status.cpp 478 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483114841148511486114871148811489114901149111492114931149411495114961149711498114991150011501115021150311504115051150611507115081150911510115111151211513115141151511516115171151811519115201152111522115231152411525115261152711528115291153011531115321153311534115351153611537115381153911540115411154211543115441154511546115471154811549115501155111552115531155411555115561155711558115591156011561115621156311564115651156611567115681156911570115711157211573115741157511576115771157811579115801158111582115831158411585115861158711588115891159011591115921159311594115951159611597115981159911600116011160211603116041160511606116071160811609116101161111612116131161411615116161161711618116191162011621116221162311624116251162611627116281162911630116311163211633116341163511636116371163811639116401164111642116431164411645116461164711648116491165011651116521165311654116551165611657116581165911660116611166211663116641166511666116671166811669116701167111672116731167411675116761167711678116791168011681116821168311684116851168611687116881168911690116911169211693116941169511696116971169811699117001170111702117031170411705117061170711708117091171011711117121171311714117151171611717117181171911720117211172211723117241172511726117271172811729117301173111732117331173411735117361173711738117391174011741117421174311744117451174611747117481174911750117511175211753117541175511756117571175811759117601176111762117631176411765117661176711768117691177011771117721177311774117751177611777117781177911780117811178211783117841178511786117871178811789117901179111792117931179411795117961179711798117991180011801118021180311804118051180611807118081180911810118111181211813118141181511816118171181811819118201182111822118231182411825118261182711828118291183011831118321183311834118351183611837118381183911840118411184211843118441184511846118471184811849118501185111852118531185411855118561185711858118591186011861118621186311864118651186611867118681186911870118711187211873118741187511876118771187811879118801188111882118831188411885118861188711888118891189011891118921189311894118951189611897118981189911900119011190211903119041190511906119071190811909119101191111912119131191411915119161191711918119191192011921119221192311924119251192611927119281192911930119311193211933119341193511936119371193811939119401194111942119431194411945119461194711948119491195011951119521195311954119551195611957119581195911960119611196211963119641196511966119671196811969119701197111972119731197411975119761197711978119791198011981119821198311984119851198611987119881198911990119911199211993119941199511996119971199811999120001200112002120031200412005120061200712008120091201012011120121201312014120151201612017120181201912020120211202212023120241202512026120271202812029120301203112032120331203412035120361203712038120391204012041120421204312044120451204612047120481204912050120511205212053120541205512056120571205812059120601206112062120631206412065120661206712068120691207012071120721207312074120751207612077120781207912080120811208212083120841208512086120871208812089120901209112092120931209412095120961209712098120991210012101121021210312104121051210612107121081210912110121111211212113121141211512116121171211812119121201212112122121231212412125121261212712128121291213012131121321213312134121351213612137121381213912140121411214212143121441214512146121471214812149121501215112152121531215412155121561215712158121591216012161121621216312164121651216612167121681216912170121711217212173121741217512176121771217812179121801218112182121831218412185121861218712188121891219012191121921219312194121951219612197121981219912200122011220212203122041220512206122071220812209122101221112212122131221412215122161221712218122191222012221122221222312224122251222612227122281222912230122311223212233122341223512236122371223812239122401224112242122431224412245122461224712248122491225012251122521225312254122551225612257122581225912260122611226212263122641226512266122671226812269122701227112272122731227412275122761227712278122791228012281122821228312284122851228612287122881228912290122911229212293122941229512296122971229812299123001230112302123031230412305123061230712308123091231012311123121231312314123151231612317123181231912320123211232212323123241232512326123271232812329123301233112332123331233412335123361233712338123391234012341123421234312344123451234612347123481234912350123511235212353123541235512356123571235812359123601236112362123631236412365123661236712368123691237012371123721237312374123751237612377123781237912380123811238212383123841238512386123871238812389123901239112392123931239412395123961239712398123991240012401124021240312404124051240612407124081240912410124111241212413124141241512416124171241812419124201242112422124231242412425124261242712428124291243012431124321243312434124351243612437124381243912440124411244212443124441244512446124471244812449124501245112452124531245412455124561245712458124591246012461124621246312464124651246612467124681246912470124711247212473124741247512476124771247812479124801248112482124831248412485124861248712488124891249012491124921249312494124951249612497124981249912500125011250212503125041250512506125071250812509125101251112512125131251412515125161251712518125191252012521125221252312524125251252612527125281252912530125311253212533125341253512536125371253812539125401254112542125431254412545125461254712548125491255012551125521255312554125551255612557125581255912560125611256212563125641256512566125671256812569125701257112572125731257412575125761257712578125791258012581125821258312584125851258612587125881258912590125911259212593125941259512596125971259812599126001260112602126031260412605126061260712608126091261012611126121261312614126151261612617126181261912620126211262212623126241262512626126271262812629126301263112632126331263412635126361263712638126391264012641126421264312644126451264612647126481264912650126511265212653126541265512656126571265812659126601266112662126631266412665126661266712668126691267012671126721267312674126751267612677126781267912680126811268212683126841268512686126871268812689126901269112692126931269412695126961269712698126991270012701127021270312704127051270612707127081270912710127111271212713127141271512716127171271812719127201272112722127231272412725127261272712728127291273012731127321273312734127351273612737127381273912740127411274212743127441274512746127471274812749127501275112752127531275412755127561275712758127591276012761127621276312764127651276612767127681276912770127711277212773127741277512776127771277812779127801278112782127831278412785127861278712788127891279012791127921279312794127951279612797127981279912800128011280212803128041280512806128071280812809128101281112812128131281412815128161281712818128191282012821128221282312824128251282612827128281282912830128311283212833128341283512836128371283812839128401284112842128431284412845128461284712848128491285012851128521285312854128551285612857128581285912860128611286212863128641286512866128671286812869128701287112872128731287412875128761287712878128791288012881128821288312884128851288612887128881288912890128911289212893128941289512896128971289812899129001290112902129031290412905129061290712908129091291012911129121291312914129151291612917129181291912920129211292212923129241292512926129271292812929129301293112932129331293412935129361293712938129391294012941129421294312944129451294612947129481294912950129511295212953129541295512956129571295812959129601296112962129631296412965129661296712968129691297012971129721297312974129751297612977129781297912980129811298212983129841298512986129871298812989129901299112992129931299412995129961299712998129991300013001130021300313004130051300613007130081300913010130111301213013130141301513016130171301813019130201302113022130231302413025130261302713028130291303013031130321303313034130351303613037130381303913040130411304213043130441304513046130471304813049130501305113052130531305413055130561305713058130591306013061130621306313064130651306613067130681306913070130711307213073130741307513076130771307813079130801308113082130831308413085130861308713088130891309013091130921309313094130951309613097130981309913100131011310213103131041310513106131071310813109131101311113112131131311413115131161311713118131191312013121131221312313124131251312613127131281312913130131311313213133131341313513136131371313813139131401314113142131431314413145131461314713148131491315013151131521315313154131551315613157131581315913160131611316213163131641316513166131671316813169131701317113172131731317413175131761317713178131791318013181131821318313184131851318613187131881318913190131911319213193131941319513196131971319813199132001320113202132031320413205132061320713208132091321013211132121321313214132151321613217132181321913220132211322213223132241322513226132271322813229132301323113232132331323413235132361323713238132391324013241132421324313244132451324613247132481324913250132511325213253132541325513256132571325813259132601326113262132631326413265132661326713268132691327013271132721327313274132751327613277132781327913280132811328213283132841328513286132871328813289132901329113292132931329413295132961329713298132991330013301133021330313304133051330613307133081330913310133111331213313133141331513316133171331813319133201332113322133231332413325133261332713328133291333013331133321333313334133351333613337133381333913340133411334213343133441334513346133471334813349133501335113352133531335413355133561335713358133591336013361133621336313364133651336613367133681336913370133711337213373133741337513376133771337813379133801338113382133831338413385133861338713388133891339013391133921339313394133951339613397133981339913400134011340213403134041340513406134071340813409134101341113412134131341413415134161341713418134191342013421134221342313424134251342613427134281342913430134311343213433134341343513436134371343813439134401344113442134431344413445134461344713448134491345013451134521345313454134551345613457134581345913460134611346213463134641346513466134671346813469134701347113472134731347413475134761347713478134791348013481134821348313484134851348613487134881348913490134911349213493134941349513496134971349813499135001350113502135031350413505135061350713508135091351013511135121351313514135151351613517135181351913520135211352213523135241352513526135271352813529135301353113532135331353413535135361353713538135391354013541135421354313544135451354613547135481354913550135511355213553135541355513556135571355813559135601356113562135631356413565135661356713568135691357013571135721357313574135751357613577135781357913580135811358213583135841358513586135871358813589135901359113592135931359413595135961359713598135991360013601136021360313604136051360613607136081360913610136111361213613136141361513616136171361813619136201362113622136231362413625136261362713628136291363013631136321363313634136351363613637136381363913640136411364213643136441364513646136471364813649136501365113652136531365413655136561365713658136591366013661136621366313664136651366613667136681366913670136711367213673136741367513676136771367813679136801368113682136831368413685136861368713688136891369013691136921369313694136951369613697136981369913700137011370213703137041370513706137071370813709137101371113712137131371413715137161371713718137191372013721137221372313724137251372613727137281372913730137311373213733137341373513736137371373813739137401374113742137431374413745137461374713748137491375013751137521375313754137551375613757137581375913760137611376213763137641376513766137671376813769137701377113772137731377413775137761377713778137791378013781137821378313784137851378613787137881378913790137911379213793137941379513796137971379813799138001380113802138031380413805138061380713808138091381013811138121381313814138151381613817138181381913820138211382213823138241382513826138271382813829138301383113832138331383413835138361383713838138391384013841138421384313844138451384613847138481384913850138511385213853138541385513856138571385813859138601386113862138631386413865138661386713868138691387013871138721387313874138751387613877138781387913880138811388213883138841388513886138871388813889138901389113892138931389413895138961389713898138991390013901139021390313904139051390613907139081390913910139111391213913139141391513916139171391813919139201392113922139231392413925139261392713928139291393013931139321393313934139351393613937139381393913940139411394213943139441394513946139471394813949139501395113952139531395413955139561395713958139591396013961139621396313964139651396613967139681396913970139711397213973139741397513976139771397813979139801398113982139831398413985139861398713988139891399013991139921399313994139951399613997139981399914000140011400214003140041400514006140071400814009140101401114012140131401414015140161401714018140191402014021140221402314024140251402614027140281402914030140311403214033140341403514036140371403814039140401404114042140431404414045140461404714048140491405014051140521405314054140551405614057140581405914060140611406214063140641406514066140671406814069140701407114072140731407414075140761407714078140791408014081140821408314084140851408614087140881408914090140911409214093140941409514096140971409814099141001410114102141031410414105141061410714108141091411014111141121411314114141151411614117141181411914120141211412214123141241412514126141271412814129141301413114132141331413414135141361413714138141391414014141141421414314144141451414614147141481414914150141511415214153141541415514156141571415814159141601416114162141631416414165141661416714168141691417014171141721417314174141751417614177141781417914180141811418214183141841418514186141871418814189141901419114192141931419414195141961419714198141991420014201142021420314204142051420614207142081420914210142111421214213142141421514216142171421814219142201422114222142231422414225142261422714228142291423014231142321423314234142351423614237142381423914240142411424214243142441424514246142471424814249142501425114252142531425414255142561425714258142591426014261142621426314264142651426614267142681426914270142711427214273142741427514276142771427814279142801428114282142831428414285142861428714288142891429014291142921429314294142951429614297142981429914300143011430214303143041430514306143071430814309143101431114312143131431414315143161431714318143191432014321143221432314324143251432614327143281432914330143311433214333143341433514336143371433814339143401434114342143431434414345143461434714348143491435014351143521435314354143551435614357143581435914360143611436214363143641436514366143671436814369143701437114372143731437414375143761437714378143791438014381143821438314384143851438614387143881438914390143911439214393143941439514396143971439814399144001440114402144031440414405144061440714408144091441014411144121441314414144151441614417144181441914420144211442214423144241442514426144271442814429144301443114432144331443414435144361443714438144391444014441144421444314444144451444614447144481444914450144511445214453144541445514456144571445814459144601446114462144631446414465144661446714468144691447014471144721447314474144751447614477144781447914480144811448214483144841448514486144871448814489144901449114492144931449414495144961449714498144991450014501145021450314504145051450614507145081450914510145111451214513145141451514516145171451814519145201452114522145231452414525145261452714528145291453014531145321453314534145351453614537145381453914540145411454214543145441454514546145471454814549145501455114552145531455414555145561455714558145591456014561145621456314564145651456614567145681456914570145711457214573145741457514576145771457814579145801458114582145831458414585145861458714588145891459014591145921459314594145951459614597145981459914600146011460214603146041460514606146071460814609146101461114612146131461414615146161461714618146191462014621146221462314624146251462614627146281462914630146311463214633146341463514636146371463814639146401464114642146431464414645146461464714648146491465014651146521465314654146551465614657146581465914660146611466214663146641466514666146671466814669146701467114672146731467414675146761467714678146791468014681146821468314684146851468614687146881468914690146911469214693146941469514696146971469814699147001470114702147031470414705147061470714708147091471014711147121471314714147151471614717147181471914720147211472214723147241472514726147271472814729147301473114732147331473414735147361473714738147391474014741147421474314744147451474614747147481474914750147511475214753147541475514756147571475814759147601476114762147631476414765147661476714768147691477014771147721477314774147751477614777147781477914780147811478214783
  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utils.hpp"
  18. #include "battle.hpp"
  19. #include "battleground.hpp"
  20. #include "clif.hpp"
  21. #include "elemental.hpp"
  22. #include "guild.hpp"
  23. #include "homunculus.hpp"
  24. #include "itemdb.hpp"
  25. #include "map.hpp"
  26. #include "mercenary.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "path.hpp"
  30. #include "pc.hpp"
  31. #include "pc_groups.hpp"
  32. #include "pet.hpp"
  33. #include "script.hpp"
  34. // Regen related flags.
  35. enum e_regen {
  36. RGN_NONE = 0x00,
  37. RGN_HP = 0x01,
  38. RGN_SP = 0x02,
  39. RGN_SHP = 0x04,
  40. RGN_SSP = 0x08,
  41. };
  42. // Bonus values and upgrade chances for refining equipment
  43. static struct {
  44. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  45. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  46. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  47. struct refine_cost cost[REFINE_COST_MAX];
  48. } refine_info[REFINE_TYPE_MAX];
  49. static int atkmods[SZ_ALL][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  50. static struct eri *sc_data_ers; /// For sc_data entries
  51. static struct status_data dummy_status;
  52. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  54. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  55. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  56. // 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
  57. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  58. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  59. sc_type SkillStatusChangeTable[MAX_SKILL];
  60. int StatusIconChangeTable[SC_MAX];
  61. unsigned int StatusChangeFlagTable[SC_MAX];
  62. int StatusSkillChangeTable[SC_MAX];
  63. int StatusRelevantBLTypes[EFST_MAX];
  64. unsigned int StatusChangeStateTable[SC_MAX];
  65. unsigned int StatusDisplayType[SC_MAX];
  66. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  78. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  79. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  80. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  81. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  82. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  83. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  84. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  85. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  86. #ifdef RENEWAL_ASPD
  87. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  88. #endif
  89. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  90. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  91. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  92. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  93. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  94. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  95. #ifdef RENEWAL
  96. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  97. #endif
  98. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  99. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  100. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. /**
  105. * Returns the status change associated with a skill.
  106. * @param skill The skill to look up
  107. * @return The status registered for this skill
  108. */
  109. sc_type status_skill2sc(int skill)
  110. {
  111. int idx = skill_get_index(skill);
  112. if( idx == 0 ) {
  113. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  114. return SC_NONE;
  115. }
  116. return SkillStatusChangeTable[idx];
  117. }
  118. /**
  119. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  120. * Utilized for various duration lookups. Use with caution!
  121. * @param sc The status to look up
  122. * @return A skill associated with the status
  123. */
  124. int status_sc2skill(sc_type sc)
  125. {
  126. if( sc < 0 || sc >= SC_MAX ) {
  127. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  128. return 0;
  129. }
  130. return StatusSkillChangeTable[sc];
  131. }
  132. /**
  133. * Returns the status calculation flag associated with a given status change.
  134. * @param sc The status to look up
  135. * @return The scb_flag registered for this status (see enum scb_flag)
  136. */
  137. unsigned int status_sc2scb_flag(sc_type sc)
  138. {
  139. if( sc < 0 || sc >= SC_MAX ) {
  140. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  141. return SCB_NONE;
  142. }
  143. return StatusChangeFlagTable[sc];
  144. }
  145. /**
  146. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  147. * @param type The client-side status identifier to look up (see enum efst_types)
  148. * @return The bl types relevant to the type (see enum bl_type)
  149. */
  150. int status_type2relevant_bl_types(int type)
  151. {
  152. if( type < EFST_BLANK || type >= EFST_MAX ) {
  153. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  154. return EFST_BLANK;
  155. }
  156. return StatusRelevantBLTypes[type];
  157. }
  158. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  159. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  160. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  161. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  162. {
  163. uint16 idx = skill_get_index(skill_id);
  164. if( idx == 0 ) {
  165. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  166. return;
  167. }
  168. if( sc <= SC_NONE || sc >= SC_MAX ) {
  169. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  170. return;
  171. }
  172. if( StatusSkillChangeTable[sc] == 0 )
  173. StatusSkillChangeTable[sc] = skill_id;
  174. if( StatusIconChangeTable[sc] == EFST_BLANK )
  175. StatusIconChangeTable[sc] = icon;
  176. StatusChangeFlagTable[sc] |= flag;
  177. if( SkillStatusChangeTable[idx] == SC_NONE )
  178. SkillStatusChangeTable[idx] = sc;
  179. }
  180. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  181. if (sc > SC_NONE && sc < SC_MAX) {
  182. if (StatusIconChangeTable[sc] == EFST_BLANK)
  183. StatusIconChangeTable[sc] = icon;
  184. StatusChangeFlagTable[sc] |= flag;
  185. }
  186. if (icon > EFST_BLANK && icon < EFST_MAX)
  187. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  188. }
  189. void initChangeTables(void)
  190. {
  191. int i;
  192. for (i = 0; i < SC_MAX; i++)
  193. StatusIconChangeTable[i] = EFST_BLANK;
  194. for (i = 0; i < MAX_SKILL; i++)
  195. SkillStatusChangeTable[i] = SC_NONE;
  196. for (i = 0; i < EFST_MAX; i++)
  197. StatusRelevantBLTypes[i] = BL_PC;
  198. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  199. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  200. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  201. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  202. memset(SCDisabled, 0, sizeof(SCDisabled));
  203. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  204. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  205. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  206. add_sc( NPC_STUNATTACK , SC_STUN );
  207. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  208. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  209. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  210. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  211. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  212. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  213. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  214. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  215. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  216. /* The main status definitions */
  217. add_sc( SM_BASH , SC_STUN );
  218. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  219. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  220. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  221. add_sc( MG_SIGHT , SC_SIGHT );
  222. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  223. add_sc( MG_FROSTDIVER , SC_FREEZE );
  224. add_sc( MG_STONECURSE , SC_STONE );
  225. add_sc( AL_RUWACH , SC_RUWACH );
  226. add_sc( AL_PNEUMA , SC_PNEUMA );
  227. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  228. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  229. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  230. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2 );
  231. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  232. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  233. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  234. add_sc( TF_POISON , SC_POISON );
  235. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD );
  236. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  237. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO ,
  238. #ifndef RENEWAL
  239. SCB_WATK );
  240. #else
  241. SCB_NONE );
  242. #endif
  243. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  244. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  245. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  246. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  247. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  248. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  249. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  250. add_sc( PR_STRECOVERY , SC_BLIND );
  251. add_sc( PR_LEXDIVINA , SC_SILENCE );
  252. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  253. add_sc( WZ_METEOR , SC_STUN );
  254. add_sc( WZ_VERMILION , SC_BLIND );
  255. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  256. add_sc( WZ_STORMGUST , SC_FREEZE );
  257. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  258. add_sc( BS_HAMMERFALL , SC_STUN );
  259. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD );
  260. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  261. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  262. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  263. add_sc( HT_LANDMINE , SC_STUN );
  264. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  265. add_sc( HT_SANDMAN , SC_SLEEP );
  266. add_sc( HT_FLASHER , SC_BLIND );
  267. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  268. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  269. add_sc( AS_SONICBLOW , SC_STUN );
  270. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  271. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  272. add_sc( AS_VENOMDUST , SC_POISON );
  273. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  274. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  275. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  276. add_sc( TF_SPRINKLESAND , SC_BLIND );
  277. add_sc( TF_THROWSTONE , SC_STUN );
  278. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR );
  279. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  280. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  281. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  282. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  283. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  284. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  285. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  286. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  287. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  288. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  289. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  290. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  291. add_sc( NPC_POISON , SC_POISON );
  292. add_sc( NPC_BLINDATTACK , SC_BLIND );
  293. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  294. add_sc( NPC_STUNATTACK , SC_STUN );
  295. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  296. add_sc( NPC_CURSEATTACK , SC_CURSE );
  297. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  298. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  299. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  300. add_sc( NPC_DARKBLESSING , SC_COMA );
  301. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  302. add_sc( NPC_DEFENDER , SC_ARMOR );
  303. add_sc( NPC_LICK , SC_STUN );
  304. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  305. add_sc( NPC_REBIRTH , SC_REBIRTH );
  306. add_sc( RG_RAID , SC_STUN );
  307. #ifdef RENEWAL
  308. add_sc( RG_RAID , SC_RAID );
  309. add_sc( RG_BACKSTAP , SC_STUN );
  310. #endif
  311. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  312. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  313. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  314. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  315. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  316. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  317. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  318. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  319. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  320. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  321. add_sc( CR_SHIELDCHARGE , SC_STUN );
  322. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  323. add_sc( CR_HOLYCROSS , SC_BLIND );
  324. add_sc( CR_GRANDCROSS , SC_BLIND );
  325. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  326. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  327. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  328. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  329. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  330. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  331. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  332. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  333. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  334. #ifdef RENEWAL
  335. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  336. #endif
  337. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  338. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  339. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE, SCB_ATK_ELE );
  340. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER, SCB_ATK_ELE );
  341. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND, SCB_ATK_ELE );
  342. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND, SCB_ATK_ELE );
  343. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK );
  344. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  345. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  346. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  347. add_sc( SA_COMA , SC_COMA );
  348. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  349. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  350. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  351. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  352. #ifndef RENEWAL
  353. SCB_WATK|SCB_DEF );
  354. #else
  355. SCB_DEF );
  356. #endif
  357. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  358. #ifndef RENEWAL
  359. SCB_WATK );
  360. #else
  361. SCB_NONE );
  362. #endif
  363. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  364. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  365. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  366. add_sc( BA_FROSTJOKER , SC_FREEZE );
  367. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  368. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  369. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  370. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  371. add_sc( DC_SCREAM , SC_STUN );
  372. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  373. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  374. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_CRI );
  375. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  376. add_sc( NPC_DARKCROSS , SC_BLIND );
  377. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  378. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  379. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  380. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  381. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  382. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  383. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  384. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  385. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  386. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  387. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
  388. #ifndef RENEWAL
  389. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  390. #else
  391. SCB_HIT|SCB_DEF );
  392. #endif
  393. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  394. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  395. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  396. #ifndef RENEWAL
  397. EFST_ASSUMPTIO , SCB_NONE );
  398. #else
  399. EFST_ASSUMPTIO2 , SCB_NONE );
  400. #endif
  401. add_sc( HP_BASILICA , SC_BASILICA );
  402. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  403. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  404. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  405. add_sc( PA_GOSPEL , SC_SCRESIST );
  406. add_sc( CH_TIGERFIST , SC_STOP );
  407. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  408. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  409. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  410. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  411. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  412. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  413. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  414. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  415. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  416. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  417. add_sc( LK_SPIRALPIERCE , SC_STOP );
  418. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  419. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  420. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  421. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  422. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  423. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  424. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  425. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  426. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  427. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  428. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  429. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  430. add_sc( TK_DOWNKICK , SC_STUN );
  431. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  432. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  433. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  434. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  435. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  436. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  437. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  438. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  439. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  440. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  441. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  442. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  443. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  444. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  445. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  446. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  447. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  448. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  449. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  450. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  451. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  452. add_sc( SL_STUN , SC_STUN );
  453. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  454. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  455. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  456. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  457. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  458. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  459. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  460. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  461. add_sc( WS_CARTTERMINATION , SC_STUN );
  462. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  463. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  464. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  465. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  466. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_BLANK , SCB_ATK_ELE );
  467. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  468. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  469. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  470. add_sc( GS_CRACKER , SC_STUN );
  471. add_sc( GS_DISARM , SC_STRIPWEAPON );
  472. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  473. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  474. #ifndef RENEWAL
  475. SCB_BATK|SCB_ASPD );
  476. #else
  477. SCB_ASPD );
  478. #endif
  479. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  480. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  481. #ifdef RENEWAL
  482. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  483. #endif
  484. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER,
  485. #ifndef RENEWAL
  486. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  487. #else
  488. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  489. #endif
  490. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  491. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  492. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  493. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  494. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  495. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  496. add_sc( NPC_ICEBREATH , SC_FREEZE );
  497. add_sc( NPC_ACIDBREATH , SC_POISON );
  498. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  499. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  500. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  501. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  502. add_sc( NPC_WIDESTONE , SC_STONE );
  503. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  504. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  505. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  506. add_sc( NPC_EVILLAND , SC_BLIND );
  507. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  508. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  509. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  510. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  511. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  512. add_sc( NPC_WIDECURSE , SC_CURSE );
  513. add_sc( NPC_WIDESTUN , SC_STUN );
  514. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  515. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  516. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  517. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  518. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  519. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  520. add_sc( NPC_JACKFROST , SC_FREEZE );
  521. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  522. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  523. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , EFST_ASSUMPTIO , SCB_NONE );
  524. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  525. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  526. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  527. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  528. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  529. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  530. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  531. add_sc( MO_BALKYOUNG , SC_STUN );
  532. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  533. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  534. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  535. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  536. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  537. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  538. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  539. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  540. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  541. #ifndef RENEWAL
  542. SCB_DEF );
  543. #else
  544. SCB_VIT );
  545. #endif
  546. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  547. /* Homunculus S */
  548. add_sc(MH_STAHL_HORN , SC_STUN );
  549. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  550. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  551. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  552. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  553. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  554. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  555. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  556. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  557. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  558. set_sc(MH_LAVA_SLIDE , SC_BURNING , EFST_BURNT , SCB_MDEF );
  559. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  560. add_sc(MH_POISON_MIST , SC_BLIND );
  561. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_ASPD );
  562. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  563. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  564. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  565. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  566. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  567. add_sc( MER_CRASH , SC_STUN );
  568. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  569. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  570. add_sc( MER_SIGHT , SC_SIGHT );
  571. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  572. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  573. add_sc( MER_LEXDIVINA , SC_SILENCE );
  574. add_sc( MA_LANDMINE , SC_STUN );
  575. add_sc( MA_SANDMAN , SC_SLEEP );
  576. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  577. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  578. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  579. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  580. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  581. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  582. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  583. add_sc( ML_SPIRALPIERCE , SC_STOP );
  584. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  585. add_sc( ML_DEVOTION , SC_DEVOTION );
  586. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  587. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  588. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  589. set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  590. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  591. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  592. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  593. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  594. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  595. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  596. /* Rune Knight */
  597. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  598. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  599. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  600. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  601. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  602. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  603. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  604. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  605. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  606. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_REGEN );
  607. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  608. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  609. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  610. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  611. /* GC Guillotine Cross */
  612. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  613. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  614. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  615. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  616. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  617. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  618. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  619. /* Arch Bishop */
  620. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  621. add_sc( AB_CLEMENTIA , SC_BLESSING );
  622. add_sc( AB_CANTO , SC_INCREASEAGI );
  623. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  624. add_sc( AB_PRAEFATIO , SC_KYRIE );
  625. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  626. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
  627. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
  628. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  629. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  630. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  631. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  632. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  633. add_sc( AB_VITUPERATUM , SC_AETERNA );
  634. /* Warlock */
  635. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  636. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  637. add_sc( WL_JACKFROST , SC_FREEZE );
  638. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  639. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  640. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  641. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  642. add_sc( WL_CRIMSONROCK , SC_STUN );
  643. set_sc( WL_HELLINFERNO , SC_BURNING , EFST_BURNT , SCB_MDEF );
  644. set_sc( WL_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  645. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  646. /* Ranger */
  647. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  648. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  649. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  650. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  651. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  652. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  653. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
  654. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  655. /* Mechanic */
  656. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  657. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  658. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  659. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  660. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  661. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  662. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  663. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  664. /* Royal Guard */
  665. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  666. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  667. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  668. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  669. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
  670. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  671. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , EFST_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  672. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  673. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  674. /* Shadow Chaser */
  675. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  676. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_NONE );
  677. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  678. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  679. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  680. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  681. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  682. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  683. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  684. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  685. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  686. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  687. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  688. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  689. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  690. add_sc( SC_BLOODYLUST , SC_BERSERK );
  691. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  692. add_sc( SC_ESCAPE , SC_ANKLE );
  693. /* Sura */
  694. add_sc( SR_DRAGONCOMBO , SC_STUN );
  695. add_sc( SR_EARTHSHAKER , SC_STUN );
  696. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  697. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  698. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  699. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  700. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  701. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  702. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  703. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  704. /* Wanderer / Minstrel */
  705. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  706. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  707. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  708. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK );
  709. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  710. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  711. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  712. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  713. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  714. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_NONE );
  715. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  716. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_NONE );
  717. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  718. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  719. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  720. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT );
  721. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_CRI|SCB_MAXHP );
  722. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  723. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  724. /* Sorcerer */
  725. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  726. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  727. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  728. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  729. set_sc( SO_CLOUD_KILL , SC_POISON , EFST_CLOUD_KILL, SCB_NONE );
  730. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_WATK|SCB_CRI );
  731. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  732. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  733. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  734. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  735. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  736. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  737. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  738. /* Genetic */
  739. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  740. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  741. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  742. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  743. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  744. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  745. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  746. /* Elemental spirits' status changes */
  747. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  748. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  749. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  750. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  751. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  752. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  753. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  754. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  755. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  756. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  757. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  758. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  759. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  760. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  761. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  762. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  763. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  764. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  765. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  766. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  767. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  768. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  769. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  770. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  771. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  772. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  773. add_sc( KO_YAMIKUMO , SC_HIDING );
  774. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  775. add_sc( KO_MAKIBISHI , SC_STUN );
  776. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  777. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  778. add_sc( KO_JYUSATSU , SC_CURSE );
  779. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  780. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  781. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  782. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  783. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  784. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  785. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  786. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  787. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  788. /* Rebellion */
  789. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  790. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  791. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  792. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  793. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  794. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  795. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  796. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  797. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  798. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  799. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  800. // New Mounts
  801. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  802. // Costumes
  803. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  804. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  805. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  806. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  807. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  808. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  809. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  810. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  811. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  812. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  813. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  814. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  815. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  816. /* Summoner */
  817. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  818. add_sc( SU_SCRATCH , SC_BLEEDING );
  819. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  820. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  821. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  822. add_sc( SU_CN_METEOR , SC_CURSE );
  823. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  824. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  825. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  826. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  827. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  828. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  829. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  830. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  831. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  832. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  833. add_sc( SU_PURRING , SC_GROOMING );
  834. add_sc( SU_SHRIMPARTY , SC_FRESHSHRIMP );
  835. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  836. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  837. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  838. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  839. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  840. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  841. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  842. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  843. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  844. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  845. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  846. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  847. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  848. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  849. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  850. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  851. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  852. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  853. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  854. /* Status that don't have a skill associated */
  855. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  856. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  857. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  858. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  859. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  860. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  861. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  862. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  863. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  864. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  865. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  866. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  867. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  868. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  869. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  870. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  871. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  872. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  873. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  874. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  875. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  876. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  877. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  878. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  879. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  880. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  881. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  882. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  883. /* Cash Items */
  884. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  885. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  886. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  887. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  888. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  889. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  890. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  891. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  892. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  893. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  894. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  895. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  896. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  897. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  898. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  899. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  900. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  901. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  902. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  903. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  904. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  905. /* Mercenary Bonus Effects */
  906. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  907. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  908. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  909. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  910. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  911. /* Warlock Spheres */
  912. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  913. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  914. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  915. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  916. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  917. /* Warlock Preserved spells */
  918. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  919. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  920. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  921. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  922. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  923. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  924. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  925. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  926. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  927. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  928. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  929. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  930. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  931. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  932. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  933. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  934. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  935. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  936. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  937. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  938. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  939. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  940. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = EFST_SHIELDSPELL_DEF;
  941. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = EFST_SHIELDSPELL_MDEF;
  942. StatusIconChangeTable[SC_SHIELDSPELL_REF] = EFST_SHIELDSPELL_REF;
  943. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  944. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  945. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  946. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  947. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  948. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  949. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  950. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  951. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  952. /* Genetics New Food Items Status Icons */
  953. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  954. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  955. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  956. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  957. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  958. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  959. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  960. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  961. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  962. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  963. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  964. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  965. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  966. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  967. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  968. /* Elemental Spirit's 'side' status change icons */
  969. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  970. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  971. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  972. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  973. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  974. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  975. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  976. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  977. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  978. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  979. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  980. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  981. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  982. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  983. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  984. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  985. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  986. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  987. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  988. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  989. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  990. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  991. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  992. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  993. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  994. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  995. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  996. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  997. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  998. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  999. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  1000. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  1001. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  1002. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1003. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1004. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1005. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1006. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1007. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1008. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1009. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1010. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1011. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1012. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1013. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1014. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1015. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1016. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1017. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1018. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1019. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1020. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1021. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1022. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1023. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1024. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1025. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1026. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1027. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1028. // Costumes
  1029. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1030. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1031. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1032. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1033. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1034. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1035. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1036. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1037. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1038. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1039. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1040. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1041. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1042. /* Summoners status icons */
  1043. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1044. StatusIconChangeTable[SC_SHRIMPBLESSING] = EFST_PROTECTIONOFSHRIMP;
  1045. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1046. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1047. // Item Reuse Limits
  1048. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1049. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1050. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1051. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1052. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1053. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1054. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1055. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1056. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1057. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1058. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1059. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1060. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1061. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1062. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1063. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1064. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1065. // Clan System
  1066. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1067. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1068. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1069. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1070. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1071. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1072. // Geffen Magic Tournament Buffs
  1073. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1074. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1075. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1076. // RODEX
  1077. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1078. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1079. // Old Glast Heim
  1080. StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
  1081. StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
  1082. StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
  1083. StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
  1084. StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
  1085. StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
  1086. StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
  1087. // Nightmare Biolab
  1088. StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
  1089. StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
  1090. StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
  1091. StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
  1092. StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
  1093. StatusIconChangeTable[SC_BLOCKING_PLAY] = EFST_BLOCKING_PLAY;
  1094. /* Other SC which are not necessarily associated to skills */
  1095. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1096. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1097. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1098. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1099. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1100. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1101. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1102. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1103. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1104. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1105. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1106. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1107. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1108. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1109. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1110. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1111. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1112. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1113. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1114. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1115. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1116. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1117. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1118. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1119. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1120. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1121. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1122. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1123. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1124. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1125. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1126. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1127. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1128. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1129. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1130. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1131. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1132. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1133. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1134. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1135. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1136. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1137. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1138. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1139. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1140. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1141. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1142. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1143. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1144. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1145. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1146. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1147. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1148. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1149. /* Cash Items */
  1150. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1151. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1152. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1153. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1154. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1155. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1156. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1157. /* Mercenary Bonus Effects */
  1158. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1159. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1160. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1161. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1162. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1163. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1164. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1165. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1166. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1167. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1168. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1169. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1170. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1171. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1172. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1173. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1174. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1175. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1176. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1177. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1178. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1179. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1180. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1181. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1182. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1183. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1184. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1185. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1186. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1187. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1188. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1189. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1190. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1191. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1192. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1193. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1194. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1195. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1196. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1197. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1198. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1199. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1200. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1201. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1202. StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
  1203. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1204. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1205. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1206. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1207. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1208. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1209. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1210. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1211. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1212. // Costumes
  1213. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1214. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1215. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1216. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1217. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1218. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1219. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1220. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1221. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1222. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1223. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1224. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1225. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1226. // Clan System
  1227. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1228. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1229. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1230. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1231. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1232. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1233. // RODEX
  1234. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1235. // Old Glast Heim
  1236. StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
  1237. StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1238. StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
  1239. StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
  1240. // Summoner
  1241. StatusChangeFlagTable[SC_SHRIMPBLESSING] |= SCB_REGEN;
  1242. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1243. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1244. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1245. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1246. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1247. #ifdef RENEWAL
  1248. // renewal EDP increases your weapon atk
  1249. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1250. #endif
  1251. StatusChangeFlagTable[SC_BLOCKING_PLAY] |= SCB_NONE;
  1252. /* StatusDisplayType Table [Ind] */
  1253. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1254. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1255. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1256. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1257. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1258. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1259. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1260. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1261. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1262. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1263. StatusDisplayType[SC_ORATIO] = BL_PC;
  1264. StatusDisplayType[SC_FREEZING] = BL_PC;
  1265. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1266. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1267. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1268. StatusDisplayType[SC_BANDING] = BL_PC;
  1269. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1270. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1271. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1272. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1273. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1274. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1275. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1276. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1277. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1278. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1279. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1280. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1281. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1282. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1283. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1284. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1285. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1286. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1287. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1288. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1289. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1290. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1291. // Costumes
  1292. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1293. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1294. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1295. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1296. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1297. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1298. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1299. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1300. StatusDisplayType[SC_FSTONE] = BL_PC;
  1301. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1302. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1303. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1304. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1305. // Clans
  1306. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1307. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1308. /* StatusChangeState (SCS_) NOMOVE */
  1309. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1310. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1311. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1312. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1313. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1314. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1315. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1316. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1317. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1318. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1319. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1320. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1321. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1322. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1323. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1324. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1325. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1326. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1327. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1328. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1329. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1330. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1331. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1332. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1333. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1334. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1335. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1336. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1337. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1338. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1339. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1340. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1341. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1342. StatusChangeStateTable[SC_BLOCKING_PLAY] |= SCS_NOMOVE;
  1343. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1344. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1345. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1346. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1347. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1348. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1349. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1350. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1351. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1352. StatusChangeStateTable[SC_BLOCKING_PLAY] |= SCS_NOPICKITEM;
  1353. /* StatusChangeState (SCS_) NODROPITEMS */
  1354. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1355. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1356. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1357. StatusChangeStateTable[SC_BLOCKING_PLAY] |= SCS_NODROPITEM;
  1358. /* StatusChangeState (SCS_) NOCAST (skills) */
  1359. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1360. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1361. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1362. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1363. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1364. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1365. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1366. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1367. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1368. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1369. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1370. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1371. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1372. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1373. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1374. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1375. StatusChangeStateTable[SC_BLOCKING_PLAY] |= SCS_NOCAST;
  1376. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1377. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1378. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1379. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1380. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1381. StatusChangeStateTable[SC_BLOCKING_PLAY] |= SCS_NOCHAT;
  1382. }
  1383. static void initDummyData(void)
  1384. {
  1385. memset(&dummy_status, 0, sizeof(dummy_status));
  1386. dummy_status.hp =
  1387. dummy_status.max_hp =
  1388. dummy_status.max_sp =
  1389. dummy_status.str =
  1390. dummy_status.agi =
  1391. dummy_status.vit =
  1392. dummy_status.int_ =
  1393. dummy_status.dex =
  1394. dummy_status.luk =
  1395. dummy_status.hit = 1;
  1396. dummy_status.speed = 2000;
  1397. dummy_status.adelay = 4000;
  1398. dummy_status.amotion = 2000;
  1399. dummy_status.dmotion = 2000;
  1400. dummy_status.ele_lv = 1; // Min elemental level.
  1401. dummy_status.mode = MD_CANMOVE;
  1402. }
  1403. /**
  1404. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1405. * @param a: Status data structure to copy from
  1406. * @param b: Status data structure to copy to
  1407. */
  1408. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1409. {
  1410. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1411. }
  1412. /**
  1413. * Sets HP to a given value
  1414. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1415. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1416. * @param hp: What the HP is to be set as
  1417. * @param flag: Used in case final value is higher than current
  1418. * Use 2 to display healing effect
  1419. * @return heal or zapped HP if valid
  1420. */
  1421. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1422. {
  1423. struct status_data *status;
  1424. if (hp < 1)
  1425. return 0;
  1426. status = status_get_status_data(bl);
  1427. if (status == &dummy_status)
  1428. return 0;
  1429. if (hp > status->max_hp)
  1430. hp = status->max_hp;
  1431. if (hp == status->hp)
  1432. return 0;
  1433. if (hp > status->hp)
  1434. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1435. return status_zap(bl, status->hp - hp, 0);
  1436. }
  1437. /**
  1438. * Sets Max HP to a given value
  1439. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1440. * @param maxhp: What the Max HP is to be set as
  1441. * @param flag: Used in case final value is higher than current
  1442. * Use 2 to display healing effect
  1443. * @return heal or zapped HP if valid
  1444. */
  1445. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1446. {
  1447. struct status_data *status;
  1448. int64 heal;
  1449. if (maxhp < 1)
  1450. return 0;
  1451. status = status_get_status_data(bl);
  1452. if (status == &dummy_status)
  1453. return 0;
  1454. if (maxhp == status->max_hp)
  1455. return 0;
  1456. heal = maxhp - status->max_hp;
  1457. status->max_hp = maxhp;
  1458. if (heal > 0)
  1459. status_heal(bl, heal, 0, 1|flag);
  1460. else
  1461. status_zap(bl, -heal, 0);
  1462. return maxhp;
  1463. }
  1464. /**
  1465. * Sets SP to a given value
  1466. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1467. * @param sp: What the SP is to be set as
  1468. * @param flag: Used in case final value is higher than current
  1469. * Use 2 to display healing effect
  1470. * @return heal or zapped SP if valid
  1471. */
  1472. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1473. {
  1474. struct status_data *status;
  1475. status = status_get_status_data(bl);
  1476. if (status == &dummy_status)
  1477. return 0;
  1478. if (sp > status->max_sp)
  1479. sp = status->max_sp;
  1480. if (sp == status->sp)
  1481. return 0;
  1482. if (sp > status->sp)
  1483. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1484. return status_zap(bl, 0, status->sp - sp);
  1485. }
  1486. /**
  1487. * Sets Max SP to a given value
  1488. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1489. * @param maxsp: What the Max SP is to be set as
  1490. * @param flag: Used in case final value is higher than current
  1491. * Use 2 to display healing effect
  1492. * @return heal or zapped HP if valid
  1493. */
  1494. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1495. {
  1496. struct status_data *status;
  1497. if (maxsp < 1)
  1498. return 0;
  1499. status = status_get_status_data(bl);
  1500. if (status == &dummy_status)
  1501. return 0;
  1502. if (maxsp == status->max_sp)
  1503. return 0;
  1504. if (maxsp > status->max_sp)
  1505. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1506. else
  1507. status_zap(bl, status->max_sp - maxsp, 0);
  1508. status->max_sp = maxsp;
  1509. return maxsp;
  1510. }
  1511. /**
  1512. * Takes HP/SP from an Object
  1513. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1514. * @param hp: How much HP to charge
  1515. * @param sp: How much SP to charge
  1516. * @return hp+sp through status_damage()
  1517. * Note: HP/SP are integer values, not percentages. Values should be
  1518. * calculated either within function call or before
  1519. */
  1520. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1521. {
  1522. if(!(bl->type&BL_CONSUME))
  1523. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1524. return status_damage(NULL, bl, hp, sp, 0, 3);
  1525. }
  1526. /**
  1527. * Inflicts damage on the target with the according walkdelay.
  1528. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1529. * @param target: Target of the damage
  1530. * @param dhp: How much damage to HP
  1531. * @param dsp: How much damage to SP
  1532. * @param walkdelay: Amount of time before object can walk again
  1533. * @param flag: Damage flag decides various options
  1534. * flag&1: Passive damage - Does not trigger cancelling status changes
  1535. * flag&2: Fail if there is not enough to subtract
  1536. * flag&4: Mob does not give EXP/Loot if killed
  1537. * flag&8: Used to damage SP of a dead character
  1538. * @return hp+sp
  1539. * Note: HP/SP are integer values, not percentages. Values should be
  1540. * calculated either within function call or before
  1541. */
  1542. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1543. {
  1544. struct status_data *status;
  1545. struct status_change *sc;
  1546. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1547. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1548. nullpo_ret(target);
  1549. if(sp && !(target->type&BL_CONSUME))
  1550. sp = 0; // Not a valid SP target.
  1551. if (hp < 0) { // Assume absorbed damage.
  1552. status_heal(target, -hp, 0, 1);
  1553. hp = 0;
  1554. }
  1555. if (sp < 0) {
  1556. status_heal(target, 0, -sp, 1);
  1557. sp = 0;
  1558. }
  1559. if (target->type == BL_SKILL) {
  1560. if (!src || src->type&battle_config.can_damage_skill)
  1561. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1562. return 0;
  1563. }
  1564. status = status_get_status_data(target);
  1565. if(!status || status == &dummy_status )
  1566. return 0;
  1567. if ((unsigned int)hp >= status->hp) {
  1568. if (flag&2) return 0;
  1569. hp = status->hp;
  1570. }
  1571. if ((unsigned int)sp > status->sp) {
  1572. if (flag&2) return 0;
  1573. sp = status->sp;
  1574. }
  1575. if (!hp && !sp)
  1576. return 0;
  1577. if( !status->hp )
  1578. flag |= 8;
  1579. sc = status_get_sc(target);
  1580. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1581. hp = 1;
  1582. if( hp && !(flag&1) ) {
  1583. if( sc ) {
  1584. struct status_change_entry *sce;
  1585. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1586. status_change_end(target, SC_STONE, INVALID_TIMER);
  1587. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1588. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1589. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1590. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1591. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1592. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1593. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1594. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1595. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1596. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1597. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1598. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1599. /** [Skotlex]
  1600. * Endure count is only reduced by non-players on non-gvg maps.
  1601. * val4 signals infinite endure.
  1602. **/
  1603. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1604. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1605. }
  1606. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1607. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1608. if (sg) {
  1609. skill_delunitgroup(sg);
  1610. sce->val4 = 0;
  1611. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1612. }
  1613. }
  1614. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1615. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1616. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1617. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1618. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1619. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1620. }
  1621. if (target->type == BL_PC)
  1622. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1623. unit_skillcastcancel(target, 2);
  1624. }
  1625. status->hp-= hp;
  1626. status->sp-= sp;
  1627. if (sc && hp && status->hp) {
  1628. if (sc->data[SC_AUTOBERSERK] &&
  1629. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1630. status->hp < status->max_hp>>2)
  1631. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1632. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1633. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1634. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1635. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1636. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1637. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1638. }
  1639. switch (target->type) {
  1640. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1641. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1642. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1643. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1644. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1645. }
  1646. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1647. unit_stop_walking( target, 1 );
  1648. }
  1649. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1650. if (walkdelay)
  1651. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1652. return (int)(hp+sp);
  1653. }
  1654. status->hp = 0;
  1655. /** [Skotlex]
  1656. * NOTE: These dead functions should return:
  1657. * 0: Death cancelled, auto-revived.
  1658. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1659. * &2: Remove object from map.
  1660. * &4: Delete object from memory. (One time spawn mobs)
  1661. **/
  1662. switch (target->type) {
  1663. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1664. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1665. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1666. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1667. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1668. default: // Unhandled case, do nothing to object.
  1669. flag = 0;
  1670. break;
  1671. }
  1672. if(!flag) // Death cancelled.
  1673. return (int)(hp+sp);
  1674. // Normal death
  1675. if (battle_config.clear_unit_ondeath &&
  1676. battle_config.clear_unit_ondeath&target->type)
  1677. skill_clear_unitgroup(target);
  1678. if(target->type&BL_REGEN) { // Reset regen ticks.
  1679. struct regen_data *regen = status_get_regen_data(target);
  1680. if (regen) {
  1681. memset(&regen->tick, 0, sizeof(regen->tick));
  1682. if (regen->sregen)
  1683. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1684. if (regen->ssregen)
  1685. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1686. }
  1687. }
  1688. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1689. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1690. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1691. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1692. status_revive(target, 100, 100);
  1693. else
  1694. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1695. status_change_clear(target,0);
  1696. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1697. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1698. if( target->type == BL_MOB )
  1699. ((TBL_MOB*)target)->state.rebirth = 1;
  1700. return (int)(hp+sp);
  1701. }
  1702. 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.
  1703. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1704. status_change_clear(target,0);
  1705. ((TBL_MOB*)target)->state.rebirth = 1;
  1706. return (int)(hp+sp);
  1707. }
  1708. status_change_clear(target,0);
  1709. if(flag&4) // Delete from memory. (also invokes map removal code)
  1710. unit_free(target,CLR_DEAD);
  1711. else if(flag&2) // remove from map
  1712. unit_remove_map(target,CLR_DEAD);
  1713. else { // Some death states that would normally be handled by unit_remove_map
  1714. unit_stop_attack(target);
  1715. unit_stop_walking(target,1);
  1716. unit_skillcastcancel(target,0);
  1717. clif_clearunit_area(target,CLR_DEAD);
  1718. skill_unit_move(target,gettick(),4);
  1719. skill_cleartimerskill(target);
  1720. }
  1721. // Always run NPC scripts for players last
  1722. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1723. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1724. if(target->type == BL_PC) {
  1725. TBL_PC *sd = BL_CAST(BL_PC,target);
  1726. if( sd->bg_id ) {
  1727. struct battleground_data *bg;
  1728. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1729. npc_event(sd, bg->die_event, 0);
  1730. }
  1731. npc_script_event(sd,NPCE_DIE);
  1732. }
  1733. return (int)(hp+sp);
  1734. }
  1735. /**
  1736. * Heals an object
  1737. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1738. * @param hhp: How much HP to heal
  1739. * @param hsp: How much SP to heal
  1740. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1741. * or gives HP(&4) heal effect with 0 heal
  1742. * Forced healing overrides heal impedement statuses (Berserk)
  1743. * @return hp+sp
  1744. */
  1745. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1746. {
  1747. struct status_data *status;
  1748. struct status_change *sc;
  1749. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1750. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1751. status = status_get_status_data(bl);
  1752. if (status == &dummy_status || !status->hp)
  1753. return 0;
  1754. sc = status_get_sc(bl);
  1755. if (sc && !sc->count)
  1756. sc = NULL;
  1757. if (hp < 0) {
  1758. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1759. hp++;
  1760. status_damage(NULL, bl, -hp, 0, 0, 1);
  1761. hp = 0;
  1762. }
  1763. if(hp) {
  1764. if( sc && (sc->data[SC_BERSERK]) ) {
  1765. if( flag&1 )
  1766. flag &= ~2;
  1767. else
  1768. hp = 0;
  1769. }
  1770. if((unsigned int)hp > status->max_hp - status->hp)
  1771. hp = status->max_hp - status->hp;
  1772. }
  1773. if(sp < 0) {
  1774. if (sp == INT_MIN)
  1775. sp++;
  1776. status_damage(NULL, bl, 0, -sp, 0, 1);
  1777. sp = 0;
  1778. }
  1779. if(sp) {
  1780. if((unsigned int)sp > status->max_sp - status->sp)
  1781. sp = status->max_sp - status->sp;
  1782. }
  1783. if(!sp && !hp && !(flag&4))
  1784. return 0;
  1785. status->hp += hp;
  1786. status->sp += sp;
  1787. if(hp && sc &&
  1788. sc->data[SC_AUTOBERSERK] &&
  1789. sc->data[SC_PROVOKE] &&
  1790. sc->data[SC_PROVOKE]->val2==1 &&
  1791. status->hp>=status->max_hp>>2
  1792. ) // End auto berserk.
  1793. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1794. // Send HP update to client
  1795. switch(bl->type) {
  1796. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  1797. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1798. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1799. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1800. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1801. }
  1802. return (int)hp+sp;
  1803. }
  1804. /**
  1805. * Applies percentage based damage to a unit.
  1806. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1807. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1808. * @param target: Object to modify HP/SP
  1809. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1810. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1811. * @param flag: \n
  1812. * 0: Heal target \n
  1813. * 1: Use status_damage \n
  1814. * 2: Use status_damage and make sure target must not die from subtraction
  1815. * @return hp+sp through status_heal()
  1816. */
  1817. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1818. {
  1819. struct status_data *status;
  1820. unsigned int hp = 0, sp = 0;
  1821. status = status_get_status_data(target);
  1822. // It's safe now [MarkZD]
  1823. if (hp_rate > 99)
  1824. hp = status->hp;
  1825. else if (hp_rate > 0)
  1826. hp = apply_rate(status->hp, hp_rate);
  1827. else if (hp_rate < -99)
  1828. hp = status->max_hp;
  1829. else if (hp_rate < 0)
  1830. hp = (apply_rate(status->max_hp, -hp_rate));
  1831. if (hp_rate && !hp)
  1832. hp = 1;
  1833. if (flag == 2 && hp >= status->hp)
  1834. hp = status->hp-1; // Must not kill target.
  1835. if (sp_rate > 99)
  1836. sp = status->sp;
  1837. else if (sp_rate > 0)
  1838. sp = apply_rate(status->sp, sp_rate);
  1839. else if (sp_rate < -99)
  1840. sp = status->max_sp;
  1841. else if (sp_rate < 0)
  1842. sp = (apply_rate(status->max_sp, -sp_rate));
  1843. if (sp_rate && !sp)
  1844. sp = 1;
  1845. // Ugly check in case damage dealt is too much for the received args of
  1846. // status_heal / status_damage. [Skotlex]
  1847. if (hp > INT_MAX) {
  1848. hp -= INT_MAX;
  1849. if (flag)
  1850. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1851. else
  1852. status_heal(target, INT_MAX, 0, 0);
  1853. }
  1854. if (sp > INT_MAX) {
  1855. sp -= INT_MAX;
  1856. if (flag)
  1857. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1858. else
  1859. status_heal(target, 0, INT_MAX, 0);
  1860. }
  1861. if (flag)
  1862. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1863. return status_heal(target, hp, sp, 0);
  1864. }
  1865. /**
  1866. * Revives a unit
  1867. * @param bl: Object to revive [PC|MOB|HOM]
  1868. * @param per_hp: Percentage of HP to revive with
  1869. * @param per_sp: Percentage of SP to revive with
  1870. * @return Successful (1) or Invalid target (0)
  1871. */
  1872. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1873. {
  1874. struct status_data *status;
  1875. unsigned int hp, sp;
  1876. if (!status_isdead(bl)) return 0;
  1877. status = status_get_status_data(bl);
  1878. if (status == &dummy_status)
  1879. return 0; // Invalid target.
  1880. hp = (int64)status->max_hp * per_hp/100;
  1881. sp = (int64)status->max_sp * per_sp/100;
  1882. if(hp > status->max_hp - status->hp)
  1883. hp = status->max_hp - status->hp;
  1884. else if (per_hp && !hp)
  1885. hp = 1;
  1886. if(sp > status->max_sp - status->sp)
  1887. sp = status->max_sp - status->sp;
  1888. else if (per_sp && !sp)
  1889. sp = 1;
  1890. status->hp += hp;
  1891. status->sp += sp;
  1892. if (bl->prev) // Animation only if character is already on a map.
  1893. clif_resurrection(bl, 1);
  1894. switch (bl->type) {
  1895. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1896. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1897. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1898. }
  1899. return 1;
  1900. }
  1901. /**
  1902. * Checks whether the src can use the skill on the target,
  1903. * taking into account status/option of both source/target
  1904. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1905. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1906. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1907. target MAY be NULL, which checks if src can cast skill_id on the ground
  1908. * @param skill_id: Skill ID being used on target
  1909. * @param flag: 0 - Trying to use skill on target
  1910. * 1 - Cast bar is done
  1911. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1912. * @return src can use skill (1) or cannot use skill (0)
  1913. * @author [Skotlex]
  1914. */
  1915. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1916. struct status_data *status;
  1917. struct status_change *sc = NULL, *tsc;
  1918. int hide_flag;
  1919. status = src ? status_get_status_data(src) : &dummy_status;
  1920. if (src && src->type != BL_PC && status_isdead(src))
  1921. return false;
  1922. if (!skill_id) { // Normal attack checks.
  1923. // This mode is only needed for melee attacking.
