status.c 192 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. static void add_sc(int skill, int sc)
  52. {
  53. int sk = skill;
  54. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  55. else
  56. if (sk > HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  57. if (sk < 0 || sk >= MAX_SKILL) {
  58. if (battle_config.error_log)
  59. ShowError("add_sc: Unsupported skill id %d\n", skill);
  60. return;
  61. }
  62. if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
  63. SkillStatusChangeTableArray[sk] = sc;
  64. if (StatusSkillChangeTable[sc]==0)
  65. StatusSkillChangeTable[sc] = skill;
  66. }
  67. static void set_sc(int skill, int sc, int icon, unsigned int flag)
  68. {
  69. if (StatusIconChangeTable[sc]==SI_BLANK)
  70. StatusIconChangeTable[sc] = icon;
  71. StatusChangeFlagTable[sc] |= flag;
  72. add_sc(skill, sc);
  73. }
  74. //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
  75. //but it is much less prone to errors. [Skotlex]
  76. void initChangeTables(void) {
  77. int i;
  78. for (i = 0; i < SC_MAX; i++)
  79. StatusIconChangeTable[i] = SI_BLANK;
  80. for (i = 0; i < MAX_SKILL; i++)
  81. SkillStatusChangeTableArray[i] = -1;
  82. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  83. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  84. //First we define the skill for common ailments. These are used in
  85. //skill_additional_effect through sc cards. [Skotlex]
  86. StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
  87. StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
  88. StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
  89. StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
  90. StatusSkillChangeTable[SC_POISON] = NPC_POISON;
  91. StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
  92. StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
  93. StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
  94. StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
  95. StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
  96. StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
  97. //These are the status-change flags for the common ailments.
  98. StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
  99. StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE;
  100. // StatusChangeFlagTable[SC_STUN] = SCB_NONE;
  101. // StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
  102. StatusChangeFlagTable[SC_POISON] = SCB_DEF2;
  103. StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
  104. // StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
  105. // StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
  106. StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
  107. // StatusChangeFlagTable[SC_BLEEDING] = SCB_NONE;
  108. StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2;
  109. //The icons for the common ailments
  110. // StatusIconChangeTable[SC_STONE] = SI_BLANK;
  111. // StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
  112. // StatusIconChangeTable[SC_STUN] = SI_BLANK;
  113. // StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
  114. // StatusIconChangeTable[SC_POISON] = SI_BLANK;
  115. // StatusIconChangeTable[SC_CURSE] = SI_BLANK;
  116. // StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
  117. // StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
  118. // StatusIconChangeTable[SC_BLIND] = SI_BLANK;
  119. StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
  120. // StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
  121. add_sc(SM_BASH, SC_STUN);
  122. set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  123. add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
  124. set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
  125. add_sc(MG_SIGHT, SC_SIGHT);
  126. add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
  127. add_sc(MG_FROSTDIVER, SC_FREEZE);
  128. add_sc(MG_STONECURSE, SC_STONE);
  129. add_sc(AL_RUWACH, SC_RUWACH);
  130. set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
  131. set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
  132. set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
  133. set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
  134. set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
  135. set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
  136. set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
  137. add_sc(TF_POISON, SC_POISON);
  138. set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
  139. add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
  140. set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
  141. set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
  142. set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
  143. set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
  144. set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
  145. set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
  146. set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
  147. set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
  148. add_sc(PR_LEXDIVINA, SC_SILENCE);
  149. set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
  150. add_sc(WZ_METEOR, SC_STUN);
  151. add_sc(WZ_VERMILION, SC_BLIND);
  152. add_sc(WZ_FROSTNOVA, SC_FREEZE);
  153. add_sc(WZ_STORMGUST, SC_FREEZE);
  154. set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
  155. set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
  156. set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
  157. set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
  158. set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
  159. add_sc(HT_LANDMINE, SC_STUN);
  160. add_sc(HT_ANKLESNARE, SC_ANKLE);
  161. add_sc(HT_SANDMAN, SC_SLEEP);
  162. add_sc(HT_FLASHER, SC_BLIND);
  163. add_sc(HT_FREEZINGTRAP, SC_FREEZE);
  164. set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
  165. add_sc(AS_SONICBLOW, SC_STUN);
  166. set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
  167. set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
  168. set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
  169. add_sc(AS_VENOMDUST, SC_POISON);
  170. add_sc(AS_SPLASHER, SC_SPLASHER);
  171. set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
  172. set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
  173. add_sc(TF_SPRINKLESAND, SC_BLIND);
  174. add_sc(TF_THROWSTONE, SC_STUN);
  175. set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
  176. set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
  177. set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
  178. add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
  179. set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
  180. add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
  181. add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
  182. add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
  183. add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
  184. add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
  185. add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
  186. add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
  187. add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
  188. add_sc(NPC_POISON, SC_POISON);
  189. add_sc(NPC_BLINDATTACK, SC_BLIND);
  190. add_sc(NPC_SILENCEATTACK, SC_SILENCE);
  191. add_sc(NPC_STUNATTACK, SC_STUN);
  192. add_sc(NPC_PETRIFYATTACK, SC_STONE);
  193. add_sc(NPC_CURSEATTACK, SC_CURSE);
  194. add_sc(NPC_SLEEPATTACK, SC_SLEEP);
  195. set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
  196. add_sc(NPC_DARKBLESSING, SC_COMA);
  197. set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
  198. add_sc(NPC_LICK, SC_STUN);
  199. set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
  200. add_sc(NPC_REBIRTH, SC_KAIZEL);
  201. add_sc(RG_RAID, SC_STUN);
  202. set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
  203. set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
  204. set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
  205. set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
  206. add_sc(AM_ACIDTERROR, SC_BLEEDING);
  207. set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
  208. set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
  209. set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
  210. set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
  211. set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
  212. add_sc(CR_SHIELDCHARGE, SC_STUN);
  213. set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
  214. add_sc(CR_HOLYCROSS, SC_BLIND);
  215. add_sc(CR_GRANDCROSS, SC_BLIND);
  216. set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
  217. set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
  218. set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
  219. set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
  220. set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
  221. add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
  222. add_sc(MO_BLADESTOP, SC_BLADESTOP);
  223. set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
  224. add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
  225. add_sc(SA_MAGICROD, SC_MAGICROD);
  226. set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
  227. set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
  228. set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
  229. set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
  230. set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
  231. set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK, SCB_WATK);
  232. set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK, SCB_MAXHP);
  233. set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK, SCB_FLEE);
  234. add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR);
  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. set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
  261. set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
  262. add_sc(NPC_INVISIBLE, SC_CLOAKING);
  263. set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
  264. set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
  265. set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
  266. set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
  267. set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
  268. // set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
  269. set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
  270. add_sc(HP_BASILICA, SC_BASILICA);
  271. set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
  272. add_sc(PA_SACRIFICE, SC_SACRIFICE);
  273. set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
  274. add_sc(PA_GOSPEL, SC_SCRESIST);
  275. add_sc(CH_TIGERFIST, SC_STOP);
  276. set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
  277. set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
  278. set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
  279. set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
  280. set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
  281. set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK, SCB_SPEED);
  282. set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
  283. add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
  284. set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
  285. set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  286. set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
  287. add_sc(LK_SPIRALPIERCE, SC_STOP);
  288. add_sc(LK_HEADCRUSH, SC_BLEEDING);
  289. set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
  290. add_sc(HW_NAPALMVULCAN, SC_CURSE);
  291. set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
  292. add_sc(PF_MEMORIZE, SC_MEMORIZE);
  293. add_sc(PF_FOGWALL, SC_FOGWALL);
  294. set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
  295. add_sc(WE_BABY, SC_BABY);
  296. set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED);
  297. set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
  298. set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
  299. set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
  300. add_sc(TK_DOWNKICK, SC_STUN);
  301. set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
  302. set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
  303. set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
  304. set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
  305. set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
  306. set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
  307. set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
  308. add_sc(SG_MOON_WARM, SC_WARM);
  309. add_sc(SG_STAR_WARM, SC_WARM);
  310. set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
  311. set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
  312. set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
  313. add_sc(SG_FRIEND, SC_SKILLRATE_UP);
  314. set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
  315. set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
  316. set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
  317. set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
  318. set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
  319. set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
  320. set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
  321. add_sc(SL_STUN, SC_STUN);
  322. set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
  323. set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
  324. set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
  325. set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
  326. set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
  327. set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
  328. set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
  329. add_sc(WS_CARTTERMINATION, SC_STUN);
  330. set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
  331. set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
  332. add_sc(CG_HERMODE, SC_HERMODE);
  333. set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
  334. set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
  335. set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
  336. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
  337. set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
  338. set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
  339. set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
  340. add_sc(MO_BALKYOUNG, SC_STUN);
  341. add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
  342. add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
  343. add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
  344. add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
  345. //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
  346. set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
  347. set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
  348. set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
  349. set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
  350. set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
  351. set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
  352. //Uncomment and update when you plan on implementing.
  353. // set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI);
  354. // set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK);
  355. set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI);
  356. set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
  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(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
  360. set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
  361. set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_GUILDAURA, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
  362. set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BATTLEORDERS, SCB_STR|SCB_INT|SCB_DEX);
  363. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  364. SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
  365. SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
  366. SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
  367. SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
  368. SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
  369. SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
  370. SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
  371. SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
  372. SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
  373. SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
  374. SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
  375. SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
  376. SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
  377. SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
  378. SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
  379. //Status that don't have a skill associated.
  380. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  381. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  382. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
  383. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
  384. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
  385. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
  386. StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
  387. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
  388. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  389. //Other SC which are not necessarily associated to skills.
  390. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  391. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  392. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  393. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  394. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  395. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  396. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  397. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  398. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  399. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  400. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  401. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  402. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  403. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  404. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  405. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  406. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  407. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  408. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  409. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  410. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  411. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  412. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  413. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  414. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  415. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  416. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  417. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  418. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  419. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  420. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  421. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  422. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  423. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  424. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  425. if (!battle_config.display_hallucination) //Disable Hallucination.
  426. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  427. }
  428. int SkillStatusChangeTable(int skill)
  429. {
  430. int sk = skill;
  431. if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
  432. else
  433. if (sk > HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
  434. if (sk < 0 || sk >= MAX_SKILL) {
  435. if (battle_config.error_log)
  436. ShowError("add_sc: Unsupported skill id %d\n", skill);
  437. return -1;
  438. }
  439. return SkillStatusChangeTableArray[skill];
  440. }
  441. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
  442. static void initDummyData(void) {
  443. memset(&dummy_status, 0, sizeof(dummy_status));
  444. dummy_status.hp =
  445. dummy_status.max_hp =
  446. dummy_status.max_sp =
  447. dummy_status.str =
  448. dummy_status.agi =
  449. dummy_status.vit =
  450. dummy_status.int_ =
  451. dummy_status.dex =
  452. dummy_status.luk =
  453. dummy_status.hit = 1;
  454. dummy_status.speed = 2000;
  455. dummy_status.adelay = 4000;
  456. dummy_status.amotion = 2000;
  457. dummy_status.dmotion = 2000;
  458. dummy_status.ele_lv = 1; //Min elemental level.
  459. dummy_status.mode = MD_CANMOVE;
  460. }
  461. /*==========================================
  462. * 精錬ボーナス
  463. *------------------------------------------
  464. */
  465. int status_getrefinebonus(int lv,int type)
  466. {
  467. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  468. return refinebonus[lv][type];
  469. return 0;
  470. }
  471. //Inflicts damage on the target with the according walkdelay.
  472. //If flag&1, damage is passive and does not triggers cancelling status changes.
  473. //If flag&2, fail if target does not has enough to substract.
  474. //If flag&4, if killed, mob must not give exp/loot.
  475. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  476. {
  477. struct status_data *status;
  478. struct status_change *sc;
  479. if(sp && target->type != BL_PC)
  480. sp = 0; //Only players get SP damage.
  481. if (hp < 0) { //Assume absorbed damage.
  482. status_heal(target, -hp, 0, 1);
  483. hp = 0;
  484. }
  485. if (sp < 0) {
  486. status_heal(target, 0, -sp, 1);
  487. sp = 0;
  488. }
  489. if (!hp && !sp)
  490. return 0;
  491. if (target->type == BL_SKILL)
  492. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  493. status = status_get_status_data(target);
  494. if (status == &dummy_status || !status->hp || !target->prev)
  495. return 0; //Invalid targets: no damage, dead, not on a map.
  496. sc = status_get_sc(target);
  497. if (sc && !sc->count)
  498. sc = NULL;
  499. if (hp && !(flag&1)) {
  500. if (sc) {
  501. if (sc->data[SC_FREEZE].timer != -1)
  502. status_change_end(target,SC_FREEZE,-1);
  503. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  504. status_change_end(target,SC_STONE,-1);
  505. if (sc->data[SC_SLEEP].timer != -1)
  506. status_change_end(target,SC_SLEEP,-1);
  507. if (sc->data[SC_WINKCHARM].timer != -1)
  508. status_change_end(target,SC_WINKCHARM,-1);
  509. if (sc->data[SC_CONFUSION].timer != -1)
  510. status_change_end(target, SC_CONFUSION, -1);
  511. if (sc->data[SC_TRICKDEAD].timer != -1)
  512. status_change_end(target, SC_TRICKDEAD, -1);
  513. if (sc->data[SC_HIDING].timer != -1)
  514. status_change_end(target, SC_HIDING, -1);
  515. if (sc->data[SC_CLOAKING].timer != -1)
  516. status_change_end(target, SC_CLOAKING, -1);
  517. if (sc->data[SC_CHASEWALK].timer != -1)
  518. status_change_end(target, SC_CHASEWALK, -1);
  519. if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
  520. //Endure count is only reduced by non-players on non-gvg maps.
  521. //val4 signals infinite endure. [Skotlex]
  522. if (src && src->type != BL_PC && !map_flag_gvg(target->m)
  523. && --(sc->data[SC_ENDURE].val2) < 0)
  524. status_change_end(target, SC_ENDURE, -1);
  525. }
  526. if (sc->data[SC_GRAVITATION].timer != -1 &&
  527. sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
  528. struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
  529. if (sg) {
  530. skill_delunitgroup(target,sg);
  531. sc->data[SC_GRAVITATION].val4 = 0;
  532. status_change_end(target, SC_GRAVITATION, -1);
  533. }
  534. }
  535. if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
  536. {
  537. struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
  538. if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
  539. {
  540. clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
  541. status_fix_damage(NULL, &sd2->bl, hp, 0);
  542. return 0;
  543. }
  544. status_change_end(target, SC_DEVOTION, -1);
  545. }
  546. if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
  547. skill_stop_dancing(target);
  548. }
  549. unit_skillcastcancel(target, 2);
  550. }
  551. if ((unsigned int)hp >= status->hp) {
  552. if (flag&2) return 0;
  553. hp = status->hp;
  554. }
  555. if ((unsigned int)sp > status->sp) {
  556. if (flag&2) return 0;
  557. sp = status->sp;
  558. }
  559. status->hp-= hp;
  560. status->sp-= sp;
  561. if (sc && hp && status->hp) {
  562. if (sc->data[SC_AUTOBERSERK].timer != -1 &&
  563. (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
  564. status->hp < status->max_hp>>2)
  565. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  566. }
  567. switch (target->type)
  568. {
  569. case BL_MOB:
  570. mob_damage((TBL_MOB*)target, src, hp);
  571. break;
  572. case BL_PC:
  573. pc_damage((TBL_PC*)target,src,hp,sp);
  574. break;
  575. case BL_HOMUNCULUS:
  576. merc_damage((TBL_HOMUNCULUS*)target,src,hp,sp);
  577. }
  578. if (status->hp)
  579. { //Still lives!
  580. if (walkdelay)
  581. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  582. return hp+sp;
  583. }
  584. status->hp = 1; //To let the dead function cast skills and all that.
  585. //NOTE: These dead functions should return: [Skotlex]
  586. //0: Death cancelled, auto-revived.
  587. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  588. //&2: Also remove object from map.
  589. //&4: Also delete object from memory.
  590. switch (target->type)
  591. {
  592. case BL_MOB:
  593. flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
  594. break;
  595. case BL_PC:
  596. flag = pc_dead((TBL_PC*)target,src);
  597. break;
  598. case BL_HOMUNCULUS:
  599. flag = merc_dead((TBL_HOMUNCULUS*)target,src);
  600. break;
  601. default: //Unhandled case, do nothing to object.
  602. flag = 0;
  603. break;
  604. }
  605. if(!flag) //Death cancelled.
  606. return hp+sp;
  607. //Normal death
  608. status->hp = 0;
  609. if (battle_config.clear_unit_ondeath &&
  610. battle_config.clear_unit_ondeath&target->type)
  611. skill_clear_unitgroup(target);
  612. status_change_clear(target,0);
  613. if(flag&2) //remove the unit from the map.
  614. unit_remove_map(target,1);
  615. else { //These are handled by unit_remove_map.
  616. unit_stop_attack(target);
  617. unit_stop_walking(target,0);
  618. unit_skillcastcancel(target,0);
  619. clif_clearchar_area(target,1);
  620. skill_unit_move(target,gettick(),4);
  621. skill_cleartimerskill(target);
  622. }
  623. if(flag&4) { //Delete from memory.
  624. map_delblock(target);
  625. unit_free(target);
  626. }
  627. return hp+sp;
  628. }
  629. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  630. //If flag&2, when the player is healed, show the HP/SP heal effect.
  631. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  632. {
  633. struct status_data *status;
  634. struct status_change *sc;
  635. status = status_get_status_data(bl);
  636. if (status == &dummy_status || !status->hp)
  637. return 0;
  638. sc = status_get_sc(bl);
  639. if (sc && !sc->count)
  640. sc = NULL;
  641. if (hp < 0) {
  642. status_damage(NULL, bl, -hp, 0, 0, 1);
  643. hp = 0;
  644. }
  645. if(hp) {
  646. if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
  647. hp = 0;
  648. if((unsigned int)hp > status->max_hp - status->hp)
  649. hp = status->max_hp - status->hp;
  650. }
  651. if(sp < 0) {
  652. status_damage(NULL, bl, 0, -sp, 0, 1);
  653. sp = 0;
  654. }
  655. if(sp) {
  656. if((unsigned int)sp > status->max_sp - status->sp)
  657. sp = status->max_sp - status->sp;
  658. }
  659. if(!sp && !hp) return 0;
  660. status->hp+= hp;
  661. status->sp+= sp;
  662. if(hp && sc &&
  663. sc->data[SC_AUTOBERSERK].timer != -1 &&
  664. sc->data[SC_PROVOKE].timer!=-1 &&
  665. sc->data[SC_PROVOKE].val2==1 &&
  666. status->hp>=status->max_hp>>2
  667. ) //End auto berserk.
  668. status_change_end(bl,SC_PROVOKE,-1);
  669. switch(bl->type) {
  670. case BL_MOB:
  671. mob_heal((TBL_MOB*)bl,hp);
  672. break;
  673. case BL_PC:
  674. pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
  675. break;
  676. case BL_HOMUNCULUS:
  677. merc_heal((TBL_HOMUNCULUS*)bl,hp,sp);
  678. break;
  679. }
  680. return hp+sp;
  681. }
  682. //Does percentual non-flinching damage/heal. If mob is killed this way,
  683. //no exp/drops will be awarded if there is no src (or src is target)
  684. //If rates are > 0, percent is of current HP/SP
  685. //If rates are < 0, percent is of max HP/SP
  686. //If flag, this is heal, otherwise it is damage.
  687. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  688. {
  689. struct status_data *status;
  690. unsigned int hp =0, sp = 0;
  691. status = status_get_status_data(target);
  692. if (hp_rate > 0)
  693. hp = (hp_rate*status->hp)/100;
  694. else if (hp_rate < 0)
  695. hp = (-hp_rate)*status->max_hp/100;
  696. if (hp_rate && !hp)
  697. hp = 1;
  698. if (sp_rate > 0)
  699. sp = (sp_rate*status->sp)/100;
  700. else if (sp_rate < 0)
  701. sp = (-sp_rate)*status->max_sp/100;
  702. if (sp_rate && !sp)
  703. sp = 1;
  704. //Ugly check in case damage dealt is too much for the received args of
  705. //status_heal / status_damage. [Skotlex]
  706. if (hp > INT_MAX) {
  707. hp -= INT_MAX;
  708. if (flag)
  709. status_heal(target, INT_MAX, 0, 0);
  710. else
  711. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  712. }
  713. if (sp > INT_MAX) {
  714. sp -= INT_MAX;
  715. if (flag)
  716. status_heal(target, 0, INT_MAX, 0);
  717. else
  718. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  719. }
  720. if (flag) return status_heal(target, hp, sp, 0);
  721. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  722. }
  723. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  724. {
  725. struct status_data *status;
  726. unsigned int hp, sp;
  727. if (!status_isdead(bl)) return 0;
  728. status = status_get_status_data(bl);
  729. if (status == &dummy_status)
  730. return 0; //Invalid target.
  731. hp = status->max_hp * per_hp/100;
  732. sp = status->max_sp * per_sp/100;
  733. if(hp > status->max_hp - status->hp)
  734. hp = status->max_hp - status->hp;
  735. if(sp > status->max_sp - status->sp)
  736. sp = status->max_sp - status->sp;
  737. status->hp += hp;
  738. status->sp += sp;
  739. clif_resurrection(bl, 1);
  740. switch (bl->type) {
  741. case BL_MOB:
  742. mob_revive((TBL_MOB*)bl, hp);
  743. break;
  744. case BL_PC:
  745. pc_revive((TBL_PC*)bl, hp, sp);
  746. break;
  747. }
  748. return 1;
  749. }
  750. /*==========================================
  751. * Checks whether the src can use the skill on the target,
  752. * taking into account status/option of both source/target. [Skotlex]
  753. * flag:
  754. * 0 - Trying to use skill on target.
  755. * 1 - Cast bar is done.
  756. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  757. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  758. * target MAY Be null, in which case the checks are only to see
  759. * whether the source can cast or not the skill on the ground.
  760. *------------------------------------------
  761. */
  762. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  763. {
  764. struct status_data *status;
  765. struct status_change *sc=NULL, *tsc;
  766. int hide_flag;
  767. status = src?status_get_status_data(src):&dummy_status;
  768. if (src && status_isdead(src))
  769. return 0;
  770. if (!skill_num) { //Normal attack checks.
  771. if (!(status->mode&MD_CANATTACK))
  772. return 0; //This mode is only needed for melee attacking.
  773. //Dead state is not checked for skills as some skills can be used
  774. //on dead characters, said checks are left to skill.c [Skotlex]
  775. if (target && status_isdead(target))
  776. return 0;
  777. }
  778. if (skill_num == PA_PRESSURE && flag) {
  779. //Gloria Avoids pretty much everything....
  780. tsc = target?status_get_sc(target):NULL;
  781. if(tsc) {
  782. if (tsc->option&OPTION_HIDE)
  783. return 0;
  784. if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
  785. return 0;
  786. }
  787. return 1;
  788. }
  789. if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
  790. (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
  791. && !(status->mode&MD_BOSS))
  792. { //Basilica Check
  793. if (!skill_num) return 0;
  794. hide_flag = skill_get_inf(skill_num);
  795. if (hide_flag&INF_ATTACK_SKILL)
  796. return 0;
  797. if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
  798. return 0;
  799. }
  800. if (src) sc = status_get_sc(src);
  801. if(sc && sc->count)
  802. {
  803. if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
  804. //When sc do not cancel casting, the spell should come out.
  805. return 0;
  806. if (
  807. (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
  808. || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
  809. || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
  810. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
  811. )
  812. return 0;
  813. if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
  814. { //Prevents skill usage
  815. clif_emotion(src, 3);
  816. return 0;
  817. }
  818. if (sc->data[SC_BLADESTOP].timer != -1) {
  819. switch (sc->data[SC_BLADESTOP].val1)
  820. {
  821. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  822. case 4: if (skill_num == MO_CHAINCOMBO) break;
  823. case 3: if (skill_num == MO_INVESTIGATE) break;
  824. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  825. default: return 0;
  826. }
  827. }
  828. if (skill_num && //Do not block item-casted skills.
  829. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  830. ) { //Skills blocked through status changes...
  831. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  832. (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
  833. (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
  834. sc->data[SC_STEELBODY].timer != -1 ||
  835. sc->data[SC_BERSERK].timer != -1
  836. ))
  837. return 0;
  838. if (flag != 2 && ( //Those that block begin/end casting.
  839. sc->data[SC_SILENCE].timer != -1
  840. ))
  841. return 0;
  842. //Skill blocking.
  843. if (
  844. (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
  845. (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
  846. (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  847. sc->data[SC_NOCHAT].timer != -1
  848. )
  849. return 0;
  850. if (flag!=2 && sc->data[SC_DANCING].timer != -1)
  851. {
  852. if(sc->data[SC_LONGING].timer != -1)
  853. { //Allow everything except dancing/re-dancing. [Skotlex]
  854. if (skill_num == BD_ENCORE ||
  855. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  856. )
  857. return 0;
  858. } else
  859. if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
  860. && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
  861. return 0;
  862. if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
  863. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  864. }
  865. }
  866. }
  867. if (sc && sc->option)
  868. {
  869. if (sc->option&OPTION_HIDE)
  870. switch (skill_num) { //Usable skills while hiding.
  871. case TF_HIDING:
  872. case AS_GRIMTOOTH:
  873. case RG_BACKSTAP:
  874. case RG_RAID:
  875. case NJ_SHADOWJUMP:
  876. case NJ_KIRIKAGE:
  877. break;
  878. default:
  879. return 0;
  880. }
  881. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  882. return 0;
  883. }
  884. if (target == NULL || target == src) //No further checking needed.
  885. return 1;
  886. tsc = status_get_sc(target);
  887. if(tsc && tsc->count)
  888. {
  889. if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
  890. return 0;
  891. if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
  892. return 0;
  893. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
  894. return 0;
  895. }
  896. //If targetting, cloak+hide protect you, otherwise only hiding does.
  897. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  898. //You cannot hide from ground skills.
  899. if(skill_get_pl(skill_num) == ELE_EARTH)
  900. hide_flag &= ~OPTION_HIDE;
  901. switch (target->type)
  902. {
  903. case BL_PC:
  904. {
  905. struct map_session_data *sd = (TBL_PC*) target;
  906. if (pc_isinvisible(sd))
  907. return 0;
  908. if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
  909. && (sd->state.perfect_hiding || !(
  910. status->race == RC_INSECT ||
  911. status->race == RC_DEMON ||
  912. status->mode&MD_DETECTOR
  913. )))
  914. return 0;
  915. }
  916. break;
  917. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  918. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  919. if (status->mode&MD_LOOTER)
  920. return 1;
  921. else
  922. return 0;
  923. default:
  924. //Check for chase-walk/hiding/cloaking opponents.
