status.c 203 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. int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
  33. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  34. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
  35. unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
  36. static int max_weight_base[MAX_PC_CLASS];
  37. static int hp_coefficient[MAX_PC_CLASS];
  38. static int hp_coefficient2[MAX_PC_CLASS];
  39. static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
  40. static int sp_coefficient[MAX_PC_CLASS];
  41. static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
  42. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  43. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  44. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  45. static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
  46. static struct status_data dummy_status;
  47. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  48. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  49. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  50. //to avoid cards exploits
  51. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
  52. static void add_sc(int skill, int sc)
  53. {
  54. int sk = skill;
  55. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  56. else
  57. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  58. if (sk < 0 || sk >= MAX_SKILL) {
  59. if (battle_config.error_log)
  60. ShowError("add_sc: Unsupported skill id %d\n", skill);
  61. return;
  62. }
  63. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  64. SkillStatusChangeTableArray[sk] = sc;
  65. if (StatusSkillChangeTable[sc]==0)
  66. StatusSkillChangeTable[sc] = skill;
  67. }
  68. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  69. {
  70. if (StatusIconChangeTable[sc]==SI_BLANK)
  71. StatusIconChangeTable[sc] = icon;
  72. StatusChangeFlagTable[sc] |= flag;
  73. add_sc(skill, sc);
  74. }
  75. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  76. //but it is much less prone to errors. [Skotlex]
  77. void initChangeTables(void) {
  78. int i;
  79. for (i = 0; i < SC_MAX; i++)
  80. StatusIconChangeTable[i] = SI_BLANK;
  81. for (i = 0; i < MAX_SKILL; i++)
  82. SkillStatusChangeTableArray[i] = -1;
  83. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  84. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  85. //First we define the skill for common ailments. These are used in
  86. //skill_additional_effect through sc cards. [Skotlex]
  87. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  88. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  89. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  90. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  91. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  92. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  93. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  94. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  95. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  96. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  97. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  98. //These are the status-change flags for the common ailments.
  99. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
  100. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
  101. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  102. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  103. StatusChangeFlagTable[SC_POISON] = SCB_DEF2;
  104. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  105. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  106. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  107. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  108. // StatusChangeFlagTable[SC_BLEEDING] = SCB_NONE;
  109. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2;
  110. //The icons for the common ailments
  111. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  112. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  113. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  114. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  115. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  116. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  118. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  119. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  120. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  121. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  122. add_sc(SM_BASH, SC_STUN);
  123. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  124. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  125. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  126. add_sc(MG_SIGHT, SC_SIGHT);
  127. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  128. add_sc(MG_FROSTDIVER, SC_FREEZE);
  129. add_sc(MG_STONECURSE, SC_STONE);
  130. add_sc(AL_RUWACH, SC_RUWACH);
  131. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  132. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  133. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  134. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  135. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  136. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  137. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  138. add_sc(TF_POISON, SC_POISON);
  139. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  140. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  141. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  142. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  143. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  144. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  145. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
  146. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  147. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
  148. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  149. add_sc(PR_LEXDIVINA, SC_SILENCE);
  150. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  151. add_sc(WZ_METEOR, SC_STUN);
  152. add_sc(WZ_VERMILION, SC_BLIND);
  153. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  154. add_sc(WZ_STORMGUST, SC_FREEZE);
  155. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  156. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  157. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  158. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  159. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  160. add_sc(HT_LANDMINE, SC_STUN);
  161. add_sc(HT_ANKLESNARE, SC_ANKLE);
  162. add_sc(HT_SANDMAN, SC_SLEEP);
  163. add_sc(HT_FLASHER, SC_BLIND);
  164. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  165. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  166. add_sc(AS_SONICBLOW, SC_STUN);
  167. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  168. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  169. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  170. add_sc(AS_VENOMDUST, SC_POISON);
  171. add_sc(AS_SPLASHER, SC_SPLASHER);
  172. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
  173. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  174. add_sc(TF_SPRINKLESAND, SC_BLIND);
  175. add_sc(TF_THROWSTONE, SC_STUN);
  176. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  177. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  178. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  179. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  180. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  181. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  182. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  183. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  184. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  185. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  186. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  189. add_sc(NPC_POISON, SC_POISON);
  190. add_sc(NPC_BLINDATTACK, SC_BLIND);
  191. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  192. add_sc(NPC_STUNATTACK, SC_STUN);
  193. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  194. add_sc(NPC_CURSEATTACK, SC_CURSE);
  195. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  196. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  197. add_sc(NPC_DARKBLESSING, SC_COMA);
  198. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  199. add_sc(NPC_LICK, SC_STUN);
  200. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  201. add_sc(NPC_REBIRTH, SC_KAIZEL);
  202. add_sc(RG_RAID, SC_STUN);
  203. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  204. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  205. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  206. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  207. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  208. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  209. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  210. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  211. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  212. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  213. add_sc(CR_SHIELDCHARGE, SC_STUN);
  214. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  215. add_sc(CR_HOLYCROSS, SC_BLIND);
  216. add_sc(CR_GRANDCROSS, SC_BLIND);
  217. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  218. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  219. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  220. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  221. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  222. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  223. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  224. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
  225. add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
  226. add_sc(SA_MAGICROD, SC_MAGICROD);
  227. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  228. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  229. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  230. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  231. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  232. set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
  233. set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
  234. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
  235. add_sc(SA_REVERSEORCISH, SC_ORCISH);
  236. add_sc(SA_COMA, SC_COMA);
  237. set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED);
  238. add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
  239. set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
  240. set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
  241. set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
  242. add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
  243. add_sc(BD_INTOABYSS, SC_INTOABYSS);
  244. set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
  245. add_sc(BA_FROSTJOKE, SC_FREEZE);
  246. set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
  247. set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
  248. add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
  249. set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
  250. add_sc(DC_SCREAM, SC_STUN);
  251. set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
  252. set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
  253. set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
  254. set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
  255. add_sc(NPC_DARKCROSS, SC_BLIND);
  256. add_sc(NPC_GRANDDARKNESS, SC_BLIND);
  257. add_sc(NPC_STOP, SC_STOP);
  258. set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
  259. set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
  260. add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
  261. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  262. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  263. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  264. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  265. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  266. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  267. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
  268. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
  269. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  270. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  271. add_sc(HP_BASILICA, SC_BASILICA);
  272. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  273. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  274. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  275. add_sc(PA_GOSPEL, SC_SCRESIST);
  276. add_sc(CH_TIGERFIST, SC_STOP);
  277. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  278. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  279. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  280. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  281. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  282. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
  283. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  284. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  285. set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
  286. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  287. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  288. add_sc(LK_SPIRALPIERCE, SC_STOP);
  289. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  290. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  291. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  292. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  293. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  294. add_sc(PF_FOGWALL, SC_FOGWALL);
  295. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  296. add_sc(WE_BABY, SC_BABY);
  297. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
  298. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  299. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  300. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  301. add_sc(TK_DOWNKICK, SC_STUN);
  302. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  303. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  304. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  305. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  306. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  307. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  308. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  309. add_sc(SG_MOON_WARM, SC_WARM);
  310. add_sc(SG_STAR_WARM, SC_WARM);
  311. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  312. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  313. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  314. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  315. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  316. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  317. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  318. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  319. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  320. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  321. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  322. add_sc(SL_STUN, SC_STUN);
  323. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  324. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  325. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  326. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  327. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  328. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  329. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  330. add_sc(WS_CARTTERMINATION, SC_STUN);
  331. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  332. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  333. add_sc(CG_HERMODE, SC_HERMODE);
  334. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  335. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  336. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  337. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  338. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  339. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  340. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
  341. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  342. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
  343. add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
  344. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  345. set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
  346. set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
  347. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  348. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  349. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  350. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  351. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  352. add_sc(MO_BALKYOUNG, SC_STUN);
  353. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  354. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  355. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  356. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  357. set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
  358. set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
  359. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  360. set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
  361. set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
  362. set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  363. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  364. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
  365. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  366. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  367. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  368. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  369. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  370. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  371. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  372. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  373. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  374. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  375. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  376. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  377. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  378. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  379. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  380. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  381. //Status that don't have a skill associated.
  382. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  383. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  384. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  385. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  386. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  387. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  388. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
  389. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
  390. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  391. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  392. //Other SC which are not necessarily associated to skills.
  393. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  394. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  395. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  396. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  397. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  398. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  399. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  400. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  401. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  402. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  403. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  404. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  405. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  406. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  407. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  408. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  409. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  410. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  411. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  412. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  413. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  414. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  415. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  416. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  417. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  418. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  419. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  420. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  421. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  422. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  423. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  424. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  425. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  426. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  427. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  428. if (!battle_config.display_hallucination) //Disable Hallucination.
  429. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  430. }
  431. int SkillStatusChangeTable(int skill)
  432. {
  433. int sk = skill;
  434. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  435. else
  436. if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  437. if (sk < 0 || sk >= MAX_SKILL) {
  438. if (battle_config.error_log)
  439. ShowError("add_sc: Unsupported skill id %d\n", skill);
  440. return -1;
  441. }
  442. return SkillStatusChangeTableArray[sk];
  443. }
  444. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  445. static void initDummyData(void) {
  446. memset(&dummy_status, 0, sizeof(dummy_status));
  447. dummy_status.hp =
  448. dummy_status.max_hp =
  449. dummy_status.max_sp =
  450. dummy_status.str =
  451. dummy_status.agi =
  452. dummy_status.vit =
  453. dummy_status.int_ =
  454. dummy_status.dex =
  455. dummy_status.luk =
  456. dummy_status.hit = 1;
  457. dummy_status.speed = 2000;
  458. dummy_status.adelay = 4000;
  459. dummy_status.amotion = 2000;
  460. dummy_status.dmotion = 2000;
  461. dummy_status.ele_lv = 1; //Min elemental level.
  462. dummy_status.mode = MD_CANMOVE;
  463. }
  464. /*==========================================
  465. * 精錬ボーナス
  466. *------------------------------------------
  467. */
  468. int status_getrefinebonus(int lv,int type)
  469. {
  470. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  471. return refinebonus[lv][type];
  472. return 0;
  473. }
  474. //Sets HP to given value. Flag is the flag passed to status_heal in case
  475. //final value is higher than current (use 2 to make a healing effect display
  476. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  477. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  478. {
  479. struct status_data *status;
  480. if (hp < 1) return 0;
  481. status = status_get_status_data(bl);
  482. if (status == &dummy_status)
  483. return 0;
  484. if (hp > status->max_hp) hp = status->max_hp;
  485. if (hp == status->hp) return 0;
  486. if (hp > status->hp)
  487. return status_heal(bl, hp - status->hp, 0, 1|flag);
  488. return status_zap(bl, status->hp - hp, 0);
  489. }
  490. //Sets SP to given value. Flag is the flag passed to status_heal in case
  491. //final value is higher than current (use 2 to make a healing effect display
  492. //on players)
  493. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  494. {
  495. struct status_data *status;
  496. status = status_get_status_data(bl);
  497. if (status == &dummy_status)
  498. return 0;
  499. if (sp > status->max_sp) sp = status->max_sp;
  500. if (sp == status->sp) return 0;
  501. if (sp > status->sp)
  502. return status_heal(bl, 0, sp - status->sp, 1|flag);
  503. return status_zap(bl, 0, status->sp - sp);
  504. }
  505. //Inflicts damage on the target with the according walkdelay.
  506. //If flag&1, damage is passive and does not triggers cancelling status changes.
  507. //If flag&2, fail if target does not has enough to substract.
  508. //If flag&4, if killed, mob must not give exp/loot.
  509. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  510. {
  511. struct status_data *status;
  512. struct status_change *sc;
  513. if(sp && !(target->type&BL_CONSUME))
  514. sp = 0; //Not a valid SP target.
  515. if (hp < 0) { //Assume absorbed damage.
  516. status_heal(target, -hp, 0, 1);
  517. hp = 0;
  518. }
  519. if (sp < 0) {
  520. status_heal(target, 0, -sp, 1);
  521. sp = 0;
  522. }
  523. if (!hp && !sp)
  524. return 0;
  525. if (target->type == BL_SKILL)
  526. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  527. status = status_get_status_data(target);
  528. if (status == &dummy_status || !status->hp)
  529. return 0; //Invalid targets: no damage or dead
  530. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  531. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  532. // if (!target->prev && !(flag&2))
  533. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  534. sc = status_get_sc(target);
  535. if (sc && !sc->count)
  536. sc = NULL;
  537. if (hp && !(flag&1)) {
  538. if (sc) {
  539. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  540. { //Devotion prevents any of the other ailments from ending.
  541. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  542. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  543. {
  544. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  545. status_fix_damage(NULL, &sd2->bl, hp, 0);
  546. return 0;
  547. }
  548. status_change_end(target, SC_DEVOTION, -1);
  549. }
  550. if (sc->data[SC_FREEZE].timer != -1)
  551. status_change_end(target,SC_FREEZE,-1);
  552. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  553. status_change_end(target,SC_STONE,-1);
  554. if (sc->data[SC_SLEEP].timer != -1)
  555. status_change_end(target,SC_SLEEP,-1);
  556. if (sc->data[SC_WINKCHARM].timer != -1)
  557. status_change_end(target,SC_WINKCHARM,-1);
  558. if (sc->data[SC_CONFUSION].timer != -1)
  559. status_change_end(target, SC_CONFUSION, -1);
  560. if (sc->data[SC_TRICKDEAD].timer != -1)
  561. status_change_end(target, SC_TRICKDEAD, -1);
  562. if (sc->data[SC_HIDING].timer != -1)
  563. status_change_end(target, SC_HIDING, -1);
  564. if (sc->data[SC_CLOAKING].timer != -1)
  565. status_change_end(target, SC_CLOAKING, -1);
  566. if (sc->data[SC_CHASEWALK].timer != -1)
  567. status_change_end(target, SC_CHASEWALK, -1);
  568. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  569. //Endure count is only reduced by non-players on non-gvg maps.
  570. //val4 signals infinite endure. [Skotlex]
  571. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  572. && --(sc->data[SC_ENDURE].val2) < 0)
  573. status_change_end(target, SC_ENDURE, -1);
  574. }
  575. if (sc->data[SC_GRAVITATION].timer != -1 &&
  576. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  577. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  578. if (sg) {
  579. skill_delunitgroup(target,sg);
  580. sc->data[SC_GRAVITATION].val4 = 0;
  581. status_change_end(target, SC_GRAVITATION, -1);
  582. }
  583. }
  584. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  585. skill_stop_dancing(target);
  586. }
  587. unit_skillcastcancel(target, 2);
  588. }
  589. if ((unsigned int)hp >= status->hp) {
  590. if (flag&2) return 0;
  591. hp = status->hp;
  592. }
  593. if ((unsigned int)sp > status->sp) {
  594. if (flag&2) return 0;
  595. sp = status->sp;
  596. }
  597. status->hp-= hp;
  598. status->sp-= sp;
  599. if (sc && hp && status->hp) {
  600. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  601. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  602. status->hp < status->max_hp>>2)
  603. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  604. }
  605. switch (target->type)
  606. {
  607. case BL_MOB:
  608. mob_damage((TBL_MOB*)target, src, hp);
  609. break;
  610. case BL_PC:
  611. pc_damage((TBL_PC*)target,src,hp,sp);
  612. break;
  613. case BL_HOM:
  614. merc_damage((TBL_HOM*)target,src,hp,sp);
  615. }
  616. if (status->hp)
  617. { //Still lives!
  618. if (walkdelay)
  619. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  620. return hp+sp;
  621. }
  622. status->hp = 1; //To let the dead function cast skills and all that.
  623. //NOTE: These dead functions should return: [Skotlex]
  624. //0: Death cancelled, auto-revived.
  625. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  626. //&2: Also remove object from map.
  627. //&4: Also delete object from memory.
  628. switch (target->type)
  629. {
  630. case BL_MOB:
  631. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  632. break;
  633. case BL_PC:
  634. flag = pc_dead((TBL_PC*)target,src);
  635. break;
  636. case BL_HOM:
  637. flag = merc_hom_dead((TBL_HOM*)target,src);
  638. break;
  639. default: //Unhandled case, do nothing to object.
  640. flag = 0;
  641. break;
  642. }
  643. if(!flag) //Death cancelled.
  644. return hp+sp;
  645. //Normal death
  646. status->hp = 0;
  647. if (battle_config.clear_unit_ondeath &&
  648. battle_config.clear_unit_ondeath&target->type)
  649. skill_clear_unitgroup(target);
  650. status_change_clear(target,0);
  651. if(flag&4) //Delete from memory. (also invokes map removal code)
  652. unit_free(target);
  653. else
  654. if(flag&2) //remove from map
  655. unit_remove_map(target,1);
  656. else
  657. { //Some death states that would normally be handled by unit_remove_map
  658. unit_stop_attack(target);
  659. unit_stop_walking(target,0);
  660. unit_skillcastcancel(target,0);
  661. clif_clearchar_area(target,1);
  662. skill_unit_move(target,gettick(),4);
  663. skill_cleartimerskill(target);
  664. }
  665. return hp+sp;
  666. }
  667. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  668. //If flag&2, when the player is healed, show the HP/SP heal effect.
  669. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  670. {
  671. struct status_data *status;
  672. struct status_change *sc;
  673. status = status_get_status_data(bl);
  674. if (status == &dummy_status || !status->hp)
  675. return 0;
  676. sc = status_get_sc(bl);
  677. if (sc && !sc->count)
  678. sc = NULL;
  679. if (hp < 0) {
  680. status_damage(NULL, bl, -hp, 0, 0, 1);
  681. hp = 0;
  682. }
  683. if(hp) {
  684. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  685. hp = 0;
  686. if((unsigned int)hp > status->max_hp - status->hp)
  687. hp = status->max_hp - status->hp;
  688. }
  689. if(sp < 0) {
  690. status_damage(NULL, bl, 0, -sp, 0, 1);
  691. sp = 0;
  692. }
  693. if(sp) {
  694. if((unsigned int)sp > status->max_sp - status->sp)
  695. sp = status->max_sp - status->sp;
  696. }
  697. if(!sp && !hp) return 0;
  698. status->hp+= hp;
  699. status->sp+= sp;
  700. if(hp && sc &&
  701. sc->data[SC_AUTOBERSERK].timer != -1 &&
  702. sc->data[SC_PROVOKE].timer!=-1 &&
  703. sc->data[SC_PROVOKE].val2==1 &&
  704. status->hp>=status->max_hp>>2
  705. ) //End auto berserk.
  706. status_change_end(bl,SC_PROVOKE,-1);
  707. switch(bl->type) {
  708. case BL_MOB:
  709. mob_heal((TBL_MOB*)bl,hp);
  710. break;
  711. case BL_PC:
  712. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  713. break;
  714. case BL_HOM:
  715. merc_hom_heal((TBL_HOM*)bl,hp,sp);
  716. break;
  717. }
  718. return hp+sp;
  719. }
  720. //Does percentual non-flinching damage/heal. If mob is killed this way,
  721. //no exp/drops will be awarded if there is no src (or src is target)
  722. //If rates are > 0, percent is of current HP/SP
  723. //If rates are < 0, percent is of max HP/SP
  724. //If flag, this is heal, otherwise it is damage.
  725. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  726. {
  727. struct status_data *status;
  728. unsigned int hp =0, sp = 0;
  729. status = status_get_status_data(target);
  730. if (hp_rate > 0)
  731. hp = (hp_rate*status->hp)/100;
  732. else if (hp_rate < 0)
  733. hp = (-hp_rate)*status->max_hp/100;
  734. if (hp_rate && !hp)
  735. hp = 1;
  736. if (sp_rate > 0)
  737. sp = (sp_rate*status->sp)/100;
  738. else if (sp_rate < 0)
  739. sp = (-sp_rate)*status->max_sp/100;
  740. if (sp_rate && !sp)
  741. sp = 1;
  742. //Ugly check in case damage dealt is too much for the received args of
  743. //status_heal / status_damage. [Skotlex]
  744. if (hp > INT_MAX) {
  745. hp -= INT_MAX;
  746. if (flag)
  747. status_heal(target, INT_MAX, 0, 0);
  748. else
  749. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  750. }
  751. if (sp > INT_MAX) {
  752. sp -= INT_MAX;
  753. if (flag)
  754. status_heal(target, 0, INT_MAX, 0);
  755. else
  756. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  757. }
  758. if (flag) return status_heal(target, hp, sp, 0);
  759. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  760. }
  761. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  762. {
  763. struct status_data *status;
  764. unsigned int hp, sp;
  765. if (!status_isdead(bl)) return 0;
  766. status = status_get_status_data(bl);
  767. if (status == &dummy_status)
  768. return 0; //Invalid target.
  769. hp = status->max_hp * per_hp/100;
  770. sp = status->max_sp * per_sp/100;
  771. if(hp > status->max_hp - status->hp)
  772. hp = status->max_hp - status->hp;
  773. if(sp > status->max_sp - status->sp)
  774. sp = status->max_sp - status->sp;
  775. status->hp += hp;
  776. status->sp += sp;
  777. if (bl->prev) //Animation only if character is already on a map.
  778. clif_resurrection(bl, 1);
  779. switch (bl->type) {
  780. case BL_MOB:
  781. mob_revive((TBL_MOB*)bl, hp);
  782. break;
  783. case BL_PC:
  784. pc_revive((TBL_PC*)bl, hp, sp);
  785. break;
  786. case BL_HOM: //[orn]
  787. merc_homun_revive((TBL_HOM*)bl, hp, sp);
  788. break;
  789. }
  790. return 1;
  791. }
  792. /*==========================================
  793. * Checks whether the src can use the skill on the target,
  794. * taking into account status/option of both source/target. [Skotlex]
  795. * flag:
  796. * 0 - Trying to use skill on target.
  797. * 1 - Cast bar is done.
  798. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  799. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  800. * target MAY Be null, in which case the checks are only to see
  801. * whether the source can cast or not the skill on the ground.
  802. *------------------------------------------
  803. */
  804. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  805. {
  806. struct status_data *status;
  807. struct status_change *sc=NULL, *tsc;
  808. int hide_flag;
  809. status = src?status_get_status_data(src):&dummy_status;
  810. if (src && status_isdead(src))
  811. return 0;
  812. if (!skill_num) { //Normal attack checks.
  813. if (!(status->mode&MD_CANATTACK))
  814. return 0; //This mode is only needed for melee attacking.
  815. //Dead state is not checked for skills as some skills can be used
  816. //on dead characters, said checks are left to skill.c [Skotlex]
  817. if (target && status_isdead(target))
  818. return 0;
  819. }
  820. if (skill_num == PA_PRESSURE && flag) {
  821. //Gloria Avoids pretty much everything....
  822. tsc = target?status_get_sc(target):NULL;
  823. if(tsc) {
  824. if (tsc->option&OPTION_HIDE)
  825. return 0;
  826. if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
  827. return 0;
  828. }
  829. return 1;
  830. }
  831. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  832. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  833. && !(status->mode&MD_BOSS))
  834. { //Basilica Check
  835. if (!skill_num) return 0;
  836. hide_flag = skill_get_inf(skill_num);
  837. if (hide_flag&INF_ATTACK_SKILL)
  838. return 0;
  839. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  840. return 0;
  841. }
  842. if (src) sc = status_get_sc(src);
  843. if(sc && sc->count)
  844. {
  845. if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
  846. //When sc do not cancel casting, the spell should come out.
  847. return 0;
  848. if (
  849. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  850. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  851. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  852. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  853. || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
  854. )
  855. return 0;
  856. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  857. { //Prevents skill usage
  858. clif_emotion(src, 3);
  859. return 0;
  860. }
  861. if (sc->data[SC_BLADESTOP].timer != -1) {
  862. switch (sc->data[SC_BLADESTOP].val1)
  863. {
  864. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  865. case 4: if (skill_num == MO_CHAINCOMBO) break;
  866. case 3: if (skill_num == MO_INVESTIGATE) break;
  867. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  868. default: return 0;
  869. }
  870. }
  871. if (sc->data[SC_DANCING].timer != -1 && flag!=2)
  872. {
  873. if(sc->data[SC_LONGING].timer != -1)
  874. { //Allow everything except dancing/re-dancing. [Skotlex]
  875. if (skill_num == BD_ENCORE ||
  876. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  877. )
  878. return 0;
  879. } else
  880. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  881. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  882. return 0;
  883. if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
  884. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  885. }
  886. if (skill_num && //Do not block item-casted skills.
  887. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  888. ) { //Skills blocked through status changes...
  889. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  890. sc->data[SC_SILENCE].timer != -1 ||
  891. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  892. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  893. sc->data[SC_STEELBODY].timer != -1 ||
  894. sc->data[SC_BERSERK].timer != -1
  895. ))
  896. return 0;
  897. //Skill blocking.
  898. if (
  899. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  900. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
  901. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  902. sc->data[SC_NOCHAT].timer != -1
  903. )
  904. return 0;
  905. }
  906. }
  907. if (sc && sc->option)
  908. {
  909. if (sc->option&OPTION_HIDE)
  910. switch (skill_num) { //Usable skills while hiding.
  911. case TF_HIDING:
  912. case AS_GRIMTOOTH:
  913. case RG_BACKSTAP:
  914. case RG_RAID:
  915. case NJ_SHADOWJUMP:
  916. case NJ_KIRIKAGE:
  917. break;
  918. default:
  919. return 0;
  920. }
  921. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  922. return 0;
  923. }
  924. if (target == NULL || target == src) //No further checking needed.
  925. return 1;
  926. tsc = status_get_sc(target);
  927. if(tsc && tsc->count)
  928. {
  929. if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  930. return 0;
  931. if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
  932. return 0;
  933. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  934. return 0;
  935. }
  936. //If targetting, cloak+hide protect you, otherwise only hiding does.
  937. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  938. //You cannot hide from ground skills.
  939. if(skill_get_pl(skill_num) == ELE_EARTH)
  940. hide_flag &= ~OPTION_HIDE;
  941. switch (target->type)
  942. {
  943. case BL_PC:
  944. {
  945. struct map_session_data *sd = (TBL_PC*) target;
  946. if (pc_isinvisible(sd))
  947. return 0;
  948. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  949. && (sd->state.perfect_hiding || !(
  950. status->race == RC_INSECT ||
  951. status->race == RC_DEMON ||
  952. status->mode&MD_DETECTOR
  953. )))
  954. return 0;
  955. }
  956. break;
  957. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  958. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  959. if (status->mode&MD_LOOTER)
  960. return 1;
  961. else
  962. return 0;
  963. default:
  964. //Check for chase-walk/hiding/cloaking opponents.
  965. if (tsc && !(status->mode&MD_BOSS))
  966. {
  967. if (tsc->option&hide_flag && !(
  968. status->race == RC_INSECT ||
  969. status->race == RC_DEMON ||
  970. status->mode&MD_DETECTOR
  971. ))
  972. return 0;
  973. }
  974. }
  975. return 1;
  976. }
  977. //Checks whether the source can see and chase target.
