status.c 408 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 "battleground.h"
  24. #include "chrif.h"
  25. #include "skill.h"
  26. #include "status.h"
  27. #include "script.h"
  28. #include "unit.h"
  29. #include "homunculus.h"
  30. #include "mercenary.h"
  31. #include "elemental.h"
  32. #include "vending.h"
  33. #include <time.h>
  34. #include <stdio.h>
  35. #include <stdlib.h>
  36. #include <memory.h>
  37. #include <string.h>
  38. #include <math.h>
  39. // Regen related flags.
  40. enum e_regen {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. // Bonus values and upgrade chances for refining equipment
  47. static struct {
  48. int chance[MAX_REFINE]; /// Success chance
  49. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  50. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  51. } refine_info[REFINE_TYPE_MAX];
  52. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  53. static struct eri *sc_data_ers; /// For sc_data entries
  54. static struct status_data dummy_status;
  55. int current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  56. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  57. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  58. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  59. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  60. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  61. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  63. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  67. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  68. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  69. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  70. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  71. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  72. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  73. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  74. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  75. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  76. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  77. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  78. #ifdef RENEWAL_ASPD
  79. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  80. #endif
  81. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  82. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  83. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  84. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  85. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  86. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  87. #ifdef RENEWAL
  88. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  89. #endif
  90. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  91. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  92. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  93. /**
  94. * Returns the status change associated with a skill.
  95. * @param skill The skill to look up
  96. * @return The status registered for this skill
  97. **/
  98. sc_type status_skill2sc(int skill)
  99. {
  100. int idx = skill_get_index(skill);
  101. if( idx == 0 ) {
  102. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  103. return SC_NONE;
  104. }
  105. return SkillStatusChangeTable[idx];
  106. }
  107. /**
  108. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  109. * Utilized for various duration lookups. Use with caution!
  110. * @param sc The status to look up
  111. * @return A skill associated with the status
  112. **/
  113. int status_sc2skill(sc_type sc)
  114. {
  115. if( sc < 0 || sc >= SC_MAX ) {
  116. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  117. return 0;
  118. }
  119. return StatusSkillChangeTable[sc];
  120. }
  121. /**
  122. * Returns the status calculation flag associated with a given status change.
  123. * @param sc The status to look up
  124. * @return The scb_flag registered for this status (see enum scb_flag)
  125. **/
  126. unsigned int status_sc2scb_flag(sc_type sc)
  127. {
  128. if( sc < 0 || sc >= SC_MAX ) {
  129. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  130. return SCB_NONE;
  131. }
  132. return StatusChangeFlagTable[sc];
  133. }
  134. /**
  135. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  136. * @param type The client-side status identifier to look up (see enum si_type)
  137. * @return The bl types relevant to the type (see enum bl_type)
  138. **/
  139. int status_type2relevant_bl_types(int type)
  140. {
  141. if( type < 0 || type >= SI_MAX ) {
  142. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  143. return SI_BLANK;
  144. }
  145. return StatusRelevantBLTypes[type];
  146. }
  147. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  148. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  149. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  150. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  151. {
  152. uint16 idx = skill_get_index(skill_id);
  153. if( idx == 0 ) {
  154. ShowError("set_sc: Unsupported skill id %d\n", skill_id);
  155. return;
  156. }
  157. if( sc < 0 || sc >= SC_MAX ) {
  158. ShowError("set_sc: Unsupported status change id %d\n", sc);
  159. return;
  160. }
  161. if( StatusSkillChangeTable[sc] == 0 )
  162. StatusSkillChangeTable[sc] = skill_id;
  163. if( StatusIconChangeTable[sc] == SI_BLANK )
  164. StatusIconChangeTable[sc] = icon;
  165. StatusChangeFlagTable[sc] |= flag;
  166. if( SkillStatusChangeTable[idx] == SC_NONE )
  167. SkillStatusChangeTable[idx] = sc;
  168. }
  169. void initChangeTables(void)
  170. {
  171. int i;
  172. for (i = 0; i < SC_MAX; i++)
  173. StatusIconChangeTable[i] = SI_BLANK;
  174. for (i = 0; i < MAX_SKILL; i++)
  175. SkillStatusChangeTable[i] = SC_NONE;
  176. for (i = 0; i < SI_MAX; i++)
  177. StatusRelevantBLTypes[i] = BL_PC;
  178. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  179. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  180. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  181. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  182. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  183. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  184. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  185. add_sc( NPC_STUNATTACK , SC_STUN );
  186. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  187. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  188. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  189. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  190. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  191. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  192. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  193. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  194. /* The main status definitions */
  195. add_sc( SM_BASH , SC_STUN );
  196. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  197. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  198. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  199. add_sc( MG_SIGHT , SC_SIGHT );
  200. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  201. add_sc( MG_FROSTDIVER , SC_FREEZE );
  202. add_sc( MG_STONECURSE , SC_STONE );
  203. add_sc( AL_RUWACH , SC_RUWACH );
  204. add_sc( AL_PNEUMA , SC_PNEUMA );
  205. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  206. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  207. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  208. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  209. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  210. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  211. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  212. add_sc( TF_POISON , SC_POISON );
  213. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  214. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  215. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  216. #ifdef RENEWAL
  217. SCB_NONE );
  218. #else
  219. SCB_WATK );
  220. #endif
  221. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  222. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  223. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  224. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  225. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  226. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  227. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  228. add_sc( PR_LEXDIVINA , SC_SILENCE );
  229. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  230. add_sc( WZ_METEOR , SC_STUN );
  231. add_sc( WZ_VERMILION , SC_BLIND );
  232. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  233. add_sc( WZ_STORMGUST , SC_FREEZE );
  234. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  235. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  236. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  237. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  238. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  239. add_sc( HT_LANDMINE , SC_STUN );
  240. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  241. add_sc( HT_SANDMAN , SC_SLEEP );
  242. add_sc( HT_FLASHER , SC_BLIND );
  243. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  244. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  245. add_sc( AS_SONICBLOW , SC_STUN );
  246. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  247. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  248. add_sc( AS_VENOMDUST , SC_POISON );
  249. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  250. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  251. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  252. add_sc( TF_SPRINKLESAND , SC_BLIND );
  253. add_sc( TF_THROWSTONE , SC_STUN );
  254. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  255. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  256. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  257. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  258. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  259. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  260. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  261. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  262. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  263. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  264. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  265. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  266. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  267. add_sc( NPC_POISON , SC_POISON );
  268. add_sc( NPC_BLINDATTACK , SC_BLIND );
  269. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  270. add_sc( NPC_STUNATTACK , SC_STUN );
  271. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  272. add_sc( NPC_CURSEATTACK , SC_CURSE );
  273. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  274. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  275. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  276. add_sc( NPC_DARKBLESSING , SC_COMA );
  277. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  278. add_sc( NPC_DEFENDER , SC_ARMOR );
  279. add_sc( NPC_LICK , SC_STUN );
  280. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  281. add_sc( NPC_REBIRTH , SC_REBIRTH );
  282. add_sc( RG_RAID , SC_STUN );
  283. #ifdef RENEWAL
  284. add_sc( RG_RAID , SC_RAID );
  285. add_sc( RG_BACKSTAP , SC_STUN );
  286. #endif
  287. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  288. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  289. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  290. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  291. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  292. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  293. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  294. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  295. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  296. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  297. add_sc( CR_SHIELDCHARGE , SC_STUN );
  298. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  299. add_sc( CR_HOLYCROSS , SC_BLIND );
  300. add_sc( CR_GRANDCROSS , SC_BLIND );
  301. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  302. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  303. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  304. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  305. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  306. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  307. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  308. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  309. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  310. #ifdef RENEWAL
  311. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  312. #endif
  313. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  314. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  315. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  316. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  317. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  318. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  319. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW ,
  320. #ifdef RENEWAL
  321. SCB_NONE );
  322. #else
  323. SCB_WATK );
  324. #endif
  325. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  326. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  327. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  328. add_sc( SA_COMA , SC_COMA );
  329. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  330. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  331. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  332. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD , SCB_DEF
  333. #ifndef RENEWAL
  334. |SCB_WATK
  335. #endif
  336. );
  337. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
  338. #ifdef RENEWAL
  339. SCB_NONE );
  340. #else
  341. SCB_WATK );
  342. #endif
  343. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  344. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  345. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  346. add_sc( BA_FROSTJOKER , SC_FREEZE );
  347. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  348. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  349. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  350. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  351. add_sc( DC_SCREAM , SC_STUN );
  352. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  353. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  354. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  355. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  356. add_sc( NPC_DARKCROSS , SC_BLIND );
  357. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  358. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  359. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  360. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  361. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  362. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  363. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  364. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  365. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  366. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  367. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
  368. #ifndef RENEWAL
  369. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  370. #else
  371. SCB_HIT|SCB_DEF );
  372. #endif
  373. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  374. 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 );
  375. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  376. #ifndef RENEWAL
  377. SI_ASSUMPTIO , SCB_NONE );
  378. #else
  379. SI_ASSUMPTIO2 , SCB_NONE );
  380. #endif
  381. add_sc( HP_BASILICA , SC_BASILICA );
  382. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  383. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  384. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  385. add_sc( PA_GOSPEL , SC_SCRESIST );
  386. add_sc( CH_TIGERFIST , SC_STOP );
  387. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  388. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  389. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  390. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  391. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  392. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  393. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  394. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  395. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  396. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  397. add_sc( LK_SPIRALPIERCE , SC_STOP );
  398. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  399. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  400. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  401. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  402. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  403. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  404. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  405. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  406. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  407. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  408. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  409. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  410. add_sc( TK_DOWNKICK , SC_STUN );
  411. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  412. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  413. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  414. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  415. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  416. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  417. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  418. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  419. add_sc( SG_MOON_WARM , SC_WARM );
  420. add_sc( SG_STAR_WARM , SC_WARM );
  421. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  422. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  423. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  424. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  425. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  426. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  427. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  428. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  429. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  430. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  431. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  432. add_sc( SL_STUN , SC_STUN );
  433. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  434. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  435. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_SPEED|SCB_ASPD );
  436. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  437. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  438. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  439. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  440. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  441. add_sc( WS_CARTTERMINATION , SC_STUN );
  442. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  443. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  444. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  445. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  446. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  447. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  448. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  449. add_sc( GS_CRACKER , SC_STUN );
  450. add_sc( GS_DISARM , SC_STRIPWEAPON );
  451. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  452. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_ASPD
  453. #ifndef RENEWAL
  454. |SCB_BATK
  455. #endif
  456. );
  457. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  458. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  459. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD
  460. #ifndef RENWAL
  461. |SCB_BATK
  462. #endif
  463. );
  464. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  465. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  466. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  467. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  468. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  469. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  470. add_sc( NPC_ICEBREATH , SC_FREEZE );
  471. add_sc( NPC_ACIDBREATH , SC_POISON );
  472. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  473. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  474. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  475. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  476. add_sc( NPC_WIDESTONE , SC_STONE );
  477. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  478. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  479. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  480. add_sc( NPC_EVILLAND , SC_BLIND );
  481. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  482. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  483. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  484. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  485. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  486. add_sc( NPC_WIDECURSE , SC_CURSE );
  487. add_sc( NPC_WIDESTUN , SC_STUN );
  488. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  489. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  490. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  491. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  492. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  493. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  494. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  495. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  496. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  497. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  498. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  499. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  500. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  501. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  502. add_sc( MO_BALKYOUNG , SC_STUN );
  503. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  504. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  505. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  506. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  507. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  508. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  509. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  510. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  511. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  512. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  513. /* Homunculus S */
  514. add_sc(MH_STAHL_HORN , SC_STUN );
  515. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  516. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  517. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  518. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  519. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  520. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  521. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  522. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  523. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  524. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  525. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  526. add_sc(MH_POISON_MIST , SC_BLIND );
  527. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  528. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  529. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  530. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  531. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  532. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  533. add_sc( MER_CRASH , SC_STUN );
  534. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  535. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  536. add_sc( MER_SIGHT , SC_SIGHT );
  537. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  538. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  539. add_sc( MER_LEXDIVINA , SC_SILENCE );
  540. add_sc( MA_LANDMINE , SC_STUN );
  541. add_sc( MA_SANDMAN , SC_SLEEP );
  542. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  543. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  544. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  545. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  546. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  547. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  548. 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 );
  549. add_sc( ML_SPIRALPIERCE , SC_STOP );
  550. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  551. add_sc( ML_DEVOTION , SC_DEVOTION );
  552. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  553. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  554. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  555. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  556. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  557. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  558. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  559. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  560. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  561. /* Rune Knight */
  562. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  563. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  564. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  565. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  566. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  567. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  568. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  569. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  570. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  571. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  572. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_ASPD );
  573. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  574. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  575. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  576. /* GC Guillotine Cross */
  577. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  578. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  579. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  580. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  581. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  582. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  583. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  584. /* Arch Bishop */
  585. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  586. add_sc( AB_CLEMENTIA , SC_BLESSING );
  587. add_sc( AB_CANTO , SC_INCREASEAGI );
  588. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  589. add_sc( AB_PRAEFATIO , SC_KYRIE );
  590. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  591. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  592. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  593. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  594. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  595. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  596. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  597. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  598. /* Warlock */
  599. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  600. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  601. add_sc( WL_JACKFROST , SC_FREEZE );
  602. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  603. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  604. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  605. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  606. add_sc( WL_CRIMSONROCK , SC_STUN );
  607. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  608. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  609. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  610. /* Ranger */
  611. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  612. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  613. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  614. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  615. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
  616. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  617. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  618. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  619. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  620. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  621. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  622. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  623. /* Mechanic */
  624. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  625. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  626. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  627. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  628. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  629. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  630. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  631. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  632. /* Royal Guard */
  633. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  634. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  635. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  636. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  637. set_sc( LG_BANDING , SC_BANDING , SI_BANDING ,
  638. #ifndef RENEWAL
  639. SCB_DEF );
  640. #else
  641. SCB_DEF2 );
  642. #endif
  643. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  644. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  645. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  646. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  647. /* Shadow Chaser */
  648. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  649. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  650. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  651. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  652. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  653. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  654. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  655. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  656. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  657. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  658. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  659. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  660. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  661. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  662. add_sc( SC_CHAOSPANIC , SC__CHAOS );
  663. add_sc( SC_BLOODYLUST , SC_BERSERK );
  664. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  665. /* Sura */
  666. add_sc( SR_DRAGONCOMBO , SC_STUN );
  667. add_sc( SR_EARTHSHAKER , SC_STUN );
  668. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  669. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  670. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  671. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  672. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  673. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_MDEF|SCB_ASPD|SCB_MAXHP );
  674. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  675. add_sc( SR_FLASHCOMBO , SC_FLASHCOMBO );
  676. /* Wanderer / Minstrel */
  677. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  678. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  679. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  680. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_NONE );
  681. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  682. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  683. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  684. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  685. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  686. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  687. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  688. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  689. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  690. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_DEF|SCB_FLEE|SCB_REGEN );
  691. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  692. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  693. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  694. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  695. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  696. /* Sorcerer */
  697. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  698. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  699. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  700. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  701. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  702. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  703. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  704. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  705. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  706. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  707. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  708. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  709. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  710. add_sc( SO_ELEMENTAL_SHIELD , SC_ELEMENTAL_SHIELD );
  711. /* Genetic */
  712. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  713. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  714. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  715. add_sc( GN_WALLOFTHORN , SC_STOP );
  716. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  717. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  718. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  719. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  720. /* Elemental spirits' status changes */
  721. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  722. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  723. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  724. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  725. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  726. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  727. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  728. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  729. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  730. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  731. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  732. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_NONE );
  733. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_NONE );
  734. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_NONE );
  735. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  736. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  737. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  738. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  739. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  740. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  741. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  742. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  743. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  744. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  745. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  746. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  747. add_sc( KO_YAMIKUMO , SC_HIDING );
  748. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  749. add_sc( KO_MAKIBISHI , SC_STUN );
  750. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  751. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  752. add_sc( KO_JYUSATSU , SC_CURSE );
  753. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  754. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  755. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  756. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  757. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  758. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  759. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  760. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  761. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  762. set_sc_with_vfx( SC_MOONSTAR , SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  763. set_sc_with_vfx( SC_SUPER_STAR , SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  764. /* Rebellion */
  765. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  766. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  767. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  768. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  769. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  770. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  771. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD );
  772. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  773. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  774. set_sc_with_vfx( SC_ALL_RIDING , SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  775. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  776. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  777. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  778. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  779. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  780. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  781. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  782. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  783. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  784. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  785. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  786. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  787. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  788. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  789. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  790. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  791. /* Status that don't have a skill associated */
  792. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  793. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  794. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  795. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  796. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  797. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  798. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  799. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  800. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  801. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  802. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  803. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  804. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  805. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  806. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  807. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  808. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  809. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  810. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  811. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  812. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  813. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  814. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  815. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  816. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  817. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  818. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  819. /* Cash Items */
  820. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  821. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  822. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  823. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  824. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  825. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  826. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  827. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  828. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  829. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  830. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  831. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  832. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  833. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  834. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  835. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  836. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  837. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  838. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  839. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  840. /* Mercenary Bonus Effects */
  841. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  842. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  843. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  844. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  845. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  846. /* Warlock Spheres */
  847. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  848. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  849. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  850. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  851. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  852. /* Warlock Preserved spells */
  853. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  854. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  855. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  856. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  857. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  858. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  859. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  860. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  861. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  862. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  863. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  864. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  865. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  866. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  867. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  868. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  869. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  870. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  871. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  872. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  873. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  874. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  875. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  876. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  877. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  878. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  879. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  880. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  881. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  882. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  883. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  884. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  885. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  886. /* Genetics New Food Items Status Icons */
  887. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  888. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  889. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  890. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  891. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  892. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  893. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  894. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  895. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  896. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  897. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  898. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  899. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  900. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  901. /* Elemental Spirit's 'side' status change icons */
  902. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  903. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  904. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  905. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  906. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  907. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  908. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  909. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  910. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  911. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  912. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  913. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  914. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  915. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  916. StatusIconChangeTable[SC_GUST] = SI_GUST;
  917. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  918. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  919. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  920. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  921. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  922. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  923. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  924. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  925. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  926. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  927. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  928. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  929. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  930. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  931. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  932. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  933. StatusIconChangeTable[SC_H_MINE] = SI_H_MINE;
  934. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  935. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  936. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  937. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  938. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  939. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  940. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  941. /* Other SC which are not necessarily associated to skills */
  942. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  943. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  944. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  945. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  946. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  947. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  948. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  949. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  950. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  951. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  952. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  953. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  954. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  955. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  956. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  957. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  958. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  959. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  960. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  961. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  962. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  963. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  964. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  965. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  966. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  967. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  968. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  969. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  970. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  971. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  972. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  973. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  974. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  975. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  976. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  977. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  978. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  979. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  980. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  981. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  982. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_DEF_ELE;
  983. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_DEF_ELE;
  984. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  985. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  986. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  987. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  988. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  989. /* Cash Items */
  990. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  991. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  992. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  993. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  994. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  995. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  996. /* Mercenary Bonus Effects */
  997. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  998. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  999. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1000. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1001. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1002. StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
  1003. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1004. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1005. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1006. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1007. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1008. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1009. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1010. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1011. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1012. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1013. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1014. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1015. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1016. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1017. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1018. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1019. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1020. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1021. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1022. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1023. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1024. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1025. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1026. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1027. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1028. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  1029. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1030. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1031. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1032. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1033. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1034. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1035. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1036. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1037. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1038. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1039. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1040. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1041. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1042. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1043. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1044. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1045. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1046. #ifdef RENEWAL
  1047. // renewal EDP increases your weapon atk
  1048. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1049. #endif
  1050. if( !battle_config.display_hallucination ) // Disable Hallucination.
  1051. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  1052. /* StatusDisplayType Table [Ind] */
  1053. StatusDisplayType[SC_ALL_RIDING] = true;
  1054. StatusDisplayType[SC_PUSH_CART] = true;
  1055. StatusDisplayType[SC_SPHERE_1] = true;
  1056. StatusDisplayType[SC_SPHERE_2] = true;
  1057. StatusDisplayType[SC_SPHERE_3] = true;
  1058. StatusDisplayType[SC_SPHERE_4] = true;
  1059. StatusDisplayType[SC_SPHERE_5] = true;
  1060. StatusDisplayType[SC_CAMOUFLAGE] = true;
  1061. StatusDisplayType[SC_DUPLELIGHT] = true;
  1062. StatusDisplayType[SC_ORATIO] = true;
  1063. StatusDisplayType[SC_FREEZING] = true;
  1064. StatusDisplayType[SC_VENOMIMPRESS] = true;
  1065. StatusDisplayType[SC_HALLUCINATIONWALK] = true;
  1066. StatusDisplayType[SC_ROLLINGCUTTER] = true;
  1067. StatusDisplayType[SC_BANDING] = true;
  1068. StatusDisplayType[SC_CRYSTALIZE] = true;
  1069. StatusDisplayType[SC_DEEPSLEEP] = true;
  1070. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
  1071. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
  1072. StatusDisplayType[SC_NETHERWORLD] = true;
  1073. StatusDisplayType[SC_VOICEOFSIREN] = true;
  1074. StatusDisplayType[SC_BLOODSUCKER] = true;
  1075. StatusDisplayType[SC__SHADOWFORM] = true;
  1076. StatusDisplayType[SC__MANHOLE] = true;
  1077. StatusDisplayType[SC_JYUMONJIKIRI] = true;
  1078. StatusDisplayType[SC_AKAITSUKI] = true;
  1079. StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
  1080. StatusDisplayType[SC_DARKCROW] = true;
  1081. StatusDisplayType[SC_OFFERTORIUM] = true;
  1082. StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
  1083. StatusDisplayType[SC_UNLIMIT] = true;
  1084. StatusDisplayType[SC_ILLUSIONDOPING] = true;
  1085. StatusDisplayType[SC_C_MARKER] = true;
  1086. StatusDisplayType[SC_ANTI_M_BLAST] = true;
  1087. StatusDisplayType[SC_MOONSTAR] = true;
  1088. StatusDisplayType[SC_SUPER_STAR] = true;
  1089. StatusDisplayType[SC_STRANGELIGHTS] = true;
  1090. StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
  1091. /* StatusChangeState (SCS_) NOMOVE */
  1092. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1093. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1094. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1095. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1096. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1097. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1098. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1099. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1100. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1101. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1102. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1103. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1104. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1105. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1106. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1107. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1108. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1109. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1110. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1111. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1112. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1113. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1114. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1115. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1116. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1117. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1118. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1119. StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
  1120. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1121. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1122. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1123. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1124. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1125. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1126. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1127. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1128. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1129. /* StatusChangeState (SCS_) NODROPITEMS */
  1130. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1131. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1132. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1133. /* StatusChangeState (SCS_) NOCAST (skills) */
  1134. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1135. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1136. StatusChangeStateTable[SC_BASILICA] |= SCS_NOCAST;
  1137. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1138. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1139. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1140. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1141. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1142. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1143. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1144. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1145. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1146. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1147. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1148. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1149. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1150. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1151. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1152. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1153. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1154. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1155. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1156. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1157. }
  1158. static void initDummyData(void)
  1159. {
  1160. memset(&dummy_status, 0, sizeof(dummy_status));
  1161. dummy_status.hp =
  1162. dummy_status.max_hp =
  1163. dummy_status.max_sp =
  1164. dummy_status.str =
  1165. dummy_status.agi =
  1166. dummy_status.vit =
  1167. dummy_status.int_ =
  1168. dummy_status.dex =
  1169. dummy_status.luk =
  1170. dummy_status.hit = 1;
  1171. dummy_status.speed = 2000;
  1172. dummy_status.adelay = 4000;
  1173. dummy_status.amotion = 2000;
  1174. dummy_status.dmotion = 2000;
  1175. dummy_status.ele_lv = 1; // Min elemental level.
  1176. dummy_status.mode = MD_CANMOVE;
  1177. }
  1178. /**
  1179. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1180. * @param a: Status data structure to copy from
  1181. * @param b: Status data structure to copy to
  1182. **/
  1183. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1184. {
  1185. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1186. }
  1187. /**
  1188. * Sets HP to a given value
  1189. * Will always succeed (overrides heal impedement statuses) but can't kill an object
  1190. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM]
  1191. * @param hp: What the HP is to be set as
  1192. * @param flag: Used in case final value is higher than current
  1193. * Use 2 to display healing effect
  1194. * @return heal or zapped HP if valid
  1195. **/
  1196. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1197. {
  1198. struct status_data *status;
  1199. if (hp < 1) return 0;
  1200. status = status_get_status_data(bl);
  1201. if (status == &dummy_status)
  1202. return 0;
  1203. if (hp > status->max_hp) hp = status->max_hp;
  1204. if (hp == status->hp) return 0;
  1205. if (hp > status->hp)
  1206. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1207. return status_zap(bl, status->hp - hp, 0);
  1208. }
  1209. /**
  1210. * Sets SP to a given value
  1211. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1212. * @param sp: What the SP is to be set as
  1213. * @param flag: Used in case final value is higher than current
  1214. * Use 2 to display healing effect
  1215. * @return heal or zapped SP if valid
  1216. **/
  1217. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1218. {
  1219. struct status_data *status;
  1220. status = status_get_status_data(bl);
  1221. if (status == &dummy_status)
  1222. return 0;
  1223. if (sp > status->max_sp) sp = status->max_sp;
  1224. if (sp == status->sp) return 0;
  1225. if (sp > status->sp)
  1226. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1227. return status_zap(bl, 0, status->sp - sp);
  1228. }
  1229. /**
  1230. * Takes HP/SP from an Object
  1231. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1232. * @param hp: How much HP to charge
  1233. * @param sp: How much SP to charge
  1234. * @return hp+sp through status_damage()
  1235. * Note: HP/SP are integer values, not percentages. Values should be
  1236. * calculated either within function call or before
  1237. **/
  1238. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1239. {
  1240. if(!(bl->type&BL_CONSUME))
  1241. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1242. return status_damage(NULL, bl, hp, sp, 0, 3);
  1243. }
  1244. /**
  1245. * Inflicts damage on the target with the according walkdelay.
  1246. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1247. * @param target: Target of the damage
  1248. * @param dhp: How much damage to HP
  1249. * @param dsp: How much damage to SP
  1250. * @param walkdelay: Amount of time before object can walk again
  1251. * @param flag: Damage flag decides various options
  1252. * flag&1: Passive damage - Does not trigger cancelling status changes
  1253. * flag&2: Fail if there is not enough to subtract
  1254. * flag&4: Mob does not give EXP/Loot if killed
  1255. * flag&8: Used to damage SP of a dead character
  1256. * @return hp+sp
  1257. * Note: HP/SP are integer values, not percentages. Values should be
  1258. * calculated either within function call or before
  1259. **/
  1260. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1261. {
  1262. struct status_data *status;
  1263. struct status_change *sc;
  1264. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1265. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1266. if(sp && !(target->type&BL_CONSUME))
  1267. sp = 0; // Not a valid SP target.
  1268. if (hp < 0) { // Assume absorbed damage.
  1269. status_heal(target, -hp, 0, 1);
  1270. hp = 0;
  1271. }
  1272. if (sp < 0) {
  1273. status_heal(target, 0, -sp, 1);
  1274. sp = 0;
  1275. }
  1276. if (target->type == BL_SKILL)
  1277. return (int)skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1278. status = status_get_status_data(target);
  1279. if( status == &dummy_status )
  1280. return 0;
  1281. if ((unsigned int)hp >= status->hp) {
  1282. if (flag&2) return 0;
  1283. hp = status->hp;
  1284. }
  1285. if ((unsigned int)sp > status->sp) {
  1286. if (flag&2) return 0;
  1287. sp = status->sp;
  1288. }
  1289. if (!hp && !sp)
  1290. return 0;
  1291. if( !status->hp )
  1292. flag |= 8;
  1293. sc = status_get_sc(target);
  1294. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1295. hp = 1;
  1296. if( hp && !(flag&1) ) {
  1297. if( sc ) {
  1298. struct status_change_entry *sce;
  1299. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1300. status_change_end(target, SC_STONE, INVALID_TIMER);
  1301. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1302. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1303. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1304. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1305. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1306. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1307. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1308. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1309. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1310. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1311. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1312. /** [Skotlex]
  1313. * Endure count is only reduced by non-players on non-gvg maps.
  1314. * val4 signals infinite endure.
  1315. **/
  1316. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1317. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1318. }
  1319. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1320. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1321. if (sg) {
  1322. skill_delunitgroup(sg);
  1323. sce->val4 = 0;
  1324. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1325. }
  1326. }
  1327. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1328. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1329. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1330. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1331. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1332. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1333. }
  1334. unit_skillcastcancel(target, 2);
  1335. }
  1336. status->hp-= hp;
  1337. status->sp-= sp;
  1338. if (sc && hp && status->hp) {
  1339. if (sc->data[SC_AUTOBERSERK] &&
  1340. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1341. status->hp < status->max_hp>>2)
  1342. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1343. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1344. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1345. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1346. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1347. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1348. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1349. }
  1350. switch (target->type) {
  1351. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1352. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1353. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1354. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1355. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1356. }
  1357. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1358. unit_stop_walking( target, 1 );
  1359. }
  1360. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1361. if (walkdelay)
  1362. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1363. return (int)(hp+sp);
  1364. }
  1365. status->hp = 0;
  1366. /** [Skotlex]
  1367. * NOTE: These dead functions should return:
  1368. * 0: Death cancelled, auto-revived.
  1369. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1370. * &2: Remove object from map.
  1371. * &4: Delete object from memory. (One time spawn mobs)
  1372. **/
  1373. switch (target->type) {
  1374. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1375. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1376. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1377. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1378. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1379. default: // Unhandled case, do nothing to object.
  1380. flag = 0;
  1381. break;
  1382. }
  1383. if(!flag) // Death cancelled.
  1384. return (int)(hp+sp);
  1385. // Normal death
  1386. if (battle_config.clear_unit_ondeath &&
  1387. battle_config.clear_unit_ondeath&target->type)
  1388. skill_clear_unitgroup(target);
  1389. if(target->type&BL_REGEN) { // Reset regen ticks.
  1390. struct regen_data *regen = status_get_regen_data(target);
  1391. if (regen) {
  1392. memset(&regen->tick, 0, sizeof(regen->tick));
  1393. if (regen->sregen)
  1394. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1395. if (regen->ssregen)
  1396. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1397. }
  1398. }
  1399. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1400. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1401. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1402. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1403. status_revive(target, 100, 100);
  1404. else
  1405. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1406. status_change_clear(target,0);
  1407. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1408. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1409. if( target->type == BL_MOB )
  1410. ((TBL_MOB*)target)->state.rebirth = 1;
  1411. return (int)(hp+sp);
  1412. }
  1413. if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
  1414. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1415. status_change_clear(target,0);
  1416. ((TBL_MOB*)target)->state.rebirth = 1;
  1417. return (int)(hp+sp);
  1418. }
  1419. status_change_clear(target,0);
  1420. if(flag&4) // Delete from memory. (also invokes map removal code)
  1421. unit_free(target,CLR_DEAD);
  1422. else if(flag&2) // remove from map
  1423. unit_remove_map(target,CLR_DEAD);
  1424. else { // Some death states that would normally be handled by unit_remove_map
  1425. unit_stop_attack(target);
  1426. unit_stop_walking(target,1);
  1427. unit_skillcastcancel(target,0);
  1428. clif_clearunit_area(target,CLR_DEAD);
  1429. skill_unit_move(target,gettick(),4);
  1430. skill_cleartimerskill(target);
  1431. }
  1432. // Always run NPC scripts for players last
  1433. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1434. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1435. if(target->type == BL_PC) {
  1436. TBL_PC *sd = BL_CAST(BL_PC,target);
  1437. if( sd->bg_id ) {
  1438. struct battleground_data *bg;
  1439. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1440. npc_event(sd, bg->die_event, 0);
  1441. }
  1442. npc_script_event(sd,NPCE_DIE);
  1443. }
  1444. return (int)(hp+sp);
  1445. }
  1446. /**
  1447. * Heals an object
  1448. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1449. * @param hhp: How much HP to heal
  1450. * @param hsp: How much SP to heal
  1451. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
  1452. * Forced healing overrides heal impedement statuses (Berserk)
  1453. * @return hp+sp
  1454. **/
  1455. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1456. {
  1457. struct status_data *status;
  1458. struct status_change *sc;
  1459. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1460. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1461. status = status_get_status_data(bl);
  1462. if (status == &dummy_status || !status->hp)
  1463. return 0;
  1464. sc = status_get_sc(bl);
  1465. if (sc && !sc->count)
  1466. sc = NULL;
  1467. if (hp < 0) {
  1468. if (hp == INT_MIN) hp++; // -INT_MIN == INT_MIN in some architectures!
  1469. status_damage(NULL, bl, -hp, 0, 0, 1);
  1470. hp = 0;
  1471. }
  1472. if(hp) {
  1473. if( sc && (sc->data[SC_BERSERK]) ) {
  1474. if( flag&1 )
  1475. flag &= ~2;
  1476. else
  1477. hp = 0;
  1478. }
  1479. if((unsigned int)hp > status->max_hp - status->hp)
  1480. hp = status->max_hp - status->hp;
  1481. }
  1482. if(sp < 0) {
  1483. if (sp==INT_MIN) sp++;
  1484. status_damage(NULL, bl, 0, -sp, 0, 1);
  1485. sp = 0;
  1486. }
  1487. if(sp) {
  1488. if((unsigned int)sp > status->max_sp - status->sp)
  1489. sp = status->max_sp - status->sp;
  1490. }
  1491. if(!sp && !hp) return 0;
  1492. status->hp+= hp;
  1493. status->sp+= sp;
  1494. if(hp && sc &&
  1495. sc->data[SC_AUTOBERSERK] &&
  1496. sc->data[SC_PROVOKE] &&
  1497. sc->data[SC_PROVOKE]->val2==1 &&
  1498. status->hp>=status->max_hp>>2
  1499. ) // End auto berserk.
  1500. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1501. // Send HP update to client
  1502. switch(bl->type) {
  1503. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1504. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1505. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1506. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1507. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1508. }
  1509. return (int)hp+sp;
  1510. }
  1511. /**
  1512. * Applies percentage based damage to a unit
  1513. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded
  1514. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1515. * @param target: Object to modify HP/SP
  1516. * @param hp_rate: Percentage of HP to modify
  1517. * @param sp_rate: Percentage of SP to modify
  1518. * @param flag: \n
  1519. * 0: Heal target \n
  1520. * 2: Target must not die from subtraction
  1521. * @return hp+sp through status_heal()
  1522. **/
  1523. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1524. {
  1525. struct status_data *status;
  1526. unsigned int hp =0, sp = 0;
  1527. status = status_get_status_data(target);
  1528. // It's safe now [MarkZD]
  1529. if (hp_rate > 99)
  1530. hp = status->hp;
  1531. else if (hp_rate > 0)
  1532. hp = status->hp>10000?
  1533. hp_rate*(status->hp/100):
  1534. ((int64)hp_rate*status->hp)/100;
  1535. else if (hp_rate < -99)
  1536. hp = status->max_hp;
  1537. else if (hp_rate < 0)
  1538. hp = status->max_hp>10000?
  1539. (-hp_rate)*(status->max_hp/100):
  1540. ((int64)-hp_rate*status->max_hp)/100;
  1541. if (hp_rate && !hp)
  1542. hp = 1;
  1543. if (flag == 2 && hp >= status->hp)
  1544. hp = status->hp-1; // Must not kill target.
  1545. if (sp_rate > 99)
  1546. sp = status->sp;
  1547. else if (sp_rate > 0)
  1548. sp = ((int64)sp_rate*status->sp)/100;
  1549. else if (sp_rate < -99)
  1550. sp = status->max_sp;
  1551. else if (sp_rate < 0)
  1552. sp = ((int64)-sp_rate)*status->max_sp/100;
  1553. if (sp_rate && !sp)
  1554. sp = 1;
  1555. // Ugly check in case damage dealt is too much for the received args of
  1556. // status_heal / status_damage. [Skotlex]
  1557. if (hp > INT_MAX) {
  1558. hp -= INT_MAX;
  1559. if (flag)
  1560. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1561. else
  1562. status_heal(target, INT_MAX, 0, 0);
  1563. }
  1564. if (sp > INT_MAX) {
  1565. sp -= INT_MAX;
  1566. if (flag)
  1567. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1568. else
  1569. status_heal(target, 0, INT_MAX, 0);
  1570. }
  1571. if (flag)
  1572. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1573. return status_heal(target, hp, sp, 0);
  1574. }
  1575. /**
  1576. * Revives a unit
  1577. * @param bl: Object to revive [PC|MOB|HOM]
  1578. * @param per_hp: Percentage of HP to revive with
  1579. * @param per_sp: Percentage of SP to revive with
  1580. * @return Successful (1) or Invalid target (0)
  1581. **/
  1582. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1583. {
  1584. struct status_data *status;
  1585. unsigned int hp, sp;
  1586. if (!status_isdead(bl)) return 0;
  1587. status = status_get_status_data(bl);
  1588. if (status == &dummy_status)
  1589. return 0; // Invalid target.
  1590. hp = (int64)status->max_hp * per_hp/100;
  1591. sp = (int64)status->max_sp * per_sp/100;
  1592. if(hp > status->max_hp - status->hp)
  1593. hp = status->max_hp - status->hp;
  1594. else if (per_hp && !hp)
  1595. hp = 1;
  1596. if(sp > status->max_sp - status->sp)
  1597. sp = status->max_sp - status->sp;
  1598. else if (per_sp && !sp)
  1599. sp = 1;
  1600. status->hp += hp;
  1601. status->sp += sp;
  1602. if (bl->prev) // Animation only if character is already on a map.
  1603. clif_resurrection(bl, 1);
  1604. switch (bl->type) {
  1605. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1606. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1607. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1608. }
  1609. return 1;
  1610. }
  1611. /** [Skotlex]
  1612. * Checks whether the src can use the skill on the target,
  1613. * taking into account status/option of both source/target
  1614. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1615. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1616. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1617. target MAY be NULL, which checks if src can cast skill_id on the ground
  1618. * @param skill_id: Skill ID being used on target
  1619. * @param flag: 0 - Trying to use skill on target
  1620. * 1 - Cast bar is done
  1621. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1622. * @return src can use skill (1) or cannot use skill (0)
  1623. **/
  1624. int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
  1625. {
  1626. struct status_data *status;
  1627. struct status_change *sc=NULL, *tsc;
  1628. int hide_flag;
  1629. status = src?status_get_status_data(src):&dummy_status;
  1630. if (src && src->type != BL_PC && status_isdead(src))
  1631. return 0;
  1632. if (!skill_id) { // Normal attack checks.
  1633. // This mode is only needed for melee attacking.
  1634. if (!(status->mode&MD_CANATTACK))
  1635. return 0;
  1636. // Dead state is not checked for skills as some skills can be used
  1637. // on dead characters, said checks are left to skill.c [Skotlex]
  1638. if (target && status_isdead(target))
  1639. return 0;
  1640. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1641. return 0;
  1642. }
  1643. switch( skill_id ) {
  1644. case PA_PRESSURE:
  1645. if( flag && target ) {
  1646. // Gloria Avoids pretty much everything....
  1647. tsc = status_get_sc(target);
  1648. if(tsc && tsc->option&OPTION_HIDE)
  1649. return 0;
  1650. }
  1651. break;
  1652. case GN_WALLOFTHORN:
  1653. if( target && status_isdead(target) )
  1654. return 0;
  1655. break;
  1656. case AL_TELEPORT:
  1657. case ALL_ODINS_POWER:
  1658. // Should fail when used on top of Land Protector [Skotlex]
  1659. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1660. && !(status->mode&MD_BOSS)
  1661. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1662. return 0;
  1663. break;
  1664. default:
  1665. break;
  1666. }
  1667. if ( src ) sc = status_get_sc(src);
  1668. if( sc && sc->count ) {
  1669. if((sc->data[SC_ASH] && rnd()%2)) {
  1670. if(src->type==BL_PC) clif_skill_fail((TBL_PC*)src,skill_id,0,0);
  1671. return 0;
  1672. }
  1673. if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1674. if (flag != 1) // Can't cast, casted stuff can't damage.
  1675. return 0;
  1676. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1677. return 0; // Targetted spells can't come off.
  1678. }
  1679. if (
  1680. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1681. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1682. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1683. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1684. )
  1685. return 0;
  1686. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1687. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1688. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1689. clif_emotion(src, E_LV);
  1690. return 0;
  1691. }
  1692. if (sc->data[SC_BLADESTOP]) {
  1693. switch (sc->data[SC_BLADESTOP]->val1) {
  1694. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1695. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1696. case 3: if (skill_id == MO_INVESTIGATE) break;
  1697. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1698. default: return 0;
  1699. }
  1700. }
  1701. if (sc->data[SC_DANCING] && flag!=2) {
  1702. if( src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1703. skill_id == WM_FRIGG_SONG)) { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1704. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1705. return 0;
  1706. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1707. if (skill_id == BD_ENCORE ||
  1708. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1709. )
  1710. return 0;
  1711. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1712. return 0;
  1713. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1714. return 0; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1715. }
  1716. if (skill_id && // Do not block item-casted skills.
  1717. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1718. ) { // Skills blocked through status changes...
  1719. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1720. sc->cant.cast ||
  1721. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1722. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1723. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1724. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1725. ))
  1726. return 0;
  1727. // Skill blocking.
  1728. if (
  1729. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1730. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1731. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1732. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1733. )
  1734. return 0;
  1735. }
  1736. if (sc->data[SC_ALL_RIDING])
  1737. return 0; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1738. }
  1739. if (sc) {
  1740. if (sc->option) {
  1741. if ((sc->option&OPTION_HIDE) && src->type == BL_PC &&( !skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1742. // Non players can use all skills while hidden.
  1743. return 0;
  1744. }
  1745. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1746. return 0;
  1747. }
  1748. }
  1749. if (target == NULL || target == src) // No further checking needed.
  1750. return 1;
  1751. tsc = status_get_sc(target);
  1752. if(tsc && tsc->count) {
  1753. /**
  1754. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1755. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1756. **/
  1757. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1758. return 0;
  1759. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1760. return 0;
  1761. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1762. && tsc->data[SC_FREEZE])
  1763. return 0;
  1764. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1765. return 0;
  1766. if (tsc->data[SC__MANHOLE])
  1767. if (!(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  1768. return 0;
  1769. }
  1770. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1771. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1772. // You cannot hide from ground skills.
  1773. if( skill_get_ele(skill_id,1) == ELE_EARTH ) // !TODO: Need Skill Lv here :/
  1774. hide_flag &= ~OPTION_HIDE;
  1775. switch( target->type ) {
  1776. case BL_PC: {
  1777. struct map_session_data *tsd = (TBL_PC*)target;
  1778. bool is_boss = (status->mode&MD_BOSS);
  1779. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
  1780. if (pc_isinvisible(tsd))
  1781. return 0;
  1782. if (tsc) {
  1783. if ((tsc->option&hide_flag) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !is_detect))
  1784. return 0;
  1785. if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || is_detect))
  1786. return 0;
  1787. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1788. return 0;
  1789. if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id)
  1790. return 0;
  1791. if (tsc->data[SC_STEALTHFIELD] && !(is_boss || is_detect))
  1792. return 0;
  1793. }
  1794. }
  1795. break;
  1796. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1797. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1798. if (status->mode&MD_LOOTER)
  1799. return 1;
  1800. return 0;
  1801. case BL_HOM:
  1802. case BL_MER:
  1803. case BL_ELEM:
  1804. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1805. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1806. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1807. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1808. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1809. return 0; // Can't use Potion Pitcher on Mercenaries
  1810. default:
  1811. // Check for chase-walk/hiding/cloaking opponents.
  1812. if( tsc ) {
  1813. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1814. return 0;
  1815. }
  1816. }
  1817. return 1;
  1818. }
  1819. /**
  1820. * Checks whether the src can see the target
  1821. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1822. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1823. * @return src can see (1) or target is invisible (0)
  1824. **/
  1825. int status_check_visibility(struct block_list *src, struct block_list *target)
  1826. {
  1827. int view_range;
  1828. struct status_data* status = status_get_status_data(src);
  1829. struct status_change* tsc = status_get_sc(target);
  1830. switch (src->type) {
  1831. case BL_MOB:
  1832. view_range = ((TBL_MOB*)src)->min_chase;
  1833. break;
  1834. case BL_PET:
  1835. view_range = ((TBL_PET*)src)->db->range2;
  1836. break;
  1837. default:
  1838. view_range = AREA_SIZE;
  1839. }
  1840. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1841. return 0;
  1842. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1843. return 1;
  1844. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1845. case BL_PC: {
  1846. struct map_session_data *tsd = (TBL_PC*)target;
  1847. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1848. return 0;
  1849. if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || (status->mode&MD_DETECTOR)))
  1850. return 0;
  1851. if (tsc && tsc->data[SC__FEINTBOMB] && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1852. return 0;
  1853. }
  1854. break;
  1855. default:
  1856. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1857. return 0;
  1858. }
  1859. return 1;
  1860. }
  1861. /**
  1862. * Base ASPD value taken from the job tables
  1863. * @param sd: Player object
  1864. * @param status: Player status
  1865. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1866. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1867. **/
  1868. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1869. {
  1870. int amotion;
  1871. int classidx = pc_class2idx(sd->status.class_);
  1872. #ifdef RENEWAL_ASPD
  1873. short mod = -1;
  1874. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  1875. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1876. case W_1HSWORD:
  1877. case W_1HAXE: mod = 1;
  1878. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1879. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1880. }
  1881. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1882. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1883. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  1884. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  1885. - job_info[classidx].aspd_base[sd->weapontype2]
  1886. + job_info[classidx].aspd_base[sd->weapontype1]);
  1887. if ( sd->status.shield )
  1888. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  1889. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  1890. #else
  1891. // Base weapon delay
  1892. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1893. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1894. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  1895. // Percentual delay reduction from stats
  1896. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1897. #endif
  1898. // Raw delay adjustment from bAspd bonus
  1899. amotion += sd->bonus.aspd_add;
  1900. return amotion;
  1901. }
  1902. /**
  1903. * Base attack value calculated for units
  1904. * @param bl: Object to get attack for [PC|HOM]
  1905. * @param status: Object status
  1906. * @return base attack
  1907. * Note: Function only calculates Homunculus bATK in RENEWAL
  1908. **/
  1909. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1910. {
  1911. int flag = 0, str, dex,
  1912. #ifdef RENEWAL
  1913. rstr,
  1914. #endif
  1915. dstr;
  1916. if(!(bl->type&battle_config.enable_baseatk))
  1917. return 0;
  1918. if (bl->type == BL_PC)
  1919. switch(((TBL_PC*)bl)->status.weapon) {
  1920. case W_BOW:
  1921. case W_MUSICAL:
  1922. case W_WHIP:
  1923. case W_REVOLVER:
  1924. case W_RIFLE:
  1925. case W_GATLING:
  1926. case W_SHOTGUN:
  1927. case W_GRENADE:
  1928. flag = 1;
  1929. }
  1930. if (flag) {
  1931. #ifdef RENEWAL
  1932. rstr =
  1933. #endif
  1934. str = status->dex;
  1935. dex = status->str;
  1936. } else {
  1937. #ifdef RENEWAL
  1938. rstr =
  1939. #endif
  1940. str = status->str;
  1941. dex = status->dex;
  1942. }
  1943. /** [Skotlex]
  1944. * Normally only players have base-atk, but homunc have a different batk
  1945. * equation, hinting that perhaps non-players should use this for batk.
  1946. **/
  1947. #ifdef RENEWAL
  1948. if (bl->type == BL_HOM)
  1949. str = (int)(floor((rstr + dex + status->luk) / 3) + floor(((TBL_HOM*)bl)->homunculus.level / 10));
  1950. #endif
  1951. dstr = str/10;
  1952. str += dstr*dstr;
  1953. if (bl->type == BL_PC) {
  1954. #ifdef RENEWAL
  1955. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1956. #else
  1957. str+= dex/5 + status->luk/5;
  1958. #endif
  1959. }
  1960. return cap_value(str, 0, USHRT_MAX);
  1961. }
  1962. #ifdef RENEWAL
  1963. /**
  1964. * Weapon attack value calculated for Players
  1965. * @param wa: Weapon attack
  1966. * @param status: Player status
  1967. * @return weapon attack
  1968. **/
  1969. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
  1970. {
  1971. float str = status->str;
  1972. if (wa.range > 1)
  1973. str = status->dex;
  1974. // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  1975. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
  1976. }
  1977. #endif
  1978. #ifndef RENEWAL
  1979. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  1980. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  1981. #else
  1982. unsigned short status_base_matk(const struct status_data* status, int level) { return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4); }
  1983. #endif
  1984. /**
  1985. * Fills in the misc data that can be calculated from the other status info (except for level)
  1986. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  1987. * @param status: Player status
  1988. **/
  1989. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1990. {
  1991. int stat;
  1992. // Non players get the value set, players need to stack with previous bonuses.
