1 | // Copyright (c) Athena Dev Teams - Licensed under GNU GPL |
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2 | // For more information, see LICENCE in the main folder |
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3 | |
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4 | #include "../common/cbasetypes.h" |
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5 | #include "../common/timer.h" |
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6 | #include "../common/nullpo.h" |
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7 | #include "../common/showmsg.h" |
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8 | #include "../common/malloc.h" |
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9 | #include "../common/utils.h" |
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10 | #include "../common/ers.h" |
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11 | |
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12 | #include "map.h" |
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13 | #include "path.h" |
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14 | #include "pc.h" |
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15 | #include "pet.h" |
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16 | #include "npc.h" |
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17 | #include "mob.h" |
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18 | #include "clif.h" |
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19 | #include "guild.h" |
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20 | #include "skill.h" |
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21 | #include "itemdb.h" |
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22 | #include "battle.h" |
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23 | #include "chrif.h" |
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24 | #include "skill.h" |
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25 | #include "status.h" |
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26 | #include "script.h" |
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27 | #include "unit.h" |
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28 | #include "mercenary.h" |
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29 | #include "vending.h" |
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30 | |
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31 | #include <time.h> |
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32 | #include <stdio.h> |
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33 | #include <stdlib.h> |
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34 | #include <memory.h> |
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35 | #include <string.h> |
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36 | |
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37 | |
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38 | //Regen related flags. |
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39 | #define RGN_HP 0x01 |
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40 | #define RGN_SP 0x02 |
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41 | #define RGN_SHP 0x04 |
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42 | #define RGN_SSP 0x08 |
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43 | |
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44 | static int max_weight_base[CLASS_COUNT]; |
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45 | static int hp_coefficient[CLASS_COUNT]; |
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46 | static int hp_coefficient2[CLASS_COUNT]; |
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47 | static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1]; |
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48 | static int sp_coefficient[CLASS_COUNT]; |
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49 | static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] |
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50 | static int refinebonus[MAX_REFINE_BONUS][3]; // žB{[iXe[u(refine_db.txt) |
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51 | int percentrefinery[5][MAX_REFINE+1]; // žB¬÷Š(refine_db.txt) |
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52 | static int atkmods[3][MAX_WEAPON_TYPE]; // íATKTCYC³(size_fix.txt) |
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53 | static char job_bonus[CLASS_COUNT][MAX_LEVEL]; |
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54 | |
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55 | static struct eri *sc_data_ers; //For sc_data entries |
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56 | static struct status_data dummy_status; |
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57 | |
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58 | int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] |
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59 | int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] |
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60 | //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only |
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61 | //to avoid cards exploits |
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62 | |
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63 | static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status |
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64 | static int StatusIconChangeTable[SC_MAX]; // status -> icon |
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65 | unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags |
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66 | static int StatusSkillChangeTable[SC_MAX]; // status -> skill |
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67 | |
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68 | sc_type status_skill2sc(int skill) |
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69 | { |
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70 | int sk = skill_get_index(skill); |
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71 | if( sk == 0 ) { |
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72 | ShowError("status_skill2sc: Unsupported skill id %d\n", skill); |
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73 | return SC_NONE; |
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74 | } |
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75 | return SkillStatusChangeTable[sk]; |
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76 | } |
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77 | |
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78 | int status_sc2skill(sc_type sc) |
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79 | { |
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80 | if( sc < 0 || sc >= SC_MAX ) { |
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81 | ShowError("status_skill2sc: Unsupported status change id %d\n", sc); |
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82 | return 0; |
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83 | } |
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84 | |
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85 | return StatusSkillChangeTable[sc]; |
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86 | } |
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87 | |
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88 | #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE) |
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89 | |
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90 | static void set_sc(int skill, sc_type sc, int icon, unsigned int flag) |
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91 | { |
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92 | int sk = skill_get_index(skill); |
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93 | if( sk == 0 ) { |
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94 | ShowError("set_sc: Unsupported skill id %d\n", skill); |
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95 | return; |
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96 | } |
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97 | if( sc < 0 || sc >= SC_MAX ) { |
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98 | ShowError("set_sc: Unsupported status change id %d\n", sc); |
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99 | return; |
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100 | } |
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101 | |
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102 | if( StatusSkillChangeTable[sc] == 0 ) |
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103 | StatusSkillChangeTable[sc] = skill; |
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104 | if( StatusIconChangeTable[sc] == SI_BLANK ) |
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105 | StatusIconChangeTable[sc] = icon; |
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106 | StatusChangeFlagTable[sc] |= flag; |
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107 | |
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108 | if( SkillStatusChangeTable[sk] == SC_NONE ) |
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109 | SkillStatusChangeTable[sk] = sc; |
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110 | } |
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111 | |
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112 | void initChangeTables(void) |
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113 | { |
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114 | int i; |
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115 | for (i = 0; i < SC_MAX; i++) |
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116 | StatusIconChangeTable[i] = SI_BLANK; |
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117 | for (i = 0; i < MAX_SKILL; i++) |
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118 | SkillStatusChangeTable[i] = SC_NONE; |
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119 | |
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120 | memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); |
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121 | memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); |
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122 | |
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123 | //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] |
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124 | set_sc( MG_STONECURSE , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); |
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125 | set_sc( MG_FROSTDIVER , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); |
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126 | set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); |
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127 | set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); |
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128 | set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); |
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129 | set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); |
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130 | set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); |
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131 | set_sc( DC_WINKCHARM , SC_CONFUSION , SI_BLANK , SCB_NONE ); |
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132 | //the visual effect is HALLUCINATION?! |
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133 | set_sc( AD_PWFEAR , SC_FEAR , SI_HALLUCINATION , SCB_SPEED ); //Fear Status by [Brainstorm] |
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134 | set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); |
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135 | set_sc( LK_HEADCRUSH , SC_BLEEDING , SI_BLEEDING , SCB_REGEN ); |
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136 | set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); |
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137 | |
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138 | //The main status definitions |
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139 | add_sc( SM_BASH , SC_STUN ); |
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140 | set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); |
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141 | add_sc( SM_MAGNUM , SC_WATK_ELEMENT ); |
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142 | set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); |
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143 | add_sc( MG_SIGHT , SC_SIGHT ); |
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144 | add_sc( MG_SAFETYWALL , SC_SAFETYWALL ); |
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145 | add_sc( MG_FROSTDIVER , SC_FREEZE ); |
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146 | add_sc( MG_STONECURSE , SC_STONE ); |
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147 | add_sc( AL_RUWACH , SC_RUWACH ); |
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148 | add_sc( AL_PNEUMA , SC_PNEUMA ); |
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149 | set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); |
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150 | set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED ); |
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151 | set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF ); |
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152 | set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); |
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153 | set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); |
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154 | set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX ); |
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155 | set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); |
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156 | add_sc( TF_POISON , SC_POISON ); |
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157 | set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); |
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158 | add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); |
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159 | set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK ); |
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160 | set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); |
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161 | set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); |
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162 | set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); |
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163 | set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); |
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164 | set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); |
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165 | set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); |
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166 | set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); |
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167 | add_sc( PR_LEXDIVINA , SC_SILENCE ); |
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168 | set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE ); |
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169 | add_sc( WZ_METEOR , SC_STUN ); |
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170 | add_sc( WZ_VERMILION , SC_BLIND ); |
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171 | add_sc( WZ_FROSTNOVA , SC_FREEZE ); |
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172 | add_sc( WZ_STORMGUST , SC_FREEZE ); |
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173 | set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); |
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174 | set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); |
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175 | set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE ); |
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176 | set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); |
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177 | set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE ); |
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178 | add_sc( HT_LANDMINE , SC_STUN ); |
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179 | add_sc( HT_ANKLESNARE , SC_ANKLE ); |
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180 | add_sc( HT_SANDMAN , SC_SLEEP ); |
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181 | add_sc( HT_FLASHER , SC_BLIND ); |
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182 | add_sc( HT_FREEZINGTRAP , SC_FREEZE ); |
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183 | set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); |
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184 | add_sc( AS_SONICBLOW , SC_STUN ); |
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185 | set_sc( AS_GRIMTOOTH , SC_SLOWDOWN , SI_BLANK , SCB_SPEED ); |
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186 | set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE ); |
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187 | set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); |
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188 | add_sc( AS_VENOMDUST , SC_POISON ); |
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189 | add_sc( AS_SPLASHER , SC_SPLASHER ); |
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190 | set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); |
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191 | set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); |
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192 | add_sc( TF_SPRINKLESAND , SC_BLIND ); |
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193 | add_sc( TF_THROWSTONE , SC_STUN ); |
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194 | set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR ); |
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195 | set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); |
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196 | set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); |
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197 | add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); |
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198 | set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_BLANK , SCB_DEF_ELE ); |
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199 | add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE ); |
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200 | add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE ); |
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201 | add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE ); |
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202 | add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE ); |
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203 | add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE ); |
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204 | add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE ); |
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205 | add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE ); |
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206 | add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE ); |
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207 | add_sc( NPC_POISON , SC_POISON ); |
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208 | add_sc( NPC_BLINDATTACK , SC_BLIND ); |
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209 | add_sc( NPC_SILENCEATTACK , SC_SILENCE ); |
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210 | add_sc( NPC_STUNATTACK , SC_STUN ); |
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211 | add_sc( NPC_PETRIFYATTACK , SC_STONE ); |
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212 | add_sc( NPC_CURSEATTACK , SC_CURSE ); |
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213 | add_sc( NPC_SLEEPATTACK , SC_SLEEP ); |
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214 | add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK ); |
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215 | set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF ); |
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216 | add_sc( NPC_DARKBLESSING , SC_COMA ); |
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217 | set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); |
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218 | add_sc( NPC_DEFENDER , SC_ARMOR ); |
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219 | add_sc( NPC_LICK , SC_STUN ); |
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220 | set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE ); |
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221 | add_sc( NPC_REBIRTH , SC_KAIZEL ); |
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222 | add_sc( RG_RAID , SC_STUN ); |
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223 | set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK ); |
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224 | set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF ); |
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225 | set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT ); |
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226 | set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT ); |
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227 | add_sc( AM_ACIDTERROR , SC_BLEEDING ); |
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228 | set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE ); |
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229 | set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE ); |
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230 | set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE ); |
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231 | set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE ); |
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232 | set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); |
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233 | add_sc( CR_SHIELDCHARGE , SC_STUN ); |
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234 | set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); |
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235 | add_sc( CR_HOLYCROSS , SC_BLIND ); |
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236 | add_sc( CR_GRANDCROSS , SC_BLIND ); |
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237 | add_sc( CR_DEVOTION , SC_DEVOTION ); |
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238 | set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_PC ); |
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239 | set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); |
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240 | set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD ); |
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241 | set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); |
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242 | add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT ); |
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243 | add_sc( MO_BLADESTOP , SC_BLADESTOP ); |
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244 | set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); |
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245 | set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); |
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246 | add_sc( SA_MAGICROD , SC_MAGICROD ); |
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247 | set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); |
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248 | set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE ); |
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249 | set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE ); |
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250 | set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE ); |
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251 | set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE ); |
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252 | set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK ); |
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253 | set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP ); |
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254 | set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE ); |
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255 | add_sc( SA_REVERSEORCISH , SC_ORCISH ); |
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256 | add_sc( SA_COMA , SC_COMA ); |
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257 | set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); |
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258 | add_sc( BD_RICHMANKIM , SC_RICHMANKIM ); |
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259 | set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); |
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260 | set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); |
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261 | set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK ); |
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262 | add_sc( BD_ROKISWEIL , SC_ROKISWEIL ); |
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263 | add_sc( BD_INTOABYSS , SC_INTOABYSS ); |
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264 | set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_PC ); |
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265 | add_sc( BA_FROSTJOKER , SC_FREEZE ); |
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266 | set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); |
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267 | set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD ); |
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268 | add_sc( BA_POEMBRAGI , SC_POEMBRAGI ); |
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269 | set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP ); |
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270 | add_sc( DC_SCREAM , SC_STUN ); |
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271 | set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); |
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272 | set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); |
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273 | set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); |
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274 | set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_MAXSP|SCB_PC ); |
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275 | add_sc( NPC_DARKCROSS , SC_BLIND ); |
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276 | add_sc( NPC_GRANDDARKNESS , SC_BLIND ); |
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277 | set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); |
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278 | set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); |
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279 | set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); |
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280 | set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE ); |
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281 | set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); |
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282 | set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); |
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283 | add_sc( NPC_INVISIBLE , SC_CLOAKING ); |
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284 | set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); |
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285 | set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); |
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286 | set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD ); |
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287 | set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); |
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288 | set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); |
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289 | set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); |
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290 | add_sc( HP_BASILICA , SC_BASILICA ); |
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291 | set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); |
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292 | add_sc( PA_SACRIFICE , SC_SACRIFICE ); |
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293 | set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD ); |
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294 | add_sc( PA_GOSPEL , SC_SCRESIST ); |
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295 | add_sc( CH_TIGERFIST , SC_STOP ); |
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296 | set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); |
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297 | set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); |
---|
298 | set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); |
---|
299 | set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); |
---|
300 | set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); |
---|
301 | set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); |
---|
302 | set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE ); |
---|
303 | add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); |
---|
304 | set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); |
---|
305 | set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); |
---|
306 | add_sc( LK_SPIRALPIERCE , SC_STOP ); |
---|
307 | add_sc( LK_HEADCRUSH , SC_BLEEDING ); |
---|
308 | set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); |
---|
309 | add_sc( HW_NAPALMVULCAN , SC_CURSE ); |
---|
310 | set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); |
---|
311 | add_sc( PF_MEMORIZE , SC_MEMORIZE ); |
---|
312 | add_sc( PF_FOGWALL , SC_FOGWALL ); |
---|
313 | set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); |
---|
314 | set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE ); |
---|
315 | set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); |
---|
316 | set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR ); |
---|
317 | set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE ); |
---|
318 | set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE ); |
---|
319 | add_sc( TK_DOWNKICK , SC_STUN ); |
---|
320 | set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE ); |
---|
321 | set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE ); |
---|
322 | set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE ); |
---|
323 | set_sc( TK_SPTIME , SC_TKREST , SI_TKREST , SCB_NONE ); |
---|
324 | add_sc( TK_SEVENWIND , SC_SEVENWIND ); |
---|
325 | set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE ); |
---|
326 | set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE ); |
---|
327 | set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE ); |
---|
328 | add_sc( SG_MOON_WARM , SC_WARM ); |
---|
329 | add_sc( SG_STAR_WARM , SC_WARM ); |
---|
330 | set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); |
---|
331 | set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); |
---|
332 | set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); |
---|
333 | add_sc( SG_FRIEND , SC_SKILLRATE_UP ); |
---|
334 | set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_PC ); |
---|
335 | set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); |
---|
336 | set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); |
---|
337 | set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); |
---|
338 | set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); |
---|
339 | set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); |
---|
340 | set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); |
---|
341 | add_sc( SL_STUN , SC_STUN ); |
---|
342 | set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); |
---|
343 | set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); |
---|
344 | set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); |
---|
345 | set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE ); |
---|
346 | set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); |
---|
347 | set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE ); |
---|
348 | set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); |
---|
349 | add_sc( WS_CARTTERMINATION , SC_STUN ); |
---|
350 | set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE ); |
---|
351 | set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); |
---|
352 | add_sc( CG_HERMODE , SC_HERMODE ); |
---|
353 | set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); |
---|
354 | set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_PC ); |
---|
355 | set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD ); |
---|
356 | set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); |
---|
357 | add_sc( GS_CRACKER , SC_STUN ); |
---|
358 | add_sc( GS_DISARM , SC_STRIPWEAPON ); |
---|
359 | add_sc( GS_PIERCINGSHOT , SC_BLEEDING ); |
---|
360 | set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD ); |
---|
361 | set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE ); |
---|
362 | set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); |
---|
363 | set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD ); |
---|
364 | set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE ); |
---|
365 | set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED ); |
---|
366 | add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); |
---|
367 | set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT ); |
---|
368 | set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE ); |
---|
369 | set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE ); |
---|
370 | |
---|
371 | add_sc( NPC_ICEBREATH , SC_FREEZE ); |
---|
372 | add_sc( NPC_ACIDBREATH , SC_POISON ); |
---|
373 | add_sc( NPC_HELLJUDGEMENT , SC_CURSE ); |
---|
374 | add_sc( NPC_WIDESILENCE , SC_SILENCE ); |
---|
375 | add_sc( NPC_WIDEFREEZE , SC_FREEZE ); |
---|
376 | add_sc( NPC_WIDEBLEEDING , SC_BLEEDING ); |
---|
377 | add_sc( NPC_WIDESTONE , SC_STONE ); |
---|
378 | add_sc( NPC_WIDECONFUSE , SC_CONFUSION ); |
---|
379 | add_sc( NPC_WIDESLEEP , SC_SLEEP ); |
---|
380 | add_sc( NPC_WIDESIGHT , SC_SIGHT ); |
---|
381 | add_sc( NPC_EVILLAND , SC_BLIND ); |
---|
382 | add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR ); |
---|
383 | set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); |
---|
384 | set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); |
---|
385 | set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF ); |
---|
386 | add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE ); |
---|
387 | add_sc( NPC_WIDECURSE , SC_CURSE ); |
---|
388 | add_sc( NPC_WIDESTUN , SC_STUN ); |
---|
389 | |
---|
390 | set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE ); |
---|
391 | set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE ); |
---|
392 | set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE ); |
---|
393 | set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE ); |
---|
394 | set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE ); |
---|
395 | add_sc( MO_BALKYOUNG , SC_STUN ); |
---|
396 | add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE ); |
---|
397 | add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE ); |
---|
398 | add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE ); |
---|
399 | add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE ); |
---|
400 | |
---|
401 | set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED ); |
---|
402 | set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); |
---|
403 | set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); |
---|
404 | set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE ); |
---|
405 | set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF ); |
---|
406 | set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); |
---|
407 | |
---|
408 | set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX ); |
---|
409 | set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); |
---|
410 | set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN ); |
---|
411 | //Are we sure about this? |
---|
412 | // Custom Jobs Skills [Brain] |
---|
413 | add_sc( AD_PWBLIND , SC_BLIND); |
---|
414 | add_sc( AD_PWFEAR , SC_FEAR); |
---|
415 | set_sc( AD_LUST , SC_LUST , SI_JOINTBEAT , SCB_ASPD|SCB_BATK|SCB_WATK|SCB_REGEN); |
---|
416 | set_sc( NC_DECREPIFY , SC_DECREPIFY , SI_BLEEDING , SCB_SPEED|SCB_BATK|SCB_WATK|SCB_DEF2|SCB_MDEF2); |
---|
417 | set_sc( NC_DARKMOON , SC_DARKMOON , SI_MOON_COMFORT , SCB_FLEE|SCB_HIT); |
---|
418 | add_sc( NC_DARKMOON , SC_BLIND); |
---|
419 | set_sc( NC_REQUIEM , SC_REQUIEM , SI_KAIZEL , SCB_BATK|SCB_WATK); |
---|
420 | add_sc( NC_GHOULTOUCH , SC_POISON); |
---|
421 | set_sc( NC_PWSUFFER , SC_SUFFER , SI_BLANK , SCB_DEF|SCB_DEF2); |
---|
422 | set_sc( NC_DEATHPACT , SC_DEATHPACT , SI_BIOMOBTRICKDEAD , SCB_DEF_ELE|SCB_REGEN); |
---|
423 | |
---|
424 | set_sc( WL_SEARING , SC_SEARING , SI_BLANK , SCB_NONE); |
---|
425 | set_sc( WL_IMMOLATE , SC_IMMOLATE , SI_BLANK , SCB_NONE); |
---|
426 | add_sc( WL_SHADOWBURN , SC_STUN); |
---|
427 | set_sc( WL_PWAGONY , SC_AGONY , SI_BLANK , SCB_MDEF|SCB_MDEF2); |
---|
428 | set_sc( WL_CURSETONGUES , SC_CURSETONGUES , SI_SLOWCAST , SCB_NONE); |
---|
429 | set_sc( WL_CURSEDOOM , SC_DOOM , SI_BLANK , SCB_NONE); |
---|
430 | set_sc( WL_CURSEWEAKNESS , SC_CURSEWEAKNESS , SI_STRIPWEAPON , SCB_BATK|SCB_WATK); |
---|
431 | set_sc( WL_CURSEEXHAUST , SC_CURSEEXHAUST , SI_CRITICALWOUND , SCB_DEF|SCB_MDEF); |
---|
432 | add_sc( WL_HOWLOFTERROR , SC_FEAR); |
---|
433 | set_sc( WL_HOWLOFPAIN , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK); |
---|
434 | set_sc( WL_OVERWHELMING , SC_OVERWHELMING , SI_ENERGYCOAT , SCB_DEF|SCB_MDEF|SCB_MATK|SCB_REGEN|SCB_DEF_ELE); |
---|
435 | //WTF IS THIS DOING HERE AT ALL?! |
---|
436 | set_sc( ALL_ATFIELD , SC_ATFIELD , SI_UTSUSEMI ,SCB_NONE); |
---|
437 | |
---|
438 | |
---|
439 | // Storing the target job rather than simply SC_SPIRIT simplifies code later on. |
---|
440 | SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, |
---|
441 | SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, |
---|
442 | SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, |
---|
443 | SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE, |
---|
444 | SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, |
---|
445 | SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, |
---|
446 | SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, |
---|
447 | SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, |
---|
448 | SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, |
---|
449 | SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, |
---|
450 | SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, |
---|
451 | SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, |
---|
452 | SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, |
---|
453 | SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, |
---|
454 | SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, |
---|
455 | |
---|
456 | //Status that don't have a skill associated. |
---|
457 | StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50; |
---|
458 | StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; |
---|
459 | StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION; |
---|
460 | StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION; |
---|
461 | StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION; |
---|
462 | StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION; |
---|
463 | StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1; |
---|
464 | StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2; |
---|
465 | StatusIconChangeTable[SC_INCSTR] = SI_INCSTR; |
---|
466 | StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; |
---|
467 | StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION; |
---|
468 | StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR; |
---|
469 | StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI; |
---|
470 | StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT; |
---|
471 | StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT; |
---|
472 | StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX; |
---|
473 | StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK; |
---|
474 | StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE; |
---|
475 | StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT; |
---|
476 | //Cash Items |
---|
477 | StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST; |
---|
478 | StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST; |
---|
479 | StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE; |
---|
480 | StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO; |
---|
481 | StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE; |