  978. int status_check_visibility(struct block_list *src, struct block_list *target)
  979. {
  980. int view_range;
  981. struct status_data* status = status_get_status_data(src);
  982. struct status_change* tsc = status_get_sc(target);
  983. switch (src->type) {
  984. case BL_MOB:
  985. view_range = ((TBL_MOB*)src)->min_chase;
  986. break;
  987. case BL_PET:
  988. view_range = ((TBL_PET*)src)->db->range2;
  989. break;
  990. default:
  991. view_range = AREA_SIZE;
  992. }
  993. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  994. return 0;
  995. switch (target->type)
  996. {
  997. case BL_PC:
  998. {
  999. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1000. && !(status->mode&MD_BOSS) && (
  1001. ((TBL_PC*)target)->state.perfect_hiding || !(
  1002. status->race == RC_INSECT ||
  1003. status->race == RC_DEMON ||
  1004. status->mode&MD_DETECTOR
  1005. )))
  1006. return 0;
  1007. }
  1008. break;
  1009. default:
  1010. //Check for chase-walk/hiding/cloaking opponents.
  1011. if (tsc && !(status->mode&MD_BOSS))
  1012. {
  1013. if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
  1014. && !(
  1015. status->race == RC_INSECT ||
  1016. status->race == RC_DEMON ||
  1017. status->mode&MD_DETECTOR
  1018. ))
  1019. return 0;
  1020. }
  1021. }
  1022. return 1;
  1023. }
  1024. void status_calc_bl(struct block_list *bl, unsigned long flag);
  1025. static int status_base_atk(struct block_list *bl, struct status_data *status)
  1026. {
  1027. int flag = 0, str, dex, dstr;
  1028. if(!(bl->type&battle_config.enable_baseatk))
  1029. return 0;
  1030. if (bl->type == BL_PC)
  1031. switch(((TBL_PC*)bl)->status.weapon){
  1032. case W_BOW:
  1033. case W_MUSICAL:
  1034. case W_WHIP:
  1035. case W_REVOLVER:
  1036. case W_RIFLE:
  1037. case W_SHOTGUN:
  1038. case W_GATLING:
  1039. case W_GRENADE:
  1040. flag = 1;
  1041. }
  1042. if (flag) {
  1043. str = status->dex;
  1044. dex = status->str;
  1045. } else {
  1046. str = status->str;
  1047. dex = status->dex;
  1048. }
  1049. dstr = str/10;
  1050. return str + dstr*dstr + dex/5 + status->luk/5;
  1051. }
  1052. //Fills in the misc data that can be calculated from the other status info (except for level)
  1053. void status_calc_misc(struct status_data *status, int type, int level)
  1054. {
  1055. //Non players get the value set, players need to stack with previous bonuses.
  1056. if (type != BL_PC)
  1057. status->matk_min = status->matk_max = status->hit = status->flee =
  1058. status->def2 = status->mdef2 = status->cri = status->flee2 = 0;
  1059. status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
  1060. status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
  1061. status->hit += level + status->dex;
  1062. status->flee += level + status->agi;
  1063. status->def2 += status->vit;
  1064. status->mdef2 += status->int_ + (status->vit>>1);
  1065. if (type&battle_config.enable_critical)
  1066. status->cri += status->luk*3 + 10;
  1067. else
  1068. status->cri = 0;
  1069. if (type&battle_config.enable_perfect_flee)
  1070. status->flee2 += status->luk + 10;
  1071. else
  1072. status->flee2 = 0;
  1073. if (status->cri)
  1074. switch (type) {
  1075. case BL_MOB:
  1076. if(battle_config.mob_critical_rate != 100)
  1077. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1078. if(!status->cri && battle_config.mob_critical_rate)
  1079. status->cri = 10;
  1080. break;
  1081. case BL_PC:
  1082. //Players don't have a critical adjustment setting as of yet.
  1083. break;
  1084. default:
  1085. if(battle_config.critical_rate != 100)
  1086. status->cri = status->cri*battle_config.critical_rate/100;
  1087. if (!status->cri && battle_config.critical_rate)
  1088. status->cri = 10;
  1089. }
  1090. }
  1091. //Skotlex: Calculates the initial status for the given mob
  1092. //first will only be false when the mob leveled up or got a GuardUp level.
  1093. //first&2: Class-change invoked.
  1094. int status_calc_mob(struct mob_data* md, int first)
  1095. {
  1096. struct status_data *status;
  1097. struct block_list *mbl = NULL;
  1098. int flag=0;
  1099. if(first)
  1100. { //Set basic level on respawn.
  1101. if (md->spawn && !(first&2))
  1102. md->level = md->spawn->level;
  1103. else
  1104. md->level = md->db->lv; // [Valaris]
  1105. }
  1106. //Check if we need custom base-status
  1107. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1108. flag|=1;
  1109. if (md->special_state.size)
  1110. flag|=2;
  1111. if (md->guardian_data && md->guardian_data->guardup_lv)
  1112. flag|=4;
  1113. if (battle_config.slaves_inherit_speed && md->master_id)
  1114. flag|=8;
  1115. if (md->master_id && md->special_state.ai>1)
  1116. flag|=16;
  1117. if (!flag)
  1118. { //No special status required.
  1119. if (md->base_status) {
  1120. aFree(md->base_status);
  1121. md->base_status = NULL;
  1122. }
  1123. if(first)
  1124. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1125. return 0;
  1126. }
  1127. if (!md->base_status)
  1128. md->base_status = aCalloc(1, sizeof(struct status_data));
  1129. status = md->base_status;
  1130. memcpy(status, &md->db->status, sizeof(struct status_data));
  1131. if (flag&(8|16))
  1132. mbl = map_id2bl(md->master_id);
  1133. if (flag&8 && mbl) {
  1134. struct status_data *mstatus = status_get_base_status(mbl);
  1135. if (mstatus)
  1136. status->speed = mstatus->speed;
  1137. }
  1138. if (flag&16 && mbl)
  1139. { //Max HP setting from Summon Flora/marine Sphere
  1140. struct unit_data *ud = unit_bl2ud(mbl);
  1141. if (ud)
  1142. { // different levels of HP according to skill level
  1143. if (ud->skillid == AM_SPHEREMINE) {
  1144. status->max_hp = 2000 + 400*ud->skilllv;
  1145. } else { //AM_CANNIBALIZE
  1146. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1147. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1148. }
  1149. status->hp = status->max_hp;
  1150. }
  1151. }
  1152. if (flag&1)
  1153. { // increase from mobs leveling up [Valaris]
  1154. int diff = md->level - md->db->lv;
  1155. status->str+= diff;
  1156. status->agi+= diff;
  1157. status->vit+= diff;
  1158. status->int_+= diff;
  1159. status->dex+= diff;
  1160. status->luk+= diff;
  1161. status->max_hp += diff*status->vit;
  1162. status->max_sp += diff*status->int_;
  1163. status->hp = status->max_hp;
  1164. status->sp = status->max_sp;
  1165. status->speed -= diff;
  1166. }
  1167. if (flag&2)
  1168. { // change for sized monsters [Valaris]
  1169. if (md->special_state.size==1) {
  1170. status->max_hp>>=1;
  1171. status->max_sp>>=1;
  1172. if (!status->max_hp) status->max_hp = 1;
  1173. if (!status->max_sp) status->max_sp = 1;
  1174. status->hp=status->max_hp;
  1175. status->sp=status->max_sp;
  1176. status->str>>=1;
  1177. status->agi>>=1;
  1178. status->vit>>=1;
  1179. status->int_>>=1;
  1180. status->dex>>=1;
  1181. status->luk>>=1;
  1182. if (!status->str) status->str = 1;
  1183. if (!status->agi) status->agi = 1;
  1184. if (!status->vit) status->vit = 1;
  1185. if (!status->int_) status->int_ = 1;
  1186. if (!status->dex) status->dex = 1;
  1187. if (!status->luk) status->luk = 1;
  1188. } else if (md->special_state.size==2) {
  1189. status->max_hp<<=1;
  1190. status->max_sp<<=1;
  1191. status->hp=status->max_hp;
  1192. status->sp=status->max_sp;
  1193. status->str<<=1;
  1194. status->agi<<=1;
  1195. status->vit<<=1;
  1196. status->int_<<=1;
  1197. status->dex<<=1;
  1198. status->luk<<=1;
  1199. }
  1200. }
  1201. status->batk = status_base_atk(&md->bl, status);
  1202. status_calc_misc(status, BL_MOB, md->level);
  1203. if(flag&4)
  1204. { // Strengthen Guardians - custom value +10% / lv
  1205. struct guild_castle *gc;
  1206. gc=guild_mapname2gc(map[md->bl.m].name);
  1207. if (!gc)
  1208. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1209. else {
  1210. status->max_hp += 2000 * gc->defense;
  1211. status->max_sp += 200 * gc->defense;
  1212. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1213. status->hp = gc->guardian[md->guardian_data->number].hp;
  1214. else //Emperium
  1215. status->hp = status->max_hp;
  1216. status->sp = status->max_sp;
  1217. }
  1218. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1219. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1220. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1221. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1222. }
  1223. //Initial battle status
  1224. if (!first)
  1225. status_calc_bl(&md->bl, SCB_ALL);
  1226. else
  1227. memcpy(&md->status, status, sizeof(struct status_data));
  1228. return 1;
  1229. }
  1230. //Skotlex: Calculates the stats of the given pet.
  1231. int status_calc_pet(struct pet_data *pd, int first)
  1232. {
  1233. nullpo_retr(0, pd);
  1234. if (first) {
  1235. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1236. pd->status.speed = pd->petDB->speed;
  1237. }
  1238. if (battle_config.pet_lv_rate && pd->msd)
  1239. {
  1240. struct map_session_data *sd = pd->msd;
  1241. int lv;
  1242. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1243. if (lv < 0)
  1244. lv = 1;
  1245. if (lv != pd->pet.level || first)
  1246. {
  1247. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1248. pd->pet.level = lv;
  1249. if (!first) //Lv Up animation
  1250. clif_misceffect(&pd->bl, 0);
  1251. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1252. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1253. status->str = (bstat->str*lv)/pd->db->lv;
  1254. status->agi = (bstat->agi*lv)/pd->db->lv;
  1255. status->vit = (bstat->vit*lv)/pd->db->lv;
  1256. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1257. status->dex = (bstat->dex*lv)/pd->db->lv;
  1258. status->luk = (bstat->luk*lv)/pd->db->lv;
  1259. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1260. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1261. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1262. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1263. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1264. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1265. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1266. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1267. status->batk = status_base_atk(&pd->bl, &pd->status);
  1268. status_calc_misc(&pd->status, BL_PET, lv);
  1269. if (!first) //Not done the first time because the pet is not visible yet
  1270. clif_send_petstatus(sd);
  1271. }
  1272. } else if (first) {
  1273. pd->status.batk = status_base_atk(&pd->bl, &pd->status);
  1274. status_calc_misc(&pd->status, BL_PET, pd->db->lv);
  1275. }
  1276. //Support rate modifier (1000 = 100%)
  1277. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1278. if(battle_config.pet_support_rate != 100)
  1279. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1280. return 1;
  1281. }
  1282. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1283. {
  1284. unsigned int val;
  1285. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1286. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1287. * (100 + status->vit)/100 + sd->param_equip[2];
  1288. if (sd->class_&JOBL_UPPER)
  1289. val += val * 25/100;
  1290. else if (sd->class_&JOBL_BABY)
  1291. val -= val * 30/100;
  1292. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1293. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1294. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1295. val += 2000;
  1296. return val;
  1297. }
  1298. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1299. {
  1300. unsigned int val;
  1301. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1302. * (100 + status->int_)/100 + sd->param_equip[3];
  1303. if (sd->class_&JOBL_UPPER)
  1304. val += val * 25/100;
  1305. else if (sd->class_&JOBL_BABY)
  1306. val -= val * 30/100;
  1307. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1308. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1309. return val;
  1310. }
  1311. //Calculates player data from scratch without counting SC adjustments.
  1312. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1313. int status_calc_pc(struct map_session_data* sd,int first)
  1314. {
  1315. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1316. struct status_data b_status, *status;
  1317. struct weapon_atk b_lhw;
  1318. struct skill b_skill[MAX_SKILL];
  1319. int b_weight,b_max_weight;
  1320. int i,index;
  1321. int skill,refinedef=0;
  1322. if (++calculating > 10) //Too many recursive calls!
  1323. return -1;
  1324. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1325. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1326. b_status.lhw = &b_lhw;
  1327. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1328. b_weight = sd->weight;
  1329. b_max_weight = sd->max_weight;
  1330. pc_calc_skilltree(sd); // スキルツリ?の計算
  1331. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1332. if(first&1) {
  1333. //Load Hp/SP from char-received data.
  1334. sd->battle_status.hp = sd->status.hp;
  1335. sd->battle_status.sp = sd->status.sp;
  1336. sd->battle_status.lhw = &sd->battle_lhw;
  1337. sd->base_status.lhw = &sd->base_lhw;
  1338. sd->weight=0;
  1339. for(i=0;i<MAX_INVENTORY;i++){
  1340. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1341. continue;
  1342. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1343. }
  1344. sd->cart_max_weight=battle_config.max_cart_weight;
  1345. sd->cart_weight=0;
  1346. sd->cart_max_num=MAX_CART;
  1347. sd->cart_num=0;
  1348. for(i=0;i<MAX_CART;i++){
  1349. if(sd->status.cart[i].nameid==0)
  1350. continue;
  1351. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1352. sd->cart_num++;
  1353. }
  1354. }
  1355. status = &sd->base_status;
  1356. // these are not zeroed. [zzo]
  1357. sd->hprate=100;
  1358. sd->sprate=100;
  1359. sd->castrate=100;
  1360. sd->delayrate=100;
  1361. sd->dsprate=100;
  1362. sd->speed_rate = 100;
  1363. sd->hprecov_rate = 100;
  1364. sd->sprecov_rate = 100;
  1365. sd->atk_rate = sd->matk_rate = 100;
  1366. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1367. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1368. // zeroed arays, order follows the order in map.h.
  1369. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1370. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1371. + sizeof(sd->param_equip)
  1372. + sizeof(sd->subele)
  1373. + sizeof(sd->subrace)
  1374. + sizeof(sd->subrace2)
  1375. + sizeof(sd->subsize)
  1376. + sizeof(sd->reseff)
  1377. + sizeof(sd->weapon_coma_ele)
  1378. + sizeof(sd->weapon_coma_race)
  1379. + sizeof(sd->weapon_atk)
  1380. + sizeof(sd->weapon_atk_rate)
  1381. + sizeof(sd->arrow_addele)
  1382. + sizeof(sd->arrow_addrace)
  1383. + sizeof(sd->arrow_addsize)
  1384. + sizeof(sd->magic_addele)
  1385. + sizeof(sd->magic_addrace)
  1386. + sizeof(sd->magic_addsize)
  1387. + sizeof(sd->critaddrace)
  1388. + sizeof(sd->expaddrace)
  1389. + sizeof(sd->itemgrouphealrate)
  1390. + sizeof(sd->sp_gain_race)
  1391. );
  1392. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1393. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1394. memset(&sd->special_state,0,sizeof(sd->special_state));
  1395. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1396. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1397. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1398. status->speed = DEFAULT_WALK_SPEED;
  1399. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1400. status->size = (sd->class_&JOBL_BABY)?0:1;
  1401. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1402. if (sd->class_&JOBL_BABY) {
  1403. if (battle_config.character_size&2)
  1404. status->size++;
  1405. } else
  1406. if(battle_config.character_size&1)
  1407. status->size++;
  1408. }
  1409. status->aspd_rate = 1000;
  1410. status->ele_lv = 1;
  1411. status->race = RC_DEMIHUMAN;
  1412. //zero up structures...
  1413. memset(&sd->autospell,0,sizeof(sd->autospell)
  1414. + sizeof(sd->autospell2)
  1415. + sizeof(sd->addeff)
  1416. + sizeof(sd->addeff2)
  1417. + sizeof(sd->skillatk)
  1418. + sizeof(sd->skillblown)
  1419. + sizeof(sd->add_def)
  1420. + sizeof(sd->add_mdef)
  1421. + sizeof(sd->add_dmg)
  1422. + sizeof(sd->add_mdmg)
  1423. + sizeof(sd->add_drop)
  1424. + sizeof(sd->itemhealrate)
  1425. );
  1426. // vars zeroing. ints, shorts, chars. in that order.
  1427. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1428. + sizeof(sd->arrow_ele)
  1429. + sizeof(sd->arrow_cri)
  1430. + sizeof(sd->arrow_hit)
  1431. + sizeof(sd->nhealhp)
  1432. + sizeof(sd->nhealsp)
  1433. + sizeof(sd->nshealhp)
  1434. + sizeof(sd->nshealsp)
  1435. + sizeof(sd->nsshealhp)
  1436. + sizeof(sd->nsshealsp)
  1437. + sizeof(sd->critical_def)
  1438. + sizeof(sd->double_rate)
  1439. + sizeof(sd->long_attack_atk_rate)
  1440. + sizeof(sd->near_attack_def_rate)
  1441. + sizeof(sd->long_attack_def_rate)
  1442. + sizeof(sd->magic_def_rate)
  1443. + sizeof(sd->misc_def_rate)
  1444. + sizeof(sd->ignore_mdef_ele)
  1445. + sizeof(sd->ignore_mdef_race)
  1446. + sizeof(sd->perfect_hit)
  1447. + sizeof(sd->perfect_hit_add)
  1448. + sizeof(sd->get_zeny_rate)
  1449. + sizeof(sd->get_zeny_num)
  1450. + sizeof(sd->double_add_rate)
  1451. + sizeof(sd->short_weapon_damage_return)
  1452. + sizeof(sd->long_weapon_damage_return)
  1453. + sizeof(sd->magic_damage_return)
  1454. + sizeof(sd->random_attack_increase_add)
  1455. + sizeof(sd->random_attack_increase_per)
  1456. + sizeof(sd->break_weapon_rate)
  1457. + sizeof(sd->break_armor_rate)
  1458. + sizeof(sd->crit_atk_rate)
  1459. + sizeof(sd->hp_loss_rate)
  1460. + sizeof(sd->sp_loss_rate)
  1461. + sizeof(sd->classchange)
  1462. + sizeof(sd->speed_add_rate)
  1463. + sizeof(sd->aspd_add_rate)
  1464. + sizeof(sd->setitem_hash)
  1465. + sizeof(sd->setitem_hash2)
  1466. // shorts
  1467. + sizeof(sd->splash_range)
  1468. + sizeof(sd->splash_add_range)
  1469. + sizeof(sd->add_steal_rate)
  1470. + sizeof(sd->hp_loss_value)
  1471. + sizeof(sd->sp_loss_value)
  1472. + sizeof(sd->hp_loss_type)
  1473. + sizeof(sd->hp_gain_value)
  1474. + sizeof(sd->sp_gain_value)
  1475. + sizeof(sd->add_drop_count)
  1476. + sizeof(sd->unbreakable)
  1477. + sizeof(sd->unbreakable_equip)
  1478. + sizeof(sd->unstripable_equip)
  1479. + sizeof(sd->no_regen)
  1480. + sizeof(sd->add_def_count)
  1481. + sizeof(sd->add_mdef_count)
  1482. + sizeof(sd->add_dmg_count)
  1483. + sizeof(sd->add_mdmg_count)
  1484. );
  1485. // Parse equipment.
  1486. for(i=0;i<EQI_MAX-1;i++) {
  1487. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1488. if(index < 0)
  1489. continue;
  1490. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1491. continue;
  1492. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1493. continue;
  1494. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1495. continue;
  1496. if(!sd->inventory_data[index])
  1497. continue;
  1498. status->def += sd->inventory_data[index]->def;
  1499. if(first&1 && sd->inventory_data[index]->equip_script)
  1500. { //Execute equip-script on login
  1501. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1502. if (!calculating)
  1503. return 1;
  1504. }
  1505. if(sd->inventory_data[index]->type == 4) {
  1506. int r,wlv = sd->inventory_data[index]->wlv;
  1507. struct weapon_data *wd;
  1508. struct weapon_atk *wa;
  1509. if (wlv >= MAX_REFINE_BONUS)
  1510. wlv = MAX_REFINE_BONUS - 1;
  1511. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1512. wd = &sd->left_weapon; // Left-hand weapon
  1513. wa = status->lhw;
  1514. } else {
  1515. wd = &sd->right_weapon;
  1516. wa = &status->rhw;
  1517. }
  1518. wa->atk += sd->inventory_data[index]->atk;
  1519. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1520. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1521. wd->overrefine = r*refinebonus[wlv][1];
  1522. wa->range += sd->inventory_data[index]->range;
  1523. if(sd->inventory_data[index]->script) {
  1524. if (wd == &sd->left_weapon) {
  1525. sd->state.lr_flag = 1;
  1526. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1527. sd->state.lr_flag = 0;
  1528. } else
  1529. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1530. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1531. return 1;
  1532. }
  1533. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1534. { // Forged weapon
  1535. wd->star += (sd->status.inventory[index].card[1]>>8);
  1536. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1537. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1538. wd->star += 10;
  1539. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1540. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1541. }
  1542. }
  1543. else if(sd->inventory_data[index]->type == 5) {
  1544. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1545. if(sd->inventory_data[index]->script) {
  1546. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1547. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1548. return 1;
  1549. }
  1550. }
  1551. }
  1552. if(sd->equip_index[EQI_AMMO] >= 0){
  1553. index = sd->equip_index[EQI_AMMO];
  1554. if(sd->inventory_data[index]){ // Arrows
  1555. sd->arrow_atk += sd->inventory_data[index]->atk;
  1556. sd->state.lr_flag = 2;
  1557. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1558. sd->state.lr_flag = 0;
  1559. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1560. return 1;
  1561. }
  1562. }
  1563. //Store equipment script bonuses
  1564. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1565. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1566. status->def += (refinedef+50)/100;
  1567. //Parse Cards
  1568. for(i=0;i<EQI_MAX-1;i++) {
  1569. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1570. if(index < 0)
  1571. continue;
  1572. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1573. continue;
  1574. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1575. continue;
  1576. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1577. continue;
  1578. if(sd->inventory_data[index]) {
  1579. int j,c;
  1580. struct item_data *data;
  1581. //Card script execution.
  1582. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1583. continue;
  1584. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1585. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1586. if(!c)
  1587. continue;
  1588. data = itemdb_exists(c);
  1589. if(!data)
  1590. continue;
  1591. if(first&1 && data->equip_script)
  1592. { //Execute equip-script on login
  1593. run_script(data->equip_script,0,sd->bl.id,0);
  1594. if (!calculating)
  1595. return 1;
  1596. }
  1597. if(!data->script)
  1598. continue;
  1599. if(data->flag.no_equip) { //Card restriction checks.
  1600. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1601. continue;
  1602. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1603. continue;
  1604. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1605. continue;
  1606. }
  1607. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1608. { //Left hand status.
  1609. sd->state.lr_flag = 1;
  1610. run_script(data->script,0,sd->bl.id,0);
  1611. sd->state.lr_flag = 0;
  1612. } else
  1613. run_script(data->script,0,sd->bl.id,0);
  1614. if (!calculating) //Abort, run_script his function. [Skotlex]
  1615. return 1;
  1616. }
  1617. }
  1618. }
  1619. if(sd->pd && battle_config.pet_status_support)
  1620. { // Pet
  1621. struct pet_data *pd=sd->pd;
  1622. if(pd && pd->pet.intimate > 0 &&
  1623. (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
  1624. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1625. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1626. }
  1627. //param_bonus now holds card bonuses.
  1628. if(status->rhw.range < 1) status->rhw.range = 1;
  1629. if(status->lhw->range < 1) status->lhw->range = 1;
  1630. if(status->rhw.range < status->lhw->range)
  1631. status->rhw.range = status->lhw->range;
  1632. sd->double_rate += sd->double_add_rate;
  1633. sd->perfect_hit += sd->perfect_hit_add;
  1634. sd->splash_range += sd->splash_add_range;
  1635. if(sd->aspd_add_rate)
  1636. status->aspd_rate += 10*sd->aspd_add_rate;
  1637. if(sd->speed_add_rate)
  1638. sd->speed_rate += sd->speed_add_rate;
  1639. // Damage modifiers from weapon type
  1640. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1641. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1642. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1643. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1644. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1645. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1646. if(pc_isriding(sd) &&
  1647. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1648. { //When Riding with spear, damage modifier to mid-class becomes
  1649. //same as versus large size.