  1993. if( bl->type != BL_PC )
  1994. status->batk =
  1995. status->hit = status->flee =
  1996. status->def2 = status->mdef2 =
  1997. status->cri = status->flee2 = 0;
  1998. #ifdef RENEWAL // Renewal formulas
  1999. if (bl->type == BL_MOB) {
  2000. //Hit
  2001. stat = status->hit;
  2002. stat += level + status->dex + 175;
  2003. status->hit = cap_value(stat,1,SHRT_MAX);
  2004. //Flee
  2005. stat = status->flee;
  2006. stat += level + status->agi + 100;
  2007. status->flee = cap_value(stat,1,SHRT_MAX);
  2008. } else if (bl->type == BL_HOM) {
  2009. status->hit = cap_value(level + status->dex + 150,1,SHRT_MAX); // base level + dex + 150
  2010. status->flee = cap_value(level + status->agi + level/10,1,SHRT_MAX); // base level + agi + base level/10
  2011. } else {
  2012. //Hit
  2013. stat = status->hit;
  2014. stat += level + status->dex + status->luk/3 + 175; // base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  2015. status->hit = cap_value(stat,1,SHRT_MAX);
  2016. //Flee
  2017. stat = status->flee;
  2018. stat += level + status->agi + status->luk/5 + 100; // base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  2019. status->flee = cap_value(stat,1,SHRT_MAX);
  2020. }
  2021. status->matk_min = status->matk_max = status_base_matk(status, level);
  2022. //Def2
  2023. stat = status->def2;
  2024. stat += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); // base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  2025. status->def2 = cap_value(stat,0,SHRT_MAX);
  2026. //MDef2
  2027. stat = status->mdef2;
  2028. stat += (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)
  2029. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  2030. #else
  2031. status->matk_min = status_base_matk_min(status);
  2032. status->matk_max = status_base_matk_max(status);
  2033. //Hit
  2034. stat = status->hit;
  2035. stat += level + status->dex;
  2036. status->hit = cap_value(stat,1,SHRT_MAX);
  2037. //Flee
  2038. stat = status->flee;
  2039. stat += level + status->agi;
  2040. status->flee = cap_value(stat,1,SHRT_MAX);
  2041. //Def2
  2042. stat = status->def2;
  2043. stat += status->vit;
  2044. status->def2 = cap_value(stat,0,SHRT_MAX);
  2045. //MDef2
  2046. stat = status->mdef2;
  2047. stat += status->int_ + (status->vit>>1);
  2048. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  2049. #endif
  2050. //Critical
  2051. if( bl->type&battle_config.enable_critical ) {
  2052. stat = status->cri;
  2053. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2054. status->cri = cap_value(stat,1,SHRT_MAX);
  2055. }
  2056. else
  2057. status->cri = 0;
  2058. if (bl->type&battle_config.enable_perfect_flee) {
  2059. stat = status->flee2;
  2060. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2061. status->flee2 = cap_value(stat,0,SHRT_MAX);
  2062. }
  2063. else
  2064. status->flee2 = 0;
  2065. if (status->batk) {
  2066. int temp = status->batk + status_base_atk(bl, status);
  2067. status->batk = cap_value(temp, 0, USHRT_MAX);
  2068. } else
  2069. status->batk = status_base_atk(bl, status);
  2070. if (status->cri)
  2071. switch (bl->type) {
  2072. case BL_MOB:
  2073. if(battle_config.mob_critical_rate != 100)
  2074. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2075. if(!status->cri && battle_config.mob_critical_rate)
  2076. status->cri = 10;
  2077. break;
  2078. case BL_PC:
  2079. // Players don't have a critical adjustment setting as of yet.
  2080. break;
  2081. default:
  2082. if(battle_config.critical_rate != 100)
  2083. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2084. if (!status->cri && battle_config.critical_rate)
  2085. status->cri = 10;
  2086. }
  2087. if(bl->type&BL_REGEN)
  2088. status_calc_regen(bl, status, status_get_regen_data(bl));
  2089. }
  2090. /** [Skotlex]
  2091. * Calculates the initial status for the given mob
  2092. * @param md: Mob object
  2093. * @param opt: Whether or not it is the first calculation
  2094. This will only be false when a mob levels up (Regular and WoE Guardians)
  2095. * @return 1 for calculated special statuses or 0 for none
  2096. **/
  2097. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2098. {
  2099. struct status_data *status;
  2100. struct block_list *mbl = NULL;
  2101. int flag=0;
  2102. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2103. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2104. ;
  2105. else
  2106. md->level = md->db->lv;
  2107. }
  2108. // Check if we need custom base-status
  2109. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2110. flag|=1;
  2111. if (md->special_state.size)
  2112. flag|=2;
  2113. if (md->guardian_data && md->guardian_data->guardup_lv)
  2114. flag|=4;
  2115. if (md->mob_id == MOBID_EMPERIUM)
  2116. flag|=4;
  2117. if (battle_config.slaves_inherit_speed && md->master_id)
  2118. flag|=8;
  2119. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2120. flag|=16;
  2121. if (!flag) { // No special status required.
  2122. if (md->base_status) {
  2123. aFree(md->base_status);
  2124. md->base_status = NULL;
  2125. }
  2126. if (opt&SCO_FIRST)
  2127. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2128. return 0;
  2129. }
  2130. if (!md->base_status)
  2131. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2132. status = md->base_status;
  2133. memcpy(status, &md->db->status, sizeof(struct status_data));
  2134. if (flag&(8|16))
  2135. mbl = map_id2bl(md->master_id);
  2136. if (flag&8 && mbl) {
  2137. struct status_data *mstatus = status_get_base_status(mbl);
  2138. if (mstatus &&
  2139. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  2140. status->speed = mstatus->speed;
  2141. if( status->speed < 2 ) // Minimum for the unit to function properly
  2142. status->speed = 2;
  2143. }
  2144. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2145. int diff = md->level - md->db->lv;
  2146. status->str+= diff;
  2147. status->agi+= diff;
  2148. status->vit+= diff;
  2149. status->int_+= diff;
  2150. status->dex+= diff;
  2151. status->luk+= diff;
  2152. status->max_hp += diff*status->vit;
  2153. status->max_sp += diff*status->int_;
  2154. status->hp = status->max_hp;
  2155. status->sp = status->max_sp;
  2156. status->speed -= cap_value(diff, 0, status->speed - 10);
  2157. }
  2158. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2159. if (md->special_state.size==SZ_MEDIUM) {
  2160. status->max_hp>>=1;
  2161. status->max_sp>>=1;
  2162. if (!status->max_hp) status->max_hp = 1;
  2163. if (!status->max_sp) status->max_sp = 1;
  2164. status->hp=status->max_hp;
  2165. status->sp=status->max_sp;
  2166. status->str>>=1;
  2167. status->agi>>=1;
  2168. status->vit>>=1;
  2169. status->int_>>=1;
  2170. status->dex>>=1;
  2171. status->luk>>=1;
  2172. if (!status->str) status->str = 1;
  2173. if (!status->agi) status->agi = 1;
  2174. if (!status->vit) status->vit = 1;
  2175. if (!status->int_) status->int_ = 1;
  2176. if (!status->dex) status->dex = 1;
  2177. if (!status->luk) status->luk = 1;
  2178. } else if (md->special_state.size==SZ_BIG) {
  2179. status->max_hp<<=1;
  2180. status->max_sp<<=1;
  2181. status->hp=status->max_hp;
  2182. status->sp=status->max_sp;
  2183. status->str<<=1;
  2184. status->agi<<=1;
  2185. status->vit<<=1;
  2186. status->int_<<=1;
  2187. status->dex<<=1;
  2188. status->luk<<=1;
  2189. }
  2190. }
  2191. status_calc_misc(&md->bl, status, md->level);
  2192. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2193. struct guild_castle *gc;
  2194. gc=guild_mapname2gc(map[md->bl.m].name);
  2195. if (!gc)
  2196. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2197. else
  2198. if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2199. #ifdef RENEWAL
  2200. status->max_hp += 50 * gc->defense;
  2201. status->max_sp += 70 * gc->defense;
  2202. #else
  2203. status->max_hp += 1000 * gc->defense;
  2204. status->max_sp += 200 * gc->defense;
  2205. #endif
  2206. status->hp = status->max_hp;
  2207. status->sp = status->max_sp;
  2208. status->def += (gc->defense+2)/3;
  2209. status->mdef += (gc->defense+2)/3;
  2210. }
  2211. if(md->mob_id != MOBID_EMPERIUM) {
  2212. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2213. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2214. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2215. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2216. }
  2217. }
  2218. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2219. struct unit_data *ud = unit_bl2ud(mbl);
  2220. // Remove special AI when this is used by regular mobs.
  2221. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2222. md->special_state.ai = AI_NONE;
  2223. if (ud) {
  2224. // Different levels of HP according to skill level
  2225. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2226. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2227. switch(ud->skill_id) {
  2228. case AM_SPHEREMINE:
  2229. status->max_hp = 2000 + 400*ud->skill_lv;
  2230. break;
  2231. case KO_ZANZOU:
  2232. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2233. break;
  2234. case AM_CANNIBALIZE:
  2235. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2236. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2237. break;
  2238. case MH_SUMMON_LEGION:
  2239. {
  2240. int homblvl = status_get_lv(mbl);
  2241. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2242. status->batk = 100 * (ud->skill_lv+5) / 2;
  2243. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2244. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2245. // status->aspd_rate = max(100,status->aspd_rate);
  2246. break;
  2247. }
  2248. case NC_SILVERSNIPER:
  2249. {
  2250. struct status_data *mstatus = status_get_status_data(mbl);
  2251. if(!mstatus)
  2252. break;
  2253. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2254. status->batk = 200 * ud->skill_lv;
  2255. break;
  2256. }
  2257. case NC_MAGICDECOY:
  2258. {
  2259. struct status_data *mstatus = status_get_status_data(mbl);
  2260. if(!mstatus)
  2261. break;
  2262. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2263. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2264. break;
  2265. }
  2266. }
  2267. status->hp = status->max_hp;
  2268. }
  2269. }
  2270. if (opt&SCO_FIRST) // Initial battle status
  2271. memcpy(&md->status, status, sizeof(struct status_data));
  2272. return 1;
  2273. }
  2274. /** [Skotlex]
  2275. * Calculates the stats of the given pet
  2276. * @param pd: Pet object
  2277. * @param opt: Whether or not it is the first calculation
  2278. This will only be false when a pet levels up
  2279. * @return 1
  2280. **/
  2281. int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2282. {
  2283. nullpo_ret(pd);
  2284. if (opt&SCO_FIRST) {
  2285. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2286. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2287. pd->status.class_ = CLASS_NORMAL;
  2288. pd->status.speed = pd->petDB->speed;
  2289. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2290. // Attack support requires the pet to be able to attack
  2291. pd->status.mode |= MD_CANATTACK;
  2292. }
  2293. }
  2294. if (battle_config.pet_lv_rate && pd->master) {
  2295. struct map_session_data *sd = pd->master;
  2296. int lv;
  2297. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2298. if (lv < 0)
  2299. lv = 1;
  2300. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2301. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2302. pd->pet.level = lv;
  2303. if (!(opt&SCO_FIRST)) // Lv Up animation
  2304. clif_misceffect(&pd->bl, 0);
  2305. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2306. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2307. status->str = (bstat->str*lv)/pd->db->lv;
  2308. status->agi = (bstat->agi*lv)/pd->db->lv;
  2309. status->vit = (bstat->vit*lv)/pd->db->lv;
  2310. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2311. status->dex = (bstat->dex*lv)/pd->db->lv;
  2312. status->luk = (bstat->luk*lv)/pd->db->lv;
  2313. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2314. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2315. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2316. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2317. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2318. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2319. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2320. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2321. status_calc_misc(&pd->bl, &pd->status, lv);
  2322. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2323. clif_send_petstatus(sd);
  2324. }
  2325. } else if (opt&SCO_FIRST) {
  2326. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2327. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2328. pd->pet.level = pd->db->lv;
  2329. }
  2330. // Support rate modifier (1000 = 100%)
  2331. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  2332. if(battle_config.pet_support_rate != 100)
  2333. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  2334. return 1;
  2335. }
  2336. /** [Cydh]
  2337. * Get HP bonus modifiers
  2338. * @param bl: block_list that will be checked
  2339. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2340. * @return bonus: total bonus for HP
  2341. */
  2342. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2343. int bonus = 0;
  2344. if (type == STATUS_BONUS_FIX) {
  2345. struct status_change *sc = status_get_sc(bl);
  2346. //Only for BL_PC
  2347. if (bl->type == BL_PC) {
  2348. struct map_session_data *sd = map_id2sd(bl->id);
  2349. uint8 i;
  2350. bonus += sd->bonus.hp;
  2351. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2352. bonus += i * 200;
  2353. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2354. bonus += 2000; // Supernovice lvl99 hp bonus.
  2355. }
  2356. //Bonus by SC
  2357. if (sc) {
  2358. if(sc->data[SC_INCMHP])
  2359. bonus += sc->data[SC_INCMHP]->val1;
  2360. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2361. bonus += 500;
  2362. if(sc->data[SC_LERADSDEW])
  2363. bonus += sc->data[SC_LERADSDEW]->val3;
  2364. if(sc->data[SC_INSPIRATION])
  2365. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2366. if(sc->data[SC_SOLID_SKIN_OPTION])
  2367. bonus += 2000;
  2368. if(sc->data[SC_MARIONETTE])
  2369. bonus -= 1000;
  2370. }
  2371. } else if (type == STATUS_BONUS_RATE) {
  2372. struct status_change *sc = status_get_sc(bl);
  2373. //Only for BL_PC
  2374. if (bl->type == BL_PC) {
  2375. struct map_session_data *sd = map_id2sd(bl->id);
  2376. bonus += sd->hprate;
  2377. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2378. //+200% for top ranking Taekwons over level 90.
  2379. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= battle_config.taekwon_ranker_min_lv && pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  2380. bonus += 200;
  2381. }
  2382. //Bonus by SC
  2383. if (sc) {
  2384. //Increasing
  2385. if(sc->data[SC_INCMHPRATE])
  2386. bonus += sc->data[SC_INCMHPRATE]->val1;
  2387. if(sc->data[SC_APPLEIDUN])
  2388. bonus += sc->data[SC_APPLEIDUN]->val2;
  2389. if(sc->data[SC_DELUGE])
  2390. bonus += sc->data[SC_DELUGE]->val2;
  2391. if(sc->data[SC_BERSERK])
  2392. bonus += 200; //+200%
  2393. if(sc->data[SC_MERC_HPUP])
  2394. bonus += sc->data[SC_MERC_HPUP]->val2;
  2395. if(sc->data[SC_EPICLESIS])
  2396. bonus += sc->data[SC_EPICLESIS]->val2;
  2397. if(sc->data[SC_FRIGG_SONG])
  2398. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2399. if(sc->data[SC_FORCEOFVANGUARD])
  2400. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2401. if(sc->data[SC_INSPIRATION])
  2402. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2403. if(sc->data[SC_RAISINGDRAGON])
  2404. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2405. if(sc->data[SC_GT_REVITALIZE])
  2406. bonus += (2 * sc->data[SC_GT_REVITALIZE]->val1);
  2407. if(sc->data[SC_MUSTLE_M])
  2408. bonus += sc->data[SC_MUSTLE_M]->val1;
  2409. if(sc->data[SC_ANGRIFFS_MODUS])
  2410. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2411. if(sc->data[SC_PETROLOGY_OPTION])
  2412. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2413. if(sc->data[SC_POWER_OF_GAIA])
  2414. bonus += sc->data[SC_POWER_OF_GAIA]->val2;
  2415. if(sc->data[SC_CURSED_SOIL_OPTION])
  2416. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2417. if(sc->data[SC_UPHEAVAL_OPTION])
  2418. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2419. //Decreasing
  2420. if(sc->data[SC_VENOMBLEED])
  2421. bonus -= 15;
  2422. if(sc->data[SC_BEYONDOFWARCRY])
  2423. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2424. if(sc->data[SC__WEAKNESS])
  2425. bonus -= sc->data[SC__WEAKNESS]->val2;
  2426. if(sc->data[SC_MYSTERIOUS_POWDER])
  2427. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2428. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2429. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2430. if(sc->data[SC_EQC])
  2431. bonus -= sc->data[SC_EQC]->val4;
  2432. }
  2433. }
  2434. return min(bonus,INT_MAX);
  2435. }
  2436. /** [Cydh]
  2437. * Get SP bonus modifiers
  2438. * @param bl: block_list that will be checked
  2439. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2440. * @return bonus: total bonus for SP
  2441. */
  2442. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2443. int bonus = 0;
  2444. if (type == STATUS_BONUS_FIX) {
  2445. struct status_change *sc = status_get_sc(bl);
  2446. //Only for BL_PC
  2447. if (bl->type == BL_PC) {
  2448. struct map_session_data *sd = map_id2sd(bl->id);
  2449. uint8 i;
  2450. bonus += sd->bonus.sp;
  2451. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2452. bonus += 30 * i;
  2453. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2454. bonus += 200 + 20 * i;
  2455. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2456. bonus += 30 * i;
  2457. }
  2458. //Bonus by SC
  2459. if (sc) {
  2460. if(sc->data[SC_INCMSP])
  2461. bonus += (sc->data[SC_INCMSP]->val1);
  2462. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2463. bonus += 50;
  2464. }
  2465. } else if (type == STATUS_BONUS_RATE) {
  2466. struct status_change *sc = status_get_sc(bl);
  2467. //Only for BL_PC
  2468. if (bl->type == BL_PC) {
  2469. struct map_session_data *sd = map_id2sd(bl->id);
  2470. uint8 i;
  2471. bonus += sd->sprate;
  2472. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2473. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2474. bonus += i;
  2475. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2476. bonus += 2 * i;
  2477. //+200% for top ranking Taekwons over level 90.
  2478. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= battle_config.taekwon_ranker_min_lv && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2479. bonus += 200;
  2480. }
  2481. //Bonus by SC
  2482. if (sc) {
  2483. if(sc->data[SC_INCMSPRATE])
  2484. bonus += sc->data[SC_INCMSPRATE]->val1;
  2485. if(sc->data[SC_RAISINGDRAGON])
  2486. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2487. if(sc->data[SC_SERVICE4U])
  2488. bonus += sc->data[SC_SERVICE4U]->val2;
  2489. if(sc->data[SC_MERC_SPUP])
  2490. bonus += sc->data[SC_MERC_SPUP]->val2;
  2491. if(sc->data[SC_LIFE_FORCE_F])
  2492. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2493. }
  2494. }
  2495. return min(bonus,INT_MAX);
  2496. }
  2497. /**
  2498. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2499. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2500. * @param sd Player
  2501. * @param stat Vit/Int of player as param modifier
  2502. * @param isHP true - calculates Max HP, false - calculated Max SP
  2503. * @return max The max value of HP or SP
  2504. **/
  2505. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2506. double max = 0;
  2507. uint16 idx, level, job_id;
  2508. nullpo_ret(sd);
  2509. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2510. idx = pc_class2idx(job_id);
  2511. level = max(sd->status.base_level,1);
  2512. if (isHP) { //Calculates MaxHP
  2513. max = job_info[idx].base_hp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
  2514. max += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2515. max *= (1 + status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2516. }
  2517. else { //Calculates MaxSP
  2518. max = job_info[idx].base_sp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
  2519. max += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2520. max *= (1 + status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2521. }
  2522. return cap_value((unsigned int)max,1,UINT_MAX);
  2523. }
  2524. /**
  2525. * Calculates player data from scratch without counting SC adjustments
  2526. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2527. * @param sd: Player object
  2528. * @param opt: Whether it is first calc (login) or not
  2529. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2530. **/
  2531. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  2532. {
  2533. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2534. struct status_data *status; ///< Pointer to the player's base status
  2535. const struct status_change *sc = &sd->sc;
  2536. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2537. int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
  2538. i, index, skill,refinedef=0;
  2539. if (++calculating > 10) // Too many recursive calls!
  2540. return -1;
  2541. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2542. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2543. b_weight = sd->weight;
  2544. b_max_weight = sd->max_weight;
  2545. b_cart_weight_max = sd->cart_weight_max;
  2546. pc_calc_skilltree(sd); // SkillTree calculation
  2547. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
  2548. if (opt&SCO_FIRST) {
  2549. // Load Hp/SP from char-received data.
  2550. sd->battle_status.hp = sd->status.hp;
  2551. sd->battle_status.sp = sd->status.sp;
  2552. sd->regen.sregen = &sd->sregen;
  2553. sd->regen.ssregen = &sd->ssregen;
  2554. sd->weight=0;
  2555. for(i=0;i<MAX_INVENTORY;i++) {
  2556. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2557. continue;
  2558. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2559. }
  2560. sd->cart_weight=0;
  2561. sd->cart_num=0;
  2562. for(i=0;i<MAX_CART;i++) {
  2563. if(sd->status.cart[i].nameid==0)
  2564. continue;
  2565. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2566. sd->cart_num++;
  2567. }
  2568. }
  2569. status = &sd->base_status;
  2570. // These are not zeroed. [zzo]
  2571. sd->hprate=100;
  2572. sd->sprate=100;
  2573. sd->castrate=100;
  2574. sd->delayrate=100;
  2575. sd->dsprate=100;
  2576. sd->hprecov_rate = 100;
  2577. sd->sprecov_rate = 100;
  2578. sd->matk_rate = 100;
  2579. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2580. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2581. sd->regen.state.block = 0;
  2582. // Zeroed arrays, order follows the order in pc.h.
  2583. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2584. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2585. + sizeof(sd->param_equip)
  2586. + sizeof(sd->subele)
  2587. + sizeof(sd->subrace)
  2588. + sizeof(sd->subclass)
  2589. + sizeof(sd->subrace2)
  2590. + sizeof(sd->subsize)
  2591. + sizeof(sd->reseff)
  2592. + sizeof(sd->weapon_coma_ele)
  2593. + sizeof(sd->weapon_coma_race)
  2594. + sizeof(sd->weapon_coma_class)
  2595. + sizeof(sd->weapon_atk)
  2596. + sizeof(sd->weapon_atk_rate)
  2597. + sizeof(sd->arrow_addele)
  2598. + sizeof(sd->arrow_addrace)
  2599. + sizeof(sd->arrow_addclass)
  2600. + sizeof(sd->arrow_addsize)
  2601. + sizeof(sd->magic_addele)
  2602. + sizeof(sd->magic_addrace)
  2603. + sizeof(sd->magic_addclass)
  2604. + sizeof(sd->magic_addsize)
  2605. + sizeof(sd->magic_atk_ele)
  2606. + sizeof(sd->critaddrace)
  2607. + sizeof(sd->expaddrace)
  2608. + sizeof(sd->expaddclass)
  2609. + sizeof(sd->ignore_def_by_race)
  2610. + sizeof(sd->ignore_mdef_by_race)
  2611. + sizeof(sd->ignore_mdef_by_class)
  2612. + sizeof(sd->sp_gain_race)
  2613. + sizeof(sd->sp_gain_race_attack)
  2614. + sizeof(sd->hp_gain_race_attack)
  2615. );
  2616. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2617. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2618. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  2619. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2620. memset(&sd->special_state,0,sizeof(sd->special_state));
  2621. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2622. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2623. if (!sd->state.permanent_speed)
  2624. status->speed = DEFAULT_WALK_SPEED;
  2625. // Give them all modes except these (useful for clones)
  2626. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2627. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2628. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  2629. if (sd->class_&JOBL_BABY) {
  2630. if (battle_config.character_size&SZ_BIG)
  2631. status->size++;
  2632. } else
  2633. if(battle_config.character_size&SZ_MEDIUM)
  2634. status->size++;
  2635. }
  2636. status->aspd_rate = 1000;
  2637. status->ele_lv = 1;
  2638. status->race = RC_PLAYER;
  2639. status->class_ = CLASS_NORMAL;
  2640. // Zero up structures...
  2641. memset(&sd->autospell,0,sizeof(sd->autospell)
  2642. + sizeof(sd->autospell2)
  2643. + sizeof(sd->autospell3)
  2644. + sizeof(sd->addeff)
  2645. + sizeof(sd->addeff2)
  2646. + sizeof(sd->addeff3)
  2647. + sizeof(sd->skillatk)
  2648. + sizeof(sd->skillusesprate)
  2649. + sizeof(sd->skillusesp)
  2650. + sizeof(sd->skillheal)
  2651. + sizeof(sd->skillheal2)
  2652. + sizeof(sd->hp_loss)
  2653. + sizeof(sd->sp_loss)
  2654. + sizeof(sd->hp_regen)
  2655. + sizeof(sd->sp_regen)
  2656. + sizeof(sd->skillblown)
  2657. + sizeof(sd->skillcast)
  2658. + sizeof(sd->add_def)
  2659. + sizeof(sd->add_mdef)
  2660. + sizeof(sd->add_mdmg)
  2661. + sizeof(sd->add_drop)
  2662. + sizeof(sd->itemhealrate)
  2663. + sizeof(sd->subele2)
  2664. + sizeof(sd->skillcooldown)
  2665. + sizeof(sd->skillfixcast)
  2666. + sizeof(sd->skillvarcast)
  2667. + sizeof(sd->skillfixcastrate)
  2668. );
  2669. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2670. // Autobonus
  2671. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2672. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2673. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2674. pc_itemgrouphealrate_clear(sd);
  2675. npc_script_event(sd, NPCE_STATCALC);
  2676. // Parse equipment
  2677. for(i=0;i<EQI_MAX;i++) {
  2678. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2679. if(index < 0)
  2680. continue;
  2681. if(i == EQI_AMMO)
  2682. continue;
  2683. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  2684. continue;
  2685. if(!sd->inventory_data[index])
  2686. continue;
  2687. status->def += sd->inventory_data[index]->def;
  2688. // Items may be equipped, their effects however are nullified.
  2689. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  2690. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  2691. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2692. if (!calculating)
  2693. return 1;
  2694. }
  2695. // Sanitize the refine level in case someone decreased the value inbetween
  2696. if (sd->status.inventory[index].refine > MAX_REFINE)
  2697. sd->status.inventory[index].refine = MAX_REFINE;
  2698. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2699. int r = sd->status.inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  2700. struct weapon_data *wd;
  2701. struct weapon_atk *wa;
  2702. if(wlv >= REFINE_TYPE_MAX)
  2703. wlv = REFINE_TYPE_MAX - 1;
  2704. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2705. wd = &sd->left_weapon; // Left-hand weapon
  2706. wa = &status->lhw;
  2707. } else {
  2708. wd = &sd->right_weapon;
  2709. wa = &status->rhw;
  2710. }
  2711. wa->atk += sd->inventory_data[index]->atk;
  2712. if(r)
  2713. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2714. #ifdef RENEWAL
  2715. wa->matk += sd->inventory_data[index]->matk;
  2716. wa->wlv = wlv;
  2717. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  2718. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2719. #endif
  2720. if(r) // Overrefine bonus.
  2721. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2722. wa->range += sd->inventory_data[index]->range;
  2723. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2724. if (wd == &sd->left_weapon) {
  2725. sd->state.lr_flag = 1;
  2726. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2727. sd->state.lr_flag = 0;
  2728. } else
  2729. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2730. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2731. return 1;
  2732. }
  2733. if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
  2734. wd->star += (sd->status.inventory[index].card[1]>>8);
  2735. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2736. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2737. wd->star += 10;
  2738. if (!wa->ele) // Do not overwrite element from previous bonuses.
  2739. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2740. }
  2741. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2742. int r;
  2743. if ( (r = sd->status.inventory[index].refine) )
  2744. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2745. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2746. if( i == EQI_HAND_L ) // Shield
  2747. sd->state.lr_flag = 3;
  2748. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2749. if( i == EQI_HAND_L ) // Shield
  2750. sd->state.lr_flag = 0;
  2751. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2752. return 1;
  2753. }
  2754. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  2755. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2756. if( !calculating )
  2757. return 1;
  2758. }
  2759. }
  2760. if(sd->equip_index[EQI_AMMO] >= 0) {
  2761. index = sd->equip_index[EQI_AMMO];
  2762. if(sd->inventory_data[index]) { // Arrows
  2763. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2764. sd->state.lr_flag = 2;
  2765. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  2766. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2767. sd->state.lr_flag = 0;
  2768. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  2769. return 1;
  2770. }
  2771. }
  2772. // We've got combos to process and check
  2773. if( sd->combos.count ) {
  2774. DBMap *combo_db = itemdb_get_combodb();
  2775. for (i = 0; i < sd->combos.count; i++) {
  2776. uint8 j = 0;
  2777. bool no_run = false;
  2778. struct item_combo *combo = (struct item_combo *)idb_get(combo_db,sd->combos.id[i]);
  2779. if (!sd->combos.bonus[i])
  2780. continue;
  2781. // Check combo items
  2782. while (j < combo->count) {
  2783. struct item_data *id = itemdb_exists(combo->nameid[j]);
  2784. // Don't run the script if at least one of combo's pair has restriction
  2785. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  2786. no_run = true;
  2787. break;
  2788. }
  2789. j++;
  2790. }
  2791. if (no_run)
  2792. continue;
  2793. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2794. if (!calculating) // Abort, run_script retriggered this
  2795. return 1;
  2796. }
  2797. }
  2798. // Store equipment script bonuses
  2799. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2800. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2801. status->def += (refinedef+50)/100;
  2802. // Parse Cards
  2803. for(i=0;i<EQI_MAX;i++) {
  2804. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2805. if(index < 0)
  2806. continue;
  2807. if(i == EQI_AMMO)
  2808. continue;
  2809. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  2810. continue;
  2811. if(sd->inventory_data[index]) {
  2812. int j;
  2813. struct item_data *data;
  2814. // Card script execution.
  2815. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2816. continue;
  2817. for(j=0;j<MAX_SLOTS;j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2818. int c= sd->status.inventory[index].card[j];
  2819. current_equip_card_id= c;
  2820. if(!c)
  2821. continue;
  2822. data = itemdb_exists(c);
  2823. if(!data)
  2824. continue;
  2825. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  2826. run_script(data->equip_script,0,sd->bl.id,0);
  2827. if (!calculating)
  2828. return 1;
  2829. }
  2830. if(!data->script)
  2831. continue;
  2832. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  2833. continue;
  2834. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
  2835. sd->state.lr_flag = 1;
  2836. run_script(data->script,0,sd->bl.id,0);
  2837. sd->state.lr_flag = 0;
  2838. } else
  2839. run_script(data->script,0,sd->bl.id,0);
  2840. if (!calculating) // Abort, run_script his function. [Skotlex]
  2841. return 1;
  2842. }
  2843. }
  2844. }
  2845. if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
  2846. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2847. if( data && data->script )
  2848. run_script(data->script,0,sd->bl.id,0);
  2849. }
  2850. for (i = 0; i < MAX_PC_BONUS_SCRIPT; i++) { //Process script Bonus [Cydh]
  2851. if (!(&sd->bonus_script[i]) || !sd->bonus_script[i].script)
  2852. continue;
  2853. if (!sd->bonus_script[i].tid) //Just add timer only for new attached script
  2854. sd->bonus_script[i].tid = add_timer(sd->bonus_script[i].tick,pc_bonus_script_timer,sd->bl.id,i);
  2855. run_script(sd->bonus_script[i].script,0,sd->bl.id,0);
  2856. }
  2857. if( sd->pd ) { // Pet Bonus
  2858. struct pet_data *pd = sd->pd;
  2859. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2860. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2861. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2862. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2863. }
  2864. // param_bonus now holds card bonuses.
  2865. if(status->rhw.range < 1) status->rhw.range = 1;
  2866. if(status->lhw.range < 1) status->lhw.range = 1;
  2867. if(status->rhw.range < status->lhw.range)
  2868. status->rhw.range = status->lhw.range;
  2869. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2870. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2871. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2872. // Damage modifiers from weapon type
  2873. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2874. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2875. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2876. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2877. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2878. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2879. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  2880. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2881. { // When Riding with spear, damage modifier to mid-class becomes
  2882. // same as versus large size.
  2883. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2884. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2885. }
  2886. // ----- STATS CALCULATION -----
  2887. // Job bonuses
  2888. index = pc_class2idx(sd->status.class_);
  2889. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  2890. if(!job_info[index].job_bonus[i])
  2891. continue;
  2892. switch(job_info[index].job_bonus[i]) {
  2893. case 1: status->str++; break;
  2894. case 2: status->agi++; break;
  2895. case 3: status->vit++; break;
  2896. case 4: status->int_++; break;
  2897. case 5: status->dex++; break;
  2898. case 6: status->luk++; break;
  2899. }
  2900. }
  2901. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2902. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  2903. status->str += 10;
  2904. status->agi += 10;
  2905. status->vit += 10;
  2906. status->int_+= 10;
  2907. status->dex += 10;
  2908. status->luk += 10;
  2909. }
  2910. // Absolute modifiers from passive skills
  2911. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2912. status->str++;
  2913. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2914. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2915. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2916. status->dex += skill;
  2917. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2918. status->int_ += skill;
  2919. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2920. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2921. status->str = cap_value(i,0,USHRT_MAX);
  2922. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2923. status->agi = cap_value(i,0,USHRT_MAX);
  2924. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2925. status->vit = cap_value(i,0,USHRT_MAX);
  2926. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2927. status->int_ = cap_value(i,0,USHRT_MAX);
  2928. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2929. status->dex = cap_value(i,0,USHRT_MAX);
  2930. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2931. status->luk = cap_value(i,0,USHRT_MAX);
  2932. // ------ ATTACK CALCULATION ------
  2933. // Base batk value is set in status_calc_misc
  2934. #ifndef RENEWAL
  2935. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  2936. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2937. status->batk += sd->weapon_atk[sd->status.weapon];
  2938. // Absolute modifiers from passive skills
  2939. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2940. status->batk += 4;
  2941. #else
  2942. status->watk = status_weapon_atk(status->rhw, status);
  2943. status->watk2 = status_weapon_atk(status->lhw, status);
  2944. status->eatk = max(sd->bonus.eatk,0);
  2945. #endif
  2946. // ----- HP MAX CALCULATION -----
  2947. status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  2948. if(battle_config.hp_rate != 100)
  2949. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  2950. status->max_hp = cap_value(status->max_hp,1,(unsigned int)battle_config.max_hp);
  2951. // ----- SP MAX CALCULATION -----
  2952. status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  2953. if(battle_config.sp_rate != 100)
  2954. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  2955. status->max_sp = cap_value(status->max_sp,1,(unsigned int)battle_config.max_sp);
  2956. // ----- RESPAWN HP/SP -----
  2957. // Calc respawn hp and store it on base_status
  2958. if (sd->special_state.restart_full_recover) {
  2959. status->hp = status->max_hp;
  2960. status->sp = status->max_sp;
  2961. } else {
  2962. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2963. && battle_config.restart_hp_rate < 50)
  2964. status->hp = status->max_hp>>1;
  2965. else
  2966. status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
  2967. if(!status->hp)
  2968. status->hp = 1;
  2969. status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
  2970. if( !status->sp ) // The minimum for the respawn setting is SP:1
  2971. status->sp = 1;
  2972. }
  2973. // ----- MISC CALCULATION -----
  2974. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2975. // Equipment modifiers for misc settings
  2976. if(sd->matk_rate < 0)
  2977. sd->matk_rate = 0;
  2978. if(sd->matk_rate != 100) {
  2979. status->matk_max = status->matk_max * sd->matk_rate/100;
  2980. status->matk_min = status->matk_min * sd->matk_rate/100;
  2981. }
  2982. if(sd->hit_rate < 0)
  2983. sd->hit_rate = 0;
  2984. if(sd->hit_rate != 100)
  2985. status->hit = status->hit * sd->hit_rate/100;
  2986. if(sd->flee_rate < 0)
  2987. sd->flee_rate = 0;
  2988. if(sd->flee_rate != 100)
  2989. status->flee = status->flee * sd->flee_rate/100;
  2990. if(sd->def2_rate < 0)
  2991. sd->def2_rate = 0;
  2992. if(sd->def2_rate != 100)
  2993. status->def2 = status->def2 * sd->def2_rate/100;
  2994. if(sd->mdef2_rate < 0)
  2995. sd->mdef2_rate = 0;
  2996. if(sd->mdef2_rate != 100)
  2997. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2998. if(sd->critical_rate < 0)
  2999. sd->critical_rate = 0;
  3000. if(sd->critical_rate != 100)
  3001. status->cri = cap_value(status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3002. if(sd->flee2_rate < 0)
  3003. sd->flee2_rate = 0;
  3004. if(sd->flee2_rate != 100)
  3005. status->flee2 = status->flee2 * sd->flee2_rate/100;
  3006. // ----- HIT CALCULATION -----
  3007. // Absolute modifiers from passive skills
  3008. #ifndef RENEWAL
  3009. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3010. status->hit += skill*2;
  3011. #endif
  3012. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3013. #ifndef RENEWAL
  3014. status->hit += skill;
  3015. #endif
  3016. if(sd->status.weapon == W_BOW)
  3017. status->rhw.range += skill;
  3018. }
  3019. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3020. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3021. status->hit += 2*skill;
  3022. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3023. status->hit += skill;
  3024. status->rhw.range += skill;
  3025. }
  3026. }
  3027. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3028. status->hit += skill * 3;
  3029. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3030. status->hit += skill * 2;
  3031. // ----- FLEE CALCULATION -----
  3032. // Absolute modifiers from passive skills
  3033. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3034. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3035. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3036. status->flee += (skill*3)>>1;
  3037. // ----- EQUIPMENT-DEF CALCULATION -----
  3038. // Apply relative modifiers from equipment
  3039. if(sd->def_rate < 0)
  3040. sd->def_rate = 0;
  3041. if(sd->def_rate != 100) {
  3042. i = status->def * sd->def_rate/100;
  3043. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3044. }
  3045. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3046. status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3047. #ifndef RENEWAL
  3048. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) {
  3049. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  3050. status->def = (unsigned char)battle_config.max_def;
  3051. }
  3052. #endif
  3053. // ----- EQUIPMENT-MDEF CALCULATION -----
  3054. // Apply relative modifiers from equipment
  3055. if(sd->mdef_rate < 0)
  3056. sd->mdef_rate = 0;
  3057. if(sd->mdef_rate != 100) {
  3058. i = status->mdef * sd->mdef_rate/100;
  3059. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3060. }
  3061. #ifndef RENEWAL
  3062. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) {
  3063. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  3064. status->mdef = (signed char)battle_config.max_def;
  3065. }
  3066. #endif
  3067. // ----- ASPD CALCULATION -----
  3068. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3069. // Basic ASPD value
  3070. i = status_base_amotion_pc(sd,status);
  3071. status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3072. // Relative modifiers from passive skills
  3073. #ifndef RENEWAL_ASPD
  3074. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3075. status->aspd_rate -= 5*skill;
  3076. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  3077. status->aspd_rate -= 30*skill;
  3078. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3079. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3080. status->aspd_rate -= ((skill+1)/2) * 10;
  3081. if(pc_isriding(sd))
  3082. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3083. else if(pc_isridingdragon(sd))
  3084. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3085. #else // Needs more info
  3086. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3087. status->aspd_rate += 5*skill;
  3088. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  3089. status->aspd_rate += 30*skill;
  3090. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3091. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3092. status->aspd_rate += ((skill+1)/2) * 10;
  3093. if(pc_isriding(sd))
  3094. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3095. else if(pc_isridingdragon(sd))
  3096. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3097. #endif
  3098. status->adelay = 2*status->amotion;
  3099. // ----- DMOTION -----
  3100. i = 800-status->agi*4;
  3101. status->dmotion = cap_value(i, 400, 800);
  3102. if(battle_config.pc_damage_delay_rate != 100)
  3103. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3104. // ----- MISC CALCULATIONS -----
  3105. // Weight
  3106. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  3107. sd->max_weight += 2000*skill;
  3108. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  3109. sd->max_weight += 10000;
  3110. else if(pc_isridingdragon(sd))
  3111. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  3112. if(sc->data[SC_KNOWLEDGE])
  3113. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  3114. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  3115. sd->max_weight += 2000*skill;
  3116. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  3117. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3118. sd->regen.state.walk = 1;
  3119. else
  3120. sd->regen.state.walk = 0;
  3121. // Skill SP cost
  3122. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3123. sd->dsprate -= 4*skill;
  3124. if(sc->data[SC_SERVICE4U])
  3125. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3126. if(sc->data[SC_SPCOST_RATE])
  3127. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3128. // Underflow protections.
  3129. if(sd->dsprate < 0)
  3130. sd->dsprate = 0;
  3131. if(sd->castrate < 0)
  3132. sd->castrate = 0;
  3133. if(sd->delayrate < 0)
  3134. sd->delayrate = 0;
  3135. if(sd->hprecov_rate < 0)
  3136. sd->hprecov_rate = 0;
  3137. if(sd->sprecov_rate < 0)
  3138. sd->sprecov_rate = 0;
  3139. // Anti-element and anti-race
  3140. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3141. sd->subele[ELE_HOLY] += skill*5;
  3142. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3143. sd->subele[ELE_NEUTRAL] += skill;
  3144. sd->subele[ELE_FIRE] += skill*4;
  3145. }
  3146. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3147. #ifdef RENEWAL
  3148. skill = skill * 2;
  3149. #else
  3150. skill = skill * 4;
  3151. #endif
  3152. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3153. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3154. sd->magic_addrace[RC_DRAGON]+=skill;
  3155. sd->subrace[RC_DRAGON]+=skill;
  3156. }
  3157. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3158. sd->right_weapon.addrace[RC_DEMON] += skill;
  3159. sd->right_weapon.addele[ELE_DARK] += skill;
  3160. sd->left_weapon.addrace[RC_DEMON] += skill;
  3161. sd->left_weapon.addele[ELE_DARK] += skill;
  3162. sd->magic_addrace[RC_DEMON] += skill;
  3163. sd->magic_addele[ELE_DARK] += skill;
  3164. sd->subrace[RC_DEMON] += skill;
  3165. sd->subele[ELE_DARK] += skill;
  3166. }
  3167. if(sc->count) {
  3168. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3169. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3170. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3171. }
  3172. if(sc->data[SC_SIEGFRIED]) {
  3173. i = sc->data[SC_SIEGFRIED]->val2;
  3174. sd->subele[ELE_WATER] += i;
  3175. sd->subele[ELE_EARTH] += i;
  3176. sd->subele[ELE_FIRE] += i;
  3177. sd->subele[ELE_WIND] += i;
  3178. sd->subele[ELE_POISON] += i;
  3179. sd->subele[ELE_HOLY] += i;
  3180. sd->subele[ELE_DARK] += i;
  3181. sd->subele[ELE_GHOST] += i;
  3182. sd->subele[ELE_UNDEAD] += i;
  3183. }
  3184. if(sc->data[SC_PROVIDENCE]) {
  3185. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3186. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3187. }
  3188. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  3189. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  3190. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  3191. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  3192. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  3193. }
  3194. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3195. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3196. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3197. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3198. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3199. }
  3200. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3201. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3202. sd->subele[ELE_FIRE] += i;
  3203. sd->subele[ELE_WATER] -= i;
  3204. }
  3205. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3206. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3207. sd->subele[ELE_WATER] += i;
  3208. sd->subele[ELE_WIND] -= i;
  3209. }
  3210. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3211. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3212. sd->subele[ELE_WIND] += i;
  3213. sd->subele[ELE_EARTH] -= i;
  3214. }
  3215. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3216. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3217. sd->subele[ELE_EARTH] += i;
  3218. sd->subele[ELE_FIRE] -= i;
  3219. }
  3220. if (sc->data[SC_MTF_MLEATKED] )
  3221. sd->subele[ELE_NEUTRAL] += 2;
  3222. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3223. sd->magic_addele[ELE_FIRE] += 25;
  3224. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3225. sd->magic_addele[ELE_WATER] += 25;
  3226. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3227. sd->magic_addele[ELE_WIND] += 25;
  3228. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3229. sd->magic_addele[ELE_EARTH] += 25;
  3230. }
  3231. status_cpy(&sd->battle_status, status);
  3232. // ----- CLIENT-SIDE REFRESH -----
  3233. if(!sd->bl.prev) {
  3234. // Will update on LoadEndAck
  3235. calculating = 0;
  3236. return 0;
  3237. }
  3238. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3239. clif_skillinfoblock(sd);
  3240. if(b_weight != sd->weight)
  3241. clif_updatestatus(sd,SP_WEIGHT);
  3242. if(b_max_weight != sd->max_weight) {
  3243. clif_updatestatus(sd,SP_MAXWEIGHT);
  3244. pc_updateweightstatus(sd);
  3245. }
  3246. if( b_cart_weight_max != sd->cart_weight_max ) {
  3247. clif_updatestatus(sd,SP_CARTINFO);
  3248. }
  3249. calculating = 0;
  3250. return 0;
  3251. }
  3252. /**
  3253. * Calculates Mercenary data
  3254. * @param md: Mercenary object
  3255. * @param opt: Whether it is first calc or not (0 on level up or status)
  3256. * @return 0
  3257. **/
  3258. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3259. {
  3260. struct status_data *status = &md->base_status;
  3261. struct s_mercenary *merc = &md->mercenary;
  3262. if (opt&SCO_FIRST) {
  3263. memcpy(status, &md->db->status, sizeof(struct status_data));
  3264. status->class_ = CLASS_NORMAL;
  3265. status->mode = MD_CANMOVE|MD_CANATTACK;
  3266. status->hp = status->max_hp;
  3267. status->sp = status->max_sp;
  3268. md->battle_status.hp = merc->hp;
  3269. md->battle_status.sp = merc->sp;
  3270. if (md->master)
  3271. status->speed = status_get_speed(&md->master->bl);
  3272. }
  3273. status_calc_misc(&md->bl, status, md->db->lv);
  3274. status_cpy(&md->battle_status, status);
  3275. return 0;
  3276. }
  3277. /**
  3278. * Calculates Homunculus data
  3279. * @param hd: Homunculus object
  3280. * @param opt: Whether it is first calc or not (0 on level up or status)
  3281. * @return 1
  3282. **/
  3283. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3284. {
  3285. struct status_data *status = &hd->base_status;
  3286. struct s_homunculus *hom = &hd->homunculus;
  3287. int skill;
  3288. int amotion;
  3289. status->str = hom->str / 10;
  3290. status->agi = hom->agi / 10;
  3291. status->vit = hom->vit / 10;
  3292. status->dex = hom->dex / 10;
  3293. status->int_ = hom->int_ / 10;
  3294. status->luk = hom->luk / 10;
  3295. if (opt&SCO_FIRST) {
  3296. const struct s_homunculus_db *db = hd->homunculusDB;
  3297. status->def_ele = db->element;
  3298. status->ele_lv = 1;
  3299. status->race = db->race;
  3300. status->class_ = CLASS_NORMAL;
  3301. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  3302. status->rhw.range = 1 + status->size;
  3303. status->mode = MD_CANMOVE|MD_CANATTACK;
  3304. status->speed = DEFAULT_WALK_SPEED;
  3305. if (battle_config.hom_setting&0x8 && hd->master)
  3306. status->speed = status_get_speed(&hd->master->bl);
  3307. status->hp = 1;
  3308. status->sp = 1;
  3309. }
  3310. status->aspd_rate = 1000;
  3311. #ifdef RENEWAL
  3312. status->def = (status->vit + (hom->level / 10)) + ((status->agi + (hom->level / 10)) / 2);
  3313. status->mdef = status->int_ + ((status->int_ + status->dex + status->luk) / 3) + (hom->level / 10) * 2;
  3314. amotion = (1000 -2*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3315. #else
  3316. skill = hom->level/10 + status->vit/5;
  3317. status->def = cap_value(skill, 0, 99);
  3318. skill = hom->level/10 + status->int_/5;
  3319. status->mdef = cap_value(skill, 0, 99);
  3320. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3321. #endif
  3322. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3323. status->adelay = status->amotion; /// It seems adelay = amotion for Homunculus.
  3324. status->max_hp = hom->max_hp ;
  3325. status->max_sp = hom->max_sp ;
  3326. hom_calc_skilltree(hd, 0);
  3327. if((skill=hom_checkskill(hd,HAMI_SKIN)) > 0)
  3328. status->def += skill * 4;
  3329. if((skill = hom_checkskill(hd,HVAN_INSTRUCT)) > 0) {
  3330. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  3331. status->str += 1 +skill/3 +skill/3 +skill/4;
  3332. }
  3333. if((skill=hom_checkskill(hd,HAMI_SKIN)) > 0)
  3334. status->max_hp += skill * 2 * status->max_hp / 100;
  3335. if((skill = hom_checkskill(hd,HLIF_BRAIN)) > 0)
  3336. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  3337. if (opt&SCO_FIRST) {
  3338. hd->battle_status.hp = hom->hp ;
  3339. hd->battle_status.sp = hom->sp ;
  3340. if(hom->class_ == 6052) // Eleanor
  3341. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3342. }
  3343. #ifndef RENEWAL
  3344. status->rhw.atk = status->dex;
  3345. status->rhw.atk2 = status->str + hom->level;
  3346. #endif
  3347. status_calc_misc(&hd->bl, status, hom->level);
  3348. #ifdef RENEWAL
  3349. status->matk_max = status->matk_min;
  3350. #endif
  3351. status_cpy(&hd->battle_status, status);
  3352. return 1;
  3353. }
  3354. /**
  3355. * Calculates Elemental data
  3356. * @param ed: Elemental object
  3357. * @param opt: Whether it is first calc or not (0 on status change)
  3358. * @return 0
  3359. **/
  3360. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3361. {
  3362. struct status_data *status = &ed->base_status;
  3363. struct s_elemental *ele = &ed->elemental;
  3364. struct map_session_data *sd = ed->master;
  3365. if( !sd )
  3366. return 0;
  3367. if (opt&SCO_FIRST) {
  3368. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3369. if( !ele->mode )
  3370. status->mode = EL_MODE_PASSIVE;
  3371. else
  3372. status->mode = ele->mode;
  3373. status->class_ = CLASS_NORMAL;
  3374. status_calc_misc(&ed->bl, status, 0);
  3375. status->max_hp = ele->max_hp;
  3376. status->max_sp = ele->max_sp;
  3377. status->hp = ele->hp;
  3378. status->sp = ele->sp;
  3379. status->rhw.atk = ele->atk;
  3380. status->rhw.atk2 = ele->atk2;
  3381. status->matk_min += ele->matk;
  3382. status->def += ele->def;
  3383. status->mdef += ele->mdef;
  3384. status->flee = ele->flee;
  3385. status->hit = ele->hit;
  3386. if (ed->master)
  3387. status->speed = status_get_speed(&ed->master->bl);
  3388. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3389. } else {
  3390. status_calc_misc(&ed->bl, status, 0);
  3391. status_cpy(&ed->battle_status, status);
  3392. }
  3393. return 0;
  3394. }
  3395. /**
  3396. * Calculates NPC data
  3397. * @param nd: NPC object
  3398. * @param opt: Whether it is first calc or not (what?)