---|
482 | StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE; |
---|
483 | StatusIconChangeTable[SC_INCCRI] = SI_INCCRI; |
---|
484 | StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE; |
---|
485 | StatusIconChangeTable[SC_HPREGEN] = SI_HPREGEN; |
---|
486 | StatusIconChangeTable[SC_SPCOST_RATE] = SI_SPCOST_RATE; |
---|
487 | StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_COMMONSC_RESIST; |
---|
488 | StatusIconChangeTable[SC_ARMOR_RESIST] = SI_ARMOR_RESIST; |
---|
489 | |
---|
490 | //Other SC which are not necessarily associated to skills. |
---|
491 | StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; |
---|
492 | StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD; |
---|
493 | StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD; |
---|
494 | StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD; |
---|
495 | StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED; |
---|
496 | StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED; |
---|
497 | StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK; |
---|
498 | StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK; |
---|
499 | StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; |
---|
500 | StatusChangeFlagTable[SC_INCSTR] |= SCB_STR; |
---|
501 | StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; |
---|
502 | StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; |
---|
503 | StatusChangeFlagTable[SC_INCINT] |= SCB_INT; |
---|
504 | StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; |
---|
505 | StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; |
---|
506 | StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; |
---|
507 | StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; |
---|
508 | StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; |
---|
509 | StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; |
---|
510 | StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI; |
---|
511 | StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2; |
---|
512 | StatusChangeFlagTable[SC_INCDEF] |= SCB_DEF; |
---|
513 | StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; |
---|
514 | StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; |
---|
515 | StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; |
---|
516 | StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; |
---|
517 | StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; |
---|
518 | StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; |
---|
519 | StatusChangeFlagTable[SC_INCBASEATK] |= SCB_BATK; |
---|
520 | StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR; |
---|
521 | StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI; |
---|
522 | StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT; |
---|
523 | StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT; |
---|
524 | StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX; |
---|
525 | StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK; |
---|
526 | StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT; |
---|
527 | StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE; |
---|
528 | StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; |
---|
529 | StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; |
---|
530 | StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; |
---|
531 | StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC; |
---|
532 | StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_PC; |
---|
533 | StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_PC; |
---|
534 | StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; |
---|
535 | |
---|
536 | if (!battle_config.display_hallucination) //Disable Hallucination. |
---|
537 | StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; |
---|
538 | } |
---|
539 | |
---|
540 | static void initDummyData(void) |
---|
541 | { |
---|
542 | memset(&dummy_status, 0, sizeof(dummy_status)); |
---|
543 | dummy_status.hp = |
---|
544 | dummy_status.max_hp = |
---|
545 | dummy_status.max_sp = |
---|
546 | dummy_status.str = |
---|
547 | dummy_status.agi = |
---|
548 | dummy_status.vit = |
---|
549 | dummy_status.int_ = |
---|
550 | dummy_status.dex = |
---|
551 | dummy_status.luk = |
---|
552 | dummy_status.hit = 1; |
---|
553 | dummy_status.speed = 2000; |
---|
554 | dummy_status.adelay = 4000; |
---|
555 | dummy_status.amotion = 2000; |
---|
556 | dummy_status.dmotion = 2000; |
---|
557 | dummy_status.ele_lv = 1; //Min elemental level. |
---|
558 | dummy_status.mode = MD_CANMOVE; |
---|
559 | } |
---|
560 | |
---|
561 | /*========================================== |
---|
562 | * žB{[iX |
---|
563 | *------------------------------------------*/ |
---|
564 | int status_getrefinebonus(int lv,int type) |
---|
565 | { |
---|
566 | if (lv >= 0 && lv < 5 && type >= 0 && type < 3) |
---|
567 | return refinebonus[lv][type]; |
---|
568 | return 0; |
---|
569 | } |
---|
570 | |
---|
571 | //Sets HP to given value. Flag is the flag passed to status_heal in case |
---|
572 | //final value is higher than current (use 2 to make a healing effect display |
---|
573 | //on players) It will always succeed (overrides Berserk block), but it can't kill. |
---|
574 | int status_set_hp(struct block_list *bl, unsigned int hp, int flag) |
---|
575 | { |
---|
576 | struct status_data *status; |
---|
577 | if (hp < 1) return 0; |
---|
578 | status = status_get_status_data(bl); |
---|
579 | if (status == &dummy_status) |
---|
580 | return 0; |
---|
581 | |
---|
582 | if (hp > status->max_hp) hp = status->max_hp; |
---|
583 | if (hp == status->hp) return 0; |
---|
584 | if (hp > status->hp) |
---|
585 | return status_heal(bl, hp - status->hp, 0, 1|flag); |
---|
586 | return status_zap(bl, status->hp - hp, 0); |
---|
587 | } |
---|
588 | |
---|
589 | //Sets SP to given value. Flag is the flag passed to status_heal in case |
---|
590 | //final value is higher than current (use 2 to make a healing effect display |
---|
591 | //on players) |
---|
592 | int status_set_sp(struct block_list *bl, unsigned int sp, int flag) |
---|
593 | { |
---|
594 | struct status_data *status; |
---|
595 | |
---|
596 | status = status_get_status_data(bl); |
---|
597 | if (status == &dummy_status) |
---|
598 | return 0; |
---|
599 | |
---|
600 | if (sp > status->max_sp) sp = status->max_sp; |
---|
601 | if (sp == status->sp) return 0; |
---|
602 | if (sp > status->sp) |
---|
603 | return status_heal(bl, 0, sp - status->sp, 1|flag); |
---|
604 | return status_zap(bl, 0, status->sp - sp); |
---|
605 | } |
---|
606 | |
---|
607 | int status_charge(struct block_list* bl, int hp, int sp) |
---|
608 | { |
---|
609 | if(!(bl->type&BL_CONSUME)) |
---|
610 | return hp+sp; //Assume all was charged so there are no 'not enough' fails. |
---|
611 | return status_damage(NULL, bl, hp, sp, 0, 3); |
---|
612 | } |
---|
613 | |
---|
614 | //Inflicts damage on the target with the according walkdelay. |
---|
615 | //If flag&1, damage is passive and does not triggers cancelling status changes. |
---|
616 | //If flag&2, fail if target does not has enough to substract. |
---|
617 | //If flag&4, if killed, mob must not give exp/loot. |
---|
618 | int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) |
---|
619 | { |
---|
620 | struct status_data *status; |
---|
621 | struct status_change *sc; |
---|
622 | |
---|
623 | if(sp && !(target->type&BL_CONSUME)) |
---|
624 | sp = 0; //Not a valid SP target. |
---|
625 | |
---|
626 | if (hp < 0) { //Assume absorbed damage. |
---|
627 | status_heal(target, -hp, 0, 1); |
---|
628 | hp = 0; |
---|
629 | } |
---|
630 | |
---|
631 | if (sp < 0) { |
---|
632 | status_heal(target, 0, -sp, 1); |
---|
633 | sp = 0; |
---|
634 | } |
---|
635 | |
---|
636 | if (!hp && !sp) |
---|
637 | return 0; |
---|
638 | |
---|
639 | if (target->type == BL_SKILL) |
---|
640 | return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick()); |
---|
641 | |
---|
642 | status = status_get_status_data(target); |
---|
643 | |
---|
644 | if (status == &dummy_status || !status->hp) |
---|
645 | return 0; //Invalid targets: no damage or dead |
---|
646 | |
---|
647 | // Let through. battle.c/skill.c have the whole logic of when it's possible or |
---|
648 | // not to hurt someone (and this check breaks pet catching) [Skotlex] |
---|
649 | // if (!target->prev && !(flag&2)) |
---|
650 | // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp |
---|
651 | |
---|
652 | sc = status_get_sc(target); |
---|
653 | |
---|
654 | if (sc && !sc->count) |
---|
655 | sc = NULL; |
---|
656 | |
---|
657 | if (hp && !(flag&1)) { |
---|
658 | if (sc) { |
---|
659 | struct status_change_entry *sce; |
---|
660 | if ((sce=sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE) |
---|
661 | { //Devotion prevents any of the other ailments from ending. |
---|
662 | struct map_session_data *sd2 = map_id2sd(sce->val1); |
---|
663 | if (sd2 && sd2->devotion[sce->val2] == target->id && check_distance_bl(target, &sd2->bl, sce->val3)) |
---|
664 | { |
---|
665 | clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0); |
---|
666 | status_fix_damage(NULL, &sd2->bl, hp, 0); |
---|
667 | return 0; |
---|
668 | } |
---|
669 | status_change_end(target, SC_DEVOTION, -1); |
---|
670 | } |
---|
671 | if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) |
---|
672 | status_change_end(target,SC_STONE,-1); |
---|
673 | status_change_end(target,SC_FREEZE,-1); |
---|
674 | status_change_end(target,SC_SLEEP,-1); |
---|
675 | status_change_end(target,SC_WINKCHARM,-1); |
---|
676 | status_change_end(target,SC_CONFUSION,-1); |
---|
677 | /*+ if (sc->data[SC_FEAR]) //Fear Status by [Brainstorm] |
---|
678 | + status_change_end(target, SC_FEAR, -1);*/ |
---|
679 | //Modifying the above... |
---|
680 | status_change_end(target,SC_FEAR,-1); |
---|
681 | status_change_end(target,SC_TRICKDEAD,-1); |
---|
682 | status_change_end(target,SC_HIDING,-1); |
---|
683 | status_change_end(target,SC_CLOAKING,-1); |
---|
684 | status_change_end(target,SC_CHASEWALK,-1); |
---|
685 | if ((sce=sc->data[SC_ENDURE]) && !sce->val4) { |
---|
686 | //Endure count is only reduced by non-players on non-gvg maps. |
---|
687 | //val4 signals infinite endure. [Skotlex] |
---|
688 | if (src && src->type != BL_PC && !map_flag_gvg(target->m) |
---|
689 | && --(sce->val2) < 0) |
---|
690 | status_change_end(target, SC_ENDURE, -1); |
---|
691 | } |
---|
692 | //May also work here... MAYBE |
---|
693 | // if (sc->data[SC_FEAR]) //Fear Status by [Brainstorm] |
---|
694 | // status_change_end(target, SC_FEAR, -1); |
---|
695 | if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) |
---|
696 | { |
---|
697 | struct skill_unit_group *sg = (struct skill_unit_group *)sce->val4; |
---|
698 | if (sg) { |
---|
699 | skill_delunitgroup(target,sg); |
---|
700 | sce->val4 = 0; |
---|
701 | status_change_end(target, SC_GRAVITATION, -1); |
---|
702 | } |
---|
703 | } |
---|
704 | if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) |
---|
705 | skill_stop_dancing(target); |
---|
706 | } |
---|
707 | unit_skillcastcancel(target, 2); |
---|
708 | } |
---|
709 | |
---|
710 | if ((unsigned int)hp >= status->hp) { |
---|
711 | if (flag&2) return 0; |
---|
712 | hp = status->hp; |
---|
713 | } |
---|
714 | |
---|
715 | if ((unsigned int)sp > status->sp) { |
---|
716 | if (flag&2) return 0; |
---|
717 | sp = status->sp; |
---|
718 | } |
---|
719 | |
---|
720 | status->hp-= hp; |
---|
721 | status->sp-= sp; |
---|
722 | |
---|
723 | if (sc && hp && status->hp) { |
---|
724 | if (sc->data[SC_AUTOBERSERK] && |
---|
725 | (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && |
---|
726 | status->hp < status->max_hp>>2) |
---|
727 | sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); |
---|
728 | if (sc->data[SC_BERSERK] && status->hp <= 100) |
---|
729 | status_change_end(target, SC_BERSERK, -1); |
---|
730 | } |
---|
731 | |
---|
732 | switch (target->type) |
---|
733 | { |
---|
734 | case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break; |
---|
735 | case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; |
---|
736 | case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break; |
---|
737 | } |
---|
738 | |
---|
739 | if (status->hp) |
---|
740 | { //Still lives! |
---|
741 | if (walkdelay) |
---|
742 | unit_set_walkdelay(target, gettick(), walkdelay, 0); |
---|
743 | return hp+sp; |
---|
744 | } |
---|
745 | |
---|
746 | status->hp = 1; //To let the dead function cast skills and all that. |
---|
747 | //NOTE: These dead functions should return: [Skotlex] |
---|
748 | //0: Death cancelled, auto-revived. |
---|
749 | //Non-zero: Standard death. Clear status, cancel move/attack, etc |
---|
750 | //&2: Also remove object from map. |
---|
751 | //&4: Also delete object from memory. |
---|
752 | switch (target->type) { |
---|
753 | case BL_PC: flag = pc_dead((TBL_PC*)target,src); break; |
---|
754 | case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; |
---|
755 | case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break; |
---|
756 | default: //Unhandled case, do nothing to object. |
---|
757 | flag = 0; |
---|
758 | break; |
---|
759 | } |
---|
760 | |
---|
761 | if(!flag) //Death cancelled. |
---|
762 | return hp+sp; |
---|
763 | |
---|
764 | //Normal death |
---|
765 | status->hp = 0; |
---|
766 | if (battle_config.clear_unit_ondeath && |
---|
767 | battle_config.clear_unit_ondeath&target->type) |
---|
768 | skill_clear_unitgroup(target); |
---|
769 | |
---|
770 | if(target->type&BL_REGEN) |
---|
771 | { //Reset regen ticks. |
---|
772 | struct regen_data *regen = status_get_regen_data(target); |
---|
773 | if (regen) { |
---|
774 | memset(®en->tick, 0, sizeof(regen->tick)); |
---|
775 | if (regen->sregen) |
---|
776 | memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); |
---|
777 | if (regen->ssregen) |
---|
778 | memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); |
---|
779 | } |
---|
780 | } |
---|
781 | |
---|
782 | if (!(flag&8) && sc && sc->data[SC_KAIZEL]) { //flag&8 = disable Kaizel |
---|
783 | int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); |
---|
784 | status_revive(target, sc->data[SC_KAIZEL]->val2, 0); |
---|
785 | status_change_clear(target,0); |
---|
786 | clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1); |
---|
787 | sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); |
---|
788 | return hp+sp; |
---|
789 | } |
---|
790 | |
---|
791 | status_change_clear(target,0); |
---|
792 | |
---|
793 | if(flag&4) //Delete from memory. (also invokes map removal code) |
---|
794 | unit_free(target,1); |
---|
795 | else |
---|
796 | if(flag&2) //remove from map |
---|
797 | unit_remove_map(target,1); |
---|
798 | else |
---|
799 | { //Some death states that would normally be handled by unit_remove_map |
---|
800 | unit_stop_attack(target); |
---|
801 | unit_stop_walking(target,0); |
---|
802 | unit_skillcastcancel(target,0); |
---|
803 | clif_clearunit_area(target,1); |
---|
804 | skill_unit_move(target,gettick(),4); |
---|
805 | skill_cleartimerskill(target); |
---|
806 | } |
---|
807 | |
---|
808 | return hp+sp; |
---|
809 | } |
---|
810 | |
---|
811 | //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) |
---|
812 | //If flag&2, when the player is healed, show the HP/SP heal effect. |
---|
813 | int status_heal(struct block_list *bl,int hp,int sp, int flag) |
---|
814 | { |
---|
815 | struct status_data *status; |
---|
816 | struct status_change *sc; |
---|
817 | |
---|
818 | status = status_get_status_data(bl); |
---|
819 | |
---|
820 | if (status == &dummy_status || !status->hp) |
---|
821 | return 0; |
---|
822 | |
---|
823 | sc = status_get_sc(bl); |
---|
824 | if (sc && !sc->count) |
---|
825 | sc = NULL; |
---|
826 | |
---|
827 | if (hp < 0) { |
---|
828 | status_damage(NULL, bl, -hp, 0, 0, 1); |
---|
829 | hp = 0; |
---|
830 | } |
---|
831 | |
---|
832 | if(hp) { |
---|
833 | if (!(flag&1) && sc && sc->data[SC_BERSERK]) |
---|
834 | hp = 0; |
---|
835 | |
---|
836 | if((unsigned int)hp > status->max_hp - status->hp) |
---|
837 | hp = status->max_hp - status->hp; |
---|
838 | } |
---|
839 | |
---|
840 | if(sp < 0) { |
---|
841 | status_damage(NULL, bl, 0, -sp, 0, 1); |
---|
842 | sp = 0; |
---|
843 | } |
---|
844 | |
---|
845 | if(sp) { |
---|
846 | if((unsigned int)sp > status->max_sp - status->sp) |
---|
847 | sp = status->max_sp - status->sp; |
---|
848 | } |
---|
849 | |
---|
850 | if(!sp && !hp) return 0; |
---|
851 | |
---|
852 | status->hp+= hp; |
---|
853 | status->sp+= sp; |
---|
854 | |
---|
855 | if(hp && sc && |
---|
856 | sc->data[SC_AUTOBERSERK] && |
---|
857 | sc->data[SC_PROVOKE] && |
---|
858 | sc->data[SC_PROVOKE]->val2==1 && |
---|
859 | status->hp>=status->max_hp>>2 |
---|
860 | ) //End auto berserk. |
---|
861 | status_change_end(bl,SC_PROVOKE,-1); |
---|
862 | |
---|
863 | // send hp update to client |
---|
864 | switch(bl->type) { |
---|
865 | case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; |
---|
866 | case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; |
---|
867 | case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break; |
---|
868 | } |
---|
869 | |
---|
870 | return hp+sp; |
---|
871 | } |
---|
872 | |
---|
873 | //Does percentual non-flinching damage/heal. If mob is killed this way, |
---|
874 | //no exp/drops will be awarded if there is no src (or src is target) |
---|
875 | //If rates are > 0, percent is of current HP/SP |
---|
876 | //If rates are < 0, percent is of max HP/SP |
---|
877 | //If !flag, this is heal, otherwise it is damage. |
---|
878 | //Furthermore, if flag==2, then the target must not die from the substraction. |
---|
879 | int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) |
---|
880 | { |
---|
881 | struct status_data *status; |
---|
882 | unsigned int hp =0, sp = 0; |
---|
883 | |
---|
884 | status = status_get_status_data(target); |
---|
885 | |
---|
886 | //Change the equation when the values are high enough to discard the |
---|
887 | //imprecision in exchange of overflow protection [Skotlex] |
---|
888 | //Also add 100% checks since those are the most used cases where we don't |
---|
889 | //want aproximation errors. |
---|
890 | if (hp_rate > 99) |
---|
891 | hp = status->hp; |
---|
892 | else if (hp_rate > 0) |
---|
893 | hp = status->hp>10000? |
---|
894 | hp_rate*(status->hp/100): |
---|
895 | (hp_rate*status->hp)/100; |
---|
896 | else if (hp_rate < -99) |
---|
897 | hp = status->max_hp; |
---|
898 | else if (hp_rate < 0) |
---|
899 | hp = status->max_hp>10000? |
---|
900 | (-hp_rate)*(status->max_hp/100): |
---|
901 | (-hp_rate*status->max_hp)/100; |
---|
902 | if (hp_rate && !hp) |
---|
903 | hp = 1; |
---|
904 | |
---|
905 | if (flag == 2 && hp >= status->hp) |
---|
906 | hp = status->hp-1; //Must not kill target. |
---|
907 | |
---|
908 | //Should be safe to not do overflow protection here, noone should have |
---|
909 | //millions upon millions of SP |
---|
910 | if (sp_rate > 99) |
---|
911 | sp = status->sp; |
---|
912 | else if (sp_rate > 0) |
---|
913 | sp = (sp_rate*status->sp)/100; |
---|
914 | else if (sp_rate < -99) |
---|
915 | sp = status->max_sp; |
---|
916 | else if (sp_rate < 0) |
---|
917 | sp = (-sp_rate)*status->max_sp/100; |
---|
918 | if (sp_rate && !sp) |
---|
919 | sp = 1; |
---|
920 | |
---|
921 | //Ugly check in case damage dealt is too much for the received args of |
---|
922 | //status_heal / status_damage. [Skotlex] |
---|
923 | if (hp > INT_MAX) { |
---|
924 | hp -= INT_MAX; |
---|
925 | if (flag) |
---|
926 | status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); |
---|
927 | else |
---|
928 | status_heal(target, INT_MAX, 0, 0); |
---|
929 | } |
---|
930 | if (sp > INT_MAX) { |
---|
931 | sp -= INT_MAX; |
---|
932 | if (flag) |
---|
933 | status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); |
---|
934 | else |
---|
935 | status_heal(target, 0, INT_MAX, 0); |
---|
936 | } |
---|
937 | if (flag) |
---|
938 | return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); |
---|
939 | return status_heal(target, hp, sp, 0); |
---|
940 | } |
---|
941 | |
---|
942 | int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) |
---|
943 | { |
---|
944 | struct status_data *status; |
---|
945 | unsigned int hp, sp; |
---|
946 | if (!status_isdead(bl)) return 0; |
---|
947 | |
---|
948 | status = status_get_status_data(bl); |
---|
949 | if (status == &dummy_status) |
---|
950 | return 0; //Invalid target. |
---|
951 | |
---|
952 | hp = status->max_hp * per_hp/100; |
---|
953 | sp = status->max_sp * per_sp/100; |
---|
954 | |
---|
955 | if(hp > status->max_hp - status->hp) |
---|
956 | hp = status->max_hp - status->hp; |
---|
957 | else if (per_hp && !hp) |
---|
958 | hp = 1; |
---|
959 | |
---|
960 | if(sp > status->max_sp - status->sp) |
---|
961 | sp = status->max_sp - status->sp; |
---|
962 | else if (per_sp && !sp) |
---|
963 | sp = 1; |
---|
964 | |
---|
965 | status->hp += hp; |
---|
966 | status->sp += sp; |
---|
967 | |
---|
968 | if (bl->prev) //Animation only if character is already on a map. |
---|
969 | clif_resurrection(bl, 1); |
---|
970 | switch (bl->type) { |
---|
971 | case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break; |
---|
972 | case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break; |
---|
973 | case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break; |
---|
974 | } |
---|
975 | return 1; |
---|
976 | } |
---|
977 | |
---|
978 | /*========================================== |
---|
979 | * Checks whether the src can use the skill on the target, |
---|
980 | * taking into account status/option of both source/target. [Skotlex] |
---|
981 | * flag: |
---|
982 | * 0 - Trying to use skill on target. |
---|
983 | * 1 - Cast bar is done. |
---|
984 | * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. |
---|
985 | * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. |
---|
986 | * target MAY Be null, in which case the checks are only to see |
---|
987 | * whether the source can cast or not the skill on the ground. |
---|
988 | *------------------------------------------*/ |
---|
989 | int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) |
---|
990 | { |
---|
991 | struct status_data *status; |
---|
992 | struct status_change *sc=NULL, *tsc; |
---|
993 | int hide_flag; |
---|
994 | |
---|
995 | status = src?status_get_status_data(src):&dummy_status; |
---|
996 | |
---|
997 | if (src && status_isdead(src)) |
---|
998 | return 0; |
---|
999 | |
---|
1000 | if (!skill_num) { //Normal attack checks. |
---|
1001 | if (!(status->mode&MD_CANATTACK)) |
---|
1002 | return 0; //This mode is only needed for melee attacking. |
---|
1003 | //Dead state is not checked for skills as some skills can be used |
---|
1004 | //on dead characters, said checks are left to skill.c [Skotlex] |
---|
1005 | if (target && status_isdead(target)) |
---|
1006 | return 0; |
---|
1007 | } |
---|
1008 | |
---|
1009 | if (skill_num == PA_PRESSURE && flag && target) { |
---|
1010 | //Gloria Avoids pretty much everything.... |
---|
1011 | tsc = status_get_sc(target); |
---|
1012 | if(tsc && tsc->option&OPTION_HIDE) |
---|
1013 | return 0; |
---|
1014 | return 1; |
---|
1015 | } |
---|
1016 | |
---|
1017 | if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) || |
---|
1018 | (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA))) |
---|
1019 | && !(status->mode&MD_BOSS)) |
---|
1020 | { //Basilica Check |
---|
1021 | if (!skill_num) return 0; |
---|
1022 | hide_flag = skill_get_inf(skill_num); |
---|
1023 | if (hide_flag&INF_ATTACK_SKILL) |
---|
1024 | return 0; |
---|
1025 | if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) |
---|
1026 | return 0; |
---|
1027 | } |
---|
1028 | |
---|
1029 | //Should fail when used on top of Land Protector [Skotlex] |
---|
1030 | if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) |
---|
1031 | && !(status->mode&MD_BOSS)) |
---|
1032 | return 0; |
---|
1033 | |
---|
1034 | if (src) sc = status_get_sc(src); |
---|
1035 | |
---|
1036 | if(sc && sc->count) |
---|
1037 | { |
---|
1038 | if(sc->opt1 >0) |
---|
1039 | { //Stuned/Frozen/etc |
---|
1040 | if (flag != 1) //Can't cast, casted stuff can't damage. |
---|
1041 | return 0; |
---|
1042 | if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL)) |
---|
1043 | return 0; //Targetted spells can't come off. |
---|
1044 | } |
---|
1045 | |
---|
1046 | if ( |
---|
1047 | (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD) |
---|
1048 | || (sc->data[SC_AUTOCOUNTER] && !flag) |
---|
1049 | || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL) |
---|
1050 | || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) |
---|
1051 | ) |
---|
1052 | return 0; |
---|
1053 | |
---|
1054 | if (sc->data[SC_WINKCHARM] && target && !flag) |
---|
1055 | { //Prevents skill usage |
---|
1056 | clif_emotion(src, 3); |
---|
1057 | return 0; |
---|
1058 | } |
---|
1059 | |
---|
1060 | if (sc->data[SC_BLADESTOP]) { |
---|
1061 | switch (sc->data[SC_BLADESTOP]->val1) |
---|
1062 | { |
---|
1063 | case 5: if (skill_num == MO_EXTREMITYFIST) break; |
---|
1064 | case 4: if (skill_num == MO_CHAINCOMBO) break; |
---|
1065 | case 3: if (skill_num == MO_INVESTIGATE) break; |
---|
1066 | case 2: if (skill_num == MO_FINGEROFFENSIVE) break; |
---|
1067 | default: return 0; |
---|
1068 | } |
---|
1069 | } |
---|
1070 | |
---|
1071 | if (sc->data[SC_DANCING] && flag!=2) |
---|
1072 | { |
---|
1073 | if(sc->data[SC_LONGING]) |
---|
1074 | { //Allow everything except dancing/re-dancing. [Skotlex] |
---|
1075 | if (skill_num == BD_ENCORE || |
---|
1076 | skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) |
---|
1077 | ) |
---|
1078 | return 0; |
---|
1079 | } else |
---|
1080 | switch (skill_num) { |
---|
1081 | case BD_ADAPTATION: |
---|
1082 | case CG_LONGINGFREEDOM: |
---|
1083 | case BA_MUSICALSTRIKE: |
---|
1084 | case DC_THROWARROW: |
---|
1085 | break; |
---|
1086 | default: |
---|
1087 | return 0; |
---|
1088 | } |
---|
1089 | if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION) |
---|
1090 | return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] |
---|
1091 | } |
---|
1092 | |
---|
1093 | if (skill_num && //Do not block item-casted skills. |
---|
1094 | (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) |
---|
1095 | ) { //Skills blocked through status changes... |
---|
1096 | if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through |
---|
1097 | sc->data[SC_SILENCE] || |
---|
1098 | (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || |
---|
1099 | (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || |
---|
1100 | sc->data[SC_STEELBODY] || |
---|
1101 | sc->data[SC_BERSERK] |
---|
1102 | )) |
---|
1103 | return 0; |
---|
1104 | |
---|
1105 | //Skill blocking. |
---|
1106 | if ( |
---|
1107 | (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) || |
---|
1108 | (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) || |
---|
1109 | (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || |
---|
1110 | (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) |
---|
1111 | ) |
---|
1112 | return 0; |
---|
1113 | |
---|
1114 | } |
---|
1115 | } |
---|
1116 | |
---|
1117 | if (sc && sc->option) |
---|
1118 | { |
---|
1119 | if (sc->option&OPTION_HIDE) |
---|
1120 | switch (skill_num) { //Usable skills while hiding. |
---|
1121 | case TF_HIDING: |
---|
1122 | case AS_GRIMTOOTH: |
---|
1123 | case RG_BACKSTAP: |
---|
1124 | case RG_RAID: |
---|
1125 | case NJ_SHADOWJUMP: |
---|
1126 | case NJ_KIRIKAGE: |
---|
1127 | break; |
---|
1128 | default: |
---|
1129 | //Non players can use all skills while hidden. |
---|
1130 | if (!skill_num || src->type == BL_PC) |
---|
1131 | return 0; |
---|
1132 | } |
---|
1133 | if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) |
---|
1134 | return 0; |
---|
1135 | } |
---|
1136 | if (target == NULL || target == src) //No further checking needed. |
---|
1137 | return 1; |
---|
1138 | |
---|
1139 | tsc = status_get_sc(target); |
---|
1140 | |
---|
1141 | if(tsc && tsc->count) |
---|
1142 | { |
---|
1143 | if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD]) |
---|
1144 | return 0; |
---|
1145 | if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU) |
---|
1146 | && tsc->data[SC_FREEZE]) |
---|
1147 | return 0; |
---|
1148 | if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) |
---|
1149 | return 0; |
---|
1150 | } |
---|
1151 | |
---|
1152 | //If targetting, cloak+hide protect you, otherwise only hiding does. |
---|
1153 | hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); |
---|
1154 | |
---|
1155 | //You cannot hide from ground skills. |
---|
1156 | if(skill_get_ele(skill_num,1) == ELE_EARTH) //TODO: Need Skill Lv here :/ |
---|
1157 | hide_flag &= ~OPTION_HIDE; |
---|
1158 | |
---|
1159 | switch (target->type) |
---|
1160 | { |
---|
1161 | case BL_PC: |
---|
1162 | { |
---|
1163 | struct map_session_data *sd = (TBL_PC*) target; |
---|
1164 | if (pc_isinvisible(sd)) |
---|
1165 | return 0; |
---|
1166 | if (tsc->option&hide_flag && !(status->mode&MD_BOSS) && |
---|
1167 | (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR))) |
---|
1168 | return 0; |
---|
1169 | } |
---|
1170 | break; |
---|
1171 | case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). |
---|
1172 | //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] |
---|
1173 | if (status->mode&MD_LOOTER) |
---|
1174 | return 1; |
---|
1175 | return 0; |
---|
1176 | case BL_HOM: |
---|
1177 | //Can't use support skills on homun (only master/self can) |
---|
1178 | //Placed here instead of battle_check_target because support skill |
---|
1179 | //invocations don't call that function. |
---|
1180 | if (skill_num && battle_config.hom_setting&0x1 && |
---|
1181 | skill_get_inf(skill_num)&INF_SUPPORT_SKILL && |
---|
1182 | battle_get_master(target) != src) |
---|
1183 | return 0; |
---|
1184 | default: |
---|
1185 | //Check for chase-walk/hiding/cloaking opponents. |
---|
1186 | if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) |
---|
1187 | return 0; |
---|
1188 | } |
---|
1189 | return 1; |
---|
1190 | } |
---|
1191 | |
---|
1192 | //Checks whether the source can see and chase target. |
---|
1193 | int status_check_visibility(struct block_list *src, struct block_list *target) |
---|
1194 | { |
---|
1195 | int view_range; |
---|
1196 | struct status_data* status = status_get_status_data(src); |
---|
1197 | struct status_change* tsc = status_get_sc(target); |
---|
1198 | switch (src->type) { |
---|
1199 | case BL_MOB: |
---|
1200 | view_range = ((TBL_MOB*)src)->min_chase; |
---|
1201 | break; |
---|
1202 | case BL_PET: |
---|
1203 | view_range = ((TBL_PET*)src)->db->range2; |
---|
1204 | break; |
---|
1205 | default: |
---|
1206 | view_range = AREA_SIZE; |
---|
1207 | } |
---|
1208 | |
---|
1209 | if (src->m != target->m || !check_distance_bl(src, target, view_range)) |
---|
1210 | return 0; |
---|
1211 | |
---|
1212 | switch (target->type) |
---|
1213 | { //Check for chase-walk/hiding/cloaking opponents. |
---|
1214 | case BL_PC: |
---|
1215 | if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && |
---|
1216 | !(status->mode&MD_BOSS) && |
---|
1217 | ( |
---|
1218 | ((TBL_PC*)target)->special_state.perfect_hiding || |
---|
1219 | !(status->mode&MD_DETECTOR) |
---|
1220 | )) |
---|
1221 | return 0; |
---|
1222 | break; |
---|
1223 | default: |
---|
1224 | if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && |
---|
1225 | !(status->mode&(MD_BOSS|MD_DETECTOR))) |
---|
1226 | return 0; |
---|
1227 | } |
---|
1228 | |
---|
1229 | return 1; |
---|
1230 | } |
---|
1231 | |
---|
1232 | // Basic ASPD value |
---|
1233 | int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status) |
---|
1234 | { |
---|
1235 | int amotion; |
---|
1236 | |
---|
1237 | // base weapon delay |
---|
1238 | amotion = (sd->status.weapon < MAX_WEAPON_TYPE) |
---|
1239 | ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon |
---|
1240 | : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield |
---|
1241 | |
---|
1242 | // percentual delay reduction from stats |
---|
1243 | amotion-= amotion * (4*status->agi + status->dex)/1000; |
---|
1244 | |
---|
1245 | // raw delay adjustment from bAspd bonus |
---|
1246 | amotion+= sd->aspd_add; |
---|
1247 | |
---|
1248 | return amotion; |
---|
1249 | } |
---|
1250 | |
---|
1251 | static unsigned short status_base_atk(struct block_list *bl, struct status_data *status) |
---|
1252 | { |
---|
1253 | int flag = 0, str, dex, dstr; |
---|
1254 | |
---|
1255 | if(!(bl->type&battle_config.enable_baseatk)) |
---|
1256 | return 0; |
---|
1257 | |
---|
1258 | if (bl->type == BL_PC) |
---|
1259 | switch(((TBL_PC*)bl)->status.weapon){ |
---|
1260 | case W_BOW: |
---|
1261 | case W_MUSICAL: |
---|
1262 | case W_WHIP: |
---|
1263 | case W_REVOLVER: |
---|
1264 | case W_RIFLE: |
---|
1265 | case W_GATLING: |
---|
1266 | case W_SHOTGUN: |
---|
1267 | case W_GRENADE: |
---|
1268 | flag = 1; |
---|
1269 | } |
---|
1270 | if (flag) { |
---|
1271 | str = status->dex; |
---|
1272 | dex = status->str; |
---|
1273 | } else { |
---|
1274 | str = status->str; |
---|
1275 | dex = status->dex; |
---|
1276 | } |
---|
1277 | //Normally only players have base-atk, but homunc have a different batk |
---|
1278 | // equation, hinting that perhaps non-players should use this for batk. |
---|
1279 | // [Skotlex] |
---|
1280 | dstr = str/10; |
---|
1281 | str += dstr*dstr; |
---|
1282 | if (bl->type == BL_PC) |
---|
1283 | str+= dex/5 + status->luk/5; |
---|
1284 | return cap_value(str, 0, USHRT_MAX); |
---|
1285 | } |
---|
1286 | |
---|
1287 | #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5)) |
---|
1288 | #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7)) |
---|
1289 | |
---|
1290 | //Fills in the misc data that can be calculated from the other status info (except for level) |
---|
1291 | void status_calc_misc(struct block_list *bl, struct status_data *status, int level) |
---|
1292 | { |
---|
1293 | //Non players get the value set, players need to stack with previous bonuses. |
---|
1294 | if (bl->type != BL_PC) |
---|
1295 | status->batk = |
---|
1296 | status->hit = status->flee = |
---|
1297 | status->def2 = status->mdef2 = |
---|
1298 | status->cri = status->flee2 = 0; |
---|
1299 | |
---|
1300 | status->matk_min = status_base_matk_min(status); |
---|
1301 | status->matk_max = status_base_matk_max(status); |
---|
1302 | |
---|
1303 | status->hit += level + status->dex; |
---|
1304 | status->flee += level + status->agi; |
---|
1305 | status->def2 += status->vit; |
---|
1306 | status->mdef2 += status->int_ + (status->vit>>1); |
---|
1307 | |
---|
1308 | if (bl->type&battle_config.enable_critical) |
---|
1309 | status->cri += status->luk*3 + 10; |
---|
1310 | else |
---|
1311 | status->cri = 0; |
---|
1312 | |
---|
1313 | if (bl->type&battle_config.enable_perfect_flee) |
---|
1314 | status->flee2 += status->luk + 10; |
---|
1315 | else |
---|
1316 | status->flee2 = 0; |
---|
1317 | |
---|
1318 | if (status->batk) { |
---|
1319 | int temp = status->batk + status_base_atk(bl, status); |
---|
1320 | status->batk = cap_value(temp, 0, USHRT_MAX); |
---|
1321 | } else |
---|
1322 | status->batk = status_base_atk(bl, status); |
---|
1323 | if (status->cri) |
---|
1324 | switch (bl->type) { |
---|
1325 | case BL_MOB: |
---|
1326 | if(battle_config.mob_critical_rate != 100) |
---|
1327 | status->cri = status->cri*battle_config.mob_critical_rate/100; |
---|
1328 | if(!status->cri && battle_config.mob_critical_rate) |
---|
1329 | status->cri = 10; |
---|
1330 | break; |
---|
1331 | case BL_PC: |
---|
1332 | //Players don't have a critical adjustment setting as of yet. |
---|
1333 | break; |
---|
1334 | default: |
---|
1335 | if(battle_config.critical_rate != 100) |
---|
1336 | status->cri = status->cri*battle_config.critical_rate/100; |
---|
1337 | if (!status->cri && battle_config.critical_rate) |
---|
1338 | status->cri = 10; |
---|
1339 | } |
---|
1340 | if(bl->type&BL_REGEN) |
---|
1341 | status_calc_regen(bl, status, status_get_regen_data(bl)); |
---|
1342 | } |
---|
1343 | |
---|
1344 | //Skotlex: Calculates the initial status for the given mob |
---|
1345 | //first will only be false when the mob leveled up or got a GuardUp level. |
---|
1346 | //first&2: Class-change invoked. |
---|
1347 | int status_calc_mob(struct mob_data* md, int first) |
---|
1348 | { |
---|
1349 | struct status_data *status; |
---|
1350 | struct block_list *mbl = NULL; |
---|
1351 | int flag=0; |
---|
1352 | |
---|
1353 | if(first) |
---|
1354 | { //Set basic level on respawn. |
---|
1355 | if (md->spawn && !(first&2)) |
---|
1356 | md->level = md->spawn->level; |
---|
1357 | else |
---|
1358 | md->level = md->db->lv; // [Valaris] |
---|
1359 | } |
---|
1360 | |
---|
1361 | //Check if we need custom base-status |
---|
1362 | if (battle_config.mobs_level_up && md->level > md->db->lv) |
---|
1363 | flag|=1; |
---|
1364 | |
---|
1365 | if (md->special_state.size) |
---|
1366 | flag|=2; |
---|
1367 | |
---|
1368 | if (md->guardian_data && md->guardian_data->guardup_lv) |
---|
1369 | flag|=4; |
---|
1370 | |
---|
1371 | if (battle_config.slaves_inherit_speed && md->master_id) |
---|
1372 | flag|=8; |
---|
1373 | |
---|
1374 | if (md->master_id && md->special_state.ai>1) |
---|
1375 | flag|=16; |
---|
1376 | // a flag o_O |
---|
1377 | if (md->master_id && md->special_state.ai) |
---|
1378 | flag|=32; //Adept/Necro/Warlock Summon Stats Bonus [Brainstorm] |
---|
1379 | if (!flag) |
---|
1380 | { //No special status required. |
---|
1381 | if (md->base_status) { |
---|
1382 | aFree(md->base_status); |
---|
1383 | md->base_status = NULL; |
---|
1384 | } |
---|
1385 | if(first) |
---|
1386 | memcpy(&md->status, &md->db->status, sizeof(struct status_data)); |
---|
1387 | return 0; |
---|
1388 | } |
---|
1389 | if (!md->base_status) |
---|
1390 | md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data)); |
---|
1391 | |
---|
1392 | status = md->base_status; |
---|
1393 | memcpy(status, &md->db->status, sizeof(struct status_data)); |
---|
1394 | |
---|
1395 | |
---|
1396 | if (flag&(8|16)) |
---|
1397 | mbl = map_id2bl(md->master_id); |
---|
1398 | |
---|
1399 | if (flag&8 && mbl) { |
---|
1400 | struct status_data *mstatus = status_get_base_status(mbl); |
---|
1401 | if (mstatus && |
---|
1402 | battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) |
---|
1403 | status->speed = mstatus->speed; |
---|
1404 | } |
---|
1405 | |
---|
1406 | if (flag&16 && mbl) |
---|
1407 | { //Max HP setting from Summon Flora/marine Sphere |
---|
1408 | struct unit_data *ud = unit_bl2ud(mbl); |
---|
1409 | //Remove special AI when this is used by regular mobs. |
---|
1410 | if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) |
---|
1411 | md->special_state.ai = 0; |
---|
1412 | if (ud) |
---|
1413 | { // different levels of HP according to skill level |
---|
1414 | if (ud->skillid == AM_SPHEREMINE) { |
---|
1415 | status->max_hp = 2000 + 400*ud->skilllv; |
---|
1416 | } else { //AM_CANNIBALIZE |
---|
1417 | status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl); |
---|
1418 | status->mode|= MD_CANATTACK|MD_AGGRESSIVE; |
---|
1419 | } |
---|
1420 | status->hp = status->max_hp; |
---|
1421 | } |
---|
1422 | } |
---|
1423 | |
---|
1424 | if (flag&1) |
---|
1425 | { // increase from mobs leveling up [Valaris] |
---|
1426 | int diff = md->level - md->db->lv; |
---|
1427 | status->str+= diff; |
---|
1428 | status->agi+= diff; |
---|
1429 | status->vit+= diff; |
---|
1430 | status->int_+= diff; |
---|
1431 | status->dex+= diff; |
---|
1432 | status->luk+= diff; |
---|
1433 | status->max_hp += diff*status->vit; |
---|
1434 | status->max_sp += diff*status->int_; |
---|
1435 | status->hp = status->max_hp; |
---|
1436 | status->sp = status->max_sp; |
---|
1437 | status->speed -= diff; |
---|
1438 | } |
---|
1439 | |
---|
1440 | |
---|
1441 | if (flag&2) |
---|
1442 | { // change for sized monsters [Valaris] |
---|
1443 | if (md->special_state.size==1) { |
---|
1444 | status->max_hp>>=1; |
---|
1445 | status->max_sp>>=1; |
---|
1446 | if (!status->max_hp) status->max_hp = 1; |
---|
1447 | if (!status->max_sp) status->max_sp = 1; |
---|
1448 | status->hp=status->max_hp; |
---|
1449 | status->sp=status->max_sp; |
---|
1450 | status->str>>=1; |
---|
1451 | status->agi>>=1; |
---|
1452 | status->vit>>=1; |
---|
1453 | status->int_>>=1; |
---|
1454 | status->dex>>=1; |
---|
1455 | status->luk>>=1; |
---|
1456 | if (!status->str) status->str = 1; |
---|
1457 | if (!status->agi) status->agi = 1; |
---|
1458 | if (!status->vit) status->vit = 1; |
---|
1459 | if (!status->int_) status->int_ = 1; |
---|
1460 | if (!status->dex) status->dex = 1; |
---|
1461 | if (!status->luk) status->luk = 1; |
---|
1462 | } else if (md->special_state.size==2) { |
---|
1463 | status->max_hp<<=1; |
---|
1464 | status->max_sp<<=1; |
---|
1465 | status->hp=status->max_hp; |
---|
1466 | status->sp=status->max_sp; |
---|
1467 | status->str<<=1; |
---|
1468 | status->agi<<=1; |
---|
1469 | status->vit<<=1; |
---|
1470 | status->int_<<=1; |
---|
1471 | status->dex<<=1; |
---|
1472 | status->luk<<=1; |
---|
1473 | } |
---|
1474 | } |
---|
1475 | |
---|
1476 | status_calc_misc(&md->bl, status, md->level); |
---|
1477 | |
---|
1478 | if(flag&4) |
---|
1479 | { // Strengthen Guardians - custom value +10% / lv |
---|
1480 | struct guild_castle *gc; |
---|
1481 | gc=guild_mapname2gc(map[md->bl.m].name); |
---|
1482 | if (!gc) |
---|
1483 | ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); |
---|
1484 | else { |
---|
1485 | status->max_hp += 2000 * gc->defense; |
---|
1486 | status->max_sp += 200 * gc->defense; |
---|
1487 | status->hp = status->max_hp; |
---|
1488 | status->sp = status->max_sp; |
---|
1489 | } |
---|
1490 | status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; |
---|
1491 | status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; |
---|
1492 | status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; |
---|
1493 | status->aspd_rate -= 100*md->guardian_data->guardup_lv; |
---|
1494 | } |
---|
1495 | //Gentlemen, prepare to error your ass off! =O Unless I fixed that thing wayyyy up thar ^ |
---|
1496 | //Summon Bonus from Skills [Brainstorm] |
---|
1497 | if(flag&32) |
---|
1498 | { |
---|
1499 | mbl = map_id2bl(md->master_id); //WTF?! Your mom! It's there you liar compiling bastard! |