  1650. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1651. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1652. }
  1653. // ----- STATS CALCULATION -----
  1654. // Job bonuses
  1655. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1656. if(!job_bonus[sd->status.class_][i])
  1657. continue;
  1658. switch(job_bonus[sd->status.class_][i]) {
  1659. case 1:
  1660. status->str++;
  1661. break;
  1662. case 2:
  1663. status->agi++;
  1664. break;
  1665. case 3:
  1666. status->vit++;
  1667. break;
  1668. case 4:
  1669. status->int_++;
  1670. break;
  1671. case 5:
  1672. status->dex++;
  1673. break;
  1674. case 6:
  1675. status->luk++;
  1676. break;
  1677. }
  1678. }
  1679. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1680. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1681. status->str += 10;
  1682. status->agi += 10;
  1683. status->vit += 10;
  1684. status->int_+= 10;
  1685. status->dex += 10;
  1686. status->luk += 10;
  1687. }
  1688. // Absolute modifiers from passive skills
  1689. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1690. status->str++;
  1691. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1692. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1693. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1694. status->dex += skill;
  1695. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1696. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1697. status->str = cap_value(i,0,USHRT_MAX);
  1698. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1699. status->agi = cap_value(i,0,USHRT_MAX);
  1700. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1701. status->vit = cap_value(i,0,USHRT_MAX);
  1702. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1703. status->int_ = cap_value(i,0,USHRT_MAX);
  1704. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1705. status->dex = cap_value(i,0,USHRT_MAX);
  1706. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1707. status->luk = cap_value(i,0,USHRT_MAX);
  1708. // ------ BASE ATTACK CALCULATION ------
  1709. // Basic Base ATK value
  1710. status->batk += status_base_atk(&sd->bl,status);
  1711. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1712. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1713. status->batk += sd->weapon_atk[sd->status.weapon];
  1714. // Absolute modifiers from passive skills
  1715. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1716. status->batk += 4;
  1717. // ----- MISC CALCULATION -----
  1718. status_calc_misc(status, BL_PC, sd->status.base_level);
  1719. // ----- HIT CALCULATION -----
  1720. // Absolute modifiers from passive skills
  1721. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1722. status->hit += skill*2;
  1723. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1724. status->hit += skill;
  1725. if(sd->status.weapon == W_BOW)
  1726. status->rhw.range += skill;
  1727. }
  1728. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1729. {
  1730. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1731. status->hit += 2*skill;
  1732. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1733. status->hit += skill;
  1734. status->rhw.range += skill;
  1735. }
  1736. }
  1737. // ----- FLEE CALCULATION -----
  1738. // Absolute modifiers from passive skills
  1739. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1740. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1741. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1742. status->flee += (skill*3)>>1;
  1743. // ----- EQUIPMENT-DEF CALCULATION -----
  1744. // Apply relative modifiers from equipment
  1745. if(sd->def_rate != 100) {
  1746. i = status->def * sd->def_rate/100;
  1747. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1748. }
  1749. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1750. {
  1751. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1752. status->def = (unsigned char)battle_config.max_def;
  1753. }
  1754. // ----- EQUIPMENT-MDEF CALCULATION -----
  1755. // Apply relative modifiers from equipment
  1756. if(sd->mdef_rate != 100) {
  1757. i = status->mdef * sd->mdef_rate/100;
  1758. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1759. }
  1760. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1761. {
  1762. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1763. status->mdef = (signed char)battle_config.max_def;
  1764. }
  1765. // ----- WALKING SPEED CALCULATION -----
  1766. // Relative modifiers from passive skills
  1767. if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
  1768. status->speed -= status->speed * skill/100;
  1769. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1770. status->speed -= status->speed * 25/100;
  1771. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1772. status->speed += status->speed * (100-10*skill)/100;
  1773. // ----- ASPD CALCULATION -----
  1774. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1775. // Basic ASPD value
  1776. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1777. i = (1000 -4*status->agi -status->dex)
  1778. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1779. else
  1780. i = ((
  1781. (1000 -4*status->agi -status->dex)
  1782. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1783. )+(
  1784. (1000 -4*status->agi -status->dex)
  1785. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1786. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1787. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1788. // Relative modifiers from passive skills
  1789. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1790. status->aspd_rate -= 5*skill;
  1791. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1792. status->aspd_rate -= 30*skill;
  1793. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1794. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1795. status->aspd_rate -= ((skill+1)/2) * 10;
  1796. if(pc_isriding(sd))
  1797. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1798. status->adelay = 2*status->amotion;
  1799. // ----- DMOTION -----
  1800. //
  1801. i = 800-status->agi*4;
  1802. status->dmotion = cap_value(i, 400, 800);
  1803. // ----- HP MAX CALCULATION -----
  1804. // Basic MaxHP value
  1805. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1806. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1807. status->max_hp += sd->status.max_hp;
  1808. // Absolute modifiers from passive skills
  1809. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1810. status->max_hp += skill*200;
  1811. // ----- SP MAX CALCULATION -----
  1812. // Basic MaxSP value
  1813. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1814. status->max_sp += sd->status.max_sp;
  1815. // Absolute modifiers from passive skills
  1816. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1817. status->max_sp += 30*skill;
  1818. if(status->sp>status->max_sp)
  1819. status->sp=status->max_sp;
  1820. // ----- RESPAWN HP/SP -----
  1821. //
  1822. //Calc respawn hp and store it on base_status
  1823. if (sd->special_state.restart_full_recover)
  1824. {
  1825. status->hp = status->max_hp;
  1826. status->sp = status->max_sp;
  1827. } else {
  1828. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1829. && battle_config.restart_hp_rate < 50)
  1830. status->hp=status->max_hp>>1;
  1831. else
  1832. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1833. if(!status->hp)
  1834. status->hp = 1;
  1835. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1836. }
  1837. // ----- MISC CALCULATIONS -----
  1838. // Weight
  1839. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1840. sd->max_weight += 2000*skill;
  1841. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1842. sd->max_weight += 10000;
  1843. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1844. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1845. // Skill SP cost
  1846. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1847. sd->dsprate -= 4*skill;
  1848. if(sd->sc.count){
  1849. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1850. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1851. }
  1852. if(sd->dsprate < 0) sd->dsprate = 0;
  1853. // Anti-element and anti-race
  1854. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1855. sd->subele[6] += skill*5;
  1856. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1857. sd->subele[0] += skill;
  1858. sd->subele[3] += skill*4;
  1859. }
  1860. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1861. skill = skill*4;
  1862. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1863. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1864. sd->magic_addrace[RC_DRAGON]+=skill;
  1865. sd->subrace[RC_DRAGON]+=skill;
  1866. }
  1867. if(sd->sc.count){
  1868. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  1869. { //Update the card-bonus data
  1870. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  1871. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  1872. }
  1873. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  1874. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  1875. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  1876. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  1877. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  1878. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  1879. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  1880. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  1881. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  1882. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  1883. }
  1884. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  1885. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  1886. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  1887. }
  1888. }
  1889. status_cpy(&sd->battle_status, status);
  1890. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  1891. status = &sd->battle_status; //Need to compare versus this.
  1892. // ----- CLIENT-SIDE REFRESH -----
  1893. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  1894. clif_skillinfoblock(sd);
  1895. if(b_status.speed != status->speed)
  1896. clif_updatestatus(sd,SP_SPEED);
  1897. if(b_weight != sd->weight)
  1898. clif_updatestatus(sd,SP_WEIGHT);
  1899. if(b_max_weight != sd->max_weight) {
  1900. clif_updatestatus(sd,SP_MAXWEIGHT);
  1901. pc_checkweighticon(sd);
  1902. }
  1903. if(b_status.str != status->str)
  1904. clif_updatestatus(sd,SP_STR);
  1905. if(b_status.agi != status->agi)
  1906. clif_updatestatus(sd,SP_AGI);
  1907. if(b_status.vit != status->vit)
  1908. clif_updatestatus(sd,SP_VIT);
  1909. if(b_status.int_ != status->int_)
  1910. clif_updatestatus(sd,SP_INT);
  1911. if(b_status.dex != status->dex)
  1912. clif_updatestatus(sd,SP_DEX);
  1913. if(b_status.luk != status->luk)
  1914. clif_updatestatus(sd,SP_LUK);
  1915. if(b_status.hit != status->hit)
  1916. clif_updatestatus(sd,SP_HIT);
  1917. if(b_status.flee != status->flee)
  1918. clif_updatestatus(sd,SP_FLEE1);
  1919. if(b_status.amotion != status->amotion)
  1920. clif_updatestatus(sd,SP_ASPD);
  1921. if(b_status.rhw.atk != status->rhw.atk ||
  1922. b_status.lhw->atk != status->lhw->atk ||
  1923. b_status.batk != status->batk)
  1924. clif_updatestatus(sd,SP_ATK1);
  1925. if(b_status.def != status->def)
  1926. clif_updatestatus(sd,SP_DEF1);
  1927. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  1928. b_status.lhw->atk2 != status->lhw->atk2)
  1929. clif_updatestatus(sd,SP_ATK2);
  1930. if(b_status.def2 != status->def2)
  1931. clif_updatestatus(sd,SP_DEF2);
  1932. if(b_status.flee2 != status->flee2)
  1933. clif_updatestatus(sd,SP_FLEE2);
  1934. if(b_status.cri != status->cri)
  1935. clif_updatestatus(sd,SP_CRITICAL);
  1936. if(b_status.matk_max != status->matk_max)
  1937. clif_updatestatus(sd,SP_MATK1);
  1938. if(b_status.matk_min != status->matk_min)
  1939. clif_updatestatus(sd,SP_MATK2);
  1940. if(b_status.mdef != status->mdef)
  1941. clif_updatestatus(sd,SP_MDEF1);
  1942. if(b_status.mdef2 != status->mdef2)
  1943. clif_updatestatus(sd,SP_MDEF2);
  1944. if(b_status.rhw.range != status->rhw.range)
  1945. clif_updatestatus(sd,SP_ATTACKRANGE);
  1946. if(b_status.max_hp != status->max_hp)
  1947. clif_updatestatus(sd,SP_MAXHP);
  1948. if(b_status.max_sp != status->max_sp)
  1949. clif_updatestatus(sd,SP_MAXSP);
  1950. if(b_status.hp != status->hp)
  1951. clif_updatestatus(sd,SP_HP);
  1952. if(b_status.sp != status->sp)
  1953. clif_updatestatus(sd,SP_SP);
  1954. calculating = 0;
  1955. return 0;
  1956. }
  1957. int status_calc_homunculus(struct homun_data *hd, int first)
  1958. {
  1959. struct status_data b_status, *status;
  1960. memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
  1961. status = &hd->base_status;
  1962. status->def_ele = hd->homunculusDB->element ; //[orn]
  1963. status->ele_lv = 1 ; //[orn]
  1964. status->race = hd->homunculusDB->race ; //[orn]
  1965. status->size = hd->homunculusDB->size ; //[orn]
  1966. status->rhw.range = 1 + status->size; //[orn]
  1967. status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn]
  1968. status->speed = DEFAULT_WALK_SPEED;
  1969. status->aspd_rate = 1000;
  1970. merc_hom_calc_skilltree(hd->master);
  1971. status_cpy(&hd->battle_status, status);
  1972. status_calc_misc(status, BL_HOM, hd->master->homunculus.level);
  1973. status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
  1974. if (memcmp(&b_status, status, sizeof(struct status_data)))
  1975. clif_hominfo(hd->master,hd,0) ;
  1976. return 1;
  1977. }
  1978. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  1979. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  1980. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  1981. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  1982. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  1983. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  1984. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  1985. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  1986. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  1987. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  1988. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  1989. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  1990. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  1991. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  1992. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  1993. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  1994. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  1995. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  1996. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  1997. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  1998. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  1999. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2000. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2001. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2002. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2003. //Calculates some attributes that depends on modified stats from status changes.
  2004. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  2005. {
  2006. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  2007. int skill;
  2008. if(flag&(SCB_MAXHP|SCB_VIT))
  2009. {
  2010. flag|=SCB_MAXHP; //Ensures client-side refresh
  2011. status->max_hp = status_base_pc_maxhp(sd,status);
  2012. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2013. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  2014. // Apply relative modifiers from equipment
  2015. if(sd->hprate!=100)
  2016. status->max_hp = status->max_hp * sd->hprate/100;
  2017. if(battle_config.hp_rate != 100)
  2018. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2019. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2020. status->max_hp = battle_config.max_hp;
  2021. else if(!status->max_hp)
  2022. status->max_hp = 1;
  2023. if(status->hp > status->max_hp) {
  2024. status->hp = status->max_hp;
  2025. clif_updatestatus(sd,SP_HP);
  2026. }
  2027. sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);
  2028. // Apply relative modifiers from equipment
  2029. if(sd->hprecov_rate != 100)
  2030. sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
  2031. if(sd->nhealhp < 1) sd->nhealhp = 1;
  2032. else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
  2033. // Skill-related HP recovery
  2034. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2035. sd->nshealhp = skill*5 + (status->max_hp*skill/500);
  2036. // Skill-related HP recovery (only when sit)
  2037. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2038. sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
  2039. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2040. sd->nsshealhp = skill*30 + (status->max_hp*skill/500);
  2041. if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
  2042. if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
  2043. }
  2044. if(flag&(SCB_MAXSP|SCB_INT))
  2045. {
  2046. flag|=SCB_MAXSP;
  2047. status->max_sp = status_base_pc_maxsp(sd,status);
  2048. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2049. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2050. status->max_sp += status->max_sp * skill/100;
  2051. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2052. status->max_sp += status->max_sp * 2*skill/100;
  2053. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2054. // Apply relative modifiers from equipment
  2055. if(sd->sprate!=100)
  2056. status->max_sp = status->max_sp * sd->sprate/100;
  2057. if(battle_config.sp_rate != 100)
  2058. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2059. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2060. status->max_sp = battle_config.max_sp;
  2061. else if(!status->max_sp)
  2062. status->max_sp = 1;
  2063. if(status->sp > status->max_sp) {
  2064. status->sp = status->max_sp;
  2065. clif_updatestatus(sd,SP_SP);
  2066. }
  2067. sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
  2068. if(status->int_ >= 120)
  2069. sd->nhealsp += ((status->int_-120)>>1) + 4;
  2070. // Relative modifiers from passive skills
  2071. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2072. sd->nhealsp += sd->nhealsp * 3*skill/100;
  2073. // Apply relative modifiers from equipment
  2074. if(sd->sprecov_rate != 100)
  2075. sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
  2076. if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
  2077. else if(sd->nhealsp < 1) sd->nhealsp = 1;
  2078. // Skill-related SP recovery
  2079. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2080. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  2081. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2082. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  2083. // Skill-related SP recovery (only when sit)
  2084. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2085. sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
  2086. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2087. {
  2088. sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
  2089. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2090. sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
  2091. }
  2092. if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
  2093. if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
  2094. }
  2095. if(flag&SCB_MATK) {
  2096. //New matk
  2097. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2098. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2099. //Bonuses from previous matk
  2100. status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
  2101. status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
  2102. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2103. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2104. if(sd->matk_rate != 100){
  2105. status->matk_max = status->matk_max * sd->matk_rate/100;
  2106. status->matk_min = status->matk_min * sd->matk_rate/100;
  2107. }
  2108. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2109. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2110. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2111. }
  2112. }
  2113. if(flag&SCB_HIT) {
  2114. if(sd->hit_rate != 100)
  2115. status->hit = status->hit * sd->hit_rate/100;
  2116. if(status->hit < 1) status->hit = 1;
  2117. }
  2118. if(flag&SCB_FLEE) {
  2119. if(sd->flee_rate != 100)
  2120. status->flee = status->flee * sd->flee_rate/100;
  2121. if(status->flee < 1) status->flee = 1;
  2122. }
  2123. if(flag&SCB_DEF2) {
  2124. if(sd->def2_rate != 100)
  2125. status->def2 = status->def2 * sd->def2_rate/100;
  2126. if(status->def2 < 1) status->def2 = 1;
  2127. }
  2128. if(flag&SCB_MDEF2) {
  2129. if(sd->mdef2_rate != 100)
  2130. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2131. if(status->mdef2 < 1) status->mdef2 = 1;
  2132. }
  2133. if(flag&SCB_SPEED) {
  2134. if(sd->speed_rate != 100)
  2135. status->speed = status->speed*sd->speed_rate/100;
  2136. if(status->speed < battle_config.max_walk_speed)
  2137. status->speed = battle_config.max_walk_speed;
  2138. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2139. //Store casting walk speed for quick restoration. [Skotlex]
  2140. sd->prev_speed = status->speed * (175-5*skill)/100;
  2141. if(sd->ud.skilltimer != -1) { //Swap speed.
  2142. skill = status->speed;
  2143. status->speed = sd->prev_speed;
  2144. sd->prev_speed = skill;
  2145. }
  2146. }
  2147. }
  2148. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2149. flag|=SCB_ASPD;
  2150. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2151. skill = (1000 -4*status->agi -status->dex)
  2152. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2153. else
  2154. skill = ((
  2155. (1000 -4*status->agi -status->dex)
  2156. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2157. )+(
  2158. (1000 -4*status->agi -status->dex)
  2159. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2160. )) *2/3;
  2161. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2162. // Apply all relative modifiers
  2163. if(status->aspd_rate != 1000)
  2164. skill = skill *status->aspd_rate/1000;
  2165. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2166. status->adelay = 2*status->amotion;
  2167. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2168. //Store casting adelay for quick restoration. [Skotlex]
  2169. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2170. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2171. skill = status->adelay;
  2172. status->adelay = sd->prev_adelay;
  2173. sd->prev_adelay = skill;
  2174. }
  2175. }
  2176. }
  2177. if(flag&(SCB_AGI|SCB_DSPD)) {
  2178. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  2179. skill = 800-status->agi*4;
  2180. status->dmotion = cap_value(skill, 400, 800);
  2181. if(battle_config.pc_damage_delay_rate != 100)
  2182. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2183. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2184. }
  2185. if(flag&SCB_CRI)
  2186. {
  2187. if(sd->critical_rate != 100)
  2188. status->cri = status->cri * sd->critical_rate/100;
  2189. if(status->cri < 10) status->cri = 10;
  2190. }
  2191. if(flag&SCB_FLEE2) {
  2192. if(sd->flee2_rate != 100)
  2193. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2194. if(status->flee2 < 10) status->flee2 = 10;
  2195. }
  2196. if (flag == SCB_ALL)
  2197. return; //Refresh is done on invoking function (status_calc_pc)
  2198. if(flag&SCB_SPEED) {
  2199. clif_updatestatus(sd,SP_SPEED);
  2200. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2201. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2202. }
  2203. if(flag&SCB_STR)
  2204. clif_updatestatus(sd,SP_STR);
  2205. if(flag&SCB_AGI)
  2206. clif_updatestatus(sd,SP_AGI);
  2207. if(flag&SCB_VIT)
  2208. clif_updatestatus(sd,SP_VIT);
  2209. if(flag&SCB_INT)
  2210. clif_updatestatus(sd,SP_INT);
  2211. if(flag&SCB_DEX)
  2212. clif_updatestatus(sd,SP_DEX);
  2213. if(flag&SCB_LUK)
  2214. clif_updatestatus(sd,SP_LUK);
  2215. if(flag&SCB_HIT)
  2216. clif_updatestatus(sd,SP_HIT);
  2217. if(flag&SCB_FLEE)
  2218. clif_updatestatus(sd,SP_FLEE1);
  2219. if(flag&SCB_ASPD)
  2220. clif_updatestatus(sd,SP_ASPD);
  2221. if(flag&(SCB_BATK|SCB_WATK))
  2222. clif_updatestatus(sd,SP_ATK1);
  2223. if(flag&SCB_DEF)
  2224. clif_updatestatus(sd,SP_DEF1);
  2225. if(flag&SCB_WATK)
  2226. clif_updatestatus(sd,SP_ATK2);
  2227. if(flag&SCB_DEF2)
  2228. clif_updatestatus(sd,SP_DEF2);
  2229. if(flag&SCB_FLEE2)
  2230. clif_updatestatus(sd,SP_FLEE2);
  2231. if(flag&SCB_CRI)
  2232. clif_updatestatus(sd,SP_CRITICAL);
  2233. if(flag&SCB_MATK) {
  2234. clif_updatestatus(sd,SP_MATK1);
  2235. clif_updatestatus(sd,SP_MATK2);
  2236. }
  2237. if(flag&SCB_MDEF)
  2238. clif_updatestatus(sd,SP_MDEF1);
  2239. if(flag&SCB_MDEF2)
  2240. clif_updatestatus(sd,SP_MDEF2);
  2241. if(flag&SCB_RANGE)
  2242. clif_updatestatus(sd,SP_ATTACKRANGE);
  2243. if(flag&SCB_MAXHP)
  2244. clif_updatestatus(sd,SP_MAXHP);
  2245. if(flag&SCB_MAXSP)
  2246. clif_updatestatus(sd,SP_MAXSP);
  2247. }
  2248. //Calculates some attributes that depends on modified stats from status changes.
  2249. void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
  2250. {
  2251. TBL_PC * sd;
  2252. struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
  2253. int skill = 0;
  2254. if (!(sd = hd->master))
  2255. return; //Don't do anything if there isn't a master...
  2256. if(flag&(SCB_MAXHP|SCB_VIT))
  2257. {
  2258. flag|=SCB_MAXHP; //Ensures client-side refresh
  2259. // Apply relative modifiers from equipment
  2260. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2261. status->max_hp = battle_config.max_hp;
  2262. else if(!status->max_hp)
  2263. status->max_hp = 1;
  2264. // hp recovery
  2265. hd->regenhp = 1 + (status->vit/5) + (status->max_hp/200);
  2266. if(hd->regenhp < 1) hd->regenhp = 1;
  2267. // Skill-related Adamantium Skin
  2268. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0) {
  2269. status->max_hp = sd->homunculus.max_hp + skill * 2 * sd->homunculus.max_hp / 100 ;
  2270. hd->regenhp += skill * 5 * hd->regenhp / 100 ;
  2271. }
  2272. status->max_hp = status_calc_maxhp(&hd->bl, &hd->sc, status->max_hp);
  2273. }
  2274. if(flag&SCB_DEF)
  2275. {
  2276. status->def = sd->homunculus.level / 10 + status->vit / 5 ;
  2277. if(hd->sc.data[SC_DEFENCE].timer != -1)
  2278. status->def += hd->sc.data[SC_DEFENCE].val2;
  2279. if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0) {
  2280. status->def += skill * 4 ;
  2281. }
  2282. }
  2283. if(flag&(SCB_MAXSP|SCB_INT))
  2284. {
  2285. flag|=SCB_MAXSP;
  2286. // Skill-related Instruction Change
  2287. if((skill = merc_hom_checkskill(sd,HVAN_INSTRUCT)) > 0) {
  2288. if ( skill == 5 ) {
  2289. status->int_ += 3 ;
  2290. } else if ( skill == 1 ) {
  2291. status->int_ += 1 ;
  2292. } else {
  2293. status->int_ += 2 ;
  2294. }
  2295. if ( skill > 3 ) {
  2296. status->str += 4 ;
  2297. } else if ( skill == 3 ) {
  2298. status->str += 3 ;
  2299. } else {
  2300. status->str += 1 ;
  2301. }
  2302. }
  2303. if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0) {
  2304. status->max_sp = sd->homunculus.max_sp + skill * 2 * sd->homunculus.max_sp / 100 ;
  2305. hd->regensp += skill * 3 * hd->regensp / 100 ;
  2306. if ( skill == 5 ) {
  2307. status->max_sp *= 103 / 100 ;
  2308. } else if ( skill == 1 ) {
  2309. status->max_sp *= 101 / 100 ;
  2310. } else {
  2311. status->max_sp *= 102 / 100 ;
  2312. }
  2313. }
  2314. status->mdef = sd->homunculus.level / 10 + status->int_ / 5 ;
  2315. status->max_sp = status_calc_maxsp(&hd->bl, &hd->sc, status->max_sp);
  2316. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2317. status->max_sp = battle_config.max_sp;
  2318. else if(!status->max_sp)
  2319. status->max_sp = 1;
  2320. if(status->sp > status->max_sp) {
  2321. status->sp = status->max_sp;
  2322. }
  2323. // sp recovery
  2324. hd->regensp = 1 + (status->int_/6) + (status->max_sp/100);
  2325. if(status->int_ >= 120)
  2326. hd->regensp += ((status->int_-120)>>1) + 4;
  2327. if(hd->regensp < 1) hd->regensp = 1;
  2328. }
  2329. if(flag&(SCB_BATK|SCB_WATK)) {
  2330. status->rhw.atk = status->rhw.atk2 = status->str + ( status->str / 10 ) * ( status->str / 10 ) ;
  2331. status->rhw.atk += status->dex ;
  2332. if ( (status->str + sd->homunculus.level) > status->dex )
  2333. status->rhw.atk2 += status->str + sd->homunculus.level ;
  2334. else
  2335. status->rhw.atk2 += status->dex ;
  2336. if(hd->sc.data[SC_FLEET].timer!=-1)
  2337. status->rhw.atk2 += status->rhw.atk2 * hd->sc.data[SC_FLEET].val3/100;
  2338. }
  2339. if(flag&SCB_MATK) {
  2340. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2341. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2342. status->matk_min = status_calc_matk(&hd->bl, &hd->sc, status->matk_min);
  2343. status->matk_max = status_calc_matk(&hd->bl, &hd->sc, status->matk_max);
  2344. }
  2345. if(flag&SCB_SPEED) {
  2346. if(status->speed < battle_config.max_walk_speed)
  2347. status->speed = battle_config.max_walk_speed;
  2348. }
  2349. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2350. flag|=SCB_ASPD;
  2351. status->amotion = hd->homunculusDB->baseASPD - ((status->agi*4+status->dex)* hd->homunculusDB->baseASPD / 1000);
  2352. status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
  2353. if(status->aspd_rate != 1000)
  2354. status->amotion = status->amotion *status->aspd_rate/1000;
  2355. status->amotion = cap_value(status->amotion,battle_config.max_aspd,2000);
  2356. status->adelay = 2*status->amotion;
  2357. }
  2358. if(flag&(SCB_AGI|SCB_DSPD)) {
  2359. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  2360. skill = 800-status->agi*4;
  2361. status->dmotion = cap_value(skill, 400, 800);
  2362. if(battle_config.pc_damage_delay_rate != 100)
  2363. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2364. status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
  2365. }
  2366. if (flag == SCB_ALL)
  2367. return; //Refresh is done on invoking function (status_calc_hom)
  2368. if (flag&(
  2369. SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
  2370. SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
  2371. SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
  2372. SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
  2373. SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
  2374. )
  2375. clif_hominfo(sd,hd,0);
  2376. }
  2377. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2378. {
  2379. struct status_data *b_status, *status;
  2380. struct status_change *sc;
  2381. int temp;
  2382. TBL_PC *sd;
  2383. b_status = status_get_base_status(bl);
  2384. status = status_get_status_data(bl);
  2385. sc = status_get_sc(bl);
  2386. if (!b_status || !status)
  2387. return;
  2388. BL_CAST(BL_PC,bl,sd);
  2389. if(sd && flag&SCB_PC)
  2390. { //Recalc everything.
  2391. status_calc_pc(sd,0);
  2392. return;
  2393. }
  2394. if( (!bl->type&(BL_PC|BL_HOM) ) && (!sc || !sc->count)) { //No difference.
  2395. status_cpy(status, b_status);
  2396. return;
  2397. }
  2398. if(flag&SCB_STR) {
  2399. status->str = status_calc_str(bl, sc, b_status->str);
  2400. flag|=SCB_BATK;
  2401. }
  2402. if(flag&SCB_AGI) {
  2403. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2404. flag|=SCB_FLEE;
  2405. }
  2406. if(flag&SCB_VIT) {
  2407. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2408. flag|=SCB_DEF2|SCB_MDEF2;
  2409. }
  2410. if(flag&SCB_INT) {
  2411. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2412. flag|=SCB_MATK|SCB_MDEF2;
  2413. }
  2414. if(flag&SCB_DEX) {
  2415. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2416. flag|=SCB_BATK|SCB_HIT;
  2417. }
  2418. if(flag&SCB_LUK) {
  2419. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2420. flag|=SCB_CRI|SCB_FLEE2;
  2421. }
  2422. if(flag&SCB_BATK && b_status->batk) {
  2423. status->batk = status_base_atk(bl,status);
  2424. temp = b_status->batk - status_base_atk(bl,b_status);
  2425. if (temp)
  2426. status->batk += temp;
  2427. status->batk = status_calc_batk(bl, sc, status->batk);
  2428. }
  2429. if(flag&SCB_WATK) {
  2430. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2431. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2432. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2433. if (sd) sd->state.lr_flag = 1;
  2434. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2435. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2436. if (sd) sd->state.lr_flag = 0;
  2437. }
  2438. }
  2439. if(flag&SCB_HIT) {
  2440. if (status->dex == b_status->dex)
  2441. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2442. else
  2443. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2444. }
  2445. if(flag&SCB_FLEE) {
  2446. if (status->agi == b_status->agi)
  2447. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2448. else
  2449. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2450. }
  2451. if(flag&SCB_DEF)
  2452. status->def = status_calc_def(bl, sc, b_status->def);
  2453. if(flag&SCB_DEF2) {
  2454. if (status->vit == b_status->vit)
  2455. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2456. else
  2457. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2458. }
  2459. if(flag&SCB_MDEF)
  2460. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2461. if(flag&SCB_MDEF2) {
  2462. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2463. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2464. else
  2465. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2466. }
  2467. if(flag&SCB_SPEED) {
  2468. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2469. if (!sd)
  2470. { //Player speed is updated on calc_bl_sub_pc
  2471. struct unit_data *ud = unit_bl2ud(bl);
  2472. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2473. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2474. }
  2475. }
  2476. if(flag&SCB_CRI && b_status->cri) {
  2477. if (status->luk == b_status->luk)
  2478. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2479. else
  2480. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2481. }
  2482. if(flag&SCB_FLEE2 && b_status->flee2) {
  2483. if (status->luk == b_status->luk)
  2484. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2485. else
  2486. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2487. }
  2488. if(flag&SCB_ATK_ELE) {
  2489. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2490. if(status->lhw && b_status->lhw) {
  2491. if (sd) sd->state.lr_flag = 1;
  2492. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2493. if (sd) sd->state.lr_flag = 0;
  2494. }
  2495. }
  2496. if(flag&SCB_DEF_ELE) {
  2497. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2498. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2499. }
  2500. if(flag&SCB_MODE)
  2501. {
  2502. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2503. //Since mode changed, reset their state.
