From 934b36ecb47de0cdf2047096297f27d3aea21f03 Mon Sep 17 00:00:00 2001 From: "(no author)" <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec> Date: Sun, 6 Feb 2005 16:41:57 +0000 Subject: [PATCH] Fixed some EOL issues git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@1056 54d463be-8e91-2dee-dedb-b68131a5f0ec --- conf-tmpl/mapflag/noreturn.txt | 386 +- db/item_db2.txt | 10 +- npc/jobs/2-2/monk.txt | 3842 ++++++------ npc/sample/npc_test_npctimer2.txt | 30 +- src/common/buffer.h | 36 +- src/map/status.c | 9646 ++++++++++++++--------------- src/map/status.h | 162 +- 7 files changed, 7056 insertions(+), 7056 deletions(-) diff --git a/conf-tmpl/mapflag/noreturn.txt b/conf-tmpl/mapflag/noreturn.txt index 8ae247fa16..9d29e834c4 100644 --- a/conf-tmpl/mapflag/noreturn.txt +++ b/conf-tmpl/mapflag/noreturn.txt @@ -1,194 +1,194 @@ -//===== eAthena Script ======================================= -//= Map flags that disable use of Butterfly wings -//===== By: ================================================== -//= eAthena Dev Team -//= 1.0 -//===== Notes: =============================================== -//= For disabling Fly wings use noteleport -//===== Current Version: ===================================== - -// Cities ======================== -ayo_in01.gat mapflag noreturn -ayo_in02.gat mapflag noreturn -alb_ship.gat mapflag noreturn -alberta_in.gat mapflag noreturn -aldeba_in.gat mapflag noreturn -ama_in01.gat mapflag noreturn -ama_in02.gat mapflag noreturn -cmd_in01.gat mapflag noreturn -cmd_in02.gat mapflag noreturn -gef_tower.gat mapflag noreturn -geffen_in.gat mapflag noreturn -gon_test.gat mapflag noreturn -gon_in.gat mapflag noreturn -in_orcs01.gat mapflag noreturn -izlude_in.gat mapflag noreturn -jawaii_in.gat mapflag noreturn -lou_in01.gat mapflag noreturn -lou_in02.gat mapflag noreturn -moc_castle.gat mapflag noreturn -morocc_in.gat mapflag noreturn -new_1-1.gat mapflag noreturn -new_1-2.gat mapflag noreturn -new_1-3.gat mapflag noreturn -new_1-4.gat mapflag noreturn -nif_in.gat mapflag noreturn -payon_in01.gat mapflag noreturn -payon_in02.gat mapflag noreturn -payon_in03.gat mapflag noreturn -prt_are_in.gat mapflag noreturn -prt_are01.gat mapflag noreturn -prt_castle.gat mapflag noreturn -prt_church.gat mapflag noreturn -prt_in.gat mapflag noreturn -um_in.gat mapflag noreturn -xmas_in.gat mapflag noreturn -yuno_in01.gat mapflag noreturn -yuno_in03.gat mapflag noreturn -yuno_in04.gat mapflag noreturn -yuno_in05.gat mapflag noreturn - -// Job Quests ==================== -sword_1-1.gat mapflag noreturn -sword_2-1.gat mapflag noreturn -sword_3-1.gat mapflag noreturn -job_thief1.gat mapflag noreturn -// 2-1 ----------------------- -job_hunte.gat mapflag noreturn -job_knight.gat mapflag noreturn -job_prist.gat mapflag noreturn -job_wiz.gat mapflag noreturn -in_hunter.gat mapflag noreturn -in_moc_16.gat mapflag noreturn -// 2-2 -------------------- -alde_alche.gat mapflag noreturn -job_cru.gat mapflag noreturn -job_duncer.gat mapflag noreturn -job_monk.gat mapflag noreturn -monk_test.gat mapflag noreturn -monk_in.gat mapflag noreturn -in_rogue.gat mapflag noreturn -job_sage.gat mapflag noreturn - -// Special Quests Places ========= -que_god01.gat mapflag noreturn -que_god02.gat mapflag noreturn - -// Guild Castles ================= -aldeg_cas01.gat mapflag noreturn -aldeg_cas02.gat mapflag noreturn -aldeg_cas03.gat mapflag noreturn -aldeg_cas04.gat mapflag noreturn -aldeg_cas05.gat mapflag noreturn -gefg_cas01.gat mapflag noreturn -gefg_cas02.gat mapflag noreturn -gefg_cas03.gat mapflag noreturn -gefg_cas04.gat mapflag noreturn -gefg_cas05.gat mapflag noreturn -payg_cas01.gat mapflag noreturn -payg_cas02.gat mapflag noreturn -payg_cas03.gat mapflag noreturn -payg_cas04.gat mapflag noreturn -payg_cas05.gat mapflag noreturn -prtg_cas01.gat mapflag noreturn -prtg_cas02.gat mapflag noreturn -prtg_cas03.gat mapflag noreturn -prtg_cas04.gat mapflag noreturn -prtg_cas05.gat mapflag noreturn - -// GvG Arenas =================== -guild_vs1.gat mapflag noreturn -guild_vs2.gat mapflag noreturn -guild_vs3.gat mapflag noreturn -guild_vs4.gat mapflag noreturn -guild_vs5.gat mapflag noreturn - -// Arenas =====================>\\ -arena_room.gat mapflag noreturn -sec_in01.gat mapflag noreturn -sec_in02.gat mapflag noreturn - -// PvP Arenas======================= -pvp_y_room.gat mapflag noreturn -pvp_y_1-1.gat mapflag noreturn -pvp_y_1-2.gat mapflag noreturn -pvp_y_1-3.gat mapflag noreturn -pvp_y_1-4.gat mapflag noreturn -pvp_y_1-5.gat mapflag noreturn -pvp_y_2-1.gat mapflag noreturn -pvp_y_2-2.gat mapflag noreturn -pvp_y_2-3.gat mapflag noreturn -pvp_y_2-4.gat mapflag noreturn -pvp_y_2-5.gat mapflag noreturn -pvp_y_3-1.gat mapflag noreturn -pvp_y_3-2.gat mapflag noreturn -pvp_y_3-3.gat mapflag noreturn -pvp_y_3-4.gat mapflag noreturn -pvp_y_3-5.gat mapflag noreturn -pvp_y_4-1.gat mapflag noreturn -pvp_y_4-2.gat mapflag noreturn -pvp_y_4-3.gat mapflag noreturn -pvp_y_4-4.gat mapflag noreturn -pvp_y_4-5.gat mapflag noreturn -pvp_y_5-1.gat mapflag noreturn -pvp_y_5-2.gat mapflag noreturn -pvp_y_5-3.gat mapflag noreturn -pvp_y_5-4.gat mapflag noreturn -pvp_y_5-5.gat mapflag noreturn -pvp_y_6-1.gat mapflag noreturn -pvp_y_6-2.gat mapflag noreturn -pvp_y_6-3.gat mapflag noreturn -pvp_y_6-4.gat mapflag noreturn -pvp_y_6-5.gat mapflag noreturn -pvp_y_7-1.gat mapflag noreturn -pvp_y_7-2.gat mapflag noreturn -pvp_y_7-3.gat mapflag noreturn -pvp_y_7-4.gat mapflag noreturn -pvp_y_7-5.gat mapflag noreturn -pvp_y_8-1.gat mapflag noreturn -pvp_y_8-2.gat mapflag noreturn -pvp_y_8-3.gat mapflag noreturn -pvp_y_8-4.gat mapflag noreturn -pvp_y_8-5.gat mapflag noreturn -pvp_n_room.gat mapflag noreturn -pvp_n_1-1.gat mapflag noreturn -pvp_n_1-2.gat mapflag noreturn -pvp_n_1-3.gat mapflag noreturn -pvp_n_1-4.gat mapflag noreturn -pvp_n_1-5.gat mapflag noreturn -pvp_n_2-1.gat mapflag noreturn -pvp_n_2-2.gat mapflag noreturn -pvp_n_2-3.gat mapflag noreturn -pvp_n_2-4.gat mapflag noreturn -pvp_n_2-5.gat mapflag noreturn -pvp_n_3-1.gat mapflag noreturn -pvp_n_3-2.gat mapflag noreturn -pvp_n_3-3.gat mapflag noreturn -pvp_n_3-4.gat mapflag noreturn -pvp_n_3-5.gat mapflag noreturn -pvp_n_4-1.gat mapflag noreturn -pvp_n_4-2.gat mapflag noreturn -pvp_n_4-3.gat mapflag noreturn -pvp_n_4-4.gat mapflag noreturn -pvp_n_4-5.gat mapflag noreturn -pvp_n_5-1.gat mapflag noreturn -pvp_n_5-2.gat mapflag noreturn -pvp_n_5-3.gat mapflag noreturn -pvp_n_5-4.gat mapflag noreturn -pvp_n_5-5.gat mapflag noreturn -pvp_n_6-1.gat mapflag noreturn -pvp_n_6-2.gat mapflag noreturn -pvp_n_6-3.gat mapflag noreturn -pvp_n_6-4.gat mapflag noreturn -pvp_n_6-5.gat mapflag noreturn -pvp_n_7-1.gat mapflag noreturn -pvp_n_7-2.gat mapflag noreturn -pvp_n_7-3.gat mapflag noreturn -pvp_n_7-4.gat mapflag noreturn -pvp_n_7-5.gat mapflag noreturn -pvp_n_8-1.gat mapflag noreturn -pvp_n_8-2.gat mapflag noreturn -pvp_n_8-3.gat mapflag noreturn -pvp_n_8-4.gat mapflag noreturn -pvp_n_8-5.gat mapflag noreturn +//===== eAthena Script ======================================= +//= Map flags that disable use of Butterfly wings +//===== By: ================================================== +//= eAthena Dev Team +//= 1.0 +//===== Notes: =============================================== +//= For disabling Fly wings use noteleport +//===== Current Version: ===================================== + +// Cities ======================== +ayo_in01.gat mapflag noreturn +ayo_in02.gat mapflag noreturn +alb_ship.gat mapflag noreturn +alberta_in.gat mapflag noreturn +aldeba_in.gat mapflag noreturn +ama_in01.gat mapflag noreturn +ama_in02.gat mapflag noreturn +cmd_in01.gat mapflag noreturn +cmd_in02.gat mapflag noreturn +gef_tower.gat mapflag noreturn +geffen_in.gat mapflag noreturn +gon_test.gat mapflag noreturn +gon_in.gat mapflag noreturn +in_orcs01.gat mapflag noreturn +izlude_in.gat mapflag noreturn +jawaii_in.gat mapflag noreturn +lou_in01.gat mapflag noreturn +lou_in02.gat mapflag noreturn +moc_castle.gat mapflag noreturn +morocc_in.gat mapflag noreturn +new_1-1.gat mapflag noreturn +new_1-2.gat mapflag noreturn +new_1-3.gat mapflag noreturn +new_1-4.gat mapflag noreturn +nif_in.gat mapflag noreturn +payon_in01.gat mapflag noreturn +payon_in02.gat mapflag noreturn +payon_in03.gat mapflag noreturn +prt_are_in.gat mapflag noreturn +prt_are01.gat mapflag noreturn +prt_castle.gat mapflag noreturn +prt_church.gat mapflag noreturn +prt_in.gat mapflag noreturn +um_in.gat mapflag noreturn +xmas_in.gat mapflag noreturn +yuno_in01.gat mapflag noreturn +yuno_in03.gat mapflag noreturn +yuno_in04.gat mapflag noreturn +yuno_in05.gat mapflag noreturn + +// Job Quests ==================== +sword_1-1.gat mapflag noreturn +sword_2-1.gat mapflag noreturn +sword_3-1.gat mapflag noreturn +job_thief1.gat mapflag noreturn +// 2-1 ----------------------- +job_hunte.gat mapflag noreturn +job_knight.gat mapflag noreturn +job_prist.gat mapflag noreturn +job_wiz.gat mapflag noreturn +in_hunter.gat mapflag noreturn +in_moc_16.gat mapflag noreturn +// 2-2 -------------------- +alde_alche.gat mapflag noreturn +job_cru.gat mapflag noreturn +job_duncer.gat mapflag noreturn +job_monk.gat mapflag noreturn +monk_test.gat mapflag noreturn +monk_in.gat mapflag noreturn +in_rogue.gat mapflag noreturn +job_sage.gat mapflag noreturn + +// Special Quests Places ========= +que_god01.gat mapflag noreturn +que_god02.gat mapflag noreturn + +// Guild Castles ================= +aldeg_cas01.gat mapflag noreturn +aldeg_cas02.gat mapflag noreturn +aldeg_cas03.gat mapflag noreturn +aldeg_cas04.gat mapflag noreturn +aldeg_cas05.gat mapflag noreturn +gefg_cas01.gat mapflag noreturn +gefg_cas02.gat mapflag noreturn +gefg_cas03.gat mapflag noreturn +gefg_cas04.gat mapflag noreturn +gefg_cas05.gat mapflag noreturn +payg_cas01.gat mapflag noreturn +payg_cas02.gat mapflag noreturn +payg_cas03.gat mapflag noreturn +payg_cas04.gat mapflag noreturn +payg_cas05.gat mapflag noreturn +prtg_cas01.gat mapflag noreturn +prtg_cas02.gat mapflag noreturn +prtg_cas03.gat mapflag noreturn +prtg_cas04.gat mapflag noreturn +prtg_cas05.gat mapflag noreturn + +// GvG Arenas =================== +guild_vs1.gat mapflag noreturn +guild_vs2.gat mapflag noreturn +guild_vs3.gat mapflag noreturn +guild_vs4.gat mapflag noreturn +guild_vs5.gat mapflag noreturn + +// Arenas =====================>\\ +arena_room.gat mapflag noreturn +sec_in01.gat mapflag noreturn +sec_in02.gat mapflag noreturn + +// PvP Arenas======================= +pvp_y_room.gat mapflag noreturn +pvp_y_1-1.gat mapflag noreturn +pvp_y_1-2.gat mapflag noreturn +pvp_y_1-3.gat mapflag noreturn +pvp_y_1-4.gat mapflag noreturn +pvp_y_1-5.gat mapflag noreturn +pvp_y_2-1.gat mapflag noreturn +pvp_y_2-2.gat mapflag noreturn +pvp_y_2-3.gat mapflag noreturn +pvp_y_2-4.gat mapflag noreturn +pvp_y_2-5.gat mapflag noreturn +pvp_y_3-1.gat mapflag noreturn +pvp_y_3-2.gat mapflag noreturn +pvp_y_3-3.gat mapflag noreturn +pvp_y_3-4.gat mapflag noreturn +pvp_y_3-5.gat mapflag noreturn +pvp_y_4-1.gat mapflag noreturn +pvp_y_4-2.gat mapflag noreturn +pvp_y_4-3.gat mapflag noreturn +pvp_y_4-4.gat mapflag noreturn +pvp_y_4-5.gat mapflag noreturn +pvp_y_5-1.gat mapflag noreturn +pvp_y_5-2.gat mapflag noreturn +pvp_y_5-3.gat mapflag noreturn +pvp_y_5-4.gat mapflag noreturn +pvp_y_5-5.gat mapflag noreturn +pvp_y_6-1.gat mapflag noreturn +pvp_y_6-2.gat mapflag noreturn +pvp_y_6-3.gat mapflag noreturn +pvp_y_6-4.gat mapflag noreturn +pvp_y_6-5.gat mapflag noreturn +pvp_y_7-1.gat mapflag noreturn +pvp_y_7-2.gat mapflag noreturn +pvp_y_7-3.gat mapflag noreturn +pvp_y_7-4.gat mapflag noreturn +pvp_y_7-5.gat mapflag noreturn +pvp_y_8-1.gat mapflag noreturn +pvp_y_8-2.gat mapflag noreturn +pvp_y_8-3.gat mapflag noreturn +pvp_y_8-4.gat mapflag noreturn +pvp_y_8-5.gat mapflag noreturn +pvp_n_room.gat mapflag noreturn +pvp_n_1-1.gat mapflag noreturn +pvp_n_1-2.gat mapflag noreturn +pvp_n_1-3.gat mapflag noreturn +pvp_n_1-4.gat mapflag noreturn +pvp_n_1-5.gat mapflag noreturn +pvp_n_2-1.gat mapflag noreturn +pvp_n_2-2.gat mapflag noreturn +pvp_n_2-3.gat mapflag noreturn +pvp_n_2-4.gat mapflag noreturn +pvp_n_2-5.gat mapflag noreturn +pvp_n_3-1.gat mapflag noreturn +pvp_n_3-2.gat mapflag noreturn +pvp_n_3-3.gat mapflag noreturn +pvp_n_3-4.gat mapflag noreturn +pvp_n_3-5.gat mapflag noreturn +pvp_n_4-1.gat mapflag noreturn +pvp_n_4-2.gat mapflag noreturn +pvp_n_4-3.gat mapflag noreturn +pvp_n_4-4.gat mapflag noreturn +pvp_n_4-5.gat mapflag noreturn +pvp_n_5-1.gat mapflag noreturn +pvp_n_5-2.gat mapflag noreturn +pvp_n_5-3.gat mapflag noreturn +pvp_n_5-4.gat mapflag noreturn +pvp_n_5-5.gat mapflag noreturn +pvp_n_6-1.gat mapflag noreturn +pvp_n_6-2.gat mapflag noreturn +pvp_n_6-3.gat mapflag noreturn +pvp_n_6-4.gat mapflag noreturn +pvp_n_6-5.gat mapflag noreturn +pvp_n_7-1.gat mapflag noreturn +pvp_n_7-2.gat mapflag noreturn +pvp_n_7-3.gat mapflag noreturn +pvp_n_7-4.gat mapflag noreturn +pvp_n_7-5.gat mapflag noreturn +pvp_n_8-1.gat mapflag noreturn +pvp_n_8-2.gat mapflag noreturn +pvp_n_8-3.gat mapflag noreturn +pvp_n_8-4.gat mapflag noreturn +pvp_n_8-5.gat mapflag noreturn pvp_2vs2.gat mapflag noreturn \ No newline at end of file diff --git a/db/item_db2.txt b/db/item_db2.txt index dbcdb4ae5d..67f130811f 100644 --- a/db/item_db2.txt +++ b/db/item_db2.txt @@ -1,6 +1,6 @@ -//ID,Name,Name,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Gender,Loc,wLV,eLV,View,{UseScript},{EquipScript} -//Elements: 0 Nothing, 1 Water, 2 Earth ,3 Fire, 4 Wind, 5 Poison, 6 Saint, 7 Darkness, 8 Sense, 9 Immortality - -// Custom Items go here -//============================================================= +//ID,Name,Name,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Gender,Loc,wLV,eLV,View,{UseScript},{EquipScript} +//Elements: 0 Nothing, 1 Water, 2 Earth ,3 Fire, 4 Wind, 5 Poison, 6 Saint, 7 Darkness, 8 Sense, 9 Immortality + +// Custom Items go here +//============================================================= 0,DEFAULT,Default,0,20,,10,,,,,0,2,0,0,,,{},{} \ No newline at end of file diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt index 3b7abe290e..9d90732ac2 100644 --- a/npc/jobs/2-2/monk.txt +++ b/npc/jobs/2-2/monk.txt @@ -1,1921 +1,1921 @@ -//===== eAthena Script ======================================= -//= Monk Job Quest -//===== By: ================================================== -//= Dino9021, Edited / Translated by Celest -//===== Current Version: ===================================== -//= 1.1+ -//===== Compatible With: ===================================== -//= eAthena 1.0 + -//===== Description: ========================================= -//= Monk Job Quests for Athena 2004.12.30 -//===== Additional Comments: ================================= -// 1.1 Fixed missing '";'. Now it's loading fine [Lupus] -// 1.1+ Edited/Translated 5% [Celest] -//============================================================ - -prt_monk.gat,55,249,4 script Tohobu the Guarding Monk 139,0,5,{ - mes "[Tohobu]"; - mes "Who are you?!"; - mes "How dare you enter this holy training place without my permission!!"; - next; - mes "[Tohobu]"; - mes "Get Out!!"; - close; -} -prt_monk.gat,59,247,4 script Master 120,{ - if(JOB_MONK_Q == 1 ) goto Part1; - if(JOB_MONK_Q == 2 ) goto Part2; - if(Class == 15 || Class == 4016) goto IsMonk; - goto L_START; - -IsMonk: - mes "[Tohobu]"; - mes "Your presence is not really welcomed at the ^00FF00St. Capitolina Abbey^000000."; - mes "However, welcome traveler, please do not disturb the Monks in training,"; - mes "Even if you are a Monk!"; - close; - -L_START: - mes "[Tohobu]"; - mes "Hmmm...? What do you want from me?"; - mes "Before entering the Training Area,"; - mes "You shall have to first tell me your Name, Base Level and Job Level."; - next; - mes "[Tohobu]"; - mes "Come! What is your name?"; - next; - menu "Ignore him.",-,"Tell him.",L_MENU_1; - - mes "[Tohobu]"; - mes "You are so impolite! Get out!"; - warp "prt_fild03.gat",357,256; - end; -L_MENU_1: - mes "[Tohobu]"; - mes "So... Your name is " + strcharinfo(0) + " Right?"; - mes "...I believe it is pronounced that way."; - mes "Let's see... Job Level is " + joblevel; - next; - mes "[Tohobu]"; - mes "Okay! Why have you come to see me, " + strcharinfo(0) + " ?"; - next; - menu "I would like to see how Monks train themselves.",L_MENU_1_0,"I want to be a Monk.",L_MENU_1_1,"I would like to rest here.",L_MENU_1_2; - - L_MENU_1_0: - mes "[Tohobu]"; - mes "Oh! I see."; - mes "Okay, I hope you'll learn something from our training,"; - mes "Perhaps it might aid you in becoming a worthy Monk."; - set JOB_MONK_Q, 1; - close; - - L_MENU_1_1: - if(Class != 4 && Class != 4005) goto IsNot4; - if(joblevel >= 40 ) goto SkillPointChk; - mes "[Tohobu]"; - mes "Your Job Level is not high enough to be a Monk."; - mes "Come back when your Job Level higher then 40."; - next; - mes "[Tohobu]"; - mes "No need to be hasty, there is so much to learn on this world,"; - mes "Come back when you have met the requirements... Haha!"; - close; - - SkillPointChk: - - if(skillpoint == 0) goto L_GO; - mes "[Tohobu]"; - mes "Well... It seems that you have the ability to be a Monk,"; - mes "But I believe there are skill needed you have yet to learn."; - mes "Come back when you have learnt all the skills."; - close; - - IsNot4: - mes "[Tohobu]"; - mes "Oh! Are you kidding?"; - close; - - HighMonk: - mes "[Tohobu]"; - mes "Wow! You are a High Acolyte, aren't you?"; - mes "I am sorry, but I can't let you become a Monk!"; - mes "Please seek out the Champion, that is what you should be!"; - set JOB_MONK_Q, 0; - close; - - L_GO: - if (Class == 4005) goto HighMonk; - mes "[Tohobu]"; - mes "Well... Seems you have the ability to be a Monk."; - mes "Very well then... Go to Wuhai the Elder, He will guide you."; - set JOB_MONK_Q, 2; - close; - - L_MENU_1_2: - mes "[Tohobu]"; - mes "Alright, you do look tired from your travels..."; - mes "Perhaps it would be good to rest awhile."; - mes "Go ahead and rest at the Abbey before leaving!"; - next; - mes "[Tohobu]"; - mes "Persevering in order to gain more strength"; - mes "Is the way of life of the Monks."; - mes "I hope that seeing our practises will"; - mes "At least bring you some inner peace."; - close; -Part1: - mes "[Tohobu]"; - mes "Well? Have you changed your mind after looking around here?"; - next; - menu "Nope.",L_MENU_1_0,"I want to be a Monk",L_MENU_1_1,"I need more rest.",L_MENU_1_2; - -Part2: - mes "[Tohobu]"; - mes "Hello there! You should go to Wuhai the Elder, He will guide you."; - mes "He is in the Monastery Hall, South East from here"; - close; -} - -monk_in.gat,99,58,4 script Elder Wuhai 60,{ - if(JOB_MONK_Q == 2 ) goto L_START; - if(JOB_MONK_Q == 3 ) goto Part1; - if(JOB_MONK_Q == 4 ) goto Part2; - if(JOB_MONK_Q >= 5 && JOB_MONK < 10) goto Part3; - if(JOB_MONK_Q >= 10 && countitem(506) > 0) goto Part4; - if(JOB_MONK_Q == 11 && countitem(506) == 0) goto Part5; - if(Class == 15 || Class == 4016) goto Part6; - if(Class == 4 || Class == 4005) goto Part7; - goto IsOther; -IsOther: - mes "[Elder Wuhai]"; - mes "May you find God in the Mother Nature!!"; - mes "Welcome traveler, why do you seek me?"; - close; - -L_START: - mes "[Elder Wuhai]"; - mes "Hmmm... You are the youth who wants to be a Monk, right?"; - next; - menu "Yes.",L_MENU_1,"No.",-; - mes "[Elder Wuhai]"; - mes "Hmmm...? Aren't you?"; - mes "Maybe I'm getting older, I would've guessed if so."; - mes "Very well then... You may go, young man."; - close; -L_MENU_1: - mes "[Elder Wuhai]"; - mes "Oh! So young men these days still remember us Monks..."; - mes "Welcome, my child!"; - next; - mes "[Elder Wuhai]"; - mes "So you want to be a Monk! I'm glad to hear that!"; - mes "But first, before you can become one,"; - mes "There are a few things you need to know."; - next; - mes "[Elder Wuhai]"; - mes "As Monks, we undergo strict training"; - mes "While protecting world peace."; - next; - mes "[Elder Wuhai]"; - mes "The strength is for giving aid to the weak in need,"; - mes "And to protect them from harm."; - next; - mes "[Elder Wuhai]"; - mes "Last but not least, control our emotions,"; - mes "More importantly, never be too proud of yourself,"; - mes "And be blinded by success,"; - next; - mes "[Elder Wuhai]"; - mes "It coukd be tough, even painful,"; - mes "While undergoing this process."; - mes "Let's see if you're enduring enough,"; - mes "You cannot become a Monk if you can't even bear this."; - next; - mes "[Elder Wuhai]"; - mes "OKay, let's start the test to see"; - mes "If you really have the ability to become a Monk."; - next; - mes "[Elder Wuhai]"; - mes "Firstly, here's a small exam"; - mes "To test your will to become one of us."; - next; -//~ if(joblevel == 50) goto IsJOB50; - - set JOB_MONK_Q, 3; - set JOB_MONK_C,rand(1,6); -L_Collect: - if(JOB_MONK_C == 1 ) goto L_Collect1; - if(JOB_MONK_C == 2 ) goto L_Collect2; - if(JOB_MONK_C == 3 ) goto L_Collect3; - if(JOB_MONK_C == 4 ) goto L_Collect4; - if(JOB_MONK_C == 5 ) goto L_Collect5; - if(JOB_MONK_C == 6 ) goto L_Collect6; - - L_Collect1: - mes "[Elder Wuhai]"; - mes "Please bring these items"; - mes "Tooth of Bat - 10"; - mes "Bears Footskin - 5"; - mes "Poison Spore - 20"; - if(@collect_tmp != 1) goto L_CollectS; - close; - - L_Collect2: - mes "[Elder Wuhai]"; - mes "Please bring these items"; - mes "Porcupine Quill - 5"; - mes "Cobweb - 20"; - mes "Grasshopper's Leg - 10"; - if(@collect_tmp != 1) goto L_CollectS; - close; - - L_Collect3: - mes "[Elder Wuhai]"; - mes "Please bring these items"; - mes "Stem - 30"; - mes "Jellopy - 5"; - mes "Worm Peeling -10"; - if(@collect_tmp != 1) goto L_CollectS; - close; - - L_Collect4: - mes "[Elder Wuhai]"; - mes "Please bring these items"; - mes "Sticky Mucus - 5"; - mes "Earthworm Peeling - 10"; - mes "Green Herb - 20"; - if(@collect_tmp != 1) goto L_CollectS; - close; - - L_Collect5: - mes "[Elder Wuhai]"; - mes "Please bring these items"; - mes "Yoyo Tail - 20"; - mes "Iron Ore - 5"; - mes "Blue Herb - 3"; - if(@collect_tmp != 1) goto L_CollectS; - close; - - L_Collect6: - mes "[Elder Wuhai]"; - mes "Please bring these items"; - mes "Solid Shell - 5"; - mes "Shell - 20"; - mes "Zargon - 5"; - if(@collect_tmp != 1) goto L_CollectS; - close; -L_CollectS: - mes "[Elder Wuhai]"; - mes "To test your will, you will have to collect these items by yourself"; - next; - mes "[Elder Wuhai]"; - mes "Come back to me when you have all of them."; - mes "Now go, May God's blessings be with you."; - close; - -//~IsJOB50: -//~ mes "[Elder Wuhai]"; -//~ mes "However, I see that your Job Level is " +joblevel +" ."; -//~ mes "That could prove your ability."; -//~ next; -//~ mes "[Elder Wuhai]"; -//~ mes "Well done!"; -//~ mes "I think God will agree with me."; -//~ next; -//~ mes "[Elder Wuhai]"; -//~ mes "The next step, there is a Monk named Wutao want to see you."; -//~ mes "He is in the Monk Grave North from here."; -//~ set JOB_MONK_Q, 4; -//~ close; - -Part1: -//~ if(joblevel == 50) goto IsJOB50; - if(JOB_MONK_C == 1 && countitem(913) >= 10 && countitem(948) >= 5 && countitem(7033) >= 20) goto L_CollectS2_1; - if(JOB_MONK_C == 2 && countitem(1027) >= 5 && countitem(1025) >= 20 && countitem(940) >= 10) goto L_CollectS2_2; - if(JOB_MONK_C == 3 && countitem(905) >= 30 && countitem(909) >= 5 && countitem(955) >= 10) goto L_CollectS2_3; - if(JOB_MONK_C == 4 && countitem(938) >= 5 && countitem(1055) >= 10 && countitem(511) >= 20) goto L_CollectS2_4; - if(JOB_MONK_C == 5 && countitem(942) >= 20 && countitem(1002) >= 5 && countitem(510) >= 3) goto L_CollectS2_5; - if(JOB_MONK_C == 6 && countitem(943) >= 5 && countitem(935) >= 20 && countitem(912) >= 5) goto L_CollectS2_6; - - mes "[Elder Wuhai]"; - mes "Hmm... Still not ready yet?"; - mes "Let me tell what you should bring again,"; - mes "Listen carefully!"; - next; - set @collect_tmp, 1; - goto L_Collect; - - L_CollectS2_1: - delitem 913, 10; - delitem 948, 5; - delitem 7033, 20; - goto L_CollectS2_E; - L_CollectS2_2: - delitem 1027, 5; - delitem 1025, 20; - delitem 940, 10; - goto L_CollectS2_E; - L_CollectS2_3: - delitem 7012, 30; - delitem 909, 5; - delitem 955, 10; - goto L_CollectS2_E; - L_CollectS2_4: - delitem 938, 5; - delitem 1055, 10; - delitem 511, 20; - goto L_CollectS2_E; - L_CollectS2_5: - delitem 942, 20; - delitem 1002, 5; - delitem 510, 3; - goto L_CollectS2_E; - L_CollectS2_6: - delitem 943, 5; - delitem 935, 20; - delitem 912, 5; - goto L_CollectS2_E; - - L_CollectS2_E: - mes "[Elder Wuhai]"; - mes "Oh! You've brought all of them!"; - mes "Well done!"; - mes "Your will in becoming in Monk is witnessable!"; - next; - mes "[Elder Wuhai]"; - mes "Let's see... there is a Monk named"; - mes "Ah... Wutao who wants to see you."; - mes "He will be in the Ancestral Graveyard North from here."; - set JOB_MONK_Q, 4; - set JOB_MONK_C, 0; - close; - -Part2: - mes "[Elder Wuhai]"; - mes "Next... should be questions regarding your job changing?"; - mes "Go find master Wutao,"; - mes "He will be in the Ancestral Graveyard North from here."; - close; -Part3: - mes "[Elder Wuhai]"; - mes "Hmm? You're still taking the test...?"; - mes "Try to do your best in it then!"; - close; -Part4: - mes "[Elder Wuhai]"; - mes "What? You haven't drunk that Magic Potion?"; - mes "Then... Hurry up and finish the Green-ish potion!"; - mes "Otherwise, you will never be able to achieve"; - mes "The spiritual energy level of Monks!"; - set JOB_MONK_Q, 11; - close; -Part5: - mes "[Elder Wuhai]"; - mes "We have done all steps... Your blood, your mind, your soul,"; - mes "Is enough for you to become a Monk."; - mes "Even your spiritual energy has increased after drinking the Magic Potion."; - next; - mes "[Elder Wuhai]"; - mes "Good... you will now be sworn in by oath"; - mes "In which afterwards the job changing will be complete."; - next; - mes "[Elder Wuhai]"; - mes "Are you willing to dedicate the rest of your life to serving God?"; - next; - menu "Yes.",L_MONK_Q_2,"No.",-; - - mes "[Elder Wuhai]"; - mes "......What?......"; - mes "Aren't you ready to become a Monk?"; - mes "Perhaps you want to run around a bit more,"; - mes "And shed some more sweat"; - mes "To become more prepared?"; - next; - mes "[Elder Wuhai]"; - mes "Consider carefully before coming back!"; - mes "I do not want to make a bad Monk."; - close; -L_MONK_Q_2: - mes "[Elder Wuhai]"; - mes "Will you use the powers given to you for your own good?"; - next; - menu "Yes.",-,"No.",L_MONK_Q_3; - - mes "[Elder Wuhai]"; - mes "...NO NO NO NO NO !! Our training is not for any self benefits!"; - mes "How could one who protects world peace abuse this advantage"; - mes "For their own selfish means?!"; - next; - mes "[Elder Wuhai]"; - mes "Go and think over the true purpose of a Monk."; - mes "Thoughts like that will only make you greedier for power"; - mes "The corruption of your soul will only lead to loss of your ability."; - close; - -L_MONK_Q_3: - mes "[Elder Wuhai]"; - mes "When judging those who have opposed the will of God,"; - mes "Will you hesitate in punishing them?"; - next; - menu "No.",L_MONK_Q_4,"Yes.",-; - - mes "[Elder Wuhai]"; - mes "What do you think Monks are?"; - mes "No matter who they are,"; - mes "People who harm the weak are like trash!"; - mes "They do not have the right to live on this world!"; - next; - mes "[Elder Wuhai]"; - mes "Perhaps you should go to people who deny morals in this world,"; - mes "Come back again when you've learnt how to hate."; - mes "Then you will know what to do."; - close; - -L_MONK_Q_4: - mes "[Elder Wuhai]"; - mes "Will you help to eradicate those who oppose God,"; - mes "And to sacrifice yourself for the better of others?"; - next; - menu "Yes",L_MONK_Q_5,"No",-; - - mes "[Elder Wuhai]"; - mes "Oh...nonononono...."; - mes "If sacrificing oneself would be beneficial to your peers,"; - mes "And that more enemies can be rid of,"; - mes "That would be a great and worthy thing to do!"; - next; - mes "[Elder Wuhai]"; - mes "What does Sacrifice means? Come back when you've figured it out."; - mes "Ah.. Sacrifice can be so simple, yet so difficult!"; - close; - -L_MONK_Q_5: - mes "[Elder Wuhai]"; - mes "Will you train monsters behind you to help others in battle?"; - next; - menu "Yes",-,"No",L_MONK_Q_6; - - mes "[Elder Wuhai]"; - mes "That is not right! Training mobs around"; - mes "Doesn't only apply to all others"; - mes "..."; - // he's not making any sense =P - mes "Instead it is an act that violates the rights of other Monks"; - next; - mes "[Elder Wuhai]"; - mes "Even when you've learnt the skill 'Steel Body'"; - mes "It is only meant to be used in emergency, or when you meet a strong adversary."; - mes "But not in such a situation!"; - next; - mes "[Elder Wuhai]"; - mes "It might feel that you're helping them,"; - mes "But you are only commiting acts of unjust!"; - mes "What is the true way of a Monk?"; - mes "Come back when you have thought it over."; - close; - -L_MONK_Q_6: - mes "[Elder Wuhai]"; - // mes "Will you spam?"; - // "will you spam" is just so... un-monkly. ^^; - mes "In villages or wilderness, will you say the same words towards others repeatedly?"; - next; - menu "Yes",-,"No",L_MONK_Q_7; - - mes "[Elder Wuhai]"; - mes "No! If you do so, not just Monks, even the common people,"; - mes "No matter how loudly you've yelled no one will bother about you!"; - next; - mes "[Elder Wuhai]"; - mes "It is the same even if you only wanted to spread the words of God."; - mes "Think of your behavior. What's right and wrong?"; - mes "Although I would rather test you again, but I'll let you go this time."; - close; -L_MONK_Q_7: - mes "[Elder Wuhai]"; - mes "Do you feel as if you're a messenger of God, and are willing to die for God?"; - next; - menu "Yes",L_MONK_Q_8,"No",-; - - mes "[Elder Wuhai]"; - mes "You cannot be a Monk with this kind of will!"; - mes "As its said, Death is only temporary, Ever if we have to give our lives"; - mes "to protect world peace, it would at least be a meaningful action!"; - next; - mes "[Elder Wuhai]"; - mes "Those who oppose God will be condemned,"; - mes "While those who listen to God will live."; - mes "What is life and death to you?"; - mes "Ponder that well."; - close; - -L_MONK_Q_8: - mes "Lastly, make an oath to swear you will keep to what you have answered."; - next; - menu "I swear.",L_MONK_Q_9,"I refuse.",-; - - mes "[Elder Wuhai]"; - mes "......"; - next; - mes "[Elder Wuhai]"; - mes "It seems like... you don't have enough training..."; - mes "I can't let you become a Monk."; - next; - mes "[Elder Wuhai]"; - mes "It is better for you to train more."; - mes "Come back when you ready."; - next; - mes "[Elder Wuhai]"; - mes "May God be with you."; - close; - -L_MONK_Q_9: - mes "[Elder Wuhai]"; - mes "Well then, we have completed the oaths"; - mes "Gather closer now, you are already my brother!"; -//---- Progress bar ----// - next; - mes "[Elder Wuhai]"; - mes "Your promise has transmited to all Monks throught ypur heart and my heart."; - next; - mes "[Elder Wuhai]"; - mes "Now, let's begin the ceremony!"; - next; - mes "[Elder Wuhai]"; - mes "I'll acupuncture your 365 acupuncture points and open up your 1129 arteries and veins"; - next; - mes "[Elder Wuhai]"; - mes "Ahhhhhhhhh......"; - next; - mes "[Elder Wuhai]"; - mes "Wuuu... Huuuuuu。K"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "- He take a deeply breath -"; - next; - mes "[" + strcharinfo(0) + "]"; - mes "- And begining to acupuncture -"; - next; - mes "[Elder Wuhai]"; - mes "Ahhhh--- Dadadadadada!!!"; - next; - mes "[Elder Wuhai]"; - mes "DaBaDaBaDadadadaKaBonTatatata!!!"; - next; - mes "[Elder Wuhai]"; - mes "Ahhhh--- Dadadadadada!!!"; - next; - mes "[Elder Wuhai]"; - mes "WaLaChuOhhhhhhh!!!"; - next; - mes "[Elder Wuhai]"; - mes "Wuuu... Huuuuuu。K"; - next; - mes "[Elder Wuhai]"; - mes "WowHoooo... Okay, you are now a Monk!"; - setoption 0; - jobchange 15; - callfunc "F_ClearJobVar"; - next; - mes "[Elder Wuhai]"; - mes "(Caught!) (Caught!)"; - next; - mes "[Elder Wuhai]"; - mes "Am I old...? I feel so tired... (-sigh-)"; - mes "I could clamb mountains after this before."; - next; - mes "[Elder Wuhai]"; - mes "Very well... You are now a Monk..."; - mes "Welcome to be one of us."; - next; - mes "[Elder Wuhai]"; - mes "Bou never forget your promise."; - next; - mes "[Elder Wuhai]"; - mes "Keep it in your mind, and train yourself."; - next; - mes "[Elder Wuhai]"; - mes "Now go..."; - mes "Here is a gift from us to congratulate you."; - if(joblevel <= 49) getitem 1801, 1; - if(joblevel == 50) getitem 1804, 1; - close; -Part6: - mes "[Elder Wuhai]"; - mes "May you find God in Mother Nature!"; - mes "Welcome dear! What can I do for you?"; - next; - mes "[Elder Wuhai]"; - mes "Is everything alright?"; - mes "How the training?"; - next; - mes "[Elder Wuhai]"; - mes "If you don't have a strong body, you may not be able to help people when they needs you."; - mes "If you are weak, the Evil will come to you and leads you go into the dark side."; - next; - mes "[Elder Wuhai]"; - mes "Never forget it! You are the one protect weakers and world peace!"; - mes "You should always mind the Evil. Don't let them leads you go into the dark side."; - close; - -Part7: - mes "[Elder Wuhai]"; - mes "May you find God in Mother Nature!"; - mes "Welcome dear! What can I do for you?"; - next; - mes "[Elder Wuhai]"; - mes "Oh! You are an Acolyte...."; - mes "If you want to pray, go to Prontera Sanctuary!"; - mes "This is the Monk training area, not for you to pray."; - mes "Go and find other places to stay if you are not willing to be a Monk."; - close; -} - -prt_monk.gat,251,255,4 script Wutao 79,{ - if(JOB_MONK_Q == 4 ) goto L_START; - if(JOB_MONK_Q == 5 ) goto Part1; - if(JOB_MONK_Q == 6 ) goto Part2; - if(JOB_MONK_Q > 6 ) goto Part3; - goto IsOther; - -IsOther: - mes "[Wutao]"; - mes "We are Monks!"; - mes "We have unlimited power!"; - mes "We have unlimited wise!"; - mes "We use our power and wise to protect the world peace!"; - next; - mes "[Wutao]"; - mes "So..."; - mes "Are you my enemy?"; - mes "You block my way!!!!"; - next; - mes "[Wutao]"; - mes "If someone block me!! I'll fight!!"; - mes "TaAhhhhhh!!!"; - next; - mes "[Wutao]"; - mes "HuHaaaaaaaa!!!"; - next; - mes "[Wutao]"; - mes "don;t be afraid, go yourway!"; - close; - -L_START: - mes "[Wutao]"; - mes "What can I do for you?"; - mes "Do you want to talk about God?"; - next; - mes "[Wutao]"; - mes "Oh! you are proceeding the Monk Quest!"; - mes "The spirits you have is like a Monk."; - next; - mes "[Wutao]"; - mes "Seems your arteries and veins has been open."; - mes "You must be the one coming from Elder Wuhai, right?"; - mes "Very well..."; - next; - mes "[Wutao]"; - mes "Let me introduce you something about the spirits of Monks and some simple rules that Monks should obey."; - mes "Then I'll help modifing your mental status, make your body ready for the next test."; - next; - mes "[Wutao]"; - mes "Now, remember what I say and repeat again."; - mes "Clear your mind... Are you ready?"; - next; - menu "Yes",L_MENU_1,"No",-; - mes "[Wutao]"; - mes "Come back when you ready!"; - close; -L_MENU_1: - mes "[Wutao]"; - mes "All right, let's begin."; - next; - set @JOB_MONK_C2, rand(1,4); -L_Again: - if(@JOB_MONK_C2 == 1) goto L_ROOT_1; - if(@JOB_MONK_C2 == 2) goto L_ROOT_2; - if(@JOB_MONK_C2 == 3) goto L_ROOT_3; - - L_ROOT_1: - set @monk_str0$,"Supported by dragon and phoenix,"; - set @monk_str1$,"So flies he westward."; - set @monk_str2$,"But the phoenix shall fall to the earth."; - set @monk_str3$,"And the dragon shall soar to the sky;"; - set @monk_str4$,"There shall be successes and failures,"; - set @monk_str5$,"For such is the eternal law."; - set @monk_str6$,"See that ye act when occasion offers,"; - set @monk_str7$,"Lest ye descend to the Nine Golden Springs.'"; - goto L_MES; - L_ROOT_2: - set @monk_str0$,"He boasted not a handsome face,"; - set @monk_str1$,"Nor was his body blessed with grace."; - set @monk_str2$,"His words streamed like a waterfall,"; - set @monk_str3$,"He read a book and knew it all."; - set @monk_str4$,"Shu's glories could he well rehearse,"; - set @monk_str5$,"His lore embraced the universe."; - set @monk_str6$,"Or text or note of scholiast"; - set @monk_str7$,"Once read, his memory held fast."; - goto L_MES; - L_ROOT_3: - set @monk_str0$,"Seek ye a noble one? Then take ye the way of Jieliang,"; - set @monk_str1$,"Watch ye how all people revere Guan Yu,"; - set @monk_str2$,"Each excelling others to honor him,"; - set @monk_str3$,"Him, one of the three brothers of the Peach Garden Oath,"; - set @monk_str4$,"Who have won sacrifices, as emperor and king."; - set @monk_str5$,"Incomparable their aura spreads through the world;"; - set @monk_str6$,"They are resplendent as the great lights of the firmament;"; - set @monk_str7$,"Temples to our Lord Guan Yu abound, no village lacks one,"; - set @monk_str8$,"Their venerable trees at sundown are the resting places for birds."; - goto L_MES; -L_MES: - mes "[Wutao]"; - mes "Listen carefully!"; - next; - mes "[Wutao]"; - mes @monk_str0$; - next; - mes "[Wutao]"; - mes @monk_str1$; - next; - mes "[Wutao]"; - mes @monk_str2$; - next; - mes "[Wutao]"; - mes @monk_str3$; - next; - mes "[Wutao]"; - mes @monk_str4$; - next; - mes "[Wutao]"; - mes @monk_str5$; - next; - mes "[Wutao]"; - mes @monk_str6$; - next; - mes "[Wutao]"; - mes @monk_str7$; - if(@JOB_MONK_C2 < 3) goto L_MES_1; - next; - mes "[Wutao]"; - mes @monk_str8$; - -L_MES_1: - next; - mes "[Wutao]"; - mes "Now, " + strcharinfo(0) + ", it's your turn."; - next; - set @monk_q, 0; - if(@JOB_MONK_C2 == 1) goto L_MONK_Q1_1; - if(@JOB_MONK_C2 == 2) goto L_MONK_Q2_1; - if(@JOB_MONK_C2 == 3) goto L_MONK_Q3_1; - -L_MONK_Q1_1: - - menu "And the dragon shall soar to the sky;",L_MONK_Q1_2, - "But the phoenix shall fall to the earth.",L_MONK_Q1_2, - "For such is the eternal law.",L_MONK_Q1_2, - "See that ye act when occasion offers,",L_MONK_Q1_2, - "There shall be successes and failures,",L_MONK_Q1_2, - "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_2, - "Supported by dragon and phoenix,",-, - "So flies he westward.",L_MONK_Q1_2; - - set @monk_q, @monk_q + 1; -L_MONK_Q1_2: - - menu "But the phoenix shall fall to the earth.",L_MONK_Q1_3, - "See that ye act when occasion offers,",L_MONK_Q1_3, - "Supported by dragon and phoenix,",L_MONK_Q1_3, - "There shall be successes and failures,",L_MONK_Q1_3, - "So flies he westward.",-, - "And the dragon shall soar to the sky;",L_MONK_Q1_3, - "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_3, - "For such is the eternal law.",L_MONK_Q1_3; - - set @monk_q, @monk_q + 1; -L_MONK_Q1_3: - - menu "There shall be successes and failures,",L_MONK_Q1_4, - "But the phoenix shall fall to the earth.",-, - "And the dragon shall soar to the sky;",L_MONK_Q1_4, - "So flies he westward.",L_MONK_Q1_4, - "For such is the eternal law.",L_MONK_Q1_4, - "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_4, - "See that ye act when occasion offers,",L_MONK_Q1_4, - "Supported by dragon and phoenix,",L_MONK_Q1_4; - - set @monk_q, @monk_q + 1; -L_MONK_Q1_4: - - menu "And the dragon shall soar to the sky;",-, - "Supported by dragon and phoenix,",L_MONK_Q1_5, - "But the phoenix shall fall to the earth.",L_MONK_Q1_5, - "So flies he westward.",L_MONK_Q1_5, - "For such is the eternal law.",L_MONK_Q1_5, - "There shall be successes and failures,",L_MONK_Q1_5, - "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_5, - "See that ye act when occasion offers,",L_MONK_Q1_5; - - set @monk_q, @monk_q + 1; -L_MONK_Q1_5: - - menu "For such is the eternal law.",L_MONK_Q1_6, - "And the dragon shall soar to the sky;",L_MONK_Q1_6, - "So flies he westward.",L_MONK_Q1_6, - "Supported by dragon and phoenix,",L_MONK_Q1_6, - "But the phoenix shall fall to the earth.",L_MONK_Q1_6, - "See that ye act when occasion offers,",L_MONK_Q1_6, - "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_6, - "There shall be successes and failures,",-; - - set @monk_q, @monk_q + 1; -L_MONK_Q1_6: - - menu "Supported by dragon and phoenix,",L_MONK_Q1_7, - "So flies he westward.",L_MONK_Q1_7, - "For such is the eternal law.",-, - "But the phoenix shall fall to the earth.",L_MONK_Q1_7, - "There shall be successes and failures,",L_MONK_Q1_7, - "And the dragon shall soar to the sky;",L_MONK_Q1_7, - "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_7, - "See that ye act when occasion offers,",L_MONK_Q1_7; - - set @monk_q, @monk_q + 1; -L_MONK_Q1_7: - - menu "So flies he westward.",L_MONK_Q1_8, - "Supported by dragon and phoenix,",L_MONK_Q1_8, - "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_8, - "See that ye act when occasion offers,",L_MONK_Q1_8, - "There shall be successes and failures,",L_MONK_Q1_8, - "For such is the eternal law.",L_MONK_Q1_8, - "But the phoenix shall fall to the earth.",L_MONK_Q1_8, - "And the dragon shall soar to the sky;",L_MONK_Q1_8, - "See that ye act when occasion offers,",-; - - set @monk_q, @monk_q + 1; -L_MONK_Q1_8: - - menu "Supported by dragon and phoenix,",L_MONK_QUEST_END, - "See that ye act when occasion offers,",L_MONK_QUEST_END, - "But the phoenix shall fall to the earth.",L_MONK_QUEST_END, - "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_1_2, - "And the dragon shall soar to the sky;",L_MONK_QUEST_END, - "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_END, - "So flies he westward.",L_MONK_QUEST_END, - "There shall be successes and failures,",L_MONK_QUEST_END, - "For such is the eternal law.",L_MONK_QUEST_END; - -L_MONK_Q2_1: - - menu "Nor was his body blessed with grace.",L_MONK_Q2_2, - "He read a book and knew it all.",L_MONK_Q2_2, - "His words streamed like a waterfall,",L_MONK_Q2_2, - "He boasted not a handsome face,",-, - "Shu's glories could he well rehearse,",L_MONK_Q2_2, - "Once read, his memory held fast.",L_MONK_Q2_2, - "His lore embraced the universe.",L_MONK_Q2_2, - "Or text or note of scholiast",L_MONK_Q2_2; - - set @monk_q, @monk_q + 1; -L_MONK_Q2_2: - - menu "His lore embraced the universe.",L_MONK_Q2_3, - "He boasted not a handsome face,",L_MONK_Q2_3, - "His words streamed like a waterfall,",L_MONK_Q2_3, - "He read a book and knew it all.",L_MONK_Q2_3, - "Or text or note of scholiast",L_MONK_Q2_3, - "Once read, his memory held fast.",L_MONK_Q2_3, - "Shu's glories could he well rehearse,",L_MONK_Q2_3, - "Nor was his body blessed with grace.",-; - - set @monk_q, @monk_q + 1; -L_MONK_Q2_3: - - menu "His words streamed like a waterfall,",-, - "His lore embraced the universe.",L_MONK_Q2_4, - "He read a book and knew it all.",L_MONK_Q2_4, - "Shu's glories could he well rehearse,",L_MONK_Q2_4, - "Nor was his body blessed with grace.",L_MONK_Q2_4, - "Or text or note of scholiast",L_MONK_Q2_4, - "He boasted not a handsome face,",L_MONK_Q2_4, - "Once read, his memory held fast.",L_MONK_Q2_4; - - set @monk_q, @monk_q + 1; -L_MONK_Q2_4: - - menu "Nor was his body blessed with grace.",L_MONK_Q2_5, - "Once read, his memory held fast.",L_MONK_Q2_5, - "Shu's glories could he well rehearse,",L_MONK_Q2_5, - "Or text or note of scholiast",L_MONK_Q2_5, - "He boasted not a handsome face,",L_MONK_Q2_5, - "He read a book and knew it all.",-, - "His lore embraced the universe.",L_MONK_Q2_5, - "His words streamed like a waterfall,",L_MONK_Q2_5; - - set @monk_q, @monk_q + 1; -L_MONK_Q2_5: - - menu "Once read, his memory held fast.",L_MONK_Q2_6, - "Or text or note of scholiast",L_MONK_Q2_6, - "He read a book and knew it all.",L_MONK_Q2_6, - "His words streamed like a waterfall,",L_MONK_Q2_6, - "Nor was his body blessed with grace.",L_MONK_Q2_6, - "He boasted not a handsome face,",L_MONK_Q2_6, - "His lore embraced the universe.",L_MONK_Q2_6, - "Shu's glories could he well rehearse,",-; - - set @monk_q, @monk_q + 1; -L_MONK_Q2_6: - - menu "Or text or note of scholiast",L_MONK_Q2_7, - "He read a book and knew it all.",L_MONK_Q2_7, - "Shu's glories could he well rehearse,",L_MONK_Q2_7, - "His words streamed like a waterfall,",L_MONK_Q2_7, - "His lore embraced the universe.",-, - "He boasted not a handsome face,",L_MONK_Q2_7, - "Nor was his body blessed with grace.",L_MONK_Q2_7, - "Once read, his memory held fast.",L_MONK_Q2_7; - - set @monk_q, @monk_q + 1; -L_MONK_Q2_7: - - menu "Nor was his body blessed with grace.",L_MONK_Q2_8, - "Or text or note of scholiast",-, - "His words streamed like a waterfall,",L_MONK_Q2_8, - "Once read, his memory held fast.",L_MONK_Q2_8, - "He boasted not a handsome face,",L_MONK_Q2_8, - "He read a book and knew it all.",L_MONK_Q2_8, - "Shu's glories could he well rehearse,",L_MONK_Q2_8, - "His lore embraced the universe.",L_MONK_Q2_8; - - set @monk_q, @monk_q + 1; -L_MONK_Q2_8: - - menu "He boasted not a handsome face,",L_MONK_QUEST_END, - "Nor was his body blessed with grace.",L_MONK_QUEST_END, - "Shu's glories could he well rehearse,",L_MONK_QUEST_END, - "Or text or note of scholiast",L_MONK_QUEST_END, - "His lore embraced the universe.",L_MONK_QUEST_END, - "He read a book and knew it all.",L_MONK_QUEST_END, - "His words streamed like a waterfall,",L_MONK_QUEST_END, - "Once read, his memory held fast.",L_MONK_QUEST_1_2; - -L_MONK_Q3_1: - - menu "Watch ye how all people revere Guan Yu,",L_MONK_Q3_2, - "Seek ye a noble one? Then take ye the way of Jieliang,",-, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_2, - "Each excelling others to honor him,",L_MONK_Q3_2, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_2, - "Incomparable their aura spreads through the world;",L_MONK_Q3_2, - "They are resplendent as the great lights of the firmament;",L_MONK_Q3_2, - "Who have won sacrifices, as emperor and king.",L_MONK_Q3_2, - "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_2; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_2: - - menu "Each excelling others to honor him,",L_MONK_Q3_3, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_3, - "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_3, - "Incomparable their aura spreads through the world;",L_MONK_Q3_3, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_3, - "Who have won sacrifices, as emperor and king.",L_MONK_Q3_3, - "Watch ye how all people revere Guan Yu,",-, - "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_3, - "They are resplendent as the great lights of the firmament;",L_MONK_Q3_3; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_3: - - menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_4, - "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_4, - "Each excelling others to honor him,",-, - "Watch ye how all people revere Guan Yu,",L_MONK_Q3_4, - "Who have won sacrifices, as emperor and king.",L_MONK_Q3_4, - "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_4, - "Incomparable their aura spreads through the world;",L_MONK_Q3_4, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_4, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_4; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_4: - - menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_5, - "Each excelling others to honor him,",L_MONK_Q3_5, - "Incomparable their aura spreads through the world;",L_MONK_Q3_5, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_5, - "Him, one of the three brothers of the Peach Garden Oath,",-, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_5, - "They are resplendent as the great lights of the firmament;",L_MONK_Q3_5, - "Who have won sacrifices, as emperor and king.",L_MONK_Q3_5, - "Watch ye how all people revere Guan Yu,",L_MONK_Q3_5; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_5: - - menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_6, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_6, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_6, - "Who have won sacrifices, as emperor and king.",-, - "Watch ye how all people revere Guan Yu,",L_MONK_Q3_6, - "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_6, - "Incomparable their aura spreads through the world;",L_MONK_Q3_6, - "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_6, - "Each excelling others to honor him,",L_MONK_Q3_6; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_6: - - menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_7, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_7, - "Watch ye how all people revere Guan Yu,",L_MONK_Q3_7, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_7, - "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_7, - "Incomparable their aura spreads through the world;",-, - "Each excelling others to honor him,",L_MONK_Q3_7, - "They are resplendent as the great lights of the firmament;",L_MONK_Q3_7, - "Who have won sacrifices, as emperor and king.",L_MONK_Q3_7; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_7: - - menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_8, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_8, - "They are resplendent as the great lights of the firmament;",-, - "Watch ye how all people revere Guan Yu,",L_MONK_Q3_8, - "Each excelling others to honor him,",L_MONK_Q3_8, - "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_8, - "Who have won sacrifices, as emperor and king.",L_MONK_Q3_8, - "Incomparable their aura spreads through the world;",L_MONK_Q3_8, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_8; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_8: - - menu "Temples to our Lord Guan Yu abound, no village lacks one,",-, - "Incomparable their aura spreads through the world;",L_MONK_Q3_9, - "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_9, - "They are resplendent as the great lights of the firmament;",L_MONK_Q3_9, - "Who have won sacrifices, as emperor and king.",L_MONK_Q3_9, - "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_9, - "Watch ye how all people revere Guan Yu,",L_MONK_Q3_9, - "Each excelling others to honor him,",L_MONK_Q3_9, - "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_9; - - set @monk_q, @monk_q + 1; -L_MONK_Q3_9: - - menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_QUEST_END, - "Each excelling others to honor him,",L_MONK_QUEST_END, - "Watch ye how all people revere Guan Yu,",L_MONK_QUEST_END, - "Who have won sacrifices, as emperor and king.",L_MONK_QUEST_END, - "Incomparable their aura spreads through the world;",L_MONK_QUEST_END, - "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_QUEST_END, - "They are resplendent as the great lights of the firmament;",L_MONK_QUEST_END, - "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_QUEST_END, - "Their venerable trees at sundown are the resting places for birds.",-; - -L_MONK_QUEST_1_2: - set @monk_q, @monk_q + 1; -L_MONK_QUEST_END: - - if(@monk_q != 10) goto L_C2_FAIL; - -L_C2_DONE: - set @monk_q, 0; - next; - mes "[Wutao]"; - mes "Hmmm..."; - next; - mes "[Wutao]"; - mes "...Well Done!! It's perfect!"; - next; - mes "[Wutao]"; - mes "However, don't be happy too early. There is much long way to go before you become a Monk."; - next; - mes "[Wutao]"; - mes "DaAhaaaa..."; - next; - mes "[Wutao]"; - mes "ShuKeeee....."; - next; - mes "[Wutao]"; - mes "SouKouuuuu...."; - next; - mes "[Wutao]"; - mes "PaYennnn...."; - next; - mes "[Wutao]"; - mes "As I promised, your mental status is now running like a Monk do."; - next; - mes "[Wutao]"; - mes "Now go, seek ^000080Fuhai^000000 for further guidance."; - set JOB_MONK_Q, 6; - close; - -L_C2_FAIL: - mes "[" + strcharinfo(0) + "]"; - mes "Well...? How was that? "; - next; - mes "[Wutao]"; - mes "Hmmm..."; - next; - mes "[Wutao]"; - mes "HeNmmm..."; - next; - mes "[Wutao]"; - mes "How was that? It's bad! You didn't memorize it all!"; - next; - mes "[Wutao]"; - mes "You should doult yourself. Are you really have the ability to be a Monk?"; - mes "...It's really...."; - next; - mes "[Wutao]"; - mes "Well...That's fine, do you want to try it again?"; - next; - mes "[Wutao]"; - mes "Of course! Since you did not pass this test, you can't take the next test."; - set JOB_MONK_Q, 5; - close; - -Part1: - mes "[Wutao]"; - mes "Very well. Let's try it again."; - next; - goto L_Again; - -Part2: - mes "[Wutao]"; - mes "What? You forget whom you should seek for?"; - next; - mes "[Wutao]"; - mes "......You are so......."; - next; - mes "[Wutao]"; - mes "...Are you testing my patient?"; - next; - mes "[Wutao]"; - mes "...Okay, I'll tell you again..."; - mes "Go and seek ^000080Fuhai^000000 for further guidance."; - close; -Part3: - mes "[Wutao]"; - mes "May God be with you."; - close; -} - -prt_monk.gat,57,179,4 script Fuhai 110,{ - - if(@Choice_mission == 1 ) goto Part1; - if(@Choice_mission == 2 ) goto Part2; - if(JOB_MONK_Q == 6 ) goto L_START; - goto IsOther; -IsOther: - mes "[Fuhai]"; - mes "HaAhhhhh....!!!"; - next; - mes "- Seems like he is thinking something -"; - close; - -L_START: - mes "[Fuhai]"; - mes "..."; - next; - mes "[Fuhai]"; - mes "......"; - next; - mes "[Fuhai]"; - mes "........."; - next; - mes "[Fuhai]"; - mes "............"; - next; - menu "Hello there?",-; - - mes "[Fuhai]"; - mes "...what...WHAT?"; - mes "How dare you interupt my training!"; - mes "If it is not very important..."; - next; - mes "[Fuhai]"; - mes "......"; - mes "I can't tell...if you can see the son tomorrow..."; - next; - mes "[Fuhai]"; - mes "Why are you here?"; - mes "Explain!"; - next; - menu "Some one named [Wutao] send me here.",L_MENU_1,"Well...Nothing...",-; - - mes "[Fuhai]"; - mes "......"; - mes "...How about dig a grave for yourself?"; - close; - L_MENU_1: - mes "[Fuhai]"; - mes "Hmmm...It's that so?"; - mes "That's..."; - next; - mes "[Fuhai]"; - mes "Oh...Your mental status..."; - mes "Ha! Very well..."; - next; - mes "[Fuhai]"; - mes "However, what did you learn from [Wutao] ?"; - next; - menu "Hmmm...Well...It's...",-, - "I repeat what he said, and he send me here.",L_MENU_1_1, - "He test my mental status and send me here.",-; - - mes "[Fuhai]"; - mes "Foolish!"; - mes "Don't bother me! Go away!"; - close; - L_MENU_1_1: - mes "[Fuhai]"; - mes "Well...Then?"; - mes "Did he do anything for you?"; - next; - menu "Ah...It's...I can't tell...",-, - "Check my body",L_MENU_1_1_1, - "Tell me some rules to obey",L_MENU_1_1_1, - "modify my mental status",L_MENU_1_1_2; - - mes "[Fuhai]"; - mes "Foolish!"; - mes "Don't bother me! Go away!"; - close; - L_MENU_1_1_1: - mes "[Fuhai]"; - mes "That's quite true, but not the point."; - mes "Think! Use your brain!"; - close; - - L_MENU_1_1_2: - set JOB_MONK_Q, 7; - mes "[Fuhai]"; - mes "Very well, at least you know what had been change in your body"; - mes "Now, let's begin the next test."; - next; - mes "[Fuhai]"; - mes "I'll give you a chance to choose what kind of test you want to take."; - mes "Now, make your own choise."; - next; - menu "Mushroom Collecting",L_ROOT_1,"Marathon",L_ROOT_2; - - L_ROOT_1: - mes "[Fuhai]"; - mes "Mushroom Collecting? Good choice!"; - mes "That would make you appreciate the extremity of patient, realize the meaning God give you the great willpower."; - mes "Now go, do some prepares. Come back when you ready."; - set @Choice_mission, 1; - close; - L_ROOT_2: - mes "[Fuhai]"; - mes "Marathon? Good choice!"; - mes "That would make you appreciate the extremity of willpower, realize the meaning God give you the great patient."; - mes "Now go, do some prepares. Come back when you ready."; - set @Choice_mission, 2; - close; -Part1: - mes "[Fuhai]"; - mes "Are you ready?"; - mes "Acturily, you don't need to prepare anything if you believe in yourself"; - next; - mes "[Fuhai]"; - mes "Mushroom Collecting is your choice."; - mes "It's a test for yourself."; - next; - mes "[Fuhai]"; - mes "Now, go to the building located in the center of this training area."; - next; - mes "[Fuhai]"; - mes "You will pass the test when you collect enough mushrooms we think."; - mes "Now, what are waitting for? Go ahead!"; - close; -Part2: - mes "[Fuhai]"; - mes "Are you ready?"; - mes "Acturily, you don't need to prepare anything if you believe in yourself"; - next; - mes "[Fuhai]"; - mes "Marathon is your choice."; - mes "It's a test for yourself."; - next; - mes "[Fuhai]"; - mes "Now, go to the building located in the center of this training area."; - next; - mes "[Fuhai]"; - mes "You will pass the test when you run enough circles we think."; - mes "Now, what are waitting for? Go ahead!"; - close; - -} - -prt_monk.gat,199,169,4 script Guard 746,{ - if(JOB_MONK_Q == 7) goto L_START; - if(JOB_MONK_Q > 6) goto Part1; - goto IsOther; -IsOther: - mes "[Guard ChaoLi]"; - mes "This is..."; - mes "Monk Training Area"; - next; - mes "[Guard ChaoLi]"; - mes "Please be quiet in this area."; - close; - -L_START: - mes "[Guard ChaoLi]"; - mes "This is..."; - mes "Monk Training Area"; - next; - mes "[Guard ChaoLi]"; - mes strcharinfo(0) + " ... Right?!"; - next; - mes "[Guard ChaoLi]"; - mes "Go ahead! Quickly!"; - mes "There is another test waitting for you!"; - close; - -Part1: - mes "[Guard ChaoLi]"; - mes "Please be quiet in this area."; - close; -} - -monk_test.gat,329,61,4 script Bashu 753,{ - if(JOB_MONK_Q == 7) goto L_START; - if(JOB_MONK_Q == 8) goto IsOther; - goto IsOther; -IsOther: - mes "[Bashu]"; - mes "Welcome to ^00FF00St. Capitolina Abbey^000000, the Monk Training Area."; - mes "May the light shine on your path."; - mes "You can find Monk Daowen who judge the grades of Monk training when you go inside"; - next; - mes "[Bashu]"; - mes "Never the less, don't touch anything inside and be quiet in front of Monk Daowen."; - next; - mes "[Bashu]"; - mes "Then, may you have a happy conversation time with God."; - close; -L_START: - mes "[Bashu]"; - mes "Please select a test."; - next; - if(@Choice_mission == 0) goto L_MISSC; - if(@Choice_mission == 2) goto L_MISS2; - mes "[Bashu]"; - mes "As I know, you choose the Mushroom Collecting as your test."; - goto L_MISSC; -L_MISS2: - mes "[Bashu]"; - mes "As I know, you choose the Marathon as your test."; -L_MISSC: - mes "However, if you cannot complete it, you may switch to the other whenever you feel like it."; - next; - menu "Monk's patient - Mushroom Collecting",-, - "Monk's willpower - Marathon",L_MENU_1; - - mes "[Bashu]"; - mes "The test you choose is Monk's patient - Mushroom Collecting"; - next; - warp "job_monk.gat",225,179; - end; - -L_MENU_1: - mes "[Bashu]"; - mes "The test you choose is Monk's willpower - Marathon"; - next; - warp "monk_test.gat",387,345; - end; -} - -monk_test.gat,387,347,4 script Musha 110,{ - mes "[Musha]"; - mes "Wel...Welcome...!"; - mes "This...This is the area testing the pa...patient of whom want to be a Monk."; - next; - mes "[Musha]"; - mes "You should just...just run!"; - mes "Before we told you to stop."; - mes "Run...Run! " + strcharinfo(0) + "! Run!"; - next; - mes "[Musha]"; - mes "Just Run!! Run Quickly!!"; - next; - mes "[Musha]"; - mes "One Day, I'll become a Monk!"; - mes "I.....will......Become...a......MONK!!!"; - next; - mes "[Musha]"; - mes "Do...Do you...want to give......giveup? or...con...continue?"; - mes "Giveup?"; - next; - menu "I want to giveup!",-,"I want to run!!",L_MENU_1; - - announce "Musha: " + strcharinfo(0) + " has give...giveup the test...! Giveup the Marathon test... No...No patient.....HaHaHaHa!!!...",8; - mes "[Musha]"; - mes strcharinfo(0) + "...give...giveup the test..."; - mes "Giveup the Marathon test..."; - mes "No...No patient.....HaHaHaHa!!!..."; - next; - warp "prt_monk.gat",196,168; - end; -L_MENU_1: - next; - mes "[Musha]"; - mes "Before we give you an order to stop...."; - mes "Run...Run! " + strcharinfo(0) + "! Run!"; - if(@runtimes == 0) set @runtimes, rand(8,10); - close; -} - -monk_test.gat,390,387,0 script monk_warp 45,1,1,{ - set @run, @run + 1; - if(@run == (@runtimes-1)) mapannounce "monk_test.gat","Musha: cheer up! The next circle is the last!",8; - if(@run == @runtimes) goto L_DONE; - warp "monk_test.gat",388,348; - end; -L_DONE: - mapannounce "monk_test.gat","Musha: Con....Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; - set JOB_MONK_Q, 8; - warp "prt_monk.gat",196,168; - end; - -} -monk_test.gat,0,0,0 script monk_traps -1,{ - mapannounce "monk_test.gat","trap: " + strcharinfo(0)+ " , you fall into a trap! Now we warp you to the start place.",8; - warp "monk_test.gat",388,348; - end; -} -//--------------------- -monk_test.gat,386,164,0 script monk1-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,386,165,0 script monk1-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,387,164,0 script monk1-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,387,165,0 script monk1-4 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,388,164,0 script monk1-5 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,388,165,0 script monk1-6 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,389,164,0 script monk1-7 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,389,165,0 script monk1-8 139,0,0,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,386,42,0 script monk2-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,386,43,0 script monk2-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,387,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,387,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,388,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,388,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,389,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,389,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,184,11,0 script monk3-1 139,0,3,{doevent "monk_traps";end;} -monk_test.gat,185,11,0 script monk3-2 139,0,3,{doevent "monk_traps";end;} -monk_test.gat,186,11,0 script monk3-3 139,0,3,{doevent "monk_traps";end;} -monk_test.gat,187,11,0 script monk3-4 139,0,3,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,70,10,0 script monk4-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,70,11,0 script monk4-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,70,12,0 script monk4-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,70,13,0 script monk4-4 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,71,10,0 script monk4-5 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,71,11,0 script monk4-6 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,71,12,0 script monk4-7 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,71,13,0 script monk4-8 139,0,0,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,8,30,0 script monk5-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,8,31,0 script monk5-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,9,30,0 script monk5-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,9,31,0 script monk5-4 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,10,30,0 script monk5-5 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,10,31,0 script monk5-6 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,11,30,0 script monk5-7 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,11,31,0 script monk5-8 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,12,30,0 script monk5-9 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,12,31,0 script monk5-10 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,13,30,0 script monk5-11 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,13,31,0 script monk5-12 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,14,30,0 script monk5-13 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,14,31,0 script monk5-14 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,15,30,0 script monk5-15 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,15,31,0 script monk5-16 139,0,0,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,10,158,0 script monk6-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,10,159,0 script monk6-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,11,158,0 script monk6-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,11,159,0 script monk6-4 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,12,158,0 script monk6-5 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,12,159,0 script monk6-6 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,13,158,0 script monk6-7 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,13,159,0 script monk6-8 139,0,0,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,38,386,0 script monk7-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,38,387,0 script monk7-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,38,388,0 script monk7-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,38,389,0 script monk7-4 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,39,386,0 script monk7-5 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,39,387,0 script monk7-6 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,39,388,0 script monk7-7 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,39,389,0 script monk7-8 139,0,0,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,82,390,0 script monk8-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,82,391,0 script monk8-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,83,390,0 script monk8-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,83,391,0 script monk8-4 139,0,0,{doevent "monk_traps";end;} -//--------------------- -monk_test.gat,82,384,0 script monk8-1 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,82,385,0 script monk8-2 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,83,384,0 script monk8-3 139,0,0,{doevent "monk_traps";end;} -monk_test.gat,83,385,0 script monk8-4 139,0,0,{doevent "monk_traps";end;} -//--------------------- -prt_monk.gat,225,179,4 script XuanWu 89,{ - mes "[XuanWu]"; - mes "To see the growing of crop, I deeply appreciate from the grace of God."; - next; - mes "[XuanWu]"; - mes "Never the less, see those crop grown by the strong Monks."; - mes "I think it's the most beautiful picture!"; - next; - mes "[XuanWu]"; - mes "Frankly speeking, grower is the greatest people in the world."; - mes "The Blue Potion you drink must be made of God's will and by the grower."; - next; - mes "[XuanWu]"; - mes "We chould always be grateful."; - next; - mes "[XuanWu]"; - mes "God give you everything, even the grower."; - next; - mes "[XuanWu]"; - mes "The grower is the root of world. That's quite true."; - close; -} -job_monk.gat,225,179,4 script XuanWu 89,{ - - if(JOB_MONK_Q == 8 ) goto Part2; - if(@mission_start == 1 ) goto Part1; - - mes "[XuanWu]"; - mes "Welcome! I'm in charge here with the Mushroom Collecting."; - mes "My Name is XuanWu"; - next; - mes "[XuanWu]"; - mes "From now, you should take it for granted that all the suffering is training."; - mes "Understand?"; - next; - mes "[XuanWu]"; - mes "For Monks lives, we should always offer our efforts as a tribute"; - mes "Grow crop is also a kind of training."; - next; - mes "[XuanWu]"; - mes "We think it is the best way to realize the will of God."; - mes "Therefore, we had started growing some kind of mushrooms that smell foul"; - next; - mes "[XuanWu]"; - mes "All you have to do is destory those mushrooms and bring some thing to prove."; - mes "What's the thing I mean? The ^ff0000Orange GooeyMushroom and Orange Net Mushroom^000000"; - next; - mes "[XuanWu]"; - mes "If you want to increase your internal organs and become a Monk, go and destory it."; - mes "Bring as many as you can, I won't tell you the amount I need."; - mes "Now go!"; - next; - mes "[XuanWu]"; - mes "Or...You want to giveup?"; - next; - menu "Start Mushroom Collecting",L_MENU_1,"I'll giveup",L_MENU_2; - -L_MENU_2: - mapannounce "monk_test.gat","XuanWu: ......Another one without willpower...",8; - mes "[XuanWu]"; - mes "Another one without willpower..."; - set @mission_start, 0; - getitem 1069, 1; - delitem 1069, 1; - next; - warp "prt_monk.gat",196,168; - end; -L_MENU_1: - mes "[XuanWu]"; - mes "Then what are you waitting for? Go Go Go !!"; - set @mission_start, 1; - close; - -Part1: - if(countitem(1069) >= 30 && countitem(1070) >0 ) goto L_DONE; - if(countitem(1070) >= 30 && countitem(1069) >0 ) goto L_DONE; - mes "[XuanWu]"; - mes "Hmmm... Is that all you can do? I don't think it's enough."; - next; - mes "[XuanWu]"; - mes "Or...You want to giveup?"; - next; - menu "Continue Mushroom Collecting",-,"I'll giveup",L_MENU_2; - close; -L_DONE: - set JOB_MONK_Q, 8; - mes "[XuanWu]"; - mes "Well... I think you can do it better..."; - mes "However, I should say you pass the test."; - set @mission_start, 0; - delitem 1069, countitem(1069); - delitem 1070, countitem(1070); - next; - mes "[XuanWu]"; - mes "Now go to [Daowen], he is in the deep of the building."; - close; -Part2: - mes "[XuanWu]"; - mes "Are you testing my patient??"; - mes "Now go to [Daowen], he is in the deep of the building."; - close; -} -job_monk.gat,191,172,4 script job_monk_warp 45,1,1,{ - warp "monk_test.gat",329,57; - end; -} - -job_monk.gat,199,169,4 script Guard ChaoLi 746,{ - mes "[Guard ChaoLi]"; - mes "Silence! In test area!"; - close; -} - -monk_test.gat,319,139,4 script Daowen 52,{ - if(JOB_MONK_Q == 8) goto L_START; - if(JOB_MONK_Q == 9) goto Part1; - if(JOB_MONK_Q == 10) goto Part2; - goto IsOther; -IsOther: - mes "[Daowen]"; - mes "Go throught it quietly..."; - mes "HuWuWuuuu......"; - next; - mes "[Daowen]"; - mes "This is St. Capitolina Abbey. If anything goes wrong, all we have done might become nothing."; - next; - mes "[Daowen]"; - mes "Leave! If you don't want to die, don't bother me."; - close; -L_START: - mes "[Daowen]"; - mes "Oh! Finally!"; - mes "This is the last test, and I am I'm in charge here"; - mes "My name is 'Daowen'"; - next; - mes "[Daowen]"; - mes "Well... What should I say?"; - mes "Who block the way? Fight him/her!"; - next; - mes "[Daowen]"; - mes "Fight! Slash! When you lost and some enemy block your way!"; - mes "Tell them the will of God!"; - next; - mes "[Daowen]"; - mes "Don't compare with the weak priest!"; - mes "We are always strong Monks"; - next; - mes "[Daowen]"; - mes "We are different from the weak priest that always run away!"; - next; - mes "[Daowen]"; - mes "Now! Grasp your fist! Go and fight!"; - next; - mes "[Daowen]"; - mes "Do your best!"; - mes "HaHaHaHaHa.....!!"; - next; - warp "monk_test",88,73; - end; - -Part1: - mes "[Daowen]"; - mes "Well done!! HaHaHaHa....!!"; - mes "I knew you can do it!"; - mes "I'll give you a special potion that can increase your power"; - next; - getitem 506, 1; - mes "[Daowen]"; - mes "Drink it, and your internal organs will increase enough to be a Monk."; - mes "Okay...Then, Go to Wuhai - the first one you meet here."; - set JOB_MONK_Q, 10; - close; -Part2: - mes "[Daowen]"; - mes "Go to Wuhai - the first one you meet here."; - close; -} - -monk_test.gat,88,91,4 script Test Assistant 52,{ - mes "[Test Assistant]"; - mes "Are you ready for training of evil disperse?"; - next; - mes "[Test Assistant]"; - mes "The test area is a maze with walls invisable."; - mes "The exiting point is on the opposite side of the starting point."; - next; - mes "[Test Assistant]"; - mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them."; - mes "Good lucy! May God be with you."; - next; - if(getareausers("monk_test.gat",126,161,165,199) > 0) goto L_WAIT; - killmonster "monk_test.gat","monk_mob1"; - enablenpc "monk_mob1_1"; - enablenpc "monk_mob1_2"; - enablenpc "monk_mob1_3"; - enablenpc "monk_mob1_3"; - warp "monk_test.gat",127,179; - end; -L_WAIT: - mes "[Test Assistant]"; - mes "There is someone taking the test. Please wait a minute."; - close; -} -monk_test.gat,129,180,4 script monk_mob1_1 139,0,19,{ - monster "monk_test.gat",130,183,"--ja--",1015,1,"monk_mob1"; - monster "monk_test.gat",130,177,"--ja--",1015,1,"monk_mob1"; -//~ disablenpc "monk_mob1_1"; - end; -} -monk_test.gat,133,180,4 script monk_mob1_2 139,0,19,{ - monster "monk_test.gat",134,183,"--ja--",1015,1,"monk_mob1"; - monster "monk_test.gat",134,177,"--ja--",1015,1,"monk_mob1"; -//~ disablenpc "monk_mob1_2"; - end; -} -monk_test.gat,145,180,4 script monk_mob1_3 139,0,19,{ - monster "monk_test.gat",145,180,"--ja--",1041,1,"monk_mob1"; -//~ disablenpc "monk_mob1_3"; - end; -} -monk_test.gat,155,180,4 script monk_mob1_4 139,0,19,{ - monster "monk_test.gat",157,183,"--ja--",1015,1,"monk_mob1"; - monster "monk_test.gat",157,177,"--ja--",1015,1,"monk_mob1"; -//~ disablenpc "monk_mob1_4"; - end; -} -monk_test.gat,165,179,4 script monk_mob3_warp 45,1,1,{ - set JOB_MONK_Q, 9; - mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; - killmonster "monk_test.gat","monk_mob1"; - warp "monk_test.gat",317,142; - end; -} - -monk_test.gat,1,1,1 script monk_mob1 -1,{ - end; -} - -monk_test.gat,95,85,4 script Test Assistant 79,{ - mes "[Test Assistant]"; - mes "Are you ready for training of evil disperse?"; - next; - mes "[Test Assistant]"; - mes "The test area is a maze with walls invisable."; - mes "The exiting point is on the opposite side of the starting point."; - next; - mes "[Test Assistant]"; - mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them."; - mes "Good lucy! May God be with you."; - next; - if(getareausers("monk_test.gat",126,262,165,300) > 0) goto L_WAIT; - killmonster "monk_test.gat","monk_mob2"; - enablenpc "monk_mob2_1"; - enablenpc "monk_mob2_2"; - enablenpc "monk_mob2_3"; - enablenpc "monk_mob2_4"; - warp "monk_test.gat",127,278; - end; - -L_WAIT: - mes "[Test Assistant]"; - mes "There is someone taking the test. Please wait a minute."; - close; - -} -monk_test.gat,129,281,4 script monk_mob2_1 139,0,19,{ - monster "monk_test.gat",130,278,"--ja--",1015,1,"monk_mob2"; - monster "monk_test.gat",130,284,"--ja--",1015,1,"monk_mob2"; -//~ disablenpc "monk_mob2_1"; - end; -} -monk_test.gat,136,281,4 script monk_mob2_2 139,0,19,{ - monster "monk_test.gat",139,278,"--ja--",1015,1,"monk_mob2"; - monster "monk_test.gat",139,284,"--ja--",1015,1,"monk_mob2"; -//~ disablenpc "monk_mob2_2"; - end; -} -monk_test.gat,144,281,4 script monk_mob2_3 139,0,19,{ - monster "monk_test.gat",145,281,"--ja--",1041,1,"monk_mob2"; -//~ disablenpc "monk_mob2_3"; - end; -} -monk_test.gat,153,281,4 script monk_mob2_4 139,0,19,{ - monster "monk_test.gat",155,278,"--ja--",1015,1,"monk_mob2"; - monster "monk_test.gat",155,284,"--ja--",1015,1,"monk_mob2"; -//~ disablenpc "monk_mob2_4"; - end; -} -monk_test.gat,165,278,4 script monk_mob2_warp 45,1,1,{ - set JOB_MONK_Q, 9; - mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; - killmonster "monk_test.gat","monk_mob2"; - warp "monk_test.gat",317,142; - end; -} - -monk_test.gat,1,1,1 script monk_mob2 -1,{ - end; -} - -monk_test.gat,82,85,4 script Test Assistant 95,{ - mes "[Test Assistant]"; - mes "Are you ready for training of evil disperse?"; - next; - mes "[Test Assistant]"; - mes "The test area is a maze with walls invisable."; - mes "The exiting point is on the opposite side of the starting point."; - next; - mes "[Test Assistant]"; - mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them."; - mes "Good lucy! May God be with you."; - next; - if(getareausers("monk_test.gat",233,262,269,300) > 0) goto L_WAIT; - killmonster "monk_test.gat","monk_mob3"; - enablenpc "monk_mob3_1"; - enablenpc "monk_mob3_2"; - enablenpc "monk_mob3_3"; - enablenpc "monk_mob3_4"; - warp "monk_test.gat",231,279; - end; - -L_WAIT: - mes "[Test Assistant]"; - mes "There is someone taking the test. Please wait a minute."; - close; -} - -monk_test.gat,234,281,4 script monk_mob3_1 139,0,19,{ - monster "monk_test.gat",235,277,"--ja--",1015,1,"monk_mob3"; - monster "monk_test.gat",235,284,"--ja--",1015,1,"monk_mob3"; -//~ disablenpc "monk_mob3_1"; - end; -} -monk_test.gat,239,281,4 script monk_mob3_2 139,0,19,{ - monster "monk_test.gat",240,277,"--ja--",1015,1,"monk_mob3"; - monster "monk_test.gat",240,284,"--ja--",1015,1,"monk_mob3"; -//~ disablenpc "monk_mob3_2"; - end; -} -monk_test.gat,248,281,4 script monk_mob3_3 139,0,19,{ - monster "monk_test.gat",249,281,"--ja--",1041,1,"monk_mob3"; -//~ disablenpc "monk_mob3_3"; - end; -} -monk_test.gat,260,281,4 script monk_mob3_4 139,0,19,{ - monster "monk_test.gat",261,277,"--ja--",1015,1,"monk_mob3"; - monster "monk_test.gat",261,284,"--ja--",1015,1,"monk_mob3"; -//~ disablenpc "monk_mob3_4"; - end; -} -monk_test.gat,269,279,4 script monk_mob3_warp 45,1,1,{ - set JOB_MONK_Q, 9; - mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; - killmonster "monk_test.gat","monk_mob3"; - warp "monk_test.gat",317,142; - end; -} - -monk_test.gat,1,1,1 script monk_mob3 -1,{ - end; -} - - - -//============================================================================== -// Monsters of Mushroom Collecting -//============================================================================== -job_monk.gat,0,0,0,0 monster Thief Mushroom 1182,170,0,0,0 -job_monk.gat,0,0,0,0 monster Thief Bug Larva 1051,120,0,0,0 - -//============================================================================== -// warps -//============================================================================== -prt_monk.gat,192,172,0 warp monk15 1,1,monk_test.gat,329,50 -monk_test.gat,329,47,0 warp monk16 1,1,prt_monk.gat,193,166 -monk_test.gat,329,76,0 warp monk17 1,1,monk_test.gat,259,118 -monk_test.gat,259,115,0 warp monk18 1,1,monk_test.gat,329,71 -monk_test.gat,272,125,0 warp monk19 1,1,monk_test.gat,301,127 -monk_test.gat,298,127,0 warp monk20 1,1,monk_test.gat,268,125 - -//============================================================================== -// mapflag -//============================================================================== -monk_test.gat mapflag nomemo dummy -monk_test.gat mapflag noteleport dummy -monk_test.gat mapflag nosave SavePoint -monk_test.gat mapflag nopenalty dummy -monk_test.gat mapflag nobranch dummy +//===== eAthena Script ======================================= +//= Monk Job Quest +//===== By: ================================================== +//= Dino9021, Edited / Translated by Celest +//===== Current Version: ===================================== +//= 1.1+ +//===== Compatible With: ===================================== +//= eAthena 1.0 + +//===== Description: ========================================= +//= Monk Job Quests for Athena 2004.12.30 +//===== Additional Comments: ================================= +// 1.1 Fixed missing '";'. Now it's loading fine [Lupus] +// 1.1+ Edited/Translated 5% [Celest] +//============================================================ + +prt_monk.gat,55,249,4 script Tohobu the Guarding Monk 139,0,5,{ + mes "[Tohobu]"; + mes "Who are you?!"; + mes "How dare you enter this holy training place without my permission!!"; + next; + mes "[Tohobu]"; + mes "Get Out!!"; + close; +} +prt_monk.gat,59,247,4 script Master 120,{ + if(JOB_MONK_Q == 1 ) goto Part1; + if(JOB_MONK_Q == 2 ) goto Part2; + if(Class == 15 || Class == 4016) goto IsMonk; + goto L_START; + +IsMonk: + mes "[Tohobu]"; + mes "Your presence is not really welcomed at the ^00FF00St. Capitolina Abbey^000000."; + mes "However, welcome traveler, please do not disturb the Monks in training,"; + mes "Even if you are a Monk!"; + close; + +L_START: + mes "[Tohobu]"; + mes "Hmmm...? What do you want from me?"; + mes "Before entering the Training Area,"; + mes "You shall have to first tell me your Name, Base Level and Job Level."; + next; + mes "[Tohobu]"; + mes "Come! What is your name?"; + next; + menu "Ignore him.",-,"Tell him.",L_MENU_1; + + mes "[Tohobu]"; + mes "You are so impolite! Get out!"; + warp "prt_fild03.gat",357,256; + end; +L_MENU_1: + mes "[Tohobu]"; + mes "So... Your name is " + strcharinfo(0) + " Right?"; + mes "...I believe it is pronounced that way."; + mes "Let's see... Job Level is " + joblevel; + next; + mes "[Tohobu]"; + mes "Okay! Why have you come to see me, " + strcharinfo(0) + " ?"; + next; + menu "I would like to see how Monks train themselves.",L_MENU_1_0,"I want to be a Monk.",L_MENU_1_1,"I would like to rest here.",L_MENU_1_2; + + L_MENU_1_0: + mes "[Tohobu]"; + mes "Oh! I see."; + mes "Okay, I hope you'll learn something from our training,"; + mes "Perhaps it might aid you in becoming a worthy Monk."; + set JOB_MONK_Q, 1; + close; + + L_MENU_1_1: + if(Class != 4 && Class != 4005) goto IsNot4; + if(joblevel >= 40 ) goto SkillPointChk; + mes "[Tohobu]"; + mes "Your Job Level is not high enough to be a Monk."; + mes "Come back when your Job Level higher then 40."; + next; + mes "[Tohobu]"; + mes "No need to be hasty, there is so much to learn on this world,"; + mes "Come back when you have met the requirements... Haha!"; + close; + + SkillPointChk: + + if(skillpoint == 0) goto L_GO; + mes "[Tohobu]"; + mes "Well... It seems that you have the ability to be a Monk,"; + mes "But I believe there are skill needed you have yet to learn."; + mes "Come back when you have learnt all the skills."; + close; + + IsNot4: + mes "[Tohobu]"; + mes "Oh! Are you kidding?"; + close; + + HighMonk: + mes "[Tohobu]"; + mes "Wow! You are a High Acolyte, aren't you?"; + mes "I am sorry, but I can't let you become a Monk!"; + mes "Please seek out the Champion, that is what you should be!"; + set JOB_MONK_Q, 0; + close; + + L_GO: + if (Class == 4005) goto HighMonk; + mes "[Tohobu]"; + mes "Well... Seems you have the ability to be a Monk."; + mes "Very well then... Go to Wuhai the Elder, He will guide you."; + set JOB_MONK_Q, 2; + close; + + L_MENU_1_2: + mes "[Tohobu]"; + mes "Alright, you do look tired from your travels..."; + mes "Perhaps it would be good to rest awhile."; + mes "Go ahead and rest at the Abbey before leaving!"; + next; + mes "[Tohobu]"; + mes "Persevering in order to gain more strength"; + mes "Is the way of life of the Monks."; + mes "I hope that seeing our practises will"; + mes "At least bring you some inner peace."; + close; +Part1: + mes "[Tohobu]"; + mes "Well? Have you changed your mind after looking around here?"; + next; + menu "Nope.",L_MENU_1_0,"I want to be a Monk",L_MENU_1_1,"I need more rest.",L_MENU_1_2; + +Part2: + mes "[Tohobu]"; + mes "Hello there! You should go to Wuhai the Elder, He will guide you."; + mes "He is in the Monastery Hall, South East from here"; + close; +} + +monk_in.gat,99,58,4 script Elder Wuhai 60,{ + if(JOB_MONK_Q == 2 ) goto L_START; + if(JOB_MONK_Q == 3 ) goto Part1; + if(JOB_MONK_Q == 4 ) goto Part2; + if(JOB_MONK_Q >= 5 && JOB_MONK < 10) goto Part3; + if(JOB_MONK_Q >= 10 && countitem(506) > 0) goto Part4; + if(JOB_MONK_Q == 11 && countitem(506) == 0) goto Part5; + if(Class == 15 || Class == 4016) goto Part6; + if(Class == 4 || Class == 4005) goto Part7; + goto IsOther; +IsOther: + mes "[Elder Wuhai]"; + mes "May you find God in the Mother Nature!!"; + mes "Welcome traveler, why do you seek me?"; + close; + +L_START: + mes "[Elder Wuhai]"; + mes "Hmmm... You are the youth who wants to be a Monk, right?"; + next; + menu "Yes.",L_MENU_1,"No.",-; + mes "[Elder Wuhai]"; + mes "Hmmm...? Aren't you?"; + mes "Maybe I'm getting older, I would've guessed if so."; + mes "Very well then... You may go, young man."; + close; +L_MENU_1: + mes "[Elder Wuhai]"; + mes "Oh! So young men these days still remember us Monks..."; + mes "Welcome, my child!"; + next; + mes "[Elder Wuhai]"; + mes "So you want to be a Monk! I'm glad to hear that!"; + mes "But first, before you can become one,"; + mes "There are a few things you need to know."; + next; + mes "[Elder Wuhai]"; + mes "As Monks, we undergo strict training"; + mes "While protecting world peace."; + next; + mes "[Elder Wuhai]"; + mes "The strength is for giving aid to the weak in need,"; + mes "And to protect them from harm."; + next; + mes "[Elder Wuhai]"; + mes "Last but not least, control our emotions,"; + mes "More importantly, never be too proud of yourself,"; + mes "And be blinded by success,"; + next; + mes "[Elder Wuhai]"; + mes "It coukd be tough, even painful,"; + mes "While undergoing this process."; + mes "Let's see if you're enduring enough,"; + mes "You cannot become a Monk if you can't even bear this."; + next; + mes "[Elder Wuhai]"; + mes "OKay, let's start the test to see"; + mes "If you really have the ability to become a Monk."; + next; + mes "[Elder Wuhai]"; + mes "Firstly, here's a small exam"; + mes "To test your will to become one of us."; + next; +//~ if(joblevel == 50) goto IsJOB50; + + set JOB_MONK_Q, 3; + set JOB_MONK_C,rand(1,6); +L_Collect: + if(JOB_MONK_C == 1 ) goto L_Collect1; + if(JOB_MONK_C == 2 ) goto L_Collect2; + if(JOB_MONK_C == 3 ) goto L_Collect3; + if(JOB_MONK_C == 4 ) goto L_Collect4; + if(JOB_MONK_C == 5 ) goto L_Collect5; + if(JOB_MONK_C == 6 ) goto L_Collect6; + + L_Collect1: + mes "[Elder Wuhai]"; + mes "Please bring these items"; + mes "Tooth of Bat - 10"; + mes "Bears Footskin - 5"; + mes "Poison Spore - 20"; + if(@collect_tmp != 1) goto L_CollectS; + close; + + L_Collect2: + mes "[Elder Wuhai]"; + mes "Please bring these items"; + mes "Porcupine Quill - 5"; + mes "Cobweb - 20"; + mes "Grasshopper's Leg - 10"; + if(@collect_tmp != 1) goto L_CollectS; + close; + + L_Collect3: + mes "[Elder Wuhai]"; + mes "Please bring these items"; + mes "Stem - 30"; + mes "Jellopy - 5"; + mes "Worm Peeling -10"; + if(@collect_tmp != 1) goto L_CollectS; + close; + + L_Collect4: + mes "[Elder Wuhai]"; + mes "Please bring these items"; + mes "Sticky Mucus - 5"; + mes "Earthworm Peeling - 10"; + mes "Green Herb - 20"; + if(@collect_tmp != 1) goto L_CollectS; + close; + + L_Collect5: + mes "[Elder Wuhai]"; + mes "Please bring these items"; + mes "Yoyo Tail - 20"; + mes "Iron Ore - 5"; + mes "Blue Herb - 3"; + if(@collect_tmp != 1) goto L_CollectS; + close; + + L_Collect6: + mes "[Elder Wuhai]"; + mes "Please bring these items"; + mes "Solid Shell - 5"; + mes "Shell - 20"; + mes "Zargon - 5"; + if(@collect_tmp != 1) goto L_CollectS; + close; +L_CollectS: + mes "[Elder Wuhai]"; + mes "To test your will, you will have to collect these items by yourself"; + next; + mes "[Elder Wuhai]"; + mes "Come back to me when you have all of them."; + mes "Now go, May God's blessings be with you."; + close; + +//~IsJOB50: +//~ mes "[Elder Wuhai]"; +//~ mes "However, I see that your Job Level is " +joblevel +" ."; +//~ mes "That could prove your ability."; +//~ next; +//~ mes "[Elder Wuhai]"; +//~ mes "Well done!"; +//~ mes "I think God will agree with me."; +//~ next; +//~ mes "[Elder Wuhai]"; +//~ mes "The next step, there is a Monk named Wutao want to see you."; +//~ mes "He is in the Monk Grave North from here."; +//~ set JOB_MONK_Q, 4; +//~ close; + +Part1: +//~ if(joblevel == 50) goto IsJOB50; + if(JOB_MONK_C == 1 && countitem(913) >= 10 && countitem(948) >= 5 && countitem(7033) >= 20) goto L_CollectS2_1; + if(JOB_MONK_C == 2 && countitem(1027) >= 5 && countitem(1025) >= 20 && countitem(940) >= 10) goto L_CollectS2_2; + if(JOB_MONK_C == 3 && countitem(905) >= 30 && countitem(909) >= 5 && countitem(955) >= 10) goto L_CollectS2_3; + if(JOB_MONK_C == 4 && countitem(938) >= 5 && countitem(1055) >= 10 && countitem(511) >= 20) goto L_CollectS2_4; + if(JOB_MONK_C == 5 && countitem(942) >= 20 && countitem(1002) >= 5 && countitem(510) >= 3) goto L_CollectS2_5; + if(JOB_MONK_C == 6 && countitem(943) >= 5 && countitem(935) >= 20 && countitem(912) >= 5) goto L_CollectS2_6; + + mes "[Elder Wuhai]"; + mes "Hmm... Still not ready yet?"; + mes "Let me tell what you should bring again,"; + mes "Listen carefully!"; + next; + set @collect_tmp, 1; + goto L_Collect; + + L_CollectS2_1: + delitem 913, 10; + delitem 948, 5; + delitem 7033, 20; + goto L_CollectS2_E; + L_CollectS2_2: + delitem 1027, 5; + delitem 1025, 20; + delitem 940, 10; + goto L_CollectS2_E; + L_CollectS2_3: + delitem 7012, 30; + delitem 909, 5; + delitem 955, 10; + goto L_CollectS2_E; + L_CollectS2_4: + delitem 938, 5; + delitem 1055, 10; + delitem 511, 20; + goto L_CollectS2_E; + L_CollectS2_5: + delitem 942, 20; + delitem 1002, 5; + delitem 510, 3; + goto L_CollectS2_E; + L_CollectS2_6: + delitem 943, 5; + delitem 935, 20; + delitem 912, 5; + goto L_CollectS2_E; + + L_CollectS2_E: + mes "[Elder Wuhai]"; + mes "Oh! You've brought all of them!"; + mes "Well done!"; + mes "Your will in becoming in Monk is witnessable!"; + next; + mes "[Elder Wuhai]"; + mes "Let's see... there is a Monk named"; + mes "Ah... Wutao who wants to see you."; + mes "He will be in the Ancestral Graveyard North from here."; + set JOB_MONK_Q, 4; + set JOB_MONK_C, 0; + close; + +Part2: + mes "[Elder Wuhai]"; + mes "Next... should be questions regarding your job changing?"; + mes "Go find master Wutao,"; + mes "He will be in the Ancestral Graveyard North from here."; + close; +Part3: + mes "[Elder Wuhai]"; + mes "Hmm? You're still taking the test...?"; + mes "Try to do your best in it then!"; + close; +Part4: + mes "[Elder Wuhai]"; + mes "What? You haven't drunk that Magic Potion?"; + mes "Then... Hurry up and finish the Green-ish potion!"; + mes "Otherwise, you will never be able to achieve"; + mes "The spiritual energy level of Monks!"; + set JOB_MONK_Q, 11; + close; +Part5: + mes "[Elder Wuhai]"; + mes "We have done all steps... Your blood, your mind, your soul,"; + mes "Is enough for you to become a Monk."; + mes "Even your spiritual energy has increased after drinking the Magic Potion."; + next; + mes "[Elder Wuhai]"; + mes "Good... you will now be sworn in by oath"; + mes "In which afterwards the job changing will be complete."; + next; + mes "[Elder Wuhai]"; + mes "Are you willing to dedicate the rest of your life to serving God?"; + next; + menu "Yes.",L_MONK_Q_2,"No.",-; + + mes "[Elder Wuhai]"; + mes "......What?......"; + mes "Aren't you ready to become a Monk?"; + mes "Perhaps you want to run around a bit more,"; + mes "And shed some more sweat"; + mes "To become more prepared?"; + next; + mes "[Elder Wuhai]"; + mes "Consider carefully before coming back!"; + mes "I do not want to make a bad Monk."; + close; +L_MONK_Q_2: + mes "[Elder Wuhai]"; + mes "Will you use the powers given to you for your own good?"; + next; + menu "Yes.",-,"No.",L_MONK_Q_3; + + mes "[Elder Wuhai]"; + mes "...NO NO NO NO NO !! Our training is not for any self benefits!"; + mes "How could one who protects world peace abuse this advantage"; + mes "For their own selfish means?!"; + next; + mes "[Elder Wuhai]"; + mes "Go and think over the true purpose of a Monk."; + mes "Thoughts like that will only make you greedier for power"; + mes "The corruption of your soul will only lead to loss of your ability."; + close; + +L_MONK_Q_3: + mes "[Elder Wuhai]"; + mes "When judging those who have opposed the will of God,"; + mes "Will you hesitate in punishing them?"; + next; + menu "No.",L_MONK_Q_4,"Yes.",-; + + mes "[Elder Wuhai]"; + mes "What do you think Monks are?"; + mes "No matter who they are,"; + mes "People who harm the weak are like trash!"; + mes "They do not have the right to live on this world!"; + next; + mes "[Elder Wuhai]"; + mes "Perhaps you should go to people who deny morals in this world,"; + mes "Come back again when you've learnt how to hate."; + mes "Then you will know what to do."; + close; + +L_MONK_Q_4: + mes "[Elder Wuhai]"; + mes "Will you help to eradicate those who oppose God,"; + mes "And to sacrifice yourself for the better of others?"; + next; + menu "Yes",L_MONK_Q_5,"No",-; + + mes "[Elder Wuhai]"; + mes "Oh...nonononono...."; + mes "If sacrificing oneself would be beneficial to your peers,"; + mes "And that more enemies can be rid of,"; + mes "That would be a great and worthy thing to do!"; + next; + mes "[Elder Wuhai]"; + mes "What does Sacrifice means? Come back when you've figured it out."; + mes "Ah.. Sacrifice can be so simple, yet so difficult!"; + close; + +L_MONK_Q_5: + mes "[Elder Wuhai]"; + mes "Will you train monsters behind you to help others in battle?"; + next; + menu "Yes",-,"No",L_MONK_Q_6; + + mes "[Elder Wuhai]"; + mes "That is not right! Training mobs around"; + mes "Doesn't only apply to all others"; + mes "..."; + // he's not making any sense =P + mes "Instead it is an act that violates the rights of other Monks"; + next; + mes "[Elder Wuhai]"; + mes "Even when you've learnt the skill 'Steel Body'"; + mes "It is only meant to be used in emergency, or when you meet a strong adversary."; + mes "But not in such a situation!"; + next; + mes "[Elder Wuhai]"; + mes "It might feel that you're helping them,"; + mes "But you are only commiting acts of unjust!"; + mes "What is the true way of a Monk?"; + mes "Come back when you have thought it over."; + close; + +L_MONK_Q_6: + mes "[Elder Wuhai]"; + // mes "Will you spam?"; + // "will you spam" is just so... un-monkly. ^^; + mes "In villages or wilderness, will you say the same words towards others repeatedly?"; + next; + menu "Yes",-,"No",L_MONK_Q_7; + + mes "[Elder Wuhai]"; + mes "No! If you do so, not just Monks, even the common people,"; + mes "No matter how loudly you've yelled no one will bother about you!"; + next; + mes "[Elder Wuhai]"; + mes "It is the same even if you only wanted to spread the words of God."; + mes "Think of your behavior. What's right and wrong?"; + mes "Although I would rather test you again, but I'll let you go this time."; + close; +L_MONK_Q_7: + mes "[Elder Wuhai]"; + mes "Do you feel as if you're a messenger of God, and are willing to die for God?"; + next; + menu "Yes",L_MONK_Q_8,"No",-; + + mes "[Elder Wuhai]"; + mes "You cannot be a Monk with this kind of will!"; + mes "As its said, Death is only temporary, Ever if we have to give our lives"; + mes "to protect world peace, it would at least be a meaningful action!"; + next; + mes "[Elder Wuhai]"; + mes "Those who oppose God will be condemned,"; + mes "While those who listen to God will live."; + mes "What is life and death to you?"; + mes "Ponder that well."; + close; + +L_MONK_Q_8: + mes "Lastly, make an oath to swear you will keep to what you have answered."; + next; + menu "I swear.",L_MONK_Q_9,"I refuse.",-; + + mes "[Elder Wuhai]"; + mes "......"; + next; + mes "[Elder Wuhai]"; + mes "It seems like... you don't have enough training..."; + mes "I can't let you become a Monk."; + next; + mes "[Elder Wuhai]"; + mes "It is better for you to train more."; + mes "Come back when you ready."; + next; + mes "[Elder Wuhai]"; + mes "May God be with you."; + close; + +L_MONK_Q_9: + mes "[Elder Wuhai]"; + mes "Well then, we have completed the oaths"; + mes "Gather closer now, you are already my brother!"; +//---- Progress bar ----// + next; + mes "[Elder Wuhai]"; + mes "Your promise has transmited to all Monks throught ypur heart and my heart."; + next; + mes "[Elder Wuhai]"; + mes "Now, let's begin the ceremony!"; + next; + mes "[Elder Wuhai]"; + mes "I'll acupuncture your 365 acupuncture points and open up your 1129 arteries and veins"; + next; + mes "[Elder Wuhai]"; + mes "Ahhhhhhhhh......"; + next; + mes "[Elder Wuhai]"; + mes "Wuuu... Huuuuuu。K"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "- He take a deeply breath -"; + next; + mes "[" + strcharinfo(0) + "]"; + mes "- And begining to acupuncture -"; + next; + mes "[Elder Wuhai]"; + mes "Ahhhh--- Dadadadadada!!!"; + next; + mes "[Elder Wuhai]"; + mes "DaBaDaBaDadadadaKaBonTatatata!!!"; + next; + mes "[Elder Wuhai]"; + mes "Ahhhh--- Dadadadadada!!!"; + next; + mes "[Elder Wuhai]"; + mes "WaLaChuOhhhhhhh!!!"; + next; + mes "[Elder Wuhai]"; + mes "Wuuu... Huuuuuu。