
* Fixed #145 - Corrected the duration of Frigg's Song ending too quickly. * Fixed #202 - Added damage bonus for Rifle when using Piercing Shot (renewal). * Fixed #257 - Adjusted get_status() in athena-start to return the correct string. * Fixed #272 - Blood Lust not leeching HP from target. * Fixed #298 - Corrected the renewal calculation of ATK and ASPD for Homunculus. * Fixed #309 and #313 - Cleaned up warnings during compile. * Fixed #321 - Monsters not calculating MATK at spawn (renewal). * Added missing renewal calculations for Mercenary.
12964 lines
416 KiB
C
12964 lines
416 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include "../common/cbasetypes.h"
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#include "../common/timer.h"
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#include "../common/nullpo.h"
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#include "../common/random.h"
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#include "../common/showmsg.h"
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#include "../common/malloc.h"
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#include "../common/utils.h"
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#include "../common/ers.h"
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#include "../common/strlib.h"
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#include "map.h"
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#include "path.h"
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#include "pc.h"
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#include "pet.h"
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#include "battleground.h"
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#include "homunculus.h"
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#include "mercenary.h"
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#include "elemental.h"
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#include <stdlib.h>
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#include <math.h>
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// Regen related flags.
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enum e_regen {
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RGN_NONE = 0x00,
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RGN_HP = 0x01,
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RGN_SP = 0x02,
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RGN_SHP = 0x04,
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RGN_SSP = 0x08,
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};
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// Bonus values and upgrade chances for refining equipment
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static struct {
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int chance[MAX_REFINE]; /// Success chance
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int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
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int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
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} refine_info[REFINE_TYPE_MAX];
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static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
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static struct eri *sc_data_ers; /// For sc_data entries
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static struct status_data dummy_status;
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short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
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unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
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int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
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// We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
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static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
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static signed short status_calc_hit(struct block_list *,struct status_change *,int);
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static signed short status_calc_critical(struct block_list *,struct status_change *,int);
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static signed short status_calc_flee(struct block_list *,struct status_change *,int);
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static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
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static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
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static signed short status_calc_def2(struct block_list *,struct status_change *,int);
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static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
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static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
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static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
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static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
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#ifdef RENEWAL_ASPD
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static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
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#endif
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static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
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static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
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static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
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static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
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static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
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static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
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#ifdef RENEWAL
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static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
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#endif
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static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
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static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
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static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
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/**
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* Returns the status change associated with a skill.
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* @param skill The skill to look up
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* @return The status registered for this skill
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*/
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sc_type status_skill2sc(int skill)
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{
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int idx = skill_get_index(skill);
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if( idx == 0 ) {
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ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
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return SC_NONE;
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}
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return SkillStatusChangeTable[idx];
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}
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/**
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* Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
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* Utilized for various duration lookups. Use with caution!
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* @param sc The status to look up
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* @return A skill associated with the status
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*/
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int status_sc2skill(sc_type sc)
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{
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if( sc < 0 || sc >= SC_MAX ) {
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ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
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return 0;
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}
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return StatusSkillChangeTable[sc];
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}
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/**
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* Returns the status calculation flag associated with a given status change.
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* @param sc The status to look up
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* @return The scb_flag registered for this status (see enum scb_flag)
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*/
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unsigned int status_sc2scb_flag(sc_type sc)
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{
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if( sc < 0 || sc >= SC_MAX ) {
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ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
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return SCB_NONE;
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}
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return StatusChangeFlagTable[sc];
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}
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/**
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* Returns the bl types which require a status change packet to be sent for a given client status identifier.
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* @param type The client-side status identifier to look up (see enum si_type)
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* @return The bl types relevant to the type (see enum bl_type)
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*/
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int status_type2relevant_bl_types(int type)
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{
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if( type < 0 || type >= SI_MAX ) {
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ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
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return SI_BLANK;
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}
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return StatusRelevantBLTypes[type];
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}
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#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
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// Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
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#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
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static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
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{
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uint16 idx = skill_get_index(skill_id);
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if( idx == 0 ) {
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ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
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return;
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}
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if( sc < 0 || sc >= SC_MAX ) {
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ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
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return;
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}
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if( StatusSkillChangeTable[sc] == 0 )
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StatusSkillChangeTable[sc] = skill_id;
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if( StatusIconChangeTable[sc] == SI_BLANK )
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StatusIconChangeTable[sc] = icon;
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StatusChangeFlagTable[sc] |= flag;
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if( SkillStatusChangeTable[idx] == SC_NONE )
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SkillStatusChangeTable[idx] = sc;
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}
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static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
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if (sc > SC_NONE && sc < SC_MAX) {
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if (StatusIconChangeTable[sc] == SI_BLANK)
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StatusIconChangeTable[sc] = icon;
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StatusChangeFlagTable[sc] |= flag;
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}
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if (icon > SI_BLANK && icon < SI_MAX)
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StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
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}
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void initChangeTables(void)
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{
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int i;
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for (i = 0; i < SC_MAX; i++)
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StatusIconChangeTable[i] = SI_BLANK;
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for (i = 0; i < MAX_SKILL; i++)
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SkillStatusChangeTable[i] = SC_NONE;
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for (i = 0; i < SI_MAX; i++)
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StatusRelevantBLTypes[i] = BL_PC;
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memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
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memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
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memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
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memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
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/* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
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set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
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set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
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add_sc( NPC_STUNATTACK , SC_STUN );
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add_sc( NPC_SLEEPATTACK , SC_SLEEP );
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set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
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set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
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add_sc( NPC_SILENCEATTACK , SC_SILENCE );
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add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
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set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
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set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
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set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
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add_sc( ALL_REVERSEORCISH, SC_ORCISH );
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/* The main status definitions */
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add_sc( SM_BASH , SC_STUN );
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set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
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add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
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set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
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add_sc( MG_SIGHT , SC_SIGHT );
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add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
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add_sc( MG_FROSTDIVER , SC_FREEZE );
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add_sc( MG_STONECURSE , SC_STONE );
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add_sc( AL_RUWACH , SC_RUWACH );
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add_sc( AL_PNEUMA , SC_PNEUMA );
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set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
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set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
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set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
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set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
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set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
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set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
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set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
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add_sc( TF_POISON , SC_POISON );
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set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
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set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
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set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
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#ifndef RENEWAL
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SCB_WATK );
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#else
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SCB_NONE );
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#endif
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set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
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set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
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set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
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set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
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set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
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set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
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set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
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add_sc( PR_LEXDIVINA , SC_SILENCE );
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set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
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add_sc( WZ_METEOR , SC_STUN );
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add_sc( WZ_VERMILION , SC_BLIND );
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add_sc( WZ_FROSTNOVA , SC_FREEZE );
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add_sc( WZ_STORMGUST , SC_FREEZE );
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set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
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set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
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set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
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set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
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set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
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add_sc( HT_LANDMINE , SC_STUN );
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set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
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add_sc( HT_SANDMAN , SC_SLEEP );
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add_sc( HT_FLASHER , SC_BLIND );
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add_sc( HT_FREEZINGTRAP , SC_FREEZE );
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set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
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add_sc( AS_SONICBLOW , SC_STUN );
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set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
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set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
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add_sc( AS_VENOMDUST , SC_POISON );
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set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
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set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
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set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
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add_sc( TF_SPRINKLESAND , SC_BLIND );
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add_sc( TF_THROWSTONE , SC_STUN );
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set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
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set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
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set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
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add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
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set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
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add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
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add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
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add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
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add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
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add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
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add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
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add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
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add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
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add_sc( NPC_POISON , SC_POISON );
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add_sc( NPC_BLINDATTACK , SC_BLIND );
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add_sc( NPC_SILENCEATTACK , SC_SILENCE );
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add_sc( NPC_STUNATTACK , SC_STUN );
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add_sc( NPC_PETRIFYATTACK , SC_STONE );
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add_sc( NPC_CURSEATTACK , SC_CURSE );
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add_sc( NPC_SLEEPATTACK , SC_SLEEP );
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add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
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set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
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add_sc( NPC_DARKBLESSING , SC_COMA );
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set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
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add_sc( NPC_DEFENDER , SC_ARMOR );
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add_sc( NPC_LICK , SC_STUN );
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set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
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add_sc( NPC_REBIRTH , SC_REBIRTH );
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add_sc( RG_RAID , SC_STUN );
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#ifdef RENEWAL
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add_sc( RG_RAID , SC_RAID );
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add_sc( RG_BACKSTAP , SC_STUN );
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#endif
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set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
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set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
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set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
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set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
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add_sc( AM_ACIDTERROR , SC_BLEEDING );
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set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
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set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
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set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
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set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
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set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
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add_sc( CR_SHIELDCHARGE , SC_STUN );
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set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
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add_sc( CR_HOLYCROSS , SC_BLIND );
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add_sc( CR_GRANDCROSS , SC_BLIND );
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set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
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set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
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set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
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set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
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set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
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add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
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set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
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set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
|
|
set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
|
|
#ifdef RENEWAL
|
|
set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
|
|
#endif
|
|
set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
|
|
set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
|
|
set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
|
|
set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
|
|
set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
|
|
set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
|
|
set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
|
|
set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
|
|
set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
|
|
add_sc( SA_REVERSEORCISH , SC_ORCISH );
|
|
add_sc( SA_COMA , SC_COMA );
|
|
set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
|
|
set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
|
|
set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
|
|
set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
|
|
#ifndef RENEWAL
|
|
SCB_WATK|SCB_DEF );
|
|
#else
|
|
SCB_DEF );
|
|
#endif
|
|
set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
|
|
#ifndef RENEWAL
|
|
SCB_WATK );
|
|
#else
|
|
SCB_NONE );
|
|
#endif
|
|
set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
|
|
set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
|
|
set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
|
|
add_sc( BA_FROSTJOKER , SC_FREEZE );
|
|
set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
|
|
set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
|
|
set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
|
|
set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
|
|
add_sc( DC_SCREAM , SC_STUN );
|
|
set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
|
|
set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
|
|
set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
|
|
set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
|
|
add_sc( NPC_DARKCROSS , SC_BLIND );
|
|
add_sc( NPC_GRANDDARKNESS , SC_BLIND );
|
|
set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
|
|
set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
|
|
set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
|
|
set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
|
|
set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
|
|
set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
|
|
add_sc( NPC_INVISIBLE , SC_CLOAKING );
|
|
set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
|
|
set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
|
|
set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
|
|
#ifndef RENEWAL
|
|
SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
|
|
#else
|
|
SCB_HIT|SCB_DEF );
|
|
#endif
|
|
set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
|
|
set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
|
|
set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
|
|
#ifndef RENEWAL
|
|
SI_ASSUMPTIO , SCB_NONE );
|
|
#else
|
|
SI_ASSUMPTIO2 , SCB_NONE );
|
|
#endif
|
|
add_sc( HP_BASILICA , SC_BASILICA );
|
|
set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
|
|
add_sc( PA_SACRIFICE , SC_SACRIFICE );
|
|
set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
|
|
add_sc( PA_GOSPEL , SC_SCRESIST );
|
|
add_sc( CH_TIGERFIST , SC_STOP );
|
|
set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
|
|
set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
|
|
set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
|
|
set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
|
|
set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
|
|
set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
|
|
set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
|
|
add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
|
|
set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
add_sc( LK_SPIRALPIERCE , SC_STOP );
|
|
add_sc( LK_HEADCRUSH , SC_BLEEDING );
|
|
set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
|
|
add_sc( HW_NAPALMVULCAN , SC_CURSE );
|
|
set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
|
|
set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
|
|
set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
|
|
set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
|
|
set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
|
|
set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
|
|
set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
|
|
set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
|
|
set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
|
|
add_sc( TK_DOWNKICK , SC_STUN );
|
|
set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
|
|
set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
|
|
set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
|
|
set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
|
|
add_sc( TK_SEVENWIND , SC_SEVENWIND );
|
|
set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
|
|
set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
|
|
set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
|
|
add_sc( SG_MOON_WARM , SC_WARM );
|
|
add_sc( SG_STAR_WARM , SC_WARM );
|
|
set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
|
|
set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
|
|
set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
|
|
add_sc( SG_FRIEND , SC_SKILLRATE_UP );
|
|
set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
|
|
set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
|
|
set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
|
|
set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
|
|
set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
|
|
set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
|
|
set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
|
|
add_sc( SL_STUN , SC_STUN );
|
|
set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
|
|
set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
|
|
set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_SPEED|SCB_ASPD );
|
|
set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
|
|
set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
|
|
set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
|
|
set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
|
|
set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
|
|
add_sc( WS_CARTTERMINATION , SC_STUN );
|
|
set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
|
|
set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
|
|
set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
|
|
set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
|
|
set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
|
|
set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
|
|
set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
|
|
add_sc( GS_CRACKER , SC_STUN );
|
|
add_sc( GS_DISARM , SC_STRIPWEAPON );
|
|
add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
|
|
set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
|
|
#ifndef RENEWAL
|
|
SCB_BATK|SCB_ASPD );
|
|
#else
|
|
SCB_ASPD );
|
|
#endif
|
|
set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
|
|
set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
|
|
set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
|
|
#ifndef RENEWAL
|
|
SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
|
|
#else
|
|
SCB_FLEE|SCB_SPEED|SCB_ASPD );
|
|
#endif
|
|
add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
|
|
set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
|
|
add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
|
|
set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
|
|
set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
|
|
set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
|
|
|
|
add_sc( NPC_ICEBREATH , SC_FREEZE );
|
|
add_sc( NPC_ACIDBREATH , SC_POISON );
|
|
add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
|
|
add_sc( NPC_WIDESILENCE , SC_SILENCE );
|
|
add_sc( NPC_WIDEFREEZE , SC_FREEZE );
|
|
add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
|
|
add_sc( NPC_WIDESTONE , SC_STONE );
|
|
add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
|
|
add_sc( NPC_WIDESLEEP , SC_SLEEP );
|
|
add_sc( NPC_WIDESIGHT , SC_SIGHT );
|
|
add_sc( NPC_EVILLAND , SC_BLIND );
|
|
add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
|
|
set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
|
|
set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
|
|
set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
|
|
add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
|
|
add_sc( NPC_WIDECURSE , SC_CURSE );
|
|
add_sc( NPC_WIDESTUN , SC_STUN );
|
|
|
|
set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
|
|
set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
|
|
set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
|
|
set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
|
|
|
|
set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
|
|
set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
|
|
set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
|
|
|
|
set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
|
|
set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
|
|
|
|
set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
|
|
set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
|
|
set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
|
|
set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
|
|
set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
|
|
add_sc( MO_BALKYOUNG , SC_STUN );
|
|
add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
|
|
add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
|
|
add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
|
|
add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
|
|
|
|
set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
|
|
set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
|
|
set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
|
|
set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
|
|
set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
|
|
set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
|
|
|
|
/* Homunculus S */
|
|
add_sc(MH_STAHL_HORN , SC_STUN );
|
|
set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
|
|
set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
|
|
add_sc(MH_STEINWAND , SC_SAFETYWALL );
|
|
set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
|
|
set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
|
|
set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
|
|
set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
|
|
set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
|
|
set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
|
|
set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
|
|
set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
|
|
add_sc(MH_POISON_MIST , SC_BLIND );
|
|
set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
|
|
|
|
add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
|
|
set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
|
|
set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
|
|
set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
|
|
set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
|
|
|
|
add_sc( MER_CRASH , SC_STUN );
|
|
set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
|
|
add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
|
|
add_sc( MER_SIGHT , SC_SIGHT );
|
|
set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
|
|
set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
|
|
add_sc( MER_LEXDIVINA , SC_SILENCE );
|
|
add_sc( MA_LANDMINE , SC_STUN );
|
|
add_sc( MA_SANDMAN , SC_SLEEP );
|
|
add_sc( MA_FREEZINGTRAP , SC_FREEZE );
|
|
set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
|
|
set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
|
|
set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
|
|
set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
|
|
set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
|
|
set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
|
|
add_sc( ML_SPIRALPIERCE , SC_STOP );
|
|
set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
|
|
add_sc( ML_DEVOTION , SC_DEVOTION );
|
|
set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
|
|
set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
|
|
set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
|
|
|
|
set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
|
|
set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
|
|
set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
|
|
set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
|
|
|
|
set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
|
|
set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
|
|
|
|
/* Rune Knight */
|
|
set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
|
|
set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
|
|
set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
|
|
set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
|
|
set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
|
|
set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
|
|
set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
|
|
set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
|
|
set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
|
|
set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
|
|
set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
|
|
set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
|
|
set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
|
|
set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
|
|
|
|
/* GC Guillotine Cross */
|
|
set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
|
|
set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
|
|
set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
|
|
set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
|
|
set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
|
|
set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
|
|
set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
|
|
|
|
/* Arch Bishop */
|
|
set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
|
|
add_sc( AB_CLEMENTIA , SC_BLESSING );
|
|
add_sc( AB_CANTO , SC_INCREASEAGI );
|
|
set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
|
|
add_sc( AB_PRAEFATIO , SC_KYRIE );
|
|
set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
|
|
set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
|
|
set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
|
|
set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
|
|
set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
|
|
set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
|
|
set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
|
|
set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
|
|
|
|
/* Warlock */
|
|
add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
|
|
set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
|
|
add_sc( WL_JACKFROST , SC_FREEZE );
|
|
set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
|
|
set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
|
|
add_sc( WL_SIENNAEXECRATE , SC_STONE );
|
|
set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
|
|
add_sc( WL_CRIMSONROCK , SC_STUN );
|
|
set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
|
|
set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
|
|
set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
|
|
|
|
/* Ranger */
|
|
set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
|
|
set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
|
|
set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
|
|
set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
|
|
set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
|
|
add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
|
|
add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
|
|
add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
|
|
add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
|
|
set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
|
|
set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
|
|
set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
|
|
|
|
/* Mechanic */
|
|
set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
|
|
set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
|
|
set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
|
|
set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
|
|
set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
|
|
set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
|
|
set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
|
|
set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
|
|
|
|
/* Royal Guard */
|
|
set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
|
|
set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
|
|
set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
|
|
set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
|
|
set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
|
|
set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
|
|
set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
|
|
set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
|
|
set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
|
|
|
|
/* Shadow Chaser */
|
|
set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
|
|
set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
|
|
set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
|
|
set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
|
|
set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
|
|
set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
|
|
set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
|
|
set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
|
|
set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
|
|
set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
|
|
set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
|
|
set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
|
|
set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
|
|
set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
|
|
add_sc( SC_CHAOSPANIC , SC_CONFUSION );
|
|
add_sc( SC_BLOODYLUST , SC_BERSERK );
|
|
add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
|
|
|
|
/* Sura */
|
|
add_sc( SR_DRAGONCOMBO , SC_STUN );
|
|
add_sc( SR_EARTHSHAKER , SC_STUN );
|
|
set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
|
|
set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
|
|
set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
|
|
set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
|
|
set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
|
|
set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD|SCB_MAXHP );
|
|
set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
|
|
add_sc( SR_FLASHCOMBO , SC_FLASHCOMBO );
|
|
|
|
/* Wanderer / Minstrel */
|
|
set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
|
|
set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
|
|
set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
|
|
set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
|
|
set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
|
|
set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
|
|
set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
|
|
set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
|
set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
|
|
set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
|
|
set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
|
|
set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
|
|
set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
|
|
set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
|
|
set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
|
|
set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
|
|
set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
|
|
set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
|
|
|
|
/* Sorcerer */
|
|
set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
|
|
set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
|
|
set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
|
|
set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
|
|
set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
|
|
set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
|
|
set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
|
|
set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
|
|
set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
|
set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
|
|
set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
|
|
set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
|
|
set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
|
|
add_sc( SO_ELEMENTAL_SHIELD , SC_ELEMENTAL_SHIELD );
|
|
|
|
/* Genetic */
|
|
set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
|
|
set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
|
|
set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
|
|
set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
|
|
set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
|
|
set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
|
|
set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
|
|
|
|
/* Elemental spirits' status changes */
|
|
set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
|
|
set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
|
|
set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
|
|
set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
|
|
set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
|
|
set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
|
|
set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
|
|
set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
|
|
set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
|
|
set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
|
|
set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
|
|
set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
|
|
set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
|
|
set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
|
|
set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
|
|
set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
|
|
set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
|
|
set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
|
|
set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
|
|
set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
|
|
set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
|
|
set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
|
|
set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
|
|
set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
|
|
set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
|
|
set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
|
|
|
|
add_sc( KO_YAMIKUMO , SC_HIDING );
|
|
set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
|
|
add_sc( KO_MAKIBISHI , SC_STUN );
|
|
set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
|
|
set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
add_sc( KO_JYUSATSU , SC_CURSE );
|
|
set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
|
|
set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
|
|
set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
|
|
set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
|
|
set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
|
|
set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
|
|
set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
|
|
set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
|
|
|
|
set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
|
|
/* Rebellion */
|
|
add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
|
|
add_sc( RL_HAMMER_OF_GOD , SC_STUN );
|
|
set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
|
|
set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
|
|
set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
|
|
set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
|
|
set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
|
|
set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD );
|
|
set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
|
|
set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
|
|
|
|
set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
|
|
set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
|
|
set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
|
|
|
|
/* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
|
|
SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
|
|
SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
|
|
SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
|
|
SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
|
|
SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
|
|
SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
|
|
SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
|
|
SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
|
|
SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
|
|
SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
|
|
SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
|
|
SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
|
|
SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
|
|
SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
|
|
SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
|
|
|
|
/* Status that don't have a skill associated */
|
|
StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
|
|
StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
|
|
StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
|
|
StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
|
|
StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
|
|
StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
|
|
StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
|
|
StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
|
|
StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
|
|
StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
|
|
StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
|
|
StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
|
|
StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
|
|
StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
|
|
StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
|
|
StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
|
|
StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
|
|
StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
|
|
StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
|
|
StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
|
|
StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
|
|
StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
|
|
StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
|
|
StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
|
|
StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
|
|
StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
|
|
StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
|
|
|
|
/* Cash Items */
|
|
StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
|
|
StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
|
|
StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
|
|
StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
|
|
StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
|
|
StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
|
|
StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
|
|
StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
|
|
StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
|
|
StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
|
|
StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
|
|
StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
|
|
StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
|
|
StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
|
|
StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
|
|
StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
|
|
StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
|
|
StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
|
|
StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
|
|
StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
|
|
|
|
/* Mercenary Bonus Effects */
|
|
StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
|
|
StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
|
|
StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
|
|
StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
|
|
StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
|
|
|
|
/* Warlock Spheres */
|
|
StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
|
|
StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
|
|
StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
|
|
StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
|
|
StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
|
|
|
|
/* Warlock Preserved spells */
|
|
StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
|
|
StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
|
|
StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
|
|
StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
|
|
StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
|
|
StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
|
|
StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
|
|
StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
|
|
|
|
StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
|
|
StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
|
|
StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
|
|
StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
|
|
|
|
StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
|
|
StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
|
|
StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
|
|
StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
|
|
StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
|
|
StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
|
|
StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
|
|
StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
|
|
StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
|
|
StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
|
|
StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
|
|
StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
|
|
StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
|
|
StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
|
|
|
|
StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
|
|
StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
|
|
StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
|
|
StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
|
|
StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
|
|
StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
|
|
|
|
/* Genetics New Food Items Status Icons */
|
|
StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
|
|
StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
|
|
StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
|
|
StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
|
|
StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
|
|
StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
|
|
StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
|
|
StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
|
|
StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
|
|
StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
|
|
StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
|
|
StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
|
|
StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
|
|
StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
|
|
StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
|
|
|
|
/* Elemental Spirit's 'side' status change icons */
|
|
StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
|
|
StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
|
|
StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
|
|
StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
|
|
StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
|
|
StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
|
|
StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
|
|
StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
|
|
StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
|
|
StatusIconChangeTable[SC_HEATER] = SI_HEATER;
|
|
StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
|
|
StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
|
|
StatusIconChangeTable[SC_COOLER] = SI_COOLER;
|
|
StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
|
|
StatusIconChangeTable[SC_GUST] = SI_GUST;
|
|
StatusIconChangeTable[SC_BLAST] = SI_BLAST;
|
|
StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
|
|
StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
|
|
StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
|
|
StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
|
|
|
|
StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
|
|
StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
|
|
StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
|
|
StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
|
|
StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
|
|
StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
|
|
StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
|
|
StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
|
|
StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
|
|
StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
|
|
StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
|
|
StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
|
|
StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
|
|
StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
|
|
StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
|
|
StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
|
|
StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
|
|
StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
|
|
|
|
/* Other SC which are not necessarily associated to skills */
|
|
StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
|
|
StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
|
|
StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
|
|
StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
|
|
StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
|
|
StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
|
|
StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
|
|
StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
|
|
StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
|
|
StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
|
|
StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
|
|
StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
|
|
StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
|
|
StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
|
|
StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
|
|
StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
|
|
StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
|
|
StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
|
|
StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
|
|
StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
|
|
StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
|
|
StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
|
|
StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
|
|
StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
|
|
StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
|
|
StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
|
|
StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
|
|
StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
|
|
StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
|
|
StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
|
|
StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
|
|
StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
|
|
StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
|
|
StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
|
|
StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
|
|
StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
|
|
StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
|
|
StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
|
|
StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
|
|
StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
|
|
StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_DEF_ELE;
|
|
StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_DEF_ELE;
|
|
StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
|
|
StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
|
|
StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
|
|
StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
|
|
StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
|
|
|
|
/* Cash Items */
|
|
StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
|
|
StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
|
|
StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
|
|
StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
|
|
StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
|
|
StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
|
|
|
|
/* Mercenary Bonus Effects */
|
|
StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
|
|
StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
|
|
StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
|
|
StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
|
|
StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
|
|
|
|
StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
|
|
StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
|
|
StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
|
|
StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
|
|
StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
|
|
StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
|
|
StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
|
|
StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
|
|
StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
|
|
StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
|
|
StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
|
|
StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
|
|
StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
|
|
StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
|
|
StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
|
|
StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
|
|
StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
|
|
StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
|
|
StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
|
|
StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
|
|
StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
|
|
StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
|
|
StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
|
|
StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
|
|
StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
|
|
StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
|
|
StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
|
|
StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
|
|
StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
|
|
StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
|
|
StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
|
|
StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
|
|
StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
|
|
StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
|
|
StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
|
|
StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
|
|
StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
|
|
StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
|
|
StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
|
|
StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
|
|
StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
|
|
StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
|
|
StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
|
|
StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
|
|
StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
|
|
|
|
#ifdef RENEWAL
|
|
// renewal EDP increases your weapon atk
|
|
StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
|
|
#endif
|
|
|
|
if( !battle_config.display_hallucination ) // Disable Hallucination.
|
|
StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
|
|
|
|
/* StatusDisplayType Table [Ind] */
|
|
StatusDisplayType[SC_ALL_RIDING] = true;
|
|
StatusDisplayType[SC_PUSH_CART] = true;
|
|
StatusDisplayType[SC_SPHERE_1] = true;
|
|
StatusDisplayType[SC_SPHERE_2] = true;
|
|
StatusDisplayType[SC_SPHERE_3] = true;
|
|
StatusDisplayType[SC_SPHERE_4] = true;
|
|
StatusDisplayType[SC_SPHERE_5] = true;
|
|
StatusDisplayType[SC_CAMOUFLAGE] = true;
|
|
StatusDisplayType[SC_DUPLELIGHT] = true;
|
|
StatusDisplayType[SC_ORATIO] = true;
|
|
StatusDisplayType[SC_FREEZING] = true;
|
|
StatusDisplayType[SC_VENOMIMPRESS] = true;
|
|
StatusDisplayType[SC_HALLUCINATIONWALK] = true;
|
|
StatusDisplayType[SC_ROLLINGCUTTER] = true;
|
|
StatusDisplayType[SC_BANDING] = true;
|
|
StatusDisplayType[SC_CRYSTALIZE] = true;
|
|
StatusDisplayType[SC_DEEPSLEEP] = true;
|
|
StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
|
|
StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
|
|
StatusDisplayType[SC_NETHERWORLD] = true;
|
|
StatusDisplayType[SC_VOICEOFSIREN] = true;
|
|
StatusDisplayType[SC_BLOODSUCKER] = true;
|
|
StatusDisplayType[SC__SHADOWFORM] = true;
|
|
StatusDisplayType[SC__MANHOLE] = true;
|
|
StatusDisplayType[SC_JYUMONJIKIRI] = true;
|
|
StatusDisplayType[SC_AKAITSUKI] = true;
|
|
StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
|
|
StatusDisplayType[SC_DARKCROW] = true;
|
|
StatusDisplayType[SC_OFFERTORIUM] = true;
|
|
StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
|
|
StatusDisplayType[SC_UNLIMIT] = true;
|
|
StatusDisplayType[SC_ILLUSIONDOPING] = true;
|
|
StatusDisplayType[SC_C_MARKER] = true;
|
|
StatusDisplayType[SC_ANTI_M_BLAST] = true;
|
|
StatusDisplayType[SC_MOONSTAR] = true;
|
|
StatusDisplayType[SC_SUPER_STAR] = true;
|
|
StatusDisplayType[SC_STRANGELIGHTS] = true;
|
|
StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
|
|
|
|
/* StatusChangeState (SCS_) NOMOVE */
|
|
StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
|
|
StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
|
|
|
|
/* StatusChangeState (SCS_) NOPICKUPITEMS */
|
|
StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
|
|
StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
|
|
StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
|
|
StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
|
|
StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
|
|
StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
|
|
StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
|
|
|
|
/* StatusChangeState (SCS_) NODROPITEMS */
|
|
StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
|
|
StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
|
|
StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
|
|
|
|
/* StatusChangeState (SCS_) NOCAST (skills) */
|
|
StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
|
|
StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
|
|
StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
|
|
|
|
/* StatusChangeState (SCS_) NOCHAT (skills) */
|
|
StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
|
|
StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
|
|
StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
|
|
StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
|
|
}
|
|
|
|
static void initDummyData(void)
|
|
{
|
|
memset(&dummy_status, 0, sizeof(dummy_status));
|
|
dummy_status.hp =
|
|
dummy_status.max_hp =
|
|
dummy_status.max_sp =
|
|
dummy_status.str =
|
|
dummy_status.agi =
|
|
dummy_status.vit =
|
|
dummy_status.int_ =
|
|
dummy_status.dex =
|
|
dummy_status.luk =
|
|
dummy_status.hit = 1;
|
|
dummy_status.speed = 2000;
|
|
dummy_status.adelay = 4000;
|
|
dummy_status.amotion = 2000;
|
|
dummy_status.dmotion = 2000;
|
|
dummy_status.ele_lv = 1; // Min elemental level.
|
|
dummy_status.mode = MD_CANMOVE;
|
|
}
|
|
|
|
/**
|
|
* For copying a status_data structure from b to a, without overwriting current Hp and Sp
|
|
* @param a: Status data structure to copy from
|
|
* @param b: Status data structure to copy to
|
|
*/
|
|
static inline void status_cpy(struct status_data* a, const struct status_data* b)
|
|
{
|
|
memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
|
|
}
|
|
|
|
/**
|
|
* Sets HP to a given value
|
|
* Will always succeed (overrides heal impedement statuses) but can't kill an object
|
|
* @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM]
|
|
* @param hp: What the HP is to be set as
|
|
* @param flag: Used in case final value is higher than current
|
|
* Use 2 to display healing effect
|
|
* @return heal or zapped HP if valid
|
|
*/
|
|
int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
|
|
{
|
|
struct status_data *status;
|
|
if (hp < 1) return 0;
|
|
status = status_get_status_data(bl);
|
|
if (status == &dummy_status)
|
|
return 0;
|
|
|
|
if (hp > status->max_hp) hp = status->max_hp;
|
|
if (hp == status->hp) return 0;
|
|
if (hp > status->hp)
|
|
return status_heal(bl, hp - status->hp, 0, 1|flag);
|
|
return status_zap(bl, status->hp - hp, 0);
|
|
}
|
|
|
|
/**
|
|
* Sets SP to a given value
|
|
* @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
|
|
* @param sp: What the SP is to be set as
|
|
* @param flag: Used in case final value is higher than current
|
|
* Use 2 to display healing effect
|
|
* @return heal or zapped SP if valid
|
|
*/
|
|
int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
|
|
{
|
|
struct status_data *status;
|
|
|
|
status = status_get_status_data(bl);
|
|
if (status == &dummy_status)
|
|
return 0;
|
|
|
|
if (sp > status->max_sp) sp = status->max_sp;
|
|
if (sp == status->sp) return 0;
|
|
if (sp > status->sp)
|
|
return status_heal(bl, 0, sp - status->sp, 1|flag);
|
|
return status_zap(bl, 0, status->sp - sp);
|
|
}
|
|
|
|
/**
|
|
* Takes HP/SP from an Object
|
|
* @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
|
|
* @param hp: How much HP to charge
|
|
* @param sp: How much SP to charge
|
|
* @return hp+sp through status_damage()
|
|
* Note: HP/SP are integer values, not percentages. Values should be
|
|
* calculated either within function call or before
|
|
*/
|
|
int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
|
|
{
|
|
if(!(bl->type&BL_CONSUME))
|
|
return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
|
|
return status_damage(NULL, bl, hp, sp, 0, 3);
|
|
}
|
|
|
|
/**
|
|
* Inflicts damage on the target with the according walkdelay.
|
|
* @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
|
|
* @param target: Target of the damage
|
|
* @param dhp: How much damage to HP
|
|
* @param dsp: How much damage to SP
|
|
* @param walkdelay: Amount of time before object can walk again
|
|
* @param flag: Damage flag decides various options
|
|
* flag&1: Passive damage - Does not trigger cancelling status changes
|
|
* flag&2: Fail if there is not enough to subtract
|
|
* flag&4: Mob does not give EXP/Loot if killed
|
|
* flag&8: Used to damage SP of a dead character
|
|
* @return hp+sp
|
|
* Note: HP/SP are integer values, not percentages. Values should be
|
|
* calculated either within function call or before
|
|
*/
|
|
int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
|
|
{
|
|
struct status_data *status;
|
|
struct status_change *sc;
|
|
int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
|
|
int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
|
|
|
|
nullpo_ret(target);
|
|
|
|
if(sp && !(target->type&BL_CONSUME))
|
|
sp = 0; // Not a valid SP target.
|
|
|
|
if (hp < 0) { // Assume absorbed damage.
|
|
status_heal(target, -hp, 0, 1);
|
|
hp = 0;
|
|
}
|
|
|
|
if (sp < 0) {
|
|
status_heal(target, 0, -sp, 1);
|
|
sp = 0;
|
|
}
|
|
|
|
if (target->type == BL_SKILL)
|
|
return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
|
|
|
|
status = status_get_status_data(target);
|
|
if(!status || status == &dummy_status )
|
|
return 0;
|
|
|
|
if ((unsigned int)hp >= status->hp) {
|
|
if (flag&2) return 0;
|
|
hp = status->hp;
|
|
}
|
|
|
|
if ((unsigned int)sp > status->sp) {
|
|
if (flag&2) return 0;
|
|
sp = status->sp;
|
|
}
|
|
|
|
if (!hp && !sp)
|
|
return 0;
|
|
|
|
if( !status->hp )
|
|
flag |= 8;
|
|
|
|
sc = status_get_sc(target);
|
|
if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
|
|
hp = 1;
|
|
|
|
if( hp && !(flag&1) ) {
|
|
if( sc ) {
|
|
struct status_change_entry *sce;
|
|
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
|
|
status_change_end(target, SC_STONE, INVALID_TIMER);
|
|
status_change_end(target, SC_FREEZE, INVALID_TIMER);
|
|
status_change_end(target, SC_SLEEP, INVALID_TIMER);
|
|
status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
|
|
status_change_end(target, SC_CONFUSION, INVALID_TIMER);
|
|
status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
|
|
status_change_end(target, SC_HIDING, INVALID_TIMER);
|
|
status_change_end(target, SC_CLOAKING, INVALID_TIMER);
|
|
status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
|
|
status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
|
|
status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
|
|
if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
|
|
/** [Skotlex]
|
|
* Endure count is only reduced by non-players on non-gvg maps.
|
|
* val4 signals infinite endure.
|
|
**/
|
|
if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
|
|
status_change_end(target, SC_ENDURE, INVALID_TIMER);
|
|
}
|
|
if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
|
|
struct skill_unit_group* sg = skill_id2group(sce->val4);
|
|
if (sg) {
|
|
skill_delunitgroup(sg);
|
|
sce->val4 = 0;
|
|
status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
|
|
}
|
|
}
|
|
if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
|
|
status_change_end(target, SC_DANCING, INVALID_TIMER);
|
|
if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
|
|
status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
|
|
if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
|
|
status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
|
|
}
|
|
|
|
if (target->type == BL_PC)
|
|
pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
|
|
unit_skillcastcancel(target, 2);
|
|
}
|
|
|
|
status->hp-= hp;
|
|
status->sp-= sp;
|
|
|
|
if (sc && hp && status->hp) {
|
|
if (sc->data[SC_AUTOBERSERK] &&
|
|
(!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
|
|
status->hp < status->max_hp>>2)
|
|
sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
|
|
if (sc->data[SC_BERSERK] && status->hp <= 100)
|
|
status_change_end(target, SC_BERSERK, INVALID_TIMER);
|
|
if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
|
|
status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
|
|
if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
|
|
status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
|
|
}
|
|
|
|
switch (target->type) {
|
|
case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
|
|
case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
|
|
case BL_HOM: hom_damage((TBL_HOM*)target); break;
|
|
case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
|
|
case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
|
|
}
|
|
|
|
if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
|
|
unit_stop_walking( target, 1 );
|
|
}
|
|
|
|
if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
|
|
if (walkdelay)
|
|
unit_set_walkdelay(target, gettick(), walkdelay, 0);
|
|
return (int)(hp+sp);
|
|
}
|
|
|
|
status->hp = 0;
|
|
/** [Skotlex]
|
|
* NOTE: These dead functions should return:
|
|
* 0: Death cancelled, auto-revived.
|
|
* Non-zero: Standard death. Clear status, cancel move/attack, etc
|
|
* &2: Remove object from map.
|
|
* &4: Delete object from memory. (One time spawn mobs)
|
|
**/
|
|
switch (target->type) {
|
|
case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
|
|
case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
|
|
case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
|
|
case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
|
|
case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
|
|
default: // Unhandled case, do nothing to object.
|
|
flag = 0;
|
|
break;
|
|
}
|
|
|
|
if(!flag) // Death cancelled.
|
|
return (int)(hp+sp);
|
|
|
|
// Normal death
|
|
if (battle_config.clear_unit_ondeath &&
|
|
battle_config.clear_unit_ondeath&target->type)
|
|
skill_clear_unitgroup(target);
|
|
|
|
if(target->type&BL_REGEN) { // Reset regen ticks.
|
|
struct regen_data *regen = status_get_regen_data(target);
|
|
if (regen) {
|
|
memset(®en->tick, 0, sizeof(regen->tick));
|
|
if (regen->sregen)
|
|
memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
|
|
if (regen->ssregen)
|
|
memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
|
|
}
|
|
}
|
|
|
|
if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
|
|
int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
|
|
// Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
|
|
if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
|
|
status_revive(target, 100, 100);
|
|
else
|
|
status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
|
|
status_change_clear(target,0);
|
|
clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
|
|
sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
|
|
|
|
if( target->type == BL_MOB )
|
|
((TBL_MOB*)target)->state.rebirth = 1;
|
|
|
|
return (int)(hp+sp);
|
|
}
|
|
if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
|
|
status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
|
|
status_change_clear(target,0);
|
|
((TBL_MOB*)target)->state.rebirth = 1;
|
|
|
|
return (int)(hp+sp);
|
|
}
|
|
|
|
status_change_clear(target,0);
|
|
|
|
if(flag&4) // Delete from memory. (also invokes map removal code)
|
|
unit_free(target,CLR_DEAD);
|
|
else if(flag&2) // remove from map
|
|
unit_remove_map(target,CLR_DEAD);
|
|
else { // Some death states that would normally be handled by unit_remove_map
|
|
unit_stop_attack(target);
|
|
unit_stop_walking(target,1);
|
|
unit_skillcastcancel(target,0);
|
|
clif_clearunit_area(target,CLR_DEAD);
|
|
skill_unit_move(target,gettick(),4);
|
|
skill_cleartimerskill(target);
|
|
}
|
|
|
|
// Always run NPC scripts for players last
|
|
//FIXME those ain't always run if a player die if he was resurect meanwhile
|
|
//cf SC_REBIRTH, SC_KAIZEL, pc_dead...
|
|
if(target->type == BL_PC) {
|
|
TBL_PC *sd = BL_CAST(BL_PC,target);
|
|
if( sd->bg_id ) {
|
|
struct battleground_data *bg;
|
|
if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
|
|
npc_event(sd, bg->die_event, 0);
|
|
}
|
|
|
|
npc_script_event(sd,NPCE_DIE);
|
|
}
|
|
|
|
return (int)(hp+sp);
|
|
}
|
|
|
|
/**
|
|
* Heals an object
|
|
* @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
|
|
* @param hhp: How much HP to heal
|
|
* @param hsp: How much SP to heal
|
|
* @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
|
|
* Forced healing overrides heal impedement statuses (Berserk)
|
|
* @return hp+sp
|
|
*/
|
|
int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
|
|
{
|
|
struct status_data *status;
|
|
struct status_change *sc;
|
|
int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
|
|
int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
|
|
|
|
status = status_get_status_data(bl);
|
|
|
|
if (status == &dummy_status || !status->hp)
|
|
return 0;
|
|
|
|
sc = status_get_sc(bl);
|
|
if (sc && !sc->count)
|
|
sc = NULL;
|
|
|
|
if (hp < 0) {
|
|
if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
|
|
hp++;
|
|
status_damage(NULL, bl, -hp, 0, 0, 1);
|
|
hp = 0;
|
|
}
|
|
|
|
if(hp) {
|
|
if( sc && (sc->data[SC_BERSERK]) ) {
|
|
if( flag&1 )
|
|
flag &= ~2;
|
|
else
|
|
hp = 0;
|
|
}
|
|
|
|
if((unsigned int)hp > status->max_hp - status->hp)
|
|
hp = status->max_hp - status->hp;
|
|
}
|
|
|
|
if(sp < 0) {
|
|
if (sp == INT_MIN)
|
|
sp++;
|
|
status_damage(NULL, bl, 0, -sp, 0, 1);
|
|
sp = 0;
|
|
}
|
|
|
|
if(sp) {
|
|
if((unsigned int)sp > status->max_sp - status->sp)
|
|
sp = status->max_sp - status->sp;
|
|
}
|
|
|
|
if(!sp && !hp)
|
|
return 0;
|
|
|
|
status->hp += hp;
|
|
status->sp += sp;
|
|
|
|
if(hp && sc &&
|
|
sc->data[SC_AUTOBERSERK] &&
|
|
sc->data[SC_PROVOKE] &&
|
|
sc->data[SC_PROVOKE]->val2==1 &&
|
|
status->hp>=status->max_hp>>2
|
|
) // End auto berserk.
|
|
status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
|
|
|
|
// Send HP update to client
|
|
switch(bl->type) {
|
|
case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
|
|
case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
|
|
case BL_HOM: hom_heal((TBL_HOM*)bl); break;
|
|
case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
|
|
case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
|
|
}
|
|
|
|
return (int)hp+sp;
|
|
}
|
|
|
|
/**
|
|
* Applies percentage based damage to a unit.
|
|
* If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
|
|
* @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
|
|
* @param target: Object to modify HP/SP
|
|
* @param hp_rate: Percentage of HP to modify
|
|
* @param sp_rate: Percentage of SP to modify
|
|
* @param flag: \n
|
|
* 0: Heal target \n
|
|
* 1: Use status_damage \n
|
|
* 2: Use status_damage and make sure target must not die from subtraction
|
|
* @return hp+sp through status_heal()
|
|
*/
|
|
int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
|
|
{
|
|
struct status_data *status;
|
|
unsigned int hp = 0, sp = 0;
|
|
|
|
status = status_get_status_data(target);
|
|
|
|
|
|
// It's safe now [MarkZD]
|
|
if (hp_rate > 99)
|
|
hp = status->hp;
|
|
else if (hp_rate > 0)
|
|
hp = apply_rate(status->hp, hp_rate);
|
|
else if (hp_rate < -99)
|
|
hp = status->max_hp;
|
|
else if (hp_rate < 0)
|
|
hp = (apply_rate(status->max_hp, -hp_rate));
|
|
if (hp_rate && !hp)
|
|
hp = 1;
|
|
|
|
if (flag == 2 && hp >= status->hp)
|
|
hp = status->hp-1; // Must not kill target.
|
|
|
|
if (sp_rate > 99)
|
|
sp = status->sp;
|
|
else if (sp_rate > 0)
|
|
sp = apply_rate(status->sp, sp_rate);
|
|
else if (sp_rate < -99)
|
|
sp = status->max_sp;
|
|
else if (sp_rate < 0)
|
|
sp = (apply_rate(status->max_sp, -sp_rate));
|
|
if (sp_rate && !sp)
|
|
sp = 1;
|
|
|
|
// Ugly check in case damage dealt is too much for the received args of
|
|
// status_heal / status_damage. [Skotlex]
|
|
if (hp > INT_MAX) {
|
|
hp -= INT_MAX;
|
|
if (flag)
|
|
status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
|
|
else
|
|
status_heal(target, INT_MAX, 0, 0);
|
|
}
|
|
if (sp > INT_MAX) {
|
|
sp -= INT_MAX;
|
|
if (flag)
|
|
status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
|
|
else
|
|
status_heal(target, 0, INT_MAX, 0);
|
|
}
|
|
if (flag)
|
|
return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
|
|
return status_heal(target, hp, sp, 0);
|
|
}
|
|
|
|
/**
|
|
* Revives a unit
|
|
* @param bl: Object to revive [PC|MOB|HOM]
|
|
* @param per_hp: Percentage of HP to revive with
|
|
* @param per_sp: Percentage of SP to revive with
|
|
* @return Successful (1) or Invalid target (0)
|
|
*/
|
|
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
|
|
{
|
|
struct status_data *status;
|
|
unsigned int hp, sp;
|
|
if (!status_isdead(bl)) return 0;
|
|
|
|
status = status_get_status_data(bl);
|
|
if (status == &dummy_status)
|
|
return 0; // Invalid target.
|
|
|
|
hp = (int64)status->max_hp * per_hp/100;
|
|
sp = (int64)status->max_sp * per_sp/100;
|
|
|
|
if(hp > status->max_hp - status->hp)
|
|
hp = status->max_hp - status->hp;
|
|
else if (per_hp && !hp)
|
|
hp = 1;
|
|
|
|
if(sp > status->max_sp - status->sp)
|
|
sp = status->max_sp - status->sp;
|
|
else if (per_sp && !sp)
|
|
sp = 1;
|
|
|
|
status->hp += hp;
|
|
status->sp += sp;
|
|
|
|
if (bl->prev) // Animation only if character is already on a map.
|
|
clif_resurrection(bl, 1);
|
|
switch (bl->type) {
|
|
case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
|
|
case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
|
|
case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Checks whether the src can use the skill on the target,
|
|
* taking into account status/option of both source/target
|
|
* @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
|
|
src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
|
|
* @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
|
|
target MAY be NULL, which checks if src can cast skill_id on the ground
|
|
* @param skill_id: Skill ID being used on target
|
|
* @param flag: 0 - Trying to use skill on target
|
|
* 1 - Cast bar is done
|
|
* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
|
|
* @return src can use skill (1) or cannot use skill (0)
|
|
* @author [Skotlex]
|
|
*/
|
|
bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
|
|
struct status_data *status;
|
|
struct status_change *sc = NULL, *tsc;
|
|
int hide_flag;
|
|
|
|
status = src ? status_get_status_data(src) : &dummy_status;
|
|
|
|
if (src && src->type != BL_PC && status_isdead(src))
|
|
return false;
|
|
|
|
if (!skill_id) { // Normal attack checks.
|
|
// This mode is only needed for melee attacking.
|
|
if (!(status->mode&MD_CANATTACK))
|
|
return false;
|
|
// Dead state is not checked for skills as some skills can be used
|
|
// on dead characters, said checks are left to skill.c [Skotlex]
|
|
if (target && status_isdead(target))
|
|
return false;
|
|
if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
|
|
return false;
|
|
}
|
|
|
|
switch( skill_id ) {
|
|
case PA_PRESSURE:
|
|
if( flag && target ) {
|
|
// Gloria Avoids pretty much everything....
|
|
tsc = status_get_sc(target);
|
|
if(tsc && tsc->option&OPTION_HIDE)
|
|
return false;
|
|
}
|
|
break;
|
|
case GN_WALLOFTHORN:
|
|
if( target && status_isdead(target) )
|
|
return false;
|
|
break;
|
|
case AL_TELEPORT:
|
|
case ALL_ODINS_POWER:
|
|
// Should fail when used on top of Land Protector [Skotlex]
|
|
if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
|
|
&& !(status->mode&MD_BOSS)
|
|
&& (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
|
|
return false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ( src )
|
|
sc = status_get_sc(src);
|
|
|
|
if( sc && sc->count ) {
|
|
if (sc->data[SC_ALL_RIDING])
|
|
return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
|
|
|
|
if ((sc->data[SC_ASH] && rnd()%2)) {
|
|
if (src->type == BL_PC)
|
|
clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
|
|
return false;
|
|
}
|
|
|
|
if (skill_id != RK_REFRESH && sc->opt1 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
|
|
if (flag != 1) // Can't cast, casted stuff can't damage.
|
|
return false;
|
|
if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
|
|
return false; // Targetted spells can't come off.
|
|
}
|
|
|
|
if (
|
|
(sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
|
|
|| (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
|
|
|| (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
|
|
)
|
|
return false;
|
|
|
|
if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
|
|
if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
|
|
unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
|
|
clif_emotion(src, E_LV);
|
|
return false;
|
|
}
|
|
|
|
if (sc->data[SC_BLADESTOP]) {
|
|
switch (sc->data[SC_BLADESTOP]->val1) {
|
|
case 5: if (skill_id == MO_EXTREMITYFIST) break;
|
|
case 4: if (skill_id == MO_CHAINCOMBO) break;
|
|
case 3: if (skill_id == MO_INVESTIGATE) break;
|
|
case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
|
|
default: return false;
|
|
}
|
|
}
|
|
|
|
if (sc->data[SC_DANCING] && flag!=2) {
|
|
if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
|
|
skill_id == WM_FRIGG_SONG))
|
|
{ // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
|
|
if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
|
|
return false;
|
|
} else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
|
|
if (skill_id == BD_ENCORE ||
|
|
skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
|
|
)
|
|
return false;
|
|
} else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
|
|
return false;
|
|
if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
|
|
return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
|
|
}
|
|
|
|
if (skill_id && // Do not block item-casted skills.
|
|
(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
|
|
) { // Skills blocked through status changes...
|
|
if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
|
|
sc->cant.cast ||
|
|
(sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
|
|
(sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
|
|
(sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
|
|
(sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
|
|
(sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
|
|
))
|
|
return false;
|
|
|
|
// Skill blocking.
|
|
if (
|
|
(sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
|
|
(sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
|
|
(sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
|
|
(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
|
|
)
|
|
return false;
|
|
}
|
|
|
|
if (sc->option) {
|
|
if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
|
|
// Non players can use all skills while hidden.
|
|
return false;
|
|
}
|
|
if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (target == NULL || target == src) // No further checking needed.
|
|
return true;
|
|
|
|
tsc = status_get_sc(target);
|
|
|
|
if (tsc && tsc->count) {
|
|
/**
|
|
* Attacks in invincible are capped to 1 damage and handled in batte.c.
|
|
* Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
|
|
**/
|
|
if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
|
|
return false;
|
|
if(!skill_id && tsc->data[SC_TRICKDEAD])
|
|
return false;
|
|
if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
|
|
&& tsc->data[SC_FREEZE])
|
|
return false;
|
|
if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
|
|
return false;
|
|
if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
|
|
return false;
|
|
}
|
|
|
|
// If targetting, cloak+hide protect you, otherwise only hiding does.
|
|
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
|
|
|
|
// Skill that can hit hidden target
|
|
if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
|
|
hide_flag &= ~OPTION_HIDE;
|
|
|
|
switch( target->type ) {
|
|
case BL_PC: {
|
|
struct map_session_data *tsd = (TBL_PC*)target;
|
|
bool is_boss = (status->mode&MD_BOSS);
|
|
bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
|
|
|
|
if (pc_isinvisible(tsd))
|
|
return false;
|
|
if (tsc) {
|
|
if ((tsc->option&hide_flag) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !is_detect))
|
|
return false;
|
|
if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || is_detect))
|
|
return false;
|
|
if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
|
|
return false;
|
|
if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id)
|
|
return false;
|
|
if (tsc->data[SC_STEALTHFIELD] && !(is_boss || is_detect))
|
|
return false;
|
|
}
|
|
}
|
|
break;
|
|
case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
|
|
// !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
|
|
if (status->mode&MD_LOOTER)
|
|
return true;
|
|
return false;
|
|
case BL_HOM:
|
|
case BL_MER:
|
|
case BL_ELEM:
|
|
if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
|
|
return false; // Can't use support skills on Homunculus (only Master/Self)
|
|
if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
|
|
return false; // Can't use Weapon endow skills on Mercenary (only Master)
|
|
if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
|
|
return false; // Can't use Potion Pitcher on Mercenaries
|
|
default:
|
|
// Check for chase-walk/hiding/cloaking opponents.