  2504. if (!(status->mode&MD_CANATTACK))
  2505. unit_stop_attack(bl);
  2506. if (!(status->mode&MD_CANMOVE))
  2507. unit_stop_walking(bl,0);
  2508. }
  2509. // No status changes alter these yet.
  2510. // if(flag&SCB_SIZE)
  2511. // if(flag&SCB_RACE)
  2512. // if(flag&SCB_RANGE)
  2513. if(sd) {
  2514. //The remaining are handled quite different by players, so use their own function.
  2515. status_calc_bl_sub_pc(sd, flag);
  2516. return;
  2517. }
  2518. if(bl->type == BL_HOM) {
  2519. //The remaining are handled quite different by homunculus, so use their own function.
  2520. status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
  2521. return;
  2522. }
  2523. if(flag&SCB_MAXHP) {
  2524. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2525. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2526. status->hp = status->max_hp;
  2527. }
  2528. if(flag&SCB_MAXSP) {
  2529. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2530. if (status->sp > status->max_sp)
  2531. status->sp = status->max_sp;
  2532. }
  2533. if(flag&SCB_MATK) {
  2534. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2535. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2536. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2537. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2538. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2539. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2540. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2541. }
  2542. }
  2543. if(flag&SCB_ASPD) {
  2544. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2545. temp = status->aspd_rate*b_status->amotion/1000;
  2546. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2547. temp = status->aspd_rate*b_status->adelay/1000;
  2548. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2549. }
  2550. if(flag&SCB_DSPD)
  2551. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2552. }
  2553. /*==========================================
  2554. * Apply shared stat mods from status changes [DracoRPG]
  2555. *------------------------------------------
  2556. */
  2557. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2558. {
  2559. if(!sc || !sc->count)
  2560. return cap_value(str,1,USHRT_MAX);
  2561. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2562. str += sc->data[SC_INCALLSTATUS].val1;
  2563. if(sc->data[SC_INCSTR].timer!=-1)
  2564. str += sc->data[SC_INCSTR].val1;
  2565. if(sc->data[SC_STRFOOD].timer!=-1)
  2566. str += sc->data[SC_STRFOOD].val1;
  2567. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2568. str += 5;
  2569. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
  2570. str += sc->data[SC_GUILDAURA].val3>>16;
  2571. if(sc->data[SC_LOUD].timer!=-1)
  2572. str += 4;
  2573. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2574. str += 5;
  2575. if(sc->data[SC_SPURT].timer!=-1)
  2576. str += 10;
  2577. if(sc->data[SC_NEN].timer!=-1)
  2578. str += sc->data[SC_NEN].val1;
  2579. if(sc->data[SC_BLESSING].timer != -1){
  2580. if(sc->data[SC_BLESSING].val2)
  2581. str += sc->data[SC_BLESSING].val2;
  2582. else
  2583. str >>= 1;
  2584. }
  2585. if(sc->data[SC_MARIONETTE].timer!=-1)
  2586. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2587. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2588. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2589. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2590. str = 50;
  2591. return cap_value(str,1,USHRT_MAX);
  2592. }
  2593. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2594. {
  2595. if(!sc || !sc->count)
  2596. return cap_value(agi,1,USHRT_MAX);
  2597. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2598. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2599. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2600. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2601. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2602. agi += sc->data[SC_INCALLSTATUS].val1;
  2603. if(sc->data[SC_INCAGI].timer!=-1)
  2604. agi += sc->data[SC_INCAGI].val1;
  2605. if(sc->data[SC_AGIFOOD].timer!=-1)
  2606. agi += sc->data[SC_AGIFOOD].val1;
  2607. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
  2608. agi += sc->data[SC_GUILDAURA].val4>>16;
  2609. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2610. agi += 5;
  2611. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2612. agi += 2 + sc->data[SC_INCREASEAGI].val1;
  2613. if(sc->data[SC_INCREASING].timer!=-1)
  2614. agi += 4; // added based on skill updates [Reddozen]
  2615. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2616. agi -= 2 + sc->data[SC_DECREASEAGI].val1;
  2617. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2618. agi -= sc->data[SC_QUAGMIRE].val2;
  2619. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
  2620. agi -= sc->data[SC_SUITON].val2;
  2621. if(sc->data[SC_MARIONETTE].timer!=-1)
  2622. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2623. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2624. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2625. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2626. agi = 50;
  2627. return cap_value(agi,1,USHRT_MAX);
  2628. }
  2629. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2630. {
  2631. if(!sc || !sc->count)
  2632. return cap_value(vit,1,USHRT_MAX);
  2633. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2634. vit += sc->data[SC_INCALLSTATUS].val1;
  2635. if(sc->data[SC_INCVIT].timer!=-1)
  2636. vit += sc->data[SC_INCVIT].val1;
  2637. if(sc->data[SC_VITFOOD].timer!=-1)
  2638. vit += sc->data[SC_VITFOOD].val1;
  2639. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
  2640. vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
  2641. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2642. vit += 5;
  2643. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2644. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2645. if(sc->data[SC_MARIONETTE].timer!=-1)
  2646. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2647. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2648. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2649. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2650. vit = 50;
  2651. return cap_value(vit,1,USHRT_MAX);
  2652. }
  2653. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2654. {
  2655. if(!sc || !sc->count)
  2656. return cap_value(int_,1,USHRT_MAX);
  2657. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2658. int_ += sc->data[SC_INCALLSTATUS].val1;
  2659. if(sc->data[SC_INCINT].timer!=-1)
  2660. int_ += sc->data[SC_INCINT].val1;
  2661. if(sc->data[SC_INTFOOD].timer!=-1)
  2662. int_ += sc->data[SC_INTFOOD].val1;
  2663. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2664. int_ += 5;
  2665. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2666. int_ += 5;
  2667. if(sc->data[SC_BLESSING].timer != -1){
  2668. if (sc->data[SC_BLESSING].val2)
  2669. int_ += sc->data[SC_BLESSING].val2;
  2670. else
  2671. int_ >>= 1;
  2672. }
  2673. if(sc->data[SC_STRIPHELM].timer!=-1)
  2674. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2675. if(sc->data[SC_NEN].timer!=-1)
  2676. int_ += sc->data[SC_NEN].val1;
  2677. if(sc->data[SC_CHANGE].timer!=-1)
  2678. int_ += 60;
  2679. if(sc->data[SC_MARIONETTE].timer!=-1)
  2680. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2681. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2682. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2683. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2684. int_ = 50;
  2685. return cap_value(int_,1,USHRT_MAX);
  2686. }
  2687. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2688. {
  2689. if(!sc || !sc->count)
  2690. return cap_value(dex,1,USHRT_MAX);
  2691. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2692. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2693. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2694. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2695. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2696. dex += sc->data[SC_INCALLSTATUS].val1;
  2697. if(sc->data[SC_INCDEX].timer!=-1)
  2698. dex += sc->data[SC_INCDEX].val1;
  2699. if(sc->data[SC_DEXFOOD].timer!=-1)
  2700. dex += sc->data[SC_DEXFOOD].val1;
  2701. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2702. dex += 5;
  2703. if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
  2704. dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
  2705. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2706. dex += 5;
  2707. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2708. dex -= sc->data[SC_QUAGMIRE].val2;
  2709. if(sc->data[SC_BLESSING].timer != -1){
  2710. if (sc->data[SC_BLESSING].val2)
  2711. dex += sc->data[SC_BLESSING].val2;
  2712. else
  2713. dex >>= 1;
  2714. }
  2715. if(sc->data[SC_INCREASING].timer!=-1)
  2716. dex += 4; // added based on skill updates [Reddozen]
  2717. if(sc->data[SC_MARIONETTE].timer!=-1)
  2718. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2719. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2720. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2721. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2722. dex = 50;
  2723. return cap_value(dex,1,USHRT_MAX);
  2724. }
  2725. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2726. {
  2727. if(!sc || !sc->count)
  2728. return cap_value(luk,1,USHRT_MAX);
  2729. if(sc->data[SC_CURSE].timer!=-1)
  2730. return 0;
  2731. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2732. luk += sc->data[SC_INCALLSTATUS].val1;
  2733. if(sc->data[SC_INCLUK].timer!=-1)
  2734. luk += sc->data[SC_INCLUK].val1;
  2735. if(sc->data[SC_LUKFOOD].timer!=-1)
  2736. luk += sc->data[SC_LUKFOOD].val1;
  2737. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2738. luk += 5;
  2739. if(sc->data[SC_GLORIA].timer!=-1)
  2740. luk += 30;
  2741. if(sc->data[SC_MARIONETTE].timer!=-1)
  2742. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2743. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2744. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2745. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2746. luk = 50;
  2747. return cap_value(luk,1,USHRT_MAX);
  2748. }
  2749. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2750. {
  2751. if(!sc || !sc->count)
  2752. return cap_value(batk,0,USHRT_MAX);
  2753. if(sc->data[SC_ATKPOTION].timer!=-1)
  2754. batk += sc->data[SC_ATKPOTION].val1;
  2755. if(sc->data[SC_BATKFOOD].timer!=-1)
  2756. batk += sc->data[SC_BATKFOOD].val1;
  2757. if(sc->data[SC_INCATKRATE].timer!=-1)
  2758. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2759. if(sc->data[SC_PROVOKE].timer!=-1)
  2760. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2761. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2762. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2763. if(sc->data[SC_SKE].timer!=-1)
  2764. batk += batk * 3;
  2765. if(sc->data[SC_BLOODLUST].timer!=-1)
  2766. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2767. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2768. batk -= batk * 25/100;
  2769. if(sc->data[SC_CURSE].timer!=-1)
  2770. batk -= batk * 25/100;
  2771. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2772. // if(sc->data[SC_BLEEDING].timer != -1)
  2773. // batk -= batk * 25/100;
  2774. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2775. batk += sc->data[SC_GATLINGFEVER].val3;
  2776. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2777. batk += 100;
  2778. return cap_value(batk,0,USHRT_MAX);
  2779. }
  2780. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2781. {
  2782. if(!sc || !sc->count)
  2783. return cap_value(watk,0,USHRT_MAX);
  2784. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2785. watk += sc->data[SC_IMPOSITIO].val2;
  2786. if(sc->data[SC_WATKFOOD].timer!=-1)
  2787. watk += sc->data[SC_WATKFOOD].val1;
  2788. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2789. watk += sc->data[SC_DRUMBATTLE].val2;
  2790. if(sc->data[SC_VOLCANO].timer!=-1)
  2791. watk += sc->data[SC_VOLCANO].val2;
  2792. if(sc->data[SC_INCATKRATE].timer!=-1)
  2793. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2794. if(sc->data[SC_PROVOKE].timer!=-1)
  2795. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2796. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2797. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2798. if(sc->data[SC_SKE].timer!=-1)
  2799. watk += watk * 3;
  2800. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2801. if (bl->type != BL_PC)
  2802. watk += sc->data[SC_NIBELUNGEN].val2;
  2803. else {
  2804. TBL_PC *sd = (TBL_PC*)bl;
  2805. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2806. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2807. watk += sc->data[SC_NIBELUNGEN].val2;
  2808. }
  2809. }
  2810. if(sc->data[SC_BLOODLUST].timer!=-1)
  2811. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  2812. if(sc->data[SC_CURSE].timer!=-1)
  2813. watk -= watk * 25/100;
  2814. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2815. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2816. return cap_value(watk,0,USHRT_MAX);
  2817. }
  2818. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2819. {
  2820. if(!sc || !sc->count)
  2821. return cap_value(matk,0,USHRT_MAX);
  2822. if(sc->data[SC_MATKPOTION].timer!=-1)
  2823. matk += sc->data[SC_MATKPOTION].val1;
  2824. if(sc->data[SC_MATKFOOD].timer!=-1)
  2825. matk += sc->data[SC_MATKFOOD].val1;
  2826. if(sc->data[SC_MAGICPOWER].timer!=-1)
  2827. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  2828. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2829. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  2830. if(sc->data[SC_INCMATKRATE].timer!=-1)
  2831. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  2832. return cap_value(matk,0,USHRT_MAX);
  2833. }
  2834. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  2835. {
  2836. if(!sc || !sc->count)
  2837. return cap_value(critical,10,SHRT_MAX);
  2838. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2839. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  2840. if (sc->data[SC_FORTUNE].timer!=-1)
  2841. critical += sc->data[SC_FORTUNE].val2;
  2842. if (sc->data[SC_TRUESIGHT].timer!=-1)
  2843. critical += sc->data[SC_TRUESIGHT].val2;
  2844. if(sc->data[SC_CLOAKING].timer!=-1)
  2845. critical += critical;
  2846. return cap_value(critical,10,SHRT_MAX);
  2847. }
  2848. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  2849. {
  2850. if(!sc || !sc->count)
  2851. return cap_value(hit,1,SHRT_MAX);
  2852. if(sc->data[SC_INCHIT].timer != -1)
  2853. hit += sc->data[SC_INCHIT].val1;
  2854. if(sc->data[SC_HITFOOD].timer!=-1)
  2855. hit += sc->data[SC_HITFOOD].val1;
  2856. if(sc->data[SC_TRUESIGHT].timer != -1)
  2857. hit += sc->data[SC_TRUESIGHT].val3;
  2858. if(sc->data[SC_HUMMING].timer!=-1)
  2859. hit += sc->data[SC_HUMMING].val2;
  2860. if(sc->data[SC_CONCENTRATION].timer != -1)
  2861. hit += sc->data[SC_CONCENTRATION].val3;
  2862. if(sc->data[SC_INCHITRATE].timer != -1)
  2863. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  2864. if(sc->data[SC_BLIND].timer != -1)
  2865. hit -= hit * 25/100;
  2866. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2867. hit -= 30;
  2868. if(sc->data[SC_INCREASING].timer!=-1)
  2869. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  2870. return cap_value(hit,1,SHRT_MAX);
  2871. }
  2872. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  2873. {
  2874. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  2875. flee -= flee * battle_config.gvg_flee_penalty/100;
  2876. if(!sc || !sc->count)
  2877. return cap_value(flee,1,SHRT_MAX);
  2878. if(sc->data[SC_INCFLEE].timer!=-1)
  2879. flee += sc->data[SC_INCFLEE].val1;
  2880. if(sc->data[SC_FLEEFOOD].timer!=-1)
  2881. flee += sc->data[SC_FLEEFOOD].val1;
  2882. if(sc->data[SC_WHISTLE].timer!=-1)
  2883. flee += sc->data[SC_WHISTLE].val2;
  2884. if(sc->data[SC_WINDWALK].timer!=-1)
  2885. flee += sc->data[SC_WINDWALK].val2;
  2886. if(sc->data[SC_INCFLEERATE].timer!=-1)
  2887. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  2888. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  2889. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  2890. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  2891. flee += sc->data[SC_MOON_COMFORT].val2;
  2892. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  2893. flee += 10;
  2894. if(sc->data[SC_SPIDERWEB].timer!=-1)
  2895. flee -= flee * 50/100;
  2896. if(sc->data[SC_BERSERK].timer!=-1)
  2897. flee -= flee * 50/100;
  2898. if(sc->data[SC_BLIND].timer!=-1)
  2899. flee -= flee * 25/100;
  2900. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2901. flee += 30;
  2902. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2903. flee -= sc->data[SC_GATLINGFEVER].val4;
  2904. if(sc->data[SC_SPEED].timer!=-1)
  2905. flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
  2906. return cap_value(flee,1,SHRT_MAX);
  2907. }
  2908. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  2909. {
  2910. if(!sc || !sc->count)
  2911. return cap_value(flee2,10,SHRT_MAX);
  2912. if(sc->data[SC_WHISTLE].timer!=-1)
  2913. flee2 += sc->data[SC_WHISTLE].val3*10;
  2914. return cap_value(flee2,10,SHRT_MAX);
  2915. }
  2916. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  2917. {
  2918. if(!sc || !sc->count)
  2919. return cap_value(def,0,CHAR_MAX);
  2920. if(sc->data[SC_BERSERK].timer!=-1)
  2921. return 0;
  2922. if(sc->data[SC_KEEPING].timer!=-1)
  2923. return 100;
  2924. if(sc->data[SC_SKA].timer != -1)
  2925. return sc->data[SC_SKA].val3;
  2926. if (sc->data[SC_DEFENCE].timer != -1) //[orn]
  2927. def += sc->data[SC_DEFENCE].val2 ;
  2928. if(sc->data[SC_STEELBODY].timer!=-1)
  2929. return 90;
  2930. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2931. def += sc->data[SC_DRUMBATTLE].val3;
  2932. if(sc->data[SC_INCDEFRATE].timer!=-1)
  2933. def += def * sc->data[SC_INCDEFRATE].val1/100;
  2934. if(sc->data[SC_FREEZE].timer!=-1)
  2935. def >>=1;
  2936. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2937. def >>=1;
  2938. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  2939. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  2940. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2941. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  2942. if(sc->data[SC_SKE].timer!=-1)
  2943. def >>=1;
  2944. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  2945. def -= def * sc->data[SC_PROVOKE].val4/100;
  2946. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  2947. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  2948. if (sc->data[SC_FLING].timer!=-1)
  2949. def -= def * (sc->data[SC_FLING].val2)/100;
  2950. return cap_value(def,0,CHAR_MAX);
  2951. }
  2952. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  2953. {
  2954. if(!sc || !sc->count)
  2955. return cap_value(def2,1,SHRT_MAX);
  2956. if(sc->data[SC_BERSERK].timer!=-1)
  2957. return 0;
  2958. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  2959. return 0;
  2960. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  2961. def2 += sc->data[SC_SUN_COMFORT].val2;
  2962. if(sc->data[SC_ANGELUS].timer!=-1)
  2963. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  2964. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2965. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  2966. if(sc->data[SC_POISON].timer!=-1)
  2967. def2 -= def2 * 25/100;
  2968. if(sc->data[SC_DPOISON].timer!=-1)
  2969. def2 -= def2 * 25/100;
  2970. if(sc->data[SC_SKE].timer!=-1)
  2971. def2 -= def2 * 50/100;
  2972. if(sc->data[SC_PROVOKE].timer!=-1)
  2973. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  2974. if(sc->data[SC_JOINTBEAT].timer!=-1){
  2975. if(sc->data[SC_JOINTBEAT].val2==3)
  2976. def2 -= def2 * 50/100;
  2977. else if(sc->data[SC_JOINTBEAT].val2==4)
  2978. def2 -= def2 * 25/100;
  2979. }
  2980. if(sc->data[SC_FLING].timer!=-1)
  2981. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  2982. return cap_value(def2,1,SHRT_MAX);
  2983. }
  2984. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  2985. {
  2986. if(!sc || !sc->count)
  2987. return cap_value(mdef,0,CHAR_MAX);
  2988. if(sc->data[SC_BERSERK].timer!=-1)
  2989. return 0;
  2990. if(sc->data[SC_BARRIER].timer!=-1)
  2991. return 100;
  2992. if(sc->data[SC_STEELBODY].timer!=-1)
  2993. return 90;
  2994. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  2995. return 90;
  2996. if(sc->data[SC_FREEZE].timer!=-1)
  2997. mdef += 25*mdef/100;
  2998. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2999. mdef += 25*mdef/100;
  3000. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  3001. mdef += sc->data[SC_ENDURE].val1;
  3002. return cap_value(mdef,0,CHAR_MAX);
  3003. }
  3004. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3005. {
  3006. if(!sc || !sc->count)
  3007. return cap_value(mdef2,0,SHRT_MAX);
  3008. if(sc->data[SC_BERSERK].timer!=-1)
  3009. return 0;
  3010. if(sc->data[SC_MINDBREAKER].timer!=-1)
  3011. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  3012. return cap_value(mdef2,0,SHRT_MAX);
  3013. }
  3014. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3015. {
  3016. if(!sc || !sc->count)
  3017. return cap_value(speed,10,USHRT_MAX);
  3018. // Fixed reductions
  3019. if(sc->data[SC_CURSE].timer!=-1)
  3020. speed += 450;
  3021. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  3022. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  3023. if(sc->data[SC_WEDDING].timer!=-1)
  3024. speed += 300;
  3025. //% increases (they don't stack, with the exception of Speedup1? @.@)
  3026. if(sc->data[SC_SPEEDUP1].timer!=-1)
  3027. speed -= speed * 50/100;
  3028. if(sc->data[SC_RUN].timer!=-1)
  3029. speed -= speed * 50/100;
  3030. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  3031. speed -= speed * 25/100;
  3032. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  3033. speed -= speed * 25/100;
  3034. else if(sc->data[SC_FUSION].timer != -1)
  3035. speed -= speed * 25/100;
  3036. else if(sc->data[SC_CARTBOOST].timer!=-1)
  3037. speed -= speed * 20/100;
  3038. else if(sc->data[SC_BERSERK].timer!=-1)
  3039. speed -= speed * 20/100;
  3040. else if(sc->data[SC_AVOID].timer!=-1)
  3041. speed -= speed * sc->data[SC_AVOID].val2/100;
  3042. else if(sc->data[SC_WINDWALK].timer!=-1)
  3043. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  3044. //% reductions (they stack)
  3045. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  3046. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  3047. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3048. speed = speed * 100/75;
  3049. if(sc->data[SC_STEELBODY].timer!=-1)
  3050. speed = speed * 100/75;
  3051. if(sc->data[SC_QUAGMIRE].timer!=-1)
  3052. speed = speed * 100/50;
  3053. if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
  3054. speed = speed * 100/sc->data[SC_SUITON].val3;
  3055. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3056. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  3057. if(sc->data[SC_DEFENDER].timer!=-1)
  3058. speed = speed * 100/sc->data[SC_DEFENDER].val3;
  3059. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3060. speed = speed * 100/75;
  3061. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3062. if (sc->data[SC_JOINTBEAT].val2 == 0)
  3063. speed = speed * 100/50;
  3064. else
  3065. if (sc->data[SC_JOINTBEAT].val2 == 2)
  3066. speed = speed * 100/70;
  3067. }
  3068. if(sc->data[SC_CLOAKING].timer!=-1)
  3069. speed = speed * 100 /(
  3070. (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
  3071. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  3072. if(sc->data[SC_LONGING].timer!=-1)
  3073. speed = speed * 100/sc->data[SC_LONGING].val3;
  3074. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  3075. speed = speed * 100/sc->data[SC_HIDING].val3;
  3076. if(sc->data[SC_CHASEWALK].timer!=-1)
  3077. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  3078. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  3079. speed = speed * 100/75;
  3080. if(sc->data[SC_SLOWDOWN].timer!=-1)
  3081. speed = speed * 100/75;
  3082. return cap_value(speed,10,USHRT_MAX);
  3083. }
  3084. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3085. {
  3086. int i;
  3087. if(!sc || !sc->count)
  3088. return cap_value(aspd_rate,0,SHRT_MAX);
  3089. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  3090. {
  3091. int max = 0;
  3092. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  3093. max = sc->data[SC_STAR_COMFORT].val2;
  3094. if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 200)
  3095. max = 200;
  3096. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  3097. max < sc->data[SC_TWOHANDQUICKEN].val2)
  3098. max = sc->data[SC_TWOHANDQUICKEN].val2;
  3099. if(sc->data[SC_ONEHAND].timer!=-1 &&
  3100. max < sc->data[SC_ONEHAND].val2)
  3101. max = sc->data[SC_ONEHAND].val2;
  3102. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  3103. max < sc->data[SC_ADRENALINE2].val3)
  3104. max = sc->data[SC_ADRENALINE2].val3;
  3105. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  3106. max < sc->data[SC_ADRENALINE].val3)
  3107. max = sc->data[SC_ADRENALINE].val3;
  3108. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  3109. max < sc->data[SC_SPEARQUICKEN].val2)
  3110. max = sc->data[SC_SPEARQUICKEN].val2;
  3111. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  3112. max < sc->data[SC_GATLINGFEVER].val2)
  3113. max = sc->data[SC_GATLINGFEVER].val2;
  3114. if(sc->data[SC_FLEET].timer!=-1 &&
  3115. max < sc->data[SC_FLEET].val2)
  3116. max = sc->data[SC_FLEET].val2;
  3117. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  3118. max < sc->data[SC_ASSNCROS].val2)
  3119. {
  3120. if (bl->type!=BL_PC)
  3121. max = sc->data[SC_ASSNCROS].val2;
  3122. else
  3123. switch(((TBL_PC*)bl)->status.weapon)
  3124. {
  3125. case W_BOW:
  3126. case W_REVOLVER:
  3127. case W_RIFLE:
  3128. case W_SHOTGUN:
  3129. case W_GATLING:
  3130. case W_GRENADE:
  3131. break;
  3132. default:
  3133. max = sc->data[SC_ASSNCROS].val2;
  3134. }
  3135. }
  3136. aspd_rate -= max;
  3137. if(sc->data[SC_BERSERK].timer!=-1)
  3138. aspd_rate -= 300; //Stacks with the rest of bonuses.
  3139. }
  3140. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  3141. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  3142. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  3143. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  3144. aspd_rate -= sc->data[i].val2;
  3145. if(sc->data[SC_DONTFORGETME].timer!=-1)
  3146. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  3147. if(sc->data[SC_LONGING].timer!=-1)
  3148. aspd_rate += sc->data[SC_LONGING].val2;
  3149. if(sc->data[SC_STEELBODY].timer!=-1)
  3150. aspd_rate += 250;
  3151. if(sc->data[SC_SKA].timer!=-1)
  3152. aspd_rate += 250;
  3153. if(sc->data[SC_DEFENDER].timer != -1)
  3154. aspd_rate += sc->data[SC_DEFENDER].val4;
  3155. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  3156. aspd_rate += 250;
  3157. if(sc->data[SC_GRAVITATION].timer!=-1)
  3158. aspd_rate += sc->data[SC_GRAVITATION].val2;
  3159. //Curse shouldn't effect on this?
