status.c 308 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "chrif.h"
  24. #include "skill.h"
  25. #include "status.h"
  26. #include "script.h"
  27. #include "unit.h"
  28. #include "homunculus.h"
  29. #include "mercenary.h"
  30. #include "vending.h"
  31. #include <time.h>
  32. #include <stdio.h>
  33. #include <stdlib.h>
  34. #include <memory.h>
  35. #include <string.h>
  36. //Regen related flags.
  37. enum e_regen
  38. {
  39. RGN_HP = 0x01,
  40. RGN_SP = 0x02,
  41. RGN_SHP = 0x04,
  42. RGN_SSP = 0x08,
  43. };
  44. static int max_weight_base[CLASS_COUNT];
  45. static int hp_coefficient[CLASS_COUNT];
  46. static int hp_coefficient2[CLASS_COUNT];
  47. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  48. static int sp_coefficient[CLASS_COUNT];
  49. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  50. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  51. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  52. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  53. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  54. #if REMODE
  55. enum {
  56. SHIELD_ASPD,
  57. RE_JOB_DB_MAX,
  58. } RE_JOB_DB;
  59. static int re_job_db[CLASS_COUNT][RE_JOB_DB_MAX];//[RRInd]
  60. #endif
  61. static struct eri *sc_data_ers; //For sc_data entries
  62. static struct status_data dummy_status;
  63. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  64. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  65. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  66. //to avoid cards exploits
  67. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  68. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  69. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  70. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  71. sc_type status_skill2sc(int skill)
  72. {
  73. int sk = skill_get_index(skill);
  74. if( sk == 0 ) {
  75. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  76. return SC_NONE;
  77. }
  78. return SkillStatusChangeTable[sk];
  79. }
  80. int status_sc2skill(sc_type sc)
  81. {
  82. if( sc < 0 || sc >= SC_MAX ) {
  83. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  84. return 0;
  85. }
  86. return StatusSkillChangeTable[sc];
  87. }
  88. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  89. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  90. {
  91. int sk = skill_get_index(skill);
  92. if( sk == 0 ) {
  93. ShowError("set_sc: Unsupported skill id %d\n", skill);
  94. return;
  95. }
  96. if( sc < 0 || sc >= SC_MAX ) {
  97. ShowError("set_sc: Unsupported status change id %d\n", sc);
  98. return;
  99. }
  100. if( StatusSkillChangeTable[sc] == 0 )
  101. StatusSkillChangeTable[sc] = skill;
  102. if( StatusIconChangeTable[sc] == SI_BLANK )
  103. StatusIconChangeTable[sc] = icon;
  104. StatusChangeFlagTable[sc] |= flag;
  105. if( SkillStatusChangeTable[sk] == SC_NONE )
  106. SkillStatusChangeTable[sk] = sc;
  107. }
  108. void initChangeTables(void)
  109. {
  110. int i;
  111. for (i = 0; i < SC_MAX; i++)
  112. StatusIconChangeTable[i] = SI_BLANK;
  113. for (i = 0; i < MAX_SKILL; i++)
  114. SkillStatusChangeTable[i] = SC_NONE;
  115. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  116. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  117. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  118. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  119. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  120. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  121. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  122. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  123. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  124. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  125. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  126. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  127. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  128. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  129. //The main status definitions
  130. add_sc( SM_BASH , SC_STUN );
  131. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  132. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  133. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  134. add_sc( MG_SIGHT , SC_SIGHT );
  135. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  136. add_sc( MG_FROSTDIVER , SC_FREEZE );
  137. add_sc( MG_STONECURSE , SC_STONE );
  138. add_sc( AL_RUWACH , SC_RUWACH );
  139. add_sc( AL_PNEUMA , SC_PNEUMA );
  140. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  141. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  142. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  143. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  144. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  145. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  146. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  147. add_sc( TF_POISON , SC_POISON );
  148. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  149. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  150. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  151. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  152. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  153. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  154. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  155. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  156. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  157. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  158. add_sc( PR_LEXDIVINA , SC_SILENCE );
  159. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  160. add_sc( WZ_METEOR , SC_STUN );
  161. add_sc( WZ_VERMILION , SC_BLIND );
  162. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  163. add_sc( WZ_STORMGUST , SC_FREEZE );
  164. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  165. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  166. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  167. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  168. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  169. add_sc( HT_LANDMINE , SC_STUN );
  170. add_sc( HT_ANKLESNARE , SC_ANKLE );
  171. add_sc( HT_SANDMAN , SC_SLEEP );
  172. add_sc( HT_FLASHER , SC_BLIND );
  173. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  174. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  175. add_sc( AS_SONICBLOW , SC_STUN );
  176. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  177. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  178. add_sc( AS_VENOMDUST , SC_POISON );
  179. add_sc( AS_SPLASHER , SC_SPLASHER );
  180. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  181. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  182. add_sc( TF_SPRINKLESAND , SC_BLIND );
  183. add_sc( TF_THROWSTONE , SC_STUN );
  184. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  185. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  186. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  187. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  188. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  189. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  190. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  191. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  192. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  193. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  194. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  195. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  196. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  197. add_sc( NPC_POISON , SC_POISON );
  198. add_sc( NPC_BLINDATTACK , SC_BLIND );
  199. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  200. add_sc( NPC_STUNATTACK , SC_STUN );
  201. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  202. add_sc( NPC_CURSEATTACK , SC_CURSE );
  203. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  204. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  205. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  206. add_sc( NPC_DARKBLESSING , SC_COMA );
  207. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  208. add_sc( NPC_DEFENDER , SC_ARMOR );
  209. add_sc( NPC_LICK , SC_STUN );
  210. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  211. add_sc( NPC_REBIRTH , SC_REBIRTH );
  212. add_sc( RG_RAID , SC_STUN );
  213. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  214. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  215. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  216. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  217. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  218. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  219. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  220. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  221. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  222. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  223. add_sc( CR_SHIELDCHARGE , SC_STUN );
  224. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  225. add_sc( CR_HOLYCROSS , SC_BLIND );
  226. add_sc( CR_GRANDCROSS , SC_BLIND );
  227. add_sc( CR_DEVOTION , SC_DEVOTION );
  228. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  229. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  230. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  231. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  232. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  233. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  234. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  235. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  236. add_sc( SA_MAGICROD , SC_MAGICROD );
  237. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  238. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  239. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  240. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  241. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  242. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  243. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  244. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  245. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  246. add_sc( SA_COMA , SC_COMA );
  247. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  248. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  249. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  250. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  251. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  252. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  253. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  254. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  255. add_sc( BA_FROSTJOKER , SC_FREEZE );
  256. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  257. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  258. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  259. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  260. add_sc( DC_SCREAM , SC_STUN );
  261. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  262. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  263. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  264. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  265. add_sc( NPC_DARKCROSS , SC_BLIND );
  266. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  267. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  268. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  269. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  270. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  271. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  272. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  273. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  274. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  275. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  276. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  277. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  278. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  279. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  280. add_sc( HP_BASILICA , SC_BASILICA );
  281. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  282. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  283. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  284. add_sc( PA_GOSPEL , SC_SCRESIST );
  285. add_sc( CH_TIGERFIST , SC_STOP );
  286. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  287. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  288. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  289. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  290. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  291. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  292. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  293. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  294. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  295. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  296. add_sc( LK_SPIRALPIERCE , SC_STOP );
  297. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  298. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  299. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  300. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  301. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  302. add_sc( PF_FOGWALL , SC_FOGWALL );
  303. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  304. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  305. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  306. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  307. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  308. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  309. add_sc( TK_DOWNKICK , SC_STUN );
  310. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  311. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  312. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  313. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  314. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  315. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  316. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  317. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  318. add_sc( SG_MOON_WARM , SC_WARM );
  319. add_sc( SG_STAR_WARM , SC_WARM );
  320. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  321. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  322. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  323. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  324. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  325. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  326. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  327. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  328. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  329. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  330. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  331. add_sc( SL_STUN , SC_STUN );
  332. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  333. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  334. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  335. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  336. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  337. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  338. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  339. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  340. add_sc( WS_CARTTERMINATION , SC_STUN );
  341. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  342. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  343. add_sc( CG_HERMODE , SC_HERMODE );
  344. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  345. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  346. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  347. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  348. add_sc( GS_CRACKER , SC_STUN );
  349. add_sc( GS_DISARM , SC_STRIPWEAPON );
  350. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  351. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  352. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  353. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  354. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  355. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  356. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  357. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  358. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  359. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  360. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  361. add_sc( NPC_ICEBREATH , SC_FREEZE );
  362. add_sc( NPC_ACIDBREATH , SC_POISON );
  363. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  364. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  365. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  366. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  367. add_sc( NPC_WIDESTONE , SC_STONE );
  368. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  369. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  370. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  371. add_sc( NPC_EVILLAND , SC_BLIND );
  372. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  373. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  374. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  375. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  376. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  377. add_sc( NPC_WIDECURSE , SC_CURSE );
  378. add_sc( NPC_WIDESTUN , SC_STUN );
  379. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  380. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  381. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  382. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  383. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  384. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  385. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  386. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  387. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  388. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  389. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  390. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  391. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  392. add_sc( MO_BALKYOUNG , SC_STUN );
  393. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  394. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  395. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  396. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  397. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  398. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  399. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  400. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  401. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  402. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  403. add_sc( MER_CRASH , SC_STUN );
  404. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  405. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  406. add_sc( MER_SIGHT , SC_SIGHT );
  407. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  408. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  409. add_sc( MER_LEXDIVINA , SC_SILENCE );
  410. add_sc( MA_LANDMINE , SC_STUN );
  411. add_sc( MA_SANDMAN , SC_SLEEP );
  412. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  413. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  414. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  415. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  416. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  417. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  418. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  419. add_sc( ML_SPIRALPIERCE , SC_STOP );
  420. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  421. add_sc( ML_DEVOTION , SC_DEVOTION );
  422. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  423. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  424. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  425. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  426. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  427. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  428. /**
  429. * Rune Knight
  430. **/
  431. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  432. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  433. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  434. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  435. add_sc( RK_DRAGONBREATH , SC_BURNING );
  436. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  437. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  438. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  439. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
  440. set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
  441. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  442. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  443. /**
  444. * GC Guillotine Cross
  445. **/
  446. set_sc( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  447. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  448. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  449. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  450. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
  451. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  452. /**
  453. * Arch Bishop
  454. **/
  455. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  456. add_sc( AB_CLEMENTIA , SC_BLESSING );
  457. add_sc( AB_CANTO , SC_INCREASEAGI );
  458. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  459. add_sc( AB_PRAEFATIO , SC_KYRIE );
  460. set_sc( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  461. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  462. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  463. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  464. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  465. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  466. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  467. /**
  468. * Warlock
  469. **/
  470. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  471. set_sc( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  472. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  473. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE );
  474. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  475. /**
  476. * Ranger
  477. **/
  478. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  479. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  480. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  481. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_CRI|SCB_SPEED );
  482. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  483. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  484. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  485. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  486. add_sc( RA_FIRINGTRAP , SC_BURNING );
  487. set_sc( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  488. /**
  489. * Mechanic
  490. **/
  491. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  492. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  493. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  494. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  495. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  496. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  497. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
  498. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  499. /**
  500. * Royal Guard
  501. **/
  502. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
  503. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  504. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  505. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF2 );
  506. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
  507. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  508. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  509. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  510. ///**
  511. // * Shadow Chaser
  512. // **/
  513. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  514. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
  515. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  516. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  517. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  518. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  519. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  520. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  521. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  522. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  523. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  524. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  525. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  526. set_sc( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  527. add_sc( SC_CHAOSPANIC , SC_CHAOS );
  528. set_sc( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  529. /**
  530. * Sura
  531. **/
  532. add_sc( SR_DRAGONCOMBO , SC_STUN );
  533. add_sc( SR_EARTHSHAKER , SC_STUN );
  534. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  535. set_sc( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  536. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  537. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP/*|SCB_ASPD*/ );
  538. set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
  539. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_BATK|SCB_ASPD|SCB_DEF|SCB_MDEF );
  540. set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN|SCB_ASPD|SCB_SPEED );
  541. ///**
  542. // * Wanderer / Mistrel
  543. // **/
  544. //set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  545. //set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  546. //set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  547. //set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  548. //set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  549. //set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  550. //set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
  551. //set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  552. //set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  553. //set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  554. //set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  555. //set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  556. //set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  557. //set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  558. //set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  559. //set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  560. //set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  561. //set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
  562. ///**
  563. // * Sorcerer
  564. // **/
  565. //set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  566. //set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  567. //set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  568. //set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  569. //set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  570. //set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  571. //set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  572. //set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  573. ///**
  574. // * Genetic
  575. // **/
  576. //set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
  577. //set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  578. //set_sc( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  579. //set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
  580. //set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  581. //set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  582. //set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  583. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  584. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  585. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  586. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  587. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  588. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  589. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  590. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  591. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  592. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  593. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  594. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  595. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  596. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  597. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  598. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  599. //Status that don't have a skill associated.
  600. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  601. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  602. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  603. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  604. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  605. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  606. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  607. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  608. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  609. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  610. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  611. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  612. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  613. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  614. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  615. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  616. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  617. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  618. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  619. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  620. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  621. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  622. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  623. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  624. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  625. //Cash Items
  626. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  627. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  628. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  629. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  630. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  631. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  632. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  633. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  634. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  635. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  636. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  637. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  638. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  639. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  640. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  641. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  642. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  643. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  644. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  645. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  646. // Mercenary Bonus Effects
  647. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  648. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  649. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  650. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  651. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  652. // Warlock Spheres
  653. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  654. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  655. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  656. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  657. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  658. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  659. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  660. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  661. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  662. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  663. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  664. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  665. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  666. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  667. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  668. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  669. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  670. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  671. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  672. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  673. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  674. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  675. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  676. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  677. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  678. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  679. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  680. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  681. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  682. //Genetics New Food Items Status Icons
  683. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  684. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  685. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  686. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  687. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  688. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  689. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  690. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  691. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  692. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  693. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  694. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  695. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  696. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  697. // Elemental Spirit's 'side' status change icons.
  698. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  699. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  700. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  701. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  702. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  703. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  704. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  705. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  706. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  707. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  708. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  709. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  710. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  711. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  712. StatusIconChangeTable[SC_GUST] = SI_GUST;
  713. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  714. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  715. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  716. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  717. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  718. //Other SC which are not necessarily associated to skills.
  719. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  720. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  721. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  722. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  723. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  724. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  725. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  726. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  727. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  728. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  729. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  730. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  731. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  732. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  733. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  734. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  735. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  736. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  737. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  738. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  739. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  740. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  741. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  742. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  743. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  744. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  745. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  746. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  747. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  748. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  749. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  750. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  751. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  752. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  753. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  754. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  755. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  756. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  757. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  758. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  759. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  760. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  761. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  762. // Cash Items
  763. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  764. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  765. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  766. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  767. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  768. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  769. // Mercenary Bonus Effects
  770. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  771. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  772. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  773. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  774. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  775. // Guillotine Cross Poison Effects
  776. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  777. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  778. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  779. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  780. #if RE_EDP
  781. /**
  782. * In RE EDP increases your atk and weapon atk
  783. **/
  784. StatusChangeFlagTable[SC_EDP] |= SCB_BATK|SCB_WATK;
  785. #endif
  786. if( !battle_config.display_hallucination ) //Disable Hallucination.
  787. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  788. }
  789. static void initDummyData(void)
  790. {
  791. memset(&dummy_status, 0, sizeof(dummy_status));
  792. dummy_status.hp =
  793. dummy_status.max_hp =
  794. dummy_status.max_sp =
  795. dummy_status.str =
  796. dummy_status.agi =
  797. dummy_status.vit =
  798. dummy_status.int_ =
  799. dummy_status.dex =
  800. dummy_status.luk =
  801. dummy_status.hit = 1;
  802. dummy_status.speed = 2000;
  803. dummy_status.adelay = 4000;
  804. dummy_status.amotion = 2000;
  805. dummy_status.dmotion = 2000;
  806. dummy_status.ele_lv = 1; //Min elemental level.
  807. dummy_status.mode = MD_CANMOVE;
  808. }
  809. //For copying a status_data structure from b to a, without overwriting current Hp and Sp
  810. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  811. {
  812. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  813. }
  814. /*==========================================
  815. * 精錬ボーナス
  816. *------------------------------------------*/
  817. int status_getrefinebonus(int lv,int type)
  818. {
  819. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  820. return refinebonus[lv][type];
  821. return 0;
  822. }
  823. //Sets HP to given value. Flag is the flag passed to status_heal in case
  824. //final value is higher than current (use 2 to make a healing effect display
  825. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  826. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  827. {
  828. struct status_data *status;
  829. if (hp < 1) return 0;
  830. status = status_get_status_data(bl);
  831. if (status == &dummy_status)
  832. return 0;
  833. if (hp > status->max_hp) hp = status->max_hp;
  834. if (hp == status->hp) return 0;
  835. if (hp > status->hp)
  836. return status_heal(bl, hp - status->hp, 0, 1|flag);
  837. return status_zap(bl, status->hp - hp, 0);
  838. }
  839. //Sets SP to given value. Flag is the flag passed to status_heal in case
  840. //final value is higher than current (use 2 to make a healing effect display
  841. //on players)
  842. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  843. {
  844. struct status_data *status;
  845. status = status_get_status_data(bl);
  846. if (status == &dummy_status)
  847. return 0;
  848. if (sp > status->max_sp) sp = status->max_sp;
  849. if (sp == status->sp) return 0;
  850. if (sp > status->sp)
  851. return status_heal(bl, 0, sp - status->sp, 1|flag);
  852. return status_zap(bl, 0, status->sp - sp);
  853. }
  854. int status_charge(struct block_list* bl, int hp, int sp)
  855. {
  856. if(!(bl->type&BL_CONSUME))
  857. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  858. return status_damage(NULL, bl, hp, sp, 0, 3);
  859. }
  860. //Inflicts damage on the target with the according walkdelay.
  861. //If flag&1, damage is passive and does not triggers cancelling status changes.
  862. //If flag&2, fail if target does not has enough to substract.
  863. //If flag&4, if killed, mob must not give exp/loot.
  864. //flag will be set to &8 when damaging sp of a dead character
  865. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  866. {
  867. struct status_data *status;
  868. struct status_change *sc;
  869. if(sp && !(target->type&BL_CONSUME))
  870. sp = 0; //Not a valid SP target.
  871. if (hp < 0) { //Assume absorbed damage.
  872. status_heal(target, -hp, 0, 1);
  873. hp = 0;
  874. }
  875. if (sp < 0) {
  876. status_heal(target, 0, -sp, 1);
  877. sp = 0;
  878. }
  879. if (target->type == BL_SKILL)
  880. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  881. status = status_get_status_data(target);
  882. if( status == &dummy_status )
  883. return 0;
  884. if ((unsigned int)hp >= status->hp) {
  885. if (flag&2) return 0;
  886. hp = status->hp;
  887. }
  888. if ((unsigned int)sp > status->sp) {
  889. if (flag&2) return 0;
  890. sp = status->sp;
  891. }
  892. if (!hp && !sp)
  893. return 0;
  894. if( !status->hp )
  895. flag |= 8;
  896. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  897. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  898. // if (!target->prev && !(flag&2))
  899. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  900. sc = status_get_sc(target);
  901. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  902. hp = 1;
  903. if( hp && !(flag&1) ) {
  904. if( sc ) {
  905. struct status_change_entry *sce;
  906. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  907. status_change_end(target, SC_STONE, INVALID_TIMER);
  908. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  909. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  910. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  911. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  912. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  913. status_change_end(target, SC_HIDING, INVALID_TIMER);
  914. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  915. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  916. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  917. status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
  918. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  919. //Endure count is only reduced by non-players on non-gvg maps.
  920. //val4 signals infinite endure. [Skotlex]
  921. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  922. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  923. }
  924. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  925. {
  926. struct skill_unit_group* sg = skill_id2group(sce->val4);
  927. if (sg) {
  928. skill_delunitgroup(sg);
  929. sce->val4 = 0;
  930. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  931. }
  932. }
  933. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  934. status_change_end(target, SC_DANCING, INVALID_TIMER);
  935. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  936. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  937. }
  938. unit_skillcastcancel(target, 2);
  939. }
  940. status->hp-= hp;
  941. status->sp-= sp;
  942. if (sc && hp && status->hp) {
  943. if (sc->data[SC_AUTOBERSERK] &&
  944. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  945. status->hp < status->max_hp>>2)
  946. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  947. if (sc->data[SC_BERSERK] && status->hp <= 100)
  948. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  949. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  950. status_change_end(target, SC_RAISINGDRAGON, -1);
  951. }
  952. switch (target->type)
  953. {
  954. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  955. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  956. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  957. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  958. }
  959. if( target->type == BL_PC && ((TBL_PC*)target)->disguise && src )
  960. {// stop walking when attacked in disguise to prevent walk-delay bug
  961. unit_stop_walking( target, 1 );
  962. }
  963. if( status->hp || (flag&8) )
  964. { //Still lives or has been dead before this damage.
  965. if (walkdelay)
  966. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  967. return hp+sp;
  968. }
  969. status->hp = 1; //To let the dead function cast skills and all that.
  970. //NOTE: These dead functions should return: [Skotlex]
  971. //0: Death cancelled, auto-revived.
  972. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  973. //&2: Also remove object from map.
  974. //&4: Also delete object from memory.
  975. switch (target->type) {
  976. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  977. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  978. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  979. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  980. default: //Unhandled case, do nothing to object.
  981. flag = 0;
  982. break;
  983. }
  984. if(!flag) //Death cancelled.
  985. return hp+sp;
  986. //Normal death
  987. status->hp = 0;
  988. if (battle_config.clear_unit_ondeath &&
  989. battle_config.clear_unit_ondeath&target->type)
  990. skill_clear_unitgroup(target);
  991. if(target->type&BL_REGEN)
  992. { //Reset regen ticks.
  993. struct regen_data *regen = status_get_regen_data(target);
  994. if (regen) {
  995. memset(&regen->tick, 0, sizeof(regen->tick));
  996. if (regen->sregen)
  997. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  998. if (regen->ssregen)
  999. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1000. }
  1001. }
  1002. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
  1003. { //flag&8 = disable Kaizel
  1004. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1005. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1006. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1007. status_revive(target, 100, 100);
  1008. else
  1009. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1010. status_change_clear(target,0);
  1011. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1012. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  1013. if( target->type == BL_MOB )
  1014. ((TBL_MOB*)target)->state.rebirth = 1;
  1015. return hp+sp;
  1016. }
  1017. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  1018. {// Ensure the monster has not already rebirthed before doing so.
  1019. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1020. status_change_clear(target,0);
  1021. ((TBL_MOB*)target)->state.rebirth = 1;
  1022. return hp+sp;
  1023. }
  1024. status_change_clear(target,0);
  1025. if(flag&4) //Delete from memory. (also invokes map removal code)
  1026. unit_free(target,CLR_DEAD);
  1027. else
  1028. if(flag&2) //remove from map
  1029. unit_remove_map(target,CLR_DEAD);
  1030. else
  1031. { //Some death states that would normally be handled by unit_remove_map
  1032. unit_stop_attack(target);
  1033. unit_stop_walking(target,1);
  1034. unit_skillcastcancel(target,0);
  1035. clif_clearunit_area(target,CLR_DEAD);
  1036. skill_unit_move(target,gettick(),4);
  1037. skill_cleartimerskill(target);
  1038. }
  1039. return hp+sp;
  1040. }
  1041. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  1042. //If flag&2, when the player is healed, show the HP/SP heal effect.
  1043. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  1044. {
  1045. struct status_data *status;
  1046. struct status_change *sc;
  1047. status = status_get_status_data(bl);
  1048. if (status == &dummy_status || !status->hp)
  1049. return 0;
  1050. sc = status_get_sc(bl);
  1051. if (sc && !sc->count)
  1052. sc = NULL;
  1053. if (hp < 0) {
  1054. if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
  1055. status_damage(NULL, bl, -hp, 0, 0, 1);
  1056. hp = 0;
  1057. }
  1058. if(hp) {
  1059. if( sc && sc->data[SC_BERSERK] ) {
  1060. if( flag&1 )
  1061. flag &= ~2;
  1062. else
  1063. hp = 0;
  1064. }
  1065. if((unsigned int)hp > status->max_hp - status->hp)
  1066. hp = status->max_hp - status->hp;
  1067. }
  1068. if(sp < 0) {
  1069. if (sp==INT_MIN) sp++;
  1070. status_damage(NULL, bl, 0, -sp, 0, 1);
  1071. sp = 0;
  1072. }
  1073. if(sp) {
  1074. if((unsigned int)sp > status->max_sp - status->sp)
  1075. sp = status->max_sp - status->sp;
  1076. }
  1077. if(!sp && !hp) return 0;
  1078. status->hp+= hp;
  1079. status->sp+= sp;
  1080. if(hp && sc &&
  1081. sc->data[SC_AUTOBERSERK] &&
  1082. sc->data[SC_PROVOKE] &&
  1083. sc->data[SC_PROVOKE]->val2==1 &&
  1084. status->hp>=status->max_hp>>2
  1085. ) //End auto berserk.
  1086. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1087. // send hp update to client
  1088. switch(bl->type) {
  1089. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1090. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1091. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  1092. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1093. }
  1094. return hp+sp;
  1095. }
  1096. //Does percentual non-flinching damage/heal. If mob is killed this way,
  1097. //no exp/drops will be awarded if there is no src (or src is target)
  1098. //If rates are > 0, percent is of current HP/SP
  1099. //If rates are < 0, percent is of max HP/SP
  1100. //If !flag, this is heal, otherwise it is damage.
  1101. //Furthermore, if flag==2, then the target must not die from the substraction.
  1102. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1103. {
  1104. struct status_data *status;
  1105. unsigned int hp =0, sp = 0;
  1106. status = status_get_status_data(target);
  1107. //Change the equation when the values are high enough to discard the
  1108. //imprecision in exchange of overflow protection [Skotlex]
  1109. //Also add 100% checks since those are the most used cases where we don't
  1110. //want aproximation errors.
  1111. if (hp_rate > 99)
  1112. hp = status->hp;
  1113. else if (hp_rate > 0)
  1114. hp = status->hp>10000?
  1115. hp_rate*(status->hp/100):
  1116. (hp_rate*status->hp)/100;
  1117. else if (hp_rate < -99)
  1118. hp = status->max_hp;
  1119. else if (hp_rate < 0)
  1120. hp = status->max_hp>10000?
  1121. (-hp_rate)*(status->max_hp/100):
  1122. (-hp_rate*status->max_hp)/100;
  1123. if (hp_rate && !hp)
  1124. hp = 1;
  1125. if (flag == 2 && hp >= status->hp)
  1126. hp = status->hp-1; //Must not kill target.
  1127. //Should be safe to not do overflow protection here, noone should have
  1128. //millions upon millions of SP
  1129. if (sp_rate > 99)
  1130. sp = status->sp;
  1131. else if (sp_rate > 0)
  1132. sp = (sp_rate*status->sp)/100;
  1133. else if (sp_rate < -99)
  1134. sp = status->max_sp;
  1135. else if (sp_rate < 0)
  1136. sp = (-sp_rate)*status->max_sp/100;
  1137. if (sp_rate && !sp)
  1138. sp = 1;
  1139. //Ugly check in case damage dealt is too much for the received args of
  1140. //status_heal / status_damage. [Skotlex]
  1141. if (hp > INT_MAX) {
  1142. hp -= INT_MAX;
  1143. if (flag)
  1144. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1145. else
  1146. status_heal(target, INT_MAX, 0, 0);
  1147. }
  1148. if (sp > INT_MAX) {
  1149. sp -= INT_MAX;
  1150. if (flag)
  1151. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1152. else
  1153. status_heal(target, 0, INT_MAX, 0);
  1154. }
  1155. if (flag)
  1156. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1157. return status_heal(target, hp, sp, 0);
  1158. }
  1159. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1160. {
  1161. struct status_data *status;
  1162. unsigned int hp, sp;
  1163. if (!status_isdead(bl)) return 0;
  1164. status = status_get_status_data(bl);
  1165. if (status == &dummy_status)
  1166. return 0; //Invalid target.
  1167. hp = status->max_hp * per_hp/100;
  1168. sp = status->max_sp * per_sp/100;
  1169. if(hp > status->max_hp - status->hp)
  1170. hp = status->max_hp - status->hp;
  1171. else if (per_hp && !hp)
  1172. hp = 1;
  1173. if(sp > status->max_sp - status->sp)
  1174. sp = status->max_sp - status->sp;
  1175. else if (per_sp && !sp)
  1176. sp = 1;
  1177. status->hp += hp;
  1178. status->sp += sp;
  1179. if (bl->prev) //Animation only if character is already on a map.
  1180. clif_resurrection(bl, 1);
  1181. switch (bl->type) {
  1182. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1183. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1184. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1185. }
  1186. return 1;
  1187. }
  1188. /*==========================================
  1189. * Checks whether the src can use the skill on the target,
  1190. * taking into account status/option of both source/target. [Skotlex]
  1191. * flag:
  1192. * 0 - Trying to use skill on target.
  1193. * 1 - Cast bar is done.
  1194. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1195. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1196. * target MAY Be null, in which case the checks are only to see
  1197. * whether the source can cast or not the skill on the ground.
  1198. *------------------------------------------*/
  1199. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  1200. {
  1201. struct status_data *status;
  1202. struct status_change *sc=NULL, *tsc;
  1203. int hide_flag;
  1204. status = src?status_get_status_data(src):&dummy_status;
  1205. if (src && src->type != BL_PC && status_isdead(src))
  1206. return 0;
  1207. if (!skill_num) { //Normal attack checks.
  1208. if (!(status->mode&MD_CANATTACK))
  1209. return 0; //This mode is only needed for melee attacking.
  1210. //Dead state is not checked for skills as some skills can be used
  1211. //on dead characters, said checks are left to skill.c [Skotlex]
  1212. if (target && status_isdead(target))
  1213. return 0;
  1214. }
  1215. if (skill_num == PA_PRESSURE && flag && target) {
  1216. //Gloria Avoids pretty much everything....
  1217. tsc = status_get_sc(target);
  1218. if(tsc && tsc->option&OPTION_HIDE)
  1219. return 0;
  1220. return 1;
  1221. }
  1222. //Should fail when used on top of Land Protector [Skotlex]
  1223. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1224. && !(status->mode&MD_BOSS)
  1225. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
  1226. return 0;
  1227. if (src) sc = status_get_sc(src);
  1228. if(sc && sc->count)
  1229. {
  1230. if(sc->opt1 >0 && sc->opt1 != OPT1_BURNING)
  1231. { //Stuned/Frozen/etc
  1232. if (flag != 1) //Can't cast, casted stuff can't damage.
  1233. return 0;
  1234. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  1235. return 0; //Targetted spells can't come off.
  1236. }
  1237. if (
  1238. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  1239. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1240. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  1241. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1242. )
  1243. return 0;
  1244. if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
  1245. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1246. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1247. clif_emotion(src, E_LV);
  1248. return 0;
  1249. }
  1250. if (sc->data[SC_BLADESTOP]) {
  1251. switch (sc->data[SC_BLADESTOP]->val1)
  1252. {
  1253. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  1254. case 4: if (skill_num == MO_CHAINCOMBO) break;
  1255. case 3: if (skill_num == MO_INVESTIGATE) break;
  1256. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  1257. default: return 0;
  1258. }
  1259. }
  1260. if (sc->data[SC_DANCING] && flag!=2)
  1261. {
  1262. if(sc->data[SC_LONGING])
  1263. { //Allow everything except dancing/re-dancing. [Skotlex]
  1264. if (skill_num == BD_ENCORE ||
  1265. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1266. )
  1267. return 0;
  1268. } else
  1269. switch (skill_num) {
  1270. case BD_ADAPTATION:
  1271. case CG_LONGINGFREEDOM:
  1272. case BA_MUSICALSTRIKE:
  1273. case DC_THROWARROW:
  1274. break;
  1275. default:
  1276. return 0;
  1277. }
  1278. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1279. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1280. }
  1281. if (skill_num && //Do not block item-casted skills.
  1282. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1283. ) { //Skills blocked through status changes...
  1284. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1285. sc->data[SC_SILENCE] ||
  1286. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1287. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1288. sc->data[SC_STEELBODY] ||
  1289. sc->data[SC_BERSERK] ||
  1290. sc->data[SC_OBLIVIONCURSE] ||
  1291. sc->data[SC_WHITEIMPRISON] ||
  1292. (sc->data[SC_STASIS] && skill_stasis_check(src, sc->data[SC_STASIS]->val2, skill_num)) ||
  1293. sc->data[SC__INVISIBILITY] ||
  1294. sc->data[SC__IGNORANCE] ||
  1295. sc->data[SC_CURSEDCIRCLE_TARGET]
  1296. ))
  1297. return 0;
  1298. //Skill blocking.
  1299. if (
  1300. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1301. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1302. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1303. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1304. )
  1305. return 0;
  1306. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1307. switch(skill_num) {//##TODO## make this a flag in skill_db?
  1308. // Skills that can be used even under Man Hole effects.
  1309. case SC_SHADOWFORM:
  1310. case SC_STRIPACCESSARY:
  1311. break;
  1312. default:
  1313. return 0;
  1314. }
  1315. }
  1316. }
  1317. }
  1318. if (sc && sc->option)
  1319. {
  1320. if (sc->option&OPTION_HIDE)
  1321. switch (skill_num) { //Usable skills while hiding.
  1322. case TF_HIDING:
  1323. case AS_GRIMTOOTH:
  1324. case RG_BACKSTAP:
  1325. case RG_RAID:
  1326. case NJ_SHADOWJUMP:
  1327. case NJ_KIRIKAGE:
  1328. break;
  1329. default:
  1330. //Non players can use all skills while hidden.
  1331. if (!skill_num || src->type == BL_PC)
  1332. return 0;
  1333. }
  1334. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1335. return 0;
  1336. if(sc->option&OPTION_MOUNTING)
  1337. return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
  1338. }
  1339. if (target == NULL || target == src) //No further checking needed.
  1340. return 1;
  1341. tsc = status_get_sc(target);
  1342. if(tsc && tsc->count)
  1343. {
  1344. if( tsc->data[SC_INVINCIBLE] )
  1345. return 0;
  1346. if(!skill_num && tsc->data[SC_TRICKDEAD])
  1347. return 0;
  1348. if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
  1349. && tsc->data[SC_FREEZE])
  1350. return 0;
  1351. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1352. return 0;
  1353. }
  1354. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1355. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1356. //You cannot hide from ground skills.
  1357. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1358. hide_flag &= ~OPTION_HIDE;
  1359. switch( target->type )
  1360. {
  1361. case BL_PC:
  1362. {
  1363. struct map_session_data *sd = (TBL_PC*) target;
  1364. if (pc_isinvisible(sd))
  1365. return 0;
  1366. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1367. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1368. return 0;
  1369. if( tsc->data[SC_CAMOUFLAGE] && !(status->mode&(MD_BOSS|MD_DETECTOR)) && !skill_num )
  1370. return 0;
  1371. if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1372. return 0;
  1373. }
  1374. break;
  1375. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1376. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1377. if (status->mode&MD_LOOTER)
  1378. return 1;
  1379. return 0;
  1380. case BL_HOM:
  1381. case BL_MER:
  1382. if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1383. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1384. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1385. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1386. if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
  1387. return 0; // Can't use Potion Pitcher on Mercenaries
  1388. default:
  1389. //Check for chase-walk/hiding/cloaking opponents.
  1390. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1391. return 0;
  1392. }
  1393. return 1;
  1394. }
  1395. //Checks whether the source can see and chase target.
  1396. int status_check_visibility(struct block_list *src, struct block_list *target)
  1397. {
  1398. int view_range;
  1399. struct status_data* status = status_get_status_data(src);
  1400. struct status_change* tsc = status_get_sc(target);
  1401. switch (src->type) {
  1402. case BL_MOB:
  1403. view_range = ((TBL_MOB*)src)->min_chase;
  1404. break;
  1405. case BL_PET:
  1406. view_range = ((TBL_PET*)src)->db->range2;
  1407. break;
  1408. default:
  1409. view_range = AREA_SIZE;
  1410. }
  1411. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1412. return 0;
  1413. switch (target->type)
  1414. { //Check for chase-walk/hiding/cloaking opponents.
  1415. case BL_PC:
  1416. if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1417. if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
  1418. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1419. return 0;
  1420. break;
  1421. default:
  1422. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1423. return 0;
  1424. }
  1425. return 1;
  1426. }
  1427. // Basic ASPD value
  1428. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1429. {
  1430. int amotion;
  1431. // base weapon delay
  1432. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1433. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1434. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1435. // percentual delay reduction from stats
  1436. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1437. // raw delay adjustment from bAspd bonus
  1438. amotion+= sd->aspd_add;
  1439. #if REMODE
  1440. /**
  1441. * Bearing a shield decreases your ASPD by a fixed value depending on your class
  1442. **/
  1443. if( sd->status.shield )
  1444. amotion += re_job_db[pc_class2idx(sd->status.class_)][SHIELD_ASPD];
  1445. /**
  1446. * RE Absolute aspd modifiers
  1447. **/
  1448. if( sd->sc.count ) {
  1449. int i;
  1450. if ( sd->sc.data[i=SC_ASPDPOTION3] ||
  1451. sd->sc.data[i=SC_ASPDPOTION2] ||
  1452. sd->sc.data[i=SC_ASPDPOTION1] ||
  1453. sd->sc.data[i=SC_ASPDPOTION0] )
  1454. amotion -= sd->sc.data[i]->val1*10;
  1455. }
  1456. #endif
  1457. return amotion;
  1458. }
  1459. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1460. {
  1461. int flag = 0, str, dex, dstr;
  1462. if(!(bl->type&battle_config.enable_baseatk))
  1463. return 0;
  1464. if (bl->type == BL_PC)
  1465. switch(((TBL_PC*)bl)->status.weapon){
  1466. case W_BOW:
  1467. case W_MUSICAL:
  1468. case W_WHIP:
  1469. case W_REVOLVER:
  1470. case W_RIFLE:
  1471. case W_GATLING:
  1472. case W_SHOTGUN:
  1473. case W_GRENADE:
  1474. flag = 1;
  1475. }
  1476. if (flag) {
  1477. str = status->dex;
  1478. dex = status->str;
  1479. } else {
  1480. str = status->str;
  1481. dex = status->dex;
  1482. }
  1483. //Normally only players have base-atk, but homunc have a different batk
  1484. // equation, hinting that perhaps non-players should use this for batk.