---|
1500 | if(mbl) |
---|
1501 | { |
---|
1502 | struct unit_data *ud = unit_bl2ud(mbl); |
---|
1503 | //Remove special AI when this is used by regular mobs. |
---|
1504 | if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) |
---|
1505 | md->special_state.ai = 0; |
---|
1506 | |
---|
1507 | int master_lv = status_get_lv(mbl); |
---|
1508 | int skill_mastery = pc_checkskill((TBL_PC*)mbl,AD_SUMMONS); |
---|
1509 | int undead_mastery = pc_checkskill((TBL_PC*)mbl,NC_UNDEAD); |
---|
1510 | |
---|
1511 | if (ud->skillid == AD_FAMILIAR) |
---|
1512 | { |
---|
1513 | status->max_hp += (skill_mastery*10) + (master_lv*10); |
---|
1514 | status->str += (master_lv) + (skill_mastery); |
---|
1515 | status->dex += (master_lv) + (skill_mastery); |
---|
1516 | status->agi += (master_lv) + (skill_mastery); |
---|
1517 | status->int_ += (master_lv) + (skill_mastery); |
---|
1518 | status->vit += (master_lv) + (skill_mastery); |
---|
1519 | status->luk += (master_lv) + (skill_mastery); |
---|
1520 | status->rhw.atk += (skill_mastery*3) |
---|
1521 | + (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10)); |
---|
1522 | status->rhw.atk2 += (skill_mastery*3) |
---|
1523 | + (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10)); |
---|
1524 | status->speed -= skill_mastery; |
---|
1525 | status->def += (master_lv)/10 + (skill_mastery); |
---|
1526 | status->mdef += (master_lv)/10 + (skill_mastery); |
---|
1527 | //These are not automatically recalculated |
---|
1528 | status->hit += (master_lv*2) + (skill_mastery); |
---|
1529 | status->flee += (master_lv*2) + (skill_mastery); |
---|
1530 | status->def2 += (master_lv) + (skill_mastery); |
---|
1531 | status->mdef2 += (master_lv) + (skill_mastery); |
---|
1532 | } |
---|
1533 | else if(status->race==RC_UNDEAD) |
---|
1534 | { |
---|
1535 | status->max_hp += (undead_mastery*10) + (master_lv*2); |
---|
1536 | status->str += (undead_mastery*3) + (skill_mastery); |
---|
1537 | status->dex += (undead_mastery*3) + (skill_mastery); |
---|
1538 | status->agi += (undead_mastery*3) + (skill_mastery); |
---|
1539 | status->int_ += (undead_mastery*3) + (skill_mastery); |
---|
1540 | status->vit += (undead_mastery*3) + (skill_mastery); |
---|
1541 | status->luk += (undead_mastery*3) + (skill_mastery); |
---|
1542 | status->rhw.atk += (undead_mastery*3) + (skill_mastery*3) |
---|
1543 | + (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10)); |
---|
1544 | status->rhw.atk2 += (undead_mastery*3) + (skill_mastery*3) |
---|
1545 | + (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10)); |
---|
1546 | status->speed -= undead_mastery; |
---|
1547 | status->def += undead_mastery; |
---|
1548 | status->mdef += undead_mastery; |
---|
1549 | //These are not automatically recalculated |
---|
1550 | status->hit += (undead_mastery*3) + (skill_mastery); |
---|
1551 | status->flee += (undead_mastery*3) + (skill_mastery); |
---|
1552 | status->def2 += (undead_mastery*3) + (skill_mastery); |
---|
1553 | status->mdef2 += (undead_mastery*3) + (skill_mastery); |
---|
1554 | } |
---|
1555 | } |
---|
1556 | else ShowError("status_calc_mob: Monster summoned without a master at %s\n", map[md->bl.m].name); |
---|
1557 | } |
---|
1558 | //Initial battle status |
---|
1559 | if (!first) |
---|
1560 | status_calc_bl(&md->bl, SCB_ALL); |
---|
1561 | else |
---|
1562 | memcpy(&md->status, status, sizeof(struct status_data)); |
---|
1563 | return 1; |
---|
1564 | } |
---|
1565 | |
---|
1566 | //Skotlex: Calculates the stats of the given pet. |
---|
1567 | int status_calc_pet(struct pet_data *pd, int first) |
---|
1568 | { |
---|
1569 | nullpo_retr(0, pd); |
---|
1570 | |
---|
1571 | if (first) { |
---|
1572 | memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); |
---|
1573 | pd->status.mode|= MD_CANMOVE; //so they can chase their master! |
---|
1574 | pd->status.speed = pd->petDB->speed; |
---|
1575 | } |
---|
1576 | |
---|
1577 | if (battle_config.pet_lv_rate && pd->msd) |
---|
1578 | { |
---|
1579 | struct map_session_data *sd = pd->msd; |
---|
1580 | int lv; |
---|
1581 | |
---|
1582 | lv =sd->status.base_level*battle_config.pet_lv_rate/100; |
---|
1583 | if (lv < 0) |
---|
1584 | lv = 1; |
---|
1585 | if (lv != pd->pet.level || first) |
---|
1586 | { |
---|
1587 | struct status_data *bstat = &pd->db->status, *status = &pd->status; |
---|
1588 | pd->pet.level = lv; |
---|
1589 | if (!first) //Lv Up animation |
---|
1590 | clif_misceffect(&pd->bl, 0); |
---|
1591 | status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; |
---|
1592 | status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; |
---|
1593 | status->str = (bstat->str*lv)/pd->db->lv; |
---|
1594 | status->agi = (bstat->agi*lv)/pd->db->lv; |
---|
1595 | status->vit = (bstat->vit*lv)/pd->db->lv; |
---|
1596 | status->int_ = (bstat->int_*lv)/pd->db->lv; |
---|
1597 | status->dex = (bstat->dex*lv)/pd->db->lv; |
---|
1598 | status->luk = (bstat->luk*lv)/pd->db->lv; |
---|
1599 | |
---|
1600 | status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); |
---|
1601 | status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); |
---|
1602 | status->str = cap_value(status->str,1,battle_config.pet_max_stats); |
---|
1603 | status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); |
---|
1604 | status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); |
---|
1605 | status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); |
---|
1606 | status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); |
---|
1607 | status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); |
---|
1608 | |
---|
1609 | status_calc_misc(&pd->bl, &pd->status, lv); |
---|
1610 | |
---|
1611 | if (!first) //Not done the first time because the pet is not visible yet |
---|
1612 | clif_send_petstatus(sd); |
---|
1613 | } |
---|
1614 | } else if (first) { |
---|
1615 | status_calc_misc(&pd->bl, &pd->status, pd->db->lv); |
---|
1616 | if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) |
---|
1617 | pd->pet.level = pd->db->lv; |
---|
1618 | } |
---|
1619 | |
---|
1620 | //Support rate modifier (1000 = 100%) |
---|
1621 | pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; |
---|
1622 | if(battle_config.pet_support_rate != 100) |
---|
1623 | pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; |
---|
1624 | return 1; |
---|
1625 | } |
---|
1626 | |
---|
1627 | /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array |
---|
1628 | static void status_calc_sigma(void) |
---|
1629 | { |
---|
1630 | int i,j; |
---|
1631 | |
---|
1632 | for(i = 0; i < CLASS_COUNT; i++) |
---|
1633 | { |
---|
1634 | unsigned int k = 0; |
---|
1635 | hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0; |
---|
1636 | for(j = 2; j <= MAX_LEVEL; j++) |
---|
1637 | { |
---|
1638 | k += (hp_coefficient[i]*j + 50) / 100; |
---|
1639 | hp_sigma_val[i][j] = k; |
---|
1640 | if (k >= INT_MAX) |
---|
1641 | break; //Overflow protection. [Skotlex] |
---|
1642 | } |
---|
1643 | for(; j <= MAX_LEVEL; j++) |
---|
1644 | hp_sigma_val[i][j] = INT_MAX; |
---|
1645 | } |
---|
1646 | } |
---|
1647 | |
---|
1648 | /// Calculates base MaxHP value according to class and base level |
---|
1649 | /// The recursive equation used to calculate level bonus is (using integer operations) |
---|
1650 | /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D |
---|
1651 | /// which reduces to something close to |
---|
1652 | /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D } |
---|
1653 | static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status) |
---|
1654 | { |
---|
1655 | unsigned int val = pc_class2idx(sd->status.class_); |
---|
1656 | val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level]; |
---|
1657 | |
---|
1658 | if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER) |
---|
1659 | val += 100; //Since their HP can't be approximated well enough without this. |
---|
1660 | if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) |
---|
1661 | val *= 3; //Triple max HP for top ranking Taekwons over level 90. |
---|
1662 | if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) |
---|
1663 | val += 2000; //Supernovice lvl99 hp bonus. |
---|
1664 | |
---|
1665 | val += val * status->vit/100; // +1% per each point of VIT |
---|
1666 | |
---|
1667 | if (sd->class_&JOBL_UPPER) |
---|
1668 | val += val * 25/100; //Trans classes get a 25% hp bonus |
---|
1669 | else if (sd->class_&JOBL_BABY) |
---|
1670 | val -= val * 30/100; //Baby classes get a 30% hp penalty |
---|
1671 | return val; |
---|
1672 | } |
---|
1673 | |
---|
1674 | static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) |
---|
1675 | { |
---|
1676 | unsigned int val; |
---|
1677 | |
---|
1678 | val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100; |
---|
1679 | val += val * status->int_/100; |
---|
1680 | |
---|
1681 | if (sd->class_&JOBL_UPPER) |
---|
1682 | val += val * 25/100; |
---|
1683 | else if (sd->class_&JOBL_BABY) |
---|
1684 | val -= val * 30/100; |
---|
1685 | if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) |
---|
1686 | val *= 3; //Triple max SP for top ranking Taekwons over level 90. |
---|
1687 | |
---|
1688 | return val; |
---|
1689 | } |
---|
1690 | |
---|
1691 | |
---|
1692 | //Calculates player data from scratch without counting SC adjustments. |
---|
1693 | //Should be invoked whenever players raise stats, learn passive skills or change equipment. |
---|
1694 | int status_calc_pc(struct map_session_data* sd,int first) |
---|
1695 | { |
---|
1696 | static int calculating = 0; //Check for recursive call preemption. [Skotlex] |
---|
1697 | struct status_data b_status, *status; |
---|
1698 | const struct status_change *sc = &sd->sc; |
---|
1699 | struct skill b_skill[MAX_SKILL]; |
---|
1700 | |
---|
1701 | int b_weight,b_max_weight; |
---|
1702 | int i,index; |
---|
1703 | int skill,refinedef=0; |
---|
1704 | |
---|
1705 | if (++calculating > 10) //Too many recursive calls! |
---|
1706 | return -1; |
---|
1707 | |
---|
1708 | memcpy(&b_status, &sd->battle_status, sizeof(struct status_data)); |
---|
1709 | memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); |
---|
1710 | b_weight = sd->weight; |
---|
1711 | b_max_weight = sd->max_weight; |
---|
1712 | |
---|
1713 | pc_calc_skilltree(sd); // XLc?ÌvZ |
---|
1714 | |
---|
1715 | sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300; |
---|
1716 | |
---|
1717 | if(first&1) { |
---|
1718 | //Load Hp/SP from char-received data. |
---|
1719 | sd->battle_status.hp = sd->status.hp; |
---|
1720 | sd->battle_status.sp = sd->status.sp; |
---|
1721 | sd->regen.sregen = &sd->sregen; |
---|
1722 | sd->regen.ssregen = &sd->ssregen; |
---|
1723 | sd->weight=0; |
---|
1724 | for(i=0;i<MAX_INVENTORY;i++){ |
---|
1725 | if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) |
---|
1726 | continue; |
---|
1727 | sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; |
---|
1728 | } |
---|
1729 | sd->cart_weight=0; |
---|
1730 | sd->cart_num=0; |
---|
1731 | for(i=0;i<MAX_CART;i++){ |
---|
1732 | if(sd->status.cart[i].nameid==0) |
---|
1733 | continue; |
---|
1734 | sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; |
---|
1735 | sd->cart_num++; |
---|
1736 | } |
---|
1737 | } |
---|
1738 | |
---|
1739 | status = &sd->base_status; |
---|
1740 | // these are not zeroed. [zzo] |
---|
1741 | sd->hprate=100; |
---|
1742 | sd->sprate=100; |
---|
1743 | sd->castrate=100; |
---|
1744 | sd->delayrate=100; |
---|
1745 | sd->dsprate=100; |
---|
1746 | sd->hprecov_rate = 100; |
---|
1747 | sd->sprecov_rate = 100; |
---|
1748 | sd->atk_rate = sd->matk_rate = 100; |
---|
1749 | sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; |
---|
1750 | sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; |
---|
1751 | sd->regen.state.block = 0; |
---|
1752 | |
---|
1753 | // zeroed arrays, order follows the order in map.h. |
---|
1754 | // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo] |
---|
1755 | memset (sd->param_bonus, 0, sizeof(sd->param_bonus) |
---|
1756 | + sizeof(sd->param_equip) |
---|
1757 | + sizeof(sd->subele) |
---|
1758 | + sizeof(sd->subrace) |
---|
1759 | + sizeof(sd->subrace2) |
---|
1760 | + sizeof(sd->subsize) |
---|
1761 | + sizeof(sd->reseff) |
---|
1762 | + sizeof(sd->weapon_coma_ele) |
---|
1763 | + sizeof(sd->weapon_coma_race) |
---|
1764 | + sizeof(sd->weapon_atk) |
---|
1765 | + sizeof(sd->weapon_atk_rate) |
---|
1766 | + sizeof(sd->arrow_addele) |
---|
1767 | + sizeof(sd->arrow_addrace) |
---|
1768 | + sizeof(sd->arrow_addsize) |
---|
1769 | + sizeof(sd->magic_addele) |
---|
1770 | + sizeof(sd->magic_addrace) |
---|
1771 | + sizeof(sd->magic_addsize) |
---|
1772 | + sizeof(sd->critaddrace) |
---|
1773 | + sizeof(sd->expaddrace) |
---|
1774 | + sizeof(sd->ignore_mdef) |
---|
1775 | + sizeof(sd->itemgrouphealrate) |
---|
1776 | + sizeof(sd->sp_gain_race) |
---|
1777 | ); |
---|
1778 | |
---|
1779 | memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); |
---|
1780 | memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); |
---|
1781 | |
---|
1782 | if (sd->special_state.intravision) //Clear status change. |
---|
1783 | clif_status_load(&sd->bl, SI_INTRAVISION, 0); |
---|
1784 | |
---|
1785 | memset(&sd->special_state,0,sizeof(sd->special_state)); |
---|
1786 | memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp))); |
---|
1787 | |
---|
1788 | //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] |
---|
1789 | status->speed = DEFAULT_WALK_SPEED; |
---|
1790 | //Give them all modes except these (useful for clones) |
---|
1791 | status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY); |
---|
1792 | |
---|
1793 | status->size = (sd->class_&JOBL_BABY)?0:1; |
---|
1794 | if (battle_config.character_size && pc_isriding(sd)) { //[Lupus] |
---|
1795 | if (sd->class_&JOBL_BABY) { |
---|
1796 | if (battle_config.character_size&2) |
---|
1797 | status->size++; |
---|
1798 | } else |
---|
1799 | if(battle_config.character_size&1) |
---|
1800 | status->size++; |
---|
1801 | } |
---|
1802 | status->aspd_rate = 1000; |
---|
1803 | status->ele_lv = 1; |
---|
1804 | // status->race = RC_DEMIHUMAN; |
---|
1805 | status->race = RC_DEMIHUMAN;// This define players default race to DEMIHUMAN [Brain] |
---|
1806 | if(pc_checkskill(sd,NC_PHYLACTERY)>0) status->def_ele = ELE_UNDEAD; //Phylactery turns you UNDEAD 1 instead of NEUTRAL |
---|
1807 | |
---|
1808 | |
---|
1809 | //zero up structures... |
---|
1810 | memset(&sd->autospell,0,sizeof(sd->autospell) |
---|
1811 | + sizeof(sd->autospell2) |
---|
1812 | + sizeof(sd->addeff) |
---|
1813 | + sizeof(sd->addeff2) |
---|
1814 | + sizeof(sd->skillatk) |
---|
1815 | + sizeof(sd->skillheal) |
---|
1816 | + sizeof(sd->hp_loss) |
---|
1817 | + sizeof(sd->sp_loss) |
---|
1818 | + sizeof(sd->hp_regen) |
---|
1819 | + sizeof(sd->sp_regen) |
---|
1820 | + sizeof(sd->skillblown) |
---|
1821 | + sizeof(sd->skillcast) |
---|
1822 | + sizeof(sd->add_def) |
---|
1823 | + sizeof(sd->add_mdef) |
---|
1824 | + sizeof(sd->add_mdmg) |
---|
1825 | + sizeof(sd->add_drop) |
---|
1826 | + sizeof(sd->itemhealrate) |
---|
1827 | ); |
---|
1828 | // clear autoscripts... |
---|
1829 | pc_autoscript_clear(sd->autoscript, ARRAYLENGTH(sd->autoscript)); |
---|
1830 | pc_autoscript_clear(sd->autoscript2, ARRAYLENGTH(sd->autoscript2)); |
---|
1831 | |
---|
1832 | // vars zeroing. ints, shorts, chars. in that order. |
---|
1833 | memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk) |
---|
1834 | + sizeof(sd->arrow_ele) |
---|
1835 | + sizeof(sd->arrow_cri) |
---|
1836 | + sizeof(sd->arrow_hit) |
---|
1837 | + sizeof(sd->nsshealhp) |
---|
1838 | + sizeof(sd->nsshealsp) |
---|
1839 | + sizeof(sd->critical_def) |
---|
1840 | + sizeof(sd->double_rate) |
---|
1841 | + sizeof(sd->long_attack_atk_rate) |
---|
1842 | + sizeof(sd->near_attack_def_rate) |
---|
1843 | + sizeof(sd->long_attack_def_rate) |
---|
1844 | + sizeof(sd->magic_def_rate) |
---|
1845 | + sizeof(sd->misc_def_rate) |
---|
1846 | + sizeof(sd->ignore_mdef_ele) |
---|
1847 | + sizeof(sd->ignore_mdef_race) |
---|
1848 | + sizeof(sd->perfect_hit) |
---|
1849 | + sizeof(sd->perfect_hit_add) |
---|
1850 | + sizeof(sd->get_zeny_rate) |
---|
1851 | + sizeof(sd->get_zeny_num) |
---|
1852 | + sizeof(sd->double_add_rate) |
---|
1853 | + sizeof(sd->short_weapon_damage_return) |
---|
1854 | + sizeof(sd->long_weapon_damage_return) |
---|
1855 | + sizeof(sd->magic_damage_return) |
---|
1856 | + sizeof(sd->random_attack_increase_add) |
---|
1857 | + sizeof(sd->random_attack_increase_per) |
---|
1858 | + sizeof(sd->break_weapon_rate) |
---|
1859 | + sizeof(sd->break_armor_rate) |
---|
1860 | + sizeof(sd->crit_atk_rate) |
---|
1861 | + sizeof(sd->classchange) |
---|
1862 | + sizeof(sd->speed_rate) |
---|
1863 | + sizeof(sd->speed_add_rate) |
---|
1864 | + sizeof(sd->aspd_add) |
---|
1865 | + sizeof(sd->setitem_hash) |
---|
1866 | + sizeof(sd->setitem_hash2) |
---|
1867 | // shorts |
---|
1868 | + sizeof(sd->splash_range) |
---|
1869 | + sizeof(sd->splash_add_range) |
---|
1870 | + sizeof(sd->hp_gain_value) |
---|
1871 | + sizeof(sd->sp_gain_value) |
---|
1872 | + sizeof(sd->sp_vanish_rate) |
---|
1873 | + sizeof(sd->sp_vanish_per) |
---|
1874 | + sizeof(sd->unbreakable) |
---|
1875 | + sizeof(sd->unbreakable_equip) |
---|
1876 | + sizeof(sd->unstripable_equip) |
---|
1877 | ); |
---|
1878 | |
---|
1879 | // Parse equipment. |
---|
1880 | for(i=0;i<EQI_MAX-1;i++) { |
---|
1881 | current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] |
---|
1882 | if(index < 0) |
---|
1883 | continue; |
---|
1884 | if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) |
---|
1885 | continue; |
---|
1886 | if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) |
---|
1887 | continue; |
---|
1888 | if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) |
---|
1889 | continue; |
---|
1890 | if(!sd->inventory_data[index]) |
---|
1891 | continue; |
---|
1892 | |
---|
1893 | status->def += sd->inventory_data[index]->def; |
---|
1894 | |
---|
1895 | if(first&1 && sd->inventory_data[index]->equip_script) |
---|
1896 | { //Execute equip-script on login |
---|
1897 | run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); |
---|
1898 | if (!calculating) |
---|
1899 | return 1; |
---|
1900 | } |
---|
1901 | |
---|
1902 | if(sd->inventory_data[index]->type == IT_WEAPON) { |
---|
1903 | int r,wlv = sd->inventory_data[index]->wlv; |
---|
1904 | struct weapon_data *wd; |
---|
1905 | struct weapon_atk *wa; |
---|
1906 | |
---|
1907 | if (wlv >= MAX_REFINE_BONUS) |
---|
1908 | wlv = MAX_REFINE_BONUS - 1; |
---|
1909 | if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { |
---|
1910 | wd = &sd->left_weapon; // Left-hand weapon |
---|
1911 | wa = &status->lhw; |
---|
1912 | } else { |
---|
1913 | wd = &sd->right_weapon; |
---|
1914 | wa = &status->rhw; |
---|
1915 | } |
---|
1916 | wa->atk += sd->inventory_data[index]->atk; |
---|
1917 | wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0]; |
---|
1918 | if((r-=refinebonus[wlv][2])>0) //Overrefine bonus. |
---|
1919 | wd->overrefine = r*refinebonus[wlv][1]; |
---|
1920 | |
---|
1921 | wa->range += sd->inventory_data[index]->range; |
---|
1922 | if(sd->inventory_data[index]->script) { |
---|
1923 | if (wd == &sd->left_weapon) { |
---|
1924 | sd->state.lr_flag = 1; |
---|
1925 | run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); |
---|
1926 | sd->state.lr_flag = 0; |
---|
1927 | } else |
---|
1928 | run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); |
---|
1929 | if (!calculating) //Abort, run_script retriggered this. [Skotlex] |
---|
1930 | return 1; |
---|
1931 | } |
---|
1932 | |
---|
1933 | if(sd->status.inventory[index].card[0]==CARD0_FORGE) |
---|
1934 | { // Forged weapon |
---|
1935 | wd->star += (sd->status.inventory[index].card[1]>>8); |
---|
1936 | if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg |
---|
1937 | if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) |
---|
1938 | wd->star += 10; |
---|
1939 | |
---|
1940 | if (!wa->ele) //Do not overwrite element from previous bonuses. |
---|
1941 | wa->ele = (sd->status.inventory[index].card[1]&0x0f); |
---|
1942 | } |
---|
1943 | } |
---|
1944 | else if(sd->inventory_data[index]->type == IT_ARMOR) { |
---|
1945 | refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; |
---|
1946 | if(sd->inventory_data[index]->script) { |
---|
1947 | run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); |
---|
1948 | if (!calculating) //Abort, run_script retriggered this. [Skotlex] |
---|
1949 | return 1; |
---|
1950 | } |
---|
1951 | } |
---|
1952 | } |
---|
1953 | |
---|
1954 | if(sd->equip_index[EQI_AMMO] >= 0){ |
---|
1955 | index = sd->equip_index[EQI_AMMO]; |
---|
1956 | if(sd->inventory_data[index]){ // Arrows |
---|
1957 | sd->arrow_atk += sd->inventory_data[index]->atk; |
---|
1958 | sd->state.lr_flag = 2; |
---|
1959 | run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); |
---|
1960 | sd->state.lr_flag = 0; |
---|
1961 | if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] |
---|
1962 | return 1; |
---|
1963 | } |
---|
1964 | } |
---|
1965 | |
---|
1966 | //Store equipment script bonuses |
---|
1967 | memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); |
---|
1968 | memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); |
---|
1969 | |
---|
1970 | status->def += (refinedef+50)/100; |
---|
1971 | |
---|
1972 | //Parse Cards |
---|
1973 | for(i=0;i<EQI_MAX-1;i++) { |
---|
1974 | current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] |
---|
1975 | if(index < 0) |
---|
1976 | continue; |
---|
1977 | if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) |
---|
1978 | continue; |
---|
1979 | if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) |
---|
1980 | continue; |
---|
1981 | if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) |
---|
1982 | continue; |
---|
1983 | |
---|
1984 | if(sd->inventory_data[index]) { |
---|
1985 | int j,c; |
---|
1986 | struct item_data *data; |
---|
1987 | |
---|
1988 | //Card script execution. |
---|
1989 | if(itemdb_isspecial(sd->status.inventory[index].card[0])) |
---|
1990 | continue; |
---|
1991 | for(j=0;j<sd->inventory_data[index]->slot;j++){ |
---|
1992 | current_equip_card_id= c= sd->status.inventory[index].card[j]; |
---|
1993 | if(!c) |
---|
1994 | continue; |
---|
1995 | data = itemdb_exists(c); |
---|
1996 | if(!data) |
---|
1997 | continue; |
---|
1998 | if(first&1 && data->equip_script) |
---|
1999 | { //Execute equip-script on login |
---|
2000 | run_script(data->equip_script,0,sd->bl.id,0); |
---|
2001 | if (!calculating) |
---|
2002 | return 1; |
---|
2003 | } |
---|
2004 | if(!data->script) |
---|
2005 | continue; |
---|
2006 | if(data->flag.no_equip) { //Card restriction checks. |
---|
2007 | if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone) |
---|
2008 | continue; |
---|
2009 | if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1) |
---|
2010 | continue; |
---|
2011 | if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2) |
---|
2012 | continue; |
---|
2013 | } |
---|
2014 | if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) |
---|
2015 | { //Left hand status. |
---|
2016 | sd->state.lr_flag = 1; |
---|
2017 | run_script(data->script,0,sd->bl.id,0); |
---|
2018 | sd->state.lr_flag = 0; |
---|
2019 | } else |
---|
2020 | run_script(data->script,0,sd->bl.id,0); |
---|
2021 | if (!calculating) //Abort, run_script his function. [Skotlex] |
---|
2022 | return 1; |
---|
2023 | } |
---|
2024 | } |
---|
2025 | } |
---|
2026 | |
---|
2027 | if(sd->pd && battle_config.pet_status_support) |
---|
2028 | { // Pet |
---|
2029 | struct pet_data *pd=sd->pd; |
---|
2030 | if(pd && pd->pet.intimate > 0 && |
---|
2031 | (!battle_config.pet_equip_required || pd->pet.equip > 0) && |
---|
2032 | pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets |
---|
2033 | pc_bonus(sd,pd->bonus->type, pd->bonus->val); |
---|
2034 | } |
---|
2035 | //param_bonus now holds card bonuses. |
---|
2036 | |
---|
2037 | if(status->rhw.range < 1) status->rhw.range = 1; |
---|
2038 | if(status->lhw.range < 1) status->lhw.range = 1; |
---|
2039 | if(status->rhw.range < status->lhw.range) |
---|
2040 | status->rhw.range = status->lhw.range; |
---|
2041 | |
---|
2042 | sd->double_rate += sd->double_add_rate; |
---|
2043 | sd->perfect_hit += sd->perfect_hit_add; |
---|
2044 | sd->splash_range += sd->splash_add_range; |
---|
2045 | |
---|
2046 | // Damage modifiers from weapon type |
---|
2047 | sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; |
---|
2048 | sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; |
---|
2049 | sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; |
---|
2050 | sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; |
---|
2051 | sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; |
---|
2052 | sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; |
---|
2053 | |
---|
2054 | if(pc_isriding(sd) && |
---|
2055 | (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) |
---|
2056 | { //When Riding with spear, damage modifier to mid-class becomes |
---|
2057 | //same as versus large size. |
---|
2058 | sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; |
---|
2059 | sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; |
---|
2060 | } |
---|
2061 | |
---|
2062 | // ----- STATS CALCULATION ----- |
---|
2063 | |
---|
2064 | // Job bonuses |
---|
2065 | index = pc_class2idx(sd->status.class_); |
---|
2066 | for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){ |
---|
2067 | if(!job_bonus[index][i]) |
---|
2068 | continue; |
---|
2069 | switch(job_bonus[index][i]) { |
---|
2070 | case 1: status->str++; break; |
---|
2071 | case 2: status->agi++; break; |
---|
2072 | case 3: status->vit++; break; |
---|
2073 | case 4: status->int_++; break; |
---|
2074 | case 5: status->dex++; break; |
---|
2075 | case 6: status->luk++; break; |
---|
2076 | } |
---|
2077 | } |
---|
2078 | |
---|
2079 | // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 |
---|
2080 | if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ |
---|
2081 | status->str += 10; |
---|
2082 | status->agi += 10; |
---|
2083 | status->vit += 10; |
---|
2084 | status->int_+= 10; |
---|
2085 | status->dex += 10; |
---|
2086 | status->luk += 10; |
---|
2087 | } |
---|
2088 | |
---|
2089 | // Absolute modifiers from passive skills |
---|
2090 | if(pc_checkskill(sd,BS_HILTBINDING)>0) |
---|
2091 | status->str++; |
---|
2092 | if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) |
---|
2093 | status->int_ += (skill+1)/2; // +1 INT / 2 lv |
---|
2094 | if((skill=pc_checkskill(sd,AC_OWL))>0) |
---|
2095 | status->dex += skill; |
---|
2096 | if((skill=pc_checkskill(sd,WL_DEMONOLOGY))>0) //Warlock Demonology [Brain] |
---|
2097 | status->str += skill/2; //+1 str per 2 skill points |
---|
2098 | |
---|
2099 | // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. |
---|
2100 | i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; |
---|
2101 | status->str = cap_value(i,0,USHRT_MAX); |
---|
2102 | i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; |
---|
2103 | status->agi = cap_value(i,0,USHRT_MAX); |
---|
2104 | i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; |
---|
2105 | status->vit = cap_value(i,0,USHRT_MAX); |
---|
2106 | i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; |
---|
2107 | status->int_ = cap_value(i,0,USHRT_MAX); |
---|
2108 | i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; |
---|
2109 | status->dex = cap_value(i,0,USHRT_MAX); |
---|
2110 | i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; |
---|
2111 | status->luk = cap_value(i,0,USHRT_MAX); |
---|
2112 | |
---|
2113 | // ------ BASE ATTACK CALCULATION ------ |
---|
2114 | |
---|
2115 | // Base batk value is set on status_calc_misc |
---|
2116 | // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) |
---|
2117 | if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) |
---|
2118 | status->batk += sd->weapon_atk[sd->status.weapon]; |
---|
2119 | // Absolute modifiers from passive skills |
---|
2120 | if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) |
---|
2121 | status->batk += 4; |
---|
2122 | |
---|
2123 | // ----- HP MAX CALCULATION ----- |
---|
2124 | |
---|
2125 | // Basic MaxHP value |
---|
2126 | //We hold the standard Max HP here to make it faster to recalculate on vit changes. |
---|
2127 | sd->status.max_hp = status_base_pc_maxhp(sd,status); |
---|
2128 | //This is done to handle underflows from negative Max HP bonuses |
---|
2129 | i = sd->status.max_hp + (int)status->max_hp; |
---|
2130 | status->max_hp = cap_value(i, 0, INT_MAX); |
---|
2131 | |
---|
2132 | // Absolute modifiers from passive skills |
---|
2133 | if((skill=pc_checkskill(sd,CR_TRUST))>0) |
---|
2134 | status->max_hp += skill*200; |
---|
2135 | if((skill=pc_checkskill(sd,AD_PROFANE))>0) // Adept Profane Soul [Brain] |
---|
2136 | status->max_hp += status->max_hp * (skill*3)/100; |
---|
2137 | |
---|
2138 | // Apply relative modifiers from equipment |
---|
2139 | if(sd->hprate < 0) |
---|
2140 | sd->hprate = 0; |
---|
2141 | if(sd->hprate!=100) |
---|
2142 | status->max_hp = status->max_hp * sd->hprate/100; |
---|
2143 | if(battle_config.hp_rate != 100) |
---|
2144 | status->max_hp = status->max_hp * battle_config.hp_rate/100; |
---|
2145 | |
---|
2146 | if(status->max_hp > (unsigned int)battle_config.max_hp) |
---|
2147 | status->max_hp = battle_config.max_hp; |
---|
2148 | else if(!status->max_hp) |
---|
2149 | status->max_hp = 1; |
---|
2150 | |
---|
2151 | // ----- SP MAX CALCULATION ----- |
---|
2152 | |
---|
2153 | // Basic MaxSP value |
---|
2154 | sd->status.max_sp = status_base_pc_maxsp(sd,status); |
---|
2155 | //This is done to handle underflows from negative Max SP bonuses |
---|
2156 | i = sd->status.max_sp + (int)status->max_sp; |
---|
2157 | status->max_sp = cap_value(i, 0, INT_MAX); |
---|
2158 | |
---|
2159 | // Absolute modifiers from passive skills |
---|
2160 | if((skill=pc_checkskill(sd,SL_KAINA))>0) |
---|
2161 | status->max_sp += 30*skill; |
---|
2162 | if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) |
---|
2163 | status->max_sp += status->max_sp * skill/100; |
---|
2164 | if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) |
---|
2165 | status->max_sp += status->max_sp * 2*skill/100; |
---|
2166 | if((skill=pc_checkskill(sd,AD_PROFANE))>0) // Adept Profane Soul [Brain] |
---|
2167 | status->max_sp += sd->status.max_sp * (skill*3)/100; |
---|
2168 | // Apply relative modifiers from equipment |
---|
2169 | if(sd->sprate < 0) |
---|
2170 | sd->sprate = 0; |
---|
2171 | if(sd->sprate!=100) |
---|
2172 | status->max_sp = status->max_sp * sd->sprate/100; |
---|
2173 | if(battle_config.sp_rate != 100) |
---|
2174 | status->max_sp = status->max_sp * battle_config.sp_rate/100; |
---|
2175 | |
---|
2176 | if(status->max_sp > (unsigned int)battle_config.max_sp) |
---|
2177 | status->max_sp = battle_config.max_sp; |
---|
2178 | else if(!status->max_sp) |
---|
2179 | status->max_sp = 1; |
---|
2180 | |
---|
2181 | // ----- RESPAWN HP/SP ----- |
---|
2182 | // |
---|
2183 | //Calc respawn hp and store it on base_status |
---|
2184 | if (sd->special_state.restart_full_recover) |
---|
2185 | { |
---|
2186 | status->hp = status->max_hp; |
---|
2187 | status->sp = status->max_sp; |
---|
2188 | } else { |
---|
2189 | if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) |
---|
2190 | && battle_config.restart_hp_rate < 50) |
---|
2191 | status->hp=status->max_hp>>1; |
---|
2192 | else |
---|
2193 | status->hp=status->max_hp * battle_config.restart_hp_rate/100; |
---|
2194 | if(!status->hp) |
---|
2195 | status->hp = 1; |
---|
2196 | |
---|
2197 | status->sp = status->max_sp * battle_config.restart_sp_rate /100; |
---|
2198 | } |
---|
2199 | |
---|
2200 | // ----- MISC CALCULATION ----- |
---|
2201 | status_calc_misc(&sd->bl, status, sd->status.base_level); |
---|
2202 | |
---|
2203 | //Equipment modifiers for misc settings |
---|
2204 | if(sd->matk_rate < 0) |
---|
2205 | sd->matk_rate = 0; |
---|
2206 | if(sd->matk_rate != 100){ |
---|
2207 | status->matk_max = status->matk_max * sd->matk_rate/100; |
---|
2208 | status->matk_min = status->matk_min * sd->matk_rate/100; |
---|
2209 | } |
---|
2210 | |
---|
2211 | if(sd->hit_rate < 0) |
---|
2212 | sd->hit_rate = 0; |
---|
2213 | if(sd->hit_rate != 100) |
---|
2214 | status->hit = status->hit * sd->hit_rate/100; |
---|
2215 | |
---|
2216 | if(sd->flee_rate < 0) |
---|
2217 | sd->flee_rate = 0; |
---|
2218 | if(sd->flee_rate != 100) |
---|
2219 | status->flee = status->flee * sd->flee_rate/100; |
---|
2220 | |
---|
2221 | if(sd->def2_rate < 0) |
---|
2222 | sd->def2_rate = 0; |
---|
2223 | if(sd->def2_rate != 100) |
---|
2224 | status->def2 = status->def2 * sd->def2_rate/100; |
---|
2225 | |
---|
2226 | if(sd->mdef2_rate < 0) |
---|
2227 | sd->mdef2_rate = 0; |
---|
2228 | if(sd->mdef2_rate != 100) |
---|
2229 | status->mdef2 = status->mdef2 * sd->mdef2_rate/100; |
---|
2230 | |
---|
2231 | if(sd->critical_rate < 0) |
---|
2232 | sd->critical_rate = 0; |
---|
2233 | if(sd->critical_rate != 100) |
---|
2234 | status->cri = status->cri * sd->critical_rate/100; |
---|
2235 | |
---|
2236 | if(sd->flee2_rate < 0) |
---|
2237 | sd->flee2_rate = 0; |
---|
2238 | if(sd->flee2_rate != 100) |
---|
2239 | status->flee2 = status->flee2 * sd->flee2_rate/100; |
---|
2240 | |
---|
2241 | // ----- HIT CALCULATION ----- |
---|
2242 | |
---|
2243 | // Absolute modifiers from passive skills |
---|
2244 | if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) |
---|
2245 | status->hit += skill*2; |
---|
2246 | if((skill=pc_checkskill(sd,AC_VULTURE))>0){ |
---|
2247 | status->hit += skill; |
---|
2248 | if(sd->status.weapon == W_BOW) |
---|
2249 | status->rhw.range += skill; |
---|
2250 | } |
---|
2251 | if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) |
---|
2252 | { |
---|
2253 | if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) |
---|
2254 | status->hit += 2*skill; |
---|
2255 | if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { |
---|
2256 | status->hit += skill; |
---|
2257 | status->rhw.range += skill; |
---|
2258 | } |
---|
2259 | } |
---|
2260 | //right place? |
---|
2261 | if((skill=pc_checkskill(sd,AD_FERVOR))>0) // Adept Unholy Fevor [Brain] |
---|
2262 | status->hit += skill*2; |
---|
2263 | |
---|
2264 | // ----- FLEE CALCULATION ----- |
---|
2265 | |
---|
2266 | // Absolute modifiers from passive skills |
---|
2267 | if((skill=pc_checkskill(sd,TF_MISS))>0) |
---|
2268 | status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); |
---|
2269 | if((skill=pc_checkskill(sd,MO_DODGE))>0) |
---|
2270 | status->flee += (skill*3)>>1; |
---|
2271 | if((skill=pc_checkskill(sd,AD_FERVOR))>0) // Adept Unholy Fevor [Brain] |
---|
2272 | status->flee += skill*2; |
---|
2273 | |
---|
2274 | // ----- EQUIPMENT-DEF CALCULATION ----- |
---|
2275 | |
---|
2276 | // Apply relative modifiers from equipment |
---|
2277 | if(sd->def_rate < 0) |
---|
2278 | sd->def_rate = 0; |
---|
2279 | if(sd->def_rate != 100) { |
---|
2280 | i = status->def * sd->def_rate/100; |
---|
2281 | status->def = cap_value(i, CHAR_MIN, CHAR_MAX); |
---|
2282 | } |
---|
2283 | |
---|
2284 | if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) |
---|
2285 | { |
---|
2286 | status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); |
---|
2287 | status->def = (unsigned char)battle_config.max_def; |
---|
2288 | } |
---|
2289 | |
---|
2290 | // ----- EQUIPMENT-MDEF CALCULATION ----- |
---|
2291 | |
---|
2292 | // Apply relative modifiers from equipment |
---|
2293 | if(sd->mdef_rate < 0) |
---|
2294 | sd->mdef_rate = 0; |
---|
2295 | if(sd->mdef_rate != 100) { |
---|
2296 | i = status->mdef * sd->mdef_rate/100; |
---|
2297 | status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX); |
---|
2298 | } |
---|
2299 | //AMIDOINITRITE? |
---|
2300 | // Absolute modifiers from passive skills |
---|
2301 | if((skill=pc_checkskill(sd,AD_DARKFAITH))>0) // Adept Dark Faith [Brain] |
---|
2302 | status->mdef += 1*skill; |
---|
2303 | |
---|
2304 | |
---|
2305 | if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) |
---|
2306 | { |
---|
2307 | status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); |
---|
2308 | status->mdef = (signed char)battle_config.max_def; |
---|
2309 | } |
---|
2310 | |
---|
2311 | // ----- WALKING SPEED CALCULATION ----- |
---|
2312 | |
---|
2313 | sd->speed_rate += sd->speed_add_rate; |
---|
2314 | status->speed += status->speed * sd->speed_rate/100; |
---|
2315 | |
---|
2316 | // Relative modifiers from passive skills |
---|
2317 | if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0) |
---|
2318 | status->speed -= status->speed * skill/100; |
---|
2319 | if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) |
---|
2320 | status->speed -= status->speed * 25/100; |
---|
2321 | if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) |
---|
2322 | status->speed += status->speed * (100-10*skill)/100; |
---|
2323 | |
---|
2324 | if(status->speed < battle_config.max_walk_speed) |
---|
2325 | status->speed = battle_config.max_walk_speed; |
---|
2326 | |
---|
2327 | // ----- ASPD CALCULATION ----- |
---|
2328 | // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied |
---|
2329 | |
---|
2330 | // Basic ASPD value |
---|
2331 | i = status_base_amotion_pc(sd,status); |
---|
2332 | status->amotion = cap_value(i,battle_config.max_aspd,2000); |
---|
2333 | |
---|
2334 | // Relative modifiers from passive skills |
---|
2335 | if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) |
---|
2336 | status->aspd_rate -= 5*skill; |
---|
2337 | if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) |
---|
2338 | status->aspd_rate -= 30*skill; |
---|
2339 | if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && |
---|
2340 | (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) |
---|
2341 | status->aspd_rate -= ((skill+1)/2) * 10; |
---|
2342 | if(pc_isriding(sd)) |
---|
2343 | status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); |
---|
2344 | |
---|
2345 | status->adelay = 2*status->amotion; |
---|
2346 | |
---|
2347 | |
---|
2348 | // ----- DMOTION ----- |
---|
2349 | // |
---|
2350 | i = 800-status->agi*4; |
---|
2351 | status->dmotion = cap_value(i, 400, 800); |
---|
2352 | if(battle_config.pc_damage_delay_rate != 100) |
---|
2353 | status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; |
---|
2354 | |
---|
2355 | // ----- MISC CALCULATIONS ----- |
---|
2356 | |
---|
2357 | // Weight |
---|
2358 | if((skill=pc_checkskill(sd,MC_INCCARRY))>0) |
---|
2359 | sd->max_weight += 2000*skill; |
---|
2360 | if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) |
---|
2361 | sd->max_weight += 10000; |
---|
2362 | if(sc->data[SC_KNOWLEDGE]) |
---|
2363 | sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10; |
---|
2364 | if((skill=pc_checkskill(sd,ALL_INCCARRY))>0) |
---|
2365 | sd->max_weight += 2000*skill; |
---|
2366 | |
---|
2367 | if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0) |
---|
2368 | sd->regen.state.walk = 1; |
---|
2369 | else |
---|
2370 | sd->regen.state.walk = 0; |
---|
2371 | |
---|
2372 | // Skill SP cost |
---|
2373 | if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 ) |
---|
2374 | sd->dsprate -= 4*skill; |
---|
2375 | |
---|
2376 | if(sc->data[SC_SERVICE4U]) |
---|
2377 | sd->dsprate -= sc->data[SC_SERVICE4U]->val3; |
---|
2378 | |
---|
2379 | if(sc->data[SC_SPCOST_RATE]) |
---|
2380 | sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1; |
---|
2381 | |
---|
2382 | //Underflow protections. |
---|
2383 | if(sd->dsprate < 0) |
---|
2384 | sd->dsprate = 0; |
---|
2385 | if(sd->castrate < 0) |
---|
2386 | sd->castrate = 0; |
---|
2387 | if(sd->delayrate < 0) |
---|
2388 | sd->delayrate = 0; |
---|
2389 | if(sd->hprecov_rate < 0) |
---|
2390 | sd->hprecov_rate = 0; |
---|
2391 | if(sd->sprecov_rate < 0) |
---|
2392 | sd->sprecov_rate = 0; |
---|
2393 | |
---|
2394 | // Anti-element and anti-race |
---|
2395 | if((skill=pc_checkskill(sd,CR_TRUST))>0) |
---|
2396 | sd->subele[ELE_HOLY] += skill*5; |
---|
2397 | if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { |
---|
2398 | sd->subele[ELE_NEUTRAL] += skill; |
---|
2399 | sd->subele[ELE_FIRE] += skill*4; |
---|
2400 | } |
---|
2401 | if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ |
---|
2402 | skill = skill*4; |
---|
2403 | sd->right_weapon.addrace[RC_DRAGON]+=skill; |
---|
2404 | sd->left_weapon.addrace[RC_DRAGON]+=skill; |
---|
2405 | sd->magic_addrace[RC_DRAGON]+=skill; |
---|
2406 | sd->subrace[RC_DRAGON]+=skill; |
---|
2407 | } |
---|
2408 | // Racial slurs =O |
---|
2409 | if((skill=pc_checkskill(sd,AD_DARKFAITH))>0) // Adept Dark Faith [Brain] |
---|
2410 | sd->subele[ELE_DARK] += skill*5; |
---|
2411 | if((skill=pc_checkskill(sd,WL_DEMONOLOGY))>0 ){ //Warlock Demonology [Brain] |
---|
2412 | skill = skill*5; |
---|
2413 | sd->right_weapon.addrace[RC_DEMON]+=skill; |
---|
2414 | sd->magic_addrace[RC_DEMON]+=skill; |
---|
2415 | sd->subrace[RC_DEMON]+=skill; |
---|
2416 | } |
---|
2417 | if((pc_checkskill(sd,NC_PHYLACTERY))>0){ // Necro Phylactery [Brain] |
---|
2418 | sd->subele[ELE_NEUTRAL] += 10; //And increases neutral resistance by 10% |
---|
2419 | } |
---|
2420 | |
---|
2421 | |
---|
2422 | |
---|
2423 | if(sc->count){ |
---|
2424 | if(sc->data[SC_CONCENTRATE]) |
---|
2425 | { //Update the card-bonus data |
---|
2426 | sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi |
---|
2427 | sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex |
---|
2428 | } |
---|
2429 | if(sc->data[SC_SIEGFRIED]){ |
---|
2430 | i = sc->data[SC_SIEGFRIED]->val2; |
---|
2431 | sd->subele[ELE_WATER] += i; |
---|
2432 | sd->subele[ELE_EARTH] += i; |
---|
2433 | sd->subele[ELE_FIRE] += i; |
---|
2434 | sd->subele[ELE_WIND] += i; |
---|
2435 | sd->subele[ELE_POISON] += i; |
---|
2436 | sd->subele[ELE_HOLY] += i; |
---|
2437 | sd->subele[ELE_DARK] += i; |
---|
2438 | sd->subele[ELE_GHOST] += i; |
---|
2439 | sd->subele[ELE_UNDEAD] += i; |
---|
2440 | } |
---|
2441 | if(sc->data[SC_PROVIDENCE]){ |
---|
2442 | sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; |
---|
2443 | sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; |
---|
2444 | } |
---|
2445 | if(sd->sc.data[SC_DEATHPACT]) //Necro Death Pact [Brain] |
---|
2446 | sd->subele[ELE_NEUTRAL] += sd->sc.data[SC_DEATHPACT]->val2; |