|
|
if( tsc ) {
|
|
if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Checks whether the src can see the target
|
|
* @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
|
|
* @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
|
|
* @return src can see (1) or target is invisible (0)
|
|
* @author [Skotlex]
|
|
*/
|
|
int status_check_visibility(struct block_list *src, struct block_list *target)
|
|
{
|
|
int view_range;
|
|
struct status_data* status = status_get_status_data(src);
|
|
struct status_change* tsc = status_get_sc(target);
|
|
switch (src->type) {
|
|
case BL_MOB:
|
|
view_range = ((TBL_MOB*)src)->min_chase;
|
|
break;
|
|
case BL_PET:
|
|
view_range = ((TBL_PET*)src)->db->range2;
|
|
break;
|
|
default:
|
|
view_range = AREA_SIZE;
|
|
}
|
|
|
|
if (src->m != target->m || !check_distance_bl(src, target, view_range))
|
|
return 0;
|
|
|
|
if ( src->type == BL_NPC) // NPCs don't care for the rest
|
|
return 1;
|
|
|
|
if (tsc) {
|
|
switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
|
|
case BL_PC: {
|
|
struct map_session_data *tsd = (TBL_PC*)target;
|
|
|
|
if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
|
|
return 0;
|
|
if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && ((tsd && tsd->special_state.perfect_hiding) || (status->mode&MD_DETECTOR)))
|
|
return 0;
|
|
if (tsc->data[SC__FEINTBOMB] && !(status->mode&(MD_BOSS|MD_DETECTOR)))
|
|
return 0;
|
|
}
|
|
break;
|
|
default:
|
|
if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&(MD_BOSS|MD_DETECTOR)))
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Base ASPD value taken from the job tables
|
|
* @param sd: Player object
|
|
* @param status: Player status
|
|
* @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
|
|
* base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
|
|
*/
|
|
int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
|
|
{
|
|
int amotion;
|
|
int classidx = pc_class2idx(sd->status.class_);
|
|
#ifdef RENEWAL_ASPD
|
|
short mod = -1;
|
|
|
|
switch( sd->weapontype2 ) { // Adjustment for dual weilding
|
|
case W_DAGGER: mod = 0; break; // 0, 1, 1
|
|
case W_1HSWORD:
|
|
case W_1HAXE: mod = 1;
|
|
if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
|
|
mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
|
|
}
|
|
|
|
amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
|
|
? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
|
|
: ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
|
|
+ job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
|
|
- job_info[classidx].aspd_base[sd->weapontype2]
|
|
+ job_info[classidx].aspd_base[sd->weapontype1]);
|
|
|
|
if ( sd->status.shield )
|
|
amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
|
|
( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
|
|
|
|
#else
|
|
// Base weapon delay
|
|
amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
|
|
? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
|
|
: (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
|
|
|
|
// Percentual delay reduction from stats
|
|
amotion -= amotion * (4*status->agi + status->dex)/1000;
|
|
#endif
|
|
// Raw delay adjustment from bAspd bonus
|
|
amotion += sd->bonus.aspd_add;
|
|
|
|
return amotion;
|
|
}
|
|
|
|
/**
|
|
* Base attack value calculated for units
|
|
* @param bl: Object to get attack for [PC|HOM]
|
|
* @param status: Object status
|
|
* @return base attack
|
|
* Note: Function only calculates Homunculus bATK in RENEWAL
|
|
*/
|
|
unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
|
|
{
|
|
int flag = 0, str, dex, dstr;
|
|
|
|
if(!(bl->type&battle_config.enable_baseatk))
|
|
return 0;
|
|
|
|
if (bl->type == BL_PC)
|
|
switch(((TBL_PC*)bl)->status.weapon) {
|
|
case W_BOW:
|
|
case W_MUSICAL:
|
|
case W_WHIP:
|
|
case W_REVOLVER:
|
|
case W_RIFLE:
|
|
case W_GATLING:
|
|
case W_SHOTGUN:
|
|
case W_GRENADE:
|
|
flag = 1;
|
|
}
|
|
if (flag) {
|
|
#ifdef RENEWAL
|
|
dstr =
|
|
#endif
|
|
str = status->dex;
|
|
dex = status->str;
|
|
} else {
|
|
#ifdef RENEWAL
|
|
dstr =
|
|
#endif
|
|
str = status->str;
|
|
dex = status->dex;
|
|
}
|
|
/** [Skotlex]
|
|
* Normally only players have base-atk, but homunc have a different batk
|
|
* equation, hinting that perhaps non-players should use this for batk.
|
|
**/
|
|
#ifdef RENEWAL
|
|
if (bl->type == BL_HOM)
|
|
str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
|
|
#else
|
|
dstr = str/10;
|
|
str += dstr*dstr;
|
|
#endif
|
|
if (bl->type == BL_PC)
|
|
#ifdef RENEWAL
|
|
str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
|
|
else if (bl->type == BL_MOB || bl->type == BL_MER)
|
|
str = dstr + ((TBL_MOB*)bl)->level;
|
|
#else
|
|
str+= dex/5 + status->luk/5;
|
|
#endif
|
|
return cap_value(str, 0, USHRT_MAX);
|
|
}
|
|
|
|
#ifdef RENEWAL
|
|
/**
|
|
* Weapon attack value calculated for Players
|
|
* @param wa: Weapon attack
|
|
* @param status: Player status
|
|
* @return weapon attack
|
|
*/
|
|
unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
|
|
{
|
|
float str = status->str;
|
|
if (wa.range > 3)
|
|
str = status->dex;
|
|
// wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
|
|
return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
|
|
}
|
|
#endif
|
|
|
|
#ifndef RENEWAL
|
|
unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
|
|
unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
|
|
#endif
|
|
|
|
#ifdef RENEWAL
|
|
unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
|
|
{
|
|
switch (bl->type) {
|
|
case BL_MOB:
|
|
return status->int_ + level;
|
|
case BL_HOM:
|
|
return status_get_homint(bl) + level;
|
|
case BL_MER:
|
|
return status->int_ + status->int_ / 5 * status->int_ / 5;
|
|
case BL_PC:
|
|
default:
|
|
return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Fills in the misc data that can be calculated from the other status info (except for level)
|
|
* @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
|
|
* @param status: Player status
|
|
*/
|
|
void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
|
|
{
|
|
int stat;
|
|
// Non players get the value set, players need to stack with previous bonuses.
|
|
if( bl->type != BL_PC )
|
|
status->batk =
|
|
status->hit = status->flee =
|
|
status->def2 = status->mdef2 =
|
|
status->cri = status->flee2 = 0;
|
|
|
|
#ifdef RENEWAL // Renewal formulas
|
|
if (bl->type == BL_HOM) {
|
|
// Def2
|
|
stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
|
|
status->def2 = cap_value(stat, 0, SHRT_MAX);
|
|
// Mdef2
|
|
stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
|
|
status->mdef2 = cap_value(stat, 0, SHRT_MAX);
|
|
// Def
|
|
stat = status->def;
|
|
stat += status_get_homvit(bl) + level / 2;
|
|
status->def = cap_value(stat, 0, SHRT_MAX);
|
|
// Mdef
|
|
stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
|
|
status->mdef = cap_value(stat, 0, SHRT_MAX);
|
|
// Hit
|
|
stat = level + status->dex + 150;
|
|
status->hit = cap_value(stat, 1, SHRT_MAX);
|
|
// Flee
|
|
stat = level + status_get_homagi(bl);
|
|
status->flee = cap_value(stat, 1, SHRT_MAX);
|
|
// Atk
|
|
stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
|
|
status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
|
|
// Atk2
|
|
stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
|
|
status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
|
|
} else {
|
|
// Hit
|
|
stat = status->hit;
|
|
stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
|
|
status->hit = cap_value(stat, 1, SHRT_MAX);
|
|
// Flee
|
|
stat = status->flee;
|
|
stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
|
|
status->flee = cap_value(stat, 1, SHRT_MAX);
|
|
// Def2
|
|
if (bl->type == BL_MER)
|
|
stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
|
|
else {
|
|
stat = status->def2;
|
|
stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
|
|
}
|
|
status->def2 = cap_value(stat, 0, SHRT_MAX);
|
|
// Mdef2
|
|
if (bl->type == BL_MER)
|
|
stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
|
|
else {
|
|
stat = status->mdef2;
|
|
stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
|
|
}
|
|
status->mdef2 = cap_value(stat, 0, SHRT_MAX);
|
|
// Special Matk case for Mercenary
|
|
if (bl->type == BL_MER)
|
|
status->matk_min = status->matk_max = status_base_matk(bl, status, level);
|
|
}
|
|
#else
|
|
// Matk
|
|
status->matk_min = status_base_matk_min(status);
|
|
status->matk_max = status_base_matk_max(status);
|
|
// Hit
|
|
stat = status->hit;
|
|
stat += level + status->dex;
|
|
status->hit = cap_value(stat, 1, SHRT_MAX);
|
|
// Flee
|
|
stat = status->flee;
|
|
stat += level + status->agi;
|
|
status->flee = cap_value(stat, 1, SHRT_MAX);
|
|
// Def2
|
|
stat = status->def2;
|
|
stat += status->vit;
|
|
status->def2 = cap_value(stat, 0, SHRT_MAX);
|
|
// Mdef2
|
|
stat = status->mdef2;
|
|
stat += status->int_ + (status->vit>>1);
|
|
status->mdef2 = cap_value(stat, 0, SHRT_MAX);
|
|
#endif
|
|
|
|
//Critical
|
|
if( bl->type&battle_config.enable_critical ) {
|
|
stat = status->cri;
|
|
stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
|
|
status->cri = cap_value(stat, 1, SHRT_MAX);
|
|
} else
|
|
status->cri = 0;
|
|
|
|
if (bl->type&battle_config.enable_perfect_flee) {
|
|
stat = status->flee2;
|
|
stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
|
|
status->flee2 = cap_value(stat, 0, SHRT_MAX);
|
|
} else
|
|
status->flee2 = 0;
|
|
|
|
if (status->batk) {
|
|
int temp = status->batk + status_base_atk(bl, status);
|
|
status->batk = cap_value(temp, 0, USHRT_MAX);
|
|
} else
|
|
status->batk = status_base_atk(bl, status);
|
|
|
|
if (status->cri) {
|
|
switch (bl->type) {
|
|
case BL_MOB:
|
|
if(battle_config.mob_critical_rate != 100)
|
|
status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
|
|
if(!status->cri && battle_config.mob_critical_rate)
|
|
status->cri = 10;
|
|
break;
|
|
case BL_PC:
|
|
// Players don't have a critical adjustment setting as of yet.
|
|
break;
|
|
default:
|
|
if(battle_config.critical_rate != 100)
|
|
status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
|
|
if (!status->cri && battle_config.critical_rate)
|
|
status->cri = 10;
|
|
}
|
|
}
|
|
if(bl->type&BL_REGEN)
|
|
status_calc_regen(bl, status, status_get_regen_data(bl));
|
|
}
|
|
|
|
/**
|
|
* Calculates the initial status for the given mob
|
|
* @param md: Mob object
|
|
* @param opt: Whether or not it is the first calculation
|
|
This will only be false when a mob levels up (Regular and WoE Guardians)
|
|
* @return 1 for calculated special statuses or 0 for none
|
|
* @author [Skotlex]
|
|
*/
|
|
int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
|
|
{
|
|
struct status_data *status;
|
|
struct block_list *mbl = NULL;
|
|
int flag=0;
|
|
|
|
if (opt&SCO_FIRST) { // Set basic level on respawn.
|
|
if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
|
|
;
|
|
else
|
|
md->level = md->db->lv;
|
|
}
|
|
|
|
// Check if we need custom base-status
|
|
if (battle_config.mobs_level_up && md->level > md->db->lv)
|
|
flag|=1;
|
|
|
|
if (md->special_state.size)
|
|
flag|=2;
|
|
|
|
if (md->guardian_data && md->guardian_data->guardup_lv)
|
|
flag|=4;
|
|
if (md->mob_id == MOBID_EMPERIUM)
|
|
flag|=4;
|
|
|
|
if (battle_config.slaves_inherit_speed && md->master_id)
|
|
flag|=8;
|
|
|
|
if (md->master_id && md->special_state.ai>AI_ATTACK)
|
|
flag|=16;
|
|
|
|
if (!flag) { // No special status required.
|
|
if (md->base_status) {
|
|
aFree(md->base_status);
|
|
md->base_status = NULL;
|
|
}
|
|
if (opt&SCO_FIRST)
|
|
memcpy(&md->status, &md->db->status, sizeof(struct status_data));
|
|
return 0;
|
|
}
|
|
if (!md->base_status)
|
|
md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
|
|
|
|
status = md->base_status;
|
|
memcpy(status, &md->db->status, sizeof(struct status_data));
|
|
|
|
if (flag&(8|16))
|
|
mbl = map_id2bl(md->master_id);
|
|
|
|
if (flag&8 && mbl) {
|
|
struct status_data *mstatus = status_get_base_status(mbl);
|
|
if (mstatus &&
|
|
battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
|
|
status->speed = mstatus->speed;
|
|
if( status->speed < 2 ) // Minimum for the unit to function properly
|
|
status->speed = 2;
|
|
}
|
|
|
|
if (flag&1) { // Increase from mobs leveling up [Valaris]
|
|
int diff = md->level - md->db->lv;
|
|
status->str+= diff;
|
|
status->agi+= diff;
|
|
status->vit+= diff;
|
|
status->int_+= diff;
|
|
status->dex+= diff;
|
|
status->luk+= diff;
|
|
status->max_hp += diff*status->vit;
|
|
status->max_sp += diff*status->int_;
|
|
status->hp = status->max_hp;
|
|
status->sp = status->max_sp;
|
|
status->speed -= cap_value(diff, 0, status->speed - 10);
|
|
}
|
|
|
|
|
|
if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
|
|
if (md->special_state.size==SZ_MEDIUM) {
|
|
status->max_hp>>=1;
|
|
status->max_sp>>=1;
|
|
if (!status->max_hp) status->max_hp = 1;
|
|
if (!status->max_sp) status->max_sp = 1;
|
|
status->hp=status->max_hp;
|
|
status->sp=status->max_sp;
|
|
status->str>>=1;
|
|
status->agi>>=1;
|
|
status->vit>>=1;
|
|
status->int_>>=1;
|
|
status->dex>>=1;
|
|
status->luk>>=1;
|
|
if (!status->str) status->str = 1;
|
|
if (!status->agi) status->agi = 1;
|
|
if (!status->vit) status->vit = 1;
|
|
if (!status->int_) status->int_ = 1;
|
|
if (!status->dex) status->dex = 1;
|
|
if (!status->luk) status->luk = 1;
|
|
} else if (md->special_state.size==SZ_BIG) {
|
|
status->max_hp<<=1;
|
|
status->max_sp<<=1;
|
|
status->hp=status->max_hp;
|
|
status->sp=status->max_sp;
|
|
status->str<<=1;
|
|
status->agi<<=1;
|
|
status->vit<<=1;
|
|
status->int_<<=1;
|
|
status->dex<<=1;
|
|
status->luk<<=1;
|
|
}
|
|
}
|
|
|
|
status_calc_misc(&md->bl, status, md->level);
|
|
|
|
if(flag&4) { // Strengthen Guardians - custom value +10% / lv
|
|
struct guild_castle *gc;
|
|
gc=guild_mapname2gc(map[md->bl.m].name);
|
|
if (!gc)
|
|
ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
|
|
else
|
|
if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
|
|
#ifdef RENEWAL
|
|
status->max_hp += 50 * gc->defense;
|
|
status->max_sp += 70 * gc->defense;
|
|
#else
|
|
status->max_hp += 1000 * gc->defense;
|
|
status->max_sp += 200 * gc->defense;
|
|
#endif
|
|
status->hp = status->max_hp;
|
|
status->sp = status->max_sp;
|
|
status->def += (gc->defense+2)/3;
|
|
status->mdef += (gc->defense+2)/3;
|
|
}
|
|
if(md->mob_id != MOBID_EMPERIUM) {
|
|
status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
|
|
status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
|
|
status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
|
|
status->aspd_rate -= 100*md->guardian_data->guardup_lv;
|
|
}
|
|
}
|
|
|
|
if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
|
|
struct unit_data *ud = unit_bl2ud(mbl);
|
|
// Remove special AI when this is used by regular mobs.
|
|
if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
|
|
md->special_state.ai = AI_NONE;
|
|
if (ud) {
|
|
// Different levels of HP according to skill level
|
|
if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
|
|
ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
|
|
switch(ud->skill_id) {
|
|
case AM_SPHEREMINE:
|
|
status->max_hp = 2000 + 400*ud->skill_lv;
|
|
break;
|
|
case KO_ZANZOU:
|
|
status->max_hp = 3000 + 3000 * ud->skill_lv;
|
|
break;
|
|
case AM_CANNIBALIZE:
|
|
status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
|
|
status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
|
|
break;
|
|
case MH_SUMMON_LEGION:
|
|
{
|
|
int homblvl = status_get_lv(mbl);
|
|
status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
|
|
status->batk = 100 * (ud->skill_lv+5) / 2;
|
|
status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
|
|
// status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
|
|
// status->aspd_rate = max(100,status->aspd_rate);
|
|
break;
|
|
}
|
|
case NC_SILVERSNIPER:
|
|
{
|
|
struct status_data *mstatus = status_get_status_data(mbl);
|
|
if(!mstatus)
|
|
break;
|
|
status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
|
|
status->batk = 200 * ud->skill_lv;
|
|
break;
|
|
}
|
|
case NC_MAGICDECOY:
|
|
{
|
|
struct status_data *mstatus = status_get_status_data(mbl);
|
|
if(!mstatus)
|
|
break;
|
|
status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
|
|
status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
|
|
break;
|
|
}
|
|
}
|
|
status->hp = status->max_hp;
|
|
}
|
|
}
|
|
|
|
if (opt&SCO_FIRST) // Initial battle status
|
|
memcpy(&md->status, status, sizeof(struct status_data));
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Calculates the stats of the given pet
|
|
* @param pd: Pet object
|
|
* @param opt: Whether or not it is the first calculation
|
|
This will only be false when a pet levels up
|
|
* @return 1
|
|
* @author [Skotlex]
|
|
*/
|
|
void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
|
|
{
|
|
nullpo_retv(pd);
|
|
|
|
if (opt&SCO_FIRST) {
|
|
memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
|
|
pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
|
|
pd->status.class_ = CLASS_NORMAL;
|
|
pd->status.speed = pd->petDB->speed;
|
|
|
|
if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
|
|
// Attack support requires the pet to be able to attack
|
|
pd->status.mode |= MD_CANATTACK;
|
|
}
|
|
}
|
|
|
|
if (battle_config.pet_lv_rate && pd->master) {
|
|
struct map_session_data *sd = pd->master;
|
|
int lv;
|
|
|
|
lv =sd->status.base_level*battle_config.pet_lv_rate/100;
|
|
if (lv < 0)
|
|
lv = 1;
|
|
if (lv != pd->pet.level || opt&SCO_FIRST) {
|
|
struct status_data *bstat = &pd->db->status, *status = &pd->status;
|
|
|
|
pd->pet.level = lv;
|
|
if (!(opt&SCO_FIRST)) // Lv Up animation
|
|
clif_misceffect(&pd->bl, 0);
|
|
status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
|
|
status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
|
|
status->str = (bstat->str*lv)/pd->db->lv;
|
|
status->agi = (bstat->agi*lv)/pd->db->lv;
|
|
status->vit = (bstat->vit*lv)/pd->db->lv;
|
|
status->int_ = (bstat->int_*lv)/pd->db->lv;
|
|
status->dex = (bstat->dex*lv)/pd->db->lv;
|
|
status->luk = (bstat->luk*lv)/pd->db->lv;
|
|
|
|
status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
|
|
status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
|
|
status->str = cap_value(status->str,1,battle_config.pet_max_stats);
|
|
status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
|
|
status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
|
|
status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
|
|
status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
|
|
status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
|
|
|
|
status_calc_misc(&pd->bl, &pd->status, lv);
|
|
|
|
if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
|
|
clif_send_petstatus(sd);
|
|
}
|
|
} else if (opt&SCO_FIRST) {
|
|
status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
|
|
if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
|
|
pd->pet.level = pd->db->lv;
|
|
}
|
|
|
|
// Support rate modifier (1000 = 100%)
|
|
pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
|
|
pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Get HP bonus modifiers
|
|
* @param bl: block_list that will be checked
|
|
* @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
|
|
* @return bonus: total bonus for HP
|
|
* @author [Cydh]
|
|
*/
|
|
static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
|
|
int bonus = 0;
|
|
|
|
if (type == STATUS_BONUS_FIX) {
|
|
struct status_change *sc = status_get_sc(bl);
|
|
|
|
//Only for BL_PC
|
|
if (bl->type == BL_PC) {
|
|
struct map_session_data *sd = map_id2sd(bl->id);
|
|
uint8 i;
|
|
|
|
bonus += sd->bonus.hp;
|
|
if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
|
|
bonus += i * 200;
|
|
if (sd->class_&JOBL_SUPER_NOVICE && sd->status.base_level >= 99)
|
|
bonus += 2000; // Supernovice lvl99 hp bonus.
|
|
}
|
|
|
|
//Bonus by SC
|
|
if (sc) {
|
|
if(sc->data[SC_INCMHP])
|
|
bonus += sc->data[SC_INCMHP]->val1;
|
|
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
|
|
bonus += 500;
|
|
if(sc->data[SC_LERADSDEW])
|
|
bonus += sc->data[SC_LERADSDEW]->val3;
|
|
if(sc->data[SC_INSPIRATION])
|
|
bonus += (600 * sc->data[SC_INSPIRATION]->val1);
|
|
if(sc->data[SC_SOLID_SKIN_OPTION])
|
|
bonus += 2000;
|
|
if(sc->data[SC_MARIONETTE])
|
|
bonus -= 1000;
|
|
}
|
|
} else if (type == STATUS_BONUS_RATE) {
|
|
struct status_change *sc = status_get_sc(bl);
|
|
|
|
//Only for BL_PC
|
|
if (bl->type == BL_PC) {
|
|
struct map_session_data *sd = map_id2sd(bl->id);
|
|
bonus += sd->hprate;
|
|
bonus -= 100; //Default hprate is 100, so it should be add 0%
|
|
|
|
//+200% for top ranking Taekwons over level 90.
|
|
if (pc_is_taekwon_ranker(sd))
|
|
bonus += 200;
|
|
}
|
|
|
|
//Bonus by SC
|
|
if (sc) {
|
|
//Increasing
|
|
if(sc->data[SC_INCMHPRATE])
|
|
bonus += sc->data[SC_INCMHPRATE]->val1;
|
|
if(sc->data[SC_APPLEIDUN])
|
|
bonus += sc->data[SC_APPLEIDUN]->val2;
|
|
if(sc->data[SC_DELUGE])
|
|
bonus += sc->data[SC_DELUGE]->val2;
|
|
if(sc->data[SC_BERSERK])
|
|
bonus += 200; //+200%
|
|
if(sc->data[SC_MERC_HPUP])
|
|
bonus += sc->data[SC_MERC_HPUP]->val2;
|
|
if(sc->data[SC_EPICLESIS])
|
|
bonus += sc->data[SC_EPICLESIS]->val2;
|
|
if(sc->data[SC_FRIGG_SONG])
|
|
bonus += sc->data[SC_FRIGG_SONG]->val2;
|
|
if(sc->data[SC_FORCEOFVANGUARD])
|
|
bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
|
|
if(sc->data[SC_INSPIRATION])
|
|
bonus += (5 * sc->data[SC_INSPIRATION]->val1);
|
|
if(sc->data[SC_RAISINGDRAGON])
|
|
bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
|
|
if(sc->data[SC_GT_REVITALIZE])
|
|
bonus += (2 * sc->data[SC_GT_REVITALIZE]->val1);
|
|
if(sc->data[SC_MUSTLE_M])
|
|
bonus += sc->data[SC_MUSTLE_M]->val1;
|
|
if(sc->data[SC_ANGRIFFS_MODUS])
|
|
bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
|
|
if(sc->data[SC_PETROLOGY_OPTION])
|
|
bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
|
|
if(sc->data[SC_POWER_OF_GAIA])
|
|
bonus += sc->data[SC_POWER_OF_GAIA]->val3;
|
|
if(sc->data[SC_CURSED_SOIL_OPTION])
|
|
bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
|
|
if(sc->data[SC_UPHEAVAL_OPTION])
|
|
bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
|
|
|
|
//Decreasing
|
|
if(sc->data[SC_VENOMBLEED])
|
|
bonus -= 15;
|
|
if(sc->data[SC_BEYONDOFWARCRY])
|
|
bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
|
|
if(sc->data[SC__WEAKNESS])
|
|
bonus -= sc->data[SC__WEAKNESS]->val2;
|
|
if(sc->data[SC_MYSTERIOUS_POWDER])
|
|
bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
|
|
if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
|
|
bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
|
|
if(sc->data[SC_EQC])
|
|
bonus -= sc->data[SC_EQC]->val4;
|
|
}
|
|
// Max rate reduce is -100%
|
|
bonus = cap_value(bonus,-100,INT_MAX);
|
|
}
|
|
|
|
return min(bonus,INT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Get SP bonus modifiers
|
|
* @param bl: block_list that will be checked
|
|
* @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
|
|
* @return bonus: total bonus for SP
|
|
* @author [Cydh]
|
|
*/
|
|
static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
|
|
int bonus = 0;
|
|
|
|
if (type == STATUS_BONUS_FIX) {
|
|
struct status_change *sc = status_get_sc(bl);
|
|
|
|
//Only for BL_PC
|
|
if (bl->type == BL_PC) {
|
|
struct map_session_data *sd = map_id2sd(bl->id);
|
|
uint8 i;
|
|
|
|
bonus += sd->bonus.sp;
|
|
if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
|
|
bonus += 30 * i;
|
|
if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
|
|
bonus += 200 + 20 * i;
|
|
if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
|
|
bonus += 30 * i;
|
|
}
|
|
|
|
//Bonus by SC
|
|
if (sc) {
|
|
if(sc->data[SC_INCMSP])
|
|
bonus += (sc->data[SC_INCMSP]->val1);
|
|
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
|
|
bonus += 50;
|
|
}
|
|
} else if (type == STATUS_BONUS_RATE) {
|
|
struct status_change *sc = status_get_sc(bl);
|
|
|
|
//Only for BL_PC
|
|
if (bl->type == BL_PC) {
|
|
struct map_session_data *sd = map_id2sd(bl->id);
|
|
uint8 i;
|
|
|
|
bonus += sd->sprate;
|
|
bonus -= 100; //Default sprate is 100, so it should be add 0%
|
|
|
|
if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
|
|
bonus += i;
|
|
if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
|
|
bonus += 2 * i;
|
|
|
|
//+200% for top ranking Taekwons over level 90.
|
|
if (pc_is_taekwon_ranker(sd))
|
|
bonus += 200;
|
|
}
|
|
|
|
//Bonus by SC
|
|
if (sc) {
|
|
if(sc->data[SC_INCMSPRATE])
|
|
bonus += sc->data[SC_INCMSPRATE]->val1;
|
|
if(sc->data[SC_RAISINGDRAGON])
|
|
bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
|
|
if(sc->data[SC_SERVICE4U])
|
|
bonus += sc->data[SC_SERVICE4U]->val2;
|
|
if(sc->data[SC_MERC_SPUP])
|
|
bonus += sc->data[SC_MERC_SPUP]->val2;
|
|
if(sc->data[SC_LIFE_FORCE_F])
|
|
bonus += sc->data[SC_LIFE_FORCE_F]->val1;
|
|
if(sc->data[SC_VITATA_500])
|
|
bonus += sc->data[SC_VITATA_500]->val2;
|
|
}
|
|
// Max rate reduce is -100%
|
|
bonus = cap_value(bonus,-100,INT_MAX);
|
|
}
|
|
|
|
return min(bonus,INT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
|
|
* The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
|
|
* @param sd Player
|
|
* @param stat Vit/Int of player as param modifier
|
|
* @param isHP true - calculates Max HP, false - calculated Max SP
|
|
* @return max The max value of HP or SP
|
|
*/
|
|
static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
|
|
double max = 0;
|
|
uint16 idx, level, job_id;
|
|
|
|
nullpo_ret(sd);
|
|
|
|
job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
|
|
idx = pc_class2idx(job_id);
|
|
level = max(sd->status.base_level,1);
|
|
|
|
if (isHP) { //Calculates MaxHP
|
|
max = job_info[idx].base_hp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
|
|
max += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
|
|
max += (int64)(max * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
|
|
}
|
|
else { //Calculates MaxSP
|
|
max = job_info[idx].base_sp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
|
|
max += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
|
|
max += (int64)(max * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
|
|
}
|
|
|
|
//Make sure it's not negative before casting to unsigned int
|
|
if(max < 1) max = 1;
|
|
|
|
return cap_value((unsigned int)max,1,UINT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Calculates player data from scratch without counting SC adjustments
|
|
* Should be invoked whenever players raise stats, learn passive skills or change equipment
|
|
* @param sd: Player object
|
|
* @param opt: Whether it is first calc (login) or not
|
|
* @return (-1) for too many recursive calls, (1) recursive call, (0) success
|
|
*/
|
|
int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
|
|
{
|
|
static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
|
|
struct status_data *status; ///< Pointer to the player's base status
|
|
const struct status_change *sc = &sd->sc;
|
|
struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
|
|
int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
|
|
i, skill,refinedef=0;
|
|
short index = -1;
|
|
|
|
if (++calculating > 10) // Too many recursive calls!
|
|
return -1;
|
|
|
|
// Remember player-specific values that are currently being shown to the client (for refresh purposes)
|
|
memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
|
|
b_weight = sd->weight;
|
|
b_max_weight = sd->max_weight;
|
|
b_cart_weight_max = sd->cart_weight_max;
|
|
|
|
pc_calc_skilltree(sd); // SkillTree calculation
|
|
|
|
sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
|
|
|
|
if (opt&SCO_FIRST) {
|
|
// Load Hp/SP from char-received data.
|
|
sd->battle_status.hp = sd->status.hp;
|
|
sd->battle_status.sp = sd->status.sp;
|
|
sd->regen.sregen = &sd->sregen;
|
|
sd->regen.ssregen = &sd->ssregen;
|
|
sd->weight=0;
|
|
for(i=0;i<MAX_INVENTORY;i++) {
|
|
if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
|
|
continue;
|
|
sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
|
|
}
|
|
sd->cart_weight=0;
|
|
sd->cart_num=0;
|
|
for(i=0;i<MAX_CART;i++) {
|
|
if(sd->status.cart[i].nameid==0)
|
|
continue;
|
|
sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
|
|
sd->cart_num++;
|
|
}
|
|
}
|
|
|
|
status = &sd->base_status;
|
|
// These are not zeroed. [zzo]
|
|
sd->hprate = 100;
|
|
sd->sprate = 100;
|
|
sd->castrate = 100;
|
|
sd->delayrate = 100;
|
|
sd->dsprate = 100;
|
|
sd->hprecov_rate = 100;
|
|
sd->sprecov_rate = 100;
|
|
sd->matk_rate = 100;
|
|
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->regen.state.block = 0;
|
|
|
|
// Zeroed arrays, order follows the order in pc.h.
|
|
// Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
|
|
memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
|
|
+ sizeof(sd->param_equip)
|
|
+ sizeof(sd->subele)
|
|
+ sizeof(sd->subrace)
|
|
+ sizeof(sd->subclass)
|
|
+ sizeof(sd->subrace2)
|
|
+ sizeof(sd->subsize)
|
|
+ sizeof(sd->reseff)
|
|
+ sizeof(sd->weapon_coma_ele)
|
|
+ sizeof(sd->weapon_coma_race)
|
|
+ sizeof(sd->weapon_coma_class)
|
|
+ sizeof(sd->weapon_atk)
|
|
+ sizeof(sd->weapon_atk_rate)
|
|
+ sizeof(sd->arrow_addele)
|
|
+ sizeof(sd->arrow_addrace)
|
|
+ sizeof(sd->arrow_addclass)
|
|
+ sizeof(sd->arrow_addsize)
|
|
+ sizeof(sd->magic_addele)
|
|
+ sizeof(sd->magic_addrace)
|
|
+ sizeof(sd->magic_addclass)
|
|
+ sizeof(sd->magic_addsize)
|
|
+ sizeof(sd->magic_atk_ele)
|
|
+ sizeof(sd->critaddrace)
|
|
+ sizeof(sd->expaddrace)
|
|
+ sizeof(sd->expaddclass)
|
|
+ sizeof(sd->ignore_mdef_by_race)
|
|
+ sizeof(sd->ignore_mdef_by_class)
|
|
+ sizeof(sd->ignore_def_by_race)
|
|
+ sizeof(sd->sp_gain_race)
|
|
+ sizeof(sd->sp_gain_race_attack)
|
|
+ sizeof(sd->hp_gain_race_attack)
|
|
);
|
|
|
|
memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
|
|
memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
|
|
|
|
if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
|
|
clif_status_load(&sd->bl, SI_INTRAVISION, 0);
|
|
|
|
memset(&sd->special_state,0,sizeof(sd->special_state));
|
|
|
|
if (!sd->state.permanent_speed) {
|
|
memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
|
|
status->speed = DEFAULT_WALK_SPEED;
|
|
} else {
|
|
int pSpeed = status->speed;
|
|
|
|
memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
|
|
status->speed = pSpeed;
|
|
}
|
|
|
|
// !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
|
|
// Give them all modes except these (useful for clones)
|
|
status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
|
|
|
|
status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
|
|
if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
|
|
if (sd->class_&JOBL_BABY) {
|
|
if (battle_config.character_size&SZ_BIG)
|
|
status->size++;
|
|
} else
|
|
if(battle_config.character_size&SZ_MEDIUM)
|
|
status->size++;
|
|
}
|
|
status->aspd_rate = 1000;
|
|
status->ele_lv = 1;
|
|
status->race = RC_PLAYER;
|
|
status->class_ = CLASS_NORMAL;
|
|
|
|
// Zero up structures...
|
|
memset(&sd->autospell, 0, sizeof(sd->autospell)
|
|
+ sizeof(sd->autospell2)
|
|
+ sizeof(sd->autospell3)
|
|
+ sizeof(sd->addeff)
|
|
+ sizeof(sd->addeff2)
|
|
+ sizeof(sd->addeff3)
|
|
+ sizeof(sd->skillatk)
|
|
+ sizeof(sd->skillusesprate)
|
|
+ sizeof(sd->skillusesp)
|
|
+ sizeof(sd->skillheal)
|
|
+ sizeof(sd->skillheal2)
|
|
+ sizeof(sd->skillblown)
|
|
+ sizeof(sd->skillcastrate)
|
|
+ sizeof(sd->skillcooldown)
|
|
+ sizeof(sd->skillfixcast)
|
|
+ sizeof(sd->skillvarcast)
|
|
+ sizeof(sd->skillfixcastrate)
|
|
+ sizeof(sd->hp_loss)
|
|
+ sizeof(sd->sp_loss)
|
|
+ sizeof(sd->hp_regen)
|
|
+ sizeof(sd->sp_regen)
|
|
+ sizeof(sd->add_def)
|
|
+ sizeof(sd->add_mdef)
|
|
+ sizeof(sd->add_mdmg)
|
|
+ sizeof(sd->add_drop)
|
|
+ sizeof(sd->itemhealrate)
|
|
+ sizeof(sd->subele2)
|
|
+ sizeof(sd->def_set_race)
|
|
+ sizeof(sd->mdef_set_race)
|
|
+ sizeof(sd->vanish_race)
|
|
);
|
|
|
|
memset (&sd->bonus, 0, sizeof(sd->bonus));
|
|
|
|
// Autobonus
|
|
pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
|
|
pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
|
|
pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
|
|
|
|
pc_itemgrouphealrate_clear(sd);
|
|
|
|
npc_script_event(sd, NPCE_STATCALC);
|
|
|
|
// Parse equipment
|
|
for (i = 0; i < EQI_MAX; i++) {
|
|
current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
|
|
current_equip_combo_pos = 0;
|
|
if (index < 0)
|
|
continue;
|
|
if (i == EQI_AMMO)
|
|
continue;
|
|
if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
|
|
continue;
|
|
if (!sd->inventory_data[index])
|
|
continue;
|
|
|
|
status->def += sd->inventory_data[index]->def;
|
|
|
|
// Items may be equipped, their effects however are nullified.
|
|
if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
|
|
|| !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
|
|
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
|
|
if (!calculating)
|
|
return 1;
|
|
}
|
|
|
|
// Sanitize the refine level in case someone decreased the value inbetween
|
|
if (sd->status.inventory[index].refine > MAX_REFINE)
|
|
sd->status.inventory[index].refine = MAX_REFINE;
|
|
|
|
if (sd->inventory_data[index]->type == IT_WEAPON) {
|
|
int r = sd->status.inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
|
|
struct weapon_data *wd;
|
|
struct weapon_atk *wa;
|
|
|
|
if(wlv >= REFINE_TYPE_MAX)
|
|
wlv = REFINE_TYPE_MAX - 1;
|
|
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
|
|
wd = &sd->left_weapon; // Left-hand weapon
|
|
wa = &status->lhw;
|
|
} else {
|
|
wd = &sd->right_weapon;
|
|
wa = &status->rhw;
|
|
}
|
|
wa->atk += sd->inventory_data[index]->atk;
|
|
if(r)
|
|
wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
|
|
#ifdef RENEWAL
|
|
wa->matk += sd->inventory_data[index]->matk;
|
|
wa->wlv = wlv;
|
|
if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
|
|
wa->matk += refine_info[wlv].bonus[r-1] / 100;
|
|
#endif
|
|
if(r) // Overrefine bonus.
|
|
wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
|
|
wa->range += sd->inventory_data[index]->range;
|
|
if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
|
|
if (wd == &sd->left_weapon) {
|
|
sd->state.lr_flag = 1;
|
|
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
|
|
sd->state.lr_flag = 0;
|
|
} else
|
|
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
|
|
if (!calculating) // Abort, run_script retriggered this. [Skotlex]
|
|
return 1;
|
|
}
|
|
if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
|
|
wd->star += (sd->status.inventory[index].card[1]>>8);
|
|
if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
|
|
if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
|
|
wd->star += 10;
|
|
if (!wa->ele) // Do not overwrite element from previous bonuses.
|
|
wa->ele = (sd->status.inventory[index].card[1]&0x0f);
|
|
}
|
|
} else if(sd->inventory_data[index]->type == IT_ARMOR) {
|
|
int r;
|
|
|
|
if ( (r = sd->status.inventory[index].refine) )
|
|
refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
|
|
if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
|
|
if( i == EQI_HAND_L ) // Shield
|
|
sd->state.lr_flag = 3;
|
|
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
|
|
if( i == EQI_HAND_L ) // Shield
|
|
sd->state.lr_flag = 0;
|
|
if (!calculating) // Abort, run_script retriggered this. [Skotlex]
|
|
return 1;
|
|
}
|
|
} else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
|
|
if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
|
|
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
|
|
if( !calculating )
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(sd->equip_index[EQI_AMMO] >= 0) {
|
|
index = sd->equip_index[EQI_AMMO];
|
|
if(sd->inventory_data[index]) { // Arrows
|
|
sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
|
|
sd->state.lr_flag = 2;
|
|
if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
|
|
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
|
|
sd->state.lr_flag = 0;
|
|
if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// We've got combos to process and check
|
|
if( sd->combos.count ) {
|
|
for (i = 0; i < sd->combos.count; i++) {
|
|
uint8 j = 0;
|
|
bool no_run = false;
|
|
struct item_combo *combo = NULL;
|
|
|
|
current_equip_item_index = -1;
|
|
current_equip_combo_pos = sd->combos.pos[i];
|
|
|
|
if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
|
|
continue;
|
|
// Check combo items
|
|
while (j < combo->count) {
|
|
struct item_data *id = itemdb_exists(combo->nameid[j]);
|
|
// Don't run the script if at least one of combo's pair has restriction
|
|
if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
|
|
no_run = true;
|
|
break;
|
|
}
|
|
j++;
|
|
}
|
|
if (no_run)
|
|
continue;
|
|
run_script(sd->combos.bonus[i],0,sd->bl.id,0);
|
|
if (!calculating) // Abort, run_script retriggered this
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// Store equipment script bonuses
|
|
memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
|
|
memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
|
|
|
|
status->def += (refinedef+50)/100;
|
|
|
|
// Parse Cards
|
|
for (i = 0; i < EQI_MAX; i++) {
|
|
current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
|
|
current_equip_combo_pos = 0;
|
|
if (index < 0)
|
|
continue;
|
|
if (i == EQI_AMMO)
|
|
continue;
|
|
if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
|
|
continue;
|
|
|
|
if (sd->inventory_data[index]) {
|
|
int j;
|
|
struct item_data *data;
|
|
|
|
// Card script execution.
|
|
if (itemdb_isspecial(sd->status.inventory[index].card[0]))
|
|
continue;
|
|
for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
|
|
int c = sd->status.inventory[index].card[j];
|
|
current_equip_card_id= c;
|
|
if(!c)
|
|
continue;
|
|
data = itemdb_exists(c);
|
|
if(!data)
|
|
continue;
|
|
if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
|
|
run_script(data->equip_script,0,sd->bl.id,0);
|
|
if (!calculating)
|
|
return 1;
|
|
}
|
|
if(!data->script)
|
|
continue;
|
|
if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
|
|
continue;
|
|
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
|
|
sd->state.lr_flag = 1;
|
|
run_script(data->script,0,sd->bl.id,0);
|
|
sd->state.lr_flag = 0;
|
|
} else
|
|
run_script(data->script,0,sd->bl.id,0);
|
|
if (!calculating) // Abort, run_script his function. [Skotlex]
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
|
|
struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
|
|
if( data && data->script )
|
|
run_script(data->script,0,sd->bl.id,0);
|
|
}
|
|
|
|
pc_bonus_script(sd);
|
|
|
|
if( sd->pd ) { // Pet Bonus
|
|
struct pet_data *pd = sd->pd;
|
|
if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
|
|
run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0);
|
|
if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
|
|
pc_bonus(sd,pd->bonus->type, pd->bonus->val);
|
|
}
|
|
|
|
// param_bonus now holds card bonuses.
|
|
if(status->rhw.range < 1) status->rhw.range = 1;
|
|
if(status->lhw.range < 1) status->lhw.range = 1;
|
|
if(status->rhw.range < status->lhw.range)
|
|
status->rhw.range = status->lhw.range;
|
|
|
|
sd->bonus.double_rate += sd->bonus.double_add_rate;
|
|
sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
|
|
sd->bonus.splash_range += sd->bonus.splash_add_range;
|
|
|
|
// Damage modifiers from weapon type
|
|
sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
|
|
sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
|
|
sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
|
|
sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
|
|
sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
|
|
sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
|
|
|
|
if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
|
|
(sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
|
|
{ // When Riding with spear, damage modifier to mid-class becomes
|
|
// same as versus large size.
|
|
sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
|
|
sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
|
|
}
|
|
|
|
// ----- STATS CALCULATION -----
|
|
|
|
// Job bonuses
|
|
index = pc_class2idx(sd->status.class_);
|
|
for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
|
|
if(!job_info[index].job_bonus[i])
|
|
continue;
|
|
switch(job_info[index].job_bonus[i]) {
|
|
case 1: status->str++; break;
|
|
case 2: status->agi++; break;
|
|
case 3: status->vit++; break;
|
|
case 4: status->int_++; break;
|
|
case 5: status->dex++; break;
|
|
case 6: status->luk++; break;
|
|
}
|
|
}
|
|
|
|
// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
|
|
if((sd->class_&JOBL_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
|
|
status->str += 10;
|
|
status->agi += 10;
|
|
status->vit += 10;
|
|
status->int_+= 10;
|
|
status->dex += 10;
|
|
status->luk += 10;
|
|
}
|
|
|
|
// Absolute modifiers from passive skills
|
|
if(pc_checkskill(sd,BS_HILTBINDING)>0)
|
|
status->str++;
|
|
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
|
|
status->int_ += (skill+1)/2; // +1 INT / 2 lv
|
|
if((skill=pc_checkskill(sd,AC_OWL))>0)
|
|
status->dex += skill;
|
|
if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
|
|
status->int_ += skill;
|
|
|
|
// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
|
|
i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
|
|
status->str = cap_value(i,0,USHRT_MAX);
|
|
i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
|
|
status->agi = cap_value(i,0,USHRT_MAX);
|
|
i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
|
|
status->vit = cap_value(i,0,USHRT_MAX);
|
|
i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
|
|
status->int_ = cap_value(i,0,USHRT_MAX);
|
|
i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
|
|
status->dex = cap_value(i,0,USHRT_MAX);
|
|
i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
|
|
status->luk = cap_value(i,0,USHRT_MAX);
|
|
|
|
// ------ ATTACK CALCULATION ------
|
|
|
|
// Base batk value is set in status_calc_misc
|
|
#ifndef RENEWAL
|
|
// !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
|
|
if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
|
|
status->batk += sd->weapon_atk[sd->status.weapon];
|
|
// Absolute modifiers from passive skills
|
|
if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
|
|
status->batk += 4;
|
|
#else
|
|
status->watk = status_weapon_atk(status->rhw, status);
|
|
status->watk2 = status_weapon_atk(status->lhw, status);
|
|
status->eatk = max(sd->bonus.eatk,0);
|
|
#endif
|
|
|
|
// ----- HP MAX CALCULATION -----
|
|
status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
|
|
|
|
if(battle_config.hp_rate != 100)
|
|
status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
|
|
|
|
status->max_hp = cap_value(status->max_hp,1,(unsigned int)battle_config.max_hp);
|
|
|
|
// ----- SP MAX CALCULATION -----
|
|
status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
|
|
|
|
if(battle_config.sp_rate != 100)
|
|
status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
|
|
|
|
status->max_sp = cap_value(status->max_sp,1,(unsigned int)battle_config.max_sp);
|
|
|
|
// ----- RESPAWN HP/SP -----
|
|
|
|
// Calc respawn hp and store it on base_status
|
|
if (sd->special_state.restart_full_recover) {
|
|
status->hp = status->max_hp;
|
|
status->sp = status->max_sp;
|
|
} else {
|
|
if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
|
|
&& battle_config.restart_hp_rate < 50)
|
|
status->hp = status->max_hp>>1;
|
|
else
|
|
status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
|
|
if(!status->hp)
|
|
status->hp = 1;
|
|
|
|
status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
|
|
|
|
if( !status->sp ) // The minimum for the respawn setting is SP:1
|
|
status->sp = 1;
|
|
}
|
|
|
|
// ----- MISC CALCULATION -----
|
|
status_calc_misc(&sd->bl, status, sd->status.base_level);
|
|
|
|
// Equipment modifiers for misc settings
|
|
if(sd->matk_rate < 0)
|
|
sd->matk_rate = 0;
|
|
|
|
if(sd->matk_rate != 100) {
|
|
status->matk_max = status->matk_max * sd->matk_rate/100;
|
|
status->matk_min = status->matk_min * sd->matk_rate/100;
|
|
}
|
|
|
|
if(sd->hit_rate < 0)
|
|
sd->hit_rate = 0;
|
|
if(sd->hit_rate != 100)
|
|
status->hit = status->hit * sd->hit_rate/100;
|
|
|
|
if(sd->flee_rate < 0)
|
|
sd->flee_rate = 0;
|
|
if(sd->flee_rate != 100)
|
|
status->flee = status->flee * sd->flee_rate/100;
|
|
|
|
if(sd->def2_rate < 0)
|
|
sd->def2_rate = 0;
|
|
if(sd->def2_rate != 100)
|
|
status->def2 = status->def2 * sd->def2_rate/100;
|
|
|
|
if(sd->mdef2_rate < 0)
|
|
sd->mdef2_rate = 0;
|
|
if(sd->mdef2_rate != 100)
|
|
status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
|
|
|
|
if(sd->critical_rate < 0)
|
|
sd->critical_rate = 0;
|
|
if(sd->critical_rate != 100)
|
|
status->cri = cap_value(status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
|
|
|
|
if(sd->flee2_rate < 0)
|
|
sd->flee2_rate = 0;
|
|
if(sd->flee2_rate != 100)
|
|
status->flee2 = status->flee2 * sd->flee2_rate/100;
|
|
|
|
// ----- HIT CALCULATION -----
|
|
|
|
// Absolute modifiers from passive skills
|
|
#ifndef RENEWAL
|
|
if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
|
|
status->hit += skill*2;
|
|
#endif
|
|
if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
|
|
#ifndef RENEWAL
|
|
status->hit += skill;
|
|
#endif
|
|
if(sd->status.weapon == W_BOW)
|
|
status->rhw.range += skill;
|
|
}
|
|
if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
|
|
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
|
|
status->hit += 2*skill;
|
|
if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
|
|
status->hit += skill;
|
|
status->rhw.range += skill;
|
|
}
|
|
}
|
|
if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
|
|
status->hit += skill * 3;
|
|
if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
|
|
status->hit += skill * 2;
|
|
|
|
|
|
// ----- FLEE CALCULATION -----
|
|
|
|
// Absolute modifiers from passive skills
|
|
if((skill=pc_checkskill(sd,TF_MISS))>0)
|
|
status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
|
|
if((skill=pc_checkskill(sd,MO_DODGE))>0)
|
|
status->flee += (skill*3)>>1;
|
|
|
|
// ----- EQUIPMENT-DEF CALCULATION -----
|
|
|
|
// Apply relative modifiers from equipment
|
|
if(sd->def_rate < 0)
|
|
sd->def_rate = 0;
|
|
if(sd->def_rate != 100) {
|
|
i = status->def * sd->def_rate/100;
|
|
status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
|
|
}
|
|
|
|
if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
|
|
status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
|
|
|
|
#ifndef RENEWAL
|
|
if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) {
|
|
status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
|
|
status->def = (unsigned char)battle_config.max_def;
|
|
}
|
|
#endif
|
|
|
|
// ----- EQUIPMENT-MDEF CALCULATION -----
|
|
|
|
// Apply relative modifiers from equipment
|
|
if(sd->mdef_rate < 0)
|
|
sd->mdef_rate = 0;
|
|
if(sd->mdef_rate != 100) {
|
|
i = status->mdef * sd->mdef_rate/100;
|
|
status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
|
|
}
|
|
|
|
#ifndef RENEWAL
|
|
if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) {
|
|
status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
|
|
status->mdef = (signed char)battle_config.max_def;
|
|
}
|
|
#endif
|
|
|
|
// ----- ASPD CALCULATION -----
|
|
|
|
/// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
|
|
|
|
// Basic ASPD value
|
|
i = status_base_amotion_pc(sd,status);
|
|
status->amotion = cap_value(i,pc_maxaspd(sd),2000);
|
|
|
|
// Relative modifiers from passive skills
|
|
#ifndef RENEWAL_ASPD
|
|
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
|
|
status->aspd_rate -= 5*skill;
|
|
if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
|
|
status->aspd_rate -= 30*skill;
|
|
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
|
|
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
|
|
status->aspd_rate -= ((skill+1)/2) * 10;
|
|
if(pc_isriding(sd))
|
|
status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
|
|
else if(pc_isridingdragon(sd))
|
|
status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
|
|
#else // Needs more info
|
|
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
|
|
status->aspd_rate += 5*skill;
|
|
if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
|
|
status->aspd_rate += 30*skill;
|
|
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
|
|
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
|
|
status->aspd_rate += ((skill+1)/2) * 10;
|
|
if(pc_isriding(sd))
|
|
status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
|
|
else if(pc_isridingdragon(sd))
|
|
status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
|
|
#endif
|
|
status->adelay = 2*status->amotion;
|
|
|
|
|
|
// ----- DMOTION -----
|
|
|
|
i = 800-status->agi*4;
|
|
status->dmotion = cap_value(i, 400, 800);
|
|
if(battle_config.pc_damage_delay_rate != 100)
|
|
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
|
|
|
|
// ----- MISC CALCULATIONS -----
|
|
|
|
// Weight
|
|
if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
|
|
sd->max_weight += 2000*skill;
|
|
if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
|
|
sd->max_weight += 10000;
|
|
else if(pc_isridingdragon(sd))
|
|
sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
|
|
if(sc->data[SC_KNOWLEDGE])
|
|
sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
|
|
if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
|
|
sd->max_weight += 2000*skill;
|
|
|
|
sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
|
|
|
|
if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
|
|
sd->regen.state.walk = 1;
|
|
else
|
|
sd->regen.state.walk = 0;
|
|
|
|
// Skill SP cost
|
|
if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
|
|
sd->dsprate -= 4*skill;
|
|
|
|
if(sc->data[SC_SERVICE4U])
|
|
sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
|
|
|
|
if(sc->data[SC_SPCOST_RATE])
|
|
sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
|
|
|
|
// Underflow protections.