  3399. * @return 0
  3400. **/
  3401. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3402. {
  3403. struct status_data *status = &nd->status;
  3404. if (!nd)
  3405. return 0;
  3406. if (opt&SCO_FIRST) {
  3407. status->hp = 1;
  3408. status->sp = 1;
  3409. status->max_hp = 1;
  3410. status->max_sp = 1;
  3411. status->def_ele = ELE_NEUTRAL;
  3412. status->ele_lv = 1;
  3413. status->race = RC_DEMIHUMAN;
  3414. status->class_ = CLASS_NORMAL;
  3415. status->size = nd->size;
  3416. status->rhw.range = 1 + status->size;
  3417. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3418. status->speed = nd->speed;
  3419. }
  3420. status->str = nd->stat_point;
  3421. status->agi = nd->stat_point;
  3422. status->vit = nd->stat_point;
  3423. status->int_= nd->stat_point;
  3424. status->dex = nd->stat_point;
  3425. status->luk = nd->stat_point;
  3426. status_calc_misc(&nd->bl, status, nd->level);
  3427. status_cpy(&nd->status, status);
  3428. return 0;
  3429. }
  3430. /**
  3431. * Calculates regeneration values
  3432. * Applies passive skill regeneration additions
  3433. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3434. * @param status: Object's status
  3435. * @param regen: Object's base regeneration data
  3436. **/
  3437. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3438. {
  3439. struct map_session_data *sd;
  3440. int val, skill, reg_flag;
  3441. if( !(bl->type&BL_REGEN) || !regen )
  3442. return;
  3443. sd = BL_CAST(BL_PC,bl);
  3444. val = 1 + (status->vit/5) + (status->max_hp/200);
  3445. if( sd && sd->hprecov_rate != 100 )
  3446. val = val*sd->hprecov_rate/100;
  3447. reg_flag = bl->type == BL_PC ? 0 : 1;
  3448. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3449. val = 1 + (status->int_/6) + (status->max_sp/100);
  3450. if( status->int_ >= 120 )
  3451. val += ((status->int_-120)>>1) + 4;
  3452. if( sd && sd->sprecov_rate != 100 )
  3453. val = val*sd->sprecov_rate/100;
  3454. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3455. if( sd ) {
  3456. struct regen_data_sub *sregen;
  3457. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3458. val = regen->sp*(100+3*skill)/100;
  3459. regen->sp = cap_value(val, 1, SHRT_MAX);
  3460. }
  3461. // Only players have skill/sitting skill regen for now.
  3462. sregen = regen->sregen;
  3463. val = 0;
  3464. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3465. val += skill*5 + skill*status->max_hp/500;
  3466. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3467. val = 0;
  3468. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3469. val += skill*3 + skill*status->max_sp/500;
  3470. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3471. val += skill*3 + skill*status->max_sp/500;
  3472. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3473. val += 3 + 3 * skill;
  3474. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3475. // Skill-related recovery (only when sit)
  3476. sregen = regen->ssregen;
  3477. val = 0;
  3478. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3479. val += skill*4 + skill*status->max_hp/500;
  3480. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3481. val += skill*30 + skill*status->max_hp/500;
  3482. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3483. val = 0;
  3484. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3485. val += skill*3 + skill*status->max_sp/500;
  3486. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3487. val += (30+10*skill)*val/100;
  3488. }
  3489. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3490. val += skill*2 + skill*status->max_sp/500;
  3491. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3492. }
  3493. if( bl->type == BL_HOM ) {
  3494. struct homun_data *hd = (TBL_HOM*)bl;
  3495. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3496. val = regen->hp*(100+5*skill)/100;
  3497. regen->hp = cap_value(val, 1, SHRT_MAX);
  3498. }
  3499. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3500. val = regen->sp*(100+3*skill)/100;
  3501. regen->sp = cap_value(val, 1, SHRT_MAX);
  3502. }
  3503. } else if( bl->type == BL_MER ) {
  3504. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3505. regen->hp = cap_value(val, 1, SHRT_MAX);
  3506. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3507. regen->sp = cap_value(val, 1, SHRT_MAX);
  3508. } else if( bl->type == BL_ELEM ) {
  3509. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3510. regen->hp = cap_value(val, 1, SHRT_MAX);
  3511. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3512. regen->sp = cap_value(val, 1, SHRT_MAX);
  3513. }
  3514. }
  3515. /**
  3516. * Calculates SC (Status Changes) regeneration values
  3517. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3518. * @param regen: Object's base regeneration data
  3519. * @param sc: Object's status change data
  3520. **/
  3521. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3522. {
  3523. if (!(bl->type&BL_REGEN) || !regen)
  3524. return;
  3525. regen->flag = RGN_HP|RGN_SP;
  3526. if(regen->sregen) {
  3527. if (regen->sregen->hp)
  3528. regen->flag|=RGN_SHP;
  3529. if (regen->sregen->sp)
  3530. regen->flag|=RGN_SSP;
  3531. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3532. }
  3533. if (regen->ssregen) {
  3534. if (regen->ssregen->hp)
  3535. regen->flag|=RGN_SHP;
  3536. if (regen->ssregen->sp)
  3537. regen->flag|=RGN_SSP;
  3538. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3539. }
  3540. regen->rate.hp = regen->rate.sp = 1;
  3541. if (!sc || !sc->count)
  3542. return;
  3543. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3544. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3545. || sc->data[SC_BERSERK]
  3546. || sc->data[SC_TRICKDEAD]
  3547. || sc->data[SC_BLEEDING]
  3548. || sc->data[SC_MAGICMUSHROOM]
  3549. || sc->data[SC_SATURDAYNIGHTFEVER]
  3550. || sc->data[SC_REBOUND])
  3551. regen->flag = 0; // No HP or SP regen
  3552. if (sc->data[SC_DANCING] ||
  3553. #ifdef RENEWAL
  3554. sc->data[SC_MAXIMIZEPOWER] ||
  3555. #endif
  3556. #ifndef RENEWAL
  3557. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3558. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3559. #else
  3560. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3561. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3562. #endif
  3563. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  3564. regen->flag &= ~RGN_SP; // No natural SP regen
  3565. if(sc->data[SC_TENSIONRELAX]) {
  3566. regen->rate.hp += 2;
  3567. if (regen->sregen)
  3568. regen->sregen->rate.hp += 3;
  3569. }
  3570. if (sc->data[SC_MAGNIFICAT]) {
  3571. regen->rate.hp += 1;
  3572. regen->rate.sp += 1;
  3573. }
  3574. if (sc->data[SC_REGENERATION]) {
  3575. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3576. if (!sce->val4) {
  3577. regen->rate.hp += sce->val2;
  3578. regen->rate.sp += sce->val3;
  3579. } else
  3580. regen->flag&=~sce->val4; // Remove regen as specified by val4
  3581. }
  3582. if(sc->data[SC_GT_REVITALIZE]) {
  3583. regen->hp += cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3584. regen->state.walk = 1;
  3585. }
  3586. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  3587. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3588. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3589. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3590. regen->rate.hp *= 2;
  3591. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  3592. regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  3593. if (sc->data[SC_VITATA_500])
  3594. regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100;
  3595. }
  3596. /**
  3597. * Applies a state to a unit - See [StatusChangeStateTable]
  3598. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  3599. * @param sc: Object's status change data
  3600. * @param flag: Which state to apply to bl
  3601. * @param start: (1) start state, (0) remove state
  3602. **/
  3603. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  3604. {
  3605. /// No sc at all, we can zero without any extra weight over our conciousness
  3606. if( !sc->count ) {
  3607. memset(&sc->cant, 0, sizeof (sc->cant));
  3608. return;
  3609. }
  3610. // Can't move
  3611. if( flag&SCS_NOMOVE ) {
  3612. if( !(flag&SCS_NOMOVECOND) )
  3613. sc->cant.move += ( start ? 1 : -1 );
  3614. else if(
  3615. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3616. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3617. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3618. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3619. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3620. || (sc->data[SC_MAGNETICFIELD] && sc->data[SC_MAGNETICFIELD]->val2 != bl->id)
  3621. )
  3622. sc->cant.move += ( start ? 1 : -1 );
  3623. sc->cant.move = max(sc->cant.move,0); // safecheck
  3624. }
  3625. // Can't use skills
  3626. if( flag&SCS_NOCAST ) {
  3627. if( !(flag&SCS_NOCASTCOND) )
  3628. sc->cant.cast += ( start ? 1 : -1 );
  3629. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  3630. sc->cant.cast += ( start ? 1 : -1 );
  3631. }
  3632. // Can't chat
  3633. if( flag&SCS_NOCHAT ) {
  3634. if( !(flag&SCS_NOCHATCOND) )
  3635. sc->cant.chat += ( start ? 1 : -1 );
  3636. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3637. sc->cant.chat += ( start ? 1 : -1 );
  3638. }
  3639. // Player-only states
  3640. if( bl->type == BL_PC ) {
  3641. // Can't pick-up items
  3642. if( flag&SCS_NOPICKITEM ) {
  3643. if( !(flag&SCS_NOPICKITEMCOND) )
  3644. sc->cant.pickup += ( start ? 1 : -1 );
  3645. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3646. sc->cant.pickup += ( start ? 1 : -1 );
  3647. }
  3648. // Can't drop items
  3649. if( flag&SCS_NODROPITEM ) {
  3650. if( !(flag&SCS_NODROPITEMCOND) )
  3651. sc->cant.drop += ( start ? 1 : -1 );
  3652. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3653. sc->cant.drop += ( start ? 1 : -1 );
  3654. }
  3655. }
  3656. return;
  3657. }
  3658. /**
  3659. * Recalculates parts of an objects status according to specified flags
  3660. * See [set_sc] [add_sc]
  3661. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3662. * @param flag: Which status has changed on bl
  3663. **/
  3664. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3665. {
  3666. const struct status_data *b_status = status_get_base_status(bl);
  3667. struct status_data *status = status_get_status_data(bl);
  3668. struct status_change *sc = status_get_sc(bl);
  3669. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3670. int temp;
  3671. if (!b_status || !status)
  3672. return;
  3673. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  3674. status_cpy(status, b_status);
  3675. return;
  3676. }
  3677. if(flag&SCB_STR) {
  3678. status->str = status_calc_str(bl, sc, b_status->str);
  3679. flag|=SCB_BATK;
  3680. if( bl->type&BL_HOM )
  3681. flag |= SCB_WATK;
  3682. }
  3683. if(flag&SCB_AGI) {
  3684. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3685. flag|=SCB_FLEE
  3686. #ifdef RENEWAL
  3687. |SCB_DEF2
  3688. #endif
  3689. ;
  3690. if( bl->type&(BL_PC|BL_HOM) )
  3691. flag |= SCB_ASPD|SCB_DSPD;
  3692. }
  3693. if(flag&SCB_VIT) {
  3694. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3695. flag|=SCB_DEF2|SCB_MDEF2;
  3696. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3697. flag |= SCB_MAXHP;
  3698. if( bl->type&BL_HOM )
  3699. flag |= SCB_DEF;
  3700. }
  3701. if(flag&SCB_INT) {
  3702. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3703. flag|=SCB_MATK|SCB_MDEF2;
  3704. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3705. flag |= SCB_MAXSP;
  3706. if( bl->type&BL_HOM )
  3707. flag |= SCB_MDEF;
  3708. }
  3709. if(flag&SCB_DEX) {
  3710. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3711. flag|=SCB_BATK|SCB_HIT
  3712. #ifdef RENEWAL
  3713. |SCB_MATK|SCB_MDEF2
  3714. #endif
  3715. ;
  3716. if( bl->type&(BL_PC|BL_HOM) )
  3717. flag |= SCB_ASPD;
  3718. if( bl->type&BL_HOM )
  3719. flag |= SCB_WATK;
  3720. }
  3721. if(flag&SCB_LUK) {
  3722. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3723. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3724. #ifdef RENEWAL
  3725. |SCB_MATK|SCB_HIT|SCB_FLEE
  3726. #endif
  3727. ;
  3728. }
  3729. if(flag&SCB_BATK && b_status->batk) {
  3730. status->batk = status_base_atk(bl,status);
  3731. temp = b_status->batk - status_base_atk(bl,b_status);
  3732. if (temp) {
  3733. temp += status->batk;
  3734. status->batk = cap_value(temp, 0, USHRT_MAX);
  3735. }
  3736. status->batk = status_calc_batk(bl, sc, status->batk);
  3737. }
  3738. if(flag&SCB_WATK) {
  3739. #ifndef RENEWAL
  3740. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3741. if (!sd) // Should not affect weapon refine bonus
  3742. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3743. if(b_status->lhw.atk) {
  3744. if (sd) {
  3745. sd->state.lr_flag = 1;
  3746. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3747. sd->state.lr_flag = 0;
  3748. } else {
  3749. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3750. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3751. }
  3752. }
  3753. #else
  3754. if(!b_status->watk) { // We only have left-hand weapon
  3755. status->watk = 0;
  3756. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  3757. }
  3758. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  3759. #endif
  3760. }
  3761. if(flag&SCB_HIT) {
  3762. if (status->dex == b_status->dex
  3763. #ifdef RENEWAL
  3764. && status->luk == b_status->luk
  3765. #endif
  3766. )
  3767. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3768. else
  3769. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3770. #ifdef RENEWAL
  3771. + (status->luk/3 - b_status->luk/3)
  3772. #endif
  3773. );
  3774. }
  3775. if(flag&SCB_FLEE) {
  3776. if (status->agi == b_status->agi
  3777. #ifdef RENEWAL
  3778. && status->luk == b_status->luk
  3779. #endif
  3780. )
  3781. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3782. else
  3783. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3784. #ifdef RENEWAL
  3785. + (status->luk/5 - b_status->luk/5)
  3786. #endif
  3787. );
  3788. }
  3789. if(flag&SCB_DEF) {
  3790. status->def = status_calc_def(bl, sc, b_status->def);
  3791. if( bl->type&BL_HOM )
  3792. status->def += (status->vit/5 - b_status->vit/5);
  3793. }
  3794. if(flag&SCB_DEF2) {
  3795. if (status->vit == b_status->vit
  3796. #ifdef RENEWAL
  3797. && status->agi == b_status->agi
  3798. #endif
  3799. )
  3800. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3801. else
  3802. status->def2 = status_calc_def2(bl, sc, b_status->def2
  3803. #ifdef RENEWAL
  3804. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  3805. #else
  3806. + (status->vit - b_status->vit)
  3807. #endif
  3808. );
  3809. }
  3810. if(flag&SCB_MDEF) {
  3811. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3812. if( bl->type&BL_HOM )
  3813. status->mdef += (status->int_/5 - b_status->int_/5);
  3814. }
  3815. if(flag&SCB_MDEF2) {
  3816. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  3817. #ifdef RENEWAL
  3818. && status->dex == b_status->dex
  3819. #endif
  3820. )
  3821. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3822. else
  3823. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  3824. #ifdef RENEWAL
  3825. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  3826. #else
  3827. + ((status->vit - b_status->vit)>>1)
  3828. #endif
  3829. );
  3830. }
  3831. if(flag&SCB_SPEED) {
  3832. struct unit_data *ud = unit_bl2ud(bl);
  3833. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3834. /** [Skotlex]
  3835. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3836. * because if you step on something while walking, the moment this
  3837. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  3838. **/
  3839. if (ud)
  3840. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3841. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3842. status->speed = battle_config.max_walk_speed;
  3843. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3844. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3845. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  3846. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  3847. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  3848. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  3849. }
  3850. if(flag&SCB_CRI && b_status->cri) {
  3851. if (status->luk == b_status->luk)
  3852. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3853. else
  3854. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3855. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3856. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3857. status->cri <<= 1;
  3858. }
  3859. if(flag&SCB_FLEE2 && b_status->flee2) {
  3860. if (status->luk == b_status->luk)
  3861. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3862. else
  3863. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3864. }
  3865. if(flag&SCB_ATK_ELE) {
  3866. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3867. if (sd) sd->state.lr_flag = 1;
  3868. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3869. if (sd) sd->state.lr_flag = 0;
  3870. }
  3871. if(flag&SCB_DEF_ELE) {
  3872. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3873. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3874. }
  3875. if(flag&SCB_MODE) {
  3876. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3877. // Since mode changed, reset their state.
  3878. if (!(status->mode&MD_CANATTACK))
  3879. unit_stop_attack(bl);
  3880. if (!(status->mode&MD_CANMOVE))
  3881. unit_stop_walking(bl,1);
  3882. }
  3883. /**
  3884. * No status changes alter these yet.
  3885. * if(flag&SCB_SIZE)
  3886. * if(flag&SCB_RACE)
  3887. * if(flag&SCB_RANGE)
  3888. **/
  3889. if(flag&SCB_MAXHP) {
  3890. if( bl->type&BL_PC ) {
  3891. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  3892. if(battle_config.hp_rate != 100)
  3893. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  3894. status->max_hp = min(status->max_hp,(unsigned int)battle_config.max_hp);
  3895. }
  3896. else
  3897. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  3898. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  3899. status->hp = status->max_hp;
  3900. if( sd ) clif_updatestatus(sd,SP_HP);
  3901. }
  3902. }
  3903. if(flag&SCB_MAXSP) {
  3904. if( bl->type&BL_PC ) {
  3905. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  3906. if(battle_config.sp_rate != 100)
  3907. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  3908. status->max_sp = min(status->max_sp,(unsigned int)battle_config.max_sp);
  3909. }
  3910. else
  3911. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  3912. if( status->sp > status->max_sp ) {
  3913. status->sp = status->max_sp;
  3914. if( sd ) clif_updatestatus(sd,SP_SP);
  3915. }
  3916. }
  3917. if(flag&SCB_MATK) {
  3918. #ifndef RENEWAL
  3919. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  3920. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  3921. #else
  3922. /**
  3923. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  3924. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  3925. **/
  3926. status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
  3927. if( bl->type&BL_PC ) {
  3928. int wMatk = 0;
  3929. int variance = 0;
  3930. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  3931. if( sd->bonus.ematk > 0 ) {
  3932. status->matk_max += sd->bonus.ematk;
  3933. status->matk_min += sd->bonus.ematk;
  3934. }
  3935. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  3936. status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
  3937. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  3938. if(b_status->lhw.matk) {
  3939. if (sd) {
  3940. //sd->state.lr_flag = 1; //?? why was that set here
  3941. status->lhw.matk = b_status->lhw.matk;
  3942. sd->state.lr_flag = 0;
  3943. } else {
  3944. status->lhw.matk = b_status->lhw.matk;
  3945. }
  3946. }
  3947. if(b_status->rhw.matk) {
  3948. status->rhw.matk = b_status->rhw.matk;
  3949. }
  3950. if(status->rhw.matk) {
  3951. wMatk += status->rhw.matk;
  3952. variance += wMatk * status->rhw.wlv / 10;
  3953. }
  3954. if(status->lhw.matk) {
  3955. wMatk += status->lhw.matk;
  3956. variance += status->lhw.matk * status->lhw.wlv / 10;
  3957. }
  3958. status->matk_min += wMatk - variance;
  3959. status->matk_max += wMatk + variance;
  3960. }
  3961. #endif
  3962. if (bl->type&BL_PC && sd->matk_rate != 100) {
  3963. status->matk_max = status->matk_max * sd->matk_rate/100;
  3964. status->matk_min = status->matk_min * sd->matk_rate/100;
  3965. }
  3966. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3967. if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) /// Hom Min Matk is always the same as Max Matk
  3968. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  3969. status->matk_min = status->matk_max;
  3970. else
  3971. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3972. #ifdef RENEWAL
  3973. if( sd && sd->right_weapon.overrefine > 0) {
  3974. status->matk_min++;
  3975. status->matk_max += sd->right_weapon.overrefine - 1;
  3976. }
  3977. #endif
  3978. }
  3979. if(flag&SCB_ASPD) {
  3980. int amotion;
  3981. if( bl->type&BL_PC ) {
  3982. amotion = status_base_amotion_pc(sd,status);
  3983. #ifndef RENEWAL_ASPD
  3984. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3985. if(status->aspd_rate != 1000)
  3986. amotion = amotion*status->aspd_rate/1000;
  3987. #else
  3988. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3989. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3990. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3991. amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
  3992. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3993. if(status->aspd_rate != 1000) // Absolute percentage modifier
  3994. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3995. #endif
  3996. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3997. status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3998. status->adelay = 2*status->amotion;
  3999. } else if( bl->type&BL_HOM ) {
  4000. #ifdef RENEWAL
  4001. amotion = (1000 -2*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  4002. #else
  4003. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  4004. #endif
  4005. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4006. if(status->aspd_rate != 1000)
  4007. amotion = amotion*status->aspd_rate/1000;
  4008. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4009. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  4010. status->adelay = status->amotion;
  4011. } else { // Mercenary and mobs
  4012. amotion = b_status->amotion;
  4013. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4014. if(status->aspd_rate != 1000)
  4015. amotion = amotion*status->aspd_rate/1000;
  4016. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4017. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4018. temp = b_status->adelay*status->aspd_rate/1000;
  4019. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4020. }
  4021. }
  4022. if(flag&SCB_DSPD) {
  4023. int dmotion;
  4024. if( bl->type&BL_PC ) {
  4025. if (b_status->agi == status->agi)
  4026. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4027. else {
  4028. dmotion = 800-status->agi*4;
  4029. status->dmotion = cap_value(dmotion, 400, 800);
  4030. if(battle_config.pc_damage_delay_rate != 100)
  4031. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4032. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4033. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4034. }
  4035. } else if( bl->type&BL_HOM ) {
  4036. dmotion = 800-status->agi*4;
  4037. status->dmotion = cap_value(dmotion, 400, 800);
  4038. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4039. } else // Mercenary and mobs
  4040. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4041. }
  4042. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4043. status_calc_regen(bl, status, status_get_regen_data(bl));
  4044. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4045. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4046. }
  4047. /**
  4048. * Recalculates parts of an objects status according to specified flags
  4049. * Also sends updates to the client when necessary
  4050. * See [set_sc] [add_sc]
  4051. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4052. * @param flag: Which status has changed on bl
  4053. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4054. **/
  4055. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4056. {
  4057. struct status_data b_status; // Previous battle status
  4058. struct status_data* status; // Pointer to current battle status
  4059. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4060. if (opt&SCO_FORCE)
  4061. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4062. else {
  4063. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4064. return;
  4065. }
  4066. }
  4067. // Remember previous values
  4068. status = status_get_status_data(bl);
  4069. memcpy(&b_status, status, sizeof(struct status_data));
  4070. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4071. switch( bl->type ) {
  4072. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4073. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4074. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4075. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4076. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4077. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4078. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4079. }
  4080. }
  4081. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4082. return; // Assume there will be no statuses active
  4083. if( bl->type == BL_PET )
  4084. return; // Pets are not affected by statuses
  4085. status_calc_bl_main(bl, flag);
  4086. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4087. return; // Client update handled by caller
  4088. // Compare against new values and send client updates
  4089. if( bl->type == BL_PC ) {
  4090. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4091. if(b_status.str != status->str)
  4092. clif_updatestatus(sd,SP_STR);
  4093. if(b_status.agi != status->agi)
  4094. clif_updatestatus(sd,SP_AGI);
  4095. if(b_status.vit != status->vit)
  4096. clif_updatestatus(sd,SP_VIT);
  4097. if(b_status.int_ != status->int_)
  4098. clif_updatestatus(sd,SP_INT);
  4099. if(b_status.dex != status->dex)
  4100. clif_updatestatus(sd,SP_DEX);
  4101. if(b_status.luk != status->luk)
  4102. clif_updatestatus(sd,SP_LUK);
  4103. if(b_status.hit != status->hit)
  4104. clif_updatestatus(sd,SP_HIT);
  4105. if(b_status.flee != status->flee)
  4106. clif_updatestatus(sd,SP_FLEE1);
  4107. if(b_status.amotion != status->amotion)
  4108. clif_updatestatus(sd,SP_ASPD);
  4109. if(b_status.speed != status->speed)
  4110. clif_updatestatus(sd,SP_SPEED);
  4111. if(b_status.batk != status->batk
  4112. #ifndef RENEWAL
  4113. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4114. #endif
  4115. )
  4116. clif_updatestatus(sd,SP_ATK1);
  4117. if(b_status.def != status->def) {
  4118. clif_updatestatus(sd,SP_DEF1);
  4119. #ifdef RENEWAL
  4120. clif_updatestatus(sd,SP_DEF2);
  4121. #endif
  4122. }
  4123. if(
  4124. #ifdef RENEWAL
  4125. b_status.watk != status->watk || b_status.watk2 != status->watk2
  4126. || b_status.eatk != status->eatk
  4127. #else
  4128. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4129. #endif
  4130. )
  4131. clif_updatestatus(sd,SP_ATK2);
  4132. if(b_status.def2 != status->def2) {
  4133. clif_updatestatus(sd,SP_DEF2);
  4134. #ifdef RENEWAL
  4135. clif_updatestatus(sd,SP_DEF1);
  4136. #endif
  4137. }
  4138. if(b_status.flee2 != status->flee2)
  4139. clif_updatestatus(sd,SP_FLEE2);
  4140. if(b_status.cri != status->cri)
  4141. clif_updatestatus(sd,SP_CRITICAL);
  4142. #ifndef RENEWAL
  4143. if(b_status.matk_max != status->matk_max)
  4144. clif_updatestatus(sd,SP_MATK1);
  4145. if(b_status.matk_min != status->matk_min)
  4146. clif_updatestatus(sd,SP_MATK2);
  4147. #else
  4148. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4149. clif_updatestatus(sd,SP_MATK2);
  4150. clif_updatestatus(sd,SP_MATK1);
  4151. }
  4152. #endif
  4153. if(b_status.mdef != status->mdef) {
  4154. clif_updatestatus(sd,SP_MDEF1);
  4155. #ifdef RENEWAL
  4156. clif_updatestatus(sd,SP_MDEF2);
  4157. #endif
  4158. }
  4159. if(b_status.mdef2 != status->mdef2) {
  4160. clif_updatestatus(sd,SP_MDEF2);
  4161. #ifdef RENEWAL
  4162. clif_updatestatus(sd,SP_MDEF1);
  4163. #endif
  4164. }
  4165. if(b_status.rhw.range != status->rhw.range)
  4166. clif_updatestatus(sd,SP_ATTACKRANGE);
  4167. if(b_status.max_hp != status->max_hp)
  4168. clif_updatestatus(sd,SP_MAXHP);
  4169. if(b_status.max_sp != status->max_sp)
  4170. clif_updatestatus(sd,SP_MAXSP);
  4171. if(b_status.hp != status->hp)
  4172. clif_updatestatus(sd,SP_HP);
  4173. if(b_status.sp != status->sp)
  4174. clif_updatestatus(sd,SP_SP);
  4175. } else if( bl->type == BL_HOM ) {
  4176. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4177. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4178. clif_hominfo(hd->master,hd,0);
  4179. } else if( bl->type == BL_MER ) {
  4180. TBL_MER* md = BL_CAST(BL_MER, bl);
  4181. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4182. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4183. if( b_status.matk_max != status->matk_max )
  4184. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4185. if( b_status.hit != status->hit )
  4186. clif_mercenary_updatestatus(md->master, SP_HIT);
  4187. if( b_status.cri != status->cri )
  4188. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4189. if( b_status.def != status->def )
  4190. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4191. if( b_status.mdef != status->mdef )
  4192. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4193. if( b_status.flee != status->flee )
  4194. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4195. if( b_status.amotion != status->amotion )
  4196. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4197. if( b_status.max_hp != status->max_hp )
  4198. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4199. if( b_status.max_sp != status->max_sp )
  4200. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4201. if( b_status.hp != status->hp )
  4202. clif_mercenary_updatestatus(md->master, SP_HP);
  4203. if( b_status.sp != status->sp )
  4204. clif_mercenary_updatestatus(md->master, SP_SP);
  4205. } else if( bl->type == BL_ELEM ) {
  4206. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4207. if( b_status.max_hp != status->max_hp )
  4208. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4209. if( b_status.max_sp != status->max_sp )
  4210. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4211. if( b_status.hp != status->hp )
  4212. clif_elemental_updatestatus(ed->master, SP_HP);
  4213. if( b_status.sp != status->sp )
  4214. clif_mercenary_updatestatus(ed->master, SP_SP);
  4215. }
  4216. }
  4217. /**
  4218. * Adds strength modifications based on status changes
  4219. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4220. * @param sc: Object's status change information
  4221. * @param str: Initial str
  4222. * @return modified str with cap_value(str,0,USHRT_MAX)
  4223. **/
  4224. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4225. {
  4226. if(!sc || !sc->count)
  4227. return cap_value(str,0,USHRT_MAX);
  4228. if(sc->data[SC_HARMONIZE]) {
  4229. str -= sc->data[SC_HARMONIZE]->val2;
  4230. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4231. }
  4232. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  4233. return 50;
  4234. if(sc->data[SC_INCALLSTATUS])
  4235. str += sc->data[SC_INCALLSTATUS]->val1;
  4236. if(sc->data[SC_CHASEWALK2])
  4237. str += sc->data[SC_CHASEWALK2]->val1;
  4238. if(sc->data[SC_INCSTR])
  4239. str += sc->data[SC_INCSTR]->val1;
  4240. if(sc->data[SC_STRFOOD])
  4241. str += sc->data[SC_STRFOOD]->val1;
  4242. if(sc->data[SC_FOOD_STR_CASH])
  4243. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4244. if(sc->data[SC_BATTLEORDERS])
  4245. str += 5;
  4246. if(sc->data[SC_LEADERSHIP])
  4247. str += sc->data[SC_LEADERSHIP]->val1;
  4248. if(sc->data[SC_LOUD])
  4249. str += 4;
  4250. if(sc->data[SC_TRUESIGHT])
  4251. str += 5;
  4252. if(sc->data[SC_SPURT])
  4253. str += 10;
  4254. if(sc->data[SC_NEN])
  4255. str += sc->data[SC_NEN]->val1;
  4256. if(sc->data[SC_BLESSING]) {
  4257. if(sc->data[SC_BLESSING]->val2)
  4258. str += sc->data[SC_BLESSING]->val2;
  4259. else
  4260. str >>= 1;
  4261. }
  4262. if(sc->data[SC_MARIONETTE])
  4263. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4264. if(sc->data[SC_MARIONETTE2])
  4265. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4266. if(sc->data[SC_GIANTGROWTH])
  4267. str += 30;
  4268. if(sc->data[SC_BEYONDOFWARCRY])
  4269. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4270. if(sc->data[SC_SAVAGE_STEAK])
  4271. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4272. if(sc->data[SC_INSPIRATION])
  4273. str += sc->data[SC_INSPIRATION]->val2;
  4274. if(sc->data[SC_STOMACHACHE])
  4275. str -= sc->data[SC_STOMACHACHE]->val1;
  4276. if(sc->data[SC_KYOUGAKU])
  4277. str -= sc->data[SC_KYOUGAKU]->val2;
  4278. if(sc->data[SC_FULL_THROTTLE])
  4279. str += str * 20 / 100;
  4280. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4281. }
  4282. /**
  4283. * Adds agility modifications based on status changes
  4284. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4285. * @param sc: Object's status change information
  4286. * @param agi: Initial agi
  4287. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4288. **/
  4289. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4290. {
  4291. if(!sc || !sc->count)
  4292. return cap_value(agi,0,USHRT_MAX);
  4293. if(sc->data[SC_HARMONIZE]) {
  4294. agi -= sc->data[SC_HARMONIZE]->val2;
  4295. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4296. }
  4297. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  4298. return 50;
  4299. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4300. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4301. if(sc->data[SC_INCALLSTATUS])
  4302. agi += sc->data[SC_INCALLSTATUS]->val1;
  4303. if(sc->data[SC_INCAGI])
  4304. agi += sc->data[SC_INCAGI]->val1;
  4305. if(sc->data[SC_AGIFOOD])
  4306. agi += sc->data[SC_AGIFOOD]->val1;
  4307. if(sc->data[SC_FOOD_AGI_CASH])
  4308. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4309. if(sc->data[SC_SOULCOLD])
  4310. agi += sc->data[SC_SOULCOLD]->val1;
  4311. if(sc->data[SC_TRUESIGHT])
  4312. agi += 5;
  4313. if(sc->data[SC_INCREASEAGI])
  4314. agi += sc->data[SC_INCREASEAGI]->val2;
  4315. if(sc->data[SC_INCREASING])
  4316. agi += 4; // Added based on skill updates [Reddozen]
  4317. if(sc->data[SC_DECREASEAGI])
  4318. agi -= sc->data[SC_DECREASEAGI]->val2;
  4319. if(sc->data[SC_QUAGMIRE])
  4320. agi -= sc->data[SC_QUAGMIRE]->val2;
  4321. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4322. agi -= sc->data[SC_SUITON]->val2;
  4323. if(sc->data[SC_MARIONETTE])
  4324. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4325. if(sc->data[SC_MARIONETTE2])
  4326. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4327. if(sc->data[SC_ADORAMUS])
  4328. agi -= sc->data[SC_ADORAMUS]->val2;
  4329. if(sc->data[SC_MARSHOFABYSS])
  4330. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4331. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4332. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4333. if(sc->data[SC_INSPIRATION])
  4334. agi += sc->data[SC_INSPIRATION]->val2;
  4335. if(sc->data[SC_STOMACHACHE])
  4336. agi -= sc->data[SC_STOMACHACHE]->val1;
  4337. if(sc->data[SC_KYOUGAKU])
  4338. agi -= sc->data[SC_KYOUGAKU]->val2;
  4339. if(sc->data[SC_FULL_THROTTLE])
  4340. agi += agi * 20 / 100;
  4341. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4342. }
  4343. /**
  4344. * Adds vitality modifications based on status changes
  4345. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4346. * @param sc: Object's status change information
  4347. * @param vit: Initial vit
  4348. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4349. **/
  4350. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4351. {
  4352. if(!sc || !sc->count)
  4353. return cap_value(vit,0,USHRT_MAX);
  4354. if(sc->data[SC_HARMONIZE]) {
  4355. vit -= sc->data[SC_HARMONIZE]->val2;
  4356. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4357. }
  4358. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  4359. return 50;
  4360. if(sc->data[SC_INCALLSTATUS])
  4361. vit += sc->data[SC_INCALLSTATUS]->val1;
  4362. if(sc->data[SC_INCVIT])
  4363. vit += sc->data[SC_INCVIT]->val1;
  4364. if(sc->data[SC_VITFOOD])
  4365. vit += sc->data[SC_VITFOOD]->val1;
  4366. if(sc->data[SC_FOOD_VIT_CASH])
  4367. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4368. if(sc->data[SC_CHANGE])
  4369. vit += sc->data[SC_CHANGE]->val2;
  4370. if(sc->data[SC_GLORYWOUNDS])
  4371. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4372. if(sc->data[SC_TRUESIGHT])
  4373. vit += 5;
  4374. if(sc->data[SC_MARIONETTE])
  4375. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4376. if(sc->data[SC_MARIONETTE2])
  4377. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4378. if(sc->data[SC_LAUDAAGNUS])
  4379. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4380. if(sc->data[SC_MINOR_BBQ])
  4381. vit += sc->data[SC_MINOR_BBQ]->val1;
  4382. if(sc->data[SC_INSPIRATION])
  4383. vit += sc->data[SC_INSPIRATION]->val2;
  4384. if(sc->data[SC_STOMACHACHE])
  4385. vit -= sc->data[SC_STOMACHACHE]->val1;
  4386. if(sc->data[SC_KYOUGAKU])
  4387. vit -= sc->data[SC_KYOUGAKU]->val2;
  4388. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4389. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4390. if(sc->data[SC_FULL_THROTTLE])
  4391. vit += vit * 20 / 100;
  4392. #ifdef RENEWAL
  4393. if(sc->data[SC_DEFENCE])
  4394. vit += sc->data[SC_DEFENCE]->val2;
  4395. #endif
  4396. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4397. }
  4398. /**
  4399. * Adds intelligence modifications based on status changes
  4400. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4401. * @param sc: Object's status change information
  4402. * @param int_: Initial int
  4403. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4404. **/
  4405. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4406. {
  4407. if(!sc || !sc->count)
  4408. return cap_value(int_,0,USHRT_MAX);
  4409. if(sc->data[SC_HARMONIZE]) {
  4410. int_ -= sc->data[SC_HARMONIZE]->val2;
  4411. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4412. }
  4413. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  4414. return 50;
  4415. if(sc->data[SC_INCALLSTATUS])
  4416. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4417. if(sc->data[SC_INCINT])
  4418. int_ += sc->data[SC_INCINT]->val1;
  4419. if(sc->data[SC_INTFOOD])
  4420. int_ += sc->data[SC_INTFOOD]->val1;
  4421. if(sc->data[SC_FOOD_INT_CASH])
  4422. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4423. if(sc->data[SC_CHANGE])
  4424. int_ += sc->data[SC_CHANGE]->val3;
  4425. if(sc->data[SC_BATTLEORDERS])
  4426. int_ += 5;
  4427. if(sc->data[SC_TRUESIGHT])
  4428. int_ += 5;
  4429. if(sc->data[SC_BLESSING]) {
  4430. if (sc->data[SC_BLESSING]->val2)
  4431. int_ += sc->data[SC_BLESSING]->val2;
  4432. else
  4433. int_ >>= 1;
  4434. }
  4435. if(sc->data[SC_NEN])
  4436. int_ += sc->data[SC_NEN]->val1;
  4437. if(sc->data[SC_MARIONETTE])
  4438. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4439. if(sc->data[SC_MARIONETTE2])
  4440. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4441. if(sc->data[SC_MELODYOFSINK])
  4442. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  4443. if(sc->data[SC_MANDRAGORA])
  4444. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  4445. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4446. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4447. if(sc->data[SC_INSPIRATION])
  4448. int_ += sc->data[SC_INSPIRATION]->val2;
  4449. if(sc->data[SC_STOMACHACHE])
  4450. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4451. if(sc->data[SC_KYOUGAKU])
  4452. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4453. if(sc->data[SC_FULL_THROTTLE])
  4454. int_ += int_ * 20 / 100;
  4455. if(bl->type != BL_PC) {
  4456. if(sc->data[SC_STRIPHELM])
  4457. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4458. if(sc->data[SC__STRIPACCESSORY])
  4459. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4460. }
  4461. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4462. }
  4463. /**
  4464. * Adds dexterity modifications based on status changes
  4465. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4466. * @param sc: Object's status change information
  4467. * @param dex: Initial dex
  4468. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4469. **/
  4470. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4471. {
  4472. if(!sc || !sc->count)
  4473. return cap_value(dex,0,USHRT_MAX);
  4474. if(sc->data[SC_HARMONIZE]) {
  4475. dex -= sc->data[SC_HARMONIZE]->val2;
  4476. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4477. }
  4478. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  4479. return 50;
  4480. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4481. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4482. if(sc->data[SC_INCALLSTATUS])
  4483. dex += sc->data[SC_INCALLSTATUS]->val1;
  4484. if(sc->data[SC_INCDEX])
  4485. dex += sc->data[SC_INCDEX]->val1;
  4486. if(sc->data[SC_DEXFOOD])
  4487. dex += sc->data[SC_DEXFOOD]->val1;
  4488. if(sc->data[SC_FOOD_DEX_CASH])
  4489. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4490. if(sc->data[SC_BATTLEORDERS])
  4491. dex += 5;
  4492. if(sc->data[SC_HAWKEYES])
  4493. dex += sc->data[SC_HAWKEYES]->val1;
  4494. if(sc->data[SC_TRUESIGHT])
  4495. dex += 5;
  4496. if(sc->data[SC_QUAGMIRE])
  4497. dex -= sc->data[SC_QUAGMIRE]->val2;
  4498. if(sc->data[SC_BLESSING]) {
  4499. if (sc->data[SC_BLESSING]->val2)
  4500. dex += sc->data[SC_BLESSING]->val2;
  4501. else
  4502. dex >>= 1;
  4503. }
  4504. if(sc->data[SC_INCREASING])
  4505. dex += 4; // Added based on skill updates [Reddozen]
  4506. if(sc->data[SC_MARIONETTE])
  4507. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4508. if(sc->data[SC_MARIONETTE2])
  4509. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4510. if(sc->data[SC_SIROMA_ICE_TEA])
  4511. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4512. if(sc->data[SC_INSPIRATION])
  4513. dex += sc->data[SC_INSPIRATION]->val2;
  4514. if(sc->data[SC_STOMACHACHE])
  4515. dex -= sc->data[SC_STOMACHACHE]->val1;
  4516. if(sc->data[SC_KYOUGAKU])
  4517. dex -= sc->data[SC_KYOUGAKU]->val2;
  4518. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4519. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4520. if(sc->data[SC_MARSHOFABYSS])
  4521. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4522. if(sc->data[SC_FULL_THROTTLE])
  4523. dex += dex * 20 / 100;
  4524. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4525. }
  4526. /**
  4527. * Adds luck modifications based on status changes
  4528. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  4529. * @param sc: Object's status change information
  4530. * @param luk: Initial luk
  4531. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  4532. **/
  4533. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4534. {
  4535. if(!sc || !sc->count)
  4536. return cap_value(luk,0,USHRT_MAX);
  4537. if(sc->data[SC_HARMONIZE]) {
  4538. luk -= sc->data[SC_HARMONIZE]->val2;
  4539. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4540. }
  4541. if(sc->data[SC_CURSE])
  4542. return 0;
  4543. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  4544. return 50;
  4545. if(sc->data[SC_INCALLSTATUS])
  4546. luk += sc->data[SC_INCALLSTATUS]->val1;
  4547. if(sc->data[SC_INCLUK])
  4548. luk += sc->data[SC_INCLUK]->val1;
  4549. if(sc->data[SC_LUKFOOD])
  4550. luk += sc->data[SC_LUKFOOD]->val1;
  4551. if(sc->data[SC_FOOD_LUK_CASH])
  4552. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4553. if(sc->data[SC_TRUESIGHT])
  4554. luk += 5;
  4555. if(sc->data[SC_GLORIA])
  4556. luk += 30;
  4557. if(sc->data[SC_MARIONETTE])
  4558. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4559. if(sc->data[SC_MARIONETTE2])
  4560. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4561. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4562. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4563. if(sc->data[SC_INSPIRATION])
  4564. luk += sc->data[SC_INSPIRATION]->val2;
  4565. if(sc->data[SC_STOMACHACHE])
  4566. luk -= sc->data[SC_STOMACHACHE]->val1;
  4567. if(sc->data[SC_KYOUGAKU])
  4568. luk -= sc->data[SC_KYOUGAKU]->val2;
  4569. if(sc->data[SC_LAUDARAMUS])
  4570. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4571. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4572. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4573. if(sc->data[SC_BANANA_BOMB])
  4574. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  4575. if(sc->data[SC_FULL_THROTTLE])
  4576. luk += luk * 20 / 100;
  4577. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4578. }
  4579. /**
  4580. * Adds base attack modifications based on status changes
  4581. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  4582. * @param sc: Object's status change information
  4583. * @param batk: Initial batk
  4584. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  4585. **/
  4586. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4587. {
  4588. if(!sc || !sc->count)
  4589. return cap_value(batk,0,USHRT_MAX);
  4590. if(sc->data[SC_ATKPOTION])
  4591. batk += sc->data[SC_ATKPOTION]->val1;
  4592. #ifndef RENEWAL
  4593. if(sc->data[SC_MADNESSCANCEL])
  4594. batk += 100;
  4595. if(sc->data[SC_GATLINGFEVER])
  4596. batk += sc->data[SC_GATLINGFEVER]->val3;
  4597. #endif
  4598. if(sc->data[SC_BATKFOOD])
  4599. batk += sc->data[SC_BATKFOOD]->val1;
  4600. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4601. batk += 50;
  4602. if(bl->type == BL_ELEM
  4603. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4604. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4605. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4606. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4607. )
  4608. batk += batk / 5;
  4609. if(sc->data[SC_FULL_SWING_K])
  4610. batk += sc->data[SC_FULL_SWING_K]->val1;
  4611. if(sc->data[SC_ASH])
  4612. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4613. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  4614. batk += sc->data[SC_PYROCLASTIC]->val2;
  4615. if (sc->data[SC_ANGRIFFS_MODUS])
  4616. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4617. if(sc->data[SC_INCATKRATE])
  4618. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4619. if(sc->data[SC_PROVOKE])
  4620. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4621. #ifndef RENEWAL
  4622. if(sc->data[SC_CONCENTRATION])
  4623. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4624. #endif
  4625. if(sc->data[SC_SKE])
  4626. batk += batk * 3;
  4627. if(sc->data[SC_BLOODLUST])
  4628. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4629. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4630. batk -= batk * 25/100;
  4631. if(sc->data[SC_CURSE])
  4632. batk -= batk * 25/100;
  4633. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  4634. if(sc->data[SC_BLEEDING])
  4635. batk -= batk * 25 / 100; */
  4636. if(sc->data[SC_FLEET])
  4637. batk += batk * sc->data[SC_FLEET]->val3/100;
  4638. if(sc->data[SC__ENERVATION])
  4639. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4640. if( sc->data[SC_ZANGETSU] )
  4641. batk += sc->data[SC_ZANGETSU]->val2;
  4642. if(sc->data[SC_EQC])
  4643. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4644. if(sc->data[SC_QUEST_BUFF1])
  4645. batk += sc->data[SC_QUEST_BUFF1]->val1;
  4646. if(sc->data[SC_QUEST_BUFF2])
  4647. batk += sc->data[SC_QUEST_BUFF2]->val1;
  4648. if(sc->data[SC_QUEST_BUFF3])
  4649. batk += sc->data[SC_QUEST_BUFF3]->val1;
  4650. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4651. }
  4652. /**
  4653. * Adds weapon attack modifications based on status changes
  4654. * @param bl: Object to change watk [PC]
  4655. * @param sc: Object's status change information
  4656. * @param watk: Initial watk
  4657. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  4658. **/
  4659. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4660. {
  4661. if(!sc || !sc->count)
  4662. return cap_value(watk,0,USHRT_MAX);
  4663. if(sc->data[SC_WATKFOOD])
  4664. watk += sc->data[SC_WATKFOOD]->val1;
  4665. #ifndef RENEWAL
  4666. if(sc->data[SC_IMPOSITIO])
  4667. watk += sc->data[SC_IMPOSITIO]->val2;
  4668. if(sc->data[SC_VOLCANO])
  4669. watk += sc->data[SC_VOLCANO]->val2;
  4670. if(sc->data[SC_DRUMBATTLE])
  4671. watk += sc->data[SC_DRUMBATTLE]->val2;
  4672. if(sc->data[SC_NIBELUNGEN]) {
  4673. if (bl->type != BL_PC)
  4674. watk += sc->data[SC_NIBELUNGEN]->val2;
  4675. else {
  4676. TBL_PC *sd = (TBL_PC*)bl;
  4677. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4678. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4679. watk += sc->data[SC_NIBELUNGEN]->val2;
  4680. }
  4681. }
  4682. if(sc->data[SC_CONCENTRATION])
  4683. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4684. #endif
  4685. if(sc->data[SC_MERC_ATKUP])
  4686. watk += sc->data[SC_MERC_ATKUP]->val2;
  4687. if(sc->data[SC_WATER_BARRIER])
  4688. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4689. if(sc->data[SC_INCATKRATE])
  4690. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4691. if(sc->data[SC_PROVOKE])
  4692. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4693. if(sc->data[SC_SKE])
  4694. watk += watk * 3;
  4695. if(sc->data[SC_FLEET])
  4696. watk += watk * sc->data[SC_FLEET]->val3/100;
  4697. if(sc->data[SC_CURSE])
  4698. watk -= watk * 25/100;
  4699. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4700. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4701. if(sc->data[SC__ENERVATION])
  4702. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4703. if(sc->data[SC_STRIKING])
  4704. watk += sc->data[SC_STRIKING]->val2;
  4705. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4706. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4707. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4708. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  4709. watk += watk / 10;
  4710. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4711. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4712. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  4713. watk += sc->data[SC_PYROCLASTIC]->val2;
  4714. if(sc->data[SC_ANGRIFFS_MODUS])
  4715. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4716. if(sc->data[SC_ODINS_POWER])
  4717. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  4718. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4719. }
  4720. #ifdef RENEWAL
  4721. /**
  4722. * Adds equip magic attack modifications based on status changes [RENEWAL]
  4723. * @param bl: Object to change matk [PC]
  4724. * @param sc: Object's status change information
  4725. * @param matk: Initial matk
  4726. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4727. **/
  4728. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4729. {
  4730. if (!sc || !sc->count)
  4731. return cap_value(matk,0,USHRT_MAX);
  4732. if (sc->data[SC_MATKPOTION])
  4733. matk += sc->data[SC_MATKPOTION]->val1;
  4734. if (sc->data[SC_MATKFOOD])
  4735. matk += sc->data[SC_MATKFOOD]->val1;
  4736. if(sc->data[SC_MANA_PLUS])
  4737. matk += sc->data[SC_MANA_PLUS]->val1;
  4738. if(sc->data[SC_COOLER_OPTION])
  4739. matk += sc->data[SC_COOLER_OPTION]->val2;
  4740. if(sc->data[SC_AQUAPLAY_OPTION])
  4741. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4742. if(sc->data[SC_CHILLY_AIR_OPTION])
  4743. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4744. if(sc->data[SC_WATER_BARRIER])
  4745. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4746. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4747. matk += 50;
  4748. if(sc->data[SC_ODINS_POWER])
  4749. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4750. if(sc->data[SC_MOONLITSERENADE])
  4751. matk += sc->data[SC_MOONLITSERENADE]->val3;
  4752. if(sc->data[SC_IZAYOI])
  4753. matk += 25 * sc->data[SC_IZAYOI]->val1;
  4754. if(sc->data[SC_ZANGETSU])
  4755. matk += sc->data[SC_ZANGETSU]->val3;
  4756. if(sc->data[SC_QUEST_BUFF1])
  4757. matk += sc->data[SC_QUEST_BUFF1]->val1;
  4758. if(sc->data[SC_QUEST_BUFF2])
  4759. matk += sc->data[SC_QUEST_BUFF2]->val1;
  4760. if(sc->data[SC_QUEST_BUFF3])
  4761. matk += sc->data[SC_QUEST_BUFF3]->val1;
  4762. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4763. }
  4764. #endif
  4765. /**
  4766. * Adds magic attack modifications based on status changes
  4767. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  4768. * @param sc: Object's status change information
  4769. * @param matk: Initial matk
  4770. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4771. **/
  4772. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4773. {
  4774. if(!sc || !sc->count)
  4775. return cap_value(matk,0,USHRT_MAX);
  4776. #ifndef RENEWAL
  4777. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  4778. if (sc->data[SC_MATKPOTION])
  4779. matk += sc->data[SC_MATKPOTION]->val1;
  4780. if (sc->data[SC_MATKFOOD])
  4781. matk += sc->data[SC_MATKFOOD]->val1;
  4782. if (sc->data[SC_MANA_PLUS])
  4783. matk += sc->data[SC_MANA_PLUS]->val1;
  4784. if (sc->data[SC_AQUAPLAY_OPTION])
  4785. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4786. if (sc->data[SC_CHILLY_AIR_OPTION])
  4787. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4788. if (sc->data[SC_COOLER_OPTION])
  4789. matk += sc->data[SC_COOLER_OPTION]->val2;
  4790. if (sc->data[SC_WATER_BARRIER])
  4791. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4792. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4793. matk += 50;
  4794. if (sc->data[SC_ODINS_POWER])
  4795. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4796. if (sc->data[SC_MOONLITSERENADE])
  4797. matk += sc->data[SC_MOONLITSERENADE]->val3;
  4798. if (sc->data[SC_IZAYOI])
  4799. matk += 25 * sc->data[SC_IZAYOI]->val1;
  4800. if (sc->data[SC_ZANGETSU])
  4801. matk += sc->data[SC_ZANGETSU]->val3;
