE; j++)
  6592. percentrefinery[i][j]=100;
  6593. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6594. refinebonus[i][0]=0;
  6595. refinebonus[i][1]=0;
  6596. refinebonus[i][2]=10;
  6597. }
  6598. sprintf(path, "%s/refine_db.txt", db_path);
  6599. fp=fopen(path,"r");
  6600. if(fp==NULL){
  6601. ShowError("can't read %s\n", path);
  6602. return 1;
  6603. }
  6604. i=0;
  6605. while(fgets(line, sizeof(line)-1, fp)){
  6606. char *split[MAX_REFINE+4];
  6607. if(line[0]=='/' && line[1]=='/')
  6608. continue;
  6609. if(atoi(line)<=0)
  6610. continue;
  6611. malloc_tsetdword(split,0,sizeof(split));
  6612. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6613. split[j]=p;
  6614. p=strchr(p,',');
  6615. if(p) *p++=0;
  6616. }
  6617. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6618. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6619. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6620. for(j=0;j<MAX_REFINE && split[j];j++)
  6621. percentrefinery[i][j]=atoi(split[j+3]);
  6622. i++;
  6623. }
  6624. fclose(fp); //Lupus. close this file!!!
  6625. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6626. return 0;
  6627. }
  6628. /*==========================================
  6629. * スキル関係初期化処理
  6630. *------------------------------------------
  6631. */
  6632. int do_init_status(void)
  6633. {
  6634. if (SC_MAX > MAX_STATUSCHANGE)
  6635. {
  6636. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6637. exit(1);
  6638. }
  6639. add_timer_func_list(status_change_timer,"status_change_timer");
  6640. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6641. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  6642. initChangeTables();
  6643. initDummyData();
  6644. status_readdb();
  6645. status_calc_sigma();
  6646. natural_heal_prev_tick = gettick();
  6647. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  6648. return 0;
  6649. }