|
|
if(sd->dsprate < 0)
|
|
sd->dsprate = 0;
|
|
if(sd->castrate < 0)
|
|
sd->castrate = 0;
|
|
if(sd->delayrate < 0)
|
|
sd->delayrate = 0;
|
|
if(sd->hprecov_rate < 0)
|
|
sd->hprecov_rate = 0;
|
|
if(sd->sprecov_rate < 0)
|
|
sd->sprecov_rate = 0;
|
|
|
|
// Anti-element and anti-race
|
|
if((skill=pc_checkskill(sd,CR_TRUST))>0)
|
|
sd->subele[ELE_HOLY] += skill*5;
|
|
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
|
|
sd->subele[ELE_NEUTRAL] += skill;
|
|
sd->subele[ELE_FIRE] += skill*4;
|
|
}
|
|
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
|
|
#ifdef RENEWAL
|
|
skill = skill * 2;
|
|
#else
|
|
skill = skill * 4;
|
|
#endif
|
|
sd->right_weapon.addrace[RC_DRAGON]+=skill;
|
|
sd->left_weapon.addrace[RC_DRAGON]+=skill;
|
|
sd->magic_addrace[RC_DRAGON]+=skill;
|
|
sd->subrace[RC_DRAGON]+=skill;
|
|
}
|
|
if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
|
|
sd->right_weapon.addrace[RC_DEMON] += skill;
|
|
sd->right_weapon.addele[ELE_DARK] += skill;
|
|
sd->left_weapon.addrace[RC_DEMON] += skill;
|
|
sd->left_weapon.addele[ELE_DARK] += skill;
|
|
sd->magic_addrace[RC_DEMON] += skill;
|
|
sd->magic_addele[ELE_DARK] += skill;
|
|
sd->subrace[RC_DEMON] += skill;
|
|
sd->subele[ELE_DARK] += skill;
|
|
}
|
|
|
|
if(sc->count) {
|
|
if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
|
|
sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
|
|
sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
|
|
}
|
|
if(sc->data[SC_SIEGFRIED]) {
|
|
i = sc->data[SC_SIEGFRIED]->val2;
|
|
sd->subele[ELE_WATER] += i;
|
|
sd->subele[ELE_EARTH] += i;
|
|
sd->subele[ELE_FIRE] += i;
|
|
sd->subele[ELE_WIND] += i;
|
|
sd->subele[ELE_POISON] += i;
|
|
sd->subele[ELE_HOLY] += i;
|
|
sd->subele[ELE_DARK] += i;
|
|
sd->subele[ELE_GHOST] += i;
|
|
sd->subele[ELE_UNDEAD] += i;
|
|
}
|
|
if(sc->data[SC_PROVIDENCE]) {
|
|
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
|
|
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
|
|
}
|
|
if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
|
|
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
|
|
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
|
|
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
|
|
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
|
|
}
|
|
if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
|
|
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
|
|
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
|
|
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
|
|
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
|
|
}
|
|
if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
|
|
i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
|
|
sd->subele[ELE_FIRE] += i;
|
|
sd->subele[ELE_WATER] -= i;
|
|
}
|
|
if( sc->data[SC_WATER_DROP_OPTION] ) {
|
|
i = sc->data[SC_WATER_DROP_OPTION]->val2;
|
|
sd->subele[ELE_WATER] += i;
|
|
sd->subele[ELE_WIND] -= i;
|
|
}
|
|
if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
|
|
i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
|
|
sd->subele[ELE_WIND] += i;
|
|
sd->subele[ELE_EARTH] -= i;
|
|
}
|
|
if( sc->data[SC_STONE_SHIELD_OPTION] ) {
|
|
i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
|
|
sd->subele[ELE_EARTH] += i;
|
|
sd->subele[ELE_FIRE] -= i;
|
|
}
|
|
if (sc->data[SC_MTF_MLEATKED] )
|
|
sd->subele[ELE_NEUTRAL] += 2;
|
|
if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
|
|
sd->magic_addele[ELE_FIRE] += 25;
|
|
if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
|
|
sd->magic_addele[ELE_WATER] += 25;
|
|
if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
|
|
sd->magic_addele[ELE_WIND] += 25;
|
|
if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
|
|
sd->magic_addele[ELE_EARTH] += 25;
|
|
}
|
|
status_cpy(&sd->battle_status, status);
|
|
|
|
// ----- CLIENT-SIDE REFRESH -----
|
|
if(!sd->bl.prev) {
|
|
// Will update on LoadEndAck
|
|
calculating = 0;
|
|
return 0;
|
|
}
|
|
if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
|
|
clif_skillinfoblock(sd);
|
|
if(b_weight != sd->weight)
|
|
clif_updatestatus(sd,SP_WEIGHT);
|
|
if(b_max_weight != sd->max_weight) {
|
|
clif_updatestatus(sd,SP_MAXWEIGHT);
|
|
pc_updateweightstatus(sd);
|
|
}
|
|
if( b_cart_weight_max != sd->cart_weight_max ) {
|
|
clif_updatestatus(sd,SP_CARTINFO);
|
|
}
|
|
|
|
calculating = 0;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Calculates Mercenary data
|
|
* @param md: Mercenary object
|
|
* @param opt: Whether it is first calc or not (0 on level up or status)
|
|
* @return 0
|
|
*/
|
|
int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
|
|
{
|
|
struct status_data *status = &md->base_status;
|
|
struct s_mercenary *merc = &md->mercenary;
|
|
|
|
if (opt&SCO_FIRST) {
|
|
memcpy(status, &md->db->status, sizeof(struct status_data));
|
|
status->class_ = CLASS_NORMAL;
|
|
status->mode = MD_CANMOVE|MD_CANATTACK;
|
|
status->hp = status->max_hp;
|
|
status->sp = status->max_sp;
|
|
md->battle_status.hp = merc->hp;
|
|
md->battle_status.sp = merc->sp;
|
|
if (md->master)
|
|
status->speed = status_get_speed(&md->master->bl);
|
|
}
|
|
|
|
status_calc_misc(&md->bl, status, md->db->lv);
|
|
status_cpy(&md->battle_status, status);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Calculates Homunculus data
|
|
* @param hd: Homunculus object
|
|
* @param opt: Whether it is first calc or not (0 on level up or status)
|
|
* @return 1
|
|
*/
|
|
int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
|
|
{
|
|
struct status_data *status = &hd->base_status;
|
|
struct s_homunculus *hom = &hd->homunculus;
|
|
int skill_lv;
|
|
int amotion;
|
|
|
|
status->str = hom->str / 10;
|
|
status->agi = hom->agi / 10;
|
|
status->vit = hom->vit / 10;
|
|
status->dex = hom->dex / 10;
|
|
status->int_ = hom->int_ / 10;
|
|
status->luk = hom->luk / 10;
|
|
|
|
APPLY_HOMUN_LEVEL_STATWEIGHT();
|
|
|
|
if (opt&SCO_FIRST) {
|
|
const struct s_homunculus_db *db = hd->homunculusDB;
|
|
status->def_ele = db->element;
|
|
status->ele_lv = 1;
|
|
status->race = db->race;
|
|
status->class_ = CLASS_NORMAL;
|
|
status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
|
|
status->rhw.range = 1 + status->size;
|
|
status->mode = MD_CANMOVE|MD_CANATTACK;
|
|
status->speed = DEFAULT_WALK_SPEED;
|
|
if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
|
|
status->speed = status_get_speed(&hd->master->bl);
|
|
|
|
status->hp = 1;
|
|
status->sp = 1;
|
|
}
|
|
|
|
status->aspd_rate = 1000;
|
|
|
|
#ifdef RENEWAL
|
|
amotion = hd->homunculusDB->baseASPD;
|
|
amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
|
|
status->def = status->mdef = 0;
|
|
#else
|
|
skill_lv = hom->level / 10 + status->vit / 5;
|
|
status->def = cap_value(skill_lv, 0, 99);
|
|
|
|
skill_lv = hom->level / 10 + status->int_ / 5;
|
|
status->mdef = cap_value(skill_lv, 0, 99);
|
|
|
|
amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
|
|
#endif
|
|
|
|
status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
|
|
status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
|
|
|
|
status->max_hp = hom->max_hp;
|
|
status->max_sp = hom->max_sp;
|
|
|
|
hom_calc_skilltree(hd, 0);
|
|
|
|
if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
|
|
status->def += skill_lv * 4;
|
|
|
|
if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
|
|
status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
|
|
status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
|
|
}
|
|
|
|
if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
|
|
status->max_hp += skill_lv * 2 * status->max_hp / 100;
|
|
|
|
if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
|
|
status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
|
|
|
|
if (opt&SCO_FIRST) {
|
|
hd->battle_status.hp = hom->hp;
|
|
hd->battle_status.sp = hom->sp;
|
|
if(hom->class_ == 6052) // Eleanor
|
|
sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
|
|
}
|
|
|
|
#ifndef RENEWAL
|
|
status->rhw.atk = status->dex;
|
|
status->rhw.atk2 = status->str + hom->level;
|
|
#endif
|
|
|
|
status_calc_misc(&hd->bl, status, hom->level);
|
|
|
|
status_cpy(&hd->battle_status, status);
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Calculates Elemental data
|
|
* @param ed: Elemental object
|
|
* @param opt: Whether it is first calc or not (0 on status change)
|
|
* @return 0
|
|
*/
|
|
int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
|
|
{
|
|
struct status_data *status = &ed->base_status;
|
|
struct s_elemental *ele = &ed->elemental;
|
|
struct map_session_data *sd = ed->master;
|
|
|
|
if( !sd )
|
|
return 0;
|
|
|
|
if (opt&SCO_FIRST) {
|
|
memcpy(status, &ed->db->status, sizeof(struct status_data));
|
|
if( !ele->mode )
|
|
status->mode = EL_MODE_PASSIVE;
|
|
else
|
|
status->mode = ele->mode;
|
|
|
|
status->class_ = CLASS_NORMAL;
|
|
status_calc_misc(&ed->bl, status, 0);
|
|
|
|
status->max_hp = ele->max_hp;
|
|
status->max_sp = ele->max_sp;
|
|
status->hp = ele->hp;
|
|
status->sp = ele->sp;
|
|
status->rhw.atk = ele->atk;
|
|
status->rhw.atk2 = ele->atk2;
|
|
|
|
status->matk_min += ele->matk;
|
|
status->def += ele->def;
|
|
status->mdef += ele->mdef;
|
|
status->flee = ele->flee;
|
|
status->hit = ele->hit;
|
|
|
|
if (ed->master)
|
|
status->speed = status_get_speed(&ed->master->bl);
|
|
|
|
memcpy(&ed->battle_status,status,sizeof(struct status_data));
|
|
} else {
|
|
status_calc_misc(&ed->bl, status, 0);
|
|
status_cpy(&ed->battle_status, status);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Calculates NPC data
|
|
* @param nd: NPC object
|
|
* @param opt: Whether it is first calc or not (what?)
|
|
* @return 0
|
|
*/
|
|
int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
|
|
{
|
|
struct status_data *status = &nd->status;
|
|
|
|
if (!nd)
|
|
return 0;
|
|
|
|
if (opt&SCO_FIRST) {
|
|
status->hp = 1;
|
|
status->sp = 1;
|
|
status->max_hp = 1;
|
|
status->max_sp = 1;
|
|
|
|
status->def_ele = ELE_NEUTRAL;
|
|
status->ele_lv = 1;
|
|
status->race = RC_DEMIHUMAN;
|
|
status->class_ = CLASS_NORMAL;
|
|
status->size = nd->size;
|
|
status->rhw.range = 1 + status->size;
|
|
status->mode = (MD_CANMOVE|MD_CANATTACK);
|
|
status->speed = nd->speed;
|
|
}
|
|
|
|
status->str = nd->stat_point;
|
|
status->agi = nd->stat_point;
|
|
status->vit = nd->stat_point;
|
|
status->int_= nd->stat_point;
|
|
status->dex = nd->stat_point;
|
|
status->luk = nd->stat_point;
|
|
|
|
status_calc_misc(&nd->bl, status, nd->level);
|
|
status_cpy(&nd->status, status);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Calculates regeneration values
|
|
* Applies passive skill regeneration additions
|
|
* @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
|
|
* @param status: Object's status
|
|
* @param regen: Object's base regeneration data
|
|
*/
|
|
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
|
|
{
|
|
struct map_session_data *sd;
|
|
int val, skill, reg_flag;
|
|
|
|
if( !(bl->type&BL_REGEN) || !regen )
|
|
return;
|
|
|
|
sd = BL_CAST(BL_PC,bl);
|
|
val = 1 + (status->vit/5) + (status->max_hp/200);
|
|
|
|
if( sd && sd->hprecov_rate != 100 )
|
|
val = val*sd->hprecov_rate/100;
|
|
|
|
reg_flag = bl->type == BL_PC ? 0 : 1;
|
|
|
|
regen->hp = cap_value(val, reg_flag, SHRT_MAX);
|
|
|
|
val = 1 + (status->int_/6) + (status->max_sp/100);
|
|
if( status->int_ >= 120 )
|
|
val += ((status->int_-120)>>1) + 4;
|
|
|
|
if( sd && sd->sprecov_rate != 100 )
|
|
val = val*sd->sprecov_rate/100;
|
|
|
|
regen->sp = cap_value(val, reg_flag, SHRT_MAX);
|
|
|
|
if( sd ) {
|
|
struct regen_data_sub *sregen;
|
|
if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
|
|
val = regen->sp*(100+3*skill)/100;
|
|
regen->sp = cap_value(val, 1, SHRT_MAX);
|
|
}
|
|
// Only players have skill/sitting skill regen for now.
|
|
sregen = regen->sregen;
|
|
|
|
val = 0;
|
|
if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
|
|
val += skill*5 + skill*status->max_hp/500;
|
|
sregen->hp = cap_value(val, 0, SHRT_MAX);
|
|
|
|
val = 0;
|
|
if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
|
|
val += skill*3 + skill*status->max_sp/500;
|
|
if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
|
|
val += skill*3 + skill*status->max_sp/500;
|
|
if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
|
|
val += 3 + 3 * skill;
|
|
|
|
sregen->sp = cap_value(val, 0, SHRT_MAX);
|
|
|
|
// Skill-related recovery (only when sit)
|
|
sregen = regen->ssregen;
|
|
|
|
val = 0;
|
|
if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
|
|
val += skill*4 + skill*status->max_hp/500;
|
|
|
|
if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
|
|
val += skill*30 + skill*status->max_hp/500;
|
|
sregen->hp = cap_value(val, 0, SHRT_MAX);
|
|
|
|
val = 0;
|
|
if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
|
|
val += skill*3 + skill*status->max_sp/500;
|
|
if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
|
|
val += (30+10*skill)*val/100;
|
|
}
|
|
if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
|
|
val += skill*2 + skill*status->max_sp/500;
|
|
sregen->sp = cap_value(val, 0, SHRT_MAX);
|
|
}
|
|
|
|
if( bl->type == BL_HOM ) {
|
|
struct homun_data *hd = (TBL_HOM*)bl;
|
|
if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
|
|
val = regen->hp*(100+5*skill)/100;
|
|
regen->hp = cap_value(val, 1, SHRT_MAX);
|
|
}
|
|
if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
|
|
val = regen->sp*(100+3*skill)/100;
|
|
regen->sp = cap_value(val, 1, SHRT_MAX);
|
|
}
|
|
} else if( bl->type == BL_MER ) {
|
|
val = (status->max_hp * status->vit / 10000 + 1) * 6;
|
|
regen->hp = cap_value(val, 1, SHRT_MAX);
|
|
|
|
val = (status->max_sp * (status->int_ + 10) / 750) + 1;
|
|
regen->sp = cap_value(val, 1, SHRT_MAX);
|
|
} else if( bl->type == BL_ELEM ) {
|
|
val = (status->max_hp * status->vit / 10000 + 1) * 6;
|
|
regen->hp = cap_value(val, 1, SHRT_MAX);
|
|
|
|
val = (status->max_sp * (status->int_ + 10) / 750) + 1;
|
|
regen->sp = cap_value(val, 1, SHRT_MAX);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calculates SC (Status Changes) regeneration values
|
|
* @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
|
|
* @param regen: Object's base regeneration data
|
|
* @param sc: Object's status change data
|
|
*/
|
|
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
|
|
{
|
|
if (!(bl->type&BL_REGEN) || !regen)
|
|
return;
|
|
|
|
regen->flag = RGN_HP|RGN_SP;
|
|
if(regen->sregen) {
|
|
if (regen->sregen->hp)
|
|
regen->flag |= RGN_SHP;
|
|
|
|
if (regen->sregen->sp)
|
|
regen->flag |= RGN_SSP;
|
|
regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
|
|
}
|
|
if (regen->ssregen) {
|
|
if (regen->ssregen->hp)
|
|
regen->flag |= RGN_SHP;
|
|
|
|
if (regen->ssregen->sp)
|
|
regen->flag |= RGN_SSP;
|
|
regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
|
|
}
|
|
regen->rate.hp = regen->rate.sp = 100;
|
|
|
|
if (!sc || !sc->count)
|
|
return;
|
|
|
|
// No HP or SP regen
|
|
if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
|
|
|| (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
|
|
|| sc->data[SC_BERSERK]
|
|
|| sc->data[SC_TRICKDEAD]
|
|
|| sc->data[SC_BLEEDING]
|
|
|| sc->data[SC_MAGICMUSHROOM]
|
|
|| sc->data[SC_SATURDAYNIGHTFEVER]
|
|
|| sc->data[SC_REBOUND])
|
|
regen->flag = RGN_NONE;
|
|
|
|
// No natural SP regen
|
|
if (sc->data[SC_DANCING] ||
|
|
#ifdef RENEWAL
|
|
sc->data[SC_MAXIMIZEPOWER] ||
|
|
#endif
|
|
#ifndef RENEWAL
|
|
(bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
|
|
(sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
|
|
#else
|
|
(bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
|
|
sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
|
|
#endif
|
|
sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
|
|
regen->flag &= ~RGN_SP;
|
|
|
|
if(sc->data[SC_TENSIONRELAX]) {
|
|
regen->rate.hp += 200;
|
|
if (regen->sregen)
|
|
regen->sregen->rate.hp += 300;
|
|
}
|
|
if (sc->data[SC_MAGNIFICAT]) {
|
|
regen->rate.sp += 100;
|
|
}
|
|
if (sc->data[SC_REGENERATION]) {
|
|
const struct status_change_entry *sce = sc->data[SC_REGENERATION];
|
|
if (!sce->val4) {
|
|
regen->rate.hp += (sce->val2*100);
|
|
regen->rate.sp += (sce->val3*100);
|
|
} else
|
|
regen->flag &= ~sce->val4; // Remove regen as specified by val4
|
|
}
|
|
if(sc->data[SC_GT_REVITALIZE]) {
|
|
regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
|
|
regen->state.walk = 1;
|
|
}
|
|
if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
|
|
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
|
|
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
|
|
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
|
|
regen->rate.hp *= 2;
|
|
if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
|
|
regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
|
|
if (sc->data[SC_VITATA_500])
|
|
regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
|
|
}
|
|
|
|
/**
|
|
* Applies a state to a unit - See [StatusChangeStateTable]
|
|
* @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change data
|
|
* @param flag: Which state to apply to bl
|
|
* @param start: (1) start state, (0) remove state
|
|
*/
|
|
void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
|
|
{
|
|
|
|
/// No sc at all, we can zero without any extra weight over our conciousness
|
|
if( !sc->count ) {
|
|
memset(&sc->cant, 0, sizeof (sc->cant));
|
|
return;
|
|
}
|
|
|
|
// Can't move
|
|
if( flag&SCS_NOMOVE ) {
|
|
if( !(flag&SCS_NOMOVECOND) )
|
|
sc->cant.move += ( start ? 1 : -1 );
|
|
else if(
|
|
(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
|
|
|| (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
|
|
|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
|
|
|| (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
|
|
|| (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
|
|
|| (sc->data[SC_MAGNETICFIELD] && sc->data[SC_MAGNETICFIELD]->val2 != bl->id)
|
|
)
|
|
sc->cant.move += ( start ? 1 : -1 );
|
|
sc->cant.move = max(sc->cant.move,0); // safecheck
|
|
}
|
|
|
|
// Can't use skills
|
|
if( flag&SCS_NOCAST ) {
|
|
if( !(flag&SCS_NOCASTCOND) )
|
|
sc->cant.cast += ( start ? 1 : -1 );
|
|
else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
|
|
sc->cant.cast += ( start ? 1 : -1 );
|
|
}
|
|
|
|
// Can't chat
|
|
if( flag&SCS_NOCHAT ) {
|
|
if( !(flag&SCS_NOCHATCOND) )
|
|
sc->cant.chat += ( start ? 1 : -1 );
|
|
else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
|
|
sc->cant.chat += ( start ? 1 : -1 );
|
|
}
|
|
|
|
// Player-only states
|
|
if( bl->type == BL_PC ) {
|
|
// Can't pick-up items
|
|
if( flag&SCS_NOPICKITEM ) {
|
|
if( !(flag&SCS_NOPICKITEMCOND) )
|
|
sc->cant.pickup += ( start ? 1 : -1 );
|
|
else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
|
|
sc->cant.pickup += ( start ? 1 : -1 );
|
|
}
|
|
|
|
// Can't drop items
|
|
if( flag&SCS_NODROPITEM ) {
|
|
if( !(flag&SCS_NODROPITEMCOND) )
|
|
sc->cant.drop += ( start ? 1 : -1 );
|
|
else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
|
|
sc->cant.drop += ( start ? 1 : -1 );
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* Recalculates parts of an objects status according to specified flags
|
|
* See [set_sc] [add_sc]
|
|
* @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
|
|
* @param flag: Which status has changed on bl
|
|
*/
|
|
void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
|
|
{
|
|
const struct status_data *b_status = status_get_base_status(bl);
|
|
struct status_data *status = status_get_status_data(bl);
|
|
struct status_change *sc = status_get_sc(bl);
|
|
TBL_PC *sd = BL_CAST(BL_PC,bl);
|
|
int temp;
|
|
|
|
if (!b_status || !status)
|
|
return;
|
|
|
|
/** [Playtester]
|
|
* This needs to be done even if there is currently no status change active, because
|
|
* we need to update the speed on the client when the last status change ends.
|
|
**/
|
|
if(flag&SCB_SPEED) {
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
/** [Skotlex]
|
|
* Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
|
|
* because if you step on something while walking, the moment this
|
|
* piece of code triggers the walk-timer is set on INVALID_TIMER)
|
|
**/
|
|
if (ud)
|
|
ud->state.change_walk_target = ud->state.speed_changed = 1;
|
|
}
|
|
|
|
if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
|
|
status_cpy(status, b_status);
|
|
return;
|
|
}
|
|
|
|
if(flag&SCB_STR) {
|
|
status->str = status_calc_str(bl, sc, b_status->str);
|
|
flag|=SCB_BATK;
|
|
if( bl->type&BL_HOM )
|
|
flag |= SCB_WATK;
|
|
}
|
|
|
|
if(flag&SCB_AGI) {
|
|
status->agi = status_calc_agi(bl, sc, b_status->agi);
|
|
flag|=SCB_FLEE
|
|
#ifdef RENEWAL
|
|
|SCB_DEF2
|
|
#endif
|
|
;
|
|
if( bl->type&(BL_PC|BL_HOM) )
|
|
flag |= SCB_ASPD|SCB_DSPD;
|
|
}
|
|
|
|
if(flag&SCB_VIT) {
|
|
status->vit = status_calc_vit(bl, sc, b_status->vit);
|
|
flag|=SCB_DEF2|SCB_MDEF2;
|
|
if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
|
|
flag |= SCB_MAXHP;
|
|
if( bl->type&BL_HOM )
|
|
flag |= SCB_DEF;
|
|
}
|
|
|
|
if(flag&SCB_INT) {
|
|
status->int_ = status_calc_int(bl, sc, b_status->int_);
|
|
flag|=SCB_MATK|SCB_MDEF2;
|
|
if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
|
|
flag |= SCB_MAXSP;
|
|
if( bl->type&BL_HOM )
|
|
flag |= SCB_MDEF;
|
|
}
|
|
|
|
if(flag&SCB_DEX) {
|
|
status->dex = status_calc_dex(bl, sc, b_status->dex);
|
|
flag|=SCB_BATK|SCB_HIT
|
|
#ifdef RENEWAL
|
|
|SCB_MATK|SCB_MDEF2
|
|
#endif
|
|
;
|
|
if( bl->type&(BL_PC|BL_HOM) )
|
|
flag |= SCB_ASPD;
|
|
if( bl->type&BL_HOM )
|
|
flag |= SCB_WATK;
|
|
}
|
|
|
|
if(flag&SCB_LUK) {
|
|
status->luk = status_calc_luk(bl, sc, b_status->luk);
|
|
flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
|
|
#ifdef RENEWAL
|
|
|SCB_MATK|SCB_HIT|SCB_FLEE
|
|
#endif
|
|
;
|
|
}
|
|
|
|
if(flag&SCB_BATK && b_status->batk) {
|
|
status->batk = status_base_atk(bl,status);
|
|
temp = b_status->batk - status_base_atk(bl,b_status);
|
|
if (temp) {
|
|
temp += status->batk;
|
|
status->batk = cap_value(temp, 0, USHRT_MAX);
|
|
}
|
|
status->batk = status_calc_batk(bl, sc, status->batk);
|
|
}
|
|
|
|
if(flag&SCB_WATK) {
|
|
#ifndef RENEWAL
|
|
status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
|
|
if (!sd) // Should not affect weapon refine bonus
|
|
status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
|
|
|
|
if(b_status->lhw.atk) {
|
|
if (sd) {
|
|
sd->state.lr_flag = 1;
|
|
status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
|
|
sd->state.lr_flag = 0;
|
|
} else {
|
|
status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
|
|
status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
|
|
}
|
|
}
|
|
#else
|
|
if(!b_status->watk) { // We only have left-hand weapon
|
|
status->watk = 0;
|
|
status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
|
|
}
|
|
else status->watk = status_calc_watk(bl, sc, b_status->watk);
|
|
#endif
|
|
}
|
|
|
|
if(flag&SCB_HIT) {
|
|
if (status->dex == b_status->dex
|
|
#ifdef RENEWAL
|
|
&& status->luk == b_status->luk
|
|
#endif
|
|
)
|
|
status->hit = status_calc_hit(bl, sc, b_status->hit);
|
|
else
|
|
status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
|
|
#ifdef RENEWAL
|
|
+ (status->luk/3 - b_status->luk/3)
|
|
#endif
|
|
);
|
|
}
|
|
|
|
if(flag&SCB_FLEE) {
|
|
if (status->agi == b_status->agi
|
|
#ifdef RENEWAL
|
|
&& status->luk == b_status->luk
|
|
#endif
|
|
)
|
|
status->flee = status_calc_flee(bl, sc, b_status->flee);
|
|
else
|
|
status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
|
|
#ifdef RENEWAL
|
|
+ (status->luk/5 - b_status->luk/5)
|
|
#endif
|
|
);
|
|
}
|
|
|
|
if(flag&SCB_DEF) {
|
|
status->def = status_calc_def(bl, sc, b_status->def);
|
|
|
|
if( bl->type&BL_HOM )
|
|
status->def += (status->vit/5 - b_status->vit/5);
|
|
}
|
|
|
|
if(flag&SCB_DEF2) {
|
|
if (status->vit == b_status->vit
|
|
#ifdef RENEWAL
|
|
&& status->agi == b_status->agi
|
|
#endif
|
|
)
|
|
status->def2 = status_calc_def2(bl, sc, b_status->def2);
|
|
else
|
|
status->def2 = status_calc_def2(bl, sc, b_status->def2
|
|
#ifdef RENEWAL
|
|
+ (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
|
|
#else
|
|
+ (status->vit - b_status->vit)
|
|
#endif
|
|
);
|
|
}
|
|
|
|
if(flag&SCB_MDEF) {
|
|
status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
|
|
|
|
if( bl->type&BL_HOM )
|
|
status->mdef += (status->int_/5 - b_status->int_/5);
|
|
}
|
|
|
|
if(flag&SCB_MDEF2) {
|
|
if (status->int_ == b_status->int_ && status->vit == b_status->vit
|
|
#ifdef RENEWAL
|
|
&& status->dex == b_status->dex
|
|
#endif
|
|
)
|
|
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
|
|
else
|
|
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
|
|
#ifdef RENEWAL
|
|
+ (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
|
|
#else
|
|
+ ((status->vit - b_status->vit)>>1)
|
|
#endif
|
|
);
|
|
}
|
|
|
|
if(flag&SCB_SPEED) {
|
|
status->speed = status_calc_speed(bl, sc, b_status->speed);
|
|
|
|
if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
|
|
status->speed = battle_config.max_walk_speed;
|
|
|
|
if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
|
|
status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
|
|
if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
|
|
status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
|
|
if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
|
|
status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
|
|
}
|
|
|
|
if(flag&SCB_CRI && b_status->cri) {
|
|
if (status->luk == b_status->luk)
|
|
status->cri = status_calc_critical(bl, sc, b_status->cri);
|
|
else
|
|
status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
|
|
|
|
/// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
|
|
if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
|
|
status->cri <<= 1;
|
|
}
|
|
|
|
if(flag&SCB_FLEE2 && b_status->flee2) {
|
|
if (status->luk == b_status->luk)
|
|
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
|
|
else
|
|
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
|
|
}
|
|
|
|
if(flag&SCB_ATK_ELE) {
|
|
status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
|
|
if (sd) sd->state.lr_flag = 1;
|
|
status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
|
|
if (sd) sd->state.lr_flag = 0;
|
|
}
|
|
|
|
if(flag&SCB_DEF_ELE) {
|
|
status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
|
|
status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
|
|
}
|
|
|
|
if(flag&SCB_MODE) {
|
|
status->mode = status_calc_mode(bl, sc, b_status->mode);
|
|
// Since mode changed, reset their state.
|
|
if (!(status->mode&MD_CANATTACK))
|
|
unit_stop_attack(bl);
|
|
if (!(status->mode&MD_CANMOVE))
|
|
unit_stop_walking(bl,1);
|
|
}
|
|
|
|
/**
|
|
* No status changes alter these yet.
|
|
* if(flag&SCB_SIZE)
|
|
* if(flag&SCB_RACE)
|
|
* if(flag&SCB_RANGE)
|
|
**/
|
|
|
|
if(flag&SCB_MAXHP) {
|
|
if( bl->type&BL_PC ) {
|
|
status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
|
|
|
|
if(battle_config.hp_rate != 100)
|
|
status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
|
|
|
|
status->max_hp = min(status->max_hp,(unsigned int)battle_config.max_hp);
|
|
}
|
|
else
|
|
status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
|
|
|
|
if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
|
|
status->hp = status->max_hp;
|
|
if( sd ) clif_updatestatus(sd,SP_HP);
|
|
}
|
|
}
|
|
|
|
if(flag&SCB_MAXSP) {
|
|
if( bl->type&BL_PC ) {
|
|
status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
|
|
|
|
if(battle_config.sp_rate != 100)
|
|
status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
|
|
|
|
status->max_sp = min(status->max_sp,(unsigned int)battle_config.max_sp);
|
|
}
|
|
else
|
|
status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
|
|
|
|
if( status->sp > status->max_sp ) {
|
|
status->sp = status->max_sp;
|
|
if( sd ) clif_updatestatus(sd,SP_SP);
|
|
}
|
|
}
|
|
|
|
if(flag&SCB_MATK) {
|
|
#ifndef RENEWAL
|
|
status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
|
|
status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
|
|
#else
|
|
/**
|
|
* RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
|
|
* MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
|
|
**/
|
|
status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
|
|
|
|
switch( bl->type ) {
|
|
case BL_PC: {
|
|
int wMatk = 0;
|
|
int variance = 0;
|
|
|
|
// Any +MATK you get from skills and cards, including cards in weapon, is added here.
|
|
if (sd->bonus.ematk > 0)
|
|
status->matk_min += sd->bonus.ematk;
|
|
|
|
status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
|
|
status->matk_max = status->matk_min;
|
|
|
|
// This is the only portion in MATK that varies depending on the weapon level and refinement rate.
|
|
if (b_status->lhw.matk) {
|
|
if (sd) {
|
|
//sd->state.lr_flag = 1; //?? why was that set here
|
|
status->lhw.matk = b_status->lhw.matk;
|
|
sd->state.lr_flag = 0;
|
|
} else {
|
|
status->lhw.matk = b_status->lhw.matk;
|
|
}
|
|
}
|
|
|
|
if (b_status->rhw.matk) {
|
|
status->rhw.matk = b_status->rhw.matk;
|
|
}
|
|
|
|
if (status->rhw.matk) {
|
|
wMatk += status->rhw.matk;
|
|
variance += wMatk * status->rhw.wlv / 10;
|
|
}
|
|
|
|
if (status->lhw.matk) {
|
|
wMatk += status->lhw.matk;
|
|
variance += status->lhw.matk * status->lhw.wlv / 10;
|
|
}
|
|
|
|
status->matk_min += wMatk - variance;
|
|
status->matk_max += wMatk + variance;
|
|
}
|
|
break;
|
|
case BL_HOM:
|
|
status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
|
|
status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
|
|
break;
|
|
case BL_MOB:
|
|
status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
|
|
status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
|
|
break;
|
|
case BL_MER:
|
|
status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
|
|
status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
if (bl->type&BL_PC && sd->matk_rate != 100) {
|
|
status->matk_max = status->matk_max * sd->matk_rate/100;
|
|
status->matk_min = status->matk_min * sd->matk_rate/100;
|
|
}
|
|
|
|
if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
|
|
|| (sc && sc->data[SC_RECOGNIZEDSPELL]))
|
|
status->matk_min = status->matk_max;
|
|
|
|
#ifdef RENEWAL
|
|
if( sd && sd->right_weapon.overrefine > 0) {
|
|
status->matk_min++;
|
|
status->matk_max += sd->right_weapon.overrefine - 1;
|
|
}
|
|
#endif
|
|
|
|
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
|
|
status->matk_min = status_calc_matk(bl, sc, status->matk_min);
|
|
}
|
|
|
|
if(flag&SCB_ASPD) {
|
|
int amotion;
|
|
|
|
if ( bl->type&BL_HOM ) {
|
|
#ifdef RENEWAL_ASPD
|
|
amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
|
|
amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
|
|
amotion = (amotion * status_calc_aspd(bl, sc, 1) + status_calc_aspd(bl, sc, 2)) / - 100 + amotion;
|
|
#else
|
|
amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
|
|
|
|
amotion = status_calc_aspd_rate(bl, sc, amotion);
|
|
|
|
if (status->aspd_rate != 1000)
|
|
amotion = amotion * status->aspd_rate / 1000;
|
|
#endif
|
|
|
|
amotion = status_calc_fix_aspd(bl, sc, amotion);
|
|
status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
|
|
|
|
status->adelay = status->amotion;
|
|
} else if ( bl->type&BL_PC ) {
|
|
amotion = status_base_amotion_pc(sd,status);
|
|
#ifndef RENEWAL_ASPD
|
|
status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
|
|
|
|
if(status->aspd_rate != 1000)
|
|
amotion = amotion*status->aspd_rate/1000;
|
|
#else
|
|
/// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
|
|
amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
|
|
|
|
if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
|
|
amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
|
|
|
|
if(status->aspd_rate != 1000) // Absolute percentage modifier
|
|
amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
|
|
#endif
|
|
amotion = status_calc_fix_aspd(bl, sc, amotion);
|
|
status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
|
|
|
|
status->adelay = 2*status->amotion;
|
|
} else { // Mercenary and mobs
|
|
amotion = b_status->amotion;
|
|
status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
|
|
|
|
if(status->aspd_rate != 1000)
|
|
amotion = amotion*status->aspd_rate/1000;
|
|
|
|
amotion = status_calc_fix_aspd(bl, sc, amotion);
|
|
status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
|
|
|
|
temp = b_status->adelay*status->aspd_rate/1000;
|
|
status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
|
|
}
|
|
}
|
|
|
|
if(flag&SCB_DSPD) {
|
|
int dmotion;
|
|
if( bl->type&BL_PC ) {
|
|
if (b_status->agi == status->agi)
|
|
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
|
|
else {
|
|
dmotion = 800-status->agi*4;
|
|
status->dmotion = cap_value(dmotion, 400, 800);
|
|
if(battle_config.pc_damage_delay_rate != 100)
|
|
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
|
|
// It's safe to ignore b_status->dmotion since no bonus affects it.
|
|
status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
|
|
}
|
|
} else if( bl->type&BL_HOM ) {
|
|
dmotion = 800-status->agi*4;
|
|
status->dmotion = cap_value(dmotion, 400, 800);
|
|
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
|
|
} else { // Mercenary and mobs
|
|
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
|
|
}
|
|
}
|
|
|
|
if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
|
|
status_calc_regen(bl, status, status_get_regen_data(bl));
|
|
|
|
if(flag&SCB_REGEN && bl->type&BL_REGEN)
|
|
status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
|
|
}
|
|
|
|
/**
|
|
* Recalculates parts of an objects status according to specified flags
|
|
* Also sends updates to the client when necessary
|
|
* See [set_sc] [add_sc]
|
|
* @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
|
|
* @param flag: Which status has changed on bl
|
|
* @param opt: If true, will cause status_calc_* functions to run their base status initialization code
|
|
*/
|
|
void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
|
|
{
|
|
struct status_data b_status; // Previous battle status
|
|
struct status_data* status; // Pointer to current battle status
|
|
|
|
if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
|
|
if (opt&SCO_FORCE)
|
|
((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
|
|
else {
|
|
((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Remember previous values
|
|
status = status_get_status_data(bl);
|
|
memcpy(&b_status, status, sizeof(struct status_data));
|
|
|
|
if( flag&SCB_BASE ) { // Calculate the object's base status too
|
|
switch( bl->type ) {
|
|
case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
|
|
case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
|
|
case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
|
|
case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
|
|
case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
|
|
case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
|
|
case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
|
|
}
|
|
}
|
|
|
|
if( bl->type == BL_PET )
|
|
return; // Pets are not affected by statuses
|
|
|
|
if (opt&SCO_FIRST && bl->type == BL_MOB) {
|
|
#ifdef RENEWAL
|
|
status_calc_bl_main(bl, SCB_MATK); // Otherwise, the mob will spawn with lower MATK values
|
|
#endif
|
|
return; // Assume there will be no statuses active
|
|
}
|
|
|
|
status_calc_bl_main(bl, flag);
|
|
|
|
if (opt&SCO_FIRST && bl->type == BL_HOM)
|
|
return; // Client update handled by caller
|
|
|
|
// Compare against new values and send client updates
|
|
if( bl->type == BL_PC ) {
|
|
TBL_PC* sd = BL_CAST(BL_PC, bl);
|
|
if(b_status.str != status->str)
|
|
clif_updatestatus(sd,SP_STR);
|
|
if(b_status.agi != status->agi)
|
|
clif_updatestatus(sd,SP_AGI);
|
|
if(b_status.vit != status->vit)
|
|
clif_updatestatus(sd,SP_VIT);
|
|
if(b_status.int_ != status->int_)
|
|
clif_updatestatus(sd,SP_INT);
|
|
if(b_status.dex != status->dex)
|
|
clif_updatestatus(sd,SP_DEX);
|
|
if(b_status.luk != status->luk)
|
|
clif_updatestatus(sd,SP_LUK);
|
|
if(b_status.hit != status->hit)
|
|
clif_updatestatus(sd,SP_HIT);
|
|
if(b_status.flee != status->flee)
|
|
clif_updatestatus(sd,SP_FLEE1);
|
|
if(b_status.amotion != status->amotion)
|
|
clif_updatestatus(sd,SP_ASPD);
|
|
if(b_status.speed != status->speed)
|
|
clif_updatestatus(sd,SP_SPEED);
|
|
|
|
if(b_status.batk != status->batk
|
|
#ifndef RENEWAL
|
|
|| b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
|
|
#endif
|
|
)
|
|
clif_updatestatus(sd,SP_ATK1);
|
|
|
|
if(b_status.def != status->def) {
|
|
clif_updatestatus(sd,SP_DEF1);
|
|
#ifdef RENEWAL
|
|
clif_updatestatus(sd,SP_DEF2);
|
|
#endif
|
|
}
|
|
|
|
if(
|
|
#ifdef RENEWAL
|
|
b_status.watk != status->watk || b_status.watk2 != status->watk2
|
|
|| b_status.eatk != status->eatk
|
|
#else
|
|
b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
|
|
#endif
|
|
)
|
|
clif_updatestatus(sd,SP_ATK2);
|
|
|
|
if(b_status.def2 != status->def2) {
|
|
clif_updatestatus(sd,SP_DEF2);
|
|
#ifdef RENEWAL
|
|
clif_updatestatus(sd,SP_DEF1);
|
|
#endif
|
|
}
|
|
if(b_status.flee2 != status->flee2)
|
|
clif_updatestatus(sd,SP_FLEE2);
|
|
if(b_status.cri != status->cri)
|
|
clif_updatestatus(sd,SP_CRITICAL);
|
|
#ifndef RENEWAL
|
|
if(b_status.matk_max != status->matk_max)
|
|
clif_updatestatus(sd,SP_MATK1);
|
|
if(b_status.matk_min != status->matk_min)
|
|
clif_updatestatus(sd,SP_MATK2);
|
|
#else
|
|
if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
|
|
clif_updatestatus(sd,SP_MATK2);
|
|
clif_updatestatus(sd,SP_MATK1);
|
|
}
|
|
#endif
|
|
if(b_status.mdef != status->mdef) {
|
|
clif_updatestatus(sd,SP_MDEF1);
|
|
#ifdef RENEWAL
|
|
clif_updatestatus(sd,SP_MDEF2);
|
|
#endif
|
|
}
|
|
if(b_status.mdef2 != status->mdef2) {
|
|
clif_updatestatus(sd,SP_MDEF2);
|
|
#ifdef RENEWAL
|
|
clif_updatestatus(sd,SP_MDEF1);
|
|
#endif
|
|
}
|
|
if(b_status.rhw.range != status->rhw.range)
|
|
clif_updatestatus(sd,SP_ATTACKRANGE);
|
|
if(b_status.max_hp != status->max_hp)
|
|
clif_updatestatus(sd,SP_MAXHP);
|
|
if(b_status.max_sp != status->max_sp)
|
|
clif_updatestatus(sd,SP_MAXSP);
|
|
if(b_status.hp != status->hp)
|
|
clif_updatestatus(sd,SP_HP);
|
|
if(b_status.sp != status->sp)
|
|
clif_updatestatus(sd,SP_SP);
|
|
} else if( bl->type == BL_HOM ) {
|
|
TBL_HOM* hd = BL_CAST(BL_HOM, bl);
|
|
if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
|
|
clif_hominfo(hd->master,hd,0);
|
|
} else if( bl->type == BL_MER ) {
|
|
TBL_MER* md = BL_CAST(BL_MER, bl);
|
|
if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
|
|
clif_mercenary_updatestatus(md->master, SP_ATK1);
|
|
if( b_status.matk_max != status->matk_max )
|
|
clif_mercenary_updatestatus(md->master, SP_MATK1);
|
|
if( b_status.hit != status->hit )
|
|
clif_mercenary_updatestatus(md->master, SP_HIT);
|
|
if( b_status.cri != status->cri )
|
|
clif_mercenary_updatestatus(md->master, SP_CRITICAL);
|
|
if( b_status.def != status->def )
|
|
clif_mercenary_updatestatus(md->master, SP_DEF1);
|
|
if( b_status.mdef != status->mdef )
|
|
clif_mercenary_updatestatus(md->master, SP_MDEF1);
|
|
if( b_status.flee != status->flee )
|
|
clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
|
|
if( b_status.amotion != status->amotion )
|
|
clif_mercenary_updatestatus(md->master, SP_ASPD);
|
|
if( b_status.max_hp != status->max_hp )
|
|
clif_mercenary_updatestatus(md->master, SP_MAXHP);
|
|
if( b_status.max_sp != status->max_sp )
|
|
clif_mercenary_updatestatus(md->master, SP_MAXSP);
|
|
if( b_status.hp != status->hp )
|
|
clif_mercenary_updatestatus(md->master, SP_HP);
|
|
if( b_status.sp != status->sp )
|
|
clif_mercenary_updatestatus(md->master, SP_SP);
|
|
} else if( bl->type == BL_ELEM ) {
|
|
TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
|
|
if( b_status.max_hp != status->max_hp )
|
|
clif_elemental_updatestatus(ed->master, SP_MAXHP);
|
|
if( b_status.max_sp != status->max_sp )
|
|
clif_elemental_updatestatus(ed->master, SP_MAXSP);
|
|
if( b_status.hp != status->hp )
|
|
clif_elemental_updatestatus(ed->master, SP_HP);
|
|
if( b_status.sp != status->sp )
|
|
clif_mercenary_updatestatus(ed->master, SP_SP);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds strength modifications based on status changes
|
|
* @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param str: Initial str
|
|
* @return modified str with cap_value(str,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(str,0,USHRT_MAX);
|
|
|
|
if(sc->data[SC_HARMONIZE]) {
|
|
str -= sc->data[SC_HARMONIZE]->val2;
|
|
return (unsigned short)cap_value(str,0,USHRT_MAX);
|
|
}
|
|
if(sc->data[SC_INCALLSTATUS])
|
|
str += sc->data[SC_INCALLSTATUS]->val1;
|
|
if(sc->data[SC_CHASEWALK2])
|
|
str += sc->data[SC_CHASEWALK2]->val1;
|
|
if(sc->data[SC_INCSTR])
|
|
str += sc->data[SC_INCSTR]->val1;
|
|
if(sc->data[SC_STRFOOD])
|
|
str += sc->data[SC_STRFOOD]->val1;
|
|
if(sc->data[SC_FOOD_STR_CASH])
|
|
str += sc->data[SC_FOOD_STR_CASH]->val1;
|
|
if(sc->data[SC_BATTLEORDERS])
|
|
str += 5;
|
|
if(sc->data[SC_LEADERSHIP])
|
|
str += sc->data[SC_LEADERSHIP]->val1;
|
|
if(sc->data[SC_LOUD])
|
|
str += 4;
|
|
if(sc->data[SC_TRUESIGHT])
|
|
str += 5;
|
|
if(sc->data[SC_SPURT])
|
|
str += 10;
|
|
if(sc->data[SC_NEN])
|
|
str += sc->data[SC_NEN]->val1;
|
|
if(sc->data[SC_BLESSING]) {
|
|
if(sc->data[SC_BLESSING]->val2)
|
|
str += sc->data[SC_BLESSING]->val2;
|
|
else
|
|
str >>= 1;
|
|
}
|
|
if(sc->data[SC_MARIONETTE])
|
|
str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
|
|
if(sc->data[SC_MARIONETTE2])
|
|
str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
|
|
if(sc->data[SC_GIANTGROWTH])
|
|
str += 30;
|
|
if(sc->data[SC_BEYONDOFWARCRY])
|
|
str -= sc->data[SC_BEYONDOFWARCRY]->val3;
|
|
if(sc->data[SC_SAVAGE_STEAK])
|
|
str += sc->data[SC_SAVAGE_STEAK]->val1;
|
|
if(sc->data[SC_INSPIRATION])
|
|
str += sc->data[SC_INSPIRATION]->val3;
|
|
if(sc->data[SC_STOMACHACHE])
|
|
str -= sc->data[SC_STOMACHACHE]->val1;
|
|
if(sc->data[SC_KYOUGAKU])
|
|
str -= sc->data[SC_KYOUGAKU]->val2;
|
|
if(sc->data[SC_FULL_THROTTLE])
|
|
str += str * 20 / 100;
|
|
|
|
return (unsigned short)cap_value(str,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds agility modifications based on status changes
|
|
* @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param agi: Initial agi
|
|
* @return modified agi with cap_value(agi,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(agi,0,USHRT_MAX);
|
|
|
|
if(sc->data[SC_HARMONIZE]) {
|
|
agi -= sc->data[SC_HARMONIZE]->val2;
|
|
return (unsigned short)cap_value(agi,0,USHRT_MAX);
|
|
}
|
|
if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
|
|
agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
|
|
if(sc->data[SC_INCALLSTATUS])
|
|
agi += sc->data[SC_INCALLSTATUS]->val1;
|
|
if(sc->data[SC_INCAGI])
|
|
agi += sc->data[SC_INCAGI]->val1;
|
|
if(sc->data[SC_AGIFOOD])
|
|
agi += sc->data[SC_AGIFOOD]->val1;
|
|
if(sc->data[SC_FOOD_AGI_CASH])
|
|
agi += sc->data[SC_FOOD_AGI_CASH]->val1;
|
|
if(sc->data[SC_SOULCOLD])
|
|
agi += sc->data[SC_SOULCOLD]->val1;
|
|
if(sc->data[SC_TRUESIGHT])
|
|
agi += 5;
|
|
if(sc->data[SC_INCREASEAGI])
|
|
agi += sc->data[SC_INCREASEAGI]->val2;
|
|
if(sc->data[SC_INCREASING])
|
|
agi += 4; // Added based on skill updates [Reddozen]
|
|
if(sc->data[SC_DECREASEAGI])
|
|
agi -= sc->data[SC_DECREASEAGI]->val2;
|
|
if(sc->data[SC_QUAGMIRE])
|
|
agi -= sc->data[SC_QUAGMIRE]->val2;
|
|
if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
|
|
agi -= sc->data[SC_SUITON]->val2;
|
|
if(sc->data[SC_MARIONETTE])
|
|
agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
|
|
if(sc->data[SC_MARIONETTE2])
|
|
agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
|
|
if(sc->data[SC_ADORAMUS])
|
|
agi -= sc->data[SC_ADORAMUS]->val2;
|
|
if(sc->data[SC_MARSHOFABYSS])
|
|
agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
|
|
if(sc->data[SC_DROCERA_HERB_STEAMED])
|
|
agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
|
|
if(sc->data[SC_INSPIRATION])
|
|
agi += sc->data[SC_INSPIRATION]->val3;
|
|
if(sc->data[SC_STOMACHACHE])
|
|
agi -= sc->data[SC_STOMACHACHE]->val1;
|
|
if(sc->data[SC_KYOUGAKU])
|
|
agi -= sc->data[SC_KYOUGAKU]->val2;
|
|
if(sc->data[SC_FULL_THROTTLE])
|
|
agi += agi * 20 / 100;
|
|
|
|
return (unsigned short)cap_value(agi,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds vitality modifications based on status changes
|
|
* @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param vit: Initial vit
|
|
* @return modified vit with cap_value(vit,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(vit,0,USHRT_MAX);
|
|
|
|
if(sc->data[SC_HARMONIZE]) {
|
|
vit -= sc->data[SC_HARMONIZE]->val2;
|
|
return (unsigned short)cap_value(vit,0,USHRT_MAX);
|
|
}
|
|
if(sc->data[SC_INCALLSTATUS])
|
|
vit += sc->data[SC_INCALLSTATUS]->val1;
|
|
if(sc->data[SC_INCVIT])
|
|
vit += sc->data[SC_INCVIT]->val1;
|
|
if(sc->data[SC_VITFOOD])
|
|
vit += sc->data[SC_VITFOOD]->val1;
|
|
if(sc->data[SC_FOOD_VIT_CASH])
|
|
vit += sc->data[SC_FOOD_VIT_CASH]->val1;
|
|
if(sc->data[SC_CHANGE])
|
|
vit += sc->data[SC_CHANGE]->val2;
|
|
if(sc->data[SC_GLORYWOUNDS])
|
|
vit += sc->data[SC_GLORYWOUNDS]->val1;
|
|
if(sc->data[SC_TRUESIGHT])
|
|
vit += 5;
|
|
if(sc->data[SC_MARIONETTE])
|
|
vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
|
|
if(sc->data[SC_MARIONETTE2])
|
|
vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
vit += sc->data[SC_SPIRIT]->val3&0xFF;
|
|
if(sc->data[SC_LAUDAAGNUS])
|
|
vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
|
|
if(sc->data[SC_MINOR_BBQ])
|
|
vit += sc->data[SC_MINOR_BBQ]->val1;
|
|
if(sc->data[SC_INSPIRATION])
|
|
vit += sc->data[SC_INSPIRATION]->val3;
|
|
if(sc->data[SC_STOMACHACHE])
|
|
vit -= sc->data[SC_STOMACHACHE]->val1;
|
|
if(sc->data[SC_KYOUGAKU])
|
|
vit -= sc->data[SC_KYOUGAKU]->val2;
|
|
if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
|
|
vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
|
|
if(sc->data[SC_FULL_THROTTLE])
|
|
vit += vit * 20 / 100;
|
|
#ifdef RENEWAL
|
|
if(sc->data[SC_DEFENCE])
|
|
vit += sc->data[SC_DEFENCE]->val2;
|
|
#endif
|
|
|
|
return (unsigned short)cap_value(vit,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds intelligence modifications based on status changes
|
|
* @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param int_: Initial int
|
|
* @return modified int with cap_value(int_,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(int_,0,USHRT_MAX);
|
|
|
|
if(sc->data[SC_HARMONIZE]) {
|
|
int_ -= sc->data[SC_HARMONIZE]->val2;
|
|
return (unsigned short)cap_value(int_,0,USHRT_MAX);
|
|
}
|
|
if(sc->data[SC_INCALLSTATUS])
|
|
int_ += sc->data[SC_INCALLSTATUS]->val1;
|
|
if(sc->data[SC_INCINT])
|
|
int_ += sc->data[SC_INCINT]->val1;
|
|
if(sc->data[SC_INTFOOD])
|
|
int_ += sc->data[SC_INTFOOD]->val1;
|
|
if(sc->data[SC_FOOD_INT_CASH])
|
|
int_ += sc->data[SC_FOOD_INT_CASH]->val1;
|
|
if(sc->data[SC_CHANGE])
|
|
int_ += sc->data[SC_CHANGE]->val3;
|
|
if(sc->data[SC_BATTLEORDERS])
|
|
int_ += 5;
|
|
if(sc->data[SC_TRUESIGHT])
|
|
int_ += 5;
|
|
if(sc->data[SC_BLESSING]) {
|
|
if (sc->data[SC_BLESSING]->val2)
|
|
int_ += sc->data[SC_BLESSING]->val2;
|
|
else
|
|
int_ >>= 1;
|
|
}
|
|
if(sc->data[SC_NEN])
|
|
int_ += sc->data[SC_NEN]->val1;
|
|
if(sc->data[SC_MARIONETTE])
|
|
int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
|
|
if(sc->data[SC_MARIONETTE2])
|
|
int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
|
|
if(sc->data[SC_INSPIRATION])
|
|
int_ += sc->data[SC_INSPIRATION]->val3;
|
|
if(sc->data[SC_MELODYOFSINK])
|
|
int_ -= sc->data[SC_MELODYOFSINK]->val3;
|
|
if(sc->data[SC_MANDRAGORA])
|
|
int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
|
|
if(sc->data[SC_COCKTAIL_WARG_BLOOD])
|
|
int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
|
|
if(sc->data[SC_STOMACHACHE])
|
|
int_ -= sc->data[SC_STOMACHACHE]->val1;
|
|
if(sc->data[SC_KYOUGAKU])
|
|
int_ -= sc->data[SC_KYOUGAKU]->val2;
|
|
if(sc->data[SC_FULL_THROTTLE])
|
|
int_ += int_ * 20 / 100;
|
|
|
|
if(bl->type != BL_PC) {
|
|
if(sc->data[SC_STRIPHELM])
|
|
int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
|
|
if(sc->data[SC__STRIPACCESSORY])
|
|
int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
|
}
|
|
|
|
return (unsigned short)cap_value(int_,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds dexterity modifications based on status changes
|
|
* @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param dex: Initial dex
|
|
* @return modified dex with cap_value(dex,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(dex,0,USHRT_MAX);
|
|
|
|
if(sc->data[SC_HARMONIZE]) {
|
|
dex -= sc->data[SC_HARMONIZE]->val2;
|
|
return (unsigned short)cap_value(dex,0,USHRT_MAX);
|
|
}
|
|
if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
|
|
dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
|
|
if(sc->data[SC_INCALLSTATUS])
|
|
dex += sc->data[SC_INCALLSTATUS]->val1;
|
|
if(sc->data[SC_INCDEX])
|
|
dex += sc->data[SC_INCDEX]->val1;
|
|
if(sc->data[SC_DEXFOOD])
|
|
dex += sc->data[SC_DEXFOOD]->val1;
|
|
if(sc->data[SC_FOOD_DEX_CASH])
|
|
dex += sc->data[SC_FOOD_DEX_CASH]->val1;
|
|
if(sc->data[SC_BATTLEORDERS])
|
|
dex += 5;
|
|
if(sc->data[SC_HAWKEYES])
|
|
dex += sc->data[SC_HAWKEYES]->val1;
|
|
if(sc->data[SC_TRUESIGHT])
|
|
dex += 5;
|
|
if(sc->data[SC_QUAGMIRE])
|
|
dex -= sc->data[SC_QUAGMIRE]->val2;
|
|
if(sc->data[SC_BLESSING]) {
|
|
if (sc->data[SC_BLESSING]->val2)
|
|
dex += sc->data[SC_BLESSING]->val2;
|
|
else
|
|
dex >>= 1;
|
|
}
|
|
if(sc->data[SC_INCREASING])
|
|
dex += 4; // Added based on skill updates [Reddozen]
|
|
if(sc->data[SC_MARIONETTE])
|
|
dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
|
|
if(sc->data[SC_MARIONETTE2])
|
|
dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
|
|
if(sc->data[SC_SIROMA_ICE_TEA])
|
|
dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
|
|
if(sc->data[SC_INSPIRATION])
|
|
dex += sc->data[SC_INSPIRATION]->val3;
|
|
if(sc->data[SC_STOMACHACHE])
|
|
dex -= sc->data[SC_STOMACHACHE]->val1;
|
|
if(sc->data[SC_KYOUGAKU])
|
|
dex -= sc->data[SC_KYOUGAKU]->val2;
|
|
|
|
if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
|
|
dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
|
if(sc->data[SC_MARSHOFABYSS])
|
|
dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
|
|
if(sc->data[SC_FULL_THROTTLE])
|
|
dex += dex * 20 / 100;
|
|
|
|
return (unsigned short)cap_value(dex,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds luck modifications based on status changes
|
|
* @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param luk: Initial luk
|
|
* @return modified luk with cap_value(luk,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(luk,0,USHRT_MAX);
|
|
|
|
if(sc->data[SC_HARMONIZE]) {
|
|
luk -= sc->data[SC_HARMONIZE]->val2;
|
|
return (unsigned short)cap_value(luk,0,USHRT_MAX);
|
|
}
|
|
if(sc->data[SC_CURSE])
|
|
return 0;
|
|
if(sc->data[SC_INCALLSTATUS])
|
|
luk += sc->data[SC_INCALLSTATUS]->val1;
|
|
if(sc->data[SC_INCLUK])
|
|
luk += sc->data[SC_INCLUK]->val1;
|
|
if(sc->data[SC_LUKFOOD])
|
|
luk += sc->data[SC_LUKFOOD]->val1;
|
|
if(sc->data[SC_FOOD_LUK_CASH])
|
|
luk += sc->data[SC_FOOD_LUK_CASH]->val1;
|
|
if(sc->data[SC_TRUESIGHT])
|
|
luk += 5;
|
|
if(sc->data[SC_GLORIA])
|
|
luk += 30;
|
|
if(sc->data[SC_MARIONETTE])
|
|
luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
|
|
if(sc->data[SC_MARIONETTE2])
|
|
luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
luk += sc->data[SC_SPIRIT]->val4&0xFF;
|
|
if(sc->data[SC_PUTTI_TAILS_NOODLES])
|
|
luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
|
|
if(sc->data[SC_INSPIRATION])
|
|
luk += sc->data[SC_INSPIRATION]->val3;
|
|
if(sc->data[SC_STOMACHACHE])
|
|
luk -= sc->data[SC_STOMACHACHE]->val1;
|
|
if(sc->data[SC_KYOUGAKU])
|
|
luk -= sc->data[SC_KYOUGAKU]->val2;
|
|
if(sc->data[SC_LAUDARAMUS])
|
|
luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
|
|
|
|
if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
|
|
luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
|
if(sc->data[SC_BANANA_BOMB])
|
|
luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
|
|
if(sc->data[SC_FULL_THROTTLE])
|
|
luk += luk * 20 / 100;
|
|
|
|
return (unsigned short)cap_value(luk,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds base attack modifications based on status changes
|
|
* @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param batk: Initial batk
|
|
* @return modified batk with cap_value(batk,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(batk,0,USHRT_MAX);
|
|
|
|
if(sc->data[SC_ATKPOTION])
|
|
batk += sc->data[SC_ATKPOTION]->val1;
|
|
if(sc->data[SC_BATKFOOD])
|
|
batk += sc->data[SC_BATKFOOD]->val1;
|
|
#ifndef RENEWAL
|
|
if(sc->data[SC_GATLINGFEVER])
|
|
batk += sc->data[SC_GATLINGFEVER]->val3;
|
|
if(sc->data[SC_MADNESSCANCEL])
|
|
batk += 100;
|
|
#endif
|
|
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
|
|
batk += 50;
|
|
if(bl->type == BL_ELEM
|
|
&& ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
|
|
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
|
|
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
|
|
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
|
|
)
|
|
batk += batk / 5;
|
|
if(sc->data[SC_FULL_SWING_K])
|
|
batk += sc->data[SC_FULL_SWING_K]->val1;
|
|
if(sc->data[SC_ASH])
|
|
batk -= batk * sc->data[SC_ASH]->val4 / 100;
|
|
if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
|
|
batk += sc->data[SC_PYROCLASTIC]->val2;
|
|
if (sc->data[SC_ANGRIFFS_MODUS])
|
|
batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
|
|
|
|
if(sc->data[SC_INCATKRATE])
|
|
batk += batk * sc->data[SC_INCATKRATE]->val1/100;
|
|
if(sc->data[SC_PROVOKE])
|
|
batk += batk * sc->data[SC_PROVOKE]->val3/100;
|
|
#ifndef RENEWAL
|
|
if(sc->data[SC_CONCENTRATION])
|
|
batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
|
|
#endif
|
|
if(sc->data[SC_SKE])
|
|
batk += batk * 3;
|
|
if(sc->data[SC_BLOODLUST])
|
|
batk += batk * sc->data[SC_BLOODLUST]->val2/100;
|
|
if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
|
|
batk -= batk * 25/100;
|
|
if(sc->data[SC_CURSE])
|
|
batk -= batk * 25/100;
|
|
/* Curse shouldn't effect on this? <- Curse OR Bleeding??