  3160. // if(sc->data[SC_BLEEDING].timer != -1)
  3161. // aspd_rate += 250;
  3162. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  3163. if (sc->data[SC_JOINTBEAT].val2 == 1)
  3164. aspd_rate += 250;
  3165. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  3166. aspd_rate += 100;
  3167. }
  3168. return cap_value(aspd_rate,0,SHRT_MAX);
  3169. }
  3170. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3171. {
  3172. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3173. return cap_value(dmotion,0,USHRT_MAX);
  3174. if (sc->data[SC_ENDURE].timer!=-1)
  3175. return 0;
  3176. if (sc->data[SC_CONCENTRATION].timer!=-1)
  3177. return 0;
  3178. if(sc->data[SC_RUN].timer!=-1)
  3179. return 0;
  3180. return cap_value(dmotion,0,USHRT_MAX);
  3181. }
  3182. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3183. {
  3184. if(!sc || !sc->count)
  3185. return cap_value(maxhp,1,UINT_MAX);
  3186. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3187. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3188. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3189. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3190. if(sc->data[SC_DELUGE].timer!=-1)
  3191. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3192. if(sc->data[SC_BERSERK].timer!=-1)
  3193. maxhp += maxhp * 2;
  3194. return cap_value(maxhp,1,UINT_MAX);
  3195. }
  3196. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3197. {
  3198. if(!sc || !sc->count)
  3199. return cap_value(maxsp,1,UINT_MAX);
  3200. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3201. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3202. if(sc->data[SC_SERVICE4U].timer!=-1)
  3203. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3204. return cap_value(maxsp,1,UINT_MAX);
  3205. }
  3206. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3207. {
  3208. if(!sc || !sc->count)
  3209. return element;
  3210. if( sc->data[SC_FREEZE].timer!=-1 )
  3211. return ELE_WATER;
  3212. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3213. return ELE_EARTH;
  3214. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3215. return ELE_HOLY;
  3216. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3217. return sc->data[SC_ELEMENTALCHANGE].val3;
  3218. return cap_value(element,0,UCHAR_MAX);
  3219. }
  3220. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3221. {
  3222. if(!sc || !sc->count)
  3223. return lv;
  3224. if( sc->data[SC_FREEZE].timer!=-1 )
  3225. return 1;
  3226. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3227. return 1;
  3228. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3229. return 1;
  3230. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3231. return sc->data[SC_ELEMENTALCHANGE].val4;
  3232. return cap_value(lv,1,4);
  3233. }
  3234. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3235. {
  3236. if(!sc || !sc->count)
  3237. return element;
  3238. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3239. return ELE_WATER;
  3240. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3241. return ELE_EARTH;
  3242. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3243. return ELE_FIRE;
  3244. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3245. return ELE_WIND;
  3246. if( sc->data[SC_ENCPOISON].timer!=-1)
  3247. return ELE_POISON;
  3248. if( sc->data[SC_ASPERSIO].timer!=-1)
  3249. return ELE_HOLY;
  3250. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3251. return ELE_DARK;
  3252. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3253. return ELE_GHOST;
  3254. return cap_value(element,0,UCHAR_MAX);
  3255. }
  3256. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3257. {
  3258. if(!sc || !sc->count)
  3259. return mode;
  3260. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3261. if (sc->data[SC_MODECHANGE].val2)
  3262. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3263. if (sc->data[SC_MODECHANGE].val3)
  3264. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3265. if (sc->data[SC_MODECHANGE].val4)
  3266. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3267. }
  3268. return cap_value(mode,0,USHRT_MAX);
  3269. }
  3270. /*==========================================
  3271. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3272. *------------------------------------------
  3273. */
  3274. void status_freecast_switch(struct map_session_data *sd)
  3275. {
  3276. struct status_data *status;
  3277. unsigned short b_speed,tmp;
  3278. status = &sd->battle_status;
  3279. b_speed = status->speed;
  3280. tmp = status->speed;
  3281. status->speed = sd->prev_speed;
  3282. sd->prev_speed = tmp;
  3283. tmp = status->adelay;
  3284. status->adelay = sd->prev_adelay;
  3285. sd->prev_adelay = tmp;
  3286. if(b_speed != status->speed)
  3287. clif_updatestatus(sd,SP_SPEED);
  3288. }
  3289. /*==========================================
  3290. * 対象のClassを返す(汎用)
  3291. * 戻りは整数で0以上
  3292. *------------------------------------------
  3293. */
  3294. int status_get_class(struct block_list *bl)
  3295. {
  3296. nullpo_retr(0, bl);
  3297. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3298. return ((struct mob_data *)bl)->vd->class_;
  3299. if(bl->type==BL_PC)
  3300. return ((struct map_session_data *)bl)->status.class_;
  3301. if(bl->type==BL_PET)
  3302. return ((struct pet_data *)bl)->pet.class_;
  3303. if(bl->type==BL_HOM)
  3304. return ((struct homun_data *)bl)->master->homunculus.class_;
  3305. return 0;
  3306. }
  3307. /*==========================================
  3308. * 対象のレベルを返す(汎用)
  3309. * 戻りは整数で0以上
  3310. *------------------------------------------
  3311. */
  3312. int status_get_lv(struct block_list *bl)
  3313. {
  3314. nullpo_retr(0, bl);
  3315. if(bl->type==BL_MOB)
  3316. return ((TBL_MOB*)bl)->level;
  3317. if(bl->type==BL_PC)
  3318. return ((TBL_PC*)bl)->status.base_level;
  3319. if(bl->type==BL_PET)
  3320. return ((TBL_PET*)bl)->pet.level;
  3321. if(bl->type==BL_HOM)
  3322. return ((TBL_HOM*)bl)->master->homunculus.level;
  3323. return 1;
  3324. }
  3325. struct status_data *status_get_status_data(struct block_list *bl)
  3326. {
  3327. nullpo_retr(NULL, bl);
  3328. switch (bl->type) {
  3329. case BL_PC:
  3330. return &((TBL_PC*)bl)->battle_status;
  3331. case BL_MOB:
  3332. return &((TBL_MOB*)bl)->status;
  3333. case BL_PET:
  3334. return &((TBL_PET*)bl)->status;
  3335. case BL_HOM:
  3336. return &((TBL_HOM*)bl)->battle_status;
  3337. default:
  3338. return &dummy_status;
  3339. }
  3340. }
  3341. struct status_data *status_get_base_status(struct block_list *bl)
  3342. {
  3343. nullpo_retr(NULL, bl);
  3344. switch (bl->type) {
  3345. case BL_PC:
  3346. return &((TBL_PC*)bl)->base_status;
  3347. case BL_MOB:
  3348. return ((TBL_MOB*)bl)->base_status?
  3349. ((TBL_MOB*)bl)->base_status:
  3350. &((TBL_MOB*)bl)->db->status;
  3351. case BL_PET:
  3352. return &((TBL_PET*)bl)->db->status;
  3353. case BL_HOM:
  3354. return &((TBL_HOM*)bl)->base_status;
  3355. default:
  3356. return NULL;
  3357. }
  3358. }
  3359. unsigned short status_get_lwatk(struct block_list *bl)
  3360. {
  3361. struct status_data *status = status_get_status_data(bl);
  3362. return status->lhw?status->lhw->atk:0;
  3363. }
  3364. unsigned short status_get_lwatk2(struct block_list *bl)
  3365. {
  3366. struct status_data *status = status_get_status_data(bl);
  3367. return status->lhw?status->lhw->atk2:0;
  3368. }
  3369. unsigned char status_get_def(struct block_list *bl)
  3370. {
  3371. struct unit_data *ud;
  3372. struct status_data *status = status_get_status_data(bl);
  3373. int def = status?status->def:0;
  3374. ud = unit_bl2ud(bl);
  3375. if (ud && ud->skilltimer != -1)
  3376. def -= def * skill_get_castdef(ud->skillid)/100;
  3377. if(def < 0) def = 0;
  3378. return def;
  3379. }
  3380. unsigned short status_get_speed(struct block_list *bl)
  3381. {
  3382. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3383. return ((struct npc_data *)bl)->speed;
  3384. return status_get_status_data(bl)->speed;
  3385. }
  3386. unsigned char status_get_attack_lelement(struct block_list *bl)
  3387. {
  3388. struct status_data *status = status_get_status_data(bl);
  3389. return status->lhw?status->lhw->ele:0;
  3390. }
  3391. int status_get_party_id(struct block_list *bl)
  3392. {
  3393. nullpo_retr(0, bl);
  3394. if(bl->type==BL_PC)
  3395. return ((struct map_session_data *)bl)->status.party_id;
  3396. if(bl->type==BL_PET)
  3397. return ((struct pet_data *)bl)->msd->status.party_id;
  3398. if(bl->type==BL_MOB){
  3399. struct mob_data *md=(struct mob_data *)bl;
  3400. if( md->master_id>0 )
  3401. {
  3402. struct map_session_data *msd;
  3403. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3404. return msd->status.party_id;
  3405. return -md->master_id;
  3406. }
  3407. return 0; //No party.
  3408. }
  3409. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  3410. return ((TBL_HOM*)bl)->master->status.party_id;
  3411. if(bl->type==BL_SKILL)
  3412. return ((struct skill_unit *)bl)->group->party_id;
  3413. return 0;
  3414. }
  3415. int status_get_guild_id(struct block_list *bl)
  3416. {
  3417. nullpo_retr(0, bl);
  3418. if(bl->type==BL_PC)
  3419. return ((struct map_session_data *)bl)->status.guild_id;
  3420. if(bl->type==BL_PET)
  3421. return ((struct pet_data *)bl)->msd->status.guild_id;
  3422. if(bl->type==BL_MOB)
  3423. {
  3424. struct map_session_data *msd;
  3425. struct mob_data *md = (struct mob_data *)bl;
  3426. if (md->guardian_data) //Guardian's guild [Skotlex]
  3427. return md->guardian_data->guild_id;
  3428. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3429. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3430. return 0; //No guild.
  3431. }
  3432. if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
  3433. return ((TBL_HOM*)bl)->master->status.guild_id;
  3434. if (bl->type == BL_NPC && bl->subtype == SCRIPT)
  3435. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3436. if(bl->type==BL_SKILL)
  3437. return ((struct skill_unit *)bl)->group->guild_id;
  3438. return 0;
  3439. }
  3440. int status_get_mexp(struct block_list *bl)
  3441. {
  3442. nullpo_retr(0, bl);
  3443. if(bl->type==BL_MOB)
  3444. return ((struct mob_data *)bl)->db->mexp;
  3445. if(bl->type==BL_PET)
  3446. return ((struct pet_data *)bl)->db->mexp;
  3447. return 0;
  3448. }
  3449. int status_get_race2(struct block_list *bl)
  3450. {
  3451. nullpo_retr(0, bl);
  3452. if(bl->type == BL_MOB)
  3453. return ((struct mob_data *)bl)->db->race2;
  3454. if(bl->type==BL_PET)
  3455. return ((struct pet_data *)bl)->db->race2;
  3456. return 0;
  3457. }
  3458. int status_isdead(struct block_list *bl)
  3459. {
  3460. nullpo_retr(0, bl);
  3461. return status_get_status_data(bl)->hp == 0;
  3462. }
  3463. int status_isimmune(struct block_list *bl)
  3464. {
  3465. struct status_change *sc =status_get_sc(bl);
  3466. if (bl->type == BL_PC &&
  3467. ((TBL_PC*)bl)->special_state.no_magic_damage)
  3468. return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
  3469. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3470. return 1;
  3471. return 0;
  3472. }
  3473. struct view_data *status_get_viewdata(struct block_list *bl)
  3474. {
  3475. nullpo_retr(NULL, bl);
  3476. switch (bl->type)
  3477. {
  3478. case BL_PC:
  3479. return &((TBL_PC*)bl)->vd;
  3480. case BL_MOB:
  3481. return ((TBL_MOB*)bl)->vd;
  3482. case BL_PET:
  3483. return &((TBL_PET*)bl)->vd;
  3484. case BL_NPC:
  3485. return ((TBL_NPC*)bl)->vd;
  3486. case BL_HOM: //[blackhole89]
  3487. return ((TBL_HOM*)bl)->vd;
  3488. }
  3489. return NULL;
  3490. }
  3491. void status_set_viewdata(struct block_list *bl, int class_)
  3492. {
  3493. struct view_data* vd;
  3494. nullpo_retv(bl);
  3495. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3496. vd = mob_get_viewdata(class_);
  3497. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3498. vd = npc_get_viewdata(class_);
  3499. else
  3500. vd = NULL;
  3501. switch (bl->type) {
  3502. case BL_PC:
  3503. {
  3504. TBL_PC* sd = (TBL_PC*)bl;
  3505. if (pcdb_checkid(class_)) {
  3506. if (sd->sc.option&OPTION_WEDDING)
  3507. class_ = JOB_WEDDING;
  3508. else
  3509. if (sd->sc.option&OPTION_XMAS)
  3510. class_ = JOB_XMAS;
  3511. else
  3512. if (sd->sc.option&OPTION_RIDING)
  3513. switch (class_)
  3514. { //Adapt class to a Mounted one.
  3515. case JOB_KNIGHT:
  3516. class_ = JOB_KNIGHT2;
  3517. break;
  3518. case JOB_CRUSADER:
  3519. class_ = JOB_CRUSADER2;
  3520. break;
  3521. case JOB_LORD_KNIGHT:
  3522. class_ = JOB_LORD_KNIGHT2;
  3523. break;
  3524. case JOB_PALADIN:
  3525. class_ = JOB_PALADIN2;
  3526. break;
  3527. case JOB_BABY_KNIGHT:
  3528. class_ = JOB_BABY_KNIGHT2;
  3529. break;
  3530. case JOB_BABY_CRUSADER:
  3531. class_ = JOB_BABY_CRUSADER2;
  3532. break;
  3533. }
  3534. sd->vd.class_ = class_;
  3535. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3536. sd->vd.head_top = sd->status.head_top;
  3537. sd->vd.head_mid = sd->status.head_mid;
  3538. sd->vd.head_bottom = sd->status.head_bottom;
  3539. sd->vd.hair_style = sd->status.hair;
  3540. sd->vd.hair_color = sd->status.hair_color;
  3541. sd->vd.cloth_color = sd->status.clothes_color;
  3542. sd->vd.sex = sd->status.sex;
  3543. } else if (vd)
  3544. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3545. else if (battle_config.error_log)
  3546. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3547. }
  3548. break;
  3549. case BL_MOB:
  3550. {
  3551. TBL_MOB* md = (TBL_MOB*)bl;
  3552. if (vd)
  3553. md->vd = vd;
  3554. else if (battle_config.error_log)
  3555. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3556. }
  3557. break;
  3558. case BL_PET:
  3559. {
  3560. TBL_PET* pd = (TBL_PET*)bl;
  3561. if (vd) {
  3562. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3563. if (!pcdb_checkid(vd->class_)) {
  3564. pd->vd.hair_style = battle_config.pet_hair_style;
  3565. if(pd->pet.equip) {
  3566. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3567. if (!pd->vd.head_bottom)
  3568. pd->vd.head_bottom = pd->pet.equip;
  3569. }
  3570. }
  3571. } else if (battle_config.error_log)
  3572. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3573. }
  3574. break;
  3575. case BL_NPC:
  3576. {
  3577. TBL_NPC* nd = (TBL_NPC*)bl;
  3578. if (vd)
  3579. nd->vd = vd;
  3580. else if (battle_config.error_log)
  3581. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3582. }
  3583. break;
  3584. case BL_HOM: //[blackhole89]
  3585. {
  3586. struct homun_data *hd = (struct homun_data*)bl;
  3587. if (vd)
  3588. hd->vd = vd;
  3589. else if (battle_config.error_log)
  3590. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3591. }
  3592. break;
  3593. }
  3594. vd = status_get_viewdata(bl);
  3595. if (vd && vd->cloth_color && (
  3596. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3597. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3598. ))
  3599. vd->cloth_color = 0;
  3600. }
  3601. struct status_change *status_get_sc(struct block_list *bl)
  3602. {
  3603. nullpo_retr(NULL, bl);
  3604. switch (bl->type) {
  3605. case BL_MOB:
  3606. return &((TBL_MOB*)bl)->sc;
  3607. case BL_PC:
  3608. return &((TBL_PC*)bl)->sc;
  3609. case BL_NPC:
  3610. return &((TBL_NPC*)bl)->sc;
  3611. case BL_HOM: //[blackhole89]
  3612. return &((TBL_HOM*)bl)->sc;
  3613. }
  3614. return NULL;
  3615. }
  3616. void status_change_init(struct block_list *bl)
  3617. {
  3618. struct status_change *sc = status_get_sc(bl);
  3619. int i;
  3620. nullpo_retv(sc);
  3621. memset(sc, 0, sizeof (struct status_change));
  3622. for (i=0; i< SC_MAX; i++)
  3623. sc->data[i].timer = -1;
  3624. }
  3625. //Returns defense against the specified status change.
  3626. //Return range is 0 (no resist) to 10000 (inmunity)
  3627. int status_get_sc_def(struct block_list *bl, int type)
  3628. {
  3629. int sc_def;
  3630. struct status_data* status;
  3631. struct status_change* sc;
  3632. struct map_session_data *sd;
  3633. nullpo_retr(0, bl);
  3634. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3635. if (status_isimmune(bl))
  3636. switch (type)
  3637. {
  3638. case SC_DECREASEAGI:
  3639. case SC_SILENCE:
  3640. case SC_COMA:
  3641. case SC_INCREASEAGI:
  3642. case SC_BLESSING:
  3643. case SC_SLOWPOISON:
  3644. case SC_IMPOSITIO:
  3645. case SC_AETERNA:
  3646. case SC_SUFFRAGIUM:
  3647. case SC_BENEDICTIO:
  3648. case SC_PROVIDENCE:
  3649. case SC_KYRIE:
  3650. case SC_ASSUMPTIO:
  3651. case SC_ANGELUS:
  3652. case SC_MAGNIFICAT:
  3653. case SC_GLORIA:
  3654. case SC_WINDWALK:
  3655. case SC_MAGICROD:
  3656. case SC_HALLUCINATION:
  3657. case SC_STONE:
  3658. case SC_QUAGMIRE:
  3659. case SC_SUITON:
  3660. return 10000;
  3661. }
  3662. status = status_get_status_data(bl);
  3663. switch (type)
  3664. {
  3665. case SC_STUN:
  3666. case SC_POISON:
  3667. case SC_DPOISON:
  3668. case SC_SILENCE:
  3669. case SC_BLEEDING:
  3670. sc_def = 300 +100*status->vit;
  3671. break;
  3672. case SC_SLEEP:
  3673. sc_def = 300 +100*status->int_;
  3674. break;
  3675. case SC_STONE:
  3676. case SC_FREEZE:
  3677. case SC_DECREASEAGI:
  3678. case SC_COMA:
  3679. sc_def = 300 +100*status->mdef;
  3680. break;
  3681. case SC_CURSE:
  3682. if (status->luk > status_get_lv(bl))
  3683. return 10000; //Special property: inmunity when luk is greater than level
  3684. else
  3685. sc_def = 300 +100*status->luk;
  3686. break;
  3687. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3688. sc_def = 300 +50*status->vit +50*status->int_;
  3689. break;
  3690. case SC_CONFUSION:
  3691. sc_def = 300 +50*status->str +50*status->int_;
  3692. break;
  3693. default:
  3694. return 0; //Effect that cannot be reduced? Likely a buff.
  3695. }
  3696. BL_CAST(BL_PC,bl,sd);
  3697. if (sd) {
  3698. if (battle_config.pc_sc_def_rate != 100)
  3699. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3700. if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  3701. && sd->reseff[type-SC_COMMON_MIN] > 0)
  3702. sc_def+= sd->reseff[type-SC_COMMON_MIN];
  3703. if (sc_def < battle_config.pc_max_sc_def)
  3704. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3705. status->luk/battle_config.pc_luk_sc_def;
  3706. else
  3707. sc_def = battle_config.pc_max_sc_def;
  3708. } else {
  3709. if (battle_config.mob_sc_def_rate != 100)
  3710. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3711. if (sc_def < battle_config.mob_max_sc_def)
  3712. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3713. status->luk/battle_config.mob_luk_sc_def;
  3714. else
  3715. sc_def = battle_config.mob_max_sc_def;
  3716. }
  3717. sc = status_get_sc(bl);
  3718. if (sc && sc->count)
  3719. {
  3720. if (sc->data[SC_SCRESIST].timer != -1)
  3721. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3722. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3723. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3724. }
  3725. return sc_def>10000?10000:sc_def;
  3726. }
  3727. //Reduces tick delay based on type and character defenses.
  3728. int status_get_sc_tick(struct block_list *bl, int type, int tick)
  3729. {
  3730. struct map_session_data *sd;
  3731. struct status_data* status;
  3732. int rate=0, min=0;
  3733. //If rate is positive, it is a % reduction (10000 -> 100%)
  3734. //if it is negative, it is an absolute reduction in ms.
  3735. BL_CAST(BL_PC,bl,sd);
  3736. status = status_get_status_data(bl);
  3737. switch (type) {
  3738. case SC_DECREASEAGI: /* 速度減少 */
  3739. if (sd) // Celest
  3740. tick>>=1;
  3741. break;
  3742. case SC_ADRENALINE:
  3743. case SC_ADRENALINE2:
  3744. case SC_WEAPONPERFECTION:
  3745. case SC_OVERTHRUST:
  3746. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  3747. tick += tick / 10;
  3748. break;
  3749. case SC_DPOISON:
  3750. case SC_POISON:
  3751. case SC_STUN:
  3752. case SC_BLEEDING:
  3753. case SC_SILENCE:
  3754. case SC_CURSE:
  3755. rate = 100*status->vit;
  3756. break;
  3757. case SC_SLEEP:
  3758. rate = 100*status->int_;
  3759. break;
  3760. case SC_STONE:
  3761. rate = -200*status->mdef;
  3762. break;
  3763. case SC_FREEZE:
  3764. rate = 100*status->mdef;
  3765. break;
  3766. case SC_BLIND:
  3767. rate = 50*status->vit +50*status->int_;
  3768. break;
  3769. case SC_CONFUSION:
  3770. rate = 50*status->str +50*status->int_;
  3771. break;
  3772. case SC_SWOO:
  3773. if (status->mode&MD_BOSS)
  3774. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  3775. break;
  3776. case SC_ANKLE:
  3777. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  3778. tick /= 5;
  3779. rate = -100*status->agi;
  3780. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  3781. // Changed to 3 secs and moved from skill.c [Skotlex]
  3782. min = 3000;
  3783. break;
  3784. case SC_SPIDERWEB:
  3785. if (map[bl->m].flag.pvp)
  3786. tick /=2;
  3787. break;
  3788. }
  3789. if (rate) {
  3790. if (bl->type == BL_PC) {
  3791. if (battle_config.pc_sc_def_rate != 100)
  3792. rate = rate*battle_config.pc_sc_def_rate/100;
  3793. if (battle_config.pc_max_sc_def != 10000)
  3794. min = tick*(10000-battle_config.pc_max_sc_def)/10000;
  3795. } else {
  3796. if (battle_config.mob_sc_def_rate != 100)
  3797. rate = rate*battle_config.mob_sc_def_rate/100;
  3798. if (battle_config.mob_max_sc_def != 10000)
  3799. min = tick*(10000-battle_config.mob_max_sc_def)/10000;
  3800. }
  3801. if (rate >0)
  3802. tick -= tick*rate/10000;
  3803. else
  3804. tick += rate;
  3805. }
  3806. return tick<min?min:tick;
  3807. }
  3808. /*==========================================
  3809. * Starts a status change.
  3810. * type = type, val1~4 depend on the type.
  3811. * rate = base success rate. 10000 = 100%
  3812. * Tick is base duration
  3813. * flag:
  3814. * &1: Cannot be avoided (it has to start)
  3815. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3816. * &4: sc_data loaded, no value has to be altered.
  3817. * &8: rate should not be reduced
  3818. *------------------------------------------
  3819. */
  3820. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3821. {
  3822. struct map_session_data *sd = NULL;
  3823. struct homun_data *hd = NULL;
  3824. struct status_change* sc;
  3825. struct status_data *status;
  3826. struct view_data *vd;
  3827. int opt_flag, calc_flag, undead_flag;
  3828. nullpo_retr(0, bl);
  3829. sc=status_get_sc(bl);
  3830. status = status_get_status_data(bl);
  3831. if (!sc || status_isdead(bl))
  3832. return 0;
  3833. switch (bl->type)
  3834. {
  3835. case BL_PC:
  3836. sd=(struct map_session_data *)bl;
  3837. break;
  3838. case BL_HOM:
  3839. hd=(struct homun_data *)bl; //[orn]
  3840. break;
  3841. case BL_MOB:
  3842. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3843. return 0; //Emperium can't be afflicted by status changes.
  3844. break;
  3845. }
  3846. if(type < 0 || type >= SC_MAX) {
  3847. if(battle_config.error_log)
  3848. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3849. return 0;
  3850. }
  3851. //Check rate
  3852. if (!(flag&(4|1))) {
  3853. int def;
  3854. def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
  3855. if (def)
  3856. rate -= rate*def/10000;
  3857. if (!(rand()%10000 < rate))
  3858. return 0;
  3859. }
  3860. //SC duration reduction.
  3861. if(!(flag&(2|4)) && tick) {
  3862. tick = status_get_sc_tick(bl, type, tick);
  3863. if (tick <= 0)
  3864. return 0;
  3865. }
  3866. undead_flag=battle_check_undead(status->race,status->def_ele);
  3867. //Check for inmunities / sc fails
  3868. switch (type) {
  3869. case SC_FREEZE:
  3870. case SC_STONE:
  3871. //Undead are inmune to Freeze/Stone
  3872. if (undead_flag && !(flag&1))
  3873. return 0;
  3874. case SC_SLEEP:
  3875. case SC_STUN:
  3876. if (sc->opt1)
  3877. return 0; //Cannot override other opt1 status changes. [Skotlex]
  3878. break;
  3879. case SC_CURSE:
  3880. //Dark Elementals are inmune to curse.
  3881. if (status->def_ele == ELE_DARK && !(flag&1))
  3882. return 0;
  3883. break;
  3884. case SC_COMA:
  3885. //Dark elementals and Demons are inmune to coma.
  3886. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  3887. return 0;
  3888. break;
  3889. case SC_SIGNUMCRUCIS:
  3890. //Only affects demons and undead.