  1485. // [Skotlex]
  1486. dstr = str/10;
  1487. str += dstr*dstr;
  1488. if (bl->type == BL_PC)
  1489. str+= dex/5 + status->luk/5;
  1490. return cap_value(str, 0, USHRT_MAX);
  1491. }
  1492. static inline unsigned short status_base_matk_max(const struct status_data* status)
  1493. {
  1494. #if REMODE
  1495. return status->matk_max;//In RE maximum MATK signs weapon matk, which we store in this var
  1496. #else //Original Max MATK Formula
  1497. return status->int_+(status->int_/5)*(status->int_/5);
  1498. #endif
  1499. }
  1500. #if REMODE
  1501. static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl)
  1502. #else
  1503. static inline unsigned short status_base_matk_min(const struct status_data* status)
  1504. #endif
  1505. {
  1506. #if REMODE //Renewal MATK Formula
  1507. return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4);
  1508. #else //Original Min MATK Formula
  1509. return status->int_+(status->int_/7)*(status->int_/7);
  1510. #endif
  1511. }
  1512. //Fills in the misc data that can be calculated from the other status info (except for level)
  1513. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1514. {
  1515. //Non players get the value set, players need to stack with previous bonuses.
  1516. if( bl->type != BL_PC )
  1517. status->batk =
  1518. status->hit = status->flee =
  1519. status->def2 = status->mdef2 =
  1520. status->cri = status->flee2 = 0;
  1521. #if REMODE
  1522. status->matk_min = status_base_matk_min(status, level);
  1523. #else
  1524. status->matk_min = status_base_matk_min(status);
  1525. #endif
  1526. status->matk_max = status_base_matk_max(status);
  1527. #if REMODE //Renewal Formulas
  1528. status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1529. status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1530. status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 agi = +1 def) + (every 5 agi = +1 def)
  1531. status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  1532. #else //Old Formulas
  1533. status->hit += level + status->dex;
  1534. status->flee += level + status->agi;
  1535. status->def2 += status->vit;
  1536. status->mdef2 += status->int_ + (status->vit>>1);
  1537. #endif
  1538. if( bl->type&battle_config.enable_critical )
  1539. status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
  1540. else
  1541. status->cri = 0;
  1542. if (bl->type&battle_config.enable_perfect_flee)
  1543. status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
  1544. else
  1545. status->flee2 = 0;
  1546. if (status->batk) {
  1547. int temp = status->batk + status_base_atk(bl, status);
  1548. status->batk = cap_value(temp, 0, USHRT_MAX);
  1549. } else
  1550. status->batk = status_base_atk(bl, status);
  1551. #if REMODE //Renewal ATK Bonus Formula (after atk is calculated)
  1552. status->batk += (int)((float)status->luk/3 + (float)level/4); //(every 3 luk = + 1ATK) + (every 4 base level = +1 ATK)
  1553. #endif
  1554. if (status->cri)
  1555. switch (bl->type) {
  1556. case BL_MOB:
  1557. if(battle_config.mob_critical_rate != 100)
  1558. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1559. if(!status->cri && battle_config.mob_critical_rate)
  1560. status->cri = 10;
  1561. break;
  1562. case BL_PC:
  1563. //Players don't have a critical adjustment setting as of yet.
  1564. break;
  1565. default:
  1566. if(battle_config.critical_rate != 100)
  1567. status->cri = status->cri*battle_config.critical_rate/100;
  1568. if (!status->cri && battle_config.critical_rate)
  1569. status->cri = 10;
  1570. }
  1571. if(bl->type&BL_REGEN)
  1572. status_calc_regen(bl, status, status_get_regen_data(bl));
  1573. }
  1574. //Skotlex: Calculates the initial status for the given mob
  1575. //first will only be false when the mob leveled up or got a GuardUp level.
  1576. int status_calc_mob_(struct mob_data* md, bool first)
  1577. {
  1578. struct status_data *status;
  1579. struct block_list *mbl = NULL;
  1580. int flag=0;
  1581. if(first)
  1582. { //Set basic level on respawn.
  1583. md->level = md->db->lv;
  1584. }
  1585. //Check if we need custom base-status
  1586. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1587. flag|=1;
  1588. if (md->special_state.size)
  1589. flag|=2;
  1590. if (md->guardian_data && md->guardian_data->guardup_lv)
  1591. flag|=4;
  1592. if (md->class_ == MOBID_EMPERIUM)
  1593. flag|=4;
  1594. if (battle_config.slaves_inherit_speed && md->master_id)
  1595. flag|=8;
  1596. if (md->master_id && md->special_state.ai>1)
  1597. flag|=16;
  1598. if (!flag)
  1599. { //No special status required.
  1600. if (md->base_status) {
  1601. aFree(md->base_status);
  1602. md->base_status = NULL;
  1603. }
  1604. if(first)
  1605. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1606. return 0;
  1607. }
  1608. if (!md->base_status)
  1609. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1610. status = md->base_status;
  1611. memcpy(status, &md->db->status, sizeof(struct status_data));
  1612. if (flag&(8|16))
  1613. mbl = map_id2bl(md->master_id);
  1614. if (flag&8 && mbl) {
  1615. struct status_data *mstatus = status_get_base_status(mbl);
  1616. if (mstatus &&
  1617. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1618. status->speed = mstatus->speed;
  1619. }
  1620. if (flag&16 && mbl)
  1621. { //Max HP setting from Summon Flora/marine Sphere
  1622. struct unit_data *ud = unit_bl2ud(mbl);
  1623. //Remove special AI when this is used by regular mobs.
  1624. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1625. md->special_state.ai = 0;
  1626. if (ud)
  1627. { // different levels of HP according to skill level
  1628. if (ud->skillid == AM_SPHEREMINE) {
  1629. status->max_hp = 2000 + 400*ud->skilllv;
  1630. } else { //AM_CANNIBALIZE
  1631. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1632. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1633. }
  1634. status->hp = status->max_hp;
  1635. }
  1636. }
  1637. if (flag&1)
  1638. { // increase from mobs leveling up [Valaris]
  1639. int diff = md->level - md->db->lv;
  1640. status->str+= diff;
  1641. status->agi+= diff;
  1642. status->vit+= diff;
  1643. status->int_+= diff;
  1644. status->dex+= diff;
  1645. status->luk+= diff;
  1646. status->max_hp += diff*status->vit;
  1647. status->max_sp += diff*status->int_;
  1648. status->hp = status->max_hp;
  1649. status->sp = status->max_sp;
  1650. status->speed -= cap_value(diff, 0, status->speed - 10);
  1651. }
  1652. if (flag&2)
  1653. { // change for sized monsters [Valaris]
  1654. if (md->special_state.size==1) {
  1655. status->max_hp>>=1;
  1656. status->max_sp>>=1;
  1657. if (!status->max_hp) status->max_hp = 1;
  1658. if (!status->max_sp) status->max_sp = 1;
  1659. status->hp=status->max_hp;
  1660. status->sp=status->max_sp;
  1661. status->str>>=1;
  1662. status->agi>>=1;
  1663. status->vit>>=1;
  1664. status->int_>>=1;
  1665. status->dex>>=1;
  1666. status->luk>>=1;
  1667. if (!status->str) status->str = 1;
  1668. if (!status->agi) status->agi = 1;
  1669. if (!status->vit) status->vit = 1;
  1670. if (!status->int_) status->int_ = 1;
  1671. if (!status->dex) status->dex = 1;
  1672. if (!status->luk) status->luk = 1;
  1673. } else if (md->special_state.size==2) {
  1674. status->max_hp<<=1;
  1675. status->max_sp<<=1;
  1676. status->hp=status->max_hp;
  1677. status->sp=status->max_sp;
  1678. status->str<<=1;
  1679. status->agi<<=1;
  1680. status->vit<<=1;
  1681. status->int_<<=1;
  1682. status->dex<<=1;
  1683. status->luk<<=1;
  1684. }
  1685. }
  1686. status_calc_misc(&md->bl, status, md->level);
  1687. if(flag&4)
  1688. { // Strengthen Guardians - custom value +10% / lv
  1689. struct guild_castle *gc;
  1690. gc=guild_mapname2gc(map[md->bl.m].name);
  1691. if (!gc)
  1692. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1693. else
  1694. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  1695. #if REMODE
  1696. status->max_hp += 50 * gc->defense;
  1697. status->max_sp += 70 * gc->defense;
  1698. #else
  1699. status->max_hp += 1000 * gc->defense;
  1700. status->max_sp += 200 * gc->defense;
  1701. #endif
  1702. status->hp = status->max_hp;
  1703. status->sp = status->max_sp;
  1704. status->def += (gc->defense+2)/3;
  1705. status->mdef += (gc->defense+2)/3;
  1706. }
  1707. if(md->class_ != MOBID_EMPERIUM) {
  1708. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1709. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1710. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1711. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1712. }
  1713. }
  1714. if( first ) //Initial battle status
  1715. memcpy(&md->status, status, sizeof(struct status_data));
  1716. return 1;
  1717. }
  1718. //Skotlex: Calculates the stats of the given pet.
  1719. int status_calc_pet_(struct pet_data *pd, bool first)
  1720. {
  1721. nullpo_ret(pd);
  1722. if (first) {
  1723. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1724. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1725. pd->status.speed = pd->petDB->speed;
  1726. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1727. {// attack support requires the pet to be able to attack
  1728. pd->status.mode|= MD_CANATTACK;
  1729. }
  1730. }
  1731. if (battle_config.pet_lv_rate && pd->msd)
  1732. {
  1733. struct map_session_data *sd = pd->msd;
  1734. int lv;
  1735. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1736. if (lv < 0)
  1737. lv = 1;
  1738. if (lv != pd->pet.level || first)
  1739. {
  1740. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1741. pd->pet.level = lv;
  1742. if (!first) //Lv Up animation
  1743. clif_misceffect(&pd->bl, 0);
  1744. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1745. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1746. status->str = (bstat->str*lv)/pd->db->lv;
  1747. status->agi = (bstat->agi*lv)/pd->db->lv;
  1748. status->vit = (bstat->vit*lv)/pd->db->lv;
  1749. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1750. status->dex = (bstat->dex*lv)/pd->db->lv;
  1751. status->luk = (bstat->luk*lv)/pd->db->lv;
  1752. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1753. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1754. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1755. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1756. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1757. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1758. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1759. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1760. status_calc_misc(&pd->bl, &pd->status, lv);
  1761. if (!first) //Not done the first time because the pet is not visible yet
  1762. clif_send_petstatus(sd);
  1763. }
  1764. } else if (first) {
  1765. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1766. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1767. pd->pet.level = pd->db->lv;
  1768. }
  1769. //Support rate modifier (1000 = 100%)
  1770. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1771. if(battle_config.pet_support_rate != 100)
  1772. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1773. return 1;
  1774. }
  1775. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1776. static void status_calc_sigma(void)
  1777. {
  1778. int i,j;
  1779. for(i = 0; i < CLASS_COUNT; i++)
  1780. {
  1781. unsigned int k = 0;
  1782. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1783. for(j = 2; j <= MAX_LEVEL; j++)
  1784. {
  1785. k += (hp_coefficient[i]*j + 50) / 100;
  1786. hp_sigma_val[i][j] = k;
  1787. if (k >= INT_MAX)
  1788. break; //Overflow protection. [Skotlex]
  1789. }
  1790. for(; j <= MAX_LEVEL; j++)
  1791. hp_sigma_val[i][j] = INT_MAX;
  1792. }
  1793. }
  1794. /// Calculates base MaxHP value according to class and base level
  1795. /// The recursive equation used to calculate level bonus is (using integer operations)
  1796. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1797. /// which reduces to something close to
  1798. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1799. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1800. {
  1801. unsigned int val = pc_class2idx(sd->status.class_);
  1802. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1803. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1804. val += 100; //Since their HP can't be approximated well enough without this.
  1805. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1806. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1807. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1808. val += 2000; //Supernovice lvl99 hp bonus.
  1809. val += val * status->vit/100; // +1% per each point of VIT
  1810. if (sd->class_&JOBL_UPPER)
  1811. val += val * 25/100; //Trans classes get a 25% hp bonus
  1812. else if (sd->class_&JOBL_BABY)
  1813. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1814. return val;
  1815. }
  1816. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1817. {
  1818. unsigned int val;
  1819. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1820. val += val * status->int_/100;
  1821. if (sd->class_&JOBL_UPPER)
  1822. val += val * 25/100;
  1823. else if (sd->class_&JOBL_BABY)
  1824. val -= val * 30/100;
  1825. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1826. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1827. return val;
  1828. }
  1829. //Calculates player data from scratch without counting SC adjustments.
  1830. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1831. int status_calc_pc_(struct map_session_data* sd, bool first)
  1832. {
  1833. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1834. struct status_data *status; // pointer to the player's base status
  1835. const struct status_change *sc = &sd->sc;
  1836. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  1837. int b_weight, b_max_weight; // previous weight
  1838. int i,index;
  1839. int skill,refinedef=0;
  1840. if (++calculating > 10) //Too many recursive calls!
  1841. return -1;
  1842. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  1843. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  1844. b_weight = sd->weight;
  1845. b_max_weight = sd->max_weight;
  1846. pc_calc_skilltree(sd); // スキルツリ?の計算
  1847. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1848. if(first) {
  1849. //Load Hp/SP from char-received data.
  1850. sd->battle_status.hp = sd->status.hp;
  1851. sd->battle_status.sp = sd->status.sp;
  1852. sd->regen.sregen = &sd->sregen;
  1853. sd->regen.ssregen = &sd->ssregen;
  1854. sd->weight=0;
  1855. for(i=0;i<MAX_INVENTORY;i++){
  1856. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1857. continue;
  1858. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1859. }
  1860. sd->cart_weight=0;
  1861. sd->cart_num=0;
  1862. for(i=0;i<MAX_CART;i++){
  1863. if(sd->status.cart[i].nameid==0)
  1864. continue;
  1865. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1866. sd->cart_num++;
  1867. }
  1868. }
  1869. status = &sd->base_status;
  1870. // these are not zeroed. [zzo]
  1871. sd->hprate=100;
  1872. sd->sprate=100;
  1873. sd->castrate=100;
  1874. sd->delayrate=100;
  1875. sd->dsprate=100;
  1876. sd->hprecov_rate = 100;
  1877. sd->sprecov_rate = 100;
  1878. sd->matk_rate = 100;
  1879. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1880. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1881. sd->regen.state.block = 0;
  1882. // zeroed arrays, order follows the order in pc.h.
  1883. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  1884. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1885. + sizeof(sd->param_equip)
  1886. + sizeof(sd->subele)
  1887. + sizeof(sd->subrace)
  1888. + sizeof(sd->subrace2)
  1889. + sizeof(sd->subsize)
  1890. + sizeof(sd->reseff)
  1891. + sizeof(sd->weapon_coma_ele)
  1892. + sizeof(sd->weapon_coma_race)
  1893. + sizeof(sd->weapon_atk)
  1894. + sizeof(sd->weapon_atk_rate)
  1895. + sizeof(sd->arrow_addele)
  1896. + sizeof(sd->arrow_addrace)
  1897. + sizeof(sd->arrow_addsize)
  1898. + sizeof(sd->magic_addele)
  1899. + sizeof(sd->magic_addrace)
  1900. + sizeof(sd->magic_addsize)
  1901. + sizeof(sd->critaddrace)
  1902. + sizeof(sd->expaddrace)
  1903. + sizeof(sd->ignore_mdef)
  1904. + sizeof(sd->ignore_def)
  1905. + sizeof(sd->itemgrouphealrate)
  1906. + sizeof(sd->sp_gain_race)
  1907. );
  1908. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1909. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1910. if (sd->special_state.intravision) //Clear status change.
  1911. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1912. memset(&sd->special_state,0,sizeof(sd->special_state));
  1913. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1914. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1915. status->speed = DEFAULT_WALK_SPEED;
  1916. //Give them all modes except these (useful for clones)
  1917. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  1918. status->size = (sd->class_&JOBL_BABY)?0:1;
  1919. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1920. if (sd->class_&JOBL_BABY) {
  1921. if (battle_config.character_size&2)
  1922. status->size++;
  1923. } else
  1924. if(battle_config.character_size&1)
  1925. status->size++;
  1926. }
  1927. status->aspd_rate = 1000;
  1928. status->ele_lv = 1;
  1929. status->race = RC_DEMIHUMAN;
  1930. //zero up structures...
  1931. memset(&sd->autospell,0,sizeof(sd->autospell)
  1932. + sizeof(sd->autospell2)
  1933. + sizeof(sd->autospell3)
  1934. + sizeof(sd->addeff)
  1935. + sizeof(sd->addeff2)
  1936. + sizeof(sd->addeff3)
  1937. + sizeof(sd->skillatk)
  1938. + sizeof(sd->skillheal)
  1939. + sizeof(sd->skillheal2)
  1940. + sizeof(sd->hp_loss)
  1941. + sizeof(sd->sp_loss)
  1942. + sizeof(sd->hp_regen)
  1943. + sizeof(sd->sp_regen)
  1944. + sizeof(sd->skillblown)
  1945. + sizeof(sd->skillcast)
  1946. + sizeof(sd->add_def)
  1947. + sizeof(sd->add_mdef)
  1948. + sizeof(sd->add_mdmg)
  1949. + sizeof(sd->add_drop)
  1950. + sizeof(sd->itemhealrate)
  1951. + sizeof(sd->subele2)
  1952. );
  1953. // vars zeroing. ints, shorts, chars. in that order.
  1954. memset (&sd->atk_rate, 0,sizeof(sd->atk_rate)
  1955. + sizeof(sd->arrow_atk)
  1956. + sizeof(sd->arrow_ele)
  1957. + sizeof(sd->arrow_cri)
  1958. + sizeof(sd->arrow_hit)
  1959. + sizeof(sd->nsshealhp)
  1960. + sizeof(sd->nsshealsp)
  1961. + sizeof(sd->critical_def)
  1962. + sizeof(sd->double_rate)
  1963. + sizeof(sd->long_attack_atk_rate)
  1964. + sizeof(sd->near_attack_def_rate)
  1965. + sizeof(sd->long_attack_def_rate)
  1966. + sizeof(sd->magic_def_rate)
  1967. + sizeof(sd->misc_def_rate)
  1968. + sizeof(sd->ignore_mdef_ele)
  1969. + sizeof(sd->ignore_mdef_race)
  1970. + sizeof(sd->perfect_hit)
  1971. + sizeof(sd->perfect_hit_add)
  1972. + sizeof(sd->get_zeny_rate)
  1973. + sizeof(sd->get_zeny_num)
  1974. + sizeof(sd->double_add_rate)
  1975. + sizeof(sd->short_weapon_damage_return)
  1976. + sizeof(sd->long_weapon_damage_return)
  1977. + sizeof(sd->magic_damage_return)
  1978. + sizeof(sd->break_weapon_rate)
  1979. + sizeof(sd->break_armor_rate)
  1980. + sizeof(sd->crit_atk_rate)
  1981. + sizeof(sd->classchange)
  1982. + sizeof(sd->speed_rate)
  1983. + sizeof(sd->speed_add_rate)
  1984. + sizeof(sd->aspd_add)
  1985. + sizeof(sd->setitem_hash)
  1986. + sizeof(sd->setitem_hash2)
  1987. + sizeof(sd->itemhealrate2)
  1988. + sizeof(sd->shieldmdef)
  1989. // shorts
  1990. + sizeof(sd->splash_range)
  1991. + sizeof(sd->splash_add_range)
  1992. + sizeof(sd->add_steal_rate)
  1993. + sizeof(sd->add_heal_rate)
  1994. + sizeof(sd->add_heal2_rate)
  1995. + sizeof(sd->hp_gain_value)
  1996. + sizeof(sd->sp_gain_value)
  1997. + sizeof(sd->magic_hp_gain_value)
  1998. + sizeof(sd->magic_sp_gain_value)
  1999. + sizeof(sd->sp_vanish_rate)
  2000. + sizeof(sd->sp_vanish_per)
  2001. + sizeof(sd->sp_weapon_matk)
  2002. + sizeof(sd->sp_base_matk)
  2003. + sizeof(sd->unbreakable)
  2004. + sizeof(sd->unbreakable_equip)
  2005. + sizeof(sd->unstripable_equip)
  2006. );
  2007. // Autobonus
  2008. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2009. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2010. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2011. // Parse equipment.
  2012. for(i=0;i<EQI_MAX-1;i++) {
  2013. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2014. if(index < 0)
  2015. continue;
  2016. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2017. continue;
  2018. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2019. continue;
  2020. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2021. continue;
  2022. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2023. continue;
  2024. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2025. continue;
  2026. if(!sd->inventory_data[index])
  2027. continue;
  2028. status->def += sd->inventory_data[index]->def;
  2029. if(first && sd->inventory_data[index]->equip_script)
  2030. { //Execute equip-script on login
  2031. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2032. if (!calculating)
  2033. return 1;
  2034. }
  2035. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2036. int r,wlv = sd->inventory_data[index]->wlv;
  2037. struct weapon_data *wd;
  2038. struct weapon_atk *wa;
  2039. if (wlv >= MAX_REFINE_BONUS)
  2040. wlv = MAX_REFINE_BONUS - 1;
  2041. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2042. wd = &sd->left_weapon; // Left-hand weapon
  2043. wa = &status->lhw;
  2044. } else {
  2045. wd = &sd->right_weapon;
  2046. wa = &status->rhw;
  2047. }
  2048. wa->atk += sd->inventory_data[index]->atk;
  2049. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  2050. #if REMODE
  2051. /**
  2052. * in RE matk_max is used as the weapon's matk.
  2053. * += is used so that two-wield weapons (in the case of, say, sinx) bonus stack.
  2054. **/
  2055. status->matk_max += sd->inventory_data[index]->matk;
  2056. /**
  2057. * Refine Bonus
  2058. **/
  2059. status->matk_max += sd->status.inventory[index].refine * refinebonus[wlv][0];
  2060. /**
  2061. * In RE weapon level is used in several areas, this way we save performance
  2062. **/
  2063. status->wlv = wlv;
  2064. #endif
  2065. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  2066. wd->overrefine = r*refinebonus[wlv][1];
  2067. wa->range += sd->inventory_data[index]->range;
  2068. if(sd->inventory_data[index]->script) {
  2069. if (wd == &sd->left_weapon) {
  2070. sd->state.lr_flag = 1;
  2071. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2072. sd->state.lr_flag = 0;
  2073. } else
  2074. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2075. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2076. return 1;
  2077. }
  2078. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  2079. { // Forged weapon
  2080. wd->star += (sd->status.inventory[index].card[1]>>8);
  2081. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2082. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2083. wd->star += 10;
  2084. if (!wa->ele) //Do not overwrite element from previous bonuses.
  2085. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2086. }
  2087. }
  2088. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2089. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  2090. if(sd->inventory_data[index]->script) {
  2091. if( i == EQI_HAND_L ) //Shield
  2092. sd->state.lr_flag = 3;
  2093. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2094. if( i == EQI_HAND_L ) //Shield
  2095. sd->state.lr_flag = 0;
  2096. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2097. return 1;
  2098. }
  2099. }
  2100. }
  2101. if(sd->equip_index[EQI_AMMO] >= 0){
  2102. index = sd->equip_index[EQI_AMMO];
  2103. if(sd->inventory_data[index]){ // Arrows
  2104. sd->arrow_atk += sd->inventory_data[index]->atk;
  2105. sd->state.lr_flag = 2;
  2106. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2107. sd->state.lr_flag = 0;
  2108. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  2109. return 1;
  2110. }
  2111. }
  2112. //Store equipment script bonuses
  2113. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2114. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2115. status->def += (refinedef+50)/100;
  2116. #if REMODE
  2117. /**
  2118. * in RE matk_max is used as the weapon's matk.
  2119. * sp_weapon_matk is 'bonus bWeaponMatk,<boost>'
  2120. **/
  2121. status->matk_max += sd->sp_weapon_matk;
  2122. #endif
  2123. //Parse Cards
  2124. for(i=0;i<EQI_MAX-1;i++) {
  2125. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2126. if(index < 0)
  2127. continue;
  2128. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2129. continue;
  2130. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2131. continue;
  2132. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2133. continue;
  2134. if(sd->inventory_data[index]) {
  2135. int j,c;
  2136. struct item_data *data;
  2137. //Card script execution.
  2138. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2139. continue;
  2140. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2141. current_equip_card_id= c= sd->status.inventory[index].card[j];
  2142. if(!c)
  2143. continue;
  2144. data = itemdb_exists(c);
  2145. if(!data)
  2146. continue;
  2147. if(first && data->equip_script)
  2148. { //Execute equip-script on login
  2149. run_script(data->equip_script,0,sd->bl.id,0);
  2150. if (!calculating)
  2151. return 1;
  2152. }
  2153. if(!data->script)
  2154. continue;
  2155. if(data->flag.no_equip) { //Card restriction checks.
  2156. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
  2157. continue;
  2158. if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
  2159. continue;
  2160. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
  2161. continue;
  2162. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
  2163. continue;
  2164. if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
  2165. continue;
  2166. }
  2167. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  2168. { //Left hand status.
  2169. sd->state.lr_flag = 1;
  2170. run_script(data->script,0,sd->bl.id,0);
  2171. sd->state.lr_flag = 0;
  2172. } else
  2173. run_script(data->script,0,sd->bl.id,0);
  2174. if (!calculating) //Abort, run_script his function. [Skotlex]
  2175. return 1;
  2176. }
  2177. }
  2178. }
  2179. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2180. {
  2181. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2182. if( data && data->script )
  2183. run_script(data->script,0,sd->bl.id,0);
  2184. }
  2185. if( sd->pd )
  2186. { // Pet Bonus
  2187. struct pet_data *pd = sd->pd;
  2188. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2189. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2190. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2191. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2192. }
  2193. //param_bonus now holds card bonuses.
  2194. if(status->rhw.range < 1) status->rhw.range = 1;
  2195. if(status->lhw.range < 1) status->lhw.range = 1;
  2196. if(status->rhw.range < status->lhw.range)
  2197. status->rhw.range = status->lhw.range;
  2198. sd->double_rate += sd->double_add_rate;
  2199. sd->perfect_hit += sd->perfect_hit_add;
  2200. sd->splash_range += sd->splash_add_range;
  2201. // Damage modifiers from weapon type
  2202. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2203. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2204. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2205. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2206. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2207. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2208. if(pc_isriding(sd) &&
  2209. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2210. { //When Riding with spear, damage modifier to mid-class becomes
  2211. //same as versus large size.
  2212. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2213. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2214. }
  2215. // ----- STATS CALCULATION -----
  2216. // Job bonuses
  2217. index = pc_class2idx(sd->status.class_);
  2218. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  2219. if(!job_bonus[index][i])
  2220. continue;
  2221. switch(job_bonus[index][i]) {
  2222. case 1: status->str++; break;
  2223. case 2: status->agi++; break;
  2224. case 3: status->vit++; break;
  2225. case 4: status->int_++; break;
  2226. case 5: status->dex++; break;
  2227. case 6: status->luk++; break;
  2228. }
  2229. }
  2230. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2231. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  2232. status->str += 10;
  2233. status->agi += 10;
  2234. status->vit += 10;
  2235. status->int_+= 10;
  2236. status->dex += 10;
  2237. status->luk += 10;
  2238. }
  2239. // Absolute modifiers from passive skills
  2240. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2241. status->str++;
  2242. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2243. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2244. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2245. status->dex += skill;
  2246. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2247. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2248. status->str = cap_value(i,0,USHRT_MAX);
  2249. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2250. status->agi = cap_value(i,0,USHRT_MAX);
  2251. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2252. status->vit = cap_value(i,0,USHRT_MAX);
  2253. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2254. status->int_ = cap_value(i,0,USHRT_MAX);
  2255. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2256. status->dex = cap_value(i,0,USHRT_MAX);
  2257. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2258. status->luk = cap_value(i,0,USHRT_MAX);
  2259. // ------ BASE ATTACK CALCULATION ------
  2260. // Base batk value is set on status_calc_misc
  2261. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2262. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2263. status->batk += sd->weapon_atk[sd->status.weapon];
  2264. // Absolute modifiers from passive skills
  2265. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2266. status->batk += 4;
  2267. // ----- HP MAX CALCULATION -----
  2268. // Basic MaxHP value
  2269. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2270. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2271. //This is done to handle underflows from negative Max HP bonuses
  2272. i = sd->status.max_hp + (int)status->max_hp;
  2273. status->max_hp = cap_value(i, 0, INT_MAX);
  2274. // Absolute modifiers from passive skills
  2275. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2276. status->max_hp += skill*200;
  2277. // Apply relative modifiers from equipment
  2278. if(sd->hprate < 0)
  2279. sd->hprate = 0;
  2280. if(sd->hprate!=100)
  2281. status->max_hp = status->max_hp * sd->hprate/100;
  2282. if(battle_config.hp_rate != 100)
  2283. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2284. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2285. status->max_hp = battle_config.max_hp;
  2286. else if(!status->max_hp)
  2287. status->max_hp = 1;
  2288. // ----- SP MAX CALCULATION -----
  2289. // Basic MaxSP value
  2290. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2291. //This is done to handle underflows from negative Max SP bonuses
  2292. i = sd->status.max_sp + (int)status->max_sp;
  2293. status->max_sp = cap_value(i, 0, INT_MAX);
  2294. // Absolute modifiers from passive skills
  2295. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2296. status->max_sp += 30*skill;
  2297. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2298. status->max_sp += status->max_sp * skill/100;
  2299. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2300. status->max_sp += status->max_sp * 2*skill/100;
  2301. // Apply relative modifiers from equipment
  2302. if(sd->sprate < 0)
  2303. sd->sprate = 0;
  2304. if(sd->sprate!=100)
  2305. status->max_sp = status->max_sp * sd->sprate/100;
  2306. if(battle_config.sp_rate != 100)
  2307. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2308. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2309. status->max_sp = battle_config.max_sp;
  2310. else if(!status->max_sp)
  2311. status->max_sp = 1;
  2312. // ----- RESPAWN HP/SP -----
  2313. //
  2314. //Calc respawn hp and store it on base_status
  2315. if (sd->special_state.restart_full_recover)
  2316. {
  2317. status->hp = status->max_hp;
  2318. status->sp = status->max_sp;
  2319. } else {
  2320. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2321. && battle_config.restart_hp_rate < 50)
  2322. status->hp=status->max_hp>>1;
  2323. else
  2324. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  2325. if(!status->hp)
  2326. status->hp = 1;
  2327. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  2328. }
  2329. // ----- MISC CALCULATION -----
  2330. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2331. //Equipment modifiers for misc settings
  2332. if(sd->matk_rate < 0)
  2333. sd->matk_rate = 0;
  2334. if(sd->matk_rate != 100){
  2335. status->matk_max = status->matk_max * sd->matk_rate/100;
  2336. status->matk_min = status->matk_min * sd->matk_rate/100;
  2337. }
  2338. if(sd->hit_rate < 0)
  2339. sd->hit_rate = 0;
  2340. if(sd->hit_rate != 100)
  2341. status->hit = status->hit * sd->hit_rate/100;
  2342. if(sd->flee_rate < 0)
  2343. sd->flee_rate = 0;
  2344. if(sd->flee_rate != 100)
  2345. status->flee = status->flee * sd->flee_rate/100;
  2346. if(sd->def2_rate < 0)
  2347. sd->def2_rate = 0;
  2348. if(sd->def2_rate != 100)
  2349. status->def2 = status->def2 * sd->def2_rate/100;
  2350. if(sd->mdef2_rate < 0)
  2351. sd->mdef2_rate = 0;
  2352. if(sd->mdef2_rate != 100)
  2353. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2354. if(sd->critical_rate < 0)
  2355. sd->critical_rate = 0;
  2356. if(sd->critical_rate != 100)
  2357. status->cri = status->cri * sd->critical_rate/100;
  2358. if(sd->flee2_rate < 0)
  2359. sd->flee2_rate = 0;
  2360. if(sd->flee2_rate != 100)
  2361. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2362. // ----- HIT CALCULATION -----
  2363. // Absolute modifiers from passive skills
  2364. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2365. status->hit += skill*2;
  2366. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2367. status->hit += skill;
  2368. if(sd->status.weapon == W_BOW)
  2369. status->rhw.range += skill;
  2370. }
  2371. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2372. {
  2373. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2374. status->hit += 2*skill;
  2375. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2376. status->hit += skill;
  2377. status->rhw.range += skill;
  2378. }
  2379. }
  2380. // ----- FLEE CALCULATION -----
  2381. // Absolute modifiers from passive skills
  2382. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2383. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2384. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2385. status->flee += (skill*3)>>1;
  2386. // ----- EQUIPMENT-DEF CALCULATION -----
  2387. // Apply relative modifiers from equipment
  2388. if(sd->def_rate < 0)
  2389. sd->def_rate = 0;
  2390. if(sd->def_rate != 100) {
  2391. i = status->def * sd->def_rate/100;
  2392. #if REMODE
  2393. status->def = cap_value(i, SHRT_MIN, SHRT_MAX);
  2394. #else
  2395. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  2396. #endif
  2397. }
  2398. #if isOFF(REMODE)
  2399. /**
  2400. * The following setting does not affect Renewal Mode
  2401. **/
  2402. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2403. {
  2404. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2405. status->def = (unsigned char)battle_config.max_def;
  2406. }
  2407. #endif
  2408. // ----- EQUIPMENT-MDEF CALCULATION -----
  2409. // Apply relative modifiers from equipment
  2410. if(sd->mdef_rate < 0)
  2411. sd->mdef_rate = 0;
  2412. if(sd->mdef_rate != 100) {
  2413. i = status->mdef * sd->mdef_rate/100;
  2414. #if REMODE
  2415. status->mdef = cap_value(i, SHRT_MIN, SHRT_MAX);
  2416. #else
  2417. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  2418. #endif
  2419. }
  2420. #if isOFF(REMODE)
  2421. /**
  2422. * The following setting does not affect Renewal Mode
  2423. **/
  2424. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2425. {
  2426. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2427. status->mdef = (signed char)battle_config.max_def;
  2428. }
  2429. #endif
  2430. // ----- ASPD CALCULATION -----
  2431. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2432. // Basic ASPD value
  2433. i = status_base_amotion_pc(sd,status);
  2434. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2435. // Relative modifiers from passive skills
  2436. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2437. status->aspd_rate -= 5*skill;
  2438. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2439. status->aspd_rate -= 30*skill;
  2440. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2441. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2442. status->aspd_rate -= ((skill+1)/2) * 10;
  2443. if(pc_isriding(sd))
  2444. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2445. status->adelay = 2*status->amotion;
  2446. // ----- DMOTION -----
  2447. //
  2448. i = 800-status->agi*4;
  2449. status->dmotion = cap_value(i, 400, 800);
  2450. if(battle_config.pc_damage_delay_rate != 100)
  2451. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2452. // ----- MISC CALCULATIONS -----
  2453. // Weight
  2454. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2455. sd->max_weight += 2000*skill;
  2456. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2457. sd->max_weight += 10000;
  2458. if(sc->data[SC_KNOWLEDGE])
  2459. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2460. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2461. sd->max_weight += 2000*skill;
  2462. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2463. sd->regen.state.walk = 1;
  2464. else
  2465. sd->regen.state.walk = 0;
  2466. // Skill SP cost
  2467. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2468. sd->dsprate -= 4*skill;
  2469. if(sc->data[SC_SERVICE4U])
  2470. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2471. if(sc->data[SC_SPCOST_RATE])
  2472. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2473. //Underflow protections.
  2474. if(sd->dsprate < 0)
  2475. sd->dsprate = 0;
  2476. if(sd->castrate < 0)
  2477. sd->castrate = 0;
  2478. if(sd->delayrate < 0)
  2479. sd->delayrate = 0;
  2480. if(sd->hprecov_rate < 0)
  2481. sd->hprecov_rate = 0;
  2482. if(sd->sprecov_rate < 0)
  2483. sd->sprecov_rate = 0;
  2484. // Anti-element and anti-race
  2485. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2486. sd->subele[ELE_HOLY] += skill*5;
  2487. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2488. sd->subele[ELE_NEUTRAL] += skill;
  2489. sd->subele[ELE_FIRE] += skill*4;
  2490. }
  2491. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2492. skill = skill*4;
  2493. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2494. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2495. sd->magic_addrace[RC_DRAGON]+=skill;
  2496. sd->subrace[RC_DRAGON]+=skill;
  2497. }
  2498. if(sc->count){
  2499. if(sc->data[SC_CONCENTRATE])
  2500. { //Update the card-bonus data
  2501. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2502. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2503. }
  2504. if(sc->data[SC_SIEGFRIED]){
  2505. i = sc->data[SC_SIEGFRIED]->val2;
  2506. sd->subele[ELE_WATER] += i;
  2507. sd->subele[ELE_EARTH] += i;
  2508. sd->subele[ELE_FIRE] += i;
  2509. sd->subele[ELE_WIND] += i;
  2510. sd->subele[ELE_POISON] += i;
  2511. sd->subele[ELE_HOLY] += i;
  2512. sd->subele[ELE_DARK] += i;
  2513. sd->subele[ELE_GHOST] += i;
  2514. sd->subele[ELE_UNDEAD] += i;
  2515. }
  2516. if(sc->data[SC_PROVIDENCE]){
  2517. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2518. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2519. }
  2520. if(sc->data[SC_ARMOR_ELEMENT])
  2521. { //This status change should grant card-type elemental resist.