|
|
if(sc->data[SC_BLEEDING])
|
|
batk -= batk * 25 / 100; */
|
|
if(sc->data[SC_FLEET])
|
|
batk += batk * sc->data[SC_FLEET]->val3/100;
|
|
if(sc->data[SC__ENERVATION])
|
|
batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
|
|
if(sc->data[SC_SATURDAYNIGHTFEVER])
|
|
batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
|
|
if( sc->data[SC_ZANGETSU] )
|
|
batk += sc->data[SC_ZANGETSU]->val2;
|
|
if(sc->data[SC_EQC])
|
|
batk -= batk * sc->data[SC_EQC]->val3 / 100;
|
|
if(sc->data[SC_QUEST_BUFF1])
|
|
batk += sc->data[SC_QUEST_BUFF1]->val1;
|
|
if(sc->data[SC_QUEST_BUFF2])
|
|
batk += sc->data[SC_QUEST_BUFF2]->val1;
|
|
if(sc->data[SC_QUEST_BUFF3])
|
|
batk += sc->data[SC_QUEST_BUFF3]->val1;
|
|
|
|
return (unsigned short)cap_value(batk,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds weapon attack modifications based on status changes
|
|
* @param bl: Object to change watk [PC]
|
|
* @param sc: Object's status change information
|
|
* @param watk: Initial watk
|
|
* @return modified watk with cap_value(watk,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(watk,0,USHRT_MAX);
|
|
|
|
#ifndef RENEWAL
|
|
if(sc->data[SC_IMPOSITIO])
|
|
watk += sc->data[SC_IMPOSITIO]->val2;
|
|
if(sc->data[SC_DRUMBATTLE])
|
|
watk += sc->data[SC_DRUMBATTLE]->val2;
|
|
#endif
|
|
if(sc->data[SC_WATKFOOD])
|
|
watk += sc->data[SC_WATKFOOD]->val1;
|
|
if(sc->data[SC_VOLCANO])
|
|
watk += sc->data[SC_VOLCANO]->val2;
|
|
if(sc->data[SC_MERC_ATKUP])
|
|
watk += sc->data[SC_MERC_ATKUP]->val2;
|
|
if(sc->data[SC_WATER_BARRIER])
|
|
watk -= sc->data[SC_WATER_BARRIER]->val3;
|
|
#ifndef RENEWAL
|
|
if(sc->data[SC_NIBELUNGEN]) {
|
|
if (bl->type != BL_PC)
|
|
watk += sc->data[SC_NIBELUNGEN]->val2;
|
|
else {
|
|
TBL_PC *sd = (TBL_PC*)bl;
|
|
short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
|
|
|
|
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
|
|
watk += sc->data[SC_NIBELUNGEN]->val2;
|
|
}
|
|
}
|
|
if(sc->data[SC_CONCENTRATION])
|
|
watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
|
|
#endif
|
|
if(sc->data[SC_INCATKRATE])
|
|
watk += watk * sc->data[SC_INCATKRATE]->val1/100;
|
|
if(sc->data[SC_PROVOKE])
|
|
watk += watk * sc->data[SC_PROVOKE]->val3/100;
|
|
if(sc->data[SC_SKE])
|
|
watk += watk * 3;
|
|
if(sc->data[SC_FLEET])
|
|
watk += watk * sc->data[SC_FLEET]->val3/100;
|
|
if(sc->data[SC_CURSE])
|
|
watk -= watk * 25/100;
|
|
if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
|
|
watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
|
|
if(sc->data[SC_FIGHTINGSPIRIT])
|
|
watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
|
|
if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
|
|
watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
|
|
if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
|
|
watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
|
|
if(sc->data[SC_INSPIRATION])
|
|
watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
|
|
if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2)
|
|
watk += sc->data[SC_GT_CHANGE]->val2;
|
|
if(sc->data[SC__ENERVATION])
|
|
watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
|
|
if(sc->data[SC_STRIKING])
|
|
watk += sc->data[SC_STRIKING]->val2;
|
|
if(sc->data[SC_RUSHWINDMILL])
|
|
watk += sc->data[SC_RUSHWINDMILL]->val3;
|
|
if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
|
|
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
|
|
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
|
|
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
|
|
watk += watk / 10;
|
|
if(sc->data[SC_PYROTECHNIC_OPTION])
|
|
watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
|
|
if(sc->data[SC_HEATER_OPTION])
|
|
watk += sc->data[SC_HEATER_OPTION]->val2;
|
|
if(sc->data[SC_TROPIC_OPTION])
|
|
watk += sc->data[SC_TROPIC_OPTION]->val2;
|
|
if( sc && sc->data[SC_TIDAL_WEAPON] )
|
|
watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
|
|
if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
|
|
watk += sc->data[SC_PYROCLASTIC]->val2;
|
|
if(sc->data[SC_ANGRIFFS_MODUS])
|
|
watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
|
|
if(sc->data[SC_ODINS_POWER])
|
|
watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
|
|
|
|
return (unsigned short)cap_value(watk,0,USHRT_MAX);
|
|
}
|
|
|
|
#ifdef RENEWAL
|
|
/**
|
|
* Adds equip magic attack modifications based on status changes [RENEWAL]
|
|
* @param bl: Object to change matk [PC]
|
|
* @param sc: Object's status change information
|
|
* @param matk: Initial matk
|
|
* @return modified matk with cap_value(matk,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
|
|
{
|
|
if (!sc || !sc->count)
|
|
return cap_value(matk,0,USHRT_MAX);
|
|
|
|
if (sc->data[SC_MATKPOTION])
|
|
matk += sc->data[SC_MATKPOTION]->val1;
|
|
if (sc->data[SC_MATKFOOD])
|
|
matk += sc->data[SC_MATKFOOD]->val1;
|
|
if(sc->data[SC_MANA_PLUS])
|
|
matk += sc->data[SC_MANA_PLUS]->val1;
|
|
if(sc->data[SC_COOLER_OPTION])
|
|
matk += sc->data[SC_COOLER_OPTION]->val2;
|
|
if(sc->data[SC_AQUAPLAY_OPTION])
|
|
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
|
|
if(sc->data[SC_CHILLY_AIR_OPTION])
|
|
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
|
|
if(sc->data[SC_WATER_BARRIER])
|
|
matk -= sc->data[SC_WATER_BARRIER]->val3;
|
|
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
|
|
matk += 50;
|
|
if(sc->data[SC_ODINS_POWER])
|
|
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
|
|
if(sc->data[SC_MOONLITSERENADE])
|
|
matk += sc->data[SC_MOONLITSERENADE]->val3;
|
|
if(sc->data[SC_IZAYOI])
|
|
matk += 25 * sc->data[SC_IZAYOI]->val1;
|
|
if(sc->data[SC_ZANGETSU])
|
|
matk += sc->data[SC_ZANGETSU]->val3;
|
|
if(sc->data[SC_QUEST_BUFF1])
|
|
matk += sc->data[SC_QUEST_BUFF1]->val1;
|
|
if(sc->data[SC_QUEST_BUFF2])
|
|
matk += sc->data[SC_QUEST_BUFF2]->val1;
|
|
if(sc->data[SC_QUEST_BUFF3])
|
|
matk += sc->data[SC_QUEST_BUFF3]->val1;
|
|
|
|
return (unsigned short)cap_value(matk,0,USHRT_MAX);
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Adds magic attack modifications based on status changes
|
|
* @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param matk: Initial matk
|
|
* @return modified matk with cap_value(matk,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(matk,0,USHRT_MAX);
|
|
#ifndef RENEWAL
|
|
/// Take note fixed value first before % modifiers [PRE-RENEWAL]
|
|
if (sc->data[SC_MATKPOTION])
|
|
matk += sc->data[SC_MATKPOTION]->val1;
|
|
if (sc->data[SC_MATKFOOD])
|
|
matk += sc->data[SC_MATKFOOD]->val1;
|
|
if (sc->data[SC_MANA_PLUS])
|
|
matk += sc->data[SC_MANA_PLUS]->val1;
|
|
if (sc->data[SC_AQUAPLAY_OPTION])
|
|
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
|
|
if (sc->data[SC_CHILLY_AIR_OPTION])
|
|
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
|
|
if (sc->data[SC_COOLER_OPTION])
|
|
matk += sc->data[SC_COOLER_OPTION]->val2;
|
|
if (sc->data[SC_WATER_BARRIER])
|
|
matk -= sc->data[SC_WATER_BARRIER]->val3;
|
|
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
|
|
matk += 50;
|
|
if (sc->data[SC_ODINS_POWER])
|
|
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
|
|
if (sc->data[SC_IZAYOI])
|
|
matk += 25 * sc->data[SC_IZAYOI]->val1;
|
|
#endif
|
|
if (sc->data[SC_ZANGETSU])
|
|
matk += sc->data[SC_ZANGETSU]->val3;
|
|
if (sc->data[SC_QUEST_BUFF1])
|
|
matk += sc->data[SC_QUEST_BUFF1]->val1;
|
|
if (sc->data[SC_QUEST_BUFF2])
|
|
matk += sc->data[SC_QUEST_BUFF2]->val1;
|
|
if (sc->data[SC_QUEST_BUFF3])
|
|
matk += sc->data[SC_QUEST_BUFF3]->val1;
|
|
if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
|
|
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
|
|
if (sc->data[SC_MINDBREAKER])
|
|
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
|
|
if (sc->data[SC_INCMATKRATE])
|
|
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
|
|
if (sc->data[SC_MOONLITSERENADE])
|
|
matk += sc->data[SC_MOONLITSERENADE]->val3/100;
|
|
if (sc->data[SC_MTF_MATK])
|
|
matk += matk * 25 / 100;
|
|
|
|
return (unsigned short)cap_value(matk,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds critical modifications based on status changes
|
|
* @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param critical: Initial critical
|
|
* @return modified critical with cap_value(critical,10,USHRT_MAX)
|
|
*/
|
|
static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(critical,10,SHRT_MAX);
|
|
|
|
if (sc->data[SC_INCCRI])
|
|
critical += sc->data[SC_INCCRI]->val2;
|
|
if (sc->data[SC_EXPLOSIONSPIRITS])
|
|
critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
|
|
if (sc->data[SC_FORTUNE])
|
|
critical += sc->data[SC_FORTUNE]->val2;
|
|
if (sc->data[SC_TRUESIGHT])
|
|
critical += sc->data[SC_TRUESIGHT]->val2;
|
|
if (sc->data[SC_CLOAKING])
|
|
critical += critical;
|
|
if (sc->data[SC_STRIKING])
|
|
critical += critical * sc->data[SC_STRIKING]->val1 / 100;
|
|
#ifdef RENEWAL
|
|
if (sc->data[SC_SPEARQUICKEN])
|
|
critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
|
|
#endif
|
|
if (sc->data[SC__INVISIBILITY])
|
|
critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
|
|
if (sc->data[SC__UNLUCKY])
|
|
critical -= sc->data[SC__UNLUCKY]->val2;
|
|
if(sc->data[SC_BEYONDOFWARCRY])
|
|
critical += sc->data[SC_BEYONDOFWARCRY]->val3;
|
|
|
|
return (short)cap_value(critical,10,SHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds hit modifications based on status changes
|
|
* @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param hit: Initial hit
|
|
* @return modified hit with cap_value(hit,1,USHRT_MAX)
|
|
*/
|
|
static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(hit,1,SHRT_MAX);
|
|
|
|
if(sc->data[SC_INCHIT])
|
|
hit += sc->data[SC_INCHIT]->val1;
|
|
if(sc->data[SC_HITFOOD])
|
|
hit += sc->data[SC_HITFOOD]->val1;
|
|
if(sc->data[SC_TRUESIGHT])
|
|
hit += sc->data[SC_TRUESIGHT]->val3;
|
|
if(sc->data[SC_HUMMING])
|
|
hit += sc->data[SC_HUMMING]->val2;
|
|
if(sc->data[SC_CONCENTRATION])
|
|
hit += sc->data[SC_CONCENTRATION]->val3;
|
|
if(sc->data[SC_INSPIRATION])
|
|
hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
|
|
if(sc->data[SC_ADJUSTMENT])
|
|
hit -= 30;
|
|
if(sc->data[SC_INCREASING])
|
|
hit += 20; // RockmanEXE; changed based on updated [Reddozen]
|
|
if(sc->data[SC_MERC_HITUP])
|
|
hit += sc->data[SC_MERC_HITUP]->val2;
|
|
|
|
if(sc->data[SC_INCHITRATE])
|
|
hit += hit * sc->data[SC_INCHITRATE]->val1/100;
|
|
if(sc->data[SC_BLIND])
|
|
hit -= hit * 25/100;
|
|
if(sc->data[SC__GROOMY])
|
|
hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
|
|
if(sc->data[SC_FEAR])
|
|
hit -= hit * 20 / 100;
|
|
if (sc->data[SC_ASH])
|
|
hit -= hit * sc->data[SC_ASH]->val2 / 100;
|
|
if (sc->data[SC_TEARGAS])
|
|
hit -= hit * 50 / 100;
|
|
if(sc->data[SC_ILLUSIONDOPING])
|
|
hit -= 50;
|
|
if (sc->data[SC_MTF_ASPD])
|
|
hit += 5;
|
|
|
|
return (short)cap_value(hit,1,SHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds flee modifications based on status changes
|
|
* @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param flee: Initial flee
|
|
* @return modified flee with cap_value(flee,1,USHRT_MAX)
|
|
*/
|
|
static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
|
|
{
|
|
if( bl->type == BL_PC ) {
|
|
if( map_flag_gvg(bl->m) )
|
|
flee -= flee * battle_config.gvg_flee_penalty/100;
|
|
else if( map[bl->m].flag.battleground )
|
|
flee -= flee * battle_config.bg_flee_penalty/100;
|
|
}
|
|
|
|
if(!sc || !sc->count)
|
|
return cap_value(flee,1,SHRT_MAX);
|
|
if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
|
|
return sc->data[SC_OVERED_BOOST]->val2;
|
|
if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
|
|
return 1; // 1 = min flee
|
|
|
|
// Fixed value
|
|
if(sc->data[SC_INCFLEE])
|
|
flee += sc->data[SC_INCFLEE]->val1;
|
|
if(sc->data[SC_FLEEFOOD])
|
|
flee += sc->data[SC_FLEEFOOD]->val1;
|
|
if(sc->data[SC_WHISTLE])
|
|
flee += sc->data[SC_WHISTLE]->val2;
|
|
if(sc->data[SC_WINDWALK])
|
|
flee += sc->data[SC_WINDWALK]->val2;
|
|
if(sc->data[SC_VIOLENTGALE])
|
|
flee += sc->data[SC_VIOLENTGALE]->val2;
|
|
if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
|
|
flee += sc->data[SC_MOON_COMFORT]->val2;
|
|
if(sc->data[SC_CLOSECONFINE])
|
|
flee += 10;
|
|
if (sc->data[SC_ANGRIFFS_MODUS])
|
|
flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
|
|
if(sc->data[SC_ADJUSTMENT])
|
|
flee += 30;
|
|
if(sc->data[SC_SPEED])
|
|
flee += 10 + sc->data[SC_SPEED]->val1 * 10;
|
|
if(sc->data[SC_GATLINGFEVER])
|
|
flee -= sc->data[SC_GATLINGFEVER]->val4;
|
|
if(sc->data[SC_PARTYFLEE])
|
|
flee += sc->data[SC_PARTYFLEE]->val1 * 10;
|
|
if(sc->data[SC_MERC_FLEEUP])
|
|
flee += sc->data[SC_MERC_FLEEUP]->val2;
|
|
if( sc->data[SC_HALLUCINATIONWALK] )
|
|
flee += sc->data[SC_HALLUCINATIONWALK]->val2;
|
|
if( sc->data[SC_WATER_BARRIER] )
|
|
flee -= sc->data[SC_WATER_BARRIER]->val3;
|
|
if( sc->data[SC_C_MARKER] )
|
|
flee -= sc->data[SC_C_MARKER]->val3;
|
|
#ifdef RENEWAL
|
|
if( sc->data[SC_SPEARQUICKEN] )
|
|
flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
|
|
#endif
|
|
|
|
// Rate value
|
|
if(sc->data[SC_INCFLEERATE])
|
|
flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
|
|
if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
|
|
flee -= flee * 50/100;
|
|
if(sc->data[SC_BERSERK])
|
|
flee -= flee * 50/100;
|
|
if(sc->data[SC_BLIND])
|
|
flee -= flee * 25/100;
|
|
if(sc->data[SC_FEAR])
|
|
flee -= flee * 20 / 100;
|
|
if(sc->data[SC_PARALYSE])
|
|
flee -= flee * 10 / 100;
|
|
if(sc->data[SC_INFRAREDSCAN])
|
|
flee -= flee * 30 / 100;
|
|
if( sc->data[SC__LAZINESS] )
|
|
flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
|
|
if( sc->data[SC_GLOOMYDAY] )
|
|
flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
|
|
if( sc->data[SC_SATURDAYNIGHTFEVER] )
|
|
flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
|
|
if( sc->data[SC_WIND_STEP_OPTION] )
|
|
flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
|
|
if( sc->data[SC_ZEPHYR] )
|
|
flee += sc->data[SC_ZEPHYR]->val2;
|
|
if(sc->data[SC_ASH])
|
|
flee -= flee * sc->data[SC_ASH]->val4 / 100;
|
|
if (sc->data[SC_GOLDENE_FERSE])
|
|
flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
|
|
if (sc->data[SC_SMOKEPOWDER])
|
|
flee += flee * 20 / 100;
|
|
if (sc->data[SC_TEARGAS])
|
|
flee -= flee * 50 / 100;
|
|
//if( sc->data[SC_C_MARKER] )
|
|
// flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
|
|
if(sc->data[SC_HEAT_BARREL])
|
|
flee -= sc->data[SC_HEAT_BARREL]->val4;
|
|
|
|
return (short)cap_value(flee,1,SHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds perfect flee modifications based on status changes
|
|
* @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param flee2: Initial flee2
|
|
* @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
|
|
*/
|
|
static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(flee2,10,SHRT_MAX);
|
|
|
|
if(sc->data[SC_INCFLEE2])
|
|
flee2 += sc->data[SC_INCFLEE2]->val2;
|
|
if(sc->data[SC_WHISTLE])
|
|
flee2 += sc->data[SC_WHISTLE]->val3*10;
|
|
if(sc->data[SC__UNLUCKY])
|
|
flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
|
|
|
|
return (short)cap_value(flee2,10,SHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds defense (left-side) modifications based on status changes
|
|
* @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param def: Initial def
|
|
* @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
|
|
*/
|
|
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
|
|
|
|
if(sc->data[SC_BERSERK])
|
|
return 0;
|
|
if(sc->data[SC_SKA])
|
|
return sc->data[SC_SKA]->val3;
|
|
if(sc->data[SC_BARRIER])
|
|
return 100;
|
|
if(sc->data[SC_KEEPING])
|
|
return 90;
|
|
#ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
|
|
if(sc->data[SC_STEELBODY])
|
|
return 90;
|
|
#endif
|
|
if(sc->data[SC_DEFSET])
|
|
return sc->data[SC_DEFSET]->val1;
|
|
if(sc->data[SC_UNLIMIT])
|
|
return 1;
|
|
|
|
if(sc->data[SC_DRUMBATTLE])
|
|
def += sc->data[SC_DRUMBATTLE]->val3;
|
|
#ifndef RENEWAL
|
|
if(sc->data[SC_DEFENCE])
|
|
def += sc->data[SC_DEFENCE]->val2 ;
|
|
#endif
|
|
if(sc->data[SC_INCDEFRATE])
|
|
def += def * sc->data[SC_INCDEFRATE]->val1/100;
|
|
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
|
|
def += 50;
|
|
if(sc->data[SC_ODINS_POWER])
|
|
def -= 20 * sc->data[SC_ODINS_POWER]->val1;
|
|
if( sc->data[SC_ANGRIFFS_MODUS] )
|
|
def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
|
|
if(sc->data[SC_STONEHARDSKIN])
|
|
def += sc->data[SC_STONEHARDSKIN]->val1;
|
|
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
|
|
def >>=1;
|
|
if(sc->data[SC_FREEZE])
|
|
def >>=1;
|
|
if(sc->data[SC_SIGNUMCRUCIS])
|
|
def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
|
|
if(sc->data[SC_CONCENTRATION])
|
|
def -= def * sc->data[SC_CONCENTRATION]->val4/100;
|
|
if(sc->data[SC_SKE])
|
|
def >>=1;
|
|
if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
|
|
def -= def * sc->data[SC_PROVOKE]->val4/100;
|
|
if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
|
|
def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
|
|
if (sc->data[SC_FLING])
|
|
def -= def * (sc->data[SC_FLING]->val2)/100;
|
|
if( sc->data[SC_FREEZING] )
|
|
def -= def * 10 / 100;
|
|
if( sc->data[SC_ANALYZE] )
|
|
def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
|
|
if( sc->data[SC_NEUTRALBARRIER] )
|
|
def += def * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
|
|
if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
|
|
def += sc->data[SC_SHIELDSPELL_REF]->val2;
|
|
if( sc->data[SC_PRESTIGE] )
|
|
def += sc->data[SC_PRESTIGE]->val1;
|
|
if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
|
|
def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
|
|
if( sc->data[SC_ECHOSONG] )
|
|
def += def * sc->data[SC_ECHOSONG]->val3 / 100;
|
|
if( sc->data[SC_SATURDAYNIGHTFEVER] )
|
|
def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
|
|
if( sc->data[SC_EARTHDRIVE] )
|
|
def -= def * 25 / 100;
|
|
if( sc->data[SC_SOLID_SKIN_OPTION] )
|
|
def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
|
|
if( sc->data[SC_ROCK_CRUSHER] )
|
|
def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
|
|
if( sc->data[SC_POWER_OF_GAIA] )
|
|
def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
|
|
if(sc->data[SC_ASH])
|
|
def -= def * sc->data[SC_ASH]->val3/100;
|
|
if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
|
|
def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
|
|
|
|
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
|
|
}
|
|
|
|
/**
|
|
* Adds defense (right-side) modifications based on status changes
|
|
* @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param def2: Initial def2
|
|
* @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
|
|
*/
|
|
static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
|
|
{
|
|
if(!sc || !sc->count)
|
|
#ifdef RENEWAL
|
|
return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
|
|
#else
|
|
return (short)cap_value(def2,1,SHRT_MAX);
|
|
#endif
|
|
|
|
if(sc->data[SC_BERSERK])
|
|
return 0;
|
|
if(sc->data[SC_ETERNALCHAOS])
|
|
return 0;
|
|
if(sc->data[SC_DEFSET])
|
|
return sc->data[SC_DEFSET]->val1;
|
|
if(sc->data[SC_UNLIMIT])
|
|
return 1;
|
|
|
|
if(sc->data[SC_SUN_COMFORT])
|
|
def2 += sc->data[SC_SUN_COMFORT]->val2;
|
|
if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
|
|
def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
|
|
|
|
if(sc->data[SC_ANGELUS])
|
|
#ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
|
|
def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
|
|
#else
|
|
def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
|
|
if(sc->data[SC_CONCENTRATION])
|
|
def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
|
|
#endif
|
|
if(sc->data[SC_POISON])
|
|
def2 -= def2 * 25/100;
|
|
if(sc->data[SC_DPOISON])
|
|
def2 -= def2 * 25/100;
|
|
if(sc->data[SC_SKE])
|
|
def2 -= def2 * 50/100;
|
|
if(sc->data[SC_PROVOKE])
|
|
def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
|
|
if(sc->data[SC_JOINTBEAT])
|
|
def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
|
|
+ def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
|
|
if(sc->data[SC_FLING])
|
|
def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
|
|
if( sc->data[SC_FREEZING] )
|
|
def2 -= def2 * 10 / 100;
|
|
if(sc->data[SC_ANALYZE])
|
|
def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
|
|
if(sc->data[SC_ASH])
|
|
def2 -= def2 * sc->data[SC_ASH]->val3/100;
|
|
if (sc->data[SC_PARALYSIS])
|
|
def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
|
|
if(sc->data[SC_EQC])
|
|
def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
|
|
|
|
#ifdef RENEWAL
|
|
return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
|
|
#else
|
|
return (short)cap_value(def2,1,SHRT_MAX);
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Adds magic defense (left-side) modifications based on status changes
|
|
* @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param mdef: Initial mdef
|
|
* @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
|
|
*/
|
|
static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
|
|
|
|
if(sc->data[SC_BERSERK])
|
|
return 0;
|
|
if(sc->data[SC_BARRIER])
|
|
return 100;
|
|
|
|
#ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
|
|
if(sc->data[SC_STEELBODY])
|
|
return 90;
|
|
#endif
|
|
if(sc->data[SC_MDEFSET])
|
|
return sc->data[SC_MDEFSET]->val1;
|
|
if(sc->data[SC_UNLIMIT])
|
|
return 1;
|
|
|
|
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
|
|
mdef += 50;
|
|
if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
|
|
mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
|
|
if(sc->data[SC_STONEHARDSKIN])
|
|
mdef += sc->data[SC_STONEHARDSKIN]->val1;
|
|
if(sc->data[SC_WATER_BARRIER])
|
|
mdef += sc->data[SC_WATER_BARRIER]->val2;
|
|
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
|
|
mdef += 25 * mdef / 100;
|
|
if(sc->data[SC_FREEZE])
|
|
mdef += 25 * mdef / 100;
|
|
if(sc->data[SC_BURNING])
|
|
mdef -= 25 * mdef / 100;
|
|
if( sc->data[SC_NEUTRALBARRIER] )
|
|
mdef += mdef * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
|
|
if(sc->data[SC_ANALYZE])
|
|
mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
|
|
if(sc->data[SC_SYMPHONYOFLOVER])
|
|
mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
|
|
if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4) {
|
|
mdef -= sc->data[SC_GT_CHANGE]->val4;
|
|
if (mdef < 0)
|
|
return 0;
|
|
}
|
|
if (sc->data[SC_ODINS_POWER])
|
|
mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
|
|
|
|
return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
|
|
}
|
|
|
|
/**
|
|
* Adds magic defense (right-side) modifications based on status changes
|
|
* @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param mdef2: Initial mdef2
|
|
* @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
|
|
*/
|
|
static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
|
|
{
|
|
if(!sc || !sc->count)
|
|
#ifdef RENEWAL
|
|
return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
|
|
#else
|
|
return (short)cap_value(mdef2,1,SHRT_MAX);
|
|
#endif
|
|
|
|
if(sc->data[SC_BERSERK])
|
|
return 0;
|
|
if(sc->data[SC_SKA])
|
|
return 90;
|
|
if(sc->data[SC_MDEFSET])
|
|
return sc->data[SC_MDEFSET]->val1;
|
|
if(sc->data[SC_UNLIMIT])
|
|
return 1;
|
|
|
|
if(sc->data[SC_MINDBREAKER])
|
|
mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
|
|
if(sc->data[SC_BURNING])
|
|
mdef2 -= mdef2 * 25 / 100;
|
|
if(sc->data[SC_ANALYZE])
|
|
mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
|
|
|
|
#ifdef RENEWAL
|
|
return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
|
|
#else
|
|
return (short)cap_value(mdef2,1,SHRT_MAX);
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Adds speed modifications based on status changes
|
|
* @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param speed: Initial speed
|
|
* @return modified speed with cap_value(speed,10,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
|
|
{
|
|
TBL_PC* sd = BL_CAST(BL_PC, bl);
|
|
int speed_rate = 100;
|
|
|
|
if (sc == NULL || (sd && sd->state.permanent_speed))
|
|
return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
|
|
|
|
if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
|
|
if( sd->ud.skill_id == LG_EXEEDBREAK )
|
|
speed_rate = 160 - 10 * sd->ud.skill_lv;
|
|
else
|
|
speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
|
|
} else {
|
|
int val = 0;
|
|
|
|
// GetMoveHasteValue2()
|
|
if( sc->data[SC_FUSION] )
|
|
val = 25;
|
|
else if( sd ) {
|
|
if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
|
|
val = 25; // Same bonus
|
|
else if( pc_isridingwug(sd) )
|
|
val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
|
|
else if( pc_ismadogear(sd) ) {
|
|
val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
|
|
if( sc->data[SC_ACCELERATION] )
|
|
val += 25;
|
|
}
|
|
else if( sc->data[SC_ALL_RIDING] )
|
|
val = battle_config.rental_mount_speed_boost;
|
|
}
|
|
speed_rate -= val;
|
|
|
|
// GetMoveSlowValue()
|
|
if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
|
|
val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
|
|
else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
|
|
val = sc->data[SC_CHASEWALK]->val3;
|
|
else {
|
|
val = 0;
|
|
// Longing for Freedom cancels song/dance penalty
|
|
if( sc->data[SC_LONGING] )
|
|
val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
|
|
else
|
|
if( sd && sc->data[SC_DANCING] )
|
|
val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
|
|
|
|
if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
|
|
val = max( val, 25 );
|
|
if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
|
|
val = max( val, 50 );
|
|
if( sc->data[SC_DONTFORGETME] )
|
|
val = max( val, sc->data[SC_DONTFORGETME]->val3 );
|
|
if( sc->data[SC_CURSE] )
|
|
val = max( val, 300 );
|
|
if( sc->data[SC_CHASEWALK] )
|
|
val = max( val, sc->data[SC_CHASEWALK]->val3 );
|
|
if( sc->data[SC_WEDDING] )
|
|
val = max( val, 100 );
|
|
if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
|
|
val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
|
|
if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
|
|
val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
|
|
if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
|
|
val = max( val, 75 );
|
|
if( sc->data[SC_SLOWDOWN] ) // Slow Potion
|
|
val = max( val, 100 );
|
|
if( sc->data[SC_GATLINGFEVER] )
|
|
val = max( val, 100 );
|
|
if( sc->data[SC_SUITON] )
|
|
val = max( val, sc->data[SC_SUITON]->val3 );
|
|
if( sc->data[SC_SWOO] )
|
|
val = max( val, 300 );
|
|
if( sc->data[SC_SKA] )
|
|
val = max( val, 25 );
|
|
if( sc->data[SC_FREEZING] )
|
|
val = max( val, 50 );
|
|
if( sc->data[SC_MARSHOFABYSS] )
|
|
val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
|
|
if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
|
|
val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
|
|
if( sc->data[SC_STEALTHFIELD_MASTER] )
|
|
val = max( val, 30 );
|
|
if( sc->data[SC__LAZINESS] )
|
|
val = max( val, 25 );
|
|
if( sc->data[SC_BANDING_DEFENCE] )
|
|
val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
|
|
if( sc->data[SC_ROCK_CRUSHER_ATK] )
|
|
val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
|
|
if( sc->data[SC_POWER_OF_GAIA] )
|
|
val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
|
|
if( sc->data[SC_MELON_BOMB] )
|
|
val = max( val, sc->data[SC_MELON_BOMB]->val1 );
|
|
if( sc->data[SC_B_TRAP] )
|
|
val = max( val, sc->data[SC_B_TRAP]->val3 );
|
|
|
|
if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
|
|
val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
|
|
}
|
|
speed_rate += val;
|
|
val = 0;
|
|
|
|
if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
|
|
speed_rate = 150;
|
|
|
|
// GetMoveHasteValue1()
|
|
if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
|
|
val = max( val, 50 );
|
|
if( sc->data[SC_INCREASEAGI] )
|
|
val = max( val, 25 );
|
|
if( sc->data[SC_WINDWALK] )
|
|
val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
|
|
if( sc->data[SC_CARTBOOST] )
|
|
val = max( val, 20 );
|
|
if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
|
|
val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
|
|
if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
|
|
val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
|
|
if( sc->data[SC_BERSERK] )
|
|
val = max( val, 25 );
|
|
if( sc->data[SC_RUN] )
|
|
val = max( val, 55 );
|
|
if( sc->data[SC_AVOID] )
|
|
val = max( val, 10 * sc->data[SC_AVOID]->val1 );
|
|
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
|
|
val = max( val, 75 );
|
|
if( sc->data[SC_CLOAKINGEXCEED] )
|
|
val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
|
|
if( sc->data[SC_HOVERING] )
|
|
val = max( val, 10 );
|
|
if( sc->data[SC_GN_CARTBOOST] )
|
|
val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
|
|
if( sc->data[SC_SWINGDANCE] )
|
|
val = max( val, sc->data[SC_SWINGDANCE]->val3 );
|
|
if( sc->data[SC_WIND_STEP_OPTION] )
|
|
val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
|
|
if( sc->data[SC_FULL_THROTTLE] )
|
|
val = max( val, 30 );
|
|
|
|
// !FIXME: official items use a single bonus for this [ultramage]
|
|
if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
|
|
val = max( val, 25 );
|
|
if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
|
|
val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
|
|
|
|
speed_rate -= val;
|
|
|
|
if( speed_rate < 40 )
|
|
speed_rate = 40;
|
|
}
|
|
|
|
// GetSpeed()
|
|
if( sd && pc_iscarton(sd) )
|
|
speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
|
|
if( sc->data[SC_PARALYSE] )
|
|
speed += speed * 50 / 100;
|
|
if( speed_rate != 100 )
|
|
speed = speed * speed_rate / 100;
|
|
if( sc->data[SC_STEELBODY] )
|
|
speed = 200;
|
|
if( sc->data[SC_DEFENDER] )
|
|
speed = max(speed, 200);
|
|
if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
|
|
speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
|
|
if( sc->data[SC_REBOUND] )
|
|
speed += max(speed, 100);
|
|
|
|
return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
|
|
}
|
|
|
|
#ifdef RENEWAL_ASPD
|
|
/**
|
|
* Renewal attack speed modifiers based on status changes
|
|
* This function only affects RENEWAL players and comes after base calculation
|
|
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param flag: flag&1 - fixed value [malufett]
|
|
* flag&2 - percentage value
|
|
* @return modified aspd
|
|
*/
|
|
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
|
|
{
|
|
int i, pots = 0, skills1 = 0, skills2 = 0;
|
|
|
|
if(!sc || !sc->count)
|
|
return 0;
|
|
|
|
if(sc->data[i=SC_ASPDPOTION3] ||
|
|
sc->data[i=SC_ASPDPOTION2] ||
|
|
sc->data[i=SC_ASPDPOTION1] ||
|
|
sc->data[i=SC_ASPDPOTION0])
|
|
pots += sc->data[i]->val1;
|
|
|
|
if( !sc->data[SC_QUAGMIRE] ) {
|
|
if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
|
|
skills1 = 7;
|
|
|
|
if(sc->data[SC_ONEHAND] && skills1 < 7)
|
|
skills1 = 7;
|
|
|
|
if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
|
|
skills1 = 7;
|
|
|
|
if(sc->data[SC_ADRENALINE2] && skills1 < 6)
|
|
skills1 = 6;
|
|
|
|
if(sc->data[SC_ADRENALINE] && skills1 < 7)
|
|
skills1 = 7;
|
|
|
|
if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
|
|
skills1 = 7;
|
|
|
|
if(sc->data[SC_FLEET] && skills1 < 5)
|
|
skills1 = 5;
|
|
}
|
|
|
|
if(sc->data[SC_BERSERK] && skills1 < 15)
|
|
skills1 = 15;
|
|
else if(sc->data[SC_MADNESSCANCEL] && skills1 < 20)
|
|
skills1 = 20;
|
|
|
|
if(sc->data[SC_DONTFORGETME])
|
|
skills2 -= sc->data[SC_DONTFORGETME]->val2 / 10;
|
|
if(sc->data[SC_LONGING])
|
|
skills2 -= sc->data[SC_LONGING]->val2 / 10;
|
|
if(sc->data[SC_STEELBODY])
|
|
skills2 -= 25;
|
|
if(sc->data[SC_SKA])
|
|
skills2 -= 25;
|
|
if(sc->data[SC_DEFENDER])
|
|
skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
|
|
if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
|
|
skills2 -= 75;
|
|
if(sc->data[SC_GRAVITATION])
|
|
skills2 -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
|
|
if(sc->data[SC_JOINTBEAT]) { // Needs more info
|
|
if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
|
|
skills2 -= 25;
|
|
if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
|
|
skills2 -= 10;
|
|
}
|
|
if( sc->data[SC_FREEZING] )
|
|
skills2 -= 15;
|
|
if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
|
|
skills2 -= 50;
|
|
if( sc->data[SC_PARALYSE] )
|
|
skills2 -= 10;
|
|
if( sc->data[SC__BODYPAINT] )
|
|
skills2 -= 5 * sc->data[SC__BODYPAINT]->val1;
|
|
if( sc->data[SC__INVISIBILITY] )
|
|
skills2 -= sc->data[SC__INVISIBILITY]->val2;
|
|
if( sc->data[SC__GROOMY] )
|
|
skills2 -= sc->data[SC__GROOMY]->val2;
|
|
if( sc->data[SC_SWINGDANCE] )
|
|
skills2 += sc->data[SC_SWINGDANCE]->val2;
|
|
if( sc->data[SC_DANCEWITHWUG] )
|
|
skills2 += sc->data[SC_DANCEWITHWUG]->val3;
|
|
if( sc->data[SC_GLOOMYDAY] )
|
|
skills2 -= sc->data[SC_GLOOMYDAY]->val3;
|
|
if( sc->data[SC_EARTHDRIVE] )
|
|
skills2 -= 25;
|
|
if( sc->data[SC_GT_CHANGE] )
|
|
skills2 += sc->data[SC_GT_CHANGE]->val3;
|
|
if( sc->data[SC_MELON_BOMB] )
|
|
skills2 -= sc->data[SC_MELON_BOMB]->val1;
|
|
if( sc->data[SC_PAIN_KILLER] )
|
|
skills2 -= sc->data[SC_PAIN_KILLER]->val2;
|
|
if( sc->data[SC_BOOST500] )
|
|
skills2 += sc->data[SC_BOOST500]->val1;
|
|
if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
|
|
skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
|
|
if( sc->data[SC_GOLDENE_FERSE] )
|
|
skills2 += sc->data[SC_GOLDENE_FERSE]->val3;
|
|
if( sc->data[SC_INCASPDRATE] )
|
|
skills2 += sc->data[SC_INCASPDRATE]->val1;
|
|
if( sc->data[SC_GATLINGFEVER] )
|
|
skills2 += sc->data[SC_GATLINGFEVER]->val1;
|
|
if( sc->data[SC_STAR_COMFORT] )
|
|
skills2 += sc->data[SC_STAR_COMFORT]->val1;
|
|
if( sc->data[SC_HEAT_BARREL] )
|
|
skills2 += sc->data[SC_HEAT_BARREL]->val3;
|
|
|
|
if(sc->data[SC_ASSNCROS] && !skills1) {
|
|
if (bl->type!=BL_PC)
|
|
skills2 += sc->data[SC_ASSNCROS]->val2/10;
|
|
else
|
|
switch(((TBL_PC*)bl)->status.weapon) {
|
|
case W_BOW:
|
|
case W_REVOLVER:
|
|
case W_RIFLE:
|
|
case W_GATLING:
|
|
case W_SHOTGUN:
|
|
case W_GRENADE:
|
|
break;
|
|
default:
|
|
skills2 += sc->data[SC_ASSNCROS]->val2/10;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ( flag&1? (skills1 + pots) : skills2 );
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
|
|
* A subtraction reduces the delay, meaning an increase in ASPD
|
|
* This comes after the percentage changes and is based on status changes
|
|
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param aspd: Object's current ASPD
|
|
* @return modified aspd
|
|
*/
|
|
static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
|
|
{
|
|
if (!sc || !sc->count)
|
|
return cap_value(aspd, 0, 2000);
|
|
if (sc->data[SC_OVERED_BOOST])
|
|
return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
|
|
|
|
if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
|
|
|| sc->data[SC_WILD_STORM_OPTION]))
|
|
aspd -= 50; // +5 ASPD
|
|
if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
|
|
aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
|
|
if (sc->data[SC_MTF_ASPD])
|
|
aspd -= 10;
|
|
|
|
return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
|
|
}
|
|
|
|
/**
|
|
* Calculates an object's ASPD modifier based on status changes (alters amotion value)
|
|
* Note: The scale of aspd_rate is 1000 = 100%
|
|
* Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
|
|
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param aspd_rate: Object's current ASPD
|
|
* @return modified aspd_rate
|
|
*/
|
|
static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
|
|
{
|
|
int i;
|
|
|
|
if(!sc || !sc->count)
|
|
return cap_value(aspd_rate,0,SHRT_MAX);
|
|
|
|
if( !sc->data[SC_QUAGMIRE] ) {
|
|
int max = 0;
|
|
if(sc->data[SC_STAR_COMFORT])
|
|
max = sc->data[SC_STAR_COMFORT]->val2;
|
|
|
|
if(sc->data[SC_TWOHANDQUICKEN] &&
|
|
max < sc->data[SC_TWOHANDQUICKEN]->val2)
|
|
max = sc->data[SC_TWOHANDQUICKEN]->val2;
|
|
|
|
if(sc->data[SC_ONEHAND] &&
|
|
max < sc->data[SC_ONEHAND]->val2)
|
|
max = sc->data[SC_ONEHAND]->val2;
|
|
|
|
if(sc->data[SC_MERC_QUICKEN] &&
|
|
max < sc->data[SC_MERC_QUICKEN]->val2)
|
|
max = sc->data[SC_MERC_QUICKEN]->val2;
|
|
|
|
if(sc->data[SC_ADRENALINE2] &&
|
|
max < sc->data[SC_ADRENALINE2]->val3)
|
|
max = sc->data[SC_ADRENALINE2]->val3;
|
|
|
|
if(sc->data[SC_ADRENALINE] &&
|
|
max < sc->data[SC_ADRENALINE]->val3)
|
|
max = sc->data[SC_ADRENALINE]->val3;
|
|
|
|
if(sc->data[SC_SPEARQUICKEN] &&
|
|
max < sc->data[SC_SPEARQUICKEN]->val2)
|
|
max = sc->data[SC_SPEARQUICKEN]->val2;
|
|
|
|
if(sc->data[SC_GATLINGFEVER] &&
|
|
max < sc->data[SC_GATLINGFEVER]->val2)
|
|
max = sc->data[SC_GATLINGFEVER]->val2;
|
|
|
|
if(sc->data[SC_FLEET] &&
|
|
max < sc->data[SC_FLEET]->val2)
|
|
max = sc->data[SC_FLEET]->val2;
|
|
|
|
if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
|
|
if (bl->type!=BL_PC)
|
|
max = sc->data[SC_ASSNCROS]->val2;
|
|
else
|
|
switch(((TBL_PC*)bl)->status.weapon) {
|
|
case W_BOW:
|
|
case W_REVOLVER:
|
|
case W_RIFLE:
|
|
case W_GATLING:
|
|
case W_SHOTGUN:
|
|
case W_GRENADE:
|
|
break;
|
|
default:
|
|
max = sc->data[SC_ASSNCROS]->val2;
|
|
}
|
|
}
|
|
aspd_rate -= max;
|
|
|
|
if(sc->data[SC_BERSERK])
|
|
aspd_rate -= 300;
|
|
else if(sc->data[SC_MADNESSCANCEL])
|
|
aspd_rate -= 200;
|
|
}
|
|
|
|
if( sc->data[i=SC_ASPDPOTION3] ||
|
|
sc->data[i=SC_ASPDPOTION2] ||
|
|
sc->data[i=SC_ASPDPOTION1] ||
|
|
sc->data[i=SC_ASPDPOTION0] )
|
|
aspd_rate -= sc->data[i]->val2;
|
|
|
|
if(sc->data[SC_DONTFORGETME])
|
|
aspd_rate += sc->data[SC_DONTFORGETME]->val2;
|
|
if(sc->data[SC_LONGING])
|
|
aspd_rate += sc->data[SC_LONGING]->val2;
|
|
if(sc->data[SC_STEELBODY])
|
|
aspd_rate += 250;
|
|
if(sc->data[SC_SKA])
|
|
aspd_rate += 250;
|
|
if(sc->data[SC_DEFENDER])
|
|
aspd_rate += sc->data[SC_DEFENDER]->val4;
|
|
if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
|
|
aspd_rate += 250;
|
|
if(sc->data[SC_GRAVITATION])
|
|
aspd_rate += sc->data[SC_GRAVITATION]->val2;
|
|
if(sc->data[SC_JOINTBEAT]) {
|
|
if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
|
|
aspd_rate += 250;
|
|
if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
|
|
aspd_rate += 100;
|
|
}
|
|
if( sc->data[SC_FREEZING] )
|
|
aspd_rate += 150;
|
|
if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
|
|
aspd_rate += 500;
|
|
if( sc->data[SC_PARALYSE] )
|
|
aspd_rate += 100;
|
|
if( sc->data[SC__BODYPAINT] )
|
|
aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
|
|
if( sc->data[SC__INVISIBILITY] )
|
|
aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
|
|
if( sc->data[SC__GROOMY] )
|
|
aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
|
|
if( sc->data[SC_SWINGDANCE] )
|
|
aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
|
|
if( sc->data[SC_DANCEWITHWUG] )
|
|
aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
|
|
if( sc->data[SC_GLOOMYDAY] )
|
|
aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
|
|
if( sc->data[SC_EARTHDRIVE] )
|
|
aspd_rate += 250;
|
|
if( sc->data[SC_GT_CHANGE] )
|
|
aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
|
|
if( sc->data[SC_MELON_BOMB] )
|
|
aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
|
|
if( sc->data[SC_BOOST500] )
|
|
aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
|
|
if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
|
|
aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
|
|
if( sc->data[SC_INCASPDRATE] )
|
|
aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
|
|
if( sc->data[SC_PAIN_KILLER])
|
|
aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
|
|
if( sc->data[SC_GOLDENE_FERSE])
|
|
aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
|
|
if( sc->data[SC_HEAT_BARREL] )
|
|
aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
|
|
|
|
return (short)cap_value(aspd_rate,0,SHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Modifies the damage delay time based on status changes
|
|
* The lower your delay, the quicker you can act after taking damage
|
|
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param dmotion: Object's current damage delay
|
|
* @return modified delay rate
|
|
*/
|
|
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
|
|
{
|
|
if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
|
|
return cap_value(dmotion,0,USHRT_MAX);
|
|
|
|
/// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
|
|
if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
|
|
return 0;
|
|
if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
|
|
return 0;
|
|
|
|
return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Calculates a max HP based on status changes
|
|
* Values can either be percentages or fixed, based on how equations are formulated
|
|
* @param bl: Object's block_list data
|
|
* @param maxhp: Object's current max HP
|
|
* @return modified maxhp
|
|
*/
|
|
static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
|
|
{
|
|
int rate = 100;
|
|
|
|
maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
|
|
|
|
if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
|
|
maxhp = maxhp * rate / 100;
|
|
|
|
return (unsigned int)cap_value(maxhp,1,UINT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Calculates a max SP based on status changes
|
|
* Values can either be percentages or fixed, bas ed on how equations are formulated
|
|
* @param bl: Object's block_list data
|
|
* @param maxsp: Object's current max SP
|
|
* @return modified maxsp
|
|
*/
|
|
static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
|
|
{
|
|
int rate = 100;
|
|
|
|
maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
|
|
|
|
if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
|
|
maxsp = maxsp * rate / 100;
|
|
|
|
return (unsigned int)cap_value(maxsp,1,UINT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Changes a player's element based on status changes
|
|
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param element: Object's current element
|
|
* @return new element
|
|
*/
|
|
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(element, 0, UCHAR_MAX);
|
|
|
|
if(sc->data[SC_FREEZE])
|
|
return ELE_WATER;
|
|
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
|
|
return ELE_EARTH;
|
|
if(sc->data[SC_BENEDICTIO])
|
|
return ELE_HOLY;
|
|
if(sc->data[SC_CHANGEUNDEAD])
|
|
return ELE_UNDEAD;
|
|
if(sc->data[SC_ELEMENTALCHANGE])
|
|
return sc->data[SC_ELEMENTALCHANGE]->val2;
|
|
if(sc->data[SC_SHAPESHIFT])
|
|
return sc->data[SC_SHAPESHIFT]->val2;
|
|
|
|
return (unsigned char)cap_value(element,0,UCHAR_MAX);
|
|
}
|
|
|
|
/**
|
|
* Changes a player's element level based on status changes
|
|
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param lv: Object's current element level
|
|
* @return new element level
|
|
*/
|
|
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(lv, 1, 4);
|
|
|
|
if(sc->data[SC_FREEZE])
|
|
return 1;
|
|
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
|
|
return 1;
|
|
if(sc->data[SC_BENEDICTIO])
|
|
return 1;
|
|
if(sc->data[SC_CHANGEUNDEAD])
|
|
return 1;
|
|
if(sc->data[SC_ELEMENTALCHANGE])
|
|
return sc->data[SC_ELEMENTALCHANGE]->val1;
|
|
if(sc->data[SC_SHAPESHIFT])
|
|
return 1;
|
|