  1924. if (!status_has_mode(status,MD_CANATTACK))
  1925. return false;
  1926. // Dead state is not checked for skills as some skills can be used
  1927. // on dead characters, said checks are left to skill.c [Skotlex]
  1928. if (target && status_isdead(target))
  1929. return false;
  1930. }
  1931. switch( skill_id ) {
  1932. case PA_PRESSURE:
  1933. if( flag && target ) {
  1934. // Gloria Avoids pretty much everything....
  1935. tsc = status_get_sc(target);
  1936. if(tsc && tsc->option&OPTION_HIDE)
  1937. return false;
  1938. }
  1939. break;
  1940. case GN_WALLOFTHORN:
  1941. if( target && status_isdead(target) )
  1942. return false;
  1943. break;
  1944. case AL_TELEPORT:
  1945. case ALL_ODINS_POWER:
  1946. // Should fail when used on top of Land Protector [Skotlex]
  1947. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1948. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1949. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1950. return false;
  1951. break;
  1952. case SC_MANHOLE:
  1953. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1954. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1955. return false;
  1956. default:
  1957. break;
  1958. }
  1959. if ( src )
  1960. sc = status_get_sc(src);
  1961. if( sc && sc->count ) {
  1962. if (sc->data[SC_ALL_RIDING])
  1963. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1964. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1965. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1966. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1967. )) {
  1968. if (src->type == BL_PC)
  1969. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1970. return false;
  1971. }
  1972. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1973. if (flag != 1) // Can't cast, casted stuff can't damage.
  1974. return false;
  1975. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1976. return false; // Damage spells stop casting.
  1977. }
  1978. if (
  1979. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1980. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1981. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1982. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1983. )
  1984. return false;
  1985. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1986. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1987. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1988. clif_emotion(src, ET_THROB);
  1989. return false;
  1990. }
  1991. if (sc->data[SC_BLADESTOP]) {
  1992. switch (sc->data[SC_BLADESTOP]->val1) {
  1993. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1994. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1995. case 3: if (skill_id == MO_INVESTIGATE) break;
  1996. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1997. default: return false;
  1998. }
  1999. }
  2000. if (sc->data[SC_DANCING] && flag!=2) {
  2001. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  2002. skill_id == WM_FRIGG_SONG))
  2003. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  2004. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  2005. return false;
  2006. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  2007. if (skill_id == BD_ENCORE ||
  2008. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  2009. )
  2010. return false;
  2011. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  2012. return false;
  2013. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  2014. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  2015. }
  2016. if (skill_id && // Do not block item-casted skills.
  2017. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  2018. ) { // Skills blocked through status changes...
  2019. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  2020. sc->cant.cast ||
  2021. (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
  2022. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  2023. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  2024. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  2025. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  2026. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  2027. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2028. ))
  2029. return false;
  2030. // Skill blocking.
  2031. if (
  2032. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2033. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2034. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2035. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2036. )
  2037. return false;
  2038. }
  2039. if (sc->option) {
  2040. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  2041. // Non players can use all skills while hidden.
  2042. return false;
  2043. }
  2044. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2045. return false;
  2046. }
  2047. }
  2048. if (target == NULL || target == src) // No further checking needed.
  2049. return true;
  2050. tsc = status_get_sc(target);
  2051. if (tsc && tsc->count) {
  2052. /**
  2053. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  2054. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2055. **/
  2056. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2057. return false;
  2058. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2059. return false;
  2060. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2061. && tsc->data[SC_FREEZE])
  2062. return false;
  2063. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2064. return false;
  2065. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  2066. return false;
  2067. }
  2068. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2069. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2070. // Skill that can hit hidden target
  2071. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  2072. hide_flag &= ~OPTION_HIDE;
  2073. switch( target->type ) {
  2074. case BL_PC: {
  2075. struct map_session_data *tsd = (TBL_PC*)target;
  2076. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2077. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2078. if (pc_isinvisible(tsd))
  2079. return false;
  2080. if (tsc) {
  2081. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2082. return false;
  2083. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2084. return false; // Works against insect and demon but not against bosses
  2085. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2086. return false; // Works against all
  2087. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2088. return false; // Insect, demon, and boss can detect
  2089. }
  2090. }
  2091. break;
  2092. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2093. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2094. if (status_has_mode(status,MD_LOOTER))
  2095. return true;
  2096. return false;
  2097. case BL_HOM:
  2098. case BL_MER:
  2099. case BL_ELEM:
  2100. 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 )
  2101. return false; // Can't use support skills on Homunculus (only Master/Self)
  2102. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2103. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2104. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2105. return false; // Can't use Potion Pitcher on Mercenaries
  2106. default:
  2107. // Check for chase-walk/hiding/cloaking opponents.
  2108. if( tsc ) {
  2109. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2110. return false;
  2111. }
  2112. }
  2113. return true;
  2114. }
  2115. /**
  2116. * Checks whether the src can see the target
  2117. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2118. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2119. * @return src can see (1) or target is invisible (0)
  2120. * @author [Skotlex]
  2121. */
  2122. int status_check_visibility(struct block_list *src, struct block_list *target)
  2123. {
  2124. int view_range;
  2125. struct status_data* status = status_get_status_data(src);
  2126. struct status_change* tsc = status_get_sc(target);
  2127. switch (src->type) {
  2128. case BL_MOB:
  2129. view_range = ((TBL_MOB*)src)->min_chase;
  2130. break;
  2131. case BL_PET:
  2132. view_range = ((TBL_PET*)src)->db->range2;
  2133. break;
  2134. default:
  2135. view_range = AREA_SIZE;
  2136. }
  2137. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2138. return 0;
  2139. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2140. return 1;
  2141. if (tsc) {
  2142. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2143. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2144. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2145. case BL_PC: {
  2146. struct map_session_data *tsd = (TBL_PC*)target;
  2147. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  2148. return 0;
  2149. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2150. return 0;
  2151. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2152. return 0;
  2153. }
  2154. break;
  2155. default:
  2156. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2157. return 0;
  2158. }
  2159. }
  2160. return 1;
  2161. }
  2162. /**
  2163. * Base ASPD value taken from the job tables
  2164. * @param sd: Player object
  2165. * @param status: Player status
  2166. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2167. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2168. */
  2169. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2170. {
  2171. int amotion;
  2172. int classidx = pc_class2idx(sd->status.class_);
  2173. #ifdef RENEWAL_ASPD
  2174. int16 skill_lv, val = 0;
  2175. float temp_aspd = 0;
  2176. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2177. if (sd->status.shield)
  2178. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2179. else if (sd->weapontype2 && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2180. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2181. switch(sd->status.weapon) {
  2182. case W_BOW:
  2183. case W_MUSICAL:
  2184. case W_WHIP:
  2185. case W_REVOLVER:
  2186. case W_RIFLE:
  2187. case W_GATLING:
  2188. case W_SHOTGUN:
  2189. case W_GRENADE:
  2190. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2191. break;
  2192. default:
  2193. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2194. break;
  2195. }
  2196. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2197. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2198. val += (skill_lv - 1) / 2 + 1;
  2199. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2200. val += ((skill_lv + 1) / 2);
  2201. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2202. #else
  2203. // Angra Manyu disregards aspd_base and similar
  2204. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2205. return 0;
  2206. // Base weapon delay
  2207. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2208. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2209. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2210. // Percentual delay reduction from stats
  2211. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2212. // Raw delay adjustment from bAspd bonus
  2213. amotion += sd->bonus.aspd_add;
  2214. #endif
  2215. return amotion;
  2216. }
  2217. /**
  2218. * Base attack value calculated for units
  2219. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  2220. * @param status: Object status
  2221. * @return base attack
  2222. */
  2223. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  2224. {
  2225. int flag = 0, str, dex, dstr;
  2226. if(!(bl->type&battle_config.enable_baseatk))
  2227. return 0;
  2228. if (bl->type == BL_PC)
  2229. switch(((TBL_PC*)bl)->status.weapon) {
  2230. case W_BOW:
  2231. case W_MUSICAL:
  2232. case W_WHIP:
  2233. case W_REVOLVER:
  2234. case W_RIFLE:
  2235. case W_GATLING:
  2236. case W_SHOTGUN:
  2237. case W_GRENADE:
  2238. flag = 1;
  2239. }
  2240. if (flag) {
  2241. #ifdef RENEWAL
  2242. dstr =
  2243. #endif
  2244. str = status->dex;
  2245. dex = status->str;
  2246. } else {
  2247. #ifdef RENEWAL
  2248. dstr =
  2249. #endif
  2250. str = status->str;
  2251. dex = status->dex;
  2252. }
  2253. /** [Skotlex]
  2254. * Normally only players have base-atk, but homunc have a different batk
  2255. * equation, hinting that perhaps non-players should use this for batk.
  2256. **/
  2257. switch (bl->type) {
  2258. case BL_HOM:
  2259. #ifdef RENEWAL
  2260. str = 2 * level + status_get_homstr(bl);
  2261. #else
  2262. dstr = str / 10;
  2263. str += dstr*dstr;
  2264. #endif
  2265. break;
  2266. case BL_PC:
  2267. #ifdef RENEWAL
  2268. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
  2269. #else
  2270. str += dex / 5 + status->luk / 5;
  2271. #endif
  2272. break;
  2273. default:// Others
  2274. #ifdef RENEWAL
  2275. str = dstr + level;
  2276. #else
  2277. str += dex / 5 + status->luk / 5;
  2278. #endif
  2279. break;
  2280. }
  2281. return cap_value(str, 0, USHRT_MAX);
  2282. }
  2283. #ifdef RENEWAL
  2284. /**
  2285. * Weapon attack value calculated for Players
  2286. * @param wa: Weapon attack
  2287. * @param status: Player status
  2288. * @return weapon attack
  2289. */
  2290. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2291. {
  2292. float str = sd->base_status.str;
  2293. int weapon_atk_bonus = 0;
  2294. if (wa.range > 3 && !pc_checkskill(sd, SU_SOULATTACK))
  2295. str = sd->base_status.dex;
  2296. if (sd->bonus.weapon_atk_rate)
  2297. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2298. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2299. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2300. }
  2301. #endif
  2302. #ifndef RENEWAL
  2303. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2304. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2305. #else
  2306. /*
  2307. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2308. * status->batk (base attack) will be added in battle_calc_base_damage
  2309. */
  2310. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2311. {
  2312. switch (bl->type) {
  2313. case BL_PET:
  2314. case BL_MOB:
  2315. case BL_MER:
  2316. case BL_ELEM:
  2317. return status->rhw.atk * 80 / 100;
  2318. case BL_HOM:
  2319. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2320. default:
  2321. return status->rhw.atk;
  2322. }
  2323. }
  2324. /*
  2325. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2326. * status->batk (base attack) will be added in battle_calc_base_damage
  2327. */
  2328. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2329. {
  2330. switch (bl->type) {
  2331. case BL_PET:
  2332. case BL_MOB:
  2333. case BL_MER:
  2334. case BL_ELEM:
  2335. return status->rhw.atk * 120 / 100;
  2336. case BL_HOM:
  2337. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2338. default:
  2339. return status->rhw.atk2;
  2340. }
  2341. }
  2342. /*
  2343. * Calculates minimum magic attack
  2344. */
  2345. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2346. {
  2347. switch (bl->type) {
  2348. case BL_PET:
  2349. case BL_MOB:
  2350. case BL_MER:
  2351. case BL_ELEM:
  2352. return status->int_ + level + status->rhw.matk * 70 / 100;
  2353. case BL_HOM:
  2354. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2355. case BL_PC:
  2356. default:
  2357. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2358. }
  2359. }
  2360. /*
  2361. * Calculates maximum magic attack
  2362. */
  2363. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2364. {
  2365. switch (bl->type) {
  2366. case BL_PET:
  2367. case BL_MOB:
  2368. case BL_MER:
  2369. case BL_ELEM:
  2370. return status->int_ + level + status->rhw.matk * 130 / 100;
  2371. case BL_HOM:
  2372. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2373. case BL_PC:
  2374. default:
  2375. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2376. }
  2377. }
  2378. #endif
  2379. /**
  2380. * Fills in the misc data that can be calculated from the other status info (except for level)
  2381. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2382. * @param status: Player status
  2383. */
  2384. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2385. {
  2386. int stat;
  2387. // Non players get the value set, players need to stack with previous bonuses.
  2388. if( bl->type != BL_PC )
  2389. status->batk =
  2390. status->hit = status->flee =
  2391. status->def2 = status->mdef2 =
  2392. status->cri = status->flee2 = 0;
  2393. #ifdef RENEWAL // Renewal formulas
  2394. if (bl->type == BL_HOM) {
  2395. // Def2
  2396. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2397. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2398. // Mdef2
  2399. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2400. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2401. // Def
  2402. stat = status->def;
  2403. stat += status_get_homvit(bl) + level / 2;
  2404. status->def = cap_value(stat, 0, SHRT_MAX);
  2405. // Mdef
  2406. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2407. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2408. // Hit
  2409. stat = level + status->dex + 150;
  2410. status->hit = cap_value(stat, 1, SHRT_MAX);
  2411. // Flee
  2412. stat = level + status_get_homagi(bl);
  2413. status->flee = cap_value(stat, 1, SHRT_MAX);
  2414. } else {
  2415. // Hit
  2416. stat = status->hit;
  2417. 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
  2418. status->hit = cap_value(stat, 1, SHRT_MAX);
  2419. // Flee
  2420. stat = status->flee;
  2421. 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
  2422. status->flee = cap_value(stat, 1, SHRT_MAX);
  2423. // Def2
  2424. if (bl->type == BL_MER)
  2425. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2426. else {
  2427. stat = status->def2;
  2428. 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)
  2429. }
  2430. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2431. // Mdef2
  2432. if (bl->type == BL_MER)
  2433. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2434. else {
  2435. stat = status->mdef2;
  2436. 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)
  2437. }
  2438. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2439. }
  2440. // ATK
  2441. if (bl->type != BL_PC) {
  2442. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2443. status->rhw.atk = status_base_atk_min(bl, status, level);
  2444. }
  2445. // MAtk
  2446. status->matk_min = status_base_matk_min(bl, status, level);
  2447. status->matk_max = status_base_matk_max(bl, status, level);
  2448. #else
  2449. // Matk
  2450. status->matk_min = status_base_matk_min(status);
  2451. status->matk_max = status_base_matk_max(status);
  2452. // Hit
  2453. stat = status->hit;
  2454. stat += level + status->dex;
  2455. status->hit = cap_value(stat, 1, SHRT_MAX);
  2456. // Flee
  2457. stat = status->flee;
  2458. stat += level + status->agi;
  2459. status->flee = cap_value(stat, 1, SHRT_MAX);
  2460. // Def2
  2461. stat = status->def2;
  2462. stat += status->vit;
  2463. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2464. // Mdef2
  2465. stat = status->mdef2;
  2466. stat += status->int_ + (status->vit>>1);
  2467. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2468. #endif
  2469. //Critical
  2470. if( bl->type&battle_config.enable_critical ) {
  2471. stat = status->cri;
  2472. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2473. status->cri = cap_value(stat, 1, SHRT_MAX);
  2474. } else
  2475. status->cri = 0;
  2476. if (bl->type&battle_config.enable_perfect_flee) {
  2477. stat = status->flee2;
  2478. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2479. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2480. } else
  2481. status->flee2 = 0;
  2482. if (status->batk) {
  2483. int temp = status->batk + status_base_atk(bl, status, level);
  2484. status->batk = cap_value(temp, 0, USHRT_MAX);
  2485. } else
  2486. status->batk = status_base_atk(bl, status, level);
  2487. if (status->cri) {
  2488. switch (bl->type) {
  2489. case BL_MOB:
  2490. if(battle_config.mob_critical_rate != 100)
  2491. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2492. if(!status->cri && battle_config.mob_critical_rate)
  2493. status->cri = 10;
  2494. break;
  2495. case BL_PC:
  2496. // Players don't have a critical adjustment setting as of yet.
  2497. break;
  2498. default:
  2499. if(battle_config.critical_rate != 100)
  2500. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2501. if (!status->cri && battle_config.critical_rate)
  2502. status->cri = 10;
  2503. }
  2504. }
  2505. if(bl->type&BL_REGEN)
  2506. status_calc_regen(bl, status, status_get_regen_data(bl));
  2507. }
  2508. /**
  2509. * Calculates the initial status for the given mob
  2510. * @param md: Mob object
  2511. * @param opt: Whether or not it is the first calculation
  2512. This will only be false when a mob levels up (Regular and WoE Guardians)
  2513. * @return 1 for calculated special statuses or 0 for none
  2514. * @author [Skotlex]
  2515. */
  2516. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2517. {
  2518. struct status_data *status;
  2519. struct block_list *mbl = NULL;
  2520. int flag=0;
  2521. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2522. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2523. ;
  2524. else
  2525. md->level = md->db->lv;
  2526. }
  2527. // Check if we need custom base-status
  2528. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2529. flag|=1;
  2530. if (md->special_state.size)
  2531. flag|=2;
  2532. if (md->guardian_data && md->guardian_data->guardup_lv)
  2533. flag|=4;
  2534. if (md->mob_id == MOBID_EMPERIUM)
  2535. flag|=4;
  2536. if (battle_config.slaves_inherit_speed && md->master_id)
  2537. flag|=8;
  2538. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2539. flag|=16;
  2540. if (md->master_id && battle_config.slaves_inherit_mode)
  2541. flag |= 32;
  2542. if (!flag) { // No special status required.
  2543. if (md->base_status) {
  2544. aFree(md->base_status);
  2545. md->base_status = NULL;
  2546. }
  2547. if (opt&SCO_FIRST)
  2548. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2549. return 0;
  2550. }
  2551. if (!md->base_status)
  2552. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2553. status = md->base_status;
  2554. memcpy(status, &md->db->status, sizeof(struct status_data));
  2555. if (flag&(8|16))
  2556. mbl = map_id2bl(md->master_id);
  2557. if (flag&8 && mbl) {
  2558. struct status_data *mstatus = status_get_base_status(mbl);
  2559. if (mstatus &&
  2560. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2561. status->speed = mstatus->speed;
  2562. if( status->speed < 2 ) // Minimum for the unit to function properly
  2563. status->speed = 2;
  2564. }
  2565. if (flag&32)
  2566. status_calc_slave_mode(md, map_id2md(md->master_id));
  2567. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2568. int diff = md->level - md->db->lv;
  2569. status->str += diff;
  2570. status->agi += diff;
  2571. status->vit += diff;
  2572. status->int_ += diff;
  2573. status->dex += diff;
  2574. status->luk += diff;
  2575. status->max_hp += diff * status->vit;
  2576. status->max_sp += diff * status->int_;
  2577. status->hp = status->max_hp;
  2578. status->sp = status->max_sp;
  2579. status->speed -= cap_value(diff, 0, status->speed - 10);
  2580. }
  2581. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2582. if (md->special_state.size == SZ_MEDIUM) {
  2583. status->max_hp >>= 1;
  2584. status->max_sp >>= 1;
  2585. if (!status->max_hp) status->max_hp = 1;
  2586. if (!status->max_sp) status->max_sp = 1;
  2587. status->hp = status->max_hp;
  2588. status->sp = status->max_sp;
  2589. status->str >>= 1;
  2590. status->agi >>= 1;
  2591. status->vit >>= 1;
  2592. status->int_ >>= 1;
  2593. status->dex >>= 1;
  2594. status->luk >>= 1;
  2595. if (!status->str) status->str = 1;
  2596. if (!status->agi) status->agi = 1;
  2597. if (!status->vit) status->vit = 1;
  2598. if (!status->int_) status->int_ = 1;
  2599. if (!status->dex) status->dex = 1;
  2600. if (!status->luk) status->luk = 1;
  2601. } else if (md->special_state.size == SZ_BIG) {
  2602. status->max_hp <<= 1;
  2603. status->max_sp <<= 1;
  2604. status->hp = status->max_hp;
  2605. status->sp = status->max_sp;
  2606. status->str <<= 1;
  2607. status->agi <<= 1;
  2608. status->vit <<= 1;
  2609. status->int_ <<= 1;
  2610. status->dex <<= 1;
  2611. status->luk <<= 1;
  2612. }
  2613. }
  2614. status_calc_misc(&md->bl, status, md->level);
  2615. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2616. struct guild_castle *gc;
  2617. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2618. gc=guild_mapname2gc(mapdata->name);
  2619. if (!gc)
  2620. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2621. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2622. #ifdef RENEWAL
  2623. status->max_hp += 50 * (gc->defense / 5);
  2624. #else
  2625. status->max_hp += 1000 * gc->defense;
  2626. #endif
  2627. status->hp = status->max_hp;
  2628. status->def += (gc->defense+2)/3;
  2629. status->mdef += (gc->defense+2)/3;
  2630. }
  2631. if(md->mob_id != MOBID_EMPERIUM) {
  2632. status->max_hp += 1000 * gc->defense;
  2633. status->hp = status->max_hp;
  2634. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2635. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2636. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2637. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2638. }
  2639. }
  2640. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2641. struct unit_data *ud = unit_bl2ud(mbl);
  2642. // Remove special AI when this is used by regular mobs.
  2643. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2644. md->special_state.ai = AI_NONE;
  2645. if (ud) {
  2646. // Different levels of HP according to skill level
  2647. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2648. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2649. switch(ud->skill_id) {
  2650. case AM_SPHEREMINE:
  2651. status->max_hp = 2000 + 400*ud->skill_lv;
  2652. break;
  2653. case KO_ZANZOU:
  2654. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2655. break;
  2656. case AM_CANNIBALIZE:
  2657. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2658. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2659. break;
  2660. case MH_SUMMON_LEGION:
  2661. {
  2662. int homblvl = status_get_lv(mbl);
  2663. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2664. status->batk = 100 * (ud->skill_lv+5) / 2;
  2665. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2666. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2667. // status->aspd_rate = max(100,status->aspd_rate);
  2668. break;
  2669. }
  2670. case NC_SILVERSNIPER:
  2671. {
  2672. struct status_data *mstatus = status_get_status_data(mbl);
  2673. if(!mstatus)
  2674. break;
  2675. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2676. status->batk = 200 * ud->skill_lv;
  2677. break;
  2678. }
  2679. case NC_MAGICDECOY:
  2680. {
  2681. struct status_data *mstatus = status_get_status_data(mbl);
  2682. if(!mstatus)
  2683. break;
  2684. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2685. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2686. break;
  2687. }
  2688. }
  2689. status->hp = status->max_hp;
  2690. }
  2691. }
  2692. if (opt&SCO_FIRST) // Initial battle status
  2693. memcpy(&md->status, status, sizeof(struct status_data));
  2694. return 1;
  2695. }
  2696. /**
  2697. * Calculates the stats of the given pet
  2698. * @param pd: Pet object
  2699. * @param opt: Whether or not it is the first calculation
  2700. This will only be false when a pet levels up
  2701. * @return 1
  2702. * @author [Skotlex]
  2703. */
  2704. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2705. {
  2706. nullpo_retv(pd);
  2707. if (opt&SCO_FIRST) {
  2708. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2709. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2710. pd->status.class_ = CLASS_NORMAL;
  2711. pd->status.speed = pd->get_pet_db()->speed;
  2712. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2713. // Attack support requires the pet to be able to attack
  2714. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2715. }
  2716. }
  2717. if (battle_config.pet_lv_rate && pd->master) {
  2718. struct map_session_data *sd = pd->master;
  2719. int lv;
  2720. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2721. if (lv < 0)
  2722. lv = 1;
  2723. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2724. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2725. pd->pet.level = lv;
  2726. if (!(opt&SCO_FIRST)) // Lv Up animation
  2727. clif_misceffect(&pd->bl, 0);
  2728. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2729. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2730. status->str = (bstat->str*lv)/pd->db->lv;
  2731. status->agi = (bstat->agi*lv)/pd->db->lv;
  2732. status->vit = (bstat->vit*lv)/pd->db->lv;
  2733. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2734. status->dex = (bstat->dex*lv)/pd->db->lv;
  2735. status->luk = (bstat->luk*lv)/pd->db->lv;
  2736. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2737. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2738. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2739. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2740. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2741. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2742. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2743. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2744. status_calc_misc(&pd->bl, &pd->status, lv);
  2745. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2746. clif_send_petstatus(sd);
  2747. }
  2748. } else if (opt&SCO_FIRST) {
  2749. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2750. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2751. pd->pet.level = pd->db->lv;
  2752. }
  2753. // Support rate modifier (1000 = 100%)
  2754. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2755. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2756. }
  2757. /**
  2758. * Get HP bonus modifiers
  2759. * @param bl: block_list that will be checked
  2760. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2761. * @return bonus: total bonus for HP
  2762. * @author [Cydh]
  2763. */
  2764. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2765. int bonus = 0;
  2766. if (type == STATUS_BONUS_FIX) {
  2767. struct status_change *sc = status_get_sc(bl);
  2768. //Only for BL_PC
  2769. if (bl->type == BL_PC) {
  2770. struct map_session_data *sd = map_id2sd(bl->id);
  2771. uint8 i;
  2772. bonus += sd->bonus.hp;
  2773. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2774. bonus += i * 200;
  2775. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2776. bonus += 1000;
  2777. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2778. bonus += 1000;
  2779. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2780. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2781. bonus += 2000;
  2782. }
  2783. #ifndef HP_SP_TABLES
  2784. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2785. bonus += 2000; // Supernovice lvl99 hp bonus.
  2786. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2787. bonus += 2000; // Supernovice lvl150 hp bonus.
  2788. #endif
  2789. }
  2790. //Bonus by SC
  2791. if (sc) {
  2792. if(sc->data[SC_INCMHP])
  2793. bonus += sc->data[SC_INCMHP]->val1;
  2794. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2795. bonus += 500;
  2796. if(sc->data[SC_LERADSDEW])
  2797. bonus += sc->data[SC_LERADSDEW]->val3;
  2798. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2799. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2800. if(sc->data[SC_INSPIRATION])
  2801. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2802. if(sc->data[SC_SOLID_SKIN_OPTION])
  2803. bonus += 2000;
  2804. if(sc->data[SC_MTF_MHP])
  2805. bonus += sc->data[SC_MTF_MHP]->val1;
  2806. if(sc->data[SC_MARIONETTE])
  2807. bonus -= 1000;
  2808. if(sc->data[SC_SWORDCLAN])
  2809. bonus += 30;
  2810. if(sc->data[SC_ARCWANDCLAN])
  2811. bonus += 30;
  2812. if(sc->data[SC_GOLDENMACECLAN])
  2813. bonus += 30;
  2814. if(sc->data[SC_CROSSBOWCLAN])
  2815. bonus += 30;
  2816. if(sc->data[SC_GLASTHEIM_HPSP])
  2817. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  2818. }
  2819. } else if (type == STATUS_BONUS_RATE) {
  2820. struct status_change *sc = status_get_sc(bl);
  2821. //Only for BL_PC
  2822. if (bl->type == BL_PC) {
  2823. struct map_session_data *sd = map_id2sd(bl->id);
  2824. bonus += sd->hprate;
  2825. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2826. }
  2827. //Bonus by SC
  2828. if (sc) {
  2829. //Increasing
  2830. if(sc->data[SC_INCMHPRATE])
  2831. bonus += sc->data[SC_INCMHPRATE]->val1;
  2832. if(sc->data[SC_APPLEIDUN])
  2833. bonus += sc->data[SC_APPLEIDUN]->val2;
  2834. if(sc->data[SC_DELUGE])
  2835. bonus += sc->data[SC_DELUGE]->val2;
  2836. if(sc->data[SC_BERSERK])
  2837. bonus += 200; //+200%
  2838. if(sc->data[SC_MERC_HPUP])
  2839. bonus += sc->data[SC_MERC_HPUP]->val2;
  2840. if(sc->data[SC_EPICLESIS])
  2841. bonus += sc->data[SC_EPICLESIS]->val2;
  2842. if(sc->data[SC_FRIGG_SONG])
  2843. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2844. if(sc->data[SC_FORCEOFVANGUARD])
  2845. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2846. if(sc->data[SC_INSPIRATION])
  2847. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2848. if(sc->data[SC_RAISINGDRAGON])
  2849. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2850. if(sc->data[SC_GT_REVITALIZE])
  2851. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2852. if(sc->data[SC_MUSTLE_M])
  2853. bonus += sc->data[SC_MUSTLE_M]->val1;
  2854. if(sc->data[SC_ANGRIFFS_MODUS])
  2855. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2856. if(sc->data[SC_PETROLOGY_OPTION])
  2857. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2858. if(sc->data[SC_POWER_OF_GAIA])
  2859. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2860. if(sc->data[SC_CURSED_SOIL_OPTION])
  2861. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2862. if(sc->data[SC_UPHEAVAL_OPTION])
  2863. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2864. if(sc->data[SC_LAUDAAGNUS])
  2865. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  2866. //Decreasing
  2867. if(sc->data[SC_VENOMBLEED])
  2868. bonus -= 15;
  2869. if(sc->data[SC_BEYONDOFWARCRY])
  2870. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2871. if(sc->data[SC__WEAKNESS])
  2872. bonus -= sc->data[SC__WEAKNESS]->val2;
  2873. if(sc->data[SC_MYSTERIOUS_POWDER])
  2874. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2875. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2876. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2877. if(sc->data[SC_EQC])
  2878. bonus -= sc->data[SC_EQC]->val3;
  2879. }
  2880. // Max rate reduce is -100%
  2881. bonus = cap_value(bonus,-100,INT_MAX);
  2882. }
  2883. return min(bonus,INT_MAX);
  2884. }
  2885. /**
  2886. * Get SP bonus modifiers
  2887. * @param bl: block_list that will be checked
  2888. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2889. * @return bonus: total bonus for SP
  2890. * @author [Cydh]
  2891. */
  2892. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2893. int bonus = 0;
  2894. if (type == STATUS_BONUS_FIX) {
  2895. struct status_change *sc = status_get_sc(bl);
  2896. //Only for BL_PC
  2897. if (bl->type == BL_PC) {
  2898. struct map_session_data *sd = map_id2sd(bl->id);
  2899. uint8 i;
  2900. bonus += sd->bonus.sp;
  2901. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2902. bonus += 30 * i;
  2903. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2904. bonus += 200 + 20 * i;
  2905. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2906. bonus += 30 * i;
  2907. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2908. bonus += 100;
  2909. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2910. bonus += 100;
  2911. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2912. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2913. bonus += 200;
  2914. }
  2915. }
  2916. //Bonus by SC
  2917. if (sc) {
  2918. if(sc->data[SC_INCMSP])
  2919. bonus += sc->data[SC_INCMSP]->val1;
  2920. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2921. bonus += 50;
  2922. if(sc->data[SC_MTF_MSP])
  2923. bonus += sc->data[SC_MTF_MSP]->val1;
  2924. if(sc->data[SC_SWORDCLAN])
  2925. bonus += 10;
  2926. if(sc->data[SC_ARCWANDCLAN])
  2927. bonus += 10;
  2928. if(sc->data[SC_GOLDENMACECLAN])
  2929. bonus += 10;
  2930. if(sc->data[SC_CROSSBOWCLAN])
  2931. bonus += 10;
  2932. if(sc->data[SC_GLASTHEIM_HPSP])
  2933. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  2934. }
  2935. } else if (type == STATUS_BONUS_RATE) {
  2936. struct status_change *sc = status_get_sc(bl);
  2937. //Only for BL_PC
  2938. if (bl->type == BL_PC) {
  2939. struct map_session_data *sd = map_id2sd(bl->id);
  2940. uint8 i;
  2941. bonus += sd->sprate;
  2942. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2943. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2944. bonus += i;
  2945. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2946. bonus += 2 * i;
  2947. }
  2948. //Bonus by SC
  2949. if (sc) {
  2950. if(sc->data[SC_INCMSPRATE])
  2951. bonus += sc->data[SC_INCMSPRATE]->val1;
  2952. if(sc->data[SC_RAISINGDRAGON])
  2953. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2954. if(sc->data[SC_SERVICE4U])
  2955. bonus += sc->data[SC_SERVICE4U]->val2;
  2956. if(sc->data[SC_MERC_SPUP])
  2957. bonus += sc->data[SC_MERC_SPUP]->val2;
  2958. if(sc->data[SC_LIFE_FORCE_F])
  2959. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2960. if(sc->data[SC_VITATA_500])
  2961. bonus += sc->data[SC_VITATA_500]->val2;
  2962. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2963. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2964. }
  2965. // Max rate reduce is -100%
  2966. bonus = cap_value(bonus,-100,INT_MAX);
  2967. }
  2968. return min(bonus,INT_MAX);
  2969. }
  2970. /**
  2971. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2972. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2973. * @param sd Player
  2974. * @param stat Vit/Int of player as param modifier
  2975. * @param isHP true - calculates Max HP, false - calculated Max SP
  2976. * @return max The max value of HP or SP
  2977. */
  2978. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2979. double dmax = 0;
  2980. uint16 idx, level, job_id;
  2981. nullpo_ret(sd);
  2982. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2983. idx = pc_class2idx(job_id);
  2984. level = umax(sd->status.base_level,1);
  2985. if (isHP) { //Calculates MaxHP
  2986. dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2987. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2988. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2989. }
  2990. else { //Calculates MaxSP
  2991. dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2992. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2993. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2994. }
  2995. //Make sure it's not negative before casting to unsigned int
  2996. if(dmax < 1) dmax = 1;
  2997. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2998. }
  2999. /**
  3000. * Calculates player's weight
  3001. * @param sd: Player object
  3002. * @param flag: Calculation type
  3003. * CALCWT_ITEM - Item weight
  3004. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3005. * @return false - failed, true - success
  3006. */
  3007. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3008. {
  3009. int b_weight, b_max_weight, skill, i;
  3010. struct status_change *sc;
  3011. nullpo_retr(false, sd);
  3012. sc = &sd->sc;
  3013. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3014. b_weight = sd->weight; // Store current weight for later comparison
  3015. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  3016. if (flag&CALCWT_ITEM) {
  3017. sd->weight = 0; // Reset current weight
  3018. for(i = 0; i < MAX_INVENTORY; i++) {
  3019. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3020. continue;
  3021. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3022. }
  3023. }
  3024. if (flag&CALCWT_MAXBONUS) {
  3025. // Skill/Status bonus weight increases
  3026. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3027. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3028. sd->max_weight += 2000 * skill;
  3029. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3030. sd->max_weight += 10000;
  3031. else if (pc_isridingdragon(sd))
  3032. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3033. if (sc->data[SC_KNOWLEDGE])
  3034. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  3035. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3036. sd->max_weight += 2000 * skill;
  3037. if (pc_ismadogear(sd))
  3038. sd->max_weight += 15000;
  3039. }
  3040. // Update the client if the new weight calculations don't match
  3041. if (b_weight != sd->weight)
  3042. clif_updatestatus(sd, SP_WEIGHT);
  3043. if (b_max_weight != sd->max_weight) {
  3044. clif_updatestatus(sd, SP_MAXWEIGHT);
  3045. pc_updateweightstatus(sd);
  3046. }
  3047. return true;
  3048. }
  3049. /**
  3050. * Calculates player's cart weight
  3051. * @param sd: Player object
  3052. * @param flag: Calculation type
  3053. * CALCWT_ITEM - Cart item weight
  3054. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3055. * CALCWT_CARTSTATE - Whether to check for cart state
  3056. * @return false - failed, true - success
  3057. */
  3058. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3059. {
  3060. int b_cart_weight_max, i;
  3061. nullpo_retr(false, sd);
  3062. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3063. return false;
  3064. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3065. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3066. if (flag&CALCWT_ITEM) {
  3067. sd->cart_weight = 0; // Reset current cart weight
  3068. sd->cart_num = 0; // Reset current cart item count
  3069. for(i = 0; i < MAX_CART; i++) {
  3070. if (!sd->cart.u.items_cart[i].nameid)
  3071. continue;
  3072. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3073. sd->cart_num++; // Recalculate current cart item count
  3074. }
  3075. }
  3076. // Skill bonus max weight increases
  3077. if (flag&CALCWT_MAXBONUS)
  3078. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3079. // Update the client if the new weight calculations don't match
  3080. if (b_cart_weight_max != sd->cart_weight_max)
  3081. clif_updatestatus(sd, SP_CARTINFO);
  3082. return true;
  3083. }
  3084. /**
  3085. * Calculates player data from scratch without counting SC adjustments
  3086. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3087. * @param sd: Player object
  3088. * @param opt: Whether it is first calc (login) or not
  3089. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3090. */
  3091. int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
  3092. {
  3093. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3094. struct status_data *base_status; ///< Pointer to the player's base status
  3095. const struct status_change *sc = &sd->sc;
  3096. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3097. int i, skill, refinedef = 0;
  3098. short index = -1;
  3099. if (++calculating > 10) // Too many recursive calls!
  3100. return -1;
  3101. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3102. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3103. pc_calc_skilltree(sd); // SkillTree calculation
  3104. if (opt&SCO_FIRST) {
  3105. // Load Hp/SP from char-received data.
  3106. sd->battle_status.hp = sd->status.hp;
  3107. sd->battle_status.sp = sd->status.sp;
  3108. sd->regen.sregen = &sd->sregen;
  3109. sd->regen.ssregen = &sd->ssregen;
  3110. }
  3111. base_status = &sd->base_status;
  3112. // These are not zeroed. [zzo]
  3113. sd->hprate = 100;
  3114. sd->sprate = 100;
  3115. sd->castrate = 100;
  3116. sd->delayrate = 100;
  3117. sd->dsprate = 100;
  3118. sd->hprecov_rate = 100;
  3119. sd->sprecov_rate = 100;
  3120. sd->matk_rate = 100;
  3121. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3122. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3123. sd->regen.state.block = 0;
  3124. sd->add_max_weight = 0;
  3125. // Zeroed arrays, order follows the order in pc.hpp.
  3126. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3127. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3128. + sizeof(sd->param_equip)
  3129. + sizeof(sd->subele)
  3130. + sizeof(sd->subele_script)
  3131. + sizeof(sd->subdefele)
  3132. + sizeof(sd->subrace)
  3133. + sizeof(sd->subclass)
  3134. + sizeof(sd->subrace2)
  3135. + sizeof(sd->subsize)
  3136. + sizeof(sd->reseff)
  3137. + sizeof(sd->coma_class)
  3138. + sizeof(sd->coma_race)
  3139. + sizeof(sd->weapon_coma_ele)
  3140. + sizeof(sd->weapon_coma_race)
  3141. + sizeof(sd->weapon_coma_class)
  3142. + sizeof(sd->weapon_atk)
  3143. + sizeof(sd->weapon_damage_rate)
  3144. + sizeof(sd->arrow_addele)
  3145. + sizeof(sd->arrow_addrace)
  3146. + sizeof(sd->arrow_addclass)
  3147. + sizeof(sd->arrow_addsize)
  3148. + sizeof(sd->magic_addele)
  3149. + sizeof(sd->magic_addele_script)
  3150. + sizeof(sd->magic_addrace)
  3151. + sizeof(sd->magic_addclass)
  3152. + sizeof(sd->magic_addsize)
  3153. + sizeof(sd->magic_atk_ele)
  3154. + sizeof(sd->critaddrace)
  3155. + sizeof(sd->expaddrace)
  3156. + sizeof(sd->expaddclass)
  3157. + sizeof(sd->ignore_mdef_by_race)
  3158. + sizeof(sd->ignore_mdef_by_class)
  3159. + sizeof(sd->ignore_def_by_race)
  3160. + sizeof(sd->ignore_def_by_class)
  3161. + sizeof(sd->sp_gain_race)
  3162. + sizeof(sd->magic_addrace2)
  3163. + sizeof(sd->ignore_mdef_by_race2)
  3164. + sizeof(sd->dropaddrace)
  3165. + sizeof(sd->dropaddclass)
  3166. );
  3167. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3168. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3169. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3170. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3171. memset(&sd->special_state,0,sizeof(sd->special_state));
  3172. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3173. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3174. if (!sd->state.permanent_speed) {
  3175. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3176. base_status->speed = DEFAULT_WALK_SPEED;
  3177. } else {
  3178. int pSpeed = base_status->speed;
  3179. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3180. base_status->speed = pSpeed;
  3181. }
  3182. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3183. // Give them all modes except these (useful for clones)
  3184. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3185. base_status->size = (sd->class_&JOBL_BABY || ((battle_config.summoner_trait&2) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)) ? SZ_SMALL : SZ_MEDIUM;
  3186. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3187. if (sd->class_&JOBL_BABY) {
  3188. if (battle_config.character_size&SZ_BIG)
  3189. base_status->size++;
  3190. } else
  3191. if(battle_config.character_size&SZ_MEDIUM)
  3192. base_status->size++;
  3193. }
  3194. base_status->aspd_rate = 1000;
  3195. base_status->ele_lv = 1;
  3196. base_status->race = ((battle_config.summoner_trait&1) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3197. base_status->class_ = CLASS_NORMAL;
  3198. // Zero up structures...
  3199. memset(&sd->autospell, 0, sizeof(sd->autospell)
  3200. + sizeof(sd->autospell2)
  3201. + sizeof(sd->autospell3)
  3202. + sizeof(sd->addeff)
  3203. + sizeof(sd->addeff_atked)
  3204. + sizeof(sd->addeff_onskill)
  3205. + sizeof(sd->skillatk)
  3206. + sizeof(sd->skillusesprate)
  3207. + sizeof(sd->skillusesp)
  3208. + sizeof(sd->skillheal)
  3209. + sizeof(sd->skillheal2)
  3210. + sizeof(sd->skillblown)
  3211. + sizeof(sd->skillcastrate)
  3212. + sizeof(sd->skillfixcastrate)
  3213. + sizeof(sd->subskill)
  3214. + sizeof(sd->skillcooldown)
  3215. + sizeof(sd->skillfixcast)
  3216. + sizeof(sd->skillvarcast)
  3217. + sizeof(sd->hp_loss)
  3218. + sizeof(sd->sp_loss)
  3219. + sizeof(sd->hp_regen)
  3220. + sizeof(sd->sp_regen)
  3221. + sizeof(sd->percent_hp_regen)
  3222. + sizeof(sd->percent_sp_regen)
  3223. + sizeof(sd->add_def)
  3224. + sizeof(sd->add_mdef)
  3225. + sizeof(sd->add_mdmg)
  3226. + sizeof(sd->add_drop)
  3227. + sizeof(sd->itemhealrate)
  3228. + sizeof(sd->subele2)
  3229. + sizeof(sd->def_set_race)
  3230. + sizeof(sd->mdef_set_race)
  3231. + sizeof(sd->norecover_state_race)
  3232. + sizeof(sd->hp_vanish_race)
  3233. + sizeof(sd->sp_vanish_race)
  3234. + sizeof(sd->skilldelay)
  3235. );
  3236. memset (&sd->bonus, 0, sizeof(sd->bonus));
  3237. // Autobonus
  3238. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  3239. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  3240. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  3241. pc_itemgrouphealrate_clear(sd);
  3242. running_npc_stat_calc_event = true;
  3243. npc_script_event(sd, NPCE_STATCALC);
  3244. running_npc_stat_calc_event = false;
  3245. // Parse equipment
  3246. for (i = 0; i < EQI_MAX; i++) {
  3247. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3248. current_equip_combo_pos = 0;
  3249. if (index < 0)
  3250. continue;
  3251. if (i == EQI_AMMO)
  3252. continue;
  3253. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3254. continue;
  3255. if (!sd->inventory_data[index])
  3256. continue;
  3257. base_status->def += sd->inventory_data[index]->def;
  3258. // Items may be equipped, their effects however are nullified.
  3259. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3260. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3261. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3262. if (!calculating)
  3263. return 1;
  3264. }
  3265. // Sanitize the refine level in case someone decreased the value inbetween
  3266. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3267. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3268. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3269. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3270. struct weapon_data *wd;
  3271. struct weapon_atk *wa;
  3272. if(wlv >= REFINE_TYPE_MAX)
  3273. wlv = REFINE_TYPE_MAX - 1;
  3274. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3275. wd = &sd->left_weapon; // Left-hand weapon
  3276. wa = &base_status->lhw;
  3277. } else {
  3278. wd = &sd->right_weapon;
  3279. wa = &base_status->rhw;
  3280. }
  3281. wa->atk += sd->inventory_data[index]->atk;
  3282. if(r)
  3283. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3284. #ifdef RENEWAL
  3285. wa->matk += sd->inventory_data[index]->matk;
  3286. wa->wlv = wlv;
  3287. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3288. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3289. #endif
  3290. if(r) // Overrefine bonus.
  3291. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3292. wa->range += sd->inventory_data[index]->range;
  3293. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3294. if (wd == &sd->left_weapon) {
  3295. sd->state.lr_flag = 1;
  3296. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3297. sd->state.lr_flag = 0;
  3298. } else
  3299. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3300. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3301. return 1;
  3302. }
  3303. #ifdef RENEWAL
  3304. if (sd->bonus.weapon_matk_rate)
  3305. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3306. #endif
  3307. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3308. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3309. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3310. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3311. wd->star += 10;
  3312. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3313. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3314. }
  3315. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3316. int r;
  3317. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3318. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3319. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3320. if( i == EQI_HAND_L ) // Shield
  3321. sd->state.lr_flag = 3;
  3322. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3323. if( i == EQI_HAND_L ) // Shield
  3324. sd->state.lr_flag = 0;
  3325. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3326. return 1;
  3327. }
  3328. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3329. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3330. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3331. if( !calculating )
  3332. return 1;
  3333. }
  3334. }
  3335. }
  3336. if(sd->equip_index[EQI_AMMO] >= 0) {
  3337. index = sd->equip_index[EQI_AMMO];
  3338. if(sd->inventory_data[index]) { // Arrows
  3339. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3340. sd->state.lr_flag = 2;
  3341. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3342. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3343. sd->state.lr_flag = 0;
  3344. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3345. return 1;
  3346. }
  3347. }
  3348. // We've got combos to process and check
  3349. if( sd->combos.count ) {
  3350. for (i = 0; i < sd->combos.count; i++) {
  3351. uint8 j = 0;
  3352. bool no_run = false;
  3353. struct item_combo *combo = NULL;
  3354. current_equip_item_index = -1;
  3355. current_equip_combo_pos = sd->combos.pos[i];
  3356. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3357. continue;
  3358. // Check combo items
  3359. while (j < combo->count) {
  3360. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3361. // Don't run the script if at least one of combo's pair has restriction
  3362. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3363. no_run = true;
  3364. break;
  3365. }
  3366. j++;
  3367. }
  3368. if (no_run)
  3369. continue;
  3370. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3371. if (!calculating) // Abort, run_script retriggered this
  3372. return 1;
  3373. }
  3374. }
  3375. // Store equipment script bonuses
  3376. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3377. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3378. base_status->def += (refinedef+50)/100;
  3379. // Parse Cards
  3380. for (i = 0; i < EQI_MAX; i++) {
  3381. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3382. current_equip_combo_pos = 0;
  3383. if (index < 0)
  3384. continue;
  3385. if (i == EQI_AMMO)
  3386. continue;
  3387. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3388. continue;
  3389. if (sd->inventory_data[index]) {
  3390. int j;
  3391. struct item_data *data;
  3392. // Card script execution.
  3393. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3394. continue;
  3395. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3396. int c = sd->inventory.u.items_inventory[index].card[j];
  3397. current_equip_card_id= c;
  3398. if(!c)
  3399. continue;
  3400. data = itemdb_exists(c);
  3401. if(!data)
  3402. continue;
  3403. 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
  3404. run_script(data->equip_script,0,sd->bl.id,0);
  3405. if (!calculating)
  3406. return 1;
  3407. }
  3408. if(!data->script)
  3409. continue;
  3410. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3411. continue;
  3412. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3413. sd->state.lr_flag = 1;
  3414. run_script(data->script,0,sd->bl.id,0);
  3415. sd->state.lr_flag = 0;
  3416. } else
  3417. run_script(data->script,0,sd->bl.id,0);
  3418. if (!calculating) // Abort, run_script his function. [Skotlex]
  3419. return 1;
  3420. }
  3421. }
  3422. }
  3423. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3424. // Parse random options
  3425. for (i = 0; i < EQI_MAX; i++) {
  3426. current_equip_item_index = index = sd->equip_index[i];
  3427. current_equip_combo_pos = 0;
  3428. current_equip_opt_index = -1;
  3429. if (index < 0)
  3430. continue;
  3431. if (i == EQI_AMMO)
  3432. continue;
  3433. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3434. continue;
  3435. if (sd->inventory_data[index]) {
  3436. int j;
  3437. struct s_random_opt_data *data;
  3438. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3439. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3440. if (!opt_id)
  3441. continue;
  3442. current_equip_opt_index = j;
  3443. data = itemdb_randomopt_exists(opt_id);
  3444. if (!data || !data->script)
  3445. continue;
  3446. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3447. continue;
  3448. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3449. sd->state.lr_flag = 1;
  3450. run_script(data->script, 0, sd->bl.id, 0);
  3451. sd->state.lr_flag = 0;
  3452. }
  3453. else
  3454. run_script(data->script, 0, sd->bl.id, 0);
  3455. if (!calculating)
  3456. return 1;
  3457. }
  3458. }
  3459. current_equip_opt_index = -1;
  3460. }
  3461. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3462. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3463. if (data && data->script)
  3464. run_script(data->script, 0, sd->bl.id, 0);
  3465. }
  3466. pc_bonus_script(sd);
  3467. if( sd->pd ) { // Pet Bonus
  3468. struct pet_data *pd = sd->pd;
  3469. s_pet_db *pet_db_ptr = pd->get_pet_db();
  3470. if( pet_db_ptr != nullptr && pet_db_ptr->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3471. run_script(pd->get_pet_db()->pet_loyal_script,0,sd->bl.id,0);
  3472. if( pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3473. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3474. }
  3475. // param_bonus now holds card bonuses.
  3476. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3477. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3478. if(base_status->rhw.range < base_status->lhw.range)
  3479. base_status->rhw.range = base_status->lhw.range;
  3480. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3481. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3482. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3483. // Damage modifiers from weapon type
  3484. sd->right_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype1];
  3485. sd->right_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype1];
  3486. sd->right_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype1];
  3487. sd->left_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype2];
  3488. sd->left_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype2];
  3489. sd->left_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype2];
  3490. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3491. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3492. { // When Riding with spear, damage modifier to mid-class becomes
  3493. // same as versus large size.
  3494. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3495. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3496. }
  3497. // ----- STATS CALCULATION -----
  3498. // Job bonuses
  3499. index = pc_class2idx(sd->status.class_);
  3500. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3501. if(!job_info[index].job_bonus[i])
  3502. continue;
  3503. switch(job_info[index].job_bonus[i]) {
  3504. case 1: base_status->str++; break;
  3505. case 2: base_status->agi++; break;
  3506. case 3: base_status->vit++; break;
  3507. case 4: base_status->int_++; break;
  3508. case 5: base_status->dex++; break;
  3509. case 6: base_status->luk++; break;
  3510. }
  3511. }
  3512. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3513. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3514. base_status->str += 10;
  3515. base_status->agi += 10;
  3516. base_status->vit += 10;
  3517. base_status->int_+= 10;
  3518. base_status->dex += 10;
  3519. base_status->luk += 10;
  3520. }
  3521. // Absolute modifiers from passive skills
  3522. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3523. base_status->str++;
  3524. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3525. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3526. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3527. base_status->dex += skill;
  3528. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3529. base_status->int_ += skill;
  3530. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3531. base_status->int_ += 20;
  3532. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3533. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3534. base_status->str = cap_value(i,0,USHRT_MAX);
  3535. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3536. base_status->agi = cap_value(i,0,USHRT_MAX);
  3537. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3538. base_status->vit = cap_value(i,0,USHRT_MAX);
  3539. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3540. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3541. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3542. base_status->dex = cap_value(i,0,USHRT_MAX);
  3543. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3544. base_status->luk = cap_value(i,0,USHRT_MAX);
  3545. // ------ ATTACK CALCULATION ------
  3546. // Base batk value is set in status_calc_misc
  3547. #ifndef RENEWAL
  3548. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3549. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3550. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3551. // Absolute modifiers from passive skills
  3552. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3553. base_status->batk += 4;
  3554. #else
  3555. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3556. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3557. base_status->eatk = sd->bonus.eatk;
  3558. #endif
  3559. // ----- HP MAX CALCULATION -----
  3560. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3561. if(battle_config.hp_rate != 100)
  3562. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3563. if (sd->status.base_level < 100)
  3564. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3565. else if (sd->status.base_level < 151)
  3566. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3567. else
  3568. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3569. // ----- SP MAX CALCULATION -----
  3570. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3571. if(battle_config.sp_rate != 100)
  3572. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3573. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3574. // ----- RESPAWN HP/SP -----
  3575. // Calc respawn hp and store it on base_status
  3576. if (sd->special_state.restart_full_recover) {
  3577. base_status->hp = base_status->max_hp;
  3578. base_status->sp = base_status->max_sp;
  3579. } else {
  3580. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3581. && battle_config.restart_hp_rate < 50)
  3582. base_status->hp = base_status->max_hp>>1;
  3583. else
  3584. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3585. if(!base_status->hp)
  3586. base_status->hp = 1;
  3587. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3588. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3589. base_status->sp = 1;
  3590. }
  3591. // ----- MISC CALCULATION -----
  3592. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3593. // Equipment modifiers for misc settings
  3594. if(sd->matk_rate < 0)
  3595. sd->matk_rate = 0;
  3596. if(sd->matk_rate != 100) {
  3597. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3598. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3599. }
  3600. if(sd->hit_rate < 0)
  3601. sd->hit_rate = 0;
  3602. if(sd->hit_rate != 100)
  3603. base_status->hit = base_status->hit * sd->hit_rate/100;
  3604. if(sd->flee_rate < 0)
  3605. sd->flee_rate = 0;
  3606. if(sd->flee_rate != 100)
  3607. base_status->flee = base_status->flee * sd->flee_rate/100;
  3608. if(sd->def2_rate < 0)
  3609. sd->def2_rate = 0;
  3610. if(sd->def2_rate != 100)
  3611. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3612. if(sd->mdef2_rate < 0)
  3613. sd->mdef2_rate = 0;
  3614. if(sd->mdef2_rate != 100)
  3615. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3616. if(sd->critical_rate < 0)
  3617. sd->critical_rate = 0;
  3618. if(sd->critical_rate != 100)
  3619. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3620. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3621. base_status->cri += 200;
  3622. if(sd->flee2_rate < 0)
  3623. sd->flee2_rate = 0;
  3624. if(sd->flee2_rate != 100)
  3625. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3626. // ----- HIT CALCULATION -----
  3627. // Absolute modifiers from passive skills
  3628. #ifndef RENEWAL
  3629. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3630. base_status->hit += skill*2;
  3631. #endif
  3632. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3633. #ifndef RENEWAL
  3634. base_status->hit += skill;
  3635. #endif
  3636. if(sd->status.weapon == W_BOW)
  3637. base_status->rhw.range += skill;
  3638. }
  3639. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3640. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3641. base_status->hit += 2*skill;
  3642. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3643. base_status->hit += skill;
  3644. base_status->rhw.range += skill;
  3645. }
  3646. }
  3647. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3648. base_status->hit += skill * 3;
  3649. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3650. base_status->hit += skill * 2;
  3651. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3652. base_status->hit += 20;
  3653. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3654. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3655. // ----- FLEE CALCULATION -----
  3656. // Absolute modifiers from passive skills
  3657. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3658. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3659. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3660. base_status->flee += (skill*3)>>1;
  3661. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3662. base_status->flee += 20;
  3663. // ----- EQUIPMENT-DEF CALCULATION -----
  3664. // Apply relative modifiers from equipment
  3665. if(sd->def_rate < 0)
  3666. sd->def_rate = 0;
  3667. if(sd->def_rate != 100) {
  3668. i = base_status->def * sd->def_rate/100;
  3669. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3670. }
  3671. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3672. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3673. #ifndef RENEWAL
  3674. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3675. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3676. base_status->def = (unsigned char)battle_config.max_def;
  3677. }
  3678. #endif
  3679. // ----- EQUIPMENT-MDEF CALCULATION -----
  3680. // Apply relative modifiers from equipment
  3681. if(sd->mdef_rate < 0)
  3682. sd->mdef_rate = 0;
  3683. if(sd->mdef_rate != 100) {
  3684. i = base_status->mdef * sd->mdef_rate/100;
  3685. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3686. }
  3687. #ifndef RENEWAL
  3688. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3689. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3690. base_status->mdef = (signed char)battle_config.max_def;
  3691. }
  3692. #endif
  3693. // ----- ASPD CALCULATION -----
  3694. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3695. // Basic ASPD value
  3696. i = status_base_amotion_pc(sd,base_status);
  3697. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3698. // Relative modifiers from passive skills
  3699. #ifndef RENEWAL_ASPD
  3700. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3701. base_status->aspd_rate -= 5*skill;
  3702. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3703. base_status->aspd_rate -= 30*skill;
  3704. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3705. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3706. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3707. if(pc_isriding(sd))
  3708. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3709. else if(pc_isridingdragon(sd))
  3710. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3711. #else // Needs more info
  3712. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3713. base_status->aspd_rate += 30*skill;
  3714. if(pc_isriding(sd))
  3715. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3716. else if(pc_isridingdragon(sd))
  3717. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3718. #endif
  3719. base_status->adelay = 2*base_status->amotion;
  3720. // ----- DMOTION -----
  3721. i = 800-base_status->agi*4;
  3722. base_status->dmotion = cap_value(i, 400, 800);
  3723. if(battle_config.pc_damage_delay_rate != 100)
  3724. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3725. // ----- MISC CALCULATIONS -----
  3726. // Weight
  3727. status_calc_weight(sd, CALCWT_MAXBONUS);
  3728. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3729. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3730. sd->regen.state.walk = 1;
  3731. else
  3732. sd->regen.state.walk = 0;
  3733. // Skill SP cost
  3734. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3735. sd->dsprate -= 4*skill;
  3736. if(sc->data[SC_SERVICE4U])
  3737. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3738. if(sc->data[SC_SPCOST_RATE])
  3739. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3740. // Underflow protections.