  2522. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2523. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2524. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2525. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2526. }
  2527. if(sc->data[SC_ARMOR_RESIST])
  2528. { // Undead Scroll
  2529. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2530. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2531. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2532. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2533. }
  2534. }
  2535. status_cpy(&sd->battle_status, status);
  2536. // ----- CLIENT-SIDE REFRESH -----
  2537. if(!sd->bl.prev) {
  2538. //Will update on LoadEndAck
  2539. calculating = 0;
  2540. return 0;
  2541. }
  2542. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2543. clif_skillinfoblock(sd);
  2544. if(b_weight != sd->weight)
  2545. clif_updatestatus(sd,SP_WEIGHT);
  2546. if(b_max_weight != sd->max_weight) {
  2547. clif_updatestatus(sd,SP_MAXWEIGHT);
  2548. pc_updateweightstatus(sd);
  2549. }
  2550. calculating = 0;
  2551. return 0;
  2552. }
  2553. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2554. {
  2555. struct status_data *status = &md->base_status;
  2556. struct s_mercenary *merc = &md->mercenary;
  2557. if( first )
  2558. {
  2559. memcpy(status, &md->db->status, sizeof(struct status_data));
  2560. status->mode = MD_CANMOVE|MD_CANATTACK;
  2561. status->hp = status->max_hp;
  2562. status->sp = status->max_sp;
  2563. md->battle_status.hp = merc->hp;
  2564. md->battle_status.sp = merc->sp;
  2565. }
  2566. status_calc_misc(&md->bl, status, md->db->lv);
  2567. status_cpy(&md->battle_status, status);
  2568. return 0;
  2569. }
  2570. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2571. {
  2572. struct status_data *status = &hd->base_status;
  2573. struct s_homunculus *hom = &hd->homunculus;
  2574. int skill;
  2575. int amotion;
  2576. status->str = hom->str / 10;
  2577. status->agi = hom->agi / 10;
  2578. status->vit = hom->vit / 10;
  2579. status->dex = hom->dex / 10;
  2580. status->int_ = hom->int_ / 10;
  2581. status->luk = hom->luk / 10;
  2582. if (first) { //[orn]
  2583. const struct s_homunculus_db *db = hd->homunculusDB;
  2584. status->def_ele = db->element;
  2585. status->ele_lv = 1;
  2586. status->race = db->race;
  2587. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2588. status->rhw.range = 1 + status->size;
  2589. status->mode = MD_CANMOVE|MD_CANATTACK;
  2590. status->speed = DEFAULT_WALK_SPEED;
  2591. if (battle_config.hom_setting&0x8 && hd->master)
  2592. status->speed = status_get_speed(&hd->master->bl);
  2593. status->hp = 1;
  2594. status->sp = 1;
  2595. }
  2596. skill = hom->level/10 + status->vit/5;
  2597. status->def = cap_value(skill, 0, 99);
  2598. skill = hom->level/10 + status->int_/5;
  2599. status->mdef = cap_value(skill, 0, 99);
  2600. status->max_hp = hom->max_hp ;
  2601. status->max_sp = hom->max_sp ;
  2602. merc_hom_calc_skilltree(hd);
  2603. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2604. status->def += skill * 4;
  2605. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2606. {
  2607. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2608. status->str += 1 +skill/3 +skill/3 +skill/4;
  2609. }
  2610. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2611. status->max_hp += skill * 2 * status->max_hp / 100;
  2612. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2613. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2614. if (first) {
  2615. hd->battle_status.hp = hom->hp ;
  2616. hd->battle_status.sp = hom->sp ;
  2617. }
  2618. status->rhw.atk = status->dex;
  2619. status->rhw.atk2 = status->str + hom->level;
  2620. status->aspd_rate = 1000;
  2621. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2622. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2623. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2624. status_calc_misc(&hd->bl, status, hom->level);
  2625. #if REMODE
  2626. /**
  2627. * In RE Mode matk_max is used as source of weaponMATK, but homuns don't have it -- so we swap the values here.
  2628. **/
  2629. status->matk_max = status->matk_min;
  2630. #endif
  2631. status_cpy(&hd->battle_status, status);
  2632. return 1;
  2633. }
  2634. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2635. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2636. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2637. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2638. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2639. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2640. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2641. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2642. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2643. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2644. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2645. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2646. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2647. #if REMODE
  2648. static short status_calc_def(struct block_list *bl, struct status_change *sc, int);
  2649. #else
  2650. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2651. #endif
  2652. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2653. #if REMODE
  2654. static short status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  2655. #else
  2656. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2657. #endif
  2658. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2659. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2660. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2661. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2662. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2663. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2664. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2665. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2666. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2667. //Calculates base regen values.
  2668. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2669. {
  2670. struct map_session_data *sd;
  2671. int val, skill;
  2672. if( !(bl->type&BL_REGEN) || !regen )
  2673. return;
  2674. sd = BL_CAST(BL_PC,bl);
  2675. val = 1 + (status->vit/5) + (status->max_hp/200);
  2676. if( sd && sd->hprecov_rate != 100 )
  2677. val = val*sd->hprecov_rate/100;
  2678. regen->hp = cap_value(val, 1, SHRT_MAX);
  2679. val = 1 + (status->int_/6) + (status->max_sp/100);
  2680. if( status->int_ >= 120 )
  2681. val += ((status->int_-120)>>1) + 4;
  2682. if( sd && sd->sprecov_rate != 100 )
  2683. val = val*sd->sprecov_rate/100;
  2684. regen->sp = cap_value(val, 1, SHRT_MAX);
  2685. if( sd )
  2686. {
  2687. struct regen_data_sub *sregen;
  2688. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2689. {
  2690. val = regen->sp*(100+3*skill)/100;
  2691. regen->sp = cap_value(val, 1, SHRT_MAX);
  2692. }
  2693. //Only players have skill/sitting skill regen for now.
  2694. sregen = regen->sregen;
  2695. val = 0;
  2696. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2697. val += skill*5 + skill*status->max_hp/500;
  2698. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2699. val = 0;
  2700. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2701. val += skill*3 + skill*status->max_sp/500;
  2702. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2703. val += skill*3 + skill*status->max_sp/500;
  2704. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2705. // Skill-related recovery (only when sit)
  2706. sregen = regen->ssregen;
  2707. val = 0;
  2708. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2709. val += skill*4 + skill*status->max_hp/500;
  2710. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2711. val += skill*30 + skill*status->max_hp/500;
  2712. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2713. val = 0;
  2714. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2715. {
  2716. val += skill*3 + skill*status->max_sp/500;
  2717. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2718. val += (30+10*skill)*val/100;
  2719. }
  2720. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2721. val += skill*2 + skill*status->max_sp/500;
  2722. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2723. }
  2724. if( bl->type == BL_HOM )
  2725. {
  2726. struct homun_data *hd = (TBL_HOM*)bl;
  2727. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
  2728. {
  2729. val = regen->hp*(100+5*skill)/100;
  2730. regen->hp = cap_value(val, 1, SHRT_MAX);
  2731. }
  2732. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
  2733. {
  2734. val = regen->sp*(100+3*skill)/100;
  2735. regen->sp = cap_value(val, 1, SHRT_MAX);
  2736. }
  2737. }
  2738. else if( bl->type == BL_MER )
  2739. {
  2740. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2741. regen->hp = cap_value(val, 1, SHRT_MAX);
  2742. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2743. regen->sp = cap_value(val, 1, SHRT_MAX);
  2744. }
  2745. }
  2746. //Calculates SC related regen rates.
  2747. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2748. {
  2749. if (!(bl->type&BL_REGEN) || !regen)
  2750. return;
  2751. regen->flag = RGN_HP|RGN_SP;
  2752. if(regen->sregen)
  2753. {
  2754. if (regen->sregen->hp)
  2755. regen->flag|=RGN_SHP;
  2756. if (regen->sregen->sp)
  2757. regen->flag|=RGN_SSP;
  2758. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2759. }
  2760. if (regen->ssregen)
  2761. {
  2762. if (regen->ssregen->hp)
  2763. regen->flag|=RGN_SHP;
  2764. if (regen->ssregen->sp)
  2765. regen->flag|=RGN_SSP;
  2766. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2767. }
  2768. regen->rate.hp = regen->rate.sp = 1;
  2769. if (!sc || !sc->count)
  2770. return;
  2771. if (
  2772. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2773. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2774. || sc->data[SC_BERSERK]
  2775. || sc->data[SC_TRICKDEAD]
  2776. || sc->data[SC_BLEEDING]
  2777. || sc->data[SC_MAGICMUSHROOM]
  2778. || sc->data[SC_RAISINGDRAGON]
  2779. ) //No regen
  2780. regen->flag = 0;
  2781. if (
  2782. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
  2783. || (
  2784. (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2785. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2786. )
  2787. ) //No natural SP regen
  2788. regen->flag &=~RGN_SP;
  2789. if(
  2790. sc->data[SC_TENSIONRELAX]
  2791. ) {
  2792. regen->rate.hp += 2;
  2793. if (regen->sregen)
  2794. regen->sregen->rate.hp += 3;
  2795. }
  2796. if (sc->data[SC_MAGNIFICAT])
  2797. {
  2798. regen->rate.hp += 1;
  2799. regen->rate.sp += 1;
  2800. }
  2801. if (sc->data[SC_REGENERATION])
  2802. {
  2803. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2804. if (!sce->val4)
  2805. {
  2806. regen->rate.hp += sce->val2;
  2807. regen->rate.sp += sce->val3;
  2808. } else
  2809. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2810. }
  2811. }
  2812. /// Recalculates parts of an object's battle status according to the specified flags.
  2813. /// @param flag bitfield of values from enum scb_flag
  2814. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  2815. {
  2816. const struct status_data *b_status = status_get_base_status(bl);
  2817. struct status_data *status = status_get_status_data(bl);
  2818. struct status_change *sc = status_get_sc(bl);
  2819. TBL_PC *sd = BL_CAST(BL_PC,bl);
  2820. int temp;
  2821. if (!b_status || !status)
  2822. return;
  2823. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2824. status_cpy(status, b_status);
  2825. return;
  2826. }
  2827. if(flag&SCB_STR) {
  2828. status->str = status_calc_str(bl, sc, b_status->str);
  2829. flag|=SCB_BATK;
  2830. if( bl->type&BL_HOM )
  2831. flag |= SCB_WATK;
  2832. }
  2833. if(flag&SCB_AGI) {
  2834. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2835. flag|=SCB_FLEE;
  2836. if( bl->type&(BL_PC|BL_HOM) )
  2837. flag |= SCB_ASPD|SCB_DSPD;
  2838. }
  2839. if(flag&SCB_VIT) {
  2840. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2841. flag|=SCB_DEF2|SCB_MDEF2;
  2842. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2843. flag |= SCB_MAXHP;
  2844. if( bl->type&BL_HOM )
  2845. flag |= SCB_DEF;
  2846. }
  2847. if(flag&SCB_INT) {
  2848. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2849. flag|=SCB_MATK|SCB_MDEF2;
  2850. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2851. flag |= SCB_MAXSP;
  2852. if( bl->type&BL_HOM )
  2853. flag |= SCB_MDEF;
  2854. }
  2855. if(flag&SCB_DEX) {
  2856. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2857. flag|=SCB_BATK|SCB_HIT;
  2858. if( bl->type&(BL_PC|BL_HOM) )
  2859. flag |= SCB_ASPD;
  2860. if( bl->type&BL_HOM )
  2861. flag |= SCB_WATK;
  2862. }
  2863. if(flag&SCB_LUK) {
  2864. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2865. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2866. }
  2867. if(flag&SCB_BATK && b_status->batk) {
  2868. status->batk = status_base_atk(bl,status);
  2869. temp = b_status->batk - status_base_atk(bl,b_status);
  2870. if (temp)
  2871. {
  2872. temp += status->batk;
  2873. status->batk = cap_value(temp, 0, USHRT_MAX);
  2874. }
  2875. status->batk = status_calc_batk(bl, sc, status->batk);
  2876. }
  2877. if(flag&SCB_WATK) {
  2878. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2879. if (!sd) //Should not affect weapon refine bonus
  2880. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2881. if(b_status->lhw.atk) {
  2882. if (sd) {
  2883. sd->state.lr_flag = 1;
  2884. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2885. sd->state.lr_flag = 0;
  2886. } else {
  2887. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2888. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2889. }
  2890. }
  2891. if( bl->type&BL_HOM )
  2892. {
  2893. status->rhw.atk += (status->dex - b_status->dex);
  2894. status->rhw.atk2 += (status->str - b_status->str);
  2895. if( status->rhw.atk2 < status->rhw.atk )
  2896. status->rhw.atk2 = status->rhw.atk;
  2897. }
  2898. }
  2899. if(flag&SCB_HIT) {
  2900. if (status->dex == b_status->dex)
  2901. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2902. else
  2903. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2904. }
  2905. if(flag&SCB_FLEE) {
  2906. if (status->agi == b_status->agi)
  2907. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2908. else
  2909. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2910. }
  2911. if(flag&SCB_DEF)
  2912. {
  2913. status->def = status_calc_def(bl, sc, b_status->def);
  2914. if( bl->type&BL_HOM )
  2915. status->def += (status->vit/5 - b_status->vit/5);
  2916. }
  2917. if(flag&SCB_DEF2) {
  2918. if (status->vit == b_status->vit)
  2919. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2920. else
  2921. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2922. }
  2923. if(flag&SCB_MDEF)
  2924. {
  2925. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2926. if( bl->type&BL_HOM )
  2927. status->mdef += (status->int_/5 - b_status->int_/5);
  2928. }
  2929. if(flag&SCB_MDEF2) {
  2930. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2931. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2932. else
  2933. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2934. }
  2935. if(flag&SCB_SPEED) {
  2936. struct unit_data *ud = unit_bl2ud(bl);
  2937. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2938. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  2939. //because if you step on something while walking, the moment this
  2940. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  2941. if (ud)
  2942. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2943. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  2944. status->speed = battle_config.max_walk_speed;
  2945. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  2946. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  2947. }
  2948. if(flag&SCB_CRI && b_status->cri) {
  2949. if (status->luk == b_status->luk)
  2950. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2951. else
  2952. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2953. /**
  2954. * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  2955. **/
  2956. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  2957. status->cri <<= 1;
  2958. }
  2959. if(flag&SCB_FLEE2 && b_status->flee2) {
  2960. if (status->luk == b_status->luk)
  2961. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2962. else
  2963. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2964. }
  2965. if(flag&SCB_ATK_ELE) {
  2966. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2967. if (sd) sd->state.lr_flag = 1;
  2968. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2969. if (sd) sd->state.lr_flag = 0;
  2970. }
  2971. if(flag&SCB_DEF_ELE) {
  2972. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2973. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2974. }
  2975. if(flag&SCB_MODE)
  2976. {
  2977. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2978. //Since mode changed, reset their state.
  2979. if (!(status->mode&MD_CANATTACK))
  2980. unit_stop_attack(bl);
  2981. if (!(status->mode&MD_CANMOVE))
  2982. unit_stop_walking(bl,1);
  2983. }
  2984. // No status changes alter these yet.
  2985. // if(flag&SCB_SIZE)
  2986. // if(flag&SCB_RACE)
  2987. // if(flag&SCB_RANGE)
  2988. if(flag&SCB_MAXHP) {
  2989. if( bl->type&BL_PC )
  2990. {
  2991. status->max_hp = status_base_pc_maxhp(sd,status);
  2992. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2993. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  2994. if( status->max_hp > (unsigned int)battle_config.max_hp )
  2995. status->max_hp = (unsigned int)battle_config.max_hp;
  2996. }
  2997. else
  2998. {
  2999. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3000. }
  3001. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  3002. {
  3003. status->hp = status->max_hp;
  3004. if( sd ) clif_updatestatus(sd,SP_HP);
  3005. }
  3006. }
  3007. if(flag&SCB_MAXSP) {
  3008. if( bl->type&BL_PC )
  3009. {
  3010. status->max_sp = status_base_pc_maxsp(sd,status);
  3011. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3012. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3013. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3014. status->max_sp = (unsigned int)battle_config.max_sp;
  3015. }
  3016. else
  3017. {
  3018. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3019. }
  3020. if( status->sp > status->max_sp )
  3021. {
  3022. status->sp = status->max_sp;
  3023. if( sd ) clif_updatestatus(sd,SP_SP);
  3024. }
  3025. }
  3026. if(flag&SCB_MATK) {
  3027. //New matk
  3028. #if REMODE
  3029. status->matk_min = status_base_matk_min(status,status_get_lv(bl));
  3030. /**
  3031. * in RE matk_min is used as character's base matk
  3032. * sp_base_matk is 'bonus bMatk,<boost>'
  3033. **/
  3034. if( sd )
  3035. status->matk_min += sd->sp_base_matk;
  3036. #else
  3037. status->matk_min = status_base_matk_min(status);
  3038. #endif
  3039. status->matk_max = status_base_matk_max(status);
  3040. if( bl->type&BL_PC && sd->matk_rate != 100 )
  3041. {
  3042. //Bonuses from previous matk
  3043. #if isOFF(REMODE) //Only changed in non-re [RRInd]
  3044. status->matk_max = status->matk_max * sd->matk_rate/100;
  3045. #endif
  3046. status->matk_min = status->matk_min * sd->matk_rate/100;
  3047. }
  3048. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3049. #if isOFF(REMODE) //Only changed in non-re [RRInd]
  3050. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3051. #endif
  3052. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  3053. sc->mp_matk_min = status->matk_min;
  3054. sc->mp_matk_max = status->matk_max;
  3055. }
  3056. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  3057. status->matk_min = status->matk_max;
  3058. }
  3059. if(flag&SCB_ASPD) {
  3060. int amotion;
  3061. if( bl->type&BL_PC )
  3062. {
  3063. amotion = status_base_amotion_pc(sd,status);
  3064. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3065. if(status->aspd_rate != 1000)
  3066. amotion = amotion*status->aspd_rate/1000;
  3067. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3068. status->adelay = 2*status->amotion;
  3069. }
  3070. else
  3071. if( bl->type&BL_HOM )
  3072. {
  3073. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3074. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3075. if(status->aspd_rate != 1000)
  3076. amotion = amotion*status->aspd_rate/1000;
  3077. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3078. status->adelay = status->amotion;
  3079. }
  3080. else // mercenary and mobs
  3081. {
  3082. amotion = b_status->amotion;
  3083. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3084. if(status->aspd_rate != 1000)
  3085. amotion = amotion*status->aspd_rate/1000;
  3086. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3087. temp = b_status->adelay*status->aspd_rate/1000;
  3088. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3089. }
  3090. }
  3091. if(flag&SCB_DSPD) {
  3092. int dmotion;
  3093. if( bl->type&BL_PC )
  3094. {
  3095. if (b_status->agi == status->agi)
  3096. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3097. else {
  3098. dmotion = 800-status->agi*4;
  3099. status->dmotion = cap_value(dmotion, 400, 800);
  3100. if(battle_config.pc_damage_delay_rate != 100)
  3101. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3102. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3103. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3104. }
  3105. }
  3106. else
  3107. if( bl->type&BL_HOM )
  3108. {
  3109. dmotion = 800-status->agi*4;
  3110. status->dmotion = cap_value(dmotion, 400, 800);
  3111. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3112. }
  3113. else // mercenary and mobs
  3114. {
  3115. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3116. }
  3117. }
  3118. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3119. status_calc_regen(bl, status, status_get_regen_data(bl));
  3120. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3121. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3122. }
  3123. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3124. /// Also sends updates to the client wherever applicable.
  3125. /// @param flag bitfield of values from enum scb_flag
  3126. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3127. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3128. {
  3129. struct status_data b_status; // previous battle status
  3130. struct status_data* status; // pointer to current battle status
  3131. // remember previous values
  3132. status = status_get_status_data(bl);
  3133. memcpy(&b_status, status, sizeof(struct status_data));
  3134. if( flag&SCB_BASE )
  3135. {// calculate the object's base status too
  3136. switch( bl->type )
  3137. {
  3138. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3139. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3140. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3141. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3142. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3143. }
  3144. }
  3145. if( bl->type == BL_PET )
  3146. return; // pets are not affected by statuses
  3147. if( first && bl->type == BL_MOB )
  3148. return; // assume there will be no statuses active
  3149. status_calc_bl_main(bl, flag);
  3150. if( first && bl->type == BL_HOM )
  3151. return; // client update handled by caller
  3152. // compare against new values and send client updates
  3153. if( bl->type == BL_PC )
  3154. {
  3155. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3156. if(b_status.str != status->str)
  3157. clif_updatestatus(sd,SP_STR);
  3158. if(b_status.agi != status->agi)
  3159. clif_updatestatus(sd,SP_AGI);
  3160. if(b_status.vit != status->vit)
  3161. clif_updatestatus(sd,SP_VIT);
  3162. if(b_status.int_ != status->int_)
  3163. clif_updatestatus(sd,SP_INT);
  3164. if(b_status.dex != status->dex)
  3165. clif_updatestatus(sd,SP_DEX);
  3166. if(b_status.luk != status->luk)
  3167. clif_updatestatus(sd,SP_LUK);
  3168. if(b_status.hit != status->hit)
  3169. clif_updatestatus(sd,SP_HIT);
  3170. if(b_status.flee != status->flee)
  3171. clif_updatestatus(sd,SP_FLEE1);
  3172. if(b_status.amotion != status->amotion)
  3173. clif_updatestatus(sd,SP_ASPD);
  3174. if(b_status.speed != status->speed)
  3175. clif_updatestatus(sd,SP_SPEED);
  3176. if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk)
  3177. clif_updatestatus(sd,SP_ATK1);
  3178. if(b_status.def != status->def)
  3179. clif_updatestatus(sd,SP_DEF1);
  3180. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2)
  3181. clif_updatestatus(sd,SP_ATK2);
  3182. if(b_status.def2 != status->def2)
  3183. clif_updatestatus(sd,SP_DEF2);
  3184. if(b_status.flee2 != status->flee2)
  3185. clif_updatestatus(sd,SP_FLEE2);
  3186. if(b_status.cri != status->cri)
  3187. clif_updatestatus(sd,SP_CRITICAL);
  3188. if(b_status.matk_max != status->matk_max)
  3189. clif_updatestatus(sd,SP_MATK1);
  3190. if(b_status.matk_min != status->matk_min)
  3191. clif_updatestatus(sd,SP_MATK2);
  3192. if(b_status.mdef != status->mdef)
  3193. clif_updatestatus(sd,SP_MDEF1);
  3194. if(b_status.mdef2 != status->mdef2)
  3195. clif_updatestatus(sd,SP_MDEF2);
  3196. if(b_status.rhw.range != status->rhw.range)
  3197. clif_updatestatus(sd,SP_ATTACKRANGE);
  3198. if(b_status.max_hp != status->max_hp)
  3199. clif_updatestatus(sd,SP_MAXHP);
  3200. if(b_status.max_sp != status->max_sp)
  3201. clif_updatestatus(sd,SP_MAXSP);
  3202. if(b_status.hp != status->hp)
  3203. clif_updatestatus(sd,SP_HP);
  3204. if(b_status.sp != status->sp)
  3205. clif_updatestatus(sd,SP_SP);
  3206. }
  3207. else
  3208. if( bl->type == BL_HOM )
  3209. {
  3210. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3211. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3212. clif_hominfo(hd->master,hd,0);
  3213. }
  3214. else
  3215. if( bl->type == BL_MER )
  3216. {
  3217. TBL_MER* md = BL_CAST(BL_MER, bl);
  3218. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3219. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3220. if( b_status.matk_max != status->matk_max )
  3221. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3222. if( b_status.hit != status->hit )
  3223. clif_mercenary_updatestatus(md->master, SP_HIT);
  3224. if( b_status.cri != status->cri )
  3225. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3226. if( b_status.def != status->def )
  3227. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3228. if( b_status.mdef != status->mdef )
  3229. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3230. if( b_status.flee != status->flee )
  3231. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3232. if( b_status.amotion != status->amotion )
  3233. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3234. if( b_status.max_hp != status->max_hp )
  3235. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3236. if( b_status.max_sp != status->max_sp )
  3237. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3238. if( b_status.hp != status->hp )
  3239. clif_mercenary_updatestatus(md->master, SP_HP);
  3240. if( b_status.sp != status->sp )
  3241. clif_mercenary_updatestatus(md->master, SP_SP);
  3242. }
  3243. }
  3244. /*==========================================
  3245. * Apply shared stat mods from status changes [DracoRPG]
  3246. *------------------------------------------*/
  3247. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3248. {
  3249. if(!sc || !sc->count)
  3250. return cap_value(str,0,USHRT_MAX);
  3251. if(sc->data[SC_INCALLSTATUS])
  3252. str += sc->data[SC_INCALLSTATUS]->val1;
  3253. if(sc->data[SC_INCSTR])
  3254. str += sc->data[SC_INCSTR]->val1;
  3255. if(sc->data[SC_STRFOOD])
  3256. str += sc->data[SC_STRFOOD]->val1;
  3257. if(sc->data[SC_FOOD_STR_CASH])
  3258. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3259. if(sc->data[SC_BATTLEORDERS])
  3260. str += 5;
  3261. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  3262. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  3263. if(sc->data[SC_LOUD])
  3264. str += 4;
  3265. if(sc->data[SC_TRUESIGHT])
  3266. str += 5;
  3267. if(sc->data[SC_SPURT])
  3268. str += 10;
  3269. if(sc->data[SC_NEN])
  3270. str += sc->data[SC_NEN]->val1;
  3271. if(sc->data[SC_BLESSING]){
  3272. if(sc->data[SC_BLESSING]->val2)
  3273. str += sc->data[SC_BLESSING]->val2;
  3274. else
  3275. str >>= 1;
  3276. }
  3277. if(sc->data[SC_MARIONETTE])
  3278. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3279. if(sc->data[SC_MARIONETTE2])
  3280. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3281. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3282. str = 50;
  3283. /**
  3284. * RK Rune Skill
  3285. **/
  3286. if(sc->data[SC_GIANTGROWTH])
  3287. str += 30;
  3288. if(sc->data[SC_INSPIRATION])
  3289. str += sc->data[SC_INSPIRATION]->val3;
  3290. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3291. }
  3292. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3293. {
  3294. if(!sc || !sc->count)
  3295. return cap_value(agi,0,USHRT_MAX);
  3296. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3297. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3298. if(sc->data[SC_INCALLSTATUS])
  3299. agi += sc->data[SC_INCALLSTATUS]->val1;
  3300. if(sc->data[SC_INCAGI])
  3301. agi += sc->data[SC_INCAGI]->val1;
  3302. if(sc->data[SC_AGIFOOD])
  3303. agi += sc->data[SC_AGIFOOD]->val1;
  3304. if(sc->data[SC_FOOD_AGI_CASH])
  3305. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3306. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  3307. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  3308. if(sc->data[SC_TRUESIGHT])
  3309. agi += 5;
  3310. if(sc->data[SC_INCREASEAGI])
  3311. agi += sc->data[SC_INCREASEAGI]->val2;
  3312. if(sc->data[SC_INCREASING])
  3313. agi += 4; // added based on skill updates [Reddozen]
  3314. if(sc->data[SC_DECREASEAGI])
  3315. agi -= sc->data[SC_DECREASEAGI]->val2;
  3316. if(sc->data[SC_QUAGMIRE])
  3317. agi -= sc->data[SC_QUAGMIRE]->val2;
  3318. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3319. agi -= sc->data[SC_SUITON]->val2;
  3320. if(sc->data[SC_MARIONETTE])
  3321. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3322. if(sc->data[SC_MARIONETTE2])
  3323. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3324. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3325. agi = 50;
  3326. /**
  3327. * Arch Bishop
  3328. **/
  3329. if(sc->data[SC_ADORAMUS])
  3330. agi -= sc->data[SC_ADORAMUS]->val2;
  3331. if(sc->data[SC_INSPIRATION])
  3332. agi += sc->data[SC_INSPIRATION]->val3;
  3333. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3334. }
  3335. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3336. {
  3337. if(!sc || !sc->count)
  3338. return cap_value(vit,0,USHRT_MAX);
  3339. if(sc->data[SC_INCALLSTATUS])
  3340. vit += sc->data[SC_INCALLSTATUS]->val1;
  3341. if(sc->data[SC_INCVIT])
  3342. vit += sc->data[SC_INCVIT]->val1;
  3343. if(sc->data[SC_VITFOOD])
  3344. vit += sc->data[SC_VITFOOD]->val1;
  3345. if(sc->data[SC_FOOD_VIT_CASH])
  3346. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3347. if(sc->data[SC_CHANGE])
  3348. vit += sc->data[SC_CHANGE]->val2;
  3349. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  3350. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  3351. if(sc->data[SC_TRUESIGHT])
  3352. vit += 5;
  3353. if(sc->data[SC_STRIPARMOR])
  3354. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3355. if(sc->data[SC_MARIONETTE])
  3356. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3357. if(sc->data[SC_MARIONETTE2])
  3358. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3359. if(sc->data[SC_INSPIRATION])
  3360. vit += sc->data[SC_INSPIRATION]->val3;
  3361. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3362. vit = 50;
  3363. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3364. }
  3365. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3366. {
  3367. if(!sc || !sc->count)
  3368. return cap_value(int_,0,USHRT_MAX);
  3369. if(sc->data[SC_INCALLSTATUS])
  3370. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3371. if(sc->data[SC_INCINT])
  3372. int_ += sc->data[SC_INCINT]->val1;
  3373. if(sc->data[SC_INTFOOD])
  3374. int_ += sc->data[SC_INTFOOD]->val1;
  3375. if(sc->data[SC_FOOD_INT_CASH])
  3376. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3377. if(sc->data[SC_CHANGE])
  3378. int_ += sc->data[SC_CHANGE]->val3;
  3379. if(sc->data[SC_BATTLEORDERS])
  3380. int_ += 5;
  3381. if(sc->data[SC_TRUESIGHT])
  3382. int_ += 5;
  3383. if(sc->data[SC_BLESSING]){
  3384. if (sc->data[SC_BLESSING]->val2)
  3385. int_ += sc->data[SC_BLESSING]->val2;
  3386. else
  3387. int_ >>= 1;
  3388. }
  3389. if(sc->data[SC_STRIPHELM])
  3390. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3391. if(sc->data[SC_NEN])
  3392. int_ += sc->data[SC_NEN]->val1;
  3393. if(sc->data[SC_MARIONETTE])
  3394. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3395. if(sc->data[SC_MARIONETTE2])
  3396. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3397. if(sc->data[SC_INSPIRATION])
  3398. int_ += sc->data[SC_INSPIRATION]->val3;
  3399. if(sc->data[SC__STRIPACCESSORY])
  3400. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3401. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3402. int_ = 50;
  3403. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3404. }
  3405. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3406. {
  3407. if(!sc || !sc->count)
  3408. return cap_value(dex,0,USHRT_MAX);
  3409. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3410. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3411. if(sc->data[SC_INCALLSTATUS])
  3412. dex += sc->data[SC_INCALLSTATUS]->val1;
  3413. if(sc->data[SC_INCDEX])
  3414. dex += sc->data[SC_INCDEX]->val1;
  3415. if(sc->data[SC_DEXFOOD])
  3416. dex += sc->data[SC_DEXFOOD]->val1;
  3417. if(sc->data[SC_FOOD_DEX_CASH])
  3418. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  3419. if(sc->data[SC_BATTLEORDERS])
  3420. dex += 5;
  3421. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  3422. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  3423. if(sc->data[SC_TRUESIGHT])
  3424. dex += 5;
  3425. if(sc->data[SC_QUAGMIRE])
  3426. dex -= sc->data[SC_QUAGMIRE]->val2;
  3427. if(sc->data[SC_BLESSING]){
  3428. if (sc->data[SC_BLESSING]->val2)
  3429. dex += sc->data[SC_BLESSING]->val2;
  3430. else
  3431. dex >>= 1;
  3432. }
  3433. if(sc->data[SC_INCREASING])
  3434. dex += 4; // added based on skill updates [Reddozen]
  3435. if(sc->data[SC_MARIONETTE])
  3436. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  3437. if(sc->data[SC_MARIONETTE2])
  3438. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  3439. if(sc->data[SC_INSPIRATION])
  3440. dex += sc->data[SC_INSPIRATION]->val3;
  3441. if(sc->data[SC__STRIPACCESSORY])
  3442. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3443. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3444. dex = 50;
  3445. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3446. }
  3447. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3448. {
  3449. if(!sc || !sc->count)
  3450. return cap_value(luk,0,USHRT_MAX);
  3451. if(sc->data[SC_CURSE])
  3452. return 0;
  3453. if(sc->data[SC_INCALLSTATUS])
  3454. luk += sc->data[SC_INCALLSTATUS]->val1;
  3455. if(sc->data[SC_INCLUK])
  3456. luk += sc->data[SC_INCLUK]->val1;
  3457. if(sc->data[SC_LUKFOOD])
  3458. luk += sc->data[SC_LUKFOOD]->val1;
  3459. if(sc->data[SC_FOOD_LUK_CASH])
  3460. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  3461. if(sc->data[SC_TRUESIGHT])
  3462. luk += 5;
  3463. if(sc->data[SC_GLORIA])
  3464. luk += 30;
  3465. if(sc->data[SC_MARIONETTE])
  3466. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3467. if(sc->data[SC_MARIONETTE2])
  3468. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3469. if(sc->data[SC_INSPIRATION])
  3470. luk += sc->data[SC_INSPIRATION]->val3;
  3471. if(sc->data[SC__STRIPACCESSORY])
  3472. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3473. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3474. luk = 50;
  3475. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3476. }
  3477. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3478. {
  3479. if(!sc || !sc->count)
  3480. return cap_value(batk,0,USHRT_MAX);
  3481. if(sc->data[SC_ATKPOTION])
  3482. batk += sc->data[SC_ATKPOTION]->val1;
  3483. if(sc->data[SC_BATKFOOD])
  3484. batk += sc->data[SC_BATKFOOD]->val1;
  3485. if(sc->data[SC_INCATKRATE])
  3486. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3487. if(sc->data[SC_PROVOKE])
  3488. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3489. if(sc->data[SC_CONCENTRATION])
  3490. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3491. if(sc->data[SC_SKE])
  3492. batk += batk * 3;
  3493. if(sc->data[SC_BLOODLUST])
  3494. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3495. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3496. batk -= batk * 25/100;
  3497. if(sc->data[SC_CURSE])
  3498. batk -= batk * 25/100;
  3499. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3500. // if(sc->data[SC_BLEEDING])
  3501. // batk -= batk * 25/100;
  3502. if(sc->data[SC_FLEET])
  3503. batk += batk * sc->data[SC_FLEET]->val3/100;
  3504. if(sc->data[SC_GATLINGFEVER])
  3505. batk += sc->data[SC_GATLINGFEVER]->val3;
  3506. if(sc->data[SC_MADNESSCANCEL])
  3507. batk += 100;
  3508. if(sc->data[SC__ENERVATION])
  3509. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  3510. if(sc->data[SC__BLOODYLUST])
  3511. batk += batk * 32 / 100;
  3512. if(sc->data[SC_GT_CHANGE])
  3513. batk += batk * sc->data[SC_GT_CHANGE]->val3 / 100;
  3514. #if RE_EDP
  3515. /**
  3516. * in RE EDP increases your base atk by atk x Skill Level.