if(sc->data[SC__INVISIBILITY])
|
|
return 1;
|
|
|
|
return (unsigned char)cap_value(lv,1,4);
|
|
}
|
|
|
|
/**
|
|
* Changes a player's attack element based on status changes
|
|
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
|
|
* @param sc: Object's status change information
|
|
* @param element: Object's current attack element
|
|
* @return new attack element
|
|
*/
|
|
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(element, 0, UCHAR_MAX);
|
|
if(sc->data[SC_ENCHANTARMS])
|
|
return sc->data[SC_ENCHANTARMS]->val2;
|
|
if(sc->data[SC_WATERWEAPON]
|
|
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
|
|
return ELE_WATER;
|
|
if(sc->data[SC_EARTHWEAPON]
|
|
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
|
|
return ELE_EARTH;
|
|
if(sc->data[SC_FIREWEAPON]
|
|
|| (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
|
|
return ELE_FIRE;
|
|
if(sc->data[SC_WINDWEAPON]
|
|
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
|
|
return ELE_WIND;
|
|
if(sc->data[SC_ENCPOISON])
|
|
return ELE_POISON;
|
|
if(sc->data[SC_ASPERSIO])
|
|
return ELE_HOLY;
|
|
if(sc->data[SC_SHADOWWEAPON])
|
|
return ELE_DARK;
|
|
if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
|
|
return ELE_GHOST;
|
|
if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
|
|
return ELE_WATER;
|
|
if(sc->data[SC_PYROCLASTIC])
|
|
return ELE_FIRE;
|
|
return (unsigned char)cap_value(element,0,UCHAR_MAX);
|
|
}
|
|
|
|
/**
|
|
* Changes the mode of an object
|
|
* @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
|
|
* @param sc: Object's status change data
|
|
* @param mode: Original mode
|
|
* @return mode with cap_value(mode,0,USHRT_MAX)
|
|
*/
|
|
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
|
|
{
|
|
if(!sc || !sc->count)
|
|
return cap_value(mode, 0, USHRT_MAX);
|
|
if(sc->data[SC_MODECHANGE]) {
|
|
if (sc->data[SC_MODECHANGE]->val2)
|
|
mode = sc->data[SC_MODECHANGE]->val2; // Set mode
|
|
if (sc->data[SC_MODECHANGE]->val3)
|
|
mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
|
|
if (sc->data[SC_MODECHANGE]->val4)
|
|
mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
|
|
}
|
|
return cap_value(mode,0,USHRT_MAX);
|
|
}
|
|
|
|
/**
|
|
* Gets the name of the given bl
|
|
* @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
|
|
* @return name or "Unknown" if any other bl->type than noted above
|
|
*/
|
|
const char* status_get_name(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
switch (bl->type) {
|
|
case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
|
|
case BL_MOB: return ((TBL_MOB*)bl)->name;
|
|
case BL_PET: return ((TBL_PET*)bl)->pet.name;
|
|
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
|
|
case BL_NPC: return ((TBL_NPC*)bl)->name;
|
|
}
|
|
return "Unknown";
|
|
}
|
|
|
|
/**
|
|
* Gets the class/sprite id of the given bl
|
|
* @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
|
|
* @return class or 0 if any other bl->type than noted above
|
|
*/
|
|
int status_get_class(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
switch( bl->type ) {
|
|
case BL_PC: return ((TBL_PC*)bl)->status.class_;
|
|
case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
|
|
case BL_PET: return ((TBL_PET*)bl)->pet.class_;
|
|
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
|
|
case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
|
|
case BL_NPC: return ((TBL_NPC*)bl)->class_;
|
|
case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Gets the base level of the given bl
|
|
* @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
|
|
* @return base level or 1 if any other bl->type than noted above
|
|
*/
|
|
int status_get_lv(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
switch (bl->type) {
|
|
case BL_PC: return ((TBL_PC*)bl)->status.base_level;
|
|
case BL_MOB: return ((TBL_MOB*)bl)->level;
|
|
case BL_PET: return ((TBL_PET*)bl)->pet.level;
|
|
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
|
|
case BL_MER: return ((TBL_MER*)bl)->db->lv;
|
|
case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
|
|
case BL_NPC: return ((TBL_NPC*)bl)->level;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Gets the regeneration info of the given bl
|
|
* @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
|
|
* @return regen data or NULL if any other bl->type than noted above
|
|
*/
|
|
struct regen_data *status_get_regen_data(struct block_list *bl)
|
|
{
|
|
nullpo_retr(NULL, bl);
|
|
switch (bl->type) {
|
|
case BL_PC: return &((TBL_PC*)bl)->regen;
|
|
case BL_HOM: return &((TBL_HOM*)bl)->regen;
|
|
case BL_MER: return &((TBL_MER*)bl)->regen;
|
|
case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
|
|
default:
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Gets the status data of the given bl
|
|
* @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
|
|
* @return status or "dummy_status" if any other bl->type than noted above
|
|
*/
|
|
struct status_data *status_get_status_data(struct block_list *bl)
|
|
{
|
|
nullpo_retr(&dummy_status, bl);
|
|
|
|
switch (bl->type) {
|
|
case BL_PC: return &((TBL_PC*)bl)->battle_status;
|
|
case BL_MOB: return &((TBL_MOB*)bl)->status;
|
|
case BL_PET: return &((TBL_PET*)bl)->status;
|
|
case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
|
|
case BL_MER: return &((TBL_MER*)bl)->battle_status;
|
|
case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
|
|
case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
|
|
default:
|
|
return &dummy_status;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Gets the base status data of the given bl
|
|
* @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
|
|
* @return base_status or NULL if any other bl->type than noted above
|
|
*/
|
|
struct status_data *status_get_base_status(struct block_list *bl)
|
|
{
|
|
nullpo_retr(NULL, bl);
|
|
switch (bl->type) {
|
|
case BL_PC: return &((TBL_PC*)bl)->base_status;
|
|
case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
|
|
case BL_PET: return &((TBL_PET*)bl)->db->status;
|
|
case BL_HOM: return &((TBL_HOM*)bl)->base_status;
|
|
case BL_MER: return &((TBL_MER*)bl)->base_status;
|
|
case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
|
|
case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
|
|
default:
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Gets the defense of the given bl
|
|
* @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
|
|
* @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
|
|
*/
|
|
defType status_get_def(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
struct status_data *status = status_get_status_data(bl);
|
|
int def = status?status->def:0;
|
|
ud = unit_bl2ud(bl);
|
|
if (ud && ud->skilltimer != INVALID_TIMER)
|
|
def -= def * skill_get_castdef(ud->skill_id)/100;
|
|
|
|
return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
|
|
}
|
|
|
|
/**
|
|
* Gets the walking speed of the given bl
|
|
* @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
|
|
* @return speed
|
|
*/
|
|
unsigned short status_get_speed(struct block_list *bl)
|
|
{
|
|
if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
|
|
return ((struct npc_data *)bl)->speed;
|
|
return status_get_status_data(bl)->speed;
|
|
}
|
|
|
|
/**
|
|
* Gets the party ID of the given bl
|
|
* @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
|
|
* @return party ID
|
|
*/
|
|
int status_get_party_id(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
switch (bl->type) {
|
|
case BL_PC:
|
|
return ((TBL_PC*)bl)->status.party_id;
|
|
case BL_PET:
|
|
if (((TBL_PET*)bl)->master)
|
|
return ((TBL_PET*)bl)->master->status.party_id;
|
|
break;
|
|
case BL_MOB: {
|
|
struct mob_data *md=(TBL_MOB*)bl;
|
|
if( md->master_id > 0 ) {
|
|
struct map_session_data *msd;
|
|
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
|
|
return msd->status.party_id;
|
|
return -md->master_id;
|
|
}
|
|
}
|
|
break;
|
|
case BL_HOM:
|
|
if (((TBL_HOM*)bl)->master)
|
|
return ((TBL_HOM*)bl)->master->status.party_id;
|
|
break;
|
|
case BL_MER:
|
|
if (((TBL_MER*)bl)->master)
|
|
return ((TBL_MER*)bl)->master->status.party_id;
|
|
break;
|
|
case BL_SKILL:
|
|
if (((TBL_SKILL*)bl)->group)
|
|
return ((TBL_SKILL*)bl)->group->party_id;
|
|
break;
|
|
case BL_ELEM:
|
|
if (((TBL_ELEM*)bl)->master)
|
|
return ((TBL_ELEM*)bl)->master->status.party_id;
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Gets the guild ID of the given bl
|
|
* @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
|
|
* @return guild ID
|
|
*/
|
|
int status_get_guild_id(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
switch (bl->type) {
|
|
case BL_PC:
|
|
return ((TBL_PC*)bl)->status.guild_id;
|
|
case BL_PET:
|
|
if (((TBL_PET*)bl)->master)
|
|
return ((TBL_PET*)bl)->master->status.guild_id;
|
|
break;
|
|
case BL_MOB:
|
|
{
|
|
struct map_session_data *msd;
|
|
struct mob_data *md = (struct mob_data *)bl;
|
|
if (md->guardian_data) // Guardian's guild [Skotlex]
|
|
return md->guardian_data->guild_id;
|
|
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
|
|
return msd->status.guild_id; // Alchemist's mobs [Skotlex]
|
|
}
|
|
break;
|
|
case BL_HOM:
|
|
if (((TBL_HOM*)bl)->master)
|
|
return ((TBL_HOM*)bl)->master->status.guild_id;
|
|
break;
|
|
case BL_MER:
|
|
if (((TBL_MER*)bl)->master)
|
|
return ((TBL_MER*)bl)->master->status.guild_id;
|
|
break;
|
|
case BL_NPC:
|
|
if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
|
|
return ((TBL_NPC*)bl)->u.scr.guild_id;
|
|
break;
|
|
case BL_SKILL:
|
|
if (((TBL_SKILL*)bl)->group)
|
|
return ((TBL_SKILL*)bl)->group->guild_id;
|
|
break;
|
|
case BL_ELEM:
|
|
if (((TBL_ELEM*)bl)->master)
|
|
return ((TBL_ELEM*)bl)->master->status.guild_id;
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Gets the guild emblem ID of the given bl
|
|
* @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
|
|
* @return guild emblem ID
|
|
*/
|
|
int status_get_emblem_id(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
switch (bl->type) {
|
|
case BL_PC:
|
|
return ((TBL_PC*)bl)->guild_emblem_id;
|
|
case BL_PET:
|
|
if (((TBL_PET*)bl)->master)
|
|
return ((TBL_PET*)bl)->master->guild_emblem_id;
|
|
break;
|
|
case BL_MOB:
|
|
{
|
|
struct map_session_data *msd;
|
|
struct mob_data *md = (struct mob_data *)bl;
|
|
if (md->guardian_data) // Guardian's guild [Skotlex]
|
|
return md->guardian_data->emblem_id;
|
|
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
|
|
return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
|
|
}
|
|
break;
|
|
case BL_HOM:
|
|
if (((TBL_HOM*)bl)->master)
|
|
return ((TBL_HOM*)bl)->master->guild_emblem_id;
|
|
break;
|
|
case BL_MER:
|
|
if (((TBL_MER*)bl)->master)
|
|
return ((TBL_MER*)bl)->master->guild_emblem_id;
|
|
break;
|
|
case BL_NPC:
|
|
if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
|
|
struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
|
|
if (g)
|
|
return g->emblem_id;
|
|
}
|
|
break;
|
|
case BL_ELEM:
|
|
if (((TBL_ELEM*)bl)->master)
|
|
return ((TBL_ELEM*)bl)->master->guild_emblem_id;
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Gets the race of a mob or pet
|
|
* @param bl: Object whose race to get [MOB|PET]
|
|
* @return race
|
|
*/
|
|
int status_get_race2(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
if(bl->type == BL_MOB)
|
|
return ((struct mob_data *)bl)->db->race2;
|
|
if(bl->type == BL_PET)
|
|
return ((struct pet_data *)bl)->db->race2;
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Checks if an object is dead
|
|
* @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
|
|
* @return 1: Is dead or 0: Is alive
|
|
*/
|
|
int status_isdead(struct block_list *bl)
|
|
{
|
|
nullpo_ret(bl);
|
|
return status_get_status_data(bl)->hp == 0;
|
|
}
|
|
|
|
/**
|
|
* Checks if an object is immune to magic
|
|
* @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
|
|
* @return value of magic damage to be blocked
|
|
*/
|
|
int status_isimmune(struct block_list *bl)
|
|
{
|
|
struct status_change *sc =status_get_sc(bl);
|
|
if (sc && sc->data[SC_HERMODE])
|
|
return 100;
|
|
|
|
if (bl->type == BL_PC &&
|
|
((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
|
|
return ((TBL_PC*)bl)->special_state.no_magic_damage;
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Get view data of an object
|
|
* @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
|
|
* @return view data structure bl->vd
|
|
*/
|
|
struct view_data* status_get_viewdata(struct block_list *bl)
|
|
{
|
|
nullpo_retr(NULL, bl);
|
|
switch (bl->type) {
|
|
case BL_PC: return &((TBL_PC*)bl)->vd;
|
|
case BL_MOB: return ((TBL_MOB*)bl)->vd;
|
|
case BL_PET: return &((TBL_PET*)bl)->vd;
|
|
case BL_NPC: return ((TBL_NPC*)bl)->vd;
|
|
case BL_HOM: return ((TBL_HOM*)bl)->vd;
|
|
case BL_MER: return ((TBL_MER*)bl)->vd;
|
|
case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Set view data of an object
|
|
* This function deals with class, mount, and item views
|
|
* SC views are set in clif_getareachar_unit()
|
|
* @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
|
|
* @param class_: class of the object
|
|
*/
|
|
void status_set_viewdata(struct block_list *bl, int class_)
|
|
{
|
|
struct view_data* vd;
|
|
nullpo_retv(bl);
|
|
if (mobdb_checkid(class_) || mob_is_clone(class_))
|
|
vd = mob_get_viewdata(class_);
|
|
else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
|
|
vd = npc_get_viewdata(class_);
|
|
else if (homdb_checkid(class_))
|
|
vd = hom_get_viewdata(class_);
|
|
else if (mercenary_class(class_))
|
|
vd = mercenary_get_viewdata(class_);
|
|
else if (elemental_class(class_))
|
|
vd = elemental_get_viewdata(class_);
|
|
else
|
|
vd = NULL;
|
|
|
|
switch (bl->type) {
|
|
case BL_PC:
|
|
{
|
|
TBL_PC* sd = (TBL_PC*)bl;
|
|
if (pcdb_checkid(class_)) {
|
|
if (sd->sc.option&OPTION_RIDING) {
|
|
switch (class_) { // Adapt class to a Mounted one.
|
|
case JOB_KNIGHT:
|
|
class_ = JOB_KNIGHT2;
|
|
break;
|
|
case JOB_CRUSADER:
|
|
class_ = JOB_CRUSADER2;
|
|
break;
|
|
case JOB_LORD_KNIGHT:
|
|
class_ = JOB_LORD_KNIGHT2;
|
|
break;
|
|
case JOB_PALADIN:
|
|
class_ = JOB_PALADIN2;
|
|
break;
|
|
case JOB_BABY_KNIGHT:
|
|
class_ = JOB_BABY_KNIGHT2;
|
|
break;
|
|
case JOB_BABY_CRUSADER:
|
|
class_ = JOB_BABY_CRUSADER2;
|
|
break;
|
|
}
|
|
}
|
|
sd->vd.class_ = class_;
|
|
clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
|
|
sd->vd.head_top = sd->status.head_top;
|
|
sd->vd.head_mid = sd->status.head_mid;
|
|
sd->vd.head_bottom = sd->status.head_bottom;
|
|
sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
|
|
sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
|
|
sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
|
|
sd->vd.sex = sd->status.sex;
|
|
|
|
if (sd->vd.cloth_color) {
|
|
if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
|
|
sd->vd.cloth_color = 0;
|
|
if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
|
|
sd->vd.cloth_color = 0;
|
|
if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
|
|
sd->vd.cloth_color = 0;
|
|
if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
|
|
sd->vd.cloth_color = 0;
|
|
if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
|
|
sd->vd.cloth_color = 0;
|
|
}
|
|
} else if (vd)
|
|
memcpy(&sd->vd, vd, sizeof(struct view_data));
|
|
else
|
|
ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
|
|
}
|
|
break;
|
|
case BL_MOB:
|
|
{
|
|
TBL_MOB* md = (TBL_MOB*)bl;
|
|
if (vd)
|
|
md->vd = vd;
|
|
else
|
|
ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
|
|
}
|
|
break;
|
|
case BL_PET:
|
|
{
|
|
TBL_PET* pd = (TBL_PET*)bl;
|
|
if (vd) {
|
|
memcpy(&pd->vd, vd, sizeof(struct view_data));
|
|
if (!pcdb_checkid(vd->class_)) {
|
|
pd->vd.hair_style = battle_config.pet_hair_style;
|
|
if(pd->pet.equip) {
|
|
pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
|
|
if (!pd->vd.head_bottom)
|
|
pd->vd.head_bottom = pd->pet.equip;
|
|
}
|
|
}
|
|
} else
|
|
ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
|
|
}
|
|
break;
|
|
case BL_NPC:
|
|
{
|
|
TBL_NPC* nd = (TBL_NPC*)bl;
|
|
if (vd)
|
|
nd->vd = vd;
|
|
else
|
|
ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
|
|
}
|
|
break;
|
|
case BL_HOM:
|
|
{
|
|
struct homun_data *hd = (struct homun_data*)bl;
|
|
if (vd)
|
|
hd->vd = vd;
|
|
else
|
|
ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
|
|
}
|
|
break;
|
|
case BL_MER:
|
|
{
|
|
struct mercenary_data *md = (struct mercenary_data*)bl;
|
|
if (vd)
|
|
md->vd = vd;
|
|
else
|
|
ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
|
|
}
|
|
break;
|
|
case BL_ELEM:
|
|
{
|
|
struct elemental_data *ed = (struct elemental_data*)bl;
|
|
if (vd)
|
|
ed->vd = vd;
|
|
else
|
|
ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get status change data of an object
|
|
* @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
|
|
* @return status change data structure bl->sc
|
|
*/
|
|
struct status_change *status_get_sc(struct block_list *bl)
|
|
{
|
|
if( bl )
|
|
switch (bl->type) {
|
|
case BL_PC: return &((TBL_PC*)bl)->sc;
|
|
case BL_MOB: return &((TBL_MOB*)bl)->sc;
|
|
case BL_NPC: return &((TBL_NPC*)bl)->sc;
|
|
case BL_HOM: return &((TBL_HOM*)bl)->sc;
|
|
case BL_MER: return &((TBL_MER*)bl)->sc;
|
|
case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Initiate (memset) the status change data of an object
|
|
* @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
|
|
*/
|
|
void status_change_init(struct block_list *bl)
|
|
{
|
|
struct status_change *sc = status_get_sc(bl);
|
|
nullpo_retv(sc);
|
|
memset(sc, 0, sizeof (struct status_change));
|
|
}
|
|
|
|
/**
|
|
* Applies SC defense to a given status change
|
|
* This function also determines whether or not the status change will be applied
|
|
* @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
|
|
* @param bl: Target of the status change
|
|
* @param type: Status change (SC_*)
|
|
* @param rate: Initial percentage rate of affecting bl
|
|
* @param tick: Initial duration that the status change affects bl
|
|
* @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
|
|
* @return adjusted duration based on flag values
|
|
*/
|
|
int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
|
|
{
|
|
/// Resistance rate: 10000 = 100%
|
|
/// Example: 50% (5000) -> sc_def = 5000 -> 25%;
|
|
/// 5000ms -> tick_def = 5000 -> 2500ms
|
|
int sc_def = 0, tick_def = -1; // -1 = use sc_def
|
|
/// Fixed resistance value (after rate calculation)
|
|
/// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
|
|
/// 2500ms -> tick_def2=2000 -> 500ms
|
|
int sc_def2 = 0, tick_def2 = 0;
|
|
|
|
struct status_data *status, *status_src, *b_status;
|
|
struct status_change *sc;
|
|
struct map_session_data *sd;
|
|
|
|
nullpo_ret(bl);
|
|
if (src == NULL)
|
|
return tick?tick:1; // This should not happen in current implementation, but leave it anyway
|
|
|
|
// Status that are blocked by Golden Thief Bug card or Wand of Hermod
|
|
if (status_isimmune(bl)) {
|
|
switch (type) {
|
|
case SC_DECREASEAGI:
|
|
case SC_SILENCE:
|
|
case SC_COMA:
|
|
case SC_INCREASEAGI:
|
|
case SC_BLESSING:
|
|
case SC_SLOWPOISON:
|
|
case SC_IMPOSITIO:
|
|
case SC_AETERNA:
|
|
case SC_SUFFRAGIUM:
|
|
case SC_BENEDICTIO:
|
|
case SC_PROVIDENCE:
|
|
case SC_KYRIE:
|
|
case SC_ASSUMPTIO:
|
|
case SC_ANGELUS:
|
|
case SC_MAGNIFICAT:
|
|
case SC_GLORIA:
|
|
case SC_WINDWALK:
|
|
case SC_MAGICROD:
|
|
case SC_HALLUCINATION:
|
|
case SC_STONE:
|
|
case SC_QUAGMIRE:
|
|
case SC_SUITON:
|
|
case SC_SWINGDANCE:
|
|
case SC__ENERVATION:
|
|
case SC__GROOMY:
|
|
case SC__IGNORANCE:
|
|
case SC__LAZINESS:
|
|
case SC__UNLUCKY:
|
|
case SC__WEAKNESS:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
sd = BL_CAST(BL_PC,bl);
|
|
status = status_get_status_data(bl);
|
|
status_src = status_get_status_data(src);
|
|
b_status = status_get_base_status(bl);
|
|
sc = status_get_sc(bl);
|
|
if( sc && !sc->count )
|
|
sc = NULL;
|
|
|
|
switch (type) {
|
|
case SC_POISON:
|
|
case SC_DPOISON:
|
|
sc_def = status->vit*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
if (sd) {
|
|
// For players: 60000 - 450*vit - 100*luk
|
|
tick_def = status->vit*75;
|
|
tick_def2 = status->luk*100;
|
|
} else {
|
|
// For monsters: 30000 - 200*vit
|
|
tick>>=1;
|
|
tick_def = (status->vit*200)/3;
|
|
}
|
|
break;
|
|
case SC_STUN:
|
|
sc_def = status->vit*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
tick_def2 = status->luk*10;
|
|
break;
|
|
case SC_SILENCE:
|
|
#ifndef RENEWAL
|
|
sc_def = status->vit*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
#else
|
|
sc_def = status->int_*100;
|
|
sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
#endif
|
|
tick_def2 = status->luk*10;
|
|
break;
|
|
case SC_BLEEDING:
|
|
#ifndef RENEWAL
|
|
sc_def = status->vit*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
#else
|
|
sc_def = status->agi*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
#endif
|
|
tick_def2 = status->luk*10;
|
|
break;
|
|
case SC_SLEEP:
|
|
#ifndef RENEWAL
|
|
sc_def = status->int_*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
#else
|
|
sc_def = status->agi*100;
|
|
sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
#endif
|
|
tick_def2 = status->luk*10;
|
|
break;
|
|
case SC_STONE:
|
|
sc_def = status->mdef*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
tick_def = 0; // No duration reduction
|
|
break;
|
|
case SC_FREEZE:
|
|
sc_def = status->mdef*100;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
|
|
break;
|
|
case SC_CURSE:
|
|
// Special property: immunity when luk is zero
|
|
if (status->luk == 0)
|
|
return 0;
|
|
sc_def = status->luk*100;
|
|
sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
|
|
tick_def = status->vit*100;
|
|
tick_def2 = status->luk*10;
|
|
break;
|
|
case SC_BLIND:
|
|
sc_def = (status->vit + status->int_)*50;
|
|
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
|
|
tick_def2 = status->luk*10;
|
|
break;
|
|
case SC_CONFUSION:
|
|
sc_def = (status->str + status->int_)*50;
|
|
sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
|
|
tick_def2 = status->luk*10;
|
|
break;
|
|
case SC_DECREASEAGI:
|
|
case SC_ADORAMUS: // Arch Bishop
|
|
if (sd)
|
|
tick >>= 1; // Half duration for players.
|
|
sc_def = status->mdef*100;
|
|
tick_def = 0; // No duration reduction
|
|
break;
|
|
case SC_ANKLE:
|
|
if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
|
|
tick /= 5;
|
|
sc_def = status->agi*50;
|
|
break;
|
|
case SC_DEEPSLEEP:
|
|
sc_def = b_status->int_*50;
|
|
tick_def = 0; // Linear reduction instead
|
|
tick_def2 = (b_status->int_ + status_get_lv(bl))*50; // kRO balance update lists this formula
|
|
break;
|
|
case SC_NETHERWORLD:
|
|
tick_def2 = (status_get_lv(bl) > 150 ? 150 : status_get_lv(bl)) * 20 +
|
|
(sd ? (sd->status.job_level > 50 ? 50 : sd->status.job_level) * 100 : 0);
|
|
break;
|
|
case SC_MARSHOFABYSS:
|
|
// 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
|
|
tick_def2 = (status->int_ + status->luk)*50;
|
|
break;
|
|
case SC_STASIS:
|
|
// 5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
|
|
tick_def2 = (status->vit + status->dex)*50;
|
|
break;
|
|
case SC_WHITEIMPRISON:
|
|
if( tick == 5000 ) // 100% on caster
|
|
break;
|
|
if( bl->type == BL_PC )
|
|
tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
|
|
else
|
|
tick_def2 = (status->vit + status->luk)*50;
|
|
break;
|
|
case SC_BURNING:
|
|
tick_def2 = 75*status->luk + 125*status->agi;
|
|
break;
|
|
case SC_FREEZING:
|
|
tick_def2 = (status->vit + status->dex)*50;
|
|
break;
|
|
case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
|
|
sc_def = status->int_*80;
|
|
sc_def = max(sc_def, 500); // minimum of 5% resist
|
|
break;
|
|
case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
|
|
sc_def2 = status->agi*25;
|
|
break;
|
|
case SC_ELECTRICSHOCKER:
|
|
tick_def2 = (status->vit + status->agi) * 70;
|
|
break;
|
|
case SC_CRYSTALIZE:
|
|
tick_def2 = b_status->vit*100;
|
|
break;
|
|
case SC_VACUUM_EXTREME:
|
|
tick_def2 = b_status->str*50;
|
|
break;
|
|
case SC_MANDRAGORA:
|
|
sc_def = (status->vit + status->luk)*20;
|
|
break;
|
|
case SC_KYOUGAKU:
|
|
tick_def2 = 30*status->int_;
|
|
break;
|
|
case SC_PARALYSIS:
|
|
tick_def2 = (status->vit + status->luk)*50;
|
|
break;
|
|
case SC_VOICEOFSIREN:
|
|
tick_def2 = (status_get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level * 200 : 0);
|
|
break;
|
|
case SC_B_TRAP:
|
|
tick_def = b_status->str * 50; // (custom)
|
|
break;
|
|
default:
|
|
// Effect that cannot be reduced? Likely a buff.
|
|
if (!(rnd()%10000 < rate))
|
|
return 0;
|
|
return tick ? tick : 1;
|
|
}
|
|
|
|
if (sd) {
|
|
|
|
if (battle_config.pc_sc_def_rate != 100) {
|
|
sc_def = sc_def*battle_config.pc_sc_def_rate/100;
|
|
sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
|
|
}
|
|
|
|
sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
|
|
sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
|
|
|
|
if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
|
|
tick_def = tick_def*battle_config.pc_sc_def_rate/100;
|
|
tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
|
|
}
|
|
} else {
|
|
|
|
if (battle_config.mob_sc_def_rate != 100) {
|
|
sc_def = sc_def*battle_config.mob_sc_def_rate/100;
|
|
sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
|
|
}
|
|
|
|
sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
|
|
sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
|
|
|
|
if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
|
|
tick_def = tick_def*battle_config.mob_sc_def_rate/100;
|
|
tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
|
|
}
|
|
}
|
|
|
|
if (sc) {
|
|
if (sc->data[SC_SCRESIST])
|
|
sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
|
|
else if (sc->data[SC_SIEGFRIED])
|
|
sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
|
|
else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
|
|
sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
|
|
}
|
|
|
|
// When tick def not set, reduction is the same for both.
|
|
if(tick_def == -1)
|
|
tick_def = sc_def;
|
|
|
|
// Natural resistance
|
|
if (!(flag&SCSTART_NORATEDEF)) {
|
|
rate -= rate*sc_def/10000;
|
|
rate -= sc_def2;
|
|
|
|
// Minimum chances
|
|
switch (type) {
|
|
case SC_BITE:
|
|
rate = max(rate, 5000); // Minimum of 50%
|
|
break;
|
|
}
|
|
|
|
// Item resistance (only applies to rate%)
|
|
if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
|
|
if( sd->reseff[type-SC_COMMON_MIN] > 0 )
|
|
rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
|
|
if( sd->sc.data[SC_COMMONSC_RESIST] )
|
|
rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
|
|
}
|
|
|
|
// Aegis accuracy
|
|
if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
|
|
}
|
|
|
|
if (!(rnd()%10000 < rate))
|
|
return 0;
|
|
|
|
// Even if a status change doesn't have a duration, it should still trigger
|
|
if (tick < 1)
|
|
return 1;
|
|
|
|
// Duration cannot be reduced
|
|
if (flag&SCSTART_NOTICKDEF)
|
|
return tick;
|
|
|
|
tick -= tick*tick_def/10000;
|
|
tick -= tick_def2;
|
|
|
|
// Minimum durations
|
|
switch (type) {
|
|
case SC_ANKLE:
|
|
case SC_BURNING:
|
|
case SC_MARSHOFABYSS:
|
|
case SC_STASIS:
|
|
case SC_DEEPSLEEP:
|
|
tick = max(tick, 5000); // Minimum duration 5s
|
|
break;
|
|
case SC_FREEZING:
|
|
tick = max(tick, 6000); // Minimum duration 6s
|
|
break;
|
|
default:
|
|
// Skills need to trigger even if the duration is reduced below 1ms
|
|
tick = max(tick, 1);
|
|
break;
|
|
}
|
|
|
|
return tick;
|
|
}
|
|
|
|
/**
|
|
* Applies SC effect to the player
|
|
* @param sd: Source to apply effect [PC]
|
|
* @param type: Status change (SC_*)
|
|
* @param dval1~3: Depends on type of status change
|
|
* Author: Ind
|
|
*/
|
|
void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
|
|
struct sc_display_entry *entry;
|
|
int i;
|
|
|
|
for( i = 0; i < sd->sc_display_count; i++ ) {
|
|
if( sd->sc_display[i]->type == type )
|
|
break;
|
|
}
|
|
|
|
if( i != sd->sc_display_count ) {
|
|
sd->sc_display[i]->val1 = dval1;
|
|
sd->sc_display[i]->val2 = dval2;
|
|
sd->sc_display[i]->val3 = dval3;
|
|
return;
|
|
}
|
|
|
|
entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
|
|
|
|
entry->type = type;
|
|
entry->val1 = dval1;
|
|
entry->val2 = dval2;
|
|
entry->val3 = dval3;
|
|
|
|
RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
|
|
sd->sc_display[sd->sc_display_count - 1] = entry;
|
|
}
|
|
|
|
/**
|
|
* Removes SC effect of the player
|
|
* @param sd: Source to remove effect [PC]
|
|
* @param type: Status change (SC_*)
|
|
* Author: Ind
|
|
*/
|
|
void status_display_remove(struct map_session_data *sd, enum sc_type type) {
|
|
int i;
|
|
|
|
for( i = 0; i < sd->sc_display_count; i++ ) {
|
|
if( sd->sc_display[i]->type == type )
|
|
break;
|
|
}
|
|
|
|
if( i != sd->sc_display_count ) {
|
|
int cursor;
|
|
|
|
ers_free(pc_sc_display_ers, sd->sc_display[i]);
|
|
sd->sc_display[i] = NULL;
|
|
|
|
/* The all-mighty compact-o-matic */
|
|
for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
|
|
if( sd->sc_display[i] == NULL )
|
|
continue;
|
|
|
|
if( i != cursor )
|
|
sd->sc_display[cursor] = sd->sc_display[i];
|
|
|
|
cursor++;
|
|
}
|
|
|
|
if( !(sd->sc_display_count = cursor) ) {
|
|
aFree(sd->sc_display);
|
|
sd->sc_display = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Applies SC defense to a given status change
|
|
* This function also determines whether or not the status change will be applied
|
|
* @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
|
|
* @param bl: Target of the status change (See: enum sc_type)
|
|
* @param type: Status change (SC_*)
|
|
* @param rate: Initial percentage rate of affecting bl (0~10000)
|
|
* @param val1~4: Depends on type of status change
|
|
* @param tick: Initial duration that the status change affects bl
|
|
* @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
|
|
* @return adjusted duration based on flag values
|
|
*/
|
|
int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,unsigned char flag) {
|
|
struct map_session_data *sd = NULL;
|
|
struct status_change* sc;
|
|
struct status_change_entry* sce;
|
|
struct status_data *status;
|
|
struct view_data *vd;
|
|
int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
|
|
bool sc_isnew = true;
|
|
|
|
nullpo_ret(bl);
|
|
sc = status_get_sc(bl);
|
|
status = status_get_status_data(bl);
|
|
|
|
if( type <= SC_NONE || type >= SC_MAX ) {
|
|
ShowError("status_change_start: invalid status change (%d)!\n", type);
|
|
return 0;
|
|
}
|
|
|
|
if( !sc )
|
|
return 0; // Unable to receive status changes
|
|
|
|
if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
|
|
return 0;
|
|
|
|
if( bl->type == BL_MOB) {
|
|
struct mob_data *md = BL_CAST(BL_MOB,bl);
|
|
if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
|
|
return 0; // Emperium/BG Monsters can't be afflicted by status changes
|
|
// Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
|
|
// if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
|
|
}
|
|
|
|
if( sc->data[SC_REFRESH] ) {
|
|
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
|
|
return 0; // Immune to status ailements
|
|
switch( type ) {
|
|
case SC_DEEPSLEEP:
|
|
case SC_BURNING:
|
|
case SC_FREEZING:
|
|
case SC_CRYSTALIZE:
|
|
case SC_TOXIN:
|
|
case SC_PARALYSE:
|
|
case SC_VENOMBLEED:
|
|
case SC_MAGICMUSHROOM:
|
|
case SC_DEATHHURT:
|
|
case SC_PYREXIA:
|
|
case SC_OBLIVIONCURSE:
|
|
case SC_MARSHOFABYSS:
|
|
case SC_MANDRAGORA:
|
|
return 0;
|
|
}
|
|
}
|
|
else if( sc->data[SC_INSPIRATION] ) {
|
|
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
|
|
return 0; // Immune to status ailements
|
|
switch( type ) {
|
|
case SC_BURNING:
|
|
case SC_FREEZING:
|
|
case SC_CRYSTALIZE:
|
|
case SC_FEAR:
|
|
case SC_TOXIN:
|
|
case SC_PARALYSE:
|
|
case SC_VENOMBLEED:
|
|
case SC_MAGICMUSHROOM:
|
|
case SC_DEATHHURT:
|
|
case SC_PYREXIA:
|
|
case SC_OBLIVIONCURSE:
|
|
case SC_LEECHESEND:
|
|
case SC_DEEPSLEEP:
|
|
case SC_SATURDAYNIGHTFEVER:
|
|
case SC__BODYPAINT:
|
|
case SC__ENERVATION:
|
|
case SC__GROOMY:
|
|
case SC__IGNORANCE:
|
|
case SC__LAZINESS:
|
|
case SC__UNLUCKY:
|
|
case SC__WEAKNESS:
|
|
return 0;
|
|
}
|
|
}
|
|
else if( sc->data[SC_KINGS_GRACE] ) {
|
|
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
|
|
return 0; // Immune to status ailements
|
|
switch( type ) {
|
|
case SC_HALLUCINATION:
|
|
case SC_BURNING:
|
|
case SC_CRYSTALIZE:
|
|
case SC_FREEZING:
|
|
case SC_DEEPSLEEP:
|
|
case SC_FEAR:
|
|
case SC_MANDRAGORA:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
sd = BL_CAST(BL_PC, bl);
|
|
|
|
// Adjust tick according to status resistances
|
|
if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
|
|
tick = status_get_sc_def(src, bl, type, rate, tick, flag);
|
|
if( !tick )
|
|
return 0;
|
|
}
|
|
|
|
vd = status_get_viewdata(bl);
|
|
|
|
undead_flag = battle_check_undead(status->race,status->def_ele);
|
|
// Check for immunities / sc fails
|
|
switch (type) {
|
|
case SC_DECREASEAGI:
|
|
case SC_QUAGMIRE:
|
|
case SC_DONTFORGETME:
|
|
case SC_ADORAMUS:
|
|
if(sc->data[SC_SPEEDUP1])
|
|
return 0;
|
|
break;
|
|
case SC_ANGRIFFS_MODUS:
|
|
case SC_GOLDENE_FERSE:
|
|
if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
|
|
|| (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
|
|
)
|
|
return 0;
|
|
case SC_VACUUM_EXTREME:
|
|
if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING])
|
|
return 0;
|
|
break;
|
|
case SC_STONE:
|
|
if(sc->data[SC_POWER_OF_GAIA])
|
|
return 0;
|
|
case SC_FREEZE:
|
|
// Undead are immune to Freeze/Stone
|
|
if (undead_flag && !(flag&SCSTART_NOAVOID))
|
|
return 0;
|
|
case SC_DEEPSLEEP:
|
|
case SC_SLEEP:
|
|
case SC_STUN:
|
|
case SC_FREEZING:
|
|
case SC_CRYSTALIZE:
|
|
if (sc->opt1)
|
|
return 0; // Cannot override other opt1 status changes. [Skotlex]
|
|
if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
|
|
return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
|
|
break;
|
|
|
|
case SC_ALL_RIDING:
|
|
if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
|
|
return 0;
|
|
if( sc->data[type] )
|
|
{ // Already mounted, just dismount.
|
|
status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
// They're all like berserk, do not everlap each other
|
|
case SC_BERSERK:
|
|
if(sc->data[SC_SATURDAYNIGHTFEVER])
|
|
return 0;
|
|
break;
|
|
|
|
case SC_BURNING:
|
|
if(sc->opt1 || sc->data[SC_FREEZING])
|
|
return 0;
|
|
break;
|
|
|
|
case SC_SIGNUMCRUCIS:
|
|
// Only affects demons and undead element (but not players)
|
|
if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
|
|
return 0;
|
|
break;
|
|
case SC_AETERNA:
|
|
if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
|
|
return 0;
|
|
break;
|
|
case SC_KYRIE:
|
|
if (bl->type == BL_MOB)
|
|
return 0;
|
|
break;
|
|
case SC_OVERTHRUST:
|
|
if (sc->data[SC_MAXOVERTHRUST])
|
|
return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
|
|
case SC_MAXOVERTHRUST:
|
|
if( sc->option&OPTION_MADOGEAR )
|
|
return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
|
|
break;
|
|
case SC_ADRENALINE:
|
|
if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
|
|
return 0;
|
|
if (sc->data[SC_QUAGMIRE] ||
|
|
sc->data[SC_DECREASEAGI] ||
|
|
sc->data[SC_ADORAMUS] ||
|
|
sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
|
|
)
|
|
return 0;
|
|
break;
|
|
case SC_ADRENALINE2:
|
|
if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
|
|
return 0;
|
|
if (sc->data[SC_QUAGMIRE] ||
|
|
sc->data[SC_DECREASEAGI] ||
|
|
sc->data[SC_ADORAMUS]
|
|
)
|
|
return 0;
|
|
break;
|
|
case SC_MAGNIFICAT:
|
|
if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
|
|
return 0;
|
|
break;
|
|
case SC_OFFERTORIUM:
|
|
if(sc->data[SC_MAGNIFICAT])
|
|
return 0;
|
|
break;
|
|
case SC_ONEHAND:
|
|
case SC_MERC_QUICKEN:
|
|
case SC_TWOHANDQUICKEN:
|
|
if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
|
|
return 0;
|
|
|
|
case SC_INCREASEAGI:
|
|
case SC_CONCENTRATE:
|
|
case SC_SPEARQUICKEN:
|
|
case SC_TRUESIGHT:
|
|
case SC_WINDWALK:
|
|
case SC_CARTBOOST:
|
|
case SC_ASSNCROS:
|
|
if (sc->data[SC_QUAGMIRE])
|
|
return 0;
|
|
if(sc->option&OPTION_MADOGEAR)
|
|
return 0; // Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
|
|
break;
|
|
case SC_CLOAKING:
|
|
// Avoid cloaking with no wall and low skill level. [Skotlex]
|
|
// Due to the cloaking card, we have to check the wall versus to known
|
|
// skill level rather than the used one. [Skotlex]
|
|
// if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
|
|
if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
|
|
return 0;
|
|
break;
|
|
case SC_MODECHANGE:
|
|
{
|
|
int mode;
|
|
struct status_data *bstatus = status_get_base_status(bl);
|
|
if (!bstatus) return 0;
|
|
if (sc->data[type]) { // Pile up with previous values.
|
|
if(!val2) val2 = sc->data[type]->val2;
|
|
val3 |= sc->data[type]->val3;
|
|
val4 |= sc->data[type]->val4;
|
|
}
|
|
mode = val2?val2:bstatus->mode; // Base mode
|
|
if (val4) mode&=~val4; // Del mode
|
|
if (val3) mode|= val3; // Add mode
|
|
if (mode == bstatus->mode) { // No change.
|
|
if (sc->data[type]) // Abort previous status
|
|
return status_change_end(bl, type, INVALID_TIMER);
|
|
return 0;
|
|
}
|
|
}
|
|
break;
|
|
// Strip skills, need to divest something or it fails.
|
|
case SC_STRIPWEAPON:
|
|
if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
|
|
short i;
|
|
opt_flag = 0; // Reuse to check success condition.
|
|
if(sd->bonus.unstripable_equip&EQP_WEAPON)
|
|
return 0;
|
|
i = sd->equip_index[EQI_HAND_L];
|
|
if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
|
|
opt_flag|=1;
|
|
pc_unequipitem(sd,i,3); // Left-hand weapon
|
|
}
|
|
|
|
i = sd->equip_index[EQI_HAND_R];
|
|
if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
|
|
opt_flag|=2;
|
|
pc_unequipitem(sd,i,3);
|
|
}
|
|
if (!opt_flag) return 0;
|
|
}
|
|
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
|
|
break;
|
|
case SC_STRIPSHIELD:
|
|
if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
|
|
else
|
|
if (sd && !(flag&SCSTART_LOADED)) {
|
|
short i;
|
|
if(sd->bonus.unstripable_equip&EQP_SHIELD)
|
|
return 0;
|
|
i = sd->equip_index[EQI_HAND_L];
|
|
if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
|
|
return 0;
|
|
pc_unequipitem(sd,i,3);
|
|
}
|
|
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
|
|
break;
|
|
case SC_STRIPARMOR:
|
|
if (sd && !(flag&SCSTART_LOADED)) {
|
|
short i;
|
|
if(sd->bonus.unstripable_equip&EQP_ARMOR)
|
|
return 0;
|
|
i = sd->equip_index[EQI_ARMOR];
|
|
if ( i < 0 || !sd->inventory_data[i] )
|
|
return 0;
|
|
pc_unequipitem(sd,i,3);
|
|
}
|
|
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
|
|
break;
|
|
case SC_STRIPHELM:
|
|
if (sd && !(flag&SCSTART_LOADED)) {
|
|
short i;
|
|
if(sd->bonus.unstripable_equip&EQP_HELM)
|
|
return 0;
|
|
i = sd->equip_index[EQI_HEAD_TOP];
|
|
if ( i < 0 || !sd->inventory_data[i] )
|
|
return 0;
|
|
pc_unequipitem(sd,i,3);
|
|
}
|
|
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
|
|
break;
|
|
case SC_MERC_FLEEUP:
|
|
case SC_MERC_ATKUP:
|
|
case SC_MERC_HPUP:
|
|
case SC_MERC_SPUP:
|
|
case SC_MERC_HITUP:
|
|
if( bl->type != BL_MER )
|
|
return 0; // Stats only for Mercenaries
|
|
break;
|
|
case SC_STRFOOD:
|
|
if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_AGIFOOD:
|
|
if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_VITFOOD:
|
|
if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_INTFOOD:
|
|
if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_DEXFOOD:
|
|
if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_LUKFOOD:
|
|
if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_FOOD_STR_CASH:
|
|
if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_FOOD_AGI_CASH:
|
|
if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_FOOD_VIT_CASH:
|
|
if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_FOOD_INT_CASH:
|
|
if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_FOOD_DEX_CASH:
|
|
if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_FOOD_LUK_CASH:
|
|
if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
|
|
return 0;
|
|
break;
|
|
case SC_CAMOUFLAGE:
|
|
if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
|
|
return 0;
|
|
break;
|
|
case SC__STRIPACCESSORY:
|
|
if( sd ) {
|
|
short i = -1;
|
|
if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
|
|
i = sd->equip_index[EQI_ACC_L];
|
|
if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
|
|
pc_unequipitem(sd,i,3); // Left-Accessory
|
|
}
|
|
if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
|
|
i = sd->equip_index[EQI_ACC_R];
|
|
if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
|
|
pc_unequipitem(sd,i,3); // Right-Accessory
|
|
}
|
|
if( i < 0 )
|
|
return 0;
|
|
}
|
|
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
|
|
break;
|
|
case SC_TOXIN:
|
|
case SC_PARALYSE:
|
|
case SC_VENOMBLEED:
|
|
case SC_MAGICMUSHROOM:
|
|
case SC_DEATHHURT:
|
|
case SC_PYREXIA:
|
|
case SC_OBLIVIONCURSE:
|
|
case SC_LEECHESEND:
|
|
{ // It doesn't stack or even renew
|
|
int i = SC_TOXIN;
|
|
for(; i<= SC_LEECHESEND; i++)
|
|
if(sc->data[i]) return 0;
|
|
}
|
|
break;
|
|
case SC_SATURDAYNIGHTFEVER:
|
|
if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
|
|
return 0;
|
|
break;
|
|
case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
|
|
if(sc->data[SC_HOVERING])
|
|
return 0;
|
|
break;
|
|
case SC_HEAT_BARREL:
|
|
//kRO Update 2014-02-12
|
|
//- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
|
|
if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
|
|
return 0;
|
|
break;
|
|
case SC_P_ALTER:
|
|
if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
|
|
return 0;
|
|
break;
|
|
case SC_MADNESSCANCEL:
|
|
if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
|
|
return 0;
|
|
break;
|
|
|
|
case SC_WEDDING:
|
|
case SC_XMAS:
|
|
case SC_SUMMER:
|
|
case SC_HANBOK:
|
|
case SC_OKTOBERFEST:
|
|
if (!vd)
|
|
return 0;
|
|
break;
|
|
}
|
|
|
|
// Check for BOSS resistances
|
|
if(status->mode&MD_BOSS && !(flag&SCSTART_NOAVOID)) {
|
|
if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
|
|
return 0;
|
|
switch (type) {
|
|
case SC_BLESSING:
|
|
case SC_DECREASEAGI:
|
|
case SC_PROVOKE:
|
|
case SC_COMA:
|
|
case SC_GRAVITATION:
|
|
case SC_SUITON:
|
|
case SC_RICHMANKIM:
|
|
case SC_ROKISWEIL:
|
|
case SC_FOGWALL:
|
|
case SC_FREEZING:
|
|
case SC_BURNING:
|
|
case SC_MARSHOFABYSS:
|
|
case SC_ADORAMUS:
|
|
case SC_PARALYSIS:
|
|
case SC_DEEPSLEEP:
|
|
case SC_CRYSTALIZE:
|
|
case SC__ENERVATION:
|
|
case SC__GROOMY:
|
|
case SC__IGNORANCE:
|
|
case SC__LAZINESS:
|
|
case SC__UNLUCKY:
|
|
case SC__WEAKNESS:
|
|
case SC_TEARGAS:
|
|
case SC_TEARGAS_SOB:
|
|
case SC_PYREXIA:
|
|
case SC_DEATHHURT:
|
|
case SC_TOXIN:
|
|
case SC_PARALYSE:
|
|
case SC_VENOMBLEED:
|
|
case SC_MAGICMUSHROOM:
|
|
case SC_OBLIVIONCURSE:
|
|
case SC_LEECHESEND:
|
|
case SC_BITE:
|
|
case SC_ELECTRICSHOCKER:
|
|
case SC_MAGNETICFIELD:
|
|
case SC_NETHERWORLD:
|
|
return 0;
|
|
}
|
|
}
|
|
// Check for mvp resistance // atm only those who OS
|
|
if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID)) {
|
|
switch (type) {
|
|
case SC_COMA:
|
|
// continue list...