  3741. if(sd->dsprate < 0)
  3742. sd->dsprate = 0;
  3743. if(sd->castrate < 0)
  3744. sd->castrate = 0;
  3745. if(sd->delayrate < 0)
  3746. sd->delayrate = 0;
  3747. if(sd->hprecov_rate < 0)
  3748. sd->hprecov_rate = 0;
  3749. if(sd->sprecov_rate < 0)
  3750. sd->sprecov_rate = 0;
  3751. // Anti-element and anti-race
  3752. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3753. sd->subele[ELE_HOLY] += skill*5;
  3754. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3755. sd->subele[ELE_NEUTRAL] += skill;
  3756. sd->subele[ELE_FIRE] += skill*5;
  3757. }
  3758. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3759. #ifdef RENEWAL
  3760. skill = skill * 2;
  3761. #else
  3762. skill = skill * 4;
  3763. #endif
  3764. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3765. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3766. sd->magic_addrace[RC_DRAGON]+=skill;
  3767. sd->subrace[RC_DRAGON]+=skill;
  3768. }
  3769. if(sc->count) {
  3770. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3771. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3772. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3773. }
  3774. if(sc->data[SC_SIEGFRIED]) {
  3775. i = sc->data[SC_SIEGFRIED]->val2;
  3776. sd->subele[ELE_WATER] += i;
  3777. sd->subele[ELE_EARTH] += i;
  3778. sd->subele[ELE_FIRE] += i;
  3779. sd->subele[ELE_WIND] += i;
  3780. sd->subele[ELE_POISON] += i;
  3781. sd->subele[ELE_HOLY] += i;
  3782. sd->subele[ELE_DARK] += i;
  3783. sd->subele[ELE_GHOST] += i;
  3784. sd->subele[ELE_UNDEAD] += i;
  3785. }
  3786. if(sc->data[SC_PROVIDENCE]) {
  3787. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3788. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3789. }
  3790. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3791. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3792. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3793. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3794. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3795. }
  3796. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3797. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3798. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3799. }
  3800. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3801. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3802. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3803. }
  3804. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3805. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3806. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3807. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3808. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3809. }
  3810. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3811. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3812. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3813. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3814. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3815. }
  3816. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3817. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3818. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3819. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3820. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3821. }
  3822. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3823. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3824. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3825. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3826. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3827. }
  3828. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3829. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3830. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3831. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3832. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3833. }
  3834. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3835. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3836. sd->subele[ELE_FIRE] += i;
  3837. sd->subele[ELE_WATER] -= i;
  3838. }
  3839. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3840. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3841. sd->subele[ELE_WATER] += i;
  3842. sd->subele[ELE_WIND] -= i;
  3843. }
  3844. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3845. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3846. sd->subele[ELE_WIND] += i;
  3847. sd->subele[ELE_EARTH] -= i;
  3848. }
  3849. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3850. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3851. sd->subele[ELE_EARTH] += i;
  3852. sd->subele[ELE_FIRE] -= i;
  3853. }
  3854. if (sc->data[SC_MTF_MLEATKED] )
  3855. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3856. if (sc->data[SC_MTF_CRIDAMAGE])
  3857. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3858. if (sc->data[SC_GLASTHEIM_ATK]) {
  3859. sd->ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3860. sd->ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3861. }
  3862. if (sc->data[SC_LAUDARAMUS])
  3863. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  3864. }
  3865. status_cpy(&sd->battle_status, base_status);
  3866. // ----- CLIENT-SIDE REFRESH -----
  3867. if(!sd->bl.prev) {
  3868. // Will update on LoadEndAck
  3869. calculating = 0;
  3870. return 0;
  3871. }
  3872. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3873. clif_skillinfoblock(sd);
  3874. // If the skill is learned, the status is infinite.
  3875. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  3876. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
  3877. calculating = 0;
  3878. return 0;
  3879. }
  3880. /// Intermediate function since C++ does not have a try-finally syntax
  3881. int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
  3882. // Save the old script the player was attached to
  3883. struct script_state* previous_st = sd->st;
  3884. // Store the return value of the original function
  3885. int ret = status_calc_pc_sub( sd, opt );
  3886. // If an old script is present
  3887. if( previous_st ){
  3888. // Reattach the player to it, so that the limitations of that script kick back in
  3889. script_attach_state( previous_st );
  3890. }
  3891. // Return the original return value
  3892. return ret;
  3893. }
  3894. /**
  3895. * Calculates Mercenary data
  3896. * @param md: Mercenary object
  3897. * @param opt: Whether it is first calc or not (0 on level up or status)
  3898. * @return 0
  3899. */
  3900. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3901. {
  3902. struct status_data *status = &md->base_status;
  3903. struct s_mercenary *merc = &md->mercenary;
  3904. if (opt&SCO_FIRST) {
  3905. memcpy(status, &md->db->status, sizeof(struct status_data));
  3906. status->class_ = CLASS_NORMAL;
  3907. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3908. status->hp = status->max_hp;
  3909. status->sp = status->max_sp;
  3910. md->battle_status.hp = merc->hp;
  3911. md->battle_status.sp = merc->sp;
  3912. if (md->master)
  3913. status->speed = status_get_speed(&md->master->bl);
  3914. }
  3915. status_calc_misc(&md->bl, status, md->db->lv);
  3916. status_cpy(&md->battle_status, status);
  3917. return 0;
  3918. }
  3919. /**
  3920. * Calculates Homunculus data
  3921. * @param hd: Homunculus object
  3922. * @param opt: Whether it is first calc or not (0 on level up or status)
  3923. * @return 1
  3924. */
  3925. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3926. {
  3927. struct status_data *status = &hd->base_status;
  3928. struct s_homunculus *hom = &hd->homunculus;
  3929. int skill_lv;
  3930. int amotion;
  3931. status->str = hom->str / 10;
  3932. status->agi = hom->agi / 10;
  3933. status->vit = hom->vit / 10;
  3934. status->dex = hom->dex / 10;
  3935. status->int_ = hom->int_ / 10;
  3936. status->luk = hom->luk / 10;
  3937. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3938. if (opt&SCO_FIRST) {
  3939. const struct s_homunculus_db *db = hd->homunculusDB;
  3940. status->def_ele = db->element;
  3941. status->ele_lv = 1;
  3942. status->race = db->race;
  3943. status->class_ = CLASS_NORMAL;
  3944. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3945. status->rhw.range = 1 + status->size;
  3946. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3947. status->speed = DEFAULT_WALK_SPEED;
  3948. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3949. status->speed = status_get_speed(&hd->master->bl);
  3950. status->hp = 1;
  3951. status->sp = 1;
  3952. }
  3953. status->aspd_rate = 1000;
  3954. #ifdef RENEWAL
  3955. amotion = hd->homunculusDB->baseASPD;
  3956. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3957. status->def = status->mdef = 0;
  3958. #else
  3959. skill_lv = hom->level / 10 + status->vit / 5;
  3960. status->def = cap_value(skill_lv, 0, 99);
  3961. skill_lv = hom->level / 10 + status->int_ / 5;
  3962. status->mdef = cap_value(skill_lv, 0, 99);
  3963. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3964. #endif
  3965. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3966. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3967. status->max_hp = hom->max_hp;
  3968. status->max_sp = hom->max_sp;
  3969. hom_calc_skilltree(hd, 0);
  3970. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3971. status->def += skill_lv * 4;
  3972. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3973. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3974. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3975. }
  3976. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3977. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3978. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3979. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3980. if (opt&SCO_FIRST) {
  3981. hd->battle_status.hp = hom->hp;
  3982. hd->battle_status.sp = hom->sp;
  3983. if(hom->class_ == 6052) // Eleanor
  3984. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3985. }
  3986. #ifndef RENEWAL
  3987. status->rhw.atk = status->dex;
  3988. status->rhw.atk2 = status->str + hom->level;
  3989. #endif
  3990. status_calc_misc(&hd->bl, status, hom->level);
  3991. status_cpy(&hd->battle_status, status);
  3992. return 1;
  3993. }
  3994. /**
  3995. * Calculates Elemental data
  3996. * @param ed: Elemental object
  3997. * @param opt: Whether it is first calc or not (0 on status change)
  3998. * @return 0
  3999. */
  4000. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  4001. {
  4002. struct status_data *status = &ed->base_status;
  4003. struct s_elemental *ele = &ed->elemental;
  4004. struct map_session_data *sd = ed->master;
  4005. if( !sd )
  4006. return 0;
  4007. if (opt&SCO_FIRST) {
  4008. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4009. if( !ele->mode )
  4010. status->mode = EL_MODE_PASSIVE;
  4011. else
  4012. status->mode = ele->mode;
  4013. status->class_ = CLASS_NORMAL;
  4014. status_calc_misc(&ed->bl, status, 0);
  4015. status->max_hp = ele->max_hp;
  4016. status->max_sp = ele->max_sp;
  4017. status->hp = ele->hp;
  4018. status->sp = ele->sp;
  4019. status->rhw.atk = ele->atk;
  4020. status->rhw.atk2 = ele->atk2;
  4021. status->matk_min += ele->matk;
  4022. status->def += ele->def;
  4023. status->mdef += ele->mdef;
  4024. status->flee = ele->flee;
  4025. status->hit = ele->hit;
  4026. if (ed->master)
  4027. status->speed = status_get_speed(&ed->master->bl);
  4028. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4029. } else {
  4030. status_calc_misc(&ed->bl, status, 0);
  4031. status_cpy(&ed->battle_status, status);
  4032. }
  4033. return 0;
  4034. }
  4035. /**
  4036. * Calculates NPC data
  4037. * @param nd: NPC object
  4038. * @param opt: Whether it is first calc or not (what?)
  4039. * @return 0
  4040. */
  4041. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  4042. {
  4043. struct status_data *status = &nd->status;
  4044. if (!nd)
  4045. return 0;
  4046. if (opt&SCO_FIRST) {
  4047. status->hp = 1;
  4048. status->sp = 1;
  4049. status->max_hp = 1;
  4050. status->max_sp = 1;
  4051. status->def_ele = ELE_NEUTRAL;
  4052. status->ele_lv = 1;
  4053. status->race = RC_DEMIHUMAN;
  4054. status->class_ = CLASS_NORMAL;
  4055. status->size = nd->size;
  4056. status->rhw.range = 1 + status->size;
  4057. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4058. status->speed = nd->speed;
  4059. }
  4060. status->str = nd->stat_point + nd->params.str;
  4061. status->agi = nd->stat_point + nd->params.agi;
  4062. status->vit = nd->stat_point + nd->params.vit;
  4063. status->int_= nd->stat_point + nd->params.int_;
  4064. status->dex = nd->stat_point + nd->params.dex;
  4065. status->luk = nd->stat_point + nd->params.luk;
  4066. status_calc_misc(&nd->bl, status, nd->level);
  4067. status_cpy(&nd->status, status);
  4068. return 0;
  4069. }
  4070. /**
  4071. * Calculates regeneration values
  4072. * Applies passive skill regeneration additions
  4073. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4074. * @param status: Object's status
  4075. * @param regen: Object's base regeneration data
  4076. */
  4077. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4078. {
  4079. struct map_session_data *sd;
  4080. struct status_change *sc;
  4081. int val, skill, reg_flag;
  4082. if( !(bl->type&BL_REGEN) || !regen )
  4083. return;
  4084. sd = BL_CAST(BL_PC,bl);
  4085. sc = status_get_sc(bl);
  4086. val = 1 + (status->vit/5) + (status->max_hp/200);
  4087. if( sd && sd->hprecov_rate != 100 )
  4088. val = val*sd->hprecov_rate/100;
  4089. reg_flag = bl->type == BL_PC ? 0 : 1;
  4090. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4091. val = 1 + (status->int_/6) + (status->max_sp/100);
  4092. if( status->int_ >= 120 )
  4093. val += ((status->int_-120)>>1) + 4;
  4094. if( sd && sd->sprecov_rate != 100 )
  4095. val = val*sd->sprecov_rate/100;
  4096. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4097. if( sd ) {
  4098. struct regen_data_sub *sregen;
  4099. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4100. val = regen->sp*(100+3*skill)/100;
  4101. regen->sp = cap_value(val, 1, SHRT_MAX);
  4102. }
  4103. // Only players have skill/sitting skill regen for now.
  4104. sregen = regen->sregen;
  4105. val = 0;
  4106. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4107. val += skill*5 + skill*status->max_hp/500;
  4108. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4109. val = 0;
  4110. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4111. val += skill*3 + skill*status->max_sp/500;
  4112. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4113. val += skill*3 + skill*status->max_sp/500;
  4114. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4115. val += 3 + 3 * skill;
  4116. if (sc && sc->count) {
  4117. if (sc->data[SC_SHRIMPBLESSING])
  4118. val += 150 / 100;
  4119. if (sc->data[SC_ANCILLA])
  4120. val += sc->data[SC_ANCILLA]->val2 / 100;
  4121. }
  4122. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4123. // Skill-related recovery (only when sit)
  4124. sregen = regen->ssregen;
  4125. val = 0;
  4126. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4127. val += skill*4 + skill*status->max_hp/500;
  4128. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4129. val += skill*30 + skill*status->max_hp/500;
  4130. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4131. val = 0;
  4132. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4133. val += skill*3 + skill*status->max_sp/500;
  4134. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4135. val += (30+10*skill)*val/100;
  4136. }
  4137. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4138. val += skill*2 + skill*status->max_sp/500;
  4139. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4140. }
  4141. if( bl->type == BL_HOM ) {
  4142. struct homun_data *hd = (TBL_HOM*)bl;
  4143. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4144. val = regen->hp*(100+5*skill)/100;
  4145. regen->hp = cap_value(val, 1, SHRT_MAX);
  4146. }
  4147. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4148. val = regen->sp*(100+3*skill)/100;
  4149. regen->sp = cap_value(val, 1, SHRT_MAX);
  4150. }
  4151. } else if( bl->type == BL_MER ) {
  4152. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4153. regen->hp = cap_value(val, 1, SHRT_MAX);
  4154. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4155. regen->sp = cap_value(val, 1, SHRT_MAX);
  4156. } else if( bl->type == BL_ELEM ) {
  4157. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4158. regen->hp = cap_value(val, 1, SHRT_MAX);
  4159. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4160. regen->sp = cap_value(val, 1, SHRT_MAX);
  4161. }
  4162. }
  4163. /**
  4164. * Calculates SC (Status Changes) regeneration values
  4165. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4166. * @param regen: Object's base regeneration data
  4167. * @param sc: Object's status change data
  4168. */
  4169. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4170. {
  4171. if (!(bl->type&BL_REGEN) || !regen)
  4172. return;
  4173. regen->flag = RGN_HP|RGN_SP;
  4174. if(regen->sregen) {
  4175. if (regen->sregen->hp)
  4176. regen->flag |= RGN_SHP;
  4177. if (regen->sregen->sp)
  4178. regen->flag |= RGN_SSP;
  4179. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4180. }
  4181. if (regen->ssregen) {
  4182. if (regen->ssregen->hp)
  4183. regen->flag |= RGN_SHP;
  4184. if (regen->ssregen->sp)
  4185. regen->flag |= RGN_SSP;
  4186. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4187. }
  4188. regen->rate.hp = regen->rate.sp = 100;
  4189. if (!sc || !sc->count)
  4190. return;
  4191. // No HP or SP regen
  4192. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4193. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4194. || sc->data[SC_BERSERK]
  4195. || sc->data[SC_TRICKDEAD]
  4196. || sc->data[SC_BLEEDING]
  4197. || sc->data[SC_MAGICMUSHROOM]
  4198. || sc->data[SC_SATURDAYNIGHTFEVER]
  4199. || sc->data[SC_REBOUND])
  4200. regen->flag = RGN_NONE;
  4201. // No natural SP regen
  4202. if (sc->data[SC_DANCING] ||
  4203. #ifdef RENEWAL
  4204. sc->data[SC_MAXIMIZEPOWER] ||
  4205. #endif
  4206. #ifndef RENEWAL
  4207. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4208. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4209. #else
  4210. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4211. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4212. #endif
  4213. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  4214. regen->flag &= ~RGN_SP;
  4215. if (sc->data[SC_TENSIONRELAX]) {
  4216. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4217. regen->state.overweight = 0; // 1x HP regen
  4218. else {
  4219. regen->rate.hp += 200;
  4220. if (regen->sregen)
  4221. regen->sregen->rate.hp += 200;
  4222. }
  4223. }
  4224. if (sc->data[SC_MAGNIFICAT])
  4225. regen->rate.sp += 100;
  4226. if (sc->data[SC_REGENERATION]) {
  4227. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4228. if (!sce->val4) {
  4229. regen->rate.hp += (sce->val2*100);
  4230. regen->rate.sp += (sce->val3*100);
  4231. } else
  4232. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4233. }
  4234. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  4235. regen->hp += cap_value(regen->hp * 50 / 100, 1, SHRT_MAX);
  4236. if(sc->data[SC_GT_REVITALIZE]) {
  4237. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4238. regen->state.walk = 1;
  4239. }
  4240. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4241. int ele_class = status_get_class(bl);
  4242. switch (ele_class) {
  4243. case ELEMENTALID_AGNI_S:
  4244. case ELEMENTALID_AGNI_M:
  4245. case ELEMENTALID_AGNI_L:
  4246. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4247. regen->rate.hp += 100;
  4248. break;
  4249. case ELEMENTALID_AQUA_S:
  4250. case ELEMENTALID_AQUA_M:
  4251. case ELEMENTALID_AQUA_L:
  4252. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4253. regen->rate.hp += 100;
  4254. break;
  4255. case ELEMENTALID_VENTUS_S:
  4256. case ELEMENTALID_VENTUS_M:
  4257. case ELEMENTALID_VENTUS_L:
  4258. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4259. regen->rate.hp += 100;
  4260. break;
  4261. case ELEMENTALID_TERA_S:
  4262. case ELEMENTALID_TERA_M:
  4263. case ELEMENTALID_TERA_L:
  4264. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4265. regen->rate.hp += 100;
  4266. break;
  4267. }
  4268. }
  4269. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4270. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  4271. if (sc->data[SC_VITATA_500])
  4272. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  4273. if (sc->data[SC_CATNIPPOWDER]) {
  4274. regen->rate.hp *= 2;
  4275. regen->rate.sp *= 2;
  4276. }
  4277. }
  4278. /**
  4279. * Applies a state to a unit - See [StatusChangeStateTable]
  4280. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4281. * @param sc: Object's status change data
  4282. * @param flag: Which state to apply to bl
  4283. * @param start: (1) start state, (0) remove state
  4284. */
  4285. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4286. {
  4287. /// No sc at all, we can zero without any extra weight over our conciousness
  4288. if( !sc->count ) {
  4289. memset(&sc->cant, 0, sizeof (sc->cant));
  4290. return;
  4291. }
  4292. // Can't move
  4293. if( flag&SCS_NOMOVE ) {
  4294. if( !(flag&SCS_NOMOVECOND) )
  4295. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4296. else if(
  4297. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4298. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4299. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4300. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4301. )
  4302. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4303. }
  4304. // Can't use skills
  4305. if( flag&SCS_NOCAST ) {
  4306. if( !(flag&SCS_NOCASTCOND) )
  4307. sc->cant.cast += ( start ? 1 : -1 );
  4308. }
  4309. // Can't chat
  4310. if( flag&SCS_NOCHAT ) {
  4311. if( !(flag&SCS_NOCHATCOND) )
  4312. sc->cant.chat += ( start ? 1 : -1 );
  4313. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4314. sc->cant.chat += ( start ? 1 : -1 );
  4315. }
  4316. // Player-only states
  4317. if( bl->type == BL_PC ) {
  4318. // Can't pick-up items
  4319. if( flag&SCS_NOPICKITEM ) {
  4320. if( !(flag&SCS_NOPICKITEMCOND) )
  4321. sc->cant.pickup += ( start ? 1 : -1 );
  4322. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4323. sc->cant.pickup += ( start ? 1 : -1 );
  4324. }
  4325. // Can't drop items
  4326. if( flag&SCS_NODROPITEM ) {
  4327. if( !(flag&SCS_NODROPITEMCOND) )
  4328. sc->cant.drop += ( start ? 1 : -1 );
  4329. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4330. sc->cant.drop += ( start ? 1 : -1 );
  4331. }
  4332. }
  4333. return;
  4334. }
  4335. /**
  4336. * Recalculates parts of an objects status according to specified flags
  4337. * See [set_sc] [add_sc]
  4338. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4339. * @param flag: Which status has changed on bl
  4340. */
  4341. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4342. {
  4343. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4344. struct status_data *status = status_get_status_data(bl); // Battle Status
  4345. struct status_change *sc = status_get_sc(bl);
  4346. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4347. int temp;
  4348. if (!b_status || !status)
  4349. return;
  4350. /** [Playtester]
  4351. * This needs to be done even if there is currently no status change active, because
  4352. * we need to update the speed on the client when the last status change ends.
  4353. **/
  4354. if(flag&SCB_SPEED) {
  4355. struct unit_data *ud = unit_bl2ud(bl);
  4356. /** [Skotlex]
  4357. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4358. * because if you step on something while walking, the moment this
  4359. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4360. **/
  4361. if (ud)
  4362. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4363. }
  4364. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  4365. status_cpy(status, b_status);
  4366. return;
  4367. }
  4368. if(flag&SCB_STR) {
  4369. status->str = status_calc_str(bl, sc, b_status->str);
  4370. flag|=SCB_BATK;
  4371. if( bl->type&BL_HOM )
  4372. flag |= SCB_WATK;
  4373. }
  4374. if(flag&SCB_AGI) {
  4375. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4376. flag|=SCB_FLEE
  4377. #ifdef RENEWAL
  4378. |SCB_DEF2
  4379. #endif
  4380. ;
  4381. if( bl->type&(BL_PC|BL_HOM) )
  4382. flag |= SCB_ASPD|SCB_DSPD;
  4383. }
  4384. if(flag&SCB_VIT) {
  4385. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4386. flag|=SCB_DEF2|SCB_MDEF2;
  4387. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4388. flag |= SCB_MAXHP;
  4389. if( bl->type&BL_HOM )
  4390. flag |= SCB_DEF;
  4391. }
  4392. if(flag&SCB_INT) {
  4393. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4394. flag|=SCB_MATK|SCB_MDEF2;
  4395. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4396. flag |= SCB_MAXSP;
  4397. if( bl->type&BL_HOM )
  4398. flag |= SCB_MDEF;
  4399. }
  4400. if(flag&SCB_DEX) {
  4401. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4402. flag|=SCB_BATK|SCB_HIT
  4403. #ifdef RENEWAL
  4404. |SCB_MATK|SCB_MDEF2
  4405. #endif
  4406. ;
  4407. if( bl->type&(BL_PC|BL_HOM) )
  4408. flag |= SCB_ASPD;
  4409. if( bl->type&BL_HOM )
  4410. flag |= SCB_WATK;
  4411. }
  4412. if(flag&SCB_LUK) {
  4413. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4414. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4415. #ifdef RENEWAL
  4416. |SCB_MATK|SCB_HIT|SCB_FLEE
  4417. #endif
  4418. ;
  4419. }
  4420. if(flag&SCB_BATK && b_status->batk) {
  4421. int lv = status_get_lv(bl);
  4422. status->batk = status_base_atk(bl, status, lv);
  4423. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4424. if (temp) {
  4425. temp += status->batk;
  4426. status->batk = cap_value(temp, 0, USHRT_MAX);
  4427. }
  4428. status->batk = status_calc_batk(bl, sc, status->batk);
  4429. }
  4430. if(flag&SCB_WATK) {
  4431. #ifndef RENEWAL
  4432. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4433. if (!sd) // Should not affect weapon refine bonus
  4434. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4435. if (sd && sd->bonus.weapon_atk_rate)
  4436. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4437. if(b_status->lhw.atk) {
  4438. if (sd) {
  4439. sd->state.lr_flag = 1;
  4440. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4441. sd->state.lr_flag = 0;
  4442. } else {
  4443. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4444. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4445. }
  4446. }
  4447. #else
  4448. if(!b_status->watk) { // We only have left-hand weapon
  4449. status->watk = 0;
  4450. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4451. }
  4452. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4453. #endif
  4454. }
  4455. if(flag&SCB_HIT) {
  4456. if (status->dex == b_status->dex
  4457. #ifdef RENEWAL
  4458. && status->luk == b_status->luk
  4459. #endif
  4460. )
  4461. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4462. else
  4463. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4464. #ifdef RENEWAL
  4465. + (status->luk/3 - b_status->luk/3)
  4466. #endif
  4467. );
  4468. }
  4469. if(flag&SCB_FLEE) {
  4470. if (status->agi == b_status->agi
  4471. #ifdef RENEWAL
  4472. && status->luk == b_status->luk
  4473. #endif
  4474. )
  4475. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4476. else
  4477. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4478. #ifdef RENEWAL
  4479. + (status->luk/5 - b_status->luk/5)
  4480. #endif
  4481. );
  4482. }
  4483. if(flag&SCB_DEF) {
  4484. status->def = status_calc_def(bl, sc, b_status->def);
  4485. if( bl->type&BL_HOM )
  4486. status->def += (status->vit/5 - b_status->vit/5);
  4487. }
  4488. if(flag&SCB_DEF2) {
  4489. if (status->vit == b_status->vit
  4490. #ifdef RENEWAL
  4491. && status->agi == b_status->agi
  4492. #endif
  4493. )
  4494. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4495. else
  4496. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4497. #ifdef RENEWAL
  4498. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4499. #else
  4500. + (status->vit - b_status->vit)
  4501. #endif
  4502. );
  4503. }
  4504. if(flag&SCB_MDEF) {
  4505. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4506. if( bl->type&BL_HOM )
  4507. status->mdef += (status->int_/5 - b_status->int_/5);
  4508. }
  4509. if(flag&SCB_MDEF2) {
  4510. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4511. #ifdef RENEWAL
  4512. && status->dex == b_status->dex
  4513. #endif
  4514. )
  4515. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4516. else
  4517. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4518. #ifdef RENEWAL
  4519. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4520. #else
  4521. + ((status->vit - b_status->vit)>>1)
  4522. #endif
  4523. );
  4524. }
  4525. if(flag&SCB_SPEED) {
  4526. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4527. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4528. status->speed = battle_config.max_walk_speed;
  4529. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4530. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4531. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4532. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4533. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4534. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4535. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4536. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4537. }
  4538. if(flag&SCB_CRI && b_status->cri) {
  4539. if (status->luk == b_status->luk)
  4540. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4541. else
  4542. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4543. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4544. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4545. status->cri <<= 1;
  4546. }
  4547. if(flag&SCB_FLEE2 && b_status->flee2) {
  4548. if (status->luk == b_status->luk)
  4549. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4550. else
  4551. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4552. }
  4553. if(flag&SCB_ATK_ELE) {
  4554. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4555. if (sd) sd->state.lr_flag = 1;
  4556. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4557. if (sd) sd->state.lr_flag = 0;
  4558. }
  4559. if(flag&SCB_DEF_ELE) {
  4560. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4561. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4562. }
  4563. if(flag&SCB_MODE) {
  4564. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4565. // Since mode changed, reset their state.
  4566. if (!status_has_mode(status,MD_CANATTACK))
  4567. unit_stop_attack(bl);
  4568. if (!status_has_mode(status,MD_CANMOVE))
  4569. unit_stop_walking(bl,1);
  4570. }
  4571. /**
  4572. * No status changes alter these yet.
  4573. * if(flag&SCB_SIZE)
  4574. * if(flag&SCB_RACE)
  4575. * if(flag&SCB_RANGE)
  4576. **/
  4577. if(flag&SCB_MAXHP) {
  4578. if( bl->type&BL_PC ) {
  4579. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4580. if(battle_config.hp_rate != 100)
  4581. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4582. if (sd->status.base_level < 100)
  4583. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4584. else if (sd->status.base_level < 151)
  4585. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4586. else
  4587. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4588. }
  4589. else
  4590. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4591. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4592. status->hp = status->max_hp;
  4593. if( sd ) clif_updatestatus(sd,SP_HP);
  4594. }
  4595. }
  4596. if(flag&SCB_MAXSP) {
  4597. if( bl->type&BL_PC ) {
  4598. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4599. if(battle_config.sp_rate != 100)
  4600. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4601. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4602. }
  4603. else
  4604. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4605. if( status->sp > status->max_sp ) {
  4606. status->sp = status->max_sp;
  4607. if( sd ) clif_updatestatus(sd,SP_SP);
  4608. }
  4609. }
  4610. if(flag&SCB_MATK) {
  4611. #ifndef RENEWAL
  4612. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4613. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4614. #else
  4615. /**
  4616. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4617. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4618. **/
  4619. int lv = status_get_lv(bl);
  4620. status->matk_min = status_base_matk_min(bl, status, lv);
  4621. status->matk_max = status_base_matk_max(bl, status, lv);
  4622. switch( bl->type ) {
  4623. case BL_PC: {
  4624. int wMatk = 0;
  4625. int variance = 0;
  4626. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4627. if (sd) {
  4628. if (sd->bonus.ematk > 0)
  4629. status->matk_min += sd->bonus.ematk;
  4630. if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4631. if ((pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) +
  4632. pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
  4633. status->matk_min += status->matk_min * 20 / 100;
  4634. }
  4635. }
  4636. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4637. status->matk_max = status->matk_min;
  4638. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4639. if (b_status->lhw.matk) {
  4640. if (sd) {
  4641. //sd->state.lr_flag = 1; //?? why was that set here
  4642. status->lhw.matk = b_status->lhw.matk;
  4643. sd->state.lr_flag = 0;
  4644. } else {
  4645. status->lhw.matk = b_status->lhw.matk;
  4646. }
  4647. }
  4648. if (b_status->rhw.matk) {
  4649. status->rhw.matk = b_status->rhw.matk;
  4650. }
  4651. if (status->rhw.matk) {
  4652. wMatk += status->rhw.matk;
  4653. variance += wMatk * status->rhw.wlv / 10;
  4654. }
  4655. if (status->lhw.matk) {
  4656. wMatk += status->lhw.matk;
  4657. variance += status->lhw.matk * status->lhw.wlv / 10;
  4658. }
  4659. status->matk_min += wMatk - variance;
  4660. status->matk_max += wMatk + variance;
  4661. }
  4662. break;
  4663. }
  4664. #endif
  4665. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4666. status->matk_max = status->matk_max * sd->matk_rate/100;
  4667. status->matk_min = status->matk_min * sd->matk_rate/100;
  4668. }
  4669. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4670. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4671. status->matk_min = status->matk_max;
  4672. #ifdef RENEWAL
  4673. if( sd && sd->right_weapon.overrefine > 0) {
  4674. status->matk_min++;
  4675. status->matk_max += sd->right_weapon.overrefine - 1;
  4676. }
  4677. #endif
  4678. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4679. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4680. }
  4681. if(flag&SCB_ASPD) {
  4682. int amotion;
  4683. if ( bl->type&BL_HOM ) {
  4684. #ifdef RENEWAL_ASPD
  4685. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4686. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4687. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4688. #else
  4689. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4690. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4691. amotion = amotion * status->aspd_rate / 1000;
  4692. #endif
  4693. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4694. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4695. status->adelay = status->amotion;
  4696. } else if ( bl->type&BL_PC ) {
  4697. uint16 skill_lv;
  4698. amotion = status_base_amotion_pc(sd,status);
  4699. #ifndef RENEWAL_ASPD
  4700. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4701. #endif
  4702. // Absolute ASPD % modifier
  4703. amotion = amotion * status->aspd_rate / 1000;
  4704. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  4705. amotion = amotion * 5 * (skill_lv + 10) / 100;
  4706. #ifdef RENEWAL_ASPD
  4707. // RE ASPD % modifier
  4708. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  4709. amotion = 10 * (200 - amotion);
  4710. amotion += sd->bonus.aspd_add;
  4711. #endif
  4712. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4713. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4714. status->adelay = 2 * status->amotion;
  4715. } else { // Mercenary and mobs
  4716. amotion = b_status->amotion;
  4717. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4718. amotion = amotion*status->aspd_rate/1000;
  4719. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4720. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4721. temp = b_status->adelay*status->aspd_rate/1000;
  4722. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4723. }
  4724. }
  4725. if(flag&SCB_DSPD) {
  4726. int dmotion;
  4727. if( bl->type&BL_PC ) {
  4728. if (b_status->agi == status->agi)
  4729. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4730. else {
  4731. dmotion = 800-status->agi*4;
  4732. status->dmotion = cap_value(dmotion, 400, 800);
  4733. if(battle_config.pc_damage_delay_rate != 100)
  4734. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4735. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4736. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4737. }
  4738. } else if( bl->type&BL_HOM ) {
  4739. dmotion = 800-status->agi*4;
  4740. status->dmotion = cap_value(dmotion, 400, 800);
  4741. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4742. } else { // Mercenary and mobs
  4743. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4744. }
  4745. }
  4746. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4747. status_calc_regen(bl, status, status_get_regen_data(bl));
  4748. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4749. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4750. }
  4751. /**
  4752. * Recalculates parts of an objects status according to specified flags
  4753. * Also sends updates to the client when necessary
  4754. * See [set_sc] [add_sc]
  4755. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4756. * @param flag: Which status has changed on bl
  4757. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4758. */
  4759. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4760. {
  4761. struct status_data b_status; // Previous battle status
  4762. struct status_data* status; // Pointer to current battle status
  4763. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4764. if (opt&SCO_FORCE)
  4765. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4766. else {
  4767. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4768. return;
  4769. }
  4770. }
  4771. // Remember previous values
  4772. status = status_get_status_data(bl);
  4773. memcpy(&b_status, status, sizeof(struct status_data));
  4774. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4775. switch( bl->type ) {
  4776. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4777. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4778. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4779. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4780. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4781. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4782. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4783. }
  4784. }
  4785. if( bl->type == BL_PET )
  4786. return; // Pets are not affected by statuses
  4787. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4788. return; // Assume there will be no statuses active
  4789. status_calc_bl_main(bl, flag);
  4790. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4791. return; // Client update handled by caller
  4792. // Compare against new values and send client updates
  4793. if( bl->type == BL_PC ) {
  4794. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4795. if(b_status.str != status->str)
  4796. clif_updatestatus(sd,SP_STR);
  4797. if(b_status.agi != status->agi)
  4798. clif_updatestatus(sd,SP_AGI);
  4799. if(b_status.vit != status->vit)
  4800. clif_updatestatus(sd,SP_VIT);
  4801. if(b_status.int_ != status->int_)
  4802. clif_updatestatus(sd,SP_INT);
  4803. if(b_status.dex != status->dex)
  4804. clif_updatestatus(sd,SP_DEX);
  4805. if(b_status.luk != status->luk)
  4806. clif_updatestatus(sd,SP_LUK);
  4807. if(b_status.hit != status->hit)
  4808. clif_updatestatus(sd,SP_HIT);
  4809. if(b_status.flee != status->flee)
  4810. clif_updatestatus(sd,SP_FLEE1);
  4811. if(b_status.amotion != status->amotion)
  4812. clif_updatestatus(sd,SP_ASPD);
  4813. if(b_status.speed != status->speed)
  4814. clif_updatestatus(sd,SP_SPEED);
  4815. if(b_status.batk != status->batk
  4816. #ifndef RENEWAL
  4817. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4818. #endif
  4819. )
  4820. clif_updatestatus(sd,SP_ATK1);
  4821. if(b_status.def != status->def) {
  4822. clif_updatestatus(sd,SP_DEF1);
  4823. #ifdef RENEWAL
  4824. clif_updatestatus(sd,SP_DEF2);
  4825. #endif
  4826. }
  4827. if(
  4828. #ifdef RENEWAL
  4829. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4830. #else
  4831. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4832. #endif
  4833. )
  4834. clif_updatestatus(sd,SP_ATK2);
  4835. if(b_status.def2 != status->def2) {
  4836. clif_updatestatus(sd,SP_DEF2);
  4837. #ifdef RENEWAL
  4838. clif_updatestatus(sd,SP_DEF1);
  4839. #endif
  4840. }
  4841. if(b_status.flee2 != status->flee2)
  4842. clif_updatestatus(sd,SP_FLEE2);
  4843. if(b_status.cri != status->cri)
  4844. clif_updatestatus(sd,SP_CRITICAL);
  4845. #ifndef RENEWAL
  4846. if(b_status.matk_max != status->matk_max)
  4847. clif_updatestatus(sd,SP_MATK1);
  4848. if(b_status.matk_min != status->matk_min)
  4849. clif_updatestatus(sd,SP_MATK2);
  4850. #else
  4851. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4852. clif_updatestatus(sd,SP_MATK2);
  4853. clif_updatestatus(sd,SP_MATK1);
  4854. }
  4855. #endif
  4856. if(b_status.mdef != status->mdef) {
  4857. clif_updatestatus(sd,SP_MDEF1);
  4858. #ifdef RENEWAL
  4859. clif_updatestatus(sd,SP_MDEF2);
  4860. #endif
  4861. }
  4862. if(b_status.mdef2 != status->mdef2) {
  4863. clif_updatestatus(sd,SP_MDEF2);
  4864. #ifdef RENEWAL
  4865. clif_updatestatus(sd,SP_MDEF1);
  4866. #endif
  4867. }
  4868. if(b_status.rhw.range != status->rhw.range)
  4869. clif_updatestatus(sd,SP_ATTACKRANGE);
  4870. if(b_status.max_hp != status->max_hp)
  4871. clif_updatestatus(sd,SP_MAXHP);
  4872. if(b_status.max_sp != status->max_sp)
  4873. clif_updatestatus(sd,SP_MAXSP);
  4874. if(b_status.hp != status->hp)
  4875. clif_updatestatus(sd,SP_HP);
  4876. if(b_status.sp != status->sp)
  4877. clif_updatestatus(sd,SP_SP);
  4878. } else if( bl->type == BL_HOM ) {
  4879. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4880. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4881. clif_hominfo(hd->master,hd,0);
  4882. } else if( bl->type == BL_MER ) {
  4883. TBL_MER* md = BL_CAST(BL_MER, bl);
  4884. if (!md->master)
  4885. return;
  4886. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4887. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4888. if( b_status.matk_max != status->matk_max )
  4889. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4890. if( b_status.hit != status->hit )
  4891. clif_mercenary_updatestatus(md->master, SP_HIT);
  4892. if( b_status.cri != status->cri )
  4893. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4894. if( b_status.def != status->def )
  4895. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4896. if( b_status.mdef != status->mdef )
  4897. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4898. if( b_status.flee != status->flee )
  4899. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4900. if( b_status.amotion != status->amotion )
  4901. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4902. if( b_status.max_hp != status->max_hp )
  4903. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4904. if( b_status.max_sp != status->max_sp )
  4905. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4906. if( b_status.hp != status->hp )
  4907. clif_mercenary_updatestatus(md->master, SP_HP);
  4908. if( b_status.sp != status->sp )
  4909. clif_mercenary_updatestatus(md->master, SP_SP);
  4910. } else if( bl->type == BL_ELEM ) {
  4911. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4912. if (!ed->master)
  4913. return;
  4914. if( b_status.max_hp != status->max_hp )
  4915. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4916. if( b_status.max_sp != status->max_sp )
  4917. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4918. if( b_status.hp != status->hp )
  4919. clif_elemental_updatestatus(ed->master, SP_HP);
  4920. if( b_status.sp != status->sp )
  4921. clif_mercenary_updatestatus(ed->master, SP_SP);
  4922. }
  4923. }
  4924. /**
  4925. * Adds strength modifications based on status changes
  4926. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4927. * @param sc: Object's status change information
  4928. * @param str: Initial str
  4929. * @return modified str with cap_value(str,0,USHRT_MAX)
  4930. */
  4931. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4932. {
  4933. if(!sc || !sc->count)
  4934. return cap_value(str,0,USHRT_MAX);
  4935. if(sc->data[SC_HARMONIZE]) {
  4936. str -= sc->data[SC_HARMONIZE]->val2;
  4937. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4938. }
  4939. if(sc->data[SC_INCALLSTATUS])
  4940. str += sc->data[SC_INCALLSTATUS]->val1;
  4941. if(sc->data[SC_CHASEWALK2])
  4942. str += sc->data[SC_CHASEWALK2]->val1;
  4943. if(sc->data[SC_INCSTR])
  4944. str += sc->data[SC_INCSTR]->val1;
  4945. if(sc->data[SC_STRFOOD])
  4946. str += sc->data[SC_STRFOOD]->val1;
  4947. if(sc->data[SC_FOOD_STR_CASH])
  4948. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4949. if(sc->data[SC_BATTLEORDERS])
  4950. str += 5;
  4951. if(sc->data[SC_LEADERSHIP])
  4952. str += sc->data[SC_LEADERSHIP]->val1;
  4953. if(sc->data[SC_LOUD])
  4954. str += 4;
  4955. if(sc->data[SC_TRUESIGHT])
  4956. str += 5;
  4957. if(sc->data[SC_SPURT])
  4958. str += 10;
  4959. if(sc->data[SC_NEN])
  4960. str += sc->data[SC_NEN]->val1;
  4961. if(sc->data[SC_BLESSING]) {
  4962. if(sc->data[SC_BLESSING]->val2)
  4963. str += sc->data[SC_BLESSING]->val2;
  4964. else
  4965. str >>= 1;
  4966. }
  4967. if(sc->data[SC_MARIONETTE])
  4968. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4969. if(sc->data[SC_MARIONETTE2])
  4970. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4971. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4972. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4973. if(sc->data[SC_GIANTGROWTH])
  4974. str += 30;
  4975. if(sc->data[SC_BEYONDOFWARCRY])
  4976. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4977. if(sc->data[SC_SAVAGE_STEAK])
  4978. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4979. if(sc->data[SC_INSPIRATION])
  4980. str += sc->data[SC_INSPIRATION]->val3;
  4981. if(sc->data[SC_2011RWC_SCROLL])
  4982. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4983. if(sc->data[SC_STOMACHACHE])
  4984. str -= sc->data[SC_STOMACHACHE]->val1;
  4985. if(sc->data[SC_KYOUGAKU])
  4986. str -= sc->data[SC_KYOUGAKU]->val2;
  4987. if(sc->data[SC_SWORDCLAN])
  4988. str += 1;
  4989. if(sc->data[SC_JUMPINGCLAN])
  4990. str += 1;
  4991. if(sc->data[SC_FULL_THROTTLE])
  4992. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4993. if(sc->data[SC_CHEERUP])
  4994. str += 3;
  4995. if(sc->data[SC_GLASTHEIM_STATE])
  4996. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  4997. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4998. }
  4999. /**
  5000. * Adds agility modifications based on status changes
  5001. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5002. * @param sc: Object's status change information
  5003. * @param agi: Initial agi
  5004. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5005. */
  5006. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5007. {
  5008. if(!sc || !sc->count)
  5009. return cap_value(agi,0,USHRT_MAX);
  5010. if(sc->data[SC_HARMONIZE]) {
  5011. agi -= sc->data[SC_HARMONIZE]->val2;
  5012. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5013. }
  5014. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5015. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5016. if(sc->data[SC_INCALLSTATUS])
  5017. agi += sc->data[SC_INCALLSTATUS]->val1;
  5018. if(sc->data[SC_INCAGI])
  5019. agi += sc->data[SC_INCAGI]->val1;
  5020. if(sc->data[SC_AGIFOOD])
  5021. agi += sc->data[SC_AGIFOOD]->val1;
  5022. if(sc->data[SC_FOOD_AGI_CASH])
  5023. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5024. if(sc->data[SC_SOULCOLD])
  5025. agi += sc->data[SC_SOULCOLD]->val1;
  5026. if(sc->data[SC_TRUESIGHT])
  5027. agi += 5;
  5028. if(sc->data[SC_INCREASEAGI])
  5029. agi += sc->data[SC_INCREASEAGI]->val2;
  5030. if(sc->data[SC_INCREASING])
  5031. agi += 4; // Added based on skill updates [Reddozen]
  5032. if(sc->data[SC_2011RWC_SCROLL])
  5033. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5034. if(sc->data[SC_DECREASEAGI])
  5035. agi -= sc->data[SC_DECREASEAGI]->val2;
  5036. if(sc->data[SC_QUAGMIRE])
  5037. agi -= sc->data[SC_QUAGMIRE]->val2;
  5038. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5039. agi -= sc->data[SC_SUITON]->val2;
  5040. if(sc->data[SC_MARIONETTE])
  5041. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5042. if(sc->data[SC_MARIONETTE2])
  5043. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5044. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5045. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5046. if(sc->data[SC_ADORAMUS])
  5047. agi -= sc->data[SC_ADORAMUS]->val2;
  5048. if(sc->data[SC_MARSHOFABYSS])
  5049. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5050. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5051. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5052. if(sc->data[SC_INSPIRATION])
  5053. agi += sc->data[SC_INSPIRATION]->val3;
  5054. if(sc->data[SC_STOMACHACHE])
  5055. agi -= sc->data[SC_STOMACHACHE]->val1;
  5056. if(sc->data[SC_KYOUGAKU])
  5057. agi -= sc->data[SC_KYOUGAKU]->val2;
  5058. if(sc->data[SC_CROSSBOWCLAN])
  5059. agi += 1;
  5060. if(sc->data[SC_JUMPINGCLAN])
  5061. agi += 1;
  5062. if(sc->data[SC_FULL_THROTTLE])
  5063. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5064. if (sc->data[SC_ARCLOUSEDASH])
  5065. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5066. if(sc->data[SC_CHEERUP])
  5067. agi += 3;
  5068. if(sc->data[SC_GLASTHEIM_STATE])
  5069. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5070. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5071. }
  5072. /**
  5073. * Adds vitality modifications based on status changes
  5074. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5075. * @param sc: Object's status change information
  5076. * @param vit: Initial vit
  5077. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5078. */
  5079. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5080. {
  5081. if(!sc || !sc->count)
  5082. return cap_value(vit,0,USHRT_MAX);
  5083. if(sc->data[SC_HARMONIZE]) {
  5084. vit -= sc->data[SC_HARMONIZE]->val2;
  5085. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5086. }
  5087. if(sc->data[SC_INCALLSTATUS])
  5088. vit += sc->data[SC_INCALLSTATUS]->val1;
  5089. if(sc->data[SC_INCVIT])
  5090. vit += sc->data[SC_INCVIT]->val1;
  5091. if(sc->data[SC_VITFOOD])
  5092. vit += sc->data[SC_VITFOOD]->val1;
  5093. if(sc->data[SC_FOOD_VIT_CASH])
  5094. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5095. if(sc->data[SC_CHANGE])
  5096. vit += sc->data[SC_CHANGE]->val2;
  5097. if(sc->data[SC_GLORYWOUNDS])
  5098. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5099. if(sc->data[SC_TRUESIGHT])
  5100. vit += 5;
  5101. if(sc->data[SC_MARIONETTE])
  5102. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5103. if(sc->data[SC_MARIONETTE2])
  5104. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5105. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5106. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5107. if(sc->data[SC_MINOR_BBQ])
  5108. vit += sc->data[SC_MINOR_BBQ]->val1;
  5109. if(sc->data[SC_INSPIRATION])
  5110. vit += sc->data[SC_INSPIRATION]->val3;
  5111. if(sc->data[SC_2011RWC_SCROLL])
  5112. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5113. if(sc->data[SC_STOMACHACHE])
  5114. vit -= sc->data[SC_STOMACHACHE]->val1;
  5115. if(sc->data[SC_KYOUGAKU])
  5116. vit -= sc->data[SC_KYOUGAKU]->val2;
  5117. if(sc->data[SC_SWORDCLAN])
  5118. vit += 1;
  5119. if(sc->data[SC_JUMPINGCLAN])
  5120. vit += 1;
  5121. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5122. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5123. if(sc->data[SC_FULL_THROTTLE])
  5124. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5125. #ifdef RENEWAL
  5126. if(sc->data[SC_DEFENCE])
  5127. vit += sc->data[SC_DEFENCE]->val2;
  5128. #endif
  5129. if(sc->data[SC_CHEERUP])
  5130. vit += 3;
  5131. if(sc->data[SC_GLASTHEIM_STATE])
  5132. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5133. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5134. }
  5135. /**
  5136. * Adds intelligence modifications based on status changes
  5137. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5138. * @param sc: Object's status change information
  5139. * @param int_: Initial int
  5140. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5141. */
  5142. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5143. {
  5144. if(!sc || !sc->count)
  5145. return cap_value(int_,0,USHRT_MAX);
  5146. if(sc->data[SC_HARMONIZE]) {
  5147. int_ -= sc->data[SC_HARMONIZE]->val2;
  5148. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5149. }
  5150. if(sc->data[SC_INCALLSTATUS])
  5151. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5152. if(sc->data[SC_INCINT])
  5153. int_ += sc->data[SC_INCINT]->val1;
  5154. if(sc->data[SC_INTFOOD])
  5155. int_ += sc->data[SC_INTFOOD]->val1;
  5156. if(sc->data[SC_FOOD_INT_CASH])
  5157. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5158. if(sc->data[SC_CHANGE])
  5159. int_ += sc->data[SC_CHANGE]->val3;
  5160. if(sc->data[SC_BATTLEORDERS])
  5161. int_ += 5;
  5162. if(sc->data[SC_TRUESIGHT])
  5163. int_ += 5;
  5164. if(sc->data[SC_BLESSING]) {
  5165. if (sc->data[SC_BLESSING]->val2)
  5166. int_ += sc->data[SC_BLESSING]->val2;
  5167. else
  5168. int_ >>= 1;
  5169. }
  5170. if(sc->data[SC_NEN])
  5171. int_ += sc->data[SC_NEN]->val1;
  5172. if(sc->data[SC_MARIONETTE])
  5173. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5174. if(sc->data[SC_2011RWC_SCROLL])
  5175. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5176. if(sc->data[SC_MARIONETTE2])
  5177. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5178. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5179. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5180. if(sc->data[SC_INSPIRATION])
  5181. int_ += sc->data[SC_INSPIRATION]->val3;
  5182. if(sc->data[SC_MELODYOFSINK])
  5183. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  5184. if(sc->data[SC_MANDRAGORA])
  5185. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5186. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5187. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5188. if(sc->data[SC_STOMACHACHE])
  5189. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5190. if(sc->data[SC_KYOUGAKU])
  5191. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5192. if(sc->data[SC_ARCWANDCLAN])
  5193. int_ += 1;
  5194. if(sc->data[SC_GOLDENMACECLAN])
  5195. int_ += 1;
  5196. if(sc->data[SC_JUMPINGCLAN])
  5197. int_ += 1;
  5198. if(sc->data[SC_FULL_THROTTLE])
  5199. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5200. if(sc->data[SC_CHEERUP])
  5201. int_ += 3;
  5202. if(sc->data[SC_GLASTHEIM_STATE])
  5203. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5204. if(bl->type != BL_PC) {
  5205. if(sc->data[SC_STRIPHELM])
  5206. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5207. if(sc->data[SC__STRIPACCESSORY])
  5208. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5209. }
  5210. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5211. }
  5212. /**
  5213. * Adds dexterity modifications based on status changes
  5214. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5215. * @param sc: Object's status change information
  5216. * @param dex: Initial dex
  5217. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5218. */
  5219. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5220. {
  5221. if(!sc || !sc->count)
  5222. return cap_value(dex,0,USHRT_MAX);
  5223. if(sc->data[SC_HARMONIZE]) {
  5224. dex -= sc->data[SC_HARMONIZE]->val2;
  5225. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5226. }
  5227. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5228. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5229. if(sc->data[SC_INCALLSTATUS])
  5230. dex += sc->data[SC_INCALLSTATUS]->val1;
  5231. if(sc->data[SC_INCDEX])
  5232. dex += sc->data[SC_INCDEX]->val1;
  5233. if(sc->data[SC_DEXFOOD])
  5234. dex += sc->data[SC_DEXFOOD]->val1;
  5235. if(sc->data[SC_FOOD_DEX_CASH])
  5236. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5237. if(sc->data[SC_BATTLEORDERS])
  5238. dex += 5;
  5239. if(sc->data[SC_HAWKEYES])
  5240. dex += sc->data[SC_HAWKEYES]->val1;
  5241. if(sc->data[SC_TRUESIGHT])
  5242. dex += 5;
  5243. if(sc->data[SC_QUAGMIRE])
  5244. dex -= sc->data[SC_QUAGMIRE]->val2;
  5245. if(sc->data[SC_BLESSING]) {
  5246. if (sc->data[SC_BLESSING]->val2)
  5247. dex += sc->data[SC_BLESSING]->val2;
  5248. else
  5249. dex >>= 1;
  5250. }
  5251. if(sc->data[SC_INCREASING])
  5252. dex += 4; // Added based on skill updates [Reddozen]
  5253. if(sc->data[SC_MARIONETTE])
  5254. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5255. if(sc->data[SC_2011RWC_SCROLL])
  5256. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5257. if(sc->data[SC_MARIONETTE2])
  5258. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5259. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5260. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5261. if(sc->data[SC_SIROMA_ICE_TEA])
  5262. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5263. if(sc->data[SC_INSPIRATION])
  5264. dex += sc->data[SC_INSPIRATION]->val3;
  5265. if(sc->data[SC_STOMACHACHE])
  5266. dex -= sc->data[SC_STOMACHACHE]->val1;
  5267. if(sc->data[SC_KYOUGAKU])
  5268. dex -= sc->data[SC_KYOUGAKU]->val2;
  5269. if(sc->data[SC_ARCWANDCLAN])
  5270. dex += 1;
  5271. if(sc->data[SC_CROSSBOWCLAN])
  5272. dex += 1;
  5273. if(sc->data[SC_JUMPINGCLAN])
  5274. dex += 1;
  5275. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5276. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5277. if(sc->data[SC_MARSHOFABYSS])
  5278. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5279. if(sc->data[SC_FULL_THROTTLE])
  5280. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5281. if(sc->data[SC_CHEERUP])
  5282. dex += 3;
  5283. if(sc->data[SC_GLASTHEIM_STATE])
  5284. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5285. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5286. }
  5287. /**
  5288. * Adds luck modifications based on status changes
  5289. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5290. * @param sc: Object's status change information
  5291. * @param luk: Initial luk
  5292. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5293. */
  5294. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5295. {
  5296. if(!sc || !sc->count)
  5297. return cap_value(luk,0,USHRT_MAX);
  5298. if(sc->data[SC_HARMONIZE]) {
  5299. luk -= sc->data[SC_HARMONIZE]->val2;
  5300. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5301. }
  5302. if(sc->data[SC_CURSE])
  5303. return 0;
  5304. if(sc->data[SC_INCALLSTATUS])
  5305. luk += sc->data[SC_INCALLSTATUS]->val1;
  5306. if(sc->data[SC_INCLUK])
  5307. luk += sc->data[SC_INCLUK]->val1;
  5308. if(sc->data[SC_LUKFOOD])
  5309. luk += sc->data[SC_LUKFOOD]->val1;
  5310. if(sc->data[SC_FOOD_LUK_CASH])
  5311. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5312. if(sc->data[SC_TRUESIGHT])
  5313. luk += 5;
  5314. if(sc->data[SC_GLORIA])
  5315. luk += 30;
  5316. if(sc->data[SC_MARIONETTE])
  5317. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5318. if(sc->data[SC_MARIONETTE2])
  5319. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5320. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5321. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5322. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5323. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5324. if(sc->data[SC_INSPIRATION])
  5325. luk += sc->data[SC_INSPIRATION]->val3;
  5326. if(sc->data[SC_STOMACHACHE])
  5327. luk -= sc->data[SC_STOMACHACHE]->val1;
  5328. if(sc->data[SC_KYOUGAKU])
  5329. luk -= sc->data[SC_KYOUGAKU]->val2;
  5330. if(sc->data[SC_2011RWC_SCROLL])
  5331. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5332. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5333. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5334. if(sc->data[SC_BANANA_BOMB])
  5335. luk -= 75;
  5336. if(sc->data[SC_GOLDENMACECLAN])
  5337. luk += 1;
  5338. if(sc->data[SC_JUMPINGCLAN])
  5339. luk += 1;
  5340. if(sc->data[SC_FULL_THROTTLE])
  5341. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5342. if(sc->data[SC_CHEERUP])
  5343. luk += 3;
  5344. if(sc->data[SC_GLASTHEIM_STATE])
  5345. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  5346. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5347. }
  5348. /**
  5349. * Adds base attack modifications based on status changes
  5350. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5351. * @param sc: Object's status change information
  5352. * @param batk: Initial batk
  5353. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5354. */
  5355. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5356. {
  5357. if(!sc || !sc->count)
  5358. return cap_value(batk,0,USHRT_MAX);
  5359. if(sc->data[SC_ATKPOTION])
  5360. batk += sc->data[SC_ATKPOTION]->val1;
  5361. if(sc->data[SC_BATKFOOD])
  5362. batk += sc->data[SC_BATKFOOD]->val1;
  5363. #ifndef RENEWAL
  5364. if(sc->data[SC_GATLINGFEVER])
  5365. batk += sc->data[SC_GATLINGFEVER]->val3;
  5366. if(sc->data[SC_MADNESSCANCEL])
  5367. batk += 100;
  5368. #endif
  5369. if(sc->data[SC_FULL_SWING_K])
  5370. batk += sc->data[SC_FULL_SWING_K]->val1;
  5371. if(sc->data[SC_ASH])
  5372. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5373. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5374. batk += sc->data[SC_PYROCLASTIC]->val2;
  5375. if (sc->data[SC_ANGRIFFS_MODUS])
  5376. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5377. if(sc->data[SC_2011RWC_SCROLL])
  5378. batk += 30;
  5379. if(sc->data[SC_INCATKRATE])
  5380. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5381. if(sc->data[SC_PROVOKE])
  5382. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5383. #ifndef RENEWAL
  5384. if(sc->data[SC_CONCENTRATION])
  5385. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5386. #endif
  5387. if(sc->data[SC_SKE])
  5388. batk += batk * 3;
  5389. if(sc->data[SC_BLOODLUST])
  5390. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5391. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5392. batk -= batk * 25/100;
  5393. if(sc->data[SC_CURSE])
  5394. batk -= batk * 25/100;
  5395. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5396. if(sc->data[SC_BLEEDING])
  5397. batk -= batk * 25 / 100; */
  5398. if(sc->data[SC_FLEET])
  5399. batk += batk * sc->data[SC_FLEET]->val3/100;
  5400. if(sc->data[SC__ENERVATION])
  5401. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5402. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5403. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5404. if( sc->data[SC_ZANGETSU] )
  5405. batk += sc->data[SC_ZANGETSU]->val2;
  5406. if(sc->data[SC_QUEST_BUFF1])
  5407. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5408. if(sc->data[SC_QUEST_BUFF2])
  5409. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5410. if(sc->data[SC_QUEST_BUFF3])
  5411. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5412. if (sc->data[SC_SHRIMP])
  5413. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5414. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5415. }
  5416. /**
  5417. * Adds weapon attack modifications based on status changes
  5418. * @param bl: Object to change watk [PC]
  5419. * @param sc: Object's status change information
  5420. * @param watk: Initial watk