---|
2447 | if(sc->data[SC_ARMOR_ELEMENT]) |
---|
2448 | { //This status change should grant card-type elemental resist. |
---|
2449 | sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1; |
---|
2450 | sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2; |
---|
2451 | sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3; |
---|
2452 | sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4; |
---|
2453 | } |
---|
2454 | if(sc->data[SC_ARMOR_RESIST]) |
---|
2455 | { // Undead Scroll |
---|
2456 | sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; |
---|
2457 | sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; |
---|
2458 | sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; |
---|
2459 | sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; |
---|
2460 | } |
---|
2461 | } |
---|
2462 | |
---|
2463 | status_cpy(&sd->battle_status, status); |
---|
2464 | status_calc_bl(&sd->bl, SCB_ALL); //Status related changes. |
---|
2465 | status = &sd->battle_status; //Need to compare versus this. |
---|
2466 | |
---|
2467 | // ----- CLIENT-SIDE REFRESH ----- |
---|
2468 | if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) |
---|
2469 | clif_skillinfoblock(sd); |
---|
2470 | if(b_status.speed != status->speed) |
---|
2471 | clif_updatestatus(sd,SP_SPEED); |
---|
2472 | if(b_weight != sd->weight) |
---|
2473 | clif_updatestatus(sd,SP_WEIGHT); |
---|
2474 | if(b_max_weight != sd->max_weight) { |
---|
2475 | clif_updatestatus(sd,SP_MAXWEIGHT); |
---|
2476 | pc_updateweightstatus(sd); |
---|
2477 | } |
---|
2478 | if(b_status.str != status->str) |
---|
2479 | clif_updatestatus(sd,SP_STR); |
---|
2480 | if(b_status.agi != status->agi) |
---|
2481 | clif_updatestatus(sd,SP_AGI); |
---|
2482 | if(b_status.vit != status->vit) |
---|
2483 | clif_updatestatus(sd,SP_VIT); |
---|
2484 | if(b_status.int_ != status->int_) |
---|
2485 | clif_updatestatus(sd,SP_INT); |
---|
2486 | if(b_status.dex != status->dex) |
---|
2487 | clif_updatestatus(sd,SP_DEX); |
---|
2488 | if(b_status.luk != status->luk) |
---|
2489 | clif_updatestatus(sd,SP_LUK); |
---|
2490 | if(b_status.hit != status->hit) |
---|
2491 | clif_updatestatus(sd,SP_HIT); |
---|
2492 | if(b_status.flee != status->flee) |
---|
2493 | clif_updatestatus(sd,SP_FLEE1); |
---|
2494 | if(b_status.amotion != status->amotion) |
---|
2495 | clif_updatestatus(sd,SP_ASPD); |
---|
2496 | if(b_status.rhw.atk != status->rhw.atk || |
---|
2497 | b_status.lhw.atk != status->lhw.atk || |
---|
2498 | b_status.batk != status->batk) |
---|
2499 | clif_updatestatus(sd,SP_ATK1); |
---|
2500 | if(b_status.def != status->def) |
---|
2501 | clif_updatestatus(sd,SP_DEF1); |
---|
2502 | if(b_status.rhw.atk2 != status->rhw.atk2 || |
---|
2503 | b_status.lhw.atk2 != status->lhw.atk2) |
---|
2504 | clif_updatestatus(sd,SP_ATK2); |
---|
2505 | if(b_status.def2 != status->def2) |
---|
2506 | clif_updatestatus(sd,SP_DEF2); |
---|
2507 | if(b_status.flee2 != status->flee2) |
---|
2508 | clif_updatestatus(sd,SP_FLEE2); |
---|
2509 | if(b_status.cri != status->cri) |
---|
2510 | clif_updatestatus(sd,SP_CRITICAL); |
---|
2511 | if(b_status.matk_max != status->matk_max) |
---|
2512 | clif_updatestatus(sd,SP_MATK1); |
---|
2513 | if(b_status.matk_min != status->matk_min) |
---|
2514 | clif_updatestatus(sd,SP_MATK2); |
---|
2515 | if(b_status.mdef != status->mdef) |
---|
2516 | clif_updatestatus(sd,SP_MDEF1); |
---|
2517 | if(b_status.mdef2 != status->mdef2) |
---|
2518 | clif_updatestatus(sd,SP_MDEF2); |
---|
2519 | if(b_status.rhw.range != status->rhw.range) |
---|
2520 | clif_updatestatus(sd,SP_ATTACKRANGE); |
---|
2521 | if(b_status.max_hp != status->max_hp) |
---|
2522 | clif_updatestatus(sd,SP_MAXHP); |
---|
2523 | if(b_status.max_sp != status->max_sp) |
---|
2524 | clif_updatestatus(sd,SP_MAXSP); |
---|
2525 | if(b_status.hp != status->hp) |
---|
2526 | clif_updatestatus(sd,SP_HP); |
---|
2527 | if(b_status.sp != status->sp) |
---|
2528 | clif_updatestatus(sd,SP_SP); |
---|
2529 | |
---|
2530 | calculating = 0; |
---|
2531 | return 0; |
---|
2532 | } |
---|
2533 | |
---|
2534 | int status_calc_homunculus(struct homun_data *hd, int first) |
---|
2535 | { |
---|
2536 | struct status_data b_status, *status; |
---|
2537 | struct s_homunculus *hom; |
---|
2538 | int skill; |
---|
2539 | int amotion; |
---|
2540 | |
---|
2541 | memcpy(&b_status, &hd->base_status, sizeof(struct status_data)); |
---|
2542 | hom = &hd->homunculus; |
---|
2543 | |
---|
2544 | status = &hd->base_status; |
---|
2545 | |
---|
2546 | status->str = hom->str / 10; |
---|
2547 | status->agi = hom->agi / 10; |
---|
2548 | status->vit = hom->vit / 10; |
---|
2549 | status->dex = hom->dex / 10; |
---|
2550 | status->int_ = hom->int_ / 10; |
---|
2551 | status->luk = hom->luk / 10; |
---|
2552 | |
---|
2553 | if (first) { //[orn] |
---|
2554 | const struct s_homunculus_db *db = hd->homunculusDB; |
---|
2555 | status->def_ele = db->element; |
---|
2556 | status->ele_lv = 1; |
---|
2557 | status->race = db->race; |
---|
2558 | status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; |
---|
2559 | status->rhw.range = 1 + status->size; |
---|
2560 | status->mode = MD_CANMOVE|MD_CANATTACK; |
---|
2561 | status->speed = DEFAULT_WALK_SPEED; |
---|
2562 | if (battle_config.hom_setting&0x8 && hd->master) |
---|
2563 | status->speed = status_get_speed(&hd->master->bl); |
---|
2564 | |
---|
2565 | status->hp = 1; |
---|
2566 | status->sp = 1; |
---|
2567 | } |
---|
2568 | skill = hom->level/10 + status->vit/5; |
---|
2569 | status->def = cap_value(skill, 0, 99); |
---|
2570 | |
---|
2571 | skill = hom->level/10 + status->int_/5; |
---|
2572 | status->mdef = cap_value(skill, 0, 99); |
---|
2573 | |
---|
2574 | status->max_hp = hom->max_hp ; |
---|
2575 | status->max_sp = hom->max_sp ; |
---|
2576 | |
---|
2577 | merc_hom_calc_skilltree(hd); |
---|
2578 | |
---|
2579 | if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) |
---|
2580 | status->def += skill * 4; |
---|
2581 | |
---|
2582 | if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0) |
---|
2583 | { |
---|
2584 | status->int_ += 1 +skill/2 +skill/4 +skill/5; |
---|
2585 | status->str += 1 +skill/3 +skill/3 +skill/4; |
---|
2586 | } |
---|
2587 | |
---|
2588 | if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) |
---|
2589 | status->max_hp += skill * 2 * status->max_hp / 100; |
---|
2590 | |
---|
2591 | if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) |
---|
2592 | status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ; |
---|
2593 | |
---|
2594 | if (first) { |
---|
2595 | hd->battle_status.hp = hom->hp ; |
---|
2596 | hd->battle_status.sp = hom->sp ; |
---|
2597 | } |
---|
2598 | |
---|
2599 | status->rhw.atk = status->dex; |
---|
2600 | status->rhw.atk2 = status->str + hom->level; |
---|
2601 | |
---|
2602 | status->aspd_rate = 1000; |
---|
2603 | |
---|
2604 | amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000; |
---|
2605 | status->amotion = cap_value(amotion,battle_config.max_aspd,2000); |
---|
2606 | status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. |
---|
2607 | |
---|
2608 | status_calc_misc(&hd->bl, status, hom->level); |
---|
2609 | status_cpy(&hd->battle_status, status); |
---|
2610 | status_calc_bl(&hd->bl, SCB_ALL); //Status related changes. |
---|
2611 | |
---|
2612 | if( memcmp(&b_status, status, sizeof(struct status_data)) && !first ) |
---|
2613 | clif_hominfo(hd->master,hd,0) ; |
---|
2614 | |
---|
2615 | return 1; |
---|
2616 | } |
---|
2617 | |
---|
2618 | static unsigned short status_calc_str(struct block_list *,struct status_change *,int); |
---|
2619 | static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); |
---|
2620 | static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); |
---|
2621 | static unsigned short status_calc_int(struct block_list *,struct status_change *,int); |
---|
2622 | static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); |
---|
2623 | static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); |
---|
2624 | static unsigned short status_calc_batk(struct block_list *,struct status_change *,int); |
---|
2625 | static unsigned short status_calc_watk(struct block_list *,struct status_change *,int); |
---|
2626 | static unsigned short status_calc_matk(struct block_list *,struct status_change *,int); |
---|
2627 | static signed short status_calc_hit(struct block_list *,struct status_change *,int); |
---|
2628 | static signed short status_calc_critical(struct block_list *,struct status_change *,int); |
---|
2629 | static signed short status_calc_flee(struct block_list *,struct status_change *,int); |
---|
2630 | static signed short status_calc_flee2(struct block_list *,struct status_change *,int); |
---|
2631 | static signed char status_calc_def(struct block_list *,struct status_change *,int); |
---|
2632 | static signed short status_calc_def2(struct block_list *,struct status_change *,int); |
---|
2633 | static signed char status_calc_mdef(struct block_list *,struct status_change *,int); |
---|
2634 | static signed short status_calc_mdef2(struct block_list *,struct status_change *,int); |
---|
2635 | static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); |
---|
2636 | static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); |
---|
2637 | static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); |
---|
2638 | static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int); |
---|
2639 | static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); |
---|
2640 | static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); |
---|
2641 | static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); |
---|
2642 | static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); |
---|
2643 | |
---|
2644 | //Calculates base regen values. |
---|
2645 | void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) |
---|
2646 | { |
---|
2647 | struct map_session_data *sd; |
---|
2648 | int val, skill; |
---|
2649 | |
---|
2650 | if (!(bl->type&BL_REGEN) || !regen) |
---|
2651 | return; |
---|
2652 | sd = BL_CAST(BL_PC,bl); |
---|
2653 | |
---|
2654 | val = 1 + (status->vit/5) + (status->max_hp/200); |
---|
2655 | |
---|
2656 | if (sd && sd->hprecov_rate != 100) |
---|
2657 | val = val*sd->hprecov_rate/100; |
---|
2658 | |
---|
2659 | regen->hp = cap_value(val, 1, SHRT_MAX); |
---|
2660 | |
---|
2661 | val = 1 + (status->int_/6) + (status->max_sp/100); |
---|
2662 | if(status->int_ >= 120) |
---|
2663 | val += ((status->int_-120)>>1) + 4; |
---|
2664 | |
---|
2665 | if(sd && sd->sprecov_rate != 100) |
---|
2666 | val = val*sd->sprecov_rate/100; |
---|
2667 | |
---|
2668 | regen->sp = cap_value(val, 1, SHRT_MAX); |
---|
2669 | |
---|
2670 | if(sd) |
---|
2671 | { |
---|
2672 | struct regen_data_sub *sregen; |
---|
2673 | if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) |
---|
2674 | { |
---|
2675 | val = regen->sp*(100+3*skill)/100; |
---|
2676 | regen->sp = cap_value(val, 1, SHRT_MAX); |
---|
2677 | } |
---|
2678 | //Only players have skill/sitting skill regen for now. |
---|
2679 | sregen = regen->sregen; |
---|
2680 | |
---|
2681 | val = 0; |
---|
2682 | if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) |
---|
2683 | val += skill*5 + skill*status->max_hp/500; |
---|
2684 | sregen->hp = cap_value(val, 0, SHRT_MAX); |
---|
2685 | |
---|
2686 | val = 0; |
---|
2687 | if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) |
---|
2688 | val += skill*3 + skill*status->max_sp/500; |
---|
2689 | if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0) |
---|
2690 | val += skill*3 + skill*status->max_sp/500; |
---|
2691 | sregen->sp = cap_value(val, 0, SHRT_MAX); |
---|
2692 | |
---|
2693 | // Skill-related recovery (only when sit) |
---|
2694 | sregen = regen->ssregen; |
---|
2695 | |
---|
2696 | val = 0; |
---|
2697 | if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) |
---|
2698 | val += skill*4 + skill*status->max_hp/500; |
---|
2699 | |
---|
2700 | if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest) |
---|
2701 | val += skill*30 + skill*status->max_hp/500; |
---|
2702 | sregen->hp = cap_value(val, 0, SHRT_MAX); |
---|
2703 | |
---|
2704 | val = 0; |
---|
2705 | if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest) |
---|
2706 | { |
---|
2707 | val += skill*3 + skill*status->max_sp/500; |
---|
2708 | if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest |
---|
2709 | val += (30+10*skill)*val/100; |
---|
2710 | } |
---|
2711 | if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) |
---|
2712 | val += skill*2 + skill*status->max_sp/500; |
---|
2713 | sregen->sp = cap_value(val, 0, SHRT_MAX); |
---|
2714 | } |
---|
2715 | |
---|
2716 | if(bl->type==BL_HOM) |
---|
2717 | { |
---|
2718 | struct homun_data *hd = (TBL_HOM*)bl; |
---|
2719 | if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) |
---|
2720 | { |
---|
2721 | val = regen->hp*(100+5*skill)/100; |
---|
2722 | regen->hp = cap_value(val, 1, SHRT_MAX); |
---|
2723 | } |
---|
2724 | if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) |
---|
2725 | { |
---|
2726 | val = regen->sp*(100+3*skill)/100; |
---|
2727 | regen->sp = cap_value(val, 1, SHRT_MAX); |
---|
2728 | } |
---|
2729 | } |
---|
2730 | } |
---|
2731 | |
---|
2732 | //Calculates SC related regen rates. |
---|
2733 | void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) |
---|
2734 | { |
---|
2735 | if (!(bl->type&BL_REGEN) || !regen) |
---|
2736 | return; |
---|
2737 | |
---|
2738 | regen->flag = RGN_HP|RGN_SP; |
---|
2739 | if(regen->sregen) |
---|
2740 | { |
---|
2741 | if (regen->sregen->hp) |
---|
2742 | regen->flag|=RGN_SHP; |
---|
2743 | |
---|
2744 | if (regen->sregen->sp) |
---|
2745 | regen->flag|=RGN_SSP; |
---|
2746 | regen->sregen->rate.hp = regen->sregen->rate.sp = 1; |
---|
2747 | } |
---|
2748 | if (regen->ssregen) |
---|
2749 | { |
---|
2750 | if (regen->ssregen->hp) |
---|
2751 | regen->flag|=RGN_SHP; |
---|
2752 | |
---|
2753 | if (regen->ssregen->sp) |
---|
2754 | regen->flag|=RGN_SSP; |
---|
2755 | regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; |
---|
2756 | } |
---|
2757 | regen->rate.hp = regen->rate.sp = 1; |
---|
2758 | |
---|
2759 | if (!sc || !sc->count) |
---|
2760 | return; |
---|
2761 | |
---|
2762 | if ( |
---|
2763 | (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) |
---|
2764 | || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) |
---|
2765 | || sc->data[SC_BERSERK] |
---|
2766 | || sc->data[SC_TRICKDEAD] |
---|
2767 | || sc->data[SC_BLEEDING] |
---|
2768 | || sc->data[SC_LUST] // Adept Blood Lust, stops hp regen [Brain] |
---|
2769 | || sc->data[SC_DEATHPACT] // Necro Death Pact |
---|
2770 | |
---|
2771 | ) //No regen |
---|
2772 | regen->flag = 0; |
---|
2773 | |
---|
2774 | if ( |
---|
2775 | sc->data[SC_EXTREMITYFIST] |
---|
2776 | || sc->data[SC_DANCING] |
---|
2777 | || (sc->data[SC_EXPLOSIONSPIRITS] |
---|
2778 | && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) |
---|
2779 | || sc->data[SC_OVERWHELMING] // Warlock Overwhelming Evil, stops sp regen [Brain] |
---|
2780 | |
---|
2781 | ) //No natural SP regen |
---|
2782 | regen->flag &=~RGN_SP; |
---|
2783 | |
---|
2784 | if( |
---|
2785 | sc->data[SC_TENSIONRELAX] |
---|
2786 | ) { |
---|
2787 | regen->rate.hp += 2; |
---|
2788 | if (regen->sregen) |
---|
2789 | regen->sregen->rate.hp += 3; |
---|
2790 | } |
---|
2791 | if (sc->data[SC_MAGNIFICAT]) |
---|
2792 | { |
---|
2793 | regen->rate.hp += 1; |
---|
2794 | regen->rate.sp += 1; |
---|
2795 | } |
---|
2796 | if (sc->data[SC_REGENERATION]) |
---|
2797 | { |
---|
2798 | const struct status_change_entry *sce = sc->data[SC_REGENERATION]; |
---|
2799 | if (!sce->val4) |
---|
2800 | { |
---|
2801 | regen->rate.hp += sce->val2; |
---|
2802 | regen->rate.sp += sce->val3; |
---|
2803 | } else |
---|
2804 | regen->flag&=~sce->val4; //Remove regen as specified by val4 |
---|
2805 | } |
---|
2806 | } |
---|
2807 | |
---|
2808 | //Calculates some attributes that depends on modified stats from status changes. |
---|
2809 | void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) |
---|
2810 | { |
---|
2811 | struct status_data *status = &sd->battle_status, *b_status = &sd->base_status; |
---|
2812 | int skill; |
---|
2813 | |
---|
2814 | if(flag&(SCB_MAXHP|SCB_VIT)) |
---|
2815 | { |
---|
2816 | flag|=SCB_MAXHP; //Ensures client-side refresh |
---|
2817 | |
---|
2818 | status->max_hp = status_base_pc_maxhp(sd,status); |
---|
2819 | status->max_hp += b_status->max_hp - sd->status.max_hp; |
---|
2820 | |
---|
2821 | status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp); |
---|
2822 | |
---|
2823 | if(status->max_hp > (unsigned int)battle_config.max_hp) |
---|
2824 | status->max_hp = battle_config.max_hp; |
---|
2825 | else if(!status->max_hp) |
---|
2826 | status->max_hp = 1; |
---|
2827 | |
---|
2828 | if(status->hp > status->max_hp) { |
---|
2829 | status->hp = status->max_hp; |
---|
2830 | clif_updatestatus(sd,SP_HP); |
---|
2831 | } |
---|
2832 | } |
---|
2833 | |
---|
2834 | if(flag&(SCB_MAXSP|SCB_INT)) |
---|
2835 | { |
---|
2836 | flag|=SCB_MAXSP; |
---|
2837 | |
---|
2838 | status->max_sp = status_base_pc_maxsp(sd,status); |
---|
2839 | status->max_sp += b_status->max_sp - sd->status.max_sp; |
---|
2840 | |
---|
2841 | status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); |
---|
2842 | |
---|
2843 | if(status->max_sp > (unsigned int)battle_config.max_sp) |
---|
2844 | status->max_sp = battle_config.max_sp; |
---|
2845 | else if(!status->max_sp) |
---|
2846 | status->max_sp = 1; |
---|
2847 | |
---|
2848 | if(status->sp > status->max_sp) { |
---|
2849 | status->sp = status->max_sp; |
---|
2850 | clif_updatestatus(sd,SP_SP); |
---|
2851 | } |
---|
2852 | } |
---|
2853 | |
---|
2854 | if(flag&SCB_MATK) { |
---|
2855 | //New matk |
---|
2856 | status->matk_min = status_base_matk_min(status); |
---|
2857 | status->matk_max = status_base_matk_max(status); |
---|
2858 | |
---|
2859 | //Bonuses from previous matk |
---|
2860 | if(sd->matk_rate != 100){ |
---|
2861 | status->matk_max = status->matk_max * sd->matk_rate/100; |
---|
2862 | status->matk_min = status->matk_min * sd->matk_rate/100; |
---|
2863 | } |
---|
2864 | |
---|
2865 | status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min); |
---|
2866 | status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max); |
---|
2867 | |
---|
2868 | if(sd->sc.data[SC_MAGICPOWER]) { //Store current matk values |
---|
2869 | sd->sc.mp_matk_min = status->matk_min; |
---|
2870 | sd->sc.mp_matk_max = status->matk_max; |
---|
2871 | } |
---|
2872 | } |
---|
2873 | |
---|
2874 | if(flag&SCB_SPEED) { |
---|
2875 | if(status->speed < battle_config.max_walk_speed) |
---|
2876 | status->speed = battle_config.max_walk_speed; |
---|
2877 | } |
---|
2878 | |
---|
2879 | if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { |
---|
2880 | flag|=SCB_ASPD; |
---|
2881 | |
---|
2882 | skill = status_base_amotion_pc(sd,status); |
---|
2883 | status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); |
---|
2884 | |
---|
2885 | // Apply all relative modifiers |
---|
2886 | if(status->aspd_rate != 1000) |
---|
2887 | skill = skill *status->aspd_rate/1000; |
---|
2888 | |
---|
2889 | status->amotion = cap_value(skill,battle_config.max_aspd,2000); |
---|
2890 | status->adelay = 2*status->amotion; |
---|
2891 | } |
---|
2892 | |
---|
2893 | if(flag&(SCB_AGI|SCB_DSPD)) { |
---|
2894 | if (b_status->agi == status->agi) |
---|
2895 | status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion); |
---|
2896 | else { |
---|
2897 | skill = 800-status->agi*4; |
---|
2898 | status->dmotion = cap_value(skill, 400, 800); |
---|
2899 | if(battle_config.pc_damage_delay_rate != 100) |
---|
2900 | status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; |
---|
2901 | //It's safe to ignore b_status->dmotion since no bonus affects it. |
---|
2902 | status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion); |
---|
2903 | } |
---|
2904 | } |
---|
2905 | |
---|
2906 | if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP)) |
---|
2907 | status_calc_regen(&sd->bl, status, &sd->regen); |
---|
2908 | |
---|
2909 | if(flag&SCB_REGEN) |
---|
2910 | status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc); |
---|
2911 | |
---|
2912 | if (flag == SCB_ALL) |
---|
2913 | return; //Refresh is done on invoking function (status_calc_pc) |
---|
2914 | |
---|
2915 | if(flag&SCB_STR) |
---|
2916 | clif_updatestatus(sd,SP_STR); |
---|
2917 | if(flag&SCB_AGI) |
---|
2918 | clif_updatestatus(sd,SP_AGI); |
---|
2919 | if(flag&SCB_VIT) |
---|
2920 | clif_updatestatus(sd,SP_VIT); |
---|
2921 | if(flag&SCB_INT) |
---|
2922 | clif_updatestatus(sd,SP_INT); |
---|
2923 | if(flag&SCB_DEX) |
---|
2924 | clif_updatestatus(sd,SP_DEX); |
---|
2925 | if(flag&SCB_LUK) |
---|
2926 | clif_updatestatus(sd,SP_LUK); |
---|
2927 | if(flag&SCB_HIT) |
---|
2928 | clif_updatestatus(sd,SP_HIT); |
---|
2929 | if(flag&SCB_FLEE) |
---|
2930 | clif_updatestatus(sd,SP_FLEE1); |
---|
2931 | if(flag&SCB_ASPD) |
---|
2932 | clif_updatestatus(sd,SP_ASPD); |
---|
2933 | if(flag&SCB_SPEED) |
---|
2934 | clif_updatestatus(sd,SP_SPEED); |
---|
2935 | if(flag&(SCB_BATK|SCB_WATK)) |
---|
2936 | clif_updatestatus(sd,SP_ATK1); |
---|
2937 | if(flag&SCB_DEF) |
---|
2938 | clif_updatestatus(sd,SP_DEF1); |
---|
2939 | if(flag&SCB_WATK) |
---|
2940 | clif_updatestatus(sd,SP_ATK2); |
---|
2941 | if(flag&SCB_DEF2) |
---|
2942 | clif_updatestatus(sd,SP_DEF2); |
---|
2943 | if(flag&SCB_FLEE2) |
---|
2944 | clif_updatestatus(sd,SP_FLEE2); |
---|
2945 | if(flag&SCB_CRI) |
---|
2946 | clif_updatestatus(sd,SP_CRITICAL); |
---|
2947 | if(flag&SCB_MATK) { |
---|
2948 | clif_updatestatus(sd,SP_MATK1); |
---|
2949 | clif_updatestatus(sd,SP_MATK2); |
---|
2950 | } |
---|
2951 | if(flag&SCB_MDEF) |
---|
2952 | clif_updatestatus(sd,SP_MDEF1); |
---|
2953 | if(flag&SCB_MDEF2) |
---|
2954 | clif_updatestatus(sd,SP_MDEF2); |
---|
2955 | if(flag&SCB_RANGE) |
---|
2956 | clif_updatestatus(sd,SP_ATTACKRANGE); |
---|
2957 | if(flag&SCB_MAXHP) |
---|
2958 | clif_updatestatus(sd,SP_MAXHP); |
---|
2959 | if(flag&SCB_MAXSP) |
---|
2960 | clif_updatestatus(sd,SP_MAXSP); |
---|
2961 | } |
---|
2962 | |
---|
2963 | //Calculates some attributes that depends on modified stats from status changes. |
---|
2964 | void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] |
---|
2965 | { |
---|
2966 | struct status_data *status = &hd->battle_status, *b_status = &hd->base_status; |
---|
2967 | int skill = 0; |
---|
2968 | |
---|
2969 | |
---|
2970 | if(flag&(SCB_MAXHP|SCB_VIT)) |
---|
2971 | { |
---|
2972 | flag|=SCB_MAXHP; //Ensures client-side refresh |
---|
2973 | // Apply relative modifiers from equipment |
---|
2974 | if(status->max_hp > (unsigned int)battle_config.max_hp) |
---|
2975 | status->max_hp = battle_config.max_hp; |
---|
2976 | else if(!status->max_hp) |
---|
2977 | status->max_hp = 1; |
---|
2978 | if(status->hp > status->max_hp) |
---|
2979 | status->hp = status->max_hp; |
---|
2980 | } |
---|
2981 | if(flag&(SCB_MAXSP|SCB_INT)) |
---|
2982 | { |
---|
2983 | flag|=SCB_MAXSP; |
---|
2984 | if(status->max_sp > (unsigned int)battle_config.max_sp) |
---|
2985 | status->max_sp = battle_config.max_sp; |
---|
2986 | else if(!status->max_sp) |
---|
2987 | status->max_sp = 1; |
---|
2988 | if(status->sp > status->max_sp) |
---|
2989 | status->sp = status->max_sp; |
---|
2990 | } |
---|
2991 | if(flag&(SCB_VIT|SCB_DEF)) |
---|
2992 | { //Since vit affects def, recalculate def. |
---|
2993 | flag|=SCB_DEF; |
---|
2994 | status->def = status_calc_def(&hd->bl, &hd->sc, b_status->def); |
---|
2995 | status->def+=(status->vit/5 - b_status->vit/5); |
---|
2996 | } |
---|
2997 | if(flag&(SCB_INT|SCB_MDEF)) |
---|
2998 | { |
---|
2999 | flag|=SCB_MDEF; |
---|
3000 | status->mdef = status_calc_mdef(&hd->bl, &hd->sc, b_status->mdef); |
---|
3001 | status->mdef+= (status->int_/5 - b_status->int_/5); |
---|
3002 | } |
---|
3003 | if(flag&SCB_DEX) { |
---|
3004 | flag |=SCB_WATK; |
---|
3005 | status->rhw.atk = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk); |
---|
3006 | status->rhw.atk+= (status->dex - b_status->dex); |
---|
3007 | } |
---|
3008 | if(flag&SCB_STR) { |
---|
3009 | flag |=SCB_WATK; |
---|
3010 | status->rhw.atk2 = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk2); |
---|
3011 | status->rhw.atk2+= (status->str - b_status->str); |
---|
3012 | } |
---|
3013 | if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk) |
---|
3014 | status->rhw.atk2 = status->rhw.atk; |
---|
3015 | |
---|
3016 | if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk |
---|
3017 | status->matk_min = status->matk_max; |
---|
3018 | |
---|
3019 | if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master) |
---|
3020 | status->speed = status_get_speed(&hd->master->bl); |
---|
3021 | |
---|
3022 | if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { |
---|
3023 | flag|=SCB_ASPD; |
---|
3024 | |
---|
3025 | skill = (1000 -4*status->agi -status->dex) |
---|
3026 | *hd->homunculusDB->baseASPD/1000; |
---|
3027 | |
---|
3028 | status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate); |
---|
3029 | if(status->aspd_rate != 1000) |
---|
3030 | skill = skill*status->aspd_rate/1000; |
---|
3031 | |
---|
3032 | status->amotion = cap_value(skill,battle_config.max_aspd,2000); |
---|
3033 | status->adelay = status->amotion; |
---|
3034 | } |
---|
3035 | |
---|
3036 | if(flag&(SCB_AGI|SCB_DSPD)) { |
---|
3037 | skill = 800-status->agi*4; |
---|
3038 | status->dmotion = cap_value(skill, 400, 800); |
---|
3039 | status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion); |
---|
3040 | } |
---|
3041 | |
---|
3042 | if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL) |
---|
3043 | status_calc_regen(&hd->bl, status, &hd->regen); |
---|
3044 | |
---|
3045 | if(flag&SCB_REGEN) |
---|
3046 | status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc); |
---|
3047 | |
---|
3048 | if (flag == SCB_ALL) |
---|
3049 | return; //Refresh is done on invoking function (status_calc_hom) |
---|
3050 | |
---|
3051 | if (hd->master && flag&( |
---|
3052 | SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK| |
---|
3053 | SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2| |
---|
3054 | SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2| |
---|
3055 | SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED| |
---|
3056 | SCB_RANGE|SCB_MAXHP|SCB_MAXSP) |
---|
3057 | ) |
---|
3058 | clif_hominfo(hd->master,hd,0); |
---|
3059 | } |
---|
3060 | |
---|
3061 | void status_calc_bl(struct block_list *bl, unsigned long flag) |
---|
3062 | { |
---|
3063 | struct status_data *b_status, *status; |
---|
3064 | struct status_change *sc; |
---|
3065 | int temp; |
---|
3066 | TBL_PC *sd; |
---|
3067 | b_status = status_get_base_status(bl); |
---|
3068 | status = status_get_status_data(bl); |
---|
3069 | sc = status_get_sc(bl); |
---|
3070 | |
---|
3071 | if (!b_status || !status) |
---|
3072 | return; |
---|
3073 | |
---|
3074 | sd = BL_CAST(BL_PC,bl); |
---|
3075 | |
---|
3076 | if(sd && flag&SCB_PC) |
---|
3077 | { //Recalc everything. |
---|
3078 | status_calc_pc(sd,0); |
---|
3079 | return; |
---|
3080 | } |
---|
3081 | |
---|
3082 | if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. |
---|
3083 | status_cpy(status, b_status); |
---|
3084 | return; |
---|
3085 | } |
---|
3086 | |
---|
3087 | if(flag&SCB_STR) { |
---|
3088 | status->str = status_calc_str(bl, sc, b_status->str); |
---|
3089 | flag|=SCB_BATK; |
---|
3090 | } |
---|
3091 | |
---|
3092 | if(flag&SCB_AGI) { |
---|
3093 | status->agi = status_calc_agi(bl, sc, b_status->agi); |
---|
3094 | flag|=SCB_FLEE; |
---|
3095 | } |
---|
3096 | |
---|
3097 | if(flag&SCB_VIT) { |
---|
3098 | status->vit = status_calc_vit(bl, sc, b_status->vit); |
---|
3099 | flag|=SCB_DEF2|SCB_MDEF2; |
---|
3100 | } |
---|
3101 | |
---|
3102 | if(flag&SCB_INT) { |
---|
3103 | status->int_ = status_calc_int(bl, sc, b_status->int_); |
---|
3104 | flag|=SCB_MATK|SCB_MDEF2; |
---|
3105 | } |
---|
3106 | |
---|
3107 | if(flag&SCB_DEX) { |
---|
3108 | status->dex = status_calc_dex(bl, sc, b_status->dex); |
---|
3109 | flag|=SCB_BATK|SCB_HIT; |
---|
3110 | } |
---|
3111 | |
---|
3112 | if(flag&SCB_LUK) { |
---|
3113 | status->luk = status_calc_luk(bl, sc, b_status->luk); |
---|
3114 | flag|=SCB_BATK|SCB_CRI|SCB_FLEE2; |
---|
3115 | } |
---|
3116 | |
---|
3117 | if(flag&SCB_BATK && b_status->batk) { |
---|
3118 | status->batk = status_base_atk(bl,status); |
---|
3119 | temp = b_status->batk - status_base_atk(bl,b_status); |
---|
3120 | if (temp) |
---|
3121 | { |
---|
3122 | temp += status->batk; |
---|
3123 | status->batk = cap_value(temp, 0, USHRT_MAX); |
---|
3124 | } |
---|
3125 | status->batk = status_calc_batk(bl, sc, status->batk); |
---|
3126 | } |
---|
3127 | |
---|
3128 | if(flag&SCB_WATK) { |
---|
3129 | status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk); |
---|
3130 | if (!sd) //Should not affect weapon refine bonus |
---|
3131 | status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2); |
---|
3132 | if(b_status->lhw.atk) { |
---|
3133 | if (sd) { |
---|
3134 | sd->state.lr_flag = 1; |
---|
3135 | status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); |
---|
3136 | sd->state.lr_flag = 0; |
---|
3137 | } else { |
---|
3138 | status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); |
---|
3139 | status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2); |
---|
3140 | } |
---|
3141 | } |
---|
3142 | } |
---|
3143 | |
---|
3144 | if(flag&SCB_HIT) { |
---|
3145 | if (status->dex == b_status->dex) |
---|
3146 | status->hit = status_calc_hit(bl, sc, b_status->hit); |
---|
3147 | else |
---|
3148 | status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex)); |
---|
3149 | } |
---|
3150 | |
---|
3151 | if(flag&SCB_FLEE) { |
---|
3152 | if (status->agi == b_status->agi) |
---|
3153 | status->flee = status_calc_flee(bl, sc, b_status->flee); |
---|
3154 | else |
---|
3155 | status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)); |
---|
3156 | } |
---|
3157 | |
---|
3158 | if(flag&SCB_DEF) |
---|
3159 | status->def = status_calc_def(bl, sc, b_status->def); |
---|
3160 | |
---|
3161 | if(flag&SCB_DEF2) { |
---|
3162 | if (status->vit == b_status->vit) |
---|
3163 | status->def2 = status_calc_def2(bl, sc, b_status->def2); |
---|
3164 | else |
---|
3165 | status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit)); |
---|
3166 | } |
---|
3167 | |
---|
3168 | if(flag&SCB_MDEF) |
---|
3169 | status->mdef = status_calc_mdef(bl, sc, b_status->mdef); |
---|
3170 | |
---|
3171 | if(flag&SCB_MDEF2) { |
---|
3172 | if (status->int_ == b_status->int_ && status->vit == b_status->vit) |
---|
3173 | status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); |
---|
3174 | else |
---|
3175 | status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1)); |
---|
3176 | } |
---|
3177 | |
---|
3178 | if(flag&SCB_SPEED) { |
---|
3179 | struct unit_data *ud = unit_bl2ud(bl); |
---|
3180 | status->speed = status_calc_speed(bl, sc, b_status->speed); |
---|
3181 | //Re-walk to adjust speed (we do not check if walktimer != -1 |
---|
3182 | //because if you step on something while walking, the moment this |
---|
3183 | //piece of code triggers the walk-timer is set on -1) [Skotlex] |
---|
3184 | if (ud) |
---|
3185 | ud->state.change_walk_target = ud->state.speed_changed = 1; |
---|
3186 | } |
---|
3187 | |
---|
3188 | if(flag&SCB_CRI && b_status->cri) { |
---|
3189 | if (status->luk == b_status->luk) |
---|
3190 | status->cri = status_calc_critical(bl, sc, b_status->cri); |
---|
3191 | else |
---|
3192 | status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk)); |
---|
3193 | } |
---|
3194 | |
---|
3195 | if(flag&SCB_FLEE2 && b_status->flee2) { |
---|
3196 | if (status->luk == b_status->luk) |
---|
3197 | status->flee2 = status_calc_flee2(bl, sc, b_status->flee2); |
---|
3198 | else |
---|
3199 | status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk)); |
---|
3200 | } |
---|
3201 | |
---|
3202 | if(flag&SCB_ATK_ELE) { |
---|
3203 | status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); |
---|
3204 | if (sd) sd->state.lr_flag = 1; |
---|
3205 | status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); |
---|
3206 | if (sd) sd->state.lr_flag = 0; |
---|
3207 | } |
---|
3208 | |
---|
3209 | if(flag&SCB_DEF_ELE) { |
---|
3210 | status->def_ele = status_calc_element(bl, sc, b_status->def_ele); |
---|
3211 | status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); |
---|
3212 | } |
---|
3213 | |
---|
3214 | if(flag&SCB_MODE) |
---|
3215 | { |
---|
3216 | status->mode = status_calc_mode(bl, sc, b_status->mode); |
---|
3217 | //Since mode changed, reset their state. |
---|
3218 | if (!(status->mode&MD_CANATTACK)) |
---|
3219 | unit_stop_attack(bl); |
---|
3220 | if (!(status->mode&MD_CANMOVE)) |
---|
3221 | unit_stop_walking(bl,0); |
---|
3222 | } |
---|
3223 | |
---|
3224 | // No status changes alter these yet. |
---|
3225 | // if(flag&SCB_SIZE) |
---|
3226 | // if(flag&SCB_RACE) |
---|
3227 | // if(flag&SCB_RANGE) |
---|
3228 | |
---|
3229 | if(sd) { |
---|
3230 | //The remaining are handled quite different by players, so use their own function. |
---|
3231 | status_calc_bl_sub_pc(sd, flag); |
---|
3232 | return; |
---|
3233 | } |
---|
3234 | |
---|
3235 | if(flag&SCB_MAXHP) { |
---|
3236 | status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); |
---|
3237 | if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued? |
---|
3238 | status->hp = status->max_hp; |
---|
3239 | } |
---|
3240 | |
---|
3241 | if(flag&SCB_MAXSP) { |
---|
3242 | status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); |
---|
3243 | if (status->sp > status->max_sp) |
---|
3244 | status->sp = status->max_sp; |
---|
3245 | } |
---|
3246 | |
---|
3247 | if(flag&SCB_MATK) { |
---|
3248 | status->matk_min = status_base_matk_min(status); |
---|
3249 | status->matk_max = status_base_matk_max(status); |
---|
3250 | status->matk_min = status_calc_matk(bl, sc, status->matk_min); |
---|
3251 | status->matk_max = status_calc_matk(bl, sc, status->matk_max); |
---|
3252 | if(sc->data[SC_MAGICPOWER]) { //Store current matk values |
---|
3253 | sc->mp_matk_min = status->matk_min; |
---|
3254 | sc->mp_matk_max = status->matk_max; |
---|
3255 | } |
---|
3256 | } |
---|
3257 | |
---|
3258 | if(bl->type == BL_HOM) { |
---|
3259 | //The remaining are handled quite different by homunculus, so use their own function. |
---|
3260 | status_calc_bl_sub_hom((TBL_HOM*)bl, flag); |
---|
3261 | return; |
---|
3262 | } |
---|
3263 | |
---|
3264 | if(flag&SCB_ASPD) { |
---|
3265 | status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate); |
---|
3266 | temp = status->aspd_rate*b_status->amotion/1000; |
---|
3267 | status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000); |
---|
3268 | |
---|
3269 | temp = status->aspd_rate*b_status->adelay/1000; |
---|
3270 | status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000); |
---|
3271 | } |
---|
3272 | |
---|
3273 | if(flag&SCB_DSPD) |
---|
3274 | status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); |
---|
3275 | |
---|
3276 | if(bl->type&BL_REGEN) { |
---|
3277 | if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP)) |
---|
3278 | status_calc_regen(bl, status, status_get_regen_data(bl)); |
---|
3279 | if(flag&SCB_REGEN) |
---|
3280 | status_calc_regen_rate(bl, status_get_regen_data(bl), sc); |
---|
3281 | } |
---|
3282 | } |
---|
3283 | /*========================================== |
---|
3284 | * Apply shared stat mods from status changes [DracoRPG] |
---|
3285 | *------------------------------------------*/ |
---|
3286 | static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) |
---|
3287 | { |
---|
3288 | if(!sc || !sc->count) |
---|
3289 | return cap_value(str,0,USHRT_MAX); |
---|
3290 | |
---|
3291 | if(sc->data[SC_INCALLSTATUS]) |
---|
3292 | str += sc->data[SC_INCALLSTATUS]->val1; |
---|
3293 | if(sc->data[SC_INCSTR]) |
---|
3294 | str += sc->data[SC_INCSTR]->val1; |
---|
3295 | if(sc->data[SC_STRFOOD]) |
---|
3296 | str += sc->data[SC_STRFOOD]->val1; |
---|
3297 | if(sc->data[SC_BATTLEORDERS]) |
---|
3298 | str += 5; |
---|
3299 | if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16) |
---|
3300 | str += (sc->data[SC_GUILDAURA]->val3)>>16; |
---|
3301 | if(sc->data[SC_LOUD]) |
---|
3302 | str += 4; |
---|
3303 | if(sc->data[SC_TRUESIGHT]) |
---|
3304 | str += 5; |
---|
3305 | if(sc->data[SC_SPURT]) |
---|
3306 | str += 10; |
---|
3307 | if(sc->data[SC_NEN]) |
---|
3308 | str += sc->data[SC_NEN]->val1; |
---|
3309 | if(sc->data[SC_BLESSING]){ |
---|
3310 | if(sc->data[SC_BLESSING]->val2) |
---|
3311 | str += sc->data[SC_BLESSING]->val2; |
---|
3312 | else |
---|
3313 | str >>= 1; |
---|
3314 | } |
---|
3315 | if(sc->data[SC_MARIONETTE]) |
---|
3316 | str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; |
---|
3317 | if(sc->data[SC_MARIONETTE2]) |
---|
3318 | str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF; |
---|
3319 | if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50) |
---|
3320 | str = 50; |
---|
3321 | |
---|
3322 | return (unsigned short)cap_value(str,0,USHRT_MAX); |
---|
3323 | } |
---|
3324 | |
---|
3325 | static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) |
---|
3326 | { |
---|
3327 | if(!sc || !sc->count) |
---|
3328 | return cap_value(agi,0,USHRT_MAX); |
---|
3329 | |
---|
3330 | if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) |
---|
3331 | agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100; |
---|
3332 | if(sc->data[SC_INCALLSTATUS]) |
---|
3333 | agi += sc->data[SC_INCALLSTATUS]->val1; |
---|
3334 | if(sc->data[SC_INCAGI]) |
---|
3335 | agi += sc->data[SC_INCAGI]->val1; |
---|
3336 | if(sc->data[SC_AGIFOOD]) |
---|
3337 | agi += sc->data[SC_AGIFOOD]->val1; |
---|
3338 | if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16) |
---|
3339 | agi += (sc->data[SC_GUILDAURA]->val4)>>16; |
---|
3340 | if(sc->data[SC_TRUESIGHT]) |
---|
3341 | agi += 5; |
---|
3342 | if(sc->data[SC_INCREASEAGI]) |
---|
3343 | agi += sc->data[SC_INCREASEAGI]->val2; |
---|
3344 | if(sc->data[SC_INCREASING]) |
---|
3345 | agi += 4; // added based on skill updates [Reddozen] |
---|
3346 | if(sc->data[SC_DECREASEAGI]) |
---|
3347 | agi -= sc->data[SC_DECREASEAGI]->val2; |
---|
3348 | if(sc->data[SC_QUAGMIRE]) |
---|
3349 | agi -= sc->data[SC_QUAGMIRE]->val2; |
---|
3350 | if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) |
---|
3351 | agi -= sc->data[SC_SUITON]->val2; |
---|
3352 | if(sc->data[SC_MARIONETTE]) |
---|
3353 | agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; |
---|
3354 | if(sc->data[SC_MARIONETTE2]) |
---|
3355 | agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF; |
---|
3356 | if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50) |
---|
3357 | agi = 50; |
---|
3358 | |
---|
3359 | return (unsigned short)cap_value(agi,0,USHRT_MAX); |
---|
3360 | } |
---|
3361 | |
---|
3362 | static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) |
---|
3363 | { |
---|
3364 | if(!sc || !sc->count) |
---|
3365 | return cap_value(vit,0,USHRT_MAX); |
---|
3366 | |
---|
3367 | if(sc->data[SC_INCALLSTATUS]) |
---|
3368 | vit += sc->data[SC_INCALLSTATUS]->val1; |
---|
3369 | if(sc->data[SC_INCVIT]) |
---|
3370 | vit += sc->data[SC_INCVIT]->val1; |
---|
3371 | if(sc->data[SC_VITFOOD]) |
---|
3372 | vit += sc->data[SC_VITFOOD]->val1; |
---|
3373 | if(sc->data[SC_CHANGE]) |
---|
3374 | vit += sc->data[SC_CHANGE]->val2; |
---|
3375 | if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF) |
---|
3376 | vit += sc->data[SC_GUILDAURA]->val3&0xFFFF; |
---|
3377 | if(sc->data[SC_TRUESIGHT]) |
---|
3378 | vit += 5; |
---|
3379 | if(sc->data[SC_STRIPARMOR]) |
---|
3380 | vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; |
---|
3381 | if(sc->data[SC_MARIONETTE]) |
---|
3382 | vit -= sc->data[SC_MARIONETTE]->val3&0xFF; |
---|
3383 | if(sc->data[SC_MARIONETTE2]) |
---|
3384 | vit += sc->data[SC_MARIONETTE2]->val3&0xFF; |
---|
3385 | if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50) |
---|
3386 | vit = 50; |
---|
3387 | |
---|
3388 | return (unsigned short)cap_value(vit,0,USHRT_MAX); |
---|
3389 | } |
---|
3390 | |
---|
3391 | static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) |
---|
3392 | { |
---|
3393 | if(!sc || !sc->count) |
---|
3394 | return cap_value(int_,0,USHRT_MAX); |
---|
3395 | |
---|
3396 | if(sc->data[SC_INCALLSTATUS]) |
---|
3397 | int_ += sc->data[SC_INCALLSTATUS]->val1; |
---|
3398 | if(sc->data[SC_INCINT]) |
---|
3399 | int_ += sc->data[SC_INCINT]->val1; |
---|
3400 | if(sc->data[SC_INTFOOD]) |
---|
3401 | int_ += sc->data[SC_INTFOOD]->val1; |
---|
3402 | if(sc->data[SC_CHANGE]) |
---|
3403 | int_ += sc->data[SC_CHANGE]->val3; |
---|
3404 | if(sc->data[SC_BATTLEORDERS]) |
---|
3405 | int_ += 5; |
---|
3406 | if(sc->data[SC_TRUESIGHT]) |
---|
3407 | int_ += 5; |
---|
3408 | if(sc->data[SC_BLESSING]){ |
---|
3409 | if (sc->data[SC_BLESSING]->val2) |
---|
3410 | int_ += sc->data[SC_BLESSING]->val2; |
---|
3411 | else |
---|
3412 | int_ >>= 1; |
---|
3413 | } |
---|
3414 | if(sc->data[SC_STRIPHELM]) |
---|
3415 | int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; |
---|
3416 | if(sc->data[SC_NEN]) |
---|
3417 | int_ += sc->data[SC_NEN]->val1; |
---|
3418 | if(sc->data[SC_MARIONETTE]) |
---|
3419 | int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; |
---|
3420 | if(sc->data[SC_MARIONETTE2]) |
---|
3421 | int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF; |
---|
3422 | if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50) |
---|
3423 | int_ = 50; |
---|
3424 | |
---|
3425 | return (unsigned short)cap_value(int_,0,USHRT_MAX); |
---|
3426 | } |
---|
3427 | |
---|
3428 | static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) |
---|
3429 | { |
---|
3430 | if(!sc || !sc->count) |
---|
3431 | return cap_value(dex,0,USHRT_MAX); |
---|
3432 | |
---|
3433 | if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) |
---|
3434 | dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100; |
---|
3435 | |
---|
3436 | if(sc->data[SC_INCALLSTATUS]) |
---|
3437 | dex += sc->data[SC_INCALLSTATUS]->val1; |
---|
3438 | if(sc->data[SC_INCDEX]) |
---|
3439 | dex += sc->data[SC_INCDEX]->val1; |
---|
3440 | if(sc->data[SC_DEXFOOD]) |
---|
3441 | dex += sc->data[SC_DEXFOOD]->val1; |
---|