  3517. **/
  3518. if( sc->data[SC_EDP] )
  3519. batk = batk * sc->data[SC_EDP]->val1;
  3520. #endif
  3521. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3522. }
  3523. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3524. {
  3525. if(!sc || !sc->count)
  3526. return cap_value(watk,0,USHRT_MAX);
  3527. if(sc->data[SC_IMPOSITIO])
  3528. watk += sc->data[SC_IMPOSITIO]->val2;
  3529. if(sc->data[SC_WATKFOOD])
  3530. watk += sc->data[SC_WATKFOOD]->val1;
  3531. if(sc->data[SC_DRUMBATTLE])
  3532. watk += sc->data[SC_DRUMBATTLE]->val2;
  3533. if(sc->data[SC_VOLCANO])
  3534. watk += sc->data[SC_VOLCANO]->val2;
  3535. if(sc->data[SC_INCATKRATE])
  3536. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3537. if(sc->data[SC_PROVOKE])
  3538. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3539. if(sc->data[SC_CONCENTRATION])
  3540. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3541. if(sc->data[SC_SKE])
  3542. watk += watk * 3;
  3543. if(sc->data[SC_NIBELUNGEN]) {
  3544. if (bl->type != BL_PC)
  3545. watk += sc->data[SC_NIBELUNGEN]->val2;
  3546. else {
  3547. TBL_PC *sd = (TBL_PC*)bl;
  3548. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3549. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3550. watk += sc->data[SC_NIBELUNGEN]->val2;
  3551. }
  3552. }
  3553. if(sc->data[SC__ENERVATION])
  3554. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  3555. if(sc->data[SC__BLOODYLUST])
  3556. watk += watk * 32 / 100;
  3557. if(sc->data[SC_FLEET])
  3558. watk += watk * sc->data[SC_FLEET]->val3/100;
  3559. if(sc->data[SC_CURSE])
  3560. watk -= watk * 25/100;
  3561. if(sc->data[SC_STRIPWEAPON])
  3562. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3563. if(sc->data[SC_MERC_ATKUP])
  3564. watk += sc->data[SC_MERC_ATKUP]->val2;
  3565. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  3566. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  3567. if(sc->data[SC_INSPIRATION])
  3568. watk += sc->data[SC_INSPIRATION]->val2;
  3569. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  3570. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  3571. #if RE_EDP
  3572. /**
  3573. * in RE EDP increases your weapon atk by watk x Skill Level - 1
  3574. **/
  3575. if( sc->data[SC_EDP] && sc->data[SC_EDP]->val1 > 1 )
  3576. watk = watk * (sc->data[SC_EDP]->val1 - 1);
  3577. #endif
  3578. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3579. }
  3580. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3581. {
  3582. if(!sc || !sc->count)
  3583. return cap_value(matk,0,USHRT_MAX);
  3584. if(sc->data[SC_MATKPOTION])
  3585. matk += sc->data[SC_MATKPOTION]->val1;
  3586. if(sc->data[SC_MATKFOOD])
  3587. matk += sc->data[SC_MATKFOOD]->val1;
  3588. if(sc->data[SC_MAGICPOWER])
  3589. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3590. if(sc->data[SC_MINDBREAKER])
  3591. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3592. if(sc->data[SC_INCMATKRATE])
  3593. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3594. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3595. }
  3596. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) {
  3597. if(!sc || !sc->count)
  3598. return cap_value(critical,10,SHRT_MAX);
  3599. if (sc->data[SC_INCCRI])
  3600. critical += sc->data[SC_INCCRI]->val2;
  3601. if (sc->data[SC_EXPLOSIONSPIRITS])
  3602. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3603. if (sc->data[SC_FORTUNE])
  3604. critical += sc->data[SC_FORTUNE]->val2;
  3605. if (sc->data[SC_TRUESIGHT])
  3606. critical += sc->data[SC_TRUESIGHT]->val2;
  3607. if(sc->data[SC_CLOAKING])
  3608. critical += critical;
  3609. if(sc->data[SC__INVISIBILITY])
  3610. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  3611. if(sc->data[SC_CAMOUFLAGE])
  3612. critical += 100;
  3613. if(sc->data[SC__UNLUCKY])
  3614. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  3615. return (short)cap_value(critical,10,SHRT_MAX);
  3616. }
  3617. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3618. {
  3619. if(!sc || !sc->count)
  3620. return cap_value(hit,1,SHRT_MAX);
  3621. if(sc->data[SC_INCHIT])
  3622. hit += sc->data[SC_INCHIT]->val1;
  3623. if(sc->data[SC_HITFOOD])
  3624. hit += sc->data[SC_HITFOOD]->val1;
  3625. if(sc->data[SC_TRUESIGHT])
  3626. hit += sc->data[SC_TRUESIGHT]->val3;
  3627. if(sc->data[SC_HUMMING])
  3628. hit += sc->data[SC_HUMMING]->val2;
  3629. if(sc->data[SC_CONCENTRATION])
  3630. hit += sc->data[SC_CONCENTRATION]->val3;
  3631. if(sc->data[SC_INCHITRATE])
  3632. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3633. if(sc->data[SC_BLIND])
  3634. hit -= hit * 25/100;
  3635. if(sc->data[SC_ADJUSTMENT])
  3636. hit -= 30;
  3637. if(sc->data[SC_INCREASING])
  3638. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3639. if(sc->data[SC_MERC_HITUP])
  3640. hit += sc->data[SC_MERC_HITUP]->val2;
  3641. if(sc->data[SC__GROOMY])
  3642. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  3643. if(sc->data[SC_FEAR])
  3644. hit -= hit * 20 / 100;
  3645. if(sc->data[SC_INSPIRATION])
  3646. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  3647. return (short)cap_value(hit,1,SHRT_MAX);
  3648. }
  3649. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3650. {
  3651. if( bl->type == BL_PC )
  3652. {
  3653. if( map_flag_gvg(bl->m) )
  3654. flee -= flee * battle_config.gvg_flee_penalty/100;
  3655. else if( map[bl->m].flag.battleground )
  3656. flee -= flee * battle_config.bg_flee_penalty/100;
  3657. }
  3658. if(!sc || !sc->count)
  3659. return cap_value(flee,1,SHRT_MAX);
  3660. if(sc->data[SC_INCFLEE])
  3661. flee += sc->data[SC_INCFLEE]->val1;
  3662. if(sc->data[SC_FLEEFOOD])
  3663. flee += sc->data[SC_FLEEFOOD]->val1;
  3664. if(sc->data[SC_WHISTLE])
  3665. flee += sc->data[SC_WHISTLE]->val2;
  3666. if(sc->data[SC_WINDWALK])
  3667. flee += sc->data[SC_WINDWALK]->val2;
  3668. if(sc->data[SC_INCFLEERATE])
  3669. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3670. if(sc->data[SC_VIOLENTGALE])
  3671. flee += sc->data[SC_VIOLENTGALE]->val2;
  3672. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3673. flee += sc->data[SC_MOON_COMFORT]->val2;
  3674. if(sc->data[SC_CLOSECONFINE])
  3675. flee += 10;
  3676. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  3677. flee -= flee * 50/100;
  3678. if(sc->data[SC_BERSERK])
  3679. flee -= flee * 50/100;
  3680. if(sc->data[SC_BLIND])
  3681. flee -= flee * 25/100;
  3682. if(sc->data[SC_ADJUSTMENT])
  3683. flee += 30;
  3684. if(sc->data[SC_GATLINGFEVER])
  3685. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3686. if(sc->data[SC_SPEED])
  3687. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  3688. if(sc->data[SC_MERC_FLEEUP])
  3689. flee += sc->data[SC_MERC_FLEEUP]->val2;
  3690. if(sc->data[SC_FEAR])
  3691. flee -= flee * 20 / 100;
  3692. if(sc->data[SC_PARALYSE])
  3693. flee -= flee * 10 / 100; // 10% Flee reduction
  3694. if(sc->data[SC_INFRAREDSCAN])
  3695. flee -= flee * 30 / 100;
  3696. if( sc->data[SC__LAZINESS] )
  3697. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  3698. if( sc->data[SC_GLOOMYDAY] )
  3699. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  3700. if( sc->data[SC_HALLUCINATIONWALK] )
  3701. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  3702. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  3703. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  3704. if( sc->data[SC_WATER_BARRIER] )
  3705. flee -= sc->data[SC_WATER_BARRIER]->val3;
  3706. if( sc->data[SC_WIND_STEP_OPTION] )
  3707. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  3708. if( sc->data[SC_ZEPHYR] )
  3709. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  3710. if( sc->data[SC_MARSHOFABYSS] )
  3711. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  3712. return (short)cap_value(flee,1,SHRT_MAX);
  3713. }
  3714. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3715. {
  3716. if(!sc || !sc->count)
  3717. return cap_value(flee2,10,SHRT_MAX);
  3718. if(sc->data[SC_INCFLEE2])
  3719. flee2 += sc->data[SC_INCFLEE2]->val2;
  3720. if(sc->data[SC_WHISTLE])
  3721. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3722. if(sc->data[SC__UNLUCKY])
  3723. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  3724. return (short)cap_value(flee2,10,SHRT_MAX);
  3725. }
  3726. #if REMODE
  3727. static short status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3728. #else
  3729. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3730. #endif
  3731. {
  3732. if(!sc || !sc->count)
  3733. #if REMODE
  3734. return (short)cap_value(def,SHRT_MIN,SHRT_MAX);
  3735. #else
  3736. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3737. #endif
  3738. if(sc->data[SC_BERSERK])
  3739. return 0;
  3740. if(sc->data[SC_SKA])
  3741. return sc->data[SC_SKA]->val3;
  3742. if(sc->data[SC_BARRIER])
  3743. return 100;
  3744. if(sc->data[SC_KEEPING])
  3745. return 90;
  3746. /**
  3747. * In renewal it no longer provides 90 def
  3748. **/
  3749. #if isOFF(REMODE)
  3750. if(sc->data[SC_STEELBODY])
  3751. return 90;
  3752. #endif
  3753. if(sc->data[SC_ARMORCHANGE])
  3754. def += sc->data[SC_ARMORCHANGE]->val2;
  3755. if(sc->data[SC_DRUMBATTLE])
  3756. def += sc->data[SC_DRUMBATTLE]->val3;
  3757. if(sc->data[SC_DEFENCE]) //[orn]
  3758. def += sc->data[SC_DEFENCE]->val2 ;
  3759. if(sc->data[SC_INCDEFRATE])
  3760. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3761. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3762. def >>=1;
  3763. if(sc->data[SC_FREEZE])
  3764. def >>=1;
  3765. if(sc->data[SC_SIGNUMCRUCIS])
  3766. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3767. if(sc->data[SC_CONCENTRATION])
  3768. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3769. if(sc->data[SC_SKE])
  3770. def >>=1;
  3771. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3772. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3773. if(sc->data[SC_STRIPSHIELD])
  3774. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3775. if (sc->data[SC_FLING])
  3776. def -= def * (sc->data[SC_FLING]->val2)/100;
  3777. if( sc->data[SC_FREEZING] )
  3778. def -= def * 3 / 10;
  3779. if( sc->data[SC_MARSHOFABYSS] )
  3780. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  3781. if( sc->data[SC_ANALYZE] )
  3782. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  3783. if( sc->data[SC__BLOODYLUST] )
  3784. def -= def * 55 / 100;
  3785. if( sc->data[SC_FORCEOFVANGUARD] )
  3786. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  3787. if(sc->data[SC_SATURDAYNIGHTFEVER])
  3788. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  3789. if(sc->data[SC_EARTHDRIVE])
  3790. def -= def * 25 / 100;
  3791. if( sc->data[SC_GT_CHANGE] )
  3792. def -= def * sc->data[SC_GT_CHANGE]->val3 / 100;
  3793. if( sc->data[SC_ROCK_CRUSHER] )
  3794. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  3795. if( sc->data[SC_POWER_OF_GAIA] )
  3796. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  3797. #if REMODE
  3798. return (short)cap_value(def,SHRT_MIN,SHRT_MAX);
  3799. #else
  3800. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3801. #endif
  3802. }
  3803. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3804. {
  3805. if(!sc || !sc->count)
  3806. return cap_value(def2,1,SHRT_MAX);
  3807. if(sc->data[SC_BERSERK])
  3808. return 0;
  3809. if(sc->data[SC_ETERNALCHAOS])
  3810. return 0;
  3811. if(sc->data[SC_SUN_COMFORT])
  3812. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3813. if(sc->data[SC_ANGELUS])
  3814. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3815. if(sc->data[SC_CONCENTRATION])
  3816. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3817. if(sc->data[SC_POISON])
  3818. def2 -= def2 * 25/100;
  3819. if(sc->data[SC_DPOISON])
  3820. def2 -= def2 * 25/100;
  3821. if(sc->data[SC_SKE])
  3822. def2 -= def2 * 50/100;
  3823. if(sc->data[SC_PROVOKE])
  3824. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3825. if(sc->data[SC_JOINTBEAT])
  3826. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  3827. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  3828. if(sc->data[SC_FLING])
  3829. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3830. if( sc->data[SC_FREEZING] )
  3831. def2 -= def2 * 3 / 10;
  3832. if(sc->data[SC_ANALYZE])
  3833. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  3834. if( sc->data[SC_ECHOSONG] )
  3835. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  3836. if( sc->data[SC_PRESTIGE] )
  3837. def2 += def2 * sc->data[SC_PRESTIGE]->val1 / 100;
  3838. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
  3839. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  3840. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  3841. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  3842. if( sc->data[SC_GT_REVITALIZE] )
  3843. def2 += def2 * ( 50 + 10 * sc->data[SC_GT_REVITALIZE]->val1 ) / 100;
  3844. return (short)cap_value(def2,1,SHRT_MAX);
  3845. }
  3846. #if REMODE
  3847. static short status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3848. #else
  3849. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3850. #endif
  3851. {
  3852. if(!sc || !sc->count)
  3853. #if REMODE
  3854. return (short)cap_value(mdef,SHRT_MIN,SHRT_MAX);
  3855. #else
  3856. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3857. #endif
  3858. if(sc->data[SC_BERSERK])
  3859. return 0;
  3860. if(sc->data[SC_BARRIER])
  3861. return 100;
  3862. /**
  3863. * In renewal it no longer provides 90 mdef
  3864. **/
  3865. #if isOFF(REMODE)
  3866. if(sc->data[SC_STEELBODY])
  3867. return 90;
  3868. #endif
  3869. if(sc->data[SC_ARMORCHANGE])
  3870. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3871. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3872. mdef += 25*mdef/100;
  3873. if(sc->data[SC_FREEZE])
  3874. mdef += 25*mdef/100;
  3875. if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
  3876. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  3877. if(sc->data[SC_CONCENTRATION])
  3878. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3879. if( sc->data[SC_MARSHOFABYSS] )
  3880. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  3881. if(sc->data[SC_ANALYZE])
  3882. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  3883. if(sc->data[SC_SYMPHONYOFLOVER])
  3884. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  3885. if(sc->data[SC_GT_CHANGE])
  3886. mdef -= mdef * sc->data[SC_GT_CHANGE]->val3 / 100;
  3887. if(sc->data[SC_WATER_BARRIER])
  3888. mdef += sc->data[SC_WATER_BARRIER]->val2;
  3889. #if REMODE
  3890. return (short)cap_value(mdef,SHRT_MIN,SHRT_MAX);
  3891. #else
  3892. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3893. #endif
  3894. }
  3895. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3896. {
  3897. if(!sc || !sc->count)
  3898. return cap_value(mdef2,1,SHRT_MAX);
  3899. if(sc->data[SC_BERSERK])
  3900. return 0;
  3901. if(sc->data[SC_SKA])
  3902. return 90;
  3903. if(sc->data[SC_MINDBREAKER])
  3904. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3905. if(sc->data[SC_ANALYZE])
  3906. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  3907. return (short)cap_value(mdef2,1,SHRT_MAX);
  3908. }
  3909. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3910. {
  3911. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3912. int speed_rate;
  3913. if( sc == NULL )
  3914. return cap_value(speed,10,USHRT_MAX);
  3915. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skillid == LG_EXEEDBREAK) )
  3916. {
  3917. if( sd->ud.skillid == LG_EXEEDBREAK )
  3918. speed_rate = 100 + 60 - (sd->ud.skilllv * 10);
  3919. else
  3920. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  3921. }
  3922. else
  3923. {
  3924. speed_rate = 100;
  3925. //GetMoveHasteValue2()
  3926. {
  3927. int val = 0;
  3928. if( sc->data[SC_FUSION] )
  3929. val = 25;
  3930. else if( sd ) {
  3931. if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
  3932. val = 25;//Same bonus
  3933. else if( sd->sc.option&OPTION_WUGRIDER )
  3934. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  3935. else if( sd->sc.option&OPTION_MADOGEAR ) {
  3936. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  3937. if( sc->data[SC_ACCELERATION] )
  3938. val += 25;
  3939. }
  3940. }
  3941. speed_rate -= val;
  3942. }
  3943. //GetMoveSlowValue()
  3944. {
  3945. int val = 0;
  3946. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  3947. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  3948. else
  3949. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  3950. val = sc->data[SC_CHASEWALK]->val3;
  3951. else
  3952. {
  3953. // Longing for Freedom cancels song/dance penalty
  3954. if( sc->data[SC_LONGING] )
  3955. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  3956. else
  3957. if( sd && sc->data[SC_DANCING] )
  3958. 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)) );
  3959. if( sc->data[SC_DECREASEAGI] )
  3960. val = max( val, 25 );
  3961. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  3962. val = max( val, 50 );
  3963. if( sc->data[SC_DONTFORGETME] )
  3964. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  3965. if( sc->data[SC_CURSE] )
  3966. val = max( val, 300 );
  3967. if( sc->data[SC_CHASEWALK] )
  3968. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  3969. if( sc->data[SC_WEDDING] )
  3970. val = max( val, 100 );
  3971. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  3972. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  3973. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  3974. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  3975. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  3976. val = max( val, 75 );
  3977. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  3978. val = max( val, 100 );
  3979. if( sc->data[SC_GATLINGFEVER] )
  3980. val = max( val, 100 );
  3981. if( sc->data[SC_SUITON] )
  3982. val = max( val, sc->data[SC_SUITON]->val3 );
  3983. if( sc->data[SC_SWOO] )
  3984. val = max( val, 300 );
  3985. if( sc->data[SC_FREEZING] )
  3986. val = max( val, 70 );
  3987. if( sc->data[SC_MARSHOFABYSS] )
  3988. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  3989. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  3990. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 300 : 25 * (6 - sc->data[SC_CAMOUFLAGE]->val1) );
  3991. if( sc->data[SC__GROOMY] )
  3992. val = max( val, sc->data[SC__GROOMY]->val2);
  3993. if( sc->data[SC_STEALTHFIELD_MASTER] )
  3994. val = max( val, 30 );
  3995. if( sc->data[SC_BANDING_DEFENCE] )
  3996. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
  3997. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  3998. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  3999. if( sc->data[SC_POWER_OF_GAIA] )
  4000. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  4001. if( sc->data[SC_MELON_BOMB] )
  4002. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  4003. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  4004. val = max( val, sd->speed_rate + sd->speed_add_rate );
  4005. }
  4006. speed_rate += val;
  4007. }
  4008. //GetMoveHasteValue1()
  4009. {
  4010. int val = 0;
  4011. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  4012. val = max( val, 50 );
  4013. if( sc->data[SC_INCREASEAGI] )
  4014. val = max( val, 25 );
  4015. if( sc->data[SC_WINDWALK] )
  4016. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  4017. if( sc->data[SC_CARTBOOST] )
  4018. val = max( val, 20 );
  4019. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  4020. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  4021. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  4022. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  4023. if( sc->data[SC_BERSERK] )
  4024. val = max( val, 25 );
  4025. if( sc->data[SC_RUN] )
  4026. val = max( val, 55 );
  4027. if( sc->data[SC_AVOID] )
  4028. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  4029. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  4030. val = max( val, 75 );
  4031. if( sc->data[SC_CLOAKINGEXCEED] )
  4032. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  4033. if( sc->data[SC_GT_REVITALIZE] )
  4034. val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
  4035. //FIXME: official items use a single bonus for this [ultramage]
  4036. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  4037. val = max( val, 25 );
  4038. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  4039. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  4040. speed_rate -= val;
  4041. }
  4042. if( speed_rate < 40 )
  4043. speed_rate = 40;
  4044. }
  4045. //GetSpeed()
  4046. {
  4047. if( sd && pc_iscarton(sd) )
  4048. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  4049. if( sc->data[SC_PARALYSE] )
  4050. speed += speed * 50 / 100;
  4051. if( speed_rate != 100 )
  4052. speed = speed * speed_rate / 100;
  4053. if( sc->data[SC_STEELBODY] )
  4054. speed = 200;
  4055. if( sc->data[SC_DEFENDER] )
  4056. speed = max(speed, 200);
  4057. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  4058. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  4059. }
  4060. return (short)cap_value(speed,10,USHRT_MAX);
  4061. }
  4062. /// Calculates an object's ASPD modifier (alters the base amotion value).
  4063. /// Note that the scale of aspd_rate is 1000 = 100%.
  4064. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  4065. {
  4066. #if isOFF(REMODE)
  4067. /**
  4068. * this variable is not used unless in non-RE
  4069. **/
  4070. int i;
  4071. #endif
  4072. if(!sc || !sc->count)
  4073. return cap_value(aspd_rate,0,SHRT_MAX);
  4074. if(!sc->data[SC_QUAGMIRE])
  4075. {
  4076. int max = 0;
  4077. if(sc->data[SC_STAR_COMFORT])
  4078. max = sc->data[SC_STAR_COMFORT]->val2;
  4079. if(sc->data[SC_TWOHANDQUICKEN] &&
  4080. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  4081. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  4082. if(sc->data[SC_ONEHAND] &&
  4083. max < sc->data[SC_ONEHAND]->val2)
  4084. max = sc->data[SC_ONEHAND]->val2;
  4085. if(sc->data[SC_MERC_QUICKEN] &&
  4086. max < sc->data[SC_MERC_QUICKEN]->val2)
  4087. max = sc->data[SC_MERC_QUICKEN]->val2;
  4088. if(sc->data[SC_ADRENALINE2] &&
  4089. max < sc->data[SC_ADRENALINE2]->val3)
  4090. max = sc->data[SC_ADRENALINE2]->val3;
  4091. if(sc->data[SC_ADRENALINE] &&
  4092. max < sc->data[SC_ADRENALINE]->val3)
  4093. max = sc->data[SC_ADRENALINE]->val3;
  4094. if(sc->data[SC_SPEARQUICKEN] &&
  4095. max < sc->data[SC_SPEARQUICKEN]->val2)
  4096. max = sc->data[SC_SPEARQUICKEN]->val2;
  4097. if(sc->data[SC_GATLINGFEVER] &&
  4098. max < sc->data[SC_GATLINGFEVER]->val2)
  4099. max = sc->data[SC_GATLINGFEVER]->val2;
  4100. if(sc->data[SC_FLEET] &&
  4101. max < sc->data[SC_FLEET]->val2)
  4102. max = sc->data[SC_FLEET]->val2;
  4103. if(sc->data[SC_ASSNCROS] &&
  4104. max < sc->data[SC_ASSNCROS]->val2)
  4105. {
  4106. if (bl->type!=BL_PC)
  4107. max = sc->data[SC_ASSNCROS]->val2;
  4108. else
  4109. switch(((TBL_PC*)bl)->status.weapon)
  4110. {
  4111. case W_BOW:
  4112. case W_REVOLVER:
  4113. case W_RIFLE:
  4114. case W_GATLING:
  4115. case W_SHOTGUN:
  4116. case W_GRENADE:
  4117. break;
  4118. default:
  4119. max = sc->data[SC_ASSNCROS]->val2;
  4120. }
  4121. }
  4122. aspd_rate -= max;
  4123. //These stack with the rest of bonuses.
  4124. if(sc->data[SC_BERSERK])
  4125. aspd_rate -= 300;
  4126. else if(sc->data[SC_MADNESSCANCEL])
  4127. aspd_rate -= 200;
  4128. }
  4129. #if isOFF(REMODE)
  4130. /**
  4131. * in RE they give a fixed boost -- we do so along SERVICE4U in status_base_amotion_pc
  4132. **/
  4133. if(sc->data[i=SC_ASPDPOTION3] ||
  4134. sc->data[i=SC_ASPDPOTION2] ||
  4135. sc->data[i=SC_ASPDPOTION1] ||
  4136. sc->data[i=SC_ASPDPOTION0])
  4137. aspd_rate -= sc->data[i]->val2;
  4138. #endif
  4139. if(sc->data[SC_DONTFORGETME])
  4140. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  4141. if(sc->data[SC_LONGING])
  4142. aspd_rate += sc->data[SC_LONGING]->val2;
  4143. if(sc->data[SC_STEELBODY])
  4144. aspd_rate += 250;
  4145. if(sc->data[SC_SKA])
  4146. aspd_rate += 250;
  4147. if(sc->data[SC_DEFENDER])
  4148. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4149. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  4150. aspd_rate += 250;
  4151. if(sc->data[SC_GRAVITATION])
  4152. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4153. if(sc->data[SC_JOINTBEAT]) {
  4154. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4155. aspd_rate += 250;
  4156. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4157. aspd_rate += 100;
  4158. }
  4159. if( sc->data[SC_FREEZING] )
  4160. aspd_rate += 300;
  4161. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4162. aspd_rate += 500;
  4163. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4164. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  4165. if( sc->data[SC_PARALYSE] )
  4166. aspd_rate += aspd_rate * 10 / 100;
  4167. if( sc->data[SC__BODYPAINT] )
  4168. aspd_rate += aspd_rate * (20 + 5 * sc->data[SC__BODYPAINT]->val1) / 100;
  4169. if( sc->data[SC__INVISIBILITY] )
  4170. aspd_rate += aspd_rate * sc->data[SC__INVISIBILITY]->val2 / 100;
  4171. if( sc->data[SC__GROOMY] )
  4172. aspd_rate += aspd_rate * sc->data[SC__GROOMY]->val2 / 100;
  4173. if( sc->data[SC_SWINGDANCE] )
  4174. aspd_rate -= aspd_rate * sc->data[SC_SWINGDANCE]->val2 / 100;
  4175. if( sc->data[SC_DANCEWITHWUG] )
  4176. aspd_rate -= aspd_rate * sc->data[SC_DANCEWITHWUG]->val3 / 100;
  4177. if( sc->data[SC_GLOOMYDAY] )
  4178. aspd_rate += aspd_rate * sc->data[SC_GLOOMYDAY]->val3 / 100;
  4179. if( sc->data[SC_EARTHDRIVE] )
  4180. aspd_rate += aspd_rate * 25 / 100;
  4181. /*As far I tested the skill there is no ASPD addition is applied. [Jobbie] */
  4182. //if( sc->data[SC_RAISINGDRAGON] )
  4183. // aspd_rate -= 100; //FIXME: Need official ASPD bonus of this status. [Jobbie]
  4184. if( sc->data[SC_GT_CHANGE] )
  4185. aspd_rate -= aspd_rate * (sc->data[SC_GT_CHANGE]->val2/200) / 100;
  4186. if( sc->data[SC_GT_REVITALIZE] )
  4187. aspd_rate -= aspd_rate * sc->data[SC_GT_REVITALIZE]->val2 / 100;
  4188. if( sc->data[SC_MELON_BOMB] )
  4189. aspd_rate += aspd_rate * sc->data[SC_MELON_BOMB]->val1 / 100;
  4190. if( sc->data[SC_BOOST500] )
  4191. aspd_rate -= aspd_rate * sc->data[SC_BOOST500]->val1/100;
  4192. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4193. aspd_rate -= aspd_rate * sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1/100;
  4194. if( sc->data[SC_INCASPDRATE] )
  4195. aspd_rate -= aspd_rate * sc->data[SC_INCASPDRATE]->val1 / 100;
  4196. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  4197. }
  4198. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  4199. {
  4200. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  4201. return cap_value(dmotion,0,USHRT_MAX);
  4202. /**
  4203. * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  4204. **/
  4205. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  4206. return 0;
  4207. if( sc->data[SC_CONCENTRATION] )
  4208. return 0;
  4209. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  4210. return 0;
  4211. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  4212. }
  4213. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  4214. {
  4215. if(!sc || !sc->count)
  4216. return cap_value(maxhp,1,UINT_MAX);
  4217. if(sc->data[SC_INCMHPRATE])
  4218. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  4219. if(sc->data[SC_APPLEIDUN])
  4220. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  4221. if(sc->data[SC_DELUGE])
  4222. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  4223. if(sc->data[SC_BERSERK])
  4224. maxhp += maxhp * 2;
  4225. if(sc->data[SC_MARIONETTE])
  4226. maxhp -= 1000;
  4227. if(sc->data[SC_MERC_HPUP])
  4228. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  4229. if(sc->data[SC_EPICLESIS])
  4230. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  4231. if(sc->data[SC_VENOMBLEED])
  4232. maxhp -= maxhp * 15 / 100;
  4233. if(sc->data[SC__WEAKNESS])
  4234. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  4235. if(sc->data[SC_FORCEOFVANGUARD])
  4236. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4237. if(sc->data[SC_RAISINGDRAGON])
  4238. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4239. if(sc->data[SC_GT_CHANGE])
  4240. maxhp -= maxhp * (2 * sc->data[SC_GT_CHANGE]->val1) / 100;
  4241. if(sc->data[SC_GT_REVITALIZE])
  4242. maxhp += maxhp * (3 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  4243. if(sc->data[SC_INSPIRATION]) //Custom value.
  4244. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  4245. return cap_value(maxhp,1,UINT_MAX);
  4246. }
  4247. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  4248. {
  4249. if(!sc || !sc->count)
  4250. return cap_value(maxsp,1,UINT_MAX);
  4251. if(sc->data[SC_INCMSPRATE])
  4252. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  4253. if(sc->data[SC_SERVICE4U])
  4254. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  4255. if(sc->data[SC_MERC_SPUP])
  4256. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  4257. if(sc->data[SC_RAISINGDRAGON])
  4258. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4259. return cap_value(maxsp,1,UINT_MAX);
  4260. }
  4261. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  4262. {
  4263. if(!sc || !sc->count)
  4264. return element;
  4265. if(sc->data[SC_FREEZE])
  4266. return ELE_WATER;
  4267. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4268. return ELE_EARTH;
  4269. if(sc->data[SC_BENEDICTIO])
  4270. return ELE_HOLY;
  4271. if(sc->data[SC_CHANGEUNDEAD])
  4272. return ELE_UNDEAD;
  4273. if(sc->data[SC_ELEMENTALCHANGE])
  4274. return sc->data[SC_ELEMENTALCHANGE]->val2;
  4275. if(sc->data[SC_SHAPESHIFT])
  4276. return sc->data[SC_SHAPESHIFT]->val2;
  4277. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4278. }
  4279. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  4280. {
  4281. if(!sc || !sc->count)
  4282. return lv;
  4283. if(sc->data[SC_FREEZE])
  4284. return 1;
  4285. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4286. return 1;
  4287. if(sc->data[SC_BENEDICTIO])
  4288. return 1;
  4289. if(sc->data[SC_CHANGEUNDEAD])
  4290. return 1;
  4291. if(sc->data[SC_ELEMENTALCHANGE])
  4292. return sc->data[SC_ELEMENTALCHANGE]->val1;
  4293. if(sc->data[SC_SHAPESHIFT])
  4294. return 1;
  4295. if(sc->data[SC__INVISIBILITY])
  4296. return 1;
  4297. return (unsigned char)cap_value(lv,1,4);
  4298. }
  4299. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  4300. {
  4301. if(!sc || !sc->count)
  4302. return element;
  4303. if(sc->data[SC_ENCHANTARMS])
  4304. return sc->data[SC_ENCHANTARMS]->val2;
  4305. if(sc->data[SC_WATERWEAPON])
  4306. return ELE_WATER;
  4307. if(sc->data[SC_EARTHWEAPON])
  4308. return ELE_EARTH;
  4309. if(sc->data[SC_FIREWEAPON])
  4310. return ELE_FIRE;
  4311. if(sc->data[SC_WINDWEAPON])
  4312. return ELE_WIND;
  4313. if(sc->data[SC_ENCPOISON])
  4314. return ELE_POISON;
  4315. if(sc->data[SC_ASPERSIO])
  4316. return ELE_HOLY;
  4317. if(sc->data[SC_SHADOWWEAPON])
  4318. return ELE_DARK;
  4319. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  4320. return ELE_GHOST;
  4321. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4322. }
  4323. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  4324. {
  4325. if(!sc || !sc->count)
  4326. return mode;
  4327. if(sc->data[SC_MODECHANGE]) {
  4328. if (sc->data[SC_MODECHANGE]->val2)
  4329. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  4330. if (sc->data[SC_MODECHANGE]->val3)
  4331. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  4332. if (sc->data[SC_MODECHANGE]->val4)
  4333. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  4334. }
  4335. return cap_value(mode,0,USHRT_MAX);
  4336. }
  4337. const char* status_get_name(struct block_list *bl)
  4338. {
  4339. nullpo_ret(bl);
  4340. switch (bl->type) {
  4341. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  4342. case BL_MOB: return ((TBL_MOB*)bl)->name;
  4343. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  4344. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  4345. case BL_NPC: return ((TBL_NPC*)bl)->name;
  4346. }
  4347. return "Unknown";
  4348. }
  4349. /*==========================================
  4350. * 対象のClassを返す(汎用)
  4351. * 戻りは整数で0以上
  4352. *------------------------------------------*/
  4353. int status_get_class(struct block_list *bl)
  4354. {
  4355. nullpo_ret(bl);
  4356. switch( bl->type )
  4357. {
  4358. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  4359. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  4360. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  4361. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  4362. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  4363. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  4364. }
  4365. return 0;
  4366. }
  4367. /*==========================================
  4368. * 対象のレベルを返す(汎用)
  4369. * 戻りは整数で0以上
  4370. *------------------------------------------*/
  4371. int status_get_lv(struct block_list *bl)
  4372. {
  4373. nullpo_ret(bl);
  4374. switch (bl->type) {
  4375. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  4376. case BL_MOB: return ((TBL_MOB*)bl)->level;
  4377. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  4378. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  4379. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  4380. }
  4381. return 1;
  4382. }
  4383. struct regen_data *status_get_regen_data(struct block_list *bl)
  4384. {
  4385. nullpo_retr(NULL, bl);
  4386. switch (bl->type) {
  4387. case BL_PC: return &((TBL_PC*)bl)->regen;
  4388. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  4389. case BL_MER: return &((TBL_MER*)bl)->regen;
  4390. default:
  4391. return NULL;
  4392. }
  4393. }
  4394. struct status_data *status_get_status_data(struct block_list *bl)
  4395. {
  4396. nullpo_retr(&dummy_status, bl);
  4397. switch (bl->type) {
  4398. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  4399. case BL_MOB: return &((TBL_MOB*)bl)->status;
  4400. case BL_PET: return &((TBL_PET*)bl)->status;
  4401. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  4402. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  4403. default:
  4404. return &dummy_status;
  4405. }
  4406. }
  4407. struct status_data *status_get_base_status(struct block_list *bl)
  4408. {
  4409. nullpo_retr(NULL, bl);
  4410. switch (bl->type) {
  4411. case BL_PC: return &((TBL_PC*)bl)->base_status;
  4412. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  4413. case BL_PET: return &((TBL_PET*)bl)->db->status;
  4414. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  4415. case BL_MER: return &((TBL_MER*)bl)->base_status;
  4416. default:
  4417. return NULL;
  4418. }
  4419. }
  4420. #if REMODE
  4421. short status_get_def(struct block_list *bl)
  4422. #else
  4423. signed char status_get_def(struct block_list *bl)
  4424. #endif
  4425. {
  4426. struct unit_data *ud;
  4427. struct status_data *status = status_get_status_data(bl);
  4428. int def = status?status->def:0;
  4429. ud = unit_bl2ud(bl);
  4430. if (ud && ud->skilltimer != INVALID_TIMER)
  4431. def -= def * skill_get_castdef(ud->skillid)/100;
  4432. #if REMODE
  4433. return cap_value(def, SHRT_MIN, SHRT_MAX);
  4434. #else
  4435. return cap_value(def, CHAR_MIN, CHAR_MAX);
  4436. #endif
  4437. }
  4438. unsigned short status_get_speed(struct block_list *bl)
  4439. {
  4440. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  4441. return ((struct npc_data *)bl)->speed;
  4442. return status_get_status_data(bl)->speed;
  4443. }
  4444. int status_get_party_id(struct block_list *bl)
  4445. {
  4446. nullpo_ret(bl);
  4447. switch (bl->type) {
  4448. case BL_PC:
  4449. return ((TBL_PC*)bl)->status.party_id;
  4450. case BL_PET:
  4451. if (((TBL_PET*)bl)->msd)
  4452. return ((TBL_PET*)bl)->msd->status.party_id;
  4453. break;
  4454. case BL_MOB:
  4455. {
  4456. struct mob_data *md=(TBL_MOB*)bl;
  4457. if( md->master_id>0 )
  4458. {
  4459. struct map_session_data *msd;
  4460. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4461. return msd->status.party_id;
  4462. return -md->master_id;
  4463. }
  4464. }
  4465. break;
  4466. case BL_HOM:
  4467. if (((TBL_HOM*)bl)->master)
  4468. return ((TBL_HOM*)bl)->master->status.party_id;
  4469. break;
  4470. case BL_MER:
  4471. if (((TBL_MER*)bl)->master)
  4472. return ((TBL_MER*)bl)->master->status.party_id;
  4473. break;
  4474. case BL_SKILL:
  4475. return ((TBL_SKILL*)bl)->group->party_id;
  4476. }
  4477. return 0;
  4478. }
  4479. int status_get_guild_id(struct block_list *bl)
  4480. {
  4481. nullpo_ret(bl);
  4482. switch (bl->type) {
  4483. case BL_PC:
  4484. return ((TBL_PC*)bl)->status.guild_id;
  4485. case BL_PET:
  4486. if (((TBL_PET*)bl)->msd)
  4487. return ((TBL_PET*)bl)->msd->status.guild_id;
  4488. break;
  4489. case BL_MOB:
  4490. {
  4491. struct map_session_data *msd;
  4492. struct mob_data *md = (struct mob_data *)bl;
  4493. if (md->guardian_data) //Guardian's guild [Skotlex]
  4494. return md->guardian_data->guild_id;
  4495. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4496. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  4497. }
  4498. break;
  4499. case BL_HOM:
  4500. if (((TBL_HOM*)bl)->master)
  4501. return ((TBL_HOM*)bl)->master->status.guild_id;
  4502. break;
  4503. case BL_MER:
  4504. if (((TBL_MER*)bl)->master)
  4505. return ((TBL_MER*)bl)->master->status.guild_id;
  4506. break;
  4507. case BL_NPC:
  4508. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  4509. return ((TBL_NPC*)bl)->u.scr.guild_id;
  4510. break;
  4511. case BL_SKILL:
  4512. return ((TBL_SKILL*)bl)->group->guild_id;
  4513. }
  4514. return 0;
  4515. }
  4516. int status_get_emblem_id(struct block_list *bl)
  4517. {
  4518. nullpo_ret(bl);
  4519. switch (bl->type) {
  4520. case BL_PC:
  4521. return ((TBL_PC*)bl)->guild_emblem_id;
  4522. case BL_PET:
  4523. if (((TBL_PET*)bl)->msd)
  4524. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  4525. break;
  4526. case BL_MOB:
  4527. {
  4528. struct map_session_data *msd;
  4529. struct mob_data *md = (struct mob_data *)bl;
  4530. if (md->guardian_data) //Guardian's guild [Skotlex]
  4531. return md->guardian_data->emblem_id;
  4532. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4533. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  4534. }
  4535. break;
  4536. case BL_HOM:
  4537. if (((TBL_HOM*)bl)->master)
  4538. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  4539. break;
  4540. case BL_MER:
  4541. if (((TBL_MER*)bl)->master)
  4542. return ((TBL_MER*)bl)->master->guild_emblem_id;
  4543. break;
  4544. case BL_NPC:
  4545. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  4546. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  4547. if (g)
  4548. return g->emblem_id;
  4549. }
  4550. break;
  4551. }
  4552. return 0;
  4553. }
  4554. int status_get_mexp(struct block_list *bl)
  4555. {
  4556. nullpo_ret(bl);
  4557. if(bl->type==BL_MOB)
  4558. return ((struct mob_data *)bl)->db->mexp;
  4559. if(bl->type==BL_PET)
  4560. return ((struct pet_data *)bl)->db->mexp;
  4561. return 0;
  4562. }
  4563. int status_get_race2(struct block_list *bl)
  4564. {
  4565. nullpo_ret(bl);
  4566. if(bl->type == BL_MOB)
  4567. return ((struct mob_data *)bl)->db->race2;
  4568. if(bl->type==BL_PET)
  4569. return ((struct pet_data *)bl)->db->race2;
  4570. return 0;
  4571. }
  4572. int status_isdead(struct block_list *bl)
  4573. {
  4574. nullpo_ret(bl);
  4575. return status_get_status_data(bl)->hp == 0;
  4576. }
  4577. int status_isimmune(struct block_list *bl)
  4578. {
  4579. struct status_change *sc =status_get_sc(bl);
  4580. if (sc && sc->data[SC_HERMODE])
  4581. return 100;
  4582. if (bl->type == BL_PC &&
  4583. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  4584. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  4585. return 0;
  4586. }
  4587. struct view_data* status_get_viewdata(struct block_list *bl)
  4588. {
  4589. nullpo_retr(NULL, bl);
  4590. switch (bl->type) {
  4591. case BL_PC: return &((TBL_PC*)bl)->vd;
  4592. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  4593. case BL_PET: return &((TBL_PET*)bl)->vd;
  4594. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  4595. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  4596. case BL_MER: return ((TBL_MER*)bl)->vd;
  4597. }
  4598. return NULL;
  4599. }
  4600. void status_set_viewdata(struct block_list *bl, int class_)
  4601. {
  4602. struct view_data* vd;
  4603. nullpo_retv(bl);
  4604. if (mobdb_checkid(class_) || mob_is_clone(class_))
  4605. vd = mob_get_viewdata(class_);
  4606. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  4607. vd = npc_get_viewdata(class_);
  4608. else if (homdb_checkid(class_))
  4609. vd = merc_get_hom_viewdata(class_);
  4610. else if (merc_class(class_))
  4611. vd = merc_get_viewdata(class_);
  4612. else
  4613. vd = NULL;
  4614. switch (bl->type) {
  4615. case BL_PC:
  4616. {
  4617. TBL_PC* sd = (TBL_PC*)bl;
  4618. if (pcdb_checkid(class_)) {
  4619. if (sd->sc.option&OPTION_WEDDING)
  4620. class_ = JOB_WEDDING;
  4621. else
  4622. if (sd->sc.option&OPTION_SUMMER)
  4623. class_ = JOB_SUMMER;
  4624. else
  4625. if (sd->sc.option&OPTION_XMAS)
  4626. class_ = JOB_XMAS;
  4627. else
  4628. if (sd->sc.option&OPTION_RIDING)
  4629. switch (class_)
  4630. { //Adapt class to a Mounted one.