  925. if (tsc && !(status->mode&MD_BOSS))
  926. {
  927. if (tsc->option&hide_flag && !(
  928. status->race == RC_INSECT ||
  929. status->race == RC_DEMON ||
  930. status->mode&MD_DETECTOR
  931. ))
  932. return 0;
  933. }
  934. }
  935. return 1;
  936. }
  937. void status_calc_bl(struct block_list *bl, unsigned long flag);
  938. static int status_base_atk(struct block_list *bl, struct status_data *status)
  939. {
  940. int flag = 0, str, dex, dstr;
  941. if (bl->type == BL_PC)
  942. switch(((TBL_PC*)bl)->status.weapon){
  943. case W_BOW:
  944. case W_MUSICAL:
  945. case W_WHIP:
  946. case W_REVOLVER:
  947. case W_RIFLE:
  948. case W_SHOTGUN:
  949. case W_GATLING:
  950. case W_GRENADE:
  951. flag = 1;
  952. }
  953. if (flag) {
  954. str = status->dex;
  955. dex = status->str;
  956. } else {
  957. str = status->str;
  958. dex = status->dex;
  959. }
  960. dstr = str/10;
  961. return str + dstr*dstr + dex/5 + status->luk/5;
  962. }
  963. //Fills in the misc data that can be calculated from the other status info (except for level)
  964. void status_calc_misc(struct status_data *status, int level)
  965. {
  966. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  967. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  968. status->hit = level + status->dex;
  969. status->flee = level + status->agi;
  970. status->def2 = status->vit;
  971. status->mdef2 = status->int_ + (status->vit>>1);
  972. status->cri = status->luk*3 + 10;
  973. status->flee2 = status->luk + 10;
  974. }
  975. //Skotlex: Calculates the initial status for the given mob
  976. //first will only be false when the mob leveled up or got a GuardUp level.
  977. //first&2: Class-change invoked.
  978. int status_calc_mob(struct mob_data* md, int first)
  979. {
  980. struct status_data *status;
  981. struct block_list *mbl = NULL;
  982. int flag=0;
  983. if(first)
  984. { //Set basic level on respawn.
  985. if (md->spawn && !(first&2))
  986. md->level = md->spawn->level;
  987. else
  988. md->level = md->db->lv; // [Valaris]
  989. }
  990. //Check if we need custom base-status
  991. if (battle_config.mobs_level_up && md->level > md->db->lv)
  992. flag|=1;
  993. if (md->special_state.size)
  994. flag|=2;
  995. if (md->guardian_data && md->guardian_data->guardup_lv)
  996. flag|=4;
  997. if (battle_config.slaves_inherit_speed && md->master_id)
  998. flag|=8;
  999. if (md->master_id && md->special_state.ai>1)
  1000. flag|=16;
  1001. if (!flag)
  1002. { //No special status required.
  1003. if (md->base_status) {
  1004. aFree(md->base_status);
  1005. md->base_status = NULL;
  1006. }
  1007. if(first)
  1008. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1009. return 0;
  1010. }
  1011. if (!md->base_status)
  1012. md->base_status = aCalloc(1, sizeof(struct status_data));
  1013. status = md->base_status;
  1014. memcpy(status, &md->db->status, sizeof(struct status_data));
  1015. if (flag&(8|16))
  1016. mbl = map_id2bl(md->master_id);
  1017. if (flag&8 && mbl) {
  1018. struct status_data *mstatus = status_get_base_status(mbl);
  1019. if (mstatus)
  1020. status->speed = mstatus->speed;
  1021. }
  1022. if (flag&16 && mbl)
  1023. { //Max HP setting from Summon Flora/marine Sphere
  1024. struct unit_data *ud = unit_bl2ud(mbl);
  1025. if (ud)
  1026. { // different levels of HP according to skill level
  1027. if (ud->skillid == AM_SPHEREMINE) {
  1028. status->max_hp = 2000 + 400*ud->skilllv;
  1029. status->mode|= MD_CANMOVE; //Needed for the skill
  1030. } else { //AM_CANNIBALIZE
  1031. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1032. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1033. }
  1034. status->hp = status->max_hp;
  1035. }
  1036. }
  1037. if (flag&1)
  1038. { // increase from mobs leveling up [Valaris]
  1039. int diff = md->level - md->db->lv;
  1040. status->str+= diff;
  1041. status->agi+= diff;
  1042. status->vit+= diff;
  1043. status->int_+= diff;
  1044. status->dex+= diff;
  1045. status->luk+= diff;
  1046. status->max_hp += diff*status->vit;
  1047. status->max_sp += diff*status->int_;
  1048. status->hp = status->max_hp;
  1049. status->sp = status->max_sp;
  1050. status->speed -= diff;
  1051. }
  1052. if (flag&2)
  1053. { // change for sized monsters [Valaris]
  1054. if (md->special_state.size==1) {
  1055. status->max_hp>>=1;
  1056. status->max_sp>>=1;
  1057. if (!status->max_hp) status->max_hp = 1;
  1058. if (!status->max_sp) status->max_sp = 1;
  1059. status->hp=status->max_hp;
  1060. status->sp=status->max_sp;
  1061. status->str>>=1;
  1062. status->agi>>=1;
  1063. status->vit>>=1;
  1064. status->int_>>=1;
  1065. status->dex>>=1;
  1066. status->luk>>=1;
  1067. if (!status->str) status->str = 1;
  1068. if (!status->agi) status->agi = 1;
  1069. if (!status->vit) status->vit = 1;
  1070. if (!status->int_) status->int_ = 1;
  1071. if (!status->dex) status->dex = 1;
  1072. if (!status->luk) status->luk = 1;
  1073. } else if (md->special_state.size==2) {
  1074. status->max_hp<<=1;
  1075. status->max_sp<<=1;
  1076. status->hp=status->max_hp;
  1077. status->sp=status->max_sp;
  1078. status->str<<=1;
  1079. status->agi<<=1;
  1080. status->vit<<=1;
  1081. status->int_<<=1;
  1082. status->dex<<=1;
  1083. status->luk<<=1;
  1084. }
  1085. }
  1086. status->batk = status_base_atk(&md->bl, status);
  1087. status_calc_misc(status, md->level);
  1088. if(flag&4)
  1089. { // Strengthen Guardians - custom value +10% / lv
  1090. struct guild_castle *gc;
  1091. gc=guild_mapname2gc(map[md->bl.m].name);
  1092. if (!gc)
  1093. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1094. else {
  1095. status->max_hp += 2000 * gc->defense;
  1096. status->max_sp += 200 * gc->defense;
  1097. if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
  1098. status->hp = gc->guardian[md->guardian_data->number].hp;
  1099. else //Emperium
  1100. status->hp = status->max_hp;
  1101. status->sp = status->max_sp;
  1102. }
  1103. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1104. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1105. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1106. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1107. }
  1108. if(!battle_config.enemy_str)
  1109. status->batk = 0;
  1110. if(battle_config.enemy_critical_rate != 100)
  1111. status->cri = status->cri*battle_config.enemy_critical_rate/100;
  1112. if (!status->cri && battle_config.enemy_critical_rate)
  1113. status->cri = 1;
  1114. if (!battle_config.enemy_perfect_flee)
  1115. status->flee2 = 0;
  1116. //Initial battle status
  1117. if (!first)
  1118. status_calc_bl(&md->bl, SCB_ALL);
  1119. else
  1120. memcpy(&md->status, status, sizeof(struct status_data));
  1121. return 1;
  1122. }
  1123. //Skotlex: Calculates the stats of the given pet.
  1124. int status_calc_pet(struct pet_data *pd, int first)
  1125. {
  1126. struct map_session_data *sd;
  1127. int lv;
  1128. nullpo_retr(0, pd);
  1129. sd = pd->msd;
  1130. if(!sd || sd->status.pet_id == 0 || sd->pd == NULL)
  1131. return 0;
  1132. if (first) {
  1133. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1134. pd->status.speed = pd->petDB->speed;
  1135. }
  1136. if (battle_config.pet_lv_rate)
  1137. {
  1138. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1139. if (lv < 0)
  1140. lv = 1;
  1141. if (lv != sd->pet.level || first)
  1142. {
  1143. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1144. sd->pet.level = lv;
  1145. if (!first) //Lv Up animation
  1146. clif_misceffect(&pd->bl, 0);
  1147. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1148. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1149. status->str = (bstat->str*lv)/pd->db->lv;
  1150. status->agi = (bstat->agi*lv)/pd->db->lv;
  1151. status->vit = (bstat->vit*lv)/pd->db->lv;
  1152. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1153. status->dex = (bstat->dex*lv)/pd->db->lv;
  1154. status->luk = (bstat->luk*lv)/pd->db->lv;
  1155. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1156. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1157. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1158. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1159. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1160. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1161. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1162. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1163. status->batk = status_base_atk(&pd->bl, &pd->status);
  1164. status_calc_misc(&pd->status, lv);
  1165. if (!battle_config.pet_str)
  1166. status->batk = 0;
  1167. if (!first) //Not done the first time because the pet is not visible yet
  1168. clif_send_petstatus(sd);
  1169. }
  1170. } else if (first) {
  1171. pd->status.batk = status_base_atk(&pd->bl, &pd->status);
  1172. status_calc_misc(&pd->status, pd->db->lv);
  1173. if (!battle_config.pet_str)
  1174. pd->status.batk = 0;
  1175. }
  1176. //Support rate modifier (1000 = 100%)
  1177. pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1178. if(battle_config.pet_support_rate != 100)
  1179. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1180. return 1;
  1181. }
  1182. int status_calc_homunculus(struct homun_data *hd, int first)
  1183. {
  1184. struct status_data *status = &hd->base_status;
  1185. int lv, i;
  1186. /* very proprietary */
  1187. lv=hd->level;
  1188. memset(status, 0, sizeof(struct status_data));
  1189. switch(hd->class_)
  1190. {
  1191. case 6001: //LIF ~ int,dex,vit
  1192. status->str = 3+lv/7;
  1193. status->agi = 3+2*lv/5;
  1194. status->vit = 4+lv;
  1195. status->int_ = 4+3*lv/4;
  1196. status->dex = 4+2*lv/3;
  1197. status->luk = 3+lv/4;
  1198. for(i=8001;i<8005;++i)
  1199. {
  1200. hd->hskill[i-8001].id=i;
  1201. //hd->hskill[i-8001].level=1;
  1202. }
  1203. break;
  1204. case 6003: //FILIR ~ str,agi,dex
  1205. status->str = 4+3*lv/4;
  1206. status->agi = 4+2*lv/3;
  1207. status->vit = 3+2*lv/5;
  1208. status->int_ = 3+lv/4;
  1209. status->dex = 4+lv;
  1210. status->luk = 3+lv/7;
  1211. for(i=8009;i<8013;++i)
  1212. {
  1213. hd->hskill[i-8009].id=i;
  1214. //hd->hskill[i-8009].level=1;
  1215. }
  1216. break;
  1217. case 6002: //AMISTR ~ str,vit,luk
  1218. status->str = 4+lv;
  1219. status->agi = 3+lv/4;
  1220. status->vit = 3+3*lv/4;
  1221. status->int_ = 3+lv/10;
  1222. status->dex = 3+2*lv/5;
  1223. status->luk = 4+2*lv/3;
  1224. for(i=8005;i<8009;++i)
  1225. {
  1226. hd->hskill[i-8005].id=i;
  1227. //hd->hskill[i-8005].level=1;
  1228. }
  1229. break;
  1230. case 6004: //VANILMIRTH ~ int,dex,luk
  1231. status->str = 3+lv/4;
  1232. status->agi = 3+lv/7;
  1233. status->vit = 3+2*lv/5;
  1234. status->int_ = 4+lv;
  1235. status->dex = 4+2*lv/3;
  1236. status->luk = 4+3*lv/4;
  1237. for(i=8013;i<8017;++i)
  1238. {
  1239. hd->hskill[i-8013].id=i;
  1240. //hd->hskill[i-8013].level=1;
  1241. }
  1242. break;
  1243. default:
  1244. if (battle_config.error_log)
  1245. ShowError("status_calc_homun: Unknown class %d\n", hd->class_);
  1246. memcpy(status, &dummy_status, sizeof(struct status_data));
  1247. break;
  1248. }
  1249. status->hp = 10; //Revive HP/SP?
  1250. status->sp = 0;
  1251. status->max_hp=500+lv*10+lv*lv;
  1252. status->max_sp=300+lv*11+lv*lv*90/100;
  1253. status->aspd_rate = 1000;
  1254. status->speed=0x96;
  1255. status->batk = status_base_atk(&hd->bl, status);
  1256. status_calc_misc(status, hd->level);
  1257. // hp recovery
  1258. hd->regenhp = 1 + (status->vit/5) + (status->max_hp/200);
  1259. // sp recovery
  1260. hd->regensp = 1 + (status->int_/6) + (status->max_sp/100);
  1261. if(status->int_ >= 120)
  1262. hd->regensp += ((status->int_-120)>>1) + 4;
  1263. status->amotion = 1800 - (1800 * status->agi / 250 + 1800 * status->dex / 1000);
  1264. status->amotion -= 200;
  1265. status->dmotion=status->amotion;
  1266. status_calc_bl(&hd->bl, SCB_ALL);
  1267. return 1;
  1268. }
  1269. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
  1270. {
  1271. unsigned int val;
  1272. val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
  1273. + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
  1274. * (100 + status->vit)/100 + sd->param_equip[2];
  1275. if (sd->class_&JOBL_UPPER)
  1276. val += val * 30/100;
  1277. else if (sd->class_&JOBL_BABY)
  1278. val -= val * 30/100;
  1279. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
  1280. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1281. return val;
  1282. }
  1283. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1284. {
  1285. unsigned int val;
  1286. val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
  1287. * (100 + status->int_)/100 + sd->param_equip[3];
  1288. if (sd->class_&JOBL_UPPER)
  1289. val += val * 30/100;
  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 SP for top ranking Taekwons over level 90.
  1294. return val;
  1295. }
  1296. //Calculates player data from scratch without counting SC adjustments.
  1297. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1298. int status_calc_pc(struct map_session_data* sd,int first)
  1299. {
  1300. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1301. struct status_data b_status, *status;
  1302. struct weapon_atk b_lhw;
  1303. struct skill b_skill[MAX_SKILL];
  1304. int b_weight,b_max_weight;
  1305. int i,index;
  1306. int skill,refinedef=0;
  1307. if (++calculating > 10) //Too many recursive calls!
  1308. return -1;
  1309. memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
  1310. memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
  1311. b_status.lhw = &b_lhw;
  1312. memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
  1313. b_weight = sd->weight;
  1314. b_max_weight = sd->max_weight;
  1315. pc_calc_skilltree(sd); // スキルツリ?の計算
  1316. sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
  1317. if(first&1) {
  1318. //Load Hp/SP from char-received data.
  1319. sd->battle_status.hp = sd->status.hp;
  1320. sd->battle_status.sp = sd->status.sp;
  1321. sd->battle_status.lhw = &sd->battle_lhw;
  1322. sd->base_status.lhw = &sd->base_lhw;
  1323. sd->weight=0;
  1324. for(i=0;i<MAX_INVENTORY;i++){
  1325. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1326. continue;
  1327. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1328. }
  1329. sd->cart_max_weight=battle_config.max_cart_weight;
  1330. sd->cart_weight=0;
  1331. sd->cart_max_num=MAX_CART;
  1332. sd->cart_num=0;
  1333. for(i=0;i<MAX_CART;i++){
  1334. if(sd->status.cart[i].nameid==0)
  1335. continue;
  1336. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1337. sd->cart_num++;
  1338. }
  1339. }
  1340. status = &sd->base_status;
  1341. // these are not zeroed. [zzo]
  1342. sd->hprate=100;
  1343. sd->sprate=100;
  1344. sd->castrate=100;
  1345. sd->delayrate=100;
  1346. sd->dsprate=100;
  1347. sd->speed_rate = 100;
  1348. sd->hprecov_rate = 100;
  1349. sd->sprecov_rate = 100;
  1350. sd->atk_rate = sd->matk_rate = 100;
  1351. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1352. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1353. // zeroed arays, order follows the order in map.h.
  1354. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1355. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1356. + sizeof(sd->param_equip)
  1357. + sizeof(sd->subele)
  1358. + sizeof(sd->subrace)
  1359. + sizeof(sd->subrace2)
  1360. + sizeof(sd->subsize)
  1361. + sizeof(sd->addeff)
  1362. + sizeof(sd->addeff2)
  1363. + sizeof(sd->reseff)
  1364. + sizeof(sd->weapon_coma_ele)
  1365. + sizeof(sd->weapon_coma_race)
  1366. + sizeof(sd->weapon_atk)
  1367. + sizeof(sd->weapon_atk_rate)
  1368. + sizeof(sd->arrow_addele)
  1369. + sizeof(sd->arrow_addrace)
  1370. + sizeof(sd->arrow_addsize)
  1371. + sizeof(sd->arrow_addeff)
  1372. + sizeof(sd->arrow_addeff2)
  1373. + sizeof(sd->magic_addele)
  1374. + sizeof(sd->magic_addrace)
  1375. + sizeof(sd->magic_addsize)
  1376. + sizeof(sd->critaddrace)
  1377. + sizeof(sd->expaddrace)
  1378. + sizeof(sd->itemhealrate)
  1379. + sizeof(sd->addeff3)
  1380. + sizeof(sd->addeff3_type)
  1381. + sizeof(sd->sp_gain_race)
  1382. );
  1383. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1384. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1385. memset(&sd->special_state,0,sizeof(sd->special_state));
  1386. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
  1387. memset(status->lhw, 0, sizeof(struct weapon_atk));
  1388. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1389. status->speed = DEFAULT_WALK_SPEED;
  1390. status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
  1391. status->size = (sd->class_&JOBL_BABY)?0:1;
  1392. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1393. if (sd->class_&JOBL_BABY) {
  1394. if (battle_config.character_size&2)
  1395. status->size++;
  1396. } if(battle_config.character_size&1)
  1397. status->size++;
  1398. }
  1399. status->aspd_rate = 1000;
  1400. status->ele_lv = 1;
  1401. status->race = RC_DEMIHUMAN;
  1402. //zero up structures...
  1403. memset(&sd->autospell,0,sizeof(sd->autospell)
  1404. + sizeof(sd->autospell2)
  1405. + sizeof(sd->skillatk)
  1406. + sizeof(sd->skillblown)
  1407. + sizeof(sd->add_def)
  1408. + sizeof(sd->add_mdef)
  1409. + sizeof(sd->add_dmg)
  1410. + sizeof(sd->add_mdmg)
  1411. + sizeof(sd->add_drop)
  1412. );
  1413. // vars zeroing. ints, shorts, chars. in that order.
  1414. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1415. + sizeof(sd->arrow_ele)
  1416. + sizeof(sd->arrow_cri)
  1417. + sizeof(sd->arrow_hit)
  1418. + sizeof(sd->nhealhp)
  1419. + sizeof(sd->nhealsp)
  1420. + sizeof(sd->nshealhp)
  1421. + sizeof(sd->nshealsp)
  1422. + sizeof(sd->nsshealhp)
  1423. + sizeof(sd->nsshealsp)
  1424. + sizeof(sd->critical_def)
  1425. + sizeof(sd->double_rate)
  1426. + sizeof(sd->long_attack_atk_rate)
  1427. + sizeof(sd->near_attack_def_rate)
  1428. + sizeof(sd->long_attack_def_rate)
  1429. + sizeof(sd->magic_def_rate)
  1430. + sizeof(sd->misc_def_rate)
  1431. + sizeof(sd->ignore_mdef_ele)
  1432. + sizeof(sd->ignore_mdef_race)
  1433. + sizeof(sd->perfect_hit)
  1434. + sizeof(sd->perfect_hit_add)
  1435. + sizeof(sd->get_zeny_rate)
  1436. + sizeof(sd->get_zeny_num)
  1437. + sizeof(sd->double_add_rate)
  1438. + sizeof(sd->short_weapon_damage_return)
  1439. + sizeof(sd->long_weapon_damage_return)
  1440. + sizeof(sd->magic_damage_return)
  1441. + sizeof(sd->random_attack_increase_add)
  1442. + sizeof(sd->random_attack_increase_per)
  1443. + sizeof(sd->break_weapon_rate)
  1444. + sizeof(sd->break_armor_rate)
  1445. + sizeof(sd->crit_atk_rate)
  1446. + sizeof(sd->hp_loss_rate)
  1447. + sizeof(sd->sp_loss_rate)
  1448. + sizeof(sd->classchange)
  1449. + sizeof(sd->speed_add_rate)
  1450. + sizeof(sd->aspd_add_rate)
  1451. + sizeof(sd->setitem_hash)
  1452. + sizeof(sd->setitem_hash2)
  1453. // shorts
  1454. + sizeof(sd->splash_range)
  1455. + sizeof(sd->splash_add_range)
  1456. + sizeof(sd->add_steal_rate)
  1457. + sizeof(sd->hp_loss_value)
  1458. + sizeof(sd->sp_loss_value)
  1459. + sizeof(sd->hp_loss_type)
  1460. + sizeof(sd->hp_gain_value)
  1461. + sizeof(sd->sp_gain_value)
  1462. + sizeof(sd->add_drop_count)
  1463. + sizeof(sd->unbreakable)
  1464. + sizeof(sd->unbreakable_equip)
  1465. + sizeof(sd->unstripable_equip)
  1466. + sizeof(sd->no_regen)
  1467. + sizeof(sd->add_def_count)
  1468. + sizeof(sd->add_mdef_count)
  1469. + sizeof(sd->add_dmg_count)
  1470. + sizeof(sd->add_mdmg_count)
  1471. );
  1472. // Parse equipment.
  1473. for(i=0;i<10;i++) {
  1474. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1475. if(index < 0)
  1476. continue;
  1477. if(i == 9 && sd->equip_index[8] == index)
  1478. continue;
  1479. if(i == 5 && sd->equip_index[4] == index)
  1480. continue;
  1481. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1482. continue;
  1483. if(!sd->inventory_data[index])
  1484. continue;
  1485. status->def += sd->inventory_data[index]->def;
  1486. if(first&1 && sd->inventory_data[index]->equip_script)
  1487. { //Execute equip-script on login
  1488. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1489. if (!calculating)
  1490. return 1;
  1491. }
  1492. if(sd->inventory_data[index]->type == 4) {
  1493. int r,wlv = sd->inventory_data[index]->wlv;
  1494. struct weapon_data *wd;
  1495. struct weapon_atk *wa;
  1496. if (wlv >= MAX_REFINE_BONUS)
  1497. wlv = MAX_REFINE_BONUS - 1;
  1498. if(i == 8 && sd->status.inventory[index].equip == 0x20) {
  1499. wd = &sd->left_weapon; // Left-hand weapon
  1500. wa = status->lhw;
  1501. } else {
  1502. wd = &sd->right_weapon;
  1503. wa = &status->rhw;
  1504. }
  1505. wa->atk += sd->inventory_data[index]->atk;
  1506. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1507. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1508. wd->overrefine = r*refinebonus[wlv][1];
  1509. wa->range += sd->inventory_data[index]->range;
  1510. if(sd->inventory_data[index]->script) {
  1511. if (wd == &sd->left_weapon) {
  1512. sd->state.lr_flag = 1;
  1513. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1514. sd->state.lr_flag = 0;
  1515. } else
  1516. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1517. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1518. return 1;
  1519. }
  1520. if(sd->status.inventory[index].card[0]==0x00ff)
  1521. { // Forged weapon
  1522. wd->star += (sd->status.inventory[index].card[1]>>8);
  1523. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1524. if(pc_famerank( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1525. wd->star += 10;
  1526. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1527. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1528. }
  1529. }
  1530. else if(sd->inventory_data[index]->type == 5) {
  1531. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1532. if(sd->inventory_data[index]->script) {
  1533. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1534. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1535. return 1;
  1536. }
  1537. }
  1538. }
  1539. if(sd->equip_index[10] >= 0){ // 矢
  1540. index = sd->equip_index[10];
  1541. if(sd->inventory_data[index]){ // Arrows
  1542. sd->state.lr_flag = 2;
  1543. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1544. sd->state.lr_flag = 0;
  1545. sd->arrow_atk += sd->inventory_data[index]->atk;
  1546. }
  1547. }
  1548. //Store equipment script bonuses
  1549. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1550. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1551. status->def += (refinedef+50)/100;
  1552. //Parse Cards
  1553. for(i=0;i<10;i++) {
  1554. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1555. if(index < 0)
  1556. continue;
  1557. if(i == 9 && sd->equip_index[8] == index)
  1558. continue;
  1559. if(i == 5 && sd->equip_index[4] == index)
  1560. continue;
  1561. if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
  1562. continue;
  1563. if(sd->inventory_data[index]) {
  1564. int j,c;
  1565. struct item_data *data;
  1566. //Card script execution.
  1567. if(sd->status.inventory[index].card[0]==0x00ff ||
  1568. sd->status.inventory[index].card[0]==0x00fe ||
  1569. sd->status.inventory[index].card[0]==(short)0xff00)
  1570. continue;
  1571. for(j=0;j<sd->inventory_data[index]->slot;j++){
  1572. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1573. if(!c)
  1574. continue;
  1575. data = itemdb_exists(c);
  1576. if(!data)
  1577. continue;
  1578. if(first&1 && data->equip_script)
  1579. { //Execute equip-script on login
  1580. run_script(data->equip_script,0,sd->bl.id,0);
  1581. if (!calculating)
  1582. return 1;
  1583. }
  1584. if(!data->script)
  1585. continue;
  1586. if(data->flag.no_equip) { //Card restriction checks.
  1587. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1588. continue;
  1589. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1590. continue;
  1591. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1592. continue;
  1593. }
  1594. if(i == 8 && sd->status.inventory[index].equip == 0x20)
  1595. { //Left hand status.
  1596. sd->state.lr_flag = 1;
  1597. run_script(data->script,0,sd->bl.id,0);
  1598. sd->state.lr_flag = 0;
  1599. } else
  1600. run_script(data->script,0,sd->bl.id,0);
  1601. if (!calculating) //Abort, run_script his function. [Skotlex]
  1602. return 1;
  1603. }
  1604. }
  1605. }
  1606. if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0)
  1607. { // Pet
  1608. struct pet_data *pd=sd->pd;
  1609. if(pd && (!battle_config.pet_equip_required || pd->equip > 0) &&
  1610. pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
  1611. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1612. }
  1613. //param_bonus now holds card bonuses.