K"; + next; + mes "[Elder Wuhai]"; + mes "WowHoooo... Okay, you are now a Monk!"; + setoption 0; + jobchange 15; + callfunc "F_ClearJobVar"; + next; + mes "[Elder Wuhai]"; + mes "(Caught!) (Caught!)"; + next; + mes "[Elder Wuhai]"; + mes "Am I old...? I feel so tired... (-sigh-)"; + mes "I could clamb mountains after this before."; + next; + mes "[Elder Wuhai]"; + mes "Very well... You are now a Monk..."; + mes "Welcome to be one of us."; + next; + mes "[Elder Wuhai]"; + mes "Bou never forget your promise."; + next; + mes "[Elder Wuhai]"; + mes "Keep it in your mind, and train yourself."; + next; + mes "[Elder Wuhai]"; + mes "Now go..."; + mes "Here is a gift from us to congratulate you."; + if(joblevel <= 49) getitem 1801, 1; + if(joblevel == 50) getitem 1804, 1; + close; +Part6: + mes "[Elder Wuhai]"; + mes "May you find God in Mother Nature!"; + mes "Welcome dear! What can I do for you?"; + next; + mes "[Elder Wuhai]"; + mes "Is everything alright?"; + mes "How the training?"; + next; + mes "[Elder Wuhai]"; + mes "If you don't have a strong body, you may not be able to help people when they needs you."; + mes "If you are weak, the Evil will come to you and leads you go into the dark side."; + next; + mes "[Elder Wuhai]"; + mes "Never forget it! You are the one protect weakers and world peace!"; + mes "You should always mind the Evil. Don't let them leads you go into the dark side."; + close; + +Part7: + mes "[Elder Wuhai]"; + mes "May you find God in Mother Nature!"; + mes "Welcome dear! What can I do for you?"; + next; + mes "[Elder Wuhai]"; + mes "Oh! You are an Acolyte...."; + mes "If you want to pray, go to Prontera Sanctuary!"; + mes "This is the Monk training area, not for you to pray."; + mes "Go and find other places to stay if you are not willing to be a Monk."; + close; +} + +prt_monk.gat,251,255,4 script Wutao 79,{ + if(JOB_MONK_Q == 4 ) goto L_START; + if(JOB_MONK_Q == 5 ) goto Part1; + if(JOB_MONK_Q == 6 ) goto Part2; + if(JOB_MONK_Q > 6 ) goto Part3; + goto IsOther; + +IsOther: + mes "[Wutao]"; + mes "We are Monks!"; + mes "We have unlimited power!"; + mes "We have unlimited wise!"; + mes "We use our power and wise to protect the world peace!"; + next; + mes "[Wutao]"; + mes "So..."; + mes "Are you my enemy?"; + mes "You block my way!!!!"; + next; + mes "[Wutao]"; + mes "If someone block me!! I'll fight!!"; + mes "TaAhhhhhh!!!"; + next; + mes "[Wutao]"; + mes "HuHaaaaaaaa!!!"; + next; + mes "[Wutao]"; + mes "don;t be afraid, go yourway!"; + close; + +L_START: + mes "[Wutao]"; + mes "What can I do for you?"; + mes "Do you want to talk about God?"; + next; + mes "[Wutao]"; + mes "Oh! you are proceeding the Monk Quest!"; + mes "The spirits you have is like a Monk."; + next; + mes "[Wutao]"; + mes "Seems your arteries and veins has been open."; + mes "You must be the one coming from Elder Wuhai, right?"; + mes "Very well..."; + next; + mes "[Wutao]"; + mes "Let me introduce you something about the spirits of Monks and some simple rules that Monks should obey."; + mes "Then I'll help modifing your mental status, make your body ready for the next test."; + next; + mes "[Wutao]"; + mes "Now, remember what I say and repeat again."; + mes "Clear your mind... Are you ready?"; + next; + menu "Yes",L_MENU_1,"No",-; + mes "[Wutao]"; + mes "Come back when you ready!"; + close; +L_MENU_1: + mes "[Wutao]"; + mes "All right, let's begin."; + next; + set @JOB_MONK_C2, rand(1,4); +L_Again: + if(@JOB_MONK_C2 == 1) goto L_ROOT_1; + if(@JOB_MONK_C2 == 2) goto L_ROOT_2; + if(@JOB_MONK_C2 == 3) goto L_ROOT_3; + + L_ROOT_1: + set @monk_str0$,"Supported by dragon and phoenix,"; + set @monk_str1$,"So flies he westward."; + set @monk_str2$,"But the phoenix shall fall to the earth."; + set @monk_str3$,"And the dragon shall soar to the sky;"; + set @monk_str4$,"There shall be successes and failures,"; + set @monk_str5$,"For such is the eternal law."; + set @monk_str6$,"See that ye act when occasion offers,"; + set @monk_str7$,"Lest ye descend to the Nine Golden Springs.'"; + goto L_MES; + L_ROOT_2: + set @monk_str0$,"He boasted not a handsome face,"; + set @monk_str1$,"Nor was his body blessed with grace."; + set @monk_str2$,"His words streamed like a waterfall,"; + set @monk_str3$,"He read a book and knew it all."; + set @monk_str4$,"Shu's glories could he well rehearse,"; + set @monk_str5$,"His lore embraced the universe."; + set @monk_str6$,"Or text or note of scholiast"; + set @monk_str7$,"Once read, his memory held fast."; + goto L_MES; + L_ROOT_3: + set @monk_str0$,"Seek ye a noble one? Then take ye the way of Jieliang,"; + set @monk_str1$,"Watch ye how all people revere Guan Yu,"; + set @monk_str2$,"Each excelling others to honor him,"; + set @monk_str3$,"Him, one of the three brothers of the Peach Garden Oath,"; + set @monk_str4$,"Who have won sacrifices, as emperor and king."; + set @monk_str5$,"Incomparable their aura spreads through the world;"; + set @monk_str6$,"They are resplendent as the great lights of the firmament;"; + set @monk_str7$,"Temples to our Lord Guan Yu abound, no village lacks one,"; + set @monk_str8$,"Their venerable trees at sundown are the resting places for birds."; + goto L_MES; +L_MES: + mes "[Wutao]"; + mes "Listen carefully!"; + next; + mes "[Wutao]"; + mes @monk_str0$; + next; + mes "[Wutao]"; + mes @monk_str1$; + next; + mes "[Wutao]"; + mes @monk_str2$; + next; + mes "[Wutao]"; + mes @monk_str3$; + next; + mes "[Wutao]"; + mes @monk_str4$; + next; + mes "[Wutao]"; + mes @monk_str5$; + next; + mes "[Wutao]"; + mes @monk_str6$; + next; + mes "[Wutao]"; + mes @monk_str7$; + if(@JOB_MONK_C2 < 3) goto L_MES_1; + next; + mes "[Wutao]"; + mes @monk_str8$; + +L_MES_1: + next; + mes "[Wutao]"; + mes "Now, " + strcharinfo(0) + ", it's your turn."; + next; + set @monk_q, 0; + if(@JOB_MONK_C2 == 1) goto L_MONK_Q1_1; + if(@JOB_MONK_C2 == 2) goto L_MONK_Q2_1; + if(@JOB_MONK_C2 == 3) goto L_MONK_Q3_1; + +L_MONK_Q1_1: + + menu "And the dragon shall soar to the sky;",L_MONK_Q1_2, + "But the phoenix shall fall to the earth.",L_MONK_Q1_2, + "For such is the eternal law.",L_MONK_Q1_2, + "See that ye act when occasion offers,",L_MONK_Q1_2, + "There shall be successes and failures,",L_MONK_Q1_2, + "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_2, + "Supported by dragon and phoenix,",-, + "So flies he westward.",L_MONK_Q1_2; + + set @monk_q, @monk_q + 1; +L_MONK_Q1_2: + + menu "But the phoenix shall fall to the earth.",L_MONK_Q1_3, + "See that ye act when occasion offers,",L_MONK_Q1_3, + "Supported by dragon and phoenix,",L_MONK_Q1_3, + "There shall be successes and failures,",L_MONK_Q1_3, + "So flies he westward.",-, + "And the dragon shall soar to the sky;",L_MONK_Q1_3, + "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_3, + "For such is the eternal law.",L_MONK_Q1_3; + + set @monk_q, @monk_q + 1; +L_MONK_Q1_3: + + menu "There shall be successes and failures,",L_MONK_Q1_4, + "But the phoenix shall fall to the earth.",-, + "And the dragon shall soar to the sky;",L_MONK_Q1_4, + "So flies he westward.",L_MONK_Q1_4, + "For such is the eternal law.",L_MONK_Q1_4, + "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_4, + "See that ye act when occasion offers,",L_MONK_Q1_4, + "Supported by dragon and phoenix,",L_MONK_Q1_4; + + set @monk_q, @monk_q + 1; +L_MONK_Q1_4: + + menu "And the dragon shall soar to the sky;",-, + "Supported by dragon and phoenix,",L_MONK_Q1_5, + "But the phoenix shall fall to the earth.",L_MONK_Q1_5, + "So flies he westward.",L_MONK_Q1_5, + "For such is the eternal law.",L_MONK_Q1_5, + "There shall be successes and failures,",L_MONK_Q1_5, + "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_5, + "See that ye act when occasion offers,",L_MONK_Q1_5; + + set @monk_q, @monk_q + 1; +L_MONK_Q1_5: + + menu "For such is the eternal law.",L_MONK_Q1_6, + "And the dragon shall soar to the sky;",L_MONK_Q1_6, + "So flies he westward.",L_MONK_Q1_6, + "Supported by dragon and phoenix,",L_MONK_Q1_6, + "But the phoenix shall fall to the earth.",L_MONK_Q1_6, + "See that ye act when occasion offers,",L_MONK_Q1_6, + "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_6, + "There shall be successes and failures,",-; + + set @monk_q, @monk_q + 1; +L_MONK_Q1_6: + + menu "Supported by dragon and phoenix,",L_MONK_Q1_7, + "So flies he westward.",L_MONK_Q1_7, + "For such is the eternal law.",-, + "But the phoenix shall fall to the earth.",L_MONK_Q1_7, + "There shall be successes and failures,",L_MONK_Q1_7, + "And the dragon shall soar to the sky;",L_MONK_Q1_7, + "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_7, + "See that ye act when occasion offers,",L_MONK_Q1_7; + + set @monk_q, @monk_q + 1; +L_MONK_Q1_7: + + menu "So flies he westward.",L_MONK_Q1_8, + "Supported by dragon and phoenix,",L_MONK_Q1_8, + "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_8, + "See that ye act when occasion offers,",L_MONK_Q1_8, + "There shall be successes and failures,",L_MONK_Q1_8, + "For such is the eternal law.",L_MONK_Q1_8, + "But the phoenix shall fall to the earth.",L_MONK_Q1_8, + "And the dragon shall soar to the sky;",L_MONK_Q1_8, + "See that ye act when occasion offers,",-; + + set @monk_q, @monk_q + 1; +L_MONK_Q1_8: + + menu "Supported by dragon and phoenix,",L_MONK_QUEST_END, + "See that ye act when occasion offers,",L_MONK_QUEST_END, + "But the phoenix shall fall to the earth.",L_MONK_QUEST_END, + "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_1_2, + "And the dragon shall soar to the sky;",L_MONK_QUEST_END, + "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_END, + "So flies he westward.",L_MONK_QUEST_END, + "There shall be successes and failures,",L_MONK_QUEST_END, + "For such is the eternal law.",L_MONK_QUEST_END; + +L_MONK_Q2_1: + + menu "Nor was his body blessed with grace.",L_MONK_Q2_2, + "He read a book and knew it all.",L_MONK_Q2_2, + "His words streamed like a waterfall,",L_MONK_Q2_2, + "He boasted not a handsome face,",-, + "Shu's glories could he well rehearse,",L_MONK_Q2_2, + "Once read, his memory held fast.",L_MONK_Q2_2, + "His lore embraced the universe.",L_MONK_Q2_2, + "Or text or note of scholiast",L_MONK_Q2_2; + + set @monk_q, @monk_q + 1; +L_MONK_Q2_2: + + menu "His lore embraced the universe.",L_MONK_Q2_3, + "He boasted not a handsome face,",L_MONK_Q2_3, + "His words streamed like a waterfall,",L_MONK_Q2_3, + "He read a book and knew it all.",L_MONK_Q2_3, + "Or text or note of scholiast",L_MONK_Q2_3, + "Once read, his memory held fast.",L_MONK_Q2_3, + "Shu's glories could he well rehearse,",L_MONK_Q2_3, + "Nor was his body blessed with grace.",-; + + set @monk_q, @monk_q + 1; +L_MONK_Q2_3: + + menu "His words streamed like a waterfall,",-, + "His lore embraced the universe.",L_MONK_Q2_4, + "He read a book and knew it all.",L_MONK_Q2_4, + "Shu's glories could he well rehearse,",L_MONK_Q2_4, + "Nor was his body blessed with grace.",L_MONK_Q2_4, + "Or text or note of scholiast",L_MONK_Q2_4, + "He boasted not a handsome face,",L_MONK_Q2_4, + "Once read, his memory held fast.",L_MONK_Q2_4; + + set @monk_q, @monk_q + 1; +L_MONK_Q2_4: + + menu "Nor was his body blessed with grace.",L_MONK_Q2_5, + "Once read, his memory held fast.",L_MONK_Q2_5, + "Shu's glories could he well rehearse,",L_MONK_Q2_5, + "Or text or note of scholiast",L_MONK_Q2_5, + "He boasted not a handsome face,",L_MONK_Q2_5, + "He read a book and knew it all.",-, + "His lore embraced the universe.",L_MONK_Q2_5, + "His words streamed like a waterfall,",L_MONK_Q2_5; + + set @monk_q, @monk_q + 1; +L_MONK_Q2_5: + + menu "Once read, his memory held fast.",L_MONK_Q2_6, + "Or text or note of scholiast",L_MONK_Q2_6, + "He read a book and knew it all.",L_MONK_Q2_6, + "His words streamed like a waterfall,",L_MONK_Q2_6, + "Nor was his body blessed with grace.",L_MONK_Q2_6, + "He boasted not a handsome face,",L_MONK_Q2_6, + "His lore embraced the universe.",L_MONK_Q2_6, + "Shu's glories could he well rehearse,",-; + + set @monk_q, @monk_q + 1; +L_MONK_Q2_6: + + menu "Or text or note of scholiast",L_MONK_Q2_7, + "He read a book and knew it all.",L_MONK_Q2_7, + "Shu's glories could he well rehearse,",L_MONK_Q2_7, + "His words streamed like a waterfall,",L_MONK_Q2_7, + "His lore embraced the universe.",-, + "He boasted not a handsome face,",L_MONK_Q2_7, + "Nor was his body blessed with grace.",L_MONK_Q2_7, + "Once read, his memory held fast.",L_MONK_Q2_7; + + set @monk_q, @monk_q + 1; +L_MONK_Q2_7: + + menu "Nor was his body blessed with grace.",L_MONK_Q2_8, + "Or text or note of scholiast",-, + "His words streamed like a waterfall,",L_MONK_Q2_8, + "Once read, his memory held fast.",L_MONK_Q2_8, + "He boasted not a handsome face,",L_MONK_Q2_8, + "He read a book and knew it all.",L_MONK_Q2_8, + "Shu's glories could he well rehearse,",L_MONK_Q2_8, + "His lore embraced the universe.",L_MONK_Q2_8; + + set @monk_q, @monk_q + 1; +L_MONK_Q2_8: + + menu "He boasted not a handsome face,",L_MONK_QUEST_END, + "Nor was his body blessed with grace.",L_MONK_QUEST_END, + "Shu's glories could he well rehearse,",L_MONK_QUEST_END, + "Or text or note of scholiast",L_MONK_QUEST_END, + "His lore embraced the universe.",L_MONK_QUEST_END, + "He read a book and knew it all.",L_MONK_QUEST_END, + "His words streamed like a waterfall,",L_MONK_QUEST_END, + "Once read, his memory held fast.",L_MONK_QUEST_1_2; + +L_MONK_Q3_1: + + menu "Watch ye how all people revere Guan Yu,",L_MONK_Q3_2, + "Seek ye a noble one? Then take ye the way of Jieliang,",-, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_2, + "Each excelling others to honor him,",L_MONK_Q3_2, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_2, + "Incomparable their aura spreads through the world;",L_MONK_Q3_2, + "They are resplendent as the great lights of the firmament;",L_MONK_Q3_2, + "Who have won sacrifices, as emperor and king.",L_MONK_Q3_2, + "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_2; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_2: + + menu "Each excelling others to honor him,",L_MONK_Q3_3, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_3, + "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_3, + "Incomparable their aura spreads through the world;",L_MONK_Q3_3, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_3, + "Who have won sacrifices, as emperor and king.",L_MONK_Q3_3, + "Watch ye how all people revere Guan Yu,",-, + "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_3, + "They are resplendent as the great lights of the firmament;",L_MONK_Q3_3; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_3: + + menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_4, + "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_4, + "Each excelling others to honor him,",-, + "Watch ye how all people revere Guan Yu,",L_MONK_Q3_4, + "Who have won sacrifices, as emperor and king.",L_MONK_Q3_4, + "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_4, + "Incomparable their aura spreads through the world;",L_MONK_Q3_4, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_4, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_4; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_4: + + menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_5, + "Each excelling others to honor him,",L_MONK_Q3_5, + "Incomparable their aura spreads through the world;",L_MONK_Q3_5, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_5, + "Him, one of the three brothers of the Peach Garden Oath,",-, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_5, + "They are resplendent as the great lights of the firmament;",L_MONK_Q3_5, + "Who have won sacrifices, as emperor and king.",L_MONK_Q3_5, + "Watch ye how all people revere Guan Yu,",L_MONK_Q3_5; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_5: + + menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_6, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_6, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_6, + "Who have won sacrifices, as emperor and king.",-, + "Watch ye how all people revere Guan Yu,",L_MONK_Q3_6, + "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_6, + "Incomparable their aura spreads through the world;",L_MONK_Q3_6, + "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_6, + "Each excelling others to honor him,",L_MONK_Q3_6; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_6: + + menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_7, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_7, + "Watch ye how all people revere Guan Yu,",L_MONK_Q3_7, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_7, + "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_7, + "Incomparable their aura spreads through the world;",-, + "Each excelling others to honor him,",L_MONK_Q3_7, + "They are resplendent as the great lights of the firmament;",L_MONK_Q3_7, + "Who have won sacrifices, as emperor and king.",L_MONK_Q3_7; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_7: + + menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_8, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_8, + "They are resplendent as the great lights of the firmament;",-, + "Watch ye how all people revere Guan Yu,",L_MONK_Q3_8, + "Each excelling others to honor him,",L_MONK_Q3_8, + "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_8, + "Who have won sacrifices, as emperor and king.",L_MONK_Q3_8, + "Incomparable their aura spreads through the world;",L_MONK_Q3_8, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_8; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_8: + + menu "Temples to our Lord Guan Yu abound, no village lacks one,",-, + "Incomparable their aura spreads through the world;",L_MONK_Q3_9, + "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_9, + "They are resplendent as the great lights of the firmament;",L_MONK_Q3_9, + "Who have won sacrifices, as emperor and king.",L_MONK_Q3_9, + "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_9, + "Watch ye how all people revere Guan Yu,",L_MONK_Q3_9, + "Each excelling others to honor him,",L_MONK_Q3_9, + "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_9; + + set @monk_q, @monk_q + 1; +L_MONK_Q3_9: + + menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_QUEST_END, + "Each excelling others to honor him,",L_MONK_QUEST_END, + "Watch ye how all people revere Guan Yu,",L_MONK_QUEST_END, + "Who have won sacrifices, as emperor and king.",L_MONK_QUEST_END, + "Incomparable their aura spreads through the world;",L_MONK_QUEST_END, + "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_QUEST_END, + "They are resplendent as the great lights of the firmament;",L_MONK_QUEST_END, + "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_QUEST_END, + "Their venerable trees at sundown are the resting places for birds.",-; + +L_MONK_QUEST_1_2: + set @monk_q, @monk_q + 1; +L_MONK_QUEST_END: + + if(@monk_q != 10) goto L_C2_FAIL; + +L_C2_DONE: + set @monk_q, 0; + next; + mes "[Wutao]"; + mes "Hmmm..."; + next; + mes "[Wutao]"; + mes "...Well Done!! It's perfect!"; + next; + mes "[Wutao]"; + mes "However, don't be happy too early. There is much long way to go before you become a Monk."; + next; + mes "[Wutao]"; + mes "DaAhaaaa..."; + next; + mes "[Wutao]"; + mes "ShuKeeee....."; + next; + mes "[Wutao]"; + mes "SouKouuuuu...."; + next; + mes "[Wutao]"; + mes "PaYennnn...."; + next; + mes "[Wutao]"; + mes "As I promised, your mental status is now running like a Monk do."; + next; + mes "[Wutao]"; + mes "Now go, seek ^000080Fuhai^000000 for further guidance."; + set JOB_MONK_Q, 6; + close; + +L_C2_FAIL: + mes "[" + strcharinfo(0) + "]"; + mes "Well...? How was that? "; + next; + mes "[Wutao]"; + mes "Hmmm..."; + next; + mes "[Wutao]"; + mes "HeNmmm..."; + next; + mes "[Wutao]"; + mes "How was that? It's bad! You didn't memorize it all!"; + next; + mes "[Wutao]"; + mes "You should doult yourself. Are you really have the ability to be a Monk?"; + mes "...It's really...."; + next; + mes "[Wutao]"; + mes "Well...That's fine, do you want to try it again?"; + next; + mes "[Wutao]"; + mes "Of course! Since you did not pass this test, you can't take the next test."; + set JOB_MONK_Q, 5; + close; + +Part1: + mes "[Wutao]"; + mes "Very well. Let's try it again."; + next; + goto L_Again; + +Part2: + mes "[Wutao]"; + mes "What? You forget whom you should seek for?"; + next; + mes "[Wutao]"; + mes "......You are so......."; + next; + mes "[Wutao]"; + mes "...Are you testing my patient?"; + next; + mes "[Wutao]"; + mes "...Okay, I'll tell you again..."; + mes "Go and seek ^000080Fuhai^000000 for further guidance."; + close; +Part3: + mes "[Wutao]"; + mes "May God be with you."; + close; +} + +prt_monk.gat,57,179,4 script Fuhai 110,{ + + if(@Choice_mission == 1 ) goto Part1; + if(@Choice_mission == 2 ) goto Part2; + if(JOB_MONK_Q == 6 ) goto L_START; + goto IsOther; +IsOther: + mes "[Fuhai]"; + mes "HaAhhhhh....!!!"; + next; + mes "- Seems like he is thinking something -"; + close; + +L_START: + mes "[Fuhai]"; + mes "..."; + next; + mes "[Fuhai]"; + mes "......"; + next; + mes "[Fuhai]"; + mes "........."; + next; + mes "[Fuhai]"; + mes "............"; + next; + menu "Hello there?",-; + + mes "[Fuhai]"; + mes "...what...WHAT?"; + mes "How dare you interupt my training!"; + mes "If it is not very important..."; + next; + mes "[Fuhai]"; + mes "......"; + mes "I can't tell...if you can see the son tomorrow..."; + next; + mes "[Fuhai]"; + mes "Why are you here?"; + mes "Explain!"; + next; + menu "Some one named [Wutao] send me here.",L_MENU_1,"Well...Nothing...",-; + + mes "[Fuhai]"; + mes "......"; + mes "...How about dig a grave for yourself?"; + close; + L_MENU_1: + mes "[Fuhai]"; + mes "Hmmm...It's that so?"; + mes "That's..."; + next; + mes "[Fuhai]"; + mes "Oh...Your mental status..."; + mes "Ha! Very well..."; + next; + mes "[Fuhai]"; + mes "However, what did you learn from [Wutao] ?"; + next; + menu "Hmmm...Well...It's...",-, + "I repeat what he said, and he send me here.",L_MENU_1_1, + "He test my mental status and send me here.",-; + + mes "[Fuhai]"; + mes "Foolish!"; + mes "Don't bother me! Go away!"; + close; + L_MENU_1_1: + mes "[Fuhai]"; + mes "Well...Then?"; + mes "Did he do anything for you?"; + next; + menu "Ah...It's...I can't tell...",-, + "Check my body",L_MENU_1_1_1, + "Tell me some rules to obey",L_MENU_1_1_1, + "modify my mental status",L_MENU_1_1_2; + + mes "[Fuhai]"; + mes "Foolish!"; + mes "Don't bother me! Go away!"; + close; + L_MENU_1_1_1: + mes "[Fuhai]"; + mes "That's quite true, but not the point."; + mes "Think! Use your brain!"; + close; + + L_MENU_1_1_2: + set JOB_MONK_Q, 7; + mes "[Fuhai]"; + mes "Very well, at least you know what had been change in your body"; + mes "Now, let's begin the next test."; + next; + mes "[Fuhai]"; + mes "I'll give you a chance to choose what kind of test you want to take."; + mes "Now, make your own choise."; + next; + menu "Mushroom Collecting",L_ROOT_1,"Marathon",L_ROOT_2; + + L_ROOT_1: + mes "[Fuhai]"; + mes "Mushroom Collecting? Good choice!"; + mes "That would make you appreciate the extremity of patient, realize the meaning God give you the great willpower."; + mes "Now go, do some prepares. Come back when you ready."; + set @Choice_mission, 1; + close; + L_ROOT_2: + mes "[Fuhai]"; + mes "Marathon? Good choice!"; + mes "That would make you appreciate the extremity of willpower, realize the meaning God give you the great patient."; + mes "Now go, do some prepares. Come back when you ready."; + set @Choice_mission, 2; + close; +Part1: + mes "[Fuhai]"; + mes "Are you ready?"; + mes "Acturily, you don't need to prepare anything if you believe in yourself"; + next; + mes "[Fuhai]"; + mes "Mushroom Collecting is your choice."; + mes "It's a test for yourself."; + next; + mes "[Fuhai]"; + mes "Now, go to the building located in the center of this training area."; + next; + mes "[Fuhai]"; + mes "You will pass the test when you collect enough mushrooms we think."; + mes "Now, what are waitting for? Go ahead!"; + close; +Part2: + mes "[Fuhai]"; + mes "Are you ready?"; + mes "Acturily, you don't need to prepare anything if you believe in yourself"; + next; + mes "[Fuhai]"; + mes "Marathon is your choice."; + mes "It's a test for yourself."; + next; + mes "[Fuhai]"; + mes "Now, go to the building located in the center of this training area."; + next; + mes "[Fuhai]"; + mes "You will pass the test when you run enough circles we think."; + mes "Now, what are waitting for? Go ahead!"; + close; + +} + +prt_monk.gat,199,169,4 script Guard 746,{ + if(JOB_MONK_Q == 7) goto L_START; + if(JOB_MONK_Q > 6) goto Part1; + goto IsOther; +IsOther: + mes "[Guard ChaoLi]"; + mes "This is..."; + mes "Monk Training Area"; + next; + mes "[Guard ChaoLi]"; + mes "Please be quiet in this area."; + close; + +L_START: + mes "[Guard ChaoLi]"; + mes "This is..."; + mes "Monk Training Area"; + next; + mes "[Guard ChaoLi]"; + mes strcharinfo(0) + " ... Right?!"; + next; + mes "[Guard ChaoLi]"; + mes "Go ahead! Quickly!"; + mes "There is another test waitting for you!"; + close; + +Part1: + mes "[Guard ChaoLi]"; + mes "Please be quiet in this area."; + close; +} + +monk_test.gat,329,61,4 script Bashu 753,{ + if(JOB_MONK_Q == 7) goto L_START; + if(JOB_MONK_Q == 8) goto IsOther; + goto IsOther; +IsOther: + mes "[Bashu]"; + mes "Welcome to ^00FF00St. Capitolina Abbey^000000, the Monk Training Area."; + mes "May the light shine on your path."; + mes "You can find Monk Daowen who judge the grades of Monk training when you go inside"; + next; + mes "[Bashu]"; + mes "Never the less, don't touch anything inside and be quiet in front of Monk Daowen."; + next; + mes "[Bashu]"; + mes "Then, may you have a happy conversation time with God."; + close; +L_START: + mes "[Bashu]"; + mes "Please select a test."; + next; + if(@Choice_mission == 0) goto L_MISSC; + if(@Choice_mission == 2) goto L_MISS2; + mes "[Bashu]"; + mes "As I know, you choose the Mushroom Collecting as your test."; + goto L_MISSC; +L_MISS2: + mes "[Bashu]"; + mes "As I know, you choose the Marathon as your test."; +L_MISSC: + mes "However, if you cannot complete it, you may switch to the other whenever you feel like it."; + next; + menu "Monk's patient - Mushroom Collecting",-, + "Monk's willpower - Marathon",L_MENU_1; + + mes "[Bashu]"; + mes "The test you choose is Monk's patient - Mushroom Collecting"; + next; + warp "job_monk.gat",225,179; + end; + +L_MENU_1: + mes "[Bashu]"; + mes "The test you choose is Monk's willpower - Marathon"; + next; + warp "monk_test.gat",387,345; + end; +} + +monk_test.gat,387,347,4 script Musha 110,{ + mes "[Musha]"; + mes "Wel...Welcome...!"; + mes "This...This is the area testing the pa...patient of whom want to be a Monk."; + next; + mes "[Musha]"; + mes "You should just...just run!"; + mes "Before we told you to stop."; + mes "Run...Run! " + strcharinfo(0) + "! Run!"; + next; + mes "[Musha]"; + mes "Just Run!! Run Quickly!!"; + next; + mes "[Musha]"; + mes "One Day, I'll become a Monk!"; + mes "I.....will......Become...a......MONK!!!"; + next; + mes "[Musha]"; + mes "Do...Do you...want to give......giveup? or...con...continue?"; + mes "Giveup?"; + next; + menu "I want to giveup!",-,"I want to run!!",L_MENU_1; + + announce "Musha: " + strcharinfo(0) + " has give...giveup the test...! Giveup the Marathon test... No...No patient.....HaHaHaHa!!!...",8; + mes "[Musha]"; + mes strcharinfo(0) + "...give...giveup the test..."; + mes "Giveup the Marathon test..."; + mes "No...No patient.....HaHaHaHa!!!..."; + next; + warp "prt_monk.gat",196,168; + end; +L_MENU_1: + next; + mes "[Musha]"; + mes "Before we give you an order to stop...."; + mes "Run...Run! " + strcharinfo(0) + "! Run!"; + if(@runtimes == 0) set @runtimes, rand(8,10); + close; +} + +monk_test.gat,390,387,0 script monk_warp 45,1,1,{ + set @run, @run + 1; + if(@run == (@runtimes-1)) mapannounce "monk_test.gat","Musha: cheer up! The next circle is the last!",8; + if(@run == @runtimes) goto L_DONE; + warp "monk_test.gat",388,348; + end; +L_DONE: + mapannounce "monk_test.gat","Musha: Con....Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; + set JOB_MONK_Q, 8; + warp "prt_monk.gat",196,168; + end; + +} +monk_test.gat,0,0,0 script monk_traps -1,{ + mapannounce "monk_test.gat","trap: " + strcharinfo(0)+ " , you fall into a trap! Now we warp you to the start place.",8; + warp "monk_test.gat",388,348; + end; +} +//--------------------- +monk_test.gat,386,164,0 script monk1-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,386,165,0 script monk1-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,387,164,0 script monk1-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,387,165,0 script monk1-4 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,388,164,0 script monk1-5 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,388,165,0 script monk1-6 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,389,164,0 script monk1-7 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,389,165,0 script monk1-8 139,0,0,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,386,42,0 script monk2-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,386,43,0 script monk2-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,387,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,387,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,388,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,388,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,389,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,389,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,184,11,0 script monk3-1 139,0,3,{doevent "monk_traps";end;} +monk_test.gat,185,11,0 script monk3-2 139,0,3,{doevent "monk_traps";end;} +monk_test.gat,186,11,0 script monk3-3 139,0,3,{doevent "monk_traps";end;} +monk_test.gat,187,11,0 script monk3-4 139,0,3,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,70,10,0 script monk4-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,70,11,0 script monk4-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,70,12,0 script monk4-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,70,13,0 script monk4-4 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,71,10,0 script monk4-5 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,71,11,0 script monk4-6 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,71,12,0 script monk4-7 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,71,13,0 script monk4-8 139,0,0,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,8,30,0 script monk5-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,8,31,0 script monk5-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,9,30,0 script monk5-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,9,31,0 script monk5-4 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,10,30,0 script monk5-5 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,10,31,0 script monk5-6 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,11,30,0 script monk5-7 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,11,31,0 script monk5-8 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,12,30,0 script monk5-9 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,12,31,0 script monk5-10 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,13,30,0 script monk5-11 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,13,31,0 script monk5-12 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,14,30,0 script monk5-13 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,14,31,0 script monk5-14 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,15,30,0 script monk5-15 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,15,31,0 script monk5-16 139,0,0,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,10,158,0 script monk6-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,10,159,0 script monk6-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,11,158,0 script monk6-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,11,159,0 script monk6-4 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,12,158,0 script monk6-5 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,12,159,0 script monk6-6 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,13,158,0 script monk6-7 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,13,159,0 script monk6-8 139,0,0,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,38,386,0 script monk7-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,38,387,0 script monk7-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,38,388,0 script monk7-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,38,389,0 script monk7-4 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,39,386,0 script monk7-5 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,39,387,0 script monk7-6 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,39,388,0 script monk7-7 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,39,389,0 script monk7-8 139,0,0,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,82,390,0 script monk8-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,82,391,0 script monk8-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,83,390,0 script monk8-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,83,391,0 script monk8-4 139,0,0,{doevent "monk_traps";end;} +//--------------------- +monk_test.gat,82,384,0 script monk8-1 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,82,385,0 script monk8-2 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,83,384,0 script monk8-3 139,0,0,{doevent "monk_traps";end;} +monk_test.gat,83,385,0 script monk8-4 139,0,0,{doevent "monk_traps";end;} +//--------------------- +prt_monk.gat,225,179,4 script XuanWu 89,{ + mes "[XuanWu]"; + mes "To see the growing of crop, I deeply appreciate from the grace of God."; + next; + mes "[XuanWu]"; + mes "Never the less, see those crop grown by the strong Monks."; + mes "I think it's the most beautiful picture!"; + next; + mes "[XuanWu]"; + mes "Frankly speeking, grower is the greatest people in the world."; + mes "The Blue Potion you drink must be made of God's will and by the grower."; + next; + mes "[XuanWu]"; + mes "We chould always be grateful."; + next; + mes "[XuanWu]"; + mes "God give you everything, even the grower."; + next; + mes "[XuanWu]"; + mes "The grower is the root of world. That's quite true."; + close; +} +job_monk.gat,225,179,4 script XuanWu 89,{ + + if(JOB_MONK_Q == 8 ) goto Part2; + if(@mission_start == 1 ) goto Part1; + + mes "[XuanWu]"; + mes "Welcome! I'm in charge here with the Mushroom Collecting."; + mes "My Name is XuanWu"; + next; + mes "[XuanWu]"; + mes "From now, you should take it for granted that all the suffering is training."; + mes "Understand?"; + next; + mes "[XuanWu]"; + mes "For Monks lives, we should always offer our efforts as a tribute"; + mes "Grow crop is also a kind of training."; + next; + mes "[XuanWu]"; + mes "We think it is the best way to realize the will of God."; + mes "Therefore, we had started growing some kind of mushrooms that smell foul"; + next; + mes "[XuanWu]"; + mes "All you have to do is destory those mushrooms and bring some thing to prove."; + mes "What's the thing I mean? The ^ff0000Orange GooeyMushroom and Orange Net Mushroom^000000"; + next; + mes "[XuanWu]"; + mes "If you want to increase your internal organs and become a Monk, go and destory it."; + mes "Bring as many as you can, I won't tell you the amount I need."; + mes "Now go!"; + next; + mes "[XuanWu]"; + mes "Or...You want to giveup?"; + next; + menu "Start Mushroom Collecting",L_MENU_1,"I'll giveup",L_MENU_2; + +L_MENU_2: + mapannounce "monk_test.gat","XuanWu: ......Another one without willpower...",8; + mes "[XuanWu]"; + mes "Another one without willpower..."; + set @mission_start, 0; + getitem 1069, 1; + delitem 1069, 1; + next; + warp "prt_monk.gat",196,168; + end; +L_MENU_1: + mes "[XuanWu]"; + mes "Then what are you waitting for? Go Go Go !!"; + set @mission_start, 1; + close; + +Part1: + if(countitem(1069) >= 30 && countitem(1070) >0 ) goto L_DONE; + if(countitem(1070) >= 30 && countitem(1069) >0 ) goto L_DONE; + mes "[XuanWu]"; + mes "Hmmm... Is that all you can do? I don't think it's enough."; + next; + mes "[XuanWu]"; + mes "Or...You want to giveup?"; + next; + menu "Continue Mushroom Collecting",-,"I'll giveup",L_MENU_2; + close; +L_DONE: + set JOB_MONK_Q, 8; + mes "[XuanWu]"; + mes "Well... I think you can do it better..."; + mes "However, I should say you pass the test."; + set @mission_start, 0; + delitem 1069, countitem(1069); + delitem 1070, countitem(1070); + next; + mes "[XuanWu]"; + mes "Now go to [Daowen], he is in the deep of the building."; + close; +Part2: + mes "[XuanWu]"; + mes "Are you testing my patient??"; + mes "Now go to [Daowen], he is in the deep of the building."; + close; +} +job_monk.gat,191,172,4 script job_monk_warp 45,1,1,{ + warp "monk_test.gat",329,57; + end; +} + +job_monk.gat,199,169,4 script Guard ChaoLi 746,{ + mes "[Guard ChaoLi]"; + mes "Silence! In test area!"; + close; +} + +monk_test.gat,319,139,4 script Daowen 52,{ + if(JOB_MONK_Q == 8) goto L_START; + if(JOB_MONK_Q == 9) goto Part1; + if(JOB_MONK_Q == 10) goto Part2; + goto IsOther; +IsOther: + mes "[Daowen]"; + mes "Go throught it quietly..."; + mes "HuWuWuuuu......"; + next; + mes "[Daowen]"; + mes "This is St. Capitolina Abbey. If anything goes wrong, all we have done might become nothing."; + next; + mes "[Daowen]"; + mes "Leave! If you don't want to die, don't bother me."; + close; +L_START: + mes "[Daowen]"; + mes "Oh! Finally!"; + mes "This is the last test, and I am I'm in charge here"; + mes "My name is 'Daowen'"; + next; + mes "[Daowen]"; + mes "Well... What should I say?"; + mes "Who block the way? Fight him/her!"; + next; + mes "[Daowen]"; + mes "Fight! Slash! When you lost and some enemy block your way!"; + mes "Tell them the will of God!"; + next; + mes "[Daowen]"; + mes "Don't compare with the weak priest!"; + mes "We are always strong Monks"; + next; + mes "[Daowen]"; + mes "We are different from the weak priest that always run away!"; + next; + mes "[Daowen]"; + mes "Now! Grasp your fist! Go and fight!"; + next; + mes "[Daowen]"; + mes "Do your best!"; + mes "HaHaHaHaHa.....!!"; + next; + warp "monk_test",88,73; + end; + +Part1: + mes "[Daowen]"; + mes "Well done!! HaHaHaHa....!!"; + mes "I knew you can do it!"; + mes "I'll give you a special potion that can increase your power"; + next; + getitem 506, 1; + mes "[Daowen]"; + mes "Drink it, and your internal organs will increase enough to be a Monk."; + mes "Okay...Then, Go to Wuhai - the first one you meet here."; + set JOB_MONK_Q, 10; + close; +Part2: + mes "[Daowen]"; + mes "Go to Wuhai - the first one you meet here."; + close; +} + +monk_test.gat,88,91,4 script Test Assistant 52,{ + mes "[Test Assistant]"; + mes "Are you ready for training of evil disperse?"; + next; + mes "[Test Assistant]"; + mes "The test area is a maze with walls invisable."; + mes "The exiting point is on the opposite side of the starting point."; + next; + mes "[Test Assistant]"; + mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them."; + mes "Good lucy! May God be with you."; + next; + if(getareausers("monk_test.gat",126,161,165,199) > 0) goto L_WAIT; + killmonster "monk_test.gat","monk_mob1"; + enablenpc "monk_mob1_1"; + enablenpc "monk_mob1_2"; + enablenpc "monk_mob1_3"; + enablenpc "monk_mob1_3"; + warp "monk_test.gat",127,179; + end; +L_WAIT: + mes "[Test Assistant]"; + mes "There is someone taking the test. Please wait a minute."; + close; +} +monk_test.gat,129,180,4 script monk_mob1_1 139,0,19,{ + monster "monk_test.gat",130,183,"--ja--",1015,1,"monk_mob1"; + monster "monk_test.gat",130,177,"--ja--",1015,1,"monk_mob1"; +//~ disablenpc "monk_mob1_1"; + end; +} +monk_test.gat,133,180,4 script monk_mob1_2 139,0,19,{ + monster "monk_test.gat",134,183,"--ja--",1015,1,"monk_mob1"; + monster "monk_test.gat",134,177,"--ja--",1015,1,"monk_mob1"; +//~ disablenpc "monk_mob1_2"; + end; +} +monk_test.gat,145,180,4 script monk_mob1_3 139,0,19,{ + monster "monk_test.gat",145,180,"--ja--",1041,1,"monk_mob1"; +//~ disablenpc "monk_mob1_3"; + end; +} +monk_test.gat,155,180,4 script monk_mob1_4 139,0,19,{ + monster "monk_test.gat",157,183,"--ja--",1015,1,"monk_mob1"; + monster "monk_test.gat",157,177,"--ja--",1015,1,"monk_mob1"; +//~ disablenpc "monk_mob1_4"; + end; +} +monk_test.gat,165,179,4 script monk_mob3_warp 45,1,1,{ + set JOB_MONK_Q, 9; + mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; + killmonster "monk_test.gat","monk_mob1"; + warp "monk_test.gat",317,142; + end; +} + +monk_test.gat,1,1,1 script monk_mob1 -1,{ + end; +} + +monk_test.gat,95,85,4 script Test Assistant 79,{ + mes "[Test Assistant]"; + mes "Are you ready for training of evil disperse?"; + next; + mes "[Test Assistant]"; + mes "The test area is a maze with walls invisable."; + mes "The exiting point is on the opposite side of the starting point."; + next; + mes "[Test Assistant]"; + mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them."; + mes "Good lucy! May God be with you."; + next; + if(getareausers("monk_test.gat",126,262,165,300) > 0) goto L_WAIT; + killmonster "monk_test.gat","monk_mob2"; + enablenpc "monk_mob2_1"; + enablenpc "monk_mob2_2"; + enablenpc "monk_mob2_3"; + enablenpc "monk_mob2_4"; + warp "monk_test.gat",127,278; + end; + +L_WAIT: + mes "[Test Assistant]"; + mes "There is someone taking the test. Please wait a minute."; + close; + +} +monk_test.gat,129,281,4 script monk_mob2_1 139,0,19,{ + monster "monk_test.gat",130,278,"--ja--",1015,1,"monk_mob2"; + monster "monk_test.gat",130,284,"--ja--",1015,1,"monk_mob2"; +//~ disablenpc "monk_mob2_1"; + end; +} +monk_test.gat,136,281,4 script monk_mob2_2 139,0,19,{ + monster "monk_test.gat",139,278,"--ja--",1015,1,"monk_mob2"; + monster "monk_test.gat",139,284,"--ja--",1015,1,"monk_mob2"; +//~ disablenpc "monk_mob2_2"; + end; +} +monk_test.gat,144,281,4 script monk_mob2_3 139,0,19,{ + monster "monk_test.gat",145,281,"--ja--",1041,1,"monk_mob2"; +//~ disablenpc "monk_mob2_3"; + end; +} +monk_test.gat,153,281,4 script monk_mob2_4 139,0,19,{ + monster "monk_test.gat",155,278,"--ja--",1015,1,"monk_mob2"; + monster "monk_test.gat",155,284,"--ja--",1015,1,"monk_mob2"; +//~ disablenpc "monk_mob2_4"; + end; +} +monk_test.gat,165,278,4 script monk_mob2_warp 45,1,1,{ + set JOB_MONK_Q, 9; + mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; + killmonster "monk_test.gat","monk_mob2"; + warp "monk_test.gat",317,142; + end; +} + +monk_test.gat,1,1,1 script monk_mob2 -1,{ + end; +} + +monk_test.gat,82,85,4 script Test Assistant 95,{ + mes "[Test Assistant]"; + mes "Are you ready for training of evil disperse?"; + next; + mes "[Test Assistant]"; + mes "The test area is a maze with walls invisable."; + mes "The exiting point is on the opposite side of the starting point."; + next; + mes "[Test Assistant]"; + mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them."; + mes "Good lucy! May God be with you."; + next; + if(getareausers("monk_test.gat",233,262,269,300) > 0) goto L_WAIT; + killmonster "monk_test.gat","monk_mob3"; + enablenpc "monk_mob3_1"; + enablenpc "monk_mob3_2"; + enablenpc "monk_mob3_3"; + enablenpc "monk_mob3_4"; + warp "monk_test.gat",231,279; + end; + +L_WAIT: + mes "[Test Assistant]"; + mes "There is someone taking the test. Please wait a minute."; + close; +} + +monk_test.gat,234,281,4 script monk_mob3_1 139,0,19,{ + monster "monk_test.gat",235,277,"--ja--",1015,1,"monk_mob3"; + monster "monk_test.gat",235,284,"--ja--",1015,1,"monk_mob3"; +//~ disablenpc "monk_mob3_1"; + end; +} +monk_test.gat,239,281,4 script monk_mob3_2 139,0,19,{ + monster "monk_test.gat",240,277,"--ja--",1015,1,"monk_mob3"; + monster "monk_test.gat",240,284,"--ja--",1015,1,"monk_mob3"; +//~ disablenpc "monk_mob3_2"; + end; +} +monk_test.gat,248,281,4 script monk_mob3_3 139,0,19,{ + monster "monk_test.gat",249,281,"--ja--",1041,1,"monk_mob3"; +//~ disablenpc "monk_mob3_3"; + end; +} +monk_test.gat,260,281,4 script monk_mob3_4 139,0,19,{ + monster "monk_test.gat",261,277,"--ja--",1015,1,"monk_mob3"; + monster "monk_test.gat",261,284,"--ja--",1015,1,"monk_mob3"; +//~ disablenpc "monk_mob3_4"; + end; +} +monk_test.gat,269,279,4 script monk_mob3_warp 45,1,1,{ + set JOB_MONK_Q, 9; + mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8; + killmonster "monk_test.gat","monk_mob3"; + warp "monk_test.gat",317,142; + end; +} + +monk_test.gat,1,1,1 script monk_mob3 -1,{ + end; +} + + + +//============================================================================== +// Monsters of Mushroom Collecting +//============================================================================== +job_monk.gat,0,0,0,0 monster Thief Mushroom 1182,170,0,0,0 +job_monk.gat,0,0,0,0 monster Thief Bug Larva 1051,120,0,0,0 + +//============================================================================== +// warps +//============================================================================== +prt_monk.gat,192,172,0 warp monk15 1,1,monk_test.gat,329,50 +monk_test.gat,329,47,0 warp monk16 1,1,prt_monk.gat,193,166 +monk_test.gat,329,76,0 warp monk17 1,1,monk_test.gat,259,118 +monk_test.gat,259,115,0 warp monk18 1,1,monk_test.gat,329,71 +monk_test.gat,272,125,0 warp monk19 1,1,monk_test.gat,301,127 +monk_test.gat,298,127,0 warp monk20 1,1,monk_test.gat,268,125 + +//============================================================================== +// mapflag +//============================================================================== +monk_test.gat mapflag nomemo dummy +monk_test.gat mapflag noteleport dummy +monk_test.gat mapflag nosave SavePoint +monk_test.gat mapflag nopenalty dummy +monk_test.gat mapflag nobranch dummy diff --git a/npc/sample/npc_test_npctimer2.txt b/npc/sample/npc_test_npctimer2.txt index de9895f3cd..d426e1e81a 100644 --- a/npc/sample/npc_test_npctimer2.txt +++ b/npc/sample/npc_test_npctimer2.txt @@ -1,16 +1,16 @@ -prontera.gat,156,183,0 script NPCtimerテスト::npctimerX0000 116,{ -L_INIT: - mes "What would you like to know?"; - menu "Tell me my level",L_WAIT; - -L_WAIT: - mes "I need time to think..."; - initnpctimer; - attachnpctimer; - close; - -OnTimer5000: - mes "Ah, your level is " + readparam(11); - detachnpctimer; - close; +prontera.gat,156,183,0 script NPCtimerテスト::npctimerX0000 116,{ +L_INIT: + mes "What would you like to know?"; + menu "Tell me my level",L_WAIT; + +L_WAIT: + mes "I need time to think..."; + initnpctimer; + attachnpctimer; + close; + +OnTimer5000: + mes "Ah, your level is " + readparam(11); + detachnpctimer; + close; } \ No newline at end of file diff --git a/src/common/buffer.h b/src/common/buffer.h index 4d7f46d38a..ea94380ce7 100644 --- a/src/common/buffer.h +++ b/src/common/buffer.h @@ -1,18 +1,18 @@ -#ifndef _BUFFER_H_ -#define _BUFFER_H_ - -// Full credit for this goes to Shinomori [Ajarn] - -#ifdef __GNUC__ // GCC has variable length arrays - -#define CREATE_BUFFER(name, type, size) type name[size] -#define DELETE_BUFFER(name) - -#else // others don't, so we emulate them - -#define CREATE_BUFFER(name, type, size) type *name=(type*)aCalloc(size,sizeof(type)) -#define DELETE_BUFFER(name) aFree(name);name=NULL - -#endif - -#endif +#ifndef _BUFFER_H_ +#define _BUFFER_H_ + +// Full credit for this goes to Shinomori [Ajarn] + +#ifdef __GNUC__ // GCC has variable length arrays + +#define CREATE_BUFFER(name, type, size) type name[size] +#define DELETE_BUFFER(name) + +#else // others don't, so we emulate them + +#define CREATE_BUFFER(name, type, size) type *name=(type*)aCalloc(size,sizeof(type)) +#define DELETE_BUFFER(name) aFree(name);name=NULL + +#endif + +#endif diff --git a/src/map/status.c b/src/map/status.c index 03cbd37b2a..27f1343548 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1,4823 +1,4823 @@ - -// ステータス計算、状態異常処理 -#include -#include -#include -#include -#include - -#include "pc.h" -#include "map.h" -#include "pet.h" -#include "mob.h" -#include "clif.h" -#include "guild.h" -#include "skill.h" -#include "itemdb.h" -#include "battle.h" -#include "chrif.h" -#include "status.h" - -#include "timer.h" -#include "nullpo.h" -#include "script.h" -#include "showmsg.h" - -static int max_weight_base[MAX_PC_CLASS]; -static int hp_coefficient[MAX_PC_CLASS]; -static int hp_coefficient2[MAX_PC_CLASS]; -static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; -static int sp_coefficient[MAX_PC_CLASS]; -static int aspd_base[MAX_PC_CLASS][20]; -static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt) -int percentrefinery[5][10]; // 精錬成功率(refine_db.txt) -static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt) -static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL]; - -/*========================================== - * 精錬ボーナス - *------------------------------------------ - */ -int status_getrefinebonus(int lv,int type) -{ - if (lv >= 0 && lv < 5 && type >= 0 && type < 3) - return refinebonus[lv][type]; - return 0; -} - -/*========================================== - * 精錬成功率 - *------------------------------------------ - */ -int status_percentrefinery(struct map_session_data *sd,struct item *item) -{ - int percent; - - nullpo_retr(0, item); - percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine]; - - percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持 - - // 確率の有効範囲チェック - if( percent > 100 ){ - percent = 100; - } - if( percent < 0 ){ - percent = 0; - } - - return percent; -} - -/*========================================== - * パラメータ計算 - * first==0の時、計算対象のパラメータが呼び出し前から - * 変 化した場合自動でsendするが、 - * 能動的に変化させたパラメータは自前でsendするように - *------------------------------------------ - */ - -int status_calc_pc(struct map_session_data* sd,int first) -{ - int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee; - int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class; - int b_base_atk; - struct skill b_skill[MAX_SKILL]; - int i,bl,index; - int skill,aspd_rate,wele,wele_,def_ele,refinedef=0; - int pele=0,pdef_ele=0; - int str,dstr,dex; - struct pc_base_job s_class; - - nullpo_retr(0, sd); - - //?