  5421. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5422. */
  5423. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5424. {
  5425. if(!sc || !sc->count)
  5426. return cap_value(watk,0,USHRT_MAX);
  5427. #ifndef RENEWAL
  5428. if(sc->data[SC_IMPOSITIO])
  5429. watk += sc->data[SC_IMPOSITIO]->val2;
  5430. if(sc->data[SC_DRUMBATTLE])
  5431. watk += sc->data[SC_DRUMBATTLE]->val2;
  5432. #endif
  5433. if(sc->data[SC_WATKFOOD])
  5434. watk += sc->data[SC_WATKFOOD]->val1;
  5435. if(sc->data[SC_VOLCANO])
  5436. watk += sc->data[SC_VOLCANO]->val2;
  5437. if(sc->data[SC_MERC_ATKUP])
  5438. watk += sc->data[SC_MERC_ATKUP]->val2;
  5439. if(sc->data[SC_WATER_BARRIER])
  5440. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5441. #ifndef RENEWAL
  5442. if(sc->data[SC_NIBELUNGEN]) {
  5443. if (bl->type != BL_PC)
  5444. watk += sc->data[SC_NIBELUNGEN]->val2;
  5445. else {
  5446. TBL_PC *sd = (TBL_PC*)bl;
  5447. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5448. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5449. watk += sc->data[SC_NIBELUNGEN]->val2;
  5450. }
  5451. }
  5452. if(sc->data[SC_CONCENTRATION])
  5453. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5454. #endif
  5455. if(sc->data[SC_INCATKRATE])
  5456. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5457. if(sc->data[SC_PROVOKE])
  5458. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5459. if(sc->data[SC_SKE])
  5460. watk += watk * 3;
  5461. if(sc->data[SC_FLEET])
  5462. watk += watk * sc->data[SC_FLEET]->val3/100;
  5463. if(sc->data[SC_CURSE])
  5464. watk -= watk * 25/100;
  5465. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5466. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5467. if(sc->data[SC_FIGHTINGSPIRIT])
  5468. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5469. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5470. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5471. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5472. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5473. if(sc->data[SC_INSPIRATION])
  5474. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5475. if(sc->data[SC_GT_CHANGE])
  5476. watk += sc->data[SC_GT_CHANGE]->val2;
  5477. if(sc->data[SC__ENERVATION])
  5478. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5479. if(sc->data[SC_STRIKING])
  5480. watk += sc->data[SC_STRIKING]->val2;
  5481. if(sc->data[SC_RUSHWINDMILL])
  5482. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5483. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5484. watk += 50;
  5485. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5486. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5487. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5488. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5489. watk += watk * 10 / 100;
  5490. if(sc->data[SC_PYROTECHNIC_OPTION])
  5491. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5492. if(sc->data[SC_HEATER_OPTION])
  5493. watk += sc->data[SC_HEATER_OPTION]->val2;
  5494. if(sc->data[SC_TROPIC_OPTION])
  5495. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5496. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5497. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5498. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5499. watk += sc->data[SC_PYROCLASTIC]->val2;
  5500. if(sc->data[SC_ANGRIFFS_MODUS])
  5501. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5502. if(sc->data[SC_ODINS_POWER])
  5503. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5504. if (sc->data[SC_FLASHCOMBO])
  5505. watk += sc->data[SC_FLASHCOMBO]->val2;
  5506. if (sc->data[SC_CATNIPPOWDER])
  5507. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5508. if (sc->data[SC_CHATTERING])
  5509. watk += sc->data[SC_CHATTERING]->val2;
  5510. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5511. }
  5512. #ifdef RENEWAL
  5513. /**
  5514. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5515. * @param bl: Object to change matk [PC]
  5516. * @param sc: Object's status change information
  5517. * @param matk: Initial matk
  5518. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5519. */
  5520. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5521. {
  5522. if (!sc || !sc->count)
  5523. return cap_value(matk,0,USHRT_MAX);
  5524. if (sc->data[SC_MATKPOTION])
  5525. matk += sc->data[SC_MATKPOTION]->val1;
  5526. if (sc->data[SC_MATKFOOD])
  5527. matk += sc->data[SC_MATKFOOD]->val1;
  5528. if(sc->data[SC_MANA_PLUS])
  5529. matk += sc->data[SC_MANA_PLUS]->val1;
  5530. if(sc->data[SC_COOLER_OPTION])
  5531. matk += sc->data[SC_COOLER_OPTION]->val2;
  5532. if(sc->data[SC_AQUAPLAY_OPTION])
  5533. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5534. if(sc->data[SC_CHILLY_AIR_OPTION])
  5535. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5536. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5537. matk += 50;
  5538. if(sc->data[SC_ODINS_POWER])
  5539. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5540. if(sc->data[SC_MOONLITSERENADE])
  5541. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5542. if(sc->data[SC_IZAYOI])
  5543. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5544. if(sc->data[SC_ZANGETSU])
  5545. matk += sc->data[SC_ZANGETSU]->val3;
  5546. if(sc->data[SC_QUEST_BUFF1])
  5547. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5548. if(sc->data[SC_QUEST_BUFF2])
  5549. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5550. if(sc->data[SC_QUEST_BUFF3])
  5551. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5552. if(sc->data[SC_MTF_MATK2])
  5553. matk += sc->data[SC_MTF_MATK2]->val1;
  5554. if(sc->data[SC_2011RWC_SCROLL])
  5555. matk += 30;
  5556. if (sc->data[SC_CATNIPPOWDER])
  5557. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5558. if (sc->data[SC_CHATTERING])
  5559. matk += sc->data[SC_CHATTERING]->val2;
  5560. if (sc->data[SC_DORAM_MATK])
  5561. matk += sc->data[SC_DORAM_MATK]->val1;
  5562. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5563. }
  5564. #endif
  5565. /**
  5566. * Adds magic attack modifications based on status changes
  5567. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5568. * @param sc: Object's status change information
  5569. * @param matk: Initial matk
  5570. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5571. */
  5572. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5573. {
  5574. if(!sc || !sc->count)
  5575. return cap_value(matk,0,USHRT_MAX);
  5576. #ifndef RENEWAL
  5577. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5578. if (sc->data[SC_MATKPOTION])
  5579. matk += sc->data[SC_MATKPOTION]->val1;
  5580. if (sc->data[SC_MATKFOOD])
  5581. matk += sc->data[SC_MATKFOOD]->val1;
  5582. if (sc->data[SC_MANA_PLUS])
  5583. matk += sc->data[SC_MANA_PLUS]->val1;
  5584. if (sc->data[SC_AQUAPLAY_OPTION])
  5585. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5586. if (sc->data[SC_CHILLY_AIR_OPTION])
  5587. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5588. if (sc->data[SC_COOLER_OPTION])
  5589. matk += sc->data[SC_COOLER_OPTION]->val2;
  5590. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5591. matk += 50;
  5592. if (sc->data[SC_ODINS_POWER])
  5593. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5594. if (sc->data[SC_IZAYOI])
  5595. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5596. if (sc->data[SC_MTF_MATK2])
  5597. matk += sc->data[SC_MTF_MATK2]->val1;
  5598. if (sc->data[SC_2011RWC_SCROLL])
  5599. matk += 30;
  5600. #endif
  5601. if (sc->data[SC_ZANGETSU])
  5602. matk += sc->data[SC_ZANGETSU]->val3;
  5603. if (sc->data[SC_QUEST_BUFF1])
  5604. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5605. if (sc->data[SC_QUEST_BUFF2])
  5606. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5607. if (sc->data[SC_QUEST_BUFF3])
  5608. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5609. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5610. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5611. if (sc->data[SC_MINDBREAKER])
  5612. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5613. if (sc->data[SC_INCMATKRATE])
  5614. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5615. if (sc->data[SC_MOONLITSERENADE])
  5616. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5617. if (sc->data[SC_MTF_MATK])
  5618. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5619. if(sc->data[SC_2011RWC_SCROLL])
  5620. matk += 30;
  5621. if (sc->data[SC_SHRIMP])
  5622. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5623. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5624. }
  5625. /**
  5626. * Adds critical modifications based on status changes
  5627. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5628. * @param sc: Object's status change information
  5629. * @param critical: Initial critical
  5630. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5631. */
  5632. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5633. {
  5634. if(!sc || !sc->count)
  5635. return cap_value(critical,10,SHRT_MAX);
  5636. if (sc->data[SC_INCCRI])
  5637. critical += sc->data[SC_INCCRI]->val2;
  5638. if (sc->data[SC_CRIFOOD])
  5639. critical += sc->data[SC_CRIFOOD]->val1;
  5640. if (sc->data[SC_EXPLOSIONSPIRITS])
  5641. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5642. if (sc->data[SC_FORTUNE])
  5643. critical += sc->data[SC_FORTUNE]->val2;
  5644. if (sc->data[SC_TRUESIGHT])
  5645. critical += sc->data[SC_TRUESIGHT]->val2;
  5646. if (sc->data[SC_CLOAKING])
  5647. critical += critical;
  5648. if (sc->data[SC_STRIKING])
  5649. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5650. #ifdef RENEWAL
  5651. if (sc->data[SC_SPEARQUICKEN])
  5652. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5653. #endif
  5654. if (sc->data[SC__INVISIBILITY])
  5655. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  5656. if (sc->data[SC__UNLUCKY])
  5657. critical -= sc->data[SC__UNLUCKY]->val2;
  5658. if(sc->data[SC_BEYONDOFWARCRY])
  5659. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5660. return (short)cap_value(critical,10,SHRT_MAX);
  5661. }
  5662. /**
  5663. * Adds hit modifications based on status changes
  5664. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5665. * @param sc: Object's status change information
  5666. * @param hit: Initial hit
  5667. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5668. */
  5669. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5670. {
  5671. if(!sc || !sc->count)
  5672. return cap_value(hit,1,SHRT_MAX);
  5673. if(sc->data[SC_INCHIT])
  5674. hit += sc->data[SC_INCHIT]->val1;
  5675. if(sc->data[SC_HITFOOD])
  5676. hit += sc->data[SC_HITFOOD]->val1;
  5677. if(sc->data[SC_TRUESIGHT])
  5678. hit += sc->data[SC_TRUESIGHT]->val3;
  5679. if(sc->data[SC_HUMMING])
  5680. hit += sc->data[SC_HUMMING]->val2;
  5681. if(sc->data[SC_CONCENTRATION])
  5682. hit += sc->data[SC_CONCENTRATION]->val3;
  5683. if(sc->data[SC_INSPIRATION])
  5684. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5685. if(sc->data[SC_ADJUSTMENT])
  5686. hit -= 30;
  5687. if(sc->data[SC_INCREASING])
  5688. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5689. if(sc->data[SC_MERC_HITUP])
  5690. hit += sc->data[SC_MERC_HITUP]->val2;
  5691. if(sc->data[SC_MTF_HITFLEE])
  5692. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5693. if(sc->data[SC_INCHITRATE])
  5694. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5695. if(sc->data[SC_BLIND])
  5696. hit -= hit * 25/100;
  5697. if(sc->data[SC_HEAT_BARREL])
  5698. hit -= sc->data[SC_HEAT_BARREL]->val4;
  5699. if(sc->data[SC__GROOMY])
  5700. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5701. if(sc->data[SC_FEAR])
  5702. hit -= hit * 20 / 100;
  5703. if (sc->data[SC_ASH])
  5704. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5705. if (sc->data[SC_TEARGAS])
  5706. hit -= hit * 50 / 100;
  5707. if(sc->data[SC_ILLUSIONDOPING])
  5708. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5709. if (sc->data[SC_MTF_ASPD])
  5710. hit += sc->data[SC_MTF_ASPD]->val2;
  5711. return (short)cap_value(hit,1,SHRT_MAX);
  5712. }
  5713. /**
  5714. * Adds flee modifications based on status changes
  5715. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5716. * @param sc: Object's status change information
  5717. * @param flee: Initial flee
  5718. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5719. */
  5720. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5721. {
  5722. if( bl->type == BL_PC ) {
  5723. struct map_data *mapdata = map_getmapdata(bl->m);
  5724. if( mapdata_flag_gvg(mapdata) )
  5725. flee -= flee * battle_config.gvg_flee_penalty/100;
  5726. else if( mapdata->flag[MF_BATTLEGROUND] )
  5727. flee -= flee * battle_config.bg_flee_penalty/100;
  5728. }
  5729. if(!sc || !sc->count)
  5730. return cap_value(flee,1,SHRT_MAX);
  5731. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5732. return sc->data[SC_OVERED_BOOST]->val2;
  5733. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5734. return 1; // 1 = min flee
  5735. // Fixed value
  5736. if(sc->data[SC_INCFLEE])
  5737. flee += sc->data[SC_INCFLEE]->val1;
  5738. if(sc->data[SC_FLEEFOOD])
  5739. flee += sc->data[SC_FLEEFOOD]->val1;
  5740. if(sc->data[SC_WHISTLE])
  5741. flee += sc->data[SC_WHISTLE]->val2;
  5742. if(sc->data[SC_WINDWALK])
  5743. flee += sc->data[SC_WINDWALK]->val2;
  5744. if(sc->data[SC_VIOLENTGALE])
  5745. flee += sc->data[SC_VIOLENTGALE]->val2;
  5746. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5747. flee += sc->data[SC_MOON_COMFORT]->val2;
  5748. if(sc->data[SC_CLOSECONFINE])
  5749. flee += 10;
  5750. if (sc->data[SC_ANGRIFFS_MODUS])
  5751. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5752. if(sc->data[SC_ADJUSTMENT])
  5753. flee += 30;
  5754. if(sc->data[SC_SPEED])
  5755. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5756. if(sc->data[SC_GATLINGFEVER])
  5757. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5758. if(sc->data[SC_PARTYFLEE])
  5759. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5760. if(sc->data[SC_MERC_FLEEUP])
  5761. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5762. if( sc->data[SC_HALLUCINATIONWALK] )
  5763. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5764. if(sc->data[SC_MTF_HITFLEE])
  5765. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5766. if( sc->data[SC_WATER_BARRIER] )
  5767. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5768. if( sc->data[SC_C_MARKER] )
  5769. flee -= sc->data[SC_C_MARKER]->val3;
  5770. #ifdef RENEWAL
  5771. if( sc->data[SC_SPEARQUICKEN] )
  5772. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5773. #endif
  5774. // Rate value
  5775. if(sc->data[SC_INCFLEERATE])
  5776. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5777. if(sc->data[SC_SPIDERWEB])
  5778. flee -= flee * 50/100;
  5779. if(sc->data[SC_BERSERK])
  5780. flee -= flee * 50/100;
  5781. if(sc->data[SC_BLIND])
  5782. flee -= flee * 25/100;
  5783. if(sc->data[SC_FEAR])
  5784. flee -= flee * 20 / 100;
  5785. if(sc->data[SC_PARALYSE])
  5786. flee -= flee * 10 / 100;
  5787. if(sc->data[SC_INFRAREDSCAN])
  5788. flee -= flee * 30 / 100;
  5789. if( sc->data[SC__LAZINESS] )
  5790. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5791. if( sc->data[SC_GLOOMYDAY] )
  5792. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5793. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5794. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5795. if( sc->data[SC_WIND_STEP_OPTION] )
  5796. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5797. if( sc->data[SC_ZEPHYR] )
  5798. flee += sc->data[SC_ZEPHYR]->val2;
  5799. if(sc->data[SC_ASH])
  5800. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5801. if (sc->data[SC_GOLDENE_FERSE])
  5802. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5803. if (sc->data[SC_SMOKEPOWDER])
  5804. flee += flee * 20 / 100;
  5805. if (sc->data[SC_TEARGAS])
  5806. flee -= flee * 50 / 100;
  5807. //if( sc->data[SC_C_MARKER] )
  5808. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5809. if (sc->data[SC_GROOMING])
  5810. flee += sc->data[SC_GROOMING]->val2;
  5811. return (short)cap_value(flee,1,SHRT_MAX);
  5812. }
  5813. /**
  5814. * Adds perfect flee modifications based on status changes
  5815. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5816. * @param sc: Object's status change information
  5817. * @param flee2: Initial flee2
  5818. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5819. */
  5820. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5821. {
  5822. if(!sc || !sc->count)
  5823. return cap_value(flee2,10,SHRT_MAX);
  5824. if(sc->data[SC_INCFLEE2])
  5825. flee2 += sc->data[SC_INCFLEE2]->val2;
  5826. if(sc->data[SC_WHISTLE])
  5827. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5828. if(sc->data[SC__UNLUCKY])
  5829. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5830. if (sc->data[SC_HISS])
  5831. flee2 += sc->data[SC_HISS]->val2;
  5832. if (sc->data[SC_DORAM_FLEE2])
  5833. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  5834. return (short)cap_value(flee2,10,SHRT_MAX);
  5835. }
  5836. /**
  5837. * Adds defense (left-side) modifications based on status changes
  5838. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5839. * @param sc: Object's status change information
  5840. * @param def: Initial def
  5841. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5842. */
  5843. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5844. {
  5845. if(!sc || !sc->count)
  5846. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5847. if(sc->data[SC_BERSERK])
  5848. return 0;
  5849. if(sc->data[SC_BARRIER])
  5850. return 100;
  5851. if(sc->data[SC_KEEPING])
  5852. return 90;
  5853. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5854. if(sc->data[SC_STEELBODY])
  5855. return 90;
  5856. #endif
  5857. if (sc->data[SC_NYANGGRASS]) {
  5858. if (bl->type == BL_PC)
  5859. return 0;
  5860. else
  5861. return def >>= 1;
  5862. }
  5863. if(sc->data[SC_DEFSET])
  5864. return sc->data[SC_DEFSET]->val1;
  5865. if(sc->data[SC_DRUMBATTLE])
  5866. def += sc->data[SC_DRUMBATTLE]->val3;
  5867. #ifndef RENEWAL
  5868. if(sc->data[SC_DEFENCE])
  5869. def += sc->data[SC_DEFENCE]->val2;
  5870. #endif
  5871. if(sc->data[SC_INCDEFRATE])
  5872. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5873. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5874. def += 50;
  5875. if(sc->data[SC_ODINS_POWER])
  5876. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5877. if( sc->data[SC_ANGRIFFS_MODUS] )
  5878. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5879. if(sc->data[SC_STONEHARDSKIN])
  5880. def += sc->data[SC_STONEHARDSKIN]->val1;
  5881. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5882. def >>=1;
  5883. if(sc->data[SC_FREEZE])
  5884. def >>=1;
  5885. if(sc->data[SC_SIGNUMCRUCIS])
  5886. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5887. if(sc->data[SC_CONCENTRATION])
  5888. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5889. if(sc->data[SC_SKE])
  5890. def >>=1;
  5891. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5892. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5893. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5894. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5895. if (sc->data[SC_FLING])
  5896. def -= def * (sc->data[SC_FLING]->val2)/100;
  5897. if( sc->data[SC_FREEZING] )
  5898. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  5899. if( sc->data[SC_ANALYZE] )
  5900. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5901. if( sc->data[SC_NEUTRALBARRIER] )
  5902. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5903. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5904. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5905. if( sc->data[SC_PRESTIGE] )
  5906. def += sc->data[SC_PRESTIGE]->val3;
  5907. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5908. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5909. if( sc->data[SC_ECHOSONG] )
  5910. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5911. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5912. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5913. if( sc->data[SC_EARTHDRIVE] )
  5914. def -= def * 25 / 100;
  5915. if( sc->data[SC_CAMOUFLAGE] )
  5916. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5917. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5918. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5919. if( sc->data[SC_ROCK_CRUSHER] )
  5920. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5921. if( sc->data[SC_POWER_OF_GAIA] )
  5922. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5923. if(sc->data[SC_ASH])
  5924. def -= def * sc->data[SC_ASH]->val3/100;
  5925. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5926. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5927. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  5928. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  5929. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5930. }
  5931. /**
  5932. * Adds defense (right-side) modifications based on status changes
  5933. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5934. * @param sc: Object's status change information
  5935. * @param def2: Initial def2
  5936. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5937. */
  5938. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5939. {
  5940. if(!sc || !sc->count)
  5941. #ifdef RENEWAL
  5942. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5943. #else
  5944. return (short)cap_value(def2,1,SHRT_MAX);
  5945. #endif
  5946. if(sc->data[SC_BERSERK])
  5947. return 0;
  5948. if(sc->data[SC_ETERNALCHAOS])
  5949. return 0;
  5950. if(sc->data[SC_DEFSET])
  5951. return sc->data[SC_DEFSET]->val1;
  5952. if(sc->data[SC_SUN_COMFORT])
  5953. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5954. #ifdef RENEWAL
  5955. if (sc->data[SC_SKA])
  5956. def2 += 80;
  5957. #endif
  5958. if(sc->data[SC_ANGELUS])
  5959. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5960. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5961. #else
  5962. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5963. if(sc->data[SC_CONCENTRATION])
  5964. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5965. #endif
  5966. if(sc->data[SC_POISON])
  5967. def2 -= def2 * 25/100;
  5968. if(sc->data[SC_DPOISON])
  5969. def2 -= def2 * 25/100;
  5970. if(sc->data[SC_SKE])
  5971. def2 -= def2 * 50/100;
  5972. if(sc->data[SC_PROVOKE])
  5973. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5974. if(sc->data[SC_JOINTBEAT])
  5975. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5976. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5977. if(sc->data[SC_FLING])
  5978. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5979. if(sc->data[SC_ANALYZE])
  5980. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5981. if(sc->data[SC_ASH])
  5982. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5983. if (sc->data[SC_PARALYSIS])
  5984. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5985. if(sc->data[SC_EQC])
  5986. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5987. if( sc->data[SC_CAMOUFLAGE] )
  5988. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5989. #ifdef RENEWAL
  5990. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5991. #else
  5992. return (short)cap_value(def2,1,SHRT_MAX);
  5993. #endif
  5994. }
  5995. /**
  5996. * Adds magic defense (left-side) modifications based on status changes
  5997. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5998. * @param sc: Object's status change information
  5999. * @param mdef: Initial mdef
  6000. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6001. */
  6002. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6003. {
  6004. if(!sc || !sc->count)
  6005. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6006. if(sc->data[SC_BERSERK])
  6007. return 0;
  6008. if(sc->data[SC_BARRIER])
  6009. return 100;
  6010. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6011. if(sc->data[SC_STEELBODY])
  6012. return 90;
  6013. #endif
  6014. if (sc->data[SC_NYANGGRASS]) {
  6015. if (bl->type == BL_PC)
  6016. return 0;
  6017. else
  6018. return mdef >>= 1;
  6019. }
  6020. if(sc->data[SC_MDEFSET])
  6021. return sc->data[SC_MDEFSET]->val1;
  6022. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6023. mdef += 50;
  6024. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6025. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6026. if(sc->data[SC_STONEHARDSKIN])
  6027. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6028. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6029. mdef += 25 * mdef / 100;
  6030. if(sc->data[SC_FREEZE])
  6031. mdef += 25 * mdef / 100;
  6032. if(sc->data[SC_BURNING])
  6033. mdef -= 25 * mdef / 100;
  6034. if( sc->data[SC_NEUTRALBARRIER] )
  6035. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6036. if(sc->data[SC_ANALYZE])
  6037. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6038. if(sc->data[SC_SYMPHONYOFLOVER])
  6039. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6040. if(sc->data[SC_GT_CHANGE]) {
  6041. mdef -= sc->data[SC_GT_CHANGE]->val4;
  6042. if (mdef < 0)
  6043. return 0;
  6044. }
  6045. if (sc->data[SC_ODINS_POWER])
  6046. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6047. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6048. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6049. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6050. }
  6051. /**
  6052. * Adds magic defense (right-side) modifications based on status changes
  6053. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6054. * @param sc: Object's status change information
  6055. * @param mdef2: Initial mdef2
  6056. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6057. */
  6058. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6059. {
  6060. if(!sc || !sc->count)
  6061. #ifdef RENEWAL
  6062. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6063. #else
  6064. return (short)cap_value(mdef2,1,SHRT_MAX);
  6065. #endif
  6066. if(sc->data[SC_BERSERK])
  6067. return 0;
  6068. if(sc->data[SC_SKA])
  6069. return 90;
  6070. if(sc->data[SC_MDEFSET])
  6071. return sc->data[SC_MDEFSET]->val1;
  6072. if(sc->data[SC_MINDBREAKER])
  6073. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6074. if(sc->data[SC_BURNING])
  6075. mdef2 -= mdef2 * 25 / 100;
  6076. if(sc->data[SC_ANALYZE])
  6077. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6078. #ifdef RENEWAL
  6079. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6080. #else
  6081. return (short)cap_value(mdef2,1,SHRT_MAX);
  6082. #endif
  6083. }
  6084. /**
  6085. * Adds speed modifications based on status changes
  6086. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6087. * @param sc: Object's status change information
  6088. * @param speed: Initial speed
  6089. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6090. */
  6091. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6092. {
  6093. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6094. int speed_rate = 100;
  6095. if (sc == NULL || (sd && sd->state.permanent_speed))
  6096. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6097. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6098. int val = 0;
  6099. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6100. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6101. else
  6102. val -= 25;
  6103. if (sc->data[SC_ACCELERATION])
  6104. val -= 25;
  6105. speed += speed * val / 100;
  6106. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6107. }
  6108. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6109. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6110. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6111. else
  6112. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6113. } else {
  6114. int val = 0;
  6115. // GetMoveHasteValue2()
  6116. if( sc->data[SC_FUSION] )
  6117. val = 25;
  6118. else if( sd ) {
  6119. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6120. val = 25; // Same bonus
  6121. else if( pc_isridingwug(sd) )
  6122. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6123. else if( sc->data[SC_ALL_RIDING] )
  6124. val = battle_config.rental_mount_speed_boost;
  6125. }
  6126. speed_rate -= val;
  6127. // GetMoveSlowValue()
  6128. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6129. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6130. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6131. val = sc->data[SC_CHASEWALK]->val3;
  6132. else {
  6133. val = 0;
  6134. // Longing for Freedom cancels song/dance penalty
  6135. if( sc->data[SC_LONGING] )
  6136. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6137. else
  6138. if( sd && sc->data[SC_DANCING] )
  6139. 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)) );
  6140. if( sc->data[SC_DECREASEAGI] )
  6141. val = max( val, 25 );
  6142. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6143. val = max( val, 50 );
  6144. if( sc->data[SC_DONTFORGETME] )
  6145. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6146. if( sc->data[SC_CURSE] )
  6147. val = max( val, 300 );
  6148. if( sc->data[SC_CHASEWALK] )
  6149. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6150. if( sc->data[SC_WEDDING] )
  6151. val = max( val, 100 );
  6152. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6153. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6154. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6155. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6156. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6157. val = max( val, 75 );
  6158. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6159. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6160. if( sc->data[SC_GATLINGFEVER] )
  6161. val = max( val, 100 );
  6162. if( sc->data[SC_SUITON] )
  6163. val = max( val, sc->data[SC_SUITON]->val3 );
  6164. if( sc->data[SC_SWOO] )
  6165. val = max( val, 300 );
  6166. if( sc->data[SC_SKA] )
  6167. val = max( val, 25 );
  6168. if( sc->data[SC_FREEZING] )
  6169. val = max( val, 30 );
  6170. if( sc->data[SC_MARSHOFABYSS] )
  6171. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6172. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6173. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6174. if( sc->data[SC_STEALTHFIELD] )
  6175. val = max( val, 20 );
  6176. if( sc->data[SC__LAZINESS] )
  6177. val = max( val, 25 );
  6178. if( sc->data[SC_BANDING_DEFENCE] )
  6179. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6180. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6181. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6182. if( sc->data[SC_POWER_OF_GAIA] )
  6183. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6184. if( sc->data[SC_MELON_BOMB] )
  6185. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6186. if( sc->data[SC_REBOUND] )
  6187. val = max( val, 25 );
  6188. if( sc->data[SC_B_TRAP] )
  6189. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6190. if (sc->data[SC_CATNIPPOWDER])
  6191. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6192. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6193. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6194. }
  6195. speed_rate += val;
  6196. val = 0;
  6197. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6198. speed_rate = 150;
  6199. // GetMoveHasteValue1()
  6200. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6201. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6202. if( sc->data[SC_INCREASEAGI] )
  6203. val = max( val, 25 );
  6204. if( sc->data[SC_WINDWALK] )
  6205. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6206. if( sc->data[SC_CARTBOOST] )
  6207. val = max( val, 20 );
  6208. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6209. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6210. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6211. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6212. if( sc->data[SC_BERSERK] )
  6213. val = max( val, 25 );
  6214. if( sc->data[SC_RUN] )
  6215. val = max( val, 55 );
  6216. if( sc->data[SC_AVOID] )
  6217. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6218. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6219. val = max( val, 75 );
  6220. if( sc->data[SC_CLOAKINGEXCEED] )
  6221. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6222. if( sc->data[SC_HOVERING] )
  6223. val = max( val, 10 );
  6224. if( sc->data[SC_GN_CARTBOOST] )
  6225. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6226. if( sc->data[SC_SWINGDANCE] )
  6227. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6228. if( sc->data[SC_WIND_STEP_OPTION] )
  6229. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6230. if( sc->data[SC_FULL_THROTTLE] )
  6231. val = max( val, 25 );
  6232. if (sc->data[SC_ARCLOUSEDASH])
  6233. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6234. if( sc->data[SC_DORAM_WALKSPEED] )
  6235. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6236. // !FIXME: official items use a single bonus for this [ultramage]
  6237. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6238. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6239. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6240. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6241. speed_rate -= val;
  6242. if( speed_rate < 40 )
  6243. speed_rate = 40;
  6244. }
  6245. // GetSpeed()
  6246. if( sd && pc_iscarton(sd) )
  6247. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6248. if( sc->data[SC_PARALYSE] )
  6249. speed += speed * 50 / 100;
  6250. if( speed_rate != 100 )
  6251. speed = speed * speed_rate / 100;
  6252. if( sc->data[SC_STEELBODY] )
  6253. speed = 200;
  6254. if( sc->data[SC_DEFENDER] )
  6255. speed = max(speed, 200);
  6256. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6257. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6258. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6259. }
  6260. #ifdef RENEWAL_ASPD
  6261. /**
  6262. * Renewal attack speed modifiers based on status changes
  6263. * This function only affects RENEWAL players and comes after base calculation
  6264. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6265. * @param sc: Object's status change information
  6266. * @param fixed: True - fixed value [malufett]
  6267. * False - percentage value
  6268. * @return modified aspd
  6269. */
  6270. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6271. {
  6272. int bonus = 0;
  6273. if (!sc || !sc->count)
  6274. return 0;
  6275. if (fixed) {
  6276. enum sc_type sc_val;
  6277. if (!sc->data[SC_QUAGMIRE]) {
  6278. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6279. bonus = 7;
  6280. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6281. bonus = 6;
  6282. else if (bonus < 5 && sc->data[SC_FLEET])
  6283. bonus = 5;
  6284. }
  6285. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6286. if (bl->type != BL_PC)
  6287. bonus += sc->data[SC_ASSNCROS]->val2;
  6288. else {
  6289. switch(((TBL_PC*)bl)->status.weapon) {
  6290. case W_BOW:
  6291. case W_REVOLVER:
  6292. case W_RIFLE:
  6293. case W_GATLING:
  6294. case W_SHOTGUN:
  6295. case W_GRENADE:
  6296. break;
  6297. default:
  6298. bonus += sc->data[SC_ASSNCROS]->val2;
  6299. break;
  6300. }
  6301. }
  6302. }
  6303. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6304. bonus = 20;
  6305. else if (bonus < 15 && sc->data[SC_BERSERK])
  6306. bonus = 15;
  6307. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  6308. bonus += sc->data[sc_val]->val1;
  6309. if (sc->data[SC_ATTHASTE_CASH])
  6310. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6311. if (sc->data[SC_HEAT_BARREL])
  6312. bonus += sc->data[SC_HEAT_BARREL]->val1;
  6313. } else {
  6314. if (sc->data[SC_DONTFORGETME])
  6315. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6316. if (sc->data[SC_LONGING])
  6317. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6318. if (sc->data[SC_STEELBODY])
  6319. bonus -= 25;
  6320. if (sc->data[SC_SKA])
  6321. bonus -= 25;
  6322. if (sc->data[SC_DEFENDER])
  6323. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6324. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6325. bonus -= 75;
  6326. if (sc->data[SC_GRAVITATION])
  6327. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6328. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6329. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6330. bonus -= 25;
  6331. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6332. bonus -= 10;
  6333. }
  6334. if (sc->data[SC_FREEZING])
  6335. bonus -= 30;
  6336. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6337. bonus -= 50;
  6338. if (sc->data[SC_PARALYSE])
  6339. bonus -= 10;
  6340. if (sc->data[SC__BODYPAINT])
  6341. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6342. if (sc->data[SC__INVISIBILITY])
  6343. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6344. if (sc->data[SC__GROOMY])
  6345. bonus -= sc->data[SC__GROOMY]->val2;
  6346. if (sc->data[SC_SWINGDANCE])
  6347. bonus += sc->data[SC_SWINGDANCE]->val3;
  6348. if (sc->data[SC_DANCEWITHWUG])
  6349. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6350. if (sc->data[SC_GLOOMYDAY])
  6351. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6352. if (sc->data[SC_EARTHDRIVE])
  6353. bonus -= 25;
  6354. if (sc->data[SC_GT_CHANGE])
  6355. bonus += sc->data[SC_GT_CHANGE]->val3;
  6356. if (sc->data[SC_MELON_BOMB])
  6357. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6358. if (sc->data[SC_PAIN_KILLER])
  6359. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6360. if (sc->data[SC_BOOST500])
  6361. bonus += sc->data[SC_BOOST500]->val1;
  6362. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6363. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6364. if (sc->data[SC_GOLDENE_FERSE])
  6365. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6366. if (sc->data[SC_INCASPDRATE])
  6367. bonus += sc->data[SC_INCASPDRATE]->val1;
  6368. if (sc->data[SC_GATLINGFEVER])
  6369. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6370. if (sc->data[SC_STAR_COMFORT])
  6371. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6372. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6373. bonus += 10;
  6374. }
  6375. return bonus;
  6376. }
  6377. #endif
  6378. /**
  6379. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6380. * A subtraction reduces the delay, meaning an increase in ASPD
  6381. * This comes after the percentage changes and is based on status changes
  6382. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6383. * @param sc: Object's status change information
  6384. * @param aspd: Object's current ASPD
  6385. * @return modified aspd
  6386. */
  6387. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6388. {
  6389. if (!sc || !sc->count)
  6390. return cap_value(aspd, 0, 2000);
  6391. if (sc->data[SC_OVERED_BOOST])
  6392. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6393. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6394. aspd -= 50; // +5 ASPD
  6395. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6396. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6397. if (sc->data[SC_MTF_ASPD])
  6398. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6399. if (sc->data[SC_MTF_ASPD2])
  6400. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6401. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6402. }
  6403. /**
  6404. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6405. * Note: The scale of aspd_rate is 1000 = 100%
  6406. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6407. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6408. * @param sc: Object's status change information
  6409. * @param aspd_rate: Object's current ASPD
  6410. * @return modified aspd_rate
  6411. */
  6412. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6413. {
  6414. int i;
  6415. if(!sc || !sc->count)
  6416. return cap_value(aspd_rate,0,SHRT_MAX);
  6417. if( !sc->data[SC_QUAGMIRE] ) {
  6418. int max = 0;
  6419. if(sc->data[SC_STAR_COMFORT])
  6420. max = sc->data[SC_STAR_COMFORT]->val2;
  6421. if(sc->data[SC_TWOHANDQUICKEN] &&
  6422. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6423. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6424. if(sc->data[SC_ONEHAND] &&
  6425. max < sc->data[SC_ONEHAND]->val2)
  6426. max = sc->data[SC_ONEHAND]->val2;
  6427. if(sc->data[SC_MERC_QUICKEN] &&
  6428. max < sc->data[SC_MERC_QUICKEN]->val2)
  6429. max = sc->data[SC_MERC_QUICKEN]->val2;
  6430. if(sc->data[SC_ADRENALINE2] &&
  6431. max < sc->data[SC_ADRENALINE2]->val3)
  6432. max = sc->data[SC_ADRENALINE2]->val3;
  6433. if(sc->data[SC_ADRENALINE] &&
  6434. max < sc->data[SC_ADRENALINE]->val3)
  6435. max = sc->data[SC_ADRENALINE]->val3;
  6436. if(sc->data[SC_SPEARQUICKEN] &&
  6437. max < sc->data[SC_SPEARQUICKEN]->val2)
  6438. max = sc->data[SC_SPEARQUICKEN]->val2;
  6439. if(sc->data[SC_GATLINGFEVER] &&
  6440. max < sc->data[SC_GATLINGFEVER]->val2)
  6441. max = sc->data[SC_GATLINGFEVER]->val2;
  6442. if(sc->data[SC_FLEET] &&
  6443. max < sc->data[SC_FLEET]->val2)
  6444. max = sc->data[SC_FLEET]->val2;
  6445. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6446. if (bl->type!=BL_PC)
  6447. max = sc->data[SC_ASSNCROS]->val2;
  6448. else
  6449. switch(((TBL_PC*)bl)->status.weapon) {
  6450. case W_BOW:
  6451. case W_REVOLVER:
  6452. case W_RIFLE:
  6453. case W_GATLING:
  6454. case W_SHOTGUN:
  6455. case W_GRENADE:
  6456. break;
  6457. default:
  6458. max = sc->data[SC_ASSNCROS]->val2;
  6459. }
  6460. }
  6461. aspd_rate -= max;
  6462. if(sc->data[SC_BERSERK])
  6463. aspd_rate -= 300;
  6464. else if(sc->data[SC_MADNESSCANCEL])
  6465. aspd_rate -= 200;
  6466. }
  6467. if( sc->data[i=SC_ASPDPOTION3] ||
  6468. sc->data[i=SC_ASPDPOTION2] ||
  6469. sc->data[i=SC_ASPDPOTION1] ||
  6470. sc->data[i=SC_ASPDPOTION0] )
  6471. aspd_rate -= sc->data[i]->val2;
  6472. if (sc->data[SC_ATTHASTE_CASH])
  6473. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6474. if(sc->data[SC_DONTFORGETME])
  6475. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6476. if(sc->data[SC_LONGING])
  6477. aspd_rate += sc->data[SC_LONGING]->val2;
  6478. if(sc->data[SC_STEELBODY])
  6479. aspd_rate += 250;
  6480. if(sc->data[SC_SKA])
  6481. aspd_rate += 250;
  6482. if(sc->data[SC_DEFENDER])
  6483. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6484. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6485. aspd_rate += 250;
  6486. if(sc->data[SC_GRAVITATION])
  6487. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6488. if(sc->data[SC_JOINTBEAT]) {
  6489. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6490. aspd_rate += 250;
  6491. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6492. aspd_rate += 100;
  6493. }
  6494. if( sc->data[SC_FREEZING] )
  6495. aspd_rate += 300;
  6496. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6497. aspd_rate += 500;
  6498. if( sc->data[SC_PARALYSE] )
  6499. aspd_rate += 100;
  6500. if( sc->data[SC__BODYPAINT] )
  6501. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6502. if( sc->data[SC__INVISIBILITY] )
  6503. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6504. if( sc->data[SC__GROOMY] )
  6505. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6506. if( sc->data[SC_SWINGDANCE] )
  6507. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6508. if( sc->data[SC_DANCEWITHWUG] )
  6509. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6510. if( sc->data[SC_GLOOMYDAY] )
  6511. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6512. if( sc->data[SC_EARTHDRIVE] )
  6513. aspd_rate += 250;
  6514. if( sc->data[SC_GT_CHANGE] )
  6515. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6516. if( sc->data[SC_MELON_BOMB] )
  6517. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6518. if( sc->data[SC_BOOST500] )
  6519. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6520. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6521. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6522. if( sc->data[SC_INCASPDRATE] )
  6523. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6524. if( sc->data[SC_PAIN_KILLER])
  6525. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6526. if( sc->data[SC_GOLDENE_FERSE])
  6527. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6528. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6529. aspd_rate -= 100;
  6530. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6531. }
  6532. /**
  6533. * Modifies the damage delay time based on status changes
  6534. * The lower your delay, the quicker you can act after taking damage
  6535. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6536. * @param sc: Object's status change information
  6537. * @param dmotion: Object's current damage delay
  6538. * @return modified delay rate
  6539. */
  6540. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6541. {
  6542. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
  6543. return cap_value(dmotion,0,USHRT_MAX);
  6544. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6545. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) )
  6546. return 0;
  6547. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6548. return 0;
  6549. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6550. }
  6551. /**
  6552. * Calculates a max HP based on status changes
  6553. * Values can either be percentages or fixed, based on how equations are formulated
  6554. * @param bl: Object's block_list data
  6555. * @param maxhp: Object's current max HP
  6556. * @return modified maxhp
  6557. */
  6558. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6559. {
  6560. int rate = 100;
  6561. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6562. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6563. maxhp = maxhp * rate / 100;
  6564. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6565. }
  6566. /**
  6567. * Calculates a max SP based on status changes
  6568. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6569. * @param bl: Object's block_list data
  6570. * @param maxsp: Object's current max SP
  6571. * @return modified maxsp
  6572. */
  6573. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6574. {
  6575. int rate = 100;
  6576. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6577. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6578. maxsp = maxsp * rate / 100;
  6579. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6580. }
  6581. /**
  6582. * Changes a player's element based on status changes
  6583. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6584. * @param sc: Object's status change information
  6585. * @param element: Object's current element
  6586. * @return new element
  6587. */
  6588. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6589. {
  6590. if(!sc || !sc->count)
  6591. return cap_value(element, 0, UCHAR_MAX);
  6592. if(sc->data[SC_FREEZE])
  6593. return ELE_WATER;
  6594. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6595. return ELE_EARTH;
  6596. if(sc->data[SC_BENEDICTIO])
  6597. return ELE_HOLY;
  6598. if(sc->data[SC_CHANGEUNDEAD])
  6599. return ELE_UNDEAD;
  6600. if(sc->data[SC_ELEMENTALCHANGE])
  6601. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6602. if(sc->data[SC_SHAPESHIFT])
  6603. return sc->data[SC_SHAPESHIFT]->val2;
  6604. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6605. }
  6606. /**
  6607. * Changes a player's element level based on status changes
  6608. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6609. * @param sc: Object's status change information
  6610. * @param lv: Object's current element level
  6611. * @return new element level
  6612. */
  6613. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6614. {
  6615. if(!sc || !sc->count)
  6616. return cap_value(lv, 1, 4);
  6617. if(sc->data[SC_FREEZE])
  6618. return 1;
  6619. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6620. return 1;
  6621. if(sc->data[SC_BENEDICTIO])
  6622. return 1;
  6623. if(sc->data[SC_CHANGEUNDEAD])
  6624. return 1;
  6625. if(sc->data[SC_ELEMENTALCHANGE])
  6626. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6627. if(sc->data[SC_SHAPESHIFT])
  6628. return 1;
  6629. if(sc->data[SC__INVISIBILITY])
  6630. return 1;
  6631. return (unsigned char)cap_value(lv,1,4);
  6632. }
  6633. /**
  6634. * Changes a player's attack element based on status changes
  6635. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6636. * @param sc: Object's status change information
  6637. * @param element: Object's current attack element
  6638. * @return new attack element
  6639. */
  6640. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6641. {
  6642. if(!sc || !sc->count)
  6643. return cap_value(element, 0, UCHAR_MAX);
  6644. if(sc->data[SC_ENCHANTARMS])
  6645. return sc->data[SC_ENCHANTARMS]->val2;
  6646. if(sc->data[SC_WATERWEAPON]
  6647. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6648. return ELE_WATER;
  6649. if(sc->data[SC_EARTHWEAPON]
  6650. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6651. return ELE_EARTH;
  6652. if(sc->data[SC_FIREWEAPON]
  6653. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6654. return ELE_FIRE;
  6655. if(sc->data[SC_WINDWEAPON]
  6656. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6657. return ELE_WIND;
  6658. if(sc->data[SC_ENCPOISON])
  6659. return ELE_POISON;
  6660. if(sc->data[SC_ASPERSIO])
  6661. return ELE_HOLY;
  6662. if(sc->data[SC_SHADOWWEAPON])
  6663. return ELE_DARK;
  6664. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6665. return ELE_GHOST;
  6666. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6667. return ELE_WATER;
  6668. if(sc->data[SC_PYROCLASTIC])
  6669. return ELE_FIRE;
  6670. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6671. }
  6672. /**
  6673. * Changes the mode of an object
  6674. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6675. * @param sc: Object's status change data
  6676. * @param mode: Original mode
  6677. * @return mode with cap_value(mode, 0, INT_MAX)
  6678. */
  6679. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6680. {
  6681. if(!sc || !sc->count)
  6682. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6683. if(sc->data[SC_MODECHANGE]) {
  6684. if (sc->data[SC_MODECHANGE]->val2)
  6685. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  6686. if (sc->data[SC_MODECHANGE]->val3)
  6687. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  6688. if (sc->data[SC_MODECHANGE]->val4)
  6689. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  6690. }
  6691. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6692. }
  6693. /**
  6694. * Changes the mode of a slave mob
  6695. * @param md: Slave mob whose mode to change
  6696. * @param mmd: Master of slave mob
  6697. */
  6698. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6699. {
  6700. switch (battle_config.slaves_inherit_mode) {
  6701. case 1: //Always aggressive
  6702. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6703. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6704. break;
  6705. case 2: //Always passive
  6706. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6707. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6708. break;
  6709. case 4: // Overwrite with slave mode
  6710. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6711. break;
  6712. default: //Copy master
  6713. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6714. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6715. else
  6716. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6717. break;
  6718. }
  6719. }
  6720. /**
  6721. * Gets the name of the given bl
  6722. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6723. * @return name or "Unknown" if any other bl->type than noted above
  6724. */
  6725. const char* status_get_name(struct block_list *bl)
  6726. {
  6727. nullpo_ret(bl);
  6728. switch (bl->type) {
  6729. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6730. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6731. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6732. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6733. //case BL_MER: // They only have database names which are global, not specific to GID.
  6734. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6735. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6736. }
  6737. return "Unknown";
  6738. }
  6739. /**
  6740. * Gets the class/sprite id of the given bl
  6741. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6742. * @return class or 0 if any other bl->type than noted above
  6743. */
  6744. int status_get_class(struct block_list *bl)
  6745. {
  6746. nullpo_ret(bl);
  6747. switch( bl->type ) {
  6748. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6749. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6750. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6751. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6752. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6753. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6754. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6755. }
  6756. return 0;
  6757. }
  6758. /**
  6759. * Gets the base level of the given bl
  6760. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6761. * @return base level or 1 if any other bl->type than noted above
  6762. */
  6763. int status_get_lv(struct block_list *bl)
  6764. {
  6765. nullpo_ret(bl);
  6766. switch (bl->type) {
  6767. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6768. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6769. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6770. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6771. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6772. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6773. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6774. }
  6775. return 1;
  6776. }
  6777. /**
  6778. * Gets the regeneration info of the given bl
  6779. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6780. * @return regen data or NULL if any other bl->type than noted above
  6781. */
  6782. struct regen_data *status_get_regen_data(struct block_list *bl)
  6783. {
  6784. nullpo_retr(NULL, bl);
  6785. switch (bl->type) {
  6786. case BL_PC: return &((TBL_PC*)bl)->regen;
  6787. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6788. case BL_MER: return &((TBL_MER*)bl)->regen;
  6789. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6790. default:
  6791. return NULL;
  6792. }
  6793. }
  6794. /**
  6795. * Gets the status data of the given bl
  6796. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6797. * @return status or "dummy_status" if any other bl->type than noted above
  6798. */
  6799. struct status_data *status_get_status_data(struct block_list *bl)
  6800. {
  6801. nullpo_retr(&dummy_status, bl);
  6802. switch (bl->type) {
  6803. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6804. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6805. case BL_PET: return &((TBL_PET*)bl)->status;
  6806. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6807. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6808. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6809. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6810. default:
  6811. return &dummy_status;
  6812. }
  6813. }
  6814. /**
  6815. * Gets the base status data of the given bl
  6816. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6817. * @return base_status or NULL if any other bl->type than noted above
  6818. */
  6819. struct status_data *status_get_base_status(struct block_list *bl)
  6820. {
  6821. nullpo_retr(NULL, bl);
  6822. switch (bl->type) {
  6823. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6824. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6825. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6826. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6827. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6828. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6829. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6830. default:
  6831. return NULL;
  6832. }
  6833. }
  6834. /**
  6835. * Gets the defense of the given bl
  6836. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6837. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6838. */
  6839. defType status_get_def(struct block_list *bl)
  6840. {
  6841. struct unit_data *ud;
  6842. struct status_data *status = status_get_status_data(bl);
  6843. int def = status?status->def:0;
  6844. ud = unit_bl2ud(bl);
  6845. if (ud && ud->skilltimer != INVALID_TIMER)
  6846. def -= def * skill_get_castdef(ud->skill_id)/100;
  6847. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6848. }
  6849. /**
  6850. * Gets the walking speed of the given bl
  6851. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6852. * @return speed
  6853. */
  6854. unsigned short status_get_speed(struct block_list *bl)
  6855. {
  6856. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6857. return ((struct npc_data *)bl)->speed;
  6858. return status_get_status_data(bl)->speed;
  6859. }
  6860. /**
  6861. * Gets the party ID of the given bl
  6862. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6863. * @return party ID
  6864. */
  6865. int status_get_party_id(struct block_list *bl)
  6866. {
  6867. nullpo_ret(bl);
  6868. switch (bl->type) {
  6869. case BL_PC:
  6870. return ((TBL_PC*)bl)->status.party_id;
  6871. case BL_PET:
  6872. if (((TBL_PET*)bl)->master)
  6873. return ((TBL_PET*)bl)->master->status.party_id;
  6874. break;
  6875. case BL_MOB: {
  6876. struct mob_data *md=(TBL_MOB*)bl;
  6877. if( md->master_id > 0 ) {
  6878. struct map_session_data *msd;
  6879. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6880. return msd->status.party_id;
  6881. return -md->master_id;
  6882. }
  6883. }
  6884. break;
  6885. case BL_HOM:
  6886. if (((TBL_HOM*)bl)->master)
  6887. return ((TBL_HOM*)bl)->master->status.party_id;
  6888. break;
  6889. case BL_MER:
  6890. if (((TBL_MER*)bl)->master)
  6891. return ((TBL_MER*)bl)->master->status.party_id;
  6892. break;
  6893. case BL_SKILL:
  6894. if (((TBL_SKILL*)bl)->group)
  6895. return ((TBL_SKILL*)bl)->group->party_id;
  6896. break;
  6897. case BL_ELEM:
  6898. if (((TBL_ELEM*)bl)->master)
  6899. return ((TBL_ELEM*)bl)->master->status.party_id;
  6900. break;
  6901. }
  6902. return 0;
  6903. }
  6904. /**
  6905. * Gets the guild ID of the given bl
  6906. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6907. * @return guild ID
  6908. */
  6909. int status_get_guild_id(struct block_list *bl)
  6910. {
  6911. nullpo_ret(bl);
  6912. switch (bl->type) {
  6913. case BL_PC:
  6914. return ((TBL_PC*)bl)->status.guild_id;
  6915. case BL_PET:
  6916. if (((TBL_PET*)bl)->master)
  6917. return ((TBL_PET*)bl)->master->status.guild_id;
  6918. break;
  6919. case BL_MOB:
  6920. {
  6921. struct map_session_data *msd;
  6922. struct mob_data *md = (struct mob_data *)bl;
  6923. if (md->guardian_data) // Guardian's guild [Skotlex]
  6924. return md->guardian_data->guild_id;
  6925. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6926. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6927. }
  6928. break;
  6929. case BL_HOM:
  6930. if (((TBL_HOM*)bl)->master)
  6931. return ((TBL_HOM*)bl)->master->status.guild_id;
  6932. break;
  6933. case BL_MER:
  6934. if (((TBL_MER*)bl)->master)
  6935. return ((TBL_MER*)bl)->master->status.guild_id;
  6936. break;
  6937. case BL_NPC:
  6938. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6939. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6940. break;
  6941. case BL_SKILL:
  6942. if (((TBL_SKILL*)bl)->group)
  6943. return ((TBL_SKILL*)bl)->group->guild_id;
  6944. break;
  6945. case BL_ELEM:
  6946. if (((TBL_ELEM*)bl)->master)
  6947. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6948. break;
  6949. }
  6950. return 0;
  6951. }
  6952. /**
  6953. * Gets the guild emblem ID of the given bl
  6954. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6955. * @return guild emblem ID
  6956. */
  6957. int status_get_emblem_id(struct block_list *bl)
  6958. {
  6959. nullpo_ret(bl);
  6960. switch (bl->type) {
  6961. case BL_PC:
  6962. return ((TBL_PC*)bl)->guild_emblem_id;
  6963. case BL_PET:
  6964. if (((TBL_PET*)bl)->master)
  6965. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6966. break;
  6967. case BL_MOB:
  6968. {
  6969. struct map_session_data *msd;
  6970. struct mob_data *md = (struct mob_data *)bl;
  6971. if (md->guardian_data) // Guardian's guild [Skotlex]
  6972. return md->guardian_data->emblem_id;
  6973. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6974. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6975. }
  6976. break;
  6977. case BL_HOM:
  6978. if (((TBL_HOM*)bl)->master)
  6979. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6980. break;
  6981. case BL_MER:
  6982. if (((TBL_MER*)bl)->master)
  6983. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6984. break;
  6985. case BL_NPC:
  6986. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6987. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6988. if (g)
  6989. return g->emblem_id;
  6990. }
  6991. break;
  6992. case BL_ELEM:
  6993. if (((TBL_ELEM*)bl)->master)
  6994. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6995. break;
  6996. }
  6997. return 0;
  6998. }
  6999. /**
  7000. * Gets the race2 of a mob or pet
  7001. * @param bl: Object whose race2 to get [MOB|PET]
  7002. * @return race2
  7003. */
  7004. enum e_race2 status_get_race2(struct block_list *bl)
  7005. {
  7006. nullpo_retr(RC2_NONE,bl);
  7007. if (bl->type == BL_MOB)
  7008. return ((struct mob_data *)bl)->db->race2;
  7009. if (bl->type == BL_PET)
  7010. return ((struct pet_data *)bl)->db->race2;
  7011. return RC2_NONE;
  7012. }
  7013. /**
  7014. * Checks if an object is dead
  7015. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7016. * @return 1: Is dead or 0: Is alive
  7017. */
  7018. int status_isdead(struct block_list *bl)
  7019. {
  7020. nullpo_ret(bl);
  7021. return status_get_status_data(bl)->hp == 0;
  7022. }
  7023. /**
  7024. * Checks if an object is immune to magic
  7025. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7026. * @return value of magic damage to be blocked
  7027. */
  7028. int status_isimmune(struct block_list *bl)
  7029. {
  7030. struct status_change *sc =status_get_sc(bl);
  7031. if (sc && sc->data[SC_HERMODE])
  7032. return 100;
  7033. if (bl->type == BL_PC &&
  7034. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7035. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7036. return 0;
  7037. }
  7038. /**
  7039. * Get view data of an object
  7040. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7041. * @return view data structure bl->vd
  7042. */
  7043. struct view_data* status_get_viewdata(struct block_list *bl)
  7044. {
  7045. nullpo_retr(NULL, bl);
  7046. switch (bl->type) {
  7047. case BL_PC: return &((TBL_PC*)bl)->vd;
  7048. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7049. case BL_PET: return &((TBL_PET*)bl)->vd;
  7050. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  7051. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7052. case BL_MER: return ((TBL_MER*)bl)->vd;
  7053. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7054. }
  7055. return NULL;
  7056. }
  7057. /**
  7058. * Set view data of an object
  7059. * This function deals with class, mount, and item views
  7060. * SC views are set in clif_getareachar_unit()
  7061. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7062. * @param class_: class of the object
  7063. */
  7064. void status_set_viewdata(struct block_list *bl, int class_)
  7065. {
  7066. struct view_data* vd;
  7067. nullpo_retv(bl);
  7068. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7069. vd = mob_get_viewdata(class_);
  7070. else if (npcdb_checkid(class_))
  7071. vd = npc_get_viewdata(class_);
  7072. else if (homdb_checkid(class_))
  7073. vd = hom_get_viewdata(class_);
  7074. else if (mercenary_db(class_))
  7075. vd = mercenary_get_viewdata(class_);
  7076. else if (elemental_class(class_))
  7077. vd = elemental_get_viewdata(class_);
  7078. else
  7079. vd = NULL;
  7080. switch (bl->type) {
  7081. case BL_PC:
  7082. {
  7083. TBL_PC* sd = (TBL_PC*)bl;
  7084. if (pcdb_checkid(class_)) {
  7085. if (sd->sc.option&OPTION_RIDING) {
  7086. switch (class_) { // Adapt class to a Mounted one.