  4631. case JOB_KNIGHT:
  4632. class_ = JOB_KNIGHT2;
  4633. break;
  4634. case JOB_CRUSADER:
  4635. class_ = JOB_CRUSADER2;
  4636. break;
  4637. case JOB_LORD_KNIGHT:
  4638. class_ = JOB_LORD_KNIGHT2;
  4639. break;
  4640. case JOB_PALADIN:
  4641. class_ = JOB_PALADIN2;
  4642. break;
  4643. case JOB_BABY_KNIGHT:
  4644. class_ = JOB_BABY_KNIGHT2;
  4645. break;
  4646. case JOB_BABY_CRUSADER:
  4647. class_ = JOB_BABY_CRUSADER2;
  4648. break;
  4649. }
  4650. sd->vd.class_ = class_;
  4651. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  4652. sd->vd.head_top = sd->status.head_top;
  4653. sd->vd.head_mid = sd->status.head_mid;
  4654. sd->vd.head_bottom = sd->status.head_bottom;
  4655. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  4656. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  4657. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  4658. sd->vd.sex = sd->status.sex;
  4659. } else if (vd)
  4660. memcpy(&sd->vd, vd, sizeof(struct view_data));
  4661. else
  4662. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  4663. }
  4664. break;
  4665. case BL_MOB:
  4666. {
  4667. TBL_MOB* md = (TBL_MOB*)bl;
  4668. if (vd)
  4669. md->vd = vd;
  4670. else
  4671. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  4672. }
  4673. break;
  4674. case BL_PET:
  4675. {
  4676. TBL_PET* pd = (TBL_PET*)bl;
  4677. if (vd) {
  4678. memcpy(&pd->vd, vd, sizeof(struct view_data));
  4679. if (!pcdb_checkid(vd->class_)) {
  4680. pd->vd.hair_style = battle_config.pet_hair_style;
  4681. if(pd->pet.equip) {
  4682. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  4683. if (!pd->vd.head_bottom)
  4684. pd->vd.head_bottom = pd->pet.equip;
  4685. }
  4686. }
  4687. } else
  4688. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  4689. }
  4690. break;
  4691. case BL_NPC:
  4692. {
  4693. TBL_NPC* nd = (TBL_NPC*)bl;
  4694. if (vd)
  4695. nd->vd = vd;
  4696. else
  4697. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  4698. }
  4699. break;
  4700. case BL_HOM: //[blackhole89]
  4701. {
  4702. struct homun_data *hd = (struct homun_data*)bl;
  4703. if (vd)
  4704. hd->vd = vd;
  4705. else
  4706. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  4707. }
  4708. break;
  4709. case BL_MER:
  4710. {
  4711. struct mercenary_data *md = (struct mercenary_data*)bl;
  4712. if (vd)
  4713. md->vd = vd;
  4714. else
  4715. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  4716. }
  4717. break;
  4718. }
  4719. vd = status_get_viewdata(bl);
  4720. if (vd && vd->cloth_color && (
  4721. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  4722. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  4723. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  4724. ))
  4725. vd->cloth_color = 0;
  4726. }
  4727. /// Returns the status_change data of bl or NULL if it doesn't exist.
  4728. struct status_change *status_get_sc(struct block_list *bl)
  4729. {
  4730. if( bl )
  4731. switch (bl->type) {
  4732. case BL_PC: return &((TBL_PC*)bl)->sc;
  4733. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  4734. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  4735. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  4736. case BL_MER: return &((TBL_MER*)bl)->sc;
  4737. }
  4738. return NULL;
  4739. }
  4740. void status_change_init(struct block_list *bl)
  4741. {
  4742. struct status_change *sc = status_get_sc(bl);
  4743. nullpo_retv(sc);
  4744. memset(sc, 0, sizeof (struct status_change));
  4745. }
  4746. //Applies SC defense to a given status change.
  4747. //Returns the adjusted duration based on flag values.
  4748. //the flag values are the same as in status_change_start.
  4749. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  4750. {
  4751. int sc_def = 0, tick_def = 0;
  4752. struct status_data* status;
  4753. struct status_change* sc;
  4754. struct map_session_data *sd;
  4755. nullpo_ret(bl);
  4756. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  4757. if (status_isimmune(bl))
  4758. switch (type) {
  4759. case SC_DECREASEAGI:
  4760. case SC_SILENCE:
  4761. case SC_COMA:
  4762. case SC_INCREASEAGI:
  4763. case SC_BLESSING:
  4764. case SC_SLOWPOISON:
  4765. case SC_IMPOSITIO:
  4766. case SC_AETERNA:
  4767. case SC_SUFFRAGIUM:
  4768. case SC_BENEDICTIO:
  4769. case SC_PROVIDENCE:
  4770. case SC_KYRIE:
  4771. case SC_ASSUMPTIO:
  4772. case SC_ANGELUS:
  4773. case SC_MAGNIFICAT:
  4774. case SC_GLORIA:
  4775. case SC_WINDWALK:
  4776. case SC_MAGICROD:
  4777. case SC_HALLUCINATION:
  4778. case SC_STONE:
  4779. case SC_QUAGMIRE:
  4780. case SC_SUITON:
  4781. case SC__ENERVATION:
  4782. case SC__GROOMY:
  4783. case SC__IGNORANCE:
  4784. case SC__LAZINESS:
  4785. case SC__UNLUCKY:
  4786. case SC__WEAKNESS:
  4787. return 0;
  4788. }
  4789. sd = BL_CAST(BL_PC,bl);
  4790. status = status_get_status_data(bl);
  4791. sc = status_get_sc(bl);
  4792. if( sc && !sc->count )
  4793. sc = NULL;
  4794. switch (type) {
  4795. case SC_STUN:
  4796. case SC_POISON:
  4797. if( sc && sc->data[SC__UNLUCKY] )
  4798. return tick;
  4799. case SC_DPOISON:
  4800. case SC_SILENCE:
  4801. case SC_BLEEDING:
  4802. sc_def = 3 +status->vit;
  4803. break;
  4804. case SC_SLEEP:
  4805. sc_def = 3 +status->int_;
  4806. break;
  4807. case SC_DECREASEAGI:
  4808. case SC_ADORAMUS://Arch Bishop
  4809. if (sd) tick>>=1; //Half duration for players.
  4810. case SC_STONE:
  4811. case SC_FREEZE:
  4812. sc_def = 3 +status->mdef;
  4813. break;
  4814. case SC_CURSE:
  4815. //Special property: inmunity when luk is greater than level or zero
  4816. if (status->luk > status_get_lv(bl) || status->luk == 0)
  4817. return 0;
  4818. else
  4819. sc_def = 3 +status->luk;
  4820. tick_def = status->vit;
  4821. break;
  4822. case SC_BLIND:
  4823. if( sc && sc->data[SC__UNLUCKY] )
  4824. return tick;
  4825. sc_def = 3 +(status->vit + status->int_)/2;
  4826. break;
  4827. case SC_CONFUSION:
  4828. sc_def = 3 +(status->str + status->int_)/2;
  4829. break;
  4830. case SC_ANKLE:
  4831. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4832. tick /= 5;
  4833. sc_def = status->agi / 2;
  4834. break;
  4835. case SC_MAGICMIRROR:
  4836. case SC_ARMORCHANGE:
  4837. if (sd) //Duration greatly reduced for players.
  4838. tick /= 15;
  4839. //No defense against it (buff).
  4840. /**
  4841. * 3rd stuff
  4842. **/
  4843. case SC_WHITEIMPRISON:
  4844. rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
  4845. //tick_def = (int)floor(log10(status_get_lv(bl)) * 10.);
  4846. break;
  4847. case SC_BURNING:
  4848. // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
  4849. tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
  4850. tick = max(tick,10000); // Minimum Duration 10s.
  4851. break;
  4852. case SC_FREEZING:
  4853. tick -= 1000 * ((status->vit + status->dex) / 20);
  4854. tick = max(tick,10000); // Minimum Duration 10s.
  4855. break;
  4856. case SC_OBLIVIONCURSE:
  4857. sc_def = status->int_*4/5; //FIXME: info said this is the formula of status chance. Check again pls. [Jobbie]
  4858. break;
  4859. case SC_ELECTRICSHOCKER:
  4860. case SC_BITE:
  4861. {
  4862. if( bl->type == BL_MOB )
  4863. tick -= 1000 * (status->agi/10);
  4864. if( sd && type != SC_ELECTRICSHOCKER )
  4865. tick >>= 1;
  4866. }
  4867. break;
  4868. case SC_CRYSTALIZE:
  4869. tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
  4870. break;
  4871. case SC_VACUUM_EXTREME:
  4872. tick -= 50*status->str;
  4873. break;
  4874. default:
  4875. //Effect that cannot be reduced? Likely a buff.
  4876. if (!(rnd()%10000 < rate))
  4877. return 0;
  4878. return tick?tick:1;
  4879. }
  4880. if (sd) {
  4881. if (battle_config.pc_sc_def_rate != 100)
  4882. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4883. if (sc_def < battle_config.pc_max_sc_def)
  4884. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4885. status->luk/battle_config.pc_luk_sc_def;
  4886. else
  4887. sc_def = battle_config.pc_max_sc_def;
  4888. if (tick_def) {
  4889. if (battle_config.pc_sc_def_rate != 100)
  4890. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4891. }
  4892. } else {
  4893. if (battle_config.mob_sc_def_rate != 100)
  4894. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4895. if (sc_def < battle_config.mob_max_sc_def)
  4896. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4897. status->luk/battle_config.mob_luk_sc_def;
  4898. else
  4899. sc_def = battle_config.mob_max_sc_def;
  4900. if (tick_def) {
  4901. if (battle_config.mob_sc_def_rate != 100)
  4902. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4903. }
  4904. }
  4905. if (sc) {
  4906. if (sc->data[SC_SCRESIST])
  4907. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4908. else if (sc->data[SC_SIEGFRIED])
  4909. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4910. }
  4911. //When no tick def, reduction is the same for both.
  4912. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  4913. tick_def = sc_def;
  4914. //Natural resistance
  4915. if (!(flag&8)) {
  4916. rate -= rate*sc_def/100;
  4917. //Item resistance (only applies to rate%)
  4918. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4919. {
  4920. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4921. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4922. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4923. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  4924. }
  4925. }
  4926. if (!(rnd()%10000 < rate))
  4927. return 0;
  4928. //Why would a status start with no duration? Presume it has
  4929. //duration defined elsewhere.
  4930. if (!tick) return 1;
  4931. //Rate reduction
  4932. if (flag&2)
  4933. return tick;
  4934. tick -= tick*tick_def/100;
  4935. // Changed to 5 seconds according to recent tests [Playtester]
  4936. if (type == SC_ANKLE && tick < 5000)
  4937. tick = 5000;
  4938. return tick<=0?0:tick;
  4939. }
  4940. /*==========================================
  4941. * Starts a status change.
  4942. * 'type' = type, 'val1~4' depend on the type.
  4943. * 'rate' = base success rate. 10000 = 100%
  4944. * 'tick' is base duration
  4945. * 'flag':
  4946. * &1: Cannot be avoided (it has to start)
  4947. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4948. * &4: sc_data loaded, no value has to be altered.
  4949. * &8: rate should not be reduced
  4950. *------------------------------------------*/
  4951. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4952. {
  4953. struct map_session_data *sd = NULL;
  4954. struct status_change* sc;
  4955. struct status_change_entry* sce;
  4956. struct status_data *status;
  4957. struct view_data *vd;
  4958. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  4959. nullpo_ret(bl);
  4960. sc = status_get_sc(bl);
  4961. status = status_get_status_data(bl);
  4962. if( type <= SC_NONE || type >= SC_MAX )
  4963. {
  4964. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4965. return 0;
  4966. }
  4967. if( !sc )
  4968. return 0; //Unable to receive status changes
  4969. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  4970. return 0;
  4971. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  4972. {
  4973. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4974. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  4975. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  4976. }
  4977. if( sc->data[SC_REFRESH] ) {
  4978. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  4979. return 0; // Immune to status ailements
  4980. switch( type ) {
  4981. case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
  4982. case SC_DECREASEAGI:
  4983. case SC_BURNING:
  4984. case SC_FREEZING:
  4985. //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
  4986. case SC_MARSHOFABYSS:
  4987. case SC_TOXIN:
  4988. case SC_PARALYSE:
  4989. case SC_VENOMBLEED:
  4990. case SC_MAGICMUSHROOM:
  4991. case SC_DEATHHURT:
  4992. case SC_PYREXIA:
  4993. case SC_OBLIVIONCURSE:
  4994. //case SC_LEECHESEND://Need confirm. If it protects against nearly every Guillotine poison, it should work on this too right? [Rytech]
  4995. case SC_CRYSTALIZE:
  4996. case SC_DEEPSLEEP:
  4997. case SC_MANDRAGORA:
  4998. return 0;
  4999. }
  5000. }
  5001. else if( sc->data[SC_INSPIRATION] ) {
  5002. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  5003. return 0; // Immune to status ailements
  5004. switch( type ) {
  5005. case SC_DEEPSLEEP:
  5006. case SC_SATURDAYNIGHTFEVER:
  5007. case SC_PYREXIA:
  5008. case SC_DEATHHURT:
  5009. case SC_MAGICMUSHROOM:
  5010. case SC_VENOMBLEED:
  5011. case SC_TOXIN:
  5012. case SC_OBLIVIONCURSE:
  5013. case SC_LEECHESEND:
  5014. case SC__ENERVATION:
  5015. case SC__GROOMY:
  5016. case SC__LAZINESS:
  5017. case SC__UNLUCKY:
  5018. case SC__WEAKNESS:
  5019. case SC__BODYPAINT:
  5020. case SC__IGNORANCE:
  5021. return 0;
  5022. }
  5023. }
  5024. sd = BL_CAST(BL_PC, bl);
  5025. //Adjust tick according to status resistances
  5026. if( !(flag&(1|4)) )
  5027. {
  5028. tick = status_get_sc_def(bl, type, rate, tick, flag);
  5029. if( !tick ) return 0;
  5030. }
  5031. undead_flag = battle_check_undead(status->race,status->def_ele);
  5032. //Check for inmunities / sc fails
  5033. switch (type)
  5034. {
  5035. case SC_STONE:
  5036. if(sc->data[SC_POWER_OF_GAIA])
  5037. return 0;
  5038. case SC_FREEZE:
  5039. //Undead are immune to Freeze/Stone
  5040. if (undead_flag && !(flag&1))
  5041. return 0;
  5042. case SC_SLEEP:
  5043. case SC_STUN:
  5044. case SC_FREEZING:
  5045. if (sc->opt1)
  5046. return 0; //Cannot override other opt1 status changes. [Skotlex]
  5047. if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER])
  5048. return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  5049. break;
  5050. case SC_BURNING:
  5051. if(sc->opt1 || sc->data[SC_FREEZING])
  5052. return 0;
  5053. break;
  5054. case SC_SIGNUMCRUCIS:
  5055. //Only affects demons and undead element (but not players)
  5056. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5057. return 0;
  5058. break;
  5059. case SC_AETERNA:
  5060. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  5061. return 0;
  5062. break;
  5063. case SC_KYRIE:
  5064. if (bl->type == BL_MOB)
  5065. return 0;
  5066. break;
  5067. case SC_OVERTHRUST:
  5068. if (sc->data[SC_MAXOVERTHRUST])
  5069. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  5070. case SC_MAXOVERTHRUST:
  5071. if( sc->option&OPTION_MADOGEAR )
  5072. return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  5073. break;
  5074. case SC_ADRENALINE:
  5075. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  5076. return 0;
  5077. if (sc->data[SC_QUAGMIRE] ||
  5078. sc->data[SC_DECREASEAGI] ||
  5079. sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
  5080. )
  5081. return 0;
  5082. break;
  5083. case SC_ADRENALINE2:
  5084. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  5085. return 0;
  5086. if (sc->data[SC_QUAGMIRE] ||
  5087. sc->data[SC_DECREASEAGI]
  5088. )
  5089. return 0;
  5090. break;
  5091. case SC_MAGNIFICAT:
  5092. if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
  5093. return 0;
  5094. break;
  5095. case SC_ONEHAND:
  5096. case SC_MERC_QUICKEN:
  5097. case SC_TWOHANDQUICKEN:
  5098. if(sc->data[SC_DECREASEAGI])
  5099. return 0;
  5100. case SC_CONCENTRATE:
  5101. case SC_INCREASEAGI:
  5102. case SC_SPEARQUICKEN:
  5103. case SC_TRUESIGHT:
  5104. case SC_WINDWALK:
  5105. case SC_CARTBOOST:
  5106. case SC_ASSNCROS:
  5107. if (sc->data[SC_QUAGMIRE])
  5108. return 0;
  5109. if(sc->option&OPTION_MADOGEAR)
  5110. return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  5111. break;
  5112. case SC_CLOAKING:
  5113. //Avoid cloaking with no wall and low skill level. [Skotlex]
  5114. //Due to the cloaking card, we have to check the wall versus to known
  5115. //skill level rather than the used one. [Skotlex]
  5116. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  5117. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  5118. return 0;
  5119. break;
  5120. case SC_MODECHANGE:
  5121. {
  5122. int mode;
  5123. struct status_data *bstatus = status_get_base_status(bl);
  5124. if (!bstatus) return 0;
  5125. if (sc->data[type])
  5126. { //Pile up with previous values.
  5127. if(!val2) val2 = sc->data[type]->val2;
  5128. val3 |= sc->data[type]->val3;
  5129. val4 |= sc->data[type]->val4;
  5130. }
  5131. mode = val2?val2:bstatus->mode; //Base mode
  5132. if (val4) mode&=~val4; //Del mode
  5133. if (val3) mode|= val3; //Add mode
  5134. if (mode == bstatus->mode) { //No change.
  5135. if (sc->data[type]) //Abort previous status
  5136. return status_change_end(bl, type, INVALID_TIMER);
  5137. return 0;
  5138. }
  5139. }
  5140. break;
  5141. //Strip skills, need to divest something or it fails.
  5142. case SC_STRIPWEAPON:
  5143. if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
  5144. int i;
  5145. opt_flag = 0; //Reuse to check success condition.
  5146. if(sd->unstripable_equip&EQP_WEAPON)
  5147. return 0;
  5148. i = sd->equip_index[EQI_HAND_L];
  5149. if (i>=0 && sd->inventory_data[i] &&
  5150. sd->inventory_data[i]->type == IT_WEAPON)
  5151. {
  5152. opt_flag|=1;
  5153. pc_unequipitem(sd,i,3); //L-hand weapon
  5154. }
  5155. i = sd->equip_index[EQI_HAND_R];
  5156. if (i>=0 && sd->inventory_data[i] &&
  5157. sd->inventory_data[i]->type == IT_WEAPON)
  5158. {
  5159. opt_flag|=2;
  5160. pc_unequipitem(sd,i,3);
  5161. }
  5162. if (!opt_flag) return 0;
  5163. }
  5164. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5165. break;
  5166. case SC_STRIPSHIELD:
  5167. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  5168. else
  5169. if (sd && !(flag&4)) {
  5170. int i;
  5171. if(sd->unstripable_equip&EQP_SHIELD)
  5172. return 0;
  5173. i = sd->equip_index[EQI_HAND_L];
  5174. if (i<0 || !sd->inventory_data[i] ||
  5175. sd->inventory_data[i]->type != IT_ARMOR)
  5176. return 0;
  5177. pc_unequipitem(sd,i,3);
  5178. }
  5179. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5180. break;
  5181. case SC_STRIPARMOR:
  5182. if (sd && !(flag&4)) {
  5183. int i;
  5184. if(sd->unstripable_equip&EQP_ARMOR)
  5185. return 0;
  5186. i = sd->equip_index[EQI_ARMOR];
  5187. if (i<0 || !sd->inventory_data[i])
  5188. return 0;
  5189. pc_unequipitem(sd,i,3);
  5190. }
  5191. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5192. break;
  5193. case SC_STRIPHELM:
  5194. if (sd && !(flag&4)) {
  5195. int i;
  5196. if(sd->unstripable_equip&EQP_HELM)
  5197. return 0;
  5198. i = sd->equip_index[EQI_HEAD_TOP];
  5199. if (i<0 || !sd->inventory_data[i])
  5200. return 0;
  5201. pc_unequipitem(sd,i,3);
  5202. }
  5203. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5204. break;
  5205. case SC_MERC_FLEEUP:
  5206. case SC_MERC_ATKUP:
  5207. case SC_MERC_HPUP:
  5208. case SC_MERC_SPUP:
  5209. case SC_MERC_HITUP:
  5210. if( bl->type != BL_MER )
  5211. return 0; // Stats only for Mercenaries
  5212. break;
  5213. case SC_STRFOOD:
  5214. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  5215. return 0;
  5216. break;
  5217. case SC_AGIFOOD:
  5218. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  5219. return 0;
  5220. break;
  5221. case SC_VITFOOD:
  5222. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  5223. return 0;
  5224. break;
  5225. case SC_INTFOOD:
  5226. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  5227. return 0;
  5228. break;
  5229. case SC_DEXFOOD:
  5230. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  5231. return 0;
  5232. break;
  5233. case SC_LUKFOOD:
  5234. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  5235. return 0;
  5236. break;
  5237. case SC_FOOD_STR_CASH:
  5238. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  5239. return 0;
  5240. break;
  5241. case SC_FOOD_AGI_CASH:
  5242. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  5243. return 0;
  5244. break;
  5245. case SC_FOOD_VIT_CASH:
  5246. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  5247. return 0;
  5248. break;
  5249. case SC_FOOD_INT_CASH:
  5250. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  5251. return 0;
  5252. break;
  5253. case SC_FOOD_DEX_CASH:
  5254. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  5255. return 0;
  5256. break;
  5257. case SC_FOOD_LUK_CASH:
  5258. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  5259. return 0;
  5260. break;
  5261. case SC_CAMOUFLAGE:
  5262. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  5263. return 0;
  5264. break;
  5265. case SC__STRIPACCESSORY:
  5266. if( sd ) {
  5267. int i = -1;
  5268. if( !(sd->unstripable_equip&EQI_ACC_L) ) {
  5269. i = sd->equip_index[EQI_ACC_L];
  5270. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5271. pc_unequipitem(sd,i,3); //L-Accessory
  5272. } if( !(sd->unstripable_equip&EQI_ACC_R) ) {
  5273. i = sd->equip_index[EQI_ACC_R];
  5274. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5275. pc_unequipitem(sd,i,3); //R-Accessory
  5276. }
  5277. if( i < 0 )
  5278. return 0;
  5279. }
  5280. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5281. break;
  5282. }
  5283. //Check for BOSS resistances
  5284. if(status->mode&MD_BOSS && !(flag&1)) {
  5285. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  5286. return 0;
  5287. switch (type) {
  5288. case SC_BLESSING:
  5289. case SC_DECREASEAGI:
  5290. case SC_PROVOKE:
  5291. case SC_COMA:
  5292. case SC_GRAVITATION:
  5293. case SC_SUITON:
  5294. case SC_RICHMANKIM:
  5295. case SC_ROKISWEIL:
  5296. case SC_FOGWALL:
  5297. case SC_FREEZING:
  5298. case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil]
  5299. case SC_MARSHOFABYSS:
  5300. case SC_ADORAMUS:
  5301. // Exploid prevention - kRO Fix
  5302. case SC_PYREXIA:
  5303. case SC_DEATHHURT:
  5304. case SC_TOXIN:
  5305. case SC_PARALYSE:
  5306. case SC_VENOMBLEED:
  5307. case SC_MAGICMUSHROOM:
  5308. case SC_OBLIVIONCURSE:
  5309. case SC_LEECHESEND:
  5310. // Ranger Effects
  5311. case SC_BITE:
  5312. case SC_ELECTRICSHOCKER:
  5313. case SC_MAGNETICFIELD:
  5314. return 0;
  5315. }
  5316. }
  5317. //Before overlapping fail, one must check for status cured.
  5318. switch (type)
  5319. {
  5320. case SC_BLESSING:
  5321. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  5322. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  5323. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  5324. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5325. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5326. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5327. }
  5328. break;
  5329. case SC_INCREASEAGI:
  5330. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5331. break;
  5332. case SC_QUAGMIRE:
  5333. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  5334. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  5335. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  5336. //Also blocks the ones below...
  5337. case SC_DECREASEAGI:
  5338. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  5339. //Also blocks the ones below...
  5340. case SC_DONTFORGETME:
  5341. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5342. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  5343. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  5344. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  5345. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5346. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5347. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5348. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  5349. break;
  5350. case SC_ONEHAND:
  5351. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  5352. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  5353. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  5354. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  5355. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  5356. break;
  5357. case SC_MAXOVERTHRUST:
  5358. //Cancels Normal Overthrust. [Skotlex]
  5359. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  5360. break;
  5361. case SC_KYRIE:
  5362. //Cancels Assumptio
  5363. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5364. break;
  5365. case SC_DELUGE:
  5366. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  5367. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5368. break;
  5369. case SC_SILENCE:
  5370. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  5371. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  5372. break;
  5373. case SC_HIDING:
  5374. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  5375. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  5376. break;
  5377. case SC_BERSERK:
  5378. if(battle_config.berserk_cancels_buffs)
  5379. {
  5380. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5381. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5382. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  5383. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  5384. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  5385. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5386. }
  5387. break;
  5388. case SC_ASSUMPTIO:
  5389. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  5390. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5391. break;
  5392. case SC_KAITE:
  5393. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5394. break;
  5395. case SC_CARTBOOST:
  5396. if(sc->data[SC_DECREASEAGI])
  5397. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  5398. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5399. return 0;
  5400. }
  5401. break;
  5402. case SC_FUSION:
  5403. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  5404. break;
  5405. case SC_ADJUSTMENT:
  5406. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  5407. break;
  5408. case SC_MADNESSCANCEL:
  5409. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  5410. break;
  5411. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  5412. case SC_CHANGEUNDEAD:
  5413. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  5414. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5415. break;
  5416. case SC_STRFOOD:
  5417. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  5418. break;
  5419. case SC_AGIFOOD:
  5420. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  5421. break;
  5422. case SC_VITFOOD:
  5423. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  5424. break;
  5425. case SC_INTFOOD:
  5426. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  5427. break;
  5428. case SC_DEXFOOD:
  5429. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  5430. break;
  5431. case SC_LUKFOOD:
  5432. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  5433. break;
  5434. case SC_FOOD_STR_CASH:
  5435. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  5436. break;
  5437. case SC_FOOD_AGI_CASH:
  5438. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  5439. break;
  5440. case SC_FOOD_VIT_CASH:
  5441. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  5442. break;
  5443. case SC_FOOD_INT_CASH:
  5444. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  5445. break;
  5446. case SC_FOOD_DEX_CASH:
  5447. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  5448. break;
  5449. case SC_FOOD_LUK_CASH:
  5450. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  5451. break;
  5452. case SC_REFLECTSHIELD:
  5453. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  5454. break;
  5455. case SC_REFLECTDAMAGE:
  5456. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  5457. break;
  5458. case SC_SHIELDSPELL_DEF:
  5459. case SC_SHIELDSPELL_MDEF:
  5460. case SC_SHIELDSPELL_REF:
  5461. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  5462. if( type != SC_SHIELDSPELL_DEF )
  5463. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  5464. if( type != SC_SHIELDSPELL_MDEF )
  5465. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  5466. if( type != SC_SHIELDSPELL_REF )
  5467. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  5468. break;
  5469. case SC_GT_ENERGYGAIN:
  5470. case SC_GT_CHANGE:
  5471. case SC_GT_REVITALIZE:
  5472. if( type != SC_GT_REVITALIZE )
  5473. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  5474. if( type != SC_GT_ENERGYGAIN )
  5475. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  5476. if( type != SC_GT_CHANGE )
  5477. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  5478. break;
  5479. }
  5480. //Check for overlapping fails
  5481. if( (sce = sc->data[type]) )
  5482. {
  5483. switch( type )
  5484. {
  5485. case SC_MERC_FLEEUP:
  5486. case SC_MERC_ATKUP:
  5487. case SC_MERC_HPUP:
  5488. case SC_MERC_SPUP:
  5489. case SC_MERC_HITUP:
  5490. if( sce->val1 > val1 )
  5491. val1 = sce->val1;
  5492. break;
  5493. case SC_ADRENALINE:
  5494. case SC_ADRENALINE2:
  5495. case SC_WEAPONPERFECTION:
  5496. case SC_OVERTHRUST:
  5497. if (sce->val2 > val2)
  5498. return 0;
  5499. break;
  5500. case SC_S_LIFEPOTION:
  5501. case SC_L_LIFEPOTION:
  5502. case SC_BOSSMAPINFO:
  5503. case SC_STUN:
  5504. case SC_SLEEP:
  5505. case SC_POISON:
  5506. case SC_CURSE:
  5507. case SC_SILENCE:
  5508. case SC_CONFUSION:
  5509. case SC_BLIND:
  5510. case SC_BLEEDING:
  5511. case SC_DPOISON:
  5512. case SC_CLOSECONFINE2: //Can't be re-closed in.
  5513. case SC_MARIONETTE:
  5514. case SC_MARIONETTE2:
  5515. case SC_NOCHAT:
  5516. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  5517. case SC__INVISIBILITY:
  5518. case SC__ENERVATION:
  5519. case SC__GROOMY:
  5520. case SC__IGNORANCE:
  5521. case SC__LAZINESS:
  5522. case SC__WEAKNESS:
  5523. case SC__UNLUCKY:
  5524. case SC_CHAOS:
  5525. return 0;
  5526. case SC_COMBO:
  5527. case SC_DANCING:
  5528. case SC_DEVOTION:
  5529. case SC_ASPDPOTION0:
  5530. case SC_ASPDPOTION1:
  5531. case SC_ASPDPOTION2:
  5532. case SC_ASPDPOTION3:
  5533. case SC_ATKPOTION:
  5534. case SC_MATKPOTION:
  5535. case SC_ENCHANTARMS:
  5536. case SC_ARMOR_ELEMENT:
  5537. case SC_ARMOR_RESIST:
  5538. break;
  5539. case SC_GOSPEL:
  5540. //Must not override a casting gospel char.
  5541. if(sce->val4 == BCT_SELF)
  5542. return 0;
  5543. if(sce->val1 > val1)
  5544. return 1;
  5545. break;
  5546. case SC_ENDURE:
  5547. if(sce->val4 && !val4)
  5548. return 1; //Don't let you override infinite endure.
  5549. if(sce->val1 > val1)
  5550. return 1;
  5551. break;
  5552. case SC_KAAHI:
  5553. //Kaahi overwrites previous level regardless of existing level.
  5554. //Delete timer if it exists.
  5555. if (sce->val4 != INVALID_TIMER) {
  5556. delete_timer(sce->val4,kaahi_heal_timer);
  5557. sce->val4 = INVALID_TIMER;
  5558. }
  5559. break;
  5560. case SC_JAILED:
  5561. //When a player is already jailed, do not edit the jail data.
  5562. val2 = sce->val2;
  5563. val3 = sce->val3;
  5564. val4 = sce->val4;
  5565. break;
  5566. case SC_JOINTBEAT:
  5567. val2 |= sce->val2; // stackable ailments
  5568. default:
  5569. if(sce->val1 > val1)
  5570. return 1; //Return true to not mess up skill animations. [Skotlex]
  5571. }
  5572. }
  5573. vd = status_get_viewdata(bl);
  5574. calc_flag = StatusChangeFlagTable[type];
  5575. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  5576. switch(type)
  5577. {
  5578. case SC_DECREASEAGI:
  5579. case SC_INCREASEAGI:
  5580. val2 = 2 + val1; //Agi change
  5581. break;
  5582. case SC_ENDURE:
  5583. val2 = 7; // Hit-count [Celest]
  5584. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  5585. {
  5586. struct map_session_data *tsd;
  5587. if( sd )
  5588. {
  5589. int i;
  5590. for( i = 0; i < 5; i++ )
  5591. {
  5592. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5593. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  5594. }
  5595. }
  5596. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5597. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  5598. }
  5599. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  5600. if( val4 )
  5601. tick = -1;
  5602. break;
  5603. case SC_AUTOBERSERK:
  5604. if (status->hp < status->max_hp>>2 &&
  5605. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  5606. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  5607. tick = -1;
  5608. break;
  5609. case SC_SIGNUMCRUCIS:
  5610. val2 = 10 + 4*val1; //Def reduction
  5611. tick = -1;
  5612. clif_emotion(bl,E_SWT);
  5613. break;
  5614. case SC_MAXIMIZEPOWER:
  5615. val2 = tick>0?tick:60000;
  5616. break;
  5617. case SC_EDP: // [Celest]
  5618. val2 = val1 + 2; //Chance to Poison enemies.
  5619. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  5620. if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
  5621. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  5622. break;
  5623. case SC_POISONREACT:
  5624. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  5625. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  5626. break;
  5627. case SC_MAGICROD:
  5628. val2 = val1*20; //SP gained
  5629. break;
  5630. case SC_KYRIE:
  5631. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  5632. val3 = (val1 / 2 + 5); //Hits
  5633. break;
  5634. case SC_MAGICPOWER:
  5635. //val1: Skill lv
  5636. val2 = 1; //Lasts 1 invocation
  5637. val3 = 5*val1; //Matk% increase
  5638. break;
  5639. case SC_SACRIFICE:
  5640. val2 = 5; //Lasts 5 hits
  5641. tick = -1;
  5642. break;
  5643. case SC_ENCPOISON:
  5644. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  5645. case SC_ASPERSIO:
  5646. case SC_FIREWEAPON:
  5647. case SC_WATERWEAPON:
  5648. case SC_WINDWEAPON:
  5649. case SC_EARTHWEAPON:
  5650. case SC_SHADOWWEAPON:
  5651. case SC_GHOSTWEAPON:
  5652. skill_enchant_elemental_end(bl,type);
  5653. break;
  5654. case SC_ELEMENTALCHANGE:
  5655. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  5656. // val2 : Element (When no element, random one is picked)
  5657. // val3 : 0 = called by skill 1 = called by script (fixed level)
  5658. if( !val2 ) val2 = rnd()%ELE_MAX;
  5659. if( val1 == 1 && val3 == 0 )
  5660. val1 = 1 + rnd()%4;
  5661. else if( val1 > 4 )
  5662. val1 = 4; // Max Level
  5663. val3 = 0; // Not need to keep this info.
  5664. break;
  5665. case SC_PROVIDENCE:
  5666. val2=val1*5; //Race/Ele resist
  5667. break;
  5668. case SC_REFLECTSHIELD:
  5669. val2=10+val1*3; // %Dmg reflected
  5670. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  5671. {
  5672. struct map_session_data *tsd;
  5673. if( sd )
  5674. {
  5675. int i;
  5676. for( i = 0; i < 5; i++ )
  5677. {
  5678. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5679. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5680. }
  5681. }
  5682. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5683. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5684. }
  5685. break;
  5686. case SC_STRIPWEAPON:
  5687. if (!sd) //Watk reduction
  5688. val2 = 25;
  5689. break;
  5690. case SC_STRIPSHIELD:
  5691. if (!sd) //Def reduction
  5692. val2 = 15;
  5693. break;
  5694. case SC_STRIPARMOR:
  5695. if (!sd) //Vit reduction
  5696. val2 = 40;
  5697. break;
  5698. case SC_STRIPHELM:
  5699. if (!sd) //Int reduction
  5700. val2 = 40;
  5701. break;
  5702. case SC_AUTOSPELL:
  5703. //Val1 Skill LV of Autospell
  5704. //Val2 Skill ID to cast
  5705. //Val3 Max Lv to cast
  5706. val4 = 5 + val1*2; //Chance of casting
  5707. break;
  5708. case SC_VOLCANO:
  5709. val2 = val1*10; //Watk increase
  5710. #if isOFF(REMODE)
  5711. if (status->def_ele != ELE_FIRE)
  5712. val2 = 0;
  5713. #endif
  5714. break;
  5715. case SC_VIOLENTGALE:
  5716. val2 = val1*3; //Flee increase
  5717. #if isOFF(REMODE)
  5718. if (status->def_ele != ELE_WIND)
  5719. val2 = 0;
  5720. #endif
  5721. break;
  5722. case SC_DELUGE:
  5723. val2 = deluge_eff[val1-1]; //HP increase
  5724. #if isOFF(REMODE)
  5725. if(status->def_ele != ELE_WATER)
  5726. val2 = 0;
  5727. #endif
  5728. break;
  5729. case SC_SUITON:
  5730. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  5731. //No penalties.
  5732. val2 = 0; //Agi penalty
  5733. val3 = 0; //Walk speed penalty
  5734. break;
  5735. }
  5736. val3 = 50;
  5737. val2 = 3*((val1+1)/3);
  5738. if (val1 > 4) val2--;
  5739. break;
  5740. case SC_ONEHAND:
  5741. case SC_TWOHANDQUICKEN:
  5742. val2 = 300;
  5743. if (val1 > 10) //For boss casted skills [Skotlex]
  5744. val2 += 20*(val1-10);
  5745. break;
  5746. case SC_MERC_QUICKEN:
  5747. val2 = 300;
  5748. break;
  5749. case SC_SPEARQUICKEN:
  5750. val2 = 200+10*val1;
  5751. break;
  5752. case SC_DANCING:
  5753. //val1 : Skill ID + LV
  5754. //val2 : Skill Group of the Dance.
  5755. //val3 : Brings the skilllv (merged into val1 here)
  5756. //val4 : Partner
  5757. if (val1 == CG_MOONLIT)
  5758. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  5759. val1|= (val3<<16);
  5760. val3 = tick/1000; //Tick duration
  5761. tick_time = 1000; // [GodLesZ] tick time
  5762. break;
  5763. case SC_LONGING:
  5764. val2 = 500-100*val1; //Aspd penalty.
  5765. break;
  5766. case SC_EXPLOSIONSPIRITS:
  5767. val2 = 75 + 25*val1; //Cri bonus
  5768. break;
  5769. #if isOFF(REMODE)
  5770. /**
  5771. * Only in non-RE it's var is changed
  5772. **/
  5773. case SC_ASPDPOTION0:
  5774. case SC_ASPDPOTION1:
  5775. case SC_ASPDPOTION2:
  5776. #endif
  5777. case SC_ASPDPOTION3:
  5778. val2 = 50*(2+type-SC_ASPDPOTION0);
  5779. break;
  5780. case SC_WEDDING:
  5781. case SC_XMAS:
  5782. case SC_SUMMER:
  5783. if (!vd) return 0;
  5784. //Store previous values as they could be removed.
  5785. val1 = vd->class_;
  5786. val2 = vd->weapon;
  5787. val3 = vd->shield;
  5788. val4 = vd->cloth_color;
  5789. unit_stop_attack(bl);
  5790. clif_changelook(bl,LOOK_WEAPON,0);
  5791. clif_changelook(bl,LOOK_SHIELD,0);
  5792. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5793. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5794. break;
  5795. case SC_NOCHAT:
  5796. // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  5797. tick = 60000;
  5798. val1 = battle_config.manner_system; //Mute filters.