  1614. if(status->rhw.range < 1) status->rhw.range = 1;
  1615. if(status->lhw->range < 1) status->lhw->range = 1;
  1616. if(status->rhw.range < status->lhw->range)
  1617. status->rhw.range = status->lhw->range;
  1618. sd->double_rate += sd->double_add_rate;
  1619. sd->perfect_hit += sd->perfect_hit_add;
  1620. sd->splash_range += sd->splash_add_range;
  1621. if(sd->aspd_add_rate)
  1622. status->aspd_rate += 10*sd->aspd_add_rate;
  1623. if(sd->speed_add_rate)
  1624. sd->speed_rate += sd->speed_add_rate;
  1625. // Damage modifiers from weapon type
  1626. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1627. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1628. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1629. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1630. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1631. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1632. // ----- STATS CALCULATION -----
  1633. // Job bonuses
  1634. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1635. if(!job_bonus[sd->status.class_][i])
  1636. continue;
  1637. switch(job_bonus[sd->status.class_][i]) {
  1638. case 1:
  1639. status->str++;
  1640. break;
  1641. case 2:
  1642. status->agi++;
  1643. break;
  1644. case 3:
  1645. status->vit++;
  1646. break;
  1647. case 4:
  1648. status->int_++;
  1649. break;
  1650. case 5:
  1651. status->dex++;
  1652. break;
  1653. case 6:
  1654. status->luk++;
  1655. break;
  1656. }
  1657. }
  1658. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1659. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1660. status->str += 10;
  1661. status->agi += 10;
  1662. status->vit += 10;
  1663. status->int_+= 10;
  1664. status->dex += 10;
  1665. status->luk += 10;
  1666. }
  1667. // Absolute modifiers from passive skills
  1668. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1669. status->str++;
  1670. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1671. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1672. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1673. status->dex += skill;
  1674. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1675. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1676. status->str = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1677. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1678. status->agi = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1679. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1680. status->vit = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1681. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1682. status->int_ = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1683. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1684. status->dex = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1685. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1686. status->luk = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
  1687. // ------ BASE ATTACK CALCULATION ------
  1688. // Basic Base ATK value
  1689. status->batk += status_base_atk(&sd->bl,status);
  1690. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1691. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1692. status->batk += sd->weapon_atk[sd->status.weapon];
  1693. // Absolute modifiers from passive skills
  1694. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1695. status->batk += 4;
  1696. // ----- MATK CALCULATION -----
  1697. // Basic MATK value
  1698. status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
  1699. status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
  1700. // ----- CRIT CALCULATION -----
  1701. // Basic Crit value
  1702. status->cri += (status->luk*3)+10;
  1703. // ----- HIT CALCULATION -----
  1704. // Basic Hit value
  1705. status->hit += status->dex + sd->status.base_level;
  1706. // Absolute modifiers from passive skills
  1707. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1708. status->hit += skill*2;
  1709. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1710. status->hit += skill;
  1711. if(sd->status.weapon == W_BOW)
  1712. status->rhw.range += skill;
  1713. }
  1714. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1715. {
  1716. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  1717. status->hit += 2*skill;
  1718. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  1719. status->hit += skill;
  1720. status->rhw.range += skill;
  1721. }
  1722. }
  1723. // ----- FLEE CALCULATION -----
  1724. // Basic Flee value
  1725. status->flee += status->agi + sd->status.base_level;
  1726. // Absolute modifiers from passive skills
  1727. if((skill=pc_checkskill(sd,TF_MISS))>0)
  1728. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  1729. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  1730. status->flee += (skill*3)>>1;
  1731. // ----- PERFECT DODGE CALCULATION -----
  1732. // Basic Perfect Dodge value
  1733. status->flee2 += status->luk+10;
  1734. // ----- VIT-DEF CALCULATION -----
  1735. // Basic VIT-DEF value
  1736. status->def2 += status->vit;
  1737. // ----- EQUIPMENT-DEF CALCULATION -----
  1738. // Apply relative modifiers from equipment
  1739. if(sd->def_rate != 100) {
  1740. i = status->def * sd->def_rate/100;
  1741. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  1742. }
  1743. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  1744. {
  1745. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  1746. status->def = (unsigned char)battle_config.max_def;
  1747. }
  1748. // ----- INT-MDEF CALCULATION -----
  1749. // Basic INT-MDEF value
  1750. status->mdef2 += status->int_ + (status->vit>>1);
  1751. // ----- EQUIPMENT-MDEF CALCULATION -----
  1752. // Apply relative modifiers from equipment
  1753. if(sd->mdef_rate != 100) {
  1754. i = status->mdef * sd->mdef_rate/100;
  1755. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  1756. }
  1757. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  1758. {
  1759. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  1760. status->mdef = (signed char)battle_config.max_def;
  1761. }
  1762. // ----- WALKING SPEED CALCULATION -----
  1763. // Relative modifiers from passive skills
  1764. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1765. status->speed -= status->speed * 25/100;
  1766. if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
  1767. status->speed += status->speed * (100-10*skill)/100;
  1768. // ----- ASPD CALCULATION -----
  1769. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  1770. // Basic ASPD value
  1771. if (sd->status.weapon < MAX_WEAPON_TYPE)
  1772. i = (1000 -4*status->agi -status->dex)
  1773. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  1774. else
  1775. i = ((
  1776. (1000 -4*status->agi -status->dex)
  1777. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  1778. )+(
  1779. (1000 -4*status->agi -status->dex)
  1780. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  1781. )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
  1782. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  1783. // Relative modifiers from passive skills
  1784. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  1785. status->aspd_rate -= 5*skill;
  1786. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  1787. status->aspd_rate -= 30*skill;
  1788. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  1789. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1790. status->aspd_rate -= 5*skill;
  1791. if(pc_isriding(sd))
  1792. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  1793. status->adelay = 2*status->amotion;
  1794. // ----- DMOTION -----
  1795. //
  1796. i = 800-status->agi*4;
  1797. status->dmotion = cap_value(i, 400, 800);
  1798. // ----- HP MAX CALCULATION -----
  1799. // Basic MaxHP value
  1800. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1801. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1802. status->max_hp += sd->status.max_hp;
  1803. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1804. status->max_hp += 2000;
  1805. // Absolute modifiers from passive skills
  1806. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1807. status->max_hp += skill*200;
  1808. // ----- SP MAX CALCULATION -----
  1809. // Basic MaxSP value
  1810. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1811. status->max_sp += sd->status.max_sp;
  1812. // Absolute modifiers from passive skills
  1813. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1814. status->max_sp += 30*skill;
  1815. if(status->sp>status->max_sp)
  1816. status->sp=status->max_sp;
  1817. // ----- RESPAWN HP/SP -----
  1818. //
  1819. //Calc respawn hp and store it on base_status
  1820. if (sd->special_state.restart_full_recover)
  1821. {
  1822. status->hp = status->max_hp;
  1823. status->sp = status->max_sp;
  1824. } else {
  1825. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1826. && battle_config.restart_hp_rate < 50)
  1827. status->hp=status->max_hp>>1;
  1828. else
  1829. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1830. if(!status->hp)
  1831. status->hp = 1;
  1832. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1833. }
  1834. // ----- MISC CALCULATIONS -----
  1835. // Weight
  1836. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  1837. sd->max_weight += 2000*skill;
  1838. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  1839. sd->max_weight += 10000;
  1840. if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
  1841. sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
  1842. // Skill SP cost
  1843. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  1844. sd->dsprate -= 4*skill;
  1845. if(sd->sc.count){
  1846. if(sd->sc.data[SC_SERVICE4U].timer!=-1)
  1847. sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
  1848. }
  1849. if(sd->dsprate < 0) sd->dsprate = 0;
  1850. // Anti-element and anti-race
  1851. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1852. sd->subele[6] += skill*5;
  1853. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  1854. sd->subele[0] += skill;
  1855. sd->subele[3] += skill*4;
  1856. }
  1857. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  1858. skill = skill*4;
  1859. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  1860. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  1861. sd->magic_addrace[RC_DRAGON]+=skill;
  1862. sd->subrace[RC_DRAGON]+=skill;
  1863. }
  1864. if(sd->sc.count){
  1865. if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
  1866. { //Update the card-bonus data
  1867. sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
  1868. sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
  1869. }
  1870. if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
  1871. sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
  1872. sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
  1873. sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
  1874. sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
  1875. sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
  1876. sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
  1877. sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
  1878. sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
  1879. sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
  1880. }
  1881. if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
  1882. sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
  1883. sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
  1884. }
  1885. }
  1886. status_cpy(&sd->battle_status, status);
  1887. status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
  1888. status = &sd->battle_status; //Need to compare versus this.
  1889. // ----- CLIENT-SIDE REFRESH -----
  1890. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  1891. clif_skillinfoblock(sd);
  1892. if(b_status.speed != status->speed)
  1893. clif_updatestatus(sd,SP_SPEED);
  1894. if(b_weight != sd->weight)
  1895. clif_updatestatus(sd,SP_WEIGHT);
  1896. if(b_max_weight != sd->max_weight) {
  1897. clif_updatestatus(sd,SP_MAXWEIGHT);
  1898. pc_checkweighticon(sd);
  1899. }
  1900. if(b_status.str != status->str)
  1901. clif_updatestatus(sd,SP_STR);
  1902. if(b_status.agi != status->agi)
  1903. clif_updatestatus(sd,SP_AGI);
  1904. if(b_status.vit != status->vit)
  1905. clif_updatestatus(sd,SP_VIT);
  1906. if(b_status.int_ != status->int_)
  1907. clif_updatestatus(sd,SP_INT);
  1908. if(b_status.dex != status->dex)
  1909. clif_updatestatus(sd,SP_DEX);
  1910. if(b_status.luk != status->luk)
  1911. clif_updatestatus(sd,SP_LUK);
  1912. if(b_status.hit != status->hit)
  1913. clif_updatestatus(sd,SP_HIT);
  1914. if(b_status.flee != status->flee)
  1915. clif_updatestatus(sd,SP_FLEE1);
  1916. if(b_status.amotion != status->amotion)
  1917. clif_updatestatus(sd,SP_ASPD);
  1918. if(b_status.rhw.atk != status->rhw.atk ||
  1919. b_status.lhw->atk != status->lhw->atk ||
  1920. b_status.batk != status->batk)
  1921. clif_updatestatus(sd,SP_ATK1);
  1922. if(b_status.def != status->def)
  1923. clif_updatestatus(sd,SP_DEF1);
  1924. if(b_status.rhw.atk2 != status->rhw.atk2 ||
  1925. b_status.lhw->atk2 != status->lhw->atk2)
  1926. clif_updatestatus(sd,SP_ATK2);
  1927. if(b_status.def2 != status->def2)
  1928. clif_updatestatus(sd,SP_DEF2);
  1929. if(b_status.flee2 != status->flee2)
  1930. clif_updatestatus(sd,SP_FLEE2);
  1931. if(b_status.cri != status->cri)
  1932. clif_updatestatus(sd,SP_CRITICAL);
  1933. if(b_status.matk_max != status->matk_max)
  1934. clif_updatestatus(sd,SP_MATK1);
  1935. if(b_status.matk_min != status->matk_min)
  1936. clif_updatestatus(sd,SP_MATK2);
  1937. if(b_status.mdef != status->mdef)
  1938. clif_updatestatus(sd,SP_MDEF1);
  1939. if(b_status.mdef2 != status->mdef2)
  1940. clif_updatestatus(sd,SP_MDEF2);
  1941. if(b_status.rhw.range != status->rhw.range)
  1942. clif_updatestatus(sd,SP_ATTACKRANGE);
  1943. if(b_status.max_hp != status->max_hp)
  1944. clif_updatestatus(sd,SP_MAXHP);
  1945. if(b_status.max_sp != status->max_sp)
  1946. clif_updatestatus(sd,SP_MAXSP);
  1947. if(b_status.hp != status->hp)
  1948. clif_updatestatus(sd,SP_HP);
  1949. if(b_status.sp != status->sp)
  1950. clif_updatestatus(sd,SP_SP);
  1951. calculating = 0;
  1952. return 0;
  1953. }
  1954. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  1955. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  1956. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  1957. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  1958. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  1959. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  1960. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  1961. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  1962. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  1963. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  1964. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  1965. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  1966. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  1967. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  1968. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  1969. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  1970. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  1971. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  1972. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  1973. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  1974. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  1975. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  1976. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  1977. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  1978. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  1979. //Calculates some attributes that depends on modified stats from status changes.
  1980. void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
  1981. {
  1982. struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
  1983. int skill;
  1984. if(flag&(SCB_MAXHP|SCB_VIT))
  1985. {
  1986. flag|=SCB_MAXHP; //Ensures client-side refresh
  1987. status->max_hp = status_base_pc_maxhp(sd,status);
  1988. status->max_hp += b_status->max_hp - sd->status.max_hp;
  1989. status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
  1990. // Apply relative modifiers from equipment
  1991. if(sd->hprate!=100)
  1992. status->max_hp = status->max_hp * sd->hprate/100;
  1993. if(battle_config.hp_rate != 100)
  1994. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1995. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1996. status->max_hp = battle_config.max_hp;
  1997. else if(!status->max_hp)
  1998. status->max_hp = 1;
  1999. if(status->hp > status->max_hp) {
  2000. status->hp = status->max_hp;
  2001. clif_updatestatus(sd,SP_HP);
  2002. }
  2003. sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);
  2004. // Apply relative modifiers from equipment
  2005. if(sd->hprecov_rate != 100)
  2006. sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
  2007. if(sd->nhealhp < 1) sd->nhealhp = 1;
  2008. else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
  2009. // Skill-related HP recovery
  2010. if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
  2011. sd->nshealhp = skill*5 + (status->max_hp*skill/500);
  2012. // Skill-related HP recovery (only when sit)
  2013. if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2014. sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
  2015. if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
  2016. sd->nsshealhp = skill*30 + (status->max_hp*skill/500);
  2017. if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
  2018. if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
  2019. }
  2020. if(flag&(SCB_MAXSP|SCB_INT))
  2021. {
  2022. flag|=SCB_MAXSP;
  2023. status->max_sp = status_base_pc_maxsp(sd,status);
  2024. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2025. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2026. status->max_sp += status->max_sp * skill/100;
  2027. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2028. status->max_sp += status->max_sp * 2*skill/100;
  2029. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2030. // Apply relative modifiers from equipment
  2031. if(sd->sprate!=100)
  2032. status->max_sp = status->max_sp * sd->sprate/100;
  2033. if(battle_config.sp_rate != 100)
  2034. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2035. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2036. status->max_sp = battle_config.max_sp;
  2037. else if(!status->max_sp)
  2038. status->max_sp = 1;
  2039. if(status->sp > status->max_sp) {
  2040. status->sp = status->max_sp;
  2041. clif_updatestatus(sd,SP_SP);
  2042. }
  2043. sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
  2044. if(status->int_ >= 120)
  2045. sd->nhealsp += ((status->int_-120)>>1) + 4;
  2046. // Relative modifiers from passive skills
  2047. if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2048. sd->nhealsp += sd->nhealsp * 3*skill/100;
  2049. // Apply relative modifiers from equipment
  2050. if(sd->sprecov_rate != 100)
  2051. sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
  2052. if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
  2053. else if(sd->nhealsp < 1) sd->nhealsp = 1;
  2054. // Skill-related SP recovery
  2055. if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
  2056. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  2057. if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
  2058. sd->nshealsp = skill*3 + (status->max_sp*skill/500);
  2059. // Skill-related SP recovery (only when sit)
  2060. if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
  2061. sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
  2062. if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
  2063. {
  2064. sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
  2065. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2066. sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
  2067. }
  2068. if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
  2069. if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
  2070. }
  2071. if(flag&SCB_MATK) {
  2072. //New matk
  2073. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2074. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2075. //Bonuses from previous matk
  2076. status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
  2077. status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
  2078. status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
  2079. status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
  2080. if(sd->matk_rate != 100){
  2081. status->matk_max = status->matk_max * sd->matk_rate/100;
  2082. status->matk_min = status->matk_min * sd->matk_rate/100;
  2083. }
  2084. if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2085. sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
  2086. sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
  2087. }
  2088. }
  2089. if(flag&SCB_HIT) {
  2090. if(sd->hit_rate != 100)
  2091. status->hit = status->hit * sd->hit_rate/100;
  2092. if(status->hit < 1) status->hit = 1;
  2093. }
  2094. if(flag&SCB_FLEE) {
  2095. if(sd->flee_rate != 100)
  2096. status->flee = status->flee * sd->flee_rate/100;
  2097. if(status->flee < 1) status->flee = 1;
  2098. }
  2099. if(flag&SCB_DEF2) {
  2100. if(sd->def2_rate != 100)
  2101. status->def2 = status->def2 * sd->def2_rate/100;
  2102. if(status->def2 < 1) status->def2 = 1;
  2103. }
  2104. if(flag&SCB_MDEF2) {
  2105. if(sd->mdef2_rate != 100)
  2106. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2107. if(status->mdef2 < 1) status->mdef2 = 1;
  2108. }
  2109. if(flag&SCB_SPEED) {
  2110. if(sd->speed_rate != 100)
  2111. status->speed = status->speed*sd->speed_rate/100;
  2112. if(status->speed < battle_config.max_walk_speed)
  2113. status->speed = battle_config.max_walk_speed;
  2114. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2115. //Store casting walk speed for quick restoration. [Skotlex]
  2116. sd->prev_speed = status->speed * (175-5*skill)/100;
  2117. if(sd->ud.skilltimer != -1) { //Swap speed.
  2118. skill = status->speed;
  2119. status->speed = sd->prev_speed;
  2120. sd->prev_speed = skill;
  2121. }
  2122. }
  2123. }
  2124. if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
  2125. flag|=SCB_ASPD;
  2126. if (sd->status.weapon < MAX_WEAPON_TYPE)
  2127. skill = (1000 -4*status->agi -status->dex)
  2128. *aspd_base[sd->status.class_][sd->status.weapon]/1000;
  2129. else
  2130. skill = ((
  2131. (1000 -4*status->agi -status->dex)
  2132. *aspd_base[sd->status.class_][sd->weapontype1]/1000
  2133. )+(
  2134. (1000 -4*status->agi -status->dex)
  2135. *aspd_base[sd->status.class_][sd->weapontype2]/1000
  2136. )) *2/3;
  2137. status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
  2138. // Apply all relative modifiers
  2139. if(status->aspd_rate != 1000)
  2140. skill = skill *status->aspd_rate/1000;
  2141. status->amotion = cap_value(skill,battle_config.max_aspd,2000);
  2142. status->adelay = 2*status->amotion;
  2143. if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
  2144. //Store casting adelay for quick restoration. [Skotlex]
  2145. sd->prev_adelay = status->adelay*(150-5*skill)/100;
  2146. if(sd->ud.skilltimer != -1) { //Swap adelay.
  2147. skill = status->adelay;
  2148. status->adelay = sd->prev_adelay;
  2149. sd->prev_adelay = skill;
  2150. }
  2151. }
  2152. }
  2153. if(flag&(SCB_AGI|SCB_DSPD)) {
  2154. //Even though people insist this is too slow, packet data reports this is the actual real equation.
  2155. skill = 800-status->agi*4;
  2156. status->dmotion = cap_value(skill, 400, 800);
  2157. if(battle_config.pc_damage_delay_rate != 100)
  2158. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2159. status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
  2160. }
  2161. if(flag&SCB_CRI)
  2162. {
  2163. if(sd->critical_rate != 100)
  2164. status->cri = status->cri * sd->critical_rate/100;
  2165. if(status->cri < 10) status->cri = 10;
  2166. }
  2167. if(flag&SCB_FLEE2) {
  2168. if(sd->flee2_rate != 100)
  2169. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2170. if(status->flee2 < 10) status->flee2 = 10;
  2171. }
  2172. if (flag == SCB_ALL)
  2173. return; //Refresh is done on invoking function (status_calc_pc)
  2174. if(flag&SCB_SPEED) {
  2175. clif_updatestatus(sd,SP_SPEED);
  2176. if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2177. unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
  2178. }
  2179. if(flag&SCB_STR)
  2180. clif_updatestatus(sd,SP_STR);
  2181. if(flag&SCB_AGI)
  2182. clif_updatestatus(sd,SP_AGI);
  2183. if(flag&SCB_VIT)
  2184. clif_updatestatus(sd,SP_VIT);
  2185. if(flag&SCB_INT)
  2186. clif_updatestatus(sd,SP_INT);
  2187. if(flag&SCB_DEX)
  2188. clif_updatestatus(sd,SP_DEX);
  2189. if(flag&SCB_LUK)
  2190. clif_updatestatus(sd,SP_LUK);
  2191. if(flag&SCB_HIT)
  2192. clif_updatestatus(sd,SP_HIT);
  2193. if(flag&SCB_FLEE)
  2194. clif_updatestatus(sd,SP_FLEE1);
  2195. if(flag&SCB_ASPD)
  2196. clif_updatestatus(sd,SP_ASPD);
  2197. if(flag&(SCB_BATK|SCB_WATK))
  2198. clif_updatestatus(sd,SP_ATK1);
  2199. if(flag&SCB_DEF)
  2200. clif_updatestatus(sd,SP_DEF1);
  2201. if(flag&SCB_WATK)
  2202. clif_updatestatus(sd,SP_ATK2);
  2203. if(flag&SCB_DEF2)
  2204. clif_updatestatus(sd,SP_DEF2);
  2205. if(flag&SCB_FLEE2)
  2206. clif_updatestatus(sd,SP_FLEE2);
  2207. if(flag&SCB_CRI)
  2208. clif_updatestatus(sd,SP_CRITICAL);
  2209. if(flag&SCB_MATK) {
  2210. clif_updatestatus(sd,SP_MATK1);
  2211. clif_updatestatus(sd,SP_MATK2);
  2212. }
  2213. if(flag&SCB_MDEF)
  2214. clif_updatestatus(sd,SP_MDEF1);
  2215. if(flag&SCB_MDEF2)
  2216. clif_updatestatus(sd,SP_MDEF2);
  2217. if(flag&SCB_RANGE)
  2218. clif_updatestatus(sd,SP_ATTACKRANGE);
  2219. if(flag&SCB_MAXHP)
  2220. clif_updatestatus(sd,SP_MAXHP);
  2221. if(flag&SCB_MAXSP)
  2222. clif_updatestatus(sd,SP_MAXSP);
  2223. }
  2224. void status_calc_bl(struct block_list *bl, unsigned long flag)
  2225. {
  2226. struct status_data *b_status, *status;
  2227. struct status_change *sc;
  2228. int temp;
  2229. TBL_PC *sd;
  2230. b_status = status_get_base_status(bl);
  2231. status = status_get_status_data(bl);
  2232. sc = status_get_sc(bl);
  2233. if (!b_status || !status)
  2234. return;
  2235. BL_CAST(BL_PC,bl,sd);
  2236. if(sd && flag&SCB_PC)
  2237. { //Recalc everything.
  2238. status_calc_pc(sd,0);
  2239. return;
  2240. }
  2241. if(!sd && (!sc || !sc->count)) { //No difference.
  2242. status_cpy(status, b_status);
  2243. return;
  2244. }
  2245. if(flag&SCB_STR) {
  2246. status->str = status_calc_str(bl, sc, b_status->str);
  2247. flag|=SCB_BATK;
  2248. }
  2249. if(flag&SCB_AGI) {
  2250. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2251. flag|=SCB_FLEE;
  2252. }
  2253. if(flag&SCB_VIT) {
  2254. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2255. flag|=SCB_DEF2|SCB_MDEF2;
  2256. }
  2257. if(flag&SCB_INT) {
  2258. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2259. flag|=SCB_MATK|SCB_MDEF2;
  2260. }
  2261. if(flag&SCB_DEX) {
  2262. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2263. flag|=SCB_BATK|SCB_HIT;
  2264. }
  2265. if(flag&SCB_LUK) {
  2266. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2267. flag|=SCB_CRI|SCB_FLEE2;
  2268. }
  2269. if(flag&SCB_BATK && b_status->batk) {
  2270. status->batk = status_base_atk(bl,status);
  2271. temp = b_status->batk - status_base_atk(bl,b_status);
  2272. if (temp)
  2273. status->batk += temp;
  2274. status->batk = status_calc_batk(bl, sc, status->batk);
  2275. }
  2276. if(flag&SCB_WATK) {
  2277. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2278. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2279. if(status->lhw && b_status->lhw && b_status->lhw->atk) {
  2280. if (sd) sd->state.lr_flag = 1;
  2281. status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
  2282. status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
  2283. if (sd) sd->state.lr_flag = 0;
  2284. }
  2285. }
  2286. if(flag&SCB_HIT) {
  2287. if (status->dex == b_status->dex)
  2288. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2289. else
  2290. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2291. }
  2292. if(flag&SCB_FLEE) {
  2293. if (status->agi == b_status->agi)
  2294. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2295. else
  2296. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2297. }
  2298. if(flag&SCB_DEF)
  2299. status->def = status_calc_def(bl, sc, b_status->def);
  2300. if(flag&SCB_DEF2) {
  2301. if (status->vit == b_status->vit)
  2302. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2303. else
  2304. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2305. }
  2306. if(flag&SCB_MDEF)
  2307. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2308. if(flag&SCB_MDEF2) {
  2309. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2310. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2311. else
  2312. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2313. }
  2314. if(flag&SCB_SPEED) {
  2315. struct unit_data *ud = unit_bl2ud(bl);
  2316. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2317. if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
  2318. unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
  2319. }
  2320. if(flag&SCB_CRI && b_status->cri) {
  2321. if (status->luk == b_status->luk)
  2322. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2323. else
  2324. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2325. }
  2326. if(flag&SCB_FLEE2 && b_status->flee2) {
  2327. if (status->luk == b_status->luk)
  2328. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2329. else
  2330. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2331. }
  2332. if(flag&SCB_ATK_ELE) {
  2333. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2334. if(status->lhw && b_status->lhw) {
  2335. if (sd) sd->state.lr_flag = 1;
  2336. status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
  2337. if (sd) sd->state.lr_flag = 0;
  2338. }
  2339. }
  2340. if(flag&SCB_DEF_ELE) {
  2341. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2342. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2343. }
  2344. if(flag&SCB_MODE)
  2345. {
  2346. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2347. //Since mode changed, reset their state.
  2348. unit_stop_attack(bl);
  2349. unit_stop_walking(bl,0);
  2350. }
  2351. // No status changes alter these yet.
  2352. // if(flag&SCB_SIZE)
  2353. // if(flag&SCB_RACE)
  2354. // if(flag&SCB_RANGE)
  2355. if(sd) {
  2356. //The remaining are handled quite different by players, so use their own function.