3442 | if(sc->data[SC_BATTLEORDERS]) |
---|
3443 | dex += 5; |
---|
3444 | if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF) |
---|
3445 | dex += sc->data[SC_GUILDAURA]->val4&0xFFFF; |
---|
3446 | if(sc->data[SC_TRUESIGHT]) |
---|
3447 | dex += 5; |
---|
3448 | if(sc->data[SC_QUAGMIRE]) |
---|
3449 | dex -= sc->data[SC_QUAGMIRE]->val2; |
---|
3450 | if(sc->data[SC_BLESSING]){ |
---|
3451 | if (sc->data[SC_BLESSING]->val2) |
---|
3452 | dex += sc->data[SC_BLESSING]->val2; |
---|
3453 | else |
---|
3454 | dex >>= 1; |
---|
3455 | } |
---|
3456 | if(sc->data[SC_INCREASING]) |
---|
3457 | dex += 4; // added based on skill updates [Reddozen] |
---|
3458 | if(sc->data[SC_MARIONETTE]) |
---|
3459 | dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; |
---|
3460 | if(sc->data[SC_MARIONETTE2]) |
---|
3461 | dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF; |
---|
3462 | if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50) |
---|
3463 | dex = 50; |
---|
3464 | |
---|
3465 | return (unsigned short)cap_value(dex,0,USHRT_MAX); |
---|
3466 | } |
---|
3467 | |
---|
3468 | static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) |
---|
3469 | { |
---|
3470 | if(!sc || !sc->count) |
---|
3471 | return cap_value(luk,0,USHRT_MAX); |
---|
3472 | |
---|
3473 | if(sc->data[SC_CURSE]) |
---|
3474 | return 0; |
---|
3475 | if(sc->data[SC_INCALLSTATUS]) |
---|
3476 | luk += sc->data[SC_INCALLSTATUS]->val1; |
---|
3477 | if(sc->data[SC_INCLUK]) |
---|
3478 | luk += sc->data[SC_INCLUK]->val1; |
---|
3479 | if(sc->data[SC_LUKFOOD]) |
---|
3480 | luk += sc->data[SC_LUKFOOD]->val1; |
---|
3481 | if(sc->data[SC_TRUESIGHT]) |
---|
3482 | luk += 5; |
---|
3483 | if(sc->data[SC_GLORIA]) |
---|
3484 | luk += 30; |
---|
3485 | if(sc->data[SC_MARIONETTE]) |
---|
3486 | luk -= sc->data[SC_MARIONETTE]->val4&0xFF; |
---|
3487 | if(sc->data[SC_MARIONETTE2]) |
---|
3488 | luk += sc->data[SC_MARIONETTE2]->val4&0xFF; |
---|
3489 | if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50) |
---|
3490 | luk = 50; |
---|
3491 | |
---|
3492 | return (unsigned short)cap_value(luk,0,USHRT_MAX); |
---|
3493 | } |
---|
3494 | |
---|
3495 | static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk) |
---|
3496 | { |
---|
3497 | if(!sc || !sc->count) |
---|
3498 | return cap_value(batk,0,USHRT_MAX); |
---|
3499 | |
---|
3500 | if(sc->data[SC_INCBASEATK]) |
---|
3501 | batk += sc->data[SC_INCBASEATK]->val1; |
---|
3502 | if(sc->data[SC_ATKPOTION]) |
---|
3503 | batk += sc->data[SC_ATKPOTION]->val1; |
---|
3504 | if(sc->data[SC_BATKFOOD]) |
---|
3505 | batk += sc->data[SC_BATKFOOD]->val1; |
---|
3506 | if(sc->data[SC_INCATKRATE]) |
---|
3507 | batk += batk * sc->data[SC_INCATKRATE]->val1/100; |
---|
3508 | if(sc->data[SC_PROVOKE]) |
---|
3509 | batk += batk * sc->data[SC_PROVOKE]->val3/100; |
---|
3510 | if(sc->data[SC_CONCENTRATION]) |
---|
3511 | batk += batk * sc->data[SC_CONCENTRATION]->val2/100; |
---|
3512 | if(sc->data[SC_SKE]) |
---|
3513 | batk += batk * 3; |
---|
3514 | if(sc->data[SC_BLOODLUST]) |
---|
3515 | batk += batk * sc->data[SC_BLOODLUST]->val2/100; |
---|
3516 | if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) |
---|
3517 | batk -= batk * 25/100; |
---|
3518 | if(sc->data[SC_CURSE]) |
---|
3519 | batk -= batk * 25/100; |
---|
3520 | //Curse shouldn't effect on this? <- Curse OR Bleeding?? |
---|
3521 | // if(sc->data[SC_BLEEDING]) |
---|
3522 | // batk -= batk * 25/100; |
---|
3523 | if(sc->data[SC_FLEET]) |
---|
3524 | batk += batk * sc->data[SC_FLEET]->val3/100; |
---|
3525 | if(sc->data[SC_GATLINGFEVER]) |
---|
3526 | batk += sc->data[SC_GATLINGFEVER]->val3; |
---|
3527 | if(sc->data[SC_MADNESSCANCEL]) |
---|
3528 | batk += 100; |
---|
3529 | if(sc->data[SC_LUST]) // Adept Blood Lust [Brain] |
---|
3530 | batk += batk * sc->data[SC_LUST]->val2/100; |
---|
3531 | if(sc->data[SC_CURSEWEAKNESS]) // Warlock Curse of Weakness [Brain] |
---|
3532 | batk -= batk * sc->data[SC_CURSEWEAKNESS]->val2/100; |
---|
3533 | if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain] |
---|
3534 | if(sc->data[SC_DECREPIFY]->val2>=2) |
---|
3535 | batk -= batk * 25/100; |
---|
3536 | return (unsigned short)cap_value(batk,0,USHRT_MAX); |
---|
3537 | } |
---|
3538 | |
---|
3539 | static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk) |
---|
3540 | { |
---|
3541 | if(!sc || !sc->count) |
---|
3542 | return cap_value(watk,0,USHRT_MAX); |
---|
3543 | |
---|
3544 | if(sc->data[SC_IMPOSITIO]) |
---|
3545 | watk += sc->data[SC_IMPOSITIO]->val2; |
---|
3546 | if(sc->data[SC_WATKFOOD]) |
---|
3547 | watk += sc->data[SC_WATKFOOD]->val1; |
---|
3548 | if(sc->data[SC_DRUMBATTLE]) |
---|
3549 | watk += sc->data[SC_DRUMBATTLE]->val2; |
---|
3550 | if(sc->data[SC_VOLCANO]) |
---|
3551 | watk += sc->data[SC_VOLCANO]->val2; |
---|
3552 | if(sc->data[SC_INCATKRATE]) |
---|
3553 | watk += watk * sc->data[SC_INCATKRATE]->val1/100; |
---|
3554 | if(sc->data[SC_PROVOKE]) |
---|
3555 | watk += watk * sc->data[SC_PROVOKE]->val3/100; |
---|
3556 | if(sc->data[SC_CONCENTRATION]) |
---|
3557 | watk += watk * sc->data[SC_CONCENTRATION]->val2/100; |
---|
3558 | if(sc->data[SC_SKE]) |
---|
3559 | watk += watk * 3; |
---|
3560 | if(sc->data[SC_NIBELUNGEN]) { |
---|
3561 | if (bl->type != BL_PC) |
---|
3562 | watk += sc->data[SC_NIBELUNGEN]->val2; |
---|
3563 | else { |
---|
3564 | TBL_PC *sd = (TBL_PC*)bl; |
---|
3565 | int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; |
---|
3566 | if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) |
---|
3567 | watk += sc->data[SC_NIBELUNGEN]->val2; |
---|
3568 | } |
---|
3569 | } |
---|
3570 | if(sc->data[SC_BLOODLUST])//WTF?! |
---|
3571 | watk += watk * sc->data[SC_BLOODLUST]->val2/100; |
---|
3572 | if(sc->data[SC_FLEET]) |
---|
3573 | watk += watk * sc->data[SC_FLEET]->val3/100; |
---|
3574 | if(sc->data[SC_CURSE]) |
---|
3575 | watk -= watk * 25/100; |
---|
3576 | if(sc->data[SC_STRIPWEAPON]) |
---|
3577 | watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100; |
---|
3578 | if(sc->data[SC_LUST]) // Adept Blood Lust [Brain] |
---|
3579 | watk += watk * sc->data[SC_LUST]->val2/100; |
---|
3580 | if(sc->data[SC_REQUIEM]){ //Necro Requiem [Brain] |
---|
3581 | if(sc->data[SC_REQUIEM]->val2) |
---|
3582 | watk += sc->data[SC_REQUIEM]->val2*10; |
---|
3583 | if(sc->data[SC_REQUIEM]->val3) |
---|
3584 | watk -= sc->data[SC_REQUIEM]->val3*10; |
---|
3585 | }//???? |
---|
3586 | if(sc->data[SC_CURSEWEAKNESS]) // Warlock Curse of Weakness [Brain] |
---|
3587 | watk -= watk * sc->data[SC_CURSEWEAKNESS]->val2/100; |
---|
3588 | if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain] |
---|
3589 | if(sc->data[SC_DECREPIFY]->val2>=2) |
---|
3590 | watk -= watk * 25/100; |
---|
3591 | |
---|
3592 | return (unsigned short)cap_value(watk,0,USHRT_MAX); |
---|
3593 | } |
---|
3594 | |
---|
3595 | static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk) |
---|
3596 | { |
---|
3597 | if(!sc || !sc->count) |
---|
3598 | return cap_value(matk,0,USHRT_MAX); |
---|
3599 | |
---|
3600 | if(sc->data[SC_MATKPOTION]) |
---|
3601 | matk += sc->data[SC_MATKPOTION]->val1; |
---|
3602 | if(sc->data[SC_MATKFOOD]) |
---|
3603 | matk += sc->data[SC_MATKFOOD]->val1; |
---|
3604 | if(sc->data[SC_MAGICPOWER]) |
---|
3605 | matk += matk * sc->data[SC_MAGICPOWER]->val3/100; |
---|
3606 | if(sc->data[SC_MINDBREAKER]) |
---|
3607 | matk += matk * sc->data[SC_MINDBREAKER]->val2/100; |
---|
3608 | if(sc->data[SC_INCMATKRATE]) |
---|
3609 | matk += matk * sc->data[SC_INCMATKRATE]->val1/100; |
---|
3610 | if(sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain] |
---|
3611 | matk += matk * sc->data[SC_OVERWHELMING]->val2/100; |
---|
3612 | |
---|
3613 | return (unsigned short)cap_value(matk,0,USHRT_MAX); |
---|
3614 | } |
---|
3615 | |
---|
3616 | static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) |
---|
3617 | { |
---|
3618 | if(!sc || !sc->count) |
---|
3619 | return cap_value(critical,10,SHRT_MAX); |
---|
3620 | |
---|
3621 | if (sc->data[SC_INCCRI]) |
---|
3622 | critical += sc->data[SC_INCCRI]->val2; |
---|
3623 | if (sc->data[SC_EXPLOSIONSPIRITS]) |
---|
3624 | critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; |
---|
3625 | if (sc->data[SC_FORTUNE]) |
---|
3626 | critical += sc->data[SC_FORTUNE]->val2; |
---|
3627 | if (sc->data[SC_TRUESIGHT]) |
---|
3628 | critical += sc->data[SC_TRUESIGHT]->val2; |
---|
3629 | if(sc->data[SC_CLOAKING]) |
---|
3630 | critical += critical; |
---|
3631 | |
---|
3632 | return (short)cap_value(critical,10,SHRT_MAX); |
---|
3633 | } |
---|
3634 | |
---|
3635 | static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) |
---|
3636 | { |
---|
3637 | |
---|
3638 | if(!sc || !sc->count) |
---|
3639 | return cap_value(hit,1,SHRT_MAX); |
---|
3640 | |
---|
3641 | if(sc->data[SC_INCHIT]) |
---|
3642 | hit += sc->data[SC_INCHIT]->val1; |
---|
3643 | if(sc->data[SC_HITFOOD]) |
---|
3644 | hit += sc->data[SC_HITFOOD]->val1; |
---|
3645 | if(sc->data[SC_TRUESIGHT]) |
---|
3646 | hit += sc->data[SC_TRUESIGHT]->val3; |
---|
3647 | if(sc->data[SC_HUMMING]) |
---|
3648 | hit += sc->data[SC_HUMMING]->val2; |
---|
3649 | if(sc->data[SC_CONCENTRATION]) |
---|
3650 | hit += sc->data[SC_CONCENTRATION]->val3; |
---|
3651 | if(sc->data[SC_INCHITRATE]) |
---|
3652 | hit += hit * sc->data[SC_INCHITRATE]->val1/100; |
---|
3653 | if(sc->data[SC_BLIND]) |
---|
3654 | hit -= hit * 25/100; |
---|
3655 | if(sc->data[SC_ADJUSTMENT]) |
---|
3656 | hit -= 30; |
---|
3657 | if(sc->data[SC_INCREASING]) |
---|
3658 | hit += 20; // RockmanEXE; changed based on updated [Reddozen] |
---|
3659 | if(sc->data[SC_DARKMOON]){ //Necro Dark Moon [Brain] |
---|
3660 | if(sc->data[SC_DARKMOON]->val2) |
---|
3661 | hit += sc->data[SC_DARKMOON]->val2; |
---|
3662 | if(sc->data[SC_DARKMOON]->val3) |
---|
3663 | hit -= sc->data[SC_DARKMOON]->val3; |
---|
3664 | } |
---|
3665 | |
---|
3666 | return (short)cap_value(hit,1,SHRT_MAX); |
---|
3667 | } |
---|
3668 | |
---|
3669 | static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee) |
---|
3670 | { |
---|
3671 | if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex] |
---|
3672 | flee -= flee * battle_config.gvg_flee_penalty/100; |
---|
3673 | |
---|
3674 | if(!sc || !sc->count) |
---|
3675 | return cap_value(flee,1,SHRT_MAX); |
---|
3676 | |
---|
3677 | if(sc->data[SC_INCFLEE]) |
---|
3678 | flee += sc->data[SC_INCFLEE]->val1; |
---|
3679 | if(sc->data[SC_FLEEFOOD]) |
---|
3680 | flee += sc->data[SC_FLEEFOOD]->val1; |
---|
3681 | if(sc->data[SC_WHISTLE]) |
---|
3682 | flee += sc->data[SC_WHISTLE]->val2; |
---|
3683 | if(sc->data[SC_WINDWALK]) |
---|
3684 | flee += sc->data[SC_WINDWALK]->val2; |
---|
3685 | if(sc->data[SC_INCFLEERATE]) |
---|
3686 | flee += flee * sc->data[SC_INCFLEERATE]->val1/100; |
---|
3687 | if(sc->data[SC_VIOLENTGALE]) |
---|
3688 | flee += sc->data[SC_VIOLENTGALE]->val2; |
---|
3689 | if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] |
---|
3690 | flee += sc->data[SC_MOON_COMFORT]->val2; |
---|
3691 | if(sc->data[SC_CLOSECONFINE]) |
---|
3692 | flee += 10; |
---|
3693 | if(sc->data[SC_SPIDERWEB]) |
---|
3694 | flee -= flee * 50/100; |
---|
3695 | if(sc->data[SC_BERSERK]) |
---|
3696 | flee -= flee * 50/100; |
---|
3697 | if(sc->data[SC_BLIND]) |
---|
3698 | flee -= flee * 25/100; |
---|
3699 | if(sc->data[SC_ADJUSTMENT]) |
---|
3700 | flee += 30; |
---|
3701 | if(sc->data[SC_GATLINGFEVER]) |
---|
3702 | flee -= sc->data[SC_GATLINGFEVER]->val4; |
---|
3703 | if(sc->data[SC_SPEED]) |
---|
3704 | flee += 10 + sc->data[SC_SPEED]->val1 * 10 ; |
---|
3705 | if(sc->data[SC_DARKMOON]){ //Necro Dark Moon [Brain] |
---|
3706 | if(sc->data[SC_DARKMOON]->val2) |
---|
3707 | flee += sc->data[SC_DARKMOON]->val2; |
---|
3708 | if(sc->data[SC_DARKMOON]->val3) |
---|
3709 | flee -= sc->data[SC_DARKMOON]->val3; |
---|
3710 | } |
---|
3711 | |
---|
3712 | return (short)cap_value(flee,1,SHRT_MAX); |
---|
3713 | } |
---|
3714 | |
---|
3715 | static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) |
---|
3716 | { |
---|
3717 | if(!sc || !sc->count) |
---|
3718 | return cap_value(flee2,10,SHRT_MAX); |
---|
3719 | |
---|
3720 | if(sc->data[SC_INCFLEE2]) |
---|
3721 | flee2 += sc->data[SC_INCFLEE2]->val2; |
---|
3722 | if(sc->data[SC_WHISTLE]) |
---|
3723 | flee2 += sc->data[SC_WHISTLE]->val3*10; |
---|
3724 | |
---|
3725 | return (short)cap_value(flee2,10,SHRT_MAX); |
---|
3726 | } |
---|
3727 | |
---|
3728 | static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def) |
---|
3729 | { |
---|
3730 | if(!sc || !sc->count) |
---|
3731 | return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX); |
---|
3732 | |
---|
3733 | if(sc->data[SC_BERSERK]) |
---|
3734 | return 0; |
---|
3735 | if(sc->data[SC_SKA]) |
---|
3736 | return sc->data[SC_SKA]->val3; |
---|
3737 | if(sc->data[SC_BARRIER]) |
---|
3738 | return 100; |
---|
3739 | if(sc->data[SC_KEEPING]) |
---|
3740 | return 90; |
---|
3741 | if(sc->data[SC_STEELBODY]) |
---|
3742 | return 90; |
---|
3743 | if(sc->data[SC_INCDEF]) |
---|
3744 | def += sc->data[SC_INCDEF]->val1; |
---|
3745 | if(sc->data[SC_ARMORCHANGE]) |
---|
3746 | def += sc->data[SC_ARMORCHANGE]->val2; |
---|
3747 | if(sc->data[SC_DRUMBATTLE]) |
---|
3748 | def += sc->data[SC_DRUMBATTLE]->val3; |
---|
3749 | if(sc->data[SC_DEFENCE]) //[orn] |
---|
3750 | def += sc->data[SC_DEFENCE]->val2 ; |
---|
3751 | if(sc->data[SC_INCDEFRATE]) |
---|
3752 | def += def * sc->data[SC_INCDEFRATE]->val1/100; |
---|
3753 | if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) |
---|
3754 | def >>=1; |
---|
3755 | if(sc->data[SC_FREEZE]) |
---|
3756 | def >>=1; |
---|
3757 | if(sc->data[SC_SIGNUMCRUCIS]) |
---|
3758 | def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100; |
---|
3759 | if(sc->data[SC_CONCENTRATION]) |
---|
3760 | def -= def * sc->data[SC_CONCENTRATION]->val4/100; |
---|
3761 | if(sc->data[SC_SKE]) |
---|
3762 | def >>=1; |
---|
3763 | if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> |
---|
3764 | def -= def * sc->data[SC_PROVOKE]->val4/100; |
---|
3765 | if(sc->data[SC_STRIPSHIELD]) |
---|
3766 | def -= def * sc->data[SC_STRIPSHIELD]->val2/100; |
---|
3767 | if (sc->data[SC_FLING]) |
---|
3768 | def -= def * (sc->data[SC_FLING]->val2)/100; |
---|
3769 | if(sc->data[SC_SUFFER]) // Necro Power Word: Suffer [Brain] |
---|
3770 | def <<=1; // -25% def |
---|
3771 | if (sc->data[SC_CURSEEXHAUST]) // Warlock Curse of Exhaustion [Brain] |
---|
3772 | def -= sc->data[SC_CURSEEXHAUST]->val2; |
---|
3773 | if (sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain] |
---|
3774 | def += sc->data[SC_OVERWHELMING]->val1; |
---|
3775 | |
---|
3776 | |
---|
3777 | return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX); |
---|
3778 | } |
---|
3779 | |
---|
3780 | static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) |
---|
3781 | { |
---|
3782 | if(!sc || !sc->count) |
---|
3783 | return cap_value(def2,1,SHRT_MAX); |
---|
3784 | |
---|
3785 | if(sc->data[SC_BERSERK]) |
---|
3786 | return 0; |
---|
3787 | if(sc->data[SC_ETERNALCHAOS]) |
---|
3788 | return 0; |
---|
3789 | if(sc->data[SC_SUN_COMFORT]) |
---|
3790 | def2 += sc->data[SC_SUN_COMFORT]->val2; |
---|
3791 | if(sc->data[SC_ANGELUS]) |
---|
3792 | def2 += def2 * sc->data[SC_ANGELUS]->val2/100; |
---|
3793 | if(sc->data[SC_CONCENTRATION]) |
---|
3794 | def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100; |
---|
3795 | if(sc->data[SC_POISON]) |
---|
3796 | def2 -= def2 * 25/100; |
---|
3797 | if(sc->data[SC_DPOISON]) |
---|
3798 | def2 -= def2 * 25/100; |
---|
3799 | if(sc->data[SC_SKE]) |
---|
3800 | def2 -= def2 * 50/100; |
---|
3801 | if(sc->data[SC_PROVOKE]) |
---|
3802 | def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; |
---|
3803 | if(sc->data[SC_JOINTBEAT]){ |
---|
3804 | def2 -= def2 * |
---|
3805 | ( ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) |
---|
3806 | + ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) ); |
---|
3807 | } |
---|
3808 | if(sc->data[SC_FLING]) |
---|
3809 | def2 -= def2 * (sc->data[SC_FLING]->val3)/100; |
---|
3810 | if(sc->data[SC_SUFFER]) // Necro Power Word: Suffer [Brain] |
---|
3811 | def2 -= def2 * 25/100; // -25% def |
---|
3812 | if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain] |
---|
3813 | if(sc->data[SC_DECREPIFY]->val2>=4) |
---|
3814 | def2 -= def2 * 25/100; |
---|
3815 | |
---|
3816 | |
---|
3817 | return (short)cap_value(def2,1,SHRT_MAX); |
---|
3818 | } |
---|
3819 | |
---|
3820 | static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) |
---|
3821 | { |
---|
3822 | if(!sc || !sc->count) |
---|
3823 | return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX); |
---|
3824 | |
---|
3825 | if(sc->data[SC_BERSERK]) |
---|
3826 | return 0; |
---|
3827 | if(sc->data[SC_BARRIER]) |
---|
3828 | return 100; |
---|
3829 | if(sc->data[SC_STEELBODY]) |
---|
3830 | return 90; |
---|
3831 | if(sc->data[SC_SKA]) |
---|
3832 | return 90; |
---|
3833 | if(sc->data[SC_ARMORCHANGE]) |
---|
3834 | mdef += sc->data[SC_ARMORCHANGE]->val3; |
---|
3835 | if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) |
---|
3836 | mdef += 25*mdef/100; |
---|
3837 | if(sc->data[SC_FREEZE]) |
---|
3838 | mdef += 25*mdef/100; |
---|
3839 | if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0) |
---|
3840 | mdef += sc->data[SC_ENDURE]->val1; |
---|
3841 | if(sc->data[SC_CONCENTRATION]) |
---|
3842 | mdef += 1; //Skill info says it adds a fixed 1 Mdef point. |
---|
3843 | if(sc->data[SC_AGONY]) // Warlock Power Word: Agony [Brain] |
---|
3844 | mdef -= 25*mdef/100; // -25% mdef |
---|
3845 | if (sc->data[SC_CURSEEXHAUST]) // Warlock Curse of Exhaustion [Brain] |
---|
3846 | mdef -= sc->data[SC_CURSEEXHAUST]->val2; |
---|
3847 | if (sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain] |
---|
3848 | mdef += sc->data[SC_OVERWHELMING]->val1; |
---|
3849 | |
---|
3850 | return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX); |
---|
3851 | } |
---|
3852 | |
---|
3853 | static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) |
---|
3854 | { |
---|
3855 | if(!sc || !sc->count) |
---|
3856 | return cap_value(mdef2,1,SHRT_MAX); |
---|
3857 | |
---|
3858 | if(sc->data[SC_BERSERK]) |
---|
3859 | return 0; |
---|
3860 | if(sc->data[SC_MINDBREAKER]) |
---|
3861 | mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; |
---|
3862 | if(sc->data[SC_AGONY]) // Warlock Power Word: Agony [Brain] |
---|
3863 | mdef2 -= mdef2 * 25/100; // -25% mdef |
---|
3864 | if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain] |
---|
3865 | if(sc->data[SC_DECREPIFY]->val2>=5) |
---|
3866 | mdef2 -= mdef2 * 25/100; |
---|
3867 | |
---|
3868 | |
---|
3869 | return (short)cap_value(mdef2,1,SHRT_MAX); |
---|
3870 | } |
---|
3871 | |
---|
3872 | static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) |
---|
3873 | { |
---|
3874 | TBL_PC* sd = BL_CAST(BL_PC, bl); |
---|
3875 | |
---|
3876 | //Default speed coming in means there's no speed_rate adjustments. |
---|
3877 | int new_speed = speed; |
---|
3878 | bool default_speed = (speed == DEFAULT_WALK_SPEED); |
---|
3879 | |
---|
3880 | if( sd && sd->ud.skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 ) |
---|
3881 | speed = speed * (175 - 5 * pc_checkskill(sd,SA_FREECAST))/100; |
---|
3882 | |
---|
3883 | if(!sc || !sc->count) |
---|
3884 | return cap_value(speed,10,USHRT_MAX); |
---|
3885 | |
---|
3886 | if(sc->data[SC_WALKSPEED]) |
---|
3887 | new_speed = sc->data[SC_WALKSPEED]->val1; |
---|
3888 | |
---|
3889 | // Fixed reductions |
---|
3890 | if(sc->data[SC_CURSE]) |
---|
3891 | new_speed += 450; |
---|
3892 | if(sc->data[SC_SWOO]) |
---|
3893 | new_speed += 450; //Let's use Curse's slow down momentarily (exact value unknown) |
---|
3894 | if(sc->data[SC_WEDDING]) |
---|
3895 | new_speed += 300; |
---|
3896 | |
---|
3897 | if(!sc->data[SC_GATLINGFEVER]) |
---|
3898 | { //These two stack with everything (but only one of either) |
---|
3899 | if(sc->data[SC_SPEEDUP1]) |
---|
3900 | new_speed -= new_speed * 50/100; |
---|
3901 | else if(sc->data[SC_AVOID]) |
---|
3902 | new_speed -= new_speed * sc->data[SC_AVOID]->val2/100; |
---|
3903 | |
---|
3904 | speed = new_speed; |
---|
3905 | |
---|
3906 | //These stack independently |
---|
3907 | if(sc->data[SC_RUN]) |
---|
3908 | new_speed -= new_speed * 50/100; |
---|
3909 | if(sc->data[SC_INCREASEAGI]) |
---|
3910 | new_speed -= new_speed * 25/100; |
---|
3911 | if(sc->data[SC_FUSION]) |
---|
3912 | new_speed -= new_speed * 25/100; |
---|
3913 | |
---|
3914 | //These only apply if you don't have increase agi and/or fusion and/or sprint |
---|
3915 | if(speed == new_speed) |
---|
3916 | { |
---|
3917 | //Don't allow buff from non speed potion consumables to stack with equips! |
---|
3918 | if(sc->data[SC_SPEEDUP0] && default_speed) |
---|
3919 | new_speed -= new_speed * 25/100; |
---|
3920 | else if(sc->data[SC_CARTBOOST]) |
---|
3921 | new_speed -= new_speed * 20/100; |
---|
3922 | else if(sc->data[SC_BERSERK]) |
---|
3923 | new_speed -= new_speed * 20/100; |
---|
3924 | else if(sc->data[SC_WINDWALK]) |
---|
3925 | new_speed -= new_speed * sc->data[SC_WINDWALK]->val3/100; |
---|
3926 | else if(sc->data[SC_FEAR]) //Fear Status by [Brainstorm] |
---|
3927 | new_speed -= new_speed * 25/100; |
---|
3928 | |
---|
3929 | } |
---|
3930 | |
---|
3931 | } |
---|
3932 | |
---|
3933 | speed = new_speed; |
---|
3934 | |
---|
3935 | //% reductions (they stack) |
---|
3936 | if(sc->data[SC_DANCING] && sc->data[SC_DANCING]->val3&0xFFFF) |
---|
3937 | speed += speed*(sc->data[SC_DANCING]->val3&0xFFFF)/100; |
---|
3938 | if(sc->data[SC_DECREASEAGI]) |
---|
3939 | speed = speed * 100/75; |
---|
3940 | if(sc->data[SC_STEELBODY]) |
---|
3941 | speed = speed * 100/75; |
---|
3942 | if(sc->data[SC_QUAGMIRE]) |
---|
3943 | speed = speed * 100/50; |
---|
3944 | if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) |
---|
3945 | speed = speed * 100/sc->data[SC_SUITON]->val3; |
---|
3946 | if(sc->data[SC_DONTFORGETME]) |
---|
3947 | speed = speed * 100/sc->data[SC_DONTFORGETME]->val3; |
---|
3948 | if(sc->data[SC_DEFENDER]) |
---|
3949 | speed = speed * 100/sc->data[SC_DEFENDER]->val3; |
---|
3950 | if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) |
---|
3951 | speed = speed * 100/75; |
---|
3952 | if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE)) { |
---|
3953 | speed = speed * 100/(100 |
---|
3954 | - ( sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0 ) |
---|
3955 | - ( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0 )); |
---|
3956 | } |
---|
3957 | if(sc->data[SC_CLOAKING]) |
---|
3958 | speed = speed * 100 /( |
---|
3959 | (sc->data[SC_CLOAKING]->val4&1?25:0) //Wall speed bonus |
---|
3960 | +sc->data[SC_CLOAKING]->val3); //Normal adjustment bonus-> |
---|
3961 | |
---|
3962 | if(sc->data[SC_LONGING]) |
---|
3963 | speed = speed * 100/sc->data[SC_LONGING]->val3; |
---|
3964 | if(sc->data[SC_HIDING] && sc->data[SC_HIDING]->val3) |
---|
3965 | speed = speed * 100/sc->data[SC_HIDING]->val3; |
---|
3966 | if(sc->data[SC_CHASEWALK]) |
---|
3967 | speed = speed * 100/sc->data[SC_CHASEWALK]->val3; |
---|
3968 | if(sc->data[SC_GATLINGFEVER]) |
---|
3969 | speed = speed * 100/75; |
---|
3970 | if(sc->data[SC_SLOWDOWN]) |
---|
3971 | speed = speed * 100/75; |
---|
3972 | if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain] |
---|
3973 | speed = speed * 100/75; //-25% walkspeed |
---|
3974 | |
---|
3975 | return (short)cap_value(speed,10,USHRT_MAX); |
---|
3976 | } |
---|
3977 | |
---|
3978 | static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) |
---|
3979 | { |
---|
3980 | int i; |
---|
3981 | if(!sc || !sc->count) |
---|
3982 | return cap_value(aspd_rate,0,SHRT_MAX); |
---|
3983 | |
---|
3984 | if(!sc->data[SC_QUAGMIRE]) |
---|
3985 | { |
---|
3986 | int max = 0; |
---|
3987 | if(sc->data[SC_STAR_COMFORT]) |
---|
3988 | max = sc->data[SC_STAR_COMFORT]->val2; |
---|
3989 | |
---|
3990 | if(sc->data[SC_TWOHANDQUICKEN] && |
---|
3991 | max < sc->data[SC_TWOHANDQUICKEN]->val2) |
---|
3992 | max = sc->data[SC_TWOHANDQUICKEN]->val2; |
---|
3993 | |
---|
3994 | if(sc->data[SC_ONEHAND] && |
---|
3995 | max < sc->data[SC_ONEHAND]->val2) |
---|
3996 | max = sc->data[SC_ONEHAND]->val2; |
---|
3997 | |
---|
3998 | if(sc->data[SC_ADRENALINE2] && |
---|
3999 | max < sc->data[SC_ADRENALINE2]->val3) |
---|
4000 | max = sc->data[SC_ADRENALINE2]->val3; |
---|
4001 | |
---|
4002 | if(sc->data[SC_ADRENALINE] && |
---|
4003 | max < sc->data[SC_ADRENALINE]->val3) |
---|
4004 | max = sc->data[SC_ADRENALINE]->val3; |
---|
4005 | |
---|
4006 | if(sc->data[SC_SPEARQUICKEN] && |
---|
4007 | max < sc->data[SC_SPEARQUICKEN]->val2) |
---|
4008 | max = sc->data[SC_SPEARQUICKEN]->val2; |
---|
4009 | |
---|
4010 | if(sc->data[SC_GATLINGFEVER] && |
---|
4011 | max < sc->data[SC_GATLINGFEVER]->val2) |
---|
4012 | max = sc->data[SC_GATLINGFEVER]->val2; |
---|
4013 | |
---|
4014 | if(sc->data[SC_FLEET] && |
---|
4015 | max < sc->data[SC_FLEET]->val2) |
---|
4016 | max = sc->data[SC_FLEET]->val2; |
---|
4017 | |
---|
4018 | if(sc->data[SC_ASSNCROS] && |
---|
4019 | max < sc->data[SC_ASSNCROS]->val2) |
---|
4020 | { |
---|
4021 | if (bl->type!=BL_PC) |
---|
4022 | max = sc->data[SC_ASSNCROS]->val2; |
---|
4023 | else |
---|
4024 | switch(((TBL_PC*)bl)->status.weapon) |
---|
4025 | { |
---|
4026 | case W_BOW: |
---|
4027 | case W_REVOLVER: |
---|
4028 | case W_RIFLE: |
---|
4029 | case W_GATLING: |
---|
4030 | case W_SHOTGUN: |
---|
4031 | case W_GRENADE: |
---|
4032 | break; |
---|
4033 | default: |
---|
4034 | max = sc->data[SC_ASSNCROS]->val2; |
---|
4035 | } |
---|
4036 | } |
---|
4037 | aspd_rate -= max; |
---|
4038 | |
---|
4039 | //These stack with the rest of bonuses. |
---|
4040 | if(sc->data[SC_BERSERK]) |
---|
4041 | aspd_rate -= 300; |
---|
4042 | else if(sc->data[SC_MADNESSCANCEL]) |
---|
4043 | aspd_rate -= 200; |
---|
4044 | else if(sc->data[SC_LUST]) // Adept Blood Lust [Brain] |
---|
4045 | aspd_rate -= sc->data[SC_LUST]->val2*10; |
---|
4046 | |
---|
4047 | } |
---|
4048 | |
---|
4049 | if(sc->data[SC_INCASPDRATE]) |
---|
4050 | aspd_rate -= sc->data[SC_INCASPDRATE]->val2; |
---|
4051 | if(sc->data[i=SC_ASPDPOTION3] || |
---|
4052 | sc->data[i=SC_ASPDPOTION2] || |
---|
4053 | sc->data[i=SC_ASPDPOTION1] || |
---|
4054 | sc->data[i=SC_ASPDPOTION0]) |
---|
4055 | aspd_rate -= sc->data[i]->val2; |
---|
4056 | if(sc->data[SC_DONTFORGETME]) |
---|
4057 | aspd_rate += sc->data[SC_DONTFORGETME]->val2; |
---|
4058 | if(sc->data[SC_LONGING]) |
---|
4059 | aspd_rate += sc->data[SC_LONGING]->val2; |
---|
4060 | if(sc->data[SC_STEELBODY]) |
---|
4061 | aspd_rate += 250; |
---|
4062 | if(sc->data[SC_SKA]) |
---|
4063 | aspd_rate += 250; |
---|
4064 | if(sc->data[SC_DEFENDER]) |
---|
4065 | aspd_rate += sc->data[SC_DEFENDER]->val4; |
---|
4066 | if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) |
---|
4067 | aspd_rate += 250; |
---|
4068 | if(sc->data[SC_GRAVITATION]) |
---|
4069 | aspd_rate += sc->data[SC_GRAVITATION]->val2; |
---|
4070 | if(sc->data[SC_JOINTBEAT]) { |
---|
4071 | if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) |
---|
4072 | aspd_rate += 250; |
---|
4073 | if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) |
---|
4074 | aspd_rate += 100; |
---|
4075 | } |
---|
4076 | |
---|
4077 | return (short)cap_value(aspd_rate,0,SHRT_MAX); |
---|
4078 | } |
---|
4079 | |
---|
4080 | static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) |
---|
4081 | { |
---|
4082 | if(!sc || !sc->count || map_flag_gvg(bl->m)) |
---|
4083 | return cap_value(dmotion,0,USHRT_MAX); |
---|
4084 | |
---|
4085 | if (sc->data[SC_ENDURE]) |
---|
4086 | return 0; |
---|
4087 | if (sc->data[SC_CONCENTRATION]) |
---|
4088 | return 0; |
---|
4089 | if(sc->data[SC_RUN]) |
---|
4090 | return 0; |
---|
4091 | |
---|
4092 | return (unsigned short)cap_value(dmotion,0,USHRT_MAX); |
---|
4093 | } |
---|
4094 | |
---|
4095 | static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp) |
---|
4096 | { |
---|
4097 | if(!sc || !sc->count) |
---|
4098 | return cap_value(maxhp,1,UINT_MAX); |
---|
4099 | |
---|
4100 | if(sc->data[SC_INCMHPRATE]) |
---|
4101 | maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; |
---|
4102 | if(sc->data[SC_APPLEIDUN]) |
---|
4103 | maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; |
---|
4104 | if(sc->data[SC_DELUGE]) |
---|
4105 | maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; |
---|
4106 | if(sc->data[SC_BERSERK]) |
---|
4107 | maxhp += maxhp * 2; |
---|
4108 | |
---|
4109 | return cap_value(maxhp,1,UINT_MAX); |
---|
4110 | } |
---|
4111 | |
---|
4112 | static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) |
---|
4113 | { |
---|
4114 | if(!sc || !sc->count) |
---|
4115 | return cap_value(maxsp,1,UINT_MAX); |
---|
4116 | |
---|
4117 | if(sc->data[SC_INCMSPRATE]) |
---|
4118 | maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; |
---|
4119 | if(sc->data[SC_SERVICE4U]) |
---|
4120 | maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100; |
---|
4121 | |
---|
4122 | return cap_value(maxsp,1,UINT_MAX); |
---|
4123 | } |
---|
4124 | |
---|
4125 | static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) |
---|
4126 | { |
---|
4127 | if(!sc || !sc->count) |
---|
4128 | return element; |
---|
4129 | |
---|
4130 | if(sc->data[SC_FREEZE]) |
---|
4131 | return ELE_WATER; |
---|
4132 | if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) |
---|
4133 | return ELE_EARTH; |
---|
4134 | if(sc->data[SC_BENEDICTIO]) |
---|
4135 | return ELE_HOLY; |
---|
4136 | if(sc->data[SC_CHANGEUNDEAD]) |
---|
4137 | return ELE_UNDEAD; |
---|
4138 | if(sc->data[SC_ELEMENTALCHANGE]) |
---|
4139 | return sc->data[SC_ELEMENTALCHANGE]->val2; |
---|
4140 | if( sc->data[SC_DEATHPACT]) // Necro Death Pact [Brain] |
---|
4141 | return ELE_UNDEAD; |
---|
4142 | if( sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain] |
---|
4143 | return ELE_DARK; |
---|
4144 | return (unsigned char)cap_value(element,0,UCHAR_MAX); |
---|
4145 | } |
---|
4146 | |
---|
4147 | static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) |
---|
4148 | { |
---|
4149 | if(!sc || !sc->count) |
---|
4150 | return lv; |
---|
4151 | |
---|
4152 | if(sc->data[SC_FREEZE]) |
---|
4153 | return 1; |
---|
4154 | if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) |
---|
4155 | return 1; |
---|
4156 | if(sc->data[SC_BENEDICTIO]) |
---|
4157 | return 1; |
---|
4158 | if(sc->data[SC_CHANGEUNDEAD]) |
---|
4159 | return 1; |
---|
4160 | if(sc->data[SC_ELEMENTALCHANGE]) |
---|
4161 | return sc->data[SC_ELEMENTALCHANGE]->val1; |
---|
4162 | if( sc->data[SC_DEATHPACT]) // Necro Death Pact [Brain] |
---|
4163 | return 1; |
---|
4164 | if( sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain] |
---|
4165 | return 1; |
---|
4166 | |
---|
4167 | |
---|
4168 | return (unsigned char)cap_value(lv,1,4); |
---|
4169 | } |
---|
4170 | |
---|
4171 | |
---|
4172 | unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) |
---|
4173 | { |
---|
4174 | if(!sc || !sc->count) |
---|
4175 | return element; |
---|
4176 | if(sc->data[SC_ENCHANTARMS]) |
---|
4177 | return sc->data[SC_ENCHANTARMS]->val2; |
---|
4178 | if(sc->data[SC_WATERWEAPON]) |
---|
4179 | return ELE_WATER; |
---|
4180 | if(sc->data[SC_EARTHWEAPON]) |
---|
4181 | return ELE_EARTH; |
---|
4182 | if(sc->data[SC_FIREWEAPON]) |
---|
4183 | return ELE_FIRE; |
---|
4184 | if(sc->data[SC_WINDWEAPON]) |
---|
4185 | return ELE_WIND; |
---|
4186 | if(sc->data[SC_ENCPOISON]) |
---|
4187 | return ELE_POISON; |
---|
4188 | if(sc->data[SC_ASPERSIO]) |
---|
4189 | return ELE_HOLY; |
---|
4190 | if(sc->data[SC_SHADOWWEAPON]) |
---|
4191 | return ELE_DARK; |
---|
4192 | if(sc->data[SC_GHOSTWEAPON]) |
---|
4193 | return ELE_GHOST; |
---|
4194 | return (unsigned char)cap_value(element,0,UCHAR_MAX); |
---|
4195 | } |
---|
4196 | |
---|
4197 | static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) |
---|
4198 | { |
---|
4199 | if(!sc || !sc->count) |
---|
4200 | return mode; |
---|
4201 | if(sc->data[SC_MODECHANGE]) { |
---|
4202 | if (sc->data[SC_MODECHANGE]->val2) |
---|
4203 | mode = sc->data[SC_MODECHANGE]->val2; //Set mode |
---|
4204 | if (sc->data[SC_MODECHANGE]->val3) |
---|
4205 | mode|= sc->data[SC_MODECHANGE]->val3; //Add mode |
---|
4206 | if (sc->data[SC_MODECHANGE]->val4) |
---|
4207 | mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode |
---|
4208 | } |
---|
4209 | return cap_value(mode,0,USHRT_MAX); |
---|
4210 | } |
---|
4211 | |
---|
4212 | const char* status_get_name(struct block_list *bl) |
---|
4213 | { |
---|
4214 | nullpo_retr(0, bl); |
---|
4215 | switch (bl->type) { |
---|
4216 | case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; |
---|
4217 | case BL_MOB: return ((TBL_MOB*)bl)->name; |
---|
4218 | case BL_PET: return ((TBL_PET*)bl)->pet.name; |
---|
4219 | case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; |
---|
4220 | case BL_NPC: return ((TBL_NPC*)bl)->name; |
---|
4221 | } |
---|
4222 | return "Unknown"; |
---|
4223 | } |
---|
4224 | |
---|
4225 | /*========================================== |
---|
4226 | * ÎÛÌClassðÔ·(Äp) |
---|
4227 | * ßèÍ®Å0Èã |
---|
4228 | *------------------------------------------*/ |
---|
4229 | int status_get_class(struct block_list *bl) |
---|
4230 | { |
---|
4231 | nullpo_retr(0, bl); |
---|
4232 | switch( bl->type ) |
---|
4233 | { |
---|
4234 | case BL_PC: return ((TBL_PC*)bl)->status.class_; |
---|
4235 | case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob. |
---|
4236 | case BL_PET: return ((TBL_PET*)bl)->pet.class_; |
---|
4237 | case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_; |
---|
4238 | case BL_NPC: return ((TBL_NPC*)bl)->class_; |
---|
4239 | } |
---|
4240 | return 0; |
---|
4241 | } |
---|
4242 | /*========================================== |
---|
4243 | * ÎÛÌxðÔ·(Äp) |
---|
4244 | * ßèÍ®Å0Èã |
---|
4245 | *------------------------------------------*/ |
---|
4246 | int status_get_lv(struct block_list *bl) |
---|
4247 | { |
---|
4248 | nullpo_retr(0, bl); |
---|
4249 | switch (bl->type) { |
---|
4250 | case BL_PC: return ((TBL_PC*)bl)->status.base_level; |
---|
4251 | case BL_MOB: return ((TBL_MOB*)bl)->level; |
---|
4252 | case BL_PET: return ((TBL_PET*)bl)->pet.level; |
---|
4253 | case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; |
---|
4254 | } |
---|
4255 | return 1; |
---|
4256 | } |
---|
4257 | |
---|
4258 | struct regen_data *status_get_regen_data(struct block_list *bl) |
---|
4259 | { |
---|
4260 | nullpo_retr(NULL, bl); |
---|
4261 | switch (bl->type) { |
---|
4262 | case BL_PC: return &((TBL_PC*)bl)->regen; |
---|
4263 | case BL_HOM: return &((TBL_HOM*)bl)->regen; |
---|
4264 | default: |
---|
4265 | return NULL; |
---|
4266 | } |
---|
4267 | } |
---|
4268 | |
---|
4269 | struct status_data *status_get_status_data(struct block_list *bl) |
---|
4270 | { |
---|
4271 | nullpo_retr(&dummy_status, bl); |
---|
4272 | |
---|
4273 | switch (bl->type) { |
---|
4274 | case BL_PC: return &((TBL_PC*)bl)->battle_status; |
---|
4275 | case BL_MOB: return &((TBL_MOB*)bl)->status; |
---|
4276 | case BL_PET: return &((TBL_PET*)bl)->status; |
---|
4277 | case BL_HOM: return &((TBL_HOM*)bl)->battle_status; |
---|
4278 | default: |
---|
4279 | return &dummy_status; |
---|
4280 | } |
---|
4281 | } |
---|
4282 | |
---|
4283 | struct status_data *status_get_base_status(struct block_list *bl) |
---|
4284 | { |
---|
4285 | nullpo_retr(NULL, bl); |
---|
4286 | switch (bl->type) { |
---|
4287 | case BL_PC: return &((TBL_PC*)bl)->base_status; |
---|
4288 | case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; |
---|
4289 | case BL_PET: return &((TBL_PET*)bl)->db->status; |
---|
4290 | case BL_HOM: return &((TBL_HOM*)bl)->base_status; |
---|
4291 | default: |
---|
4292 | return NULL; |
---|
4293 | } |
---|
4294 | } |
---|
4295 | |
---|
4296 | signed char status_get_def(struct block_list *bl) |
---|
4297 | { |
---|
4298 | struct unit_data *ud; |
---|
4299 | struct status_data *status = status_get_status_data(bl); |
---|
4300 | int def = status?status->def:0; |
---|
4301 | ud = unit_bl2ud(bl); |
---|
4302 | if (ud && ud->skilltimer != -1) |
---|
4303 | def -= def * skill_get_castdef(ud->skillid)/100; |
---|
4304 | return cap_value(def, CHAR_MIN, CHAR_MAX); |
---|
4305 | } |
---|
4306 | |
---|
4307 | unsigned short status_get_speed(struct block_list *bl) |
---|
4308 | { |
---|
4309 | if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] |
---|
4310 | return ((struct npc_data *)bl)->speed; |
---|
4311 | return status_get_status_data(bl)->speed; |
---|
4312 | } |
---|
4313 | |
---|
4314 | int status_get_party_id(struct block_list *bl) |
---|
4315 | { |
---|
4316 | nullpo_retr(0, bl); |
---|
4317 | switch (bl->type) { |
---|
4318 | case BL_PC: |
---|
4319 | return ((TBL_PC*)bl)->status.party_id; |
---|
4320 | case BL_PET: |
---|
4321 | if (((TBL_PET*)bl)->msd) |
---|
4322 | return ((TBL_PET*)bl)->msd->status.party_id; |
---|
4323 | break; |
---|
4324 | case BL_MOB: |
---|
4325 | { |
---|
4326 | struct mob_data *md=(TBL_MOB*)bl; |
---|
4327 | if( md->master_id>0 ) |
---|
4328 | { |
---|
4329 | struct map_session_data *msd; |
---|
4330 | if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) |
---|
4331 | return msd->status.party_id; |
---|
4332 | return -md->master_id; |
---|
4333 | } |
---|
4334 | } |
---|
4335 | break; |
---|
4336 | case BL_HOM: |
---|
4337 | if (((TBL_HOM*)bl)->master) |
---|
4338 | return ((TBL_HOM*)bl)->master->status.party_id; |
---|
4339 | break; |
---|
4340 | case BL_SKILL: |
---|
4341 | return ((TBL_SKILL*)bl)->group->party_id; |
---|
4342 | } |
---|
4343 | return 0; |
---|
4344 | } |
---|
4345 | |
---|
4346 | int status_get_guild_id(struct block_list *bl) |
---|
4347 | { |
---|
4348 | nullpo_retr(0, bl); |
---|
4349 | switch (bl->type) { |
---|
4350 | case BL_PC: |
---|
4351 | return ((TBL_PC*)bl)->status.guild_id; |
---|
4352 | case BL_PET: |
---|
4353 | if (((TBL_PET*)bl)->msd) |
---|
4354 | return ((TBL_PET*)bl)->msd->status.guild_id; |
---|
4355 | break; |
---|
4356 | case BL_MOB: |
---|
4357 | { |
---|
4358 | struct map_session_data *msd; |
---|
4359 | struct mob_data *md = (struct mob_data *)bl; |
---|
4360 | if (md->guardian_data) //Guardian's guild [Skotlex] |
---|
4361 | return md->guardian_data->guild_id; |
---|
4362 | if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) |
---|
4363 | return msd->status.guild_id; //Alchemist's mobs [Skotlex] |
---|
4364 | } |
---|
4365 | break; |
---|
4366 | case BL_HOM: |
---|
4367 | if (((TBL_HOM*)bl)->master) |
---|
4368 | return ((TBL_HOM*)bl)->master->status.guild_id; |
---|
4369 | break; |
---|
4370 | case BL_NPC: |
---|
4371 | if (((TBL_NPC*)bl)->subtype == SCRIPT) |
---|
4372 | return ((TBL_NPC*)bl)->u.scr.guild_id; |
---|
4373 | break; |
---|
4374 | case BL_SKILL: |
---|
4375 | return ((TBL_SKILL*)bl)->group->guild_id; |
---|
4376 | } |
---|
4377 | return 0; |
---|
4378 | } |
---|
4379 | |
---|
4380 | int status_get_emblem_id(struct block_list *bl) |
---|
4381 | { |
---|
4382 | nullpo_retr(0, bl); |
---|
4383 | switch (bl->type) { |
---|
4384 | case BL_PC: |
---|
4385 | return ((TBL_PC*)bl)->guild_emblem_id; |
---|
4386 | case BL_PET: |
---|
4387 | if (((TBL_PET*)bl)->msd) |
---|
4388 | return ((TBL_PET*)bl)->msd->guild_emblem_id; |
---|
4389 | break; |
---|
4390 | case BL_MOB: |
---|
4391 | { |
---|
4392 | struct map_session_data *msd; |
---|
4393 | struct mob_data *md = (struct mob_data *)bl; |
---|
4394 | if (md->guardian_data) //Guardian's guild [Skotlex] |
---|
4395 | return md->guardian_data->emblem_id; |
---|
4396 | if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) |
---|
4397 | return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] |
---|
4398 | } |
---|
4399 | break; |
---|
4400 | case BL_HOM: |
---|
4401 | if (((TBL_HOM*)bl)->master) |
---|
4402 | return ((TBL_HOM*)bl)->master->guild_emblem_id; |
---|
4403 | break; |
---|
4404 | case BL_NPC: |
---|
4405 | if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { |
---|
4406 | struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id); |
---|
4407 | if (g) |
---|
4408 | return g->emblem_id; |
---|
4409 | } |
---|
4410 | break; |
---|
4411 | } |
---|
4412 | return 0; |
---|
4413 | } |
---|
4414 | |
---|
4415 | int status_get_mexp(struct block_list *bl) |
---|
4416 | { |
---|
4417 | nullpo_retr(0, bl); |
---|
4418 | if(bl->type==BL_MOB) |
---|
4419 | return ((struct mob_data *)bl)->db->mexp; |
---|
4420 | if(bl->type==BL_PET) |
---|
4421 | return ((struct pet_data *)bl)->db->mexp; |
---|
4422 | return 0; |
---|
4423 | } |
---|
4424 | int status_get_race2(struct block_list *bl) |
---|
4425 | { |
---|
4426 | nullpo_retr(0, bl); |
---|
4427 | if(bl->type == BL_MOB) |
---|
4428 | return ((struct mob_data *)bl)->db->race2; |
---|
4429 | if(bl->type==BL_PET) |
---|
4430 | return ((struct pet_data *)bl)->db->race2; |
---|
4431 | return 0; |
---|
4432 | } |
---|
4433 | |
---|
4434 | int status_isdead(struct block_list *bl) |
---|
4435 | { |
---|
4436 | nullpo_retr(0, bl); |
---|
4437 | return status_get_status_data(bl)->hp == 0; |
---|
4438 | } |
---|
4439 | |
---|
4440 | int status_isimmune(struct block_list *bl) |
---|
4441 | { |
---|
4442 | struct status_change *sc =status_get_sc(bl); |
---|
4443 | if (sc && sc->data[SC_HERMODE]) |
---|
4444 | return 100; |
---|
4445 | |
---|
4446 | if (bl->type == BL_PC && |
---|
4447 | ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity) |
---|
4448 | return ((TBL_PC*)bl)->special_state.no_magic_damage; |
---|
4449 | return 0; |
---|
4450 | } |
---|
4451 | |
---|
4452 | struct view_data* status_get_viewdata(struct block_list *bl) |
---|
4453 | { |
---|
4454 | nullpo_retr(NULL, bl); |
---|
4455 | switch (bl->type) { |
---|
4456 | case BL_PC: return &((TBL_PC*)bl)->vd; |
---|
4457 | case BL_MOB: return ((TBL_MOB*)bl)->vd; |
---|
4458 | case BL_PET: return &((TBL_PET*)bl)->vd; |
---|
4459 | case BL_NPC: return ((TBL_NPC*)bl)->vd; |
---|
4460 | case BL_HOM: return ((TBL_HOM*)bl)->vd; |
---|
4461 | } |
---|
4462 | return NULL; |
---|
4463 | } |
---|
4464 | |
---|
4465 | void status_set_viewdata(struct block_list *bl, int class_) |
---|
4466 | { |
---|
4467 | struct view_data* vd; |
---|
4468 | nullpo_retv(bl); |
---|
4469 | if (mobdb_checkid(class_) || mob_is_clone(class_)) |
---|
4470 | vd = mob_get_viewdata(class_); |
---|
4471 | else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) |
---|