  3891. if(status->race != RC_DEMON && !undead_flag)
  3892. return 0;
  3893. break;
  3894. case SC_AETERNA:
  3895. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  3896. return 0;
  3897. break;
  3898. case SC_OVERTHRUST:
  3899. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  3900. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  3901. break;
  3902. case SC_ADRENALINE:
  3903. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  3904. return 0;
  3905. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3906. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3907. sc->data[SC_DECREASEAGI].timer!=-1
  3908. )
  3909. return 0;
  3910. break;
  3911. case SC_ADRENALINE2:
  3912. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  3913. return 0;
  3914. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3915. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3916. sc->data[SC_DECREASEAGI].timer!=-1
  3917. )
  3918. return 0;
  3919. break;
  3920. case SC_ONEHAND:
  3921. case SC_TWOHANDQUICKEN:
  3922. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3923. return 0;
  3924. case SC_CONCENTRATE:
  3925. case SC_INCREASEAGI:
  3926. case SC_SPEARQUICKEN:
  3927. case SC_TRUESIGHT:
  3928. case SC_WINDWALK:
  3929. case SC_CARTBOOST:
  3930. case SC_ASSNCROS:
  3931. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  3932. return 0;
  3933. break;
  3934. case SC_CLOAKING:
  3935. //Avoid cloaking with no wall and low skill level. [Skotlex]
  3936. //Due to the cloaking card, we have to check the wall versus to known
  3937. //skill level rather than the used one. [Skotlex]
  3938. //if (sd && val1 < 3 && skill_check_cloaking(bl))
  3939. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
  3940. return 0;
  3941. break;
  3942. case SC_MODECHANGE:
  3943. {
  3944. int mode;
  3945. struct status_data *bstatus = status_get_base_status(bl);
  3946. if (!bstatus) return 0;
  3947. mode = val2?val2:bstatus->mode; //Base mode
  3948. if (val3) mode|= val3; //Add mode
  3949. if (val4) mode&=~val4; //Del mode
  3950. if (mode == bstatus->mode) { //No change.
  3951. if (sc->data[type].timer != -1) //Abort previous status
  3952. return status_change_end(bl, type, -1);
  3953. return 0;
  3954. }
  3955. }
  3956. }
  3957. //Check for BOSS resistances
  3958. if(status->mode&MD_BOSS && !(flag&1)) {
  3959. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  3960. return 0;
  3961. switch (type) {
  3962. case SC_BLESSING:
  3963. if (!undead_flag && status->race != RC_DEMON)
  3964. break;
  3965. case SC_QUAGMIRE:
  3966. case SC_DECREASEAGI:
  3967. case SC_SIGNUMCRUCIS:
  3968. case SC_PROVOKE:
  3969. case SC_ROKISWEIL:
  3970. case SC_COMA:
  3971. case SC_GRAVITATION:
  3972. case SC_SUITON:
  3973. return 0;
  3974. }
  3975. }
  3976. //Before overlapping fail, one must check for status cured.
  3977. switch (type) {
  3978. case SC_BLESSING:
  3979. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  3980. if (sc->data[SC_CURSE].timer!=-1)
  3981. status_change_end(bl,SC_CURSE,-1);
  3982. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3983. status_change_end(bl,SC_STONE,-1);
  3984. }
  3985. break;
  3986. case SC_INCREASEAGI:
  3987. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3988. status_change_end(bl,SC_DECREASEAGI,-1);
  3989. break;
  3990. case SC_DONTFORGETME:
  3991. //is this correct? Maybe all three should stop the same subset of SCs...
  3992. if(sc->data[SC_ASSNCROS].timer!=-1 )
  3993. status_change_end(bl,SC_ASSNCROS,-1);
  3994. case SC_QUAGMIRE:
  3995. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  3996. status_change_end(bl,SC_CONCENTRATE,-1);
  3997. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  3998. status_change_end(bl,SC_TRUESIGHT,-1);
  3999. if(sc->data[SC_WINDWALK].timer!=-1 )
  4000. status_change_end(bl,SC_WINDWALK,-1);
  4001. //Also blocks the ones below...
  4002. case SC_DECREASEAGI:
  4003. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  4004. status_change_end(bl,SC_INCREASEAGI,-1);
  4005. if(sc->data[SC_ADRENALINE].timer!=-1 )
  4006. status_change_end(bl,SC_ADRENALINE,-1);
  4007. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  4008. status_change_end(bl,SC_ADRENALINE2,-1);
  4009. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  4010. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4011. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  4012. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4013. if(sc->data[SC_CARTBOOST].timer!=-1 )
  4014. status_change_end(bl,SC_CARTBOOST,-1);
  4015. if(sc->data[SC_ONEHAND].timer!=-1 )
  4016. status_change_end(bl,SC_ONEHAND,-1);
  4017. break;
  4018. case SC_ONEHAND:
  4019. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4020. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  4021. status_change_end(bl,SC_ASPDPOTION0,-1);
  4022. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  4023. status_change_end(bl,SC_ASPDPOTION1,-1);
  4024. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  4025. status_change_end(bl,SC_ASPDPOTION2,-1);
  4026. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  4027. status_change_end(bl,SC_ASPDPOTION3,-1);
  4028. break;
  4029. case SC_MAXOVERTHRUST:
  4030. //Cancels Normal Overthrust. [Skotlex]
  4031. if (sc->data[SC_OVERTHRUST].timer != -1)
  4032. status_change_end(bl, SC_OVERTHRUST, -1);
  4033. break;
  4034. case SC_KYRIE:
  4035. // -- moonsoul (added to undo assumptio status if target has it)
  4036. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  4037. status_change_end(bl,SC_ASSUMPTIO,-1);
  4038. break;
  4039. case SC_DELUGE:
  4040. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  4041. status_change_end(bl,SC_BLIND,-1);
  4042. break;
  4043. case SC_SILENCE:
  4044. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  4045. //Clear Gospel [Skotlex]
  4046. status_change_end(bl,SC_GOSPEL,-1);
  4047. break;
  4048. case SC_HIDING:
  4049. if(sc->data[SC_CLOSECONFINE].timer != -1)
  4050. status_change_end(bl, SC_CLOSECONFINE, -1);
  4051. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  4052. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4053. break;
  4054. case SC_BERSERK:
  4055. if(battle_config.berserk_cancels_buffs)
  4056. {
  4057. if (sc->data[SC_ONEHAND].timer != -1)
  4058. status_change_end(bl,SC_ONEHAND,-1);
  4059. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  4060. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4061. if (sc->data[SC_CONCENTRATION].timer != -1)
  4062. status_change_end(bl,SC_CONCENTRATION,-1);
  4063. if (sc->data[SC_PARRYING].timer != -1)
  4064. status_change_end(bl,SC_PARRYING,-1);
  4065. if (sc->data[SC_AURABLADE].timer != -1)
  4066. status_change_end(bl,SC_AURABLADE,-1);
  4067. }
  4068. break;
  4069. case SC_ASSUMPTIO:
  4070. if(sc->data[SC_KYRIE].timer!=-1)
  4071. status_change_end(bl,SC_KYRIE,-1);
  4072. break;
  4073. case SC_CARTBOOST:
  4074. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  4075. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4076. status_change_end(bl,SC_DECREASEAGI,-1);
  4077. return 0;
  4078. }
  4079. break;
  4080. case SC_FUSION:
  4081. if(sc->data[SC_SPIRIT].timer!=-1 )
  4082. status_change_end(bl,SC_SPIRIT,-1);
  4083. break;
  4084. case SC_ADJUSTMENT:
  4085. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  4086. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4087. break;
  4088. case SC_MADNESSCANCEL:
  4089. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  4090. status_change_end(bl,SC_ADJUSTMENT,-1);
  4091. break;
  4092. }
  4093. //Check for overlapping fails
  4094. if(sc->data[type].timer != -1){
  4095. switch (type) {
  4096. case SC_ADRENALINE:
  4097. case SC_ADRENALINE2:
  4098. case SC_WEAPONPERFECTION:
  4099. case SC_OVERTHRUST:
  4100. if (sc->data[type].val2 > val2)
  4101. return 0;
  4102. break;
  4103. case SC_WARM:
  4104. { //Fetch the Group, half the attack interval. [Skotlex]
  4105. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  4106. if (group)
  4107. group->interval/=2;
  4108. return 1;
  4109. }
  4110. case SC_STUN:
  4111. case SC_SLEEP:
  4112. case SC_POISON:
  4113. case SC_CURSE:
  4114. case SC_SILENCE:
  4115. case SC_CONFUSION:
  4116. case SC_BLIND:
  4117. case SC_BLEEDING:
  4118. case SC_DPOISON:
  4119. case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
  4120. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4121. case SC_MARIONETTE:
  4122. case SC_MARIONETTE2:
  4123. return 0;
  4124. case SC_DANCING:
  4125. case SC_DEVOTION:
  4126. case SC_ASPDPOTION0:
  4127. case SC_ASPDPOTION1:
  4128. case SC_ASPDPOTION2:
  4129. case SC_ASPDPOTION3:
  4130. case SC_ATKPOTION:
  4131. case SC_MATKPOTION:
  4132. case SC_JAILED:
  4133. break;
  4134. case SC_GOSPEL:
  4135. //Must not override a casting gospel char.
  4136. if(sc->data[type].val4 == BCT_SELF)
  4137. return 0;
  4138. if(sc->data[type].val1 > val1)
  4139. return 1;
  4140. break;
  4141. case SC_ENDURE:
  4142. if(sc->data[type].val4 && !val4)
  4143. return 1; //Don't let you override infinite endure.
  4144. if(sc->data[type].val1 > val1)
  4145. return 1;
  4146. break;
  4147. case SC_KAAHI:
  4148. if(sc->data[type].val1 > val1)
  4149. return 1;
  4150. //Delete timer if it exists.
  4151. if (sc->data[type].val4 != -1) {
  4152. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  4153. sc->data[type].val4=-1;
  4154. }
  4155. break;
  4156. default:
  4157. if(sc->data[type].val1 > val1)
  4158. return 1; //Return true to not mess up skill animations. [Skotlex
  4159. }
  4160. (sc->count)--;
  4161. delete_timer(sc->data[type].timer, status_change_timer);
  4162. sc->data[type].timer = -1;
  4163. }
  4164. vd = status_get_viewdata(bl);
  4165. calc_flag = StatusChangeFlagTable[type];
  4166. if(!(flag&4)) //Do not parse val settings when loading SCs
  4167. switch(type){
  4168. case SC_ENDURE: /* インデュア */
  4169. val2 = 7; // Hit-count [Celest]
  4170. break;
  4171. case SC_AUTOBERSERK:
  4172. if (status->hp < status->max_hp>>2 &&
  4173. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  4174. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4175. break;
  4176. case SC_SIGNUMCRUCIS:
  4177. val2 = 10 + val1*2; //Def reduction
  4178. clif_emotion(bl,4);
  4179. break;
  4180. case SC_MAXIMIZEPOWER:
  4181. val2 = tick>0?tick:60000;
  4182. break;
  4183. case SC_EDP: // [Celest]
  4184. val2 = val1 + 2; //Chance to Poison enemies.
  4185. break;
  4186. case SC_POISONREACT:
  4187. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4188. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4189. break;
  4190. case SC_MAGICROD:
  4191. val2 = val1*20; //SP gained
  4192. break;
  4193. case SC_KYRIE:
  4194. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4195. val3 = (val1 / 2 + 5); //Hits
  4196. break;
  4197. case SC_MAGICPOWER:
  4198. //val1: Skill lv
  4199. val2 = 1; //Lasts 1 invocation
  4200. //val3 will store matk_min (needed in case you use ground-spells)
  4201. //val4 will store matk_max
  4202. break;
  4203. case SC_SACRIFICE:
  4204. val2 = 5; //Lasts 5 hits
  4205. break;
  4206. case SC_ENCPOISON:
  4207. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4208. case SC_ASPERSIO:
  4209. case SC_FIREWEAPON:
  4210. case SC_WATERWEAPON:
  4211. case SC_WINDWEAPON:
  4212. case SC_EARTHWEAPON:
  4213. case SC_SHADOWWEAPON:
  4214. case SC_GHOSTWEAPON:
  4215. skill_enchant_elemental_end(bl,type);
  4216. break;
  4217. case SC_ELEMENTALCHANGE:
  4218. //Val1 is skill level, val2 is skill that invoked this.
  4219. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4220. val3 = rand()%ELE_MAX;
  4221. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4222. break;
  4223. case SC_PROVIDENCE:
  4224. val2=val1*5; //Race/Ele resist
  4225. break;
  4226. case SC_REFLECTSHIELD:
  4227. val2=10+val1*3; //% Dmg reflected
  4228. break;
  4229. case SC_STRIPWEAPON:
  4230. if (bl->type != BL_PC) //Watk reduction
  4231. val2 = 5*val1;
  4232. break;
  4233. case SC_STRIPSHIELD:
  4234. if (bl->type != BL_PC) //Def reduction
  4235. val2 = 3*val1;
  4236. break;
  4237. case SC_STRIPARMOR:
  4238. if (bl->type != BL_PC) //Vit reduction
  4239. val2 = 8*val1;
  4240. break;
  4241. case SC_STRIPHELM:
  4242. if (bl->type != BL_PC) //Int reduction
  4243. val2 = 8*val1;
  4244. break;
  4245. case SC_AUTOSPELL:
  4246. //Val1 Skill LV of Autospell
  4247. //Val2 Skill ID to cast
  4248. //Val3 Max Lv to cast
  4249. val4 = 5 + val1*2; //Chance of casting
  4250. break;
  4251. case SC_VOLCANO:
  4252. if (status->def_ele == ELE_FIRE)
  4253. val2 = val1*10; //Watk increase
  4254. else
  4255. val2 = 0;
  4256. break;
  4257. case SC_VIOLENTGALE:
  4258. if (status->def_ele == ELE_WIND)
  4259. val2 = val1*3; //Flee increase
  4260. else
  4261. val2 = 0;
  4262. break;
  4263. case SC_DELUGE:
  4264. if(status->def_ele == ELE_WATER)
  4265. val2 = deluge_eff[val1-1]; //HP increase
  4266. else
  4267. val2 = 0;
  4268. break;
  4269. case SC_SUITON:
  4270. val2 = 0; //Agi penalty
  4271. val3 = 0; //Walk speed penalty
  4272. val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
  4273. if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
  4274. break;
  4275. else {
  4276. val3 = 50;
  4277. switch ((val1+1)/3) {
  4278. case 3:
  4279. val2 = 8;
  4280. break;
  4281. case 2:
  4282. val2 = 5;
  4283. break;
  4284. case 1:
  4285. val2 = 3;
  4286. break;
  4287. case 0:
  4288. val2 = 0;
  4289. break;
  4290. default:
  4291. val2 = 3*((val1+1)/3);
  4292. break;
  4293. }
  4294. }
  4295. break;
  4296. case SC_ONEHAND:
  4297. case SC_TWOHANDQUICKEN:
  4298. val2 = 300;
  4299. if (val1 > 10) //For boss casted skills [Skotlex]
  4300. val2 += 20*(val1-10);
  4301. break;
  4302. case SC_SPEARQUICKEN:
  4303. val2 = 200+10*val1;
  4304. break;
  4305. case SC_MOONLIT:
  4306. val2 = bl->id;
  4307. skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
  4308. break;
  4309. case SC_DANCING:
  4310. //val1 : Skill which is being danced.
  4311. //val2 : Skill Group of the Dance.
  4312. //val4 : Partner
  4313. val3 = 0; //Tick duration/Speed penalty.
  4314. if (sd) { //Store walk speed change in lower part of val3
  4315. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4316. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4317. val3 -= 40; //TODO: Figure out real bonus rate.
  4318. }
  4319. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4320. tick = 1000;
  4321. break;
  4322. case SC_LONGING:
  4323. val2 = 500-100*val1; //Aspd penalty.
  4324. val3 = 50+10*val1; //Walk speed adjustment.
  4325. break;
  4326. case SC_EXPLOSIONSPIRITS:
  4327. val2 = 75 + 25*val1; //Cri bonus
  4328. break;
  4329. case SC_ASPDPOTION0:
  4330. case SC_ASPDPOTION1:
  4331. case SC_ASPDPOTION2:
  4332. case SC_ASPDPOTION3:
  4333. val2 = 50*(2+type-SC_ASPDPOTION0);
  4334. break;
  4335. case SC_WEDDING:
  4336. case SC_XMAS:
  4337. if (!vd) return 0;
  4338. //Store previous values as they could be removed.
  4339. val1 = vd->class_;
  4340. val2 = vd->weapon;
  4341. val3 = vd->shield;
  4342. val4 = vd->cloth_color;
  4343. unit_stop_attack(bl);
  4344. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4345. clif_changelook(bl,LOOK_WEAPON,0);
  4346. clif_changelook(bl,LOOK_SHIELD,0);
  4347. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4348. break;
  4349. case SC_NOCHAT:
  4350. if(!battle_config.muting_players) {
  4351. sd->status.manner = 0; //Zido
  4352. return 0;
  4353. }
  4354. tick = 60000;
  4355. if (sd) clif_updatestatus(sd,SP_MANNER);
  4356. break;
  4357. case SC_STONE:
  4358. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4359. if (!val2) val2 = 1;
  4360. val3 = tick/1000; //Petrified HP-damage iterations.
  4361. if(val3 < 1) val3 = 1;
  4362. tick = 5000; //Petrifying time.
  4363. break;
  4364. case SC_DPOISON:
  4365. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4366. if (status->hp > status->max_hp>>2)
  4367. {
  4368. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4369. if (status->hp - diff < status->max_hp>>2)
  4370. diff = status->hp - (status->max_hp>>2);
  4371. status_zap(bl, diff, 0);
  4372. }
  4373. // fall through
  4374. case SC_POISON: /* 毒 */
  4375. val3 = tick/1000; //Damage iterations
  4376. if(val3 < 1) val3 = 1;
  4377. tick = 1000;
  4378. //val4: HP damage
  4379. if (bl->type == BL_PC)
  4380. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4381. else
  4382. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4383. break;
  4384. case SC_CONFUSION:
  4385. clif_emotion(bl,1);
  4386. break;
  4387. case SC_BLEEDING:
  4388. val4 = tick/10000;
  4389. if (!val4) val4 = 1;
  4390. tick = 10000;
  4391. break;
  4392. case SC_HIDING:
  4393. val2 = tick/1000;
  4394. tick = 1000;
  4395. //Store speed penalty on val3.
  4396. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4397. val3 = 20 + 6*val3;
  4398. val4 = val1+3; //Seconds before SP substraction happen.
  4399. break;
  4400. case SC_CHASEWALK:
  4401. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4402. val3 = 65+val1*5; //Speed adjustment.
  4403. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
  4404. val3 += 10; //TODO: Figure out real bonus. Temp value +10%
  4405. val4 = 10+val1*2; //SP cost.
  4406. if (map_flag_gvg(bl->m)) val4 *= 5;
  4407. break;
  4408. case SC_CLOAKING:
  4409. val2 = tick>0?tick:60000; //SP consumption rate.
  4410. val3 = 0;
  4411. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4412. (val3=pc_checkskill(sd,TF_MISS))>0)
  4413. val3 *= -1; //Substract the Dodge speed bonus.
  4414. val3+= 70+val1*3; //Speed adjustment without a wall.
  4415. //With a wall, it is val3 +25.
  4416. //val4&1 signals the presence of a wall.
  4417. //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
  4418. if (bl->type == BL_PC) //Standard cloaking.
  4419. val4 |= battle_config.pc_cloak_check_type&3;
  4420. else
  4421. val4 |= battle_config.monster_cloak_check_type&3;
  4422. break;
  4423. case SC_SIGHT: /* サイト/ルアフ */
  4424. case SC_RUWACH:
  4425. case SC_SIGHTBLASTER:
  4426. val2 = tick/250;
  4427. tick = 10;
  4428. break;
  4429. //Permanent effects.
  4430. case SC_MODECHANGE:
  4431. case SC_WEIGHT50:
  4432. case SC_WEIGHT90:
  4433. case SC_BROKENWEAPON:
  4434. case SC_BROKENARMOR:
  4435. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4436. case SC_READYDOWN:
  4437. case SC_READYCOUNTER:
  4438. case SC_READYTURN:
  4439. case SC_DODGE:
  4440. tick = 600*1000;
  4441. break;
  4442. case SC_AUTOGUARD:
  4443. if (!flag)
  4444. {
  4445. struct map_session_data *tsd;
  4446. int i,t;
  4447. for(i=val2=0;i<val1;i++) {
  4448. t = 5-(i>>1);
  4449. val2 += (t < 0)? 1:t;
  4450. }
  4451. if (sd)
  4452. for (i = 0; i < 5; i++)
  4453. { //Pass the status to the other affected chars. [Skotlex]
  4454. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4455. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4456. }
  4457. }
  4458. break;
  4459. case SC_DEFENDER:
  4460. if (!flag)
  4461. {
  4462. struct map_session_data *tsd;
  4463. int i;
  4464. val2 = 5 + 15*val1; //Damage reduction
  4465. val3 = 65 + 5*val1; //Speed adjustment
  4466. val4 = 250 - 50*val1; //Aspd adjustment
  4467. if (sd)
  4468. for (i = 0; i < 5; i++)
  4469. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4470. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4471. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
  4472. }
  4473. }
  4474. break;
  4475. case SC_TENSIONRELAX:
  4476. if (sd) {
  4477. pc_setsit(sd);
  4478. clif_sitting(sd);
  4479. }
  4480. val2 = 12; //SP cost
  4481. val4 = 10000; //Decrease at 10secs intervals.
  4482. val3 = tick/val4;
  4483. tick = val4;
  4484. break;
  4485. case SC_PARRYING:
  4486. val2 = 20 + val1*3; //Block Chance
  4487. break;
  4488. case SC_WINDWALK:
  4489. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4490. val3 = 4*val2; //movement speed % increase is 4 times that
  4491. break;
  4492. case SC_JOINTBEAT: // Random break [DracoRPG]
  4493. val2 = rand()%6; //Type of break
  4494. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4495. break;
  4496. case SC_BERSERK:
  4497. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4498. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4499. //HP healing is performing after the calc_status call.
  4500. if (sd) sd->canregen_tick = gettick() + 300000;
  4501. //Val2 holds HP penalty
  4502. if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
  4503. if (!val4) val4 = 10000; //Val4 holds damage interval
  4504. val3 = tick/val4; //val3 holds skill duration
  4505. tick = val4;
  4506. break;
  4507. case SC_GOSPEL:
  4508. if(val4 == BCT_SELF) { // self effect
  4509. val2 = tick/10000;
  4510. tick = 10000;
  4511. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4512. }
  4513. break;
  4514. case SC_MARIONETTE:
  4515. if (sd) {
  4516. val3 = 0;
  4517. val2 = sd->status.str>>1;
  4518. if (val2 > 0xFF) val2 = 0xFF;
  4519. val3|=val2<<16;
  4520. val2 = sd->status.agi>>1;
  4521. if (val2 > 0xFF) val2 = 0xFF;
  4522. val3|=val2<<8;
  4523. val2 = sd->status.vit>>1;
  4524. if (val2 > 0xFF) val2 = 0xFF;
  4525. val3|=val2;
  4526. val4 = 0;
  4527. val2 = sd->status.int_>>1;
  4528. if (val2 > 0xFF) val2 = 0xFF;
  4529. val4|=val2<<16;
  4530. val2 = sd->status.dex>>1;
  4531. if (val2 > 0xFF) val2 = 0xFF;
  4532. val4|=val2<<8;
  4533. val2 = sd->status.luk>>1;
  4534. if (val2 > 0xFF) val2 = 0xFF;
  4535. val4|=val2;
  4536. } else {
  4537. struct status_data *b_status = status_get_base_status(bl);
  4538. if (!b_status)
  4539. return 0;
  4540. val3 = 0;
  4541. val2 = b_status->str>>1;
  4542. if (val2 > 0xFF) val2 = 0xFF;
  4543. val3|=val2<<16;
  4544. val2 = b_status->agi>>1;
  4545. if (val2 > 0xFF) val2 = 0xFF;
  4546. val3|=val2<<8;
  4547. val2 = b_status->vit>>1;
  4548. if (val2 > 0xFF) val2 = 0xFF;
  4549. val3|=val2;
  4550. val4 = 0;
  4551. val2 = b_status->int_>>1;
  4552. if (val2 > 0xFF) val2 = 0xFF;
  4553. val4|=val2<<16;
  4554. val2 = b_status->dex>>1;
  4555. if (val2 > 0xFF) val2 = 0xFF;
  4556. val4|=val2<<8;
  4557. val2 = b_status->luk>>1;
  4558. if (val2 > 0xFF) val2 = 0xFF;
  4559. val4|=val2;
  4560. }
  4561. val2 = tick/1000;
  4562. tick = 1000;
  4563. break;
  4564. case SC_MARIONETTE2:
  4565. {
  4566. struct block_list *pbl = map_id2bl(val1);
  4567. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4568. int stat,max;
  4569. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4570. return 0;
  4571. val2 = tick /1000;
  4572. val3 = val4 = 0;
  4573. if (sd) {
  4574. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4575. //Str
  4576. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4577. if (sd->status.str+stat > max)
  4578. stat =max-sd->status.str;
  4579. val3 |= stat<<16;
  4580. //Agi
  4581. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4582. if (sd->status.agi+stat > max)
  4583. stat =max-sd->status.agi;
  4584. val3 |= stat<<8;
  4585. //Vit
  4586. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4587. if (sd->status.vit+stat > max)
  4588. stat =max-sd->status.vit;
  4589. val3 |= stat;
  4590. //Int
  4591. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4592. if (sd->status.int_+stat > max)
  4593. stat =max-sd->status.int_;
  4594. val4 |= stat<<16;
  4595. //Dex
  4596. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4597. if (sd->status.dex+stat > max)
  4598. stat =max-sd->status.dex;
  4599. val4 |= stat<<8;
  4600. //Luk
  4601. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4602. if (sd->status.luk+stat > max)
  4603. stat =max-sd->status.luk;
  4604. val4 |= stat;
  4605. } else {
  4606. struct status_data *status = status_get_base_status(bl);
  4607. if (!status) return 0;
  4608. max = 0xFF; //Assume a 256 max parameter
  4609. //Str
  4610. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4611. if (status->str+stat > max)
  4612. stat = max - status->str;
  4613. val3 |= stat<<16;
  4614. //Agi
  4615. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4616. if (status->agi+stat > max)
  4617. stat = max - status->agi;
  4618. val3 |= stat<<8;
  4619. //Vit
  4620. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4621. if (status->vit+stat > max)
  4622. stat = max - status->vit;
  4623. val3 |= stat;
  4624. //Int
  4625. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4626. if (status->int_+stat > max)
  4627. stat = max - status->int_;
  4628. val4 |= stat<<16;
  4629. //Dex
  4630. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4631. if (status->dex+stat > max)
  4632. stat = max - status->dex;
  4633. val4 |= stat<<8;
  4634. //Luk
  4635. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4636. if (status->luk+stat > max)
  4637. stat = max - status->luk;
  4638. val4 |= stat;
  4639. }
  4640. tick = 1000;
  4641. break;
  4642. }
  4643. case SC_REJECTSWORD:
  4644. val2 = 15*val1; //Reflect chance
  4645. val3 = 3; //Reflections
  4646. break;
  4647. case SC_MEMORIZE:
  4648. val2 = 5; //Memorized casts.