  4802. if (sc->data[SC_QUEST_BUFF1])
  4803. matk += sc->data[SC_QUEST_BUFF1]->val1;
  4804. if (sc->data[SC_QUEST_BUFF2])
  4805. matk += sc->data[SC_QUEST_BUFF2]->val1;
  4806. if (sc->data[SC_QUEST_BUFF3])
  4807. matk += sc->data[SC_QUEST_BUFF3]->val1;
  4808. #endif
  4809. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  4810. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4811. if (sc->data[SC_MINDBREAKER])
  4812. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4813. if (sc->data[SC_INCMATKRATE])
  4814. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4815. if (sc->data[SC_MTF_MATK])
  4816. matk += matk * 25 / 100;
  4817. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4818. }
  4819. /**
  4820. * Adds critical modifications based on status changes
  4821. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  4822. * @param sc: Object's status change information
  4823. * @param critical: Initial critical
  4824. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  4825. **/
  4826. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  4827. {
  4828. if(!sc || !sc->count)
  4829. return cap_value(critical,10,SHRT_MAX);
  4830. if (sc->data[SC_INCCRI])
  4831. critical += sc->data[SC_INCCRI]->val2;
  4832. if (sc->data[SC_EXPLOSIONSPIRITS])
  4833. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4834. if (sc->data[SC_FORTUNE])
  4835. critical += sc->data[SC_FORTUNE]->val2;
  4836. if (sc->data[SC_TRUESIGHT])
  4837. critical += sc->data[SC_TRUESIGHT]->val2;
  4838. if (sc->data[SC_CLOAKING])
  4839. critical += critical;
  4840. if (sc->data[SC_STRIKING])
  4841. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  4842. #ifdef RENEWAL
  4843. if (sc->data[SC_SPEARQUICKEN])
  4844. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4845. #endif
  4846. if (sc->data[SC__INVISIBILITY])
  4847. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4848. if (sc->data[SC__UNLUCKY])
  4849. critical -= sc->data[SC__UNLUCKY]->val2;
  4850. if(sc->data[SC_BEYONDOFWARCRY])
  4851. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  4852. return (short)cap_value(critical,10,SHRT_MAX);
  4853. }
  4854. /**
  4855. * Adds hit modifications based on status changes
  4856. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  4857. * @param sc: Object's status change information
  4858. * @param hit: Initial hit
  4859. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  4860. **/
  4861. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4862. {
  4863. if(!sc || !sc->count)
  4864. return cap_value(hit,1,SHRT_MAX);
  4865. if(sc->data[SC_INCHIT])
  4866. hit += sc->data[SC_INCHIT]->val1;
  4867. if(sc->data[SC_HITFOOD])
  4868. hit += sc->data[SC_HITFOOD]->val1;
  4869. if(sc->data[SC_TRUESIGHT])
  4870. hit += sc->data[SC_TRUESIGHT]->val3;
  4871. if(sc->data[SC_HUMMING])
  4872. hit += sc->data[SC_HUMMING]->val2;
  4873. if(sc->data[SC_CONCENTRATION])
  4874. hit += sc->data[SC_CONCENTRATION]->val3;
  4875. if(sc->data[SC_INSPIRATION])
  4876. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val3 / 2;
  4877. if(sc->data[SC_ADJUSTMENT])
  4878. hit -= 30;
  4879. if(sc->data[SC_INCREASING])
  4880. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4881. if(sc->data[SC_MERC_HITUP])
  4882. hit += sc->data[SC_MERC_HITUP]->val2;
  4883. if(sc->data[SC_INCHITRATE])
  4884. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4885. if(sc->data[SC_BLIND])
  4886. hit -= hit * 25/100;
  4887. if(sc->data[SC__GROOMY])
  4888. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4889. if(sc->data[SC_FEAR])
  4890. hit -= hit * 20 / 100;
  4891. if (sc->data[SC_ASH])
  4892. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  4893. if (sc->data[SC_TEARGAS])
  4894. hit -= hit * 50 / 100;
  4895. if(sc->data[SC_ILLUSIONDOPING])
  4896. hit -= 50;
  4897. if (sc->data[SC_MTF_ASPD])
  4898. hit += 5;
  4899. return (short)cap_value(hit,1,SHRT_MAX);
  4900. }
  4901. /**
  4902. * Adds flee modifications based on status changes
  4903. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  4904. * @param sc: Object's status change information
  4905. * @param flee: Initial flee
  4906. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  4907. **/
  4908. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4909. {
  4910. if( bl->type == BL_PC ) {
  4911. if( map_flag_gvg(bl->m) )
  4912. flee -= flee * battle_config.gvg_flee_penalty/100;
  4913. else if( map[bl->m].flag.battleground )
  4914. flee -= flee * battle_config.bg_flee_penalty/100;
  4915. }
  4916. if(!sc || !sc->count)
  4917. return cap_value(flee,1,SHRT_MAX);
  4918. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  4919. return sc->data[SC_OVERED_BOOST]->val2;
  4920. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  4921. return 1; // 1 = min flee
  4922. if(sc->data[SC_INCFLEE])
  4923. flee += sc->data[SC_INCFLEE]->val1;
  4924. if(sc->data[SC_FLEEFOOD])
  4925. flee += sc->data[SC_FLEEFOOD]->val1;
  4926. if(sc->data[SC_WHISTLE])
  4927. flee += sc->data[SC_WHISTLE]->val2;
  4928. if(sc->data[SC_WINDWALK])
  4929. flee += sc->data[SC_WINDWALK]->val2;
  4930. if(sc->data[SC_VIOLENTGALE])
  4931. flee += sc->data[SC_VIOLENTGALE]->val2;
  4932. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  4933. flee += sc->data[SC_MOON_COMFORT]->val2;
  4934. if(sc->data[SC_CLOSECONFINE])
  4935. flee += 10;
  4936. if (sc->data[SC_ANGRIFFS_MODUS])
  4937. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  4938. if(sc->data[SC_ADJUSTMENT])
  4939. flee += 30;
  4940. if(sc->data[SC_SPEED])
  4941. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4942. if(sc->data[SC_GATLINGFEVER])
  4943. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4944. if(sc->data[SC_PARTYFLEE])
  4945. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  4946. if(sc->data[SC_MERC_FLEEUP])
  4947. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4948. if( sc->data[SC_HALLUCINATIONWALK] )
  4949. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4950. if( sc->data[SC_WATER_BARRIER] )
  4951. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4952. #ifdef RENEWAL
  4953. if( sc->data[SC_SPEARQUICKEN] )
  4954. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4955. #endif
  4956. if(sc->data[SC_INCFLEERATE])
  4957. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4958. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4959. flee -= flee * 50/100;
  4960. if(sc->data[SC_BERSERK])
  4961. flee -= flee * 50/100;
  4962. if(sc->data[SC_BLIND])
  4963. flee -= flee * 25/100;
  4964. if(sc->data[SC_FEAR])
  4965. flee -= flee * 20 / 100;
  4966. if(sc->data[SC_PARALYSE])
  4967. flee -= flee * 10 / 100;
  4968. if(sc->data[SC_INFRAREDSCAN])
  4969. flee -= flee * 30 / 100;
  4970. if( sc->data[SC__LAZINESS] )
  4971. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4972. if( sc->data[SC_GLOOMYDAY] )
  4973. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4974. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4975. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4976. if( sc->data[SC_WIND_STEP_OPTION] )
  4977. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4978. if( sc->data[SC_ZEPHYR] )
  4979. flee += sc->data[SC_ZEPHYR]->val2;
  4980. if(sc->data[SC_ASH])
  4981. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  4982. if (sc->data[SC_GOLDENE_FERSE])
  4983. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  4984. if (sc->data[SC_SMOKEPOWDER])
  4985. flee += flee * 20 / 100;
  4986. if (sc->data[SC_TEARGAS])
  4987. flee -= flee * 50 / 100;
  4988. if( sc->data[SC_C_MARKER] )
  4989. flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  4990. if(sc->data[SC_HEAT_BARREL])
  4991. flee -= sc->data[SC_HEAT_BARREL]->val4;
  4992. return (short)cap_value(flee,1,SHRT_MAX);
  4993. }
  4994. /**
  4995. * Adds perfect flee modifications based on status changes
  4996. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  4997. * @param sc: Object's status change information
  4998. * @param flee2: Initial flee2
  4999. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5000. **/
  5001. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5002. {
  5003. if(!sc || !sc->count)
  5004. return cap_value(flee2,10,SHRT_MAX);
  5005. if(sc->data[SC_INCFLEE2])
  5006. flee2 += sc->data[SC_INCFLEE2]->val2;
  5007. if(sc->data[SC_WHISTLE])
  5008. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5009. if(sc->data[SC__UNLUCKY])
  5010. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5011. return (short)cap_value(flee2,10,SHRT_MAX);
  5012. }
  5013. /**
  5014. * Adds defense (left-side) modifications based on status changes
  5015. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5016. * @param sc: Object's status change information
  5017. * @param def: Initial def
  5018. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5019. **/
  5020. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5021. {
  5022. if(!sc || !sc->count)
  5023. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5024. if(sc->data[SC_BERSERK])
  5025. return 0;
  5026. if(sc->data[SC_SKA])
  5027. return sc->data[SC_SKA]->val3;
  5028. if(sc->data[SC_BARRIER])
  5029. return 100;
  5030. if(sc->data[SC_KEEPING])
  5031. return 90;
  5032. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5033. if(sc->data[SC_STEELBODY])
  5034. return 90;
  5035. #endif
  5036. if(sc->data[SC_DEFSET])
  5037. return sc->data[SC_DEFSET]->val1;
  5038. if(sc->data[SC_UNLIMIT])
  5039. return 1;
  5040. if(sc->data[SC_ARMORCHANGE])
  5041. def += sc->data[SC_ARMORCHANGE]->val2;
  5042. if(sc->data[SC_DRUMBATTLE])
  5043. def += sc->data[SC_DRUMBATTLE]->val3;
  5044. #ifndef RENEWAL
  5045. if(sc->data[SC_DEFENCE])
  5046. def += sc->data[SC_DEFENCE]->val2 ;
  5047. #endif
  5048. if(sc->data[SC_INCDEFRATE])
  5049. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5050. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5051. def += 50;
  5052. if(sc->data[SC_ODINS_POWER])
  5053. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5054. if( sc->data[SC_ANGRIFFS_MODUS] )
  5055. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5056. if(sc->data[SC_STONEHARDSKIN])
  5057. def += sc->data[SC_STONEHARDSKIN]->val1;
  5058. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5059. def >>=1;
  5060. if(sc->data[SC_FREEZE])
  5061. def >>=1;
  5062. if(sc->data[SC_SIGNUMCRUCIS])
  5063. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5064. if(sc->data[SC_CONCENTRATION])
  5065. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5066. if(sc->data[SC_SKE])
  5067. def >>=1;
  5068. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5069. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5070. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5071. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5072. if (sc->data[SC_FLING])
  5073. def -= def * (sc->data[SC_FLING]->val2)/100;
  5074. if( sc->data[SC_FREEZING] )
  5075. def -= def * 10 / 100;
  5076. if( sc->data[SC_ANALYZE] )
  5077. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5078. if( sc->data[SC_NEUTRALBARRIER] )
  5079. def += def * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  5080. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5081. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5082. if( sc->data[SC_PRESTIGE] )
  5083. def += sc->data[SC_PRESTIGE]->val1;
  5084. #ifndef RENEWAL
  5085. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5086. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5087. #endif
  5088. if( sc->data[SC_ECHOSONG] )
  5089. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5090. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5091. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5092. if( sc->data[SC_EARTHDRIVE] )
  5093. def -= def * 25 / 100;
  5094. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5095. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5096. if( sc->data[SC_ROCK_CRUSHER] )
  5097. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5098. if( sc->data[SC_POWER_OF_GAIA] )
  5099. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5100. if(sc->data[SC_ASH])
  5101. def -= def * sc->data[SC_ASH]->val3/100;
  5102. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5103. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5104. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5105. }
  5106. /**
  5107. * Adds defense (right-side) modifications based on status changes
  5108. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5109. * @param sc: Object's status change information
  5110. * @param def2: Initial def2
  5111. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5112. **/
  5113. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5114. {
  5115. if(!sc || !sc->count)
  5116. #ifdef RENEWAL
  5117. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5118. #else
  5119. return (short)cap_value(def2,1,SHRT_MAX);
  5120. #endif
  5121. if(sc->data[SC_BERSERK])
  5122. return 0;
  5123. if(sc->data[SC_ETERNALCHAOS])
  5124. return 0;
  5125. if(sc->data[SC_DEFSET])
  5126. return sc->data[SC_DEFSET]->val1;
  5127. if(sc->data[SC_UNLIMIT])
  5128. return 1;
  5129. if(sc->data[SC_SUN_COMFORT])
  5130. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5131. #ifdef RENEWAL
  5132. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5133. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5134. #endif
  5135. if(sc->data[SC_ANGELUS])
  5136. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5137. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5138. #else
  5139. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5140. if(sc->data[SC_CONCENTRATION])
  5141. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5142. #endif
  5143. if(sc->data[SC_POISON])
  5144. def2 -= def2 * 25/100;
  5145. if(sc->data[SC_DPOISON])
  5146. def2 -= def2 * 25/100;
  5147. if(sc->data[SC_SKE])
  5148. def2 -= def2 * 50/100;
  5149. if(sc->data[SC_PROVOKE])
  5150. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5151. if(sc->data[SC_JOINTBEAT])
  5152. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5153. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5154. if(sc->data[SC_FLING])
  5155. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5156. if( sc->data[SC_FREEZING] )
  5157. def2 -= def2 * 10 / 100;
  5158. if(sc->data[SC_ANALYZE])
  5159. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5160. if(sc->data[SC_ASH])
  5161. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5162. if (sc->data[SC_PARALYSIS])
  5163. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5164. if(sc->data[SC_EQC])
  5165. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5166. #ifdef RENEWAL
  5167. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5168. #else
  5169. return (short)cap_value(def2,1,SHRT_MAX);
  5170. #endif
  5171. }
  5172. /**
  5173. * Adds magic defense (left-side) modifications based on status changes
  5174. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5175. * @param sc: Object's status change information
  5176. * @param mdef: Initial mdef
  5177. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5178. **/
  5179. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5180. {
  5181. if(!sc || !sc->count)
  5182. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5183. if(sc->data[SC_BERSERK])
  5184. return 0;
  5185. if(sc->data[SC_BARRIER])
  5186. return 100;
  5187. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5188. if(sc->data[SC_STEELBODY])
  5189. return 90;
  5190. #endif
  5191. if(sc->data[SC_MDEFSET])
  5192. return sc->data[SC_MDEFSET]->val1;
  5193. if(sc->data[SC_UNLIMIT])
  5194. return 1;
  5195. if(sc->data[SC_ARMORCHANGE])
  5196. mdef += sc->data[SC_ARMORCHANGE]->val3;
  5197. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5198. mdef += 50;
  5199. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5200. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5201. if(sc->data[SC_STONEHARDSKIN])
  5202. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5203. if(sc->data[SC_WATER_BARRIER])
  5204. mdef += sc->data[SC_WATER_BARRIER]->val2;
  5205. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5206. mdef += 25 * mdef / 100;
  5207. if(sc->data[SC_FREEZE])
  5208. mdef += 25 * mdef / 100;
  5209. if(sc->data[SC_BURNING])
  5210. mdef -= 25 * mdef / 100;
  5211. if( sc->data[SC_NEUTRALBARRIER] )
  5212. mdef += mdef * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  5213. if(sc->data[SC_ANALYZE])
  5214. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5215. if(sc->data[SC_SYMPHONYOFLOVER])
  5216. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5217. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4) {
  5218. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5219. if (mdef < 0)
  5220. return 0;
  5221. }
  5222. if (sc->data[SC_ODINS_POWER])
  5223. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5224. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5225. }
  5226. /**
  5227. * Adds magic defense (right-side) modifications based on status changes
  5228. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5229. * @param sc: Object's status change information
  5230. * @param mdef2: Initial mdef2
  5231. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5232. **/
  5233. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5234. {
  5235. if(!sc || !sc->count)
  5236. #ifdef RENEWAL
  5237. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5238. #else
  5239. return (short)cap_value(mdef2,1,SHRT_MAX);
  5240. #endif
  5241. if(sc->data[SC_BERSERK])
  5242. return 0;
  5243. if(sc->data[SC_SKA])
  5244. return 90;
  5245. if(sc->data[SC_MDEFSET])
  5246. return sc->data[SC_MDEFSET]->val1;
  5247. if(sc->data[SC_UNLIMIT])
  5248. return 1;
  5249. if(sc->data[SC_MINDBREAKER])
  5250. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5251. if(sc->data[SC_BURNING])
  5252. mdef2 -= mdef2 * 25 / 100;
  5253. if(sc->data[SC_ANALYZE])
  5254. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5255. #ifdef RENEWAL
  5256. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5257. #else
  5258. return (short)cap_value(mdef2,1,SHRT_MAX);
  5259. #endif
  5260. }
  5261. /**
  5262. * Adds speed modifications based on status changes
  5263. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5264. * @param sc: Object's status change information
  5265. * @param speed: Initial speed
  5266. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5267. **/
  5268. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5269. {
  5270. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5271. int speed_rate = 100;
  5272. if( sc == NULL )
  5273. return cap_value(speed,10,USHRT_MAX);
  5274. if (sd && sd->state.permanent_speed)
  5275. return (short)cap_value(speed,10,USHRT_MAX);
  5276. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5277. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5278. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5279. else
  5280. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5281. } else {
  5282. int val = 0;
  5283. // GetMoveHasteValue2()
  5284. if( sc->data[SC_FUSION] )
  5285. val = 25;
  5286. else if( sd ) {
  5287. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5288. val = 25; // Same bonus
  5289. else if( pc_isridingwug(sd) )
  5290. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5291. else if( pc_ismadogear(sd) ) {
  5292. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5293. if( sc->data[SC_ACCELERATION] )
  5294. val += 25;
  5295. }
  5296. else if( sc->data[SC_ALL_RIDING] )
  5297. val = battle_config.rental_mount_speed_boost;
  5298. }
  5299. speed_rate -= val;
  5300. // GetMoveSlowValue()
  5301. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5302. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5303. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5304. val = sc->data[SC_CHASEWALK]->val3;
  5305. else {
  5306. val = 0;
  5307. // Longing for Freedom cancels song/dance penalty
  5308. if( sc->data[SC_LONGING] )
  5309. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5310. else
  5311. if( sd && sc->data[SC_DANCING] )
  5312. 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)) );
  5313. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  5314. val = max( val, 25 );
  5315. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5316. val = max( val, 50 );
  5317. if( sc->data[SC_DONTFORGETME] )
  5318. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5319. if( sc->data[SC_CURSE] )
  5320. val = max( val, 300 );
  5321. if( sc->data[SC_CHASEWALK] )
  5322. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5323. if( sc->data[SC_WEDDING] )
  5324. val = max( val, 100 );
  5325. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5326. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5327. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5328. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5329. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5330. val = max( val, 75 );
  5331. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5332. val = max( val, 100 );
  5333. if( sc->data[SC_GATLINGFEVER] )
  5334. val = max( val, 100 );
  5335. if( sc->data[SC_SUITON] )
  5336. val = max( val, sc->data[SC_SUITON]->val3 );
  5337. if( sc->data[SC_SWOO] )
  5338. val = max( val, 300 );
  5339. if( sc->data[SC_SKA] )
  5340. val = max( val, 25 );
  5341. if( sc->data[SC_FREEZING] )
  5342. val = max( val, 50 );
  5343. if( sc->data[SC_MARSHOFABYSS] )
  5344. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5345. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  5346. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  5347. if( sc->data[SC_STEALTHFIELD_MASTER] )
  5348. val = max( val, 30 );
  5349. if( sc->data[SC__LAZINESS] )
  5350. val = max( val, 25 );
  5351. if( sc->data[SC_BANDING_DEFENCE] )
  5352. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5353. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5354. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5355. if( sc->data[SC_POWER_OF_GAIA] )
  5356. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5357. if( sc->data[SC_MELON_BOMB] )
  5358. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  5359. if( sc->data[SC_B_TRAP] )
  5360. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5361. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5362. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5363. }
  5364. speed_rate += val;
  5365. val = 0;
  5366. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  5367. speed_rate = 150;
  5368. // GetMoveHasteValue1()
  5369. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5370. val = max( val, 50 );
  5371. if( sc->data[SC_INCREASEAGI] )
  5372. val = max( val, 25 );
  5373. if( sc->data[SC_WINDWALK] )
  5374. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5375. if( sc->data[SC_CARTBOOST] )
  5376. val = max( val, 20 );
  5377. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5378. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5379. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5380. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5381. if( sc->data[SC_BERSERK] )
  5382. val = max( val, 25 );
  5383. if( sc->data[SC_RUN] )
  5384. val = max( val, 55 );
  5385. if( sc->data[SC_AVOID] )
  5386. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5387. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5388. val = max( val, 75 );
  5389. if( sc->data[SC_CLOAKINGEXCEED] )
  5390. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5391. if( sc->data[SC_HOVERING] )
  5392. val = max( val, 10 );
  5393. if( sc->data[SC_GN_CARTBOOST] )
  5394. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5395. if( sc->data[SC_SWINGDANCE] )
  5396. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  5397. if( sc->data[SC_WIND_STEP_OPTION] )
  5398. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5399. if( sc->data[SC_FULL_THROTTLE] )
  5400. val = max( val, 30 );
  5401. // !FIXME: official items use a single bonus for this [ultramage]
  5402. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5403. val = max( val, 25 );
  5404. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5405. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5406. speed_rate -= val;
  5407. if( speed_rate < 40 )
  5408. speed_rate = 40;
  5409. }
  5410. // GetSpeed()
  5411. if( sd && pc_iscarton(sd) )
  5412. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5413. if( sc->data[SC_PARALYSE] )
  5414. speed += speed * 50 / 100;
  5415. if( speed_rate != 100 )
  5416. speed = speed * speed_rate / 100;
  5417. if( sc->data[SC_STEELBODY] )
  5418. speed = 200;
  5419. if( sc->data[SC_DEFENDER] )
  5420. speed = max(speed, 200);
  5421. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5422. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5423. if( sc->data[SC_REBOUND] )
  5424. speed += max(speed, 100);
  5425. return (short)cap_value(speed,10,USHRT_MAX);
  5426. }
  5427. #ifdef RENEWAL_ASPD
  5428. /**
  5429. * Renewal attack speed modifiers based on status changes
  5430. * This function only affects RENEWAL players and comes after base calculation
  5431. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5432. * @param sc: Object's status change information
  5433. * @param flag: flag&1 - fixed value [malufett]
  5434. * flag&2 - percentage value
  5435. * @return modified aspd
  5436. **/
  5437. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  5438. {
  5439. int i, pots = 0, skills1 = 0, skills2 = 0;
  5440. if(!sc || !sc->count)
  5441. return 0;
  5442. if(sc->data[i=SC_ASPDPOTION3] ||
  5443. sc->data[i=SC_ASPDPOTION2] ||
  5444. sc->data[i=SC_ASPDPOTION1] ||
  5445. sc->data[i=SC_ASPDPOTION0])
  5446. pots += sc->data[i]->val1;
  5447. if( !sc->data[SC_QUAGMIRE] ) {
  5448. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  5449. skills1 = 7;
  5450. if(sc->data[SC_ONEHAND] && skills1 < 7)
  5451. skills1 = 7;
  5452. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
  5453. skills1 = 7;
  5454. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  5455. skills1 = 6;
  5456. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  5457. skills1 = 7;
  5458. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  5459. skills1 = 7;
  5460. if(sc->data[SC_FLEET] && skills1 < 5)
  5461. skills1 = 5;
  5462. }
  5463. if(sc->data[SC_BERSERK] && skills1 < 15)
  5464. skills1 = 15;
  5465. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 20)
  5466. skills1 = 20;
  5467. if(sc->data[SC_DONTFORGETME])
  5468. skills2 -= sc->data[SC_DONTFORGETME]->val2 / 10;
  5469. if(sc->data[SC_LONGING])
  5470. skills2 -= sc->data[SC_LONGING]->val2 / 10;
  5471. if(sc->data[SC_STEELBODY])
  5472. skills2 -= 25;
  5473. if(sc->data[SC_SKA])
  5474. skills2 -= 25;
  5475. if(sc->data[SC_DEFENDER])
  5476. skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
  5477. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5478. skills2 -= 75;
  5479. if(sc->data[SC_GRAVITATION])
  5480. skills2 -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  5481. if(sc->data[SC_JOINTBEAT]) { // Needs more info
  5482. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5483. skills2 -= 25;
  5484. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5485. skills2 -= 10;
  5486. }
  5487. if( sc->data[SC_FREEZING] )
  5488. skills2 -= 15;
  5489. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5490. skills2 -= 50;
  5491. if( sc->data[SC_PARALYSE] )
  5492. skills2 -= 10;
  5493. if( sc->data[SC__BODYPAINT] )
  5494. skills2 -= 5 * sc->data[SC__BODYPAINT]->val1;
  5495. if( sc->data[SC__INVISIBILITY] )
  5496. skills2 -= sc->data[SC__INVISIBILITY]->val2;
  5497. if( sc->data[SC__GROOMY] )
  5498. skills2 -= sc->data[SC__GROOMY]->val2;
  5499. if( sc->data[SC_SWINGDANCE] )
  5500. skills2 += sc->data[SC_SWINGDANCE]->val2;
  5501. if( sc->data[SC_DANCEWITHWUG] )
  5502. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  5503. if( sc->data[SC_GLOOMYDAY] )
  5504. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  5505. if( sc->data[SC_EARTHDRIVE] )
  5506. skills2 -= 25;
  5507. if( sc->data[SC_GT_CHANGE] )
  5508. skills2 += sc->data[SC_GT_CHANGE]->val3;
  5509. if( sc->data[SC_MELON_BOMB] )
  5510. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  5511. if( sc->data[SC_PAIN_KILLER] )
  5512. skills2 -= sc->data[SC_PAIN_KILLER]->val2;
  5513. if( sc->data[SC_BOOST500] )
  5514. skills2 += sc->data[SC_BOOST500]->val1;
  5515. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5516. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  5517. if( sc->data[SC_GOLDENE_FERSE] )
  5518. skills2 += sc->data[SC_GOLDENE_FERSE]->val3;
  5519. if( sc->data[SC_INCASPDRATE] )
  5520. skills2 += sc->data[SC_INCASPDRATE]->val1;
  5521. if( sc->data[SC_GATLINGFEVER] )
  5522. skills2 += sc->data[SC_GATLINGFEVER]->val1;
  5523. if( sc->data[SC_STAR_COMFORT] )
  5524. skills2 += sc->data[SC_STAR_COMFORT]->val1;
  5525. if( sc->data[SC_HEAT_BARREL] )
  5526. skills2 += sc->data[SC_HEAT_BARREL]->val3;
  5527. if(sc->data[SC_ASSNCROS] && !skills1) {
  5528. if (bl->type!=BL_PC)
  5529. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5530. else
  5531. switch(((TBL_PC*)bl)->status.weapon) {
  5532. case W_BOW:
  5533. case W_REVOLVER:
  5534. case W_RIFLE:
  5535. case W_GATLING:
  5536. case W_SHOTGUN:
  5537. case W_GRENADE:
  5538. break;
  5539. default:
  5540. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5541. break;
  5542. }
  5543. }
  5544. return ( flag&1? (skills1 + pots) : skills2 );
  5545. }
  5546. #endif
  5547. /**
  5548. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  5549. * A subtraction reduces the delay, meaning an increase in ASPD
  5550. * This comes after the percentage changes and is based on status changes
  5551. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5552. * @param sc: Object's status change information
  5553. * @param aspd: Object's current ASPD
  5554. * @return modified aspd
  5555. **/
  5556. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  5557. {
  5558. if (!sc || !sc->count)
  5559. return cap_value(aspd, 0, 2000);
  5560. if (sc->data[SC_OVERED_BOOST])
  5561. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  5562. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  5563. || sc->data[SC_WILD_STORM_OPTION]))
  5564. aspd -= 50; // +5 ASPD
  5565. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  5566. aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
  5567. if (sc->data[SC_MTF_ASPD])
  5568. aspd -= 10;
  5569. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  5570. }
  5571. /**
  5572. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  5573. * Note: The scale of aspd_rate is 1000 = 100%
  5574. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  5575. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5576. * @param sc: Object's status change information
  5577. * @param aspd_rate: Object's current ASPD
  5578. * @return modified aspd_rate
  5579. **/
  5580. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  5581. {
  5582. int i;
  5583. if(!sc || !sc->count)
  5584. return cap_value(aspd_rate,0,SHRT_MAX);
  5585. if( !sc->data[SC_QUAGMIRE] ) {
  5586. int max = 0;
  5587. if(sc->data[SC_STAR_COMFORT])
  5588. max = sc->data[SC_STAR_COMFORT]->val2;
  5589. if(sc->data[SC_TWOHANDQUICKEN] &&
  5590. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  5591. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  5592. if(sc->data[SC_ONEHAND] &&
  5593. max < sc->data[SC_ONEHAND]->val2)
  5594. max = sc->data[SC_ONEHAND]->val2;
  5595. if(sc->data[SC_MERC_QUICKEN] &&
  5596. max < sc->data[SC_MERC_QUICKEN]->val2)
  5597. max = sc->data[SC_MERC_QUICKEN]->val2;
  5598. if(sc->data[SC_ADRENALINE2] &&
  5599. max < sc->data[SC_ADRENALINE2]->val3)
  5600. max = sc->data[SC_ADRENALINE2]->val3;
  5601. if(sc->data[SC_ADRENALINE] &&
  5602. max < sc->data[SC_ADRENALINE]->val3)
  5603. max = sc->data[SC_ADRENALINE]->val3;
  5604. if(sc->data[SC_SPEARQUICKEN] &&
  5605. max < sc->data[SC_SPEARQUICKEN]->val2)
  5606. max = sc->data[SC_SPEARQUICKEN]->val2;
  5607. if(sc->data[SC_GATLINGFEVER] &&
  5608. max < sc->data[SC_GATLINGFEVER]->val2)
  5609. max = sc->data[SC_GATLINGFEVER]->val2;
  5610. if(sc->data[SC_FLEET] &&
  5611. max < sc->data[SC_FLEET]->val2)
  5612. max = sc->data[SC_FLEET]->val2;
  5613. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  5614. if (bl->type!=BL_PC)
  5615. max = sc->data[SC_ASSNCROS]->val2;
  5616. else
  5617. switch(((TBL_PC*)bl)->status.weapon) {
  5618. case W_BOW:
  5619. case W_REVOLVER:
  5620. case W_RIFLE:
  5621. case W_GATLING:
  5622. case W_SHOTGUN:
  5623. case W_GRENADE:
  5624. break;
  5625. default:
  5626. max = sc->data[SC_ASSNCROS]->val2;
  5627. }
  5628. }
  5629. aspd_rate -= max;
  5630. if(sc->data[SC_BERSERK])
  5631. aspd_rate -= 300;
  5632. else if(sc->data[SC_MADNESSCANCEL])
  5633. aspd_rate -= 200;
  5634. }
  5635. if( sc->data[i=SC_ASPDPOTION3] ||
  5636. sc->data[i=SC_ASPDPOTION2] ||
  5637. sc->data[i=SC_ASPDPOTION1] ||
  5638. sc->data[i=SC_ASPDPOTION0] )
  5639. aspd_rate -= sc->data[i]->val2;
  5640. if(sc->data[SC_DONTFORGETME])
  5641. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  5642. if(sc->data[SC_LONGING])
  5643. aspd_rate += sc->data[SC_LONGING]->val2;
  5644. if(sc->data[SC_STEELBODY])
  5645. aspd_rate += 250;
  5646. if(sc->data[SC_SKA])
  5647. aspd_rate += 250;
  5648. if(sc->data[SC_DEFENDER])
  5649. aspd_rate += sc->data[SC_DEFENDER]->val4;
  5650. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5651. aspd_rate += 250;
  5652. if(sc->data[SC_GRAVITATION])
  5653. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  5654. if(sc->data[SC_JOINTBEAT]) {
  5655. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5656. aspd_rate += 250;
  5657. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5658. aspd_rate += 100;
  5659. }
  5660. if( sc->data[SC_FREEZING] )
  5661. aspd_rate += 150;
  5662. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5663. aspd_rate += 500;
  5664. if( sc->data[SC_PARALYSE] )
  5665. aspd_rate += 100;
  5666. if( sc->data[SC__BODYPAINT] )
  5667. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  5668. if( sc->data[SC__INVISIBILITY] )
  5669. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  5670. if( sc->data[SC__GROOMY] )
  5671. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  5672. if( sc->data[SC_SWINGDANCE] )
  5673. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  5674. if( sc->data[SC_DANCEWITHWUG] )
  5675. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  5676. if( sc->data[SC_GLOOMYDAY] )
  5677. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  5678. if( sc->data[SC_EARTHDRIVE] )
  5679. aspd_rate += 250;
  5680. if( sc->data[SC_GT_CHANGE] )
  5681. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  5682. if( sc->data[SC_MELON_BOMB] )
  5683. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  5684. if( sc->data[SC_BOOST500] )
  5685. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  5686. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5687. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  5688. if( sc->data[SC_INCASPDRATE] )
  5689. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  5690. if( sc->data[SC_PAIN_KILLER])
  5691. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  5692. if( sc->data[SC_GOLDENE_FERSE])
  5693. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  5694. if( sc->data[SC_HEAT_BARREL] )
  5695. aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
  5696. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  5697. }
  5698. /**
  5699. * Modifies the damage delay time based on status changes
  5700. * The lower your delay, the quicker you can act after taking damage
  5701. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5702. * @param sc: Object's status change information
  5703. * @param dmotion: Object's current damage delay
  5704. * @return modified delay rate
  5705. **/
  5706. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  5707. {
  5708. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  5709. return cap_value(dmotion,0,USHRT_MAX);
  5710. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  5711. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  5712. return 0;
  5713. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  5714. return 0;
  5715. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  5716. }
  5717. /**
  5718. * Calculates a max HP based on status changes
  5719. * Values can either be percentages or fixed, based on how equations are formulated
  5720. * @param bl: Object's block_list data
  5721. * @param maxhp: Object's current max HP
  5722. * @return modified maxhp
  5723. **/
  5724. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  5725. {
  5726. int rate = 100;
  5727. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  5728. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  5729. maxhp = maxhp * rate / 100;
  5730. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5731. }
  5732. /**
  5733. * Calculates a max SP based on status changes
  5734. * Values can either be percentages or fixed, bas ed on how equations are formulated
  5735. * @param bl: Object's block_list data
  5736. * @param maxsp: Object's current max SP
  5737. * @return modified maxsp
  5738. **/
  5739. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  5740. {
  5741. int rate = 100;
  5742. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  5743. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  5744. maxsp = maxsp * rate / 100;
  5745. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  5746. }
  5747. /**
  5748. * Changes a player's element based on status changes
  5749. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5750. * @param sc: Object's status change information
  5751. * @param element: Object's current element
  5752. * @return new element
  5753. **/
  5754. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  5755. {
  5756. if(!sc || !sc->count)
  5757. return cap_value(element, 0, UCHAR_MAX);
  5758. if(sc->data[SC_FREEZE])
  5759. return ELE_WATER;
  5760. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5761. return ELE_EARTH;
  5762. if(sc->data[SC_BENEDICTIO])
  5763. return ELE_HOLY;
  5764. if(sc->data[SC_CHANGEUNDEAD])
  5765. return ELE_UNDEAD;
  5766. if(sc->data[SC_ELEMENTALCHANGE])
  5767. return sc->data[SC_ELEMENTALCHANGE]->val2;
  5768. if(sc->data[SC_SHAPESHIFT])
  5769. return sc->data[SC_SHAPESHIFT]->val2;
  5770. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5771. }
  5772. /**
  5773. * Changes a player's element level based on status changes
  5774. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5775. * @param sc: Object's status change information
  5776. * @param lv: Object's current element level
  5777. * @return new element level
  5778. **/
  5779. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  5780. {
  5781. if(!sc || !sc->count)
  5782. return cap_value(lv, 1, 4);
  5783. if(sc->data[SC_FREEZE])
  5784. return 1;
  5785. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5786. return 1;
  5787. if(sc->data[SC_BENEDICTIO])
  5788. return 1;
  5789. if(sc->data[SC_CHANGEUNDEAD])
  5790. return 1;
  5791. if(sc->data[SC_ELEMENTALCHANGE])
  5792. return sc->data[SC_ELEMENTALCHANGE]->val1;
  5793. if(sc->data[SC_SHAPESHIFT])
  5794. return 1;
  5795. if(sc->data[SC__INVISIBILITY])
  5796. return 1;
  5797. return (unsigned char)cap_value(lv,1,4);
  5798. }
  5799. /**
  5800. * Changes a player's attack element based on status changes
  5801. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5802. * @param sc: Object's status change information
  5803. * @param element: Object's current attack element
  5804. * @return new attack element
  5805. **/
  5806. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  5807. {
  5808. if(!sc || !sc->count)
  5809. return cap_value(element, 0, UCHAR_MAX);
  5810. if(sc->data[SC_ENCHANTARMS])
  5811. return sc->data[SC_ENCHANTARMS]->val2;
  5812. if(sc->data[SC_WATERWEAPON]
  5813. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  5814. return ELE_WATER;
  5815. if(sc->data[SC_EARTHWEAPON]
  5816. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  5817. return ELE_EARTH;
  5818. if(sc->data[SC_FIREWEAPON]
  5819. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  5820. return ELE_FIRE;
  5821. if(sc->data[SC_WINDWEAPON]
  5822. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  5823. return ELE_WIND;
  5824. if(sc->data[SC_ENCPOISON])
  5825. return ELE_POISON;
  5826. if(sc->data[SC_ASPERSIO])
  5827. return ELE_HOLY;
  5828. if(sc->data[SC_SHADOWWEAPON])
  5829. return ELE_DARK;
  5830. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5831. return ELE_GHOST;
  5832. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5833. return ELE_WATER;
  5834. if(sc->data[SC_PYROCLASTIC])
  5835. return ELE_FIRE;
  5836. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5837. }
  5838. /**
  5839. * Changes the mode of an object
  5840. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  5841. * @param sc: Object's status change data
  5842. * @param mode: Original mode
  5843. * @return mode with cap_value(mode,0,USHRT_MAX)
  5844. **/
  5845. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5846. {
  5847. if(!sc || !sc->count)
  5848. return cap_value(mode, 0, USHRT_MAX);
  5849. if(sc->data[SC_MODECHANGE]) {
  5850. if (sc->data[SC_MODECHANGE]->val2)
  5851. mode = sc->data[SC_MODECHANGE]->val2; // Set mode
  5852. if (sc->data[SC_MODECHANGE]->val3)
  5853. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  5854. if (sc->data[SC_MODECHANGE]->val4)
  5855. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  5856. }
  5857. return cap_value(mode,0,USHRT_MAX);
  5858. }
  5859. /**
  5860. * Gets the name of the given bl
  5861. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  5862. * @return name or "Unknown" if any other bl->type than noted above
  5863. **/
  5864. const char* status_get_name(struct block_list *bl)
  5865. {
  5866. nullpo_ret(bl);
  5867. switch (bl->type) {
  5868. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5869. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5870. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5871. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5872. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5873. }
  5874. return "Unknown";
  5875. }
  5876. /**
  5877. * Gets the class of the given bl
  5878. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5879. * @return class or 0 if any other bl->type than noted above
  5880. **/
  5881. int status_get_class(struct block_list *bl)
  5882. {
  5883. nullpo_ret(bl);
  5884. switch( bl->type ) {
  5885. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5886. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  5887. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5888. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5889. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5890. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5891. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5892. }
  5893. return 0;
  5894. }
  5895. /**
  5896. * Gets the base level of the given bl
  5897. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5898. * @return base level or 1 if any other bl->type than noted above
  5899. **/
  5900. int status_get_lv(struct block_list *bl)
  5901. {
  5902. nullpo_ret(bl);
  5903. switch (bl->type) {
  5904. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5905. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5906. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5907. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5908. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5909. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5910. case BL_NPC: return ((TBL_NPC*)bl)->level;
  5911. }
  5912. return 1;
  5913. }
  5914. /**
  5915. * Gets the regeneration info of the given bl
  5916. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  5917. * @return regen data or NULL if any other bl->type than noted above
  5918. **/
  5919. struct regen_data *status_get_regen_data(struct block_list *bl)
  5920. {
  5921. nullpo_retr(NULL, bl);
  5922. switch (bl->type) {
  5923. case BL_PC: return &((TBL_PC*)bl)->regen;
  5924. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5925. case BL_MER: return &((TBL_MER*)bl)->regen;
  5926. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5927. default:
  5928. return NULL;
  5929. }
  5930. }
  5931. /**
  5932. * Gets the status data of the given bl
  5933. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5934. * @return status or "dummy_status" if any other bl->type than noted above
  5935. **/
  5936. struct status_data *status_get_status_data(struct block_list *bl)
  5937. {
  5938. nullpo_retr(&dummy_status, bl);
  5939. switch (bl->type) {
  5940. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5941. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5942. case BL_PET: return &((TBL_PET*)bl)->status;
  5943. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5944. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5945. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5946. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  5947. default:
  5948. return &dummy_status;
  5949. }
  5950. }
  5951. /**
  5952. * Gets the base status data of the given bl
  5953. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5954. * @return base_status or NULL if any other bl->type than noted above
  5955. **/
  5956. struct status_data *status_get_base_status(struct block_list *bl)
  5957. {
  5958. nullpo_retr(NULL, bl);
  5959. switch (bl->type) {
  5960. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5961. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5962. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5963. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5964. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5965. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5966. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  5967. default:
  5968. return NULL;
  5969. }
  5970. }
  5971. /**
  5972. * Gets the defense of the given bl
  5973. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  5974. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  5975. **/
  5976. defType status_get_def(struct block_list *bl)
  5977. {
  5978. struct unit_data *ud;
  5979. struct status_data *status = status_get_status_data(bl);
  5980. int def = status?status->def:0;
  5981. ud = unit_bl2ud(bl);
  5982. if (ud && ud->skilltimer != INVALID_TIMER)
  5983. def -= def * skill_get_castdef(ud->skill_id)/100;
  5984. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  5985. }
  5986. /**
  5987. * Gets the walking speed of the given bl
  5988. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5989. * @return speed
  5990. **/
  5991. unsigned short status_get_speed(struct block_list *bl)
  5992. {
  5993. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  5994. return ((struct npc_data *)bl)->speed;
  5995. return status_get_status_data(bl)->speed;
  5996. }
  5997. /**
  5998. * Gets the party ID of the given bl
  5999. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6000. * @return party ID
  6001. **/
  6002. int status_get_party_id(struct block_list *bl)
  6003. {
  6004. nullpo_ret(bl);
  6005. switch (bl->type) {
  6006. case BL_PC:
  6007. return ((TBL_PC*)bl)->status.party_id;
  6008. case BL_PET:
  6009. if (((TBL_PET*)bl)->master)
  6010. return ((TBL_PET*)bl)->master->status.party_id;
  6011. break;
  6012. case BL_MOB: {
  6013. struct mob_data *md=(TBL_MOB*)bl;
  6014. if( md->master_id > 0 ) {
  6015. struct map_session_data *msd;
  6016. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6017. return msd->status.party_id;
  6018. return -md->master_id;
  6019. }
  6020. }
  6021. break;
  6022. case BL_HOM:
  6023. if (((TBL_HOM*)bl)->master)
  6024. return ((TBL_HOM*)bl)->master->status.party_id;
  6025. break;
  6026. case BL_MER:
  6027. if (((TBL_MER*)bl)->master)
  6028. return ((TBL_MER*)bl)->master->status.party_id;
  6029. break;
  6030. case BL_SKILL:
  6031. return ((TBL_SKILL*)bl)->group->party_id;
  6032. case BL_ELEM:
  6033. if (((TBL_ELEM*)bl)->master)
  6034. return ((TBL_ELEM*)bl)->master->status.party_id;
  6035. break;
  6036. }
  6037. return 0;
  6038. }
  6039. /**
  6040. * Gets the guild ID of the given bl
  6041. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6042. * @return guild ID
  6043. **/
  6044. int status_get_guild_id(struct block_list *bl)
  6045. {
  6046. nullpo_ret(bl);
  6047. switch (bl->type) {
  6048. case BL_PC:
  6049. return ((TBL_PC*)bl)->status.guild_id;
  6050. case BL_PET:
  6051. if (((TBL_PET*)bl)->master)
  6052. return ((TBL_PET*)bl)->master->status.guild_id;
  6053. break;
  6054. case BL_MOB:
  6055. {
  6056. struct map_session_data *msd;
  6057. struct mob_data *md = (struct mob_data *)bl;
  6058. if (md->guardian_data) // Guardian's guild [Skotlex]
  6059. return md->guardian_data->guild_id;
  6060. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6061. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6062. }
  6063. break;
  6064. case BL_HOM:
  6065. if (((TBL_HOM*)bl)->master)
  6066. return ((TBL_HOM*)bl)->master->status.guild_id;
  6067. break;
  6068. case BL_MER:
  6069. if (((TBL_MER*)bl)->master)
  6070. return ((TBL_MER*)bl)->master->status.guild_id;
  6071. break;
  6072. case BL_NPC:
  6073. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  6074. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6075. break;
  6076. case BL_SKILL:
  6077. return ((TBL_SKILL*)bl)->group->guild_id;
  6078. case BL_ELEM:
  6079. if (((TBL_ELEM*)bl)->master)
  6080. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6081. break;
  6082. }
  6083. return 0;
  6084. }
  6085. /**
  6086. * Gets the guild emblem ID of the given bl
  6087. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6088. * @return guild emblem ID
  6089. **/
  6090. int status_get_emblem_id(struct block_list *bl)
  6091. {
  6092. nullpo_ret(bl);
  6093. switch (bl->type) {
  6094. case BL_PC:
  6095. return ((TBL_PC*)bl)->guild_emblem_id;
  6096. case BL_PET:
  6097. if (((TBL_PET*)bl)->master)
  6098. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6099. break;
  6100. case BL_MOB:
  6101. {
  6102. struct map_session_data *msd;
  6103. struct mob_data *md = (struct mob_data *)bl;
  6104. if (md->guardian_data) // Guardian's guild [Skotlex]
  6105. return md->guardian_data->emblem_id;
  6106. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6107. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6108. }
  6109. break;
  6110. case BL_HOM:
  6111. if (((TBL_HOM*)bl)->master)
  6112. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6113. break;
  6114. case BL_MER:
  6115. if (((TBL_MER*)bl)->master)
  6116. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6117. break;
  6118. case BL_NPC:
  6119. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6120. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6121. if (g)
  6122. return g->emblem_id;
  6123. }
  6124. break;
  6125. case BL_ELEM:
  6126. if (((TBL_ELEM*)bl)->master)
  6127. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6128. break;
  6129. }
  6130. return 0;
  6131. }
  6132. /**
  6133. * Gets the race of a mob or pet
  6134. * @param bl: Object whose race to get [MOB|PET]
  6135. * @return race
  6136. **/
  6137. int status_get_race2(struct block_list *bl)
  6138. {
  6139. nullpo_ret(bl);
  6140. if(bl->type == BL_MOB)
  6141. return ((struct mob_data *)bl)->db->race2;
  6142. if(bl->type==BL_PET)
  6143. return ((struct pet_data *)bl)->db->race2;
  6144. return 0;
  6145. }
  6146. /**
  6147. * Checks if an object is dead
  6148. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6149. * @return 1: Is dead or 0: Is alive
  6150. **/
  6151. int status_isdead(struct block_list *bl)
  6152. {
  6153. nullpo_ret(bl);
  6154. return status_get_status_data(bl)->hp == 0;
  6155. }
  6156. /**
  6157. * Checks if an object is immune to magic
  6158. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6159. * @return value of magic damage to be blocked
  6160. **/
  6161. int status_isimmune(struct block_list *bl)
  6162. {
  6163. struct status_change *sc =status_get_sc(bl);
  6164. if (sc && sc->data[SC_HERMODE])
  6165. return 100;
  6166. if (bl->type == BL_PC &&
  6167. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6168. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6169. return 0;
  6170. }
  6171. /**
  6172. * Get view data of an object
  6173. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6174. * @return view data structure bl->vd
  6175. **/
  6176. struct view_data* status_get_viewdata(struct block_list *bl)
  6177. {
  6178. nullpo_retr(NULL, bl);
  6179. switch (bl->type) {
  6180. case BL_PC: return &((TBL_PC*)bl)->vd;
  6181. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6182. case BL_PET: return &((TBL_PET*)bl)->vd;
  6183. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6184. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6185. case BL_MER: return ((TBL_MER*)bl)->vd;
  6186. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6187. }
  6188. return NULL;
  6189. }
  6190. /**
  6191. * Set view data of an object
  6192. * This function deals with class, mount, and item views
  6193. * SC views are set in clif_getareachar_unit()
  6194. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6195. * @param class_: class of the object
  6196. **/
  6197. void status_set_viewdata(struct block_list *bl, int class_)
  6198. {
  6199. struct view_data* vd;
  6200. nullpo_retv(bl);
  6201. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6202. vd = mob_get_viewdata(class_);
  6203. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  6204. vd = npc_get_viewdata(class_);
  6205. else if (homdb_checkid(class_))
  6206. vd = hom_get_viewdata(class_);
  6207. else if (mercenary_class(class_))
  6208. vd = mercenary_get_viewdata(class_);
  6209. else if (elemental_class(class_))
  6210. vd = elemental_get_viewdata(class_);
  6211. else
  6212. vd = NULL;
  6213. switch (bl->type) {
  6214. case BL_PC:
  6215. {
  6216. TBL_PC* sd = (TBL_PC*)bl;
  6217. if (pcdb_checkid(class_)) {
  6218. if (sd->sc.option&OPTION_RIDING) {
  6219. switch (class_) { // Adapt class to a Mounted one.