  5799. if (sd)
  5800. {
  5801. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  5802. clif_updatestatus(sd,SP_MANNER);
  5803. }
  5804. break;
  5805. case SC_STONE:
  5806. val3 = tick/1000; //Petrified HP-damage iterations.
  5807. if(val3 < 1) val3 = 1;
  5808. tick = val4; //Petrifying time.
  5809. if (tick < 1000)
  5810. tick = 1000; //Min time
  5811. calc_flag = 0; //Actual status changes take effect on petrified state.
  5812. break;
  5813. case SC_DPOISON:
  5814. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  5815. if (status->hp > status->max_hp>>2)
  5816. {
  5817. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  5818. if (status->hp - diff < status->max_hp>>2)
  5819. diff = status->hp - (status->max_hp>>2);
  5820. status_zap(bl, diff, 0);
  5821. }
  5822. // fall through
  5823. case SC_POISON: /* 毒 */
  5824. val3 = tick/1000; //Damage iterations
  5825. if(val3 < 1) val3 = 1;
  5826. tick_time = 1000; // [GodLesZ] tick time
  5827. //val4: HP damage
  5828. if (bl->type == BL_PC)
  5829. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  5830. else
  5831. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  5832. break;
  5833. case SC_CONFUSION:
  5834. clif_emotion(bl,E_WHAT);
  5835. break;
  5836. case SC_BLEEDING:
  5837. val4 = tick/10000;
  5838. if (!val4) val4 = 1;
  5839. tick_time = 10000; // [GodLesZ] tick time
  5840. break;
  5841. case SC_S_LIFEPOTION:
  5842. case SC_L_LIFEPOTION:
  5843. if( val1 == 0 ) return 0;
  5844. // val1 = heal percent/amout
  5845. // val2 = seconds between heals
  5846. // val4 = total of heals
  5847. if( val2 < 1 ) val2 = 1;
  5848. if( (val4 = tick/(val2 * 1000)) < 1 )
  5849. val4 = 1;
  5850. tick_time = val2 * 1000; // [GodLesZ] tick time
  5851. break;
  5852. case SC_BOSSMAPINFO:
  5853. if( sd != NULL )
  5854. {
  5855. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  5856. if( boss_md == NULL || boss_md->bl.prev == NULL )
  5857. { // No MVP on this map - MVP is dead
  5858. clif_bossmapinfo(sd->fd, boss_md, 1);
  5859. return 0; // No need to start SC
  5860. }
  5861. val1 = boss_md->bl.id;
  5862. if( (val4 = tick/1000) < 1 )
  5863. val4 = 1;
  5864. tick_time = 1000; // [GodLesZ] tick time
  5865. }
  5866. break;
  5867. case SC_HIDING:
  5868. val2 = tick/1000;
  5869. tick_time = 1000; // [GodLesZ] tick time
  5870. val3 = 0; // unused, previously speed adjustment
  5871. val4 = val1+3; //Seconds before SP substraction happen.
  5872. break;
  5873. case SC_CHASEWALK:
  5874. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  5875. val3 = 35 - 5 * val1; //Speed adjustment.
  5876. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  5877. val3 -= 40;
  5878. val4 = 10+val1*2; //SP cost.
  5879. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  5880. break;
  5881. case SC_CLOAKING:
  5882. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  5883. val1 = 10;
  5884. val2 = tick>0?tick:60000; //SP consumption rate.
  5885. val3 = 0; // unused, previously walk speed adjustment
  5886. //val4&1 signals the presence of a wall.
  5887. //val4&2 makes cloak not end on normal attacks [Skotlex]
  5888. //val4&4 makes cloak not end on using skills
  5889. if (bl->type == BL_PC) //Standard cloaking.
  5890. val4 |= battle_config.pc_cloak_check_type&7;
  5891. else
  5892. val4 |= battle_config.monster_cloak_check_type&7;
  5893. break;
  5894. case SC_SIGHT: /* サイト/ルアフ */
  5895. case SC_RUWACH:
  5896. case SC_SIGHTBLASTER:
  5897. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  5898. val2 = tick/250;
  5899. tick_time = 10; // [GodLesZ] tick time
  5900. break;
  5901. //Permanent effects.
  5902. case SC_AETERNA:
  5903. case SC_MODECHANGE:
  5904. case SC_WEIGHT50:
  5905. case SC_WEIGHT90:
  5906. case SC_BROKENWEAPON:
  5907. case SC_BROKENARMOR:
  5908. case SC_READYSTORM:
  5909. case SC_READYDOWN:
  5910. case SC_READYCOUNTER:
  5911. case SC_READYTURN:
  5912. case SC_DODGE:
  5913. tick = -1;
  5914. break;
  5915. case SC_AUTOGUARD:
  5916. if( !(flag&1) )
  5917. {
  5918. struct map_session_data *tsd;
  5919. int i,t;
  5920. for( i = val2 = 0; i < val1; i++)
  5921. {
  5922. t = 5-(i>>1);
  5923. val2 += (t < 0)? 1:t;
  5924. }
  5925. if( bl->type&(BL_PC|BL_MER) )
  5926. {
  5927. if( sd )
  5928. {
  5929. for( i = 0; i < 5; i++ )
  5930. {
  5931. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5932. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5933. }
  5934. }
  5935. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5936. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5937. }
  5938. }
  5939. break;
  5940. case SC_DEFENDER:
  5941. if (!(flag&1))
  5942. {
  5943. val2 = 5 + 15*val1; //Damage reduction
  5944. val3 = 0; // unused, previously speed adjustment
  5945. val4 = 250 - 50*val1; //Aspd adjustment
  5946. if (sd)
  5947. {
  5948. struct map_session_data *tsd;
  5949. int i;
  5950. for (i = 0; i < 5; i++)
  5951. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  5952. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  5953. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  5954. }
  5955. }
  5956. }
  5957. break;
  5958. case SC_TENSIONRELAX:
  5959. if (sd) {
  5960. pc_setsit(sd);
  5961. clif_sitting(&sd->bl);
  5962. }
  5963. val2 = 12; //SP cost
  5964. val4 = 10000; //Decrease at 10secs intervals.
  5965. val3 = tick/val4;
  5966. tick_time = val4; // [GodLesZ] tick time
  5967. break;
  5968. case SC_PARRYING:
  5969. val2 = 20 + val1*3; //Block Chance
  5970. break;
  5971. case SC_WINDWALK:
  5972. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  5973. break;
  5974. case SC_JOINTBEAT:
  5975. if( val2&BREAK_NECK )
  5976. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  5977. break;
  5978. case SC_BERSERK:
  5979. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  5980. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  5981. //HP healing is performing after the calc_status call.
  5982. //Val2 holds HP penalty
  5983. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  5984. if (!val4) val4 = 10000; //Val4 holds damage interval
  5985. val3 = tick/val4; //val3 holds skill duration
  5986. tick_time = val4; // [GodLesZ] tick time
  5987. break;
  5988. case SC_GOSPEL:
  5989. if(val4 == BCT_SELF) { // self effect
  5990. val2 = tick/10000;
  5991. tick_time = 10000; // [GodLesZ] tick time
  5992. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  5993. }
  5994. break;
  5995. case SC_MARIONETTE:
  5996. {
  5997. int stat;
  5998. val3 = 0;
  5999. val4 = 0;
  6000. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  6001. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  6002. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  6003. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  6004. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  6005. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  6006. break;
  6007. }
  6008. case SC_MARIONETTE2:
  6009. {
  6010. int stat,max_stat;
  6011. // fetch caster information
  6012. struct block_list *pbl = map_id2bl(val1);
  6013. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  6014. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  6015. // fetch target's stats
  6016. struct status_data* status = status_get_status_data(bl); // battle status
  6017. if (!psce)
  6018. return 0;
  6019. val3 = 0;
  6020. val4 = 0;
  6021. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  6022. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  6023. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  6024. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  6025. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  6026. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  6027. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  6028. break;
  6029. }
  6030. case SC_REJECTSWORD:
  6031. val2 = 15*val1; //Reflect chance
  6032. val3 = 3; //Reflections
  6033. tick = -1;
  6034. break;
  6035. case SC_MEMORIZE:
  6036. val2 = 5; //Memorized casts.
  6037. tick = -1;
  6038. break;
  6039. case SC_GRAVITATION:
  6040. val2 = 50*val1; //aspd reduction
  6041. break;
  6042. case SC_REGENERATION:
  6043. if (val1 == 1)
  6044. val2 = 2;
  6045. else
  6046. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  6047. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  6048. //if val4 comes set, this blocks regen rather than increase it.
  6049. break;
  6050. case SC_DEVOTION:
  6051. {
  6052. struct block_list *d_bl;
  6053. struct status_change *d_sc;
  6054. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  6055. { // Inherits Status From Source
  6056. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  6057. enum sc_type type2;
  6058. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  6059. while( i >= 0 )
  6060. {
  6061. type2 = types[i];
  6062. if( d_sc->data[type2] )
  6063. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  6064. i--;
  6065. }
  6066. }
  6067. break;
  6068. }
  6069. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  6070. status_zap(bl, status->hp-1, val2?0:status->sp);
  6071. return 1;
  6072. break;
  6073. case SC_CLOSECONFINE2:
  6074. {
  6075. struct block_list *src = val2?map_id2bl(val2):NULL;
  6076. struct status_change *sc2 = src?status_get_sc(src):NULL;
  6077. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  6078. if (src && sc2) {
  6079. if (!sce2) //Start lock on caster.
  6080. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  6081. else { //Increase count of locked enemies and refresh time.
  6082. (sce2->val2)++;
  6083. delete_timer(sce2->timer, status_change_timer);
  6084. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  6085. }
  6086. } else //Status failed.
  6087. return 0;
  6088. }
  6089. break;
  6090. case SC_KAITE:
  6091. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  6092. break;
  6093. case SC_KAUPE:
  6094. switch (val1) {
  6095. case 3: //33*3 + 1 -> 100%
  6096. val2++;
  6097. case 1:
  6098. case 2: //33, 66%
  6099. val2 += 33*val1;
  6100. val3 = 1; //Dodge 1 attack total.
  6101. break;
  6102. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  6103. val2 = 100;
  6104. val3 = val1-2;
  6105. break;
  6106. }
  6107. break;
  6108. case SC_COMBO:
  6109. {
  6110. //val1: Skill ID
  6111. //val2: When given, target (for autotargetting skills)
  6112. //val3: When set, this combo time should NOT delay attack/movement
  6113. //val3: TK: Last used kick
  6114. //val4: TK: Combo time
  6115. struct unit_data *ud = unit_bl2ud(bl);
  6116. if (ud && !val3)
  6117. {
  6118. tick += 300 * battle_config.combo_delay_rate/100;
  6119. ud->attackabletime = gettick()+tick;
  6120. unit_set_walkdelay(bl, gettick(), tick, 1);
  6121. }
  6122. val3 = 0;
  6123. val4 = tick;
  6124. }
  6125. break;
  6126. case SC_EARTHSCROLL:
  6127. val2 = 11-val1; //Chance to consume: 11-skilllv%
  6128. break;
  6129. case SC_RUN:
  6130. val4 = gettick(); //Store time at which you started running.
  6131. tick = -1;
  6132. break;
  6133. case SC_KAAHI:
  6134. val2 = 200*val1; //HP heal
  6135. val3 = 5*val1; //SP cost
  6136. val4 = INVALID_TIMER; //Kaahi Timer.
  6137. break;
  6138. case SC_BLESSING:
  6139. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6140. val2 = val1;
  6141. else
  6142. val2 = 0; //0 -> Half stat.
  6143. break;
  6144. case SC_TRICKDEAD:
  6145. if (vd) vd->dead_sit = 1;
  6146. tick = -1;
  6147. break;
  6148. case SC_CONCENTRATE:
  6149. val2 = 2 + val1;
  6150. if (sd) { //Store the card-bonus data that should not count in the %
  6151. val3 = sd->param_bonus[1]; //Agi
  6152. val4 = sd->param_bonus[4]; //Dex
  6153. } else {
  6154. val3 = val4 = 0;
  6155. }
  6156. break;
  6157. case SC_MAXOVERTHRUST:
  6158. val2 = 20*val1; //Power increase
  6159. break;
  6160. case SC_OVERTHRUST:
  6161. //val2 holds if it was casted on self, or is bonus received from others
  6162. val3 = 5*val1; //Power increase
  6163. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6164. tick += tick / 10;
  6165. break;
  6166. case SC_ADRENALINE2:
  6167. case SC_ADRENALINE:
  6168. val3 = (val2) ? 300 : 200; // aspd increase
  6169. case SC_WEAPONPERFECTION:
  6170. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6171. tick += tick / 10;
  6172. break;
  6173. case SC_CONCENTRATION:
  6174. val2 = 5*val1; //Batk/Watk Increase
  6175. val3 = 10*val1; //Hit Increase
  6176. val4 = 5*val1; //Def reduction
  6177. break;
  6178. case SC_ANGELUS:
  6179. val2 = 5*val1; //def increase
  6180. break;
  6181. case SC_IMPOSITIO:
  6182. val2 = 5*val1; //watk increase
  6183. break;
  6184. case SC_MELTDOWN:
  6185. val2 = 100*val1; //Chance to break weapon
  6186. val3 = 70*val1; //Change to break armor
  6187. break;
  6188. case SC_TRUESIGHT:
  6189. val2 = 10*val1; //Critical increase
  6190. val3 = 3*val1; //Hit increase
  6191. break;
  6192. case SC_SUN_COMFORT:
  6193. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  6194. break;
  6195. case SC_MOON_COMFORT:
  6196. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  6197. break;
  6198. case SC_STAR_COMFORT:
  6199. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  6200. break;
  6201. case SC_QUAGMIRE:
  6202. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  6203. break;
  6204. // gs_something1 [Vicious]
  6205. case SC_GATLINGFEVER:
  6206. val2 = 20*val1; //Aspd increase
  6207. val3 = 20+10*val1; //Batk increase
  6208. val4 = 5*val1; //Flee decrease
  6209. break;
  6210. case SC_FLING:
  6211. if (bl->type == BL_PC)
  6212. val2 = 0; //No armor reduction to players.
  6213. else
  6214. val2 = 5*val1; //Def reduction
  6215. val3 = 5*val1; //Def2 reduction
  6216. break;
  6217. case SC_PROVOKE:
  6218. //val2 signals autoprovoke.
  6219. val3 = 2+3*val1; //Atk increase
  6220. val4 = 5+5*val1; //Def reduction.
  6221. break;
  6222. case SC_AVOID:
  6223. //val2 = 10*val1; //Speed change rate.
  6224. break;
  6225. case SC_DEFENCE:
  6226. val2 = 2*val1; //Def bonus
  6227. break;
  6228. case SC_BLOODLUST:
  6229. val2 = 20+10*val1; //Atk rate change.
  6230. val3 = 3*val1; //Leech chance
  6231. val4 = 20; //Leech percent
  6232. break;
  6233. case SC_FLEET:
  6234. val2 = 30*val1; //Aspd change
  6235. val3 = 5+5*val1; //bAtk/wAtk rate change
  6236. break;
  6237. case SC_MINDBREAKER:
  6238. val2 = 20*val1; //matk increase.
  6239. val3 = 12*val1; //mdef2 reduction.
  6240. break;
  6241. case SC_SKA:
  6242. val2 = tick/1000;
  6243. val3 = rnd()%100; //Def changes randomly every second...
  6244. tick_time = 1000; // [GodLesZ] tick time
  6245. break;
  6246. case SC_JAILED:
  6247. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  6248. tick = val1>0?1000:250;
  6249. if (sd)
  6250. {
  6251. if (sd->mapindex != val2)
  6252. {
  6253. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  6254. map = sd->mapindex; //Current Map
  6255. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  6256. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  6257. //2. Set restore point (val3 -> return map, val4 return coords
  6258. val3 = map;
  6259. val4 = pos;
  6260. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  6261. val3 = sd->status.save_point.map;
  6262. val4 = (sd->status.save_point.x&0xFFFF)
  6263. |(sd->status.save_point.y<<16);
  6264. }
  6265. }
  6266. break;
  6267. case SC_UTSUSEMI:
  6268. val2=(val1+1)/2; // number of hits blocked
  6269. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  6270. break;
  6271. case SC_BUNSINJYUTSU:
  6272. val2=(val1+1)/2; // number of hits blocked
  6273. break;
  6274. case SC_CHANGE:
  6275. val2= 30*val1; //Vit increase
  6276. val3= 20*val1; //Int increase
  6277. break;
  6278. case SC_SWOO:
  6279. if(status->mode&MD_BOSS)
  6280. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  6281. break;
  6282. case SC_SPIDERWEB:
  6283. if( bl->type == BL_PC )
  6284. tick /= 2;
  6285. break;
  6286. case SC_ARMOR:
  6287. //NPC_DEFENDER:
  6288. val2 = 80; //Damage reduction
  6289. //Attack requirements to be blocked:
  6290. val3 = BF_LONG; //Range
  6291. val4 = BF_WEAPON|BF_MISC; //Type
  6292. break;
  6293. case SC_ENCHANTARMS:
  6294. //end previous enchants
  6295. skill_enchant_elemental_end(bl,type);
  6296. //Make sure the received element is valid.
  6297. if (val2 >= ELE_MAX)
  6298. val2 = val2%ELE_MAX;
  6299. else if (val2 < 0)
  6300. val2 = rnd()%ELE_MAX;
  6301. break;
  6302. case SC_CRITICALWOUND:
  6303. val2 = 20*val1; //Heal effectiveness decrease
  6304. break;
  6305. case SC_MAGICMIRROR:
  6306. case SC_SLOWCAST:
  6307. val2 = 20*val1; //Magic reflection/cast rate
  6308. break;
  6309. case SC_ARMORCHANGE:
  6310. if (val2 == NPC_ANTIMAGIC)
  6311. { //Boost mdef
  6312. val2 =-20;
  6313. val3 = 20;
  6314. } else { //Boost def
  6315. val2 = 20;
  6316. val3 =-20;
  6317. }
  6318. val2*=val1; //20% per level
  6319. val3*=val1;
  6320. break;
  6321. case SC_EXPBOOST:
  6322. case SC_JEXPBOOST:
  6323. if (val1 < 0)
  6324. val1 = 0;
  6325. break;
  6326. case SC_INCFLEE2:
  6327. case SC_INCCRI:
  6328. val2 = val1*10; //Actual boost (since 100% = 1000)
  6329. break;
  6330. case SC_SUFFRAGIUM:
  6331. val2 = 15 * val1; //Speed cast decrease
  6332. break;
  6333. case SC_INCHEALRATE:
  6334. if (val1 < 1)
  6335. val1 = 1;
  6336. break;
  6337. case SC_HALLUCINATION:
  6338. val2 = 5+val1; //Factor by which displayed damage is increased by
  6339. break;
  6340. case SC_DOUBLECAST:
  6341. val2 = 30+10*val1; //Trigger rate
  6342. break;
  6343. case SC_KAIZEL:
  6344. val2 = 10*val1; //% of life to be revived with
  6345. break;
  6346. // case SC_ARMOR_ELEMENT:
  6347. // case SC_ARMOR_RESIST:
  6348. // Mod your resistance against elements:
  6349. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  6350. // break;
  6351. //case ????:
  6352. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  6353. //associated, and yet are not wrong/unknown. [Skotlex]
  6354. //break;
  6355. case SC_MERC_FLEEUP:
  6356. case SC_MERC_ATKUP:
  6357. case SC_MERC_HITUP:
  6358. val2 = 15 * val1;
  6359. break;
  6360. case SC_MERC_HPUP:
  6361. case SC_MERC_SPUP:
  6362. val2 = 5 * val1;
  6363. break;
  6364. case SC_REBIRTH:
  6365. val2 = 20*val1; //% of life to be revived with
  6366. break;
  6367. case SC_MANU_DEF:
  6368. case SC_MANU_ATK:
  6369. case SC_MANU_MATK:
  6370. val2 = 1; // Manuk group
  6371. break;
  6372. case SC_SPL_DEF:
  6373. case SC_SPL_ATK:
  6374. case SC_SPL_MATK:
  6375. val2 = 2; // Splendide group
  6376. break;
  6377. /**
  6378. * General
  6379. **/
  6380. case SC_FEAR:
  6381. val2 = 2;
  6382. val4 = tick / 1000;
  6383. tick_time = 1000; // [GodLesZ] tick time
  6384. break;
  6385. case SC_BURNING:
  6386. val4 = tick / 2000; // Total Ticks to Burn!!
  6387. tick_time = 2000; // [GodLesZ] tick time
  6388. break;
  6389. /**
  6390. * Rune Knight
  6391. **/
  6392. case SC_DEATHBOUND:
  6393. val2 = 500 + 100 * val1;
  6394. break;
  6395. case SC_FIGHTINGSPIRIT:
  6396. val_flag |= 1|2;
  6397. break;
  6398. case SC_ABUNDANCE:
  6399. val4 = tick / 10000;
  6400. tick_time = 10000; // [GodLesZ] tick time
  6401. break;
  6402. case SC_GIANTGROWTH:
  6403. val2 = 10; // Triple damage success rate.
  6404. break;
  6405. /**
  6406. * Arch Bishop
  6407. **/
  6408. case SC_RENOVATIO:
  6409. val4 = tick / 5000;
  6410. tick_time = 5000;
  6411. break;
  6412. case SC_SECRAMENT:
  6413. val2 = 10 * val1;
  6414. break;
  6415. case SC_VENOMIMPRESS:
  6416. val2 = 10 * val1;
  6417. val_flag |= 1|2;
  6418. break;
  6419. case SC_POISONINGWEAPON:
  6420. val_flag |= 1|2|4;
  6421. break;
  6422. case SC_WEAPONBLOCKING:
  6423. val2 = 10 + 2 * val1; // Chance
  6424. val4 = tick / 3000;
  6425. tick_time = 3000; // [GodLesZ] tick time
  6426. val_flag |= 1|2;
  6427. break;
  6428. case SC_TOXIN:
  6429. val4 = tick / 10000;
  6430. tick_time = 10000; // [GodLesZ] tick time
  6431. break;
  6432. case SC_MAGICMUSHROOM:
  6433. val4 = tick / 4000;
  6434. tick_time = 4000; // [GodLesZ] tick time
  6435. break;
  6436. case SC_PYREXIA:
  6437. val4 = tick / 3000;
  6438. tick_time = 4000; // [GodLesZ] tick time
  6439. break;
  6440. case SC_LEECHESEND:
  6441. val4 = tick / 1000;
  6442. tick_time = 1000; // [GodLesZ] tick time
  6443. break;
  6444. case SC_OBLIVIONCURSE:
  6445. val4 = tick / 3000;
  6446. tick_time = 3000; // [GodLesZ] tick time
  6447. break;
  6448. case SC_ROLLINGCUTTER:
  6449. val_flag |= 1;
  6450. break;
  6451. case SC_CLOAKINGEXCEED:
  6452. val2 = ( val1 + 1 ) / 2; // Hits
  6453. val3 = 90 + val1 * 10; // Walk speed
  6454. val_flag |= 1|2|4;
  6455. if (bl->type == BL_PC)
  6456. val4 |= battle_config.pc_cloak_check_type&7;
  6457. else
  6458. val4 |= battle_config.monster_cloak_check_type&7;
  6459. tick_time = 1000; // [GodLesZ] tick time
  6460. break;
  6461. case SC_HALLUCINATIONWALK:
  6462. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  6463. val3 = 10 * val1; // Evasion rate of magical attacks.
  6464. val_flag |= 1|2|4;
  6465. break;
  6466. case SC_WHITEIMPRISON:
  6467. status_change_end(bl, SC_BURNING, -1);
  6468. status_change_end(bl, SC_FREEZING, -1);
  6469. status_change_end(bl, SC_FREEZE, -1);
  6470. status_change_end(bl, SC_STONE, -1);
  6471. break;
  6472. case SC_FREEZING:
  6473. status_change_end(bl, SC_BURNING, -1);
  6474. break;
  6475. case SC_READING_SB:
  6476. // val2 = sp reduction per second
  6477. tick_time = 1000; // [GodLesZ] tick time
  6478. break;
  6479. case SC_SPHERE_1:
  6480. case SC_SPHERE_2:
  6481. case SC_SPHERE_3:
  6482. case SC_SPHERE_4:
  6483. case SC_SPHERE_5:
  6484. if( !sd )
  6485. return 0; // Should only work on players.
  6486. val4 = tick / 1000;
  6487. if( val4 < 1 )
  6488. val4 = 1;
  6489. tick_time = 1000; // [GodLesZ] tick time
  6490. val_flag |= 1;
  6491. break;
  6492. case SC_SHAPESHIFT:
  6493. switch( val1 )
  6494. {
  6495. case 1: val2 = ELE_FIRE; break;
  6496. case 2: val2 = ELE_EARTH; break;
  6497. case 3: val2 = ELE_WIND; break;
  6498. case 4: val2 = ELE_WATER; break;
  6499. }
  6500. break;
  6501. case SC_ELECTRICSHOCKER:
  6502. case SC_CRYSTALIZE:
  6503. val4 = tick / 1000;
  6504. if( val4 < 1 )
  6505. val4 = 1;
  6506. tick_time = 1000; // [GodLesZ] tick time
  6507. break;
  6508. case SC_CAMOUFLAGE:
  6509. //val3 |= battle_config.pc_camouflage_check_type&7;
  6510. tick_time = 1000; // [GodLesZ] tick time
  6511. break;
  6512. case SC_WUGDASH:
  6513. val4 = gettick(); //Store time at which you started running.
  6514. tick = -1;
  6515. break;
  6516. case SC__SHADOWFORM: {
  6517. struct map_session_data * s_sd = map_id2sd(val2);
  6518. if( s_sd )
  6519. s_sd->shadowform_id = bl->id;
  6520. val4 = tick / 1000;
  6521. val_flag |= 1|2|4;
  6522. tick_time = 1000; // [GodLesZ] tick time
  6523. }
  6524. break;
  6525. case SC__STRIPACCESSORY:
  6526. if (!sd)
  6527. val2 = 20;
  6528. break;
  6529. case SC__INVISIBILITY:
  6530. val2 = 50 - 10 * val1; // ASPD
  6531. val3 = 20 * val1; // CRITICAL
  6532. val4 = tick / 1000;
  6533. tick_time = 1000; // [GodLesZ] tick time
  6534. val_flag |= 1|2;
  6535. break;
  6536. case SC__ENERVATION:
  6537. val2 = 20 + 10 * val1; // ATK Reduction
  6538. val_flag |= 1|2;
  6539. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  6540. break;
  6541. case SC__GROOMY:
  6542. val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  6543. val3 = 20 * val1; //HIT
  6544. val_flag |= 1|2|4;
  6545. if( sd )
  6546. { // Removes Animals
  6547. //if( pc_isriding(sd,OPTION_RIDING|OPTION_RIDING_DRAGON|OPTION_RIDING_WUG) ) pc_setriding(sd, 0);
  6548. //if( pc_iswarg(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  6549. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  6550. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  6551. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
  6552. if( sd->md ) merc_delete(sd->md,3);
  6553. }
  6554. break;
  6555. case SC__LAZINESS:
  6556. val2 = 10 + 10 * val1; // Cast reduction
  6557. val3 = 10 * val1; // Flee Reduction
  6558. val_flag |= 1|2|4;
  6559. break;
  6560. case SC__UNLUCKY:
  6561. val2 = 10 * val1; // Crit and Flee2 Reduction
  6562. val_flag |= 1|2|4;
  6563. break;
  6564. case SC__WEAKNESS:
  6565. val2 = 10 * val1;
  6566. val_flag |= 1|2;
  6567. skill_strip_equip(bl,EQP_WEAPON|EQP_SHIELD,100,val1,tick);
  6568. break;
  6569. case SC__BLOODYLUST:
  6570. val_flag |= 1|2;
  6571. break;
  6572. case SC_GN_CARTBOOST:
  6573. if( val1 < 3 )
  6574. val2 = 50;
  6575. else if( val1 < 5 )
  6576. val2 = 75;
  6577. else
  6578. val2 = 100;
  6579. break;
  6580. case SC_PROPERTYWALK:
  6581. val_flag |= 1|2;
  6582. val3 = 0;
  6583. break;
  6584. case SC_WARMER:
  6585. status_change_end(bl, SC_FREEZE, -1);
  6586. status_change_end(bl, SC_FREEZING, -1);
  6587. status_change_end(bl, SC_CRYSTALIZE, -1);
  6588. break;
  6589. case SC_STRIKING:
  6590. val4 = tick / 1000;
  6591. tick_time = 1000; // [GodLesZ] tick time
  6592. break;
  6593. case SC_BLOODSUCKER:
  6594. val4 = tick / 1000;
  6595. tick_time = 1000; // [GodLesZ] tick time
  6596. break;
  6597. case SC_SWINGDANCE:
  6598. val2 = 4 * val1; // Walk speed and aspd reduction.
  6599. break;
  6600. case SC_SYMPHONYOFLOVER:
  6601. case SC_RUSHWINDMILL:
  6602. case SC_ECHOSONG:
  6603. val2 = 6 * val1;
  6604. val2 += val3; //Adding 1% * Lesson Bonus
  6605. val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
  6606. break;
  6607. case SC_MOONLITSERENADE:
  6608. val2 = 10 * val1;
  6609. break;
  6610. case SC_HARMONIZE:
  6611. val2 = 3 + 2 * val1;
  6612. break;
  6613. case SC_VOICEOFSIREN:
  6614. val4 = tick / 2000;
  6615. tick_time = 2000; // [GodLesZ] tick time
  6616. break;
  6617. case SC_DEEPSLEEP:
  6618. val4 = tick / 2000;
  6619. tick_time = 2000; // [GodLesZ] tick time
  6620. break;
  6621. case SC_SIRCLEOFNATURE:
  6622. val2 = 1 + val1; //SP consume
  6623. val3 = 40 * val1; //HP recovery
  6624. val4 = tick / 1000;
  6625. tick_time = 1000; // [GodLesZ] tick time
  6626. break;
  6627. case SC_SONGOFMANA:
  6628. val3 = 10 + (2 * val2);
  6629. val4 = tick/3000;
  6630. tick_time = 3000; // [GodLesZ] tick time
  6631. break;
  6632. case SC_SATURDAYNIGHTFEVER:
  6633. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  6634. if (!val4) val4 = 3000;
  6635. val3 = tick/val4;
  6636. tick_time = val4; // [GodLesZ] tick time
  6637. break;
  6638. case SC_GLOOMYDAY:
  6639. val2 = 3 + 2 * val1; // Flee reduction.
  6640. val3 = 3 * val1; // ASPD reduction.
  6641. break;
  6642. case SC_SITDOWN_FORCE:
  6643. case SC_BANANA_BOMB_SITDOWN:
  6644. if( sd && !pc_issit(sd) )
  6645. {
  6646. pc_setsit(sd);
  6647. skill_sit(sd,1);
  6648. clif_sitting(bl);
  6649. }
  6650. break;
  6651. case SC_DANCEWITHWUG:
  6652. val3 = (5 * val1) + (1 * val2); //Still need official value.
  6653. break;
  6654. case SC_LERADSDEW:
  6655. val3 = (5 * val1) + (1 * val2);
  6656. break;
  6657. case SC_MELODYOFSINK:
  6658. val3 = (5 * val1) + (1 * val2);
  6659. break;
  6660. case SC_BEYONDOFWARCRY:
  6661. val3 = (5 * val1) + (1 * val2);
  6662. break;
  6663. case SC_UNLIMITEDHUMMINGVOICE:
  6664. {
  6665. struct unit_data *ud = unit_bl2ud(bl);
  6666. if( ud == NULL ) return 0;
  6667. ud->state.skillcastcancel = 0;
  6668. val3 = 15 - (2 * val2);
  6669. }
  6670. break;
  6671. case SC_REFLECTDAMAGE:
  6672. val2 = 15 + 5 * val1;
  6673. val3 = (val1==5)?20:(val1+4)*2; // SP consumption
  6674. val4 = tick/10000;
  6675. tick_time = 10000; // [GodLesZ] tick time
  6676. break;
  6677. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  6678. val2 = 20 + 12 * (val1 - 1); // Chance
  6679. val3 = 5 + (2 * val1); // Max rage counters
  6680. tick_time = 6000; // [GodLesZ] tick time
  6681. val_flag |= 1|2|4;
  6682. break;
  6683. case SC_EXEEDBREAK:
  6684. val1 *= 150; // 150 * skill_lv
  6685. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  6686. val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
  6687. val1 += 15 * (sd ? sd->status.job_level:50) + 100;
  6688. }
  6689. else // Mobs
  6690. val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
  6691. break;
  6692. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  6693. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  6694. val1 *= 15; // Defence added
  6695. if( sd )
  6696. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  6697. val_flag |= 1|2;
  6698. break;
  6699. case SC_BANDING:
  6700. tick_time = 5000; // [GodLesZ] tick time
  6701. val_flag |= 1;
  6702. break;
  6703. case SC_SHIELDSPELL_DEF:
  6704. case SC_SHIELDSPELL_MDEF:
  6705. case SC_SHIELDSPELL_REF:
  6706. val_flag |= 1|2;
  6707. break;
  6708. case SC_MAGNETICFIELD:
  6709. val3 = tick / 1000;
  6710. tick_time = 1000; // [GodLesZ] tick time
  6711. break;
  6712. case SC_INSPIRATION:
  6713. if( sd )
  6714. {
  6715. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  6716. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  6717. }
  6718. val4 = tick / 1000;
  6719. tick_time = 1000; // [GodLesZ] tick time
  6720. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  6721. break;
  6722. case SC_SPELLFIST:
  6723. case SC_CURSEDCIRCLE_ATKER:
  6724. val_flag |= 1|2|4;
  6725. break;
  6726. case SC_CRESCENTELBOW:
  6727. val2 = 94 + val1;
  6728. val_flag |= 1|2;
  6729. break;
  6730. case SC_LIGHTNINGWALK:
  6731. val1 = 88 + 2 * val1;
  6732. val_flag |= 1;
  6733. break;
  6734. case SC_RAISINGDRAGON:
  6735. val3 = tick / 5000;
  6736. tick_time = 5000; // [GodLesZ] tick time
  6737. break;
  6738. case SC_GT_CHANGE:
  6739. if( sd ) val2 = (13 * val1 / 2) * sd->status.agi; //Aspd - old formula.
  6740. val3 = 20 + 1 * val1; //Base Atk, Reduction to DEF & MDEF
  6741. break;
  6742. case SC_GT_REVITALIZE:
  6743. val2 = 5 * val1; //Custom value VIT, ASPD, SPEED bonus.
  6744. val3 = 60 + 40 * val1; //HP recovery
  6745. break;
  6746. case SC_PYROTECHNIC_OPTION:
  6747. val2 = 60; // Watk TODO: Renewal (Atk2)
  6748. val3 = 11; // % Increase damage.
  6749. val_flag |= 1|2|4;
  6750. break;
  6751. case SC_HEATER_OPTION:
  6752. val2 = 120; // Watk. TODO: Renewal (Atk2)
  6753. val3 = 33; // % Increase effects.
  6754. val4 = 3; // Change into fire element.
  6755. val_flag |= 1|2|4;
  6756. break;
  6757. case SC_TROPIC_OPTION:
  6758. val2 = 180; // Watk. TODO: Renewal (Atk2)
  6759. val3 = MG_FIREBOLT;
  6760. break;
  6761. case SC_AQUAPLAY_OPTION:
  6762. val2 = 40; // Matk. TODO: Renewal (Matk1)
  6763. val3 = 33; // % Increase effects.
  6764. val_flag |= 1|2|4;
  6765. break;
  6766. case SC_COOLER_OPTION:
  6767. val2 = 80; // % Freezing chance
  6768. val3 = 33; // % increased damage
  6769. val4 = 1; // Change into water elemet
  6770. val_flag |= 1|2|4;
  6771. break;
  6772. case SC_CHILLY_AIR_OPTION:
  6773. val2 = 120; // Matk. TODO: Renewal (Matk1)
  6774. val3 = MG_COLDBOLT;
  6775. val_flag |= 1|2;
  6776. break;
  6777. case SC_GUST_OPTION:
  6778. val2 = 33;
  6779. val_flag |= 1|2;
  6780. break;
  6781. case SC_WIND_STEP_OPTION:
  6782. val2 = 50; // % Increase speed and flee.
  6783. break;
  6784. case SC_BLAST_OPTION:
  6785. val2 = 33;
  6786. val3 = 4;
  6787. val_flag |= 1|2|4;
  6788. break;
  6789. case SC_WILD_STORM_OPTION:
  6790. val2 = MG_LIGHTNINGBOLT;
  6791. val_flag |= 1|2;
  6792. break;
  6793. case SC_PETROLOGY_OPTION:
  6794. val2 = 5;
  6795. val3 = 33;
  6796. val_flag |= 1|2|4;
  6797. break;
  6798. case SC_CURSED_SOIL_OPTION:
  6799. val2 = 10;
  6800. val3 = 33;
  6801. val4 = 2;
  6802. val_flag |= 1|2|4;
  6803. break;
  6804. case SC_UPHEAVAL_OPTION:
  6805. val2 = WZ_EARTHSPIKE;
  6806. val_flag |= 1|2;
  6807. break;
  6808. case SC_CIRCLE_OF_FIRE_OPTION:
  6809. val2 = 300;
  6810. val_flag |= 1|2;
  6811. break;
  6812. case SC_FIRE_CLOAK_OPTION:
  6813. case SC_WATER_DROP_OPTION:
  6814. case SC_WIND_CURTAIN_OPTION:
  6815. case SC_STONE_SHIELD_OPTION:
  6816. val2 = 20; // Elemental modifier. Not confirmed.
  6817. break;
  6818. case SC_CIRCLE_OF_FIRE:
  6819. case SC_FIRE_CLOAK:
  6820. case SC_WATER_DROP:
  6821. case SC_WATER_SCREEN:
  6822. case SC_WIND_CURTAIN:
  6823. case SC_WIND_STEP:
  6824. case SC_STONE_SHIELD:
  6825. case SC_SOLID_SKIN:
  6826. val2 = 10;
  6827. tick_time = 2000; // [GodLesZ] tick time
  6828. break;
  6829. case SC_WATER_BARRIER:
  6830. val2 = 40; // Increasement. Mdef1 ???
  6831. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  6832. val_flag |= 1|2|4;
  6833. break;
  6834. case SC_ZEPHYR:
  6835. val2 = 22; // Flee.
  6836. break;
  6837. case SC_TIDAL_WEAPON:
  6838. val2 = 20; // Increase Elemental's attack.