  2357. status_calc_bl_sub_pc(sd, flag);
  2358. return;
  2359. }
  2360. if(flag&SCB_MAXHP) {
  2361. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2362. if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
  2363. status->hp = status->max_hp;
  2364. }
  2365. if(flag&SCB_MAXSP) {
  2366. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2367. if (status->sp > status->max_sp)
  2368. status->sp = status->max_sp;
  2369. }
  2370. if(flag&SCB_MATK) {
  2371. status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
  2372. status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
  2373. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2374. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2375. if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
  2376. sc->data[SC_MAGICPOWER].val3 = status->matk_min;
  2377. sc->data[SC_MAGICPOWER].val4 = status->matk_max;
  2378. }
  2379. }
  2380. if(flag&SCB_ASPD) {
  2381. status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
  2382. temp = status->aspd_rate*b_status->amotion/1000;
  2383. status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
  2384. temp = status->aspd_rate*b_status->adelay/1000;
  2385. status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
  2386. }
  2387. if(flag&SCB_DSPD)
  2388. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2389. }
  2390. /*==========================================
  2391. * Apply shared stat mods from status changes [DracoRPG]
  2392. *------------------------------------------
  2393. */
  2394. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2395. {
  2396. if(!sc || !sc->count)
  2397. return cap_value(str,1,USHRT_MAX);
  2398. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2399. str += sc->data[SC_INCALLSTATUS].val1;
  2400. if(sc->data[SC_INCSTR].timer!=-1)
  2401. str += sc->data[SC_INCSTR].val1;
  2402. if(sc->data[SC_STRFOOD].timer!=-1)
  2403. str += sc->data[SC_STRFOOD].val1;
  2404. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2405. str += 5;
  2406. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>12)&0xF))
  2407. str += (sc->data[SC_GUILDAURA].val4>>12)&0xF;
  2408. if(sc->data[SC_LOUD].timer!=-1)
  2409. str += 4;
  2410. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2411. str += 5;
  2412. if(sc->data[SC_SPURT].timer!=-1)
  2413. str += 10;
  2414. if(sc->data[SC_NEN].timer!=-1)
  2415. str += sc->data[SC_NEN].val1;
  2416. if(sc->data[SC_BLESSING].timer != -1){
  2417. if(sc->data[SC_BLESSING].val2)
  2418. str += sc->data[SC_BLESSING].val2;
  2419. else
  2420. str >>= 1;
  2421. }
  2422. if(sc->data[SC_MARIONETTE].timer!=-1)
  2423. str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
  2424. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2425. str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
  2426. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
  2427. str = 50;
  2428. return cap_value(str,1,USHRT_MAX);
  2429. }
  2430. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2431. {
  2432. if(!sc || !sc->count)
  2433. return cap_value(agi,1,USHRT_MAX);
  2434. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2435. agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
  2436. if(sc->data[SC_INCAGIRATE].timer!=-1)
  2437. agi += agi*sc->data[SC_INCAGIRATE].val1/100;
  2438. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2439. agi += sc->data[SC_INCALLSTATUS].val1;
  2440. if(sc->data[SC_INCAGI].timer!=-1)
  2441. agi += sc->data[SC_INCAGI].val1;
  2442. if(sc->data[SC_AGIFOOD].timer!=-1)
  2443. agi += sc->data[SC_AGIFOOD].val1;
  2444. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>4)&0xF))
  2445. agi += (sc->data[SC_GUILDAURA].val4>>4)&0xF;
  2446. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2447. agi += 5;
  2448. if(sc->data[SC_INCREASEAGI].timer!=-1)
  2449. agi += 2 + sc->data[SC_INCREASEAGI].val1;
  2450. if(sc->data[SC_INCREASING].timer!=-1)
  2451. agi += 4; // added based on skill updates [Reddozen]
  2452. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2453. agi -= 2 + sc->data[SC_DECREASEAGI].val1;
  2454. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2455. agi -= sc->data[SC_QUAGMIRE].val2;
  2456. if(sc->data[SC_SUITON].timer!=-1)
  2457. agi -= sc->data[SC_SUITON].val2;
  2458. if(sc->data[SC_MARIONETTE].timer!=-1)
  2459. agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
  2460. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2461. agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
  2462. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
  2463. agi = 50;
  2464. return cap_value(agi,1,USHRT_MAX);
  2465. }
  2466. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2467. {
  2468. if(!sc || !sc->count)
  2469. return cap_value(vit,1,USHRT_MAX);
  2470. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2471. vit += sc->data[SC_INCALLSTATUS].val1;
  2472. if(sc->data[SC_INCVIT].timer!=-1)
  2473. vit += sc->data[SC_INCVIT].val1;
  2474. if(sc->data[SC_VITFOOD].timer!=-1)
  2475. vit += sc->data[SC_VITFOOD].val1;
  2476. if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>8)&0xF))
  2477. vit += (sc->data[SC_GUILDAURA].val4>>8)&0xF;
  2478. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2479. vit += 5;
  2480. if(sc->data[SC_STRIPARMOR].timer!=-1)
  2481. vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
  2482. if(sc->data[SC_MARIONETTE].timer!=-1)
  2483. vit -= sc->data[SC_MARIONETTE].val3&0xFF;
  2484. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2485. vit += sc->data[SC_MARIONETTE2].val3&0xFF;
  2486. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
  2487. vit = 50;
  2488. return cap_value(vit,1,USHRT_MAX);
  2489. }
  2490. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2491. {
  2492. if(!sc || !sc->count)
  2493. return cap_value(int_,1,USHRT_MAX);
  2494. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2495. int_ += sc->data[SC_INCALLSTATUS].val1;
  2496. if(sc->data[SC_INCINT].timer!=-1)
  2497. int_ += sc->data[SC_INCINT].val1;
  2498. if(sc->data[SC_INTFOOD].timer!=-1)
  2499. int_ += sc->data[SC_INTFOOD].val1;
  2500. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2501. int_ += 5;
  2502. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2503. int_ += 5;
  2504. if(sc->data[SC_BLESSING].timer != -1){
  2505. if (sc->data[SC_BLESSING].val2)
  2506. int_ += sc->data[SC_BLESSING].val2;
  2507. else
  2508. int_ >>= 1;
  2509. }
  2510. if(sc->data[SC_STRIPHELM].timer!=-1)
  2511. int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
  2512. if(sc->data[SC_NEN].timer!=-1)
  2513. int_ += sc->data[SC_NEN].val1;
  2514. if(sc->data[SC_CHANGE].timer!=-1)
  2515. int_ += 60;
  2516. if(sc->data[SC_MARIONETTE].timer!=-1)
  2517. int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
  2518. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2519. int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
  2520. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
  2521. int_ = 50;
  2522. return cap_value(int_,1,USHRT_MAX);
  2523. }
  2524. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2525. {
  2526. if(!sc || !sc->count)
  2527. return cap_value(dex,1,USHRT_MAX);
  2528. if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
  2529. dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
  2530. if(sc->data[SC_INCDEXRATE].timer!=-1)
  2531. dex += dex*sc->data[SC_INCDEXRATE].val1/100;
  2532. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2533. dex += sc->data[SC_INCALLSTATUS].val1;
  2534. if(sc->data[SC_INCDEX].timer!=-1)
  2535. dex += sc->data[SC_INCDEX].val1;
  2536. if(sc->data[SC_DEXFOOD].timer!=-1)
  2537. dex += sc->data[SC_DEXFOOD].val1;
  2538. if(sc->data[SC_BATTLEORDERS].timer!=-1)
  2539. dex += 5;
  2540. if(sc->data[SC_GUILDAURA].timer != -1 && (sc->data[SC_GUILDAURA].val4&0xF))
  2541. dex += sc->data[SC_GUILDAURA].val4&0xF;
  2542. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2543. dex += 5;
  2544. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2545. dex -= sc->data[SC_QUAGMIRE].val2;
  2546. if(sc->data[SC_BLESSING].timer != -1){
  2547. if (sc->data[SC_BLESSING].val2)
  2548. dex += sc->data[SC_BLESSING].val2;
  2549. else
  2550. dex >>= 1;
  2551. }
  2552. if(sc->data[SC_INCREASING].timer!=-1)
  2553. dex += 4; // added based on skill updates [Reddozen]
  2554. if(sc->data[SC_MARIONETTE].timer!=-1)
  2555. dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
  2556. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2557. dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
  2558. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
  2559. dex = 50;
  2560. return cap_value(dex,1,USHRT_MAX);
  2561. }
  2562. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2563. {
  2564. if(!sc || !sc->count)
  2565. return cap_value(luk,1,USHRT_MAX);
  2566. if(sc->data[SC_CURSE].timer!=-1)
  2567. return 0;
  2568. if(sc->data[SC_INCALLSTATUS].timer!=-1)
  2569. luk += sc->data[SC_INCALLSTATUS].val1;
  2570. if(sc->data[SC_INCLUK].timer!=-1)
  2571. luk += sc->data[SC_INCLUK].val1;
  2572. if(sc->data[SC_LUKFOOD].timer!=-1)
  2573. luk += sc->data[SC_LUKFOOD].val1;
  2574. if(sc->data[SC_TRUESIGHT].timer!=-1)
  2575. luk += 5;
  2576. if(sc->data[SC_GLORIA].timer!=-1)
  2577. luk += 30;
  2578. if(sc->data[SC_MARIONETTE].timer!=-1)
  2579. luk -= sc->data[SC_MARIONETTE].val4&0xFF;
  2580. if(sc->data[SC_MARIONETTE2].timer!=-1)
  2581. luk += sc->data[SC_MARIONETTE2].val4&0xFF;
  2582. if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
  2583. luk = 50;
  2584. return cap_value(luk,1,USHRT_MAX);
  2585. }
  2586. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  2587. {
  2588. if(!sc || !sc->count)
  2589. return cap_value(batk,0,USHRT_MAX);
  2590. if(sc->data[SC_ATKPOTION].timer!=-1)
  2591. batk += sc->data[SC_ATKPOTION].val1;
  2592. if(sc->data[SC_BATKFOOD].timer!=-1)
  2593. batk += sc->data[SC_BATKFOOD].val1;
  2594. if(sc->data[SC_INCATKRATE].timer!=-1)
  2595. batk += batk * sc->data[SC_INCATKRATE].val1/100;
  2596. if(sc->data[SC_PROVOKE].timer!=-1)
  2597. batk += batk * sc->data[SC_PROVOKE].val3/100;
  2598. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2599. batk += batk * sc->data[SC_CONCENTRATION].val2/100;
  2600. if(sc->data[SC_SKE].timer!=-1)
  2601. batk += batk * 3;
  2602. if(sc->data[SC_BLOODLUST].timer!=-1)
  2603. batk += batk * sc->data[SC_BLOODLUST].val2/100;
  2604. if(sc->data[SC_FLEET].timer!=-1)
  2605. batk += batk * sc->data[SC_FLEET].val3/100;
  2606. if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
  2607. batk -= batk * 25/100;
  2608. if(sc->data[SC_CURSE].timer!=-1)
  2609. batk -= batk * 25/100;
  2610. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  2611. // if(sc->data[SC_BLEEDING].timer != -1)
  2612. // batk -= batk * 25/100;
  2613. if(sc->data[SC_MADNESSCANCEL].timer!=-1)
  2614. batk += 100;
  2615. return cap_value(batk,0,USHRT_MAX);
  2616. }
  2617. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  2618. {
  2619. if(!sc || !sc->count)
  2620. return cap_value(watk,0,USHRT_MAX);
  2621. if(sc->data[SC_IMPOSITIO].timer!=-1)
  2622. watk += sc->data[SC_IMPOSITIO].val2;
  2623. if(sc->data[SC_WATKFOOD].timer!=-1)
  2624. watk += sc->data[SC_WATKFOOD].val1;
  2625. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2626. watk += sc->data[SC_DRUMBATTLE].val2;
  2627. if(sc->data[SC_VOLCANO].timer!=-1)
  2628. watk += sc->data[SC_VOLCANO].val2;
  2629. if(sc->data[SC_INCATKRATE].timer!=-1)
  2630. watk += watk * sc->data[SC_INCATKRATE].val1/100;
  2631. if(sc->data[SC_PROVOKE].timer!=-1)
  2632. watk += watk * sc->data[SC_PROVOKE].val3/100;
  2633. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2634. watk += watk * sc->data[SC_CONCENTRATION].val2/100;
  2635. if(sc->data[SC_SKE].timer!=-1)
  2636. watk += watk * 3;
  2637. if(sc->data[SC_NIBELUNGEN].timer!=-1) {
  2638. if (bl->type != BL_PC)
  2639. watk += sc->data[SC_NIBELUNGEN].val2;
  2640. else {
  2641. TBL_PC *sd = (TBL_PC*)bl;
  2642. int index = sd->equip_index[sd->state.lr_flag?8:9];
  2643. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  2644. watk += sc->data[SC_NIBELUNGEN].val2;
  2645. }
  2646. }
  2647. if(sc->data[SC_BLOODLUST].timer!=-1)
  2648. watk += watk * sc->data[SC_BLOODLUST].val2/100;
  2649. if(sc->data[SC_FLEET].timer!=-1)
  2650. watk += watk * sc->data[SC_FLEET].val3/100;
  2651. if(sc->data[SC_CURSE].timer!=-1)
  2652. watk -= watk * 25/100;
  2653. if(sc->data[SC_STRIPWEAPON].timer!=-1)
  2654. watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
  2655. return cap_value(watk,0,USHRT_MAX);
  2656. }
  2657. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  2658. {
  2659. if(!sc || !sc->count)
  2660. return cap_value(matk,0,USHRT_MAX);
  2661. if(sc->data[SC_MATKPOTION].timer!=-1)
  2662. matk += sc->data[SC_MATKPOTION].val1;
  2663. if(sc->data[SC_MATKFOOD].timer!=-1)
  2664. matk += sc->data[SC_MATKFOOD].val1;
  2665. if(sc->data[SC_MAGICPOWER].timer!=-1)
  2666. matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
  2667. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2668. matk += matk * sc->data[SC_MINDBREAKER].val2/100;
  2669. if(sc->data[SC_INCMATKRATE].timer!=-1)
  2670. matk += matk * sc->data[SC_INCMATKRATE].val1/100;
  2671. return cap_value(matk,0,USHRT_MAX);
  2672. }
  2673. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  2674. {
  2675. if(!sc || !sc->count)
  2676. return cap_value(critical,0,SHRT_MAX);
  2677. if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  2678. critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
  2679. if (sc->data[SC_FORTUNE].timer!=-1)
  2680. critical += sc->data[SC_FORTUNE].val2;
  2681. if (sc->data[SC_TRUESIGHT].timer!=-1)
  2682. critical += sc->data[SC_TRUESIGHT].val2;
  2683. if(sc->data[SC_CLOAKING].timer!=-1)
  2684. critical += critical;
  2685. return cap_value(critical,0,SHRT_MAX);
  2686. }
  2687. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  2688. {
  2689. if(!sc || !sc->count)
  2690. return cap_value(hit,0,SHRT_MAX);
  2691. if(sc->data[SC_INCHIT].timer != -1)
  2692. hit += sc->data[SC_INCHIT].val1;
  2693. if(sc->data[SC_HITFOOD].timer!=-1)
  2694. hit += sc->data[SC_HITFOOD].val1;
  2695. if(sc->data[SC_TRUESIGHT].timer != -1)
  2696. hit += sc->data[SC_TRUESIGHT].val3;
  2697. if(sc->data[SC_HUMMING].timer!=-1)
  2698. hit += sc->data[SC_HUMMING].val2;
  2699. if(sc->data[SC_CONCENTRATION].timer != -1)
  2700. hit += sc->data[SC_CONCENTRATION].val3;
  2701. if(sc->data[SC_INCHITRATE].timer != -1)
  2702. hit += hit * sc->data[SC_INCHITRATE].val1/100;
  2703. if(sc->data[SC_BLIND].timer != -1)
  2704. hit -= hit * 25/100;
  2705. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2706. hit += 30;
  2707. if(sc->data[SC_INCREASING].timer!=-1)
  2708. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  2709. return cap_value(hit,0,SHRT_MAX);
  2710. }
  2711. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  2712. {
  2713. if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
  2714. flee -= flee * battle_config.gvg_flee_penalty/100;
  2715. if(!sc || !sc->count)
  2716. return cap_value(flee,0,SHRT_MAX);
  2717. if(sc->data[SC_INCFLEE].timer!=-1)
  2718. flee += sc->data[SC_INCFLEE].val1;
  2719. if(sc->data[SC_FLEEFOOD].timer!=-1)
  2720. flee += sc->data[SC_FLEEFOOD].val1;
  2721. if(sc->data[SC_WHISTLE].timer!=-1)
  2722. flee += sc->data[SC_WHISTLE].val2;
  2723. if(sc->data[SC_WINDWALK].timer!=-1)
  2724. flee += sc->data[SC_WINDWALK].val2;
  2725. if(sc->data[SC_INCFLEERATE].timer!=-1)
  2726. flee += flee * sc->data[SC_INCFLEERATE].val1/100;
  2727. if(sc->data[SC_VIOLENTGALE].timer!=-1)
  2728. flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
  2729. if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
  2730. flee += sc->data[SC_MOON_COMFORT].val2;
  2731. if(sc->data[SC_CLOSECONFINE].timer!=-1)
  2732. flee += 10;
  2733. if(sc->data[SC_SPIDERWEB].timer!=-1)
  2734. flee -= flee * 50/100;
  2735. if(sc->data[SC_BERSERK].timer!=-1)
  2736. flee -= flee * 50/100;
  2737. if(sc->data[SC_BLIND].timer!=-1)
  2738. flee -= flee * 25/100;
  2739. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  2740. flee += 30;
  2741. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2742. flee -= sc->data[SC_GATLINGFEVER].val1*5;
  2743. return cap_value(flee,0,SHRT_MAX);
  2744. }
  2745. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  2746. {
  2747. if(!sc || !sc->count)
  2748. return cap_value(flee2,0,SHRT_MAX);
  2749. if(sc->data[SC_WHISTLE].timer!=-1)
  2750. flee2 += sc->data[SC_WHISTLE].val3*10;
  2751. return cap_value(flee2,0,SHRT_MAX);
  2752. }
  2753. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  2754. {
  2755. if(!sc || !sc->count)
  2756. return cap_value(def,0,CHAR_MAX);
  2757. if(sc->data[SC_BERSERK].timer!=-1)
  2758. return 0;
  2759. if(sc->data[SC_KEEPING].timer!=-1)
  2760. return 100;
  2761. if(sc->data[SC_SKA].timer != -1)
  2762. return rand()%100; //Reports indicate SKA actually randomizes defense.
  2763. if(sc->data[SC_STEELBODY].timer!=-1)
  2764. return 90;
  2765. if(sc->data[SC_DRUMBATTLE].timer!=-1)
  2766. def += sc->data[SC_DRUMBATTLE].val3;
  2767. if(sc->data[SC_INCDEFRATE].timer!=-1)
  2768. def += def * sc->data[SC_INCDEFRATE].val1/100;
  2769. if(sc->data[SC_FREEZE].timer!=-1)
  2770. def >>=1;
  2771. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2772. def >>=1;
  2773. if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
  2774. def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
  2775. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2776. def -= def * sc->data[SC_CONCENTRATION].val4/100;
  2777. if(sc->data[SC_SKE].timer!=-1)
  2778. def >>=1;
  2779. if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
  2780. def -= def * sc->data[SC_PROVOKE].val4/100;
  2781. if(sc->data[SC_STRIPSHIELD].timer!=-1)
  2782. def -= def * sc->data[SC_STRIPSHIELD].val2/100;
  2783. if (sc->data[SC_FLING].timer!=-1)
  2784. def -= def * (sc->data[SC_FLING].val2)/100;
  2785. return cap_value(def,0,CHAR_MAX);
  2786. }
  2787. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  2788. {
  2789. if(!sc || !sc->count)
  2790. return cap_value(def2,0,SHRT_MAX);
  2791. if(sc->data[SC_BERSERK].timer!=-1)
  2792. return 0;
  2793. if(sc->data[SC_ETERNALCHAOS].timer!=-1)
  2794. return 0;
  2795. if(sc->data[SC_SUN_COMFORT].timer!=-1)
  2796. def2 += sc->data[SC_SUN_COMFORT].val2;
  2797. if(sc->data[SC_ANGELUS].timer!=-1)
  2798. def2 += def2 * sc->data[SC_ANGELUS].val2/100;
  2799. if(sc->data[SC_CONCENTRATION].timer!=-1)
  2800. def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
  2801. if(sc->data[SC_POISON].timer!=-1)
  2802. def2 -= def2 * 25/100;
  2803. if(sc->data[SC_DPOISON].timer!=-1)
  2804. def2 -= def2 * 25/100;
  2805. if(sc->data[SC_SKE].timer!=-1)
  2806. def2 -= def2 * 50/100;
  2807. if(sc->data[SC_PROVOKE].timer!=-1)
  2808. def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
  2809. if(sc->data[SC_JOINTBEAT].timer!=-1){
  2810. if(sc->data[SC_JOINTBEAT].val2==3)
  2811. def2 -= def2 * 50/100;
  2812. else if(sc->data[SC_JOINTBEAT].val2==4)
  2813. def2 -= def2 * 25/100;
  2814. }
  2815. if(sc->data[SC_FLING].timer!=-1)
  2816. def2 -= def2 * (sc->data[SC_FLING].val3)/100;
  2817. return cap_value(def2,0,SHRT_MAX);
  2818. }
  2819. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  2820. {
  2821. if(!sc || !sc->count)
  2822. return cap_value(mdef,0,CHAR_MAX);
  2823. if(sc->data[SC_BERSERK].timer!=-1)
  2824. return 0;
  2825. if(sc->data[SC_BARRIER].timer!=-1)
  2826. return 100;
  2827. if(sc->data[SC_STEELBODY].timer!=-1)
  2828. return 90;
  2829. if(sc->data[SC_SKA].timer != -1) // [marquis007]
  2830. return 90;
  2831. if(sc->data[SC_FREEZE].timer!=-1)
  2832. mdef += 25*mdef/100;
  2833. if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  2834. mdef += 25*mdef/100;
  2835. if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
  2836. mdef += sc->data[SC_ENDURE].val1;
  2837. return cap_value(mdef,0,CHAR_MAX);
  2838. }
  2839. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  2840. {
  2841. if(!sc || !sc->count)
  2842. return cap_value(mdef2,0,SHRT_MAX);
  2843. if(sc->data[SC_BERSERK].timer!=-1)
  2844. return 0;
  2845. if(sc->data[SC_MINDBREAKER].timer!=-1)
  2846. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
  2847. return cap_value(mdef2,0,SHRT_MAX);
  2848. }
  2849. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  2850. {
  2851. if(!sc || !sc->count)
  2852. return cap_value(speed,10,USHRT_MAX);
  2853. // Fixed reductions
  2854. if(sc->data[SC_CURSE].timer!=-1)
  2855. speed += 450;
  2856. if(sc->data[SC_SWOO].timer != -1) // [marquis007]
  2857. speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
  2858. if(sc->data[SC_WEDDING].timer!=-1)
  2859. speed += 300;
  2860. //% increases (they don't stack)
  2861. if(sc->data[SC_SPEEDUP1].timer!=-1)
  2862. speed -= speed * 50/100;
  2863. else if(sc->data[SC_SPEEDUP0].timer!=-1)
  2864. speed -= speed * 25/100;
  2865. else if(sc->data[SC_INCREASEAGI].timer!=-1)
  2866. speed -= speed * 25/100;
  2867. else if(sc->data[SC_RUN].timer!=-1)
  2868. speed -= speed * 25/100;
  2869. else if(sc->data[SC_FUSION].timer != -1)
  2870. speed -= speed * 25/100;
  2871. else if(sc->data[SC_CARTBOOST].timer!=-1)
  2872. speed -= speed * 20/100;
  2873. else if(sc->data[SC_BERSERK].timer!=-1)
  2874. speed -= speed * 20/100;
  2875. else if(sc->data[SC_AVOID].timer!=-1)
  2876. speed -= speed * sc->data[SC_AVOID].val2/100;
  2877. else if(sc->data[SC_WINDWALK].timer!=-1)
  2878. speed -= speed * sc->data[SC_WINDWALK].val3/100;
  2879. //% reductions (they stack)
  2880. if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
  2881. speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
  2882. if(sc->data[SC_DECREASEAGI].timer!=-1)
  2883. speed = speed * 100/75;
  2884. if(sc->data[SC_STEELBODY].timer!=-1)
  2885. speed = speed * 100/75;
  2886. if(sc->data[SC_QUAGMIRE].timer!=-1)
  2887. speed = speed * 100/50;
  2888. if(sc->data[SC_DONTFORGETME].timer!=-1)
  2889. speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
  2890. if(sc->data[SC_DEFENDER].timer!=-1)
  2891. speed = speed * 100/sc->data[SC_DEFENDER].val4;
  2892. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  2893. speed = speed * 100/75;
  2894. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  2895. if (sc->data[SC_JOINTBEAT].val2 == 0)
  2896. speed = speed * 100/50;
  2897. else
  2898. if (sc->data[SC_JOINTBEAT].val2 == 2)
  2899. speed = speed * 100/70;
  2900. }
  2901. if(sc->data[SC_CLOAKING].timer!=-1)
  2902. speed = speed * 100 /(
  2903. (sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus
  2904. +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
  2905. if(sc->data[SC_LONGING].timer!=-1)
  2906. speed = speed * 100/sc->data[SC_LONGING].val3;
  2907. if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
  2908. speed = speed * 100/sc->data[SC_HIDING].val3;
  2909. if(sc->data[SC_CHASEWALK].timer!=-1)
  2910. speed = speed * 100/sc->data[SC_CHASEWALK].val3;
  2911. if(sc->data[SC_GATLINGFEVER].timer!=-1)
  2912. speed = speed * 100/75;
  2913. if(sc->data[SC_SLOWDOWN].timer!=-1)
  2914. speed = speed * 100/75;
  2915. return cap_value(speed,10,USHRT_MAX);
  2916. }
  2917. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  2918. {
  2919. int i;
  2920. if(!sc || !sc->count)
  2921. return cap_value(aspd_rate,0,SHRT_MAX);
  2922. if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
  2923. {
  2924. int max = 0;
  2925. if(sc->data[SC_STAR_COMFORT].timer!=-1)
  2926. max = sc->data[SC_STAR_COMFORT].val2;
  2927. if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 200)
  2928. max = 200;
  2929. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
  2930. max < sc->data[SC_TWOHANDQUICKEN].val2)
  2931. max = sc->data[SC_TWOHANDQUICKEN].val2;
  2932. if(sc->data[SC_ONEHAND].timer!=-1 &&
  2933. max < sc->data[SC_ONEHAND].val2)
  2934. max = sc->data[SC_ONEHAND].val2;
  2935. if(sc->data[SC_ADRENALINE2].timer!=-1 &&
  2936. max < sc->data[SC_ADRENALINE2].val2)
  2937. max = sc->data[SC_ADRENALINE2].val2;
  2938. if(sc->data[SC_ADRENALINE].timer!=-1 &&
  2939. max < sc->data[SC_ADRENALINE].val2)
  2940. max = sc->data[SC_ADRENALINE].val2;
  2941. if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
  2942. max < sc->data[SC_SPEARQUICKEN].val2)
  2943. max = sc->data[SC_SPEARQUICKEN].val2;
  2944. if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
  2945. max < sc->data[SC_GATLINGFEVER].val2)
  2946. max = sc->data[SC_GATLINGFEVER].val2;
  2947. if(sc->data[SC_FLEET].timer!=-1 &&
  2948. max < sc->data[SC_FLEET].val2)
  2949. max = sc->data[SC_FLEET].val2;
  2950. if(sc->data[SC_ASSNCROS].timer!=-1 &&
  2951. max < sc->data[SC_ASSNCROS].val2)
  2952. {
  2953. if (bl->type!=BL_PC)
  2954. max = sc->data[SC_ASSNCROS].val2;
  2955. else
  2956. switch(((TBL_PC*)bl)->status.weapon)
  2957. {
  2958. case W_BOW:
  2959. case W_REVOLVER:
  2960. case W_RIFLE:
  2961. case W_SHOTGUN:
  2962. case W_GATLING:
  2963. case W_GRENADE:
  2964. break;
  2965. default:
  2966. max = sc->data[SC_ASSNCROS].val2;
  2967. }
  2968. }
  2969. aspd_rate -= max;
  2970. if(sc->data[SC_BERSERK].timer!=-1)
  2971. aspd_rate -= 300; //Stacks with the rest of bonuses.
  2972. }
  2973. if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
  2974. sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
  2975. sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
  2976. sc->data[i=SC_ASPDPOTION0].timer!=-1)
  2977. aspd_rate -= sc->data[i].val2;
  2978. if(sc->data[SC_DONTFORGETME].timer!=-1)
  2979. aspd_rate += sc->data[SC_DONTFORGETME].val2;
  2980. if(sc->data[SC_LONGING].timer!=-1)
  2981. aspd_rate += sc->data[SC_LONGING].val2;
  2982. if(sc->data[SC_STEELBODY].timer!=-1)
  2983. aspd_rate += 250;
  2984. if(sc->data[SC_SKA].timer!=-1)
  2985. aspd_rate += 250;
  2986. if(sc->data[SC_DEFENDER].timer != -1)
  2987. aspd_rate += sc->data[SC_DEFENDER].val3;
  2988. if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
  2989. aspd_rate += 250;
  2990. if(sc->data[SC_GRAVITATION].timer!=-1)
  2991. aspd_rate += sc->data[SC_GRAVITATION].val2;
  2992. //Curse shouldn't effect on this?