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Before overlapping fail, one must check for status cured.
|
|
switch (type) {
|
|
case SC_BLESSING:
|
|
// !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
|
|
// !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
|
|
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
|
|
status_change_end(bl, SC_CURSE, INVALID_TIMER);
|
|
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
|
|
status_change_end(bl, SC_STONE, INVALID_TIMER);
|
|
}
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
|
|
break;
|
|
case SC_INCREASEAGI:
|
|
status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
|
|
status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
|
|
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
|
|
status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
|
|
break;
|
|
case SC_QUAGMIRE:
|
|
status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
|
|
status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
|
|
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
|
|
status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
|
|
// Also blocks the ones below...
|
|
case SC_DECREASEAGI:
|
|
case SC_ADORAMUS:
|
|
status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
|
|
status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
|
|
// Also blocks the ones below...
|
|
case SC_DONTFORGETME:
|
|
status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
|
|
status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
|
|
status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
|
|
status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
|
|
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
|
|
status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
|
|
status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
|
|
status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
|
|
break;
|
|
case SC_ONEHAND:
|
|
// Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
|
|
status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
|
|
status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
|
|
status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
|
|
status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
|
|
break;
|
|
case SC_MAXOVERTHRUST:
|
|
// Cancels Normal Overthrust. [Skotlex]
|
|
status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
|
|
break;
|
|
case SC_KYRIE:
|
|
// Cancels Assumptio
|
|
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
|
|
break;
|
|
case SC_DELUGE:
|
|
if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
|
|
status_change_end(bl, SC_BLIND, INVALID_TIMER);
|
|
break;
|
|
case SC_SILENCE:
|
|
if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
|
|
status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
|
|
break;
|
|
case SC_HIDING:
|
|
status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
|
|
break;
|
|
case SC_BERSERK:
|
|
if( val3 == SC__BLOODYLUST )
|
|
break;
|
|
if(battle_config.berserk_cancels_buffs) {
|
|
status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
|
|
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
|
|
status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
|
|
status_change_end(bl, SC_PARRYING, INVALID_TIMER);
|
|
status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
|
|
status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
|
|
}
|
|
#ifdef RENEWAL
|
|
else {
|
|
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
|
|
}
|
|
#endif
|
|
break;
|
|
case SC_ASSUMPTIO:
|
|
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
|
|
status_change_end(bl, SC_KAITE, INVALID_TIMER);
|
|
break;
|
|
case SC_KAITE:
|
|
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
|
|
break;
|
|
case SC_GN_CARTBOOST:
|
|
case SC_CARTBOOST:
|
|
if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
|
|
status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
|
|
status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
|
|
return 0;
|
|
}
|
|
//Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
|
|
//since Cart Boost don't cancel Slow Grace effect
|
|
//http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
|
|
//http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
|
|
if(sc->data[SC_DONTFORGETME])
|
|
return 0;
|
|
break;
|
|
case SC_FUSION:
|
|
status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
|
|
break;
|
|
case SC_ADJUSTMENT:
|
|
status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
|
|
break;
|
|
case SC_MADNESSCANCEL:
|
|
status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
|
|
break;
|
|
// NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
|
|
case SC_CHANGEUNDEAD:
|
|
status_change_end(bl, SC_BLESSING, INVALID_TIMER);
|
|
status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
|
|
break;
|
|
case SC_STRFOOD:
|
|
status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
|
|
break;
|
|
case SC_AGIFOOD:
|
|
status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
|
|
break;
|
|
case SC_VITFOOD:
|
|
status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
|
|
break;
|
|
case SC_INTFOOD:
|
|
status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
|
|
break;
|
|
case SC_DEXFOOD:
|
|
status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
|
|
break;
|
|
case SC_LUKFOOD:
|
|
status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
|
|
break;
|
|
case SC_FOOD_STR_CASH:
|
|
status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
|
|
break;
|
|
case SC_FOOD_AGI_CASH:
|
|
status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
|
|
break;
|
|
case SC_FOOD_VIT_CASH:
|
|
status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
|
|
break;
|
|
case SC_FOOD_INT_CASH:
|
|
status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
|
|
break;
|
|
case SC_FOOD_DEX_CASH:
|
|
status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
|
|
break;
|
|
case SC_FOOD_LUK_CASH:
|
|
status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
|
|
break;
|
|
case SC_FIGHTINGSPIRIT:
|
|
case SC_OVERED_BOOST:
|
|
status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
|
|
break;
|
|
case SC_MARSHOFABYSS:
|
|
status_change_end(bl, SC_INCAGI, INVALID_TIMER);
|
|
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
|
|
status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
|
|
status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
|
|
status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
|
|
status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
|
|
break;
|
|
case SC_SWINGDANCE:
|
|
case SC_SYMPHONYOFLOVER:
|
|
case SC_MOONLITSERENADE:
|
|
case SC_RUSHWINDMILL:
|
|
case SC_ECHOSONG:
|
|
case SC_HARMONIZE:
|
|
case SC_FRIGG_SONG: // Group A doesn't overlap
|
|
if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
|
|
if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
|
|
if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
|
|
if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
|
|
if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
|
|
if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
|
|
if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
|
|
break;
|
|
case SC_VOICEOFSIREN:
|
|
case SC_DEEPSLEEP:
|
|
case SC_GLOOMYDAY:
|
|
case SC_SONGOFMANA:
|
|
case SC_DANCEWITHWUG:
|
|
case SC_SATURDAYNIGHTFEVER:
|
|
case SC_LERADSDEW:
|
|
case SC_MELODYOFSINK:
|
|
case SC_BEYONDOFWARCRY:
|
|
case SC_UNLIMITEDHUMMINGVOICE:
|
|
case SC_SIRCLEOFNATURE: // Group B
|
|
if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
|
|
if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
|
|
if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
|
|
if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
|
|
if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
|
|
if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
|
|
if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
|
|
if (type != SC_GLOOMYDAY) {
|
|
status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
|
|
status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
|
|
}
|
|
if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
|
|
if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
|
|
if (type != SC_SATURDAYNIGHTFEVER) {
|
|
if (sc->data[SC_SATURDAYNIGHTFEVER]) {
|
|
sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
|
|
status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
|
|
}
|
|
}
|
|
break;
|
|
case SC_REFLECTSHIELD:
|
|
status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
|
|
break;
|
|
case SC_REFLECTDAMAGE:
|
|
status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
|
|
break;
|
|
case SC_SHIELDSPELL_DEF:
|
|
case SC_SHIELDSPELL_MDEF:
|
|
case SC_SHIELDSPELL_REF:
|
|
status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
|
|
if( type != SC_SHIELDSPELL_DEF )
|
|
status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
|
|
if( type != SC_SHIELDSPELL_MDEF )
|
|
status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
|
|
if( type != SC_SHIELDSPELL_REF )
|
|
status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
|
|
break;
|
|
case SC_GT_ENERGYGAIN:
|
|
case SC_GT_CHANGE:
|
|
case SC_GT_REVITALIZE:
|
|
if( type != SC_GT_REVITALIZE )
|
|
status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
|
|
if( type != SC_GT_ENERGYGAIN )
|
|
status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
|
|
if( type != SC_GT_CHANGE )
|
|
status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
|
|
break;
|
|
case SC_WARMER:
|
|
status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
|
|
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
|
|
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
|
|
break;
|
|
case SC_INVINCIBLE:
|
|
status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
|
|
break;
|
|
case SC_INVINCIBLEOFF:
|
|
status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
|
|
break;
|
|
case SC_MAGICPOWER:
|
|
status_change_end(bl, type, INVALID_TIMER);
|
|
break;
|
|
case SC_WHITEIMPRISON:
|
|
status_change_end(bl, SC_BURNING, INVALID_TIMER);
|
|
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
|
|
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
|
|
status_change_end(bl, SC_STONE, INVALID_TIMER);
|
|
break;
|
|
case SC_FREEZING:
|
|
status_change_end(bl, SC_BURNING, INVALID_TIMER);
|
|
break;
|
|
case SC_EQC:
|
|
status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
|
|
break;
|
|
}
|
|
|
|
// Check for overlapping fails
|
|
if( (sce = sc->data[type]) ) {
|
|
switch( type ) {
|
|
case SC_MERC_FLEEUP:
|
|
case SC_MERC_ATKUP:
|
|
case SC_MERC_HPUP:
|
|
case SC_MERC_SPUP:
|
|
case SC_MERC_HITUP:
|
|
if( sce->val1 > val1 )
|
|
val1 = sce->val1;
|
|
break;
|
|
case SC_ADRENALINE:
|
|
case SC_ADRENALINE2:
|
|
case SC_WEAPONPERFECTION:
|
|
case SC_OVERTHRUST:
|
|
if (sce->val2 > val2)
|
|
return 0;
|
|
break;
|
|
case SC_S_LIFEPOTION:
|
|
case SC_L_LIFEPOTION:
|
|
case SC_BOSSMAPINFO:
|
|
case SC_STUN:
|
|
case SC_SLEEP:
|
|
case SC_POISON:
|
|
case SC_CURSE:
|
|
case SC_SILENCE:
|
|
case SC_CONFUSION:
|
|
case SC_BLIND:
|
|
case SC_BLEEDING:
|
|
case SC_DPOISON:
|
|
case SC_CLOSECONFINE2: // Can't be re-closed in.
|
|
case SC_TINDER_BREAKER2:
|
|
case SC_MARIONETTE:
|
|
case SC_MARIONETTE2:
|
|
case SC_NOCHAT:
|
|
case SC_ABUNDANCE:
|
|
case SC_FEAR:
|
|
case SC_TOXIN:
|
|
case SC_PARALYSE:
|
|
case SC_VENOMBLEED:
|
|
case SC_MAGICMUSHROOM:
|
|
case SC_DEATHHURT:
|
|
case SC_PYREXIA:
|
|
case SC_OBLIVIONCURSE:
|
|
case SC_LEECHESEND:
|
|
case SC__INVISIBILITY:
|
|
case SC__ENERVATION:
|
|
case SC__GROOMY:
|
|
case SC__IGNORANCE:
|
|
case SC__LAZINESS:
|
|
case SC__WEAKNESS:
|
|
case SC__UNLUCKY:
|
|
//case SC__CHAOS:
|
|
return 0;
|
|
case SC_COMBO:
|
|
case SC_DANCING:
|
|
case SC_DEVOTION:
|
|
case SC_ASPDPOTION0:
|
|
case SC_ASPDPOTION1:
|
|
case SC_ASPDPOTION2:
|
|
case SC_ASPDPOTION3:
|
|
case SC_ATKPOTION:
|
|
case SC_MATKPOTION:
|
|
case SC_ENCHANTARMS:
|
|
case SC_ARMOR_ELEMENT:
|
|
case SC_ARMOR_RESIST:
|
|
break;
|
|
case SC_GOSPEL:
|
|
// Must not override a casting gospel char.
|
|
if(sce->val4 == BCT_SELF)
|
|
return 0;
|
|
if(sce->val1 > val1)
|
|
return 1;
|
|
break;
|
|
case SC_ENDURE:
|
|
if(sce->val4 && !val4)
|
|
return 1; // Don't let you override infinite endure.
|
|
if(sce->val1 > val1)
|
|
return 1;
|
|
break;
|
|
case SC_JAILED:
|
|
// When a player is already jailed, do not edit the jail data.
|
|
val2 = sce->val2;
|
|
val3 = sce->val3;
|
|
val4 = sce->val4;
|
|
break;
|
|
case SC_LERADSDEW:
|
|
if (sc && sc->data[SC_BERSERK])
|
|
return 0;
|
|
case SC_SHAPESHIFT:
|
|
case SC_PROPERTYWALK:
|
|
break;
|
|
case SC_LEADERSHIP:
|
|
case SC_GLORYWOUNDS:
|
|
case SC_SOULCOLD:
|
|
case SC_HAWKEYES:
|
|
if( sce->val4 && !val4 ) // You cannot override master guild aura
|
|
return 0;
|
|
break;
|
|
case SC_JOINTBEAT:
|
|
val2 |= sce->val2; // Stackable ailments
|
|
default:
|
|
if(sce->val1 > val1)
|
|
return 1; // Return true to not mess up skill animations. [Skotlex]
|
|
}
|
|
}
|
|
|
|
calc_flag = StatusChangeFlagTable[type];
|
|
if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
|
|
switch(type)
|
|
{
|
|
/* Permanent effects */
|
|
case SC_AETERNA:
|
|
case SC_MODECHANGE:
|
|
case SC_WEIGHT50:
|
|
case SC_WEIGHT90:
|
|
case SC_BROKENWEAPON:
|
|
case SC_BROKENARMOR:
|
|
case SC_READYSTORM:
|
|
case SC_READYDOWN:
|
|
case SC_READYCOUNTER:
|
|
case SC_READYTURN:
|
|
case SC_DODGE:
|
|
case SC_PUSH_CART:
|
|
tick = -1;
|
|
break;
|
|
|
|
case SC_DECREASEAGI:
|
|
case SC_INCREASEAGI:
|
|
case SC_ADORAMUS:
|
|
val2 = 2 + val1; // Agi change
|
|
if( type == SC_ADORAMUS )
|
|
sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
|
|
break;
|
|
case SC_ENDURE:
|
|
val2 = 7; // Hit-count [Celest]
|
|
if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
|
|
struct map_session_data *tsd;
|
|
if( sd ) {
|
|
int i;
|
|
for( i = 0; i < MAX_DEVOTION; i++ ) {
|
|
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
|
|
status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
|
|
}
|
|
}
|
|
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
|
|
status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
|
|
}
|
|
// val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
|
|
if( val4 )
|
|
tick = -1;
|
|
break;
|
|
case SC_AUTOBERSERK:
|
|
if (status->hp < status->max_hp>>2 &&
|
|
(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
|
|
sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
|
|
tick = -1;
|
|
break;
|
|
case SC_SIGNUMCRUCIS:
|
|
val2 = 10 + 4*val1; // Def reduction
|
|
tick = -1;
|
|
clif_emotion(bl,E_SWT);
|
|
break;
|
|
case SC_MAXIMIZEPOWER:
|
|
tick_time = val2 = tick>0?tick:60000;
|
|
tick = -1; // Duration sent to the client should be infinite
|
|
break;
|
|
case SC_EDP:
|
|
val2 = val1 + 2; // Chance to Poison enemies.
|
|
#ifndef RENEWAL
|
|
val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
|
|
#endif
|
|
if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
|
|
tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
|
|
break;
|
|
case SC_POISONREACT:
|
|
val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
|
|
val3=50; // + 5*val1; // Chance to counter. [Skotlex]
|
|
break;
|
|
case SC_MAGICROD:
|
|
val2 = val1*20; // SP gained
|
|
break;
|
|
case SC_KYRIE:
|
|
if( val4 ) { // Formulas for Praefatio
|
|
val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
|
|
val3 = 6 + val1; //Hits
|
|
} else { // Formulas for Kyrie Eleison
|
|
val2 = status->max_hp * (val1 * 2 + 10) / 100;
|
|
val3 = (val1 / 2 + 5);
|
|
}
|
|
break;
|
|
case SC_MAGICPOWER:
|
|
// val1: Skill lv
|
|
val2 = 1; // Lasts 1 invocation
|
|
val3 = 5*val1; // Matk% increase
|
|
val4 = 0; // 0 = ready to be used, 1 = activated and running
|
|
break;
|
|
case SC_SACRIFICE:
|
|
val2 = 5; // Lasts 5 hits
|
|
tick = -1;
|
|
break;
|
|
case SC_ENCPOISON:
|
|
val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
|
|
case SC_ASPERSIO:
|
|
case SC_FIREWEAPON:
|
|
case SC_WATERWEAPON:
|
|
case SC_WINDWEAPON:
|
|
case SC_EARTHWEAPON:
|
|
case SC_SHADOWWEAPON:
|
|
case SC_GHOSTWEAPON:
|
|
skill_enchant_elemental_end(bl,type);
|
|
break;
|
|
case SC_ELEMENTALCHANGE:
|
|
// val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
|
|
// val2 : Element (When no element, random one is picked)
|
|
// val3 : 0 = called by skill 1 = called by script (fixed level)
|
|
if( !val2 ) val2 = rnd()%ELE_ALL;
|
|
|
|
if( val1 == 1 && val3 == 0 )
|
|
val1 = 1 + rnd()%4;
|
|
else if( val1 > 4 )
|
|
val1 = 4; // Max Level
|
|
val3 = 0; // Not need to keep this info.
|
|
break;
|
|
case SC_PROVIDENCE:
|
|
val2 = val1*5; // Race/Ele resist
|
|
break;
|
|
case SC_REFLECTSHIELD:
|
|
val2 = 10+val1*3; // %Dmg reflected
|
|
// val4 used to mark if reflect shield is an inheritance bonus from Devotion
|
|
if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
|
|
struct map_session_data *tsd;
|
|
if( sd ) {
|
|
int i;
|
|
for( i = 0; i < MAX_DEVOTION; i++ ) {
|
|
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
|
|
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
|
|
}
|
|
}
|
|
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
|
|
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
|
|
}
|
|
break;
|
|
case SC_STRIPWEAPON:
|
|
if (!sd) // Watk reduction
|
|
val2 = 25;
|
|
break;
|
|
case SC_STRIPSHIELD:
|
|
if (!sd) // Def reduction
|
|
val2 = 15;
|
|
break;
|
|
case SC_STRIPARMOR:
|
|
if (!sd) // Vit reduction
|
|
val2 = 40;
|
|
break;
|
|
case SC_STRIPHELM:
|
|
if (!sd) // Int reduction
|
|
val2 = 40;
|
|
break;
|
|
case SC_AUTOSPELL:
|
|
// Val1 Skill LV of Autospell
|
|
// Val2 Skill ID to cast
|
|
// Val3 Max Lv to cast
|
|
val4 = 5 + val1*2; // Chance of casting
|
|
break;
|
|
case SC_VOLCANO:
|
|
{
|
|
int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
|
|
uint8 i = max((val1-1)%5, 0);
|
|
|
|
val2 = val1*10; // Watk increase
|
|
#ifndef RENEWAL
|
|
if (status->def_ele != ELE_FIRE)
|
|
val2 = 0;
|
|
#endif
|
|
val3 = enchant_eff[i];
|
|
}
|
|
break;
|
|
case SC_VIOLENTGALE:
|
|
{
|
|
int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
|
|
uint8 i = max((val1-1)%5, 0);
|
|
|
|
val2 = val1*3; // Flee increase
|
|
#ifndef RENEWAL
|
|
if (status->def_ele != ELE_WIND)
|
|
val2 = 0;
|
|
#endif
|
|
val3 = enchant_eff[i];
|
|
}
|
|
break;
|
|
case SC_DELUGE:
|
|
{
|
|
int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
|
|
int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
|
|
uint8 i = max((val1-1)%5, 0);
|
|
|
|
val2 = deluge_eff[i]; // HP increase
|
|
#ifndef RENEWAL
|
|
if (status->def_ele != ELE_WATER)
|
|
val2 = 0;
|
|
#endif
|
|
val3 = enchant_eff[i];
|
|
}
|
|
break;
|
|
case SC_SUITON:
|
|
if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
|
|
// No penalties.
|
|
val2 = 0; // Agi penalty
|
|
val3 = 0; // Walk speed penalty
|
|
break;
|
|
}
|
|
val3 = 50;
|
|
val2 = 3*((val1+1)/3);
|
|
if (val1 > 4) val2--;
|
|
break;
|
|
case SC_ONEHAND:
|
|
case SC_TWOHANDQUICKEN:
|
|
val2 = 300;
|
|
if (val1 > 10) // For boss casted skills [Skotlex]
|
|
val2 += 20*(val1-10);
|
|
break;
|
|
case SC_MERC_QUICKEN:
|
|
val2 = 300;
|
|
break;
|
|
#ifndef RENEWAL_ASPD
|
|
case SC_SPEARQUICKEN:
|
|
val2 = 200+10*val1;
|
|
break;
|
|
#endif
|
|
case SC_DANCING:
|
|
// val1 : Skill ID + LV
|
|
// val2 : Skill Group of the Dance.
|
|
// val3 : Brings the skill_lv (merged into val1 here)
|
|
// val4 : Partner
|
|
if (val1 == CG_MOONLIT)
|
|
clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
|
|
val1|= (val3<<16);
|
|
val3 = tick/1000; // Tick duration
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_LONGING:
|
|
val2 = 500-100*val1; // Aspd penalty.
|
|
break;
|
|
case SC_EXPLOSIONSPIRITS:
|
|
val2 = 75 + 25*val1; // Cri bonus
|
|
break;
|
|
|
|
case SC_ASPDPOTION0:
|
|
case SC_ASPDPOTION1:
|
|
case SC_ASPDPOTION2:
|
|
case SC_ASPDPOTION3:
|
|
val2 = 50*(2+type-SC_ASPDPOTION0);
|
|
break;
|
|
|
|
case SC_NOCHAT:
|
|
// A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
|
|
// mmocharstatus.manner, each negative point results in 1 minute with this status activated.
|
|
// This is done this way because the message that the client displays is hardcoded, and only
|
|
// shows how many minutes are remaining. [Panikon]
|
|
tick = 60000;
|
|
val1 = battle_config.manner_system; // Mute filters.
|
|
if (sd) {
|
|
clif_changestatus(sd,SP_MANNER,sd->status.manner);
|
|
clif_updatestatus(sd,SP_MANNER);
|
|
}
|
|
break;
|
|
|
|
case SC_STONE:
|
|
val3 = tick/1000; // Petrified HP-damage iterations.
|
|
if(val3 < 1) val3 = 1;
|
|
tick = val4; // Petrifying time.
|
|
tick = max(tick, 1000); // Min time
|
|
calc_flag = 0; // Actual status changes take effect on petrified state.
|
|
break;
|
|
|
|
case SC_DPOISON:
|
|
// Lose 10/15% of your life as long as it doesn't brings life below 25%
|
|
if (status->hp > status->max_hp>>2) {
|
|
int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
|
|
if (status->hp - diff < status->max_hp>>2)
|
|
diff = status->hp - (status->max_hp>>2);
|
|
if( val2 && bl->type == BL_MOB ) {
|
|
struct block_list* src2 = map_id2bl(val2);
|
|
if( src2 )
|
|
mob_log_damage((TBL_MOB*)bl,src2,diff);
|
|
}
|
|
status_zap(bl, diff, 0);
|
|
}
|
|
case SC_POISON:
|
|
// Fall through
|
|
val3 = tick/1000; // Damage iterations
|
|
if(val3 < 1) val3 = 1;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
// val4: HP damage
|
|
if (bl->type == BL_PC)
|
|
val4 = (type == SC_DPOISON) ? 2 + status->max_hp/50 : 2 + status->max_hp*3/200;
|
|
else
|
|
val4 = (type == SC_DPOISON) ? 2 + status->max_hp/100 : 2 + status->max_hp/200;
|
|
break;
|
|
|
|
case SC_CONFUSION:
|
|
if (!val4)
|
|
clif_emotion(bl,E_WHAT);
|
|
break;
|
|
case SC_BLEEDING:
|
|
val4 = tick/10000;
|
|
if (!val4) val4 = 1;
|
|
tick_time = 10000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_S_LIFEPOTION:
|
|
case SC_L_LIFEPOTION:
|
|
if( val1 == 0 ) return 0;
|
|
// val1 = heal percent/amout
|
|
// val2 = seconds between heals
|
|
// val4 = total of heals
|
|
if( val2 < 1 ) val2 = 1;
|
|
if( (val4 = tick/(val2 * 1000)) < 1 )
|
|
val4 = 1;
|
|
tick_time = val2 * 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_BOSSMAPINFO:
|
|
if( sd != NULL ) {
|
|
struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
|
|
if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
|
|
clif_bossmapinfo(sd->fd, boss_md, 1);
|
|
return 0; // No need to start SC
|
|
}
|
|
val1 = boss_md->bl.id;
|
|
if( (val4 = tick/1000) < 1 )
|
|
val4 = 1;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
}
|
|
break;
|
|
case SC_HIDING:
|
|
val2 = tick/1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
val3 = 0; // Unused, previously speed adjustment
|
|
val4 = val1+3; // Seconds before SP substraction happen.
|
|
break;
|
|
case SC_CHASEWALK:
|
|
val2 = tick>0?tick:10000; // Interval at which SP is drained.
|
|
val3 = 35 - 5 * val1; // Speed adjustment.
|
|
if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
|
|
val3 -= 40;
|
|
val4 = 10+val1*2; // SP cost.
|
|
if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
|
|
break;
|
|
case SC_CLOAKING:
|
|
if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
|
|
val1 = 10;
|
|
tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
|
|
tick = -1; // Duration sent to the client should be infinite
|
|
val3 = 0; // Unused, previously walk speed adjustment
|
|
// val4&1 signals the presence of a wall.
|
|
// val4&2 makes cloak not end on normal attacks [Skotlex]
|
|
// val4&4 makes cloak not end on using skills
|
|
if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
|
|
val4 |= battle_config.pc_cloak_check_type&7;
|
|
else
|
|
val4 |= battle_config.monster_cloak_check_type&7;
|
|
break;
|
|
case SC_SIGHT: /* splash status */
|
|
case SC_RUWACH:
|
|
case SC_SIGHTBLASTER:
|
|
val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
|
|
val2 = tick/20;
|
|
tick_time = 20; // [GodLesZ] tick time
|
|
break;
|
|
|
|
case SC_AUTOGUARD:
|
|
if( !(flag&SCSTART_NOAVOID) ) {
|
|
struct map_session_data *tsd;
|
|
int i;
|
|
for( i = val2 = 0; i < val1; i++) {
|
|
int t = 5-(i>>1);
|
|
val2 += (t < 0)? 1:t;
|
|
}
|
|
|
|
if( bl->type&(BL_PC|BL_MER) ) {
|
|
if( sd ) {
|
|
for( i = 0; i < MAX_DEVOTION; i++ ) {
|
|
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
|
|
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
|
|
}
|
|
}
|
|
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
|
|
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SC_DEFENDER:
|
|
if (!(flag&SCSTART_NOAVOID)) {
|
|
val2 = 5 + 15*val1; // Damage reduction
|
|
val3 = 0; // Unused, previously speed adjustment
|
|
val4 = 250 - 50*val1; // Aspd adjustment
|
|
|
|
if (sd) {
|
|
struct map_session_data *tsd;
|
|
int i;
|
|
for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
|
|
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
|
|
status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SC_TENSIONRELAX:
|
|
if (sd) {
|
|
pc_setsit(sd);
|
|
skill_sit(sd, 1);
|
|
clif_sitting(&sd->bl);
|
|
}
|
|
val2 = 12; // SP cost
|
|
val4 = 10000; // Decrease at 10secs intervals.
|
|
val3 = tick/val4;
|
|
tick = -1; // Duration sent to the client should be infinite
|
|
tick_time = val4; // [GodLesZ] tick time
|
|
break;
|
|
case SC_PARRYING:
|
|
val2 = 20 + val1*3; // Block Chance
|
|
break;
|
|
|
|
case SC_WINDWALK:
|
|
val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
|
|
break;
|
|
|
|
case SC_JOINTBEAT:
|
|
if( val2&BREAK_NECK )
|
|
sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
|
|
break;
|
|
|
|
case SC_BERSERK:
|
|
if( val3 == SC__BLOODYLUST )
|
|
sc_start(src,bl,(sc_type)val3,100,val1,tick);
|
|
if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
|
|
sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
|
|
// HP healing is performing after the calc_status call.
|
|
// Val2 holds HP penalty
|
|
if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
|
|
if (!val4) val4 = 10000; // Val4 holds damage interval
|
|
val3 = tick/val4; // val3 holds skill duration
|
|
tick_time = val4; // [GodLesZ] tick time
|
|
break;
|
|
|
|
case SC_GOSPEL:
|
|
if(val4 == BCT_SELF) { // Self effect
|
|
val2 = tick/10000;
|
|
tick_time = 10000; // [GodLesZ] tick time
|
|
status_change_clear_buffs(bl,3); // Remove buffs/debuffs
|
|
}
|
|
break;
|
|
|
|
case SC_MARIONETTE:
|
|
{
|
|
int stat;
|
|
|
|
val3 = 0;
|
|
val4 = 0;
|
|
stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
|
|
stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
|
|
stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
|
|
stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
|
|
stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
|
|
stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
|
|
break;
|
|
}
|
|
case SC_MARIONETTE2:
|
|
{
|
|
int stat,max_stat;
|
|
// Fetch caster information
|
|
struct block_list *pbl = map_id2bl(val1);
|
|
struct status_change *psc = pbl?status_get_sc(pbl):NULL;
|
|
struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
|
|
// Fetch target's stats
|
|
struct status_data* status2 = status_get_status_data(bl); // Battle status
|
|
|
|
if (!psce)
|
|
return 0;
|
|
|
|
val3 = 0;
|
|
val4 = 0;
|
|
max_stat = battle_config.max_parameter; // Cap to 99 (default)
|
|
stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
|
|
stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
|
|
stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
|
|
stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
|
|
stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
|
|
stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
|
|
break;
|
|
}
|
|
case SC_SPIRIT:
|
|
//1st Transcendent Spirit works similar to Marionette Control
|
|
if(sd && val2 == SL_HIGH) {
|
|
int stat,max_stat;
|
|
// Fetch target's stats
|
|
struct status_data* status2 = status_get_status_data(bl); // Battle status
|
|
val3 = 0;
|
|
val4 = 0;
|
|
max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
|
|
stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
|
|
stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
|
|
stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
|
|
stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
|
|
stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
|
|
stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
|
|
}
|
|
break;
|
|
|
|
case SC_REJECTSWORD:
|
|
val2 = 15*val1; // Reflect chance
|
|
val3 = 3; // Reflections
|
|
tick = -1;
|
|
break;
|
|
|
|
case SC_MEMORIZE:
|
|
val2 = 5; // Memorized casts.
|
|
tick = -1;
|
|
break;
|
|
|
|
case SC_GRAVITATION:
|
|
val2 = 50*val1; // aspd reduction
|
|
break;
|
|
|
|
case SC_REGENERATION:
|
|
if (val1 == 1)
|
|
val2 = 2;
|
|
else
|
|
val2 = val1; // HP Regerenation rate: 200% 200% 300%
|
|
val3 = val1; // SP Regeneration Rate: 100% 200% 300%
|
|
// If val4 comes set, this blocks regen rather than increase it.
|
|
break;
|
|
|
|
case SC_DEVOTION:
|
|
{
|
|
struct block_list *d_bl;
|
|
struct status_change *d_sc;
|
|
|
|
if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
|
|
const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
|
|
int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
|
|
while( i >= 0 ) {
|
|
enum sc_type type2 = types[i];
|
|
if( d_sc->data[type2] )
|
|
status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? 1 : SCSTART_NOAVOID|SCSTART_NOICON);
|
|
i--;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
|
|
if( val3 && bl->type == BL_MOB ) {
|
|
struct block_list* src2 = map_id2bl(val3);
|
|
if( src2 )
|
|
mob_log_damage((TBL_MOB*)bl,src2,status->hp - 1);
|
|
}
|
|
status_zap(bl, status->hp-1, val2?0:status->sp);
|
|
return 1;
|
|
break;
|
|
case SC_TINDER_BREAKER2:
|
|
case SC_CLOSECONFINE2:
|
|
{
|
|
struct block_list *src2 = val2?map_id2bl(val2):NULL;
|
|
struct status_change *sc2 = src2?status_get_sc(src2):NULL;
|
|
enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
|
|
struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
|
|
|
|
if (src2 && sc2) {
|
|
if (!sce2) // Start lock on caster.
|
|
sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
|
|
else { // Increase count of locked enemies and refresh time.
|
|
(sce2->val2)++;
|
|
delete_timer(sce2->timer, status_change_timer);
|
|
sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
|
|
}
|
|
} else // Status failed.
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_KAITE:
|
|
val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
|
|
break;
|
|
case SC_KAUPE:
|
|
switch (val1) {
|
|
case 3: // 33*3 + 1 -> 100%
|
|
val2++;
|
|
case 1:
|
|
case 2: // 33, 66%
|
|
val2 += 33*val1;
|
|
val3 = 1; // Dodge 1 attack total.
|
|
break;
|
|
default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
|
|
val2 = 100;
|
|
val3 = val1-2;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case SC_COMBO:
|
|
{
|
|
// val1: Skill ID
|
|
// val2: When given, target (for autotargetting skills)
|
|
// val3: When set, this combo time should NOT delay attack/movement
|
|
// val3: If set to 2 this combo will delay ONLY attack
|
|
// val3: TK: Last used kick
|
|
// val4: TK: Combo time
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
if ( ud && (!val3 || val3 == 2) ) {
|
|
tick += 300 * battle_config.combo_delay_rate/100;
|
|
ud->attackabletime = gettick()+tick;
|
|
if( !val3 )
|
|
unit_set_walkdelay(bl, gettick(), tick, 1);
|
|
}
|
|
val3 = 0;
|
|
val4 = tick;
|
|
break;
|
|
}
|
|
case SC_EARTHSCROLL:
|
|
val2 = 11-val1; // Chance to consume: 11-skill_lv%
|
|
break;
|
|
case SC_RUN:
|
|
val4 = gettick(); // Store time at which you started running.
|
|
tick = -1;
|
|
break;
|
|
case SC_KAAHI:
|
|
val2 = 200*val1; // HP heal
|
|
val3 = 5*val1; // SP cost
|
|
break;
|
|
case SC_BLESSING:
|
|
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
|
|
val2 = val1;
|
|
else
|
|
val2 = 0; // 0 -> Half stat.
|
|
break;
|
|
case SC_TRICKDEAD:
|
|
if (vd) vd->dead_sit = 1;
|
|
tick = -1;
|
|
break;
|
|
case SC_CONCENTRATE:
|
|
val2 = 2 + val1;
|
|
if (sd) { // Store the card-bonus data that should not count in the %
|
|
val3 = sd->param_bonus[1]; // Agi
|
|
val4 = sd->param_bonus[4]; // Dex
|
|
} else
|
|
val3 = val4 = 0;
|
|
break;
|
|
case SC_MAXOVERTHRUST:
|
|
val2 = 20*val1; // Power increase
|
|
break;
|
|
case SC_OVERTHRUST:
|
|
// val2 holds if it was casted on self, or is bonus received from others
|
|
val3 = 5*val1; // Power increase
|
|
if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
|
|
tick += tick / 10;
|
|
break;
|
|
case SC_ADRENALINE2:
|
|
case SC_ADRENALINE:
|
|
val3 = (val2) ? 300 : 200; // aspd increase
|
|
case SC_WEAPONPERFECTION:
|
|
if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
|
|
tick += tick / 10;
|
|
break;
|
|
case SC_CONCENTRATION:
|
|
val2 = 5*val1; // Batk/Watk Increase
|
|
val3 = 10*val1; // Hit Increase
|
|
val4 = 5*val1; // Def reduction
|
|
sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
|
|
break;
|
|
case SC_ANGELUS:
|
|
val2 = 5*val1; // def increase
|
|
break;
|
|
case SC_IMPOSITIO:
|
|
val2 = 5*val1; // Watk increase
|
|
break;
|
|
case SC_MELTDOWN:
|
|
val2 = 100*val1; // Chance to break weapon
|
|
val3 = 70*val1; // Change to break armor
|
|
break;
|
|
case SC_TRUESIGHT:
|
|
val2 = 10*val1; // Critical increase
|
|
val3 = 3*val1; // Hit increase
|
|
break;
|
|
case SC_SUN_COMFORT:
|
|
val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
|
|
break;
|
|
case SC_MOON_COMFORT:
|
|
val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
|
|
break;
|
|
case SC_STAR_COMFORT:
|
|
val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
|
|
break;
|
|
case SC_QUAGMIRE:
|
|
val2 = (sd?5:10)*val1; // Agi/Dex decrease.
|
|
break;
|
|
|
|
// gs_something1 [Vicious]
|
|
case SC_GATLINGFEVER:
|
|
val2 = 20*val1; // Aspd increase
|
|
#ifndef RENEWAL
|
|
val3 = 20+10*val1; // Atk increase
|
|
#endif
|
|
val4 = 5*val1; // Flee decrease
|
|
break;
|
|
|
|
case SC_FLING:
|
|
if (bl->type == BL_PC)
|
|
val2 = 0; // No armor reduction to players.
|
|
else
|
|
val2 = 5*val1; // Def reduction
|
|
val3 = 5*val1; // Def2 reduction
|
|
break;
|
|
case SC_PROVOKE:
|
|
// val2 signals autoprovoke.
|
|
val3 = 2+3*val1; // Atk increase
|
|
val4 = 5+5*val1; // Def reduction.
|
|
break;
|
|
case SC_AVOID:
|
|
// val2 = 10*val1; // Speed change rate.
|
|
break;
|
|
case SC_DEFENCE:
|
|
#ifdef RENEWAL
|
|
val2 = 5 + (val1 * 5); // Vit bonus
|
|
#else
|
|
val2 = 2*val1; // Def bonus
|
|
#endif
|
|
break;
|
|
case SC_BLOODLUST:
|
|
val2 = 20+10*val1; // Atk rate change.
|
|
val3 = 3*val1; // Leech chance
|
|
val4 = 20; // Leech percent
|
|
break;
|
|
case SC_FLEET:
|
|
val2 = 30*val1; // Aspd change
|
|
val3 = 5+5*val1; // bAtk/wAtk rate change
|
|
break;
|
|
case SC_MINDBREAKER:
|
|
val2 = 20*val1; // matk increase.
|
|
val3 = 12*val1; // mdef2 reduction.
|
|
break;
|
|
case SC_SKA:
|
|
val2 = tick/1000;
|
|
val3 = rnd()%100; // Def changes randomly every second...
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_JAILED:
|
|
// Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
|
|
tick = val1>0?1000:250;
|
|
if (sd) {
|
|
if (sd->mapindex != val2) {
|
|
int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
|
|
map_idx = sd->mapindex; // Current Map
|
|
// 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
|
|
pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
|
|
// 2. Set restore point (val3 -> return map, val4 return coords
|
|
val3 = map_idx;
|
|
val4 = pos;
|
|
} else if (!val3 || val3 == sd->mapindex) { // Use save point.
|
|
val3 = sd->status.save_point.map;
|
|
val4 = (sd->status.save_point.x&0xFFFF)
|
|
|(sd->status.save_point.y<<16);
|
|
}
|
|
}
|
|
break;
|
|
case SC_UTSUSEMI:
|
|
val2=(val1+1)/2; // Number of hits blocked
|
|
val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
|
|
break;
|
|
case SC_BUNSINJYUTSU:
|
|
val2=(val1+1)/2; // Number of hits blocked
|
|
break;
|
|
case SC_CHANGE:
|
|
val2= 30*val1; // Vit increase
|
|
val3= 20*val1; // Int increase
|
|
break;
|
|
case SC_SWOO:
|
|
if(status->mode&MD_BOSS)
|
|
tick /= 5; // !TODO: Reduce skill's duration. But for how long?
|
|
break;
|
|
case SC_SPIDERWEB:
|
|
if( bl->type == BL_PC )
|
|
tick /= 2;
|
|
break;
|
|
case SC_ARMOR:
|
|
// NPC_DEFENDER:
|
|
val2 = 80; // Damage reduction
|
|
// Attack requirements to be blocked:
|
|
val3 = BF_LONG; // Range
|
|
val4 = BF_WEAPON|BF_MISC; // Type
|
|
break;
|
|
case SC_ENCHANTARMS:
|
|
// end previous enchants
|
|
skill_enchant_elemental_end(bl,type);
|
|
// Make sure the received element is valid.
|
|
if (val2 >= ELE_ALL)
|
|
val2 = val2%ELE_ALL;
|
|
else if (val2 < 0)
|
|
val2 = rnd()%ELE_ALL;
|
|
break;
|
|
case SC_CRITICALWOUND:
|
|
val2 = 20*val1; // Heal effectiveness decrease
|
|
break;
|
|
case SC_MAGICMIRROR:
|
|
// Level 1 ~ 5 & 6 ~ 10 has different duration
|
|
// Level 6 ~ 10 use effect of level 1 ~ 5
|
|
val1 = 1 + ((val1-1)%5);
|
|
case SC_SLOWCAST:
|
|
val2 = 20*val1; // Magic reflection/cast rate
|
|
break;
|
|
|
|
case SC_ARMORCHANGE:
|
|
if (val2 == NPC_ANTIMAGIC) { // Boost mdef
|
|
val2 =-20;
|
|
val3 = 20;
|
|
} else { // Boost def
|
|
val2 = 20;
|
|
val3 =-20;
|
|
}
|
|
// Level 1 ~ 5 & 6 ~ 10 has different duration
|
|
// Level 6 ~ 10 use effect of level 1 ~ 5
|
|
val1 = 1 + ((val1-1)%5);
|
|
val2 *= val1; // 20% per level
|
|
val3 *= val1;
|
|
break;
|
|
case SC_EXPBOOST:
|
|
case SC_JEXPBOOST:
|
|
if (val1 < 0)
|
|
val1 = 0;
|
|
break;
|
|
case SC_INCFLEE2:
|
|
case SC_INCCRI:
|
|
val2 = val1*10; // Actual boost (since 100% = 1000)
|
|
break;
|
|
case SC_SUFFRAGIUM:
|
|
val2 = 15 * val1; // Speed cast decrease
|
|
break;
|
|
case SC_INCHEALRATE:
|
|
if (val1 < 1)
|
|
val1 = 1;
|
|
break;
|
|
case SC_HALLUCINATION:
|
|
val2 = 5+val1; // Factor by which displayed damage is increased by
|
|
break;
|
|
case SC_DOUBLECAST:
|
|
val2 = 30+10*val1; // Trigger rate
|
|
break;
|
|
case SC_KAIZEL:
|
|
val2 = 10*val1; // % of life to be revived with
|
|
break;
|
|
// case SC_ARMOR_ELEMENT:
|
|
// case SC_ARMOR_RESIST:
|
|
// Mod your resistance against elements:
|
|
// val1 = water | val2 = earth | val3 = fire | val4 = wind
|
|
// break;
|
|
// case ????:
|
|
// Place here SCs that have no SCB_* data, no skill associated, no ICON
|
|
// associated, and yet are not wrong/unknown. [Skotlex]
|
|
// break;
|
|
|
|
case SC_MERC_FLEEUP:
|
|
case SC_MERC_ATKUP:
|
|
case SC_MERC_HITUP:
|
|
val2 = 15 * val1;
|
|
break;
|
|
case SC_MERC_HPUP:
|
|
case SC_MERC_SPUP:
|
|
val2 = 5 * val1;
|
|
break;
|
|
case SC_REBIRTH:
|
|
val2 = 20*val1; // % of life to be revived with
|
|
break;
|
|
|
|
case SC_MANU_DEF:
|
|
case SC_MANU_ATK:
|
|
case SC_MANU_MATK:
|
|
val2 = 1; // Manuk group
|
|
break;
|
|
case SC_SPL_DEF:
|
|
case SC_SPL_ATK:
|
|
case SC_SPL_MATK:
|
|
val2 = 2; // Splendide group
|
|
break;
|
|
|
|
/* General */
|
|
case SC_FEAR:
|
|
val2 = 2;
|
|
val4 = tick / 1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_BURNING:
|
|
val4 = tick / 2000; // Total Ticks to Burn!!
|
|
tick_time = 2000; // [GodLesZ] tick time
|
|
break;
|
|
|
|
/* Rune Knight */
|
|
case SC_DEATHBOUND:
|
|
val2 = 500 + 100 * val1;
|
|
break;
|
|
case SC_STONEHARDSKIN:
|
|
if( sd )
|
|
val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
|
|
break;
|
|
case SC_ABUNDANCE:
|
|
val4 = tick / 10000;
|
|
tick_time = 10000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_GIANTGROWTH:
|
|
val2 = 15; // Triple damage success rate.
|
|
break;
|
|
|
|
/* Arch Bishop */
|
|
case SC_RENOVATIO:
|
|
val4 = tick / 5000;
|
|
tick_time = 5000;
|
|
break;
|
|
case SC_SECRAMENT:
|
|
val2 = 10 * val1;
|
|
break;
|
|
case SC_VENOMIMPRESS:
|
|
val2 = 10 * val1;
|
|
break;
|
|
case SC_WEAPONBLOCKING:
|
|
val2 = 10 + 2 * val1; // Chance
|
|
val4 = tick / 3000;
|
|
tick_time = 3000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_TOXIN:
|
|
val4 = tick / 10000;
|
|
tick_time = 10000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_MAGICMUSHROOM:
|
|
val4 = tick / 4000;
|
|
tick_time = 4000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_PYREXIA:
|
|
status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,30000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF); // Blind status that last for 30 seconds
|
|
val4 = tick / 3000;
|
|
tick_time = 3000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_LEECHESEND:
|
|
val4 = tick / 1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_OBLIVIONCURSE:
|
|
val4 = tick / 3000;
|
|
tick_time = 3000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_CLOAKINGEXCEED:
|
|
val2 = (val1 + 1) / 2; // Hits
|
|
val3 = (val1 - 1) * 10; // Walk speed
|
|
if (bl->type == BL_PC)
|
|
val4 |= battle_config.pc_cloak_check_type&7;
|
|
else
|
|
val4 |= battle_config.monster_cloak_check_type&7;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_HALLUCINATIONWALK:
|
|
val2 = 50 * val1; // Evasion rate of physical attacks. Flee
|
|
val3 = 10 * val1; // Evasion rate of magical attacks.
|
|
break;
|
|
case SC_MARSHOFABYSS:
|
|
if( bl->type == BL_PC )
|
|
val2 = 3 * val1; // AGI and DEX Reduction
|
|
else // BL_MOB
|
|
val2 = 6 * val1; // AGI and DEX Reduction
|
|
val3 = 10 * val1; // Movement Speed Reduction
|
|
break;
|
|
case SC_FREEZE_SP:
|
|
// val2 = sp drain per 10 seconds
|
|
tick_time = 10000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_SPHERE_1:
|
|
case SC_SPHERE_2:
|
|
case SC_SPHERE_3:
|
|
case SC_SPHERE_4:
|
|
case SC_SPHERE_5:
|
|
if( !sd )
|
|
return 0; // Should only work on players.
|
|
val4 = tick / 1000;
|
|
if( val4 < 1 )
|
|
val4 = 1;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_SHAPESHIFT:
|
|
switch( val1 ) {
|
|
case 1: val2 = ELE_FIRE; break;
|
|
case 2: val2 = ELE_EARTH; break;
|
|
case 3: val2 = ELE_WIND; break;
|
|
case 4: val2 = ELE_WATER; break;
|
|
}
|
|
break;
|
|
case SC_ELECTRICSHOCKER:
|
|
case SC_CRYSTALIZE:
|
|
case SC_MEIKYOUSISUI:
|
|
val4 = tick / 1000;
|
|
if( val4 < 1 )
|
|
val4 = 1;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_CAMOUFLAGE:
|
|
val4 = tick/1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_WUGDASH:
|
|
val4 = gettick(); // Store time at which you started running.
|
|
tick = -1;
|
|
break;
|
|
case SC__SHADOWFORM:
|
|
{
|
|
struct map_session_data * s_sd = map_id2sd(val2);
|
|
if( s_sd )
|
|
s_sd->shadowform_id = bl->id;
|
|
val4 = tick / 1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
}
|
|
break;
|
|
case SC__STRIPACCESSORY:
|
|
if (!sd)
|
|
val2 = 20;
|
|
break;
|
|
case SC__INVISIBILITY:
|
|
val2 = 50 - 10 * val1; // ASPD
|
|
val3 = 20 * val1; // CRITICAL
|
|
val4 = tick / 1000;
|
|
tick = -1; // Duration sent to the client should be infinite
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC__ENERVATION:
|
|
val2 = 20 + 10 * val1; // ATK Reduction
|
|
if( sd ) pc_delspiritball(sd,sd->spiritball,0);
|
|
break;
|
|
case SC__GROOMY:
|
|
val2 = 20 + 10 * val1; // ASPD
|
|
val3 = 20 * val1; // HIT
|
|
if( sd ) { // Removes Animals
|
|
if( pc_isriding(sd) ) pc_setriding(sd, 0);
|
|
if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
|
|
if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
|
|
if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
|
|
if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
|
|
if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
|
|
if( hom_is_active(sd->hd) ) hom_vaporize(sd,HOM_ST_REST);
|
|
//if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
|
|
}
|
|
break;
|
|
case SC__LAZINESS:
|
|
val2 = 10 + 10 * val1; // Cast Increase
|
|
val3 = 10 * val1; // Flee Reduction
|
|
break;
|
|
case SC__UNLUCKY:
|
|
{
|
|
sc_type rand_eff;
|
|
switch(rand() % 3) {
|
|
case 1: rand_eff = SC_BLIND; break;
|
|
case 2: rand_eff = SC_SILENCE; break;
|
|
default: rand_eff = SC_POISON; break;
|
|
}
|
|
val2 = 10 * val1; // Crit and Flee2 Reduction
|
|
status_change_start(src,bl,rand_eff,10000,val1,0,0,0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
|
|
break;
|
|
}
|
|
case SC__WEAKNESS:
|
|
val2 = 10 * val1;
|
|
// Bypasses coating protection and MADO
|
|
sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
|
|
sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
|
|
break;
|
|
case SC__FEINTBOMB:
|
|
val4 = tick / 1000;
|
|
tick_time = 1000;
|
|
val_flag |= 1|2;
|
|
break;
|
|
case SC_GN_CARTBOOST:
|
|
if( val1 < 3 )
|
|
val2 = 50;
|
|
else if( val1 > 2 && val1 < 5 )
|
|
val2 = 75;
|
|
else
|
|
val2 = 100;
|
|
break;
|
|
case SC_PROPERTYWALK:
|
|
val3 = 0;
|
|
break;
|
|
case SC_STRIKING:
|
|
// val2 = watk bonus already calc
|
|
val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
|
|
val4 = tick / 1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_BLOODSUCKER:
|
|
val4 = tick / 1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_VACUUM_EXTREME:
|
|
tick -= (status->str / 20) * 1000;
|
|
val4 = val3 = tick / 100;
|
|
tick_time = 100; // [GodLesZ] tick time
|
|
break;
|
|
case SC_SWINGDANCE:
|
|
val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
|
|
break;
|
|
case SC_SYMPHONYOFLOVER:
|
|
val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
|
|
break;
|
|
case SC_MOONLITSERENADE: // MATK Increase
|
|
case SC_RUSHWINDMILL: // ATK Increase
|
|
val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
|
|
break;
|
|
case SC_ECHOSONG:
|
|
val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
|
|
break;
|
|
case SC_HARMONIZE:
|
|
val2 = 5 + 5 * val1;
|
|
break;
|
|
case SC_VOICEOFSIREN:
|
|
val4 = tick / 2000;
|
|
tick_time = 2000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_DEEPSLEEP:
|
|
val4 = tick / 2000;
|
|
tick_time = 2000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_SIRCLEOFNATURE:
|
|
val2 = 40 * val1; // HP recovery
|
|
val3 = 4 * val1; // SP consume
|
|
val4 = tick / 1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_SONGOFMANA:
|
|
val3 = 10 + min(5 * val2, 35);
|
|
val4 = tick/5000;
|
|
tick_time = 5000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_SATURDAYNIGHTFEVER:
|
|
if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
|
|
if (!val4) val4 = 3000;
|
|
val3 = tick/val4;
|
|
tick_time = val4; // [GodLesZ] tick time
|
|
break;
|
|
case SC_GLOOMYDAY:
|
|
val2 = 20 + 5 * val1; // Flee reduction.
|
|
val3 = 15 + 5 * val1; // ASPD reduction.
|
|
if( sd && rand()%100 < val1 ) { // (Skill Lv) %
|
|
val4 = 1; // Reduce walk speed by half.
|
|
if( pc_isriding(sd) ) pc_setriding(sd, 0);
|
|
if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
|
|
}
|
|
break;
|
|
case SC_GLOOMYDAY_SK:
|
|
// Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
|
|
val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
|
|
break;
|
|
case SC_SITDOWN_FORCE:
|
|
case SC_BANANA_BOMB_SITDOWN:
|
|
if( sd && !pc_issit(sd) ) {
|
|
pc_setsit(sd);
|
|
skill_sit(sd, 1);
|
|
clif_sitting(bl);
|
|
}
|
|
break;
|
|
case SC_DANCEWITHWUG:
|
|
val3 = 5 + 5 * val2; // ASPD Increase
|
|
val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
|
|
break;
|
|
case SC_LERADSDEW:
|
|
val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
|
|
break;
|
|
case SC_MELODYOFSINK:
|
|
val3 = val1 * val2; // INT Reduction.
|
|
val4 = tick/1000;
|
|
tick_time = 1000;
|
|
break;
|
|
case SC_BEYONDOFWARCRY:
|
|
val3 = val1 * val2; // STR and CRIT Reduction
|
|
val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
|
|
break;
|
|
case SC_UNLIMITEDHUMMINGVOICE:
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
if( ud == NULL ) return 0;
|
|
ud->state.skillcastcancel = 0;
|
|
val3 = 15 - min(3 * val2, 15);
|
|
}
|
|
break;
|
|
case SC_REFLECTDAMAGE:
|
|
val2 = 15 + 5 * val1; // Reflect amount
|
|
val3 = val1*5 + 25; // Number of reflects
|
|
val4 = tick/1000; // Number of SP cycles (duration)
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_FORCEOFVANGUARD:
|
|
val2 = 8 + 12 * val1; // Chance
|
|
val3 = 5 + 2 * val1; // Max rage counters
|
|
tick = -1; // Endless duration in the client
|
|
tick_time = 10000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_EXEEDBREAK:
|
|
{
|
|
short idx = -1;
|
|
val1 *= 100; // 100 * skill_lv
|
|
if( sd && (idx = sd->equip_index[EQI_HAND_R]) >= 0 && sd->inventory_data[idx] ) {
|
|
val1 += (sd->inventory_data[idx]->weight/10 * sd->inventory_data[idx]->wlv * status_get_lv(bl) / 100);
|
|
val1 += 10 * sd->status.job_level;
|
|
}
|
|
}
|
|
break;
|
|
case SC_PRESTIGE:
|
|
val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
|
|
val1 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
|
|
break;
|
|
case SC_BANDING:
|
|
tick_time = 5000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_MAGNETICFIELD:
|
|
val3 = tick / 1000;
|
|
tick_time = 1000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_INSPIRATION:
|
|
val2 = (sd?sd->status.job_level:50);
|
|
val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
|
|
val4 = tick / 5000;
|
|
tick_time = 5000; // [GodLesZ] tick time
|
|
status_change_clear_buffs(bl,3); // Remove buffs/debuffs
|
|
break;
|
|
case SC_CRESCENTELBOW:
|
|
val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
|
|
break;
|
|
case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
|
|
val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
|
|
break;
|
|
case SC_RAISINGDRAGON:
|
|
val3 = tick / 5000;
|
|
tick_time = 5000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_GT_ENERGYGAIN:
|
|
val3 = 10 + 5 * val1; // Sphere gain chance.