  6839. break;
  6840. case SC_ROCK_CRUSHER:
  6841. case SC_ROCK_CRUSHER_ATK:
  6842. case SC_POWER_OF_GAIA:
  6843. val2 = 33;
  6844. break;
  6845. case SC_MELON_BOMB:
  6846. case SC_BANANA_BOMB:
  6847. val1 = 15;
  6848. break;
  6849. case SC_STOMACHACHE:
  6850. val2 = 8; // SP consume.
  6851. val4 = tick / 10000;
  6852. tick_time = 10000; // [GodLesZ] tick time
  6853. break;
  6854. default:
  6855. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  6856. { //Status change with no calc, no icon, and no skill associated...?
  6857. ShowError("UnknownStatusChange [%d]\n", type);
  6858. return 0;
  6859. }
  6860. }
  6861. else //Special considerations when loading SC data.
  6862. switch( type )
  6863. {
  6864. case SC_WEDDING:
  6865. case SC_XMAS:
  6866. case SC_SUMMER:
  6867. clif_changelook(bl,LOOK_WEAPON,0);
  6868. clif_changelook(bl,LOOK_SHIELD,0);
  6869. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  6870. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  6871. break;
  6872. case SC_KAAHI:
  6873. val4 = INVALID_TIMER;
  6874. break;
  6875. }
  6876. //Those that make you stop attacking/walking....
  6877. switch (type)
  6878. {
  6879. case SC_FREEZE:
  6880. case SC_STUN:
  6881. case SC_SLEEP:
  6882. case SC_STONE:
  6883. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  6884. pc_setstand(sd);
  6885. case SC_TRICKDEAD:
  6886. unit_stop_attack(bl);
  6887. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6888. // Cancel cast when get status [LuzZza]
  6889. if (battle_config.sc_castcancel&bl->type)
  6890. unit_skillcastcancel(bl, 0);
  6891. case SC_STOP:
  6892. case SC_CONFUSION:
  6893. case SC_CLOSECONFINE:
  6894. case SC_CLOSECONFINE2:
  6895. case SC_ANKLE:
  6896. case SC_SPIDERWEB:
  6897. case SC_ELECTRICSHOCKER:
  6898. case SC_BITE:
  6899. case SC__MANHOLE:
  6900. case SC_CHAOS:
  6901. case SC_CURSEDCIRCLE_ATKER:
  6902. case SC_CURSEDCIRCLE_TARGET:
  6903. unit_stop_walking(bl,1);
  6904. break;
  6905. case SC_HIDING:
  6906. case SC_CLOAKING:
  6907. case SC_CLOAKINGEXCEED:
  6908. case SC_CHASEWALK:
  6909. case SC_WEIGHT90:
  6910. case SC_CAMOUFLAGE:
  6911. unit_stop_attack(bl);
  6912. break;
  6913. case SC_SILENCE:
  6914. if (battle_config.sc_castcancel&bl->type)
  6915. unit_skillcastcancel(bl, 0);
  6916. break;
  6917. }
  6918. // Set option as needed.
  6919. opt_flag = 1;
  6920. switch(type)
  6921. {
  6922. //OPT1
  6923. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  6924. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  6925. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  6926. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  6927. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  6928. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  6929. //OPT2
  6930. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  6931. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  6932. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  6933. case SC_SIGNUMCRUCIS:
  6934. case SC_CHAOS:
  6935. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  6936. break;
  6937. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  6938. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  6939. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  6940. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  6941. //OPT3
  6942. case SC_TWOHANDQUICKEN:
  6943. case SC_ONEHAND:
  6944. case SC_SPEARQUICKEN:
  6945. case SC_CONCENTRATION:
  6946. case SC_MERC_QUICKEN:
  6947. sc->opt3 |= OPT3_QUICKEN;
  6948. opt_flag = 0;
  6949. break;
  6950. case SC_MAXOVERTHRUST:
  6951. case SC_OVERTHRUST:
  6952. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  6953. sc->opt3 |= OPT3_OVERTHRUST;
  6954. opt_flag = 0;
  6955. break;
  6956. case SC_ENERGYCOAT:
  6957. case SC_SKE:
  6958. sc->opt3 |= OPT3_ENERGYCOAT;
  6959. opt_flag = 0;
  6960. break;
  6961. case SC_INCATKRATE:
  6962. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  6963. if (bl->type != BL_MOB) {
  6964. opt_flag = 0;
  6965. break;
  6966. }
  6967. case SC_EXPLOSIONSPIRITS:
  6968. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  6969. opt_flag = 0;
  6970. break;
  6971. case SC_STEELBODY:
  6972. case SC_SKA:
  6973. sc->opt3 |= OPT3_STEELBODY;
  6974. opt_flag = 0;
  6975. break;
  6976. case SC_BLADESTOP:
  6977. sc->opt3 |= OPT3_BLADESTOP;
  6978. opt_flag = 0;
  6979. break;
  6980. case SC_AURABLADE:
  6981. sc->opt3 |= OPT3_AURABLADE;
  6982. opt_flag = 0;
  6983. break;
  6984. case SC_BERSERK:
  6985. sc->opt3 |= OPT3_BERSERK;
  6986. opt_flag = 0;
  6987. break;
  6988. // case ???: // doesn't seem to do anything
  6989. // sc->opt3 |= OPT3_LIGHTBLADE;
  6990. // opt_flag = 0;
  6991. // break;
  6992. case SC_DANCING:
  6993. if ((val1&0xFFFF) == CG_MOONLIT)
  6994. sc->opt3 |= OPT3_MOONLIT;
  6995. opt_flag = 0;
  6996. break;
  6997. case SC_MARIONETTE:
  6998. case SC_MARIONETTE2:
  6999. sc->opt3 |= OPT3_MARIONETTE;
  7000. opt_flag = 0;
  7001. break;
  7002. case SC_ASSUMPTIO:
  7003. sc->opt3 |= OPT3_ASSUMPTIO;
  7004. opt_flag = 0;
  7005. break;
  7006. case SC_WARM: //SG skills [Komurka]
  7007. sc->opt3 |= OPT3_WARM;
  7008. opt_flag = 0;
  7009. break;
  7010. case SC_KAITE:
  7011. sc->opt3 |= OPT3_KAITE;
  7012. opt_flag = 0;
  7013. break;
  7014. case SC_BUNSINJYUTSU:
  7015. sc->opt3 |= OPT3_BUNSIN;
  7016. opt_flag = 0;
  7017. break;
  7018. case SC_SPIRIT:
  7019. sc->opt3 |= OPT3_SOULLINK;
  7020. opt_flag = 0;
  7021. break;
  7022. case SC_CHANGEUNDEAD:
  7023. sc->opt3 |= OPT3_UNDEAD;
  7024. opt_flag = 0;
  7025. break;
  7026. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  7027. // sc->opt3 |= OPT3_CONTRACT;
  7028. // opt_flag = 0;
  7029. // break;
  7030. //OPTION
  7031. case SC_HIDING:
  7032. sc->option |= OPTION_HIDE;
  7033. opt_flag = 2;
  7034. break;
  7035. case SC_CLOAKING:
  7036. case SC_CLOAKINGEXCEED:
  7037. case SC__INVISIBILITY:
  7038. sc->option |= OPTION_CLOAK;
  7039. opt_flag = 2;
  7040. break;
  7041. case SC_CHASEWALK:
  7042. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  7043. opt_flag = 2;
  7044. break;
  7045. case SC_SIGHT:
  7046. sc->option |= OPTION_SIGHT;
  7047. break;
  7048. case SC_RUWACH:
  7049. sc->option |= OPTION_RUWACH;
  7050. break;
  7051. case SC_WEDDING:
  7052. sc->option |= OPTION_WEDDING;
  7053. break;
  7054. case SC_XMAS:
  7055. sc->option |= OPTION_XMAS;
  7056. break;
  7057. case SC_SUMMER:
  7058. sc->option |= OPTION_SUMMER;
  7059. break;
  7060. case SC_ORCISH:
  7061. sc->option |= OPTION_ORCISH;
  7062. break;
  7063. case SC_FUSION:
  7064. sc->option |= OPTION_FLYING;
  7065. break;
  7066. default:
  7067. opt_flag = 0;
  7068. }
  7069. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  7070. if(opt_flag)
  7071. clif_changeoption(bl);
  7072. if (calc_flag&SCB_DYE)
  7073. { //Reset DYE color
  7074. if (vd && vd->cloth_color)
  7075. {
  7076. val4 = vd->cloth_color;
  7077. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  7078. }
  7079. calc_flag&=~SCB_DYE;
  7080. }
  7081. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER || bl->type == BL_MOB ) )
  7082. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  7083. else if( sd ) //Send packet to self otherwise (disguised player?)
  7084. clif_status_load(bl,StatusIconChangeTable[type],1);
  7085. /**
  7086. * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  7087. **/
  7088. if( tick_time )
  7089. tick = tick_time;
  7090. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  7091. if((sce=sc->data[type]))
  7092. {// reuse old sc
  7093. if( sce->timer != INVALID_TIMER )
  7094. delete_timer(sce->timer, status_change_timer);
  7095. }
  7096. else
  7097. {// new sc
  7098. ++(sc->count);
  7099. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  7100. }
  7101. sce->val1 = val1;
  7102. sce->val2 = val2;
  7103. sce->val3 = val3;
  7104. sce->val4 = val4;
  7105. if (tick >= 0)
  7106. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  7107. else
  7108. sce->timer = INVALID_TIMER; //Infinite duration
  7109. if (calc_flag)
  7110. status_calc_bl(bl,calc_flag);
  7111. if(sd && sd->pd)
  7112. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  7113. switch( type )
  7114. {
  7115. case SC_BERSERK:
  7116. sce->val2 = 5*status->max_hp/100;
  7117. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  7118. status_set_sp(bl, 0, 0); //Damage all SP
  7119. break;
  7120. case SC_CHANGE:
  7121. status_percent_heal(bl, 100, 100);
  7122. break;
  7123. case SC_RUN:
  7124. {
  7125. struct unit_data *ud = unit_bl2ud(bl);
  7126. if( ud )
  7127. ud->state.running = unit_run(bl);
  7128. }
  7129. break;
  7130. case SC_BOSSMAPINFO:
  7131. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  7132. break;
  7133. case SC_MERC_HPUP:
  7134. status_percent_heal(bl, 100, 0); // Recover Full HP
  7135. break;
  7136. case SC_MERC_SPUP:
  7137. status_percent_heal(bl, 0, 100); // Recover Full SP
  7138. break;
  7139. /**
  7140. * Ranger
  7141. **/
  7142. case SC_WUGDASH:
  7143. {
  7144. struct unit_data *ud = unit_bl2ud(bl);
  7145. if( ud )
  7146. ud->state.running = unit_wugdash(bl, sd);
  7147. }
  7148. break;
  7149. case SC_COMBO:
  7150. switch (sce->val1) {
  7151. case TK_STORMKICK:
  7152. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  7153. break;
  7154. case TK_DOWNKICK:
  7155. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  7156. break;
  7157. case TK_TURNKICK:
  7158. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  7159. break;
  7160. case TK_COUNTER:
  7161. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  7162. break;
  7163. case MO_COMBOFINISH:
  7164. case CH_TIGERFIST:
  7165. case CH_CHAINCRUSH:
  7166. if (sd)
  7167. clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
  7168. break;
  7169. case TK_JUMPKICK:
  7170. if (sd)
  7171. clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
  7172. break;
  7173. }
  7174. case SC_RAISINGDRAGON:
  7175. sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
  7176. break;
  7177. }
  7178. if( opt_flag&2 && sd && sd->touching_id )
  7179. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  7180. return 1;
  7181. }
  7182. /*==========================================
  7183. * ステータス異常全解除
  7184. * type:
  7185. * 0 - ???
  7186. * 1 - ???
  7187. * 2 - ???
  7188. *------------------------------------------*/
  7189. int status_change_clear(struct block_list* bl, int type)
  7190. {
  7191. struct status_change* sc;
  7192. int i;
  7193. sc = status_get_sc(bl);
  7194. if (!sc || !sc->count)
  7195. return 0;
  7196. for(i = 0; i < SC_MAX; i++)
  7197. {
  7198. if(!sc->data[i])
  7199. continue;
  7200. if(type == 0)
  7201. switch (i)
  7202. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  7203. case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death
  7204. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  7205. break;
  7206. case SC_WEIGHT50:
  7207. case SC_WEIGHT90:
  7208. case SC_EDP:
  7209. case SC_MELTDOWN:
  7210. case SC_XMAS:
  7211. case SC_SUMMER:
  7212. case SC_NOCHAT:
  7213. case SC_FUSION:
  7214. case SC_EARTHSCROLL:
  7215. case SC_READYSTORM:
  7216. case SC_READYDOWN:
  7217. case SC_READYCOUNTER:
  7218. case SC_READYTURN:
  7219. case SC_DODGE:
  7220. case SC_JAILED:
  7221. case SC_EXPBOOST:
  7222. case SC_ITEMBOOST:
  7223. case SC_HELLPOWER:
  7224. case SC_JEXPBOOST:
  7225. case SC_AUTOTRADE:
  7226. case SC_WHISTLE:
  7227. case SC_ASSNCROS:
  7228. case SC_POEMBRAGI:
  7229. case SC_APPLEIDUN:
  7230. case SC_HUMMING:
  7231. case SC_DONTFORGETME:
  7232. case SC_FORTUNE:
  7233. case SC_SERVICE4U:
  7234. case SC_FOOD_STR_CASH:
  7235. case SC_FOOD_AGI_CASH:
  7236. case SC_FOOD_VIT_CASH:
  7237. case SC_FOOD_DEX_CASH:
  7238. case SC_FOOD_INT_CASH:
  7239. case SC_FOOD_LUK_CASH:
  7240. continue;
  7241. }
  7242. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7243. if( type == 1 && sc->data[i] )
  7244. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  7245. (sc->count)--;
  7246. if (sc->data[i]->timer != INVALID_TIMER)
  7247. delete_timer(sc->data[i]->timer, status_change_timer);
  7248. ers_free(sc_data_ers, sc->data[i]);
  7249. sc->data[i] = NULL;
  7250. }
  7251. }
  7252. sc->opt1 = 0;
  7253. sc->opt2 = 0;
  7254. sc->opt3 = 0;
  7255. sc->option &= OPTION_MASK;
  7256. if( type == 0 || type == 2 )
  7257. clif_changeoption(bl);
  7258. return 1;
  7259. }
  7260. /*==========================================
  7261. * ステータス異常終了
  7262. *------------------------------------------*/
  7263. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  7264. {
  7265. struct map_session_data *sd;
  7266. struct status_change *sc;
  7267. struct status_change_entry *sce;
  7268. struct status_data *status;
  7269. struct view_data *vd;
  7270. int opt_flag=0, calc_flag;
  7271. nullpo_ret(bl);
  7272. sc = status_get_sc(bl);
  7273. status = status_get_status_data(bl);
  7274. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  7275. return 0;
  7276. sd = BL_CAST(BL_PC,bl);
  7277. if (sce->timer != tid && tid != INVALID_TIMER)
  7278. return 0;
  7279. if (tid == INVALID_TIMER) {
  7280. if (type == SC_ENDURE && sce->val4)
  7281. //Do not end infinite endure.
  7282. return 0;
  7283. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  7284. delete_timer(sce->timer,status_change_timer);
  7285. if (sc->opt1)
  7286. switch (type) {
  7287. //"Ugly workaround" [Skotlex]
  7288. //delays status change ending so that a skill that sets opt1 fails to
  7289. //trigger when it also removed one
  7290. case SC_STONE:
  7291. sce->val3 = 0; //Petrify time counter.
  7292. case SC_FREEZE:
  7293. case SC_STUN:
  7294. case SC_SLEEP:
  7295. case SC_BURNING:
  7296. if (sce->val1) {
  7297. //Removing the 'level' shouldn't affect anything in the code
  7298. //since these SC are not affected by it, and it lets us know
  7299. //if we have already delayed this attack or not.
  7300. sce->val1 = 0;
  7301. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  7302. return 1;
  7303. }
  7304. }
  7305. }
  7306. sc->data[type] = NULL;
  7307. (sc->count)--;
  7308. vd = status_get_viewdata(bl);
  7309. calc_flag = StatusChangeFlagTable[type];
  7310. switch(type){
  7311. case SC_WEDDING:
  7312. case SC_XMAS:
  7313. case SC_SUMMER:
  7314. if (!vd) break;
  7315. if (sd)
  7316. { //Load data from sd->status.* as the stored values could have changed.
  7317. //Must remove OPTION to prevent class being rechanged.
  7318. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  7319. clif_changeoption(&sd->bl);
  7320. status_set_viewdata(bl, sd->status.class_);
  7321. } else {
  7322. vd->class_ = sce->val1;
  7323. vd->weapon = sce->val2;
  7324. vd->shield = sce->val3;
  7325. vd->cloth_color = sce->val4;
  7326. }
  7327. clif_changelook(bl,LOOK_BASE,vd->class_);
  7328. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  7329. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  7330. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  7331. if(sd) clif_skillinfoblock(sd);
  7332. break;
  7333. case SC_RUN:
  7334. {
  7335. struct unit_data *ud = unit_bl2ud(bl);
  7336. bool begin_spurt = true;
  7337. if (ud) {
  7338. if(!ud->state.running)
  7339. begin_spurt = false;
  7340. ud->state.running = 0;
  7341. if (ud->walktimer != INVALID_TIMER)
  7342. unit_stop_walking(bl,1);
  7343. }
  7344. if (begin_spurt && sce->val1 >= 7 &&
  7345. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  7346. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  7347. )
  7348. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  7349. }
  7350. break;
  7351. case SC_AUTOBERSERK:
  7352. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  7353. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  7354. break;
  7355. case SC_ENDURE:
  7356. case SC_DEFENDER:
  7357. case SC_REFLECTSHIELD:
  7358. case SC_AUTOGUARD:
  7359. {
  7360. struct map_session_data *tsd;
  7361. if( bl->type == BL_PC )
  7362. { // Clear Status from others
  7363. int i;
  7364. for( i = 0; i < 5; i++ )
  7365. {
  7366. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  7367. status_change_end(&tsd->bl, type, INVALID_TIMER);
  7368. }
  7369. }
  7370. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  7371. { // Clear Status from Master
  7372. tsd = ((TBL_MER*)bl)->master;
  7373. if( tsd && tsd->sc.data[type] )
  7374. status_change_end(&tsd->bl, type, INVALID_TIMER);
  7375. }
  7376. }
  7377. break;
  7378. case SC_DEVOTION:
  7379. {
  7380. struct block_list *d_bl = map_id2bl(sce->val1);
  7381. if( d_bl )
  7382. {
  7383. if( d_bl->type == BL_PC )
  7384. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  7385. else if( d_bl->type == BL_MER )
  7386. ((TBL_MER*)d_bl)->devotion_flag = 0;
  7387. clif_devotion(d_bl, NULL);
  7388. }
  7389. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  7390. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  7391. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7392. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  7393. }
  7394. break;
  7395. case SC_BLADESTOP:
  7396. if(sce->val4)
  7397. {
  7398. int tid = sce->val4;
  7399. struct block_list *tbl = map_id2bl(tid);
  7400. struct status_change *tsc = status_get_sc(tbl);
  7401. sce->val4 = 0;
  7402. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  7403. {
  7404. tsc->data[SC_BLADESTOP]->val4 = 0;
  7405. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  7406. }
  7407. clif_bladestop(bl, tid, 0);
  7408. }
  7409. break;
  7410. case SC_DANCING:
  7411. {
  7412. const char* prevfile = "<unknown>";
  7413. int prevline = 0;
  7414. struct map_session_data *dsd;
  7415. struct status_change_entry *dsc;
  7416. struct skill_unit_group *group;
  7417. if( sd )
  7418. {
  7419. if( sd->delunit_prevfile )
  7420. {// initially this is NULL, when a character logs in
  7421. prevfile = sd->delunit_prevfile;
  7422. prevline = sd->delunit_prevline;
  7423. }
  7424. else
  7425. {
  7426. prevfile = "<none>";
  7427. }
  7428. sd->delunit_prevfile = file;
  7429. sd->delunit_prevline = line;
  7430. }
  7431. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  7432. {// end status on partner as well
  7433. dsc = dsd->sc.data[SC_DANCING];
  7434. if(dsc)
  7435. { //This will prevent recursive loops.
  7436. dsc->val2 = dsc->val4 = 0;
  7437. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  7438. }
  7439. }
  7440. if(sce->val2)
  7441. {// erase associated land skill
  7442. group = skill_id2group(sce->val2);
  7443. if( group == NULL )
  7444. {
  7445. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  7446. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  7447. sd ? sd->status.char_id : 0,
  7448. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  7449. prevfile, prevline,
  7450. file, line);
  7451. }
  7452. sce->val2 = 0;
  7453. skill_delunitgroup(group);
  7454. }
  7455. if((sce->val1&0xFFFF) == CG_MOONLIT)
  7456. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  7457. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  7458. }
  7459. break;
  7460. case SC_NOCHAT:
  7461. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  7462. sd->status.manner = 0;
  7463. if (sd && tid == INVALID_TIMER)
  7464. {
  7465. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7466. clif_updatestatus(sd,SP_MANNER);
  7467. }
  7468. break;
  7469. case SC_SPLASHER:
  7470. {
  7471. struct block_list *src=map_id2bl(sce->val3);
  7472. if(src && tid != INVALID_TIMER)
  7473. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  7474. }
  7475. break;
  7476. case SC_CLOSECONFINE2:
  7477. {
  7478. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  7479. struct status_change *sc2 = src?status_get_sc(src):NULL;
  7480. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  7481. //If status was already ended, do nothing.
  7482. //Decrease count
  7483. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  7484. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  7485. }
  7486. }
  7487. case SC_CLOSECONFINE:
  7488. if (sce->val2 > 0) {
  7489. //Caster has been unlocked... nearby chars need to be unlocked.
  7490. int range = 1
  7491. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  7492. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  7493. map_foreachinarea(status_change_timer_sub,
  7494. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  7495. }
  7496. break;
  7497. case SC_COMBO:
  7498. if( sd )
  7499. switch (sce->val1) {
  7500. case MO_COMBOFINISH:
  7501. case CH_TIGERFIST:
  7502. case CH_CHAINCRUSH:
  7503. clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
  7504. break;
  7505. case TK_JUMPKICK:
  7506. clif_skillinfo(sd, TK_JUMPKICK, 0);
  7507. break;
  7508. }
  7509. break;
  7510. case SC_MARIONETTE:
  7511. case SC_MARIONETTE2: /// Marionette target
  7512. if (sce->val1)
  7513. { // check for partner and end their marionette status as well
  7514. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  7515. struct block_list *pbl = map_id2bl(sce->val1);
  7516. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  7517. if (sc2 && sc2->data[type2])
  7518. {
  7519. sc2->data[type2]->val1 = 0;
  7520. status_change_end(pbl, type2, INVALID_TIMER);
  7521. }
  7522. }
  7523. break;
  7524. case SC_BERSERK:
  7525. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  7526. if(status->hp > 100 && sce->val2)
  7527. status_set_hp(bl, 100, 0);
  7528. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  7529. {
  7530. sc->data[SC_ENDURE]->val4 = 0;
  7531. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  7532. }
  7533. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  7534. break;
  7535. case SC_GOSPEL:
  7536. if (sce->val3) { //Clear the group.
  7537. struct skill_unit_group* group = skill_id2group(sce->val3);
  7538. sce->val3 = 0;
  7539. skill_delunitgroup(group);
  7540. }
  7541. break;
  7542. case SC_HERMODE:
  7543. if(sce->val3 == BCT_SELF)
  7544. skill_clear_unitgroup(bl);
  7545. break;
  7546. case SC_BASILICA: //Clear the skill area. [Skotlex]
  7547. skill_clear_unitgroup(bl);
  7548. break;
  7549. case SC_TRICKDEAD:
  7550. if (vd) vd->dead_sit = 0;
  7551. break;
  7552. case SC_WARM:
  7553. case SC__MANHOLE:
  7554. if (sce->val4) { //Clear the group.
  7555. struct skill_unit_group* group = skill_id2group(sce->val4);
  7556. sce->val4 = 0;
  7557. skill_delunitgroup(group);
  7558. }
  7559. break;
  7560. case SC_KAAHI:
  7561. //Delete timer if it exists.
  7562. if (sce->val4 != INVALID_TIMER)
  7563. delete_timer(sce->val4,kaahi_heal_timer);
  7564. break;
  7565. case SC_JAILED:
  7566. if(tid == INVALID_TIMER)
  7567. break;
  7568. //natural expiration.
  7569. if(sd && sd->mapindex == sce->val2)
  7570. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  7571. break; //guess hes not in jail :P
  7572. case SC_CHANGE:
  7573. if (tid == INVALID_TIMER)
  7574. break;
  7575. // "lose almost all their HP and SP" on natural expiration.
  7576. status_set_hp(bl, 10, 0);
  7577. status_set_sp(bl, 10, 0);
  7578. break;
  7579. case SC_AUTOTRADE:
  7580. if (tid == INVALID_TIMER)
  7581. break;
  7582. // Note: vending/buying is closed by unit_remove_map, no
  7583. // need to do it here.
  7584. map_quit(sd);
  7585. // Because map_quit calls status_change_end with tid -1
  7586. // from here it's not neccesary to continue
  7587. return 1;
  7588. break;
  7589. case SC_STOP:
  7590. if( sce->val2 )
  7591. {
  7592. struct block_list* tbl = map_id2bl(sce->val2);
  7593. sce->val2 = 0;
  7594. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  7595. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  7596. }
  7597. break;
  7598. /**
  7599. * 3rd Stuff
  7600. **/
  7601. case SC_MILLENNIUMSHIELD:
  7602. clif_millenniumshield(sd,0);
  7603. break;
  7604. case SC_HALLUCINATIONWALK:
  7605. sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  7606. break;
  7607. case SC_WHITEIMPRISON:
  7608. if( tid == -1 )
  7609. break; // Terminated by Damage
  7610. clif_damage(bl,bl,0,0,0,400*sce->val1,0,0,0);
  7611. status_zap(bl,400*sce->val1,0);
  7612. break;
  7613. case SC_WUGDASH:
  7614. {
  7615. struct unit_data *ud = unit_bl2ud(bl);
  7616. if (ud) {
  7617. ud->state.running = 0;
  7618. if (ud->walktimer != -1)
  7619. unit_stop_walking(bl,1);
  7620. }
  7621. }
  7622. break;
  7623. case SC_ADORAMUS:
  7624. status_change_end(bl, SC_BLIND, -1);
  7625. break;
  7626. case SC__SHADOWFORM: {
  7627. struct map_session_data *s_sd = map_id2sd(sce->val2);
  7628. if( !s_sd )
  7629. break;
  7630. s_sd->shadowform_id = 0;
  7631. }
  7632. break;
  7633. case SC_SITDOWN_FORCE:
  7634. if( sd && pc_issit(sd) ) {
  7635. pc_setstand(sd);
  7636. clif_standing(bl);
  7637. }
  7638. break;
  7639. case SC_NEUTRALBARRIER_MASTER:
  7640. case SC_STEALTHFIELD_MASTER:
  7641. if( sce->val2 )
  7642. {
  7643. struct skill_unit_group* group = skill_id2group(sce->val2);
  7644. sce->val2 = 0;
  7645. skill_delunitgroup(group);
  7646. }
  7647. break;
  7648. case SC_BANDING:
  7649. {
  7650. struct skill_unit_group *group;
  7651. if(sce->val4)
  7652. {
  7653. group = skill_id2group(sce->val4);
  7654. sce->val4 = 0;
  7655. skill_delunitgroup(group);
  7656. }
  7657. }
  7658. break;
  7659. case SC_CURSEDCIRCLE_ATKER:
  7660. if( sce->val3 )
  7661. map_foreachinrange(status_change_timer_sub, bl, skill_get_splash(SR_CURSEDCIRCLE, sce->val1),BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  7662. break;
  7663. case SC_RAISINGDRAGON:
  7664. if( sd && sce->val2 && !pc_isdead(sd) )
  7665. {
  7666. int i;
  7667. i = min(sd->spiritball,5);
  7668. pc_delspiritball(sd, sd->spiritball, 0);
  7669. status_change_end(bl, SC_EXPLOSIONSPIRITS, -1);
  7670. while( i > 0 )
  7671. {
  7672. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  7673. --i;
  7674. }
  7675. }
  7676. break;
  7677. }
  7678. opt_flag = 1;
  7679. switch(type){
  7680. case SC_STONE:
  7681. case SC_FREEZE:
  7682. case SC_STUN:
  7683. case SC_SLEEP:
  7684. case SC_BURNING:
  7685. sc->opt1 = 0;
  7686. break;
  7687. case SC_POISON:
  7688. case SC_CURSE:
  7689. case SC_SILENCE:
  7690. case SC_BLIND:
  7691. sc->opt2 &= ~(1<<(type-SC_POISON));
  7692. break;
  7693. case SC_DPOISON:
  7694. sc->opt2 &= ~OPT2_DPOISON;
  7695. break;
  7696. case SC_SIGNUMCRUCIS:
  7697. case SC_CHAOS:
  7698. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  7699. break;
  7700. case SC_HIDING:
  7701. sc->option &= ~OPTION_HIDE;
  7702. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  7703. break;
  7704. case SC_CLOAKING:
  7705. case SC_CLOAKINGEXCEED:
  7706. case SC__INVISIBILITY:
  7707. sc->option &= ~OPTION_CLOAK;
  7708. opt_flag|= 2;
  7709. break;
  7710. case SC_CHASEWALK:
  7711. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  7712. opt_flag|= 2;
  7713. break;
  7714. case SC_SIGHT:
  7715. sc->option &= ~OPTION_SIGHT;
  7716. break;
  7717. case SC_WEDDING:
  7718. sc->option &= ~OPTION_WEDDING;
  7719. break;
  7720. case SC_XMAS:
  7721. sc->option &= ~OPTION_XMAS;
  7722. break;
  7723. case SC_SUMMER:
  7724. sc->option &= ~OPTION_SUMMER;
  7725. break;
  7726. case SC_ORCISH:
  7727. sc->option &= ~OPTION_ORCISH;
  7728. break;
  7729. case SC_RUWACH:
  7730. sc->option &= ~OPTION_RUWACH;
  7731. break;
  7732. case SC_FUSION:
  7733. sc->option &= ~OPTION_FLYING;
  7734. break;
  7735. //opt3
  7736. case SC_TWOHANDQUICKEN:
  7737. case SC_ONEHAND:
  7738. case SC_SPEARQUICKEN:
  7739. case SC_CONCENTRATION:
  7740. case SC_MERC_QUICKEN:
  7741. sc->opt3 &= ~OPT3_QUICKEN;
  7742. opt_flag = 0;
  7743. break;
  7744. case SC_OVERTHRUST:
  7745. case SC_MAXOVERTHRUST:
  7746. case SC_SWOO:
  7747. sc->opt3 &= ~OPT3_OVERTHRUST;
  7748. if( type == SC_SWOO )
  7749. opt_flag = 8;
  7750. else
  7751. opt_flag = 0;
  7752. break;
  7753. case SC_ENERGYCOAT:
  7754. case SC_SKE:
  7755. sc->opt3 &= ~OPT3_ENERGYCOAT;
  7756. opt_flag = 0;
  7757. break;
  7758. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  7759. if (bl->type != BL_MOB)
  7760. {
  7761. opt_flag = 0;
  7762. break;
  7763. }
  7764. case SC_EXPLOSIONSPIRITS:
  7765. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  7766. opt_flag = 0;
  7767. break;
  7768. case SC_STEELBODY:
  7769. case SC_SKA:
  7770. sc->opt3 &= ~OPT3_STEELBODY;
  7771. opt_flag = 0;
  7772. break;
  7773. case SC_BLADESTOP:
  7774. sc->opt3 &= ~OPT3_BLADESTOP;
  7775. opt_flag = 0;
  7776. break;
  7777. case SC_AURABLADE:
  7778. sc->opt3 &= ~OPT3_AURABLADE;
  7779. opt_flag = 0;
  7780. break;
  7781. case SC_BERSERK:
  7782. sc->opt3 &= ~OPT3_BERSERK;
  7783. opt_flag = 0;
  7784. break;
  7785. // case ???: // doesn't seem to do anything
  7786. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  7787. // opt_flag = 0;
  7788. // break;
  7789. case SC_DANCING:
  7790. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  7791. sc->opt3 &= ~OPT3_MOONLIT;
  7792. opt_flag = 0;
  7793. break;
  7794. case SC_MARIONETTE:
  7795. case SC_MARIONETTE2:
  7796. sc->opt3 &= ~OPT3_MARIONETTE;
  7797. opt_flag = 0;
  7798. break;
  7799. case SC_ASSUMPTIO:
  7800. sc->opt3 &= ~OPT3_ASSUMPTIO;
  7801. opt_flag = 0;
  7802. break;
  7803. case SC_WARM: //SG skills [Komurka]
  7804. sc->opt3 &= ~OPT3_WARM;
  7805. opt_flag = 0;
  7806. break;
  7807. case SC_KAITE:
  7808. sc->opt3 &= ~OPT3_KAITE;
  7809. opt_flag = 0;
  7810. break;
  7811. case SC_BUNSINJYUTSU:
  7812. sc->opt3 &= ~OPT3_BUNSIN;
  7813. opt_flag = 0;
  7814. break;
  7815. case SC_SPIRIT:
  7816. sc->opt3 &= ~OPT3_SOULLINK;
  7817. opt_flag = 0;
  7818. break;
  7819. case SC_CHANGEUNDEAD:
  7820. sc->opt3 &= ~OPT3_UNDEAD;
  7821. opt_flag = 0;
  7822. break;
  7823. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  7824. // sc->opt3 &= ~OPT3_CONTRACT;
  7825. // opt_flag = 0;
  7826. // break;
  7827. default:
  7828. opt_flag = 0;
  7829. }
  7830. if (calc_flag&SCB_DYE)
  7831. { //Restore DYE color
  7832. if (vd && !vd->cloth_color && sce->val4)
  7833. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  7834. calc_flag&=~SCB_DYE;
  7835. }
  7836. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  7837. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) )
  7838. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  7839. else if (sd)
  7840. clif_status_load(bl,StatusIconChangeTable[type],0);
  7841. if( opt_flag&8 ) //bugreport:681
  7842. clif_changeoption2(bl);
  7843. else if(opt_flag)
  7844. clif_changeoption(bl);
  7845. if (calc_flag)
  7846. status_calc_bl(bl,calc_flag);
  7847. if(opt_flag&4) //Out of hiding, invoke on place.
  7848. skill_unit_move(bl,gettick(),1);
  7849. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  7850. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  7851. ers_free(sc_data_ers, sce);
  7852. return 1;
  7853. }
  7854. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  7855. {
  7856. struct block_list *bl;
  7857. struct status_change *sc;
  7858. struct status_change_entry *sce;
  7859. struct status_data *status;
  7860. int hp;
  7861. if(!((bl=map_id2bl(id))&&
  7862. (sc=status_get_sc(bl)) &&
  7863. (sce = sc->data[SC_KAAHI])))
  7864. return 0;
  7865. if(sce->val4 != tid) {
  7866. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  7867. sce->val4 = INVALID_TIMER;
  7868. return 0;
  7869. }
  7870. status=status_get_status_data(bl);
  7871. if(!status_charge(bl, 0, sce->val3)) {
  7872. sce->val4 = INVALID_TIMER;
  7873. return 0;
  7874. }
  7875. hp = status->max_hp - status->hp;
  7876. if (hp > sce->val2)
  7877. hp = sce->val2;
  7878. if (hp)
  7879. status_heal(bl, hp, 0, 2);
  7880. sce->val4 = INVALID_TIMER;
  7881. return 1;
  7882. }
  7883. /*==========================================
  7884. * ステータス異常終了タイマー
  7885. *------------------------------------------*/
  7886. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  7887. {
  7888. enum sc_type type = (sc_type)data;
  7889. struct block_list *bl;
  7890. struct map_session_data *sd;
  7891. struct status_data *status;
  7892. struct status_change *sc;
  7893. struct status_change_entry *sce;
  7894. bl = map_id2bl(id);
  7895. if(!bl)
  7896. {
  7897. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  7898. return 0;
  7899. }
  7900. sc = status_get_sc(bl);
  7901. status = status_get_status_data(bl);
  7902. if(!(sc && (sce = sc->data[type])))
  7903. {
  7904. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  7905. return 0;
  7906. }
  7907. if( sce->timer != tid )
  7908. {
  7909. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  7910. return 0;
  7911. }
  7912. sd = BL_CAST(BL_PC, bl);
  7913. // set the next timer of the sce (don't assume the status still exists)
  7914. #define sc_timer_next(t,f,i,d) \
  7915. if( (sce=sc->data[type]) ) \
  7916. sce->timer = add_timer(t,f,i,d); \
  7917. else \
  7918. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  7919. switch(type)
  7920. {
  7921. case SC_MAXIMIZEPOWER:
  7922. case SC_CLOAKING:
  7923. if(!status_charge(bl, 0, 1))
  7924. break; //Not enough SP to continue.
  7925. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  7926. return 0;
  7927. case SC_CHASEWALK:
  7928. if(!status_charge(bl, 0, sce->val4))
  7929. break; //Not enough SP to continue.
  7930. if (!sc->data[SC_INCSTR]) {
  7931. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  7932. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  7933. *skill_get_time2(status_sc2skill(type),sce->val1));
  7934. }
  7935. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  7936. return 0;
  7937. break;
  7938. case SC_SKA:
  7939. if(--(sce->val2)>0){
  7940. sce->val3 = rnd()%100; //Random defense.
  7941. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  7942. return 0;
  7943. }
  7944. break;
  7945. case SC_HIDING:
  7946. if(--(sce->val2)>0){
  7947. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  7948. break; //Fail if it's time to substract SP and there isn't.