  2993. // if(sc->data[SC_BLEEDING].timer != -1)
  2994. // aspd_rate += 250;
  2995. if(sc->data[SC_JOINTBEAT].timer!=-1) {
  2996. if (sc->data[SC_JOINTBEAT].val2 == 1)
  2997. aspd_rate += 250;
  2998. else if (sc->data[SC_JOINTBEAT].val2 == 2)
  2999. aspd_rate += 100;
  3000. }
  3001. return cap_value(aspd_rate,0,SHRT_MAX);
  3002. }
  3003. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3004. {
  3005. if(!sc || !sc->count || map_flag_gvg(bl->m))
  3006. return cap_value(dmotion,0,USHRT_MAX);
  3007. if (sc->data[SC_ENDURE].timer!=-1 ||
  3008. sc->data[SC_CONCENTRATION].timer!=-1)
  3009. return 0;
  3010. return cap_value(dmotion,0,USHRT_MAX);
  3011. }
  3012. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3013. {
  3014. if(!sc || !sc->count)
  3015. return cap_value(maxhp,1,UINT_MAX);
  3016. if(sc->data[SC_INCMHPRATE].timer!=-1)
  3017. maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
  3018. if(sc->data[SC_APPLEIDUN].timer!=-1)
  3019. maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
  3020. if(sc->data[SC_DELUGE].timer!=-1)
  3021. maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
  3022. if(sc->data[SC_BERSERK].timer!=-1)
  3023. maxhp += maxhp * 2;
  3024. return cap_value(maxhp,1,UINT_MAX);
  3025. }
  3026. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3027. {
  3028. if(!sc || !sc->count)
  3029. return cap_value(maxsp,1,UINT_MAX);
  3030. if(sc->data[SC_INCMSPRATE].timer!=-1)
  3031. maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
  3032. if(sc->data[SC_SERVICE4U].timer!=-1)
  3033. maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
  3034. return cap_value(maxsp,1,UINT_MAX);
  3035. }
  3036. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3037. {
  3038. if(!sc || !sc->count)
  3039. return element;
  3040. if( sc->data[SC_FREEZE].timer!=-1 )
  3041. return ELE_WATER;
  3042. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3043. return ELE_EARTH;
  3044. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3045. return ELE_HOLY;
  3046. if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3047. return sc->data[SC_ELEMENTALCHANGE].val3;
  3048. return cap_value(element,0,UCHAR_MAX);
  3049. }
  3050. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3051. {
  3052. if(!sc || !sc->count)
  3053. return lv;
  3054. if( sc->data[SC_FREEZE].timer!=-1 )
  3055. return 1;
  3056. if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3057. return 1;
  3058. if( sc->data[SC_BENEDICTIO].timer!=-1 )
  3059. return 1;
  3060. if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
  3061. return sc->data[SC_ELEMENTALCHANGE].val4;
  3062. return cap_value(lv,1,4);
  3063. }
  3064. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3065. {
  3066. if(!sc || !sc->count)
  3067. return element;
  3068. if( sc->data[SC_WATERWEAPON].timer!=-1)
  3069. return ELE_WATER;
  3070. if( sc->data[SC_EARTHWEAPON].timer!=-1)
  3071. return ELE_EARTH;
  3072. if( sc->data[SC_FIREWEAPON].timer!=-1)
  3073. return ELE_FIRE;
  3074. if( sc->data[SC_WINDWEAPON].timer!=-1)
  3075. return ELE_WIND;
  3076. if( sc->data[SC_ENCPOISON].timer!=-1)
  3077. return ELE_POISON;
  3078. if( sc->data[SC_ASPERSIO].timer!=-1)
  3079. return ELE_HOLY;
  3080. if( sc->data[SC_SHADOWWEAPON].timer!=-1)
  3081. return ELE_DARK;
  3082. if( sc->data[SC_GHOSTWEAPON].timer!=-1)
  3083. return ELE_GHOST;
  3084. return cap_value(element,0,UCHAR_MAX);
  3085. }
  3086. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3087. {
  3088. if(!sc || !sc->count)
  3089. return mode;
  3090. if(sc->data[SC_MODECHANGE].timer!=-1) {
  3091. if (sc->data[SC_MODECHANGE].val2)
  3092. mode = sc->data[SC_MODECHANGE].val2; //Set mode
  3093. if (sc->data[SC_MODECHANGE].val3)
  3094. mode|= sc->data[SC_MODECHANGE].val3; //Add mode
  3095. if (sc->data[SC_MODECHANGE].val4)
  3096. mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
  3097. }
  3098. return cap_value(mode,0,USHRT_MAX);
  3099. }
  3100. /*==========================================
  3101. * Quick swap of adelay/speed when starting ending SA_FREECAST
  3102. *------------------------------------------
  3103. */
  3104. void status_freecast_switch(struct map_session_data *sd)
  3105. {
  3106. struct status_data *status;
  3107. unsigned short b_speed,tmp;
  3108. status = &sd->battle_status;
  3109. b_speed = status->speed;
  3110. tmp = status->speed;
  3111. status->speed = sd->prev_speed;
  3112. sd->prev_speed = tmp;
  3113. tmp = status->adelay;
  3114. status->adelay = sd->prev_adelay;
  3115. sd->prev_adelay = tmp;
  3116. if(b_speed != status->speed)
  3117. clif_updatestatus(sd,SP_SPEED);
  3118. }
  3119. /*==========================================
  3120. * 対象のClassを返す(汎用)
  3121. * 戻りは整数で0以上
  3122. *------------------------------------------
  3123. */
  3124. int status_get_class(struct block_list *bl)
  3125. {
  3126. nullpo_retr(0, bl);
  3127. if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
  3128. return ((struct mob_data *)bl)->vd->class_;
  3129. if(bl->type==BL_PC)
  3130. return ((struct map_session_data *)bl)->status.class_;
  3131. if(bl->type==BL_PET)
  3132. return ((struct pet_data *)bl)->class_;
  3133. return 0;
  3134. }
  3135. /*==========================================
  3136. * 対象のレベルを返す(汎用)
  3137. * 戻りは整数で0以上
  3138. *------------------------------------------
  3139. */
  3140. int status_get_lv(struct block_list *bl)
  3141. {
  3142. nullpo_retr(0, bl);
  3143. if(bl->type==BL_MOB)
  3144. return ((TBL_MOB*)bl)->level;
  3145. if(bl->type==BL_PC)
  3146. return ((TBL_PC*)bl)->status.base_level;
  3147. if(bl->type==BL_PET)
  3148. return ((TBL_PET*)bl)->msd->pet.level;
  3149. if(bl->type==BL_HOMUNCULUS)
  3150. return ((TBL_HOMUNCULUS*)bl)->level;
  3151. return 1;
  3152. }
  3153. struct status_data *status_get_status_data(struct block_list *bl)
  3154. {
  3155. nullpo_retr(NULL, bl);
  3156. switch (bl->type) {
  3157. case BL_PC:
  3158. return &((TBL_PC*)bl)->battle_status;
  3159. case BL_MOB:
  3160. return &((TBL_MOB*)bl)->status;
  3161. case BL_PET:
  3162. return &((TBL_PET*)bl)->status;
  3163. case BL_HOMUNCULUS:
  3164. return &((TBL_HOMUNCULUS*)bl)->battle_status;
  3165. default:
  3166. return &dummy_status;
  3167. }
  3168. }
  3169. struct status_data *status_get_base_status(struct block_list *bl)
  3170. {
  3171. nullpo_retr(NULL, bl);
  3172. switch (bl->type) {
  3173. case BL_PC:
  3174. return &((TBL_PC*)bl)->base_status;
  3175. case BL_MOB:
  3176. return ((TBL_MOB*)bl)->base_status?
  3177. ((TBL_MOB*)bl)->base_status:
  3178. &((TBL_MOB*)bl)->db->status;
  3179. case BL_PET:
  3180. return &((TBL_PET*)bl)->db->status;
  3181. case BL_HOMUNCULUS:
  3182. return &((TBL_HOMUNCULUS*)bl)->base_status;
  3183. default:
  3184. return NULL;
  3185. }
  3186. }
  3187. unsigned short status_get_lwatk(struct block_list *bl)
  3188. {
  3189. struct status_data *status = status_get_status_data(bl);
  3190. return status->lhw?status->lhw->atk:0;
  3191. }
  3192. unsigned short status_get_lwatk2(struct block_list *bl)
  3193. {
  3194. struct status_data *status = status_get_status_data(bl);
  3195. return status->lhw?status->lhw->atk2:0;
  3196. }
  3197. unsigned char status_get_def(struct block_list *bl)
  3198. {
  3199. struct unit_data *ud;
  3200. struct status_data *status = status_get_status_data(bl);
  3201. int def = status?status->def:0;
  3202. ud = unit_bl2ud(bl);
  3203. if (ud && ud->skilltimer != -1)
  3204. def -= def * skill_get_castdef(ud->skillid)/100;
  3205. if(def < 0) def = 0;
  3206. return def;
  3207. }
  3208. unsigned short status_get_speed(struct block_list *bl)
  3209. {
  3210. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3211. return ((struct npc_data *)bl)->speed;
  3212. return status_get_status_data(bl)->speed;
  3213. }
  3214. unsigned char status_get_attack_lelement(struct block_list *bl)
  3215. {
  3216. struct status_data *status = status_get_status_data(bl);
  3217. return status->lhw?status->lhw->ele:0;
  3218. }
  3219. int status_get_party_id(struct block_list *bl)
  3220. {
  3221. nullpo_retr(0, bl);
  3222. if(bl->type==BL_PC)
  3223. return ((struct map_session_data *)bl)->status.party_id;
  3224. if(bl->type==BL_PET)
  3225. return ((struct pet_data *)bl)->msd->status.party_id;
  3226. if(bl->type==BL_MOB){
  3227. struct mob_data *md=(struct mob_data *)bl;
  3228. if( md->master_id>0 )
  3229. {
  3230. struct map_session_data *msd;
  3231. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3232. return msd->status.party_id;
  3233. return -md->master_id;
  3234. }
  3235. return 0; //No party.
  3236. }
  3237. if(bl->type==BL_SKILL)
  3238. return ((struct skill_unit *)bl)->group->party_id;
  3239. return 0;
  3240. }
  3241. int status_get_guild_id(struct block_list *bl)
  3242. {
  3243. nullpo_retr(0, bl);
  3244. if(bl->type==BL_PC)
  3245. return ((struct map_session_data *)bl)->status.guild_id;
  3246. if(bl->type==BL_PET)
  3247. return ((struct pet_data *)bl)->msd->status.guild_id;
  3248. if(bl->type==BL_MOB)
  3249. {
  3250. struct map_session_data *msd;
  3251. struct mob_data *md = (struct mob_data *)bl;
  3252. if (md->guardian_data) //Guardian's guild [Skotlex]
  3253. return md->guardian_data->guild_id;
  3254. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3255. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3256. return 0; //No guild.
  3257. }
  3258. if (bl->type == BL_NPC && bl->subtype == SCRIPT)
  3259. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3260. if(bl->type==BL_SKILL)
  3261. return ((struct skill_unit *)bl)->group->guild_id;
  3262. return 0;
  3263. }
  3264. int status_get_mexp(struct block_list *bl)
  3265. {
  3266. nullpo_retr(0, bl);
  3267. if(bl->type==BL_MOB)
  3268. return ((struct mob_data *)bl)->db->mexp;
  3269. if(bl->type==BL_PET)
  3270. return ((struct pet_data *)bl)->db->mexp;
  3271. return 0;
  3272. }
  3273. int status_get_race2(struct block_list *bl)
  3274. {
  3275. nullpo_retr(0, bl);
  3276. if(bl->type == BL_MOB)
  3277. return ((struct mob_data *)bl)->db->race2;
  3278. if(bl->type==BL_PET)
  3279. return ((struct pet_data *)bl)->db->race2;
  3280. return 0;
  3281. }
  3282. int status_isdead(struct block_list *bl)
  3283. {
  3284. nullpo_retr(0, bl);
  3285. return status_get_status_data(bl)->hp == 0;
  3286. }
  3287. int status_isimmune(struct block_list *bl)
  3288. {
  3289. struct status_change *sc =status_get_sc(bl);
  3290. if (bl->type == BL_PC &&
  3291. ((TBL_PC*)bl)->special_state.no_magic_damage)
  3292. return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
  3293. if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
  3294. return 1;
  3295. return 0;
  3296. }
  3297. struct view_data *status_get_viewdata(struct block_list *bl)
  3298. {
  3299. nullpo_retr(NULL, bl);
  3300. switch (bl->type)
  3301. {
  3302. case BL_PC:
  3303. return &((TBL_PC*)bl)->vd;
  3304. case BL_MOB:
  3305. return ((TBL_MOB*)bl)->vd;
  3306. case BL_PET:
  3307. return &((TBL_PET*)bl)->vd;
  3308. case BL_NPC:
  3309. return ((TBL_NPC*)bl)->vd;
  3310. case BL_HOMUNCULUS: //[blackhole89]
  3311. return ((struct homun_data*)bl)->vd;
  3312. }
  3313. return NULL;
  3314. }
  3315. void status_set_viewdata(struct block_list *bl, int class_)
  3316. {
  3317. struct view_data* vd;
  3318. nullpo_retv(bl);
  3319. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3320. vd = mob_get_viewdata(class_);
  3321. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3322. vd = npc_get_viewdata(class_);
  3323. else
  3324. vd = NULL;
  3325. switch (bl->type) {
  3326. case BL_PC:
  3327. {
  3328. TBL_PC* sd = (TBL_PC*)bl;
  3329. if (pcdb_checkid(class_)) {
  3330. if (sd->sc.option&OPTION_WEDDING)
  3331. class_ = JOB_WEDDING;
  3332. else
  3333. if (sd->sc.option&OPTION_XMAS)
  3334. class_ = JOB_XMAS;
  3335. else
  3336. if (sd->sc.option&OPTION_RIDING)
  3337. switch (class_)
  3338. { //Adapt class to a Mounted one.
  3339. case JOB_KNIGHT:
  3340. class_ = JOB_KNIGHT2;
  3341. break;
  3342. case JOB_CRUSADER:
  3343. class_ = JOB_CRUSADER2;
  3344. break;
  3345. case JOB_LORD_KNIGHT:
  3346. class_ = JOB_LORD_KNIGHT2;
  3347. break;
  3348. case JOB_PALADIN:
  3349. class_ = JOB_PALADIN2;
  3350. break;
  3351. case JOB_BABY_KNIGHT:
  3352. class_ = JOB_BABY_KNIGHT2;
  3353. break;
  3354. case JOB_BABY_CRUSADER:
  3355. class_ = JOB_BABY_CRUSADER2;
  3356. break;
  3357. }
  3358. sd->vd.class_ = class_;
  3359. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3360. sd->vd.head_top = sd->status.head_top;
  3361. sd->vd.head_mid = sd->status.head_mid;
  3362. sd->vd.head_bottom = sd->status.head_bottom;
  3363. sd->vd.hair_style = sd->status.hair;
  3364. sd->vd.hair_color = sd->status.hair_color;
  3365. sd->vd.cloth_color = sd->status.clothes_color;
  3366. sd->vd.sex = sd->status.sex;
  3367. } else if (vd)
  3368. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3369. else if (battle_config.error_log)
  3370. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3371. }
  3372. break;
  3373. case BL_MOB:
  3374. {
  3375. TBL_MOB* md = (TBL_MOB*)bl;
  3376. if (vd)
  3377. md->vd = vd;
  3378. else if (battle_config.error_log)
  3379. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3380. }
  3381. break;
  3382. case BL_PET:
  3383. {
  3384. TBL_PET* pd = (TBL_PET*)bl;
  3385. if (vd) {
  3386. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3387. if (!pcdb_checkid(vd->class_)) {
  3388. pd->vd.hair_style = battle_config.pet_hair_style;
  3389. if(pd->equip) {
  3390. pd->vd.head_bottom = itemdb_viewid(pd->equip);
  3391. if (!pd->vd.head_bottom)
  3392. pd->vd.head_bottom = pd->equip;
  3393. }
  3394. }
  3395. } else if (battle_config.error_log)
  3396. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3397. }
  3398. break;
  3399. case BL_NPC:
  3400. {
  3401. TBL_NPC* nd = (TBL_NPC*)bl;
  3402. if (vd)
  3403. nd->vd = vd;
  3404. else if (battle_config.error_log)
  3405. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3406. }
  3407. break;
  3408. case BL_HOMUNCULUS: //[blackhole89]
  3409. {
  3410. struct homun_data *hd = (struct homun_data*)bl;
  3411. if (vd)
  3412. hd->vd = vd;
  3413. else if (battle_config.error_log)
  3414. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3415. }
  3416. break;
  3417. }
  3418. vd = status_get_viewdata(bl);
  3419. if (vd && vd->cloth_color && (
  3420. (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
  3421. || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
  3422. ))
  3423. vd->cloth_color = 0;
  3424. }
  3425. struct status_change *status_get_sc(struct block_list *bl)
  3426. {
  3427. nullpo_retr(NULL, bl);
  3428. switch (bl->type) {
  3429. case BL_MOB:
  3430. return &((TBL_MOB*)bl)->sc;
  3431. case BL_PC:
  3432. return &((TBL_PC*)bl)->sc;
  3433. case BL_NPC:
  3434. return &((TBL_NPC*)bl)->sc;
  3435. case BL_HOMUNCULUS: //[blackhole89]
  3436. return &((TBL_HOMUNCULUS*)bl)->sc;
  3437. }
  3438. return NULL;
  3439. }
  3440. void status_change_init(struct block_list *bl)
  3441. {
  3442. struct status_change *sc = status_get_sc(bl);
  3443. int i;
  3444. nullpo_retv(sc);
  3445. memset(sc, 0, sizeof (struct status_change));
  3446. for (i=0; i< SC_MAX; i++)
  3447. sc->data[i].timer = -1;
  3448. }
  3449. //Returns defense against the specified status change.
  3450. //Return range is 0 (no resist) to 10000 (inmunity)
  3451. int status_get_sc_def(struct block_list *bl, int type)
  3452. {
  3453. int sc_def;
  3454. struct status_data* status;
  3455. struct status_change* sc;
  3456. struct map_session_data *sd;
  3457. nullpo_retr(0, bl);
  3458. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  3459. if (status_isimmune(bl))
  3460. switch (type)
  3461. {
  3462. case SC_DECREASEAGI:
  3463. case SC_SILENCE:
  3464. case SC_COMA:
  3465. case SC_INCREASEAGI:
  3466. case SC_BLESSING:
  3467. case SC_SLOWPOISON:
  3468. case SC_IMPOSITIO:
  3469. case SC_AETERNA:
  3470. case SC_SUFFRAGIUM:
  3471. case SC_BENEDICTIO:
  3472. case SC_PROVIDENCE:
  3473. case SC_KYRIE:
  3474. case SC_ASSUMPTIO:
  3475. case SC_ANGELUS:
  3476. case SC_MAGNIFICAT:
  3477. case SC_GLORIA:
  3478. case SC_WINDWALK:
  3479. case SC_MAGICROD:
  3480. case SC_HALLUCINATION:
  3481. case SC_STONE:
  3482. case SC_QUAGMIRE:
  3483. return 10000;
  3484. }
  3485. status = status_get_status_data(bl);
  3486. switch (type)
  3487. {
  3488. case SC_STUN:
  3489. case SC_POISON:
  3490. case SC_DPOISON:
  3491. case SC_SILENCE:
  3492. case SC_BLEEDING:
  3493. sc_def = 300 +100*status->vit;
  3494. break;
  3495. case SC_SLEEP:
  3496. sc_def = 300 +100*status->int_;
  3497. break;
  3498. case SC_STONE:
  3499. case SC_FREEZE:
  3500. case SC_DECREASEAGI:
  3501. case SC_COMA:
  3502. sc_def = 300 +100*status->mdef;
  3503. break;
  3504. case SC_CURSE:
  3505. if (status->luk > status_get_lv(bl))
  3506. return 10000; //Special property: inmunity when luk is greater than level
  3507. else
  3508. sc_def = 300 +100*status->luk;
  3509. break;
  3510. case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
  3511. sc_def = 300 +50*status->vit +50*status->int_;
  3512. break;
  3513. case SC_CONFUSION:
  3514. sc_def = 300 +50*status->str +50*status->int_;
  3515. break;
  3516. default:
  3517. return 0; //Effect that cannot be reduced? Likely a buff.
  3518. }
  3519. BL_CAST(BL_PC,bl,sd);
  3520. if (sd) {
  3521. if (battle_config.pc_sc_def_rate != 100)
  3522. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  3523. if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
  3524. && sd->reseff[type-SC_COMMON_MIN] > 0)
  3525. sc_def+= sd->reseff[type-SC_COMMON_MIN];
  3526. if (sc_def < battle_config.pc_max_sc_def)
  3527. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  3528. status->luk/battle_config.pc_luk_sc_def;
  3529. else
  3530. sc_def = battle_config.pc_max_sc_def;
  3531. } else {
  3532. if (battle_config.mob_sc_def_rate != 100)
  3533. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  3534. if (sc_def < battle_config.mob_max_sc_def)
  3535. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  3536. status->luk/battle_config.mob_luk_sc_def;
  3537. else
  3538. sc_def = battle_config.mob_max_sc_def;
  3539. }
  3540. sc = status_get_sc(bl);
  3541. if (sc && sc->count)
  3542. {
  3543. if (sc->data[SC_SCRESIST].timer != -1)
  3544. sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
  3545. else if (sc->data[SC_SIEGFRIED].timer != -1)
  3546. sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
  3547. }
  3548. return sc_def>10000?10000:sc_def;
  3549. }
  3550. //Reduces tick delay based on type and character defenses.
  3551. int status_get_sc_tick(struct block_list *bl, int type, int tick)
  3552. {
  3553. struct map_session_data *sd;
  3554. struct status_data* status;
  3555. int rate=0, min=0;
  3556. //If rate is positive, it is a % reduction (10000 -> 100%)
  3557. //if it is negative, it is an absolute reduction in ms.
  3558. BL_CAST(BL_PC,bl,sd);
  3559. status = status_get_status_data(bl);
  3560. switch (type) {
  3561. case SC_DECREASEAGI: /* 速度減少 */
  3562. if (sd) // Celest
  3563. tick>>=1;
  3564. break;
  3565. case SC_ADRENALINE:
  3566. case SC_ADRENALINE2:
  3567. case SC_WEAPONPERFECTION:
  3568. case SC_OVERTHRUST:
  3569. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  3570. tick += tick / 10;
  3571. break;
  3572. case SC_DPOISON:
  3573. case SC_POISON:
  3574. case SC_STUN:
  3575. case SC_BLEEDING:
  3576. case SC_SILENCE:
  3577. case SC_CURSE:
  3578. rate = 100*status->vit;
  3579. break;
  3580. case SC_SLEEP:
  3581. rate = 100*status->int_;
  3582. break;
  3583. case SC_STONE:
  3584. rate = -200*status->mdef;
  3585. break;
  3586. case SC_FREEZE:
  3587. rate = 100*status->mdef;
  3588. break;
  3589. case SC_BLIND:
  3590. rate = 50*status->vit +50*status->int_;
  3591. break;
  3592. case SC_CONFUSION:
  3593. rate = 50*status->str +50*status->int_;
  3594. break;
  3595. case SC_SWOO:
  3596. if (status->mode&MD_BOSS)
  3597. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  3598. break;
  3599. case SC_ANKLE:
  3600. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  3601. tick /= 5;
  3602. rate = -100*status->agi;
  3603. // Minimum trap time of 3+0.03*skilllv seconds [celest]
  3604. // Changed to 3 secs and moved from skill.c [Skotlex]
  3605. min = 3000;
  3606. break;
  3607. case SC_SPIDERWEB:
  3608. if (map[bl->m].flag.pvp)
  3609. tick /=2;
  3610. break;
  3611. }
  3612. if (rate) {
  3613. if (bl->type == BL_PC) {
  3614. if (battle_config.pc_sc_def_rate != 100)
  3615. rate = rate*battle_config.pc_sc_def_rate/100;
  3616. if (battle_config.pc_max_sc_def != 10000)
  3617. min = tick*(10000-battle_config.pc_max_sc_def)/10000;
  3618. } else {
  3619. if (battle_config.mob_sc_def_rate != 100)
  3620. rate = rate*battle_config.mob_sc_def_rate/100;
  3621. if (battle_config.mob_max_sc_def != 10000)
  3622. min = tick*(10000-battle_config.mob_max_sc_def)/10000;
  3623. }
  3624. if (rate >0)
  3625. tick -= tick*rate/10000;
  3626. else
  3627. tick += rate;
  3628. }
  3629. return tick<min?min:tick;
  3630. }
  3631. /*==========================================
  3632. * Starts a status change.
  3633. * type = type, val1~4 depend on the type.
  3634. * rate = base success rate. 10000 = 100%
  3635. * Tick is base duration
  3636. * flag:
  3637. * &1: Cannot be avoided (it has to start)
  3638. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  3639. * &4: sc_data loaded, no value has to be altered.
  3640. * &8: rate should not be reduced
  3641. *------------------------------------------
  3642. */
  3643. int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  3644. {
  3645. struct map_session_data *sd = NULL;
  3646. struct status_change* sc;
  3647. struct status_data *status;
  3648. int opt_flag , calc_flag, undead_flag;
  3649. nullpo_retr(0, bl);
  3650. sc=status_get_sc(bl);
  3651. status = status_get_status_data(bl);
  3652. if (!sc || status_isdead(bl))
  3653. return 0;
  3654. switch (bl->type)
  3655. {
  3656. case BL_PC:
  3657. sd=(struct map_session_data *)bl;
  3658. break;
  3659. case BL_MOB:
  3660. if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
  3661. return 0; //Emperium can't be afflicted by status changes.
  3662. break;
  3663. }
  3664. if(type < 0 || type >= SC_MAX) {
  3665. if(battle_config.error_log)
  3666. ShowError("status_change_start: invalid status change (%d)!\n", type);
  3667. return 0;
  3668. }
  3669. //Check rate
  3670. if (!(flag&(4|1))) {
  3671. int def;
  3672. def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
  3673. if (def)
  3674. rate -= rate*def/10000;
  3675. if (!(rand()%10000 < rate))
  3676. return 0;
  3677. }
  3678. //SC duration reduction.
  3679. if(!(flag&(2|4)) && tick) {
  3680. tick = status_get_sc_tick(bl, type, tick);
  3681. if (tick <= 0)
  3682. return 0;
  3683. }
  3684. undead_flag=battle_check_undead(status->race,status->def_ele);
  3685. //Check for inmunities / sc fails
  3686. switch (type) {
  3687. case SC_FREEZE:
  3688. case SC_STONE:
  3689. //Undead are inmune to Freeze/Stone
  3690. if (undead_flag && !(flag&1))
  3691. return 0;
  3692. case SC_SLEEP:
  3693. case SC_STUN:
  3694. if (sc->opt1)
  3695. return 0; //Cannot override other opt1 status changes. [Skotlex]
  3696. break;
  3697. case SC_CURSE:
  3698. //Dark Elementals are inmune to curse.