生や養子の場合の元の職業を算出する - s_class = pc_calc_base_job(sd->status.class_); - - b_speed = sd->speed; - b_max_hp = sd->status.max_hp; - b_max_sp = sd->status.max_sp; - b_hp = sd->status.hp; - b_sp = sd->status.sp; - b_weight = sd->weight; - b_max_weight = sd->max_weight; - memcpy(b_paramb,&sd->paramb,sizeof(b_paramb)); - memcpy(b_parame,&sd->paramc,sizeof(b_parame)); - memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); - b_hit = sd->hit; - b_flee = sd->flee; - b_aspd = sd->aspd; - b_watk = sd->watk; - b_def = sd->def; - b_watk2 = sd->watk2; - b_def2 = sd->def2; - b_flee2 = sd->flee2; - b_critical = sd->critical; - b_attackrange = sd->attackrange; - b_matk1 = sd->matk1; - b_matk2 = sd->matk2; - b_mdef = sd->mdef; - b_mdef2 = sd->mdef2; - b_class = sd->view_class; - sd->view_class = sd->status.class_; - b_base_atk = sd->base_atk; - - pc_calc_skilltree(sd); // スキルツリ?の計算 - - sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300; - - if(first&1) { - sd->weight=0; - for(i=0;istatus.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) - continue; - sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; - } - sd->cart_max_weight=battle_config.max_cart_weight; - sd->cart_weight=0; - sd->cart_max_num=MAX_CART; - sd->cart_num=0; - for(i=0;istatus.cart[i].nameid==0) - continue; - sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; - sd->cart_num++; - } - } - - memset(sd->paramb,0,sizeof(sd->paramb)); - memset(sd->parame,0,sizeof(sd->parame)); - sd->hit = 0; - sd->flee = 0; - sd->flee2 = 0; - sd->critical = 0; - sd->aspd = 0; - sd->watk = 0; - sd->def = 0; - sd->mdef = 0; - sd->watk2 = 0; - sd->def2 = 0; - sd->mdef2 = 0; - sd->status.max_hp = 0; - sd->status.max_sp = 0; - sd->attackrange = 0; - sd->attackrange_ = 0; - sd->atk_ele = 0; - sd->def_ele = 0; - sd->star =0; - sd->overrefine =0; - sd->matk1 =0; - sd->matk2 =0; - sd->speed = DEFAULT_WALK_SPEED ; - sd->hprate=battle_config.hp_rate; - sd->sprate=battle_config.sp_rate; - sd->castrate=100; - sd->delayrate=100; - sd->dsprate=100; - sd->base_atk=0; - sd->arrow_atk=0; - sd->arrow_ele=0; - sd->arrow_hit=0; - sd->arrow_range=0; - sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0; - memset(sd->addele,0,sizeof(sd->addele)); - memset(sd->addrace,0,sizeof(sd->addrace)); - memset(sd->addsize,0,sizeof(sd->addsize)); - memset(sd->addele_,0,sizeof(sd->addele_)); - memset(sd->addrace_,0,sizeof(sd->addrace_)); - memset(sd->addsize_,0,sizeof(sd->addsize_)); - memset(sd->subele,0,sizeof(sd->subele)); - memset(sd->subrace,0,sizeof(sd->subrace)); - memset(sd->addeff,0,sizeof(sd->addeff)); - memset(sd->addeff2,0,sizeof(sd->addeff2)); - memset(sd->reseff,0,sizeof(sd->reseff)); - memset(&sd->special_state,0,sizeof(sd->special_state)); - memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele)); - memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race)); - memset(sd->weapon_atk,0,sizeof(sd->weapon_atk)); - memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate)); - - sd->watk_ = 0; //二刀流用(?) - sd->watk_2 = 0; - sd->atk_ele_ = 0; - sd->star_ = 0; - sd->overrefine_ = 0; - - sd->aspd_rate = 100; - sd->speed_rate = 100; - sd->hprecov_rate = 100; - sd->sprecov_rate = 100; - sd->critical_def = 0; - sd->double_rate = 0; - sd->near_attack_def_rate = sd->long_attack_def_rate = 0; - sd->atk_rate = sd->matk_rate = 100; - sd->ignore_def_ele = sd->ignore_def_race = 0; - sd->ignore_def_ele_ = sd->ignore_def_race_ = 0; - sd->ignore_mdef_ele = sd->ignore_mdef_race = 0; - sd->arrow_cri = 0; - sd->magic_def_rate = sd->misc_def_rate = 0; - memset(sd->arrow_addele,0,sizeof(sd->arrow_addele)); - memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace)); - memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize)); - memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff)); - memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2)); - memset(sd->magic_addele,0,sizeof(sd->magic_addele)); - memset(sd->magic_addrace,0,sizeof(sd->magic_addrace)); - memset(sd->magic_subrace,0,sizeof(sd->magic_subrace)); - sd->perfect_hit = 0; - sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; - sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; - sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0; - sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0; - sd->get_zeny_num = 0; - sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0; - sd->add_def_class_count = sd->add_mdef_class_count = 0; - sd->monster_drop_item_count = 0; - memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate)); - memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_)); - memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate)); - memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate)); - memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate)); - memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race)); - memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate)); - sd->speed_add_rate = sd->aspd_add_rate = 100; - sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0; - sd->splash_range = sd->splash_add_range = 0; - sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0; - sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; - sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0; - sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0; - sd->magic_damage_return = 0; //AppleGirl Was Here - sd->random_attack_increase_add = sd->random_attack_increase_per = 0; - sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0; - sd->unbreakable_equip = 0; - - - if(!sd->disguiseflag && sd->disguise) { - sd->disguise=0; - clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); - clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); - clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); - clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); - clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); - clif_clearchar(&sd->bl, 9); - pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); - } - - for(i=0;i<10;i++) { - index = sd->equip_index[i]; - if(index < 0) - continue; - if(i == 9 && sd->equip_index[8] == index) - continue; - if(i == 5 && sd->equip_index[4] == index) - continue; - if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) - continue; - - if(sd->inventory_data[index]) { - if(sd->inventory_data[index]->type == 4) { - if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { - int j; - for(j=0;jinventory_data[index]->slot;j++){ // カ?ド - int c=sd->status.inventory[index].card[j]; - if(c>0){ - if(i == 8 && sd->status.inventory[index].equip == 0x20) - sd->state.lr_flag = 1; - run_script(itemdb_equipscript(c),0,sd->bl.id,0); - sd->state.lr_flag = 0; - } - } - } - } - else if(sd->inventory_data[index]->type==5){ // 防具 - if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { - int j; - for(j=0;jinventory_data[index]->slot;j++){ // カ?ド - int c=sd->status.inventory[index].card[j]; - if(c>0) - run_script(itemdb_equipscript(c),0,sd->bl.id,0); - } - } - } - } - } - wele = sd->atk_ele; - wele_ = sd->atk_ele_; - def_ele = sd->def_ele; - if(sd->status.pet_id > 0) { - struct pet_data *pd=sd->pd; - if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) { - if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0) - run_script(sd->petDB->script,0,sd->bl.id,0); - pele = sd->atk_ele; - pdef_ele = sd->def_ele; - sd->atk_ele = sd->def_ele = 0; - } - } - memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard)); - - // ?備品によるステ?タス?化はここで?行 - for(i=0;i<10;i++) { - index = sd->equip_index[i]; - if(index < 0) - continue; - if(i == 9 && sd->equip_index[8] == index) - continue; - if(i == 5 && sd->equip_index[4] == index) - continue; - if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) - continue; - if(sd->inventory_data[index]) { - sd->def += sd->inventory_data[index]->def; - if(sd->inventory_data[index]->type == 4) { - int r,wlv = sd->inventory_data[index]->wlv; - if(i == 8 && sd->status.inventory[index].equip == 0x20) { - //二刀流用デ?タ入力 - sd->watk_ += sd->inventory_data[index]->atk; - sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力 - refinebonus[wlv][0]; - if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス - sd->overrefine_ = r*refinebonus[wlv][1]; - - if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 - sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら - wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性 - } - sd->attackrange_ += sd->inventory_data[index]->range; - sd->state.lr_flag = 1; - run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - } - else { //二刀流武器以外 - sd->watk += sd->inventory_data[index]->atk; - sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力 - refinebonus[wlv][0]; - if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス - sd->overrefine += r*refinebonus[wlv][1]; - - if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 - sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら - wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性 - } - sd->attackrange += sd->inventory_data[index]->range; - run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); - } - } - else if(sd->inventory_data[index]->type == 5) { - sd->watk += sd->inventory_data[index]->atk; - refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; - run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); - } - } - } - - if(sd->equip_index[10] >= 0){ // 矢 - index = sd->equip_index[10]; - if(sd->inventory_data[index]){ //まだ?性が入っていない - sd->state.lr_flag = 2; - run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - sd->arrow_atk += sd->inventory_data[index]->atk; - } - } - sd->def += (refinedef+50)/100; - - if(sd->attackrange < 1) sd->attackrange = 1; - if(sd->attackrange_ < 1) sd->attackrange_ = 1; - if(sd->attackrange < sd->attackrange_) - sd->attackrange = sd->attackrange_; - if(sd->status.weapon == 11) - sd->attackrange += sd->arrow_range; - if(wele > 0) - sd->atk_ele = wele; - if(wele_ > 0) - sd->atk_ele_ = wele_; - if(def_ele > 0) - sd->def_ele = def_ele; - if(battle_config.pet_status_support) { - if(pele > 0 && !sd->atk_ele) - sd->atk_ele = pele; - if(pdef_ele > 0 && !sd->def_ele) - sd->def_ele = pdef_ele; - } - sd->double_rate += sd->double_add_rate; - sd->perfect_hit += sd->perfect_hit_add; - sd->get_zeny_num += sd->get_zeny_add_num; - sd->splash_range += sd->splash_add_range; - if(sd->speed_add_rate != 100) - sd->speed_rate += sd->speed_add_rate - 100; - if(sd->aspd_add_rate != 100) - sd->aspd_rate += sd->aspd_add_rate - 100; - - // 武器ATKサイズ補正 (右手) - sd->atkmods[0] = atkmods[0][sd->weapontype1]; - sd->atkmods[1] = atkmods[1][sd->weapontype1]; - sd->atkmods[2] = atkmods[2][sd->weapontype1]; - //武器ATKサイズ補正 (左手) - sd->atkmods_[0] = atkmods[0][sd->weapontype2]; - sd->atkmods_[1] = atkmods[1][sd->weapontype2]; - sd->atkmods_[2] = atkmods[2][sd->weapontype2]; - - // jobボ?ナス分 - for(i=0;istatus.job_level && iparamb[job_bonus[s_class.upper][s_class.job][i]-1]++; - } - - if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris] - sd->max_weight += skill*2000; - - if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目 - sd->paramb[4] += skill; - - if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk - sd->paramb[0] ++; - sd->base_atk += 4; - } - if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels - sd->paramb[3] += (skill+1)*0.5; - } - - // New guild skills - Celest - if (sd->status.guild_id > 0 && !(first&4)) { - struct guild *g; - if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { - if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) { - skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0); - } - if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) { - skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0); - } - if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) { - skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0); - } - if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) { - skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0); - } - } - else if (g) { - if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) { - sd->paramb[0]+= 5; - sd->paramb[3]+= 5; - sd->paramb[4]+= 5; - } - if (sd->state.leadership_flag) - sd->paramb[0] += 2; - if (sd->state.glorywounds_flag) - sd->paramb[2] += 2; - if (sd->state.soulcold_flag) - sd->paramb[1] += 2; - if (sd->state.hawkeyes_flag) - sd->paramb[4] += 2; - } - } - - // ステ?タス?化による基本パラメ?タ補正 - if(sd->sc_count){ - if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上 - sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; - sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; - } - if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 - sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1; - sd->speed -= sd->speed *25/100; - } - if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { // 速度減少(agiはbattle.cで) - sd->speed = sd->speed *125/100; - sd->paramb[1] -= 2 + sd->sc_data[SC_DECREASEAGI].val1; // reduce agility [celest] - } - if(sd->sc_data[SC_CLOAKING].timer!=-1) { - sd->critical_rate += 100; // critical increases - sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; - } - if(sd->sc_data[SC_CHASEWALK].timer!=-1) { - sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk - if(sd->sc_data[SC_CHASEWALK].val4) - sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds - } - if(sd->sc_data[SC_SLOWDOWN].timer!=-1) - sd->speed = sd->speed*150/100; - if(sd->sc_data[SC_SPEEDUP0].timer!=-1) - sd->speed -= sd->speed*25/100; - if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング - sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1; - sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1; - sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1; - } - if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア - sd->paramb[5]+= 30; - if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス - sd->paramb[0]+= 4; - if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア - //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; - //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; - //sd->paramb[1]-= agib > 50 ? 50 : agib; - //sd->paramb[4]-= dexb > 50 ? 50 : dexb; - sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5; - sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5; - sd->speed = sd->speed*3/2; - } - if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト - sd->paramb[0]+= 5; - sd->paramb[1]+= 5; - sd->paramb[2]+= 5; - sd->paramb[3]+= 5; - sd->paramb[4]+= 5; - sd->paramb[5]+= 5; - } - if(sd->sc_data[SC_MARIONETTE].timer!=-1){ - struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3); - if (psd) { // if partner is found - sd->paramb[0]-= sd->status.str/2; // bonuses not included - sd->paramb[1]-= sd->status.agi/2; - sd->paramb[2]-= sd->status.vit/2; - sd->paramb[3]-= sd->status.int_/2; - sd->paramb[4]-= sd->status.dex/2; - sd->paramb[5]-= sd->status.luk/2; - } - } - else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){ - struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3); - if (psd) { // if partner is found - sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2; - sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2; - sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2; - sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2; - sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2; - sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2; - } - } - if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ - if (sd->sc_data[SC_GOSPEL].val3 == 6) { - sd->paramb[0]+= 2; - sd->paramb[1]+= 2; - sd->paramb[2]+= 2; - sd->paramb[3]+= 2; - sd->paramb[4]+= 2; - sd->paramb[5]+= 2; - } - } - } - - //1度も死んでないJob70スパノビに+10 - if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){ - sd->paramb[0]+= 15; - sd->paramb[1]+= 15; - sd->paramb[2]+= 15; - sd->paramb[3]+= 15; - sd->paramb[4]+= 15; - sd->paramb[5]+= 15; - } - sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0]; - sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1]; - sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2]; - sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3]; - sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4]; - sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5]; - for(i=0;i<6;i++) - if(sd->paramc[i] < 0) sd->paramc[i] = 0; - - if (sd->sc_count) { - if (sd->sc_data[SC_CURSE].timer!=-1) - sd->paramc[5] = 0; - } - - if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) { - str = sd->paramc[4]; - dex = sd->paramc[0]; - } - else { - str = sd->paramc[0]; - dex = sd->paramc[4]; - } - dstr = str/10; - sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; - sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5); - sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7); - if(sd->matk1 < sd->matk2) { - int temp = sd->matk2; - sd->matk2 = sd->matk1; - sd->matk1 = temp; - } - sd->hit += sd->paramc[4] + sd->status.base_level; - sd->flee += sd->paramc[1] + sd->status.base_level; - sd->def2 += sd->paramc[2]; - sd->mdef2 += sd->paramc[3]; - sd->flee2 += sd->paramc[5]+10; - sd->critical += (sd->paramc[5]*3)+10; - - if(sd->base_atk < 1) - sd->base_atk = 1; - if(sd->critical_rate != 100) - sd->critical = (sd->critical*sd->critical_rate)/100; - if(sd->critical < 10) sd->critical = 10; - if(sd->hit_rate != 100) - sd->hit = (sd->hit*sd->hit_rate)/100; - if(sd->hit < 1) sd->hit = 1; - if(sd->flee_rate != 100) - sd->flee = (sd->flee*sd->flee_rate)/100; - if(sd->flee < 1) sd->flee = 1; - if(sd->flee2_rate != 100) - sd->flee2 = (sd->flee2*sd->flee2_rate)/100; - if(sd->flee2 < 10) sd->flee2 = 10; - if(sd->def_rate != 100) - sd->def = (sd->def*sd->def_rate)/100; - if(sd->def < 0) sd->def = 0; - if(sd->def2_rate != 100) - sd->def2 = (sd->def2*sd->def2_rate)/100; - if(sd->def2 < 1) sd->def2 = 1; - if(sd->mdef_rate != 100) - sd->mdef = (sd->mdef*sd->mdef_rate)/100; - if(sd->mdef < 0) sd->mdef = 0; - if(sd->mdef2_rate != 100) - sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100; - if(sd->mdef2 < 1) sd->mdef2 = 1; - - // 二刀流 ASPD 修正 - if (sd->status.weapon <= 16) - sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000; - else - sd->aspd += ( - (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) + - (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000) - ) * 140 / 200; - - aspd_rate = sd->aspd_rate; - - //攻?速度?加 - - if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目 - sd->hit += skill; - if(sd->status.weapon == 11) - sd->attackrange += skill; - } - - if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加 - sd->hit += skill*2; - if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ - sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); - if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下 - sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); - else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加 - sd->speed -= (0.25 * DEFAULT_WALK_SPEED); - sd->max_weight += 10000; - } - if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス - sd->status.max_hp += skill*200; - sd->subele[6] += skill*5; - } - if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { - sd->subele[0] += skill; - sd->subele[3] += skill*5; - } - if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 ) - aspd_rate -= skill*0.5; - - bl=sd->status.base_level; - - sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); - if (s_class.upper==1) // [MouseJstr] - sd->status.max_hp = sd->status.max_hp * 130/100; - else if (s_class.upper==2) - sd->status.max_hp = sd->status.max_hp * 70/100; - - if(sd->hprate!=100) - sd->status.max_hp = sd->status.max_hp*sd->hprate/100; - - if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク - sd->status.max_hp = sd->status.max_hp * 3; - // sd->status.hp = sd->status.hp * 3; - if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris - sd->status.max_hp = battle_config.max_hp; - if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris - sd->status.hp = battle_config.max_hp; - } - if(s_class.job == 23 && sd->status.base_level >= 99){ - sd->status.max_hp = sd->status.max_hp + 2000; - } - - if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris - sd->status.max_hp = battle_config.max_hp; - if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end - - // 最大SP計算 - sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); - if (s_class.upper==1) // [MouseJstr] - sd->status.max_sp = sd->status.max_sp * 130/100; - else if (s_class.upper==2) - sd->status.max_sp = sd->status.max_sp * 70/100; - if(sd->sprate!=100) - sd->status.max_sp = sd->status.max_sp*sd->sprate/100; - - if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ - sd->status.max_sp += sd->status.max_sp*skill/100; - if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */ - sd->status.max_sp += sd->status.max_sp*2*skill/100; - - if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) - sd->status.max_sp = battle_config.max_sp; - - //自然回復HP - sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); - if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */ - sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); - if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff; - } - //自然回復SP - sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100); - if(sd->paramc[3] >= 120) - sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4; - if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */ - sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); - if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff; - } - - if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) { - sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); - sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); - if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff; - if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff; - } - if(sd->hprecov_rate != 100) { - sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; - if(sd->nhealhp < 1) sd->nhealhp = 1; - } - if(sd->sprecov_rate != 100) { - sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; - if(sd->nhealsp < 1) sd->nhealsp = 1; - } - /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e' - sd->nhealsp += 3*skill*(sd->status.max_sp)/100; - if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff; - } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/ - - // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも) - if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ? - skill = skill*4; - sd->addrace[9]+=skill; - sd->addrace_[9]+=skill; - sd->subrace[9]+=skill; - sd->magic_addrace[9]+=skill; - sd->magic_subrace[9]-=skill; - } - - //Flee上昇 - if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加 - if(sd->status.class_==6||sd->status.class_==4007 || sd->status.class_==23){ - sd->flee += skill*3; - } - if(sd->status.class_==12||sd->status.class_==17||sd->status.class_==4013||sd->status.class_==4018) - sd->flee += skill*4; - if(sd->status.class_==12||sd->status.class_==4013) - sd->speed -= sd->speed *(skill*1.5)/100; - } - if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り - sd->flee += (skill*3)>>1; - - // スキルやステ?タス異常による?りのパラメ?タ補正 - if(sd->sc_count){ - // ATK/DEF?化形 - if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス - sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100; - if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス - sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) - sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5; - } - if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック - sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100; - sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; - sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) - sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; - } - if(sd->sc_data[SC_ENDURE].timer!=-1) - sd->mdef2 += sd->sc_data[SC_ENDURE].val1; - if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック - sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100; - sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; - sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; - } - if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態 - sd->def2 = sd->def2*75/100; - if(sd->sc_data[SC_CURSE].timer!=-1){ - sd->base_atk = sd->base_atk*75/100; - sd->watk = sd->watk*75/100; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) - sd->watk_ = sd->watk_*75/100; - } - if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き - sd->watk += sd->sc_data[SC_DRUMBATTLE].val2; - sd->def += sd->sc_data[SC_DRUMBATTLE].val3; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) - sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2; - } - if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪 - index = sd->equip_index[9]; - /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) - sd->watk += sd->sc_data[SC_NIBELUNGEN].val3; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) - sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3; - index = sd->equip_index[9];*/ - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3; - } - - if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ - sd->watk += sd->sc_data[SC_VIOLENTGALE].val3; - } - - if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1) - sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100; - if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス - sd->def=0; - - if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション - sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; - index = sd->equip_index[8]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) - sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; - sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100; - } - - if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅 - sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; - sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; - } - if(sd->sc_data[SC_ATKPOT].timer!=-1) - sd->watk += sd->sc_data[SC_ATKPOT].val1; - if(sd->sc_data[SC_MATKPOT].timer!=-1){ - sd->matk1 += sd->sc_data[SC_MATKPOT].val1; - sd->matk2 += sd->sc_data[SC_MATKPOT].val1; - } - - // ASPD/移動速度?化系 - if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ - aspd_rate -= 30; - if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && - sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ - if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) - aspd_rate -= 30; - else - aspd_rate -= 25; - } - if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && - sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン - aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2; - if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス - sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 && - sd->sc_data[SC_DONTFORGETME].timer == -1) - aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3; - if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで - aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16); - sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; - } - if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 || - sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 || - sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 || - sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション - aspd_rate -= sd->sc_data[i].val2; - if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算 - sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; - if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト - sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; - if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い? - sd->speed -= sd->speed *25/100; - if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い - sd->speed = 2*DEFAULT_WALK_SPEED; - - // HIT/FLEE?化系 - if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛 - sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1 - +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100; - sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10; - } - if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング - sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2 - +sd->sc_data[SC_HUMMING].val3) * sd->hit/100; - if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル - sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100; - } - if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗? - sd->hit -= sd->hit*25/100; - sd->flee -= sd->flee*25/100; - } - if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク - sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100; - if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ - sd->flee -= sd->flee*50/100; - if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト - sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1); - if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション - sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1)); - - // 耐性 - if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド - sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火 - sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水 - } - if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス - sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性 - sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔 - } - - // その他 - if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎 - sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1) - +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100; - if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) - sd->status.max_hp = battle_config.max_hp; - } - if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ - sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100; - if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) - sd->status.max_hp = battle_config.max_hp; - } - if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ? - sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2 - +sd->sc_data[SC_SERVICE4U].val3)/100; - if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) - sd->status.max_sp = battle_config.max_sp; - sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2 - +sd->sc_data[SC_SERVICE4U].val3); - if(sd->dsprate<0)sd->dsprate=0; - } - - if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス - sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2 - +sd->sc_data[SC_FORTUNE].val3)*10; - - if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動 - if(s_class.job==23) - sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100; - else - sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2; - } - - if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛 - sd->def = 90; - sd->mdef = 90; - aspd_rate += 25; - sd->speed = (sd->speed * 125) / 100; - } - if(sd->sc_data[SC_DEFENDER].timer != -1) { - sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50); - // removed as of 12/14's patch [celest] - //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; - } - if(sd->sc_data[SC_ENCPOISON].timer != -1) - sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2; - - if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中 - sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); - //sd->speed*=4; - sd->nhealsp = 0; - sd->nshealsp = 0; - sd->nsshealsp = 0; - } - if(sd->sc_data[SC_CURSE].timer!=-1) - sd->speed += 450; - - if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト - sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100; - -/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで) - sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting - if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで) - sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting - */ - if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG] - sd->def = sd->def2 = 0; - sd->mdef = sd->mdef2 = 0; - sd->flee -= sd->flee*50/100; - aspd_rate -= 30; - //sd->base_atk *= 3; - } - if(sd->sc_data[SC_KEEPING].timer!=-1) - sd->def = 100; - if(sd->sc_data[SC_BARRIER].timer!=-1) - sd->mdef = 100; - - if(sd->sc_data[SC_JOINTBEAT].timer!=-1) { // Random break [DracoRPG] - switch(sd->sc_data[SC_JOINTBEAT].val2) { - case 1: //Ankle break - sd->speed_rate += 50; - break; - case 2: //Wrist break - sd->aspd_rate += 25; - break; - case 3: //Knee break - sd->speed_rate += 30; - sd->aspd_rate += 10; - break; - case 4: //Shoulder break - sd->def2 -= sd->def2*50/100; - break; - case 5: //Waist break - sd->def2 -= sd->def2*50/100; - sd->base_atk -= sd->base_atk*25/100; - break; - } - } - - if(sd->sc_data[SC_GOSPEL].timer!=-1) { - if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ - switch (sd->sc_data[SC_GOSPEL].val3) - { - case 4: - sd->status.max_hp += sd->status.max_hp * 25 / 100; - if(sd->status.max_hp > battle_config.max_hp) - sd->status.max_hp = battle_config.max_hp; - break; - case 5: - sd->status.max_sp += sd->status.max_sp * 25 / 100; - if(sd->status.max_sp > battle_config.max_sp) - sd->status.max_sp = battle_config.max_sp; - break; - case 11: - sd->def += sd->def * 25 / 100; - sd->def2 += sd->def2 * 25 / 100; - break; - case 12: - sd->base_atk += sd->base_atk * 8 / 100; - break; - case 13: - sd->flee += sd->flee * 5 / 100; - break; - case 14: - sd->hit += sd->hit * 5 / 100; - break; - } - } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){ - switch (sd->sc_data[SC_GOSPEL].val3) - { - case 5: - sd->def = 0; - sd->def2 = 0; - break; - case 6: - sd->base_atk = 0; - sd->watk = 0; - sd->watk2 = 0; - break; - case 7: - sd->flee = 0; - break; - case 8: - sd->speed_rate += 75; - aspd_rate += 75; - break; - } - } - } - } - - if (sd->speed_rate <= 0) - sd->speed_rate = 1; - - if(sd->speed_rate != 100) - sd->speed = sd->speed*sd->speed_rate/100; - if(sd->speed < 1) sd->speed = 1; - if(aspd_rate != 100) - sd->aspd = sd->aspd*aspd_rate/100; - if(pc_isriding(sd)) // 騎兵修練 - sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100; - if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; - sd->amotion = sd->aspd; - sd->dmotion = 800-sd->paramc[1]*4; - if(sd->dmotion<400) - sd->dmotion = 400; - if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { - sd->prev_speed = sd->speed; - sd->speed = sd->speed*(175 - skill*5)/100; - } - - if(sd->status.hp>sd->status.max_hp) - sd->status.hp=sd->status.max_hp; - if(sd->status.sp>sd->status.max_sp) - sd->status.sp=sd->status.max_sp; - - if(first&4) - return 0; - if(first&3) { - clif_updatestatus(sd,SP_SPEED); - clif_updatestatus(sd,SP_MAXHP); - clif_updatestatus(sd,SP_MAXSP); - if(first&1) { - clif_updatestatus(sd,SP_HP); - clif_updatestatus(sd,SP_SP); - } - return 0; - } - - if(b_class != sd->view_class) { - clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); -#if PACKETVER < 4 - clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); - clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); -#else - clif_changelook(&sd->bl,LOOK_WEAPON,0); -#endif - } - - if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange) - clif_skillinfoblock(sd); // スキル送信 - - if(b_speed != sd->speed) - clif_updatestatus(sd,SP_SPEED); - if(b_weight != sd->weight) - clif_updatestatus(sd,SP_WEIGHT); - if(b_max_weight != sd->max_weight) { - clif_updatestatus(sd,SP_MAXWEIGHT); - pc_checkweighticon(sd); - } - for(i=0;i<6;i++) - if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) - clif_updatestatus(sd,SP_STR+i); - if(b_hit != sd->hit) - clif_updatestatus(sd,SP_HIT); - if(b_flee != sd->flee) - clif_updatestatus(sd,SP_FLEE1); - if(b_aspd != sd->aspd) - clif_updatestatus(sd,SP_ASPD); - if(b_watk != sd->watk || b_base_atk != sd->base_atk) - clif_updatestatus(sd,SP_ATK1); - if(b_def != sd->def) - clif_updatestatus(sd,SP_DEF1); - if(b_watk2 != sd->watk2) - clif_updatestatus(sd,SP_ATK2); - if(b_def2 != sd->def2) - clif_updatestatus(sd,SP_DEF2); - if(b_flee2 != sd->flee2) - clif_updatestatus(sd,SP_FLEE2); - if(b_critical != sd->critical) - clif_updatestatus(sd,SP_CRITICAL); - if(b_matk1 != sd->matk1) - clif_updatestatus(sd,SP_MATK1); - if(b_matk2 != sd->matk2) - clif_updatestatus(sd,SP_MATK2); - if(b_mdef != sd->mdef) - clif_updatestatus(sd,SP_MDEF1); - if(b_mdef2 != sd->mdef2) - clif_updatestatus(sd,SP_MDEF2); - if(b_attackrange != sd->attackrange) - clif_updatestatus(sd,SP_ATTACKRANGE); - if(b_max_hp != sd->status.max_hp) - clif_updatestatus(sd,SP_MAXHP); - if(b_max_sp != sd->status.max_sp) - clif_updatestatus(sd,SP_MAXSP); - if(b_hp != sd->status.hp) - clif_updatestatus(sd,SP_HP); - if(b_sp != sd->status.sp) - clif_updatestatus(sd,SP_SP); - -/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num || - before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight ) - clif_updatestatus(sd,SP_CARTINFO);*/ - - //if(sd->status.hpstatus.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && - if(sd->status.hpstatus.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 && - (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd)) - // オ?トバ?サ?ク?動 - status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); - - return 0; -} - -/*========================================== - * For quick calculating [Celest] - *------------------------------------------ - */ -int status_calc_speed (struct map_session_data *sd) -{ - int b_speed, skill; - struct pc_base_job s_class; - - nullpo_retr(0, sd); - - s_class = pc_calc_base_job(sd->status.class_); - - b_speed = sd->speed; - sd->speed = DEFAULT_WALK_SPEED ; - - if(sd->sc_count){ - if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 - sd->speed -= sd->speed *25/100; - } - if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { - sd->speed = sd->speed *125/100; - } - if(sd->sc_data[SC_CLOAKING].timer!=-1) { - sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; - } - if(sd->sc_data[SC_CHASEWALK].timer!=-1) { - sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; - } - if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ - sd->speed = sd->speed*3/2; - } - if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) { - sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; - } - if(sd->sc_data[SC_CARTBOOST].timer!=-1) { - sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; - } - if(sd->sc_data[SC_BERSERK].timer!=-1) { - sd->speed -= sd->speed *25/100; - } - if(sd->sc_data[SC_WEDDING].timer!=-1) { - sd->speed = 2*DEFAULT_WALK_SPEED; - } - if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ - sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; - } - if(sd->sc_data[SC_STEELBODY].timer!=-1){ - sd->speed = (sd->speed * 125) / 100; - } - if(sd->sc_data[SC_DEFENDER].timer != -1) { - // removed as of 12/14's patch [celest] - //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; - } - if( sd->sc_data[SC_DANCING].timer!=-1 ){ - sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); - } - if(sd->sc_data[SC_CURSE].timer!=-1) - sd->speed += 450; - if(sd->sc_data[SC_SLOWDOWN].timer!=-1) - sd->speed = sd->speed*150/100; - if(sd->sc_data[SC_SPEEDUP0].timer!=-1) - sd->speed -= sd->speed*25/100; - } - - if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) - sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); - if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) - sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); - else if (pc_isriding(sd)) { - sd->speed -= (0.25 * DEFAULT_WALK_SPEED); - } - if((skill=pc_checkskill(sd,TF_MISS))>0) - if(s_class.job==12) - sd->speed -= sd->speed *(skill*1.5)/100; - - if(sd->speed_rate != 100) - sd->speed = sd->speed*sd->speed_rate/100; - if(sd->speed < 1) sd->speed = 1; - - if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { - sd->prev_speed = sd->speed; - sd->speed = sd->speed*(175 - skill*5)/100; - } - - if(b_speed != sd->speed) - clif_updatestatus(sd,SP_SPEED); - - return 0; -} - -/*========================================== - * 対象のClassを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_class(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return ((struct mob_data *)bl)->class_; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->status.class_; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return ((struct pet_data *)bl)->class_; - else - return 0; -} -/*========================================== - * 対象の方向を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_dir(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return ((struct mob_data *)bl)->dir; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->dir; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return ((struct pet_data *)bl)->dir; - else - return 0; -} -/*========================================== - * 対象のレベルを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_lv(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return ((struct mob_data *)bl)->level; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->status.base_level; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return ((struct pet_data *)bl)->msd->pet.level; - else - return 0; -} - -/*========================================== - * 対象の射程を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_range(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return mob_db[((struct mob_data *)bl)->class_].range; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->attackrange; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return mob_db[((struct pet_data *)bl)->class_].range; - else - return 0; -} -/*========================================== - * 対象のHPを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_hp(struct block_list *bl) -{ - nullpo_retr(1, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return ((struct mob_data *)bl)->hp; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->status.hp; - else - return 1; -} -/*========================================== - * 対象のMHPを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_max_hp(struct block_list *bl) -{ - nullpo_retr(1, bl); - - if(bl->type==BL_PC && ((struct map_session_data *)bl)) - return ((struct map_session_data *)bl)->status.max_hp; - else { - struct status_change *sc_data; - int max_hp = 1; - - if(bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(1, md = (struct mob_data *)bl); - max_hp = mob_db[md->class_].max_hp; - - if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] - max_hp += (md->level - mob_db[md->class_].lv) * status_get_vit(bl); - - if(mob_db[md->class_].mexp > 0) { - if(battle_config.mvp_hp_rate != 100) - max_hp = (max_hp * battle_config.mvp_hp_rate)/100; - } - else { - if(battle_config.monster_hp_rate != 100) - max_hp = (max_hp * battle_config.monster_hp_rate)/100; - } - } - else if(bl->type == BL_PET) { - struct pet_data *pd; - nullpo_retr(1, pd = (struct pet_data*)bl); - max_hp = mob_db[pd->class_].max_hp; - - if(mob_db[pd->class_].mexp > 0) { - if(battle_config.mvp_hp_rate != 100) - max_hp = (max_hp * battle_config.mvp_hp_rate)/100; - } - else { - if(battle_config.monster_hp_rate != 100) - max_hp = (max_hp * battle_config.monster_hp_rate)/100; - } - } - - sc_data = status_get_sc_data(bl); - if(sc_data) { - if(sc_data[SC_APPLEIDUN].timer != -1) - max_hp += ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) - + sc_data[SC_APPLEIDUN].val3 / 10) * max_hp)/100; - if(sc_data[SC_GOSPEL].timer != -1 && - sc_data[SC_GOSPEL].val4 == BCT_PARTY && - sc_data[SC_GOSPEL].val3 == 4) - max_hp += max_hp * 25 / 100; - } - if(max_hp < 1) max_hp = 1; - return max_hp; - } - return 1; -} -/*========================================== - * 対象のStrを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_str(struct block_list *bl) -{ - int str = 0; - nullpo_retr(0, bl); - - if (bl->type == BL_PC && ((struct map_session_data *)bl)) - return ((struct map_session_data *)bl)->paramc[0]; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - - if(bl->type == BL_MOB && ((struct mob_data *)bl)) { - str = mob_db[((struct mob_data *)bl)->class_].str; - if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] - str += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; - } - else if(bl->type == BL_PET && ((struct pet_data *)bl)) - str = mob_db[((struct pet_data *)bl)->class_].str; - - if(sc_data) { - if(sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1) - str += 4; - if( sc_data[SC_BLESSING].timer != -1){ // ブレッシング - int race = status_get_race(bl); - if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) - str >>= 1; // 悪 魔/不死 - else str += sc_data[SC_BLESSING].val1; // その他 - } - if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト - str += 5; - } - } - if(str < 0) str = 0; - return str; -} -/*========================================== - * 対象のAgiを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ - -int status_get_agi(struct block_list *bl) -{ - int agi=0; - nullpo_retr(0, bl); - - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->paramc[1]; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - if(bl->type == BL_MOB && (struct mob_data *)bl) { - agi = mob_db[((struct mob_data *)bl)->class_].agi; - if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris] - agi += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; - } - else if(bl->type == BL_PET && (struct pet_data *)bl) - agi = mob_db[((struct pet_data *)bl)->class_].agi; - - if(sc_data) { - if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 速度増加(PCはpc.cで) - agi += 2 + sc_data[SC_INCREASEAGI].val1; - if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) - agi += agi * (2 + sc_data[SC_CONCENTRATE].val1)/100; - if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少 - agi -= 2 + sc_data[SC_DECREASEAGI].val1; - if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア - //agi >>= 1; - //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100; - //agi -= agib > 50 ? 