  4649. break;
  4650. case SC_GRAVITATION:
  4651. val2 = 50*val1; //aspd reduction
  4652. if (val3 == BCT_SELF) {
  4653. struct unit_data *ud = unit_bl2ud(bl);
  4654. if (ud) {
  4655. ud->canmove_tick += tick;
  4656. ud->canact_tick += tick;
  4657. }
  4658. }
  4659. break;
  4660. case SC_HERMODE:
  4661. status_change_clear_buffs(bl,1);
  4662. break;
  4663. case SC_REGENERATION:
  4664. if (val1 == 1)
  4665. val2 = 2;
  4666. else
  4667. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4668. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4669. break;
  4670. case SC_DEVOTION:
  4671. {
  4672. struct map_session_data *src;
  4673. if ((src = map_id2sd(val1)) && src->sc.count)
  4674. { //Try to inherit the status from the Crusader [Skotlex]
  4675. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4676. //once the Crusader's status changes, it will reflect on the others.
  4677. int type2 = SC_AUTOGUARD;
  4678. if (src->sc.data[type2].timer != -1)
  4679. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4680. type2 = SC_DEFENDER;
  4681. if (src->sc.data[type2].timer != -1)
  4682. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4683. type2 = SC_REFLECTSHIELD;
  4684. if (src->sc.data[type2].timer != -1)
  4685. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4686. }
  4687. break;
  4688. }
  4689. case SC_COMA: //Coma. Sends a char to 1HP
  4690. status_zap(bl, status_get_hp(bl)-1, 0);
  4691. return 1;
  4692. case SC_CLOSECONFINE2:
  4693. {
  4694. struct block_list *src = val2?map_id2bl(val2):NULL;
  4695. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4696. if (src && sc2) {
  4697. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4698. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4699. else { //Increase count of locked enemies and refresh time.
  4700. sc2->data[SC_CLOSECONFINE].val2++;
  4701. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4702. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4703. }
  4704. } else //Status failed.
  4705. return 0;
  4706. }
  4707. break;
  4708. case SC_KAITE:
  4709. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4710. break;
  4711. case SC_KAUPE:
  4712. switch (val1) {
  4713. case 3: //33*3 + 1 -> 100%
  4714. val2++;
  4715. case 1:
  4716. case 2: //33, 66%
  4717. val2 += 33*val1;
  4718. val3 = 1; //Dodge 1 attack total.
  4719. break;
  4720. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4721. val2 = 100;
  4722. val3 = val1-2;
  4723. break;
  4724. }
  4725. break;
  4726. case SC_COMBO:
  4727. {
  4728. struct unit_data *ud = unit_bl2ud(bl);
  4729. switch (val1) { //Val1 contains the skill id
  4730. case TK_STORMKICK:
  4731. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4732. break;
  4733. case TK_DOWNKICK:
  4734. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4735. break;
  4736. case TK_TURNKICK:
  4737. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4738. break;
  4739. case TK_COUNTER:
  4740. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4741. break;
  4742. }
  4743. if (ud) {
  4744. ud->attackabletime = gettick()+tick;
  4745. unit_set_walkdelay(bl, gettick(), tick, 1);
  4746. }
  4747. val4 = tick; //Store combo-time in val4.
  4748. }
  4749. break;
  4750. case SC_TKREST:
  4751. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4752. break;
  4753. case SC_RUN:
  4754. val4 = gettick(); //Store time at which you started running.
  4755. break;
  4756. case SC_KAAHI:
  4757. if(flag&4) {
  4758. val4 = -1;
  4759. break;
  4760. }
  4761. val2 = 200*val1; //HP heal
  4762. val3 = 5*val1; //SP cost
  4763. val4 = -1; //Kaahi Timer.
  4764. break;
  4765. case SC_BLESSING:
  4766. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4767. val2 = val1;
  4768. else
  4769. val2 = 0; //0 -> Half stat.
  4770. break;
  4771. case SC_TRICKDEAD:
  4772. if (vd) vd->dead_sit = 1;
  4773. break;
  4774. case SC_CONCENTRATE:
  4775. val2 = 2 + val1;
  4776. if (sd) { //Store the card-bonus data that should not count in the %
  4777. val3 = sd->param_bonus[1]; //Agi
  4778. val4 = sd->param_bonus[4]; //Dex
  4779. } else {
  4780. val3 = val4 = 0;
  4781. }
  4782. break;
  4783. case SC_ADRENALINE2:
  4784. case SC_ADRENALINE:
  4785. if (val2 || !battle_config.party_skill_penalty)
  4786. val3 = 300;
  4787. else
  4788. val3 = 200;
  4789. break;
  4790. case SC_CONCENTRATION:
  4791. val2 = 5*val1; //Batk/Watk Increase
  4792. val3 = 10*val1; //Hit Increase
  4793. val4 = 5*val1; //Def reduction
  4794. break;
  4795. case SC_ANGELUS:
  4796. val2 = 5*val1; //def increase
  4797. break;
  4798. case SC_IMPOSITIO:
  4799. val2 = 5*val1; //watk increase
  4800. break;
  4801. case SC_MELTDOWN:
  4802. val2 = 100*val1; //Chance to break weapon
  4803. val3 = 70*val1; //Change to break armor
  4804. break;
  4805. case SC_TRUESIGHT:
  4806. val2 = 10*val1; //Critical increase
  4807. val3 = 3*val1; //Hit increase
  4808. break;
  4809. case SC_SUN_COMFORT:
  4810. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4811. break;
  4812. case SC_MOON_COMFORT:
  4813. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
  4814. break;
  4815. case SC_STAR_COMFORT:
  4816. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  4817. break;
  4818. case SC_QUAGMIRE:
  4819. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4820. break;
  4821. // gs_something1 [Vicious]
  4822. case SC_GATLINGFEVER:
  4823. val2 = 20*val1; //Aspd increase
  4824. val3 = 20+10*val1; //Batk increase
  4825. val4 = 5*val1; //Flee decrease
  4826. break;
  4827. case SC_FLING:
  4828. val2 = 3*val1; //Def reduction
  4829. val3 = 3*val1; //Def2 reduction
  4830. break;
  4831. case SC_PROVOKE:
  4832. //val2 signals autoprovoke.
  4833. val3 = 2+3*val1; //Atk increase
  4834. val4 = 5+5*val1; //Def reduction.
  4835. break;
  4836. case SC_AVOID:
  4837. val2 = 10*val1; //Speed change rate.
  4838. break;
  4839. case SC_DEFENCE:
  4840. val2 = 2*val1; //Def bonus
  4841. break;
  4842. case SC_BLOODLUST:
  4843. val2 = 20+10*val1; //Atk rate change.
  4844. break;
  4845. case SC_FLEET:
  4846. val2 = 30*val1; //Aspd change
  4847. val3 = 5+5*val1; //Atk rate change
  4848. break;
  4849. case SC_MINDBREAKER:
  4850. val2 = 20*val1; //matk increase.
  4851. val3 = 12*val1; //mdef2 reduction.
  4852. break;
  4853. case SC_SKA:
  4854. val2 = tick/1000;
  4855. val3 = rand()%100; //Def changes randomly every second...
  4856. tick = 1000;
  4857. break;
  4858. case SC_JAILED:
  4859. tick = val1>0?1000:250;
  4860. if (sd && sd->mapindex != val2)
  4861. {
  4862. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  4863. map = sd->mapindex; //Current Map
  4864. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  4865. if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
  4866. pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
  4867. //2. Set restore point (val3 -> return map, val4 return coords
  4868. val3 = map;
  4869. val4 = pos;
  4870. }
  4871. break;
  4872. case SC_UTSUSEMI:
  4873. val2=(val1+1)/2; // number of hits blocked
  4874. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  4875. break;
  4876. case SC_BUNSINJYUTSU:
  4877. val2=(val1+1)/2; // number of hits blocked
  4878. break;
  4879. default:
  4880. if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
  4881. { //Status change with no calc, and no skill associated...? unknown?
  4882. if(battle_config.error_log)
  4883. ShowError("UnknownStatusChange [%d]\n", type);
  4884. return 0;
  4885. }
  4886. }
  4887. else //Special considerations when loading SC data.
  4888. switch (type) {
  4889. case SC_WEDDING:
  4890. case SC_XMAS:
  4891. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4892. clif_changelook(bl,LOOK_WEAPON,0);
  4893. clif_changelook(bl,LOOK_SHIELD,0);
  4894. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  4895. break;
  4896. case SC_KAAHI:
  4897. val4 = -1;
  4898. break;
  4899. //In case the speed reduction comes loaded incorrectly,
  4900. //prevent division by 0.
  4901. case SC_DONTFORGETME:
  4902. case SC_CLOAKING:
  4903. case SC_LONGING:
  4904. case SC_HIDING:
  4905. case SC_CHASEWALK:
  4906. case SC_DEFENDER:
  4907. if (!val3)
  4908. return 0;
  4909. break;
  4910. }
  4911. //Those that make you stop attacking/walking....
  4912. switch (type) {
  4913. case SC_FREEZE:
  4914. case SC_STUN:
  4915. case SC_SLEEP:
  4916. case SC_STONE:
  4917. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  4918. pc_setstand(sd);
  4919. case SC_TRICKDEAD:
  4920. unit_stop_attack(bl);
  4921. skill_stop_dancing(bl);
  4922. // Cancel cast when get status [LuzZza]
  4923. if (battle_config.sc_castcancel)
  4924. unit_skillcastcancel(bl, 0);
  4925. case SC_STOP:
  4926. case SC_CONFUSION:
  4927. case SC_CLOSECONFINE:
  4928. case SC_CLOSECONFINE2:
  4929. case SC_ANKLE:
  4930. case SC_SPIDERWEB:
  4931. unit_stop_walking(bl,1);
  4932. break;
  4933. case SC_HIDING:
  4934. case SC_CLOAKING:
  4935. case SC_CHASEWALK:
  4936. unit_stop_attack(bl);
  4937. break;
  4938. case SC_SILENCE:
  4939. if (battle_config.sc_castcancel)
  4940. unit_skillcastcancel(bl, 0);
  4941. break;
  4942. }
  4943. // Set option as needed.
  4944. opt_flag = 1;
  4945. switch(type){
  4946. //OPT1
  4947. case SC_STONE:
  4948. case SC_FREEZE:
  4949. case SC_STUN:
  4950. case SC_SLEEP:
  4951. if(type == SC_STONE)
  4952. sc->opt1 = OPT1_STONEWAIT;
  4953. else
  4954. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  4955. break;
  4956. //OPT2
  4957. case SC_POISON:
  4958. case SC_CURSE:
  4959. case SC_SILENCE:
  4960. case SC_BLIND:
  4961. sc->opt2 |= 1<<(type-SC_POISON);
  4962. break;
  4963. case SC_DPOISON:
  4964. sc->opt2 |= OPT2_DPOISON;
  4965. break;
  4966. case SC_SIGNUMCRUCIS:
  4967. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  4968. break;
  4969. //OPT3
  4970. case SC_TWOHANDQUICKEN:
  4971. case SC_SPEARQUICKEN:
  4972. case SC_CONCENTRATION:
  4973. sc->opt3 |= 1;
  4974. opt_flag = 0;
  4975. break;
  4976. case SC_MAXOVERTHRUST:
  4977. case SC_OVERTHRUST:
  4978. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  4979. sc->opt3 |= 2;
  4980. opt_flag = 0;
  4981. break;
  4982. case SC_ENERGYCOAT:
  4983. sc->opt3 |= 4;
  4984. opt_flag = 0;
  4985. break;
  4986. case SC_INCATKRATE:
  4987. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  4988. if (bl->type != BL_MOB) {
  4989. opt_flag = 0;
  4990. break;
  4991. }
  4992. case SC_EXPLOSIONSPIRITS:
  4993. sc->opt3 |= 8;
  4994. opt_flag = 0;
  4995. break;
  4996. case SC_STEELBODY:
  4997. case SC_SKA:
  4998. sc->opt3 |= 16;
  4999. opt_flag = 0;
  5000. break;
  5001. case SC_BLADESTOP:
  5002. sc->opt3 |= 32;
  5003. opt_flag = 0;
  5004. break;
  5005. case SC_BERSERK:
  5006. sc->opt3 |= 128;
  5007. opt_flag = 0;
  5008. break;
  5009. case SC_MARIONETTE:
  5010. case SC_MARIONETTE2:
  5011. sc->opt3 |= 1024;
  5012. opt_flag = 0;
  5013. break;
  5014. case SC_ASSUMPTIO:
  5015. sc->opt3 |= 2048;
  5016. opt_flag = 0;
  5017. break;
  5018. case SC_WARM: //SG skills [Komurka]
  5019. sc->opt3 |= 4096;
  5020. opt_flag = 0;
  5021. break;
  5022. case SC_KAITE:
  5023. sc->opt3 |= 8192;
  5024. opt_flag = 0;
  5025. break;
  5026. //OPTION
  5027. case SC_HIDING:
  5028. sc->option |= OPTION_HIDE;
  5029. break;
  5030. case SC_CLOAKING:
  5031. sc->option |= OPTION_CLOAK;
  5032. break;
  5033. case SC_CHASEWALK:
  5034. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5035. break;
  5036. case SC_SIGHT:
  5037. sc->option |= OPTION_SIGHT;
  5038. break;
  5039. case SC_RUWACH:
  5040. sc->option |= OPTION_RUWACH;
  5041. break;
  5042. case SC_WEDDING:
  5043. sc->option |= OPTION_WEDDING;
  5044. break;
  5045. case SC_XMAS:
  5046. sc->option |= OPTION_XMAS;
  5047. break;
  5048. case SC_ORCISH:
  5049. sc->option |= OPTION_ORCISH;
  5050. break;
  5051. case SC_SIGHTTRASHER:
  5052. sc->option |= OPTION_SIGHTTRASHER;
  5053. break;
  5054. case SC_FUSION:
  5055. sc->option |= OPTION_FLYING;
  5056. break;
  5057. default:
  5058. opt_flag = 0;
  5059. }
  5060. //On Aegis, when turning on a status change, first goes the option packet,
  5061. // then the sc packet.
  5062. if(opt_flag)
  5063. clif_changeoption(bl);
  5064. if (calc_flag&SCB_DYE)
  5065. { //Reset DYE color
  5066. if (vd && vd->cloth_color)
  5067. {
  5068. val4 = vd->cloth_color;
  5069. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5070. }
  5071. calc_flag&=~SCB_DYE;
  5072. }
  5073. if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5074. clif_status_change(bl,StatusIconChangeTable[type],1);
  5075. else if (sd) //Send packet to self otherwise (disguised player?)
  5076. clif_status_load(bl,StatusIconChangeTable[type],1);
  5077. (sc->count)++;
  5078. sc->data[type].val1 = val1;
  5079. sc->data[type].val2 = val2;
  5080. sc->data[type].val3 = val3;
  5081. sc->data[type].val4 = val4;
  5082. sc->data[type].timer = add_timer(
  5083. gettick() + tick, status_change_timer, bl->id, type);
  5084. if (calc_flag)
  5085. status_calc_bl(bl,calc_flag);
  5086. if(sd && sd->pd)
  5087. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5088. if (type==SC_BERSERK) {
  5089. sc->data[type].val2 = 5*status->max_hp/100;
  5090. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5091. status_set_sp(bl, 0, 0); //Damage all SP
  5092. }
  5093. if (type==SC_RUN) {
  5094. struct unit_data *ud = unit_bl2ud(bl);
  5095. if (ud)
  5096. ud->state.running = unit_run(bl);
  5097. }
  5098. return 1;
  5099. }
  5100. /*==========================================
  5101. * ステータス異常全解除
  5102. *------------------------------------------
  5103. */
  5104. int status_change_clear(struct block_list *bl,int type)
  5105. {
  5106. struct status_change* sc;
  5107. int i;
  5108. sc = status_get_sc(bl);
  5109. if (!sc || sc->count == 0)
  5110. return 0;
  5111. if(sc->data[SC_DANCING].timer != -1)
  5112. skill_stop_dancing(bl);
  5113. for(i = 0; i < SC_MAX; i++)
  5114. {
  5115. if(sc->data[i].timer == -1)
  5116. continue;
  5117. if(type == 0)
  5118. switch (i)
  5119. { //Type 0: PC killed -> Place here stats that do not dispel on death.
  5120. case SC_EDP:
  5121. case SC_MELTDOWN:
  5122. case SC_XMAS:
  5123. case SC_NOCHAT:
  5124. case SC_FUSION:
  5125. case SC_TKREST:
  5126. case SC_READYSTORM:
  5127. case SC_READYDOWN:
  5128. case SC_READYCOUNTER:
  5129. case SC_READYTURN:
  5130. case SC_DODGE:
  5131. case SC_JAILED:
  5132. case SC_STRFOOD:
  5133. case SC_AGIFOOD:
  5134. case SC_VITFOOD:
  5135. case SC_INTFOOD:
  5136. case SC_DEXFOOD:
  5137. case SC_LUKFOOD:
  5138. case SC_HITFOOD:
  5139. case SC_FLEEFOOD:
  5140. case SC_BATKFOOD:
  5141. case SC_WATKFOOD:
  5142. case SC_MATKFOOD:
  5143. continue;
  5144. }
  5145. status_change_end(bl, i, -1);
  5146. if (type == 1 && sc->data[i].timer != -1)
  5147. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5148. (sc->count)--;
  5149. delete_timer(sc->data[i].timer, status_change_timer);
  5150. sc->data[i].timer = -1;
  5151. }
  5152. }
  5153. sc->opt1 = 0;
  5154. sc->opt2 = 0;
  5155. sc->opt3 = 0;
  5156. sc->option &= OPTION_MASK;
  5157. if(!type || type&2)
  5158. clif_changeoption(bl);
  5159. return 1;
  5160. }
  5161. /*==========================================
  5162. * ステータス異常終了
  5163. *------------------------------------------
  5164. */
  5165. int status_change_end( struct block_list* bl , int type,int tid )
  5166. {
  5167. struct map_session_data *sd;
  5168. struct status_change *sc;
  5169. struct status_data *status;
  5170. struct view_data *vd;
  5171. int opt_flag=0, calc_flag;
  5172. nullpo_retr(0, bl);
  5173. sc = status_get_sc(bl);
  5174. status = status_get_status_data(bl);
  5175. nullpo_retr(0,sc);
  5176. nullpo_retr(0,status);
  5177. if(type < 0 || type >= SC_MAX)
  5178. return 0;
  5179. BL_CAST(BL_PC,bl,sd);
  5180. if (sc->data[type].timer == -1 ||
  5181. (sc->data[type].timer != tid && tid != -1))
  5182. return 0;
  5183. if (tid == -1)
  5184. delete_timer(sc->data[type].timer,status_change_timer);
  5185. sc->data[type].timer=-1;
  5186. (sc->count)--;
  5187. vd = status_get_viewdata(bl);
  5188. calc_flag = StatusChangeFlagTable[type];
  5189. switch(type){
  5190. case SC_WEDDING:
  5191. case SC_XMAS:
  5192. if (!vd) return 0;
  5193. if (sd) //Load data from sd->status.* as the stored values could have changed.
  5194. status_set_viewdata(bl, sd->status.class_);
  5195. else {
  5196. vd->class_ = sc->data[type].val1;
  5197. vd->weapon = sc->data[type].val2;
  5198. vd->shield = sc->data[type].val3;
  5199. vd->cloth_color = sc->data[type].val4;
  5200. }
  5201. clif_changelook(bl,LOOK_BASE,vd->class_);
  5202. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5203. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5204. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5205. break;
  5206. case SC_RUN:
  5207. {
  5208. struct unit_data *ud = unit_bl2ud(bl);
  5209. if (ud) {
  5210. ud->state.running = 0;
  5211. if (ud->walktimer != -1)
  5212. unit_stop_walking(bl,1);
  5213. }
  5214. if (sc->data[type].val1 >= 7 &&
  5215. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  5216. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
  5217. (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
  5218. )
  5219. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  5220. }
  5221. break;
  5222. case SC_AUTOBERSERK:
  5223. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  5224. status_change_end(bl,SC_PROVOKE,-1);
  5225. break;
  5226. case SC_DEFENDER:
  5227. case SC_REFLECTSHIELD:
  5228. case SC_AUTOGUARD:
  5229. if (sd) {
  5230. struct map_session_data *tsd;
  5231. int i;
  5232. for (i = 0; i < 5; i++)
  5233. { //Clear the status from the others too [Skotlex]
  5234. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  5235. status_change_end(&tsd->bl,type,-1);
  5236. }
  5237. }
  5238. break;
  5239. case SC_DEVOTION:
  5240. {
  5241. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5242. //The status could have changed because the Crusader left the game. [Skotlex]
  5243. if (md)
  5244. {
  5245. md->devotion[sc->data[type].val2] = 0;
  5246. clif_devotion(md);
  5247. }
  5248. //Remove AutoGuard and Defender [Skotlex]
  5249. if (sc->data[SC_AUTOGUARD].timer != -1)
  5250. status_change_end(bl,SC_AUTOGUARD,-1);
  5251. if (sc->data[SC_DEFENDER].timer != -1)
  5252. status_change_end(bl,SC_DEFENDER,-1);
  5253. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  5254. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5255. break;
  5256. }
  5257. case SC_BLADESTOP:
  5258. if(sc->data[type].val4)
  5259. {
  5260. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  5261. struct status_change *tsc = status_get_sc(tbl);
  5262. sc->data[type].val4 = 0;
  5263. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  5264. {
  5265. tsc->data[SC_BLADESTOP].val4 = 0;
  5266. status_change_end(tbl,SC_BLADESTOP,-1);
  5267. }
  5268. clif_bladestop(bl,tbl,0);
  5269. }
  5270. break;
  5271. case SC_DANCING:
  5272. {
  5273. struct map_session_data *dsd;
  5274. struct status_change *dsc;
  5275. struct skill_unit_group *group;
  5276. if(sc->data[type].val2)
  5277. {
  5278. group = (struct skill_unit_group *)sc->data[type].val2;
  5279. sc->data[type].val2 = 0;
  5280. skill_delunitgroup(bl, group);
  5281. }
  5282. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5283. dsc = &dsd->sc;
  5284. if(dsc && dsc->data[type].timer!=-1)
  5285. { //This will prevent recursive loops.
  5286. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5287. status_change_end(&dsd->bl, type, -1);
  5288. }
  5289. }
  5290. }
  5291. //Only dance that doesn't has ground tiles... [Skotlex]
  5292. if(sc->data[type].val1 == CG_MOONLIT)
  5293. status_change_end(bl, SC_MOONLIT, -1);
  5294. if (sc->data[SC_LONGING].timer!=-1)
  5295. status_change_end(bl,SC_LONGING,-1);
  5296. break;
  5297. case SC_NOCHAT:
  5298. if (sd && battle_config.manner_system)
  5299. {
  5300. //Why set it to 0? Can't we use good manners for something? [Skotlex]
  5301. // if (sd->status.manner >= 0) // weeee ^^ [celest]
  5302. // sd->status.manner = 0;
  5303. clif_updatestatus(sd,SP_MANNER);
  5304. }
  5305. break;
  5306. case SC_SPLASHER:
  5307. {
  5308. struct block_list *src=map_id2bl(sc->data[type].val3);
  5309. if(src && tid!=-1)
  5310. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5311. }
  5312. break;
  5313. case SC_CLOSECONFINE2:
  5314. {
  5315. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5316. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5317. if (src && sc2 && sc2->count) {
  5318. //If status was already ended, do nothing.
  5319. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5320. { //Decrease count
  5321. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5322. status_change_end(src, SC_CLOSECONFINE, -1);
  5323. }
  5324. }
  5325. }
  5326. case SC_CLOSECONFINE:
  5327. if (sc->data[type].val2 > 0) {
  5328. //Caster has been unlocked... nearby chars need to be unlocked.
  5329. int range = 1
  5330. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5331. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5332. map_foreachinarea(status_change_timer_sub,
  5333. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5334. }
  5335. break;
  5336. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5337. if (sd && sd->skillid_old == sc->data[type].val1)
  5338. sd->skillid_old = sd->skilllv_old = 0;
  5339. break;
  5340. case SC_FREEZE:
  5341. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5342. break;
  5343. case SC_MARIONETTE:
  5344. case SC_MARIONETTE2: /// Marionette target
  5345. if (sc->data[type].val1)
  5346. { // check for partner and end their marionette status as well
  5347. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5348. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5349. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5350. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5351. {
  5352. sc2->data[type2].val1 = 0;
  5353. status_change_end(pbl, type2, -1);
  5354. }
  5355. }
  5356. if (type == SC_MARIONETTE)
  5357. clif_marionette(bl, 0); //Clear effect.
  5358. break;
  5359. case SC_BERSERK:
  5360. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5361. if(status->hp > 100 && sc->data[type].val2)
  5362. status_set_hp(bl, 100, 0);
  5363. if(sc->data[SC_ENDURE].timer != -1)
  5364. status_change_end(bl, SC_ENDURE, -1);
  5365. break;
  5366. case SC_GRAVITATION:
  5367. if (sc->data[type].val3 == BCT_SELF) {
  5368. struct unit_data *ud = unit_bl2ud(bl);
  5369. if (ud)
  5370. ud->canmove_tick = ud->canact_tick = gettick();
  5371. }
  5372. break;
  5373. case SC_GOSPEL: //Clear the buffs from other chars.
  5374. if (sc->data[type].val3) { //Clear the group.
  5375. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5376. sc->data[type].val3 = 0;
  5377. skill_delunitgroup(bl, group);
  5378. }
  5379. break;
  5380. case SC_HERMODE:
  5381. if(sc->data[type].val3 == BCT_SELF)
  5382. skill_clear_unitgroup(bl);
  5383. break;
  5384. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5385. skill_clear_unitgroup(bl);
  5386. break;
  5387. case SC_MOONLIT: //Clear the unit effect. [Skotlex]
  5388. skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
  5389. break;
  5390. case SC_TRICKDEAD:
  5391. if (vd) vd->dead_sit = 0;
  5392. break;
  5393. case SC_WARM:
  5394. if (sc->data[type].val4) { //Clear the group.
  5395. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5396. sc->data[type].val4 = 0;
  5397. skill_delunitgroup(bl, group);
  5398. }
  5399. break;
  5400. case SC_KAAHI:
  5401. //Delete timer if it exists.
  5402. if (sc->data[type].val4 != -1) {
  5403. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5404. sc->data[type].val4=-1;
  5405. }
  5406. break;
  5407. case SC_JAILED:
  5408. if(tid == -1)
  5409. break;
  5410. //natural expiration.