  3699. if (status->def_ele == ELE_DARK && !(flag&1))
  3700. return 0;
  3701. break;
  3702. case SC_COMA:
  3703. //Dark elementals and Demons are inmune to coma.
  3704. if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
  3705. return 0;
  3706. break;
  3707. case SC_SIGNUMCRUCIS:
  3708. //Only affects demons and undead.
  3709. if(status->race != RC_DEMON && !undead_flag)
  3710. return 0;
  3711. break;
  3712. case SC_AETERNA:
  3713. if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
  3714. return 0;
  3715. break;
  3716. case SC_OVERTHRUST:
  3717. if (sc->data[SC_MAXOVERTHRUST].timer != -1)
  3718. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  3719. break;
  3720. case SC_ADRENALINE:
  3721. if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
  3722. return 0;
  3723. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3724. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3725. sc->data[SC_DECREASEAGI].timer!=-1
  3726. )
  3727. return 0;
  3728. break;
  3729. case SC_ADRENALINE2:
  3730. if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
  3731. return 0;
  3732. if (sc->data[SC_QUAGMIRE].timer!=-1 ||
  3733. sc->data[SC_DONTFORGETME].timer!=-1 ||
  3734. sc->data[SC_DECREASEAGI].timer!=-1
  3735. )
  3736. return 0;
  3737. break;
  3738. case SC_ONEHAND:
  3739. case SC_TWOHANDQUICKEN:
  3740. if(sc->data[SC_DECREASEAGI].timer!=-1)
  3741. return 0;
  3742. case SC_CONCENTRATE:
  3743. case SC_INCREASEAGI:
  3744. case SC_SPEARQUICKEN:
  3745. case SC_TRUESIGHT:
  3746. case SC_WINDWALK:
  3747. case SC_CARTBOOST:
  3748. case SC_ASSNCROS:
  3749. if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
  3750. return 0;
  3751. break;
  3752. case SC_CLOAKING:
  3753. //Avoid cloaking with no wall and low skill level. [Skotlex]
  3754. //Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex]
  3755. // if (sd && skilllv < 3 && skill_check_cloaking(bl,&sd->sc))
  3756. if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl, sc))
  3757. return 0;
  3758. break;
  3759. case SC_MODECHANGE:
  3760. {
  3761. int mode;
  3762. struct status_data *bstatus = status_get_base_status(bl);
  3763. if (!bstatus) return 0;
  3764. mode = val2?val2:bstatus->mode; //Base mode
  3765. if (val3) mode|= val3; //Add mode
  3766. if (val4) mode&=~val4; //Del mode
  3767. if (mode == bstatus->mode) { //No change.
  3768. if (sc->data[type].timer != -1) //Abort previous status
  3769. return status_change_end(bl, type, -1);
  3770. return 0;
  3771. }
  3772. }
  3773. }
  3774. //Check for BOSS resistances
  3775. if(status->mode&MD_BOSS && !(flag&1)) {
  3776. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  3777. return 0;
  3778. switch (type) {
  3779. case SC_BLESSING:
  3780. if (!undead_flag && status->race != RC_DEMON)
  3781. break;
  3782. case SC_QUAGMIRE:
  3783. case SC_DECREASEAGI:
  3784. case SC_SIGNUMCRUCIS:
  3785. case SC_PROVOKE:
  3786. case SC_ROKISWEIL:
  3787. case SC_COMA:
  3788. case SC_GRAVITATION:
  3789. return 0;
  3790. }
  3791. }
  3792. //Before overlapping fail, one must check for status cured.
  3793. switch (type) {
  3794. case SC_BLESSING:
  3795. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  3796. if (sc->data[SC_CURSE].timer!=-1)
  3797. status_change_end(bl,SC_CURSE,-1);
  3798. if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
  3799. status_change_end(bl,SC_STONE,-1);
  3800. }
  3801. break;
  3802. case SC_INCREASEAGI:
  3803. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3804. status_change_end(bl,SC_DECREASEAGI,-1);
  3805. break;
  3806. case SC_DONTFORGETME:
  3807. //is this correct? Maybe all three should stop the same subset of SCs...
  3808. if(sc->data[SC_ASSNCROS].timer!=-1 )
  3809. status_change_end(bl,SC_ASSNCROS,-1);
  3810. case SC_QUAGMIRE:
  3811. if(sc->data[SC_CONCENTRATE].timer!=-1 )
  3812. status_change_end(bl,SC_CONCENTRATE,-1);
  3813. if(sc->data[SC_TRUESIGHT].timer!=-1 )
  3814. status_change_end(bl,SC_TRUESIGHT,-1);
  3815. if(sc->data[SC_WINDWALK].timer!=-1 )
  3816. status_change_end(bl,SC_WINDWALK,-1);
  3817. //Also blocks the ones below...
  3818. case SC_DECREASEAGI:
  3819. if(sc->data[SC_INCREASEAGI].timer!=-1 )
  3820. status_change_end(bl,SC_INCREASEAGI,-1);
  3821. if(sc->data[SC_ADRENALINE].timer!=-1 )
  3822. status_change_end(bl,SC_ADRENALINE,-1);
  3823. if(sc->data[SC_ADRENALINE2].timer!=-1 )
  3824. status_change_end(bl,SC_ADRENALINE2,-1);
  3825. if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
  3826. status_change_end(bl,SC_SPEARQUICKEN,-1);
  3827. if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
  3828. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3829. if(sc->data[SC_CARTBOOST].timer!=-1 )
  3830. status_change_end(bl,SC_CARTBOOST,-1);
  3831. if(sc->data[SC_ONEHAND].timer!=-1 )
  3832. status_change_end(bl,SC_ONEHAND,-1);
  3833. break;
  3834. case SC_ONEHAND:
  3835. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  3836. if(sc->data[SC_ASPDPOTION0].timer!=-1)
  3837. status_change_end(bl,SC_ASPDPOTION0,-1);
  3838. if(sc->data[SC_ASPDPOTION1].timer!=-1)
  3839. status_change_end(bl,SC_ASPDPOTION1,-1);
  3840. if(sc->data[SC_ASPDPOTION2].timer!=-1)
  3841. status_change_end(bl,SC_ASPDPOTION2,-1);
  3842. if(sc->data[SC_ASPDPOTION3].timer!=-1)
  3843. status_change_end(bl,SC_ASPDPOTION3,-1);
  3844. break;
  3845. case SC_MAXOVERTHRUST:
  3846. //Cancels Normal Overthrust. [Skotlex]
  3847. if (sc->data[SC_OVERTHRUST].timer != -1)
  3848. status_change_end(bl, SC_OVERTHRUST, -1);
  3849. break;
  3850. case SC_KYRIE:
  3851. // -- moonsoul (added to undo assumptio status if target has it)
  3852. if(sc->data[SC_ASSUMPTIO].timer!=-1 )
  3853. status_change_end(bl,SC_ASSUMPTIO,-1);
  3854. break;
  3855. case SC_DELUGE:
  3856. if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
  3857. status_change_end(bl,SC_BLIND,-1);
  3858. break;
  3859. case SC_SILENCE:
  3860. if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  3861. //Clear Gospel [Skotlex]
  3862. status_change_end(bl,SC_GOSPEL,-1);
  3863. break;
  3864. case SC_HIDING:
  3865. if(sc->data[SC_CLOSECONFINE].timer != -1)
  3866. status_change_end(bl, SC_CLOSECONFINE, -1);
  3867. if(sc->data[SC_CLOSECONFINE2].timer != -1)
  3868. status_change_end(bl, SC_CLOSECONFINE2, -1);
  3869. break;
  3870. case SC_BERSERK:
  3871. if(battle_config.berserk_cancels_buffs)
  3872. {
  3873. if (sc->data[SC_ONEHAND].timer != -1)
  3874. status_change_end(bl,SC_ONEHAND,-1);
  3875. if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
  3876. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3877. if (sc->data[SC_CONCENTRATION].timer != -1)
  3878. status_change_end(bl,SC_CONCENTRATION,-1);
  3879. if (sc->data[SC_PARRYING].timer != -1)
  3880. status_change_end(bl,SC_PARRYING,-1);
  3881. if (sc->data[SC_AURABLADE].timer != -1)
  3882. status_change_end(bl,SC_AURABLADE,-1);
  3883. }
  3884. break;
  3885. case SC_ASSUMPTIO:
  3886. if(sc->data[SC_KYRIE].timer!=-1)
  3887. status_change_end(bl,SC_KYRIE,-1);
  3888. break;
  3889. case SC_CARTBOOST:
  3890. if(sc->data[SC_DECREASEAGI].timer!=-1 )
  3891. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  3892. status_change_end(bl,SC_DECREASEAGI,-1);
  3893. return 0;
  3894. }
  3895. break;
  3896. case SC_FUSION:
  3897. if(sc->data[SC_SPIRIT].timer!=-1 )
  3898. status_change_end(bl,SC_SPIRIT,-1);
  3899. break;
  3900. case SC_ADJUSTMENT:
  3901. if(sc->data[SC_MADNESSCANCEL].timer != -1)
  3902. status_change_end(bl,SC_MADNESSCANCEL,-1);
  3903. break;
  3904. case SC_MADNESSCANCEL:
  3905. if(sc->data[SC_ADJUSTMENT].timer!=-1)
  3906. status_change_end(bl,SC_ADJUSTMENT,-1);
  3907. break;
  3908. }
  3909. //Check for overlapping fails
  3910. if(sc->data[type].timer != -1){
  3911. switch (type) {
  3912. case SC_ADRENALINE:
  3913. case SC_ADRENALINE2:
  3914. case SC_WEAPONPERFECTION:
  3915. case SC_OVERTHRUST:
  3916. if (sc->data[type].val2 > val2)
  3917. return 0;
  3918. break;
  3919. case SC_WARM:
  3920. { //Fetch the Group, half the attack interval. [Skotlex]
  3921. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  3922. if (group)
  3923. group->interval/=2;
  3924. return 1;
  3925. }
  3926. case SC_STUN:
  3927. case SC_SLEEP:
  3928. case SC_POISON:
  3929. case SC_CURSE:
  3930. case SC_SILENCE:
  3931. case SC_CONFUSION:
  3932. case SC_BLIND:
  3933. case SC_BLEEDING:
  3934. case SC_DPOISON:
  3935. case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
  3936. case SC_CLOSECONFINE2: //Can't be re-closed in.
  3937. case SC_MARIONETTE:
  3938. case SC_MARIONETTE2:
  3939. return 0;
  3940. case SC_DANCING:
  3941. case SC_DEVOTION:
  3942. case SC_ASPDPOTION0:
  3943. case SC_ASPDPOTION1:
  3944. case SC_ASPDPOTION2:
  3945. case SC_ASPDPOTION3:
  3946. case SC_ATKPOTION:
  3947. case SC_MATKPOTION:
  3948. break;
  3949. case SC_GOSPEL:
  3950. //Must not override a casting gospel char.
  3951. if(sc->data[type].val4 == BCT_SELF)
  3952. return 0;
  3953. if(sc->data[type].val1 > val1)
  3954. return 1;
  3955. break;
  3956. case SC_ENDURE:
  3957. if(sc->data[type].val4 && !val4)
  3958. return 1; //Don't let you override infinite endure.
  3959. if(sc->data[type].val1 > val1)
  3960. return 1;
  3961. break;
  3962. case SC_KAAHI:
  3963. if(sc->data[type].val1 > val1)
  3964. return 1;
  3965. //Delete timer if it exists.
  3966. if (sc->data[type].val4 != -1) {
  3967. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  3968. sc->data[type].val4=-1;
  3969. }
  3970. break;
  3971. default:
  3972. if(sc->data[type].val1 > val1)
  3973. return 1; //Return true to not mess up skill animations. [Skotlex
  3974. }
  3975. (sc->count)--;
  3976. delete_timer(sc->data[type].timer, status_change_timer);
  3977. sc->data[type].timer = -1;
  3978. }
  3979. calc_flag = StatusChangeFlagTable[type];
  3980. if(!(flag&4)) //Do not parse val settings when loading SCs
  3981. switch(type){
  3982. case SC_ENDURE: /* インデュア */
  3983. val2 = 7; // Hit-count [Celest]
  3984. break;
  3985. case SC_AUTOBERSERK:
  3986. if (status->hp < status->max_hp>>2 &&
  3987. (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
  3988. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  3989. break;
  3990. case SC_SIGNUMCRUCIS:
  3991. val2 = 10 + val1*2; //Def reduction
  3992. clif_emotion(bl,4);
  3993. break;
  3994. case SC_MAXIMIZEPOWER:
  3995. val2 = tick>0?tick:60000;
  3996. break;
  3997. case SC_EDP: // [Celest]
  3998. val2 = val1 + 2; //Chance to Poison enemies.
  3999. break;
  4000. case SC_POISONREACT:
  4001. val2=val1/2 + val1%2; // Number of counters [Celest]
  4002. break;
  4003. case SC_MAGICROD:
  4004. val2 = val1*20; //SP gained
  4005. break;
  4006. case SC_KYRIE:
  4007. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4008. val3 = (val1 / 2 + 5); //Hits
  4009. break;
  4010. case SC_MAGICPOWER:
  4011. //val1: Skill lv
  4012. val2 = 1; //Lasts 1 invocation
  4013. //val3 will store matk_min (needed in case you use ground-spells)
  4014. //val4 will store matk_max
  4015. break;
  4016. case SC_SACRIFICE:
  4017. val2 = 5; //Lasts 5 hits
  4018. break;
  4019. case SC_ENCPOISON:
  4020. val2= 25+5*val1; //Poisoning Chance (2.5+5%)
  4021. case SC_ASPERSIO:
  4022. case SC_FIREWEAPON:
  4023. case SC_WATERWEAPON:
  4024. case SC_WINDWEAPON:
  4025. case SC_EARTHWEAPON:
  4026. case SC_SHADOWWEAPON:
  4027. case SC_GHOSTWEAPON:
  4028. skill_enchant_elemental_end(bl,type);
  4029. break;
  4030. case SC_ELEMENTALCHANGE:
  4031. //Val1 is skill level, val2 is skill that invoked this.
  4032. if (!val3) //Val 3 holds the element, when not given, a random one is picked.
  4033. val3 = rand()%ELE_MAX;
  4034. val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
  4035. break;
  4036. case SC_PROVIDENCE:
  4037. val2=val1*5; //Race/Ele resist
  4038. break;
  4039. case SC_REFLECTSHIELD:
  4040. val2=10+val1*3; //% Dmg reflected
  4041. break;
  4042. case SC_STRIPWEAPON:
  4043. if (bl->type != BL_PC) //Watk reduction
  4044. val2 = 5*val1;
  4045. break;
  4046. case SC_STRIPSHIELD:
  4047. if (bl->type != BL_PC) //Def reduction
  4048. val2 = 3*val1;
  4049. break;
  4050. case SC_STRIPARMOR:
  4051. if (bl->type != BL_PC) //Vit reduction
  4052. val2 = 8*val1;
  4053. break;
  4054. case SC_STRIPHELM:
  4055. if (bl->type != BL_PC) //Int reduction
  4056. val2 = 8*val1;
  4057. break;
  4058. case SC_AUTOSPELL:
  4059. //Val1 Skill LV of Autospell
  4060. //Val2 Skill ID to cast
  4061. //Val3 Max Lv to cast
  4062. val4 = 5 + val1*2; //Chance of casting
  4063. break;
  4064. case SC_VOLCANO:
  4065. if (status->def_ele == ELE_FIRE)
  4066. val2 = val1*10; //Watk increase
  4067. else
  4068. val2 = 0;
  4069. break;
  4070. case SC_VIOLENTGALE:
  4071. if (status->def_ele == ELE_WIND)
  4072. val2 = val1*3; //Flee increase
  4073. else
  4074. val2 = 0;
  4075. break;
  4076. case SC_DELUGE:
  4077. if(status->def_ele == ELE_WATER)
  4078. val2 = deluge_eff[val1-1]; //HP increase
  4079. else
  4080. val2 = 0;
  4081. break;
  4082. case SC_SUITON:
  4083. if (status_get_class(bl) != JOB_NINJA) {
  4084. //Is there some kind of formula behind this?
  4085. switch ((val1+1)/3) {
  4086. case 3:
  4087. val2 = 8;
  4088. break;
  4089. case 2:
  4090. val2 = 5;
  4091. break;
  4092. case 1:
  4093. val2 = 3;
  4094. break;
  4095. case 0:
  4096. val2 = 0;
  4097. break;
  4098. default:
  4099. val2 = 3*((val1+1)/3);
  4100. break;
  4101. }
  4102. } else val2 = 0;
  4103. break;
  4104. case SC_ONEHAND:
  4105. case SC_TWOHANDQUICKEN:
  4106. val2 = 300;
  4107. if (val1 > 10) //For boss casted skills [Skotlex]
  4108. val2 += 20*(val1-10);
  4109. break;
  4110. case SC_SPEARQUICKEN:
  4111. val2 = 200+10*val1;
  4112. break;
  4113. case SC_MOONLIT:
  4114. val2 = bl->id;
  4115. skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
  4116. break;
  4117. case SC_DANCING:
  4118. //val1 : Skill which is being danced.
  4119. //val2 : Skill Group of the Dance.
  4120. //val4 : Partner
  4121. val3 = 0; //Tick duration/Speed penalty.
  4122. if (sd) { //Store walk speed change in lower part of val3
  4123. val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
  4124. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
  4125. val3 -= 40; //TODO: Figure out real bonus rate.
  4126. }
  4127. val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
  4128. tick = 1000;
  4129. break;
  4130. case SC_LONGING:
  4131. val2 = 500-100*val1; //Aspd penalty.
  4132. val3 = 50+10*val1; //Walk speed adjustment.
  4133. break;
  4134. case SC_EXPLOSIONSPIRITS:
  4135. val2 = 75 + 25*val1; //Cri bonus
  4136. break;
  4137. case SC_ASPDPOTION0:
  4138. case SC_ASPDPOTION1:
  4139. case SC_ASPDPOTION2:
  4140. case SC_ASPDPOTION3:
  4141. val2 = 50*(2+type-SC_ASPDPOTION0);
  4142. break;
  4143. case SC_WEDDING:
  4144. case SC_XMAS:
  4145. {
  4146. struct view_data *vd = status_get_viewdata(bl);
  4147. if (!vd) return 0;
  4148. //Store previous values as they could be removed.
  4149. val1 = vd->class_;
  4150. val2 = vd->weapon;
  4151. val3 = vd->shield;
  4152. val4 = vd->cloth_color;
  4153. unit_stop_attack(bl);
  4154. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4155. clif_changelook(bl,LOOK_WEAPON,0);
  4156. clif_changelook(bl,LOOK_SHIELD,0);
  4157. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4158. }
  4159. break;
  4160. case SC_NOCHAT:
  4161. if(!battle_config.muting_players) {
  4162. sd->status.manner = 0; //Zido
  4163. return 0;
  4164. }
  4165. tick = 60000;
  4166. if (sd) clif_updatestatus(sd,SP_MANNER);
  4167. break;
  4168. case SC_STONE:
  4169. val2 = status->max_hp/100; //Petrified damage per second: 1%
  4170. if (!val2) val2 = 1;
  4171. val3 = tick/1000; //Petrified HP-damage iterations.
  4172. if(val3 < 1) val3 = 1;
  4173. tick = 5000; //Petrifying time.
  4174. break;
  4175. case SC_DPOISON:
  4176. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4177. if (status->hp > status->max_hp>>2)
  4178. {
  4179. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4180. if (status->hp - diff < status->max_hp>>2)
  4181. diff = status->hp - (status->max_hp>>2);
  4182. status_zap(bl, diff, 0);
  4183. }
  4184. // fall through
  4185. case SC_POISON: /* 毒 */
  4186. val3 = tick/1000; //Damage iterations
  4187. if(val3 < 1) val3 = 1;
  4188. tick = 1000;
  4189. //val4: HP damage
  4190. if (bl->type == BL_PC)
  4191. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4192. else
  4193. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4194. break;
  4195. case SC_CONFUSION:
  4196. clif_emotion(bl,1);
  4197. break;
  4198. case SC_BLEEDING:
  4199. val4 = tick/10000;
  4200. if (!val4) val4 = 1;
  4201. tick = 10000;
  4202. break;
  4203. case SC_HIDING:
  4204. val2 = tick/1000;
  4205. tick = 1000;
  4206. //Store speed penalty on val3.
  4207. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
  4208. val3 = 20 + 6*val3;
  4209. val4 = val1+3; //Seconds before SP substraction happen.
  4210. break;
  4211. case SC_CHASEWALK:
  4212. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4213. val3 = 65+val1*5; //Speed adjustment.
  4214. val4 = 10+val1*2; //SP cost.
  4215. if (map_flag_gvg(bl->m)) val4 *= 5;
  4216. break;
  4217. case SC_CLOAKING:
  4218. val2 = tick>0?tick:60000; //SP consumption rate.
  4219. val3 = 0;
  4220. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
  4221. (val3=pc_checkskill(sd,TF_MISS))>0)
  4222. val3 *= -1; //Substract the Dodge speed bonus.
  4223. val3+= 70+val1*3; //Speed adjustment without a wall.
  4224. //With a wall, it is val3 +25.
  4225. //val4&2 signals the presence of a wall.
  4226. if (!val4)
  4227. { //val4&1 signals eternal cloaking (not cancelled on attack) [Skotlex]
  4228. if (bl->type == BL_PC) //Standard cloaking.
  4229. val4 = battle_config.pc_cloak_check_type&2?1:0;
  4230. else
  4231. val4 = battle_config.monster_cloak_check_type&2?1:0;
  4232. }
  4233. break;
  4234. case SC_SIGHT: /* サイト/ルアフ */
  4235. case SC_RUWACH:
  4236. case SC_SIGHTBLASTER:
  4237. val2 = tick/250;
  4238. tick = 10;
  4239. break;
  4240. //Permanent effects.
  4241. case SC_MODECHANGE:
  4242. case SC_WEIGHT50:
  4243. case SC_WEIGHT90:
  4244. case SC_BROKENWEAPON:
  4245. case SC_BROKENARMOR:
  4246. case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
  4247. case SC_READYDOWN:
  4248. case SC_READYCOUNTER:
  4249. case SC_READYTURN:
  4250. case SC_DODGE:
  4251. tick = 600*1000;
  4252. break;
  4253. case SC_AUTOGUARD:
  4254. if (!flag)
  4255. {
  4256. struct map_session_data *tsd;
  4257. int i,t;
  4258. for(i=val2=0;i<val1;i++) {
  4259. t = 5-(i>>1);
  4260. val2 += (t < 0)? 1:t;
  4261. }
  4262. if (sd)
  4263. for (i = 0; i < 5; i++)
  4264. { //Pass the status to the other affected chars. [Skotlex]
  4265. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4266. status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
  4267. }
  4268. }
  4269. break;
  4270. case SC_DEFENDER:
  4271. if (!flag)
  4272. {
  4273. struct map_session_data *tsd;
  4274. int i;
  4275. val2 = 5 + 15*val1; //Damage reduction
  4276. val3 = 250 - 50*val1; //Aspd adjustment
  4277. val4 = 135 - 5*val1; //Speed adjustment
  4278. if (sd)
  4279. for (i = 0; i < 5; i++)
  4280. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4281. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4282. status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
  4283. }
  4284. }
  4285. break;
  4286. case SC_TENSIONRELAX:
  4287. if (sd) {
  4288. pc_setsit(sd);
  4289. clif_sitting(sd);
  4290. }
  4291. val2 = 12; //SP cost
  4292. val4 = 10000; //Decrease at 10secs intervals.
  4293. val3 = tick/val4;
  4294. tick = val4;
  4295. break;
  4296. case SC_PARRYING:
  4297. val2 = 20 + val1*3; //Block Chance
  4298. break;
  4299. case SC_WINDWALK:
  4300. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4301. val3 = 4*val2; //movement speed % increase is 4 times that
  4302. break;
  4303. case SC_JOINTBEAT: // Random break [DracoRPG]
  4304. val2 = rand()%6; //Type of break
  4305. if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
  4306. break;
  4307. case SC_BERSERK:
  4308. if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
  4309. sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
  4310. //HP healing is performing after the calc_status call.