  6220. case JOB_KNIGHT:
  6221. class_ = JOB_KNIGHT2;
  6222. break;
  6223. case JOB_CRUSADER:
  6224. class_ = JOB_CRUSADER2;
  6225. break;
  6226. case JOB_LORD_KNIGHT:
  6227. class_ = JOB_LORD_KNIGHT2;
  6228. break;
  6229. case JOB_PALADIN:
  6230. class_ = JOB_PALADIN2;
  6231. break;
  6232. case JOB_BABY_KNIGHT:
  6233. class_ = JOB_BABY_KNIGHT2;
  6234. break;
  6235. case JOB_BABY_CRUSADER:
  6236. class_ = JOB_BABY_CRUSADER2;
  6237. break;
  6238. }
  6239. }
  6240. sd->vd.class_ = class_;
  6241. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6242. sd->vd.head_top = sd->status.head_top;
  6243. sd->vd.head_mid = sd->status.head_mid;
  6244. sd->vd.head_bottom = sd->status.head_bottom;
  6245. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6246. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6247. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6248. sd->vd.sex = sd->status.sex;
  6249. if (sd->vd.cloth_color) {
  6250. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6251. sd->vd.cloth_color = 0;
  6252. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6253. sd->vd.cloth_color = 0;
  6254. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6255. sd->vd.cloth_color = 0;
  6256. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6257. sd->vd.cloth_color = 0;
  6258. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6259. sd->vd.cloth_color = 0;
  6260. }
  6261. } else if (vd)
  6262. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6263. else
  6264. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6265. }
  6266. break;
  6267. case BL_MOB:
  6268. {
  6269. TBL_MOB* md = (TBL_MOB*)bl;
  6270. if (vd)
  6271. md->vd = vd;
  6272. else
  6273. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6274. }
  6275. break;
  6276. case BL_PET:
  6277. {
  6278. TBL_PET* pd = (TBL_PET*)bl;
  6279. if (vd) {
  6280. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6281. if (!pcdb_checkid(vd->class_)) {
  6282. pd->vd.hair_style = battle_config.pet_hair_style;
  6283. if(pd->pet.equip) {
  6284. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6285. if (!pd->vd.head_bottom)
  6286. pd->vd.head_bottom = pd->pet.equip;
  6287. }
  6288. }
  6289. } else
  6290. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6291. }
  6292. break;
  6293. case BL_NPC:
  6294. {
  6295. TBL_NPC* nd = (TBL_NPC*)bl;
  6296. if (vd)
  6297. nd->vd = vd;
  6298. else
  6299. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6300. }
  6301. break;
  6302. case BL_HOM:
  6303. {
  6304. struct homun_data *hd = (struct homun_data*)bl;
  6305. if (vd)
  6306. hd->vd = vd;
  6307. else
  6308. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6309. }
  6310. break;
  6311. case BL_MER:
  6312. {
  6313. struct mercenary_data *md = (struct mercenary_data*)bl;
  6314. if (vd)
  6315. md->vd = vd;
  6316. else
  6317. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6318. }
  6319. break;
  6320. case BL_ELEM:
  6321. {
  6322. struct elemental_data *ed = (struct elemental_data*)bl;
  6323. if (vd)
  6324. ed->vd = vd;
  6325. else
  6326. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6327. }
  6328. break;
  6329. }
  6330. }
  6331. /**
  6332. * Get status change data of an object
  6333. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6334. * @return status change data structure bl->sc
  6335. **/
  6336. struct status_change *status_get_sc(struct block_list *bl)
  6337. {
  6338. if( bl )
  6339. switch (bl->type) {
  6340. case BL_PC: return &((TBL_PC*)bl)->sc;
  6341. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6342. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6343. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6344. case BL_MER: return &((TBL_MER*)bl)->sc;
  6345. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6346. }
  6347. return NULL;
  6348. }
  6349. /**
  6350. * Initiate (memset) the status change data of an object
  6351. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6352. **/
  6353. void status_change_init(struct block_list *bl)
  6354. {
  6355. struct status_change *sc = status_get_sc(bl);
  6356. nullpo_retv(sc);
  6357. memset(sc, 0, sizeof (struct status_change));
  6358. }
  6359. /**
  6360. * Applies SC defense to a given status change
  6361. * This function also determines whether or not the status change will be applied
  6362. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6363. * @param bl: Target of the status change
  6364. * @param type: Status change (SC_*)
  6365. * @param rate: Initial percentage rate of affecting bl
  6366. * @param tick: Initial duration that the status change affects bl
  6367. * @param flag: Value which determines what parts to calculate
  6368. * &1: Cannot be avoided (it has to start)
  6369. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6370. * &4: sc_data loaded, no value has to be altered.
  6371. * &8: rate should not be reduced
  6372. * @return adjusted duration based on flag values
  6373. **/
  6374. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  6375. {
  6376. /// Percentual resistance: 10000 = 100% Resist
  6377. /// Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
  6378. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6379. /// Linear resistance substracted from rate and tick after percentual resistance was applied
  6380. /// Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
  6381. int sc_def2 = 0, tick_def2 = 0;
  6382. struct status_data *status, *status_src, *b_status;
  6383. struct status_change *sc;
  6384. struct map_session_data *sd;
  6385. nullpo_ret(bl);
  6386. if(src==NULL) return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6387. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6388. if (status_isimmune(bl))
  6389. switch (type) {
  6390. case SC_DECREASEAGI:
  6391. case SC_SILENCE:
  6392. case SC_COMA:
  6393. case SC_INCREASEAGI:
  6394. case SC_BLESSING:
  6395. case SC_SLOWPOISON:
  6396. case SC_IMPOSITIO:
  6397. case SC_AETERNA:
  6398. case SC_SUFFRAGIUM:
  6399. case SC_BENEDICTIO:
  6400. case SC_PROVIDENCE:
  6401. case SC_KYRIE:
  6402. case SC_ASSUMPTIO:
  6403. case SC_ANGELUS:
  6404. case SC_MAGNIFICAT:
  6405. case SC_GLORIA:
  6406. case SC_WINDWALK:
  6407. case SC_MAGICROD:
  6408. case SC_HALLUCINATION:
  6409. case SC_STONE:
  6410. case SC_QUAGMIRE:
  6411. case SC_SUITON:
  6412. case SC_SWINGDANCE:
  6413. case SC__ENERVATION:
  6414. case SC__GROOMY:
  6415. case SC__IGNORANCE:
  6416. case SC__LAZINESS:
  6417. case SC__UNLUCKY:
  6418. case SC__WEAKNESS:
  6419. return 0;
  6420. }
  6421. sd = BL_CAST(BL_PC,bl);
  6422. status = status_get_status_data(bl);
  6423. status_src = status_get_status_data(src);
  6424. b_status = status_get_base_status(bl);
  6425. sc = status_get_sc(bl);
  6426. if( sc && !sc->count )
  6427. sc = NULL;
  6428. switch (type) {
  6429. case SC_POISON:
  6430. case SC_DPOISON:
  6431. sc_def = status->vit*100;
  6432. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6433. if (sd) {
  6434. // For players: 60000 - 450*vit - 100*luk
  6435. tick_def = status->vit*75;
  6436. tick_def2 = status->luk*100;
  6437. } else {
  6438. // For monsters: 30000 - 200*vit
  6439. tick>>=1;
  6440. tick_def = (status->vit*200)/3;
  6441. }
  6442. break;
  6443. case SC_STUN:
  6444. case SC_SILENCE:
  6445. case SC_BLEEDING:
  6446. sc_def = status->vit*100;
  6447. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6448. tick_def2 = status->luk*10;
  6449. break;
  6450. case SC_SLEEP:
  6451. sc_def = status->int_*100;
  6452. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6453. tick_def2 = status->luk*10;
  6454. break;
  6455. case SC_STONE:
  6456. sc_def = status->mdef*100;
  6457. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6458. tick_def = 0; // No duration reduction
  6459. break;
  6460. case SC_FREEZE:
  6461. sc_def = status->mdef*100;
  6462. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6463. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  6464. break;
  6465. case SC_CURSE:
  6466. // Special property: immunity when luk is zero
  6467. if (status->luk == 0)
  6468. return 0;
  6469. sc_def = status->luk*100;
  6470. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  6471. tick_def = status->vit*100;
  6472. tick_def2 = status->luk*10;
  6473. break;
  6474. case SC_BLIND:
  6475. sc_def = (status->vit + status->int_)*50;
  6476. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6477. tick_def2 = status->luk*10;
  6478. break;
  6479. case SC_CONFUSION:
  6480. sc_def = (status->str + status->int_)*50;
  6481. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  6482. tick_def2 = status->luk*10;
  6483. break;
  6484. case SC_DECREASEAGI:
  6485. case SC_ADORAMUS: // Arch Bishop
  6486. if (sd) tick>>=1; // Half duration for players.
  6487. sc_def = status->mdef*100;
  6488. tick_def = 0; // No duration reduction
  6489. break;
  6490. case SC_ANKLE:
  6491. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  6492. tick /= 5;
  6493. sc_def = status->agi*50;
  6494. break;
  6495. case SC_DEEPSLEEP:
  6496. sc_def = b_status->int_*50;
  6497. tick_def = 0; // Linear reduction instead
  6498. tick_def2 = (b_status->int_ + status_get_lv(bl))*50; // kRO balance update lists this formula
  6499. break;
  6500. case SC_NETHERWORLD:
  6501. tick_def2 = (status_get_lv(bl) > 150 ? 150 : status_get_lv(bl)) * 20 +
  6502. (sd ? (sd->status.job_level > 50 ? 50 : sd->status.job_level) * 100 : 0);
  6503. break;
  6504. case SC_MAGICMIRROR:
  6505. case SC_ARMORCHANGE:
  6506. if (sd) // Duration greatly reduced for players.
  6507. tick /= 15;
  6508. sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
  6509. break;
  6510. case SC_MARSHOFABYSS:
  6511. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  6512. tick_def2 = (status->int_ + status->luk)*50;
  6513. break;
  6514. case SC_STASIS:
  6515. // 5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
  6516. tick_def2 = (status->vit + status->dex)*50;
  6517. break;
  6518. case SC_WHITEIMPRISON:
  6519. if( tick == 5000 ) // 100% on caster
  6520. break;
  6521. if( bl->type == BL_PC )
  6522. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  6523. else
  6524. tick_def2 = (status->vit + status->luk)*50;
  6525. break;
  6526. case SC_BURNING:
  6527. tick_def2 = 75*status->luk + 125*status->agi;
  6528. break;
  6529. case SC_FREEZING:
  6530. tick_def2 = (status->vit + status->dex)*50;
  6531. break;
  6532. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  6533. sc_def = status->int_*80;
  6534. sc_def = max(sc_def, 500); // minimum of 5% resist
  6535. break;
  6536. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  6537. sc_def2 = status->agi*25;
  6538. break;
  6539. case SC_ELECTRICSHOCKER:
  6540. tick_def2 = (status->vit + status->agi) * 70;
  6541. break;
  6542. case SC_CRYSTALIZE:
  6543. tick_def2 = b_status->vit*100;
  6544. break;
  6545. case SC_VACUUM_EXTREME:
  6546. tick_def2 = b_status->str*50;
  6547. break;
  6548. case SC_MANDRAGORA:
  6549. sc_def = (status->vit + status->luk)*20;
  6550. break;
  6551. case SC_KYOUGAKU:
  6552. tick_def2 = 30*status->int_;
  6553. break;
  6554. case SC_PARALYSIS:
  6555. tick_def2 = (status->vit + status->luk)*50;
  6556. break;
  6557. case SC_VOICEOFSIREN:
  6558. tick_def2 = (status_get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level * 200 : 0);
  6559. break;
  6560. default:
  6561. // Effect that cannot be reduced? Likely a buff.
  6562. if (!(rnd()%10000 < rate))
  6563. return 0;
  6564. return tick ? tick : 1;
  6565. }
  6566. if (sd) {
  6567. if (battle_config.pc_sc_def_rate != 100) {
  6568. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  6569. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  6570. }
  6571. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  6572. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  6573. if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
  6574. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  6575. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  6576. }
  6577. } else {
  6578. if (battle_config.mob_sc_def_rate != 100) {
  6579. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  6580. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  6581. }
  6582. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  6583. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  6584. if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
  6585. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  6586. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  6587. }
  6588. }
  6589. if (sc) {
  6590. if (sc->data[SC_SCRESIST])
  6591. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  6592. else if (sc->data[SC_SIEGFRIED])
  6593. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  6594. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  6595. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  6596. }
  6597. // When tick def not set, reduction is the same for both.
  6598. if(tick_def == -1)
  6599. tick_def = sc_def;
  6600. // Natural resistance
  6601. if (!(flag&8)) {
  6602. rate -= rate*sc_def/10000;
  6603. rate -= sc_def2;
  6604. // Minimum chances
  6605. switch (type) {
  6606. case SC_BITE:
  6607. rate = max(rate, 5000); // Minimum of 50%
  6608. break;
  6609. }
  6610. // Item resistance (only applies to rate%)
  6611. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  6612. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  6613. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  6614. if( sd->sc.data[SC_COMMONSC_RESIST] )
  6615. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  6616. }
  6617. // Aegis accuracy
  6618. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  6619. }
  6620. if (!(rnd()%10000 < rate))
  6621. return 0;
  6622. // Even if a status change doesn't have a duration, it should still trigger
  6623. if (tick < 1) return 1;
  6624. // Rate reduction
  6625. if (flag&2)
  6626. return tick;
  6627. tick -= tick*tick_def/10000;
  6628. tick -= tick_def2;
  6629. // Minimum durations
  6630. switch (type) {
  6631. case SC_ANKLE:
  6632. case SC_BURNING:
  6633. case SC_MARSHOFABYSS:
  6634. case SC_STASIS:
  6635. case SC_DEEPSLEEP:
  6636. tick = max(tick, 5000); // Minimum duration 5s
  6637. break;
  6638. case SC_FREEZING:
  6639. tick = max(tick, 6000); // Minimum duration 6s
  6640. break;
  6641. default:
  6642. // Skills need to trigger even if the duration is reduced below 1ms
  6643. tick = max(tick, 1);
  6644. break;
  6645. }
  6646. return tick;
  6647. }
  6648. /**
  6649. * Applies SC effect to the player
  6650. * @param sd: Source to apply effect [PC]
  6651. * @param type: Status change (SC_*)
  6652. * @param dval1~3: Depends on type of status change
  6653. * Author: Ind
  6654. **/
  6655. void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
  6656. struct sc_display_entry *entry;
  6657. int i;
  6658. for( i = 0; i < sd->sc_display_count; i++ ) {
  6659. if( sd->sc_display[i]->type == type )
  6660. break;
  6661. }
  6662. if( i != sd->sc_display_count ) {
  6663. sd->sc_display[i]->val1 = dval1;
  6664. sd->sc_display[i]->val2 = dval2;
  6665. sd->sc_display[i]->val3 = dval3;
  6666. return;
  6667. }
  6668. entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
  6669. entry->type = type;
  6670. entry->val1 = dval1;
  6671. entry->val2 = dval2;
  6672. entry->val3 = dval3;
  6673. RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
  6674. sd->sc_display[sd->sc_display_count - 1] = entry;
  6675. }
  6676. /**
  6677. * Removes SC effect of the player
  6678. * @param sd: Source to remove effect [PC]
  6679. * @param type: Status change (SC_*)
  6680. * Author: Ind
  6681. **/
  6682. void status_display_remove(struct map_session_data *sd, enum sc_type type) {
  6683. int i;
  6684. for( i = 0; i < sd->sc_display_count; i++ ) {
  6685. if( sd->sc_display[i]->type == type )
  6686. break;
  6687. }
  6688. if( i != sd->sc_display_count ) {
  6689. int cursor;
  6690. ers_free(pc_sc_display_ers, sd->sc_display[i]);
  6691. sd->sc_display[i] = NULL;
  6692. /* The all-mighty compact-o-matic */
  6693. for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
  6694. if( sd->sc_display[i] == NULL )
  6695. continue;
  6696. if( i != cursor )
  6697. sd->sc_display[cursor] = sd->sc_display[i];
  6698. cursor++;
  6699. }
  6700. if( !(sd->sc_display_count = cursor) ) {
  6701. aFree(sd->sc_display);
  6702. sd->sc_display = NULL;
  6703. }
  6704. }
  6705. }
  6706. /**
  6707. * Applies SC defense to a given status change
  6708. * This function also determines whether or not the status change will be applied
  6709. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6710. * @param bl: Target of the status change (See: enum sc_type)
  6711. * @param type: Status change (SC_*)
  6712. * @param rate: Initial percentage rate of affecting bl (0~10000)
  6713. * @param val1~4: Depends on type of status change
  6714. * @param tick: Initial duration that the status change affects bl
  6715. * @param flag: Value which determines what parts to calculate
  6716. * &1: Cannot be avoided (it has to start)
  6717. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6718. * &4: sc_data loaded, no value has to be altered.
  6719. * &8: rate should not be reduced
  6720. * @return adjusted duration based on flag values
  6721. **/
  6722. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  6723. {
  6724. struct map_session_data *sd = NULL;
  6725. struct status_change* sc;
  6726. struct status_change_entry* sce;
  6727. struct status_data *status;
  6728. struct view_data *vd;
  6729. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  6730. bool sc_isnew = true;
  6731. nullpo_ret(bl);
  6732. sc = status_get_sc(bl);
  6733. status = status_get_status_data(bl);
  6734. if( type <= SC_NONE || type >= SC_MAX ) {
  6735. ShowError("status_change_start: invalid status change (%d)!\n", type);
  6736. return 0;
  6737. }
  6738. if( !sc )
  6739. return 0; // Unable to receive status changes
  6740. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  6741. return 0;
  6742. if( bl->type == BL_MOB) {
  6743. struct mob_data *md = BL_CAST(BL_MOB,bl);
  6744. if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  6745. return 0; // Emperium/BG Monsters can't be afflicted by status changes
  6746. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  6747. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  6748. }
  6749. if( sc->data[SC_REFRESH] ) {
  6750. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  6751. return 0; // Immune to status ailements
  6752. switch( type ) {
  6753. case SC_DEEPSLEEP:
  6754. case SC_BURNING:
  6755. case SC_FREEZING:
  6756. case SC_CRYSTALIZE:
  6757. case SC_TOXIN:
  6758. case SC_PARALYSE:
  6759. case SC_VENOMBLEED:
  6760. case SC_MAGICMUSHROOM:
  6761. case SC_DEATHHURT:
  6762. case SC_PYREXIA:
  6763. case SC_OBLIVIONCURSE:
  6764. case SC_MARSHOFABYSS:
  6765. case SC_MANDRAGORA:
  6766. return 0;
  6767. }
  6768. }
  6769. else if( sc->data[SC_INSPIRATION] ) {
  6770. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6771. return 0; // Immune to status ailements
  6772. switch( type ) {
  6773. case SC_BURNING:
  6774. case SC_FREEZING:
  6775. case SC_CRYSTALIZE:
  6776. case SC_FEAR:
  6777. case SC_TOXIN:
  6778. case SC_PARALYSE:
  6779. case SC_VENOMBLEED:
  6780. case SC_MAGICMUSHROOM:
  6781. case SC_DEATHHURT:
  6782. case SC_PYREXIA:
  6783. case SC_OBLIVIONCURSE:
  6784. case SC_LEECHESEND:
  6785. case SC_DEEPSLEEP:
  6786. case SC_SATURDAYNIGHTFEVER:
  6787. case SC__BODYPAINT:
  6788. case SC__ENERVATION:
  6789. case SC__GROOMY:
  6790. case SC__IGNORANCE:
  6791. case SC__LAZINESS:
  6792. case SC__UNLUCKY:
  6793. case SC__WEAKNESS:
  6794. return 0;
  6795. }
  6796. }
  6797. else if( sc->data[SC_KINGS_GRACE] ) {
  6798. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6799. return 0; // Immune to status ailements
  6800. switch( type ) {
  6801. case SC_HALLUCINATION:
  6802. case SC_BURNING:
  6803. case SC_CRYSTALIZE:
  6804. case SC_FREEZING:
  6805. case SC_DEEPSLEEP:
  6806. case SC_FEAR:
  6807. case SC_MANDRAGORA:
  6808. return 0;
  6809. }
  6810. }
  6811. sd = BL_CAST(BL_PC, bl);
  6812. // Adjust tick according to status resistances
  6813. if( !(flag&(1|4)) ) {
  6814. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  6815. if( !tick ) return 0;
  6816. }
  6817. undead_flag = battle_check_undead(status->race,status->def_ele);
  6818. // Check for immunities / sc fails
  6819. switch (type) {
  6820. case SC_DECREASEAGI:
  6821. case SC_QUAGMIRE:
  6822. case SC_DONTFORGETME:
  6823. case SC_ADORAMUS:
  6824. if(sc->data[SC_SPEEDUP1])
  6825. return 0;
  6826. break;
  6827. case SC_ANGRIFFS_MODUS:
  6828. case SC_GOLDENE_FERSE:
  6829. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  6830. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  6831. )
  6832. return 0;
  6833. case SC_VACUUM_EXTREME:
  6834. if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING])
  6835. return 0;
  6836. break;
  6837. case SC_STONE:
  6838. if(sc->data[SC_POWER_OF_GAIA])
  6839. return 0;
  6840. case SC_FREEZE:
  6841. // Undead are immune to Freeze/Stone
  6842. if (undead_flag && !(flag&1))
  6843. return 0;
  6844. case SC_DEEPSLEEP:
  6845. case SC_SLEEP:
  6846. case SC_STUN:
  6847. case SC_FREEZING:
  6848. case SC_CRYSTALIZE:
  6849. if (sc->opt1)
  6850. return 0; // Cannot override other opt1 status changes. [Skotlex]
  6851. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  6852. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  6853. break;
  6854. case SC_ALL_RIDING:
  6855. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  6856. return 0;
  6857. if( sc->data[type] )
  6858. { // Already mounted, just dismount.
  6859. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  6860. return 0;
  6861. }
  6862. break;
  6863. // They're all like berserk, do not everlap each other
  6864. case SC_BERSERK:
  6865. if(sc->data[SC_SATURDAYNIGHTFEVER])
  6866. return 0;
  6867. break;
  6868. case SC_BURNING:
  6869. if(sc->opt1 || sc->data[SC_FREEZING])
  6870. return 0;
  6871. break;
  6872. case SC_SIGNUMCRUCIS:
  6873. // Only affects demons and undead element (but not players)
  6874. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6875. return 0;
  6876. break;
  6877. case SC_AETERNA:
  6878. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  6879. return 0;
  6880. break;
  6881. case SC_KYRIE:
  6882. if (bl->type == BL_MOB)
  6883. return 0;
  6884. break;
  6885. case SC_OVERTHRUST:
  6886. if (sc->data[SC_MAXOVERTHRUST])
  6887. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  6888. case SC_MAXOVERTHRUST:
  6889. if( sc->option&OPTION_MADOGEAR )
  6890. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  6891. break;
  6892. case SC_ADRENALINE:
  6893. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  6894. return 0;
  6895. if (sc->data[SC_QUAGMIRE] ||
  6896. sc->data[SC_DECREASEAGI] ||
  6897. sc->data[SC_ADORAMUS] ||
  6898. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  6899. )
  6900. return 0;
  6901. break;
  6902. case SC_ADRENALINE2:
  6903. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  6904. return 0;
  6905. if (sc->data[SC_QUAGMIRE] ||
  6906. sc->data[SC_DECREASEAGI] ||
  6907. sc->data[SC_ADORAMUS]
  6908. )
  6909. return 0;
  6910. break;
  6911. case SC_MAGNIFICAT:
  6912. if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  6913. return 0;
  6914. break;
  6915. case SC_OFFERTORIUM:
  6916. if(sc->data[SC_MAGNIFICAT])
  6917. return 0;
  6918. break;
  6919. case SC_ONEHAND:
  6920. case SC_MERC_QUICKEN:
  6921. case SC_TWOHANDQUICKEN:
  6922. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6923. return 0;
  6924. case SC_INCREASEAGI:
  6925. case SC_CONCENTRATE:
  6926. case SC_SPEARQUICKEN:
  6927. case SC_TRUESIGHT:
  6928. case SC_WINDWALK:
  6929. case SC_CARTBOOST:
  6930. case SC_ASSNCROS:
  6931. if (sc->data[SC_QUAGMIRE])
  6932. return 0;
  6933. if(sc->option&OPTION_MADOGEAR)
  6934. return 0; // Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  6935. break;
  6936. case SC_CLOAKING:
  6937. // Avoid cloaking with no wall and low skill level. [Skotlex]
  6938. // Due to the cloaking card, we have to check the wall versus to known
  6939. // skill level rather than the used one. [Skotlex]
  6940. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  6941. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  6942. return 0;
  6943. break;
  6944. case SC_MODECHANGE:
  6945. {
  6946. int mode;
  6947. struct status_data *bstatus = status_get_base_status(bl);
  6948. if (!bstatus) return 0;
  6949. if (sc->data[type]) { // Pile up with previous values.
  6950. if(!val2) val2 = sc->data[type]->val2;
  6951. val3 |= sc->data[type]->val3;
  6952. val4 |= sc->data[type]->val4;
  6953. }
  6954. mode = val2?val2:bstatus->mode; // Base mode
  6955. if (val4) mode&=~val4; // Del mode
  6956. if (val3) mode|= val3; // Add mode
  6957. if (mode == bstatus->mode) { // No change.
  6958. if (sc->data[type]) // Abort previous status
  6959. return status_change_end(bl, type, INVALID_TIMER);
  6960. return 0;
  6961. }
  6962. }
  6963. break;
  6964. // Strip skills, need to divest something or it fails.
  6965. case SC_STRIPWEAPON:
  6966. if (sd && !(flag&4)) { // Apply sc anyway if loading saved sc_data
  6967. int i;
  6968. opt_flag = 0; // Reuse to check success condition.
  6969. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  6970. return 0;
  6971. i = sd->equip_index[EQI_HAND_L];
  6972. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6973. opt_flag|=1;
  6974. pc_unequipitem(sd,i,3); // Left-hand weapon
  6975. }
  6976. i = sd->equip_index[EQI_HAND_R];
  6977. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6978. opt_flag|=2;
  6979. pc_unequipitem(sd,i,3);
  6980. }
  6981. if (!opt_flag) return 0;
  6982. }
  6983. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6984. break;
  6985. case SC_STRIPSHIELD:
  6986. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  6987. else
  6988. if (sd && !(flag&4)) {
  6989. int i;
  6990. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  6991. return 0;
  6992. i = sd->equip_index[EQI_HAND_L];
  6993. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  6994. return 0;
  6995. pc_unequipitem(sd,i,3);
  6996. }
  6997. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6998. break;
  6999. case SC_STRIPARMOR:
  7000. if (sd && !(flag&4)) {
  7001. int i;
  7002. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7003. return 0;
  7004. i = sd->equip_index[EQI_ARMOR];
  7005. if ( i < 0 || !sd->inventory_data[i] )
  7006. return 0;
  7007. pc_unequipitem(sd,i,3);
  7008. }
  7009. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7010. break;
  7011. case SC_STRIPHELM:
  7012. if (sd && !(flag&4)) {
  7013. int i;
  7014. if(sd->bonus.unstripable_equip&EQP_HELM)
  7015. return 0;
  7016. i = sd->equip_index[EQI_HEAD_TOP];
  7017. if ( i < 0 || !sd->inventory_data[i] )
  7018. return 0;
  7019. pc_unequipitem(sd,i,3);
  7020. }
  7021. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7022. break;
  7023. case SC_MERC_FLEEUP:
  7024. case SC_MERC_ATKUP:
  7025. case SC_MERC_HPUP:
  7026. case SC_MERC_SPUP:
  7027. case SC_MERC_HITUP:
  7028. if( bl->type != BL_MER )
  7029. return 0; // Stats only for Mercenaries
  7030. break;
  7031. case SC_STRFOOD:
  7032. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7033. return 0;
  7034. break;
  7035. case SC_AGIFOOD:
  7036. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7037. return 0;
  7038. break;
  7039. case SC_VITFOOD:
  7040. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7041. return 0;
  7042. break;
  7043. case SC_INTFOOD:
  7044. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7045. return 0;
  7046. break;
  7047. case SC_DEXFOOD:
  7048. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7049. return 0;
  7050. break;
  7051. case SC_LUKFOOD:
  7052. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7053. return 0;
  7054. break;
  7055. case SC_FOOD_STR_CASH:
  7056. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  7057. return 0;
  7058. break;
  7059. case SC_FOOD_AGI_CASH:
  7060. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  7061. return 0;
  7062. break;
  7063. case SC_FOOD_VIT_CASH:
  7064. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  7065. return 0;
  7066. break;
  7067. case SC_FOOD_INT_CASH:
  7068. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  7069. return 0;
  7070. break;
  7071. case SC_FOOD_DEX_CASH:
  7072. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  7073. return 0;
  7074. break;
  7075. case SC_FOOD_LUK_CASH:
  7076. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  7077. return 0;
  7078. break;
  7079. case SC_CAMOUFLAGE:
  7080. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7081. return 0;
  7082. break;
  7083. case SC__STRIPACCESSORY:
  7084. if( sd ) {
  7085. int i = -1;
  7086. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7087. i = sd->equip_index[EQI_ACC_L];
  7088. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7089. pc_unequipitem(sd,i,3); // Left-Accessory
  7090. }
  7091. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7092. i = sd->equip_index[EQI_ACC_R];
  7093. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7094. pc_unequipitem(sd,i,3); // Right-Accessory
  7095. }
  7096. if( i < 0 )
  7097. return 0;
  7098. }
  7099. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7100. break;
  7101. case SC_TOXIN:
  7102. case SC_PARALYSE:
  7103. case SC_VENOMBLEED:
  7104. case SC_MAGICMUSHROOM:
  7105. case SC_DEATHHURT:
  7106. case SC_PYREXIA:
  7107. case SC_OBLIVIONCURSE:
  7108. case SC_LEECHESEND:
  7109. { // It doesn't stack or even renew
  7110. int i = SC_TOXIN;
  7111. for(; i<= SC_LEECHESEND; i++)
  7112. if(sc->data[i]) return 0;
  7113. }
  7114. break;
  7115. case SC_SATURDAYNIGHTFEVER:
  7116. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7117. return 0;
  7118. break;
  7119. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7120. if(sc->data[SC_HOVERING])
  7121. return 0;
  7122. break;
  7123. case SC_HEAT_BARREL:
  7124. //kRO Update 2014-02-12
  7125. //- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
  7126. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7127. return 0;
  7128. break;
  7129. case SC_P_ALTER:
  7130. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7131. return 0;
  7132. break;
  7133. case SC_MADNESSCANCEL:
  7134. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7135. return 0;
  7136. break;
  7137. case SC_C_MARKER:
  7138. if (src == bl)
  7139. return 0;
  7140. else {
  7141. struct status_change *tsc = status_get_sc(bl);
  7142. // Failed if the target is already marked and the new marker that isn't same marker
  7143. if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id)
  7144. return 0;
  7145. }
  7146. break;
  7147. }
  7148. // Check for BOSS resistances
  7149. if(status->mode&MD_BOSS && !(flag&1)) {
  7150. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  7151. return 0;
  7152. switch (type) {
  7153. case SC_BLESSING:
  7154. case SC_DECREASEAGI:
  7155. case SC_PROVOKE:
  7156. case SC_COMA:
  7157. case SC_GRAVITATION:
  7158. case SC_SUITON:
  7159. case SC_RICHMANKIM:
  7160. case SC_ROKISWEIL:
  7161. case SC_FOGWALL:
  7162. case SC_FREEZING:
  7163. case SC_BURNING:
  7164. case SC_MARSHOFABYSS:
  7165. case SC_ADORAMUS:
  7166. case SC_PARALYSIS:
  7167. case SC_DEEPSLEEP:
  7168. case SC_CRYSTALIZE:
  7169. case SC__ENERVATION:
  7170. case SC__GROOMY:
  7171. case SC__IGNORANCE:
  7172. case SC__LAZINESS:
  7173. case SC__UNLUCKY:
  7174. case SC__WEAKNESS:
  7175. case SC_TEARGAS:
  7176. case SC_TEARGAS_SOB:
  7177. case SC_PYREXIA:
  7178. case SC_DEATHHURT:
  7179. case SC_TOXIN:
  7180. case SC_PARALYSE:
  7181. case SC_VENOMBLEED:
  7182. case SC_MAGICMUSHROOM:
  7183. case SC_OBLIVIONCURSE:
  7184. case SC_LEECHESEND:
  7185. case SC_BITE:
  7186. case SC_ELECTRICSHOCKER:
  7187. case SC_MAGNETICFIELD:
  7188. case SC_NETHERWORLD:
  7189. return 0;
  7190. }
  7191. }
  7192. // Check for mvp resistance // atm only those who OS
  7193. if(status->mode&MD_MVP && !(flag&1)) {
  7194. switch (type) {
  7195. case SC_COMA:
  7196. // continue list...
  7197. return 0;
  7198. }
  7199. }
  7200. // Before overlapping fail, one must check for status cured.
  7201. switch (type) {
  7202. case SC_ENDURE:
  7203. if (val4)
  7204. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7205. break;
  7206. case SC_BLESSING:
  7207. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  7208. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  7209. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  7210. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7211. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7212. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7213. }
  7214. break;
  7215. case SC_INCREASEAGI:
  7216. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7217. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7218. break;
  7219. case SC_QUAGMIRE:
  7220. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  7221. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  7222. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7223. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  7224. // Also blocks the ones below...
  7225. case SC_DECREASEAGI:
  7226. case SC_ADORAMUS:
  7227. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  7228. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  7229. // Also blocks the ones below...
  7230. case SC_DONTFORGETME:
  7231. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7232. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  7233. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  7234. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  7235. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7236. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7237. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7238. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  7239. break;
  7240. case SC_ONEHAND:
  7241. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  7242. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7243. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7244. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7245. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7246. break;
  7247. case SC_MAXOVERTHRUST:
  7248. // Cancels Normal Overthrust. [Skotlex]
  7249. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  7250. break;
  7251. case SC_KYRIE:
  7252. // Cancels Assumptio
  7253. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7254. break;
  7255. case SC_DELUGE:
  7256. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  7257. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7258. break;
  7259. case SC_SILENCE:
  7260. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  7261. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  7262. break;
  7263. case SC_HIDING:
  7264. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  7265. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7266. break;
  7267. case SC_BERSERK:
  7268. if( val3 == SC__BLOODYLUST )
  7269. break;
  7270. if(battle_config.berserk_cancels_buffs) {
  7271. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7272. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7273. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7274. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  7275. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  7276. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7277. }
  7278. #ifdef RENEWAL
  7279. else {
  7280. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7281. }
  7282. #endif
  7283. break;
  7284. case SC_ASSUMPTIO:
  7285. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  7286. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  7287. break;
  7288. case SC_KAITE:
  7289. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7290. break;
  7291. case SC_GN_CARTBOOST:
  7292. case SC_CARTBOOST:
  7293. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  7294. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7295. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7296. return 0;
  7297. }
  7298. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  7299. //since Cart Boost don't cancel Slow Grace effect
  7300. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  7301. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  7302. if(sc->data[SC_DONTFORGETME])
  7303. return 0;
  7304. break;
  7305. case SC_FUSION:
  7306. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7307. break;
  7308. case SC_ADJUSTMENT:
  7309. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  7310. break;
  7311. case SC_MADNESSCANCEL:
  7312. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  7313. break;
  7314. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  7315. case SC_CHANGEUNDEAD:
  7316. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  7317. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7318. break;
  7319. case SC_STRFOOD:
  7320. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  7321. break;
  7322. case SC_AGIFOOD:
  7323. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  7324. break;
  7325. case SC_VITFOOD:
  7326. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  7327. break;
  7328. case SC_INTFOOD:
  7329. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  7330. break;
  7331. case SC_DEXFOOD:
  7332. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  7333. break;
  7334. case SC_LUKFOOD:
  7335. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  7336. break;
  7337. case SC_FOOD_STR_CASH:
  7338. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  7339. break;
  7340. case SC_FOOD_AGI_CASH:
  7341. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  7342. break;
  7343. case SC_FOOD_VIT_CASH:
  7344. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  7345. break;
  7346. case SC_FOOD_INT_CASH:
  7347. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  7348. break;
  7349. case SC_FOOD_DEX_CASH:
  7350. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  7351. break;
  7352. case SC_FOOD_LUK_CASH:
  7353. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  7354. break;
  7355. case SC_FIGHTINGSPIRIT:
  7356. case SC_OVERED_BOOST:
  7357. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  7358. break;
  7359. case SC_MARSHOFABYSS:
  7360. status_change_end(bl, SC_INCAGI, INVALID_TIMER);
  7361. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7362. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7363. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7364. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7365. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7366. break;
  7367. case SC_SWINGDANCE:
  7368. case SC_SYMPHONYOFLOVER:
  7369. case SC_MOONLITSERENADE:
  7370. case SC_RUSHWINDMILL:
  7371. case SC_ECHOSONG:
  7372. case SC_HARMONIZE:
  7373. case SC_FRIGG_SONG: // Group A doesn't overlap
  7374. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  7375. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  7376. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  7377. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  7378. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  7379. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  7380. if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
  7381. break;
  7382. case SC_VOICEOFSIREN:
  7383. case SC_DEEPSLEEP:
  7384. case SC_GLOOMYDAY:
  7385. case SC_SONGOFMANA:
  7386. case SC_DANCEWITHWUG:
  7387. case SC_SATURDAYNIGHTFEVER:
  7388. case SC_LERADSDEW:
  7389. case SC_MELODYOFSINK:
  7390. case SC_BEYONDOFWARCRY:
  7391. case SC_UNLIMITEDHUMMINGVOICE:
  7392. case SC_SIRCLEOFNATURE: // Group B
  7393. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  7394. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7395. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  7396. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  7397. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  7398. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  7399. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  7400. if (type != SC_GLOOMYDAY) {
  7401. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  7402. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  7403. }
  7404. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  7405. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  7406. if (type != SC_SATURDAYNIGHTFEVER) {
  7407. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  7408. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  7409. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  7410. }
  7411. }
  7412. break;
  7413. case SC_REFLECTSHIELD:
  7414. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7415. break;
  7416. case SC_REFLECTDAMAGE:
  7417. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7418. break;
  7419. case SC_SHIELDSPELL_DEF:
  7420. case SC_SHIELDSPELL_MDEF:
  7421. case SC_SHIELDSPELL_REF:
  7422. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7423. if( type != SC_SHIELDSPELL_DEF )
  7424. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  7425. if( type != SC_SHIELDSPELL_MDEF )
  7426. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  7427. if( type != SC_SHIELDSPELL_REF )
  7428. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  7429. break;
  7430. case SC_GT_ENERGYGAIN:
  7431. case SC_GT_CHANGE:
  7432. case SC_GT_REVITALIZE:
  7433. if( type != SC_GT_REVITALIZE )
  7434. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  7435. if( type != SC_GT_ENERGYGAIN )
  7436. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7437. if( type != SC_GT_CHANGE )
  7438. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7439. break;
  7440. case SC_WARMER:
  7441. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7442. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7443. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7444. break;
  7445. case SC_INVINCIBLE:
  7446. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  7447. break;
  7448. case SC_INVINCIBLEOFF:
  7449. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  7450. break;
  7451. case SC_MAGICPOWER:
  7452. status_change_end(bl, type, INVALID_TIMER);
  7453. break;
  7454. case SC_WHITEIMPRISON:
  7455. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7456. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7457. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7458. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7459. break;
  7460. case SC_FREEZING:
  7461. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7462. break;
  7463. }
  7464. // Check for overlapping fails
  7465. if( (sce = sc->data[type]) ) {
  7466. switch( type ) {
  7467. case SC_MERC_FLEEUP:
  7468. case SC_MERC_ATKUP:
  7469. case SC_MERC_HPUP:
  7470. case SC_MERC_SPUP:
  7471. case SC_MERC_HITUP:
  7472. if( sce->val1 > val1 )
  7473. val1 = sce->val1;
  7474. break;
  7475. case SC_ADRENALINE:
  7476. case SC_ADRENALINE2:
  7477. case SC_WEAPONPERFECTION:
  7478. case SC_OVERTHRUST:
  7479. if (sce->val2 > val2)
  7480. return 0;
  7481. break;
  7482. case SC_S_LIFEPOTION:
  7483. case SC_L_LIFEPOTION:
  7484. case SC_BOSSMAPINFO:
  7485. case SC_STUN:
  7486. case SC_SLEEP:
  7487. case SC_POISON:
  7488. case SC_CURSE:
  7489. case SC_SILENCE:
  7490. case SC_CONFUSION:
  7491. case SC_BLIND:
  7492. case SC_BLEEDING:
  7493. case SC_DPOISON:
  7494. case SC_CLOSECONFINE2: // Can't be re-closed in.
  7495. case SC_TINDER_BREAKER2:
  7496. case SC_MARIONETTE:
  7497. case SC_MARIONETTE2:
  7498. case SC_NOCHAT:
  7499. case SC_CHANGE: // Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  7500. case SC_ABUNDANCE:
  7501. case SC_FEAR:
  7502. case SC_TOXIN:
  7503. case SC_PARALYSE:
  7504. case SC_VENOMBLEED:
  7505. case SC_MAGICMUSHROOM:
  7506. case SC_DEATHHURT:
  7507. case SC_PYREXIA:
  7508. case SC_OBLIVIONCURSE:
  7509. case SC_LEECHESEND:
  7510. case SC__INVISIBILITY:
  7511. case SC__ENERVATION:
  7512. case SC__GROOMY:
  7513. case SC__IGNORANCE:
  7514. case SC__LAZINESS:
  7515. case SC__WEAKNESS:
  7516. case SC__UNLUCKY:
  7517. case SC__CHAOS:
  7518. return 0;
  7519. case SC_COMBO:
  7520. case SC_DANCING:
  7521. case SC_DEVOTION:
  7522. case SC_ASPDPOTION0:
  7523. case SC_ASPDPOTION1:
  7524. case SC_ASPDPOTION2:
  7525. case SC_ASPDPOTION3:
  7526. case SC_ATKPOTION:
  7527. case SC_MATKPOTION:
  7528. case SC_ENCHANTARMS:
  7529. case SC_ARMOR_ELEMENT:
  7530. case SC_ARMOR_RESIST:
  7531. break;
  7532. case SC_GOSPEL:
  7533. // Must not override a casting gospel char.
  7534. if(sce->val4 == BCT_SELF)
  7535. return 0;
  7536. if(sce->val1 > val1)
  7537. return 1;
  7538. break;
  7539. case SC_ENDURE:
  7540. if(sce->val4 && !val4)
  7541. return 1; // Don't let you override infinite endure.
  7542. if(sce->val1 > val1)
  7543. return 1;
  7544. break;
  7545. case SC_KAAHI:
  7546. // Kaahi overwrites previous level regardless of existing level.
  7547. // Delete timer if it exists.
  7548. if (sce->val4 != INVALID_TIMER) {
  7549. delete_timer(sce->val4,kaahi_heal_timer);
  7550. sce->val4 = INVALID_TIMER;
  7551. }
  7552. break;
  7553. case SC_JAILED:
  7554. // When a player is already jailed, do not edit the jail data.
  7555. val2 = sce->val2;
  7556. val3 = sce->val3;
  7557. val4 = sce->val4;
  7558. break;
  7559. case SC_LERADSDEW:
  7560. if (sc && sc->data[SC_BERSERK])
  7561. return 0;
  7562. case SC_SHAPESHIFT:
  7563. case SC_PROPERTYWALK:
  7564. break;
  7565. case SC_LEADERSHIP:
  7566. case SC_GLORYWOUNDS:
  7567. case SC_SOULCOLD:
  7568. case SC_HAWKEYES:
  7569. if( sce->val4 && !val4 ) // You cannot override master guild aura
  7570. return 0;
  7571. break;
  7572. case SC_JOINTBEAT:
  7573. val2 |= sce->val2; // Stackable ailments
  7574. default:
  7575. if(sce->val1 > val1)
  7576. return 1; // Return true to not mess up skill animations. [Skotlex]
  7577. }
  7578. }
  7579. vd = status_get_viewdata(bl);
  7580. calc_flag = StatusChangeFlagTable[type];
  7581. if(!(flag&4)) // &4 - Do not parse val settings when loading SCs
  7582. switch(type)
  7583. {
  7584. case SC_DECREASEAGI:
  7585. case SC_INCREASEAGI:
  7586. case SC_ADORAMUS:
  7587. val2 = 2 + val1; // Agi change
  7588. if( type == SC_ADORAMUS )
  7589. sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
  7590. break;
  7591. case SC_ENDURE:
  7592. val2 = 7; // Hit-count [Celest]
  7593. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  7594. struct map_session_data *tsd;
  7595. if( sd ) {
  7596. int i;
  7597. for( i = 0; i < 5; i++ ) {
  7598. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7599. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7600. }
  7601. }
  7602. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7603. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7604. }
  7605. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  7606. if( val4 )
  7607. tick = -1;
  7608. break;
  7609. case SC_AUTOBERSERK:
  7610. if (status->hp < status->max_hp>>2 &&
  7611. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  7612. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  7613. tick = -1;
  7614. break;
  7615. case SC_SIGNUMCRUCIS:
  7616. val2 = 10 + 4*val1; // Def reduction
  7617. tick = -1;
  7618. clif_emotion(bl,E_SWT);
  7619. break;
  7620. case SC_MAXIMIZEPOWER:
  7621. tick_time = val2 = tick>0?tick:60000;
  7622. tick = -1; // Duration sent to the client should be infinite
  7623. break;
  7624. case SC_EDP:
  7625. val2 = val1 + 2; // Chance to Poison enemies.