4472 | vd = npc_get_viewdata(class_); |
---|
4473 | else if (homdb_checkid(class_)) |
---|
4474 | vd = merc_get_hom_viewdata(class_); |
---|
4475 | else |
---|
4476 | vd = NULL; |
---|
4477 | |
---|
4478 | switch (bl->type) { |
---|
4479 | case BL_PC: |
---|
4480 | { |
---|
4481 | TBL_PC* sd = (TBL_PC*)bl; |
---|
4482 | if (pcdb_checkid(class_)) { |
---|
4483 | if (sd->sc.option&OPTION_WEDDING) |
---|
4484 | class_ = JOB_WEDDING; |
---|
4485 | else |
---|
4486 | if (sd->sc.option&OPTION_SUMMER) |
---|
4487 | class_ = JOB_SUMMER; |
---|
4488 | else |
---|
4489 | if (sd->sc.option&OPTION_XMAS) |
---|
4490 | class_ = JOB_XMAS; |
---|
4491 | else |
---|
4492 | if (sd->sc.option&OPTION_RIDING) |
---|
4493 | switch (class_) |
---|
4494 | { //Adapt class to a Mounted one. |
---|
4495 | case JOB_KNIGHT: |
---|
4496 | class_ = JOB_KNIGHT2; |
---|
4497 | break; |
---|
4498 | case JOB_CRUSADER: |
---|
4499 | class_ = JOB_CRUSADER2; |
---|
4500 | break; |
---|
4501 | case JOB_LORD_KNIGHT: |
---|
4502 | class_ = JOB_LORD_KNIGHT2; |
---|
4503 | break; |
---|
4504 | case JOB_PALADIN: |
---|
4505 | class_ = JOB_PALADIN2; |
---|
4506 | break; |
---|
4507 | case JOB_BABY_KNIGHT: |
---|
4508 | class_ = JOB_BABY_KNIGHT2; |
---|
4509 | break; |
---|
4510 | case JOB_BABY_CRUSADER: |
---|
4511 | class_ = JOB_BABY_CRUSADER2; |
---|
4512 | break; |
---|
4513 | } |
---|
4514 | sd->vd.class_ = class_; |
---|
4515 | clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); |
---|
4516 | sd->vd.head_top = sd->status.head_top; |
---|
4517 | sd->vd.head_mid = sd->status.head_mid; |
---|
4518 | sd->vd.head_bottom = sd->status.head_bottom; |
---|
4519 | sd->vd.hair_style = sd->status.hair; |
---|
4520 | sd->vd.hair_color = sd->status.hair_color; |
---|
4521 | sd->vd.cloth_color = sd->status.clothes_color; |
---|
4522 | sd->vd.sex = sd->status.sex; |
---|
4523 | } else if (vd) |
---|
4524 | memcpy(&sd->vd, vd, sizeof(struct view_data)); |
---|
4525 | else |
---|
4526 | ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); |
---|
4527 | } |
---|
4528 | break; |
---|
4529 | case BL_MOB: |
---|
4530 | { |
---|
4531 | TBL_MOB* md = (TBL_MOB*)bl; |
---|
4532 | if (vd) |
---|
4533 | md->vd = vd; |
---|
4534 | else |
---|
4535 | ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); |
---|
4536 | } |
---|
4537 | break; |
---|
4538 | case BL_PET: |
---|
4539 | { |
---|
4540 | TBL_PET* pd = (TBL_PET*)bl; |
---|
4541 | if (vd) { |
---|
4542 | memcpy(&pd->vd, vd, sizeof(struct view_data)); |
---|
4543 | if (!pcdb_checkid(vd->class_)) { |
---|
4544 | pd->vd.hair_style = battle_config.pet_hair_style; |
---|
4545 | if(pd->pet.equip) { |
---|
4546 | pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); |
---|
4547 | if (!pd->vd.head_bottom) |
---|
4548 | pd->vd.head_bottom = pd->pet.equip; |
---|
4549 | } |
---|
4550 | } |
---|
4551 | } else |
---|
4552 | ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); |
---|
4553 | } |
---|
4554 | break; |
---|
4555 | case BL_NPC: |
---|
4556 | { |
---|
4557 | TBL_NPC* nd = (TBL_NPC*)bl; |
---|
4558 | if (vd) |
---|
4559 | nd->vd = vd; |
---|
4560 | else |
---|
4561 | ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); |
---|
4562 | } |
---|
4563 | break; |
---|
4564 | case BL_HOM: //[blackhole89] |
---|
4565 | { |
---|
4566 | struct homun_data *hd = (struct homun_data*)bl; |
---|
4567 | if (vd) |
---|
4568 | hd->vd = vd; |
---|
4569 | else |
---|
4570 | ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); |
---|
4571 | } |
---|
4572 | break; |
---|
4573 | } |
---|
4574 | vd = status_get_viewdata(bl); |
---|
4575 | if (vd && vd->cloth_color && ( |
---|
4576 | (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette) |
---|
4577 | || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette) |
---|
4578 | || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette) |
---|
4579 | )) |
---|
4580 | vd->cloth_color = 0; |
---|
4581 | } |
---|
4582 | |
---|
4583 | struct status_change *status_get_sc(struct block_list *bl) |
---|
4584 | { |
---|
4585 | nullpo_retr(NULL, bl); |
---|
4586 | switch (bl->type) { |
---|
4587 | case BL_PC: return &((TBL_PC*)bl)->sc; |
---|
4588 | case BL_MOB: return &((TBL_MOB*)bl)->sc; |
---|
4589 | case BL_NPC: return &((TBL_NPC*)bl)->sc; |
---|
4590 | case BL_HOM: return &((TBL_HOM*)bl)->sc; |
---|
4591 | } |
---|
4592 | return NULL; |
---|
4593 | } |
---|
4594 | |
---|
4595 | void status_change_init(struct block_list *bl) |
---|
4596 | { |
---|
4597 | struct status_change *sc = status_get_sc(bl); |
---|
4598 | nullpo_retv(sc); |
---|
4599 | memset(sc, 0, sizeof (struct status_change)); |
---|
4600 | } |
---|
4601 | |
---|
4602 | //Applies SC defense to a given status change. |
---|
4603 | //Returns the adjusted duration based on flag values. |
---|
4604 | //the flag values are the same as in status_change_start. |
---|
4605 | int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) |
---|
4606 | { |
---|
4607 | int sc_def, tick_def = 0; |
---|
4608 | struct status_data* status; |
---|
4609 | struct status_change* sc; |
---|
4610 | struct map_session_data *sd; |
---|
4611 | |
---|
4612 | nullpo_retr(0, bl); |
---|
4613 | |
---|
4614 | //Status that are blocked by Golden Thief Bug card or Wand of Hermod |
---|
4615 | if (status_isimmune(bl)) |
---|
4616 | switch (type) |
---|
4617 | { |
---|
4618 | case SC_DECREASEAGI: |
---|
4619 | case SC_SILENCE: |
---|
4620 | case SC_COMA: |
---|
4621 | case SC_INCREASEAGI: |
---|
4622 | case SC_BLESSING: |
---|
4623 | case SC_SLOWPOISON: |
---|
4624 | case SC_IMPOSITIO: |
---|
4625 | case SC_AETERNA: |
---|
4626 | case SC_SUFFRAGIUM: |
---|
4627 | case SC_BENEDICTIO: |
---|
4628 | case SC_PROVIDENCE: |
---|
4629 | case SC_KYRIE: |
---|
4630 | case SC_ASSUMPTIO: |
---|
4631 | case SC_ANGELUS: |
---|
4632 | case SC_MAGNIFICAT: |
---|
4633 | case SC_GLORIA: |
---|
4634 | case SC_WINDWALK: |
---|
4635 | case SC_MAGICROD: |
---|
4636 | case SC_HALLUCINATION: |
---|
4637 | case SC_STONE: |
---|
4638 | case SC_QUAGMIRE: |
---|
4639 | case SC_SUITON: |
---|
4640 | return 0; |
---|
4641 | } |
---|
4642 | |
---|
4643 | sd = BL_CAST(BL_PC,bl); |
---|
4644 | status = status_get_status_data(bl); |
---|
4645 | switch (type) |
---|
4646 | { |
---|
4647 | case SC_STUN: |
---|
4648 | case SC_POISON: |
---|
4649 | case SC_DPOISON: |
---|
4650 | case SC_SILENCE: |
---|
4651 | case SC_BLEEDING: |
---|
4652 | sc_def = 3 +status->vit; |
---|
4653 | break; |
---|
4654 | case SC_SLEEP: |
---|
4655 | sc_def = 3 +status->int_; |
---|
4656 | break; |
---|
4657 | case SC_DECREASEAGI: |
---|
4658 | if (sd) tick>>=1; //Half duration for players. |
---|
4659 | case SC_STONE: |
---|
4660 | case SC_FREEZE: |
---|
4661 | sc_def = 3 +status->mdef; |
---|
4662 | break; |
---|
4663 | case SC_CURSE: |
---|
4664 | //Special property: inmunity when luk is greater than level |
---|
4665 | if (status->luk > status_get_lv(bl)) |
---|
4666 | return 0; |
---|
4667 | else |
---|
4668 | sc_def = 3 +status->luk; |
---|
4669 | tick_def = status->vit; |
---|
4670 | break; |
---|
4671 | case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value. |
---|
4672 | sc_def = 3 +(status->vit + status->int_)/2; |
---|
4673 | break; |
---|
4674 | case SC_CONFUSION: |
---|
4675 | sc_def = 3 +(status->str + status->int_)/2; |
---|
4676 | break; |
---|
4677 | case SC_ANKLE: |
---|
4678 | if(status->mode&MD_BOSS) // Lasts 5 times less on bosses |
---|
4679 | tick /= 5; |
---|
4680 | sc_def = status->agi / 2; |
---|
4681 | break; |
---|
4682 | case SC_MAGICMIRROR: |
---|
4683 | case SC_ARMORCHANGE: |
---|
4684 | if (sd) //Duration greatly reduced for players. |
---|
4685 | tick /= 15; |
---|
4686 | //No defense against it (buff). |
---|
4687 | default: |
---|
4688 | //Effect that cannot be reduced? Likely a buff. |
---|
4689 | if (!(rand()%10000 < rate)) |
---|
4690 | return 0; |
---|
4691 | return tick?tick:1; |
---|
4692 | } |
---|
4693 | |
---|
4694 | if (sd) { |
---|
4695 | |
---|
4696 | if (battle_config.pc_sc_def_rate != 100) |
---|
4697 | sc_def = sc_def*battle_config.pc_sc_def_rate/100; |
---|
4698 | |
---|
4699 | if (sc_def < battle_config.pc_max_sc_def) |
---|
4700 | sc_def += (battle_config.pc_max_sc_def - sc_def)* |
---|
4701 | status->luk/battle_config.pc_luk_sc_def; |
---|
4702 | else |
---|
4703 | sc_def = battle_config.pc_max_sc_def; |
---|
4704 | |
---|
4705 | if (tick_def) { |
---|
4706 | if (battle_config.pc_sc_def_rate != 100) |
---|
4707 | tick_def = tick_def*battle_config.pc_sc_def_rate/100; |
---|
4708 | } |
---|
4709 | |
---|
4710 | } else { |
---|
4711 | |
---|
4712 | if (battle_config.mob_sc_def_rate != 100) |
---|
4713 | sc_def = sc_def*battle_config.mob_sc_def_rate/100; |
---|
4714 | |
---|
4715 | if (sc_def < battle_config.mob_max_sc_def) |
---|
4716 | sc_def += (battle_config.mob_max_sc_def - sc_def)* |
---|
4717 | status->luk/battle_config.mob_luk_sc_def; |
---|
4718 | else |
---|
4719 | sc_def = battle_config.mob_max_sc_def; |
---|
4720 | |
---|
4721 | if (tick_def) { |
---|
4722 | if (battle_config.mob_sc_def_rate != 100) |
---|
4723 | tick_def = tick_def*battle_config.mob_sc_def_rate/100; |
---|
4724 | } |
---|
4725 | } |
---|
4726 | |
---|
4727 | sc = status_get_sc(bl); |
---|
4728 | if (sc && sc->count) |
---|
4729 | { |
---|
4730 | if (sc->data[SC_SCRESIST]) |
---|
4731 | sc_def += sc->data[SC_SCRESIST]->val1; //Status resist |
---|
4732 | else if (sc->data[SC_SIEGFRIED]) |
---|
4733 | sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance. |
---|
4734 | } |
---|
4735 | |
---|
4736 | //When no tick def, reduction is the same for both. |
---|
4737 | if (!tick_def) tick_def = sc_def; |
---|
4738 | |
---|
4739 | //Natural resistance |
---|
4740 | if (!(flag&8)) { |
---|
4741 | rate -= rate*sc_def/100; |
---|
4742 | |
---|
4743 | //Item resistance (only applies to rate%) |
---|
4744 | if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) |
---|
4745 | { |
---|
4746 | if( sd->reseff[type-SC_COMMON_MIN] > 0 ) |
---|
4747 | rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; |
---|
4748 | if( sd->sc.data[SC_COMMONSC_RESIST] ) |
---|
4749 | rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1; |
---|
4750 | } |
---|
4751 | } |
---|
4752 | if (!(rand()%10000 < rate)) |
---|
4753 | return 0; |
---|
4754 | |
---|
4755 | //Why would a status start with no duration? Presume it has |
---|
4756 | //duration defined elsewhere. |
---|
4757 | if (!tick) return 1; |
---|
4758 | |
---|
4759 | //Rate reduction |
---|
4760 | if (flag&2) |
---|
4761 | return tick; |
---|
4762 | |
---|
4763 | tick -= tick*tick_def/100; |
---|
4764 | // Changed to 5 seconds according to recent tests [Playtester] |
---|
4765 | if (type == SC_ANKLE && tick < 5000) |
---|
4766 | tick = 5000; |
---|
4767 | return tick<=0?0:tick; |
---|
4768 | } |
---|
4769 | |
---|
4770 | /*========================================== |
---|
4771 | * Starts a status change. |
---|
4772 | * 'type' = type, 'val1~4' depend on the type. |
---|
4773 | * 'rate' = base success rate. 10000 = 100% |
---|
4774 | * 'tick' is base duration |
---|
4775 | * 'flag': |
---|
4776 | * &1: Cannot be avoided (it has to start) |
---|
4777 | * &2: Tick should not be reduced (by vit, luk, lv, etc) |
---|
4778 | * &4: sc_data loaded, no value has to be altered. |
---|
4779 | * &8: rate should not be reduced |
---|
4780 | *------------------------------------------*/ |
---|
4781 | int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) |
---|
4782 | { |
---|
4783 | struct map_session_data *sd = NULL; |
---|
4784 | struct status_change* sc; |
---|
4785 | struct status_change_entry* sce; |
---|
4786 | struct status_data *status; |
---|
4787 | struct view_data *vd; |
---|
4788 | int opt_flag, calc_flag, undead_flag; |
---|
4789 | |
---|
4790 | nullpo_retr(0, bl); |
---|
4791 | sc = status_get_sc(bl); |
---|
4792 | status = status_get_status_data(bl); |
---|
4793 | |
---|
4794 | if( type <= SC_NONE || type >= SC_MAX ) |
---|
4795 | { |
---|
4796 | ShowError("status_change_start: invalid status change (%d)!\n", type); |
---|
4797 | return 0; |
---|
4798 | } |
---|
4799 | |
---|
4800 | if( !sc ) |
---|
4801 | return 0; //Unable to receive status changes |
---|
4802 | |
---|
4803 | if( status_isdead(bl) ) |
---|
4804 | return 0; |
---|
4805 | |
---|
4806 | if( bl->type == BL_MOB ) |
---|
4807 | { |
---|
4808 | struct mob_data *md = BL_CAST(BL_MOB,bl); |
---|
4809 | if( (md->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL && type != SC_PNEUMA) || md->barricade ) |
---|
4810 | return 0; //Emperium can't be afflicted by status changes |
---|
4811 | } |
---|
4812 | |
---|
4813 | sd = BL_CAST(BL_PC, bl); |
---|
4814 | |
---|
4815 | //Adjust tick according to status resistances |
---|
4816 | if( !(flag&(1|4)) ) |
---|
4817 | { |
---|
4818 | tick = status_get_sc_def(bl, type, rate, tick, flag); |
---|
4819 | if( !tick ) return 0; |
---|
4820 | } |
---|
4821 | |
---|
4822 | undead_flag = battle_check_undead(status->race,status->def_ele); |
---|
4823 | //Check for inmunities / sc fails |
---|
4824 | switch (type) |
---|
4825 | { |
---|
4826 | case SC_FREEZE: |
---|
4827 | case SC_STONE: |
---|
4828 | //Undead are immune to Freeze/Stone |
---|
4829 | if (undead_flag && !(flag&1)) |
---|
4830 | return 0; |
---|
4831 | case SC_SLEEP: |
---|
4832 | case SC_STUN: |
---|
4833 | if (sc->opt1) |
---|
4834 | return 0; //Cannot override other opt1 status changes. [Skotlex] |
---|
4835 | break; |
---|
4836 | case SC_SIGNUMCRUCIS: |
---|
4837 | //Only affects demons and undead element (but not players) |
---|
4838 | if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) |
---|
4839 | return 0; |
---|
4840 | break; |
---|
4841 | case SC_AETERNA: |
---|
4842 | if (sc->data[SC_STONE] || sc->data[SC_FREEZE]) |
---|
4843 | return 0; |
---|
4844 | break; |
---|
4845 | case SC_KYRIE: |
---|
4846 | if (bl->type == BL_MOB) |
---|
4847 | return 0; |
---|
4848 | break; |
---|
4849 | case SC_OVERTHRUST: |
---|
4850 | if (sc->data[SC_MAXOVERTHRUST]) |
---|
4851 | return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] |
---|
4852 | break; |
---|
4853 | case SC_ADRENALINE: |
---|
4854 | if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE))) |
---|
4855 | return 0; |
---|
4856 | if (sc->data[SC_QUAGMIRE] || |
---|
4857 | sc->data[SC_DECREASEAGI] |
---|
4858 | ) |
---|
4859 | return 0; |
---|
4860 | break; |
---|
4861 | case SC_ADRENALINE2: |
---|
4862 | if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2))) |
---|
4863 | return 0; |
---|
4864 | if (sc->data[SC_QUAGMIRE] || |
---|
4865 | sc->data[SC_DECREASEAGI] |
---|
4866 | ) |
---|
4867 | return 0; |
---|
4868 | break; |
---|
4869 | case SC_ONEHAND: |
---|
4870 | case SC_TWOHANDQUICKEN: |
---|
4871 | if(sc->data[SC_DECREASEAGI]) |
---|
4872 | return 0; |
---|
4873 | case SC_CONCENTRATE: |
---|
4874 | case SC_INCREASEAGI: |
---|
4875 | case SC_SPEARQUICKEN: |
---|
4876 | case SC_TRUESIGHT: |
---|
4877 | case SC_WINDWALK: |
---|
4878 | case SC_CARTBOOST: |
---|
4879 | case SC_ASSNCROS: |
---|
4880 | case SC_LUST: // Adept Blood Lust [Brain] |
---|
4881 | if (sc->data[SC_QUAGMIRE]) |
---|
4882 | return 0; |
---|
4883 | break; |
---|
4884 | case SC_CLOAKING: |
---|
4885 | //Avoid cloaking with no wall and low skill level. [Skotlex] |
---|
4886 | //Due to the cloaking card, we have to check the wall versus to known |
---|
4887 | //skill level rather than the used one. [Skotlex] |
---|
4888 | //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) |
---|
4889 | if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) ) |
---|
4890 | return 0; |
---|
4891 | break; |
---|
4892 | case SC_MODECHANGE: |
---|
4893 | { |
---|
4894 | int mode; |
---|
4895 | struct status_data *bstatus = status_get_base_status(bl); |
---|
4896 | if (!bstatus) return 0; |
---|
4897 | if (sc->data[type]) |
---|
4898 | { //Pile up with previous values. |
---|
4899 | if(!val2) val2 = sc->data[type]->val2; |
---|
4900 | val3 |= sc->data[type]->val3; |
---|
4901 | val4 |= sc->data[type]->val4; |
---|
4902 | } |
---|
4903 | mode = val2?val2:bstatus->mode; //Base mode |
---|
4904 | if (val4) mode&=~val4; //Del mode |
---|
4905 | if (val3) mode|= val3; //Add mode |
---|
4906 | if (mode == bstatus->mode) { //No change. |
---|
4907 | if (sc->data[type]) //Abort previous status |
---|
4908 | return status_change_end(bl, type, -1); |
---|
4909 | return 0; |
---|
4910 | } |
---|
4911 | } |
---|
4912 | break; |
---|
4913 | //Strip skills, need to divest something or it fails. |
---|
4914 | case SC_STRIPWEAPON: |
---|
4915 | if (sd) { |
---|
4916 | int i; |
---|
4917 | opt_flag = 0; //Reuse to check success condition. |
---|
4918 | if(sd->unstripable_equip&EQP_WEAPON) |
---|
4919 | return 0; |
---|
4920 | i = sd->equip_index[EQI_HAND_L]; |
---|
4921 | if (i>=0 && sd->inventory_data[i] && |
---|
4922 | sd->inventory_data[i]->type == IT_WEAPON) |
---|
4923 | { |
---|
4924 | opt_flag|=1; |
---|
4925 | pc_unequipitem(sd,i,3); //L-hand weapon |
---|
4926 | } |
---|
4927 | |
---|
4928 | i = sd->equip_index[EQI_HAND_R]; |
---|
4929 | if (i>=0 && sd->inventory_data[i] && |
---|
4930 | sd->inventory_data[i]->type == IT_WEAPON) |
---|
4931 | { |
---|
4932 | opt_flag|=2; |
---|
4933 | pc_unequipitem(sd,i,3); |
---|
4934 | } |
---|
4935 | if (!opt_flag) return 0; |
---|
4936 | } |
---|
4937 | if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC |
---|
4938 | break; |
---|
4939 | case SC_STRIPSHIELD: |
---|
4940 | if (sd) { |
---|
4941 | int i; |
---|
4942 | if(sd->unstripable_equip&EQP_SHIELD) |
---|
4943 | return 0; |
---|
4944 | i = sd->equip_index[EQI_HAND_L]; |
---|
4945 | if (i<0 || !sd->inventory_data[i] || |
---|
4946 | sd->inventory_data[i]->type != IT_ARMOR) |
---|
4947 | return 0; |
---|
4948 | pc_unequipitem(sd,i,3); |
---|
4949 | } |
---|
4950 | if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC |
---|
4951 | break; |
---|
4952 | case SC_STRIPARMOR: |
---|
4953 | if (sd) { |
---|
4954 | int i; |
---|
4955 | if(sd->unstripable_equip&EQP_ARMOR) |
---|
4956 | return 0; |
---|
4957 | i = sd->equip_index[EQI_ARMOR]; |
---|
4958 | if (i<0 || !sd->inventory_data[i]) |
---|
4959 | return 0; |
---|
4960 | pc_unequipitem(sd,i,3); |
---|
4961 | } |
---|
4962 | if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC |
---|
4963 | break; |
---|
4964 | case SC_STRIPHELM: |
---|
4965 | if (sd) { |
---|
4966 | int i; |
---|
4967 | if(sd->unstripable_equip&EQP_HELM) |
---|
4968 | return 0; |
---|
4969 | i = sd->equip_index[EQI_HEAD_TOP]; |
---|
4970 | if (i<0 || !sd->inventory_data[i]) |
---|
4971 | return 0; |
---|
4972 | pc_unequipitem(sd,i,3); |
---|
4973 | } |
---|
4974 | if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC |
---|
4975 | break; |
---|
4976 | } |
---|
4977 | |
---|
4978 | //Check for BOSS resistances |
---|
4979 | if(status->mode&MD_BOSS && !(flag&1)) { |
---|
4980 | if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) |
---|
4981 | return 0; |
---|
4982 | switch (type) { |
---|
4983 | case SC_BLESSING: |
---|
4984 | if (!undead_flag && status->race!=RC_DEMON) |
---|
4985 | break; |
---|
4986 | case SC_QUAGMIRE: |
---|
4987 | case SC_DECREASEAGI: |
---|
4988 | case SC_PROVOKE: |
---|
4989 | case SC_COMA: |
---|
4990 | case SC_GRAVITATION: |
---|
4991 | case SC_SUITON: |
---|
4992 | case SC_STRIPWEAPON: |
---|
4993 | case SC_STRIPSHIELD: |
---|
4994 | case SC_STRIPARMOR: |
---|
4995 | case SC_STRIPHELM: |
---|
4996 | case SC_RICHMANKIM: |
---|
4997 | case SC_ROKISWEIL: |
---|
4998 | //Not sure if its the right place. |
---|
4999 | //New status [Brainstorm] |
---|
5000 | case SC_FEAR: |
---|
5001 | case SC_DECREPIFY: |
---|
5002 | case SC_DARKMOON: |
---|
5003 | case SC_REQUIEM: |
---|
5004 | case SC_CURSETONGUES: |
---|
5005 | case SC_CURSEWEAKNESS: |
---|
5006 | case SC_CURSEEXHAUST: |
---|
5007 | //SC Fogwall Must have been added after he did this? |
---|
5008 | case SC_FOGWALL: |
---|
5009 | return 0; |
---|
5010 | } |
---|
5011 | } |
---|
5012 | |
---|
5013 | //Before overlapping fail, one must check for status cured. |
---|
5014 | switch (type) |
---|
5015 | { |
---|
5016 | case SC_BLESSING: |
---|
5017 | //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM |
---|
5018 | //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] |
---|
5019 | if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { |
---|
5020 | if (sc->data[SC_CURSE]) |
---|
5021 | status_change_end(bl,SC_CURSE,-1); |
---|
5022 | if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) |
---|
5023 | status_change_end(bl,SC_STONE,-1); |
---|
5024 | //hell of a time finding this |
---|
5025 | // Warlock Curses are canceled by blessing [Brain] |
---|
5026 | if (sc->data[SC_CURSEWEAKNESS]) |
---|
5027 | status_change_end(bl,SC_CURSEWEAKNESS,-1); |
---|
5028 | if (sc->data[SC_CURSETONGUES]) |
---|
5029 | status_change_end(bl,SC_CURSETONGUES,-1); |
---|
5030 | if (sc->data[SC_CURSEEXHAUST]) |
---|
5031 | status_change_end(bl,SC_CURSEEXHAUST,-1); |
---|
5032 | if (sc->data[SC_DOOM]) // This skill would be way funnier if we could igore this concept, no? |
---|
5033 | status_change_end(bl,SC_DOOM,-1);//But then people would abuse on WoEs |
---|
5034 | } |
---|
5035 | break; |
---|
5036 | case SC_CURSEWEAKNESS: // Warlock Curse of Weakness removes Impositio Manus [Brain] |
---|
5037 | if (sc->data[SC_IMPOSITIO]) |
---|
5038 | status_change_end(bl,SC_IMPOSITIO,-1); |
---|
5039 | if (sc->data[SC_BLESSING]) //The opposite is also valid, curses cancel blessing [Brain] |
---|
5040 | status_change_end(bl,SC_BLESSING,-1); |
---|
5041 | break; |
---|
5042 | case SC_CURSETONGUES: // Warlock Curse of Tongues removes Suffragium [Brain] |
---|
5043 | if (sc->data[SC_SUFFRAGIUM]) |
---|
5044 | status_change_end(bl,SC_SUFFRAGIUM,-1); |
---|
5045 | if (sc->data[SC_BLESSING]) |
---|
5046 | status_change_end(bl,SC_BLESSING,-1); |
---|
5047 | break; |
---|
5048 | case SC_CURSEEXHAUST: // Warlock Curse of Exhaustion removes angelus [Brain] |
---|
5049 | if (sc->data[SC_ANGELUS]) |
---|
5050 | status_change_end(bl,SC_ANGELUS,-1); |
---|
5051 | case SC_DOOM: |
---|
5052 | if (sc->data[SC_BLESSING]) |
---|
5053 | status_change_end(bl,SC_BLESSING,-1); |
---|
5054 | break; |
---|
5055 | case SC_IMPOSITIO: // Impositio Manus removes Curse of Weakness [Brain] |
---|
5056 | if (sc->data[SC_CURSEWEAKNESS]) |
---|
5057 | status_change_end(bl,SC_CURSEWEAKNESS,-1); |
---|
5058 | break; |
---|
5059 | case SC_SUFFRAGIUM: // Suffragium removes Curse of Tongues [Brain] |
---|
5060 | if (sc->data[SC_CURSETONGUES]) |
---|
5061 | status_change_end(bl,SC_CURSETONGUES,-1); |
---|
5062 | break; |
---|
5063 | case SC_ANGELUS: // Angelus removes Curse of Exhaustion [Brain] |
---|
5064 | if (sc->data[SC_CURSEEXHAUST]) |
---|
5065 | status_change_end(bl,SC_CURSEEXHAUST,-1); |
---|
5066 | break; |
---|
5067 | case SC_INCREASEAGI: |
---|
5068 | status_change_end(bl,SC_DECREASEAGI,-1); |
---|
5069 | break; |
---|
5070 | case SC_QUAGMIRE: |
---|
5071 | status_change_end(bl,SC_CONCENTRATE,-1); |
---|
5072 | status_change_end(bl,SC_TRUESIGHT,-1); |
---|
5073 | status_change_end(bl,SC_WINDWALK,-1); |
---|
5074 | //Also blocks the ones below... |
---|
5075 | case SC_DECREASEAGI: |
---|
5076 | status_change_end(bl,SC_CARTBOOST,-1); |
---|
5077 | //Also blocks the ones below... |
---|
5078 | case SC_DONTFORGETME: |
---|
5079 | status_change_end(bl,SC_INCREASEAGI,-1); |
---|
5080 | status_change_end(bl,SC_ADRENALINE,-1); |
---|
5081 | status_change_end(bl,SC_ADRENALINE2,-1); |
---|
5082 | status_change_end(bl,SC_SPEARQUICKEN,-1); |
---|
5083 | status_change_end(bl,SC_TWOHANDQUICKEN,-1); |
---|
5084 | status_change_end(bl,SC_ONEHAND,-1); |
---|
5085 | // may need tinkering |
---|
5086 | if(sc->data[SC_LUST]) // Adept Blood Lust [Brain] |
---|
5087 | status_change_end(bl,SC_LUST,-1); |
---|
5088 | break; |
---|
5089 | //may be in the wrong place. |
---|
5090 | case SC_ONEHAND: |
---|
5091 | //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] |
---|
5092 | status_change_end(bl,SC_ASPDPOTION0,-1); |
---|
5093 | status_change_end(bl,SC_ASPDPOTION1,-1); |
---|
5094 | status_change_end(bl,SC_ASPDPOTION2,-1); |
---|
5095 | status_change_end(bl,SC_ASPDPOTION3,-1); |
---|
5096 | break; |
---|
5097 | case SC_MAXOVERTHRUST: |
---|
5098 | //Cancels Normal Overthrust. [Skotlex] |
---|
5099 | status_change_end(bl, SC_OVERTHRUST, -1); |
---|
5100 | break; |
---|
5101 | case SC_KYRIE: |
---|
5102 | //Cancels Assumptio |
---|
5103 | status_change_end(bl,SC_ASSUMPTIO,-1); |
---|
5104 | break; |
---|
5105 | case SC_DELUGE: |
---|
5106 | if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) |
---|
5107 | status_change_end(bl,SC_BLIND,-1); |
---|
5108 | break; |
---|
5109 | case SC_SILENCE: |
---|
5110 | if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) |
---|
5111 | status_change_end(bl,SC_GOSPEL,-1); |
---|
5112 | break; |
---|
5113 | case SC_HIDING: |
---|
5114 | status_change_end(bl, SC_CLOSECONFINE, -1); |
---|
5115 | status_change_end(bl, SC_CLOSECONFINE2, -1); |
---|
5116 | break; |
---|
5117 | case SC_BERSERK: |
---|
5118 | if(battle_config.berserk_cancels_buffs) |
---|
5119 | { |
---|
5120 | status_change_end(bl,SC_ONEHAND,-1); |
---|
5121 | status_change_end(bl,SC_TWOHANDQUICKEN,-1); |
---|
5122 | status_change_end(bl,SC_CONCENTRATION,-1); |
---|
5123 | status_change_end(bl,SC_PARRYING,-1); |
---|
5124 | status_change_end(bl,SC_AURABLADE,-1); |
---|
5125 | } |
---|
5126 | break; |
---|
5127 | case SC_ASSUMPTIO: |
---|
5128 | status_change_end(bl,SC_KYRIE,-1); |
---|
5129 | status_change_end(bl,SC_KAITE,-1); |
---|
5130 | break; |
---|
5131 | case SC_KAITE: |
---|
5132 | status_change_end(bl,SC_ASSUMPTIO,-1); |
---|
5133 | break; |
---|
5134 | case SC_CARTBOOST: |
---|
5135 | if(sc->data[SC_DECREASEAGI]) |
---|
5136 | { //Cancel Decrease Agi, but take no further effect [Skotlex] |
---|
5137 | status_change_end(bl,SC_DECREASEAGI,-1); |
---|
5138 | return 0; |
---|
5139 | } |
---|
5140 | break; |
---|
5141 | case SC_FUSION: |
---|
5142 | status_change_end(bl,SC_SPIRIT,-1); |
---|
5143 | break; |
---|
5144 | case SC_ADJUSTMENT: |
---|
5145 | status_change_end(bl,SC_MADNESSCANCEL,-1); |
---|
5146 | break; |
---|
5147 | case SC_MADNESSCANCEL: |
---|
5148 | status_change_end(bl,SC_ADJUSTMENT,-1); |
---|
5149 | break; |
---|
5150 | //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up |
---|
5151 | case SC_CHANGEUNDEAD: |
---|
5152 | status_change_end(bl,SC_BLESSING,-1); |
---|
5153 | status_change_end(bl,SC_INCREASEAGI,-1); |
---|
5154 | break; |
---|
5155 | //Code has changed since this |
---|
5156 | case SC_FREEZE: //Frozen status ends immolating AND searing status [Brain] |
---|
5157 | if(sc->data[SC_IMMOLATE]) |
---|
5158 | status_change_end(bl,SC_IMMOLATE,-1); |
---|
5159 | case SC_IMMOLATE: // Warlock Immolate [Brain] |
---|
5160 | if(sc->data[SC_SEARING]) //Immolating status ends searing status |
---|
5161 | status_change_end(bl,SC_SEARING,-1); |
---|
5162 | break; |
---|
5163 | } |
---|
5164 | |
---|
5165 | //Check for overlapping fails |
---|
5166 | if((sce=sc->data[type])) |
---|
5167 | { |
---|
5168 | switch (type) |
---|
5169 | { |
---|
5170 | case SC_ADRENALINE: |
---|
5171 | case SC_ADRENALINE2: |
---|
5172 | case SC_WEAPONPERFECTION: |
---|
5173 | case SC_OVERTHRUST: |
---|
5174 | if (sce->val2 > val2) |
---|
5175 | return 0; |
---|
5176 | break; |
---|
5177 | case SC_HPREGEN: |
---|
5178 | case SC_SPREGEN: |
---|
5179 | case SC_STUN: |
---|
5180 | case SC_SLEEP: |
---|
5181 | case SC_POISON: |
---|
5182 | case SC_CURSE: |
---|
5183 | case SC_SILENCE: |
---|
5184 | case SC_CONFUSION: |
---|
5185 | //Should Edit depending on the one that will work for the modified ver. |
---|
5186 | case SC_FEAR: //Fear Status by [Brainstorm] |
---|
5187 | case SC_BLIND: |
---|
5188 | case SC_BLEEDING: |
---|
5189 | case SC_DPOISON: |
---|
5190 | case SC_CLOSECONFINE2: //Can't be re-closed in. |
---|
5191 | case SC_MARIONETTE: |
---|
5192 | case SC_MARIONETTE2: |
---|
5193 | case SC_NOCHAT: |
---|
5194 | case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. |
---|
5195 | return 0; |
---|
5196 | case SC_COMBO: |
---|
5197 | case SC_DANCING: |
---|
5198 | case SC_DEVOTION: |
---|
5199 | case SC_ASPDPOTION0: |
---|
5200 | case SC_ASPDPOTION1: |
---|
5201 | case SC_ASPDPOTION2: |
---|
5202 | case SC_ASPDPOTION3: |
---|
5203 | case SC_ATKPOTION: |
---|
5204 | case SC_MATKPOTION: |
---|
5205 | case SC_ENCHANTARMS: |
---|
5206 | case SC_ARMOR_ELEMENT: |
---|
5207 | case SC_ARMOR_RESIST: |
---|
5208 | break; |
---|
5209 | case SC_GOSPEL: |
---|
5210 | //Must not override a casting gospel char. |
---|
5211 | if(sce->val4 == BCT_SELF) |
---|
5212 | return 0; |
---|
5213 | if(sce->val1 > val1) |
---|
5214 | return 1; |
---|
5215 | break; |
---|
5216 | case SC_ENDURE: |
---|
5217 | if(sce->val4 && !val4) |
---|
5218 | return 1; //Don't let you override infinite endure. |
---|
5219 | if(sce->val1 > val1) |
---|
5220 | return 1; |
---|
5221 | break; |
---|
5222 | case SC_KAAHI: |
---|
5223 | if(sce->val1 > val1) |
---|
5224 | return 1; |
---|
5225 | //Delete timer if it exists. |
---|
5226 | if (sce->val4 != -1) { |
---|
5227 | delete_timer(sce->val4,kaahi_heal_timer); |
---|
5228 | sce->val4=-1; |
---|
5229 | } |
---|
5230 | break; |
---|
5231 | case SC_JAILED: |
---|
5232 | //When a player is already jailed, do not edit the jail data. |
---|
5233 | val2 = sce->val2; |
---|
5234 | val3 = sce->val3; |
---|
5235 | val4 = sce->val4; |
---|
5236 | break; |
---|
5237 | case SC_JOINTBEAT: |
---|
5238 | val2 |= sce->val2; // stackable ailments |
---|
5239 | default: |
---|
5240 | if(sce->val1 > val1) |
---|
5241 | return 1; //Return true to not mess up skill animations. [Skotlex] |
---|
5242 | } |
---|
5243 | } |
---|
5244 | |
---|
5245 | vd = status_get_viewdata(bl); |
---|
5246 | calc_flag = StatusChangeFlagTable[type]; |
---|
5247 | if(!(flag&4)) //&4 - Do not parse val settings when loading SCs |
---|
5248 | switch(type) |
---|
5249 | { |
---|
5250 | case SC_DECREASEAGI: |
---|
5251 | case SC_INCREASEAGI: |
---|
5252 | val2 = 2 + val1; //Agi change |
---|
5253 | break; |
---|
5254 | case SC_ENDURE: |
---|
5255 | val2 = 7; // Hit-count [Celest] |
---|
5256 | if (!(flag&1) && sd && !map_flag_gvg(bl->m) && (type != SC_ENDURE || !val4)) |
---|
5257 | { //See if there are devoted characters, and pass the status to them. [Skotlex] |
---|
5258 | //(but do not pass infinite endure) |
---|
5259 | struct map_session_data *tsd; |
---|
5260 | int i; |
---|
5261 | for (i = 0; i < 5; i++) |
---|
5262 | { |
---|
5263 | if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) |
---|
5264 | status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1); |
---|
5265 | } |
---|
5266 | } |
---|
5267 | //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) |
---|
5268 | if(val4) |
---|
5269 | tick = -1; |
---|
5270 | break; |
---|
5271 | case SC_AUTOBERSERK: |
---|
5272 | if (status->hp < status->max_hp>>2 && |
---|
5273 | (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) |
---|
5274 | sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); |
---|
5275 | tick = -1; |
---|
5276 | break; |
---|
5277 | case SC_SIGNUMCRUCIS: |
---|
5278 | val2 = 10 + 4*val1; //Def reduction |
---|
5279 | tick = -1; |
---|
5280 | clif_emotion(bl,4); |
---|
5281 | break; |
---|
5282 | case SC_MAXIMIZEPOWER: |
---|
5283 | val2 = tick>0?tick:60000; |
---|
5284 | break; |
---|
5285 | case SC_EDP: // [Celest] |
---|
5286 | val2 = val1 + 2; //Chance to Poison enemies. |
---|
5287 | val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) |
---|
5288 | break; |
---|
5289 | case SC_POISONREACT: |
---|
5290 | val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] |
---|
5291 | val3=50; // + 5*val1; //Chance to counter. [Skotlex] |
---|
5292 | break; |
---|
5293 | case SC_MAGICROD: |
---|
5294 | val2 = val1*20; //SP gained |
---|
5295 | break; |
---|
5296 | case SC_KYRIE: |
---|
5297 | val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb |
---|
5298 | val3 = (val1 / 2 + 5); //Hits |
---|
5299 | break; |
---|
5300 | case SC_MAGICPOWER: |
---|
5301 | //val1: Skill lv |
---|
5302 | val2 = 1; //Lasts 1 invocation |
---|
5303 | val3 = 5*val1; //Matk% increase |
---|
5304 | tick = -1; |
---|
5305 | break; |
---|
5306 | case SC_SACRIFICE: |
---|
5307 | val2 = 5; //Lasts 5 hits |
---|
5308 | tick = -1; |
---|
5309 | break; |
---|
5310 | case SC_ENCPOISON: |
---|
5311 | val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate |
---|
5312 | case SC_ASPERSIO: |
---|
5313 | case SC_FIREWEAPON: |
---|
5314 | case SC_WATERWEAPON: |
---|
5315 | case SC_WINDWEAPON: |
---|
5316 | case SC_EARTHWEAPON: |
---|
5317 | case SC_SHADOWWEAPON: |
---|
5318 | case SC_GHOSTWEAPON: |
---|
5319 | skill_enchant_elemental_end(bl,type); |
---|
5320 | break; |
---|
5321 | case SC_ELEMENTALCHANGE: |
---|
5322 | // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) |
---|
5323 | // val2 : Element (When no element, random one is picked) |
---|
5324 | // val3 : 0 = called by skill 1 = called by script (fixed level) |
---|
5325 | if( !val2 ) val2 = rand()%ELE_MAX; |
---|
5326 | |
---|
5327 | if( val1 == 1 && val3 == 0 ) |
---|
5328 | val1 = 1 + rand()%4; |
---|
5329 | else if( val1 > 4 ) |
---|
5330 | val1 = 4; // Max Level |
---|
5331 | val3 = 0; // Not need to keep this info. |
---|
5332 | break; |
---|
5333 | case SC_PROVIDENCE: |
---|
5334 | val2=val1*5; //Race/Ele resist |
---|
5335 | break; |
---|
5336 | case SC_REFLECTSHIELD: |
---|
5337 | val2=10+val1*3; //% Dmg reflected |
---|
5338 | if (sd && !(flag&1)) |
---|
5339 | { //Pass it to devoted chars. |
---|
5340 | struct map_session_data *tsd; |
---|
5341 | int i; |
---|
5342 | for (i = 0; i < 5; i++) |
---|
5343 | { //Pass the status to the other affected chars. [Skotlex] |
---|
5344 | if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) |
---|
5345 | status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1); |
---|
5346 | } |
---|
5347 | } |
---|
5348 | break; |
---|
5349 | case SC_STRIPWEAPON: |
---|
5350 | if (!sd) //Watk reduction |
---|
5351 | val2 = 5*val1; |
---|
5352 | break; |
---|
5353 | case SC_STRIPSHIELD: |
---|
5354 | if (!sd) //Def reduction |
---|
5355 | val2 = 3*val1; |
---|
5356 | break; |
---|
5357 | case SC_STRIPARMOR: |
---|
5358 | if (!sd) //Vit reduction |
---|
5359 | val2 = 8*val1; |
---|
5360 | break; |
---|
5361 | case SC_STRIPHELM: |
---|
5362 | if (!sd) //Int reduction |
---|
5363 | val2 = 8*val1; |
---|
5364 | break; |
---|
5365 | case SC_AUTOSPELL: |
---|
5366 | //Val1 Skill LV of Autospell |
---|
5367 | //Val2 Skill ID to cast |
---|
5368 | //Val3 Max Lv to cast |
---|
5369 | val4 = 5 + val1*2; //Chance of casting |
---|
5370 | break; |
---|
5371 | case SC_VOLCANO: |
---|
5372 | if (status->def_ele == ELE_FIRE) |
---|
5373 | val2 = val1*10; //Watk increase |
---|
5374 | else |
---|
5375 | val2 = 0; |
---|
5376 | break; |
---|
5377 | case SC_VIOLENTGALE: |
---|
5378 | if (status->def_ele == ELE_WIND) |
---|
5379 | val2 = val1*3; //Flee increase |
---|
5380 | else |
---|
5381 | val2 = 0; |
---|
5382 | break; |
---|
5383 | case SC_DELUGE: |
---|
5384 | if(status->def_ele == ELE_WATER) |
---|
5385 | val2 = deluge_eff[val1-1]; //HP increase |
---|
5386 | else |
---|
5387 | val2 = 0; |
---|
5388 | break; |
---|
5389 | case SC_SUITON: |
---|
5390 | if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) { |
---|
5391 | //No penalties. |
---|
5392 | val2 = 0; //Agi penalty |
---|
5393 | val3 = 0; //Walk speed penalty |
---|
5394 | break; |
---|
5395 | } |
---|
5396 | val3 = 50; |
---|
5397 | val2 = 3*((val1+1)/3); |
---|
5398 | if (val1 > 4) val2--; |
---|
5399 | break; |
---|
5400 | case SC_ONEHAND: |
---|
5401 | case SC_TWOHANDQUICKEN: |
---|
5402 | val2 = 300; |
---|
5403 | if (val1 > 10) //For boss casted skills [Skotlex] |
---|
5404 | val2 += 20*(val1-10); |
---|
5405 | break; |
---|
5406 | case SC_SPEARQUICKEN: |
---|
5407 | val2 = 200+10*val1; |
---|
5408 | break; |
---|
5409 | case SC_DANCING: |
---|
5410 | //val1 : Skill ID + LV |
---|
5411 | //val2 : Skill Group of the Dance. |
---|
5412 | //val3 : Brings the skilllv (merged into val1 here) |
---|
5413 | //val4 : Partner |
---|
5414 | if (val1 == CG_MOONLIT) |
---|
5415 | clif_status_change(bl,SI_MOONLIT,1); |
---|
5416 | val1|= (val3<<16); |
---|
5417 | val3 = 0; //Tick duration/Speed penalty. |
---|
5418 | //Store walk speed change in lower part of val3 |
---|
5419 | if (sd && !(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) |
---|
5420 | val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)); |
---|
5421 | val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3 |
---|
5422 | tick = 1000; |
---|
5423 | break; |
---|
5424 | case SC_LONGING: |
---|
5425 | val2 = 500-100*val1; //Aspd penalty. |
---|
5426 | val3 = 50+10*val1; //Walk speed adjustment. |
---|
5427 | break; |
---|
5428 | case SC_EXPLOSIONSPIRITS: |
---|
5429 | val2 = 75 + 25*val1; //Cri bonus |
---|
5430 | break; |
---|
5431 | case SC_ASPDPOTION0: |
---|
5432 | case SC_ASPDPOTION1: |
---|
5433 | case SC_ASPDPOTION2: |
---|
5434 | case SC_ASPDPOTION3: |
---|
5435 | val2 = 50*(2+type-SC_ASPDPOTION0); |
---|
5436 | break; |
---|
5437 | |
---|
5438 | case SC_WEDDING: |
---|
5439 | case SC_XMAS: |
---|
5440 | case SC_SUMMER: |
---|
5441 | if (!vd) return 0; |
---|
5442 | //Store previous values as they could be removed. |
---|
5443 | val1 = vd->class_; |
---|
5444 | val2 = vd->weapon; |
---|
5445 | val3 = vd->shield; |
---|
5446 | val4 = vd->cloth_color; |
---|
5447 | unit_stop_attack(bl); |
---|
5448 | clif_changelook(bl,LOOK_WEAPON,0); |
---|
5449 | clif_changelook(bl,LOOK_SHIELD,0); |
---|
5450 | clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); |
---|
5451 | clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); |
---|
5452 | break; |
---|
5453 | case SC_NOCHAT: |
---|
5454 | tick = 60000; |
---|
5455 | val1 = battle_config.manner_system; //Mute filters. |
---|
5456 | if (sd) |
---|
5457 | { |
---|
5458 | clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); |
---|
5459 | clif_updatestatus(sd,SP_MANNER); |
---|
5460 | } |
---|
5461 | break; |
---|
5462 | |
---|
5463 | case SC_STONE: |
---|
5464 | val3 = tick/1000; //Petrified HP-damage iterations. |
---|
5465 | if(val3 < 1) val3 = 1; |
---|
5466 | tick = val4; //Petrifying time. |
---|
5467 | if (tick < 1000) |
---|
5468 | tick = 1000; //Min time |
---|
5469 | calc_flag = 0; //Actual status changes take effect on petrified state. |
---|
5470 | break; |
---|
5471 | |
---|
5472 | case SC_DPOISON: |
---|
5473 | //Lose 10/15% of your life as long as it doesn't brings life below 25% |
---|
5474 | if (status->hp > status->max_hp>>2) |
---|
5475 | { |
---|
5476 | int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; |
---|
5477 | if (status->hp - diff < status->max_hp>>2) |
---|
5478 | diff = status->hp - (status->max_hp>>2); |
---|
5479 | status_zap(bl, diff, 0); |
---|
5480 | } |
---|
5481 | // fall through |
---|
5482 | case SC_POISON: /* Å */ |
---|
5483 | val3 = tick/1000; //Damage iterations |
---|
5484 | if(val3 < 1) val3 = 1; |
---|
5485 | tick = 1000; |
---|
5486 | //val4: HP damage |
---|
5487 | if (bl->type == BL_PC) |
---|
5488 | val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; |
---|
5489 | else |
---|
5490 | val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; |
---|
5491 | |
---|
5492 | break; |
---|
5493 | case SC_CONFUSION: |
---|
5494 | clif_emotion(bl,1); |
---|
5495 | break; |
---|
5496 | case SC_FEAR: //Fear Status by [Brainstorm] |
---|
5497 | clif_emotion(bl,16); // e_wah |
---|
5498 | if(sd) tick /= 2; |
---|
5499 | break; |
---|
5500 | case SC_BLEEDING: |
---|
5501 | val4 = tick/10000; |
---|
5502 | if (!val4) val4 = 1; |
---|
5503 | tick = 10000; |
---|
5504 | break; |
---|
5505 | case SC_HPREGEN: |
---|
5506 | case SC_SPREGEN: |
---|
5507 | if( val1 == 0 ) return 0; |
---|
5508 | // val1 = heal percent/amout |
---|
5509 | // val2 = seconds between heals |
---|
5510 | // val4 = total of heals |
---|
5511 | if( val2 < 1 ) val2 = 1; |
---|
5512 | if( (val4 = tick/(val2 * 1000)) < 1 ) |
---|
5513 | val4 = 1; |
---|
5514 | tick = val2 * 1000; // val2 = Seconds between heals |
---|
5515 | break; |
---|
5516 | case SC_HIDING: |
---|
5517 | val2 = tick/1000; |
---|
5518 | tick = 1000; |
---|
5519 | //Store speed penalty on val3. |
---|
5520 | if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0) |
---|
5521 | val3 = 20 + 6*val3; |
---|
5522 | val4 = val1+3; //Seconds before SP substraction happen. |
---|
5523 | break; |
---|
5524 | case SC_CHASEWALK: |
---|
5525 | val2 = tick>0?tick:10000; //Interval at which SP is drained. |
---|
5526 | val3 = 65+val1*5; //Speed adjustment. |
---|
5527 | if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) |
---|
5528 | val3 += 60; |
---|
5529 | val4 = 10+val1*2; //SP cost. |
---|
5530 | if (map_flag_gvg(bl->m)) val4 *= 5; |
---|
5531 | break; |
---|
5532 | case SC_CLOAKING: |
---|
5533 | if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] |
---|
5534 | val1 = 10; |
---|
5535 | val2 = tick>0?tick:60000; //SP consumption rate. |
---|
5536 | val3 = 0; |
---|
5537 | if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (val3=pc_checkskill(sd,TF_MISS))>0) |
---|
5538 | val3 *= -1; //Substract the Dodge speed bonus. |
---|
5539 | val3+= 70+val1*3; //Speed adjustment without a wall. |
---|
5540 | //With a wall, it is val3 +25. |
---|
5541 | //val4&1 signals the presence of a wall. |
---|
5542 | //val4&2 makes cloak not end on normal attacks [Skotlex] |
---|
5543 | //val4&4 makes cloak not end on using skills |
---|
5544 | if (bl->type == BL_PC) //Standard cloaking. |
---|
5545 | val4 |= battle_config.pc_cloak_check_type&7; |
---|
5546 | else |
---|
5547 | val4 |= battle_config.monster_cloak_check_type&7; |
---|
5548 | break; |
---|
5549 | case SC_SIGHT: /* TCg/At */ |
---|
5550 | case SC_RUWACH: |
---|
5551 | case SC_SIGHTBLASTER: |
---|
5552 | val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id. |
---|
5553 | val2 = tick/250; |
---|
5554 | tick = 10; |
---|
5555 | break; |
---|
5556 | |
---|
5557 | //Permanent effects. |
---|
5558 | case SC_AETERNA: |
---|
5559 | case SC_MODECHANGE: |
---|
5560 | case SC_WEIGHT50: |
---|
5561 | case SC_WEIGHT90: |
---|
5562 | case SC_BROKENWEAPON: |
---|
5563 | case SC_BROKENARMOR: |
---|
5564 | case SC_READYSTORM: |
---|
5565 | case SC_READYDOWN: |
---|
5566 | case SC_READYCOUNTER: |
---|
5567 | case SC_READYTURN: |
---|