50 : agib; - agi -= sc_data[SC_QUAGMIRE].val1*10; - } - if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト - agi += 5; - } - } - if(agi < 0) agi = 0; - return agi; -} -/*========================================== - * 対象のVitを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_vit(struct block_list *bl) -{ - int vit = 0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->paramc[2]; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - if(bl->type == BL_MOB && (struct mob_data *)bl) { - vit = mob_db[((struct mob_data *)bl)->class_].vit; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - vit += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; - } - else if(bl->type == BL_PET && (struct pet_data *)bl) - vit = mob_db[((struct pet_data *)bl)->class_].vit; - if(sc_data) { - if(sc_data[SC_STRIPARMOR].timer != -1) - vit = vit*60/100; - if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト - vit += 5; - } - } - if(vit < 0) vit = 0; - return vit; -} -/*========================================== - * 対象のIntを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_int(struct block_list *bl) -{ - int int_=0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->paramc[3]; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - if(bl->type == BL_MOB && (struct mob_data *)bl){ - int_ = mob_db[((struct mob_data *)bl)->class_].int_; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - int_ += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; - } - else if(bl->type == BL_PET && (struct pet_data *)bl) - int_ = mob_db[((struct pet_data *)bl)->class_].int_; - - if(sc_data) { - if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング - int race = status_get_race(bl); - if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) - int_ >>= 1; // 悪 魔/不死 - else - int_ += sc_data[SC_BLESSING].val1; // その他 - } - if(sc_data[SC_STRIPHELM].timer != -1) - int_ = int_*60/100; - if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト - int_ += 5; - } - } - if(int_ < 0) int_ = 0; - return int_; -} -/*========================================== - * 対象のDexを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_dex(struct block_list *bl) -{ - int dex = 0; - nullpo_retr(0, bl); - - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->paramc[4]; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - if(bl->type == BL_MOB && (struct mob_data *)bl) { - dex = mob_db[((struct mob_data *)bl)->class_].dex; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - dex += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; - } - else if(bl->type == BL_PET && (struct pet_data *)bl) - dex = mob_db[((struct pet_data *)bl)->class_].dex; - - if(sc_data) { - if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) - dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100; - if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング - int race = status_get_race(bl); - if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) - dex >>= 1; // 悪 魔/不死 - else dex += sc_data[SC_BLESSING].val1; // その他 - } - if(sc_data[SC_QUAGMIRE].timer!=-1) { // クァグマイア - // dex >>= 1; - //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100; - //dex -= dexb > 50 ? 50 : dexb; - dex -= sc_data[SC_QUAGMIRE].val1*10; - } - if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト - dex += 5; - } - } - if(dex < 0) dex = 0; - return dex; -} -/*========================================== - * 対象のLukを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_luk(struct block_list *bl) -{ - int luk = 0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->paramc[5]; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - if(bl->type == BL_MOB && (struct mob_data *)bl) { - luk = mob_db[((struct mob_data *)bl)->class_].luk; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - luk += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; - } - else if(bl->type == BL_PET && (struct pet_data *)bl) - luk = mob_db[((struct pet_data *)bl)->class_].luk; - if(sc_data) { - if(sc_data[SC_GLORIA].timer!=-1) // グロリア(PCはpc.cで) - luk += 30; - if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト - luk += 5; - if(sc_data[SC_CURSE].timer!=-1) // 呪い - luk = 0; - } - } - if(luk < 0) luk = 0; - return luk; -} - -/*========================================== - * 対象のFleeを返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_flee(struct block_list *bl) -{ - int flee = 1; - nullpo_retr(1, bl); - - if(bl->type == BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->flee; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - flee = status_get_agi(bl) + status_get_lv(bl); - - if(sc_data){ - if(sc_data[SC_WHISTLE].timer!=-1) - flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 - +(sc_data[SC_WHISTLE].val3>>16))/100; - if(sc_data[SC_BLIND].timer!=-1) - flee -= flee*25/100; - if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク - flee += flee*(sc_data[SC_WINDWALK].val2)/100; - if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ - flee -= flee*50/100; - if(sc_data[SC_GOSPEL].timer!=-1) { - if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && - sc_data[SC_GOSPEL].val3 == 13) - flee += flee*5/100; - else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && - sc_data[SC_GOSPEL].val3 == 7) - flee = 0; - } - } - } - if(flee < 1) flee = 1; - return flee; -} -/*========================================== - * 対象のHitを返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_hit(struct block_list *bl) -{ - int hit = 1; - nullpo_retr(1, bl); - if(bl->type == BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->hit; - else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - hit = status_get_dex(bl) + status_get_lv(bl); - - if(sc_data) { - if(sc_data[SC_HUMMING].timer!=-1) // - hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2 - +sc_data[SC_HUMMING].val3)/100; - if(sc_data[SC_BLIND].timer!=-1) // 呪い - hit -= hit*25/100; - if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト - hit += 3*(sc_data[SC_TRUESIGHT].val1); - if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション - hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100; - if(sc_data[SC_GOSPEL].timer!=-1 && - sc_data[SC_GOSPEL].val4 == BCT_PARTY && - sc_data[SC_GOSPEL].val3 == 14) - hit += hit*5/100; - } - } - if(hit < 1) hit = 1; - return hit; -} -/*========================================== - * 対象の完全回避を返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_flee2(struct block_list *bl) -{ - int flee2 = 1; - nullpo_retr(1, bl); - - if(bl->type==BL_PC && (struct map_session_data *)bl){ - return ((struct map_session_data *)bl)->flee2; - } else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - flee2 = status_get_luk(bl)+1; - - if(sc_data) { - if(sc_data[SC_WHISTLE].timer!=-1) - flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 - +(sc_data[SC_WHISTLE].val3&0xffff))*10; - } - } - if(flee2 < 1) flee2 = 1; - return flee2; -} -/*========================================== - * 対象のクリティカルを返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_critical(struct block_list *bl) -{ - int critical = 1; - nullpo_retr(1, bl); - - if(bl->type == BL_PC && (struct map_session_data *)bl){ - return ((struct map_session_data *)bl)->critical; - } else { - struct status_change *sc_data; - sc_data = status_get_sc_data(bl); - critical = status_get_luk(bl)*3 + 1; - - if(sc_data) { - if(sc_data[SC_FORTUNE].timer!=-1) - critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2 - + sc_data[SC_FORTUNE].val3)*10; - if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) - critical += sc_data[SC_EXPLOSIONSPIRITS].val2; - if(sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト - critical += critical*sc_data[SC_TRUESIGHT].val1/100; - } - } - if(critical < 1) critical = 1; - return critical; -} -/*========================================== - * base_atkの取得 - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_baseatk(struct block_list *bl) -{ - int batk = 1; - nullpo_retr(1, bl); - - if(bl->type==BL_PC && (struct map_session_data *)bl) { - batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk - if (((struct map_session_data *)bl)->status.weapon < 16) - batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon]; - } else { //それ以外なら - struct status_change *sc_data; - int str,dstr; - str = status_get_str(bl); //STR - dstr = str/10; - batk = dstr*dstr + str; //base_atkを計算する - sc_data = status_get_sc_data(bl); - - if(sc_data) { //状態異常あり - if(sc_data[SC_PROVOKE].timer!=-1) //PCでプロボック(SM_PROVOKE)状態 - batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加 - if(sc_data[SC_CURSE].timer!=-1) //呪われていたら - batk -= batk*25/100; //base_atkが25%減少 - if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション - batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; - } - } - if(batk < 1) batk = 1; //base_atkは最低でも1 - return batk; -} -/*========================================== - * 対象のAtkを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk(struct block_list *bl) -{ - int atk = 0; - nullpo_retr(0, bl); - - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data*)bl)->watk; - else { - struct status_change *sc_data; - sc_data=status_get_sc_data(bl); - - if(bl->type == BL_MOB && (struct mob_data *)bl) - atk = mob_db[((struct mob_data*)bl)->class_].atk1; - else if(bl->type == BL_PET && (struct pet_data *)bl) - atk = mob_db[((struct pet_data*)bl)->class_].atk1; - - if(sc_data) { - if(sc_data[SC_PROVOKE].timer!=-1) - atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100; - if(sc_data[SC_CURSE].timer!=-1) - atk -= atk*25/100; - if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション - atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100; - - if(sc_data[SC_GOSPEL].timer!=-1) { - if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && - sc_data[SC_GOSPEL].val3 == 12) - atk += atk*8/100; - else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && - sc_data[SC_GOSPEL].val3 == 6) - atk = 0; - } - } - } - if(atk < 0) atk = 0; - return atk; -} -/*========================================== - * 対象の左手Atkを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk_(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl){ - int atk=((struct map_session_data*)bl)->watk_; - return atk; - } - else - return 0; -} -/*========================================== - * 対象のAtk2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk2(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data*)bl)->watk2; - else { - struct status_change *sc_data=status_get_sc_data(bl); - int atk2=0; - if(bl->type==BL_MOB && (struct mob_data *)bl) - atk2 = mob_db[((struct mob_data*)bl)->class_].atk2; - else if(bl->type==BL_PET && (struct pet_data *)bl) - atk2 = mob_db[((struct pet_data*)bl)->class_].atk2; - if(sc_data) { - if( sc_data[SC_IMPOSITIO].timer!=-1) - atk2 += sc_data[SC_IMPOSITIO].val1*5; - if( sc_data[SC_PROVOKE].timer!=-1 ) - atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100; - if( sc_data[SC_CURSE].timer!=-1 ) - atk2 -= atk2*25/100; - if(sc_data[SC_DRUMBATTLE].timer!=-1) - atk2 += sc_data[SC_DRUMBATTLE].val2; - if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 ) - atk2 += sc_data[SC_NIBELUNGEN].val3; - if(sc_data[SC_STRIPWEAPON].timer!=-1) - atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100; - if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション - atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100; - } - if(atk2 < 0) atk2 = 0; - return atk2; - } - return 0; -} -/*========================================== - * 対象の左手Atk2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_atk_2(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data*)bl)->watk_2; - else - return 0; -} -/*========================================== - * 対象のMAtk1を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_matk1(struct block_list *bl) -{ - int matk = 0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->matk1; - else { - struct status_change *sc_data; - int int_ = status_get_int(bl); - matk = int_+(int_/5)*(int_/5); - - sc_data = status_get_sc_data(bl); - if(sc_data) { - if(sc_data[SC_MINDBREAKER].timer!=-1) - matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; - } - } - return matk; -} -/*========================================== - * 対象のMAtk2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_matk2(struct block_list *bl) -{ - int matk = 0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->matk2; - else { - struct status_change *sc_data = status_get_sc_data(bl); - int int_ = status_get_int(bl); - matk = int_+(int_/7)*(int_/7); - - if(sc_data) { - if(sc_data[SC_MINDBREAKER].timer!=-1) - matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; - } - } - return matk; -} -/*========================================== - * 対象のDefを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_def(struct block_list *bl) -{ - struct status_change *sc_data; - int def=0,skilltimer=-1,skillid=0; - - nullpo_retr(0, bl); - sc_data=status_get_sc_data(bl); - if(bl->type==BL_PC && (struct map_session_data *)bl){ - def = ((struct map_session_data *)bl)->def; - skilltimer = ((struct map_session_data *)bl)->skilltimer; - skillid = ((struct map_session_data *)bl)->skillid; - } - else if(bl->type==BL_MOB && (struct mob_data *)bl) { - def = mob_db[((struct mob_data *)bl)->class_].def; - skilltimer = ((struct mob_data *)bl)->skilltimer; - skillid = ((struct mob_data *)bl)->skillid; - } - else if(bl->type==BL_PET && (struct pet_data *)bl) - def = mob_db[((struct pet_data *)bl)->class_].def; - - if(def < 1000000) { - if(sc_data) { - //凍結、石化時は右シフト - if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) - def >>= 1; - - if (bl->type != BL_PC) { - //キーピング時はDEF100 - if( sc_data[SC_KEEPING].timer!=-1) - def = 100; - //プロボック時は減算 - if( sc_data[SC_PROVOKE].timer!=-1) - def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; - //戦太鼓の響き時は加算 - if( sc_data[SC_DRUMBATTLE].timer!=-1) - def += sc_data[SC_DRUMBATTLE].val3; - //毒にかかっている時は減算 - if(sc_data[SC_POISON].timer!=-1) - def = def*75/100; - //ストリップシールド時は減算 - if(sc_data[SC_STRIPSHIELD].timer!=-1) - def = def*sc_data[SC_STRIPSHIELD].val2/100; - //シグナムクルシス時は減算 - if(sc_data[SC_SIGNUMCRUCIS].timer!=-1) - def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100; - //永遠の混沌時はDEF0になる - if(sc_data[SC_ETERNALCHAOS].timer!=-1) - def = 0; - //コンセントレーション時は減算 - if( sc_data[SC_CONCENTRATION].timer!=-1) - def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100; - - if(sc_data[SC_GOSPEL].timer!=-1) { - if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && - sc_data[SC_GOSPEL].val3 == 11) - def += def*25/100; - else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && - sc_data[SC_GOSPEL].val3 == 5) - def = 0; - } - if(sc_data[SC_JOINTBEAT].timer!=-1) { - if (sc_data[SC_JOINTBEAT].val2 == 4) - def -= def*50/100; - else if (sc_data[SC_JOINTBEAT].val2 == 5) - def -= def*25/100; - } - } - } - //詠唱中は詠唱時減算率に基づいて減算 - if(skilltimer != -1) { - int def_rate = skill_get_castdef(skillid); - if(def_rate != 0) - def = (def * (100 - def_rate))/100; - } - } - if(def < 0) def = 0; - return def; -} -/*========================================== - * 対象のMDefを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_mdef(struct block_list *bl) -{ - struct status_change *sc_data; - int mdef=0; - - nullpo_retr(0, bl); - sc_data=status_get_sc_data(bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - mdef = ((struct map_session_data *)bl)->mdef; - else if(bl->type==BL_MOB && (struct mob_data *)bl) - mdef = mob_db[((struct mob_data *)bl)->class_].mdef; - else if(bl->type==BL_PET && (struct pet_data *)bl) - mdef = mob_db[((struct pet_data *)bl)->class_].mdef; - - if(mdef < 1000000) { - if(sc_data) { - //バリアー状態時はMDEF100 - if(sc_data[SC_BARRIER].timer != -1) - mdef = 100; - //凍結、石化時は1.25倍 - if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) - mdef = mdef*125/100; - if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) - mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100; - } - } - if(mdef < 0) mdef = 0; - return mdef; -} -/*========================================== - * 対象のDef2を返す(汎用) - * 戻りは整数で1以上 - *------------------------------------------ - */ -int status_get_def2(struct block_list *bl) -{ - int def2 = 1; - nullpo_retr(1, bl); - - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->def2; - else { - struct status_change *sc_data; - - if(bl->type==BL_MOB) - def2 = mob_db[((struct mob_data *)bl)->class_].vit; - else if(bl->type==BL_PET) - def2 = mob_db[((struct pet_data *)bl)->class_].vit; - - sc_data = status_get_sc_data(bl); - if(sc_data) { - if(sc_data[SC_ANGELUS].timer != -1) - def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100; - if(sc_data[SC_PROVOKE].timer!=-1) - def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; - if(sc_data[SC_POISON].timer!=-1) - def2 = def2*75/100; - //コンセントレーション時は減算 - if( sc_data[SC_CONCENTRATION].timer!=-1) - def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100; - - if(sc_data[SC_GOSPEL].timer!=-1) { - if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && - sc_data[SC_GOSPEL].val3 == 11) - def2 += def2*25/100; - else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && - sc_data[SC_GOSPEL].val3 == 5) - def2 = 0; - } - } - } - if(def2 < 1) def2 = 1; - return def2; -} -/*========================================== - * 対象のMDef2を返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_mdef2(struct block_list *bl) -{ - int mdef2 = 0; - nullpo_retr(0, bl); - - if(bl->type == BL_PC) - return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1); - else { - struct status_change *sc_data = status_get_sc_data(bl); - if(bl->type == BL_MOB) - mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1); - else if(bl->type == BL_PET) - mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1); - if(sc_data) { - if(sc_data[SC_MINDBREAKER].timer!=-1) - mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100; - } - } - if(mdef2 < 0) mdef2 = 0; - return mdef2; -} -/*========================================== - * 対象のSpeed(移動速度)を返す(汎用) - * 戻りは整数で1以上 - * Speedは小さいほうが移動速度が速い - *------------------------------------------ - */ -int status_get_speed(struct block_list *bl) -{ - nullpo_retr(1000, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->speed; - else { - struct status_change *sc_data=status_get_sc_data(bl); - int speed = 1000; - if(bl->type==BL_MOB && (struct mob_data *)bl) { - speed = ((struct mob_data *)bl)->speed; - if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] - speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; - } - else if(bl->type==BL_PET && (struct pet_data *)bl) - speed = ((struct pet_data *)bl)->msd->petDB->speed; - - if(sc_data) { - //速度増加時は25%減算 - if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1) - speed -= speed*25/100; - //速度減少時は25%加算 - if(sc_data[SC_DECREASEAGI].timer!=-1) - speed = speed*125/100; - //クァグマイア時は50%加算 - if(sc_data[SC_QUAGMIRE].timer!=-1) - speed = speed*3/2; - //私を忘れないで…時は加算 - if(sc_data[SC_DONTFORGETME].timer!=-1) - speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100; - //金剛時は25%加算 - if(sc_data[SC_STEELBODY].timer!=-1) - speed = speed*125/100; - //ディフェンダー時は加算 - // removed as of 12/14's patch [celest] - /*if(sc_data[SC_DEFENDER].timer!=-1) - speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/ - //踊り状態は4倍遅い - if(sc_data[SC_DANCING].timer!=-1 ) - speed *= 6; - //呪い時は450加算 - if(sc_data[SC_CURSE].timer!=-1) - speed = speed + 450; - //ウィンドウォーク時はLv*2%減算 - if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1) - speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100; - if(sc_data[SC_SLOWDOWN].timer!=-1) - speed = speed*150/100; - if(sc_data[SC_SPEEDUP0].timer!=-1) - speed -= speed*25/100; - if(sc_data[SC_GOSPEL].timer!=-1 && - sc_data[SC_GOSPEL].val4 == BCT_ENEMY && - sc_data[SC_GOSPEL].val3 == 8) - speed = speed*125/100; - if(sc_data[SC_JOINTBEAT].timer!=-1) { - if (sc_data[SC_JOINTBEAT].val2 == 1) - speed = speed*150/100; - else if (sc_data[SC_JOINTBEAT].val2 == 3) - speed = speed*130/100; - } - } - if(speed < 1) speed = 1; - return speed; - } - - return 1000; -} -/*========================================== - * 対象のaDelay(攻撃時ディレイ)を返す(汎用) - * aDelayは小さいほうが攻撃速度が速い - *------------------------------------------ - */ -int status_get_adelay(struct block_list *bl) -{ - nullpo_retr(4000, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - return (((struct map_session_data *)bl)->aspd<<1); - else { - struct status_change *sc_data=status_get_sc_data(bl); - int adelay=4000,aspd_rate = 100,i; - if(bl->type==BL_MOB && (struct mob_data *)bl) - adelay = mob_db[((struct mob_data *)bl)->class_].adelay; - else if(bl->type==BL_PET && (struct pet_data *)bl) - adelay = mob_db[((struct pet_data *)bl)->class_].adelay; - - if(sc_data) { - //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算 - if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ - aspd_rate -= 30; - //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は - if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && - sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ - //使用者とパーティメンバーで格差が出る設定でなければ3割減算 - if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) - aspd_rate -= 30; - //そうでなければ2.5割減算 - else - aspd_rate -= 25; - } - //スピアクィッケン時は減算 - if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && - sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン - aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; - //夕日のアサシンクロス時は減算 - if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス - sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && - sc_data[SC_DONTFORGETME].timer == -1) - aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; - //私を忘れないで…時は加算 - if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで - aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); - //金剛時25%加算 - if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 - aspd_rate += 25; - //増速ポーション使用時は減算 - if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) - aspd_rate -= sc_data[i].val2; - //ディフェンダー時は加算 - if(sc_data[SC_DEFENDER].timer != -1) - adelay += (1100 - sc_data[SC_DEFENDER].val1*100); - if(sc_data[SC_GOSPEL].timer!=-1 && - sc_data[SC_GOSPEL].val4 == BCT_ENEMY && - sc_data[SC_GOSPEL].val3 == 8) - aspd_rate = aspd_rate*125/100; - if(sc_data[SC_JOINTBEAT].timer!=-1) { - if (sc_data[SC_JOINTBEAT].val2 == 2) - aspd_rate = aspd_rate*125/100; - else if (sc_data[SC_JOINTBEAT].val2 == 3) - aspd_rate = aspd_rate*110/100; - } - } - if(aspd_rate != 100) - adelay = adelay*aspd_rate/100; - if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1; - return adelay; - } - return 4000; -} -int status_get_amotion(struct block_list *bl) -{ - nullpo_retr(2000, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->amotion; - else { - struct status_change *sc_data=status_get_sc_data(bl); - int amotion=2000,aspd_rate = 100,i; - if(bl->type==BL_MOB && (struct mob_data *)bl) - amotion = mob_db[((struct mob_data *)bl)->class_].amotion; - else if(bl->type==BL_PET && (struct pet_data *)bl) - amotion = mob_db[((struct pet_data *)bl)->class_].amotion; - - if(sc_data) { - if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ - aspd_rate -= 30; - if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && - sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ - if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) - aspd_rate -= 30; - else - aspd_rate -= 25; - } - if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && - sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン - aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; - if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス - sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && - sc_data[SC_DONTFORGETME].timer == -1) - aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; - if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで - aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); - if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 - aspd_rate += 25; - if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) - aspd_rate -= sc_data[i].val2; - if(sc_data[SC_DEFENDER].timer != -1) - amotion += (550 - sc_data[SC_DEFENDER].val1*50); - } - if(aspd_rate != 100) - amotion = amotion*aspd_rate/100; - if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd; - return amotion; - } - return 2000; -} -int status_get_dmotion(struct block_list *bl) -{ - int ret; - struct status_change *sc_data; - - nullpo_retr(0, bl); - sc_data = status_get_sc_data(bl); - if(bl->type==BL_MOB && (struct mob_data *)bl){ - ret=mob_db[((struct mob_data *)bl)->class_].dmotion; - if(battle_config.monster_damage_delay_rate != 100) - ret = ret*battle_config.monster_damage_delay_rate/400; - } - else if(bl->type==BL_PC && (struct map_session_data *)bl){ - ret=((struct map_session_data *)bl)->dmotion; - if(battle_config.pc_damage_delay_rate != 100) - ret = ret*battle_config.pc_damage_delay_rate/400; - } - else if(bl->type==BL_PET && (struct pet_data *)bl) - ret=mob_db[((struct pet_data *)bl)->class_].dmotion; - else - return 2000; - - if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) || - (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure)) - ret=0; - - return ret; -} -int status_get_element(struct block_list *bl) -{ - int ret = 20; - struct status_change *sc_data; - - nullpo_retr(ret, bl); - sc_data = status_get_sc_data(bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性 - ret=((struct mob_data *)bl)->def_ele; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 - else if(bl->type==BL_PET && (struct pet_data *)bl) - ret = mob_db[((struct pet_data *)bl)->class_].element; - - if(sc_data) { - if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 - ret=26; - if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結 - ret=21; - if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) - ret=22; - } - - return ret; -} - -int status_get_attack_element(struct block_list *bl) -{ - int ret = 0; - struct status_change *sc_data=status_get_sc_data(bl); - - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - ret=0; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - ret=((struct map_session_data *)bl)->atk_ele; - else if(bl->type==BL_PET && (struct pet_data *)bl) - ret=0; - - if(sc_data) { - if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン - ret=1; - if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン - ret=2; - if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー - ret=3; - if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー - ret=4; - if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン - ret=5; - if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ - ret=6; - } - - return ret; -} -int status_get_attack_element2(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) { - int ret = ((struct map_session_data *)bl)->atk_ele_; - struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data; - - if(sc_data) { - if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン - ret=1; - if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン - ret=2; - if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー - ret=3; - if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー - ret=4; - if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン - ret=5; - if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ - ret=6; - } - return ret; - } - return 0; -} -int status_get_party_id(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->status.party_id; - else if(bl->type==BL_MOB && (struct mob_data *)bl){ - struct mob_data *md=(struct mob_data *)bl; - if( md->master_id>0 ) - return -md->master_id; - return -md->bl.id; - } - else if(bl->type==BL_SKILL && (struct skill_unit *)bl) - return ((struct skill_unit *)bl)->group->party_id; - else - return 0; -} -int status_get_guild_id(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data *)bl)->status.guild_id; - else if(bl->type==BL_MOB && (struct mob_data *)bl) - return ((struct mob_data *)bl)->class_; - else if(bl->type==BL_SKILL && (struct skill_unit *)bl) - return ((struct skill_unit *)bl)->group->guild_id; - else - return 0; -} -int status_get_race(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return mob_db[((struct mob_data *)bl)->class_].race; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return 7; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return mob_db[((struct pet_data *)bl)->class_].race; - else - return 0; -} -int status_get_size(struct block_list *bl) -{ - nullpo_retr(1, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return mob_db[((struct mob_data *)bl)->class_].size; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return 1; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return mob_db[((struct pet_data *)bl)->class_].size; - else - return 1; -} -int status_get_mode(struct block_list *bl) -{ - nullpo_retr(0x01, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return mob_db[((struct mob_data *)bl)->class_].mode; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return mob_db[((struct pet_data *)bl)->class_].mode; - else - return 0x01; // とりあえず動くということで1 -} - -int status_get_mexp(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return mob_db[((struct mob_data *)bl)->class_].mexp; - else if(bl->type==BL_PET && (struct pet_data *)bl) - return mob_db[((struct pet_data *)bl)->class_].mexp; - else - return 0; -} - -// StatusChange系の所得 -struct status_change *status_get_sc_data(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return ((struct mob_data*)bl)->sc_data; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return ((struct map_session_data*)bl)->sc_data; - return NULL; -} -short *status_get_sc_count(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return &((struct mob_data*)bl)->sc_count; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return &((struct map_session_data*)bl)->sc_count; - return NULL; -} -short *status_get_opt1(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return &((struct mob_data*)bl)->opt1; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return &((struct map_session_data*)bl)->opt1; - else if(bl->type==BL_NPC && (struct npc_data *)bl) - return &((struct npc_data*)bl)->opt1; - return 0; -} -short *status_get_opt2(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return &((struct mob_data*)bl)->opt2; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return &((struct map_session_data*)bl)->opt2; - else if(bl->type==BL_NPC && (struct npc_data *)bl) - return &((struct npc_data*)bl)->opt2; - return 0; -} -short *status_get_opt3(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return &((struct mob_data*)bl)->opt3; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return &((struct map_session_data*)bl)->opt3; - else if(bl->type==BL_NPC && (struct npc_data *)bl) - return &((struct npc_data*)bl)->opt3; - return 0; -} -short *status_get_option(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB && (struct mob_data *)bl) - return &((struct mob_data*)bl)->option; - else if(bl->type==BL_PC && (struct map_session_data *)bl) - return &((struct map_session_data*)bl)->status.option; - else if(bl->type==BL_NPC && (struct npc_data *)bl) - return &((struct npc_data*)bl)->option; - return 0; -} - -int status_get_sc_def(struct block_list *bl, int type) -{ - int sc_def; - nullpo_retr(0, bl); - - switch (type) - { - case SP_MDEF1: // mdef - sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); - break; - case SP_MDEF2: // int - sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); - break; - case SP_DEF1: // def - sc_def = 100 - (3 + status_get_def(bl) + status_get_luk(bl)/3); - break; - case SP_DEF2: // vit - sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); - break; - case SP_LUK: // luck - sc_def = 100 - (3 + status_get_luk(bl)); - break; - - case SC_STONE: - case SC_FREEZE: - sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); - break; - case SC_STAN: - case SC_POISON: - case SC_SILENCE: - sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); - break; - case SC_SLEEP: - case SC_CONFUSION: - case SC_BLIND: - sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); - break; - case SC_CURSE: - sc_def = 100 - (3 + status_get_luk(bl)); - break; - - default: - sc_def = 100; - break; - } - - if(bl->type == BL_MOB && sc_def < 50) - sc_def = 50; - else if(bl->type == BL_PC) { - struct status_change* sc_data = status_get_sc_data(bl); - if (sc_data && sc_data[SC_GOSPEL].timer != -1 && - sc_data[SC_GOSPEL].val4 == BCT_PARTY && - sc_data[SC_GOSPEL].val3 == 3) - sc_def -= 25; - } - - return (sc_def < 0) ? 0 : sc_def; -} - -/*========================================== - * ステータス異常開始 - *------------------------------------------ - */ -int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag) -{ - struct map_session_data *sd = NULL; - struct status_change* sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; - int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag; - int scdef=0; - - nullpo_retr(0, bl); - if(bl->type == BL_SKILL) - return 0; - nullpo_retr(0, sc_data=status_get_sc_data(bl)); - nullpo_retr(0, sc_count=status_get_sc_count(bl)); - nullpo_retr(0, option=status_get_option(bl)); - nullpo_retr(0, opt1=status_get_opt1(bl)); - nullpo_retr(0, opt2=status_get_opt2(bl)); - nullpo_retr(0, opt3=status_get_opt3(bl)); - - - race=status_get_race(bl); - mode=status_get_mode(bl); - elem=status_get_elem_type(bl); - undead_flag=battle_check_undead(race,elem); - - if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) ) - return 0; - - switch(type){ - case SC_STONE: - case SC_FREEZE: - scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3; - break; - case SC_STAN: - case SC_SILENCE: - case SC_POISON: - case SC_DPOISON: - scdef=3+status_get_vit(bl)+status_get_luk(bl)/3; - break; - case SC_SLEEP: - case SC_BLIND: - scdef=3+status_get_int(bl)+status_get_luk(bl)/3; - break; - case SC_CURSE: - scdef=3+status_get_luk(bl); - break; - -// case SC_CONFUSION: - default: - scdef=0; - } - if(scdef>=100) - return 0; - if(bl->type==BL_PC){ - sd=(struct map_session_data *)bl; - if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) - return 0; - - if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */ - if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000reseff[type-SC_STONE]){ - if(battle_config.battle_log) - printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id); - return 0; - } - } - } - else if(bl->type == BL_MOB) { - } - else { - if(battle_config.error_log) - printf("status_change_start: neither MOB nor PC !\n"); - return 0; - } - - if(type==SC_FREEZE && undead_flag && !(flag&1)) - return 0; - - if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) && - sc_data[type].timer != -1 && sc_data[type].val2 && !val2) - return 0; - - if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE || - type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE || - (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){ - /* ボスには?かない(ただしカ?ドによる?果は適用される) */ - return 0; - } - if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP) - battle_stopwalking(bl,1); - - if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */ - if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && - type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3 - && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] - return 0; - if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON) - return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */ - if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる - status_change_end(bl,type,-1); - } else { - (*sc_count)--; - delete_timer(sc_data[type].timer, status_change_timer); - sc_data[type].timer = -1; - } - } - - switch(type){ /* 異常の種類ごとの?理 */ - case SC_PROVOKE: /* プロボック */ - calc_flag = 1; - if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ - break; - case SC_ENDURE: /* インデュア */ - if(tick <= 0) tick = 1000 * 60; - calc_flag = 1; // for updating mdef - val2 = 7; // [Celest] - break; - case SC_AUTOBERSERK: - { - tick = 60*1000; - if (bl->type == BL_PC && sd->status.hpstatus.max_hp>>2 && - (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0)) - status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0); - } - break; - case SC_CONCENTRATE: /* 集中力向上 */ - calc_flag = 1; - break; - case SC_BLESSING: /* ブレッシング */ - { - if(bl->type == BL_PC || (!undead_flag && race != 6)) { - if(sc_data[SC_CURSE].timer!=-1 ) - status_change_end(bl,SC_CURSE,-1); - if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0) - status_change_end(bl,SC_STONE,-1); - } - calc_flag = 1; - } - break; - case SC_ANGELUS: /* アンゼルス */ - calc_flag = 1; - break; - case SC_INCREASEAGI: /* 速度上昇 */ - calc_flag = 1; - if(sc_data[SC_DECREASEAGI].timer!=-1 ) - status_change_end(bl,SC_DECREASEAGI,-1); - // the effect will still remain [celest] -// if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ -// status_change_end(bl,SC_WINDWALK,-1); - break; - case SC_DECREASEAGI: /* 速度減少 */ - if (bl->type == BL_PC) // Celest - tick>>=1; - calc_flag = 1; - if(sc_data[SC_INCREASEAGI].timer!=-1 ) - status_change_end(bl,SC_INCREASEAGI,-1); - if(sc_data[SC_ADRENALINE].timer!=-1 ) - status_change_end(bl,SC_ADRENALINE,-1); - if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) - status_change_end(bl,SC_SPEARSQUICKEN,-1); - if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) - status_change_end(bl,SC_TWOHANDQUICKEN,-1); - break; - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - calc_flag = 1; -// val2 = 14 + val1; - val2 = 10 + val1*2; - tick = 600*1000; - clif_emotion(bl,4); - break; - case SC_SLOWPOISON: - if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1) - return 0; - break; - case SC_TWOHANDQUICKEN: /* 2HQ */ - if(sc_data[SC_DECREASEAGI].timer!=-1) - return 0; - *opt3 |= 1; - calc_flag = 1; - break; - case SC_ADRENALINE: /* アドレナリンラッシュ */ - if(sc_data[SC_DECREASEAGI].timer!=-1) - return 0; - calc_flag = 1; - break; - case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ - // Lasting time penalties have been removed on sakray as of 12/14 [celest] - //if(battle_config.party_skill_penalty && !val2) tick /= 5; - break; - case SC_OVERTHRUST: /* オ?バ?スラスト */ - *opt3 |= 2; - // Lasting time penalties have been removed on sakray as of 12/14 [celest] - //if(battle_config.party_skill_penalty && !val2) tick /= 10; - break; - case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */ - if(bl->type == BL_PC) - val2 = tick; - else - tick = 5000*val1; - break; - case SC_ENCPOISON: /* エンチャントポイズン */ - calc_flag = 1; - val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */ - skill_encchant_eremental_end(bl,SC_ENCPOISON); - break; - case SC_EDP: // [Celest] - val2 = val1 + 2; /* 猛毒付?確率(%) */ - calc_flag = 1; - break; - case SC_POISONREACT: /* ポイズンリアクト */ - val2=val1/2 + val1%2; // [Celest] - break; - case SC_IMPOSITIO: /* インポシティオマヌス */ - calc_flag = 1; - break; - case SC_ASPERSIO: /* アスペルシオ */ - skill_encchant_eremental_end(bl,SC_ASPERSIO); - break; - case SC_SUFFRAGIUM: /* サフラギム */ - case SC_BENEDICTIO: /* 聖? */ - case SC_MAGNIFICAT: /* マグニフィカ?ト */ - case SC_AETERNA: /* エ?テルナ */ - break; - case SC_ENERGYCOAT: /* エナジ?コ?ト */ - *opt3 |= 4; - break; - case SC_MAGICROD: - val2 = val1*20; - break; - case SC_KYRIE: /* キリエエレイソン */ - val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ - val3 = (val1 / 2 + 5); /* 回? */ -// -- moonsoul (added to undo assumptio status if target has it) - if(sc_data[SC_ASSUMPTIO].timer!=-1 ) - status_change_end(bl,SC_ASSUMPTIO,-1); - break; - case SC_MINDBREAKER: - calc_flag = 1; - if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ - case SC_GLORIA: /* グロリア */ - calc_flag = 1; - break; - case SC_LOUD: /* ラウドボイス */ - calc_flag = 1; - break; - case SC_TRICKDEAD: /* 死んだふり */ - if (bl->type == BL_PC) { - pc_stopattack((struct map_session_data *)sd); - } - break; - case SC_QUAGMIRE: /* クァグマイア */ - calc_flag = 1; - if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */ - status_change_end(bl,SC_CONCENTRATE,-1); - if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ - status_change_end(bl,SC_INCREASEAGI,-1); - if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) - status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) - status_change_end(bl,SC_SPEARSQUICKEN,-1); - if(sc_data[SC_ADRENALINE].timer!=-1 ) - status_change_end(bl,SC_ADRENALINE,-1); - if(sc_data[SC_LOUD].timer!=-1 ) - status_change_end(bl,SC_LOUD,-1); - if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ - status_change_end(bl,SC_TRUESIGHT,-1); - if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ - status_change_end(bl,SC_WINDWALK,-1); - if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ - status_change_end(bl,SC_CARTBOOST,-1); - break; - case SC_MAGICPOWER: - calc_flag = 1; - val2 = 1; - break; - case SC_SACRIFICE: - val2 = 5; - break; - case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */ - skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER); - break; - case SC_FROSTWEAPON: /* フロストウェポン */ - skill_encchant_eremental_end(bl,SC_FROSTWEAPON); - break; - case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */ - skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER); - break; - case SC_SEISMICWEAPON: /* サイズミックウェポン */ - skill_encchant_eremental_end(bl,SC_SEISMICWEAPON); - break; - case SC_DEVOTION: /* ディボ?ション */ - calc_flag = 1; - break; - case SC_PROVIDENCE: /* プロヴィデンス */ - calc_flag = 1; - val2=val1*5; - break; - case SC_REFLECTSHIELD: - val2=10+val1*3; - break; - case SC_STRIPWEAPON: - if (val2==0) val2=90; - break; - case SC_STRIPSHIELD: - if (val2==0) val2=85; - break; - case SC_STRIPARMOR: - case SC_STRIPHELM: - case SC_CP_WEAPON: - case SC_CP_SHIELD: - case SC_CP_ARMOR: - case SC_CP_HELM: - break; - - case SC_AUTOSPELL: /* オ?トスペル */ - val4 = 5 + val1*2; - break; - - case SC_VOLCANO: - calc_flag = 1; - val3 = val1*10; - val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); - break; - case SC_DELUGE: - calc_flag = 1; - val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) ); - val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); - break; - case SC_VIOLENTGALE: - calc_flag = 1; - val3 = val1*3; - val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); - break; - - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - calc_flag = 1; - val2 = 20+val1; - *opt3 |= 1; - break; - case SC_COMBO: - break; - case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ - break; - case SC_BLADESTOP: /* 白刃取り */ - if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); - *opt3 |= 32; - break; - - case SC_LULLABY: /* 子守唄 */ - val2 = 11; - break; - case SC_RICHMANKIM: - break; - case SC_ETERNALCHAOS: /* エタ?ナルカオス */ - calc_flag = 1; - break; - case SC_DRUMBATTLE: /* ?太鼓の響き */ - calc_flag = 1; - val2 = (val1+1)*25; - val3 = (val1+1)*2; - break; - case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ - calc_flag = 1; - //val2 = (val1+2)*50; - val3 = (val1+2)*25; - break; - case SC_ROKISWEIL: /* ロキの叫び */ - break; - case SC_INTOABYSS: /* 深淵の中に */ - break; - case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - calc_flag = 1; - val2 = 55 + val1*5; - val3 = val1*10; - break; - case SC_DISSONANCE: /* 不協和音 */ - val2 = 10; - break; - case SC_WHISTLE: /* 口笛 */ - calc_flag = 1; - break; - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - calc_flag = 1; - break; - case SC_POEMBRAGI: /* ブラギの詩 */ - break; - case SC_APPLEIDUN: /* イドゥンの林檎 */ - calc_flag = 1; - break; - case SC_UGLYDANCE: /* 自分勝手なダンス */ - val2 = 10; - break; - case SC_HUMMING: /* ハミング */ - calc_flag = 1; - break; - case SC_DONTFORGETME: /* 私を忘れないで */ - calc_flag = 1; - if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ - status_change_end(bl,SC_INCREASEAGI,-1); - if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) - status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) - status_change_end(bl,SC_SPEARSQUICKEN,-1); - if(sc_data[SC_ADRENALINE].timer!=-1 ) - status_change_end(bl,SC_ADRENALINE,-1); - if(sc_data[SC_ASSNCROS].timer!=-1 ) - status_change_end(bl,SC_ASSNCROS,-1); - if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ - status_change_end(bl,SC_TRUESIGHT,-1); - if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ - status_change_end(bl,SC_WINDWALK,-1); - if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ - status_change_end(bl,SC_CARTBOOST,-1); - break; - case SC_FORTUNE: /* 幸運のキス */ - calc_flag = 1; - break; - case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ - calc_flag = 1; - break; - case SC_MOONLIT: - val2 = bl->id; - break; - case SC_DANCING: /* ダンス/演奏中 */ - calc_flag = 1; - val3= tick / 1000; - tick = 1000; - break; - - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - calc_flag = 1; - val2 = 75 + 25*val1; - *opt3 |= 8; - break; - case SC_STEELBODY: // 金剛 - calc_flag = 1; - *opt3 |= 16; - break; - case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ - break; - case SC_AUTOCOUNTER: - val3 = val4 = 0; - break; - - case SC_SPEEDPOTION0: /* ?速ポ?ション */ - case SC_SPEEDPOTION1: - case SC_SPEEDPOTION2: - case SC_SPEEDPOTION3: - calc_flag = 1; - tick = 1000 * tick; - val2 = 5*(2+type-SC_SPEEDPOTION0); - break; - - /* atk & matk potions [Valaris] */ - case SC_ATKPOT: - case SC_MATKPOT: - calc_flag = 1; - tick = 1000 * tick; - break; - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - { - time_t timer; - - calc_flag = 1; - tick = 10000; - if(!val2) - val2 = time(&timer); - } - break; - case SC_NOCHAT: //チャット禁止?態 - { - time_t timer; - - if(!battle_config.muting_players) - break; - - tick = 60000; - if(!val2) - val2 = time(&timer); - updateflag = SP_MANNER; - save_flag = 1; // celest - } - break; - case SC_SELFDESTRUCTION: //自爆 - clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1)); - val3 = tick / 1000; - tick = 1000; - break; - - /* option1 */ - case SC_STONE: /* 石化 */ - if(!(flag&2)) { - int sc_def = status_get_mdef(bl)*200; - tick = tick - sc_def; - } - val3 = tick/1000; - if(val3 < 1) val3 = 1; - tick = 5000; - val2 = 1; - break; - case SC_SLEEP: /* 睡眠 */ - if(!(flag&2)) { -// int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3); -// tick = tick * sc_def / 100; -// if(tick < 1000) tick = 1000; - tick = 30000;//睡眠はステ?タス耐性に?わらず30秒 - } - break; - case SC_FREEZE: /* 凍結 */ - if(!(flag&2)) { - int sc_def = 100 - status_get_mdef(bl); - tick = tick * sc_def / 100; - } - break; - case SC_STAN: /* スタン(val2にミリ秒セット) */ - if(!(flag&2)) { - int sc_def = status_get_sc_def_vit(bl); - tick = tick * sc_def / 100; - } - break; - - /* option2 */ - case SC_DPOISON: /* 猛毒 */ - { - int mhp = status_get_max_hp(bl); - int hp = status_get_hp(bl); - // MHP?1/4???????? - if (hp > mhp>>2) { - if(bl->type == BL_PC) { - int diff = mhp*10/100; - if (hp - diff < mhp>>2) - hp = hp - (mhp>>2); - pc_heal((struct map_session_data *)bl, -hp, 0); - } else if(bl->type == BL_MOB) { - struct mob_data *md = (struct mob_data *)bl; - hp -= mhp*15/100; - if (hp > mhp>>2) - md->hp = hp; - else - md->hp = mhp>>2; - } - } - } // fall through - case SC_POISON: /* 毒 */ - calc_flag = 1; - if(!(flag&2)) { - int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5); - tick = tick * sc_def / 100; - } - val3 = tick/1000; - if(val3 < 1) val3 = 1; - tick = 1000; - break; - case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ - if(!(flag&2)) { - int sc_def = 100 - status_get_vit(bl); - tick = tick * sc_def / 100; - } - break; - case SC_CONFUSION: - val2 = tick; - tick = 100; - clif_emotion(bl,1); - if (sd) { - pc_stop_walking (sd, 0); - } - break; - case SC_BLIND: /* 暗? */ - calc_flag = 1; - if(!(flag&2)) { - int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15; - tick = 30000 - sc_def; - } - break; - case SC_CURSE: - calc_flag = 1; - if(!