  7087. case JOB_KNIGHT:
  7088. class_ = JOB_KNIGHT2;
  7089. break;
  7090. case JOB_CRUSADER:
  7091. class_ = JOB_CRUSADER2;
  7092. break;
  7093. case JOB_LORD_KNIGHT:
  7094. class_ = JOB_LORD_KNIGHT2;
  7095. break;
  7096. case JOB_PALADIN:
  7097. class_ = JOB_PALADIN2;
  7098. break;
  7099. case JOB_BABY_KNIGHT:
  7100. class_ = JOB_BABY_KNIGHT2;
  7101. break;
  7102. case JOB_BABY_CRUSADER:
  7103. class_ = JOB_BABY_CRUSADER2;
  7104. break;
  7105. }
  7106. }
  7107. sd->vd.class_ = class_;
  7108. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7109. sd->vd.head_top = sd->status.head_top;
  7110. sd->vd.head_mid = sd->status.head_mid;
  7111. sd->vd.head_bottom = sd->status.head_bottom;
  7112. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  7113. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  7114. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  7115. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  7116. sd->vd.sex = sd->status.sex;
  7117. if (sd->vd.cloth_color) {
  7118. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7119. sd->vd.cloth_color = 0;
  7120. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7121. sd->vd.cloth_color = 0;
  7122. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7123. sd->vd.cloth_color = 0;
  7124. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7125. sd->vd.cloth_color = 0;
  7126. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7127. sd->vd.cloth_color = 0;
  7128. }
  7129. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7130. sd->vd.body_style = 0;
  7131. } else if (vd)
  7132. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7133. else
  7134. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7135. }
  7136. break;
  7137. case BL_MOB:
  7138. {
  7139. TBL_MOB* md = (TBL_MOB*)bl;
  7140. if (vd){
  7141. mob_free_dynamic_viewdata( md );
  7142. md->vd = vd;
  7143. }else if( pcdb_checkid( class_ ) ){
  7144. mob_set_dynamic_viewdata( md );
  7145. md->vd->class_ = class_;
  7146. }else
  7147. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7148. }
  7149. break;
  7150. case BL_PET:
  7151. {
  7152. TBL_PET* pd = (TBL_PET*)bl;
  7153. if (vd) {
  7154. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7155. if (!pcdb_checkid(vd->class_)) {
  7156. pd->vd.hair_style = battle_config.pet_hair_style;
  7157. if(pd->pet.equip) {
  7158. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7159. if (!pd->vd.head_bottom)
  7160. pd->vd.head_bottom = pd->pet.equip;
  7161. }
  7162. }
  7163. } else
  7164. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7165. }
  7166. break;
  7167. case BL_NPC:
  7168. {
  7169. TBL_NPC* nd = (TBL_NPC*)bl;
  7170. if (vd)
  7171. nd->vd = vd;
  7172. else
  7173. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  7174. }
  7175. break;
  7176. case BL_HOM:
  7177. {
  7178. struct homun_data *hd = (struct homun_data*)bl;
  7179. if (vd)
  7180. hd->vd = vd;
  7181. else
  7182. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7183. }
  7184. break;
  7185. case BL_MER:
  7186. {
  7187. struct mercenary_data *md = (struct mercenary_data*)bl;
  7188. if (vd)
  7189. md->vd = vd;
  7190. else
  7191. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7192. }
  7193. break;
  7194. case BL_ELEM:
  7195. {
  7196. struct elemental_data *ed = (struct elemental_data*)bl;
  7197. if (vd)
  7198. ed->vd = vd;
  7199. else
  7200. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7201. }
  7202. break;
  7203. }
  7204. }
  7205. /**
  7206. * Get status change data of an object
  7207. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7208. * @return status change data structure bl->sc
  7209. */
  7210. struct status_change *status_get_sc(struct block_list *bl)
  7211. {
  7212. if( bl )
  7213. switch (bl->type) {
  7214. case BL_PC: return &((TBL_PC*)bl)->sc;
  7215. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7216. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7217. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7218. case BL_MER: return &((TBL_MER*)bl)->sc;
  7219. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7220. }
  7221. return NULL;
  7222. }
  7223. /**
  7224. * Initiate (memset) the status change data of an object
  7225. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7226. */
  7227. void status_change_init(struct block_list *bl)
  7228. {
  7229. struct status_change *sc = status_get_sc(bl);
  7230. nullpo_retv(sc);
  7231. memset(sc, 0, sizeof (struct status_change));
  7232. }
  7233. /*========================================== [Playtester]
  7234. * Returns the interval for status changes that iterate multiple times
  7235. * through the timer (e.g. those that deal damage in regular intervals)
  7236. * @param type: Status change (SC_*)
  7237. *------------------------------------------*/
  7238. static int status_get_sc_interval(enum sc_type type)
  7239. {
  7240. switch (type) {
  7241. case SC_POISON:
  7242. case SC_DPOISON:
  7243. case SC_LEECHESEND:
  7244. return 1000;
  7245. case SC_BURNING:
  7246. case SC_PYREXIA:
  7247. return 3000;
  7248. case SC_MAGICMUSHROOM:
  7249. return 4000;
  7250. case SC_STONE:
  7251. return 5000;
  7252. case SC_BLEEDING:
  7253. case SC_TOXIN:
  7254. return 10000;
  7255. default:
  7256. break;
  7257. }
  7258. return 0;
  7259. }
  7260. /**
  7261. * Applies SC defense to a given status change
  7262. * This function also determines whether or not the status change will be applied
  7263. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7264. * @param bl: Target of the status change
  7265. * @param type: Status change (SC_*)
  7266. * @param rate: Initial percentage rate of affecting bl
  7267. * @param tick: Initial duration that the status change affects bl
  7268. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7269. * @return adjusted duration based on flag values
  7270. */
  7271. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  7272. {
  7273. /// Resistance rate: 10000 = 100%
  7274. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7275. /// 5000ms -> tick_def = 5000 -> 2500ms
  7276. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7277. /// Fixed resistance value (after rate calculation)
  7278. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7279. /// 2500ms -> tick_def2=2000 -> 500ms
  7280. int sc_def2 = 0, tick_def2 = 0;
  7281. struct status_data *status, *status_src;
  7282. struct status_change *sc;
  7283. struct map_session_data *sd;
  7284. nullpo_ret(bl);
  7285. if (src == NULL)
  7286. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7287. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7288. if (status_isimmune(bl)) {
  7289. switch (type) {
  7290. case SC_DECREASEAGI:
  7291. case SC_SILENCE:
  7292. case SC_COMA:
  7293. case SC_INCREASEAGI:
  7294. case SC_BLESSING:
  7295. case SC_SLOWPOISON:
  7296. case SC_IMPOSITIO:
  7297. case SC_AETERNA:
  7298. case SC_SUFFRAGIUM:
  7299. case SC_BENEDICTIO:
  7300. case SC_PROVIDENCE:
  7301. case SC_KYRIE:
  7302. case SC_ASSUMPTIO:
  7303. case SC_ANGELUS:
  7304. case SC_MAGNIFICAT:
  7305. case SC_GLORIA:
  7306. case SC_WINDWALK:
  7307. case SC_MAGICROD:
  7308. case SC_HALLUCINATION:
  7309. case SC_STONE:
  7310. case SC_QUAGMIRE:
  7311. case SC_SUITON:
  7312. case SC_SWINGDANCE:
  7313. case SC_FIRE_INSIGNIA:
  7314. case SC_WATER_INSIGNIA:
  7315. case SC_WIND_INSIGNIA:
  7316. case SC_EARTH_INSIGNIA:
  7317. return 0;
  7318. }
  7319. }
  7320. sd = BL_CAST(BL_PC,bl);
  7321. status = status_get_status_data(bl);
  7322. status_src = status_get_status_data(src);
  7323. sc = status_get_sc(bl);
  7324. if( sc && !sc->count )
  7325. sc = NULL;
  7326. switch (type) {
  7327. case SC_POISON:
  7328. case SC_DPOISON:
  7329. sc_def = status->vit*100;
  7330. #ifndef RENEWAL
  7331. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7332. if (sd) {
  7333. // For players: 60000 - 450*vit - 100*luk
  7334. tick_def = status->vit*75;
  7335. tick_def2 = status->luk*100;
  7336. } else {
  7337. // For monsters: 30000 - 200*vit
  7338. tick>>=1;
  7339. tick_def = (status->vit*200)/3;
  7340. }
  7341. #endif
  7342. break;
  7343. case SC_STUN:
  7344. sc_def = status->vit*100;
  7345. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7346. tick_def2 = status->luk*10;
  7347. break;
  7348. case SC_SILENCE:
  7349. #ifndef RENEWAL
  7350. sc_def = status->vit*100;
  7351. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7352. #else
  7353. sc_def = status->int_*100;
  7354. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7355. #endif
  7356. tick_def2 = status->luk*10;
  7357. break;
  7358. case SC_BLEEDING:
  7359. #ifndef RENEWAL
  7360. sc_def = status->vit*100;
  7361. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7362. #else
  7363. sc_def = status->agi*100;
  7364. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7365. #endif
  7366. tick_def2 = status->luk*10;
  7367. break;
  7368. case SC_SLEEP:
  7369. #ifndef RENEWAL
  7370. sc_def = status->int_*100;
  7371. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7372. #else
  7373. sc_def = status->agi*100;
  7374. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7375. #endif
  7376. tick_def2 = status->luk*10;
  7377. break;
  7378. case SC_STONE:
  7379. sc_def = status->mdef*100;
  7380. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7381. tick_def = 0; // No duration reduction
  7382. break;
  7383. case SC_FREEZE:
  7384. sc_def = status->mdef*100;
  7385. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7386. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7387. break;
  7388. case SC_CURSE:
  7389. // Special property: immunity when luk is zero
  7390. if (status->luk == 0)
  7391. return 0;
  7392. sc_def = status->luk*100;
  7393. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7394. tick_def = status->vit*100;
  7395. tick_def2 = status->luk*10;
  7396. break;
  7397. case SC_BLIND:
  7398. sc_def = (status->vit + status->int_)*50;
  7399. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7400. tick_def2 = status->luk*10;
  7401. break;
  7402. case SC_CONFUSION:
  7403. sc_def = (status->str + status->int_)*50;
  7404. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7405. tick_def2 = status->luk*10;
  7406. break;
  7407. case SC_DECREASEAGI:
  7408. if (sd)
  7409. tick >>= 1; // Half duration for players.
  7410. sc_def2 = status->mdef*100;
  7411. break;
  7412. case SC_ANKLE:
  7413. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7414. tick /= 5;
  7415. sc_def = status->agi*50;
  7416. break;
  7417. case SC_DEEPSLEEP:
  7418. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7419. break;
  7420. case SC_NETHERWORLD:
  7421. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7422. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7423. break;
  7424. case SC_MARSHOFABYSS:
  7425. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7426. tick_def2 = (status->int_ + status->luk)*50;
  7427. break;
  7428. case SC_STASIS:
  7429. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7430. tick_def2 = (status->vit + status->dex) * 50;
  7431. break;
  7432. case SC_WHITEIMPRISON:
  7433. if( tick == 5000 ) // 100% on caster
  7434. break;
  7435. if( bl->type == BL_PC )
  7436. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7437. else
  7438. tick_def2 = (status->vit + status->luk)*50;
  7439. break;
  7440. case SC_BURNING:
  7441. tick_def2 = 75*status->luk + 125*status->agi;
  7442. break;
  7443. case SC_FREEZING:
  7444. tick_def2 = (status->vit + status->dex)*50;
  7445. break;
  7446. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7447. sc_def = status->int_*80;
  7448. sc_def = max(sc_def, 500); // minimum of 5% resist
  7449. tick_def = 0;
  7450. //Fall through
  7451. case SC_TOXIN:
  7452. case SC_PARALYSE:
  7453. case SC_VENOMBLEED:
  7454. case SC_MAGICMUSHROOM:
  7455. case SC_DEATHHURT:
  7456. case SC_PYREXIA:
  7457. case SC_LEECHESEND:
  7458. tick_def2 = (status->vit + status->luk) * 500;
  7459. break;
  7460. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7461. sc_def2 = status->agi*25;
  7462. break;
  7463. case SC_ELECTRICSHOCKER:
  7464. tick_def2 = (status->vit + status->agi) * 70;
  7465. break;
  7466. case SC_CRYSTALIZE:
  7467. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7468. break;
  7469. case SC_VACUUM_EXTREME:
  7470. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7471. break;
  7472. case SC_KYOUGAKU:
  7473. tick_def2 = 30*status->int_;
  7474. break;
  7475. case SC_PARALYSIS:
  7476. tick_def2 = (status->vit + status->luk)*50;
  7477. break;
  7478. case SC_VOICEOFSIREN:
  7479. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7480. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7481. break;
  7482. case SC_B_TRAP:
  7483. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  7484. break;
  7485. case SC_NORECOVER_STATE:
  7486. tick_def2 = status->luk * 100;
  7487. break;
  7488. default:
  7489. // Effect that cannot be reduced? Likely a buff.
  7490. if (!(rnd()%10000 < rate))
  7491. return 0;
  7492. return tick ? tick : 1;
  7493. }
  7494. if (sd) {
  7495. if (battle_config.pc_sc_def_rate != 100) {
  7496. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7497. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7498. }
  7499. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7500. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7501. if (battle_config.pc_sc_def_rate != 100) {
  7502. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7503. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7504. }
  7505. } else {
  7506. if (battle_config.mob_sc_def_rate != 100) {
  7507. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7508. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7509. }
  7510. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7511. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7512. if (battle_config.mob_sc_def_rate != 100) {
  7513. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7514. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7515. }
  7516. }
  7517. if (sc) {
  7518. if (sc->data[SC_SCRESIST])
  7519. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7520. else if (sc->data[SC_SIEGFRIED])
  7521. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7522. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7523. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7524. }
  7525. // When tick def not set, reduction is the same for both.
  7526. if(tick_def == -1)
  7527. tick_def = sc_def;
  7528. // Natural resistance
  7529. if (!(flag&SCSTART_NORATEDEF)) {
  7530. rate -= rate*sc_def/10000;
  7531. rate -= sc_def2;
  7532. // Minimum chances
  7533. switch (type) {
  7534. case SC_BITE:
  7535. rate = max(rate, 5000); // Minimum of 50%
  7536. break;
  7537. }
  7538. // Item resistance (only applies to rate%)
  7539. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  7540. if( sd->reseff[type-SC_COMMON_MIN] )
  7541. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  7542. if( sd->sc.data[SC_COMMONSC_RESIST] )
  7543. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7544. }
  7545. // Aegis accuracy
  7546. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7547. }
  7548. if (!(rnd()%10000 < rate))
  7549. return 0;
  7550. // Duration cannot be reduced
  7551. if (flag&SCSTART_NOTICKDEF)
  7552. return max(tick, 1);
  7553. tick -= tick*tick_def/10000;
  7554. tick -= tick_def2;
  7555. // Minimum durations
  7556. switch (type) {
  7557. case SC_ANKLE:
  7558. case SC_MARSHOFABYSS:
  7559. tick = max(tick, 5000); // Minimum duration 5s
  7560. break;
  7561. case SC_FREEZING:
  7562. tick = max(tick, 6000); // Minimum duration 6s
  7563. // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
  7564. break;
  7565. case SC_BURNING:
  7566. case SC_STASIS:
  7567. case SC_VOICEOFSIREN:
  7568. tick = max(tick, 10000); // Minimum duration 10s
  7569. break;
  7570. default:
  7571. // Skills need to trigger even if the duration is reduced below 1ms
  7572. tick = max(tick, 1);
  7573. break;
  7574. }
  7575. return tick;
  7576. }
  7577. /**
  7578. * Applies SC effect
  7579. * @param bl: Source to apply effect
  7580. * @param type: Status change (SC_*)
  7581. * @param dval1~3: Depends on type of status change
  7582. * Author: Ind
  7583. */
  7584. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  7585. struct eri *eri;
  7586. struct sc_display_entry **sc_display;
  7587. struct sc_display_entry ***sc_display_ptr;
  7588. struct sc_display_entry *entry;
  7589. int i;
  7590. unsigned char sc_display_count;
  7591. unsigned char *sc_display_count_ptr;
  7592. nullpo_retv(bl);
  7593. switch( bl->type ){
  7594. case BL_PC: {
  7595. struct map_session_data* sd = (struct map_session_data*)bl;
  7596. sc_display_ptr = &sd->sc_display;
  7597. sc_display_count_ptr = &sd->sc_display_count;
  7598. eri = pc_sc_display_ers;
  7599. }
  7600. break;
  7601. case BL_NPC: {
  7602. struct npc_data* nd = (struct npc_data*)bl;
  7603. sc_display_ptr = &nd->sc_display;
  7604. sc_display_count_ptr = &nd->sc_display_count;
  7605. eri = npc_sc_display_ers;
  7606. }
  7607. break;
  7608. default:
  7609. return;
  7610. }
  7611. sc_display = *sc_display_ptr;
  7612. sc_display_count = *sc_display_count_ptr;
  7613. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7614. if( i != sc_display_count ) {
  7615. sc_display[i]->val1 = dval1;
  7616. sc_display[i]->val2 = dval2;
  7617. sc_display[i]->val3 = dval3;
  7618. return;
  7619. }
  7620. entry = ers_alloc(eri, struct sc_display_entry);
  7621. entry->type = type;
  7622. entry->val1 = dval1;
  7623. entry->val2 = dval2;
  7624. entry->val3 = dval3;
  7625. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  7626. sc_display[sc_display_count - 1] = entry;
  7627. *sc_display_ptr = sc_display;
  7628. *sc_display_count_ptr = sc_display_count;
  7629. }
  7630. /**
  7631. * Removes SC effect
  7632. * @param bl: Source to remove effect
  7633. * @param type: Status change (SC_*)
  7634. * Author: Ind
  7635. */
  7636. void status_display_remove(struct block_list *bl, enum sc_type type) {
  7637. struct eri *eri;
  7638. struct sc_display_entry **sc_display;
  7639. struct sc_display_entry ***sc_display_ptr;
  7640. int i;
  7641. unsigned char sc_display_count;
  7642. unsigned char *sc_display_count_ptr;
  7643. nullpo_retv(bl);
  7644. switch( bl->type ){
  7645. case BL_PC: {
  7646. struct map_session_data* sd = (struct map_session_data*)bl;
  7647. sc_display_ptr = &sd->sc_display;
  7648. sc_display_count_ptr = &sd->sc_display_count;
  7649. eri = pc_sc_display_ers;
  7650. }
  7651. break;
  7652. case BL_NPC: {
  7653. struct npc_data* nd = (struct npc_data*)bl;
  7654. sc_display_ptr = &nd->sc_display;
  7655. sc_display_count_ptr = &nd->sc_display_count;
  7656. eri = npc_sc_display_ers;
  7657. }
  7658. break;
  7659. default:
  7660. return;
  7661. }
  7662. sc_display = *sc_display_ptr;
  7663. sc_display_count = *sc_display_count_ptr;
  7664. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7665. if( i != sc_display_count ) {
  7666. int cursor;
  7667. ers_free(eri, sc_display[i]);
  7668. sc_display[i] = NULL;
  7669. /* The all-mighty compact-o-matic */
  7670. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  7671. if( sc_display[i] == NULL )
  7672. continue;
  7673. if( i != cursor )
  7674. sc_display[cursor] = sc_display[i];
  7675. cursor++;
  7676. }
  7677. if( !(sc_display_count = cursor) ) {
  7678. aFree(sc_display);
  7679. sc_display = NULL;
  7680. }
  7681. *sc_display_ptr = sc_display;
  7682. *sc_display_count_ptr = sc_display_count;
  7683. }
  7684. }
  7685. /**
  7686. * Applies SC defense to a given status change
  7687. * This function also determines whether or not the status change will be applied
  7688. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7689. * @param bl: Target of the status change (See: enum sc_type)
  7690. * @param type: Status change (SC_*)
  7691. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7692. * @param val1~4: Depends on type of status change
  7693. * @param tick: Initial duration that the status change affects bl
  7694. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7695. * @return adjusted duration based on flag values
  7696. */
  7697. 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) {
  7698. struct map_session_data *sd = NULL;
  7699. struct status_change* sc;
  7700. struct status_change_entry* sce;
  7701. struct status_data *status;
  7702. struct view_data *vd;
  7703. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7704. bool sc_isnew = true;
  7705. nullpo_ret(bl);
  7706. sc = status_get_sc(bl);
  7707. status = status_get_status_data(bl);
  7708. if( type <= SC_NONE || type >= SC_MAX ) {
  7709. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7710. return 0;
  7711. }
  7712. if( !sc )
  7713. return 0; // Unable to receive status changes
  7714. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  7715. return 0;
  7716. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  7717. return 0;
  7718. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7719. // if (bl->type == BL_MOB)
  7720. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7721. if( sc->data[SC_REFRESH] ) {
  7722. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7723. return 0; // Immune to status ailments
  7724. switch( type ) {
  7725. case SC_DEEPSLEEP:
  7726. case SC_BURNING:
  7727. case SC_FREEZING:
  7728. case SC_CRYSTALIZE:
  7729. case SC_TOXIN:
  7730. case SC_PARALYSE:
  7731. case SC_VENOMBLEED:
  7732. case SC_MAGICMUSHROOM:
  7733. case SC_DEATHHURT:
  7734. case SC_PYREXIA:
  7735. case SC_OBLIVIONCURSE:
  7736. case SC_MARSHOFABYSS:
  7737. case SC_MANDRAGORA:
  7738. return 0;
  7739. }
  7740. }
  7741. if( sc->data[SC_INSPIRATION] ) {
  7742. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7743. return 0; // Immune to status ailments
  7744. switch( type ) {
  7745. case SC_BURNING:
  7746. case SC_FREEZING:
  7747. case SC_CRYSTALIZE:
  7748. case SC_FEAR:
  7749. case SC_TOXIN:
  7750. case SC_PARALYSE:
  7751. case SC_VENOMBLEED:
  7752. case SC_MAGICMUSHROOM:
  7753. case SC_DEATHHURT:
  7754. case SC_PYREXIA:
  7755. case SC_OBLIVIONCURSE:
  7756. case SC_LEECHESEND:
  7757. case SC_DEEPSLEEP:
  7758. case SC_SATURDAYNIGHTFEVER:
  7759. case SC__BODYPAINT:
  7760. case SC__ENERVATION:
  7761. case SC__GROOMY:
  7762. case SC__IGNORANCE:
  7763. case SC__LAZINESS:
  7764. case SC__UNLUCKY:
  7765. case SC__WEAKNESS:
  7766. return 0;
  7767. }
  7768. }
  7769. if( sc->data[SC_KINGS_GRACE] ) {
  7770. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7771. return 0; // Immune to status ailments
  7772. switch( type ) {
  7773. case SC_HALLUCINATION:
  7774. case SC_BURNING:
  7775. case SC_CRYSTALIZE:
  7776. case SC_FREEZING:
  7777. case SC_DEEPSLEEP:
  7778. case SC_FEAR:
  7779. case SC_MANDRAGORA:
  7780. return 0;
  7781. }
  7782. }
  7783. // Adjust tick according to status resistances
  7784. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7785. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7786. if( !tick )
  7787. return 0;
  7788. }
  7789. sd = BL_CAST(BL_PC, bl);
  7790. vd = status_get_viewdata(bl);
  7791. undead_flag = battle_check_undead(status->race,status->def_ele);
  7792. // Check for immunities / sc fails
  7793. switch (type) {
  7794. case SC_DECREASEAGI:
  7795. case SC_QUAGMIRE:
  7796. case SC_DONTFORGETME:
  7797. if(sc->data[SC_SPEEDUP1])
  7798. return 0;
  7799. break;
  7800. case SC_ANGRIFFS_MODUS:
  7801. case SC_GOLDENE_FERSE:
  7802. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7803. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7804. )
  7805. return 0;
  7806. case SC_VACUUM_EXTREME:
  7807. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7808. (sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  7809. return 0;
  7810. break;
  7811. case SC_STONE:
  7812. // Undead are immune to Stone
  7813. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7814. return 0;
  7815. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  7816. return 0;
  7817. if (sc->opt1)
  7818. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7819. break;
  7820. case SC_FREEZE:
  7821. // Undead are immune to Freeze
  7822. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7823. return 0;
  7824. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  7825. return 0;
  7826. if (sc->opt1)
  7827. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7828. break;
  7829. case SC_FREEZING:
  7830. case SC_CRYSTALIZE:
  7831. if (sc->data[SC_WARMER])
  7832. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7833. break;
  7834. case SC_SLEEP:
  7835. if (sc->data[SC_GVG_SLEEP])
  7836. return 0;
  7837. if (sc->opt1)
  7838. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7839. break;
  7840. case SC_STUN:
  7841. if (sc->opt1)
  7842. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7843. if (sc->data[SC_GVG_STUN])
  7844. return 0;
  7845. break;
  7846. case SC_BLIND:
  7847. if (sc->data[SC_FEAR])
  7848. return 0;
  7849. if (sc->data[SC_GVG_BLIND])
  7850. return 0;
  7851. break;
  7852. case SC_CURSE:
  7853. if (sc->data[SC_GVG_CURSE])
  7854. return 0;
  7855. break;
  7856. case SC_SILENCE:
  7857. if (sc->data[SC_GVG_SILENCE])
  7858. return 0;
  7859. break;
  7860. case SC_ALL_RIDING:
  7861. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7862. return 0;
  7863. if( sc->data[type] )
  7864. { // Already mounted, just dismount.
  7865. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7866. return 0;
  7867. }
  7868. break;
  7869. // They're all like berserk, do not everlap each other
  7870. case SC_BERSERK:
  7871. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7872. return 0;
  7873. break;
  7874. // Fall through
  7875. case SC_WHITEIMPRISON:
  7876. if (sc->opt1)
  7877. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7878. break;
  7879. case SC_SIGNUMCRUCIS:
  7880. // Only affects demons and undead element (but not players)
  7881. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7882. return 0;
  7883. break;
  7884. case SC_AETERNA:
  7885. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7886. return 0;
  7887. break;
  7888. case SC_KYRIE:
  7889. case SC_TUNAPARTY:
  7890. if (bl->type == BL_MOB)
  7891. return 0;
  7892. break;
  7893. case SC_OVERTHRUST:
  7894. if (sc->data[SC_MAXOVERTHRUST])
  7895. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7896. case SC_MAXOVERTHRUST:
  7897. if( sc->option&OPTION_MADOGEAR )
  7898. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7899. break;
  7900. case SC_ADRENALINE:
  7901. if (sc->data[SC_QUAGMIRE] ||
  7902. sc->data[SC_DECREASEAGI] ||
  7903. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7904. )
  7905. return 0;
  7906. break;
  7907. case SC_ADRENALINE2:
  7908. if (sc->data[SC_QUAGMIRE] ||
  7909. sc->data[SC_DECREASEAGI]
  7910. )
  7911. return 0;
  7912. break;
  7913. case SC_MAGNIFICAT:
  7914. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7915. return 0;
  7916. break;
  7917. case SC_ONEHAND:
  7918. case SC_MERC_QUICKEN:
  7919. case SC_TWOHANDQUICKEN:
  7920. if(sc->data[SC_DECREASEAGI])
  7921. return 0;
  7922. case SC_INCREASEAGI:
  7923. case SC_CONCENTRATE:
  7924. case SC_SPEARQUICKEN:
  7925. case SC_TRUESIGHT:
  7926. case SC_WINDWALK:
  7927. case SC_CARTBOOST:
  7928. case SC_ASSNCROS:
  7929. if (sc->option&OPTION_MADOGEAR)
  7930. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7931. if (sc->data[SC_QUAGMIRE])
  7932. return 0;
  7933. break;
  7934. case SC_CLOAKING:
  7935. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7936. // Due to the cloaking card, we have to check the wall versus to known
  7937. // skill level rather than the used one. [Skotlex]
  7938. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7939. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7940. return 0;
  7941. break;
  7942. case SC_MODECHANGE:
  7943. {
  7944. enum e_mode mode;
  7945. struct status_data *bstatus = status_get_base_status(bl);
  7946. if (!bstatus) return 0;
  7947. if (sc->data[type]) { // Pile up with previous values.
  7948. if(!val2) val2 = sc->data[type]->val2;
  7949. val3 |= sc->data[type]->val3;
  7950. val4 |= sc->data[type]->val4;
  7951. }
  7952. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7953. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  7954. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  7955. if (mode == bstatus->mode) { // No change.
  7956. if (sc->data[type]) // Abort previous status
  7957. return status_change_end(bl, type, INVALID_TIMER);
  7958. return 0;
  7959. }
  7960. }
  7961. break;
  7962. // Strip skills, need to divest something or it fails.
  7963. case SC_STRIPWEAPON:
  7964. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7965. short i;
  7966. opt_flag = 0; // Reuse to check success condition.
  7967. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7968. return 0;
  7969. i = sd->equip_index[EQI_HAND_L];
  7970. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7971. opt_flag|=1;
  7972. pc_unequipitem(sd,i,3); // Left-hand weapon
  7973. }
  7974. i = sd->equip_index[EQI_HAND_R];
  7975. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7976. opt_flag|=2;
  7977. pc_unequipitem(sd,i,3);
  7978. }
  7979. if (!opt_flag) return 0;
  7980. }
  7981. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7982. break;
  7983. case SC_STRIPSHIELD:
  7984. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7985. else
  7986. if (sd && !(flag&SCSTART_LOADED)) {
  7987. short i;
  7988. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7989. return 0;
  7990. i = sd->equip_index[EQI_HAND_L];
  7991. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7992. return 0;
  7993. pc_unequipitem(sd,i,3);
  7994. }
  7995. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7996. break;
  7997. case SC_STRIPARMOR:
  7998. if (sd && !(flag&SCSTART_LOADED)) {
  7999. short i;
  8000. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8001. return 0;
  8002. i = sd->equip_index[EQI_ARMOR];
  8003. if ( i < 0 || !sd->inventory_data[i] )
  8004. return 0;
  8005. pc_unequipitem(sd,i,3);
  8006. }
  8007. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8008. break;
  8009. case SC_STRIPHELM:
  8010. if (sd && !(flag&SCSTART_LOADED)) {
  8011. short i;
  8012. if(sd->bonus.unstripable_equip&EQP_HELM)
  8013. return 0;
  8014. i = sd->equip_index[EQI_HEAD_TOP];
  8015. if ( i < 0 || !sd->inventory_data[i] )
  8016. return 0;
  8017. pc_unequipitem(sd,i,3);
  8018. }
  8019. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8020. break;
  8021. case SC_MERC_FLEEUP:
  8022. case SC_MERC_ATKUP:
  8023. case SC_MERC_HPUP:
  8024. case SC_MERC_SPUP:
  8025. case SC_MERC_HITUP:
  8026. if( bl->type != BL_MER )
  8027. return 0; // Stats only for Mercenaries
  8028. break;
  8029. case SC_STRFOOD:
  8030. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8031. return 0;
  8032. break;
  8033. case SC_AGIFOOD:
  8034. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8035. return 0;
  8036. break;
  8037. case SC_VITFOOD:
  8038. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8039. return 0;
  8040. break;
  8041. case SC_INTFOOD:
  8042. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8043. return 0;
  8044. break;
  8045. case SC_DEXFOOD:
  8046. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8047. return 0;
  8048. break;
  8049. case SC_LUKFOOD:
  8050. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8051. return 0;
  8052. break;
  8053. case SC_FOOD_STR_CASH:
  8054. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8055. return 0;
  8056. break;
  8057. case SC_FOOD_AGI_CASH:
  8058. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8059. return 0;
  8060. break;
  8061. case SC_FOOD_VIT_CASH:
  8062. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8063. return 0;
  8064. break;
  8065. case SC_FOOD_INT_CASH:
  8066. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8067. return 0;
  8068. break;
  8069. case SC_FOOD_DEX_CASH:
  8070. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8071. return 0;
  8072. break;
  8073. case SC_FOOD_LUK_CASH:
  8074. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8075. return 0;
  8076. break;
  8077. case SC_CAMOUFLAGE:
  8078. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8079. return 0;
  8080. break;
  8081. case SC__STRIPACCESSORY:
  8082. if( sd ) {
  8083. short i = -1;
  8084. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8085. i = sd->equip_index[EQI_ACC_L];
  8086. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8087. pc_unequipitem(sd,i,3); // Left-Accessory
  8088. }
  8089. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8090. i = sd->equip_index[EQI_ACC_R];
  8091. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8092. pc_unequipitem(sd,i,3); // Right-Accessory
  8093. }
  8094. if( i < 0 )
  8095. return 0;
  8096. }
  8097. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8098. break;
  8099. case SC_TOXIN:
  8100. case SC_PARALYSE:
  8101. case SC_VENOMBLEED:
  8102. case SC_MAGICMUSHROOM:
  8103. case SC_DEATHHURT:
  8104. case SC_PYREXIA:
  8105. case SC_OBLIVIONCURSE:
  8106. case SC_LEECHESEND:
  8107. { // It doesn't stack or even renew
  8108. int i = SC_TOXIN;
  8109. for(; i<= SC_LEECHESEND; i++)
  8110. if(sc->data[i]) return 0;
  8111. }
  8112. break;
  8113. case SC_SATURDAYNIGHTFEVER:
  8114. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  8115. return 0;
  8116. break;
  8117. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8118. if(sc->data[SC_HOVERING])
  8119. return 0;
  8120. break;
  8121. case SC_HEAT_BARREL:
  8122. //kRO Update 2014-02-12
  8123. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8124. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8125. return 0;
  8126. break;
  8127. case SC_P_ALTER:
  8128. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8129. return 0;
  8130. break;
  8131. case SC_MADNESSCANCEL:
  8132. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8133. status_change_end(bl, type, INVALID_TIMER);
  8134. return 0;
  8135. }
  8136. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8137. return 0;
  8138. break;
  8139. case SC_KINGS_GRACE:
  8140. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8141. return 0;
  8142. break;
  8143. case SC_GROOMING:
  8144. case SC_CHATTERING:
  8145. if (sc->data[type])
  8146. return 0;
  8147. case SC_WEDDING:
  8148. case SC_XMAS:
  8149. case SC_SUMMER:
  8150. case SC_HANBOK:
  8151. case SC_OKTOBERFEST:
  8152. case SC_DRESSUP:
  8153. if (!vd)
  8154. return 0;
  8155. break;
  8156. }
  8157. // Check for resistances
  8158. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8159. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8160. return 0;
  8161. switch (type) {
  8162. case SC_BLESSING:
  8163. case SC_DECREASEAGI:
  8164. case SC_PROVOKE:
  8165. case SC_COMA:
  8166. case SC_GRAVITATION:
  8167. case SC_SUITON:
  8168. case SC_STRIPWEAPON:
  8169. case SC_STRIPARMOR:
  8170. case SC_STRIPSHIELD:
  8171. case SC_STRIPHELM:
  8172. case SC_RICHMANKIM:
  8173. case SC_ROKISWEIL:
  8174. case SC_FOGWALL:
  8175. case SC_WHITEIMPRISON:
  8176. case SC_FEAR:
  8177. case SC_FREEZING:
  8178. case SC_BURNING:
  8179. case SC_MARSHOFABYSS:
  8180. case SC_ADORAMUS:
  8181. case SC_PARALYSIS:
  8182. case SC_DEEPSLEEP:
  8183. case SC_CRYSTALIZE:
  8184. case SC_TEARGAS:
  8185. case SC_TEARGAS_SOB:
  8186. case SC_PYREXIA:
  8187. case SC_DEATHHURT:
  8188. case SC_TOXIN:
  8189. case SC_PARALYSE:
  8190. case SC_VENOMBLEED:
  8191. case SC_MAGICMUSHROOM:
  8192. case SC_OBLIVIONCURSE:
  8193. case SC_LEECHESEND:
  8194. case SC_BANDING_DEFENCE:
  8195. case SC__ENERVATION:
  8196. case SC__GROOMY:
  8197. case SC__IGNORANCE:
  8198. case SC__LAZINESS:
  8199. case SC__UNLUCKY:
  8200. case SC__WEAKNESS:
  8201. case SC_BITE:
  8202. case SC_ELECTRICSHOCKER:
  8203. case SC_MAGNETICFIELD:
  8204. case SC_NETHERWORLD:
  8205. case SC_CRESCENTELBOW:
  8206. case SC_VACUUM_EXTREME:
  8207. case SC_CATNIPPOWDER:
  8208. case SC_SV_ROOTTWIST:
  8209. case SC_BITESCAR:
  8210. case SC_FRESHSHRIMP:
  8211. return 0;
  8212. }
  8213. }
  8214. // Check for mvp resistance // atm only those who OS
  8215. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8216. switch (type) {
  8217. case SC_COMA:
  8218. // continue list...
  8219. return 0;
  8220. }
  8221. }
  8222. // Before overlapping fail, one must check for status cured.
  8223. switch (type) {
  8224. case SC_BLESSING:
  8225. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8226. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8227. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8228. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8229. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8230. if (sc->data[SC_CURSE]) {
  8231. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8232. return 1; // End Curse and do not give stat boost
  8233. }
  8234. }
  8235. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8236. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8237. break;
  8238. case SC_INCREASEAGI:
  8239. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8240. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8241. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8242. break;
  8243. case SC_QUAGMIRE:
  8244. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8245. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8246. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8247. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8248. // Also blocks the ones below...
  8249. case SC_DECREASEAGI:
  8250. if (type == SC_DECREASEAGI) {
  8251. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8252. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8253. }
  8254. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8255. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8256. // Also blocks the ones below...
  8257. case SC_DONTFORGETME:
  8258. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8259. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8260. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8261. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8262. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8263. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8264. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8265. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8266. break;
  8267. case SC_ADORAMUS:
  8268. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8269. break;
  8270. case SC_ONEHAND:
  8271. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8272. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8273. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8274. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8275. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8276. break;
  8277. case SC_MAXOVERTHRUST:
  8278. // Cancels Normal Overthrust. [Skotlex]
  8279. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8280. break;
  8281. case SC_MAGNIFICAT:
  8282. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8283. break;
  8284. case SC_OFFERTORIUM:
  8285. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8286. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8287. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8288. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8289. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8290. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8291. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8292. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8293. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8294. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8295. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8296. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8297. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8298. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8299. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8300. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8301. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8302. break;
  8303. case SC_KYRIE:
  8304. // Cancels Assumptio
  8305. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8306. break;
  8307. case SC_DELUGE:
  8308. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8309. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8310. break;
  8311. case SC_SILENCE:
  8312. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8313. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8314. break;
  8315. case SC_FREEZE:
  8316. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8317. break;
  8318. case SC_HIDING:
  8319. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8320. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8321. break;
  8322. case SC_BERSERK:
  8323. if( val3 == SC__BLOODYLUST )
  8324. break;
  8325. if(battle_config.berserk_cancels_buffs) {
  8326. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8327. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8328. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8329. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8330. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8331. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8332. }
  8333. #ifdef RENEWAL
  8334. else {
  8335. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8336. }
  8337. #endif
  8338. break;
  8339. case SC_ASSUMPTIO:
  8340. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8341. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8342. break;
  8343. case SC_KAITE:
  8344. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8345. break;
  8346. case SC_GN_CARTBOOST:
  8347. case SC_CARTBOOST:
  8348. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8349. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8350. return 0;
  8351. }
  8352. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8353. //since Cart Boost don't cancel Slow Grace effect
  8354. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8355. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  8356. if(sc->data[SC_DONTFORGETME])
  8357. return 0;
  8358. break;
  8359. case SC_FUSION:
  8360. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8361. break;
  8362. case SC_ADJUSTMENT:
  8363. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8364. break;
  8365. case SC_MADNESSCANCEL:
  8366. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8367. break;
  8368. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8369. case SC_CHANGEUNDEAD:
  8370. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8371. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8372. break;
  8373. case SC_STRFOOD:
  8374. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8375. break;
  8376. case SC_AGIFOOD:
  8377. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8378. break;
  8379. case SC_VITFOOD:
  8380. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8381. break;
  8382. case SC_INTFOOD:
  8383. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8384. break;
  8385. case SC_DEXFOOD:
  8386. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8387. break;
  8388. case SC_LUKFOOD:
  8389. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8390. break;
  8391. case SC_FOOD_STR_CASH:
  8392. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8393. break;
  8394. case SC_FOOD_AGI_CASH:
  8395. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8396. break;
  8397. case SC_FOOD_VIT_CASH:
  8398. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8399. break;
  8400. case SC_FOOD_INT_CASH:
  8401. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8402. break;
  8403. case SC_FOOD_DEX_CASH:
  8404. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8405. break;
  8406. case SC_FOOD_LUK_CASH:
  8407. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8408. break;
  8409. case SC_MARSHOFABYSS:
  8410. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8411. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8412. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8413. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8414. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8415. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8416. break;
  8417. case SC_SWINGDANCE:
  8418. case SC_SYMPHONYOFLOVER:
  8419. case SC_MOONLITSERENADE:
  8420. case SC_RUSHWINDMILL:
  8421. case SC_ECHOSONG:
  8422. case SC_HARMONIZE: // Group A doesn't overlap
  8423. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8424. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8425. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8426. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8427. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8428. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8429. break;
  8430. case SC_VOICEOFSIREN:
  8431. case SC_DEEPSLEEP:
  8432. case SC_GLOOMYDAY:
  8433. case SC_SONGOFMANA:
  8434. case SC_DANCEWITHWUG:
  8435. case SC_SATURDAYNIGHTFEVER:
  8436. case SC_LERADSDEW:
  8437. case SC_MELODYOFSINK:
  8438. case SC_BEYONDOFWARCRY:
  8439. case SC_UNLIMITEDHUMMINGVOICE:
  8440. case SC_SIRCLEOFNATURE: // Group B
  8441. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8442. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8443. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8444. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8445. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8446. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8447. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8448. if (type != SC_GLOOMYDAY) {
  8449. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8450. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8451. }
  8452. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8453. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8454. if (type != SC_SATURDAYNIGHTFEVER) {
  8455. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8456. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8457. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8458. }
  8459. }
  8460. break;
  8461. case SC_REFLECTSHIELD:
  8462. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8463. break;
  8464. case SC_REFLECTDAMAGE:
  8465. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8466. break;
  8467. case SC_SHIELDSPELL_DEF:
  8468. case SC_SHIELDSPELL_MDEF:
  8469. case SC_SHIELDSPELL_REF:
  8470. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8471. if( type != SC_SHIELDSPELL_DEF )
  8472. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8473. if( type != SC_SHIELDSPELL_MDEF )
  8474. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8475. if( type != SC_SHIELDSPELL_REF )
  8476. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8477. break;
  8478. case SC_BANDING:
  8479. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8480. break;
  8481. case SC_GT_ENERGYGAIN:
  8482. case SC_GT_CHANGE:
  8483. case SC_GT_REVITALIZE:
  8484. if( type != SC_GT_REVITALIZE )
  8485. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8486. if( type != SC_GT_ENERGYGAIN )
  8487. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  8488. if( type != SC_GT_CHANGE )
  8489. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8490. break;
  8491. case SC_WARMER:
  8492. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8493. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8494. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8495. break;
  8496. case SC_INVINCIBLE:
  8497. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8498. break;
  8499. case SC_INVINCIBLEOFF:
  8500. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8501. break;
  8502. case SC_WHITEIMPRISON:
  8503. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8504. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8505. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8506. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8507. break;
  8508. case SC_FEAR:
  8509. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8510. break;
  8511. case SC_KINGS_GRACE:
  8512. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8513. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8514. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8515. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8516. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8517. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8518. // Fall through
  8519. case SC_GROOMING:
  8520. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8521. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8522. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8523. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8524. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8525. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8526. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8527. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8528. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8529. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8530. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8531. break;
  8532. case SC_2011RWC_SCROLL:
  8533. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8534. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8535. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8536. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8537. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8538. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8539. break;
  8540. case SC_FIGHTINGSPIRIT:
  8541. case SC_OVERED_BOOST:
  8542. case SC_MAGICPOWER:
  8543. case SC_IMPOSITIO:
  8544. case SC_KAAHI:
  8545. //These status changes always overwrite themselves even when a lower level is cast
  8546. status_change_end(bl, type, INVALID_TIMER);
  8547. break;
  8548. }
  8549. // Check for overlapping fails
  8550. if( (sce = sc->data[type]) ) {
  8551. switch( type ) {
  8552. case SC_MERC_FLEEUP:
  8553. case SC_MERC_ATKUP:
  8554. case SC_MERC_HPUP:
  8555. case SC_MERC_SPUP:
  8556. case SC_MERC_HITUP:
  8557. if( sce->val1 > val1 )
  8558. val1 = sce->val1;
  8559. break;
  8560. case SC_ADRENALINE:
  8561. case SC_ADRENALINE2:
  8562. case SC_WEAPONPERFECTION:
  8563. case SC_OVERTHRUST:
  8564. if (sce->val2 > val2)
  8565. return 0;
  8566. break;
  8567. case SC_S_LIFEPOTION:
  8568. case SC_L_LIFEPOTION:
  8569. case SC_BOSSMAPINFO:
  8570. case SC_STUN:
  8571. case SC_SLEEP:
  8572. case SC_POISON:
  8573. case SC_CURSE:
  8574. case SC_SILENCE:
  8575. case SC_CONFUSION:
  8576. case SC_BLIND:
  8577. case SC_BLEEDING:
  8578. case SC_DPOISON:
  8579. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8580. case SC_TINDER_BREAKER2:
  8581. case SC_MARIONETTE:
  8582. case SC_MARIONETTE2:
  8583. case SC_NOCHAT:
  8584. case SC_ABUNDANCE:
  8585. case SC_FEAR:
  8586. case SC_BURNING:
  8587. case SC_FREEZING:
  8588. case SC_WHITEIMPRISON:
  8589. case SC_TOXIN:
  8590. case SC_PARALYSE:
  8591. case SC_VENOMBLEED:
  8592. case SC_MAGICMUSHROOM:
  8593. case SC_DEATHHURT:
  8594. case SC_PYREXIA:
  8595. case SC_OBLIVIONCURSE:
  8596. case SC_LEECHESEND:
  8597. case SC_CURSEDCIRCLE_TARGET:
  8598. case SC_BANDING_DEFENCE:
  8599. case SC__ENERVATION:
  8600. case SC__GROOMY:
  8601. case SC__IGNORANCE:
  8602. case SC__LAZINESS:
  8603. case SC__UNLUCKY:
  8604. case SC__WEAKNESS:
  8605. case SC_DEEPSLEEP:
  8606. case SC_NETHERWORLD:
  8607. case SC_CRYSTALIZE:
  8608. case SC_MANDRAGORA:
  8609. case SC_DEFSET:
  8610. case SC_MDEFSET:
  8611. case SC_NORECOVER_STATE:
  8612. case SC_REUSE_LIMIT_A:
  8613. case SC_REUSE_LIMIT_B:
  8614. case SC_REUSE_LIMIT_C:
  8615. case SC_REUSE_LIMIT_D:
  8616. case SC_REUSE_LIMIT_E:
  8617. case SC_REUSE_LIMIT_F:
  8618. case SC_REUSE_LIMIT_G:
  8619. case SC_REUSE_LIMIT_H:
  8620. case SC_REUSE_MILLENNIUMSHIELD:
  8621. case SC_REUSE_CRUSHSTRIKE:
  8622. case SC_REUSE_REFRESH:
  8623. case SC_REUSE_STORMBLAST:
  8624. case SC_ALL_RIDING_REUSE_LIMIT:
  8625. case SC_REUSE_LIMIT_MTF:
  8626. case SC_REUSE_LIMIT_ECL:
  8627. case SC_REUSE_LIMIT_RECALL:
  8628. case SC_REUSE_LIMIT_ASPD_POTION:
  8629. case SC_DORAM_BUF_01:
  8630. case SC_DORAM_BUF_02:
  8631. case SC_BLOCKING_PLAY:
  8632. return 0;
  8633. case SC_PUSH_CART:
  8634. case SC_COMBO:
  8635. case SC_DANCING:
  8636. case SC_DEVOTION:
  8637. case SC_ASPDPOTION0:
  8638. case SC_ASPDPOTION1:
  8639. case SC_ASPDPOTION2:
  8640. case SC_ASPDPOTION3:
  8641. case SC_ATKPOTION:
  8642. case SC_MATKPOTION:
  8643. case SC_ENCHANTARMS:
  8644. case SC_ARMOR_ELEMENT_WATER:
  8645. case SC_ARMOR_ELEMENT_EARTH:
  8646. case SC_ARMOR_ELEMENT_FIRE:
  8647. case SC_ARMOR_ELEMENT_WIND:
  8648. case SC_ARMOR_RESIST:
  8649. case SC_ATTHASTE_CASH:
  8650. case SC_LHZ_DUN_N1:
  8651. case SC_LHZ_DUN_N2:
  8652. case SC_LHZ_DUN_N3:
  8653. case SC_LHZ_DUN_N4:
  8654. break;
  8655. case SC_GOSPEL:
  8656. // Must not override a casting gospel char.
  8657. if(sce->val4 == BCT_SELF)
  8658. return 0;
  8659. if(sce->val1 > val1)
  8660. return 1;
  8661. break;
  8662. case SC_ENDURE:
  8663. if(sce->val4 && !val4)
  8664. return 1; // Don't let you override infinite endure.
  8665. if(sce->val1 > val1)
  8666. return 1;
  8667. break;
  8668. case SC_JAILED:
  8669. // When a player is already jailed, do not edit the jail data.
  8670. val2 = sce->val2;
  8671. val3 = sce->val3;
  8672. val4 = sce->val4;
  8673. break;
  8674. case SC_LERADSDEW:
  8675. if (sc && sc->data[SC_BERSERK])
  8676. return 0;
  8677. case SC_SHAPESHIFT:
  8678. case SC_PROPERTYWALK:
  8679. break;
  8680. case SC_LEADERSHIP:
  8681. case SC_GLORYWOUNDS:
  8682. case SC_SOULCOLD:
  8683. case SC_HAWKEYES:
  8684. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8685. return 0;
  8686. break;
  8687. case SC_JOINTBEAT:
  8688. val2 |= sce->val2; // Stackable ailments
  8689. default:
  8690. if(sce->val1 > val1)
  8691. return 1; // Return true to not mess up skill animations. [Skotlex]
  8692. }
  8693. }
  8694. calc_flag = StatusChangeFlagTable[type];
  8695. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8696. switch(type)
  8697. {
  8698. /* Permanent effects */
  8699. case SC_AETERNA:
  8700. case SC_MODECHANGE:
  8701. case SC_WEIGHT50:
  8702. case SC_WEIGHT90:
  8703. case SC_BROKENWEAPON:
  8704. case SC_BROKENARMOR:
  8705. case SC_READYSTORM:
  8706. case SC_READYDOWN:
  8707. case SC_READYCOUNTER:
  8708. case SC_READYTURN:
  8709. case SC_DODGE:
  8710. case SC_PUSH_CART:
  8711. case SC_SPRITEMABLE:
  8712. case SC_CLAN_INFO:
  8713. case SC_DAILYSENDMAILCNT:
  8714. tick = -1;
  8715. break;
  8716. case SC_DECREASEAGI:
  8717. case SC_INCREASEAGI:
  8718. case SC_ADORAMUS:
  8719. if (type == SC_ADORAMUS) {
  8720. // 1000% base chance to blind, but still can be resisted
  8721. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8722. if (sc->data[SC_ADORAMUS])
  8723. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8724. }
  8725. val2 = 2 + val1; // Agi change
  8726. break;
  8727. case SC_ENDURE:
  8728. val2 = 7; // Hit-count [Celest]
  8729. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  8730. struct map_session_data *tsd;
  8731. if( sd ) {
  8732. int i;
  8733. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8734. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8735. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8736. }
  8737. }
  8738. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8739. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8740. }
  8741. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  8742. if( val4 )
  8743. tick = -1;
  8744. break;
  8745. case SC_AUTOBERSERK:
  8746. if (status->hp < status->max_hp>>2 &&
  8747. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8748. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8749. tick = -1;
  8750. break;
  8751. case SC_SIGNUMCRUCIS:
  8752. val2 = 10 + 4*val1; // Def reduction
  8753. tick = -1;
  8754. clif_emotion(bl, ET_SWEAT);
  8755. break;
  8756. case SC_MAXIMIZEPOWER:
  8757. tick_time = val2 = tick>0?tick:60000;
  8758. tick = -1; // Duration sent to the client should be infinite
  8759. break;
  8760. case SC_EDP:
  8761. val2 = val1 + 2; // Chance to Poison enemies.