  7949. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  7950. return 0;
  7951. }
  7952. break;
  7953. case SC_SIGHT:
  7954. case SC_RUWACH:
  7955. case SC_SIGHTBLASTER:
  7956. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  7957. if( --(sce->val2)>0 ){
  7958. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  7959. return 0;
  7960. }
  7961. break;
  7962. case SC_PROVOKE:
  7963. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  7964. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  7965. return 0;
  7966. }
  7967. break;
  7968. case SC_STONE:
  7969. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  7970. sce->val4 = 0;
  7971. unit_stop_walking(bl,1);
  7972. sc->opt1 = OPT1_STONE;
  7973. clif_changeoption(bl);
  7974. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  7975. status_calc_bl(bl, StatusChangeFlagTable[type]);
  7976. return 0;
  7977. }
  7978. if(--(sce->val3) > 0) {
  7979. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  7980. status_percent_damage(NULL, bl, 1, 0, false);
  7981. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  7982. return 0;
  7983. }
  7984. break;
  7985. case SC_POISON:
  7986. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  7987. break;
  7988. case SC_DPOISON:
  7989. if (--(sce->val3) > 0) {
  7990. if (!sc->data[SC_SLOWPOISON]) {
  7991. map_freeblock_lock();
  7992. status_zap(bl, sce->val4, 0);
  7993. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  7994. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  7995. }
  7996. map_freeblock_unlock();
  7997. }
  7998. return 0;
  7999. }
  8000. break;
  8001. case SC_TENSIONRELAX:
  8002. if(status->max_hp > status->hp && --(sce->val3) > 0){
  8003. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8004. return 0;
  8005. }
  8006. break;
  8007. case SC_KNOWLEDGE:
  8008. if (!sd) break;
  8009. if(bl->m == sd->feel_map[0].m ||
  8010. bl->m == sd->feel_map[1].m ||
  8011. bl->m == sd->feel_map[2].m)
  8012. { //Timeout will be handled by pc_setpos
  8013. sce->timer = INVALID_TIMER;
  8014. return 0;
  8015. }
  8016. break;
  8017. case SC_BLEEDING:
  8018. if (--(sce->val4) >= 0) {
  8019. int hp = rnd()%600 + 200;
  8020. map_freeblock_lock();
  8021. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 0);
  8022. if( sc->data[type] ) {
  8023. if( status->hp == 1 ) break;
  8024. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8025. }
  8026. map_freeblock_unlock();
  8027. return 0;
  8028. }
  8029. break;
  8030. case SC_S_LIFEPOTION:
  8031. case SC_L_LIFEPOTION:
  8032. if( sd && --(sce->val4) >= 0 )
  8033. {
  8034. // val1 < 0 = per max% | val1 > 0 = exact amount
  8035. int hp = 0;
  8036. if( status->hp < status->max_hp )
  8037. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  8038. status_heal(bl, hp, 0, 2);
  8039. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  8040. return 0;
  8041. }
  8042. break;
  8043. case SC_BOSSMAPINFO:
  8044. if( sd && --(sce->val4) >= 0 )
  8045. {
  8046. struct mob_data *boss_md = map_id2boss(sce->val1);
  8047. if( boss_md && sd->bl.m == boss_md->bl.m )
  8048. {
  8049. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  8050. if (boss_md->bl.prev != NULL) {
  8051. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8052. return 0;
  8053. }
  8054. }
  8055. }
  8056. break;
  8057. case SC_DANCING: //ダンススキルの時間SP消費
  8058. {
  8059. int s = 0;
  8060. int sp = 1;
  8061. if (--sce->val3 <= 0)
  8062. break;
  8063. switch(sce->val1&0xFFFF){
  8064. case BD_RICHMANKIM:
  8065. case BD_DRUMBATTLEFIELD:
  8066. case BD_RINGNIBELUNGEN:
  8067. case BD_SIEGFRIED:
  8068. case BA_DISSONANCE:
  8069. case BA_ASSASSINCROSS:
  8070. case DC_UGLYDANCE:
  8071. s=3;
  8072. break;
  8073. case BD_LULLABY:
  8074. case BD_ETERNALCHAOS:
  8075. case BD_ROKISWEIL:
  8076. case DC_FORTUNEKISS:
  8077. s=4;
  8078. break;
  8079. case CG_HERMODE:
  8080. case BD_INTOABYSS:
  8081. case BA_WHISTLE:
  8082. case DC_HUMMING:
  8083. case BA_POEMBRAGI:
  8084. case DC_SERVICEFORYOU:
  8085. s=5;
  8086. break;
  8087. case BA_APPLEIDUN:
  8088. s=6;
  8089. break;
  8090. case CG_MOONLIT:
  8091. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  8092. sp= 4*(sce->val1>>16);
  8093. //Upkeep is also every 10 secs.
  8094. case DC_DONTFORGETME:
  8095. s=10;
  8096. break;
  8097. }
  8098. if( s != 0 && sce->val3 % s == 0 )
  8099. {
  8100. if (sc->data[SC_LONGING])
  8101. sp*= 3;
  8102. if (!status_charge(bl, 0, sp))
  8103. break;
  8104. }
  8105. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  8106. return 0;
  8107. }
  8108. break;
  8109. case SC_BERSERK:
  8110. // 5% every 10 seconds [DracoRPG]
  8111. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
  8112. {
  8113. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8114. return 0;
  8115. }
  8116. break;
  8117. case SC_NOCHAT:
  8118. if(sd){
  8119. sd->status.manner++;
  8120. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8121. clif_updatestatus(sd,SP_MANNER);
  8122. if (sd->status.manner < 0)
  8123. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  8124. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  8125. return 0;
  8126. }
  8127. }
  8128. break;
  8129. case SC_SPLASHER:
  8130. // custom Venom Splasher countdown timer
  8131. //if (sce->val4 % 1000 == 0) {
  8132. // char timer[10];
  8133. // snprintf (timer, 10, "%d", sce->val4/1000);
  8134. // clif_message(bl, timer);
  8135. //}
  8136. if((sce->val4 -= 500) > 0) {
  8137. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  8138. return 0;
  8139. }
  8140. break;
  8141. case SC_MARIONETTE:
  8142. case SC_MARIONETTE2:
  8143. {
  8144. struct block_list *pbl = map_id2bl(sce->val1);
  8145. if( pbl && check_distance_bl(bl, pbl, 7) )
  8146. {
  8147. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8148. return 0;
  8149. }
  8150. }
  8151. break;
  8152. case SC_GOSPEL:
  8153. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  8154. {
  8155. int hp, sp;
  8156. hp = (sce->val1 > 5) ? 45 : 30;
  8157. sp = (sce->val1 > 5) ? 35 : 20;
  8158. if(!status_charge(bl, hp, sp))
  8159. break;
  8160. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8161. return 0;
  8162. }
  8163. break;
  8164. case SC_GUILDAURA:
  8165. {
  8166. struct block_list *tbl = map_id2bl(sce->val2);
  8167. if (tbl && battle_check_range(bl, tbl, 2)){
  8168. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8169. return 0;
  8170. }
  8171. }
  8172. break;
  8173. case SC_JAILED:
  8174. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  8175. {
  8176. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  8177. return 0;
  8178. }
  8179. break;
  8180. case SC_BLIND:
  8181. if(sc->data[SC_FOGWALL])
  8182. { //Blind lasts forever while you are standing on the fog.
  8183. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  8184. return 0;
  8185. }
  8186. break;
  8187. case SC_ABUNDANCE:
  8188. if(--(sce->val4) > 0)
  8189. {
  8190. if( !sc->data[SC_BERSERK] )
  8191. status_heal(bl,0,60,0);
  8192. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8193. }
  8194. break;
  8195. case SC_PYREXIA:
  8196. if( --(sce->val4) >= 0 )
  8197. {
  8198. map_freeblock_lock();
  8199. clif_damage(bl,bl,tick,status_get_amotion(bl),0,100,0,0,0);
  8200. status_fix_damage(NULL,bl,100,0);
  8201. if( sc->data[type] ) {
  8202. if( sce->val4 == 10 )
  8203. sc_start(bl,SC_BLIND,100,sce->val1,30000); // Blind status for the final 30 seconds
  8204. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  8205. }
  8206. map_freeblock_unlock();
  8207. return 0;
  8208. }
  8209. break;
  8210. case SC_LEECHESEND:
  8211. if( --(sce->val4) >= 0 )
  8212. {
  8213. int damage = status->max_hp/100;
  8214. if( sd && (sd->status.class_ == JOB_GUILLOTINE_CROSS || sd->status.class_ == JOB_GUILLOTINE_CROSS_T ) )
  8215. damage += 3 * status->vit;
  8216. else
  8217. damage += 7 * status->vit;
  8218. unit_skillcastcancel(bl,2);
  8219. map_freeblock_lock();
  8220. status_zap(bl,damage,0);
  8221. if( sc->data[type] ) {
  8222. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8223. }
  8224. map_freeblock_unlock();
  8225. return 0;
  8226. }
  8227. break;
  8228. case SC_MAGICMUSHROOM:
  8229. if( --(sce->val4) >= 0 )
  8230. {
  8231. bool flag = 0;
  8232. int damage = status->max_hp * 3 / 100;
  8233. if( status->hp <= damage )
  8234. damage = status->hp - 1; // Cannot Kill
  8235. if( damage > 0 )
  8236. { // 3% Damage each 4 seconds
  8237. map_freeblock_lock();
  8238. status_zap(bl,damage,0);
  8239. flag = !sc->data[type]; // Killed? Should not
  8240. map_freeblock_unlock();
  8241. }
  8242. if( !flag )
  8243. { // Random Skill Cast
  8244. if( sd )
  8245. {
  8246. int mushroom_skillid = 0, i;
  8247. unit_stop_attack(bl);
  8248. unit_skillcastcancel(bl,1);
  8249. do
  8250. {
  8251. i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  8252. mushroom_skillid = skill_magicmushroom_db[i].skillid;
  8253. }
  8254. while( mushroom_skillid == 0 );
  8255. switch( skill_get_casttype(mushroom_skillid) )
  8256. { // Magic Mushroom skills are buffs or area damage
  8257. case CAST_GROUND:
  8258. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0);
  8259. break;
  8260. case CAST_NODAMAGE:
  8261. skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0);
  8262. break;
  8263. case CAST_DAMAGE:
  8264. skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0);
  8265. break;
  8266. }
  8267. }
  8268. clif_emotion(bl,18);
  8269. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  8270. }
  8271. return 0;
  8272. }
  8273. break;
  8274. case SC_TOXIN:
  8275. if( --(sce->val4) >= 0 )
  8276. { //Damage is every 10 seconds including 3%sp drain.
  8277. map_freeblock_lock();
  8278. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  8279. status_damage(NULL,bl,1,status->max_sp*3/100,0,16);
  8280. if( sc->data[type] ) {
  8281. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  8282. }
  8283. map_freeblock_unlock();
  8284. return 0;
  8285. }
  8286. break;
  8287. case SC_OBLIVIONCURSE:
  8288. if( --(sce->val4) >= 0 )
  8289. {
  8290. clif_emotion(bl,1);
  8291. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  8292. return 0;
  8293. }
  8294. break;
  8295. case SC_WEAPONBLOCKING:
  8296. if( --(sce->val4) >= 0 )
  8297. {
  8298. if( !status_charge(bl,0,3) )
  8299. break;
  8300. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  8301. return 0;
  8302. }
  8303. break;
  8304. case SC_CLOAKINGEXCEED:
  8305. if(!status_charge(bl,0,10-sce->val1))
  8306. break;
  8307. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8308. return 0;
  8309. case SC_RENOVATIO:
  8310. if( --(sce->val4) >= 0 )
  8311. {
  8312. status_heal(bl, status->max_hp * 3 / 100, 0, 2);
  8313. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8314. return 0;
  8315. }
  8316. break;
  8317. case SC_BURNING:
  8318. if( --(sce->val4) >= 0 )
  8319. {
  8320. struct block_list *src = map_id2bl(sce->val3);
  8321. int damage = 3 * status_get_max_hp(bl) / 100; // Non Elemental Damage
  8322. if( status )
  8323. damage += battle_attr_fix(NULL, bl, sce->val2, ELE_FIRE, status->def_ele, status->ele_lv);
  8324. map_freeblock_lock();
  8325. status_fix_damage(src,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  8326. if( sc->data[type]){ // Target still lives. [LimitLine]
  8327. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8328. }
  8329. map_freeblock_unlock();
  8330. return 0;
  8331. }
  8332. break;
  8333. case SC_FEAR:
  8334. if( --(sce->val4) >= 0 )
  8335. {
  8336. if( sce->val2 > 0 )
  8337. sce->val2--;
  8338. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8339. return 0;
  8340. }
  8341. break;
  8342. case SC_SPHERE_1:
  8343. case SC_SPHERE_2:
  8344. case SC_SPHERE_3:
  8345. case SC_SPHERE_4:
  8346. case SC_SPHERE_5:
  8347. if( --(sce->val4) >= 0 )
  8348. {
  8349. if( !status_charge(bl, 0, 1) )
  8350. break;
  8351. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8352. return 0;
  8353. }
  8354. break;
  8355. case SC_READING_SB:
  8356. if( !status_charge(bl, 0, sce->val2) )
  8357. break;
  8358. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8359. return 0;
  8360. case SC_ELECTRICSHOCKER:
  8361. if( --(sce->val4) >= 0 )
  8362. {
  8363. status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
  8364. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8365. return 0;
  8366. }
  8367. break;
  8368. case SC_CAMOUFLAGE:
  8369. if( !status_charge(bl,0,7 - sce->val1) )
  8370. break;
  8371. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8372. return 0;
  8373. case SC__REPRODUCE:
  8374. if(!status_charge(bl, 0, 1))
  8375. break;
  8376. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  8377. return 0;
  8378. case SC__SHADOWFORM:
  8379. if( --(sce->val4) >= 0 )
  8380. {
  8381. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  8382. break;
  8383. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8384. return 0;
  8385. }
  8386. break;
  8387. case SC__INVISIBILITY:
  8388. if( --(sce->val4) >= 0 )
  8389. {
  8390. if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skilllv.
  8391. break;
  8392. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8393. return 0;
  8394. }
  8395. break;
  8396. case SC_STRIKING:
  8397. if( --(sce->val4) >= 0 )
  8398. {
  8399. if( !status_charge(bl,0, sce->val1 ) )
  8400. break;
  8401. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8402. return 0;
  8403. }
  8404. break;
  8405. case SC_BLOODSUCKER:
  8406. if( --(sce->val4) >= 0 )
  8407. {
  8408. struct block_list *src = map_id2bl(sce->val2);
  8409. int damage;
  8410. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  8411. break;
  8412. map_freeblock_lock();
  8413. damage = skill_attack(skill_get_type(GN_BLOOD_SUCKER), src, src, bl, GN_BLOOD_SUCKER, sce->val1, tick, 0);
  8414. if ( sc->data[type] ) {
  8415. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8416. }
  8417. map_freeblock_unlock();
  8418. status_heal(src, damage, 0, 0);
  8419. clif_skill_nodamage(src, bl, GN_BLOOD_SUCKER, 0, 1);
  8420. return 0;
  8421. }
  8422. break;
  8423. case SC_VOICEOFSIREN:
  8424. if( --(sce->val4) >= 0 )
  8425. {
  8426. clif_emotion(bl,3);
  8427. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8428. return 0;
  8429. }
  8430. break;
  8431. case SC_DEEPSLEEP:
  8432. if( --(sce->val4) >= 0 )
  8433. { // Recovers 1% HP/SP every 2 seconds.
  8434. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  8435. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8436. return 0;
  8437. }
  8438. break;
  8439. case SC_SIRCLEOFNATURE:
  8440. if( --(sce->val4) >= 0 )
  8441. {
  8442. if( !status_charge(bl,0,sce->val2) )
  8443. break;
  8444. status_heal(bl, sce->val3, 0, 1);
  8445. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8446. return 0;
  8447. }
  8448. break;
  8449. case SC_SONGOFMANA:
  8450. if( --(sce->val4) >= 0 )
  8451. {
  8452. status_heal(bl,0,sce->val3,3);
  8453. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  8454. return 0;
  8455. }
  8456. break;
  8457. case SC_SATURDAYNIGHTFEVER:
  8458. // 1% HP/SP drain every 3 seconds [Jobbie]
  8459. if( --(sce->val3) >= 0 )
  8460. {
  8461. int hp = status->hp / 100;
  8462. int sp = status->sp / 100;
  8463. if( !status_charge(bl, hp, sp) )
  8464. break;
  8465. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8466. return 0;
  8467. }
  8468. break;
  8469. case SC_CRYSTALIZE:
  8470. if( --(sce->val4) >= 0 )
  8471. { // Drains 2% of HP and 1% of SP every seconds.
  8472. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  8473. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8474. return 0;
  8475. }
  8476. break;
  8477. case SC_FORCEOFVANGUARD:
  8478. if( !status_charge(bl,0,20) )
  8479. break;
  8480. sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
  8481. return 0;
  8482. case SC_BANDING:
  8483. if( status_charge(bl, 0, 7 - sce->val1) )
  8484. {
  8485. if( sd ) pc_banding(sd, sce->val1);
  8486. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8487. return 0;
  8488. }
  8489. break;
  8490. case SC_REFLECTDAMAGE:
  8491. if( --(sce->val4) >= 0 ) {
  8492. if( !status_charge(bl,0,sce->val3) )
  8493. break;
  8494. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8495. return 0;
  8496. }
  8497. break;
  8498. case SC_OVERHEAT_LIMITPOINT:
  8499. if( --(sce->val1) > 0 ) { // Cooling
  8500. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  8501. }
  8502. break;
  8503. case SC_OVERHEAT:
  8504. {
  8505. int damage = status->max_hp / 100; // Suggestion 1% each second
  8506. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  8507. map_freeblock_lock();
  8508. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  8509. if( sc->data[type] ) {
  8510. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8511. }
  8512. map_freeblock_unlock();
  8513. }
  8514. break;
  8515. case SC_MAGNETICFIELD:
  8516. {
  8517. if( --(sce->val3) <= 0 )
  8518. break; // Time out
  8519. if( sce->val2 == bl->id )
  8520. {
  8521. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  8522. break; // No more SP status should end, and in the next second will end for the other affected players
  8523. }
  8524. else
  8525. {
  8526. struct block_list *src = map_id2bl(sce->val2);
  8527. struct status_change *ssc;
  8528. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  8529. break; // Source no more under Magnetic Field
  8530. }
  8531. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8532. }
  8533. break;
  8534. case SC_INSPIRATION:
  8535. if(--(sce->val4) >= 0)
  8536. {
  8537. int hp = status->max_hp * (7-sce->val1) / 100;
  8538. int sp = status->max_sp * (9-sce->val1) / 100;
  8539. if( !status_charge(bl,hp,sp) ) break;
  8540. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  8541. return 0;
  8542. }
  8543. break;
  8544. case SC_RAISINGDRAGON:
  8545. // 1% every 5 seconds [Jobbie]
  8546. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
  8547. {
  8548. if( !sc->data[type] ) return 0;
  8549. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8550. return 0;
  8551. }
  8552. break;
  8553. case SC_CIRCLE_OF_FIRE:
  8554. case SC_FIRE_CLOAK:
  8555. case SC_WATER_DROP:
  8556. case SC_WATER_SCREEN:
  8557. case SC_WIND_CURTAIN:
  8558. case SC_WIND_STEP:
  8559. case SC_STONE_SHIELD:
  8560. case SC_SOLID_SKIN:
  8561. if( !status_charge(bl,0,sce->val2) )
  8562. {
  8563. struct block_list *s_bl = battle_get_master(bl);
  8564. if( s_bl )
  8565. status_change_end(s_bl,type+1,-1);
  8566. status_change_end(bl,type,-1);
  8567. break;
  8568. }
  8569. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8570. return 0;
  8571. case SC_STOMACHACHE:
  8572. if( --(sce->val4) > 0 )
  8573. {
  8574. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  8575. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
  8576. {
  8577. pc_stop_walking(sd,1|4);
  8578. pc_stop_attack(sd);
  8579. pc_setsit(sd);
  8580. clif_sitting(bl);
  8581. }
  8582. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8583. }
  8584. break;
  8585. }
  8586. // default for all non-handled control paths is to end the status
  8587. return status_change_end( bl,type,tid );
  8588. #undef sc_timer_next
  8589. }
  8590. /*==========================================
  8591. * ステータス異常タイマー範囲処理
  8592. *------------------------------------------*/
  8593. int status_change_timer_sub(struct block_list* bl, va_list ap)
  8594. {
  8595. struct status_change* tsc;
  8596. struct block_list* src = va_arg(ap,struct block_list*);
  8597. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  8598. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  8599. unsigned int tick = va_arg(ap,unsigned int);
  8600. if (status_isdead(bl))
  8601. return 0;
  8602. tsc = status_get_sc(bl);
  8603. switch( type )
  8604. {
  8605. case SC_SIGHT: /* サイト */
  8606. case SC_CONCENTRATE:
  8607. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8608. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8609. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8610. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8611. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  8612. break;
  8613. case SC_RUWACH: /* ルアフ */
  8614. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  8615. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  8616. tsc->data[SC__INVISIBILITY])) {
  8617. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8618. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8619. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8620. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8621. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  8622. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  8623. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  8624. }
  8625. break;
  8626. case SC_SIGHTBLASTER:
  8627. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  8628. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  8629. {
  8630. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  8631. if (sce) sce->val2 = 0; //This signals it to end.
  8632. }
  8633. break;
  8634. case SC_CLOSECONFINE:
  8635. //Lock char has released the hold on everyone...
  8636. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  8637. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  8638. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8639. }
  8640. break;
  8641. case SC_CURSEDCIRCLE_TARGET:
  8642. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  8643. status_change_end(bl, type, -1);
  8644. clif_bladestop(src, bl->id, 0);
  8645. }
  8646. break;
  8647. }
  8648. return 0;
  8649. }
  8650. /*==========================================
  8651. * Clears buffs/debuffs of a character.
  8652. * type&1 -> buffs, type&2 -> debuffs
  8653. *------------------------------------------*/
  8654. int status_change_clear_buffs (struct block_list* bl, int type)
  8655. {
  8656. int i;
  8657. struct status_change *sc= status_get_sc(bl);
  8658. if (!sc || !sc->count)
  8659. return 0;
  8660. if (type&2) //Debuffs
  8661. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  8662. {
  8663. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  8664. }
  8665. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  8666. {
  8667. if(!sc->data[i])
  8668. continue;
  8669. switch (i) {
  8670. //Stuff that cannot be removed
  8671. case SC_WEIGHT50:
  8672. case SC_WEIGHT90:
  8673. case SC_COMBO:
  8674. case SC_SMA:
  8675. case SC_DANCING:
  8676. case SC_GUILDAURA:
  8677. case SC_SAFETYWALL:
  8678. case SC_PNEUMA:
  8679. case SC_NOCHAT:
  8680. case SC_JAILED:
  8681. case SC_ANKLE:
  8682. case SC_BLADESTOP:
  8683. case SC_CP_WEAPON:
  8684. case SC_CP_SHIELD:
  8685. case SC_CP_ARMOR:
  8686. case SC_CP_HELM:
  8687. case SC_STRFOOD:
  8688. case SC_AGIFOOD:
  8689. case SC_VITFOOD:
  8690. case SC_INTFOOD:
  8691. case SC_DEXFOOD:
  8692. case SC_LUKFOOD:
  8693. case SC_HITFOOD:
  8694. case SC_FLEEFOOD:
  8695. case SC_BATKFOOD:
  8696. case SC_WATKFOOD:
  8697. case SC_MATKFOOD:
  8698. case SC_FOOD_STR_CASH:
  8699. case SC_FOOD_AGI_CASH:
  8700. case SC_FOOD_VIT_CASH:
  8701. case SC_FOOD_DEX_CASH:
  8702. case SC_FOOD_INT_CASH:
  8703. case SC_FOOD_LUK_CASH:
  8704. case SC_EXPBOOST:
  8705. case SC_JEXPBOOST:
  8706. case SC_ITEMBOOST:
  8707. case SC_ELECTRICSHOCKER:
  8708. case SC__MANHOLE:
  8709. case SC_GIANTGROWTH:
  8710. case SC_MILLENNIUMSHIELD:
  8711. case SC_REFRESH:
  8712. case SC_STONEHARDSKIN:
  8713. case SC_VITALITYACTIVATION:
  8714. case SC_FIGHTINGSPIRIT:
  8715. case SC_ABUNDANCE:
  8716. case SC_CURSEDCIRCLE_ATKER:
  8717. case SC_CURSEDCIRCLE_TARGET:
  8718. continue;
  8719. //Debuffs that can be removed.
  8720. case SC_HALLUCINATION:
  8721. case SC_QUAGMIRE:
  8722. case SC_SIGNUMCRUCIS:
  8723. case SC_DECREASEAGI:
  8724. case SC_SLOWDOWN:
  8725. case SC_MINDBREAKER:
  8726. case SC_WINKCHARM:
  8727. case SC_STOP:
  8728. case SC_ORCISH:
  8729. case SC_STRIPWEAPON:
  8730. case SC_STRIPSHIELD:
  8731. case SC_STRIPARMOR:
  8732. case SC_STRIPHELM:
  8733. if (!(type&2))
  8734. continue;
  8735. break;
  8736. //The rest are buffs that can be removed.
  8737. case SC_BERSERK:
  8738. if (!(type&1))
  8739. continue;
  8740. sc->data[i]->val2 = 0;
  8741. break;
  8742. default:
  8743. if (!(type&1))
  8744. continue;
  8745. break;
  8746. }
  8747. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  8748. }
  8749. return 0;
  8750. }
  8751. int status_change_spread( struct block_list *src, struct block_list *bl ) {
  8752. int i, flag = 0;
  8753. struct status_change *sc = status_get_sc(src);
  8754. const struct TimerData *timer;
  8755. unsigned int tick;
  8756. struct status_change_data data;
  8757. if( !sc || !sc->count )
  8758. return 0;
  8759. tick = gettick();
  8760. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  8761. if( !sc->data[i] || i == SC_COMMON_MAX )
  8762. continue;
  8763. switch( i ) {
  8764. //Debuffs that can be spreaded.
  8765. // NOTE: We'll add/delte SCs when we are able to confirm it.
  8766. case SC_POISON:
  8767. case SC_CURSE:
  8768. case SC_SILENCE:
  8769. case SC_CONFUSION:
  8770. case SC_BLIND:
  8771. case SC_BLEEDING:
  8772. case SC_DPOISON:
  8773. case SC_NOCHAT:
  8774. case SC_HALLUCINATION:
  8775. case SC_SIGNUMCRUCIS:
  8776. case SC_DECREASEAGI:
  8777. case SC_SLOWDOWN:
  8778. case SC_MINDBREAKER:
  8779. case SC_WINKCHARM:
  8780. case SC_STOP:
  8781. case SC_ORCISH:
  8782. //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
  8783. //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
  8784. //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
  8785. //case SC_STRIPHELM:
  8786. //case SC__STRIPACCESSORY:
  8787. case SC_BITE:
  8788. case SC_FREEZING:
  8789. case SC_BURNING:
  8790. case SC_FEAR:
  8791. case SC_PYREXIA:
  8792. case SC_PARALYSE:
  8793. case SC_DEATHHURT:
  8794. case SC_MAGICMUSHROOM:
  8795. case SC_VENOMBLEED:
  8796. case SC_TOXIN:
  8797. case SC_OBLIVIONCURSE:
  8798. case SC_LEECHESEND:
  8799. if( sc->data[i]->timer != INVALID_TIMER ) {
  8800. timer = get_timer(sc->data[i]->timer);
  8801. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  8802. continue;
  8803. data.tick = DIFF_TICK(timer->tick,tick);
  8804. } else
  8805. data.tick = INVALID_TIMER;
  8806. data.val1 = sc->data[i]->val1;
  8807. data.val2 = sc->data[i]->val2;
  8808. data.val3 = sc->data[i]->val3;
  8809. data.val4 = sc->data[i]->val4;
  8810. status_change_start(bl,i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  8811. flag = 1;
  8812. break;
  8813. default:
  8814. continue;
  8815. break;
  8816. }
  8817. }
  8818. return flag;
  8819. }
  8820. //Natural regen related stuff.
  8821. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  8822. static int status_natural_heal(struct block_list* bl, va_list args)
  8823. {
  8824. struct regen_data *regen;
  8825. struct status_data *status;
  8826. struct status_change *sc;
  8827. struct unit_data *ud;
  8828. struct view_data *vd = NULL;
  8829. struct regen_data_sub *sregen;
  8830. struct map_session_data *sd;
  8831. int val,rate,bonus = 0,flag;
  8832. regen = status_get_regen_data(bl);
  8833. if (!regen) return 0;
  8834. status = status_get_status_data(bl);
  8835. sc = status_get_sc(bl);
  8836. if (sc && !sc->count)
  8837. sc = NULL;
  8838. sd = BL_CAST(BL_PC,bl);
  8839. flag = regen->flag;
  8840. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  8841. flag&=~(RGN_HP|RGN_SHP);
  8842. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  8843. flag&=~(RGN_SP|RGN_SSP);
  8844. if (flag && (
  8845. status_isdead(bl) ||
  8846. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  8847. ))
  8848. flag=0;
  8849. if (sd) {
  8850. if (sd->hp_loss.value || sd->sp_loss.value)
  8851. pc_bleeding(sd, natural_heal_diff_tick);
  8852. if (sd->hp_regen.value || sd->sp_regen.value)
  8853. pc_regen(sd, natural_heal_diff_tick);
  8854. }
  8855. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  8856. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  8857. { //Apply sitting regen bonus.
  8858. sregen = regen->ssregen;
  8859. if(flag&(RGN_SHP))
  8860. { //Sitting HP regen
  8861. val = natural_heal_diff_tick * sregen->rate.hp;
  8862. if (regen->state.overweight)
  8863. val>>=1; //Half as fast when overweight.
  8864. sregen->tick.hp += val;
  8865. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  8866. {
  8867. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  8868. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  8869. { //Full
  8870. flag&=~(RGN_HP|RGN_SHP);
  8871. break;
  8872. }
  8873. }
  8874. }
  8875. if(flag&(RGN_SSP))
  8876. { //Sitting SP regen
  8877. val = natural_heal_diff_tick * sregen->rate.sp;
  8878. if (regen->state.overweight)
  8879. val>>=1; //Half as fast when overweight.
  8880. sregen->tick.sp += val;
  8881. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  8882. {
  8883. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  8884. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  8885. { //Full
  8886. flag&=~(RGN_SP|RGN_SSP);
  8887. break;
  8888. }
  8889. }
  8890. }
  8891. }
  8892. if (flag && regen->state.overweight)
  8893. flag=0;
  8894. ud = unit_bl2ud(bl);
  8895. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  8896. {
  8897. flag&=~(RGN_SHP|RGN_SSP);
  8898. if(!regen->state.walk)
  8899. flag&=~RGN_HP;
  8900. }
  8901. if (!flag)
  8902. return 0;
  8903. if (flag&(RGN_HP|RGN_SP))
  8904. {
  8905. if(!vd) vd = status_get_viewdata(bl);
  8906. if(vd && vd->dead_sit == 2)
  8907. bonus++;
  8908. if(regen->state.gc)
  8909. bonus++;
  8910. }
  8911. //Natural Hp regen
  8912. if (flag&RGN_HP)
  8913. {
  8914. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  8915. if (ud && ud->walktimer != INVALID_TIMER)
  8916. rate/=2;
  8917. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  8918. if(bl->type==BL_HOM) rate *=2;
  8919. regen->tick.hp += rate;
  8920. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  8921. {
  8922. val = 0;
  8923. do {
  8924. val += regen->hp;
  8925. regen->tick.hp -= battle_config.natural_healhp_interval;
  8926. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  8927. if (status_heal(bl, val, 0, 1) < val)
  8928. flag&=~RGN_SHP; //full.
  8929. }
  8930. }
  8931. //Natural SP regen
  8932. if(flag&RGN_SP)
  8933. {
  8934. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  8935. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  8936. if(bl->type==BL_HOM) rate *=2;
  8937. regen->tick.sp += rate;
  8938. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  8939. {
  8940. val = 0;
  8941. do {
  8942. val += regen->sp;
  8943. regen->tick.sp -= battle_config.natural_healsp_interval;
  8944. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  8945. if (status_heal(bl, 0, val, 1) < val)
  8946. flag&=~RGN_SSP; //full.
  8947. }
  8948. }
  8949. if (!regen->sregen)
  8950. return flag;
  8951. //Skill regen
  8952. sregen = regen->sregen;
  8953. if(flag&RGN_SHP)
  8954. { //Skill HP regen
  8955. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  8956. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  8957. {
  8958. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  8959. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  8960. break; //Full
  8961. }
  8962. }
  8963. if(flag&RGN_SSP)
  8964. { //Skill SP regen
  8965. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  8966. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  8967. {
  8968. val = sregen->sp;
  8969. if (sd && sd->state.doridori) {
  8970. val*=2;
  8971. sd->state.doridori = 0;
  8972. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  8973. sc_start(bl,status_skill2sc(TK_SPTIME),
  8974. 100,rate,skill_get_time(TK_SPTIME, rate));
  8975. if (
  8976. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  8977. rnd()%10000 < battle_config.sg_angel_skill_ratio
  8978. ) { //Angel of the Sun/Moon/Star
  8979. clif_feel_hate_reset(sd);
  8980. pc_resethate(sd);
  8981. pc_resetfeel(sd);
  8982. }
  8983. }
  8984. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  8985. if(status_heal(bl, 0, val, 3) < val)
  8986. break; //Full
  8987. }
  8988. }
  8989. return flag;
  8990. }
  8991. //Natural heal main timer.
  8992. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  8993. {
  8994. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  8995. map_foreachregen(status_natural_heal);
  8996. natural_heal_prev_tick = tick;
  8997. return 0;
  8998. }
  8999. /*==========================================
  9000. * DB reading.
  9001. * job_db1.txt - weight, hp, sp, aspd
  9002. * job_db2.txt - job level stat bonuses
  9003. * size_fix.txt - size adjustment table for weapons
  9004. * refine_db.txt - refining data table
  9005. *------------------------------------------*/
  9006. #if REMODE
  9007. static bool status_readdb_job_re(char* fields[], int columns, int current) {
  9008. int idx, class_;
  9009. unsigned int i;
  9010. class_ = atoi(fields[0]);
  9011. if(!pcdb_checkid(class_)) {
  9012. ShowWarning("status_readdb_job_re: Invalid job class %d specified.\n", class_);
  9013. return false;
  9014. }
  9015. idx = pc_class2idx(class_);
  9016. for(i = 0; i < RE_JOB_DB_MAX; i++) {
  9017. re_job_db[idx][i] = atoi(fields[i+1]);
  9018. }
  9019. return true;
  9020. }
  9021. #endif
  9022. static bool status_readdb_job1(char* fields[], int columns, int current)
  9023. {// Job-specific values (weight, HP, SP, ASPD)
  9024. int idx, class_;
  9025. unsigned int i;
  9026. class_ = atoi(fields[0]);
  9027. if(!pcdb_checkid(class_))
  9028. {
  9029. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  9030. return false;
  9031. }
  9032. idx = pc_class2idx(class_);
  9033. max_weight_base[idx] = atoi(fields[1]);
  9034. hp_coefficient[idx] = atoi(fields[2]);
  9035. hp_coefficient2[idx] = atoi(fields[3]);
  9036. sp_coefficient[idx] = atoi(fields[4]);
  9037. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9038. {
  9039. aspd_base[idx][i] = atoi(fields[i+5]);
  9040. }
  9041. return true;
  9042. }
  9043. static bool status_readdb_job2(char* fields[], int columns, int current)
  9044. {
  9045. int idx, class_, i;
  9046. class_ = atoi(fields[0]);
  9047. if(!pcdb_checkid(class_))
  9048. {
  9049. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  9050. return false;
  9051. }
  9052. idx = pc_class2idx(class_);
  9053. for(i = 1; i < columns; i++)
  9054. {
  9055. job_bonus[idx][i-1] = atoi(fields[i]);
  9056. }
  9057. return true;
  9058. }
  9059. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  9060. {
  9061. unsigned int i;
  9062. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9063. {
  9064. atkmods[current][i] = atoi(fields[i]);
  9065. }
  9066. return true;
  9067. }
  9068. static bool status_readdb_refine(char* fields[], int columns, int current)
  9069. {
  9070. int i;
  9071. refinebonus[current][0] = atoi(fields[0]); // stats per safe-upgrade
  9072. refinebonus[current][1] = atoi(fields[1]); // stats after safe-limit
  9073. refinebonus[current][2] = atoi(fields[2]); // safe limit
  9074. for(i = 0; i < MAX_REFINE; i++)
  9075. {
  9076. percentrefinery[current][i] = atoi(fields[3+i]);
  9077. }
  9078. return true;
  9079. }
  9080. int status_readdb(void)
  9081. {
  9082. int i, j;
  9083. // initialize databases to default
  9084. //
  9085. // job_db1.txt
  9086. memset(max_weight_base, 0, sizeof(max_weight_base));
  9087. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  9088. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  9089. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  9090. memset(aspd_base, 0, sizeof(aspd_base));
  9091. #if REMODE
  9092. memset(re_job_db, 0, sizeof(re_job_db));
  9093. #endif
  9094. // job_db2.txt
  9095. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  9096. // size_fix.txt
  9097. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  9098. for(j=0;j<MAX_WEAPON_TYPE;j++)
  9099. atkmods[i][j]=100;
  9100. // refine_db.txt
  9101. for(i=0;i<ARRAYLENGTH(percentrefinery);i++){
  9102. for(j=0;j<MAX_REFINE; j++)
  9103. percentrefinery[i][j]=100; // success chance
  9104. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  9105. refinebonus[i][0]=0; // stats per safe-upgrade
  9106. refinebonus[i][1]=0; // stats after safe-limit
  9107. refinebonus[i][2]=10; // safe limit
  9108. }
  9109. // read databases
  9110. //
  9111. sv_readdb(db_path, "job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  9112. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  9113. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  9114. #if REMODE
  9115. sv_readdb(db_path, "re/refine_db.txt", ',', 3+MAX_REFINE+1, 3+MAX_REFINE+1, ARRAYLENGTH(percentrefinery), &status_readdb_refine);
  9116. sv_readdb(db_path, "re/job_db_extra.txt", ',', 1+RE_JOB_DB_MAX, 1+RE_JOB_DB_MAX, -1, &status_readdb_job_re);
  9117. #else
  9118. sv_readdb(db_path, "pre-re/refine_db.txt", ',', 3+MAX_REFINE+1, 3+MAX_REFINE+1, ARRAYLENGTH(percentrefinery), &status_readdb_refine);
  9119. #endif
  9120. return 0;
  9121. }
  9122. /*==========================================
  9123. * スキル関係初期化処理
  9124. *------------------------------------------*/
  9125. int do_init_status(void)
  9126. {
  9127. add_timer_func_list(status_change_timer,"status_change_timer");
  9128. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  9129. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  9130. initChangeTables();
  9131. initDummyData();
  9132. status_readdb();
  9133. status_calc_sigma();
  9134. natural_heal_prev_tick = gettick();
  9135. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  9136. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  9137. return 0;
  9138. }
  9139. void do_final_status(void)
  9140. {
  9141. ers_destroy(sc_data_ers);
  9142. }