(flag&2)) { - int sc_def = 100 - status_get_vit(bl); - tick = tick * sc_def / 100; - } - break; - - /* option */ - case SC_HIDING: /* ハイディング */ - calc_flag = 1; - if(bl->type == BL_PC) { - val2 = tick / 1000; /* 持?時間 */ - tick = 1000; - } - break; - case SC_CHASEWALK: - case SC_CLOAKING: /* クロ?キング */ - if(bl->type == BL_PC) { - calc_flag = 1; // [Celest] - val2 = tick; - val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; - } - else - tick = 5000*val1; - break; - case SC_SIGHT: /* サイト/ルアフ */ - case SC_RUWACH: - val2 = tick/250; - tick = 10; - break; - - /* セ?フティウォ?ル、ニュ?マ */ - case SC_SAFETYWALL: case SC_PNEUMA: - tick=((struct skill_unit *)val2)->group->limit; - break; - - /* アンクル */ - case SC_ANKLE: - break; - - /* ウォ?タ?ボ?ル */ - case SC_WATERBALL: - tick=150; - if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1) - val3=5*5-1; - else - val3= (val1|1)*(val1|1)-1; - break; - - /* スキルじゃない/時間に?係しない */ - case SC_RIDING: - calc_flag = 1; - tick = 600*1000; - break; - case SC_FALCON: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_BROKNWEAPON: - case SC_BROKNARMOR: - tick=600*1000; - break; - - case SC_AUTOGUARD: - { - int i,t; - for(i=val2=0;i>1); - val2 += (t < 0)? 1:t; - } - } - break; - - case SC_DEFENDER: - calc_flag = 1; - val2 = 5 + val1*15; - break; - - case SC_KEEPING: - case SC_BARRIER: - calc_flag = 1; - - case SC_HALLUCINATION: - break; - - case SC_CONCENTRATION: /* コンセントレ?ション */ - *opt3 |= 1; - calc_flag = 1; - break; - - case SC_TENSIONRELAX: /* テンションリラックス */ - calc_flag = 1; - if(bl->type == BL_PC) { - tick = 10000; - } - break; - - case SC_AURABLADE: /* オ?ラブレ?ド */ - case SC_PARRYING: /* パリイング */ -// case SC_ASSUMPTIO: /* */ - case SC_HEADCRUSH: /* ヘッドクラッシュ */ -// case SC_JOINTBEAT: /* ジョイントビ?ト */ -// case SC_MARIONETTE: /* マリオネットコントロ?ル */ - - //とりあえず手?き - break; - -// -- moonsoul (for new upper class related skill status effects) -/* - case SC_AURABLADE: - val2 = val1*10; - break; - case SC_PARRYING: - val2=val1*3; - break; - case SC_CONCENTRATION: - calc_flag=1; - val2=val1*10; - val3=val1*5; - break; - case SC_TENSIONRELAX: -// val2 = 10; -// val3 = 15; - break; - case SC_BERSERK: - calc_flag=1; - break; - case SC_ASSUMPTIO: - if(sc_data[SC_KYRIE].timer!=-1 ) - status_change_end(bl,SC_KYRIE,-1); - break;*/ - - case SC_WINDWALK: /* ウインドウォ?ク */ - calc_flag = 1; - val2 = (val1 / 2); //Flee上昇率 - break; - - case SC_JOINTBEAT: // Random break [DracoRPG] - calc_flag = 1; - val2 = rand()%6 + 1; - if (val2 == 6) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0); - break; - - case SC_BERSERK: /* バ?サ?ク */ - if(sd){ - sd->status.hp = sd->status.max_hp * 3; - sd->status.sp = 0; - clif_updatestatus(sd,SP_HP); - clif_updatestatus(sd,SP_SP); - clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */ - sd->canregen_tick = gettick() + 300000; - } - *opt3 |= 128; - tick = 10000; - calc_flag = 1; - break; - - case SC_ASSUMPTIO: /* アスムプティオ */ - if(sc_data[SC_KYRIE].timer!=-1 ) - status_change_end(bl,SC_KYRIE,-1); - break; - *opt3 |= 2048; - break; - - case SC_BASILICA: // [celest] - break; - - case SC_GOSPEL: - if (val4 == BCT_SELF) { // self effect - int i; - if (sd) { - sd->canact_tick += tick; - sd->canmove_tick += tick; - } - val2 = tick; - tick = 1000; - for (i=0; i<=26; i++) { - if(sc_data[i].timer!=-1) - status_change_end(bl,i,-1); - } - for (i=58; i<=62; i++) { - if(sc_data[i].timer!=-1) - status_change_end(bl,i,-1); - } - for (i=132; i<=136; i++) { - if(sc_data[i].timer!=-1) - status_change_end(bl,i,-1); - } - } - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - val2 = tick; - if (!val3) - return 0; - tick = 1000; - calc_flag = 1; - *opt3 |= 1024; - break; - - case SC_MELTDOWN: /* メルトダウン */ - case SC_CARTBOOST: /* カ?トブ?スト */ - case SC_TRUESIGHT: /* トゥル?サイト */ - case SC_SPIDERWEB: /* スパイダ?ウェッブ */ - calc_flag = 1; - break; - - case SC_REJECTSWORD: /* リジェクトソ?ド */ - val2 = 3; //3回攻?を跳ね返す - break; - - case SC_MEMORIZE: /* メモライズ */ - val2 = 3; //3回詠唱を1/3にする - break; - - case SC_GRAFFITI: /* グラフィティ */ - { - struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0); - if(sg) - val4 = (int)sg; - } - break; - - case SC_SPLASHER: /* ベナムスプラッシャ? */ - break; - - case SC_FOGWALL: - val2 = 75; - // calc_flag = 1; // not sure of effects yet [celest] - break; - - case SC_PRESERVE: - break; - - case SC_BLOCKSKILL: - if (!tick) tick = 60000; - if (!val3) val3 = -1; - break; - - case SC_SLOWDOWN: - case SC_SPEEDUP0: - calc_flag = 1; - break; - - case SC_REGENERATION: - val1 = 2; - case SC_BATTLEORDERS: - tick = 60000; // 1 minute - calc_flag = 1; - break; - - default: - if(battle_config.error_log) - printf("UnknownStatusChange [%d]\n", type); - return 0; - } - - if(bl->type==BL_PC && - (typeid, type); - - if(bl->type==BL_PC && calc_flag) - status_calc_pc(sd,0); /* ステ?タス再計算 */ - - if(bl->type==BL_PC && save_flag) - chrif_save(sd); // save the player status - - if(bl->type==BL_PC && updateflag) - clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */ - - return 0; -} -/*========================================== - * ステータス異常全解除 - *------------------------------------------ - */ -int status_change_clear(struct block_list *bl,int type) -{ - struct status_change* sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; - int i; - - nullpo_retr(0, bl); - nullpo_retr(0, sc_data = status_get_sc_data(bl)); - nullpo_retr(0, sc_count = status_get_sc_count(bl)); - nullpo_retr(0, option = status_get_option(bl)); - nullpo_retr(0, opt1 = status_get_opt1(bl)); - nullpo_retr(0, opt2 = status_get_opt2(bl)); - nullpo_retr(0, opt3 = status_get_opt3(bl)); - - if (*sc_count == 0) - return 0; - for(i = 0; i < MAX_STATUSCHANGE; i++){ - if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */ - status_change_end(bl, i, -1); - } - } - *sc_count = 0; - *opt1 = 0; - *opt2 = 0; - *opt3 = 0; - *option &= OPTION_MASK; - - if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor] - !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest] - *opt2 |= STATE_BLIND; - - if(!type || type&2) - clif_changeoption(bl); - - return 0; -} - -/*========================================== - * ステータス異常終了 - *------------------------------------------ - */ -int status_change_end( struct block_list* bl , int type,int tid ) -{ - struct status_change* sc_data; - int opt_flag=0, calc_flag = 0; - short *sc_count, *option, *opt1, *opt2, *opt3; - - nullpo_retr(0, bl); - if(bl->type!=BL_PC && bl->type!=BL_MOB) { - if(battle_config.error_log) - printf("status_change_end: neither MOB nor PC !\n"); - return 0; - } - nullpo_retr(0, sc_data = status_get_sc_data(bl)); - nullpo_retr(0, sc_count = status_get_sc_count(bl)); - nullpo_retr(0, option = status_get_option(bl)); - nullpo_retr(0, opt1 = status_get_opt1(bl)); - nullpo_retr(0, opt2 = status_get_opt2(bl)); - nullpo_retr(0, opt3 = status_get_opt3(bl)); - - if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) { - - if (tid == -1) // タイマから呼ばれていないならタイマ削除をする - delete_timer(sc_data[type].timer,status_change_timer); - - /* 該?の異常を正常に?す */ - sc_data[type].timer=-1; - (*sc_count)--; - - switch(type){ /* 異常の種類ごとの?理 */ - case SC_PROVOKE: /* プロボック */ - case SC_ENDURE: // celest - case SC_CONCENTRATE: /* 集中力向上 */ - case SC_BLESSING: /* ブレッシング */ - case SC_ANGELUS: /* アンゼルス */ - case SC_INCREASEAGI: /* 速度上昇 */ - case SC_DECREASEAGI: /* 速度減少 */ - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - case SC_HIDING: - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_ADRENALINE: /* アドレナリンラッシュ */ - case SC_ENCPOISON: /* エンチャントポイズン */ - case SC_IMPOSITIO: /* インポシティオマヌス */ - case SC_GLORIA: /* グロリア */ - case SC_LOUD: /* ラウドボイス */ - case SC_QUAGMIRE: /* クァグマイア */ - case SC_PROVIDENCE: /* プロヴィデンス */ - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - case SC_VOLCANO: - case SC_DELUGE: - case SC_VIOLENTGALE: - case SC_ETERNALCHAOS: /* エタ?ナルカオス */ - case SC_DRUMBATTLE: /* ?太鼓の響き */ - case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ - case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case SC_WHISTLE: /* 口笛 */ - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - case SC_HUMMING: /* ハミング */ - case SC_DONTFORGETME: /* 私を忘れないで */ - case SC_FORTUNE: /* 幸運のキス */ - case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - case SC_STEELBODY: // 金剛 - case SC_DEFENDER: - case SC_SPEEDPOTION0: /* ?速ポ?ション */ - case SC_SPEEDPOTION1: - case SC_SPEEDPOTION2: - case SC_SPEEDPOTION3: - case SC_APPLEIDUN: /* イドゥンの林檎 */ - case SC_RIDING: - case SC_BLADESTOP_WAIT: - case SC_AURABLADE: /* オ?ラブレ?ド */ - case SC_PARRYING: /* パリイング */ - case SC_CONCENTRATION: /* コンセントレ?ション */ - case SC_TENSIONRELAX: /* テンションリラックス */ - case SC_ASSUMPTIO: /* アシャンプティオ */ - case SC_WINDWALK: /* ウインドウォ?ク */ - case SC_TRUESIGHT: /* トゥル?サイト */ - case SC_SPIDERWEB: /* スパイダ?ウェッブ */ - case SC_MAGICPOWER: /* 魔法力?幅 */ - case SC_CHASEWALK: - case SC_ATKPOT: /* attack potion [Valaris] */ - case SC_MATKPOT: /* magic attack potion [Valaris] */ - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - case SC_MELTDOWN: /* メルトダウン */ - // Celest - case SC_EDP: - case SC_SLOWDOWN: - case SC_SPEEDUP0: -/* case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES:*/ - case SC_BATTLEORDERS: - case SC_REGENERATION: - calc_flag = 1; - break; - case SC_AUTOBERSERK: - if (sc_data[SC_PROVOKE].timer != -1) - status_change_end(bl,SC_PROVOKE,-1); - break; - case SC_BERSERK: /* バ?サ?ク */ - calc_flag = 1; - clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */ - break; - case SC_DEVOTION: /* ディボ?ション */ - { - struct map_session_data *md = map_id2sd(sc_data[type].val1); - sc_data[type].val1=sc_data[type].val2=0; - skill_devotion(md,bl->id); - calc_flag = 1; - } - break; - case SC_BLADESTOP: - { - struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4); - //片方が切れたので相手の白刃?態が切れてないのなら解除 - if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1) - status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1); - - if(sc_data[type].val2==2) - clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0); - } - break; - case SC_DANCING: - { - struct map_session_data *dsd; - struct status_change *d_sc_data; - if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){ - d_sc_data = dsd->sc_data; - //合奏で相手がいる場合相手のval4を0にする - if(d_sc_data && d_sc_data[type].timer!=-1) - d_sc_data[type].val4=0; - } - } - calc_flag = 1; - break; - case SC_GRAFFITI: - { - struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id - if(sg) - skill_delunitgroup(sg); - } - break; - case SC_NOCHAT: //チャット禁止?態 - { - struct map_session_data *sd=NULL; - if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ - if (sd->status.manner >= 0) // weeee ^^ [celest] - sd->status.manner = 0; - clif_updatestatus(sd,SP_MANNER); - } - } - break; - case SC_SPLASHER: /* ベナムスプラッシャ? */ - { - struct block_list *src=map_id2bl(sc_data[type].val3); - if(src && tid!=-1){ - //自分にダメ?ジ&周?3*3にダメ?ジ - skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); - } - } - break; - case SC_SELFDESTRUCTION: /* 自爆 */ - { - //自分のダメ?ジは0にして - struct mob_data *md=NULL; - if(bl->type == BL_MOB && (md=(struct mob_data*)bl)) - skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); - } - break; - /* option1 */ - case SC_FREEZE: - sc_data[type].val3 = 0; - break; - - /* option2 */ - case SC_POISON: /* 毒 */ - case SC_BLIND: /* 暗? */ - case SC_CURSE: - calc_flag = 1; - break; - - // celest - case SC_CONFUSION: - { - struct map_session_data *sd=NULL; - if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ - sd->next_walktime = -1; - } - } - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: /// Marionette target - { - // check for partner and end their marionette status as well - int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; - struct block_list *pbl = map_id2bl(sc_data[type].val3); - if (pbl) { - struct status_change* sc_data; - if (*status_get_sc_count(pbl) > 0 && - (sc_data = status_get_sc_data(pbl)) && - sc_data[type2].timer != -1) - status_change_end(pbl, type2, -1); - } - calc_flag = 1; - } - break; - } - - if(bl->type==BL_PC && - (typetype == BL_PC && // by [Yor] - !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest] - *opt2 |= STATE_BLIND; - opt_flag = 1; - } - - if(opt_flag) /* optionの?更を?える */ - clif_changeoption(bl); - - if (bl->type == BL_PC && calc_flag) - status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */ - } - - return 0; -} - - -/*========================================== - * ステータス異常終了タイマー - *------------------------------------------ - */ -int status_change_timer(int tid, unsigned int tick, int id, int data) -{ - int type=data; - struct block_list *bl; - struct map_session_data *sd=NULL; - struct status_change *sc_data; - //short *sc_count; //使ってない? - - nullpo_retr(0, bl=map_id2bl(id)); - nullpo_retr(0, sc_data=status_get_sc_data(bl)); - - if(bl->type==BL_PC) - nullpo_retr(0, sd=(struct map_session_data *)bl); - - //sc_count=status_get_sc_count(bl); //使ってない? - - if(sc_data[type].timer != tid) { - if(battle_config.error_log) - printf("status_change_timer %d != %d\n",tid,sc_data[type].timer); - return 0; - } - - switch(type){ /* 特殊な?理になる場合 */ - case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ - case SC_CLOAKING: - if(sd){ - if( sd->status.sp > 0 ){ /* SP切れるまで持? */ - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - sc_data[type].val2+tick, status_change_timer, bl->id, data); - return 0; - } - } - break; - - case SC_CHASEWALK: - if(sd){ - int sp = 10+sc_data[SC_CHASEWALK].val1*2; - if (map[sd->bl.m].flag.gvg) sp *= 5; - if( sd->status.sp > sp){ - sd->status.sp -= sp; // update sp cost [Celest] - clif_updatestatus(sd,SP_SP); - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - sc_data[type].val2+tick, status_change_timer, bl->id, data); - sc_data[SC_CHASEWALK].val4++; - if (sc_data[SC_CHASEWALK].val4 > 3) - sc_data[SC_CHASEWALK].val4 = 0; - status_calc_pc (sd, 0); - return 0; - } - } - break; - - case SC_HIDING: /* ハイディング */ - if(sd){ /* SPがあって、時間制限の間は持? */ - if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){ - if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - } - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 1000+tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_SIGHT: /* サイト */ - case SC_RUWACH: /* ルアフ */ - { - int range = 5; - if ( type == SC_SIGHT ) range = 7; - map_foreachinarea( status_change_timer_sub, - bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, - bl,type,tick); - - if( (--sc_data[type].val2)>0 ){ - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 250+tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - { - int race = status_get_race(bl); - if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) { - sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data ); - return 0; - } - } - break; - - case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */ - if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */ - if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ - break; - sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_WATERBALL: /* ウォ?タ?ボ?ル */ - { - struct block_list *target=map_id2bl(sc_data[type].val2); - nullpo_retb(target); - nullpo_retb(target->prev); - skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0); - if((--sc_data[type].val3)>0) { - sc_data[type].timer=add_timer( 150+tick,status_change_timer, bl->id, data ); - return 0; - } - } - break; - - case SC_ENDURE: /* インデュア */ - case SC_AUTOBERSERK: // Celest - if(sd && sd->special_state.infinite_endure) { -#ifdef TWILIGHT - sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); -#else - sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data ); -#endif - //sc_data[type].val2=1; - return 0; - } - break; - - case SC_DISSONANCE: /* 不協和音 */ - if( (--sc_data[type].val2)>0){ - struct skill_unit *unit= - (struct skill_unit *)sc_data[type].val4; - struct block_list *src; - /*if(!unit || !unit->group) - break; - src=map_id2bl(unit->group->src_id); - if(!src) - break;*/ - nullpo_retb(unit); - nullpo_retb(unit->group); - nullpo_retr(0, src=map_id2bl(unit->group->src_id)); - skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0); - sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick, - status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_LULLABY: /* 子守唄 */ - if( (--sc_data[type].val2)>0){ - struct skill_unit *unit= - (struct skill_unit *)sc_data[type].val4; - nullpo_retb(unit); - nullpo_retb(unit->group); - if(unit->group->src_id == bl->id) - break; - skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick); - if (unit->group != 0) - sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick, - status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_STONE: - if(sc_data[type].val2 != 0) { - short *opt1 = status_get_opt1(bl); - sc_data[type].val2 = 0; - sc_data[type].val4 = 0; - battle_stopwalking(bl,1); - if(opt1) { - *opt1 = 1; - clif_changeoption(bl); - } - sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - return 0; - } - else if( (--sc_data[type].val3) > 0) { - int hp = status_get_max_hp(bl); - if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) { - hp = hp/100; - if(hp < 1) hp = 1; - if(sd) - pc_heal(sd,-hp,0); - else if(bl->type == BL_MOB){ - struct mob_data *md; - if((md=((struct mob_data *)bl)) == NULL) - break; - md->hp -= hp; - } - } - sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - case SC_POISON: - if(sc_data[SC_SLOWPOISON].timer == -1) { - if( (--sc_data[type].val3) > 0) { - int hp = status_get_max_hp(bl); - if(status_get_hp(bl) > hp>>2) { - if(bl->type == BL_PC) { - hp = 3 + hp*3/200; - pc_heal((struct map_session_data *)bl,-hp,0); - } - else if(bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(0, md=(struct mob_data *)bl); - /*if((md=((struct mob_data *)bl)) == NULL) - break;*/ - hp = 3 + hp/200; - md->hp -= hp; - } - } - sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - } - } - else - sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - break; - case SC_DPOISON: - if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) { - int hp = status_get_max_hp(bl); - if (status_get_hp(bl) > hp>>2) { - if(sd) { - hp = 3 + hp/50; - pc_heal(sd, -hp, 0); - } else if (bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(0, md=(struct mob_data *)bl); - /*if ((md=((struct mob_data *)bl)) == NULL) - break;*/ - hp = 3 + hp/100; - md->hp -= hp; - } - } - } - if (sc_data[type].val3 > 0) - sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - break; - - case SC_TENSIONRELAX: /* テンションリラックス */ - if(sd){ /* SPがあって、HPが?タンでなければ?? */ - if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ -/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ - sd->status.sp -= 12; - clif_updatestatus(sd,SP_SP); - } */ - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 10000+tick, status_change_timer, - bl->id, data); - return 0; - } - if(sd->status.max_hp <= sd->status.hp) - status_change_end(&sd->bl,SC_TENSIONRELAX,-1); - } - break; - case SC_HEADCRUSH: // temporary damage [celest] -// case SC_BLEEDING: - if((--sc_data[type].val3) > 0) { - int hp = status_get_max_hp(bl); - if(sd) { - hp = 3 + hp*3/200; - pc_heal(sd,-hp,0); - } - else if(bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(0, md=(struct mob_data *)bl); - /*if((md=((struct mob_data *)bl)) == NULL) - break;*/ - hp = 3 + hp/200; - md->hp -= hp; - } - sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - } - break; - - /* 時間切れ無し?? */ - case SC_AETERNA: - case SC_TRICKDEAD: - case SC_RIDING: - case SC_FALCON: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_MAGICPOWER: /* 魔法力?幅 */ - case SC_REJECTSWORD: /* リジェクトソ?ド */ - case SC_MEMORIZE: /* メモライズ */ - case SC_BROKNWEAPON: - case SC_BROKNARMOR: - case SC_SACRIFICE: -// if(sc_data[type].timer==tid) - sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); - return 0; - - case SC_DANCING: //ダンススキルの時間SP消費 - { - int s=0; - if(sd){ - if(sd->status.sp > 0 && (--sc_data[type].val3)>0){ - switch(sc_data[type].val1){ - case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ - case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */ - case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */ - case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */ - case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ - case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ - s=3; - break; - case BD_LULLABY: /* 子守歌 4秒にSP1 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ - case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ - case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ - s=4; - break; - case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ - case BA_WHISTLE: /* 口笛 5秒でSP1 */ - case DC_HUMMING: /* ハミング 5秒でSP1 */ - case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ - case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */ - s=5; - break; - case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ - s=6; - break; - case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ - s=10; - break; - } - if(s && ((sc_data[type].val3 % s) == 0)){ - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - } - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 1000+tick, status_change_timer, - bl->id, data); - return 0; - } - } - } - break; - case SC_BERSERK: /* バ?サ?ク */ - if(sd){ /* HPが100以上なら?? */ - if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG] - sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest] - clif_updatestatus(sd,SP_HP); - sc_data[type].timer = add_timer( /* タイマ?再設定 */ - 10000+tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - if(sd){ - time_t timer; - if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので?? - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 10000+tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - case SC_NOCHAT: //チャット禁止?態 - if(sd && battle_config.muting_players){ - time_t timer; - if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので?? - clif_updatestatus(sd,SP_MANNER); - sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */ - 60000+tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - case SC_SELFDESTRUCTION: /* 自爆 */ - if(--sc_data[type].val3>0){ - struct mob_data *md; - if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){ - md->speed -= 250; - md->next_walktime=tick; - } - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 1000+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_SPLASHER: - if (sc_data[type].val4 % 1000 == 0) { - char timer[2]; - sprintf (timer, "%d", sc_data[type].val4/1000); - clif_message(bl, timer); - } - if((sc_data[type].val4 -= 500) > 0) { - sc_data[type].timer = add_timer( - 500 + tick, status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - { - struct block_list *pbl = map_id2bl(sc_data[type].val3); - if (pbl && battle_check_range(bl, pbl, 7) && - (sc_data[type].val2 -= 1000)>0) { - sc_data[type].timer = add_timer( - 1000 + tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - -/* case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - if (sd) { - sc_data[type].timer = add_timer( - 1000+tick, status_change_timer, - bl->id, data); - } - break;*/ - - // Celest - case SC_CONFUSION: - { - int i = 3000; - //struct mob_data *md; - if (sd) { - pc_randomwalk (sd, gettick()); - sd->next_walktime = tick + (i=1000 + rand()%1000); - } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) { - md->state.state=MS_WALK; - if( DIFF_TICK(md->next_walktime,tick) > + 7000 && - (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) ) - md->next_walktime = tick + 3000*rand()%2000; - mob_randomwalk(md,tick); - }*/ - if ((sc_data[type].val2 -= 1000) > 0) { - sc_data[type].timer = add_timer( - i + tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_GOSPEL: - { - int calc_flag = 0; - if (sc_data[type].val3 > 0) { - sc_data[type].val3 = 0; - calc_flag = 1; - } - if(sd && sc_data[type].val4 == BCT_SELF){ - int hp, sp; - hp = (sc_data[type].val1 > 5) ? 45 : 30; - sp = (sc_data[type].val1 > 5) ? 35 : 20; - if(sd->status.hp - hp > 0 && - sd->status.sp - sp > 0){ - sd->status.hp -= hp; - sd->status.sp -= sp; - clif_updatestatus(sd,SP_HP); - clif_updatestatus(sd,SP_SP); - if ((sc_data[type].val2 -= 10000) > 0) { - sc_data[type].timer = add_timer( - 10000+tick, status_change_timer, - bl->id, data); - return 0; - } - } - } else if (sd && sc_data[type].val4 == BCT_PARTY) { - int i; - switch ((i = rand() % 12)) { - case 1: // heal between 100-1000 - { - struct block_list tbl; - int heal = rand() % 900 + 100; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1); - battle_heal(NULL,bl,heal,0,0); - } - break; - case 2: // end negative status - { - int j; - for (j=0; j<4; j++) - if(sc_data[i + SC_POISON].timer!=-1) { - status_change_end(bl,j,-1); - break; - } - } - break; - case 3: // +25% resistance to negative status - case 4: // +25% max hp - case 5: // +25% max sp - case 6: // +2 to all stats - case 11: // +25% armor and vit def - case 12: // +8% atk - case 13: // +5% flee - case 14: // +5% hit - sc_data[type].val3 = i; - if (i == 6 || - (i >= 11 && i <= 14)) - calc_flag = 1; - break; - case 7: // level 5 bless - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1); - status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 ); - } - break; - case 8: // level 5 increase agility - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1); - status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 ); - } - break; - case 9: // holy element to weapon - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1); - status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 ); - } - break; - case 10: // holy element to armour - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1); - status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 ); - } - break; - default: - break; - } - } else if (sc_data[type].val4 == BCT_ENEMY) { - int i; - switch ((i = rand() % 8)) { - case 1: // damage between 300-800 - case 2: // damage between 150-550 (ignore def) - battle_damage(NULL, bl, rand() % 500,0); // temporary damage - break; - case 3: // random status effect - { - int effect[3] = { - SC_CURSE, - SC_BLIND, - SC_POISON }; - status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 ); - } - break; - case 4: // level 10 provoke - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1); - status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 ); - } - break; - case 5: // 0 def - case 6: // 0 atk - case 7: // 0 flee - case 8: // -75% move speed and aspd - sc_data[type].val3 = i; - calc_flag = 1; - break; - default: - break; - } - } - if (sd && calc_flag) - status_calc_pc (sd, 0); - } - break; - } - - return status_change_end( bl,type,tid ); -} - -/*========================================== - * ステータス異常タイマー範囲処理 - *------------------------------------------ - */ -int status_change_timer_sub(struct block_list *bl, va_list ap ) -{ - struct block_list *src; - int type; - unsigned int tick; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, src=va_arg(ap,struct block_list*)); - type=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - - if(bl->type!=BL_PC && bl->type!=BL_MOB) - return 0; - - switch( type ){ - case SC_SIGHT: /* サイト */ - case SC_CONCENTRATE: - if( (*status_get_option(bl))&6 ){ - status_change_end( bl, SC_HIDING, -1); - status_change_end( bl, SC_CLOAKING, -1); - } - break; - case SC_RUWACH: /* ルアフ */ - if( (*status_get_option(bl))&6 ){ - struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest] - if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother - sc_data[SC_CLOAKING].timer != -1)) { - status_change_end( bl, SC_HIDING, -1); - status_change_end( bl, SC_CLOAKING, -1); - } - if(battle_check_target( src,bl, BCT_ENEMY ) > 0) - skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0); - } - break; - } - return 0; -} - - -static int status_calc_sigma(void) -{ - int i,j,k; - - for(i=0;i +#include +#include +#include +#include + +#include "pc.h" +#include "map.h" +#include "pet.h" +#include "mob.h" +#include "clif.h" +#include "guild.h" +#include "skill.h" +#include "itemdb.h" +#include "battle.h" +#include "chrif.h" +#include "status.h" + +#include "timer.h" +#include "nullpo.h" +#include "script.h" +#include "showmsg.h" + +static int max_weight_base[MAX_PC_CLASS]; +static int hp_coefficient[MAX_PC_CLASS]; +static int hp_coefficient2[MAX_PC_CLASS]; +static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; +static int sp_coefficient[MAX_PC_CLASS]; +static int aspd_base[MAX_PC_CLASS][20]; +static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt) +int percentrefinery[5][10]; // 精錬成功率(refine_db.txt) +static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt) +static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL]; + +/*========================================== + * 精錬ボーナス + *------------------------------------------ + */ +int status_getrefinebonus(int lv,int type) +{ + if (lv >= 0 && lv < 5 && type >= 0 && type < 3) + return refinebonus[lv][type]; + return 0; +} + +/*========================================== + * 精錬成功率 + *------------------------------------------ + */ +int status_percentrefinery(struct map_session_data *sd,struct item *item) +{ + int percent; + + nullpo_retr(0, item); + percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine]; + + percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持 + + // 確率の有効範囲チェック + if( percent > 100 ){ + percent = 100; + } + if( percent < 0 ){ + percent = 0; + } + + return percent; +} + +/*========================================== + * パラメータ計算 + * first==0の時、計算対象のパラメータが呼び出し前から + * 変 化した場合自動でsendするが、 + * 能動的に変化させたパラメータは自前でsendするように + *------------------------------------------ + */ + +int status_calc_pc(struct map_session_data* sd,int first) +{ + int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee; + int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class; + int b_base_atk; + struct skill b_skill[MAX_SKILL]; + int i,bl,index; + int skill,aspd_rate,wele,wele_,def_ele,refinedef=0; + int pele=0,pdef_ele=0; + int str,dstr,dex; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + //?生や養子の場合の元の職業を算出する + s_class = pc_calc_base_job(sd->status.class_); + + b_speed = sd->speed; + b_max_hp = sd->status.max_hp; + b_max_sp = sd->status.max_sp; + b_hp = sd->status.hp; + b_sp = sd->status.sp; + b_weight = sd->weight; + b_max_weight = sd->max_weight; + memcpy(b_paramb,&sd->paramb,sizeof(b_paramb)); + memcpy(b_parame,&sd->paramc,sizeof(b_parame)); + memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); + b_hit = sd->hit; + b_flee = sd->flee; + b_aspd = sd->aspd; + b_watk = sd->watk; + b_def = sd->def; + b_watk2 = sd->watk2; + b_def2 = sd->def2; + b_flee2 = sd->flee2; + b_critical = sd->critical; + b_attackrange = sd->attackrange; + b_matk1 = sd->matk1; + b_matk2 = sd->matk2; + b_mdef = sd->mdef; + b_mdef2 = sd->mdef2; + b_class = sd->view_class; + sd->view_class = sd->status.class_; + b_base_atk = sd->base_atk; + + pc_calc_skilltree(sd); // スキルツリ?の計算 + + sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300; + + if(first&1) { + sd->weight=0; + for(i=0;istatus.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) + continue; + sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; + } + sd->cart_max_weight=battle_config.max_cart_weight; + sd->cart_weight=0; + sd->cart_max_num=MAX_CART; + sd->cart_num=0; + for(i=0;istatus.cart[i].nameid==0) + continue; + sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; + sd->cart_num++; + } + } + + memset(sd->paramb,0,sizeof(sd->paramb)); + memset(sd->parame,0,sizeof(sd->parame)); + sd->hit = 0; + sd->flee = 0; + sd->flee2 = 0; + sd->critical = 0; + sd->aspd = 0; + sd->watk = 0; + sd->def = 0; + sd->mdef = 0; + sd->watk2 = 0; + sd->def2 = 0; + sd->mdef2 = 0; + sd->status.max_hp = 0; + sd->status.max_sp = 0; + sd->attackrange = 0; + sd->attackrange_ = 0; + sd->atk_ele = 0; + sd->def_ele = 0; + sd->star =0; + sd->overrefine =0; + sd->matk1 =0; + sd->matk2 =0; + sd->speed = DEFAULT_WALK_SPEED ; + sd->hprate=battle_config.hp_rate; + sd->sprate=battle_config.sp_rate; + sd->castrate=100; + sd->delayrate=100; + sd->dsprate=100; + sd->base_atk=0; + sd->arrow_atk=0; + sd->arrow_ele=0; + sd->arrow_hit=0; + sd->arrow_range=0; + sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0; + memset(sd->addele,0,sizeof(sd->addele)); + memset(sd->addrace,0,sizeof(sd->addrace)); + memset(sd->addsize,0,sizeof(sd->addsize)); + memset(sd->addele_,0,sizeof(sd->addele_)); + memset(sd->addrace_,0,sizeof(sd->addrace_)); + memset(sd->addsize_,0,sizeof(sd->addsize_)); + memset(sd->subele,0,sizeof(sd->subele)); + memset(sd->subrace,0,sizeof(sd->subrace)); + memset(sd->addeff,0,sizeof(sd->addeff)); + memset(sd->addeff2,0,sizeof(sd->addeff2)); + memset(sd->reseff,0,sizeof(sd->reseff)); + memset(&sd->special_state,0,sizeof(sd->special_state)); + memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele)); + memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race)); + memset(sd->weapon_atk,0,sizeof(sd->weapon_atk)); + memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate)); + + sd->watk_ = 0; //二刀流用(?) + sd->watk_2 = 0; + sd->atk_ele_ = 0; + sd->star_ = 0; + sd->overrefine_ = 0; + + sd->aspd_rate = 100; + sd->speed_rate = 100; + sd->hprecov_rate = 100; + sd->sprecov_rate = 100; + sd->critical_def = 0; + sd->double_rate = 0; + sd->near_attack_def_rate = sd->long_attack_def_rate = 0; + sd->atk_rate = sd->matk_rate = 100; + sd->ignore_def_ele = sd->ignore_def_race = 0; + sd->ignore_def_ele_ = sd->ignore_def_race_ = 0; + sd->ignore_mdef_ele = sd->ignore_mdef_race = 0; + sd->arrow_cri = 0; + sd->magic_def_rate = sd->misc_def_rate = 0; + memset(sd->arrow_addele,0,sizeof(sd->arrow_addele)); + memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace)); + memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize)); + memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff)); + memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2)); + memset(sd->magic_addele,0,sizeof(sd->magic_addele)); + memset(sd->magic_addrace,0,sizeof(sd->magic_addrace)); + memset(sd->magic_subrace,0,sizeof(sd->magic_subrace)); + sd->perfect_hit = 0; + sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; + sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; + sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0; + sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0; + sd->get_zeny_num = 0; + sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0; + sd->add_def_class_count = sd->add_mdef_class_count = 0; + sd->monster_drop_item_count = 0; + memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate)); + memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_)); + memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate)); + memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate)); + memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate)); + memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race)); + memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate)); + sd->speed_add_rate = sd->aspd_add_rate = 100; + sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0; + sd->splash_range = sd->splash_add_range = 0; + sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0; + sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; + sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0; + sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0; + sd->magic_damage_return = 0; //AppleGirl Was Here + sd->random_attack_increase_add = sd->random_attack_increase_per = 0; + sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0; + sd->unbreakable_equip = 0; + + + if(!sd->disguiseflag && sd->disguise) { + sd->disguise=0; + clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); + clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); + clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); + clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); + clif_clearchar(&sd->bl, 9); + pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); + } + + for(i=0;i<10;i++) { + index = sd->equip_index[i]; + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + + if(sd->inventory_data[index]) { + if(sd->inventory_data[index]->type == 4) { + if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { + int j; + for(j=0;jinventory_data[index]->slot;j++){ // カ?ド + int c=sd->status.inventory[index].card[j]; + if(c>0){ + if(i == 8 && sd->status.inventory[index].equip == 0x20) + sd->state.lr_flag = 1; + run_script(itemdb_equipscript(c),0,sd->bl.id,0); + sd->state.lr_flag = 0; + } + } + } + } + else if(sd->inventory_data[index]->type==5){ // 防具 + if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { + int j; + for(j=0;jinventory_data[index]->slot;j++){ // カ?ド + int c=sd->status.inventory[index].card[j]; + if(c>0) + run_script(itemdb_equipscript(c),0,sd->bl.id,0); + } + } + } + } + } + wele = sd->atk_ele; + wele_ = sd->atk_ele_; + def_ele = sd->def_ele; + if(sd->status.pet_id > 0) { + struct pet_data *pd=sd->pd; + if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) { + if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0) + run_script(sd->petDB->script,0,sd->bl.id,0); + pele = sd->atk_ele; + pdef_ele = sd->def_ele; + sd->atk_ele = sd->def_ele = 0; + } + } + memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard)); + + // ?備品によるステ?タス?化はここで?行 + for(i=0;i<10;i++) { + index = sd->equip_index[i]; + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + if(sd->inventory_data[index]) { + sd->def += sd->inventory_data[index]->def; + if(sd->inventory_data[index]->type == 4) { + int r,wlv = sd->inventory_data[index]->wlv; + if(i == 8 && sd->status.inventory[index].equip == 0x20) { + //二刀流用デ?タ入力 + sd->watk_ += sd->inventory_data[index]->atk; + sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力 + refinebonus[wlv][0]; + if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス + sd->overrefine_ = r*refinebonus[wlv][1]; + + if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 + sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら + wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性 + } + sd->attackrange_ += sd->inventory_data[index]->range; + sd->state.lr_flag = 1; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + } + else { //二刀流武器以外 + sd->watk += sd->inventory_data[index]->atk; + sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力 + refinebonus[wlv][0]; + if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス + sd->overrefine += r*refinebonus[wlv][1]; + + if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 + sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら + wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性 + } + sd->attackrange += sd->inventory_data[index]->range; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + } + } + else if(sd->inventory_data[index]->type == 5) { + sd->watk += sd->inventory_data[index]->atk; + refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + } + } + } + + if(sd->equip_index[10] >= 0){ // 矢 + index = sd->equip_index[10]; + if(sd->inventory_data[index]){ //まだ?性が入っていない + sd->state.lr_flag = 2; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + sd->arrow_atk += sd->inventory_data[index]->atk; + } + } + sd->def += (refinedef+50)/100; + + if(sd->attackrange < 1) sd->attackrange = 1; + if(sd->attackrange_ < 1) sd->attackrange_ = 1; + if(sd->attackrange < sd->attackrange_) + sd->attackrange = sd->attackrange_; + if(sd->status.weapon == 11) + sd->attackrange += sd->arrow_range; + if(wele > 0) + sd->atk_ele = wele; + if(wele_ > 0) + sd->atk_ele_ = wele_; + if(def_ele > 0) + sd->def_ele = def_ele; + if(battle_config.pet_status_support) { + if(pele > 0 && !sd->atk_ele) + sd->atk_ele = pele; + if(pdef_ele > 0 && !sd->def_ele) + sd->def_ele = pdef_ele; + } + sd->double_rate += sd->double_add_rate; + sd->perfect_hit += sd->perfect_hit_add; + sd->get_zeny_num += sd->get_zeny_add_num; + sd->splash_range += sd->splash_add_range; + if(sd->speed_add_rate != 100) + sd->speed_rate += sd->speed_add_rate - 100; + if(sd->aspd_add_rate != 100) + sd->aspd_rate += sd->aspd_add_rate - 100; + + // 武器ATKサイズ補正 (右手) + sd->atkmods[0] = atkmods[0][sd->weapontype1]; + sd->atkmods[1] = atkmods[1][sd->weapontype1]; + sd->atkmods[2] = atkmods[2][sd->weapontype1]; + //武器ATKサイズ補正 (左手) + sd->atkmods_[0] = atkmods[0][sd->weapontype2]; + sd->atkmods_[1] = atkmods[1][sd->weapontype2]; + sd->atkmods_[2] = atkmods[2][sd->weapontype2]; + + // jobボ?ナス分 + for(i=0;istatus.job_level && iparamb[job_bonus[s_class.upper][s_class.job][i]-1]++; + } + + if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris] + sd->max_weight += skill*2000; + + if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目 + sd->paramb[4] += skill; + + if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk + sd->paramb[0] ++; + sd->base_atk += 4; + } + if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels + sd->paramb[3] += (skill+1)*0.5; + } + + // New guild skills - Celest + if (sd->status.guild_id > 0 && !(first&4)) { + struct guild *g; + if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { + if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) { + skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) { + skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) { + skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) { + skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0); + } + } + else if (g) { + if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) { + sd->paramb[0]+= 5; + sd->paramb[3]+= 5; + sd->paramb[4]+= 5; + } + if (sd->state.leadership_flag) + sd->paramb[0] += 2; + if (sd->state.glorywounds_flag) + sd->paramb[2] += 2; + if (sd->state.soulcold_flag) + sd->paramb[1] += 2; + if (sd->state.hawkeyes_flag) + sd->paramb[4] += 2; + } + } + + // ステ?タス?化による基本パラメ?タ補正 + if(sd->sc_count){ + if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上 + sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; + sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; + } + if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 + sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1; + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { // 速度減少(agiはbattle.cで) + sd->speed = sd->speed *125/100; + sd->paramb[1] -= 2 + sd->sc_data[SC_DECREASEAGI].val1; // reduce agility [celest] + } + if(sd->sc_data[SC_CLOAKING].timer!=-1) { + sd->critical_rate += 100; // critical increases + sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; + } + if(sd->sc_data[SC_CHASEWALK].timer!=-1) { + sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk + if(sd->sc_data[SC_CHASEWALK].val4) + sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds + } + if(sd->sc_data[SC_SLOWDOWN].timer!=-1) + sd->speed = sd->speed*150/100; + if(sd->sc_data[SC_SPEEDUP0].timer!=-1) + sd->speed -= sd->speed*25/100; + if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング + sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1; + sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1; + sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1; + } + if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア + sd->paramb[5]+= 30; + if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス + sd->paramb[0]+= 4; + if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア + //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + //sd->paramb[1]-= agib > 50 ? 50 : agib; + //sd->paramb[4]-= dexb > 50 ? 50 : dexb; + sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5; + sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5; + sd->speed = sd->speed*3/2; + } + if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト + sd->paramb[0]+= 5; + sd->paramb[1]+= 5; + sd->paramb[2]+= 5; + sd->paramb[3]+= 5; + sd->paramb[4]+= 5; + sd->paramb[5]+= 5; + } + if(sd->sc_data[SC_MARIONETTE].timer!=-1){ + struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3); + if (psd) { // if partner is found + sd->paramb[0]-= sd->status.str/2; // bonuses not included + sd->paramb[1]-= sd->status.agi/2; + sd->paramb[2]-= sd->status.vit/2; + sd->paramb[3]-= sd->status.int_/2; + sd->paramb[4]-= sd->status.dex/2; + sd->paramb[5]-= sd->status.luk/2; + } + } + else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){ + struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3); + if (psd) { // if partner is found + sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2; + sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2; + sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2; + sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2; + sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2; + sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2; + } + } + if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ + if (sd->sc_data[SC_GOSPEL].val3 == 6) { + sd->paramb[0]+= 2; + sd->paramb[1]+= 2; + sd->paramb[2]+= 2; + sd->paramb[3]+= 2; + sd->paramb[4]+= 2; + sd->paramb[5]+= 2; + } + } + } + + //1度も死んでないJob70スパノビに+10 + if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){ + sd->paramb[0]+= 15; + sd->paramb[1]+= 15; + sd->paramb[2]+= 15; + sd->paramb[3]+= 15; + sd->paramb[4]+= 15; + sd->paramb[5]+= 15; + } + sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0]; + sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1]; + sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2]; + sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3]; + sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4]; + sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5]; + for(i=0;i<6;i++) + if(sd->paramc[i] < 0) sd->paramc[i] = 0; + + if (sd->sc_count) { + if (sd->sc_data[SC_CURSE].timer!=-1) + sd->paramc[5] = 0; + } + + if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) { + str = sd->paramc[4]; + dex = sd->paramc[0]; + } + else { + str = sd->paramc[0]; + dex = sd->paramc[4]; + } + dstr = str/10; + sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; + sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5); + sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7); + if(sd->matk1 < sd->matk2) { + int temp = sd->matk2; + sd->matk2 = sd->matk1; + sd->matk1 = temp; + } + sd->hit += sd->paramc[4] + sd->status.base_level; + sd->flee += sd->paramc[1] + sd->status.base_level; + sd->def2 += sd->paramc[2]; + sd->mdef2 += sd->paramc[3]; + sd->flee2 += sd->paramc[5]+10; + sd->critical += (sd->paramc[5]*3)+10; + + if(sd->base_atk < 1) + sd->base_atk = 1; + if(sd->critical_rate != 100) + sd->critical = (sd->critical*sd->critical_rate)/100; + if(sd->critical < 10) sd->critical = 10; + if(sd->hit_rate != 100) + sd->hit = (sd->hit*sd->hit_rate)/100; + if(sd->hit < 1) sd->hit = 1; + if(sd->flee_rate != 100) + sd->flee = (sd->flee*sd->flee_rate)/100; + if(sd->flee < 1) sd->flee = 1; + if(sd->flee2_rate != 100) + sd->flee2 = (sd->flee2*sd->flee2_rate)/100; + if(sd->flee2 < 10) sd->flee2 = 10; + if(sd->def_rate != 100) + sd->def = (sd->def*sd->def_rate)/100; + if(sd->def < 0) sd->def = 0; + if(sd->def2_rate != 100) + sd->def2 = (sd->def2*sd->def2_rate)/100; + if(sd->def2 < 1) sd->def2 = 1; + if(sd->mdef_rate != 100) + sd->mdef = (sd->mdef*sd->mdef_rate)/100; + if(sd->mdef < 0) sd->mdef = 0; + if(sd->mdef2_rate != 100) + sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100; + if(sd->mdef2 < 1) sd->mdef2 = 1; + + // 二刀流 ASPD 修正 + if (sd->status.weapon <= 16) + sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000; + else + sd->aspd += ( + (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) + + (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000) + ) * 140 / 200; + + aspd_rate = sd->aspd_rate; + + //攻?速度?