  8762. #ifndef RENEWAL
  8763. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8764. #endif
  8765. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8766. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8767. break;
  8768. case SC_POISONREACT:
  8769. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8770. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8771. break;
  8772. case SC_MAGICROD:
  8773. val2 = val1*20; // SP gained
  8774. break;
  8775. case SC_KYRIE:
  8776. if( val4 ) { // Formulas for Praefatio
  8777. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8778. val3 = 6 + val1; //Hits
  8779. } else { // Formulas for Kyrie Eleison
  8780. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8781. val3 = (val1 / 2 + 5);
  8782. }
  8783. break;
  8784. case SC_MAGICPOWER:
  8785. // val1: Skill lv
  8786. val2 = 1; // Lasts 1 invocation
  8787. val3 = 5*val1; // Matk% increase
  8788. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8789. break;
  8790. case SC_SACRIFICE:
  8791. val2 = 5; // Lasts 5 hits
  8792. tick = -1;
  8793. break;
  8794. case SC_ENCPOISON:
  8795. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8796. case SC_ASPERSIO:
  8797. case SC_FIREWEAPON:
  8798. case SC_WATERWEAPON:
  8799. case SC_WINDWEAPON:
  8800. case SC_EARTHWEAPON:
  8801. case SC_SHADOWWEAPON:
  8802. case SC_GHOSTWEAPON:
  8803. skill_enchant_elemental_end(bl,type);
  8804. break;
  8805. case SC_ELEMENTALCHANGE:
  8806. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8807. // val2 : Element (When no element, random one is picked)
  8808. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8809. if( !val2 ) val2 = rnd()%ELE_ALL;
  8810. if( val1 == 1 && val3 == 0 )
  8811. val1 = 1 + rnd()%4;
  8812. else if( val1 > 4 )
  8813. val1 = 4; // Max Level
  8814. val3 = 0; // Not need to keep this info.
  8815. break;
  8816. case SC_PROVIDENCE:
  8817. val2 = val1*5; // Race/Ele resist
  8818. break;
  8819. case SC_REFLECTSHIELD:
  8820. val2 = 10+val1*3; // %Dmg reflected
  8821. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8822. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8823. struct map_session_data *tsd;
  8824. if( sd ) {
  8825. int i;
  8826. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8827. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8828. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8829. }
  8830. }
  8831. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8832. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8833. }
  8834. break;
  8835. case SC_STRIPWEAPON:
  8836. if (!sd) // Watk reduction
  8837. val2 = 25;
  8838. break;
  8839. case SC_STRIPSHIELD:
  8840. if (!sd) // Def reduction
  8841. val2 = 15;
  8842. break;
  8843. case SC_STRIPARMOR:
  8844. if (!sd) // Vit reduction
  8845. val2 = 40;
  8846. break;
  8847. case SC_STRIPHELM:
  8848. if (!sd) // Int reduction
  8849. val2 = 40;
  8850. break;
  8851. case SC_AUTOSPELL:
  8852. // Val1 Skill LV of Autospell
  8853. // Val2 Skill ID to cast
  8854. // Val3 Max Lv to cast
  8855. val4 = 5 + val1*2; // Chance of casting
  8856. break;
  8857. case SC_VOLCANO:
  8858. {
  8859. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8860. uint8 i = max((val1-1)%5, 0);
  8861. val2 = val1*10; // Watk increase
  8862. #ifndef RENEWAL
  8863. if (status->def_ele != ELE_FIRE)
  8864. val2 = 0;
  8865. #endif
  8866. val3 = enchant_eff[i];
  8867. }
  8868. break;
  8869. case SC_VIOLENTGALE:
  8870. {
  8871. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8872. uint8 i = max((val1-1)%5, 0);
  8873. val2 = val1*3; // Flee increase
  8874. #ifndef RENEWAL
  8875. if (status->def_ele != ELE_WIND)
  8876. val2 = 0;
  8877. #endif
  8878. val3 = enchant_eff[i];
  8879. }
  8880. break;
  8881. case SC_DELUGE:
  8882. {
  8883. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8884. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8885. uint8 i = max((val1-1)%5, 0);
  8886. val2 = deluge_eff[i]; // HP increase
  8887. #ifndef RENEWAL
  8888. if (status->def_ele != ELE_WATER)
  8889. val2 = 0;
  8890. #endif
  8891. val3 = enchant_eff[i];
  8892. }
  8893. break;
  8894. case SC_SUITON:
  8895. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8896. // No penalties.
  8897. val2 = 0; // Agi penalty
  8898. val3 = 0; // Walk speed penalty
  8899. break;
  8900. }
  8901. val3 = 50;
  8902. val2 = 3*((val1+1)/3);
  8903. if (val1 > 4) val2--;
  8904. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8905. if (!unit_blown_immune(bl, 0x1))
  8906. unit_stop_walking(bl, 9);
  8907. break;
  8908. case SC_ONEHAND:
  8909. case SC_TWOHANDQUICKEN:
  8910. val2 = 300;
  8911. if (val1 > 10) // For boss casted skills [Skotlex]
  8912. val2 += 20*(val1-10);
  8913. break;
  8914. case SC_MERC_QUICKEN:
  8915. val2 = 300;
  8916. break;
  8917. #ifndef RENEWAL_ASPD
  8918. case SC_SPEARQUICKEN:
  8919. val2 = 200+10*val1;
  8920. break;
  8921. #endif
  8922. case SC_DANCING:
  8923. // val1 : Skill ID + LV
  8924. // val2 : Skill Group of the Dance.
  8925. // val3 : Brings the skill_lv (merged into val1 here)
  8926. // val4 : Partner
  8927. if (val1 == CG_MOONLIT)
  8928. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  8929. val1|= (val3<<16);
  8930. val3 = tick/1000; // Tick duration
  8931. tick_time = 1000; // [GodLesZ] tick time
  8932. break;
  8933. case SC_LONGING:
  8934. val2 = 500-100*val1; // Aspd penalty.
  8935. break;
  8936. case SC_EXPLOSIONSPIRITS:
  8937. val2 = 75 + 25*val1; // Cri bonus
  8938. break;
  8939. case SC_ASPDPOTION0:
  8940. case SC_ASPDPOTION1:
  8941. case SC_ASPDPOTION2:
  8942. case SC_ASPDPOTION3:
  8943. val2 = 50*(2+type-SC_ASPDPOTION0);
  8944. break;
  8945. case SC_ATTHASTE_CASH:
  8946. val2 = 50*val1; // Just custom for pre-re
  8947. break;
  8948. case SC_NOCHAT:
  8949. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8950. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8951. // This is done this way because the message that the client displays is hardcoded, and only
  8952. // shows how many minutes are remaining. [Panikon]
  8953. tick = 60000;
  8954. val1 = battle_config.manner_system; // Mute filters.
  8955. if (sd) {
  8956. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8957. clif_updatestatus(sd,SP_MANNER);
  8958. }
  8959. break;
  8960. case SC_BLOCKING_PLAY:
  8961. tick = battle_config.blocking_play_delay;
  8962. break;
  8963. case SC_STONE:
  8964. val3 = max(val3, 100); // Incubation time
  8965. val4 = max(tick-val3, 100); // Petrify time
  8966. tick = val3;
  8967. calc_flag = 0; // Actual status changes take effect on petrified state.
  8968. break;
  8969. case SC_DPOISON:
  8970. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8971. if (status->hp > status->max_hp>>2) {
  8972. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8973. if (status->hp - diff < status->max_hp>>2)
  8974. diff = status->hp - (status->max_hp>>2);
  8975. status_zap(bl, diff, 0);
  8976. }
  8977. // Fall through
  8978. case SC_POISON:
  8979. case SC_BLEEDING:
  8980. case SC_BURNING:
  8981. case SC_TOXIN:
  8982. case SC_MAGICMUSHROOM:
  8983. case SC_LEECHESEND:
  8984. tick_time = status_get_sc_interval(type);
  8985. val4 = tick-tick_time; // Remaining time
  8986. break;
  8987. case SC_PYREXIA:
  8988. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8989. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8990. tick_time = status_get_sc_interval(type);
  8991. val4 = tick-tick_time; // Remaining time
  8992. break;
  8993. case SC_CONFUSION:
  8994. if (!val4)
  8995. clif_emotion(bl,ET_QUESTION);
  8996. break;
  8997. case SC_S_LIFEPOTION:
  8998. case SC_L_LIFEPOTION:
  8999. if( val1 == 0 ) return 0;
  9000. // val1 = heal percent/amout
  9001. // val2 = seconds between heals
  9002. // val4 = total of heals
  9003. if( val2 < 1 ) val2 = 1;
  9004. if( (val4 = tick/(val2 * 1000)) < 1 )
  9005. val4 = 1;
  9006. tick_time = val2 * 1000; // [GodLesZ] tick time
  9007. break;
  9008. case SC_BOSSMAPINFO:
  9009. if( sd != NULL ) {
  9010. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9011. if( boss_md == NULL ) { // No MVP on this map
  9012. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9013. return 0;
  9014. }
  9015. val1 = boss_md->bl.id;
  9016. tick_time = 1000; // [GodLesZ] tick time
  9017. val4 = tick / tick_time;
  9018. }
  9019. break;
  9020. case SC_HIDING:
  9021. val2 = tick/1000;
  9022. tick_time = 1000; // [GodLesZ] tick time
  9023. val3 = 0; // Unused, previously speed adjustment
  9024. val4 = val1+3; // Seconds before SP substraction happen.
  9025. break;
  9026. case SC_CHASEWALK:
  9027. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9028. val3 = 35 - 5 * val1; // Speed adjustment.
  9029. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  9030. val3 -= 40;
  9031. val4 = 10+val1*2; // SP cost.
  9032. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9033. break;
  9034. case SC_CLOAKING:
  9035. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9036. val1 = 10;
  9037. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9038. tick = -1; // Duration sent to the client should be infinite
  9039. val3 = 0; // Unused, previously walk speed adjustment
  9040. // val4&1 signals the presence of a wall.
  9041. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9042. // val4&4 makes cloak not end on using skills
  9043. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9044. val4 |= battle_config.pc_cloak_check_type&7;
  9045. else
  9046. val4 |= battle_config.monster_cloak_check_type&7;
  9047. break;
  9048. case SC_SIGHT: /* splash status */
  9049. case SC_RUWACH:
  9050. case SC_SIGHTBLASTER:
  9051. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9052. val2 = tick/20;
  9053. tick_time = 20; // [GodLesZ] tick time
  9054. break;
  9055. case SC_AUTOGUARD:
  9056. if( !(flag&SCSTART_NOAVOID) ) {
  9057. struct map_session_data *tsd;
  9058. int i;
  9059. for( i = val2 = 0; i < val1; i++) {
  9060. int t = 5-(i>>1);
  9061. val2 += (t < 0)? 1:t;
  9062. }
  9063. if( bl->type&(BL_PC|BL_MER) ) {
  9064. if( sd ) {
  9065. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9066. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9067. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9068. }
  9069. }
  9070. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9071. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9072. }
  9073. }
  9074. break;
  9075. case SC_DEFENDER:
  9076. if (!(flag&SCSTART_NOAVOID)) {
  9077. val2 = 5 + 15*val1; // Damage reduction
  9078. val3 = 0; // Unused, previously speed adjustment
  9079. val4 = 250 - 50*val1; // Aspd adjustment
  9080. if (sd) {
  9081. struct map_session_data *tsd;
  9082. int i;
  9083. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9084. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9085. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9086. }
  9087. }
  9088. }
  9089. break;
  9090. case SC_TENSIONRELAX:
  9091. if (sd) {
  9092. pc_setsit(sd);
  9093. skill_sit(sd, 1);
  9094. clif_sitting(&sd->bl);
  9095. }
  9096. val2 = 12; // SP cost
  9097. tick_time = 10000; // Decrease at 10secs intervals.
  9098. val3 = tick / tick_time;
  9099. tick = -1; // Duration sent to the client should be infinite
  9100. break;
  9101. case SC_PARRYING:
  9102. val2 = 20 + val1*3; // Block Chance
  9103. break;
  9104. case SC_WINDWALK:
  9105. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9106. break;
  9107. case SC_JOINTBEAT:
  9108. if( val2&BREAK_NECK )
  9109. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  9110. break;
  9111. case SC_BERSERK:
  9112. if( val3 == SC__BLOODYLUST )
  9113. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9114. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  9115. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  9116. // HP healing is performing after the calc_status call.
  9117. // Val2 holds HP penalty
  9118. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9119. if (!val4) val4 = 10000; // Val4 holds damage interval
  9120. val3 = tick/val4; // val3 holds skill duration
  9121. tick_time = val4; // [GodLesZ] tick time
  9122. break;
  9123. case SC_GOSPEL:
  9124. if(val4 == BCT_SELF) { // Self effect
  9125. val2 = tick/10000;
  9126. tick_time = 10000; // [GodLesZ] tick time
  9127. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9128. }
  9129. break;
  9130. case SC_MARIONETTE:
  9131. {
  9132. int stat;
  9133. val3 = 0;
  9134. val4 = 0;
  9135. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9136. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9137. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9138. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9139. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9140. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9141. break;
  9142. }
  9143. case SC_MARIONETTE2:
  9144. {
  9145. int stat,max_stat;
  9146. // Fetch caster information
  9147. struct block_list *pbl = map_id2bl(val1);
  9148. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9149. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9150. // Fetch target's stats
  9151. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9152. if (!psce)
  9153. return 0;
  9154. val3 = 0;
  9155. val4 = 0;
  9156. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9157. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9158. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9159. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9160. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9161. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9162. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9163. break;
  9164. }
  9165. case SC_SPIRIT:
  9166. //1st Transcendent Spirit works similar to Marionette Control
  9167. if(sd && val2 == SL_HIGH) {
  9168. int stat,max_stat;
  9169. struct status_data *status2 = status_get_base_status(bl);
  9170. val3 = 0;
  9171. val4 = 0;
  9172. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9173. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9174. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9175. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9176. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9177. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9178. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9179. }
  9180. break;
  9181. case SC_REJECTSWORD:
  9182. val2 = 15*val1; // Reflect chance
  9183. val3 = 3; // Reflections
  9184. tick = -1;
  9185. break;
  9186. case SC_MEMORIZE:
  9187. val2 = 5; // Memorized casts.
  9188. tick = -1;
  9189. break;
  9190. case SC_GRAVITATION:
  9191. val2 = 50*val1; // aspd reduction
  9192. break;
  9193. case SC_REGENERATION:
  9194. if (val1 == 1)
  9195. val2 = 2;
  9196. else
  9197. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9198. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9199. // If val4 comes set, this blocks regen rather than increase it.
  9200. break;
  9201. case SC_DEVOTION:
  9202. {
  9203. struct block_list *d_bl;
  9204. struct status_change *d_sc;
  9205. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9206. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9207. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9208. while( i >= 0 ) {
  9209. enum sc_type type2 = types[i];
  9210. if( d_sc->data[type2] )
  9211. 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);
  9212. i--;
  9213. }
  9214. }
  9215. break;
  9216. }
  9217. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9218. status_zap(bl, status->hp-1, val2?0:status->sp);
  9219. return 1;
  9220. break;
  9221. case SC_TINDER_BREAKER2:
  9222. case SC_CLOSECONFINE2:
  9223. {
  9224. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9225. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9226. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  9227. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  9228. if (src2 && sc2) {
  9229. if (!sce2) // Start lock on caster.
  9230. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  9231. else { // Increase count of locked enemies and refresh time.
  9232. (sce2->val2)++;
  9233. delete_timer(sce2->timer, status_change_timer);
  9234. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  9235. }
  9236. } else // Status failed.
  9237. return 0;
  9238. }
  9239. break;
  9240. case SC_KAITE:
  9241. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9242. break;
  9243. case SC_KAUPE:
  9244. switch (val1) {
  9245. case 3: // 33*3 + 1 -> 100%
  9246. val2++;
  9247. case 1:
  9248. case 2: // 33, 66%
  9249. val2 += 33*val1;
  9250. val3 = 1; // Dodge 1 attack total.
  9251. break;
  9252. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9253. val2 = 100;
  9254. val3 = val1-2;
  9255. break;
  9256. }
  9257. break;
  9258. case SC_COMBO:
  9259. {
  9260. // val1: Skill ID
  9261. // val2: When given, target (for autotargetting skills)
  9262. // val3: When set, this combo time should NOT delay attack/movement
  9263. // val3: If set to 2 this combo will delay ONLY attack
  9264. // val3: TK: Last used kick
  9265. // val4: TK: Combo time
  9266. struct unit_data *ud = unit_bl2ud(bl);
  9267. if ( ud && (!val3 || val3 == 2) ) {
  9268. tick += 300 * battle_config.combo_delay_rate/100;
  9269. ud->attackabletime = gettick()+tick;
  9270. if( !val3 )
  9271. unit_set_walkdelay(bl, gettick(), tick, 1);
  9272. }
  9273. val3 = 0;
  9274. val4 = tick;
  9275. break;
  9276. }
  9277. case SC_EARTHSCROLL:
  9278. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9279. break;
  9280. case SC_RUN:
  9281. val4 = gettick(); // Store time at which you started running.
  9282. tick = -1;
  9283. break;
  9284. case SC_KAAHI:
  9285. val2 = 200*val1; // HP heal
  9286. val3 = 5*val1; // SP cost
  9287. break;
  9288. case SC_BLESSING:
  9289. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9290. val2 = val1;
  9291. else
  9292. val2 = 0; // 0 -> Half stat.
  9293. break;
  9294. case SC_TRICKDEAD:
  9295. if (vd) vd->dead_sit = 1;
  9296. tick = -1;
  9297. break;
  9298. case SC_CONCENTRATE:
  9299. val2 = 2 + val1;
  9300. if (sd) { // Store the card-bonus data that should not count in the %
  9301. val3 = sd->param_bonus[1]; // Agi
  9302. val4 = sd->param_bonus[4]; // Dex
  9303. } else
  9304. val3 = val4 = 0;
  9305. break;
  9306. case SC_MAXOVERTHRUST:
  9307. val2 = 20*val1; // Power increase
  9308. break;
  9309. case SC_OVERTHRUST:
  9310. case SC_ADRENALINE2:
  9311. case SC_ADRENALINE:
  9312. case SC_WEAPONPERFECTION:
  9313. {
  9314. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9315. if (type == SC_OVERTHRUST) {
  9316. // val2 holds if it was casted on self, or is bonus received from others
  9317. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9318. }
  9319. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9320. val3 = (val2) ? 300 : 200; // Aspd increase
  9321. }
  9322. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9323. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9324. }
  9325. break;
  9326. case SC_CONCENTRATION:
  9327. val2 = 5*val1; // Batk/Watk Increase
  9328. val3 = 10*val1; // Hit Increase
  9329. val4 = 5*val1; // Def reduction
  9330. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9331. break;
  9332. case SC_ANGELUS:
  9333. val2 = 5*val1; // def increase
  9334. break;
  9335. case SC_IMPOSITIO:
  9336. val2 = 5*val1; // Watk increase
  9337. break;
  9338. case SC_MELTDOWN:
  9339. val2 = 100*val1; // Chance to break weapon
  9340. val3 = 70*val1; // Change to break armor
  9341. break;
  9342. case SC_TRUESIGHT:
  9343. val2 = 10*val1; // Critical increase
  9344. val3 = 3*val1; // Hit increase
  9345. break;
  9346. case SC_SUN_COMFORT:
  9347. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9348. break;
  9349. case SC_MOON_COMFORT:
  9350. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9351. break;
  9352. case SC_STAR_COMFORT:
  9353. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9354. break;
  9355. case SC_QUAGMIRE:
  9356. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9357. break;
  9358. // gs_something1 [Vicious]
  9359. case SC_GATLINGFEVER:
  9360. val2 = 20*val1; // Aspd increase
  9361. #ifndef RENEWAL
  9362. val3 = 20+10*val1; // Atk increase
  9363. #endif
  9364. val4 = 5*val1; // Flee decrease
  9365. break;
  9366. case SC_FLING:
  9367. if (bl->type == BL_PC)
  9368. val2 = 0; // No armor reduction to players.
  9369. else
  9370. val2 = 5*val1; // Def reduction
  9371. val3 = 5*val1; // Def2 reduction
  9372. break;
  9373. case SC_PROVOKE:
  9374. // val2 signals autoprovoke.
  9375. val3 = 2+3*val1; // Atk increase
  9376. val4 = 5+5*val1; // Def reduction.
  9377. break;
  9378. case SC_AVOID:
  9379. // val2 = 10*val1; // Speed change rate.
  9380. break;
  9381. case SC_DEFENCE:
  9382. #ifdef RENEWAL
  9383. val2 = 5 + (val1 * 5); // Vit bonus
  9384. #else
  9385. val2 = 2*val1; // Def bonus
  9386. #endif
  9387. break;
  9388. case SC_BLOODLUST:
  9389. val2 = 20+10*val1; // Atk rate change.
  9390. val3 = 3*val1; // Leech chance
  9391. val4 = 20; // Leech percent
  9392. break;
  9393. case SC_FLEET:
  9394. val2 = 30*val1; // Aspd change
  9395. val3 = 5+5*val1; // bAtk/wAtk rate change
  9396. break;
  9397. case SC_MINDBREAKER:
  9398. val2 = 20*val1; // matk increase.
  9399. val3 = 12*val1; // mdef2 reduction.
  9400. break;
  9401. case SC_JAILED:
  9402. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9403. tick = val1>0?1000:250;
  9404. if (sd) {
  9405. if (sd->mapindex != val2) {
  9406. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9407. map_idx = sd->mapindex; // Current Map
  9408. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9409. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9410. // 2. Set restore point (val3 -> return map, val4 return coords
  9411. val3 = map_idx;
  9412. val4 = pos;
  9413. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9414. val3 = sd->status.save_point.map;
  9415. val4 = (sd->status.save_point.x&0xFFFF)
  9416. |(sd->status.save_point.y<<16);
  9417. }
  9418. }
  9419. break;
  9420. case SC_UTSUSEMI:
  9421. val2=(val1+1)/2; // Number of hits blocked
  9422. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9423. break;
  9424. case SC_BUNSINJYUTSU:
  9425. val2=(val1+1)/2; // Number of hits blocked
  9426. break;
  9427. case SC_CHANGE:
  9428. val2= 30*val1; // Vit increase
  9429. val3= 20*val1; // Int increase
  9430. break;
  9431. case SC_SWOO:
  9432. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9433. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9434. break;
  9435. case SC_ARMOR:
  9436. // NPC_DEFENDER:
  9437. val2 = 80; // Damage reduction
  9438. // Attack requirements to be blocked:
  9439. val3 = BF_LONG; // Range
  9440. val4 = BF_WEAPON|BF_MISC; // Type
  9441. break;
  9442. case SC_ENCHANTARMS:
  9443. // end previous enchants
  9444. skill_enchant_elemental_end(bl,type);
  9445. // Make sure the received element is valid.
  9446. if (val2 >= ELE_ALL)
  9447. val2 = val2%ELE_ALL;
  9448. else if (val2 < 0)
  9449. val2 = rnd()%ELE_ALL;
  9450. break;
  9451. case SC_CRITICALWOUND:
  9452. val2 = 20*val1; // Heal effectiveness decrease
  9453. break;
  9454. case SC_MAGICMIRROR:
  9455. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9456. // Level 6 ~ 10 use effect of level 1 ~ 5
  9457. val1 = 1 + ((val1-1)%5);
  9458. case SC_SLOWCAST:
  9459. val2 = 20*val1; // Magic reflection/cast rate
  9460. break;
  9461. case SC_ARMORCHANGE:
  9462. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9463. val2 =-20;
  9464. val3 = 20;
  9465. } else { // Boost def
  9466. val2 = 20;
  9467. val3 =-20;
  9468. }
  9469. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9470. // Level 6 ~ 10 use effect of level 1 ~ 5
  9471. val1 = 1 + ((val1-1)%5);
  9472. val2 *= val1; // 20% per level
  9473. val3 *= val1;
  9474. break;
  9475. case SC_EXPBOOST:
  9476. case SC_JEXPBOOST:
  9477. case SC_JP_EVENT04:
  9478. if (val1 < 0)
  9479. val1 = 0;
  9480. break;
  9481. case SC_INCFLEE2:
  9482. case SC_INCCRI:
  9483. val2 = val1*10; // Actual boost (since 100% = 1000)
  9484. break;
  9485. case SC_SUFFRAGIUM:
  9486. val2 = 15 * val1; // Speed cast decrease
  9487. break;
  9488. case SC_INCHEALRATE:
  9489. if (val1 < 1)
  9490. val1 = 1;
  9491. break;
  9492. case SC_DOUBLECAST:
  9493. val2 = 30+10*val1; // Trigger rate
  9494. break;
  9495. case SC_KAIZEL:
  9496. val2 = 10*val1; // % of life to be revived with
  9497. break;
  9498. // case SC_ARMOR_ELEMENT_WATER:
  9499. // case SC_ARMOR_ELEMENT_EARTH:
  9500. // case SC_ARMOR_ELEMENT_FIRE:
  9501. // case SC_ARMOR_ELEMENT_WIND:
  9502. // case SC_ARMOR_RESIST:
  9503. // Mod your resistance against elements:
  9504. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9505. // break;
  9506. // case ????:
  9507. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9508. // associated, and yet are not wrong/unknown. [Skotlex]
  9509. // break;
  9510. case SC_MERC_FLEEUP:
  9511. case SC_MERC_ATKUP:
  9512. case SC_MERC_HITUP:
  9513. val2 = 15 * val1;
  9514. break;
  9515. case SC_MERC_HPUP:
  9516. case SC_MERC_SPUP:
  9517. val2 = 5 * val1;
  9518. break;
  9519. case SC_REBIRTH:
  9520. val2 = 20*val1; // % of life to be revived with
  9521. break;
  9522. case SC_MANU_DEF:
  9523. case SC_MANU_ATK:
  9524. case SC_MANU_MATK:
  9525. val2 = 1; // Manuk group
  9526. break;
  9527. case SC_SPL_DEF:
  9528. case SC_SPL_ATK:
  9529. case SC_SPL_MATK:
  9530. val2 = 2; // Splendide group
  9531. break;
  9532. /* General */
  9533. case SC_FEAR:
  9534. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9535. break;
  9536. /* Rune Knight */
  9537. case SC_DEATHBOUND:
  9538. val2 = 500 + 100 * val1;
  9539. break;
  9540. case SC_STONEHARDSKIN:
  9541. {
  9542. int hp = status->hp / 5; // 20% of HP
  9543. if (sd)
  9544. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9545. if (!status_charge(bl, hp, 0))
  9546. return 0;
  9547. val2 = hp;
  9548. }
  9549. break;
  9550. case SC_REFRESH:
  9551. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9552. status_change_clear_buffs(bl, SCCB_REFRESH);
  9553. break;
  9554. case SC_MILLENNIUMSHIELD:
  9555. {
  9556. int8 chance = rnd()%100;
  9557. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9558. val3 = 1000; // Shield HP
  9559. clif_millenniumshield(bl, val2);
  9560. }
  9561. break;
  9562. case SC_ABUNDANCE:
  9563. val4 = tick / 10000;
  9564. tick_time = 10000; // [GodLesZ] tick time
  9565. break;
  9566. case SC_GIANTGROWTH:
  9567. val2 = 15; // Double damage success rate.
  9568. break;
  9569. /* Arch Bishop */
  9570. case SC_RENOVATIO:
  9571. val4 = tick / 5000;
  9572. tick_time = 5000;
  9573. break;
  9574. case SC_SECRAMENT:
  9575. val2 = 10 * val1;
  9576. break;
  9577. case SC_VENOMIMPRESS:
  9578. val2 = 10 * val1;
  9579. break;
  9580. case SC_WEAPONBLOCKING:
  9581. val2 = 10 + 2 * val1; // Chance
  9582. val4 = tick / 5000;
  9583. tick_time = 5000; // [GodLesZ] tick time
  9584. break;
  9585. case SC_OBLIVIONCURSE:
  9586. val4 = tick / 3000;
  9587. tick_time = 3000; // [GodLesZ] tick time
  9588. break;
  9589. case SC_CLOAKINGEXCEED:
  9590. val2 = (val1 + 1) / 2; // Hits
  9591. val3 = (val1 - 1) * 10; // Walk speed
  9592. if (bl->type == BL_PC)
  9593. val4 |= battle_config.pc_cloak_check_type&7;
  9594. else
  9595. val4 |= battle_config.monster_cloak_check_type&7;
  9596. tick_time = 1000; // [GodLesZ] tick time
  9597. break;
  9598. case SC_HALLUCINATIONWALK:
  9599. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9600. val3 = 10 * val1; // Evasion rate of magical attacks.
  9601. break;
  9602. case SC_MARSHOFABYSS:
  9603. if( bl->type == BL_PC )
  9604. val2 = 3 * val1; // AGI and DEX Reduction
  9605. else // BL_MOB
  9606. val2 = 6 * val1; // AGI and DEX Reduction
  9607. val3 = 10 * val1; // Movement Speed Reduction
  9608. break;
  9609. case SC_FREEZE_SP:
  9610. // val2 = sp drain per 10 seconds
  9611. tick_time = 10000; // [GodLesZ] tick time
  9612. break;
  9613. case SC_SPHERE_1:
  9614. case SC_SPHERE_2:
  9615. case SC_SPHERE_3:
  9616. case SC_SPHERE_4:
  9617. case SC_SPHERE_5:
  9618. if( !sd )
  9619. return 0; // Should only work on players.
  9620. val4 = tick / 1000;
  9621. if( val4 < 1 )
  9622. val4 = 1;
  9623. tick_time = 1000; // [GodLesZ] tick time
  9624. break;
  9625. case SC_SHAPESHIFT:
  9626. switch( val1 ) {
  9627. case 1: val2 = ELE_FIRE; break;
  9628. case 2: val2 = ELE_EARTH; break;
  9629. case 3: val2 = ELE_WIND; break;
  9630. case 4: val2 = ELE_WATER; break;
  9631. }
  9632. break;
  9633. case SC_ELECTRICSHOCKER:
  9634. case SC_CRYSTALIZE:
  9635. val4 = tick / 1000;
  9636. if( val4 < 1 )
  9637. val4 = 1;
  9638. tick_time = 1000; // [GodLesZ] tick time
  9639. break;
  9640. case SC_MEIKYOUSISUI:
  9641. val2 = val1 * 2; // % HP each sec
  9642. val3 = val1; // % SP each sec
  9643. val4 = tick / 1000;
  9644. if( val4 < 1 )
  9645. val4 = 1;
  9646. tick_time = 1000;
  9647. break;
  9648. case SC_CAMOUFLAGE:
  9649. val4 = tick/1000;
  9650. tick_time = 1000; // [GodLesZ] tick time
  9651. break;
  9652. case SC_WUGDASH:
  9653. val4 = gettick(); // Store time at which you started running.
  9654. tick = -1;
  9655. break;
  9656. case SC__SHADOWFORM:
  9657. {
  9658. struct map_session_data * s_sd = map_id2sd(val2);
  9659. if( s_sd )
  9660. s_sd->shadowform_id = bl->id;
  9661. val4 = tick / 1000;
  9662. tick_time = 1000; // [GodLesZ] tick time
  9663. }
  9664. break;
  9665. case SC__STRIPACCESSORY:
  9666. if (!sd)
  9667. val2 = 20;
  9668. break;
  9669. case SC__INVISIBILITY:
  9670. val2 = 50 - 10 * val1; // ASPD
  9671. val3 = 20 * val1; // CRITICAL
  9672. val4 = tick / 1000;
  9673. tick = -1; // Duration sent to the client should be infinite
  9674. tick_time = 1000; // [GodLesZ] tick time
  9675. break;
  9676. case SC__ENERVATION:
  9677. val2 = 20 + 10 * val1; // ATK Reduction
  9678. if (sd) {
  9679. pc_delspiritball(sd,sd->spiritball,0);
  9680. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9681. }
  9682. break;
  9683. case SC__GROOMY:
  9684. val2 = 20 + 10 * val1; // ASPD
  9685. val3 = 20 * val1; // HIT
  9686. if( sd ) { // Removes Animals
  9687. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9688. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9689. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9690. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9691. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9692. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9693. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9694. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9695. }
  9696. break;
  9697. case SC__LAZINESS:
  9698. val2 = 10 + 10 * val1; // Cast Increase
  9699. val3 = 10 * val1; // Flee Reduction
  9700. break;
  9701. case SC__UNLUCKY:
  9702. {
  9703. sc_type rand_eff;
  9704. switch(rnd() % 3) {
  9705. case 1: rand_eff = SC_BLIND; break;
  9706. case 2: rand_eff = SC_SILENCE; break;
  9707. default: rand_eff = SC_POISON; break;
  9708. }
  9709. val2 = 10 * val1; // Crit and Flee2 Reduction
  9710. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9711. break;
  9712. }
  9713. case SC__WEAKNESS:
  9714. val2 = 10 * val1;
  9715. // Bypasses coating protection and MADO
  9716. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9717. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9718. break;
  9719. case SC_GN_CARTBOOST:
  9720. if( val1 < 3 )
  9721. val2 = 50;
  9722. else if( val1 > 2 && val1 < 5 )
  9723. val2 = 75;
  9724. else
  9725. val2 = 100;
  9726. break;
  9727. case SC_PROPERTYWALK:
  9728. val3 = 0;
  9729. break;
  9730. case SC_STRIKING:
  9731. // val2 = watk bonus already calc
  9732. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9733. val4 = tick / 1000;
  9734. tick_time = 1000; // [GodLesZ] tick time
  9735. break;
  9736. case SC_WARMER:
  9737. val4 = tick / 3000;
  9738. tick = -1; // Duration sent to the client should be infinite
  9739. tick_time = 3000;
  9740. break;
  9741. case SC_BLOODSUCKER:
  9742. val4 = tick / 1000;
  9743. tick_time = 1000; // [GodLesZ] tick time
  9744. break;
  9745. case SC_SWINGDANCE:
  9746. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9747. break;
  9748. case SC_SYMPHONYOFLOVER:
  9749. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9750. break;
  9751. case SC_MOONLITSERENADE: // MATK Increase
  9752. case SC_RUSHWINDMILL: // ATK Increase
  9753. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9754. break;
  9755. case SC_ECHOSONG:
  9756. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9757. break;
  9758. case SC_HARMONIZE:
  9759. val2 = 5 + 5 * val1;
  9760. break;
  9761. case SC_VOICEOFSIREN:
  9762. val4 = tick / 2000;
  9763. tick_time = 2000; // [GodLesZ] tick time
  9764. break;
  9765. case SC_DEEPSLEEP:
  9766. val4 = tick / 2000;
  9767. tick_time = 2000; // [GodLesZ] tick time
  9768. break;
  9769. case SC_SIRCLEOFNATURE:
  9770. val2 = 40 * val1; // HP recovery
  9771. val3 = 4 * val1; // SP consume
  9772. val4 = tick / 1000;
  9773. tick_time = 1000; // [GodLesZ] tick time
  9774. break;
  9775. case SC_SONGOFMANA:
  9776. val3 = 10 + min(5 * val2, 35);
  9777. val4 = tick/5000;
  9778. tick_time = 5000; // [GodLesZ] tick time
  9779. break;
  9780. case SC_SATURDAYNIGHTFEVER:
  9781. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9782. if (!val4) val4 = 3000;
  9783. val3 = tick/val4;
  9784. tick_time = val4; // [GodLesZ] tick time
  9785. break;
  9786. case SC_GLOOMYDAY:
  9787. val2 = 20 + 5 * val1; // Flee reduction.
  9788. val3 = 15 + 5 * val1; // ASPD reduction.
  9789. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9790. val4 = 1; // Reduce walk speed by half.
  9791. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9792. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9793. }
  9794. break;
  9795. case SC_GLOOMYDAY_SK:
  9796. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9797. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9798. break;
  9799. case SC_SITDOWN_FORCE:
  9800. case SC_BANANA_BOMB_SITDOWN:
  9801. if( sd && !pc_issit(sd) ) {
  9802. pc_setsit(sd);
  9803. skill_sit(sd, 1);
  9804. clif_sitting(bl);
  9805. }
  9806. break;
  9807. case SC_DANCEWITHWUG:
  9808. val3 = 5 + 5 * val2; // ASPD Increase
  9809. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9810. break;
  9811. case SC_LERADSDEW:
  9812. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9813. break;
  9814. case SC_MELODYOFSINK:
  9815. val3 = val1 * val2; // INT Reduction.
  9816. val4 = tick/1000;
  9817. tick_time = 1000;
  9818. break;
  9819. case SC_BEYONDOFWARCRY:
  9820. val3 = val1 * val2; // STR and CRIT Reduction
  9821. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9822. break;
  9823. case SC_UNLIMITEDHUMMINGVOICE:
  9824. {
  9825. struct unit_data *ud = unit_bl2ud(bl);
  9826. if( ud == NULL ) return 0;
  9827. ud->state.skillcastcancel = 0;
  9828. val3 = 15 - min(3 * val2, 15);
  9829. }
  9830. break;
  9831. case SC_REFLECTDAMAGE:
  9832. val2 = 15 + 5 * val1; // Reflect amount
  9833. val3 = val1*5 + 25; // Number of reflects
  9834. val4 = tick/1000; // Number of SP cycles (duration)
  9835. tick_time = 1000; // [GodLesZ] tick time
  9836. break;
  9837. case SC_FORCEOFVANGUARD:
  9838. val2 = 8 + 12 * val1; // Chance
  9839. val3 = 5 + 2 * val1; // Max rage counters
  9840. tick = -1; // Endless duration in the client
  9841. tick_time = 10000; // [GodLesZ] tick time
  9842. break;
  9843. case SC_EXEEDBREAK:
  9844. val2 = 150 * val1;
  9845. if (sd) { // Players
  9846. short index = sd->equip_index[EQI_HAND_R];
  9847. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9848. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9849. } else // Monster
  9850. val2 += 750;
  9851. break;
  9852. case SC_PRESTIGE:
  9853. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9854. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9855. break;
  9856. case SC_BANDING:
  9857. val2 = (sd ? skill_banding_count(sd) : 1);
  9858. tick_time = 5000; // [GodLesZ] tick time
  9859. break;
  9860. case SC_MAGNETICFIELD:
  9861. val3 = tick / 1000;
  9862. tick_time = 1000; // [GodLesZ] tick time
  9863. break;
  9864. case SC_INSPIRATION:
  9865. val2 = (sd?sd->status.job_level:50);
  9866. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9867. val4 = tick / 5000;
  9868. tick_time = 5000; // [GodLesZ] tick time
  9869. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9870. break;
  9871. case SC_CRESCENTELBOW:
  9872. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9873. break;
  9874. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9875. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9876. break;
  9877. case SC_RAISINGDRAGON:
  9878. val3 = tick / 5000;
  9879. tick_time = 5000; // [GodLesZ] tick time
  9880. break;
  9881. case SC_GT_ENERGYGAIN:
  9882. val2 = 10 + 5 * val1; // Sphere gain chance.
  9883. break;
  9884. case SC_GT_CHANGE:
  9885. { // Take note there is no def increase as skill desc says. [malufett]
  9886. int stat = status_get_int(src);
  9887. if (stat <= 0)
  9888. stat = 1; // Prevent divide by zero.
  9889. val2 = (status_get_dex(src) / 4 + status_get_str(src) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  9890. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9891. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9892. }
  9893. break;
  9894. case SC_GT_REVITALIZE:
  9895. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9896. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9897. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9898. // The stat def is not shown in the status window and it is processed differently
  9899. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9900. break;
  9901. case SC_PYROTECHNIC_OPTION:
  9902. val2 = 60; // Eatk Renewal (Atk2)
  9903. break;
  9904. case SC_HEATER_OPTION:
  9905. val2 = 120; // Eatk Renewal (Atk2)
  9906. val3 = ELE_FIRE; // Change into fire element.
  9907. break;
  9908. case SC_TROPIC_OPTION:
  9909. val2 = 180; // Eatk Renewal (Atk2)
  9910. val3 = MG_FIREBOLT;
  9911. break;
  9912. case SC_AQUAPLAY_OPTION:
  9913. val2 = 40;
  9914. break;
  9915. case SC_COOLER_OPTION:
  9916. val2 = 80;
  9917. val3 = ELE_WATER; // Change into water element.
  9918. break;
  9919. case SC_CHILLY_AIR_OPTION:
  9920. val2 = 120; // Matk. Renewal (Matk1)
  9921. val3 = MG_COLDBOLT;
  9922. break;
  9923. case SC_WIND_STEP_OPTION:
  9924. val2 = 50; // % Increase speed and flee.
  9925. break;
  9926. case SC_BLAST_OPTION:
  9927. val2 = 20;
  9928. val3 = ELE_WIND; // Change into wind element.
  9929. break;
  9930. case SC_WILD_STORM_OPTION:
  9931. val2 = MG_LIGHTNINGBOLT;
  9932. break;
  9933. case SC_PETROLOGY_OPTION:
  9934. val2 = 5; //HP Rate bonus
  9935. val3 = 50;
  9936. break;
  9937. case SC_SOLID_SKIN_OPTION:
  9938. val2 = 33; //% Increase DEF
  9939. break;
  9940. case SC_CURSED_SOIL_OPTION:
  9941. val2 = 10; //HP rate bonus
  9942. val3 = ELE_EARTH; // Change into earth element.
  9943. break;
  9944. case SC_UPHEAVAL_OPTION:
  9945. val2 = 15; //HP rate bonus
  9946. val3 = WZ_EARTHSPIKE;
  9947. break;
  9948. case SC_CIRCLE_OF_FIRE_OPTION:
  9949. val2 = 300;
  9950. break;
  9951. case SC_WATER_SCREEN_OPTION:
  9952. tick_time = 10000;
  9953. break;
  9954. case SC_FIRE_CLOAK_OPTION:
  9955. case SC_WATER_DROP_OPTION:
  9956. case SC_WIND_CURTAIN_OPTION:
  9957. case SC_STONE_SHIELD_OPTION:
  9958. val2 = 100; // Elemental modifier.
  9959. break;
  9960. case SC_TROPIC:
  9961. case SC_CHILLY_AIR:
  9962. case SC_WILD_STORM:
  9963. case SC_UPHEAVAL:
  9964. val2 += 10;
  9965. case SC_HEATER:
  9966. case SC_COOLER:
  9967. case SC_BLAST:
  9968. case SC_CURSED_SOIL:
  9969. val2 += 10;
  9970. case SC_PYROTECHNIC:
  9971. case SC_AQUAPLAY:
  9972. case SC_GUST:
  9973. case SC_PETROLOGY:
  9974. val2 += 5;
  9975. val3 += 9000;
  9976. case SC_CIRCLE_OF_FIRE:
  9977. case SC_FIRE_CLOAK:
  9978. case SC_WATER_DROP:
  9979. case SC_WATER_SCREEN:
  9980. case SC_WIND_CURTAIN:
  9981. case SC_WIND_STEP:
  9982. case SC_STONE_SHIELD:
  9983. case SC_SOLID_SKIN:
  9984. val2 += 5;
  9985. val3 += 1000;
  9986. tick_time = val3; // [GodLesZ] tick time
  9987. break;
  9988. case SC_WATER_BARRIER:
  9989. val2 = 30; // Reductions. Atk2 and Flee1
  9990. break;
  9991. case SC_ZEPHYR:
  9992. val2 = 25; // Flee.
  9993. break;
  9994. case SC_TIDAL_WEAPON:
  9995. val2 = 20; // Increase Elemental's attack.
  9996. break;
  9997. case SC_ROCK_CRUSHER:
  9998. case SC_ROCK_CRUSHER_ATK:
  9999. case SC_POWER_OF_GAIA:
  10000. val2 = 33; //Def rate bonus/Speed rate reduction
  10001. val3 = 20; //HP rate bonus
  10002. break;
  10003. case SC_TEARGAS:
  10004. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10005. val4 = tick / 2000;
  10006. tick_time = 2000;
  10007. break;
  10008. case SC_TEARGAS_SOB:
  10009. val4 = tick / 3000;
  10010. tick_time = 3000;
  10011. break;
  10012. case SC_STOMACHACHE:
  10013. val2 = 8; // SP consume.
  10014. val4 = tick / 10000;
  10015. tick_time = 10000; // [GodLesZ] tick time
  10016. break;
  10017. case SC_PROMOTE_HEALTH_RESERCH:
  10018. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10019. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10020. //val3: BaseLV of Thrower For Thrown Potions
  10021. //val4: MaxHP Increase By Fixed Amount
  10022. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10023. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10024. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10025. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  10026. if (val4 <= 0) // Prevents a negeative value from happening
  10027. val4 = 0;
  10028. break;
  10029. case SC_ENERGY_DRINK_RESERCH:
  10030. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10031. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10032. //val3: BaseLV of Thrower For Thrown Potions
  10033. //val4: MaxSP Increase By Percentage Amount
  10034. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10035. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10036. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10037. val4 = val3 / 10 + 5 * val2 - 10;
  10038. if (val4 <= 0) // Prevents a negeative value from happening
  10039. val4 = 0;
  10040. break;
  10041. case SC_KYOUGAKU:
  10042. val2 = 2*val1 + rnd()%val1;
  10043. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10044. break;
  10045. case SC_KAGEMUSYA:
  10046. val2 = tick/1000;
  10047. val3 = val1 * 2;
  10048. tick_time = 1000;
  10049. break;
  10050. case SC_ZANGETSU:
  10051. if( status_get_hp(bl) % 2 == 0 )
  10052. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10053. else
  10054. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10055. if( status_get_sp(bl) % 2 == 0 )
  10056. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10057. else
  10058. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10059. break;
  10060. case SC_GENSOU:
  10061. {
  10062. int hp = status_get_hp(bl), lv = 5;
  10063. short per = 100 / (status_get_max_hp(bl) / hp);
  10064. if( per <= 15 )
  10065. lv = 1;
  10066. else if( per <= 30 )
  10067. lv = 2;
  10068. else if( per <= 50 )
  10069. lv = 3;
  10070. else if( per <= 75 )
  10071. lv = 4;
  10072. if( hp % 2 == 0)
  10073. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10074. else
  10075. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10076. }
  10077. break;
  10078. case SC_ANGRIFFS_MODUS:
  10079. val2 = 50 + 20 * val1; // atk bonus
  10080. val3 = 40 + 20 * val1; // Flee reduction.
  10081. val4 = tick/1000; // hp/sp reduction timer
  10082. tick_time = 1000;
  10083. break;
  10084. case SC_GOLDENE_FERSE:
  10085. val2 = 10 + 10*val1; // flee bonus
  10086. val3 = 6 + 4 * val1; // Aspd Bonus
  10087. val4 = 2 + 2 * val1; // Chance of holy attack
  10088. break;
  10089. case SC_OVERED_BOOST:
  10090. val2 = 300 + 40*val1; // flee bonus
  10091. val3 = 179 + 2*val1; // aspd bonus
  10092. val4 = 50; // def reduc %
  10093. break;
  10094. case SC_GRANITIC_ARMOR:
  10095. val2 = 2*val1; // dmg reduction
  10096. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10097. val4 = 5*val1; // unknow formula
  10098. break;
  10099. case SC_MAGMA_FLOW:
  10100. val2 = 3*val1; // Activation chance
  10101. break;
  10102. case SC_PYROCLASTIC:
  10103. val2 += 10*val1; // atk bonus
  10104. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  10105. break;
  10106. case SC_PARALYSIS: // [Lighta] need real info
  10107. val2 = 2*val1; // def reduction
  10108. val3 = 500*val1; // varcast augmentation
  10109. break;
  10110. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10111. val2 = 20 * val1; // hp reco on death %
  10112. break;
  10113. case SC_PAIN_KILLER: // Yommy leak need confirm
  10114. val2 = 10 * val1; // aspd reduction %
  10115. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10116. if(sc->data[SC_PARALYSIS])
  10117. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10118. break;
  10119. case SC_STYLE_CHANGE:
  10120. tick = -1; // Infinite duration
  10121. break;
  10122. case SC_CBC:
  10123. val3 = 10; // Drain sp % dmg
  10124. val4 = tick/1000; // dmg each sec
  10125. tick = 1000;
  10126. break;
  10127. case SC_EQC:
  10128. val2 = 5 * val1; // def % reduc
  10129. val3 = 2 * val1; // HP drain %
  10130. break;
  10131. case SC_ASH:
  10132. val2 = 0; // hit % reduc
  10133. val3 = 0; // def % reduc
  10134. val4 = 0; // atk flee & reduc
  10135. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  10136. val2 = 50;
  10137. if (status_get_race(bl) == RC_PLANT) // plant type
  10138. val3 = 50;
  10139. if (status_get_element(bl) == ELE_WATER) // defense water type
  10140. val4 = 50;
  10141. }
  10142. break;
  10143. case SC_FULL_THROTTLE:
  10144. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10145. val3 = 20; //+% AllStats
  10146. tick_time = 1000;
  10147. val4 = tick / tick_time;
  10148. break;
  10149. case SC_REBOUND:
  10150. tick_time = 2000;
  10151. val4 = tick / tick_time;
  10152. clif_emotion(bl, ET_SWEAT);
  10153. break;
  10154. case SC_KINGS_GRACE:
  10155. val2 = 3 + val1; //HP Recover rate
  10156. tick_time = 1000;
  10157. val4 = tick / tick_time;
  10158. break;
  10159. case SC_TELEKINESIS_INTENSE:
  10160. val2 = 10 * val1; // sp consum / casttime reduc %
  10161. val3 = 40 * val1; // magic dmg bonus
  10162. break;
  10163. case SC_OFFERTORIUM:
  10164. val2 = 30 * val1; // heal power bonus
  10165. val3 = 100 + 20 * val1; // sp cost inc
  10166. break;
  10167. case SC_FRIGG_SONG:
  10168. val2 = 5 * val1; // maxhp bonus
  10169. val3 = 80 + 20 * val1; // healing
  10170. tick_time = 1000;
  10171. val4 = tick / tick_time;
  10172. break;
  10173. case SC_FLASHCOMBO:
  10174. val2 = 20 * val1 + 20; // atk bonus
  10175. break;
  10176. case SC_DARKCROW:
  10177. val2 = 30 * val1;
  10178. break;
  10179. case SC_UNLIMIT:
  10180. val2 = 50 * val1;
  10181. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10182. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10183. break;
  10184. case SC_MONSTER_TRANSFORM:
  10185. case SC_ACTIVE_MONSTER_TRANSFORM:
  10186. if( !mobdb_checkid(val1) )
  10187. val1 = MOBID_PORING; // Default poring
  10188. break;
  10189. case SC_APPLEIDUN:
  10190. {
  10191. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10192. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10193. if (s_sd)
  10194. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10195. break;
  10196. }
  10197. case SC_EPICLESIS:
  10198. val2 = 5 * val1; //HP rate bonus
  10199. break;
  10200. case SC_ILLUSIONDOPING:
  10201. val2 = 50; // -Hit
  10202. break;
  10203. case SC_OVERHEAT:
  10204. case SC_OVERHEAT_LIMITPOINT:
  10205. case SC_STEALTHFIELD:
  10206. tick_time = tick;
  10207. tick = -1;
  10208. break;
  10209. case SC_STEALTHFIELD_MASTER:
  10210. tick_time = val3 = 2000 + 1000 * val1;
  10211. val4 = tick / tick_time;
  10212. break;
  10213. case SC_VACUUM_EXTREME:
  10214. // Suck target at n second, only if the n second is lower than the duration
  10215. // Doesn't apply to BL_PC
  10216. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  10217. tick_time = val4;
  10218. val4 = tick - tick_time;
  10219. }
  10220. else
  10221. val4 = 0;
  10222. break;
  10223. case SC_FIRE_INSIGNIA:
  10224. case SC_WATER_INSIGNIA:
  10225. case SC_WIND_INSIGNIA:
  10226. case SC_EARTH_INSIGNIA:
  10227. tick_time = 5000;
  10228. val4 = tick / tick_time;
  10229. break;
  10230. case SC_NEUTRALBARRIER:
  10231. val2 = 10 + val1 * 5; // Def/Mdef
  10232. tick = -1;
  10233. break;
  10234. /* Rebellion */
  10235. case SC_B_TRAP:
  10236. val2 = src->id;
  10237. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10238. break;
  10239. case SC_C_MARKER:
  10240. // val1 = skill_lv
  10241. // val2 = src_id
  10242. val3 = 10; // -10 flee
  10243. //Start timer to send mark on mini map
  10244. val4 = tick/1000;
  10245. tick_time = 1000; // Sends every 1 seconds
  10246. break;
  10247. case SC_H_MINE:
  10248. val2 = src->id;
  10249. break;
  10250. case SC_HEAT_BARREL:
  10251. {
  10252. uint8 n = 10;
  10253. if (sd)
  10254. n = (uint8)sd->spiritball_old;
  10255. //kRO Update 2016-05-25
  10256. val2 = n * 5; // -fixed casttime
  10257. val3 = (6 + val1 * 2) * n; // ATK
  10258. val4 = 25 + val1 * 5; // -hit
  10259. }
  10260. break;
  10261. case SC_P_ALTER:
  10262. {
  10263. uint8 n = 10;
  10264. if (sd)
  10265. n = (uint8)sd->spiritball_old;
  10266. val2 = 10 * n; // +atk
  10267. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10268. }
  10269. break;
  10270. case SC_E_CHAIN:
  10271. val2 = 10;
  10272. if (sd)
  10273. val2 = sd->spiritball_old;
  10274. break;
  10275. case SC_ANTI_M_BLAST:
  10276. val2 = val1 * 10;
  10277. break;
  10278. case SC_CATNIPPOWDER:
  10279. val2 = 50; // WATK%, MATK%
  10280. val3 = 25 * val1; // Move speed reduction
  10281. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10282. val4 = status_get_lv(src) / 12;
  10283. break;
  10284. case SC_BITESCAR: {
  10285. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10286. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10287. tick_time = 1000;
  10288. val4 = tick / tick_time;
  10289. }
  10290. break;
  10291. case SC_ARCLOUSEDASH:
  10292. val2 = 15 + 5 * val1; // AGI
  10293. val3 = 25; // Move speed increase
  10294. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10295. val4 = 10; // Ranged ATK increase
  10296. break;
  10297. case SC_SHRIMP:
  10298. val2 = 10; // BATK%, MATK%
  10299. break;
  10300. case SC_FRESHSHRIMP: {
  10301. int min = 0, max = 0;
  10302. #ifdef RENEWAL
  10303. min = status_base_matk_min(src, status, status_get_lv(src));
  10304. max = status_base_matk_max(src, status, status_get_lv(src));
  10305. if (status->rhw.matk > 0) {
  10306. int wMatk, variance;
  10307. wMatk = status->rhw.matk;
  10308. variance = wMatk * status->rhw.wlv / 10;
  10309. min += wMatk - variance;
  10310. max += wMatk + variance;
  10311. }
  10312. #endif
  10313. if (sd && sd->right_weapon.overrefine > 0) {
  10314. min++;
  10315. max += sd->right_weapon.overrefine - 1;
  10316. }
  10317. val2 += min + 178; // Heal
  10318. if (max > min)
  10319. val2 += rnd() % (max - min); // Heal
  10320. if (sd) {
  10321. if (pc_checkskill(sd, SU_POWEROFSEA)) {
  10322. val2 += val2 * 10 / 100;
  10323. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  10324. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  10325. val2 += val2 * 20 / 100;
  10326. }
  10327. if (pc_checkskill(sd, SU_SPIRITOFSEA))
  10328. val2 *= 2; // Doubles HP
  10329. }
  10330. tick_time = 10000 - ((val1 - 1) * 1000);
  10331. val4 = tick / tick_time;
  10332. }
  10333. break;
  10334. case SC_TUNAPARTY:
  10335. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10336. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10337. val2 <<= 1; // Double the shield life
  10338. break;
  10339. case SC_HISS:
  10340. val2 = 50; // Perfect Dodge
  10341. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10342. break;
  10343. case SC_GROOMING:
  10344. val2 = 100; // Flee
  10345. break;
  10346. case SC_CHATTERING:
  10347. val2 = 100; // eATK, eMATK
  10348. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10349. break;
  10350. case SC_SWORDCLAN:
  10351. case SC_ARCWANDCLAN:
  10352. case SC_GOLDENMACECLAN:
  10353. case SC_CROSSBOWCLAN:
  10354. case SC_JUMPINGCLAN:
  10355. tick = -1;
  10356. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,-1,flag);
  10357. break;
  10358. case SC_DORAM_BUF_01:
  10359. case SC_DORAM_BUF_02:
  10360. tick_time = 10000; // every 10 seconds
  10361. if( (val4 = tick/tick_time) < 1 )
  10362. val4 = 1;
  10363. break;
  10364. case SC_GLASTHEIM_ATK:
  10365. val1 = 100; // Undead/Demon MDEF ignore rate
  10366. break;
  10367. case SC_GLASTHEIM_HEAL:
  10368. val1 = 100; // Heal Power rate bonus
  10369. val2 = 50; // Received heal rate bonus
  10370. break;
  10371. case SC_GLASTHEIM_HIDDEN:
  10372. val1 = 90; // Damage rate reduction bonus
  10373. break;
  10374. case SC_GLASTHEIM_STATE:
  10375. val1 = 20; // All-stat bonus
  10376. break;
  10377. case SC_GLASTHEIM_ITEMDEF:
  10378. val1 = 200; // DEF bonus
  10379. val2 = 50; // MDEF bonus
  10380. break;
  10381. case SC_GLASTHEIM_HPSP:
  10382. val1 = 10000; // HP bonus
  10383. val2 = 1000; // SP bonus
  10384. break;
  10385. case SC_ANCILLA:
  10386. val1 = 15; // Heal Power rate bonus
  10387. val2 = 30; // SP Recovery rate bonus
  10388. break;
  10389. default:
  10390. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  10391. // Status change with no calc, no icon, and no skill associated...?