  7626. #ifndef RENEWAL
  7627. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  7628. #endif
  7629. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  7630. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  7631. break;
  7632. case SC_POISONREACT:
  7633. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  7634. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  7635. break;
  7636. case SC_MAGICROD:
  7637. val2 = val1*20; // SP gained
  7638. break;
  7639. case SC_KYRIE:
  7640. if( val4 ) { // Formulas for Praefatio
  7641. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  7642. val3 = 6 + val1; //Hits
  7643. } else { // Formulas for Kyrie Eleison
  7644. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  7645. val3 = (val1 / 2 + 5);
  7646. }
  7647. break;
  7648. case SC_MAGICPOWER:
  7649. // val1: Skill lv
  7650. val2 = 1; // Lasts 1 invocation
  7651. val3 = 5*val1; // Matk% increase
  7652. val4 = 0; // 0 = ready to be used, 1 = activated and running
  7653. break;
  7654. case SC_SACRIFICE:
  7655. val2 = 5; // Lasts 5 hits
  7656. tick = -1;
  7657. break;
  7658. case SC_ENCPOISON:
  7659. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  7660. case SC_ASPERSIO:
  7661. case SC_FIREWEAPON:
  7662. case SC_WATERWEAPON:
  7663. case SC_WINDWEAPON:
  7664. case SC_EARTHWEAPON:
  7665. case SC_SHADOWWEAPON:
  7666. case SC_GHOSTWEAPON:
  7667. skill_enchant_elemental_end(bl,type);
  7668. break;
  7669. case SC_ELEMENTALCHANGE:
  7670. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  7671. // val2 : Element (When no element, random one is picked)
  7672. // val3 : 0 = called by skill 1 = called by script (fixed level)
  7673. if( !val2 ) val2 = rnd()%ELE_ALL;
  7674. if( val1 == 1 && val3 == 0 )
  7675. val1 = 1 + rnd()%4;
  7676. else if( val1 > 4 )
  7677. val1 = 4; // Max Level
  7678. val3 = 0; // Not need to keep this info.
  7679. break;
  7680. case SC_PROVIDENCE:
  7681. val2=val1*5; // Race/Ele resist
  7682. break;
  7683. case SC_REFLECTSHIELD:
  7684. val2=10+val1*3; // %Dmg reflected
  7685. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
  7686. struct map_session_data *tsd;
  7687. if( sd ) {
  7688. int i;
  7689. for( i = 0; i < 5; i++ ) {
  7690. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7691. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7692. }
  7693. }
  7694. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7695. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7696. }
  7697. break;
  7698. case SC_STRIPWEAPON:
  7699. if (!sd) // Watk reduction
  7700. val2 = 25;
  7701. break;
  7702. case SC_STRIPSHIELD:
  7703. if (!sd) // Def reduction
  7704. val2 = 15;
  7705. break;
  7706. case SC_STRIPARMOR:
  7707. if (!sd) // Vit reduction
  7708. val2 = 40;
  7709. break;
  7710. case SC_STRIPHELM:
  7711. if (!sd) // Int reduction
  7712. val2 = 40;
  7713. break;
  7714. case SC_AUTOSPELL:
  7715. // Val1 Skill LV of Autospell
  7716. // Val2 Skill ID to cast
  7717. // Val3 Max Lv to cast
  7718. val4 = 5 + val1*2; // Chance of casting
  7719. break;
  7720. case SC_VOLCANO:
  7721. val2 = val1*10; // Watk increase
  7722. #ifndef RENEWAL
  7723. if (status->def_ele != ELE_FIRE)
  7724. val2 = 0;
  7725. #endif
  7726. break;
  7727. case SC_VIOLENTGALE:
  7728. val2 = val1*3; // Flee increase
  7729. #ifndef RENEWAL
  7730. if (status->def_ele != ELE_WIND)
  7731. val2 = 0;
  7732. #endif
  7733. break;
  7734. case SC_DELUGE:
  7735. val2 = deluge_eff[val1-1]; // HP increase
  7736. #ifndef RENEWAL
  7737. if(status->def_ele != ELE_WATER)
  7738. val2 = 0;
  7739. #endif
  7740. break;
  7741. case SC_SUITON:
  7742. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  7743. // No penalties.
  7744. val2 = 0; // Agi penalty
  7745. val3 = 0; // Walk speed penalty
  7746. break;
  7747. }
  7748. val3 = 50;
  7749. val2 = 3*((val1+1)/3);
  7750. if (val1 > 4) val2--;
  7751. break;
  7752. case SC_ONEHAND:
  7753. case SC_TWOHANDQUICKEN:
  7754. val2 = 300;
  7755. if (val1 > 10) // For boss casted skills [Skotlex]
  7756. val2 += 20*(val1-10);
  7757. break;
  7758. case SC_MERC_QUICKEN:
  7759. val2 = 300;
  7760. break;
  7761. #ifndef RENEWAL_ASPD
  7762. case SC_SPEARQUICKEN:
  7763. val2 = 200+10*val1;
  7764. break;
  7765. #endif
  7766. case SC_DANCING:
  7767. // val1 : Skill ID + LV
  7768. // val2 : Skill Group of the Dance.
  7769. // val3 : Brings the skill_lv (merged into val1 here)
  7770. // val4 : Partner
  7771. if (val1 == CG_MOONLIT)
  7772. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  7773. val1|= (val3<<16);
  7774. val3 = tick/1000; // Tick duration
  7775. tick_time = 1000; // [GodLesZ] tick time
  7776. break;
  7777. case SC_LONGING:
  7778. val2 = 500-100*val1; // Aspd penalty.
  7779. break;
  7780. case SC_EXPLOSIONSPIRITS:
  7781. val2 = 75 + 25*val1; // Cri bonus
  7782. break;
  7783. case SC_ASPDPOTION0:
  7784. case SC_ASPDPOTION1:
  7785. case SC_ASPDPOTION2:
  7786. case SC_ASPDPOTION3:
  7787. val2 = 50*(2+type-SC_ASPDPOTION0);
  7788. break;
  7789. case SC_WEDDING:
  7790. case SC_XMAS:
  7791. case SC_SUMMER:
  7792. case SC_HANBOK:
  7793. case SC_OKTOBERFEST:
  7794. if (!vd) return 0;
  7795. // Store previous values as they could be removed.
  7796. unit_stop_attack(bl);
  7797. break;
  7798. case SC_NOCHAT:
  7799. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  7800. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  7801. // This is done this way because the message that the client displays is hardcoded, and only
  7802. // shows how many minutes are remaining. [Panikon]
  7803. tick = 60000;
  7804. val1 = battle_config.manner_system; // Mute filters.
  7805. if (sd) {
  7806. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7807. clif_updatestatus(sd,SP_MANNER);
  7808. }
  7809. break;
  7810. case SC_STONE:
  7811. val3 = tick/1000; // Petrified HP-damage iterations.
  7812. if(val3 < 1) val3 = 1;
  7813. tick = val4; // Petrifying time.
  7814. tick = max(tick, 1000); // Min time
  7815. calc_flag = 0; // Actual status changes take effect on petrified state.
  7816. break;
  7817. case SC_DPOISON:
  7818. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  7819. if (status->hp > status->max_hp>>2) {
  7820. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  7821. if (status->hp - diff < status->max_hp>>2)
  7822. diff = status->hp - (status->max_hp>>2);
  7823. if( val2 && bl->type == BL_MOB ) {
  7824. struct block_list* src = map_id2bl(val2);
  7825. if( src )
  7826. mob_log_damage((TBL_MOB*)bl,src,diff);
  7827. }
  7828. status_zap(bl, diff, 0);
  7829. }
  7830. case SC_POISON:
  7831. // Fall through
  7832. val3 = tick/1000; // Damage iterations
  7833. if(val3 < 1) val3 = 1;
  7834. tick_time = 1000; // [GodLesZ] tick time
  7835. // val4: HP damage
  7836. if (bl->type == BL_PC)
  7837. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/50 : 2 + status->max_hp*3/200;
  7838. else
  7839. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/100 : 2 + status->max_hp/200;
  7840. break;
  7841. case SC_CONFUSION:
  7842. clif_emotion(bl,E_WHAT);
  7843. break;
  7844. case SC_BLEEDING:
  7845. val4 = tick/10000;
  7846. if (!val4) val4 = 1;
  7847. tick_time = 10000; // [GodLesZ] tick time
  7848. break;
  7849. case SC_S_LIFEPOTION:
  7850. case SC_L_LIFEPOTION:
  7851. if( val1 == 0 ) return 0;
  7852. // val1 = heal percent/amout
  7853. // val2 = seconds between heals
  7854. // val4 = total of heals
  7855. if( val2 < 1 ) val2 = 1;
  7856. if( (val4 = tick/(val2 * 1000)) < 1 )
  7857. val4 = 1;
  7858. tick_time = val2 * 1000; // [GodLesZ] tick time
  7859. break;
  7860. case SC_BOSSMAPINFO:
  7861. if( sd != NULL ) {
  7862. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  7863. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  7864. clif_bossmapinfo(sd->fd, boss_md, 1);
  7865. return 0; // No need to start SC
  7866. }
  7867. val1 = boss_md->bl.id;
  7868. if( (val4 = tick/1000) < 1 )
  7869. val4 = 1;
  7870. tick_time = 1000; // [GodLesZ] tick time
  7871. }
  7872. break;
  7873. case SC_HIDING:
  7874. val2 = tick/1000;
  7875. tick_time = 1000; // [GodLesZ] tick time
  7876. val3 = 0; // Unused, previously speed adjustment
  7877. val4 = val1+3; // Seconds before SP substraction happen.
  7878. break;
  7879. case SC_CHASEWALK:
  7880. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  7881. val3 = 35 - 5 * val1; // Speed adjustment.
  7882. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  7883. val3 -= 40;
  7884. val4 = 10+val1*2; // SP cost.
  7885. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  7886. break;
  7887. case SC_CLOAKING:
  7888. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  7889. val1 = 10;
  7890. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  7891. tick = -1; // Duration sent to the client should be infinite
  7892. val3 = 0; // Unused, previously walk speed adjustment
  7893. // val4&1 signals the presence of a wall.
  7894. // val4&2 makes cloak not end on normal attacks [Skotlex]
  7895. // val4&4 makes cloak not end on using skills
  7896. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  7897. val4 |= battle_config.pc_cloak_check_type&7;
  7898. else
  7899. val4 |= battle_config.monster_cloak_check_type&7;
  7900. break;
  7901. case SC_SIGHT: /* splash status */
  7902. case SC_RUWACH:
  7903. case SC_SIGHTBLASTER:
  7904. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  7905. val2 = tick/250;
  7906. tick_time = 10; // [GodLesZ] tick time
  7907. break;
  7908. /* Permanent effects */
  7909. case SC_AETERNA:
  7910. case SC_MODECHANGE:
  7911. case SC_WEIGHT50:
  7912. case SC_WEIGHT90:
  7913. case SC_BROKENWEAPON:
  7914. case SC_BROKENARMOR:
  7915. case SC_READYSTORM:
  7916. case SC_READYDOWN:
  7917. case SC_READYCOUNTER:
  7918. case SC_READYTURN:
  7919. case SC_DODGE:
  7920. case SC_PUSH_CART:
  7921. tick = -1;
  7922. break;
  7923. case SC_AUTOGUARD:
  7924. if( !(flag&1) ) {
  7925. struct map_session_data *tsd;
  7926. int i;
  7927. for( i = val2 = 0; i < val1; i++) {
  7928. int t = 5-(i>>1);
  7929. val2 += (t < 0)? 1:t;
  7930. }
  7931. if( bl->type&(BL_PC|BL_MER) ) {
  7932. if( sd ) {
  7933. for( i = 0; i < 5; i++ ) {
  7934. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7935. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7936. }
  7937. }
  7938. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7939. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7940. }
  7941. }
  7942. break;
  7943. case SC_DEFENDER:
  7944. if (!(flag&1)) {
  7945. val2 = 5 + 15*val1; // Damage reduction
  7946. val3 = 0; // Unused, previously speed adjustment
  7947. val4 = 250 - 50*val1; // Aspd adjustment
  7948. if (sd) {
  7949. struct map_session_data *tsd;
  7950. int i;
  7951. for (i = 0; i < 5; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  7952. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  7953. status_change_start(src,&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  7954. }
  7955. }
  7956. }
  7957. break;
  7958. case SC_TENSIONRELAX:
  7959. if (sd) {
  7960. skill_sit(sd, 1);
  7961. pc_setsit(sd);
  7962. clif_sitting(&sd->bl);
  7963. }
  7964. val2 = 12; // SP cost
  7965. val4 = 10000; // Decrease at 10secs intervals.
  7966. val3 = tick/val4;
  7967. tick = -1; // Duration sent to the client should be infinite
  7968. tick_time = val4; // [GodLesZ] tick time
  7969. break;
  7970. case SC_PARRYING:
  7971. val2 = 20 + val1*3; // Block Chance
  7972. break;
  7973. case SC_WINDWALK:
  7974. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  7975. break;
  7976. case SC_JOINTBEAT:
  7977. if( val2&BREAK_NECK )
  7978. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  7979. break;
  7980. case SC_BERSERK:
  7981. if( val3 == SC__BLOODYLUST )
  7982. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  7983. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  7984. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  7985. // HP healing is performing after the calc_status call.
  7986. // Val2 holds HP penalty
  7987. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7988. if (!val4) val4 = 10000; // Val4 holds damage interval
  7989. val3 = tick/val4; // val3 holds skill duration
  7990. tick_time = val4; // [GodLesZ] tick time
  7991. break;
  7992. case SC_GOSPEL:
  7993. if(val4 == BCT_SELF) { // Self effect
  7994. val2 = tick/10000;
  7995. tick_time = 10000; // [GodLesZ] tick time
  7996. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  7997. }
  7998. break;
  7999. case SC_MARIONETTE:
  8000. {
  8001. int stat;
  8002. val3 = 0;
  8003. val4 = 0;
  8004. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8005. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8006. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8007. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8008. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8009. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8010. break;
  8011. }
  8012. case SC_MARIONETTE2:
  8013. {
  8014. int stat,max_stat;
  8015. // Fetch caster information
  8016. struct block_list *pbl = map_id2bl(val1);
  8017. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  8018. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  8019. // Fetch target's stats
  8020. struct status_data* status = status_get_status_data(bl); // Battle status
  8021. if (!psce)
  8022. return 0;
  8023. val3 = 0;
  8024. val4 = 0;
  8025. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  8026. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8027. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8028. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  8029. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8030. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8031. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  8032. break;
  8033. }
  8034. case SC_REJECTSWORD:
  8035. val2 = 15*val1; // Reflect chance
  8036. val3 = 3; // Reflections
  8037. tick = -1;
  8038. break;
  8039. case SC_MEMORIZE:
  8040. val2 = 5; // Memorized casts.
  8041. tick = -1;
  8042. break;
  8043. case SC_GRAVITATION:
  8044. val2 = 50*val1; // aspd reduction
  8045. break;
  8046. case SC_REGENERATION:
  8047. if (val1 == 1)
  8048. val2 = 2;
  8049. else
  8050. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  8051. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  8052. // If val4 comes set, this blocks regen rather than increase it.
  8053. break;
  8054. case SC_DEVOTION:
  8055. {
  8056. struct block_list *d_bl;
  8057. struct status_change *d_sc;
  8058. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  8059. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  8060. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  8061. while( i >= 0 ) {
  8062. enum sc_type type2 = types[i];
  8063. if( d_sc->data[type2] )
  8064. sc_start(d_bl,bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  8065. i--;
  8066. }
  8067. }
  8068. break;
  8069. }
  8070. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  8071. if( val3 && bl->type == BL_MOB ) {
  8072. struct block_list* src = map_id2bl(val3);
  8073. if( src )
  8074. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  8075. }
  8076. status_zap(bl, status->hp-1, val2?0:status->sp);
  8077. return 1;
  8078. break;
  8079. case SC_TINDER_BREAKER2:
  8080. case SC_CLOSECONFINE2:
  8081. {
  8082. struct block_list *src = val2?map_id2bl(val2):NULL;
  8083. struct status_change *sc2 = src?status_get_sc(src):NULL;
  8084. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  8085. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  8086. if (src && sc2) {
  8087. if (!sce2) // Start lock on caster.
  8088. sc_start4(src,src,type2,100,val1,1,0,0,tick+1000);
  8089. else { // Increase count of locked enemies and refresh time.
  8090. (sce2->val2)++;
  8091. delete_timer(sce2->timer, status_change_timer);
  8092. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, type2);
  8093. }
  8094. } else // Status failed.
  8095. return 0;
  8096. }
  8097. break;
  8098. case SC_KAITE:
  8099. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  8100. break;
  8101. case SC_KAUPE:
  8102. switch (val1) {
  8103. case 3: // 33*3 + 1 -> 100%
  8104. val2++;
  8105. case 1:
  8106. case 2: // 33, 66%
  8107. val2 += 33*val1;
  8108. val3 = 1; // Dodge 1 attack total.
  8109. break;
  8110. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  8111. val2 = 100;
  8112. val3 = val1-2;
  8113. break;
  8114. }
  8115. break;
  8116. case SC_COMBO: {
  8117. // val1: Skill ID
  8118. // val2: When given, target (for autotargetting skills)
  8119. // val3: When set, this combo time should NOT delay attack/movement
  8120. // val3: TK: Last used kick
  8121. // val4: TK: Combo time
  8122. struct unit_data *ud = unit_bl2ud(bl);
  8123. if (ud && !val3) {
  8124. tick += 300 * battle_config.combo_delay_rate/100;
  8125. ud->attackabletime = gettick()+tick;
  8126. unit_set_walkdelay(bl, gettick(), tick, 1);
  8127. }
  8128. val3 = 0;
  8129. val4 = tick;
  8130. }
  8131. break;
  8132. case SC_EARTHSCROLL:
  8133. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  8134. break;
  8135. case SC_RUN:
  8136. val4 = gettick(); // Store time at which you started running.
  8137. tick = -1;
  8138. break;
  8139. case SC_KAAHI:
  8140. val2 = 200*val1; // HP heal
  8141. val3 = 5*val1; // SP cost
  8142. val4 = INVALID_TIMER; // Kaahi Timer.
  8143. break;
  8144. case SC_BLESSING:
  8145. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8146. val2 = val1;
  8147. else
  8148. val2 = 0; // 0 -> Half stat.
  8149. break;
  8150. case SC_TRICKDEAD:
  8151. if (vd) vd->dead_sit = 1;
  8152. tick = -1;
  8153. break;
  8154. case SC_CONCENTRATE:
  8155. val2 = 2 + val1;
  8156. if (sd) { // Store the card-bonus data that should not count in the %
  8157. val3 = sd->param_bonus[1]; // Agi
  8158. val4 = sd->param_bonus[4]; // Dex
  8159. } else
  8160. val3 = val4 = 0;
  8161. break;
  8162. case SC_MAXOVERTHRUST:
  8163. val2 = 20*val1; // Power increase
  8164. break;
  8165. case SC_OVERTHRUST:
  8166. // val2 holds if it was casted on self, or is bonus received from others
  8167. val3 = 5*val1; // Power increase
  8168. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  8169. tick += tick / 10;
  8170. break;
  8171. case SC_ADRENALINE2:
  8172. case SC_ADRENALINE:
  8173. val3 = (val2) ? 300 : 200; // aspd increase
  8174. case SC_WEAPONPERFECTION:
  8175. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  8176. tick += tick / 10;
  8177. break;
  8178. case SC_CONCENTRATION:
  8179. val2 = 5*val1; // Batk/Watk Increase
  8180. val3 = 10*val1; // Hit Increase
  8181. val4 = 5*val1; // Def reduction
  8182. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  8183. break;
  8184. case SC_ANGELUS:
  8185. val2 = 5*val1; // def increase
  8186. break;
  8187. case SC_IMPOSITIO:
  8188. val2 = 5*val1; // Atk increase
  8189. break;
  8190. case SC_MELTDOWN:
  8191. val2 = 100*val1; // Chance to break weapon
  8192. val3 = 70*val1; // Change to break armor
  8193. break;
  8194. case SC_TRUESIGHT:
  8195. val2 = 10*val1; // Critical increase
  8196. val3 = 3*val1; // Hit increase
  8197. break;
  8198. case SC_SUN_COMFORT:
  8199. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  8200. break;
  8201. case SC_MOON_COMFORT:
  8202. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  8203. break;
  8204. case SC_STAR_COMFORT:
  8205. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  8206. break;
  8207. case SC_QUAGMIRE:
  8208. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  8209. break;
  8210. // gs_something1 [Vicious]
  8211. case SC_GATLINGFEVER:
  8212. val2 = 20*val1; // Aspd increase
  8213. val3 = 20+10*val1; // Atk increase
  8214. val4 = 5*val1; // Flee decrease
  8215. break;
  8216. case SC_FLING:
  8217. if (bl->type == BL_PC)
  8218. val2 = 0; // No armor reduction to players.
  8219. else
  8220. val2 = 5*val1; // Def reduction
  8221. val3 = 5*val1; // Def2 reduction
  8222. break;
  8223. case SC_PROVOKE:
  8224. // val2 signals autoprovoke.
  8225. val3 = 2+3*val1; // Atk increase
  8226. val4 = 5+5*val1; // Def reduction.
  8227. break;
  8228. case SC_AVOID:
  8229. // val2 = 10*val1; // Speed change rate.
  8230. break;
  8231. case SC_DEFENCE:
  8232. #ifdef RENEWAL
  8233. val2 = 5 + (val1 * 5); // Vit bonus
  8234. #else
  8235. val2 = 2*val1; // Def bonus
  8236. #endif
  8237. break;
  8238. case SC_BLOODLUST:
  8239. val2 = 20+10*val1; // Atk rate change.
  8240. val3 = 3*val1; // Leech chance
  8241. val4 = 20; // Leech percent
  8242. break;
  8243. case SC_FLEET:
  8244. val2 = 30*val1; // Aspd change
  8245. val3 = 5+5*val1; // bAtk/wAtk rate change
  8246. break;
  8247. case SC_MINDBREAKER:
  8248. val2 = 20*val1; // matk increase.
  8249. val3 = 12*val1; // mdef2 reduction.
  8250. break;
  8251. case SC_SKA:
  8252. val2 = tick/1000;
  8253. val3 = rnd()%100; // Def changes randomly every second...
  8254. tick_time = 1000; // [GodLesZ] tick time
  8255. break;
  8256. case SC_JAILED:
  8257. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  8258. tick = val1>0?1000:250;
  8259. if (sd) {
  8260. if (sd->mapindex != val2) {
  8261. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  8262. map = sd->mapindex; // Current Map
  8263. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  8264. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  8265. // 2. Set restore point (val3 -> return map, val4 return coords
  8266. val3 = map;
  8267. val4 = pos;
  8268. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  8269. val3 = sd->status.save_point.map;
  8270. val4 = (sd->status.save_point.x&0xFFFF)
  8271. |(sd->status.save_point.y<<16);
  8272. }
  8273. }
  8274. break;
  8275. case SC_UTSUSEMI:
  8276. val2=(val1+1)/2; // Number of hits blocked
  8277. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  8278. break;
  8279. case SC_BUNSINJYUTSU:
  8280. val2=(val1+1)/2; // Number of hits blocked
  8281. break;
  8282. case SC_CHANGE:
  8283. val2= 30*val1; // Vit increase
  8284. val3= 20*val1; // Int increase
  8285. break;
  8286. case SC_SWOO:
  8287. if(status->mode&MD_BOSS)
  8288. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  8289. break;
  8290. case SC_SPIDERWEB:
  8291. if( bl->type == BL_PC )
  8292. tick /= 2;
  8293. break;
  8294. case SC_ARMOR:
  8295. // NPC_DEFENDER:
  8296. val2 = 80; // Damage reduction
  8297. // Attack requirements to be blocked:
  8298. val3 = BF_LONG; // Range
  8299. val4 = BF_WEAPON|BF_MISC; // Type
  8300. break;
  8301. case SC_ENCHANTARMS:
  8302. // end previous enchants
  8303. skill_enchant_elemental_end(bl,type);
  8304. // Make sure the received element is valid.
  8305. if (val2 >= ELE_ALL)
  8306. val2 = val2%ELE_ALL;
  8307. else if (val2 < 0)
  8308. val2 = rnd()%ELE_ALL;
  8309. break;
  8310. case SC_CRITICALWOUND:
  8311. val2 = 20*val1; // Heal effectiveness decrease
  8312. break;
  8313. case SC_MAGICMIRROR:
  8314. case SC_SLOWCAST:
  8315. val2 = 20*val1; // Magic reflection/cast rate
  8316. break;
  8317. case SC_ARMORCHANGE:
  8318. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  8319. val2 =-20;
  8320. val3 = 20;
  8321. } else { // Boost def
  8322. val2 = 20;
  8323. val3 =-20;
  8324. }
  8325. val2*=val1; // 20% per level
  8326. val3*=val1;
  8327. break;
  8328. case SC_EXPBOOST:
  8329. case SC_JEXPBOOST:
  8330. if (val1 < 0)
  8331. val1 = 0;
  8332. break;
  8333. case SC_INCFLEE2:
  8334. case SC_INCCRI:
  8335. val2 = val1*10; // Actual boost (since 100% = 1000)
  8336. break;
  8337. case SC_SUFFRAGIUM:
  8338. val2 = 15 * val1; // Speed cast decrease
  8339. break;
  8340. case SC_INCHEALRATE:
  8341. if (val1 < 1)
  8342. val1 = 1;
  8343. break;
  8344. case SC_HALLUCINATION:
  8345. val2 = 5+val1; // Factor by which displayed damage is increased by
  8346. break;
  8347. case SC_DOUBLECAST:
  8348. val2 = 30+10*val1; // Trigger rate
  8349. break;
  8350. case SC_KAIZEL:
  8351. val2 = 10*val1; // % of life to be revived with
  8352. break;
  8353. // case SC_ARMOR_ELEMENT:
  8354. // case SC_ARMOR_RESIST:
  8355. // Mod your resistance against elements:
  8356. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  8357. // break;
  8358. // case ????:
  8359. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  8360. // associated, and yet are not wrong/unknown. [Skotlex]
  8361. // break;
  8362. case SC_MERC_FLEEUP:
  8363. case SC_MERC_ATKUP:
  8364. case SC_MERC_HITUP:
  8365. val2 = 15 * val1;
  8366. break;
  8367. case SC_MERC_HPUP:
  8368. case SC_MERC_SPUP:
  8369. val2 = 5 * val1;
  8370. break;
  8371. case SC_REBIRTH:
  8372. val2 = 20*val1; // % of life to be revived with
  8373. break;
  8374. case SC_MANU_DEF:
  8375. case SC_MANU_ATK:
  8376. case SC_MANU_MATK:
  8377. val2 = 1; // Manuk group
  8378. break;
  8379. case SC_SPL_DEF:
  8380. case SC_SPL_ATK:
  8381. case SC_SPL_MATK:
  8382. val2 = 2; // Splendide group
  8383. break;
  8384. /* General */
  8385. case SC_FEAR:
  8386. val2 = 2;
  8387. val4 = tick / 1000;
  8388. tick_time = 1000; // [GodLesZ] tick time
  8389. break;
  8390. case SC_BURNING:
  8391. val4 = tick / 2000; // Total Ticks to Burn!!
  8392. tick_time = 2000; // [GodLesZ] tick time
  8393. break;
  8394. /* Rune Knight */
  8395. case SC_DEATHBOUND:
  8396. val2 = 500 + 100 * val1;
  8397. break;
  8398. case SC_STONEHARDSKIN:
  8399. if( sd )
  8400. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  8401. break;
  8402. case SC_ABUNDANCE:
  8403. val4 = tick / 10000;
  8404. tick_time = 10000; // [GodLesZ] tick time
  8405. break;
  8406. case SC_GIANTGROWTH:
  8407. val2 = 15; // Triple damage success rate.
  8408. break;
  8409. /* Arch Bishop */
  8410. case SC_RENOVATIO:
  8411. val4 = tick / 5000;
  8412. tick_time = 5000;
  8413. break;
  8414. case SC_SECRAMENT:
  8415. val2 = 10 * val1;
  8416. break;
  8417. case SC_VENOMIMPRESS:
  8418. val2 = 10 * val1;
  8419. break;
  8420. case SC_WEAPONBLOCKING:
  8421. val2 = 10 + 2 * val1; // Chance
  8422. val4 = tick / 3000;
  8423. tick_time = 3000; // [GodLesZ] tick time
  8424. break;
  8425. case SC_TOXIN:
  8426. val4 = tick / 10000;
  8427. tick_time = 10000; // [GodLesZ] tick time
  8428. break;
  8429. case SC_MAGICMUSHROOM:
  8430. val4 = tick / 4000;
  8431. tick_time = 4000; // [GodLesZ] tick time
  8432. break;
  8433. case SC_PYREXIA:
  8434. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
  8435. val4 = tick / 3000;
  8436. tick_time = 3000; // [GodLesZ] tick time
  8437. break;
  8438. case SC_LEECHESEND:
  8439. val4 = tick / 1000;
  8440. tick_time = 1000; // [GodLesZ] tick time
  8441. break;
  8442. case SC_OBLIVIONCURSE:
  8443. val4 = tick / 3000;
  8444. tick_time = 3000; // [GodLesZ] tick time
  8445. break;
  8446. case SC_CLOAKINGEXCEED:
  8447. val2 = (val1 + 1) / 2; // Hits
  8448. val3 = (val1 - 1) * 10; // Walk speed
  8449. if (bl->type == BL_PC)
  8450. val4 |= battle_config.pc_cloak_check_type&7;
  8451. else
  8452. val4 |= battle_config.monster_cloak_check_type&7;
  8453. tick_time = 1000; // [GodLesZ] tick time
  8454. break;
  8455. case SC_HALLUCINATIONWALK:
  8456. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  8457. val3 = 10 * val1; // Evasion rate of magical attacks.
  8458. break;
  8459. case SC_MARSHOFABYSS:
  8460. if( bl->type == BL_PC )
  8461. val2 = 3 * val1; // AGI and DEX Reduction
  8462. else // BL_MOB
  8463. val2 = 6 * val1; // AGI and DEX Reduction
  8464. val3 = 10 * val1; // Movement Speed Reduction
  8465. break;
  8466. case SC_FREEZE_SP:
  8467. // val2 = sp drain per 10 seconds
  8468. tick_time = 10000; // [GodLesZ] tick time
  8469. break;
  8470. case SC_SPHERE_1:
  8471. case SC_SPHERE_2:
  8472. case SC_SPHERE_3:
  8473. case SC_SPHERE_4:
  8474. case SC_SPHERE_5:
  8475. if( !sd )
  8476. return 0; // Should only work on players.
  8477. val4 = tick / 1000;
  8478. if( val4 < 1 )
  8479. val4 = 1;
  8480. tick_time = 1000; // [GodLesZ] tick time
  8481. break;
  8482. case SC_SHAPESHIFT:
  8483. switch( val1 ) {
  8484. case 1: val2 = ELE_FIRE; break;
  8485. case 2: val2 = ELE_EARTH; break;
  8486. case 3: val2 = ELE_WIND; break;
  8487. case 4: val2 = ELE_WATER; break;
  8488. }
  8489. break;
  8490. case SC_ELECTRICSHOCKER:
  8491. case SC_CRYSTALIZE:
  8492. case SC_MEIKYOUSISUI:
  8493. val4 = tick / 1000;
  8494. if( val4 < 1 )
  8495. val4 = 1;
  8496. tick_time = 1000; // [GodLesZ] tick time
  8497. break;
  8498. case SC_CAMOUFLAGE:
  8499. val4 = tick/1000;
  8500. tick_time = 1000; // [GodLesZ] tick time
  8501. break;
  8502. case SC_WUGDASH:
  8503. val4 = gettick(); // Store time at which you started running.
  8504. tick = -1;
  8505. break;
  8506. case SC__SHADOWFORM:
  8507. {
  8508. struct map_session_data * s_sd = map_id2sd(val2);
  8509. if( s_sd )
  8510. s_sd->shadowform_id = bl->id;
  8511. val4 = tick / 1000;
  8512. tick_time = 1000; // [GodLesZ] tick time
  8513. }
  8514. break;
  8515. case SC__STRIPACCESSORY:
  8516. if (!sd)
  8517. val2 = 20;
  8518. break;
  8519. case SC__INVISIBILITY:
  8520. val2 = 50 - 10 * val1; // ASPD
  8521. val3 = 20 * val1; // CRITICAL
  8522. val4 = tick / 1000;
  8523. tick = -1; // Duration sent to the client should be infinite
  8524. tick_time = 1000; // [GodLesZ] tick time
  8525. break;
  8526. case SC__ENERVATION:
  8527. val2 = 20 + 10 * val1; // ATK Reduction
  8528. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  8529. break;
  8530. case SC__GROOMY:
  8531. val2 = 20 + 10 * val1; // ASPD
  8532. val3 = 20 * val1; // HIT
  8533. if( sd ) { // Removes Animals
  8534. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8535. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8536. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  8537. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  8538. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  8539. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  8540. if( hom_is_active(sd->hd) ) hom_vaporize(sd,HOM_ST_REST);
  8541. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  8542. }
  8543. break;
  8544. case SC__LAZINESS:
  8545. val2 = 10 + 10 * val1; // Cast Increase
  8546. val3 = 10 * val1; // Flee Reduction
  8547. break;
  8548. case SC__UNLUCKY:
  8549. {
  8550. short rand_eff;
  8551. switch(rand() % 3) {
  8552. case 1: rand_eff = SC_BLIND; break;
  8553. case 2: rand_eff = SC_SILENCE; break;
  8554. default: rand_eff = SC_POISON; break;
  8555. }
  8556. val2 = 10 * val1; // Crit and Flee2 Reduction
  8557. status_change_start(src,bl,rand_eff,10000,val1,0,0,0,tick,10);
  8558. break;
  8559. }
  8560. case SC__WEAKNESS:
  8561. val2 = 10 * val1;
  8562. // Bypasses coating protection and MADO
  8563. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  8564. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  8565. break;
  8566. case SC__FEINTBOMB:
  8567. val4 = tick / 1000;
  8568. tick_time = 1000;
  8569. val_flag |= 1|2;
  8570. break;
  8571. case SC_GN_CARTBOOST:
  8572. if( val1 < 3 )
  8573. val2 = 50;
  8574. else if( val1 > 2 && val1 < 5 )
  8575. val2 = 75;
  8576. else
  8577. val2 = 100;
  8578. break;
  8579. case SC_PROPERTYWALK:
  8580. val3 = 0;
  8581. break;
  8582. case SC_STRIKING:
  8583. // val2 = watk bonus already calc
  8584. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  8585. val4 = tick / 1000;
  8586. tick_time = 1000; // [GodLesZ] tick time
  8587. break;
  8588. case SC_BLOODSUCKER:
  8589. val4 = tick / 1000;
  8590. tick_time = 1000; // [GodLesZ] tick time
  8591. break;
  8592. case SC_VACUUM_EXTREME:
  8593. tick -= (status->str / 20) * 1000;
  8594. val4 = val3 = tick / 100;
  8595. tick_time = 100; // [GodLesZ] tick time
  8596. break;
  8597. case SC_SWINGDANCE:
  8598. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  8599. break;
  8600. case SC_SYMPHONYOFLOVER:
  8601. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  8602. break;
  8603. case SC_MOONLITSERENADE: // MATK Increase
  8604. case SC_RUSHWINDMILL: // ATK Increase
  8605. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  8606. break;
  8607. case SC_ECHOSONG:
  8608. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  8609. break;
  8610. case SC_HARMONIZE:
  8611. val2 = 5 + 5 * val1;
  8612. break;
  8613. case SC_VOICEOFSIREN:
  8614. val4 = tick / 2000;
  8615. tick_time = 2000; // [GodLesZ] tick time
  8616. break;
  8617. case SC_DEEPSLEEP:
  8618. val4 = tick / 2000;
  8619. tick_time = 2000; // [GodLesZ] tick time
  8620. break;
  8621. case SC_SIRCLEOFNATURE:
  8622. val2 = 40 * val1; // HP recovery
  8623. val3 = 4 * val1; // SP consume
  8624. val4 = tick / 1000;
  8625. tick_time = 1000; // [GodLesZ] tick time
  8626. break;
  8627. case SC_SONGOFMANA:
  8628. val3 = 10 + min(5 * val2, 35);
  8629. val4 = tick/5000;
  8630. tick_time = 5000; // [GodLesZ] tick time
  8631. break;
  8632. case SC_SATURDAYNIGHTFEVER:
  8633. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8634. if (!val4) val4 = 3000;
  8635. val3 = tick/val4;
  8636. tick_time = val4; // [GodLesZ] tick time
  8637. break;
  8638. case SC_GLOOMYDAY:
  8639. val2 = 20 + 5 * val1; // Flee reduction.
  8640. val3 = 15 + 5 * val1; // ASPD reduction.
  8641. if( sd && rand()%100 < val1 ) { // (Skill Lv) %
  8642. val4 = 1; // Reduce walk speed by half.
  8643. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8644. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8645. }
  8646. break;
  8647. case SC_GLOOMYDAY_SK:
  8648. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  8649. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  8650. break;
  8651. case SC_SITDOWN_FORCE:
  8652. case SC_BANANA_BOMB_SITDOWN:
  8653. if( sd && !pc_issit(sd) ) {
  8654. skill_sit(sd, 1);
  8655. pc_setsit(sd);
  8656. clif_sitting(bl);
  8657. }
  8658. break;
  8659. case SC_DANCEWITHWUG:
  8660. val3 = 5 + 5 * val2; // ASPD Increase
  8661. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  8662. break;
  8663. case SC_LERADSDEW:
  8664. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  8665. break;
  8666. case SC_MELODYOFSINK:
  8667. val3 = val1 * val2; // INT Reduction.
  8668. val4 = tick/1000;
  8669. tick_time = 1000;
  8670. break;
  8671. case SC_BEYONDOFWARCRY:
  8672. val3 = val1 * val2; // STR and CRIT Reduction
  8673. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  8674. break;
  8675. case SC_UNLIMITEDHUMMINGVOICE:
  8676. {
  8677. struct unit_data *ud = unit_bl2ud(bl);
  8678. if( ud == NULL ) return 0;
  8679. ud->state.skillcastcancel = 0;
  8680. val3 = 15 - min(3 * val2, 15);
  8681. }
  8682. break;
  8683. case SC_REFLECTDAMAGE:
  8684. val2 = 15 + 5 * val1; // Reflect amount
  8685. val3 = val1*5 + 25; // Number of reflects
  8686. val4 = tick/1000; // Number of SP cycles (duration)
  8687. tick_time = 1000; // [GodLesZ] tick time
  8688. break;
  8689. case SC_FORCEOFVANGUARD:
  8690. val2 = 8 + 12 * val1; // Chance
  8691. val3 = 5 + 2 * val1; // Max rage counters
  8692. tick = -1; // Endless duration in the client
  8693. tick_time = 10000; // [GodLesZ] tick time
  8694. break;
  8695. case SC_EXEEDBREAK:
  8696. val1 *= 100; // 100 * skill_lv
  8697. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) {
  8698. 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);
  8699. val1 += 10 * sd->status.job_level;
  8700. }
  8701. break;
  8702. case SC_PRESTIGE:
  8703. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  8704. val1 *= 15; // Defence added
  8705. if( sd )
  8706. val1 += (10 * pc_checkskill(sd,CR_DEFENDER)) * (status_get_lv(bl) / 100);
  8707. break;
  8708. case SC_BANDING:
  8709. tick_time = 5000; // [GodLesZ] tick time
  8710. break;
  8711. case SC_MAGNETICFIELD:
  8712. val3 = tick / 1000;
  8713. tick_time = 1000; // [GodLesZ] tick time
  8714. break;
  8715. case SC_INSPIRATION:
  8716. if( sd ) {
  8717. val2 = status_get_lv(bl) / 10 + (sd?sd->status.job_level:50) / 5; // All stat bonus
  8718. val3 = (sd?sd->status.job_level:50);
  8719. }
  8720. val4 = tick / 5000;
  8721. tick_time = 5000; // [GodLesZ] tick time
  8722. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  8723. break;
  8724. case SC_CRESCENTELBOW:
  8725. if( sd )
  8726. val2 = (sd->status.job_level / 2) + (50 + 5 * val1);
  8727. break;
  8728. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  8729. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  8730. break;
  8731. case SC_RAISINGDRAGON:
  8732. val3 = tick / 5000;
  8733. tick_time = 5000; // [GodLesZ] tick time
  8734. break;
  8735. case SC_GT_ENERGYGAIN:
  8736. val3 = 10 + 5 * val1; // Sphere gain chance.
  8737. break;
  8738. case SC_GT_CHANGE:
  8739. { // Take note there is no def increase as skill desc says. [malufett]
  8740. struct block_list * src;
  8741. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  8742. if( (src = map_id2bl(val2)) )
  8743. val4 = ( 200/status_get_int(src) ) * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  8744. if( val4 < 0 )
  8745. val4 = 0;
  8746. }
  8747. break;
  8748. case SC_GT_REVITALIZE:
  8749. { // Take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  8750. struct block_list * src;
  8751. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  8752. if( (src = map_id2bl(val2)) ) // The stat def is not shown in the status window and it is process differently
  8753. val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  8754. }
  8755. break;
  8756. case SC_PYROTECHNIC_OPTION:
  8757. val2 = 60; // Eatk Renewal (Atk2)
  8758. break;
  8759. case SC_HEATER_OPTION:
  8760. val2 = 120; // Eatk Renewal (Atk2)
  8761. val3 = ELE_FIRE; // Change into fire element.
  8762. break;
  8763. case SC_TROPIC_OPTION:
  8764. val2 = 180; // Eatk Renewal (Atk2)
  8765. val3 = MG_FIREBOLT;
  8766. break;
  8767. case SC_AQUAPLAY_OPTION:
  8768. val2 = 40;
  8769. break;
  8770. case SC_COOLER_OPTION:
  8771. val2 = 80;
  8772. val3 = ELE_WATER; // Change into water element.
  8773. break;
  8774. case SC_CHILLY_AIR_OPTION:
  8775. val2 = 120; // Matk. Renewal (Matk1)
  8776. val3 = MG_COLDBOLT;
  8777. break;
  8778. case SC_WIND_STEP_OPTION:
  8779. val2 = 50; // % Increase speed and flee.
  8780. break;
  8781. case SC_BLAST_OPTION:
  8782. val2 = 20;
  8783. val3 = ELE_WIND; // Change into wind element.
  8784. break;
  8785. case SC_WILD_STORM_OPTION:
  8786. val2 = MG_LIGHTNINGBOLT;
  8787. break;
  8788. case SC_PETROLOGY_OPTION:
  8789. val2 = 5; //HP Rate bonus
  8790. val3 = 50;
  8791. break;
  8792. case SC_SOLID_SKIN_OPTION:
  8793. val2 = 33; //% Increase DEF
  8794. break;
  8795. case SC_CURSED_SOIL_OPTION:
  8796. val2 = 10; //HP rate bonus
  8797. val3 = ELE_EARTH; // Change into earth element.
  8798. break;
  8799. case SC_UPHEAVAL_OPTION:
  8800. val2 = 15; //HP rate bonus
  8801. val3 = WZ_EARTHSPIKE;
  8802. break;
  8803. case SC_CIRCLE_OF_FIRE_OPTION:
  8804. val2 = 300;
  8805. break;
  8806. case SC_FIRE_CLOAK_OPTION:
  8807. case SC_WATER_DROP_OPTION:
  8808. case SC_WIND_CURTAIN_OPTION:
  8809. case SC_STONE_SHIELD_OPTION:
  8810. val2 = 100; // Elemental modifier.
  8811. break;
  8812. case SC_CIRCLE_OF_FIRE:
  8813. case SC_FIRE_CLOAK:
  8814. case SC_WATER_DROP:
  8815. case SC_WATER_SCREEN:
  8816. case SC_WIND_CURTAIN:
  8817. case SC_WIND_STEP:
  8818. case SC_STONE_SHIELD:
  8819. case SC_SOLID_SKIN:
  8820. val2 = 10;
  8821. tick_time = 2000; // [GodLesZ] tick time
  8822. break;
  8823. case SC_WATER_BARRIER:
  8824. val2 = 40; // Increasement. Mdef1 ???
  8825. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  8826. break;
  8827. case SC_ZEPHYR:
  8828. val2 = 25; // Flee.
  8829. break;
  8830. case SC_TIDAL_WEAPON:
  8831. val2 = 20; // Increase Elemental's attack.
  8832. break;
  8833. case SC_ROCK_CRUSHER:
  8834. case SC_ROCK_CRUSHER_ATK:
  8835. val2 = 33;
  8836. break;
  8837. case SC_POWER_OF_GAIA:
  8838. val2 = 20; //HP rate bonus
  8839. break;
  8840. case SC_TEARGAS:
  8841. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  8842. val4 = tick / 2000;
  8843. tick_time = 2000;
  8844. break;
  8845. case SC_TEARGAS_SOB:
  8846. val4 = tick / 3000;
  8847. tick_time = 3000;
  8848. break;
  8849. case SC_MELON_BOMB:
  8850. case SC_BANANA_BOMB:
  8851. val1 = 20;
  8852. break;
  8853. case SC_STOMACHACHE:
  8854. val2 = 8; // SP consume.
  8855. val4 = tick / 10000;
  8856. tick_time = 10000; // [GodLesZ] tick time
  8857. break;
  8858. case SC_KYOUGAKU:
  8859. val2 = 2*val1 + rand()%val1;
  8860. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  8861. break;
  8862. case SC_KAGEMUSYA:
  8863. val3 = val1 * 2;
  8864. case SC_IZAYOI:
  8865. val2 = tick/1000;
  8866. if( type == SC_IZAYOI )
  8867. tick = -1; // Duration sent to the client should be infinite
  8868. tick_time = 1000;
  8869. break;
  8870. case SC_ZANGETSU:
  8871. if( status_get_hp(bl) % 2 == 0 )
  8872. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  8873. else
  8874. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  8875. if( status_get_sp(bl) % 2 == 0 )
  8876. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  8877. else
  8878. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  8879. break;
  8880. case SC_GENSOU:
  8881. {
  8882. int hp = status_get_hp(bl), lv = 5;
  8883. short per = 100 / (status_get_max_hp(bl) / hp);
  8884. if( per <= 15 )
  8885. lv = 1;
  8886. else if( per <= 30 )
  8887. lv = 2;
  8888. else if( per <= 50 )
  8889. lv = 3;
  8890. else if( per <= 75 )
  8891. lv = 4;
  8892. if( hp % 2 == 0)
  8893. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  8894. else
  8895. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  8896. }
  8897. break;
  8898. case SC_ANGRIFFS_MODUS:
  8899. val2 = 50 + 20 * val1; // atk bonus
  8900. val3 = 40 + 20 * val1; // Flee reduction.