  4311. if (sd) sd->canregen_tick = gettick() + 300000;
  4312. //Val2 holds HP penalty
  4313. if (!val4) val4 = 10000; //Val4 holds damage interval
  4314. val3 = tick/val4; //val3 holds skill duration
  4315. tick = val4;
  4316. break;
  4317. case SC_GOSPEL:
  4318. if(val4 == BCT_SELF) { // self effect
  4319. val2 = tick/10000;
  4320. tick = 10000;
  4321. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4322. }
  4323. break;
  4324. case SC_MARIONETTE:
  4325. if (sd) {
  4326. val3 = 0;
  4327. val2 = sd->status.str>>1;
  4328. if (val2 > 0xFF) val2 = 0xFF;
  4329. val3|=val2<<16;
  4330. val2 = sd->status.agi>>1;
  4331. if (val2 > 0xFF) val2 = 0xFF;
  4332. val3|=val2<<8;
  4333. val2 = sd->status.vit>>1;
  4334. if (val2 > 0xFF) val2 = 0xFF;
  4335. val3|=val2;
  4336. val4 = 0;
  4337. val2 = sd->status.int_>>1;
  4338. if (val2 > 0xFF) val2 = 0xFF;
  4339. val4|=val2<<16;
  4340. val2 = sd->status.dex>>1;
  4341. if (val2 > 0xFF) val2 = 0xFF;
  4342. val4|=val2<<8;
  4343. val2 = sd->status.luk>>1;
  4344. if (val2 > 0xFF) val2 = 0xFF;
  4345. val4|=val2;
  4346. } else {
  4347. struct status_data *b_status = status_get_base_status(bl);
  4348. if (!b_status)
  4349. return 0;
  4350. val3 = 0;
  4351. val2 = b_status->str>>1;
  4352. if (val2 > 0xFF) val2 = 0xFF;
  4353. val3|=val2<<16;
  4354. val2 = b_status->agi>>1;
  4355. if (val2 > 0xFF) val2 = 0xFF;
  4356. val3|=val2<<8;
  4357. val2 = b_status->vit>>1;
  4358. if (val2 > 0xFF) val2 = 0xFF;
  4359. val3|=val2;
  4360. val4 = 0;
  4361. val2 = b_status->int_>>1;
  4362. if (val2 > 0xFF) val2 = 0xFF;
  4363. val4|=val2<<16;
  4364. val2 = b_status->dex>>1;
  4365. if (val2 > 0xFF) val2 = 0xFF;
  4366. val4|=val2<<8;
  4367. val2 = b_status->luk>>1;
  4368. if (val2 > 0xFF) val2 = 0xFF;
  4369. val4|=val2;
  4370. }
  4371. val2 = tick/1000;
  4372. tick = 1000;
  4373. break;
  4374. case SC_MARIONETTE2:
  4375. {
  4376. struct block_list *pbl = map_id2bl(val1);
  4377. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  4378. int stat,max;
  4379. if (!psc || psc->data[SC_MARIONETTE].timer == -1)
  4380. return 0;
  4381. val2 = tick /1000;
  4382. val3 = val4 = 0;
  4383. if (sd) {
  4384. max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
  4385. //Str
  4386. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4387. if (sd->status.str+stat > max)
  4388. stat =max-sd->status.str;
  4389. val3 |= stat<<16;
  4390. //Agi
  4391. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4392. if (sd->status.agi+stat > max)
  4393. stat =max-sd->status.agi;
  4394. val3 |= stat<<8;
  4395. //Vit
  4396. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4397. if (sd->status.vit+stat > max)
  4398. stat =max-sd->status.vit;
  4399. val3 |= stat;
  4400. //Int
  4401. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4402. if (sd->status.int_+stat > max)
  4403. stat =max-sd->status.int_;
  4404. val4 |= stat<<16;
  4405. //Dex
  4406. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4407. if (sd->status.dex+stat > max)
  4408. stat =max-sd->status.dex;
  4409. val4 |= stat<<8;
  4410. //Luk
  4411. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4412. if (sd->status.luk+stat > max)
  4413. stat =max-sd->status.luk;
  4414. val4 |= stat;
  4415. } else {
  4416. struct status_data *status = status_get_base_status(bl);
  4417. if (!status) return 0;
  4418. max = 0xFF; //Assume a 256 max parameter
  4419. //Str
  4420. stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
  4421. if (status->str+stat > max)
  4422. stat = max - status->str;
  4423. val3 |= stat<<16;
  4424. //Agi
  4425. stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
  4426. if (status->agi+stat > max)
  4427. stat = max - status->agi;
  4428. val3 |= stat<<8;
  4429. //Vit
  4430. stat = psc->data[SC_MARIONETTE].val3&0xFF;
  4431. if (status->vit+stat > max)
  4432. stat = max - status->vit;
  4433. val3 |= stat;
  4434. //Int
  4435. stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
  4436. if (status->int_+stat > max)
  4437. stat = max - status->int_;
  4438. val4 |= stat<<16;
  4439. //Dex
  4440. stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
  4441. if (status->dex+stat > max)
  4442. stat = max - status->dex;
  4443. val4 |= stat<<8;
  4444. //Luk
  4445. stat = psc->data[SC_MARIONETTE].val4&0xFF;
  4446. if (status->luk+stat > max)
  4447. stat = max - status->luk;
  4448. val4 |= stat;
  4449. }
  4450. tick = 1000;
  4451. break;
  4452. }
  4453. case SC_REJECTSWORD:
  4454. val2 = 15*val1; //Reflect chance
  4455. val3 = 3; //Reflections
  4456. break;
  4457. case SC_MEMORIZE:
  4458. val2 = 5; //Memorized casts.
  4459. break;
  4460. case SC_GRAVITATION:
  4461. val2 = 50*val1; //aspd reduction
  4462. if (val3 == BCT_SELF) {
  4463. struct unit_data *ud = unit_bl2ud(bl);
  4464. if (ud) {
  4465. ud->canmove_tick += tick;
  4466. ud->canact_tick += tick;
  4467. }
  4468. }
  4469. break;
  4470. case SC_HERMODE:
  4471. status_change_clear_buffs(bl,1);
  4472. break;
  4473. case SC_REGENERATION:
  4474. if (val1 == 1)
  4475. val2 = 2;
  4476. else
  4477. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  4478. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  4479. break;
  4480. case SC_DEVOTION:
  4481. {
  4482. struct map_session_data *src;
  4483. if ((src = map_id2sd(val1)) && src->sc.count)
  4484. { //Try to inherit the status from the Crusader [Skotlex]
  4485. //Ideally, we should calculate the remaining time and use that, but we'll trust that
  4486. //once the Crusader's status changes, it will reflect on the others.
  4487. int type2 = SC_AUTOGUARD;
  4488. if (src->sc.data[type2].timer != -1)
  4489. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4490. type2 = SC_DEFENDER;
  4491. if (src->sc.data[type2].timer != -1)
  4492. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4493. type2 = SC_REFLECTSHIELD;
  4494. if (src->sc.data[type2].timer != -1)
  4495. sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
  4496. }
  4497. break;
  4498. }
  4499. case SC_COMA: //Coma. Sends a char to 1HP
  4500. status_zap(bl, status_get_hp(bl)-1, 0);
  4501. return 1;
  4502. case SC_CLOSECONFINE2:
  4503. {
  4504. struct block_list *src = val2?map_id2bl(val2):NULL;
  4505. struct status_change *sc2 = src?status_get_sc(src):NULL;
  4506. if (src && sc2) {
  4507. if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
  4508. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
  4509. else { //Increase count of locked enemies and refresh time.
  4510. sc2->data[SC_CLOSECONFINE].val2++;
  4511. delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
  4512. sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  4513. }
  4514. } else //Status failed.
  4515. return 0;
  4516. }
  4517. break;
  4518. case SC_KAITE:
  4519. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  4520. break;
  4521. case SC_KAUPE:
  4522. switch (val1) {
  4523. case 3: //33*3 + 1 -> 100%
  4524. val2++;
  4525. case 1:
  4526. case 2: //33, 66%
  4527. val2 += 33*val1;
  4528. val3 = 1; //Dodge 1 attack total.
  4529. break;
  4530. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  4531. val2 = 100;
  4532. val3 = val1-2;
  4533. break;
  4534. }
  4535. break;
  4536. case SC_COMBO:
  4537. {
  4538. struct unit_data *ud = unit_bl2ud(bl);
  4539. switch (val1) { //Val1 contains the skill id
  4540. case TK_STORMKICK:
  4541. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  4542. break;
  4543. case TK_DOWNKICK:
  4544. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  4545. break;
  4546. case TK_TURNKICK:
  4547. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  4548. break;
  4549. case TK_COUNTER:
  4550. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  4551. break;
  4552. }
  4553. if (ud) {
  4554. ud->attackabletime = gettick()+tick;
  4555. unit_set_walkdelay(bl, gettick(), tick, 1);
  4556. }
  4557. }
  4558. break;
  4559. case SC_TKREST:
  4560. val2 = 11-val1; //Chance to consume: 11-skilllv%
  4561. break;
  4562. case SC_RUN:
  4563. val4 = gettick(); //Store time at which you started running.
  4564. break;
  4565. case SC_KAAHI:
  4566. if(flag&4) {
  4567. val4 = -1;
  4568. break;
  4569. }
  4570. val2 = 200*val1; //HP heal
  4571. val3 = 5*val1; //SP cost
  4572. val4 = -1; //Kaahi Timer.
  4573. break;
  4574. case SC_BLESSING:
  4575. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4576. val2 = val1;
  4577. else
  4578. val2 = 0; //0 -> Half stat.
  4579. break;
  4580. case SC_TRICKDEAD: /* 死んだふり */
  4581. {
  4582. struct view_data *vd = status_get_viewdata(bl);
  4583. if (vd) vd->dead_sit = 1;
  4584. break;
  4585. }
  4586. case SC_CONCENTRATE:
  4587. val2 = 2 + val1;
  4588. if (sd) { //Store the card-bonus data that should not count in the %
  4589. val3 = sd->param_bonus[1]; //Agi
  4590. val4 = sd->param_bonus[4]; //Dex
  4591. } else {
  4592. val3 = val4 = 0;
  4593. }
  4594. break;
  4595. case SC_ADRENALINE2:
  4596. case SC_ADRENALINE:
  4597. if (val2 || !battle_config.party_skill_penalty)
  4598. val2 = 300;
  4599. else
  4600. val2 = 200;
  4601. break;
  4602. case SC_CONCENTRATION:
  4603. val2 = 5*val1; //Batk/Watk Increase
  4604. val3 = 10*val1; //Hit Increase
  4605. val4 = 5*val1; //Def reduction
  4606. break;
  4607. case SC_ANGELUS:
  4608. val2 = 5*val1; //def increase
  4609. break;
  4610. case SC_IMPOSITIO:
  4611. val2 = 5*val1; //watk increase
  4612. break;
  4613. case SC_MELTDOWN:
  4614. val2 = 100*val1; //Chance to break weapon
  4615. val3 = 70*val1; //Change to break armor
  4616. break;
  4617. case SC_TRUESIGHT:
  4618. val2 = 10*val1; //Critical increase
  4619. val3 = 3*val1; //Hit increase
  4620. break;
  4621. case SC_SUN_COMFORT:
  4622. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  4623. break;
  4624. case SC_MOON_COMFORT:
  4625. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
  4626. break;
  4627. case SC_STAR_COMFORT:
  4628. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  4629. break;
  4630. case SC_QUAGMIRE:
  4631. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  4632. break;
  4633. // gs_something1 [Vicious]
  4634. case SC_GATLINGFEVER:
  4635. val2 = 20*val1; //Aspd increase
  4636. val3 = 5*val1; //Flee decrease
  4637. break;
  4638. case SC_FLING:
  4639. val2 = 3*val1; //Def reduction
  4640. val3 = 3*val1; //Def2 reduction
  4641. break;
  4642. case SC_PROVOKE:
  4643. //val2 signals autoprovoke.
  4644. val3 = 2+3*val1; //Atk increase
  4645. val4 = 5+5*val1; //Def reduction.
  4646. break;
  4647. case SC_AVOID:
  4648. val2 = 10*val1; //Speed change rate.
  4649. break;
  4650. case SC_BLOODLUST:
  4651. val2 = 20+10*val1; //Atk rate change.
  4652. break;
  4653. case SC_FLEET:
  4654. val2 = 30*val1; //Aspd change
  4655. val3 = 5+5*val1; //Atk rate change
  4656. break;
  4657. case SC_MINDBREAKER:
  4658. val2 = 20*val1; //matk increase.
  4659. val3 = 12*val1; //mdef2 reduction.
  4660. break;
  4661. default:
  4662. if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
  4663. { //Status change with no calc, and no skill associated...? unknown?
  4664. if(battle_config.error_log)
  4665. ShowError("UnknownStatusChange [%d]\n", type);
  4666. return 0;
  4667. }
  4668. }
  4669. else //Special considerations when loading SC data.
  4670. switch (type) {
  4671. case SC_WEDDING:
  4672. case SC_XMAS:
  4673. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
  4674. clif_changelook(bl,LOOK_WEAPON,0);
  4675. clif_changelook(bl,LOOK_SHIELD,0);
  4676. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  4677. break;
  4678. case SC_KAAHI:
  4679. val4 = -1;
  4680. break;
  4681. }
  4682. //Those that make you stop attacking/walking....
  4683. switch (type) {
  4684. case SC_FREEZE:
  4685. case SC_STUN:
  4686. case SC_SLEEP:
  4687. case SC_STONE:
  4688. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  4689. pc_setstand(sd);
  4690. case SC_TRICKDEAD:
  4691. unit_stop_attack(bl);
  4692. skill_stop_dancing(bl);
  4693. // Cancel cast when get status [LuzZza]
  4694. if (battle_config.sc_castcancel)
  4695. unit_skillcastcancel(bl, 0);
  4696. case SC_STOP:
  4697. case SC_CONFUSION:
  4698. case SC_CLOSECONFINE:
  4699. case SC_CLOSECONFINE2:
  4700. case SC_ANKLE:
  4701. case SC_SPIDERWEB:
  4702. unit_stop_walking(bl,1);
  4703. break;
  4704. case SC_HIDING:
  4705. case SC_CLOAKING:
  4706. case SC_CHASEWALK:
  4707. unit_stop_attack(bl);
  4708. break;
  4709. }
  4710. if (sd) //Only for players, client crashes if they receive this for a mob o.O [Skotlex]
  4711. clif_status_change(bl,StatusIconChangeTable[type],1);
  4712. // Set option as needed.
  4713. opt_flag = 1;
  4714. switch(type){
  4715. //OPT1
  4716. case SC_STONE:
  4717. case SC_FREEZE:
  4718. case SC_STUN:
  4719. case SC_SLEEP:
  4720. if(type == SC_STONE)
  4721. sc->opt1 = OPT1_STONEWAIT;
  4722. else
  4723. sc->opt1 = OPT1_STONE + (type - SC_STONE);
  4724. break;
  4725. //OPT2
  4726. case SC_POISON:
  4727. case SC_CURSE:
  4728. case SC_SILENCE:
  4729. case SC_BLIND:
  4730. sc->opt2 |= 1<<(type-SC_POISON);
  4731. break;
  4732. case SC_DPOISON:
  4733. sc->opt2 |= OPT2_DPOISON;
  4734. break;
  4735. case SC_SIGNUMCRUCIS:
  4736. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  4737. break;
  4738. //OPT3
  4739. case SC_TWOHANDQUICKEN:
  4740. case SC_SPEARQUICKEN:
  4741. case SC_CONCENTRATION:
  4742. sc->opt3 |= 1;
  4743. opt_flag = 0;
  4744. break;
  4745. case SC_MAXOVERTHRUST:
  4746. case SC_OVERTHRUST:
  4747. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  4748. sc->opt3 |= 2;
  4749. opt_flag = 0;
  4750. break;
  4751. case SC_ENERGYCOAT:
  4752. sc->opt3 |= 4;
  4753. opt_flag = 0;
  4754. break;
  4755. case SC_INCATKRATE:
  4756. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  4757. if (bl->type != BL_MOB) {
  4758. opt_flag = 0;
  4759. break;
  4760. }
  4761. case SC_EXPLOSIONSPIRITS:
  4762. sc->opt3 |= 8;
  4763. opt_flag = 0;
  4764. break;
  4765. case SC_STEELBODY:
  4766. case SC_SKA:
  4767. sc->opt3 |= 16;
  4768. opt_flag = 0;
  4769. break;
  4770. case SC_BLADESTOP:
  4771. sc->opt3 |= 32;
  4772. opt_flag = 0;
  4773. break;
  4774. case SC_BERSERK:
  4775. sc->opt3 |= 128;
  4776. opt_flag = 0;
  4777. break;
  4778. case SC_MARIONETTE:
  4779. case SC_MARIONETTE2:
  4780. sc->opt3 |= 1024;
  4781. opt_flag = 0;
  4782. break;
  4783. case SC_ASSUMPTIO:
  4784. sc->opt3 |= 2048;
  4785. opt_flag = 0;
  4786. break;
  4787. case SC_WARM: //SG skills [Komurka]
  4788. sc->opt3 |= 4096;
  4789. opt_flag = 0;
  4790. break;
  4791. case SC_KAITE:
  4792. sc->opt3 |= 8192;
  4793. opt_flag = 0;
  4794. break;
  4795. //OPTION
  4796. case SC_HIDING:
  4797. sc->option |= OPTION_HIDE;
  4798. break;
  4799. case SC_CLOAKING:
  4800. sc->option |= OPTION_CLOAK;
  4801. break;
  4802. case SC_CHASEWALK:
  4803. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  4804. break;
  4805. case SC_SIGHT:
  4806. sc->option |= OPTION_SIGHT;
  4807. break;
  4808. case SC_RUWACH:
  4809. sc->option |= OPTION_RUWACH;
  4810. break;
  4811. case SC_WEDDING:
  4812. sc->option |= OPTION_WEDDING;
  4813. break;
  4814. case SC_XMAS:
  4815. sc->option |= OPTION_XMAS;
  4816. break;
  4817. case SC_ORCISH:
  4818. sc->option |= OPTION_ORCISH;
  4819. break;
  4820. case SC_SIGHTTRASHER:
  4821. sc->option |= OPTION_SIGHTTRASHER;
  4822. break;
  4823. case SC_FUSION:
  4824. sc->option |= OPTION_FLYING;
  4825. break;
  4826. default:
  4827. opt_flag = 0;
  4828. }
  4829. if(opt_flag)
  4830. clif_changeoption(bl);
  4831. (sc->count)++;
  4832. sc->data[type].val1 = val1;
  4833. sc->data[type].val2 = val2;
  4834. sc->data[type].val3 = val3;
  4835. sc->data[type].val4 = val4;
  4836. sc->data[type].timer = add_timer(
  4837. gettick() + tick, status_change_timer, bl->id, type);
  4838. if (calc_flag)
  4839. status_calc_bl(bl,calc_flag);
  4840. if(sd && sd->pd)
  4841. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  4842. if (type==SC_BERSERK) {
  4843. sc->data[type].val2 = 5*status->max_hp/100;
  4844. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  4845. status_percent_damage(NULL, bl, 0, 100); //Damage all SP
  4846. }
  4847. if (type==SC_RUN) {
  4848. struct unit_data *ud = unit_bl2ud(bl);
  4849. if (ud)
  4850. ud->state.running = unit_run(bl);
  4851. }
  4852. return 1;
  4853. }
  4854. /*==========================================
  4855. * ステータス異常全解除
  4856. *------------------------------------------
  4857. */
  4858. int status_change_clear(struct block_list *bl,int type)
  4859. {
  4860. struct status_change* sc;
  4861. int i;
  4862. sc = status_get_sc(bl);
  4863. if (!sc || sc->count == 0)
  4864. return 0;
  4865. if(sc->data[SC_DANCING].timer != -1)
  4866. skill_stop_dancing(bl);
  4867. for(i = 0; i < SC_MAX; i++)
  4868. {
  4869. //Type 0: PC killed -> Place here stats that do not dispel on death.
  4870. if(sc->data[i].timer == -1 ||
  4871. (type == 0 && (
  4872. i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT ||
  4873. i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM ||
  4874. i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN ||
  4875. i == SC_DODGE
  4876. )))
  4877. continue;
  4878. status_change_end(bl, i, -1);
  4879. if (type == 1 && sc->data[i].timer != -1)
  4880. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  4881. (sc->count)--;
  4882. delete_timer(sc->data[i].timer, status_change_timer);
  4883. sc->data[i].timer = -1;
  4884. }
  4885. }
  4886. sc->opt1 = 0;
  4887. sc->opt2 = 0;
  4888. sc->opt3 = 0;
  4889. sc->option &= OPTION_MASK;
  4890. if(!type || type&2)
  4891. clif_changeoption(bl);
  4892. return 1;
  4893. }
  4894. /*==========================================
  4895. * ステータス異常終了
  4896. *------------------------------------------
  4897. */
  4898. int status_change_end( struct block_list* bl , int type,int tid )
  4899. {
  4900. struct map_session_data *sd;
  4901. struct status_change *sc;
  4902. struct status_data *status;
  4903. int opt_flag=0, calc_flag;
  4904. nullpo_retr(0, bl);
  4905. sc = status_get_sc(bl);
  4906. status = status_get_status_data(bl);
  4907. nullpo_retr(0,sc);
  4908. nullpo_retr(0,status);
  4909. if(type < 0 || type >= SC_MAX)
  4910. return 0;
  4911. BL_CAST(BL_PC,bl,sd);
  4912. if (sc->data[type].timer == -1 ||
  4913. (sc->data[type].timer != tid && tid != -1))
  4914. return 0;
  4915. if (tid == -1)
  4916. delete_timer(sc->data[type].timer,status_change_timer);
  4917. sc->data[type].timer=-1;
  4918. (sc->count)--;
  4919. calc_flag = StatusChangeFlagTable[type];
  4920. switch(type){
  4921. case SC_WEDDING:
  4922. case SC_XMAS:
  4923. {
  4924. struct view_data *vd = status_get_viewdata(bl);
  4925. if (!vd) return 0;
  4926. if (sd) //Load data from sd->status.* as the stored values could have changed.
  4927. status_set_viewdata(bl, sd->status.class_);
  4928. else {
  4929. vd->class_ = sc->data[type].val1;
  4930. vd->weapon = sc->data[type].val2;
  4931. vd->shield = sc->data[type].val3;
  4932. vd->cloth_color = sc->data[type].val4;
  4933. }
  4934. clif_changelook(bl,LOOK_BASE,vd->class_);
  4935. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  4936. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  4937. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4938. }
  4939. break;
  4940. case SC_RUN:
  4941. {
  4942. struct unit_data *ud = unit_bl2ud(bl);
  4943. if (ud) {
  4944. ud->state.running = 0;
  4945. if (ud->walktimer != -1)
  4946. unit_stop_walking(bl,1);
  4947. }
  4948. if (sc->data[type].val1 >= 7 &&
  4949. DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
  4950. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
  4951. (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
  4952. )
  4953. sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
  4954. }
  4955. break;
  4956. case SC_AUTOBERSERK:
  4957. if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
  4958. status_change_end(bl,SC_PROVOKE,-1);
  4959. break;
  4960. case SC_DEFENDER:
  4961. case SC_REFLECTSHIELD:
  4962. case SC_AUTOGUARD:
  4963. if (sd) {
  4964. struct map_session_data *tsd;
  4965. int i;
  4966. for (i = 0; i < 5; i++)
  4967. { //Clear the status from the others too [Skotlex]
  4968. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
  4969. status_change_end(&tsd->bl,type,-1);
  4970. }
  4971. }
  4972. break;
  4973. case SC_DEVOTION:
  4974. {
  4975. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  4976. //The status could have changed because the Crusader left the game. [Skotlex]
  4977. if (md)
  4978. {
  4979. md->devotion[sc->data[type].val2] = 0;
  4980. clif_devotion(md);
  4981. }
  4982. //Remove AutoGuard and Defender [Skotlex]
  4983. if (sc->data[SC_AUTOGUARD].timer != -1)
  4984. status_change_end(bl,SC_AUTOGUARD,-1);
  4985. if (sc->data[SC_DEFENDER].timer != -1)
  4986. status_change_end(bl,SC_DEFENDER,-1);
  4987. if (sc->data[SC_REFLECTSHIELD].timer != -1)
  4988. status_change_end(bl,SC_REFLECTSHIELD,-1);
  4989. break;
  4990. }
  4991. case SC_BLADESTOP:
  4992. if(sc->data[type].val4)
  4993. {
  4994. struct block_list *tbl = (struct block_list *)sc->data[type].val4;
  4995. struct status_change *tsc = status_get_sc(tbl);
  4996. sc->data[type].val4 = 0;
  4997. if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
  4998. {
  4999. tsc->data[SC_BLADESTOP].val4 = 0;
  5000. status_change_end(tbl,SC_BLADESTOP,-1);
  5001. }
  5002. clif_bladestop(bl,tbl,0);
  5003. }
  5004. break;
  5005. case SC_DANCING:
  5006. {
  5007. struct map_session_data *dsd;
  5008. struct status_change *dsc;
  5009. struct skill_unit_group *group;
  5010. if(sc->data[type].val2)
  5011. {
  5012. group = (struct skill_unit_group *)sc->data[type].val2;
  5013. sc->data[type].val2 = 0;
  5014. skill_delunitgroup(bl, group);
  5015. }
  5016. if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
  5017. dsc = &dsd->sc;
  5018. if(dsc && dsc->data[type].timer!=-1)
  5019. { //This will prevent recursive loops.
  5020. dsc->data[type].val2 = dsc->data[type].val4 = 0;
  5021. status_change_end(&dsd->bl, type, -1);
  5022. }
  5023. }
  5024. }
  5025. //Only dance that doesn't has ground tiles... [Skotlex]
  5026. if(sc->data[type].val1 == CG_MOONLIT)
  5027. status_change_end(bl, SC_MOONLIT, -1);
  5028. if (sc->data[SC_LONGING].timer!=-1)
  5029. status_change_end(bl,SC_LONGING,-1);
  5030. break;
  5031. case SC_NOCHAT:
  5032. if (sd && battle_config.manner_system)
  5033. {
  5034. //Why set it to 0? Can't we use good manners for something? [Skotlex]
  5035. // if (sd->status.manner >= 0) // weeee ^^ [celest]
  5036. // sd->status.manner = 0;
  5037. clif_updatestatus(sd,SP_MANNER);
  5038. }
  5039. break;
  5040. case SC_SPLASHER:
  5041. {
  5042. struct block_list *src=map_id2bl(sc->data[type].val3);
  5043. if(src && tid!=-1)
  5044. skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
  5045. }
  5046. break;
  5047. case SC_CLOSECONFINE2:
  5048. {
  5049. struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
  5050. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5051. if (src && sc2 && sc2->count) {
  5052. //If status was already ended, do nothing.
  5053. if (sc2->data[SC_CLOSECONFINE].timer != -1)
  5054. { //Decrease count
  5055. if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
  5056. status_change_end(src, SC_CLOSECONFINE, -1);
  5057. }
  5058. }
  5059. }
  5060. case SC_CLOSECONFINE:
  5061. if (sc->data[type].val2 > 0) {
  5062. //Caster has been unlocked... nearby chars need to be unlocked.
  5063. int range = 1
  5064. +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
  5065. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5066. map_foreachinarea(status_change_timer_sub,
  5067. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
  5068. }
  5069. break;
  5070. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5071. if (sd && sd->skillid_old == sc->data[type].val1)
  5072. sd->skillid_old = sd->skilllv_old = 0;
  5073. break;
  5074. case SC_FREEZE:
  5075. sc->data[type].val3 = 0; //Clear Storm Gust hit count
  5076. break;
  5077. case SC_MARIONETTE:
  5078. case SC_MARIONETTE2: /// Marionette target
  5079. if (sc->data[type].val1)
  5080. { // check for partner and end their marionette status as well
  5081. int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5082. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5083. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5084. if (sc2 && sc2->count && sc2->data[type2].timer != -1)
  5085. {
  5086. sc2->data[type2].val1 = 0;
  5087. status_change_end(pbl, type2, -1);
  5088. }
  5089. }
  5090. if (type == SC_MARIONETTE)
  5091. clif_marionette(bl, 0); //Clear effect.
  5092. break;
  5093. case SC_BERSERK:
  5094. //val4 indicates if the skill was dispelled. [Skotlex]
  5095. if(status->hp > 100 && !sc->data[type].val4)
  5096. status_zap(bl, status->hp-100, 0);
  5097. if(sc->data[SC_ENDURE].timer != -1)
  5098. status_change_end(bl, SC_ENDURE, -1);
  5099. break;
  5100. case SC_GRAVITATION:
  5101. if (sc->data[type].val3 == BCT_SELF) {
  5102. struct unit_data *ud = unit_bl2ud(bl);
  5103. if (ud)
  5104. ud->canmove_tick = ud->canact_tick = gettick();
  5105. }
  5106. break;
  5107. case SC_GOSPEL: //Clear the buffs from other chars.
  5108. if (sc->data[type].val3) { //Clear the group.
  5109. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
  5110. sc->data[type].val3 = 0;
  5111. skill_delunitgroup(bl, group);
  5112. }
  5113. break;
  5114. case SC_HERMODE:
  5115. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5116. if(sc->data[type].val3 == BCT_SELF)
  5117. skill_clear_unitgroup(bl);
  5118. break;
  5119. case SC_MOONLIT: //Clear the unit effect. [Skotlex]
  5120. skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
  5121. break;
  5122. case SC_TRICKDEAD: /* 死んだふり */
  5123. {
  5124. struct view_data *vd = status_get_viewdata(bl);
  5125. if (vd) vd->dead_sit = 0;
  5126. break;
  5127. }
  5128. case SC_WARM:
  5129. if (sc->data[type].val4) { //Clear the group.