|
|
break;
|
|
case SC_GT_CHANGE:
|
|
{ // Take note there is no def increase as skill desc says. [malufett]
|
|
struct block_list * src2;
|
|
val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
|
|
if( (src2 = map_id2bl(val2)) ) {
|
|
val2 = (status_get_dex(src2) / 4 + status_get_str(src2) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
|
|
val4 = ( 200/status_get_int(src2) ) * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
|
|
}
|
|
if( val4 < 0 )
|
|
val4 = 0;
|
|
}
|
|
break;
|
|
case SC_GT_REVITALIZE:
|
|
{ // Take note there is no vit,aspd,speed increase as skill desc says. [malufett]
|
|
struct block_list * src2;
|
|
val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
|
|
if( (src2 = map_id2bl(val2)) ) // The stat def is not shown in the status window and it is process differently
|
|
val4 = ( status_get_vit(src2)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
|
|
}
|
|
break;
|
|
case SC_PYROTECHNIC_OPTION:
|
|
val2 = 60; // Eatk Renewal (Atk2)
|
|
break;
|
|
case SC_HEATER_OPTION:
|
|
val2 = 120; // Eatk Renewal (Atk2)
|
|
val3 = ELE_FIRE; // Change into fire element.
|
|
break;
|
|
case SC_TROPIC_OPTION:
|
|
val2 = 180; // Eatk Renewal (Atk2)
|
|
val3 = MG_FIREBOLT;
|
|
break;
|
|
case SC_AQUAPLAY_OPTION:
|
|
val2 = 40;
|
|
break;
|
|
case SC_COOLER_OPTION:
|
|
val2 = 80;
|
|
val3 = ELE_WATER; // Change into water element.
|
|
break;
|
|
case SC_CHILLY_AIR_OPTION:
|
|
val2 = 120; // Matk. Renewal (Matk1)
|
|
val3 = MG_COLDBOLT;
|
|
break;
|
|
case SC_WIND_STEP_OPTION:
|
|
val2 = 50; // % Increase speed and flee.
|
|
break;
|
|
case SC_BLAST_OPTION:
|
|
val2 = 20;
|
|
val3 = ELE_WIND; // Change into wind element.
|
|
break;
|
|
case SC_WILD_STORM_OPTION:
|
|
val2 = MG_LIGHTNINGBOLT;
|
|
break;
|
|
case SC_PETROLOGY_OPTION:
|
|
val2 = 5; //HP Rate bonus
|
|
val3 = 50;
|
|
break;
|
|
case SC_SOLID_SKIN_OPTION:
|
|
val2 = 33; //% Increase DEF
|
|
break;
|
|
case SC_CURSED_SOIL_OPTION:
|
|
val2 = 10; //HP rate bonus
|
|
val3 = ELE_EARTH; // Change into earth element.
|
|
break;
|
|
case SC_UPHEAVAL_OPTION:
|
|
val2 = 15; //HP rate bonus
|
|
val3 = WZ_EARTHSPIKE;
|
|
break;
|
|
case SC_CIRCLE_OF_FIRE_OPTION:
|
|
val2 = 300;
|
|
break;
|
|
case SC_FIRE_CLOAK_OPTION:
|
|
case SC_WATER_DROP_OPTION:
|
|
case SC_WIND_CURTAIN_OPTION:
|
|
case SC_STONE_SHIELD_OPTION:
|
|
val2 = 100; // Elemental modifier.
|
|
break;
|
|
case SC_TROPIC:
|
|
case SC_CHILLY_AIR:
|
|
case SC_WILD_STORM:
|
|
case SC_UPHEAVAL:
|
|
val2 += 10;
|
|
case SC_HEATER:
|
|
case SC_COOLER:
|
|
case SC_BLAST:
|
|
case SC_CURSED_SOIL:
|
|
val2 += 10;
|
|
case SC_PYROTECHNIC:
|
|
case SC_AQUAPLAY:
|
|
case SC_GUST:
|
|
case SC_PETROLOGY:
|
|
val2 += 5;
|
|
val3 += 9000;
|
|
case SC_CIRCLE_OF_FIRE:
|
|
case SC_FIRE_CLOAK:
|
|
case SC_WATER_DROP:
|
|
case SC_WATER_SCREEN:
|
|
case SC_WIND_CURTAIN:
|
|
case SC_WIND_STEP:
|
|
case SC_STONE_SHIELD:
|
|
case SC_SOLID_SKIN:
|
|
val2 += 5;
|
|
val3 += 1000;
|
|
tick_time = val3; // [GodLesZ] tick time
|
|
break;
|
|
case SC_WATER_BARRIER:
|
|
val2 = 40; // Increasement. Mdef1 ???
|
|
val3 = 30; // Reductions. Atk2, Flee1, Matk1 ????
|
|
break;
|
|
case SC_ZEPHYR:
|
|
val2 = 25; // Flee.
|
|
break;
|
|
case SC_TIDAL_WEAPON:
|
|
val2 = 20; // Increase Elemental's attack.
|
|
break;
|
|
case SC_ROCK_CRUSHER:
|
|
case SC_ROCK_CRUSHER_ATK:
|
|
case SC_POWER_OF_GAIA:
|
|
val2 = 33; //Def rate bonus/Speed rate reduction
|
|
val3 = 20; //HP rate bonus
|
|
break;
|
|
case SC_TEARGAS:
|
|
val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
|
|
val4 = tick / 2000;
|
|
tick_time = 2000;
|
|
break;
|
|
case SC_TEARGAS_SOB:
|
|
val4 = tick / 3000;
|
|
tick_time = 3000;
|
|
break;
|
|
case SC_MELON_BOMB:
|
|
case SC_BANANA_BOMB:
|
|
val1 = 20;
|
|
break;
|
|
case SC_STOMACHACHE:
|
|
val2 = 8; // SP consume.
|
|
val4 = tick / 10000;
|
|
tick_time = 10000; // [GodLesZ] tick time
|
|
break;
|
|
case SC_KYOUGAKU:
|
|
val2 = 2*val1 + rand()%val1;
|
|
clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
|
|
break;
|
|
case SC_KAGEMUSYA:
|
|
val3 = val1 * 2;
|
|
case SC_IZAYOI:
|
|
val2 = tick/1000;
|
|
if( type == SC_IZAYOI )
|
|
tick = -1; // Duration sent to the client should be infinite
|
|
tick_time = 1000;
|
|
break;
|
|
case SC_ZANGETSU:
|
|
if( status_get_hp(bl) % 2 == 0 )
|
|
val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
|
|
else
|
|
val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
|
|
|
|
if( status_get_sp(bl) % 2 == 0 )
|
|
val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
|
|
else
|
|
val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
|
|
break;
|
|
case SC_GENSOU:
|
|
{
|
|
int hp = status_get_hp(bl), lv = 5;
|
|
short per = 100 / (status_get_max_hp(bl) / hp);
|
|
|
|
if( per <= 15 )
|
|
lv = 1;
|
|
else if( per <= 30 )
|
|
lv = 2;
|
|
else if( per <= 50 )
|
|
lv = 3;
|
|
else if( per <= 75 )
|
|
lv = 4;
|
|
if( hp % 2 == 0)
|
|
status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
|
|
else
|
|
status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
|
|
}
|
|
break;
|
|
case SC_ANGRIFFS_MODUS:
|
|
val2 = 50 + 20 * val1; // atk bonus
|
|
val3 = 40 + 20 * val1; // Flee reduction.
|
|
val4 = tick/1000; // hp/sp reduction timer
|
|
tick_time = 1000;
|
|
break;
|
|
case SC_GOLDENE_FERSE:
|
|
val2 = 10 + 10*val1; // flee bonus
|
|
val3 = 6 + 4 * val1; // Aspd Bonus
|
|
val4 = 2 + 2 * val1; // Chance of holy attack
|
|
break;
|
|
case SC_OVERED_BOOST:
|
|
val2 = 300 + 40*val1; // flee bonus
|
|
val3 = 179 + 2*val1; // aspd bonus
|
|
val4 = 50; // def reduc %
|
|
break;
|
|
case SC_GRANITIC_ARMOR:
|
|
val2 = 2*val1; // dmg reduction
|
|
val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
|
|
val4 = 5*val1; // unknow formula
|
|
break;
|
|
case SC_MAGMA_FLOW:
|
|
val2 = 3*val1; // Activation chance
|
|
break;
|
|
case SC_PYROCLASTIC:
|
|
val2 += 10*val1; // atk bonus
|
|
val3 = 2*val1; // Chance To AutoCast Hammer Fall %
|
|
break;
|
|
case SC_PARALYSIS: // [Lighta] need real info
|
|
val2 = 2*val1; // def reduction
|
|
val3 = 500*val1; // varcast augmentation
|
|
break;
|
|
case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
|
|
val2 = 20 * val1; // hp reco on death %
|
|
break;
|
|
case SC_PAIN_KILLER: // Yommy leak need confirm
|
|
val2 = 10 * val1; // aspd reduction %
|
|
val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
|
|
if(sc->data[SC_PARALYSIS])
|
|
sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
|
|
break;
|
|
case SC_STYLE_CHANGE:
|
|
tick = -1; // Infinite duration
|
|
break;
|
|
case SC_CBC:
|
|
val3 = 10; // Drain sp % dmg
|
|
val4 = tick/1000; // dmg each sec
|
|
tick = 1000;
|
|
break;
|
|
case SC_EQC:
|
|
val2 = 5 * val1; // def % reduc
|
|
val3 = 5 * val1; // atk % reduc
|
|
val4 = 2 * val1; // HP drain %
|
|
sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
|
|
break;
|
|
case SC_ASH:
|
|
val2 = 50; // hit % reduc
|
|
val3 = 0; // def % reduc
|
|
val4 = 0; // atk flee & reduc
|
|
if(status_get_race(bl) == RC_PLANT) // plant type
|
|
val3 = 50;
|
|
if(status_get_element(bl) == ELE_WATER) // defense water type
|
|
val4 = 50;
|
|
break;
|
|
case SC_FULL_THROTTLE:
|
|
val2 = ( val1 == 1 ? 6 : 5 - val1 );
|
|
tick_time = 1000;
|
|
val4 = tick / tick_time;
|
|
tick = -1;
|
|
break;
|
|
case SC_KINGS_GRACE:
|
|
val2 = 3 + val1; //HP Recover rate
|
|
tick_time = 1000;
|
|
val4 = tick / tick_time;
|
|
break;
|
|
case SC_TELEKINESIS_INTENSE:
|
|
val2 = 10 * val1; // sp consum / casttime reduc %
|
|
val3 = 40 * val1; // magic dmg bonus
|
|
break;
|
|
case SC_OFFERTORIUM:
|
|
val2 = 30 * val1; // heal power bonus
|
|
val3 = 100 + 20 * val1; // sp cost inc
|
|
break;
|
|
case SC_FRIGG_SONG:
|
|
val2 = 5 * val1; // maxhp bonus
|
|
val3 = 80 + 20 * val1; // healing
|
|
tick_time = 1000;
|
|
val4 = tick / tick_time;
|
|
break;
|
|
case SC_FLASHCOMBO:
|
|
val2 = 20 * val1 + 20; // atk bonus
|
|
break;
|
|
case SC_DARKCROW:
|
|
val2 = 30 * val1;
|
|
break;
|
|
case SC_UNLIMIT:
|
|
val2 = 50 * val1;
|
|
break;
|
|
case SC_MONSTER_TRANSFORM:
|
|
if( !mobdb_checkid(val1) )
|
|
val1 = 1002; // Default poring
|
|
break;
|
|
case SC_APPLEIDUN:
|
|
val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
|
|
if (sd)
|
|
val2 += pc_checkskill(sd,BA_MUSICALLESSON);
|
|
break;
|
|
case SC_EPICLESIS:
|
|
val2 = 5 * val1; //HP rate bonus
|
|
break;
|
|
|
|
/* Rebellion */
|
|
case SC_B_TRAP:
|
|
val2 = src->id;
|
|
val3 = val1 * 25; // -movespeed (custom)
|
|
break;
|
|
case SC_C_MARKER:
|
|
// val1 = skill_lv
|
|
// val2 = src_id
|
|
val3 = 10; // -10 flee
|
|
//Start timer to send mark on mini map
|
|
val4 = tick/1000;
|
|
tick_time = 1000; // Sends every 1 seconds
|
|
break;
|
|
case SC_H_MINE:
|
|
val2 = src->id;
|
|
break;
|
|
case SC_HEAT_BARREL:
|
|
//kRO Update 2014-02-26
|
|
{
|
|
uint8 n = 10;
|
|
if (sd)
|
|
n = (uint8)sd->spiritball_old;
|
|
val2 = val1 * 5; // -fixed casttime (custom)
|
|
val3 = val1 * n / 5; // +aspd (custom)
|
|
val4 = 75 - val1 * 5; // -flee
|
|
}
|
|
break;
|
|
case SC_P_ALTER:
|
|
{
|
|
uint8 n = 10;
|
|
if (sd)
|
|
n = (uint8)sd->spiritball_old;
|
|
val2 = val1 * n * 2; // +atk (custom)
|
|
val3 = val1 * 15; // +def (custom)
|
|
}
|
|
break;
|
|
case SC_E_CHAIN:
|
|
val2 = 10;
|
|
if (sd)
|
|
val2 = sd->spiritball_old;
|
|
break;
|
|
case SC_ANTI_M_BLAST:
|
|
val2 = val1 * 10;
|
|
if (bl->type != BL_PC)
|
|
val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
|
|
break;
|
|
|
|
default:
|
|
if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
|
|
// Status change with no calc, no icon, and no skill associated...?
|
|
ShowError("UnknownStatusChange [%d]\n", type);
|
|
return 0;
|
|
}
|
|
} else // Special considerations when loading SC data.
|
|
switch( type ) {
|
|
case SC_WEDDING:
|
|
case SC_XMAS:
|
|
case SC_SUMMER:
|
|
case SC_HANBOK:
|
|
case SC_OKTOBERFEST:
|
|
if( !vd )
|
|
break;
|
|
clif_changelook(bl,LOOK_BASE,vd->class_);
|
|
clif_changelook(bl,LOOK_WEAPON,0);
|
|
clif_changelook(bl,LOOK_SHIELD,0);
|
|
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
|
|
break;
|
|
}
|
|
|
|
// Values that must be set regardless of flag&4 e.g. val_flag [Ind]
|
|
switch(type) {
|
|
// Start |1 val_flag setting
|
|
case SC_ROLLINGCUTTER:
|
|
case SC_BANDING:
|
|
case SC_SPHERE_1:
|
|
case SC_SPHERE_2:
|
|
case SC_SPHERE_3:
|
|
case SC_SPHERE_4:
|
|
case SC_SPHERE_5:
|
|
case SC_LIGHTNINGWALK:
|
|
case SC_MONSTER_TRANSFORM:
|
|
case SC_EXPBOOST:
|
|
case SC_JEXPBOOST:
|
|
case SC_ITEMBOOST:
|
|
val_flag |= 1;
|
|
break;
|
|
// Start |1|2 val_flag setting
|
|
case SC_FIGHTINGSPIRIT:
|
|
case SC_VENOMIMPRESS:
|
|
case SC_WEAPONBLOCKING:
|
|
case SC__INVISIBILITY:
|
|
case SC__ENERVATION:
|
|
case SC__WEAKNESS:
|
|
case SC_PROPERTYWALK:
|
|
case SC_PRESTIGE:
|
|
case SC_SHIELDSPELL_DEF:
|
|
case SC_SHIELDSPELL_MDEF:
|
|
case SC_SHIELDSPELL_REF:
|
|
case SC_CRESCENTELBOW:
|
|
case SC_CHILLY_AIR_OPTION:
|
|
case SC_GUST_OPTION:
|
|
case SC_WILD_STORM_OPTION:
|
|
case SC_UPHEAVAL_OPTION:
|
|
case SC_CIRCLE_OF_FIRE_OPTION:
|
|
val_flag |= 1|2;
|
|
break;
|
|
// Start |1|2|4 val_flag setting
|
|
case SC_POISONINGWEAPON:
|
|
case SC_CLOAKINGEXCEED:
|
|
case SC_HALLUCINATIONWALK:
|
|
case SC__SHADOWFORM:
|
|
case SC__GROOMY:
|
|
case SC__LAZINESS:
|
|
case SC__UNLUCKY:
|
|
case SC_FORCEOFVANGUARD:
|
|
case SC_SPELLFIST:
|
|
case SC_CURSEDCIRCLE_ATKER:
|
|
case SC_PYROTECHNIC_OPTION:
|
|
case SC_HEATER_OPTION:
|
|
case SC_AQUAPLAY_OPTION:
|
|
case SC_COOLER_OPTION:
|
|
case SC_BLAST_OPTION:
|
|
case SC_PETROLOGY_OPTION:
|
|
case SC_CURSED_SOIL_OPTION:
|
|
case SC_WATER_BARRIER:
|
|
val_flag |= 1|2|4;
|
|
break;
|
|
}
|
|
|
|
/* [Ind] */
|
|
if (sd && StatusDisplayType[type]) {
|
|
int dval1 = 0, dval2 = 0, dval3 = 0;
|
|
|
|
switch (type) {
|
|
case SC_ALL_RIDING:
|
|
dval1 = 1;
|
|
break;
|
|
default: /* All others: just copy val1 */
|
|
dval1 = val1;
|
|
break;
|
|
}
|
|
status_display_add(sd,type,dval1,dval2,dval3);
|
|
}
|
|
|
|
// Those that make you stop attacking/walking....
|
|
switch (type) {
|
|
case SC_FREEZE:
|
|
case SC_STUN:
|
|
case SC_SLEEP:
|
|
case SC_STONE:
|
|
case SC_DEEPSLEEP:
|
|
if (sd && pc_issit(sd)) // Avoid sprite sync problems.
|
|
pc_setstand(sd, true);
|
|
case SC_TRICKDEAD:
|
|
status_change_end(bl, SC_DANCING, INVALID_TIMER);
|
|
// Cancel cast when get status [LuzZza]
|
|
if (battle_config.sc_castcancel&bl->type)
|
|
unit_skillcastcancel(bl, 0);
|
|
case SC_WHITEIMPRISON:
|
|
unit_stop_attack(bl);
|
|
case SC_STOP:
|
|
case SC_CONFUSION:
|
|
case SC_CLOSECONFINE:
|
|
case SC_CLOSECONFINE2:
|
|
case SC_TINDER_BREAKER:
|
|
case SC_TINDER_BREAKER2:
|
|
case SC_SPIDERWEB:
|
|
case SC_ELECTRICSHOCKER:
|
|
case SC_BITE:
|
|
case SC_THORNSTRAP:
|
|
//case SC__CHAOS:
|
|
case SC_CRYSTALIZE:
|
|
case SC_CURSEDCIRCLE_ATKER:
|
|
case SC_FEAR:
|
|
case SC_NETHERWORLD:
|
|
case SC_MEIKYOUSISUI:
|
|
case SC_KYOUGAKU:
|
|
case SC_PARALYSIS:
|
|
case SC_MAGNETICFIELD:
|
|
case SC_ANKLE:
|
|
case SC_VACUUM_EXTREME:
|
|
if (!unit_blown_immune(bl,0x1))
|
|
unit_stop_walking(bl,1);
|
|
break;
|
|
case SC__MANHOLE:
|
|
if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
|
|
unit_stop_walking(bl,1);
|
|
break;
|
|
case SC_HIDING:
|
|
case SC_CLOAKING:
|
|
case SC_CLOAKINGEXCEED:
|
|
case SC__FEINTBOMB:
|
|
case SC_CHASEWALK:
|
|
case SC_WEIGHT90:
|
|
case SC_CAMOUFLAGE:
|
|
case SC_VOICEOFSIREN:
|
|
case SC_HEAT_BARREL_AFTER:
|
|
case SC_WEDDING:
|
|
case SC_XMAS:
|
|
case SC_SUMMER:
|
|
case SC_HANBOK:
|
|
case SC_OKTOBERFEST:
|
|
unit_stop_attack(bl);
|
|
break;
|
|
case SC_SILENCE:
|
|
if (battle_config.sc_castcancel&bl->type)
|
|
unit_skillcastcancel(bl, 0);
|
|
break;
|
|
case SC_ITEMSCRIPT: // Shows Buff Icons
|
|
if (sd && val2 != SI_BLANK)
|
|
clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
|
|
break;
|
|
}
|
|
|
|
// Set option as needed.
|
|
opt_flag = 1;
|
|
switch(type) {
|
|
// OPT1
|
|
case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
|
|
case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
|
|
case SC_STUN: sc->opt1 = OPT1_STUN; break;
|
|
case SC_DEEPSLEEP: opt_flag = 0;
|
|
case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
|
|
case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
|
|
case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
|
|
case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
|
|
// OPT2
|
|
case SC_POISON: sc->opt2 |= OPT2_POISON; break;
|
|
case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
|
|
case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
|
|
case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
|
|
case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
|
|
case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
|
|
case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
|
|
case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
|
|
// OPT3
|
|
case SC_TWOHANDQUICKEN:
|
|
case SC_ONEHAND:
|
|
case SC_SPEARQUICKEN:
|
|
case SC_CONCENTRATION:
|
|
case SC_MERC_QUICKEN:
|
|
sc->opt3 |= OPT3_QUICKEN;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_MAXOVERTHRUST:
|
|
case SC_OVERTHRUST:
|
|
case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
|
|
sc->opt3 |= OPT3_OVERTHRUST;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_ENERGYCOAT:
|
|
case SC_SKE:
|
|
sc->opt3 |= OPT3_ENERGYCOAT;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_INCATKRATE:
|
|
// Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
|
|
if (bl->type != BL_MOB) {
|
|
opt_flag = 0;
|
|
break;
|
|
}
|
|
case SC_EXPLOSIONSPIRITS:
|
|
sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_STEELBODY:
|
|
case SC_SKA:
|
|
sc->opt3 |= OPT3_STEELBODY;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_BLADESTOP:
|
|
sc->opt3 |= OPT3_BLADESTOP;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_AURABLADE:
|
|
sc->opt3 |= OPT3_AURABLADE;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_BERSERK:
|
|
opt_flag = 0;
|
|
sc->opt3 |= OPT3_BERSERK;
|
|
break;
|
|
// case ???: // doesn't seem to do anything
|
|
// sc->opt3 |= OPT3_LIGHTBLADE;
|
|
// opt_flag = 0;
|
|
// break;
|
|
case SC_DANCING:
|
|
if ((val1&0xFFFF) == CG_MOONLIT)
|
|
sc->opt3 |= OPT3_MOONLIT;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_MARIONETTE:
|
|
case SC_MARIONETTE2:
|
|
sc->opt3 |= OPT3_MARIONETTE;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_ASSUMPTIO:
|
|
sc->opt3 |= OPT3_ASSUMPTIO;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_WARM: // SG skills [Komurka]
|
|
sc->opt3 |= OPT3_WARM;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_KAITE:
|
|
sc->opt3 |= OPT3_KAITE;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_BUNSINJYUTSU:
|
|
sc->opt3 |= OPT3_BUNSIN;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_SPIRIT:
|
|
sc->opt3 |= OPT3_SOULLINK;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_CHANGEUNDEAD:
|
|
sc->opt3 |= OPT3_UNDEAD;
|
|
opt_flag = 0;
|
|
break;
|
|
// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
|
|
// sc->opt3 |= OPT3_CONTRACT;
|
|
// opt_flag = 0;
|
|
// break;
|
|
// OPTION
|
|
case SC_HIDING:
|
|
sc->option |= OPTION_HIDE;
|
|
opt_flag = 2;
|
|
break;
|
|
case SC_CLOAKING:
|
|
case SC_CLOAKINGEXCEED:
|
|
case SC__INVISIBILITY:
|
|
sc->option |= OPTION_CLOAK;
|
|
case SC_CAMOUFLAGE:
|
|
opt_flag = 2;
|
|
break;
|
|
case SC_CHASEWALK:
|
|
sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
|
|
opt_flag = 2;
|
|
break;
|
|
case SC__FEINTBOMB:
|
|
sc->option |= OPTION_INVISIBLE;
|
|
opt_flag = 2;
|
|
break;
|
|
case SC_SIGHT:
|
|
sc->option |= OPTION_SIGHT;
|
|
break;
|
|
case SC_RUWACH:
|
|
sc->option |= OPTION_RUWACH;
|
|
break;
|
|
case SC_WEDDING:
|
|
sc->option |= OPTION_WEDDING;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_XMAS:
|
|
sc->option |= OPTION_XMAS;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_SUMMER:
|
|
sc->option |= OPTION_SUMMER;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_HANBOK:
|
|
sc->option |= OPTION_HANBOK;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_OKTOBERFEST:
|
|
sc->option |= OPTION_OKTOBERFEST;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_ORCISH:
|
|
sc->option |= OPTION_ORCISH;
|
|
break;
|
|
case SC_FUSION:
|
|
sc->option |= OPTION_FLYING;
|
|
break;
|
|
default:
|
|
opt_flag = 0;
|
|
}
|
|
|
|
// On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
|
|
if(opt_flag) {
|
|
clif_changeoption(bl);
|
|
if(sd && (opt_flag&0x4)) {
|
|
clif_changelook(bl,LOOK_BASE,vd->class_);
|
|
clif_changelook(bl,LOOK_WEAPON,0);
|
|
clif_changelook(bl,LOOK_SHIELD,0);
|
|
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
|
|
}
|
|
}
|
|
if (calc_flag&SCB_DYE) { // Reset DYE color
|
|
if (vd && vd->cloth_color) {
|
|
val4 = vd->cloth_color;
|
|
clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
|
|
}
|
|
calc_flag&=~SCB_DYE;
|
|
}
|
|
|
|
if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
|
|
clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
|
|
|
|
// Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
|
|
if( tick_time )
|
|
tick = tick_time;
|
|
|
|
// Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
|
|
if((sce=sc->data[type])) { // reuse old sc
|
|
if( sce->timer != INVALID_TIMER )
|
|
delete_timer(sce->timer, status_change_timer);
|
|
sc_isnew = false;
|
|
} else { // New sc
|
|
++(sc->count);
|
|
sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
|
|
}
|
|
sce->val1 = val1;
|
|
sce->val2 = val2;
|
|
sce->val3 = val3;
|
|
sce->val4 = val4;
|
|
if (tick >= 0)
|
|
sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
|
|
else
|
|
sce->timer = INVALID_TIMER; // Infinite duration
|
|
|
|
if (calc_flag)
|
|
status_calc_bl(bl,calc_flag);
|
|
|
|
if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
|
|
status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
|
|
|
|
|
|
if(sd) {
|
|
if (sd->pd)
|
|
pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
|
|
status_calc_pc(sd, SCO_NONE);
|
|
}
|
|
|
|
// 1st thing to execute when loading status
|
|
switch (type) {
|
|
case SC_FULL_THROTTLE:
|
|
status_percent_heal(bl,100,0);
|
|
break;
|
|
case SC_BERSERK:
|
|
if (!(sce->val2)) { // Don't heal if already set
|
|
status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
|
|
status_set_sp(bl, 0, 0); // Damage all SP
|
|
}
|
|
sce->val2 = 5 * status->max_hp / 100;
|
|
break;
|
|
case SC_RUN:
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
|
|
if( ud )
|
|
ud->state.running = unit_run(bl, NULL, SC_RUN);
|
|
}
|
|
break;
|
|
case SC_BOSSMAPINFO:
|
|
clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
|
|
break;
|
|
case SC_MERC_HPUP:
|
|
status_percent_heal(bl, 100, 0); // Recover Full HP
|
|
break;
|
|
case SC_MERC_SPUP:
|
|
status_percent_heal(bl, 0, 100); // Recover Full SP
|
|
break;
|
|
case SC_WUGDASH:
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
|
|
if( ud )
|
|
ud->state.running = unit_run(bl, sd, SC_WUGDASH);
|
|
}
|
|
break;
|
|
case SC_COMBO:
|
|
switch(sce->val1) {
|
|
case TK_STORMKICK:
|
|
clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
|
|
break;
|
|
case TK_DOWNKICK:
|
|
clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
|
|
break;
|
|
case TK_TURNKICK:
|
|
clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
|
|
break;
|
|
case TK_COUNTER:
|
|
clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
|
|
break;
|
|
default: // Rest just toogle inf to enable autotarget
|
|
skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
|
|
break;
|
|
}
|
|
break;
|
|
case SC_RAISINGDRAGON:
|
|
sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
|
|
break;
|
|
case SC_C_MARKER:
|
|
//Send mini-map, don't wait for first timer triggered
|
|
if (src->type == BL_PC && (sd = map_id2sd(src->id)))
|
|
clif_crimson_marker(sd, bl, false);
|
|
break;
|
|
}
|
|
|
|
if( opt_flag&2 && sd && sd->touching_id )
|
|
npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* End all statuses except those listed
|
|
* TODO: May be useful for dispel instead resetting a list there
|
|
* @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
|
|
* @param type: Changes behaviour of the function
|
|
* 0: PC killed -> Place here statuses that do not dispel on death.
|
|
* 1: If for some reason status_change_end decides to still keep the status when quitting.
|
|
* 2: Do clif_changeoption()
|
|
* 3: Do not remove some permanent/time-independent effects
|
|
* @return 1: Success 0: Fail
|
|
*/
|
|
int status_change_clear(struct block_list* bl, int type)
|
|
{
|
|
struct status_change* sc;
|
|
int i;
|
|
|
|
sc = status_get_sc(bl);
|
|
|
|
if (!sc || !sc->count)
|
|
return 0;
|
|
|
|
for(i = 0; i < SC_MAX; i++) {
|
|
if(!sc->data[i])
|
|
continue;
|
|
|
|
if(type == 0)
|
|
switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
|
|
case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
|
|
if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
|
|
break;
|
|
case SC_WEIGHT50:
|
|
case SC_WEIGHT90:
|
|
case SC_EDP:
|
|
case SC_MELTDOWN:
|
|
case SC_WEDDING:
|
|
case SC_XMAS:
|
|
case SC_SUMMER:
|
|
case SC_HANBOK:
|
|
case SC_OKTOBERFEST:
|
|
case SC_NOCHAT:
|
|
case SC_FUSION:
|
|
case SC_EARTHSCROLL:
|
|
case SC_READYSTORM:
|
|
case SC_READYDOWN:
|
|
case SC_READYCOUNTER:
|
|
case SC_READYTURN:
|
|
case SC_DODGE:
|
|
case SC_JAILED:
|
|
case SC_EXPBOOST:
|
|
case SC_ITEMBOOST:
|
|
case SC_HELLPOWER:
|
|
case SC_JEXPBOOST:
|
|
case SC_AUTOTRADE:
|
|
case SC_WHISTLE:
|
|
case SC_ASSNCROS:
|
|
case SC_POEMBRAGI:
|
|
case SC_APPLEIDUN:
|
|
case SC_HUMMING:
|
|
case SC_DONTFORGETME:
|
|
case SC_FORTUNE:
|
|
case SC_SERVICE4U:
|
|
case SC_FOOD_STR_CASH:
|
|
case SC_FOOD_AGI_CASH:
|
|
case SC_FOOD_VIT_CASH:
|
|
case SC_FOOD_DEX_CASH:
|
|
case SC_FOOD_INT_CASH:
|
|
case SC_FOOD_LUK_CASH:
|
|
case SC_SAVAGE_STEAK:
|
|
case SC_COCKTAIL_WARG_BLOOD:
|
|
case SC_MINOR_BBQ:
|
|
case SC_SIROMA_ICE_TEA:
|
|
case SC_DROCERA_HERB_STEAMED:
|
|
case SC_PUTTI_TAILS_NOODLES:
|
|
case SC_DEF_RATE:
|
|
case SC_MDEF_RATE:
|
|
case SC_INCHEALRATE:
|
|
case SC_INCFLEE2:
|
|
case SC_INCHIT:
|
|
case SC_ATKPOTION:
|
|
case SC_MATKPOTION:
|
|
case SC_S_LIFEPOTION:
|
|
case SC_L_LIFEPOTION:
|
|
case SC_PUSH_CART:
|
|
case SC_ALL_RIDING:
|
|
case SC_LIGHT_OF_REGENE:
|
|
case SC_STYLE_CHANGE:
|
|
case SC_MOONSTAR:
|
|
case SC_SUPER_STAR:
|
|
case SC_HEAT_BARREL_AFTER:
|
|
case SC_STRANGELIGHTS:
|
|
case SC_DECORATION_OF_MUSIC:
|
|
case SC_QUEST_BUFF1:
|
|
case SC_QUEST_BUFF2:
|
|
case SC_QUEST_BUFF3:
|
|
continue;
|
|
}
|
|
|
|
if( type == 3 ) {
|
|
switch (i) { // !TODO: This list may be incomplete
|
|
case SC_WEIGHT50:
|
|
case SC_WEIGHT90:
|
|
case SC_NOCHAT:
|
|
case SC_PUSH_CART:
|
|
case SC_ALL_RIDING:
|
|
case SC_STYLE_CHANGE:
|
|
case SC_MOONSTAR:
|
|
case SC_SUPER_STAR:
|
|
case SC_STRANGELIGHTS:
|
|
case SC_DECORATION_OF_MUSIC:
|
|
continue;
|
|
}
|
|
}
|
|
|
|
status_change_end(bl, (sc_type)i, INVALID_TIMER);
|
|
|
|
if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
|
|
(sc->count)--;
|
|
if (sc->data[i]->timer != INVALID_TIMER)
|
|
delete_timer(sc->data[i]->timer, status_change_timer);
|
|
ers_free(sc_data_ers, sc->data[i]);
|
|
sc->data[i] = NULL;
|
|
}
|
|
}
|
|
|
|
sc->opt1 = 0;
|
|
sc->opt2 = 0;
|
|
sc->opt3 = 0;
|
|
|
|
// Cleaning all extras vars
|
|
sc->comet_x = 0;
|
|
sc->comet_y = 0;
|
|
#ifndef RENEWAL
|
|
sc->sg_counter = 0;
|
|
#endif
|
|
sc->bs_counter = 0;
|
|
|
|
if( type == 0 || type == 2 )
|
|
clif_changeoption(bl);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* End a specific status after checking
|
|
* @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
|
|
* @param type: Status change (SC_*)
|
|
* @param tid: Timer
|
|
* @param file: Used for dancing save
|
|
* @param line: Used for dancing save
|
|
* @return 1: Success 0: Fail
|
|
*/
|
|
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
|
|
{
|
|
struct map_session_data *sd;
|
|
struct status_change *sc;
|
|
struct status_change_entry *sce;
|
|
struct status_data *status;
|
|
struct view_data *vd;
|
|
int opt_flag = 0, calc_flag;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
sc = status_get_sc(bl);
|
|
status = status_get_status_data(bl);
|
|
|
|
if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
|
|
return 0;
|
|
|
|
sd = BL_CAST(BL_PC,bl);
|
|
|
|
if (sce->timer != tid && tid != INVALID_TIMER)
|
|
return 0;
|
|
|
|
if (tid == INVALID_TIMER) {
|
|
if (type == SC_ENDURE && sce->val4)
|
|
// Do not end infinite endure.
|
|
return 0;
|
|
if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
|
|
delete_timer(sce->timer,status_change_timer);
|
|
if (sc->opt1)
|
|
switch (type) {
|
|
// "Ugly workaround" [Skotlex]
|
|
// delays status change ending so that a skill that sets opt1 fails to
|
|
// trigger when it also removed one
|
|
case SC_STONE:
|
|
sce->val3 = 0; // Petrify time counter.
|
|
case SC_FREEZE:
|
|
case SC_STUN:
|
|
case SC_SLEEP:
|
|
if (sce->val1) {
|
|
// Removing the 'level' shouldn't affect anything in the code
|
|
// since these SC are not affected by it, and it lets us know
|
|
// if we have already delayed this attack or not.
|
|
sce->val1 = 0;
|
|
sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
(sc->count)--;
|
|
|
|
if ( StatusChangeStateTable[type] )
|
|
status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
|
|
|
|
sc->data[type] = NULL;
|
|
|
|
if (sd && StatusDisplayType[type])
|
|
status_display_remove(sd,type);
|
|
|
|
vd = status_get_viewdata(bl);
|
|
calc_flag = StatusChangeFlagTable[type];
|
|
switch(type) {
|
|
case SC_GRANITIC_ARMOR:
|
|
{
|
|
int damage = status->max_hp*sce->val3/100;
|
|
if(status->hp < damage) // to not kill him
|
|
damage = status->hp-1;
|
|
status_damage(NULL,bl,damage,0,0,1);
|
|
}
|
|
break;
|
|
case SC_PYROCLASTIC:
|
|
if(bl->type == BL_PC)
|
|
skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
|
|
break;
|
|
case SC_RUN:
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
bool begin_spurt = true;
|
|
if (ud) {
|
|
if(!ud->state.running)
|
|
begin_spurt = false;
|
|
ud->state.running = 0;
|
|
if (ud->walktimer != INVALID_TIMER)
|
|
unit_stop_walking(bl,1);
|
|
}
|
|
if (begin_spurt && sce->val1 >= 7 &&
|
|
DIFF_TICK(gettick(), sce->val4) <= 1000 &&
|
|
(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
|
|
)
|
|
sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
|
|
}
|
|
break;
|
|
case SC_AUTOBERSERK:
|
|
if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
|
|
status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
|
|
break;
|
|
|
|
case SC_ENDURE:
|
|
case SC_DEFENDER:
|
|
case SC_REFLECTSHIELD:
|
|
case SC_AUTOGUARD:
|
|
{
|
|
struct map_session_data *tsd;
|
|
if( bl->type == BL_PC ) { // Clear Status from others
|
|
int i;
|
|
for( i = 0; i < MAX_DEVOTION; i++ ) {
|
|
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
|
|
status_change_end(&tsd->bl, type, INVALID_TIMER);
|
|
}
|
|
}
|
|
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
|
|
tsd = ((TBL_MER*)bl)->master;
|
|
if( tsd && tsd->sc.data[type] )
|
|
status_change_end(&tsd->bl, type, INVALID_TIMER);
|
|
}
|
|
}
|
|
break;
|
|
case SC_DEVOTION:
|
|
{
|
|
struct block_list *d_bl = map_id2bl(sce->val1);
|
|
if( d_bl ) {
|
|
if( d_bl->type == BL_PC )
|
|
((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
|
|
else if( d_bl->type == BL_MER )
|
|
((TBL_MER*)d_bl)->devotion_flag = 0;
|
|
clif_devotion(d_bl, NULL);
|
|
}
|
|
|
|
status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
|
|
status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
|
|
status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
|
|
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
|
|
}
|
|
break;
|
|
|
|
case SC_BLADESTOP:
|
|
if(sce->val4) {
|
|
int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
|
|
struct block_list *tbl = map_id2bl(tid2);
|
|
struct status_change *tsc = status_get_sc(tbl);
|
|
sce->val4 = 0;
|
|
if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
|
|
tsc->data[SC_BLADESTOP]->val4 = 0;
|
|
status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
|
|
}
|
|
clif_bladestop(bl, tid2, 0);
|
|
}
|
|
break;
|
|
case SC_DANCING:
|
|
{
|
|
const char* prevfile = "<unknown>";
|
|
int prevline = 0;
|
|
struct map_session_data *dsd;
|
|
struct status_change_entry *dsc;
|
|
|
|
if( sd ) {
|
|
if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
|
|
prevfile = sd->delunit_prevfile;
|
|
prevline = sd->delunit_prevline;
|
|
} else
|
|
prevfile = "<none>";
|
|
sd->delunit_prevfile = file;
|
|
sd->delunit_prevline = line;
|
|
}
|
|
|
|
if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
|
|
dsc = dsd->sc.data[SC_DANCING];
|
|
if(dsc) {
|
|
// This will prevent recursive loops.
|
|
dsc->val2 = dsc->val4 = 0;
|
|
status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
|
|
}
|
|
}
|
|
|
|
if(sce->val2) { // Erase associated land skill
|
|
struct skill_unit_group *group;
|
|
group = skill_id2group(sce->val2);
|
|
if( group == NULL ) {
|
|
ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
|
|
sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
|
|
sd ? sd->status.char_id : 0,
|
|
mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
|
|
prevfile, prevline,
|
|
file, line);
|
|
}
|
|
sce->val2 = 0;
|
|
skill_delunitgroup(group);
|
|
}
|
|
|
|
if((sce->val1&0xFFFF) == CG_MOONLIT)
|
|
clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
|
|
|
|
status_change_end(bl, SC_LONGING, INVALID_TIMER);
|
|
}
|
|
break;
|
|
case SC_NOCHAT:
|
|
if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
|
|
sd->status.manner = 0;
|
|
if (sd && tid == INVALID_TIMER) {
|
|
clif_changestatus(sd,SP_MANNER,sd->status.manner);
|
|
clif_updatestatus(sd,SP_MANNER);
|
|
}
|
|
break;
|
|
case SC_SPLASHER:
|
|
{
|
|
struct block_list *src=map_id2bl(sce->val3);
|
|
if(src && tid != INVALID_TIMER)
|
|
skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
|
|
}
|
|
break;
|
|
case SC_TINDER_BREAKER2:
|
|
case SC_CLOSECONFINE2:{
|
|
struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
|
|
struct status_change *sc2 = src?status_get_sc(src):NULL;
|
|
enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
|
|
if (src && sc2 && sc2->data[type2]) {
|
|
// If status was already ended, do nothing.
|
|
// Decrease count
|
|
if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
|
|
status_change_end(src, type2, INVALID_TIMER);
|
|
}
|
|
}
|
|
case SC_TINDER_BREAKER:
|
|
case SC_CLOSECONFINE:
|
|
if (sce->val2 > 0) {
|
|
// Caster has been unlocked... nearby chars need to be unlocked.
|
|
int range = 1
|
|
+skill_get_range2(bl, status_sc2skill(type), sce->val1)
|
|
+skill_get_range2(bl, TF_BACKSLIDING, 1); // Since most people use this to escape the hold....
|
|
map_foreachinarea(status_change_timer_sub,
|
|
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
|
|
}
|
|
break;
|
|
case SC_COMBO:
|
|
skill_combo_toogle_inf(bl,sce->val1,0);
|
|
break;
|
|
case SC_MARIONETTE:
|
|
case SC_MARIONETTE2: // Marionette target
|
|
if (sce->val1) { // Check for partner and end their marionette status as well
|
|
enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
|
|
struct block_list *pbl = map_id2bl(sce->val1);
|
|
struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
|
|
|
|
if (sc2 && sc2->data[type2]) {
|
|
sc2->data[type2]->val1 = 0;
|
|
status_change_end(pbl, type2, INVALID_TIMER);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SC_CONCENTRATION:
|
|
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
|
|
break;
|
|
case SC_BERSERK:
|
|
if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
|
|
status_percent_heal(bl, 100, 0);
|
|
status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
|
|
} else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
|
|
status_set_hp(bl, 100, 0);
|
|
if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
|
|
sc->data[SC_ENDURE]->val4 = 0;
|
|
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
|
|
}
|
|
sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
|
|
break;
|
|
case SC_GOSPEL:
|
|
if (sce->val3) { // Clear the group.
|
|
struct skill_unit_group* group = skill_id2group(sce->val3);
|
|
sce->val3 = 0;
|
|
if (group)
|
|
skill_delunitgroup(group);
|
|
}
|
|
break;
|
|
case SC_HERMODE:
|
|
if(sce->val3 == BCT_SELF)
|
|
skill_clear_unitgroup(bl);
|
|
break;
|
|
case SC_BASILICA: // Clear the skill area. [Skotlex]
|
|
if (sce->val3 && sce->val4 == bl->id) {
|
|
struct skill_unit_group* group = skill_id2group(sce->val3);
|
|
sce->val3 = 0;
|
|
if (group)
|
|
skill_delunitgroup(group);
|
|
}
|
|
break;
|
|
case SC_TRICKDEAD:
|
|
if (vd) vd->dead_sit = 0;
|
|
break;
|
|
case SC_WARM:
|
|
case SC__MANHOLE:
|
|
if (sce->val4) { // Clear the group.
|
|
struct skill_unit_group* group = skill_id2group(sce->val4);
|
|
sce->val4 = 0;
|
|
if( group ) // Might have been cleared before status ended, e.g. land protector
|
|
skill_delunitgroup(group);
|
|
}
|
|
break;
|
|
case SC_JAILED:
|
|
if(tid == INVALID_TIMER)
|
|
break;
|
|
// Natural expiration.
|
|
if(sd && sd->mapindex == sce->val2)
|
|
pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
|
|
break; // Guess hes not in jail :P
|
|
case SC_CHANGE:
|
|
if (tid == INVALID_TIMER)
|
|
break;
|
|
// "lose almost all their HP and SP" on natural expiration.
|
|
status_set_hp(bl, 10, 0);
|
|
status_set_sp(bl, 10, 0);
|
|
break;
|
|
case SC_AUTOTRADE:
|
|
if (tid == INVALID_TIMER)
|
|
break;
|
|
// Vending is not automatically closed for autovenders
|
|
vending_closevending(sd);
|
|
map_quit(sd);
|
|
// Because map_quit calls status_change_end with tid -1
|
|
// from here it's not neccesary to continue
|
|
return 1;
|
|
break;
|
|
case SC_STOP:
|
|
if( sce->val2 ) {
|
|
struct block_list* tbl = map_id2bl(sce->val2);
|
|
sce->val2 = 0;
|
|
if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
|
|
status_change_end(tbl, SC_STOP, INVALID_TIMER);
|
|
}
|
|
break;
|
|
case SC_MONSTER_TRANSFORM:
|
|
if (sce->val2)
|
|
status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
|
|
break;
|
|
|
|
/* 3rd Stuff */
|
|
case SC_MILLENNIUMSHIELD:
|
|
clif_millenniumshield(bl, 0);
|
|
break;
|
|
case SC_HALLUCINATIONWALK:
|
|
sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
|
|
break;
|
|
case SC_WHITEIMPRISON:
|
|
{
|
|
struct block_list* src = map_id2bl(sce->val2);
|
|
if( tid == -1 || !src)
|
|
break; // Terminated by Damage
|
|
status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0));
|
|
}
|
|
break;
|
|
case SC_WUGDASH:
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
if (ud) {
|
|
ud->state.running = 0;
|
|
if (ud->walktimer != INVALID_TIMER)
|
|
unit_stop_walking(bl,1);
|
|
}
|
|
}
|
|
break;
|
|
case SC_ADORAMUS:
|
|
status_change_end(bl, SC_BLIND, INVALID_TIMER);
|
|
break;
|
|
case SC__SHADOWFORM:
|
|
{
|
|
struct map_session_data *s_sd = map_id2sd(sce->val2);
|
|
if(s_sd ) s_sd->shadowform_id = 0;
|
|
}
|
|
break;
|
|
case SC__FEINTBOMB:
|
|
if( sd && pc_ishiding(sd) ) {
|
|
status_change_end(bl, SC_HIDING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
|
|
status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
|
|
}
|
|
break;
|
|
case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
|
|
sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
|
|
break;
|
|
case SC_SITDOWN_FORCE:
|
|
if( sd && pc_issit(sd) && pc_setstand(sd, false) ) {
|
|
clif_standing(bl);
|
|
}
|
|
break;
|
|
case SC_NEUTRALBARRIER_MASTER:
|
|
case SC_STEALTHFIELD_MASTER:
|
|
if( sce->val2 ) {
|
|
struct skill_unit_group* group = skill_id2group(sce->val2);
|
|
sce->val2 = 0;
|
|
if( group ) // Might have been cleared before status ended, e.g. land protector
|
|
skill_delunitgroup(group);
|
|
}
|
|
break;
|
|
case SC_BANDING:
|
|
if(sce->val4) {
|
|
struct skill_unit_group *group = skill_id2group(sce->val4);
|
|
sce->val4 = 0;
|
|
if( group ) // Might have been cleared before status ended, e.g. land protector
|
|
skill_delunitgroup(group);
|
|
}
|
|
break;
|
|
case SC_CURSEDCIRCLE_ATKER:
|
|
if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
|
|
map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
|
|
break;
|
|
case SC_RAISINGDRAGON:
|
|
if( sd && sce->val2 && !pc_isdead(sd) ) {
|
|
int i = min(sd->spiritball,5);
|
|
pc_delspiritball(sd, sd->spiritball, 0);
|
|
status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
|
|
while( i > 0 ) {
|
|
pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
|
|
--i;
|
|
}
|
|
}
|
|
break;
|
|
case SC_CURSEDCIRCLE_TARGET:
|
|
{
|
|
struct block_list *src = map_id2bl(sce->val2);
|
|
struct status_change *sc2 = status_get_sc(src);
|
|
if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
|
|
status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
|
|
clif_bladestop(bl, sce->val2, 0);
|
|
}
|
|
}
|
|
break;
|
|
case SC_BLOODSUCKER:
|
|
if( sce->val2 ) {
|
|
struct block_list *src = map_id2bl(sce->val2);
|
|
if(src) {
|
|
struct status_change *sc2 = status_get_sc(src);
|
|
sc2->bs_counter--;
|
|
}
|
|
}
|
|
break;
|
|
case SC_TEARGAS:
|
|
status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
|
|
break;
|
|
case SC_BANANA_BOMB_SITDOWN:
|
|
if( sd && pc_issit(sd) && pc_setstand(sd, false) ) {
|
|
skill_sit(sd,0);
|
|
clif_standing(bl);
|
|
}
|
|
break;
|
|
case SC_KYOUGAKU:
|
|
clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
|
|
clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
|
|
break;
|
|
case SC_INTRAVISION:
|
|
calc_flag = SCB_ALL; // Required for overlapping
|
|
break;
|
|
case SC_OVERED_BOOST:
|
|
switch (bl->type) {
|
|
case BL_HOM: {
|
|
struct homun_data *hd = BL_CAST(BL_HOM,bl);
|
|
|
|
if( hd )
|
|
hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
|
|
}
|
|
break;
|
|
case BL_PC:
|
|
status_zap(bl,0,status_get_max_sp(bl) / 2);
|
|
break;
|
|
}
|
|
break;
|
|
case SC_FULL_THROTTLE: {
|
|
int sec = skill_get_time2(status_sc2skill(type), sce->val1);
|
|
|
|
clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
|
|
sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
|
|
}
|
|
break;
|
|
case SC_REBOUND:
|
|
clif_status_load(bl, SI_DECREASEAGI, 0);
|
|
break;
|
|
case SC_ITEMSCRIPT: // Removes Buff Icons
|
|
if (sd && sce->val2 != SI_BLANK)
|
|
clif_status_load(bl, (enum si_type)sce->val2, 0);
|
|
break;
|
|
case SC_HEAT_BARREL:
|
|
if (sd)
|
|
sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
|
|
break;
|
|
case SC_C_MARKER:
|
|
{
|
|
// Remove mark data from caster
|
|
struct map_session_data *caster = map_id2sd(sce->val2);
|
|
uint8 i = 0;
|
|
|
|
if (!caster)
|
|
break;
|
|
ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
|
|
if (i < MAX_SKILL_CRIMSON_MARKER) {
|
|
caster->c_marker[i] = 0;
|
|
clif_crimson_marker(caster, bl, true);
|
|
}
|
|
}
|
|
break;
|
|
case SC_H_MINE:
|
|
{
|
|
// Drop the material from target if expired
|
|
struct item it;
|
|
struct map_session_data *caster = NULL;
|
|
|
|
if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
|
|
break;
|
|
if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
|
|
break;
|
|
memset(&it, 0, sizeof(it));
|
|
it.nameid = skill_get_itemid(RL_H_MINE,0);
|
|
it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
|
|
it.identify = 1;
|
|
map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4);
|
|
}
|
|
break;
|
|
}
|
|
|
|
opt_flag = 1;
|
|
switch(type) {
|
|
case SC_STONE:
|
|
case SC_FREEZE:
|
|
case SC_STUN:
|
|
case SC_SLEEP:
|
|
case SC_DEEPSLEEP:
|
|
case SC_BURNING:
|
|
case SC_WHITEIMPRISON:
|
|
case SC_CRYSTALIZE:
|
|
sc->opt1 = 0;
|
|
break;
|
|
|
|
case SC_POISON:
|
|
case SC_CURSE:
|
|
case SC_SILENCE:
|
|
case SC_BLIND:
|
|
sc->opt2 &= ~(1<<(type-SC_POISON));
|
|
break;
|
|
case SC_DPOISON:
|
|
sc->opt2 &= ~OPT2_DPOISON;
|
|
break;
|
|
case SC_SIGNUMCRUCIS:
|
|
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
|
|
break;
|
|
|
|
case SC_HIDING:
|
|
sc->option &= ~OPTION_HIDE;
|
|
opt_flag |= 2|4; // Check for warp trigger + AoE trigger
|
|
break;
|
|
case SC_CLOAKING:
|
|
case SC_CLOAKINGEXCEED:
|
|
case SC__INVISIBILITY:
|
|
sc->option &= ~OPTION_CLOAK;
|
|
case SC_CAMOUFLAGE:
|
|
opt_flag |= 2;
|
|
break;
|
|
case SC_CHASEWALK:
|
|
sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
|
|
opt_flag |= 2;
|
|
break;
|
|
case SC__FEINTBOMB:
|
|
sc->option &= ~OPTION_INVISIBLE;
|
|
opt_flag |= 2;
|
|
case SC_SIGHT:
|
|
sc->option &= ~OPTION_SIGHT;
|
|
break;
|
|
case SC_WEDDING:
|
|
sc->option &= ~OPTION_WEDDING;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_XMAS:
|
|
sc->option &= ~OPTION_XMAS;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_SUMMER:
|
|
sc->option &= ~OPTION_SUMMER;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_HANBOK:
|
|
sc->option &= ~OPTION_HANBOK;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_OKTOBERFEST:
|
|
sc->option &= ~OPTION_OKTOBERFEST;
|
|
opt_flag |= 0x4;
|
|
break;
|
|
case SC_ORCISH:
|
|
sc->option &= ~OPTION_ORCISH;
|
|
break;
|
|
case SC_RUWACH:
|
|
sc->option &= ~OPTION_RUWACH;
|
|
break;
|
|
case SC_FUSION:
|
|
sc->option &= ~OPTION_FLYING;
|
|
break;
|
|
// opt3
|
|
case SC_TWOHANDQUICKEN:
|
|
case SC_ONEHAND:
|
|
case SC_SPEARQUICKEN:
|
|
case SC_CONCENTRATION:
|
|
case SC_MERC_QUICKEN:
|
|
sc->opt3 &= ~OPT3_QUICKEN;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_OVERTHRUST:
|
|
case SC_MAXOVERTHRUST:
|
|
case SC_SWOO:
|
|
sc->opt3 &= ~OPT3_OVERTHRUST;
|
|
if( type == SC_SWOO )
|
|
opt_flag = 8;
|
|
else
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_ENERGYCOAT:
|
|
case SC_SKE:
|
|
sc->opt3 &= ~OPT3_ENERGYCOAT;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_INCATKRATE: // Simulated Explosion spirits effect.