加 + + if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目 + sd->hit += skill; + if(sd->status.weapon == 11) + sd->attackrange += skill; + } + + if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加 + sd->hit += skill*2; + if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ + sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); + if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下 + sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); + else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加 + sd->speed -= (0.25 * DEFAULT_WALK_SPEED); + sd->max_weight += 10000; + } + if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス + sd->status.max_hp += skill*200; + sd->subele[6] += skill*5; + } + if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { + sd->subele[0] += skill; + sd->subele[3] += skill*5; + } + if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 ) + aspd_rate -= skill*0.5; + + bl=sd->status.base_level; + + sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); + if (s_class.upper==1) // [MouseJstr] + sd->status.max_hp = sd->status.max_hp * 130/100; + else if (s_class.upper==2) + sd->status.max_hp = sd->status.max_hp * 70/100; + + if(sd->hprate!=100) + sd->status.max_hp = sd->status.max_hp*sd->hprate/100; + + if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク + sd->status.max_hp = sd->status.max_hp * 3; + // sd->status.hp = sd->status.hp * 3; + if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.max_hp = battle_config.max_hp; + if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.hp = battle_config.max_hp; + } + if(s_class.job == 23 && sd->status.base_level >= 99){ + sd->status.max_hp = sd->status.max_hp + 2000; + } + + if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.max_hp = battle_config.max_hp; + if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end + + // 最大SP計算 + sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); + if (s_class.upper==1) // [MouseJstr] + sd->status.max_sp = sd->status.max_sp * 130/100; + else if (s_class.upper==2) + sd->status.max_sp = sd->status.max_sp * 70/100; + if(sd->sprate!=100) + sd->status.max_sp = sd->status.max_sp*sd->sprate/100; + + if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ + sd->status.max_sp += sd->status.max_sp*skill/100; + if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */ + sd->status.max_sp += sd->status.max_sp*2*skill/100; + + if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + + //自然回復HP + sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); + if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */ + sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); + if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff; + } + //自然回復SP + sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100); + if(sd->paramc[3] >= 120) + sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4; + if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */ + sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); + if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff; + } + + if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) { + sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); + sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); + if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff; + if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff; + } + if(sd->hprecov_rate != 100) { + sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; + if(sd->nhealhp < 1) sd->nhealhp = 1; + } + if(sd->sprecov_rate != 100) { + sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; + if(sd->nhealsp < 1) sd->nhealsp = 1; + } + /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e' + sd->nhealsp += 3*skill*(sd->status.max_sp)/100; + if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff; + } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/ + + // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも) + if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ? + skill = skill*4; + sd->addrace[9]+=skill; + sd->addrace_[9]+=skill; + sd->subrace[9]+=skill; + sd->magic_addrace[9]+=skill; + sd->magic_subrace[9]-=skill; + } + + //Flee上昇 + if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加 + if(sd->status.class_==6||sd->status.class_==4007 || sd->status.class_==23){ + sd->flee += skill*3; + } + if(sd->status.class_==12||sd->status.class_==17||sd->status.class_==4013||sd->status.class_==4018) + sd->flee += skill*4; + if(sd->status.class_==12||sd->status.class_==4013) + sd->speed -= sd->speed *(skill*1.5)/100; + } + if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り + sd->flee += (skill*3)>>1; + + // スキルやステ?タス異常による?りのパラメ?タ補正 + if(sd->sc_count){ + // ATK/DEF?化形 + if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス + sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100; + if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス + sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5; + } + if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック + sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100; + sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + } + if(sd->sc_data[SC_ENDURE].timer!=-1) + sd->mdef2 += sd->sc_data[SC_ENDURE].val1; + if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック + sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100; + sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; + sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; + } + if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態 + sd->def2 = sd->def2*75/100; + if(sd->sc_data[SC_CURSE].timer!=-1){ + sd->base_atk = sd->base_atk*75/100; + sd->watk = sd->watk*75/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk_*75/100; + } + if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き + sd->watk += sd->sc_data[SC_DRUMBATTLE].val2; + sd->def += sd->sc_data[SC_DRUMBATTLE].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2; + } + if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪 + index = sd->equip_index[9]; + /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) + sd->watk += sd->sc_data[SC_NIBELUNGEN].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) + sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3; + index = sd->equip_index[9];*/ + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) + sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) + sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3; + } + + if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ + sd->watk += sd->sc_data[SC_VIOLENTGALE].val3; + } + + if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1) + sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100; + if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス + sd->def=0; + + if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション + sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + } + + if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅 + sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; + sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; + } + if(sd->sc_data[SC_ATKPOT].timer!=-1) + sd->watk += sd->sc_data[SC_ATKPOT].val1; + if(sd->sc_data[SC_MATKPOT].timer!=-1){ + sd->matk1 += sd->sc_data[SC_MATKPOT].val1; + sd->matk2 += sd->sc_data[SC_MATKPOT].val1; + } + + // ASPD/移動速度?化系 + if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) + aspd_rate -= 30; + else + aspd_rate -= 25; + } + if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && + sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2; + if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 && + sd->sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3; + if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで + aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16); + sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; + } + if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション + aspd_rate -= sd->sc_data[i].val2; + if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算 + sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; + if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト + sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; + if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い? + sd->speed -= sd->speed *25/100; + if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い + sd->speed = 2*DEFAULT_WALK_SPEED; + + // HIT/FLEE?化系 + if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛 + sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1 + +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100; + sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10; + } + if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング + sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2 + +sd->sc_data[SC_HUMMING].val3) * sd->hit/100; + if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル + sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100; + } + if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗? + sd->hit -= sd->hit*25/100; + sd->flee -= sd->flee*25/100; + } + if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク + sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100; + if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ + sd->flee -= sd->flee*50/100; + if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト + sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1); + if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション + sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1)); + + // 耐性 + if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド + sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火 + sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + } + if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス + sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性 + sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔 + } + + // その他 + if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎 + sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1) + +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100; + if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + } + if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ + sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100; + if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + } + if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ? + sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2 + +sd->sc_data[SC_SERVICE4U].val3)/100; + if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2 + +sd->sc_data[SC_SERVICE4U].val3); + if(sd->dsprate<0)sd->dsprate=0; + } + + if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス + sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2 + +sd->sc_data[SC_FORTUNE].val3)*10; + + if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動 + if(s_class.job==23) + sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100; + else + sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2; + } + + if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛 + sd->def = 90; + sd->mdef = 90; + aspd_rate += 25; + sd->speed = (sd->speed * 125) / 100; + } + if(sd->sc_data[SC_DEFENDER].timer != -1) { + sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50); + // removed as of 12/14's patch [celest] + //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; + } + if(sd->sc_data[SC_ENCPOISON].timer != -1) + sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2; + + if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中 + sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); + //sd->speed*=4; + sd->nhealsp = 0; + sd->nshealsp = 0; + sd->nsshealsp = 0; + } + if(sd->sc_data[SC_CURSE].timer!=-1) + sd->speed += 450; + + if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト + sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100; + +/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで) + sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting + if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで) + sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting + */ + if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG] + sd->def = sd->def2 = 0; + sd->mdef = sd->mdef2 = 0; + sd->flee -= sd->flee*50/100; + aspd_rate -= 30; + //sd->base_atk *= 3; + } + if(sd->sc_data[SC_KEEPING].timer!=-1) + sd->def = 100; + if(sd->sc_data[SC_BARRIER].timer!=-1) + sd->mdef = 100; + + if(sd->sc_data[SC_JOINTBEAT].timer!=-1) { // Random break [DracoRPG] + switch(sd->sc_data[SC_JOINTBEAT].val2) { + case 1: //Ankle break + sd->speed_rate += 50; + break; + case 2: //Wrist break + sd->aspd_rate += 25; + break; + case 3: //Knee break + sd->speed_rate += 30; + sd->aspd_rate += 10; + break; + case 4: //Shoulder break + sd->def2 -= sd->def2*50/100; + break; + case 5: //Waist break + sd->def2 -= sd->def2*50/100; + sd->base_atk -= sd->base_atk*25/100; + break; + } + } + + if(sd->sc_data[SC_GOSPEL].timer!=-1) { + if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ + switch (sd->sc_data[SC_GOSPEL].val3) + { + case 4: + sd->status.max_hp += sd->status.max_hp * 25 / 100; + if(sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + break; + case 5: + sd->status.max_sp += sd->status.max_sp * 25 / 100; + if(sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + break; + case 11: + sd->def += sd->def * 25 / 100; + sd->def2 += sd->def2 * 25 / 100; + break; + case 12: + sd->base_atk += sd->base_atk * 8 / 100; + break; + case 13: + sd->flee += sd->flee * 5 / 100; + break; + case 14: + sd->hit += sd->hit * 5 / 100; + break; + } + } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){ + switch (sd->sc_data[SC_GOSPEL].val3) + { + case 5: + sd->def = 0; + sd->def2 = 0; + break; + case 6: + sd->base_atk = 0; + sd->watk = 0; + sd->watk2 = 0; + break; + case 7: + sd->flee = 0; + break; + case 8: + sd->speed_rate += 75; + aspd_rate += 75; + break; + } + } + } + } + + if (sd->speed_rate <= 0) + sd->speed_rate = 1; + + if(sd->speed_rate != 100) + sd->speed = sd->speed*sd->speed_rate/100; + if(sd->speed < 1) sd->speed = 1; + if(aspd_rate != 100) + sd->aspd = sd->aspd*aspd_rate/100; + if(pc_isriding(sd)) // 騎兵修練 + sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100; + if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; + sd->amotion = sd->aspd; + sd->dmotion = 800-sd->paramc[1]*4; + if(sd->dmotion<400) + sd->dmotion = 400; + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + } + + if(sd->status.hp>sd->status.max_hp) + sd->status.hp=sd->status.max_hp; + if(sd->status.sp>sd->status.max_sp) + sd->status.sp=sd->status.max_sp; + + if(first&4) + return 0; + if(first&3) { + clif_updatestatus(sd,SP_SPEED); + clif_updatestatus(sd,SP_MAXHP); + clif_updatestatus(sd,SP_MAXSP); + if(first&1) { + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + } + return 0; + } + + if(b_class != sd->view_class) { + clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); +#if PACKETVER < 4 + clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); +#else + clif_changelook(&sd->bl,LOOK_WEAPON,0); +#endif + } + + if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange) + clif_skillinfoblock(sd); // スキル送信 + + if(b_speed != sd->speed) + clif_updatestatus(sd,SP_SPEED); + if(b_weight != sd->weight) + clif_updatestatus(sd,SP_WEIGHT); + if(b_max_weight != sd->max_weight) { + clif_updatestatus(sd,SP_MAXWEIGHT); + pc_checkweighticon(sd); + } + for(i=0;i<6;i++) + if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) + clif_updatestatus(sd,SP_STR+i); + if(b_hit != sd->hit) + clif_updatestatus(sd,SP_HIT); + if(b_flee != sd->flee) + clif_updatestatus(sd,SP_FLEE1); + if(b_aspd != sd->aspd) + clif_updatestatus(sd,SP_ASPD); + if(b_watk != sd->watk || b_base_atk != sd->base_atk) + clif_updatestatus(sd,SP_ATK1); + if(b_def != sd->def) + clif_updatestatus(sd,SP_DEF1); + if(b_watk2 != sd->watk2) + clif_updatestatus(sd,SP_ATK2); + if(b_def2 != sd->def2) + clif_updatestatus(sd,SP_DEF2); + if(b_flee2 != sd->flee2) + clif_updatestatus(sd,SP_FLEE2); + if(b_critical != sd->critical) + clif_updatestatus(sd,SP_CRITICAL); + if(b_matk1 != sd->matk1) + clif_updatestatus(sd,SP_MATK1); + if(b_matk2 != sd->matk2) + clif_updatestatus(sd,SP_MATK2); + if(b_mdef != sd->mdef) + clif_updatestatus(sd,SP_MDEF1); + if(b_mdef2 != sd->mdef2) + clif_updatestatus(sd,SP_MDEF2); + if(b_attackrange != sd->attackrange) + clif_updatestatus(sd,SP_ATTACKRANGE); + if(b_max_hp != sd->status.max_hp) + clif_updatestatus(sd,SP_MAXHP); + if(b_max_sp != sd->status.max_sp) + clif_updatestatus(sd,SP_MAXSP); + if(b_hp != sd->status.hp) + clif_updatestatus(sd,SP_HP); + if(b_sp != sd->status.sp) + clif_updatestatus(sd,SP_SP); + +/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num || + before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight ) + clif_updatestatus(sd,SP_CARTINFO);*/ + + //if(sd->status.hpstatus.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && + if(sd->status.hpstatus.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 && + (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd)) + // オ?トバ?サ?ク?動 + status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); + + return 0; +} + +/*========================================== + * For quick calculating [Celest] + *------------------------------------------ + */ +int status_calc_speed (struct map_session_data *sd) +{ + int b_speed, skill; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class_); + + b_speed = sd->speed; + sd->speed = DEFAULT_WALK_SPEED ; + + if(sd->sc_count){ + if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { + sd->speed = sd->speed *125/100; + } + if(sd->sc_data[SC_CLOAKING].timer!=-1) { + sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; + } + if(sd->sc_data[SC_CHASEWALK].timer!=-1) { + sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; + } + if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ + sd->speed = sd->speed*3/2; + } + if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) { + sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; + } + if(sd->sc_data[SC_CARTBOOST].timer!=-1) { + sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; + } + if(sd->sc_data[SC_BERSERK].timer!=-1) { + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_WEDDING].timer!=-1) { + sd->speed = 2*DEFAULT_WALK_SPEED; + } + if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ + sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; + } + if(sd->sc_data[SC_STEELBODY].timer!=-1){ + sd->speed = (sd->speed * 125) / 100; + } + if(sd->sc_data[SC_DEFENDER].timer != -1) { + // removed as of 12/14's patch [celest] + //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; + } + if( sd->sc_data[SC_DANCING].timer!=-1 ){ + sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); + } + if(sd->sc_data[SC_CURSE].timer!=-1) + sd->speed += 450; + if(sd->sc_data[SC_SLOWDOWN].timer!=-1) + sd->speed = sd->speed*150/100; + if(sd->sc_data[SC_SPEEDUP0].timer!=-1) + sd->speed -= sd->speed*25/100; + } + + if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) + sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); + if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) + sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); + else if (pc_isriding(sd)) { + sd->speed -= (0.25 * DEFAULT_WALK_SPEED); + } + if((skill=pc_checkskill(sd,TF_MISS))>0) + if(s_class.job==12) + sd->speed -= sd->speed *(skill*1.5)/100; + + if(sd->speed_rate != 100) + sd->speed = sd->speed*sd->speed_rate/100; + if(sd->speed < 1) sd->speed = 1; + + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + } + + if(b_speed != sd->speed) + clif_updatestatus(sd,SP_SPEED); + + return 0; +} + +/*========================================== + * 対象のClassを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_class(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->class_; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.class_; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->class_; + else + return 0; +} +/*========================================== + * 対象の方向を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_dir(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->dir; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->dir; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->dir; + else + return 0; +} +/*========================================== + * 対象のレベルを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_lv(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->level; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.base_level; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->msd->pet.level; + else + return 0; +} + +/*========================================== + * 対象の射程を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_range(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].range; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->attackrange; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].range; + else + return 0; +} +/*========================================== + * 対象のHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_hp(struct block_list *bl) +{ + nullpo_retr(1, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->hp; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.hp; + else + return 1; +} +/*========================================== + * 対象のMHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_max_hp(struct block_list *bl) +{ + nullpo_retr(1, bl); + + if(bl->type==BL_PC && ((struct map_session_data *)bl)) + return ((struct map_session_data *)bl)->status.max_hp; + else { + struct status_change *sc_data; + int max_hp = 1; + + if(bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(1, md = (struct mob_data *)bl); + max_hp = mob_db[md->class_].max_hp; + + if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] + max_hp += (md->level - mob_db[md->class_].lv) * status_get_vit(bl); + + if(mob_db[md->class_].mexp > 0) { + if(battle_config.mvp_hp_rate != 100) + max_hp = (max_hp * battle_config.mvp_hp_rate)/100; + } + else { + if(battle_config.monster_hp_rate != 100) + max_hp = (max_hp * battle_config.monster_hp_rate)/100; + } + } + else if(bl->type == BL_PET) { + struct pet_data *pd; + nullpo_retr(1, pd = (struct pet_data*)bl); + max_hp = mob_db[pd->class_].max_hp; + + if(mob_db[pd->class_].mexp > 0) { + if(battle_config.mvp_hp_rate != 100) + max_hp = (max_hp * battle_config.mvp_hp_rate)/100; + } + else { + if(battle_config.monster_hp_rate != 100) + max_hp = (max_hp * battle_config.monster_hp_rate)/100; + } + } + + sc_data = status_get_sc_data(bl); + if(sc_data) { + if(sc_data[SC_APPLEIDUN].timer != -1) + max_hp += ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) + + sc_data[SC_APPLEIDUN].val3 / 10) * max_hp)/100; + if(sc_data[SC_GOSPEL].timer != -1 && + sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 4) + max_hp += max_hp * 25 / 100; + } + if(max_hp < 1) max_hp = 1; + return max_hp; + } + return 1; +} +/*========================================== + * 対象のStrを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_str(struct block_list *bl) +{ + int str = 0; + nullpo_retr(0, bl); + + if (bl->type == BL_PC && ((struct map_session_data *)bl)) + return ((struct map_session_data *)bl)->paramc[0]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + + if(bl->type == BL_MOB && ((struct mob_data *)bl)) { + str = mob_db[((struct mob_data *)bl)->class_].str; + if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] + str += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && ((struct pet_data *)bl)) + str = mob_db[((struct pet_data *)bl)->class_].str; + + if(sc_data) { + if(sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1) + str += 4; + if( sc_data[SC_BLESSING].timer != -1){ // ブレッシング + int race = status_get_race(bl); + if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) + str >>= 1; // 悪 魔/不死 + else str += sc_data[SC_BLESSING].val1; // その他 + } + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + str += 5; + } + } + if(str < 0) str = 0; + return str; +} +/*========================================== + * 対象のAgiを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ + +int status_get_agi(struct block_list *bl) +{ + int agi=0; + nullpo_retr(0, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[1]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + agi = mob_db[((struct mob_data *)bl)->class_].agi; + if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris] + agi += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + agi = mob_db[((struct pet_data *)bl)->class_].agi; + + if(sc_data) { + if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 速度増加(PCはpc.cで) + agi += 2 + sc_data[SC_INCREASEAGI].val1; + if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) + agi += agi * (2 + sc_data[SC_CONCENTRATE].val1)/100; + if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少 + agi -= 2 + sc_data[SC_DECREASEAGI].val1; + if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア + //agi >>= 1; + //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100; + //agi -= agib > 50 ? 50 : agib; + agi -= sc_data[SC_QUAGMIRE].val1*10; + } + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + agi += 5; + } + } + if(agi < 0) agi = 0; + return agi; +} +/*========================================== + * 対象のVitを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_vit(struct block_list *bl) +{ + int vit = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[2]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + vit = mob_db[((struct mob_data *)bl)->class_].vit; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + vit += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + vit = mob_db[((struct pet_data *)bl)->class_].vit; + if(sc_data) { + if(sc_data[SC_STRIPARMOR].timer != -1) + vit = vit*60/100; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + vit += 5; + } + } + if(vit < 0) vit = 0; + return vit; +} +/*========================================== + * 対象のIntを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_int(struct block_list *bl) +{ + int int_=0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[3]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl){ + int_ = mob_db[((struct mob_data *)bl)->class_].int_; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + int_ += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + int_ = mob_db[((struct pet_data *)bl)->class_].int_; + + if(sc_data) { + if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング + int race = status_get_race(bl); + if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) + int_ >>= 1; // 悪 魔/不死 + else + int_ += sc_data[SC_BLESSING].val1; // その他 + } + if(sc_data[SC_STRIPHELM].timer != -1) + int_ = int_*60/100; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + int_ += 5; + } + } + if(int_ < 0) int_ = 0; + return int_; +} +/*========================================== + * 対象のDexを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_dex(struct block_list *bl) +{ + int dex = 0; + nullpo_retr(0, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[4]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + dex = mob_db[((struct mob_data *)bl)->class_].dex; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + dex += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + dex = mob_db[((struct pet_data *)bl)->class_].dex; + + if(sc_data) { + if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) + dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100; + if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング + int race = status_get_race(bl); + if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) + dex >>= 1; // 悪 魔/不死 + else dex += sc_data[SC_BLESSING].val1; // その他 + } + if(sc_data[SC_QUAGMIRE].timer!=-1) { // クァグマイア + // dex >>= 1; + //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100; + //dex -= dexb > 50 ? 50 : dexb; + dex -= sc_data[SC_QUAGMIRE].val1*10; + } + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + dex += 5; + } + } + if(dex < 0) dex = 0; + return dex; +} +/*========================================== + * 対象のLukを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_luk(struct block_list *bl) +{ + int luk = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[5]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + luk = mob_db[((struct mob_data *)bl)->class_].luk; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + luk += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + luk = mob_db[((struct pet_data *)bl)->class_].luk; + if(sc_data) { + if(sc_data[SC_GLORIA].timer!=-1) // グロリア(PCはpc.cで) + luk += 30; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + luk += 5; + if(sc_data[SC_CURSE].timer!=-1) // 呪い + luk = 0; + } + } + if(luk < 0) luk = 0; + return luk; +} + +/*========================================== + * 対象のFleeを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_flee(struct block_list *bl) +{ + int flee = 1; + nullpo_retr(1, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->flee; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + flee = status_get_agi(bl) + status_get_lv(bl); + + if(sc_data){ + if(sc_data[SC_WHISTLE].timer!=-1) + flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 + +(sc_data[SC_WHISTLE].val3>>16))/100; + if(sc_data[SC_BLIND].timer!=-1) + flee -= flee*25/100; + if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク + flee += flee*(sc_data[SC_WINDWALK].val2)/100; + if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ + flee -= flee*50/100; + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 13) + flee += flee*5/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 7) + flee = 0; + } + } + } + if(flee < 1) flee = 1; + return flee; +} +/*========================================== + * 対象のHitを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_hit(struct block_list *bl) +{ + int hit = 1; + nullpo_retr(1, bl); + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->hit; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + hit = status_get_dex(bl) + status_get_lv(bl); + + if(sc_data) { + if(sc_data[SC_HUMMING].timer!=-1) // + hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2 + +sc_data[SC_HUMMING].val3)/100; + if(sc_data[SC_BLIND].timer!=-1) // 呪い + hit -= hit*25/100; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + hit += 3*(sc_data[SC_TRUESIGHT].val1); + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100; + if(sc_data[SC_GOSPEL].timer!=-1 && + sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 14) + hit += hit*5/100; + } + } + if(hit < 1) hit = 1; + return hit; +} +/*========================================== + * 対象の完全回避を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_flee2(struct block_list *bl) +{ + int flee2 = 1; + nullpo_retr(1, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl){ + return ((struct map_session_data *)bl)->flee2; + } else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + flee2 = status_get_luk(bl)+1; + + if(sc_data) { + if(sc_data[SC_WHISTLE].timer!=-1) + flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 + +(sc_data[SC_WHISTLE].val3&0xffff))*10; + } + } + if(flee2 < 1) flee2 = 1; + return flee2; +} +/*========================================== + * 対象のクリティカルを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_critical(struct block_list *bl) +{ + int critical = 1; + nullpo_retr(1, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl){ + return ((struct map_session_data *)bl)->critical; + } else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + critical = status_get_luk(bl)*3 + 1; + + if(sc_data) { + if(sc_data[SC_FORTUNE].timer!=-1) + critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2 + + sc_data[SC_FORTUNE].val3)*10; + if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) + critical += sc_data[SC_EXPLOSIONSPIRITS].val2; + if(sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト + critical += critical*sc_data[SC_TRUESIGHT].val1/100; + } + } + if(critical < 1) critical = 1; + return critical; +} +/*========================================== + * base_atkの取得 + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_baseatk(struct block_list *bl) +{ + int batk = 1; + nullpo_retr(1, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) { + batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk + if (((struct map_session_data *)bl)->status.weapon < 16) + batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon]; + } else { //それ以外なら + struct status_change *sc_data; + int str,dstr; + str = status_get_str(bl); //STR + dstr = str/10; + batk = dstr*dstr + str; //base_atkを計算する + sc_data = status_get_sc_data(bl); + + if(sc_data) { //状態異常あり + if(sc_data[SC_PROVOKE].timer!=-1) //PCでプロボック(SM_PROVOKE)状態 + batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加 + if(sc_data[SC_CURSE].timer!=-1) //呪われていたら + batk -= batk*25/100; //base_atkが25%減少 + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; + } + } + if(batk < 1) batk = 1; //base_atkは最低でも1 + return batk; +} +/*========================================== + * 対象のAtkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk(struct block_list *bl) +{ + int atk = 0; + nullpo_retr(0, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk; + else { + struct status_change *sc_data; + sc_data=status_get_sc_data(bl); + + if(bl->type == BL_MOB && (struct mob_data *)bl) + atk = mob_db[((struct mob_data*)bl)->class_].atk1; + else if(bl->type == BL_PET && (struct pet_data *)bl) + atk = mob_db[((struct pet_data*)bl)->class_].atk1; + + if(sc_data) { + if(sc_data[SC_PROVOKE].timer!=-1) + atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100; + if(sc_data[SC_CURSE].timer!=-1) + atk -= atk*25/100; + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100; + + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 12) + atk += atk*8/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 6) + atk = 0; + } + } + } + if(atk < 0) atk = 0; + return atk; +} +/*========================================== + * 対象の左手Atkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk_(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + int atk=((struct map_session_data*)bl)->watk_; + return atk; + } + else + return 0; +} +/*========================================== + * 対象のAtk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk2; + else { + struct status_change *sc_data=status_get_sc_data(bl); + int atk2=0; + if(bl->type==BL_MOB && (struct mob_data *)bl) + atk2 = mob_db[((struct mob_data*)bl)->class_].atk2; + else if(bl->type==BL_PET && (struct pet_data *)bl) + atk2 = mob_db[((struct pet_data*)bl)->class_].atk2; + if(sc_data) { + if( sc_data[SC_IMPOSITIO].timer!=-1) + atk2 += sc_data[SC_IMPOSITIO].val1*5; + if( sc_data[SC_PROVOKE].timer!=-1 ) + atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100; + if( sc_data[SC_CURSE].timer!=-1 ) + atk2 -= atk2*25/100; + if(sc_data[SC_DRUMBATTLE].timer!=-1) + atk2 += sc_data[SC_DRUMBATTLE].val2; + if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 ) + atk2 += sc_data[SC_NIBELUNGEN].val3; + if(sc_data[SC_STRIPWEAPON].timer!=-1) + atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100; + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100; + } + if(atk2 < 0) atk2 = 0; + return atk2; + } + return 0; +} +/*========================================== + * 対象の左手Atk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk_2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk_2; + else + return 0; +} +/*========================================== + * 対象のMAtk1を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_matk1(struct block_list *bl) +{ + int matk = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->matk1; + else { + struct status_change *sc_data; + int int_ = status_get_int(bl); + matk = int_+(int_/5)*(int_/5); + + sc_data = status_get_sc_data(bl); + if(sc_data) { + if(sc_data[SC_MINDBREAKER].timer!=-1) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + } + } + return matk; +} +/*========================================== + * 対象のMAtk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_matk2(struct block_list *bl) +{ + int matk = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->matk2; + else { + struct status_change *sc_data = status_get_sc_data(bl); + int int_ = status_get_int(bl); + matk = int_+(int_/7)*(int_/7); + + if(sc_data) { + if(sc_data[SC_MINDBREAKER].timer!=-1) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + } + } + return matk; +} +/*========================================== + * 対象のDefを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_def(struct block_list *bl) +{ + struct status_change *sc_data; + int def=0,skilltimer=-1,skillid=0; + + nullpo_retr(0, bl); + sc_data=status_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + def = ((struct map_session_data *)bl)->def; + skilltimer = ((struct map_session_data *)bl)->skilltimer; + skillid = ((struct map_session_data *)bl)->skillid; + } + else if(bl->type==BL_MOB && (struct mob_data *)bl) { + def = mob_db[((struct mob_data *)bl)->class_].def; + skilltimer = ((struct mob_data *)bl)->skilltimer; + skillid = ((struct mob_data *)bl)->skillid; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + def = mob_db[((struct pet_data *)bl)->class_].def; + + if(def < 1000000) { + if(sc_data) { + //凍結、石化時は右シフト + if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) + def >>= 1; + + if (bl->type != BL_PC) { + //キーピング時はDEF100 + if( sc_data[SC_KEEPING].timer!=-1) + def = 100; + //プロボック時は減算 + if( sc_data[SC_PROVOKE].timer!=-1) + def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; + //戦太鼓の響き時は加算 + if( sc_data[SC_DRUMBATTLE].timer!=-1) + def += sc_data[SC_DRUMBATTLE].val3; + //毒にかかっている時は減算 + if(sc_data[SC_POISON].timer!=-1) + def = def*75/100; + //ストリップシールド時は減算 + if(sc_data[SC_STRIPSHIELD].timer!=-1) + def = def*sc_data[SC_STRIPSHIELD].val2/100; + //シグナムクルシス時は減算 + if(sc_data[SC_SIGNUMCRUCIS].timer!=-1) + def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100; + //永遠の混沌時はDEF0になる + if(sc_data[SC_ETERNALCHAOS].timer!=-1) + def = 0; + //コンセントレーション時は減算 + if( sc_data[SC_CONCENTRATION].timer!=-1) + def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100; + + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 11) + def += def*25/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 5) + def = 0; + } + if(sc_data[SC_JOINTBEAT].timer!=-1) { + if (sc_data[SC_JOINTBEAT].val2 == 4) + def -= def*50/100; + else if (sc_data[SC_JOINTBEAT].val2 == 5) + def -= def*25/100; + } + } + } + //詠唱中は詠唱時減算率に基づいて減算 + if(skilltimer != -1) { + int def_rate = skill_get_castdef(skillid); + if(def_rate != 0) + def = (def * (100 - def_rate))/100; + } + } + if(def < 0) def = 0; + return def; +} +/*========================================== + * 対象のMDefを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_mdef(struct block_list *bl) +{ + struct status_change *sc_data; + int mdef=0; + + nullpo_retr(0, bl); + sc_data=status_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + mdef = ((struct map_session_data *)bl)->mdef; + else if(bl->type==BL_MOB && (struct mob_data *)bl) + mdef = mob_db[((struct mob_data *)bl)->class_].mdef; + else if(bl->type==BL_PET && (struct pet_data *)bl) + mdef = mob_db[((struct pet_data *)bl)->class_].mdef; + + if(mdef < 1000000) { + if(sc_data) { + //バリアー状態時はMDEF100 + if(sc_data[SC_BARRIER].timer != -1) + mdef = 100; + //凍結、石化時は1.25倍 + if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) + mdef = mdef*125/100; + if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100; + } + } + if(mdef < 0) mdef = 0; + return mdef; +} +/*========================================== + * 対象のDef2を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_def2(struct block_list *bl) +{ + int def2 = 1; + nullpo_retr(1, bl); + + if(bl->type==BL_PC) + return ((struct map_session_data *)bl)->def2; + else { + struct status_change *sc_data; + + if(bl->type==BL_MOB) + def2 = mob_db[((struct mob_data *)bl)->class_].vit; + else if(bl->type==BL_PET) + def2 = mob_db[((struct pet_data *)bl)->class_].vit; + + sc_data = status_get_sc_data(bl); + if(sc_data) { + if(sc_data[SC_ANGELUS].timer != -1) + def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100; + if(sc_data[SC_PROVOKE].timer!=-1) + def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; + if(sc_data[SC_POISON].timer!=-1) + def2 = def2*75/100; + //コンセントレーション時は減算 + if( sc_data[SC_CONCENTRATION].timer!=-1) + def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100; + + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 11) + def2 += def2*25/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 5) + def2 = 0; + } + } + } + if(def2 < 1) def2 = 1; + return def2; +} +/*========================================== + * 対象のMDef2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_mdef2(struct block_list *bl) +{ + int mdef2 = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC) + return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1); + else { + struct status_change *sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB) + mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1); + else if(bl->type == BL_PET) + mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1); + if(sc_data) { + if(sc_data[SC_MINDBREAKER].timer!=-1) + mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100; + } + } + if(mdef2 < 0) mdef2 = 0; + return mdef2; +} +/*========================================== + * 対象のSpeed(移動速度)を返す(汎用) + * 戻りは整数で1以上 + * Speedは小さいほうが移動速度が速い + *------------------------------------------ + */ +int status_get_speed(struct block_list *bl) +{ + nullpo_retr(1000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->speed; + else { + struct status_change *sc_data=status_get_sc_data(bl); + int speed = 1000; + if(bl->type==BL_MOB && (struct mob_data *)bl) { + speed = ((struct mob_data *)bl)->speed; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + speed = ((struct pet_data *)bl)->msd->petDB->speed; + + if(sc_data) { + //速度増加時は25%減算 + if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1) + speed -= speed*25/100; + //速度減少時は25%加算 + if(sc_data[SC_DECREASEAGI].timer!=-1) + speed = speed*125/100; + //クァグマイア時は50%加算 + if(sc_data[SC_QUAGMIRE].timer!=-1) + speed = speed*3/2; + //私を忘れないで…時は加算 + if(sc_data[SC_DONTFORGETME].timer!=-1) + speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100; + //金剛時は25%加算 + if(sc_data[SC_STEELBODY].timer!=-1) + speed = speed*125/100; + //ディフェンダー時は加算 + // removed as of 12/14's patch [celest] + /*if(sc_data[SC_DEFENDER].timer!=-1) + speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/ + //踊り状態は4倍遅い + if(sc_data[SC_DANCING].timer!=-1 ) + speed *= 6; + //呪い時は450加算 + if(sc_data[SC_CURSE].timer!=-1) + speed = speed + 450; + //ウィンドウォーク時はLv*2%減算 + if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1) + speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100; + if(sc_data[SC_SLOWDOWN].timer!=-1) + speed = speed*150/100; + if(sc_data[SC_SPEEDUP0].timer!=-1) + speed -= speed*25/100; + if(sc_data[SC_GOSPEL].timer!=-1 && + sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 8) + speed = speed*125/100; + if(sc_data[SC_JOINTBEAT].timer!=-1) { + if (sc_data[SC_JOINTBEAT].val2 == 1) + speed = speed*150/100; + else if (sc_data[SC_JOINTBEAT].val2 == 3) + speed = speed*130/100; + } + } + if(speed < 1) speed = 1; + return speed; + } + + return 1000; +} +/*========================================== + * 対象のaDelay(攻撃時ディレイ)を返す(汎用) + * aDelayは小さいほうが攻撃速度が速い + *------------------------------------------ + */ +int status_get_adelay(struct block_list *bl) +{ + nullpo_retr(4000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return (((struct map_session_data *)bl)->aspd<<1); + else { + struct status_change *sc_data=status_get_sc_data(bl); + int adelay=4000,aspd_rate = 100,i; + if(bl->type==BL_MOB && (struct mob_data *)bl) + adelay = mob_db[((struct mob_data *)bl)->class_].adelay; + else if(bl->type==BL_PET && (struct pet_data *)bl) + adelay = mob_db[((struct pet_data *)bl)->class_].adelay; + + if(sc_data) { + //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算 + if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は + if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + //使用者とパーティメンバーで格差が出る設定でなければ3割減算 + if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) + aspd_rate -= 30; + //そうでなければ2.5割減算 + else + aspd_rate -= 25; + } + //スピアクィッケン時は減算 + if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && + sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + //夕日のアサシンクロス時は減算 + if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && + sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; + //私を忘れないで…時は加算 + if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで + aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); + //金剛時25%加算 + if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 + aspd_rate += 25; + //増速ポーション使用時は減算 + if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) + aspd_rate -= sc_data[i].val2; + //ディフェンダー時は加算 + if(sc_data[SC_DEFENDER].timer != -1) + adelay += (1100 - sc_data[SC_DEFENDER].val1*100); + if(sc_data[SC_GOSPEL].timer!=-1 && + sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 8) + aspd_rate = aspd_rate*125/100; + if(sc_data[SC_JOINTBEAT].timer!