  10392. ShowError("UnknownStatusChange [%d]\n", type);
  10393. return 0;
  10394. }
  10395. } else // Special considerations when loading SC data.
  10396. switch( type ) {
  10397. case SC_WEDDING:
  10398. case SC_XMAS:
  10399. case SC_SUMMER:
  10400. case SC_HANBOK:
  10401. case SC_OKTOBERFEST:
  10402. case SC_DRESSUP:
  10403. if( !vd )
  10404. break;
  10405. clif_changelook(bl,LOOK_BASE,vd->class_);
  10406. clif_changelook(bl,LOOK_WEAPON,0);
  10407. clif_changelook(bl,LOOK_SHIELD,0);
  10408. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10409. clif_changelook(bl,LOOK_BODY2,0);
  10410. break;
  10411. case SC_STONE:
  10412. if (val3 > 0)
  10413. break; //Incubation time still active
  10414. //Fall through
  10415. case SC_POISON:
  10416. case SC_DPOISON:
  10417. case SC_BLEEDING:
  10418. case SC_BURNING:
  10419. case SC_TOXIN:
  10420. case SC_MAGICMUSHROOM:
  10421. case SC_PYREXIA:
  10422. case SC_LEECHESEND:
  10423. tick_time = tick;
  10424. tick = tick_time + max(val4,0);
  10425. break;
  10426. case SC_SWORDCLAN:
  10427. case SC_ARCWANDCLAN:
  10428. case SC_GOLDENMACECLAN:
  10429. case SC_CROSSBOWCLAN:
  10430. case SC_JUMPINGCLAN:
  10431. case SC_CLAN_INFO:
  10432. // If the player still has a clan status, but was removed from his clan
  10433. if( sd && sd->status.clan_id == 0 ){
  10434. return 0;
  10435. }
  10436. break;
  10437. }
  10438. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  10439. switch(type) {
  10440. // Start |1 val_flag setting
  10441. case SC_ROLLINGCUTTER:
  10442. case SC_BANDING:
  10443. case SC_SPHERE_1:
  10444. case SC_SPHERE_2:
  10445. case SC_SPHERE_3:
  10446. case SC_SPHERE_4:
  10447. case SC_SPHERE_5:
  10448. case SC_OVERHEAT:
  10449. case SC_LIGHTNINGWALK:
  10450. case SC_MONSTER_TRANSFORM:
  10451. case SC_ACTIVE_MONSTER_TRANSFORM:
  10452. case SC_EXPBOOST:
  10453. case SC_JEXPBOOST:
  10454. case SC_ITEMBOOST:
  10455. case SC_JP_EVENT04:
  10456. case SC_PUSH_CART:
  10457. case SC_SWORDCLAN:
  10458. case SC_ARCWANDCLAN:
  10459. case SC_GOLDENMACECLAN:
  10460. case SC_CROSSBOWCLAN:
  10461. case SC_JUMPINGCLAN:
  10462. case SC_DRESSUP:
  10463. val_flag |= 1;
  10464. break;
  10465. // Start |1|2 val_flag setting
  10466. case SC_FIGHTINGSPIRIT:
  10467. case SC_VENOMIMPRESS:
  10468. case SC_WEAPONBLOCKING:
  10469. case SC__INVISIBILITY:
  10470. case SC__ENERVATION:
  10471. case SC__WEAKNESS:
  10472. case SC_PROPERTYWALK:
  10473. case SC_PRESTIGE:
  10474. case SC_SHIELDSPELL_DEF:
  10475. case SC_SHIELDSPELL_MDEF:
  10476. case SC_SHIELDSPELL_REF:
  10477. case SC_CRESCENTELBOW:
  10478. case SC_CHILLY_AIR_OPTION:
  10479. case SC_GUST_OPTION:
  10480. case SC_WILD_STORM_OPTION:
  10481. case SC_UPHEAVAL_OPTION:
  10482. case SC_CIRCLE_OF_FIRE_OPTION:
  10483. case SC_CLAN_INFO:
  10484. case SC_DAILYSENDMAILCNT:
  10485. val_flag |= 1|2;
  10486. break;
  10487. // Start |1|2|4 val_flag setting
  10488. case SC_POISONINGWEAPON:
  10489. case SC_CLOAKINGEXCEED:
  10490. case SC_HALLUCINATIONWALK:
  10491. case SC__SHADOWFORM:
  10492. case SC__GROOMY:
  10493. case SC__LAZINESS:
  10494. case SC__UNLUCKY:
  10495. case SC_FORCEOFVANGUARD:
  10496. case SC_SPELLFIST:
  10497. case SC_CURSEDCIRCLE_ATKER:
  10498. case SC_PYROTECHNIC_OPTION:
  10499. case SC_HEATER_OPTION:
  10500. case SC_AQUAPLAY_OPTION:
  10501. case SC_COOLER_OPTION:
  10502. case SC_BLAST_OPTION:
  10503. case SC_PETROLOGY_OPTION:
  10504. case SC_CURSED_SOIL_OPTION:
  10505. case SC_WATER_BARRIER:
  10506. val_flag |= 1|2|4;
  10507. break;
  10508. }
  10509. /* [Ind] */
  10510. if (StatusDisplayType[type]&bl->type) {
  10511. int dval1 = 0, dval2 = 0, dval3 = 0;
  10512. switch (type) {
  10513. case SC_ALL_RIDING:
  10514. dval1 = 1;
  10515. break;
  10516. case SC_CLAN_INFO:
  10517. dval1 = val1;
  10518. dval2 = val2;
  10519. dval3 = val3;
  10520. break;
  10521. default: /* All others: just copy val1 */
  10522. dval1 = val1;
  10523. break;
  10524. }
  10525. status_display_add(bl,type,dval1,dval2,dval3);
  10526. }
  10527. // Those that make you stop attacking/walking....
  10528. switch (type) {
  10529. case SC_WHITEIMPRISON:
  10530. case SC_DEEPSLEEP:
  10531. case SC_CRYSTALIZE:
  10532. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10533. pc_setstand(sd, true);
  10534. case SC_FREEZE:
  10535. case SC_STUN:
  10536. if (sc->data[SC_DANCING])
  10537. unit_stop_walking(bl, 1);
  10538. case SC_TRICKDEAD:
  10539. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10540. case SC_SLEEP:
  10541. case SC_STONE:
  10542. // Cancel cast when get status [LuzZza]
  10543. if (battle_config.sc_castcancel&bl->type)
  10544. unit_skillcastcancel(bl, 0);
  10545. // Fall through
  10546. case SC_CURSEDCIRCLE_ATKER:
  10547. case SC_KINGS_GRACE:
  10548. unit_stop_attack(bl);
  10549. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10550. break;
  10551. // Fall through
  10552. case SC_STOP:
  10553. case SC_CONFUSION:
  10554. case SC_CLOSECONFINE:
  10555. case SC_CLOSECONFINE2:
  10556. case SC_TINDER_BREAKER:
  10557. case SC_TINDER_BREAKER2:
  10558. case SC_BITE:
  10559. case SC_THORNSTRAP:
  10560. case SC_MEIKYOUSISUI:
  10561. case SC_KYOUGAKU:
  10562. case SC_PARALYSIS:
  10563. //case SC__CHAOS:
  10564. case SC_SV_ROOTTWIST:
  10565. unit_stop_walking(bl,1);
  10566. break;
  10567. case SC_CURSEDCIRCLE_TARGET:
  10568. unit_stop_attack(bl);
  10569. // Fall through
  10570. case SC_ANKLE:
  10571. case SC_SPIDERWEB:
  10572. case SC_ELECTRICSHOCKER:
  10573. case SC_MAGNETICFIELD:
  10574. case SC_NETHERWORLD:
  10575. if (!unit_blown_immune(bl,0x1))
  10576. unit_stop_walking(bl,1);
  10577. break;
  10578. case SC__MANHOLE:
  10579. // Manhole ignores blow_immune, when the enemy is BL_PC
  10580. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10581. unit_stop_walking(bl,1);
  10582. unit_stop_attack(bl);
  10583. break;
  10584. case SC_VACUUM_EXTREME:
  10585. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10586. unit_stop_walking(bl,1);
  10587. unit_stop_attack(bl);
  10588. }
  10589. break;
  10590. case SC_HIDING:
  10591. case SC_CLOAKING:
  10592. case SC_CLOAKINGEXCEED:
  10593. case SC__FEINTBOMB:
  10594. case SC_CHASEWALK:
  10595. case SC_WEIGHT90:
  10596. case SC_CAMOUFLAGE:
  10597. case SC_STEALTHFIELD:
  10598. case SC_VOICEOFSIREN:
  10599. case SC_WEDDING:
  10600. case SC_XMAS:
  10601. case SC_SUMMER:
  10602. case SC_HANBOK:
  10603. case SC_OKTOBERFEST:
  10604. case SC_DRESSUP:
  10605. case SC_SUHIDE:
  10606. unit_stop_attack(bl);
  10607. break;
  10608. case SC_SILENCE:
  10609. if (battle_config.sc_castcancel&bl->type)
  10610. unit_skillcastcancel(bl, 0);
  10611. break;
  10612. case SC_ITEMSCRIPT: // Shows Buff Icons
  10613. if (sd && val2 != EFST_BLANK)
  10614. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  10615. break;
  10616. }
  10617. // Set option as needed.
  10618. opt_flag = 1;
  10619. switch(type) {
  10620. // OPT1
  10621. case SC_STONE:
  10622. if (val3 > 0)
  10623. sc->opt1 = OPT1_STONEWAIT;
  10624. else
  10625. sc->opt1 = OPT1_STONE;
  10626. break;
  10627. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10628. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10629. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10630. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10631. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10632. // OPT2
  10633. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10634. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10635. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10636. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10637. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10638. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10639. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10640. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10641. // OPT3
  10642. case SC_TWOHANDQUICKEN:
  10643. case SC_ONEHAND:
  10644. case SC_SPEARQUICKEN:
  10645. case SC_CONCENTRATION:
  10646. case SC_MERC_QUICKEN:
  10647. sc->opt3 |= OPT3_QUICKEN;
  10648. opt_flag = 0;
  10649. break;
  10650. case SC_MAXOVERTHRUST:
  10651. case SC_OVERTHRUST:
  10652. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10653. sc->opt3 |= OPT3_OVERTHRUST;
  10654. opt_flag = 0;
  10655. break;
  10656. case SC_ENERGYCOAT:
  10657. case SC_SKE:
  10658. sc->opt3 |= OPT3_ENERGYCOAT;
  10659. opt_flag = 0;
  10660. break;
  10661. case SC_INCATKRATE:
  10662. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10663. if (bl->type != BL_MOB) {
  10664. opt_flag = 0;
  10665. break;
  10666. }
  10667. case SC_EXPLOSIONSPIRITS:
  10668. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10669. opt_flag = 0;
  10670. break;
  10671. case SC_STEELBODY:
  10672. case SC_SKA:
  10673. sc->opt3 |= OPT3_STEELBODY;
  10674. opt_flag = 0;
  10675. break;
  10676. case SC_BLADESTOP:
  10677. sc->opt3 |= OPT3_BLADESTOP;
  10678. opt_flag = 0;
  10679. break;
  10680. case SC_AURABLADE:
  10681. sc->opt3 |= OPT3_AURABLADE;
  10682. opt_flag = 0;
  10683. break;
  10684. case SC_BERSERK:
  10685. opt_flag = 0;
  10686. sc->opt3 |= OPT3_BERSERK;
  10687. break;
  10688. // case ???: // doesn't seem to do anything
  10689. // sc->opt3 |= OPT3_LIGHTBLADE;
  10690. // opt_flag = 0;
  10691. // break;
  10692. case SC_DANCING:
  10693. if ((val1&0xFFFF) == CG_MOONLIT)
  10694. sc->opt3 |= OPT3_MOONLIT;
  10695. opt_flag = 0;
  10696. break;
  10697. case SC_MARIONETTE:
  10698. case SC_MARIONETTE2:
  10699. sc->opt3 |= OPT3_MARIONETTE;
  10700. opt_flag = 0;
  10701. break;
  10702. case SC_ASSUMPTIO:
  10703. sc->opt3 |= OPT3_ASSUMPTIO;
  10704. opt_flag = 0;
  10705. break;
  10706. case SC_WARM: // SG skills [Komurka]
  10707. sc->opt3 |= OPT3_WARM;
  10708. opt_flag = 0;
  10709. break;
  10710. case SC_KAITE:
  10711. sc->opt3 |= OPT3_KAITE;
  10712. opt_flag = 0;
  10713. break;
  10714. case SC_BUNSINJYUTSU:
  10715. sc->opt3 |= OPT3_BUNSIN;
  10716. opt_flag = 0;
  10717. break;
  10718. case SC_SPIRIT:
  10719. sc->opt3 |= OPT3_SOULLINK;
  10720. opt_flag = 0;
  10721. break;
  10722. case SC_CHANGEUNDEAD:
  10723. sc->opt3 |= OPT3_UNDEAD;
  10724. opt_flag = 0;
  10725. break;
  10726. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10727. // sc->opt3 |= OPT3_CONTRACT;
  10728. // opt_flag = 0;
  10729. // break;
  10730. // OPTION
  10731. case SC_HIDING:
  10732. sc->option |= OPTION_HIDE;
  10733. opt_flag = 2;
  10734. break;
  10735. case SC_CLOAKING:
  10736. case SC_CLOAKINGEXCEED:
  10737. case SC__INVISIBILITY:
  10738. sc->option |= OPTION_CLOAK;
  10739. case SC_CAMOUFLAGE:
  10740. case SC_STEALTHFIELD:
  10741. case SC__SHADOWFORM:
  10742. opt_flag = 2;
  10743. break;
  10744. case SC_CHASEWALK:
  10745. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10746. opt_flag = 2;
  10747. break;
  10748. case SC__FEINTBOMB:
  10749. sc->option |= OPTION_INVISIBLE;
  10750. opt_flag |= 2|4;
  10751. break;
  10752. case SC_SIGHT:
  10753. sc->option |= OPTION_SIGHT;
  10754. break;
  10755. case SC_RUWACH:
  10756. sc->option |= OPTION_RUWACH;
  10757. break;
  10758. case SC_WEDDING:
  10759. sc->option |= OPTION_WEDDING;
  10760. opt_flag |= 0x4;
  10761. break;
  10762. case SC_XMAS:
  10763. sc->option |= OPTION_XMAS;
  10764. opt_flag |= 0x4;
  10765. break;
  10766. case SC_SUMMER:
  10767. sc->option |= OPTION_SUMMER;
  10768. opt_flag |= 0x4;
  10769. break;
  10770. case SC_HANBOK:
  10771. sc->option |= OPTION_HANBOK;
  10772. opt_flag |= 0x4;
  10773. break;
  10774. case SC_OKTOBERFEST:
  10775. sc->option |= OPTION_OKTOBERFEST;
  10776. opt_flag |= 0x4;
  10777. break;
  10778. case SC_DRESSUP:
  10779. sc->option |= OPTION_SUMMER2;
  10780. opt_flag |= 0x4;
  10781. break;
  10782. case SC_ORCISH:
  10783. sc->option |= OPTION_ORCISH;
  10784. break;
  10785. case SC_FUSION:
  10786. sc->option |= OPTION_FLYING;
  10787. break;
  10788. default:
  10789. opt_flag = 0;
  10790. }
  10791. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10792. if(opt_flag) {
  10793. clif_changeoption(bl);
  10794. if(sd && (opt_flag&0x4)) {
  10795. clif_changelook(bl,LOOK_BASE,vd->class_);
  10796. clif_changelook(bl,LOOK_WEAPON,0);
  10797. clif_changelook(bl,LOOK_SHIELD,0);
  10798. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10799. }
  10800. }
  10801. if (calc_flag&SCB_DYE) { // Reset DYE color
  10802. if (vd && vd->cloth_color) {
  10803. val4 = vd->cloth_color;
  10804. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10805. }
  10806. calc_flag&=~SCB_DYE;
  10807. }
  10808. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10809. { //Reset body style
  10810. if (vd && vd->body_style)
  10811. {
  10812. val4 = vd->body_style;
  10813. clif_changelook(bl,LOOK_BODY2,0);
  10814. }
  10815. calc_flag&=~SCB_BODY;
  10816. }*/
  10817. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10818. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10819. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10820. if( tick_time )
  10821. tick = tick_time;
  10822. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10823. if((sce=sc->data[type])) { // reuse old sc
  10824. if( sce->timer != INVALID_TIMER )
  10825. delete_timer(sce->timer, status_change_timer);
  10826. sc_isnew = false;
  10827. } else { // New sc
  10828. ++(sc->count);
  10829. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10830. }
  10831. sce->val1 = val1;
  10832. sce->val2 = val2;
  10833. sce->val3 = val3;
  10834. sce->val4 = val4;
  10835. if (tick >= 0)
  10836. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10837. else
  10838. sce->timer = INVALID_TIMER; // Infinite duration
  10839. if (calc_flag)
  10840. status_calc_bl(bl,calc_flag);
  10841. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10842. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10843. if(sd) {
  10844. if (sd->pd)
  10845. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10846. switch (type) {
  10847. case SC_BERSERK:
  10848. case SC_MERC_HPUP:
  10849. case SC_MERC_SPUP:
  10850. status_calc_pc(sd, SCO_FORCE);
  10851. break;
  10852. default:
  10853. status_calc_pc(sd, SCO_NONE);
  10854. break;
  10855. }
  10856. }
  10857. // 1st thing to execute when loading status
  10858. switch (type) {
  10859. case SC_FULL_THROTTLE:
  10860. status_percent_heal(bl,100,0);
  10861. break;
  10862. case SC_BERSERK:
  10863. if (!(sce->val2)) { // Don't heal if already set
  10864. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10865. status_set_sp(bl, 0, 0); // Damage all SP
  10866. }
  10867. sce->val2 = 5 * status->max_hp / 100;
  10868. break;
  10869. case SC_RUN:
  10870. {
  10871. struct unit_data *ud = unit_bl2ud(bl);
  10872. if( ud )
  10873. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10874. }
  10875. break;
  10876. case SC_BOSSMAPINFO:
  10877. if (sd)
  10878. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  10879. break;
  10880. case SC_MERC_HPUP:
  10881. status_percent_heal(bl, 100, 0); // Recover Full HP
  10882. break;
  10883. case SC_MERC_SPUP:
  10884. status_percent_heal(bl, 0, 100); // Recover Full SP
  10885. break;
  10886. case SC_WUGDASH:
  10887. {
  10888. struct unit_data *ud = unit_bl2ud(bl);
  10889. if( ud )
  10890. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10891. }
  10892. break;
  10893. case SC_COMBO:
  10894. switch(sce->val1) {
  10895. case TK_STORMKICK:
  10896. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10897. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10898. break;
  10899. case TK_DOWNKICK:
  10900. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10901. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10902. break;
  10903. case TK_TURNKICK:
  10904. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10905. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10906. break;
  10907. case TK_COUNTER:
  10908. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10909. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10910. break;
  10911. default: // Rest just toggle inf to enable autotarget
  10912. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  10913. break;
  10914. }
  10915. break;
  10916. case SC_RAISINGDRAGON:
  10917. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10918. break;
  10919. case SC_C_MARKER:
  10920. //Send mini-map, don't wait for first timer triggered
  10921. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10922. clif_crimson_marker(sd, bl, false);
  10923. break;
  10924. case SC_GVG_GIANT:
  10925. case SC_GVG_GOLEM:
  10926. case SC_GVG_STUN:
  10927. case SC_GVG_STONE:
  10928. case SC_GVG_FREEZ:
  10929. case SC_GVG_SLEEP:
  10930. case SC_GVG_CURSE:
  10931. case SC_GVG_SILENCE:
  10932. case SC_GVG_BLIND:
  10933. if (val1 || val2)
  10934. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10935. break;
  10936. }
  10937. if( opt_flag&2 && sd && sd->touching_id )
  10938. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10939. return 1;
  10940. }
  10941. /**
  10942. * End all statuses except those listed
  10943. * TODO: May be useful for dispel instead resetting a list there
  10944. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10945. * @param type: Changes behaviour of the function
  10946. * 0: PC killed -> Place here statuses that do not dispel on death.
  10947. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10948. * 2: Do clif_changeoption()
  10949. * 3: Do not remove some permanent/time-independent effects
  10950. * @return 1: Success 0: Fail
  10951. */
  10952. int status_change_clear(struct block_list* bl, int type)
  10953. {
  10954. struct status_change* sc;
  10955. int i;
  10956. sc = status_get_sc(bl);
  10957. if (!sc)
  10958. return 0;
  10959. // Cleaning all extras vars
  10960. sc->comet_x = 0;
  10961. sc->comet_y = 0;
  10962. #ifndef RENEWAL
  10963. sc->sg_counter = 0;
  10964. #endif
  10965. sc->bs_counter = 0;
  10966. if (!sc->count)
  10967. return 0;
  10968. for(i = 0; i < SC_MAX; i++) {
  10969. if(!sc->data[i])
  10970. continue;
  10971. if(type == 0) {
  10972. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10973. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10974. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10975. break;
  10976. case SC_WEIGHT50:
  10977. case SC_WEIGHT90:
  10978. case SC_EDP:
  10979. case SC_MELTDOWN:
  10980. case SC_WEDDING:
  10981. case SC_XMAS:
  10982. case SC_SUMMER:
  10983. case SC_HANBOK:
  10984. case SC_OKTOBERFEST:
  10985. case SC_DRESSUP:
  10986. case SC_NOCHAT:
  10987. case SC_FUSION:
  10988. case SC_EARTHSCROLL:
  10989. case SC_READYSTORM:
  10990. case SC_READYDOWN:
  10991. case SC_READYCOUNTER:
  10992. case SC_READYTURN:
  10993. case SC_DODGE:
  10994. case SC_MIRACLE:
  10995. case SC_JAILED:
  10996. case SC_EXPBOOST:
  10997. case SC_ITEMBOOST:
  10998. case SC_HELLPOWER:
  10999. case SC_JEXPBOOST:
  11000. case SC_AUTOTRADE:
  11001. case SC_WHISTLE:
  11002. case SC_ASSNCROS:
  11003. case SC_POEMBRAGI:
  11004. case SC_APPLEIDUN:
  11005. case SC_HUMMING:
  11006. case SC_DONTFORGETME:
  11007. case SC_FORTUNE:
  11008. case SC_SERVICE4U:
  11009. case SC_FOOD_STR_CASH:
  11010. case SC_FOOD_AGI_CASH:
  11011. case SC_FOOD_VIT_CASH:
  11012. case SC_FOOD_DEX_CASH:
  11013. case SC_FOOD_INT_CASH:
  11014. case SC_FOOD_LUK_CASH:
  11015. case SC_SAVAGE_STEAK:
  11016. case SC_COCKTAIL_WARG_BLOOD:
  11017. case SC_MINOR_BBQ:
  11018. case SC_SIROMA_ICE_TEA:
  11019. case SC_DROCERA_HERB_STEAMED:
  11020. case SC_PUTTI_TAILS_NOODLES:
  11021. case SC_DEF_RATE:
  11022. case SC_MDEF_RATE:
  11023. case SC_INCHEALRATE:
  11024. case SC_INCFLEE2:
  11025. case SC_INCHIT:
  11026. case SC_ATKPOTION:
  11027. case SC_MATKPOTION:
  11028. case SC_S_LIFEPOTION:
  11029. case SC_L_LIFEPOTION:
  11030. case SC_PUSH_CART:
  11031. case SC_LIGHT_OF_REGENE:
  11032. case SC_STYLE_CHANGE:
  11033. case SC_QUEST_BUFF1:
  11034. case SC_QUEST_BUFF2:
  11035. case SC_QUEST_BUFF3:
  11036. case SC_2011RWC_SCROLL:
  11037. case SC_JP_EVENT04:
  11038. case SC_ATTHASTE_CASH:
  11039. case SC_REUSE_REFRESH:
  11040. case SC_REUSE_LIMIT_A:
  11041. case SC_REUSE_LIMIT_B:
  11042. case SC_REUSE_LIMIT_C:
  11043. case SC_REUSE_LIMIT_D:
  11044. case SC_REUSE_LIMIT_E:
  11045. case SC_REUSE_LIMIT_F:
  11046. case SC_REUSE_LIMIT_G:
  11047. case SC_REUSE_LIMIT_H:
  11048. case SC_REUSE_LIMIT_MTF:
  11049. case SC_REUSE_LIMIT_ECL:
  11050. case SC_REUSE_LIMIT_RECALL:
  11051. case SC_REUSE_LIMIT_ASPD_POTION:
  11052. case SC_REUSE_MILLENNIUMSHIELD:
  11053. case SC_REUSE_CRUSHSTRIKE:
  11054. case SC_REUSE_STORMBLAST:
  11055. case SC_ALL_RIDING_REUSE_LIMIT:
  11056. case SC_SPRITEMABLE:
  11057. case SC_DORAM_BUF_01:
  11058. case SC_DORAM_BUF_02:
  11059. case SC_GEFFEN_MAGIC1:
  11060. case SC_GEFFEN_MAGIC2:
  11061. case SC_GEFFEN_MAGIC3:
  11062. case SC_LHZ_DUN_N1:
  11063. case SC_LHZ_DUN_N2:
  11064. case SC_LHZ_DUN_N3:
  11065. case SC_LHZ_DUN_N4:
  11066. case SC_BLOCKING_PLAY:
  11067. // Costumes
  11068. case SC_MOONSTAR:
  11069. case SC_SUPER_STAR:
  11070. case SC_STRANGELIGHTS:
  11071. case SC_DECORATION_OF_MUSIC:
  11072. case SC_LJOSALFAR:
  11073. case SC_MERMAID_LONGING:
  11074. case SC_HAT_EFFECT:
  11075. case SC_FLOWERSMOKE:
  11076. case SC_FSTONE:
  11077. case SC_HAPPINESS_STAR:
  11078. case SC_MAPLE_FALLS:
  11079. case SC_TIME_ACCESSORY:
  11080. case SC_MAGICAL_FEATHER:
  11081. // Clans
  11082. case SC_CLAN_INFO:
  11083. case SC_SWORDCLAN:
  11084. case SC_ARCWANDCLAN:
  11085. case SC_GOLDENMACECLAN:
  11086. case SC_CROSSBOWCLAN:
  11087. case SC_JUMPINGCLAN:
  11088. case SC_DAILYSENDMAILCNT:
  11089. continue;
  11090. }
  11091. }
  11092. if( type == 3 ) {
  11093. switch (i) { // !TODO: This list may be incomplete
  11094. case SC_WEIGHT50:
  11095. case SC_WEIGHT90:
  11096. case SC_NOCHAT:
  11097. case SC_PUSH_CART:
  11098. case SC_ALL_RIDING:
  11099. case SC_STYLE_CHANGE:
  11100. case SC_BLOCKING_PLAY:
  11101. // Costumes
  11102. case SC_MOONSTAR:
  11103. case SC_SUPER_STAR:
  11104. case SC_STRANGELIGHTS:
  11105. case SC_DECORATION_OF_MUSIC:
  11106. case SC_LJOSALFAR:
  11107. case SC_MERMAID_LONGING:
  11108. case SC_HAT_EFFECT:
  11109. case SC_FLOWERSMOKE:
  11110. case SC_FSTONE:
  11111. case SC_HAPPINESS_STAR:
  11112. case SC_MAPLE_FALLS:
  11113. case SC_TIME_ACCESSORY:
  11114. case SC_MAGICAL_FEATHER:
  11115. // Clans
  11116. case SC_CLAN_INFO:
  11117. case SC_SWORDCLAN:
  11118. case SC_ARCWANDCLAN:
  11119. case SC_GOLDENMACECLAN:
  11120. case SC_CROSSBOWCLAN:
  11121. case SC_JUMPINGCLAN:
  11122. case SC_DAILYSENDMAILCNT:
  11123. continue;
  11124. }
  11125. }
  11126. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11127. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11128. (sc->count)--;
  11129. if (sc->data[i]->timer != INVALID_TIMER)
  11130. delete_timer(sc->data[i]->timer, status_change_timer);
  11131. ers_free(sc_data_ers, sc->data[i]);
  11132. sc->data[i] = NULL;
  11133. }
  11134. }
  11135. sc->opt1 = 0;
  11136. sc->opt2 = 0;
  11137. sc->opt3 = 0;
  11138. if( type == 0 || type == 2 )
  11139. clif_changeoption(bl);
  11140. return 1;
  11141. }
  11142. /**
  11143. * End a specific status after checking
  11144. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11145. * @param type: Status change (SC_*)
  11146. * @param tid: Timer
  11147. * @param file: Used for dancing save
  11148. * @param line: Used for dancing save
  11149. * @return 1: Success 0: Fail
  11150. */
  11151. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  11152. {
  11153. struct map_session_data *sd;
  11154. struct status_change *sc;
  11155. struct status_change_entry *sce;
  11156. struct status_data *status;
  11157. struct view_data *vd;
  11158. int opt_flag = 0;
  11159. enum scb_flag calc_flag = SCB_NONE;
  11160. nullpo_ret(bl);
  11161. sc = status_get_sc(bl);
  11162. status = status_get_status_data(bl);
  11163. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  11164. return 0;
  11165. sd = BL_CAST(BL_PC,bl);
  11166. if (sce->timer != tid && tid != INVALID_TIMER)
  11167. return 0;
  11168. if (tid == INVALID_TIMER) {
  11169. if (type == SC_ENDURE && sce->val4)
  11170. // Do not end infinite endure.
  11171. return 0;
  11172. if (type == SC_SPIDERWEB) {
  11173. //Delete the unit group first to expire found in the status change
  11174. struct skill_unit_group *group = NULL, *group2 = NULL;
  11175. unsigned int tick = gettick();
  11176. int pos = 1;
  11177. if (sce->val2)
  11178. if (!(group = skill_id2group(sce->val2)))
  11179. sce->val2 = 0;
  11180. if (sce->val3) {
  11181. if (!(group2 = skill_id2group(sce->val3)))
  11182. sce->val3 = 0;
  11183. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11184. group = group2;
  11185. pos = 2;
  11186. }
  11187. }
  11188. if (sce->val4) {
  11189. if (!(group2 = skill_id2group(sce->val4)))
  11190. sce->val4 = 0;
  11191. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11192. group = group2;
  11193. pos = 3;
  11194. }
  11195. }
  11196. if (pos == 1)
  11197. sce->val2 = 0;
  11198. else if (pos == 2)
  11199. sce->val3 = 0;
  11200. else if (pos == 3)
  11201. sce->val4 = 0;
  11202. if (group)
  11203. skill_delunitgroup(group);
  11204. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11205. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11206. }
  11207. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11208. delete_timer(sce->timer,status_change_timer);
  11209. if (sc->opt1)
  11210. switch (type) {
  11211. // "Ugly workaround" [Skotlex]
  11212. // delays status change ending so that a skill that sets opt1 fails to
  11213. // trigger when it also removed one
  11214. case SC_STONE:
  11215. sce->val4 = -1; // Petrify time
  11216. case SC_FREEZE:
  11217. case SC_STUN:
  11218. case SC_SLEEP:
  11219. if (sce->val1) {
  11220. // Removing the 'level' shouldn't affect anything in the code
  11221. // since these SC are not affected by it, and it lets us know
  11222. // if we have already delayed this attack or not.
  11223. sce->val1 = 0;
  11224. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  11225. return 1;
  11226. }
  11227. }
  11228. }
  11229. (sc->count)--;
  11230. if ( StatusChangeStateTable[type] )
  11231. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  11232. sc->data[type] = NULL;
  11233. if (StatusDisplayType[type]&bl->type)
  11234. status_display_remove(bl,type);
  11235. vd = status_get_viewdata(bl);
  11236. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  11237. switch(type) {
  11238. case SC_GRANITIC_ARMOR:
  11239. {
  11240. int damage = status->max_hp*sce->val3/100;
  11241. if(status->hp < damage) // to not kill him
  11242. damage = status->hp-1;
  11243. status_damage(NULL,bl,damage,0,0,1);
  11244. }
  11245. break;
  11246. case SC_PYROCLASTIC:
  11247. if(bl->type == BL_PC)
  11248. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  11249. break;
  11250. case SC_RUN:
  11251. {
  11252. struct unit_data *ud = unit_bl2ud(bl);
  11253. bool begin_spurt = true;
  11254. if (ud) {
  11255. if(!ud->state.running)
  11256. begin_spurt = false;
  11257. ud->state.running = 0;
  11258. if (ud->walktimer != INVALID_TIMER)
  11259. unit_stop_walking(bl,1);
  11260. }
  11261. if (begin_spurt && sce->val1 >= 7 &&
  11262. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  11263. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  11264. )
  11265. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  11266. }
  11267. break;
  11268. case SC_AUTOBERSERK:
  11269. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  11270. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11271. break;
  11272. case SC_ENDURE:
  11273. case SC_DEFENDER:
  11274. case SC_REFLECTSHIELD:
  11275. case SC_AUTOGUARD:
  11276. {
  11277. struct map_session_data *tsd;
  11278. if( bl->type == BL_PC ) { // Clear Status from others
  11279. int i;
  11280. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11281. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11282. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11283. }
  11284. }
  11285. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11286. tsd = ((TBL_MER*)bl)->master;
  11287. if( tsd && tsd->sc.data[type] )
  11288. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11289. }
  11290. }
  11291. break;
  11292. case SC_DEVOTION:
  11293. {
  11294. struct block_list *d_bl = map_id2bl(sce->val1);
  11295. if( d_bl ) {
  11296. if( d_bl->type == BL_PC )
  11297. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11298. else if( d_bl->type == BL_MER )
  11299. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11300. clif_devotion(d_bl, NULL);
  11301. }
  11302. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11303. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11304. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11305. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11306. }
  11307. break;
  11308. case SC_BLADESTOP:
  11309. if(sce->val4) {
  11310. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11311. struct block_list *tbl = map_id2bl(tid2);
  11312. struct status_change *tsc = status_get_sc(tbl);
  11313. sce->val4 = 0;
  11314. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11315. tsc->data[SC_BLADESTOP]->val4 = 0;
  11316. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11317. }
  11318. clif_bladestop(bl, tid2, 0);
  11319. }
  11320. break;
  11321. case SC_DANCING:
  11322. {
  11323. struct map_session_data *dsd;
  11324. struct status_change_entry *dsc;
  11325. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11326. dsc = dsd->sc.data[SC_DANCING];
  11327. if(dsc) {
  11328. // This will prevent recursive loops.
  11329. dsc->val2 = dsc->val4 = 0;
  11330. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11331. }
  11332. }
  11333. if(sce->val2) { // Erase associated land skill
  11334. struct skill_unit_group *group;
  11335. group = skill_id2group(sce->val2);
  11336. if( group == NULL ) {
  11337. 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). Please report this!\n",
  11338. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  11339. sd ? sd->status.char_id : 0,
  11340. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  11341. }
  11342. sce->val2 = 0;
  11343. skill_delunitgroup(group);
  11344. }
  11345. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11346. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  11347. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11348. }
  11349. break;
  11350. case SC_NOCHAT:
  11351. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11352. sd->status.manner = 0;
  11353. if (sd && tid == INVALID_TIMER) {
  11354. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11355. clif_updatestatus(sd,SP_MANNER);
  11356. }
  11357. break;
  11358. case SC_SPLASHER:
  11359. {
  11360. struct block_list *src=map_id2bl(sce->val3);
  11361. if(src && tid != INVALID_TIMER)
  11362. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11363. }
  11364. break;
  11365. case SC_TINDER_BREAKER2:
  11366. case SC_CLOSECONFINE2:{
  11367. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11368. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11369. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  11370. if (src && sc2 && sc2->data[type2]) {
  11371. // If status was already ended, do nothing.
  11372. // Decrease count
  11373. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  11374. status_change_end(src, type2, INVALID_TIMER);
  11375. }
  11376. }
  11377. case SC_TINDER_BREAKER:
  11378. case SC_CLOSECONFINE:
  11379. if (sce->val2 > 0) {
  11380. // Caster has been unlocked... nearby chars need to be unlocked.
  11381. int range = 1
  11382. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  11383. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11384. map_foreachinallarea(status_change_timer_sub,
  11385. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11386. }
  11387. break;
  11388. case SC_COMBO:
  11389. skill_combo_toggle_inf(bl,sce->val1,0);
  11390. break;
  11391. case SC_MARIONETTE:
  11392. case SC_MARIONETTE2: // Marionette target
  11393. if (sce->val1) { // Check for partner and end their marionette status as well
  11394. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11395. struct block_list *pbl = map_id2bl(sce->val1);
  11396. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11397. if (sc2 && sc2->data[type2]) {
  11398. sc2->data[type2]->val1 = 0;
  11399. status_change_end(pbl, type2, INVALID_TIMER);
  11400. }
  11401. }
  11402. break;
  11403. case SC_CONCENTRATION:
  11404. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11405. break;
  11406. case SC_BERSERK:
  11407. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11408. status_percent_heal(bl, 100, 0);
  11409. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11410. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11411. status_set_hp(bl, 100, 0);
  11412. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  11413. sc->data[SC_ENDURE]->val4 = 0;
  11414. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11415. }
  11416. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11417. break;
  11418. case SC_GOSPEL:
  11419. if (sce->val3) { // Clear the group.
  11420. struct skill_unit_group* group = skill_id2group(sce->val3);
  11421. sce->val3 = 0;
  11422. if (group)
  11423. skill_delunitgroup(group);
  11424. }
  11425. break;
  11426. case SC_HERMODE:
  11427. if(sce->val3 == BCT_SELF)
  11428. skill_clear_unitgroup(bl);
  11429. break;
  11430. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11431. if (sce->val3 && sce->val4 == bl->id) {
  11432. struct skill_unit_group* group = skill_id2group(sce->val3);
  11433. sce->val3 = 0;
  11434. if (group)
  11435. skill_delunitgroup(group);
  11436. }
  11437. break;
  11438. case SC_TRICKDEAD:
  11439. if (vd) vd->dead_sit = 0;
  11440. break;
  11441. case SC_WARM:
  11442. case SC__MANHOLE:
  11443. if (sce->val4) { // Clear the group.
  11444. struct skill_unit_group* group = skill_id2group(sce->val4);
  11445. sce->val4 = 0;
  11446. if( group ) // Might have been cleared before status ended, e.g. land protector
  11447. skill_delunitgroup(group);
  11448. }
  11449. break;
  11450. case SC_JAILED:
  11451. if(tid == INVALID_TIMER)
  11452. break;
  11453. // Natural expiration.
  11454. if(sd && sd->mapindex == sce->val2)
  11455. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11456. break; // Guess hes not in jail :P
  11457. case SC_CHANGE:
  11458. if (tid == INVALID_TIMER)
  11459. break;
  11460. // "lose almost all their HP and SP" on natural expiration.
  11461. status_set_hp(bl, 10, 0);
  11462. status_set_sp(bl, 10, 0);
  11463. break;
  11464. case SC_AUTOTRADE:
  11465. if (tid == INVALID_TIMER)
  11466. break;
  11467. // Vending is not automatically closed for autovenders
  11468. vending_closevending(sd);
  11469. map_quit(sd);
  11470. // Because map_quit calls status_change_end with tid -1
  11471. // from here it's not neccesary to continue
  11472. return 1;
  11473. break;
  11474. case SC_STOP:
  11475. if( sce->val2 ) {
  11476. struct block_list* tbl = map_id2bl(sce->val2);
  11477. sce->val2 = 0;
  11478. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11479. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11480. }
  11481. break;
  11482. case SC_TENSIONRELAX:
  11483. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11484. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11485. break;
  11486. case SC_MONSTER_TRANSFORM:
  11487. case SC_ACTIVE_MONSTER_TRANSFORM:
  11488. if (sce->val2)
  11489. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11490. break;
  11491. /* 3rd Stuff */
  11492. case SC_MILLENNIUMSHIELD:
  11493. clif_millenniumshield(bl, 0);
  11494. break;
  11495. case SC_HALLUCINATIONWALK:
  11496. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11497. break;
  11498. case SC_WHITEIMPRISON:
  11499. {
  11500. struct block_list* src = map_id2bl(sce->val2);
  11501. if( tid == -1 || !src)
  11502. break; // Terminated by Damage
  11503. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  11504. }
  11505. break;
  11506. case SC_WUGDASH:
  11507. {
  11508. struct unit_data *ud = unit_bl2ud(bl);
  11509. if (ud) {
  11510. ud->state.running = 0;
  11511. if (ud->walktimer != INVALID_TIMER)
  11512. unit_stop_walking(bl,1);
  11513. }
  11514. }
  11515. break;
  11516. case SC__SHADOWFORM:
  11517. {
  11518. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11519. if (s_sd) s_sd->shadowform_id = 0;
  11520. }
  11521. break;
  11522. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11523. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11524. break;
  11525. case SC_NEUTRALBARRIER_MASTER:
  11526. case SC_STEALTHFIELD_MASTER:
  11527. if( sce->val2 ) {
  11528. struct skill_unit_group* group = skill_id2group(sce->val2);
  11529. sce->val2 = 0;
  11530. if( group ) // Might have been cleared before status ended, e.g. land protector
  11531. skill_delunitgroup(group);
  11532. }
  11533. break;
  11534. case SC_BANDING:
  11535. if(sce->val4) {
  11536. struct skill_unit_group *group = skill_id2group(sce->val4);
  11537. sce->val4 = 0;
  11538. if( group ) // Might have been cleared before status ended, e.g. land protector
  11539. skill_delunitgroup(group);
  11540. }
  11541. break;
  11542. case SC_CURSEDCIRCLE_ATKER:
  11543. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11544. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11545. break;
  11546. case SC_RAISINGDRAGON:
  11547. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11548. int i = min(sd->spiritball,5);
  11549. pc_delspiritball(sd, sd->spiritball, 0);
  11550. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11551. while( i > 0 ) {
  11552. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11553. --i;
  11554. }
  11555. }
  11556. break;
  11557. case SC_CURSEDCIRCLE_TARGET:
  11558. {
  11559. struct block_list *src = map_id2bl(sce->val2);
  11560. struct status_change *sc2 = status_get_sc(src);
  11561. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11562. clif_bladestop(bl, sce->val2, 0);
  11563. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11564. }
  11565. }
  11566. break;
  11567. case SC_BLOODSUCKER:
  11568. if( sce->val2 ) {
  11569. struct block_list *src = map_id2bl(sce->val2);
  11570. if(src) {
  11571. struct status_change *sc2 = status_get_sc(src);
  11572. sc2->bs_counter--;
  11573. }
  11574. }
  11575. break;
  11576. case SC_TEARGAS:
  11577. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11578. break;
  11579. case SC_SITDOWN_FORCE:
  11580. case SC_BANANA_BOMB_SITDOWN:
  11581. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11582. skill_sit(sd,0);
  11583. break;
  11584. case SC_KYOUGAKU:
  11585. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  11586. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  11587. break;
  11588. case SC_INTRAVISION:
  11589. calc_flag = SCB_ALL; // Required for overlapping
  11590. break;
  11591. case SC_OVERED_BOOST:
  11592. switch (bl->type) {
  11593. case BL_HOM: {
  11594. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11595. if( hd )
  11596. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11597. }
  11598. break;
  11599. case BL_PC:
  11600. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11601. break;
  11602. }
  11603. break;
  11604. case SC_FULL_THROTTLE: {
  11605. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11606. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  11607. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11608. }
  11609. break;
  11610. case SC_REBOUND:
  11611. clif_status_load(bl, EFST_DEC_AGI, 0);
  11612. break;
  11613. case SC_ITEMSCRIPT: // Removes Buff Icons
  11614. if (sd && sce->val2 != EFST_BLANK)
  11615. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  11616. break;
  11617. case SC_C_MARKER:
  11618. {
  11619. // Remove mark data from caster
  11620. struct map_session_data *caster = map_id2sd(sce->val2);
  11621. uint8 i = 0;
  11622. if (!caster)
  11623. break;
  11624. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11625. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11626. caster->c_marker[i] = 0;
  11627. clif_crimson_marker(caster, bl, true);
  11628. }
  11629. }
  11630. break;
  11631. case SC_H_MINE:
  11632. {
  11633. // Drop the material from target if expired
  11634. struct item it;
  11635. struct map_session_data *caster = NULL;
  11636. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11637. break;
  11638. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11639. break;
  11640. memset(&it, 0, sizeof(it));
  11641. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11642. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11643. it.identify = 1;
  11644. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11645. }
  11646. break;
  11647. case SC_VACUUM_EXTREME:
  11648. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11649. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11650. break;
  11651. case SC_SWORDCLAN:
  11652. case SC_ARCWANDCLAN:
  11653. case SC_GOLDENMACECLAN:
  11654. case SC_CROSSBOWCLAN:
  11655. case SC_JUMPINGCLAN:
  11656. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11657. break;
  11658. }
  11659. opt_flag = 1;
  11660. switch(type) {
  11661. case SC_STONE:
  11662. case SC_FREEZE:
  11663. case SC_STUN:
  11664. case SC_SLEEP:
  11665. case SC_BURNING:
  11666. case SC_WHITEIMPRISON:
  11667. sc->opt1 = 0;
  11668. break;
  11669. case SC_POISON:
  11670. case SC_CURSE:
  11671. case SC_SILENCE:
  11672. case SC_BLIND:
  11673. sc->opt2 &= ~(1<<(type-SC_POISON));
  11674. break;
  11675. case SC_DPOISON:
  11676. sc->opt2 &= ~OPT2_DPOISON;
  11677. break;
  11678. case SC_SIGNUMCRUCIS:
  11679. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11680. break;
  11681. case SC_HIDING:
  11682. sc->option &= ~OPTION_HIDE;
  11683. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11684. break;
  11685. case SC_CLOAKING:
  11686. case SC_CLOAKINGEXCEED:
  11687. case SC__INVISIBILITY:
  11688. sc->option &= ~OPTION_CLOAK;
  11689. case SC_CAMOUFLAGE:
  11690. case SC_STEALTHFIELD:
  11691. case SC__SHADOWFORM:
  11692. opt_flag |= 2;
  11693. break;
  11694. case SC_CHASEWALK:
  11695. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11696. opt_flag |= 2;
  11697. break;
  11698. case SC__FEINTBOMB:
  11699. sc->option &= ~OPTION_INVISIBLE;
  11700. opt_flag |= 2|4;
  11701. break;
  11702. case SC_SIGHT:
  11703. sc->option &= ~OPTION_SIGHT;
  11704. break;
  11705. case SC_WEDDING:
  11706. sc->option &= ~OPTION_WEDDING;
  11707. opt_flag |= 0x4;
  11708. break;
  11709. case SC_XMAS:
  11710. sc->option &= ~OPTION_XMAS;
  11711. opt_flag |= 0x4;
  11712. break;
  11713. case SC_SUMMER:
  11714. sc->option &= ~OPTION_SUMMER;
  11715. opt_flag |= 0x4;
  11716. break;
  11717. case SC_HANBOK:
  11718. sc->option &= ~OPTION_HANBOK;
  11719. opt_flag |= 0x4;
  11720. break;
  11721. case SC_OKTOBERFEST:
  11722. sc->option &= ~OPTION_OKTOBERFEST;
  11723. opt_flag |= 0x4;
  11724. break;
  11725. case SC_DRESSUP:
  11726. sc->option &= ~OPTION_SUMMER2;
  11727. opt_flag |= 0x4;
  11728. break;
  11729. case SC_ORCISH:
  11730. sc->option &= ~OPTION_ORCISH;
  11731. break;
  11732. case SC_RUWACH:
  11733. sc->option &= ~OPTION_RUWACH;
  11734. break;
  11735. case SC_FUSION:
  11736. sc->option &= ~OPTION_FLYING;
  11737. break;
  11738. // opt3
  11739. case SC_TWOHANDQUICKEN:
  11740. case SC_ONEHAND:
  11741. case SC_SPEARQUICKEN:
  11742. case SC_CONCENTRATION:
  11743. case SC_MERC_QUICKEN:
  11744. sc->opt3 &= ~OPT3_QUICKEN;
  11745. opt_flag = 0;
  11746. break;
  11747. case SC_OVERTHRUST:
  11748. case SC_MAXOVERTHRUST:
  11749. case SC_SWOO:
  11750. sc->opt3 &= ~OPT3_OVERTHRUST;
  11751. if( type == SC_SWOO )
  11752. opt_flag = 8;
  11753. else
  11754. opt_flag = 0;
  11755. break;
  11756. case SC_ENERGYCOAT:
  11757. case SC_SKE:
  11758. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11759. opt_flag = 0;
  11760. break;
  11761. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11762. if (bl->type != BL_MOB) {
  11763. opt_flag = 0;
  11764. break;
  11765. }
  11766. case SC_EXPLOSIONSPIRITS:
  11767. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11768. opt_flag = 0;
  11769. break;
  11770. case SC_STEELBODY:
  11771. case SC_SKA:
  11772. sc->opt3 &= ~OPT3_STEELBODY;
  11773. if (type == SC_SKA)
  11774. opt_flag = 8;
  11775. else
  11776. opt_flag = 0;
  11777. break;
  11778. case SC_BLADESTOP:
  11779. sc->opt3 &= ~OPT3_BLADESTOP;
  11780. opt_flag = 0;
  11781. break;
  11782. case SC_AURABLADE:
  11783. sc->opt3 &= ~OPT3_AURABLADE;
  11784. opt_flag = 0;
  11785. break;
  11786. case SC_BERSERK:
  11787. opt_flag = 0;
  11788. sc->opt3 &= ~OPT3_BERSERK;
  11789. break;
  11790. // case ???: // doesn't seem to do anything
  11791. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11792. // opt_flag = 0;
  11793. // break;
  11794. case SC_DANCING:
  11795. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11796. sc->opt3 &= ~OPT3_MOONLIT;
  11797. opt_flag = 0;
  11798. break;
  11799. case SC_MARIONETTE:
  11800. case SC_MARIONETTE2:
  11801. sc->opt3 &= ~OPT3_MARIONETTE;
  11802. opt_flag = 0;
  11803. break;
  11804. case SC_ASSUMPTIO:
  11805. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11806. opt_flag = 0;
  11807. break;
  11808. case SC_WARM: // SG skills [Komurka]
  11809. sc->opt3 &= ~OPT3_WARM;
  11810. opt_flag = 0;
  11811. break;
  11812. case SC_KAITE:
  11813. sc->opt3 &= ~OPT3_KAITE;
  11814. opt_flag = 0;
  11815. break;
  11816. case SC_BUNSINJYUTSU:
  11817. sc->opt3 &= ~OPT3_BUNSIN;
  11818. opt_flag = 0;
  11819. break;
  11820. case SC_SPIRIT:
  11821. sc->opt3 &= ~OPT3_SOULLINK;
  11822. opt_flag = 0;
  11823. break;
  11824. case SC_CHANGEUNDEAD:
  11825. sc->opt3 &= ~OPT3_UNDEAD;
  11826. opt_flag = 0;
  11827. break;
  11828. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11829. // sc->opt3 &= ~OPT3_CONTRACT;
  11830. // opt_flag = 0;
  11831. // break;
  11832. default:
  11833. opt_flag = 0;
  11834. }
  11835. if (calc_flag&SCB_DYE) { // Restore DYE color
  11836. if (vd && !vd->cloth_color && sce->val4)
  11837. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11838. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  11839. }
  11840. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11841. { //Restore body style
  11842. if (vd && !vd->body_style && sce->val4)
  11843. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11844. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  11845. }*/
  11846. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11847. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  11848. if( opt_flag&8 ) // bugreport:681
  11849. clif_changeoption2(bl);
  11850. else if(opt_flag) {
  11851. clif_changeoption(bl);
  11852. if (sd && (opt_flag&0x4)) {
  11853. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11854. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11855. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11856. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11857. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11858. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11859. }
  11860. }
  11861. if (calc_flag) {
  11862. switch (type) {
  11863. case SC_MAGICPOWER:
  11864. //If Mystical Amplification ends, MATK is immediately recalculated
  11865. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11866. break;
  11867. default:
  11868. status_calc_bl(bl, calc_flag);
  11869. break;
  11870. }
  11871. }
  11872. if(opt_flag&4) // Out of hiding, invoke on place.
  11873. skill_unit_move(bl,gettick(),1);
  11874. if(opt_flag&2 && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11875. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11876. ers_free(sc_data_ers, sce);
  11877. return 1;
  11878. }
  11879. /**
  11880. * Resets timers for statuses
  11881. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11882. * @param tid: Timer ID
  11883. * @param tick: How long before next call
  11884. * @param id: ID of character
  11885. * @param data: Information passed through the timer call
  11886. * @return 1: Success 0: Fail
  11887. */
  11888. TIMER_FUNC(status_change_timer){
  11889. enum sc_type type = (sc_type)data;
  11890. struct block_list *bl;
  11891. struct map_session_data *sd;
  11892. int interval = status_get_sc_interval(type);
  11893. bool dounlock = false;
  11894. bl = map_id2bl(id);
  11895. if(!bl) {
  11896. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11897. return 0;
  11898. }
  11899. struct status_change * const sc = status_get_sc(bl);
  11900. struct status_data * const status = status_get_status_data(bl);
  11901. if(!sc) {
  11902. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11903. return 0;
  11904. }
  11905. struct status_change_entry * const sce = sc->data[type];
  11906. if(!sce) {
  11907. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11908. return 0;
  11909. }
  11910. if( sce->timer != tid ) {
  11911. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11912. return 0;
  11913. }
  11914. sd = BL_CAST(BL_PC, bl);
  11915. std::function<void (unsigned int)> sc_timer_next = [&sce, &bl, &data](unsigned int t) {
  11916. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  11917. };
  11918. switch(type) {
  11919. case SC_MAXIMIZEPOWER:
  11920. case SC_CLOAKING:
  11921. if(!status_charge(bl, 0, 1))
  11922. break; // Not enough SP to continue.
  11923. sc_timer_next(sce->val2+tick);
  11924. return 0;
  11925. case SC_CHASEWALK:
  11926. if(!status_charge(bl, 0, sce->val4))
  11927. break; // Not enough SP to continue.
  11928. if (!sc->data[SC_CHASEWALK2]) {
  11929. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11930. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11931. *skill_get_time2(status_sc2skill(type),sce->val1));
  11932. }
  11933. sc_timer_next(sce->val2+tick);
  11934. return 0;
  11935. break;
  11936. case SC_HIDING:
  11937. if(--(sce->val2)>0) {
  11938. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11939. break; // Fail if it's time to substract SP and there isn't.