  5411. if(sd && sd->mapindex == sc->data[type].val2)
  5412. {
  5413. if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
  5414. pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
  5415. }
  5416. break; //guess hes not in jail :P
  5417. }
  5418. opt_flag = 1;
  5419. switch(type){
  5420. case SC_STONE:
  5421. case SC_FREEZE:
  5422. case SC_STUN:
  5423. case SC_SLEEP:
  5424. sc->opt1 = 0;
  5425. break;
  5426. case SC_POISON:
  5427. case SC_CURSE:
  5428. case SC_SILENCE:
  5429. case SC_BLIND:
  5430. sc->opt2 &= ~(1<<(type-SC_POISON));
  5431. break;
  5432. case SC_DPOISON:
  5433. sc->opt2 &= ~OPT2_DPOISON;
  5434. break;
  5435. case SC_SIGNUMCRUCIS:
  5436. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5437. break;
  5438. case SC_HIDING:
  5439. sc->option &= ~OPTION_HIDE;
  5440. opt_flag = 2; //Check for warp trigger.
  5441. break;
  5442. case SC_CLOAKING:
  5443. sc->option &= ~OPTION_CLOAK;
  5444. opt_flag = 2;
  5445. break;
  5446. case SC_CHASEWALK:
  5447. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5448. opt_flag = 2;
  5449. break;
  5450. case SC_SIGHT:
  5451. sc->option &= ~OPTION_SIGHT;
  5452. break;
  5453. case SC_WEDDING:
  5454. sc->option &= ~OPTION_WEDDING;
  5455. break;
  5456. case SC_XMAS:
  5457. sc->option &= ~OPTION_XMAS;
  5458. break;
  5459. case SC_ORCISH:
  5460. sc->option &= ~OPTION_ORCISH;
  5461. break;
  5462. case SC_RUWACH:
  5463. sc->option &= ~OPTION_RUWACH;
  5464. break;
  5465. case SC_SIGHTTRASHER:
  5466. sc->option &= ~OPTION_SIGHTTRASHER;
  5467. break;
  5468. case SC_FUSION:
  5469. sc->option &= ~OPTION_FLYING;
  5470. break;
  5471. //opt3
  5472. case SC_TWOHANDQUICKEN:
  5473. case SC_ONEHAND:
  5474. case SC_SPEARQUICKEN:
  5475. case SC_CONCENTRATION:
  5476. sc->opt3 &= ~1;
  5477. opt_flag = 0;
  5478. break;
  5479. case SC_OVERTHRUST:
  5480. case SC_MAXOVERTHRUST:
  5481. case SC_SWOO:
  5482. sc->opt3 &= ~2;
  5483. opt_flag = 0;
  5484. break;
  5485. case SC_ENERGYCOAT:
  5486. sc->opt3 &= ~4;
  5487. opt_flag = 0;
  5488. break;
  5489. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5490. if (bl->type != BL_MOB)
  5491. break;
  5492. case SC_EXPLOSIONSPIRITS:
  5493. sc->opt3 &= ~8;
  5494. opt_flag = 0;
  5495. break;
  5496. case SC_STEELBODY:
  5497. case SC_SKA:
  5498. sc->opt3 &= ~16;
  5499. opt_flag = 0;
  5500. break;
  5501. case SC_BLADESTOP:
  5502. sc->opt3 &= ~32;
  5503. opt_flag = 0;
  5504. break;
  5505. case SC_BERSERK:
  5506. sc->opt3 &= ~128;
  5507. opt_flag = 0;
  5508. break;
  5509. case SC_MARIONETTE:
  5510. case SC_MARIONETTE2:
  5511. sc->opt3 &= ~1024;
  5512. opt_flag = 0;
  5513. break;
  5514. case SC_ASSUMPTIO:
  5515. sc->opt3 &= ~2048;
  5516. opt_flag = 0;
  5517. break;
  5518. case SC_WARM: //SG skills [Komurka]
  5519. sc->opt3 &= ~4096;
  5520. opt_flag = 0;
  5521. break;
  5522. case SC_KAITE:
  5523. sc->opt3 &= ~8192;
  5524. opt_flag = 0;
  5525. break;
  5526. default:
  5527. opt_flag = 0;
  5528. }
  5529. if (calc_flag&SCB_DYE)
  5530. { //Restore DYE color
  5531. if (vd && !vd->cloth_color && sc->data[type].val4)
  5532. clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
  5533. calc_flag&=~SCB_DYE;
  5534. }
  5535. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  5536. if (vd && pcdb_checkid(vd->class_))
  5537. clif_status_change(bl,StatusIconChangeTable[type],0);
  5538. else if (sd)
  5539. clif_status_load(bl,StatusIconChangeTable[type],0);
  5540. if(opt_flag)
  5541. clif_changeoption(bl);
  5542. if (calc_flag)
  5543. status_calc_bl(bl,calc_flag);
  5544. if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5545. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5546. return 1;
  5547. }
  5548. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5549. {
  5550. struct block_list *bl;
  5551. struct status_change *sc;
  5552. struct status_data *status;
  5553. int hp;
  5554. bl=map_id2bl(id);
  5555. sc=status_get_sc(bl);
  5556. status=status_get_status_data(bl);
  5557. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5558. return 0;
  5559. if(sc->data[data].val4 != tid) {
  5560. if (battle_config.error_log)
  5561. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5562. sc->data[data].val4=-1;
  5563. return 0;
  5564. }
  5565. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5566. sc->data[data].val4=-1;
  5567. return 0;
  5568. }
  5569. hp = status->max_hp - status->hp;
  5570. if (hp > sc->data[data].val2)
  5571. hp = sc->data[data].val2;
  5572. if (hp)
  5573. status_heal(bl, hp, 0, 2);
  5574. sc->data[data].val4=-1;
  5575. return 1;
  5576. }
  5577. /*==========================================
  5578. * ステータス異常終了タイマー
  5579. *------------------------------------------
  5580. */
  5581. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5582. {
  5583. int type = data;
  5584. struct block_list *bl;
  5585. struct map_session_data *sd=NULL;
  5586. struct status_data *status;
  5587. struct status_change *sc;
  5588. // security system to prevent forgetting timer removal
  5589. int temp_timerid;
  5590. bl=map_id2bl(id);
  5591. #ifndef _WIN32
  5592. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5593. #endif
  5594. sc=status_get_sc(bl);
  5595. status = status_get_status_data(bl);
  5596. if (!sc || !status)
  5597. { //Temporal debug until case is resolved. [Skotlex]
  5598. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5599. return 0;
  5600. }
  5601. if(bl->type==BL_PC)
  5602. sd=(struct map_session_data *)bl;
  5603. if(sc->data[type].timer != tid) {
  5604. if(battle_config.error_log)
  5605. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5606. return 0;
  5607. }
  5608. // security system to prevent forgetting timer removal
  5609. // you shouldn't be that careless inside the switch here
  5610. temp_timerid = sc->data[type].timer;
  5611. sc->data[type].timer = -1;
  5612. switch(type){ /* 特殊な?理になる場合 */
  5613. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5614. case SC_CLOAKING:
  5615. if(!status_charge(bl, 0, 1))
  5616. break; //Not enough SP to continue.
  5617. sc->data[type].timer=add_timer(
  5618. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5619. return 0;
  5620. case SC_CHASEWALK:
  5621. if(!status_charge(bl, 0, sc->data[type].val4))
  5622. break; //Not enough SP to continue.
  5623. if (sc->data[SC_INCSTR].timer == -1) {
  5624. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5625. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5626. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5627. }
  5628. sc->data[type].timer = add_timer(
  5629. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5630. return 0;
  5631. break;
  5632. case SC_SKA:
  5633. if((--sc->data[type].val2)>0){
  5634. sc->data[type].val3 = rand()%100; //Random defense.
  5635. sc->data[type].timer=add_timer(
  5636. 1000+tick, status_change_timer,
  5637. bl->id, data);
  5638. return 0;
  5639. }
  5640. break;
  5641. case SC_HIDING:
  5642. if((--sc->data[type].val2)>0){
  5643. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5644. break; //Fail if it's time to substract SP and there isn't.
  5645. sc->data[type].timer=add_timer(
  5646. 1000+tick, status_change_timer,
  5647. bl->id, data);
  5648. return 0;
  5649. }
  5650. break;
  5651. case SC_SIGHT:
  5652. case SC_RUWACH:
  5653. case SC_SIGHTBLASTER:
  5654. {
  5655. map_foreachinrange( status_change_timer_sub, bl,
  5656. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5657. BL_CHAR, bl,sc,type,tick);
  5658. if( (--sc->data[type].val2)>0 ){
  5659. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5660. 250+tick, status_change_timer,
  5661. bl->id, data);
  5662. return 0;
  5663. }
  5664. }
  5665. break;
  5666. case SC_PROVOKE:
  5667. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5668. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5669. return 0;
  5670. }
  5671. break;
  5672. case SC_ENDURE:
  5673. if(sc->data[type].val4) { //Infinite Endure.
  5674. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5675. return 0;
  5676. }
  5677. break;
  5678. case SC_STONE:
  5679. if(sc->opt1 == OPT1_STONEWAIT) {
  5680. sc->data[type].val4 = 0;
  5681. unit_stop_walking(bl,1);
  5682. sc->opt1 = OPT1_STONE;
  5683. clif_changeoption(bl);
  5684. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5685. status_calc_bl(bl, SCB_DEF_ELE);
  5686. return 0;
  5687. }
  5688. if((--sc->data[type].val3) > 0) {
  5689. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5690. status_zap(bl, sc->data[type].val2, 0);
  5691. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5692. return 0;
  5693. }
  5694. break;
  5695. case SC_POISON:
  5696. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5697. break;
  5698. case SC_DPOISON:
  5699. if ((--sc->data[type].val3) > 0) {
  5700. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5701. status_zap(bl, sc->data[type].val4, 0);
  5702. if (status_isdead(bl))
  5703. break;
  5704. }
  5705. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5706. return 0;
  5707. }
  5708. break;
  5709. case SC_TENSIONRELAX:
  5710. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5711. sc->data[type].timer=add_timer(
  5712. sc->data[type].val4+tick, status_change_timer,
  5713. bl->id, data);
  5714. return 0;
  5715. }
  5716. break;
  5717. case SC_BLEEDING: // [celest]
  5718. // i hope i haven't interpreted it wrong.. which i might ^^;
  5719. // Source:
  5720. // - 10�ェエェネェヒHPェャハ�エ
  5721. // - �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、
  5722. // To-do: bleeding effect increases damage taken?
  5723. if ((--sc->data[type].val4) >= 0) {
  5724. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5725. if (status_isdead(bl))
  5726. break;
  5727. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5728. return 0;
  5729. }
  5730. break;
  5731. case SC_KNOWLEDGE:
  5732. if (sd) {
  5733. if(bl->m != sd->feel_map[0].m
  5734. && bl->m != sd->feel_map[1].m
  5735. && bl->m != sd->feel_map[2].m)
  5736. break; //End it
  5737. } //Otherwise continue.
  5738. // Status changes that don't have a time limit
  5739. case SC_AETERNA:
  5740. case SC_TRICKDEAD:
  5741. case SC_MODECHANGE:
  5742. case SC_WEIGHT50:
  5743. case SC_WEIGHT90:
  5744. case SC_MAGICPOWER:
  5745. case SC_REJECTSWORD:
  5746. case SC_MEMORIZE:
  5747. case SC_BROKENWEAPON:
  5748. case SC_BROKENARMOR:
  5749. case SC_SACRIFICE:
  5750. case SC_READYSTORM:
  5751. case SC_READYDOWN:
  5752. case SC_READYTURN:
  5753. case SC_READYCOUNTER:
  5754. case SC_RUN:
  5755. case SC_DODGE:
  5756. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5757. case SC_NEN:
  5758. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5759. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5760. return 0;
  5761. case SC_DANCING: //ダンススキルの時間SP消費
  5762. {
  5763. int s = 0;
  5764. int sp = 1;
  5765. int counter = sc->data[type].val3>>16;
  5766. if (--counter <= 0)
  5767. break;
  5768. sc->data[type].val3&= 0xFFFF; //Remove counter
  5769. sc->data[type].val3|=(counter<<16);//Reset it.
  5770. switch(sc->data[type].val1){
  5771. case BD_RICHMANKIM:
  5772. case BD_DRUMBATTLEFIELD:
  5773. case BD_RINGNIBELUNGEN:
  5774. case BD_SIEGFRIED:
  5775. case BA_DISSONANCE:
  5776. case BA_ASSASSINCROSS:
  5777. case DC_UGLYDANCE:
  5778. s=3;
  5779. break;
  5780. case BD_LULLABY:
  5781. case BD_ETERNALCHAOS:
  5782. case BD_ROKISWEIL:
  5783. case DC_FORTUNEKISS:
  5784. s=4;
  5785. break;
  5786. case CG_HERMODE:
  5787. case BD_INTOABYSS:
  5788. case BA_WHISTLE:
  5789. case DC_HUMMING:
  5790. case BA_POEMBRAGI:
  5791. case DC_SERVICEFORYOU:
  5792. s=5;
  5793. break;
  5794. case BA_APPLEIDUN:
  5795. s=6;
  5796. break;
  5797. case CG_MOONLIT:
  5798. sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5799. //Upkeep is also every 10 secs.
  5800. case DC_DONTFORGETME:
  5801. s=10;
  5802. break;
  5803. }
  5804. if (s && ((sc->data[type].val3 % s) == 0)) {
  5805. if (sc->data[SC_LONGING].timer != -1)
  5806. sp = s;
  5807. if (!status_charge(bl, 0, sp))
  5808. break;
  5809. }
  5810. sc->data[type].timer=add_timer(
  5811. 1000+tick, status_change_timer,
  5812. bl->id, data);
  5813. return 0;
  5814. }
  5815. break;
  5816. case SC_DEVOTION:
  5817. { //Check range and timeleft to preserve status [Skotlex]
  5818. //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
  5819. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5820. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  5821. {
  5822. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  5823. return 0;
  5824. }
  5825. }
  5826. break;
  5827. case SC_BERSERK:
  5828. // 5% every 10 seconds [DracoRPG]
  5829. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  5830. {
  5831. sc->data[type].timer = add_timer(
  5832. sc->data[type].val4+tick, status_change_timer,
  5833. bl->id, data);
  5834. return 0;
  5835. }
  5836. else if (sd)
  5837. sd->canregen_tick = gettick() + 300000;
  5838. break;
  5839. case SC_NOCHAT:
  5840. if(sd && battle_config.manner_system){
  5841. sd->status.manner++;
  5842. clif_updatestatus(sd,SP_MANNER);
  5843. if (sd->status.manner < 0)
  5844. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  5845. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  5846. return 0;
  5847. }
  5848. }
  5849. break;
  5850. case SC_SPLASHER:
  5851. if (sc->data[type].val4 % 1000 == 0) {
  5852. char timer[10];
  5853. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  5854. clif_message(bl, timer);
  5855. }
  5856. if((sc->data[type].val4 -= 500) > 0) {
  5857. sc->data[type].timer = add_timer(
  5858. 500 + tick, status_change_timer,
  5859. bl->id, data);
  5860. return 0;
  5861. }
  5862. break;
  5863. case SC_MARIONETTE:
  5864. case SC_MARIONETTE2:
  5865. {
  5866. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5867. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  5868. {
  5869. sc->data[type].timer = add_timer(
  5870. 1000 + tick, status_change_timer,
  5871. bl->id, data);
  5872. return 0;
  5873. }
  5874. }
  5875. break;
  5876. case SC_GOSPEL:
  5877. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  5878. {
  5879. int hp, sp;
  5880. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  5881. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  5882. if(!status_charge(bl, hp, sp))
  5883. break;
  5884. sc->data[type].timer = add_timer(
  5885. 10000+tick, status_change_timer,
  5886. bl->id, data);
  5887. return 0;
  5888. }
  5889. break;
  5890. case SC_GUILDAURA:
  5891. {
  5892. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  5893. if (tbl && battle_check_range(bl, tbl, 2)){
  5894. sc->data[type].timer = add_timer(
  5895. 1000 + tick, status_change_timer,
  5896. bl->id, data);
  5897. return 0;
  5898. }
  5899. }
  5900. break;
  5901. case SC_JAILED:
  5902. if(--sc->data[type].val1 > 0)
  5903. {
  5904. sc->data[type].timer=add_timer(
  5905. 60000+tick, status_change_timer, bl->id,data);
  5906. return 0;
  5907. }
  5908. break;
  5909. case SC_BLIND:
  5910. if(sc->data[SC_FOGWALL].timer!= -1)
  5911. { //Blind lasts forever while you are standing on the fog.
  5912. sc->data[type].timer=add_timer(
  5913. 5000+tick, status_change_timer,
  5914. bl->id, data);
  5915. return 0;
  5916. }
  5917. break;
  5918. }
  5919. // default for all non-handled control paths
  5920. // security system to prevent forgetting timer removal
  5921. // if we reach this point we need the timer for the next call,
  5922. // so restore it to have status_change_end handle a valid timer
  5923. sc->data[type].timer = temp_timerid;
  5924. return status_change_end( bl,type,tid );
  5925. }
  5926. /*==========================================
  5927. * ステータス異常タイマー範囲処理
  5928. *------------------------------------------
  5929. */
  5930. int status_change_timer_sub(struct block_list *bl, va_list ap )
  5931. {
  5932. struct block_list *src;
  5933. struct status_change *sc, *tsc;
  5934. struct map_session_data* sd=NULL;
  5935. struct map_session_data* tsd=NULL;
  5936. int type;
  5937. unsigned int tick;
  5938. src=va_arg(ap,struct block_list*);
  5939. sc=va_arg(ap,struct status_change*);
  5940. type=va_arg(ap,int);
  5941. tick=va_arg(ap,unsigned int);
  5942. tsc=status_get_sc(bl);
  5943. if (status_isdead(bl))
  5944. return 0;
  5945. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  5946. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  5947. switch( type ){
  5948. case SC_SIGHT: /* サイト */
  5949. case SC_CONCENTRATE:
  5950. if (tsc && tsc->count) {
  5951. if (tsc->data[SC_HIDING].timer != -1)
  5952. status_change_end( bl, SC_HIDING, -1);
  5953. if (tsc->data[SC_CLOAKING].timer != -1)
  5954. status_change_end( bl, SC_CLOAKING, -1);
  5955. }
  5956. break;
  5957. case SC_RUWACH: /* ルアフ */
  5958. 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
  5959. tsc->data[SC_CLOAKING].timer != -1)) {
  5960. status_change_end( bl, SC_HIDING, -1);
  5961. status_change_end( bl, SC_CLOAKING, -1);
  5962. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  5963. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  5964. }
  5965. break;
  5966. case SC_SIGHTBLASTER:
  5967. {
  5968. if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  5969. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  5970. { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
  5971. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  5972. sc->data[type].val2 = 0; //This signals it to end.
  5973. }
  5974. }
  5975. break;
  5976. case SC_CLOSECONFINE:
  5977. //Lock char has released the hold on everyone...
  5978. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  5979. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  5980. status_change_end(bl, SC_CLOSECONFINE2, -1);
  5981. }
  5982. break;
  5983. }
  5984. return 0;
  5985. }
  5986. /*==========================================
  5987. * Clears buffs/debuffs of a character.
  5988. * type&1 -> buffs, type&2 -> debuffs
  5989. *------------------------------------------
  5990. */
  5991. int status_change_clear_buffs (struct block_list *bl, int type)
  5992. {
  5993. int i;
  5994. struct status_change *sc= status_get_sc(bl);
  5995. if (!sc || !sc->count)
  5996. return 0;
  5997. if (type&2) //Debuffs
  5998. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  5999. if(sc->data[i].timer != -1)
  6000. status_change_end(bl,i,-1);
  6001. }
  6002. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  6003. if(sc->data[i].timer == -1)
  6004. continue;
  6005. switch (i) {
  6006. //Stuff that cannot be removed
  6007. case SC_WEIGHT50:
  6008. case SC_WEIGHT90:
  6009. case SC_COMBO:
  6010. case SC_SMA:
  6011. case SC_DANCING:
  6012. case SC_GUILDAURA:
  6013. case SC_SAFETYWALL:
  6014. case SC_NOCHAT:
  6015. case SC_JAILED:
  6016. case SC_ANKLE:
  6017. case SC_BLADESTOP:
  6018. case SC_CP_WEAPON:
  6019. case SC_CP_SHIELD:
  6020. case SC_CP_ARMOR:
  6021. case SC_CP_HELM:
  6022. continue;
  6023. //Debuffs that can be removed.
  6024. case SC_HALLUCINATION:
  6025. case SC_QUAGMIRE:
  6026. case SC_SIGNUMCRUCIS:
  6027. case SC_DECREASEAGI:
  6028. case SC_SLOWDOWN:
  6029. case SC_MINDBREAKER:
  6030. case SC_WINKCHARM:
  6031. case SC_STOP:
  6032. case SC_ORCISH:
  6033. case SC_STRIPWEAPON:
  6034. case SC_STRIPSHIELD:
  6035. case SC_STRIPARMOR:
  6036. case SC_STRIPHELM:
  6037. if (!(type&2))
  6038. continue;
  6039. break;
  6040. //The rest are buffs that can be removed.
  6041. case SC_BERSERK:
  6042. if (!(type&1))
  6043. continue;
  6044. sc->data[i].val4 = 1;
  6045. break;
  6046. default:
  6047. if (!(type&1))
  6048. continue;
  6049. break;
  6050. }
  6051. status_change_end(bl,i,-1);
  6052. }
  6053. return 0;
  6054. }
  6055. static int status_calc_sigma(void)
  6056. {
  6057. int i,j;
  6058. unsigned int k;
  6059. for(i=0;i<MAX_PC_CLASS;i++) {
  6060. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  6061. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  6062. k += hp_coefficient[i]*j + 50;
  6063. k -= k%100;
  6064. hp_sigma_val[i][j-1] = k;
  6065. if (k >= INT_MAX)
  6066. break; //Overflow protection. [Skotlex]
  6067. }
  6068. for(;j<=MAX_LEVEL;j++)
  6069. hp_sigma_val[i][j-1] = INT_MAX;
  6070. }
  6071. return 0;
  6072. }
  6073. int status_readdb(void) {
  6074. int i,j;
  6075. FILE *fp;
  6076. char line[1024], path[1024],*p;
  6077. sprintf(path, "%s/job_db1.txt", db_path);
  6078. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6079. if(fp==NULL){
  6080. ShowError("can't read %s\n", path);
  6081. return 1;
  6082. }
  6083. i = 0;
  6084. while(fgets(line, sizeof(line)-1, fp)){
  6085. char *split[MAX_WEAPON_TYPE + 5];
  6086. i++;
  6087. if(line[0]=='/' && line[1]=='/')
  6088. continue;
  6089. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  6090. split[j]=p;
  6091. p=strchr(p,',');
  6092. if(p) *p++=0;
  6093. }
  6094. if(j < MAX_WEAPON_TYPE + 5)
  6095. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6096. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6097. continue;
  6098. }
  6099. if(atoi(split[0])>=MAX_PC_CLASS)
  6100. continue;
  6101. max_weight_base[atoi(split[0])]=atoi(split[1]);
  6102. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  6103. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  6104. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  6105. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6106. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  6107. }
  6108. fclose(fp);
  6109. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6110. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6111. sprintf(path, "%s/job_db2.txt", db_path);
  6112. fp=fopen(path,"r");
  6113. if(fp==NULL){
  6114. ShowError("can't read %s\n", path);
  6115. return 1;
  6116. }
  6117. while(fgets(line, sizeof(line)-1, fp)){
  6118. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6119. if(line[0]=='/' && line[1]=='/')
  6120. continue;
  6121. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6122. split[j]=p;
  6123. p=strchr(p,',');
  6124. if(p) *p++=0;
  6125. }
  6126. if(atoi(split[0])>=MAX_PC_CLASS)
  6127. continue;
  6128. for(i=1;i<j && split[i];i++)
  6129. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  6130. }
  6131. fclose(fp);
  6132. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6133. // サイズ補正テ?ブル
  6134. for(i=0;i<3;i++)
  6135. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6136. atkmods[i][j]=100;
  6137. sprintf(path, "%s/size_fix.txt", db_path);
  6138. fp=fopen(path,"r");
  6139. if(fp==NULL){
  6140. ShowError("can't read %s\n", path);
  6141. return 1;
  6142. }
  6143. i=0;
  6144. while(fgets(line, sizeof(line)-1, fp)){
  6145. char *split[MAX_WEAPON_TYPE];
  6146. if(line[0]=='/' && line[1]=='/')
  6147. continue;
  6148. if(atoi(line)<=0)
  6149. continue;
  6150. memset(split,0,sizeof(split));
  6151. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6152. split[j]=p;
  6153. p=strchr(p,',');
  6154. if(p) *p++=0;
  6155. atkmods[i][j]=atoi(split[j]);
  6156. }
  6157. i++;
  6158. }
  6159. fclose(fp);
  6160. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6161. // 精?デ?タテ?ブル
  6162. for(i=0;i<5;i++){
  6163. for(j=0;j<MAX_REFINE; j++)
  6164. percentrefinery[i][j]=100;
  6165. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6166. refinebonus[i][0]=0;
  6167. refinebonus[i][1]=0;
  6168. refinebonus[i][2]=10;
  6169. }
  6170. sprintf(path, "%s/refine_db.txt", db_path);
  6171. fp=fopen(path,"r");
  6172. if(fp==NULL){
  6173. ShowError("can't read %s\n", path);
  6174. return 1;
  6175. }
  6176. i=0;
  6177. while(fgets(line, sizeof(line)-1, fp)){
  6178. char *split[MAX_REFINE+4];
  6179. if(line[0]=='/' && line[1]=='/')
  6180. continue;
  6181. if(atoi(line)<=0)
  6182. continue;
  6183. memset(split,0,sizeof(split));
  6184. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6185. split[j]=p;
  6186. p=strchr(p,',');
  6187. if(p) *p++=0;
  6188. }
  6189. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6190. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6191. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6192. for(j=0;j<MAX_REFINE && split[j];j++)
  6193. percentrefinery[i][j]=atoi(split[j+3]);
  6194. i++;
  6195. }
  6196. fclose(fp); //Lupus. close this file!!!
  6197. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6198. return 0;
  6199. }
  6200. /*==========================================
  6201. * スキル関係初期化処理
  6202. *------------------------------------------
  6203. */
  6204. int do_init_status(void)
  6205. {
  6206. if (SC_MAX > MAX_STATUSCHANGE)
  6207. {
  6208. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  6209. exit(1);
  6210. }
  6211. add_timer_func_list(status_change_timer,"status_change_timer");
  6212. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  6213. initChangeTables();
  6214. initDummyData();
  6215. status_readdb();
  6216. status_calc_sigma();
  6217. return 0;
  6218. }