|
|
if (bl->type != BL_MOB) {
|
|
opt_flag = 0;
|
|
break;
|
|
}
|
|
case SC_EXPLOSIONSPIRITS:
|
|
sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_STEELBODY:
|
|
case SC_SKA:
|
|
sc->opt3 &= ~OPT3_STEELBODY;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_BLADESTOP:
|
|
sc->opt3 &= ~OPT3_BLADESTOP;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_AURABLADE:
|
|
sc->opt3 &= ~OPT3_AURABLADE;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_BERSERK:
|
|
opt_flag = 0;
|
|
sc->opt3 &= ~OPT3_BERSERK;
|
|
break;
|
|
// case ???: // doesn't seem to do anything
|
|
// sc->opt3 &= ~OPT3_LIGHTBLADE;
|
|
// opt_flag = 0;
|
|
// break;
|
|
case SC_DANCING:
|
|
if ((sce->val1&0xFFFF) == CG_MOONLIT)
|
|
sc->opt3 &= ~OPT3_MOONLIT;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_MARIONETTE:
|
|
case SC_MARIONETTE2:
|
|
sc->opt3 &= ~OPT3_MARIONETTE;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_ASSUMPTIO:
|
|
sc->opt3 &= ~OPT3_ASSUMPTIO;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_WARM: // SG skills [Komurka]
|
|
sc->opt3 &= ~OPT3_WARM;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_KAITE:
|
|
sc->opt3 &= ~OPT3_KAITE;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_BUNSINJYUTSU:
|
|
sc->opt3 &= ~OPT3_BUNSIN;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_SPIRIT:
|
|
sc->opt3 &= ~OPT3_SOULLINK;
|
|
opt_flag = 0;
|
|
break;
|
|
case SC_CHANGEUNDEAD:
|
|
sc->opt3 &= ~OPT3_UNDEAD;
|
|
opt_flag = 0;
|
|
break;
|
|
// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
|
|
// sc->opt3 &= ~OPT3_CONTRACT;
|
|
// opt_flag = 0;
|
|
// break;
|
|
default:
|
|
opt_flag = 0;
|
|
}
|
|
|
|
if (calc_flag&SCB_DYE) { // Restore DYE color
|
|
if (vd && !vd->cloth_color && sce->val4)
|
|
clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
|
|
calc_flag&=~SCB_DYE;
|
|
}
|
|
|
|
// On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
|
|
clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
|
|
|
|
if( opt_flag&8 ) // bugreport:681
|
|
clif_changeoption2(bl);
|
|
else if(opt_flag) {
|
|
clif_changeoption(bl);
|
|
if (sd && (opt_flag&0x4)) {
|
|
clif_changelook(bl,LOOK_BASE,sd->vd.class_);
|
|
clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
|
|
clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
|
|
clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
|
|
clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
|
|
}
|
|
}
|
|
if (calc_flag)
|
|
status_calc_bl(bl,calc_flag);
|
|
|
|
if(opt_flag&4) // Out of hiding, invoke on place.
|
|
skill_unit_move(bl,gettick(),1);
|
|
|
|
if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
|
|
npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
|
|
|
|
ers_free(sc_data_ers, sce);
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Resets timers for statuses
|
|
* Used with reoccurring status effects, such as dropping SP every 5 seconds
|
|
* @param tid: Timer ID
|
|
* @param tick: How long before next call
|
|
* @param id: ID of character
|
|
* @param data: Information passed through the timer call
|
|
* @return 1: Success 0: Fail
|
|
*/
|
|
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
|
|
{
|
|
enum sc_type type = (sc_type)data;
|
|
struct block_list *bl;
|
|
struct map_session_data *sd;
|
|
struct status_data *status;
|
|
struct status_change *sc;
|
|
struct status_change_entry *sce;
|
|
|
|
bl = map_id2bl(id);
|
|
if(!bl) {
|
|
ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
|
|
return 0;
|
|
}
|
|
sc = status_get_sc(bl);
|
|
status = status_get_status_data(bl);
|
|
|
|
if(!(sc && (sce = sc->data[type]))) {
|
|
ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
|
|
return 0;
|
|
}
|
|
|
|
if( sce->timer != tid ) {
|
|
ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
|
|
return 0;
|
|
}
|
|
|
|
sd = BL_CAST(BL_PC, bl);
|
|
|
|
// Set the next timer of the sce (don't assume the status still exists)
|
|
#define sc_timer_next(t,f,i,d) \
|
|
if( (sce=sc->data[type]) ) \
|
|
sce->timer = add_timer(t,f,i,d); \
|
|
else \
|
|
ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
|
|
|
|
switch(type) {
|
|
case SC_MAXIMIZEPOWER:
|
|
case SC_CLOAKING:
|
|
if(!status_charge(bl, 0, 1))
|
|
break; // Not enough SP to continue.
|
|
sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC_CHASEWALK:
|
|
if(!status_charge(bl, 0, sce->val4))
|
|
break; // Not enough SP to continue.
|
|
|
|
if (!sc->data[SC_CHASEWALK2]) {
|
|
sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
|
|
(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
|
|
*skill_get_time2(status_sc2skill(type),sce->val1));
|
|
}
|
|
sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
break;
|
|
|
|
case SC_SKA:
|
|
if(--(sce->val2)>0) {
|
|
sce->val3 = rnd()%100; // Random defense.
|
|
sc_timer_next(1000+tick, status_change_timer,bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_HIDING:
|
|
if(--(sce->val2)>0) {
|
|
|
|
if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
|
|
break; // Fail if it's time to substract SP and there isn't.
|
|
|
|
sc_timer_next(1000+tick, status_change_timer,bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_SIGHT:
|
|
case SC_RUWACH:
|
|
case SC_SIGHTBLASTER:
|
|
if(type == SC_SIGHTBLASTER) {
|
|
//Restore trap immunity
|
|
if(sce->val4%2)
|
|
sce->val4--;
|
|
map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
|
|
} else
|
|
map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
|
|
|
|
if( --(sce->val2)>0 ) {
|
|
sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
|
|
sc_timer_next(20+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_PROVOKE:
|
|
if(sce->val2) { // Auto-provoke (it is ended in status_heal)
|
|
sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_STONE:
|
|
if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
|
|
sce->val4 = 0;
|
|
unit_stop_walking(bl,1);
|
|
unit_stop_attack(bl);
|
|
sc->opt1 = OPT1_STONE;
|
|
clif_changeoption(bl);
|
|
sc_timer_next(1000+tick,status_change_timer, bl->id, data );
|
|
status_calc_bl(bl, StatusChangeFlagTable[type]);
|
|
return 0;
|
|
}
|
|
if(--(sce->val3) > 0) {
|
|
if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
|
|
status_percent_damage(NULL, bl, 1, 0, false);
|
|
sc_timer_next(1000+tick,status_change_timer, bl->id, data );
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_POISON:
|
|
case SC_DPOISON:
|
|
if (--(sce->val3) > 0) {
|
|
if (!sc->data[SC_SLOWPOISON]) {
|
|
if( sce->val2 && bl->type == BL_MOB ) {
|
|
struct block_list* src = map_id2bl(sce->val2);
|
|
if( src )
|
|
mob_log_damage((TBL_MOB*)bl,src,sce->val4);
|
|
}
|
|
map_freeblock_lock();
|
|
if(status->hp >= max(status->max_hp>>2, sce->val4)) // Stop damaging after 25% HP left.
|
|
status_zap(bl, sce->val4, 0);
|
|
if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
|
|
}
|
|
map_freeblock_unlock();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case SC_TENSIONRELAX:
|
|
if(status->max_hp > status->hp && --(sce->val3) > 0) {
|
|
sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_KNOWLEDGE:
|
|
if (!sd) break;
|
|
if(bl->m == sd->feel_map[0].m ||
|
|
bl->m == sd->feel_map[1].m ||
|
|
bl->m == sd->feel_map[2].m)
|
|
{ // Timeout will be handled by pc_setpos
|
|
sce->timer = INVALID_TIMER;
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_BLEEDING:
|
|
if (--(sce->val4) >= 0) {
|
|
int hp = rnd()%600 + 200;
|
|
struct block_list* src = map_id2bl(sce->val2);
|
|
if( src && bl && bl->type == BL_MOB )
|
|
mob_log_damage( (TBL_MOB*)bl, src, sd || hp < status->hp ? hp : status->hp - 1 );
|
|
map_freeblock_lock();
|
|
status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
|
|
if( sc->data[type] ) {
|
|
if( status->hp == 1 ) {
|
|
map_freeblock_unlock();
|
|
break;
|
|
}
|
|
sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
|
|
}
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_S_LIFEPOTION:
|
|
case SC_L_LIFEPOTION:
|
|
if( sd && --(sce->val4) >= 0 ) {
|
|
// val1 < 0 = per max% | val1 > 0 = exact amount
|
|
int hp = 0;
|
|
if( status->hp < status->max_hp )
|
|
hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
|
|
status_heal(bl, hp, 0, 2);
|
|
sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_BOSSMAPINFO:
|
|
if( sd && --(sce->val4) >= 0 ) {
|
|
struct mob_data *boss_md = map_id2boss(sce->val1);
|
|
if( boss_md && sd->bl.m == boss_md->bl.m ) {
|
|
clif_bossmapinfo(sd->fd, boss_md, 1); // Update X, Y on minimap
|
|
if (boss_md->bl.prev != NULL) {
|
|
sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SC_DANCING: // SP consumption by time of dancing skills
|
|
{
|
|
int s = 0;
|
|
int sp = 1;
|
|
if (--sce->val3 <= 0)
|
|
break;
|
|
switch(sce->val1&0xFFFF) {
|
|
case BD_RICHMANKIM:
|
|
case BD_DRUMBATTLEFIELD:
|
|
case BD_RINGNIBELUNGEN:
|
|
case BD_SIEGFRIED:
|
|
case BA_DISSONANCE:
|
|
case BA_ASSASSINCROSS:
|
|
case DC_UGLYDANCE:
|
|
s=3;
|
|
break;
|
|
case BD_LULLABY:
|
|
case BD_ETERNALCHAOS:
|
|
case BD_ROKISWEIL:
|
|
case DC_FORTUNEKISS:
|
|
s=4;
|
|
break;
|
|
case CG_HERMODE:
|
|
case BD_INTOABYSS:
|
|
case BA_WHISTLE:
|
|
case DC_HUMMING:
|
|
case BA_POEMBRAGI:
|
|
case DC_SERVICEFORYOU:
|
|
s=5;
|
|
break;
|
|
case BA_APPLEIDUN:
|
|
#ifdef RENEWAL
|
|
s=5;
|
|
#else
|
|
s=6;
|
|
#endif
|
|
break;
|
|
case CG_MOONLIT:
|
|
// Moonlit's cost is 4sp*skill_lv [Skotlex]
|
|
sp= 4*(sce->val1>>16);
|
|
// Upkeep is also every 10 secs.
|
|
case DC_DONTFORGETME:
|
|
s=10;
|
|
break;
|
|
}
|
|
if( s != 0 && sce->val3 % s == 0 ) {
|
|
if (sc->data[SC_LONGING])
|
|
sp*= 3;
|
|
if (!status_charge(bl, 0, sp))
|
|
break;
|
|
}
|
|
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_BERSERK:
|
|
// 5% every 10 seconds [DracoRPG]
|
|
if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
|
|
sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_NOCHAT:
|
|
if(sd) {
|
|
sd->status.manner++;
|
|
clif_changestatus(sd,SP_MANNER,sd->status.manner);
|
|
clif_updatestatus(sd,SP_MANNER);
|
|
if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
|
|
sc_timer_next(60000+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SC_SPLASHER:
|
|
// Custom Venom Splasher countdown timer
|
|
// if (sce->val4 % 1000 == 0) {
|
|
// char timer[10];
|
|
// snprintf (timer, 10, "%d", sce->val4/1000);
|
|
// clif_message(bl, timer);
|
|
// }
|
|
if((sce->val4 -= 500) > 0) {
|
|
sc_timer_next(500 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_MARIONETTE:
|
|
case SC_MARIONETTE2:
|
|
{
|
|
struct block_list *pbl = map_id2bl(sce->val1);
|
|
if( pbl && check_distance_bl(bl, pbl, 7) ) {
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SC_GOSPEL:
|
|
if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
|
|
int hp, sp;
|
|
hp = (sce->val1 > 5) ? 45 : 30;
|
|
sp = (sce->val1 > 5) ? 35 : 20;
|
|
if(!status_charge(bl, hp, sp))
|
|
break;
|
|
sc_timer_next(10000+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_JAILED:
|
|
if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
|
|
sc_timer_next(60000+tick, status_change_timer, bl->id,data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_BLIND:
|
|
if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
|
|
sc_timer_next(5000+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_ABUNDANCE:
|
|
if(--(sce->val4) > 0) {
|
|
status_heal(bl,0,60,0);
|
|
sc_timer_next(10000+tick, status_change_timer, bl->id, data);
|
|
}
|
|
break;
|
|
|
|
case SC_PYREXIA:
|
|
if( --(sce->val4) >= 0 ) {
|
|
map_freeblock_lock();
|
|
clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,DMG_NORMAL,0);
|
|
status_fix_damage(NULL,bl,100,0);
|
|
if( sc->data[type] ) {
|
|
sc_timer_next(3000+tick,status_change_timer,bl->id,data);
|
|
}
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_LEECHESEND:
|
|
if( --(sce->val4) >= 0 ) {
|
|
int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
|
|
damage += status->vit * (sce->val1 - 3);
|
|
unit_skillcastcancel(bl,2);
|
|
map_freeblock_lock();
|
|
status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,DMG_NORMAL,0), 1);
|
|
if( sc->data[type] ) {
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
|
|
}
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_MAGICMUSHROOM:
|
|
if( --(sce->val4) >= 0 ) {
|
|
bool flag = 0;
|
|
int damage = status->max_hp * 3 / 100;
|
|
if( status->hp <= damage )
|
|
damage = status->hp - 1; // Cannot Kill
|
|
|
|
if( damage > 0 ) { // 3% Damage each 4 seconds
|
|
map_freeblock_lock();
|
|
status_zap(bl,damage,0);
|
|
flag = !sc->data[type]; // Killed? Should not
|
|
map_freeblock_unlock();
|
|
}
|
|
|
|
if( !flag ) { // Random Skill Cast
|
|
if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
|
|
int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
|
|
unit_stop_attack(bl);
|
|
unit_skillcastcancel(bl,1);
|
|
do {
|
|
int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
|
|
mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
|
|
}
|
|
while( checked++ < checked_max && mushroom_skill_id == 0 );
|
|
|
|
if (!skill_get_index(mushroom_skill_id))
|
|
break;
|
|
|
|
switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
|
|
case CAST_GROUND:
|
|
skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
|
|
break;
|
|
case CAST_NODAMAGE:
|
|
skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
|
|
break;
|
|
case CAST_DAMAGE:
|
|
skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
clif_emotion(bl,E_HEH);
|
|
sc_timer_next(4000+tick,status_change_timer,bl->id,data);
|
|
}
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_TOXIN:
|
|
if( --(sce->val4) >= 0 ) { // Damage is every 10 seconds including 3%sp drain.
|
|
map_freeblock_lock();
|
|
clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,DMG_NORMAL,0);
|
|
status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); // Cancel dmg only if cancelable
|
|
if( sc->data[type] ) {
|
|
sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
|
|
}
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_OBLIVIONCURSE:
|
|
if( --(sce->val4) >= 0 ) {
|
|
clif_emotion(bl,E_WHAT);
|
|
sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_WEAPONBLOCKING:
|
|
if( --(sce->val4) >= 0 ) {
|
|
if( !status_charge(bl,0,3) )
|
|
break;
|
|
sc_timer_next(3000+tick,status_change_timer,bl->id,data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_CLOAKINGEXCEED:
|
|
if(!status_charge(bl,0,10-sce->val1))
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC_RENOVATIO:
|
|
if( --(sce->val4) >= 0 ) {
|
|
int heal = status->max_hp * 3 / 100;
|
|
if( sc && sc->data[SC_AKAITSUKI] && heal )
|
|
heal = ~heal + 1;
|
|
status_heal(bl, heal, 0, 3);
|
|
sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_BURNING:
|
|
if( --(sce->val4) >= 0 ) {
|
|
struct block_list *src = map_id2bl(sce->val3);
|
|
int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
|
|
|
|
map_freeblock_lock();
|
|
clif_damage(bl,bl,tick,0,0,damage,1,DMG_MULTI_HIT_ENDURE,0); // Damage is like endure effect with no walk delay
|
|
status_damage(src, bl, damage, 0, 0, 1);
|
|
if( sc->data[type]) { // Target still lives. [LimitLine]
|
|
sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
|
|
}
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_FEAR:
|
|
if( --(sce->val4) >= 0 ) {
|
|
if( sce->val2 > 0 )
|
|
sce->val2--;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_SPHERE_1:
|
|
case SC_SPHERE_2:
|
|
case SC_SPHERE_3:
|
|
case SC_SPHERE_4:
|
|
case SC_SPHERE_5:
|
|
if( --(sce->val4) >= 0 ) {
|
|
if( !status_charge(bl, 0, 1) )
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_FREEZE_SP:
|
|
if( !status_charge(bl, 0, sce->val2) ) {
|
|
int i;
|
|
for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
|
|
status_change_end(bl, (sc_type)i, INVALID_TIMER);
|
|
break;
|
|
}
|
|
sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC_ELECTRICSHOCKER:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_CAMOUFLAGE:
|
|
if (!status_charge(bl, 0, 7 - sce->val1))
|
|
break;
|
|
if (--sce->val4 >= 0)
|
|
sce->val3++;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC__REPRODUCE:
|
|
if(!status_charge(bl, 0, 1))
|
|
break;
|
|
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC__SHADOWFORM:
|
|
if( --(sce->val4) >= 0 ) {
|
|
if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC__INVISIBILITY:
|
|
if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC__FEINTBOMB:
|
|
if( --(sce->val4) >= 0) {
|
|
if( !status_charge(bl, 0, 1) )
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_STRIKING:
|
|
if( --(sce->val4) >= 0 ) {
|
|
if( !status_charge(bl,0, sce->val3 ) )
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_BLOODSUCKER:
|
|
if( --(sce->val4) >= 0 ) {
|
|
struct block_list *src = map_id2bl(sce->val2);
|
|
int damage;
|
|
if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
|
|
break;
|
|
map_freeblock_lock();
|
|
damage = 200 + 100 * sce->val1 + status_get_int(src);
|
|
status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0), 0);
|
|
unit_skillcastcancel(bl,1);
|
|
if ( sc->data[type] ) {
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
}
|
|
map_freeblock_unlock();
|
|
status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_VOICEOFSIREN:
|
|
if( --(sce->val4) >= 0 ) {
|
|
clif_emotion(bl,E_LV);
|
|
sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_DEEPSLEEP:
|
|
if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
|
|
status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
|
|
sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_SIRCLEOFNATURE:
|
|
if( --(sce->val4) >= 0 ) {
|
|
if( !status_charge(bl,0,sce->val3) )
|
|
break;
|
|
status_heal(bl, sce->val2, 0, 1);
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_SONGOFMANA:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_heal(bl,0,sce->val3,3);
|
|
sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
|
|
case SC_SATURDAYNIGHTFEVER:
|
|
// 1% HP/SP drain every val4 seconds [Jobbie]
|
|
if( --(sce->val3) >= 0 ) {
|
|
if( !status_charge(bl, status->hp / 100, status->sp / 100) )
|
|
break;
|
|
sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_MELODYOFSINK:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
|
|
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_CRYSTALIZE:
|
|
if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
|
|
if( bl->type != BL_MOB) // Doesn't work on mobs
|
|
status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_FORCEOFVANGUARD:
|
|
if( !status_charge(bl,0,24 - 4 * sce->val1) )
|
|
break;
|
|
sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC_BANDING:
|
|
if( status_charge(bl, 0, 7 - sce->val1) ) {
|
|
if( sd ) pc_banding(sd, sce->val1);
|
|
sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_REFLECTDAMAGE:
|
|
if( --(sce->val4) > 0 ) {
|
|
if( !status_charge(bl,0,10) )
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_OVERHEAT_LIMITPOINT:
|
|
if( --(sce->val1) > 0 ) { // Cooling
|
|
sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
|
|
}
|
|
break;
|
|
|
|
case SC_OVERHEAT:
|
|
{
|
|
int damage = status->max_hp / 100; // Suggestion 1% each second
|
|
if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
|
|
map_freeblock_lock();
|
|
status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0));
|
|
if( sc->data[type] ) {
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
}
|
|
map_freeblock_unlock();
|
|
}
|
|
break;
|
|
|
|
case SC_MAGNETICFIELD:
|
|
{
|
|
if( --(sce->val3) <= 0 )
|
|
break; // Time out
|
|
if( sce->val2 == bl->id ) {
|
|
if( !status_charge(bl,0,50) )
|
|
break; // No more SP status should end, and in the next second will end for the other affected players
|
|
} else {
|
|
struct block_list *src = map_id2bl(sce->val2);
|
|
struct status_change *ssc;
|
|
if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
|
|
break; // Source no more under Magnetic Field
|
|
}
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
}
|
|
break;
|
|
|
|
case SC_INSPIRATION:
|
|
if(--(sce->val4) >= 0) {
|
|
int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
|
|
int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
|
|
|
|
if( !status_charge(bl,hp,sp) ) break;
|
|
|
|
sc_timer_next(5000+tick,status_change_timer,bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_RAISINGDRAGON:
|
|
// 1% every 5 seconds [Jobbie]
|
|
if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
|
|
if( !sc->data[type] ) return 0;
|
|
sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case SC_TROPIC:
|
|
case SC_CHILLY_AIR:
|
|
case SC_WILD_STORM:
|
|
case SC_UPHEAVAL:
|
|
case SC_HEATER:
|
|
case SC_COOLER:
|
|
case SC_BLAST:
|
|
case SC_CURSED_SOIL:
|
|
case SC_PYROTECHNIC:
|
|
case SC_AQUAPLAY:
|
|
case SC_GUST:
|
|
case SC_PETROLOGY:
|
|
case SC_CIRCLE_OF_FIRE:
|
|
case SC_FIRE_CLOAK:
|
|
case SC_WATER_DROP:
|
|
case SC_WATER_SCREEN:
|
|
case SC_WIND_CURTAIN:
|
|
case SC_WIND_STEP:
|
|
case SC_STONE_SHIELD:
|
|
case SC_SOLID_SKIN:
|
|
if( !status_charge(bl,0,sce->val2) ) {
|
|
struct block_list *s_bl = battle_get_master(bl);
|
|
if (bl->type == BL_ELEM)
|
|
elemental_change_mode(BL_CAST(BL_ELEM, bl), MAX_ELESKILLTREE);
|
|
if( s_bl )
|
|
status_change_end(s_bl,type+1,INVALID_TIMER);
|
|
status_change_end(bl,type,INVALID_TIMER);
|
|
break;
|
|
}
|
|
sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
|
|
case SC_TEARGAS:
|
|
if( --(sce->val4) >= 0 ) {
|
|
struct block_list *src = map_id2bl(sce->val3);
|
|
int damage = sce->val2;
|
|
|
|
map_freeblock_lock();
|
|
clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0);
|
|
status_damage(src, bl, damage,0, 0, 1);
|
|
if( sc->data[type] ) {
|
|
sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
|
|
}
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_TEARGAS_SOB:
|
|
if( --(sce->val4) >= 0 ) {
|
|
clif_emotion(bl, E_SOB);
|
|
sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_STOMACHACHE:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
|
|
if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
|
|
pc_setsit(sd);
|
|
skill_sit(sd, 1);
|
|
clif_sitting(bl);
|
|
}
|
|
sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_LEADERSHIP:
|
|
case SC_GLORYWOUNDS:
|
|
case SC_SOULCOLD:
|
|
case SC_HAWKEYES:
|
|
// They only end by status_change_end
|
|
sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
case SC_MEIKYOUSISUI:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_IZAYOI:
|
|
case SC_KAGEMUSYA:
|
|
if( --(sce->val2) >= 0 ) {
|
|
if(!status_charge(bl, 0, 1)) break;
|
|
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_ANGRIFFS_MODUS:
|
|
if(--(sce->val4) >= 0) { // Drain hp/sp
|
|
if( !status_charge(bl,100,20) ) break;
|
|
sc_timer_next(1000+tick,status_change_timer,bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_CBC:
|
|
if(--(sce->val4) >= 0) { // Drain hp/sp
|
|
int hp=0;
|
|
int sp = (status->max_sp * sce->val3) / 100;
|
|
if(bl->type == BL_MOB) hp = sp*10;
|
|
if( !status_charge(bl,hp,sp) ) break;
|
|
sc_timer_next(1000+tick,status_change_timer,bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_FULL_THROTTLE:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_percent_damage(bl, bl, 0, sce->val2, false);
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_KINGS_GRACE:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_percent_heal(bl, sce->val2, 0);
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_FRIGG_SONG:
|
|
if( --(sce->val4) >= 0 ) {
|
|
status_heal(bl, sce->val3, 0, 0);
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
return 0;
|
|
}
|
|
break;
|
|
case SC_C_MARKER:
|
|
if( --(sce->val4) >= 0 ) {
|
|
TBL_PC *caster = map_id2sd(sce->val2);
|
|
if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
|
|
break;
|
|
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
|
|
clif_crimson_marker(caster, bl, false);
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Default for all non-handled control paths is to end the status
|
|
|
|
return status_change_end( bl,type,tid );
|
|
#undef sc_timer_next
|
|
}
|
|
|
|
/**
|
|
* For each iteration of repetitive status
|
|
* @param bl: Object [PC|MOB|HOM|MER|ELEM]
|
|
* @param ap: va_list arguments (src, sce, type, tick)
|
|
*/
|
|
int status_change_timer_sub(struct block_list* bl, va_list ap)
|
|
{
|
|
struct status_change* tsc;
|
|
|
|
struct block_list* src = va_arg(ap,struct block_list*);
|
|
struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
|
|
enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
|
|
unsigned int tick = va_arg(ap,unsigned int);
|
|
|
|
if (status_isdead(bl))
|
|
return 0;
|
|
|
|
tsc = status_get_sc(bl);
|
|
|
|
switch( type ) {
|
|
case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
|
|
if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
|
|
rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
|
|
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
|
|
case SC_CONCENTRATE:
|
|
status_change_end(bl, SC_HIDING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
|
|
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
|
|
break;
|
|
case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
|
|
if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
|
|
tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
|
|
status_change_end(bl, SC_HIDING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
|
|
if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
|
|
skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
|
|
}
|
|
if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
|
|
rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
|
|
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
|
|
break;
|
|
case SC_SIGHTBLASTER:
|
|
if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
|
|
status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
|
|
{
|
|
struct skill_unit *su = (struct skill_unit *)bl;
|
|
if (sce) {
|
|
if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
|
|
&& (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
|
|
sce->val2 = 0; // This signals it to end.
|
|
} else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
|
|
//Remove trap immunity temporarily so it triggers if you still stand on it
|
|
sce->val4++;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case SC_TINDER_BREAKER:
|
|
case SC_CLOSECONFINE:{
|
|
int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
|
|
// Lock char has released the hold on everyone...
|
|
if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
|
|
tsc->data[type2]->val2 = 0;
|
|
status_change_end(bl, type2, INVALID_TIMER);
|
|
}
|
|
break;
|
|
}
|
|
case SC_CURSEDCIRCLE_TARGET:
|
|
if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
|
|
clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
|
|
status_change_end(bl, type, INVALID_TIMER);
|
|
}
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Clears buffs/debuffs on an object
|
|
* @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
|
|
* @param type: Type to remove
|
|
* &1: Clear Buffs
|
|
* $2: Clear Debuffs
|
|
* &4: Specific debuffs with a refresh
|
|
*/
|
|
void status_change_clear_buffs (struct block_list* bl, int type)
|
|
{
|
|
int i;
|
|
struct status_change *sc= status_get_sc(bl);
|
|
|
|
if (!sc || !sc->count)
|
|
return;
|
|
|
|
if (type&6) // Debuffs
|
|
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
|
|
status_change_end(bl, (sc_type)i, INVALID_TIMER);
|
|
|
|
for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
|
|
if(!sc->data[i])
|
|
continue;
|
|
|
|
switch (i) {
|
|
// Stuff that cannot be removed
|
|
case SC_WEIGHT50:
|
|
case SC_WEIGHT90:
|
|
case SC_COMBO:
|
|
case SC_SMA:
|
|
case SC_DANCING:
|
|
case SC_LEADERSHIP:
|
|
case SC_GLORYWOUNDS:
|
|
case SC_SOULCOLD:
|
|
case SC_HAWKEYES:
|
|
case SC_SAFETYWALL:
|
|
case SC_PNEUMA:
|
|
case SC_NOCHAT:
|
|
case SC_JAILED:
|
|
case SC_ANKLE:
|
|
case SC_BLADESTOP:
|
|
case SC_CP_WEAPON:
|
|
case SC_CP_SHIELD:
|
|
case SC_CP_ARMOR:
|
|
case SC_CP_HELM:
|
|
case SC_STRFOOD:
|
|
case SC_AGIFOOD:
|
|
case SC_VITFOOD:
|
|
case SC_INTFOOD:
|
|
case SC_DEXFOOD:
|
|
case SC_LUKFOOD:
|
|
case SC_HITFOOD:
|
|
case SC_FLEEFOOD:
|
|
case SC_BATKFOOD:
|
|
case SC_WATKFOOD:
|
|
case SC_MATKFOOD:
|
|
case SC_FOOD_STR_CASH:
|
|
case SC_FOOD_AGI_CASH:
|
|
case SC_FOOD_VIT_CASH:
|
|
case SC_FOOD_DEX_CASH:
|
|
case SC_FOOD_INT_CASH:
|
|
case SC_FOOD_LUK_CASH:
|
|
case SC_EXPBOOST:
|
|
case SC_JEXPBOOST:
|
|
case SC_ITEMBOOST:
|
|
case SC_ELECTRICSHOCKER:
|
|
case SC__MANHOLE:
|
|
case SC_GIANTGROWTH:
|
|
case SC_MILLENNIUMSHIELD:
|
|
case SC_REFRESH:
|
|
case SC_STONEHARDSKIN:
|
|
case SC_VITALITYACTIVATION:
|
|
case SC_FIGHTINGSPIRIT:
|
|
case SC_ABUNDANCE:
|
|
case SC_SAVAGE_STEAK:
|
|
case SC_COCKTAIL_WARG_BLOOD:
|
|
case SC_MINOR_BBQ:
|
|
case SC_SIROMA_ICE_TEA:
|
|
case SC_DROCERA_HERB_STEAMED:
|
|
case SC_PUTTI_TAILS_NOODLES:
|
|
case SC_CURSEDCIRCLE_ATKER:
|
|
case SC_CURSEDCIRCLE_TARGET:
|
|
case SC_PUSH_CART:
|
|
case SC_ALL_RIDING:
|
|
case SC_STYLE_CHANGE:
|
|
case SC_MONSTER_TRANSFORM:
|
|
case SC_MOONSTAR:
|
|
case SC_SUPER_STAR:
|
|
case SC_MTF_ASPD:
|
|
case SC_MTF_RANGEATK:
|
|
case SC_MTF_MATK:
|
|
case SC_MTF_MLEATKED:
|
|
case SC_MTF_CRIDAMAGE:
|
|
case SC_HEAT_BARREL_AFTER:
|
|
case SC_STRANGELIGHTS:
|
|
case SC_DECORATION_OF_MUSIC:
|
|
case SC_QUEST_BUFF1:
|
|
case SC_QUEST_BUFF2:
|
|
case SC_QUEST_BUFF3:
|
|
continue;
|
|
|
|
// Debuffs that can be removed.
|
|
case SC_DEEPSLEEP:
|
|
case SC_BURNING:
|
|
case SC_FREEZING:
|
|
case SC_CRYSTALIZE:
|
|
case SC_TOXIN:
|
|
case SC_PARALYSE:
|
|
case SC_VENOMBLEED:
|
|
case SC_MAGICMUSHROOM:
|
|
case SC_DEATHHURT:
|
|
case SC_PYREXIA:
|
|
case SC_OBLIVIONCURSE:
|
|
case SC_LEECHESEND:
|
|
case SC_MARSHOFABYSS:
|
|
case SC_MANDRAGORA:
|
|
if(!(type&4))
|
|
continue;
|
|
break;
|
|
case SC_HALLUCINATION:
|
|
case SC_QUAGMIRE:
|
|
case SC_SIGNUMCRUCIS:
|
|
case SC_DECREASEAGI:
|
|
case SC_SLOWDOWN:
|
|
case SC_MINDBREAKER:
|
|
case SC_WINKCHARM:
|
|
case SC_STOP:
|
|
case SC_ORCISH:
|
|
case SC_STRIPWEAPON:
|
|
case SC_STRIPSHIELD:
|
|
case SC_STRIPARMOR:
|
|
case SC_STRIPHELM:
|
|
case SC_BITE:
|
|
case SC_ADORAMUS:
|
|
case SC_VACUUM_EXTREME:
|
|
case SC_FEAR:
|
|
case SC_MAGNETICFIELD:
|
|
case SC_NETHERWORLD:
|
|
if (!(type&2))
|
|
continue;
|
|
break;
|
|
// The rest are buffs that can be removed.
|
|
case SC_BERSERK:
|
|
case SC_SATURDAYNIGHTFEVER:
|
|
if (!(type&1))
|
|
continue;
|
|
sc->data[i]->val2 = 0;
|
|
break;
|
|
default:
|
|
if (!(type&1))
|
|
continue;
|
|
break;
|
|
}
|
|
status_change_end(bl, (sc_type)i, INVALID_TIMER);
|
|
}
|
|
|
|
//Removes bonus_script
|
|
if (bl->type == BL_PC) {
|
|
i = 0;
|
|
if (type&1) i |= BSF_REM_BUFF;
|
|
if (type&2) i |= BSF_REM_DEBUFF;
|
|
if (type&4) i |= BSF_REM_ON_REFRESH;
|
|
if (type&8) i |= BSF_REM_ON_LUXANIMA;
|
|
pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
|
|
}
|
|
|
|
// Cleaning all extras vars
|
|
sc->comet_x = 0;
|
|
sc->comet_y = 0;
|
|
#ifndef RENEWAL
|
|
sc->sg_counter = 0;
|
|
#endif
|
|
sc->bs_counter = 0;
|
|
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* Infect a user with status effects (SC_DEADLYINFECT)
|
|
* @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
|
|
* @param bl: Object to change
|
|
* @return 1: Success 0: Fail
|
|
*/
|
|
int status_change_spread( struct block_list *src, struct block_list *bl )
|
|
{
|
|
int i, flag = 0;
|
|
struct status_change *sc = status_get_sc(src);
|
|
const struct TimerData *timer;
|
|
unsigned int tick;
|
|
struct status_change_data data;
|
|
|
|
if( !sc || !sc->count )
|
|
return 0;
|
|
|
|
tick = gettick();
|
|
|
|
//Boss monsters resistance
|
|
if( (status_get_mode(src)&MD_BOSS) || (status_get_mode(bl)&MD_BOSS) )
|
|
return 0;
|
|
|
|
for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
|
|
if( !sc->data[i] || i == SC_COMMON_MAX )
|
|
continue;
|
|
|
|
switch( i ) {
|
|
// Debuffs that can be spread.
|
|
// NOTE: We'll add/delete SCs when we are able to confirm it.
|
|
case SC_CURSE:
|
|
case SC_SILENCE:
|
|
case SC_CONFUSION:
|
|
case SC_BLIND:
|
|
//case SC_NOCHAT:
|
|
case SC_HALLUCINATION:
|
|
case SC_SIGNUMCRUCIS:
|
|
case SC_DECREASEAGI:
|
|
//case SC_SLOWDOWN:
|
|
//case SC_MINDBREAKER:
|
|
//case SC_WINKCHARM:
|
|
//case SC_STOP:
|
|
case SC_ORCISH:
|
|
//case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
|
|
//case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
|
|
//case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
|
|
//case SC_STRIPHELM:
|
|
//case SC__STRIPACCESSORY:
|
|
//case SC_BITE:
|
|
case SC_FREEZING:
|
|
case SC_VENOMBLEED:
|
|
case SC_DEATHHURT:
|
|
case SC_PARALYSE:
|
|
if( sc->data[i]->timer != INVALID_TIMER ) {
|
|
timer = get_timer(sc->data[i]->timer);
|
|
if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
|
|
continue;
|
|
data.tick = DIFF_TICK(timer->tick,tick);
|
|
} else
|
|
data.tick = INVALID_TIMER;
|
|
break;
|
|
// Special cases
|
|
case SC_POISON:
|
|
case SC_DPOISON:
|
|
data.tick = sc->data[i]->val3 * 1000;
|
|
break;
|
|
case SC_FEAR:
|
|
case SC_LEECHESEND:
|
|
data.tick = sc->data[i]->val4 * 1000;
|
|
break;
|
|
case SC_BURNING:
|
|
data.tick = sc->data[i]->val4 * 2000;
|
|
break;
|
|
case SC_PYREXIA:
|
|
//case SC_OBLIVIONCURSE: // Players are not affected by Oblivion Curse.
|
|
data.tick = sc->data[i]->val4 * 3000;
|
|
break;
|
|
case SC_MAGICMUSHROOM:
|
|
data.tick = sc->data[i]->val4 * 4000;
|
|
break;
|
|
case SC_TOXIN:
|
|
case SC_BLEEDING:
|
|
data.tick = sc->data[i]->val4 * 10000;
|
|
break;
|
|
default:
|
|
continue;
|
|
break;
|
|
}
|
|
if( i ) {
|
|
data.val1 = sc->data[i]->val1;
|
|
data.val2 = sc->data[i]->val2;
|
|
data.val3 = sc->data[i]->val3;
|
|
data.val4 = sc->data[i]->val4;
|
|
status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
|
|
flag = 1;
|
|
}
|
|
}
|
|
|
|
return flag;
|
|
}
|
|
|
|
/**
|
|
* Applying natural heal bonuses (sit, skill, homun, etc...)
|
|
* TODO: the va_list doesn't seem to be used, safe to remove?
|
|
* @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
|
|
* @param args: va_list arguments
|
|
* @return which regeneration bonuses have been applied (flag)
|
|
*/
|
|
static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
|
|
static int status_natural_heal(struct block_list* bl, va_list args)
|
|
{
|
|
struct regen_data *regen;
|
|
struct status_data *status;
|
|
struct status_change *sc;
|
|
struct unit_data *ud;
|
|
struct view_data *vd = NULL;
|
|
struct regen_data_sub *sregen;
|
|
struct map_session_data *sd;
|
|
int rate, multi = 1, flag;
|
|
|
|
regen = status_get_regen_data(bl);
|
|
if (!regen)
|
|
return 0;
|
|
status = status_get_status_data(bl);
|
|
sc = status_get_sc(bl);
|
|
if (sc && !sc->count)
|
|
sc = NULL;
|
|
sd = BL_CAST(BL_PC,bl);
|
|
|
|
flag = regen->flag;
|
|
if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
|
|
flag &= ~(RGN_HP|RGN_SHP);
|
|
if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
|
|
flag &= ~(RGN_SP|RGN_SSP);
|
|
|
|
if (flag && (
|
|
status_isdead(bl) ||
|
|
(sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
|
|
))
|
|
flag = RGN_NONE;
|
|
|
|
if (sd) {
|
|
if (sd->hp_loss.value || sd->sp_loss.value)
|
|
pc_bleeding(sd, natural_heal_diff_tick);
|
|
if (sd->hp_regen.value || sd->sp_regen.value)
|
|
pc_regen(sd, natural_heal_diff_tick);
|
|
}
|
|
|
|
if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
|
|
(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
|
|
{ // Apply sitting regen bonus.
|
|
sregen = regen->ssregen;
|
|
if(flag&(RGN_SHP)) { // Sitting HP regen
|
|
rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
|
|
if (regen->state.overweight)
|
|
rate >>= 1; // Half as fast when overweight.
|
|
sregen->tick.hp += rate;
|
|
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
|
|
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
|
|
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
|
|
flag &= ~(RGN_HP|RGN_SHP);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if(flag&(RGN_SSP)) { // Sitting SP regen
|
|
rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
|
|
if (regen->state.overweight)
|
|
rate >>= 1; // Half as fast when overweight.
|
|
sregen->tick.sp += rate;
|
|
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
|
|
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
|
|
if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
|
|
flag &= ~(RGN_SP|RGN_SSP);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (flag && regen->state.overweight)
|
|
flag = RGN_NONE;
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
|
|
flag &= ~(RGN_SHP|RGN_SSP);
|
|
if(!regen->state.walk)
|
|
flag &= ~RGN_HP;
|
|
}
|
|
|
|
if (!flag)
|
|
return 0;
|
|
|
|
if (flag&(RGN_HP|RGN_SP)) {
|
|
if(!vd)
|
|
vd = status_get_viewdata(bl);
|
|
if(vd && vd->dead_sit == 2)
|
|
multi += 1; //This causes the interval to be halved
|
|
if(regen->state.gc)
|
|
multi += 1; //This causes the interval to be halved
|
|
}
|
|
|
|
// Natural Hp regen
|
|
if (flag&RGN_HP) {
|
|
rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
|
|
if (ud && ud->walktimer != INVALID_TIMER)
|
|
rate /= 2;
|
|
// Homun HP regen fix (they should regen as if they were sitting (twice as fast)
|
|
if(bl->type == BL_HOM)
|
|
rate *= 2;
|
|
|
|
regen->tick.hp += rate;
|
|
|
|
if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
|
|
int val = 0;
|
|
do {
|
|
val += regen->hp;
|
|
regen->tick.hp -= battle_config.natural_healhp_interval;
|
|
} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
|
|
if (status_heal(bl, val, 0, 1) < val)
|
|
flag &= ~RGN_SHP; // Full.
|
|
}
|
|
}
|
|
|
|
// Natural SP regen
|
|
if(flag&RGN_SP) {
|
|
rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
|
|
// Homun SP regen fix (they should regen as if they were sitting (twice as fast)
|
|
if(bl->type==BL_HOM)
|
|
rate *= 2;
|
|
#ifdef RENEWAL
|
|
if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
|
|
sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
|
|
rate /= 2; // Tick is doubled in Fury state
|
|
#endif
|
|
regen->tick.sp += rate;
|
|
|
|
if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
|
|
int val = 0;
|
|
do {
|
|
val += regen->sp;
|
|
regen->tick.sp -= battle_config.natural_healsp_interval;
|
|
} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
|
|
if (status_heal(bl, 0, val, 1) < val)
|
|
flag &= ~RGN_SSP; // full.
|
|
}
|
|
}
|
|
|
|
if (!regen->sregen)
|
|
return flag;
|
|
|
|
// Skill regen
|
|
sregen = regen->sregen;
|
|
|
|
if(flag&RGN_SHP) { // Skill HP regen
|
|
sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
|
|
|
|
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
|
|
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
|
|
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
|
|
break; // Full
|
|
}
|
|
}
|
|
if(flag&RGN_SSP) { // Skill SP regen
|
|
sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
|
|
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
|
|
int val = sregen->sp;
|
|
if (sd && sd->state.doridori) {
|
|
val *= 2;
|
|
sd->state.doridori = 0;
|
|
if ((rate = pc_checkskill(sd,TK_SPTIME)))
|
|
sc_start(bl,bl,status_skill2sc(TK_SPTIME),
|
|
100,rate,skill_get_time(TK_SPTIME, rate));
|
|
if (
|
|
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
|
|
rnd()%10000 < battle_config.sg_angel_skill_ratio
|
|
) { // Angel of the Sun/Moon/Star
|
|
clif_feel_hate_reset(sd);
|
|
pc_resethate(sd);
|
|
pc_resetfeel(sd);
|
|
}
|
|
}
|
|
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
|
|
if(status_heal(bl, 0, val, 3) < val)
|
|
break; // Full
|
|
}
|
|
}
|
|
return flag;
|
|
}
|
|
|
|
/**
|
|
* Natural heal main timer
|
|
* @param tid: Timer ID
|
|
* @param tick: Current tick (time)
|
|
* @param id: Object ID to heal
|
|
* @param data: data pushed through timer function
|
|
* @return 0
|
|
*/
|
|
static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
|
|
{
|
|
natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
|
|
map_foreachregen(status_natural_heal);
|
|
natural_heal_prev_tick = tick;
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Get the chance to upgrade a piece of equipment
|
|
* @param wlv: The weapon type of the item to refine (see see enum refine_type)
|
|
* @param refine: The target's refine level
|
|
* @return The chance to refine the item, in percent (0~100)
|
|
*/
|
|
int status_get_refine_chance(enum refine_type wlv, int refine)
|
|
{
|
|
|
|
if ( refine < 0 || refine >= MAX_REFINE)
|
|
return 0;
|
|
|
|
return refine_info[wlv].chance[refine];
|
|
}
|
|
|
|
/**
|
|
* Read sizefix database for attack calculations
|
|
* @param fields: Fields passed from sv_readdb
|
|
* @param columns: Columns passed from sv_readdb function call
|
|
* @param current: Current row being read into atkmods array
|
|
* @return True
|
|
*/
|
|
static bool status_readdb_sizefix(char* fields[], int columns, int current)
|
|
{
|
|
unsigned int i;
|
|
|
|
for(i = 0; i < MAX_WEAPON_TYPE; i++)
|
|
atkmods[current][i] = atoi(fields[i]);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Read refine database for refining calculations
|
|
* @param fields: Fields passed from sv_readdb
|
|
* @param columns: Columns passed from sv_readdb function call
|
|
* @param current: Current row being read into refine_info array
|
|
* @return True
|
|
*/
|
|
static bool status_readdb_refine(char* fields[], int columns, int current)
|
|
{
|
|
int i, bonus_per_level, random_bonus, random_bonus_start_level;
|
|
|
|
current = atoi(fields[0]);
|
|
|
|
if (current < 0 || current >= REFINE_TYPE_MAX)
|
|
return false;
|
|
|
|
bonus_per_level = atoi(fields[1]);
|
|
random_bonus_start_level = atoi(fields[2]);
|
|
random_bonus = atoi(fields[3]);
|
|
|
|
for(i = 0; i < MAX_REFINE; i++) {
|
|
char* delim;
|
|
|
|
if (!(delim = strchr(fields[4+i], ':')))
|
|
return false;
|
|
|
|
*delim = '\0';
|
|
|
|
refine_info[current].chance[i] = atoi(fields[4+i]);
|
|
|
|
if (i >= random_bonus_start_level - 1)
|
|
refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
|
|
|
|
refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
|
|
if (i > 0)
|
|
refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Read attribute fix database for attack calculations
|
|
* Function stores information in the attr_fix_table
|
|
* @return True
|
|
*/
|
|
static bool status_readdb_attrfix(const char *basedir,bool silent)
|
|
{
|
|
FILE *fp;
|
|
char line[512], path[512];
|
|
int entries = 0;
|
|
|
|
|
|
sprintf(path, "%s/attr_fix.txt", basedir);
|
|
fp = fopen(path,"r");
|
|
if (fp == NULL) {
|
|
if (silent==0)
|
|
ShowError("Can't read %s\n", path);
|
|
return 1;
|
|
}
|
|
while (fgets(line, sizeof(line), fp)) {
|
|
int lv, i, j;
|
|
if (line[0] == '/' && line[1] == '/')
|
|
continue;
|
|
|
|
lv = atoi(line);
|
|
if (!CHK_ELEMENT_LEVEL(lv))
|
|
continue;
|
|
|
|
for (i = 0; i < ELE_ALL;) {
|
|
char *p;
|
|
if (!fgets(line, sizeof(line), fp))
|
|
break;
|
|
if (line[0]=='/' && line[1]=='/')
|
|
continue;
|
|
|
|
for (j = 0, p = line; j < ELE_ALL && p; j++) {
|
|
while (*p > 0 && *p == 32) //skipping newline and space (32=' ')
|
|
p++;
|
|
attr_fix_table[lv-1][i][j] = atoi(p);
|
|
if (battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
|
|
attr_fix_table[lv-1][i][j] = 0;
|
|
p = strchr(p,',');
|
|
if(p)
|
|
*p++=0;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
entries++;
|
|
}
|
|
fclose(fp);
|
|
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Sets defaults in tables and starts read db functions
|
|
* sv_readdb reads the file, outputting the information line-by-line to
|
|
* previous functions above, separating information by delimiter
|
|
* DBs being read:
|
|
* attr_fix.txt: Attribute adjustment table for attacks
|
|
* size_fix.txt: Size adjustment table for weapons
|
|
* refine_db.txt: Refining data table
|
|
* @return 0
|
|
*/
|
|
int status_readdb(void)
|
|
{
|
|
int i, j, k;
|
|
const char* dbsubpath[] = {
|
|
"",
|
|
"/"DBIMPORT,
|
|
//add other path here
|
|
};
|
|
// Initialize databases to default
|
|
// size_fix.txt
|
|
for(i=0;i<ARRAYLENGTH(atkmods);i++)
|
|
for(j=0;j<MAX_WEAPON_TYPE;j++)
|
|
atkmods[i][j]=100;
|
|
// refine_db.txt
|
|
for(i=0;i<ARRAYLENGTH(refine_info);i++)
|
|
{
|
|
for(j=0;j<MAX_REFINE; j++)
|
|
{
|
|
refine_info[i].chance[j] = 100;
|
|
refine_info[i].bonus[j] = 0;
|
|
refine_info[i].randombonus_max[j] = 0;
|
|
}
|
|
}
|
|
// attr_fix.txt
|
|
for(i=0;i<4;i++)
|
|
for(j=0;j<ELE_ALL;j++)
|
|
for(k=0;k<ELE_ALL;k++)
|
|
attr_fix_table[i][j][k]=100;
|
|
|
|
// read databases
|
|
// path,filename,separator,mincol,maxcol,maxrow,func_parsor
|
|
for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
|
|
int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
|
|
int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
|
|
char* dbsubpath1 = (char*)aMalloc(n1+1);
|
|
char* dbsubpath2 = (char*)aMalloc(n2+1);
|
|
|
|
if(i==0) {
|
|
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
|
|
safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
|
|
}
|
|
else {
|
|
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
|
|
safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
|
|
}
|
|
|
|
status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
|
|
sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
|
|
sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
|
|
aFree(dbsubpath1);
|
|
aFree(dbsubpath2);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Status db init and destroy.
|
|
*/
|
|
int do_init_status(void)
|
|
{
|
|
add_timer_func_list(status_change_timer,"status_change_timer");
|
|
add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
|
|
initChangeTables();
|
|
initDummyData();
|
|
status_readdb();
|
|
natural_heal_prev_tick = gettick();
|
|
sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
|
|
add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
|
|
return 0;
|
|
}
|
|
void do_final_status(void)
|
|
{
|
|
ers_destroy(sc_data_ers);
|
|
}
|