  11940. sc_timer_next(1000+tick);
  11941. return 0;
  11942. }
  11943. break;
  11944. case SC_SIGHT:
  11945. case SC_RUWACH:
  11946. case SC_SIGHTBLASTER:
  11947. if(type == SC_SIGHTBLASTER) {
  11948. //Restore trap immunity
  11949. if(sce->val4%2)
  11950. sce->val4--;
  11951. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11952. } else {
  11953. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11954. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11955. }
  11956. if( --(sce->val2)>0 ) {
  11957. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11958. sc_timer_next(20+tick);
  11959. return 0;
  11960. }
  11961. break;
  11962. case SC_PROVOKE:
  11963. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11964. sc_timer_next(1000*60+tick);
  11965. return 0;
  11966. }
  11967. break;
  11968. case SC_STONE:
  11969. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11970. sce->val3 = 0; //Incubation time used up
  11971. unit_stop_attack(bl);
  11972. if (sc->data[SC_DANCING]) {
  11973. unit_stop_walking(bl, 1);
  11974. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11975. }
  11976. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  11977. sc->opt1 = OPT1_STONE;
  11978. clif_changeoption(bl);
  11979. sc_timer_next(min(sce->val4, interval) + tick);
  11980. sce->val4 -= interval; //Remaining time
  11981. status_calc_bl(bl, StatusChangeFlagTable[type]);
  11982. return 0;
  11983. }
  11984. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  11985. status_percent_damage(NULL, bl, 1, 0, false);
  11986. }
  11987. break;
  11988. case SC_POISON:
  11989. case SC_DPOISON:
  11990. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11991. unsigned int damage = 0;
  11992. if (sd)
  11993. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11994. else
  11995. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11996. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11997. status_zap(bl, damage, 0);
  11998. }
  11999. break;
  12000. case SC_BLEEDING:
  12001. if (sce->val4 >= 0) {
  12002. int64 damage = rnd() % 600 + 200;
  12003. if (!sd && damage >= status->hp)
  12004. damage = status->hp - 1; // No deadly damage for monsters
  12005. map_freeblock_lock();
  12006. dounlock = true;
  12007. status_zap(bl, damage, 0);
  12008. }
  12009. break;
  12010. case SC_BURNING:
  12011. if (sce->val4 >= 0) {
  12012. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12013. map_freeblock_lock();
  12014. dounlock = true;
  12015. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  12016. }
  12017. break;
  12018. case SC_TOXIN:
  12019. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12020. map_freeblock_lock();
  12021. dounlock = true;
  12022. status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0);
  12023. }
  12024. break;
  12025. case SC_MAGICMUSHROOM:
  12026. if (sce->val4 >= 0) {
  12027. bool flag = 0;
  12028. int64 damage = status->max_hp * 3 / 100;
  12029. if (status->hp <= damage)
  12030. damage = status->hp - 1; // Cannot Kill
  12031. if (damage > 0) { // 3% Damage each 4 seconds
  12032. map_freeblock_lock();
  12033. status_zap(bl, damage, 0);
  12034. flag = !sc->data[type]; // Killed? Should not
  12035. map_freeblock_unlock();
  12036. }
  12037. if (!flag) { // Random Skill Cast
  12038. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  12039. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  12040. unit_stop_attack(bl);
  12041. unit_skillcastcancel(bl, 1);
  12042. do {
  12043. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  12044. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  12045. } while (checked++ < checked_max && mushroom_skill_id == 0);
  12046. if (!skill_get_index(mushroom_skill_id))
  12047. break;
  12048. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12049. case CAST_GROUND:
  12050. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12051. break;
  12052. case CAST_NODAMAGE:
  12053. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12054. break;
  12055. case CAST_DAMAGE:
  12056. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12057. break;
  12058. }
  12059. }
  12060. clif_emotion(bl, ET_SMILE);
  12061. }
  12062. }
  12063. break;
  12064. case SC_PYREXIA:
  12065. if (sce->val4 >= 0) {
  12066. map_freeblock_lock();
  12067. dounlock = true;
  12068. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  12069. }
  12070. break;
  12071. case SC_LEECHESEND:
  12072. if (sce->val4 >= 0) {
  12073. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12074. map_freeblock_lock();
  12075. dounlock = true;
  12076. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  12077. unit_skillcastcancel(bl, 2);
  12078. }
  12079. break;
  12080. case SC_TENSIONRELAX:
  12081. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12082. sc_timer_next(10000 + tick);
  12083. return 0;
  12084. }
  12085. break;
  12086. case SC_KNOWLEDGE:
  12087. if (!sd) break;
  12088. if(bl->m == sd->feel_map[0].m ||
  12089. bl->m == sd->feel_map[1].m ||
  12090. bl->m == sd->feel_map[2].m)
  12091. { // Timeout will be handled by pc_setpos
  12092. sce->timer = INVALID_TIMER;
  12093. return 0;
  12094. }
  12095. break;
  12096. case SC_S_LIFEPOTION:
  12097. case SC_L_LIFEPOTION:
  12098. if( sd && --(sce->val4) >= 0 ) {
  12099. // val1 < 0 = per max% | val1 > 0 = exact amount
  12100. int hp = 0;
  12101. if( status->hp < status->max_hp )
  12102. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  12103. status_heal(bl, hp, 0, 2);
  12104. sc_timer_next((sce->val2 * 1000) + tick);
  12105. return 0;
  12106. }
  12107. break;
  12108. case SC_BOSSMAPINFO:
  12109. if( sd && --(sce->val4) >= 0 ) {
  12110. struct mob_data *boss_md = map_id2boss(sce->val1);
  12111. if (boss_md) {
  12112. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  12113. return 0;
  12114. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  12115. sce->val2 = 0;
  12116. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  12117. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  12118. sce->val2 = 1;
  12119. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  12120. }
  12121. }
  12122. sc_timer_next(1000 + tick);
  12123. return 0;
  12124. }
  12125. break;
  12126. case SC_DANCING: // SP consumption by time of dancing skills
  12127. {
  12128. int s = 0;
  12129. int sp = 1;
  12130. if (--sce->val3 <= 0)
  12131. break;
  12132. switch(sce->val1&0xFFFF) {
  12133. case BD_RICHMANKIM:
  12134. case BD_DRUMBATTLEFIELD:
  12135. case BD_RINGNIBELUNGEN:
  12136. case BD_SIEGFRIED:
  12137. case BA_DISSONANCE:
  12138. case BA_ASSASSINCROSS:
  12139. case DC_UGLYDANCE:
  12140. s=3;
  12141. break;
  12142. case BD_LULLABY:
  12143. case BD_ETERNALCHAOS:
  12144. case BD_ROKISWEIL:
  12145. case DC_FORTUNEKISS:
  12146. s=4;
  12147. break;
  12148. case CG_HERMODE:
  12149. case BD_INTOABYSS:
  12150. case BA_WHISTLE:
  12151. case DC_HUMMING:
  12152. case BA_POEMBRAGI:
  12153. case DC_SERVICEFORYOU:
  12154. s=5;
  12155. break;
  12156. case BA_APPLEIDUN:
  12157. #ifdef RENEWAL
  12158. s=5;
  12159. #else
  12160. s=6;
  12161. #endif
  12162. break;
  12163. case CG_MOONLIT:
  12164. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12165. sp= 4*(sce->val1>>16);
  12166. // Upkeep is also every 10 secs.
  12167. case DC_DONTFORGETME:
  12168. s=10;
  12169. break;
  12170. }
  12171. if( s != 0 && sce->val3 % s == 0 ) {
  12172. if (sc->data[SC_LONGING])
  12173. sp*= 3;
  12174. if (!status_charge(bl, 0, sp))
  12175. break;
  12176. }
  12177. sc_timer_next(1000+tick);
  12178. return 0;
  12179. }
  12180. break;
  12181. case SC_BERSERK:
  12182. // 5% every 10 seconds [DracoRPG]
  12183. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12184. sc_timer_next(sce->val4+tick);
  12185. return 0;
  12186. }
  12187. break;
  12188. case SC_NOCHAT:
  12189. if(sd) {
  12190. sd->status.manner++;
  12191. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12192. clif_updatestatus(sd,SP_MANNER);
  12193. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12194. sc_timer_next(60000+tick);
  12195. return 0;
  12196. }
  12197. }
  12198. break;
  12199. case SC_SPLASHER:
  12200. // Custom Venom Splasher countdown timer
  12201. // if (sce->val4 % 1000 == 0) {
  12202. // char timer[10];
  12203. // snprintf (timer, 10, "%d", sce->val4/1000);
  12204. // clif_message(bl, timer);
  12205. // }
  12206. if((sce->val4 -= 500) > 0) {
  12207. sc_timer_next(500 + tick);
  12208. return 0;
  12209. }
  12210. break;
  12211. case SC_MARIONETTE:
  12212. case SC_MARIONETTE2:
  12213. {
  12214. struct block_list *pbl = map_id2bl(sce->val1);
  12215. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12216. sc_timer_next(1000 + tick);
  12217. return 0;
  12218. }
  12219. }
  12220. break;
  12221. case SC_GOSPEL:
  12222. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12223. int hp, sp;
  12224. hp = (sce->val1 > 5) ? 45 : 30;
  12225. sp = (sce->val1 > 5) ? 35 : 20;
  12226. if(!status_charge(bl, hp, sp))
  12227. break;
  12228. sc_timer_next(10000+tick);
  12229. return 0;
  12230. }
  12231. break;
  12232. case SC_JAILED:
  12233. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12234. sc_timer_next(60000+tick);
  12235. return 0;
  12236. }
  12237. break;
  12238. case SC_BLIND:
  12239. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12240. sc_timer_next(5000+tick);
  12241. return 0;
  12242. }
  12243. break;
  12244. case SC_ABUNDANCE:
  12245. if(--(sce->val4) > 0) {
  12246. status_heal(bl,0,60,0);
  12247. sc_timer_next(10000+tick);
  12248. }
  12249. break;
  12250. case SC_OBLIVIONCURSE:
  12251. if( --(sce->val4) >= 0 ) {
  12252. clif_emotion(bl,ET_QUESTION);
  12253. sc_timer_next(3000 + tick);
  12254. return 0;
  12255. }
  12256. break;
  12257. case SC_WEAPONBLOCKING:
  12258. if( --(sce->val4) >= 0 ) {
  12259. if( !status_charge(bl,0,3) )
  12260. break;
  12261. sc_timer_next(5000+tick);
  12262. return 0;
  12263. }
  12264. break;
  12265. case SC_CLOAKINGEXCEED:
  12266. if(!status_charge(bl,0,10-sce->val1))
  12267. break;
  12268. sc_timer_next(1000 + tick);
  12269. return 0;
  12270. case SC_RENOVATIO:
  12271. if( --(sce->val4) >= 0 ) {
  12272. int heal = status->max_hp * 5 / 100;
  12273. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12274. heal = ~heal + 1;
  12275. status_heal(bl, heal, 0, 3);
  12276. sc_timer_next(5000 + tick);
  12277. return 0;
  12278. }
  12279. break;
  12280. case SC_SPHERE_1:
  12281. case SC_SPHERE_2:
  12282. case SC_SPHERE_3:
  12283. case SC_SPHERE_4:
  12284. case SC_SPHERE_5:
  12285. if( --(sce->val4) >= 0 ) {
  12286. if( !status_charge(bl, 0, 1) )
  12287. break;
  12288. sc_timer_next(1000 + tick);
  12289. return 0;
  12290. }
  12291. break;
  12292. case SC_FREEZE_SP:
  12293. if( !status_charge(bl, 0, sce->val2) ) {
  12294. int i;
  12295. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12296. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12297. break;
  12298. }
  12299. sc_timer_next(10000 + tick);
  12300. return 0;
  12301. case SC_ELECTRICSHOCKER:
  12302. if( --(sce->val4) >= 0 ) {
  12303. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12304. sc_timer_next(1000 + tick);
  12305. return 0;
  12306. }
  12307. break;
  12308. case SC_CAMOUFLAGE:
  12309. if (!status_charge(bl, 0, 7 - sce->val1))
  12310. break;
  12311. if (--sce->val4 >= 0)
  12312. sce->val3++;
  12313. sc_timer_next(1000 + tick);
  12314. return 0;
  12315. case SC__REPRODUCE:
  12316. if(!status_charge(bl, 0, 1))
  12317. break;
  12318. sc_timer_next(1000+tick);
  12319. return 0;
  12320. case SC__SHADOWFORM:
  12321. if( --(sce->val4) >= 0 ) {
  12322. if( !status_charge(bl, 0, 11 - sce->val1) )
  12323. break;
  12324. sc_timer_next(1000 + tick);
  12325. return 0;
  12326. }
  12327. break;
  12328. case SC__INVISIBILITY:
  12329. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12330. break;
  12331. sc_timer_next(1000 + tick);
  12332. return 0;
  12333. case SC_STRIKING:
  12334. if( --(sce->val4) >= 0 ) {
  12335. if( !status_charge(bl,0, sce->val3 ) )
  12336. break;
  12337. sc_timer_next(1000 + tick);
  12338. return 0;
  12339. }
  12340. break;
  12341. case SC_WARMER: {
  12342. int hp = 0;
  12343. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12344. if (ssc && ssc->data[SC_HEATER_OPTION])
  12345. hp = status->max_hp * 3 * sce->val1 / 100;
  12346. else
  12347. hp = status->max_hp * sce->val1 / 100;
  12348. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12349. hp = ~hp + 1;
  12350. if (status->hp != status->max_hp)
  12351. status_heal(bl, hp, 0, 0);
  12352. sc_timer_next(3000 + tick);
  12353. return 0;
  12354. }
  12355. case SC_BLOODSUCKER:
  12356. if( --(sce->val4) >= 0 ) {
  12357. struct block_list *src = map_id2bl(sce->val2);
  12358. int damage;
  12359. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  12360. break;
  12361. map_freeblock_lock();
  12362. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  12363. damage = 1;
  12364. else
  12365. damage = 200 + 100 * sce->val1 + status_get_int(src);
  12366. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  12367. unit_skillcastcancel(bl,1);
  12368. if ( sc->data[type] ) {
  12369. sc_timer_next(1000 + tick);
  12370. }
  12371. map_freeblock_unlock();
  12372. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  12373. return 0;
  12374. }
  12375. break;
  12376. case SC_VOICEOFSIREN:
  12377. if( --(sce->val4) >= 0 ) {
  12378. clif_emotion(bl,ET_THROB);
  12379. sc_timer_next(2000 + tick);
  12380. return 0;
  12381. }
  12382. break;
  12383. case SC_DEEPSLEEP:
  12384. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12385. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12386. sc_timer_next(2000 + tick);
  12387. return 0;
  12388. }
  12389. break;
  12390. case SC_SIRCLEOFNATURE:
  12391. if( --(sce->val4) >= 0 ) {
  12392. if( !status_charge(bl,0,sce->val3) )
  12393. break;
  12394. status_heal(bl, sce->val2, 0, 1);
  12395. sc_timer_next(1000 + tick);
  12396. return 0;
  12397. }
  12398. break;
  12399. case SC_SONGOFMANA:
  12400. if( --(sce->val4) >= 0 ) {
  12401. status_heal(bl,0,sce->val3,3);
  12402. sc_timer_next(5000 + tick);
  12403. return 0;
  12404. }
  12405. break;
  12406. case SC_SATURDAYNIGHTFEVER:
  12407. // 1% HP/SP drain every val4 seconds [Jobbie]
  12408. if( --(sce->val3) >= 0 ) {
  12409. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12410. break;
  12411. sc_timer_next(sce->val4+tick);
  12412. return 0;
  12413. }
  12414. break;
  12415. case SC_MELODYOFSINK:
  12416. if( --(sce->val4) >= 0 ) {
  12417. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  12418. sc_timer_next(1000+tick);
  12419. return 0;
  12420. }
  12421. break;
  12422. case SC_CRYSTALIZE:
  12423. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12424. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12425. break;
  12426. sc_timer_next(1000 + tick);
  12427. return 0;
  12428. }
  12429. break;
  12430. case SC_FORCEOFVANGUARD:
  12431. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12432. break;
  12433. sc_timer_next(10000 + tick);
  12434. return 0;
  12435. case SC_BANDING:
  12436. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12437. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  12438. sc_timer_next(5000 + tick);
  12439. return 0;
  12440. }
  12441. break;
  12442. case SC_REFLECTDAMAGE:
  12443. if( --(sce->val4) > 0 ) {
  12444. if( !status_charge(bl,0,10) )
  12445. break;
  12446. sc_timer_next(1000 + tick);
  12447. return 0;
  12448. }
  12449. break;
  12450. case SC_OVERHEAT_LIMITPOINT:
  12451. if (--(sce->val1) >= 0) { // Cooling
  12452. int16 limit[] = { 150, 200, 280, 360, 450 };
  12453. uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0);
  12454. if (sc && sc->data[SC_OVERHEAT])
  12455. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  12456. if (sce->val1 > limit[skill_lv])
  12457. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  12458. sc_timer_next(1000 + tick);
  12459. return 0;
  12460. }
  12461. break;
  12462. case SC_OVERHEAT: {
  12463. int damage = status->max_hp / 100; // Suggestion 1% each second
  12464. if (damage >= status->hp)
  12465. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12466. map_freeblock_lock();
  12467. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false));
  12468. if (sc->data[type]) {
  12469. sc_timer_next(1000 + tick);
  12470. }
  12471. map_freeblock_unlock();
  12472. return 0;
  12473. }
  12474. break;
  12475. case SC_MAGNETICFIELD:
  12476. if (--(sce->val3) >= 0) {
  12477. struct block_list *src = map_id2bl(sce->val2);
  12478. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12479. break;
  12480. if (!status_charge(bl, 0, 50))
  12481. status_zap(bl, 0, status->sp);
  12482. sc_timer_next(1000 + tick);
  12483. return 0;
  12484. }
  12485. break;
  12486. case SC_INSPIRATION:
  12487. if(--(sce->val4) >= 0) {
  12488. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12489. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12490. if( !status_charge(bl,hp,sp) ) break;
  12491. sc_timer_next(5000+tick);
  12492. return 0;
  12493. }
  12494. break;
  12495. case SC_RAISINGDRAGON:
  12496. // 1% every 5 seconds [Jobbie]
  12497. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12498. if( !sc->data[type] ) return 0;
  12499. sc_timer_next(5000 + tick);
  12500. return 0;
  12501. }
  12502. break;
  12503. case SC_TROPIC:
  12504. case SC_CHILLY_AIR:
  12505. case SC_WILD_STORM:
  12506. case SC_UPHEAVAL:
  12507. case SC_HEATER:
  12508. case SC_COOLER:
  12509. case SC_BLAST:
  12510. case SC_CURSED_SOIL:
  12511. case SC_PYROTECHNIC:
  12512. case SC_AQUAPLAY:
  12513. case SC_GUST:
  12514. case SC_PETROLOGY:
  12515. case SC_CIRCLE_OF_FIRE:
  12516. case SC_FIRE_CLOAK:
  12517. case SC_WATER_DROP:
  12518. case SC_WATER_SCREEN:
  12519. case SC_WIND_CURTAIN:
  12520. case SC_WIND_STEP:
  12521. case SC_STONE_SHIELD:
  12522. case SC_SOLID_SKIN:
  12523. if( !status_charge(bl,0,sce->val2) ) {
  12524. struct block_list *s_bl = battle_get_master(bl);
  12525. if (bl->type == BL_ELEM)
  12526. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  12527. if( s_bl )
  12528. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  12529. status_change_end(bl,type,INVALID_TIMER);
  12530. break;
  12531. }
  12532. sc_timer_next(sce->val3 + tick);
  12533. return 0;
  12534. case SC_WATER_SCREEN_OPTION:
  12535. status_heal(bl,1000,0,2);
  12536. sc_timer_next(10000 + tick);
  12537. return 0;
  12538. case SC_TEARGAS:
  12539. if( --(sce->val4) >= 0 ) {
  12540. struct block_list *src = map_id2bl(sce->val3);
  12541. int damage = sce->val2;
  12542. map_freeblock_lock();
  12543. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12544. status_damage(src, bl, damage,0, 0, 1);
  12545. if( sc->data[type] ) {
  12546. sc_timer_next(2000 + tick);
  12547. }
  12548. map_freeblock_unlock();
  12549. return 0;
  12550. }
  12551. break;
  12552. case SC_TEARGAS_SOB:
  12553. if( --(sce->val4) >= 0 ) {
  12554. clif_emotion(bl, ET_CRY);
  12555. sc_timer_next(3000 + tick);
  12556. return 0;
  12557. }
  12558. break;
  12559. case SC_STOMACHACHE:
  12560. if( --(sce->val4) >= 0 ) {
  12561. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12562. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12563. pc_setsit(sd);
  12564. skill_sit(sd, 1);
  12565. clif_sitting(bl);
  12566. }
  12567. sc_timer_next(10000 + tick);
  12568. return 0;
  12569. }
  12570. break;
  12571. case SC_LEADERSHIP:
  12572. case SC_GLORYWOUNDS:
  12573. case SC_SOULCOLD:
  12574. case SC_HAWKEYES:
  12575. // They only end by status_change_end
  12576. sc_timer_next(600000 + tick);
  12577. return 0;
  12578. case SC_MEIKYOUSISUI:
  12579. if( --(sce->val4) >= 0 ) {
  12580. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12581. sc_timer_next(1000 + tick);
  12582. return 0;
  12583. }
  12584. break;
  12585. case SC_KAGEMUSYA:
  12586. if( --(sce->val2) >= 0 ) {
  12587. if(!status_charge(bl, 0, 1)) break;
  12588. sc_timer_next(1000+tick);
  12589. return 0;
  12590. }
  12591. break;
  12592. case SC_ANGRIFFS_MODUS:
  12593. if(--(sce->val4) >= 0) { // Drain hp/sp
  12594. if( !status_charge(bl,100,20) ) break;
  12595. sc_timer_next(1000+tick);
  12596. return 0;
  12597. }
  12598. break;
  12599. case SC_CBC:
  12600. if(--(sce->val4) >= 0) { // Drain hp/sp
  12601. int hp=0;
  12602. int sp = (status->max_sp * sce->val3) / 100;
  12603. if(bl->type == BL_MOB) hp = sp*10;
  12604. if( !status_charge(bl,hp,sp) )break;
  12605. sc_timer_next(1000+tick);
  12606. return 0;
  12607. }
  12608. break;
  12609. case SC_FULL_THROTTLE:
  12610. if( --(sce->val4) >= 0 ) {
  12611. status_percent_damage(bl, bl, 0, sce->val2, false);
  12612. sc_timer_next(1000 + tick);
  12613. return 0;
  12614. }
  12615. break;
  12616. case SC_REBOUND:
  12617. if( --(sce->val4) >= 0 ) {
  12618. clif_emotion(bl, ET_SWEAT);
  12619. sc_timer_next(2000 + tick);
  12620. return 0;
  12621. }
  12622. break;
  12623. case SC_KINGS_GRACE:
  12624. if( --(sce->val4) >= 0 ) {
  12625. status_percent_heal(bl, sce->val2, 0);
  12626. sc_timer_next(1000 + tick);
  12627. return 0;
  12628. }
  12629. break;
  12630. case SC_FRIGG_SONG:
  12631. if( --(sce->val4) >= 0 ) {
  12632. status_heal(bl, sce->val3, 0, 0);
  12633. sc_timer_next(1000 + tick);
  12634. return 0;
  12635. }
  12636. break;
  12637. case SC_C_MARKER:
  12638. if( --(sce->val4) >= 0 ) {
  12639. TBL_PC *caster = map_id2sd(sce->val2);
  12640. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12641. break;
  12642. sc_timer_next(1000 + tick);
  12643. clif_crimson_marker(caster, bl, false);
  12644. return 0;
  12645. }
  12646. break;
  12647. case SC_STEALTHFIELD_MASTER:
  12648. if (--(sce->val4) >= 0) {
  12649. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12650. break;
  12651. sc_timer_next(sce->val3 + tick);
  12652. return 0;
  12653. }
  12654. break;
  12655. case SC_VACUUM_EXTREME:
  12656. if (sce->val4) {
  12657. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12658. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12659. clif_fixpos(bl);
  12660. }
  12661. sc_timer_next(tick+sce->val4);
  12662. sce->val4 = 0;
  12663. }
  12664. break;
  12665. case SC_FIRE_INSIGNIA:
  12666. if (--(sce->val4) >= 0) {
  12667. if (status->def_ele == ELE_FIRE)
  12668. status_heal(bl, status->max_hp / 100, 0, 1);
  12669. else if (status->def_ele == ELE_EARTH)
  12670. status_zap(bl, status->max_hp / 100, 0);
  12671. sc_timer_next(5000 + tick);
  12672. return 0;
  12673. }
  12674. break;
  12675. case SC_WATER_INSIGNIA:
  12676. if (--(sce->val4) >= 0) {
  12677. if (status->def_ele == ELE_WATER)
  12678. status_heal(bl, status->max_hp / 100, 0, 1);
  12679. else if (status->def_ele == ELE_FIRE)
  12680. status_zap(bl, status->max_hp / 100, 0);
  12681. sc_timer_next(5000 + tick);
  12682. return 0;
  12683. }
  12684. break;
  12685. case SC_WIND_INSIGNIA:
  12686. if (--(sce->val4) >= 0) {
  12687. if (status->def_ele == ELE_WIND)
  12688. status_heal(bl, status->max_hp / 100, 0, 1);
  12689. else if (status->def_ele == ELE_WATER)
  12690. status_zap(bl, status->max_hp / 100, 0);
  12691. sc_timer_next(5000 + tick);
  12692. return 0;
  12693. }
  12694. break;
  12695. case SC_EARTH_INSIGNIA:
  12696. if (--(sce->val4) >= 0) {
  12697. if (status->def_ele == ELE_EARTH)
  12698. status_heal(bl, status->max_hp / 100, 0, 1);
  12699. else if (status->def_ele == ELE_WIND)
  12700. status_zap(bl, status->max_hp / 100, 0);
  12701. sc_timer_next(5000 + tick);
  12702. return 0;
  12703. }
  12704. break;
  12705. case SC_BITESCAR:
  12706. if (--(sce->val4) >= 0) {
  12707. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12708. sc_timer_next(1000 + tick);
  12709. return 0;
  12710. }
  12711. break;
  12712. case SC_FRESHSHRIMP:
  12713. if (--(sce->val4) >= 0) {
  12714. status_heal(bl, sce->val2, 0, 3);
  12715. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  12716. return 0;
  12717. }
  12718. break;
  12719. case SC_DORAM_BUF_01:
  12720. if( sd && --(sce->val4) >= 0 ) {
  12721. if( status->hp < status->max_hp )
  12722. status_heal(bl, 10, 0, 2);
  12723. sc_timer_next(10000 + tick);
  12724. return 0;
  12725. }
  12726. break;
  12727. case SC_DORAM_BUF_02:
  12728. if( sd && --(sce->val4) >= 0 ) {
  12729. if( status->sp < status->max_sp )
  12730. status_heal(bl, 0, 5, 2);
  12731. sc_timer_next(10000 + tick);
  12732. return 0;
  12733. }
  12734. break;
  12735. }
  12736. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12737. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12738. sc_timer_next(min(sce->val4,interval)+tick);
  12739. sce->val4 -= interval;
  12740. if (dounlock)
  12741. map_freeblock_unlock();
  12742. return 0;
  12743. }
  12744. if (dounlock)
  12745. map_freeblock_unlock();
  12746. // Default for all non-handled control paths is to end the status
  12747. return status_change_end( bl,type,tid );
  12748. }
  12749. /**
  12750. * For each iteration of repetitive status
  12751. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12752. * @param ap: va_list arguments (src, sce, type, tick)
  12753. */
  12754. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12755. {
  12756. struct status_change* tsc;
  12757. struct block_list* src = va_arg(ap,struct block_list*);
  12758. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12759. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12760. unsigned int tick = va_arg(ap,unsigned int);
  12761. if (status_isdead(bl))
  12762. return 0;
  12763. tsc = status_get_sc(bl);
  12764. switch( type ) {
  12765. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12766. case SC_CONCENTRATE:
  12767. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12768. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12769. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12770. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12771. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12772. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12773. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12774. break;
  12775. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12776. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12777. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12778. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12779. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12780. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12781. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12782. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12783. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12784. }
  12785. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12786. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12787. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12788. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12789. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12790. }
  12791. break;
  12792. case SC_SIGHTBLASTER:
  12793. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12794. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12795. {
  12796. if (sce) {
  12797. struct skill_unit *su = NULL;
  12798. if(bl->type == BL_SKILL)
  12799. su = (struct skill_unit *)bl;
  12800. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12801. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12802. sce->val2 = 0; // This signals it to end.
  12803. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12804. //Remove trap immunity temporarily so it triggers if you still stand on it
  12805. sce->val4++;
  12806. }
  12807. }
  12808. }
  12809. break;
  12810. case SC_TINDER_BREAKER:
  12811. case SC_CLOSECONFINE:{
  12812. enum sc_type type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12813. // Lock char has released the hold on everyone...
  12814. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12815. tsc->data[type2]->val2 = 0;
  12816. status_change_end(bl, type2, INVALID_TIMER);
  12817. }
  12818. break;
  12819. }
  12820. case SC_CURSEDCIRCLE_TARGET:
  12821. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12822. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12823. status_change_end(bl, type, INVALID_TIMER);
  12824. }
  12825. break;
  12826. }
  12827. return 0;
  12828. }
  12829. /**
  12830. * Clears buffs/debuffs on an object
  12831. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12832. * @param type: Type to remove
  12833. * SCCB_BUFFS: Clear Buffs
  12834. * SCCB_DEBUFFS: Clear Debuffs
  12835. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12836. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12837. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12838. */
  12839. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12840. {
  12841. int i;
  12842. struct status_change *sc= status_get_sc(bl);
  12843. if (!sc || !sc->count)
  12844. return;
  12845. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12846. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12847. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12848. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12849. if(!sc->data[i])
  12850. continue;
  12851. switch (i) {
  12852. // Stuff that cannot be removed
  12853. case SC_WEIGHT50:
  12854. case SC_WEIGHT90:
  12855. case SC_COMBO:
  12856. case SC_SMA:
  12857. case SC_DANCING:
  12858. case SC_LEADERSHIP:
  12859. case SC_GLORYWOUNDS:
  12860. case SC_SOULCOLD:
  12861. case SC_HAWKEYES:
  12862. case SC_SAFETYWALL:
  12863. case SC_PNEUMA:
  12864. case SC_NOCHAT:
  12865. case SC_JAILED:
  12866. case SC_ANKLE:
  12867. case SC_BLADESTOP:
  12868. case SC_STRFOOD:
  12869. case SC_AGIFOOD:
  12870. case SC_VITFOOD:
  12871. case SC_INTFOOD:
  12872. case SC_DEXFOOD:
  12873. case SC_LUKFOOD:
  12874. case SC_FLEEFOOD:
  12875. case SC_HITFOOD:
  12876. case SC_CRIFOOD:
  12877. case SC_BATKFOOD:
  12878. case SC_WATKFOOD:
  12879. case SC_MATKFOOD:
  12880. case SC_FOOD_STR_CASH:
  12881. case SC_FOOD_AGI_CASH:
  12882. case SC_FOOD_VIT_CASH:
  12883. case SC_FOOD_DEX_CASH:
  12884. case SC_FOOD_INT_CASH:
  12885. case SC_FOOD_LUK_CASH:
  12886. case SC_EXPBOOST:
  12887. case SC_JEXPBOOST:
  12888. case SC_ITEMBOOST:
  12889. case SC_ELECTRICSHOCKER:
  12890. case SC__MANHOLE:
  12891. case SC_GIANTGROWTH:
  12892. case SC_MILLENNIUMSHIELD:
  12893. case SC_REFRESH:
  12894. case SC_STONEHARDSKIN:
  12895. case SC_VITALITYACTIVATION:
  12896. case SC_FIGHTINGSPIRIT:
  12897. case SC_ABUNDANCE:
  12898. case SC_CRUSHSTRIKE:
  12899. case SC_SAVAGE_STEAK:
  12900. case SC_COCKTAIL_WARG_BLOOD:
  12901. case SC_MINOR_BBQ:
  12902. case SC_SIROMA_ICE_TEA:
  12903. case SC_DROCERA_HERB_STEAMED:
  12904. case SC_PUTTI_TAILS_NOODLES:
  12905. case SC_CURSEDCIRCLE_ATKER:
  12906. case SC_CURSEDCIRCLE_TARGET:
  12907. case SC_PUSH_CART:
  12908. case SC_ALL_RIDING:
  12909. case SC_STYLE_CHANGE:
  12910. case SC_MONSTER_TRANSFORM:
  12911. case SC_ACTIVE_MONSTER_TRANSFORM:
  12912. case SC_MTF_ASPD:
  12913. case SC_MTF_RANGEATK:
  12914. case SC_MTF_MATK:
  12915. case SC_MTF_MLEATKED:
  12916. case SC_MTF_CRIDAMAGE:
  12917. case SC_QUEST_BUFF1:
  12918. case SC_QUEST_BUFF2:
  12919. case SC_QUEST_BUFF3:
  12920. case SC_MTF_ASPD2:
  12921. case SC_MTF_RANGEATK2:
  12922. case SC_MTF_MATK2:
  12923. case SC_2011RWC_SCROLL:
  12924. case SC_JP_EVENT04:
  12925. case SC_MTF_MHP:
  12926. case SC_MTF_MSP:
  12927. case SC_MTF_PUMPKIN:
  12928. case SC_MTF_HITFLEE:
  12929. case SC_ATTHASTE_CASH:
  12930. case SC_REUSE_REFRESH:
  12931. case SC_REUSE_LIMIT_A:
  12932. case SC_REUSE_LIMIT_B:
  12933. case SC_REUSE_LIMIT_C:
  12934. case SC_REUSE_LIMIT_D:
  12935. case SC_REUSE_LIMIT_E:
  12936. case SC_REUSE_LIMIT_F:
  12937. case SC_REUSE_LIMIT_G:
  12938. case SC_REUSE_LIMIT_H:
  12939. case SC_REUSE_LIMIT_MTF:
  12940. case SC_REUSE_LIMIT_ECL:
  12941. case SC_REUSE_LIMIT_RECALL:
  12942. case SC_REUSE_LIMIT_ASPD_POTION:
  12943. case SC_REUSE_MILLENNIUMSHIELD:
  12944. case SC_REUSE_CRUSHSTRIKE:
  12945. case SC_REUSE_STORMBLAST:
  12946. case SC_ALL_RIDING_REUSE_LIMIT:
  12947. case SC_SPRITEMABLE:
  12948. case SC_BITESCAR:
  12949. case SC_DORAM_BUF_01:
  12950. case SC_DORAM_BUF_02:
  12951. case SC_GEFFEN_MAGIC1:
  12952. case SC_GEFFEN_MAGIC2:
  12953. case SC_GEFFEN_MAGIC3:
  12954. case SC_LHZ_DUN_N1:
  12955. case SC_LHZ_DUN_N2:
  12956. case SC_LHZ_DUN_N3:
  12957. case SC_LHZ_DUN_N4:
  12958. case SC_BLOCKING_PLAY:
  12959. // Clans
  12960. case SC_CLAN_INFO:
  12961. case SC_SWORDCLAN:
  12962. case SC_ARCWANDCLAN:
  12963. case SC_GOLDENMACECLAN:
  12964. case SC_CROSSBOWCLAN:
  12965. case SC_JUMPINGCLAN:
  12966. // RODEX
  12967. case SC_DAILYSENDMAILCNT:
  12968. // Costumes
  12969. case SC_MOONSTAR:
  12970. case SC_SUPER_STAR:
  12971. case SC_STRANGELIGHTS:
  12972. case SC_DECORATION_OF_MUSIC:
  12973. case SC_LJOSALFAR:
  12974. case SC_MERMAID_LONGING:
  12975. case SC_HAT_EFFECT:
  12976. case SC_FLOWERSMOKE:
  12977. case SC_FSTONE:
  12978. case SC_HAPPINESS_STAR:
  12979. case SC_MAPLE_FALLS:
  12980. case SC_TIME_ACCESSORY:
  12981. case SC_MAGICAL_FEATHER:
  12982. continue;
  12983. // Chemical Protection is only removed by some skills
  12984. case SC_CP_WEAPON:
  12985. case SC_CP_SHIELD:
  12986. case SC_CP_ARMOR:
  12987. case SC_CP_HELM:
  12988. if(!(type&SCCB_CHEM_PROTECT))
  12989. continue;
  12990. break;
  12991. // Debuffs that can be removed.
  12992. case SC_DEEPSLEEP:
  12993. case SC_BURNING:
  12994. case SC_FREEZING:
  12995. case SC_CRYSTALIZE:
  12996. case SC_TOXIN:
  12997. case SC_PARALYSE:
  12998. case SC_VENOMBLEED:
  12999. case SC_MAGICMUSHROOM:
  13000. case SC_DEATHHURT:
  13001. case SC_PYREXIA:
  13002. case SC_OBLIVIONCURSE:
  13003. case SC_LEECHESEND:
  13004. case SC_MARSHOFABYSS:
  13005. case SC_MANDRAGORA:
  13006. if(!(type&SCCB_REFRESH))
  13007. continue;
  13008. break;
  13009. case SC_HALLUCINATION:
  13010. case SC_QUAGMIRE:
  13011. case SC_SIGNUMCRUCIS:
  13012. case SC_DECREASEAGI:
  13013. case SC_SLOWDOWN:
  13014. case SC_MINDBREAKER:
  13015. case SC_WINKCHARM:
  13016. case SC_STOP:
  13017. case SC_ORCISH:
  13018. case SC_STRIPWEAPON:
  13019. case SC_STRIPSHIELD:
  13020. case SC_STRIPARMOR:
  13021. case SC_STRIPHELM:
  13022. case SC_BITE:
  13023. case SC_ADORAMUS:
  13024. case SC_VACUUM_EXTREME:
  13025. case SC_FEAR:
  13026. case SC_MAGNETICFIELD:
  13027. case SC_NETHERWORLD:
  13028. if (!(type&SCCB_DEBUFFS))
  13029. continue;
  13030. break;
  13031. // The rest are buffs that can be removed.
  13032. case SC_BERSERK:
  13033. case SC_SATURDAYNIGHTFEVER:
  13034. if (!(type&SCCB_BUFFS))
  13035. continue;
  13036. sc->data[i]->val2 = 0;
  13037. break;
  13038. default:
  13039. if (!(type&SCCB_BUFFS))
  13040. continue;
  13041. break;
  13042. }
  13043. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13044. }
  13045. //Removes bonus_script
  13046. if (bl->type == BL_PC) {
  13047. i = 0;
  13048. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13049. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13050. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13051. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13052. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13053. }
  13054. // Cleaning all extras vars
  13055. sc->comet_x = 0;
  13056. sc->comet_y = 0;
  13057. #ifndef RENEWAL
  13058. sc->sg_counter = 0;
  13059. #endif
  13060. sc->bs_counter = 0;
  13061. return;
  13062. }
  13063. /**
  13064. * Infect a user with status effects (SC_DEADLYINFECT)
  13065. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13066. * @param bl: Object to change
  13067. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  13068. * @return 1: Success 0: Fail
  13069. */
  13070. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  13071. {
  13072. int i, flag = 0;
  13073. struct status_change *sc = status_get_sc(src);
  13074. const struct TimerData *timer = NULL;
  13075. unsigned int tick;
  13076. struct status_change_data data;
  13077. if( !sc || !sc->count )
  13078. return 0;
  13079. tick = gettick();
  13080. // Status Immunity resistance
  13081. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  13082. return 0;
  13083. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  13084. if( !sc->data[i] || i == SC_COMMON_MAX )
  13085. continue;
  13086. if (sc->data[i]->timer != INVALID_TIMER) {
  13087. timer = get_timer(sc->data[i]->timer);
  13088. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13089. continue;
  13090. }
  13091. switch( i ) {
  13092. // Debuffs that can be spread.
  13093. // NOTE: We'll add/delete SCs when we are able to confirm it.
  13094. case SC_DEATHHURT:
  13095. case SC_PARALYSE:
  13096. if (type)
  13097. continue;
  13098. case SC_CURSE:
  13099. case SC_SILENCE:
  13100. case SC_CONFUSION:
  13101. case SC_BLIND:
  13102. case SC_HALLUCINATION:
  13103. case SC_SIGNUMCRUCIS:
  13104. case SC_DECREASEAGI:
  13105. //case SC_SLOWDOWN:
  13106. //case SC_MINDBREAKER:
  13107. //case SC_WINKCHARM:
  13108. //case SC_STOP:
  13109. case SC_ORCISH:
  13110. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  13111. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  13112. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  13113. //case SC_STRIPHELM:
  13114. //case SC__STRIPACCESSORY:
  13115. //case SC_BITE:
  13116. case SC_FEAR:
  13117. case SC_FREEZING:
  13118. case SC_VENOMBLEED:
  13119. if (sc->data[i]->timer != INVALID_TIMER)
  13120. data.tick = DIFF_TICK(timer->tick, tick);
  13121. else
  13122. data.tick = INVALID_TIMER;
  13123. break;
  13124. // Special cases
  13125. case SC_TOXIN:
  13126. case SC_MAGICMUSHROOM:
  13127. case SC_PYREXIA:
  13128. case SC_LEECHESEND:
  13129. if (type)
  13130. continue;
  13131. case SC_POISON:
  13132. case SC_DPOISON:
  13133. case SC_BLEEDING:
  13134. case SC_BURNING:
  13135. if (sc->data[i]->timer != INVALID_TIMER)
  13136. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  13137. else
  13138. data.tick = INVALID_TIMER;
  13139. break;
  13140. default:
  13141. continue;
  13142. }
  13143. if( i ) {
  13144. data.val1 = sc->data[i]->val1;
  13145. data.val2 = sc->data[i]->val2;
  13146. data.val3 = sc->data[i]->val3;
  13147. data.val4 = sc->data[i]->val4;
  13148. 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);
  13149. flag = 1;
  13150. }
  13151. }
  13152. return flag;
  13153. }
  13154. /**
  13155. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13156. * TODO: the va_list doesn't seem to be used, safe to remove?
  13157. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13158. * @param args: va_list arguments
  13159. * @return which regeneration bonuses have been applied (flag)
  13160. */
  13161. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  13162. static int status_natural_heal(struct block_list* bl, va_list args)
  13163. {
  13164. struct regen_data *regen;
  13165. struct status_data *status;
  13166. struct status_change *sc;
  13167. struct unit_data *ud;
  13168. struct view_data *vd = NULL;
  13169. struct regen_data_sub *sregen;
  13170. struct map_session_data *sd;
  13171. int rate, multi = 1, flag;
  13172. regen = status_get_regen_data(bl);
  13173. if (!regen)
  13174. return 0;
  13175. status = status_get_status_data(bl);
  13176. sc = status_get_sc(bl);
  13177. if (sc && !sc->count)
  13178. sc = NULL;
  13179. sd = BL_CAST(BL_PC,bl);
  13180. flag = regen->flag;
  13181. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  13182. flag &= ~(RGN_HP|RGN_SHP);
  13183. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  13184. flag &= ~(RGN_SP|RGN_SSP);
  13185. if (flag && (
  13186. status_isdead(bl) ||
  13187. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  13188. ))
  13189. flag = RGN_NONE;
  13190. if (sd) {
  13191. if (sd->hp_loss.value || sd->sp_loss.value)
  13192. pc_bleeding(sd, natural_heal_diff_tick);
  13193. if (sd->hp_regen.value || sd->sp_regen.value)
  13194. pc_regen(sd, natural_heal_diff_tick);
  13195. }
  13196. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13197. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13198. { // Apply sitting regen bonus.
  13199. sregen = regen->ssregen;
  13200. if(flag&(RGN_SHP)) { // Sitting HP regen
  13201. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13202. if (regen->state.overweight)
  13203. rate >>= 1; // Half as fast when overweight.
  13204. sregen->tick.hp += rate;
  13205. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13206. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13207. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13208. flag &= ~(RGN_HP|RGN_SHP);
  13209. break;
  13210. }
  13211. }
  13212. }
  13213. if(flag&(RGN_SSP)) { // Sitting SP regen
  13214. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13215. if (regen->state.overweight)
  13216. rate >>= 1; // Half as fast when overweight.
  13217. sregen->tick.sp += rate;
  13218. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13219. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13220. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13221. flag &= ~(RGN_SP|RGN_SSP);
  13222. break;
  13223. }
  13224. }
  13225. }
  13226. }
  13227. if (flag && regen->state.overweight)
  13228. flag = RGN_NONE;
  13229. ud = unit_bl2ud(bl);
  13230. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13231. flag &= ~(RGN_SHP|RGN_SSP);
  13232. if(!regen->state.walk)
  13233. flag &= ~RGN_HP;
  13234. }
  13235. if (!flag)
  13236. return 0;
  13237. if (flag&(RGN_HP|RGN_SP)) {
  13238. if(!vd)
  13239. vd = status_get_viewdata(bl);
  13240. if(vd && vd->dead_sit == 2)
  13241. multi += 1; //This causes the interval to be halved
  13242. if(regen->state.gc)
  13243. multi += 1; //This causes the interval to be halved
  13244. }
  13245. // Natural Hp regen
  13246. if (flag&RGN_HP) {
  13247. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  13248. if (ud && ud->walktimer != INVALID_TIMER)
  13249. rate /= 2;
  13250. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13251. if(bl->type == BL_HOM)
  13252. rate *= 2;
  13253. regen->tick.hp += rate;
  13254. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  13255. int val = 0;
  13256. do {
  13257. val += regen->hp;
  13258. regen->tick.hp -= battle_config.natural_healhp_interval;
  13259. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  13260. if (status_heal(bl, val, 0, 1) < val)
  13261. flag &= ~RGN_SHP; // Full.
  13262. }
  13263. }
  13264. // Natural SP regen
  13265. if(flag&RGN_SP) {
  13266. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  13267. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13268. if(bl->type==BL_HOM)
  13269. rate *= 2;
  13270. #ifdef RENEWAL
  13271. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13272. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13273. rate /= 2; // Tick is doubled in Fury state
  13274. #endif
  13275. regen->tick.sp += rate;
  13276. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  13277. int val = 0;
  13278. do {
  13279. val += regen->sp;
  13280. regen->tick.sp -= battle_config.natural_healsp_interval;
  13281. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  13282. if (status_heal(bl, 0, val, 1) < val)
  13283. flag &= ~RGN_SSP; // full.
  13284. }
  13285. }
  13286. if (!regen->sregen)
  13287. return flag;
  13288. // Skill regen
  13289. sregen = regen->sregen;
  13290. if(flag&RGN_SHP) { // Skill HP regen
  13291. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13292. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13293. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13294. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13295. break; // Full
  13296. }
  13297. }
  13298. if(flag&RGN_SSP) { // Skill SP regen
  13299. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13300. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13301. int val = sregen->sp;
  13302. if (sd && sd->state.doridori) {
  13303. val *= 2;
  13304. sd->state.doridori = 0;
  13305. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13306. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  13307. 100,rate,skill_get_time(TK_SPTIME, rate));
  13308. if (
  13309. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13310. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13311. ) { // Angel of the Sun/Moon/Star
  13312. clif_feel_hate_reset(sd);
  13313. pc_resethate(sd);
  13314. pc_resetfeel(sd);
  13315. }
  13316. }
  13317. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13318. if(status_heal(bl, 0, val, 3) < val)
  13319. break; // Full
  13320. }
  13321. }
  13322. return flag;
  13323. }
  13324. /**
  13325. * Natural heal main timer
  13326. * @param tid: Timer ID
  13327. * @param tick: Current tick (time)
  13328. * @param id: Object ID to heal
  13329. * @param data: data pushed through timer function
  13330. * @return 0
  13331. */
  13332. static TIMER_FUNC(status_natural_heal_timer){
  13333. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13334. map_foreachregen(status_natural_heal);
  13335. natural_heal_prev_tick = tick;
  13336. return 0;
  13337. }
  13338. /**
  13339. * Get the chance to upgrade a piece of equipment
  13340. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  13341. * @param refine: The target's refine level
  13342. * @return The chance to refine the item, in percent (0~100)
  13343. */
  13344. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  13345. {
  13346. if ( refine < 0 || refine >= MAX_REFINE)
  13347. return 0;
  13348. int type = enriched ? 1 : 0;
  13349. if (battle_config.event_refine_chance)
  13350. type |= 2;
  13351. return refine_info[wlv].chance[type][refine];
  13352. }
  13353. /**
  13354. * Check if status is disabled on a map
  13355. * @param type: Status Change data
  13356. * @param mapIsVS: If the map is a map_flag_vs type
  13357. * @param mapisPVP: If the map is a PvP type
  13358. * @param mapIsGVG: If the map is a map_flag_gvg type
  13359. * @param mapIsBG: If the map is a Battleground type
  13360. * @param mapZone: Map Zone type
  13361. * @param mapIsTE: If the map us WOE TE
  13362. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13363. */
  13364. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13365. {
  13366. if (type <= SC_NONE || type >= SC_MAX)
  13367. return false;
  13368. if ((!mapIsVS && SCDisabled[type]&1) ||
  13369. (mapIsPVP && SCDisabled[type]&2) ||
  13370. (mapIsGVG && SCDisabled[type]&4) ||
  13371. (mapIsBG && SCDisabled[type]&8) ||
  13372. (mapIsTE && SCDisabled[type]&16) ||
  13373. (SCDisabled[type]&(mapZone)))
  13374. {
  13375. return true;
  13376. }
  13377. return false;
  13378. }
  13379. /**
  13380. * Clear a status if it is disabled on a map
  13381. * @param bl: Block list data
  13382. * @param sc: Status Change data
  13383. */
  13384. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13385. {
  13386. nullpo_retv(bl);
  13387. if (sc && sc->count) {
  13388. struct map_data *mapdata = map_getmapdata(bl->m);
  13389. unsigned short i;
  13390. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13391. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  13392. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13393. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  13394. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13395. unsigned int mapZone = mapdata->zone << 3;
  13396. for (i = 0; i < SC_MAX; i++) {
  13397. if (!sc->data[i] || !SCDisabled[i])
  13398. continue;
  13399. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone, mapIsTE))
  13400. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13401. }
  13402. }
  13403. }
  13404. /**
  13405. * Read status_disabled.txt file
  13406. * @param str: Fields passed from sv_readdb
  13407. * @param columns: Columns passed from sv_readdb function call
  13408. * @param current: Current row being read into SCDisabled array
  13409. * @return True - Successfully stored, False - Invalid SC
  13410. */
  13411. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13412. {
  13413. int type = SC_NONE;
  13414. if (ISDIGIT(str[0][0]))
  13415. type = atoi(str[0]);
  13416. else {
  13417. if (!script_get_constant(str[0],&type))
  13418. type = SC_NONE;
  13419. }
  13420. if (type <= SC_NONE || type >= SC_MAX) {
  13421. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13422. return false;
  13423. }
  13424. SCDisabled[type] = (unsigned int)atol(str[1]);
  13425. return true;
  13426. }
  13427. /**
  13428. * Read sizefix database for attack calculations
  13429. * @param fields: Fields passed from sv_readdb
  13430. * @param columns: Columns passed from sv_readdb function call
  13431. * @param current: Current row being read into atkmods array
  13432. * @return True
  13433. */
  13434. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  13435. {
  13436. unsigned int i;
  13437. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  13438. atkmods[current][i] = atoi(fields[i]);
  13439. return true;
  13440. }
  13441. /**
  13442. * Reads and parses an entry from the refine_db
  13443. * @param node: The YAML node containing the entry
  13444. * @param refine_info_index: The sequential index of the current entry
  13445. * @param file_name: File name for displaying only
  13446. * @return True on success or false on failure
  13447. */
  13448. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  13449. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  13450. return false;
  13451. int bonus_per_level = node["StatsPerLevel"].as<int>();
  13452. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  13453. int random_bonus = node["RandomBonusValue"].as<int>();
  13454. if (file_name.find("import") != std::string::npos) { // Import file, reset refine bonus before calculation
  13455. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13456. refine_info[refine_info_index].bonus[refine_level] = 0;
  13457. }
  13458. const YAML::Node &costs = node["Costs"];
  13459. for (const auto costit : costs) {
  13460. const YAML::Node &type = costit;
  13461. int idx = 0, price;
  13462. unsigned short material;
  13463. const std::string keys[] = { "Type", "Price", "Material" };
  13464. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  13465. if (!type[keys[i]].IsDefined())
  13466. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
  13467. }
  13468. std::string refine_cost_const = type["Type"].as<std::string>();
  13469. if (ISDIGIT(refine_cost_const[0]))
  13470. idx = atoi(refine_cost_const.c_str());
  13471. else
  13472. script_get_constant(refine_cost_const.c_str(), &idx);
  13473. price = type["Price"].as<int>();
  13474. material = type["Material"].as<uint16>();
  13475. refine_info[refine_info_index].cost[idx].nameid = material;
  13476. refine_info[refine_info_index].cost[idx].zeny = price;
  13477. }
  13478. const YAML::Node &rates = node["Rates"];
  13479. for (const auto rateit : rates) {
  13480. const YAML::Node &level = rateit;
  13481. int refine_level = level["Level"].as<int>() - 1;
  13482. if (refine_level >= MAX_REFINE)
  13483. continue;
  13484. if (level["NormalChance"].IsDefined())
  13485. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  13486. if (level["EnrichedChance"].IsDefined())
  13487. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  13488. if (level["EventNormalChance"].IsDefined())
  13489. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  13490. if (level["EventEnrichedChance"].IsDefined())
  13491. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  13492. if (level["Bonus"].IsDefined())
  13493. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  13494. if (refine_level >= random_bonus_start_level - 1)
  13495. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  13496. }
  13497. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13498. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  13499. return true;
  13500. }
  13501. /**
  13502. * Loads refine values from the refine_db
  13503. * @param directory: Location of refine_db file
  13504. * @param file: File name
  13505. */
  13506. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  13507. int count = 0;
  13508. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  13509. const std::string current_file = directory + "/" + file;
  13510. YAML::Node config;
  13511. try {
  13512. config = YAML::LoadFile(current_file);
  13513. }
  13514. catch (...) {
  13515. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  13516. return;
  13517. }
  13518. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  13519. const YAML::Node &node = config[labels[i]];
  13520. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, current_file))
  13521. count++;
  13522. }
  13523. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  13524. }
  13525. /**
  13526. * Returns refine cost (zeny or item) for a weapon level.
  13527. * @param weapon_lv Weapon level
  13528. * @param type Refine type (can be retrieved from refine_cost_type enum)
  13529. * @param what true = returns zeny, false = returns item id
  13530. * @return Refine cost for a weapon level
  13531. */
  13532. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  13533. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  13534. }
  13535. /**
  13536. * Read attribute fix database for attack calculations
  13537. * Function stores information in the attr_fix_table
  13538. * @return True
  13539. */
  13540. static bool status_readdb_attrfix(const char *basedir,bool silent)
  13541. {
  13542. FILE *fp;
  13543. char line[512], path[512];
  13544. int entries = 0;
  13545. sprintf(path, "%s/attr_fix.txt", basedir);
  13546. fp = fopen(path,"r");
  13547. if (fp == NULL) {
  13548. if (silent==0)
  13549. ShowError("Can't read %s\n", path);
  13550. return 1;
  13551. }
  13552. while (fgets(line, sizeof(line), fp)) {
  13553. int lv, i, j;
  13554. if (line[0] == '/' && line[1] == '/')
  13555. continue;
  13556. lv = atoi(line);
  13557. if (!CHK_ELEMENT_LEVEL(lv))
  13558. continue;
  13559. for (i = 0; i < ELE_ALL;) {
  13560. char *p;
  13561. if (!fgets(line, sizeof(line), fp))
  13562. break;
  13563. if (line[0]=='/' && line[1]=='/')
  13564. continue;
  13565. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  13566. while (*p == 32) //skipping space (32=' ')
  13567. p++;
  13568. //TODO seem unsafe to continue without check
  13569. attr_fix_table[lv-1][i][j] = atoi(p);
  13570. p = strchr(p,',');
  13571. if(p)
  13572. *p++=0;
  13573. }
  13574. i++;
  13575. }
  13576. entries++;
  13577. }
  13578. fclose(fp);
  13579. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  13580. return true;
  13581. }
  13582. /**
  13583. * Sets defaults in tables and starts read db functions
  13584. * sv_readdb reads the file, outputting the information line-by-line to
  13585. * previous functions above, separating information by delimiter
  13586. * DBs being read:
  13587. * attr_fix.txt: Attribute adjustment table for attacks
  13588. * size_fix.txt: Size adjustment table for weapons
  13589. * refine_db.txt: Refining data table
  13590. * @return 0
  13591. */
  13592. int status_readdb(void)
  13593. {
  13594. int i, j, k;
  13595. const char* dbsubpath[] = {
  13596. "",
  13597. "/" DBIMPORT,
  13598. //add other path here
  13599. };
  13600. // Initialize databases to default
  13601. memset(SCDisabled, 0, sizeof(SCDisabled));
  13602. // size_fix.txt
  13603. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  13604. for(j=0;j<MAX_WEAPON_TYPE;j++)
  13605. atkmods[i][j]=100;
  13606. // refine_db.yml
  13607. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  13608. {
  13609. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  13610. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  13611. for(k=0;k<MAX_REFINE; k++)
  13612. {
  13613. refine_info[i].chance[j][k] = 100;
  13614. refine_info[i].bonus[k] = 0;
  13615. refine_info[i].randombonus_max[k] = 0;
  13616. }
  13617. }
  13618. // attr_fix.txt
  13619. for(i=0;i<MAX_ELE_LEVEL;i++)
  13620. for(j=0;j<ELE_ALL;j++)
  13621. for(k=0;k<ELE_ALL;k++)
  13622. attr_fix_table[i][j][k]=100;
  13623. // read databases
  13624. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13625. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13626. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13627. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13628. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13629. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13630. if(i==0) {
  13631. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13632. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13633. }
  13634. else {
  13635. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13636. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13637. }
  13638. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  13639. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  13640. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i > 0);
  13641. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  13642. aFree(dbsubpath1);
  13643. aFree(dbsubpath2);
  13644. }
  13645. return 0;
  13646. }
  13647. /**
  13648. * Status db init and destroy.
  13649. */
  13650. int do_init_status(void)
  13651. {
  13652. add_timer_func_list(status_change_timer,"status_change_timer");
  13653. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13654. initChangeTables();
  13655. initDummyData();
  13656. status_readdb();
  13657. natural_heal_prev_tick = gettick();
  13658. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  13659. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13660. return 0;
  13661. }
  13662. void do_final_status(void)
  13663. {
  13664. ers_destroy(sc_data_ers);
  13665. }