5568 | case SC_DODGE: |
---|
5569 | tick = -1; |
---|
5570 | break; |
---|
5571 | |
---|
5572 | case SC_AUTOGUARD: |
---|
5573 | if (!(flag&1)) |
---|
5574 | { |
---|
5575 | struct map_session_data *tsd; |
---|
5576 | int i,t; |
---|
5577 | for(i=val2=0;i<val1;i++) { |
---|
5578 | t = 5-(i>>1); |
---|
5579 | val2 += (t < 0)? 1:t; |
---|
5580 | } |
---|
5581 | if (sd) |
---|
5582 | for (i = 0; i < 5; i++) |
---|
5583 | { //Pass the status to the other affected chars. [Skotlex] |
---|
5584 | if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) |
---|
5585 | status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1); |
---|
5586 | } |
---|
5587 | } |
---|
5588 | break; |
---|
5589 | |
---|
5590 | case SC_DEFENDER: |
---|
5591 | if (!(flag&1)) |
---|
5592 | { |
---|
5593 | struct map_session_data *tsd; |
---|
5594 | int i; |
---|
5595 | val2 = 5 + 15*val1; //Damage reduction |
---|
5596 | val3 = 65 + 5*val1; //Speed adjustment |
---|
5597 | val4 = 250 - 50*val1; //Aspd adjustment |
---|
5598 | |
---|
5599 | if (sd) |
---|
5600 | for (i = 0; i < 5; i++) |
---|
5601 | { //See if there are devoted characters, and pass the status to them. [Skotlex] |
---|
5602 | if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) |
---|
5603 | status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); |
---|
5604 | } |
---|
5605 | } |
---|
5606 | break; |
---|
5607 | |
---|
5608 | case SC_TENSIONRELAX: |
---|
5609 | if (sd) { |
---|
5610 | pc_setsit(sd); |
---|
5611 | clif_sitting(&sd->bl); |
---|
5612 | } |
---|
5613 | val2 = 12; //SP cost |
---|
5614 | val4 = 10000; //Decrease at 10secs intervals. |
---|
5615 | val3 = tick/val4; |
---|
5616 | tick = val4; |
---|
5617 | break; |
---|
5618 | case SC_PARRYING: |
---|
5619 | val2 = 20 + val1*3; //Block Chance |
---|
5620 | break; |
---|
5621 | |
---|
5622 | case SC_WINDWALK: |
---|
5623 | val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 |
---|
5624 | val3 = 4*val2; //movement speed % increase is 4 times that |
---|
5625 | break; |
---|
5626 | |
---|
5627 | case SC_JOINTBEAT: |
---|
5628 | if( val2&BREAK_NECK ) |
---|
5629 | sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1)); |
---|
5630 | break; |
---|
5631 | |
---|
5632 | case SC_BERSERK: |
---|
5633 | if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) |
---|
5634 | sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); |
---|
5635 | //HP healing is performing after the calc_status call. |
---|
5636 | //Val2 holds HP penalty |
---|
5637 | if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1); |
---|
5638 | if (!val4) val4 = 10000; //Val4 holds damage interval |
---|
5639 | val3 = tick/val4; //val3 holds skill duration |
---|
5640 | tick = val4; |
---|
5641 | break; |
---|
5642 | |
---|
5643 | case SC_GOSPEL: |
---|
5644 | if(val4 == BCT_SELF) { // self effect |
---|
5645 | val2 = tick/10000; |
---|
5646 | tick = 10000; |
---|
5647 | status_change_clear_buffs(bl,3); //Remove buffs/debuffs |
---|
5648 | } |
---|
5649 | break; |
---|
5650 | |
---|
5651 | case SC_MARIONETTE: |
---|
5652 | if (sd) { |
---|
5653 | val3 = 0; |
---|
5654 | val2 = sd->status.str>>1; |
---|
5655 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5656 | val3|=val2<<16; |
---|
5657 | |
---|
5658 | val2 = sd->status.agi>>1; |
---|
5659 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5660 | val3|=val2<<8; |
---|
5661 | |
---|
5662 | val2 = sd->status.vit>>1; |
---|
5663 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5664 | val3|=val2; |
---|
5665 | |
---|
5666 | val4 = 0; |
---|
5667 | val2 = sd->status.int_>>1; |
---|
5668 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5669 | val4|=val2<<16; |
---|
5670 | |
---|
5671 | val2 = sd->status.dex>>1; |
---|
5672 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5673 | val4|=val2<<8; |
---|
5674 | |
---|
5675 | val2 = sd->status.luk>>1; |
---|
5676 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5677 | val4|=val2; |
---|
5678 | } else { |
---|
5679 | struct status_data *b_status = status_get_base_status(bl); |
---|
5680 | if (!b_status) |
---|
5681 | return 0; |
---|
5682 | |
---|
5683 | val3 = 0; |
---|
5684 | val2 = b_status->str>>1; |
---|
5685 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5686 | val3|=val2<<16; |
---|
5687 | |
---|
5688 | val2 = b_status->agi>>1; |
---|
5689 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5690 | val3|=val2<<8; |
---|
5691 | |
---|
5692 | val2 = b_status->vit>>1; |
---|
5693 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5694 | val3|=val2; |
---|
5695 | |
---|
5696 | val4 = 0; |
---|
5697 | val2 = b_status->int_>>1; |
---|
5698 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5699 | val4|=val2<<16; |
---|
5700 | |
---|
5701 | val2 = b_status->dex>>1; |
---|
5702 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5703 | val4|=val2<<8; |
---|
5704 | |
---|
5705 | val2 = b_status->luk>>1; |
---|
5706 | if (val2 > 0xFF) val2 = 0xFF; |
---|
5707 | val4|=val2; |
---|
5708 | } |
---|
5709 | val2 = tick/1000; |
---|
5710 | tick = 1000; |
---|
5711 | break; |
---|
5712 | case SC_MARIONETTE2: |
---|
5713 | { |
---|
5714 | struct block_list *pbl = map_id2bl(val1); |
---|
5715 | struct status_change *psc = pbl?status_get_sc(pbl):NULL; |
---|
5716 | struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL; |
---|
5717 | int stat,max; |
---|
5718 | if (!psce) |
---|
5719 | return 0; |
---|
5720 | val2 = tick /1000; |
---|
5721 | val3 = val4 = 0; |
---|
5722 | if (sd) { |
---|
5723 | max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex] |
---|
5724 | //Str |
---|
5725 | stat = (psce->val3>>16)&0xFF; |
---|
5726 | if (sd->status.str+stat > max) |
---|
5727 | stat =max-sd->status.str; |
---|
5728 | val3 |= stat<<16; |
---|
5729 | //Agi |
---|
5730 | stat = (psce->val3>>8)&0xFF; |
---|
5731 | if (sd->status.agi+stat > max) |
---|
5732 | stat =max-sd->status.agi; |
---|
5733 | val3 |= stat<<8; |
---|
5734 | //Vit |
---|
5735 | stat = psce->val3&0xFF; |
---|
5736 | if (sd->status.vit+stat > max) |
---|
5737 | stat =max-sd->status.vit; |
---|
5738 | val3 |= stat; |
---|
5739 | //Int |
---|
5740 | stat = (psce->val4>>16)&0xFF; |
---|
5741 | if (sd->status.int_+stat > max) |
---|
5742 | stat =max-sd->status.int_; |
---|
5743 | val4 |= stat<<16; |
---|
5744 | //Dex |
---|
5745 | stat = (psce->val4>>8)&0xFF; |
---|
5746 | if (sd->status.dex+stat > max) |
---|
5747 | stat =max-sd->status.dex; |
---|
5748 | val4 |= stat<<8; |
---|
5749 | //Luk |
---|
5750 | stat = psce->val4&0xFF; |
---|
5751 | if (sd->status.luk+stat > max) |
---|
5752 | stat =max-sd->status.luk; |
---|
5753 | val4 |= stat; |
---|
5754 | } else { |
---|
5755 | struct status_data *b_status = status_get_base_status(bl); |
---|
5756 | if (!b_status) return 0; |
---|
5757 | max = 0xFF; //Assume a 256 max parameter |
---|
5758 | //Str |
---|
5759 | stat = (psce->val3>>16)&0xFF; |
---|
5760 | if (b_status->str+stat > max) |
---|
5761 | stat = max - b_status->str; |
---|
5762 | val3 |= stat<<16; |
---|
5763 | //Agi |
---|
5764 | stat = (psce->val3>>8)&0xFF; |
---|
5765 | if (b_status->agi+stat > max) |
---|
5766 | stat = max - b_status->agi; |
---|
5767 | val3 |= stat<<8; |
---|
5768 | //Vit |
---|
5769 | stat = psce->val3&0xFF; |
---|
5770 | if (b_status->vit+stat > max) |
---|
5771 | stat = max - b_status->vit; |
---|
5772 | val3 |= stat; |
---|
5773 | //Int |
---|
5774 | stat = (psce->val4>>16)&0xFF; |
---|
5775 | if (b_status->int_+stat > max) |
---|
5776 | stat = max - b_status->int_; |
---|
5777 | val4 |= stat<<16; |
---|
5778 | //Dex |
---|
5779 | stat = (psce->val4>>8)&0xFF; |
---|
5780 | if (b_status->dex+stat > max) |
---|
5781 | stat = max - b_status->dex; |
---|
5782 | val4 |= stat<<8; |
---|
5783 | //Luk |
---|
5784 | stat = psce->val4&0xFF; |
---|
5785 | if (b_status->luk+stat > max) |
---|
5786 | stat = max - b_status->luk; |
---|
5787 | val4 |= stat; |
---|
5788 | } |
---|
5789 | tick = 1000; |
---|
5790 | break; |
---|
5791 | } |
---|
5792 | case SC_REJECTSWORD: |
---|
5793 | val2 = 15*val1; //Reflect chance |
---|
5794 | val3 = 3; //Reflections |
---|
5795 | tick = -1; |
---|
5796 | break; |
---|
5797 | |
---|
5798 | case SC_MEMORIZE: |
---|
5799 | val2 = 5; //Memorized casts. |
---|
5800 | tick = -1; |
---|
5801 | break; |
---|
5802 | |
---|
5803 | case SC_GRAVITATION: |
---|
5804 | val2 = 50*val1; //aspd reduction |
---|
5805 | break; |
---|
5806 | |
---|
5807 | case SC_REGENERATION: |
---|
5808 | if (val1 == 1) |
---|
5809 | val2 = 2; |
---|
5810 | else |
---|
5811 | val2 = val1; //HP Regerenation rate: 200% 200% 300% |
---|
5812 | val3 = val1; //SP Regeneration Rate: 100% 200% 300% |
---|
5813 | //if val4 comes set, this blocks regen rather than increase it. |
---|
5814 | break; |
---|
5815 | |
---|
5816 | case SC_DEVOTION: |
---|
5817 | { |
---|
5818 | struct map_session_data *src; |
---|
5819 | if ((src = map_id2sd(val1)) && src->sc.count) |
---|
5820 | { //Try to inherit the status from the Crusader [Skotlex] |
---|
5821 | //Ideally, we should calculate the remaining time and use that, but we'll trust that |
---|
5822 | //once the Crusader's status changes, it will reflect on the others. |
---|
5823 | const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; |
---|
5824 | enum sc_type type2; |
---|
5825 | int i = map_flag_gvg(bl->m)?2:3; |
---|
5826 | while (i >= 0) { |
---|
5827 | type2 = types[i]; |
---|
5828 | if (src->sc.data[type2]) |
---|
5829 | sc_start(bl,type2,100,src->sc.data[type2]->val1, |
---|
5830 | skill_get_time(status_sc2skill(type2),src->sc.data[type2]->val1)); |
---|
5831 | i--; |
---|
5832 | } |
---|
5833 | } |
---|
5834 | break; |
---|
5835 | } |
---|
5836 | |
---|
5837 | case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp |
---|
5838 | status_zap(bl, status->hp-1, val2?0:status->sp); |
---|
5839 | return 1; |
---|
5840 | break; |
---|
5841 | case SC_CLOSECONFINE2: |
---|
5842 | { |
---|
5843 | struct block_list *src = val2?map_id2bl(val2):NULL; |
---|
5844 | struct status_change *sc2 = src?status_get_sc(src):NULL; |
---|
5845 | struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL; |
---|
5846 | if (src && sc2) { |
---|
5847 | if (!sce2) //Start lock on caster. |
---|
5848 | sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); |
---|
5849 | else { //Increase count of locked enemies and refresh time. |
---|
5850 | (sce2->val2)++; |
---|
5851 | delete_timer(sce2->timer, status_change_timer); |
---|
5852 | sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); |
---|
5853 | } |
---|
5854 | } else //Status failed. |
---|
5855 | return 0; |
---|
5856 | } |
---|
5857 | break; |
---|
5858 | case SC_KAITE: |
---|
5859 | val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5 |
---|
5860 | break; |
---|
5861 | case SC_KAUPE: |
---|
5862 | switch (val1) { |
---|
5863 | case 3: //33*3 + 1 -> 100% |
---|
5864 | val2++; |
---|
5865 | case 1: |
---|
5866 | case 2: //33, 66% |
---|
5867 | val2 += 33*val1; |
---|
5868 | val3 = 1; //Dodge 1 attack total. |
---|
5869 | break; |
---|
5870 | default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] |
---|
5871 | val2 = 100; |
---|
5872 | val3 = val1-2; |
---|
5873 | break; |
---|
5874 | } |
---|
5875 | break; |
---|
5876 | |
---|
5877 | //WHAT RELEVENCE DOES THIS HAVE AT ALL DAMNIT?! |
---|
5878 | case SC_ATFIELD: // AT-Field [Brainstorm] |
---|
5879 | val2 = 100; // 100% Block chance |
---|
5880 | val3 = 100; // Dodge 100 attacks total. |
---|
5881 | val4 = tick/1000; |
---|
5882 | tick = 1000; |
---|
5883 | break; |
---|
5884 | |
---|
5885 | |
---|
5886 | case SC_COMBO: |
---|
5887 | { |
---|
5888 | //val1: Skill ID |
---|
5889 | //val2: When given, target (for autotargetting skills) |
---|
5890 | //val3: When set, this combo time should NOT delay attack/movement |
---|
5891 | //val4: Combo time |
---|
5892 | struct unit_data *ud = unit_bl2ud(bl); |
---|
5893 | switch (val1) { |
---|
5894 | case TK_STORMKICK: |
---|
5895 | clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1); |
---|
5896 | break; |
---|
5897 | case TK_DOWNKICK: |
---|
5898 | clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1); |
---|
5899 | break; |
---|
5900 | case TK_TURNKICK: |
---|
5901 | clif_skill_nodamage(bl,bl,TK_READYTURN,1,1); |
---|
5902 | break; |
---|
5903 | case TK_COUNTER: |
---|
5904 | clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); |
---|
5905 | break; |
---|
5906 | } |
---|
5907 | if (ud && !val3) |
---|
5908 | { |
---|
5909 | ud->attackabletime = gettick()+tick; |
---|
5910 | unit_set_walkdelay(bl, gettick(), tick, 1); |
---|
5911 | } |
---|
5912 | val4 = tick; //Store combo-time in val4. |
---|
5913 | } |
---|
5914 | break; |
---|
5915 | case SC_TKREST: |
---|
5916 | val2 = 11-val1; //Chance to consume: 11-skilllv% |
---|
5917 | break; |
---|
5918 | case SC_RUN: |
---|
5919 | val4 = gettick(); //Store time at which you started running. |
---|
5920 | tick = -1; |
---|
5921 | break; |
---|
5922 | case SC_KAAHI: |
---|
5923 | val2 = 200*val1; //HP heal |
---|
5924 | val3 = 5*val1; //SP cost |
---|
5925 | val4 = -1; //Kaahi Timer. |
---|
5926 | break; |
---|
5927 | case SC_BLESSING: |
---|
5928 | if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) |
---|
5929 | val2 = val1; |
---|
5930 | else |
---|
5931 | val2 = 0; //0 -> Half stat. |
---|
5932 | break; |
---|
5933 | case SC_REQUIEM: //Necro Requiem and Dark Moon [Brain] |
---|
5934 | case SC_DARKMOON: |
---|
5935 | if (undead_flag || status->race==RC_UNDEAD || status->race==RC_DEMON) |
---|
5936 | val2 = val1; //Demon and Undead get buffed |
---|
5937 | else if(status->race==RC_FORMLESS || status->def_ele==ELE_GHOST || bl->type == BL_PC) |
---|
5938 | { |
---|
5939 | val1 = 0; //No status change for Formless and Ghosts, and non-undead players |
---|
5940 | tick = 0; //Cancel status to not show requiem icon without a reason |
---|
5941 | } |
---|
5942 | else |
---|
5943 | val3 = val1; //Everything else (living) get negative status (requiem only) |
---|
5944 | break; |
---|
5945 | case SC_DECREPIFY: //Necro Decrepify [Brain] |
---|
5946 | val2 = val1; |
---|
5947 | break; |
---|
5948 | |
---|
5949 | case SC_TRICKDEAD: |
---|
5950 | if (vd) vd->dead_sit = 1; |
---|
5951 | tick = -1; |
---|
5952 | break; |
---|
5953 | case SC_CONCENTRATE: |
---|
5954 | val2 = 2 + val1; |
---|
5955 | if (sd) { //Store the card-bonus data that should not count in the % |
---|
5956 | val3 = sd->param_bonus[1]; //Agi |
---|
5957 | val4 = sd->param_bonus[4]; //Dex |
---|
5958 | } else { |
---|
5959 | val3 = val4 = 0; |
---|
5960 | } |
---|
5961 | break; |
---|
5962 | case SC_MAXOVERTHRUST: |
---|
5963 | val2 = 20*val1; //Power increase |
---|
5964 | break; |
---|
5965 | case SC_OVERTHRUST: |
---|
5966 | //val2 holds if it was casted on self, or is bonus received from others |
---|
5967 | val3 = 5*val1; //Power increase |
---|
5968 | if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) |
---|
5969 | tick += tick / 10; |
---|
5970 | break; |
---|
5971 | case SC_ADRENALINE2: |
---|
5972 | case SC_ADRENALINE: |
---|
5973 | val3 = (val2) ? 300 : 200; // aspd increase |
---|
5974 | case SC_WEAPONPERFECTION: |
---|
5975 | if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) |
---|
5976 | tick += tick / 10; |
---|
5977 | break; |
---|
5978 | case SC_CONCENTRATION: |
---|
5979 | val2 = 5*val1; //Batk/Watk Increase |
---|
5980 | val3 = 10*val1; //Hit Increase |
---|
5981 | val4 = 5*val1; //Def reduction |
---|
5982 | break; |
---|
5983 | case SC_ANGELUS: |
---|
5984 | val2 = 5*val1; //def increase |
---|
5985 | break; |
---|
5986 | case SC_IMPOSITIO: |
---|
5987 | val2 = 5*val1; //watk increase |
---|
5988 | break; |
---|
5989 | case SC_CURSEWEAKNESS: // Warlock Curse of Weakness [Brain] |
---|
5990 | val2 = 5*val1; //batk/watk decrease |
---|
5991 | break; |
---|
5992 | case SC_CURSEEXHAUST: // Warlock Curse of Exhaustion [Brain] |
---|
5993 | val2 = 2*val1; //def/mdef decrease |
---|
5994 | break; |
---|
5995 | case SC_CURSETONGUES: // Warlock Curse of Tongues [Brain] |
---|
5996 | val2 = 10*val1; //casttime increase |
---|
5997 | break; |
---|
5998 | case SC_MELTDOWN: |
---|
5999 | val2 = 100*val1; //Chance to break weapon |
---|
6000 | val3 = 70*val1; //Change to break armor |
---|
6001 | break; |
---|
6002 | case SC_TRUESIGHT: |
---|
6003 | val2 = 10*val1; //Critical increase |
---|
6004 | val3 = 3*val1; //Hit increase |
---|
6005 | break; |
---|
6006 | case SC_SUN_COMFORT: |
---|
6007 | val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase |
---|
6008 | break; |
---|
6009 | case SC_MOON_COMFORT: |
---|
6010 | val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase |
---|
6011 | break; |
---|
6012 | case SC_STAR_COMFORT: |
---|
6013 | val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase |
---|
6014 | break; |
---|
6015 | case SC_QUAGMIRE: |
---|
6016 | val2 = (sd?5:10)*val1; //Agi/Dex decrease. |
---|
6017 | break; |
---|
6018 | |
---|
6019 | // gs_something1 [Vicious] |
---|
6020 | case SC_GATLINGFEVER: |
---|
6021 | val2 = 20*val1; //Aspd increase |
---|
6022 | val3 = 20+10*val1; //Batk increase |
---|
6023 | val4 = 5*val1; //Flee decrease |
---|
6024 | break; |
---|
6025 | |
---|
6026 | case SC_FLING: |
---|
6027 | if (bl->type == BL_PC) |
---|
6028 | val2 = 0; //No armor reduction to players. |
---|
6029 | else |
---|
6030 | val2 = 5*val1; //Def reduction |
---|
6031 | val3 = 5*val1; //Def2 reduction |
---|
6032 | break; |
---|
6033 | case SC_PROVOKE: |
---|
6034 | //val2 signals autoprovoke. |
---|
6035 | val3 = 2+3*val1; //Atk increase |
---|
6036 | val4 = 5+5*val1; //Def reduction. |
---|
6037 | break; |
---|
6038 | case SC_AVOID: |
---|
6039 | val2 = 10*val1; //Speed change rate. |
---|
6040 | break; |
---|
6041 | case SC_DEFENCE: |
---|
6042 | val2 = 2*val1; //Def bonus |
---|
6043 | break; |
---|
6044 | case SC_BLOODLUST: |
---|
6045 | val2 = 20+10*val1; //Atk rate change. |
---|
6046 | val3 = 3*val1; //Leech chance |
---|
6047 | val4 = 20; //Leech percent |
---|
6048 | break; |
---|
6049 | case SC_FLEET: |
---|
6050 | val2 = 30*val1; //Aspd change |
---|
6051 | val3 = 5+5*val1; //bAtk/wAtk rate change |
---|
6052 | break; |
---|
6053 | case SC_LUST: // Adept Blood Lust [Brain] |
---|
6054 | val2 = 5+3*val1; //Aspd/bAtk/wAtk change |
---|
6055 | val3 = tick>0?tick:1000; //Interval at which HP is drained. |
---|
6056 | break; |
---|
6057 | case SC_DEATHPACT: // Necro Death Pact [Brain] |
---|
6058 | val2 = 5*val1; //Neutral property resistance |
---|
6059 | val3 = tick>0?tick:10000; //Interval at which HP is drained. |
---|
6060 | break; |
---|
6061 | case SC_OVERWHELMING: // Warlock Overwhelming Evil [Brain] |
---|
6062 | val2 = 2*val1; //matk bonus |
---|
6063 | val3 = tick>0?tick:1000; //Interval at which SP is drained. |
---|
6064 | break; |
---|
6065 | case SC_MINDBREAKER: |
---|
6066 | val2 = 20*val1; //matk increase. |
---|
6067 | val3 = 12*val1; //mdef2 reduction. |
---|
6068 | break; |
---|
6069 | case SC_SKA: |
---|
6070 | val2 = tick/1000; |
---|
6071 | val3 = rand()%100; //Def changes randomly every second... |
---|
6072 | tick = 1000; |
---|
6073 | break; |
---|
6074 | case SC_JAILED: |
---|
6075 | //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. |
---|
6076 | tick = val1>0?1000:250; |
---|
6077 | if (sd) |
---|
6078 | { |
---|
6079 | if (sd->mapindex != val2) |
---|
6080 | { |
---|
6081 | int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates |
---|
6082 | map = sd->mapindex; //Current Map |
---|
6083 | //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y |
---|
6084 | pc_setpos(sd,(unsigned short)val2,val3,val4, 3); |
---|
6085 | //2. Set restore point (val3 -> return map, val4 return coords |
---|
6086 | val3 = map; |
---|
6087 | val4 = pos; |
---|
6088 | } else if (!val3 || val3 == sd->mapindex) { //Use save point. |
---|
6089 | val3 = sd->status.save_point.map; |
---|
6090 | val4 = (sd->status.save_point.x&0xFFFF) |
---|
6091 | |(sd->status.save_point.y<<16); |
---|
6092 | } |
---|
6093 | } |
---|
6094 | break; |
---|
6095 | case SC_UTSUSEMI: |
---|
6096 | val2=(val1+1)/2; // number of hits blocked |
---|
6097 | val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value. |
---|
6098 | break; |
---|
6099 | case SC_BUNSINJYUTSU: |
---|
6100 | val2=(val1+1)/2; // number of hits blocked |
---|
6101 | break; |
---|
6102 | case SC_CHANGE: |
---|
6103 | val2= 30*val1; //Vit increase |
---|
6104 | val3= 20*val1; //Int increase |
---|
6105 | break; |
---|
6106 | case SC_SWOO: |
---|
6107 | if(status->mode&MD_BOSS) |
---|
6108 | tick /= 5; //TODO: Reduce skill's duration. But for how long? |
---|
6109 | break; |
---|
6110 | case SC_SPIDERWEB: |
---|
6111 | if (bl->type == BL_PC) |
---|
6112 | tick /=2; |
---|
6113 | break; |
---|
6114 | case SC_ARMOR: |
---|
6115 | //NPC_DEFENDER: |
---|
6116 | val2 = 80; //Damage reduction |
---|
6117 | //Attack requirements to be blocked: |
---|
6118 | val3 = BF_LONG; //Range |
---|
6119 | val4 = BF_WEAPON|BF_MISC; //Type |
---|
6120 | break; |
---|
6121 | case SC_ENCHANTARMS: |
---|
6122 | //end previous enchants |
---|
6123 | skill_enchant_elemental_end(bl,type); |
---|
6124 | //Make sure the received element is valid. |
---|
6125 | if (val2 >= ELE_MAX) |
---|
6126 | val2 = val2%ELE_MAX; |
---|
6127 | else if (val2 < 0) |
---|
6128 | val2 = rand()%ELE_MAX; |
---|
6129 | break; |
---|
6130 | case SC_CRITICALWOUND: |
---|
6131 | val2 = 20*val1; //Heal effectiveness decrease |
---|
6132 | break; |
---|
6133 | case SC_MAGICMIRROR: |
---|
6134 | case SC_SLOWCAST: |
---|
6135 | val2 = 20*val1; //Magic reflection/cast rate |
---|
6136 | break; |
---|
6137 | |
---|
6138 | case SC_ARMORCHANGE: |
---|
6139 | if (val2 == NPC_ANTIMAGIC) |
---|
6140 | { //Boost mdef |
---|
6141 | val2 =-20; |
---|
6142 | val3 = 20; |
---|
6143 | } else { //Boost def |
---|
6144 | val2 = 20; |
---|
6145 | val3 =-20; |
---|
6146 | } |
---|
6147 | val2*=val1; //20% per level |
---|
6148 | val3*=val1; |
---|
6149 | break; |
---|
6150 | case SC_EXPBOOST: |
---|
6151 | if (val1 < 0) |
---|
6152 | val1 = 0; |
---|
6153 | break; |
---|
6154 | case SC_INCASPDRATE: |
---|
6155 | case SC_INCFLEE2: |
---|
6156 | case SC_INCCRI: |
---|
6157 | val2 = val1*10; //Actual boost (since 100% = 1000) |
---|
6158 | break; |
---|
6159 | case SC_SUFFRAGIUM: |
---|
6160 | val2 = 15 * val1; //Speed cast decrease |
---|
6161 | break; |
---|
6162 | case SC_INCHEALRATE: |
---|
6163 | if (val1 < 1) |
---|
6164 | val1 = 1; |
---|
6165 | break; |
---|
6166 | case SC_HALLUCINATION: |
---|
6167 | val2 = 5+val1; //Factor by which displayed damage is increased by |
---|
6168 | break; |
---|
6169 | case SC_DOUBLECAST: |
---|
6170 | val2 = 30+10*val1; //Trigger rate |
---|
6171 | break; |
---|
6172 | case SC_KAIZEL: |
---|
6173 | val2 = 10*val1; //% of life to be revived with |
---|
6174 | break; |
---|
6175 | // case SC_ARMOR_ELEMENT: |
---|
6176 | // case SC_ARMOR_RESIST: |
---|
6177 | // Mod your resistance against elements: |
---|
6178 | // val1 = water | val2 = earth | val3 = fire | val4 = wind |
---|
6179 | // break; |
---|
6180 | case SC_FASTCAST: |
---|
6181 | //Place here SCs that have no SCB_* data, no skill associated, no ICON |
---|
6182 | //associated, and yet are not wrong/unknown. [Skotlex] |
---|
6183 | break; |
---|
6184 | default: |
---|
6185 | if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) |
---|
6186 | { //Status change with no calc, no icon, and no skill associated...? |
---|
6187 | ShowError("UnknownStatusChange [%d]\n", type); |
---|
6188 | return 0; |
---|
6189 | } |
---|
6190 | } |
---|
6191 | else //Special considerations when loading SC data. |
---|
6192 | switch( type ) |
---|
6193 | { |
---|
6194 | case SC_WEDDING: |
---|
6195 | case SC_XMAS: |
---|
6196 | case SC_SUMMER: |
---|
6197 | clif_changelook(bl,LOOK_WEAPON,0); |
---|
6198 | clif_changelook(bl,LOOK_SHIELD,0); |
---|
6199 | clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); |
---|
6200 | clif_changelook(bl,LOOK_CLOTHES_COLOR,val4); |
---|
6201 | break; |
---|
6202 | case SC_KAAHI: |
---|
6203 | val4 = -1; |
---|
6204 | break; |
---|
6205 | //In case the speed reduction comes loaded incorrectly, prevent division by 0. |
---|
6206 | case SC_DONTFORGETME: |
---|
6207 | case SC_CLOAKING: |
---|
6208 | case SC_LONGING: |
---|
6209 | case SC_HIDING: |
---|
6210 | case SC_CHASEWALK: |
---|
6211 | case SC_DEFENDER: |
---|
6212 | if (!val3) val3 = 100; |
---|
6213 | break; |
---|
6214 | } |
---|
6215 | |
---|
6216 | //Those that make you stop attacking/walking.... |
---|
6217 | switch (type) |
---|
6218 | { |
---|
6219 | case SC_FREEZE: |
---|
6220 | case SC_STUN: |
---|
6221 | case SC_SLEEP: |
---|
6222 | case SC_STONE: |
---|
6223 | if (sd && pc_issit(sd)) //Avoid sprite sync problems. |
---|
6224 | pc_setstand(sd); |
---|
6225 | case SC_TRICKDEAD: |
---|
6226 | unit_stop_attack(bl); |
---|
6227 | skill_stop_dancing(bl); |
---|
6228 | // Cancel cast when get status [LuzZza] |
---|
6229 | if (battle_config.sc_castcancel&bl->type) |
---|
6230 | unit_skillcastcancel(bl, 0); |
---|
6231 | case SC_STOP: |
---|
6232 | case SC_CONFUSION: |
---|
6233 | case SC_CLOSECONFINE: |
---|
6234 | case SC_CLOSECONFINE2: |
---|
6235 | case SC_ANKLE: |
---|
6236 | case SC_SPIDERWEB: |
---|
6237 | unit_stop_walking(bl,1); |
---|
6238 | break; |
---|
6239 | case SC_HIDING: |
---|
6240 | case SC_CLOAKING: |
---|
6241 | case SC_CHASEWALK: |
---|
6242 | unit_stop_attack(bl); |
---|
6243 | break; |
---|
6244 | case SC_SILENCE: |
---|
6245 | if (battle_config.sc_castcancel&bl->type) |
---|
6246 | unit_skillcastcancel(bl, 0); |
---|
6247 | break; |
---|
6248 | case SC_FEAR: //Fear Status by [Brainstorm] |
---|
6249 | unit_stop_attack(bl); |
---|
6250 | break; |
---|
6251 | } |
---|
6252 | |
---|
6253 | // Set option as needed. |
---|
6254 | opt_flag = 1; |
---|
6255 | switch(type) |
---|
6256 | { |
---|
6257 | //OPT1 |
---|
6258 | case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; |
---|
6259 | case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; |
---|
6260 | case SC_STUN: sc->opt1 = OPT1_STUN; break; |
---|
6261 | case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; |
---|
6262 | //OPT2 |
---|
6263 | case SC_POISON: sc->opt2 |= OPT2_POISON; break; |
---|
6264 | case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; |
---|
6265 | case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; |
---|
6266 | case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; |
---|
6267 | case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; |
---|
6268 | case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; |
---|
6269 | case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break; |
---|
6270 | case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; |
---|
6271 | //OPT3 |
---|
6272 | case SC_TWOHANDQUICKEN: |
---|
6273 | case SC_SPEARQUICKEN: |
---|
6274 | case SC_CONCENTRATION: |
---|
6275 | sc->opt3 |= 0x1; |
---|
6276 | opt_flag = 0; |
---|
6277 | break; |
---|
6278 | case SC_MAXOVERTHRUST: |
---|
6279 | case SC_OVERTHRUST: |
---|
6280 | case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... |
---|
6281 | sc->opt3 |= 0x2; |
---|
6282 | opt_flag = 0; |
---|
6283 | break; |
---|
6284 | case SC_ENERGYCOAT: |
---|
6285 | case SC_SKE: |
---|
6286 | sc->opt3 |= 0x4; |
---|
6287 | opt_flag = 0; |
---|
6288 | break; |
---|
6289 | case SC_INCATKRATE: |
---|
6290 | //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] |
---|
6291 | if (bl->type != BL_MOB) { |
---|
6292 | opt_flag = 0; |
---|
6293 | break; |
---|
6294 | } |
---|
6295 | case SC_EXPLOSIONSPIRITS: |
---|
6296 | sc->opt3 |= 0x8; |
---|
6297 | opt_flag = 0; |
---|
6298 | break; |
---|
6299 | case SC_STEELBODY: |
---|
6300 | case SC_SKA: |
---|
6301 | sc->opt3 |= 0x10; |
---|
6302 | opt_flag = 0; |
---|
6303 | break; |
---|
6304 | case SC_BLADESTOP: |
---|
6305 | sc->opt3 |= 0x20; |
---|
6306 | opt_flag = 0; |
---|
6307 | break; |
---|
6308 | //0x40 missing? |
---|
6309 | case SC_BERSERK: |
---|
6310 | sc->opt3 |= 0x80; |
---|
6311 | opt_flag = 0; |
---|
6312 | break; |
---|
6313 | //0x100 missing? |
---|
6314 | case SC_DANCING: |
---|
6315 | if ((val1&0xFFFF) == CG_MOONLIT) |
---|
6316 | sc->opt3 |= 0x200; |
---|
6317 | opt_flag = 0; |
---|
6318 | break; |
---|
6319 | case SC_MARIONETTE: |
---|
6320 | case SC_MARIONETTE2: |
---|
6321 | sc->opt3 |= 0x400; |
---|
6322 | opt_flag = 0; |
---|
6323 | break; |
---|
6324 | case SC_ASSUMPTIO: |
---|
6325 | sc->opt3 |= 0x800; |
---|
6326 | opt_flag = 0; |
---|
6327 | break; |
---|
6328 | case SC_WARM: //SG skills [Komurka] |
---|
6329 | sc->opt3 |= 0x1000; |
---|
6330 | opt_flag = 0; |
---|
6331 | break; |
---|
6332 | case SC_KAITE: |
---|
6333 | sc->opt3 |= 0x2000; |
---|
6334 | opt_flag = 0; |
---|
6335 | break; |
---|
6336 | case SC_BUNSINJYUTSU: |
---|
6337 | sc->opt3 |= 0x4000; |
---|
6338 | opt_flag = 0; |
---|
6339 | break; |
---|
6340 | case SC_SPIRIT: |
---|
6341 | sc->opt3 |= 0x8000; |
---|
6342 | opt_flag = 0; |
---|
6343 | break; |
---|
6344 | case SC_CHANGEUNDEAD: |
---|
6345 | sc->opt3 |= 0x10000; |
---|
6346 | opt_flag = 0; |
---|
6347 | break; |
---|
6348 | // TODO: unknown option (looks like the aura of biolab mobs) |
---|
6349 | // case ???: |
---|
6350 | // sc->opt3 |= 0x20000; |
---|
6351 | // opt_flag = 0; |
---|
6352 | // break; |
---|
6353 | //OPTION |
---|
6354 | case SC_HIDING: |
---|
6355 | sc->option |= OPTION_HIDE; |
---|
6356 | break; |
---|
6357 | case SC_CLOAKING: |
---|
6358 | sc->option |= OPTION_CLOAK; |
---|
6359 | break; |
---|
6360 | case SC_CHASEWALK: |
---|
6361 | sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; |
---|
6362 | break; |
---|
6363 | case SC_SIGHT: |
---|
6364 | sc->option |= OPTION_SIGHT; |
---|
6365 | break; |
---|
6366 | case SC_RUWACH: |
---|
6367 | sc->option |= OPTION_RUWACH; |
---|
6368 | break; |
---|
6369 | case SC_WEDDING: |
---|
6370 | sc->option |= OPTION_WEDDING; |
---|
6371 | break; |
---|
6372 | case SC_XMAS: |
---|
6373 | sc->option |= OPTION_XMAS; |
---|
6374 | break; |
---|
6375 | case SC_SUMMER: |
---|
6376 | sc->option |= OPTION_SUMMER; |
---|
6377 | break; |
---|
6378 | case SC_ORCISH: |
---|
6379 | sc->option |= OPTION_ORCISH; |
---|
6380 | break; |
---|
6381 | case SC_FUSION: |
---|
6382 | sc->option |= OPTION_FLYING; |
---|
6383 | break; |
---|
6384 | default: |
---|
6385 | opt_flag = 0; |
---|
6386 | } |
---|
6387 | |
---|
6388 | //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. |
---|
6389 | if(opt_flag) |
---|
6390 | clif_changeoption(bl); |
---|
6391 | |
---|
6392 | if (calc_flag&SCB_DYE) |
---|
6393 | { //Reset DYE color |
---|
6394 | if (vd && vd->cloth_color) |
---|
6395 | { |
---|
6396 | val4 = vd->cloth_color; |
---|
6397 | clif_changelook(bl,LOOK_CLOTHES_COLOR,0); |
---|
6398 | } |
---|
6399 | calc_flag&=~SCB_DYE; |
---|
6400 | } |
---|
6401 | |
---|
6402 | if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex] |
---|
6403 | clif_status_change(bl,StatusIconChangeTable[type],1); |
---|
6404 | else if (sd) //Send packet to self otherwise (disguised player?) |
---|
6405 | clif_status_load(bl,StatusIconChangeTable[type],1); |
---|
6406 | |
---|
6407 | //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. |
---|
6408 | if((sce=sc->data[type])) |
---|
6409 | {// reuse old sc |
---|
6410 | if( sce->timer != INVALID_TIMER ) |
---|
6411 | delete_timer(sce->timer, status_change_timer); |
---|
6412 | } |
---|
6413 | else |
---|
6414 | {// new sc |
---|
6415 | ++(sc->count); |
---|
6416 | sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); |
---|
6417 | } |
---|
6418 | sce->val1 = val1; |
---|
6419 | sce->val2 = val2; |
---|
6420 | sce->val3 = val3; |
---|
6421 | sce->val4 = val4; |
---|
6422 | if (tick >= 0) |
---|
6423 | sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type); |
---|
6424 | else |
---|
6425 | sce->timer = INVALID_TIMER; //Infinite duration |
---|
6426 | |
---|
6427 | if (calc_flag) |
---|
6428 | status_calc_bl(bl,calc_flag); |
---|
6429 | |
---|
6430 | if(sd && sd->pd) |
---|
6431 | pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing |
---|
6432 | |
---|
6433 | if (type==SC_BERSERK) { |
---|
6434 | sce->val2 = 5*status->max_hp/100; |
---|
6435 | status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. |
---|
6436 | status_set_sp(bl, 0, 0); //Damage all SP |
---|
6437 | } else if (type==SC_CHANGE) //Heal all HP/SP |
---|
6438 | status_percent_heal(bl, 100, 100); |
---|
6439 | |
---|
6440 | if (type==SC_RUN) { |
---|
6441 | struct unit_data *ud = unit_bl2ud(bl); |
---|
6442 | if (ud) |
---|
6443 | ud->state.running = unit_run(bl); |
---|
6444 | } |
---|
6445 | return 1; |
---|
6446 | } |
---|
6447 | /*========================================== |
---|
6448 | * Xe[^XÙíSð |
---|
6449 | * type: |
---|
6450 | * 0 - ??? |
---|
6451 | * 1 - ??? |
---|
6452 | * 2 - ??? |
---|
6453 | *------------------------------------------*/ |
---|
6454 | int status_change_clear(struct block_list* bl, int type) |
---|
6455 | { |
---|
6456 | struct status_change* sc; |
---|
6457 | int i; |
---|
6458 | |
---|
6459 | sc = status_get_sc(bl); |
---|
6460 | |
---|
6461 | if (!sc || !sc->count) |
---|
6462 | return 0; |
---|
6463 | |
---|
6464 | if(sc->data[SC_DANCING]) |
---|
6465 | skill_stop_dancing(bl); |
---|
6466 | |
---|
6467 | for(i = 0; i < SC_MAX; i++) |
---|
6468 | { |
---|
6469 | if(!sc->data[i]) |
---|
6470 | continue; |
---|
6471 | |
---|
6472 | if(type == 0) |
---|
6473 | switch (i) |
---|
6474 | { //Type 0: PC killed -> Place here statuses that do not dispel on death. |
---|
6475 | case SC_EDP: |
---|
6476 | case SC_MELTDOWN: |
---|
6477 | case SC_XMAS: |
---|
6478 | case SC_SUMMER: |
---|
6479 | case SC_NOCHAT: |
---|
6480 | case SC_FUSION: |
---|
6481 | case SC_TKREST: |
---|
6482 | case SC_READYSTORM: |
---|
6483 | case SC_READYDOWN: |
---|
6484 | case SC_READYCOUNTER: |
---|
6485 | case SC_READYTURN: |
---|
6486 | case SC_DODGE: |
---|
6487 | case SC_JAILED: |
---|
6488 | case SC_EXPBOOST: |
---|
6489 | case SC_ITEMBOOST: |
---|
6490 | continue; |
---|
6491 | } |
---|
6492 | |
---|
6493 | status_change_end(bl, (sc_type)i, INVALID_TIMER); |
---|
6494 | |
---|
6495 | if( type == 1 && sc->data[i] ) |
---|
6496 | { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] |
---|
6497 | (sc->count)--; |
---|
6498 | if (sc->data[i]->timer != INVALID_TIMER) |
---|
6499 | delete_timer(sc->data[i]->timer, status_change_timer); |
---|
6500 | ers_free(sc_data_ers, sc->data[i]); |
---|
6501 | sc->data[i] = NULL; |
---|
6502 | } |
---|
6503 | } |
---|
6504 | |
---|
6505 | sc->opt1 = 0; |
---|
6506 | sc->opt2 = 0; |
---|
6507 | sc->opt3 = 0; |
---|
6508 | sc->option &= OPTION_MASK; |
---|
6509 | |
---|
6510 | if( type == 0 || type == 2 ) |
---|
6511 | clif_changeoption(bl); |
---|
6512 | |
---|
6513 | return 1; |
---|
6514 | } |
---|
6515 | |
---|
6516 | /*========================================== |
---|
6517 | * Xe[^XÙíI¹ |
---|
6518 | *------------------------------------------*/ |
---|
6519 | int status_change_end(struct block_list* bl, enum sc_type type, int tid) |
---|
6520 | { |
---|
6521 | struct map_session_data *sd; |
---|
6522 | struct status_change *sc; |
---|
6523 | struct status_change_entry *sce; |
---|
6524 | struct status_data *status; |
---|
6525 | struct view_data *vd; |
---|
6526 | int opt_flag=0, calc_flag; |
---|
6527 | |
---|
6528 | nullpo_retr(0, bl); |
---|
6529 | |
---|
6530 | sc = status_get_sc(bl); |
---|
6531 | status = status_get_status_data(bl); |
---|
6532 | |
---|
6533 | if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) |
---|
6534 | return 0; |
---|
6535 | |
---|
6536 | sd = BL_CAST(BL_PC,bl); |
---|
6537 | |
---|
6538 | if (sce->timer != tid && tid != -1) |
---|
6539 | return 0; |
---|
6540 | |
---|
6541 | if (tid == -1) { |
---|
6542 | if (type == SC_ENDURE && sce->val4) |
---|
6543 | //Do not end infinite endure. |
---|
6544 | return 0; |
---|
6545 | if (sce->timer != -1) //Could be a SC with infinite duration |
---|
6546 | delete_timer(sce->timer,status_change_timer); |
---|
6547 | if (sc->opt1) |
---|
6548 | switch (type) { |
---|
6549 | //"Ugly workaround" [Skotlex] |
---|
6550 | //delays status change ending so that a skill that sets opt1 fails to |
---|
6551 | //trigger when it also removed one |
---|
6552 | case SC_STONE: |
---|
6553 | sce->val3 = 0; //Petrify time counter. |
---|
6554 | case SC_FREEZE: |
---|
6555 | case SC_STUN: |
---|
6556 | case SC_SLEEP: |
---|
6557 | if (sce->val1) { |
---|
6558 | //Removing the 'level' shouldn't affect anything in the code |
---|
6559 | //since these SC are not affected by it, and it lets us know |
---|
6560 | //if we have already delayed this attack or not. |
---|
6561 | sce->val1 = 0; |
---|
6562 | sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type); |
---|
6563 | return 1; |
---|
6564 | } |
---|
6565 | } |
---|
6566 | } |
---|
6567 | |
---|
6568 | sc->data[type] = NULL; |
---|
6569 | (sc->count)--; |
---|
6570 | |
---|
6571 | vd = status_get_viewdata(bl); |
---|
6572 | calc_flag = StatusChangeFlagTable[type]; |
---|
6573 | switch(type){ |
---|
6574 | case SC_WEDDING: |
---|
6575 | case SC_XMAS: |
---|
6576 | case SC_SUMMER: |
---|
6577 | if (!vd) break; |
---|
6578 | if (sd) |
---|
6579 | { //Load data from sd->status.* as the stored values could have changed. |
---|
6580 | //Must remove OPTION to prevent class being rechanged. |
---|
6581 | sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER; |
---|
6582 | clif_changeoption(&sd->bl); |
---|
6583 | status_set_viewdata(bl, sd->status.class_); |
---|
6584 | } else { |
---|
6585 | vd->class_ = sce->val1; |
---|
6586 | vd->weapon = sce->val2; |
---|
6587 | vd->shield = sce->val3; |
---|
6588 | vd->cloth_color = sce->val4; |
---|
6589 | } |
---|
6590 | clif_changelook(bl,LOOK_BASE,vd->class_); |
---|
6591 | clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); |
---|
6592 | clif_changelook(bl,LOOK_WEAPON,vd->weapon); |
---|
6593 | clif_changelook(bl,LOOK_SHIELD,vd->shield); |
---|
6594 | break; |
---|
6595 | case SC_RUN: |
---|
6596 | { |
---|
6597 | struct unit_data *ud = unit_bl2ud(bl); |
---|
6598 | bool begin_spurt = true; |
---|
6599 | if (ud) { |
---|
6600 | if(!ud->state.running) |
---|
6601 | begin_spurt = false; |
---|
6602 | ud->state.running = 0; |
---|
6603 | if (ud->walktimer != -1) |
---|
6604 | unit_stop_walking(bl,1); |
---|
6605 | } |
---|
6606 | if (begin_spurt && sce->val1 >= 7 && |
---|
6607 | DIFF_TICK(gettick(), sce->val4) <= 1000 && |
---|
6608 | (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) |
---|
6609 | ) |
---|
6610 | sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1)); |
---|
6611 | } |
---|
6612 | break; |
---|
6613 | case SC_AUTOBERSERK: |
---|
6614 | if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) |
---|
6615 | status_change_end(bl,SC_PROVOKE,-1); |
---|
6616 | break; |
---|
6617 | |
---|
6618 | case SC_ENDURE: |
---|
6619 | case SC_DEFENDER: |
---|
6620 | case SC_REFLECTSHIELD: |
---|
6621 | case SC_AUTOGUARD: |
---|
6622 | if (sd) { |
---|
6623 | struct map_session_data *tsd; |
---|
6624 | int i; |
---|
6625 | for (i = 0; i < 5; i++) |
---|
6626 | { //Clear the status from the others too [Skotlex] |
---|
6627 | if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type]) |
---|
6628 | status_change_end(&tsd->bl,type,-1); |
---|
6629 | } |
---|
6630 | } |
---|
6631 | break; |
---|
6632 | case SC_DEVOTION: |
---|
6633 | { |
---|
6634 | struct map_session_data *md = map_id2sd(sce->val1); |
---|
6635 | //The status could have changed because the Crusader left the game. [Skotlex] |
---|
6636 | if (md) |
---|
6637 | { |
---|
6638 | md->devotion[sce->val2] = 0; |
---|
6639 | clif_devotion(md,NULL); |
---|
6640 | } |
---|
6641 | //Remove inherited status [Skotlex] |
---|
6642 | status_change_end(bl,SC_AUTOGUARD,-1); |
---|
6643 | status_change_end(bl,SC_DEFENDER,-1); |
---|
6644 | status_change_end(bl,SC_REFLECTSHIELD,-1); |
---|
6645 | status_change_end(bl,SC_ENDURE,-1); |
---|
6646 | } |
---|
6647 | break; |
---|
6648 | case SC_BLADESTOP: |
---|
6649 | if(sce->val4) |
---|
6650 | { |
---|
6651 | struct block_list *tbl = (struct block_list *)sce->val4; |
---|
6652 | struct status_change *tsc = status_get_sc(tbl); |
---|
6653 | sce->val4 = 0; |
---|
6654 | if(tsc && tsc->data[SC_BLADESTOP]) |
---|
6655 | { |
---|
6656 | tsc->data[SC_BLADESTOP]->val4 = 0; |
---|
6657 | status_change_end(tbl,SC_BLADESTOP,-1); |
---|
6658 | } |
---|
6659 | clif_bladestop(bl,tbl,0); |
---|
6660 | } |
---|
6661 | break; |
---|
6662 | case SC_DANCING: |
---|
6663 | { |
---|
6664 | struct map_session_data *dsd; |
---|
6665 | struct status_change_entry *dsc; |
---|
6666 | struct skill_unit_group *group; |
---|
6667 | if(sce->val2) |
---|
6668 | { |
---|
6669 | group = (struct skill_unit_group *)sce->val2; |
---|
6670 | sce->val2 = 0; |
---|
6671 | skill_delunitgroup(bl, group); |
---|
6672 | } |
---|
6673 | if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))){ |
---|
6674 | dsc = dsd->sc.data[type]; |
---|
6675 | if(dsc) |
---|
6676 | { //This will prevent recursive loops. |
---|
6677 | dsc->val2 = dsc->val4 = 0; |
---|
6678 | status_change_end(&dsd->bl, type, -1); |
---|
6679 | } |
---|
6680 | } |
---|
6681 | } |
---|
6682 | if ((sce->val1&0xFFFF) == CG_MOONLIT) |
---|
6683 | clif_status_change(bl,SI_MOONLIT,0); |
---|
6684 | |
---|
6685 | status_change_end(bl,SC_LONGING,-1); |
---|
6686 | break; |
---|
6687 | case SC_NOCHAT: |
---|
6688 | if (sd && sd->status.manner < 0 && tid != -1) |
---|
6689 | sd->status.manner = 0; |
---|
6690 | if (sd) |
---|
6691 | { |
---|
6692 | clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); |
---|
6693 | clif_updatestatus(sd,SP_MANNER); |
---|
6694 | } |
---|
6695 | break; |
---|
6696 | case SC_SPLASHER: |
---|
6697 | //Why is Doom here? |
---|
6698 | case SC_DOOM: // Warlock Curse of Doom [Brain] |
---|
6699 | { |
---|
6700 | struct block_list *src=map_id2bl(sce->val3); |
---|
6701 | if(src && tid!=-1) |
---|
6702 | skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL ); |
---|
6703 | } |
---|
6704 | break; |
---|
6705 | case SC_CLOSECONFINE2: |
---|
6706 | { |
---|
6707 | struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL; |
---|
6708 | struct status_change *sc2 = src?status_get_sc(src):NULL; |
---|
6709 | if (src && sc2 && sc2->data[SC_CLOSECONFINE]) { |
---|
6710 | //If status was already ended, do nothing. |
---|
6711 | //Decrease count |
---|