  8901. val4 = tick/1000; // hp/sp reduction timer
  8902. tick_time = 1000;
  8903. break;
  8904. case SC_GOLDENE_FERSE:
  8905. val2 = 10 + 10*val1; // flee bonus
  8906. val3 = 6 + 4 * val1; // Aspd Bonus
  8907. val4 = 2 + 2 * val1; // Chance of holy attack
  8908. break;
  8909. case SC_OVERED_BOOST:
  8910. val2 = 300 + 40*val1; // flee bonus
  8911. val3 = 179 + 2*val1; // aspd bonus
  8912. val4 = 50; // def reduc %
  8913. break;
  8914. case SC_GRANITIC_ARMOR:
  8915. val2 = 2*val1; // dmg reduction
  8916. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  8917. val4 = 5*val1; // unknow formula
  8918. break;
  8919. case SC_MAGMA_FLOW:
  8920. val2 = 3*val1; // Activation chance
  8921. break;
  8922. case SC_PYROCLASTIC:
  8923. val2 += 10*val1; // atk bonus
  8924. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  8925. break;
  8926. case SC_PARALYSIS: // [Lighta] need real info
  8927. val2 = 2*val1; // def reduction
  8928. val3 = 500*val1; // varcast augmentation
  8929. break;
  8930. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  8931. val2 = 20 * val1; // hp reco on death %
  8932. break;
  8933. case SC_PAIN_KILLER: // Yommy leak need confirm
  8934. val2 = 10 * val1; // aspd reduction %
  8935. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  8936. if(sc->data[SC_PARALYSIS])
  8937. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  8938. break;
  8939. case SC_STYLE_CHANGE:
  8940. tick = -1; // Infinite duration
  8941. break;
  8942. case SC_CBC:
  8943. val3 = 10; // Drain sp % dmg
  8944. val4 = tick/1000; // dmg each sec
  8945. tick = 1000;
  8946. break;
  8947. case SC_EQC:
  8948. val2 = 5 * val1; // def % reduc
  8949. val3 = 5 * val1; // atk % reduc
  8950. val4 = 2 * val1; // HP drain %
  8951. break;
  8952. case SC_ASH:
  8953. val2 = 50; // hit % reduc
  8954. val3 = 0; // def % reduc
  8955. val4 = 0; // atk flee & reduc
  8956. if(status_get_race(bl) == RC_PLANT) // plant type
  8957. val3 = 50;
  8958. if(status_get_element(bl) == ELE_WATER) // defense water type
  8959. val4 = 50;
  8960. break;
  8961. case SC_FULL_THROTTLE:
  8962. val2 = ( val1 == 1 ? 6 : 5 - val1 );
  8963. tick_time = 1000;
  8964. val4 = tick / tick_time;
  8965. tick = -1;
  8966. break;
  8967. case SC_KINGS_GRACE:
  8968. val2 = 3 + val1; //HP Recover rate
  8969. tick_time = 1000;
  8970. val4 = tick / tick_time;
  8971. break;
  8972. case SC_TELEKINESIS_INTENSE:
  8973. val2 = 10 * val1; // sp consum / casttime reduc %
  8974. val3 = 40 * val1; // magic dmg bonus
  8975. break;
  8976. case SC_OFFERTORIUM:
  8977. val2 = 30 * val1; // heal power bonus
  8978. val3 = 100 + 20 * val1; // sp cost inc
  8979. break;
  8980. case SC_FRIGG_SONG:
  8981. val2 = 5 * val1; // maxhp bonus
  8982. val3 = 80 + 20 * val1; // healing
  8983. tick_time = 10000;
  8984. val4 = tick / tick_time;
  8985. break;
  8986. case SC_FLASHCOMBO:
  8987. val2 = 20 * val1 + 20; // atk bonus
  8988. break;
  8989. case SC_DARKCROW:
  8990. val2 = 30 * val1;
  8991. break;
  8992. case SC_UNLIMIT:
  8993. val2 = 50 * val1;
  8994. break;
  8995. case SC_MONSTER_TRANSFORM:
  8996. if( !mobdb_checkid(val1) )
  8997. val1 = 1002; // Default poring
  8998. break;
  8999. case SC_APPLEIDUN:
  9000. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  9001. if (sd)
  9002. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9003. break;
  9004. case SC_EPICLESIS:
  9005. val2 = 5 * val1; //HP rate bonus
  9006. break;
  9007. /* Rebellion */
  9008. case SC_B_TRAP:
  9009. val2 = src->id;
  9010. val3 = val1 * 25; // -movespeed (custom)
  9011. break;
  9012. case SC_C_MARKER:
  9013. val2 = src->id;
  9014. val3 = 10; //-10% flee
  9015. //Start timer to send mark on mini map
  9016. val4 = tick/1000;
  9017. tick_time = 1000;
  9018. break;
  9019. case SC_H_MINE:
  9020. val2 = src->id;
  9021. break;
  9022. case SC_HEAT_BARREL:
  9023. //kRO Update 2014-02-26
  9024. {
  9025. short n = 10;
  9026. if (sd) n = sd->spiritball_old;
  9027. val2 = val1 * 5; // -fixed casttime (custom)
  9028. val3 = val1 * n / 5; // +aspd (custom)
  9029. val4 = 75 - val1 * 5; // -flee
  9030. }
  9031. break;
  9032. case SC_P_ALTER:
  9033. {
  9034. short n = 10;
  9035. if (sd) n = sd->spiritball_old;
  9036. val2 = val1 * n * 2; // +atk (custom)
  9037. val3 = val1 * 15; // +def (custom)
  9038. }
  9039. break;
  9040. case SC_E_CHAIN:
  9041. val2 = 10;
  9042. if (sd)
  9043. val2 = (uint8)sd->spiritball_old;
  9044. break;
  9045. case SC_ANTI_M_BLAST:
  9046. val2 = val1 * 10;
  9047. if (bl->type != BL_PC)
  9048. val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
  9049. break;
  9050. default:
  9051. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  9052. // Status change with no calc, no icon, and no skill associated...?
  9053. ShowError("UnknownStatusChange [%d]\n", type);
  9054. return 0;
  9055. }
  9056. } else // Special considerations when loading SC data.
  9057. switch( type ) {
  9058. case SC_WEDDING:
  9059. case SC_XMAS:
  9060. case SC_SUMMER:
  9061. case SC_HANBOK:
  9062. case SC_OKTOBERFEST:
  9063. if( !vd )
  9064. break;
  9065. clif_changelook(bl,LOOK_BASE,vd->class_);
  9066. clif_changelook(bl,LOOK_WEAPON,0);
  9067. clif_changelook(bl,LOOK_SHIELD,0);
  9068. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9069. break;
  9070. case SC_KAAHI:
  9071. val4 = INVALID_TIMER;
  9072. break;
  9073. }
  9074. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  9075. switch(type) {
  9076. // Start |1 val_flag setting
  9077. case SC_ROLLINGCUTTER:
  9078. case SC_BANDING:
  9079. case SC_SPHERE_1:
  9080. case SC_SPHERE_2:
  9081. case SC_SPHERE_3:
  9082. case SC_SPHERE_4:
  9083. case SC_SPHERE_5:
  9084. case SC_LIGHTNINGWALK:
  9085. case SC_MONSTER_TRANSFORM:
  9086. case SC_EXPBOOST:
  9087. case SC_JEXPBOOST:
  9088. case SC_ITEMBOOST:
  9089. val_flag |= 1;
  9090. break;
  9091. // Start |1|2 val_flag setting
  9092. case SC_FIGHTINGSPIRIT:
  9093. case SC_VENOMIMPRESS:
  9094. case SC_WEAPONBLOCKING:
  9095. case SC__INVISIBILITY:
  9096. case SC__ENERVATION:
  9097. case SC__WEAKNESS:
  9098. case SC_PROPERTYWALK:
  9099. case SC_PRESTIGE:
  9100. case SC_SHIELDSPELL_DEF:
  9101. case SC_SHIELDSPELL_MDEF:
  9102. case SC_SHIELDSPELL_REF:
  9103. case SC_CRESCENTELBOW:
  9104. case SC_CHILLY_AIR_OPTION:
  9105. case SC_GUST_OPTION:
  9106. case SC_WILD_STORM_OPTION:
  9107. case SC_UPHEAVAL_OPTION:
  9108. case SC_CIRCLE_OF_FIRE_OPTION:
  9109. val_flag |= 1|2;
  9110. break;
  9111. // Start |1|2|4 val_flag setting
  9112. case SC_POISONINGWEAPON:
  9113. case SC_CLOAKINGEXCEED:
  9114. case SC_HALLUCINATIONWALK:
  9115. case SC__SHADOWFORM:
  9116. case SC__GROOMY:
  9117. case SC__LAZINESS:
  9118. case SC__UNLUCKY:
  9119. case SC_FORCEOFVANGUARD:
  9120. case SC_SPELLFIST:
  9121. case SC_CURSEDCIRCLE_ATKER:
  9122. case SC_PYROTECHNIC_OPTION:
  9123. case SC_HEATER_OPTION:
  9124. case SC_AQUAPLAY_OPTION:
  9125. case SC_COOLER_OPTION:
  9126. case SC_BLAST_OPTION:
  9127. case SC_PETROLOGY_OPTION:
  9128. case SC_CURSED_SOIL_OPTION:
  9129. case SC_WATER_BARRIER:
  9130. val_flag |= 1|2|4;
  9131. break;
  9132. }
  9133. /* [Ind] */
  9134. if (sd && StatusDisplayType[type]) {
  9135. int dval1 = 0, dval2 = 0, dval3 = 0;
  9136. switch (type) {
  9137. case SC_ALL_RIDING:
  9138. dval1 = 1;
  9139. break;
  9140. default: /* All others: just copy val1 */
  9141. dval1 = val1;
  9142. break;
  9143. }
  9144. status_display_add(sd,type,dval1,dval2,dval3);
  9145. }
  9146. // Those that make you stop attacking/walking....
  9147. switch (type) {
  9148. case SC_FREEZE:
  9149. case SC_STUN:
  9150. case SC_SLEEP:
  9151. case SC_STONE:
  9152. case SC_DEEPSLEEP:
  9153. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  9154. pc_setstand(sd);
  9155. case SC_TRICKDEAD:
  9156. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  9157. // Cancel cast when get status [LuzZza]
  9158. if (battle_config.sc_castcancel&bl->type)
  9159. unit_skillcastcancel(bl, 0);
  9160. case SC_WHITEIMPRISON:
  9161. unit_stop_attack(bl);
  9162. case SC_STOP:
  9163. case SC_CONFUSION:
  9164. case SC_CLOSECONFINE:
  9165. case SC_CLOSECONFINE2:
  9166. case SC_TINDER_BREAKER:
  9167. case SC_TINDER_BREAKER2:
  9168. case SC_SPIDERWEB:
  9169. case SC_ELECTRICSHOCKER:
  9170. case SC_BITE:
  9171. case SC_THORNSTRAP:
  9172. case SC__MANHOLE:
  9173. case SC__CHAOS:
  9174. case SC_CRYSTALIZE:
  9175. case SC_CURSEDCIRCLE_ATKER:
  9176. case SC_FEAR:
  9177. case SC_NETHERWORLD:
  9178. case SC_MEIKYOUSISUI:
  9179. case SC_KYOUGAKU:
  9180. case SC_PARALYSIS:
  9181. case SC_MAGNETICFIELD:
  9182. unit_stop_walking(bl,1);
  9183. break;
  9184. case SC_ANKLE:
  9185. if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
  9186. unit_stop_walking(bl,1);
  9187. break;
  9188. case SC_HIDING:
  9189. case SC_CLOAKING:
  9190. case SC_CLOAKINGEXCEED:
  9191. case SC__FEINTBOMB:
  9192. case SC_CHASEWALK:
  9193. case SC_WEIGHT90:
  9194. case SC_CAMOUFLAGE:
  9195. case SC_VOICEOFSIREN:
  9196. case SC_HEAT_BARREL_AFTER:
  9197. unit_stop_attack(bl);
  9198. break;
  9199. case SC_SILENCE:
  9200. if (battle_config.sc_castcancel&bl->type)
  9201. unit_skillcastcancel(bl, 0);
  9202. break;
  9203. case SC_VACUUM_EXTREME:
  9204. if (!map_flag_gvg(bl->m))
  9205. unit_stop_walking(bl, 1);
  9206. break;
  9207. case SC_ITEMSCRIPT: // Shows Buff Icons
  9208. if (sd && val2 != SI_BLANK)
  9209. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  9210. break;
  9211. }
  9212. // Set option as needed.
  9213. opt_flag = 1;
  9214. switch(type) {
  9215. // OPT1
  9216. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  9217. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  9218. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  9219. case SC_DEEPSLEEP: opt_flag = 0;
  9220. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  9221. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  9222. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  9223. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  9224. // OPT2
  9225. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  9226. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  9227. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  9228. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  9229. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  9230. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  9231. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  9232. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  9233. // OPT3
  9234. case SC_TWOHANDQUICKEN:
  9235. case SC_ONEHAND:
  9236. case SC_SPEARQUICKEN:
  9237. case SC_CONCENTRATION:
  9238. case SC_MERC_QUICKEN:
  9239. sc->opt3 |= OPT3_QUICKEN;
  9240. opt_flag = 0;
  9241. break;
  9242. case SC_MAXOVERTHRUST:
  9243. case SC_OVERTHRUST:
  9244. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  9245. sc->opt3 |= OPT3_OVERTHRUST;
  9246. opt_flag = 0;
  9247. break;
  9248. case SC_ENERGYCOAT:
  9249. case SC_SKE:
  9250. sc->opt3 |= OPT3_ENERGYCOAT;
  9251. opt_flag = 0;
  9252. break;
  9253. case SC_INCATKRATE:
  9254. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  9255. if (bl->type != BL_MOB) {
  9256. opt_flag = 0;
  9257. break;
  9258. }
  9259. case SC_EXPLOSIONSPIRITS:
  9260. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  9261. opt_flag = 0;
  9262. break;
  9263. case SC_STEELBODY:
  9264. case SC_SKA:
  9265. sc->opt3 |= OPT3_STEELBODY;
  9266. opt_flag = 0;
  9267. break;
  9268. case SC_BLADESTOP:
  9269. sc->opt3 |= OPT3_BLADESTOP;
  9270. opt_flag = 0;
  9271. break;
  9272. case SC_AURABLADE:
  9273. sc->opt3 |= OPT3_AURABLADE;
  9274. opt_flag = 0;
  9275. break;
  9276. case SC_BERSERK:
  9277. opt_flag = 0;
  9278. sc->opt3 |= OPT3_BERSERK;
  9279. break;
  9280. // case ???: // doesn't seem to do anything
  9281. // sc->opt3 |= OPT3_LIGHTBLADE;
  9282. // opt_flag = 0;
  9283. // break;
  9284. case SC_DANCING:
  9285. if ((val1&0xFFFF) == CG_MOONLIT)
  9286. sc->opt3 |= OPT3_MOONLIT;
  9287. opt_flag = 0;
  9288. break;
  9289. case SC_MARIONETTE:
  9290. case SC_MARIONETTE2:
  9291. sc->opt3 |= OPT3_MARIONETTE;
  9292. opt_flag = 0;
  9293. break;
  9294. case SC_ASSUMPTIO:
  9295. sc->opt3 |= OPT3_ASSUMPTIO;
  9296. opt_flag = 0;
  9297. break;
  9298. case SC_WARM: // SG skills [Komurka]
  9299. sc->opt3 |= OPT3_WARM;
  9300. opt_flag = 0;
  9301. break;
  9302. case SC_KAITE:
  9303. sc->opt3 |= OPT3_KAITE;
  9304. opt_flag = 0;
  9305. break;
  9306. case SC_BUNSINJYUTSU:
  9307. sc->opt3 |= OPT3_BUNSIN;
  9308. opt_flag = 0;
  9309. break;
  9310. case SC_SPIRIT:
  9311. sc->opt3 |= OPT3_SOULLINK;
  9312. opt_flag = 0;
  9313. break;
  9314. case SC_CHANGEUNDEAD:
  9315. sc->opt3 |= OPT3_UNDEAD;
  9316. opt_flag = 0;
  9317. break;
  9318. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9319. // sc->opt3 |= OPT3_CONTRACT;
  9320. // opt_flag = 0;
  9321. // break;
  9322. // OPTION
  9323. case SC_HIDING:
  9324. sc->option |= OPTION_HIDE;
  9325. opt_flag = 2;
  9326. break;
  9327. case SC_CLOAKING:
  9328. case SC_CLOAKINGEXCEED:
  9329. case SC__INVISIBILITY:
  9330. sc->option |= OPTION_CLOAK;
  9331. case SC_CAMOUFLAGE:
  9332. opt_flag = 2;
  9333. break;
  9334. case SC_CHASEWALK:
  9335. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  9336. opt_flag = 2;
  9337. break;
  9338. case SC__FEINTBOMB:
  9339. sc->option |= OPTION_INVISIBLE;
  9340. opt_flag = 2;
  9341. break;
  9342. case SC_SIGHT:
  9343. sc->option |= OPTION_SIGHT;
  9344. break;
  9345. case SC_RUWACH:
  9346. sc->option |= OPTION_RUWACH;
  9347. break;
  9348. case SC_WEDDING:
  9349. sc->option |= OPTION_WEDDING;
  9350. opt_flag |= 0x4;
  9351. break;
  9352. case SC_XMAS:
  9353. sc->option |= OPTION_XMAS;
  9354. opt_flag |= 0x4;
  9355. break;
  9356. case SC_SUMMER:
  9357. sc->option |= OPTION_SUMMER;
  9358. opt_flag |= 0x4;
  9359. break;
  9360. case SC_HANBOK:
  9361. sc->option |= OPTION_HANBOK;
  9362. opt_flag |= 0x4;
  9363. break;
  9364. case SC_OKTOBERFEST:
  9365. sc->option |= OPTION_OKTOBERFEST;
  9366. opt_flag |= 0x4;
  9367. break;
  9368. case SC_ORCISH:
  9369. sc->option |= OPTION_ORCISH;
  9370. break;
  9371. case SC_FUSION:
  9372. sc->option |= OPTION_FLYING;
  9373. break;
  9374. default:
  9375. opt_flag = 0;
  9376. }
  9377. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  9378. if(opt_flag) {
  9379. clif_changeoption(bl);
  9380. if(sd && (opt_flag&0x4)) {
  9381. clif_changelook(bl,LOOK_BASE,vd->class_);
  9382. clif_changelook(bl,LOOK_WEAPON,0);
  9383. clif_changelook(bl,LOOK_SHIELD,0);
  9384. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9385. }
  9386. }
  9387. if (calc_flag&SCB_DYE) { // Reset DYE color
  9388. if (vd && vd->cloth_color) {
  9389. val4 = vd->cloth_color;
  9390. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  9391. }
  9392. calc_flag&=~SCB_DYE;
  9393. }
  9394. if(!(flag&4 && StatusDisplayType[type]))
  9395. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  9396. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  9397. if( tick_time )
  9398. tick = tick_time;
  9399. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  9400. if((sce=sc->data[type])) { // reuse old sc
  9401. if( sce->timer != INVALID_TIMER )
  9402. delete_timer(sce->timer, status_change_timer);
  9403. sc_isnew = false;
  9404. } else { // New sc
  9405. ++(sc->count);
  9406. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  9407. }
  9408. sce->val1 = val1;
  9409. sce->val2 = val2;
  9410. sce->val3 = val3;
  9411. sce->val4 = val4;
  9412. if (tick >= 0)
  9413. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  9414. else
  9415. sce->timer = INVALID_TIMER; // Infinite duration
  9416. if (calc_flag)
  9417. status_calc_bl(bl,calc_flag);
  9418. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  9419. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  9420. if(sd) {
  9421. if (sd->pd)
  9422. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  9423. status_calc_pc(sd, SCO_NONE);
  9424. }
  9425. // 1st thing to execute when loading status
  9426. switch (type) {
  9427. case SC_FULL_THROTTLE:
  9428. status_percent_heal(bl,100,0);
  9429. break;
  9430. case SC_BERSERK:
  9431. if (!(sce->val2)) { // Don't heal if already set
  9432. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  9433. status_set_sp(bl, 0, 0); // Damage all SP
  9434. }
  9435. sce->val2 = 5 * status->max_hp / 100;
  9436. break;
  9437. case SC_CHANGE:
  9438. status_percent_heal(bl, 100, 100);
  9439. break;
  9440. case SC_RUN:
  9441. {
  9442. struct unit_data *ud = unit_bl2ud(bl);
  9443. if( ud )
  9444. ud->state.running = unit_run(bl);
  9445. }
  9446. break;
  9447. case SC_BOSSMAPINFO:
  9448. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  9449. break;
  9450. case SC_MERC_HPUP:
  9451. status_percent_heal(bl, 100, 0); // Recover Full HP
  9452. break;
  9453. case SC_MERC_SPUP:
  9454. status_percent_heal(bl, 0, 100); // Recover Full SP
  9455. break;
  9456. case SC_WUGDASH:
  9457. {
  9458. struct unit_data *ud = unit_bl2ud(bl);
  9459. if( ud )
  9460. ud->state.running = unit_wugdash(bl, sd);
  9461. }
  9462. break;
  9463. case SC_COMBO:
  9464. switch(sce->val1) {
  9465. case TK_STORMKICK:
  9466. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  9467. break;
  9468. case TK_DOWNKICK:
  9469. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  9470. break;
  9471. case TK_TURNKICK:
  9472. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  9473. break;
  9474. case TK_COUNTER:
  9475. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  9476. break;
  9477. default: // Rest just toogle inf to enable autotarget
  9478. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  9479. break;
  9480. }
  9481. break;
  9482. case SC_RAISINGDRAGON:
  9483. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  9484. break;
  9485. case SC_EQC:
  9486. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  9487. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  9488. break;
  9489. case SC_C_MARKER:
  9490. //Send mini-map, don't wait for first timer triggered
  9491. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  9492. clif_crimson_marker(sd->fd,bl,false);
  9493. break;
  9494. }
  9495. if( opt_flag&2 && sd && sd->touching_id )
  9496. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  9497. return 1;
  9498. }
  9499. /**
  9500. * End all statuses except those listed
  9501. * TODO: May be useful for dispel instead resetting a list there
  9502. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9503. * @param type: Changes behaviour of the function
  9504. * 0: PC killed -> Place here statuses that do not dispel on death.
  9505. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  9506. * 2: Do clif_changeoption()
  9507. * 3: Do not remove some permanent/time-independent effects
  9508. * @return 1: Success 0: Fail
  9509. **/
  9510. int status_change_clear(struct block_list* bl, int type)
  9511. {
  9512. struct status_change* sc;
  9513. int i;
  9514. sc = status_get_sc(bl);
  9515. if (!sc || !sc->count)
  9516. return 0;
  9517. for(i = 0; i < SC_MAX; i++) {
  9518. if(!sc->data[i])
  9519. continue;
  9520. if(type == 0)
  9521. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  9522. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  9523. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  9524. break;
  9525. case SC_WEIGHT50:
  9526. case SC_WEIGHT90:
  9527. case SC_EDP:
  9528. case SC_MELTDOWN:
  9529. case SC_WEDDING:
  9530. case SC_XMAS:
  9531. case SC_SUMMER:
  9532. case SC_HANBOK:
  9533. case SC_OKTOBERFEST:
  9534. case SC_NOCHAT:
  9535. case SC_FUSION:
  9536. case SC_EARTHSCROLL:
  9537. case SC_READYSTORM:
  9538. case SC_READYDOWN:
  9539. case SC_READYCOUNTER:
  9540. case SC_READYTURN:
  9541. case SC_DODGE:
  9542. case SC_JAILED:
  9543. case SC_EXPBOOST:
  9544. case SC_ITEMBOOST:
  9545. case SC_HELLPOWER:
  9546. case SC_JEXPBOOST:
  9547. case SC_AUTOTRADE:
  9548. case SC_WHISTLE:
  9549. case SC_ASSNCROS:
  9550. case SC_POEMBRAGI:
  9551. case SC_APPLEIDUN:
  9552. case SC_HUMMING:
  9553. case SC_DONTFORGETME:
  9554. case SC_FORTUNE:
  9555. case SC_SERVICE4U:
  9556. case SC_FOOD_STR_CASH:
  9557. case SC_FOOD_AGI_CASH:
  9558. case SC_FOOD_VIT_CASH:
  9559. case SC_FOOD_DEX_CASH:
  9560. case SC_FOOD_INT_CASH:
  9561. case SC_FOOD_LUK_CASH:
  9562. case SC_DEF_RATE:
  9563. case SC_MDEF_RATE:
  9564. case SC_INCHEALRATE:
  9565. case SC_INCFLEE2:
  9566. case SC_INCHIT:
  9567. case SC_ATKPOTION:
  9568. case SC_MATKPOTION:
  9569. case SC_S_LIFEPOTION:
  9570. case SC_L_LIFEPOTION:
  9571. case SC_PUSH_CART:
  9572. case SC_ALL_RIDING:
  9573. case SC_LIGHT_OF_REGENE:
  9574. case SC_STYLE_CHANGE:
  9575. case SC_MOONSTAR:
  9576. case SC_SUPER_STAR:
  9577. case SC_HEAT_BARREL_AFTER:
  9578. case SC_STRANGELIGHTS:
  9579. case SC_DECORATION_OF_MUSIC:
  9580. case SC_QUEST_BUFF1:
  9581. case SC_QUEST_BUFF2:
  9582. case SC_QUEST_BUFF3:
  9583. continue;
  9584. }
  9585. if( type == 3 ) {
  9586. switch (i) { // !TODO: This list may be incomplete
  9587. case SC_WEIGHT50:
  9588. case SC_WEIGHT90:
  9589. case SC_NOCHAT:
  9590. case SC_PUSH_CART:
  9591. case SC_ALL_RIDING:
  9592. case SC_STYLE_CHANGE:
  9593. case SC_MOONSTAR:
  9594. case SC_SUPER_STAR:
  9595. case SC_STRANGELIGHTS:
  9596. case SC_DECORATION_OF_MUSIC:
  9597. continue;
  9598. }
  9599. }
  9600. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9601. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  9602. (sc->count)--;
  9603. if (sc->data[i]->timer != INVALID_TIMER)
  9604. delete_timer(sc->data[i]->timer, status_change_timer);
  9605. ers_free(sc_data_ers, sc->data[i]);
  9606. sc->data[i] = NULL;
  9607. }
  9608. }
  9609. sc->opt1 = 0;
  9610. sc->opt2 = 0;
  9611. sc->opt3 = 0;
  9612. // Cleaning all extras vars
  9613. sc->comet_x = 0;
  9614. sc->comet_y = 0;
  9615. #ifndef RENEWAL
  9616. sc->sg_counter = 0;
  9617. #endif
  9618. sc->bs_counter = 0;
  9619. if( type == 0 || type == 2 )
  9620. clif_changeoption(bl);
  9621. return 1;
  9622. }
  9623. /**
  9624. * End a specific status after checking
  9625. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9626. * @param type: Status change (SC_*)
  9627. * @param tid: Timer
  9628. * @param file: Used for dancing save
  9629. * @param line: Used for dancing save
  9630. * @return 1: Success 0: Fail
  9631. **/
  9632. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  9633. {
  9634. struct map_session_data *sd;
  9635. struct status_change *sc;
  9636. struct status_change_entry *sce;
  9637. struct status_data *status;
  9638. struct view_data *vd;
  9639. int opt_flag=0, calc_flag,temp_n = 0;
  9640. nullpo_ret(bl);
  9641. sc = status_get_sc(bl);
  9642. status = status_get_status_data(bl);
  9643. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  9644. return 0;
  9645. sd = BL_CAST(BL_PC,bl);
  9646. if (sce->timer != tid && tid != INVALID_TIMER)
  9647. return 0;
  9648. if (tid == INVALID_TIMER) {
  9649. if (type == SC_ENDURE && sce->val4)
  9650. // Do not end infinite endure.
  9651. return 0;
  9652. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  9653. delete_timer(sce->timer,status_change_timer);
  9654. if (sc->opt1)
  9655. switch (type) {
  9656. // "Ugly workaround" [Skotlex]
  9657. // delays status change ending so that a skill that sets opt1 fails to
  9658. // trigger when it also removed one
  9659. case SC_STONE:
  9660. sce->val3 = 0; // Petrify time counter.
  9661. case SC_FREEZE:
  9662. case SC_STUN:
  9663. case SC_SLEEP:
  9664. if (sce->val1) {
  9665. // Removing the 'level' shouldn't affect anything in the code
  9666. // since these SC are not affected by it, and it lets us know
  9667. // if we have already delayed this attack or not.
  9668. sce->val1 = 0;
  9669. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  9670. return 1;
  9671. }
  9672. }
  9673. }
  9674. (sc->count)--;
  9675. if ( StatusChangeStateTable[type] )
  9676. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  9677. switch (type) {
  9678. case SC_H_MINE: temp_n = sc->data[type]->val3; break; // If ended by RL_FLICKER, don't drop the trap
  9679. case SC_C_MARKER: temp_n = sc->data[type]->val2; break; // Player who gave mark
  9680. }
  9681. sc->data[type] = NULL;
  9682. if (sd && StatusDisplayType[type])
  9683. status_display_remove(sd,type);
  9684. vd = status_get_viewdata(bl);
  9685. calc_flag = StatusChangeFlagTable[type];
  9686. switch(type) {
  9687. case SC_GRANITIC_ARMOR:
  9688. {
  9689. int damage = status->max_hp*sce->val3/100;
  9690. if(status->hp < damage) // to not kill him
  9691. damage = status->hp-1;
  9692. status_damage(NULL,bl,damage,0,0,1);
  9693. }
  9694. break;
  9695. case SC_PYROCLASTIC:
  9696. if(bl->type == BL_PC)
  9697. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  9698. break;
  9699. case SC_RUN:
  9700. {
  9701. struct unit_data *ud = unit_bl2ud(bl);
  9702. bool begin_spurt = true;
  9703. if (ud) {
  9704. if(!ud->state.running)
  9705. begin_spurt = false;
  9706. ud->state.running = 0;
  9707. if (ud->walktimer != INVALID_TIMER)
  9708. unit_stop_walking(bl,1);
  9709. }
  9710. if (begin_spurt && sce->val1 >= 7 &&
  9711. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  9712. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  9713. )
  9714. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  9715. }
  9716. break;
  9717. case SC_AUTOBERSERK:
  9718. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  9719. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  9720. break;
  9721. case SC_ENDURE:
  9722. case SC_DEFENDER:
  9723. case SC_REFLECTSHIELD:
  9724. case SC_AUTOGUARD:
  9725. {
  9726. struct map_session_data *tsd;
  9727. if( bl->type == BL_PC ) { // Clear Status from others
  9728. int i;
  9729. for( i = 0; i < 5; i++ ) {
  9730. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  9731. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9732. }
  9733. }
  9734. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  9735. tsd = ((TBL_MER*)bl)->master;
  9736. if( tsd && tsd->sc.data[type] )
  9737. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9738. }
  9739. }
  9740. break;
  9741. case SC_DEVOTION:
  9742. {
  9743. struct block_list *d_bl = map_id2bl(sce->val1);
  9744. if( d_bl ) {
  9745. if( d_bl->type == BL_PC )
  9746. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  9747. else if( d_bl->type == BL_MER )
  9748. ((TBL_MER*)d_bl)->devotion_flag = 0;
  9749. clif_devotion(d_bl, NULL);
  9750. }
  9751. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  9752. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  9753. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9754. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9755. }
  9756. break;
  9757. case SC_BLADESTOP:
  9758. if(sce->val4) {
  9759. int tid = sce->val4;
  9760. struct block_list *tbl = map_id2bl(tid);
  9761. struct status_change *tsc = status_get_sc(tbl);
  9762. sce->val4 = 0;
  9763. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  9764. tsc->data[SC_BLADESTOP]->val4 = 0;
  9765. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  9766. }
  9767. clif_bladestop(bl, tid, 0);
  9768. }
  9769. break;
  9770. case SC_DANCING:
  9771. {
  9772. const char* prevfile = "<unknown>";
  9773. int prevline = 0;
  9774. struct map_session_data *dsd;
  9775. struct status_change_entry *dsc;
  9776. if( sd ) {
  9777. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  9778. prevfile = sd->delunit_prevfile;
  9779. prevline = sd->delunit_prevline;
  9780. } else
  9781. prevfile = "<none>";
  9782. sd->delunit_prevfile = file;
  9783. sd->delunit_prevline = line;
  9784. }
  9785. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  9786. dsc = dsd->sc.data[SC_DANCING];
  9787. if(dsc) {
  9788. // This will prevent recursive loops.
  9789. dsc->val2 = dsc->val4 = 0;
  9790. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  9791. }
  9792. }
  9793. if(sce->val2) { // Erase associated land skill
  9794. struct skill_unit_group *group;
  9795. group = skill_id2group(sce->val2);
  9796. if( group == NULL ) {
  9797. 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",
  9798. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  9799. sd ? sd->status.char_id : 0,
  9800. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  9801. prevfile, prevline,
  9802. file, line);
  9803. }
  9804. sce->val2 = 0;
  9805. skill_delunitgroup(group);
  9806. }
  9807. if((sce->val1&0xFFFF) == CG_MOONLIT)
  9808. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  9809. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  9810. }
  9811. break;
  9812. case SC_NOCHAT:
  9813. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  9814. sd->status.manner = 0;
  9815. if (sd && tid == INVALID_TIMER) {
  9816. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9817. clif_updatestatus(sd,SP_MANNER);
  9818. }
  9819. break;
  9820. case SC_SPLASHER:
  9821. {
  9822. struct block_list *src=map_id2bl(sce->val3);
  9823. if(src && tid != INVALID_TIMER)
  9824. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  9825. }
  9826. break;
  9827. case SC_TINDER_BREAKER2:
  9828. case SC_CLOSECONFINE2:{
  9829. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  9830. struct status_change *sc2 = src?status_get_sc(src):NULL;
  9831. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  9832. if (src && sc2 && sc2->data[type2]) {
  9833. // If status was already ended, do nothing.
  9834. // Decrease count
  9835. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  9836. status_change_end(src, type2, INVALID_TIMER);
  9837. }
  9838. }
  9839. case SC_TINDER_BREAKER:
  9840. case SC_CLOSECONFINE:
  9841. if (sce->val2 > 0) {
  9842. // Caster has been unlocked... nearby chars need to be unlocked.
  9843. int range = 1
  9844. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  9845. +skill_get_range2(bl, TF_BACKSLIDING, 1); // Since most people use this to escape the hold....
  9846. map_foreachinarea(status_change_timer_sub,
  9847. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  9848. }
  9849. break;
  9850. case SC_COMBO:
  9851. skill_combo_toogle_inf(bl,sce->val1,0);
  9852. break;
  9853. case SC_MARIONETTE:
  9854. case SC_MARIONETTE2: // Marionette target
  9855. if (sce->val1) { // Check for partner and end their marionette status as well
  9856. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  9857. struct block_list *pbl = map_id2bl(sce->val1);
  9858. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  9859. if (sc2 && sc2->data[type2]) {
  9860. sc2->data[type2]->val1 = 0;
  9861. status_change_end(pbl, type2, INVALID_TIMER);
  9862. }
  9863. }
  9864. break;
  9865. case SC_CONCENTRATION:
  9866. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9867. break;
  9868. case SC_BERSERK:
  9869. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  9870. status_percent_heal(bl, 100, 0);
  9871. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  9872. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  9873. status_set_hp(bl, 100, 0);
  9874. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  9875. sc->data[SC_ENDURE]->val4 = 0;
  9876. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9877. }
  9878. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  9879. break;
  9880. case SC_GOSPEL:
  9881. if (sce->val3) { // Clear the group.
  9882. struct skill_unit_group* group = skill_id2group(sce->val3);
  9883. sce->val3 = 0;
  9884. skill_delunitgroup(group);
  9885. }
  9886. break;
  9887. case SC_HERMODE:
  9888. if(sce->val3 == BCT_SELF)
  9889. skill_clear_unitgroup(bl);
  9890. break;
  9891. case SC_BASILICA: // Clear the skill area. [Skotlex]
  9892. skill_clear_unitgroup(bl);
  9893. break;
  9894. case SC_TRICKDEAD:
  9895. if (vd) vd->dead_sit = 0;
  9896. break;
  9897. case SC_WARM:
  9898. case SC__MANHOLE:
  9899. if (sce->val4) { // Clear the group.
  9900. struct skill_unit_group* group = skill_id2group(sce->val4);
  9901. sce->val4 = 0;
  9902. if( group ) // Might have been cleared before status ended, e.g. land protector
  9903. skill_delunitgroup(group);
  9904. }
  9905. break;
  9906. case SC_KAAHI:
  9907. // Delete timer if it exists.
  9908. if (sce->val4 != INVALID_TIMER)
  9909. delete_timer(sce->val4,kaahi_heal_timer);
  9910. break;
  9911. case SC_JAILED:
  9912. if(tid == INVALID_TIMER)
  9913. break;
  9914. // Natural expiration.
  9915. if(sd && sd->mapindex == sce->val2)
  9916. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  9917. break; // Guess hes not in jail :P
  9918. case SC_CHANGE:
  9919. if (tid == INVALID_TIMER)
  9920. break;
  9921. // "lose almost all their HP and SP" on natural expiration.
  9922. status_set_hp(bl, 10, 0);
  9923. status_set_sp(bl, 10, 0);
  9924. break;
  9925. case SC_AUTOTRADE:
  9926. if (tid == INVALID_TIMER)
  9927. break;
  9928. // Note: vending/buying is closed by unit_remove_map, no
  9929. // need to do it here.
  9930. map_quit(sd);
  9931. // Because map_quit calls status_change_end with tid -1
  9932. // from here it's not neccesary to continue
  9933. return 1;
  9934. break;
  9935. case SC_STOP:
  9936. if( sce->val2 ) {
  9937. struct block_list* tbl = map_id2bl(sce->val2);
  9938. sce->val2 = 0;
  9939. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  9940. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  9941. }
  9942. break;
  9943. case SC_MONSTER_TRANSFORM:
  9944. if (sce->val2)
  9945. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  9946. break;
  9947. /* 3rd Stuff */
  9948. case SC_MILLENNIUMSHIELD:
  9949. clif_millenniumshield(sd,0);
  9950. break;
  9951. case SC_HALLUCINATIONWALK:
  9952. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  9953. break;
  9954. case SC_WHITEIMPRISON:
  9955. {
  9956. struct block_list* src = map_id2bl(sce->val2);
  9957. if( tid == -1 || !src)
  9958. break; // Terminated by Damage
  9959. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  9960. }
  9961. break;
  9962. case SC_WUGDASH:
  9963. {
  9964. struct unit_data *ud = unit_bl2ud(bl);
  9965. if (ud) {
  9966. ud->state.running = 0;
  9967. if (ud->walktimer != INVALID_TIMER)
  9968. unit_stop_walking(bl,1);
  9969. }
  9970. }
  9971. break;
  9972. case SC_ADORAMUS:
  9973. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9974. break;
  9975. case SC__SHADOWFORM:
  9976. {
  9977. struct map_session_data *s_sd = map_id2sd(sce->val2);
  9978. if(s_sd ) s_sd->shadowform_id = 0;
  9979. }
  9980. break;
  9981. case SC__FEINTBOMB:
  9982. if( sd && pc_ishiding(sd) ) {
  9983. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9984. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9985. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  9986. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9987. }
  9988. break;
  9989. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  9990. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  9991. break;
  9992. case SC_SITDOWN_FORCE:
  9993. if( sd && pc_issit(sd) ) {
  9994. pc_setstand(sd);
  9995. clif_standing(bl);
  9996. }
  9997. break;
  9998. case SC_NEUTRALBARRIER_MASTER:
  9999. case SC_STEALTHFIELD_MASTER:
  10000. if( sce->val2 ) {
  10001. struct skill_unit_group* group = skill_id2group(sce->val2);
  10002. sce->val2 = 0;
  10003. if( group ) // Might have been cleared before status ended, e.g. land protector
  10004. skill_delunitgroup(group);
  10005. }
  10006. break;
  10007. case SC_BANDING:
  10008. if(sce->val4) {
  10009. struct skill_unit_group *group = skill_id2group(sce->val4);
  10010. sce->val4 = 0;
  10011. if( group ) // Might have been cleared before status ended, e.g. land protector
  10012. skill_delunitgroup(group);
  10013. }
  10014. break;
  10015. case SC_CURSEDCIRCLE_ATKER:
  10016. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  10017. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  10018. break;
  10019. case SC_RAISINGDRAGON:
  10020. if( sd && sce->val2 && !pc_isdead(sd) ) {
  10021. int i = min(sd->spiritball,5);
  10022. pc_delspiritball(sd, sd->spiritball, 0);
  10023. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10024. while( i > 0 ) {
  10025. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  10026. --i;
  10027. }
  10028. }
  10029. break;
  10030. case SC_CURSEDCIRCLE_TARGET:
  10031. {
  10032. struct block_list *src = map_id2bl(sce->val2);
  10033. struct status_change *sc = status_get_sc(src);
  10034. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  10035. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  10036. clif_bladestop(bl, sce->val2, 0);
  10037. }
  10038. }
  10039. break;
  10040. case SC_BLOODSUCKER:
  10041. if( sce->val2 ) {
  10042. struct block_list *src = map_id2bl(sce->val2);
  10043. if(src) {
  10044. struct status_change *sc = status_get_sc(src);
  10045. sc->bs_counter--;
  10046. }
  10047. }
  10048. break;
  10049. case SC_TEARGAS:
  10050. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  10051. break;
  10052. case SC_BANANA_BOMB_SITDOWN:
  10053. if( sd && pc_issit(sd) ) {
  10054. pc_setstand(sd);
  10055. skill_sit(sd,0);
  10056. clif_standing(bl);
  10057. }
  10058. break;
  10059. case SC_KYOUGAKU:
  10060. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  10061. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  10062. break;
  10063. case SC_INTRAVISION:
  10064. calc_flag = SCB_ALL; // Required for overlapping
  10065. break;
  10066. case SC_OVERED_BOOST:
  10067. switch (bl->type) {
  10068. case BL_HOM: {
  10069. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  10070. if( hd )
  10071. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  10072. }
  10073. break;
  10074. case BL_PC:
  10075. status_zap(bl,0,status_get_max_sp(bl) / 2);
  10076. break;
  10077. }
  10078. break;
  10079. case SC_FULL_THROTTLE: {
  10080. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  10081. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  10082. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  10083. }
  10084. break;
  10085. case SC_REBOUND:
  10086. clif_status_load(bl, SI_DECREASEAGI, 0);
  10087. break;
  10088. case SC_ITEMSCRIPT: // Removes Buff Icons
  10089. if (sd && sce->val2 != SI_BLANK)
  10090. clif_status_load(bl, (enum si_type)sce->val2, 0);
  10091. break;
  10092. case SC_HEAT_BARREL:
  10093. if (sd)
  10094. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  10095. break;
  10096. case SC_C_MARKER:
  10097. {
  10098. // Remove mark data from caster
  10099. struct map_session_data *caster = map_id2sd(temp_n);
  10100. uint8 i = 0;
  10101. if (!caster || !&caster->c_marker || !caster->c_marker.target)
  10102. break;
  10103. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker.target[i] == bl->id);
  10104. if (i < MAX_SKILL_CRIMSON_MARKER) {
  10105. caster->c_marker.target[i] = 0;
  10106. clif_crimson_marker(caster->fd,bl,true);
  10107. }
  10108. }
  10109. break;
  10110. case SC_H_MINE:
  10111. {
  10112. // Drop the material from target if expired
  10113. struct item it;
  10114. if (temp_n)
  10115. break;
  10116. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  10117. break;
  10118. memset(&it,0,sizeof(it));
  10119. it.nameid = skill_get_itemid(RL_H_MINE,0);
  10120. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  10121. it.identify = 1;
  10122. map_addflooritem(&it,it.amount,bl->m,bl->x,bl->y,0,0,0,4);
  10123. }
  10124. break;
  10125. }
  10126. opt_flag = 1;
  10127. switch(type) {
  10128. case SC_STONE:
  10129. case SC_FREEZE:
  10130. case SC_STUN:
  10131. case SC_SLEEP:
  10132. case SC_DEEPSLEEP:
  10133. case SC_BURNING:
  10134. case SC_WHITEIMPRISON:
  10135. case SC_CRYSTALIZE:
  10136. sc->opt1 = 0;
  10137. break;
  10138. case SC_POISON:
  10139. case SC_CURSE:
  10140. case SC_SILENCE:
  10141. case SC_BLIND:
  10142. sc->opt2 &= ~(1<<(type-SC_POISON));
  10143. break;
  10144. case SC_DPOISON:
  10145. sc->opt2 &= ~OPT2_DPOISON;
  10146. break;
  10147. case SC_SIGNUMCRUCIS:
  10148. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  10149. break;
  10150. case SC_HIDING:
  10151. sc->option &= ~OPTION_HIDE;
  10152. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  10153. break;
  10154. case SC_CLOAKING:
  10155. case SC_CLOAKINGEXCEED:
  10156. case SC__INVISIBILITY:
  10157. sc->option &= ~OPTION_CLOAK;
  10158. case SC_CAMOUFLAGE:
  10159. opt_flag |= 2;
  10160. break;
  10161. case SC_CHASEWALK:
  10162. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  10163. opt_flag |= 2;
  10164. break;
  10165. case SC__FEINTBOMB:
  10166. sc->option &= ~OPTION_INVISIBLE;
  10167. opt_flag |= 2;
  10168. case SC_SIGHT:
  10169. sc->option &= ~OPTION_SIGHT;
  10170. break;
  10171. case SC_WEDDING:
  10172. sc->option &= ~OPTION_WEDDING;
  10173. opt_flag |= 0x4;
  10174. break;
  10175. case SC_XMAS:
  10176. sc->option &= ~OPTION_XMAS;
  10177. opt_flag |= 0x4;
  10178. break;
  10179. case SC_SUMMER:
  10180. sc->option &= ~OPTION_SUMMER;
  10181. opt_flag |= 0x4;
  10182. break;
  10183. case SC_HANBOK:
  10184. sc->option &= ~OPTION_HANBOK;
  10185. opt_flag |= 0x4;
  10186. break;
  10187. case SC_OKTOBERFEST:
  10188. sc->option &= ~OPTION_OKTOBERFEST;
  10189. opt_flag |= 0x4;
  10190. break;
  10191. case SC_ORCISH:
  10192. sc->option &= ~OPTION_ORCISH;
  10193. break;
  10194. case SC_RUWACH:
  10195. sc->option &= ~OPTION_RUWACH;
  10196. break;
  10197. case SC_FUSION:
  10198. sc->option &= ~OPTION_FLYING;
  10199. break;
  10200. // opt3
  10201. case SC_TWOHANDQUICKEN:
  10202. case SC_ONEHAND:
  10203. case SC_SPEARQUICKEN:
  10204. case SC_CONCENTRATION:
  10205. case SC_MERC_QUICKEN:
  10206. sc->opt3 &= ~OPT3_QUICKEN;
  10207. opt_flag = 0;
  10208. break;
  10209. case SC_OVERTHRUST:
  10210. case SC_MAXOVERTHRUST:
  10211. case SC_SWOO:
  10212. sc->opt3 &= ~OPT3_OVERTHRUST;
  10213. if( type == SC_SWOO )
  10214. opt_flag = 8;
  10215. else
  10216. opt_flag = 0;
  10217. break;
  10218. case SC_ENERGYCOAT:
  10219. case SC_SKE:
  10220. sc->opt3 &= ~OPT3_ENERGYCOAT;
  10221. opt_flag = 0;
  10222. break;
  10223. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  10224. if (bl->type != BL_MOB) {
  10225. opt_flag = 0;
  10226. break;
  10227. }
  10228. case SC_EXPLOSIONSPIRITS:
  10229. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  10230. opt_flag = 0;
  10231. break;
  10232. case SC_STEELBODY:
  10233. case SC_SKA:
  10234. sc->opt3 &= ~OPT3_STEELBODY;
  10235. opt_flag = 0;
  10236. break;
  10237. case SC_BLADESTOP:
  10238. sc->opt3 &= ~OPT3_BLADESTOP;
  10239. opt_flag = 0;
  10240. break;
  10241. case SC_AURABLADE:
  10242. sc->opt3 &= ~OPT3_AURABLADE;
  10243. opt_flag = 0;
  10244. break;
  10245. case SC_BERSERK:
  10246. opt_flag = 0;
  10247. sc->opt3 &= ~OPT3_BERSERK;
  10248. break;
  10249. // case ???: // doesn't seem to do anything
  10250. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  10251. // opt_flag = 0;
  10252. // break;
  10253. case SC_DANCING:
  10254. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  10255. sc->opt3 &= ~OPT3_MOONLIT;
  10256. opt_flag = 0;
  10257. break;
  10258. case SC_MARIONETTE:
  10259. case SC_MARIONETTE2:
  10260. sc->opt3 &= ~OPT3_MARIONETTE;
  10261. opt_flag = 0;
  10262. break;
  10263. case SC_ASSUMPTIO:
  10264. sc->opt3 &= ~OPT3_ASSUMPTIO;
  10265. opt_flag = 0;
  10266. break;
  10267. case SC_WARM: // SG skills [Komurka]
  10268. sc->opt3 &= ~OPT3_WARM;
  10269. opt_flag = 0;
  10270. break;
  10271. case SC_KAITE:
  10272. sc->opt3 &= ~OPT3_KAITE;
  10273. opt_flag = 0;
  10274. break;
  10275. case SC_BUNSINJYUTSU:
  10276. sc->opt3 &= ~OPT3_BUNSIN;
  10277. opt_flag = 0;
  10278. break;
  10279. case SC_SPIRIT:
  10280. sc->opt3 &= ~OPT3_SOULLINK;
  10281. opt_flag = 0;
  10282. break;
  10283. case SC_CHANGEUNDEAD:
  10284. sc->opt3 &= ~OPT3_UNDEAD;
  10285. opt_flag = 0;
  10286. break;
  10287. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10288. // sc->opt3 &= ~OPT3_CONTRACT;
  10289. // opt_flag = 0;
  10290. // break;
  10291. default:
  10292. opt_flag = 0;
  10293. }
  10294. if (calc_flag&SCB_DYE) { // Restore DYE color
  10295. if (vd && !vd->cloth_color && sce->val4)
  10296. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  10297. calc_flag&=~SCB_DYE;
  10298. }
  10299. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  10300. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  10301. if( opt_flag&8 ) // bugreport:681
  10302. clif_changeoption2(bl);
  10303. else if(opt_flag) {
  10304. clif_changeoption(bl);
  10305. if (sd && (opt_flag&0x4)) {
  10306. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  10307. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  10308. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  10309. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  10310. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  10311. }
  10312. }
  10313. if (calc_flag)
  10314. status_calc_bl(bl,calc_flag);
  10315. if(opt_flag&4) // Out of hiding, invoke on place.