=-1) { + if (sc_data[SC_JOINTBEAT].val2 == 2) + aspd_rate = aspd_rate*125/100; + else if (sc_data[SC_JOINTBEAT].val2 == 3) + aspd_rate = aspd_rate*110/100; + } + } + if(aspd_rate != 100) + adelay = adelay*aspd_rate/100; + if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1; + return adelay; + } + return 4000; +} +int status_get_amotion(struct block_list *bl) +{ + nullpo_retr(2000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->amotion; + else { + struct status_change *sc_data=status_get_sc_data(bl); + int amotion=2000,aspd_rate = 100,i; + if(bl->type==BL_MOB && (struct mob_data *)bl) + amotion = mob_db[((struct mob_data *)bl)->class_].amotion; + else if(bl->type==BL_PET && (struct pet_data *)bl) + amotion = mob_db[((struct pet_data *)bl)->class_].amotion; + + if(sc_data) { + if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) + aspd_rate -= 30; + else + aspd_rate -= 25; + } + if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && + sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && + sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; + if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで + aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); + if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 + aspd_rate += 25; + if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) + aspd_rate -= sc_data[i].val2; + if(sc_data[SC_DEFENDER].timer != -1) + amotion += (550 - sc_data[SC_DEFENDER].val1*50); + } + if(aspd_rate != 100) + amotion = amotion*aspd_rate/100; + if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd; + return amotion; + } + return 2000; +} +int status_get_dmotion(struct block_list *bl) +{ + int ret; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data = status_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl){ + ret=mob_db[((struct mob_data *)bl)->class_].dmotion; + if(battle_config.monster_damage_delay_rate != 100) + ret = ret*battle_config.monster_damage_delay_rate/400; + } + else if(bl->type==BL_PC && (struct map_session_data *)bl){ + ret=((struct map_session_data *)bl)->dmotion; + if(battle_config.pc_damage_delay_rate != 100) + ret = ret*battle_config.pc_damage_delay_rate/400; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret=mob_db[((struct pet_data *)bl)->class_].dmotion; + else + return 2000; + + if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) || + (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure)) + ret=0; + + return ret; +} +int status_get_element(struct block_list *bl) +{ + int ret = 20; + struct status_change *sc_data; + + nullpo_retr(ret, bl); + sc_data = status_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性 + ret=((struct mob_data *)bl)->def_ele; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret = mob_db[((struct pet_data *)bl)->class_].element; + + if(sc_data) { + if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 + ret=26; + if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結 + ret=21; + if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) + ret=22; + } + + return ret; +} + +int status_get_attack_element(struct block_list *bl) +{ + int ret = 0; + struct status_change *sc_data=status_get_sc_data(bl); + + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + ret=0; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + ret=((struct map_session_data *)bl)->atk_ele; + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret=0; + + if(sc_data) { + if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン + ret=1; + if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン + ret=2; + if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー + ret=3; + if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー + ret=4; + if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン + ret=5; + if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ + ret=6; + } + + return ret; +} +int status_get_attack_element2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) { + int ret = ((struct map_session_data *)bl)->atk_ele_; + struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data; + + if(sc_data) { + if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン + ret=1; + if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン + ret=2; + if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー + ret=3; + if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー + ret=4; + if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン + ret=5; + if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ + ret=6; + } + return ret; + } + return 0; +} +int status_get_party_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.party_id; + else if(bl->type==BL_MOB && (struct mob_data *)bl){ + struct mob_data *md=(struct mob_data *)bl; + if( md->master_id>0 ) + return -md->master_id; + return -md->bl.id; + } + else if(bl->type==BL_SKILL && (struct skill_unit *)bl) + return ((struct skill_unit *)bl)->group->party_id; + else + return 0; +} +int status_get_guild_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.guild_id; + else if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->class_; + else if(bl->type==BL_SKILL && (struct skill_unit *)bl) + return ((struct skill_unit *)bl)->group->guild_id; + else + return 0; +} +int status_get_race(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].race; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return 7; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].race; + else + return 0; +} +int status_get_size(struct block_list *bl) +{ + nullpo_retr(1, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].size; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return 1; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].size; + else + return 1; +} +int status_get_mode(struct block_list *bl) +{ + nullpo_retr(0x01, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].mode; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].mode; + else + return 0x01; // とりあえず動くということで1 +} + +int status_get_mexp(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].mexp; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].mexp; + else + return 0; +} + +// StatusChange系の所得 +struct status_change *status_get_sc_data(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data*)bl)->sc_data; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->sc_data; + return NULL; +} +short *status_get_sc_count(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->sc_count; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->sc_count; + return NULL; +} +short *status_get_opt1(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt1; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt1; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt1; + return 0; +} +short *status_get_opt2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt2; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt2; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt2; + return 0; +} +short *status_get_opt3(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt3; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt3; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt3; + return 0; +} +short *status_get_option(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->option; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->status.option; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->option; + return 0; +} + +int status_get_sc_def(struct block_list *bl, int type) +{ + int sc_def; + nullpo_retr(0, bl); + + switch (type) + { + case SP_MDEF1: // mdef + sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); + break; + case SP_MDEF2: // int + sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); + break; + case SP_DEF1: // def + sc_def = 100 - (3 + status_get_def(bl) + status_get_luk(bl)/3); + break; + case SP_DEF2: // vit + sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); + break; + case SP_LUK: // luck + sc_def = 100 - (3 + status_get_luk(bl)); + break; + + case SC_STONE: + case SC_FREEZE: + sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); + break; + case SC_STAN: + case SC_POISON: + case SC_SILENCE: + sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); + break; + case SC_SLEEP: + case SC_CONFUSION: + case SC_BLIND: + sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); + break; + case SC_CURSE: + sc_def = 100 - (3 + status_get_luk(bl)); + break; + + default: + sc_def = 100; + break; + } + + if(bl->type == BL_MOB && sc_def < 50) + sc_def = 50; + else if(bl->type == BL_PC) { + struct status_change* sc_data = status_get_sc_data(bl); + if (sc_data && sc_data[SC_GOSPEL].timer != -1 && + sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 3) + sc_def -= 25; + } + + return (sc_def < 0) ? 0 : sc_def; +} + +/*========================================== + * ステータス異常開始 + *------------------------------------------ + */ +int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag) +{ + struct map_session_data *sd = NULL; + struct status_change* sc_data; + short *sc_count, *option, *opt1, *opt2, *opt3; + int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag; + int scdef=0; + + nullpo_retr(0, bl); + if(bl->type == BL_SKILL) + return 0; + nullpo_retr(0, sc_data=status_get_sc_data(bl)); + nullpo_retr(0, sc_count=status_get_sc_count(bl)); + nullpo_retr(0, option=status_get_option(bl)); + nullpo_retr(0, opt1=status_get_opt1(bl)); + nullpo_retr(0, opt2=status_get_opt2(bl)); + nullpo_retr(0, opt3=status_get_opt3(bl)); + + + race=status_get_race(bl); + mode=status_get_mode(bl); + elem=status_get_elem_type(bl); + undead_flag=battle_check_undead(race,elem); + + if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) ) + return 0; + + switch(type){ + case SC_STONE: + case SC_FREEZE: + scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3; + break; + case SC_STAN: + case SC_SILENCE: + case SC_POISON: + case SC_DPOISON: + scdef=3+status_get_vit(bl)+status_get_luk(bl)/3; + break; + case SC_SLEEP: + case SC_BLIND: + scdef=3+status_get_int(bl)+status_get_luk(bl)/3; + break; + case SC_CURSE: + scdef=3+status_get_luk(bl); + break; + +// case SC_CONFUSION: + default: + scdef=0; + } + if(scdef>=100) + return 0; + if(bl->type==BL_PC){ + sd=(struct map_session_data *)bl; + if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) + return 0; + + if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */ + if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000reseff[type-SC_STONE]){ + if(battle_config.battle_log) + printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id); + return 0; + } + } + } + else if(bl->type == BL_MOB) { + } + else { + if(battle_config.error_log) + printf("status_change_start: neither MOB nor PC !\n"); + return 0; + } + + if(type==SC_FREEZE && undead_flag && !(flag&1)) + return 0; + + if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) && + sc_data[type].timer != -1 && sc_data[type].val2 && !val2) + return 0; + + if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE || + type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE || + (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){ + /* ボスには?かない(ただしカ?ドによる?果は適用される) */ + return 0; + } + if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP) + battle_stopwalking(bl,1); + + if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */ + if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && + type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3 + && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] + return 0; + if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON) + return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */ + if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる + status_change_end(bl,type,-1); + } else { + (*sc_count)--; + delete_timer(sc_data[type].timer, status_change_timer); + sc_data[type].timer = -1; + } + } + + switch(type){ /* 異常の種類ごとの?理 */ + case SC_PROVOKE: /* プロボック */ + calc_flag = 1; + if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ + break; + case SC_ENDURE: /* インデュア */ + if(tick <= 0) tick = 1000 * 60; + calc_flag = 1; // for updating mdef + val2 = 7; // [Celest] + break; + case SC_AUTOBERSERK: + { + tick = 60*1000; + if (bl->type == BL_PC && sd->status.hpstatus.max_hp>>2 && + (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0)) + status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0); + } + break; + case SC_CONCENTRATE: /* 集中力向上 */ + calc_flag = 1; + break; + case SC_BLESSING: /* ブレッシング */ + { + if(bl->type == BL_PC || (!undead_flag && race != 6)) { + if(sc_data[SC_CURSE].timer!=-1 ) + status_change_end(bl,SC_CURSE,-1); + if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0) + status_change_end(bl,SC_STONE,-1); + } + calc_flag = 1; + } + break; + case SC_ANGELUS: /* アンゼルス */ + calc_flag = 1; + break; + case SC_INCREASEAGI: /* 速度上昇 */ + calc_flag = 1; + if(sc_data[SC_DECREASEAGI].timer!=-1 ) + status_change_end(bl,SC_DECREASEAGI,-1); + // the effect will still remain [celest] +// if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ +// status_change_end(bl,SC_WINDWALK,-1); + break; + case SC_DECREASEAGI: /* 速度減少 */ + if (bl->type == BL_PC) // Celest + tick>>=1; + calc_flag = 1; + if(sc_data[SC_INCREASEAGI].timer!=-1 ) + status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + status_change_end(bl,SC_TWOHANDQUICKEN,-1); + break; + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + calc_flag = 1; +// val2 = 14 + val1; + val2 = 10 + val1*2; + tick = 600*1000; + clif_emotion(bl,4); + break; + case SC_SLOWPOISON: + if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1) + return 0; + break; + case SC_TWOHANDQUICKEN: /* 2HQ */ + if(sc_data[SC_DECREASEAGI].timer!=-1) + return 0; + *opt3 |= 1; + calc_flag = 1; + break; + case SC_ADRENALINE: /* アドレナリンラッシュ */ + if(sc_data[SC_DECREASEAGI].timer!=-1) + return 0; + calc_flag = 1; + break; + case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ + // Lasting time penalties have been removed on sakray as of 12/14 [celest] + //if(battle_config.party_skill_penalty && !val2) tick /= 5; + break; + case SC_OVERTHRUST: /* オ?バ?スラスト */ + *opt3 |= 2; + // Lasting time penalties have been removed on sakray as of 12/14 [celest] + //if(battle_config.party_skill_penalty && !val2) tick /= 10; + break; + case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */ + if(bl->type == BL_PC) + val2 = tick; + else + tick = 5000*val1; + break; + case SC_ENCPOISON: /* エンチャントポイズン */ + calc_flag = 1; + val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */ + skill_encchant_eremental_end(bl,SC_ENCPOISON); + break; + case SC_EDP: // [Celest] + val2 = val1 + 2; /* 猛毒付?確率(%) */ + calc_flag = 1; + break; + case SC_POISONREACT: /* ポイズンリアクト */ + val2=val1/2 + val1%2; // [Celest] + break; + case SC_IMPOSITIO: /* インポシティオマヌス */ + calc_flag = 1; + break; + case SC_ASPERSIO: /* アスペルシオ */ + skill_encchant_eremental_end(bl,SC_ASPERSIO); + break; + case SC_SUFFRAGIUM: /* サフラギム */ + case SC_BENEDICTIO: /* 聖? */ + case SC_MAGNIFICAT: /* マグニフィカ?ト */ + case SC_AETERNA: /* エ?テルナ */ + break; + case SC_ENERGYCOAT: /* エナジ?コ?ト */ + *opt3 |= 4; + break; + case SC_MAGICROD: + val2 = val1*20; + break; + case SC_KYRIE: /* キリエエレイソン */ + val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ + val3 = (val1 / 2 + 5); /* 回? */ +// -- moonsoul (added to undo assumptio status if target has it) + if(sc_data[SC_ASSUMPTIO].timer!=-1 ) + status_change_end(bl,SC_ASSUMPTIO,-1); + break; + case SC_MINDBREAKER: + calc_flag = 1; + if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ + case SC_GLORIA: /* グロリア */ + calc_flag = 1; + break; + case SC_LOUD: /* ラウドボイス */ + calc_flag = 1; + break; + case SC_TRICKDEAD: /* 死んだふり */ + if (bl->type == BL_PC) { + pc_stopattack((struct map_session_data *)sd); + } + break; + case SC_QUAGMIRE: /* クァグマイア */ + calc_flag = 1; + if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */ + status_change_end(bl,SC_CONCENTRATE,-1); + if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ + status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + status_change_end(bl,SC_TWOHANDQUICKEN,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_LOUD].timer!=-1 ) + status_change_end(bl,SC_LOUD,-1); + if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ + status_change_end(bl,SC_TRUESIGHT,-1); + if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ + status_change_end(bl,SC_WINDWALK,-1); + if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ + status_change_end(bl,SC_CARTBOOST,-1); + break; + case SC_MAGICPOWER: + calc_flag = 1; + val2 = 1; + break; + case SC_SACRIFICE: + val2 = 5; + break; + case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */ + skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER); + break; + case SC_FROSTWEAPON: /* フロストウェポン */ + skill_encchant_eremental_end(bl,SC_FROSTWEAPON); + break; + case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */ + skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER); + break; + case SC_SEISMICWEAPON: /* サイズミックウェポン */ + skill_encchant_eremental_end(bl,SC_SEISMICWEAPON); + break; + case SC_DEVOTION: /* ディボ?ション */ + calc_flag = 1; + break; + case SC_PROVIDENCE: /* プロヴィデンス */ + calc_flag = 1; + val2=val1*5; + break; + case SC_REFLECTSHIELD: + val2=10+val1*3; + break; + case SC_STRIPWEAPON: + if (val2==0) val2=90; + break; + case SC_STRIPSHIELD: + if (val2==0) val2=85; + break; + case SC_STRIPARMOR: + case SC_STRIPHELM: + case SC_CP_WEAPON: + case SC_CP_SHIELD: + case SC_CP_ARMOR: + case SC_CP_HELM: + break; + + case SC_AUTOSPELL: /* オ?トスペル */ + val4 = 5 + val1*2; + break; + + case SC_VOLCANO: + calc_flag = 1; + val3 = val1*10; + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + case SC_DELUGE: + calc_flag = 1; + val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) ); + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + case SC_VIOLENTGALE: + calc_flag = 1; + val3 = val1*3; + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + calc_flag = 1; + val2 = 20+val1; + *opt3 |= 1; + break; + case SC_COMBO: + break; + case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ + break; + case SC_BLADESTOP: /* 白刃取り */ + if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); + *opt3 |= 32; + break; + + case SC_LULLABY: /* 子守唄 */ + val2 = 11; + break; + case SC_RICHMANKIM: + break; + case SC_ETERNALCHAOS: /* エタ?ナルカオス */ + calc_flag = 1; + break; + case SC_DRUMBATTLE: /* ?太鼓の響き */ + calc_flag = 1; + val2 = (val1+1)*25; + val3 = (val1+1)*2; + break; + case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ + calc_flag = 1; + //val2 = (val1+2)*50; + val3 = (val1+2)*25; + break; + case SC_ROKISWEIL: /* ロキの叫び */ + break; + case SC_INTOABYSS: /* 深淵の中に */ + break; + case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ + calc_flag = 1; + val2 = 55 + val1*5; + val3 = val1*10; + break; + case SC_DISSONANCE: /* 不協和音 */ + val2 = 10; + break; + case SC_WHISTLE: /* 口笛 */ + calc_flag = 1; + break; + case SC_ASSNCROS: /* 夕陽のアサシンクロス */ + calc_flag = 1; + break; + case SC_POEMBRAGI: /* ブラギの詩 */ + break; + case SC_APPLEIDUN: /* イドゥンの林檎 */ + calc_flag = 1; + break; + case SC_UGLYDANCE: /* 自分勝手なダンス */ + val2 = 10; + break; + case SC_HUMMING: /* ハミング */ + calc_flag = 1; + break; + case SC_DONTFORGETME: /* 私を忘れないで */ + calc_flag = 1; + if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ + status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + status_change_end(bl,SC_TWOHANDQUICKEN,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_ASSNCROS].timer!=-1 ) + status_change_end(bl,SC_ASSNCROS,-1); + if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ + status_change_end(bl,SC_TRUESIGHT,-1); + if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ + status_change_end(bl,SC_WINDWALK,-1); + if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ + status_change_end(bl,SC_CARTBOOST,-1); + break; + case SC_FORTUNE: /* 幸運のキス */ + calc_flag = 1; + break; + case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ + calc_flag = 1; + break; + case SC_MOONLIT: + val2 = bl->id; + break; + case SC_DANCING: /* ダンス/演奏中 */ + calc_flag = 1; + val3= tick / 1000; + tick = 1000; + break; + + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + calc_flag = 1; + val2 = 75 + 25*val1; + *opt3 |= 8; + break; + case SC_STEELBODY: // 金剛 + calc_flag = 1; + *opt3 |= 16; + break; + case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ + break; + case SC_AUTOCOUNTER: + val3 = val4 = 0; + break; + + case SC_SPEEDPOTION0: /* ?速ポ?ション */ + case SC_SPEEDPOTION1: + case SC_SPEEDPOTION2: + case SC_SPEEDPOTION3: + calc_flag = 1; + tick = 1000 * tick; + val2 = 5*(2+type-SC_SPEEDPOTION0); + break; + + /* atk & matk potions [Valaris] */ + case SC_ATKPOT: + case SC_MATKPOT: + calc_flag = 1; + tick = 1000 * tick; + break; + case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) + { + time_t timer; + + calc_flag = 1; + tick = 10000; + if(!val2) + val2 = time(&timer); + } + break; + case SC_NOCHAT: //チャット禁止?態 + { + time_t timer; + + if(!battle_config.muting_players) + break; + + tick = 60000; + if(!val2) + val2 = time(&timer); + updateflag = SP_MANNER; + save_flag = 1; // celest + } + break; + case SC_SELFDESTRUCTION: //自爆 + clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1)); + val3 = tick / 1000; + tick = 1000; + break; + + /* option1 */ + case SC_STONE: /* 石化 */ + if(!(flag&2)) { + int sc_def = status_get_mdef(bl)*200; + tick = tick - sc_def; + } + val3 = tick/1000; + if(val3 < 1) val3 = 1; + tick = 5000; + val2 = 1; + break; + case SC_SLEEP: /* 睡眠 */ + if(!(flag&2)) { +// int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3); +// tick = tick * sc_def / 100; +// if(tick < 1000) tick = 1000; + tick = 30000;//睡眠はステ?タス耐性に?わらず30秒 + } + break; + case SC_FREEZE: /* 凍結 */ + if(!(flag&2)) { + int sc_def = 100 - status_get_mdef(bl); + tick = tick * sc_def / 100; + } + break; + case SC_STAN: /* スタン(val2にミリ秒セット) */ + if(!(flag&2)) { + int sc_def = status_get_sc_def_vit(bl); + tick = tick * sc_def / 100; + } + break; + + /* option2 */ + case SC_DPOISON: /* 猛毒 */ + { + int mhp = status_get_max_hp(bl); + int hp = status_get_hp(bl); + // MHP?1/4???????? + if (hp > mhp>>2) { + if(bl->type == BL_PC) { + int diff = mhp*10/100; + if (hp - diff < mhp>>2) + hp = hp - (mhp>>2); + pc_heal((struct map_session_data *)bl, -hp, 0); + } else if(bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data *)bl; + hp -= mhp*15/100; + if (hp > mhp>>2) + md->hp = hp; + else + md->hp = mhp>>2; + } + } + } // fall through + case SC_POISON: /* 毒 */ + calc_flag = 1; + if(!(flag&2)) { + int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5); + tick = tick * sc_def / 100; + } + val3 = tick/1000; + if(val3 < 1) val3 = 1; + tick = 1000; + break; + case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ + if(!(flag&2)) { + int sc_def = 100 - status_get_vit(bl); + tick = tick * sc_def / 100; + } + break; + case SC_CONFUSION: + val2 = tick; + tick = 100; + clif_emotion(bl,1); + if (sd) { + pc_stop_walking (sd, 0); + } + break; + case SC_BLIND: /* 暗? */ + calc_flag = 1; + if(!(flag&2)) { + int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15; + tick = 30000 - sc_def; + } + break; + case SC_CURSE: + calc_flag = 1; + if(!(flag&2)) { + int sc_def = 100 - status_get_vit(bl); + tick = tick * sc_def / 100; + } + break; + + /* option */ + case SC_HIDING: /* ハイディング */ + calc_flag = 1; + if(bl->type == BL_PC) { + val2 = tick / 1000; /* 持?時間 */ + tick = 1000; + } + break; + case SC_CHASEWALK: + case SC_CLOAKING: /* クロ?キング */ + if(bl->type == BL_PC) { + calc_flag = 1; // [Celest] + val2 = tick; + val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; + } + else + tick = 5000*val1; + break; + case SC_SIGHT: /* サイト/ルアフ */ + case SC_RUWACH: + val2 = tick/250; + tick = 10; + break; + + /* セ?フティウォ?ル、ニュ?マ */ + case SC_SAFETYWALL: case SC_PNEUMA: + tick=((struct skill_unit *)val2)->group->limit; + break; + + /* アンクル */ + case SC_ANKLE: + break; + + /* ウォ?タ?ボ?ル */ + case SC_WATERBALL: + tick=150; + if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1) + val3=5*5-1; + else + val3= (val1|1)*(val1|1)-1; + break; + + /* スキルじゃない/時間に?係しない */ + case SC_RIDING: + calc_flag = 1; + tick = 600*1000; + break; + case SC_FALCON: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_BROKNWEAPON: + case SC_BROKNARMOR: + tick=600*1000; + break; + + case SC_AUTOGUARD: + { + int i,t; + for(i=val2=0;i>1); + val2 += (t < 0)? 1:t; + } + } + break; + + case SC_DEFENDER: + calc_flag = 1; + val2 = 5 + val1*15; + break; + + case SC_KEEPING: + case SC_BARRIER: + calc_flag = 1; + + case SC_HALLUCINATION: + break; + + case SC_CONCENTRATION: /* コンセントレ?ション */ + *opt3 |= 1; + calc_flag = 1; + break; + + case SC_TENSIONRELAX: /* テンションリラックス */ + calc_flag = 1; + if(bl->type == BL_PC) { + tick = 10000; + } + break; + + case SC_AURABLADE: /* オ?ラブレ?ド */ + case SC_PARRYING: /* パリイング */ +// case SC_ASSUMPTIO: /* */ + case SC_HEADCRUSH: /* ヘッドクラッシュ */ +// case SC_JOINTBEAT: /* ジョイントビ?ト */ +// case SC_MARIONETTE: /* マリオネットコントロ?ル */ + + //とりあえず手?き + break; + +// -- moonsoul (for new upper class related skill status effects) +/* + case SC_AURABLADE: + val2 = val1*10; + break; + case SC_PARRYING: + val2=val1*3; + break; + case SC_CONCENTRATION: + calc_flag=1; + val2=val1*10; + val3=val1*5; + break; + case SC_TENSIONRELAX: +// val2 = 10; +// val3 = 15; + break; + case SC_BERSERK: + calc_flag=1; + break; + case SC_ASSUMPTIO: + if(sc_data[SC_KYRIE].timer!=-1 ) + status_change_end(bl,SC_KYRIE,-1); + break;*/ + + case SC_WINDWALK: /* ウインドウォ?ク */ + calc_flag = 1; + val2 = (val1 / 2); //Flee上昇率 + break; + + case SC_JOINTBEAT: // Random break [DracoRPG] + calc_flag = 1; + val2 = rand()%6 + 1; + if (val2 == 6) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0); + break; + + case SC_BERSERK: /* バ?サ?ク */ + if(sd){ + sd->status.hp = sd->status.max_hp * 3; + sd->status.sp = 0; + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */ + sd->canregen_tick = gettick() + 300000; + } + *opt3 |= 128; + tick = 10000; + calc_flag = 1; + break; + + case SC_ASSUMPTIO: /* アスムプティオ */ + if(sc_data[SC_KYRIE].timer!=-1 ) + status_change_end(bl,SC_KYRIE,-1); + break; + *opt3 |= 2048; + break; + + case SC_BASILICA: // [celest] + break; + + case SC_GOSPEL: + if (val4 == BCT_SELF) { // self effect + int i; + if (sd) { + sd->canact_tick += tick; + sd->canmove_tick += tick; + } + val2 = tick; + tick = 1000; + for (i=0; i<=26; i++) { + if(sc_data[i].timer!=-1) + status_change_end(bl,i,-1); + } + for (i=58; i<=62; i++) { + if(sc_data[i].timer!=-1) + status_change_end(bl,i,-1); + } + for (i=132; i<=136; i++) { + if(sc_data[i].timer!=-1) + status_change_end(bl,i,-1); + } + } + break; + + case SC_MARIONETTE: /* マリオネットコントロ?ル */ + case SC_MARIONETTE2: + val2 = tick; + if (!val3) + return 0; + tick = 1000; + calc_flag = 1; + *opt3 |= 1024; + break; + + case SC_MELTDOWN: /* メルトダウン */ + case SC_CARTBOOST: /* カ?トブ?スト */ + case SC_TRUESIGHT: /* トゥル?サイト */ + case SC_SPIDERWEB: /* スパイダ?ウェッブ */ + calc_flag = 1; + break; + + case SC_REJECTSWORD: /* リジェクトソ?ド */ + val2 = 3; //3回攻?を跳ね返す + break; + + case SC_MEMORIZE: /* メモライズ */ + val2 = 3; //3回詠唱を1/3にする + break; + + case SC_GRAFFITI: /* グラフィティ */ + { + struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0); + if(sg) + val4 = (int)sg; + } + break; + + case SC_SPLASHER: /* ベナムスプラッシャ? */ + break; + + case SC_FOGWALL: + val2 = 75; + // calc_flag = 1; // not sure of effects yet [celest] + break; + + case SC_PRESERVE: + break; + + case SC_BLOCKSKILL: + if (!tick) tick = 60000; + if (!val3) val3 = -1; + break; + + case SC_SLOWDOWN: + case SC_SPEEDUP0: + calc_flag = 1; + break; + + case SC_REGENERATION: + val1 = 2; + case SC_BATTLEORDERS: + tick = 60000; // 1 minute + calc_flag = 1; + break; + + default: + if(battle_config.error_log) + printf("UnknownStatusChange [%d]\n", type); + return 0; + } + + if(bl->type==BL_PC && + (typeid, type); + + if(bl->type==BL_PC && calc_flag) + status_calc_pc(sd,0); /* ステ?タス再計算 */ + + if(bl->type==BL_PC && save_flag) + chrif_save(sd); // save the player status + + if(bl->type==BL_PC && updateflag) + clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */ + + return 0; +} +/*========================================== + * ステータス異常全解除 + *------------------------------------------ + */ +int status_change_clear(struct block_list *bl,int type) +{ + struct status_change* sc_data; + short *sc_count, *option, *opt1, *opt2, *opt3; + int i; + + nullpo_retr(0, bl); + nullpo_retr(0, sc_data = status_get_sc_data(bl)); + nullpo_retr(0, sc_count = status_get_sc_count(bl)); + nullpo_retr(0, option = status_get_option(bl)); + nullpo_retr(0, opt1 = status_get_opt1(bl)); + nullpo_retr(0, opt2 = status_get_opt2(bl)); + nullpo_retr(0, opt3 = status_get_opt3(bl)); + + if (*sc_count == 0) + return 0; + for(i = 0; i < MAX_STATUSCHANGE; i++){ + if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */ + status_change_end(bl, i, -1); + } + } + *sc_count = 0; + *opt1 = 0; + *opt2 = 0; + *opt3 = 0; + *option &= OPTION_MASK; + + if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor] + !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest] + *opt2 |= STATE_BLIND; + + if(!type || type&2) + clif_changeoption(bl); + + return 0; +} + +/*========================================== + * ステータス異常終了 + *------------------------------------------ + */ +int status_change_end( struct block_list* bl , int type,int tid ) +{ + struct status_change* sc_data; + int opt_flag=0, calc_flag = 0; + short *sc_count, *option, *opt1, *opt2, *opt3; + + nullpo_retr(0, bl); + if(bl->type!=BL_PC && bl->type!=BL_MOB) { + if(battle_config.error_log) + printf("status_change_end: neither MOB nor PC !\n"); + return 0; + } + nullpo_retr(0, sc_data = status_get_sc_data(bl)); + nullpo_retr(0, sc_count = status_get_sc_count(bl)); + nullpo_retr(0, option = status_get_option(bl)); + nullpo_retr(0, opt1 = status_get_opt1(bl)); + nullpo_retr(0, opt2 = status_get_opt2(bl)); + nullpo_retr(0, opt3 = status_get_opt3(bl)); + + if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) { + + if (tid == -1) // タイマから呼ばれていないならタイマ削除をする + delete_timer(sc_data[type].timer,status_change_timer); + + /* 該?の異常を正常に?す */ + sc_data[type].timer=-1; + (*sc_count)--; + + switch(type){ /* 異常の種類ごとの?理 */ + case SC_PROVOKE: /* プロボック */ + case SC_ENDURE: // celest + case SC_CONCENTRATE: /* 集中力向上 */ + case SC_BLESSING: /* ブレッシング */ + case SC_ANGELUS: /* アンゼルス */ + case SC_INCREASEAGI: /* 速度上昇 */ + case SC_DECREASEAGI: /* 速度減少 */ + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + case SC_HIDING: + case SC_TWOHANDQUICKEN: /* 2HQ */ + case SC_ADRENALINE: /* アドレナリンラッシュ */ + case SC_ENCPOISON: /* エンチャントポイズン */ + case SC_IMPOSITIO: /* インポシティオマヌス */ + case SC_GLORIA: /* グロリア */ + case SC_LOUD: /* ラウドボイス */ + case SC_QUAGMIRE: /* クァグマイア */ + case SC_PROVIDENCE: /* プロヴィデンス */ + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + case SC_VOLCANO: + case SC_DELUGE: + case SC_VIOLENTGALE: + case SC_ETERNALCHAOS: /* エタ?ナルカオス */ + case SC_DRUMBATTLE: /* ?太鼓の響き */ + case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ + case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ + case SC_WHISTLE: /* 口笛 */ + case SC_ASSNCROS: /* 夕陽のアサシンクロス */ + case SC_HUMMING: /* ハミング */ + case SC_DONTFORGETME: /* 私を忘れないで */ + case SC_FORTUNE: /* 幸運のキス */ + case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + case SC_STEELBODY: // 金剛 + case SC_DEFENDER: + case SC_SPEEDPOTION0: /* ?速ポ?ション */ + case SC_SPEEDPOTION1: + case SC_SPEEDPOTION2: + case SC_SPEEDPOTION3: + case SC_APPLEIDUN: /* イドゥンの林檎 */ + case SC_RIDING: + case SC_BLADESTOP_WAIT: + case SC_AURABLADE: /* オ?ラブレ?ド */ + case SC_PARRYING: /* パリイング */ + case SC_CONCENTRATION: /* コンセントレ?ション */ + case SC_TENSIONRELAX: /* テンションリラックス */ + case SC_ASSUMPTIO: /* アシャンプティオ */ + case SC_WINDWALK: /* ウインドウォ?ク */ + case SC_TRUESIGHT: /* トゥル?サイト */ + case SC_SPIDERWEB: /* スパイダ?ウェッブ */ + case SC_MAGICPOWER: /* 魔法力?幅 */ + case SC_CHASEWALK: + case SC_ATKPOT: /* attack potion [Valaris] */ + case SC_MATKPOT: /* magic attack potion [Valaris] */ + case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) + case SC_MELTDOWN: /* メルトダウン */ + // Celest + case SC_EDP: + case SC_SLOWDOWN: + case SC_SPEEDUP0: +/* case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES:*/ + case SC_BATTLEORDERS: + case SC_REGENERATION: + calc_flag = 1; + break; + case SC_AUTOBERSERK: + if (sc_data[SC_PROVOKE].timer != -1) + status_change_end(bl,SC_PROVOKE,-1); + break; + case SC_BERSERK: /* バ?サ?ク */ + calc_flag = 1; + clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */ + break; + case SC_DEVOTION: /* ディボ?ション */ + { + struct map_session_data *md = map_id2sd(sc_data[type].val1); + sc_data[type].val1=sc_data[type].val2=0; + skill_devotion(md,bl->id); + calc_flag = 1; + } + break; + case SC_BLADESTOP: + { + struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4); + //片方が切れたので相手の白刃?態が切れてないのなら解除 + if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1) + status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1); + + if(sc_data[type].val2==2) + clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0); + } + break; + case SC_DANCING: + { + struct map_session_data *dsd; + struct status_change *d_sc_data; + if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){ + d_sc_data = dsd->sc_data; + //合奏で相手がいる場合相手のval4を0にする + if(d_sc_data && d_sc_data[type].timer!=-1) + d_sc_data[type].val4=0; + } + } + calc_flag = 1; + break; + case SC_GRAFFITI: + { + struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id + if(sg) + skill_delunitgroup(sg); + } + break; + case SC_NOCHAT: //チャット禁止?態 + { + struct map_session_data *sd=NULL; + if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ + if (sd->status.manner >= 0) // weeee ^^ [celest] + sd->status.manner = 0; + clif_updatestatus(sd,SP_MANNER); + } + } + break; + case SC_SPLASHER: /* ベナムスプラッシャ? */ + { + struct block_list *src=map_id2bl(sc_data[type].val3); + if(src && tid!=-1){ + //自分にダメ?ジ&周?3*3にダメ?ジ + skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); + } + } + break; + case SC_SELFDESTRUCTION: /* 自爆 */ + { + //自分のダメ?ジは0にして + struct mob_data *md=NULL; + if(bl->type == BL_MOB && (md=(struct mob_data*)bl)) + skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); + } + break; + /* option1 */ + case SC_FREEZE: + sc_data[type].val3 = 0; + break; + + /* option2 */ + case SC_POISON: /* 毒 */ + case SC_BLIND: /* 暗? */ + case SC_CURSE: + calc_flag = 1; + break; + + // celest + case SC_CONFUSION: + { + struct map_session_data *sd=NULL; + if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ + sd->next_walktime = -1; + } + } + break; + + case SC_MARIONETTE: /* マリオネットコントロ?ル */ + case SC_MARIONETTE2: /// Marionette target + { + // check for partner and end their marionette status as well + int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; + struct block_list *pbl = map_id2bl(sc_data[type].val3); + if (pbl) { + struct status_change* sc_data; + if (*status_get_sc_count(pbl) > 0 && + (sc_data = status_get_sc_data(pbl)) && + sc_data[type2].timer != -1) + status_change_end(pbl, type2, -1); + } + calc_flag = 1; + } + break; + } + + if(bl->type==BL_PC && + (typetype == BL_PC && // by [Yor] + !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest] + *opt2 |= STATE_BLIND; + opt_flag = 1; + } + + if(opt_flag) /* optionの?更を?える */ + clif_changeoption(bl); + + if (bl->type == BL_PC && calc_flag) + status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */ + } + + return 0; +} + + +/*========================================== + * ステータス異常終了タイマー + *------------------------------------------ + */ +int status_change_timer(int tid, unsigned int tick, int id, int data) +{ + int type=data; + struct block_list *bl; + struct map_session_data *sd=NULL; + struct status_change *sc_data; + //short *sc_count; //使ってない? + + nullpo_retr(0, bl=map_id2bl(id)); + nullpo_retr(0, sc_data=status_get_sc_data(bl)); + + if(bl->type==BL_PC) + nullpo_retr(0, sd=(struct map_session_data *)bl); + + //sc_count=status_get_sc_count(bl); //使ってない? + + if(sc_data[type].timer != tid) { + if(battle_config.error_log) + printf("status_change_timer %d != %d\n",tid,sc_data[type].timer); + return 0; + } + + switch(type){ /* 特殊な?理になる場合 */ + case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ + case SC_CLOAKING: + if(sd){ + if( sd->status.sp > 0 ){ /* SP切れるまで持? */ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + sc_data[type].val2+tick, status_change_timer, bl->id, data); + return 0; + } + } + break; + + case SC_CHASEWALK: + if(sd){ + int sp = 10+sc_data[SC_CHASEWALK].val1*2; + if (map[sd->bl.m].flag.gvg) sp *= 5; + if( sd->status.sp > sp){ + sd->status.sp -= sp; // update sp cost [Celest] + clif_updatestatus(sd,SP_SP); + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + sc_data[type].val2+tick, status_change_timer, bl->id, data); + sc_data[SC_CHASEWALK].val4++; + if (sc_data[SC_CHASEWALK].val4 > 3) + sc_data[SC_CHASEWALK].val4 = 0; + status_calc_pc (sd, 0); + return 0; + } + } + break; + + case SC_HIDING: /* ハイディング */ + if(sd){ /* SPがあって、時間制限の間は持? */ + if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){ + if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + } + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_SIGHT: /* サイト */ + case SC_RUWACH: /* ルアフ */ + { + int range = 5; + if ( type == SC_SIGHT ) range = 7; + map_foreachinarea( status_change_timer_sub, + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, + bl,type,tick); + + if( (--sc_data[type].val2)>0 ){ + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 250+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + { + int race = status_get_race(bl); + if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) { + sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data ); + return 0; + } + } + break; + + case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */ + if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */ + if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ + break; + sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_WATERBALL: /* ウォ?タ?ボ?ル */ + { + struct block_list *target=map_id2bl(sc_data[type].val2); + nullpo_retb(target); + nullpo_retb(target->prev); + skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0); + if((--sc_data[type].val3)>0) { + sc_data[type].timer=add_timer( 150+tick,status_change_timer, bl->id, data ); + return 0; + } + } + break; + + case SC_ENDURE: /* インデュア */ + case SC_AUTOBERSERK: // Celest + if(sd && sd->special_state.infinite_endure) { +#ifdef TWILIGHT + sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); +#else + sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data ); +#endif + //sc_data[type].val2=1; + return 0; + } + break; + + case SC_DISSONANCE: /* 不協和音 */ + if( (--sc_data[type].val2)>0){ + struct skill_unit *unit= + (struct skill_unit *)sc_data[type].val4; + struct block_list *src; + /*if(!unit || !unit->group) + break; + src=map_id2bl(unit->group->src_id); + if(!src) + break;*/ + nullpo_retb(unit); + nullpo_retb(unit->group); + nullpo_retr(0, src=map_id2bl(unit->group->src_id)); + skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0); + sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick, + status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_LULLABY: /* 子守唄 */ + if( (--sc_data[type].val2)>0){ + struct skill_unit *unit= + (struct skill_unit *)sc_data[type].val4; + nullpo_retb(unit); + nullpo_retb(unit->group); + if(unit->group->src_id == bl->id) + break; + skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick); + if (unit->group != 0) + sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick, + status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_STONE: + if(sc_data[type].val2 != 0) { + short *opt1 = status_get_opt1(bl); + sc_data[type].val2 = 0; + sc_data[type].val4 = 0; + battle_stopwalking(bl,1); + if(opt1) { + *opt1 = 1; + clif_changeoption(bl); + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + return 0; + } + else if( (--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) { + hp = hp/100; + if(hp < 1) hp = 1; + if(sd) + pc_heal(sd,-hp,0); + else if(bl->type == BL_MOB){ + struct mob_data *md; + if((md=((struct mob_data *)bl)) == NULL) + break; + md->hp -= hp; + } + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + return 0; + } + break; + case SC_POISON: + if(sc_data[SC_SLOWPOISON].timer == -1) { + if( (--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if(status_get_hp(bl) > hp>>2) { + if(bl->type == BL_PC) { + hp = 3 + hp*3/200; + pc_heal((struct map_session_data *)bl,-hp,0); + } + else if(bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(0, md=(struct mob_data *)bl); + /*if((md=((struct mob_data *)bl)) == NULL) + break;*/ + hp = 3 + hp/200; + md->hp -= hp; + } + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + } + } + else + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + break; + case SC_DPOISON: + if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if (status_get_hp(bl) > hp>>2) { + if(sd) { + hp = 3 + hp/50; + pc_heal(sd, -hp, 0); + } else if (bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(0, md=(struct mob_data *)bl); + /*if ((md=((struct mob_data *)bl)) == NULL) + break;*/ + hp = 3 + hp/100; + md->hp -= hp; + } + } + } + if (sc_data[type].val3 > 0) + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + break; + + case SC_TENSIONRELAX: /* テンションリラックス */ + if(sd){ /* SPがあって、HPが?タンでなければ?? */ + if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ +/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ + sd->status.sp -= 12; + clif_updatestatus(sd,SP_SP); + } */ + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + if(sd->status.max_hp <= sd->status.hp) + status_change_end(&sd->bl,SC_TENSIONRELAX,-1); + } + break; + case SC_HEADCRUSH: // temporary damage [celest] +// case SC_BLEEDING: + if((--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if(sd) { + hp = 3 + hp*3/200; + pc_heal(sd,-hp,0); + } + else if(bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(0, md=(struct mob_data *)bl); + /*if((md=((struct mob_data *)bl)) == NULL) + break;*/ + hp = 3 + hp/200; + md->hp -= hp; + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + } + break; + + /* 時間切れ無し?? */ + case SC_AETERNA: + case SC_TRICKDEAD: + case SC_RIDING: + case SC_FALCON: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_MAGICPOWER: /* 魔法力?幅 */ + case SC_REJECTSWORD: /* リジェクトソ?ド */ + case SC_MEMORIZE: /* メモライズ */ + case SC_BROKNWEAPON: + case SC_BROKNARMOR: + case SC_SACRIFICE: +// if(sc_data[type].timer==tid) + sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); + return 0; + + case SC_DANCING: //ダンススキルの時間SP消費 + { + int s=0; + if(sd){ + if(sd->status.sp > 0 && (--sc_data[type].val3)>0){ + switch(sc_data[type].val1){ + case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ + case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */ + case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */ + case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */ + case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ + case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ + case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ + s=3; + break; + case BD_LULLABY: /* 子守歌 4秒にSP1 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ + case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ + case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ + s=4; + break; + case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ + case BA_WHISTLE: /* 口笛 5秒でSP1 */ + case DC_HUMMING: /* ハミング 5秒でSP1 */ + case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ + case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */ + s=5; + break; + case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ + s=6; + break; + case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ + s=10; + break; + } + if(s && ((sc_data[type].val3 % s) == 0)){ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + } + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + } + break; + case SC_BERSERK: /* バ?サ?ク */ + if(sd){ /* HPが100以上なら?? */ + if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG] + sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest] + clif_updatestatus(sd,SP_HP); + sc_data[type].timer = add_timer( /* タイマ?再設定 */ + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) + if(sd){ + time_t timer; + if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので?? + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_NOCHAT: //チャット禁止?態 + if(sd && battle_config.muting_players){ + time_t timer; + if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので?? + clif_updatestatus(sd,SP_MANNER); + sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */ + 60000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_SELFDESTRUCTION: /* 自爆 */ + if(--sc_data[type].val3>0){ + struct mob_data *md; + if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){ + md->speed -= 250; + md->next_walktime=tick; + } + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_SPLASHER: + if (sc_data[type].val4 % 1000 == 0) { + char timer[2]; + sprintf (timer, "%d", sc_data[type].val4/1000); + clif_message(bl, timer); + } + if((sc_data[type].val4 -= 500) > 0) { + sc_data[type].timer = add_timer( + 500 + tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_MARIONETTE: /* マリオネットコントロ?ル */ + case SC_MARIONETTE2: + { + struct block_list *pbl = map_id2bl(sc_data[type].val3); + if (pbl && battle_check_range(bl, pbl, 7) && + (sc_data[type].val2 -= 1000)>0) { + sc_data[type].timer = add_timer( + 1000 + tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + +/* case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES: + if (sd) { + sc_data[type].timer = add_timer( + 1000+tick, status_change_timer, + bl->id, data); + } + break;*/ + + // Celest + case SC_CONFUSION: + { + int i = 3000; + //struct mob_data *md; + if (sd) { + pc_randomwalk (sd, gettick()); + sd->next_walktime = tick + (i=1000 + rand()%1000); + } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) { + md->state.state=MS_WALK; + if( DIFF_TICK(md->next_walktime,tick) > + 7000 && + (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) ) + md->next_walktime = tick + 3000*rand()%2000; + mob_randomwalk(md,tick); + }*/ + if ((sc_data[type].val2 -= 1000) > 0) { + sc_data[type].timer = add_timer( + i + tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_GOSPEL: + { + int calc_flag = 0; + if (sc_data[type].val3 > 0) { + sc_data[type].val3 = 0; + calc_flag = 1; + } + if(sd && sc_data[type].val4 == BCT_SELF){ + int hp, sp; + hp = (sc_data[type].val1 > 5) ? 45 : 30; + sp = (sc_data[type].val1 > 5) ? 35 : 20; + if(sd->status.hp - hp > 0 && + sd->status.sp - sp > 0){ + sd->status.hp -= hp; + sd->status.sp -= sp; + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + if ((sc_data[type].val2 -= 10000) > 0) { + sc_data[type].timer = add_timer( + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + } else if (sd && sc_data[type].val4 == BCT_PARTY) { + int i; + switch ((i = rand() % 12)) { + case 1: // heal between 100-1000 + { + struct block_list tbl; + int heal = rand() % 900 + 100; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1); + battle_heal(NULL,bl,heal,0,0); + } + break; + case 2: // end negative status + { + int j; + for (j=0; j<4; j++) + if(sc_data[i + SC_POISON].timer!=-1) { + status_change_end(bl,j,-1); + break; + } + } + break; + case 3: // +25% resistance to negative status + case 4: // +25% max hp + case 5: // +25% max sp + case 6: // +2 to all stats + case 11: // +25% armor and vit def + case 12: // +8% atk + case 13: // +5% flee + case 14: // +5% hit + sc_data[type].val3 = i; + if (i == 6 || + (i >= 11 && i <= 14)) + calc_flag = 1; + break; + case 7: // level 5 bless + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1); + status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 ); + } + break; + case 8: // level 5 increase agility + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1); + status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 ); + } + break; + case 9: // holy element to weapon + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1); + status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 ); + } + break; + case 10: // holy element to armour + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1); + status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 ); + } + break; + default: + break; + } + } else if (sc_data[type].val4 == BCT_ENEMY) { + int i; + switch ((i = rand() % 8)) { + case 1: // damage between 300-800 + case 2: // damage between 150-550 (ignore def) + battle_damage(NULL, bl, rand() % 500,0); // temporary damage + break; + case 3: // random status effect + { + int effect[3] = { + SC_CURSE, + SC_BLIND, + SC_POISON }; + status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 ); + } + break; + case 4: // level 10 provoke + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1); + status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 ); + } + break; + case 5: // 0 def + case 6: // 0 atk + case 7: // 0 flee + case 8: // -75% move speed and aspd + sc_data[type].val3 = i; + calc_flag = 1; + break; + default: + break; + } + } + if (sd && calc_flag) + status_calc_pc (sd, 0); + } + break; + } + + return status_change_end( bl,type,tid ); +} + +/*========================================== + * ステータス異常タイマー範囲処理 + *------------------------------------------ + */ +int status_change_timer_sub(struct block_list *bl, va_list ap ) +{ + struct block_list *src; + int type; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, src=va_arg(ap,struct block_list*)); + type=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + + if(bl->type!=BL_PC && bl->type!=BL_MOB) + return 0; + + switch( type ){ + case SC_SIGHT: /* サイト */ + case SC_CONCENTRATE: + if( (*status_get_option(bl))&6 ){ + status_change_end( bl, SC_HIDING, -1); + status_change_end( bl, SC_CLOAKING, -1); + } + break; + case SC_RUWACH: /* ルアフ */ + if( (*status_get_option(bl))&6 ){ + struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest] + if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother + sc_data[SC_CLOAKING].timer != -1)) { + status_change_end( bl, SC_HIDING, -1); + status_change_end( bl, SC_CLOAKING, -1); + } + if(battle_check_target( src,bl, BCT_ENEMY ) > 0) + skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0); + } + break; + } + return 0; +} + + +static int status_calc_sigma(void) +{ + int i,j,k; + + for(i=0;i