6712 | if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up. |
---|
6713 | status_change_end(src, SC_CLOSECONFINE, -1); |
---|
6714 | } |
---|
6715 | } |
---|
6716 | case SC_CLOSECONFINE: |
---|
6717 | if (sce->val2 > 0) { |
---|
6718 | //Caster has been unlocked... nearby chars need to be unlocked. |
---|
6719 | int range = 1 |
---|
6720 | +skill_get_range2(bl, status_sc2skill(type), sce->val1) |
---|
6721 | +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... |
---|
6722 | map_foreachinarea(status_change_timer_sub, |
---|
6723 | bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick()); |
---|
6724 | } |
---|
6725 | break; |
---|
6726 | case SC_COMBO: //Clear last used skill when it is part of a combo. |
---|
6727 | if (sd && sd->skillid_old == sce->val1) |
---|
6728 | sd->skillid_old = sd->skilllv_old = 0; |
---|
6729 | break; |
---|
6730 | |
---|
6731 | case SC_MARIONETTE: |
---|
6732 | case SC_MARIONETTE2: /// Marionette target |
---|
6733 | if (sce->val1) |
---|
6734 | { // check for partner and end their marionette status as well |
---|
6735 | enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; |
---|
6736 | struct block_list *pbl = map_id2bl(sce->val1); |
---|
6737 | struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; |
---|
6738 | |
---|
6739 | if (sc2 && sc2->data[type2]) |
---|
6740 | { |
---|
6741 | sc2->data[type2]->val1 = 0; |
---|
6742 | status_change_end(pbl, type2, -1); |
---|
6743 | } |
---|
6744 | } |
---|
6745 | break; |
---|
6746 | |
---|
6747 | case SC_BERSERK: |
---|
6748 | //If val2 is removed, no HP penalty (dispelled?) [Skotlex] |
---|
6749 | if(status->hp > 100 && sce->val2) |
---|
6750 | status_set_hp(bl, 100, 0); |
---|
6751 | if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) |
---|
6752 | { |
---|
6753 | sc->data[SC_ENDURE]->val4 = 0; |
---|
6754 | status_change_end(bl, SC_ENDURE, -1); |
---|
6755 | } |
---|
6756 | sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), |
---|
6757 | skill_get_time(LK_BERSERK, sce->val1)); |
---|
6758 | break; |
---|
6759 | case SC_GOSPEL: |
---|
6760 | if (sce->val3) { //Clear the group. |
---|
6761 | struct skill_unit_group *group = (struct skill_unit_group *)sce->val3; |
---|
6762 | sce->val3 = 0; |
---|
6763 | skill_delunitgroup(bl, group); |
---|
6764 | } |
---|
6765 | break; |
---|
6766 | case SC_HERMODE: |
---|
6767 | if(sce->val3 == BCT_SELF) |
---|
6768 | skill_clear_unitgroup(bl); |
---|
6769 | break; |
---|
6770 | case SC_BASILICA: //Clear the skill area. [Skotlex] |
---|
6771 | skill_clear_unitgroup(bl); |
---|
6772 | break; |
---|
6773 | case SC_TRICKDEAD: |
---|
6774 | if (vd) vd->dead_sit = 0; |
---|
6775 | break; |
---|
6776 | case SC_WARM: |
---|
6777 | if (sce->val4) { //Clear the group. |
---|
6778 | struct skill_unit_group *group = (struct skill_unit_group *)sce->val4; |
---|
6779 | sce->val4 = 0; |
---|
6780 | skill_delunitgroup(bl, group); |
---|
6781 | } |
---|
6782 | break; |
---|
6783 | case SC_KAAHI: |
---|
6784 | //Delete timer if it exists. |
---|
6785 | if (sce->val4 != -1) |
---|
6786 | delete_timer(sce->val4,kaahi_heal_timer); |
---|
6787 | break; |
---|
6788 | case SC_JAILED: |
---|
6789 | if(tid == -1) |
---|
6790 | break; |
---|
6791 | //natural expiration. |
---|
6792 | if(sd && sd->mapindex == sce->val2) |
---|
6793 | pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3); |
---|
6794 | break; //guess hes not in jail :P |
---|
6795 | case SC_CHANGE: |
---|
6796 | if (tid == -1) |
---|
6797 | break; |
---|
6798 | // "lose almost all their HP and SP" on natural expiration. |
---|
6799 | status_set_hp(bl, 10, 0); |
---|
6800 | status_set_sp(bl, 10, 0); |
---|
6801 | break; |
---|
6802 | case SC_AUTOTRADE: |
---|
6803 | if (tid == -1) |
---|
6804 | break; |
---|
6805 | vending_closevending(sd); |
---|
6806 | map_quit(sd); |
---|
6807 | // Because map_quit calls status_change_end with tid -1 |
---|
6808 | // from here it's not neccesary to continue |
---|
6809 | return 1; |
---|
6810 | break; |
---|
6811 | } |
---|
6812 | |
---|
6813 | opt_flag = 1; |
---|
6814 | switch(type){ |
---|
6815 | case SC_STONE: |
---|
6816 | case SC_FREEZE: |
---|
6817 | case SC_STUN: |
---|
6818 | case SC_SLEEP: |
---|
6819 | sc->opt1 = 0; |
---|
6820 | break; |
---|
6821 | |
---|
6822 | case SC_POISON: |
---|
6823 | case SC_CURSE: |
---|
6824 | case SC_SILENCE: |
---|
6825 | case SC_BLIND: |
---|
6826 | sc->opt2 &= ~(1<<(type-SC_POISON)); |
---|
6827 | break; |
---|
6828 | case SC_DPOISON: |
---|
6829 | sc->opt2 &= ~OPT2_DPOISON; |
---|
6830 | break; |
---|
6831 | case SC_SIGNUMCRUCIS: |
---|
6832 | sc->opt2 &= ~OPT2_SIGNUMCRUCIS; |
---|
6833 | break; |
---|
6834 | |
---|
6835 | case SC_HIDING: |
---|
6836 | sc->option &= ~OPTION_HIDE; |
---|
6837 | opt_flag|= 2|4; //Check for warp trigger + AoE trigger |
---|
6838 | break; |
---|
6839 | case SC_CLOAKING: |
---|
6840 | sc->option &= ~OPTION_CLOAK; |
---|
6841 | opt_flag|= 2; |
---|
6842 | break; |
---|
6843 | case SC_CHASEWALK: |
---|
6844 | sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); |
---|
6845 | opt_flag|= 2; |
---|
6846 | break; |
---|
6847 | case SC_SIGHT: |
---|
6848 | sc->option &= ~OPTION_SIGHT; |
---|
6849 | break; |
---|
6850 | case SC_WEDDING: |
---|
6851 | sc->option &= ~OPTION_WEDDING; |
---|
6852 | break; |
---|
6853 | case SC_XMAS: |
---|
6854 | sc->option &= ~OPTION_XMAS; |
---|
6855 | break; |
---|
6856 | case SC_SUMMER: |
---|
6857 | sc->option &= ~OPTION_SUMMER; |
---|
6858 | break; |
---|
6859 | case SC_ORCISH: |
---|
6860 | sc->option &= ~OPTION_ORCISH; |
---|
6861 | break; |
---|
6862 | case SC_RUWACH: |
---|
6863 | sc->option &= ~OPTION_RUWACH; |
---|
6864 | break; |
---|
6865 | case SC_FUSION: |
---|
6866 | sc->option &= ~OPTION_FLYING; |
---|
6867 | break; |
---|
6868 | //opt3 |
---|
6869 | case SC_TWOHANDQUICKEN: |
---|
6870 | case SC_ONEHAND: |
---|
6871 | case SC_SPEARQUICKEN: |
---|
6872 | case SC_CONCENTRATION: |
---|
6873 | sc->opt3 &= ~0x1; |
---|
6874 | opt_flag = 0; |
---|
6875 | break; |
---|
6876 | case SC_OVERTHRUST: |
---|
6877 | case SC_MAXOVERTHRUST: |
---|
6878 | case SC_SWOO: |
---|
6879 | sc->opt3 &= ~0x2; |
---|
6880 | opt_flag = 0; |
---|
6881 | break; |
---|
6882 | case SC_ENERGYCOAT: |
---|
6883 | case SC_SKE: |
---|
6884 | sc->opt3 &= ~0x4; |
---|
6885 | opt_flag = 0; |
---|
6886 | break; |
---|
6887 | case SC_INCATKRATE: //Simulated Explosion spirits effect. |
---|
6888 | if (bl->type != BL_MOB) |
---|
6889 | { |
---|
6890 | opt_flag = 0; |
---|
6891 | break; |
---|
6892 | } |
---|
6893 | case SC_EXPLOSIONSPIRITS: |
---|
6894 | sc->opt3 &= ~0x8; |
---|
6895 | opt_flag = 0; |
---|
6896 | break; |
---|
6897 | case SC_STEELBODY: |
---|
6898 | case SC_SKA: |
---|
6899 | sc->opt3 &= ~0x10; |
---|
6900 | opt_flag = 0; |
---|
6901 | break; |
---|
6902 | case SC_BLADESTOP: |
---|
6903 | sc->opt3 &= ~0x20; |
---|
6904 | opt_flag = 0; |
---|
6905 | break; |
---|
6906 | case SC_BERSERK: |
---|
6907 | sc->opt3 &= ~0x80; |
---|
6908 | opt_flag = 0; |
---|
6909 | break; |
---|
6910 | case SC_DANCING: |
---|
6911 | if ((sce->val1&0xFFFF) == CG_MOONLIT) |
---|
6912 | sc->opt3 &= ~0x200; |
---|
6913 | opt_flag = 0; |
---|
6914 | break; |
---|
6915 | case SC_MARIONETTE: |
---|
6916 | case SC_MARIONETTE2: |
---|
6917 | sc->opt3 &= ~0x400; |
---|
6918 | opt_flag = 0; |
---|
6919 | break; |
---|
6920 | case SC_ASSUMPTIO: |
---|
6921 | sc->opt3 &= ~0x800; |
---|
6922 | opt_flag = 0; |
---|
6923 | break; |
---|
6924 | case SC_WARM: //SG skills [Komurka] |
---|
6925 | sc->opt3 &= ~0x1000; |
---|
6926 | opt_flag = 0; |
---|
6927 | break; |
---|
6928 | case SC_KAITE: |
---|
6929 | sc->opt3 &= ~0x2000; |
---|
6930 | opt_flag = 0; |
---|
6931 | break; |
---|
6932 | case SC_BUNSINJYUTSU: |
---|
6933 | sc->opt3 &= ~0x4000; |
---|
6934 | opt_flag = 0; |
---|
6935 | break; |
---|
6936 | case SC_SPIRIT: |
---|
6937 | sc->opt3 &= ~0x8000; |
---|
6938 | opt_flag = 0; |
---|
6939 | break; |
---|
6940 | case SC_CHANGEUNDEAD: |
---|
6941 | sc->opt3 &= ~0x10000; |
---|
6942 | opt_flag = 0; |
---|
6943 | break; |
---|
6944 | // TODO: |
---|
6945 | // case ???: |
---|
6946 | // sc->opt3 &= ~0x20000; |
---|
6947 | // opt_flag = 0; |
---|
6948 | // break; |
---|
6949 | default: |
---|
6950 | opt_flag = 0; |
---|
6951 | } |
---|
6952 | |
---|
6953 | if (calc_flag&SCB_DYE) |
---|
6954 | { //Restore DYE color |
---|
6955 | if (vd && !vd->cloth_color && sce->val4) |
---|
6956 | clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); |
---|
6957 | calc_flag&=~SCB_DYE; |
---|
6958 | } |
---|
6959 | |
---|
6960 | //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. |
---|
6961 | if (vd && pcdb_checkid(vd->class_)) |
---|
6962 | clif_status_change(bl,StatusIconChangeTable[type],0); |
---|
6963 | else if (sd) |
---|
6964 | clif_status_load(bl,StatusIconChangeTable[type],0); |
---|
6965 | |
---|
6966 | if(opt_flag) |
---|
6967 | clif_changeoption(bl); |
---|
6968 | |
---|
6969 | if (calc_flag) |
---|
6970 | status_calc_bl(bl,calc_flag); |
---|
6971 | |
---|
6972 | if(opt_flag&4) //Out of hiding, invoke on place. |
---|
6973 | skill_unit_move(bl,gettick(),1); |
---|
6974 | |
---|
6975 | if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) |
---|
6976 | npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. |
---|
6977 | |
---|
6978 | ers_free(sc_data_ers, sce); |
---|
6979 | return 1; |
---|
6980 | } |
---|
6981 | |
---|
6982 | int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data) |
---|
6983 | { |
---|
6984 | struct block_list *bl; |
---|
6985 | struct status_change *sc; |
---|
6986 | struct status_change_entry *sce; |
---|
6987 | struct status_data *status; |
---|
6988 | int hp; |
---|
6989 | |
---|
6990 | if(!((bl=map_id2bl(id))&& |
---|
6991 | (sc=status_get_sc(bl)) && |
---|
6992 | (sce = sc->data[SC_KAAHI]))) |
---|
6993 | return 0; |
---|
6994 | |
---|
6995 | if(sce->val4 != tid) { |
---|
6996 | ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4); |
---|
6997 | sce->val4=-1; |
---|
6998 | return 0; |
---|
6999 | } |
---|
7000 | |
---|
7001 | status=status_get_status_data(bl); |
---|
7002 | if(!status_charge(bl, 0, sce->val3)) { |
---|
7003 | sce->val4=-1; |
---|
7004 | return 0; |
---|
7005 | } |
---|
7006 | |
---|
7007 | hp = status->max_hp - status->hp; |
---|
7008 | if (hp > sce->val2) |
---|
7009 | hp = sce->val2; |
---|
7010 | if (hp) |
---|
7011 | status_heal(bl, hp, 0, 2); |
---|
7012 | sce->val4=-1; |
---|
7013 | return 1; |
---|
7014 | } |
---|
7015 | |
---|
7016 | /*========================================== |
---|
7017 | * Xe[^XÙíI¹^C}[ |
---|
7018 | *------------------------------------------*/ |
---|
7019 | int status_change_timer(int tid, unsigned int tick, int id, intptr data) |
---|
7020 | { |
---|
7021 | enum sc_type type = (sc_type)data; |
---|
7022 | struct block_list *bl; |
---|
7023 | struct map_session_data *sd; |
---|
7024 | struct status_data *status; |
---|
7025 | struct status_change *sc; |
---|
7026 | struct status_change_entry *sce; |
---|
7027 | |
---|
7028 | bl = map_id2bl(id); |
---|
7029 | if(!bl) |
---|
7030 | { |
---|
7031 | ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data); |
---|
7032 | return 0; |
---|
7033 | } |
---|
7034 | sc = status_get_sc(bl); |
---|
7035 | status = status_get_status_data(bl); |
---|
7036 | |
---|
7037 | if(!(sc && (sce = sc->data[type]))) |
---|
7038 | { |
---|
7039 | ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type); |
---|
7040 | return 0; |
---|
7041 | } |
---|
7042 | |
---|
7043 | if( sce->timer != tid ) |
---|
7044 | { |
---|
7045 | ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); |
---|
7046 | return 0; |
---|
7047 | } |
---|
7048 | |
---|
7049 | sd = BL_CAST(BL_PC, bl); |
---|
7050 | |
---|
7051 | // set the next timer of the sce (don't assume the status still exists) |
---|
7052 | #define sc_timer_next(t,f,i,d) \ |
---|
7053 | if( (sce=sc->data[type]) ) \ |
---|
7054 | sce->timer = add_timer(t,f,i,d); \ |
---|
7055 | else \ |
---|
7056 | ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) |
---|
7057 | |
---|
7058 | switch(type) |
---|
7059 | { |
---|
7060 | case SC_MAXIMIZEPOWER: |
---|
7061 | case SC_CLOAKING: |
---|
7062 | if(!status_charge(bl, 0, 1)) |
---|
7063 | break; //Not enough SP to continue. |
---|
7064 | sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); |
---|
7065 | return 0; |
---|
7066 | case SC_LUST: // Adept Blood Lust [Brain] |
---|
7067 | if(!status_charge(bl, status->max_hp/100, 0)) |
---|
7068 | break; //Not enough HP to continue. |
---|
7069 | sc_timer_next(sce->val3+tick, status_change_timer, bl->id, data); |
---|
7070 | return 0; |
---|
7071 | case SC_DEATHPACT: // Necro Death Pact [Brain] |
---|
7072 | // Drains 1 HP every second (status wont kill, but dying will cancel it) |
---|
7073 | status_charge(bl, 1, 0); |
---|
7074 | sc_timer_next(sce->val3+tick, status_change_timer, bl->id, data); |
---|
7075 | return 0; |
---|
7076 | case SC_OVERWHELMING: // Warlock Overwhelming Evil [Brain] |
---|
7077 | if(!status_charge(bl, 0, status->max_sp/100)) |
---|
7078 | break; //Not enough SP to continue. |
---|
7079 | sc_timer_next(sce->val3+tick, status_change_timer, bl->id, data); |
---|
7080 | return 0; |
---|
7081 | |
---|
7082 | case SC_CHASEWALK: |
---|
7083 | if(!status_charge(bl, 0, sce->val4)) |
---|
7084 | break; //Not enough SP to continue. |
---|
7085 | |
---|
7086 | if (!sc->data[SC_INCSTR]) { |
---|
7087 | sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1), |
---|
7088 | (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration |
---|
7089 | *skill_get_time2(status_sc2skill(type),sce->val1)); |
---|
7090 | } |
---|
7091 | sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); |
---|
7092 | return 0; |
---|
7093 | break; |
---|
7094 | |
---|
7095 | case SC_SKA: |
---|
7096 | if(--(sce->val2)>0){ |
---|
7097 | sce->val3 = rand()%100; //Random defense. |
---|
7098 | sc_timer_next(1000+tick, status_change_timer,bl->id, data); |
---|
7099 | return 0; |
---|
7100 | } |
---|
7101 | break; |
---|
7102 | |
---|
7103 | case SC_HIDING: |
---|
7104 | if(--(sce->val2)>0){ |
---|
7105 | |
---|
7106 | if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) |
---|
7107 | break; //Fail if it's time to substract SP and there isn't. |
---|
7108 | |
---|
7109 | sc_timer_next(1000+tick, status_change_timer,bl->id, data); |
---|
7110 | return 0; |
---|
7111 | } |
---|
7112 | break; |
---|
7113 | |
---|
7114 | case SC_SIGHT: |
---|
7115 | case SC_RUWACH: |
---|
7116 | case SC_SIGHTBLASTER: |
---|
7117 | map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); |
---|
7118 | |
---|
7119 | if( --(sce->val2)>0 ){ |
---|
7120 | sc_timer_next(250+tick, status_change_timer, bl->id, data); |
---|
7121 | return 0; |
---|
7122 | } |
---|
7123 | break; |
---|
7124 | |
---|
7125 | case SC_PROVOKE: |
---|
7126 | if(sce->val2) { //Auto-provoke (it is ended in status_heal) |
---|
7127 | sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); |
---|
7128 | return 0; |
---|
7129 | } |
---|
7130 | break; |
---|
7131 | |
---|
7132 | case SC_STONE: |
---|
7133 | if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { |
---|
7134 | sce->val4 = 0; |
---|
7135 | unit_stop_walking(bl,1); |
---|
7136 | sc->opt1 = OPT1_STONE; |
---|
7137 | clif_changeoption(bl); |
---|
7138 | sc_timer_next(1000+tick,status_change_timer, bl->id, data ); |
---|
7139 | status_calc_bl(bl, StatusChangeFlagTable[type]); |
---|
7140 | return 0; |
---|
7141 | } |
---|
7142 | if(--(sce->val3) > 0) { |
---|
7143 | if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) |
---|
7144 | status_percent_damage(NULL, bl, 1, 0, false); |
---|
7145 | sc_timer_next(1000+tick,status_change_timer, bl->id, data ); |
---|
7146 | return 0; |
---|
7147 | } |
---|
7148 | break; |
---|
7149 | |
---|
7150 | case SC_POISON: |
---|
7151 | if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left. |
---|
7152 | break; |
---|
7153 | case SC_DPOISON: |
---|
7154 | if (--(sce->val3) > 0) { |
---|
7155 | if (!sc->data[SC_SLOWPOISON]) { |
---|
7156 | bool flag; |
---|
7157 | map_freeblock_lock(); |
---|
7158 | status_zap(bl, sce->val4, 0); |
---|
7159 | flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel. |
---|
7160 | map_freeblock_unlock(); |
---|
7161 | if (flag) return 0; //target died, SC cancelled already. |
---|
7162 | } |
---|
7163 | sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); |
---|
7164 | return 0; |
---|
7165 | } |
---|
7166 | break; |
---|
7167 | |
---|
7168 | case SC_TENSIONRELAX: |
---|
7169 | if(status->max_hp > status->hp && --(sce->val3) > 0){ |
---|
7170 | sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); |
---|
7171 | return 0; |
---|
7172 | } |
---|
7173 | break; |
---|
7174 | |
---|
7175 | case SC_BLEEDING: |
---|
7176 | if (--(sce->val4) >= 0) { |
---|
7177 | int flag; |
---|
7178 | map_freeblock_lock(); |
---|
7179 | status_fix_damage(NULL, bl, rand()%600 + 200, 0); |
---|
7180 | flag = !sc->data[type]; |
---|
7181 | map_freeblock_unlock(); |
---|
7182 | if (flag) return 0; //SC already ended. |
---|
7183 | sc_timer_next(10000 + tick, status_change_timer, bl->id, data); |
---|
7184 | return 0; |
---|
7185 | } |
---|
7186 | break; |
---|
7187 | |
---|
7188 | case SC_KNOWLEDGE: |
---|
7189 | if (!sd) break; |
---|
7190 | if(bl->m == sd->feel_map[0].m || |
---|
7191 | bl->m == sd->feel_map[1].m || |
---|
7192 | bl->m == sd->feel_map[2].m) |
---|
7193 | { //Timeout will be handled by pc_setpos |
---|
7194 | sce->timer = INVALID_TIMER; |
---|
7195 | return 0; |
---|
7196 | } |
---|
7197 | break; |
---|
7198 | |
---|
7199 | case SC_HPREGEN: |
---|
7200 | case SC_SPREGEN: |
---|
7201 | if( sd && --(sce->val4) >= 0 ) |
---|
7202 | { |
---|
7203 | // val1 < 0 = per max% | val1 > 0 = exact amount |
---|
7204 | int hp = 0, sp = 0; |
---|
7205 | if( type == SC_HPREGEN && status->hp < status->max_hp ) |
---|
7206 | hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; |
---|
7207 | else if( type == SC_SPREGEN && status->sp < status->max_sp ) |
---|
7208 | sp = (sce->val1 < 0) ? (int)(sd->status.max_sp * -1 * sce->val1 / 100.) : sce->val1 ; |
---|
7209 | |
---|
7210 | status_heal(bl, hp, sp, 2); |
---|
7211 | sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data ); |
---|
7212 | return 0; |
---|
7213 | } |
---|
7214 | break; |
---|
7215 | |
---|
7216 | case SC_DANCING: //_XXLÌÔSPÁï |
---|
7217 | { |
---|
7218 | int s = 0; |
---|
7219 | int sp = 1; |
---|
7220 | int counter = (sce->val3)>>16; |
---|
7221 | if (--counter <= 0) |
---|
7222 | break; |
---|
7223 | sce->val3&= 0xFFFF; //Remove counter |
---|
7224 | sce->val3|=(counter<<16);//Reset it. |
---|
7225 | switch(sce->val1&0xFFFF){ |
---|
7226 | case BD_RICHMANKIM: |
---|
7227 | case BD_DRUMBATTLEFIELD: |
---|
7228 | case BD_RINGNIBELUNGEN: |
---|
7229 | case BD_SIEGFRIED: |
---|
7230 | case BA_DISSONANCE: |
---|
7231 | case BA_ASSASSINCROSS: |
---|
7232 | case DC_UGLYDANCE: |
---|
7233 | s=3; |
---|
7234 | break; |
---|
7235 | case BD_LULLABY: |
---|
7236 | case BD_ETERNALCHAOS: |
---|
7237 | case BD_ROKISWEIL: |
---|
7238 | case DC_FORTUNEKISS: |
---|
7239 | s=4; |
---|
7240 | break; |
---|
7241 | case CG_HERMODE: |
---|
7242 | case BD_INTOABYSS: |
---|
7243 | case BA_WHISTLE: |
---|
7244 | case DC_HUMMING: |
---|
7245 | case BA_POEMBRAGI: |
---|
7246 | case DC_SERVICEFORYOU: |
---|
7247 | s=5; |
---|
7248 | break; |
---|
7249 | case BA_APPLEIDUN: |
---|
7250 | s=6; |
---|
7251 | break; |
---|
7252 | case CG_MOONLIT: |
---|
7253 | //Moonlit's cost is 4sp*skill_lv [Skotlex] |
---|
7254 | sp= 4*(sce->val1>>16); |
---|
7255 | //Upkeep is also every 10 secs. |
---|
7256 | case DC_DONTFORGETME: |
---|
7257 | s=10; |
---|
7258 | break; |
---|
7259 | } |
---|
7260 | if (s && (counter%s == 0)) |
---|
7261 | { |
---|
7262 | if (sc->data[SC_LONGING]) |
---|
7263 | sp*= 3; |
---|
7264 | if (!status_charge(bl, 0, sp)) |
---|
7265 | break; |
---|
7266 | } |
---|
7267 | sc_timer_next(1000+tick, status_change_timer, bl->id, data); |
---|
7268 | return 0; |
---|
7269 | } |
---|
7270 | break; |
---|
7271 | |
---|
7272 | case SC_DEVOTION: |
---|
7273 | //FIXME: use normal status duration instead of a looping timer |
---|
7274 | if( (sce->val4 -= 1000) > 0 ) |
---|
7275 | { |
---|
7276 | sc_timer_next(1000+tick, status_change_timer, bl->id, data); |
---|
7277 | return 0; |
---|
7278 | } |
---|
7279 | break; |
---|
7280 | |
---|
7281 | case SC_BERSERK: |
---|
7282 | // 5% every 10 seconds [DracoRPG] |
---|
7283 | if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0)) |
---|
7284 | { |
---|
7285 | sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); |
---|
7286 | return 0; |
---|
7287 | } |
---|
7288 | break; |
---|
7289 | |
---|
7290 | case SC_NOCHAT: |
---|
7291 | if(sd){ |
---|
7292 | sd->status.manner++; |
---|
7293 | clif_changestatus(bl,SP_MANNER,sd->status.manner); |
---|
7294 | clif_updatestatus(sd,SP_MANNER); |
---|
7295 | if (sd->status.manner < 0) |
---|
7296 | { //Every 60 seconds your manner goes up by 1 until it gets back to 0. |
---|
7297 | sc_timer_next(60000+tick, status_change_timer, bl->id, data); |
---|
7298 | return 0; |
---|
7299 | } |
---|
7300 | } |
---|
7301 | break; |
---|
7302 | |
---|
7303 | case SC_SPLASHER: |
---|
7304 | // custom Venom Splasher countdown timer |
---|
7305 | //if (sce->val4 % 1000 == 0) { |
---|
7306 | // char timer[10]; |
---|
7307 | // snprintf (timer, 10, "%d", sce->val4/1000); |
---|
7308 | // clif_message(bl, timer); |
---|
7309 | //} |
---|
7310 | if((sce->val4 -= 500) > 0) { |
---|
7311 | sc_timer_next(500 + tick, status_change_timer, bl->id, data); |
---|
7312 | return 0; |
---|
7313 | } |
---|
7314 | break; |
---|
7315 | case SC_DOOM: // Warlock Curse of Doom [Brain] |
---|
7316 | if((sce->val4 -= 500) > 0) { |
---|
7317 | sc_timer_next(500 + tick, status_change_timer, bl->id, data); |
---|
7318 | return 0; |
---|
7319 | } |
---|
7320 | break; |
---|
7321 | |
---|
7322 | case SC_MARIONETTE: |
---|
7323 | case SC_MARIONETTE2: |
---|
7324 | { |
---|
7325 | struct block_list *pbl = map_id2bl(sce->val1); |
---|
7326 | if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0) |
---|
7327 | { |
---|
7328 | sc_timer_next(1000 + tick, status_change_timer, bl->id, data); |
---|
7329 | return 0; |
---|
7330 | } |
---|
7331 | } |
---|
7332 | break; |
---|
7333 | |
---|
7334 | case SC_GOSPEL: |
---|
7335 | if(sce->val4 == BCT_SELF && --(sce->val2) > 0) |
---|
7336 | { |
---|
7337 | int hp, sp; |
---|
7338 | hp = (sce->val1 > 5) ? 45 : 30; |
---|
7339 | sp = (sce->val1 > 5) ? 35 : 20; |
---|
7340 | if(!status_charge(bl, hp, sp)) |
---|
7341 | break; |
---|
7342 | sc_timer_next(10000+tick, status_change_timer, bl->id, data); |
---|
7343 | return 0; |
---|
7344 | } |
---|
7345 | break; |
---|
7346 | |
---|
7347 | case SC_GUILDAURA: |
---|
7348 | { |
---|
7349 | struct block_list *tbl = map_id2bl(sce->val2); |
---|
7350 | |
---|
7351 | if (tbl && battle_check_range(bl, tbl, 2)){ |
---|
7352 | sc_timer_next(1000 + tick, status_change_timer, bl->id, data); |
---|
7353 | return 0; |
---|
7354 | } |
---|
7355 | } |
---|
7356 | break; |
---|
7357 | |
---|
7358 | case SC_JAILED: |
---|
7359 | if(sce->val1 == INT_MAX || --(sce->val1) > 0) |
---|
7360 | { |
---|
7361 | sc_timer_next(60000+tick, status_change_timer, bl->id,data); |
---|
7362 | return 0; |
---|
7363 | } |
---|
7364 | break; |
---|
7365 | |
---|
7366 | case SC_BLIND: |
---|
7367 | if(sc->data[SC_FOGWALL]) |
---|
7368 | { //Blind lasts forever while you are standing on the fog. |
---|
7369 | sc_timer_next(5000+tick, status_change_timer, bl->id, data); |
---|
7370 | return 0; |
---|
7371 | } |
---|
7372 | break; |
---|
7373 | } |
---|
7374 | |
---|
7375 | // default for all non-handled control paths is to end the status |
---|
7376 | return status_change_end( bl,type,tid ); |
---|
7377 | #undef sc_timer_next |
---|
7378 | } |
---|
7379 | |
---|
7380 | /*========================================== |
---|
7381 | * Xe[^XÙí^C}[ÍÍ |
---|
7382 | *------------------------------------------*/ |
---|
7383 | int status_change_timer_sub(struct block_list* bl, va_list ap) |
---|
7384 | { |
---|
7385 | struct map_session_data *sd, *tsd; |
---|
7386 | struct status_change* tsc; |
---|
7387 | |
---|
7388 | struct block_list* src = va_arg(ap,struct block_list*); |
---|
7389 | struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); |
---|
7390 | enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int |
---|
7391 | unsigned int tick = va_arg(ap,unsigned int); |
---|
7392 | |
---|
7393 | if (status_isdead(bl)) |
---|
7394 | return 0; |
---|
7395 | |
---|
7396 | tsc = status_get_sc(bl); |
---|
7397 | |
---|
7398 | sd = BL_CAST(BL_PC, src); |
---|
7399 | tsd = BL_CAST(BL_PC, bl); |
---|
7400 | |
---|
7401 | switch( type ) |
---|
7402 | { |
---|
7403 | case SC_SIGHT: /* TCg */ |
---|
7404 | case SC_CONCENTRATE: |
---|
7405 | status_change_end(bl, SC_HIDING, -1); |
---|
7406 | status_change_end(bl, SC_CLOAKING, -1); |
---|
7407 | break; |
---|
7408 | case SC_RUWACH: /* At */ |
---|
7409 | if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) { |
---|
7410 | status_change_end(bl, SC_HIDING, -1); |
---|
7411 | status_change_end(bl, SC_CLOAKING, -1); |
---|
7412 | if(battle_check_target( src, bl, BCT_ENEMY ) > 0) |
---|
7413 | skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); |
---|
7414 | } |
---|
7415 | break; |
---|
7416 | case SC_SIGHTBLASTER: |
---|
7417 | if (battle_check_target( src, bl, BCT_ENEMY ) > 0 && |
---|
7418 | status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) |
---|
7419 | { |
---|
7420 | skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); |
---|
7421 | if (sce) sce->val2 = 0; //This signals it to end. |
---|
7422 | } |
---|
7423 | break; |
---|
7424 | case SC_CLOSECONFINE: |
---|
7425 | //Lock char has released the hold on everyone... |
---|
7426 | if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) { |
---|
7427 | tsc->data[SC_CLOSECONFINE2]->val2 = 0; |
---|
7428 | status_change_end(bl, SC_CLOSECONFINE2, -1); |
---|
7429 | } |
---|
7430 | break; |
---|
7431 | } |
---|
7432 | return 0; |
---|
7433 | } |
---|
7434 | |
---|
7435 | /*========================================== |
---|
7436 | * Clears buffs/debuffs of a character. |
---|
7437 | * type&1 -> buffs, type&2 -> debuffs |
---|
7438 | *------------------------------------------*/ |
---|
7439 | int status_change_clear_buffs (struct block_list* bl, int type) |
---|
7440 | { |
---|
7441 | int i; |
---|
7442 | struct status_change *sc= status_get_sc(bl); |
---|
7443 | |
---|
7444 | if (!sc || !sc->count) |
---|
7445 | return 0; |
---|
7446 | |
---|
7447 | if (type&2) //Debuffs |
---|
7448 | for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ) |
---|
7449 | { |
---|
7450 | if(sc->data[i]) |
---|
7451 | status_change_end(bl,(sc_type)i,-1); |
---|
7452 | } |
---|
7453 | |
---|
7454 | for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) |
---|
7455 | { |
---|
7456 | if(!sc->data[i]) |
---|
7457 | continue; |
---|
7458 | |
---|
7459 | switch (i) { |
---|
7460 | //Stuff that cannot be removed |
---|
7461 | case SC_WEIGHT50: |
---|
7462 | case SC_WEIGHT90: |
---|
7463 | case SC_COMBO: |
---|
7464 | case SC_SMA: |
---|
7465 | case SC_DANCING: |
---|
7466 | case SC_GUILDAURA: |
---|
7467 | case SC_SAFETYWALL: |
---|
7468 | case SC_PNEUMA: |
---|
7469 | case SC_NOCHAT: |
---|
7470 | case SC_JAILED: |
---|
7471 | case SC_ANKLE: |
---|
7472 | case SC_BLADESTOP: |
---|
7473 | case SC_CP_WEAPON: |
---|
7474 | case SC_CP_SHIELD: |
---|
7475 | case SC_CP_ARMOR: |
---|
7476 | case SC_CP_HELM: |
---|
7477 | case SC_STRFOOD: |
---|
7478 | case SC_AGIFOOD: |
---|
7479 | case SC_VITFOOD: |
---|
7480 | case SC_INTFOOD: |
---|
7481 | case SC_DEXFOOD: |
---|
7482 | case SC_LUKFOOD: |
---|
7483 | case SC_HITFOOD: |
---|
7484 | case SC_FLEEFOOD: |
---|
7485 | case SC_BATKFOOD: |
---|
7486 | case SC_WATKFOOD: |
---|
7487 | case SC_MATKFOOD: |
---|
7488 | case SC_DOOM: // Warlock Curse of Doom [Brain] |
---|
7489 | continue; |
---|
7490 | |
---|
7491 | //Debuffs that can be removed. |
---|
7492 | case SC_HALLUCINATION: |
---|
7493 | case SC_QUAGMIRE: |
---|
7494 | case SC_SIGNUMCRUCIS: |
---|
7495 | case SC_DECREASEAGI: |
---|
7496 | case SC_SLOWDOWN: |
---|
7497 | case SC_MINDBREAKER: |
---|
7498 | case SC_WINKCHARM: |
---|
7499 | case SC_STOP: |
---|
7500 | case SC_ORCISH: |
---|
7501 | case SC_STRIPWEAPON: |
---|
7502 | case SC_STRIPSHIELD: |
---|
7503 | case SC_STRIPARMOR: |
---|
7504 | case SC_STRIPHELM: |
---|
7505 | if (!(type&2)) |
---|
7506 | continue; |
---|
7507 | break; |
---|
7508 | //The rest are buffs that can be removed. |
---|
7509 | case SC_BERSERK: |
---|
7510 | if (!(type&1)) |
---|
7511 | continue; |
---|
7512 | sc->data[i]->val2 = 0; |
---|
7513 | break; |
---|
7514 | default: |
---|
7515 | if (!(type&1)) |
---|
7516 | continue; |
---|
7517 | break; |
---|
7518 | } |
---|
7519 | status_change_end(bl,(sc_type)i,-1); |
---|
7520 | } |
---|
7521 | return 0; |
---|
7522 | } |
---|
7523 | |
---|
7524 | //Natural regen related stuff. |
---|
7525 | static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; |
---|
7526 | static int status_natural_heal(struct block_list* bl, va_list args) |
---|
7527 | { |
---|
7528 | struct regen_data *regen; |
---|
7529 | struct status_data *status; |
---|
7530 | struct status_change *sc; |
---|
7531 | struct unit_data *ud; |
---|
7532 | struct view_data *vd = NULL; |
---|
7533 | struct regen_data_sub *sregen; |
---|
7534 | struct map_session_data *sd; |
---|
7535 | int val,rate,bonus = 0,flag; |
---|
7536 | |
---|
7537 | if (!(bl->type&BL_REGEN)) |
---|
7538 | return 0; |
---|
7539 | |
---|
7540 | regen = status_get_regen_data(bl); |
---|
7541 | if (!regen) return 0; |
---|
7542 | status = status_get_status_data(bl); |
---|
7543 | sc = status_get_sc(bl); |
---|
7544 | if (sc && !sc->count) |
---|
7545 | sc = NULL; |
---|
7546 | sd = BL_CAST(BL_PC,bl); |
---|
7547 | |
---|
7548 | flag = regen->flag; |
---|
7549 | if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) |
---|
7550 | flag&=~(RGN_HP|RGN_SHP); |
---|
7551 | if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) |
---|
7552 | flag&=~(RGN_SP|RGN_SSP); |
---|
7553 | |
---|
7554 | if (flag && ( |
---|
7555 | status_isdead(bl) || |
---|
7556 | (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) |
---|
7557 | )) |
---|
7558 | flag=0; |
---|
7559 | |
---|
7560 | if (sd) { |
---|
7561 | if (sd->hp_loss.value || sd->sp_loss.value) |
---|
7562 | pc_bleeding(sd, natural_heal_diff_tick); |
---|
7563 | if (sd->hp_regen.value || sd->sp_regen.value) |
---|
7564 | pc_regen(sd, natural_heal_diff_tick); |
---|
7565 | } |
---|
7566 | |
---|
7567 | if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && |
---|
7568 | (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) |
---|
7569 | { //Apply sitting regen bonus. |
---|
7570 | sregen = regen->ssregen; |
---|
7571 | if(flag&(RGN_SHP)) |
---|
7572 | { //Sitting HP regen |
---|
7573 | val = natural_heal_diff_tick * sregen->rate.hp; |
---|
7574 | if (regen->state.overweight) |
---|
7575 | val>>=1; //Half as fast when overweight. |
---|
7576 | sregen->tick.hp += val; |
---|
7577 | while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) |
---|
7578 | { |
---|
7579 | sregen->tick.hp -= battle_config.natural_heal_skill_interval; |
---|
7580 | if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) |
---|
7581 | { //Full |
---|
7582 | flag&=~(RGN_HP|RGN_SHP); |
---|
7583 | break; |
---|
7584 | } |
---|
7585 | } |
---|
7586 | } |
---|
7587 | if(flag&(RGN_SSP)) |
---|
7588 | { //Sitting SP regen |
---|
7589 | val = natural_heal_diff_tick * sregen->rate.sp; |
---|
7590 | if (regen->state.overweight) |
---|
7591 | val>>=1; //Half as fast when overweight. |
---|
7592 | sregen->tick.sp += val; |
---|
7593 | while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) |
---|
7594 | { |
---|
7595 | sregen->tick.sp -= battle_config.natural_heal_skill_interval; |
---|
7596 | if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) |
---|
7597 | { //Full |
---|
7598 | flag&=~(RGN_SP|RGN_SSP); |
---|
7599 | break; |
---|
7600 | } |
---|
7601 | } |
---|
7602 | } |
---|
7603 | } |
---|
7604 | |
---|
7605 | if (flag && regen->state.overweight) |
---|
7606 | flag=0; |
---|
7607 | |
---|
7608 | ud = unit_bl2ud(bl); |
---|
7609 | |
---|
7610 | if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1) |
---|
7611 | { |
---|
7612 | flag&=~(RGN_SHP|RGN_SSP); |
---|
7613 | if(!regen->state.walk) |
---|
7614 | flag&=~RGN_HP; |
---|
7615 | } |
---|
7616 | |
---|
7617 | if (!flag) |
---|
7618 | return 0; |
---|
7619 | |
---|
7620 | if (flag&(RGN_HP|RGN_SP)) |
---|
7621 | { |
---|
7622 | if(!vd) vd = status_get_viewdata(bl); |
---|
7623 | if(vd && vd->dead_sit == 2) |
---|
7624 | bonus++; |
---|
7625 | if(regen->state.gc) |
---|
7626 | bonus++; |
---|
7627 | } |
---|
7628 | |
---|
7629 | //Natural Hp regen |
---|
7630 | if (flag&RGN_HP) |
---|
7631 | { |
---|
7632 | rate = natural_heal_diff_tick*(regen->rate.hp+bonus); |
---|
7633 | if (ud && ud->walktimer != -1) |
---|
7634 | rate/=2; |
---|
7635 | regen->tick.hp += rate; |
---|
7636 | |
---|
7637 | if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) |
---|
7638 | { |
---|
7639 | val = 0; |
---|
7640 | do { |
---|
7641 | val += regen->hp; |
---|
7642 | regen->tick.hp -= battle_config.natural_healhp_interval; |
---|
7643 | } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); |
---|
7644 | if (status_heal(bl, val, 0, 1) < val) |
---|
7645 | flag&=~RGN_SHP; //full. |
---|
7646 | } |
---|
7647 | } |
---|
7648 | |
---|
7649 | //Natural SP regen |
---|
7650 | if(flag&RGN_SP) |
---|
7651 | { |
---|
7652 | regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus); |
---|
7653 | |
---|
7654 | if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) |
---|
7655 | { |
---|
7656 | val = 0; |
---|
7657 | do { |
---|
7658 | val += regen->sp; |
---|
7659 | regen->tick.sp -= battle_config.natural_healsp_interval; |
---|
7660 | } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); |
---|
7661 | if (status_heal(bl, 0, val, 1) < val) |
---|
7662 | flag&=~RGN_SSP; //full. |
---|
7663 | } |
---|
7664 | } |
---|
7665 | |
---|
7666 | if (!regen->sregen) |
---|
7667 | return flag; |
---|
7668 | |
---|
7669 | //Skill regen |
---|
7670 | sregen = regen->sregen; |
---|
7671 | |
---|
7672 | if(flag&RGN_SHP) |
---|
7673 | { //Skill HP regen |
---|
7674 | sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; |
---|
7675 | |
---|
7676 | while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) |
---|
7677 | { |
---|
7678 | sregen->tick.hp -= battle_config.natural_heal_skill_interval; |
---|
7679 | if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) |
---|
7680 | break; //Full |
---|
7681 | } |
---|
7682 | } |
---|
7683 | if(flag&RGN_SSP) |
---|
7684 | { //Skill SP regen |
---|
7685 | sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; |
---|
7686 | while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) |
---|
7687 | { |
---|
7688 | val = sregen->sp; |
---|
7689 | if (sd && sd->state.doridori) { |
---|
7690 | val*=2; |
---|
7691 | sd->state.doridori = 0; |
---|
7692 | if ((rate = pc_checkskill(sd,TK_SPTIME))) |
---|
7693 | sc_start(bl,status_skill2sc(TK_SPTIME), |
---|
7694 | 100,rate,skill_get_time(TK_SPTIME, rate)); |
---|
7695 | if ( |
---|
7696 | (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && |
---|
7697 | rand()%10000 < battle_config.sg_angel_skill_ratio |
---|
7698 | ) { //Angel of the Sun/Moon/Star |
---|
7699 | clif_feel_hate_reset(sd); |
---|
7700 | pc_resethate(sd); |
---|
7701 | pc_resetfeel(sd); |
---|
7702 | } |
---|
7703 | } |
---|
7704 | sregen->tick.sp -= battle_config.natural_heal_skill_interval; |
---|
7705 | if(status_heal(bl, 0, val, 3) < val) |
---|
7706 | break; //Full |
---|
7707 | } |
---|
7708 | } |
---|
7709 | return flag; |
---|
7710 | } |
---|
7711 | |
---|
7712 | //Natural heal main timer. |
---|
7713 | static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data) |
---|
7714 | { |
---|
7715 | natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); |
---|
7716 | map_foreachiddb(status_natural_heal); |
---|
7717 | natural_heal_prev_tick = tick; |
---|
7718 | return 0; |
---|
7719 | } |
---|
7720 | |
---|
7721 | int status_readdb(void) |
---|
7722 | { |
---|
7723 | int i,j,class_; |
---|
7724 | FILE *fp; |
---|
7725 | char line[1024], path[1024],*p; |
---|
7726 | |
---|
7727 | sprintf(path, "%s/job_db1.txt", db_path); |
---|
7728 | fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD) |
---|
7729 | if(fp==NULL){ |
---|
7730 | ShowError("can't read %s\n", path); |
---|
7731 | return 1; |
---|
7732 | } |
---|
7733 | i = 0; |
---|
7734 | while(fgets(line, sizeof(line), fp)) |
---|
7735 | { |
---|
7736 | //NOTE: entry MAX_WEAPON_TYPE is not counted |
---|
7737 | char* split[5 + MAX_WEAPON_TYPE]; |
---|
7738 | i++; |
---|
7739 | if(line[0]=='/' && line[1]=='/') |
---|
7740 | continue; |
---|
7741 | for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){ |
---|
7742 | split[j]=p; |
---|
7743 | p=strchr(p,','); |
---|
7744 | if(p) *p++=0; |
---|
7745 | } |
---|
7746 | if(j < 5 + MAX_WEAPON_TYPE) |
---|
7747 | { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89] |
---|
7748 | ShowDebug("%s: Not enough columns at line %d\n", path, i); |
---|
7749 | continue; |
---|
7750 | } |
---|
7751 | class_ = atoi(split[0]); |
---|
7752 | if(!pcdb_checkid(class_)) |
---|
7753 | continue; |
---|
7754 | class_ = pc_class2idx(class_); |
---|
7755 | max_weight_base[class_]=atoi(split[1]); |
---|
7756 | hp_coefficient[class_]=atoi(split[2]); |
---|
7757 | hp_coefficient2[class_]=atoi(split[3]); |
---|
7758 | sp_coefficient[class_]=atoi(split[4]); |
---|
7759 | for(j=0;j<MAX_WEAPON_TYPE;j++) |
---|
7760 | aspd_base[class_][j]=atoi(split[j+5]); |
---|
7761 | } |
---|
7762 | fclose(fp); |
---|
7763 | ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); |
---|
7764 | |
---|
7765 | memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus |
---|
7766 | sprintf(path, "%s/job_db2.txt", db_path); |
---|
7767 | fp=fopen(path,"r"); |
---|
7768 | if(fp==NULL){ |
---|
7769 | ShowError("can't read %s\n", path); |
---|
7770 | return 1; |
---|
7771 | } |
---|
7772 | while(fgets(line, sizeof(line), fp)) |
---|
7773 | { |
---|
7774 | char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex] |
---|
7775 | if(line[0]=='/' && line[1]=='/') |
---|
7776 | continue; |
---|
7777 | for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){ |
---|
7778 | split[j]=p; |
---|
7779 | p=strchr(p,','); |
---|
7780 | if(p) *p++=0; |
---|
7781 | } |
---|
7782 | class_ = atoi(split[0]); |
---|
7783 | if(!pcdb_checkid(class_)) |
---|
7784 | continue; |
---|
7785 | class_ = pc_class2idx(class_); |
---|
7786 | for(i=1;i<j && split[i];i++) |
---|
7787 | job_bonus[class_][i-1]=atoi(split[i]); |
---|
7788 | } |
---|
7789 | fclose(fp); |
---|
7790 | ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); |
---|
7791 | |
---|
7792 | // TCYâ³e?u |
---|
7793 | for(i=0;i<3;i++) |
---|
7794 | for(j=0;j<MAX_WEAPON_TYPE;j++) |
---|
7795 | atkmods[i][j]=100; |
---|
7796 | sprintf(path, "%s/size_fix.txt", db_path); |
---|
7797 | fp=fopen(path,"r"); |
---|
7798 | if(fp==NULL){ |
---|
7799 | ShowError("can't read %s\n", path); |
---|
7800 | return 1; |
---|
7801 | } |
---|
7802 | i=0; |
---|
7803 | while(fgets(line, sizeof(line), fp)) |
---|
7804 | { |
---|
7805 | char *split[MAX_WEAPON_TYPE]; |
---|
7806 | if(line[0]=='/' && line[1]=='/') |
---|
7807 | continue; |
---|
7808 | if(atoi(line)<=0) |
---|
7809 | continue; |
---|
7810 | memset(split,0,sizeof(split)); |
---|
7811 | for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){ |
---|
7812 | split[j]=p; |
---|
7813 | p=strchr(p,','); |
---|
7814 | if(p) *p++=0; |
---|
7815 | atkmods[i][j]=atoi(split[j]); |
---|
7816 | } |
---|
7817 | i++; |
---|
7818 | } |
---|
7819 | fclose(fp); |
---|
7820 | ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); |
---|
7821 | |
---|
7822 | // ž?f?^e?u |
---|
7823 | for(i=0;i<5;i++){ |
---|
7824 | for(j=0;j<MAX_REFINE; j++) |
---|
7825 | percentrefinery[i][j]=100; |
---|
7826 | percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex] |
---|
7827 | refinebonus[i][0]=0; |
---|
7828 | refinebonus[i][1]=0; |
---|
7829 | refinebonus[i][2]=10; |
---|
7830 | } |
---|
7831 | |
---|
7832 | sprintf(path, "%s/refine_db.txt", db_path); |
---|
7833 | fp=fopen(path,"r"); |
---|
7834 | if(fp==NULL){ |
---|
7835 | ShowError("can't read %s\n", path); |
---|
7836 | return 1; |
---|
7837 | } |
---|
7838 | i=0; |
---|
7839 | while(fgets(line, sizeof(line), fp)) |
---|
7840 | { |
---|
7841 | char *split[MAX_REFINE+4]; |
---|
7842 | if(line[0]=='/' && line[1]=='/') |
---|
7843 | continue; |
---|
7844 | if(atoi(line)<=0) |
---|
7845 | continue; |
---|
7846 | memset(split,0,sizeof(split)); |
---|
7847 | for(j=0,p=line;j<MAX_REFINE+4 && p;j++){ |
---|
7848 | split[j]=p; |
---|
7849 | p=strchr(p,','); |
---|
7850 | if(p) *p++=0; |
---|
7851 | } |
---|
7852 | refinebonus[i][0]=atoi(split[0]); // ž?{?iX |
---|
7853 | refinebonus[i][1]=atoi(split[1]); // ß?ž?{?iX |
---|
7854 | refinebonus[i][2]=atoi(split[2]); // ÀSž?ÀE |
---|
7855 | for(j=0;j<MAX_REFINE && split[j+3];j++) |
---|
7856 | percentrefinery[i][j]=atoi(split[j+3]); |
---|
7857 | i++; |
---|
7858 | } |
---|
7859 | fclose(fp); //Lupus. close this file!!! |
---|
7860 | ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); |
---|
7861 | |
---|
7862 | return 0; |
---|
7863 | } |
---|
7864 | |
---|
7865 | /*========================================== |
---|
7866 | * XLÖWú» |
---|
7867 | *------------------------------------------*/ |
---|
7868 | int do_init_status(void) |
---|
7869 | { |
---|
7870 | add_timer_func_list(status_change_timer,"status_change_timer"); |
---|
7871 | add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer"); |
---|
7872 | add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer"); |
---|
7873 | initChangeTables(); |
---|
7874 | initDummyData(); |
---|
7875 | status_readdb(); |
---|
7876 | status_calc_sigma(); |
---|
7877 | natural_heal_prev_tick = gettick(); |
---|
7878 | sc_data_ers = ers_new(sizeof(struct status_change_entry)); |
---|
7879 | add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); |
---|
7880 | return 0; |
---|
7881 | } |
---|
7882 | void do_final_status(void) |
---|
7883 | { |
---|
7884 | ers_destroy(sc_data_ers); |
---|
7885 | } |
---|