  5130. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
  5131. sc->data[type].val4 = 0;
  5132. skill_delunitgroup(bl, group);
  5133. }
  5134. break;
  5135. case SC_KAAHI:
  5136. //Delete timer if it exists.
  5137. if (sc->data[type].val4 != -1) {
  5138. delete_timer(sc->data[type].val4,kaahi_heal_timer);
  5139. sc->data[type].val4=-1;
  5140. }
  5141. break;
  5142. }
  5143. if (sd)
  5144. clif_status_change(bl,StatusIconChangeTable[type],0);
  5145. opt_flag = 1;
  5146. switch(type){
  5147. case SC_STONE:
  5148. case SC_FREEZE:
  5149. case SC_STUN:
  5150. case SC_SLEEP:
  5151. sc->opt1 = 0;
  5152. break;
  5153. case SC_POISON:
  5154. case SC_CURSE:
  5155. case SC_SILENCE:
  5156. case SC_BLIND:
  5157. sc->opt2 &= ~(1<<(type-SC_POISON));
  5158. break;
  5159. case SC_DPOISON:
  5160. sc->opt2 &= ~OPT2_DPOISON;
  5161. break;
  5162. case SC_SIGNUMCRUCIS:
  5163. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  5164. break;
  5165. case SC_HIDING:
  5166. sc->option &= ~OPTION_HIDE;
  5167. opt_flag = 2; //Check for warp trigger.
  5168. break;
  5169. case SC_CLOAKING:
  5170. sc->option &= ~OPTION_CLOAK;
  5171. opt_flag = 2;
  5172. break;
  5173. case SC_CHASEWALK:
  5174. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  5175. opt_flag = 2;
  5176. break;
  5177. case SC_SIGHT:
  5178. sc->option &= ~OPTION_SIGHT;
  5179. break;
  5180. case SC_WEDDING:
  5181. sc->option &= ~OPTION_WEDDING;
  5182. break;
  5183. case SC_XMAS:
  5184. sc->option &= ~OPTION_XMAS;
  5185. break;
  5186. case SC_ORCISH:
  5187. sc->option &= ~OPTION_ORCISH;
  5188. break;
  5189. case SC_RUWACH:
  5190. sc->option &= ~OPTION_RUWACH;
  5191. break;
  5192. case SC_SIGHTTRASHER:
  5193. sc->option &= ~OPTION_SIGHTTRASHER;
  5194. break;
  5195. case SC_FUSION:
  5196. sc->option &= ~OPTION_FLYING;
  5197. break;
  5198. //opt3
  5199. case SC_TWOHANDQUICKEN:
  5200. case SC_ONEHAND:
  5201. case SC_SPEARQUICKEN:
  5202. case SC_CONCENTRATION:
  5203. sc->opt3 &= ~1;
  5204. opt_flag = 0;
  5205. break;
  5206. case SC_OVERTHRUST:
  5207. case SC_MAXOVERTHRUST:
  5208. case SC_SWOO:
  5209. sc->opt3 &= ~2;
  5210. opt_flag = 0;
  5211. break;
  5212. case SC_ENERGYCOAT:
  5213. sc->opt3 &= ~4;
  5214. opt_flag = 0;
  5215. break;
  5216. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  5217. if (bl->type != BL_MOB)
  5218. break;
  5219. case SC_EXPLOSIONSPIRITS:
  5220. sc->opt3 &= ~8;
  5221. opt_flag = 0;
  5222. break;
  5223. case SC_STEELBODY:
  5224. case SC_SKA:
  5225. sc->opt3 &= ~16;
  5226. opt_flag = 0;
  5227. break;
  5228. case SC_BLADESTOP:
  5229. sc->opt3 &= ~32;
  5230. opt_flag = 0;
  5231. break;
  5232. case SC_BERSERK:
  5233. sc->opt3 &= ~128;
  5234. opt_flag = 0;
  5235. break;
  5236. case SC_MARIONETTE:
  5237. case SC_MARIONETTE2:
  5238. sc->opt3 &= ~1024;
  5239. opt_flag = 0;
  5240. break;
  5241. case SC_ASSUMPTIO:
  5242. sc->opt3 &= ~2048;
  5243. opt_flag = 0;
  5244. break;
  5245. case SC_WARM: //SG skills [Komurka]
  5246. sc->opt3 &= ~4096;
  5247. opt_flag = 0;
  5248. break;
  5249. case SC_KAITE:
  5250. sc->opt3 &= ~8192;
  5251. opt_flag = 0;
  5252. break;
  5253. default:
  5254. opt_flag = 0;
  5255. }
  5256. if(opt_flag)
  5257. clif_changeoption(bl);
  5258. if (calc_flag)
  5259. status_calc_bl(bl,calc_flag);
  5260. if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  5261. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  5262. return 1;
  5263. }
  5264. int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
  5265. {
  5266. struct block_list *bl;
  5267. struct status_change *sc;
  5268. struct status_data *status;
  5269. int hp;
  5270. bl=map_id2bl(id);
  5271. sc=status_get_sc(bl);
  5272. status=status_get_status_data(bl);
  5273. if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
  5274. return 0;
  5275. if(sc->data[data].val4 != tid) {
  5276. if (battle_config.error_log)
  5277. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
  5278. sc->data[data].val4=-1;
  5279. return 0;
  5280. }
  5281. if(!status_charge(bl, 0, sc->data[data].val3)) {
  5282. sc->data[data].val4=-1;
  5283. return 0;
  5284. }
  5285. hp = status->max_hp - status->hp;
  5286. if (hp > sc->data[data].val2)
  5287. hp = sc->data[data].val2;
  5288. if (hp) {
  5289. status_heal(bl, hp, 0, 0);
  5290. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5291. }
  5292. sc->data[data].val4=-1;
  5293. return 1;
  5294. }
  5295. /*==========================================
  5296. * ステータス異常終了タイマー
  5297. *------------------------------------------
  5298. */
  5299. int status_change_timer(int tid, unsigned int tick, int id, int data)
  5300. {
  5301. int type = data;
  5302. struct block_list *bl;
  5303. struct map_session_data *sd=NULL;
  5304. struct status_data *status;
  5305. struct status_change *sc;
  5306. // security system to prevent forgetting timer removal
  5307. int temp_timerid;
  5308. bl=map_id2bl(id);
  5309. #ifndef _WIN32
  5310. nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
  5311. #endif
  5312. sc=status_get_sc(bl);
  5313. status = status_get_status_data(bl);
  5314. if (!sc || !status)
  5315. { //Temporal debug until case is resolved. [Skotlex]
  5316. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
  5317. return 0;
  5318. }
  5319. if(bl->type==BL_PC)
  5320. sd=(struct map_session_data *)bl;
  5321. if(sc->data[type].timer != tid) {
  5322. if(battle_config.error_log)
  5323. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
  5324. return 0;
  5325. }
  5326. // security system to prevent forgetting timer removal
  5327. // you shouldn't be that careless inside the switch here
  5328. temp_timerid = sc->data[type].timer;
  5329. sc->data[type].timer = -1;
  5330. switch(type){ /* 特殊な?理になる場合 */
  5331. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  5332. case SC_CLOAKING:
  5333. if(!status_charge(bl, 0, 1))
  5334. break; //Not enough SP to continue.
  5335. sc->data[type].timer=add_timer(
  5336. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5337. return 0;
  5338. case SC_CHASEWALK:
  5339. if(!status_charge(bl, 0, sc->data[type].val4))
  5340. break; //Not enough SP to continue.
  5341. if (sc->data[SC_INCSTR].timer == -1) {
  5342. sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
  5343. (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  5344. *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
  5345. }
  5346. sc->data[type].timer = add_timer(
  5347. sc->data[type].val2+tick, status_change_timer, bl->id, data);
  5348. return 0;
  5349. break;
  5350. case SC_HIDING:
  5351. if((--sc->data[type].val2)>0){
  5352. if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
  5353. break; //Fail if it's time to substract SP and there isn't.
  5354. sc->data[type].timer=add_timer(
  5355. 1000+tick, status_change_timer,
  5356. bl->id, data);
  5357. return 0;
  5358. }
  5359. break;
  5360. case SC_SIGHT:
  5361. case SC_RUWACH:
  5362. case SC_SIGHTBLASTER:
  5363. {
  5364. map_foreachinrange( status_change_timer_sub, bl,
  5365. skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
  5366. BL_CHAR, bl,sc,type,tick);
  5367. if( (--sc->data[type].val2)>0 ){
  5368. sc->data[type].timer=add_timer( /* タイマ?再設定 */
  5369. 250+tick, status_change_timer,
  5370. bl->id, data);
  5371. return 0;
  5372. }
  5373. }
  5374. break;
  5375. case SC_PROVOKE:
  5376. if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
  5377. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
  5378. return 0;
  5379. }
  5380. break;
  5381. case SC_ENDURE:
  5382. if(sc->data[type].val4) { //Infinite Endure.
  5383. sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
  5384. return 0;
  5385. }
  5386. break;
  5387. case SC_STONE:
  5388. if(sc->opt1 == OPT1_STONEWAIT) {
  5389. sc->data[type].val4 = 0;
  5390. unit_stop_walking(bl,1);
  5391. sc->opt1 = OPT1_STONE;
  5392. clif_changeoption(bl);
  5393. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5394. status_calc_bl(bl, SCB_DEF_ELE);
  5395. return 0;
  5396. }
  5397. if((--sc->data[type].val3) > 0) {
  5398. if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
  5399. status_zap(bl, sc->data[type].val2, 0);
  5400. sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
  5401. return 0;
  5402. }
  5403. break;
  5404. case SC_POISON:
  5405. if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
  5406. break;
  5407. case SC_DPOISON:
  5408. if ((--sc->data[type].val3) > 0) {
  5409. if (sc->data[SC_SLOWPOISON].timer == -1) {
  5410. status_zap(bl, sc->data[type].val4, 0);
  5411. if (status_isdead(bl))
  5412. break;
  5413. }
  5414. sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
  5415. return 0;
  5416. }
  5417. break;
  5418. case SC_TENSIONRELAX:
  5419. if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
  5420. sc->data[type].timer=add_timer(
  5421. sc->data[type].val4+tick, status_change_timer,
  5422. bl->id, data);
  5423. return 0;
  5424. }
  5425. break;
  5426. case SC_BLEEDING: // [celest]
  5427. // i hope i haven't interpreted it wrong.. which i might ^^;
  5428. // Source:
  5429. // - 10�ェエェネェヒHPェャハ�エ
  5430. // - �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、
  5431. // To-do: bleeding effect increases damage taken?
  5432. if ((--sc->data[type].val4) >= 0) {
  5433. status_fix_damage(NULL, bl, rand()%600 + 200, 0);
  5434. if (status_isdead(bl))
  5435. break;
  5436. sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
  5437. return 0;
  5438. }
  5439. break;
  5440. case SC_KNOWLEDGE:
  5441. if (sd) {
  5442. if(bl->m != sd->feel_map[0].m
  5443. && bl->m != sd->feel_map[1].m
  5444. && bl->m != sd->feel_map[2].m)
  5445. break; //End it
  5446. } //Otherwise continue.
  5447. // Status changes that don't have a time limit
  5448. case SC_AETERNA:
  5449. case SC_TRICKDEAD:
  5450. case SC_MODECHANGE:
  5451. case SC_WEIGHT50:
  5452. case SC_WEIGHT90:
  5453. case SC_MAGICPOWER:
  5454. case SC_REJECTSWORD:
  5455. case SC_MEMORIZE:
  5456. case SC_BROKENWEAPON:
  5457. case SC_BROKENARMOR:
  5458. case SC_SACRIFICE:
  5459. case SC_READYSTORM:
  5460. case SC_READYDOWN:
  5461. case SC_READYTURN:
  5462. case SC_READYCOUNTER:
  5463. case SC_RUN:
  5464. case SC_DODGE:
  5465. case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
  5466. case SC_NEN:
  5467. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  5468. sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
  5469. return 0;
  5470. case SC_DANCING: //ダンススキルの時間SP消費
  5471. {
  5472. int s = 0;
  5473. int sp = 1;
  5474. int counter = sc->data[type].val3>>16;
  5475. if (--counter <= 0)
  5476. break;
  5477. sc->data[type].val3&= 0xFFFF; //Remove counter
  5478. sc->data[type].val3|=(counter<<16);//Reset it.
  5479. switch(sc->data[type].val1){
  5480. case BD_RICHMANKIM:
  5481. case BD_DRUMBATTLEFIELD:
  5482. case BD_RINGNIBELUNGEN:
  5483. case BD_SIEGFRIED:
  5484. case BA_DISSONANCE:
  5485. case BA_ASSASSINCROSS:
  5486. case DC_UGLYDANCE:
  5487. s=3;
  5488. break;
  5489. case BD_LULLABY:
  5490. case BD_ETERNALCHAOS:
  5491. case BD_ROKISWEIL:
  5492. case DC_FORTUNEKISS:
  5493. s=4;
  5494. break;
  5495. case CG_HERMODE:
  5496. case BD_INTOABYSS:
  5497. case BA_WHISTLE:
  5498. case DC_HUMMING:
  5499. case BA_POEMBRAGI:
  5500. case DC_SERVICEFORYOU:
  5501. s=5;
  5502. break;
  5503. case BA_APPLEIDUN:
  5504. s=6;
  5505. break;
  5506. case CG_MOONLIT:
  5507. sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
  5508. //Upkeep is also every 10 secs.
  5509. case DC_DONTFORGETME:
  5510. s=10;
  5511. break;
  5512. }
  5513. if (s && ((sc->data[type].val3 % s) == 0)) {
  5514. if (sc->data[SC_LONGING].timer != -1)
  5515. sp = s;
  5516. if (!status_charge(bl, 0, sp))
  5517. break;
  5518. }
  5519. sc->data[type].timer=add_timer(
  5520. 1000+tick, status_change_timer,
  5521. bl->id, data);
  5522. return 0;
  5523. }
  5524. break;
  5525. case SC_DEVOTION:
  5526. { //Check range and timeleft to preserve status [Skotlex]
  5527. //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2sd
  5528. struct map_session_data *md = map_id2sd(sc->data[type].val1);
  5529. if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
  5530. {
  5531. sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
  5532. return 0;
  5533. }
  5534. }
  5535. break;
  5536. case SC_BERSERK:
  5537. // 5% every 10 seconds [DracoRPG]
  5538. if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
  5539. {
  5540. sc->data[type].timer = add_timer(
  5541. sc->data[type].val4+tick, status_change_timer,
  5542. bl->id, data);
  5543. return 0;
  5544. }
  5545. else if (sd)
  5546. sd->canregen_tick = gettick() + 300000;
  5547. break;
  5548. case SC_NOCHAT:
  5549. if(sd && battle_config.manner_system){
  5550. sd->status.manner++;
  5551. clif_updatestatus(sd,SP_MANNER);
  5552. if (sd->status.manner < 0)
  5553. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  5554. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
  5555. return 0;
  5556. }
  5557. }
  5558. break;
  5559. case SC_SPLASHER:
  5560. if (sc->data[type].val4 % 1000 == 0) {
  5561. char timer[10];
  5562. snprintf (timer, 10, "%d", sc->data[type].val4/1000);
  5563. clif_message(bl, timer);
  5564. }
  5565. if((sc->data[type].val4 -= 500) > 0) {
  5566. sc->data[type].timer = add_timer(
  5567. 500 + tick, status_change_timer,
  5568. bl->id, data);
  5569. return 0;
  5570. }
  5571. break;
  5572. case SC_MARIONETTE:
  5573. case SC_MARIONETTE2:
  5574. {
  5575. struct block_list *pbl = map_id2bl(sc->data[type].val1);
  5576. if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
  5577. {
  5578. sc->data[type].timer = add_timer(
  5579. 1000 + tick, status_change_timer,
  5580. bl->id, data);
  5581. return 0;
  5582. }
  5583. }
  5584. break;
  5585. case SC_GOSPEL:
  5586. if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
  5587. {
  5588. int hp, sp;
  5589. hp = (sc->data[type].val1 > 5) ? 45 : 30;
  5590. sp = (sc->data[type].val1 > 5) ? 35 : 20;
  5591. if(!status_charge(bl, hp, sp))
  5592. break;
  5593. sc->data[type].timer = add_timer(
  5594. 10000+tick, status_change_timer,
  5595. bl->id, data);
  5596. return 0;
  5597. }
  5598. break;
  5599. case SC_GUILDAURA:
  5600. {
  5601. struct block_list *tbl = map_id2bl(sc->data[type].val2);
  5602. if (tbl && battle_check_range(bl, tbl, 2)){
  5603. sc->data[type].timer = add_timer(
  5604. 1000 + tick, status_change_timer,
  5605. bl->id, data);
  5606. return 0;
  5607. }
  5608. }
  5609. break;
  5610. }
  5611. // default for all non-handled control paths
  5612. // security system to prevent forgetting timer removal
  5613. // if we reach this point we need the timer for the next call,
  5614. // so restore it to have status_change_end handle a valid timer
  5615. sc->data[type].timer = temp_timerid;
  5616. return status_change_end( bl,type,tid );
  5617. }
  5618. /*==========================================
  5619. * ステータス異常タイマー範囲処理
  5620. *------------------------------------------
  5621. */
  5622. int status_change_timer_sub(struct block_list *bl, va_list ap )
  5623. {
  5624. struct block_list *src;
  5625. struct status_change *sc, *tsc;
  5626. struct map_session_data* sd=NULL;
  5627. struct map_session_data* tsd=NULL;
  5628. int type;
  5629. unsigned int tick;
  5630. src=va_arg(ap,struct block_list*);
  5631. sc=va_arg(ap,struct status_change*);
  5632. type=va_arg(ap,int);
  5633. tick=va_arg(ap,unsigned int);
  5634. tsc=status_get_sc(bl);
  5635. if (status_isdead(bl))
  5636. return 0;
  5637. if (src->type==BL_PC) sd= (struct map_session_data*)src;
  5638. if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
  5639. switch( type ){
  5640. case SC_SIGHT: /* サイト */
  5641. case SC_CONCENTRATE:
  5642. if (tsc && tsc->count) {
  5643. if (tsc->data[SC_HIDING].timer != -1)
  5644. status_change_end( bl, SC_HIDING, -1);
  5645. if (tsc->data[SC_CLOAKING].timer != -1)
  5646. status_change_end( bl, SC_CLOAKING, -1);
  5647. }
  5648. break;
  5649. case SC_RUWACH: /* ルアフ */
  5650. 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
  5651. tsc->data[SC_CLOAKING].timer != -1)) {
  5652. status_change_end( bl, SC_HIDING, -1);
  5653. status_change_end( bl, SC_CLOAKING, -1);
  5654. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  5655. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  5656. }
  5657. break;
  5658. case SC_SIGHTBLASTER:
  5659. {
  5660. if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  5661. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  5662. { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
  5663. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  5664. sc->data[type].val2 = 0; //This signals it to end.
  5665. }
  5666. }
  5667. break;
  5668. case SC_CLOSECONFINE:
  5669. //Lock char has released the hold on everyone...
  5670. if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
  5671. tsc->data[SC_CLOSECONFINE2].val2 = 0;
  5672. status_change_end(bl, SC_CLOSECONFINE2, -1);
  5673. }
  5674. break;
  5675. }
  5676. return 0;
  5677. }
  5678. /*==========================================
  5679. * Clears buffs/debuffs of a character.
  5680. * type&1 -> buffs, type&2 -> debuffs
  5681. *------------------------------------------
  5682. */
  5683. int status_change_clear_buffs (struct block_list *bl, int type)
  5684. {
  5685. int i;
  5686. struct status_change *sc= status_get_sc(bl);
  5687. if (!sc || !sc->count)
  5688. return 0;
  5689. if (type&2) //Debuffs
  5690. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
  5691. if(sc->data[i].timer != -1)
  5692. status_change_end(bl,i,-1);
  5693. }
  5694. for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
  5695. if(sc->data[i].timer == -1)
  5696. continue;
  5697. switch (i) {
  5698. //Stuff that cannot be removed
  5699. case SC_WEIGHT50:
  5700. case SC_WEIGHT90:
  5701. case SC_COMBO:
  5702. case SC_SMA:
  5703. case SC_DANCING:
  5704. case SC_GUILDAURA:
  5705. case SC_SAFETYWALL:
  5706. case SC_NOCHAT:
  5707. case SC_ANKLE:
  5708. case SC_BLADESTOP:
  5709. case SC_CP_WEAPON:
  5710. case SC_CP_SHIELD:
  5711. case SC_CP_ARMOR:
  5712. case SC_CP_HELM:
  5713. continue;
  5714. //Debuffs that can be removed.
  5715. case SC_HALLUCINATION:
  5716. case SC_QUAGMIRE:
  5717. case SC_SIGNUMCRUCIS:
  5718. case SC_DECREASEAGI:
  5719. case SC_SLOWDOWN:
  5720. case SC_MINDBREAKER:
  5721. case SC_WINKCHARM:
  5722. case SC_STOP:
  5723. case SC_ORCISH:
  5724. case SC_STRIPWEAPON:
  5725. case SC_STRIPSHIELD:
  5726. case SC_STRIPARMOR:
  5727. case SC_STRIPHELM:
  5728. if (!(type&2))
  5729. continue;
  5730. break;
  5731. //The rest are buffs that can be removed.
  5732. case SC_BERSERK:
  5733. if (!(type&1))
  5734. continue;
  5735. sc->data[i].val4 = 1;
  5736. break;
  5737. default:
  5738. if (!(type&1))
  5739. continue;
  5740. break;
  5741. }
  5742. status_change_end(bl,i,-1);
  5743. }
  5744. return 0;
  5745. }
  5746. static int status_calc_sigma(void)
  5747. {
  5748. int i,j;
  5749. unsigned int k;
  5750. for(i=0;i<MAX_PC_CLASS;i++) {
  5751. memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
  5752. for(k=0,j=2;j<=MAX_LEVEL;j++) {
  5753. k += hp_coefficient[i]*j + 50;
  5754. k -= k%100;
  5755. hp_sigma_val[i][j-1] = k;
  5756. if (k >= INT_MAX)
  5757. break; //Overflow protection. [Skotlex]
  5758. }
  5759. for(;j<=MAX_LEVEL;j++)
  5760. hp_sigma_val[i][j-1] = INT_MAX;
  5761. }
  5762. return 0;
  5763. }
  5764. int status_readdb(void) {
  5765. int i,j;
  5766. FILE *fp;
  5767. char line[1024], path[1024],*p;
  5768. sprintf(path, "%s/job_db1.txt", db_path);
  5769. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  5770. if(fp==NULL){
  5771. ShowError("can't read %s\n", path);
  5772. return 1;
  5773. }
  5774. i = 0;
  5775. while(fgets(line, sizeof(line)-1, fp)){
  5776. char *split[MAX_WEAPON_TYPE + 5];
  5777. i++;
  5778. if(line[0]=='/' && line[1]=='/')
  5779. continue;
  5780. for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
  5781. split[j]=p;
  5782. p=strchr(p,',');
  5783. if(p) *p++=0;
  5784. }
  5785. if(j < MAX_WEAPON_TYPE + 5)
  5786. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  5787. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  5788. continue;
  5789. }
  5790. if(atoi(split[0])>=MAX_PC_CLASS)
  5791. continue;
  5792. max_weight_base[atoi(split[0])]=atoi(split[1]);
  5793. hp_coefficient[atoi(split[0])]=atoi(split[2]);
  5794. hp_coefficient2[atoi(split[0])]=atoi(split[3]);
  5795. sp_coefficient[atoi(split[0])]=atoi(split[4]);
  5796. for(j=0;j<MAX_WEAPON_TYPE;j++)
  5797. aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
  5798. }
  5799. fclose(fp);
  5800. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5801. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  5802. sprintf(path, "%s/job_db2.txt", db_path);
  5803. fp=fopen(path,"r");
  5804. if(fp==NULL){
  5805. ShowError("can't read %s\n", path);
  5806. return 1;
  5807. }
  5808. while(fgets(line, sizeof(line)-1, fp)){
  5809. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  5810. if(line[0]=='/' && line[1]=='/')
  5811. continue;
  5812. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  5813. split[j]=p;
  5814. p=strchr(p,',');
  5815. if(p) *p++=0;
  5816. }
  5817. if(atoi(split[0])>=MAX_PC_CLASS)
  5818. continue;
  5819. for(i=1;i<j && split[i];i++)
  5820. job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
  5821. }
  5822. fclose(fp);
  5823. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5824. // サイズ補正テ?ブル
  5825. for(i=0;i<3;i++)
  5826. for(j=0;j<MAX_WEAPON_TYPE;j++)
  5827. atkmods[i][j]=100;
  5828. sprintf(path, "%s/size_fix.txt", db_path);
  5829. fp=fopen(path,"r");
  5830. if(fp==NULL){
  5831. ShowError("can't read %s\n", path);
  5832. return 1;
  5833. }
  5834. i=0;
  5835. while(fgets(line, sizeof(line)-1, fp)){
  5836. char *split[MAX_WEAPON_TYPE];
  5837. if(line[0]=='/' && line[1]=='/')
  5838. continue;
  5839. if(atoi(line)<=0)
  5840. continue;
  5841. memset(split,0,sizeof(split));
  5842. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  5843. split[j]=p;
  5844. p=strchr(p,',');
  5845. if(p) *p++=0;
  5846. atkmods[i][j]=atoi(split[j]);
  5847. }
  5848. i++;
  5849. }
  5850. fclose(fp);
  5851. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5852. // 精?デ?タテ?ブル
  5853. for(i=0;i<5;i++){
  5854. for(j=0;j<MAX_REFINE; j++)
  5855. percentrefinery[i][j]=100;
  5856. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  5857. refinebonus[i][0]=0;
  5858. refinebonus[i][1]=0;
  5859. refinebonus[i][2]=10;
  5860. }
  5861. sprintf(path, "%s/refine_db.txt", db_path);
  5862. fp=fopen(path,"r");
  5863. if(fp==NULL){
  5864. ShowError("can't read %s\n", path);
  5865. return 1;
  5866. }
  5867. i=0;
  5868. while(fgets(line, sizeof(line)-1, fp)){
  5869. char *split[16];
  5870. if(line[0]=='/' && line[1]=='/')
  5871. continue;
  5872. if(atoi(line)<=0)
  5873. continue;
  5874. memset(split,0,sizeof(split));
  5875. for(j=0,p=line;j<16 && p;j++){
  5876. split[j]=p;
  5877. p=strchr(p,',');
  5878. if(p) *p++=0;
  5879. }
  5880. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  5881. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  5882. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  5883. for(j=0;j<MAX_REFINE && split[j];j++)
  5884. percentrefinery[i][j]=atoi(split[j+3]);
  5885. i++;
  5886. }
  5887. fclose(fp); //Lupus. close this file!!!
  5888. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  5889. return 0;
  5890. }
  5891. /*==========================================
  5892. * スキル関係初期化処理
  5893. *------------------------------------------
  5894. */
  5895. int do_init_status(void)
  5896. {
  5897. if (SC_MAX > MAX_STATUSCHANGE)
  5898. {
  5899. ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
  5900. exit(1);
  5901. }
  5902. add_timer_func_list(status_change_timer,"status_change_timer");
  5903. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  5904. initChangeTables();
  5905. initDummyData();
  5906. status_readdb();
  5907. status_calc_sigma();
  5908. return 0;
  5909. }