  10316. skill_unit_move(bl,gettick(),1);
  10317. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  10318. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  10319. ers_free(sc_data_ers, sce);
  10320. return 1;
  10321. }
  10322. /**
  10323. * Special timer and heal for Kaahi status
  10324. * @param tid: Timer ID
  10325. * @param tick: How long before next call
  10326. * @param id: ID of character
  10327. * @param data: Information passed through the timer call
  10328. * @return 1: Success 0: Fail
  10329. **/
  10330. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  10331. {
  10332. struct block_list *bl;
  10333. struct status_change *sc;
  10334. struct status_change_entry *sce;
  10335. struct status_data *status;
  10336. int hp;
  10337. if(!((bl=map_id2bl(id))&&
  10338. (sc=status_get_sc(bl)) &&
  10339. (sce = sc->data[SC_KAAHI])))
  10340. return 0;
  10341. if(sce->val4 != tid) {
  10342. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  10343. sce->val4 = INVALID_TIMER;
  10344. return 0;
  10345. }
  10346. status=status_get_status_data(bl);
  10347. if(!status_charge(bl, 0, sce->val3)) {
  10348. sce->val4 = INVALID_TIMER;
  10349. return 0;
  10350. }
  10351. hp = status->max_hp - status->hp;
  10352. if (hp > sce->val2)
  10353. hp = sce->val2;
  10354. if (hp)
  10355. status_heal(bl, hp, 0, 2);
  10356. sce->val4 = INVALID_TIMER;
  10357. return 1;
  10358. }
  10359. /**
  10360. * Resets timers for statuses
  10361. * Used with reoccuring status effects, such as dropping SP every 5 seconds
  10362. * @param tid: Timer ID
  10363. * @param tick: How long before next call
  10364. * @param id: ID of character
  10365. * @param data: Information passed through the timer call
  10366. * @return 1: Success 0: Fail
  10367. **/
  10368. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  10369. {
  10370. enum sc_type type = (sc_type)data;
  10371. struct block_list *bl;
  10372. struct map_session_data *sd;
  10373. struct status_data *status;
  10374. struct status_change *sc;
  10375. struct status_change_entry *sce;
  10376. bl = map_id2bl(id);
  10377. if(!bl) {
  10378. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  10379. return 0;
  10380. }
  10381. sc = status_get_sc(bl);
  10382. status = status_get_status_data(bl);
  10383. if(!(sc && (sce = sc->data[type]))) {
  10384. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  10385. return 0;
  10386. }
  10387. if( sce->timer != tid ) {
  10388. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  10389. return 0;
  10390. }
  10391. sd = BL_CAST(BL_PC, bl);
  10392. // Set the next timer of the sce (don't assume the status still exists)
  10393. #define sc_timer_next(t,f,i,d) \
  10394. if( (sce=sc->data[type]) ) \
  10395. sce->timer = add_timer(t,f,i,d); \
  10396. else \
  10397. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  10398. switch(type) {
  10399. case SC_MAXIMIZEPOWER:
  10400. case SC_CLOAKING:
  10401. if(!status_charge(bl, 0, 1))
  10402. break; // Not enough SP to continue.
  10403. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10404. return 0;
  10405. case SC_CHASEWALK:
  10406. if(!status_charge(bl, 0, sce->val4))
  10407. break; // Not enough SP to continue.
  10408. if (!sc->data[SC_CHASEWALK2]) {
  10409. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  10410. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  10411. *skill_get_time2(status_sc2skill(type),sce->val1));
  10412. }
  10413. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10414. return 0;
  10415. break;
  10416. case SC_SKA:
  10417. if(--(sce->val2)>0) {
  10418. sce->val3 = rnd()%100; // Random defense.
  10419. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10420. return 0;
  10421. }
  10422. break;
  10423. case SC_HIDING:
  10424. if(--(sce->val2)>0) {
  10425. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  10426. break; // Fail if it's time to substract SP and there isn't.
  10427. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10428. return 0;
  10429. }
  10430. break;
  10431. case SC_SIGHT:
  10432. case SC_RUWACH:
  10433. case SC_SIGHTBLASTER:
  10434. if(type == SC_SIGHTBLASTER)
  10435. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  10436. else
  10437. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  10438. if( --(sce->val2)>0 ) {
  10439. sce->val4 += 250; // Use for Shadow Form 2 seconds checking.
  10440. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  10441. return 0;
  10442. }
  10443. break;
  10444. case SC_PROVOKE:
  10445. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  10446. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  10447. return 0;
  10448. }
  10449. break;
  10450. case SC_STONE:
  10451. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  10452. sce->val4 = 0;
  10453. unit_stop_walking(bl,1);
  10454. unit_stop_attack(bl);
  10455. sc->opt1 = OPT1_STONE;
  10456. clif_changeoption(bl);
  10457. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10458. status_calc_bl(bl, StatusChangeFlagTable[type]);
  10459. return 0;
  10460. }
  10461. if(--(sce->val3) > 0) {
  10462. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  10463. status_percent_damage(NULL, bl, 1, 0, false);
  10464. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10465. return 0;
  10466. }
  10467. break;
  10468. case SC_POISON:
  10469. case SC_DPOISON:
  10470. if (--(sce->val3) > 0) {
  10471. if (!sc->data[SC_SLOWPOISON]) {
  10472. if( sce->val2 && bl->type == BL_MOB ) {
  10473. struct block_list* src = map_id2bl(sce->val2);
  10474. if( src )
  10475. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  10476. }
  10477. map_freeblock_lock();
  10478. if(status->hp >= max(status->max_hp>>2, sce->val4)) // Stop damaging after 25% HP left.
  10479. status_zap(bl, sce->val4, 0);
  10480. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  10481. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10482. }
  10483. map_freeblock_unlock();
  10484. }
  10485. return 0;
  10486. }
  10487. break;
  10488. case SC_TENSIONRELAX:
  10489. if(status->max_hp > status->hp && --(sce->val3) > 0) {
  10490. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10491. return 0;
  10492. }
  10493. break;
  10494. case SC_KNOWLEDGE:
  10495. if (!sd) break;
  10496. if(bl->m == sd->feel_map[0].m ||
  10497. bl->m == sd->feel_map[1].m ||
  10498. bl->m == sd->feel_map[2].m)
  10499. { // Timeout will be handled by pc_setpos
  10500. sce->timer = INVALID_TIMER;
  10501. return 0;
  10502. }
  10503. break;
  10504. case SC_BLEEDING:
  10505. if (--(sce->val4) >= 0) {
  10506. int hp = rnd()%600 + 200;
  10507. struct block_list* src = map_id2bl(sce->val2);
  10508. if( src && bl && bl->type == BL_MOB )
  10509. mob_log_damage( (TBL_MOB*)bl, src, sd || hp < status->hp ? hp : status->hp - 1 );
  10510. map_freeblock_lock();
  10511. status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  10512. if( sc->data[type] ) {
  10513. if( status->hp == 1 ) {
  10514. map_freeblock_unlock();
  10515. break;
  10516. }
  10517. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10518. }
  10519. map_freeblock_unlock();
  10520. return 0;
  10521. }
  10522. break;
  10523. case SC_S_LIFEPOTION:
  10524. case SC_L_LIFEPOTION:
  10525. if( sd && --(sce->val4) >= 0 ) {
  10526. // val1 < 0 = per max% | val1 > 0 = exact amount
  10527. int hp = 0;
  10528. if( status->hp < status->max_hp )
  10529. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  10530. status_heal(bl, hp, 0, 2);
  10531. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  10532. return 0;
  10533. }
  10534. break;
  10535. case SC_BOSSMAPINFO:
  10536. if( sd && --(sce->val4) >= 0 ) {
  10537. struct mob_data *boss_md = map_id2boss(sce->val1);
  10538. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  10539. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  10540. if (boss_md->bl.prev != NULL) {
  10541. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10542. return 0;
  10543. }
  10544. }
  10545. }
  10546. break;
  10547. case SC_DANCING: // SP consumption by time of dancing skills
  10548. {
  10549. int s = 0;
  10550. int sp = 1;
  10551. if (--sce->val3 <= 0)
  10552. break;
  10553. switch(sce->val1&0xFFFF) {
  10554. case BD_RICHMANKIM:
  10555. case BD_DRUMBATTLEFIELD:
  10556. case BD_RINGNIBELUNGEN:
  10557. case BD_SIEGFRIED:
  10558. case BA_DISSONANCE:
  10559. case BA_ASSASSINCROSS:
  10560. case DC_UGLYDANCE:
  10561. s=3;
  10562. break;
  10563. case BD_LULLABY:
  10564. case BD_ETERNALCHAOS:
  10565. case BD_ROKISWEIL:
  10566. case DC_FORTUNEKISS:
  10567. s=4;
  10568. break;
  10569. case CG_HERMODE:
  10570. case BD_INTOABYSS:
  10571. case BA_WHISTLE:
  10572. case DC_HUMMING:
  10573. case BA_POEMBRAGI:
  10574. case DC_SERVICEFORYOU:
  10575. s=5;
  10576. break;
  10577. case BA_APPLEIDUN:
  10578. #ifdef RENEWAL
  10579. s=5;
  10580. #else
  10581. s=6;
  10582. #endif
  10583. break;
  10584. case CG_MOONLIT:
  10585. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  10586. sp= 4*(sce->val1>>16);
  10587. // Upkeep is also every 10 secs.
  10588. case DC_DONTFORGETME:
  10589. s=10;
  10590. break;
  10591. }
  10592. if( s != 0 && sce->val3 % s == 0 ) {
  10593. if (sc->data[SC_LONGING])
  10594. sp*= 3;
  10595. if (!status_charge(bl, 0, sp))
  10596. break;
  10597. }
  10598. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10599. return 0;
  10600. }
  10601. break;
  10602. case SC_BERSERK:
  10603. // 5% every 10 seconds [DracoRPG]
  10604. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  10605. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10606. return 0;
  10607. }
  10608. break;
  10609. case SC_NOCHAT:
  10610. if(sd) {
  10611. sd->status.manner++;
  10612. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10613. clif_updatestatus(sd,SP_MANNER);
  10614. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  10615. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  10616. return 0;
  10617. }
  10618. }
  10619. break;
  10620. case SC_SPLASHER:
  10621. // Custom Venom Splasher countdown timer
  10622. // if (sce->val4 % 1000 == 0) {
  10623. // char timer[10];
  10624. // snprintf (timer, 10, "%d", sce->val4/1000);
  10625. // clif_message(bl, timer);
  10626. // }
  10627. if((sce->val4 -= 500) > 0) {
  10628. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  10629. return 0;
  10630. }
  10631. break;
  10632. case SC_MARIONETTE:
  10633. case SC_MARIONETTE2:
  10634. {
  10635. struct block_list *pbl = map_id2bl(sce->val1);
  10636. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  10637. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10638. return 0;
  10639. }
  10640. }
  10641. break;
  10642. case SC_GOSPEL:
  10643. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  10644. int hp, sp;
  10645. hp = (sce->val1 > 5) ? 45 : 30;
  10646. sp = (sce->val1 > 5) ? 35 : 20;
  10647. if(!status_charge(bl, hp, sp))
  10648. break;
  10649. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10650. return 0;
  10651. }
  10652. break;
  10653. case SC_JAILED:
  10654. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  10655. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  10656. return 0;
  10657. }
  10658. break;
  10659. case SC_BLIND:
  10660. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  10661. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  10662. return 0;
  10663. }
  10664. break;
  10665. case SC_ABUNDANCE:
  10666. if(--(sce->val4) > 0) {
  10667. status_heal(bl,0,60,0);
  10668. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10669. }
  10670. break;
  10671. case SC_PYREXIA:
  10672. if( --(sce->val4) >= 0 ) {
  10673. map_freeblock_lock();
  10674. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
  10675. status_fix_damage(NULL,bl,100,0);
  10676. if( sc->data[type] ) {
  10677. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10678. }
  10679. map_freeblock_unlock();
  10680. return 0;
  10681. }
  10682. break;
  10683. case SC_LEECHESEND:
  10684. if( --(sce->val4) >= 0 ) {
  10685. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  10686. damage += status->vit * (sce->val1 - 3);
  10687. unit_skillcastcancel(bl,2);
  10688. map_freeblock_lock();
  10689. status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
  10690. if( sc->data[type] ) {
  10691. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10692. }
  10693. map_freeblock_unlock();
  10694. return 0;
  10695. }
  10696. break;
  10697. case SC_MAGICMUSHROOM:
  10698. if( --(sce->val4) >= 0 ) {
  10699. bool flag = 0;
  10700. int damage = status->max_hp * 3 / 100;
  10701. if( status->hp <= damage )
  10702. damage = status->hp - 1; // Cannot Kill
  10703. if( damage > 0 ) { // 3% Damage each 4 seconds
  10704. map_freeblock_lock();
  10705. status_zap(bl,damage,0);
  10706. flag = !sc->data[type]; // Killed? Should not
  10707. map_freeblock_unlock();
  10708. }
  10709. if( !flag ) { // Random Skill Cast
  10710. if (sd && !pc_issit(sd)) { // Can't cast if sit
  10711. int mushroom_skill_id = 0;
  10712. unit_stop_attack(bl);
  10713. unit_skillcastcancel(bl,1);
  10714. do {
  10715. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  10716. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  10717. }
  10718. while( mushroom_skill_id == 0 );
  10719. switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
  10720. case CAST_GROUND:
  10721. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
  10722. break;
  10723. case CAST_NODAMAGE:
  10724. skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10725. break;
  10726. case CAST_DAMAGE:
  10727. skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10728. break;
  10729. }
  10730. }
  10731. clif_emotion(bl,E_HEH);
  10732. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  10733. }
  10734. return 0;
  10735. }
  10736. break;
  10737. case SC_TOXIN:
  10738. if( --(sce->val4) >= 0 ) { // Damage is every 10 seconds including 3%sp drain.
  10739. map_freeblock_lock();
  10740. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  10741. status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); // Cancel dmg only if cancelable
  10742. if( sc->data[type] ) {
  10743. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  10744. }
  10745. map_freeblock_unlock();
  10746. return 0;
  10747. }
  10748. break;
  10749. case SC_OBLIVIONCURSE:
  10750. if( --(sce->val4) >= 0 ) {
  10751. clif_emotion(bl,E_WHAT);
  10752. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  10753. return 0;
  10754. }
  10755. break;
  10756. case SC_WEAPONBLOCKING:
  10757. if( --(sce->val4) >= 0 ) {
  10758. if( !status_charge(bl,0,3) )
  10759. break;
  10760. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10761. return 0;
  10762. }
  10763. break;
  10764. case SC_CLOAKINGEXCEED:
  10765. if(!status_charge(bl,0,10-sce->val1))
  10766. break;
  10767. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10768. return 0;
  10769. case SC_RENOVATIO:
  10770. if( --(sce->val4) >= 0 ) {
  10771. int heal = status->max_hp * 3 / 100;
  10772. if( sc && sc->data[SC_AKAITSUKI] && heal )
  10773. heal = ~heal + 1;
  10774. status_heal(bl, heal, 0, 3);
  10775. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10776. return 0;
  10777. }
  10778. break;
  10779. case SC_BURNING:
  10780. if( --(sce->val4) >= 0 ) {
  10781. struct block_list *src = map_id2bl(sce->val3);
  10782. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  10783. map_freeblock_lock();
  10784. clif_damage(bl,bl,tick,0,0,damage,1,9,0); // Damage is like endure effect with no walk delay
  10785. status_damage(src, bl, damage, 0, 0, 1);
  10786. if( sc->data[type]) { // Target still lives. [LimitLine]
  10787. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10788. }
  10789. map_freeblock_unlock();
  10790. return 0;
  10791. }
  10792. break;
  10793. case SC_FEAR:
  10794. if( --(sce->val4) >= 0 ) {
  10795. if( sce->val2 > 0 )
  10796. sce->val2--;
  10797. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10798. return 0;
  10799. }
  10800. break;
  10801. case SC_SPHERE_1:
  10802. case SC_SPHERE_2:
  10803. case SC_SPHERE_3:
  10804. case SC_SPHERE_4:
  10805. case SC_SPHERE_5:
  10806. if( --(sce->val4) >= 0 ) {
  10807. if( !status_charge(bl, 0, 1) )
  10808. break;
  10809. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10810. return 0;
  10811. }
  10812. break;
  10813. case SC_FREEZE_SP:
  10814. if( !status_charge(bl, 0, sce->val2) ) {
  10815. int i;
  10816. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  10817. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10818. break;
  10819. }
  10820. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10821. return 0;
  10822. case SC_ELECTRICSHOCKER:
  10823. if( --(sce->val4) >= 0 ) {
  10824. if (!status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100))
  10825. ; // Keep immobilize status even the SP is already running out.
  10826. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10827. return 0;
  10828. }
  10829. break;
  10830. case SC_CAMOUFLAGE:
  10831. if (!status_charge(bl, 0, 7 - sce->val1))
  10832. break;
  10833. if (--sce->val4 >= 0)
  10834. sce->val3++;
  10835. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10836. return 0;
  10837. case SC__REPRODUCE:
  10838. if(!status_charge(bl, 0, 1))
  10839. break;
  10840. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10841. return 0;
  10842. case SC__SHADOWFORM:
  10843. if( --(sce->val4) >= 0 ) {
  10844. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  10845. break;
  10846. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10847. return 0;
  10848. }
  10849. break;
  10850. case SC__INVISIBILITY:
  10851. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  10852. break;
  10853. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10854. return 0;
  10855. case SC__FEINTBOMB:
  10856. if( --(sce->val4) >= 0) {
  10857. if( !status_charge(bl, 0, 1) )
  10858. break;
  10859. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10860. return 0;
  10861. }
  10862. break;
  10863. case SC_STRIKING:
  10864. if( --(sce->val4) >= 0 ) {
  10865. if( !status_charge(bl,0, sce->val3 ) )
  10866. break;
  10867. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10868. return 0;
  10869. }
  10870. break;
  10871. case SC_BLOODSUCKER:
  10872. if( --(sce->val4) >= 0 ) {
  10873. struct block_list *src = map_id2bl(sce->val2);
  10874. int damage;
  10875. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  10876. break;
  10877. map_freeblock_lock();
  10878. damage = 200 + 100 * sce->val1 + status_get_int(src);
  10879. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 0);
  10880. unit_skillcastcancel(bl,1);
  10881. if ( sc->data[type] ) {
  10882. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10883. }
  10884. map_freeblock_unlock();
  10885. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  10886. return 0;
  10887. }
  10888. break;
  10889. case SC_VOICEOFSIREN:
  10890. if( --(sce->val4) >= 0 ) {
  10891. clif_emotion(bl,E_LV);
  10892. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10893. return 0;
  10894. }
  10895. break;
  10896. case SC_DEEPSLEEP:
  10897. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  10898. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  10899. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10900. return 0;
  10901. }
  10902. break;
  10903. case SC_SIRCLEOFNATURE:
  10904. if( --(sce->val4) >= 0 ) {
  10905. if( !status_charge(bl,0,sce->val3) )
  10906. break;
  10907. status_heal(bl, sce->val2, 0, 1);
  10908. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10909. return 0;
  10910. }
  10911. break;
  10912. case SC_SONGOFMANA:
  10913. if( --(sce->val4) >= 0 ) {
  10914. status_heal(bl,0,sce->val3,3);
  10915. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10916. return 0;
  10917. }
  10918. break;
  10919. case SC_SATURDAYNIGHTFEVER:
  10920. // 1% HP/SP drain every val4 seconds [Jobbie]
  10921. if( --(sce->val3) >= 0 ) {
  10922. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  10923. break;
  10924. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10925. return 0;
  10926. }
  10927. break;
  10928. case SC_MELODYOFSINK:
  10929. if( --(sce->val4) >= 0 ) {
  10930. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  10931. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10932. return 0;
  10933. }
  10934. break;
  10935. case SC_CRYSTALIZE:
  10936. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  10937. if( bl->type != BL_MOB) // Doesn't work on mobs
  10938. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  10939. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10940. return 0;
  10941. }
  10942. break;
  10943. case SC_FORCEOFVANGUARD:
  10944. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  10945. break;
  10946. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10947. return 0;
  10948. case SC_BANDING:
  10949. if( status_charge(bl, 0, 7 - sce->val1) ) {
  10950. if( sd ) pc_banding(sd, sce->val1);
  10951. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10952. return 0;
  10953. }
  10954. break;
  10955. case SC_REFLECTDAMAGE:
  10956. if( --(sce->val4) > 0 ) {
  10957. if( !status_charge(bl,0,10) )
  10958. break;
  10959. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10960. return 0;
  10961. }
  10962. break;
  10963. case SC_OVERHEAT_LIMITPOINT:
  10964. if( --(sce->val1) > 0 ) { // Cooling
  10965. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  10966. }
  10967. break;
  10968. case SC_OVERHEAT:
  10969. {
  10970. int damage = status->max_hp / 100; // Suggestion 1% each second
  10971. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  10972. map_freeblock_lock();
  10973. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  10974. if( sc->data[type] ) {
  10975. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10976. }
  10977. map_freeblock_unlock();
  10978. }
  10979. break;
  10980. case SC_MAGNETICFIELD:
  10981. {
  10982. if( --(sce->val3) <= 0 )
  10983. break; // Time out
  10984. if( sce->val2 == bl->id ) {
  10985. if( !status_charge(bl,0,50) )
  10986. break; // No more SP status should end, and in the next second will end for the other affected players
  10987. } else {
  10988. struct block_list *src = map_id2bl(sce->val2);
  10989. struct status_change *ssc;
  10990. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  10991. break; // Source no more under Magnetic Field
  10992. }
  10993. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10994. }
  10995. break;
  10996. case SC_INSPIRATION:
  10997. if(--(sce->val4) >= 0) {
  10998. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  10999. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  11000. if( !status_charge(bl,hp,sp) ) break;
  11001. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  11002. return 0;
  11003. }
  11004. break;
  11005. case SC_RAISINGDRAGON:
  11006. // 1% every 5 seconds [Jobbie]
  11007. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  11008. if( !sc->data[type] ) return 0;
  11009. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11010. return 0;
  11011. }
  11012. break;
  11013. case SC_CIRCLE_OF_FIRE:
  11014. case SC_FIRE_CLOAK:
  11015. case SC_WATER_DROP:
  11016. case SC_WATER_SCREEN:
  11017. case SC_WIND_CURTAIN:
  11018. case SC_WIND_STEP:
  11019. case SC_STONE_SHIELD:
  11020. case SC_SOLID_SKIN:
  11021. if( !status_charge(bl,0,sce->val2) ) {
  11022. struct block_list *s_bl = battle_get_master(bl);
  11023. if( s_bl )
  11024. status_change_end(s_bl,type+1,INVALID_TIMER);
  11025. status_change_end(bl,type,INVALID_TIMER);
  11026. break;
  11027. }
  11028. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11029. return 0;
  11030. case SC_TEARGAS:
  11031. if( --(sce->val4) >= 0 ) {
  11032. struct block_list *src = map_id2bl(sce->val3);
  11033. int damage = sce->val2;
  11034. map_freeblock_lock();
  11035. clif_damage(bl, bl, tick, 0, 0, damage, 1, 9, 0);
  11036. status_damage(src, bl, damage,0, 0, 1);
  11037. if( sc->data[type] ) {
  11038. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11039. }
  11040. map_freeblock_unlock();
  11041. return 0;
  11042. }
  11043. break;
  11044. case SC_TEARGAS_SOB:
  11045. if( --(sce->val4) >= 0 ) {
  11046. clif_emotion(bl, E_SOB);
  11047. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  11048. return 0;
  11049. }
  11050. break;
  11051. case SC_STOMACHACHE:
  11052. if( --(sce->val4) >= 0 ) {
  11053. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  11054. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  11055. skill_sit(sd, 1);
  11056. pc_setsit(sd);
  11057. clif_sitting(bl);
  11058. }
  11059. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11060. return 0;
  11061. }
  11062. break;
  11063. case SC_LEADERSHIP:
  11064. case SC_GLORYWOUNDS:
  11065. case SC_SOULCOLD:
  11066. case SC_HAWKEYES:
  11067. // They only end by status_change_end
  11068. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  11069. return 0;
  11070. case SC_MEIKYOUSISUI:
  11071. if( --(sce->val4) >= 0 ) {
  11072. status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
  11073. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11074. return 0;
  11075. }
  11076. break;
  11077. case SC_IZAYOI:
  11078. case SC_KAGEMUSYA:
  11079. if( --(sce->val2) >= 0 ) {
  11080. if(!status_charge(bl, 0, 1)) break;
  11081. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11082. return 0;
  11083. }
  11084. break;
  11085. case SC_ANGRIFFS_MODUS:
  11086. if(--(sce->val4) >= 0) { // Drain hp/sp
  11087. if( !status_charge(bl,100,20) ) break;
  11088. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11089. return 0;
  11090. }
  11091. break;
  11092. case SC_CBC:
  11093. if(--(sce->val4) >= 0) { // Drain hp/sp
  11094. int hp=0;
  11095. int sp = (status->max_sp * sce->val3) / 100;
  11096. if(bl->type == BL_MOB) hp = sp*10;
  11097. if( !status_charge(bl,hp,sp) ) break;
  11098. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11099. return 0;
  11100. }
  11101. break;
  11102. case SC_FULL_THROTTLE:
  11103. if( --(sce->val4) >= 0 ) {
  11104. status_percent_damage(bl, bl, 0, sce->val2, false);
  11105. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11106. return 0;
  11107. }
  11108. break;
  11109. case SC_KINGS_GRACE:
  11110. if( --(sce->val4) >= 0 ) {
  11111. status_percent_heal(bl, sce->val2, 0);
  11112. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11113. return 0;
  11114. }
  11115. break;
  11116. case SC_FRIGG_SONG:
  11117. if( --(sce->val4) >= 0 ) {
  11118. status_heal(bl, sce->val3, 0, 0);
  11119. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11120. return 0;
  11121. }
  11122. break;
  11123. case SC_C_MARKER:
  11124. if( --(sce->val4) >= 0 ) {
  11125. TBL_PC *tsd = map_id2sd(sce->val2);
  11126. if (!tsd || tsd->bl.m != bl->m) //End the SC if caster isn't in same map
  11127. break;
  11128. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11129. clif_crimson_marker(tsd->fd,bl,false);
  11130. return 0;
  11131. }
  11132. break;
  11133. }
  11134. // Default for all non-handled control paths is to end the status
  11135. return status_change_end( bl,type,tid );
  11136. #undef sc_timer_next
  11137. }
  11138. /**
  11139. * For each iteration of repetitive status
  11140. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  11141. * @param ap: va_list arguments (src, sce, type, tick)
  11142. **/
  11143. int status_change_timer_sub(struct block_list* bl, va_list ap)
  11144. {
  11145. struct status_change* tsc;
  11146. struct block_list* src = va_arg(ap,struct block_list*);
  11147. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  11148. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  11149. unsigned int tick = va_arg(ap,unsigned int);
  11150. if (status_isdead(bl))
  11151. return 0;
  11152. tsc = status_get_sc(bl);
  11153. switch( type ) {
  11154. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  11155. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11156. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  11157. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11158. case SC_CONCENTRATE:
  11159. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11160. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11161. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11162. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11163. break;
  11164. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  11165. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  11166. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  11167. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11168. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11169. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11170. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11171. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  11172. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  11173. }
  11174. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11175. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  11176. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11177. break;
  11178. case SC_SIGHTBLASTER:
  11179. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  11180. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  11181. {
  11182. if (sce && !(bl->type&BL_SKILL) // The hit is not counted if it's against a trap
  11183. && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)) {
  11184. sce->val2 = 0; // This signals it to end.
  11185. }
  11186. }
  11187. break;
  11188. case SC_TINDER_BREAKER:
  11189. case SC_CLOSECONFINE:{
  11190. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  11191. // Lock char has released the hold on everyone...
  11192. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  11193. tsc->data[type2]->val2 = 0;
  11194. status_change_end(bl, type2, INVALID_TIMER);
  11195. }
  11196. break;
  11197. }
  11198. case SC_CURSEDCIRCLE_TARGET:
  11199. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  11200. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  11201. status_change_end(bl, type, INVALID_TIMER);
  11202. }
  11203. break;
  11204. }
  11205. return 0;
  11206. }
  11207. /**
  11208. * Clears buffs/debuffs on an object
  11209. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  11210. * @param type: Type to remove
  11211. * &1: Clear Buffs
  11212. * $2: Clear Debuffs
  11213. * &4: Specific debuffs with a refresh
  11214. **/
  11215. void status_change_clear_buffs (struct block_list* bl, int type)
  11216. {
  11217. int i;
  11218. struct status_change *sc= status_get_sc(bl);
  11219. if (!sc || !sc->count)
  11220. return;
  11221. if (type&6) // Debuffs
  11222. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  11223. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11224. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  11225. if(!sc->data[i])
  11226. continue;
  11227. switch (i) {
  11228. // Stuff that cannot be removed
  11229. case SC_WEIGHT50:
  11230. case SC_WEIGHT90:
  11231. case SC_COMBO:
  11232. case SC_SMA:
  11233. case SC_DANCING:
  11234. case SC_LEADERSHIP:
  11235. case SC_GLORYWOUNDS:
  11236. case SC_SOULCOLD:
  11237. case SC_HAWKEYES:
  11238. case SC_SAFETYWALL:
  11239. case SC_PNEUMA:
  11240. case SC_NOCHAT:
  11241. case SC_JAILED:
  11242. case SC_ANKLE:
  11243. case SC_BLADESTOP:
  11244. case SC_CP_WEAPON:
  11245. case SC_CP_SHIELD:
  11246. case SC_CP_ARMOR:
  11247. case SC_CP_HELM:
  11248. case SC_STRFOOD:
  11249. case SC_AGIFOOD:
  11250. case SC_VITFOOD:
  11251. case SC_INTFOOD:
  11252. case SC_DEXFOOD:
  11253. case SC_LUKFOOD:
  11254. case SC_HITFOOD:
  11255. case SC_FLEEFOOD:
  11256. case SC_BATKFOOD:
  11257. case SC_WATKFOOD:
  11258. case SC_MATKFOOD:
  11259. case SC_FOOD_STR_CASH:
  11260. case SC_FOOD_AGI_CASH:
  11261. case SC_FOOD_VIT_CASH:
  11262. case SC_FOOD_DEX_CASH:
  11263. case SC_FOOD_INT_CASH:
  11264. case SC_FOOD_LUK_CASH:
  11265. case SC_EXPBOOST:
  11266. case SC_JEXPBOOST:
  11267. case SC_ITEMBOOST:
  11268. case SC_ELECTRICSHOCKER:
  11269. case SC__MANHOLE:
  11270. case SC_GIANTGROWTH:
  11271. case SC_MILLENNIUMSHIELD:
  11272. case SC_REFRESH:
  11273. case SC_STONEHARDSKIN:
  11274. case SC_VITALITYACTIVATION:
  11275. case SC_FIGHTINGSPIRIT:
  11276. case SC_ABUNDANCE:
  11277. case SC_SAVAGE_STEAK:
  11278. case SC_COCKTAIL_WARG_BLOOD:
  11279. case SC_MINOR_BBQ:
  11280. case SC_SIROMA_ICE_TEA:
  11281. case SC_DROCERA_HERB_STEAMED:
  11282. case SC_PUTTI_TAILS_NOODLES:
  11283. case SC_CURSEDCIRCLE_ATKER:
  11284. case SC_CURSEDCIRCLE_TARGET:
  11285. case SC_PUSH_CART:
  11286. case SC_ALL_RIDING:
  11287. case SC_STYLE_CHANGE:
  11288. case SC_MONSTER_TRANSFORM:
  11289. case SC_MOONSTAR:
  11290. case SC_SUPER_STAR:
  11291. case SC_MTF_ASPD:
  11292. case SC_MTF_RANGEATK:
  11293. case SC_MTF_MATK:
  11294. case SC_MTF_MLEATKED:
  11295. case SC_MTF_CRIDAMAGE:
  11296. case SC_HEAT_BARREL_AFTER:
  11297. case SC_STRANGELIGHTS:
  11298. case SC_DECORATION_OF_MUSIC:
  11299. case SC_QUEST_BUFF1:
  11300. case SC_QUEST_BUFF2:
  11301. case SC_QUEST_BUFF3:
  11302. continue;
  11303. // Debuffs that can be removed.
  11304. case SC_DEEPSLEEP:
  11305. case SC_BURNING:
  11306. case SC_FREEZING:
  11307. case SC_CRYSTALIZE:
  11308. case SC_TOXIN:
  11309. case SC_PARALYSE:
  11310. case SC_VENOMBLEED:
  11311. case SC_MAGICMUSHROOM:
  11312. case SC_DEATHHURT:
  11313. case SC_PYREXIA:
  11314. case SC_OBLIVIONCURSE:
  11315. case SC_LEECHESEND:
  11316. case SC_MARSHOFABYSS:
  11317. case SC_MANDRAGORA:
  11318. if(!(type&4))
  11319. continue;
  11320. break;
  11321. case SC_HALLUCINATION:
  11322. case SC_QUAGMIRE:
  11323. case SC_SIGNUMCRUCIS:
  11324. case SC_DECREASEAGI:
  11325. case SC_SLOWDOWN:
  11326. case SC_MINDBREAKER:
  11327. case SC_WINKCHARM:
  11328. case SC_STOP:
  11329. case SC_ORCISH:
  11330. case SC_STRIPWEAPON:
  11331. case SC_STRIPSHIELD:
  11332. case SC_STRIPARMOR:
  11333. case SC_STRIPHELM:
  11334. case SC_BITE:
  11335. case SC_ADORAMUS:
  11336. case SC_VACUUM_EXTREME:
  11337. case SC_FEAR:
  11338. case SC_MAGNETICFIELD:
  11339. case SC_NETHERWORLD:
  11340. if (!(type&2))
  11341. continue;
  11342. break;
  11343. // The rest are buffs that can be removed.
  11344. case SC_BERSERK:
  11345. case SC_SATURDAYNIGHTFEVER:
  11346. if (!(type&1))
  11347. continue;
  11348. sc->data[i]->val2 = 0;
  11349. break;
  11350. default:
  11351. if (!(type&1))
  11352. continue;
  11353. break;
  11354. }
  11355. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11356. }
  11357. // Cleaning all extras vars
  11358. sc->comet_x = 0;
  11359. sc->comet_y = 0;
  11360. #ifndef RENEWAL
  11361. sc->sg_counter = 0;
  11362. #endif
  11363. sc->bs_counter = 0;
  11364. return;
  11365. }
  11366. /**
  11367. * Infect a user with status effects (SC_DEADLYINFECT)
  11368. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  11369. * @param bl: Object to change
  11370. * @return 1: Success 0: Fail
  11371. **/
  11372. int status_change_spread( struct block_list *src, struct block_list *bl )
  11373. {
  11374. int i, flag = 0;
  11375. struct status_change *sc = status_get_sc(src);
  11376. const struct TimerData *timer;
  11377. unsigned int tick;
  11378. struct status_change_data data;
  11379. if( !sc || !sc->count )
  11380. return 0;
  11381. tick = gettick();
  11382. //Boss monsters resistance
  11383. if( (status_get_mode(src)&MD_BOSS) || (status_get_mode(bl)&MD_BOSS) )
  11384. return 0;
  11385. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  11386. if( !sc->data[i] || i == SC_COMMON_MAX )
  11387. continue;
  11388. switch( i ) {
  11389. // Debuffs that can be spread.
  11390. // NOTE: We'll add/delete SCs when we are able to confirm it.
  11391. case SC_CURSE:
  11392. case SC_SILENCE:
  11393. case SC_CONFUSION:
  11394. case SC_BLIND:
  11395. //case SC_NOCHAT:
  11396. case SC_HALLUCINATION:
  11397. case SC_SIGNUMCRUCIS:
  11398. case SC_DECREASEAGI:
  11399. //case SC_SLOWDOWN:
  11400. //case SC_MINDBREAKER:
  11401. //case SC_WINKCHARM:
  11402. //case SC_STOP:
  11403. case SC_ORCISH:
  11404. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  11405. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  11406. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  11407. //case SC_STRIPHELM:
  11408. //case SC__STRIPACCESSORY:
  11409. //case SC_BITE:
  11410. case SC_FREEZING:
  11411. case SC_VENOMBLEED:
  11412. case SC_DEATHHURT:
  11413. case SC_PARALYSE:
  11414. if( sc->data[i]->timer != INVALID_TIMER ) {
  11415. timer = get_timer(sc->data[i]->timer);
  11416. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  11417. continue;
  11418. data.tick = DIFF_TICK(timer->tick,tick);
  11419. } else
  11420. data.tick = INVALID_TIMER;
  11421. break;
  11422. // Special cases
  11423. case SC_POISON:
  11424. case SC_DPOISON:
  11425. data.tick = sc->data[i]->val3 * 1000;
  11426. break;
  11427. case SC_FEAR:
  11428. case SC_LEECHESEND:
  11429. data.tick = sc->data[i]->val4 * 1000;
  11430. break;
  11431. case SC_BURNING:
  11432. data.tick = sc->data[i]->val4 * 2000;
  11433. break;
  11434. case SC_PYREXIA:
  11435. //case SC_OBLIVIONCURSE: // Players are not affected by Oblivion Curse.
  11436. data.tick = sc->data[i]->val4 * 3000;
  11437. break;
  11438. case SC_MAGICMUSHROOM:
  11439. data.tick = sc->data[i]->val4 * 4000;
  11440. break;
  11441. case SC_TOXIN:
  11442. case SC_BLEEDING:
  11443. data.tick = sc->data[i]->val4 * 10000;
  11444. break;
  11445. default:
  11446. continue;
  11447. break;
  11448. }
  11449. if( i ) {
  11450. data.val1 = sc->data[i]->val1;
  11451. data.val2 = sc->data[i]->val2;
  11452. data.val3 = sc->data[i]->val3;
  11453. data.val4 = sc->data[i]->val4;
  11454. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  11455. flag = 1;
  11456. }
  11457. }
  11458. return flag;
  11459. }
  11460. /**
  11461. * Applying natural heal bonuses (sit, skill, homun, etc...)
  11462. * TODO: the va_list doesn't seem to be used, safe to remove?
  11463. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  11464. * @param args: va_list arguments
  11465. * @return which regeneration bonuses have been applied (flag)
  11466. **/
  11467. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  11468. static int status_natural_heal(struct block_list* bl, va_list args)
  11469. {
  11470. struct regen_data *regen;
  11471. struct status_data *status;
  11472. struct status_change *sc;
  11473. struct unit_data *ud;
  11474. struct view_data *vd = NULL;
  11475. struct regen_data_sub *sregen;
  11476. struct map_session_data *sd;
  11477. int val,rate,bonus = 0,flag;
  11478. regen = status_get_regen_data(bl);
  11479. if (!regen) return 0;
  11480. status = status_get_status_data(bl);
  11481. sc = status_get_sc(bl);
  11482. if (sc && !sc->count)
  11483. sc = NULL;
  11484. sd = BL_CAST(BL_PC,bl);
  11485. flag = regen->flag;
  11486. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  11487. flag&=~(RGN_HP|RGN_SHP);
  11488. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  11489. flag&=~(RGN_SP|RGN_SSP);
  11490. if (flag && (
  11491. status_isdead(bl) ||
  11492. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  11493. ))
  11494. flag=0;
  11495. if (sd) {
  11496. if (sd->hp_loss.value || sd->sp_loss.value)
  11497. pc_bleeding(sd, natural_heal_diff_tick);
  11498. if (sd->hp_regen.value || sd->sp_regen.value)
  11499. pc_regen(sd, natural_heal_diff_tick);
  11500. }
  11501. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  11502. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { // Apply sitting regen bonus.
  11503. sregen = regen->ssregen;
  11504. if(flag&(RGN_SHP)) { // Sitting HP regen
  11505. val = natural_heal_diff_tick * sregen->rate.hp;
  11506. if (regen->state.overweight)
  11507. val>>=1; // Half as fast when overweight.
  11508. sregen->tick.hp += val;
  11509. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11510. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11511. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  11512. flag&=~(RGN_HP|RGN_SHP);
  11513. break;
  11514. }
  11515. }
  11516. }
  11517. if(flag&(RGN_SSP)) { // Sitting SP regen
  11518. val = natural_heal_diff_tick * sregen->rate.sp;
  11519. if (regen->state.overweight)
  11520. val>>=1; // Half as fast when overweight.
  11521. sregen->tick.sp += val;
  11522. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11523. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11524. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  11525. flag&=~(RGN_SP|RGN_SSP);
  11526. break;
  11527. }
  11528. }
  11529. }
  11530. }
  11531. if (flag && regen->state.overweight)
  11532. flag=0;
  11533. ud = unit_bl2ud(bl);
  11534. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  11535. flag&=~(RGN_SHP|RGN_SSP);
  11536. if(!regen->state.walk)
  11537. flag&=~RGN_HP;
  11538. }
  11539. if (!flag)
  11540. return 0;
  11541. if (flag&(RGN_HP|RGN_SP)) {
  11542. if(!vd) vd = status_get_viewdata(bl);
  11543. if(vd && vd->dead_sit == 2)
  11544. bonus++;
  11545. if(regen->state.gc)
  11546. bonus++;
  11547. }
  11548. // Natural Hp regen
  11549. if (flag&RGN_HP) {
  11550. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  11551. if (ud && ud->walktimer != INVALID_TIMER)
  11552. rate/=2;
  11553. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  11554. if(bl->type==BL_HOM) rate *=2;
  11555. regen->tick.hp += rate;
  11556. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  11557. val = 0;
  11558. do {
  11559. val += regen->hp;
  11560. regen->tick.hp -= battle_config.natural_healhp_interval;
  11561. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  11562. if (status_heal(bl, val, 0, 1) < val)
  11563. flag&=~RGN_SHP; // Full.
  11564. }
  11565. }
  11566. // Natural SP regen
  11567. if(flag&RGN_SP) {
  11568. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  11569. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  11570. if(bl->type==BL_HOM) rate *=2;
  11571. #ifdef RENEWAL
  11572. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  11573. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  11574. rate /= 2; // Tick is doubled in Fury state
  11575. #endif
  11576. regen->tick.sp += rate;
  11577. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  11578. val = 0;
  11579. do {
  11580. val += regen->sp;
  11581. regen->tick.sp -= battle_config.natural_healsp_interval;
  11582. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  11583. if (status_heal(bl, 0, val, 1) < val)
  11584. flag&=~RGN_SSP; // full.
  11585. }
  11586. }
  11587. if (!regen->sregen)
  11588. return flag;
  11589. // Skill regen
  11590. sregen = regen->sregen;
  11591. if(flag&RGN_SHP) { // Skill HP regen
  11592. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  11593. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11594. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11595. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  11596. break; // Full
  11597. }
  11598. }
  11599. if(flag&RGN_SSP) { // Skill SP regen
  11600. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  11601. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11602. val = sregen->sp;
  11603. if (sd && sd->state.doridori) {
  11604. val*=2;
  11605. sd->state.doridori = 0;
  11606. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  11607. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  11608. 100,rate,skill_get_time(TK_SPTIME, rate));
  11609. if (
  11610. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  11611. rnd()%10000 < battle_config.sg_angel_skill_ratio
  11612. ) { // Angel of the Sun/Moon/Star
  11613. clif_feel_hate_reset(sd);
  11614. pc_resethate(sd);
  11615. pc_resetfeel(sd);
  11616. }
  11617. }
  11618. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11619. if(status_heal(bl, 0, val, 3) < val)
  11620. break; // Full
  11621. }
  11622. }
  11623. return flag;
  11624. }
  11625. /**
  11626. * Natural heal main timer
  11627. * @param tid: Timer ID
  11628. * @param tick: Current tick (time)
  11629. * @param id: Object ID to heal
  11630. * @param data: data pushed through timer function
  11631. * @return 0
  11632. **/
  11633. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  11634. {
  11635. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  11636. map_foreachregen(status_natural_heal);
  11637. natural_heal_prev_tick = tick;
  11638. return 0;
  11639. }
  11640. /**
  11641. * Get the chance to upgrade a piece of equipment
  11642. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  11643. * @param refine: The target's refine level
  11644. * @return The chance to refine the item, in percent (0~100)
  11645. **/
  11646. int status_get_refine_chance(enum refine_type wlv, int refine)
  11647. {
  11648. if ( refine < 0 || refine >= MAX_REFINE)
  11649. return 0;
  11650. return refine_info[wlv].chance[refine];
  11651. }
  11652. /**
  11653. * Read sizefix database for attack calculations
  11654. * @param fields: Fields passed from sv_readdb
  11655. * @param columns: Columns passed from sv_readdb function call
  11656. * @param current: Current row being read into atkmods array
  11657. * @return True
  11658. **/
  11659. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  11660. {
  11661. unsigned int i;
  11662. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  11663. atkmods[current][i] = atoi(fields[i]);
  11664. return true;
  11665. }
  11666. /**
  11667. * Read refine database for refining calculations
  11668. * @param fields: Fields passed from sv_readdb
  11669. * @param columns: Columns passed from sv_readdb function call
  11670. * @param current: Current row being read into refine_info array
  11671. * @return True
  11672. **/
  11673. static bool status_readdb_refine(char* fields[], int columns, int current)
  11674. {
  11675. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  11676. current = atoi(fields[0]);
  11677. if (current < 0 || current >= REFINE_TYPE_MAX)
  11678. return false;
  11679. bonus_per_level = atoi(fields[1]);
  11680. random_bonus_start_level = atoi(fields[2]);
  11681. random_bonus = atoi(fields[3]);
  11682. for(i = 0; i < MAX_REFINE; i++) {
  11683. char* delim;
  11684. if (!(delim = strchr(fields[4+i], ':')))
  11685. return false;
  11686. *delim = '\0';
  11687. refine_info[current].chance[i] = atoi(fields[4+i]);
  11688. if (i >= random_bonus_start_level - 1)
  11689. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  11690. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  11691. if (i > 0)
  11692. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  11693. }
  11694. return true;
  11695. }
  11696. /**
  11697. * Read attribute fix database for attack calculations
  11698. * Function stores information in the attr_fix_table
  11699. * @return True
  11700. **/
  11701. static bool status_readdb_attrfix(const char *basedir,bool silent)
  11702. {
  11703. FILE *fp;
  11704. char line[512], path[512],*p;
  11705. int entries=0;
  11706. sprintf(path, "%s/attr_fix.txt", basedir);
  11707. fp=fopen(path,"r");
  11708. if(fp==NULL) {
  11709. if(silent==0) ShowError("can't read %s\n", path);
  11710. return 1;
  11711. }
  11712. while(fgets(line, sizeof(line), fp))
  11713. {
  11714. char *split[10];
  11715. int lv,n,i,j;
  11716. if(line[0]=='/' && line[1]=='/')
  11717. continue;
  11718. for(j=0,p=line;j<3 && p;j++) {
  11719. split[j]=p;
  11720. p=strchr(p,',');
  11721. if(p) *p++=0;
  11722. }
  11723. if( j < 2 )
  11724. continue;
  11725. lv=atoi(split[0]);
  11726. n=atoi(split[1]);
  11727. for(i=0;i<n && i<ELE_ALL;) {
  11728. if( !fgets(line, sizeof(line), fp) )
  11729. break;
  11730. if(line[0]=='/' && line[1]=='/')
  11731. continue;
  11732. for(j=0,p=line;j<n && j<ELE_ALL && p;j++) {
  11733. while(*p==32 && *p>0)
  11734. p++;
  11735. attr_fix_table[lv-1][i][j]=atoi(p);
  11736. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  11737. attr_fix_table[lv-1][i][j] = 0;
  11738. p=strchr(p,',');
  11739. if(p) *p++=0;
  11740. }
  11741. i++;
  11742. }
  11743. entries++;
  11744. }
  11745. fclose(fp);
  11746. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  11747. return true;
  11748. }
  11749. /**
  11750. * Sets defaults in tables and starts read db functions
  11751. * sv_readdb reads the file, outputting the information line-by-line to
  11752. * previous functions above, separating information by delimiter
  11753. * DBs being read:
  11754. * attr_fix.txt: Attribute adjustment table for attacks
  11755. * size_fix.txt: Size adjustment table for weapons
  11756. * refine_db.txt: Refining data table
  11757. * @return 0
  11758. **/
  11759. int status_readdb(void)
  11760. {
  11761. int i, j, k;
  11762. const char* dbsubpath[] = {
  11763. "",
  11764. "/"DBIMPORT,
  11765. //add other path here
  11766. };
  11767. // Initialize databases to default
  11768. // size_fix.txt
  11769. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  11770. for(j=0;j<MAX_WEAPON_TYPE;j++)
  11771. atkmods[i][j]=100;
  11772. // refine_db.txt
  11773. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  11774. {
  11775. for(j=0;j<MAX_REFINE; j++)
  11776. {
  11777. refine_info[i].chance[j] = 100;
  11778. refine_info[i].bonus[j] = 0;
  11779. refine_info[i].randombonus_max[j] = 0;
  11780. }
  11781. }
  11782. // attr_fix.txt
  11783. for(i=0;i<4;i++)
  11784. for(j=0;j<ELE_ALL;j++)
  11785. for(k=0;k<ELE_ALL;k++)
  11786. attr_fix_table[i][j][k]=100;
  11787. // read databases
  11788. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  11789. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  11790. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  11791. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  11792. char* dbsubpath1 = (char*)aMalloc(n1+1);
  11793. char* dbsubpath2 = (char*)aMalloc(n2+1);
  11794. if(i==0) {
  11795. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11796. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  11797. }
  11798. else {
  11799. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11800. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  11801. }
  11802. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  11803. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  11804. sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
  11805. aFree(dbsubpath1);
  11806. aFree(dbsubpath2);
  11807. }
  11808. return 0;
  11809. }
  11810. /**
  11811. * Status db init and destroy.
  11812. **/
  11813. int do_init_status(void)
  11814. {
  11815. add_timer_func_list(status_change_timer,"status_change_timer");
  11816. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  11817. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  11818. initChangeTables();
  11819. initDummyData();
  11820. status_readdb();
  11821. natural_heal_prev_tick = gettick();
  11822. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  11823. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  11824. return 0;
  11825. }
  11826. void do_final_status(void)
  11827. {
  11828. ers_destroy(sc_data_ers);
  11829. }